Kellharin
The White Kingdom knows of the path, but the rotting dwarf is stalled by his own Kingdom’s defense.
- Nolin’s legend lore on traveling through Tuz’Zud.
Kellharin guards the ebon door, his evil stopped from doing more
Cursed to stay beyond the day the dwarves were forced to go their way.
- Agar’s vision of the name Kellharin
Augury for Velendo:
Does the wall tumble down when the mason falls from grace?
Can a tyrant build a gate that shields his peasants from attack?
Can a demon hate a devil, while a deva hates a fiend?
Do the colors of the standard ever change and change again?
Kellharin is the fallen dwarven defender who guards the ebon door. The Ebon Door lies at the bottom of Tuz’zud. It blocks the Gulf of Iklene, a bottomless abyss that borders closer to the lands of the ghouls. Tuz’zud was built to stop such creatures from gaining access to the upper world. Magically reinforced, the Door is the artifact which prevents such creatures from digging through the ground and coming up.
Its success it tied to that of a Defender. The Defender was always chosen, and Kellharin was the last, a proud dwarven defender who considered it an honor. The Defender can never fall until the day he passes the responsibility on to another of his bloodline. Kellharin served, now tied to the citadel, until the day disease ravaged the dwarves and every other member of his bloodline died. Every one.
Kellharin’s vows prohibited him from siring children, for if he did he would shatter the bonds that tied him to the door, and the door would not allow that. Eventually he lost his mind and hunted the other dwarves of the fortress. He chased them out, becoming the lone defender of the fortress. The Door fills him with power unimaginable so long as he protects the barrows. He now dreams of dying, of allowing the door to open and letting the ghouls through, but he can not. He will not, for that would make his centuries of pain all for naught.
The Ebon Door
Powers include (but are not limited to):
Constant: Prevents undead, abominations, or monstrous humanoids from entering the citadel or its environs. Magically hardens the nearby stone. Makes the Defender immune to physical or magical attacks from undead, abominations, or monstrous humanoids. For the Defender, it gives:
Stoneskin, 250 hp.
Iron body.variant: 25 pt reduction, +4
Fast healing 3 pts/round
SR 30
+10 bonuses to spot and listen