Khelez-Mar Setting

The Dwarven Imperative.
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EvilGenius
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Khelez-Mar Setting

Post by EvilGenius »

Ken, can you sticky this thread, please? Thanks! :)

This thread will serve as a development touchstone for Khelez-Mar. I'm going to use it to jot down random ideas about the stronghold and also be able to solicit input from the party. It will also allow us to get more of a feel for the stronghold and community out of game (though there will be in-game things to do there also).

Here are some of the things I've been working on for the stronghold:

1) Rulers - this will include the ruling powerstructure (secular and sacred).
2) Religion - which religions are represented within Khelez-Mar.
3) Resources - adventuring resources within the stronghold.
4) Rest - what you can do during downtime.
5) Regiment - what other adventuring types are within the stronghold to lend a hand.
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Rest

Post by EvilGenius »

Here are some of the non-adventuring resources available in Khelez-Mar.

Private rooms:
You each have a good sized private room (10x10). It is typically cool and dry, and is worked stone (not carved out of a wall like a cave). The door is solid stone on a continuous hinge (a solid cylinder of stone that runs the length of the door), and even though it’s quite heavy, it swings open and shut easily. The door has a built-in lock and can be barred from the inside.

In each room you have a bed, chair, table, and lockable chest and wardrobe. Those of you who wear armor also have an armoring dummy in the room (on which you place your armor when you’re not wearing it), and those of you with more a more scholarly bent have a low bookcase. All of the furniture is sturdy and well made, though not ostentatious. For most of you, these are the nicest quarters you have ever had (not for Sir Ottomar, of course, though you certainly find them appropriate and suitable).

Sir Rencour, after spending some time in your room, you discover (almost by accident), that your walls are covered with expertly made tapestries of blank dwarven stonework. Ahh, dwarven humor. :)

Taverns (since Ken asked):

There are currently three taverns in addition to the Feast Hall (where you all ate when you first came to Khelez-Mar).

The first tavern is Sidh’Rak (pronounced Sid Rack, the literal translation is the Final Bastion). This is a largish tavern with space for about 50 people to be comfortable in the main room. There are also some rooms above the tavern, presumably for rent for visitors to Khelez-Mar who have not been granted private quarters. Currently, there are few who come to the fortress who are not invited, and those few who are invited are given quarters or at the least, do not have to rent a room so these are generally empty.

During the invasion and fall of Khelez-Mar some 100 years ago, Sidh’Rak was the last position to fall on the main level, and from what can be determined, had perhaps the strongest resistance in the entire fortress.

There is generally a good mix of people in Sidh’Rak but the militia and those who engage in military missions outside of the fortress patronize Sidh’Rak more than the other establishments. Sidh’Rak can be a little boisterous at times, since there are frequently dwarves and humans mixing here. The occassional bar fight is not unknown but fatal violence is not tolerated, nor is extreme drunkenness (by dwarven standards, usually defined as too drunk to hit a table top with an axe).

Of note: when Khelez-Mar was retaken, those exploring the tavern found an encoded runic scroll hidden under a broken ale barrel. After the dwarves deciphered the scroll they found a recipe for a drink called Grimfal (Eternal Strength).

Grimfal is a strong, spicy alcoholic drink served hot. One or two tankards has little effect except to induce a mild intoxication (by dwarven standards), but for dwarves, 3 or 4 tankards produces an effect identical to a barbarians rage class ability.

After the effects of the rage wear off, the dwarves may suffer some ill-effects. The best case scenario is that they become fatigued as a barbarian would be after ending a rage. However the ill-effects can be quite a bit more severe, even including death from over-exertion. Roll percentile then subtract the imbibing character's Con score to determine the effect (die roll cannot be modified below 1. An imbibing character will always become at least fatigued).

Table 1: After-effects of Grimfal Rage
1-20 Fatigued
21-30 Exhausted
31-40 Disabled
41-55 Blinded
56-65 Confused
56-60 Staggered
61-70 Unconscious
71-80 Ability Damage – 1d10 damage to either Str, Dex or Con
81-89 Ability Drain – 1d4 damage to Int, Wis or Con
90-100 Dead

Grimfal is not to be imbibed lightly.
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Some Khelez Mar personel and names

Post by EvilGenius »

Just jotting down some of the dwarves you met in Friday night's game for easy reference.

Name (translation) - craft/characteristics

Delir (steel giver) - master armorsmith

Arval (blood messenger) - high priest of dumathoin

Galanauk (Lost Clansman) - high priest of moradin


Thror DuBak - Clan Leader of Khelez-Mar

Dolor (Riddlemaster of the Sword) -

Clan DuBak (Dwarven Shield)

Clan Fargirn (Mountain Stronghold) -

Clan Werim (War King)

Baz Dol'Est (Sword of the Fire Cavern) - tavern on forge level

Del'Gan (Steel Mason) -

Sir Cryllic - Knight Banneret of the Knights of the Shield

"Moraim - This one tastes different, it tastes like Burning"


In the General Store -
Bolgal (Hidden Shield) - mean spirited dwarf who doesn't like humans.
Last edited by EvilGenius on Thu Jul 12, 2007 1:55 am, edited 1 time in total.
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Dwarven Religions in Khelez-Mar

Post by EvilGenius »

I'm going to post some info on the established dwarven religions in Khelez-Mar. The religion write-ups are taken from Wikipedia.

Moradin
From Wikipedia, the free encyclopedia

Moradin is the chief deity in the dwarven pantheon in the Dungeons & Dragons game and is a member of the default D&D pantheon. Moradin's domains are Creation, Earth, Good, Law, and Protection. [1] His titles include Soul Forger, Dwarffather, the All-Father, and the Creator. He created the first dwarves out of earthen materials and tutored them in dwarven ways.

Worshippers
Moradin charges his followers with the task of removing the kingdoms of orcs and wiping out the followers of Gruumsh. He is upset if they flee from their foes or kill their fellow dwarves.

Clergy
Moradin's clerics wear earthy colors, with chain mail and silvered helms. His clerics are usually drawn from family lines, like most dwarven occupations.

Hammers of Moradin
The Hammers of Moradin are an elite military order dominated by crusaders and fighting clerics with chapters in nearly every dwarven stronghold and members drawn from every dwarven clan. The Hammers serve both as commanders of dwarven armies and as an elite strike force skilled in dealing with anything from large groups of orcs to great wyrms to malevolent fiends from the Lower Planes.

The order is dedicated to the defense of existing dwarven holdings and the carving out of new dwarven territories. Individual chapters have a great deal of local autonomy but, in times of great crisis, a Grand Council (the reigning monarchs and senior Hammers of the affected region) assemble to plot strategy and divine Moradin's will.

Temples and rituals
Moradin is worshipped at forges and hearths. Melted metals are sacrificed to him monthly.

In Khelez Mar

Galanauk of Clan Bak (Lost Clansman) - high priest of Moradin

Galanauk is the High Priest of Moradin in Khelez-Mar and brother of Clan Leader Thror DuBak, and as such, is hugely influential in happenings in the dwarven hold. Galanauk is greatly respected and is an important member of the Ruling Council.

Galanauk is mainly concerned with two things; using dwarven craftsmanship to build defenses of the stronghold and destroying the orcish threat in the Drachensgrabs.

As such, he is building an order of Shining Hammers within Khelez-Mar. There are currently only two Shining Hammers and another one in training. Galanauk is always looking our for potential recruits.
Last edited by EvilGenius on Thu Jul 12, 2007 1:03 am, edited 4 times in total.
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Post by EvilGenius »

Clanggedin Silverbeard
From Wikipedia, the free encyclopedia

Clanggedin Silverbeard is the dwarven deity of battle.

Clergy and Temples
Clanggedin's priests wear silver war helms and chain mail. He is worshipped before and during battle, and weapons are sacrificed to him in honor.

In Khelez Mar

Bval, Clan Werim (Messenger of Wrath) High Priest of Clanggedin

Bval is an old dwarv, but still a doughty warrior and is the High Priest of Clanggedin, WarChief of the forces of Khelez-Mar. Bval is a veteran of the Greyhawk Wars and has spent decades fighting the Orcs of the Lortmils. He came to Khelez Mar mainly due to frustration over the Principalities inability to launch a decisive campaign to drive the orcs out of the eastern half of their country.

Bval also serves on the Council and is in general agreement with Thror Du'Bak and.

Like most who follow Clanggedin, Bval favors wielding dual axes and will not use shields. Bval is chafing somewhat to complete the defensive preparations so that he can start combat in earnest against the orcs.

He is also a strong patron of the adventurers and allies from the Domain of Obsidian Bay. Although skirmish warfare is not his favorite, currently he does not have enough information on the orcish threat to mount a full scale campaign.

Bval has sponsored several missions intended to gather more information on the orcish warparties (their strength, equipment, tactics and location).

Bval gets along very well with the Knights of the Shield from Obsidian Bay who are stationed in Khelez Mar. He admires their discipline and courage as well as their deadly effectiveness though he sometimes teases them about their use of shields, asking how they can see their enemy or fight around such large obstacles.
Last edited by EvilGenius on Thu Jul 12, 2007 1:10 am, edited 4 times in total.
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Post by EvilGenius »

Dumathoin
From Wikipedia, the free encyclopedia

Dumathoin is the patron of mountain dwarves, and the dwarf deity of mining and underground exploration. Dumathoin is often given the title, "Keeper of secrets under the Mountain."

Clergy and Temples
Dumathoin's clerics dress in brown leather. His holy days are on the new moon, and sacrifices of gems and jewels are made to him monthly.

In Khelez Mar

Arval, Clan Fargirn (blood messenger) High Priest of Clanggedin

Arval was the second in command of the initial foray to recover Khelez-Mar and was primarily responsible for finding the stronghold, as well as uncovering most of the secrets on the upper levels.

Now Arval is in charge of the mining below Khelez-Mar. He and his clan are excellent miners and prospectors with several accomplished KanaKarakan (Dark Scouts, dwarves specializing in underground exploration and warfare).

Though he is also part of the Ruling Council, Arval does not participate much beyond giving updates on the progress of the mining and the availability of resources. In matters of everyday governing, he trusts Thror Du'Bak and Galanauk. Arval and Bval share common cause defending Khelez-Mar from threats from the Underdark.
Last edited by EvilGenius on Thu Jul 12, 2007 1:12 am, edited 2 times in total.
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Post by NukeHavoc »

I've created a wiki entry for Khelez-Mar in the wiki:

http://www.griffcrier.com/wiki/index.ph ... Khelez-Mar
"Oh, I'm so sorry. Forgive me. I'll try and be a tad more quiet as I desperately struggle to break free -- and save all creation!" -- Doctor Strange
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Gnomes .....

Post by EvilGenius »

There is a small but significant contingent of gnomes in Khelez Mar. Most are part of the original expedition where they served as arcane magical backup for the dwarves and humans running the expedition. A few are more recent recruits from Mogelsville and Obsidian Bay.

Importantly, the dwarves went out of their way to only recruit the more serious gnomes, which understandably limited their selection. But in the Principality of Ulek during the Greyhawk wars, many of the gnomish communities were massacred. Survivors became much more grim and dwarf-like. Silly and frivolous gnomes are not well tolerated in Khelez Mar. They are not banned but they are not often invited back.

Religious Groups

Gaerdal Ironhand
From Wikipedia, the free encyclopedia

Gaerdal Ironhand, called The Stern, is the gnome deity of protection, vigilance, and combat.

In Khelez Mar
There is only one of the Gaerdal's faithful in Khelez Mar, a gnome by the name of Errjon, though many of the gnomish community venerate Gaerdal. Errjon was part of the initial quest to find and reclaim Khelez Mar and is the informal leader of the small contingent of gnomes in Khelez Mar.

Errjon is a stealthy and deadly warrior. He favors scouting missions in the Drachensgrabs and into the Underdark.

Baravar Cloakshadow
From Wikipedia, the free encyclopedia

Baravar Cloakshadow, called The Sly One, Master of Illusion, Lord in Disguise, and Bane of Goblinkin, is the gnomish deity of illusions, protection, and deception.

In Khelez Mar
There is also only one of Baravar's faithful in Khelez Mar, Folji. He is not from the Principality of Ulek, he was recruited from Mogelsville when the Expedition stopped there in their quest to rediscover Khelez Mar.

Folji was only too eager to leave Mogelsville. Folji is a fairly serious gnome (by dwarven standards, which means that most gnomes think he's insufferably dull) and is also quite an accomplished Illusionist. Unlike most gnomes however, Folji seeks out the battlefield applications of his magic, and does not eschew the 'blood and thunder' magics.

In Khelez Mar, Folji acts as one of the few resident arcane experts, a role he quite enjoys.
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