Kazakh is the second largest city of the Dwarf Kingdom of Khwarizm. It is the northern gateway to that kingdom, and one of the wealthiest of Dwarven cities, again only second to the capital of Inziladûn far to the south.
Kazakh is an old city. For untold ages before the founding of Khwarizm, Dwarves dwelt here, though in small numbers and in modest halls. The city’s control of access at the northern end of the mountains has meant that it has long been a nexus for trade, and this was long a stopping point for caravans and traders. But, it was not until the refugees of the destruction of the Dwarf kingdoms of Kazar-kazak and Durrovar made their way to the Anchor Mountains that the city began a rapid expansion. Indeed, several thousand Dwarves from the former kingdom opted to settle here, finding the location well-suited for expansion. The city was named for their lost kingdom, and the Dwarves already dwelling here were soon absorbed into the much larger refugee population.
Since that time, the city has continued to play a key role as the northern bulwark of Khwarizm, and the portal for much of its trade. During the days of the Lormyrrian Empire, the city was fortified to deter attack by the Empire, a policy which ensured a long and prosperous peace.
The city has declined somewhat in recent centuries, a result of declining trade and a larger trend of decline across the entire Kingdom of Khwarizm. Still, the city remains strong and wealthy, the northern gem of the Kingdom.
The city is ruled by Frór, the Lord of the City and the senior-most noble outside of the capital. Frór wields a great deal of power, most notably command of the city constabulary, the small royal garrison, and the militia when called up. He speaks with the authority of the King and has a great deal of autonomy, though in practice he is loath to make important decisions without conferring with his sovereign. The position of Lord of the City is, in theory non-hereditary; in practice, it has been in the same family for many centuries.
The Lord of the City is assisted and regulated by a Clan Council, a group of 7 influential Dwarves that are heads of the most important local families. The Council has the sole authority to call up the militia. They also can veto actions of the Lord of the City by a vote of 5 members. This seldom occurs, as the Lord of the City has numerous allies on the Clan Council, and in any case is a wise and careful ruler. The Council members include:
In truth, the city tends to largely conduct its own affairs without any necessary interference, as most Dwarves are law-abiding and not prone to violating the good order of the city. Still, political and other bickering is not uncommon, as the Dwarves are honor-bound, prideful, unforgiving, and driven to exceed their fellows.
The total population of the city is over 15,000 Dwarves. Given the underground nature of the city, the entire population resides within the confines of the city and there are no extended settlements around it. Of these, about 70% are descended from refugees from the ancient Kingdom of Kazar-Kazak, about 25% are descended from the indigenous Dwarf population that dwelt here prior to the founding of Khwarizm, and the rest are of other origins (from Durrovar or from other Dwarf realms).
Other races might be present as transients, but this is fairly unusual. Most such visitors are High Elves from Neldoreth, human merchants, the occasional Gnome or Halfling traveler, and the like. Entry into the city is carefully controlled, and casual visitors are not permitted past the gates – visitors must have legitimate business or a sponsor to pass the gates.
The city is almost completely underground, save for the outworks and mighty gates facing north, where the Kazakh Road ends. The city proper consists of four primary levels, the Main or First Level with a Second Level above it. Below it are the two Deeps, where much of the population dwells.
As a Dwarf city, the passages are all of the finest workmanship, straight, wide, high, and well-made in every sense. Main passages are laid out in a grid for ease in locating and reaching destinations. The whole city is well ventilated and the air is always fresh, if a little cool. Most of the major thoroughfares are lit by magic lanterns of Dwarf make.
Directions and locating places in the city is uniform. Streets run north-south while avenues run east-west. Addresses are by block in increments of 100 (also north to south for streets; avenues, however, are split into northern and southern sets, radiating from North Street or whatever the center street of a particular level or deep is – see map for details).
Most streets and avenues are around 20’ wide and 15’ high, with varying degrees of decoration depending on location. All are well made. Passages and chambers off these major thoroughfares vary widely. Many intersections contain squares, typically 40’ across or larger. Some have fountains or other décor, and are commonly used for commerce, social activity, and the like.
Access to other Deeps and Levels are located throughout the city, often at squares or along North Street and other central streets. These access points usually consist of parallel stairs (for pedestrians) and ramps (for carts and other traffic). Level changes are about 80’. These access points can be quickly blocked in the event of invasion.
There are several rivers that cut through the city. All have been carefully channelized to prevent flooding. Bridges of exquisite workmanship cross them where they bisect streets and avenues. Canals on the Second Level provide both alternative transportation and a source of water. In addition, there is an extensive piping network that provides freshwater throughout the city.
The Royal Garrison of soldiers is generally tasked with guarding access into the city, while the city’s constabulary is tasked with order within the city. They tend to be unobtrusive. Within the city are numerous defenses, including traps, pits, blocks, chasms, dead falls, and the like. These are usually not obvious even to the Dwarves, and are in safe modes unless activated during a time of danger.
Great Gate – This is the grand entrance to the city facing north at the end of the mountains. The gate is a hundred feet above a watery pool, reached by a long span of worked stone without rail or curb, and flanked by numerous waterfalls pouring from massive Dwarf faces carved into the sheer side of the mountain. It is an impressive, well-nigh impregnable defense, and of the most amazing workmanship (executed by the Dwarves at the height of their skill). The gate has two doors of stone over a hundred feet high that stand open much of the time, though which can be closed quickly in an emergency. Traditionally, the gates are guarded by the Royal Garrison, as this is in a sense the border of the Kingdom. However, the City Guard has a major post just within the gates.
North Street – This is the chief thoroughfare of the city, a long tunnel nearly 80’ high and 50’ wide. Its entire length is decorated with carvings of all sorts, from ancient Dwarf heroes, to religious icons, and even complex geometric designs. The street surface is carved with an axehead design and is perfectly smooth and level its entire length. The street runs from the Great Gate to Paren’s Common and is thronged with Dwarves at all times of the day and night. Its length is lit by cunning Dwarf-wrought lanterns.
Paren’s Common – This is a vast, open area with a ceiling more than hundred feet above, upheld by ten immense pillars. The space is large enough for the entire city population to gather, if need be. At the southern end is the Citadel, above the gates to which is a great balcony where the Lord of the City and other leaders can speak to the people. Other balconies, the province of the richest clans, stand well above the common throngs on the northwestern end. At most times, the Common is occupied only by those going to and from the Citadel. Access is free to any who wish to enter it.
Citadel – This is the seat of government in the city, the dwelling place of the Lord of the City, and the location of the Royal Garrison. It is a vast, multi-level edifice backed on one side by the Common and which controls access to the Deep Roads. In the event of invasion, it is the final defensive point, though it cannot contain the entire city population.
Deep Roads – These are a series of underground passages that connect the Dwarven Kingdom and allow passage without the need to travel in the harsh mountains above. Two major Deep Roads end at an outpost just south of the Citadel; one brings travelers to Ziglir and the other to Unathûn; other sections allow for travel as far as the capital of Inziladûn (the so-called King’s Deep Road is the former, though both reconverge at the city of Azzimer.
Great Cistern – A huge, deep reservoir fed by the Kaz River South. It is kept full with enough water to supply the city’s needs for many years.
Outworks – A fortified position that controls access to the Deep Roads, prior to the Citadel.
Fungus Farm – a great, underground agricultural area that supplies a portion of the city’s food needs.
River Fort – This is a stronger fort in the crook of the Kaz River that controls the two bridges across it, and which has responsibilities for watching the River and Water Gate, the old Ziglir Road, and the access tunnel to the High Road that traverses the surface through the Anchor Mountains (and is thus seldom used). There are three score Dwarves of the Royal Garrison posted here.
Canals – a series of canals connects the north and south branches of the Kaz River. The canals are used to move cargo and also are sometimes used for wealthy passengers. Numerous bridges span the canals, which are set about 6’ below the main floor level. Each canal is well built of dressed stone, with landings all along their length.
Posts – These are guard posts with perhaps a dozen soldiers of the Royal Garrison stationed at each one.
Overlook – These are a series of essentially gallery boxes for the nobility and richest among the Dwarves to watch proceedings in the Commons without the necessity of mingling with lesser folk. The sections are separate and controlled by specific clans, served by a common access.
City Mines - The city’s mines are to the south and west of the city. They produce primarily iron and some copper, though occasionally there are smaller finds of precious metals. They are not a particularly rich, but are still worked by some of the poorer Dwarves on behalf of a few companies.
Necropolis – The dead of the city are taken here for burial, about a half mile northwest and below the Third Deep. The Necropolis is vast and with countless subdivisions and expansions. It is maintained by Dwarf priests, and funerals occur almost every day, so there is a good deal of traffic to and from here.
Secret Tunnels – There are several of these, mostly for use of the garrison in the event of attack or other disaster. Most are not known even to the local Dwarves, and the secrets are closely guarded by senior Dwarves to prevent hem being used by an enemy.
Royal Garrison – Numbering about 450 soldiers, this is most sizable standing force under arms in the northern Kingdom. While not numerous, they are all very well equipped and trained. They report directly to the Lord of the City, unless the King sends another general or marshal to command them instead.
Constabulary – This body consists of about 200 Dwarves, somewhat less well equipped and trained than the garrison. Their function is to maintain law and order within the city itself, and they have no jurisdiction outside of it (nor in the Citadel). Most of their duties involve dealing with minor brawls, drunkenness and the like; serious crimes are rare. The Constabulary is under the ultimate command of the Lord of the City, though in practice he generally delegates most functions to the Chief of Constables. There are posts on every level for them, though their heaviest presence is in the commercial areas.
City Militia – In the event of war, by far the largest force under arms that can be gathered is the city militia. Most every male Dwarf of an age to bear arms is trained and equipped to do so in the event of war. A full call up will yield more than 8,000 Dwarves in a very short period of time. Lesser numbers can be called up for other contingencies, as desired. Doing so may be requested by the Lord of the City, but requires the permission of the Clan Council. Service is compulsory and can only be waived by the Lord of the City personally.
Factors Guild – This is the guild of the great merchant houses and clans. They are headquartered on the Second Level and are a powerful voice in city affairs, given the importance of trade to the city.
Other Guilds – There are numerous other guilds in the city with varying degrees of influence, wealth, and power.
Temples – Not a single faction but rather a collection of religious groups. While Dwarves are not overtly religious, the various clerical groups do possess a fair amount of influence in city life, especially in day-to-day events and rituals. All of the Dwarf gods openly worshipped are represented here, with the priesthood of Moradin being the most powerful.