In the heart of the Zinandar Mountains lies the fortress-
city of Kal-Zinan, the largest dwarven stronghold
to be found in hule. Here the secretive ironmasters of
the dwarves forge arms and armor unmatched anywhere
in the world, using the molten rock of the Zinandar
volcanoes to smelt their ores and ire their furnaces.
Contrary to legend, dwarves cannot eat rocks or drink
molten iron, so many levels of Kal-Zinan are devoted to
other trades. Vast subterranean granaries and storehouses
ring the city’s central forges, protected within Kal-Zinan’s
mighty ramparts. he mountainsides and vales
surrounding the city are home to high pastureland, hayields,
and terraced gardens, where dwarven herdsmen
and ield workers provide Kal-Zinan with a basic level of
subsistence in times when it proves impossible to import
grain and vegetables from the human realms of Thule.
THE MOUNTAIN REDOUBT
Dwarves are relative newcomers to Thule, and were the
last of the major races to arrive in this land. A barbarian
race of ierce warriors, they settled in the defensible
vales of the Zinandar Mountains, battling the native
cyclopes, minotaurs, and subhuman troglodytes that
haunted the region and isolating themselves from the
world outside. Kal-Zinan was established as the stronghold
and hall of the dwarven chief in the year 833
AR, and over the centuries the hardworking dwarves
continued to carve out its galleries and expand its
defenses. Around 1200 AR, the dwarves of Kal-Zinan
discovered the secret of smelting iron, and they quickly
mastered the working of ever more challenging alloys.
Kal-Zinan maintained a policy of strict neutrality in
the afairs of other Thulean cities down through the years.
he dwarves proited by selling arms and armor to all
customers, as well as organizing mercenary companies
to ight in others’ wars. hey became so set in their ways
that they stood by and did not intervene when Lomar’s
army attacked Hurhun, the longtime trading partner and
friend to Kal-Zinan. But that neutrality was sorely strained
just this year (early M2 2214 AR) when raiders from Marg pillaged a caravan
bound for Quodeth and seized many dwarves, including
an important Master, as slaves. his was not the irst time
Marg had acted in this way, and it provoked great anger
in Kal-Zinan. he Council of Masters is now (M2-2214 AR) divided
between traditionalists who want to ransom the abducted
smiths and merchants, and militants who want to ally
with Quodeth or Lomar to punish Marg for its actions.
CITY DESCRIPTION
Kal-Zinan is carved into a mountainside. he great
gates at the foot of the mountain lead to a grand stair
that ascends through a magniicent gallery chamber
until it emerges on a plaza open to the air two hundred
feet above the gate. Broad ramps suitable for
aurochs-drawn wagons lead from the gates to the city’s
storehouses and stables. Most of the Kal-Zinan’s dwellings
lie along balcony-like “streets” high above the
city’s massive gate and are open to the sky, although
workshops, granaries, and the great forges are located
deeper in the mountain.
Houses of Waiting: Visitors to Kal-Zinan are not
allowed to wander around without escort. he Houses
of Waiting comprise a small, guarded foreigners’ quarter
where guests are expected to remain until summoned
or granted permission to leave. he Houses include half
a dozen small inns and taprooms, along with several
shops where dwarven goods are displayed, a bazaar, a
shrine dedicated to the Nine, and meeting-chambers
where visiting merchants can discuss their business with
Kal-Zinan’s masters.
Red Shield Company: One of the leading mercenary
companies of Kal-Zinan, the Red Shields are a
band of one hundred veteran dwarven warriors who
have fought all across Thule, from Katagia to frozen
Nimoth. The Red Shields specialize in siegecraft and
military engineering, although they take any sort of
work that comes their way. The master of the company
is Groma Narn, a fierce dwarf woman of middle years
who took over the Red Shields when her husband was
killed in battle ten years ago.
Road of Smoking Waters: To facilitate trade, the
dwarves of Kal-Zinan built a great stone road from
their mountain stronghold to the city of Hurhun
long ago. Steaming hot springs, geysers, and roaring
fumaroles line the road for the last fifteen miles or so
before it reaches the Iron Gate. Hurhun was destroyed
in 2087 AR by the legions of Lomar, but the road remains
intact. Merchant caravans coming or going from
Kal-Zinan skirt the dangerous ruins.
Kal-Zinan (Small City, pop. 7,320 within the walls)
City of the Iron Gate, City of the Dwarves
Home to the legendary dwarven iron masters,
Kal-Zinan is a mountain fortress surrounded
by the geothermal features of the Zinandar
Mountains.
Authority: The city is governed by High Master
Bhul Drez-Kath. He is the head of the Council of
Masters, the city’s governing body.
NPCs: The vast majority of Kal-Zinan’s inhabitants
are dwarves, although a small number of human
merchants from Quodeth, Lomar, and Marg are
usually visiting at any given time.
Aybrel Arn is a young human woman who makes
Aybrel Arn |
as a broker and go-between, arranging agreements
between visiting merchants and the
masters of Kal-Zinan. She is acquainted with
most of the city’s ruling masters, and can be
very valuable to visitors who otherwise might
not know how to approach the right dwarf.
Durmuth Ursk, High Servant of the Gray Lord, is
the high priest of Nergal in Kal-Zinan and the
foremost priest in the city. Many mercenaries
and armsmakers look on Nergal as their
patron, and few would take on a new task
of any signiicance without seeking Nergal’s
approval first. He leads the council’s militant
faction and pushes for war with Marg, and
any human power that gets in the way.
Tarm Orth-Nhul is an example of a very rare
breed, a dwarven sorcerer. He is known
to hire out his services for the right price.
Most of Tarm’s magic deals with earth and
stone, and he is sometimes known as Tarm
Stonebreaker.
Trade: Kal-Zinan is renowned for its metalwork,
especially ironworking and other advanced
alloys. The dwarves also excel in stonework
and often sell their services as roadbuilders and
engineers. In return, Kal-Zinan imports foodstuffs,
textiles, and luxury goods.
Concerns: The dwarves of Kal-Zinan seek to
guard the secrets of advanced metallurgy,
hoping to maintain their monopoly. Knowledge
of ironworking is already well established in the
human world, but they vigilantly guard the techniques
for making steel and more exotic alloys.
Rumours (2214 AR):
1. A cult worshiping Lorthnu’un of the Golden
Chalice has taken root among the poorer dwarven
miners, who believe that the Great Old One
can guide them to untapped veins of gold and
gems.
2. An evil artifact known as the Eye of Braug—
the mummiied eye of the last cyclops king in
Zinandar—is buried in a deep in the city’s
under-vaults, but the priest Durmuth Ursk is searching
for it and wants to claim its powers for his own.
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