Stoneheart Hold

This is the last surviving stronghold on Miranda that is still occupied by dwarves. All of the other great strongholds were destroyed during the Brother's War or occupied by fell creatures far too dangerous to drive out. Thus, Stoneheart Hold is the center of all of the power of the dwarves that still remain on Miranda.

The hold is in the Iron Mountains and built around and into the appropriately the Gate of the Gods. The walls that stretch between the mountains at their base are over 30 feet thick and crafted with all of the cunning of the greatest masons in the world. The hold completely blocks passage through Axe Pass, which is the only pass that offers safe passage through the mountains most of the year.

The dwarven culture refers to all of the land under the control of a stronghold as being “lands Under the Hold.” So all of the dwarven villages in the Iron Mountains are considered part of Stoneheart Hold even though they may be far from it. Technically because Stoneheart Hold is the only remaining hold all dwarven villages are “Lands Under Stoneheart.” This entry is only considering the villages within the Iron Mountains.

  • Demonym: By clan
  • Government: Champion by Combat
  • Monarch: xxx
  • Area (Lands Under Stoneheart):
    • Total Land: 200,000 km2 (77,220 mi2)
    • Arable Land: 14,000 km2 (7%)
    • Forests: 96,000 km2 (48%)
  • Area (Hold):
    • Total Land: 6,500 km2 (2,510 mi2)
    • Arable Land: 300 km2 (4.6%)
    • Forests: 1,500 km2 (23%)
  • Population: 10 million
  • Currency:
    • none

During the Age of the Gods five great dwarven strongholds were built. Each one was dedicated to one of the dwarven deities, where the clans most favored by the deity could live. They were interconnected by a series of tunnels deep beneath the world. Over time, the tunnels in the Realms were expanded into a spider-web network of side tunnels. This allowed the dwarves to travel about the world in large numbers without other nations knowledge.

Stoneheart was founded upon the teachings of war and battle, for its clans were being prepared for a coming War of Darkness in which all the world would be torn asunder. Stoneheart taught them the skill of battle, the nature of war, and the price of victory. The dwarves engaged in many battles over the years that followed, but nothing that resembled upcoming unforgiving War against the Darkness.

After the War of Brothers, and the cataclysm that followed, the dwarves were left with only one of the great strongholds. The “Gates Impenetrable” that barred access to the deep labyrinth was locked and the secret to its unlocking given to the Order of Brass. This secret order has only open the gates twice since that day, each time in response to a threat that heralded the coming darkness.

The dwarves were punished and forced to slave for the giants far to the north, in a land forever locked in ice and snow. However, Stoneheart took a portion of the dwarves and hid them in the western Iron Mountains. It was here that he taught them how to unlock the power contained deep within them in times of battle. They were treated harshly and some died, but those that survived were hardened warriors before they drew their first blood.

Under the battle standard of Stoneheart they returned to their stronghold and freed their dwarven brethren. Once their homeland was free they turned north and fought the giants with no quarter asked or given. For ten years they battled before the giants were forced to give up their slaves and ask for peace. The dwarves know the giants will come again for vengeance, but they are now prepared.

The dwarves that currently live in Stoneheart and its surrounding towns and villages come from a wide number of clans. Unlike the days where only the clans blessed from Stoneheart were found in the great stronghold, today many clans call this land home. While this has created some unforeseen problems, most dwarves consider it a great strength to call upon other clans when necessary.

Some of the harshest land on Miranda, the lands of Stoneheart are rich in ore, but limited in agriculture or herding. For this reason the dwarves have begun to expand their reach to the north, now claiming as much as a days ride of the northern lowlands. It is here that hearty winter wheat and most of the pastures can be found. The rest of the dwarven foodstuffs come from underground mushrooms and other plants, plus extensive trade with other nations.

However, most of Stoneheart is located deep beneath the earth. The dwarven tunnel network is far more expansive that even the Irillian road system, since it can go up and down in addition to across. There are some dwarves located so deep within the earth that few other creatures could even survive here. To these “deep dwarves” the very image of the sun is little more than myth and legend, the only true light comes from the center of the earth where the Heartmother sleeps.

Gate of the Gods

These two peaks are the largest anywhere in the Realms. They rise so high into the sky that they're tops disappears into the clouds. It is said that somewhere within the peaks is the gateway to the gods. However, this land gained its name by the hundreds of unique statues that are carved haphazardly along its surface. The smallest statue found stands only three inches tall, while the largest stands over twenty feet and resembles a large orc.

Many people believe the ancients carved the faces before they became the gods, while others believe the gods carved them to announce their presence to the world. What is known is that there is no written or oral history that does not speak of the land without the faces. However, if the oldest records are correct then some of the statues have moved and changed expression and pose.

Three Forges

These three large volcanoes are said to be where the deities forged their powerful weapons to fight the devils. Born in the fiery heart of the earth and quenched in the purity of the northern brine sea, these weapons turned back the invasion. After the devils were forced to retreat, the deities shattered their weapons and gave the shards to the dwarves. They ordered the best metal smiths to travel to the Three Forges and craft their own weapons to fight those the devils left behind.

Government

The dwarves do have a king or queen to help facilitate dealing with other nations. This person is the clan leader chosen by the clan council to represent it to other nations; however, the council is still a table of equals. In Stoneheart, the tradition is the pick the clan leader that is the best warrior and wisest general and the next ruler.

The council itself is most likened to a cross between the Irillian Senate chambers and a barroom brawl — or the voice that is heard is the voice that is loudest. However, some dwarves because of their own place in society can command respect by their very presence. It was well known that Entok Headsplitter of Clan Wolf, hero of the Xianese War, could speak in the softest voice and still command the council; unfortunately, most clan leaders are not so lucky.

Tradition is very important in Stoneheart society, in fact, in just about any dwarven society. The dwarven ancestors did something for a very good reason, and it would be foolish to upset that tradition without a very good reason. While this may make Stoneheart slow to respond to a new situation, when a dwarf can lives for several hundred years, ten to fifteen years is a short time for proper debate.

Clans

The clan is the only form of government found in Stoneheart, in fact, in any dwarven society. The will and leadership of the clan leader determines the direction of the clan. Those with strong leaders prosper, while those with a weak leader falter. Most humans would equate the clan leader to a Baron or Lord; however, unlike a noble a clan leader is part of the clan, not above it.

The clan leader serves for life; although in some cases their life might be cut short if they rule foolishly. The method of choosing a clan leader depends on the tradition of the clan. Some prefer trial by combat, while others have a contest of craftsmanship. In either case, the clan is central to dwarven society - the clan moves as one and speaks with one voice, but the society speaks with the voices of many clans.

Foreign Relations

The dwarves of Stoneheart control the only pass through the Iron Mountains that stays open throughout the year, only closing during the years of the deepest snow. This critical route of northern trade means that just about every caravan must pass through their gates, where their taxes are typically paid in foodstuffs both rare and common. Most dwarves have hearty appetites for both food and drink.

Unlike all other nations, the dwarves have trading posts throughout the realms. The dwarves locate a good trade route, purchase the land from the local lord then build a small town. Most of these towns, called holds, range from simple trading posts to large towns; however, a few of them could be called cities. The larger or more influential of the trading posts is listed under the Major Cities section.

Brundswag

Main Article: Brundswag

While their relationship is cordial for now, there is a great deal of conflict brewing on the horizon. Both nations want the lands on the northern slope of the Iron Mountains. It is the only land arable enough to feed a nation through most of the year west of the Gate of the Gods. Currently, it is untamed enough that both sides have ways to expand, but either or both sides are rapidly claiming the best land.

Until war is declared, or the clan council calls for a reduction in trade, the Brundswag are excellent trading partners. Many of the frozen hills and icy rocks cover the remains of ancient ruins and rare earth mines. The dwarves pay steep yearly taxes to the Brundswag Overlord to maintain their northern holds in these regions. While most of these don’t make enough to remain profitable, the dwarves continue to pay their taxes to disguise those that are immensely profitable from higher taxes.

Kingdom of Dakar

Main Article: Kingdom of Dakar

Most of the Dakarian culture and mindset can be derived from the dwarves; however, Dakarian scholars prefer to point of the evolution from their northern culture. The idea of marriage, building temples and statues to their gods, and the various knightly orders can all be traced to dwarven influence.

Dakar owes a great deal to the dwarves, which the Dwarven King often reminds the Dakarian King during his yearly visit to Stoneheart, a process started by Celin and continued since. This fact, plus their various treaties of friendship keep most of the holds in western Dakar nearly tax-free. However, the largest trade is dwarven gold for Dakarian food, since over thirty percent of the food consumed in Stoneheart originates from Dakar.

Ellendar

Main Article: Ellendar

While the relationship between Ellendar and Stoneheart was difficult during the years that followed Stoneheart opening its gates to the northern barbarians of the Dakar, the elves have grudgingly admitted that without the intervention of the Dakarians they would have fallen to Xian. However, it has only been a few hundreds years and neither dwarves nor elves are quick to forgive the insults that were hurled at each other.

Ellendar is the only nation on Miranda that can rival the work of a dwarven craftsman; however, no dwarf would admit to such. It is only the addition of elven magic, which infuses their creations as well as their land, which brings them to the perfection of dwarven work. No elf in existence could even best a dwarven master craftsman, as many of the best dwarven legends clearly point out.

Evening Song

Main Article: Evening Song

The dwarves of Stoneheart have a great deal of respect for the jundari of Evening Song. During the years of enslavement by the giants, the jundari hid many dwarves in their scattered eyries. The dwarves consider themselves to have a lifetime blood oath to the jundari and any clan that doesn't offer a jundari succor would soon find itself at war with most of Stoneheart. The “Order of the Four Winds” was created repay the jundari for their kindness and its members spend much of their time building and repairing the eyrie.

The only incident that soured their relationship a bit was when the dwarven king presented the jundari with a stature of their goddess. Unlike the dwarves who have many symbols, icons, and statures of their gods - which is reflected in their belief that the gods walk among them, the jundari have none of these things. To them, their goddess could never be captured in any inanimate object. Both sides have apologized for the incident that took place, resulting in the explosive destruction of the statue that injured many of the dwarven delegates.

Goth

Main Article: Goth

The Goth claim the dwarves are still working for their former masters the giants, who the Goth see as the greatest evil in the world - for this reason Goth hates Stoneheart. However, they also pity Stoneheart for the years they slaved for the giants, forcing them to mine and construct fearsome engines of war. The hate-pity relationship has kept Goth with little contact with Stoneheart.

The Goth keep a close watch on the dwarven port town of Icekeep, which is the only port on the White Sea, for any evidence the dwarves are sending support to their former masters. Stoneheart has little fear of being defeated by the Goth, who number but one-hundredth of their size, but a fanatical soldier is the most dangerous. Goth refuses to trade or have any real contact with Stoneheart, preferring to just watch.

Gulshome

Main Article: Gulshome

The dwarves do not hate the gnomes as much as they fear them being around. The world tends to bend and twist in ways that disrupt dwarven plans. However, the gnomes were once part of the Heartmother who were stuck insane by the cataclysm that nearly destroyed the world, therefore they have a small amount of pity for them. On the other hand it was the presence of one gnome, the founding gnome of the nation, that brought down the impenetrable northern warding gate. This started a sequence of events that will eventually spark the War of Darkness.

Republic of Irill

Main Article: Republic of Irill

Although Irill and Stoneheart don’t actually touch borders, they have extensive trading agreements. In fact, most of the largest trading holds are located in Irill or the Free States. After the fall of the Second Irillian Empire both of these lands were interested in gold and dwarven steel, while Stoneheart wished to extend their influence farther south. Their holds, combined with the Turanian Trade Pact, turned Irill from a burned-out shell to the trading capital of the Realms.

This perceived relationship gives Stoneheart a great deal of influence in Irillian affairs. While Irill has begun to flex their own independence, Stoneheart still has a great number of contacts and Senators that seek their opinion on matters of national importance. Stoneheart has become so good at human politics that none suspect how much control they have over Irill.

Krandryia

Main Article: Krandryia

The largest numbers of dwarves not influenced by Stoneheart are those clans that settled into Krandryia. These clans have linked their own deities to the belief of the druids. Most of the clans came from the Firock Stronghold that was in the Abjurer Mountains on the southern continent before it was abandoned. Stoneheart has some contact with these clans, but it is minimal.

Since Firock, god of fire and craftsmanship blessed these clans; the best dwarven master craftsmen live in Krandryia. While many dwarven craftsmen from Stoneheart has journeyed to Krandryia to obtain there masters rank, not all of them have returned with many electing to live in Krandryia. Still, Stoneheart needs the solidarity of all dwarven clans to stand against the coming War of Darkness that was foretold generations ago.

Blackblood

Main Article: Blackblood

Stoneheart and the Blackblood each want the same lands in the east. For years they fought, each giving as much as it received in battle and blood. In the end this war was replaced with a mutual respect of the Blackblood strength. Stoneheart signed a peace treaty that ceded most of the eastern mountains to the Blackblood permanently. In addition, the dwarves now trade the Blackblood ingots of ore for meat and the rarer ores found in the east.

Some clans continue to wage war against the Blackblood for the generations of slavery they suffered under the giants far to the north. The Blackblood protect the giants that live in the eastern mountains, which has caused some strife between the two nations. However, most dwarven clans understand the giants enslaved the dwarves of Stoneheart under the guidance of the HeartMother, nor because they are evil.

The Blackblood are not accomplish miners, since most of the races are over six feet tall and dislike the enclosed feeling of a mineshaft. Instead, they are paying the dwarves to teach their craft to the goblins, which is not an easy task. There is still some raiding and border disputes, plus the occasional battle for the sake of battle, but this is much smaller than the near genocidal war the Blackblood waged against Stoneheart.

Military

Stoneheart has the largest army of any of the nations; in fact it is larger than several nations combined. Additionally, those not in the military proper are expected to train for the local militia. When the War of Darkness arrives it will find Stoneheart well prepared to stand against its onslaught. The military comprises the second part of the triad of Stoneheart.

The core of the dwarven military is its heavy infantry although the dwarves just consider it solid protection. Clad in heavy dwarven plate and carrying a large body shield and weapon, or over-sized two-handed weapon it is a fearsome sight. An experience dwarven veteran can often force march for days without tiring, then immediately engage in battle against numerically superior forces.

Orders

Spanning the clans are various special orders. One dwarf can belong to several different orders, but this is a rare occurrence. Most of the orders symbolize some duty of the dwarves, unlike a clan that symbolizes blood. A dwarf gains entrance into an order by the consensus of those inside the order; however, some of the larger orders simply have a list of requirements that must be met.

There are secret orders as well. These orders keep their membership closely hidden with typically only a handful of members knowing the entire membership. Most of the secret orders are dedicated to those duties that the dwarves must perform, but in so doing they would cause great harm to Stoneheart.

Some of the orders are the Order of Granite, who watches from the various towers throughout the world for the signs of the coming of the War of Darkness. The Order of Firock is dedicated to uncovering those ancient artifacts created when the dwarves still possessed the power of creation - it is known that the magic used is not bane to a dwarf. The largest is the Order of the Axe, which is only open to veterans of battle - its members are decorated by the order for their actions in battle, which must be witnessed by a High Lord of the order.

The first, often called the pinnacle, of dwarven society is Trade. The dwarves set up their society about a triad of the most important things - Trade, Military, and their Religion. Stoneheart, thus the clan, thus all dwarves, will fare the best when each branch of the triad is in balance. If one branch becomes too strong society will topple.

Trade brings people together, war pulls them apart and Trading is the battlefield of will are two popular dwarven sayings that sum up how they trade. To a dwarven merchant there is easy money to be made in something valuable, but a master trader can make the most money in the most barren area. Trade and profit is very important to a clan, and a skilled trader is seen as an equal to a skilled craftsman.

The clan drives the economy of Stoneheart. The stronghold is simply a place where the dwarves can live, trade, and meet in an open environment - no feuds are allowed within the stronghold, everything is considered neutral territory. This gives a place were feuds can be peacefully negotiated and goods freely traded, with only a small tax to maintain the stronghold.

At one time Stoneheart was comprised only of those clans blessed by Stoneheart. He set before them a vision of a War of Darkness that they would be called upon to fight. He told them they must be prepared to hold the breach against all odds until the other nations could ready themselves for war. Their ranks would be devastated, and one clan would turn traitor and join the darkness, but they must hold.

This one vision drove Stoneheart during its early years. However, with the great influx of dwarves from the other strongholds that were destroyed it has become a bit blurry. Each deity gave the clans a slightly different vision of the same war, and each tried to merge each vision into a unified plan, but there were too many variances. Dwarven scholars have spent generations deciphering each vision, but have not unlocked the whole thing.

The clans that hold the lands closest to Stoneheart are those of Stoneheart, while the other clans radiate away as the spoke on a wagon wheel. Each clan claims land near that of a different clan from the same stronghold. This has allowed the clans to still follow the precepts of their own stronghold and still be a part of Stoneheart.

Religion

While dwarves everywhere recognized that the gods created all things, the dwarven deities blessed their children with special gifts. The dwarven deities gave a different gift to each of their favored clans. The clans that lived in the Stoneheart stronghold originally were those clans blessed by Stoneheart, the dwarven god of war and vengeance. However, with the Brothers War destroying two strongholds and loss of two others during the cataclysm that followed, the current occupants of Stoneheart include dwarves from many clans favored by another dwarven deity.

This has caused the dwarves to look at their religion as a unifying whole, rather than as separate deities all serving both their own interests and those of the Heartmother. As always, religion is a very strong factor in dwarven life; however, they do not worship as the humans. Instead, the dwarven deities are known to physically walk among them, fight in their battles, and act as master craftsman.

Religion and the clan society that is based upon it, represent the third part of the triad that dwarven society is built upon. Together with Trade and the Military, Religion is considered not just something to do — but an everyday part of life.

Totems

Each clan has a totem that lives in the fiery core of the earth. Here it sleeps, awaiting the call of its clan leader to do battle with the enemies of the clan. Unleashing the power of the totem is deadly, typically causing the death of the clan leaders - as such, it is only done during the darkest times. The spirit of the clan leader inhabits the body of the totem and gains its abilities as its own. However, when the totem has accomplished its tasks or been defeated, the clan leader’s spirit is forever destroyed and the totem returns to the earth.

Magic

A dwarf and magic mix as water and ice, each a part of the other but no longer connected. Before the War of Brothers the dwarves were given the greatest of all magical gifts - the gift of creation. A dwarven bird was as much alive as any other bird and it was said that a dwarven golem from a master craftsman was indistinguishable from its intended race.

However, the Heartmother stripped this secret from their souls after brother fought brother for control of dwarven magic. Now, a dwarf cannot even hold a item of magic without consequences - either from extreme burning and blistering to destroying the magic completely.

Those items of dwarven magic recovered are locked up securely and only touched by non-dwarves sworn to secrecy. They are kept for as much a reminder of what was lost to arrogance as a ward against the coming evil. It is the dwarven king’s hope that the Heartmother will forgive her children when enough dwarven blood has been spilled against the evil - that she will give them again the gift of magic, and they will wield the power of their ancestors into battle once again.

To the other nations of the world, and most dwarves, the driving force behind the culture is trade, battle, and craftsmanship. However, to those of knowledge this is secondary to preparing for the coming War of Darkness. Everything Stoneheart does is in preparation for this war, which was said will sweep across the world as a scythe across a field of wheat. Only the combined might of all nations be able to hope to stand against the evil - Stoneheart intends to unite the nations under its battle standard.

A dwarven hold is a section of land far from Stoneheart that is purchased for the sole purpose of trading. The hold typically pays heavy taxes to the local ruler, but in return does not pay taxes on any goods that are bought or sold in its market. This allows the dwarves to buy goods from other nations the trade or sell them to the locals for a good profit.

The holds were initially set-up so that the dwarves could spread their influence into the human lands, which those in Stoneheart felt were very important to the upcoming War of Shadows. However, their continued growth has been caused by the large amount of profit that a hold can make each year.

Selling to the local merchants allows the dwarves to often bypass the petty taxes of the local market and sell their goods in large quantities. Selling to the local population bring closer relationships between the dwarves and the locals, unlike the general aloofness of the elves.

Bladestorm

The largest physical hold, it would also be the last to fall to an attack. Instead of trading in physical goods, the dwarves of Baldestorm trade in the art of battle. Everything from siege warfare to personal combat is taught within its grounds. While the dwarves do not use calvary, they have hired several well-respected horsemen to teach their recruits. They have taught everyone from the children of nobles to peasant levies.

The hold itself is located near the southern corner of the Three Kingdoms and the northeastern border of the Dolmar Protectorate, on a large crag overlooking the Caragan Sea. Its walls stand over twelve feet tall and made from steel blocks over six foot thick and alloyed with cold iron. Thought to be immune to physical and magical attack, this hold has never even been attacked.

Iceheart

The only port town on the Eastern Shore of the White Sea. Located just north of Goth, this port hold services a small fleet of fishing vessels and cold water trading vessels. While the port is completely locked in by ice during the winter months, it can become very busy during the summer. Since the Xian fleet prohibits most ships from trading up and down the West Coast, some hug the northern coastline. Most of the traders that use this port are Turanian are looking to sell their goods in the northern markets, since the Irillian treaty prohibits them from sailing up the Caragan Sea.

Fury’s Heart

Built just west of the Abjurer Mountains, this hold was made from marble from deep beneath the nearby mountains. The white marble is covered with black and red streaks, giving it a look that is distinctively striking. Built in a large square, each peak pays homage to cultures that surround it. The southwest tower is dedicated to the Kithkin, the northwest to the Carthins, the northeast the Turanians, and the southeast to the Red Wolves.

Each nation is welcomes into its large markets, where most of the east-west caravans stop for provisions and early trade. The dwarves maintain a very large constable force that maintains the peace within its walls, to date none of the nations has violated the neutrality of the hold.

Stargazer

Located between the borders of the Free States, Irill, and Chrysalis; Stargazer is one of the few holds without a sturdy outer wall. Instead, the hold is actually comprised of many smaller holds that sit atop a large hill. At the top of this hill is the barracks and hold leader’s house. While this may seem contrary to dwarven discipline, instead each house is a small fortress with a underground tunnel connecting them to the main hold area.

The dwarves of Stargazer employ a great number of other races to run the bazaar as Stargazer trade for many magical goods. It is well known that a magic item will poison a dwarf or the dwarf will poison the magic item - either way would be a loss for the hold. Something that no dwarf worthy of being a trader would allow.

The Fist

Main Article: Stonehearts Fist

This large hold is as much a religious colony as it is a fort, with the rules of Brundswag believing more the latter. Few non-dwarves have ever entered the inner keep, so the exact number of warriors stationed at this fortress is unknown. What is known is that they are those that serve Stoneheart, dwarven spirit of War and Vengeance. This makes them military-trained religious fanatics, which makes them dangerous. The dwarven stronghold of Stoneheart has made matters worse, by refusing to assure the Brundswag leaders over the true happenings at the hold. Instead, they cite matters of religious duty and the inner workings of their belief for the reason they remain silent.