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  1. Colldria
  2. Lore

Mountain Holds of Kharduun

Kar-Durath, the High Anvil

Kar-Durath is the beating heart of the High Kingdom and seat of the High King. All major oaths of unity, trade accords, and declarations of war are forged here—both figuratively and literally. The Hold serves as the administrative and spiritual center of Kharduun, where ancient law is carved into stone tablets and preserved by generations of lore-keepers. Appearance: A colossal mountainside city with a single monumental gate of adamantine-braced stone. Vast internal halls rise like underground cathedrals, lit by rivers of magma and crystal chandeliers. The High Anvil Chamber dominates the core, surrounded by royal forges, council vaults, and banner-lined galleries.

Drom-Khazad

Drom-Khazad is the greatest mining hold in the kingdom, responsible for extracting mithral, adamantine, and rare crystalline ores. Life here is harsh, regimented, and loud, governed by shift-bells and production quotas. Clan loyalty is strong, and outsiders are tolerated only if they work. Appearance: Endless mine shafts spiraling downward, reinforced with rune-etched supports. Ore elevators thunder through vertical chasms, while forge-smoke vents through mountain chimneys. The stone is stained with metal dust, giving the entire Hold a permanent metallic sheen.

Vel-Drathuun

Vel-Drathuun is Kharduun’s most controversial Hold, positioned near deep Underdark routes. Drow and Duergar clans dominate its population, acting as wardens, traders, and spies along the lightless borders. Officially loyal to the High King, the Hold balances diplomacy with constant suspicion. Appearance: A dark, angular city carved from black stone, illuminated by bioluminescent fungi and shadow-crystals. Bridges span abyssal chasms, and guarded tunnels descend deeper than maps dare record.

Thar-Kael

Thar-Kael is a purely martial Hold guarding one of the largest surface passes into the High Kingdom. Its inhabitants are soldiers first and craftsmen second. Siege doctrine, tunnel warfare, and mountain defense tactics are perfected here. Appearance: Layered kill-gates, arrow slits, boiling channels, and retractable bridges dominate the Hold’s structure. Every wall is scarred from battle, every hall reinforced. Statues of fallen defenders line the corridors.

Grimholde

Grimholde Reach stands at the edge of Kharduun’s claimed wildlands, serving as both trade gateway and warning beacon. Caravans arrive here from the surface realms, while patrols push outward into goblin-infested territories. Appearance: A hybrid above-and-belowground Hold, with surface watchtowers connected to subterranean markets and vaults. Massive signal beacons burn day and night, visible across valleys and ridgelines.

Ash-Khorrum

Once a thriving Mountain Hold, Ash-Khorrum was sealed centuries ago after a catastrophic incursion linked to draconic cults. Officially forbidden, it remains a place of rumor, lost relics, and unsanctioned expeditions. Appearance: Collapsed gates half-melted by ancient fire, cracked stone halls frozen in ruin, and deep silence broken only by distant echoes and unnatural heat.