Krall Settlement in World of Arith | World Anvil

Krall

Ages ago, the Titans launched an invasion of Arith from their stronghold in Hjalmar. Reaching all the way to the Dragon's stronghold in Draconis, the Titans and their giant kin were eventually driven back. At the heads of the dragon armies stood the Dragonborn. As the dragons took back regions and lands, they left their dragonborn leaders throughout the continent. Possibly the largest concentration of Dragonborn in Caldonia is in the town of Krall, which sits on the western edge of the Wildlands.   The Wildlands rests due west of Hjalmar across the great inland sea of Rumael. Here the titan-dragon war never ended. Giantspawn such as orcs, ogres and trolls clash endlessly draconic forces of Dragonborn, kobolds and other beastfolk such as bugbears, gnolls and minotaurs. Old battlelines have been redrawn, with giantspawn and beastfolk warring against each other as often as against the "other side."   Krall is situated at the mouth of the Jurrlet Valley. Due west is the dwarven canton of Jurrlet, a fast friend of Krall.   Krall is designed to look like a gigantic dragon's head when approached from the east. The white walls remind raiders of dragon scales, while the large northern and southern towers could be dragon horns from a distance, and the portcullis and gate are positioned as a dragons mouth.   The layout of Krall was planned by the original dragon overlords who commanded the dragonborn armies. Streets are laid out is straight paths and blocks are rectangular, triangular or trapezoidal. The town has three main sections, the Kobold Warrens, the Artisan District and the Weirs.   When first entering the eastern gate, one finds themselves on a large central avenue, leading due west to the Arena of the Dragon Overlords. North and south of the main boulevard stands the kobold warrens. Many of the homes are sized for kobolds and uncomfortable for larger folk. Businesses tend to be larger buildings, if only to accommodate non-kobold customers.   Almost immediately inside the gates, one finds Kraen's Tavern and further down the way is Hod's General Store. Off the beaten path one can find Two-Weeks Wages (a gambling house), Mountain Meadow (an apothecary shop) and Sron and Marl (which deals in potions and minor magical items).   The Artisan's Quarter begins where the town walls expand north and south. Most of the non-draconic residents of Krall live in this quarter, which divides the kobold warrens from the weirs. The main thoroughfare passes An Evening's Rest, which is possibly the best inn in Krall and further down is Mithellin and Mithellin's Mercantile, run by human twins. Off the beaten path one can find the master dwarven weaponsmith Garan (just don't ask for his clan name), and his business rival Hu-Baran, a large red dragonborn blacksmith. At end of the Boulevard, right in front of the Arena gates is The Ale House, which is the largest tavern in Krall (some say cavernous) and is always packed when the Arena lets out.   The Weirs hug the northern and southern walls of western Krall, eight huge walled complexes where the majority of Dragonborn business is conducted. All Dragonborn in Krall belong to one of the eight Weirs (Astarin, Silversea, Loremark, Moonscale, Flamebrow, Bloodbane, Warringer and Spellscale). Each Weir is made up of three to five Clans, which is the basic family unit of the dragonborn of Krall. While the Weirs jockey for position and prestige, the law states that such rivalries must never jeopardize the safety of the Dragonborn or Krall. Serious disputes are often dealt with in a trial by combat. Arena fights may be single combat or in teams. There are often no rules for the combatants, and most battles are to the death.

Demographics

Demographics: Kobold 65% (845), Dragonborn 15% (195), Lizardfolk 10% (130), Dwarf 5% (65), Human 3% (39), other 2% (26)

Government

Krall is led by eight Weirs. Each Weir consists of several clans united for a common purpose. The Weirs are a holdover of ancient times, when dragonlords ruled the dragonborn. Each dragonlord gathered their subjects in large cavernous lairs called dragonweirs. The center of the dragonweir was the dragon's lair and hoard, and the weir spread out from the central lair. On the continent of Draconis dragonlords still establish dragonweirs in the Scaled Dominions, where dragons follow the old ways and carve out their own empires and domains.   The dragonborn use the weirs as a system of government, with each weir focusing on managing some aspect of the community. It is also a system that strengthens ties among the dragonborn clans.

Defences

Weir Warbringer is in charge of the watch and guard of Krall, as well as mustering the military might to defend itself from its enemies in the Wildlands.   Warbringer uses not only the red, blue and bronze dragonborn clans who make up the Weir, but they are supported by three kobold brigades and a lizardfolk brigade. While none of these brigades are truly considered Warbringer, they do have a say in tactics and strategy.   Astarin is responsible for training the drakes used as steeds by Warbringer, as well as the care and raising of hippogriffs used in the defense of the town.

Industry & Trade

As most settlements in the Wildlands, Krall must be self-sufficient. The lands immediately north of the city, between Krall and the Whitecrown foothills are covered with terraced farmland. Herds of mountain goats provide milk and meat for the town, while hunters range wide to bring down big game.

Points of interest

LOCATIONS

 

Politics and Government

  • 1. Arena
  • 2. Astarin Weir
  • 3. Silversea Weir
  • 4. Loremark Weir
  • 5. Moonscale Weir
  • 6. Flamebrow Weir
  • 7. Bloodbane Weir
  • 8. Warbringer Weir
  • 9. Spellscale Weir
 

Temples and Institutions

  • 11. Eye of Chronepsis
  • 12. Society of the Home
  • 15. Temple of the Valiant Shield
 

Guilds and Industry

  • 16. Ibrian's Distillery
  • 23. Tegmen's Brewery
 

Inns, Taverns, and Entertainment

  • 17. The Ale House
  • 19. An Evening's Rest
  • 24. Two Weeks Wages
  • 29. Kraen's Tavern
 

Shops and Services

  • 14. Mithellin and Mithellin's Mercantile
  • 18. Garan's Swordsmith
  • 20. The Ol' Barn (stables)
  • 21. Hu-Baran's Blacksmithy
  • 22. Kangis the Fletcher
  • 25. Hod's General Store
  • 26. Mountain Meadow (herbalist)
  • 27. Brown's Bread (bakery)
  • 28. Sron and Marl (occult shop and fortunetellers)
 

Culture and Sites

  • 10. Nefenr's Observatory
 

Important Residences

  • 13. House Valdur
   

1. Arena

This large building functions as an arena, town hall and meeting place for the citizens of Krall. The upper decks around the arena consist of large platforms designed to provide comfortable perches for the Dragonlords, while the middle tiers can fit more than triple the current population of the town. Civic offices fill the interior of the building, circling the main arena. A magical effect, placed by mages from Weir Spellscale during the construction of the Arena allows any sound in the arena to be heard clearly by all in the stands. Conflicts within a Weir are often handled in the holds, while conflict between weirs is handled here. Most often, the council of elders will rule on the matter, but when the elders cannot smooth out the issue trial by combat is considered an appropriate final step. All of these conflicts are to the death.   Note: Dragonborn believe in trial by combat, and two dragonborn may end up in the arena to end their differences. Most trials by combat are to the death, if a conflict has gotten that far after intervention by clan elders has failed to find another solution then combat to the death is considered appropriate. It is shameful to challenge a combatant far below your own level of ability, and foolish to challenge one who is far above your own. Being challenged by someone weaker is not shameful, though a dragonborn gains no honor in the battle.    

2. Astarin Weir

Astarin is the weir of guardianship. They see themselves as the protector of the dragonborn, the natural world, and even life itself.   Most dragonborn who follow the path of the druid or the ranger are members of Astarin. Astarin also boasts many clerics who dedicate themselves to life, light and nature. They are often viewed as the weir of leadership and tend to be the dominant voice in any dragonborn settlement, such as the head or speaker of a council or oligarchy.   However, Astarin is not a peaceful weir. While they learn of the natural world and seek to protect the innocent, they often do this through military means, relying on Warbringer to enact their will. The famed hippogriff riders of Krall have always been led by Astarin.    

3. Silversea Weir

Silversea focuses on the spiritual side of life. They are the weir that looks to the draconic gods' will, and are considered the clan of peace, prophecy and foresight. Silversea is also a patron of the arts, not just religious art, as is the case in many human settlements, but art for art's sake. They support playwrights, theaters, painters, sculptors and bardic colleges.   If Astarin produces the most dragonborn leaders, Silversea produces the most advisors behind the "throne".    

4. Loremark Weir

Loremark are the historians and the researchers of the dragonborn. They fund schools and colleges, and find their calling in teaching and understanding. While Silversea look to the starts in a search for the draconic gods' will, Loremark seeks to understand the stars and the dragonborns' place in the universe.      

5. Moonscale Weir

Moonscale is sometimes seen as a frivolous clan. Like Silversea, they are a patron of the arts, but they extend that to crafters and artisans. Moonscale is the weir of the merchant and the settlement, and is often the only clan looking out for the interests of the downtrodden and unskilled.   Moonscale builds networks and understanding, and many ambassadors hail from Moonscale.    

6. Flamebrow Weir

Flamebrow is the clan of the common dragonborn. Flamebrows build the walls, forge the weapons, carry the goods, and cook the meals. While other weirs sometimes look down on Flamebrow, many dragonborn folk heroes came from this lowly weir.    

7. Bloodbane Weir

Bloodbane is the weir of conflict. Not strategic war, that belongs to Warbringer. Bloodbane believes in trial by combat and that everything is a contest. The Krall berserkers come from Bloodlbane, and Bloodbane has oversight of the arena and the conflicts that occur there.   Darker rumors say that Bloodbane is responsible for much of the criminal activity in Krall, or even that they support the elusive Temple of Dark Desires.. That being said, most bodyguards, gladiators, and even warmages come from Bloodbane, seeking to prove their superiority in battle and conflict.    

8. Warbringer Weir

Warbringer is the weir of the military might of Krall, as well as the city watch and guard. Warbringer is a clan of strategy, tactics, training and defense. The study the history of conflicts, focusing on typical enemy tactics, strengths, and weaknesses.    

9. Spellscale Weir

Spellscale is the weir for arcanists, alchemist, and all who pursue knowledge of magic and alchemy. The have a rivalry with Silversea over the relative values of arcane versus divine magic. Like Silversea, Spellscale delves into prophecy and astrology, but more as a study than an attempt to interpret the will of the gods.    

10. Nefenr's Observatory

One of the eyes of Krall, this tower looks up to the stars. The chief astrologer, Nefenr, is a prominent member of Loremark. Nefenr considers himself an artist, and has set aside the entire first floor as an artist's studio, displaying his sculptures and artistic creations. At any time of day several local and apprentice artists can be found here discussing projects and creating works.   Unusual this far into the city, the studio has attracted a local kobold named Tarvip whose works are quite good, though devalued by the locals due to the artist's race. Several floors of the tower consist of living quarters for the astrologers as well as offices for them to record their observations. Recently, Nefenr has given Tarvip one of the living quarters, which caused quite an outrage among more traditional dragonborn.   Apprentice dormitories house both apprentice artists and astrologers. The top floor features a domed ceiling, which the astrologer uses to create the illusion of moving stars and heavenly bodies. Circling the main dome is the rooftop observatory.    

11. Eye of Chronepsis

One of the four temples in Krall, the Eye of Chronepsis fills the second Eye of Krall. This eye looks at the past, present and future, the three aspects of Chronepsis. The Eye of Chronepsis isn't just a temple, but an organization of mystics and prophets who seek to peer into and shape the future for the betterment of the dragonborn people. All weirs are represented at the Temple, though the High Priest of Chronepsis is now Nerilsan of Silversea.    

12. Society of the Home

The largest temple in Krall, the Society of the Home provides for the worship of four draconic deities. Tamara, God of Life and Light, Hlal, God of Humor, also known as the Chronicler, Aasterinian, God of Invention and Astilabor, God of Wealth. Elantor of Tamara oversees the temple at the moment, and sees the Society of the Home as caretaker of Krall's health and well-being.  

13. House Valdur

Gold Valdur is a rising clan in Krall.    

14. Mithellin and Mithellin's Mercantile

Gazlar and Gez Mithellin run this shop in mid-Krall. Any common item can be found here for purchase and any exotic item can be ordered. Mith and Mith have extensive contacts throughout the caravans and can usually find a way to procure all but the most outlandish requests.    

15. Temple of the Valiant Shield

Bahamut is central to the Temple of the Valiant Shield, and is seen as being assisted by Lendys, God of Justice in keeping Krall safe, both from exterior threats and interior corruption. Ne-Chardath, the High Shield of Bahamut and Sikari, Scale of Justice lead a large band of dragonborn warriors whose purpose is to man the walls of Krall and keep order within the city. Both dragonborn are paladins rather than clerics, and both share concerns about how deep and extensive the kobold warrens are beneath eastern Krall.   The upper floor of the Temple of the Valiant Shield houses an aerie for the Brotherhood of the Hippogriff. Here, in the center of town, hippogriffs are raised from eggs and dragonborn are bonded to hippogriffs to ride into battle as members of the Brotherhood.    

16. Distillery

The dragonborn Ibrian brews many of the alcoholic beverages served in Krall. While resources must be imported into the town, Ibrian's skilled workers in the distillery can create potent products that are sought across the region. Ibrian recently got his hands on a case of Petrovian Vodka, and is eagerly attempting to duplicate the beverage himself.    

17. The Ale House

The Ale House is the destination of choice for those who have spent time on dusty roads or have put in a hard day's work. The current owner, Ea-Nilarnis tends the bar, leaving security to a few goliath bouncers she had the luck to hire. The most notorious drink at the Ale House is the Flaming Lip, a rare oil used in the drink also coats the rim of the glass and is lit right before the drink is consumed.    

18. Garan's Swordsmith

Garan is a master swordsmith, working with his clients one sword at a time. Each of his swords is given a specific name while being crafted, known only to its owner and Garan. It's said that some of the weapons the dwarf forges are enchanted, even without mages or priests to lay the enchantments.    

19. An Evening's Rest

This large building is an inn designed and built by dragonborn. A sign over the door read (in Arkosian) "All worthwhile activities must be followed by rest and contemplation" Ae-Radona is the owner and hostess of Evening's Rest and greets all guests personally when they enter. The common room is small yet accommodating and Ae-Radona pays local performers to entertain guests nightly.    

20. The Ol' Barn

A place to buy or board horses, this stable and livery is run by Arkatar the Tender, a dragonborn with exceptional skill in the art of animal husbandry. Horses are not commonly ridden through town, so most visitors pay the 5 sp per day to keep their mounts here, where they can be well groomed and well-treated. Arkatar's dream is to buy a neighboring building to raise and sell giant lizard mounts, like in the old stories from Arkosia.    

21. Hu-Baran's Blacksmithy

Hu-Baran, the dragonborn blacksmith runs the shop here. Most of the wares made here are set for export through Flambrow. Hu is a self-proclaimed "artist of steel" making everything from common items to decorative plate mail.    

22. Kangis the Fletcher

The preferred place to purchase bows, crossbows, quarrels and arrows, Kangis' modest shop is the home of a true master craftsman. While Kangis' skill is impressive, it becomes even more so when you notice that the dragonborn is completely blind. Kangis belongs to Bloodbane and is considered to be one of the most honorable members in the weir. When the next Elder is needed in Bloodbane, Kangis is almost certain to be raised up.    

23. Tegmen's Brewery

Ales and beers created by the kobold brewmaster Tegman are consumed locally and available at all of the inns and taverns. Some of his stock is exported when Tegman can secure a place on a trusted caravan.    

24. Two Weeks Wages

Dancing Bones, Spit and Bobber and Three's You Uncle are all played at this gambling house, with small fortunes gained and lost on a monthly basis. Two pairs of town guards visit the premises every half hour or so, keeping the ruckus to a minimum.   The kobold Jundath runs the place, assisted by the human Throm Kalsen. Most of the residents of Krall avoid the games here, and quiet talk says that the house has rigged most of the contests in its favor.    

25. Hod's General Store

This store, owned and operated by the kobold Hod and family carries all regular items needed for day to day life in Krall. Occasionally Hod will pick up a minor curiosity to sell to his customers, but he prefers to "not get fancy" like his Dragonborn competitors, Mithellin and Mithellin's Mercantile.    

26. Mountain Meadow

An apothecary and herbalist shop run by the lizardfolk Sauz and his five apprentices. The shop has various spices and herbs for sale from the nearby mountains and wild areas. The famous "Krall Steak Spice" is created and sold here, along with various herbs and potions.    

27. Brown's Bread

Bread and pastries are greatly enjoyed in Krall, due to their slightly rare nature (loaves of bread often sell for 3 cp or more). Flour and grain is imported and purchased in large quantities by Redjak Brown, a human baker who runs this shop. Redjak is assisted by his wife Mairwen and daughter Kirsten who runs her own delivery business in the morning hours.    

28. Sron and Marl

This enterprise named for its kobold owners is the local occult shop and fortuneteller. Sron sells various potions and supposedly magical items, while Marl entertains customers with awkwardly delivered prognostications.    

29. Kraen's Tavern

The kobold Kraen Fullstring owns this small tavern in the kobold ghetto. The pub comes alive as the sun descends    

Temple of Dark Desires

Somewhere within Krall lives the Temple of Dark Desires, dedicated to Tiamat, Falazure and Garyx. The Temple of the Valiant Shield works tirelessly to discover this underground temple and its high priest, but have so far been unable to locate it.
Type
Town
Population
approximately 1,300
Location under

Comments

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Dec 17, 2021 20:40 by K.S. Bishoff

very well described

Come vist my worlds
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HYPNOSIUM