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Elminster
Speaks
Khôltar, Part
2
(Part
#51)
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Second
Impressions
Visitors to the Iron City swiftly
notice that the place stinks. In part, this is forge reek carried on the
everpresent smoke and in part it's due to the Khôltan habit of sluicing
all wastes out into the streets and washing them down into the lowest
muddy corners where the lowest-class citizens constantly dig out the dung
and suchlike, filling hopperlike mudwagons high before carting out of
the city, half a day downwind (to the southwest), and dumping it. A large
part of the stench is also due to the city walls.
There are actually two sets
of walls, great thick runs of stone blocks separated by a gap of some
thirty feet that's bridged at the gates and between inner and outer wall
towers along the runs. The walls are over a hundred feet high in most
places, the inner slightly higher than the outer (to allow raking fire
of besiegers who reach the top of the outer wall), and the great, poorly
drained trench between is filled with rotting garbage tossed from the
tallest buildings near the walls, and great masses of jagged, hardened
spelter: waste forge metal (impurities and the like).
Garbage is also disposed of
between the walls by garthraun paid off to drop the refuse and say nothing
about it. These sorts of disposals tend to be the bodies of those too
poor to afford cremations, and victims of matters that eminent citizens
desire hushed up.
This mess has been used for
catapult loads on the rare occasions when the city is attacked. (Khôltar
has withstood giant raids and orc hordes in the distant past, and two
concerted Shaaryan assaults in more recent decades.) Almost all of the
wall towers feature at least one heavy catapult and at least two light
catapults. Inner towers have mule-driven chain-tower elevators for lifting
loads of stone to their firing decks, and outer towers are supplied by
cartloads run along the bridges from adjacent inner towers. Few Khôltans
can remember the last time there was a serious attack on the city (a Shaaryan
tribal raid almost sixty years ago), but once every few years a few catapult
loads are dropped into the camp of some caravan master or other who's
too arrogant or foolish enough to obey garthraun warnings to camp out
of sight of the walls.
I'm not quite sure why (aside
from total penury, or some strivings for fresh air) anyone would want
to camp close by Khôltar's walls anyway. The filth from the 'tween walls
trench runs out of a few drains to foul the earth, laced by rivers of
oils and rust running down from the oiled but rusting great overlapping
iron plates that sheath the stone outer city wall. But try it, and ye
can expect one of the frequent wall patrols to move ye along right smartly.
Attacking a garthraun patrol,
by the way (usually horse-mounted and 13 strong outside the walls, and
on foot and 7 strong inside the city) is a sure way to invite furious
Khôltan attack, from all sides. "Strike at order, and you strike
at us all!" is not an empty local saying. Those with hankerings to
defy authority are strongly advised to avoid the Iron City or temper their
opinions and actions whilst visiting. That said, be aware that order in
Khôltar really means: "Don't bother me or hold up my supplies or
steal from me or try to swindle me, because I'm busy making goods and
therefore money." Some Khôltans never retire and die slumped over
their forges. Others travel west to the cities around the Shining Sea,
and there enjoy whatever years of luxury and idleness their work ethic
and punished bodies allow them.
If ye gain the impression that
I'm not altogether enchanted by Khôltar -- well, bright ye are, to be
sure. (Wizardly sarcasm, there -- humor an old, old, old man, will
ye?)
Dwarves, gnomes, halflings,
and humans all dwell together quite happily in the Iron City, by the way,
but here humans are dominant. Of course, far more than any of the other
races, humans (work-driven crafter humans, at least) are never a cohesive
group that works together against other races. They're usually too selfishly
busy bettering their own personal lot. "Trade through crafting"
is king in Khôltar, and as a result, it enjoys cordial, no-nonsense relations
with Eartheart.
The Steel Shields patrol to
within sight of the Iron City's walls, along the Traders' Way as far west
as the walls of Three Swords (which I believe we'll take a look at next),
and north along the Landrise, holding sway over all the largely empty
ranchland between, and the folk of the Iron City leave them to it. Iron
City folk are quite happy earning coins crafting everyday metalwork for
those who don't want to pay the high-coin prices of the gold dwarves or
need to buy the very best. There are folk in Faerûn (few of them smiths)
who say "A hinge is a hinge," and such folk are quite happy
to buy cheaper Iron City wares -- which after all are seldom shoddy, just
not the best.
But enough of philosophies.
Let's look again next time (when dealing with wizards in a nonviolent
manner, remember, it's almost always next time) at what greets
the visitor inside the walls of bustling Khôltar.

Read
the previous Elminster Speaks
column or go to the Forgotten
Realms main news page
for more articles and news about the Forgotten Realms game
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