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The Kingdom of Grengon

  Geography   Empires   Society & Religion  
Talanu | Islands | DeathWaste Kar-Thone | Târiq | Bandit Kingdoms | Trall-Goth | (Currency) Relgion | History | Calendar | People

Summary

  • Ruler: Toran Rôl (HMF25)
  • Capitol: Lyrenn;
  • Major City: Khezek Tor

    Economy

    Grengon has a rich farming economy, and does much trade in foodstuffs and cloth. It also does a brisk mining business, turning out much in the way of silver and iron.

    Geography

    The Adonai Mountains in the
distanceGrengon occupies the western section of the Empire. Its boundaries are marked by the Aerioth Ocean to the west, the Adonai Mountains to the north, the Methela and Shield Run rivers to the east, and the Sea of Storms to the south.

    People

    The natives of Grengon tend to be open and honest. Your average Grengonian fears little in the way of robbery or monsters, as King Toran has an open order compensating adventurers for their services. As a result, very few truly awful things ever get a chance to happen here. Aside from the denizens of Perelinn, the folk of Grengon tend to be more cosmopolitan, more educated, than your average citizen of the Empire.

    Grengonian Politics

    At first glance, the Kingdom of Grengon appears to be lacking the normal political infighting that tends to cloud the face of feudal society. The coming of King Toran Rol, with his "unique" view of rulership and noble rights, seems to have obliterated all such bickering. Upon closer examination, however, it becomes apparent that the games of court have not died off, but have rather drifted underground or out into the countryside.

    The political atmosphere of Grengon was described by one insider as "tense, but don't quote me on that." Before Toran came to power, the entire kingdom was a hotbed of political intrigue, with the king as much in the middle of it as anyone else. In the 20 years since, things have truly been shaken to their foundations. The former king and his family were slain by a flight of evil dragons under the control of Dar Sargoth, a powerful Lichlord. Toran, in a move some believe was motivated more by revenge than any sense of civic duty, slew the mage and his minions, saving the kingdom.

    In the wake of this catastrophe, more troubles arose. As there was no heir to the throne, (as the royal family had been slaughtered to the last man), the kingdom was on the brink of civil war. The nobles in their greed took advantage of their homeland's battered state and prepared to tear it apart. To their chagrin (and his), Toran was quickly handed a title, land, and then the throne by a wise Emperor Delwen Kar-Thone.

    This immediately stilled the rumblings of rebellion in Grengon, as no one was willing to challenge the new king. Those few that still tried were quickly squelched, and were made into very public examples. Since that time, things have settled down a bit. Following is a description of the current noble houses, and their place in the deadly maze that is the Grengonian political climate.

    Structure

    Within the structure of Grengonian politics, the hierarchy is divided into 5 ranks: Tiarna (High Lord), Duke, Earl, Count, Baron, and Baronet (which is an honorary title only, and comes with no land or voting rights).

    The method of rule in the kingdom has degraded very rapidly in the past few years. Most of the noble houses have no respect for the king and see him as a usurper. They are compelled to work with him by the decree of the Emperor, however, and now spend the majority of their time arguing with one another. They vote on their agenda amongst themselves, with each vote weighted according to the rank of the caster. The head house, currently D'Morrin, then brings this agenda before the king and negotiations begin. Both sides know that they cannot get anything done at all without the other, and they are expected to come to some sort of compromise.

    This method worked quite well up until recently. Now, very little gets done, and Toran thumbs his nose at his nobles by funding his projects with his own personal wealth.

    Toran Rol, King of Grengon: Considered noble only because a king must by default be a member of the nobility, the current King is an oddity among the blue bloods of the Empire. He has no wife or heirs, nor does he appear to be in any hurry to settle down, (and there are those who place the king's age at 80 or over). An adventurer by trade, the mighty warrior has had rulership and responsibility thrust upon him, and it is not a burden he bears gladly. Toran has a powerful sense of duty, however, and while there is not a lawful bone in his body, and he chafes at the thought of imposing his will on someone else, he will not abandon his post. He takes the charge from his Emperor very seriously, and feels honored that he has been entrusted with such a responsibility. As things stand, he is happy to use his prodigious military might to keep the rest of the nobility in order, and his fearsome reputation to keep the enemies of the kingdom at bay.

    It is an unfortunate truth, though, that the king is not a very able administrator, and has less than no interest in the daily workings of the realm. Luckily, Toran has made many friends in his rovings, and he has staffed his castle and his personal advising board with these companions. It is in the capable hands of one of these friends, Tolmadrin Quickblade (Hm M F5/M6/Fi7), that the king leaves the true fate of the realm.

    The Urban Families

    The nobles of the capitol city and surrounding land, once the most powerful families in the kingdom, have in the last 20 years apparently been reduced to fawning, impotent lackeys. Always under the watchful eye of the King and his Minister, their once prolific schemes have all but disappeared - at least from public view. Those in the know maintain that these houses have not given up quite yet. The current generation of family heads have but recently come to power, and most gained majority during the era of Toran's rule. They have learned the ways of pacifying their king while at the same time pursuing their dreams of power. In the halls of the Nightwatchman, there have been whispers of assassination, though at this time no one can imagine any serious threat to their supposedly invincible monarch.

    House Bedvin: Though one of the weakest of all the nobility that occupies the land surrounding the Capitol City, House Bedvin has made itself invaluable to its peers through industry and hard work. They are the masterminds of one of the most successful trading companies in the kingdom. The Twin Moons Trading Coaster is based out of their ancestral lands, northeast of the country near Tablath. The operation encompasses both overland and overseas trade, and their reputation is one of honesty. In fact, they are actually one of the wealthiest families in the area. Unfortunately, their loyalty to the king, (due in part to his generous trade policies), has greatly reduced their standing in the eyes of Teckan D'Morinn and his cohorts. Their current head is Earl Taran Bedvin.

    House D'Morrin: The most powerful house in Lyrenn, and the one with the most direct ties to the throne. The formed ruler of Grengon, King Jordiev, was of this lineage. If not for the house's bloody mishandling of the aftermath of the King's death, more than likely Tiarna Teckan D'Morrin would have ascended the throne. Instead, sovereignty was taken from them, and they were publicly humiliated by the Emperor. All plots against the throne eventually can be traced back to House D'Morinn, as they are the only family left with enough money and influence to pose any real threat. The head of the house is still Teckan. The house has several farms and ranches to the east of Lyrenn, near the Wood of Worry, and they derive much of their wealth from the crops from these lands. The rest they get from banking and loan sharking.

    House Dyvedd: House Dyvedd are uneasy allies with Bedvin who, along with Raillen, are the only houses who offer any support to the king. They do so out of no feeling of patriotism or loyalty, but rather as a matter of honor. Earl Timbrath Dyvedd, current house head, was rescued from a pack of manticores by the king when he was a small boy, and so now, even though he disapproves of Toran's views on the rights of the nobility, he has thrown his support to the throne. Dyvedd's few lands lie to the north of Lyrenn, in the foothills of the Adonai Mountains. They draw their income from industry - bookbinding, smithing, leatherworking, etc.

    House Gorral: If not for D'Morrin, House Gorral would rule the city's nobility. Much like their head, Bantiarna Selana Whitefeather, Gorral is ruthless, ambitious, and driven. They are currently recovering from staggering financial losses incurred during the Flight of Dragons (their ancestral forests were torched, and they lost more than any of the other houses), but have still maintained their position of influence. They work with D'Morrin if they have to, but for the most part devote their energies towards their own personal goals. Their recovering forests and lands are to the northeast of Lyrenn. They currently make their income through spice importation, and exotic wooden goods.

    House Hepastu: One of D'Morrin's toady houses. Little else can be said for them - their lands and city estates are in a shambles, their servants are ill-mannered and filthy, and they have no visible source of income. Some speculate that they traffic in illicit substances, but this has not been confirmed. It is also rumored that D'Morrin suffers their presence only because of Duke Bricriu's supposed connection to Stoneskulls of Mag Mor. What is left of their ancestral dwellings lies to the southeast, towards the Forest of Nightwood.

    House Marcome: Marcome lends religious weight to the cause of the nobles in Lyrenn, and has so far been one of the most bothersome to the king. The high priest of the Dagda's temple, Father Daire Marcome, is the eldest brother of the Marcome clan. Although they of course deny that the family attempts to influence political events through religious force, it is quite amazing how often the wishes of the local church and the interests of the D'Morrin contingent coincide. They have a vast family estate near Khabriol, where Duke Owen Marcome and his family run cattle and plot against the king.

    House Raillen: House Raillen is the most outspoken in their support of the king of all the noble houses. Along with Dyvedd and Bedvin, they have suffered great loss of status amongst their peers for their loyalty. They are also the only noble family in Grengon that is headed by a non-human. Duke Llewalys ap'Raillen is half-elven. His elven mother, Lorelai, was one of Toran's long-time traveling companions, and the family has been fast friends with the king for years. Though their relationship has cost them much, they have nothing but praise for the king and the improvements he has made to the kingdom. Their lands are to the west of Lyrenn, where they generate much of their wealth through fishing and herding.

    House Sharillius: Gorral's only true ally, Sharillius provides magical support to the power struggle. Their head, Duke Osamber Sharillius, is an archmage, a graduate of the University Magius, as are two of his brothers. Their family is known for its magical prowess, and for its collection of rare Kaeron artifacts. Their lands are a few miles south of the city, where they brew potions and minor magical items for sale throughout the kingdom. Ironically, they are one of Twin Moon Trading Coaster's best customers.

    Rustic Nobles

    As politics is something of a national pastime in this highly civilized and rather large country, the number of noble families of note living beyond the reach of the capitol city is rather small. That is not to say that there aren't families out there! There are several families of the lesser ranks, (earl, count and baron) scattered about the countryside. The barons and baronets seem infinite at times, and it is fortunate indeed that they can do little harm apart from their immediate surroundings.

    Only two families of real note conduct their business wholly away from the bustle of Lyrenn's busy streets. One of those, House Ishlu, is one of most powerful in the realm. The other, House Abrantier, is quite possibly the most dangerous.

    House Ishlu: Some think that if they wished, Ishlu could be the most powerful clan in the kingdom, simply due to the vast amount of land they control. They claim everything south of Lorresford and north of Kinbro, and manage to keep the duchy safe and prosperous. They also provide a great service to the kingdom, patrolling a great swath of the Grey Marshes and keeping the denizens of that region in check. Duke Conla, as well as his sons, were all fostered in Saelis with the Wallriders, and have put their skills to good use. Their techniques have given them the strength to successfully hold the amount of land they do. In fact, some of the other noble families have become increasingly nervous about Ishlu's expansionist attitude. Within the confines of his land, Conla is for all intents and purposes the king, and rules his people with an iron fist.

    House Abrantier: Little is known about this family, except that they are reclusive, very powerful, and very old. Baron Moldaveous, the current head, has come to his position only recently, and his peers have had little chance to form an opinion of the family's latest scion. The family is very clannish, and keeps entirely to their ancestral home, which centers around Telyth in the Wood of Worry. Many suspect them of having dealings with any number of dark churches, including Ballok, Chemelosian, and Sorche. Oddly, no accusations of such practices have ever been brought against them. As they rank rather low in the order of things, they are mostly left to themselves, but even Teckan D'Morrin feels oddly apprehensive when openly disagreeing with an Abrantier.

    Major Cities

    Lyrenn

      The capitol of Grengon is, apart from the Imperial seat of Perelinn, the most urbane and sophisticated city in the Empire. It began as a permanent military outpost under the command of Coralis Grengon, a general in the Imperial Army. After his famed war with the Sea Giants, he was given his choice of rewards by the Emperor of the time. Grengon chose to retire, and to remain in the land he had grown to love through the long years of his campaign. He named his outpost Lyrenn after his wife, who had been slain defending their children from a Sea Giant attack. He declared that it was a military base no longer, but a free city, and began a crusade back in the Empire, trying to recruit settlers for his new home. He was extremely successful, and in a few short years had a small but thriving kingdom. The year 457 ER, the year of the city's founding, coincides with the establishment of the kingdom that bears the general's name. The city, unfortunately, has not been able to forget its roots. In its time it has withstood attacks from demons and devils, magical battles, and such aquatic threats as Sauhagin and Wereshark invasions.

    Its current ruler, Toran Rôl, was granted rulership of the kingdom some 20 years ago by Emperor Delwen Kar-Thone. Toran, a mighty warrior, single-handedly defended the city from a flight of dragons, which had left the kingdom leaderless, and on the brink of annihilation. Since that time, Toran has ushered in a golden age in the kingdom's history. His magical might, and the defenses he has brought to the city, has allowed its denizens to forget the normal fears that plague the common folk of Talanu and get on with important things such as civilization.

    The city is divided into seven districts the Barracks and Training District, the Entertainment District, the Temple District, the Artisan's District, the Adventurer's District, the Wharf District and the Merchant's District. At the center sits the walls of Castle Dakkai, Toran's home.

    Barracks and Training District

    This section is actually an add-on, and is not a part of the original city proper. It was built by Toran to house his men, and to provide them a place to train. This district holds an Arena where games of skill are held (though none are ever forced to compete against their will, even criminals).

    This district contains but one inn, the Martial Fields. This massive, five-story inn often plays home to visiting armies, dignitaries and the like - military men who will not or cannot stay in the barracks, but wish to be close to their men. The proprietor is Ginus Milimbus, a veteran of the Troll campaigns who loves telling stories about his days fighting "them no-good-no-falling-down-without-fire-or-acid-green-with-warts-gods-I-hates-'em-bastards."

    His waitstaff, Milia and Woreena, are actually his daughters. Both take after their father in martial ability, and as such are very capable of dealing with unruly customers themselves.

    The district also contains the enormous Barracks compound, where the men are housed. Adjacent to this, between the Barracks and the Arena, is the Training Green, a huge field upon which all forms of martial skill are practiced. For a price, even civilians can use this area, and for a greater price they may employ one of the army's trainers to instruct them in the art of war.

    City Defenses
    The standing army of Lyrenn boasts 10,000 men, all at least 2nd level fighters. They are outfitted in the best armor and weapons money can buy, and are known as the best trained fighting force in the west. The army serves double duty as a police force, and so the watchguards of Lyrenn are not to be crossed lightly.

    Persons of note in the militia include:

    • Captain of the Watch (City Police) Torambor Moeilus (HM F15)
    • Captain of the Night Watch Grakk Bokrick (HOM F 10)
    • Undercommander of the Night Watch Samuel Peterson (HM F 2)
    • General of the City Armed Forces (All militia) Horus Kreptil (HM F20) - Of these 10,000 men, some 500 are Battle-Mages, warriors who are also trained in the arcane arts. Another 500 are Battle-Clerics, often on the service of Tor. They provide their comrades with healing and protection as they ride into battle.
    • Battle Mage Commander: Tiuquenia Ai'lora'mithala (EF F/W 10/10)
    • Battle Cleric Commander: Tarkk Thunderdelve (DM F/C/SP 10/5/5)

    Entertainment District

    This area contains the theaters, acting companies, bardic associations and music guilds of the city. It also contains many inns that cater to the needs of the travelling performer.

    Some inns include the Merry Jester (proprietor Zorik Tanomias), the Dancing Owlbear (proprietress Rowlena Amargan), the Fool at Night (proprietor Ajush Rellim), the Arcane Flute (proprietress Tona Quelimora) and the Catcall Bar (propriet-thing Baloer Blackcat). All of these, and others, specialize in live entertainment for their guests, and are always willing to let a travelling performer demonstrate her craft.

    This place also houses the local Bard College, the Penderwydd School. Though not as large or magnificent as schools in other towns, its teachers are well respected and the alumni it produces are always welcome at other colleges. The Master of the School is Damora Singspell (HFBrd20).

    Another organization, which often works on conjunction with the College, is the Upright Association of Singers, Chanters, Pratfallers and Other Performing Persons. This is the local music guild. It looks out for the interests of the local performers. Members of the guild are guaranteed a good pay rate, and are protected by the guild enforcers from those who would do them harm or steal their craft. The current guild leader is Gibbarn Mandolier, (HMBrd10).

    Finally, this district also houses the Museum Rôl, a building that houses strange trophies, gadgets, stuffed animals, etc, taken from the King's romps through the planes. It has extremely tight magical security. The head curator is Kavram Tobim.

    Temple District

    This district holds the religious establishments of Lyrenn. It contains major temples to all the good and neutral gods of the pantheon of Talanu. Toran has laid down a ban on the worshipping of evil gods within the city.

    The leaders of the various temples, under the militia's watchful eye, get along fairly well.

    The inns of this district serve as housing for visiting clerics and dignitaries, as well as their entourages. Inns include the Celestial Home, the House of Discipline, Nature's Bounty, the Last Call, and the Mighty Warrior.

    Artisan's District

    This district is the true wonder of Lyrenn. It is here that the mastercraftsmen of the city toil to produce their wares. In this district can be found the forges of jewelers, blacksmiths, armorsmiths and weaponsmiths. Carpenters, cartographers, and potters all call this district home. This is also the home to the majority of the city's mages, and holds Lyrenn's school of wizardry, the Arcanum Magnus. The head of the Arcanum is Ogion Darkbeard, (HMW17)

    The district houses the various guilds, (which correspond to the professions listed above).

    It also has many inns that play home to visiting craftsmen. These inns have names such as the Canny Eye, the Honed Knife, the Diamond in the Sky, and the Forge of Moradin.

    Adventurer's District

    This section of town, while really a part of the Wharf District, has come to be known as the District of Adventurers simply because of the type of person who most commonly frequents its streets. This is one of the least attractive parts of town, and as such prices are cheap. Some of the less desirable elements of society are known to frequent here, and someone is always in need of a good strong sword-arm. Adventurers go where the money and the work are, and those who are new to the city are invariably drawn here. As such, the businesses of the area have begun catering to this type. This area has mini-districts, complete with armorers, goods, spell components, and cartographers. The inns are all of the rough-and-tumble variety. Oddly enough, this is also one of the least patrolled areas of town as well. (Toran believes that, with all of the steel and magic that call this area home, his guards are better used elsewhere).

    The inns here include the Raucous Manticore, the Eye of the Beholder, the Journey's Inn, the Brawling Bar, and the Drunken Master.

    Wharf District

    The most run down and dangerous of the districts in town, this area is mostly comprised of warehouses, counting houses, and whorehouses. The merchants of the city, as well as the fishermen, store their goods here.

    Inns include the Gutted Snapper, the Keelhaul Tavern, the Infernal Tower, and the Boatman.

    The most famous whorehouse is Madame Zakara's Palace of 1000 Forbidden Delights

    Merchant's District

    The majority of this area is comprised of the huge open-air market known as the City of Tents. This is the place where travelling merchants set up their portable stalls, selling their imports at all hours of the day and night. This area also houses the caravans themselves.

    No inns exists here, as those who stay here either bring their dwellings with them or travel further into the city to find shelter in the appropriate district.

    Castle Dakkai

    The palace of Toran Rôl is an amazing place. Though it sits on the ground, during times of need it can float above the city up to 500' in the air. It is patrolled by battle-mages with flying magics, as well as air and earth elementals.

    The Brotherhood of Honor

    The thief's guild of Lyrenn is hard to locate, and even harder to catch. Toran once wiped out all organized crime within the walls of his city, but with the past few years a new organization has formed, under the rule of one known only as the Nightwatchman. No one knows where this guild is headquartered, or even if their center is within the city itself. They are masters of disguise and stealth. Many believe that they use the rooftops and sewers of the city as their own personal highways.

    Khezek Tor

      The City of Khezek Tor, also known as the City High Below, City of Bridges, or the Wonderful Caves, is comprised by a massive cavern system within the twin mountain peaks of Mount Khezedar and Mount Fasidar.

    The Twin Mountains lie in the Forkstaff Range of the Adonai Mountains, near the northern border of the kingdom of Grengon. Founded as a Dwarven mining community and military outpost, it is now a thriving multi-racial metropolis, well-known for its fine artisans, intriguing architecture, and bustling economy. It is a major trading capital of the continent, and the second-largest city in the kingdom.

    The front gates of the city, located in the narrow cleft between the twin peaks, are guarded by towers and a walled courtyard in which all shipments and visitors are carefully checked and logged. From this location, entry may then be made to the city's main levels. There are three primary levels, with the central one being the largest and most commercial. The upper level is primarily residential, also featuring some inns and markets. From this level, strategic guardposts, lookout points and secret defensive mechanisms range up into the mountain peaks. The lowest of the three main levels is largely industrial, and contains the drainage system and the entrances to the mines and tunnels which riddle the rock below.

    As an underground Dwarven city, the place is carefully engineered to prevent the exceptionally large caverns from collapsing. The mountains are comprised largely of metamorphic and some igneous stone formations (mostly granite and marble). The caves are vast, arching affairs with occasional columns or walls of stone left intact for support. Graceful iron buttresses are also used to reinforce the walls, and in the more established areas the rock is smoothed and polished up to a height of about ten feet, above which the chiseled stone rises in a complexity of texture and shading. Lighting is provided by torches and street-lamps in some areas, and by magical means in others. Very affluent neighborhoods also boast carvings or intricate architectural details gracing the surrounding stone. The caves contain occasional pools and rivulets of water, and the uneven floors and intermittent chasms frequently necessitate the building of bridges during the construction of normal roads and footpaths. These bridges, of stunning variety and quality, designed and built by generations of master artisans and masons, are one of the city's most famous features.

    Besides serving as a center of commerce and a linchpin in every major trading company's routes, Khezek Tor produces and exports an array of products, including fine crafts of all kinds, gems, jewelry, precious metals, and fungiferous produce. Many of the Empire's best artisans live, work, and train in the Wonderful Caves.

    The city of Khezek Tor is the only underground dwarven city in the Empire that is wholly multi-racial. All the good races are represented here, and some of the best artisans from across the continent journey here to study at the feet of the mastercraftsmen that call this place home.

    Government

    The city government of Khezek Tor is comprised by a hereditary Dwarven Rubin, supported by an assembly of elected and appointed representatives. This generally includes twelve members, representing all the races and most of the political and religious factions of the city, as well as some diplomatic representatives from the more powerful of Grengon's political Houses.This assembly has great influence, and serves to keep the city government in substantial harmony with the policy of thekingdom at large, as well as to ensure representation to the varied denizens of the city itself; however, all laws and policies are ultimately decided upon by the Rubin. Since the founding of the city, the Rubin of Khezek Tor has also been the municipal Opal of Tor.
    High Rubin Hadanar Redbeard
    Known affectionately as Ruby Red among the less respectful denizens of the city, Hadanar Redbeard has served as Rubin of the Twin Peaks for the past century and a half. Unusually adaptable and diplomatic for a Dwarf, he has weathered many a political storm and seen many council members come and go. Hadanar is a popular ruler,well-liked among virtually every race and political faction of the city, particularly the Merchants' and Artisans' Guilds, due to his tireless efforts to maintain Khezek Tor's position as the premier trading center of Grengon.
    The Council Of Twelve
    These representatives are variously elected or appointed by their constituents, or by vote of the Council in the case of the Building and Military representatives. They constitute a forum in which public concerns may be discussed, laws and regulations proposed, and disputes settled. The Rubin has the final say in all legislative matters, and mediates disputes in his capacity as Opal of Tor.
      The current sitting Council includes the following members
    • Lord Dartec D'Morrin: Delegate of House D'Morrin (appointee)
    • Lady Joastira Bedvin: Delegate of House Bedvin (appointee)
    • Kandoralan Ashwand: Elven District Representative (elected)
    • Samuel D'Argemoth: Human District Representative (elected)
    • Jerrod Finkelstrand: Halfling Interests Representative (elected)
    • Bardolar Liskradden: Gnomish Interests Representative (elected)
    • Quenchean Da'athir: Temple District Representative (elected)
    • Doran Thistledown: Merchants' Guild Representative (elected)
    • Trustan Ulfenheim: Miners' Coalition Representative (elected)
    • Mystra Seldovar: Artisans' Guild Representative (elected)
    • Gardth Lutgenseid: Building and Excavation Committee Representative (council appointee)
    • Captain Sigfrid Thunderaxe: Guard Captain and Chief Military Officer (council appointee)

    History

    Locales

    The Twin Mountains

    Geology

    Geological History of the Twin Mountains Region, Forkstaff Range, Adonai Mountains Whereas the majority of this Council has little to no personal interest in the composition, nature or history of the stone matrix which supports, surrounds and covers our fair city, it is of the utmost importance that its members have at least a rudimentary understanding of said matrix, in order that the Council may make informed decisions regarding excavation, construction, and mining plans and procedures. Therefore we, the representatives of said interests and members of said Council, have taken it upon ourselves to construct and present a brief history and overview of our city’s environs.

    As is fairly well known, even among laypersons, the entire chain of the Adonai Mountains is geologically active, lying along the fault-line known as the Wyvern’s Trail Fault (similar in structure to that which underlies the Kharolan mountain chain far to the north). This fault-line, to which we owe the pleasure of having mountains here at all, seems in fact to be a side-strike fault in which the northern part of the continent’s land mass is moving downward and somewhat to the west, while the southern part slides upward and east. The Adonai Mountains have been raised through collision and friction of these masses, and in some areas through volcanic activity along the fault-line.

    The Twin Mountains region in which our city lies consists of a sizable igneous formation, largely granitic, more or less underlying a metamorphic layer. The Twin Mountains themselves are in fact extinct volcanoes. In millennia long past, this area was at or below sea-level, and consisted of a mass of chemical and particulate sedimentary rock. The majority of the particulate sedimentary sandstone eroded prior to the formation of the Forkstaff Range. The remaining limestone formation was associated with an aquifer, and when the region became volcanically active, the limestone was contact-metamorphosed into marble through heat and pressure. The high concentration of water, rapidly superheated and vaporized, not only produced tremendous steam explosions at the surface, but also a network of hydrothermic pockets and fissures within and around the marble formation where no venting was possible. The magma formed a large granite formation underlying the marble, and where it vented (producing the conical peaks with which we are familiar), the lava flow resulted in a basalt layer encasing the marble on the surface. This, in turn, was overlain by a layer of ash sediment, pumice, and other extruded material. This layer has now eroded almost entirely, as has the majority of the basalt layer above the tree-line, exposing the marble heads and leaving the crater lakes in the resulting hollows.

    For the purposes of informing this Council, we will now elucidate the modern municipal impact of this ancient and violent geological history. First, it resulted in untold opportunities in the way of mining in mineral exploration. Aside from the rather obvious commercial uses for our abundant marble and granite (both of the striking black-white-and-gray varieties which are so popular in modern architectural design), hydrothermic fissures are known to produce metallic ores, among them iron, silver, copper, gold, adamantine, mithril, lead, and zinc. The Khezek Tor mines have in fact produced most of these metals, and while we have at present exhausted the known supplies of iron (though more may be discovered through strategic exploration), we remain the continent’s most productive source of adamantine, mithril and silver. These fissures also produce various gases--some flammable, and some quite poisonous, and thus both dangerous and potentially profitable. We also produce gems; quartz, garnet, beryl, topaz and chrysoberyl have been mined here (these are generally associated with the lower-lying areas of the granitic formation, where cooling of the magma was sufficiently slow to allow for the formation of large-crystal pegmatites). The lost extrusive layers contained agate geodes and obsidian, which may be found around the bases of the mountains, as well as pumice and ash, which have commercial uses in many industries, among them tanning, smithing, and the production of soap and other household goods.

    There should be little doubt as to why the dwarves first established an outpost in this location. A high-ground fortified strategic position with virtually unlimited commercial and industrial potential was hardly to be overlooked...

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