The dwarven Kingdoms

In the age of legends the dwarves served the gods as craftsmen from their legendary ancestral halls. Those halls are no more than a distant memory, destroyed by war and lost to the deadlands.

The dwarves are now scattered across the world in halls.

Kharbaden

The only truly Sovereign Dwarven Kingdom, Kharbaden consists of the main Hall, several smaller mountain halls, and a number of towns and villages that owe fealty to the Kings Beneath the Mountain.

This hall was the first new homeland of the exiles of Dul-Mithilimar the legendary ancient homeland of all Dwarves.

Its High King rules the Hall of Kharbaden, and there are lesser kings and dukes ruling other halls and villages in the mountainy territories all paying homage and tax to the High King.

The High King rules for life and is elected from among the Sub-Kings on the King’s death.

Forjardin

The hall in the land of the Elves have an exclusive trading partnership with the Elven Confederacy. Their goods and crafts, made with special metals, have wondrous properties. Most Elven weapons and armour are made by the Dwarves of Forjardin.

The power structure, while still based on the Clan system, matches the Elves with a hereditary monarchy supported by leading noble families representing the clans.

Like the Elves they value stability.

Minasfero

The Hall in the land of the Men. Minasfero are a series of mines, barely halls by the standards of the Dwarves. Each mine is ruled by a minor King with one or two dominant clans. The kings regularly meet to settle matters of trade and production, share news, and declare war.

Ambassadors from the human world are welcome to these councils and may make petitions to the Dwarves. They are the main trading partners.

Gundinar

The Hall in the land of the Dragons.

This hall is famous for the production of goods produced by Dragon Fire. It’s a guarded secret how they produce these goods, and speculation ranges from a secret alchemy that produces a fire as strong as dragon’s breath, or the cooperation of a dragon living in their hall that lends its breath to their crafting.

The patrons of each clan are independent, calling no dwarf King. The patrons are raised to speak for the Hall on specific issues - from delivering the annual acts of submission to the Dragon Emperors to acting as a trade delegation. These opportunities are coveted by the Clans, and like their over-lords balancing the opportunities is a major pre-occupation of the assembly.

Karminas

The Hall in the North.

Little is known of this Hall, except that it is filled with clans and rogues that could not settle into the societies of the other halls.

Some say they practice dark sorceries and worship outsider gods.