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Elminster
Speaks
Khôltar,
Part 13
(Part
#62)
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Khôltar,
Part 13: High Khôltar
Back
again for more? Good! Well, I'll fly thee invisible this time, for our
mutual comfort and safety. The Munificent Belarkh's guards are all too
apt to fire their crossbows first and ask questions of the pin-cushioned
corpse later.
We're
bound for the very center of the Iron City: the dark, grim fang of a fortress
called High Khôltar. 'Tis built of black stone (the gray marbling upon
it is made by soot, but no one's about to wipe it off) in a curious double
tower shape. The taller tower thrusts out a deck over the spire of the
smaller one (whose spire in turn serves as deck support) to allow griffon
or hippogriff or even -- rumors say -- wyvern-back traffic to arrive and
depart -- but years have passed since the time of the last Belarkh who
enjoyed such travel, and his guards regularly cast weighted nets out over
the deck to snare plumphaers for their stewpots.
Aye,
his guards. The Belarkh and his three principal tax collectors (the Darbrael)
and the Onsruur are far too mighty to have mere garthraun protect them;
instead, they hire their own loyal, armed-to-the-teeth bodyguards. These
are usually former mercenaries, but they include a smattering of adventurers
-- and a small but poisonous number of Thayan, Zhentarim, and Cult of
the Dragon agents, as well as spies for various Tashalar and Calishite
satraps and rulers. Most are human, but ye may even meet some yuan-ti,
if ye stray into the wrong mansion.
The Munificent
Belarkh, however, prefers human guards. He has his real ones and the guards
he chose for appearance more than might (lads and lasses whose armor won't
turn anything but male and female heads, though the Belarkh himself prefers
to watch the lasses), and they all strut around the mirror-polished floors
of High Khôltar with their armored, flashy boots clicking sparks from
the metal. Ah, yes, the floors here are plated with metal -- flame-orange
copper in the private chambers and "brightsteel" alloy elsewhere.
The taller tower of the fortress is where the Belarkh and his wealth and
personal guards dwell, and the shorter tower is where the armories and
officials are, as well as where the Onsruur meet with him.
The fiction,
ye see, is that the Belarkh rules the Iron City like some sort of overlord
-- not quite a king, but a Supreme Merchant. In reality, he's the mouth-trumpet
of the Onsruur, who rule as a council and let him front for them -- and
any Belarkh who forgets that is apt to suffer a sudden and fatal "forge
accident." (Three have, to my knowledge, died in this manner, and
if I'd been paying more attention to the affairs of this benighted city,
I'd probably have noticed more, though in recent times poison seems to
have replaced accidents as the favored method of unwanted-Belarkh-disposal.)
Perhaps
I'd best give ye some idea of the present Belarkh. Picture a heavyset,
short, fair-haired man with two floor-drip spikes of a moustache and glittering
green eyes. His tanned skin is usually oiled to display his rippling muscles,
and he loves shattering the sculptures of others with a great iron bar
but does no real work of his own. He holds grudges and never forgets a
face, and he loves to make profits by shrewd investments and by "getting
even" with anyone who bests or crosses him in matters of trade. However,
he is never foolish enough to cross the Onsruur, who tolerate his endless
sculpture purchases and pretty personal guard acquisitions (slaves, most
of them, and the rest soon discover that's what they're treated as, once
they "settle in" and receive their armor).
One Enklaevur
Rostigror by name (CN male human Exp4/Ftr3/Rog6), the Belarkh is a native-born
Kholtan, the son of weavers who died well before their son's . . . errr
. . . greatness. Rostigror spent some years as a caravan merchant and
a few more as a thief and vagabond trader knocking around the Tashalar
before his chance discovery of a portal made him rich on a few
timely runs of wines and medicines to Waterdeep in a harsh winter. He
bought some poison there, came home and poisoned his older brother Urlingh
and his elder sisters Evendove and Ithriya, claimed the family business
(which he promptly sold), land, and wealth -- and befriended some of the
Onsruur just as the Belarkh of the time made himself a difficulty to them.
A man
after my own heart -- and gizzard, and vitals . . .
As are
the three serpent-hearted humans -- sly, tall, thin men all of them, though
as far as I can tell not blood-related -- who are the city Darbrael. They
regularly submit to spell-probings by mages the Onsruur hire to find thefts
and swindles, so these Darbrael don't steal a coin -- instead, they bully
extra coins out of working folk as "waiting payments" so those
folk can be late with their payments. This graft the Darbrael are allowed
to keep, and they do so gleefully. One day I believe I'll turn them all
into oxen and sell them for spit-duty at one of the city inns. Cheap.
Ahem.
Well, now. Recall ye the two streets I mentioned that cross the city from
wall to wall: Erethorn's Ride and Suldroon Street? Well, Erethorn's is
the more southerly, and once ye pass through the greatfists crowded with
socially ambitious Kholtans, going in from either North Way or Orntathtar
Way, ye come to what Kholtans call "Deepcoin." 'Tis the relatively
quiet heart of the Iron City, where garthraun and private guards are numerous
and klathlaaedin line both sides of the Ride. At the very center of the
Ride, an arrow-straight street called the Iron Way branches off north
and runs to High Khôltar. It circles the fortress and runs on to meet
with Suldroon, in the heart of its smaller cluster of Onsruur mansions.
Ah, but
I've said more than enough, so let's leave off looking at things. In columns
to come we'll speak together of Iron City laws and rumors and the like.

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
setting.
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