Dun Khaz
Dun Khaz
Alignment: Lawful Good, Lawful neutral
Capital: Khol Badir
Ruler: King Khrados
Government: Hereditary monarchy
Demonym:
Adjective:


Weather in North T'lune


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History

The History of how the Dwarves came to Dun Khaz Is well documented by them. Though there are a few holes in their history, and a few years that are not officially documented, Their texts state that dwarves came from the Dark lands. The reasons vary as to why they did, some say it was because of oppression, some because of overpopulation, but the most accepted reason is that their old Kingdom fell apart due to environmental changes in the region about 600,000 years ago, which seems to match up with the same time period in which the Grey Elf Civilization suffered a similar fate.

Founding

It would seem that Dun Khaz simply founded itself over the years as the dwarven population in the area began to grow and much like the Caranians, clans and tribes started to work together to form the nation itself.

Government

Dun Khaz governed by King Khrados and a council of 12 elder dwarves known as the Council of Iron.

Military

Most of the military in the kingdom is composed of barbarians , fighters and paladins. There are some rangers and a large amount of clerics among the military ranks. There are almost no cloak and dagger units asides those that are ranger-based (at least none that have become publicly known to the common folk).Their military might is also both feared and respected by nations from other regions. Their constant fighting with Orcs have made even the lowest private battle tempered.

Noble houses

Dun Khaz has little to no noble houses. Most of the political affairs are handled by governors, mayors, and things of the like in their respective areas and cities within the kingdom. The few noble houses that exist tend to stay within the city of Khol Badir and serve as magisters for the districts of the city. They also served as part of the council members that advise the king this council is known as the Council of Iron.

Geography

Dun Khaz, is a lush area full of forests and grassy plains. There are hundreds of hillsides and a few dozen mountains all over the region. At the forested foothills, dwarven lumber-mills work to procure timber and firewood to support tunneling operations and to provide light and heat below the surface.To the north lie the Great Plains, mostly populated by Surface dwarves, who tend to livestock and crops for the rest of the continent, and trade with Erin.

Inhabitants

Dun Khaz is 90% Dwarven Most have a hard time adapting to the way of life that a dwarf in the kingdom carries out, so most tend to visit the kingdom rather than stay or set roots within it; however, those that do compose of 10% of the population and tend to stick to the outside regions of the kingdom. Oddly enough, despite such an extremely low population of none dwarven races within the kingdom, they are usually rather welcoming to outsiders and those that settle in the land usually don't have a hard time fitting into a community provided they do hard work, drink hard and can adapt to dwarven way of life. A lot of Rai tend to live in the Khol Badir working the mines and tending to the farmlands.

Religion

Dun Khaz mostly worship Kamus the divine hammer. There are other religions within the kingdom, Dwarves worship none of the evil dieties regardless of being recognized as tolerable by the churches such as Yarnos. Gods that are Cult in nature are forbidden and it's not uncommon to report any worshipers of these beliefs to the authorities.

Temples to other acceptable gods tend to be small and humble; however, temples dedicated to Kamus Avasir and Samaria are elegant. Some are huge in size; though most of them are underground one way or another, and they hold weekly or daily sermons. It's not uncommon to see one family, or clan, pay respects to all of the three gods.

Symbols

The symbol for is Mount Calihar, though there are different patterns and art variations of the coat of arms the most common, traditional one is cross battle axes with a brown background and the mountain proudly displayed above. In some cities, they put their own personal coat of arms, but they always make sure that the Mount Calihar is depicted one way or another; for example, a symbol of the Mount Calihar with an anvil in the center could represent a certain settlement within the kingdom.

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