Kraak Helzak: A City-State
The Gate of the Twin Anvils
Kraak Helzak is a medium-sized dwarven city, with an estimated population of several thousand, though the exact number remains a state secret. Exclusively home to Dwarves, Gnomes, and Earth Genasi, this
Monarchy embodies resilience, tradition, and craftsmanship. The city’s Lawful Good alignment reflects its steadfast dedication to justice, loyalty, and honor.
Location:
Situated within the Troll Claw, Kraak Helzak is a fortress intricately carved into the rocky terrain, its position offering strategic advantages against both natural and external threats. The city is protected by thick stone walls, natural cavern defenses, and an organized and highly disciplined military presence.
Society and Citizenship:
Kraak Helzak upholds a tradition of law and order, ensuring harmony within its halls. Visitors are welcome to enter, provided they do not belong to evil-aligned races such as drow or duergar, or organizations like the Zhentarim or other similar illicit factions. The kingdom enforces these laws rigorously through its military forces to safeguard the sanctity and safety of its people.
Citizenship, however, remains exclusive to Dwarves, Gnomes, and Earth Genasi. This exclusivity underscores the kingdom's commitment to preserving its cultural heritage, while visitors may engage in trade and diplomacy under strict adherence to the laws of Kraak Helzak.
Political views
The citizens of Kraak Helzak hold two contrasting viewpoints. Isolationists seek security by shutting the gates, prioritizing independence and the preservation of dwarven traditions. The dynamic faction, being the stronger perspective, champions diplomacy and trade, believing alliances bring prosperity, mutual protection, and access to vital resources. This debate shapes the kingdom’s direction.
Laws and Order:
Kraak Helzak enforces strict laws to maintain peace and justice. Smuggling, piracy, slavery, and the worship of evil deities such as Lolth, Cyric, and Urdlen are explicitly banned, with violations leading to banishment. The King's Guard ensures these laws are rigorously upheld.
Clan Loyalty: Betrayal of one's clan is considered one of the gravest offenses.
Craftsmanship Integrity: Producing substandard work or defiling the art of crafting is seen as dishonorable.
Respect for Elders: Elders are revered, and their wisdom is often sought in legal matters.
Protection of Ancestral Lands: Harming dwarven lands is met with severe consequences.
Guilds
Any citizen can request to start their own business or guild, provided they adhere to the kingdom's laws and rules.
Trade
To export certain products to Kraak Helzak, merchants must acquire a special license at the Customs Tollhouse.
Only licensed vendors can trade in regulated goods.
All items imported into the kingdom are deemed regulated and must be recorded as part of the licensed inventory. Failure to secure a license results in confiscation and destruction of unlicensed goods, alongside a ban from further trading with the kingdom.
In addition, all organizations known for their illegal trade or vile actions contrary to Kraak Helzak's laws are strictly prohibited from trading with the kingdom
Export
Raw Ores and Minerals: valuable metals extracted from deep mines.
Gemstones: Precious gems polished to perfection.
Weaponry: Durable, finely crafted swords, axes, and other arms.
Armor: Resilient armors designed for both protection and ceremonial display.
Mechanical Devices: Intricate, innovative contraptions reflecting advanced dwarven engineering.
Artifacts: Masterfully carved items and artifacts prized for their cultural and artistic value.
Engineering & Construction Expertise: Renowned skills in architectural design, fortifications, bridges, and other large-scale building projects.
Import
Food Supplies: Grains, vegetables, fruits, and sometimes meat or dairy products, since traditional agriculture is limited underground.
Timber and Wood: Vital for construction, fuel, and sometimes for production of certain crafted items.
Luxury and Specialty Items: Textiles, spices, medicinal herbs, and other goods that bolster cultural exchange and enhance quality of life.
Military Forces:
The Kraak Helzak military wears black and gold armor that not only serves as practical defense but also symbolizes the kingdom's resilience, honor, and regal heritage. Kraak Helzak boasts four professional, distinct branches of military forces:
King's Guard: Elite warriors under King Dovkin Battlehammer who protect the royal family, enforce laws, and lead major battles.
Soldiers: The largest and most diverse military force, comprising foot soldiers, engineers, and various other roles. They maintain order and defend the kingdom against external threats.
Deep Guard: Specialists trained in subterranean warfare and reconnaissance.
Griffon Riders: A small contingent on griffons providing essential aerial reconnaissance and defending against enemy air assaults.
Faith:
The primary deities worshiped in Kraak Helzak are the
Morndinsamman, the pantheon of dwarven gods who represent the values and ideals of dwarven culture. These include:
Moradin: The Soul Forger, revered as the creator and patron of dwarves.
Clangeddin Silverbeard: The Father of Battle, embodying valor and martial prowess.
Berronar Truesilver: The matriarchal goddess of healing and family.
Dumathoin: The Silent Keeper, protector of earth's secrets, patron of miners and protector of the dwarven dead.
Vergadain: The Laughing Dwarf, god of luck, trade, and wealth.
Sharindlar: The goddess of love and healing.
Marthammor Duin: The Finder of Trails, god of wanderers and explorers.
Gorm Gulthyn: The Fire Eyes, god of vigilance and guardians of dwarven strongholds.
Haela Brightaxe: Goddess of luck and battle, revered for bravery and combat skill.
Dugmaren Brightmantle: God of discovery and innovation, inspiring creativity.
Abbathor: God of greed and avarice. While technically part of the Morndinsamman, his worship is viewed with suspicion among the citizens.
While the Morndinsamman remain central to the faith of Kraak Helzak, Gnomes and Earth Genasi are permitted to honor their traditional gods, such as Callarduran Smoothhands (protector of deep gnomes) and Ibrandul (Lord of the Caverns). This openness reflects the kingdom's respect for the cultural heritage of its diverse inhabitants, as long as these deities align with the lawful and benevolent values of Kraak Helzak.
Notable Locations:
Kraak Helzak consists of
six distinct areas: the Surface, the Great Hall, the Private Living Quarters, the Industrial Zone, the Rural Area, and the Upperdark.
The surface
The surface of Kraak Helzak, nestled within the rugged Troll Claws, is a
secure haven for merchants and travelers. Massive stone-carved walls surround the area, guarded by vigilant soldiers. The river Winding Water flows through, its once fresh currents fouled by the battle between Cyric and Bhaal during the Time of Troubles in 1358 DR. The narrow stone bridge that spans the river is a
formidable choke point, impossible to breach without heavy losses.
The Burning Troll Inn: A welcoming place to stay for both tall and small, known for its warmth and hospitality. Travelers and adventurers alike find respite here within its sturdy walls and lively atmosphere.
The Customs Tollhouse: The Customs Tollhouse of Kraak Helzak is a hub for toll collection, customs inspections, and trade negotiations. Organizations and emissaries meet here to discuss commerce with the kingdom, making it a vital center for both regulation and economic collaboration.
The Gate of the Twin Anvils
Beyond the bridge, a secondary wall rises as an additional layer of defense. A small, open square follows—a transitional space that guides visitors toward the heart of the stronghold. Here stands the main gate, majestically flanked by two imposing, mighty towers known as the Twin Anvils. Overhead, the piercing cries of griffons echo near the entrance to the main hall, lending an air of regal grandeur to the fortified kingdom.
The Great Hall
At the heart lies the majestic great hall, featuring a bustling merchant square, temple shrines, a training room, and a renowned tavern with the largest ale collection on the Sword Coast.
Hammer hold: The King's Throne Room is the heart of governance and decision-making in the kingdom.
The Temple of Moradin: The spiritual center of Kraak Helzak, where dwarves gather to honor the All-Father through prayer, rituals, and festivals. The temple's grand architecture and sacred forge reflect Moradin's values of creation and devotion.
The Emberstone Bath: A luxurious bathhouse featuring a heated pool, warm showers and a sauna carved from natural stone. Infused with mineral-rich waters from deep within the Troll Claws, the baths offer a place of relaxation and rejuvenation for the weary traveler and hardworking citizen alike.
The Living Quarters
Deep within Kraak Helzak, away from all visitor access, lie the private living quarters reserved solely for its denizens.
This hidden realm is a labyrinth of natural caves and homey tunnels.
Industrial area
The industrial area is alive with the sounds of hammers from the forge, the bubbling of ale in the Royal Brewery, and the rumbling trolleys on railways to the Upperdark mines. It's located between the Great Hall and the Rural cave system.
The Royal Brewery: Renowned for its ale and other artisanal dwarven beverages.
The Forge of Kraak: The beating heart of the kingdom, where master artisans craft legendary weapons and armor.
The Rural area
The rural heart of Kraak Helzak thrives with crystal-clear water flowing through concealed channels that nurture lush, underground wildlife. Vibrant fungal farms illuminate ancient stone walls, while sacred traditions endure at the Tomb of Dumathoin. A trolley station connects this serene sanctuary to the industrious depths, bridging nature with tradition.
Trolley Station: A rural hub connecting the surface to Upperdark, where trolleys transport travelers and resources to the Great Forge.
Mushroomfarms: Expansive farms where lush fungi and glowing underground flowers light the ancient stone walls.
Tomb of Dumathoin: A sacred resting place for the dwarven dead, vigilantly guarded by Dumathoin’s clergy.
The Upperdark
From the grand halls of Kraak Helzak, visitors can travel to and from the Upperdark by trolley. This transport system supports
vital mining operations, ensuring the swift transfer of precious metals and gems to forges and jewelers.
Fort Obsidian: A central hub connecting the mines to the dwarven kingdom, Fort Obsidian is heavily guarded by elite Deep Guards. It ensures the safe transfer of resources while maintaining mining efficiency beneath the Troll Claws. A fortified gate stands as the secure passage leading out into the Upperdark Wilderness.
History:
Kraak Helzak boasts a rich and storied past, deeply intertwined with dwarven lore.
In 1347 DR, the Ironfaar Stronghold fell to a Duergar army, scattering the clan. Survivors sought refuge with elves at Doron Amar. Exiled Dovkin Battlehammer was crowned Slayer King, uniting dwarves under Kraak Helzak and initiating construction of a new fortress in the Troll Claw.
By 1348 DR, the Black Orc War strained resources, but fortifications and excavation continued. Dwarves reclaimed the Ironfaar Hold, defeating Duergar and a Shadow dragon. Safety and unity efforts expanded.
In 1349 DR, trade deals and refining Adamantine from a meteor boosted the stronghold. The first Dragonmoot celebrated dwarven strength, while plans for a Gnomish quarter emerged.
In 1350 DR, grain shortages, Derro threats, and a siege challenged Kraak Helzak. King Dovkin recovered from an assassination attempt, miners breached Upperdark tunnels, and diplomatic tensions arose with Baldur's Gate.
During 1351 DR, undead hordes threatened Kraak Helzak and Kheldrivvr. Battles led by allies and dwarven heroes blocked undead advancements. The General of the undead host was diplomatically neutralized, securing victory.
In 1352 DR, blight-infected trolls posed a danger. Through strategic attacks, dwarves eliminated the threat, ensuring the safety and prosperity of Kraak Helzak.
In 1353-1354 DR, Kraak Helzak entered a phase of internal consolidation and strategic reform. Emerging from past conflicts, the kingdom focused on fortifying its defenses.
In 1355 DR, Kraak Helzak formally joined the Devil Wars and played an important role in defeating the infernal threat. Shortly after, Troll King Hewbert’s forces decimated the outer structures and laid siege to the stronghold, cutting off vital supplies. Caravans were disrupted, making the import of food scarce and threatening the kingdom's survival. Yet, with the support of steadfast allies, the dwarves triumphed, defeating the trolls. The time had come to rebuild—restoring what was lost and fortifying the kingdom for a stronger future.
In 1356 DR, amid the scars of recent devastation, the kingdom of Kraak Helzak launched an immense rebuilding project. Robust walls were erected and new trade houses constructed to create a secure haven for travelers—a beacon of hope emerging from the remnants of troll wars.
Later that year, Baldur’s Gate and Kraak Helzak forged a defensive pact, committing to support one another against threats from north of the River Chionthar.
In 1357 DR, an expedition set out to find and invite Griffons to settle at Kraak Helzak. During their journey, they encountered a pride of Griffons under attack and aided them by rescuing their eggs. Following this act, the dwarfs asked if the Griffons would move to Kraak Helzak—and the Griffons accepted. Soon afterward, a secure nest was built above the main entrance, symbolizing the newfound friendship and mutual protection.
In 1358 DR, Kraak Helzak proved pivotal in the War for Rockrun by reinforcing the Company of the Blue Lantern with military aid and strategy. Together, they defeated the duergar clan and neutralized the illithid hivemind, solidifying Kraak Helzak’s legacy of courage. This bond led to an agreement: Kraak Helzak would defend Rockrun with dwarven troops, while the Company pledged support for one war, designated an emissary, and committed against aiding evil Underdark beings.
During the Zhentarim war, drow from Sshamath allied with the Zhentarim and emerged through Troll Claws. Kraak Helzak dwarves repelled the invaders without casualties. King Dovkin Battlehammer then joined the Lord's Alliance, ensuring Kraak Helzak’s security and fostering regional cooperation.
Amidst the Time of Troubles, Kraak Helzak’s clerics faced uncertainty, struggling to comprehend the loss of divine magic. Despite this, the dwarves persevered, continuing to build and craft masterfully without relying on magic or divine powers.
In 1359 DR, a black ooze in the Troll Claws posed a lingering danger to the lands surrounding Kraak Helzak. Adventurers stepped in to aid the dwarven kingdom, tracing the source—a grey Slaad. Through diplomacy and creativity, they convinced the creature to leave, ending the threat and ensuring regional stability.
Between 1359 and 1360 DR, Kraak Helzak prioritized aiding renovations and rebuilding areas affected by the turmoil of the Time of Troubles. These efforts reinforced regional bonds and fostered diplomacy and trade with friendly neighboring communities. The dwarves also oversaw contracted projects, resulting in grand structures such as Radiant Crossing—a majestic bridge—and a fort over the River Chionthar.