Kal-Sharok

With far fewer resources than Orzammar and no access to the surface, Kal-Sharok has had to do some very questionable things to survive, and now they are changed forever. But, it's believed that when the darkspawn invaded, the kings of the old empire retreated to Kal-Sharok, where they were able to defeat the darkspawn, but suffered heavy casualties.

Modern Kal-Sharok is a wonder to behold. It has been well maintained for 900 years and despite a few wars and...accidents, it has thrived and is the greatest city of Dwarves, the largest by far (three times the size of Orzammar) and possibly the greatest current city in Thedas!

## General Facts

### Location

Kal-Sharok is one of the three populated dwarven cities in Thedas (along with Orzammar and Kal'Hirol). Kal-Sharok lies in the Hunterhorn Mountains between Orlais and the Anderfels.

### Population

There are currently 30,000 Kal-Sharok dwarves living in the city.

In the last 200 years they have experienced a population growth. Though not as virile as humans they do not have the same issues Orzammar has. Thus, population issues have arisen in the last two centuries.

### Climate

The city uses natural warm and cold drafts plus their 'technology' to regulate climate.

## The Rite of Amgeforn - aka The Lottery

((Amgeforn means "sacrifice" in ancient dwarva.))

This was solved by harsher criminal punishments and a lottery. The lottery was for three things (only those between 20 and old age were submitted):

* Sacrifice - to keep numbers down (only ever employed when the numbers climbed higher than 30,000 - the maximum number that the city can sustain. The lottery is drawn six months after the birth of the child that exceeds the 30,000 mark.)
* Golems - for those who are to be used for the golem technology
* Legion Scouts - for those who are sent to scout the region but can never return to the city

Everyone within the age range are entered into the lottery. There are no exceptions. Ancient bloodlines, office - be it Viceroy or Council members - does not save you from the lottery. If your rune is up the you must accept your fate for the good of Kal-Sharok.

## Areas of Interest

### Sectors

Originally these were the estates of the Kings of the Deep Roads, their part of the City where they resided. These became "Sectors" during the Revolution. Now they are known for what they contribute to the city, the names of the ancient houses retained out of respect and also as a part of the "Revolutionary Accord" which states that these sectors must always be named thus and that the royal bloodlines must have a small, separate residence within that sector. The trade or specialisation of each sector is derived from whatever the ancient thaig was well known for. Some have developed new talents of course, and expanded on the old.

### Council Hall

Situated in the lowest tier, the people look across and down as their elected leaders. No one sits above anyone else, all are equal and work together. The council chamber is round, as is the table.

### Lottery Square

Where executions and sentences and judgement takes place. Here is where your rune may be drawn. This only ever happens when the population exceeds 30,000. All dwarves are in the lottery, from Viceroy to Shaper.

### The "Workshop"

The Forge, the smith, the artisans, the laboratory, all!!! The wonders of Kal-Sharok are produced here!

### Legion Exits

One way exits to outside of the walls. Chutes for sending messages outside and messages coming in are littered throughout the city as well.

### Mining Tracks

An elaborate network of ceiling tracks that are operated via 'golem' power and lead to external mines which the dwarves cannot reach. Rare, special, material come via these tracks. Materials unique to Kal-Sharok.

### Food Caverns

Farms. Where they grow their food sources. Mushrooms etc.

### Herding Halls

Where they keep their cattle, brontos, nugs, etc.

### The Bazaar - trade market

A permanent market. The "Commons". Until the reopening of the city to the outside world there was no money system; it was all trade and bartering. However, now they are remaking coins and trading with the likes of Orzammar.

### Arena

Proving Arena. Not used for traditional Provings as often as in other Dwarven cities.

### Hall of Heroes

In memoriam of those who fought valiantly during the Blight.

### The Shaperate and The Memories

Where all knowledge is retained, many ancient works are preserved here as well as even older texts retrieved by Kal-Sharok from other primeval thaigs. This is where their older knowledge comes from.

## Standing within Thedas

### Politics

The Kal-Sharok Assembly was renamed the Council after the Revolution in 500DA.

Each sector has an elected Councillor \*insert dwarva word here\* but the leader of the Council is not elected but belongs to ancient Kal-Sharok bloodline, their former title being 'King' of Kal-Sharok (a title the Ancient Bloodlines still use but not publicly for fear of derision and division). They are now the Viceroy \*insert dwarva word here\* of Kal-Sharok. More of a figurehead really. When the votes are tied he can tip the vote.

### Economical

There is trade between sectors - the internal economy is a balanced one

Current trade outside of the city consists of bartering still, mainly selling their wares and trading them for what they want/need. Concentrated on Orzammar and Kal'Hirol.

### Technological

The dwarves of the city have made innovations that the rest of the world knows not. They are covered in separate pages that are linked to at the bottom of this page.

### Sociological

**The Council**: Elected officials from each of the 14 sectors and a Viceroy elected from the ancient house of Kal Sharok (the only bloodline position and only a figurehead).

**Paragons and Ancestors**: No new Paragons for 900 years. They worship the Ancestors.

**Casteless System**: No castes, only sectors. Your job is determined by your skills and talents, you can be shifted between sectors. People go where they are most useful. At the age of 12-16 young dwarves are assessed to see what they are useful for then assigned a role at 16. It is not as strict as the Qun. It is possible to change roles, especially if you show an aptitude for something. You can petition the council to changes roles.

**The Royal Bloodlines**: Nobility only exists in name, they have no power. Not even referred to as nobility but instead as "The Ancients".

#### The Great Debate

Some wish to expand beyond the city, retake thaigs (the most vocal advocates of this are the Ancient Houses, however they are not alone in this. The smiths, artisans and inventors are eager too, for resources, for inspiration and for the chance to become a Paragon).

Then some wish to almost entirely be self reliant again, maybe even close the doors.

Those on the middle ground debate the repair of the Deep Roads and connections and further trade with the surface.

The city is split into sectors, which were areas originally given to the Kings who were refugees in the city. Over the hundreds of years since they sealed themselves off from the world these sectors are merely named after these ancient thaigs, the royal bloodlines exist but only in name, they own nothing other than their heritage and a larger house than most. They are still equal citizens within the city. The legacy of these thaigs is seen in what each sector specialises in. Some of these ancient houses wish to retake their thaigs, very much a source of debate within the city (the houses gathering support form those who wish to expand into the Deep Roads. The ancient bloodlines have a strong claim to their thaigs but the idea of such ownership is foreign to Kal-Sharok dwarves who have shared everything for so long. Even though this sense of entitlement does run stronger in these houses their societal shift has still impacted the Royal bloodlines. Thus, many houses would more than likely set up a similar non caste system in their thaigs if they were reclaimed.

### The Legion - Rock Knockers

*"The Rock-Knockers are a storied battalion of Orzammar's lost sister city, Kal-Sharok. A less stoic version of the Legion of the Dead,* *they are also less committed to inevitable death, honorable or not."*

There is one rule for every dwarf who leaves the Mother City - "Don't ever speak of Kal Sharok". At birth all Kal Sharok dwarves are given a rune that is unique to them and when they leave it is enchanted. This helps them find their way back home. Also, the runes are used for the lottery....

## 15 Houses of Kal-Sharok

* Kal-Sharok
* Amgarrak
* Barosh
* Darmallon
* Gundaar
* Kobaliman
* Hormak
* Heidrun
* Hirol
* Ortan
* Revann
* Rousten
* Valdasine
* Varen
* Zygmunt