Skalfs Hold

Skalf's Hold is a walled city built on a bluff overlooking two mountain passes. To the east lies the winding path toward Karak Azul. To the west is the bustling settlement of Deadgate and the path toward the Badlands.
Skalf built the city using the treasures he found in the Dragon's lair. Since the day he slew the dragon, his clan, Skalfson, has been identified by the symbol of a rearing Dragon. To honour him, his descendants incorporated that symbol into the very structure of the city itself.
To pass into Skalf's Hold as a non-dwarf, one must be recommended by a dwarf.
=== Governance ===
The Lord of the Hold, Thorgin Dragonslayer, presides over the High Council which itself has only two other members: the High Priestess Balikina Furlisdotr and Thane Furagrum Kazorson, Commander of the Lawbringers.
The Small Council consists of the guild masters and the heads of the five noble families of Karak Azgal. The Small Council represents the most powerful and influential Dwarfs in the city, and they submit their petitions for consideration to the High Council once a month. The Small Council will also always listen to any elders of the Hold, that being any Dwarf over the age of 150.
The older a loyal Dwarf of the hold is, the more weight his words are given. In addition, elders of other Holds are given respect.
Then the High Council meets in secret to decide how to act on the petitions. The High Councillors also serve as judges for any cases deemed too delicate or important to be decided by the Lawbringers. Sessions of the Small Council are held bi-weekly in the Council Chambers of Skalf’s Keep. All citizens of Karak Azgal are welcome at the meeting although this is mostly for show, as non-Dwarfs carry very little weight in city politics.
== Districts ==
Skalf's Hold is made up of four main districts. As you enter Skalf's Hold there is a kiosk with free maps available, as well as helpful Dwarf guides.
* The Holdfast - Here be the Keep, libraries, and mansions.
* Gold Quarter - Here be merchants, artisans, and guilds.
* Foreign Quarter - Here be foreigners.
* Temple Quarter - Here be temples.
=== Places in the Holdfast ===
* The Keep - the residence of the King.
* Libraries - Libraries containing various books of lore.
* The Miner's Bounty - A tavern for miners.
* Norgunson Clan Hold - The clan hold of clan Norgunson clan clan.
* Jewelgrasper Clan Hold - The clan hold of clan Jewelgrasper clan clan.
*Statue of Skalf the Dragonslayer - A statue.
*Damirson Clan Hold - The clan hold of the Damirson clan clan.
=== Places in the Gold Quarter ===
* Dotri's Caravans Office - the HQ of Dotri's Caravan business.
* Grundi's Blacksmithing - A blacksmith owned by the Grundi the Blacksmith.
*Mining Guild - A guild for miners (not to be mistaken for minors).
*Jewelsmiths' Guild - A guild for jewelsmiths.
*Stonecutters' Guild - A guild for stonecutters.
*Engineers' Guild - A guild for engineers.
*The Dragon's Eye - A tavern frequented by Lawbringers.
=== Places in the Foreign Quarter ===
* Zambor's Well - An entrance to the deeps of Karak Azgal.
* The Golden Mug - A Gambling Hall
* Inn Way too Deep - A tavern for adventurers and heroes.
*Todt Muller's Totem Emporium - an emporium of totems.
*Grondella's Supply Shop - A supply shop.
*The Babbling Fountain - A fountain for babblers.
=== Places in the Temple Quarter ===
* The Temple of Shallya - A Temple of Shallya.
*The Temple of the Ancestors - A great Dwarfen Temple to the Ancestor Gods.
*The Temple of Myrmidia - A temple of Myrmidia
=== Other Places in Skalf's Hold that we don't know the exact location of. ===
*Bank of Skalf - The Big Bank
Category:Place