The World Of Khoras - Civilization - Nations


"Never a finer blade than those you'll find in Uthran..."
- Atherton of Aerith

Proper Name The Kingdom of Uthran
Ruler His August Supremacy, Master of the Forges, Lord Protector of the Alliance, King Theodore IV, the Proud
Population 5,005,000
Demographics Human 40%, Dwarven 40%, Elven 10%, Grum 6%, Avarian 4%
Adjectival/Demonym Uthranish/Uthranians
Languages Dwarven 45%, Northern 45%, Elven 5%, Avarese 5%
Capital City Forge (Population: 55,800)
National Colors Black and grey
Year Founded 1993
Currency A mix of dwarven and northern.
Natural Resources Iron ore, zinc, copper, silver, clay, marble, stone, gold, precious stones
Manufactured Goods and Major Exports Forged iron and steel goods, armor, weapons, quarried stone and marble blocks, jewelry, pottery, cut precious stones
Wealth Wealthy
Government Type Constitutional Monarchy
Government Stability Stable
Allies Urmordia, Ulkran, Normidia, Arkalia
Enemies None
Technology Level Pre-Industrial
Primary Religion


Other Religions

Imarus, Barrinor, Sarreth, Kael, Mireldokar, Daramis, Kolo, The Three Fates, Erylon, Uxamar

Climate Temperate
Approximate Land Area 730,000 square kilometers
Arable Land 21%
Terrain Lightly forested hills, river valleys


This nation is a human and dwarven cultural fusion, a symbol of cooperation between these two races. Uthran blends traditions, customs and festivals. Because of the metal and stoneworking skills of the dwarves and the science and innovativeness of the humans, it is also a blend of learned experience and practical application. This city has little magic, but is wealthy and has great knowledge in the areas of geology, mining, stone masonry, metallurgy, etc.


Uthran ranges from grassy plains in the west to the foothills of the Thunder Peaks in the east. The Southstrol River, the Northstrol River and the Thunder Peaks clearly mark Uthran's territory as a roughly triangular wedge. The region has a mild, temperate climate.

Notable Fauna and Flora

The well armed Uthrans are generally not bothered by the occasional bear or wolf pack and so most predators pose no serious threat. The Uthrans do have to watch out for shimmer cats or arochars which may venture out of the Grand Wood, however. Iron wood trees are common.


Mordia (which translates roughly from the Old Dwarven tongue as "Home") is the oldest of the dwarven nations and is the origin of dwarvish culture and history.

When the fires and terror of the Great War came, the mining villages of north eastern Irenni League found themselves being attacked by Thullian Imperial forces, bandits, monsters and worse. To defend themselves, the mining villages took refuge in an ancient fortress ruin built into the base of a mountain. They were lead by the town of Mord. Thousands came with food and animals and equipment to join under the banner of Mord. They set up a permanent home in the mountain in 43 CY and worked hard to rebuilt it and expand it. While there, they found many deep passages and caverns beneath the fortress.

In 46 CY, a great landquake struck the north. So powerful was this quake that it shook the mountain side loose and a great landslide buried the fortress and trapped the people within. Rather than spending months trying to dig their way out, the people chose to explore the deeper caverns. They found the caverns led to a vast world of tunnels and caves beneath the surface that stretched on forever. For months they explored and learned to survive. They began to adjust to a subterranean life. They found great wealth in the deep earth and mined it. They came upon a vast underground lake and settled there, feeding on the fish of the lake, the lichens and fungi.

In 57CY, the Mords were attacked by an army of skrell. It was their first encounter with another subterranean race. The battle was long and fierce and the skrell made off with many prisoners. In response to this, the various clans of the Mords put aside their differences and united as a single people. The leader of the Mords, a human man named Ral Grekan, crowned himself king and declared the people the Kingdom of Mord. They began to build a great castle and form an army. The threat of the skrell served to unite the people. From that time forth, the people of Mord were one nation.

In the years to come, they encountered other faces. Peaceful contact was made and they began to trade. They heard news of the surface world and heard horror stories of plague and famine, fire and war. The people, having prospered in the deep, choose to remain below and wait while the world above seemed to be destroying itself.

Years stretched in to centuries. With each generation, the people changed, becoming shorter and more stocky. Likewise, a new culture was developing among them. They came to call themselves the dwarves. Their people thrived in the dark underworld and their culture became strong. Through mining and hardwork, they became wealthy and powerful. Their well made armor and weapons helped them defeat enemies in times of conflict. Their jewels and gold were valuable in trade with others. The dwarves built a vast network of chamberd and tunnels, caves and halls. This was their home and they called it Mordia.

During the Age of Sorrow, in 722 CY, Mordia was attacked. A great army of many races came. They were led by the magic wielding sarthak. The War of Caverns began and it was long and terrible. Unable to defeat the sarthak and their minions, the dwarves were forced to abandon their home. Legends speak of this... that the dwarves lost the War Of Caverns to a vast and terrible army and were forced to flee. Dwarves are very tight-lipped about this section of their history. Tens of thousands of dwarves, led by Drugen Kren Stonehammer Symul, fled west in 736 CY. This flight became known as Drugen’s Trek.

Despite difficult obstacles and an encounter with a dragon, more than half of the sixty thousand dwarves in Durgren’s Trek survived to find a suitable cavern complex in the very northern reaches of the Thunder Peaks. Drugen's dwarves ended their trek in 740 CY and named their new home ("Hope" in the dwarven tongue).

In 784 CY, the dwarven nation of Kran began building on the surface and, in so doing, rejoined the world above. It established formal diplomatic relations with several other nations. Kran also changed its name to Ulkran (New Hope).

Centuries passed, but the dwarves did not forget about the lost kingdom of Mordia. In 1275 CY, the reigning king of Ulkran decided it was time to reclaim that lost realm. An army of dwarves went forth from Ulkran, along underground routes, and returned to their original underground home.They fought another war against the sarthak and reclaimed their ancestral home. This reclaimed nation was repopulated by the dwarves, surfaced and was renamed Urmordia (Home Reclaimed) in 1280 CY.

In 1993 CY, a group of dwarves from Ulkran united with villages to the south and founded the Kingdom of Uthran. During the Great War, the region had been an area of much mining and quarrying. Many weapons and armour had been shipped out to be used in far away lands. The Kingdom of Uthran, however, focuses on art and craftsmenship rather than exports and profit.


Uthran is ruled by King Theodore IV, the Just. He is of the Bretain bloodline which has ruled Uthran since its founding eight centuries ago. The King is human, but does have some dwarven blood in him as interracial marriages are allowed and even encouraged in this nation. Indeed, at all levels of society, rich and poor, one can find numerous half-dwarves, quarter dwarves and other mixes. The king is supported (and his decisions ratified) by a council which consists of six dwarves and six human. Council members are elected by a simple vote count from leading members in the community. Since council members often hold offices with the nation's many guilds, the guild exert some measure of control in the government. This is checked by the King's control over the guilds (laws, taxes, tariffs, fees, etc.) which are free from Council control. This checks and balances system has proven itself a stable and workable system of government for Uthran. Despite this balance of power, very little conflict exists between the King, council and guilds. All have similar interests and agendas. Likewise, dwarves and humans live and work side by side in this nation. Many citizens have both dwarven and human parents and this contributes to the sense of racial goodwill and national pride. The two cultures have blended into a perfect union of traditions and beliefs. 

Legal System

The legal system is fairly simple and plain. The people of Uthran simply have better things to do than maintain a perfectly ordered society. Criminals are brought before the Council Of Judgement (another council of elected members voted on by the guilds). This special council decides guilt and punishment. Punishment is almost always a fine or public service. Public service may include: being put to work in the mines, mandatory service to a guild, fighting in arena combat or being used as a test subject by one of the guilds. Such service is usually not fatal.


No standing army exists. But the cities are patrolled day and night by a police force which is well trained and extremely well armed. This force can be bolstered by additional warriors in time of need and form a good sized militia.


Uthran’s economy is based heavily on mining and the products which are formed from the materials obtained from the ground. Weapons, armour, building materials, gemstones, precious metals and more form the backbone of this strong economy. Other common products are leather goods, quality locks, all manner of metallic containers, etc. Uthran has a great need for and imports the following: food, lumber, literature, herbs and magic materials.


Social atmosphere revolves around the industry. The "Festival of Metal", held annually, celebrates mining and metalworking.


Although the dwarves are not a particularly magical race, there are those dwarves who do excel at wizardry. These spell casters form the trimell caste of dwarven society. These individuals hold a special place in dwarven society. They are seen as touched and are given a great deal of respect mixed with a small amount of pity at having been given such a burden as magic. Dwarven society uses magic to help them light their tunnels, warm their homes, heal their wounds, grow food and carve out an existence in the otherwise unrelenting realm of the Underdark. 

It should be noted that dwarves do not use orichalcum because of a racial intolerance for the mineral. The dust of orichalcum causes allergic like reactions in dwarves and concentrated exposure can even prove lethal. Dwarven spell casters make do without the mineral.

Common Names

Male Names

Alsadar, Angus, Arkan, Bruest, Conegh, Dugal, Dunkar, Farkad, Finn, Graman, Hamish, Keir, Kendegar, Morkay, Purgan, Ramdar, Stugar, Tamakar, Ulmar

Female Names

Ailen, Caitlin, Cindan, Dorea, Dryona, Elsbet, Katlena, Lena, Mura, Naida, Peyjora, Roesyn, Seyela, Thesa, Una

Notable Noble Family Names

Baran, Brydun, Crannach, Dargan, Draid, Druman, Grumack, Illmer, Laidan, Mallach, Morran, Naigull, Paddok, Roydun, Sutharlan, Talmhak, Urdain


Name Population Notes
Greycliff 19,400 Greycliff is a large city where extensive mining operations are carried out.
Eastgate 16,900 Eastgate sits east of Forge guarding one of the main roads that lead into Uthran from River Gate.
Juran 14,300 Juran lies north of Forge. It is a city of merchants and known as a trade center for all manner of jeweled blades, fine armor, precious gems, minerals, jewels and ingots of valuable metal.
Stavog 13,800 Lies northeast of Forge. Conducts a great deal of trade with Rivergate, Normidia and Arkalia.
Underhill 6,000 This city is built partially underground. It is home to several very productive mines.

Villages (Population less than 1,000)

Bearden, Cairn, Copper, Dungar, Frog's Pond, Hovind, Karun, Maern, Marble, Pallus, Pramara, Saither, Schulen, Starn, Surdek, Three Forks

Travel and Distance

Uthran has some of the finest roads in the west thanks to dwarven stonecraft. The roads of Uthran are wide and paved in tightly knit, interlocking flagstones. Every few hundred paces is a stone bench that provides a place to rest beneath a small roof that provides shelter from both sun and rain. These small structures are typically adorned with dwarven runes and scrollwork. These small shelters become larger and more elaborate the closer one gets to the capital city of Forge. For more information, see the Travel and Distance page.

      Typical Travel Time
Route Terrain/Road Conditions Distance Walking Wagon/Cart Horse Riverboat
Forge - Stavog Paved Road 211 km 9 days 7 days 4 days  
Forge - Underhill Paved Road 285 km 12 days 9 days 6 days  
Forge - Greycliff Paved Road 205 km 9 days 6 days 4 days  
Forge - Juran Paved Road 328 km 14 days 10 days 6 days  
Stavog - East Gate Paved Road 302 km 13 days 9 days 6 days  
Underhill - Easte Gate Paved Road 263 km 11 days 8 days 5 days  
Greycliff - Underhill Paved Road 255 km 11 days 8 days 5 days  
Stavog - River Gate Dirt Road 351 km 15 days 12 days 7 days 5 days
East Gate - River Gate Dirt Road 270 km 12 days 9 days 5 days 4 days
Stavog - Traethin (Normidia) Unmaintained Dirt Road 609 km 28 days 21 days 12 days  
Juran - Shadow Vale (Normidia) Unmaintained Dirt Road 670 km 30 days 23 days 13 days  
Juran - Ulkran Paved Road 493 km 20 days 15 days 9 days  
East Gate - Edgewood (Arkalia) Dirt Road 520 km 22 days 17 days 10 days  
East Gate - Irensar (Cyrell) Dirt Road 703 km 30 days 23 days 13 days  
Underhill - Myredor (ruins) Forest 290 km 15 days 83 days 14 days  
East Gate - Taurell's Tower (ruins) Dirt road and forest 413 km 19 days 31 days 11 days  
Greycliff - Sunpeak (Avar) Mountains 165 km 22 days 32 days 6 days  
Forge - Skyloft (Avar) Paved road and mountains 328 km 37 days 50 days 11 days  


This website was last updated July 31, 2022. Copyright 1990-2022 David M. Roomes.

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