Kingdom of Khazad-dûm

The Kingdom of Khazad-dum is one of the kingdoms of Durin's Folk on the server. It is currently the oldest continuously inhabited kingdom of its faction, as Erebor was abandoned between the reigns of connor7boss and Mathyas57. Originally founded at the West Gate, the kingdom has since expanded significantly to encompass most of the southern half of the Misty Mountains from Celebdil to Methedras.

As a dwarven kingdom, its king, SoaringEagle12 has a seat on the Dwarven Lords' Council, of which the faction is a founding member, and the Dwarven Senate. Royal Guard XPocketLintX, Minor Lord and Heir of Azanulbizar Legootje, and Minor Lord of East Gate Skeshz fill the remaining 3 senate seats allocated to Khazad-dûm.

## Government

As its name implies, the Kingdom of Khazad-dûm is a monarchy ruled by its **King**. The king has the title of Lord Councillor and High Lord of Azanulbizar, since lordship of this region grants the position of "High Lord" according to the system of the Dwarven Lords' Council, and as such wears gold-trimmed armor. The king controls all appointments to new ranks and accepts recruits, and handles foreign policy. Furthermore, he manages the taxes of the kingdom and their usage, dispensing funds where needed.

Directly beneath the King stands the **Heir**. The king's heir (chosen through a system of agnatic primogeniture, most of the time being the son of the king in role-play) is the preeminent lord and holds the duties and privileges of the king when he's not online, but mostly acts as a lord and is most of the times handles as such.

Theoretically below, but most of the time treated equal, the Heir are the **Lords**. Each lord rules over a region of the kingdom. They wield authority over their region so long as their commands do not conflict with the king's, and they have the right to formally admit players into the kingdom. Of these lords, the king picks one to be his **Heir** to the throne. The heir is the preeminent lord and holds the duties and privileges of the king when he is not online. Lords and the heir count as "Minor Lords" in the system of the Dwarven Lords' Council, and as such wear silver-trimmed armor. With the reform of the Dwarven Senate, the Royal Guard now occupies a higher rank, being below the Senators, but higher than Minor Lords. The Senators themselves rank below the Heir.

Below the lords are **Thanes**. A thane is either the heir to a region's major build, or the owner of a build recognized by the kingdom but but considered to be a minor build. They hold power over their build and assist their local lord. They are permitted to wear silver-trimmed chestplate with their normal non-trimmed armor, to show their slightly elevated status over the normal dwarf.

Our national anthem can be found here:

☀https://www.youtube.com/watch?v=uxfoa23skHg

#### Ranking Players of Khazad-dum

* King - SoaringEagle12, Lord Councilor of Khazad-dûm
* Heir - Legooje, Heir to the Throne, Senator and Minor Lord of West Gate
* Lord - Skeshz, Senator and Minor Lord of East Gate, Loremaster
* Lord - TIGSLY, Minor Lord of Celebdil
* Lord - TEDisLAME, Minor Lord of Methedras
* Royal Guard - XPocketLintX, Royal Guard of Khazad-dûm
* Grand Architect - fearrippers, Grand Architect and former Lord Councillor
* Lord - Azwraith, Guardian of Durin's Tower
* Thane - TimelessLemming, Thane of East Gate
* Thane - NylaOfArda, Thane of West Gate
* Thane - DurinXII, Thane of Celebdil
* Thane - 120jens, Thane of The Entwash Hold
* Loremaster - Thulin\_IV
* Elder - Floonie, Advisor of Khazad-dum

## Diplomacy

The Kingdom of Khazad-dûm maintains good relations with many different factions, whether through Non-Agression Pacts (NAP), Trade Agreements, or Defensive Alliances. Some of these alliances are negotiated through the Dwarven Council, and some others are negotiated independently.

* Arnor: NAP, Trade Agreement
* Rohan: NAP, Trade Agreement, Defensive Alliance
* Gondor: NAP, Trade Agreement
* Galadhrim: NAP
* Mirkwood: NAP
* Dorwinion: NAP
* Gundabad: NAP, Moria Treaty
* Dale: NAP, Defensive Agreement
* Lindon: NAP, Trade Agreement
* Rivendell: NAP, Trade Agreement
* Wind Dwarves: NAP
* Brandywine Council (Bree and Shire): NAP
* Forodren Gwaith: NAP

## Regions

The currently active regions of the Kingdom of Khazad-dum are as follows;

### Azanulbizar (Dimrill Dale, East Gate)

Capital: Khazad-dûm

Title Color: Dark Grey

Lord Councilor: SoaringEagle12

Minor Lord, and Senator: Skeshz

Royal Guard and Senator: XPocketLintX

Thane: TimelessLemming

Important Places:

-Celebdil

-Zigilgathol

-Nimrodel Hold

-Kheled-zaram Camp

-Fundin-dum

-Hammer

Encompassing the Dimrill Dale around the Kheled-zaram or Mirrormere and extending west halfway across the Misty Mountains, the region of Azanulbizar is the heartland of the kingdom. The massive city of Khazad-dûm lays in the mountains to the west, capital of the kingdom and one of the greatest builds of the server. To the north the region counts as its own the mountains of Celebdil (Zirakzigil) and Fanuidhol (Bundushathur), where at present the only main builds are Durin's Tower and Zigilgathol, the embassy of Forochel. In the lowlands of the dale rests the recruitment camp along the Kheled-zaram, as well as the road to Lothlorien. Beyond Kheled-zaram to the north, the village of Hammer can be found. To the south lies the river-fort of Nimrodel Hold, the very first hold of the Kingdom, at the head of that river, and in the far north through hidden mountain valleys is the personal mansion of the king, Fundin-dum.

### West Gate

Capital: West Gate

Title Color: Cyan

Lord: Legootje, Heir of Khazad-dûm

Thane: NylaOfArda

Important Places:

-Anvil

-Glanduin Hold (Nadnala)

The first region of the kingdom to be built, West Gate is covers southeastern Eregion, extends south halfway to Mount Methedras, and then east halfway across the mountains where it meets the borders of Azanulbizar. West Gate was once one of the busiest and largest settlements of the entire server before the bulk of the kingdom began moving to Khazad-dûm proper and Methedras. Located just west of the West Gate is the village of Anvil, a vacation destination for friends of the kingdom and one of Mevans' favorite places due to its humble and picturesque buildings and location. To the south, the river-fort of Glanduin Hold lies at the head of that river, next to an ancient dungeon constructed by the player Erunamo.

### Methedras (Nadabad)

Capital: Mount Methedras

Title Color: Orange

Lord: TEDisLAME

Important Places:

-Entwash Hold (Mazzul Id Uslun)

-Limlaith Hold (Lukhudgathol)

-Isen Hold

Centered around the city of Methedras, this region covers the bulk of the southern tip of of the Misty Mountains. Methedras itself is a vast imposing fortress with some of the richest ornamentation to be seen on the server. As the starting point of several of the great rivers of Middle-earth, the region of Methedras has three river-forts: Entwash Hold, Limlaith Hold, and Isen Hold.

### Celebdil (Zirakzigil, District of East Gate)

Capital: Durin's Tower

Title Color: Light Grey

Lord: TIGSLY

Thane: DurinXII

Having been its own independent city for many years, Celebdil has become a district under the administration of East Gate. Zirakzigil is one of the great peaks in the Misty Mountains. On its peak stand Durin's Tower. It was carved by the Dwarves of Khazad-dûm out of the living rock of the mountain, and can only be reached by the Endless Stair which begin in the deep far below the mines. It is one of the three Mountains of Moria, along with Caradhras and the Fanuidhol, beneath which lies the ancient Dwarf realm of Khazad-dûm.

## History

H**ayoo** began excavation of the halls at West Gate, in an effort to create the Mines of Moria. It was not long, however, before the sea began to call to him. Seeking to join the High Elves of Lindon, he turned over possession of West Gate to the relatively new Blue Dwarf **SpoangityBob**, who reigned for many years in the halls of Moria, before passing the Kingship to his Heir, **fearrippers**. SpoangityBob rapidly carved out a handful of smaller halls and renovated the ones Hayoo had already dug out, in order to prepare for larger excavations later. During this time he explored much of Middle-earth searching for other dwarves and making contact with the major kingdoms, drawing many new players to the halls of Khazad-dûm. The first of these was **aidansebastian**, who was named Thane of Moria. Shortly after him, **Waterfist\_Cace** and **Smiturion** joined.

It was during this period that Khazad-dûm veterans **Azwraith** and **Floonie** joined. Both quickly became respected and powerful dwarves. Floonie’s efforts with the bushes at West Gate earned him the title of Bushmaster, and after putting in a great deal of work at East Gate was named Heir to SpoangityBob. Azwraith was an influential architect and builder at East Gate, and as a result was allowed to remove to Mount Methedras, after which he became the thane of the Entwash Hold.

The dwarves of Khazad-dûm divided their time between carving out new halls, exploring the world to bring in new resources, and slaying as many orcs of Gundabad as they could. In this last endeavor, they became well known, earning them the friendship of many, particularly the Rangers of the North and the High-Elves of Rivendell. As the players of Moria became known throughout Middle-earth, so too did the build, and thus the tours of Moria began on the server. While free of charge to visitors, the tours brought a lot of attention to Moria and to the faction of Durin's Folk at large. Many gifts and new recruits were received, and the apartment district of Khazad-dûm experienced a building boom as new dwarves flooded the halls. The golden age came to a close when a series of events befell Durin's Folk, starting with Gundabad orcs breaking into Khazad-dûm to butcher and loot some of its players, including the chief architects. This began the slow decline of Khazad-dûm for a time. The bridge at West Gate was destroyed by foul orcs of Gundabad, and the trade missions to other kingdoms started being attacked and slain by bandits like **corrupted\_knight**. Thus ended the first great age of the Durin's Folk on the server.

The Kingdom of Khazad-dûm also grew during this period: while some of its best and brightest had left to strike out on their own, the former King Under the Mountain connor7boss returned to the server and began a colony at Mount Methedras in the southern Misty Mountains, solidifying SpoangityBob's claim as Guardian of the Southern Misties. He was joined by **SeanALewis** and Azwraith, and together they turned Methedras into a magnificent fortress*.* Furthermore, the humble village of Anvil was founded near West Gate to act as a fishing and hunting ground, as well as a lumber yard. And so the famed Dwarrowdelf began to show signs of prospering once more.

The Dwarven Lords' Council around this time began to codify its dealings and rules better, to the point they are at today. And so did the 5 seats of Durin's Folk (and thus the corresponding 5 kingdoms) become set as Khazad-dûm, the Greys, Erebor, Iron Hills, and the Reds. Coming hand in hand with the update that added dwarven trimmed armor allowed this formal hierarchy to have tangible structure, and the silver-trimmed armor of a minor lord became something for new dwarves to strive for, as trimmed armor became a prideful gift to the lordly friends of the dwarves in other factions.

Many glorious halls were dug across all the kingdoms, Methedras became renowned for being lined with golden brick, the eastern halls of Moria were excavated and the Bridge of Khazad-dûm and Great Hall completed. At the command of SpoangityBob, Azwraith took ownership of Celebdil, and was responsible for much of the design, excavation, and construction which made Celebdil exceptional. Notably, he constructed Durin’s Tower and the Endless Stair, which winds its way from near-bedrock to the world height limit. The build now has become the connection between the two sides of Khazad-dûm, the East and West Gates. For his efforts, Azwraith was named the Minor Lord of Celebdil, a position he holds to this day.

The leaders of the dwarves also became fairly active in the many conflicts that have wracked the server in this recent period. Both SpoangityBob and **SpeedySC** earned much fame and honor in the First Southern War, and later in the Mordor Civil War. During this period of unrest, Floonie was sent to annex Dunland, as well as to take control of Fanhuidhol, which has since passed into the hands of the Forochel dwarves.

More recently, the Grey Dwarves of Dain's Halls have been attacked by vicious orcs of Gundabad, Mordor, and Dol Guldur. This instigated what eventually turned into the First War of the Ring (known to the dwarves as the War of Retribution) as the Dwarven Lords' Council refused to tolerate such heinous crimes. The opening of the war proved fairly disastrous for the Blue Dwarves of the Northern Misties, and the outpost at Mount Gram was lost to a combined force of Isengard and a league of assassins following a failed siege of Isengard itself. Next came the planned siege of Osgiliath, where both Khazad-dûm and Erebor dwarves were present with their finest warriors. Combined with the forces of almost all Good-aligned factions, they managed to scare off the Evil opposition threatening the city without so much as a bow drawn. A similar situation happened days later at the east gate of Moria, the flood of men elves and dwarves who had sworn to defend Azanulbizar was too much for Evil to so much as attempt assailing it.

SpoangityBob represented the dwarves at the grand coronation of **Atanvarno**, 5th King of Gondor, swearing an oath of friendship and presenting him with Anduril on the orders of **Mevans Ilúvatar**.

With the construction of such halls, the spotlight of Middle-earth soon found its way onto the mountains of the West. While traveling, SquatchThunder found himself waylaid on the road by a Southron bandit looking for a quick kill. Believing this to be a political affair by the Astrasi on behalf of Dol Guldur who had since attacked the dwarves' kin within Khazad-dûm, the Southrons under the Astrasi Empire were not to be permitted in the Blue Mountains and would be slain when seen. This inevitably and rightfully so, lead to outrage from the Serpent-lord of Near Harad. After sending his assassin forward as revenge for the blacklisting of his people, the Blue Mountains saw this as an act of war. Khazad-dum and Erebor stood alongside the Blue Mountains in war against the Southrons. In time the dwarves marched south, meeting with Dunedain and elven forces willing to aid them. After finding the capital city of Near Harad, Harnen, near abandoned and poorly defended, the dwarves and allies stormed the build, claiming it under the dwarven banner. In time the dwarves pressed farther south, across the Great Desert, to Ajiatz-al Harad, capital of the Astrasi. Preparing to mount a frontal assault on the city alongside elves and men, the dwarves found the city to be much more defended than they had first anticipated. After a battle outside, the dwarves and allies fell back, as the resources required to sack the city would be much too expensive with little to no gain. Eventually a peace accord was created between the warring states, instating a peace treaty, trade agreement, reparations, and commissioning a library to be built within Harad to house the treaty. This treaty was to be called the Treaty of Harnen, officially ending the War of Humility.

Following this, Lord Azwraith’s talent for design was cemented by his appointment to Architect Guild Master, as well as his tireless and spectacular work on projects throughout the entirety of Khazad-dûm. He used this influence to convince SpoangityBob to approve his plans to renovate and refurbish both West and East Gate, a mammoth task which is still in progress. Lord Floonie was also instrumental in the fulfillment of several important projects in East Gate.

After many years of prosperity, Lord SpoangityBob stepped down from the throne of Khazad-dûm, appointing Floonie to act as his regent, who held the position until fearrippers, previously Lord of West Gate and Dunland, was appointed Lord Councillor of Khazad-dûm. He ruled for many years before stepping down himself, passing the crown to his Heir, SoaringEagle12, previously the Lord of Methedras and Royal Guard. fearrippers retained his position as Lord of West Gate and Minor Lord of Dunland. Thane of Azanulbizar and Bushmaster Floonie also stepped down from his position, remaining as Advisor and Bushmaster. For the coronation of King SoaringEagle12, a party of special magnificence was held, with dozens of dwarves in attendance, with special appearances from several members of other factions.

Unfortunately, long-festering tensions soon erupted, and the dwarves of Khazad-dûm were drawn into a civil war between the rightful Lord **shadowmaster10** of Erebor and a small group of rebels. The conflict ended in a victory for shadowmaster10 and his royalists, the quick resolution of which was brought about by the declaration of war on Gondor by the Eastern Empire.

## Laws of the Kingdom

Laws and Strictures of the Kingdom of Khazad-dûm: Laid down by SpoangityBob, Fundin II Dwalinul. This 5th Version was edited and updated in August of 2021 by King SoaringEagle12 and Heir Skeshz, Loremaster of Khazad-dûm.

**Rule 1: Doors**

Always shut the door. If you see a door left open that you can access, shut that one too even if you are not the one who left it open.

**Rule 2: Builds**

2a. Never alter a build without the permission of the build owner, even if you live there. This includes taking weapons from weapon racks and armour from armour stands (excluding items in the armoury, so long as you do not abuse it), and removing ores from the walls (such as the mithril at the Bridge of Khazad-dûm or the ores in the farm).

2b. A player's personal apartment space is theirs to rearrange as they please, within the confines of the bronze banner that forms the center of their apartment. They have free rein, however they must not move their banner or add to their apartment beyond its limits.

2c. A player that has property inside a build that is not their own, who goes inactive without warning for long periods of time exceeding 3 months , can have their property seized and repurposed for the betterment of the build and resident lord.

**Rule 3: Banners**

3a. Players who have property in a build they do not own must always keep their resident lord and king on the banner whitelist. This does not give the lord permission to take any items belonging to a resident player outside of rule 2c. Essentially, whoever owns a build must always have banner access to all parts of their build.

3b. Any player base that seeks recognition by the faction must keep the King of Khazad-dûm on the banner whitelists for all non-personal spaces.

**Rule 4: Admission of New Players**

4a. Players new to the server asking to join the Kingdom of Khazad-dûm and any other proper dwarven kingdom should be helped by any dwarves of Khazad-dûm able to do so. This includes providing equipment, food, and aiding in their travels. Players may hand out pre-made Recruitment Pouches to new recruits. Players who find this a struggle to afford can ask the King for the materials in return for their efforts.

4b. While any player can assist a new potential recruit, and even temporarily grant them housing in an officially recognised faction build that they own, ONLY lords and the King can officially allow them into the Kingdom. The conditions for this are 100 Durin’s Folk alignment at which point they must pledge themselves to the Durin's Folk faction, 0 or more Hobbit alignment, and reaching the Hall of Durin (throne room) at Khazad-dûm’s East Gate where the admittance will be enacted. Recruits must know and accept the laws of this document, as well as server rules, before joining. Recruits must be able to join the faction discord to facilitate communication. We also require that recruits install the schematica fairplay mod, and have basic knowledge of how to use it.

4c. Invites to the Khazad-dûm discord may only be sent by Ranking Members of the Kingdom (ie. Thanes, Lords, Royal Guard, and King).

4d. Recruits who take longer than one full month to complete requirements will be removed from the discord.

4e. New players who have less than 10 hours of playtime by the time of their first full census (completed on the 1st of each month), or a minimum of 1 full month will be removed from the faction, the fellowship, and the discord.

4f. Players with individual builds may not house more than two recruits at a time. Housing a player is defined as said player spending the majority of their time at that build, or treating it as their main base.

4g. Players with non-faction builds may not house more than 3 members of Khazad-dûm.

**Rule 5: Combat**

5a. Players must under no circumstances outside of accident or self-defense kill another allied or friendly dwarf player. This applies to all dwarf players in union to the Kingdom of Khazad-dûm. Renegade dwarf ("Petty Dwarf") players and kingdoms are exempt from this.

5b. Players must under no circumstances outside of accident or self-defense kill a player of a faction in formal alliance with the Kingdom of Khazad-dûm. See the Diplomacy Section above for a list of factions with whom we are allied.

5c. Players who are online on the server, and are confident in their pvp abilities should whenever possible attempt to aid the defense of the Kingdom’s allies (within reason) should they fall under attack. Additionally, players should never aid players of a faction hostile or at war with the allies of the Kingdom.

5d. Players who can attack established Evil players are encouraged to do so, however if the Evil player is assisting a player that is new to the server it is preferred to spare that player so they may forge their own path. Evil players who are in alliance with the Kingdom of Khazad-dûm or the Dwarven Council should not be attacked.

5e. Players observing a conflict between players that are neutral with the Kingdom should consult the King or Lord before taking any actions. In the meantime they are advised to either stay clear of the conflict, or scout out what is going on in person to relay accurate info to the Kingdom.

**Rule 6: Respect**

6a. All players, good or evil, are permitted on a tour of Khazad-dûm for no charge, so long as they are not part of a faction that is at war with the Kingdom or its allies. Players should make an attempt to allow this unless they are busy, or have a reason to believe the tourist would be up to no good.

6b. For the honor of the kingdom, no player will ever kill any player who entered their build under peaceful conditions except for self-defense.

6c. Any player who is giving a tour must ensure that the tourist exits the build before they or the tour giver leave/logs out.

6d. For the honor of the kingdom, no player will ever kill any player with whom they contracted a trade agreement so long as they remain in the same encounter with the player that they traded in. Self-defense is of course an exception to this.

6e. Within a formal setting, players should make their best effort to formally address other players by their proper titles, if applicable. This is imperative for those with titles in a dwarven kingdom and especially the High King. Honoring players of other factions with their proper titles is also preferred.

6e. When taking items from public resource chests, such as in the storage room, players should only take what they require so others may also profit from this arrangement.

**Rule 7: Farms**

7a. Players with access to farmland must always replant what was already growing should they do any harvesting, unless they have orders or permission from the resident lord to plant something different.

7b. Never jump in the farms. Ever. Jumping carries the risk of trampling crops. Just do not do it.

**Rule 8: Taxes**

*\*note: the King is currently not collecting taxes, but can choose to reinstate taxes at any time, provided he gives a minimum of one month’s notice to players.\**

8a. All players of the Kingdom of Khazad-dûm are expected to help pay for the general welfare and general defense. To this end, on the 1st of every month each player is taxed by three stacks of wheat and a stack of coins, paid to the King of Khazad-dûm through the hopper at the Royal Treasury at Azanulbizar. This tax is to promote productive resource gathering, and gathered resources will be held for the purposes of providing thatch, feeding the starving, paying for material for the Kingdom in useful trades, and providing a hired unit defense force.

8b. Players of the Kingdom of Khazad-dûm who have earned the rank of Lord and wear full silver-trimmed dwarven armor are taxed twice as much, for six stacks of wheat and two stacks of coins. This is to reflect that with great power comes great responsibility.

8c. Players that have announced prolonged absence from the server or are facing hectic real life situations may be exempted from this tax.

8d. For the purposes of paying the tax, players need to make sure they provide their name with their payment so that the King knows who did so. Example: Floonie names his coins/pouch "Floonie" on the anvil naming bar. Another way is to put your taxes in a pouch, and rename that to your username using the rename bar. Any used pouches will be returned to the corresponding player's mailbox.

**Rule 9: Mail**

9a. All players of the Kingdom of Khazad-dûm will have a publicly accessible (either through direct chest opening or via hopper) chest in front of their primary living space or build labelled "Mailbox" so that other players may contact them. Players should do their best to keep up with their mailbox, and take any mail they have read to another container of some sort so that senders can know their message was received.

9b. Never, ever take the mail out of someone else's mailbox.

9c. The King of Khazad-dûm (Uzbad Khazaddûmu) and the Lords of Khazad-dûm (Zabad Khazaddûmu) all have their mailboxes located in front of their Royal Apartments located in the throne room at Azanulbizar.

**Rule 10: Armour, Titles, & Ranks**

In Dwarven factions, the mod's trimmed Dwarven armor is used to signify ranks. While this rule technically is only in effect at official events, it is strongly preferred that dwarves wear appropriately-trimmed armour at all times.

10a. As set by the Dwarven Lord's Council:

- Normal, trimless armor is for all Dwarves.

- Thanes wear a silver trimmed chestplate in addition to otherwise trimless armour

- The Royal Guard is permitted to wear gold trimmed boots in addition to otherwise trimless armour

- Silver trimmed armor is for Lords of important cities and the heir to a kingdom.

- The Heir may wear gold trimmed helmet in addition to otherwise silver trim.

- Gold trimmed armor is for High Lords/Kings, players who rule a Dwarven kingdom.

- Mithril trimmed is for the High King of All Dwarves alone.

*\*note: Players may always wear actual mithril armour, this is not limited by the trim system in any way.\**

10b. As set by the Kingdom of Khazad-dûm:

- Normal, trimless armor with a silver trimmed chestplate is for a Thane, someone who is either the owner of a small hold or the heir to another lord’s city.

*\*note: Other Dwarven kingdoms only use the term Thane for heirs to builds and do not grant them silver trimmed chestplates.\**

10c. Titles: The King will use the title “Uzbad Sigin-Taragu”. The Lords will use the title “Dwarven Lord”. The Royal Guard will use the title “Khazad Commander”. All other faction members must use the title “Khazad-dum”.

10d. Title colours: Players living at East Gate will use the dark grey title colour. Players living at West Gate will use the cyan title colour. Players living at Methedras will use the orange title colour.

**Rule 11: Violating the law**

11a. Violating the law will be punished or given a warning, depending on the conditions of the player and what the player did wrong.

11b. The punishment is to be decided by the King, their Heir, or a judge.

11c. The punishment will be made public.

11d. Punishments may include: a fine; execution and headhunting; suspension of privileges; expulsion from the Kingdom.

11e. Judges are to be appointed/approved by the King or the Heir as necessary.

**Rule 12: Khazad-dûm Military**

Kingdom of Khazad-dum Orders of Battle:

In the event the kingdom should have need to muster itself for war, and a battle is to shortly befall it, the following procedures will be enacted with utmost haste:

12a. All citizens present shall muster to the Hall of Durin in their appropriately trimmed dwarven armor (preferably maxed). Should an individual have the resources available to outfit himself in a complete set of mithril armor, he is permitted to do so. Citizens experienced in PvP may bring whatever kit they normally use. Other citizens will bring with them a (preferably maxed) dwarven spear, pike and battleaxe/warhammer, an addition to a bow/blowgun, as well as ammo (preferably poisoned). Citizens are also encouraged to bring PvP brews (Potent Athelas, and Orc Draught, as well as Red Ent Draught). Any dwarf found lacking in these items will be provided for.

12b. All units mustered for war must be inspected and approved by Royal Guard XPocketLintX or Lord Legootje.

12c. All citizens who lack hired units for the coming battle will receive coins fitting their duty in the battleline. Troops a player leads into battle will be as follows:

Non-ranked citizens will be dubbed Bannerdwarf for the battle, and will hire 1 Banner Bearer and 9 Axe-Throwers, and will follow their local lord.

Thanes will also muster alongside their native lord, and will hire 1 Banner Bearer and 14 Dwarf Warriors.

Lords will be the muster and rally point for the citizens under their jurisdiction, hiring 2 Banner Bearers and 9 boar Riders.

The Heir will marshal the entire host by bringing the lords together and maintaining the battle command should something ill befall the King. He will hire 3 Banner Bearers and 11 Boar Riders.

The King will lead the army as is his station once it is assembled and troops are fully raised. Drawing funds from his personal resources, he will deploy 4 Banner Bearers and 13 Boar Riders as his retinue.

12d. Previous to the Ban on Mounts, any citizen who for some reason is incapable of fielding the troops allotted to him by this Order of Battle will be granted a royal rhino and sent as an outrider to wreak havoc with enemy lines and skirmishes, or operate under direct orders from the king.

12e. In addition to the equipment described above, all citizens will be given a stack of bread derived from state funds to supplement their food reserves in the event of a long battle, as well as two mugs of potent Athelas Brew by the King to keep up his battle prowess.

12f. Overall command of the Khazad-dum army falls naturally upon the King. Should the King fall in battle or be forced to retreat, and a general retreat is not called, then command of the army falls upon the Heir of the kingdom. Should he either be missing or also become incapacitated, then command will fall upon the most senior Lord present. In the calamitous event that the final Lord has fallen in battle, all remaining forces are to move into one formation, and either hold off what enemies they can or retreat as they see fit, with focus given to retrieving the equipment of their fallen lords.

12g. General tactics for the army as a whole are for Bannerdwarves and their ranged troops to flank the enemy and harass them. They will do what they can to avoid melee combat to utilize their throwing axes to maximum effect. Thanes and their melee troops will remain behind the Bannerdwarves and charge into combat against anyone who tries to get too close to the Bannerdwarves. If a proper melee begins and the enemy is not too overwhelming to be fought then all other elements of the battle line are to flank and charge the foe. At this point the role of Bannerdwarves and any rhino outriders present is to run down retreating enemies, or if enemy reinforcements are on the way, to warn the main line so it can reform and then try to repeat the entire process.

12h. Chat Commands for savvy commanders of the army:

-“Tanar Durinul!” (To Battle sons of Durin!”) Said by the commander to sound the beginning of a battle, responded to by all troops present saying “Baruk Khazad! Khazad ai-menu!” (Axes of the Dwarves, the Dwarves are upon you!”). If the commander and his troops begin moving forward after this, it signals a general advance, but not a charge.

-“Du Bekar!” (“To arms!”) To signal a general charge against the enemy line.

-“Baruk Khazad!” (“Axes of the Dwarves!”) To signal a reform of the battleline, all troops should immediately head to the commander or a destination mentioned in the command.

-“Khazad ai-menu!” (The Dwarves are upon you!”) Said at the end of a destination or enemy individual to show it must be captured or slain as a priority for the army. Example: “The gate of the fortress, Khazad ai-menu!”

### Guild System

#### What is a Guild?

Guilds are organizations within the kingdom that revolve around a certain trade. Any citizen is invited to join one. The point of the Guilds is to give citizens something to do if they feel like helping the kingdom but lack an active project to contribute to.

#### How do they operate?

Every Guild operates under a Guild Master. The Guild Master is nominated by the Guild’s members, and formally appointed by the King. The King may remove or appoint a Guild Master at any time, under his own discretion. The Guild Master is then in charge of the Guild’s day to day affairs and is expected to keep their Guild members list up to date in their guild hall. Each Guild member is expected to follow their Guild Master’s lead in any Guild-related affairs. The Guild Master will also be in charge of the Guild’s Fellowship, which they will use to mark the banners of any Guild-exclusive areas they might possess (even Guild-exclusive areas must keep the King on their whitelist, however). Guilds are expected to provide a receipt of any foreign transactions they perform to the King. The Guild Master should maintain a ledger of past deals for record keeping. Any business the Guild does will allocate the revenues: 50% to the Guild member enacting the deal, 25% directly to the Royal Treasury, and 25% to the Guild Hall where a modest coin reserve will be maintained with what is necessary for the Guild to continue operation and draw funds from.

Each Guild is charged with certain tasks that uphold the kingdom in some form or another. They will all have a central Guild Hall within Khazad-dum proper which only the Guild’s Fellowship will have access to, from which they will handle their affairs as well as store any excess stockpiles of Guild resources that are overflow from the community storage. A Guild may petition the King to establish a new kingdom-recognized Hold worthy of a Thane to further its own interests in a productive area, within reason.

#### How do I join one?

To join a Guild, simply talk to the Guild Master. They will decide if you are suited to joining the Guild and pass on the information promptly to the King for record keeping. The Guild Master will then add you to the Guild’s Fellowship. In order to join a guild, members must have been active for a minimum of half a month.

#### What do I get for joining?

Membership in a Guild is completely voluntary, and primarily a method for players seeking advancement or roleplay the chance to show their work ethic. Joining a Guild changes your monthly tax obligations and gives you new responsibilities, as well as the potential for advancement both by rank and in the esteem of your peers. Guilds also present opportunities to deal with other factions, potentially opening doors and creating new friendships. Overall the Guilds are here to prove how fulfilling the server community can be.

#### Guild List (Short List):

-Architects’ Guild - Guild Master: TIGSLY

-Artificers’ Guild - Guild Master: TEDisLAME

-Brewers’ Guild - Guild Master: Water\_2040

-Farmers’ Guild - Guild Master: Skeshz

-Merchants’ Guild - Guild Master:

-Sawyers’ Guild - Guild Master: Legootje

#### Architects’ Guild

The Architects’ Guild exists to coordinate building efforts across the kingdom, providing both expertise and laborers for fellow citizens. It is their duty to provide the most common building blocks and decorations a build might require. They are encouraged to contract their services to other realms.

Tax: 32 Coins and 64 Glowstone Dust per month

Obligations:

-Maintain at least 32 Large Chests of Smoothstone in the community storage for kingdom access, with reserves stockpiled in the Guild Hall. Prices of Cobblestone and Smoothstone to foreigners shall be fixed at 8c and 12c per stack, respectively.

-Maintain at least 1 Large Chest of Dwarven Pickaxes with no negative modifiers in the Guild Hall, with Small Chests dedicated to specialized versions. These are to be accessible by citizens upon request during large kingdom projects, but otherwise may be sold for profit.

-Maintain at least 1 Small Chest of Dwarven Shovels with no negative modifiers in the Guild Hall, accessible by citizens upon request.

-Maintain at least 1 Large Chest of Glowstone blocks in the Guild Hall, accessible by citizens upon request.

-Maintain at least 1 Large Chest of Dwarven Glowstone Brick in the Guild Hall, accessible by citizens upon request.

-Maintain at least 1 Large Chest of each variant of Dwarven Brick in the Guild Hall, accessible by citizens upon request.

-Maintain a cache of Bronze, Silver, and Gold blocks in the Guild Hall, to be handed out as needed for the protection of build projects, as well as for making chandeliers.

-Maintain at least 1 Small Chest of Hearth Blocks alongside 1 Small Chest of Sulfur Matches and Flint & Steels in the Guild Hall, accessible by citizens upon request.

-Maintain at least 1 Large Chest of various types of doors, gates, and metal bar blocks (majority Dwarven) in the Guild Hall, accessible by citizens upon request.

#### Artificers’ Guild

The Artificers’ Guild exists to craft the finest goods of Khazad-dum, taking the treasures of the earth and working them into armor, weapons, and more. It is their duty to mine, smelt, and craft, and make their treasures available to the kingdom and any well-meaning buyers, as well as to keep stock of the armory. They are encouraged to cultivate equipment with good modifiers and gems for prospective buyers within the kingdom and among its allies.

Tax: 32 Coins and 16 Dwarven Steel Ingots per month

Obligations:

-Maintain every armor stand in the armory with a full set of Dwarven Armor (no trims) with no negative modifiers, with a stockpile in the Guild Hall to replace losses with. Chests with specialized armor sets should be stockpiled in the Guild Hall.

-Maintain at least 1 Small Chest of each type of Dwarven weapon with no negative modifiers in the armory, with a stockpile in the Guild Hall to replace losses with. Chests with specialized and high-tier weapons should be stockpiled in the Guild Hall, and only taken out in times of need or for a particularly lucrative deal with a trustworthy buyer.

-Maintain at least 1 Large Chest of Dwarven Pickaxes with no negative modifiers in the Guild Hall, with Small Chests dedicated to specialized versions. These are to be accessible by citizens upon request during large kingdom projects, but otherwise may be sold for profit.

-Maintain at least 1 Small Chest of Dwarven Shovels with no negative modifiers in the Guild Hall, accessible by citizens upon request.

-Maintain a stockpile of gemstones in the Guild Hall, to be used for kingdom projects and to be sold to players as profit.

-Take contracts for equipment from citizens of the kingdom at a discount, while taking contracts with foreigners at a fair but profitable price. Specific prices on the wares of the Artificers’ Guild are hard to gauge and fluctuate depending on time and buyer, so are not fixed.

-Grant newer citizens who are lacking in equipment access to the armory for free gear.

-Grant foreigners who desire to use the Mines of Moria one-time access for the price of 100 Coins and 1 mithril ore/ingot out of any dug up. The Coin fee goes to the Guild member admitting the player, the mithril goes to the Royal Treasury.

#### Brewers’ Guild

The Brewer’s Guild exists to show off the merrier things in life, providing the alcohol and catering for the kingdom on a day to day basis and for parties and festivals. It is their duty to keep any public space with food and drink well stocked, primarily with the finest dwarven ale, meats, and pastries available, as well as to operate the taverns that dot the land. They are encouraged to be as lavish as they can in their presentations and cater feasts to be remembered.

Tax: 32 Coins and 2 Barrels of Potent Dwarven Ale per month

Obligations:

-Maintain the Feasting Hall as well as any public space in the kingdom that needs drinks, barrels, food on plates, etc. Proper upkeep should check for empty barrels to replace with potent Dwarven Ale, load each plate with 4 food items (preferably non-kebab meats or cram, though themes and variety are fine), ensure each seat has a drinking vessel of some kind filled with potent Dwarven Ale. The room should not be messy and have plates, barrels, or drinking vessels on the floor and other places they shouldn’t be.

-Provide for any feasts or other events the kingdom requires, as well as offering full catering services to foreigners for a price scaling with the level of catering desired.

-Operate taverns the kingdom possesses, open up new ones open to travelers as ventures in different friendly lands (but do not claim any waypoints in the process to avoid diplomatic issues), preferably establishing them in agreement with existing build owners.

-Always brew alcohol to Potent level unless a specific potency is required for something.

-Maintain at least 1 Large Chest of Dwarven Ale barrels in the Guild Hall and/or Brewery.

-Maintain at least 1 Large Chest of Vodka barrels in the Guild Hall and/or Brewery.

-Maintain at least 1 Large Chest of Mead barrels in the Guild Hall and/or Brewery.

-Maintain at least 1 Large Chest of Ale barrels in the Guild Hall and/or Brewery.

-Maintain at least 1 Large Chest of barrels of miscellaneous alcohol of any type.

-Maintain at least 1 Large Chest of different types of cooked meats.

-Maintain at least 1 Large Chest of cram.

-Maintain at least 1 Large Chest of cake-like pastries (as in the type you can place as a block).

#### Farmers’ Guild

The Farmers’ Guild exists to feed the kingdom in any way it can. It is their duty to provide food upon request for other citizens, maintain the fields and livestock pens, and keep the food storages full. They are encouraged to aid new players to the server regardless of alignment with food, and to keep the agricultural elements of the kingdom looking pleasant and productive.

Taxes: 32 Coins and 3 Stacks of Wheat per month

Obligations:

-Maintain the functionality of all agricultural facilities in the kingdom, including farm fields and animal pens.

-Maintain the food reserves in the community storage.

-Maintain reserves of any food possible in the Guild Hall, both mundane and exotic.

-Provide adequate food for new players of the server making their first journey across the Shire and Eriador, regardless of alignment or faction interest.

-Develop pastures for herds of animals in mountain valleys of the realm to provide meat for the faction and to appear realistic based on traditional dwarven lifestyle.

-Assist the Brewers’ Guild in catering functions and operate restaurants across the kingdom.

-Maintain at least 4 Large Chests of cram.

-Maintain at least 1 Large Chest of steak.

-Maintain at least 1 Large Chest of porkchops.

-Maintain at least 1 Large Chest of chicken.

-Maintain at least 1 Large Chest of wheat/hay Blocks.

-Maintain at least 1 Large Chest of corn.

-Maintain at least 1 Large chest of other miscellaneous crops.

-Maintain at least 1 Large chest of other miscellaneous meats.

-Provide Wheat for Thatch for any kingdom building projects.

#### Merchants’ Guild

The Merchants’ Guild exists to make money for the kingdom. It is their duty to make economic ventures, grant loans, coordinate the other Guilds, and search for the trade needs of foreigners to provide information to the other Guilds and to the King. They are encouraged to be friendly and communicative to fish out opportunities for the kingdom and its Guilds and ensure trade proceeds smoothly.

Taxes: 128 Coins per month

Obligations:

-Coordinate with the King to grant loans as needed to citizens, allies, and trustworthy players for projects that need coin to get moving. Interest should be profitable but fair, not intended to take advantage of players but also expecting to be paid back within a reasonable amount of time. Revenues to Guild member, Guild, and Royal Treasury will be determined on a case by case basis.

-Coordinate with the other Guilds as well as foreigners to establish fair and reasonable trade prices while ensuring the interests of the kingdom and the dwarves as a whole.

-Search for trade opportunities to open new markets for the other Guilds to fill.

-Maintain a reasonable Guild coin reserve such that the Guild can ultimately operate without dipping into the Royal Treasury or any one player’s personal finances.

-Make investments beneficial to the kingdom.

#### Sawyers’ Guild

The Sawyers’ Guild exists to harvest lumber. Its duty is to provide building materials for builds that need wood, export wood in bulk for profit, and help in land clearance for builds. They are encouraged to make authentic lumber camps and cultivate trees appropriate to the biome they’re in.

Taxes: 32 Coins and 32 Spruce Logs per month.

Obligations:

-Provide wood in bulk for any kingdom projects that require it, as well as offer it for sale to foreigners.

-Maintain at least 1 Large Chest of Spruce wood varieties in the community storage, with stockpiles in the Guild Hall accessible by citizens during large projects or for sale.

-Maintain at least 1 Large Chest of Oak wood varieties in the community storage, with stockpiles in the Guild Hall accessible by citizens during large projects or for sale.

-Maintain at least 1 Large Chest of miscellaneous wood types in the community storage, with stockpiles in the Guild Hall accessible by citizens during large projects or for sale.

-Maintain at least 1 Large Chest of Dwarven Axes and Mattocks with no negative modifiers in the Guild Hall, accessible by citizens upon request.

-Assist in clearing trees from plots of land intended for building.

-Clear cut the entire Dimrill Dale south and west of the Mirrormere.

-Maintain at least 1 Large Chest of Holly leaves in the Guild Hall for decorative use during holidays.

-Maintain at least 1 Large Chest of miscellaneous leaf types for decorative purposes and for sale.

-Never tolerate the existence of mangled trees, especially floating trees.

## Gallery of New East Gate​​​​​​​

The Great GateThe Bridge of Khazad-DumThe Great HallThe Feasting HallThe Throne RoomThe Forge Hall of Khazad-Dum
## Gallery of West Gate

Speak Friend and enter...West Gate MarketHousing District of West Gate