Known as the Iron City because of its unusual, iron-covered walls, Khôltar is a muddy, smoky community with lots of stout but squat stone buildings, cobbled streets, and minimal greenery. Its 100-foot-tall, double outer walls stand in two concentric rings around the city, with a 30-foot-wide, poorly drained trench in between. The trench is filled with rotting garbage, iron waste from the forges, and the occasional corpse. On the north, west, and south sides of the city, gates pierce the walls, and a bridge spans the trench at each of these points.


Originally founded by the gold dwarves, Khôltar is a city of forging - a place where those who don't wish to pay the higher prices in Hammer and Anvil can come to purchase everything from arms and armor to ladles, scoops, belt buckles, and andirons. The sky over Khôltar is always black and sooty by day and a hazy, glowing orange by night.


In the center of the city sits High Khôltar, the center of law and government. The ruler of the city, known as the Munificent Belarkh, is ostensibly a supreme merchant and an absolute overlord. The truth is that merchant families with extensive investments in various businesses run the city, and the Belarkh simply acts as their mouthpiece. The current Belarkh is Enklaevur Rostigror, a former caravan merchant, thief, and vagabond trader. The city existed for over a thousand years until it was destroyed by the collapse of the Underchasm caused by the Spellplague in the Year of Blue Fire, 1385 DR.

Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.

Geography (Topography, Environment, Climate)

The city sat on the western edge of the Great Rift in south Faerûn. It was connected by the Dunsel Trail to Eartheart on the Trader's Way about 90 miles to the southeast and to Shaarmid on the Golden Road about 500 miles to the west.


Khôltar was surrounded by a double wall erected in a ragged pattern of jutting points and concave angles. The walls were roughly 30 feet apart and topped out at over a 100 feet tall in most segments, with the inner wall a few steps higher than the outer wall. These barriers were made of large stone blocks and the external face of the outer wall was covered in huge sheets of iron laid out like overlapping shingles and bolted to the underlying stone. This iron cladding gave Khôltar its moniker of the Iron City. Rust washing down the wall, despite regular treatments with oil and tar, gave the city its color, at least as viewed from the outside.


The city had three entrances that passed through the towering walls. These heavily defended gates each had a unique design carved above the inside arch depicting some aspect of Khôltar's history. The northern gate, called Handrornlar after a human smith that led the offense against Shaaryan raids in the city's early years, was adorned with large carvings of dwarves wielding pickaxes, hammers, and waraxes. The western gate, called Dubrinlar after the last Shieldlord, (governor) before Khôltar was granted its autonomy from the dwarves of the Deep Realm, sported carvings of human smiths and other crafters each standing over a cache of coins. In one hand they were holding the tools of their trades and the other was open, palm up, waiting to receive payment for their work. The southern gate, called Farrgaunlar after the person who built it, was decorated with a somewhat gruesome scene of desert nomads on rampant horses, all being skewered by spears in the Iron City design.


Inside the walls, space was at a premium and most structures were solid keeps of stone, cylindrical or rectangular, between five and nine stories tall, with very few structures below three stories high. Cellars were quite common but kept simple because of the large footings and anchored buttresses required for the high towers. Many of these towers had a very utilitarian design, with little if any decoration, and the owner of a smaller one would refer to it as "my fist", while larger structures were known as "greatfists".


Infrastructure

The streets of Khôltar were paved with cobblestones and there were three main thoroughfares, each three times as wide as the lesser streets, that connected the three gates, forming a great triangle. The North Way connected Farrgaunlar in the south with Handrornlar in the north. Running from Handrornlar southwest to Dubrinlar was Orntathtar Way, and from Dubrinlar southeast back to Farrgaunlar was Hael Way. Outside the walls, the Dunsel Trail made a ring-shaped bypass that connected to all three gates.


Water for the city came from an aquifer deep below the city, extending out to the north and west, called Lake Drooud by the surface dwellers and Thauloch by the dwarves of the Great Rift who also drew from it. Steam-powered pumps pulled the water up to a shallow reservoir that was accessible by the populace, most of whom had or shared mule-driven pumps to bring it the rest of the way into buildings where it was stored in cisterns on the upper floors. Internal plumbing and gravity then distributed the water to lower floors.


Waste water of all sorts, (forge, bath, cooking, laundry, stable, toilet, etc.) was poured into the streets where it sluiced down open channels to corners of the city that acted as catch basins. There, the poorest members of Khôltar society shoveled the muck into hopper wagons and carted it out of the city a half-day's trek to the southwest, (the most likely direction of downwind) and dumped it. Solid waste that was too heavy for sluicing, such as the jagged, impure by-products of forge work called spelter, broken furniture, broken glass, food waste, the bodies of those who died in penury, and the occasional murder victim, were often thrown over the wall into the trench between the walls and left there to rot.


Waste heat was captured and reused as much as practical considerations allowed. Forges and cooking hearths were often fitted with a shield made of welded metal bars that conducted heat away to be used to heat water, dry clothes, or warm crockery.


Atmosphere

Needless to say, the city had a stench all its own. From the constant forge smoke to the open sewers to the garbage between the walls, it was difficult to find any clear air in the Iron City. 


The din from round-the-clock forge work, (hammering, hissing, filing, and the accompanying shouting) formed a constant background to the hustle and bustle of wagon traffic on streets that cut through canyons of stone edifices, echoing with the sounds of crafting and commerce. Market stalls were not allowed on the streets of Khôltar, only vendors with wheeled carts that could be easily moved when directed by the Garthraun, (local police) were allowed to set up shop outside a building.


Nighttime in the city was almost as busy—the skyline was lit by the fires of many forges and traffic was guided by burning braziers set high on the walls of buildings that lined the streets. The flames and the smoke gave the city a warm glow.

Ecology (Flora and Fauna)

Greenery was scarce too, except for gardens cultivated on rooftops to provide herbs, vegetables on vines, (because of limited space), and rarely, flowers. Soot, however, was pervasive and settled on everything that didn't move and clung desperately to everything that did.

Government (Politics, Laws, Order, Crime)

Khôltar was ostensibly governed by the Belarkh—the elected chairman of the Onsruur, or lord's council—who was typically a highly respected crafter or war hero. However, only the Onsruur could nominate candidates for Belarkh and they chose individuals that could be controlled or convinced to speak their words and do their bidding. Any Belarkh that became too independent or had delusions of grandeur was eventually removed from office by being poisoned, by suffering a "forge accident", or by some other surreptitious means that provided plausible deniability. As of 1372 DR, the Belarkh of the Iron City was Enklaevur Rostigror.


The Onsruur was a council made up of representatives from the twenty oldest, most wealthy human families in Khôltar. These same dynastic families had been on the council for hundreds of years and were not interested in letting anyone else into their ranks. This governing body set tax policy and passed laws when a need arose, but the fundamental rules of society had not changed much since they were codified by a councilor named Onsruur, (and therefore known as the Decrees of Onsruur) in the Year of the Wyvernfall, 512 DR.


Charming folk, to be sure, if ye'll excuse the snarl in my sarcasm.

Elminster, About the Onsruur.


The laws, as enforced by the Garthraun, could be fairly summed up as, "don't interfere with business". Stealing by theft or swindle, disrupting supply chains, taking hostages, etc., were illegal as expected in a reasonably civilized place. Murderers were killed immediately if there was sufficient evidence or enough witnesses. All other crimes that resulted in arrest were brought before the Malgart (judges) for trial. Other laws included an edict that no camping was allowed within sight of the city walls. Greenhorn travelers that didn't know better were forcefully told to move by Garthraun patrols, and caravans that defied the custom were often used as targets for catapult or ballista training.


The city charged an entry tax on all who entered the city with more than what they could carry on their backs, or in their saddlebags if they were mounted. Full or empty, a handcart or a single pack animal cost five copper pieces to enter. Additional beasts of burden were two copper each, including those used to pull a cart, carriage, wagon, or sledge. Beast-pulled carts, carriages, wagons, and sledges were taxed at a rate of two silver pieces each, regardless of size or contents.



Strike at order, and you strike at us all!

Khôltan Saying


Those who could not pay the tax were turned away unless they had a good story about being robbed on the road, in which case they were detained at the duty house and questioned. Depending on the circumstances and time of day, they might receive a bowl of soup and/or be allowed to sleep in a cell before being escorted by the Garthraun back out the gate or to a place inside the city where they claimed to have business. Beggars were not welcome in Khôltar.


Citizens and visitors who exited and reentered the city could avoid the entry tax by submitting themselves and their cargo to inspection at a duty house and receive a guard chit that could be surrendered upon reentry in lieu of paying the tax. These chits could be purchased illegally at almost any tavern or inn within the walls. Members of the Onsruur could just demand a chit from the Garthraun without inspection.


Garthraun on gate duty also questioned all unfamiliar people about what goods they were carrying and/or seeking and would make recommendations and give directions to relevant businesses that dealt in those goods. It was legal for local establishments to give a small stipend to these guards to direct customers their way.


Residents of the Iron City were subject to a land or property tax which was administered by the Darbrael—a trio of men appointed by the Belarkh. They were required to submit to regular mind probes from mages hired by the Onsruur to prevent theft and fraud, but they were legally allowed to extort money from those that could not pay their taxes on time. They accepted, "waiting payments" to push the tax deadline farther down the calendar. These payments did not go toward paying off the tax, they went directly into the pockets of the Darbrael.


The Place of Pourers and Filers.

Dwarven Derogatory Description of the Iron City

Society (Culture, Fashion, Religion, Education, Festivals, Holidays, Entertainment)

Affluent families tended to show off their wealth by building larger and taller towers, or purchasing a neighboring keep and connecting it to their own by high, swaying bridges. The truly rich elite, (including all members of the Onsruur), having built as high as they dared or reached the limit of their space, decided to go in the opposite direction and created smaller, ornately designed mansions, either as a replacement for their huge towers or as an adjunct. These Klathlaaedin, as they were known, were ostentatiously sculpted and adorned with all manner of architectural embellishments: balconies, bay windows, turrets, domes, courtyards, conservatories with glass roofs, statuary, and oversized chimneys carved to resemble the heads and necks of dragons and other fantastic beasts.



I speculate the origin of klathlaaedin was from the name of an early builder of this style named something akin to Klath, and "laaeder", an old local word for "made by".

Elminster


The Iron City was a no-nonsense, business-oriented community that valued hard work and had little tolerance for laziness or any strife that had an economic impact. Thieves and swindlers were reviled, and citizens did not hesitate to take matters into their own hands, (with iron bars, forge hammers, or fists) and explain to the Garthraun later. The population was predominantly human with significant numbers of Dwarves, Gnomes, and Halflings living and working together in a generally congenial and happy atmosphere. Competition existed, but was between individual tradesfolk and houses, not between races. However, the Onsruur had some members that were stridently pro-human/anti-dwarf and worked both overtly and covertly to prevent Dwarves from gaining power or wealth in Khôltar; the Gnomes and Halflings were beneath their notice.


Khôltans tended to believe their work ethic and quality ironmongery made them superior to all except the Dwarves of the Great Rift, whom they usually treated with fawning subservience. Privately, Khôltans sullenly complained about Dwarvish attitudes and wares, but they made a living selling items that were nearly as good for lower prices, and, in their heart of hearts, the few-thousand humans in the city felt the presence of more than a million dwarves living just outside their walls—an unseen nation that had washed its hands of Khôltar centuries before.


The marks of the gods upon us, for striving so near perfection.

Khôltan saying about Injury and Illness


The hazards of hard work were part of life in Khôltar. There was no shame in having burns or scars, and developing a lung ailment was a risk worth taking. Substantial meals, drink, and sleep were all considered conducive to doing good work, but usually came after long hours of toil, halted only when bodily needs threatened to ruin the product. Crafters valued strength, durability, and efficiency above all else in their work, but a beautiful design was greatly appreciated as long as it did not detract from the "Khôltan Triad".


The work ethic was so strong in this place that toiling until you died on the job was uncommon but not surprising. Cremation was the usual last rite for those with some gold in their estate, otherwise the final resting place was likely on the garbage heap between the walls. Those that retired before it was too late usually went west to Lapaliiya, Tashalar, or even Calimshan to enjoy life near the Shining Sea.


Any business that catered to visiting outlanders, such as houses of welcome, (inns), taverns, stables, inspection houses, etc., was called a "traal", and the word was often combined with other words in the local dialect. For example, Pauntraal was the duty house for the Farrgaunlar gate where visitors could pay their entry tax, exchange coinage, contact the Garthraun, or get directions.


Most houses of welcome had a large footprint, giving the rooms and suites plenty of space, but were only three or four stories tall and made of stone, with a rare few reaching five or more floors above street level. A typical establishment had indoor or covered storage for carriages, mounts, wagons, and draft animals that was quite secure. Water for bathing, soaking, and washing the soot off was plentiful and hot, both in private room tubs and in bath lounges for guests, partitioned into male-only, female-only, and mixed chambers, (very popular for doing business in a casual setting, if one was not overly concerned about privacy). The food was not commonly a selling point for most inns, but there are exceptions.


Strong. Durable. Efficient.

The Khôltan Triad


The locals typically work long hours, snacking on omelettes, bars of hardcheese, or greasy panbreads made with stock-seasoned, fried or boiled vegetables, washed down with beer. When they finally put their tools down, they tended to gorge themselves and were always looking for new flavors to spice up the same old fare that was mundanely seasoned with hot mustards, sauces, or melted cheeses. When a chef hit upon an exotic new dish that caused a sensation, he or she had to produce huge quantities very quickly or miss out on a bonanza. These crazes bounced around the city, creating many fleeting fans and a few steadfast devotees. Because of this, it was fairly common for a Khôltan to visit half a dozen different Luthdren, (restaurants) and Blurdren, (food counters) and get one item of food or drink from each, consuming it while strolling to the next stop. (Luthdren usually had servers and plenty of tables and chairs for feasting, while Blurdren typically handed food over the counter or through a window to people in a hurry to be somewhere else.)


The Iron City produced many types of weapons and did not have any restrictions about carrying them on the streets, (as long as violence was not instigated). Visitors displaying weapons were more likely to draw the attention of vendors wanting to sell them upgrades. Houses of welcome usually had lockboxes in each room and/or a vault in which, for a small fee, guests could store their weapons and valuables. A typical lockbox was a large, very heavy coffer with a sturdy lock that was chained to iron rings set in stone.

Worth her weight in iron.

Khôltan Compliment

Relationships (Trade, Food and Drink, Transportation, Defenses)

Trade

A constant stream of lumber flowed into the city to feed the forges that worked the iron, (and more valuable metals they bought from the dwarves of the Great Rift) into the primary export: ironmongery. The implements produced in the Iron City included blandreths, (a cook pot with three legs to hold it above a fire), bowls, brackets, buckles, cauldrons, chains, funnels, hasps, hinges, ladles, rings, pipes, scoops, sieves, spikes, weapons, and whisks.


Trade through crafting.

Khôltan Mantra


Khôltar imported large quantities of food and drink that was supplemented with what they could grow on their rooftops. One particular drink, Amberfire, was imported from Three Swords and was often rebottled by the locals with added secret ingredients that they claimed made it better than any other variety.


Defenses

The high, irregularly facing walls were topped with towers at intervals around the circumference, with each outer tower connected by a bridge to a corresponding inner tower. Most of the towers were equipped with at least one heavy catapult and at least two light catapults. Stone ammunition was hauled up by mule-driven elevators, (made with chain, not rope) into the inner towers, and special carts were used along the bridges to supply the outer towers. In dire need, the spelter-riddled garbage between the walls was fired at invaders.


Garthraun patrolled outside the walls in horse-mounted squads of thirteen, keeping order on the circle road, preventing camping near the wall, and guarding against rust monsters. Inside the city, patrols were seven soldiers on foot. The Steel Shields of Eartheart patrolled the Trader's Way up to the point where they could see the city walls and the mostly uninhabited ranch land west and north of the city that was directly above Lake Drooud.


Each of the city gates had a duty house that was also a garthraun barracks and a stronghold with many ballistae that could fire through the gate or down either of the two major streets on which they sat. In the north, at Hadrornlar, were the twin towers of Turthtraal. At the west gate, Dubrinlar, was Darrusktraal, and in the south, at Farrgaunlar, was Pauntraal.

Legends (Rumors, Myths, Tall Tales)

The betrayal and intrigue committed by Inbrurr Harlenstar became legend and his name was mentioned many times over the centuries as a possible cause for conspiracies and plots against the city.


The sacred Mielikkian tome, Yornar's Trail Companion was said to have exchanged hands in Khôltar in 1231 DR, being sold by the Talons of Timindar adventuring troupe to an unnamed dwarf for 90,000 gp. The Dwarf turned it over to Halatha and Murbreistra Stamar of Phelzel.