Difference between revisions of "Zhufbar"

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From below [[Skaven]] clash with miners, but there is enough mineral wealth to take the risk of keeping the mines open. The rune inscribed heavy iron gates can only be opened by one of four keys – held by the King, Queen, Gatekeeper and the Guildmaster of the Engineers Guild respectively.  Any greenskins that approach within 30 yards of the gate will cause runes upon it to glow red. {{Fn|1a}}
 
From below [[Skaven]] clash with miners, but there is enough mineral wealth to take the risk of keeping the mines open. The rune inscribed heavy iron gates can only be opened by one of four keys – held by the King, Queen, Gatekeeper and the Guildmaster of the Engineers Guild respectively.  Any greenskins that approach within 30 yards of the gate will cause runes upon it to glow red. {{Fn|1a}}
 
  
 
==History==
 
==History==

Revision as of 12:20, 25 July 2021

Zhufbar or Torrent Gate [5a] is a Dwarf hold located near the lost hold of Karak Varn. [1]

The hold is entrenched within a large canyon which has a large flow of water from Black Water, known to the dwarves as Drazh Varn. Water wheels in their thousands power the vast amounts of machinery for Zhufbar is rightly famous, whilst at night the light from the hundreds of furnaces make the area glow. [1a]

Created as an industrial centre, the hold also has the most important shrine for the Dwarf Engineers Guild and their Guildmaster sits on the Kings Council. Many types of machinery subsequently used throughout the dwarven empire were developed and tested at Zhufbar such as powerful pumps used to clear flooded mines. [1a]

The hold grew large enough to house its large population of 125,000 [1a] but by IC 2510, it had shrunk to approximately 12,000 adult dwarves. [1b]

Defences

Zhuffbar has extensive defences as it is surrounded by many tribes of Orcs and Goblins in the mountains whilst the inner part of the hold is only open to dwarves and trusted dwarf-friends. In addition to the more obvious defences, there are retractable towers, rune inscribed blast walls, iron-clad bunkers and lunch bays for the large airfleet based within. [5a]

From below Skaven clash with miners, but there is enough mineral wealth to take the risk of keeping the mines open. The rune inscribed heavy iron gates can only be opened by one of four keys – held by the King, Queen, Gatekeeper and the Guildmaster of the Engineers Guild respectively. Any greenskins that approach within 30 yards of the gate will cause runes upon it to glow red. [1a]

History

In the year -1 IC the hold was besieged by Orcs & Goblins but following a request for aid from King Kurgan Ironbeard, Sigmar himself led his army and broke the siege allowing Alaric the Mad to rekindle the ancient forges. [2a]

Agianst the advice of his few remaining counsellors, Konrad von Carstein declared war on the Dwarfs, attacking outlying settlements of Zhufbar whose King marched on Sylvania. The two forces met in battle at Nachthafen and at first the dwarfs had the upper hand as their Runesmiths prevented the necromancers from using their powers. Konrad himself led an all-out attack and slew them, dispatching Walach Harkon to duel and slay the Dwarf king. All of the remaining dwarfs were slain in the next hour. [4a]

Notable

Sources

The Dwarf realms
Karaz-a-Karak - Karak Kadrin - Zhufbar - Karak Azar - Karak Azgal - Karak Azul- Karak Hirn - Karak Angazbar - Karak Gantuk - Karak Izor - Karak Norn - Karak Ziflin - Karak Eight Peaks - Barak Varr - Karak Zorn - Karak Eksfilaz - Karak Kaferkammaz - Karak Grom - Karak Azgaraz - Karak Angkul
Norse Dwarf holds Kraka Dorden - Kraka Drak - Kraka Ornsmotek - Kraka Ravnsvake
Lost holds Kadar-Gravning - Karag Dron - Karak Azorn - Karaz Bryn - Kazad Thrund - Karak Drazh - Karak Dum - Karak Khazarak - Karak Krum - Karak Ungor - Karak Varn - Karak Vlag - Karak Vrag - Karak Zanda - Ekrund - Mount Silverspear - Karaz Ghumzul