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Bazir, or Khazad-Bazir as it is known in the minds of dwarven kind, is the grandest city complex ever to have been built in the remembered world, whose magnificence is only outshined by its architecture. Generations of the most highly trained and skilled artisans have carved an opulence so great, that some claim the Dwarven King must have had the aid of all other Icons. 

 

A flowing synergy of white marble, black basalt and the polished gems and crystals of all nations, the physical beauty of Bazir is matched by its natural beauty. Located on the delta of the Bundarar river, and acting as a port to the shadow sea, its trade connections over water, by land and in subterraneous tunnel make it a melting pot of goods, trade and services. Only the wealthy survive long in Bazir. 

 

Founded by Dra at the end of the Ages of the Stars, Bazir has always been known as the City of Stars. Its major architectural features are Dra's Bridge, the Galaxcium Hall, the Endless Stair and Dra's Tower, all which through ingenious artisanry, craftsmanship and the legendary skill of the dwarves each emit the light of the stars during any weather and time of day; while each represents one of the most sacred constellations to dwarven kind. As can be expected, each of the five main castes have their clan houses located in these structures.  

 

Dra died before the end of the First Age, and was buried in the royal tombs that became the foundations of the Galaxcium Hall. As such, the Dra’kham make it their governmental and spiritual center, and it is not an odd occurrence for a Dwarf to make pilgrimage to pay their respects, celebrate an occurrence or to ask for a blessing. The Galaxcium has many worthy and famous features, but perhaps the most is the Chamber of Mazarbaal, the most extensive library and ancient repository of documents of the Dwarves. For example, it holds the only known intact series of the Tomes of Gideon.

 

Dra’s Tower is the location of the High Anvil in Bazir, a large, elaborately carved anvil forged from an alloy of adamantite and steel. It radiates a faint aura of magic, weighs about 175 pounds and cannot be easily moved or carried. The workmanship involved in the forging and decoration of a High Anvil represents the best that the dwarves of the clan can offer, and as the center piece of Dra’s tower it is most likely the best example of the craft in existence.. The anvil is frequently adorned with depictions of great events in the clan’s history, such as Dras forging of the first starseed. While dwarves hold their High Anvils to be beyond price, a realistic appraisal of one’s worth would probably range from 30,000 to 60,000 gold pieces.

 

Orcs constantly attack the dwarf kingdom; and in recent ages both men and dwarves fight together, as the two races share martial focus as a core attribute, and the frequency of coming upon monsters, demons or other such creatures in the mines, mountains and forests of the kingdom has lead to a gradually building partnership between the two races. As the Dwarven Guild Master Luthian of Tarkett once observed: ‘What began as a purchase of human monster hunting services, has grown into a racial collaboration like no other. 

 

In previous ages, the Dwarf Lord became friendly with the Elves of Presia to the East; the Elves assisted in developing Khazad-Bazir's mansions, making it "far more beautiful" as it grew Eastwards through tunnels that now link the dwarven kingdom to the  Guibacian Kingdom, however relations have become estranged, with elves keeping to the surface and dwarves to their tunnels. 

 

In the Second Age, Gems of Power were made by elves in Presia. Dra III, the King of Khazad-Bazil at the time, obtained one of the Gems; known as the Seer Stone. It carved from emerald zade, in the sape of a serpent consuming its own tail, allowed fo him to enter into the dreams of those he wished, communicating and some would whisper control. Another was Nen’utah, made from Bazirsm’ basalt; it became the high throne of the Dragon Empire.

 

The Watcher of the Water oversees and guards the  entrance to the South-gate of Bazir, a 200m carving of Dra, IV Iron Eye; whose gaze is said to fall on all who enter by sea. It is said that the day the Watchers eye turns white, Dwarven kind will thrive, "until the world grows old and the Dwarves fail and the days of Dra's race were ended".

 

Demographics

Bazir has a standing population of 90598, and a daily population well over 150000 and contains the highest proportion of the Dra’kham population of any city in the world, and as such it is renown for being both a center of class, eloquence and fashion, but also of strict conservative Dwarfishness. All five of the major castes are represented, and only the Census Major is aware of the exact numbers, as the flow inwards and outwards of the major city is bewildering. One quickly notices that any member of the Harji’aan seen in public are rarely seen again. 

 

A thriving human population that started as scribes, librarians and clerks has lead to a while district, in addition to the largest Monster Hunters Guild Charter house being built. The Dwarvish clans are by far the largest customer for the predominantly human Monster Hunters Guild.

 

Many races are represented in the Dwarvish capital, however Drow must have visas signed by each of the five caste heads and orcs are openly forbidden. Depending on the district, Elvers may have to suffer open hostility and verbal jobes, at least until gold is shown to be available, and perhaps even then.

 

Government

One of the most striking features of dwarven society is the inequality in numbers of males vs. females. Two out of three dwarves are male at birth, and this ratio continues to hold true as dwarves get older, and as such this is shown in the governance of the Dwarven Kingdom. Apart from the Dwarven Lord himself, almost all dwarves at the head of elder councils or as the leader of Burgs are Female, while military leaders, merchant or crafting guilds and masons are headed by male elders.

 

The Ting is the great assembly of all dwarven elders, and consists of all dwarves over the age of 350 or in a position of considerable wealth and or influence. To outsiders it seems as if the Dwarven King has divine power over all dwarvendom; but any astute individual can see that the nuances of Dwarven society are much more complex. The Ting assembles at the call of the Dwarven King, and it rotates between using the five great architectural features of Bazir as its assembly hall. 

 

 Dwarves are clannish, more so than most other races, and few make a habit of spending a lot of time among the company of non-dwarves for long periods of time. As such many races do not believe that Dwarves have ambassadors at all, just representatives for trade. 

 

Their justice system is stoic, harsh and very strong. Each Dwarf is expected to be a statue of Dwarvish virtue, being able to dole out justice with common Dwarvish sense. As such, a policing faction of inquisitorial faction does not exist, but outsiders will soon find out Dwarven Justice if their actions are view to be wanting. In dwarven society, there is but one penalty for pickpockets and burglars, and that is death — unless, of course, the thief is working for the dwarves against someone else. This can make many dwarves are rather vengeful, and remember slights or insults long after they have ceased to matter to anyone else. They may well take opportunities to redress the situation when their enemies have been lulled into complacency. Little wonder that other races sometimes distrust dwarves more than they do goblins. Who knows, they ask,

 

Defences

The long-standing rivalry between dwarves and orcs, goblins, and giants, reflected in the combat skills dwarves have against these types and races of creatures, doubtless points to older rivalries between the Dwarven pantheon and the gods of those non-human creatures. An investigation of theology reveals that hill giants are probably the greatest traditional dwarven enemies, with orcs coming in at a close second.