The Dwarven Enclave

'The tunnels cracked and broken, supported by columns of ancient make and design, barely able to stand anymore. My dwarven and gnomish 'captors' are tight lipped, shocked to find me wandering their tunnels free of escort, though they know not I trod these paths before their empire fell, and I know them better than they. The sound of crafting grows as we trail on in silence and as the tunnel opens I see the beauty of a world beneath the earth. It does exist still, thankfully not lost to us. Forges belch earthen fires, and chanting of runic priests bless what is made with their ancestor's might. This place, more than any, feels like that of old. A comfort in such dangerous times.'  

History

Following The Cataclysm and the great migration of dwarves and iron gnomes as well as other creatures that dwelled beneath the earth to the last remaining dwarf hold Khan Zorak, The Dwarven Enclave was founded. For the last 2500 years the Dwarven Enclave has been largely isolationist, looking more to its own interests and well-being as they struggled to survive, grow and prosper. Through the strong leadership of 'The High Kings', and as of recently, T'he Master Runecallers' the hold has become a centre of crafting excellence and manufacturing while still maintaining their ancestral traditions.

Through the turbulent times shortly after the cataclysm they received much aid from the races around them that struggled equally with this new world. This bound them tightly to Luren, The Elyswer and previously to the The Nari'Kit. Though the 'War of the Wood' saw the death of the The Nari'Kit and the migration of humanity to take their place and drive Luren from their ancestral grounds. This invasion was largely unopposed as the races of eastern Lenwir were hugely depleted after the war. These migrants founded the kingdoms of Nemir and Rednan, which now occupy this land, and since have become strong partners to the The Dwarven Enclave with many of their cities and towns holding dwarven quarters of a sort. Though a great grudge was recorded that would see the land of their allies Luren (now Rednan) returned to them or ruled by their enclave and has become a growing movement within Khan Zorak as it spreads further beneath the earth each year.  

A Scattered People

 

Khan Zorak

The last remaining dwarf hold on Lenwir dates back to before The Cataclysm and is the seat of dwarven and iron gnomish culture on Lenwir. Within its halls lie seats of power for the High King, The Stone Council and The Master Runecaller who make decisions for the city but also, to a lesser extent, all dwarves and iron gnomes across Lenwir. Within the halls of this great under-city exist manufactories that create half the machinery, weapons, jewellery and other metallic craftings for Lenwir.  

Dwarven Quarters

The cities of Nemir and Rednan are accepting of all and usually house quarters, sectors or streets that cater to many of the less numerous races of Lenwir, like halflings, elves, dwarves and so on. This means that dwarves are a common sight across eastern Lenwir and usually a hearty home welcome and dwarven ale can be found in any of the cities within these nations. Dwarves and iron gnomes that have moved to these areas often take up artisan jobs as blacksmiths, jewel-setters and artificers and have usually moved away from Khan Zorak for a different kind of life, either because they have a favour of sky instead of stone above their head, or because they wish to distance themselves from the politicking and binding honour of the dwarf hold.

Wayward Clans

Some have moved from Khan Zorak for purposes of honour and ancestors. Many of these wayward clans are descendants of lost holds or those that seek to keep certain traditions alive. Currently three main concentrations of these clans exist across Lenwir. The first is led by Ignin Greathammer, a descendant of a clan centred around the lower slopes of the western Flametip Mountains and of the ancient iron gnome city of Dhun Khenil. He currently is embroiled in reclaiming the city with his iron gnome counterpart. The second are descendants of Khan Bannun and have established a scattering of small settlements across the Aketh Lavapools where they can still manipulate the primordial fires of the earth to craft powerful weapons and maintain their tradition of raising Dragon Hounds. The third are those that have foresworn their honour and joined the 'Blackpowder' Family in their quest for rulership of the pirate island Paruga.  

Ruling

The High King and Master Runecaller

Residing in Khan Zorak High King Thardin Ironshield attends to matters of the city and the future of their people, making decisions to expand, develop and improve the lives and society they live in while maintaining foreign relations and their people's honour. On the other side of dwarven life resides tradition and ancestor worship. That is channeled by Master Runecaller Arneth Stormwrath who maintains the religious aspects of dwarven and iron gnomish culture and wishes to see ancient traditions kept alive. This duality of traditionalism and development is at the heart of many of these two rulers arguments and symbolises the conflict within most dwarves.  

The Stone Council

A branch of elected officials from all quarters and sectors of Khan Zorak as well as representatives of those that live away from the city and different guilds and sectors of the manufactories, the stone council holds power over day to day decisions and changes that impact the general management of sectors. In recent years they have additional power over more whole-scale changes as when the High King and Master Runecaller clash over more important matters and decisions regarding the direction of The Dwarven Enclave the matter falls to The Stone Council to vote on and decide whether they will show support to the High King or Master Runecaller in resolving the issue.  

Desire

The desires of many in The Dwarven Enclave are singular but the method for gaining it is split depending on who you ask. What they require most is the re-establishment of their under-empire, as well as the reclamation of Khan Bannun, the location of all lost artefacts starting with The Brighthammer and the recapture of Dhun Khenil as a home for the iron gnomes. They wish to see the dwarven empire once more thriving across Lenwir and craftsmanship of impeccable quality to be undertaken by their people.

Though some, more traditionalist, iron gnomes and dwarves believe their first task should be the liberation of the lands of Rednan, for long ago they belonged to their ancient allies Luren, and their occupation by the humans after the War of the Wood is something of an affront to them. Many see this as folly, for to start war with this mostly human, but mixed kingdom would likely ignite the western continent in conflict again. Though this is not the only purpose for retaking these lands. Khan Zorak is becoming overpopulated as is and requires more and more land for farming and maintaining its rapidly growing population. For now, however, those voices have been quelled by the issuance of The Reclamation Edict.

Established

24 A.C. (according to the Elven Calendar)  

Population

840,000 (68% dwarves, 22% Iron Gnomes, 10% Other)  

Class

Runecaller serve as the unique warriors, heroes and protectors of The Dwarven Enclave's ancestral traditions.

The War of the Wood

This war devastated eastern Lenwir and left a nation obliterated. All trace of them has been scrubbed from the surface and broken under-empire so deep was their corruption. During this time The Dwarven Enclave fought alongside that of Luren, The Elyswer, Iaur and what was once Talimot to an eventual victory. The Dwarven Enclave was the weakest of these nations but worked their forges to supply all with whatever they could as well as engaged in defensive actions across Luren and The Elyswer, taking particular honours from their actions in 'The Battle of Blueglow Lake'. This war built strong bonds between these nations that persist until this day, and therefore a general dislike of the newly founded human realms, who not only avoided the conflict, but took advantage of the desolation left in its wake.

Type
Geopolitical, City-state

The Reclamation Edict

The 'High King' and 'Master Runecaller' have issued their first joint edit in centuries, putting aside years of distrust for the good of their nation and calling for the reclamation of the greatest of dwarf holds. What once stood as a shining example of The Dwarven Enclave's under-empire and existed as the capital across Venya has been overrun by ghosts, horrors and undead for far too long. Khan Bannun was once the great foundry where items of incredible power and strength were made, like golems. The reclaiming of their great city would please the ancestor gods greatly but also lead to the domination of the northern continent and push a growing darkness back. Though to claim it, one must first locate the lost Brighthammer and the heraldry runes to open the shattered earth and gain entry to the city.
Article cover image use permitted under pixabay CCL. 
Credited artists: jcoope12

Articles under The Dwarven Enclave


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