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Dreadhorn Holdfast

Dreadhorn Holdfast

The Dreadhorn Holdfast is the dwarven kingdom of the Dreadhorn Peaks. It survives through sealed infrastructure, strict accounting, and deep mountain control. The Holdfast treats the surface as unstable and dangerous. It trades because it must, but it does not trust surface crowns, courts, or temples.

Territory and Structure

The Holdfast is not one city. It is a network of major holds linked by tunnels, lift shafts, and controlled pass roads. Surface access is limited to a small number of gate-cities built into narrow approaches. Each gate-city has layered doors, inspection yards, quarantine chambers, and guarded store tunnels. Smaller refuge chambers exist deeper in the range, stocked for collapse scenarios and sealed by keyed locks.

Rule and Power Centers

Authority is divided across three pillars:

  • High Thane and Hold Council: Sets quotas, defense doctrine, and trade limits for the whole kingdom.

  • Guild-Thanes: Control mines, forges, masonry, and gate operations. They hold real power through logistics.

  • The Ledger Offices: Auditors who track ore, salt, food, and water. They can ruin a house through a single fraud ruling.

Power in Dreadhorn is measured by access to tunnels, vault keys, and verified tallies. Public speeches matter less than signed records and witnessed seals.

Water Doctrine

Water is treated as measured stock, not as a personal right. The Holdfast draws from deep aquifer taps and stores water in stone cistern vaults. Distribution runs through sealed channels with keyed valves. Maps of aquifers are treated like war plans.

Common practices include:

  • Allocation Boards: Daily volumes posted by district, enforced by guards.

  • Valve Keys: Carried by ranked officials, logged at shift change, inspected for tampering.

  • Inheritance by Hold Law: Water access is assigned by service, duty class, and vault role, not by family name alone.

Water theft is punished as sabotage. The usual sentence is hard labor in hazardous works or permanent exile to the surface.

Economy and Trade

The Holdfast exports metalwork, tools, armor-quality goods, deep salt, and black stone. It imports grain, timber, and medicinal plants it cannot grow in quantity. Trade is funneled through trusted gates only. Unapproved routes are treated as infiltration attempts.

Trade rules are harsh:

  • Cargo is inspected twice, sealed, then inspected again inside the gate.

  • Foreign merchants are confined to marked quarters.

  • Payments often include required “security deposits” in food or timber, not coin.

The Holdfast prefers stable partners but assumes every surface contract has hidden pressure behind it.

Security and Quarantine Doctrine

Dreadhorn defense is built for tunnel war, not open field battle. The Holdfast uses choke points, sealed doors, kill zones, and collapsible passages. Patrols protect ventilation shafts, lift stations, and water corridors before anything else.

Quarantine is treated as survival doctrine. If plague signs appear, the Holdfast will:

  • seal the gate,

  • burn suspected goods,

  • isolate districts,

  • and abandon surface claims without negotiation.

These measures save the deep, but they also destroy families caught on the wrong side of a seal order.

Faith and Social Control

Dwarves worship the same major gods as the rest of the continent: Life, Death, and Fate, but practice is shaped by hold needs.

  • Life is tied to endurance, injury care, births, and long recovery work.

  • Death is tied to burial law, rot prevention, and quarantine authority.

  • Fate is tied to oaths, ledger truth, inheritance rulings, and debt.

Blessings are respected, but never treated as permission to break protocol. Priests are watched by auditors the same as guild leaders.

Magic Policy

Magic is rare and treated as both asset and threat. The Holdfast allows limited use under strict oversight, usually for sealing, reinforcement, ventilation control, and emergency healing. Unregistered magic is treated as a structural risk. “Plague-touched” magic is feared more than any other kind and is usually met with containment or expulsion.

The Holdfast’s deepest taboo is uncontrolled power near water systems. Even rumors of tampering trigger inspections and arrests.

Society and Daily Life

Life in the Holdfast is defined by duty schedules and ration marks. Most citizens belong to a work chain: mine, forge, stone, gate, water, guard, or ledger. Movement between districts is recorded. Families survive by staying in good standing and avoiding fraud claims.

The lowest class is made of debt laborers, prisoners, and exiles allowed back only for dangerous work. The Holdfast does not call them slaves, but the difference is often only paperwork. Many disappear into deep shifts that do not come back.

Current Pressures in 3A 3192

The Holdfast is stable compared to most surface realms, but it is under constant strain:

  • surface partners demand more goods than Dreadhorn will safely export,

  • timber shortages force harder bargaining and harsher gate pricing,

  • raiders and desperate migrants test the passes,

  • and every outbreak rumor pressures the High Thane toward sealing decisions that will kill outsiders and strand allies.

Dreadhorn survives by refusing sympathy when sympathy risks the deep.