Erackinor

Ervenian Era, 1051 AB
Grog? Axes? Killing orcs? Open yer eyes, berk―there's more to life than that.
— A common saying by petitioners in Erackinor
  Erackinor is the beating heart of dwarven devotion: an endless under-mountain of masterwork halls where the clang of hammers harmonizes with temple choirs, and the glow of forge-light washes carved reliefs of clan, craft, oath, and home. It is joyously industrious rather than dour—pilgrims speak of laughter echoing down stone galleries, feast-tables built into buttresses, and murals that seem to breathe when the forge-winds turn. Here, the Stout Folk refine more than steel. Souls are tempered, traditions are recorded in adamantine script, and communities are made stronger than the ore-veins that ribbon the realm.

Geography

The Under-Ways stretch like sanctified arteries through the mountain, a spiderweb of carved tunnels broad enough to carry wagon-trains and mustering hosts, their miles marked by way-shrines and tool-altars that guide and bless each traveler. Vault-Cities rise from these depths like vast cathedrals of stone, their ribs and buttresses bracing soaring chambers where market tiers, guild cloisters, archive crypts, and ringing forges stack upon terraces in orderly harmony. Deep in the foundations, forge-vents and ice-walls stand in paired balance, molten heat meeting glacial chill to temper both steel and spirit, while sacred draftways carry the smoke away in sweet currents that keep the air clear and the work pure.  

Notable Locations

The Eternal Forge
A forty-foot block of living mithral beside a glacier-wall and a pool of soulfire. Petitioners, masters, and the All-Father work in unison here. Sparks that leap from the anvil sometimes become Memory Sparks, tiny motes that guide the faithful to teachers, tools, or truths they need.  
Berronar's Side
Half city, half curtain-wall, its squares are ringed with white-stone hearth shrines. The Gatehall holds the Outland Step and the Abellio Way; the House of Rings sanctifies marriages, adoptions, treaties, and reconciliations. High mystic Naugret the Elder tends the central hearth; her pronouncements set festival calendars and relief priorities.  
Istor’s Forge
A circular city around a heart of white-hot lava: the realm’s greatest foundries, pressure-hardened armor lines, and bell-casting yards. The air tastes faintly of cinnamon and steel. Apprentices learn the Song of Cooling—a paced chant that keeps tempers steady and edges true.  
The Rift
A market-city built along a narrow, mile-long crevasse. Known for hospitality to non-dwarves, it sells exquisite stonework and archon-favored gear. The Lantern Arcade rents way-stones that glow brighter the nearer you come to the district you seek.  
Stonefall
A surface-adjacent city at the foot of a dark vale; its boulevard of statues recounts dwarven myth and diaspora. During Remembrance Weeks, choirs pace that road singing names into the stone so the realm remembers back.  

Travel and Access

Erackinor is generous with lawful travelers and pilgrims, and exacting with thieves and tyrants. The realm’s major portals are old, named, and watched.  
Berronar's Side
The Outlands Step: A portal road to the Dwarvish Mountain in the Outlands (Deepshaft Hall, Soot hall, and Strongale Hall). Used for trade, diplomacy, burial honors, and scholarly exchange.  
The Abellio Way
A steady, stepped portal to Angradd in Arcadia, reserved for musters, joint drills, and emergency relief between the Warden of War and the Hearth.  
Guest-Market Lock
A smaller, keyed arch that opens to allied neutral grounds (by treaty or festival edict).  
Ring of Bright Doors
A circlet of mithral archways leading to the other Morndinsamman realms (Vergadain’s counting-halls, Dumathoin’s silent deeps, Dugmaren’s archives, Sharindlar’s Court of Mercy, and so on). Each door opens fully only when the entrant bears a current work-writ, errand-oath, or clan-charge.  
The Smith’s Step
Narrow utility gates for raw stock and relief caravans; keyed to guild-marks and overseen by inevitable auditors who care only for weights, measures, and safety.  
Processional Piers
Stair-vaults that occasionally open onto Solania’s high valleys for ceremonies, parades, or receiving honored guests from the Seven Heavens above.  

Governance

Moradin rules the work and its worth; Berronar rules the people and their bonds. Guild-thanes, matron-clerics, and archivist-judges administer districts under the Two Rules: Make well (craft honestly, record truly) and Keep well (protect kin, oath, guest-right). Disputes culminate at The Merciful Court, where reconciliation is prized above victory, and oaths are bound in ring and rune.

Localized Phenomena

Forge-Song Thermals
When a hundred hammers keep time, warm updrafts steady hands, clear smoke, and grant long shifts without fatigue; chaotically cast illusions tend to “warble” off-key here.  
Memory Sparks
Soul Forge motes drift like fireflies; touching one yields a flash of technique, a perfect joint, a forgotten family recipe, or the name you were trying to recall.  
Oath-Flare
Rings warm and runes brighten when vows are honored; perjury chills metal, dims lamps, and fouls the taste of ale.  
Tailings Stream
Waste slag tipped from high doors sluices down prepared gullies into reclamation basins; the flow sings faintly, carrying rumors to those who listen with a craftsman’s patience.  
Creation’s Boon
Spells and rites that make (not merely transmute) produce +50% output/coverage or last twice as long when performed in guild sancta or at recognized work-altars; enchantments that counterfeit worth (illusory masterwork, false brands) sputter and are easily exposed.  
Khuzdul natives
Only Khuzdul can be spoken here. Those who don't understand it, must ask permission to speak it from and only then, they can speak and understand while there.
Trait Type
Description
Gravity Objective down to the nearest worked surface; in grand shafts, “softened descent” halves fall damage for willing creatures bearing a clan-mark or oath-ring.
Time Time is 5 times slower than the Prime Material Plane; Shift-bells (work watches) can be “held” by overseer chant to complete a task scene without losing more than a minute to the wider plane.
Shape & Size Infinite; The under-ways, vault-cities, and forge-galleries repeat without edge; new districts “open” along lines of purpose—craft, kin, oath.
Morphic Traits Divinely morphic to Moradin and Berronar; law-bound to honest craft, structures that fortify, shelter, memorialize, or organize form readily; deceitful labyrinths resist shaping.
Elemental Energy None Dominant
Alignment Lawful Good.
Magic Fabricate (honest use), make whole, blessed hammer/weapon/armor prayers, wall of stone, stone shape, consecrate, hallow, heal/greater restoration (especially during ring-rites), community and guardianship magic (aura of courage, status, shield other), oath/rune magics, divinations about kin, craft, or truthful witness are enhanced. While, dominate, geas used to violate rightful oaths, fear that breaks guard-duty, necromancy that steals dwarven dead, glamers meant to defraud craft or pedigree are impeded.
Type
Dimensional plane
Location under
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