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Twin hold to Karak-Varn, <strong>Zhufbar</strong> (Kh. "Torrent-gate") was a the hold where the metals, Gromril in particular, mined out from beneath Karak-Varn were smelted and forged into the weapons and armour which made the Dwarfs famous.
 
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{{Infobox City
  +
|image = File:Dwarf_zhufbar.jpg
  +
|Inhabitants = [[Dwarfs]], [[humans]]
  +
|Type = Fortress city
  +
|location = Central-western [[Worlds Edge Mountains]]
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|Population = 30,000
  +
|Allegiance = [[Dwarf King]] Morgrim Ironforge (Dwarfs - Stone & Steel); Barundin Stoneheart (novel Grudge Bearer)
  +
|Industry = Metalworking and engineering}}
   
 
Twin hold to [[Karak Varn]], '''Zhufbar''' ([[Khazalid]] for "Torrent-gate") is the hold where the metals, [[Gromril]] in particular, mined out from beneath Karak Varn are smelted and forged into the weapons and armour which make the [[Dwarfs]] famous.
== Overview ==
 
āˆ’
Zhufbar is located in the Worlds Edge Mountains on the borders of the Empire,
 
āˆ’
<nowiki> </nowiki>nestled in a deep chasm under the dark mountain lake known as Black
 
āˆ’
Water. High above the city a huge waterfall cascades from the lake and
 
āˆ’
rushes down the chasm. Long ago, Dwarf engineers were able to build
 
āˆ’
machines to capture the energy of the swift flowing torrent, to power
 
āˆ’
drop hammers, ore crushers, washing pans and other mining and
 
āˆ’
metalworking constructs. The city contains the principle shrine for the
 
āˆ’
Dwarf Engineers
 
āˆ’
<nowiki> </nowiki>Guild and it is a centre for smithing and every kind of industry. It
 
āˆ’
was from here that the Dwarfs first passed on the knowledge of
 
āˆ’
metalworking and engineering to the humans of the Empire, and engineers
 
āˆ’
from both races have had a close relationship ever since. The noise of
 
āˆ’
mining and industry resounds though Zhufbar constantly, and at night the
 
āˆ’
<nowiki> </nowiki>chasm glows with the light of a thousand furnace fires as the siege
 
āˆ’
engines and steam-powered machines of the Dwarfs are assembled around
 
āˆ’
the clock.
 
   
 
==Overview==
āˆ’
When the Karak Ankor was in its prime, Such a hold was a great prize, and the Orc and Chaos
 
  +
The most mechanized of strongholds, '''Zhufbar''' is built into a deep chasm worn over time from a torrential waterfall that cascades down through its centre. The sound of thousands of grinding water wheels, wheezing bellows and pounding drop hammers echoes off nearby peaks - a never-ceasing tumult of industry. Spark-ridden smog wreaths the peak above, and at night, the chasm glows from untold furnace fires. Rebuilt after its near-destruction during the [[Dwarf Timeline|Time of Woes]], Zhufbar is the centre of metalwork for the Karaz Ankor and also contains the principal shrine of the Dwarf [[Engineers Guild|Engineer's Guild]]. Although it is surrounded by greenskin tribes, and its lowermost levels are riddled with [[Skaven]], Zhufbar stands strong. In addition to its visible defences, the stronghold also contains a series of retractable towers, iron-clad gun bunkers and rune-protected blast walls. A formidable airfleet, berthed in telescopic launch bays hidden about the mountainside, also ensures that besieging forces never survive for long.{{Fn|1b}}
āˆ’
<nowiki> </nowiki>warlords of the Worldā€™s Edge Mountains regarded Zhufbar with envious
 
āˆ’
eyes. Slowly and surely, they drew their plans against it. In the same
 
āˆ’
year that volcanic eruptions drained the lake and ruined Karak-Varn,
 
āˆ’
Zhufbar was rendered vulnerable for the first time. Greenskins
 
āˆ’
<nowiki> </nowiki>surrounded its great gates, smashed the silent water-wheels and
 
āˆ’
slaughtered the surprised defenders as the waterfall slowed to a trickle
 
āˆ’
<nowiki> </nowiki>and the forges and hammers fell silent. The fighting ran the length of
 
āˆ’
the canyon, and was bitter in the extreme, but with only one outcome:
 
āˆ’
defeat. The surviving Dwarfs scattered into the crags and hills to
 
āˆ’
regroup and plan revenge. Several were sent forth to find and bring aid.
 
āˆ’
<nowiki> </nowiki>Only one managed to do so. Alaric the Mad,
 
āˆ’
<nowiki> </nowiki>renowned weapon-smith, headed west to the Empire, following rumours of a
 
āˆ’
<nowiki> </nowiki>mighty ruler against whom no evil could stand. There he found the
 
āˆ’
man-god Sigmar,
 
āˆ’
<nowiki> </nowiki>whose aid he entreated for Zhufbar with the promises of 12 mighty
 
āˆ’
Runefangs. Sigmar broke the back of the Greenskin army at Zhufbar and
 
āˆ’
drove them from the area, liberating the hold for the Dwarf smiths to
 
āˆ’
return. Alaric, true to his word, forged his finest works in payment.
 
āˆ’
However, this task to him such a length of time that Sigmar had passed
 
āˆ’
from the world with Alaric only able to give a few of the swords he
 
āˆ’
promised. Nonetheless, the Dwarf smith completed his side of the bargain
 
āˆ’
<nowiki> </nowiki>and handed his Runefangs over to the heirs to Sigmarā€™s Empire. Alaricā€™s
 
āˆ’
<nowiki> </nowiki>swords are now held by the 12 Elector Counts of the Empire, and passed down from Elector to Elector as the generations have passed. The only exception to this is the lost Sword of Solland,
 
āˆ’
<nowiki> </nowiki>which was claimed by Orcs during the terror of Waaagh Gorbad, when
 
āˆ’
Count Eldred of Solland fell in battle with Gorbad Ironclaw in 1707 IC during the Battle of Sollandā€™s Crown.
 
   
  +
===Centre of Industry===
āˆ’
Following its reclamation by the Dwarfs, Zhufbar returned to
 
  +
Unlike other Dwarfholds, Zhufbar was established primarily as an industrial centre. The principle shrine of the Dwarf Engineer's Guild is located here. The Guild status is such that the Guildmaster of the Zhufbar Engineers, [[Grimly Hammerfist]] of the '''Karakgrund Clan''', sits on the King's council. The Zhufbar Engineers are a little more adventurous and innovative than the Master Chapter at [[Karaz-a-Karak]]. In fact, much of the heavy industrial machinery used in the other holds were first designed and tested in Zhufbar, especially hydraulic-powered machinery and the pumps used to drain flooded mines. Most of Zhufbar's needs for food, clothing, and other day-to-day items are met through trade with other holds and with the humans of [[The Empire]].{{Fn|2a}}
āˆ’
relative normality; the Black Lake refilled over the centuries and the
 
  +
āˆ’
forges again rang with hammer-blows. Zhufbar remains an important centre
 
  +
===Society===
āˆ’
<nowiki> </nowiki>of both metal-working and mining, and is one of the key cities where
 
  +
During the Golden age, Zhufbar had a population of 125,000 - more than one-third that of Karaz-a-Karak itself. However, centuries of war have reduced the population of this proud hold considerably. Heavy iron gates protect the inhabitants of Zhufbar from the Orc and Goblin tribes that infest the surrounding mountains. Zhufbar is threatened by [[Greenskins]] above ground and Skaven below. The constant state of siege has shaped the mentality of the Dwarfs who live here, and most visitors to Zhufbar lodge in the portion of the stronghold that lies above ground. The Inner part of the Dwarfhold is open only to fellow Dwarfs and to trusted Dwarf-friends (Dawongr in Khazalid) - the latter are accompanied by Dwarf escort at all times. Anyone caught attempting to steal the industrial secrets of Zhufbar is turned out into the bleak, Orc-ridden mountains with no more than a loincloth and a dagger.{{Fn|2a}} {{Fn|2b}}
āˆ’
the Empire and the Dwarf Nation meet and co-exist. By the latter years
 
  +
āˆ’
of the Empire, Zhufbar had developed a human town around the lake-shore
 
  +
===Communication===
āˆ’
which traded with the Dwarf hold in the mountain facilatating a great
 
  +
A small mountain track heads north-west from the gates of Zhufbar towards the former Imperial province of [[Sylvania]]. A paved road leads upriver for a few hundred yards, ending at a large iron gate set into the mountainside near the waterfall. Protected by powerful runes, the Grimbar Gate guards the opening to the Underway. From the outside, the gate can only be opened by a set of four keys; the King, Queen, Engineer's Guildmaster, and Zhufbar's Gatekeper, [[Gorm Barakundi]], hold one key each. From the inside, the Grimbar Gate can be opened without difficulty. The gate is constructed to close and lock automatically. '''Runes of Enemy Detection''' on the gates' inside give off a reddish glow when [[Orcs]] or [[Goblins]] are within 30 yards of the gates, to warn of possible ambush. Over the years, the Dwarfs of Zhufbar have sealed all tunnels leading to the fallen Karak Varn, and any mines opening into Skaven passages. Frequent patrols check that these tunnels remain secure, but the deepest levels of the mines still see frequent clashes with the Skaven. The mineral wealth of the deep mines is sufficient to justify their being kept open despite the Skaven threat.{{Fn|2b}}
āˆ’
amount of wealth passing into the dwarf empire.
 
  +
  +
==Famous Battles==
  +
===Battle of a Hundred Cannons===
  +
In 2519 [[IC]], a Goblin horde assailed Zhufbar without warning but failed to breach its defences. An army from Karaz-a-Karak rapidly marches to the beleaguered hold's aid. The goblins are quickly dispersed but it soon becomes evident that the goblins had actually been fleeing a greater threat. Within weeks a powerful [[Ogre]] army bypasses [[Karak Kadrin]] and marches on the Moot. The armies of Karaz-a-Karak, Karak Kadrin and Zhufbar unite under [[High King]] [[Thorgrim Grudgebearer]] and give battle as the Ogres hold the [[River Aver]]. Just as the Ogres turn at bay, their forces divided by the river, an army of Men from Nuln arrives on the scene. Caught between the Dwarfs and Men, the Ogre ranks are swept by the largest concentration of artillery yet seen in the Old World and utterly destroyed.{{Fn|1a}}
  +
  +
==Sources==
  +
*{{Endn|1}}: ''Warhammer Armies: Dwarfs'' (8th Edition)
  +
**{{Endn|1b}}: pg. 21
  +
**{{Endn|1a}}: pg. 24
  +
*{{Endn|2}}: ''Warhammer RPG 1st Edition: Dwarfs - Stone & Steel''
  +
**{{Endn|2a}}: pg. 28
  +
**{{Endn|2b}}: pg. 29
  +
[[es:Zhufbar]]
  +
[[Category:Dwarf Karak]]
  +
[[Category:Engineers Guild]]
  +
[[Category:Worlds Edge Mountains]]
  +
[[Category:Zhufbar]]
  +
[[Category:Z]]

Revision as of 15:17, 20 June 2020

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Twin hold to Karak Varn, Zhufbar (Khazalid for "Torrent-gate") is the hold where the metals, Gromril in particular, mined out from beneath Karak Varn are smelted and forged into the weapons and armour which make the Dwarfs famous.

Overview

The most mechanized of strongholds, Zhufbar is built into a deep chasm worn over time from a torrential waterfall that cascades down through its centre. The sound of thousands of grinding water wheels, wheezing bellows and pounding drop hammers echoes off nearby peaks - a never-ceasing tumult of industry. Spark-ridden smog wreaths the peak above, and at night, the chasm glows from untold furnace fires. Rebuilt after its near-destruction during the Time of Woes, Zhufbar is the centre of metalwork for the Karaz Ankor and also contains the principal shrine of the Dwarf Engineer's Guild. Although it is surrounded by greenskin tribes, and its lowermost levels are riddled with Skaven, Zhufbar stands strong. In addition to its visible defences, the stronghold also contains a series of retractable towers, iron-clad gun bunkers and rune-protected blast walls. A formidable airfleet, berthed in telescopic launch bays hidden about the mountainside, also ensures that besieging forces never survive for long.[1b]

Centre of Industry

Unlike other Dwarfholds, Zhufbar was established primarily as an industrial centre. The principle shrine of the Dwarf Engineer's Guild is located here. The Guild status is such that the Guildmaster of the Zhufbar Engineers, Grimly Hammerfist of the Karakgrund Clan, sits on the King's council. The Zhufbar Engineers are a little more adventurous and innovative than the Master Chapter at Karaz-a-Karak. In fact, much of the heavy industrial machinery used in the other holds were first designed and tested in Zhufbar, especially hydraulic-powered machinery and the pumps used to drain flooded mines. Most of Zhufbar's needs for food, clothing, and other day-to-day items are met through trade with other holds and with the humans of The Empire.[2a]

Society

During the Golden age, Zhufbar had a population of 125,000 - more than one-third that of Karaz-a-Karak itself. However, centuries of war have reduced the population of this proud hold considerably. Heavy iron gates protect the inhabitants of Zhufbar from the Orc and Goblin tribes that infest the surrounding mountains. Zhufbar is threatened by Greenskins above ground and Skaven below. The constant state of siege has shaped the mentality of the Dwarfs who live here, and most visitors to Zhufbar lodge in the portion of the stronghold that lies above ground. The Inner part of the Dwarfhold is open only to fellow Dwarfs and to trusted Dwarf-friends (Dawongr in Khazalid) - the latter are accompanied by Dwarf escort at all times. Anyone caught attempting to steal the industrial secrets of Zhufbar is turned out into the bleak, Orc-ridden mountains with no more than a loincloth and a dagger.[2a] [2b]

Communication

A small mountain track heads north-west from the gates of Zhufbar towards the former Imperial province of Sylvania. A paved road leads upriver for a few hundred yards, ending at a large iron gate set into the mountainside near the waterfall. Protected by powerful runes, the Grimbar Gate guards the opening to the Underway. From the outside, the gate can only be opened by a set of four keys; the King, Queen, Engineer's Guildmaster, and Zhufbar's Gatekeper, Gorm Barakundi, hold one key each. From the inside, the Grimbar Gate can be opened without difficulty. The gate is constructed to close and lock automatically. Runes of Enemy Detection on the gates' inside give off a reddish glow when Orcs or Goblins are within 30 yards of the gates, to warn of possible ambush. Over the years, the Dwarfs of Zhufbar have sealed all tunnels leading to the fallen Karak Varn, and any mines opening into Skaven passages. Frequent patrols check that these tunnels remain secure, but the deepest levels of the mines still see frequent clashes with the Skaven. The mineral wealth of the deep mines is sufficient to justify their being kept open despite the Skaven threat.[2b]

Famous Battles

Battle of a Hundred Cannons

In 2519 IC, a Goblin horde assailed Zhufbar without warning but failed to breach its defences. An army from Karaz-a-Karak rapidly marches to the beleaguered hold's aid. The goblins are quickly dispersed but it soon becomes evident that the goblins had actually been fleeing a greater threat. Within weeks a powerful Ogre army bypasses Karak Kadrin and marches on the Moot. The armies of Karaz-a-Karak, Karak Kadrin and Zhufbar unite under High King Thorgrim Grudgebearer and give battle as the Ogres hold the River Aver. Just as the Ogres turn at bay, their forces divided by the river, an army of Men from Nuln arrives on the scene. Caught between the Dwarfs and Men, the Ogre ranks are swept by the largest concentration of artillery yet seen in the Old World and utterly destroyed.[1a]

Sources

  • 1: Warhammer Armies: Dwarfs (8th Edition)
    • 1b: pg. 21
    • 1a: pg. 24
  • 2: Warhammer RPG 1st Edition: Dwarfs - Stone & Steel
    • 2a: pg. 28
    • 2b: pg. 29