Nation of Glorandor
Glorandor has existed for thousands of years isolated from the rest of the world and housing almost the entirety of the world’s dwarf population. Little is known about the dwarf nation and human outsiders are not welcomed and are either imprisoned or executed. Glorandor does not participate in world politics at all and only has a tangential relationship with the Fantasmal Government. There is typically one to two guardians stationed in the nation, but they are dwarves and these guardians do not have to regularly report to the guardian council or Fantasma.
Glorandor is able to obtain any goods they can’t make themselves through trade since the kingdom possesses the highest concentration of channelers. Whereas among humans, around twenty percent may have the channeler trait, with dwarves it’s nearly eighty percent. As such, Dwarves tend to be highly skilled artisans and Glorandor exports a large quantity of dwarf-made goods including weapons, armor, carpentry, and mentus-based crafts such as fire stones, communication crystals, and more.
History
The underground Nation of Glorandor was founded by seven dwarf chiefs from cities in the Lumarian Mountains. These chiefs were looking for a permanent place for their people to relocate as strife between the dwarves and men in the mountains was coming to a tipping point. With the encouragement of the Gloran Epouranal Mage, the seven chiefs formed a tentative alliance to create a nation where all displaced dwarves from around the world could come and live in secrecy and relative peace. They found a series of tunnels in the Gloran Mountains that stretched for thousands of miles, presumably made by mountain moles. Using dwarven mentus engineering techniques, the dwarves carved out the massive caverns for the first seven cities that would eventually become the capitals of the seven provinces of Glorandor. The nation grew and expanded over several hundred years. In 2779 PM, the nation adopted a policy of isolationism, closing its borders to all and blocking off all entrances. Because of this, the nation has not had to worry about other domains trying to invade their lands. Though this means that Glorandor exists in relative peace, there is still continuous strife between the seven provinces, which each function independently, despite being joined together under one national banner.Government & Politics
The national government of Glorandor is led by the Council of Chiefs which is comprised of the seven chiefs of the provinces. Together, they institute national laws and handle international affairs including trade with other countries and the management of the Weather Rod. At least one guardian is assigned to Glorandor at a national level, but these guardians are always dwarves who come from Glorandor themselves. These guardians are present at council meetings but hold no official position since guardians cannot hold any political office. The guardians help bridge the gap between Glorandor and the rest of the world, especially the Fantasmal Government. However, because mandants are very rare among dwarves, they are somewhat ostracized among the people of Glorandor, and this extends to guardians to a certain level. National law can only be passed if all seven chiefs agree. Disputes between different provinces are also handled at the national level if the involved provinces all agree to arbitration by the council. In situations where bias from the other council members might impact fair arbitration, the matter is turned over to either the nation’s guardian or the Gloran Epouranal Mage.Foreign Relations
Glorandor is the largest dwarf domain in the world and a major power. Though most other dwarven settlements have a neutral position when it comes to the other races, Glorandor is extremely hostile to humans and most of the dwarves within the nation consider humans to be a blight on the world at large. This attitude has lessened over the years, especially after the creation of the Weather Rod and the alliance formed with elves and humans to create and run it. However, it still remains that any human unlucky enough to find their way into Glorandor is either imprisoned or executed. The only humans that Glorandor dwarves respect highly are the epouranals, the Fantasma, the Stokenshires, and the Daughter of the Sun. Trade is usually conducted with the elves of Ellenon but also happens with some human countries with the help of the Fantasmal Government or other trusted allies. Glorandor has made some other exceptions to its isolationist policies at the behest of trusted or respected allies. Most notably, Glorandor dwarves helped designed, build, and maintain the Weather Rod which runs through Weather Mountain. At the request of the High Mage Ligaurd, the Gloran Epouranal Mage, they built the rod to solve the earthquakes and other problems that were caused by the arrival of the third moon. This project was done in conjunction with the Ellenon elves Fantasmal Government, and they allow the Fantasmal Government full control over the management of Weather Mountain. However, only the Glorandor Guardian can attach someone to the weather rod using highly secretive mentus and mandamus.Territories
The Seven Provinces
Glorandor is divided into seven provinces, each run by a chief dwarf who runs with absolute authority over his terrain. The chief has wide latitude to determine how their province is run as long as provincial law is not in direct violation of national law. The size and boundaries of the seven provinces shift periodically as chiefs fight with one another. These territorial disputes are allowed under national law as it is the belief of Glorandor dwarves that only the strongest should rule and the size of one’s territory should reflect one’s relative strength. Each dwarf chief holds his position for life unless challenged and overthrown by another. When a chief retires, he can name his successor. If he dies before naming a successor, the chiefs of the other provinces come together and choose a new chief based on the merits of those who’ve applied. This is usually determined by holding various challenges for the candidates and seeing who excels. Despite the somewhat contentious relationship between the seven provinces, Glorandor is very stable on a national level. There have been no threats or concerns of succession from the confederacy, and disputes among the chiefs are handled by the Council of Chiefs so that things do not get too far out of hand. The seven provinces are named after the seven chiefs who founded Glorandor. For the most part, the chiefs of Glorandor have been in some way related to these original seven chiefs, though there have been many exceptions over the years HolemonCapital: Kepra
Total Population: ≈2,500,000
Borkin
Capital: Tinwell
Total Population: ≈2,000,000
Linwater
Capital: Innerton
Total Population: ≈3,000,000
Yaymor
Capital: Oakshell
Total Population: ≈2,000,000
Corewell
Capital: Beeber
Total Population: ≈2,000,000
Vinweld
Capital: Jackson
Total Population: ≈2,000,000
Minor
Capital: Melton
Total Population: ≈1,500,000
The Halls of Glorandor
The Halls of Glorandor are the collective name for the intricate series of massive winding tunnels that run between the various cities throughout the domain. Though the halls run between and throughout every province, they are typically considered neutral territory managed and maintained at a national level. This ensures that people can travel around the country without incident, regardless of any disputes two provinces might have. In general, dwarves prefer walking over any type of transportation, so travel around the country is done on foot. Translifts placed at key points throughout the halls allow for transport across long distances. The halls also have rest areas at strategic points between cities. Glorandor is deep underground, so the citizens encounter monsters—strange creatures of unknown origin not considered to be animals—at a much higher frequency than people who live on the surface. Because of this, the dwarves of Glorandor always travel with weapons.Page Contents |
Domain Profile:
Domain Type | Country |
Established | 2068 PM |
Population | ≈ 15,000,000 |
Government | Oligarchy |
Power Structure | Federation |
Time Shift | -3 / -2 FT |
Locations & Geography |
The Four Continents |
by chaimholtjer |
Spoilers
Articles may contain some spoilers but I try to keep them minimal and not reveal major plot points beyond the first several chapters of the "Quest of the Seal Bearers - Book 1". Use the box below to reveal spoilers from the entire book.View Spoilers from Quest of the Seal Bearers - Book 1
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