Chronicles of Omniluxia
Countries

Kingdom of Duggmannrum

612 words·3 min read

Duggmannrum is one of the six Silver Dwarven kingdoms of the Green Valley, risen from the historic principality of Duggmannri around its capital. Its ambitious young king seeks to restore the Second Kingdom of Srrorum and the legacy of Hefdarr "to Togg."

Unification of the Valley

Having reunited the lands of old Duggmannri, the king sends spies across the valley, sows chaos to keep rivals divided, and marches to conquer them one by one. His targets include the brewers of the east, the scholars whose records he covets, and the hated Droi, ancient enemies of Hefdarr.

He also seeks to secure the Guardians of the Eastern Gate and their vital soul gem mine. Control of the gate protects his flank against Elven marauders and gives Duggmannrum strategic weight beyond ordinary valley politics.

Reforms and Wonders

The ruler of Duggmannrum is a scholar-king. He studies Hefdarr's Unification Wars and enacts meritocratic reforms to keep his officers loyal and competent. He wins the support of the Sennmoggen Knights, the finest troops in the valley, and reforms the old Sennjallurr formation devised by Hefdarr himself.

Military lessons from brutal engagements such as the Battle of Barrlantpiath shape this program. Duggmannrum is not merely imitating past glory; it is trying to modernize the tools that made the old kingdom possible.

Magic and Learning

Silver Dwarven mages are few and often distrusted. To grow that community, Duggmannrum imports human mages from the schools of oppressed Soveneria. This gives the kingdom access to magical knowledge while also unsettling traditionalists who view foreign teachers and spellcraft with suspicion.

The king also funds the academies of Veddabi, expands the great wonder of the Gerrbaen, rebuilds the fallen Hthgart Brewery of Hlffstten, and raises his capital into a Sorrborr, or Great City.

Campaign Profile

Duggmannrum is a current playable country under tag SV3, holding five provinces around Gorgerrabi as a feudal monarchy. Its ambitious scholar-king is not random: Hartbaltt Talmoggen, born in 980 LC, is the fixed ruler at the campaign opening.

Hartbaltt's authored attributes are Martial 11, Charisma 9, Finesse 7, and Zeal 4. He is prominent, ambitious, assertive, a benefactor, a scholar, and magically inept. Those values substantiate the article's political portrait: he is simultaneously an excellent commander, persuasive dynast, capable reformer, and intellectual patron, while his low relative zeal and magical ineptitude help explain why foreign magical learning is a tool of policy rather than his personal vocation.

The starting population is recorded as entirely Anvindr, part of the Silver Dwarven culture group with the Dolin and Galmar, and its provinces follow Srrøhebrikk. Nearly two-thirds of the recorded population lives in hilly provinces, with the remainder divided between farmland and mountains. Vegetables are the leading trade good, followed by grain, livestock, lapis lazuli, and base metals: Duggmannrum's bid for hegemony rests on a working agrarian base as well as mines and prestigious stone.

Its levy is 45% light infantry, 40% heavy infantry, and 15% light cavalry. That infantry-heavy force is well matched to the hills of its homeland and to Hartbaltt's program of reviving disciplined Sennjallurr warfare.

Claim to Srrorum

The king's program culminates in dynastic revelation. Following Hefdarr's example, he reveals his supposed true ancestry and ties his line back to the Mythic Age. Whether accepted as truth or propaganda, the claim is meant to make Duggmannrum the natural core of a restored Srrorum.

See also: Green Valley, Kingdom of Srrorum, Hefdarr, Silver Dwarves, and Order of Sennmoggen.