lycander said:
Thanks for the feedback! Let me respond to a few of these.
*snip*
Just post the revised entry in the thread for changes to the PDF and I'll paste it in and format for the revised guide. Thanks! Here's what is there now...
Cryndon
A Mountain Dwarf kingdom focused entirely on order and trade
Kingdom of Cryndon
Capital: Yumin
Population: 1,200,000 (mountain dwarves 97%, various other races 3%)
Government: Monarchy
Major Religions: Galvar Thuradoom, Salin, and Kovar
Imports: Grains, textiles, and lumber
Exports: Weapons, and luxury goods
Alignment: Lawful Neutral, Lawful Good
The middle lands and southern lands are divided in twain by a large continuous mountain chain running the breath of the land. The chain is known as Daggerwall, for the huge mountains jut into the sky as daggers would. It is an impressive and inhospitable site, with gigantic peaks and extremely treacherous overgrown passes, if they can even be deemed as such. The creatures in the mountains are almost entirely hostile and mainly powerful due to necessity as only powerful creatures could possibly live in such a place. However, three dwarven cities are buried under the mountains, and they are in control of the only three safe passages through the mountains. The cities are almost exclusively dwarven and their splendor rivals the greatest of the above ground cities. However, they are merchants above all else, and the price charged to use their passes is extreme, to say the least. Only merchants wishing to trade in the dwarven cities themselves are exempt from the price.
The mountain range is a harsh and dangerous place, inhabited by some of the most powerful creatures in Aerde. Dragons are prevalent in the highest and most treacherous parts of the mountains. However, a person would have to be either extremely lucky or powerful (or both) to reach those heights and survive the other powerful creatures that inhabit the mountains.
Life in Cryndon
The society in Cryndon is based upon commerce, and the creation of goods for commerce. In one way or another everyone is involved in the system. Dwarven miners dig farther underground with each passing day, bringing out iron, silver, gold, and every once and a while, they stumble across lodes of rare metals, such as mithril and adamantium. From there, the miners sell their wares to the smithies, and artisans who will produce fine wares for selling. However, these dwarves cannot be burdened with the selling of goods. Thus they sell it to another person in large quantities whose sole job is to sell it to the market at large.
With this strict organization in life comes a great number of rules, and the very society of Cryndon revolves around these rules. All trade within the city is strictly organized by guild, and the guilds are responsible for everything in the city that falls under their domain. Theft and the like are not allowed, and are punished through extremely harsh methods. The laws are strict but fair, however, and as long as a person is honorable the laws are no burden. Once a person steps outside of these bounds, though, retribution is quick and merciless.
Trade with other kingdoms is an extremely important facet of the dwarves lives in Cryndon. They can produce very little food of their own, and thus rely upon other countries to produce the food they need. Weapons are traded with other countries in order to make the revenue needed, in order to buy food to feed its populace.
The main part of Cryndon's three cities are dwarven, in fact 97% of Cryndon's population is dwarven. The rest of the population consists of traders from the other races in search of valuable materials that can be gained.
The final parts of Cryndon's society are the three mountain passes that go through the range. The range is practically impenetrable except by underground paths established and maintained by Cryndon's army. However, in order to use these underground roads to pass through to the other side of the range, a heavy toll is laid. Anyone wishing to pass must pay 100 gold per person. Furthermore, a tax of 1 gold per pound of trade equipment passing through the city must be paid. This is used to discourage merchants from merely using the routes created by the dwarves without peddling its goods. Furthermore, the money is used to upkeep the roads and the guards that protect it. Anyone who wishes to brave the mountains is on his or her own. The mountains are not patrolled by the dwarven guards.
Politics
Cryndon is ruled from its main and central city called Yumin by a dwarf known as Dolan Galvarson. He arose into power when the previous monarch died at the venerable age of close to 800 years old. His passing was greatly mourned in the dwarven kingdom for he was a great leader indeed. Dolan, a dwarf who had long been an advisor to the previous king, took the throne after the previous monarch's death. At first people were suspicious of his motives and abilities but their fears were soon quieted by a fair and just reign which was also prosperous do to Dolan's diplomatic skills and wise rule. He brought about new trade routes as well, thus helping the entire society at large.
In each of the other two cities, rulers have control. However, these rulers only establish the laws in their own cities, and all trading policies are dictated by Dolan. Furthermore the laws set forth by the two city rulers can and are reviewed by Dolan in order to make sure that the kingdom is not being oppressed by unfair and unjust laws.
Major Geographical Features
- The Dwarven mines: The dwarven mines go deep in the mountain range in search of precious minerals. However, the only entrance into these mines is deep within each city and that entrance is heavily guarded.
- The Underground Passes: The passes are extremely safe for they were well built and are regularly patrolled by dwarven guards. Furthermore, they are regular hostels placed along the road for weary travelers who are willing to pay a hefty price for a night of comfort.
- The Dwarven Highroad: This road connects all three cities of the dwarven kingdom. However, only a dwarf is allowed to use them. Like the mines, this road is heavily guarded and it would take a brave soul indeed who was willing to try and enter this road.
- The Dwarven Homeroad: This road extends from the northern city of Inden and heads towards Thoradur. It has currently stopped a few miles away from joining up with the Thoradur tunnel, since giants have infested the Thoraduran tunnels. This road is for use only by dwarves. Any non-dwarf using this road must have permission from the king himself.
- The Dwarven Cities: Each of the three dwarven cities under the Dagerwall are designed into layers. The mines are located on the lowest level, with the mountain passes coming into the third tier. Each tier is essentially a city unto itself.
Important Sites
- Yumin 500,000 Capitol - This is the capital and the greatest of the dwarven cities, containing no less than 10 tiers. From here Dolan rules his dwarven kingdom. The dwarven city is heavily guarded and maintained for there are many riches contained in the city and Yumin lies along one of the three invasion routes an army would have to take in order to attack either the southern lands or for the southern lands to attack the middle lands.
- Hedlen 350,000 - This 7-tiered city lies to the southeast of Yumin, and is ruled by the dwarf known as Fignir Noryson. He has ruled wisely for many years and is a close counselor to Dolan when the dwarven king requires one. The city houses the main temple to Galvar Thuradoom. As such it is considered the most religious of the three cities of the dwarven kingdom.
- Inden 350,000 - This city, also 7-tiered, lies to the northwest of Yumin and is ruled by the dwarf Martharm Derukhed. He was recently put into power and is being closely monitored by Dolan in order to determine that Martharm was and is a wise choice as a ruler. Inden houses the best armories in the world. Almost any material can be bought and forged into anything a person could wish, as long as that person is willing to pay a hefty price.
- Malok 1,500 - This is the southern port city and the only one Cryndon currently has active. It has a tunnel that connects it to Hedlen. This is where most trade from the farther countries takes place.
Regional History
Early on in the dwarven history one dwarven clan was upset with the current ruling class. These mountain dwarves decided that they would rather make their own way then live with the current ruling class. Thus the entire clan packed up and left the mountains in search of another place to settle. The dwarves passed through the early lands of Aerde in search of a better place. They traveled south, and many long months later, they came upon a mountain range that would suit their purposes greatly.
They immediately set about to building a city to rival the splendors of the kingdom they had left. It did not take them long for they worked as if possessed. They created the city known as Yumin, named after the dwarven clan chief who had led the dwarves out of the mountains and to a new home.
Not long after the dwarves decided that to fully posses these mountains they would need more cities. The current ruler decided that two more would be enough and thus split his people into thirds, one third for each city. The dwarves broke off and soon completed the other two cities, called Hedlen and Inden.
Plots and Rumors
- The adventures that are found in Daggerpass usually revolve around an adventure outside of the dwarven kingdom and in the mountains themselves.
- The dwarves are building a port city in the north, and adventurers are wanted to help clear the area.
- Danger from Above: Recently the guard posts at the mountain pass entrance to Yumin has been raided by a group of goblins, then ogres, and just lately by a group of golems. The dwarves cannot figure out who or what is causing the disturbance, and wish for a group of people to find out what is going on and if possible destroy it, if not then report the location of the person causing the disturbance and bring the location to the dwarven general stationed at the entrance to Yumin pass.