Realm of Garandor

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Regional Information
Population : 1,000,000 (25% Mekronus, 25% Dracizdin, 10% Drazadan, 10% Mazadhuk, 10% Khazun, 10% Athdeha, 10% Other Races)
Capital: Manak Dirguith
Government: Monarchy, Ruled by King Kuurith Bledstone
Major Religions: Elal, Kuurigen, and Ceruche Deepdelver
Imports/Exports: Iron, Lead, Red Ore, Weapons, Armor, Heavy Tools, Machinary

The realm of Garandor, the Last Home or the Second Kingdom, is the embodiment of dwarven existence within Ta Los. Established during the Time of Contact, it has been the home from which most dwarves in the world of Kralis hail from.

Stretching upon the ragged patch of earth from the Sea of Ithangar of the west, to the Sea of Dragons of the east and from the hills of neighboring Baar Dysh of the south, to the expanding Haarn Empire of the north, Garandor is predominately a DeepEarth Realm. It is comprised of many enormous underground complexes, comprising a vast network of tunnels, chambers, mines and huge halls or 'mansions' that have access to the Hills of Yndarik that run through the center of the realm and the Forests of Myngar on the eastern half of the realm.

While there are a great number of clans and dwarven races within the borders of Garandor, they each kneel reverence before the Garandor throne of Manak Dirguith. Most dwarves from Garandor understand the influence that this "Second Kingdom" has among the rest of Ta Los and will often introduce themselves as such (Marik Dulthstone of Clan Darkhelm of the Realm of Garandor).


Major Cities

Manak Dirguith - There are many cities above ground that have deep roots into the underworld of DeepEarth, but none so glorious as Manak Dirguith, the capital of Garandor is located nearly dead-center of the realm, surrounded by the Hills of Yndarik. In similiar fashion to Myngaard, the whole of the city is surrounded by a 30' thick wall, with 60' towers every 500'. There are six entrances into the city above ground.

The undercity of Manak Dirguith resides in a gigantic hall some 2 miles in diameter. The undercity lies just over 500' below and requires those coming from the upper city to make a slow, climb down the Stairs of Khazar, a stone staircase that spirals down the side of a gigantic column of stone that sits at the center of the undercity. There are three predominate entrances to the undercity other than the Stairs. The first is the East Gate, the second is the West Gate and the third is the South Gate. Each of these openings have heavy redsteel doors that block the rest of the DeepEarth from the undercity. While these are the three largest of the the entrances there are still many dozen others that lead off into the dark depths of DeepEarth.


Belegir - Located on the border of Haarn, the walled city of Belegir resides along the face of the Cliffs of Harish that over looks the grass steppes of the Haarn plains. It is a large city filled predominately with khazun dwarves and home to a large number of Gunthian that also inhabit the more precarious positions along the cliff face. The whole of the city extends into the cliff some three miles. It is the last dwarven city along the Gurtach Road, a DeepEarth tunnel that extends from the underground lakes of Khahur-din outside of Manak Dirguith. The city is known to produce great works of stone and home to the famous Iltash, a unique lizard-like creature that is treated like cattle on the surface world. It is known for its black meat with white marble fat and is considered a delicacy in many dwarven homes. Belegir is mostly made up athdeha (80%) dwarves, and mekronus (10%) dwarves.


Khaz - Situated in the Horn of Iron where the Blue Mountains of Baar Dysh begin their push south-east, the city of Khaz is more of a great stronghold than it is a city. The stronghold was built during the rise of the orc and the wars they brought to the world. It was used to stave off attacks of orc armies from swinging around between the north-western end of the Blue Mountains and the Sea of Ithangar to attack across the plains of Varga. The stronghold is built primarily of solid iron as the mountains around it seem to have an endless supply of the ore. There are no visible surface entrances into the stronghold, as the iron walls appear to be seamless in their construction. The stronghold is built into the shape of a triangle with its center mass empty save for the small town of surface dwellers that has cropped up in its center. Khaz is home to a large population of mekronus (45%) and dracizdin (40%) dwarves. There are number of mazadhuk dwarven clans that live in various caves that dot the mountains in the region.


Hammer - Rising out of the mountainous terrain on the border of Baar Dysh, the circular city of Hammer stands as a sign of peace between the dwarves of Garandor and the humans of Baar Dysh. Established shortly after the War of Gilam, which raged between Baar Dysh and Garandor in 3000 S.R. for nearly a century over mineral rights along the border. It is a city of unique construction, on the one hand there are large buildings of human craftsmanship while directly across the street are low, stone buildings of dwarven craftsmanship. The majority fo the dwarven population is dracizdin dwarves (75%).


Azan - Located in the Hawk Hills east of the Myngar forest, this is a prosperous, clean and well-built city that cuts into the hills and natural caverns that exist just beneath the hills as they face the Sea of Dragons. It is a city mostly made up of khazun dwarves (80%). Azan is known for its Haitish, or Dwarven Dogs of War. These beasts are bred for two unique qualities: their size and their ability to climb on walls like spiders. As unusual as it may be these dogs are nearly the size of a riding horse and are often used by the dwarves of Azan as riding beasts for patrols and beasts of war. Half the city lies outside the hill of Khazadur, while the other, made up of single story stone brick and stone structures. It is a very ornate city with huge stone effigies, carved reliefs of battles and statues celebrating dwarves in war.


Glintash - Is a very reclusive city of drazadan dwarves that live at the bottom of the Surag Fissure that runs along the Haarn border in the Forest of Myngar. It is a 70 mile fissure that is two miles wide at its widest and nearly 5,000 feet deep at its deepest point. The city rests at the very bottom of the fissure. It is a well fortified city that sits near the edge of a grand cavern that is dominated by a fresh water lake that extends several miles in the darkness of DeepEarth. The city is built upon these shores so that it is by definition a port city of DeepEarth as three natural, deep underground rivers: The Tilnar, The Gruun and the Darkflow begin their treks north, east and southwest from this gigantic lake.

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