Iltkazar
gp limit; Assets 5,625,000 gp; Population 7,506; Mixed (shield
dwarf 78%, gold dwarf 9%, rock gnome 5%, svirfneblin 4%,
human 3%, urdunnir dwarf 1%). Authority Figure: King Mith Barak, or Mithbarakaz (LGmale silver great wyrm).
Regency Council: Fenyl Arnskull (NG female shield dwarf aristocrat11); Torth Blackensteel (LG male shield dwarf expert 9);
Ruvan Stoneshoulder (LN male shield dwarf aristocrat 5/expert
4); Chemcol Stoneshoulder (LG female shield dwarf fighter 8);
Gromi Arnskull (CG male shield dwarf fighter 2/cleric 5/runecaster
2); Sturvis Riftsong (CG male shield dwarf fighter 5/bard
3); Vrona Ironledger (N female shield dwarf expert 2/wizard 7);
Elern Riftsong (LG female shield dwarf cleric 8 of Moradin).
Important Characters: Sorni Arnskull (N female shield dwarfexpert 8), Master of the Forge; Dorna Riftsong (LG female
shield dwarf expert 7/wizard 3), Chief Librarian; Bresk
Stoneshoulder (LN male shield dwarf fighter 12), Warmaster of
Iltkazar; Anthan Diamondblade (LG male shield dwarf cleric 9
of Moradin), High Soulsmith.
Clerics of the Ancient Forge: The Temple of Moradin inIltkazar numbers more than 30 clerics, including 6 of 4th level
or higher.
Gate Guardians: Iltkazar’s best warriors are assigned the prestigiousduty of guarding the city’s gates. This contingent includes
more than 60 clerics and 400 fighters and warriors, of whom
about 300 are 1st-level warriors.
The last surviving kingdom of
Deep Shanatar, Iltkazar has beenin a long, slow decline for more
than thirteen centuries. The scholarly
dwarves who live here keep
scrolls and books filled with
dwarven secrets of architecture,
engineering, armor and weaponsmithing,
archaeology, history,
and carving runestones.
Less than 2 miles under the Omlarandin Mountains of Tethyr
sits Iltkazar, a city on the edge of a bloodless
coup. The king, Mith Barak the
Clanless, spends 75 out of every 100
years sitting still as a solid mithral
statue on his throne. During this time,
the Regency Council of Iltkazar rules
the city, carrying out the edicts and
commands of their sleeping king. The
Regency Council sees its stewardship role
as one of preservation, not leadership, so
they avoid making new policies and defer
any major decisions until King Mith’s
next awakening.
The council’s ironclad devotion
to waiting for the sleeping king
stagnates the city, but it was
tolerable to the deeply
traditional dwarves until
recently. Five years ago, in 1367
DR, King Mith failed to
awaken on schedule. Since then, the Council
has dithered on substantial issues while the citizens
have grown restless.
Iltkazar is called City of Mithral for its legendary
smiths, most of whom work in rare, magically active
metals. Mithral is most common of these, but even rarer
metals are routinely worked here. Hidden mines in the
surrounding Underdark hold a wealth of hizagkuur,
zardazil, and other rare minerals, and the Iltkazar dwarves makegood use of these. But Iltkazar’s hold on trade in these metals
does not depend upon maintaining control over their source.
Even if the enemies of the dwarves stumbled across these
deposits or discovered the metals elsewhere, the knowledge of
how to smelt and work them to full effect is known only to
Iltkazaran smiths.
Faintly glowing, silvery-blue lichen on the ceiling lights the
whole city, which is spread over a couple of dozen caverns connected
by wide tunnels to create the effect of one large cavern.
The River Dhalnadar and its tributary, the Deepflood, meet
within one of the central caverns, providing plenty of water.
The civil engineering of the city is a marvel—the river drops
about 60 feet as it flows through the city, turning dozens of
waterwheels that power hundreds of machines around the caverns.
The water also feeds into each home through an intricate
aqueduct system.
Iltkazar is probably the best-defended city in the Underdark.
Each of its three main entrances has nine doors, each 10 feet
square and 3 feet thick. The first two are solid iron; the next six
are iron sheathed in 2 inches of hizagkuur, and the last is pure
mithral, immune to magic. Strong grates block all waterways in
and out of the city. These defenses are usually reinforced with
blade barrier, dismissal or holy word, and fireball spells, whichcan be triggered by the warden on watch. Runes that cover the
other surfaces of the cavern at 25-foot intervals usually contain
maw of stone and repulsion spells that turn burrowers away.These last runes are unique to Iltkazar because they are triggered
by an innate tremorsense rather than sight. Thus, any movement
within 120 feet of such a rune triggers it.
King Mith Barak
Though many suspect the truth about the king, none know it for
certain. King Mith is actually Mithbarazak, a silver great wyrm
who came to the dwarves decades ago to help them guard their
immense knowledge. Mithbarazak may also have had other, more
subtle reasons to watch over the last kingdom of Deep Shanatar,
such as needing an extremely safe place to keep his body during
his travels in the Astral Plane. When the dragon sleeps, he travels
astrally and has frequent audiences with powerful extraplanar
creatures. But twenty years ago, his astral form was captured by
a servant of Tiamat. Mithbarazak has been imprisoned on the
Astral Plane ever since, and he cannot free himself.
Brief History
When Deep Shanatar ruled most of the southwestern Upperdark,
Iltkazar was a relatively small but important part of the
overkingdom. This subkingdom was the center of scholarship
and smithcraft in the realm. When the overkingdom collapsed
after the Kin Clashes against the duergar, Iltkazar survived, but
its citizens continued to fight off assaults from beholders, drow,
illithids, and duergar over the next several hundred years, losingground each time.
In 66 DR, a dying king and greatly reduced holdings made
for bleak prospects. On his deathbed, the last dwarven king of
Iltkazar named Mith Barak the Clanless his successor. Since his
ascension to the throne more than 1300 years ago, Mith Barak
has led the city wisely and secured the kingdom’s borders. Unfortunately,
his long sleeps do not allow the dwarves to contemplate
any great new projects for decades at a time. The council is
absorbed in fine interpretations of their sleeping king’s dictates,
and its members are fixated on maintaining the city rather than
taking initiative.
Every time the king awakens, he spends much of the next
twenty-five years overseeing attempts to rebuild the city to the
point where he left it seventy-five years earlier. King Mith has
never complained about or even addressed that problem, in the
same way that no one ever questions his mysterious seventyfive-
year sleeps. In his waking years, he rules justly and wisely.
In his sleeping years, the council rules in good faith but with
undue legalism.
In 1367 DR, the unthinkable occurred: King Mith did not
awaken at the appointed time. He continued to sit, unmoving,
despite his followers’ attempts to rouse him. For several years,
the dwarves argued over the appropriate course of action. At
last, just this year, some of the dwarves have become sufficiently
desperate in the absence of their king to act. One faction, which
calls itself the Unfurling Movement, has decided on a radical
course of action: seeking help from the surface to rouse their
king. The entire Regency Council hotly opposes this expedition,
and some have likened it to treason. Nonetheless, the leader
of the movement, Joshiah Stonefriend (NG male human Expert
6), plans to appeal for help on the surface with or without the
Council’s approval.
Surrounding Area
Most of Iltkazar’s surroundings consist of ruined dwarven holds.
Each time that waves of enemies have surged closer to the city,
the dwarves have retreated, abandoning their holdings.
Iltkazaran patrols still appear in these areas, but they don’t have
the numbers or military might to actually occupy them, so all
kinds of other Underdark denizens are free to roam in their
abandoned halls.
KazardaernThese tunnels are nearly the last of Iltkazar’s defended holdings
outside the city itself. Located about 2 miles from the city, these
mostly empty hizagkuur mines provide the easiest access to
Iltkazar from the surface or the west. The dwarves patrol these
passages rigorously and construct deadly and clever traps to discourage
unwanted visitors, so coming through this area without
a guide is a foolhardy proposition. Of late, patrols of gold
dwarves from the Great Rift and gray dwarves from Dunspeirrin
have become increasingly frequent visitors in this area, and
clashes between these two groups threaten full-scale warfare at
Iltkazar’s doorstep.
The Spiderstalkings
Though the drow in the region tend to stay in Guallidurth these
days, spiders of all sorts thrive in the outposts and strongholds
left over from the Night Wars in the Omlarandin Mountains,
directly above and to the north of Iltkazar. About once a year,
the dwarves send a few regiments up to beat them back, but far
more spiders infest the area than the dwarves could possibly
hope to eradicate.