Citadel Adbar
In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the Northkingdom, and glory of fallen Delzoun. For nearly eighteen centuries, Adbar has stood strong against every threat from every foe, and stood fast, to the great pride of its residents and our people throughout the region.
From the surface, Citadel Adbar looks less like a castle or a Human city than a mountain carved to suit the purposes of the dwarves who live there. The two great towers that stand uppermost are ringed with vicious dragonspikes to keep large creatures from landing to attack the structures directly. The great chimney of the city’s central foundry stands between them, belching smoke like a volcano about to erupt. Ringing the citadel is a host of platforms, battlements, and arrow slits from where defenders can fire crossbows at anyone foolish enough to attack the city.
For centuries, Adbar has stood as the living monument of the Northkingdom. Already the main fortress of Delzoun when that empire fell, it only grew in importance to the dwarves of the region as other settlements were overrun by orcs, assailed by goblins, or simply disappeared. An orc horde hoping to take Citadel Adbar might rage against its walls, but to little effect, until the great, unyielding granite became the anvil against which they were smashed. The great drawbridge allowed none to pass except welcomed guests, and such guests were few indeed. Standing unconquered, it was the bastion of dwarven hope, glory, and trade.
But now, for the first time in memory, my fellow Adbarran seem truly frightened at the prospect of opening the citadel to any outsiders. Perhaps they are reacting to the recent losses of the war, or the lack of leadership shown by our new king, or mere war-weariness, but for whatever reason Adbar’s gates are even harder to move with soft words than they have been in the past, and there are fewer traders coming out of the city nowadays.
The recent orc wars have cost the kingdom dearly, both in warriors and in leadership. In a short time, our long-ruling king, Harbromm, died. His unprepared twin sons shared the rule until the elder, Bromm, was himself killed by a dragon, leaving young King Harnoth with the rule of the ancient citadel.
What followed was a great bleeding of the realm. Much was required to break the North out of the great siege the Many-Arrows orcs held it under. There are also whispers that King Harnoth led his Knights of the Mithral Shield out into the field to vent his rage and grief on the orcs in ill-advised assaults, winnowing down the once great Knights to fewer than two dozen. The Iron Guard, Adbar’s army, appears as strong as ever it did, but given the extent of the losses against the orcs, it would be little surprise if their newer recruits were more smiths than warriors, serving their realm out of a sense of duty rather than a desire for battle. I served in the Guard for a century, but I’ve yet to test the newcomers to see just what they’re made of.
If you are fortunate enough to be granted entry to Adbar, be wary of walking around on your own. Within the citadel are traps, deadfalls, and other hazards in various places waiting for someone to approach a protected location incorrectly. A guide, if you can find one, is necessary for newcomers to get around safely.
Beneath the citadel proper, miles of dwarf-sized caverns form a confusing maze that frustrates most non-dwarf visitors. These tunnels are what remain of the early mining efforts inside the mountain. Below them lie the great ore mines of today, constantly being worked by crews of engineers and laborers.
By law, the mines are forbidden to visitors — even non-Adbarran dwarves — except in times of great emergency. So, given the impregnable nature of the fortress, no one not of Adbar has yet been privileged enough to witness what occurs down below. The citadel’s Great Wheel, a most impressive sight even to a dwarf, is an ever-turning water wheel that provides power to keep Adbar’s foundries, mines, and other operations working at all times. Near the wheel is the Hall of Moradin’s Forge, a place of worship that reminds every dwarf of the Soul Forger’s strength and enduring protection. One can’t help but feel safe in its presence, and a true dwarf is home in the warmth of Moradin’s shadow.
Given the current state of the surface lands around the citadel, it is no surprise that Adbarran are even more suspicious than usual of caravans and visitors that approach the city by means of an underground route. One such road arrives from the west, connecting Adbar to Mithral Hall and Mirabar through the ancient tunnels of Old Delzoun. Another tunnel leads south from Adbar to meet the Lowroad, which connects the ruins of Ascore in the east to Citadel Felbarr in the west.
No matter where they come from, all roads leading to Adbar converge so that all travelers must confront the great pair of iron doors known as the Caravan Door. Like the rest of Citadel Adbar, this gate has never been breached. Mention the idea of that happening to an Adbarran dwarf, if you’re looking to get a laugh.
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