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:
Providence - The central sub-city of Dwarven Honor. At its entrance lies the Great Stone Door, the main entrance to the city. At the center of Providence lies the beautiful palace of Keep Dranor. Its north road leads to Timber Forge, its east road leads to Watchers Crest, and its south road leads to The Great Stone Door
Watcher’s Crest - The deepest part of Mad Dranor. This section of city does not allow outsiders, as its grounds are considered to be holy amongst dwarves as it was the first place Mythril was discovered. It is also where most of the city’s mining operations are based.
Timber Forge - The sub-city of dwarven craft. Timber Forge is not directly attached to the city’s main entrance, but it is the closest to the surface. This is because of the Raven Tower. A large structure that spans from the cavern’s floor to the ceiling, with a large lift in it’s center. The Raven Tower serves the purpose of moving resources from the surface down into the city. Most notably timber and agricultural goods.
# Overview
| Aspect | Description |
|---|---|
| Main Opportunity | The 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 Challenge | Dwarves 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. |
| Climate | Subterranean |
| Cuisine | Farmed goods, root vegetable based meals, mushrooms |
| Export | Rare metals, finely crafted goods, Mythril |
| Size | Large |
| Outer Villages | None |
| City Leader | King Donnis Gherzeram |
| Primary Language(s) | Dwarven |
| Majority Racial Group(s) | Dwarves |
| Majority Religion(s) | Zolaen-Centric, as well as worship of Bethar |
# Major Features
| Feature | Description |
|---|---|
| Distinguishing Features | Subterranean, city separated into multiple caverns |
| Architecture | Carved stone, grand arches and bridges, massive structures, emphasis on masonry |
| Color(s) | None |
| Symbolism | A pickaxe above an anvil within an arched doorway |
| Defenses | Subterranean, The Great Dwarven Army of Mod Dranor, high quality weaponry and armor |
# People Groups
| Group | Type | Description |
|---|---|---|
| The Great Houses | Social Class | The 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 People | Social Class | The 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 Elves | Racial Group | A 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-Elves | Racial Group | The 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. |
| Slaves | Social Class | Those 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 Providence | Local Sub-Culture | Dwarves 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 Forge | Local Sub-Culture | Dwarves 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 Crest | Local Sub-Culture | Those 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 Gherzeram | Great House | The great house of The Kings family, known for ruling Mod Dranor for many generations. The houses head is King Donnis Gherzeram himself. |
| House Mireen | Great House | The 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 Jhalseeze | Great House | The house of gold. House Jhalseeze is responsible for the city’s treasury and taxes. Headed by Lord Verif Jhalseeze. |
| House Rocboddim | Great House | The 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 Torbil | Great House | The house of arms. House Torbil is responsible for the cities fearsome military. Headed by the fierce Lady Yelena Torbil. |
| House Carszes | Great House | The 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
| Name | Type | Location | Description |
|---|---|---|---|
| Keep Dranor | Keep | Providence | The city’s main keep, a massive palace carved from the stone of the mountain |
| The Great Stone Door | Misc. | Providence | The main entrance to the subterranean city. Under heavy guard and magical fortification |
| Mod Dranor Station | Train Station | External | The city’s train station, existing outside the The Great Stone Door. |
| Dranor Convergence | Teleportation Circle | Providence | The city’s main teleportation circle. Located within the keep. |
| Slate-Bridge Markets | Market | Providence | Providence’s commerce district. Known for carrying much finery and exports sold to travelers who come and go from the city. |
| The Ford Market | Market | Watcher’s Crest | The 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 Square | Market | Timber Forge | Timber 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 Anvil | Tavern | Timber Forge | One 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 Handel | Tavern | Timber Forge | A cozy and welcoming tavern of humble size and quality. Owned by Allison Poll |
| Kallin’s Tavern | Tavern | Providence | A large tavern frequented by travelers coming in and out of Mod Dranor. Run by Thersin Kallin |
| The Remeer | Tavern | Providence | A very fancy ale house, lodging and restaurant for the upper class. Run by the Yusras, a local Elven family. |
| The Nugget | Tavern | Watcher’s Crest | A tavern frequented by miners. A commonly rowdy establishment, filled exclusively by dwarves. |
| Dranor Barracks | Military | Providence | The hub of all military operations and training within the city. |
| The Heart Forge | Misc. | Timber Forge | The 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 Tower | Misc. | Timber Forge | The great lift that carries workers and resources from the surface of the mountain, down into the city and back. |
| The Mines of Kalamdola | Misc. | Watchers Crest | The 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 Chapels | Religious Buildings | Watcher’s Crest | A 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.
| Law | Severity | Description |
|---|---|---|
| Murder | High | If one kills outside of self defense, or does not have governmental permission. It is a great criminal act |
| Void Worship | High | One cannot conduct worship of the Void Gods |
| Detrimental Necromancy | High | Necromantic magic that does not heal is considered a great crime. |
| Thievery | High | Theft, breaking and entering, forgery, fraud, etc. is punished in respect to the severity of the crime |
| Assault | High | Harming another without due cause in any manner is punished in respect to the severity of the harm done |
| Organized Worship of Wandering Gods | High | Conducting worship of The Wandering Gods in an organized manner is not allowed. One many continue private prayer or worship. |
| Cognitive Enchantment | Medium/High | Manipulating another person’s mind via Enchantment (School) without governmental permission is a crime |
| Intrusion | Medium/High | Non-dwarves are not allowed within Watcher’s Crest unless given express permission from the city’s authority |
| Brawling | Low | Engaging in a bar fight or a duel in public spaces is punishable by fine. |
| Slander | Low | Harming 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
- Mod Dranor bears no specific colors, however the city is so distinct and well known that its exports, people, and armies are easy to distinguish without it
- Slavery is practiced within the city, but they are not allowed to work within the mines, or workshops of the city