Iron Kingdom of Dorriden

Dwarves of the Iron Kingdom claim the full range of the Blackrock Mountains and the lands of the Barony of Baile and the Genev Gap as their own. In truth, the fertile lands of the barony and the mountain passes important for trade are the only areas actively patrolled and defended. Dwarves living within Iron Hall generally delve deeper into the ground rather than exploring the surrounding mountains. Through a series of treaties, they have also agreed to permit mining in the foothills of the Blackrocks by the County of Roy, the Kingdom of the North Heath, and the Kingdom of Vast, so long as those mines remain relatively shallow and don’t impinge upon the historical territory of the dwarves. Outside the area the dwarves patrol, the mountainsides are wild and often home to perilous monsters such as giants, rocs, and dragons.  

History and People

The Blackrock Mountains are home to the Ironskull clan of mountain dwarves, the most powerful of the mountain clans commonly encountered by the humans of Akados. It is said their ancestors moved here in ages past, after the original dwarves arriving in the Lost Lands divided into the Great Mountain Clans. The Ironskulls are known as renowned giant fighters with noteworthy heroic sons such as Dramen Ironskull (who was among the first of the Akadonian peoples to encounter the Xha’en) and Grimmbold Ironskull (who battled giants among the Forlorn Mountains). Its most famous scion perhaps was legendary Old Thane Col, who ruled the clan for well over 250 years until the venerable thane disappeared at sea 100 years ago with a rare dwarven armada as he sought to plumb the depths of the fabled Dragon Temple of the island of West Talon.   The ancestral hold of the Ironskull clan is Iron Hall, located deep in the Blackrock Mountains. From here they rule what has become known as the Iron Kingdom of Dorriden (a corruption of a compound word that approximately means “dwarven citadel”). They ensure the safety of key mountain passes but otherwise leave most of the mountaintops and vales to the creatures that choose to settle there, so long as they do not threaten the dwarven realm.   The Barony of Baile is a recent addition to the kingdom, one made through treaty rather than conquest. Feeling abandoned by Foere and at the whim of the mad rulers of the Principality of Olduvar, the baron of Baile came to the dwarves seeking a treaty or other arrangement for his barony’s protection. Recognizing threats to the Barony of Baile as a potential threat to their own trade, and impressed by the baron’s concern for his people, High Thane Thornir and the clan council offered him an equal seat on the clan council in exchange for his oath of fealty to the Iron Kingdom, an oath he was more than happy to give.   The newly expanded kingdom suffered a few growing pains and some increased tensions, but as time has passed, the relationship between the established dwarven kingdom and its new, predominantly human “clan” has improved to the benefit of both.   Of late, a great red wyrm has been seen flying among the peaks of the Blackrock Mountains, circling near the entrances to the Iron Kingdom but never landing. A few fear that this beast may be from the legendary Dragon Temple of West Talon, come to avenge some insult given by Old Thane Col years ago.
 

Religion

The patron of the Ironskull clan is Strym (also known as Stryme) and accordingly the Great Chapel in Iron Hall is dedicated to the god of strength, but many dwarves choose to worship other gods, and accordingly temples or altars can be found throughout Iron Hall dedicated to Dwerfater, Vergrimm Earthsblood, and yet other dwarven gods. Worship of any evil gods or demon lords is prohibited in the Iron Kingdom. Humans of the Barony of Baile worship Belon the Wise as the first Baron Baile appointed to oversee this area by the overking of Foere was a worshipper of Belon the Wise.
 

Trade and Commerce

The Iron Kingdom of Dorriden produces a variety of metals, metal items, and weaponry and armor as well as gems and jewelry made and mined in Iron Hall. Skilled stonemasons work within the kingdom but also are engaged by the royalty of other nations to build their most important castles, palaces, and citadels. The addition of the Barony of Baile expanded trade to include a wide variety of grains, fruits, and other food items. The kingdom supports a strong militia as well as the construction of new fortifications along trade routes out of the mountains and now to help protect Baile.
 

Loyalties and Diplomacy

Trade agreements with the City-State of Castorhage, the Kingdom of Vast, the Kingdom of the North Heath, and some of the principalities of the Kingdom of Foere keep the nation and its economy strong. Significant tensions exist with the Principality of Olduvar, and tensions are growing with the overking in Foere related in large part to the Barony of Baile joining the Iron Kingdom. Nearby principalities of Foere continue to honor their trade agreements and Olduvar has never been thought of as a trustworthy trading partner.   The dwarven nation has no need or desire to expand and the provisions from the barony combined with the size and military might of the dwarves make the Iron Kingdom a formidable opponent that few have any desire to get into conflict with. All dwarves — and now that the Barony of Baile has joined the Iron Kingdom, all human citizens of the kingdom (male and female) — must spend two years in training in the militia and be prepared to serve the nation in a time of war.
 

Government

The Ironskull clan in the Iron Kingdom consists of 11 subclans (the royal Ironskull subclan, Ironbreaker, Whitehelm, Axebreaker, Craghold, Hammerfist, ForgeFire, Goldenbeard, Wolfbane, Silvercliff, and Anvilbreaker), and now the Barony of Baile. Each subclan appoints a representative to the clan council, who is usually its clan chief. The clan chief of the royal Ironskull subclan is high thane, which usually passes by descent to the eldest child (whether male or female). The baron himself serves on the council as representative of Baile.   A host of guards made up of members of all subclans enforce the laws of the kingdom, and a single court system is used to adjudicate civil and criminal complaints. The clan council appoints nine judges to the senior court, who in turn choose the judges for 12 lower courts. Court cases can be appealed to the senior court, and then, ultimately to the clan council itself. Appeals are rare. Most small cases are handled within a subclan. The court system is reserved for larger disputes or crimes.   With the exception of the predominantly human barony, other races making their home in the kingdom have no direct representation in the government or military, but citizens and visitors of all races are treated equally under the law. While some individual dwarves do bear ill will toward other races, the Iron Kingdom as a whole is welcoming to other races under the philosophy that a unified kingdom can more easily defeat powerful creatures such as dragons and hostile giants, allowing all to prosper.
 

Military

Each subclan is expected to provide “regulars” to the military based on the size of the subclan. In addition, all citizens, which for the Iron Kingdom means dwarves and humans of the Barony of Baile, must serve two years in the militia for training. All citizens are expected to come to arms in a time of war. The high thane or the clan council can declare war or declare a military emergency, which generally involves a dragon attack or some sort of attack on one of the passes in the mountains, which causes the generals to muster troops and prepare for action. The military is under the command of the high thane, who delegates various responsibilities to several generals. The two most senior are the Lord of Stone, who oversees tactics and training, and the Lord of Steel, who is placed in charge of the Grimm Fortress and is responsible for immediate defense of the realm. A majority of the active regulars reside at the Grimm Fortress with additional small forces at locations in the Barony of Baile and larger garrisons at Iron Hall where militia training takes place.
 

Major Threats

Treasure-hungry dragons are always a threat to isolated dwarven settlements and mines, but any attacks on the Iron Kingdom are met with an overwhelming response. The military technology and equipment the dwarves have allow them to mount successful attacks against predatory dragons and giants in the mountains. Reports from those who have seen the great red wyrm circling the entrances to the Iron Kingdom, however, tell of a dragon the size of which has not been seen for ages.   The Principality of Olduvar has always caused difficulty, forcing the Iron Kingdom to look toward other nearby nations for trade. The Kingdom of Foere is extremely displeased with the loss of the Barony of Baile to the Iron Kingdom, but the tensions it has with the borderlands to the east and the military might of the dwarves prevent it from acting directly.
 

Wilderness and Adventure

With the dwarves delving downward into the mountains and leaving the surface largely unpatrolled and uncared for, a variety of creatures can be found in the Blackrock Mountains. The Ruins of Tiro’en attract some attention, as do tales of lost dwarven cities (untrue) and mines (partially true). A number of dragons have hidden lairs deep in the mountains, some of which have simply been lost to time. Explorers discovering any treasures are wise to keep them secret as the Iron Kingdom taxes such discoveries at a hefty 50%.
 

Region


Iron Kingdom of Dorriden

Capital
Iron Hall

Notable Settlements
Grimm Fortress, Arlonne (Barony of Baile)

Principalities
Barony of Baile

Ruler
High Thane Thornir Ironskull

Government
clan leadership (special)

Population
781,300 (626,900 mountain dwarf, 81,200 Foerdewaith, 63,990 human mixed ethnicity, 5,010 Halfling, 2,720 Gnome, 670 high elf, 490 half-elf, 150 half-orc, 170 other)

Monstrous
orcs, goblins, hobgoblins, trolls, giants, wyverns, dragons

Languages
Dwarven, Common, Elven

Religion
Strym; Dwerfater, Father of Dwarves; Vergrimm Earthsblood, Keeper of the Mines; Dre’uain the Lame; Belon the Wise; other good or neutral-aligned dwarven gods

Resources
copper, gold, iron, lead, mithral, platinum, silver, gems (all grades), ironwork, metal work, quarry stone, stonework, foodstuffs, livestock

Currency
Iron Crown, mixed

Technology Level
Renaissance


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