Caire Landross


 * Dwarven Mining Colony
 * Government: Republic – Guild Rule
 * Races: Dwarves
 * Places of Interest:
 * Temple of Moradin
 * Forges of Devlin
 * Chillwater Aqueduct
 * Hall of Guilds

At the mouth of the Chillwater River is a cave leading deep into Mount Kailic. This is the port of Caire Landross, a dwarfish city carved into the very heart of the mountain. Landross is a mining colony, with many of its founders still alive and working the mines. They broke off from the Kingdom of Nadjia when the corruption of the government became too great and the values of the people too divergent.

Now, this small colony thrives thanks to the protection from Caire Fenris and the sizable amount of iron and gold they discovered within Mount Kailic. This is a society of craftsmen and pilgrims, choosing to follow their faith in Moradin. The government of Caire Landross is a consortium of guilds, each with their area of expertise. These guilds include the Maintainers, the Caterers, the Surveyors, the Smelters, the Smiths, the Stone Rights, and the Faith. Each guild serves as a trade school, and once joined a member will more often stay with one guild for life. A dwarf chooses which guild they will join when they "come of age" and are often heavily influenced by family, friends, and guild recruiters. Their society is small enough that it is hard for any talent or stupidity to go unnoticed. It is expected of every citizen to join a guild and serve it to the best of their abilities. Some perform better than others, but very seldom will anyone go against this edict.

Caire Landross is an interconnected series of crafted tunnels and mine shafts, forges and smithies. Most of their food comes from cave mold and mushroom farms, their water from the underground river funneled through a series of aqueducts, and their defense from the mountain itself. A garrison of Caire Fenris barbarians has their huts placed on the surface and they seldom enter the city unless an incident has happened in the mines. Goblins and the occasional dryder threaten the mines, but most dangers approach from the surface.

The dwarves export the majority of their wealth to the other cities of the Pact or will offer it as tribute to Moradin. They have little to no magic about them and rely on the talents of Colebeth or Caire Fenris for any enchanting needs they might have. What few dwarves criminals they have are exiled and visitors are few enough that the need for policing is limited at best.