Dun'Vur
Created by Adam Tingley // Wreckerdwarf

Pladeholder Dwof by Katy Smith
Modern Era
The purpose of the outpost quickly shifted upon the discovery of huge fresh water reservoirs located in water mantles near the surface. Re-routing of this water became a priority for the small outpost and large-scale efforts were made to divert the supply. This fundamental change caused the outpost to change purpose to an agricultural hub that would look to feed its own growth as well as supply nearby cities in the local cluster. The outpost thrived and continued to develop until it stabilised at a population of approximately 1.6 million; becoming one of the major players in the region. The remnants of its humble beginnings were largely erased by this stage and all evidence of the marble mines had all but disappeared from record. The city was famed for its exports of sheer quantity. Fungi farms proved to be the largest supplier of foodstuffs and building/crafting materials. Livestock were also kept in great numbers both in the city itself and around the large number of outposts built on the outskirts of the city. All providing huge quantities of products, materials and foodstuffs. Due to the high quantities, the cost of these materials was very affordable and it was quickly implemented into the uniforms of military personnel all across the dwarven territories. Even in the present day, Dun’Vur animal furs and mycelial leathers can often be found on pieces of armour, clothing or upholstery.The Fall of the City
A sickness swept through the streets very suddenly and left very little time to react. The source was unknown and due to the quick progression of the ailment, steps were taken to address the issue with little to no basis in evidence. The city dispatched military teams to scout and investigate the possible causes. The water lines were shut off first and the vast storage vats were separated from each other. Each quadrant of the city was designated a specific water supply in an attempt to narrow down the potential source. Ventilation and intakes were heavily assessed and many of these were closed or monitored to ensure that no goblin interference was at the root of the issue. In addition to these measures, the tried and true approach of closing all doorways to the wider world and network was enacted. This lockdown sealed the city away from many possible contaminants but in doing so, it limited the city’s intake of livestock foodstuff that was being supplied by its satellite outposts. A large culling of livestock took place to conserve the city’s own supplies. The illness that gripped the city sadly ceased to relent and the ease of its spread caused the deaths of over 85% of those it came into contact with. In most of the other cases, the individual appeared changed. Blackened veins, foggy eyes and rashes over the hands, feet and limbs were only some of the more notable symptoms. Along with painful aches and lethargy. The sickness brought the city to its knees within only a few short weeks. Attempts to gather further information and hold back the tide of death unfortunately failed. Many military teams returned to closed city gates and instead opted to migrate to other nearby regions. Other groups were not so lucky. The sickness was much wider spread than the dwarves of Dun’Vur first believed. It had afflicted itself onto all forms of creatures and wildlife that called the ancient tunnel systems home. Resulting in brand new threats that the city was not ready to face.This is a submission for my second World Ember - I hope you enjoy the world I am building!

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