The Kingdom of Khazad-dum is one of the kingdoms of Durin's Folk on the server. It is currently the oldest continuously inhabited kingdom of its faction, as Erebor was abandoned between the reigns of connor7boss and Mathyas57. Originally founded at the West Gate, the kingdom has since expanded significantly to encompass most of the southern half of the Misty Mountains from Celebdil to Methedras. Additionally, the kingdom controls the region of Dunland to its southwest.
As its name implies, the Kingdom of Khazad-dum is a monarchy ruled by its King. The king has the title of High Lord of Azanulbizar, as lordship of this region grants the position of "High Lord" according to the system of the Dwarven Lords' Council, and as such wears gold-trimmed armor. The king controls all appointments to new ranks and accepts recruits, and handles foreign policy. Furthermore, he manages the taxes of the kingdom and their usage, dispensing funds where needed.
Below the king are the Lords. Each lord rules over a region of the kingdom. They wield authority over their region so long as their commands do not conflict with the king's, and they have the right to formally admit players into the kingdom. Of these lords, the king picks one to be his Heir to the throne. The heir is the preeminent lord and holds the duties and privileges of the king when he is not online. Lords and the heir count as "Minor Lords" in the system of the Dwarven Lords' Council, and as such wear silver-trimmed armor.
Below the lords are Thanes. A thane is either the heir to a region's capital build, or the owner of a build recognized by the kingdom but not the capital of a region. They hold power over their build and assist their local lord. They are permitted to wear silver-trimmed helmets with their normal non-trimmed armor, to show their slightly elevated status over the normal dwarf.
In addition to its obligations to the Dwarven Lords' Council and its alliances, the Kingdom of Khazad-dum presently has a mutual defense agreement with any citizens of Rivendell, a formal alliance with the Kingdom of Arnor, and an agreement of truce with the orcs of Gundabad. The kingdom considers the kingdoms of Rohan, Gondor, and the High-Elves to be friends.
Our national anthem can be found here:
The currently active regions of the Kingdom of Khazad-dum are as follows;
Azanulbizar (Dimrill Dale)
Title Color: Dark Grey
Encompassing the Dimrill Dale around the Kheled-zaram or Mirrormere and extending west halfway across the Misty Mountains, the region of Azanulbizar is the heartland of the kingdom. The massive city of Khazad-dum lays in the mountains to the west, capital of the kingdom and one of the greatest builds of the server. To the north the region counts as its own the mountains of Celebdil (Zirakzigil) and Fanuidhol (Bundushathur), where at present the only main builds are Durin's Tower and Zigilgathol. In the lowlands of the dale rests the recruitment camp along the Kheled-zaram, as well as the road to Lothlorien. To the south lies the river-fort of Nimrodel Hold at the head of that river, and in the north through hidden mountain valleys is the personal mansion of the king, Fundin-dum.
Azanulbizar is unique among the regions in that its lord is a High Lord and its Thane is a Minor Lord.
Capital: West Gate
Title Color: Cyan
Royal Guard: Waterfist_Cace
The first region of the kingdom to be built, West Gate is covers southeastern Eregion, extends south halfway to Mount Methedras, and then east halfway across the mountains where it meets the borders of Azanulbizar. West Gate was once one of the busiest and largest settlements of the entire server before the bulk of the kingdom began moving to Khazad-dum proper and Methedras. Located just west of the West Gate is the village of Anvil, a vacation destination for friends of the kingdom and one of Mevans' favorite places due to its humble and picturesque buildings and location. To the south, the river-fort of Glanduin Hold lies at the head of that river, next to an ancient dungeon constructed by the player Erunamo.
Capital: Mount Methedras
Title Color: Orange
-Entwash Hold (Mazzul Id Uslun)
-Limlaith Hold (Lukhudgathol)
Centered around the city of Methedras, this region covers the bulk of the southern tip of of the Misty Mountains. Methedras itself is a vast imposing fortress with some of the richest ornamentation to be seen on the server. As the starting point of several of the great rivers of Middle-earth, the region of Methedras has three river-forts: Entwash Hold, Limlaith Hold, and Isen Hold.
Capital: Durin's Tower
Title Color: Light Grey
Celebdil is the northernmost of the regions of Khazad-dum. The Endless Stair leads from the deepest halls of Khazad-dûm up to Durin's Tower on the peak of the mountain.
Capital: Dungathol (North Dunland)
Title Color: Light Green
-Duneard (South Dunland)
Dunland is a somewhat recent addition to the kingdom, taken over due to the lack of a proper extant Dunland faction, as well as to expand the building opportunities for dwarves of the kingdom. The capital at North Dunland waypoint, Dungathol, has a massive wall and a tavern to entertain guests. South Dunland features the fort of Duneard, a formidable bastion atop a steep hill. Dwarves do not properly live in Dunland, instead the lord and thane maintain their apartments and living spaces in Khazad-dum. They spend their time making the region look nice and helping any prospective Dunlending players to establish themselves.
To be added in the future.
Laws of the Kingdom
Laws and Strictures of the Kingdom of Khazad-dûm
As laid down by King SpoangityBob, Fundin II Dwalinul, Uzbad Khazaddûmu
Third version, as edited by heir Floonie, Zeleg IV Fundinul, Rayad Khazaddûmu
Fourth version, as laid by King SpoangityBob, Fundin II Dwalinul, Uzbad Khazaddûmu and published by heir Floonie, Zeleg IV Fundinul, Rayad Khazaddûmu
Rule 1: Doors
Always shut the door. If you see a door left open that you can access, shut that one too even if you are not the one who left it open.
Rule 2: Builds
2a. Never alter a build without the permission of the build owner, even if you live there.
2b. A player's personal apartment space is theirs to re-arrange as they please, within the confines of the bronze banner that forms the center of their apartment. They have free rein, however they must not move their banner or add to their apartment beyond its limits.
2c. A player that has property inside a build that is not their own, who goes inactive without warning for long periods of time exceeding a month, can have their property seized and repurposed for the betterment of the build and resident lord.
Rule 3: Banners
3a. Players who have property in a build they do not own must always keep their resident lord on the banner whitelist. This does not give the lord permission to take any items belonging to a resident player outside of rule 2c. Essentially, whoever owns a build must always have banner access to all parts of their build.
3b. Any player base that seeks recognition by the faction must keep the King of Khazad-dûm on the banner whitelists for all non-personal spaces.
Rule 4: Admission of New Players
4a. Players new to the server asking to join the Kingdom of Khazad-dûm and any other proper dwarven kingdom should be helped by any dwarves of Khazad-dûm able to do so. This includes providing equipment, food, and aiding in their travels. When helping a potential dwarf, provide them full dwarven armor and a dwarven battleaxe, as well as two stacks of bread or equivalent food. Players who find this a struggle to afford can ask the King for the materials in return for their efforts.
4b. While any player can assist a new potential recruit, and even temporarily grant them housing in a build they own, ONLY lords and the King can officially allow them into the Kingdom. The conditions for this are 100 Durin’s Folk alignment, 0 or more Hobbit alignment, and reaching the Hall of Durin (throne room) at Khazad-dûm where the admittance will be enacted. Recruits must know and accept the laws of this document before joining.
Rule 5: Combat
5a. Players must under no circumstances outside of accident or self-defense kill another dwarf player. This applies to all dwarf players in union to the Kingdom of Khazad-dûm. Renegade dwarf ("Petty Dwarf") players and kingdoms are exempt from this.
5b. Players must under no circumstances outside of accident or self-defense kill a player of a faction in formal alliance with the Kingdom of Khazad-dûm. At the time of the publishing of these laws the allied factions include: High Elves, Rangers of the North.
5c. Players who are online on the server must whenever possible attempt to aid the defense of the Kingdom’s allies should they fall under attack. Additionally, players should never aid players of a faction hostile or at war with the allies of the Kingdom.
5d. Players who can attack established Evil players are encouraged to do so, however if the Evil player is assisting a player that is new to the server it is preferred to spare that player so they may forge their own path.
5e. Players observing a conflict between players that are neutral with the Kingdom should consult the King or Thane before taking any actions. In the meantime they are advised to either stay clear of the conflict, or scout out what is going on in person to relay accurate info the Kingdom.
Rule 6: Respect
6a. All players, good or evil, are permitted on a tour of Khazad-dûm for no charge, so long as they are not part of a faction that is at war with the Kingdom or its allies. Players should make an attempt to allow this unless they are particularly busy, or have a reason to believe the tourist would be up to no good.
6b. For the honor of the kingdom, no player will ever kill any player who entered their build under peaceful conditions except for self-defense.
6c. For the honor of the kingdom, no player will ever kill any player with whom they contracted a trade agreement so long as they remain in the same encounter with the player that they traded in. Self-defense is of course an exception to this.
6d. Players should make their best effort to formally address other players by their proper titles, if applicable. This is imperative for those with titles in a dwarven kingdom and especially the High King. Honoring players of other factions with their proper titles is also preferred, even filthy Gundabad orcs. When in discussion with an entitled member of an Evil faction, adding some kind of negative adjective is permissible within reason.
6e. When drawing items from public resource chests, such as in the storage room, players should only take what they require so others may share.
Rule 7: Farms
7a. Players with access to farmland must always replant what was already growing should they do any harvesting, unless they have orders or permission from the resident lord to plant something different.
7b. Never jump in the farms. Ever. Jumping carries the risk of trampling crops. Just do not do it.
Rule 8: Taxes
8a. All players of the Kingdom of Khazad-dûm are expected to help pay for the general welfare and general defense. To this end, on the 1st of every month each player is taxed by three stacks of wheat and a stack of coins, paid to the King of Khazad-dûm through his mailbox hopper in the throne room at Azanulbizar. This tax is to promote productive resource gathering, and gathered resources will be held for the purposes of providing thatch, feeding the starving, paying for material for the Kingdom in useful trades, and providing a hired unit defense force.
8b. Players of the Kingdom of Khazad-dûm who have earned the rank of Lord and wear full silver-trimmed dwarven armor are taxed twice as much, for six stacks of wheat and two stacks of coins. This is to reflect that with great power comes great responsibility.
8c. Players that have announced prolonged absence from the server or are facing hectic real life situations may be exempted from this tax.
8d. For the purposes of paying the tax, players need to make sure they provide their name with their payment so that the King knows who did so. Example: Floonie names his coins "Floonie" on the anvil naming bar. Another way is to put your taxes in a pouch, and rename that to your username using the rename bar. Any used pouches will be returned to the corresponding player's mailbox.
8e. Foreign players who desire to use the Mines of Moria for mining mithril are charged 100 coins and one mithril ore out of any they find once finished. Dwarven High Lords/Kings do not need to pay the coin charge, and the High King is not charged at all.
Rule 9: Mail
9a. All players of the Kingdom of Khazad-dûm will have a publically accessible (either through direct chest opening or via hopper) chest in front of their primary living space or build labelled "Mailbox" so that other players may contact with them. Players should do their best to keep up with their mailbox, and take any mail they have read to another container of some sort so that senders can know their message was received.
9b. Never, ever take the mail out of someone else's mailbox.
9c. The King of Khazad-dûm (Uzbad Khazaddûmu) and the Thane of Khazad-dûm (Rayad Khazaddûmu) both have their mailboxes located in front of the faction player-wall in the throne room at Azanulbizar. Additionally, the King has a mailbox in the back left of the storage rooms at West Gate.
Rule 10: Armor & Ranks
In Dwarven factions, the mod's trimmed Dwarven armor is used to signify ranks.
10a. As set by the Dwarven Lord's Council:
- Normal, trimless armor is for all Dwarves.
- Silver trimmed armor is for Lords of important cities and the heir to a kingdom.
- Gold trimmed armor is for High Lords/Kings, players who rule a Dwarven kingdom.
- Mithril trimmed is for the High King of All Dwarves alone.
10b. As set by the Kingdom of Khazad-dûm:
- Normal, trimless armor with a silver trimmed helmet is for a Thane, someone who is either the owner of a small hold or the heir to another lord’s city.
Note: Other Dwarven kingdoms only use the term Thane for heirs to builds and do not grant them silver trimmed helmets.
10c. Players may always wear actual mithril armor, this is not limited by the trim system in any way.
Rule 11: Violating the law
11a. Violating the law will be punished or given a warning, depending on the conditions of the player and what the player did wrong.
11b. The punishment is to be decided by the King, the Thane or a judge.
11c. The punishment is to be executed in public.
11d. Judges are to be appointed/approved by the King or the Thane.
Rule 12: Khazad-dûm Military
Kingdom of Khazad-dum Orders of Battle
In the event the kingdom should have need to muster itself for war, and a battle is to shortly befall it, the following procedures will be enacted with utmost haste:
12a. All citizens present shall muster to the Hall of Durin in their appropriately trimmed dwarven armor. Should an individual have the resources available to outfit himself in a complete set of mithril armor, he is permitted to do so. All citizens will bring with them a melee weapon of their choice, a dwarven pike, and some manner of ranged weapon and at least half a stack of arrows or bolts for it. Any dwarf found lacking in these items will be provided for.
12b. All citizens who lack hired units for the coming battle will receive coins fitting their duty in the battleline. Troops a player leads into battle will be as follows:
Non-ranked citizens will be dubbed Bannerdwarf for the battle, and follow alongside their native lord, receiving:
-50 coins for a Banner Bearer
-450 coins for 9 Axe-Throwers
Thanes will also muster alongside their native lord, and receive:
-50 coins for a Banner Bearer
-420 coins for 14 Dwarf Warriors
Lords will be the muster and rally point for the citizens under their jurisdiction, receiving:
-100 coins for 2 Banner Bearers
-900 coins for 18 Boar Riders
The Heir will marshal the entire host by bringing the lords together and maintaining the battle command should something ill befall the King. He receives:
-150 coins for 3 Banner Bearers
-1100 coins for 22 Boar Riders
The King will lead the army as is his station once it is assembled and troops are fully raised. Drawing funds from his personal resources, he will deploy the following as his retinue:
-4 Banner Bearers
-26 Boar Riders
12c. Any citizen who for some reason is incapable of fielding the troops allotted to him by this Order of Battle will be granted a royal rhino and sent as an outrider to wreak havoc with enemy lines and skirmishes, or operate under direct orders from the king.
12d. In addition to the equipment described above, all citizens will be given a stack of bread derived from state funds to supplement their food reserves in the event of a long battle, as well as two mugs of potent Athelas Brew by the King to keep up his battle prowess.
12e. Overall command of the Khazad-dum army falls naturally upon the King. Should the King fall in battle or be forced to retreat, and a general retreat is not called, then command of the army falls upon the Heir of the kingdom. Should he either be missing or also become incapacitated, then command will fall upon the Lord present who received his title first among those present. In the calamitous event that the final Lord has fallen in battle, all remaining forces are to move into one formation, and either hold off what enemies they can or retreat as they see fit, with focus given to retrieving the equipment of their fallen lords.
12f. General tactics for the army as a whole are for Bannerdwarves and their ranged troops to flank the enemy and harass them. They will do what they can to avoid melee combat to utilize their throwing axes to maximum effect. Thanes and their melee troops will remain behind the Bannerdwarves and charge into combat against anyone who tries to get too close to the Bannerdwarves. If a proper melee begins and the enemy is not too overwhelming to be fought then all other elements of the battle line are to flank and charge the foe. At this point the role of Bannerdwarves and any rhino outriders present is to run down retreating enemies, or if enemy reinforcements are on the way, to warn the main line so it can reform and then try to repeat the entire process.
12g. Chat Commands for savvy commanders of the army:
-“Tanar Durinul!” (To Battle sons of Durin!”) Said by the commander to sound the beginning of a battle, responded to by all troops present saying “Baruk Khazad! Khazad ai-menu!” (Axes of the Dwarves, the Dwarves are upon you!”). If the commander and his troops begin moving forward after this, it signals a general advance, but not a charge.
-“Du Bekar!” (“To arms!”) To signal a general charge against the enemy line.
-“Baruk Khazad!” (“Axes of the Dwarves!”) To signal a reform of the battleline, all troops should immediately head to the commander or a destination mentioned in the command.
-“Khazad ai-menu!” (The Dwarves are upon you!”) Said at the end of a destination or enemy individual to show it must be captured or slain as a priority for the army. Example: “The gate of the fortress, Khazad ai-menu!”