Tynar-Dazûr (Homeland)

Name: Tynar-Dazûr

Other Names: The Mountain Home

Official Language(s)

Drukar: The native language of the Dwarrow; also known as the Language of the Stone.

Drukar-Tan: Ancient Dwarrow, outside of scholars this version of Drukar is only used among the Borderlanders.

Other Languages

Comyn (aka Common Tongue or Traders Tongue (English)): The foreign tongue most dwarrow speak and use when conversing with other races. Most dwarrow are bilingual and speak Comyn rather well. Only the Borderlanders often speak an old-fashioned and/or very strongly accented Comyn.

Geography & Geology

Size & Location

Tynar-Dazûr is a very large nation-kingdom located on the western coast of the continent of Vendia. It is bordered in the north by Nordheim, to the west by Caer Draenar and Bassilith, to the east by Aquitaine and to the south by a wilderness area. Tynar-Dazûr encompasses the entirety of the Great Ringwall Mountains, both above and below the surface.

Climate

Northern Temperate: Long summers and equally long and harsh winters mark the land. The mountains are plagued by fierce storms from the west and north in winter, while the valleys in the middle are somewhat protected from the harsh weather conditions.

Terrain

Kagraz-cul-dar

The Lone Queen of the Snows is what the dwarrow calls the mighty ring of mountains surrounding their homeland. Though no one is better aware than the dwarrow that the Great Ringwall Mountains are not one mountain range but two. The Southern Ringwall Mountain range is the older part of the two ranges. In fact, it is one of the oldest mountain ranges on the continent of Vendia. The only region it has not eroded to the point that the Neverending Mountains in the east is due to underground tectonic forces constantly pushing the Great Ringwalls higher and higher.

The Northern Ringwall Range is the youngest. It was created when massive volcanic forces raised the land. As the volcanoes erupted over thousands of millennia, hot lava was layered onto the land folding and building the range. The dwarrow calls this tectonic process “reforging” and are aware that the same process touched a part of the Kingslayers’ Dagger in Aquitaine, making both mountain regions mineral-rich and diverse.

The Southern Ringwall Range is where the fabled gold mines of Tynar-Dazûr are located, while the Northern Ringwall Range holds iron, silver, and copper, some tin, and the legendary Enduran mines.

Rising to the skies, capped with ice and almost impossible to cross, the mountains form a natural barrier around Tynar-Dazûr. Steep slopes, rugged hillsides, and deep ravines mark a land that is rough and unapproachable. There are only two passes across the mountains. Both are secured with above-ground fortresses, and the roads are heavily patrolled by the Guard of the Hills.

Graz-tal-nor

In between the mighty mountain walls lies the valleys that the Dwarrow call Graz-tal-nor, the broken land. Once the valleys were cold, dry and barren, with little more than dry grass and thorny bushes growing and little water to be found. Since the founding of Tar-Virdal, the Surface Capital, the dwarrow built irrigation systems and used part of the land for the drainage of their tunnels. The abundant water caused plants and lush greenery to grow in the valley, in spite of the dwarrow not being gardeners. A lot of that water is also guided towards workshops that use water wheels to drive their hammers or tools.

This comprises yet only half of the land, for underground in the deeps and tunnels exists a realm much larger than the surface kingdom of the dwarrow.

Geology

Tynar-Dazûr is located in a tectonically active region of Vendia. Numerous earthquakes are felt throughout the year, with large ones occurring once or twice in a decade. The area is also still volcanically active, although most of the volcanoes in the Great Ringwall Mountains are currently dormant. The dwarrow have long-since learned what is needed to design and build in a seismically active region.

As mentioned above, the tectonic and volcanic forces have made the region mineral-rich giving the dwarrow a powerful economic backbone. One highly contested mineral is flamestone, a soft rock rich in the black platinum needed by dragons. Unfortunately, dragons are not prone to asking permission when it comes to landing on ancient lava beds and chewing the rock up.

Population

Common Races/Species 

Dwarrow

Murians (Aereth humans)

Travelers (Earth humans)

Population Numbers

Dwarrow: 950 000

Humans: 270 000

Population Distribution

Tar Virdál and the surface regions

20% of the dwarrow population live up close to the surface, on the surface, and in the peaks. Along with them are several humans, many from Aquitaine, but also refugees from other places, who have become citizens of the dwarven kingdom, populating the surface areas. It is very rare for them to move underground or venture into the Borderlands.

Shar-tal-nor and the underground Kingdom

65% of the dwarrow population lives in the underground realm, only coming to the surface as necessary. The underground realm is a sprawling, huge labyrinth beneath the mountains, and even as more than half of it has to be considered lost these days, it is still more than enough to house the majority of the dwarven race.

The Borderlands

15% of the dwarrow population are born borderlanders, outside the borders of the underground kingdom, at home in the fallen tunnels, living in hard-defended fortresses and holds. While strictly speaking, not citizens of the kingdom, their loyalty to the House of Helvar remains unbroken, and they are considered part of the realm… somehow.

The Legion of the Dead

Technically, the Legion of the Dead is not counted any more among the dwarven living. But as it is a matter of honor for each dwarven house to have one of theirs active in the Legion, their number is considerable, if never fully counted by anyone.

Regions

Tar-Virdal (Surface Capital)

Residing in the shadow of the mighty Fortress of the Snows, the surface capital of Mountain Home is often the only “capital” strangers know of the dwarrow kingdom. The city itself is built like a seven-spoked wheel, the “spokes” being the main lanes leading towards the heart of the city – the Hall of the Crafters. The Hall of the Crafters is the seat of the Dwarven crafting guilds, their council hall, and meeting place. This is the heart of all operations in the city, the place that governs the city itself. The Hall of Scribes stands right opposite of it, completing the scene.

The seven main lanes divide the city into its quarters, the crafter’s districts, where some of the finest crafters of Mountain Home can be found, the main trading district, where the monumental trading halls allow room for all traders foreign or domestic to show their wares under the magnificent domed halls, the foreigners quarter is a district where foreigners who live permanently in Mountain Home have made their home, houses are modeled to accommodate their height and taste, and many a foreign temple can be seen in those streets. Tar-Virdal is a city that always has some strangers present, people from many lands live and trade here, and many exotic goods can be found in the markets.

On the North flank of the city stands the Fortress of the Snows, the Royal fortress and main defense of the city, in case of attack or invasion. Beneath the fortress itself lies the Mountain Gate that leads down into the deeps and to Shar-tal-nor – the Capital of the Deeps.

Dwarves of Tar-Vidál

Dwarves living mainly in and around the surface capital, and in other close-to-the-surface settlements. While they too go into the deeps for having their children born (being surface-born has long been seen as unlucky, and even now, with one of the Princes being just that, it is viewed as strange if not outright dangerous.) their children grow up early on the surface. Hence they are not prone to sky-sickness or other fears of the wide-open skies. Dwarrow living in Tar-Vidál are used to interacting with other races, Murians, Travelers, Sedayin, and every odd traveler coming across the mountains, they usually are well versed in the tongues and customs of the world, and like it that way. All the trading houses have their seats in Tar-Vidál, and all the crafts surrounding the trade, from wainwrights, scribes to saddle-makers, are also settled in the surface capital.

Culturally, the Dwarves of Tar-Vidál are more relaxed about customs, not easily offended by travelers behaving strangely and are generally easy-going. There might be peppery tempers here and there, but for strangers not used to the dwarven culture, Tar-Vidál is easy, as most dwarves there will not expect them to know a thing about dwarves and for sure will not expect them to observe propriety. As such, Tar-Vidál is the link between the deep lands and the outside world. Dwarves here also tend to be a bit less clannish than their brethren down below.

Dwarves of Tar-Virdál are also more relaxed about beards, and even do not wear a beard at all without being shamed or in mourning.

Humans of Tar-Vidál

There is a sizable human population in the Dwarrow lands, they began with the Kaenzi populace evacuating the dragon’s territory and grew with the unwanted children of other nations that the dwarrow took in and gave a home. Therefore there are fully blooded humans born as citizens of the dwarrow kingdom who will refer to themselves as dwarrow and not seeing anything wrong with that.

Humans born in Tar-Vidál form a culture that mixes traits from their respective mother cultures with dwarven cultures. There are elements of both in their lives, be it in religion, day-to-day activities, or family structures. Especially human families who have been here for many generations often adopt a dwarvish clan-structure. While people who came to Tynar-Darzûr as children often retain more of their original culture, though some of them actively try to shed the traits of culture who threw them out and often ferociously adopt the culture of their new homeland. All children brought to Tynar-Darzûr as outcasts of other nations are taken in by local clans, human and dwarrow alike, and find good homes there.

Mixed Blood

On the surface, mixed marriages between dwarrow and humans are not that uncommon, living closely together strong bonds develop, becoming bonds of the heart. Not to forget: many human women can cook very well, something that many dwarrow never manage, it is an old joke in Tar-Vidál that many a human girl ensnared her warrior with her cooking craft. There is no real word for children from mixed marriages, legally they also are dwarrow, and otherwise, they are the children of this or that clan. Phenotypically they often are taller than dwarves but never as tall as the taller ends of the human size, they are not as strong as dwarrow, other traits fall out individually. Several generations of mixes can produce a person with one or two traits that signify part-dwarven ancestry, like strong hair/beard growth, or some beard tendency in a girl.

The Underground Kingdom

The underground Kingdom of Mountain Home is not a mine, nor even a very complex one, it is a maze – large domed tunnels forming main roads, wide halls supported by stone pillars form major junctions and buildings, small or low are hammered right into the bedrock of the Mountains, while dark entrances mark the entry points of real mines or deeper underground housing. The halls are lit by crystal lanterns hanging from ceilings and pillars or being upheld by huge stone statues.

Such halls might suddenly open up to caverns so wide that the other end is not visible; those caverns are natural and often filled with an eerie golden light that seems to come from somewhere above. The dwarrow are using light-shafts and amplify that light with crystal lenses, still – in the huge caverns of their home, the light is the light of eternal autumn.

These caverns are not lifeless either – strange plants grow in them, and even stranger beasts can be seen there. Inside the underground kingdom, there is little danger, though. The beasts – mighty six-legged creatures with woolen skin draw sleds or drive thread-mills, and scaly lizards are used to haul heavy loads here and there, are tame.

This vast network of halls and caves extends across more square miles than the entire upside kingdom comprises, for the underground Kingdom does not only stretch forth but also up and down, caverns reach below, and some Holds are built inside the frosty peaks of the mountains. Mines are founded where there is ore, and around them spring up new holds of crafters, stoneworkers, and other workers.

It is almost impossible to draw a map of the Underground Kingdom, even dwarrow will admit that such a map will fill a big fat book, which will do a lost traveler a lot of good, sitting in the library. Therefore the halls and tunnels of the dwarrow are marked by a system of runes, worked into the ornamental bands that adorn the walls, pillars, and hallways. To the trained eye, those runes reveal sets of numbers, that translated would look like this 4; VII, 6C, which would translate into 4th Deep, seventh Hall, off the 6th crossing. That way, a dwarrow will at once know where he is inside the system of their land. While dwarves may tell someone to go “to the second hall of the ninth deep, just above 12th crossing.” it is far more likely they will say: “go to the Hall of Farnolm in the ninth deep, it is just above Halvarin’s crossing.” the numbers are the system, but most of their places still have names.

Shar-tal-nor – The Underground Capital

Residing at the heart of the Underground Kingdom, Shar-tal-nor is the sparkling jewel of the deep lands. Alight with thousand lanterns, stretching across twelve levels (deeps), crowned by a palace building shaped like a fireblossom, the old capital of the dwarven land is a sight to behold. While the Hall of Crafters, with the guild seats, is above ground, the seat of the Masters – the Master of the Pit, the Master of the Anvil and the Master of the Chest – is located underground. Most guilds have their Mastery Halls underground as well, at all days and hours apprentices will be milling about, working and learning, journeymen will come and go, laboring or learning, and Masters will be at work to create new works of their Art, youngsters will be at the halls, to speak with the Masters, trying to find an apprenticeship, and other people will be hurrying about on dozens of errands. Shar-tal-nor is a busy city, dwarrow do not tend to sit still, and thus the city is seldom silent or restful.

The city also houses the Seat of Knowledge, the Great Library of Mountain Home. While created and kept by the Royal House, the library is open to the public. It houses the maybe largest known knowledge collection on mining, geology, and crafting. Many crafters who died donated their notes to the library as well, where they were sorted and copied. Thus anyone seeking a lost tidbit about any craft is wise to seek out the Seat of Knowledge.

Adjacent to the Seat of Knowledge is the School of Scribes, the maybe only guild inside Mountain Home in need of Royal protection. As very few dwarrow wishes to become scribes, it often comes down to sickly or infirm children being sent to become scribes, and often students come from families who cannot afford the sum any other craftsmaster would ask to teach an apprentice. Thus the scribes guild is greatly supported by the crown, and scribes, in turn, enter the service of the crown once they complete their training.

The Warmaster’s Tower is a compact tower standing at the bridge leading to the palace. At the foot of the tower’s steep rise, sit several barracks, practice yards, and training grounds. While it is a high honor to be selected to train at the Warmaster’s tower and not at another fortress, it is an honor that comes with a certain degree of fear. For those training here will be under the direct hand of Warmaster Dvalin of Deepsilver Crossing, and he has a reputation that he is the hardest taskmaster a dwarrow can imagine, which is not too far from the truth. While many shudder at the initial idea, there is not a student that left Dvalin’s training that will not swear that the old, grim Warmaster was the best mentor ever.

Dwarves of the Deeps

Dwarves of the Deeps are often what is pictured when someone imagines the typical dwarf. Clannish, often very traditional crafters, living inside their clan, their guild, and mostly for their work. Nothing of this perception is entirely wrong, though it is hardly the entire picture. Deep Dwarves form a strong community that expands beyond their clan, they love life, and they certainly like a good celebration or a good brawl as much as their craft. While often appearing gruff, noisy and rough, many of them have great hearts and form deep, emotional bonds with those they get close to.

Dwarrow of the deeps are prone to sky sickness when they venture onto the surface, and it takes time for them to adjust. They will never like the surface, and simply not feel safe in a place that has no roof, even as the sky sickness fades eventually. Deep dwarves have a powerful link to the stone, their prime element, and can sense many things inside the stone. This is a great advantage for them, as they can sense shifts in the stone, as well as disruptions and other characteristics. Being cut off from the stone, like being on a boat or being hung from a tree, or worse: flying on something causes sensory deprivation to set in, a fear, that is followed by pain and eventual sickness. Hence Dwarrow avoids this danger.

It is possible for a dwarrow to get used to that kind of deprivation, very few have ever risked it, and they always fear that they might change into something that is no longer dwarrow. It has been done in a few cases but is exceedingly rare.

Humans in Shar-tal-nor

While not as numerous as on the surface, humans are living in the deeps of Shar-tal-nor. Some came there because they bonded with a deep dwarrow, others came here as crafter’s apprentices. As many human children coming to Tynar-Darzûr are arcane, a number of them are directly taken in by arcane crafter families or craftsmasters. Many of them become absolutely at home inside the underground city. Humans, of course, have shorter apprenticing times, than dwarrow, same goes for journeyman trips and masteries. The Dwarrow crafters created special rules for humans among their ranks, and while it is rare, there are human craftsmasters in several guilds. Humans in the deeps tend to adopt dwarrow culture more closely, many of them referring to themselves as dwarrow, and having little to no link to their erstwhile identity.

The Fortress Wall

The underground Kingdom does not end at its natural boundaries, the tunnels and caverns stretch on, beyond and into the deep lands, but a mighty fortress wall separates the Underground Kingdom from the regions beyond. Every dwarven road reaching that border will end in a huge stone gate, guarded by one if not two heavy fortresses and the wish to venture beyond will be met with stern questions by guards who have little patience for evasive answers of any kind.

Smaller passages are not as sternly guarded, but still have a smaller fortress, and either heavy gate structures or a natural obstacle, like a chasm, that separates both sides. A good number of the dwarven warriors are stationed at the fortress wall.

A curious traveler peering through the gates will soon see that there is a second line of several grim fortresses blocking the main tunnels. Those dark fortresses are known as the legion holds, beyond that begin the Borderlands.

The Legion of the Dead

The Legion Wall is manned entirely by the Legion of the Dead. They are not a topic the dwarrow discusses with other races when they can help it. Any dwarrow joining the legion of the dead is just that: Dead. His family said their goodbyes and will erect a cairn for him. The Legion lives entirely in their fortresses along the Legion Wall, in the rare case they have to venture into Shar-tal-Nor, they will veil their faces below the eyes, lest some family might see the face of a beloved dead in one of the damned. The Legion of the Dead holds the border against the fallen regions, because down there, in the deeps, the darkness walks.

While Human families are not expected to follow dwarven tradition, and hence are not expected to have one family member serving in the legion, many do. So there is a sizeable group of Human Legionaires among the dead.

The Borderlands

Situated beyond the Legion Holds, the Borderlands is a region that technically belongs to the Fallen Deeps, part of the ancient fallen kingdom of the dwarrow. Most of that kingdom lies in ruins nowadays, with fallen holds, long destroyed settlements, and the bones of many fallen still cluttering the tunnels. Yet, there are those clans who never gave up on their homeland, who kept on fighting and surviving in the long dark of the fallen tunnels. Borderlander holds are virtual fortresses, well-armed, and always ready to defend. There is no logical structure to where those holds might be found; they are strewn across the destroyed territory, and without precise knowledge of the Borderlands, one might never find them.

The Borderlands are home to any number of dangers – Troggs roam the fallen tunnels, greedy to capture, torment and eat anyone who comes to close, Deep Watchers – huge twelve legged creatures with bladed tentacles sleep in dark corners, ready to jump at any warm-blooded being coming close, glass spiders have made their nests in abandoned hallways and stone trolls might lurk in the dark just as easily. Beyond that, there is the darkness – not the natural darkness of the mines, but another living darkness that permeates the tunnels, a darkness that seems to move in plain sight, that seems to whisper, and that can strike just as suddenly. Madness is one of the many dangers of the Borderlands.

The Borderlanders

Borderlanders are dwarven clans still clinging to the borderlands of the fallen deeps, eschewing the safety of living beyond the fortress wall, they hold their ground inside the dark and dangerous deeps. “Borderlander children do not cry, they are taught to be silent from the day of their birth, Borderlander children do not laugh, such noise will give their hiding place away.” is a saying that describes their lives. Borderlanders are fierce fighters, their very survival depends on it, craft and art play a secondary role in their daily struggles. Many Borderlanders earn goods by hunting down rare materials in the ancient tunnels and trading them for food and supplies. Technically Borderlanders are no subjects of the dwarven kings when push comes to shove, they stand with their nation.

There are almost no humans in the borderlands.

The Deep Roads

What remains beyond the Borderlands are the deep roads, the true fallen Kingdom, the regions that few dwarrow have ever seen, and even Borderlanders only risk to go into when they have little choice. Somewhere in those deeps, the first capital of the dwarrow is said to remain, somewhere down there the Kingdom of the Troggs abides, and somewhere down there, the Darkness has it’s home. Stories tell of places where the dwarven tunnels end and other tunnels begin, strange, ancient tunnels leading to places that can twist the mind and steal the soul. There are thousands of legends about the Deep Roads, but only the Borderlanders and the Legion can claim to know more.

The Reach

The Reach is the name of the icy frozen peaks of the Mountain Home, forbidden, riddled by frostwyrms and other monsters, the Reach is a forbidden place, but also the home to an entire dwarven race. There are several small cities carved into the glacier, warrens all over and Svedilag, the fiery lava labyrinth under the ice.

The People of the Reach

The people of the Reach are distinct dwarrow tribe, standing out most because of their golden hair and the fact that they are not linked to the stone. They do not get sky sick, they can even abide flying, but they will get homesick for the snows when living in the lowlands. A race with a strong history of their own, they do recall the times that they were still living in Uthuria and having a conflict with the people of Riesland. They claim that the ruins of a city of the giants (Harvang) are somewhere in the northern wilds. The people of the reach are good wyrmhunters and are about the one dwarven tribe that can claim of having brought down hostile Ddraig. Usually, the people of the reach do not resolve shiny conflicts by killing; they far more enjoy duping the Ddraig, sending them on a wild goose chase, or simply make fools of them.

The reach has only one great natural resource: blood-iron, and in consequence, is considerably poorer than the other dwarven regions. The people of the reach care little; they are fighters, hunters, and much less interested in wealth than other dwarves.

The people of the Reach are fiercely loyal to the dwarrow royal house; more than one Captain of the Royal Guard came from the Reach. It is one of those points where a warrior from the Reach might choose life in the lowlands in the course of Honor.

There are no humans in the Reach, not because the Reach dislikes them, but simply because living between ice and lava is not conducive to human health.

Wealth

High: Between their mineral riches and many sought-after crafts, the nation of Tynar-Dazûr is very wealthy. Their trade goods are sought after worldwide, and they also export a percentage of their raw materials. Merchants and traders travel from far away lands simply to strike trade agreements with the Dwarrow.

Stability

High: Although there can be internal unrest based on the blood feuds of the clans, this does not generally destabilize the nation as a whole.

Danger to Outsiders

Medium: This is listed as a medium threat because there are natural dangers in the Deeps. Generally, however, for those dwelling on the surface in Tynar-Dazûr, the danger is minimal.

Form of Government

Hereditary Monarchy

Current Ruler: King Dargain I

Dargain Steelheart, Son of Rowan

Dargain gained the Throne more than 534 years ago when his father Rowan was slain in the Battle of the Crypts. The dwarrow very rarely shares the events during which some of their most sacred burial places were defiled by raiders. Becoming King at a rather young age, Dargain had to balance diplomacy with the wish of the families for vengeance.

Capital

Tar-Virdal: The surface capital.

Shar-tal-nor: The underground kingdom

Hierarchy and Structure

Short description of the government’s structure.

Major Laws

The Dwarven code of law is known as the “Codex Argenteus” the Silver Codex. It holds the entire code of law, as it grew. The current Code can be viewed by anyone at the Seat of Knowledge and the Crafter’s Hall in the capitals.

Dwarven law is overall a practical one; dwarves do not believe in prisons to being an effective way of dealing with troubles. Minor offenses like theft, public annoyance, and others are dealt with through beatings or whippings both conducted publically.

All Dwarven law is public, be it a trial before the city judges or before the King himself – any dwarrow who wants to witness it may come and witness it. All punishments, be they minor or capital, are done in public too. Dwarves view any kind of secret justice or nonpublic punishments with distrust, believing them to be foul play.

Murder carries punishments depending on circumstance – ranging from forced labor in the mines to death.

Killing a dwarrowdam incurs double the penalty than killing a male dwarf, (only killing a child is worse and punished by a gruesome death), rape is a crime almost unknown amongst dwarrow and if it happens the culprit is lucky if he makes it to the judges alive. In the last case of such a rape, a corrupt city guard was torn apart by the friends and neighbors of the girl in question before he could be arrested.

To dwarrow, there is a crime worse than murder – Oathbreaking. A dwarf may have a good reason for murder, but there is NO reason for Oathbreaking at all. In dwarven law, Oathbreaking is punishable by death, but the crime will reflect on the entire clan. For what worth does a family have who raised an oathbreaker?

Exile: In dwarven law, only the King may sentence someone to Exile, and he will only do so when the guilt of the person in question is not entirely proven, but the evidence is too strong to judge in dubio pro reo. In such cases, lifelong banishment is the judgment, and many a dwarrow would prefer a clean death over being sent away from his land and clan for life.

Stronger than the written law

The dwarven law acknowledges that there are things that a clan needs to deal with on their own, without the need for a King to dispense justice. Those laws stem from millennia of tradition, and they do not just touch minor things.

For example: in a case of adultery, the offended partner will decide his unfaithful partner’s fate and has the right to demand the blood of the person the adultery was committed with. No judge is needed. Indeed any dwarrow would be ashamed to discuss such a shameful event in a public court, the dwarrow alone will carry out the sentence.

There are more such examples in dwarven law, and if they come into a big tangle, it will indeed need the King’s justice to sort the chaos. On the other hand, any dwarrow may seek the King’s justice, even in a case of clan law – it might scandalize the family to see their affairs brought public – but the King will then hear and judge the case. This balance of laws has proven very stable over the centuries, and as in many other things related to society, the dwarrow see little reason to change it.

Blood Feud

Blood feuds are almost the only form of Clan war that has survived to modern days, rare though it is. A blood feud is usually the consequence out of a murder that the King’s law either could not or would not punish, or that was committed under the King’s law. The point here is: it must be murder, not the execution of a criminal. An innocent dwarrow murdered with the law failing, or the law even used to carry it out, will result in a blood feud.

A blood feud is a conflict of houses initially, and anyone who gets involved does not just involve his own person but his entire clan. There are no boundaries or rules to a dwarven blood feud, children are legitimate targets, the rules of honor are set aside – the goal of a blood feud is to eradicate a clan entirely.

Ending a blood feud is a difficult thing, governed by rules of old, for once begun, a blood feud cannot be ended just because both sides are tired of it. A blood feud may end when either one of the clans has ceased to exist, or under some other ancient rules, examples for these are: one clan admitting to their guilt/wrong and giving the original culprits up for execution by the offending house, if none such culprits are still alive, it is possible to end a blood feud through a bonding match, as at this point both clans become one, and no one may wage war inside his own clan. Otherwise, the options for ending a blood feud are few.

Freedom and Oppression

Although an absolute monarchy, due to its fair King and rule of law, the residents of Tynar-Dazûr are relatively free of any fear or oppression. There are few who have anything to fear from the kingdom itself.