Malgrom
Structure
Monarchy with King Drakon Shieldbreaker and Queen Gema Brokenaxe. The Shadowhammer Brigade is the primary defense force, supported by various guilds and factions.
Culture
Malgrom’s culture is deeply rooted in tradition, craftsmanship, and resilience. The people value hard work, loyalty, and the strength of their community. Festivals and ceremonies often reflect the kingdom’s history and values, celebrating their achievements and honoring their ancestors.
Public Agenda
Malgrom aims to maintain its strength and independence, ensure the prosperity of its people through mining and trade, and protect its borders with a formidable military presence.
Assets
Malgrom’s assets include vast mineral wealth with deposits of mithril, iron, gold, platinum, silver, gemstones, and adamantium. The kingdom’s advanced craftsmanship and mining expertise are also significant assets. Malgrom boasts fortified cities, trade routes like The Iron Way and The Stonemarch, and a strong military presence.
History
Malgrom was founded in ancient times, its origins lost in the annals of dwarven history. The kingdom's history is marked by the rise of Drakon Shieldbreaker, his escape from captivity, and his triumphant return. These tales of hope and resilience are celebrated in Malgrom’s lore and traditions. Over time, Malgrom has become a powerhouse of mining and craftsmanship, maintaining its strength and independence through unity and innovation.
Demography and Population
Race | Percentage | Population | Context |
---|---|---|---|
Dwarves | 85% | 1,190,000 | Main inhabitants, involved in mining, craftsmanship, and governance |
Gnomes | 10% | 140,000 | Integral to innovation and industry, often working alongside dwarves |
Humans | 1.8% | 25,200 | Primarily traders, diplomats, and adventurers |
Halflings | 1.5% | 21,000 | Farmers and merchants, known for their peaceful communities |
Half-Orcs | 0.5% | 7,000 | Often employed as guards and laborers, valued for their strength |
Half-Elves | 0.4% | 5,600 | Serve as intermediaries between races, often in trade and diplomacy |
Tieflings | 0.3% | 4,200 | Occasional adventurers and spies, with a reputation for mystery |
Dragonborn | 0.2% | 2,800 | Elite soldiers and warriors, respected for their combat prowess |
Elves | 0.2% | 2,800 | Skilled artisans and diplomats, maintaining cultural ties with other elven communities |
Aarakocra | 0.05% | 700 | Scouts and messengers, utilizing their ability to fly for quick communication |
Aasimar | 0.05% | 700 | Spiritual leaders and healers, revered for their celestial heritage |
Territories
Malgrom encompasses the capital Greyhall, central hub Mithril Falls, fortress city Virgarum, and various smaller towns and villages. The territory includes the mineral-rich Granitespire Mountains, Silver Ore Slopes, and pristine glacial lakes.
Military
Malgrom's military includes the Shadowhammer Brigade (defense force), fortresses like Greyhall and Virgarum, and Bulwark Bastions along borders and underdark entrances. The military is well-trained and equipped, with a focus on mining security and border defense.
Technological Level
Malgrom is a leader in mining technology, metalwork, and engineering. The kingdom harnesses geothermal energy for various applications and has developed advanced steam-powered technology. Innovations in metallurgy and craftsmanship drive Malgrom’s economic growth and enhance the quality of life for its inhabitants.
Religion
Various deities from the dwarven pantheon and other races, reflecting the diverse population. Major deities include Moradin, Berronar Truesilver, and Clangeddin Silverbeard.
Foreign Relations
- Cliffport: Strong trade relations, exchanging mining products for marine and forestry goods. Mutual respect but cautious due to historical tensions.
- Gewien: Cooperative trade and diplomatic relations, formed out of the unity from the War of Gewein.
- Xmantis: Limited interactions, primarily focused on trade and occasional cultural exchanges.
- The Iron Isles: Robust trade relations, particularly in steam-powered technology and rare metals.
- Urnich: Guarded relations, with vigilant border security and cautious diplomacy.
Laws
Governed by the Royal Council, with regional lords overseeing local justice. Laws cover crime, property, commerce, and social conduct. Justice is firm and fair, focusing on restitution and community service. Severe crimes may result in imprisonment or capital punishment.
Agriculture & Industry
Malgrom’s agriculture thrives in the terraced farms of the Silver Ore Slopes, producing a variety of crops suited to the mountainous terrain. The kingdom’s industry is dominated by mining and craftsmanship, with rich deposits of mithril, iron, gold, platinum, silver, and gemstones. The expertise of dwarves and gnomes ensures that Malgrom remains a leader in metalwork and innovation. Additionally, Malgrom engages in significant trade with neighboring kingdoms, exchanging their mineral wealth for goods and resources not found locally.
Trade & Transport
Malgrom’s extensive trade routes, including The Iron Way, The Stonemarch, and The Emperor’s Causeway, facilitate the movement of goods within the kingdom and to neighboring realms. The kingdom’s strategic location and well-maintained infrastructure ensure efficient trade, with goods transported through mountain passages, river systems, and trade caravans. Malgrom’s trade relationships with Cliffport, Gewien, The Iron Isles, and Urnich are vital to its economic prosperity.
Education
Education in Malgrom is primarily focused on trades and crafts, with apprenticeship systems ensuring the transfer of skills and knowledge from master craftsmen to the next generation. Additionally, Malgrom has institutions for higher learning in engineering, metallurgy, and magical studies, particularly in Greyhall and Mithril Falls.
Infrastructure
Malgrom’s infrastructure includes fortified cities like Greyhall and Virgarum, extensive trade routes, and advanced mining facilities. The Iron Way and The Stonemarch are key trade routes, while Mithril Falls serves as a central hub for commerce. The kingdom’s infrastructure supports its agricultural and industrial activities, ensuring efficient trade and resource management.
Mythology & Lore
The mythology of Malgrom is filled with tales of divine intervention, heroic deeds, and the forging of the world by the gods. Stories of Moradin crafting the first dwarves and the divine battles led by Clangeddin Silverbeard are central to Malgromian lore. These myths are celebrated through songs, stories, and religious rituals.
Divine Origins
The mythology of Malgrom is filled with tales of divine intervention, heroic deeds, and the forging of the world by the gods. Stories of Moradin crafting the first dwarves and the divine battles led by Clangeddin Silverbeard are central to Malgromian lore. These myths are celebrated through songs, stories, and religious rituals.
Cosmological Views
Malgromians believe that the world was forged by the gods, with the mountains and valleys shaped by divine hands. The Granitespire Mountains are considered sacred, and the dwarves see their mining activities as a continuation of the gods' work. The celestial movements and natural phenomena are interpreted as signs and messages from the divine.
Tenets of Faith
The core beliefs and practices include honoring the gods through craftsmanship, battle, and community service. Rituals often involve forging, crafting, and ceremonial combat. Devotion to the gods is expressed through daily actions, festivals, and larger ceremonies that reflect the kingdom’s values.
Ethics
The extended rules and interpretations of the tenets of faith guide everyday life. Acts of creation, protection, and justice are considered pious, while acts of deceit and destruction are deemed sinful. The diverse ethical perspectives of the various deities contribute to a rich moral landscape within the kingdom.
Worship
Worship in Malgrom involves rituals, ceremonies, and festivals that honor the gods. These practices include crafting, forging, ceremonial combat, and communal gatherings. Temples and sacred sites are central to community life, fostering unity and spiritual growth.
Priesthood
Priests and priestesses are chosen for their wisdom, dedication, and ability to guide the faithful. They lead ceremonies, provide spiritual counsel, and oversee temple activities. Each deity’s followers have specific roles and titles within the priesthood, such as Forge Priests for Moradin and Battle Chaplains for Clangeddin.
Granted Divine Powers
Priests and devout followers can receive blessings that enhance their abilities, such as increased strength, resilience, or insight. Some may perform minor miracles, receive visions from the gods, or gain insights that guide their actions.
Political Influence & Intrigue
The various religious factions hold significant sway over the political landscape. Religious leaders often act as advisors to the monarchy and the Royal Council, influencing decisions and policies. Conflicts between factions occasionally arise, but they are generally resolved through negotiation and compromise.
Sects
Various sects exist within the religious landscape, each focusing on different aspects of the divine. For example, some may emphasize craftsmanship and industry, while others focus on battle and protection. These sects coexist peacefully, contributing to the diversity of spiritual life in Malgrom.
Strength Through Brotherhood and Steel
Founding Date
Ancient times, origins lost in the annals of dwarven history
Type
Geopolitical, Kingdom
Capital
Alternative Names
The Iron Kingdom, Mountain Realm
Demonym
Malgromians
Leader
Ruling Organization
Leader Title
Founders
Head of State
Head of Government
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Mixed economy
Gazetteer
Greyhall (capital), Mithril Falls (central hub for commerce), Virgarum (secluded fortress city)
Currency
Thorium Tokens
Major Exports
Malgrom exports a variety of high-quality goods, including precious metals, gemstones, crafted metalwork, and innovative technologies. The kingdom’s skilled artisans and craftsmen produce sought-after items that are highly valued in other lands.
Major Imports
Malgrom imports luxury goods, exotic foods, advanced magical artifacts, and technologies not produced locally. These imports cater to the diverse needs of its population and enhance the kingdom’s quality of life.
Legislative Body
The Royal Council
Judicial Body
The Royal Council, with regional lords overseeing local justice
Executive Body
The Shadowhammer Brigade
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