Overview
Far below the living world lies Nav’golam, a vast dwarven city hewn into the bones of the earth. Born in the year –1800, it stands as the first true home of wandering dwarven clans, a place they could call sanctuary after centuries in the Underworld. Here, stalactites and torchlight herald pillars of stone, and laughter echoes off endless halls. The name Nav’golam, “Stone’s Heart,” speaks of purpose: a fortress shaped by will and fire, founded when dwarves at last found a home under the mountain.
Visitors arrive via the Spiral Shaft, a vast tunnel lit by luminous fungi and glowing ore veins. After emerging in the Grand Antechamber, guests pass through the Watch-Pillars and are welcomed by the Duty-Stewards. While dwarves are cautious of strangers, travelers who bring tales of distant lands—or rare metals—are shown hospitality in the Hearth of Passing. Still, delveers beware: contracts are binding in Nav’golam, enforced by oath and rune-stone.
Halls & Works
- Great Forge & Ember-Anvil — core of industry and sacred craft.
- Glowstone Canals — ore & goods ferried through lighted tunnels.
- Spiral Shaft & Grand Antechamber — main ingress, freight & muster.
Factions & Orders
- Forge Lords — clan heads; counsel to the king.
- Duty-Stewards — contracts & oath-stones for visitors.
- Underworks Keepers — furnaces & Ember-Anvil rites.
- Canal Wardens — glowstone waterways & freight security.
“Hammer-song is our clock; oath-stone is our law.”
— Duty-Steward of the Watch-Pillars
Economy & Trade
- Metalwork (arms, tools), gem-craft, stone masonry, canal freight.
- Surface trade via contracted caravans; oath-priced work commissions.
- Archive services (genealogies, treaties) for allied clans.
Risks & Rumours
- Underworks hazards: furnace collapses, gas pockets, construct mishaps.
- Mire-edge incursions from the deep road; relic thieves on canals.
- Whispers of anvil-rites awakening something in old basalt vaults.