Mor Dothak
The entrance to Mor Dothak is a pair of large, imposing doors, made of various metals - steel, gold, mithril, adamantine, iron banding. Dwarven runes are carved into the door, which flare green when someone approaches within 10 feet. There is an enormous brass knocker, which activates the pair of Sending Stones - one above the entrance and one inside the guard's post within the fortress. This acts as a sort of intercom, allowing guards to question newcomers outside the doors.
Mor Dothak is not one flat plane, rather built across 3 (technically 5) levels. The main level (Mor Dothak, The Proper or Mor Dothak Proper) is ground level and is the main living quarters, markets, and various other misc areas.
The level below this known as the Forge, and is where the majority of forges & workshops are maintained. It is not one large forge, rather, those who have permission have been allowed to set up their own forges and workshops in this level, resulting in the establishment of a large number of such spaces.
The level above The Proper is known as The Council and is reserved housing for the Council members, their family, their workers and their support staff.
Above The Council, is The Skyline. This is an observatory platform, open to the elements and built into the top of the fortress. Across the 200ft platform, one can easily see the large operations chamber which houses the inner workings and firing mechanisms of Mor Dothak's enormous Aether Cannon.
The 5th level is not oft-discussed and is not oft-accessed saved by a trusted few engineers. The Generator is below even the Forge and is the location for the central power generation of Mor Dothak.
Demographics
Primarily Dwarf, many Gnomes.
Government
A council of 3 Dwarves & 3 Gnomes, advised by many others.
Defences
The Fortress City is built into the mountains which comprise of The Spine which borders the Halidore Isles, protecting it from attacks on that front. Other attackers are repelled by highly trained Dwarven warriors, crazed Gnomish tinkerers, and the largest Aether Cannon in all of Erroth.
Industry & Trade
Most inhabitants work in The Forge, or sell the products of the work in that layer. Many are highly skilled blacksmiths & tinkerers, and Mor Dothak maintains substantial funding from the maintenance and instalment of aether cannons across Erroth.
Infrastructure
Chief creators and exporters of arcanomechanical technology. The city is kept warm by a series of pipes providing central heating. Electricity-style power from The Generator, and by using the power of Aerocrystals and other similar minerals, as well as steam power.
Assets
Blacksmiths, general stores, weaponsmiths, arcanomechanics, gunsmiths, airship commission,
Guilds and Factions
Aether Guild - responsible for the creation of the Aether Cannon, and the maintenance of Mor Dothak's cannon on The Skyline. They work constantly on improving and creating new designs for the cannons.
Tinker Guild - Mostly Gnomes, also played a large hand in the creation of aether weaponry, but focus on the art of tinkering as a whole. Good connections with the Clockmakers Guild in Wildthorn.
The Engineers - Small faction, some of the only few allowed down into The Generator. They maintain Mor Dothak, and keep it running.
Trade Guild - Union of the majority of the shopkeepers and traders in Mor Dothak. Allows for greater protections and rights for those who own shops within the city.
Companions Guild - There is a branch of the Companions here, led by a Gnome named Gedula.
History
Some of the first settlers of The Halidore Isles, the Dothim Dwarves mined their way into an ore-rich mountain and established a small settlement inside. As time went on, and the mining operations grew, so too did the settlement, eventually creating ways to channel molten rock from deep within the mountain range's core to power their furnaces. The Dwarves were quickly joined by some of the native Gnome inhabitants of the Isles, who displayed an innate knack for tinkering, and from the two races came the birth of the original arcanomechanics - the fusion of magic and clockwork machinery.
Archanomechanics provided rapid solutions to many of the problems that inhabitants of Erroth faced, in addition to providing the mortals with incredibly powerful weaponry which allowed them to rise up and join the disputes which were rapidly leading to the War of the Gods - no longer living in fear of dragons falling from the sky, or envoys of malicious Gods.
The use of this technology continued to grow until the end of the First Era. At this sparking point of the War, history books seem to reference a near-cataclysmic event. Many scholars attribute this to Dothim arcanomechanical inventions, as well as potent magicks created by others, which (it is believed) allowed entire continents to float, mortals to ascend, and were presumed powerful enough to be even capable of destroying Gods. Whatever occurred, this ancient weaponry is no longer in existence, nor is it oft spoke of, and whichever cities didn't fall through the rapidly opening Crossing Point now lie at the depths of the oceans, never to be seen again.
Some undisclosed time during the Second Era, Mor Dothak's work on Aether Cannons began, leading to the events which created Dragon's End, but also creating a new era of arcanomechanics, and defences for the mortal denizens of Erroth.
Tourism
Mor Dothak is an incredibly popular spot to visit, due to its almost autonomous fame/infamy (depending on to whom you pose the question). Those who wish not to brave the cold of the Halidore Isles and visit other spots will often arrive by airship directly to Mor Dothak however it is also accessible by the majority of main roads throughout the Frozen Star of the North.
Most wish simply to see The Proper - that is, the main city 'layer' of the 3 (technically 5)-tiered city. Those who are willing to brave the heat, or simply intrigued enough also often venture down into The Forge, one of the two subterranean layers, which is home to an impressive array of forges and workshops, all owned and often shared by Dothim Dwarves and Gnomes.
Architecture
Mostly stone buildings as the entire city is carved into the mountain range which borders the Halidore Isles.
Many metals are used to adorn abodes and are often a way of showing off the exploits/wealth of the owner of property - signifying that they were able to afford, or able to mine, such materials from the mountains.
Geography
Mor Dothak is built into the mountains in the most North-Western point of the Halidore Isles, backing onto the Azean Sea.
Natural Resources
The Spine provides access to all manner of gems and minerals, ranging from regular iron and copper to small aerocrystals, the special marble-like stone used to create Dwarvenstone, Adamantine, Mithral, Obsidian, Orichalcum and Silver. Even many of the trees which grow and line the path up to the immense fortress are naturally occurring Spiritual Wood trees (believed to be a result of proximity to Shade's Peak, due to their relative youth).
Founding Date
1E15000
Alternative Name(s)
The Fortress City, The Dwarven Fortress, The Mountain City, The Citadel
Type
City
Population
Approx. 10,000
Inhabitant Demonym
Dothim
Location under
Owning Organization
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