Irkhar Kyg
Irkhar Kyg is a Khuzdul (Hârnic Dwarf) mine and trading post, located beneath what is now Gardiren Castle (see Gardiren, available from Columbia Games). For two thousand years, it was a thriving outpost of the Kingdom of Azadmere. Around 683BT, the Khuzdul sealed the lower levels and retreated to their mountain realm. Since then, the upper levels of the kyg have been used by successive waves of humans. For the last 600 years, it has been the cellar of Gardiren Castle.
The maps and descriptions included in this article can also be used to expand the Gardiren article. If the PCs discover King Aidrik II's long lost key to the sally port (ideally with a map and description of how to find the secret doors and passage as well) they will be able to infiltrate Caer Gardiren. However, that will mean they will have to gain access to the ostler's common and find the secret door, not easy tasks on their own.
Mining
Irkhar is an awkward location for a mine. It is immediately adjacent to the River Shem. As a result, water constantly infiltrates any tunnels below the water level, one drop at a time. Only sophisticated Khuzdul dewatering techniques, including watertight mortar for lining tunnels and animal powered water pumps, allow any mining at all, even to relatively shallow depths (for dwarves).
The type of minerals mined at Irkhar Kyg is deliberately not mentioned. Seven types of metals known in ancient times could be smelted: mercury, tin, lead, copper, silver, gold and iron. Any one of these options would be of considerable interest to the Earl of Neph, especially if it could be exploited in secret. There are copper and tin mines near Tonot. The Miner's Guild has searched for silver in the nearby Kanir Forest. Kyg Keep, a well known ancient Khuzdul trading post in far away Vemionshire, was built near rich iron and tin deposits.
It can be assumed that the dwarves went to such trouble (and elaborate security measures) because the metal or metals were worth it. The amount of ore remaining is also ambiguous. The dwarves mined it constantly for 2000 years, so it must have been a sizeable deposit. The kyg may be mined out, or it may still hold large quantities of ore yet to be exploited if someone can figure out how to pump out the mines. There is also the question of why the Khuzdul sealed the mines. Was it so they could return at some future date? Was it to prevent the Jarin from entering the mines and being killed (by becoming lost, drowning or being crushed by falling rock)? Or, was there some other, darker reason, they sealed it up? These questions have been left up to the GM to decide.
Suggested Uses
This article covers two time periods, CoDominium and modern day (720TR). It shows Irkhar Kyg as it appeared in its heyday, from about 1200BT to 700BT, when the mine was still in full operation and the Jarin dwelt in a hill fort adjacent to the kyg. It also describes the current state of the kyg, 1400 years later as the undercroft of Gardiren Castle.
GMs wishing to play a campaign during the time of the CoDominium can use the kyg as shown. Irkhar Kyg can also be relocated to another location and used as an intact modern day (720TR) Khuzdul mine/trading post. Suggested locations include the outlying fortifications protecting the lesser approaches to Azadmere (Jutluz, Khortoz, Tazad or Uzed), for these locations, see the Azadmere module. It is also possible to use Irkhar as a secret location anywhere on Hârn, occupied by Khuzdul, humans or even gargun.
History
Gardiren Castle is built on an outcropping of rock directly above an ancient Khuzan kyg. The kyg was established in 3300BT. It was an important and thriving CoDominium outpost, flourishing for more than two thousand years. Humans first came to Hârn in about 1300BT. The relatively peaceful Jarin were allowed to settle. Recognising the superior culture of the elder people, they swore fealty to the Sindarin King, Daelda. At first they settled only on the coasts, but as their numbers grew, they expanded into the interior.
The first Jarin arrived in the Shem River valley c.1200BT. Mostly hunters and gatherers, at first they were irregular visitors to Irkhar Kyg. As time passed, trade with the Khuzdul became more frequent. Never fond of farming, fishing or herding, the dwarves welcomed the humans, who were happy to perform labours for which the Khuzdul had little liking. They allowed the Jarin to settle near Irkhar Kyg and they gradually took over those functions. Both species mutually benefited during five centuries of prosperous peace.
Clan Melaudd was foremost among the Jarin of the region. They formed a particularly close bond with the Khuzdul of Irkhar Kyg. With the Khuzdul Head Miner's permission, they established a village, the first of many, just outside the kyg on Tyglin Hill c.1150BT. They devoted themselves almost exclusively to providing for the kyg. Their hunters, equipped with Khuzan weapons, were extremely successful. Their farmers, equipped with Khuzan tools, were equally successful. They logged trees to feed the dwarven forges and brought the resulting cleared areas under cultivation. Their favoured status with the dwarves allowed them to act as middlemen, arranging purchases from other clans on the Khuzdul's behalf. The Khuzdul even permitted them to sell Khuzan tools and weapons that were surplus to their own needs.
Clan Melaudd served as scouts, escorts and auxiliaries to the Khuzdul forces. On many occasions, they joined the dwarves fighting ivashu or even other Jarin. For this loyalty, they were well rewarded, with the Khuzdul openly favouring them over all other clans. By 1000BT, their strength and power dominated the region. Through marriage, alliance or force, they asserted leadership over all of the other Jarin clans within five leagues of their primary seat at Irkhar.
In about 900BT, Lythians began raiding Hârn. Clan Melaudd and its allies fought for the dwarves and their homes. Backed by the Khuzdul, the Jarin of the Shem River valley were easily able to keep the Lythians at bay. When the dwarves marched out to the Battle of Sorrows c.683BT, Clan Melaudd and its subordinate clans formed a major contingent. Many died. Like the dwarves, they felt betrayed when the Sindarin King abdicated his rule over Hârn. Irkhar Kyg was abandoned soon after. Before they left, the Khuzdul sealed the lower level and turned the kyg over to Clan Melaudd. Some Jarin, mostly Clan Kophar, went with the dwarves to Azadmere. But the majority, led by Clan Melaudd, stayed.
With the departure of the Khuzdul, leadership of the region naturally fell to Clan Melaudd. They changed the name Irkhar to Gardiren and made it the capital of their new kingdom, Merila. The new kingdom prospered, eventually allying itself with the Kingdom of Panus to oppose the growing strength of Olokand.
Atop the old kyg, they built a new, larger and more powerful hill fort, with two rings of ditches and palisades and a grand timbered hall. They used the upper level of the kyg as an armoury, treasury and cold storage for siege stores, keeping the existence of the mine a closely guarded clan secret. Access was by ladder down the old chimney to the forge. The complex was dry, which kept the weapons from rusting, and the rock maintained a constant temperature, which kept food from spoiling.
The long and successful rule of Clan Melaudd ended with their crushing defeat in 113TR. After Lothrim seized Olokand and put the royal house to the sword, they mustered their full strength and marched out to defend Meyvinel. Unfortunately, they were no match for Lothrim's Chelni and gargun hordes and were wiped out to the man.
When word reached Gardiren of the defeat, the lady of the house ordered the clan's treasures to be hidden in to the kyg and the entrance covered with timbers and dirt. When Lothrim's victorious troops arrived, they put every heir and member of the clan to death in a bloody purge. Despite inhuman torture, not one member revealed the kyg's existence.
Knowing the Foulspawner's gargun could not be appeased, Calsten Tane, leader of the petty Kingdom of Tanor, travelled to Azadmere to warn the Khuzdul. He returned with a company of warriors and a supply of superior Khuzan weapons and armour. He soon recruited scores of his countrymen and refugees. They waged a constant battle with the Lothrim's troops until 120TR when the Foulspawner failed to return from Kiraz. Sensing an opening, Calsten struck decisively. Armed with a key and secret maps from Azadmere's archives, he entered Irkhar Kyg through the camouflaged sally port, made his way up to the dormitory, through the secret passage to the base of the chimney in the old forge. Quietly, his men removed the timbers, gaining access to powerful hill fort. Surprise was complete. Calsten's men routed the garrison and killed Lothrim's lieutenant.
With word of Lothrim's death and Calsten's victory at Gardiren, men flocked to his banner. In 130TR he ordered work to begin on the construction of a stone keep at Gardiren. The keep was sited so the kyg's chimney was under the keep's south tower. A ladder was installed and the cellar was used for siege stores. Always mindful of the chance that someone could duplicate his feat and infiltrate the keep via the secret entrance, Calsten locked the camouflaged sally port and kept the only key with him at all times. Over the next few years, all of the men who had accompanied him on the attack died in battle, leaving Calsten as the only person who knew the exact details of the attack and secret passage.
By 140TR, Calsten and his allies had driven the remnants of Lothrim's forces out of Tanor, Panus, Merila and Tyannild. In 142TR, he united the four petty kingdoms into the Kingdom of Serelind with Gardiren as its capital. Well situated, with the most advanced fortification in the fledgling kingdom, it was well suited to be the administrative hub of his new realm. In 160TR the king appointed Hemid Curo as constable of Gardiren. He proved to be a loyal lieutenant and brilliant administrator. Despite this, Calsten never revealed the location of the secret passage to him, nor gave him the key to the camouflaged sally port on the lower level.
Before he died in 162TR, Calsten showed to passage to his son and successor, Medrik. Starting in 170TR, Medrik upgraded Gardiren to a castle. At the same time, he made considerable changes to the cellar. A permanent spiral staircase replaced the shaky wooden ladder. The forge was converted into a pantry. The dining hall split up into a crypt, chapel and an armoury. The kitchen was turned into a treasury and the remaining rooms were used as a wine cellar and buttery.
The Loss of the Key
The key to the lower level of Irkhar kyg remained in the hands of the King of Kaldor for the next 200 years. Before he died, King Maranos passed it to his legitimate son, Aidrik II. Soon, civil war raged between Aidrik II and his elder bastard half-brother, Fierth. When Aidrik II was defeated, captured and executed by Fierth near Kiban in the final battle of the Kaldoric Civil War (362-377TR), the key was not found among his possessions. With Aidrik's death, the details of the secret passage and key past from human knowledge. Today, there is no living human who even remembers the existence of the lower level of Irkhar kyg. The Khuzdul have detailed records and a second key in the Royal Archives in Azadmere.
At the time of King Aidrik II's death, some believed he had left the key and details of the secret passage with Queen Aliela. She took refuge with Constable Tendrik Curo in Gardiren Castle, which was besieged by the Fierth in 378. It would have been important for her to have a way to escape if the castle had fallen. The elderly queen may have then passed it to her son Andarik when he was crowned King Aidrik III after Fierth's son, Uthred, was accidentally killed in a hunting accident. So, the key may still be among the treasures of the Royal House of Kaldor.
After Aidrik II's death, a small group of the King's most loyal supporters managed to escape the bloodbath at Kiban with his Royal Standard and several chests from the Royal Treasury, including, perhaps, the key. They made their way north to the old Tane holdings in ancient Serelind, the king's base of support. They were relentlessly pursued by Fierth's forces and forced to make their last stand at the Laranian Abbey at Zanoth (between Gardiren and Naniom Bridge, north of the Silver Way, Map K4). None survived the last stand, however the treasure was never found. Recently, Earl Hemisen Curo has expressed his desire to re-found the abbey and reconsecrate the neglected tomb of King Calsten. Is he looking for something else?
Following Aidrik II's defeat at Kiban, Fierth's followers, including the forces of Qywald of Dariune and the treasonous Earl of Pagostra, fell upon the royal baggage train. Dariune's men captured the King's tent and personal belongings. Pagostra's men seized the royal wagon and several large iron bound chests. Fierth ordered that they turn over all important papers and items. Pagostra was executed a few days later for his betrayal of Aidrik II. Many of his supporters and family escaped to Vemionshire. Qywald of Dariune was made Earl of Balim. Qywald or one of Pagostra's followers could have kept the key. If so, they may decide to use it.
Mini-Adventure: The Cellar Job
Note: This mini-adventure requires the map of the current 720TR layout of the second floor of Irkhar Kyg (available in the Gardiren article from CGI).
Introduction
Civil war is brewing in Kaldor. Sir Hemisen Curo, Earl of Neph, is a potentially vital player. He is known to have an outstanding intelligence network and considerable resources, including large reserves of gold and silver.
Lead-Ins
Faction Agents:The PCs are trusted agents of one of the many factions jockeying for the position of heir to King Miginath. Their patron has acquired the key and map to Irkhar Kyg and wants them to clean out the Earl's treasury to force him to join their faction.
The King's Men: Sir Hemisen has been spending a lot of money to prove his descent from House Tane and Artane. King Miginath believes Curo intends to use this information to seize the throne when the King dies. To prevent this, the King intends to quietly strip the Earl of the resources needed to mount a bid for the throne.
Pure Luck: Through luck and fortuitous circumstances, the key and map to Irkhar Kyg have come into the PCs possession. They have a once in a lifetime chance to pull off the biggest robbery in Kaldoric history.
Setting
The adventure takes place in Kaldor. It can happen any time of the year, though summer will provide more opportunities when the Earl is away from the castle. The GM can start it in any location where the PCs find or receive the key and map. From there the PCs will have to make their way to Gardiren. If they are successful in robbing the Earl's cellar, then they will need to flee the area. Further adventures, with the Earl's men in pursuit and/or the PCs trying to find a safe hideout, may follow.
Background
No one alive knows or even suspects there are other rooms beyond Gardiren Castle's current cellar, let alone another level. This gives the PCs the element of surprise and the opportunity to break into the Earl's bulging treasury without anyone being the wiser. One question is when is the best time to do it. Using intrigue, the PCs may learn that during the winter, the Earl holds many feasts. The steward and Earl have the only keys to the cellar, but many servants come and go from the cellar continually collecting wine, spices and special delicacies for Curo's table. The Earl is gone from late spring to early autumn visiting his liegemen for up to two months at a time. During those periods, not one dares goes down into the cellar for days or even weeks at a time. There is a considerable window of opportunity for resourceful PCs to empty the treasury.
Objective
The PCs must travel to Gardiren. They must come up with a plan to get inside the ostler's common unobserved and find the entrance to the sally port under the very noses of the garrison patrolling the castle walls above. They must successfully navigate the kyg and find their way through the secret passage. They must break into the treasury and perhaps even the armoury, get as much gold, silver, gems, weapons and armour as they can carry (preferably all of it). Once they have the treasure they have to get it out of the kyg and somehow get it out of Gardiren.
Agents of the King or other factions do not even have to remove the contents from the kyg. Simply removing the treasure from the cellar and hiding it in the unknown section of the kyg (perhaps the old armoury) would be sufficient to deprive the Earl of its use.
PC Motivation and Reward
PC motivation is obvious. This is the treasury of an Earl. It contains money, weapons, spices and more, all easily portable and highly disposable. For agents of one of the factions or the King, if they can pull this off, they will be well rewarded (within reason) and gain their patron's thanks and protection. For freelance PCs, they will be rich beyond their wildest dreams.
Afterward
Once they have the treasure, they must either get it to their patron or to a safe house. The adventure may not be over yet, as living to spending the money, evading the Earl's intelligence network and finding a safe place to retire may not be as simple as it seems.
Adventure Hooks
Abandoned Kyg
Because the CoDominium occupied the whole of Hârn prior to the coming of humans, the Khuzdul have left ruins across the island. The kyg can easily be relocated to any location on the island at the GM's whim. Depending on the GM's intent, the kyg may have been tightly sealed and stripped or left intact. Also, rather than using iron, the Khuzdul may have used rustproof alloys for their machinery, meaning all that is required is some cleaning and grease to get them working again. The kyg can be used as a larger version of the Khuzdul Outpost (also by Kerry Mould and Thomas Shook, available at Lythia.com). See that article, and the mini-adventure The Bloody Raven, for additional ideas and adventure hooks.
Pursuit. The PCs have been hired to hunt down a group of deadly brigands. They manage to surprise the highwaymen in mid-attack. The criminals flee with the PCs in hot pursuit. They make their way into the hills and around a bluff. The PCs round the corner and the brigands are gone. Their tracks end on the hard rock at the base of a small cliff. Where have they gone?
Landslide. The PCs are travelling through the wilderness. A landslide has dislodged the concealed main entrance door a few feet. They look inside and see heavy portcullises barring the way, but no sign of life. They have just discovered an ancient Khuzdul site. What treasures (or dangers) await them? Unfortunately, they are not the first to discover this site. A swarm of vlasta have already taken up residence. The vlasta will attack those carrying torches first, leaving the other PCs to defend themselves in the dark.
Tomb of Lothrim? The PCs discover an ancient text, which claims to detail the place where Lothrim is entombed. Rather than a deep mountain cave as described in most records, this text claims he was sealed in the lower level of a dwarven kyg. The location is near Kiraz. It is unlikely this text if real, but who knows? Perhaps it even contains the Penultimate Tome?
Khuzdul Fortification
Caer Zerhun is the primary outer defence of the Kingdom of Azadmere. However, there are four smaller fortifications (Jutluz, Khortoz, Tazad or Uzed), which defend narrow trails into the realm. Just one company (20) of guards man each site, however the kyg has plenty of room for additional troops in event of emergency. This kyg can be used for these locations, or other outlying Khuzdul fortification as desired by the GM.
Trespassers. The PCs want to get into Azadmere to purchase the much-vaunted Khuzan weapons and armour. A rather seedy scout offers to lead them through the hills around Caer Zerhun. He leads them to a clear trail and tells them to follow it down into Azadmere. He doesn't tell them that Fort Tazad overlooks the trail. The PCs are caught and taken back to the kyg for questioning. The Khuzdul are not amused that the PCs have attempted to enter their kingdom illegally.
Gargun Attack. Scouts have returned with word that a swarm of gargun are coming down the Nepheo River valley. The garrison of Fort Uzed is insufficient. The PCs are trusted agents of the Khuzdul visiting Azadmere as a reward for a job well done. They are hurriedly conscripted and sent with a mixed group of Khuzdul and Jarin knights and yeoman to reinforce the fort until a proper force can be raised.
Rescue. The PCs are travelling through the wilderness when they are set upon by gargun. All looks hopeless when a mix of Jarin and Khuzdul suddenly rescues them. They are blindfolded and taken to the kyg. It is a secret outpost of Azadmere set here to watch the gargun. The PCs spend several days recovering and accepting the polite hospitality of dwarves.
Gargun Colony
Many old Khuzdul sites have been overrun and taken over by gargun. The GM can use as shown or make additional modifications to make it suitable.
New Colony. A gargun warrior recently discovered the kyg. He gathered twenty loyal followers and managed to snatch a princess. They fled the colony and made for the kyg. They have only just arrived and are still attempting to make repairs. They want to keep a low profile, but one of their hunting parties was spotted by the Uthrem Roliri, who has warned the local baron. The PCs have been hired to lead a band of yeomen and men-at-arms to clear out this band before they gain a secure foot hold and the princess begins to breed.
Civil War. The PCs come across a large number of dead gargun and then, a little later, more dead gargun. If they follow the trail of bodies, it will eventually lead them back to the kyg. A small gargun colony that has just undergone a deadly civil war. The queen and all the princesses were killed in the fighting. Ninety-five percent of the male gargun died as well. If the PCs act quickly, they can catch the last half a dozen gargun fighting it out in the Mine Head, thereby wiping out the whole colony. Successful PCs will find a considerable amount of treasure and a lot of smelly corpses.