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The Cursed Blue Rose
Strategy put Duradun where it is. In the temperate desert at the centre of the continent, raised during the third wave of expansion, the settlement is small enough to walk across in a short while and important enough to be worth a garrison far larger than its size suggests. Ore comes out of it, and that is the visible trade — but the ground itself is the asset. Whoever holds Duradun holds the country around it, and holding it means keeping men, mounts and stores through a season in which nothing grows. Between the shafts, herds work the scrub, providing the meat, leather and haulage the mines and the garrison both consume.
The Dunnic are Lohanar, and the Lohanar talent for arrangement shows here in duty rosters rather than in guild halls. The settlement answers to the Creed and keeps the Creed's religion — the Infernal Creed, a faith of dominion, obeyed here much as everything else is obeyed. Mine-shift, herd-watch and wall-watch fall on the same households, turn by turn, and that roster is the closest thing Duradun has to a calendar.