History of Kurn Daruhm
The history of Kurn Daruhm began long before the dwarves living in the region considered themselves part of one empire. The first dwarven settlements were separated from one another by mountains, forests and long stretches of land which had no proper roads. Some were built around mines, while others were established in fertile valleys where crops and livestock could survive. These settlements traded with one another and sometimes fought together, but they were ruled by their own clans and had little interest in answering to a distant king.
This changed with the rise of Durgadd Fireblessed. Durgadd united the largest settlements through war, alliances and promises of mutual protection. His son, Doramin, later gave the new realm its first common laws and turned his father's conquests into a state that could continue without constant warfare. Both of them were mortal dwarves when the empire was founded. They later became actual gods and remain two of the most important deities worshipped by the Flameforged.
The empire which they created continued to grow after their time. New cities were founded, roads were built between the mountains and the coast, and dwarven settlers crossed into lands which had previously been considered too dangerous or too distant. This expansion brought great wealth to Kurn Daruhm, but it also caused wars with the Krugmurd Horde, the Grand Duchy of Swanvein and the Holy Kingdom of Alyren Shaeras. The empire also suffered disasters of its own, most notably the destruction of Dhemuhm and the magical fall of the Forgotten Kingdom beyond its northwestern border.
Modern Kurn Daruhm is the result of all of these events. It is an empire built by conquest, settlement, trade and engineering, but it is also a country which remembers every defeat and every agreement for a very long time. Old wars still influence its borders, its laws and the way in which dwarves look at the nations around them.
The Oldest Records
There is no single complete account of the first dwarves who lived in the lands of Kurn Daruhm. Most of the oldest records were kept by individual clans, temples and settlements. These records often disagree with one another, especially when they describe which clan discovered a mine first, who won an early battle or who gave shelter to another settlement during a difficult winter.
This does not mean that the oldest records are useless. They contain lists of births, deaths, agreements, harvests and shipments of ore which allow historians to understand how the early dwarves lived. The problem is that many clans also used their records to prove that their ancestors were more important than those of their rivals. A clan which supported Durgadd from the beginning may describe itself as one of his closest allies, while another may insist that Durgadd could not have won his wars without their weapons or food.
The dwarves preserved much of their early history through stories as well. These stories were told during feasts and religious celebrations, usually with drums, horns and strong drink. Some were changed over the centuries, but the names of important leaders, craftsmen and settlements remained. Imperial historians compare these stories with old clan records and inscriptions found in abandoned halls. Even then, there are many events where nobody can say with certainty what happened.
What is known is that the dwarves did not arrive as one organised people. They settled the region in smaller groups over a long period of time. Some travelled through the mountains in search of ore, while others followed rivers and fertile valleys. The distinction between Forge dwarves and Hearth dwarves already existed in some form, although it was not as organised as it became later. Forge communities were commonly established close to mines and natural sources of heat. Hearth communities were more common in the valleys and surface lands where farming was possible.
These communities depended on one another more than their oldest stories usually admit. The mountain settlements needed grain, livestock, timber and leather from the valleys. The surface settlements needed metal tools, weapons and stone from the mountains. Trade developed because neither group could remain completely independent. However, trade also created arguments about prices, roads, ownership of mines and access to water.
The First Settlements
The first dwarven settlements were small compared to the cities which exist today. Many began as fortified mining camps or villages surrounded by stone walls. Their inhabitants lived partly beneath the ground and partly on the surface. Underground chambers were useful for storage and protection during winter, but fields and animals still had to be kept outside.
Life in these settlements was difficult. Cave-ins, fires and attacks from wild creatures could destroy years of work. A failed harvest could be just as dangerous as an enemy army, especially for a mountain settlement which had no safe road to the nearest valley. Dwarves learned to store grain for several winters and to build deep reservoirs for water. They also developed signals using horns, fire and reflected light so that nearby settlements could warn one another about danger.
Rich veins of iron, copper, silver and gold allowed some settlements to grow faster than others. Their smiths created tools which made deeper mining possible, and the ore was traded for food and other goods. The first large workshops appeared during this period. They were still controlled by clans rather than by imperial guilds, and many of their techniques were kept secret.
Fire magic also became more important. At first it was used mainly for heating furnaces, clearing dangerous gases from tunnels and protecting miners from creatures living beneath the mountains. Over time, dwarven mages learned to use fire in battle and in the creation of magical weapons. It became one of the things which separated the dwarves of the region from many of their neighbours.
The settlements formed alliances when it benefited them. A mining hold might promise weapons to a valley community in exchange for grain. Several clans could agree to defend the same road or mountain pass. These agreements were useful, but they were rarely permanent. When the immediate danger passed, many settlements returned to their old disputes.
There were also wars between dwarven clans. Some began over a mine or a river, while others started because an agreement had been broken generations earlier. These conflicts were usually small, but they made travel dangerous and weakened the region. Raiders from outside the dwarven lands learned which settlements stood alone and attacked them before their neighbours could respond.
It was during this divided period that Durgadd Fireblessed first became known.
Durgadd Fireblessed and the Unification
Durgadd Fireblessed was born into a Forge dwarf community which controlled several mines but had little fertile land of its own. The oldest stories describe him as a powerful warrior and an unusually skilled blacksmith. Unlike many early rulers, he did not leave the work of the forge after gaining military authority. Weapons carrying his mark continued to be made during his campaigns, and some dwarven families still claim to possess an axe, hammer or piece of armour created by him.
Durgadd first gained support by defending several settlements from raiders. He did not simply drive the attackers away. He followed them, destroyed their camps and placed warriors along the roads which they had used. This gave him a reputation as a leader who would finish a war instead of waiting for the same enemy to return during the next winter.
His first allies were settlements which needed protection. Durgadd promised that an attack against one community would be answered by all of them. In return, each settlement had to provide soldiers, food or metal when called upon. This was not yet an empire, but it was more organised than the temporary alliances which had existed before.
Not every clan joined willingly. Some rulers believed that Durgadd was using the threat of raiders as an excuse to increase his own power. Others did not want to surrender control over their warriors or mines. Durgadd negotiated with those who were willing to speak, but he also went to war against the settlements which attacked his allies or refused every agreement.
The wars of unification lasted for years. Most of them were not enormous battles between thousands of soldiers. They were sieges of mountain gates, fights over bridges and campaigns to control the roads between settlements. Durgadd understood that a fortress did not need to be destroyed if it could no longer receive food. He used Hearth dwarf scouts and farmers who knew the valleys together with Forge dwarf soldiers who could break fortified positions.
This cooperation was one of the reasons for his success. Earlier rulers often treated Forge and Hearth communities as separate groups which were useful for different things. Durgadd gave both of them a place in his armies and agreements. Forge dwarves supplied weapons, armour and heavy infantry. Hearth dwarves supplied food, animals, timber and knowledge of the surface. Neither side was treated as unimportant to the new realm.
Durgadd was also willing to accept the surrender of a defeated clan. He demanded oaths, soldiers and access to important roads, but he did not remove every local ruler. Clans which submitted early kept much of their land. Clans which continued fighting after being offered terms were treated more harshly. This created resentment, but it also allowed the united territory to function without replacing every local authority at once.
The last major resistance came from several wealthy settlements which feared that Durgadd would take control of their mines. Their rulers formed an alliance against him and attempted to cut the roads supplying his army. The plan failed when several smaller clans changed sides after Durgadd promised to recognise their ownership of disputed tunnels. Once the alliance broke apart, its fortresses were defeated one by one.
After this victory, Durgadd was recognised as the first ruler of the united dwarven realm. Later imperial records describe this moment as the founding of Kurn Daruhm, although the name was not used in exactly the same manner everywhere at first. Some settlements continued to describe themselves by their clan or mountain for several generations.
Durgadd founded Mal Darum on a central plateau and made it the seat of his rule. The location was chosen because roads from the mountains, valleys and western coast could reach it without passing through the territory of one dominant clan. It was also easier to defend than the open plains around it. The first city was much smaller than modern Mal Darum, consisting mainly of a fortress, storehouses, workshops and homes for the families which served the new court.
The foundation of a new capital was important for another reason. If Durgadd had ruled from his own clan settlement, other clans would have seen the empire as an extension of that clan. Mal Darum was meant to belong to the new realm. Clans were given districts and responsibilities within the city, but none of them could claim that the capital had been theirs before Durgadd arrived.
Durgadd spent much of his reign fighting. Some wars were needed to protect the new borders, while others were clear attempts to expand them. Imperial histories often present every campaign as necessary, but records from defeated settlements show that this was not always true. Durgadd believed that the united dwarves could not remain safe while hostile rulers controlled the roads, mines and mountain passes around them. For him, security and expansion were usually the same thing.
His rule created the empire, but it did not solve many of its internal problems. Clans still argued over land. Soldiers who had fought for years expected rewards. Local rulers interpreted Durgadd's promises in their own favour. The new realm needed laws which applied beyond one settlement, and this became the work of his son.
The Rule of Doramin
Doramin was very different from Durgadd. He had been raised during the wars of unification and understood the cost of them, but he was not known as a great warrior. Doramin preferred negotiation and ordered rule. Some of Durgadd's generals considered him weak because of this, while many merchants, farmers and local rulers welcomed a period in which roads could remain open for more than one season.
Doramin did not reject everything his father had created. He kept the army, the authority of the crown and the obligations placed upon the clans. What he changed was the way in which disagreements were handled. Under Durgadd, many matters had been decided personally by the ruler or by whichever commander controlled the area. Doramin wanted decisions to follow rules which could be understood before a dispute began.
The first common laws of Kurn Daruhm were established during his reign. They covered murder, theft, ownership of mines, the payment of debts and the duties owed by a settlement during war. They also described how agreements between clans were to be witnessed and recorded. This is one of the reasons why spoken promises and written contracts remain so important in dwarven society.
Doramin established courts where representatives of different clans could present their claims. These courts were not always fair, especially when one clan possessed more wealth or influence than another, but they reduced the number of disputes which ended in private war. A clan which ignored a judgement could now be punished by the crown and not only by the clan it had harmed.
He also created clearer obligations for the provinces. Settlements were required to maintain sections of road, provide supplies during war and contribute to the defence of nearby passes. In return, the crown recognised many local rights and did not interfere with every internal decision. This became the beginning of the decentralised system which still exists in Kurn Daruhm. Governors and city councils possess considerable freedom, but they are expected to meet their obligations to the empire.
Trade grew quickly during Doramin's reign. Roads which had once been used mainly by armies were repaired for wagons. Standard weights were introduced in the largest markets, and the crown began inspecting coins and metal bars used in major transactions. The changes did not remove fraud or arguments, but they made trade between distant settlements easier.
Doramin also attempted to end some of the punishments imposed after the wars of unification. Clans which had remained loyal for many years could recover rights taken from them by Durgadd. Prisoners and hostages were returned after new oaths were made. This policy angered families which had lost relatives during the wars, but Doramin believed that the empire could not remain united if every defeated clan was treated as an enemy forever.
The relationship between father and son is described differently by different sources. Some temple histories claim that Durgadd immediately understood the value of Doramin's laws. Other records describe serious arguments between them, especially when Doramin reversed decisions made by his father's generals. What is certain is that the empire needed both approaches. Durgadd had created unity by force and alliance, while Doramin created a system which allowed that unity to survive.
The Ascension of Durgadd and Doramin
Durgadd and Doramin were not gods when they founded Kurn Daruhm. They were mortal dwarves, and the oldest records describe them in the same manner as other rulers. They became gods later. This is important to dwarven faith because they are not only distant divine beings. They lived in the same lands, fought in real wars and made decisions which can still be found in imperial law.
The exact moment of Durgadd's ascension is disputed. The last years of his mortal life are poorly recorded, partly because Doramin had already taken over much of the government. Some accounts state that Durgadd died from wounds received in one final campaign. Others claim that he entered a sacred forge beneath Mal Darum and did not return. What followed is better documented. Priests and smiths in settlements far from one another reported the same signs in their furnaces, and divine magic began to answer prayers made in Durgadd's name.
The imperial court did not recognise him as a god immediately. For a time, Durgadd was honoured as the founder and greatest ancestor of the empire. This changed as his priests performed miracles which could not be explained as ordinary fire magic. Temples were built, and Durgadd Fireblessed became the patron of war, the forge and the strength needed to create something new.
Doramin's ascension happened later and was less violent. He continued to rule for many years and prepared the empire for a succession which would not depend on another war. After his death, he was first honoured as the lawgiver and son of Durgadd. Divine signs connected to him appeared in courts, negotiations and settlements where violence had been avoided through an agreement. Like his father, Doramin eventually answered prayers through divine power and became an actual god.
Doramin became the god of peace and order. This did not mean peace at any cost. His teachings allow war when it is needed to defend the realm or enforce a rightful agreement. What they oppose is violence which has no purpose beyond pride, revenge or personal ambition. Dwarven judges, diplomats and rulers still invoke Doramin when they make an agreement which is meant to end a conflict.
The ascension of the two founders changed the position of the imperial family and the temples. Rulers could claim that the empire had been created by gods, but priests could also remind rulers that Durgadd and Doramin had once been mortal and were judged by what they did. This created a close relationship between the throne and the dwarven faith, but it never made the emperor a god.
The two founders also came to represent two sides of Kurn Daruhm. Durgadd represented the force needed to unite and protect the realm. Doramin represented the laws needed to keep that realm from destroying itself. Their disagreements were not removed from dwarven stories. Instead, they became an explanation for why strength and order were both needed.
The Three-Heir Crisis
The system created by Doramin survived its first rulers, but it did not answer every question about succession. The throne normally passed through the ruling family, and most early emperors named an heir before their death. The first serious crisis began when an emperor died suddenly while his chosen heir was missing during an expedition beneath the northern mountains.
Three different candidates claimed the throne. One was supported by the largest clans in Mal Darum, another was a successful general with the loyalty of several provincial armies, and the third was a distant member of the ruling family supported by important temples. Each candidate possessed enough support to prevent the others from being accepted.
For several months, Kurn Daruhm had no recognised emperor. Governors stopped sending taxes because they did not know which claimant would control the treasury. Soldiers at the same fortress received orders from different commanders. Merchants avoided Mal Darum after supporters of the rival heirs began arresting caravans carrying supplies to the other side.
The crisis became violent when the general attempted to enter the capital with his army. The gates were closed, and fighting began on the roads below the plateau. Several districts inside Mal Darum also raised barricades. The battle was small compared to the later wars of the empire, but the possibility of a larger civil war frightened clans which had spent generations building wealth under a stable crown.
Representatives from the principal cities, clans, temples, military commands and professions were called to Mal Darum. This gathering became known as the Council of Dwarves. It was not the first council in imperial history, but it was the first one given the authority to choose a ruler when ordinary succession had failed.
The council rejected the general after he refused to withdraw his soldiers from the capital. The temple candidate also lost support when several judges argued that priests should not decide the succession through divine claims which could not be proven. The remaining candidate was accepted after promising amnesty to most supporters of the other heirs and recognising the rights of the provinces which had remained neutral.
The settlement did not satisfy everyone, but it prevented the civil war from spreading. The missing heir was later found dead with the rest of the expedition, ending the last legal challenge to the decision.
After the crisis, the Council of Dwarves received a permanent constitutional role. The eldest child of the reigning emperor became the normal heir, whether that child was a son or daughter. If there was no clear heir, or if the heir was considered incapable of ruling, the council could select another emperor. It was never meant to govern the empire in place of the crown, but it became the authority which could keep the throne from being decided only by armies.
The Three-Heir Crisis remains important because it showed that the empire could almost return to the clan wars from which it had been created. Every later succession was watched carefully, and emperors were expected to make the position of their heir clear before illness or old age made it impossible.
Growth of the Imperial Heartland
The rulers who followed Durgadd and Doramin inherited a state which was united but still small compared to the later empire. Their first task was not distant conquest. It was to connect the settlements already under imperial rule and make the crown's authority real outside Mal Darum.
Roads were extended through the central plains and into the mountains. Bridges were built over rivers which had previously stopped heavy wagons for part of the year. Fortified storehouses allowed grain and military supplies to be kept closer to the borders. These projects were expensive, and several rulers increased taxes to pay for them. The result was occasional rebellion, especially in provinces which believed that Mal Darum received more benefit than they did.
Mal Darum grew around the first fortress. Workshops and clan halls were built across the plateau, while tunnels beneath the city were expanded into storerooms, military passages and protected districts. The capital became the place where provincial disputes were settled and where the largest military and religious ceremonies were held.
Mirn Torum also became one of the most important cities of the empire. Its mines contained gold, silver, iron and mithril, but the deeper tunnels were dangerous even by dwarven standards. Imperial support allowed larger pumps, lifts and defensive gates to be built. In return, the city supplied metal for the army and a large part of the crown's wealth.
The empire's movement toward the western coast led to the growth of Bhornholdir. The settlement stood where a wide river reached the Sea of Storms, which made it useful as both a port and a route into the interior. At first, many dwarven clans distrusted sea travel and left most foreign trade to human and halfling merchants. This changed when the wealth passing through Bhornholdir became impossible to ignore.
Docks were expanded on both sides of the river, and roads connected the port to Mal Darum and the mining cities. Foreign merchants were allowed to establish permanent warehouses under imperial law. Bhornholdir became more mixed than most dwarven cities, with humans, elves, halflings, gnomes and orcs living beside the dwarven majority. It also became a place where foreign ideas entered the empire, which caused regular arguments with conservative clans.
To the northeast, the empire built and expanded Khimtaruhr. The settlement guarded roads leading toward Swanvein and the lands of the Krugmurd Horde. It was never only a military fort. Merchants, smiths and families settled around its walls, and trade continued even during periods of tension. However, its garrison remained larger than that of most settlements of similar size.
The growth of these cities made the empire richer, but it also made it more dependent on roads and trade. A mine could produce more ore than ever before, but that ore had to reach a workshop. A city could support thousands of inhabitants, but it needed grain from distant valleys. Later enemies of Kurn Daruhm understood this and often attacked bridges, caravans and supply depots instead of trying to break a dwarven fortress directly.
The Valley Revolt
The growing cities depended heavily on the Hearth dwarf valleys. Grain, animals, timber and leather moved toward Mal Darum, Mirn Torum and the military settlements every season. The crown treated these supplies as part of the obligations created under Doramin, but some governors demanded far more than the old laws allowed.
The situation became worse during a series of poor harvests and border conflicts. Provincial officials continued taking grain for the army even when villages warned that they would not have enough left for winter. Wealthy clans purchased some of the remaining stores and sold them back at higher prices. Several governors reported that their provinces had met every obligation while hiding the fact that villages were already going hungry.
The revolt began after soldiers entered three valley settlements and seized seed grain which had been kept for the next planting. The villagers resisted, and several soldiers and farmers were killed. News travelled quickly through the valleys. Storehouses were locked, roads were blocked with wagons and local councils refused to send anything more to the crown.
Imperial officials first described the revolt as a Hearth dwarf rebellion against Forge rule. This was never completely true. Many Forge dwarves living in smaller workshops supported the valley settlements, while Hearth dwarf soldiers remained loyal to the crown. The conflict was about food, taxation and the power of governors more than it was about the two dwarven peoples.
The imperial army reopened several roads but could not force the entire region to submit. Every military column required the same food which the valleys were refusing to provide. Soldiers sent to seize grain often found empty storehouses, as the villagers had hidden supplies in old tunnels and forest shelters.
The revolt continued through two harvests. Fighting remained limited, but hunger spread into the cities and the price of bread increased. Mal Darum finally agreed to negotiations led by judges and priests of Doramin. The most hated governors were removed, and the crown promised that villages could not be stripped of seed grain or the food needed to survive winter.
Local councils received greater authority to record what a province produced and what had already been taken by the government. Military requisitions had to be witnessed, and communities were supposed to receive payment or a reduction in later taxes. These rules were not always followed, but they made it harder for one governor to hide everything from Mal Darum.
The revolt changed the empire without overthrowing it. Hearth communities gained a stronger position in provincial government, while the crown learned that controlling the roads did not matter if the people supplying those roads refused to cooperate. Modern governors still quote the laws created after the revolt whenever the army demands emergency supplies.
The Discovery of Gorgonite
The discovery of Gorgonite beneath Mirn Torum created another internal conflict. The mineral was found in a deep green vein with a faint changing colour under firelight. Smiths learned that it could be used to create weapons, armour and tools which were stronger than ordinary metalwork when treated correctly.
At first, the clan which discovered the vein attempted to keep it secret. This became impossible when pieces of Gorgonite appeared in weapons sold outside the city. Other clans demanded access and argued that the deposit extended beneath tunnels which belonged to them. Surveyors were threatened, maps disappeared and several connecting passages collapsed under suspicious circumstances.
The dispute became known as the Green Vein Conflict. It never turned into a full civil war, but there were murders, sabotage and fighting between miners beneath the city. The government of Mirn Torum could not act as a neutral authority because several of its officials belonged to the clans involved.
The emperor sent imperial engineers and soldiers to secure the deepest workings. The crown declared the central vein an imperial resource while allowing local clans to mine separate branches under licence. This angered almost everyone, but no single clan was strong enough to remove the imperial force without fighting the entire empire.
Permanent inspectors were placed in Mirn Torum, and every shipment of Gorgonite had to be recorded. Smuggling began almost immediately. Pieces of the mineral were hidden inside ordinary ore, tools and even the stone walls of wagons. The punishments became severe after several foreign agents attempted to purchase stolen Gorgonite.
The discovery made Mirn Torum richer and increased its influence at court. It also gave the emperor a direct interest in a city which had previously been controlled mainly by its mining clans. Arguments over the ownership of deep tunnels continue, and some families still claim that the crown stole the greatest discovery made by their ancestors.
Guilds and the Locked Forges
As the cities grew, craftsmen began forming guilds which included members from several clans. The guilds controlled apprenticeships, inspected work and decided who could sell certain goods inside a city. This challenged clans which had kept the same craft within their family for generations.
The crown supported guilds when they produced reliable weapons, tools and building materials. At the same time, emperors expected them to obey military orders. During one long border campaign, Mal Darum ordered smiths to produce weapons at a fixed price which did not cover the cost of metal and fuel. Officials claimed that every dwarf had to sacrifice for the defence of the empire.
Several smithing guilds refused. They closed their workshops, extinguished public furnaces and would repair only tools needed for mines, farms and waterworks. The event became known as the Locked Forges. Imperial soldiers arrested some guild leaders, but this made the shortage worse because apprentices and workers joined the protest.
The crown could seize metal and workshops, but it could not easily replace the people who knew how to use them. After several military units received poor weapons made by inexperienced workers, the government returned to negotiation. The guilds accepted wartime obligations, while the crown agreed to pay a minimum price and limit how long emergency production could continue without review.
The agreement gave the guilds a recognised place in imperial government. Important guilds later received seats when the Council of Dwarves was called, and city councils were expected to consult them on matters involving trade and production. Clans remained powerful, but they no longer controlled every craft through family ties alone.
The Locked Forges are remembered differently by soldiers and craftsmen. Military histories often describe the guilds as selfish during a dangerous war. Guild histories describe the same event as the moment when the crown learned that skilled dwarves were not tools which could be used until they broke.
The Krugmurd Frontier
The relationship between Kurn Daruhm and the Krugmurd Horde has changed many times. The earliest conflicts began when orc raiders attacked dwarven settlements and outposts on the eastern frontier. The dwarves answered with raids of their own, and both sides began to treat the border as a place where violence was normal.
These conflicts did not form one continuous war. There were years of fighting followed by periods in which neither side wanted to spend more soldiers on the same hills and roads. An orc leader might make an agreement with Khimtaruhr, only for another leader to ignore it later. Dwarven clans also broke agreements when they believed that the Horde had become weak or when a new mine was found close to the border.
The dwarves built forts and watchtowers along the main approaches. The Krugmurd learned to avoid the strongest positions and attack supply routes instead. Dwarven heavy infantry was difficult to defeat in a narrow pass, but it could not quickly pursue raiders across open land. This forced the empire to keep more scouts and war-boar riders in the region.
Trade existed even during some of the wars. Orcs possessed animals, hides, herbs and materials which were valuable to the dwarves. Kurn Daruhm offered metal tools, weapons and worked goods. Local commanders sometimes allowed markets to operate while soldiers were fighting elsewhere along the same frontier.
The first lasting agreements were made because both sides had enemies beyond one another. The dwarves recognised that the Horde could not be removed without a war which would cost more than the border was worth. Orc leaders recognised that Kurn Daruhm could replace lost fortifications and soldiers faster than raiding could destroy them. Trade became more useful than another attempt at conquest.
This did not create friendship. Many dwarves still consider the orcs violent and unreliable, while many members of the Horde see the dwarves as proud rulers who hide their own aggression behind laws and contracts. Skirmishes and raids continue, but they are usually contained before they become a larger war. Khimtaruhr is responsible for much of this difficult relationship and must act as a fortress, market and diplomatic meeting place at the same time.
The Settlement of Herm Tharim
The decision to settle Herm Tharim was made after the imperial heartland had already become stable. Kurn Daruhm needed new sources of minerals, but expansion into the desert also offered a way to increase its influence along the southern sea routes. Imperial explorers believed that the region contained metal, stone and the remains of an older civilisation.
The first expeditions discovered that finding resources was easier than building permanent settlements. The heat was dangerous to dwarves accustomed to mountains and underground halls. Water was scarce, and several wells became dry before a settlement could grow around them. Sand damaged machinery, buried roads and made it difficult to keep mines open.
Some of the first settlements were abandoned. Others survived only because supplies arrived by sea. Critics in Mal Darum argued that the entire project should end, as the empire was spending more wealth on the desert than it received from it. The clans involved in the expeditions disagreed and claimed that leaving would waste every life and every coin already spent.
Dwarven engineers eventually made permanent settlement possible. They dug deeper wells, built stone-lined canals and created reservoirs protected from the sun. Underground chambers were used to keep food and water cool. Mines were designed with wider ventilation shafts, as the desert heat made the usual mountain designs dangerous.
The port of Dhan Buldahr became the centre of the colony. Ships carried tools, grain and new settlers into the desert and returned with ore, stone and goods recovered from the ancient ruins. The port also allowed the empire to trade with lands which were difficult to reach from Bhornholdir.
Herm Tharim was organised as a principality rather than an ordinary province. Its rulers received greater freedom because the problems of the desert could not always wait for instructions from Mal Darum. They remained subjects of the emperor and were required to provide taxes, resources and military support. In return, the empire continued to fund irrigation, fortifications and the port.
Most colonists remained loyal to Kurn Daruhm. This loyalty did not come only from tradition. The settlements depended on imperial ships, engineers and soldiers, especially during their first generations. At the same time, the colonists developed their own identity and often complained that officials in Mal Darum did not understand how different life in the desert was.
The discovery of ancient ruins changed the purpose of the colony. Dwarves found pottery, jewellery, sculptures and underground structures left by a civilisation which had lived in Herm Tharim long before them. Some ruins were close to the surface, while others were buried beneath layers of sand or connected to tunnels which extended far beyond the first chambers.
The deepest sites contained symbols and magical devices which the dwarves could not fully understand. Some were taken to Hil Doral or Mal Darum for study. Others were left in place because removing them caused traps or magical disturbances. Several expeditions disappeared after entering sealed parts of the ruins, leading the princely government to restrict excavation in certain areas.
Herm Tharim became valuable despite these dangers. Its mines and port strengthened the imperial economy, while its ruins attracted scholars, merchants and adventurers. It also proved that Kurn Daruhm could establish a lasting territory far outside the climate in which most dwarves preferred to live.
The Silver War with Swanvein
The war with the Grand Duchy of Swanvein began over a silver mine close to the northern border. Both sides claimed that the mine stood on their land. Dwarven records pointed to old markers and tunnels dug from the Kurn side. Swanvein argued that the surface entrance and the surrounding valley belonged to the grand duchy.
For several years, the dispute remained political. Miners from both sides worked different parts of the same deposit, sometimes breaking into one another's tunnels. Guards were placed near the entrances, and small fights became common. Neither government wanted to abandon a mine which was becoming more valuable with every new vein discovered.
Swanvein eventually attempted to decide the matter by force. Human soldiers launched a surprise attack against the dwarven position guarding the mine. They captured the surface works and several nearby outposts before Kurn Daruhm could gather a larger army. The rulers of Swanvein expected the empire to accept the loss rather than begin a costly war over one border region.
The calculation was wrong. To the dwarves, the attack was not only about silver. Swanvein had broken negotiations and killed soldiers who believed that talks were still continuing. The imperial court declared that accepting the loss would show every neighbour that dwarven agreements could be ignored without consequence.
The first imperial counterattacks failed. Swanvein controlled the valley and used mobile forces to attack dwarven supply wagons. Kurn Daruhm's heavy infantry could take a fortified position, but the humans withdrew before they could be trapped and returned after the dwarves moved elsewhere. The war spread beyond the mine as both sides attacked roads, villages and storehouses.
The fighting continued for several years. Swanvein suffered from the greater size and wealth of Kurn Daruhm, but the duchy fought on familiar land and received supplies from its own towns. The dwarves could replace weapons and armour more easily, but every soldier and wagon had to travel through difficult northern roads.
Both sides suffered heavy losses. Human villages close to the border were destroyed or abandoned, while several dwarven mining communities were cut off and forced to surrender. The silver mine which had started the war changed hands more than once and produced almost nothing during most of the conflict.
The turning point came when Kurn Daruhm stopped trying to win through one direct attack on the valley. Imperial engineers improved the northern roads and constructed fortified depots which could protect supplies. Smaller forces occupied the passes used by Swanvein's mobile troops. Once the humans could no longer move freely around the dwarven army, their advantage began to disappear.
The empire then launched a much larger offensive. Dwarven infantry advanced through the valley while engineers broke the fortifications around the mine. A second force moved toward Coldvein, forcing the grand duchy to divide its remaining soldiers. The human army was defeated before it could gather again, and Swanvein requested terms.
Kurn Daruhm did not annex every part of the grand duchy as an ordinary province. The human rulers were allowed to remain, but they had to recognise the emperor as their overlord. Swanvein began paying tribute and ceded the disputed silver mine. It also accepted dwarven garrisons at several important roads and fortifications.
Coldvein was not destroyed. Some generals argued that the city should be punished for supporting the war, but the imperial court recognised its value as a trading centre. Dwarven engineers repaired its roads and walls, expanded its markets and constructed new administrative buildings. The city remained human, but dwarven stonework, banners and officials became a permanent part of it.
The conquest created a relationship which remains difficult. Many humans of Swanvein accept imperial rule because it has brought safer roads and greater trade. Others remember the war as a national defeat and consider the tribute humiliating. Dwarven officials often describe the duchy as a loyal part of the empire, but garrisons remain there because the crown does not completely trust that loyalty.
The Silver War changed the position of Kurn Daruhm in the region. The empire had defeated and subjected an established human state rather than only expanding into lightly settled territory. Its neighbours began to treat it as the dominant power around the northern and central borders. The war also showed that the dwarves could be slowed and made to suffer even when their enemy could not defeat them in the end.
The Ash Winter
Several generations after the conquest of Swanvein, a volcanic eruption north of the imperial heartland covered much of Kurn Daruhm in ash. The eruption itself destroyed several small settlements, but the greater disaster came during the years which followed. Ash remained in the air, summers became colder and crops failed across the central plains.
The dwarves called this period the Ash Winter even though it lasted through more than one season. Snow remained longer in the mountains, animals died and sunlight was weak even during the middle of the day. Water close to the eruption became unsafe, forcing entire communities to move.
The empire possessed emergency granaries because of the Valley Revolt, but many had not been maintained properly. Some governors had sold old grain and kept the money, assuming that the stores would never be needed. Others had filled their records with supplies which did not exist. When the crop failures began, the corruption became impossible to hide.
Mal Darum introduced rationing and ordered the ports to purchase food from abroad. Bhornholdir and Dhan Buldahr became more important than ever, as ships carried grain into an empire whose own fields could not feed it. Prices increased, and merchants accused of hiding food were attacked in several cities.
Mountain settlements survived by using underground mushroom farms, stored roots and animals which could live on poor grazing land. Hearth communities shared seed grain through temple networks, although doing so left them with very little for themselves. Temples of Durgadd kept furnaces and shelters warm, while priests of Doramin organised disputes over water and food before they became violent.
The army was used mainly to protect roads and grain shipments. This decision was not popular with generals who feared attacks from the Krugmurd Horde or rebellion in Swanvein. However, the empire could not fight a major war while its soldiers and civilians were hungry.
The Ash Winter ended slowly. The first successful harvest was still much smaller than normal, and several regions needed years to recover. New laws required granaries to be inspected by officials from outside their province. Aqueducts and covered reservoirs were expanded, while more food was stored beneath the cities where ash and weather could not reach it easily.
The disaster also changed how the empire understood its own strength. Dwarven walls and armour had little value against failed harvests. Kurn Daruhm survived because its roads, ports, temples and rural communities continued working together when the central government could not solve every problem.
The Age of Engineers
The wealth gained from new mines, Swanvein and overseas trade led to a period of rapid invention. Forge dwarf workshops received greater support from the crown, and competition between cities produced new pumps, lifts, locks and mining machines. Fire magic was combined with metalwork and clockwork in ways which had previously been possible only on a smaller scale.
Hil Doral became the main centre of this development. Its workshops produced precision tools and machines for mines, construction and defence. The engineering academy attracted dwarves from across the empire, including members of clans which had previously guarded their knowledge from outsiders. Clockwork golems began to appear in the most important mines and public works.
The changes created arguments from the beginning. Supporters believed that machines could protect dwarven lives and allow the empire to build things which had never been possible before. Conservative clans feared that workshops were abandoning proven methods too quickly. They also worried that a design stolen by a foreign power could turn dwarven knowledge against the empire.
Dhemuhm became the most ambitious city of this period. Its engineers experimented with new sources of energy, magical machinery and devices which could continue working without constant attention. Scholars, mages and craftsmen travelled there because the city allowed work which would have been restricted elsewhere.
The greatest project connected to Dhemuhm was the blue Eternal Flame, a fire which was said to burn without fuel. It was kept within the Chamber of Wonders, together with other devices which were considered too valuable or dangerous for ordinary workshops. Not every story about the chamber is true, but surviving records confirm that the Eternal Flame existed before the city was destroyed.
The destruction of Dhemuhm remains one of the greatest disasters in imperial history. There was no surviving account from the centre of the city, and those who escaped gave different descriptions. Some saw blue fire rising above the buildings. Others described an earthquake, explosions beneath the ground or machines continuing to move after their operators were dead.
The official investigation did not establish one cause. One explanation is that engineers attempted to draw too much power from the Eternal Flame. Another is that mining weakened the ground beneath the city and caused a collapse which damaged several experiments at once. Some priests claimed that forbidden work had disturbed powers which should have remained sealed.
Whatever caused it, most of Dhemuhm was destroyed. Buildings collapsed, fires spread through the workshops and strange creatures appeared in the ruins. Rescue parties could enter only the outer districts. The Chamber of Wonders was sealed or buried, and no confirmed expedition has reached it since.
The disaster changed imperial engineering. New rules were placed on magical experiments, and cities were required to separate dangerous workshops from residential districts. Hil Doral remained an important centre of invention, but its academy became more careful about projects involving unknown power sources. Opponents of clockwork still use Dhemuhm as proof that the empire's engineers are capable of creating dangers they cannot control.
Dhemuhm was never rebuilt. Scholars and treasure hunters continue to enter the ruins, often with permission from a provincial official who expects a share of anything recovered. Many do not return. The city remains both a warning and a source of lost knowledge, which is why the empire has never abandoned it completely.
The Fall of the Forgotten Kingdom
The Forgotten Kingdom was once a living realm northwest of Kurn Daruhm. Old dwarven records describe trade across the border, although they provide little information about the kingdom's rulers. Its lands were fertile enough to support cities and farms, and travellers used its roads to reach regions beyond the northern mountains.
This ended with a magical disaster which covered the kingdom in an unnatural winter. The change did not happen as an ordinary season. Cold spread across the land, rivers froze and snow remained even when it should have melted. Settlements close to the border received refugees who described cities disappearing behind storms and the dead rising where people had fallen.
Kurn Daruhm closed many northern roads but did not abandon every attempt to help. Soldiers and miners guided survivors through mountain passes, while temples and Hearth communities provided food. The number of refugees eventually became smaller as travel through the frozen land became almost impossible.
The empire first believed that the disaster would end. When it continued, forts were built along the approaches and the nearby settlements were supplied for a permanent defence. Mirn Torum became important to this effort because its mountain roads allowed soldiers to move close to the border without crossing the worst parts of the frozen land.
Necromancers later established themselves among the ruins. It is not known whether they caused the disaster, arrived after it or were survivors who turned to forbidden magic. They raised armies from the dead and attacked anyone who entered their territory. This ended any possibility of ordinary relations with the kingdom.
Kurn Daruhm has sent numerous expeditions across the border. Some were military forces, while others included priests, scholars and engineers who hoped to understand the magical winter. None of the major expeditions returned. A small number of individuals have escaped the frozen land, but their accounts are confused and often contradict one another.
The repeated failures created fear and anger within the empire. Some generals argue that only a massive invasion can destroy the necromancers and end the threat. Others believe that sending a larger army would only give the necromancers more bodies to raise. For now, Kurn Daruhm guards the border and continues smaller investigations.
The Veogon Dark Dynasty lies beyond the great wall west of the Forgotten Kingdom. Because the frozen land and the wall limit travel, contact between Veogon and Kurn Daruhm takes place mainly at sea. The empire treats the dynasty with suspicion because of its use of dark magic, but it has avoided a direct war. Imperial officials consider the Forgotten Kingdom the greater immediate danger and have no desire to fight two enemies in the same region.
The War of Endless Storms
The War of Endless Storms against the Holy Kingdom of Alyren Shaeras was the most destructive conflict in the more recent history of Kurn Daruhm. The two nations had lived beside one another for generations and had traded weapons, magical goods and works of art. Their craftsmen respected one another, but their governments and temples disagreed over religion, border lands and the influence each nation should possess in the region.
The road to war was gradual. Elven religious missions crossed into disputed settlements, while dwarven officials expanded roads and forts close to the border. Each side claimed that it was only protecting its own people. Border guards arrested travellers, merchants lost goods and several small clashes ended with soldiers dead.
Attempts at negotiation failed because neither nation trusted the other's promises. The Holy Kingdom believed that Kurn Daruhm was using talks to strengthen its border. The dwarves believed that the elves would continue their religious expansion regardless of any treaty. When a larger confrontation took place near one of the disputed routes, both governments began calling soldiers before the incident had been fully investigated.
The elves used weather magic on a scale which Kurn Daruhm had not faced before. Storms damaged roads, flooded valleys and made it impossible for supply wagons to move. Lightning struck watchtowers and exposed positions. Snow and freezing rain appeared outside their ordinary seasons, leaving isolated garrisons without food.
The dwarves answered with fire magic and heavy fortifications. Flame Wielders burned paths through fallen trees, protected camps from the cold and attacked elven positions. Engineers built stone roads, drainage channels and covered supply points so that the army could continue moving during the storms. The same magic which kept dwarven soldiers alive also caused great destruction when used against elven forests and settlements.
Neither side was prepared for how long the war would continue. The Holy Kingdom could damage dwarven supply lines but struggled to break fortified cities. Kurn Daruhm could hold roads and strongholds, but its armies moved slowly and could not force the elves into one decisive battle. Territory changed hands several times without giving either nation a clear victory.
The civilian population suffered as much as the armies. Farms close to the border were destroyed by floods, fire and military requisition. Trade between the countries ended, and settlements which had depended on it lost their income. Refugees moved deeper into both kingdoms, often carrying stories which made hatred of the enemy stronger.
General Tavla Ironheart became famous during this period. She commanded a force which had been cut off from the main imperial army after an elven storm destroyed the roads behind it. Instead of retreating through flooded ground, Tavla moved toward a fortified elven stronghold which controlled the local storms and communications.
Her force was much smaller than the defenders expected to face. Tavla used mountain paths and damaged roads which the elves considered impassable to reach the stronghold. Dwarven engineers broke part of the outer wall, while Flame Wielders prevented the defenders from closing the passage. The soldiers entered the fortress and disrupted its command before the main elven force understood what had happened.
The fall of the stronghold allowed the imperial army to advance and recover several lost positions. It did not end the war, but it prevented a major dwarven defeat and made Tavla one of the most respected generals in Kurn Daruhm. Elven accounts describe the same attack as the destruction of a sacred site, which remains one of the reasons why her name is hated in parts of Alyren Shaeras.
As the war continued, both nations became exhausted. Kurn Daruhm could replace weapons and fortifications, but not the experienced soldiers and mages it was losing. The Holy Kingdom could continue creating storms, but the magic placed a great burden on its own land and people. Neither government could promise that another campaign would bring victory.
The disappearance of important elven leaders, including the High Druid Lohmarra, further weakened the Holy Kingdom's ability to continue the war. Kurn Daruhm also faced unrest among provinces which were paying for a conflict that seemed to have no end. Merchants and Hearth dwarf communities demanded that the roads and fields be repaired instead of destroyed again during another campaign.
Negotiations began while fighting was still taking place. At first, both sides used the talks only to test whether the enemy had become weaker. A ceasefire became possible when commanders agreed to withdraw from several disputed positions at the same time. The final treaty did not give either nation everything it wanted.
The war ended without a clear victor. Several border questions were left unresolved, while both nations agreed to limit military construction in specific areas and reopen a small number of trade routes. Prisoners were exchanged, but many missing soldiers were never found.
Peace did not create friendship. Dwarves remember the storms which destroyed their homes and roads. Elves remember the forests burned by dwarven fire magic and the strongholds taken by imperial armies. Border incidents still occur, and both nations keep soldiers close enough to respond quickly.
At the same time, trade slowly returned. Dwarven metalwork and elven magical goods remained valuable even after the war. Craftsmen from both nations continued to respect skills which they disliked admitting belonged to an enemy. This practical relationship is one of the reasons the peace has survived despite the religious and political hatred between the two states.
The Years After the War
The end of the War of Endless Storms left Kurn Daruhm with damaged roads, abandoned farms and provincial debts. The first years of peace were spent repairing the border and bringing soldiers home. Some veterans received land, while others returned to clans which had changed during their absence.
The empire became more cautious about beginning another major war. This did not end border skirmishes with the Krugmurd Horde or the threat from the Forgotten Kingdom, but the imperial court tried to prevent smaller incidents from growing into conflicts which would consume the entire realm.
Trade with distant nations became more important during the reconstruction. Bhornholdir expanded its docks, and Dhan Buldahr handled a greater part of southern trade. Kurn Daruhm exported steel, tools, armour and machinery in exchange for grain, spices, textiles and materials which were difficult to produce within the empire.
The relationship with the Union of Sukeyuki grew during this period. One of the largest agreements exchanged high-quality dwarven steel for rare spices and textiles. The deal benefited both powers and strengthened the position of merchants who wanted closer relations.
Not everyone in the Union supported the agreement. Some shenxiangs claimed that their rulers had surrendered too much wealth for dwarven steel. Their opposition caused political conflict within the Union. Kurn Daruhm avoided direct involvement but sent diplomats to observe the situation and protect imperial merchants.
Relations with the Veogon Dark Dynasty remained limited. Most meetings took place between ships or in foreign ports. Kurn Daruhm maintained formal neutrality, but captains were ordered to report Veogon military movement and any evidence that the dynasty was becoming more active near the Forgotten Kingdom.
Within the empire, the war strengthened arguments about the power of Mal Darum. Some provinces believed that the central government had demanded soldiers and taxes without understanding local needs. Others argued that decentralisation had made the war more difficult because governors did not always follow the same plan. These arguments were never fully resolved.
The Reign of Drogan Ironheart III
The current emperor, Drogan Ironheart III, inherited a powerful state which was still dealing with the results of older wars and disasters. Drogan is considered a capable negotiator and usually prefers diplomacy to conquest. This has reduced the danger of another immediate war with Alyren Shaeras or the Krugmurd Horde, but it has also caused criticism from generals who believe that the empire has become too passive.
Drogan has spent much of his reign on internal projects. Imperial funds have repaired roads and bridges, expanded aqueducts and improved connections between the capital and provincial cities. These projects are not as impressive as a new fortress or military victory, but they have made trade easier and reduced the isolation of smaller communities.
Public education has also expanded. More dwarves now receive basic instruction in reading, writing and mathematics without belonging to a wealthy clan or guild. Supporters believe that this will strengthen the empire by producing better craftsmen, merchants and officials. Opponents argue that education controlled by the crown gives Mal Darum too much influence over local communities.
Drogan has funded historical and artistic projects as well. Old records have been copied before they decay, monuments damaged during wars have been repaired and scholars have been sent to study ruins in Herm Tharim and Dhemuhm. The emperor presents this work as a way of protecting dwarven history. Some clans remain suspicious because they do not want imperial scholars deciding which version of the past becomes official.
The emperor's foreign policy remains cautious. He maintains the peace with Alyren Shaeras, supports trade with Sukeyuki and allows local commanders to negotiate with the Krugmurd Horde when needed. At the same time, he has not abandoned the forts along any of these borders.
The Forgotten Kingdom is the greatest exception. Drogan has continued to fund research and smaller expeditions, but he has not approved the massive invasion demanded by some generals. He argues that the empire should understand the magical winter and the necromancers before sending an army into a land where previous expeditions disappeared.
General Thrain Ironhand is one of the strongest critics of this policy. He believes that Kurn Daruhm's enemies interpret negotiation as weakness and that the empire should use its strength before those enemies become more dangerous. Engineer Drog Stonefist has also become dissatisfied with the court, although his concerns are connected more closely to restrictions on engineering and the distribution of imperial funds.
These disagreements have not yet become an open rebellion. They do show that Kurn Daruhm is divided over what should happen next. One side believes that the empire has fought enough wars and should strengthen what it already controls. The other believes that every period of peace gives its enemies time to prepare.
How the Dwarves Remember Their History
History in Kurn Daruhm is not kept only by the imperial court. Clans preserve their own books, weapons, tools, contracts and memorial stones. A family may know which ancestor built one part of a bridge even when the imperial record mentions only the governor who ordered it. Old objects are repaired rather than replaced because the history attached to them is considered part of their value.
This creates many versions of the same event. The descendants of Durgadd's first allies describe the unification as a willing agreement between clans. Families descended from the settlements he conquered describe sieges, hostages and land taken by the new crown. Both accounts can be true at the same time, but imperial ceremonies usually prefer the first one.
The founding of the empire is celebrated with large meals, drums, horns and the retelling of Durgadd's campaigns. Doramin's laws are remembered in a quieter legal ceremony where judges read parts of the oldest surviving agreements. The two celebrations show the same difference which existed between father and son. One remembers the force which created the empire, while the other remembers the rules which prevented it from falling apart.
Wars are remembered through objects as much as written accounts. Damaged shields from the Silver War hang in clan halls. Stones melted by elven lightning or dwarven fire are kept in temples close to the southern border. Families continue to search military lists for relatives who disappeared during expeditions into the Forgotten Kingdom.
Dhemuhm is treated differently. The empire built memorials for those who died, but it has never agreed on what those memorials should say caused the disaster. Engineers dislike inscriptions which blame forbidden invention, while priests and conservative clans oppose any wording which presents the destruction as only an earthquake. Most monuments simply list the dead and leave the cause unnamed.
Swanvein also keeps its own history. Imperial records describe the Silver War as punishment for a surprise attack and broken negotiations. Human records describe it as a defence against dwarven expansion. Dwarven officials have not removed every human monument to the war, partly because doing so would create more resistance and partly because Doramin's laws protect some local traditions. This means that children in Coldvein and Mal Darum can learn very different versions of the same conflict.
Drogan's efforts to copy old records have made these arguments stronger. The Imperial Archive wants copies from every major clan and province, but some families refuse to surrender documents even for a short time. They fear that the court will change them, lose them or use old agreements to challenge present ownership of land and mines.
For this reason, there is no history of Kurn Daruhm which every dwarf accepts completely. The empire agrees on its founders, its major wars and the disasters it survived. It does not always agree on who was responsible, who suffered most or whether the crown made the correct decision. Dwarves remember for a long time, but remembering does not mean that they remember in the same way.
Kurn Daruhm in the Present
Kurn Daruhm remains the dominant power in much of the region. Swanvein pays tribute, Herm Tharim provides access to desert resources and southern trade, and the cities of the imperial heartland continue to produce metal, weapons and machinery. Its army is strong, its fortifications are extensive and its roads connect places which once had little contact with one another.
However, the empire is not without problems. Swanvein has not forgotten its defeat. The Krugmurd border can return to violence after one failed agreement. The peace with Alyren Shaeras depends on two nations which still distrust one another. The Forgotten Kingdom remains a threat which the dwarves do not understand, while Dhemuhm continues to show what can happen when imperial ambition moves faster than caution.
There are also internal tensions. Powerful clans protect their influence, provincial governors do not always agree with Mal Darum and engineers want greater freedom to continue their work. Drogan's reforms have improved life for many dwarves, but they have also changed old systems which benefited important families.
The dwarves often describe their history as proof that they can survive anything. There is truth in this. Kurn Daruhm survived the wars of unification, border invasions, the destruction of cities and the storms of Alyren Shaeras. But its history also shows that survival always had a cost. Every mine, road and province was built by someone, defended by someone and often taken from someone else.
At the moment, Kurn Daruhm is at peace. This does not mean that the empire feels safe. Soldiers still guard every important border, engineers continue searching the ruins and the government prepares for threats which may never come. The main argument is now about what the empire should do with its strength. It can continue improving the lands it already controls, or it can return to the expansion which created many of its present enemies.