[Realm] - Delvheim

 

DELVHEIM

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Delvheim is one of the four realms of Isilendor. It is located across the north western portion of the continent. Delvheim is characterised by the vast mountains, underground settlements and harsh coastal cliffs. The dwarven people first settled here when they arrived in Isilendor and carved through the mountains to create tunnel systems, villages and their capital city.

Delvheim flies crimson banners with a tribal bear design. The crest contains a crescent moon to represent their keen favour for Lemuria, the moon goddess. It is adorned with mountain flora native to the region.

Delvheim

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Type: Realm / Kingdom
Capital: Delvheim, Underground City
Characteristics: Mountainous, Underground settlements
Rulers: Free State (current)
Mellow Secret
Zakiyah Blade (allegedly)
Belimkøre Skörangbèabane
Abriella Reid
Wendill Nighogg
Syrus Bronzeblood

Culture

Dwarves (native)
Elves  
Humans  
Orcs (Tenebria curse)

Places of Interest

Hall of Attainment Ancient Library, Records Hall
Celestial Beacons Beacons dedicated to the deities
Deepfury Mine Extensive Prison Mine
Mage's Manse Building for magic studies

Geography

Delvheim is made of a large mountain range in the north west of Isilendor. The peaks and valleys spread for miles in every direction, while the caverns and mines dig deep below the surface. Take heed of this knowledge to navigate the realm.

The mountains of Delvheim reach far and wide, with the peaks being the tallest in Isilendor. The highest mountains are often snow capped and sheer, with few people daring to climb them. Very few citizens of Delvheim live on the mountain surface, though small settlements can be found along some of the mountain trails.
The highest point of Delvheim is called The Pinnacle. An ancient ruler of Delvheim created a fortress on the mountain to host an annual audience with the people. During the Great War, The Pinnacle became unused and desolate. On a clear day, some claim it is possible to see all four realms from the Pinnacle.

Since it is often difficult to communicate across the mountains, Delvheim commissioned beacon platforms along the peaks. These beacons are primarily used to send warnings across the surface, or mark celebrations at peak times during the year. Beacons placed near the coastline act as lighthouses for sea voyagers.
There are some Beacons dedicated to the deities worshipped across Isilendor. These are dubbed the Celestial Beacons. Solis, Helios, Lemuria and Lorelei each have a Beacon constructed in their honour. Tenebria was never granted a Beacon as he is ill-favoured by many people of Delvheim due to his corruption from the Valley of Despair. While Delvheim did not construct a Beacon for Asmundis, there is a rumour or myth for the "Lantern of the Forest'' which is grouped among the Celestial Beacons.

The valleys of Delvheim contain homesteads and farms, using the rivers and fjords as sources of water and food. Mountain valleys are craggy and often forested so not many people live in these areas. Some valley residents retreat to the underground city during the harsh winters.
Rivers, waterfalls and glaciers are commonly found along the Delvheim valleys. The waterfall areas are ideal for lumber mills. Glaciers are typically found in the northern areas and higher valleys.

Delvheim's people predominantly live underground, with an extensive tunnel network connecting the village pockets and the capital city. Homes are carved into the rock and lanterns are in high demand. The treasured gemstone, Luna Lapis is a common source of light without the need for refuelling the lanterns.
Blacksmiths, silversmiths and goldsmiths often make their homes near the entrances to the mines. The tunnels can be swelteringly hot in the vicinity of the forges though works have been put in place to try to ventilate the areas.

Beneath the surface, lies a large and vast city, known as Delvheim’s capital. It is held within an enormous chamber, with carved stone buildings and the palace situated against the western wall. Gold, iron and Luna Lapis most commonly decorate the structures, with chandeliers of Luna Lapis giving light and protection to the city.

In the south, lies the catacombs, containing a wide array of tombs and graves marked out with protective runes. Many in Delvheim fear the dead, using Onyx statues around the catacombs to keep the spirits at bay.

As the central point of Delvheim, tunnels extend outwards from all sides, including hidden pathways for emergency escape. Along with the walkways, the dwarves long learned how to redirect a river from the surface, using reinforced tunnels to create a canal across the city.

At the western wall of the city, the Palace of Delvheim is easily noticeable. The structure is built onto high stone steps and the towers appear to reach into the ceiling. Marble works have been used to make the building stand out more and gold plated stone decorate the foundations.

Inside the Citadel, the throne room is found. It contains 3 platforms, up along steep stairs with water flowing on either side. Behind the throne, the room is lit by large slabs of Luna Lapis and scones light the stairway.
The palace contains a gallery hall of previous rulers, some including stone sculptures.

To the south of Delvheim, the land flattens and becomes more fertile. The main entrance to the underground passageways extends to the south-east, a few miles from the Avalon river. This area is heavily guarded and marked out by the extravagant stonework that carves the archway into the mountainside.

Along the southern lands, are communities of farmers, citizens of Delvheim who chose to serve more honest living to help provide more food and resources to the realm. The crop specialities are namely carrots and cabbages while livestock primarily includes sheep, pigs and goats.

Closer to the riverbanks, lie villages with expertise in fishing and milling, using the river to create fisheries and mills for processing grain. The food gathered here is shipped off into the underground city with a percentage used for trade in the other realms.

To the west, steep cliffs descend into the sea, with tricky ports built into the cliff face. On a regular basis, mages are hired to assess the cliffside and perform incantations to clear the sea of fallen debris.

The most prosperous of the western ports is known as Westport, with long jetties and ships coming in from the western sea. This acts as a prominent point of trade between Delvheim and Eldathren, while also allowing voyage to Braitheld and Okleinheim.

At the eastern border, lies another port which acts as a vital trade route across the river and into Akasuna. It is known as the Port of the Cliff Reach and opens out into the northern lake of the Avalon River, allowing passage to Akasuna.

From the south-east of Delvheim, the Iron Bridge extends across the Avalon River for safe crossing into Braitheld. The bridge is the safest way to cross the river, a strong and stable structure that can even bear the weight of carriages.

During calm seasons, the Avalon Fords are points of safe passage across the Avalon River. It is ill-advised to bring carriages this way as the pathway is easier to navigate by foot or horseback. In stormy weather and after heavy rain, it is not possible to pass through the Fords, with rising water levels.

Places of Note:

Cave of the Moon

In the past, mineworkers uncovered a large cavern filled with bright white stones. This later became known as Luna Lapis, the pure stone with a moon-like glow. The stone is carefully mined to use as protection and light for the realm. The cave is protected to ensure no one abuses the resource as it is not known if the stone can be found elsewhere.

Valley of Despair

Far north, buried deep beneath the cold mountains, lies a deep, underground valley filled with obsidian stone. Not many visit the valley as it is said to radiate dark magic and corrupt anyone who gets too close. Practitioners of the dark arts gravitate towards the region in attempts to tap into the magic here.

Those who enter the valley are said to lose their minds, warped by spirits and visions. Few have returned whole and little is known but for the documents of necromancers and vampires. Those unable to be corrupted towards dark acts are filled with great despair that is difficult to recover from.

Deepfury Mine

Nearest the capital, the largest mine ever built exists. For centuries it was a vital source of ore and other minerals. As the war reached Delvheim, the demands for materials became too great and captives from battles were sent to work in the mine. Eventually, the mine was gated off and used for criminals.

At the top levels of the mine, rows of prison cells are contained in a large fortress. The further down the mine, the more treacherous it becomes and few would dig to far below, not since the attack of the Skalvorm.

History

In 4886, a group of Dwarven settlers travelled to Isilendor from northern lands which were suffering a drought and plagues. When encountered with the mountainous border of the North, they chose to set up camp at the base of the mountain range. The Dwarves became comfortable there but as populations grew, they needed more space and resources, so in 4885, they began to dig into the mountain. This began the foundations of Delvheim.

After a year of digging into the mountain, dwarves started to find coal, a black, dusty material and highly flammable. The discovery of coal meant improvements for fire, making it easier to build torches and heat homes. It began as surface deposits and the more they dug, the more coal was uncovered. Coal was a soft material, easily removed, speeding up the digging process around the newly found coal mines.

It didn’t take long for the Dwarves to discover iron deposits within the mountain. Once they had dug past a large part of the coal on the outer layers, they struck lucky with the metal ore. Iron proved incredibly valuable and useful for the Dwarves and they soon learned that it could be melted down and worked into tools, weapons and armour. Hence, the blacksmithing trade began to see an uprising.

With the iron digging equipment, it became easier to remove rock and delve deeper into the mountains. Not only that, but homes improved too. The combination of rock and iron made for more secure homes and fewer Dwarven houses were lost to storms. A few of the Dwarves even started to hollow out parts of the mountain, constructing homes within the outer layers.

By 4523, a large portion of the mountains were stripped away and hollowed out. The Dwarves were developing new structures and learning how to make machines to speed up digging. Inside the mountain, an intricate maze of mines was slowly forming, with tracks and carts being built to make delivery of new ore deposits more manageable.

Dwarven people gradually moved further into the mountain, carving out more stone for new homes and decorating entrances. The population was growing rapidly and a civilisation was beginning. Using their surroundings to their advantage, cooking, clothing and housing saw vast changes. Medicinal skills enhanced, using plants and herbs around the surface of the mountain. The Dwarves also started to round up strong and dangerous animals, taming them for their benefit.

Metalwork saw some of the biggest changes, as the Dwarves soon learned how to produce steel from the resources they had. Steel production was an incredible discovery for the Dwarven people, allowing them to build new tools and machinery. The blacksmithing trade enhanced greatly and with new weapons and armour, Dwarves became more daring, climbing the mountain trails. Some chose to build new houses into the mountain tops and others ventured further, reaching the other side of the mountains and finding whole other lands.

Many years pass with the Dwarves continuing to hollow out the depths of the mountain. Copper was found and more alloy metals such as brass and bronze came into production. The beginnings of a city started to show in the heart of the mountains. The Dwarves started to call the region, Delvheim, their home in the mountains. With the new developments, the people wanted to choose one of their strongest to take leadership. Violence broke out among the Dwarves, trying to decide who was best fit to rule. Some argued that the wisest should take charge, while others felt it needed brute strength. This descended into a civil war that lasted several, bitter years.

While the war raged on, a few brave people kept working away in the mines, until a new metal was discovered. Gold ore, a shiny substance and found deep in the mines. It didn’t appear to be a very durable metal, soft and easily manipulated. It was deemed unfit for use but they could not deny its beauty. In an attempt to settle the disputes, the miners ran to the city to show off their new metal. One of the miners, Orvar, proposed they use the gold to establish Delvheim, adorn it with shiny materials and decorations, even use it to exchange for goods, instead of barter. It took some convincing, many believing steel was the only metal of value. Others admired Orvar for his plans to use the gold for the benefit of the city. Through some debates and more fighting, they dubbed him Orvar Goldbrand and believed he would better the people if he ruled the land.

Under Orvar’s leadership, Delvheim became more pronounced. Goldsmithing became a new trade in the region and soon, a currency of gold coins was developed. The mining progress was better than ever and the Dwarves managed to dig through to the south side of the mountains, building a grand entrance and sending strong people out into Isilendor in search of other settlements and resources.

The south facing entrance of Delvheim proved beneficial for the realm. Scouts travelled around the country, discovering new people and spreading tales of their city in the mountains. It didn’t take long for word to reach the Elves of Eldathren and when curiosity got the better of them, the Dwarves started to welcome Elven visitors to the region. This began the foundations of trading deals and new inventions.

A great gift from the Elves was the introduction of magic. They were highly skilled in arcane arts and taught the Dwarves some of their secrets, in return for teachings in blacksmithing. Through the union of Elves and Dwarves, an idea to combine magic with the forging of weapons came to pass. Using the magical skills of the Elves, the two races learned to imbue arms and armour with spells to give them powers beyond any normal weapon. Swords could now wield fire and a steel breastplate could now withstand a heavier blow. This strengthened the friendship between the realms and brought new trade opportunities to the country.

Over time, the joint efforts of the elves and dwarves created new relations and new discoveries. The Ursai, those of Eldathren known for writing and recording history, saw an opportunity with Delvheim. Given the size and structure of the underground realm, it was thought a safe place to store their records and protect them within the mountains. Hidden above the great city, a large hall was carved into the mountain, deep within a valley, and stocked with shelves to contain the manuscripts of the elves.

An agreement was settled between Delvheim and Eldathren to preserve the new chamber, naming it the Hall of Attainment, a neutral zone and fountain of knowledge for those who wish to learn more about their history and the lands around them. Passageways from the library lead outwards to various regions of Delvheim and down the mountain to the lower levels. One, more secretive path connects to the palace of Delvheim. Pillars line the hall and statues decorate the entryway, depicting famous figures of Isilendor and the founders of the Hall of Attainment.

After several hundred years of digging and building Delvheim, Dwarves uncover diamonds, emeralds, rubies and other gemstones deep under the mountains. The mining industry was at a highly advanced stage, delving right down to the cores, where miners uncovered hard, shiny crystals, of a multitude of colours.

The Dwarves found many uses for the stones, mostly in decoration. Pommels of swords and daggers started to be designed with jewels. Combined with goldsmithing, the gemstones aided the production of jewellery; necklaces and rings. Gemstones became a sign of wealth and nobility. Citizens who did valuable work for the realm received jewels as a symbol of gratitude. Jewellery expanded trading for Delvheim, with shipments being sent out to Eldathren and the new region of humans, Braitheld. What the people of Delvheim didn’t realise was that these stones held hidden abilities.

An enchanter by the name of Bjorn Chargestone began to hunt for items of power, seeking a way to enhance items with power so that they could become more durable and last longer. On his hunt for something to achieve this, he came to discover clear crystals. These crystals were like gems, but they appeared empty. He attempted to utilise his own magic abilities and found that the crystal absorbed his power, gaining that power as itself.

In his experiments, Bjorn also found that, based on the size of the crystal, clear crystals could be used to store a certain amount of spells and attach them to objects to enchant them for longer periods of time. They proved to give more than spells on their own as if holding the magic for longer. With clear crystals being easier to find, these became the more common method of enchanting but also allowed the weapons and armour to be recharged.

Once clear crystals became more common, it was discovered that gemstones also held power, finally being tested due to the realisation that clear crystals absorbed power. However, the difference with the gemstones was that they contained their own, unique abilities and could not absorb the users powers. Reika Runestone, a magical blacksmith, was the first to unlock this power when she created a new blade for the king at the time. Reika had regularly forged new swords for the king but this time she chose to add a ruby to the pommel for decoration. The king liked to request his blades be enchanted with fire but when the enchantment wore off, Reika was asked to make more. When she wielded the ruby sword to test its strength, the power of the fire was much stronger than usual. In a haste, she constructed another blade, without the ruby to compare. There was definitely more power in the ruby pommel sword. Reika ran to the palace to present the new sword and announce her new discovery. This sparked curiosity in the realm and soon, every blacksmith and enchanter started forging new weapons and armour with different gems, discovering they held more strength and lasted much longer.

Red diamond proved to be the most powerful but the diamond mines were harsh and difficult to dig. These stones, along with many others were more carefully used and became symbolic to Delvheim, used as gifts and rare treasures. Red diamonds were kept only by the royal families. Emeralds were given to the councils of the king and queen. Some gems gave more power to certain spells and items. Onyx was said to chase away the ghosts and therefore worn at funerals to protect mourners from the dead. A rare blood magic was found in garnets but the gemstones were not easily found in the mountain. The garnets that were found, became gifts for battle hardened war heroes. With the discovery of every new stone, they were tested for their power.

With the discovery of crystals and gems, the people of Delvheim created an entirely new skill called enchantment. Those who practised the ability to attach crystals and gems to weapons became masters in this subject and learned how to disenchant items as well as how to properly wield these enchanted items. As time went on, enchantment came to be one of the most beneficial resources a person could have.

Work in Delvheim had made great advancements and the mines became increasingly more elaborate, travelling as deep as they could possibly reach. They managed to continue to dig up new resources and work with the new regions was going well, with a new desert realm appearing.

Deep within one of the sapphire mines, an unusual sight was discovered. A pocket location, containing a hot spring and the most beautiful stones anyone had laid eyes on. The stones shimmered, as though they contained light or fire within. They lit up the cavern without much need for torches. Miners dug up much of the stones and brought them to the city for investigation.

No such stones had been recorded in any of the scrolls and research was conducted to understand what they were. Blacksmiths, jewellers and enchanters all took a handful of the stones to uncover any hidden mysteries. It was the enchanters that proved successful. Through magic, it was discovered possible to extract the light in the stones. The magic was quite pure to behold and to imbue weapons and armour with it, made the metal glow like the moon. This brought the name Luna Lapis.

Tested in combat training, luna lapis had the most unexpected power. No matter how hard they tried, the combatants could not harm each other, as if the magic of the stone did not allow it. Attempts at an attack, either stopped the attacker in their tracks, or knocked them away. It was magic of peace, they determined, not wielded for evil purposes.

Thinking the stone sacred, the dwarves decided to protect it and not wield it. Instead, the gem became embedded in the capital city as a sign of protection, used to light up the dark caverns and embedded in the doorways of homes. In Delvheims capital city, the ceiling is adorned with large clusters of Luna Lapis to brighten the underground city. The likeness of Luna Lapis began to appear on banners and flags.

The new region of Braitheld had begun to flourish on the plains of Isilendor and Delvheim found new trading partners in this development. Using the resources of the mountains, the two realms began light trade in peace. However, growing bolder and more daring, the humans of Braitheld wanted more from the mountain realm and crossed the river in an attempt to invade. The people of Delvheim held their ground and the invading forces underestimated the intricate paths of the mountains, making it difficult to fight. Delvheim managed to strike back and forced Braitheld to retreat.

Although disgruntled at their defeat, a new trade agreement was put forward between the realms. Delvheim offered to continue their trade of metal and stone in return for fresh crops, not easily grown on the harsh mountain landscape. The humans of Braitheld accepted the terms and in good spirit, the King Nirn gifted the Braitheld king with an axe. This axe contained tanzanite, the blue stone that symbolises allies and held the power of ice. In return, Braitheld arranged a feast to mark the agreement in good faith. A big feast with the first crop cycle which continued in tradition every year after.

Delvheim became known for its exports and its harsh landscape. Many visited the land to purchase fine weaponry or test their hunting skills in the mountain passes, where dangerous beasts roamed. The only animal not allowed to be hunted was the bear. Dwarves of Delvheim considered the animal sacred to the lands after a legend surrounded the realm of a prince who went missing in the wilds. The story told of a mother bear who saved the child, protecting him as if he were her own until the royal guard found him.

0861 marked the date of completion for the city of Delvheim. While work in the mines continued, the city was deemed habitable and fully functional. They learned to direct running water through the city, create an economy within the city and how to expand for a growing population. Medicinal practices improved, especially for aiding the injuries of miners. Rosemary was discovered to heal paralysis which was a frequent problem after accidents in the mine. The city became more accepting of visitors, welcoming elves and humans from the three realms.

Culture & Customs

Delvheim is largely founded on dwarven culture and customs. New traditions were introduced to the realm over time and with integration with other realms. Much of the realm takes their customs very seriously and remains loyal to tradition.

Titles & Honorariums

Delvheim born residents often don't have a family name, particularly those taking heed of their dwarven ancestry. Their children are frequently named to identify the circumstances surrounding their birth or earned through significant life events. It is quite common to meet people with names depicting the phases of the moon like Halfmoon, Mooncrest or Darkmoon. Sun themed names are also popular such as Sunflare, Morningstar or Dawnbringer. Leaders of the Silverguard company take on a name representing their position in the organisation.

Name traditions in Delvheim are descriptive and give a glimpse into the family history. Kings and Queens regularly were named by the people or chose names that represented the image they wished to bring. Hogreth Deepfury was known for his ferocity and created the prison mine in his name. Previous ruler, Syrus Bronzeblood was so named for being the third-in-line for the throne but inherited the throne despite all the odds.

Deity Worship

Delvheim has a strong following in the Isilendor pantheon of deities. They especially favour Lemuria, the moon goddess, honouring her in the realm banners, crests and greetings. It is not uncommon to hear Delvic citizens part ways while saying "May the moon guide your path," as a way of offering well wishes in the name of Lemuria.

Delvheim has several beacons dedicated to the pantheon, with Lemuria's beacon standing on one of the tallest mountain peaks. Lorelei's beacon is a lighthouse near Westport. Solis' beacon is situated at the Avalon river, bordering Eldathren. Helios' beacon has been long abandoned in the north. Asmundis does not have an official beacon in Delvheim and Tenebria has none at all though forbidden worship is still practised in secret.

Laws

Delvheim has a history of strict regimes for dealing with criminals, especially since hosting the largest prison in the continent. Deepfury Mine is a working sentence, enforcing harsh mining conditions. In the early days of the prison, Deepfury was primarily for enemies of the realm but as new rulers took to the throne, they began to throw their own citizens in there. Up until the turn of the era, a simple theft would be a lifetime. Under the rulership of Syrus Bronzeblood, Deepfury Mine softened the charges and primarily housed the most insidious of individuals.

Due to the protective quality of the realm, Delvheim tolerates very little in the way of crime. One unusual law is the prohibited hunting of bears. Bears are deemed sacred to Delvheim and it is a crime to harm them.

Food & Drink

The harsh terrain of Delvheim doesn't give much in the way of food, especially where crops are concerned. Most often, citizens enjoy game meat. They developed unusual foods from harvesting ferns, liverworts and mosses in the caves and mountains.

Delvheim do enjoy their drink, especially mead and whiskey brewed locally in the realm.

Trade & Economy

Delvheim's economy is heavily supported by the mining and blacksmithing trade. Due to their position in the mountains and history of digging underground, the realm supplies a large portion of metals, gems and weaponry to the rest of Isilendor.

Food trade is difficult in the realm. Most of the land is too harsh for crops, with a few farms on the southern border. Delvheim farmers mainly deal in hardy livestock such as goats and sheep, and root vegetables including carrots, turnips and potatoes.
Delvheim has a strong trade agreement with Braitheld to exchange metals and stone for fresh crops.