Empire of Holy Moradin

The Empire of Holy Moradin is bordered to the north by Zoskin, and narrowly by Taymyrr, northwest by Oris, west and southwest by Sarmus, south by Angarsk, and northeast by the unknown nation which is also bordered by Taymyrr, Zoskin and Tolmassar. The east borders of this Empire vanish into the further east, off the edges of the map.   It is an ancient kingdom, predominantly populated by the dwarven clans.

Culture

The dwarves prefer to live in the underground caverns of the mountains and practice their craftsmanship. Nonetheless, they don't seem to mind interacting with both human and demi-humans as they have formed trade relationships with the people of the neighboring kingdoms.   All dwarves love alcohol and most would spend a large portion of their wages to purchase it and even carry small flasks with them to work to take regular sips even if it is prohibited and is usually tolerated regardless.  
The Dwarf Kingdom was the home of runecraft, which the runesmiths of old took pride in. However, the art had declined after the kingdom opened its borders to the outside world two hundred years ago. With the introduction of new magical techniques, runecraft became outdated and nearly forgotten.   Dwarves have magic casters called tunnel doctors who repair the tunnels with magic so that it doesn't collapse. However, since they are a rare number of them around in the kingdom, they are often escorted by a team of four soldiers for protection.

History

The history of the Dwarf Kingdom starts more than two thousand years ago. The kingdom remains almost completely isolated from the world through few pathways up to their mountain cities.

Territories

The kingdom consists of four mostly-underground cities for which they have built and have spread all around the underground caverns of the mountains, each connected by a series of cave networks and tunnel systems.

Military

All military matters are handled by the Dwarven Army. The primary defense line for the dwarven capital is the fortress that lies just in front of a large gorge that separates the south from the north. The only primary access route to the dwarven capital is through the suspension bridge. Because of that, the fortress was built in front of the capital as enemies would be forced to concentrate their attacks there.   Hammers of Moradin: An elite military order dominated by crusaders and fighting clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan. The Hammers serve both as commanders of dwarven armies and as an elite strike force skilled in dealing with anything from great wyrms to malevolent fiends from the Fiendish Planes. The order is dedicated to the defense of existing dwarven holdings and the carving out of new dwarven territories. Individual chapters had a great deal of local autonomy but, in times of great crisis, a Grand Council assembles to plot strategy and divine Moradin's will.

Religion

Moradin's clerics, known as Sonnlinor, are usually drawn from family lines, like most dwarven occupations; they wear earthy colors, with chain mail and silvered helms.   The church of Moradin has an active role in guiding the morals of dwarven communities; they emphasize his hand in everyday dwarven activities such as mining, smithing, and engineering, and invoke his blessing when these tasks begin. They take an active role in teaching the young of the communities and oversee most formal ceremonies. Of particular interest to the clerics of Moradin are the Thunder Children, and his clerics who were born of the Thunder Blessing are expected to do great things for the race.   Offerings are made to the Soul Forger on a monthly basis. The ranking cleric of a community can declare any day a holy day to celebrate a local event.

Foreign Relations

Aside from establishing a few trading relations with their neighboring countries, the Kingdom seems to be very isolated that very few outsiders even know where the exact location of their country is positioned. This is not due to any form of bad reputations or self-imposed isolation. It is just that the dwarves are content with how things are and are not usually interested in matters that do not concern or involve their country.

Laws

All mines within the Kingdom are nationalized meaning that any mineral excavated from these mines, by law that person has to make a payment to the government in order to keep it. However, it does not apply to any minerals excavated in abandoned mines and tunnels.

Trade & Transport

Though highly secretive and reclusive, trade is still one of their primary contributions to neighboring kingdoms. Their craftsmanship and exceptional skill concerning metalwork is renowned and highly prized by the ones lucky enough to acquire it.

Tenets of Faith

"Moradin is the father and creator of the dwarven race. Honor him by emulating his principles and workmanship in smithing, stone working, and other tasks. Wisdom is derived from life and tempered with experience. Advance the dwarven race in all areas of life. Innovate with new processes and skills. Found new clan lands, defending the existing ones from all threats. Lead the dwarves in the traditions laid down by the Soul Forger. Honor your clan leaders as you honor Moradin."
Type
Geopolitical, Kingdom
Capital
Demonym
Moradinian
Government System
Electocracy
Power Structure
Confederation
Economic System
Traditional
Executive Body
In the past, their kingdom was a monarchy ruled by a High King. However, the monarchy no longer exists and is now instead ruled by a group of eight dwarves, two selected from each city-nation to fill a specific seat, called the Regency Council.    The current members of the Regency Council are:
  • The High Priest of Moradin: Head of the Dwarven Temple
  • The Forgemaster: Head of the Blacksmith Workshop
  • The Commander-in-Chief: Head of the Dwarven Military
  • The Director of Food Production: Head of the Food Production
  • The Cabinet Secretary: Secretary of the Regency Council
  • The Brewmaster: Head of the Brewery Production
  • The Master of Caves and Mines: Head of the Ore Mining
  • The Merchant's Guildmaster: Head of the Foreign Affairs and Leader of the Merchant Guild
Deities