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Thanedom of Dun Modr
Thanedom-dun-modr-map.png

Ruling Body

Thane Bromas Ebonram
The Hammer and Anvil Council

Population

~3,000 citizens
~500 auxiliary troops

Major Exports

Finished trade goods
Peat Bricks
Arms and Armaments
Iron
Fur and Hide
Wool
Salt

Governing Area

Dun Modr
The Thandol Span
Northern Wetlands

Policies

The Thane's Thumb Tariff

The Thanedom of Modr is occupied and protected by the Dwarven Vanguard. The boundaries of the Thanedom of Modr stand thus: stretching from the mouth of the Dural River to the gates of Dun Modr, and from the mouth of the Braltar River to Ironbeard's Tomb. All the land within these bounds belong to the Thanedom of Modr and the dwarves who hold it.

Geography

Located in the northern parts of the Wetlands, the Thanedom serves as a gateway into Khaz Modan from the Arathi Highlands, with the fortress of Dun Modr commanding the narrow pass from the Thandol Span to the Wetlands. Protected on all sides by the Modr Range, the Thanedom is only accessible from three other inlets; where the Dural River flows into Baradin Bay, and where the Braltar River flows into Saltstone Bay. These river inlets are commanded by Mosspeak Bunker and Dun Braltar respectively, which use heavy artillery to close the mouths of the rivers to all who are unwelcome. The third inlet is the Bael Pass, which is guarded by a small force of Mountaineers. It is a common joke among the footsoldiers that if one acts out of line, they'll be tasked with "guardin' ol' Red," the monotonous post seen as a punishment far worse than any other.

Holdings

Known as the center of commerce in the Northern Wetlands, the Thanedom of Dun Modr is home to several thousand civilians scattered across a handful of villages and towns.

Dun Modr

The most notable feature of the Modr Thanedom is the great fortress of Dun Modr, which acts as the eastern gateway into the lands of the Thanedom. As a result of the vigilance of the Dwarven guards, the Thanedom is nearly impenetrable from this front. The fortress commands the road running from the Thandol Span to the Wetlands. While the Vanguard may not have direct control of the Span itself, they can and have closed the road to all, blocking the only route south save by water. Built into the eastern mountain range, Dun Modr is the military headquarters of the Dwarven Vanguard. Just south-west of the Thandol Span, the fortress is home to all of the Vanguard's active duty soldiers. Strategically, it is one of the most important locations in the Thanedom. Sentimentally, however, Dun Modr is a symbol representing the Vanguards expansion from a branch of the Ironforge Military into a Thanedom of their own and means a great deal more to them than they will ever admit.

A Map of Dun Modr.

Dun Braltar

The Port of Dun Braltar

A medium-sized but growing port town on the northern bank of the Braltar River estuary. This town is the main port of trade for the Northern Wetlands and has a fairly large and diverse population. The town is split down the middle by another smaller river that flows down from Mount Braltar. There are two bridges over that river that connect the east and west sides of the town and a giant stone pier along the shore. The pier covers a good deal of the shore and juts out into the mouth of the river. The estuary itself is fairly deep, but it has been dredged even deeper to accommodate any ship that might need to dock. Smaller fishing boats are docked at a series of wooden piers on the eastern side of the shore. Three of the four districts were originally outside the walls of the Dun Braltar, but as the population expanded, so did the town. The smell of smoked fish and exotic spices fills the air the closer you get to the Pier. The architecture varies by district, but tends to be a mixture of Dwarven and Human.

The Mining District: The north-eastern quadrant was originally a quarry dug into the side of Mount Braltar where they collected the stone for the fort that became the Armory District, and the first area that was expanded into after the town was founded. Officially it is called the Mining District, but the people know it as “Stonetown”. This area is home to an active silver mine and many stonesmiths and carvers. It is where a great deal of the dwarves in the town live and work. One of Dun Braltar’s three taverns is located in Stonetown and is called the Hammer and Chisel.

The Armory: The north-western quadrant is called The Armory. All military and administrative buildings are located here within the stone walls that protected the settlement when it was first built. The Armory is the original fort from before the town expanded past the walls. It is now where most of the wealthy townsfolk live. It is the only district of the town to not have its own tavern.

The Docks: The area along the shore to the south-east is a residential area known to the folk who live there as “Damptown”. This is where most of the townsfolk who make their living on the water reside. This is also where the docks for most of the smaller boats are. The second of the three taverns is located near that fishing docks and is called the Rusty Hook. The docks themselves are littered with all manner of nets and other fishing equipment, and the smell of fish is everpresent.

The Pier: The name of the south-western quadrant of town doesn’t do it justice. The Pier is a giant stone structure jutting out into the mouth of the river. This part of town is where most of the crafters live and work. blacksmiths, leatherworkers, food vendors, and many more are lined up all the way to the end of the pier, selling their wares to traders and travelers that arrive on the ships that dock on either side of the enormous stone platform. On the shore side of the pier is an enormous building housing the White Gull Tavern and Boarding House, the largest and most popular tavern in Dun Braltar. On the eastern side of the pier is Deepwater Live Bait and Tackle.

Mosspeak Bunker

Mosspeak Bunker is a small fort overlooking the Dural River. It houses a small garrison, but uses heavy artillery and a reinforced drawbridge to its benefit to close off the mouth of the river from Baradin Bay when needed. It has enough space to provide storage for the garrison, but not enough to act as a holdfast. Despite its small size, strategically it is a very important location, as the Dural River leads directly to Dun Modr itself.

Brightslate Conservancy

The Brightslate Conservancy is concerned with the conservation and renewal of the Thanedom's natural resources. It is the center for the Vanguard’s experiments with herbalism, and was once considered to be a future training ground for many of the medical lessons the Vanguard's medics would go through.  The Conservancy’s administrator and namesake, Thanesguard Vanir Honibelle Brightslate, has been known to remark about her intentions to develop the project further, hoping to one day develop it into a full-blown medical academy.  For now, it primarily serves to assist in the proliferation of useful medical herbs, so as to ensure that the Vanguard has an ample supply of medicine in case of emergencies.

The Conservancy is nestled in the southeastern reaches of the Modr Range, sitting along the Dural River from where it draws most of its water.  The main facility bears a peculiar aesthetic, a marriage of worked stone masonry and reinforced glassware, based off of a floor plan designed to prevent complete disaster in the event of a fire.  The visitor’s perspective of the Conservancy proper was given similar consideration, with spacious walkways, a few fountains of modest yet tasteful design, and ample opportunity to enjoy the view of the growing flora even from outdoors.  Despite the welcoming air, visitors are discouraged from visiting the area that lies higher up on the adjoining mountain side, as that is where the Conservancy staff work to accommodate the bees that Vanir Brightslate had imported from Kul Tiras.  While the honey is certainly good, the bees are particularly choosy about who they allow in their domain, and more than capable of defending their hive.

The building as it stands now boasts three floors, with the first and second floors dedicated entirely to growing and caring for specimens essential to the Vanguard’s medical supply, as well as a number of adjoining sub-wings meant to facilitate different levels of heat and humidity in order to accommodate more exotic specimens from abroad.  These specimens range from exotic flora for use in unique medicines or alchemical crafts, to more casual matters such as fine ingredients procured from abroad to use for cooking. Beneath the main structure is the basement level, where sufficiently matured specimens are brought in order to be processed into the various remedies that the Vanguard’s medics regularly employ.  It also hosts a number of rooms to accommodate the Conservancy staff, along with a room nestled in the back for Vanir Brightslate’s personal use.

However, arson perpetrated by the cult known as the Fists of the Firelord halted progress on the Conservancy’s construction. The Vanguard currently works to repair the damaged infrastructure and to replenish the flora that had been destroyed.  The Conservancy staff are currently working to install a number of countermeasures to prevent such a disaster from happening again, such as a dedicated security detail, and a wide-ranging emergency sprinkler system courtesy of the Vanguard’s gnomish allies.

Brackenhill

The small village of Brackenhill was the main producer of peat in the Thanedom. It was burned to the ground when the Blackhand Battalion raided the Thanedom after being pushed back from Dun Modr's gates. It remains a charred monument to the violence inflicted by an unchecked Horde.

Saltspray Glen

Saltspray Glen is a small village on the coast populated mostly by salt farmers. Several large fires line the beach, each beneath giant metal vats for boiling seawater. Once most of the water is gone, the salt is scooped out and spread onto trays to fully dry in the sun. The farmers then shake it through a series of mesh screens to separate the different sizes grains. From there, half is spread back on trays and smoked at a very low temperature over apple wood imported from Elwynn. This flavorful smoked salt is currently the third most popular export out of the thanedom.

Bael Vorn

The farmland of Bael Vorn is located along the road from Bael Pass to Dun Modr in the southern half of the Modr Valley. Laying alongside the Dural River, it is the most fertile land in the whole Thanedom. The town is surrounded by seemingly endless fields of wheat, barley, hops, tobacco and many other crops necessary to support the Vanguard and all of the thanedom of Dun Modr. It is also home to a great deal of grazing land for the goats and sheep that make up the bulk of the livestock. The town of Bael Vorn itself is a quaint farming community. The few shops in town sell practical items rather than trinkets. One such shop is Doombeard's Clothier, where locals can buy well made work clothes or have them mended. The tavern, Honeybeard Meadery, is located at the center of the town. There is one blacksmith, and she specializes in farm equipment. For anything fancier one would have to head into Braltar Port.

The farmsteads themselves dot the landscape surrounding the town. Stretching all the way from Bael Vorn to the gates of Dun Modr, the farmland of the valley is pristine. The sheep farms, such as Orrand's Farm east of Bael Vorn, are perfect grazing land for the sheep, goats, and rams the Thanedom raises. The fertile ground beside the Dural River is likewise a perfect place to grow all manner of crops and the river itself provides power for the mill.

Honeybeard Meadery

The finest tavern in Bael Vorn and the only tavern in Bael Vorn. The Honeybeard Meadery used to be just that, a meadery. However when business began to grow, the mead-making operation itself had to be moved to a larger building at the edge of town. The old building was then renovated by the owner and turned into a small tavern, with a few rooms to rent to weary travelers as well. The owner and proprietor, Douglan Honeybeard, is an avid beekeeper and while most of his hives are now located at the new meadery building, one or two are still out behind the tavern. The Honeybeard Meadery is a necessary stop, whether you’re looking to rest for the night or you’re just passing through on your way to Dun Modr.

Ironbeard's Tomb

The tomb of Ironbeard is the southernmost point in the Thanedom. While the Dwarven Vanguard has attempted time and time again to clear the site of slimes, they always find their way back. However, the site is held in veneration by the dwarves of the Thanedom, ancestry being important to the dwarven people. Many dwarves from the Thanedom make a pilgrimage to this site to pay their respects to the unknown ancestor which many of the Thanedom's people claim to be descended from. It is also where the Vanguard lays their fallen to rest.

Natural Resources

The lands around the Thanedom are utilized by the Dwarven Vanguard for various resources. Some are utilized to bring in income from various exports, others are used to sustain the people of the Thanedom itself.

Salt

On the western coast of the Thanedom is Saltspray Glen. This village produces both smoked and unsmoked sea salt for use across the Thanedom and export across Khaz Modan and beyond.

Peat

Directly to the south of the Modr Range lie vast peat marshes, which provide a reliable peat export. These marshes also produce peat for the Thanedom, where the dwarves use it as a fuel source and for water retention in their farmlands. The hamlet of Brackenhill used to be the main producer of peat, but it was destroyed by the Blackhand Battalion.

Fishing

The two rivers, Dural and Braltar, allow boats to bring fishers out into the bay, where salmon, trout, pike, perch, and grayling are common. The occasional carp and eel can also be found. The fishing harvest is not large enough to warrant an export, but it does help to feed the Thanedom, especially Dun Braltar.

Mining

The mountains of Modr, while providing a natural wall, also provide materials for the dwarves. Two large iron mines lie inside the Thanedom, Mordross and West Than Iron Mines. Dun Braltars "Stonetown" is home to an active silver mine. There are also small-scale amber mines along the northern coasts, and a smattering of tin mines on the southern faces of the mountains facing the Wetlands.

Hunting

The Wetlands are also a fantastic source of income for trappers and skinners, who find the hides of the ever-plentiful crocolisk to be in high demand for all kinds of leather products. There is a trapper station to the north of Ironbeard's Tomb, where interested dwarves go on hunting expeditions into the marshes to find their quarry.

Agriculture

The farmlands are located in the valleys between the Modr Mountains, where the dwarves grow wheat, potatoes, turnips, carrots, beets, and other cold crops. It is also at these farms that the Vanguard requisitions crops of Madder, which provides the red dye for their distinctive crimson uniforms. The largest of these farms is Bael Vorn, a large swath of fertile land in the middle of the ring of mountains created by the Modr Range.

Also located in the valleys are pastures where sheep and goats are raised, which provides a steady export of wool. They also provide meat and milk - which the workers of Bael Vorn turn into a very fragrant cheese. These products feed and sustain the Thanedom. The pastures also house a special breed of riding ram which the Vanguard utilizes for their cavalry. These rams are specifically adapted to be able to traverse the mud and marsh of the Wetlands with ease.

Trade

The Thanedom sustains trade with nearby Menethil Harbor and Greenwarden Grove, as well as with the settlements in the Arathi Highlands and the Hinterlands to the north and Loch Modan and Dun Morogh to the south. Currently, trade expeditions east to the Twilight Highlands have been suspended for the safety of the caravans.

The Thanedom does not have a large amount of woodland in its boundaries. As a result, if the Thanedom requires timber, it needs to be imported from surrounding lands. Currently, the dwarves bring in a large amount of timber from Loch Modan to support their building needs.

The port town of Dun Braltar is a bustling center of trade in the Northern Wetlands.

History

Conflict in the wake of the Cataclysm

"Dun Modr has always been of great importance; portal to the north, those who control Dun Modr control the Thandol Span. Two hands reaching out, grasped at the wrist in peaceful accord, the Thandol Span is more than mortar and stone. It is a bind between the kingdoms of Khaz Modan and Lordaeron, a contract between the two kingdoms that we are forever in communion. Weathering the worst calamities Azeroth has ever seen and still standing strong, the Span is unification and Dun Modr is her keeper."

~ Osvaldir Ironclad upon his ascension to the Forgeseat

In the wake of the calamity that was Deathwing, much of the Kingdom of Khaz Modan was changed. The Loch was torn asunder, flooding all the Wetlands below. Menethil Harbor bore the brunt of the pain, the waters rising and miring all trade prospects, and felling more than a few of their citizens. The actions of the Council of Three Hammers were not swift in response to the perils facing their people.

Many suffered, and aid was slow and laborious. Dun Modr was but another casualty among the many. The dwarves of Modr rallied to provide protection to the many who suffered as the Loch was shattered. As the Thanedom sought to mitigate the disastrous outcome, fel forces seeped into the Wetlands like foul mold. As the dwarves sought to repair the damage to their homeland, Twilight fell, and cults infested the Wetlands.

Dun Modr was thus infested. A Dark Iron cult of ill intent infected all of the town and the cultists dwelled within the walls of Dun Modr and at the Thandol Span. The cult took root and ruled over the fortress, brazenly driving out all those who would not convert to the new order.

As the infamy of the intentions of the Twilight Cult became realized, so too did the realization of what had befallen Dun Modr. Overtaken by a band of Twilight marauders led by Dark Iron cultists, the fort, since evacuated during the Cataclysm, became the seat of the cult workings in the area.

A presence by the beleaguered forces of Ironforge led by a descendant of Anvilmar himself led a campaign against Dun Modr, pinning the brunt of the Twilight forces down, though many still roamed the Wetlands and infested the Thandol Span. In a climactic battle culminating atop the Span itself, many Dark Irons thought to be dead returned to join Calamoth Ashbeard, the self-styled "Herald of Twilight". Anvilmar, assisted by many noteworthy dwarves and free Alliance agents, overcame the cultists.

In the wake of both the Cataclysm and the cultist depredations, Dun Modr had suffered greatly and the Thanedom had been ravaged. The sound stone structures, however, still stood strong, and as the last of the cultists were killed or fled following the fall of their leaders, Ironforge was more once more able to claim control of the Thanedom.

The Reclamation of Dun Modr

The Council of Three Hammers wasted no time in re-establishing their claim to the Thanedom of Modr. The Council charged the military arm of the three clans, the Dwarven Vanguard, with the task of restoring the town to working order. With the coronation of Osvaldir Ironclad as Thane to command the Vanguard, the Three Hammers also bestowed the title of Thane of the Forgeseat: Protector of Dun Modr. So honored, Osvaldir accepted the title and lands so they would forever be under the direct protection of the Dwarven Vanguard. Osvaldir knew what this position was; a test of mettle. If he failed, the Council suffered no loss of resources. If he was successful, the acquisition and restoration of the Thanedom would be a great strategic and economical boon. Rallying his forces, Osvaldir gathered his newly ordained generals and began his rule over Dun Modr and the accompanying Thanedom.

In time, the Thanedom saw prosperity. Under the edicts and savvy protection of Ironclad, backed by the militant might of the Dwarven Vanguard and able to take advantage of strategic location, the lands of the Modr Valley once again became a prosperous Thanedom. Trade flourished, and much good was done to assist Menethil Harbor, which suffered greatly in the wake of Deathwing.

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