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Darkmantle Hall

Behold! The shield of the south, Darkmantle in all of its glory, power, strength. None have taken the halls while we have defended it, and none ever will.
-Commander Ulrich Vigil of Darkmantle Hall

Demographics

The people of Darkmantle are largely dwarves, who make up nearly 90% of the population. Humans have a small hold in the dwarf halls here, numbering at about 9% of the population, and other races make up the remaining 1%. Many of the residents of Darkmantle hall are either craftsmen or soldiers. There is a small merchant class that peddles goods within the hall as well. There are no nobles in Darkmantle, and a very small ruling class.

Government

Darkmantle hall is an Autocratic military and guild state under the rule of the Little Kingdom and the Embershade Alliance. It has two rulers, the Dhànali, one chosen from among the military for outstanding service, and the other chosen from among the most skilled craftsmen. The Dhànali have nearly absolute power so long as they agree on policy and obey the laws of the Little Kingdom. A ruler will often choose their own successor, and train them to take their position when they die or step down. The successors are chosen from the military and craft guilds respectively, and serve as the rulers confidant, student, and closest adviser. Other advisers are often appointed to oversee much of the daily running of the city, and a number of lawmen are utilized to ensure that no laws made in contrast with the existing policy of the Embershade Alliance.

Defences

Darkmantle hall is laid out for great defensive capability. There are few entrances, and all of them are guarded at all times, and can be easily sealed off if the guard post is overrun. The main entry hall is set into a cliff flanked by sloping cliffs on either side, in which battlements and forts have been built. The main gate is steel reinforced with adamantine, and the cliff face is riddled with defensible ramparts. The inside of the hall is laid out so that every chamber can be sectioned of with controlled cave ins, forcing attackers to follow the most defensible path while being unable to assault parts of the city that are more vulnerable. Checkpoints manned by guards exist throughout the city, and can act as fallback points for defenders if the initial defense fails. Furthermore, every citizen of Darkmantle Hall trains as a combatant with at least two weapons, a melee and ranged weapon, as part of their education. It is considered a great honor to be a skilled warrior, and most continue to train throughout their lives. Darkmantle hall keeps a large professional army at its disposal, allowing it to keep the peace in the surrounding lands, defend Darkmantle Pass and the Seaward Mountains, and fully garrison the city. Much of the Little Kingdoms army comes from Darkmantle hall, and soldiers from there can be found from the Blackwood to Mythrandos, and from the Citadel of Blackguard to the garrison at Silverwood Hall.

Industry & Trade

Much of the income that goes into the city of Darkmantle Hall comes from the industrious Craft guilds that have risen to prominence there. Manufactured goods from Darkmantle are legendary for their quality and beauty, as well as functionality. A majority of iron goods in the Little Kingdom are crafted in and exported from Darkmantle Hall. On top of this, the city receives a large income from the Little Kingdoms use of its warriors. The city imports much of its food from the surrounding towns and villages to the north, in the Thalik plains.

Assets

Darkmantle hall boasts a massive mine system, extracting valuable ores from the Seaward Mountains. A massive amount of iron and steel is produced by the city, and much of it is used by the craftsmen of the Hall to create weapons, armor, jewelry, and other such items, all of the finest make to be found in the kingdom. Many a family heirloom of nobles across the kingdom was created in Darkmantle Hall. Darkmantle has a great store of food and water in the case of a siege, though how they procure this store is a closely guarded secret, as the city does not grow its own food and imports only that which it needs for its population to thrive.

Guilds and Factions

Many of the Little Kingdoms craft guilds are based out of Darkmantle hall. These guilds hold some sway over the Hall, and their wealth and skill helps keep the city prosperous. One of the rulers of Darkmantle Hall is always chosen from among the most skilled and influential craftsmen of the city. The other major faction in the Hall is the military, which holds great sway over policy and law.

History

This ancient dwarven city existed long before The Little Kingdom rose to prominence in the area. Scholars date the earliest works within to be from between AD 1000-1500, though the complexity of the works suggests that the city was already large and thriving at the time of their creation. It was abandoned around AD 10, likely due to the wars thought to be raging in the area at the time. Darkmantle Hall was rediscovered in the year AA 464 by dwarven smiths from Hammerhome who where looking for a new wealth of minerals to work with. It soon became a prosperous city, and the craftsmen that it produced became legendary. When the Embershade Alliance broke out into civil war in AA 502, Darkmantle Hall opted to stay neutral, offering little support to either the Alliance or the Syndicate. In AA 505, a great confederacy of orc tribes known as the screaming horde overran the garrison at the pass and laid siege to the city. They requested aid from the war torn Embershade Alliance, who was still in the midst of their struggle with the Syndicate, but expected no aid. Later that year, rebel forces in Tayne overthrew the occupying forces of the Syndicate, and Hearth Home was besieged, crippling the Syndicates offense. Relief forces from Tayne marched towards Darkmantle Hall. As the Alliance forces in the north fought desperately to liberate Hearth Home and defeat the Syndicate, the combined efforts of Tayne and Darkmantle Hall slowly forced the orc hoards back through the pass. The final battle was fought in the year AA 507, when the screaming horde made one last effort to defeat the soldiers defending Darkmantle pass and reenter the Great Planescape Basin. A sound defeat and the death of their leader fragmented the Horde once and for all, forcing them to retreat. Soon after, Darkmantle Hall joined the Embershade Alliance and became an official part of the Little Kingdom. Construction began on the great citadel defending Darkmantle Pass in AA 509 and was finished in the year AA 515. A monument to honor the lasting friendship between Tayne and Darkmantle hall was erected. In the centuries that followed, Darkmantle Hall knew relative peace. The pass was assaulted by roving war bands from time to time, but no large scale force ever made it through. As such, their guard began to relax. In AA 793, a large alliance of orcs, goblinoids and giants known as the Iron Triad overran the small garrison at the pass at the same time as a second force from the Blackwood assaulted the Sylic Vale. The Triad terrorized the Little Kingdom for years, pillaging and murdering as they went until a large force from the Heartland helped to push them back. The retaking of Darkmantle Pass was the final battle in the war against the Iron Triad, in which Embershade forces stormed the citadel and forced the Triad commanders to surrender and leave the Little Kingdom. After this, Darkmantle Hall would never fall back to complacency. A professional standing army was always maintained, and the garrison at the pass was kept at full strength at all times.The government of Darkmantle Hall was changed as well, incorporating a second ruler that oversaw military matters. In AA 903, Attacks at the pass become more frequent, and Darkmantle Hall began placing more emphasis on their military strength, insisting that every citizen be taught to defend themselves.

Architecture

Darkmantle Hall, contrary to its name, is a city of splendor, carved from the mountains with great skill, and enhanced by generations of the greatest craftsmen of the Little Kingdom. It is built to be defensible, expandable, and comfortable. The city consists of a number of large Halls, connected by smaller passages and roads, off of which residences and shops exist. Great mansions for the rich and powerful are often carved right next to the main halls, while lesser craftsmen, merchants and soldiers live off of the countless smaller roads and passages. The city is carved into the mountain, which has famously dark stone, giving the Dwarf hold its name.

Geography

The Hold is set into the Seaward mountains, with the Thalik plains to the north and the great southern deserts to the south past the mountains.

Natural Resources

Darkmantle Hall has an abundance of mineral riches just waiting to be extracted, from iron and other metals to gems of every kind.
Founding Date
Unknown
Alternative Name(s)
The Shield of the South
Type
City
Population
15,000
Owning Organization

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