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Karak Hirn
Karak Hirn:
Heart of the Hornberg
By Alfred Nuñez Jr.
Special thanks for the comments, editorial work and suggestions provided by
John Foody, Jude Hornborg, Rich Pingree, and Dan Wray
Expanded concept of kinhalls an kinhearths by Dan Wray and used with permission
Woodcut from www.Godecookery.com
Obligatory Copyright Statement
The Karak Hirn: Heart of the Hornberg sourcebook is intended to be a completely unofficial
addition to Warhammer Fantasy RolePlay owned by Games Workshop (GW). All relevant
trademarks and copyrights are used without permission and in no way meant to challenge
ownership to them by GW. The Karak Hirn: Heart of the Hornberg sourcebook fully
recognises said copyright and trademark ownership. Where possible, this effort conforms to the
'official' nature of the Warhammer World, and does so with the full acknowledgement of the
intellectual ownership and legal copyright ownership of that material.
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Karak Hirn: Heart of the Hornberg
Alfred Nuñez Jr.
Table of Contents
Author’s Notes ................................................................................................................................ 4
Karak Hirn ...................................................................................................................................... 4
History......................................................................................................................................... 5
The Dwarf Schism .................................................................................................................. 5
Trade with the Tribes .............................................................................................................. 5
Rise of Sigmar......................................................................................................................... 6
Hohenbach Treachery ............................................................................................................. 6
The Shattered Neighbour ........................................................................................................ 6
Karak Hirn Today ................................................................................................................... 7
Sidebar: Population Density of the Karaks............................................................................. 7
The Dwarfhold ............................................................................................................................ 8
Sidebar: Brotherhood of Memory ........................................................................................... 9
The Rulers of Karak Hirn ........................................................................................................... 9
King Alrik Ranulfsson ............................................................................................................ 9
Queen Winnifer Flaxenhair..................................................................................................... 9
Prince Earak Alriksson ........................................................................................................... 9
Warmaster Ghunnar Ranulfsson ........................................................................................... 10
Prince Muldrim Theodarsson................................................................................................ 10
King's Council....................................................................................................................... 10
Feast Days................................................................................................................................. 11
The Horn of Hirn .......................................................................................................................... 13
The Mountain............................................................................................................................ 13
Entering the Kingdom of .......................................................................................................... 15
Karak Hirn ................................................................................................................................ 15
Villages and Mining Camps...................................................................................................... 17
Black Mountain Villages ...................................................................................................... 17
Mining Camps....................................................................................................................... 18
Lurking Dangers ....................................................................................................................... 18
Bandits .................................................................................................................................. 18
Demonologists and Necromancers ....................................................................................... 18
Giants .................................................................................................................................... 19
Griffons ................................................................................................................................. 19
Lizardmen (Saurus)............................................................................................................... 19
Minions of Chaos .................................................................................................................. 19
Ogres ..................................................................................................................................... 19
Orcs and Goblins................................................................................................................... 20
Skaven................................................................................................................................... 20
Slavers................................................................................................................................... 20
Trolls ..................................................................................................................................... 20
Werewolves........................................................................................................................... 21
Inside Karak Hirn.......................................................................................................................... 21
A. The Inner Citadel ................................................................................................................. 21
B. Under Pasture ....................................................................................................................... 23
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Karak Hirn: Heart of the Hornberg
Alfred Nuñez Jr.
C. Hall of Kings ........................................................................................................................ 24
D. Hall of Temples.................................................................................................................... 24
E. Hall of Tombs....................................................................................................................... 25
F. Hall of Clans ......................................................................................................................... 26
G. Hall of Runesmiths............................................................................................................... 28
H. Hall of Loremasters.............................................................................................................. 28
I. South Mines........................................................................................................................... 29
J. West Mines............................................................................................................................ 30
K. The Merchant Halls.............................................................................................................. 30
1. Constabulary ..................................................................................................................... 31
2. Stables and Caravansary ................................................................................................... 32
3. Branmuffin’s Eatery......................................................................................................... 32
4. Inn of the Mountain Traveller........................................................................................... 32
5. Courthouse ........................................................................................................................ 32
Sidebar: Dwarf Law .............................................................................................................. 33
6. Hall of Guilds................................................................................................................... 33
7. Elassir’s Books................................................................................................................. 34
8. Black Crevasse Tavern .................................................................................................... 34
9. Grunna’s Boarding House................................................................................................ 34
10. Bardin’s Winery............................................................................................................. 34
11. Frau Blücher’s Kitchen .................................................................................................. 35
12. The Cavern..................................................................................................................... 35
13. Golden Nugget ............................................................................................................... 36
14. Old World Oddities........................................................................................................ 36
15. Backdoor Inn.................................................................................................................. 37
16. Hall of Shrines ............................................................................................................... 37
L. Emissary Hall ....................................................................................................................... 37
17. Embassy of Karak Izor................................................................................................... 38
18. Imperial Embassy........................................................................................................... 38
19. Embassy of Karak Gantuk ............................................................................................. 38
20. Wissenland Embassy ..................................................................................................... 38
21. Mortensholm Embassy................................................................................................... 38
22. Miragliano Embassy ...................................................................................................... 38
Adventure Hooks .......................................................................................................................... 39
Raid on an Orc Village ......................................................................................................... 39
To Bait a Trap ....................................................................................................................... 39
Tilean Games ........................................................................................................................ 40
Appendix One-Kings of Karak Hirn............................................................................................. 42
Appendix Three-Gazetteer of Karak Hirn .................................................................................... 45
Map 1. Realm of Karak Hirn ............................................................................................... 47
Map 2. Karak Hirn area ....................................................................................................... 48
Map 3. Inside Karak Hirn .................................................................................................... 49
Map 4. Merchant Halls ........................................................................................................ 50
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Karak Hirn: Heart of the Hornberg
Alfred Nuñez Jr.
Author’s Notes
Shortly after the release of the WFRP Dwarf
book, Dwarfs: Stone & Steel, I wrote for
Hogshead Publishing, I received comments
regarding the lack of a proper description of
a Dwarfhold in the text. My original
assumption when I wrote the book was that
the Dwarfs were secretive and not very
likely to let any non-Dwarf, including
Imperial emissaries within a Dwarfhold. As
time went on (with a little shove by several
close friends), I began to re-think this
hardened position, especially given the
gaming possibilities that could arise from
having some Humans live in the Dwarf
realms as subjects of the local Dwarfking.
From this shift in viewpoint, I wrote the
article on the Dawikoni (as these Humans
are called), which appeared in Warpstone
issue 19.
had felt that those examples should be
enough for GMs to revise their own Holds.
With Hogshead closing down (at least until
the company was sold), I decided to provide
more material to Warpstone with the hope of
helping keep WFRP alive until there was
further active support. Thus, I decided to
detail one of the larger Dwarfholds closest
to the Empire and outside the Worlds Edge
Mountains. The holds mentioned above are
all smaller and none really provides a sense
of how massively built the principal
Dwarfholds were.
In my view, every Dwarfhold has a unique
layout, even though many of them share
similar elements. GMs could simply use
some of the various halls and chambers
described herein, as well as any elements
from the smaller settlements mentioned
above, and tweak these to create any of the
other Dwarfholds as they see fit.
That article seemed to be a fair start, but it
wasn’t enough. In thinking on the subject, I
did depict a portion of Karak Eight Peaks in
the Dwarf book and three abandoned Dwarf
settlements have been “officially” covered –
Kadar Khalizad in Empire in Flames, Kadar
Gravning in Doomstones 2: Dwarf Wars,
and Karak Zulvor in Apocrypha 2: Charts of
Darkness – with descriptions and maps. I
A note for any reviewer who wishes to take
me to task for it, the description below
includes some of the same information
found in Dwarfs: Stone and Steel , pages 34-
36. I did so with the intent to make this
work as complete as possible.
Karak Hirn
With a population of 15,000, Karak Hirn, or
"Hornhold" is the largest and wealthiest of
the Black Mountain Dwarfholds. Rich veins
of iron, tin, copper, gold and silver are found
deep under Karak Hirn as are deposits of
sapphires, emeralds, tourmalines, topazes,
garnets, aquamarines, and quartz of various
colours.
Founded in -1185 of the Imperial calendar,
Karak Hirn does not rival the Dwarfholds of
the World's Edge Mountains in terms of
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Karak Hirn: Heart of the Hornberg
Alfred Nuñez Jr.
wealth or power, even though it is closer and
more accessible to the markets of the
southern Empire and Tilea (by way of the
northern Border Princes). This position
makes Karak Hirn ideal as a trading centre
for Dwarf work from the older holds to the
east. In fact, there is a route through the
Black Mountains favoured by merchants
from Karaz-a-Karak which enables them to
avoid the more dangerous routes through the
Border Princes.
Badlands northward through the land that
would later be called the Border Princes.
The armies of Karak Hirn defeated a number
of these rampaging forces to retain control
of the mountain passes.
One consequence of the Dwarf effort against
the greenskins was to keep the land north of
the Black Mountains relatively clear of their
foe, thereby allowing Humanity time to
firmly establish itself in this wild land.
History
Trade with the Tribes
Human tribes had been migrating to the
north for millennia before the Dwarfs
dispersed into the western mountains from
the Worlds Edge Mountains under pressure
from Orcs and Goblins. Initially, trade
between Dwarfs and the Humans was
infrequent and restricted to lesser goods,
particularly to maintain the Dwarfs’
technological edge in weaponry. The war
with the greenskins and the fall of the
Worlds Edge Dwarfholds changed the
Dwarfs’ calculations.
Many elements of the history of Karak Hirn
is shared are other Dwarfholds in the
mountains outside the Worlds Edge.
The Dwarf Schism
In response to the founding of Karak Izor
(-1362 I.C.), High King Morgrim
Blackbeard of Karaz Ankor angrily declared
that the Dwarf clans preferring to establish
new holds in the western mountains instead
of returning to defend the Dwarf Empire
were traitors to the race. He entered all clan
names in his personal Book of Grudges. In
return, the leaders of the clans in the Black
and Grey Mountains, as well as the Vaults,
returned the contemptuous gesture. It was
their collective belief that the Dwarfs as a
race would remain vulnerable if they did not
establish new strongholds outside the
Worlds Edge Mountains.
With trade falling off with Karaz Ankor due
to the schism, Karak Hirn deepened their
economic relationship with the Human
tribes to the north. This effort was copied
by the other nearby Dwarfholds and
competition between the Karaks grew. The
rivalry between the Holds resulted in a
number of skirmishes between the various
clans.
With communications rent asunder for 1,000
years, Karak Hirn and the other Black
Mountain Dwarfholds carved out
relationships with one another as well as the
Dwarf settlements in the nearby mountain
ranges. Populations expanded and the
settlements thrived far from the war in the
east. Occasionally, small armies of
greenskins made their way from the
The clashes among Dwarf traders threatened
to damage relations among the western
Dwarfholds. King Zamnil Duraksson of
Karak Hirn and his counterparts from Karak
Izor and Karak Norn agreed to carve out
trading zones in the low-lying areas adjacent
to their realms. Karak Hirn secured the
monopoly with the Humans living between
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