Dymkrag

Dymkrag the High Kingdom of the Dwarves is within the mountains of the Eldercrown on the edge of the Steamstone. The tunnel into the mountains is near 5 miles, reaching to the Thousand-Stone Gate. The main chamber of Dymkrag is 15 miles in diameter with the fortress of Dwarven kings Hammeredhall rising out of geothermal springs that bathe the city in a golden light. The city is ordered according to clan and trade, each district serving in unyielding purpose.

The Thousand-Stone Gate. A titanic gate made two-fold of five-hundred steel-clad granite pylons that has for across all the Ages never been breached. The gate can be moved only by the dualmaul of clan Goldenhammer as their ancestors laid down the transmutational force in ancient days. As a vital show of trust in entering the Pact of Arkyme the gate has not been lowered since the end of the War of Extinction.

The Stone's Reserve. The singular segmented fortress of the high command of dwarven military endeavor, the Stone's Reserve is a keep of legend among dwarvenkind. In the Age of Water when the northern void-sea, known as the Eldrime roared with a maddening wind and icy water poured forth over the world, it is said that dwarves found refuge within the mountain halls. Each and every dwarven warrior of the Stone's Reserve carries on the traditions of the Ten Crowns whose keeps still endure and guide the disciplines of dwarven warcraft.

The Axorer, he that bears the axe to cleave in combat and fell the forests.

The Gavhammer, he that judges both ore and foe in landing the blows of the hammer.

The Vispick, she that strikes to pierce away what is hidden beneath armor and stone.

The Pikebore, he that holds the line to skewer the mounted and hunted with the pike.

The Firedregh, he that holds the flames to the enemy and foundry with the art of fire's evocation.

The Stonespoken, she that speaks and strides to make stone build and break with the gift of the stone's secret.

The Siegewon, she that aims to build that which breaks what others build with the weapons of sieging scale.

The Orestar, he that turns stone and alloy, gem and crystal, to spell and craft to grant the investiture of ore's arcana.

The Creedauror, she that by will and devotion communes and channels the blessings of the divine.

The Breakbrawn, he that hardens the mind and forges anew the dwarven body to break any that would dare strike it.

Hammeredhall. A dauntless fortress wrought from steel atop a monolith of clad stone rises over the Prismasprings at the heart of the city. Serving as the palace of the High King of clan Goldenhammer and where the wealth and power of the clan is held. Four walkways of metal meet the gates of the Hammeredhall as the fortress in its metallic structure echoes that of a dualmaul, the royal seal of the High King. Imposing and labyrinthine the palace holds many secrets laid down by kings of queen of Dymkrag since the end of the Age of Water. The wealth of the clan is renown as the Prismaspring bubbles forth geysers of gem dust providing the kingdom with riches beyond compare.

Orestar Vaults. The vaults of the High Kingdom of the Dwarves are said to hold the wealth of Ages. For no people have endured as the dwarves have. Stately sheathed in bands of gold each miles long vault is clad in adamantum, the nigh indestructible metal of dwarven renown. So too are the abjurative wards that shield the vaults from any magical intrusion and the safeguards so profound that is said even a thought of trespass can mean death. Hidden within the vaults are the secrets of dwarvenkind: The knowledge of crafting in ancient days and even the armaments they used when they were of giantkind.

Arcandtrûss. Within a grand carved hall refined pillars of stone and ore hold the masters of dwarven arcane doctrine. Each school of magic having its own aged dwarven discipline. Transmuters learning the secrets of metal manipulation. Sorcerers shaping the stone with their bare hands. Abjurers acting as an aegis for the keep of their homeland and their allies on the battlefield. The strictures of dwarven arcanic inquiry has caused many dwarven spellcasters to seek their advancement in Arkyme. Yet the Arcandtrûss is a singular source of knowledge and inquiry and countless casters travel seeking their teachings.

The Crown Mines. For as long as dwarves have dwelled in Dymfont Peak, so too have the dwarves delved the Crown Mines. The eons of mining has yet to exhaust the wealth within, and gave Dymkrag the standing at the end of the Age of Fire to unite the disparate dwarven kingdoms. From across the lands dwarves venture to extract their clan's lot in years long deeds granted by the High King. Arguments amongst the kingdoms and clans concerning these deeds preoccupy much of Dymkrag's industry and politics.

The Ceaseless Forge. Colossal in scale as the unending craft of the dwarves requires. The fires of the Forge first lit by Helgunde Goldenhammer in her ambition to create Hammeredhall tens of thousands of years ago. The Forgemaster of Dymkrag carries on that flame never allowing the fires to cease. The sacred works of the forge are carried out by the most devoted of dwarven artisans gathered from across the kingdoms, each proven in their discipline for creation.

Dymfont Pinnacle. Made from the first stone slab that was struck by Raungav Goldenhammer, as he raised the stone up the mountain to survey the kingdom he would found. The slab still holds that same power gifted it by Raungav, to rise to the pinnacle of Dymfont peak where each heir of Dymkrag stands when they are crowned. The slab now ascends to bring those who by royal writ seek the vantage of the city's summit. Topping the mountains are colossal slabs of metal affixed to the peakstone, though none truly know what purpose Raungav had for this structure. High Hammeredhall built within the summit is the keep of the royal family, yet it is rarely used and functions more as a monument for the city.

King's Dwell. Carved from the within the mountain long have the dwarves of Dymkrag made their home in the heights of the mountain's peak and into the depths of its roots. Every twenty years the district experiences an exodus of residents, as when Dymkrag became the High Kingdom of the Dwarves in accordance with the laws, dwarves from other kingdoms were given place and station within Dymkrag. The vassaldoms send their best and brightest to live in Dymkrag for a time before they are made to return, as many dwarves see this institution as a way to bring equity and acuity to their kin.

The Tradestrade. Encircling the Hammeredhall are the miles of metallic walkways of rusted steel that clings to the hollow of the mountain. The roads of metal are lined with all the industrious and mercantile force that has long made Dymkrag a pinnacle of dwarven endeavors. The hardest of metals, most glorious of gems, and boldest of beers can be found, as each and every aspect of the dwarven knack for craft is expressed with vigor and pride.