Tal'Dorei Campaign Guide PDF

(Jeff_L) #1
to be elusive. Ank’Harel has been friendly and open when it
comes to trade and commerce, but has shown no interest in
any political relationships beyond that.

figures of interest


guar di an tofor brotor as
Dragonborn Master of Defense. Stern, honorable, and quick
to anger, Tofor is proud to serve on the council. After
losing many friends, and an arm, in the struggles against
the Chroma Conclave, she took the vulnerability of the
city to heart, swearing to never allow such a thing to
happen again.

seeKer assum emring
Halfling Master of Information. What he may lack in social
graces, Assum makes up in cleverness and incredible per-
ception. He once ran with the Clasp before leaving and
managing to erase almost all trace of his involvement.

arCanist allur a vysoren
Human Master of Arcana. Also a member of the Arcana
Pansophical, Allura uses her resources to help improve
society’s opinion of magic practitioners. She is called upon
to investigate supernatural abnormalities.

arbiter brom goldh and
Human Master of Law. A stone-faced, flame-scarred
cleric of the Knowing Mistress, Brom is as mysterious as
he is proficient with law. Driven to keep the realm just
and orderly, there are few who would dare challenge his
judgment.

he arthm aKer the a dorn Kr a zz
Dwarf Master of Development. Old, gray, and rather ornery
if he hasn’t had a drink, Theadorn rose to prominence
after years of assisting the council in larger construction
jobs, when the Council position fell vacant. His prede-
cessor, Lornak Syfe, was removed from office for illegal
involvement with the Clasp.

Coinmistress hanna wasser an
Gnome Master of Commerce. Formerly the guild master of
the Onyx Banner, Hanna took the council’s mantle in
hopes of stamping out illegal activity throughout Emon’s
trade and shipping channels.

The Houses of Kraghammer


Established within the Cliff keep Mountains following
the Divergence, this subterranean fortress city is the pin-
nacle of dwarven society in Tal’Dorei. Five Great Houses
rule Kraghammer; they have maintained power since the
city was originally established. The ruling families are
House Greyspine, House Zuurthom, House Bronzegrip,
House Thunderbrand, and House Glorendar. These Great
Houses elect an official as the “Ironkeeper” every 10 years
to keep the alliances between houses just and healthy for
the good of Kraghammer.
When some lesser family houses have attempted to
overthrow one of the ruling five through the centuries, the
other Great Houses put aside their differences to maintain
the sanctity of the traditional rule. Even when tensions
boil into bloodshed between the houses—typically every
ten years, when the new Ironkeeper is elected—the Iron-
keeper will call in the city guard, or Carvers, to end the
violence and establish peace.

goals
Each ruling house has a specialty and holds responsibility
over that domain within Kraghammer. House Greyspine
maintains the largest mine under Kraghammer, as well
as the Pools of Solace. House Zuurthom trains the chief
architects of the city, and most masonry and building is
organized through them. House Bronzegrip funds the
smithing guilds and maintains the Bronzegrip Metalworks,
Kraghammer’s largest blast furnace and ore refinery. House
Thunderbrand prides itself on training Kraghammer’s
foremost scholars and premiere arcanists. House Glorendar
maintains the law and delivers punishment, though a recent
scandal that uncovered corruption between House Gloren-
dar and sects of the Carvers has seen them fall from grace,
throwing Kraghammer’s judicial system into chaos.

Five the fingers grasp hammer or blade


Five Houses of Kraghammer rightly made


Greyspine delves ‘neath dwarven halls


Zuurthom raises stony walls


Bronzegrip masters of metal wrought


Thunderbrand uncovers secrets sought


And Glorendar to judgments hear


In Kraghammer, dwarf-folk need never fear.


—A child’s learning rhyme,
from Kraghammer
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