The Kholl

The Kholl arrived in Ludwag a long time ago, remnants of several failing Dwarven Kingdoms from Hallmond. Through decades of hard and tedious labor, a tunnel known as the Underpass was constructed by these Dwarves, which connected the two continents under the sea. A great voyage sprouted from this construction, with the last major Dwarf strongholds leaving in 1300 A.C. These assorted deepfolk eventually made their way to the mountain range that splits Ludwag in half. Centuries of building in relative isolation banded them together, forming the first Dwarf Kingdom on Ludwag. Peace did not last long, for the first Mons descended upon the Kholl, shattering their empire and leaving them in a weakened state. When the splitting of the Mons happened, the Nix remained next to the remnants of the Khollik Kingdom. The Dwarves granted knowledge and wisdom to the Nix, propelling them to heights not yet seen by the Mons. But all was not well in the Dwarf cities. A seeping corruption from the abyss showed its face, crumbling entire holds in on themselves. The war against the abyssal creatures ended with the expelling of the Kholl, leaving them to die upon the surface. Instead, the Nix offered a helping hand to the Kholl. So long ago did the Dwarves bestow their kindness upon these Monic heirs, it was their time to return the favor.

### Currency

Accepts all currencies, based on value that coin is made of

### Population

Overwhelming Dwarf Majority; small Minorities of Hobfolk, Minotaurs and Avians

## **The Era of Hewing**

The Kholl began as a loose collection of various Dwarven cities, clans, and holds from Hallmond. The continent had been beset by tragedy and war for many years, with the various Dwarven factions devolved into petty squabbling over greed and lust. Hallmond had long been cleared of all greenery, replaced with stone and steel, choking the ecosystems to extinction. Ashy skies filled the land, for distant volcanos constantly spewed their wrath upon the landscape. The land became barren, for the Dwarves had not cared for their doings to the environment. Populations dwindled and resources dried, leaving the Dwarven race upon the continent a shell of its former self. In these tumultuous times, the Kings of the most influential holds came together, brandishing their axes and swearing oaths of loyalty to a common cause. They would embark to new lands to start anew. In this common purpose, the Dwarves of old dug under the sea, led by the maps of old navigators. Centuries of labor paid off when they burrowed into the mountains of Ludwag, reaching unsullied lands. A large exodus of the Dwarven holds followed, leaving Hallmond with only stragglers and ghosts.

Centuries of transit, digging, and warfare left the remainder of their race without hope for a future. Lost were the tales and scriptures of their ancestors, they would have no guidance in these times. But they did not relent. They populated old abandoned Elven mines at first; sewing the soil for the harsh winters and started the construction of their new home. The new capital of these people would come to be known as Chaor Reghask in Bralassan, but literally meaning Bridged City. The capital stretched over a large ravine in the world, much larger than any in Hallmond. Word of the new nation reached the ears of those who inhabited the lands as well, with an uneasy pact against war being gradually formed with all around them. With their new home secured, it was time to announce their stay for all to hear. They were the Kholl-- the Chiseled Folk of the Kegethi.

The former Kings of Old would eventually pass away, with a new generation of Dwarves being born in the new nation. The hardships of the journey under the sea faded into obscurity, with visions of expansion by the new generation filling their place. First, outposts were erected. Then came the settling of above-ground camps, followed by the carving out of more holds. Eventually, the Kholl expanded from a single city to dozens. This land was theirs, for the Elves had slowly withered and withdrew from the mountains. Culture prospered, but outsiders knew little of it. They did not trade with anyone, for they did not deserve the fruits of the Dwarves’ hard labor. The Kholl became rich from their innumerable mines, gold and gems littering the heads and attire of all who could afford it. Steel and stone were driven from the ground, taking shape into weapons of war. It was a prosperous time for the Chiseled Folk, but not all was well.

## **The Era of Refining**

They prospered and thrived in their holds, but that was not to last. Their riches brought travellers and traders from outside the land, much to the dismay of the Dwarves. They gradually opened up, with trade and commerce flourishing with the outsiders. Their isolation shattered, they knew they could not last as a neutral entity forever. As they predicted, Men of the South came bearing swords not long after. The bowmen of the plains had united under a single Chieftain, a ruler who promised them the spoils of plundering the “short men’s palaces of stone.” The Kholl underestimated the capability of the uncivilized men; how could wooden spears beat stone shields? The barbarians eventually came, amassing a size to rival even the greatest Elven empires. The Dwarves were not prepared for a war of such magnitude. They had superior arms, but they lacked the population for sustained conflict. The barbarians were unusually coordinated, quickly swallowing surface-holds in weeks. Dwarven warriors had been untempered in their lives, never facing a true adversary. But these Humans were bred for war, as was their culture. There is even talk about some influential Dwarves changing sides, for they could not possibly win against so many tall men.

Years of war left only Chaor Reghask standing. Other great holds were besieged to death, with the Humans starving the Dwarves of food. Eventually, they all collapsed, leaving only the Bridged City. Chaor Reghask was the largest and most protected city in all of Dwarven history, thousands of chokepoints and innumerable halls awaited the foreign invader. Refugees and broken warriors came from the other lost holds, bolstering the garrisons of the last great city. The King of Chaor Reghask, Uran IV Coppertooth, had declared a final stand against the horse-riding invaders of the south. Artisanry and commerce was abandoned, with all Dwarves either training for the coming conflict or stoking the furnaces of war. Scouts on the surface warned the King soon after, the men had finally come to plunder the last bastion of Dwarven society. In an effort to defeat the enemy tunnels were collapsed, hallways blockaded, and great walkways collapsed into the abyss. If the men wanted to enter, they would be forced into narrow corridors in favor of the Dwarves. Rage filled all the Chiseled Folk that day, for they had lost too much history already to these invaders.

Eventually, the men entered the city gate. Dwarves awaited them, foaming at the mouth, shouting curses of anger towards the enemy at the breach. Thousands of Dwarves clad in the finest steel brandished their ancestors’ weaponry, for this fight had become a fight of survival. They stood side-by-side with their brothers, for this was their last stand. The two sides ran towards each other, meeting along a great hallway. In this struggle, the Dwarves began their chant, its meaning forever lost to time. The battle lasted two days, constantly tipping in favor of either side. A ceasefire was called to collect and entomb the dead. With the ceasefire over, both the King and Chieftain met on the battlefield. The fighting was fierce between the two, but the dust soon settled. It is not known who won the fight, for both sides claim their leader was the true victor, but it mattered not. The so-called Mons withdrew from the Dwarven land, with their plunder in tow. The Kholl had survived, but the cost was too great and too dear. Never again would they be surprised and battered to near death.

## **The Era of Chiseling**

The war had left the Dwarves slaughtered and broken. They would come to rebuild in time, but the mark would forever be permanent on their society. Political turmoil filled the hearts of the Kholl, with several clans vying for control of the Bridged City. Never did civil war occur, for despite their disagreements, they still shared a unified cause of rebuilding. The Monic invaders also had their fair of trouble. A split in the group slowly festered, with the Monic remnants who stayed in the taiga being dubbed “the Nix.” The Kholl remained extremely wary of outsiders, always keeping an eye on developments in their neighbors. They grew to realize that the Nix remained different from their other half, the Lattish, for they did not embody the warrior bloodlust of their Monic predecessors. It took many years, an entire generation, and many disputes to establish contact with their Human neighbors. Trade eventually occurred between the two, with the Kholl advising and teaching the Nixmen how to set up a proper government instead of a ruling warlord. In return, the Nix provided a buffer against the other Humans and Elves of the continent, leaving the Kholl to prosper in isolation once more. It could be said that the Nix drew much wisdom and culture from the Kholl, which inspired how they function today. It is equally as true that the Nix inspired the Kholl too. The Dwarves knew that their way of life must change if they were to survive the coming centuries.

In this new day and age, only Chaor Reghask and the reclaimed Chaor Cegham stood. The Kholl had long forgotten about the tunnel that led from Hallmond to Ludwag, as they had never delved that deep again. They were surprised when foreign Dwarves showed up from the tunnel, branding themselves as Clan arh Gans. This influx bolstered the Khollik population instrumentally, as they were teetering on the edge of extinction before they arrived. The new group came to find itself very welcome with the Kholl, as they did not have to suffer the same struggle that they did.

## **The Era of the Abyss**

2003 A.C. was the year in which the abyss itself reached out and laid horror to the Dwarves of the Bridged City. The Ngalak (“En-guh-lak”), they were called. Little did the recent generations of Dwarves know, this abyssal foe had followed them all the way from Hallmond. The original nine Kings of Old did not dare tell the refugees under their banner, for spreading such fear and chaos would have shattered any chance of a new home. As they trekked through the underwater pass, a dark shadow filled with red eyes followed at a distance. When the refugees came to rest, the Ngalak slowly picked off the weak on the outskirts of the group. They did not notice much, for they thought these disappearances were a Dwarf leaving for their own agenda. But the Old Kings knew. In a secret meeting, held at the coming of the new year, they pledged to defeat the beast in complete secrecy. They summoned the most loyal Dwarven warriors they had, tasking them with protecting the rear of the refugees. They would carry out secret raids against the Ngalak, holding them at bay for the time being.

As they had left the underwater tunnel behind, the fear of the Ngalak no longer persisted. The soldiers who fought the abyss never said a word, as per their oath. Eventually, all who knew about the Ngalak died out. They were lost to time, or so was thought.

Deep in the mines of Chaor Reghask, miners from Clan Jerhagge struck ore that glistened with darkness. Tremors in the distance shook the ground, a sign of what was to come. The miners spoke whispers about a metal that whispered in the night, filling all around it with dread. Their pickaxes could not pierce the material, so they brought in heavier equipment. No matter what techniques they tried, they could not pierce the metal. The longer they tried, the more intense the tremors grew. Fearing a collapse of the mine, it was ordered to be abandoned. Confused about the tremors and odd ore, they camped outside the mine while they sent one of their own to inform the Earl of Clan Jerhagge about the situation. The Earl cared not for the whisperings of superstitious miners; sending the lone messenger back to his post. When he returned, all of his comrades were gone. Their gear was tossed about the place, with only the stench of evil stirring in the air. The messenger had only one goal in mind: He had to warn all Dwarves of what was to come. Racing towards the Dumat Gate, an old abandoned construction that was the only entrance into the ravine, he pulled himself to the top of it. There sat a lone horn, larger than any human thatch hut. He gazed out at the various mineshafts in the area, which should have been filled to the brim with miners collecting their daily ore quota. Only lanterns remained, a dread filling the messenger. He knew his duty. With all of the might he could muster, he blew into the ancient horn, which had been constructed centuries prior. The horn had never been heard by anyone in the city before, for it had never had a use. On that day, the sounds of the warhorn filled the entire cavern, with some Dwarves even claiming they heard it on the surface. It was that defiant action by the lone messenger which saved the Kholl from an untimely death. The scribes do not remember his name, for he had none to note. It is certain that his actions saved the Kholl from utter destruction.

In the blaring of the warhorns, all the warriors abruptly sprung from their beds, quickly gathering their arms and stumbling down to the ravine below. The Reckoners attempted to coax the lone miner into revealing why he blew the horn, but he only spoke in riddles. He spoke of indecipherable runes, warped images of past generations, and the all-consuming black tide. Convinced he had woken the entirety of the city for nothing, a guard nearly cut him down upon the spot, but a tremendous rumble and loud screeches cut him short. When they gazed to the roar, a mass of black was pouring straight towards them. It could not be described by shape or mass, only that it was a pattern of shadows and blobs ever-changing and morphing.

The Nix recall that this was the moment when all communication from the Dwarves ceased. Rumors quickly spread of a great calamity in the city, with every single Dwarf outside the capital immediately heading for home. It is said that there were over 140 clans in the Kholl at this time. Few would survive to the end. Much of the history books do not speak much of what happened in this time, for nobody could afford to write instead of fight. Over a hundred years of constant warfare is the only fact that is known. In these years, the Dwarves did nothing but constantly battle the abyss. There was no time for rest, no time for recuperation. They were pushed back inch by inch, paying for every street in the blood of hundreds. The day finally came when they could no longer give them any land. They stood in front of the Onol Gate, making the hardest choice they have ever had to make. A portion of them stayed behind in the city, long enough for the rest of the Dwarves to evacuate. When the only Dwarves left in the city were those holding back the tide, the order was given to seal the mountain. The gate was barred from the outside, with several peaks of the mountain itself collapsed to completely shut it off. Those brave Dwarves were left behind, but they had secured a future for the Kholl. The Bridged City had fallen.

## **The Era of Exodus**

The first Dwarven city on Ludwag had fallen. Thousands of years of history erased in only a hundred. The tattered remnants numbered less than half of the population at the start of the war. With no belongings besides their clothes and arms, the remnants of the city made their way to Chaor Cegham. A similar situation was occurring in the city, but on a much smaller scale. The influx of refugees from Chaor Reghask put a strain on the city, but no Dwarf could be turned away in these times. It seemed that the war in Chaor Cegham would stalemate eventually; for the Ngalak did not match the numbers they did previously. This was partially true, for the Ngalak could no longer push out the Dwarves. Another trouble stirred in the taiga, however. Hearing about the situation the Kholl were in, a lone Boyar assembled a group to go “relieve” the situation in the mountains. Instead, they prepared to strike against the Dwarves. He came to be known as the “Robber Boyar.” Eventually, they plunged their dagger into the backs of their former allies. Hunted on both sides, the city could not expect to survive. This traitorous Boyar collapsed the tunnels on the lower sections of the city, trapping the Dwarves with the Ngalak. The bandits then took comfort in their new home, raiding the riches of the upper echelons and establishing a bandit kingdom out of it.

The remaining Dwarves inside the city faced extinction. If they died, so too would the Kholl. Starving and dying, it was chosen by the Tur-Lungh to abandon the city. Using a hidden exit in the mountain, the remaining Dwarf population left the city, shutting it in as they departed. They had no other option than to appeal to the men of Arcenix. The Dwarf refugees were permitted entry, but Arcenix remained wary of the heavily armed Kholl.

While both of their cultures got along, their politics did not fit together very well. Street brawls quickly broke out, with the Kholl forced to their own portion of the city. Despite the tensions, the Tur-Lungh swore an oath of loyalty and friendship to the Nixian king for generations to come. They eventually settled into their new home, which was a skeleton keep underneath Arcenix. It barely had enough room to house the Dwarves, with only four major clans surviving the war.

## **The Era of Reclamation**

In the modern age, the Dwarfs of the Kholl have settled nicely into their position alongside the Nix. While some of the new beardlings care not for the reclamation of their lost fortresses, that is all the rest of the Kholl can think about. It is the duty of the Tur-lungh and all those that come after him to reclaim their home. The Kholl will not rest until Chaor Reghask and the rest of their once expansive kingdom is taken.

With the long reigning Yagrin Dekansson stepping down from Tur-Lungh, Khuzdrim Magnausson has taken his place. Intent on reclaiming the Bridged City, he will stop only if death takes him in his sleep. The Kholl begin their mobilization, with warrior training happening more frequently every week. They intend on bringing the fight to the Ngalak once more, but must see to the affairs in Arcenix before they may embark on one last voyage.

## **Economy**

The Khollik economy is primarily made up of mining and smithing. They operate most of the mines situated in the mountains, providing a constant stream of ore to the city. Khollik smiths populate most of Arcenix’s forges, as their long lifespan and affinity for metal leaves them experts in craftsmanship. The Kholl have been known to produce large shipments of weapons and armor for particularly wealthy buyers, no matter their affiliation.

## **Military**

The Khollik military has been reduced to a fragment of its former self. Where thousands of iron-clad warriors once stood, only a few hundred take their place. The standard soldier in the Kholl are the Shieldbearer, with basic armor and weaponry at their disposal. They are not high in number, but their equipment is much better refined than other kingdoms. Shieldbearers are not typical warriors, for they do not serve a certain number of years. Instead, Shieldbearers maintain normal jobs outside of the military, only bearing arms once the warhorn is blown. This allows the majority of the Khollik population to be mobilized at a moment’s notice without drawing the small populace away from their crucial jobs.

The Sentinels are an elite infantry unit tasked with the defense of the Tur-Lungh. In generations prior, they were the ultimate warriors of the Kholl. Hundreds of them guarded the most important officials of the Kholl, not only the Tur-Lungh. Although rarely seen on the battlefield Sentinels are known to be able to turn the battle in their favor. During the fall of Chaor Reghask, most of the Sentinels lost their life in the defense of the city. Only a handful of armor sets survived, with Sentinel Apprentices managing to wheel them away from the field at the last moment. Recent years have not been kind to the Sentinels, for the number of armor sets has been reduced to merely eight. This armor is full plate, inlaid heavily with Chiltic Steel.

The Rangers are arguably the most useful military group to the Kholl. Rangers are always on duty, unlike Shieldbearers, as their task is crucial to the survival of the group as a whole. Their job includes patrolling the Kholl’s small territory; as well as being excellent trackers and hunters. They spend most of their time in the mountain in an attempt to ward off any predators from travelling to the more populated areas of the taiga. When called upon, the Rangers are capable of serving as both frontline and ranged troopers. They are used instead of Shieldbearers for most small-scale interactions, as mobilizing the Shieldbearers takes much more time.

## **Government**

The Khollik government is a Meritocratic Oligarchy. The head of the government is headed by the Bonded-Lord of the Kholl, who is assisted and advised by the Izuls or Reckoners, otherwise known as the royal council. The Bonded Lord can be summed up as the downtrodden leader of the Kholl. He rules mostly by the word of the Reckoners and Earls under him, but is all too happy to converse with his citizens and hear the complaints of many from day to day, being unafraid to talk to a Free Dwarf face-to-face, despite the disgust of some of his ranking peers. Though he only truly 'rules' over a minority of subjects and an eroded land, he is still treated as a king at face value, Dwarfs never being ones to simply stop a habit and pick up another.

The Izuls represent the oldest and wisest of the Dwarfs. Retired military officers, Thanes and Earls grown too old to continue in their current positions, and altogether bright individuals all band together to bring words of advice and encouragement to the Bonded Lord, and to rule in any absence of higher authority.

The leaders of the four major clans dominating the Khollik society, the four Earls of the Kholl each represent the nobility of their ancient homeland; strong, austere, vigilant, and unforgetting. They have ascended to their rank by replacing the last one on his deathbed, through martial arms, through political maneuvering, and through friendship and brotherhood itself. The Earls are responsible for much of the available labor power in the Kholl.

Thanes, **lesser** and **venerable**, are the landed nobles, commonly consisting of patriarchs of entwined families that create the backbone of clans. They are your tax collectors, sheriffs, rank-and-file officers, and other such low-level governmental jobs. Almost all are expected to fulfill military service to his respective Earl when called to, though many lesser Thanes, with little else to do, tend to make the military their solitary career. All the Thanes of the hold convene once a dwarven week (9 surface days, by average reckoning) for a 'rorkaz', or friendly shouting match, to resolve disputes and settle governing matters. Local rorkazs can be called on the day for emergencies, if need be.

Venerable Thanes are the leaders of the minor clans within the Kholl itself, and as such wield some small amount of jurisdiction amongst their own kin. They all fulfill middle-ground governance and act in place of the Earls in daily activities.

Lesser Thanes commonly consist of mostly richer craftsdawi of the Kholl, able to use their wealth to gain influence amongst clans and leverage themselves higher in the social ladder, while others are simply military veterans who have grown older and wisened.