Kal-Barak (Forgehame)

**Theme**

Kal-Barak, often called "Forgehame" by non-dwarves among the surface, is one of the last of **the great Dwarven Thaighs.** An underground metropolis, it is known for its massive iron reserves, deep silver mines, and its smelting of dwarven steel. One of the only smiths in the world who can smith Adamantine hails from Kal-Barak.

According to legend, Kal-Barak is one of the oldest of the thaigs, founded in the Dawn Era.

## Overview

Forgehame is a massive, underground city carved into **the Rimecrown Mountains.** The interior features extravagant stonework and gemstones, with massive columns, archways, bridges, and buttresses. It is separated into three main areas--the Upper Halls, also sometimes called the High Slab; the Delving, also called the Middle Slab; and the Lower Halls, also called the Bottom Slab, with the Deep Roads and the mines going further down still. The various levels of the city are connected by massive elevators--called The Disc or Moradin's Coin by some in the city--or narrow staircases that can be collapsed in the event of an attack.

Like most dwarven thaigs, entry is all but forbidden unless they have the proper paperwork, some kind of political standing, or are sponsored by a Karl of any dwarven thaig, and that Karl is responsible for the visitors during their visit. Non-dwarves are only allowed in the Upper Halls. Non-Dwarves are viewed with suspicion, though their coin spends just as well as anybody else's.

The further down one goes, the darker and the hotter the city becomes. A bevy of forges and foundries and smithies are located in the bottom most areas of the city, where rivers of molten rock flow. The city seems to be constantly growing down; as mines start to dry out or continue to expand, more buildings and homes are dug out, causing the city to slowly expand over the centuries.

The city is most famous for its forges, deep iron mines, and the quality of the metal goods they produce, notably weapons and armor. The strength of "Forgehame Steel" is renowned across Dharrenal, even among other thaigs and it is said that an axe or hammer with a head made of Forgehame Steel will never shatter, and some craftsmen even claim that a harpoon made of such steel once punctured through dragonscale like it were butter. The validity of these claims is dubious, at best, but what can't be argued is the steel's quality.

## City Description

Heralded as the last true bastion of dwarven culture in the North, Forgehame is a stronghold that has held true for thousands of years. It is a proud city, and it is wealthy and influential across the continent.

### Diet

The food produced in Forgehame is similar to that found in most dwarven thaigs; there is a focus on boar and goat, who are much easier to raise in the halls of the thaig or upon the mountainside than other livestock, as well as a number of fungi and especially mushrooms.

### Education

Education in Forgehame is given to those with caste only, and is administered by the Academic Caste, in concert with the church of Moradin. The Shaperate are the loremasters who live and teach in Delving University. All dwarves undergo a basic education, usually via tutors who teach small collections of children how to read and write, as well as dwarven lore, law, and songs. The higher the caste, the longer one's education goes on. Those of the Servant class are only educated enough to be literate with a basic understanding of dwarven history. Those of the Warrior, Academic, and especially Noble cast, however, seem to be educated the longest, in some cases into adulthood.

Education seems to revolve around one's cast, with the basics of your caste's function forming a foundation for learning. For example, the Mining Caste learns the basics of mining, appraising minerals, and so on, at a young age.

### Religion

The dwarves of Forgehame, like others across Dharrenal, acknowledge the gods as a whole but they do not worship them in any widespread way. In fact, there are no shrines or temples dedicated to the gods in the entire city, save for Moradin. The Allhammer is the patron deity of the dwarves, who believe he created them upon his Soul Forge in the days of creation.

Other philosophical and religious practices are akin to ancestor worship; dwarves who lead a strong and noble life are said to strengthen the stone. When they die, they will become one of the Ancestors and will go on to feast in Moradin's splendid hall until the day they return to battle with him at the End of All Things.

Casteless dwarves, and to an extent those who choose to dwell on the surface, are said to have been rejected by Moradin.

### Prejudice

No non-dwarf has ever served on the Assembly or as a delegate for the Iron Parliament. Though dwarves are, individually, trusting and honest folk, the thaigs have bred a culture of xenophobia that prevents people of other races from participating in any real way in dwarven society. Even if they were born within Kal-Barak, a non-dwarf will always been seen as an outlander, surface-dweller, sun-eyes, or worse.

Yet, this startlingly overt prejudice seems to melt away as long as the outlander is useful--and no longer. Greed drives Forgehame; it fuels its furnaces, and works its bellows, and many outlanders within the city do their best to function within this system, trying to eke out a living.

The only real exception to this xenophobia are the gnomes. When the gnomish city of Wittlepook was sundered by the demon's horde during the Calamity War, the refugees were accepted into Forgehame, bringing their innovating mechanical ideas to the community and cementing a kinship of convenience between the two people. As time passed, the partnership flourished for both parties. Some minorities within the city are jealous of the gnomes' "position of honor" within the dwarven community and seek to subvert them, while others implore the gnomes use their voice to speak up for outlanders.

### Crime

Humans and other races who visit Forgehame often marvel at how lawful and organized the city is. Crime is ostensibly low within the city, but this peace comes at a cost. Corruption is rife within the guard, and within certain noble houses it is said. Few pickpockets or cutpurses exist. Instead, crime is either of the confidence arts or forgeries, or done through white collar means (fraud, etc).

However, the most powerful criminal group within Forgehame--and, indeed, throughout dwarven society as a whole--is the organization known as **The Carta**. The ranks of the Carta are composed primarily of casteless dwarves who are forced to resort to crime to survive. Given no real alternative, and restricted from performing legitimate work, few casteless dwarves can resist joining with the Carta for their livelihood.

The Carta primarily participates in extortion, smuggling, intimidation, prostitution, and even blackmail. They are a pervasive threat in dwarven society, but not one that the current dwarven society seems suited to cleaning up.

## Governance

The dwarven empire is one of the oldest in the world, even if it is but a shadow of its former strength and glory. Each thaig functions as an independent city state, functioning as a constitutional monarchy, consisting of the Thane and a legislative house entirely of nobles.

The Iron Parliament, as it is called, regularly meets to discuss (or rather, to shout and argue with each other) about the business they consider best for the thaig. The Thane ultimately has the final authority, but he does not come to a decision lightly, always hearing as many different perspectives as he can. While the Parliament takes votes, the Thanes word is final. He usually rules in favor of the votes, but he doesn't necessarily have to.

Members of each caste are represented in the Iron Parliament, except for the Servant Caste. Obviously, the Casteless also have no representation or voice in the Parliament.

### The Assembly

The Thane rules over a fractious folk, a congregation of many different clans and castes and interests. While the Thane does ultimately decide what is to be done, those summoned are called to offer the Thane useful advice on the matter at hand, from the smelting of ore, to the troubles of the miners, and even the brewing of good beer.

The full Assembly is made up of dozens of members (currently about 96 members) but its full number meets only rarely. Instead, it is usually the Chiefs of each caste--called a *Deshyr*--who regularly meet with the Thane.

### Shaperate

The judicial functions of government are primarily the dealings of the Shaperate. As a mason shapes the stone he works with, the shaperate work to shape dwarven society. They are part priestly figures and part academic and political. They are responsible for preserving records and lore, and they are the premier authority over the binding of contracts, as well as the authority on legal precedent. They are a role of absolute impartiality among the dwarves, and command enormous respect.

The Shaperate is considered the primary and most important function of the Academic Caste. In dwarven society, it is a role of honor, privilege, and hardship. They must not only preserve ancient knowledge and be experts on current knowledge, but they must also seek new knowledge. This occasionally means venturing into the world above the ground or going into the Deep Roads to find knowledge thought lost. They are willing to risk their own lives so that the dwarves might reclaim their lost knowledge and, ultimately, learn from it.

### Provings

While the Thane does have ultimate authority over nearly all matters in the thaig, there are times when even he must defer to a higher authority--that of Moradin himself. The Proving is an ancient ritual, respected by dwarves of all walks, in which an individual may prove their worth by completing a trial. To succeed in the trial means that Moradin is with the individual (called the Champion); to fail means that Moradin is not with them.

Provings are rare and can only be called for by the Thane. The Proving can be any task the Thane thinks sufficiently difficult and important, a task that most would have little chance of completing were Moradin's favor not with them. When the Thane has given his task, the Champion is expected to accept the terms. This is considered a binding contract.

A Champion is expected to do everything in one's power to complete a Proving, even at the cost of their life. To give up a Proving is the ultimate act of cowardice and the sort of thing that will have your entire family branded as cowards for five generations.

### Laws & Other Traditions

Travel to Forgehame is relatively safe, but entering the fortified mountain city is not an easy task. Dwarves are a suspicious folk and these dark days have done little to alleviate this spirit. Forgehame is guarded ceaselessly, and ravens can be seen circling the skies above the mountain and the surrounding region every hour. The Forge Gate is closed at all times unless accepting new visitors or allowing others to depart. The gates open once every hour, and never at night.

* Dwarves of any House not currently dwelling in Kal-Barak, but have proof of belonging to another of the thaigs, are welcome to visit, though if they wish to stay or acquire a home they must show what skill they have to offer their peers.
* Merchants and traders who show up at the gates are invariably turned away and instead directed back to Edric's Town or into the valley, as is anybody seeking an apprenticeship with a dwarf smith or artisan. Only a handful of young outsiders are granted the privilege of entering Kal-Barak, as they are pupils coming to visit their masters thanks to a special agreement with the Thane (usually to repay a debt of some kind).
* Any who wish to enter the city must be accompanied by a Karl, or possess a write by a Karl or someone of greater noble rank, or otherwise by a respected patron of the mountain. Otherwise they will be refused entry.

Non-Dwarves are only granted admittance to the Upper Halls; being found going any lower will cause them to be arrested or exiled from the city permanently.

One notable custom is the Marble Offerings. After the Calamity War, Forgehame was badly damaged and the new Thane decreed that all dwarves leaving the mountain on business should return one year hence, bringing marble suitable for building as a tribute to the thaig. Even though the order had long since been lifted, entering through the Forge Gate bringing a small piece of marble is considered a token of respect. Two large pillars of these marble offerings now lie on either side of the hall immediately past the gate.

## Layout

Between two southerly spurs of the Rimecrown Mountains lies the dark, cavernous opening from which the thundering waters of the River Running surge. On either side of that cleft stands the massive pillars of ornately engraved stone, each carved out of the living rock of the mountain itself.

### The Forge Gate

The mouth of the cavern is not simply a hole in the cliff wall, but a mighty arch formed from huge blocks of carefully placed marble. Some of the stones here are pristine and others scorched by fires so hot that they have partially melted. Beneath the arch is a set of massive gates braced with dark metal, opening to a wide passageway paved with stones so well laid that a slip of parchment cannot be placed into the seams between them.

This is called the Forge Gate and it leads directly into the Thaig. The road here from **Edric's Town** is winding, climbing the rocky mountainside and providing a commanding view of the vast wilderness beyond, including the **Nordelache** and even the peaks nearest to **Trost** and **Faldendorf**.

Before the Forge Gate stand dwarven warriors clad in shining mail, firm and resolute, with hard eyes and searching looks for all who wish to enter the realm of Baldur Musuldul.

### Upper Halls

What lies beyond the threshold is no cold, gloomy mine but a royal mansion, it seems, spread across many levels and lit by huge lanterns, innumerable torches and sunlight from reflecting mirrors. It is a vast kingdom filled with halls and chambers, workshops and treasuries, and crossed by underground streets, tunnels, alleys, and squares, stretching out for many miles into the depths of the mountain.

It is hard to believe at first that Forgehame is an underground hold, although the lack of blue skies and the scent of earth on the air may at long last prove stifling to those who favor the sight of distant mountains and open meadows.

This level of the city is built on a massive ring that sends off-shoot neighborhoods and tunnels deeper into the mountain around it. As members of the thaig's working class, the dwarves who call the Upper Halls home must either make the long commute to labor in the Lower Halls, or work in the farms above the mountain, returning to ther.

#### The Amber Hall

The Amber Hall is the seat of the Thane. Lying a short distance from the main road, the pulsating heart of Forgehame is a wide feast-hall hewn from a large, natural cave, but decorated with such skill that each corner is filled with sculptures and graven runes providing the finest examples of dwarven stronecraft.

It is here that dwarves and emissaries come to pledge to the Thane, with great gatherings are held on feast days, to eat and drink and sing and cheer. At other times, the Thane holds his Assembly within the hall. Then, both entrances to the Great Chamber are set under heavy guard until the Assembly’s business is complete. The seat of the Thane dominates the hall, carved from a piece of crystal and set against the Cup of Huror, a huge golden chalice that is one of the most valuable treasures in the thaig. The high ceilings echo the words of the Thane or the songs of those within.

The hall is accessed by large, gold-chased doors of foot-thick oak at the front and ear. Those to the front lead eventually to the main road. Those behind the Cup of Huror lead to a long series of stairs and passages, and off to the side are a number of functional rooms: a council room for the most secret meetings, private audiences with the Thane, a vast kitchen, and adjoining pantry where feasts are prepares, and the Thane’s private library.

#### The Hammerhold

These barracks are the home of the Marble Guard.

#### The Dustwalk

While much of the residential sections of the city are found here, it is most notably home to the Dustwalk—a neighborhood comprised primarily of the gnomes and non-dwarves who call the city home or otherwise are visiting the city on business. A fine layer of soot tends to coat the neighborhood.

Of the shops and business found here, one of the most notable is the bar called **The Chipped Flagon**, which is the most popular spot for visitors in the city to stay, and the most popular bar for non-dwarves.

#### The Market

This massive chamber lies beyond the front gates and is roughly the size of a small village. It is comprised of hundreds of merchants and craftsmen selling their wares. Shouts, music, and the din of conversation echo through the chamber at nearly all hours of the day. Goods are sold from wagons, carts, baskets, wheelbarrows, backpacks, and even from several large tents. Entire small farms and livestock areas are found here, as are a number of small watchtowers for the Marble Guard.

### The Delving

Also called the Center Slab, the Delving marks the widest and most varied levels of the city. Here is where many of the city's merchant and noble class reside, and it is where much of the residential life is rooted, with thousands of stone-built abodes and businesses lining the walls. At the exact center of the Delving are the various fortress-manors of the noble caste, with several military barracks in each reach.

#### The Diamond Quarter

The center for the city's non-mining businesses, from smithies, breweries, and jewelers, to tailors, butchers, and even tinkerers. The Huntsmen are a well known group that provide non-imported meats to the city, sending up parties atop the mountain to hunt for wild game. House Battle-Born, a warrior caste house, is well known in the Diamond Quarter as hiring out dwarven mercenaries from across Dharrenal and are one of the few groups to willingly undertake the incredibly dangerous task of undertaking jobs in the Deep Roads.

#### The Forge of Creation

The grandest of all shrines to Moradin, it is enormous in size and impeccable in detail and architectural design. This hall calls artisans and crafters throughout the city for inspiration. The word of Moradin is preached twenty-fours a day and the constant ringing of hammer and anvil is an unending praise and hymn to the Allhammer.

### The Lower Halls

The industrious center of the city, boasting the most blast furnaces per square mile in all of Dharrenal, courtesy of the Downdelving Ironworks and their competitors. Expansive quarries, maze-like mines, and more are the hallmark of the Lower Halls. A network of fungus-farming paths called the Growgrove works its way around this level, passing through all sorts of caverns. The River Running surges through this level, powering many forges and mills.

#### Groffald Brewery

The largest and most famous brewery in the city.

### Miner's Exchange

Found in the heart of the district, the Miner's Exchange was started in collaboration between the Merchant Caste and the Miner's Caste nearly 100 years ago. They have found their exploits to be extremely lucrative and they have quickly become very wealthy and influential. Their headquarters in the city is a massive fortress built atop the deepest mines in the city.

## Demographics

Kal-Barak is home to just under 50,000. 83% of the population are dwarves, 10% are gnomes, and other races comprise about 7%.

## History

It is recorded that the dwarves have inhabited the city since before the lands of Slazka or Vanar were ever colonized by humans. The city was considered old by the time of the Sundering, and while the city has always been strong and proud and prosperous, that peace has been hard-won, fraught with conflict and hardship.

### Early History

The founding of Kal-Barak is said to have been in the Dawn Era, when the twelve sons of King Durin (the first Dwarf according to their lore) set across Dharrenal to found their cities. It was Barak, second eldest son of Durin, who served as the first Thane and it is said that his line continues to serve as Thane of the city even today (though some dispute this, as the Shaperate have not found any evidence to support this claim).

Beneath the mountain, the dwarves delved and shored their defenses. It was in a dream that the fourth Thane of Kal-Barak, known as Airn the Hammerhelmed, was led to the Heart of the Mountain--the great jewel that would be used to form the great crystal throne on which the Thane rules, and it would be used to make the head of the Thane's weapon.

### The Sundering

During the Sundering, the dwarves of Kal-Barak are said to have repelled the advanced of a legion of Frost Giants as their god, Moradin, did battle with Ysmir the God of Giants. It was on the mountain's north face, where Moradin is said to have smote Ysmir in battle, is still called Giantsbane Hill.

### Prosperity

During the third age of Dharrenal, after the Sundering but before the rise of the Demon Prince, the dwarves of Kal-Barak became wealthy and influential in the north. The nations of Vanar and Slazka, in particular, rose around them and they grew a close friendship. Many Vanarian and Slazkan customs are derived from traditions they learned from the dwarves of Kal-Barak. It is also during this time that the city received its nickname: Forgehame.

It is said that rivers of silver and gemstones flowed from the halls of Forgehame, and toys and inventions and and weapons and machines were constructed unlike anything seen across the continent. The smiths of Forgehame, during this time, received the star metal from the Fallen Star and studied it, and it was the dwarves of Kal-Barak who devised a way to smith Adamantine.

### The Calamity War

When the Demon Prince rose and attacked, Kal-Barak was among the first to join the fight against him. Because of this, they were also the target of many vicious attacks by dragons, giants, and worse--the Demon Prince itself is said to have laid siege to the city. And yet, battle after battle, the city endured.

The dwarves of Forgehame were instrumental in the Calamity War and the Thane himself led a regiment into battle during the Final Battle against the Demon Prince, where the creature was finally felled and sent back to the Abyss. The Thane, Huor the Radiant, was killed during this battle and his chalice would go on to grace the Amber Hall forever after as a sign of wisdom, courage, and honor.

## Notable Residents

### Merchants

 **Caroc Hrothgrod**     | Academic
 **Thorod Boarhelm**     | Merchant

### Other

 **Ida**      | Casteless
 **Tremane Artucan**      | Servant