Kingdom of Ordheim
Kaz-az-Ordheim, or the Kingdom of Ordheim, represented the dewizim as the principal dwarven faction until it became defunct in 5 A.C. The great city of Ordheim housed the King and Dwarven Assembly in its bronze halls; it is home to the fabled Hall of the Dead, and contained the various bases of industry and military practice that existed within the Kingdom - functioning as the once beating heart of dwarven society.
Various incarnations of society endured throughout the following centuries; a network of holds once stretched across half of the continent. However, the arrival of both the human and elven races in the southern regions resulted in years of bloody fighting and the ceding of land to what is the current division of territory. Following the events of the Calamity, the Dwarven people were led to what became Ordheim by Thorsten Bronzebeard. Ordheim saw a period of growth, but with this growth came rowdiness which disturbed both the Kingdom of Westholm and the Kingdom of Tor Ascara. The Kingdom of Ordheim endured a raid by these two disrupted nation, however the city of Ordheim sat mostly impenetrable - resulting in a stalemate. As a result of the conflict between the Dwarves of Ordheim and the Holmish and Ascari folk, King Thorsten Bronzebeard felt it necessary to attempt to write any wrongs by honorably going down in battle versus King Richard de Retford and his fyrd. Although Bronzebeard's death brought peace to Enarion, it also brought instability to the bronze halls. In the election following Thorsten Bronzebeard's death, Baldur Balzar won out narrowly against his opponent Christ Punchsteel. Many Dwarves felt like the election was rigged in some way, others believed Balzar to be an unwise selection, and others simply believed Christ Punchsteel had much more ambition to rule. This partially led to the creation of a rival Dwarven nation, the Kingdom of Helheim. Few months after Baldur Balzar's coronation, the Dwarven nation saw a decrease in population due to abandonment for other settlements. Eventually, even the king himself had departed the bronze halls, leaving a dwarf by the name of Ubbe Bloodaxe to assume control of the empty halls. Despite a vision of reinvigorating the Kingdom of Ordheim, it simply was not possible at the current time. Thus, Ubbe Bloodaxe departed the Kingdom of Ordheim, followed by a small number of remaining Dwarves, to form Mjolheim further south down the river. The gates of Ordheim were then closed indefinitely.
Ordheim Dwarven society was divided into clans, with each clan inhabiting a hold. The clan of Ordheim were known as the ‘Karakaz Ordheim’ in the ancient tongue, with the incumbent King inheriting the title of Father of the Karakaz by default.
In the times of multiple dwarven settlements, a hold may have put onus on a unique area of industry or military focus due to an abundance of a surrounding resource or its location serving a strategic purpose. With multiple holds there also came a great variance in cultural characteristics and perspectives. An example of this was the differing focus given by each hold to the nature of a dwarfs birth and whether their blood was considered to be that of noble stock. Some Clans did not add any weight to a dwarf’s status at birth and instead valued accomplishments in life, whereas others viewed noble lineage as paramount in assessing a dwarf’s pedigree or fitness to govern.
Ordheim was unique in these aspects as it is a city of displaced dewizim; being formed from the ruin of great calamity, the congregation of dwarves come from differing clans and holds and as such bring contrasting ideals into the nation. This has rendered the city once as a melting point of various expertise and military competencies. In terms of class structure a more balanced view was maintained; the government view the line of Thorsten Bronzebeard and a handful of others as having an elevated status, but they were not afforded greater civil liberties or bias in selection for official positions.
Ordheim’s approach to Class could perhaps be seen as the greatest contrast with the culture of other Enarion races, as the value put on the status of a dwarf at birth is diminished greatly in favour of merit from experience. This was a central tenet of Ordheim society, as opportunity would lie before any dwarf that showed their stock.
Kaz-az-Ordheim was an elective monarchy, where a King is chosen by the dwarven population to reign for life. From this mandate, the King was afforded executive power concerning all aspects of the governing of Ordheim, but it was in his interest to function with the cooperation of the Dewizim Assembly.
The Assembly was a congregation made up of two separate bodies:
- The Council of Skalds - Guild and Lodge Masters.
- The Council of Elders - The King’s personal council of appointed courtiers.
For a more in depth understanding of how the Government of Ordheim once functioned, the constitution can be found here:
Culture, Customs & Tradition
Dwarves are known to be isolationist in nature, usually showing weariness to those outside of their own race - this attitude does however contribute to an enduring sense of loyalty and kinship between themselves. Similarly, this trait forces dwarves to be protective over their knowledge and wealth, fearing that in the wrong hands their technology could be used to the detriment of the continent.
Ordheim society was driven by military and industry: priorities are that of technological advancement and military might. This in combination with a dwindling population has forced dwarves to put an onus on young dwarf’s mentorship into a specific competency, whilst simultaneously forcing them to be trained in combat. As such, to be considered a citizen and earn the right to vote in a Kingship election, a dwarf in Ordheim would have owed membership to both a guild and a lodge.
A clan serves to define the ethnic background of a population residing within a hold as opposed to being an indicator of bloodline or familial ties. Therefore, “Ordheim” would not act as a surname and instead clan members are appointed a name that would have relevance to a trait, action, or profession from their life (eg. Elfbane, Ironmaster, Trollsmar).
Military & Guilds
Kaz-az-Ordheim put a great focus on the engineering, production, and commerce sectors of industry. Similarly, militaristic competencies are an essential aspect of the culture of the dewizim, and much was dedicated to the training of Ordheim’s forces. As such, there were semi-autonomous divisions that work underneath the government in order for all of the above sectors to function in the Kingdom. In order for a dewizim to gain official citizenship, they would owe membership to a Guild or Lodge (Citizenship is required to vote in elections or referendum). These organisations were known as the Guilds and Lodges of the Kingdom.
For further understanding of the Guilds and Lodges, follow this link: https://fantasyrp.net/forums/threads/guilds-lodges.108/
Citizenship Application: https://www.fantasyrp.net/forums/threads/ordheim-citizenship.476/#post-1337