Kharahal Settlement in Ioral | World Anvil
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Kharahal (K-ara-hall)

Government

Kharahal is run by an efficient bureaucratic machine located within the Town Hall, with distinct departments organizing and running certain town functions. At the top of this machine is the Custodian of Kharahal, whom oversees most functions via meetings and reports from department heads. These departments are mostly autonomous in their functions, though they all answer to the Custodian and have lines of communication between each other to allow for inter-department cooperation.

Defences

Kharahal has multiple layers of both internal and external defence, much to any invader's chagrin. To the direct north are the Fields of Mahan, which are nearly impassible due to the presence of the hostile spirits known as the Legion, granting Kharahal the ability to focus their efforts on the southern entrance. Down here, a somewhat narrow, steep and winding passage leads from the city, with the rock faces hiding arrow slits, murder holes and other traps. Multiple gatehouses block progress, often with siege weapons supporting their commanding views. Even if an enemy could get through all those layers of defence, they would then have to engage in brutal urban warfare, and take the city street by street, though this would become even more complicated should the Sootguard elect to destroy the bridges. Some individuals have posited that perhaps the Akbryd river might prove a viable point of entry, however the river's fast flowing rate, the limited land on either side of river as well as the plethora of hidden defensive positions along the cliff faces, make this an improbable strategy.

Industry & Trade

Primarily, Kharahal is an iron mining town, much like all the other settlements in the Ferric League, though Kharahal is positioned in such a way that enables multiple other major industries to flourish. Due to the town's position on the 'League's Highway' it has become somewhat of a major trade hub with caravans from the rest of the Garia Department of Iron Acquisition flowing through on their way northwards. This access to trade and the natural high-quality of iron mined nearby has led to many crafts people to move into the town, seeking to be closer to the initial production chains.

Districts

Northside

The larger of the two 'lowland' sections of the city, Northside plays host to most of the city's bureaucratic infrastructure, as well as the central commercial mall. It is also from here where citizens and visitors alike can access the Caveside district via the large central lift. While not the richest district by far, the Northside is frequented by most citizens of Kharahal for one reason or another in their day-to-day.

Southside

While smaller than the Northside, the Southside is still just as important, maybe not for any bureaucratic reasons, but for the institutions it hosts, such as the newly constructed Charter College or the Coalkeep of the Sootguard. It is also here where one of the wealthier blocks of buildings can be found, dominating the central part of the district. Despite this, the Southside is often considered poorer than the Northside, leading to stigmatization that is uncalled for.

Western Bluffs

Largest of the 'Bluffs', the Western Bluffs is perhaps one of the densest populated districts in the city, with a plethora of large housing blocks for the many mines in the district. It is also here where the so called 'Fifth Pillar' of Kharahal was built, an extravagant home built by one of the first Charter Mages to live in the city.

Northern Bluffs

One of the larger 'Bluffs' of the city, the Northern Bluffs are mostly home to iron mine enclaves, though there are a few outliers here of note. The Order of the Whispervine has built their new compound in a large central section of the district, and it is also home to the enchanters known as The Hexed Rune.

Eastern Bluffs

Perhaps the smallest of the 'Bluffs', the Eastern Bluffs are home to the Church of St. Anellor, the housing for the Church's staff, as well as the Ridgerune Enchanter.

Southern Bluffs

Considered the richest of the 'Bluffs', the Southern Bluffs is home to the Amakir family and their compound, as well as the homes of many of their workers and auxiliary mine shafts. Only the small community around The Only Choice remains independent of the Amakir, a resistance known to be incredibly frustrating to them.

Caveside

This subterranean district is home to some of the more space-consuming industries, such as the local Tufinuph arena as well as the Nyrivon Rangeland. Due to this, as well as the district's subterranean nature, has led to the district being considered mostly undesirable for living and, as such, is home to most of the town's poorer citizens. Despite this, however, the locals are happy enough due to their proximity to the Tufinuph arena as well as the prominent greenery on the western side of the district.

Guilds and Factions

Order of the Whisper Vine

Finding its origins in the Erukai of the West, the Order of the Whispervine is a collaborative organization between many of the various schools of Occultism. Situated in Kharahal for the better part of the last one and a half centuries, the Order has sought to tame the chaos left in the wake of the Long Summer. This has seen their members working all across the Merius Valley and beyond, though these jobs often pay little and reward even less thanks. Despite all of the good the Order has done over the years for the peoples of the Valleys, as of late they have begun to be swept aside, as Charter Mages have begun to muscle in on this line of work. This has recently culminated at the loss of the Order’s Hold within Kharahal, leaving them to work out of a small district in the northern parts of the city. Members of the order all bear a silver tattoo of the Whispervine plant on the back of their hand, in the shape of a teardrop. Due to their rivalry with the Charter Mages the Order ensures to keep these markings hidden most of the time via the wearing of leather gloves. Save for this, the members of the Order do not have much in the way of a standardized uniform, though most graduates wear some form of travelling clothes.
While the Order of the Whispervine is not persecuted within Kharahal, previous run ins with Charter Mages and with the rapid loss of work, many members seek to keep their allegiance hidden from outsiders, fearing persecution. Despite this, the Head of the Order remains a public figure, with a small circle of very public members continuously performing the Order’s duties with great skill.

Kharahal Charter College

A recent development in Kharahal, when the Order of the Whispervine could no longer afford to pay the rent on the land for their Hold, a small group of Charter Mages purchased the land and building outright. For the past few years upgrades have been performed to the entire facility, with the College set to open its doors for students at the start of the next year. Only a small amount of information is known about the members of this College, as they have spent most of the past few years travelling in and out of the city during the construction of the College.

Mahan Gravekeepers

Since before the founding of Kharahal, a small order of fourteen Gravekeepers have tended to the Fields of Mahan, a cursed land to the north of Kharahal. These Gravekeepers have seemingly aged slowly over the past few centuries, with one dying and being replaced by an eerily similar individual shortly thereafter (20 years or so later). These Gravekeepers are the only ones capable of traversing the Fields of Mahan without being assaulted by the Legion of Souls that are trapped within. The Gravekeepers are mostly neutral in Kharahal politics, preferring to provide a final resting burial for those who died with regrets, as well as providing an escorting service for those wanting to travel through the Fields of Mahan. Additionally, when the Order of the Whispervine is unable to deal with spiritual matters, the Mahan Gravekeepers are more than happy to lend a hand moving restless spirits to their afterlife. Despite their neutrality, the Gravekeepers have been known to be quite vocal and opposed to northward mine expansion, though the reasons for this are shrouded in mystery.

The Sootguard

During the Qivdaram invasion, Kharahal found itself directly under threat from the Orcish invaders, and required a defensive force to protect itself. When an army of one-thousand Qivdaram soldiers attempted to take the city, a militia of miners and blacksmith apprentices fought back against the invaders under the direction of mercenaries and adventurers. This force of soot-smeared warriors, mockingly called the ‘Sootguard’ by their enemies, utilized prepared positions and the narrow streets to their advantage, eventually pushing the Qivdaram back from Kharahal.
This victory would be a huge morale booster for the allied forces, as this group of militia defeated the enemy, why couldn’t anyone else? Throughout the remained of the conflict the Sootguard would be lauded as the saviours of Ahuduir, and they became a symbol of freedom and resistance. When the war ended and the Guard was expected to stand down, most remained in semi-active service, as the frontier is still a dangerous place, even without armies of Qivdaram all over the place.
Today the Sootguard stand as a volunteer semi-professional force of militia that serve in the defence of Kharahal and its people. On the day-to-day, the Sootguard perform policing actions within Kharahal, breaking up drunken brawls and generally maintaining order, though they are often called into action against bandits and other threats within the region. This keeps the ‘Guard at a constant state of readiness that prevents them from becoming complacent, though it does mean that the ‘Guardsmen are constantly on edge.

Garia Mineral Extraction Team

When Kharahal was founded, the lands nearby where not officially a part of any Ferric League guilds or operations, which brought it into conflict with the League in 73 SA, when the Garia Department of Iron Acquisition formally claimed the area. Things nearly came to blows, however, an agreement was reached without bloodshed, and Kharahal maintains its autonomy while paying a small tribute to the Garia, in exchange for allowing them to operate one of the more lucrative mines and for a general defensive agreement. Within the city itself, the Garia Mineral Extraction Team operates out of a fortified cave on the Western side of Kharahal, housing its miners close by and maintaining a small mercenary guard force. While not much liked by the locals, the miners under the employ of the G-MET claim that the pay is competitive enough to keep them coming back.

Brotherhood of Sap

Not all of the Erukai are pleased with their current situation, with many young Erukai becoming radicalized by the words of the Exarch. Across the frontier, the Brotherhood of Sap strikes against the Western invaders, and they are very much present within Kharahal. The local chapter of the Brotherhood is somewhat more talkative and peaceable than others, mostly due to their current leadership. This has led them to agree to considering the city itself and the space within 1km of the city a Demilitarized zone, which has led to some interesting sights as one can find members of the Brotherhood peacefully walking the same streets as Iron Miners.

Kharahal Mining Corporation


Amakir Mines


Lar Deep Mining Guild

Architecture

Being built within the old halls of an Erunur Hold, Kharahal is primarily constructed of stone with some wood from the forests just south. Most buildings are multiple stories tall to make up for the lack of space within the city proper, with some utilizing natural stone structures for support.

Maps

  • Mining Town of Kharahal

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