Dwarven Holds of Karag Mor (Or just Karag Mor.)Kingdom Race: Dwarves
- Dwarves are one of the ancient races on the planet. They are a stockier race, standing at about four and a half feet tall. It's common in their culture to have long beards and usually, while history has indicated that most of their recorded empires have been built underground, some surface dwelling dwarven cultures have been observed. The Dwarves have a natural pennant for mining and casting, but what is the most known facet of them is their stubborn politics. Average lifespan of 450 years.
Underground Tunneling - Dwarves are master miners and engineers. They can create massive, sprawling underground complexes within only a few years and the Dwarves are one of two races that can maintain and uphold such vast monuments of architecture. With these huge underground kingdoms, it is much easier to defend the few entrances, and easy to land hit and run attacks on enemy kingdoms.
* Dwarven Kingdoms may be built Underground or Above Ground.
Stubborn - The Dwarves do not easily forget. Remember that time your ancestors didn't want to sell any mithril to the Dwarves? They didn't forget. The Dwarves take grudges into the realm of centuries, and seeing as how only Elves outlive Dwarves, most cultures' children are the ones that suffer since they were not the ones responsible for committing whatever minor offense may have turned the Dwarves shoulders cold.
* Dwarves have lowered diplomacy with kingdoms that they have a bad or shaky history with.Kingdom Size:Moderate
- A moderate kingdom possesses a capital and two cities, as well as having adequate land surrounding all three settlements for sufficient growth. A moderate sized kingdom is ripe both for growth as well as conquest.
* Has two cities and the Capital.Name of the Capital and surrounding Cities (if any):
Capital - Karag Mor: Karag Mor is the capital of the Holds, the original Hold founded deep beneath the Mor, the highest peak in the Mountains of Mor. In the Legends, the ancient citadel was created millennia ago by the first dwarves to colonise the lands. The city is almost completely submerged underground, excluding watch towers which protrude from the sides of cliffs and peaks, ever watchful of the surrounding lands. The area is rich with the purest of metals, giving the dwarves there great wealth. However, as of late the halls have become silent, the once bustling trade routes have dwindled and the dwarves of Karag Mor ache for the greatness of the past.
City - Karag Varne: Karag Varne is the second greatest of the Holds of Karag Mor, and the second oldest. Founded by the dwarves of clan Varne millenia ago, soon after the founding of Karag Mor. The city was built inside of a massive cave formation and over the years as the population grew the city began to grow to large for the cave. Massive buildings hang from the ceilings like artificial stalactites, glowing eerily in the caves darkness. In the center of the cavern is a great lake, Midnight black and with depths that hide monsters of impossible size and horror.
City - Karag Barak: Karag Barak, city of fire. The mighty Hold is the youngest of the Holds, founded during the Golden Age of the Dwarves of Karag Mor. Founded in the center of a dying volcano, the great keep has created everything from spoons to siege engines. The blacksmiths and artisans of Karag Barak are the best in the world and are most renowned for their armament production. During times of war, the dwarves who sally forth from the mighty hold come resplendent in the finest armor in the world.Kingdom Government:Monarchy
- A monarchy is rule by a monarch: usually a King or Queen. The Monarchy is a powerful and balanced government because it has a clear line of leadership as well as rule by decree where a crippling bureaucracy can't slow down the decision making process in times of crisis. However, although there are laws, if the monarch has a predisposition against a minority within the kingdom there is little they can do about it.
Hereditary Succession - The ruling monarch, so long as they have blood line relatives will always have a successor after their death. Whether it be a close son or a third cousin, the Kingdom will retain at least the same general direction in terms of leadership.
* The death or assassination of leaders will not immediately change anything significant in the kingdom.
Minority Rights - The rights of the minority in the kingdom are ignored. The monarch may hate them or may just not care, but the minority (whoever they may be) have no rights and are sufficiently oppressed at all times.
* Increases civil unrest amongst the minorities at all times.Name of the Kingdom's Leaders:
King Kurgen Forgebeard - Thirty Fourth Monarch of Karag Mor. Considered one of the greatest Kings of all time, Kurgen is a shining example of the future. Although despised by the more traditional clans, Kurgen leads with a fair hand but does not quake before political enemies threatening the order of the Dwarven Holds. He is also a member of a Radical Group of Clans that are striving to reunite all the separated Holds.
Thane Kraygen Firebrand - Brother of Kurgen and Lord of Karag Barak, Kraygen Firebrand is a fervent supporter of his brother and one the greatest artisans in the Mountains of Mor. He himself forged the new Crown of Kings for Kurgen, one of finest pieces of metal work in the Holds. As long as Kraygen Firebrand lives, Kurgen Forgebeard will never fall.
Thane Hralfson Varne - Lord of Karag Varne, Hralfson represents all that is bad about dwarven culture. Greedy, Grudging, and more traditional than any other dwarf. However, Hralfson is also a general beyond compare and well favored by the Council of Clans. Even for his notoriety, he is no supporter of the current king. He finds Kurgen to be an upstart and a menace to proper Dwarven society, and many think he wishes to over throw him.Kingdom's Population Size and Population Growth:
85,000 - Increase of 1,200 a week.Kingdom's National Trait:State Academies
- The kingdom has established one or more academies that are at least partially sponsored for by the kingdom. These academies are put in place in order to advocate the existence and spread of a certain type of lifestyle. Commerce Guilds advocate trading and selling, Theater Guilds advocate the spread of the arts, Warrior Guilds advocate the founding of soldiers and Smithing Guilds advocate the spread of building and engineering.
-- Warrior Guilds: These guilds will establish themselves within neighboring kingdoms and began finding those who wish to fight for your kingdom. Receive 20 free Military Points per week per capital that the Warriors Guilds have established themselves in.Kingdom's Military Trait:Advanced Training
- The kingdom has given more time and training to a certain type of soldiery. It may be the Light Cavalry, used for scouting and quick flanking types, or it may be the Light Infantry have had their training and equipment bolstered so that they may go head to head with other kingdoms Heavy Infantry, but all the surrounding kingdoms understand that these well trained units are a symbol of national heritage.
-- Heavy InfantryKingdom's Economic Trait:Mercantilism
- Mercantilism is the idea that holds the prosperity of a state is dependent upon its supply of capital, that the global volume of international trade is "unchangeable," and that one party may benefit only at the expense of another. A mercantile kingdom believes that the kingdom can create a powerful and stable kingdom just by trading within itself. Low taxes are held on items manufactured within the kingdom and that's the way the people like it.
* Trade Agreements generate 50% more Economic Points for the kingdom selling the resource.
* Trade Agreements cost 50% more Economic Points for this kingdom if they are buying the resourceKingdom's Social Trait:Honorable
- The people of the kingdom are very honorable. They show this both in their traditional, cultural mannerisms as well as their warfare. They do not take slaves, and all prisoners of war are treated with respect. They have increased diplomatic relations with all surrounding kingdoms, and one would be hard pressed to find a reason to dislike such a person.
* Increases martial prowess in battle.
* Military Alliances generate 2 Economic Points and 2 Cultural Points a week.
* Cannot be used with Slavery trait.Kingdom's Weakness Trait:Dark Age
- The kingdom is on the downhill, the kingdoms golden age is behind them. The people remember the glorious days of the past and mourn for better times. Accidents are much more common, and the people are seen in a lower light than they used to be.
* Accidents are more prone.
* Decreases Cultural Points by 2 a week.
* Decreases Economic Points by 2 a week.Kingdom's Military / Military Spending:
(85 MPs Total)
Light Infantry Company - 2 Military Points
Light Infantry are meagerly trained soldiers that are used for skirmishes and policing. They are useful for marching long distances and are quick to organize into formations and reorganize if routed or told to retreat. They however will not stand up to Heavy Infantry in battle. Light Infantry can be of any genuine orientation but the primary purpose is that in regards to Heavy Infantry they are less armed and armored.
* Comprised of 300 soldiers.
10 Light Infantry Companies - 20 MP - 65 MP Left.
Heavy Infantry Company - 2 Military Points
Heavy Infantry are the real meat and potatoes. They are the knights, the men-at-arms, the berserkers. They are slower on the move than Light Infantry, they are slower to reorganize and slow to organize into formation, but while in prolonged combat they excel. Comparatively, they are heavier armed and armored than Light Infantry.
* Comprised of 300 soldiers.
16 Heavy Infantry Companies - 32 MP - 33 MP Left.
Heavy Cavalry Company - 3 Military Points
Heavy Cavalry is absolutely destructive to stationary infantry formations. The soldier and the mount are both heavily armored and although slower than Light Cavalry, they are very useful in both charges as well as sustained combat against any other kind of troop.
* Comprised of 300 soldiers.
6 Heavy Cavalry Companies - 18 MP - 15 MP Left.
Catapult - 1 Military Point
A catapult is a wooden device used to propel stones or flaming material across a huge distance. They are siege weapons but can also be used in battle, although with a bit more difficulty. They are somewhat inaccurate and one shot is fired about every five to six minutes. They are also slow to move unless well developed roads are available. They come with a small crew as well.
15 Catapults - 15 MP - 0 MP Left.Kingdom's Resource Nodes / Economy:
Foodstuffs - Foodstuffs are staple foods raised in farms as agriculture, or hunted in the forests and on the plains in order to feed the entire population. They are absolutely essential to the livelihood of a kingdom and without it, a kingdom will quickly drop into recession and its people will begin to starve and die at an alarming rate.
* Feeds the entire population.
* Portion of the population will begin to starve if a Moderate or Massive amount is traded away.
* Generates 1 Economic Point a week unless being traded away in a Moderate or Massive amount.
Stone - Stone quarries, while seemingly less important in retrospect of iron and gold mines are equally as important. Stone quarries are used primarily for the construction of walls and roads and buildings.
* Generates 2 Economic Point a week unless being traded away in a Moderate or Massive amount.
* Useful for Constructs.
* Decreases the price of all Stone Constructs by 3 Economy Points.Kingdom's Cultural Points:
Base start off of 2 - 2 from Dark Age = 0.Kingdom History:Founding of Karag Mor --
Many thousands of years ago, when the world was still young, the ancestors of the dwarves of Karag Mor walked the land. Legends say of a great leader named Graeme, the Chieftain who had united all the Mountain Clans against the marauding Orcish Hordes. Graeme was a Dwarf of repute, honorable and fair, friend to all in need. At first, Graeme fought along side his brothers and sisters from far away lands, but as the Orcish Horde rose in number, contact with his kin was lost. As the century dragged on, the losses of his people had a terrible affect on Graeme. With no permanent refuge, his people were lost to the waves of the Green Tide, apparently doomed to be swept from the face of history. On the eve of a mighty battle, Graeme looked to the skies and prayed for release from the burden of leadership. As the clouds parted, his salvation appeared. The form of Karag Mor stood high above its brothers, a stalwart bastion in the eyes of Graeme. Taking his armies to the base of the mountain, he ordered them dig in for the final battle. Day after day, the earth works held, and Graeme's voice was raised above all others in adoration to the gods. On the thirteenth day, the sky opened up on the glimmering ranks of Clan Varne. With the aid of his brother clansmen, Graeme defeated the Orcish Horde and declared Karag Mor their new home.Age of Enlightenment --
As the Orcish Hordes receded to their strongholds to lick their wounds, the dwarves of Karag Mor spread out in all directions, eager to learn and understand. Great cities were founded alongside Karag Mor, the first being Karag Varne, sister city of Mor and home to Clan Varne. All across the Mountains, new, flourishing Holds rose from the depths, ready to claim what the world had given them. During this time, the Dwarves of Mor had their first run in with the Elves. At first viewing the long eared outsiders as unwelcomed guests, the Clans eventually learned to tolerate them. During this time, many great works of Philosophy and Science were created jointly by the Dwarves of Mor and the Elvish Outlanders. Both nations prospered.The Golden Age --
As the Dwarven Holds flourished, so to did their people. Soon, the Mountains of Mor had become a center of knowledge and learning. Great forges were created so that artisans could practice their craft with the very blood of the earth. During this time, Karag Barak was founded, the last of the great Dwarven Holds to ever be created. For all the prosperity and success, something was amiss. The Dwarves had lost touch with their roots and forgotten the lessons of the past. In their fevered addiction to their treasures, the Dwarves became bitter and unfriendly, only willing to spend time with their dragon's horde worth of gold. Their greed driving them to break the trust of their once called brothers, the Dwarves began a war with the elves that would riven their nation in blood.The War of Ashes --
Spurred on by notions of superiority, the elves rose to fight their dwarven allies. Pitched battles were fought that tore the land asunder, great volcanoes exploding under the power of a thousand mages. The cities of the dwarves fell, consumed in the fires of their own greed and yet for all the elves planning, this did not stop the dwarves. In an unprecedented act of hatred, the Dwarves sacked the city of the elves, putting it's populace to the sword and burning the precious books written by both Dwarves and Elves. In the end of the conflict, the elves lay defeated, their libraries burned and their towers toppled but it was the dwarves who were the most affected. Their lands in ruins and their great holds aflame, the Dwarves settled in for the coming darkness.The Descent --
As Centuries passed after the War of Ashes, the last of the Dwarven Holds fell. As Karag Orn fell to rampaging hordes of Goblins, so to did Karag Dwar fall to the deceit and trickery of an Infiltrating Drow Army. With each Hold lost, so too was the written history of the Dwarves. The Great Library at Orn was sacked, it's precious tomes lost to the grubby hands of Goblins. Works of art from the Artisans Guild in Karag Bjorn were lost forever along with the knowledge of their creation. The Dwarves watched powerless, locked away in their remaining holds, watching as the younger races stood to take their place. The age of the Dwarves had ended.The Dark Ages --
With all but three of the Dwarven Holds standing unbowed, the Dwarves of Mor have become increasingly isolated. Clans such as Varne state that if it weren't for the need of air, the surface should be cut off entirely. As tensions rise, clans begin to bicker and quarrel over the past, laying claims to newly found caves and ruins, showing endless seals and artifacts proving the truth of their words. But in the torrent of ever darkening blackness, a light of hope shimmers freely. King Kurgen Forgebeard speaks fervently of times in the past, where the Dwarves of Mor were the Guardians of the World. He claims that it is the destiny of the Dwarves to return to the surface and teach the younger races of their mistakes so that they cannot be repeated. Many clans think him a madman yet all know that he is the only hope for the Dwarves of Mor.Kingdom's Location: