The Kingdom of Kazad'Zar

Summary

The Constitutional Monarchy of Kazad’Zar is a powerful and influential dwarven kingdom, ruled by High King Thaldrak Ironmantle, who shares authority with a Council of Clans. This democratic body is composed of elected representatives from each of the various clans and factions under the mountain. The kingdom is the largest and most populous among the denizens of Vulgnor’s Range, having established the greatest number of cities and underground settlements.

 

Officially a Protectorate of The Empire of Mori, Kazad’Zar maintains a close relationship with the Empire, providing resources, military support, and technological innovations. In addition, the dwarves share a long-standing alliance with The Deep Republic of the Gnomes, rooted in mutual respect for each other's mining expertise, engineering and scientific ingenuity.

 

Their relationship is a delicate balance of mutual benefit and simmering tension—the dwarves resent Imperial interference in their traditions, while the gnomes view the Empire with pragmatic caution knowing that their armies vastly outnumber them. Yet, the wealth and innovations flowing from Vulgnor’s Range are vital to the Empire's strength, making this alliance one of necessity rather than true camaraderie.

 

Despite their official ties to the Empire, the dwarves of Kazad'Zar fiercely protect their autonomy and traditional rights, often balancing external pressures with their desire to preserve their independent way of life.

 

Holdings

The dwarven cities within Vulgnor's Range are architectural marvels, carved from stone and reinforced with masterful craftsmanship. Each city is a fortress, an industrial powerhouse, and a cultural hub, connected by an intricate network of underground railroads and magma-powered steam engines.
Below are some of the most prominent cities



Kazad-Kharak ("The Anvilheart")
  • Location: Deep beneath the great volcano, Kazad’Zar.
  • Description: Known as the "Anvilheart," Kazad-Kharak is the largest and oldest dwarven city in the range. It is built around a titanic central forge, The Heartforge, where magma flows are channeled into great smelting pools and colossal steam engines hum with power. The city is illuminated by glowing lava tubes and electric crystal lanterns. Massive stone statues of ancient dwarven kings line the central halls, and the air is filled with the rhythmic clang of hammers on anvils.
  • Notable Features: The Great Foundry of Duraz’Zhul, the Great Hall of the Council, The High King's Palace and The Abyssal Shaft—a vertical mine descending deep into the earth.


Khadun-Thar ("The Stoneward Bastion")
  • Location: Along the eastern slopes of the range, guarding one of the primary mountain passes.
  • Description: Khadun-Thar serves both as a city and a fortress, protecting the vital trade routes leading into the heart of the dwarven domain. Massive stone gates engraved with ancient runes, set inside is an enormous thick steel portcullis that bars entrance into the mountain. The city features towering battlements, magma-powered ballistae, steam cannons, repeater gun turrets, and armored battalions of Dwarven Riflemen ever at the ready.
  • Notable Features: The Runegate, the Iron Barracks, The Great Cannon, and the Hall of Echoing Shields, where great warriors are honored.


Ma'drun-Thar ("The Greenland Bastion")
  • Location: In the western valley next of the range, guarding one of the entrances into the mountain.
  • Description: Ma'drun-Thar guards the primary entrance into the mountain for the trades routes from the Empire of Mori to the Dwarven cities of the Kingdom of Kazad'Zar. Being a more recent addition it has lighter fortifications than it's eastern counterpart relying more on the patrols of the Imperial Army for defense. A lot of the uplander food is imported through this gate into the mountain. At The gates you can find a sprawling town inhabited by a mix of humans, dwarfs and gnomes.
  • Notable Features: The Grassland Gates, the Uplander Markets, the Ore Exchange, and the Hall of the Greenland Governor.


Dol-Karaz ("The Gemspire")
  • Location: Deep within a glittering crystal cavern.
  • Description: Known as "The Gemspire," Dol-Karaz is famed for its radiant beauty and wealth. Crystals of immense size grow naturally from the cavern walls and ceilings, refracting light from enchanted lanterns to create a kaleidoscope of colors. Skilled jewelers and gemcutters work tirelessly, Crafting masterpieces that are sought across the world.
  • Notable Features: The Crystal Palace, The Gemcutter's Guild, and The Vault of Eternal Light, a treasure chamber of untold riches.


Grumdur’s Hollow ("The Steamcradle")
  • Location: Built into an expansive geothermal cavern above volcanic vents.
  • Description: This city is a marvel of dwarven engineering, with steam vents and pipes snaking through every level. The air is filled with the hiss of pressure valves and the steady churning of gears. Grumdur’s Hollow is the technological heart of Vulgnor’s Range, where brilliant inventors and tinkerers work on experimental steam-powered devices and technological wonders.
  • Notable Features: The Hall of Invention, Steamspire Plaza, and the Workshop of Master Tinker Grobold Steamwhisker.


Barak-Dur ("The Deep Fortress")
  • Location: The lowest-known habitable levels of Vulgnor’s Range.
  • Description: Situated on the edge of the Underdark, Barak-Dur serves as both an outpost and a stronghold against the horrors of the deep. Its halls are stark, its defenses formidable, and its people hardened by the constant threat of underground terrors. The city’s lower levels are patrolled heavily, and its soldiers are among the bravest in dwarven society.
  • Notable Features: The Black Gates, the Deepwardens' Barracks, and the Flamehold Beacon, an ever-burning pyre symbolizing vigilance.


Vulgnor’s Rest ("The Ancestor’s Hall")
  • Location: Carved into a mountain peak that rises above the clouds.
  • Description: A sacred city and a place of pilgrimage, Vulgnor’s Rest serves as the final resting place for dwarven kings and heroes. Grand cathedrals carved from marble and basalt house colossal statues of ancestors. The mountain winds carry the sound of ceremonial bells that ring to honor the dead.
  • Notable Features: The Hall of Kings, The Eternal Flame of Vulgnor, and The Mountain Bell Sanctum.

Each city has its own unique identity, traditions, and political structure, yet all are bound by loyalty to the Dwarven Council of Clans, which convenes in the Grand Hall of the Council in Kazad-Kharak, to make decisions affecting the entirety of dwarvenkind.

 

Politics and diplomatic relations

  • The Council of Clans (Dwarven Government) - the ruling body of the dwarves, led by the High King of Kazad-Kharak, oversees all dwarven cities. Each clan and faction sends representatives to the council to voice their concerns.
  • The High King - the High King of the Kazad'Zar is the hereditary ruler tracing his lingeage back to Vulgnor himself. They occupy a mostly ceremonial position, serve as chairman of the council and highest military commander.
  • Imperial Oversight - the Empire of Mori maintains a Governor of Vulgnor’s Range, a Human from the Imperial Clan stationed in the surface city of Ma'drun-Thar. While the governor technically holds authority over the entire range, his power is largely symbolic within the deep halls of the dwarves and the hidden caverns of the gnomes. The dwarves view the Imperial Governor as a political inconvenience—an outsider with little understanding of their culture or subterranean needs.
  • The Thane-Ambassador - the dwarves send a Thane-Ambassador to the Imperial Court in the capital city, where they negotiate trade agreements and political matters. The Ambassador is always selected from the Royal clan and has close ties to the High King.
  • Gnomish Connection - a permanent Gnomish Envoy resides in Kazad-Kharak, and a Dwarven Ambassador lives in Sverndel Hold, one of the largest deep Gnome settlements. These envoys maintain trade agreements, settle disputes, and relay messages between leaderships.
Type
Geopolitical, Kingdom
Capital
Demonym
Kazadsarians
Head of Government
Government System
Monarchy, Constitutional
Power Structure
Dependent territory
Economic System
Mixed economy
Legislative Body
Council of Clans
Judicial Body
Judges
Executive Body
The High King and his Privy Council

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