Dorrahig

DORRAHIG (The Red Garrison)

The easternmost of the four holds, Dorrahig was named after the red stone in which it is built. The huge red gated entrance to Dorrahig is something to behold.

  • Hobs Hill Heroes. Campaign started in this hold following the Battle of Hobs Hill nearby.
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COMMON KNOWLEDGE

Dorrahig's Great Hall is built around a massive Heartstone. They make no secret of this as it is a central feature visitors see when they visit the hold.

The dwarves of Dorrahig pride themselves on their discipline and fighting skills. All young dwarves are required to spend some time in the mines and some time serving in the army.

The red rock in and around Dorrahig is rich in gold, copper and tin. Prospectors and lone mines are common in the hills around the hold, and the hold itself is surrounded by deep mines.

Hurgrimm Ironfist established Dorrahig near the height of the Dwarven Empire (c -3,600 N.F) - 12 generations ago to the dwarves. Hurgrimm was a cleric of Moradin from Tharbarhak that fell in love with the red stone of this range and later claimed there was something drawing him to the range. He established an outpost here. This quickly expanded and the gates were completed by Hurgrimm and the first settlers. Early into the tunneling here, the Heartstone was discovered.

Dorrahig is a theocracy and has always been ruled by the Church of Moradin. Founder Hurgrimm instituted the theocracy and it has survived to this day.

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REGIONAL FEATURES

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The Great Hall

This is the main meeting place where trade and downtime takes place. The prominent feature is the giant brown Heartstone that is supposedly the Heartstone for the whole of the Wyvernwatch Mountains, and given its size, that is entirely possible. Rather than hide the stone away, the dwarves display it with pride.

The hall is lined with stalls and warehouses for merchants to trade and plenty of inns and taverns. Humans are a common site and halfling traders are allowed in to trade.


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Red Stone Gate

The road leads to this gate that is low on the side of a rocky range of hills. A large fountain pours forth from the mouth of a giant dwarven head. This head is the image of Hurgrimm Ironfist, the founder of Dorrahig. The head was added during the 4th generation of dwarven occupation (c -2,600 N.F).

Not far downstream from where the water falls the dwarves have crafted a small dam that is stocked with fish. Shelter is provided by a copse of pines and a halfling encampment is often here.

Stables

Not far into the hold, before one gets to the Great Hall, one can smell the musky odor of the stables. The Dorrahig dwarves are well known for their breeding of dwarven (musk) ox. The oxen here are large and strong. The stables are located to either side of the grand entrance tunnel.

Giant grey-skinned lizards are also kept in the stables. These lizards are used as pack animals in the mines and to explore the deep caverns.

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Throne Room & Temple to Moradin

The main throne room is carved from red stone and also serves as the high seat of the Temple of Moradin, as the ruler of Dorrahig has always been a leader in the church. The forges are also sacred to Moradin and their clamour can be heard from here.

High Patrician Gunthor Firebeard is the current ruler of the hold. He has ruled supreme for 70 years and is a venerable dwarf of around 350 years old. (Some jest he should change his name to 'Snowbeard'). Many young dwarves have grown up under his disciplined leadership. In that time the hold has been more open to integrating humans into the fold.

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PEOPLE OF REALM

A majority of the dwarves of Dorrahig are considered hill dwarves for the purpose of character creation. Dorrahig also has an enclave of dwarves from The West.

Dorrahig has several human miners, prospectors and travellers that call into the hold, as such a lot of the establishments based around The Great Hall cater to larger folk.

There are no permanent halfling residents of Dorrahig, but their caravans are welcome for trade. Visiting halflings are required to camp outside the hold's entrance however.


ADVENTURERS

Most likely adventurers in the realm.

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GROUPS & ORGANISATIONS


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Champions of Moradin

Established a generation after the hold was founded, this elite group of warrior-priests have served as a vanguard for the ruling priests of Moradin. They are known for their clear heads and disciplined approach. As defenders of their creed, they always act in the interests of their superiors and obey Moradin's word.

Champions are easily recognised by their red-plated armor.

GAME MECHANICS
Class & Concept Options

  • Members are typically fighters with levels in cleric or paladin. Combat is their primary field, with divine casting a distant second.
  • All Champions use hammers or maces and typically carry shields wear the heaviest armor available to them.

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The Wayfinders

Wayfinders are hardy explorers who often operate in the wilds and alone. Whilst they can be found in any hold, the 'Wayfinders of Dorrahig' are a particular esteemed organisation. They seek out new mines, both in the surrounding hills and under Dorrhig. They keep an eye out for the many prospectors in the hills and see it is as their duty to protect them.

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Wayfinders are often seen astride the giant grey lizards kept in the realm. Other than that, Wayfinders have no distinctive appearance, though each member identifies itself with a small bear-head token that they show to fellow wayfinders. Their symbol is a bear, as when the guild was established (around six generations ago), one of its main jobs was to rid the region of the many aggressive bears.

Higher ranking members have charms placed on their medallions. They can use an action to speak the command word and their medallion transforms into a brown bear, a giant lizard or a dwarven ox (use the stats for a giant goat).

GAME MECHANICS
Class & Concept Options

  • Wayfinders typically combine levels of rogue with fighter or ranger. They rely upon stealth, combat and surviving alone in the wilderness and deep caverns.

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