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Mod Dranor

The Great Dwarven City

Hand carved by thousands of careful, skilled, and determined dwarven hands. Mod Dranor is one of the largest cities in Zol. It is a subterranean marvel of carved stone and expertly crafted infrastructure. Located deep in the heart of of the great mountain, Kalamdola, the city spans three massive caverns within the mountain.

The city is divided into three main sub-cities:

# Overview

AspectDescription
Main OpportunityThe city is ancient, and all throughout its existence Dwarves have lived and died for its glory. The care and dedication put into their city and culture is so deeply founded it is one of the pivots that the history of Zol itself is turned upon. Within the city one can find some of the most skilled craftsmen in all of The Three Corners, as well as ancient histories and even secrets dating all the way back to The Awakening.
Main ChallengeDwarves are famously stubborn, and a city founded on literal ages of stubbornness is bound to have its problems. While orderly and grand, Mod Dranor has rivalries between dwarven houses, and even rivalries between sub-cities at times. These conflicts vary in their intensity, but have come to blows in the past.
ClimateSubterranean
CuisineFarmed goods, root vegetable based meals, mushrooms
ExportRare metals, finely crafted goods, Mythril
SizeLarge
Outer VillagesNone
City LeaderKing Donnis Gherzeram
Primary Language(s)Dwarven
Majority Racial Group(s)Dwarves
Majority Religion(s)Zolaen-Centric, as well as worship of Bethar

# Major Features

FeatureDescription
Distinguishing FeaturesSubterranean, city separated into multiple caverns
ArchitectureCarved stone, grand arches and bridges, massive structures, emphasis on masonry
Color(s)None
SymbolismA pickaxe above an anvil within an arched doorway
DefensesSubterranean, The Great Dwarven Army of Mod Dranor, high quality weaponry and armor

# People Groups

GroupTypeDescription
The Great HousesSocial ClassThe Dwarven families of the highest reputation. These Dwarves act as the nobility of the city. Unlike the nobility of many other cultures, members of great houses associate with common citizens with a high degree of regularity. Their culture does not put them in a position of power over common citizens like it does in foreign cities. It is more that they are viewed with a greater respect, and they come from a line of very notable dwarves. However it should be said that some individual dwarves do look down on others in this manner, but it is not a significant cultural influence. The heads of these families all sit on The Dwarven Council who aide The King in his duties. The amount of great houses varies over the years, but tends to hover around 10 to 15 families.
The Common PeopleSocial ClassThe Vast Majority. These dwarves are the general population of the city. There is a spectrum of economical divide in the city, but it is no where near as wide as what exists in many other cities. Even the least fortunate are able to have standard comforts. The young, sick, and elderly who do not posses a means to an end are taken care of as well. Dwarven pride and honor is extremely important to these people, and will welcome any respectful guest with open arms. This hospitality increases exponentially to any dwarven visitor not originally from Mod Dranor. There is a common dwarven saying “Und Untalsaie” which translates to “You are home now”, a commonly used greeting to dwarves who visit or emigrate to the city.
Local ElvesRacial GroupA small population of local Elves reside within Mod Dranor. They are allowed homes within the city by laws written into The Elven-Dwarven Concord. Many reside here as political ambassadors, or as craftsmen with specific interests in the practices of Dwarves. These individuals are however, not allowed in Watcher’s Crest.
Local Non-Dwarves and Non-ElvesRacial GroupThe very small population of locals who reside in the city that are not Dwarves or Elves. To gain this sort of citizenship in Mod Dranor is extremely difficult, unless you have a dwarven spouse. It requires direct permission from the Dwarven Council. These individuals are however, not allowed in Watcher’s Crest.
SlavesSocial ClassThose charged with significant crimes who are forced to work and serve in recompense. Slaves typically reside in farming or lumber camps above Timber Forge. Made up mostly of captured thieves and bandits. Dwarves are not allowed to be made into slaves. There are a small group of slaves who serve families within the city, and are treated considerably well for slave standards across The Three Corners.
Citizens of ProvidenceLocal Sub-CultureDwarves known for being a little-self important. Whenever the city as a whole faces hardship, providence usually ensures it is the best taken care of as it is the ‘city-center’.
Citizens of Timber ForgeLocal Sub-CultureDwarves know for leading a ‘slow-life’. Farmers, lumber workers, hunters, and craftspersons. Hard workers that those of the political center, and deeper mining operations view as their own local version of the Halflings from Woogis.
Citizens of Watcher’s CrestLocal Sub-CultureThose of the Mythril sub-city are typically seen as religious fanatics, or gruff miners. The stereotype of a person from Watcher’s Crest is either a white robed cleric, or a dirt-covered miner.
House GherzeramGreat HouseThe great house of The Kings family, known for ruling Mod Dranor for many generations. The houses head is King Donnis Gherzeram himself.
House MireenGreat HouseThe house of trade. House Mireen manages much of the export and import of most things The Iron Tracks bring to and from the city. Headed by Lady Larza Mireen.
House JhalseezeGreat HouseThe house of gold. House Jhalseeze is responsible for the city’s treasury and taxes. Headed by Lord Verif Jhalseeze.
House RocboddimGreat HouseThe house of mining. House Rocboddim is responsible for all infrastructure and planning that is involved with mining. Headed by Lord Cable Rocboddim, the house also has a reputation for being at the center of a lot of dramatics and gossip.
House TorbilGreat HouseThe house of arms. House Torbil is responsible for the cities fearsome military. Headed by the fierce Lady Yelena Torbil.
House CarszesGreat HouseThe famed house of master smiths. House Carszes does not bear the same level of responsibility like some other houses. They are instead known by the high number of skilled smiths that have come from their family line.

# Goods and Services

NameTypeLocationDescription
Keep DranorKeepProvidenceThe city’s main keep, a massive palace carved from the stone of the mountain
The Great Stone DoorMisc.ProvidenceThe main entrance to the subterranean city. Under heavy guard and magical fortification
Mod Dranor StationTrain StationExternalThe city’s train station, existing outside the The Great Stone Door.
Dranor ConvergenceTeleportation CircleProvidenceThe city’s main teleportation circle. Located within the keep.
Slate-Bridge MarketsMarketProvidenceProvidence’s commerce district. Known for carrying much finery and exports sold to travelers who come and go from the city.
The Ford MarketMarketWatcher’s CrestThe commerce district of Watcher’s Crest. Located within Jammer’s Ford, the market sells the general needs for the people of the sub-city. The market also has a particular focus on the needs of miners.
Saw-log SquareMarketTimber ForgeTimber Forge’s Market. Located in the center of Timber Forge, this market is known for carrying finely made dwarven weapons and tools, as well as the freshest produces, and other resources from the surface for the city’s people.
The Stone AnvilTavernTimber ForgeOne of the most famed taverns in The Three Corners. This tavern is frequented by the greatest dwarven craftsmen and warriors. Managed by Alben Rikard.
The Hewn HandelTavernTimber ForgeA cozy and welcoming tavern of humble size and quality. Owned by Allison Poll
Kallin’s TavernTavernProvidenceA large tavern frequented by travelers coming in and out of Mod Dranor. Run by Thersin Kallin
The RemeerTavernProvidenceA very fancy ale house, lodging and restaurant for the upper class. Run by the Yusras, a local Elven family.
The NuggetTavernWatcher’s CrestA tavern frequented by miners. A commonly rowdy establishment, filled exclusively by dwarves.
Dranor BarracksMilitaryProvidenceThe hub of all military operations and training within the city.
The Heart ForgeMisc.Timber ForgeThe most sacred forge to the Dwarven People. Built around a vein of flowing magma within Kalamdola, this forge is only to be used by the most gifted and esteemed Dwarven smiths.
Raven TowerMisc.Timber ForgeThe great lift that carries workers and resources from the surface of the mountain, down into the city and back.
The Mines of KalamdolaMisc.Watchers CrestThe labyrinthian mines that burrow deep beneath the mountain. These mines have been dug for thousands of years and span great distances, and reach deep into The Underdark. They are so old and complex many regions have been lost or forgotten and are now inhabited by monsters. To the people of the city, these mines are extremely sacred. They hold the metallic, and mineral resources that sustain the city.
Eight ChapelsReligious BuildingsWatcher’s CrestA set of 8 churches within Watcher’s crest. Each is dedicated to a different member of the Zolaen Gods.

# Authority

The city and its territory is ruled by King Gherzeram. All of the great families, and their resources are dedicated to him. Dwarven culture is holds the rule of hierarchy very sacred, and disobeying one of greater authority is seen as extremely disgraceful.

The City’s army is a fearsome one, known for its extreme resilience and fine armaments.

# Laws

The city enforces its own laws.

LawSeverityDescription
MurderHighIf one kills outside of self defense, or does not have governmental permission. It is a great criminal act
Void WorshipHighOne cannot conduct worship of the Void Gods
Detrimental NecromancyHighNecromantic magic that does not heal is considered a great crime.
ThieveryHighTheft, breaking and entering, forgery, fraud, etc. is punished in respect to the severity of the crime
AssaultHighHarming another without due cause in any manner is punished in respect to the severity of the harm done
Organized Worship of Wandering GodsHighConducting worship of The Wandering Gods in an organized manner is not allowed. One many continue private prayer or worship.
Cognitive EnchantmentMedium/HighManipulating another person’s mind via Enchantment (School) without governmental permission is a crime
IntrusionMedium/HighNon-dwarves are not allowed within Watcher’s Crest unless given express permission from the city’s authority
BrawlingLowEngaging in a bar fight or a duel in public spaces is punishable by fine.
SlanderLowHarming the reputation of a staple business or High Court that would cause financial harm, or damage their reputation (especially in regards to their craft) is punishable by a fine, assuming the claims are unfounded.

# Modern Importance

In modern day, Mod Dranor is a very famed city. It exports many resources like rare metals, or finely made tools and armaments across The Three Corners. Many common folk view it with awe, as the great dwarven city is deeply set within myth and rumor. However many also know it personally as it is the only city within Gethsemane that is easily accessible via The Iron Tracks.

# Historical Importance

In the past, Mod Dranor has been known for withstanding the greatest test of time. It stood strong against powerful Dragons during The Dragon War. Its Great Stone Door kept much of the Beast Ire plague at bay, and its powerful armies fought bravely against The Illithid Invasion.

Its allies benefitted greatly from their military support during the Triumvirate Battles and the Western War. Despite their short stature, the Dwarves of Mod Dranor stand tall in the history books.

# Other Things of Note


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