Founding of Durndruk Hold
Durndruk Hold was established over three centuries ago, during a golden age of Dwarven expansion and craftsmanship in the southern regions of the Sword Coast. Built by the Ironpeak Clan, the Hold was envisioned as a fortress of trade, defense, and culture—a bastion that would stand as a testament to Dwarven ingenuity and resolve. Nestled within the rugged peaks of the Spine of the World, Durndruk Hold was strategically located to protect vital trade routes connecting northern and southern regions and served as a key stronghold against orc and goblin raiders.
The Hold was not merely a defensive structure; it was a thriving city. Massive forges roared day and night, producing masterwork weapons and armor sought across the realms. Its great halls, hewn into the mountain’s heart, were adorned with intricate carvings depicting Dwarven victories, ancestors, and legends. Durndruk Hold was also a spiritual center, housing a revered temple to Moradin, the Dwarven All-Father, whose priests blessed the forges and sanctified the Hold's defenses.
The Fall and Decline
For centuries, Durndruk Hold stood strong, repelling invaders and flourishing economically. However, two centuries ago, its fortunes began to wane. A combination of factors led to its decline:
Economic Competition: Nearby human cities began developing trade hubs that undercut Dwarven goods, causing a steady decline in the Hold’s economic influence.
Blight and War: A mysterious blight struck the southern forests and mountain valleys, choking off key resources and causing tensions with neighboring elven territories. The ensuing skirmishes drained the Hold’s resources.
Invasion and Betrayal: The most devastating blow came 75 years ago, during a coordinated attack by orc warbands. While the Hold successfully repelled the invaders, the defenses were irreparably weakened. It was later revealed that the attack was orchestrated with intelligence provided by Durn Ironforge, a Dwarven barbarian who had secretly aligned himself with the Crimson Confederacy, a ruthless and mercenary organization seeking control over strategic assets in the region.
Durn Ironforge’s Betrayal
Durn Ironforge had risen to prominence as a fierce warrior during the wars, but unbeknownst to his kin, he had been recruited by the Crimson Confederacy years earlier. Disillusioned with the rigid traditions of Dwarven society and lured by promises of wealth and power, Durn betrayed Durndruk Hold, leaking critical defense details to the Confederacy. When the Confederacy’s orc proxies failed to fully conquer the Hold, Durn saw an opportunity to claim it for himself.
Under the guise of a savior, Durn Ironforge used his brute strength and charisma to seize control of the Hold in the aftermath of the attack. Declaring himself Warlord of Durndruk, he purged dissenters and established a brutal regime. The surviving dwarves who refused to submit either fled or were executed.
Durndruk Hold in Decay
Today, Durndruk Hold is a shadow of its former glory. The once-bustling halls now echo with silence, broken only by the roar of distant forges repurposed for crude weaponry and mercenary equipment. Durn Ironforge has turned the Hold into a fortress for the Crimson Confederacy, its forges producing weapons for their warbands. The grand temple to Moradin lies defiled, its holy relics plundered and its altars desecrated.
Most of the Hold’s original inhabitants are gone, replaced by mercenaries, criminals, and Confederacy loyalists. The lower levels have been abandoned entirely, inhabited by feral creatures and rumored to contain haunted chambers where the ghosts of betrayed dwarves linger.
Architecture and Symbolism
Despite its decay, Durndruk Hold still exudes a sense of grim majesty. Its mighty gates, forged from blackened steel and etched with long-forgotten runes of protection, stand as a testament to its former greatness. The Hold’s throne room, now occupied by Durn Ironforge, still features the Anvil Throne, an ancient seat carved from a single block of obsidian, symbolizing the unity of the Ironpeak Clan. Durn, however, has crudely defaced the throne, carving the Crimson Confederacy’s sigil into its surface.
Legends and Future
Durndruk Hold remains a potent symbol of what was lost. Many dwarves view it as a tragedy and a stain on their history, and rumors persist of exiled Ironpeak survivors plotting to retake the Hold and restore it to its former glory. However, Durn Ironforge’s iron rule and the Confederacy’s resources make such a task near impossible.
The name Durndruk, once synonymous with resilience and prosperity, now invokes dread and sorrow—a stark reminder of how betrayal and greed can bring even the mightiest of fortresses to ruin.
The Staff
Wilim
Role: Obedient Servant and Caretaker of Durndruk Hold
Appearance: A frail, bald man with a weathered face, a leather eye patch covering his left eye, and a slight stoop to his posture. His patched leather vest and threadbare cloak hint at his modest means, while his demeanor exudes humility and quiet diligence.
Bio:
Wilim has spent decades serving Durndruk Hold, dedicating his life to its upkeep and the care of its inhabitants. Though his frame is frail, his loyalty is unyielding. Once a promising laborer, an accident in his youth cost him his left eye and much of his physical strength. Since then, he has channeled his efforts into becoming a reliable steward of the hold.
Wilim takes pride in his work, though he often shoulders the blame for failures that aren’t his fault. His respect for authority is unwavering, and he is known for his soft-spoken manner and deferential tone. Despite his limitations, Wilim’s knowledge of Durndruk Hold’s history and infrastructure is unparalleled, making him an invaluable, albeit underappreciated, asset to anyone who calls the hold home.
Personality:
Wilim is humble, diligent, and eager to serve. He carries a quiet sadness, perhaps from years of hardship and unacknowledged efforts, but his resolve to do his duty never wavers. He holds the dwarves of Durndruk Hold in the highest regard and does his best to assist them, even when tasks are beyond his ability.
Player Interaction:
Wilim may provide players with insights into the hold’s history, offer suggestions for navigating its halls, or share information about the challenges they face. However, his meek demeanor might obscure his value, requiring players to take the time to listen and acknowledge his contributions to gain his trust and support.
Thogrim 'Ironbite' Grimstone
Role: Hired Muscle and Enforcer
Appearance: A hulking dwarf with a wild black beard streaked with gray, jagged teeth, and piercing eyes. He wears mismatched, dented armor and carries a massive double-headed axe. His hands and arms bear numerous scars from years of brutal combat.
Bio: Thogrim grew up in a lower dwarven caste and turned to mercenary work to escape poverty. Years of conflict have hardened him into a ruthless and cynical warrior. He joined Durndruk Hold for coin, not loyalty, and doesn’t hesitate to remind others of his mercenary nature. Despite his gruff demeanor, Thogrim grudgingly respects strength and determination in others.
Wages: 10 gold/week
Role: Tracker and Marksman
Appearance: A wiry human with sun-bleached red hair tied into a ponytail, a patchy beard, and sharp green eyes. His weathered leather armor is adorned with scratches and patches, and his longbow is intricately carved.
Bio: Orlen grew up on the fringes of civilization, where survival demanded resourcefulness and skill. He became a poacher and later a bounty hunter, earning a reputation for efficiency and pragmatism. Orlen joined Durndruk Hold for the gold but is fascinated by its ancient architecture and mysterious history, which stirs a curiosity he rarely shows.
Personality: Sharp-tongued, pragmatic, and opportunistic, Orlen is a realist who prioritizes survival over ideals. He’s skeptical of others’ motivations but has a subtle sense of honor, refusing to harm the defenseless or betray those who earn his respect
Role: Frontline Defender and Gladiator
Appearance: A towering half-orc with a scarred face, a strong jawline, and braided black hair. Tribal tattoos cover his muscular arms and shoulders, giving him a commanding and fearsome presence. He wears piecemeal armor cobbled together from leather and metal, each piece bearing the marks of countless battles. His primary weapon is a wicked glaive, its blade etched with faintly glowing runes.
Bio: Varok Redthorn grew up in the fighting pits, where every match was a battle for survival. Trained as a gladiator from a young age, he developed not only formidable combat skills but also a stoic resilience in the face of hardship. After escaping the bloodsport circuit, Varok became a wandering warrior, offering his blade to those who earned his respect—or could pay well enough. Though outwardly gruff and intimidating, he harbors a code of honor and refuses to stand by while the innocent are harmed.
Personality: Varok is blunt, pragmatic, and fiercely independent. He speaks little, preferring action to words, but when he does speak, his voice carries a weight that commands attention. Though he often appears cold, he respects those who fight with honor and purpose. His past has made him distrustful, but he is fiercely loyal to those who prove their worth.
Wages: 10 gold/week
Role: Poacher and Survivalist
Appearance: A wiry, weathered human with pale skin, short-cropped silver hair, and piercing gray eyes. His face bears the marks of a harsh life, including faint scars and a slightly sunken appearance. He wears rugged leather gear patched together from various hunts, with a quiver of arrows strapped to his back and a well-worn short bow slung over his shoulder.
Bio: Kaelrin grew up on the fringes of civilization, surviving by hunting game and selling rare pelts to those who paid well. Over time, his skills evolved from mere hunting to trapping and poaching, often skirting or outright breaking local laws. His cunning and knowledge of the wilderness kept him alive, but his disregard for rules earned him a reputation as a dangerous and unpredictable figure. Kaelrin joined Durndruk Hold for protection and the promise of coin, though his allegiance remains tenuous at best.
Personality: Kaelrin is shrewd, secretive, and pragmatic, always looking for the best angle to ensure his survival. He has a dark sense of humor and a habit of sizing up those around him, assessing their usefulness or threat level. While he keeps others at arm’s length, he is fiercely resourceful and respects those who prove themselves competent.
Wages: 8 gold/week
Dravok "Stonewall" Emberforge
Role: Shieldbearer and Protector
Strengths: Imposing and stalwart, skilled in defensive formations.
Description: Once tied to a Dwarven clan, Dravok severed all bonds and chose the path of a lone mercenary. Known for his cunning tactics and ability to outmaneuver foes, he combines his dwarven resilience with the agility and resourcefulness of a rogue. Despite his imposing frame, he moves with surprising stealth, and his skill with ambushes and traps has earned him both fear and respect. Dravok works only for coin, holding no allegiance to any clan or cause, and his moniker "Stonewall" reflects his unyielding independence and refusal to bow to authority.
Appearance: Dravok "Stonewall" Emberforge is a broad-shouldered and grizzled dwarf with an unkempt beard streaked with gray and rough-hewn features that tell the story of countless battles. His piercing, weathered eyes reveal a world-weary resolve. He wears rugged, patched leather armor marked with scratches and battle scars, a sturdy shield strapped to his back, and a well-worn short sword at his side. His imposing stature and battered gear exude the aura of a seasoned mercenary who has seen it all.
Personality: Dravok is stoic and fiercely independent, valuing freedom above all else. Though he speaks little, his words carry weight, often laden with sharp wit or practical wisdom. He harbors a deep distrust of authority and prefers to rely on his own skills and instincts. Beneath his gruff exterior lies a sense of honor, though he rarely shows it. Dravok lives by a mercenary's code: do the job, take the coin, and keep moving.
Wages: 7 gold per week.
Fenric "Flint" Ironstride
Role: Trapper and Explosives Expert
Strengths: Creative in setting traps, adept with improvised explosives.
Description: Fenric Ironstride, better known as "Flint," is a resourceful and inventive dwarf whose skill in setting traps and crafting explosives makes him an invaluable asset on any battlefield. A self-taught tinkerer, Flint has a knack for turning mundane items into deadly contraptions, whether laying intricate snares for unsuspecting foes or improvising explosives from whatever materials are at hand. His quick thinking and creative problem-solving have saved many lives—and ended just as many. Despite his gruff demeanor, Flint is fiercely loyal to those who earn his trust.
Appearance: Fenric "Flint" Ironstride is a wiry and compact dwarf with a meticulously braided beard adorned with copper rings that gleam despite the soot and grime smudged across his face. His sharp, calculating eyes are always scanning his surroundings, giving the impression of a mind that’s constantly at work. Flint’s leather armor is battered and practical, reinforced with patches and lined with utility belts overflowing with vials, tools, and explosive components. His hands are calloused and stained with soot, evidence of years spent working with traps and explosives.
Personality: Flint is resourceful, clever, and a little unpredictable, thriving in situations that require ingenuity and quick thinking. He enjoys the thrill of crafting and deploying traps, often viewing his work as an art form. Flint’s humor is dry and laced with sarcasm, and while he can be gruff at times, his loyalty to those who earn his trust is unwavering. He has a mischievous streak and loves outwitting opponents, taking pride in his ability to turn the tables in even the direst situations.
Wages: 9 gold per week.
Laborers
Wages: 5 gold per week.