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atlas:stoneheart_hold [2013/05/01 17:16]
galacticcmdr
atlas:stoneheart_hold [2021/12/03 23:36] (current)
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 ====== Stoneheart Hold ====== ====== Stoneheart Hold ======
  
-This is the last surviving dwarven stronghold on Miranda that is still occupied by [[creatures:​dwarf|dwarves]]. All of the other great strongholds were destroyed during the [[lore:​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.+This is the last surviving ​[[lore:dwarven ​hold#stronghold]] on Miranda that is still occupied by [[creatures:​dwarf|dwarves]]. All of the other great strongholds were destroyed during the [[lore:​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 [[wp>​Stonemasonry|masons]] in the world. The hold completely blocks passage through [[Stoneheart Mountains#​Axe Pass]], which is the only pass that offers safe passage through the mountains most of the year. 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 [[wp>​Stonemasonry|masons]] in the world. The hold completely blocks passage through [[Stoneheart Mountains#​Axe Pass]], which is the only pass that offers safe passage through the mountains most of the year.
  
-<​note>​ 
 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. 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.
-</​note>​ 
  
  
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 ===== History ===== ===== History =====
  
-During the Age of 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.+During the [[lore: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. 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.
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 ===== Politics ===== ===== Politics =====
 +
 +
 +=== 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 &mdash; 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 ==== ==== Foreign Relations ====
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 === Brundswag === === Brundswag ===
-//Main Article: [[Brundswag]]//​+//Main Article: [[atlas: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. 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.
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 === Kingdom of Dakar === === Kingdom of Dakar ===
-//Main Article: [[Kingdom of Dakar]]//+//Main Article: [[atlas: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. 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.
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 === Ellendar === === Ellendar ===
-//Main Article: [[Ellendar]]//​+//Main Article: [[atlas: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. 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.
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 === Evening Song === === Evening Song ===
-//Main Article: [[Evening Song]]//+//Main Article: [[atlas: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 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.
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 === Goth === === Goth ===
-//Main Article: [[Goth]]//+//Main Article: [[atlas: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 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.
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 === Gulshome === === Gulshome ===
-//Main Article: [[Gulshome]]//​+//Main Article: [[atlas: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. 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.
  
  
-=== Irill === +=== Republic of Irill === 
-//Main Article: [[Irill]]//+//Main Article: [[atlas:​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 dwarven ​gold and 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.+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 [[lore:​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. 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.
  
  
-=== Kranydria ​=== +=== Krandryia ​=== 
-//Main Article: [[Kranydria]]//+//Main Article: [[atlas:​Krandryia]]//
  
-The largest numbers of dwarves not influenced by Stoneheart are those clans that settled into Kranydria. 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 Dragon ​Mountains on the southern continent before it was abandoned. Stoneheart has some contact with these clans, but it is minimal.+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 [[atlas:​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 Kranydria. While many dwarven craftsmen from Stoneheart has journeyed to Kranydria ​to obtain there masters rank, not all of them have returned with many electing to live in Kranydria. Still, Stoneheart needs the solidarity of all dwarven clans to stand against the coming War of Darkness that was foretold generations ago.+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 === === Blackblood ===
-//Main Article: [[Blackblood]]//​+//Main Article: [[atlas: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. 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.
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 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. 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 ==== ==== 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.
  
-===== Economy =====+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.
  
  
-===== Demographics =====+=== Orders ​===
  
-==== Religion ====+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.
  
-==== Magic ====+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.
  
  
-===== Culture ​=====+===== Economy ​=====
  
 +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.
  
-===== Holdings =====+//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.
  
-==== 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.+===== Demographics =====
  
-The hold itself is located near the southern corner ​of the Three Kingdoms and the northeastern border ​of the Dolmar Protectorate,​ on 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 attackthis hold has never even been attacked.+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 darknessbut 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.
  
-==== Iceheart ====+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.
  
-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. 
  
 +==== Religion ====
  
-==== Fury’s Heart ====+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.
  
-Built just west of the Abjurer Mountainsthis hold was made from marble from deep beneath ​the nearby mountainsThe white marble ​is covered with black and red streaks, giving it look that is distinctively striking. Built in a large squareeach peak pays homage to cultures that surround itThe southwest tower is dedicated to the Kithkin, the northwest ​to the Carthinsthe northeast the Turanians, and the southeast to the Red Wolves.+This has caused ​the dwarves to look at their religion as a unifying wholerather than as separate deities all serving both their own interests and those of the HeartmotherAs always, religion ​is a very strong factor ​in dwarven life; howeverthey do not worship as the humansInstead, the dwarven deities are known to physically walk among themfight in their battles, and act as master craftsman.
  
-Each nation ​is welcomes into its large marketswhere 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.+Religion and the clan society that is based upon itrepresent the third part of the triad that dwarven society is built upon. Together with Trade and the MilitaryReligion is considered not just something ​to do &mdash; but an everyday part of life.
  
 +=== Totems ===
  
-==== Stargazer ====+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.
  
-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 &mdash; either way would be a loss for the hold. Something that no dwarf worthy of being a trader would allow.+==== 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.
  
-<​H2>​Culture</​H2>​+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.
  
-<P>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 &mdash; Stoneheart intends to unite the nations under its battle 
-standard.</​P>​ 
  
-<​H3>​Populace</​H3>​ 
  
-<P>At one +===== Culture =====
-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.</​P>​+
  
-<​P>​This +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 scythe across a field of wheatOnly 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.
-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 +
-bit blurryEach 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.</P>+
  
-<​P>​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 percepts of their own stronghold and still be a 
-part of Stoneheart.</​P>​ 
  
-<​H4>​Orders</​H4>​+===== Holdings =====
  
-<​P>​Spanning +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 rulerbut in return does not pay taxes on any goods that are bought or sold in its marketThis allows ​the dwarves to buy goods from other nations ​the trade or sell them to the locals for good profit.
-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 dwarvesunlike a clan that symbolizes bloodA dwarf gains entrance +
-into an order by the consensus of those inside ​the order; however, some of the +
-larger orders simply have list of requirements that must be met.</P>+
  
-<​P>​There +The holds were initially set-up so that the dwarves ​could spread their influence into the human landswhich 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.
-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.</P>+
  
-<​P>​Some of the orders are the Order of +Selling to the local merchants allows ​the dwarves to often bypass ​the petty taxes of the local market and sell their goods in large quantitiesSelling ​to the local population bring closer relationships between ​the dwarves ​and the localsunlike ​the general aloofness ​of the elves.
-Granite, who watches from the various towers throughout the world for the signs +
-of the coming of the War of DarknessThe Order of Firock is dedicated ​to +
-uncovering those ancient artifacts created when the dwarves ​still possessed ​the +
-power of creation &mdash; it is known that the magic used is not bane to a dwarf. The +
-largest is the Order of the Axewhich is only open to veterans of battle &mdash; its +
-members are decorated by the order for their actions in battle, which must be +
-witnessed by a High Lord of the order.</P>+
  
-<​H3>​Rulers</​H3>​ 
  
-<​P>​The +==== Bladestorm ====
-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.</​P>​+
  
-<P>The council itself is most likened +The largest physical hold, it would also be the last to fall to an attackInstead ​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.
-to a cross between the Irillian Senate chambers and a barroom brawl &mdash; or the +
-voice that is heard is the voice that is loudestHowever, 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 Wolfhero of the Xianese War, +
-could speak in the softest voice and still command ​the council; unfortunately,​ +
-most clan leaders are not so lucky.</P>+
  
-<​P>​Tradition +The hold itself ​is located near the southern corner of the Three Kingdoms and the northeastern border of the Dolmar Protectorateon 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 ironThought ​to be immune ​to physical and magical attackthis hold has never even been attacked.
-is very important in Stoneheart societyin fact, in just about any dwarven +
-societyThe dwarven ancestors did something for a very good reason, ​and it +
-would be foolish to upset that tradition without a very good reasonWhile this +
-may make Stoneheart slow to respond ​to a new situationwhen a dwarf can lives +
-for several hundred years, ten to fifteen years is a short time for proper +
-debate.</P>+
  
-<​H4>​Clans</​H4>​ 
  
-<​P>​The +==== Iceheart ====
-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.</​P>​+
  
-<P>The +The only port town on the Eastern Shore of the White SeaLocated just north of Goththis port hold services ​small fleet of fishing vessels and cold water trading vesselsWhile the port is completely locked in by ice during ​the winter monthsit 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.
-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 clanSome prefer trial by combatwhile others have a +
-contest ​of craftsmanshipIn either case, the clan is central to dwarven +
-society &​mdash; ​the clan moves as one and speaks with one voicebut the society +
-speaks with the voices ​of many clans.</P>+
  
-<​H3>​Economy</​H3>​ 
  
-<​P>​The +==== Fury’s Heart ====
-first, often called the pinnacle, of dwarven society is Trade. The dwarves set +
-up their society about a triad of the most important things &mdash; 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.</​P>​+
  
-<​P>​“<​i>​Trade brings people togetherwar pulls them +Built just west of the Abjurer Mountainsthis hold was made from marble from deep beneath ​the nearby mountainsThe white marble ​is covered with black and red streaksgiving it look that is distinctively striking. Built in a large square, each peak pays homage to cultures that surround itThe southwest tower is dedicated ​to the Kithkin, the northwest to the Carthins, the northeast the Turanians, and the southeast ​to the Red Wolves.
-apart</​i>​” and “<​i>​Trading is the +
-battlefield of will</​i>​” are two popular dwarven sayings that sum up how they +
-tradeTo a dwarven merchant there is easy money to be made in something +
-valuablebut 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.</P>+
  
-<​P>​The +Each nation is welcomes into its large markets, where most of the east-west caravans stop for provisions and early trade. The dwarves maintain ​very large constable force that maintains ​the peace within ​its walls, to date none of the nations has violated the neutrality of the hold.
-clan drives ​the economy of Stoneheart. The stronghold is simply ​place where +
-the dwarves can live, trade, and meet in an open environment &mdash; no feuds are +
-allowed ​within ​the strongholdeverything 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.</P>+
  
-<​H4>​Holds</​H4>​ 
  
-<​P>​A +==== Stargazer ====
-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.</​P>​+
  
-<​P>​The +Located between ​the borders of the Free StatesIrill, and ChrysalisStargazer ​is one of the few holds without a sturdy outer wallInstead, the hold is actually comprised ​of many smaller holds that sit atop a large hillAt the top of this hill is the barracks and hold leader’s houseWhile this may seem contrary to dwarven ​disciplineinstead each house is a small fortress ​with a underground tunnel connecting them to the main hold area.
-holds were initially set-up so that the dwarves could spread their influence +
-into the human landswhich those in Stoneheart felt were very important to the +
-upcoming War of Shadows. Howevertheir continued growth has been caused by the +
-large amount of profit that a hold can make each year.</​P>​ +
- +
-<​P>​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.</​P>​ +
- +
-<​H3>​Military</​H3>​ +
- +
-<​P>​Stoneheart +
-has the largest army of any of the nationsin 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.</​P>​ +
- +
-<​P>​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 oversized 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.</​P>​ +
- +
-<​H3>​Religion</​H3>​ +
- +
-<​P>​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 clansThe 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.</​P>​ +
- +
-<​P>​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 humansInstead, the dwarven ​deities are +
-known to physically walk among themfight in their battles, and act as master +
-craftsman.</​P>​ +
- +
-<​P>​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 &mdash; but an everyday part of life.</​P>​ +
- +
-<​H4>​Totems</​H4>​+
  
-<​P>​Each +The dwarves of Stargazer employ ​great number ​of other races to run the bazaar as Stargazer trade for many magical goodsIt 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 holdSomething that no dwarf worthy ​of being a trader would allow.
-clan has 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 &mdash; as such, it is only done during ​the darkest timesThe 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.</P>+
  
-<​H3>​Magic</​H3>​ 
  
-<P>A dwarf +==== The Fist ==== 
-and magic mix as water and ice, each a part of the other but no longer +//Main Article: [[Stonehearts Fist]]//
-connected. Before the War of Brothers the dwarves were given the greatest of +
-all magical gifts &mdash; 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.</P>+
  
-<​P>​However, +This large hold is as much a religious colony as it is a fortwith 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 VengeanceThis makes them military-trained religious fanaticswhich 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.
-the Heartmother stripped this secret from their souls after brother fought +
-brother for control ​of dwarven ​magicNowa dwarf cannot even hold a item of +
-magic without consequences &mdash; either from extreme burning ​and blistering to +
-destroying ​the magic completely.</P>+
  
-<​P>​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 &mdash; that she will give them again the gift of magic, and 
-they will wield the power of their ancestors into battle once again.</​P>​ 
  
  
 {{tag>​nation western_realms miran}} {{tag>​nation western_realms miran}}