Kaladim Settlement in Norrath | World Anvil

Kaladim

The Forge of Norrath

Located in the center of Faydwer's Butcherblock Mountains, Kaladim is known to many as "The Forge of Norrath." Home to the doughty dwarves, Kaladim is a city built deep within the mountains. Here, the dwarves mine their precious metals and gems - a bounty of wealth that, many say, no other nation can rival. Its mines twist and turn beneath the mountain, producing gems, ore, and other precious metals.   With the Butcherblock Mountains existing so close to the Ocean of Tears, the lands immediately about the city are possessed of a surprisingly temperate climate; mild showers (accompanied by coastal fog and the occasional breeze from the west) have helped to encourage the verdant fertility of this area. While stonework rules the insides of Kaladim, the land surrounding this majestic city is nearly as green and lush as the forested realm of Kelethin.   Long ago, say the stories, the first king, Gimzor Fireforge, and his ancient smiths were recruited by Brell Serilis to create a castle for the Duke of Below. The Dwarves were supposedly so skilled that the god made them head smiths over his own elemental minions. Angered by the betrayal of their master, Brell's other minions called upon a darker power (some say they curried favor with Cazic-Thule, while others claim it was Bertoxxulous). The minions managed to trap the souls of the Dwarven smiths inside their own hammers as punishment for replacing them in the eyes of their lord and father. These ancient hammers have since been lost. Recently, however, a rumor has surfaced that a Dwarven smith named Kinlo Strongarm has recovered one of the lost hammers and searches for a way to release the trapped soul within.   Kaladim features a working mine that funnels gems and ores throughout the realms of Norrath, which keeps the Dwarven forges busy. Morning and night are irrelevant underground, so the city works around the clock. Industriousness is a virtue to these master crafters, and their well-appointed artisan facilities testify to that fact. Dwarven craftsmanship is sought the world over by those who can afford the work of masters. unlike other, more accommodating cities, Kaladim does not cater to the tall, or the "gangly" as they sometimes term them. Goliaths visiting Kaladim had best get used to stooping.  

Points of Interest

Stormguard Hall

Stormguard Hall, headquarters of the Stormguard warrior guild of Kaladim, is led by Guild Master Furtog Ogrebane, one of the eldest living members of the Great Clan Ogrebane. Furtog is said to be a direct descendant of the hero Trondle Ogrebane, slayer of the Ogres.  

Pub Kal

Hanamaf Darkfoam and his wife Dura run this large pub, as they have for nearly 40 years. Brewing has been the Darkfoam family trade for hundreds of years. Most brewing supplies can also be purchased here.  

Kaladim Library

Canloe Nusbak, a gruff old retired-warrior-turned- scholar, oversees the Kaladim library. All manner of books except those dealing with religion lie within: history, geography, and so forth. However, three-quarters of the library’s holdings are comprised of various crafts books and recipes.  

Brawler's Necessities

Most young warriors begin their search for armor here with Gervik Barbrawler. For years now, he’s been providing guild warriors with scraps and bits of mismatched armor. The armor here is of low quality, but affordable for young dwarves who don’t wish to enter the Butcherblock Mountains without something besides cloth on their backs.  

Irontoe's Eats

Tumpy Irontoe has the finest selection of foods in Kaladim. Importing wines, fruits, nuts, grains, and wheat from all over Faydwer, Tumpy has become the master of obtaining exotic concoctions from all over Norrath. He also takes specialty orders, and makes every effort to fill them promptly.  

Stormpenner Central

This building is new, having been built by the Stonepenner family some 10 years ago. Delicately bearded Marsha Stonepenner, owner and operator, has taken it upon herself to document and record the current events and newsworthy items of Kaladim each week, in what she calls the "Stormpenner Slab."   At dawn on the first day of each week, Marsha presents a finished stone slab, with the past week's news chiseled neatly onto it, outside of her workshop for all to see. She has on occasion managed to draw quite a crowd with her renditions of Kaladim's gossip. Calling herself a "friend to truth," she has clashed with the Council of Thanes more than once, as her stories tend to report actual truth instead of royal rhetoric.   Marsha Stormpenner is willing to pay for unique and newsworthy information regarding Kaladim.  

Norkhitter Mining Supplies

Bloarn Norkhitter runs this supply store, which can outfit most anyone with the proper tools to begin their mining adventures. Picks, shovels, hammers, and the like are all sold here. Custom-made mining carts (for which Bloarn subcontracts skilled wainwrights) can also be specially ordered.  

Everhot Forge

The smithing house, the largest in Kaladim, is run by Master Smith Trantor Everhot, nephew to the powerful Thane Everhot. Claiming ancestry back to the time of King Gimzor Fireforge, the Everhot Forge is also the finest, albeit the most expensive forge works in all of Kaladim. It is rumored that in matters of arms and armor, King Kazon himself trusts only the work of the noble but moody Trantor.  

Gurtha's Wares

Gurtha's Wares is the biggest storehouse in the city. This general store sells virtually everything one could think of in terms of adventuring goods and paraphernalia. The prices are a little cheaper here than at other, smaller, more general warehouses. Gurtha has dominated the "traveler's supply" business for almost fifty years. Gurtha also has a good selection of pottery supplies.  

The Staff and the Spear

This smithing house is run by a minor member of the Stormhammer Clan, Master Smith Didek Stormhammer, with the able assistance of his daughter Alanury. The second-oldest metalcrafting shop in Kaladim, this place has been supplying Kaladim with its fine wares for almost as long as the Everhot Forge.  

Jestands' Tavern

Founy Jestands, a relatively short, wiry Dwarf, runs the rogue guild house from this seemingly austere and modest house, which doubles as a tavern among some of the less reputable Dwarves of the city. While Founy's "tavern" itself seems a mere hole in the wall, those few in the know speak in whispered voices of the activities that sometimes take place in the basement below.  

Rockfinder's Trinkets

Baldoleky Rockfinder - no relation to the prestigious local Rockfinder Clan - has set up shop out of her home here in the Common Sector. She and her two young children moved to Kaladim from a northern settlement only a few years ago after Baldoleky's husband, Durni, perished in a rock fall while prospecting. Given her current financial situation, Baldoleky cannot yet afford to open aproper shop in the Crafting Sector; she pays a small annual tithe to the Council that allows her to sell jewelry out of her home here.   A prospective thief would find only a few bars of copper, electrum, and silver here, along with a relatively poor display of semi-precious stones (none worth more than 15 gp). Given her great skill, though, Baldoleky manages to craft beautiful pieces even from such poor materials. Her tools for gemcutting and jewelry crafting are easily seen on a set of countertops in the back room, where Baldoleky does all of her work (by commission only).  

The Underfoot Cathedral

This enormous building stands in the northern area of Kaladim. Run by High Priestess Ghalea. the Underfoot Cathedral has long been a landmark within Kaladim's stone walls. The Cathedral is the primary church in Kaladim, where the majority of the city's clerics and holy people reside and perform their duties to Brell Serilis. The building itself is fashioned from the surrounding rock (like most buildings in Kaladim). It has eight sides, with the entrance facing southward. Near the entrance, the pillars reach nearly to the top of the grand cavern, and each groove is inlaid with gold and silver. The windows were once Dlain. emDtv frames, but they are now filled with beautiful stained glass - a gift from the elves of Felwithe some 200 years ago - in the form images of Dwarves toiling with anvil and hammer.  

The Underfoot Courtyard

This courtyard is utilized in training both paladins and clerics in the ways of holy combat. The courtyard is also sometimes used during festivals and sermons (depending on the wishes of the high priest or priestess).  

Underfoot Hall

Lord Brenthalion Aleslammer is the leader of the paladins' guild in Kaladim. Underfoot Hall is located next to the Cathedral, with underground passageways connecting the two. Created a short time after the church, the Hall is nonetheless every bit as glorious as its predecessor. Inside, tapestries fashioned as gifts to the Dwarves by the Koada'Dal line the walls, each beautifully woven with images of the Dwarves upon them: some depict crafting scenes, while others show victorious battles against the Ogres and Goblins.  

Kaladim Graveyard

Here are the Dwarven dead of Kaladim laid to rest. A gate greets those who enter the graveyard, with the "Hymn of the Underfoot" carved into the space above the entryway. On the surface of the graveyard are many monuments and stones carved in dedication to lost loved ones. A passage leads down under each monument, into the rock of the mountain, to where the bodies of the dead are placed in family crypts.   In the past, there were no such common tombs here: When a Dwarf died, regardless of creed or stature, his or her remains were placed alone in a fitting tomb, made possible with an honorarium from the royal coffers if such was required. The burgeoning population makes this practice impossible these days. Common family tombs have been in place for several centuries now, and even stricter measures may soon have to be adopted, lest Dwarves find no burial except outside of their beloved Kaladim.  

Thanes' Council Hall

This large stone manor is where the various clan thanes of Kaladim (led by the five thanes of the Great Clans) assemble to work out important civic matters. It is also here that trials are conducted. Two trial areas exist, a public area and a non-public one. Public trials are more usual, but in some cases the king's justice calls for quick, quiet, and expedient judgment (and punishment).  

Kaladim Keep

The first portion of the royal palace is surrounded by water, with a drawbridge linking the dry land to the entrance. The drawbridge is lifted only during invasion or some other time of trouble, so it has not been lifted since the attack of the armies under the command of the ogre warlord Orduk, when Dagnor Butcherblock was king. The barbican is now lined with supplies and barrels. The chains for the bridge and portcullis, however, are well-oiled and tested once a week to make sure they can still withstand the weight of their labors after all this time.   King Kazon Stormhammer, his immediate family, his closest advisors, and a multitude of servants all reside within this huge stone structure. The captain of the Royal Guard, Haendar Fireforge, also dwells in the keep.   The king's court also currently hosts an emissary from Ak'Anon, Sir Oivax, a mage of stout repute who is purportedly a close personal friend to the Gnome regent. Oivax and his brother Sparklies came to Kaladim some time ago as ambassadors. The two claim to have been the only ambassadors from Ak'Anon ever allowed to enter and subsequently depart Oggok freely, thus earning the honorific "Gnomiesnack." Sparklies, however, known to be an enchanter of some skill, has recently disappeared; he was last seen in the mines beneath the city.   One other courtier is also worthy of note: A young noble of Clan Flinthammer, Sir Dortag has been taken on as a knight in service to King Kazon. This belligerent young warrior is ever graceful and smooth in front of his peers and betters, but the servants report that he is quite otherwise when they find him alone. Always, he keeps a watchful eye on the happenings of King Kazon's court in hopes that one day his family may ascend to the throne.  

Prisoner Barracks

Kaladim's convicted criminals are kept here whenever they are not forcibly mining the rock beneath the city. While the Kaladim mines are known throughout Faydwer as the most laborious and grueling of sentences, the prisoners kept here are surprisingly well treated - they are prisoners in no uncertain terms, but they are allowed to retain their dignity and self-respect. The Dwarves, known for their steadfast honor and inflexibility, believe that only through hard work and pure living can one redeem any wrongdoings severe enough to warrant a prisoner's place in the mines.  

Observances & Festivals

Though the Dwarves do not shy away from celebration, only four major holidays are acknowledged in Kaladim.  

Dagnor's Feast of Reckoning

This high day is held once each year on the summer solstice. The Dwarves gather in Underfoot Hall to pay homage to the great hero Dagnor Butcherblock the 12th king of Kaladim, hailed as "Dagnor the Cunning," and to remember the Dwarven victory over the Ogres at the Battle of the Shattered Spear. Never passing up a reason to feast, the Dwarves take a rest from their daily toil in order to honor the memory of "Great King Butcherblock." It is also a time of year when the Master Smiths present their finest materials to the king in hopes of gaining royal recognition. A year's worth of work is put into these items, which can range from exquisite weapons and armor to beautiful jewelry (sometimes made with metal enchanted for them by the High Elves of Felwithe).  

Festival of Spirits

A much less formal affair, the Festival of Spirits marks a week's time in mid-autumn when brewers of all sorts (including vintners) meet in Kaladim for a great "brew-off." It is the only week in Kaladim during which folk of most other races are permitted to enter the territory of the Dwarves. While only friends and allies of Kaladim are truly welcomed inside the city gates, other races - excluding only Iksar and Ogres - are allowed to enter camps in the Butcherblock Mountains near the city (and some folk normally not allowed in the city proper can enter for a fee), as long as they swear a strict oath of peace and favorable conduct. Any who break this Brewspeace are dealt with harshly and hastily.   Tents and campfires are set up outside of Kaladim's walls in order to accommodate visitors from across Norrath. The festival rarely if ever goes off without some sort of political or racial entanglement, but the guards of Kaladim are ever watchful and are instructed to act with the power and justice of the king himself. Strange and unusual new concoctions (such as the "burning Mohh") are often founded during the Festival of Spirits.  

March of the Underfoot

More serious and introspective in nature than the previous two festivals, the March pays homage to the Duke of Below, Brell Serilis. Every year, when winter has just broken and the soil of the Butcherblock Mountains is still wet and muddy, the Dwarves begin a procession through the streets of Kaladim. The procession ends in the courtyard below Underfoot Cathedral. Here, the holy master (note that the Dwarvish word for "master" is neuter in gender) of the clerics' guild offers up a sermon to thank Brell Serilis for his paternal guidance. Offerings of metals, jewelry, tools, pottery, and other effects are placed in front of the temple. These items are then wheeled by the priests and priestesses to a giant forge in the back of the temple and returned to the fire and earth whence they all came. All the while, the participants of the March sing the "Hymn to the Underfoot."  
Behold the rock, the flesh of the earth,
Whose veins creak with the clint of cold;
Axe-beaten, heavy, molten and old,
Blessed be the force and the hearth.
 

Hagar's Day

Finally, this day commemorating Hagar's Fall is observed each year on the supposed anniversary of Hagar's death. Hagar's Day is especially dear to common Dwarves, for whom Hagar is something of a folk hero. Despite its name, Hagar's Day actually takes place over several weeks; on the first day of the fourth month, each household sends one member on a 12-day pilgrimage from Kaladim to the druid rings in the Butcherblock Mountains. They arrive to commemorate Hagar's sacrifice on the thirteenth day at the rings in a traditional Dwarven manner: raucous feasting and drinking.

Demographics

Government

The government of Kaladim has, since its formal inception, been a monarchy. When the Dwarves began their creation of Kaladim, they were divided into extended families or "clans." As these clans grew in size and prestige, the leaders of each clan began to realize the need for an overall ruler of the clans. Otherwise, when disputes broke out, the clans would be left to their own devices to work through the issue, and justice might not be adequately served. While some issues could be easily sorted out between the thanes (clan leaders), other issues proved far more tedious and frustrating.   The thanes thus came together and spent days in a sealed room, attempting to agree upon one from among them who would rule the united clans. Gimzor Fireforge emerged from the meetings with that honor, and for many long generations the Fireforge clan ruled Kaladim. The Butcherblock legacy came after, but was, unfortunately, relatively short-lived. The current sovereign, King Kazon I of Clan Stormhammer, is the fourteenth king of that line.   Kaladim's monarchy is dynastic, with the rule of the country passing on to the eldest son when the king dies or retires (or, if he has no male heir, the eldest son of the king's eldest male sibling). The other thanes of the "Great Clans" form the Council of Thanes, to which the king offers up Kaladim's most important issues. The king has traditionally taken the Council's words and views into high regard in any and all matters. After all, Kaladim has withstood the test of time, largely due to the collected wisdom of the great clans, which is "embodied" in their thanes.   Because of the king's heavy mantle of leadership, the Council of Thanes has now come to wield the voice of law in Kaladim. While the king has final say in all legal disputes, petty squabbles and most local disputes are dealt with quickly and fairly, often without recourse to the counsel of the king himself. Those who feel they have been treated unfairly are welcome to appeal the Council of Thanes' decisions, but only rarely and under the most exceptional circumstances would the king overturn the judgment of those he has come to trust and confide in over his course of rule (such an event has not happened in living memory).   At present, five thanes sit upon the Council, each representing one of the five extant Great Clans: In order of precedence (after the Royal Clan Stormhammer), these are Everhot, Rockfinder, Ogrebane, Bloodforge, and Norkhitter.   Political intrigue is by no means absent in Kaladim, although it is admittedly less pervasive among the generally law-abiding Dwarves than it is among, say, humankind. Nonetheless, merchants, guildmasters, church representatives, and other smaller political factions do have their own agendas. Some may mutter that the Council of Thanes holds favor with those who can bribe or coerce their way into the thanes' good graces, but King and Council maintain (and, for the most part, truthfully so) that all legal and political business in Kaladim is enacted with absolute evenhandedness and honor.   Of course, the Royal Clan (and by extension the Council of Thanes) rules the political environment of Kaladim, and the six Great Clans (including Clan Stormhammer) have accumulated vast treasure over the course of the city's existence. Still, the holy factions dedicated to Brell Serilis - the clerics and paladins of Underfoot - are perceived by most citizens to serve a greater power, and thus to hold at least as much temporal authority as the sovereign and his agents.  

Laws

The laws of Kaladim are usually quite simple, dealing largely in terms of goodwill among citizens and aiding the prosperity of Kaladim. First and foremost, outsiders who wish to enter the city of Kaladim must register with the guards and offer a brief explanation of their business within the city; this is Kaladim's way of keeping an eye upon who is coming and going. Foreigners often complain about the process, for they are questioned extensively before being allowed to step foot inside the city. Further, those who would enter the city must pay a "gate tax" based on their race's relations with Kaladim.   There is also a small tax (usually 0.5% to 3%, depending on the goods) on all goods brought into Kaladim. Some merchants grumble, but understand that taxes help maintain their government and way of living. Only in times of need (such as during a war) are these taxes raised to compensate for army wares and supplies. Under the Stormhammer rule, Kaladim has seen its taxes raised only twice; prosperity and peace have blessed this city in the last few generations, especially.   Merchants in the city have no limit on what they can charge for an item or service, but most merchants keep their prices low in order to maintain competition. Other racial wares (such as Troll, Dark Elf, and Orc smithing products) are not illegal, nor necessarily frowned upon, as long as the item (or component) is adequate enough to perform its function; in any case, though, most other races recognize the superiority of Dwarven goods, so there is little market for the products of other peoples here. High Elf crafts do have a solid niche market, and some Human and Halfling goods are peddled here with varying degrees of success. Gnomish tinkering devices are often viewed with caution, though they can be found; too many mishaps have occurred in the past to warrant a true need for these strange devices.   Slavery of any kind is illegal in Kaladim; nobles are allowed servants only as long as they are compensated fairly for services and goods provided. Arcane magic is not illegal so much as it is frowned upon. Necromancy is the only branch of the arcane not allowed within Kaladim or in the surrounding areas.   The city's building laws are addressed on an individual basis. Certainly, the crafts-houses must meet specific standards regarding ventilation systems, waste disposal, and water usage. Those who wish to mine beneath the city must first acquire a mining permit from the Council of Thanes. Unlawful mining is punished by first assessing a fine. Second offences are dealt with more harshly, and a third offence results in imprisonment with forced labor in the mines, where the criminal must work the earth on a minimal diet until the sentence is finished.   Those with common sense need not worry when it comes to surviving Kaladim and its laws. If one keeps in mind the general wellbeing of one's fellow citizens, then little trouble (Dwarven spirits and ale notwithstanding) should befall him.  

Trials

Trials are generally handled by the Council of Thanes - or at least that used to be the case. Regrettably, the trial system has become overwhelmed as the Dwarves of Kaladim have prospered and the population has grown. Therefore, three additional "ministerial councils" (also with five members each) have been appointed, and these handle lesser matters not worthy of the deliberation of the Council of Thanes.   Court issues are registered with one of the Council clerks, and a time for the trial is then established. In order to proceed, all parties involved must be present to state their side of the case. Should one party be absent at the appointed time, the Council invariably rules in favor of the present party. Otherwise, a ruling occurs when the Council of Thanes (or the presiding ministerial council) votes; with the Council set at five members, there is never a deadlock. Those who disagree strongly with council rulings do have the option of appealing their case to the royal court.  

Punishments

Once a verdict has been reached, the senior member of the Council of Thanes (or of the presiding ministerial council) administers an appropriate punishment. At present, the ruling member of the Council of Thanes is Thane Everhot. In cases of minor theft, for example, the stolen item or goods (or their equivalent, as judged by the Council) must be returned to the plaintiff, and a stiff penalty is given to the guilty party.   If the theft is greater in nature, the stolen item or goods (or the equivalent) are retrieved and the accused must serve time in prison. Second and subsequent offenses (especially in regards to major theft) are dealt with increasingly harshly, with the accused being sent to prison or banished from Kaladim and branded a traitor to his people. Prison sentences always involve closely supervised enforced labor in the Kaladim mines.

Defences

There is only one way to enter the city of Kaladim: Through the front gate. Some claim that some of the underground waterways eventually spill out into the Ocean of Tears, but this claim has never been confirmed. The area upon which present-day Kaladim exists was once, in an earlier age, only a series of tunnels used for mining. As the miners began to dig further in, the citizens started migrating further into the mountain until it became their permanent home.   It is presumed by scholars of most other races that, once the mining sector beneath Kaladim has been exhausted, the dwarves will slowly move their homes and businesses into that area and begin another level of mining.   Kaladim's evolution has involved a sort of gradual downward migration into the mountain's root, and its placement deep within the earth offers the Dwarves an excellent barrier of defense from their enemies. The smooth rock on the city's exterior (surrounding the entrance) has been worn and smoothed so much over time that even the strongest miner would have to deliver quite a blow to make a pick-mark.   The Dwarves, unbeknownst to most, are quite capable of locking themselves away within their subterranean city should they need to, by moving immense rocks and stones in front of the entrance, sealing the gate against all but perhaps the mightiest of dragons.   Hidden tunnels and caves leading from the mines below also exist, which would allow the Dwarves to retreat further into the mountain. The only disadvantage of this is the obvious fact that once the Dwarves exhaust these "hiding places," they have nowhere else to run.

Industry & Trade

Kaladim is one of Norrath's foremost suppliers of metals and other precious items drawn from the earth under the city and from the surrounding area. Precious gems and stones, sandalwood, mushrooms, and other forms of fungi give Kaladim an adequate supply of alchemical needs. The gems are also a huge commodity, used throughout Norrath in holy rites and rituals, but also in fashioning jewelry (both mundane and arcane).   Kaladim's economy is quite diversified and perhaps surprisingly international in character; the Dwarven nation has always had much to offer neighboring nations on Faydwer. Furthermore, Kaladim trade and commerce reaches the shores of Antonica and (more recently) the outpost of Firiona Vie on Kunark, as well as the Dwarven city of Thurgadin on the continent of Velious. Today, Kaladim's economic progress is more successful than ever before. With the Kunark settlement and the potential for new allies in Thurgadin, Kaladim wares are leaving the city at an abundant rate.   Based mostly on the Dwarves' use of natural resources (i.e., ore and metals that can be fashioned into armor and weapons), the local work ethic is rapidly developing a broader and more international economy, built on innovation, skill, and hard work. As Kaladim slowly and carefully opens its doors to the rest of Norrath, its economy is thus becoming "smarter": its metalworking industry and King Kazon Stormhammer's willingness to expand trade are generating tremendous advances in the smithing, jewelrycrafting, and mining trades.   The biggest export from Kaladim comes from deep within the mines beneath and around the city - ore and metals. Iron, gold, silver, electrum, and platinum alone would be enough to support this wealthy nation, but much of Kaladim's trade comes from brellium ore (from low to moderate quality; the dwarves rarely trade any smelted and refined brellium, let alone purified bars of the substance, beyond their own borders), copper, lead, and other base materials. Brass, bronze, iron, and steel also come from the forges of Kaladim, used far and wide to make armor and weapons.   While the two major industries in Kaladim are mining and metalworking, one should not overlook the importance and need of jewelry-making and gemcutting. Long have the Dwarves traded with the elves (especially the noble houses of Felwithe), as well as with Gnomes and Humans. While High Elves seem more adept at creating delicate works of art from gold and gems, the Dwarves' craftsmanship is equally as wondrous, if perhaps a bit more sturdy in design.   In general, metals, tools, gems, iron, weapons, and Dwarven spirits are traded to the elves of Felwithe in exchange for fruits, leather, and furs. Trade between the Dwarves and the Wood Elves of Kelethin was once strong, as well, but relations between the races have soured in recent generations.   Dwarven spirits are also a significant part of the local economy; in fact, few foreigners enter Kaladim without being introduced to these potent beverages. Ale is as common as mothers' milk to the Dwarves, regularly replacing water and wine during meals.

Infrastructure

Kaladim was created long ago from the mines of the Dwarven clans. The Dwarves began to construct buildings inside the mining caves, working the rock and the stone until they had created an immense area large enough to fit homes, shops, temples, and the like. While some of the city's buildings today are separate from the sides of the cavern walls and thus freestanding, all are of granite, rock, or earthen construction.   The front of Kaladim is unmistakable even to visitors from offshore. Massive pillars adorn either side of the entrance, hewn from the rock of the mountain itself. Truly gigantic Dwarf statues greets visitors. Some say the statues were made in the likeness of Brell Serilis, while others claim it is a representation of the first Dwarven king, Gimzor Fireforge. Carvings above the entrance depict Dwarven battles against the Ogres and also contain the "Hymn to the Underfoot", a verse well known to any Dwarf born and raised in or near Kaladim.   The city itself is a series of tunnels and caves. Underground streams and pools of fresh water appear throughout the city, and are a great help in smithing and other trades; one waterflow may disappear under rock and stone only to reappear again in another sector or further below in the mines. Some of the few Gnomish "civil engineering" devices permitted in Kaladim are amazing machines set neat the pools of water, which somehow transform the still water into fresh air.   The city is comprised of five districts known as the Holy Sector, the Royal Sector, the Crafting Sector, the Mining Sector, and the Common Sector. The sectors exist solely as a mnemonic means to separate the areas of the city, for the Dwarven mind, like the human one, is fond of labels and categorization. Although common Dwarves often sleep within their crafts houses (rather than in homes in the Common Sector), for instance, the sectors have, for many generations, served as a method of organization for which the Dwarves have grown quite fond.  

The Holy Sector

Also known as the Underfoot Sector, this sector is located in the northern area of Kaladim. Holy ceremonies, sermons, and all things associated with Brell Serilis or, to a lesser extent, with Fizzlethorpe Bristlebane, are organized in this portion of Kaladim. The two buildings most worthy of note here are Underfoot Cathedral and Underfoot Hall.  

The Royal Sector

This district is located in the eastern portion of the city. King Kazon's royal keep sits in the northeast of the Royal Sector. Two separate tunnels lead to this portion of Kaladim, both heavily patrolled and secured by the king's most loyal and trusted guards; just to the west of the castle, in a cave area of their own, are the guards' barracks, two buildings capable of holding the entire Royal Guard, with the exception of their captain, who resides in the castle.   The Thanes' Council Hall is located just south of the keep. Here the Council of Thanes meets to discuss issues of state, and here also are trials conducted. The council building was erected near the same time the castle was formed.  

The Crafting Sector

This sector takes up the entire southern portion of Kaladim, being the first area one passes through when entering the city. Here, the city's many businesses thrive. The warriors' guild house, Stormguard Hall, stands in the northern portion of this area (as near to being the center of the city as any building could get), surrounding a huge arena-like sparring ground in which members can be found practicing their fighting arts each morning. Though the Dwarves do not hold gladiatorial games, seating is open to all who wish to come and view the training of some of Kaladim's finest warriors.  

The Common Sector

Located in the western portion of Kaladim, it is here that nearly 90% of the city's Dwarves reside, most in homes built into the walls of the caverns. Most of the Dwarven homes are built in a spartan manner - just enough rooms of adequate size to hold the family comfortably. If more rooms are needed and a particular family of Dwarves wishes to build further into the mountain to make room, they must petition the Council of Thanes and pay a fee to have their property lines evaluated and reestablished.   While most of the area is dedicated to crafts folk, warriors, and common folk, a certain portion of this sector has been reserved for more affluent citizens. The manors of the wealthy are often comprised of more than one building and are significantly larger in size and stature. Otherwise, the Common Sector shows little sign of individual creed.  

The Mining Sector

This loosely defined "district" is located one level below the other sectors of Kaladim. It can be accessed from all other sectors save for the Royal Sector. This sector (like those above) is littered with pools of underground water. The miners make good use of this water for sanitary purposes, and have built a series of bridges across the various streams and canals. Mining tracks have also been laid to help expedite the mining process with carts.   Metals, ore, and gems are extracted from the womb of the Butcherblock Mountains. Most of the Dwarves go about their business of digging without concern. Some, however, recall the tragedy of Paineel and the discovery of Living Rock where the Erudites had dug too closely to the realm of the Underfoot and paid the price. While Dwarves were once welcome in Brell Serilis' realm, some residents wish not to tempt fate by digging too deeply.   Rumors of strange noises beyond the newly created holes have begun to arise. While most miners claim these ate merely the creaking of mining carts or the products of fertile imagination, some believe there are unknown and, perhaps, more sinister things that dwell deep beneath the great mountains of Kaladim.   Also, in the northeastern portion of this huge underground area lies the prison. Here, prisoners are chained and made to work in the mines until their sentences - or the prisoners themselves - have expired.

Guilds and Factions

Some outsiders may possess a view that Dwarves tend to spend their days laboring, filling their bellies, and guzzling down flagons of ale. While they do have a certain fondness for food and spirits, the former notion is the most apt: Dwarves are first and foremost workers, and the clanking of hammer on anvil or the scraping of pick upon rock can often be heard well into the night.   Kaladim is a city like few, if any, others: In most of its halls, gems and gold adorn walls, ceilings, sometimes floors, furniture, and more. The Dwarves work hard for their treasures, and while such opulence may seem an excessive and self-indulgent display to some, the Dwarves' dedication to craft (be it smithing, jewelry-making, brewing, or otherwise) always shows through in their work.   Kaladim is also built upon a trade structure likened by some to a caste system, for skills, trades, and callings are almost invariably passed down from parent to child. Interestingly, Dwarf women share equally in the crafts with the men, passing on their knowledge openly to daughters and sons alike.   The merchants of Kaladim are also worthy of note. While competing with other fine families and clans within their own city, the merchants share a common bond: to serve the royal house of Kaladim and keep a watchful eye toward the greater good of their nation. Where Humans, Gnomes, and Elves seem to have more scattered objectives, the ancient Union of Kaladim Merchants credits its survival to a unity that seems almost ferocious to those who hail from other nations and races.   Where most monarchies might exert too tight a grip over their citizens (thus limiting the personal and economic freedom of all save the aristocrats), Kaladim's kings have generally managed to maintain a well-balanced ruling body that has furthered the nation's prosperity in trade, commerce, and personal venture.   In terms of religion, the piety of the Dwarven people as a whole might serve as inspiration to the less godly races of Norrath, although a casual conversation with most Dwarves is unlikely to reveal this fact. To a Dwarf, religion is something private and deeply held, not a matter of words, but of deeds. Few knightly orders on Norrath can compete with the fierce loyalty that brews in Underfoot Hall. Brell Serilis reigns supreme within the rocky halls of Kaladim.   Other gods do play a role in Dwarven life, certainly, and they might be petitioned from time to time when the need arises, but the Dwarves truly worship only the Duke of Below. A few Dwarves revere Bristlebane highly, but in most cases he is simply called upon when one curses the ill luck of a broken wheel or a splintered mining pick. Tunare is thanked when the hills outside of the Butcherblock Mountains are lush and green. But in the end, the Dwarven loyalty to Brell Serilis is as strong now as it was when Kaladim was first created.

History

The origins of Kaladim, at least according to the Dwarves, are simple, but by no means ordinary. Brell Serilis, envious of the brood Veeshan had created for herself upon Norrath, set out to make a race of his own: the Dwarves. Apparently, Brell fooled the other gods into a false peace and all entered save for Rallos Zek, God of War. Never a trusting god, Rallos Zek created the Ogres and, it is said, to this day a great hatred exists between Ogres and Dwarves - a hatred seeded by that of the fathers of their respective races.   The first Dwarven king, Gimzor Fireforge, took the throne back when the world was new and the races of the gods were but yearlings. Gimzor, purportedly the great-grandson of Brell's first dwarf, ordered the construction of grand monuments to the Duke of Below. The Underfoot Cathedral was created first, a structure even more glorious and grand than Castle Fireforge. Gems adorned its walls, and beads of gold and silver trim lined the doorways and windows. All in Kaladim worked for the common goal of serving Brell Serilis and creating a center of worship worthy of their divine progenitor.   When King Gimzor returned to the earth and his son ascended the throne, a certain class of holy warriors to which the new king belonged, captained by Lord Hargreth Nightseer, dubbed themselves "knights of Underfoot" and created Underfoot Hall for themselves. The knighthood and clergy worked hand in hand, bringing the justice of Brell Serilis to the world above.   For many centuries the Dwarves thrived in the mountain range along the northwest shores of Faydwer. After a time, though, a new enemy appeared on the continent, brought to Norrath by the belligerent god Rallos Zek. This great folk, the Ogres, also coveted the treasures that the children of Brell extracted from the mountains: gold, gems, and other precious metals. Brutal, strong, and lacking the (arguably) genial disposition of the Dwarves, the Ogres could not contain their animosity and envy. It was only a matter of time before the rift between the races grew to a dangerous size.   Sometime during The Elder Age, the Ogre warlord Orduk II was chosen as the 5th Grand Duke of the ogre armies. Ambitious beyond his predecessors, Orduk sought to bring all-out war to the Dwarves, aware that the small skirmishes between their nations would bring him little glory or wealth.   Orduk began his campaign in the less well-guarded lands of northern Kaladim, where the Dwarves had created trading centers and peaceful mining villages. The Dwarves were hardly prepared to fend off the invasion, and the northern areas were decimated by Orduk's troops - he left no Dwarf man, woman, or child alive, setting the buildings ablaze with his torches. Many hundreds, perhaps thousands of Dwarves fell to the Ogre armies, and their leader set his sights immediately upon Kaladim.   Orduk, however, seeded his own misfortune during this event. Had he not taken the time, in his bloodthirst, to make sure every living dwarf was butchered, the Dwarves may have not been given the time needed to prepare their defense. Because of this, the Dwarves' king, Dagnor, called "the Cunning," gained the time to assemble his forces. The speed with which the Dwarven armies reacted was remarkable.   Orduk reached the Crakthorn Ridge - just a mile outside of Kaladim - where his forces were met by Dagnor and his hastily assembled troops. A savage battle ensued, raging for days. Soon, however, it became clear that a stalemate was the best either side could expect. After half a week of fighting, both sides withdrew, seeking to gain some intelligence or advantage that might turn the tide of battle in their favor. Deciding that the war would be won or lost in the next engagement here, Orduk sent word for his southern forces to move north and reinforce his army.   What he left behind in the southern lands near the mountains' border was a mere handful of Ogre soldiers and a host of Orc slaves. Dagnor, aware of the Orcs' oppression, sent secret emissaries who entered into a clandestine agreement with the Orcs: The Dwarves would free the Orcs from Orduk's rule if they, in turn, walked away from the battle and left Orduk to his own devices.   The Orcs, bloodthirsty but honorable, retreated southward and eastward, deserting the Ogres and leaving the southern foothills wide open. Dagnor's agents quickly assembled a second host in the south, aided by a small force of Gnomes, and the two armies attacked the southern Ogres from both front and back, destroying all their fortresses and all opposition along the way. Orduk tried to flee to the east, through the Hills of Shade, but a determined Dwarven battalion - dispatched to the region earlier to try to evacuate Dwarf citizens during the initial Ogre attack - held the ogres off through guerilla tactics until the rest of Dagnor's army arrived.   The Ogres fought viciously, taking many Dwarven lives with them, but ultimately they were defeated by the vengeful and resolute Dwarves. Legend suggests that Dagnor and Orduk met each other in this final confrontation, where, it is said, Dagnor smote Orduk with his mighty spear. So intense and fierce was his strike that the weapon shattered into a thousand pieces as it sheared through the ogre's breastplate and plunged into his chest. Orduk fell, and his burning blood made a nearby lake's water boil and turn red.   This marked the end of what the Dwarves remember as the "Battle of the Shattered Spear," and marks the end of the Ogre threat in the mountains of western Faydwer. After the Ordukkan War, King Dagnor the Cunning and his descendants were hailed by the name "Butcherblock," given to him for Dagnor's acts of bravery in stopping the ogre armies from butchering his entire people. (And after Dagnor 11's death, the mountains themselves were renamed in his honor.)   The Butcherblock legacy, however, would eventually come to an end during The Lost Age. The last Butcherblock king, Druthak II, was returned to the earth without an heir. Thus began the Stormhammer dynasty under King Bestid Stormhammer, brother to Druthak's widow, and Kaladim has remained under Stormhammer rule since. While Kaladim is currently content and prosperous, many reminisce about the halcyon days of Butcherblock glory, when great wars put the Dwarves' true mettle to the test.

Maps

  • Kaladim
Founding Date
2725
Type
Large city
Population
48,000
Location under
Owner/Ruler
Owning Organization
Guilds
Stormguards (Barbarian, Fighter)   Militia - 495
400 Stormguard
95 Knights of Underfoot   Wealth
210,000,000 gp   Resources
Gems, jewelry, metals, ore, clay, armor, weapons   Demographics
Dwarf - 93.5%
Gnome - 5.7%
Human - 0.4%
High Elf - 0.2%
Halfling - 0.1%
Half Elf - 0.1%

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