Erindor Geographic Location in Dromaria | World Anvil

Erindor


Erindor serves as both sanctuary and stronghold for the Undain dwarves, preserving their faith and traditions. Located strategically between Thorn and the Tritos Dominion, this mountainous nation has long been a point of contention. Despite these challenges, the Undain Clan have held firm control for ages. While the islands to the south technically fall under Erindor's domain, only Trayo holds significance as a hub for discreet international trade. Death's Call, by contrast, attracts treasure hunters and scavengers seeking lost dwarven relics.  

Geography


Erindor is defined by its expansive mountain ranges, which hold intricate tunnel systems beneath their rocky exteriors. Despite the dwarves' vigilance, the vastness of these ranges makes it impossible to fully patrol, often serving as a haven for some of Pathriam's most dangerous creatures.   To the north, the land is bordered by the Amber Ocean, while to the south lies the Scorched Sea. A cluster of five islands sits within this sea, forming the Gulf of Erindor. These islands, in contrast to the mainland's rugged terrain, are temperate and lush, serving as key trading points for the dwarves despite the sea's perilous conditions.   At the heart of the mountain range is The Hold, a massive military complex that oversees the underground capital city of Un-Dain. The Hold serves as both a strategic center and a symbol of Erindor's enduring strength.

History


The roots of Erindor trace back to Juntha and Argar Undain, founders among the dwarves who settled in the Crystalcap Mountains after leaving Zan'deil. These mountains became a spiritual and cultural hub for dwarves worldwide, with many undertaking pilgrimages to carve ancestral statues within the cavernous depths. The construction of the Essence Forge, an unparalleled feat of engineering, marked a high point in Erindor's early history. However, its destruction by the entity Konoclast during the Age of Horror resulted in a catastrophic event that created the Scorched Sea, the forge's remnants continuing to burn beneath its waters.   During this dark period, the Undain dwarves sought refuge in different places. Some went to Erimata, finding solace under the protection of the Dragon's Peace. Others chose to remain closer, settling near the city of Ania in and eventually becoming the Darkstone Clan. This division led to enduring tensions between the two dwarven groups. Upon their return after the Age of Horror, the Undain found that Ania had laid claim to their lands. With the help of their allies in Thorn, they successfully reclaimed their territory and have since fortified their borders against Ania and the Tritos Dominion. Despite this, relations with both remain complex and often strained.   In more recent history, Erindor has contributed to significant global events, such as the Demon War, and has opened up new trade avenues following the independence of Frijring and Serawa. Governed by a triarchy, the kingdom has focused on the well-being of its people rather than expansion, embodying a sense of contentment and self-sufficiency.  

Culture


In Erindor, the Undain dwarves make up the majority of the population, which means their traditions and cultural norms are the most prevalent. Even those who are not dwarves are heavily influenced by their long standing customs and beliefs.   The Undain dwarves hold deep respect for tradition and legacy, following the tenets of their primary deity, Forn, and cherishing the Stone Oaths that have guided them for generations. They place great importance on remembering the contributions of their elders and ancestors.   A unique aspect of Undain society is their intricate tattoo system. These tattoos serve as a form of social standing, earned through deeds and age. The most accomplished and venerable dwarves are adorned with the most tattoos, elevating their influence within the community.   This tattoo system ties into the broader cultural emphasis on hard work, education, and community care. Undain dwarves believe in the virtue of labor, the importance of sharing knowledge, and the duty to support their local communities as a way to contribute to society at large.   One of the highest honors a citizen of Erindor can achieve is to have their likeness carved beside the colossal masterworks that adorn the halls of Un-Dain, a famous landmark in Dromaria. This act is seen as the ultimate recognition of an individual's contributions and serves to inspire future generations.  

Relationships


Erindor has a somewhat isolated international presence, with limited alliances and trade agreements. Thorn stands as a notable exception, having been a trusted ally for generations. Erindor also maintains cultural connections with the Rakankrak Clan of Bohdan and the Ander Clan of Mortéglace due to their shared dwarven heritage.   Though not outright enemies, relations with the Darkstone Clan residing in the Tritos Dominion have been complicated. The Darkstones are viewed with lingering suspicion for not returning to aid Erindor in old conflicts against Ania, but the enmity has lessened over time.   Similarly, the Tritos Dominion, while technically a neighboring ally with active trade connections, has always had a tense relationship with Erindor. The underlying strain stems from longstanding cultural differences and past conflicts.  

Economy


Erindor's economy is deeply rooted in its abundant mineral resources, particularly its gold-rich mountains, making mining a key industry. These raw materials often find their way to neighboring Thorn and Cadmus, exchanged for essential food and other wares not readily available in Erindor.   Despite its mineral wealth, Erindor maintains a strong focus on self-reliance and interdependence among its people. While gold is used in trade, a system of favors and prestige often serves as the community's internal currency.   The recent attempts by the new King of Ania to forge an alliance with Erindor have been met with resistance. Given their tumultuous past and the nation's caution about allowing the Tritos Dominion back into their territory, negotiations have stalled. This has only heightened the importance of Erindor's relationship with Thorn, where a symbiotic exchange of magical knowledge and resources takes place.   Adding another layer of complexity to the economy is the town of Trayo, which serves as the unofficial black market capital of Pathriam. Operated under the discreet authority of the Undain, Trayo is a hub where various nations can conduct both legal and illicit trade anonymously. This arrangement allows Erindor to maintain a certain level of influence and gather intelligence from across the continent.  

Ruling Parties & Factions


Undain Clan. The Undain dwarves are the heart and soul of Erindor, representing the majority of the population. As the most traditional and insular of dwarves, they focus on the craft of stonecarving within their mountain kingdom of Un-Dain. Living under a caste system marked by intricate tattoos, the Undain accord status based on age, deeds, and accomplishments. Those with the most elaborate tattoos hold the highest standing and are responsible for teaching and guiding the community. The Undain governance is presided over by a triumvirate known as the Three Kings of Undain.   Three Kings of Un-Dain. A council of three, each King is responsible for a distinct facet of dwarven society and governance. Their reign lasts a maximum of 150 years or until death, and only the most accomplished individuals ascend to this role.   King Heilga Undain. Responsible for the military and defenses, King Heilga is ever vigilant. She harbors deep skepticism about neighboring peace agreements and remains alert for potential conflicts. Her strategic maneuvers aim to ensure that a well-trained force is always ready and abundant.   King Viggo Undain. The Stonecarver King holds sway over the spiritual and cultural aspects of dwarven life, including the preservation of their monumental mountain statues. Currently, he is considered the most influential among the three kings.   King Mairi Undain. Tasked with handling imports, exports, and diplomatic relations, King Mairi is often in disagreement with King Heilga. Mairi is keen on establishing diplomatic ties with the new king of Ania and is an advocate for creating alliances and trade agreements with the neighboring nation.  

Current Events


Gem Robbery. A recent heist at the Calendar Exchange, Dromaria's largest supplier of gem components for crafting and spells, has led to a severe global shortage.   Absent King. King Viggo aims to make history as the first reigning monarch to carve his own statue among the legendary figures in the mountains. While widely supported, this ambitious endeavor has largely removed him from political discussions.   National Relations. Relations between Erindor and the Tritos Dominion are increasingly strained. Erindor has threatened to sever the Tritos Dominion's access to western Pathriam, raising tensions in the region.   Rockfall Craze. The ember of Burrow are abuzz with excitement over the formation of their own Rockfall team. Speculation about the undisclosed roster is currently the most popular gossip in the community.

Maps

  • Erindor
    Erindor serves as both sanctuary and stronghold for the Undain dwarves, preserving their faith and traditions. Located strategically between Thorn and the Tritos Dominion, this mountainous nation has long been a point of contention. Despite these challenges, the Undain Clan have held firm control for ages. While the islands to the south technically fall under Erindor's domain, only Trayo holds significance as a hub for discreet international trade. Death's Call, by contrast, attracts treasure hunters and scavengers seeking lost dwarven relics.  

    Geography


    Erindor is defined by its expansive mountain ranges, which hold intricate tunnel systems beneath their rocky exteriors. Despite the dwarves' vigilance, the vastness of these ranges makes it impossible to fully patrol, often serving as a haven for some of Pathriam's most dangerous creatures.   To the north, the land is bordered by the Amber Ocean, while to the south lies the Scorched Sea. A cluster of five islands sits within this sea, forming the Gulf of Erindor. These islands, in contrast to the mainland's rugged terrain, are temperate and lush, serving as key trading points for the dwarves despite the sea's perilous conditions.   At the heart of the mountain range is The Hold, a massive military complex that oversees the underground capital city of Un-Dain. The Hold serves as both a strategic center and a symbol of Erindor's enduring strength.
Nation of Erindor

Erindor Base Map Image

Location
 
Cities, Towns, & Villages
 
Capital: Un-Dain   Burrow, Ceribar, Death's Call, Trayo

Natural Landmarks
 
Crystal Waters, The Crystalcap Mountains, Dwarfdown Woods, Gulf of Lothor

Points of Interest
 
The Calendar Exchange, Cloudkeep, The Hold

Erindor Mission Statement
 
"Be cautious in sharing the land and history of Erindor with outsiders, but only deny them in times of strife."
 
Erindor Goals
 
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Erindor seeks to maintain the well-being of its people and the sanctity of its traditions, with no ambitious expansionist goals.
 
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The Undain aspire to make Erindor secure enough to eventually open their borders freely, allowing all to appreciate dwarven heritage without the specter of conflict.

General Governance
  In Erindor, the law is more than just a set of rules; it is an embodiment of the community's values and a reflection of its deeply-held beliefs. Grounded in the moral code of the Stone Oaths, the legal system of Erindor emphasizes education, preservation of heritage, and wise stewardship of resources. Unlike many kingdoms, where laws are dictated solely by rulers or governing bodies, Erindor's laws are a communal affair, involving rigorous debate and consensus among its citizens, guided by their leaders.   Punishments are not merely punitive but aim to restore the individual to the community and serve as lessons for society at large. Exile, community labor, and the ritualistic removal of tattoos are the main forms of legal recourse. Each form of punishment serves a dual purpose: to correct the behavior of the offender and to remind the community of the enduring values that hold it together.   For outsiders, the laws may seem strict, but they are meted out with a deep sense of justice and fairness. Those who are not citizens are often sent back to their homelands for judgment, a practice that emphasizes Erindor's respect for autonomy and individual jurisdictions. However, grave offenses committed by outsiders may warrant confinement in the Stock Box, an open-air prison perched atop a stone pillar in the Ether Quarter of The Hold, where the offender is left to the elements, and the judgment of the community.
Specific Laws
 
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Education and Knowledge Sharing.
It is the duty of skilled and knowledgeable individuals to offer apprenticeships or communal classes.
Punishment.
Failure to comply may result in mandated community service in educational facilities.  
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Preservation of Heritage.
Defacing or damaging historical landmarks, ancestral statues, or public art.
Punishment.
Heavy fines and community labor in restoration projects. In severe cases, a ritual removal of one or more tattoos.  
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Resource Management.
Unsustainable harvesting of natural resources.
Punishment.
Required reparation through replanting, rebuilding, or other forms of restoration, along with fines.  
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Social Harmony.
Hate speech, discrimination, or acts that break the communal peace.
Punishment.
Public apology and participation in community-building activities. In extreme cases, exile.  
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Respect for Authority and Individual Rights.
Slandering or undermining community leaders without evidence and abuse of leadership power.
Punishment.
For slander, public apology and potential loss of a tattoo. For abuse of power, removal from position and multiple tattoos.  
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Treatment of Outsiders.
Harboring criminals from other lands without reporting to authorities.
Punishment.
Exile or confinement in the Stock Box for extreme cases.  
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Grave Offenses.
Murder, high theft, and acts of treachery against Erindor.
Punishment.
Confinement in the Stock Box, ritual removal of all tattoos, or exile.


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