The Dwarves of Rul-Anuk

Overview The impenetrable dwarven fortress of Rul-Anuk is a marvel of engineering and defensive design. Its walls are fortified with large cannons, and its depths are honeycombed with deep caves that serve as shelter from both external threats and the harsh mountain weather.   Recently, an exceptionally large cannon known as "Big Boy" was crafted in Rul-Anuk. This massive construction is rumored to be capable of firing explosives as far as Gleambridge, with a sighting system based on astronomy. The cannon is a staggering 80 feet in length.   Within Rul-Anuk, a strict caste system determines one's profession from birth. The dwarves of Rul-Anuk are divided into different clans, each with their own separate castes that dictate one's standing and profession. These clans are fiercely competitive, vying for power and influence within the fortress.   At the top of the hierarchy is the Mountain King, the ruler of all the dwarves. But the title comes with a heavy price, for at the end of his reign, the Mountain King is cursed to walk into the Halls of the Ancients and turn into a stone statue, forever entombed in the mountain as a testament to his leadership.   Beneath the Mountain King are the various clans, each with their own leaders and hierarchies. Some clans are known for their prowess in crafting and mining, while others are renowned for their military might or political acumen. Regardless of their clan, all dwarves are expected to adhere to the strict codes of their caste, or face the consequences.   Many have tried to breach the walls of Rul-Anuk, but none have succeeded. Its defenses are too strong, its cannons too powerful, and its caves too deep. Only the bravest and most foolhardy of adventurers would dare to challenge the might of the dwarves, and even they know that the odds of victory are slim. Rul-Anuk remains a stronghold, a bastion of dwarven strength and resilience that will stand the test of time all through out the dark ages.   History The history of Rul-Anuk stretches back many centuries, to a time known as year 0 in the dwarven calendar (year 254 in Shar calendar). Legend tells that the dwarves first entered the realm of Shar through the Grey Mountains, establishing the strongholds of Rul-Anuk and Rul-Baram. Later, they expanded westward, into the Twin Mountains, and founded Tav-Moruk. During this time, the dwarves lived deep beneath the surface, rarely venturing out into the treacherous hollows and demon-infested lands above. They created long tunnels that enabled trade and transportation between their settlements, relying on the caverns for everything they needed. They developed large underground water purification systems, mighty mushroom farms, and sprawling mines that reached out like tree roots in search of every kind of metal.   But despite their self-sufficiency, the dwarves were not immune to conflict. Blood was often shed over disputed mines and resources, and it was not uncommon for their fierce wills to clash. In an effort to bring order to their society, the four largest dwarven families – the Honorforge, Minebender, Oakenshield, and Runemantle – formed clans and assumed control over the settlements. Minor families were forced to adopt their names and integrate, or risk being lost to time. This event, known as the "Turning," took place in year 345 of the dwarven calendar.   To maintain peace and stability within the fortress, the four clans of Rul-Anuk decided to alternate the rule of the mountain by crowning one of their own as king. But this title came with a heavy burden, known as the King's Curse. It was said that this curse was placed upon the king through a ritual performed by a thousand runepriests, a number that is now rare to find throughout Shar due to the passage of time.   The curse of the kings of Rul-Anuk is a weighty burden that has shaped the history of the fortress for centuries. It is said that the curse was placed upon the kings by the runepriests, powerful dwarves who are skilled in the ancient art of Rune Magic. The curse binds the king to never leave the mountain, for if he were to venture out into the sun, he would be turned to stone. But the curse does not end there. When the mountain decides that a king's reign is over, he must walk into the Hall of the Ancients and turn into a stone statue, joining the ranks of his predecessors as a permanent testament to his rule. The Hall of the Ancients is a sacred place within Rul-Anuk, and only the bravest or foolhardy of kings have ever dared to leave it.   One such king was Tharm Oakenshield, who claimed that the mountain spirit (and by extension, the spirit of Moradin) had forsaken their stronghold. His statue now stands on a balcony overlooking the valley down towards the Red River, serving as a constant reminder of the curse that plagues the kings of Rul-Anuk. It is a reminder of the heavy burden that comes with ruling the fortress, and a cautionary tale for any who seek to take up the mantle of king.     Castes The dwarves of Rul-Anuk have a strict system of castes that dictate a person's profession and standing in society. Whenever a new dwarf is born, they participate in a ceremony called the Casting, in which a rune priest places different materials around the child. The material that the child crawls towards determines their caste and the course of their life. This system is considered "fair fate" because it allows for social mobility and ensures that no clan gains too much influence. The Casting is conducted in secrecy between the rune priest and the child, inside a closed chamber, in order to prevent any parental influence on the child's choices. This system is fair for all dwarves, with the exception that if there is no Royal in one of the Great Four Clans, the child will automatically be born a Royal. This is because the Great Clans are seen as pillars of Rul-Anuk, in the same way that virtues are important to a dwarf, and therefore there must be one Royal in each of the families. The materials placed during the Casting are clay, coal, iron, steel, mithril, silver, gold, and adamantine, representing the following castes:  
  • Clay: Farmer
  • Coal: Craftsmen
  • Iron: Miner
  • Steel: Blacksmith
  • Mithril: Soldier
  • Silver: Venturer
  • Gold: Royal
  • Adamantine: Rune Priest
  The Farmers are at the bottom of the hierarchy because they work with soft materials, like dirt, to grow crops that are essential to the dwarven stronghold. They are responsible for providing the dwarves with vital resources such as hops, wheat, fungi, and more. Despite their important role, the work of the Farmers is often undervalued and many families dread the prospect of their child being bound to a lifetime of farming. The Craftsmen are a diverse group of dwarves who are skilled in refining non-metallic materials into other products. They work with a wide range of materials, including wood, stone, leather, and glass, to create a variety of objects. Although their work is respected, the Craftsmen are sometimes looked down upon by other dwarves because they are seen as working with materials that do not come directly from Moradin, the dwarven god of creation. As a result, they are considered the second lowest in the hierarchy.   The Miners are respected citizens who work hard and often risk their lives by spending long periods of time in caves. They are responsible for extracting the metals that are used to fortify the fortress and are seen as carrying out the will of Moradin, a position that is worthy of respect. The Miners are frequently seen in dirty clothes and are known to frequent the town's tavern, where they purchase ale made by the Farmers and the Craftsmen, a luxury that the lower castes can only afford on special occasions. In their leisure time, the Miners are known to enjoy rough-and-tumble activities and are respected for their strength and endurance.   Even more respected than the Miners are the soldiers, who are responsible for defending the dwarven stronghold and its citizens. A soldier's life can involve training, patrolling, and possibly even war. One of the things that sets the dwarven settlements apart from Acroshia and the Deepwoods is that the soldiers do not act solely as city guards. Instead, they patrol deep, contested tunnels to defend against threats such as spiders, abominations, and possible encounters with drow or duergar. They also guard the mighty gate of Rul-Anuk, which is possibly the largest standing construct on the southern continent with the exception of Mhim's Citadel. Despite their internal conflicts, the dwarves are a united and honorable people who do not require many guards. If a crime is committed, the offender is likely to admit their wrongdoing and explain the circumstances, which will then be addressed in a "Ting" where justice is served. In the event that a criminal is caught and tries to escape, the vast dwarven militia will do their best to capture the accused. With one militia member from each generation of a family, there are many dwarves who are able to fight if the need arises. The only places within the settlement where soldiers are on duty are outside the Castle and the temples, known as the Kingsguard and Templeguard, respectively. Although a soldier is stuck in their caste, there is an internal hierarchy within the military, with the Caveguard at the bottom, followed by the Gateguard, Templeguard, and Kingsguard in ascending order of competency, honor, and pay.   The Venturer is a unique caste because it is the only one that operates outside of the Stronghold. Venturers are highly respected and well-paid, but their work often requires them to be away from home for long periods of time. Many mothers cry when they see their children choose the Silver ore during the Casting, as it signifies a life of rarely seeing their child. As a result, the Venturer caste is seen as both honorable and difficult. A Venturer is a flexible position that can serve as a surface trader, diplomat, or spy, depending on the circumstances. The Venturers are disposable at the whim of The Royals, who have the authority to order a Venturer to gain the trust of Legio Arcanis and integrate into Seth for 20 years, in exchange for monthly payments. This demanding and potentially dangerous job is essential to the success and prosperity of the dwarven people.   The Royal caste is held in high regard and is seen as either the second highest or the highest status, depending on the perspective. The Royal is the noblest of dwarves and has access to both wealth and knowledge. The life of a Royal is demanding, but not in a physical sense. Instead, a Royal is expected to be knowledgeable and is therefore disciplined and forced to study for long hours almost every day. Linguistics, history, and etiquette are all considered important pillars for a Royal because they are the decision-makers in society. Each Royal carries a vote in the Royal Council, with the Mountain King having the final say. Therefore, it is important for the Royals to be well-informed and have informed opinions that the Mountain King will consider when making decisions.   The Rune Priests are the highest caste in Rul-Anuk's society and are responsible for religious and medicinal matters. They are trained in religion, spiritualism and medicine, and their knowledge is based on meditative practices. Many students spend days simply sitting on rocks and listening to the dripping of cave water, trying to understand the voice of Moradin, the dwarven god of creation. The Rune Priests also learn how to perform miracles with Rune Magic and understand how to create justice in the Ting, a formal gathering to address disputes and crimes. They are trained to be impartial, fair, and just, and it is rare to see a Rune Priest below the age of an old adult holding a Ting. In order to formally become a Rune Priest, the candidate must visit the three strongholds and pledge tribute (even though two of them are now in hostile hands). The Rune Priests are also the only caste granted missionary immunity upon entering the Deep Woods, as they have a long history of compassion for the Spirit Trees.   While it is possible for a dwarf's caste to be changed, it is very rare and requires deeds of great valor, with permission only granted by the Mountain King. It is far more common for individuals to advance within the ranks of their own caste rather than transitioning to a different one. Changing castes is a difficult process that requires the approval of the Mountain King and is not something that occurs frequently.   There are also castless dwarves in rare cases where the child doesn't select any material during the Casting ceremony. This may happen if the child leaves the circle, falls asleep, or takes more than one hour to make a choice. A castless dwarf is the worst fate that can befall a dwarf, as they are seen as abandoned by Moradin and are often banished from the stronghold. It is believed that many castless dwarves still reside hidden within the stronghold.   Rul-Anuk is the largest dwarven stronghold on the southern continent and is home to approximately 50,000 dwarves. Due to their extreme self-reliance and borderline racism, other races are rarely found inside the stronghold and are often stopped at the gates. Elves, especially wood and drow elves, may even be attacked on sight if they approach the stronghold.   Despite its appearance as a self-reliant bastion in the midst of a chaotic Acroshia, protected by a massive adamantine-enforced gate that stands 100 feet tall, Rul-Anuk is actually threatened from within by direct passageways that lead straight to the Underdark. Intelligent enemies like the Duergar and The Syndicate are plotting the destruction of the surface-dwellers and, although encounters with them are rare, they are almost always lethal when they do occur. Rul-Anuk has therefore categorizes each tunnel according to depth and corresponding security levels to protect against these threats. Additionally, the caves of Rul-Anuk are frequented by web hollows and massive spiders, and deep enough creatures like aboleths may swim in underwater seas or stray demons may wander as a remnant of the Dark Ages.     Words of Virtue All dwarves since childhood are raised with the Words of Virtue, Four words each of which carries an important weight that the dwarf must manifest in it's encounters in order to satisfy their bloodlines and God.   Strength is also seen as a measure of character for dwarves. It is believed that those who are physically strong are also mentally and emotionally strong, able to endure hardships and challenges with fortitude and resilience. Dwarves value strength not just in their physical bodies, but also in their minds and spirits.   Honor: Honor and honesty go hand in hand for dwarves. They value honesty and integrity above all else, and will always admit to their mistakes and own up to their actions. Dwarves are also known for their strict code of honor in combat, never attacking a defenseless opponent or breaking their word in battle. Losing one's honor is a great shame for a dwarf, and is marked by the shaving of the beard, a symbol of shame that is difficult to hide as dwarves rarely shave their beards.   Virtue: Virtue is an important aspect of dwarven culture, as they believe in the power of good to combat the evils of the world. Dwarves are known for their compassion and generosity, and will often go out of their way to help those in need. This is reflected in the Words of Virtue, which state that if a starving stranger knocks on a dwarf's door, they are obliged to share their food with them.   Faith: Faith in Moradin, the dwarven god of creation, is an integral part of dwarven life. They believe that Moradin is everywhere and in everything, and that by working and crafting, they are carrying out his will and fulfilling their purpose. This strong faith helps to give dwarves a sense of purpose and motivation, and helps them to stay motivated and focused even in the face of hardship.   Dwarven Mentality The dwarves of Rul-Anuk are a proud and dedicated people, with a strong sense of community and a deep love for their stronghold. Despite their tendency towards insularity and a certain degree of racism towards outsiders, they are known for their hospitality and welcoming nature, once any doubts about the intentions of visitors have been assuaged. To the dwarves, hard work and dedication to one's chosen profession are of the utmost importance, and in their leisure time they are known to enjoy a wide variety of activities such as games, drink, dance, gambling, and the pursuit of various skills and hobbies.   The dwarves' perception of time is shaped by their long lifespans and relative isolation from the outside world. They tend to take a more relaxed approach to life's problems and challenges, adopting the mentality that "this too shall pass" and "it won't affect us" as they navigate the difficulties of the surface world. Despite this laid-back attitude, they are fiercely protective of their stronghold and its people, and are always ready to defend against any threats that may arise.   Architecture The dwarves of Rul-Anuk are a proud and industrious people, renowned for their skills in craftsmanship and their dedication to their work. Their city is built into the mountains, with buildings and structures carved directly into the stone. The architecture within Rul-Anuk is functional, with a focus on practicality rather than beauty. However, the buildings of the higher castes are often adorned with finely engraved statues and runic patterns that carry philosophical meaning. The city is divided into different levels, connected by high-speed mining cart rails powered by coal.   Rul-Anuk is known for its effective technology, which is designed to be resource efficient and perform tasks efficiently and inexpensively. The forges of Rul-Anuk are capable of handling large volumes of material, and even small efficiencies in resource usage can add up to significant savings over time. In contrast, the gnomes of Tinkerhold focus on quality over quantity in their craftsmanship. While the dwarves are skilled blacksmiths, their technology is not as advanced as that of the gnomes. Tinkerhold combines intellect and research in their creations, pushing the boundaries of what is thought to be possible. They have developed advanced weaponry, living constructs, flying machines, and an arcane cross-valley train system with speeds that make the rail carts of Rul-Anuk seem slow in comparison.   Rul-Anuk has a long-standing agreement with the kingdom of Acroshia to supply iron on a weekly basis in exchange for resources. However, in 977, a significant portion of the mines in Banbar were lost to the Syndicate, which has put further strain on this trade agreement. Tinkerhold does not engage in much direct trade with Acroshia due to the danger of traveling through the Deadlands, but occasionally their goods make their way to the kingdom through other means, such as flying machines, seafaring, or brave individuals braving the dangers of the Deadlands. Due to their excellent craftsmanship and rarity, Tinkerhold goods are highly prized in Rul-Anuk and Acroshia as a luxury item     Clan Stonehammer:   As the primary defenders of Rul-Anuk, Clan Stonehammer prides itself on its martial prowess and unyielding strength. These dwarves are responsible for training the city's warriors and maintain the mighty forges that produce weapons and armor for the stronghold. They are often seen as the most traditional of the four clans, adhering to the Words of Virtue with steadfast devotion. The Stonehammers have a deep-rooted sense of honor and duty, striving to protect their people at all costs.   Plot hook: A young Stonehammer dwarf has been accused of dishonoring his clan by breaking the code of combat. The players are asked to investigate the truth behind the accusation and clear the dwarf's name, if possible. In doing so, they may uncover a deeper conspiracy threatening the security of Rul-Anuk.   Clan Ironbeard:   Clan Ironbeard is renowned for its mastery of craftsmanship and engineering, responsible for creating the intricate mining cart rail system within Rul-Anuk. These dwarves are highly skilled blacksmiths, capable of forging powerful and durable equipment. They are also known for their innovation, constantly seeking new ways to improve their creations and make them more efficient.   Plot hook: A critical component of the mining cart rail system has malfunctioned, causing a series of accidents and threatening to bring the city to a standstill. The players are tasked with assisting the Ironbeards in locating the cause of the malfunction and securing the rare materials needed to repair it, all while navigating dangerous mines and avoiding rival factions seeking to exploit the situation.   Clan Runescribe:   The scholarly Clan Runescribe is responsible for preserving the knowledge and history of Rul-Anuk. They maintain vast libraries filled with ancient tomes and have a deep understanding of the arcane arts. The Runescribes are experts in rune magic, using their skills to create powerful wards and enchantments that protect the stronghold from external threats.   Plot hook: An ancient relic has been stolen from the Runescribe's library, and the players are hired to track down the thief and return the artifact. As they delve deeper into the mystery, they may discover that the relic holds the key to an ancient power long thought lost, and must decide whether to return it to the Runescribes or harness the power for themselves.   Clan Earthshaper:   Clan Earthshaper is known for their connection to the very stone of the mountain itself. They are expert miners and stoneworkers, carving the intricate architecture that defines Rul-Anuk. The Earthshapers are also deeply spiritual, believing that they can commune with the spirits of the earth and draw upon its power to shape and manipulate the stone around them.   Plot hook: A new vein of precious minerals has been discovered within the mountain, but the miners have inadvertently released a powerful earth elemental that threatens the city. The players must work with the Earthshapers to quell the elemental's rage and secure the valuable resources, all while navigating a web of political intrigue as various factions within Rul-Anuk vie for control of the newfound wealth.

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