In the heart of the Underdeep exists the Dwarven Keep. Inside this stark stronghold, a vibrant civilization thrives, bursting with culture, where 'working yourself to death' is not only a proud mantra, but more akin to a religion. An ethos as strong as the dark iron that binds their weapons and their shields - it's a brotherhood - a bond between bloodlines. It embodies the struggles and hardships of living in such a hostile place, but it also shares in the celebration of forging friendships, mastering craft, and discovering the unknown.
Come to the Dwarven Keep and immerse yourself in a world that knows only fiery struggle - where bonds are forged in the hope of a better tomorrow.
Includes
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A magnificently massive 28x70 Dwarven Keep
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9 Variants: Bold, Cool, Night, Night Darker, Night Haunted, Night Poison, Night Stark, Unedited, and Warm.
Points of Interest
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Royal Keep
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Throne Room - This imposing room is meant to do just that. Intimidate. Whether the party is granted an audience with the king or witnesses someone charged with high crimes, It is sure to send chills down the spines of all who look on to the often deadly outcome.
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Exotic Weapons and Armor Smith - Only the wealthiest and most noble patrons can afford the weapons and armaments from this high-ranking Dwarven Craftsman. This position earns the ire of all other craftsmen in the kingdom - but that's not to say it's won fairly. Politics are always at play: underhanded tactics, nepotism, and even sabotage. Some will go to any length to overthrow and acquire this status. One thing's for sure: this position is as hot a topic as the very iron they forge.
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Alchemist / Mage / Tinkerer Study - Every smart King has his own alchemist mage researching and developing the next trick or spell. Paid for directly out of the kingdom's coffers, this important job isn't without risk - either from the dangers of spellcraft itself or spies from other places looking to steal secrets.
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Great Meeting Hall - For large important gatherings where politics, warfare strategy, and the like are discussed. A big room for big things.
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King's Quarters - Smaller private meetings are held here. It is also where the King and other royal members can rest, away from their ever-persistent duties.
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Upper Markets - Upscale merchants sell here by invitation only. Fortunes are made, and family businesses are lost in this high-stakes game.
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Great Bridge & Lava Flow
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Inner-City Sectors
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Main Plaza - When the adventuring party first steps into the Keep, they land inside the main plaza. They're greeted by those eager to hawk their wares and perhaps plead with the party to help with a side quest of sorts.
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Markets - Merchants from all over are dispersed throughout the city center. They brave this hostile climate and civilization to make ends meet and forge new connections for a better tomorrow.
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Forge Works - Sanctioned workers from the Dwarven Forge bring raw materials closer to the city square to work on commissioned pieces and repair tools and equipment for the city.
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Tools & Supplies Shop - Mundane but essential supplies every worker in the keep needs to survive.
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Butcher Shop - Game from all over is brought here to be processed and sold. Cave-dwelling creatures are often on the menu.
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Iron Hammer Tavern - Drinking is a big part of what keeps the Dwarven community together. The harsh climate and working conditions are only tempered with a large tankard and shared camaraderie.
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Temple - Those living by the Dwarven code sometimes seek the guidance of a higher power. This small temple to their God or Gods serves exactly that purpose. Other times, a sneaky rendezvous occurs, and secrets are exchanged, out of sight of the ever-watchful militant guard.
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Living Quarters - A mid-sized abode that can accommodate a party of adventurers as they try to curry favor with the royalty or the King himself.
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