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
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