Myndynagaer

Dwarf Maintained Forts(Trosts) - Surface-Side Settlements for Commonwealth Protection

 

Amarkadr - As with all trosts of the Myndynagaer Surface Forces, Amarkadr was a barrow like structure of quality stonework built to provide safeguard for surrounding gnomish villages. Given its more southern position in Myndynagaer there was one of the largest garrisons of dwarven soldiers stationed there. The Dwarf King trusted the Stihl Empire had no desire to usurp their lands, but he was also a very fond believer of keeping the honest mortal honest. Amarkadr had docks for naval vessels, but the most notable feature of the trost was its tunnels leading under the shore and partially out into sea where a dwarf-made cavern containing moonpools rested. Two-passenger prototype submersibles were stationed in Amarkadr for undetectable recon or passing over covert messages.

 

Sotekhofn - The navy oriented trost did not run as deep as others due to the near sea-level elevation around it. Unlike Amarkadr, Sotekhofn had few viable hills to utilize for an extensive trost. Instead walls laid out in an intricate maze helped provide extra defense and some portions were moveable to change the maze in the event of infiltration. Naval vessels of the Myndynagaer fleets cluttered the greater majority of the shore. An impressive drydock was also built here, and the very first ironclad ship of the dwarven fleet was built and blessed here.

 

Virkemyln - The large Virkemyln trost was built around and underneath the Sklajarn river. The mighty forges of Virkemlyn, with the aid of gnomish invention, utilized the river to power the bellows and other machinery. Due to the distance of the mountain kingdom the coastal trosts relied on the seasoned veteran smiths of Virkemyln to supply or repair weapons, armor, and other materials. Virkemyln also made an excellent checkpoint for the Sklajarn river, as any boats traveling the river coast would end up in front of the mighty trost.

 

Drathkadr - The cliffs of Inventor’s Bay housed the formidable trost of Drathkadr. The dwarven bunker was dug thirty feet deep and ran inland for a couple hundred feet to the sheer cliffs overlooking the chilly shores. Using the cliff walls as a natural fortification the dwarves of Myndynagaer created slits for ranged attacks on potential naval assaults for bows to crossbows to ballistae. A dockyard existed for the dwarves to build and maintain patrol ships.

 

Aknkild - Aknkild rested in a high set valley of snowy hills and ridges. Unlike most trosts, this one had portions of the fortress that rose above the ground from anywhere to fifteen to fifty feet high. These towers housed signal fires to alert of any threats that would come from the west, possibly using the cover of the constant shroud of snow that spewed from the cryovolcano Beflbau’s Blunder. The haze of white powder could be viewed from the towers of the trost.

 

Mrazvakt - Misbehaving dwarven young just a season away from coming of age for conscription would be told about the dangerous trost of Mrazvakt by angry parents fed up with their shenanigans. Mrazvakt was rumored to be reserved for troublemaking and off-hinged dwarven soldiers too dangerous to be kept around regular society. The rumor wasn’t entirely untrue, the Mrazvakt trost resided in a region full of danger. From blocks of ice the size of hill giants falling from the heights of the Heart of Jokull glacier threatening to smoosh dwarves and gnomes to red goo, to legitimate claims of frost wyrm sightings in the snow deserts of Frostknell, Mrazvakt trost was garrisoned only by the toughest, surliest, most rugged soldiers of the kingdom. The peoples of Myndynagaer and the Commonwealth could sleep soundly knowing their best stonekin were keeping them safe from the horrors of Frostknell.

Skretlverg - Cold, desolate, and shrouded in the shadows of the Nildvergr Tombs mountain ranges, Skretlverg was a remote trost designed for a specific purpose. The frozen wastes of Nethe’s Embrace, though dangerous for natural and supernatural reasons, could be carefully traversed. The dwarves were wary of any outsiders, even the relatively peaceful snow elves (galithian), and wanted to be prepared for any rear advance into their territory. Towers built into the mountains held wide terraces that held the most massive catapults of any nation in Primae. Due to no raiding force having ever traversed into the region, the catapults sat snow covered and unused.

 

Muns

 

Herormun - All muns of Myndynagaer were thirty to eighty foot high heavy gates fortified with a garrison of soldiers, arrow slits, and platforms for siege weapons. Muns provided exit and entry to the heraths (city-fiefs). The Herormun allowed entry for foreign visitors to the herath of Rettirock.

 

Undraskmun - Typically only mortals of importance were given entry into Myndynagaer proper. Undraskmun led to the “welcome” herath of High Hammer.

 

Vordrmun - The winding Urmund’s Pass led to Vordrmun, the gate to Warden.

 

Gryttrmun - The Gryttrmun was widely used due to the fertile hills of Flagobrjost allowing viable farming during the summer season. Goldseed was the herath directly connected to the mun.

 

Boggimun - The most used gate for the galithian, Boggimun allowed access to Issgrof.

 

Aormun - Aormun was the gate primarily used by military garrisons moving between the Commonwealth trosts. Aormun led to the leave-herath of Ladenstein.

 

Anarrmun - Anarrmun became mostly obsolete after the construction of the Aormun. The herath of Stoneglen continued to utilize the gate.

 

Felamun - The Felamun provided entry to the herath of Skyhall built into the steep mountains. Skyhall has breathtaking views of Ov’Ladarethen.

 

Dagamun - The Dagamun provided entry to the forge herath of Slagir that utilized deep flowing molten rock to fuel their forges.

 

Svellmun - The Svellmun ran near-flush with the glacial crown of the Heart of Jokull. The mun was connected to the herath of Azurine.

 

Myndynagaer

 

Goldseed (Gryttrmun) -

 

High Hammer (Undraskmun) - The bustling capitol of the Myndynagaer realm was the beacon of civilization for the dwarves of Primae. The extensive mountain ranges they called home was facilitated by the High King and his Jarls. Non-stonekin visitors to High Hammer were rare, and outsider visitation was reserved for diplomats and others in positions of power.

 

Issgrof (Boggimun) -

 

Ladenstein (Aormun) - The major trade city of Ladenstein was a bustling and prime area of commerce for the Myndynagaer kingdom. The Skljarn river ran from near the Aormun out to the Inventor’s Bay, connecting Lozasharz to it and allowing for import and export of goods. Ladenstein was a wealthy city, and where there was a surplus of funds there was a surplus of greed and corruption. Ladenstein had a deeply rooted underground society that the armies always had trouble quelling.

 

Rettirok (Herormun) -

 

Slagir (Dagamun) -

 

Stoneglen (Anarrmun) -

 

Skyhall (Felamun) - High and just outside the Nild’Vergr tombs was one of the few Myndynagaerian settlements that wasn’t fully subterranean and had an open view to the world outside of the mountains. Skyhall overlooked the east and had captivating views of the Ov Ladarethen countryside. Skyhall was also known for its northern hippogryphs and the aeries where the dwarves trained them.

 

Azurine (Svellmun) - The city of Azurine was unique in comparison to the other settlements of Myndynagaer. Half of the city rested in a massive crystalline cave, while the other half was dug into the thick deep ice of the Heart of Jokull. A temple, carved into the glacier, called Frost Hymn, was home to the Ice Callers, clerics of the demigod Kou. It was rumored that the deep ice of the glacier, when melted and consumed, could cause hallucinations and psychedelic experiences.

Warden (from Vordrmun) - Past the Vordrmun was the city of Warden, a place of military might. Forges churned out weapons, armor, and machines of war for the fully garrisoned city. The dangers of the Frostknell were not too far from the heavily fortified Vordrmun, and the dwarves believed that if an invading army were to come, they would arrive by sea and traverse the relatively short distance of land between the coast and mountains. The Munkeepers rarely open their doors to outsiders.

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