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History

| Khazad - Civilization | Khazad - Recent | Foulspawn | Eldrin | Humans | Religion | Clan Hardizand |Grimbroar |

Khazad - Civilization

We are an ancient race. While admitedly not as old as the so called "First race", the Eldrin, The Khazad people have a written history that dates back almost 10,000 yearns. We are delvers of the deep, also called "the deepening people". Our cities and holds are all safely and cunningly built below ground, often taking advantage of existing caverns. We change not what is beautiful, and shape all else to our design. For many centuries we labored in the deep, bringing light and warmth to cold, secret places of the world, without contact or knowledge of the surface world. As is all too often true, knowledge brings pain and sorrow, and thus happened to the Khazad once we broke from our secure holds in the deep. First we met the Eldren, and friendly relations did we have of them. The Atani, the humans, were next, but little did they have in knowledge or lore to trade with us, so little came of our meeting. Then we met the enemy, the foulspawn.

Created by an enemy of the Eldrin, the loathsome Orcs delight in terror and pain. Also prefering dwellings underground, these servants of darkness were at once our deadly foes. While they have also been the bane of the Eldren and the Atani, the foulspawn have of late concintrated all their effort in the extermination of our people. They will fail!

Our "Secret Kingdom", as we call it, lies deep in the safe bosom of the world. Around it are several Khazad cities, and around them once lay stretched an underground connected highway that reaches almost 2000 miles! Many villages and keeps were founded in those days, for the land was free from fear, and our law was supreme. But our people populate slowly, and the wars between the foulspawn quickly thinned our people, while always they rebounded. As the centuries fled by, so did our people from an ever shrinking frontier consumed by ruin and the hunger of the foulspawn.

Khazad - Recent History:

Now the once pround Khazad Kingdom has shrunk to barely 12 cities. Our bordercities with the forces of the foulspawn have become fortresses. The foulspawn are nearly always defeated in any pitched battle, but always they return. They have suffered unimaginable losses, but return in a few yaerns with renewed vigor and hatred. Even now there are reports of a massing of their forces for an attack on the fortress at Brundishere. It's doors are thick and built of olde, and while it's defenders are brave, they are also always fewer. If Brundishere falls, several nearby cities will have to be evacuated as untenable. This could mean the end of Khazad civilization, and perhapes the extermination of our Race. Brundishere must not fall!

The Foulspawn:

The loathsome orcs, the foulspawn were created long ago as the servants of some fell enemy of the Eldrin. It is said that in the morning of time, this evil force attempted to crush all the world. Nearly victorious, only the combined might of all the free peoples was able to thwart the plans of the enemy. Millennia have passed, and it is deemed that their procreator has passed on, yet the dark one's creations go on -- the cursed Foulspawn. A curse upon them!

The Eldrin:

An old, but rather flighty race, that relies too heavily on magic to give it strength. While usually of good heart, the Eldrin are ever suspicious of Khazad intentions, not understanding our stolid, cautious ways. Given to flights of fancy and song, they would make valuable allies save they seem too undependable and have a secret agenda that does not include our people. Relations with their representatives have always been polite, but terse.

The Atani:

Calling themselves "Humans", the Atani live brief lives, but burn all the brighter because of it. They are a primitive race, that wars constantly against itself. They are believed to be relatively ignorant of the the vast threat of the Foulspawn. They are yet valiant, but closer friends to the Eldrin than to us.

To date, relations have been strained, perhapes because of poinsoned advice given them by the ever secretive Eldrin. Regretably, they have stayed distant from the Khazad, and have minimal trading treaties. As the war erupted with the Foulspawn, we have relied more and more heavily on shipments of grain and other food goods with various tribes of the Atani. At present, we have a rather generous trade contract giving mining rights to a nearby Atani Tribe called Caaldaran, in exchange for grain shipped annually to Tristizad, our single port city.

This is of particular concern to the decendants of Clan Hardizand, as their abandoned keep of Grimbroar is in an area recently settled by these Atani. It is vital that normal relations be maintained with this tribe. Our trading treaties stipulate that neither side may "...infringe upon the territory of the other", but sending a small patrol to salvage an old hold of ours on the border of their lands does not violate the wording of the treaty. If the enterprise is discovered, the best explanation might be that you were pursuing the destruction of the Foulspawn (True). Perhapes the best course with the Atani in any case, would be as little contact as possible.

Religion:

The chief diety for the Khazad is Moradin. The Soul-Forger, Allfather, Moradin forged the first Khazad out of metal and gems and breathed life into them. His favored weapon is the warhammer. His domains are: Earth, Good, Law, Protection and War.

He has two brothers and a cousin who are also dieties. They are:

Morad - younger brother, Totally silent and dedicated soley to his crafts. His followers believe in self discipline, strength of character, and complete focus on the task at hand. They also believe the benefits of silence, prefering to speak as little as possible. They have a complex sign language known only by those within his church. His follower's alignment is typically LN, but LG and LE have been known as well. It is said there is a Monk order, but little is known about it. His domains are: Strength, Protection, Knowledge and Fire. His symbol is a clenched fist, upraised, wreathed with seven, seven-pointed stars. His favored weapon is unarmed.

Torad - Youngest brother, rather mishievous and clever. His followers alignment is usually NG, but LG and NN are not uncommon. This god's symbol is a four leaf clover. In the stories of this pantheon, Torad is usually getting into trouble, to be rescued by Moradin. His curiousity and insatiable hunger for knowledge leads him into peril. He is also fond of jokes and pranks. He particularly likes to play jokes on Deurad. His domains are: Luck, Air, Trickery and Magic.

Deurad - Moradin's cousin, Deurad is the obligatory jealous rival god who is constantly trying to usurp Moradin's position as chief diety. In the inevitable final confrontation with the Khazad's enemies at the end of time, it is unknown whether or not Deurad will stand with Moradin or take his followers to the enemy.

The standard view in the pantheon is that Moradin believes Deurad will change his ways and stay true. However Morad is certain Deurad will betray them.

Deurad's follower's alignment is usually LN, but LE and NE are known. He does not typically have his own Temples, but he is respected and revered, if not loved. Deurad travels far and wide, and has great knowledge. He is the master of whispers, rumors and the mysterious. His symbol is a road through a dark forest. His domains are : Travel, Destruction, Knowledge and Water. His favored weapon is a net and a spear.

Clan Hardizand

Clan Hardizand's society was one of great unity till the coming of the WAR. Already given to belonging to clubs and special organizations, in the search for a way to deal with the encroaching foulspawn, Hardizand found itself fragmenting into three powerful and, over centuries, rival guilds.

The Miner's guild: The oldest and consistently the most powerful guild within Hardizand, the miner's were the wealthiest and most conservative group. Holding control over the Clan's Chieftain's position for generations, this guild came more and more to identify itself as the only trueť Hardizand guild. The miner's guild saw the neighboring savage Atani tribes as useful aides in carrying supplies to outlying mines, but little value otherwise. The miner's guild also steadfastly maintained a defensive posture in dealing with the war. Advocating and winning through council's appropriations for more and more elaborate defensive constructions. This most strongly seen the series of outposts built, connected to Grimbroar's underground level by a vast catacomb.

The Merchant's guild : The second most powerful guild, the merchants advocated more dealings with the local Atani and more attention to be paid to the surface road system. Usually siding with the Miner's guild, the merchants were the only guild to aggressively go after the nearby Atani as allies, independently giving them Khazad technology and other gifts in friendship. The merchants wished to make the most friendly Atani into auxiliary troops incorporated within the Khazad military. Purists among the miners and the warrior's guild decried this, saying the Atani were simply not trustworthy enough.

The Warrior's guild: the newest, and least politically powerful guild in Hardizand, it had many younger members. The warriors advocated an aggressive stance against the foulspawn, and decried the massive effort spent on defensive works. They constantly trained for the “final confrontation” that would come with the enemy â€" one that never arrived. They were also among the last to leave Grimbroar during the exodus.

All PCs should decide which guild their grandsire advocated, and which one they themselves choose to number themselves among. Difficult as it may be to believe, there are still known to be some hard feelings between Miner's guild members and members of the Warrior's guild.

At present, there is no Clan Chieftain of Hardizand, since its total members equals to a few dozen individuals throughout the kingdom. However if a quorum exists, and the throne room of Grimbroar has been secured, the meeting clan members may elect a chieftain.

A quorum exists if a majority of clan members meet in any one spot. If the total number of PCs meet with this intention, they will have a quorum. Once elected, the chieftain may only be removed as leader if more than 3/4 of the clan's members agree to do so. The chieftan typically immediately picks a Chamberlain (in charge of the Clan's monies/supplies/logistics) and a Battlelord (in charge of the Clan's defenses). While the Clan has been reduced to a mere handful of members from its glory days, yet the offices hold great personal and symbolic meaning. Whether or not the party elects a Chieftain is entirely up to the party.

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