Karak Azgal

During the dwarves’ Golden Age the dwarfhold known today as Karak Azgal ‘Hoard Peak’ was then called Karak Izril ‘City of Jewels.’ Along with Karak Eight Peaks and the other southern dwarfholds, Karak Izril withstood the earthquakes during the ‘Time of Woes,’ and the initial onslaught of orcs, goblins and skaven. Following a thousand year respite, and relative peace, the greenskins renewed their assault on the southern dwarfholds. Karak Eight Peaks fell, leaving the southern holds vulnerable. Soon the skaven erupted from the tunnels below, as the greenskins rampaged through the Halls of Karak Izril above. Knowing the fate of their hold was beyond doubt, the dwarves sealed their treasures in a hidden vault – protected with powerful runes of concealment. The infested hold was then called Karak Azgal, by the dwarves thereafter. Unable to find the plunder sought, the invaders largely abandoned Karak Azgal, and attacked Karak Drazh.

Many years later the dragon Graug the Terrible found the vault where most of the dwarven treasure was hidden, and rumors of the dragon’s hoard brought many dwarf and human treasure seekers to the ruins, and their own too. Men began calling the place Dragon’s Crag, and Graug added the spoils of his many victories to his hoard.

Many of the dwarven expeditions were sponsored by the Jewelers Guild, having long laid claim to the treasures of Karak Azgal; their lack of success never diminishing their determination. In time, the young dwarf Skalf crept toward the sleeping dragon, and thrust his rune – engraved gromril blade into the beast. Graug’s death throes scattered treasure about, and its agonizing wails alerted the ruins’ lingering inhabitants of the dragon’s demise. Skalf grabbed what treasure he could carry, hid the finest pieces among the rest, and set a cave – in to reseal the vault.

With a fortune recovered, Skalf ‘Dragonslayer’ and his descendents have constructed a small fortress over the main entrance to Karak Azgal’s ruins, and named it Kazad Migdhal ‘Gatehouse Fortress,’ and assumed the titles of Kings. With a relatively small population the current King Thorgin Skalfson ‘Dragonslayer’ has yet to establish his authority over the ruins (neither had his predecessors). With the passing of the dragon the ruins have grown more dangerous, as bands of orcs, goblins, skaven, trolls and even more vile creatures have come to call the ruins home.

The King encourages treasure hunters (petty thieves, as the dwarves call them) to search the ruins, and hopes they’ll dispatch some of the denizens too. For the opportunity to seek their fortune, they need only pay the King’s toll to gain entry, and have their illicit gains taxed upon leaving the ruins.

What all of the PC’s know — Private knowledge will be sent individually!

The following information doesn’t cover everything within Scalf’s Hold, or the Ruins of Karak Azgal. None of the characters have looked under every nook and cranny. There are numerous other places of interest, not to mention thousands of personal dwellings…

Welcome to Karak Azgal ‘Hoard Peak’ or if you like ‘Dragon’s Crag’ – Where the Old Dwarven Ruins are open for plunder, if you can afford the price…tax!

Skalf’s Hold (pronounced Scāfəs): Kazad Migdhal ‘Gatehouse Fortress’

  • Surrounded by a 20’ high curtain wall — of superior stone and dwarven craftsmanship.
  • The wall is crowned with a causeway, crenellations and machicolations for defense. At regular intervals about the curtain wall there are bastions and towers, accommodating many dwarven cannons.
  • A Barbican (gatehouse) faces east, and another to the west; there are no other entrances to the hold. Ascending the mountain to the gatehouses of Scalf’s Hold are two paths: from the Town of Deadgate in the west there is a hewn — switchback stairway, and in the east — climbs the road from Karak Azul.
  • Projecting above each gate is a sculpted dragon’s head, capable of pouring boiling oil on those below. The oil will flow down the switchback stairs to Deadgate in the west, and the road to Karak Azul in the east.
  • The streets of Scalf’s Hold are lined with stone, and metal drain gutters.
  • All the buildings and doors are made of stone.
  • Everything is written in the Dwarven Language — Khazalid.
  • The population of Scalf’s Hold currently stands at 6,000 residents; of these: 80% are Dwarves, 15% are Humans and 5% are Halflings.

Divided into four quarters:

  1. The Temple Quarter
    • The Great Temple of the Ancestors — Balikina Furlisdotr (High Priestess of Valaya)
    • The Temple of Myrmida — Gaetano Rivera (Priest — Receive Martial Training)
    • The Temple of Shallya — Lady Hildegard Grunwald (Priestess — Receive Healing)

  2. The Holdfast
    • Skalf’s Keep — Court of King Thorgin Skalfson ‘Dragonslayer’ — Lord of Scalf’s Hold (Meetings of the High Council: Thorgin, Balikina and Furagrum)
    • Clan Manors
      1. Damirson Clan — Runesmiths
    • Miner’s Bounty — Club — Balarika Kragellasdotr (Proprieter — Source of Information)

  3. Foreign Quarter
    • Zambor’s Well — Only legitimate entrance to the ruins found within the hold. Six Lawbringers are on duty at all times, and occasionally the Chief Lawbringer Furagrum is here too.
    • Todt Mueller’s Emporium – Shop
    • Grondella’s Supply Shop – Grondella Harkansdotr (owner) and her son, Kargon, the smith.

  4. Gold Quarter
    • Stone Square (seller’s market, stone, etc.)
    • Mining Guild (Only Mourendar has gained permission to enter)
    • Dragon’s Eye Pub – El Gatto’s current residence – only KC has been here.

High Council Members:

  1. King Thorgin Skalfson ‘Dragonslayer,’ Lord of Skalf’s Hold
  2. Thane Furagrum Kazorson, Chief Lawbringer
  3. Balikina Furlisdotr, High Priestess of Valaya

Small Council Members: Comprised of various Dwarven Clans and Guilds.

  • Rorganson Clan
  • Damirson Clan

Karak Azgal

Empire Apocalypse CAD