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In the emigration from Kalaza, the mining clans began searching
for caverns where they could begin their lives anew. South of Kalaza,
deep within the DragonSpine, a river of lava cut across the caverns,
deep below the mountains. The Elves called this "Luineghash,"
but the dwarves called it "Eonak's Belt". The Kazunel
Clan, the Reznek Clan, and the Smaelton Clan all built their cities
along the smaller flows of lava, harnessing the power of molten
rock to aid their forging efforts. The streams of lava would be
put to use in later years.
Tharifor Irunfete Smaelton is credited with
overseeing the construction of the renowned "Beleganto"
smelting vat, the pride and joy of all those who reside in Eregrek.
This was (and still is) used for melting tremendous rocks or
metal into liquid form. The "drake's belly" sits over
a small pond of molten lava. Intricate bridges lead around and
up to the mouth of the vat. Underneath, different levers built
within the side of the vat allow the isolation and release of
the contents of the giant drum, depending on their weight and
density. Chutes leading from Beleganto, known as the "drake's
fingers," pour into holding cylinders for cooling metal
work.
In Gezunel and Grentok, the smiths there created "fire forges,"
from the thin streams of lava trickling through the town. They carved
tunnels into the existing lava flows, and created their forges right
on top of them. As the heat was unbearable, only the most skilled
dwarves of these clans, or those working with the strongest of magical
metals, were able to actually work upon the powerful "Naurathrad."
In later years, mages were invited, under close supervision, to
add their elemental magics during the forging process. Many powerful
weapons and armors were created upon the Naurathrads, the skill
of the dwarves combined with the magics of the mages.
In the center of the DragonSpine, the Grevnek Clan settled into
a series of caverns that would come to be known as Zul Lugoth. The
Grevnek dwarves were specialists in all aspects of general mining.
As demand for dwarven product reached both sides of the DragonSpine,
the Grevneks decided to capitalize upon it. They built an intricate
cart system along the tunnels built by the Grenroa dwarves, linking
the west to the east, and more specifically, the two Roramnoak towns
on both sides of the DragonSpine. Their knowledge of mining became
quite renowned, and they became known as the "trouble shooters"
of the dwarven miners. Strange ores, minerals and gems that were
found deep within the DragonSpine were brought to Zul Lugoth for
inspection, if their properties were not immediately obvious. (After
all, with the carts in place, Zul Lugoth was not only the easiest
place to reach within the DragonSpine, but also the quickest way
to the east and west, should the traveling dwarf decide to sell
or trade for whatever he had found.) The temple to Eonak within
Zul Lugoth also contains a small model of the Naurathrad. Many dwarves
claim that Zul Lugoth has become the modern day Kalaza. The casual
visitor would not see this, however, because city guards restrict
access to much of the city. Zul Lugoth strikes the careless observer
as rather a small place.
The Mordrakam Clan built the city of Mordram in the deepest caverns
of the DragonSpine, near to several Iron mines. Unlike most of their
kin, who wielded pickaxes, or war hammers and other blunt type weaponry,
the Mordrakam crafted mostly blades. The stout nature of the dwarves
had some bearing on this craftsmanship, however, as these were no
ordinary blades. Many races were already familiar with the practice
of refining Iron, to make steel. The Mordrakam, though, specialized
in Invar, also called dwarven steel. Invar is created through a
complex method of refining standard steel, and intricate forging
and smelting methods. Though this process is duplicated elsewhere
in Elanthia in the modern day, the finest Invar creations are generally
of the hands of a Mordrakam dwarf. Invar, they discovered, added
an edge to a blade unlike many of the other metals, but it was still
quite light. Claidhmores, after a fashion, became the weapon of
choice for the Mordrakam Clan dwarves, and many an orc faced the
wrath of this unnaturally sharp blade.
The tales of wealth buried deep within the earth were endless,
when the dwarves spoke of Zul Sharzen to the west (home of the Sharznekgren
Clan) and Ghareschnek towards the northeast (near one of the largest
gold mines in Elanthia, and home of the Schneckgren Clan). Equal
to the tales of wealth, however were the tales of the great traps
of those two clans. The Sharznekgren were well known for the boxes
of wealth they carried, but moreso for the traps that protected
the contents within. The deadliest trap they referred to wryly as
the troll hug. It is a small vial of sulfur leaning against a flint
strike. If a lockpick is inserted into the trapped lock, it pushes
the flint against a tiny piece of stone, causing a spark. The spark
then ignites a tiny fuse to the vial of sulfur. The results are
pretty deadly and can destroy a man within moments. The gold mines
of Ghareschnek were rumored to be protected by deadly traps, as
well: one misstep and a horrible fate awaits the careless traveler.
The most common of these traps are simple holes in the cavern floor,
obscured by a thin layer of wood and some rubble. Unwelcome travelers
step unknowingly onto such a hole and find themselves missing a
leg, or more, depending on the ferocity of the dwarf who built it.
The city of Mithrenek became the home to the remaining members
of the Mithgrek Clan - an intricate statue of Rhorkee Hammerfyst
Mithgrek, a hero of the war at Maelshyve, crushing the head of a
banshee with a solid mithril war hammer marks the entrance to the
city. The Mithgrek Clan still maintained their role as the most
talented mithril crafters of the dwarven clans, even after the emigration.
Over years of specializing in this metal, they became equally skilled
in crafting weapons, armor, jewelry and sculptures, all of mithril.
Long after a Mithrenek dwarf is able to handle stronger weapons
and armors than Mithril, they still wear an item made of Mithril,
usually a heirloom passed down through the centuries, to show the
honor of being a member of one of the first Clans.
Far to the North is the white city of Rockmelderam. Home of the
Gotronek Clan, the great halls of this mining town are carved in
pure marble. The city itself is much like a modern day museum, with
great marble statues denoting events in the history of Elanthia,
and moreso of the dwarves. In the great hall of Rockmelderam, there
stands a pure marble depiction of Eonak and Imaera, surveying the
lands with their hands clasped. In their shadow stands the likeness
of Khazi Khazar, a peaceful smile upon his face and a stein of ale
in his hands, as many dwarves believe that Khazar sits with Eonak
and Imaera in his afterlife. The Gotronek dwarves are well known
for their intricate statues, marble creations and mastery of dwarven
art.
The Grenroa Clan traveled deep within the DragonSpine for 3,000
years, connecting all the dwarven cities with hidden passages and
corridors, before settling towards the north and building the great
labyrinth known as Chiostilis. With Stone walls nearly six elves
high in some places and over 500 mapped alcoves and rooms, this
tremendous maze daunted even the heartiest of navigators, leaving
the Grenroa dwarves to live in relative peace, and able to focus
on the task of maintaining the vast miles of tunnels deep within
the DragonSpine.
Overview - Age of Chaos
The greatest population of the dwarven Clans did not venture too
far from their old mines. These clans stayed within the DragonSpine
range, and settled upon spots where good mining veins were found.
Without the guidance of an Overking, the dwarves maintained their
isolation, even from each other, focusing instead on where their
hearts and mining picks would lead them. Each Clan would eventually
build a small mining town; most of them underground, but equally
self-sufficient (with help from trade with other Clans).
These clans also continued their constant battle with the orcs,
and moreso with the trolls: tall and powerful beasts that were born
of strange magics. The trolls were able to heal themselves, and
although less intelligent than the orcs they proved an intimidating
foe, capable of offering at least as much threat as the orcs. Despite
the isolation of each of the Clans, during these battles the dwarves
would unite, each lending their expertise to the other, and fending
off the common enemy. Thus, even though the orcs, trolls and other
beasts did prove to be a threat to the dwarves, they never gained
significant advantage.
As a result of the continuing battles, the clans here became the
finest of the dwarven metal smiths, crafting intricate and powerful
weapons and armor against the minions. The dwarves worked passionately
at their mining and forging efforts, and over time once again gained
solidarity and dominion over the vast UnderGrounds of the DragonSpine.
Eventually, this would also lead to great wealth amongst the elder
dwarven families. The mining clans, who had no need or desire whatsoever
for interaction with the other races, cherished the trading posts.
While many Clans maintained their isolation in the UnderGrounds,
the few Clans that did travel established a dwarven presence in
the lands of the other races.
As the Elven Houses became less unified, more and more the dwarven
products were looked upon with envy. The Elven Houses had grown
rich during their rule of the civilized lands above, and were more
than happy to spend their vast wealth on having armaments and trinkets
alike, of the rarest materials known. And although the Elves too,
had their own crafters, and some access to the mines of the eastern
and northeastern DragonSpine, they generally had no desire to crawl
under the ground to mine ore themselves. They were happy to let
the dwarves do such "dirty" work, and the dwarves were
just as satisfied to take their silvers. The Elves preferred to
craft the metals, and it is certainly true that their skill rivaled
that of the dwarven crafters.