Post by Tugarabog on Oct 16, 2012 15:50:29 GMT -5
The Copper Ruby Mountains are a vast, metal and gem rich mountain range that spans the Eastern Reaches of the Dwarven Empire and is the second largest of the three Mountain Ranges. The Copper Ruby Mountains, or as the dwarves call it, Karak, are fairly well stocked with wildlife that has carved out a niche in the well forested low mountains that make up the majority of the Karak. This wild life ranges from smaller creatures such as rabbits and boar to elk, brown bears and even Mumakil, Rhinox and other such massive beasts. It is these creatures that often supply the meat requirements of the Dwarven community. The Highlands of Karak, by contrast, are places of year round snow, high winds and great cold. Little lives at these altitudes aside from Mountain Goats and some unique species of birds. However, it is the highlands that also hold the most amount of metals and minerals, or so it was so before the dwarves hollowed them out. The Lowlands of Karak are generally speaking quite fertile and have a strong yield of crops and experience fair weather year round.
The Dwarves themselves revolve around a collection of Guilds that organize professions as a whole, everything from Rune Smiths and Engineers to Miners, hunters, brewers and farmers. Some of these Guilds are older and more respected than others, but each of them plays a critical role within the Dwarven community that could not go unfilled.
Despite each dwarf being of a different profession or skill group, each and every dwarf is required to train and serve in the military for quite a number of years. Thus, dwarfs are well-prepared for war as each is already a battle-hardened warrior. In times of war, members of the Clans or Houses will form regiments of Warriors, each regiment grouped together on their specific skill sets.
The superior Dwarven craftsmanship and engineering skills give their armies the most advanced technology including superb armor, black powder weaponry such as flint locks, cannons, and powerful war machines. Dwarfs tend to prefer close combat where they are more than a match for most other creatures. Dwarfs do not make use of arcane magic in the form of wizardry but instead rely on the powerful runic magic of their Runesmiths and Divinely Powered Clerics. Dwarfs are not well suited to traditional riding beasts, such as horses, but will often make use of trained bears or Rhinox or Mumakil, when going to war these beasts are essential, especially the Mumakil, who act as walking siege engines who are often mounted with war machines or small barracks upon their backs.
The Dwarf Navy is an impressive group of ships that are made from the wood taken from the Southern Forests and often transformed into Ironwood by the Clerics of the Dwarves and powered by enormous sails and runes of magic or by mindless golems forced to work the oars tirelessly. These ships are strong enough to be able to weather even the mightiest storms and are extremely potent war machines, though also generally very resource intensive to build. These are broken into four separate categories.
Ironclad
There are relatively few Ironclad vessels in existence, and most can grouped into broad categories. Ironclad is sometimes used as a 'catch-all' phrase to describe all iron wood ships. The typical Ironclad is the equivalent of other race's galleys and ships of the line in size, although the category is a broad one. Each ship is a testament to the skill of the engineer who built it. Ironclads also serve as massive troop transports during invasions.
Monitors
Monitors are smaller than Ironclads, and are capable of patrolling rivers and inland lakes and in fact not made of Ironwood at all. They are rarely seen outside of the lakes and rivers that are in the area, though are occasionally used as fast attack craft on the open ocean. These craft are often equipped with sails and oars and their near flawless aquadynamic design, they are the fastest ships in the land.
Dreadnoughts
Dreadnoughts are even larger than Ironclads, and each is a floating fortress, complete with massive cannon turrets, far larger than anything seen on land. Very few engineers are capable of creating a Dreadnought and the enormous cost prevents them from being built in large numbers. The greatest Kings of Dwarves have marked their reigns by commissioning a Dreadnought and each is a mechanical marvel. The first Dreadnought was created by the legendary engineer Hengist Cragbrow and every one since has owed something to his vision.
Dwarves are industrial people who are as adapt as living under the ground as humans are above it. This being the case, nearly all Dwarven Cities, or ‘Holds’ are underground to some degree and are connected by a series of underground highways known as “The Deep Roads” or “The Underway”. These underground highways not only connect the Karak, but connect the entire Dwarven Empire in a complex underground highway that even goes underneath the Serpent Lake. These roads are equipped with a massive network of rails upon which trains dragged by golems run. No city within Karak Exemplifies this more than…
Capital City: Karaz-a-Karak
Karaz-a-Karak is the Dwarven Capital City of the Karak. This massive city spans from the very peak of the mountains to deep below the roots, having hollowed out the entire thing to use it as a massive shell to house the city. The Royal Palace resides within, as well as the Headquarters for all Guilds within the Karak. The City is built around a massive central spire that is surrounded by heavy hanging stone rings upon which commerce and trade resides while the stepped hollows bellow are reserved for residential, production, Guild Halls and entrances to The Deep Roads. Far under the city reside massive mines that are particularly rich in gems and rare metals such as Rubies, Gromril, Adamantine, Obdurium and Mithril. Karaz-a-Karak is the Cultural Center of Dwarves in the Copper Ruby Mountains.
City: Barak Varr
Barak Varr is a stronghold of the Dwarfs located on the Serpent Lake. Approaching from the land, it is impossible to tell that it is a busy port. In fact, even when standing on the cliff edge it seems that the ships are destined to smash into the cliff face. However, the fierce tides of the Serpant Lake have carved out an enormous cave system, and it is in these caverns that the Dwarfs harbor their fleets.
Barak Varr holds tremendous strategic importance. The single seaport of the Dwarfs, it is a key commercial center. Merchants from every realm, from the Badlands to The Isles, gather at Barak Varr, knowing they can expect the legendary hospitality of the Dwarfs to refresh them on arrival.
It is a major trading center, where bargains are made between traders from many lands. In the market area of the Hold a visitor can buy anything, from fine Araby silks to exotic Lustrian statues, and from Halfing-mixed spices to fertility charms from the South Lands. The lion's share of goods is exported from Barak Varr to places such as the Konigreich and far beyond.
The Dwarfs of Barak Varr enjoy a relatively cosmopolitan lifestyle. Although the lands of Barak Varr technically include all of the ports, docks, and anchorages that line the easternmost Bank of the Serpent Lake, what most mean when they refer to 'Barak Varr' is the Great Cove, the massive port facility hewn deep into the Cliffs of Gamrud. Barak Varr is the home to a part of the Engineers Guild called the Sea Engineers, who are specialists in the building of Dwarven Ships.
The stronghold is almost impervious to attack by land, as it is nearly inaccessible due to its geographic location, unless one where to repel from the cliffs above. Attacking through the deep roads means that one would have to face the entire might of the Karak Dwarves. If they are overcome then the attacking force would find in their approach into the stronghold the tunnels well set with thick gates, cunning traps and solid defenses. Attack from lake is even more difficult. The immense firepower of the Dwarf fleet, coupled with the massed cannons that cover the cliff face and the Mouth of Doom, a massive battery of cannons overlooking the harbor mean that any attacking fleet would be almost instantly destroyed.
City: Karak Eight Peaks
This city is the South most settlement within the Karak of the Copper Ruby Mountains and an important trade rout on the deep roads as it leads directly into the Serpents Tail Mountains. Due to the high volume of trade that flows through the city, it has become very wealthy and a trade hub for the Dwarven Empire, much like that of Barak Varr, though only trading amongst other dwarves. Like most dwarven settlements Karak Eight Peaks is mostly built underground, though in the caldera of the crown like eight peaks a large fortress rests with an impressive tower under construction.
City: Karak Kadrin
Karak Kadrin lies in the Easternmost out reaches of the Copper Ruby Mountains under the low mountains. It is a bit isolated from the other cities, but it is the richest of cities when it comes to the aspect of mining. With massive underground reserves of Mithril, Gromril, Iron, Gold and Silver, this city has grown wealthy. It is their proximity to the Forests in the area that is of such importance to the Karak. This wood is of great importance to the dwarven community, as it is critical in the building of ships and other more mundane uses.
Town: Zhuf Karak
This important farming community is one of the few surface settlements of the dwarves. Due to its fertile location at the foot hills of the mountains, as well as its far reach along the shores of the rivers to their cross point, the town of Zhuf Karak is perfect for a large farming and logging settlement. Indeed the location on the river allows them the send the logs down river towards the Serpents tail mountains where they can be processed, or the water mills in the down may process the lumber in smaller numbers. Like all settlements, it has access to the Under ways, though being that this access is above ground in the mouth of a cave, it is very heavily guarded by the towns military.
Town: Karak Thingaz
Karak Thingaz lies just south of the Eastern Bogs within a forest known among the dwarves as the Thingaz, for which town is named. An important location for the Eastern reaches of the Dwarven Community, Karak Thingaz is responsible for heavy logging and lumber production, as well a farming the food for themselves and the nearby castle and Karak Kadrin. Due to the density of the forest and the river that runs through it, they are also responsible for the shipping of Timber from Karak Thingaz and to…
Town: Karak Varn
Karak Varn lies at the foot of the Copper Ruby Mountains and on the shores of the lake to the North East of them. This large farming and fishing community also receives lumber from Karak Thingaz which it feeds to Karaz-A-Karak and the nearby castle. A key supply point and lake access, Karak Varn has Underways that lead directly into the nearby castles as an escape route in case of attack.
Town: Grongon Kadrin
Grongon Kadrin is of vital importance to the Dwarven people, for it is the manufacturing point of the dwarven Navy, as well as the testing grounds of the Sea Engineers. This Town rests within the Northern Copper Ruby Mountains at the river’s edge which flows into a large cavern system that acts as a natural dock for the town. Finished ships are then sailed through the mountain passes until they reach the small lake just outside Serpent Lake. From there, they travel through the mountains themselves through a series of blown out tunnels that lead them directly into the lake where they may join up with Barak Varr. These tunnels are heavily guarded, making sure that nothing can sail up river into Grongon Kadrin its self.
Castle: Grong Azul
Grong Azul resides in the forested low mountains of the North, just to the west of Karak Varn. It is the Northernmost Castle of the Karak and the primary point of defense from the Barbarians from the North. Grong Azul is famous among the dwarves for its heavy reliance upon black powder cannons in the effort of defense, as well as other war machines. Grong Azul has a fortress built above ground, though much of it rests within the mountains its self where it connects to the Deep Roads. Grong Azul is responsible for the protection of Karak Varn and Grongon Kadrin, as well as a launch and staging point of attacks to the North. Thus, Grong Azul is a massive strong hold of the Karak.
Many of the Karaks War Machines are built in a production location several miles to the North in the High Lands. Here, the guild of Engineers works to produce the siege weapons and war machines that the dwarves are so famous for. It is also a testing ground for new ideas and theories. With this role is also has a hospital to aid those who are injured during such testing. Despite this facility being underground, the dwarven deep roads have a massive opening here, in order to make sure they can ship their machines to Grong Azul.
Castle: Mingol Kazad
Mingol Kazad lies deep within a Valley to the South that dips into the Copper Ruby Mountains. This highly defensive position is placed deep in the valley so that the only method of attack is from the Valley its self. It is not generally a launch point of attacks, but instead an emergency position in which to fall back to should threats arise from the South. Its walls are thick and heavily guarded, mounted with cannons, Ballista’s and many other siege weapons for which to hold off attackers. Built at strange angles, the wall is also very adept at foiling siege latters while the heavy doors and the ramps leading up to it are well equipped with all manner of traps and foils. Connected to the Deep Roads in the mountains below, the Castle can be fled if it is lost, though it has never been taken before.
Castle: Karak Kadrin
Karak Kadrin rests in the easternmost reaches of the Dwarven Empire and guards the edges of the mountains, as well as the passes around it. Like all dwarven citadels, it is a very defensible location that is connected to the Deep Roads via rail ways and well equipped with machines of war. Unlike the others, it is considered somewhat lax among soldiers, as somewhat of a light posting, as things rarely spark conflict in the area. That being said, the soldiers are still responsible for slaying the threats that may rise amongst the nearby towns and cities such as bandits, trolls and other such beasts.
The Dwarves themselves revolve around a collection of Guilds that organize professions as a whole, everything from Rune Smiths and Engineers to Miners, hunters, brewers and farmers. Some of these Guilds are older and more respected than others, but each of them plays a critical role within the Dwarven community that could not go unfilled.
Despite each dwarf being of a different profession or skill group, each and every dwarf is required to train and serve in the military for quite a number of years. Thus, dwarfs are well-prepared for war as each is already a battle-hardened warrior. In times of war, members of the Clans or Houses will form regiments of Warriors, each regiment grouped together on their specific skill sets.
The superior Dwarven craftsmanship and engineering skills give their armies the most advanced technology including superb armor, black powder weaponry such as flint locks, cannons, and powerful war machines. Dwarfs tend to prefer close combat where they are more than a match for most other creatures. Dwarfs do not make use of arcane magic in the form of wizardry but instead rely on the powerful runic magic of their Runesmiths and Divinely Powered Clerics. Dwarfs are not well suited to traditional riding beasts, such as horses, but will often make use of trained bears or Rhinox or Mumakil, when going to war these beasts are essential, especially the Mumakil, who act as walking siege engines who are often mounted with war machines or small barracks upon their backs.
The Dwarf Navy is an impressive group of ships that are made from the wood taken from the Southern Forests and often transformed into Ironwood by the Clerics of the Dwarves and powered by enormous sails and runes of magic or by mindless golems forced to work the oars tirelessly. These ships are strong enough to be able to weather even the mightiest storms and are extremely potent war machines, though also generally very resource intensive to build. These are broken into four separate categories.
Ironclad
There are relatively few Ironclad vessels in existence, and most can grouped into broad categories. Ironclad is sometimes used as a 'catch-all' phrase to describe all iron wood ships. The typical Ironclad is the equivalent of other race's galleys and ships of the line in size, although the category is a broad one. Each ship is a testament to the skill of the engineer who built it. Ironclads also serve as massive troop transports during invasions.
Monitors
Monitors are smaller than Ironclads, and are capable of patrolling rivers and inland lakes and in fact not made of Ironwood at all. They are rarely seen outside of the lakes and rivers that are in the area, though are occasionally used as fast attack craft on the open ocean. These craft are often equipped with sails and oars and their near flawless aquadynamic design, they are the fastest ships in the land.
Dreadnoughts
Dreadnoughts are even larger than Ironclads, and each is a floating fortress, complete with massive cannon turrets, far larger than anything seen on land. Very few engineers are capable of creating a Dreadnought and the enormous cost prevents them from being built in large numbers. The greatest Kings of Dwarves have marked their reigns by commissioning a Dreadnought and each is a mechanical marvel. The first Dreadnought was created by the legendary engineer Hengist Cragbrow and every one since has owed something to his vision.
Dwarves are industrial people who are as adapt as living under the ground as humans are above it. This being the case, nearly all Dwarven Cities, or ‘Holds’ are underground to some degree and are connected by a series of underground highways known as “The Deep Roads” or “The Underway”. These underground highways not only connect the Karak, but connect the entire Dwarven Empire in a complex underground highway that even goes underneath the Serpent Lake. These roads are equipped with a massive network of rails upon which trains dragged by golems run. No city within Karak Exemplifies this more than…
Capital City: Karaz-a-Karak
Karaz-a-Karak is the Dwarven Capital City of the Karak. This massive city spans from the very peak of the mountains to deep below the roots, having hollowed out the entire thing to use it as a massive shell to house the city. The Royal Palace resides within, as well as the Headquarters for all Guilds within the Karak. The City is built around a massive central spire that is surrounded by heavy hanging stone rings upon which commerce and trade resides while the stepped hollows bellow are reserved for residential, production, Guild Halls and entrances to The Deep Roads. Far under the city reside massive mines that are particularly rich in gems and rare metals such as Rubies, Gromril, Adamantine, Obdurium and Mithril. Karaz-a-Karak is the Cultural Center of Dwarves in the Copper Ruby Mountains.
City: Barak Varr
Barak Varr is a stronghold of the Dwarfs located on the Serpent Lake. Approaching from the land, it is impossible to tell that it is a busy port. In fact, even when standing on the cliff edge it seems that the ships are destined to smash into the cliff face. However, the fierce tides of the Serpant Lake have carved out an enormous cave system, and it is in these caverns that the Dwarfs harbor their fleets.
Barak Varr holds tremendous strategic importance. The single seaport of the Dwarfs, it is a key commercial center. Merchants from every realm, from the Badlands to The Isles, gather at Barak Varr, knowing they can expect the legendary hospitality of the Dwarfs to refresh them on arrival.
It is a major trading center, where bargains are made between traders from many lands. In the market area of the Hold a visitor can buy anything, from fine Araby silks to exotic Lustrian statues, and from Halfing-mixed spices to fertility charms from the South Lands. The lion's share of goods is exported from Barak Varr to places such as the Konigreich and far beyond.
The Dwarfs of Barak Varr enjoy a relatively cosmopolitan lifestyle. Although the lands of Barak Varr technically include all of the ports, docks, and anchorages that line the easternmost Bank of the Serpent Lake, what most mean when they refer to 'Barak Varr' is the Great Cove, the massive port facility hewn deep into the Cliffs of Gamrud. Barak Varr is the home to a part of the Engineers Guild called the Sea Engineers, who are specialists in the building of Dwarven Ships.
The stronghold is almost impervious to attack by land, as it is nearly inaccessible due to its geographic location, unless one where to repel from the cliffs above. Attacking through the deep roads means that one would have to face the entire might of the Karak Dwarves. If they are overcome then the attacking force would find in their approach into the stronghold the tunnels well set with thick gates, cunning traps and solid defenses. Attack from lake is even more difficult. The immense firepower of the Dwarf fleet, coupled with the massed cannons that cover the cliff face and the Mouth of Doom, a massive battery of cannons overlooking the harbor mean that any attacking fleet would be almost instantly destroyed.
City: Karak Eight Peaks
This city is the South most settlement within the Karak of the Copper Ruby Mountains and an important trade rout on the deep roads as it leads directly into the Serpents Tail Mountains. Due to the high volume of trade that flows through the city, it has become very wealthy and a trade hub for the Dwarven Empire, much like that of Barak Varr, though only trading amongst other dwarves. Like most dwarven settlements Karak Eight Peaks is mostly built underground, though in the caldera of the crown like eight peaks a large fortress rests with an impressive tower under construction.
City: Karak Kadrin
Karak Kadrin lies in the Easternmost out reaches of the Copper Ruby Mountains under the low mountains. It is a bit isolated from the other cities, but it is the richest of cities when it comes to the aspect of mining. With massive underground reserves of Mithril, Gromril, Iron, Gold and Silver, this city has grown wealthy. It is their proximity to the Forests in the area that is of such importance to the Karak. This wood is of great importance to the dwarven community, as it is critical in the building of ships and other more mundane uses.
Town: Zhuf Karak
This important farming community is one of the few surface settlements of the dwarves. Due to its fertile location at the foot hills of the mountains, as well as its far reach along the shores of the rivers to their cross point, the town of Zhuf Karak is perfect for a large farming and logging settlement. Indeed the location on the river allows them the send the logs down river towards the Serpents tail mountains where they can be processed, or the water mills in the down may process the lumber in smaller numbers. Like all settlements, it has access to the Under ways, though being that this access is above ground in the mouth of a cave, it is very heavily guarded by the towns military.
Town: Karak Thingaz
Karak Thingaz lies just south of the Eastern Bogs within a forest known among the dwarves as the Thingaz, for which town is named. An important location for the Eastern reaches of the Dwarven Community, Karak Thingaz is responsible for heavy logging and lumber production, as well a farming the food for themselves and the nearby castle and Karak Kadrin. Due to the density of the forest and the river that runs through it, they are also responsible for the shipping of Timber from Karak Thingaz and to…
Town: Karak Varn
Karak Varn lies at the foot of the Copper Ruby Mountains and on the shores of the lake to the North East of them. This large farming and fishing community also receives lumber from Karak Thingaz which it feeds to Karaz-A-Karak and the nearby castle. A key supply point and lake access, Karak Varn has Underways that lead directly into the nearby castles as an escape route in case of attack.
Town: Grongon Kadrin
Grongon Kadrin is of vital importance to the Dwarven people, for it is the manufacturing point of the dwarven Navy, as well as the testing grounds of the Sea Engineers. This Town rests within the Northern Copper Ruby Mountains at the river’s edge which flows into a large cavern system that acts as a natural dock for the town. Finished ships are then sailed through the mountain passes until they reach the small lake just outside Serpent Lake. From there, they travel through the mountains themselves through a series of blown out tunnels that lead them directly into the lake where they may join up with Barak Varr. These tunnels are heavily guarded, making sure that nothing can sail up river into Grongon Kadrin its self.
Castle: Grong Azul
Grong Azul resides in the forested low mountains of the North, just to the west of Karak Varn. It is the Northernmost Castle of the Karak and the primary point of defense from the Barbarians from the North. Grong Azul is famous among the dwarves for its heavy reliance upon black powder cannons in the effort of defense, as well as other war machines. Grong Azul has a fortress built above ground, though much of it rests within the mountains its self where it connects to the Deep Roads. Grong Azul is responsible for the protection of Karak Varn and Grongon Kadrin, as well as a launch and staging point of attacks to the North. Thus, Grong Azul is a massive strong hold of the Karak.
Many of the Karaks War Machines are built in a production location several miles to the North in the High Lands. Here, the guild of Engineers works to produce the siege weapons and war machines that the dwarves are so famous for. It is also a testing ground for new ideas and theories. With this role is also has a hospital to aid those who are injured during such testing. Despite this facility being underground, the dwarven deep roads have a massive opening here, in order to make sure they can ship their machines to Grong Azul.
Castle: Mingol Kazad
Mingol Kazad lies deep within a Valley to the South that dips into the Copper Ruby Mountains. This highly defensive position is placed deep in the valley so that the only method of attack is from the Valley its self. It is not generally a launch point of attacks, but instead an emergency position in which to fall back to should threats arise from the South. Its walls are thick and heavily guarded, mounted with cannons, Ballista’s and many other siege weapons for which to hold off attackers. Built at strange angles, the wall is also very adept at foiling siege latters while the heavy doors and the ramps leading up to it are well equipped with all manner of traps and foils. Connected to the Deep Roads in the mountains below, the Castle can be fled if it is lost, though it has never been taken before.
Castle: Karak Kadrin
Karak Kadrin rests in the easternmost reaches of the Dwarven Empire and guards the edges of the mountains, as well as the passes around it. Like all dwarven citadels, it is a very defensible location that is connected to the Deep Roads via rail ways and well equipped with machines of war. Unlike the others, it is considered somewhat lax among soldiers, as somewhat of a light posting, as things rarely spark conflict in the area. That being said, the soldiers are still responsible for slaying the threats that may rise amongst the nearby towns and cities such as bandits, trolls and other such beasts.