Threshold 16
Threshold 16
pandius.com thepiazza.org.uk
Previous Issues
Previous Issues
Previous issues of THRESHOLD - the Mystara Also available at the same location are higher
Magazine, are available for download from the resolution versions of the maps that were
Vaults of Pandius website. included in the issue’s PDF, allowing greater
detail to be viewed.
#1 - “Karameikos”
#2 - “Vaults of Pandius”
#4 - “Return to Dread”
#5 - “Exploring Davania”
#6 - “The Northlands”
#7 - “Exploring Norwold”
#8 - “Warlordsof Norwold”
#9 - “Hollow World”
#15 - “Mystaraspace”
Issue #16
Editorial..........................................................................................3
This Issue s Contributors...............................................................4
Call for Contributors......................................................................6
“Where on Mystara?” Writing Contest............................................7
The (Not so) Young Races Part 2...................................................8
Updates to Your Rockhome Campaign.......................................28
The Dwarven Mine of Kurest Hurgon..........................................80
Darmouk......................................................................................91
Community Build -Darmouk.....................................................108
Jyrdri Kerghid, the Mad Mistress...............................................109
Engdyr’s Game...........................................................................117
Issue #15 Coloring Contest Winner .........................................137
The Unknown World Trail map - part IV...................................138
The Kingdom of Highforge........................................................163
The Disappearance of Jebediah Gallidox..................................192
Twin Soul Rocks.........................................................................200
The Tomb of Thob Shanwood....................................................205
The Great Crater AC 1016..........................................................218
Artwork Sources and Credits.....................................................223
Next Issue...................................................................................232
Editorial Credits
Threshold Editorial Team: Editor-in-Chief, Issue 16:
Giampaolo Agosta (Agathokles)
Allan Palmer (AllanP)
Francesco Defferrari (Sturm) Layout:
Giampaolo Agosta (Agathokles) Allan Palmer (AllanP)
Håvard
John Calvin (Chimpman) Art:
Joseph Setorius (Julius Cleaver) I. Calvin
Robert Nuttman (RobJN) John Calvin (Chimpman)
Simone Neri (Zendrolion) William McAusland
Cartography:
Editors Emeriti Francesco Defferrari (Sturm)
Andrew Theisen (Cthulhudrew) Giampaolo Agosta (Agathokles)
Angel Tarragon John Calvin (Chimpman)
Jesper Andersen (Spellweaver)
Thorfinn Tait (Thorf)
Troy Terrell (CmdrCorsiken) Additional Reviewers & Proofreaders:
Brian O'Carroll
Carl Quaif
Danny Cline
THRESHOLD logo designed by Thorf David Finch
David Insley
Rob Koper
Harri Mäki (hihama)
Nicola Valpiani
Robin D
Shawn Stanley (stanles)
William Belben
Thanks To: The Mystara Community, for your support, hard work, and dedication to Mystara.
John Calvin is fascinated by the depth of "What was that? Did you see that?" Gregor
Mystaran history, and has always wanted to stopped and stared at his companion. The
share that more fully with players. To that frantic Hin was obviously hallucinating.
end he has been developing sub-settings like "You drank from the fountain didn’t you."
The Hollow Moon and Mystara 2300 BC. - Sean Robert Meaney
Giulio Caroletti started playing in Mystara Hausman Santos is an art educator and
with the old red box in 1992, and hasn't drawing professor. An enthusiast in Mystara
stopped since. He went "internet" on the since 1995 when he met in Brazil the AD&D
MML as Captain Iulius Sergius Scaevola in boxed set of Karameikos. He has narrated
1999, and has since written mostly about campaigns for game groups in Thyatis,
Thyatis and Dwarves. When not busy Alphatia, Rockhome and Glantri and keeps
pretending to be a Thyatian officer, he lives a some of these groups since 2002. He
boring life as an atmospheric physicist from manages a page for Mystara Brazilian fans on
Rome, Italy. His main interests are light-eyed the internet. Currently he has gathered
girls, soccer (he's an AS Roma fan) and rock much of the material that he developed into
music (especially 70s progressive rock). game sessions with his group from projects
like the Mystaran Almanac and discussed
Andrea Ciceri is a RPG and Videogame Geek with the members of the Old Almanac Team
that also happen to have a PhD in Philosophy about the old and unfinished plotlines
of Religion. Married, father of one son, he (around AC 1016-1017) in order to resume
loves to cook for his family and friends. He is them.
the proud owner of his family bookshop.
From the
Mystara
Forum at
The Threshold editorial team invites all fans Hollow Moon and the Immortals' city of
of the Mystara setting to submit Pandius.
contributions to the magazine's next issue. Proposal Deadline: January 15th 2018
We are especially looking for contributions Manuscript Deadline:February 10th 2018
fitting the following themes: Issue Published: by April 21st 2018
Issue 17 - Western Brun Articles about other topics are still
From the Plain of Fire to the Savage Coast, welcome and the editorial team will
the Yazak steppes and Borea, along the evaluate their publication for any
Endworld Line, and all the way to the tip upcoming issue, taking into account
of the Arm of the Immortals, the races, available space and the issue's theme.
cultures, and nations of Western Brun are
Threshold accepts and invites submissions
waiting to be brought to life!
of extended or revised versions of works
Proposal Deadline: July 21st 2017
having appeared on The Piazza or Vaults
Manuscript Deadline: August 21th, 2017
of Pandius.
Issue Published: By October 21st, 2017
Contributions may include, but are not
Call for proposals for main themes of limited to: Articles-- short stories, short
forthcoming issues (2018): adventure modules, NPCs, historical
treatises and timelines, geographical
Issue 18 - Planes & The Immortals
entries, new monsters and monster
Immortal plots and schemes may
ecologies, etc.; and Illustrations-- portraits,
drastically alter the lives of those living on
maps, heraldry, illustrations, etc.
Mystara, but their reach extends far
beyond the imagination of mere mortals. The Threshold editorial team strives for
Roam through the infinite planes of the edition neutrality, but edition specific
multiverse, stepping into the homes of the articles (e.g., conversions) are also
immortals themselves… and whatever else accepted. Statistics for new monsters and
lurks beyond! NPCs may be included in articles (e.g.,
Proposal Deadline: October 15th 2017 adventure modules, new monsters or
Manuscript Deadline: November 10th, 2017 NPCs) in any version of Dungeons &
Issue Published: by January 21st 2018 Dragons. The editorial team also offers
help in providing conversions to some
Issue 19 - Moons of Mystara
specific rules set. including BECMI/RC,
The Moons of Mystara host one of the
2nd Edition, 3rd edition/Pathfinder.
most powerful nations in the setting, the
However, this material should be limited
Rakasta Empire of Myoshima, as well as
to a minimum. For most NPCs, it is
the preserved civilizations of the Hollow
sufficient to mention class, level, and
Moon, Patera. In this issue, we look at
alignment. For important NPCs, a one or
Myoshima, Rajahstan, Selimpore, and the
two line stat block may be included.
other nations of Matera, as well as the
“Where on Mystara?”
Writing Contest
The Threshold team has another prize to give
away, but this time we are looking for your
writing creativity! Opposite is a photograph
of Liberty Cap in Yosemite National Park,
California. It is essentially a large granite
dome that rises 1700 feet above the base of
Nevada Falls in the park.
by Giulio Caroletti
This second part goes from 1400 BC, after Modrigswerg reformism
Denwarf’s disappearance in the depths of
Rockhome’s caves, to 236 BC and the end of The Modrisgwerg families had split into small
the first Syrklist line of Rockhome kings. isolated clans, resentful of each other and
There is some original material on mostly indifferent or hostile towards the
Modrigswerg history and internal Denwarf Denwarf. Sometimes the Modrisgwerg
politics, but most is just an attempt to accepted the building of magic weapons or
reconcile Gazetteers material, especially the precious jewelry for petty Antalian or giant-
part on the dwarven invasion of kin jarls who could afford their prices; and
Hindon/Othrong, almost wholly derived from many were not above stooping as low as
the excellent ideas of Jesper Andersen found accepting dwarven bounties from orc war
on Pandius. I have also included the Sea leaders. In general, they were living in a sort
Gnomes developed by Marco Dalmonte, of secluded, safe mountain area: to reach
again from material that can be found on their lands orcs and humanoids had to get
Pandius. More notes and references crediting past Nithians in the south, Northmen in the
other ideas and suggestions are scattered east and Rockhome in the west.
throughout the text.
Not all Modrigswerg groups remained
The original text of this revised dwarven indifferent to the plight of Rockhome: two
history was written many years ago in Italian, groups of Modrisgwerg, both descended
so it’s possible that I have forgotten credits from the Fuldwerg who had tried to reform
that are due; in this case, I apologize fully the Modrisgwerg ways after 1800 BC, took a
with the authors and assure them that it was different stance toward the situation. These
not my intention. were the Kurwerg (“black dwarves”)
Siblinghood, an order of warriors who
I hope you all enjoy this second installment wanted to find glory and attain holiness
of my Guide and look forward to the third one. through battle; and the Garlindwerg, a
religious-political organization devoted to
Garalin Glitterlode based in the city of
Hammarskjold, which had the goal of
reaching political power among the
Modrigswerg clans through diplomacy and
politics, in order to repair relationships with
gnomes and Rockhome dwarves, and
improve physical and spiritual lives of their
brethren.
the isolationist policy of the city by inviting shut down, and sometimes sympathizers and
gnomes from Falun to the city and opening members were outright persecuted.
official diplomatic ties with that kingdom.
Two centuries later, through the gnomish
intercession, a delegation of Garlindwerg Orcs vs Denwarf, Nithians vs
received permission to visit Dengar (1177 Gnomes
BC).
The Torkrest dynasty came to power at a
The Black Dwarves, whose religious troubled time in the history of the Known
pantheon included Kagyar, Garalin and World: Nithia was rising in the east, while
Tiuz1, had similar goals to the Garlindwerg humanoid hordes had arrived from the west
and received support after the establishment between 1300 and 1255 BC, led by the
of their rule on Hammarskjold. Dedicated to goblin king Wogar. His horde included
the fall of the Modrisgwerg rulers they saw as ogres, red orcs, kobolds and bugbears. Red
compromised, immoral or outright evil, the orcs occupied Atruaghin and Sind. The city of
Black Dwarves were confined to small Oenkmar was rediscovered and occupied
fortresses in the south of Vestland until their around 1190 BC. A second, peaceful
first major triumph, the conquest of the city migration was that of the halflings from
of Blystats (1216 BC), which they renamed Davania to the coastal lands east of Atruaghin
Kurats (“black axe”). and south of the humanoid hordes.
10
11
Feeling that Nithians were still too close, It was during this century that evil Nithian
most of the gnomes continued their journey necromancers researched a way of creating a
south, avoided landing on the Jungle Coast, servitor race resembling the Hutaakans.
where Nithians had colonies, and sailed until These spells involved the use of gnomish
they arrived in the Vulture's peninsula - the blood, and many gnome slaves were killed or
Empire of Varellya at that time. Being used for experiments. Unfortunately for
mistaken for halflings or halfling-kin, after them, the Nithian experiment went bad as
squabbles erupted, they moved inland and the gnolls were not submissive as the
resettled south of the Aryptian desert in a Nithians predicted. Strong and barbaric, they
secluded valley5. bred at a frightening rate, and eventually they
broke free from their masters and invaded
Once pushed away by the Varellyan, these the Traldar lands7.
gnomes split quite by accident. A few of them
discovered Thimhallan (city of Humanoid pressure against the dwarves
Technomancy) and went to live there. The increased under the rule of the eleventh
others popped up in the Lost Valley and Denwarf King, Blystar III (1004-961 BC),
began to brood and to seek revenge against when eastern Brun experienced one of the
the humans. But this is another story, and it occasional migration campaigns of humanoid
will be told - if ever - elsewhere6. tribes. Many waves of humanoids, directly or
indirectly led by the shamans of Oenkmar, or
4 “ He sp e r ia , La n d o f t h e Se t t in g Su n ” ,
displaced by humans and humanoids loyal to
Thre s ho l d #1 2 , p. 2 1 4
5 M a rc o D a l m o nte , “ Gn o m ish T im e lin e ” a t them, brought havoc around the Known
the Va ul ts o f Pa nd ius World: orcs occupied halfling lands in the
6 The s e gno m e s m us t no t b e c o nfus e d with
12
south, gnolls invaded Hutaaka and Traldar in underground highways developed by the
Traladara, yellow orcs attacked Ethengarans, gnome-dwarven alliance throughout the
while goblins and orcs attacked Rockhome8. centuries9.
Hungry and desperate orc and goblin The dwarves learned to fiercely hate orcs and
hordes, driven away by other races in a goblins; but although they despised goblins
domino effect, started pressing around the as brutal and stupid creatures who fought
mountain borders of Rockhome. Given the and killed for survival, dwarves saw
health and wealth of their dwarven something more intrinsically evil in the
neighbours, it was clear to the orcs and nature of orcs.
goblins that the land surrounded by the
mountains had to be fertile and prosper: it In those years many warrior orders rose and
would have been enough to drive the fell; a typical early dwarven custom was to
dwarves away or kill them to gain themselves build warrior orders that were made up only
a land. Clearly the dwarves didn’t like the of members of a single family. This custom
idea, so a century-long conflict started. led to the total annihilation of whole
families, something that heavily affected the
The first invading army was a coalition of preservation-inclined nature of this race of
orcs, ogres, trolls and goblins, and was survivors. The Torkrest leadership created
defeated by King Blystar III; however, it was the Book of the Dead, a register of all the
soon clear that the humanoids were there to stories and deeds of all dwarven families, in
stay, and would try to enter once again. order to keep alive the memory of those who
disappeared.
From small attempts at raids and penetration
through Sardal Pass or minor passes that Among the warrior orders, the most
were less accessible but also less guarded, to important was to be the Buhrad-hrodar
outright invasion attempts, the life of (“Order of the Golden Battle”), founded by
dwarves in Rockhome was marred by this Dwalinn Buhrad of Clan Torkrest in 989 BC.
uneasy coexistence and struggle against It was formed only by Clerics of Kagyar and
enemies for centuries. Given the control of would assume an important political and
the Antalians’ territories by the increasingly philosophical role in the future history of
evil and untrustworthy Nithians to their east, Rockhome.
the only non-hostile routes the dwarves had
for commerce and cooperation were the The war between orcs and dwarves raged
gnomes, mainly their kingdom in Falun and violently, but although trade and contacts
the underground cities and clans on the with other countries of the Known World
southern slopes of the Rockhome mountains, was limited given isolationism and conflict, it
even more endangered than the dwarves by was not really non-existent. Although
the attacking humanoids. Supplies from the Garlindwerg had been allowed entry to
fertile Rockhome heartland to the southern Rockhome since 1177 BC, the
gnomes were possible through the web of
9 F o r m o re o n this , s e e “ T h e (n o t ) so y o u n g
8 G AZ 6 : “ T h e Dwa r v e s o f R o c k h o m e ” , p. 4 5 . r a c e s” , p a r t 1 , Thre s ho l d #1 4 , p. 1 3 4
13
14
With the passing of time, the traditional way help to the gnomes unsurprisingly came
of abdication started to fade - a major factor from Garlindwerg and Kurats dwarves,
surely was the fact that most Torkrest kings although it was the Garlindwerg who were
led the dwarven armies in battle and four of most involved in actions to support the Falun
them (Blystar VI, Blystar VII, Blystats I and gnomes, while the Black Siblinghood worked
Blystar VIII, who was a member of the more on military collaboration with the
Buhrod-hroda) died in battles over a period Denwarf dwarves.
of 120 years.
In 795 BC, Empress (Pharaoh) Shadla of
Nithia, who had for some time studied the
affinity of some eastern gnomish clans to
water and their skill with technology,
promised these gnomes partial freedom if
they manage to designed advanced vessels
that did not require rower slaves (at that
point in history oceanic vessels were yet to
be invented)10.
15
local sea races and with their help start that the Torkrest found unacceptable, as they
building an underwater city where to live. accuse the Buhrodar and Everast of having
pressed for this choice only to prevent them
During the second part of the reign of from being the dwarven clan with the most
Blystats I, the consequences of Nithian kings.
degeneration started taking a toll on their
colonization programs. The Northern Blystar IX died suddenly without heirs in 600
Reaches split into a number of jarldoms and BC. As there was no heir apparent, Thoric
fiefs, ruled alternately by Nithian petty lords, Hurwarf, supreme war leader of Rockhome,
Northmen jarls, pirate masters and son of the Hurwarf Clanmaster and of Bifia
humanoid kings. The gnomish kingdom of Buhrod-hrodar, sister of Blystar IX, was
Falun, which had always been spared the proclaimed king by his troops. As a fierce orc
hardship of their dwarven brethren in invasion took hold of a major part of
Rockhome, was put under duress because of southwestern Rockhome, the direst moment
its prosperity, with most of the surrounding of the country’s history up until then,
populations envying and coveting their nobody dared to oppose the alliance
riches, their health and their safe lives. Even between Hurwarf and Torkrest, and Thoric II
many Modrigswerg, primarily the greedy, became the first Rockhome king from the
violent and evil Sareft clan, whose Hurwarf clan.
underground caves weren’t far from the
gnomish kingdom in what is nowadays Thoric II spent most of his life fighting orc
Soderfjord, schemed and plotted the armies, and managed to repel most of them
downfall of the gnomes. out of Rockhome. His work was finalized by
his youngest son Thoric III (born 619 BC;
By 730 BC, the sea-gnomes finished the ruled 563-506 BC), who was appointed king
construction of the city of Deepreach, an very young, since his four older brothers had
impressive submersed city very similar to all died in battle. Even Thoric III died in
Aquas but powered mainly by gnomish battle at only a little more than a hundred
technology. With the help of the local years old. The closest relative was his first
merfolk, they began to explore the Alphatian cousin Thrain Torkrest, who ascended to the
Sea. throne and restored the tradition of taking a
new name when becoming king. He took the
Blystats II, brother of Blysats I, was the first name of Blystats III (506 BC).
king in a long time to die a natural death
(661 BC). With his passing, his son Blystar IX
came to the throne. Since these last three The Invasion of Hindon aka
kings were all members of the Buhrod- Othrong
hrodar fighting order, after the Buhrodar
Clan was formed some centuries later, the As mentioned above, around 1300 BC the
official dwarven chronicles started Sea of Dread was crossed by another
considering them as part of a separate migrating people, the halflings. This race had
dynasty from the Torkrest kings, something left the Brasol region in Davania some
16
centuries before, moving through the The history of the hin race would intersect
Adakkian Sound region and crossing the that of the dwarven race in the most
Izondian Deep to reach Thanegia Island, and unexpected way. Although this is not widely
the southern end of the Serpent Peninsula. known, by 1000 BC not all of the dwarves of
They had settled there around 1500 BC, but Eastern Brun belonged to the Modrigswerg
unfavorable environment and climate, along or Denwarf dwarven clans. A few smaller
with unrest among the natives, persuaded groups were not related to the descendents
them to move on to search for another land. of the masters of the Shimmering Lands. One
Their flotilla passed through the western of these group of dwarves lived in the region
islands of the archipelago, stopping briefly in of the Khurish Massif, in what is now the
Elegy Island; then they landed on the northern part of Sindh, close to the border
mainland at Cape Faerdinel around 1300 with Glantri. These dwarves were a group of
BC. A couple of halfling clans decided to survivors from the pre-Rain of Fire dwarven
settle on Elegy Island and northern Ierendi race. It was a small, hard-pressed group,
Island alongside the local Makai tribes, and consisting of only a few thousand people;
those islands saw the growth of a relevant but they had lost contact with the dwarves of
halfling population in the following the Shimmering Lands and their kin in the
centuries11. east over two millennia before and had been
spared the fate of their brethren13.
Most halflings, however, settled on the
continent, among the peaceful, brooding By this time, it had been quite clear to Kagyar
Gentle Folk elves. Unfortunately, by 1000 BC and Garalin that even this small group was
life had become grim and bleak for the hin probably destined to extinction in the
who were living there. Their elven allies, the
Gentle Folk, had disappeared completely in 13 M o s t o f this s e c tio n is d e rive d fro m J e s pe r
the wake of successive orc threats and raids, And e rs e n, “ Ge n e a lo g y o f t h e Dwa r v e s” .
and after a succession of conquest wars, the Ac c o rd ing to J e s pe r, L o k ta r’ s d wa rve s we re
orcs had completely enslaved the hin, pa rt o f wha t he c a l l e d ‘ F irs t D wa rve s ’ ,
founding their realm of Othrong. unto uc he d s inc e the tim e o f B l a c k m o o r b y
Ka gya r a nd G a rl , a nd thus s e pa ra te d b y o ve r
2 , 0 0 0 ye a rs fro m the e a s te rn d wa rve s . J e s pe r
Around 965 BC, the halflings started the d o e s n’ t e xpl a in whe re the s e d wa rve s c a m e
Rising: they overthrew the orc-king Raurgh at fro m , s o I l o c a te d the ir o rigin in the Khuris h
the battles of Hinskulls, Orcfall and in the m a s s if, fa r e no ugh no t to ha ve a ny c o nta c ts
Spring Slaughter. The kingdom of Hindon with e a s te rn d wa rve s , a nd c l o s e e no ugh tha t
a m igra tio n to the F ive S hire s m a k e s s e ns e .
and the Rule of Elders were founded12 in 964 B y 500 BC the Khuris h d wa rve s we re s o
BC; however, part of the country was still ha rd pre s s e d b y hum a ns a nd hum a no id s in
under orc control, especially the mountains. the S ind re gio n tha t the y ha d a l l l e ft to wa rd s
the S a va ge Co a s t. The s e d wa rve s we re the
firs t to a rrive to the e a s te rn S a va ge Co a s t
a nd b uil d s m a l l c o l o nie s . It is e s ta b l is he d b y
Ca no n tha t d wa rve s firs t a rrive the re b y 450
1 1 S im o ne N e ri, “ T h e Hist o r y o f Ie r e n d i a n d BC. L a te r, D e nwa rf d wa rve s m o ve d we s t a nd
M in r o t h a d ” , Thre s ho l d is s ue #3 . m a d e c o nta c ts with the s e d wa rve s ,
1 2 G AZ 8 : “ T h e Fiv e Sh ir e s” , p. 8 . e ve ntua l l y m e rging.
17
Khurish region, so some families from the orcs, and trading and buying of reserves of
area were moved to the Hollow World to dried meat, flour and ale from humans. The
replenish the Kogolor dwarves’ numbers and rest of the food, they would have harvested
provide new material in the genepool. themselves from their new lands while they
were conquering it.
Loktar Ironshield was an enterprising,
energetic adult dwarf who had adventured The dwarves arrived in Hindon/Othrong in
from Khurish through Sindh and Atruaghin 939 BC; in 938 BC Hindon fell to the orcs,
and Malpheggi, had visited and fought who burned the Elderhall. Dwarves and orcs
against humanoids in an orc-ruled halfling started fighting for control of the halfling
nation where he had seen caves and mines land, in the battles of Bloody Sands (936),
filled with riches that were waiting only for Fireaxe Field (932), and the Hill of Cold
capable miners and cave-dwellers to extract Teeth (930)14.
them, and where a mysterious cold flame
burned in the depths of the earth. 929 BC: After nine years of wars, in which
Loktar and the dwarves used terrorist tactics
Even though the hin had risen and without any regard for the halfling
overthrown the orcs, their control over the population, Loktar expelled orcs from the
land was unstable, and the mountains and region and proclaimed himself King of the
passes were still fighting ground for the two Glittering Lands. Halflings, who had been the
races. It was the mountains which interested slaves of orcs, simply changed masters. The
Loktar most: he thought he could crush the dwarves, embittered by many years of war,
orcs allying himself with the hin and gaining were not much better rulers than the orcs,
the ore-rich peaks for himself and his and virtually enslaved the hin.
followers.
However, things went much worse than
While most Khurish dwarves decided to expected for the hin under dwarven rule.
remain in their secluded mountains, Loktar Dwarves opened mines in the northern
Ironshield managed to convince a consistent mountains, and many halflings were forced
number to follow him, so Loktar built a small to work in them. But the orcs remained a
but skilled and efficient army and started problem exactly like they had been for the
preparations for the migration and war kingdom of Hindon, and even more so, as
expedition. the new mineral riches of the realm soon
attracted human and orc attacks, from
After years of planning, Loktar’s spies in the marauders and brigands to actual attempts of
southern regions told him that the orcish partial invasion of the border regions where
pressure against the hin was mounting to the most mines were located.
point of a new invasion. Loktar moved his
followers from Khurish towards Hindon in In 912 BC, the dwarves were finally driven
941 BC, spending two years to move out by a hin uprising. Loktar and his
through the regions of Amsorak and the
Streel river amidst contacts and conflicts with
14 G AZ 8 : “ T h e Fiv e Sh ir e s” p. 8
18
followers left the land, which was renamed Hin and dwarven
Shaerdon by the halflings.
relationships:
It is important also to note that between the
first orcish conquest and 912 BC, a By Jesper Andersen
consistent number of halflings slaves were
brought to the Northern Reaches by Nithian It’s worth having a look at modern
slavers who needed miners to substitute for relations between hin and dwarves,
the gnomes who escaped to their gnomish considering the role of Loktar Ironshield
and dwarven relatives in the mountains or and his followers on the Five Shires’
left north or south by sea15. Some of these history. First of all, it must be considered
slaves came not from Hindon but from the that the Rockhome dwarves have much
halfling settlers of Elegy and Ierendi Islands. less memories of these events than the hin:
Nothing was left of the hin there. The Falun most of the rumors and information about
Agreement of 913 BC between gnomes and Loktal’s invasion of Hindon came in the
Nithians brokered by Rockhome and Falun, wake of hin slaves brought to the Northern
included in fact freedom of movement and Reaches by Nithians. The little information
travel also for the halflings. they had was forever blurred and
destroyed by the Spell of Oblivion in 500
Halflings brought to Nithia after 939 BC also BC. Moreover, they didn’t really have the
brought news of Loktar and fellow dwarves chance to investigate directly what had
in Othrong and Khurish which puzzled and happened in Hindon, as around 900 BC
excited both Falun gnomes and the most they were confined to Rockhome itself by
enterprising of the Denwarf dwarves. the geopolitical situation and humanoids’
pressure.
19
Why don’t the dwarves simply take a How are the relations between the Five
look at the tapestries? Shires and Rockhome today?
First of all, the tapestries are ancient, Definitely less strained than Gaz8, The Five
historical treasures to the hin people, not Shires, lets on. It seems implausible that
to be handed over to nosy people of other halflings could nurture the level of hatred
races. They are extremely fragile (the old and mistrust described in the Gazetteer for
ones anyway) and protected and almost 2,000 years after less than half a
preserved. It would take a great feat of century of dwarf rule (even if Loktal was a
diplomacy for a non-hin to be allowed to tyrant). Dwarves travelling outside
study them. Second, the hin don’t really Rockhome and encountering halflings
care whether the dwarves believe their could hear the tale of Loktal Ironshield.
stories of Loktal Ironshield or not. For so Most would dismiss it as fiction (and be
many centuries, the dwarves have somewhat insulted). For dwarves such as
demonstrated nothing but scorn for the Thrildor Blackhammer, the dwarven
hin tales, proclaimed them fairy tales and ambassador in the Five Shires, it has
lies. The hin certainly don’t feel a need to become a point of interest worth
convince the dwarves now. And the investigating but only in ways that make
dwarves, by asking to investigate the no affront to hin hospitality.
tapestries, would be accepting that there is
a possibility that the hin were right all Dwarves in Rockhome have rarely even
along – which would be a great loss of face heard the legend of Loktal Ironshield
for generations of dwarves in denial. unless they are scholars or sages
themselves or have some sort of education
Why won’t Kagyar answer Commune in the history of the world outside. Among
spells about the First Dwarves? such dwarves, opinions vary from outright
dismissal to intrigued yet discrete interest.
In many ways, Kagyar wants the dwarves to
live their own lives and figure things out Among halflings of the Fives Shires there is
on their own. He has left them to evolve a general perception that the dwarves are
and prosper as a people but he does not embarrassed (and rightly so) because of
interfere much. In fact, it amuses him to the events in the past and chose to deal
see dwarven ingenuity spurred by the with it by denying history. The hin are too
quest to discover their roots. In time, he polite and peace loving, however, to
may disclose the truth but for now he just contest the issue with anything but words.
watches. The legendary greed of dwarves makes
them weary of dwarven visitors to their
lands, but they do not feel the need to
draw weapons and defend themselves
whenever an unfamiliar dwarf shows his
face in their shire.
20
J e s pe r And e rs e n, “ Ge n e a lo g y o f t h e 18 S e e G AZ 1 1 , “ T h e R e p u b lic o f Da r o k in ”
Dwa r v e s” a t The Va ul ts . 19 S e e X S 2 , “ T h u n d e r d e lv e M o u n t a in ”
21
Word of the arrival of the elves on the plains from their mines and the Forge of Power
north of Thunderdelve and of the enormous below their halls. The remains of the
changes their climate-control spells are Thunderdelve clan is scattered across
bringing to the area reach the dwarves. Soon southern Darokin, where they are preyed
after, elven explorers arrive at the gates of upon by brigands and bands of humanoids.
the dwarven city. The dwarves distrust the Many lives are lost.
elves, who so freely are changing the world
around them in such drastic ways, but BC 632 – Mealiden turns away dwarven
limited trade is established between the two refugees
races.
Baran, son of Vitrion, leads his people to
BC 767 – Last follower of Loktal Ironshield King Mealiden of Alfheim and requests aid in
dies reclaiming Thunderdelve but is turned away.
The last of the followers of Loktal, who The Nithians no longer travel this far west
actually as a young dwarf witnessed the and are also of no help to the dwarves. A few
exodus from Hindon after the defeat in BC dwarves manage to reach the Northern
912, dies of old age. Reaches and fight with the gnomes and
Denwarf dwarves in the last stages of the
BC 700 – Mealiden is acclaimed king of wars against orcs and humanoids; most of
Alfheim the survivors, however, settle in the Darokin
region or begin a nomadic existence in
The Canolbarth Forest is still growing and smaller groups in the world of men.
expanding and Mealiden rises to become the
king of his people, all the while fighting off
attacks by angry Nithians who have lost their
precious rain water and slowly are entering
the decline of their empire20.
Fire wyrms known as fyrsnaca invade the Toil, disease and war have taken a hard toll
realm of Thunderdelve from below, causing on the last few dwarves of the Known World
massive damage to the dwarven halls and who escaped the fall of Thunderdelve to live
killing hundreds, cutting the dwarves off in the human-controlled lands of nowadays
Darokin. The Last of the descendants of the
20 G a z 5 , “ T h e Elv e s o f A lf h e im ”
22
Dwarves of the Glittering Lands outside which has already turned away from the
Rockhome dies. Entropic faith which led to the destruction of
Nithia.
BC 500 – Last of the Thunderdelve dwarves
moved to Hollow World Much of what happened between 1000 BC
and 500 BC was forever lost to historians,
When Nithia falls, the memory of scientists and scholars with the destruction
Thunderdelve is erased from the Rockhome of Nithia, as well as to the cultures who had
dwarves and Alfheim elves as a consequence interacted with them. The fall of Nithia had
of the Spell of Oblivion. All surviving enormous consequences on dwarves,
descendants of Thunderdelve dwarves are gnomes and halflings. Falun and Northern
brought to the Hollow World in the Kogolor Reaches gnomes, halflings and Antalians,
Lands. who had interacted greatly with Nithians for
several centuries, were crippled significantly,
Traces of the history of Thunderdelve might their cultures and identities shattered and
remain in some long-lost book in some twisted as whole chunks of history were
hidden library in a Denwarf family’s hall, or erased from existence. On the other hand,
in some obscure Alfheimer scholarly tome. Altan Tepes gnomes, as well as Modrigswerg
and especially Denwarf dwarves, who had
had less contact with Nithians, were not
affected much, although most of their
contacts with humans and elves before 500
Nithia falls, Orc Queen fails BC was forgotten or greatly downplayed in
their memories and, thus, in their history.
By 700 BC, Thanatos and Ranivorus had The sudden collapse of Nithia gave free
completed the corruption of the Nithian hands to lots of confused, embittered and
pharaohs. Western colonies on the Savage stupefied armies of destructive humanoids,
Coast and Nithian colonists in Thothia split who spread in all directions bringing havoc
from the mainland in disgust, as they to the land. While on one hand this paved
managed to resist the corruption. the way for the decisive victory of Denwarf
dwarves in the final war against orc hordes,
500 BC: The Nithian Empire, having on the other it prepared the demise of the
incurred Immortal dislike, abruptly ends. Northern Reaches cultures of gnomes and
The Immortals alter the climate, divert the halflings.
headwaters of the River Nithia, promote
social unrest, deny magical powers to their 493 BC: The orcish Queen Ubdala of the
clerics, and take other actions which cause Broken Lands raises a Great Horde again.
the Empire to collapse catastrophically. The She recruits goblins and gnolls in the Altan
Immortals use magic to ensure that almost all Tepes, and marches north.
trace of the Empire is wiped from the face of
the Known World. The colonies are At the end of 492 BC, the biggest humanoid
systematically destroyed - except for Thothia, invasion in dwarven history, led by Queen
23
Ubdala, was conclusively defeated and The Immortals transport the Valoin Gnomes
dispersed in the famous Battle of Sardal Pass. onto a Floating Continent in the HW22.
King Blystats III was honoured by his people
with the appointment of an additional name, After the fall of Falun, not only its
Sardal, to remember his triumph. His branch population, but most gnomes living in the
of the Torkrest family has since worn Sardal Northern Reaches were pushed out or left
as their surname. Year 492 BC has since their remaining territories. Refugees crowded
become the Year Zero of the Modern Hammarskjold and Kurats first, then
Dwarven Calendar. Rockhome. As they had hoped to settle their
brothers’ lands in the Altan Tepes, they were
Hordes routed south dispirited to learn of their escape in the lands
and west, crowding below. Regardless, many gnomes decided to
the Cruth Mountains settle the Garalin Underdeep for the time
and Altan Tepes. being.
Gnomes who lived
in the areas south The humanoids’ spread in the Northern
and west of Reaches had consequences for the
Rockhome were Modrigswerg too, especially for Rockhome’s
forced to hide below allies, who were clearly hostile to the
ground, or directly kobolds. The Garlindwerg had to leave most
among dwarves in of their settlements and at some point they
Rockhome lands. No were confined to Hammarskjold, where the
gnomes remained population of the city had almost doubled
on the surface, although many underground because of the presence of gnomish refugees
settlements in the Orclands and from Falun and beyond. Helped by Black
southwestern Rockhome remained under the Dwarves and Denwarf fighting orders, they
control of gnomes. These underground areas managed to strike back at the kobolds,
became known as the Garalin Underdeep. earning a decisive victory in the Battle of
Three Axes, which put a stop to the
490 BC: Kobold clans, mostly displaced by humanoids’ advance.
the new humanoids crowding Cruth
Mountains and south Rockhome, are driven Halflings continued to live in the Hardanger
into the uplands of the Northern Reaches Mountain’s foothills after the destruction of
from the west. They overrun and exterminate the Nithian Empire, even though life in that
the gnomes living in the Kingdom of Falun21, region became harder and harder. Most of
thanks to the active involvement of the Sareft the surviving halflings tried to cling onto the
dwarves, a Modrigswerg clan living in the land, living closer to hills and plains where it
Hardanger Mountains, not far from Falun, was easier to escape the humanoids’ grip.
and occupy their subterranean kingdoms. However, living close to the Antalians wasn’t
comfortable either. Cornered as they were
22 P o o r W iz a r d ’ s A lm a n a c II
21 M o d ifie d G AZ 7 .
24
between the giants’ and gnolls’ lands on one Blystats III had
side, and the Northmen on the other, after repelled the
another century of hardship, they eventually humanoids, but
left the Northern Reaches. Around 350 BC the situation in
the surviving halflings followed the the Northern
leadership of a prophet of the High Heroes Reaches was
(actually Usamigaras23 in disguise during his dire, and there
path to Immortality) and left the area, was the problem
migrating north. They would found the of many tens of
Leeha community some years later in thousands of
Norwold24. gnome refugees
c r a m m i n g
Rockhome,
Kurats and
Hammarskjold,
The Age of Awakening plus all the
gnomes that had to hide in the Garalin
Kings of Rockhome Underdeep. Blystats III understood that the
only solution to the demographic problem
Syrklist Dinasty (I) would be to found colonies, something the
24. Daroban I dwarves couldn’t even start to consider
(Korinn son of Gloin) (438-369 BC) before his victory. The gnomes would be
instrumental in his plans, which he began to
25. Daroban II (369-300 BC) develop with the help of his son Turro, his
26. Daroban III (300-236 BC) daughter Deira and a gnomish clanmaster,
Vidar Ivrast.
After Blystats III’s triumph, the dwarven It was the impatient gnomes that paved the
frontiers were finally safe. The remaining way for the Denwarf dwarves’ expansion, as
humanoid armies, squeezed between the it was clear that, as goblins, orcs and
dwarves and the elves, with many of their bugbears settled permanently between
most powerful wiccas and shamans Alfheim and Rockhome in the Orclands,
enfeebled or gone outright mad after the fall gnomish clans were forced to live
of Nithia, permanently gave up the idea of permanently underground or with the
conquering Rockhome, and turned to dwarves. The region between Rockhome, the
banditry and occasional raids against the Orclands, west of the Northern Reaches,
Denwarf. where the gnomes settled, had been known
for some time as the Garalin Underdeep. It
was a web of subterranean cities and
23 S e e U s a m iga ra s ’ b a c k gro und in M a rc o settlements that connected Rockhome,
D a l m o nte , “ Co d e x Im m o r t a lis, B o o k O n e : Falun, the former gnomish lands on the
Gu id e t o t h e Im m o r t a ls” a t The Va ul ts . northwestern Altan Tepes, and the northern
2 4 F ra nc e s c o D e ffe rra ri, “ P a st A g e s o f t h e
25
26
more in living peaceful lives that could allow In 438 BC, when
them to explore their own interests. Often Blystar X died, his
gnomes simply accepted the fact they were son Korinn, who
minority cultures in areas where other races had married Pura
(especially humans) were the majority, and, D a r o b a n ,
keeping as secret as possible the extent of clanmistress of
their subterranean network, used them in the Syrklist, took
addition to trade routes to keep contacts the name of
between all their communities. In the next Daroban as king,
two centuries, a number of gnomes and and renounced
dwarves that took part in these activities his Torkrest
became known as the Travellers, a separate affiliation, much
demihuman subculture with specific, distinct to the annoyance
characteristics26. of his Torkrest relatives. But Rockhome was
now at peace and the dwarves needed an
Turro Torkrest ascended the throne of open-minded and progressive clan to guide
Rockhome as Blystar X in 471 BC. In them, and king Daroban consciously made
addition to supporting the securement of the this move, as he considered it in line with the
Garalin Underdeep with money, resources change of policy begun with Blystats III after
and men, he decided to explore the situation Sardal.
east in the Northern Reaches. Significant
trade with the Antalians/Northmen was not The Syrklist kings led dwarves to
possible for a long time: not only did progressively increased contact with humans
dwarves concentrate more on the southern and to establish consulates and posts among
routes but the many hostile Modrigswerg human city-states and clans, from Darokin to
clans fought among themselves, against Ostland, Heldann and Hesperia. They made
Garlindwerg, gnome refugees and Black sure they didn’t take part in any war or feud,
Dwarves, against Denwarf, against especially the internal ones among the
humanoids, in a whirlwind of side-switching warlike Ethengarans or Northmen cultures.
and chaos that prevented any meaningful Dwarves went relatively well along with the
interaction until 300 BC. The Antalian honorable Alasiyan tribes of the desert. At
Northmen established their jarldoms mainly this time, dwarves pretended that they had
on the coastal lands, on the Ostland not possessed a writing system27, in order to
archipelago and towards the Heldannic block curiosity from other races on their
territories, where they had better control of older traditions. They had relied on using
the land in comparison with the western hills foreign alphabets for any activity that needed
and mountains of the Northern Reaches. interaction with other races, but now that
their contacts with the outer world became
26 S e e “ D e e p Ho l l o w” in Thre s ho l d #1 4 . In 27 G AZ 6 : “ T h e Dwa r v e s o f R o c k h o m e ” , p.
the o rigina l a rtic l e , the re is a typo tha t s ta te s 4 4 , s a ys d wa rve s d id n’ t po s s e s s a writing
the d e s truc tio n o f F a l un wa s in AC 4 9 0 . It s ys te m until the n. It s e e m s ve ry unpl a us ib l e
c l e a rl y wa s 4 9 0 B C. to s a y the l e a s t.
27
28
TIMELINE SUMMARY
1000 AC: Original Time of Gazetteer series. 1011 AC: Thar and Alebane invade
Rockhome and in the Battle of Stahl are
1005 AC: DDC tries to contact Rockhome to defeated by the dwarves.
ask for help against the invasion of Hule.
1011 AC: Duel of the Kings: Denwarf is
1006 AC: Kagyar guides dwarves to seclusion. destroyed and Everest XV dies in the
confrontation; General Bofin (son of the
1006 AC: Rockhome insulation; Dwarves king) assumes the throne as Everast XVI.
protect themselves underground.
1011 AC: Torkrest and Hurwarf cease the
1006 AC: Cities and towns abandoned; war and agree a peace agreement with the
Incursions and looting by goblinoids in the Everast clan and the king. Duric and Bifia
lowlands. (leaders Hurwarf) are exiled from Rockhome.
1009 AC: Heldannic Knights make an epic 1011 AC: Dwarven campaign in Oenkmar is
ride crossing deserted Rockhome to retaken by Rockhome.
Glantri´s rescue.
1012 AC: Dwarves conquer Oenkmar,
1010 AC: With the end of the war, dwarves goblinoids surrender.
emerge from the caverns and return to their
normal lives. 1012 AC: The goblinoids, reunited by
Alebane, attempt to conquer Oenkmar from
1010 AC: Dwarven Foot detachments of the dwarves, at the same time as the
continue to the roads and villages in the Shadowelves of Rafielton and the City of the
lowlands (Stahl and Klintest) to regain and Stars also attack; Rockhome calls for aid of
secure their dominion over the territory. the Western Defense League.
1010 AC: Dwarf explorers discover Oenkmar 1012 AC: Without proper support from the
in the Broken Lands; Units of the Dwarven WDL, Rockhome loses its hold on Oenkmar
Expeditionary Force are dispatched to secure to the Shadowelves; Dwarves leave the
the surrounding territory (East Side). Western Defense League and isolate
themselves in Rockhome.
1010 AC: Rockhome participates in the
Western Defense League creation agreement; 1013 AC: Underground village of Hrukhur is
originally composed by Darokin, Rockhome, infested by a Hivebrood colony.
Five Shires, Karameikos and Ylaruam.
1013 AC: Silver mine collapses near Fort
1010-1011 AC: The legendary dwarf golem Denwarf; 17 dwarven miners die.
Denwarf returns to claim the Rockhome
throne; this starts the Clan Wars.
29
1014 AC: Thar invades Rhoona and THE END OF DARK DAYS
Landesfjord in Vestland; Troops of Ragnar (AC 1006 -1010)
and Vestland defeat Thar and Psa'igh
(possible and occasional aid of Rockhome). In the light of the guidance of their
Immortal, the dwarves receive the call to
1015 AC: Attempt of Thar and Psa’gh to claim the lowlands; gradually settlements
invade Rockhome through the Klintest and cities on the surface are repopulated and
Lowlands (aid of Duric and Bifia); Alebane reopened after three years of abandonment.
attempts an attack on the Stahl Lowlands. Some significant changes they notice within
the lowlands are a greater frequency of
1016 AC: Major invasion in Rockhome; with goblinoids and the use of roads and trade
the help of the Western Defense League2, the routes by human merchants ambitious
goblinoids are defeated (unknown enough to venture into Rockhome.
whereabouts of Duric and Bifia).
It is then necessary to send the Dwarven Foot
1018 AC: The Rockhome dwarves were to the conflict zones (borders between the
furious to learn that the much-despised roads that cut Rockhome to the borderlands
Modrigswerg were active in the Northern to Ethengar in the north, Vestland in the east
Reaches, where they were trying, with some and Ylaruam in the south) to reestablish the
success, to be recognized as legitimate jarls. order and protection of traffic and trade
Rockhome sent a force to Vestland and frontiers. What follows in AC 1010 is an
Soderfjord to put an end to it, but the increase in patrols in the Stahl and Klintest
Modrigswerg were expecting such a move lowlands to combat flocks of goblinoids and
and were ready, and they crushed monsters that had now settled in the region.
Rockhome’s advanced force.
The sequence of this campaign (which may
1018 AC: Fort Evekarr taken from the have followed throughout AC 1010 to the
dwarves by the Modrigswerg in a surprise beginning of AC 1011) of continued and
attack (besides sabotaging underground widespread clashes in a "hit and run" style by
tunnels leading to the Northern Reaches); goblinoids suggests that they have
The border with Vestland is isolated. strongholds hidden in the mountains from
which to retreat and plot their revenge3.
3 As s e e n in the 8 m il e s / he x m a p in G AZ 6
a nd in the re pl ic a s b y Tho rfinn Ta it (a t the
Va ul ts o f Pa nd ius ) s o m e re gio ns in the
m o unta ins o f R o c k ho m e a re s til l m a rk e d a nd
the y a re ful l o f go b l ino id s (fro m the o l d
m igra tio ns ) a nd the s e fo l l o w in a n a nc e s tra l
2 D e s pite ha ving l e ft the L e a gue , m o s t fight a ga ins t the d wa rve s - re turning a nd
m e m b e rs vo te to c o m e to R o c k ho m e ’ s a id . a tta c k ing whe n the y c a n.
30
renewed contact with their lost contacts and - The Torkrest see the lost city as a perilous
diplomats. Even the likes of Bolto secret base of goblinoids that must be taken
Nordenshield in Karameikos had only over because of the fact that it poses a danger
maintained limited contact over the previous to civilized nations.
years, and other, more distant dwarven
communities such as those in Norwold or - The Syrklist agree with the exploration of
Thyatis had only got in touch rarely. Now the gold veins and minerals and riches of the
that the diplomatic links were reestablished, city.
the contacts sent from Rockhome exchanged
information and discovered what had - The Buhrodar end up being convinced by
changed in the world following the war. the importance of the geographical historical
They then returned to King Everast XV to value; and so the Senate approves the
deliver the news, as well as the initial proposal to send troops to the Broken Lands.
negotiations from the rulers of the friendly
nations.
SHORTCUTS AND TRACKS
(AC 1011)
OENKMAR OPERATION
BEGINS (AC 1010-1011) With the help of the Clangers and other
dwarven explorers, the Dwarf Foot
News from the Clangers (a dwarven (Expeditionary Forces) use alternative routes
adventurers group) of their explorations to travel to Oenkmar.
around the Broken Lands (about veins of
gold and the big underground goblinoid Altan Tepes
citadel) soon echoed in the military and then
in the Senate of Rockhome. The promises of The dwarven Expeditionary Force crossed
gold in abundant veins in the depths of caves north and around the ruins of Jhyrrad in a
full of goblinoids fortified in a citadel fill the series of alternating surface and
thoughts of the dwarfs with concern for the underground passes (even unused
threat of such a place and their undertrails) until coming near to the
"misappropriation" of gold and riches. Dwarfgate Mountains.
31
Observations: The construction of a gate Observations: The western part of the trail
(like a traditional model pass gate normally becomes obsolete at the end of the war when
used in the Lower Dengar tunnels as shown the power of the Shadowelves grows in
in the maps of Gaz6). With the end of the Oenkmar (now Aengmor City) in the Broken
campaign in Oenkmar, the outpost was Lands. They blocked part of the access using
abandoned because it was very remote and tunnelshaper's magic and occasional patrols
distant (around 16-18 miles north of Jhyrrad) in the Blackhills and in South Gnollistan.
as well as being too far from the nearest
military outpost (City of Stahl or Fort Grukk
Denwarf) And have too many goblinoids
around. Grukk is the closest keep to the Broken
Lands. The clashes were fiercer here by the
amount of patrols and warbands of
goblinoids (with 12,000 orcs living in the
extensive cave-and-tunnel complex dug into
the side of a mountain. There are extensive
32
fortifications outside the mountain – around has been holed up in Dast since the end of
10-15% lives outside walls). the Great War. See attachment H). From
there, it appears they spent the majority of
the next year conquering the Orclands
from the trolls of C'Kag, who had
dominated the region since before the
Great War. It is possible that (CENSORED)
supplied the goblinoids with arms; we
have sent an agent to investigate.
33
the roof of the great lake cave of lava where The surrender of Torkrest and Hurwarf leads
the city floats and turns in its great cycle of to the end of the civil war with the delivery of
18 hours. Duric and Bifia to Everast. They receive the
punishment of Rockhome - exile.
The dwarves make use of the location
between AC 1010-1012 when the keep's Internal Agreements
defenses fall in the face of successive
goblinoids attacks by the upper region and Torkrest and Hurwarf seem to have come to
Shadow Elf attacks on the lower and inner a reasonable term of relations and the
parts of the caves and mines. normality of Senate interactions resumes
between the families and clans. After the end
Observations: Just as the remnants in Akrass of the civil war and its new family leaders
fell after the Shadowelves attack (after Yazar's (among the Hurwarfs, the traditional Lyrrast
death and the defeat of High Gobliny), so family had heavy losses, including both
does the keep of the dwarves around deaths and the exile of several members from
Oenkmar (upper caves). With the rise of Rockhome) and was only strengthened by
Aengmor in AC 1014 and the Hutai-Khan the marriage of alliances and marriages of
agreement in AC1015, the site becomes a other Hurwarf families. One of these
guard post under the mixed patrol of examples was the Kudwarf family who
Aengmor City and goblinoids of Hutai-Khan. became more prominent in joining the
Lyrrast. Among the Hurwarf family council, at
least three of them stand out in clan power:
END OF CIVIL WAR (AC 1011) Lyrrast, Kudwarf, and Hrokar.
Before the end of the Clan Wars (Vatermont The Torkrest mourned many of their dead,
23 - AC 1011) generals and Torkrest leaders Lord Korin himself mourned the loss of his
prepared the surrender (this meant sons Balin and Balis (generals of Fort
convincing some Hurwarf family leaders to Denwarf and Dengar garrison) who
step out the war, delivering Duric and Bifia represented the strength of the Torkrest
to the Torkrest leaders and the newly leadership amongst the military. With the re-
crowned King Everast XVI). affirmation of an Everast on the throne, Lord
Korin and his friends, all old hard-line
Before the end of the Heavy Blizzard generals who remain attentive to Bofin's
(Vatermont 13) of AC 1011, Korin is philosophy for strengthening Rockhome,
confidant as General Borfor of the Torkrest prepared to bolster their defenses against
convinced the venerable Kuric (old Hurwarf) insurrections and other external threats. The
and the Kudwarf and Hrokar family Torkrest remain poised to seize more power,
ascendants to take the leadership of the should the King show weakness.
Hurwarfs in exchange for the cessation of
conflicts against King Everast XVI. In general, as it seems to others, there is a bit
of fear of a new conflict between clans and
families after the isolation of the nation and
34
eventual friction with the Shadowelves and education and the literary and cultural
neighboring allied nations of the WDL. records of Rockhome.
35
Orin is appointed to the post (by Dia) and The dwarves have erected more powerful
promoted by Everast XVI. Orin has the and functional barriers. A small garrison of
arduous task of bringing satisfactory 100 armed dwarves will reside in the Castle
economic results to Rockhome growth and the same in the Fortress. The Keep holds
(despite the increasing isolation of the 40 dwarves and a few befriended human
nation), but this has not discouraged her mages. These numbers can rapidly be
(until now). increased when the Farsee Tower discovers
approaching enemies (vision 24 miles even
Inspection Patrols in fog due to magic monoculars), and signals
the Castle, which in turn signals the Fortress7.
The army establishes a system of patrols and
document inspections between the roads,
villages and cities on the way. Travel papers6
(as they are popularly called) are mandatory
among citizens - especially merchants and
visitors with a license to transit. The
document reveals important data such as
place of origin, job or function, destination
and date for the next visa.
36
For more information about this map, refer to “Darokin Tunnel Map in 1 Mile Hexes” by
Robin at The Vaults of Pandius
37
In addition to the traditional formation staff) are added to each company (leaving
structure of the expeditionary forces some units with a company of more than
(standing army on traditional garrison posts 1250 troops: four companies and 10
on Rockhome and expeditionary forces, additional reserve squads among
bolstered by squads of new recruits: The companies). Units are even further enhanced
Dwarf Foot) following the suggestion of with an elite company for special mission
Minister Hogun, General Duris and other functions.
Military leaders, additional squads (support
38
Human Troops?
During the Civil War in Rockhome, in an As a result of these events, today, the
episode known as the King's Retreat, Everast seventh division, for its courage to march in
XV called for troops loyal to the Crown to the winter to the aid of the local inhabitants,
assist him in his departure from Dengar; received permission from both Rockhome
Among many dwarves who heeded his call, and Vestland to patrol at the foot of the
a mercenary company formed by outsider Makkres Mountain range, performing, when
dwarves from the neighboring lands stood they deem necessary, incursions into the
out, the brave northern soldiers valleys of the mountains towards the west,
commanded by their dwarven leader - crushing flocks of creatures that shelter in
Stroob. the region.
After the war, as a reward for his efforts, Another interesting result of these events
Stroob and his men received from the new was the impressive recognition of the
king, Everast XVI, permission to settle in heroism of the Expeditionary Force, leading
Rockhome as they were also incorporated in the following years to a large number of
into the Dwarf Expeditionary Force, being colonists who volunteer to serve in the 7th
identified as the seventh division of the division, as well as a small number of
Expeditionary Force, with responsibility for human survivors who swore to clean their
keeping the valleys that form the borders lands of the goblin robbers who roam the
between Rockhome and Vestland in the region and take refuge in the mountains.
Makkres Mountains safe.
The dwarves' noble efforts were sufficient to
Using Fort Evekarr as a base, the seventh delay the horde's advance, providing
division of the Expeditionary Force fulfilled sufficient time for the 7th division get aid to
its designs on the Rockhome boundaries, the dwarven settlers in the area, joining
until the winter of AC1014, when a massive forces to the men of Vestland's army, which
goblinoid horde advanced from the north came from the south in defense of their
towards Vestland, consuming everything territory. The two fronts were enough to
ahead of it and devastating the village of break the lines of the strangely well
Rhoona, where a group of courageous organized Goblin army, which disbanded in
dwarven survivors made a commitment to retreat to the mountains in the west.
warn both the dwarves in the mountains
and the human fortifications south of the
invaders' presence.
39
Tunnel Operators
Outsider Guard
Heavy Artillery
Heavy Infantry
Light Infantry
War machine
Mountainers
Giant Killers
Berserkers
Engineers
Hammers
Cavalry
Scouts
Elite Unit
General
nº Unit
DEF
1° Und Hogun 1° 2° 3° 4° 1°
Veterans.
Dengar
2° Und Dured 1° 2° 3° 1° 2°
Mountaineers
Temple
17° Und Dorfin 37° 38° 7° 6° 2°
Guards
Some of the notorious leaders and officers of these units are described later in this
article in the NPCs Gallery.
40
THE EXILES (AC 1011-1014) the premise of revenge and the promised
death of their political enemies.
The dwarves exiled for war crimes (as
reported in Duric's and Bifia’s departure to Prior to the incidents leading to the
Vestland) set out in the Northern Reaches goblinoid invasion of AC 1015 in Rockhome,
and contact the dwarves Fritar and Hwyr - the Hurwarf families in Vestland (who still
technically Modrigswerg dwarves8. remain faithful to Duric and Bifia) attend
meetings and assemblies convened at
After being exiled these few Hurwarf (the Hurbahr10 (North Rhoona), Makkermyr and
most loyal and close to Duric and Bifia) of Karrdag Settlement (where the Modrigswerg
Rockhome, spent some time in Rhoona. Even report their support for Duric's claim to the
in their exile, the Hurwarf kept their customs Rockhome Throne). The assembled Hurwarf
of remaining isolated from non-dwarves, and exiles proclaim their support for Duric and
because of this were able to find very little Bifia and join the other dwarves living in the
regular work with the local dwarven families Northern Reaches (now Modrigswerg) thus
of Vestland. Most of the work they did find receiving the necessary help to begin their
was confined to local trade guilds such as the military campaign to retake Rockhome11.
GFAA - Guild of Free Artists and Artisans.
There follows a training of voluntary allies in
Over time the exiled Hurwarf come to joining Duric's troops (with armaments and
understand that the term "Modrigswerg" is equipment provided by the Midlhyns,
commonly used (by the Vestlanders) for any of Tarkors and Karrdags - in exchange for the
dwarven lineages living in the Northern fall of Everast XVI and the policy of new
Reaches, and not just the infamous alliances with Duric and Bifia).
practitioners of dark magic that fled Rockhome
millennia ago. They find support and From this point, Bifia convinces Duric with
acceptance (in part) with some dwarven the idea of fomenting the goblinoids (Thar
families and relocate to small towns and cities and Psa'igh - who are inhabiting Triangle of
exclusively populated by dwarves (mini- Ashes) against the armies of King Everast XVI
strongholds). - generating the great invasion of Rockhome
in AC 1016.
In AC 1013-1014 meetings and convocations of
the most prominent Hurwarf families emerge
among the exiles. Some of the more insular
regarding humans, and resentful of Rockhome, D wa rf L a ngua ge o n pa ge 2 8 o f G AZ 6 ).
1 0 Hurb a hr is a re c e nt s e ttl e m e nt b uil t b y
end up embracing even the faith of Karr9 for the e xil e d Hurwa rf a nd a l l ie s . Hurb a hr l ie s in
the M a k re s s M o unta ins ne a r R ho o na in
8 M o re a b o ut the Fr it a r a nd Hwy r (a nd Ve s tl a nd . Curre ntl y s o m e M o d rigs we rg
o the rs ) yo u wil l find in G iul io Ca ro l e tti' s a l re a d y l ive a l s o in Hurb a hr (s inc e the e xil e d
a rtic l e : “ M o d r ig swe r g : Cla n s, Ho u se s a n d Hurwa rf a l s o b e c a m e M o d rigs we rg)
1 1 This R o c k ho m e Inva s io n Ca m pa ign is
Fa m ilie s” , fro m The Va ul ts o f Pa nd ius .
9 K a r r re pre s e nts the a ntithe s is o f K a g y a r d e s c rib e d a nd re c o rd e d in M y st a r a n A lm a n a c
a nd c a n b e inte rpre te d a s the im m o rta l o f A C1 0 1 5 - A C1 0 1 6 , “ FY R M O NT 2 4 , A C
d e a th a nd d e s truc tio n (a s b rie fl y quo te d in 1 0 1 5 : A n Ev il A llia n c e ” .
41
42
43
THE ISOLATION CRISIS blankets to help the farmers and the general
population that is in need of help.
After a harsh winter in recent years, food and
grain reserves have declined, causing
discontent among the dwarves. The WORDS OF KAGYAR
population is in great need of outside
agricultural supplies. The priests of Kagyar (Dwarf Clerics)
convene a forum to discuss the years of
Rationing of grains and other food reserves isolation, and the frictions that continue
for the control of the population. The between the Clans. Koris (Head of Buhrodar)
Wyrwarf in the Senate denounce the ill- and Gilia Songsmith (Head of Wyrwarf)
treatment of the military and government, mobilize several dwarf priests to consult with
along with goblinoid and monster attacks their Immortal creator Kagyar. They gather in
from the mountains, and threaten to fold a great circle of faith to attempt to contact
their arms or reduce planting in the year if Kagyar for the answers and advice on how to
no defence of villages and farmers is not deal with the problems of the internal crisis,
carried out by the military the need of agricultural supplies, and the
friction between the Rockhome clans and
Then, a tumult occurs in Greenston. Farmers foreign nations13.
and residents with limited access to food try
to open the barns and warehouses of the city The words of their immortal creator echo on
(protected by the guard). In retaliation, the the spot with some advice and guidance to
Hammer group12 attack the farmers in the be followed:
small village of Evedal (southwest
Greenston) and other Stahl Lowlands A: “First, take care of your house and your
settlements, spreading turmoil and the brothers; Use the ax and hammer before
dwarven army must take control. looking at your neighbor's yard.”
Military reinforcements are established at the B: “Avoid sharing among your sons and
borders of Evekarr Pass, Stahl Lowlands, and brothers the taint of the other races that
Darokin Tunnel. With increased patrols, the sickens your people; for it was you who
region remains free of monster raids, brought these blemishes.”
resulting in reduced clashes between the
Hammer and the farmers. C: “Do not be embroiled in the strife of this
wicked people who follow their own
In a charity mobilization, Bramer (from ambitions and determined doctrines; also,
Buhrodar family), a Priest of Kagyar, initiates for now, my chosen people, depart from
a pilgrimage campaign with several dwarf these ways.”
priests in a caravan in the Stahl Lowlands.
They take food, medicine, clothes and
44
- D "Let the quarrel of this people, and the problems such as an increase in the value of
division of the families, be finished. That the commercial goods and a shortage of food.
seed of evil, which spread famine and
wretchedness, may be ended, before After the authorization of King Everast XVI
destruction shall come to all. May the weight (and the Senate's favorable majority),
of my hand cover you and the responsibility merchant caravans attempt to transport their
that has been entrusted to you. " goods through the trade routes to their
distant colonies (Highforge, Buhrohur,
The words of the omen of Kagyar are then Stormhaven), planning to return with grain
engraved and protected in runes in the main and food in sufficient quantity to meet the
temple, before presenting them to King demand in the nation.
Everast and the Senate.
45
TREASURES BELOW DENGAR The main gates to the deeper levels were
sealed with portals of an unknown alloy,
Underground chambers and vaults of Bollo suggesting a relation to the defenses of the
I15(former King of Rockhome) are discovered original passage that Denwarf used when he
in Lower Dengar. The entrances of the descended into the depths to confront the
chamber are close to the opening caused by unknown.
the AC 1011 earthquake from which Denwarf
returned from his journey. Still under certain Bollo had been diverting fees and treasure
secrecy and garrisoned by the Royal Guard from the realm to this secret personal
(exclusively of young Everast clansmen), project, possibly because he knew what the
Princess and General Duris informs Thoric issue was about.
Red Hand (Minister of Stories) of the fact, as
well as the Royal College of Sages. As the site still required a detailed reading of
the runes and murals in order to unravel
Thoric Red Hand, his assistant Filia Duril, more clues, Silverbeard (Leader of the Sages)
alongside Dagan Silverbeard (Master of the was allowed to continue with his study.
Sages), gather a team of scholars of the
League of Sages for an expedition into the
hidden vaults of former King Bollo I. They DWARVEN FOOT IN AID
are also accompanied by members of the
Royal Guard. The Darokin Tunnel Fort was completely
finished and reinforced to prevent goblinoid
After weeks of exploration, Thoric and the incursions into Rockhome. Commander
rest of the Silverbeard Expedition return (Rasdar) Hogun Steelcap brings together
from the Vaults of Bolo to present a report of generals and Expeditionary Army leaders to
the exploited halls and fortified gates to the discuss the logistics and strategy for
hitherto hidden tunnels and caves. They had marching on the Dwarfgate Mountains, in the
discovered that Bollo built an underlevel Orclands; the Dwarf Expeditionary Army
fortress, complete with bastions, cells, caves, moves into the likely lightly held Orclands
armories, barracks, and even a Forge of with plans to seal off escape to the north and
Power16. press down from the north towards Selenica.
46
Finally, the military campaign in the Orclands In the Lyceum of Dwarven Magic18 a military
is interrupted by order of King Everast XVI envoy visits the Skarrad and finds that the
and General Duris; troops stationed at the responsible inventors were aided by a
Expeditionary Army mission in Darokin are veteran dwarf expatriate from the extinct
given more orders to protect the outskirts of kingdom of Stoutfellow: Master Zarthor
the Altan Tepes and north hills of Fort Lantorum (from Hurgon Clan) with relative
Hobart rather than try any incursion into the knowledge about Alphatian Airships.
Orclands for now. They continue to stay at
the Darokin Tunnel Fort and a portion goes
to the Stahl Lowlands.
47
altitude to escape the low wind currents that These are Shadowelves from Aengmor,
can throw them against the rocks of the followers of Atzanteotl, disguised as scout
mountains, and arrives at a really impressive troops from City of Stars Army. Their
altitude. New adjustments and reviews are intention is to provoke the dwarves by
necessary before continuing on. making the event look like an offensive of the
Shadowelves of City of Stars.
After the interruption to the Balloon’s flight,
it will continue to be trialled around Darokin A patrol of soldiers from the Stahl Lowlands
Tunnel Fort and Altan Tepes Mountains as find out about the attack on Allum and
soon as the Dwarven Expeditionary Army additional troops are sent to the site. The
incursions are resumed. area of the mine and the surrounding region
are isolated; the army is put on alert of the
possibility of a local invasion
THE SHADOWELVES’
TREACHERY Underground combat breaks out in the
Allum mines; Shadowelves recede deeper
The mining village of Allum near the Stahl into the subterranean ruins of a deep cave
River is attacked by shadowelves. In addition (lakes around the ruins of Surdur). After
to the dead and wounded, many dwarves are much combat and persecution, the
kidnapped and taken into the mines. A letter shadowelves (disguised scout troops) follow
threatening an invasion is left in the village. the Denaldor River (to Shadowelves'
48
Territories) leaving some of the captured the outside world. After a civil war, an orc
dwarves behind and taking some with them. invasion, and a bloody double war in
The dwarf troops release the imprisoned Oenkmar, the nation is quite exhausted,
dwarves and leave troops on the site as they especially in its number of male dwarves of
send news to the troops on the surface about fighting age. But now the nation has
what they found. economic problems (the dwarves are in great
need of outside agricultural supplies) and
At a meeting in the Stahl Lowlands between external threats at its gates (Evekarr Pass
the military, there is much speculation about taken from the Modrigswerg; great goblinoid
the attacks that are presented to the dwarven movement to the southwest at Selenica,
generals. This leads them to believe that this Orclands and near the Darokin Tunnel Fort
is more than a one-off attack, and is actually passage ... in addition to a confirmed attack
the start of an invasion by the shadowelves. of Shadowelves within Rockhome).
They believe that the shadowelves will be
coming from the tunnels of the underground Syrklist Senators bring the matter up for
rivers (Denaldor River) to the lands of discussion, arguing that it is time for the
Rockhome. The case is taken to General dwarves to rebuild their countries and
Duris and presented by the Torkrest to the reestablish trade with the surrounding
Senate. nations. The Torkrests argue that they have
to avenge themselves against the hated
The problem of Allum generates Shadowelves and the traitorous humans.
repercussions in the Senate; they give full They are backed by the Hurwarfs who insist
support for a military reinforcement of that there are no friendly nations, only foes.
troops to be sent to the outskirts of the The Skarrad and Wyrwarf clans immediately
region and interior of the mines to ensure side with the Syrklists for obvious reasons,
the protection of the underground access to while the Everasts do not speak because they
the lowlands don’t want to put their young king in a
difficult position by opposing his recent
decisions (although it is obvious they would
DECISIONS OF THE SENATE favor the Syrklists’ position). But when
senators from the Buhrodar clan proclaim
The Syrklist and Wyrwarf protest the that Kagyar is willing for the dwarves to
isolation of the nation in the Senate. Other prosper and flourish and not die away in
minor cases of such conflicts occur in the endless purposeless wars. The tide of the
towns of Smaggeft and Stahl. Senators discussion considerably moves in favor of the
Torkrest and Hurwarf stand against the Syrklist senators, but some Torkrest senators
opening of borders and the case follows in take their ideas of revenge over the defense
voting sessions. and fortification of Rockhome (supported by
Hurwarf). The debate between the clans in
Between war and trade the Grand Council the senate will still last a few sessions before
(Senators of Rockhome) argue about the a vote.
future attitude of their nation in the face of
49
50
The Thoric and Filia report presents a more Exchange of representatives, strengthening
complex case of the subterranean Bollo I trade guilds and relations between the
vaults: used and guarded dwarf regions that colonies and the nation of Rockhome will be
are off record. These sealed regions give very active and the dwarves will do
clues to what Denwarf was probably dealing everything possible to help their beloved
with or confronted when he decided to homeland. Benefits, barter and new deals -
plunge into the depths of Dengar - and a envoys plan to organize an exclusive trading
defensive structure was established in these league.
tunnels.
51
52
The Shadowelves who participated in the King (Gardar) Everast XVI (a.k.a. Bofin)
confrontation with the dwarves will ensure
that the news arrives (although not true) to (LN dwarf male
the intelligence network led by Gilfronden F15) - With
(Second Shadow) and the closest officers and several problems
garrisons (such as Citadel of Saulia and City confronted after
of Alfmyr). Soon news of a military invasion his father's death,
by the dwarves to the subterranean realm of Everast XVI now
the Shadowelves will become a harbinger of deals with the
war. growing internal
tensions between
Wyrwarfs vs The Hammer the clans and the
e x t e r n a l
The stock of supplies remains low and the international
dwarves have spent a year with food and problems affecting Rockhome. Despite
grain stocks dangerously low. The Wyrwarf having questioners (even among the Senate)
will continue to protest until the government about his political reaction to problems, he
can resolve this and some actually suggest still has the most support amongst the
that the current government should not dwarves and is liked by his people. With
continue! The military will be sent in everything in a precarious balance, his next
reasonable quantities to contain the decisions are key to how he is regarded, and
occasional riots in the lowlands - and the could greatly strengthen or weaken his
Hammer will make its heaviest contribution position on the throne.
against the nervous farmers and farmers who
disturb the peace; Evedal village and General (Rasdar) Duris
Greenston will only be a start if this case
does not resolve itself. (NG dwarf female F14) - Duris assumed
Balin's position as garrison general in Dengar
at the end of the Clan Wars. She went on to
NPCS GALLERY UPDATED coordinate the other generals in aid with
Minister Hogun. Duris collected from
Observations: Note about Character Class – Torkrest officers information and data on
This article takes into account that not all troop disposal. She then presented them to
dwarves develop Character Class (Fighter, Hogun and then suggested and developed
Mage, Thief, Cleric) because they are with him reforms for the new Dwarf Foot
involved in simpler lives or in simple crafts structure. Duris will be tested in her
or bureaucratic professions, having never boldness, intrepidity and confidence with the
adventured. These are indicated in this appearance of the problem caused by the the
section with the original dwarf class (BECMI) Shadowelves - Which provides a true
rather than the adventurous classes. challenge worthy of her military skill.
53
Noris Council Senator survey causes him to halt his research. Thoric
ends up finding a universe with many new
(NG dwarf male D4) - Noris is an influential possibilities and lost facts. Although he
and skilful senator leading the Everast Clan; knows he has a lot to do, he centers his
His oratory, diplomacy and negotiation skills concentration upon these.
have resolved numerous conflicts that could
complicate or weaken the influence of the Kerdan Buhrodar
King. While Duric and Bifia negotiated with
the Modrigswerg, Noris attempted to warn (NG dwarf male C9) Minister of Foreign
the Senate of the danger. However, the Affairs; Kerdan was charged with the mission
Senators underestimate the diplomatic crisis of representing Rockhome well and dealing
that the Modrigswerg would cause with with the races and peoples of other nations.
Vestland. She has discussed this with This has kept him out of the politics of the
Minister Kerdan Buhrodar to find a strategy other priests of Kagyar - whom he only has a
to weaken and discredit the opposition block chance to see better at the Annual Cleric's
in the Senate, and pave the way for an Forum in Dengar. Coincidentally when
intervention in Vestland against the necessary, Bolum has asked him to take
Modrigswerg. Noris has made a list of some Buhrodar or another in his travels
Troublemakers or enemies who aim to bring (when important notes should be taken for
about the fall of her family from the throne ... Bolum - destined for Koris or Dagan
and brought together the best of the Senate Silverbeard).
against these opponents.
Dagan Silverbeard
54
55
(LG dwarf male C3) – Itinerant priest; Bomur (LN dwarf female C10) – Priestess
believes that visiting the villages and helping responsible for the temple of Kagyar in
the dwarves' faith (wherever they are) is part Smaggeft. Dwalifa is part of one of the most
of atoning for their mistakes in the past (if technological families among the Skarrad
you use the piety points system21, consider (the Nogon). Among the conflicts between
that he damaged some item or relic of his faith and science, she attempts to reconcile
Faith and is trying to find grace in Kagyar's and mediate the importance of the two.
eyes) - sometimes with journeys and Doing this to diminish fanaticism and
missions as part of the process. fighting skepticism to find a degree of
balance among her people.
SENATORS
56
57
machinery of war, and the 4th and 5th largely made up of dwarves from outside
infantry companies of the DEF. Rockhome; The veteran mercenaries who
fought during the Civil War and the Thar
Borfor "The Old" Invasion form the unit's Elite troop, “Thor's
Hammer” trained in tactics and techniques
General Torkrest, he preferred instead of a of battles of the northern people. Fort
retirement teaching the younger dwarves to Evekarr's campaign however proves to be
take a command post in DEF, he leads the very harsh, culminating in the death of
4th unit, formed by the 6th, 7th and 8th Stroob and many of his troops in AC 1018-AC
dwarf infantry companies, The 3rd 1019.
Crossbowmen Squad and the Elite Division
of the unit, the 1st Heavy Infantry Company Norred “Blackbeard”
of RockHome.
At the head of the 8th unit of DEF is Captain
Daril “Iron Boots” Norred of clan Torkrest, a renowned officer
in the Stahl lowlands, Norred became a
The captain of Dwarf Foot, General of DEF recognized war hero after personally
Torkrest commands the 5th DEF unit, destroying Alebane in AC 1016.
specializing in reconnaissance missions and
undercover operations, consisting of the 1st Oris “Cliff Ranger”
Dengar Pathfinder Regiment and the 8th,
9th, and 10th Rockhome Dwarf Infantry Captain Oris, of the Syrklist clan, took
companies. command of the 9th unit of DEF, the 3rd
Rockhome Pathfinder Regiment. This is the
Balor “Black Mantle” elite group of the unit, specialists in
exploratory expeditions and ambush attacks,
The only Dwarf Officer of the Hurwarf clan, the 1st Mountain Company of Stahl and the
Captain Balor commands the 6th unit of 3rd, 4th and 5th Light Infantry of Dengar.
DEF, five Light Infantry Divisions, with the
mission to act on the Lowlands of RockHome Whara “Ruin of the Giants”
whenever necessary.
Resentment of the Torkrest clan causes very
Stroob “Wooden leg” few Wyrwarf to pursue a military career, one
of them is Captain Whara, who commands
During the war of the kings, a dwarf from the tenth unit of DEF, famous for its Elite
outside Rockhome (Northern Reaches) troop, the 1st squadron of Giants
offered his services to King Everast XV, his Exterminators. Rockhome, dwarves trained
prestige increased when his men confronted to exterminate plagues of giants, also make
Thar and managed to repel goblinoid forces up the 1st Greenston Mountainous Battalion
before they reached the Klintest Lowlands. unit and the 22nd, 23rd and 24th Rockhome
By his acts, King Everast XVI honored him dwarf infantry companies.
with the title of General and the command of
the 7th unit of DEF, 4 infantry companies,
58
Secondary NPCs from the DEF include constructions such as buildings and temples,
the following: and valuable goods built by the dwarves)
Farar (Syrlist) – Commands the 11th unit of Thraia (Wyrwarf) – Commands the 18th unit
DEF with special squad units of Dwarf of DEF with special Auxiliary squad units in
Champs (with Dwarf Clerics and Medics) for defense of the Klintest lowlands.
missions of support to the main units.
Gilic (Wyrwarf) – Commands the 19th unit
Gloum (Everast) – Commands the 12th unit of DEF with special Auxiliary squad units in
of DEF with special squad units of Shields of defense of the Stahl lowlands.
the King, with defensive priority over the
surroundings of Dengar. Dorlum (Torkrest) – Commands the 20th
unit of DEF with special squad units of
Belfed (Syrlist) – Commands the 13th unit of Tunnel Raiders (an auxiliary unit of the
DEF with special squad units of Builders of 13th for emergency operations deep
Tunnels for engineering and preparation of underground in defense of Rockhome
underground territory (defense and attack). tunnels).
59
CLANS AND FAMILIES 730 BC)22 and soon after joined in marriage
to Buhrodar families, this part of the Blystats
BUHRODAR (now Buhrodar) ruled for some time (697-
661 BC). Haughty and aristocratic, they
The Buhrodar follow in their policy of remain strong and manipulative politicians in
reconstruction and pacification of Rockhome the Senate.
after the intense years of conflicts. Between
their support of the Everast, and Personalities: Blystat (the Old); Blytor
encouragement of understanding between (Head) son of Blystat; Blindis (deceased)
Torkrest and Wyrwarf, they also support the wife of Blytor; Blirun (Senator) brother of
growth of Syrklist trading (under the Blindis; Blirin, daughter of Blindis; Blindar
guidance of Kagyar). son of Blirun; Bifor son of Blytor; Birin
daughter of Blindis.
Personalities: Koris (Senator) daughter of
Goris; Doric (Venerable); Dorto (Head) son The Denwarfin try to preserve their ancestry
of Doric; Thoric (Minister) son of Dorto; from the Everast since they first protected
Denwarf. They are of great religiosity and
Major Families: Buhrodar/ Dulrad (in dedication to the temples and the faith in
Stahl)/Blystats/Denwarfin/ Blystat-hrodar/ Kagyar.
Buhrast/ Buhrad.
Personalities: Gorfin Denwarfin
The Dulrad follow a tradition of engineers (Venerable); Dorfin (17thDEF) son of Gorfin;
and builders. They have excellent relations Bolum (Master of the Temple) son of Golum;
with Dorto (leader of the Buhrodar) who has Bomur the “purified” son of Bolum; Mogum
deep knowledge of subterranean rivers and (Thoric Auxiliary) son of Bolum; Golum
irrigation. Senator Koris lived among the (Head/Senator) son of Gorfin; Dolin son of
Dulrad before she married Dorto Buhrodar. Dorfin.
The Dulrad are still a very influential family
in Stahl and where possible assists the The Blystat-hrodar are practitioners of the
Blystat-hrodar in border territories such as ancient tradition of the Order of the Golden
Karrak Castle and Fort Denwarf. Battle (“Buhrad – Hrodar”) still preserve its
ideals and dedicate themselves to military
Personalities: Goris (Venerable); Koris support on the frontiers and personal honor
daughter of Goris; Kolin (Airship Project) in battle. (Its ancient and oldest members
son of Gorin; Koric (Library Auxiliary) son of still remember the deeds of the order). In
Kerdan; Gorin Dulrad (Head); Kerdan their holiness aspect, honor (a stereotype
(Minister) son of Gorin; Gorto (deceased); similar to the paladin) is very seriously
Bramer Fullight son of Gorto; Kuril sister of devoted.
Bramer.
60
61
62
Order of the Golden Battle - before humans and Bifia). The part of the family that
were allowed to enter into Rockhome, remained neutral or loyal after agreements
when they began to isolate themselves from was not banished and continues to
the others). They resent the Torkrest and reorganize its structure (without contact with
Everast after the fate of Denwarf, and the the exiles).
Torkrest support to Everast XVI, and many
left the military life and became more insular. Personalities: Throrun (Head) son of
They are skilled explorers as well as guards, Borun; Borun (deceased); Giltor the Old
mercenaries, and escorts from miners. (Senator); Fared (Kudwarf family) mate of
Farin; Thuroc (absent) son of Duroc; Duroc
Personalities: Gored (Senator) nephew of (Exiled) son of Borun; Farin (Exiled)
Oar; Oar Hrokar (the Old); Dofar (deceased daughter of Barin; Faroc son of Duroc
in the Clan Wars) mate of Doar; Durur (deceased in the Clan Wars); Barin
(exiled) son of Dofar; Dored (Military – (deceased).
Removed) son of Gored; Doar daughter of
Oar (Head) wife of Dofar. SKARRAD
The Hurdurgar/Hurdagar are skillful The invasion of Smaggeft in AC 1016 and the
builders, and miners: always in service at execution of Thrais and several other allies of
Riverrun Cavern (with eventual help from the Nordenshield and Skarrad leaders,
Hrokar for their safety and defense). They crushed the structure of the clan in the city
responsibly assume the task of structuring, (its power base and Stronghold). A few of the
mining, and engineering the boundaries of Nordenshields survived the massacre (Bolto
Tunnels Pass into the unknown23 as and Kori Fire-Eyes) and few allies via escape
entrusted to them by the Hurwarf. routes through hidden or salvaged passages.
It was the turn of some families to try to rise,
Personalities: Bifar (Library Auxiliary) son but the successful families had an
of Bolar; Bolar son of Bofar; Bolan daughter unexpected plan: multiple marriages
of Bolana; Bolana (Senator) wife of Bofar; combining several family lines. The
Bofar (Head) son of Nodar; Nodar Hurdagar Nordenshields today still lead the clan, but
(deceased). no longer alone: the remaining families (who
supported the Nordenshields) came together
The Throrur are nationalist politicians who and one of the strongest also joined with
were strong allies of the Lyrrast. They are them forming a small council: the Hurblystyr
articulators in the Senate and bureaucrats and the Garrak with the Nordenshield.
who also had a greater participation in the
Clan Wars. With the loss of members, like the Personalities: Thrais daughter of Thori
death of Faroc in the Duel of the Kings, part (died in the invasion of Smaggeft); Bolto and
of their family were exiled: Farin and the ex- Kori Nordenshield.
Senator Duroc in AC 1011 (following Duric
Major Families: Nordenshield/ Hurgon-
23 S e e G AZ 6 : “ T h e Dwa r v e s o f R o c k h o m e ” , Skarrad/ Eveskyn/Nogon/ Hurstyr/ Garrak
pa ge 5 4 .
63
The Nordenshield, the clan’s ruling family, Fall24 in the Wendarian Ranges) and
has been leading the Skarrad for many years. established themselves in Rockhome many
With the unexpected invasion of AC 1016 years ago (at the same time gnomes returned
and the execution of Thrais and several other to the ruins of Torkyn25). They are skillful
loyal allies, those remaining in the clan can smiths and workers of metal alloys and
only continue to join forces in a council of complex mechanical equipment. Recently
fragmented smaller families (Hurgar/ Blysrad they contacted the newly established Torkyn
/ Gorstyr) and marriages into the rising family now in Falun Caverns in Soderfjord
of the Garrak (supported by the Styrdal (established in AC 1018) and denounced the
Everast liaisons). Dwalur and Day (of the Modrigswerg for attacks on their gnome
Syrklist) have been financially supporting the relatives to King Everast XVI. A few hin also
Nordenshields in order to strengthen their remain among them.
now-fallen allied family.
Personalities: Zoldar Torkyn (the Old-
Personalities: Nolto (deceased); Bolto son Head/Senator); (Sons) Zinbaram brother of
of Nolto; Duro (deceased) son of Nolto; Strug and Baramun (son of Zoldar)/
Thrais (deceased) daughter of Thori; Filia Baramun brother of Strug and Zimbaram;
(Senator) daughter of Koria; Kori daughter of Strug brother of Baramun and Zimbaram;
Filia; Garor (Garrak Family) mate of Filia. (Zimbarams) Zahizdush wife of Zimbaram;
Plicoc (Airship Project) son of Zimbaram;
The Hurgon-Skarrad have a family tradition Dupac (Sages College) son of Zimbaram;
of the exploration and safety of the Gathuram son of Zimbaram; (Strugs)
underlevels of Smaggeft. The Hurgon- Kharbhat wife Strug; Shathar daughter of
Skarrad (so called for distinction) are Kharbhat; Sharak son of Strug; (Baramuns)
originally descended from the Hurgon clan Bunala (Hin) wife of Baramun; Bungo (Hin)
which departed from Alphatia (and were son of Baramun; Bunulbun son of Baramun
followed by several smaller families of other (Hin); Filto (Hin) mate of Wally; Wally (Hin)
clans desirous of building a new future). wife of Filto; Gully (Hin) son Filto.
Always regarded as bellicose explorers.
24 The c ity o f To rk yn F a l l wa s ge ne ra l l y
c o ns id e re d the l a s t o f the gre a t gno m is h
Personalities: Zarthor Lantorun (fom c itie s o f the We nd a ria n R a nge s . It wa s
Alphatia -Airship Project); Hurgrin (Head) pre s um a b l y d e s tro ye d b y d ra go ns in the
son of Hurgress Hurgon; Hurgress Hurgon tim e s whe n the F l a e m is h rul e d G l a ntri [S e e
(deceased); Hurgred son of Hurgrin; Hulgris the no ve l D ra go nl o rd o f M ys ta ra . Ed ].
2 5 Whe n gno m is h s c o uts re turne d to the c ity
(Senator) wife of Hurgrin; Naia (from a fte r the a s s a ul t o f the d ra go ns , the y fo und
Alphatia); Throla (from Alphatia) distant tha t the d a m a ge wa s l a rge l y s upe rfic ia l , a nd
relative to Hurgrin; Dorlam (from Alphatia). tha t it c o ul d b e re b uil t. S e ve ra l m e m b e rs o f
the va rio us gno m is h c l a ns tha t ha d l ive d in
The Eveskyn gnomes are from a settler the We nd a ria n R a nge s re turne d to the a re a
o f To rk yn F a l l . The y k e pt the re b uil t c ity a
family from the distant Torkyn Clan s e c re t fro m the ir ne ighb o urs , m o re wa ry tha n
(originally from the ruined old city of Torkyn e ve r a fte r the tro ub l e with the d ra go ns . S e e
M y st a r a n A lm a n a c A C1 0 1 8 - “ N uwm o nt 5 ,
AC 1 0 1 8 : Gn o m ish Em ig r a t io n ” e ntry.
64
The Nogon are mechanical scientists: They Personalities: (Blysrad – Mining): Kona
were the main supporters of the (Airship Project) daughter of Konis; Koned
establishment of the Eveskyn in Smaggeft (at Syrklist Conservatory -Evemur) son of
and the most technological innovators Dored; Konred (Absent) son of Dored; Dored
among the Skarrad. They apply gear and (Sick) mate of Konis; Konis daughter of
crank technologies to pulleys, steam furnaces Konan; Konar (Head); Konan (deceased).
and large mechanical devices26.
(Gorstyr – Sea Trade): Donin wife of Doned
Personalities: Filis (at Syrklist Conservatory (deceased); Donan (deceased); Donil
- Evemur) daughter of Dwalifa; Maruin (3rd daughter of Donin; Doned (Head); Dored
DEF) mate of Mara; Dufir (Airship Project) son of Doned; Konis wife of Dored; Dandar
son of Maruin; Dwalin “the Creator” son of (Military).
Maruin; Mara daughter of Dwafa; Hagar
(Northern); Dwalifa (Priestess Kagyar in (Hurgar- Metallurgy): Hured (Old); Hurin
Smaggeft) daughter of Dwafa; Dwafa Nogon (Senator) son of Hured; Huris wife of Hured
(the Old- Head/Senator). (deceased); Huria daughter of Huris; Huran
(Blacksmith - Merchant).
The Hurstyr or Hurblystyr (Hurgar/ Blysrad
/ Gorstyr) are smashed families after the The Garrak are applied in the concepts and
Smaggeft invasion in AC 1016 were left to studies of dwarven construction and
gather their pieces and survivors and join engineering. Most are builders of great guilds
forces in a coalition of families to have a or known teachers at Skarrad High Seminary
chance to maintain and support what in Dengar. The Garrak are trainers of
remained of the Nordenshields. The eventual opinions and trends among new engineers in
alliances and marriages with the Garrak (with Rockhome, and are now in the ascendancy.
the support of the Everast) brought some They took part in the leadership of the
control of the situation to the Skarrad (The Skarrad after the union with the
Syrklist helping the Skarrad and the Everast Nordenshield and the great support received
with the support of a larger family Skarrad - by their Everast allies.
the Garrak - joining the Nordenshield). The
Hurgar/ Blysrad / Gorstyr gather the activities Personalities: Gorin Garrak (Head/Senator);
and functions of their former families Gared (deceased); Garor son of Gorin; Filia
(mining and ore metallurgy, and trade and (Nordenshield Family) wife of Garor; Garin
transportation across Lake Klintest). (Head) wife of Gorin; Gurin (Skarrad High
Seminary) son of Gorin; Gorar (Skarrad High
Seminary) daughter of Garin; Gogun
(Guild´s Leader) son of Gared.
65
66
Personalities: Oris (9th DEF) daughter of suffered; the clan leaders lost their heirs in
Orin; Gilan (in Greenston) brother of Gilin; defense battles across the nation.
Giris niece of Gilin; Orin (Minister) mate of
Gilin; Girin (Merchant) son of Gilin; Gilin After one campaign however, another
Daroban (Head/Senator). follows; and Rockhome goes through
external and political dangers that threaten
The Styrklint are allies of the Daroban (to the security and structure of the entire
whom they supply ores for external trade) nation... There is little left for them to follow
and located in City of Stahl. Their main in their defense effort (even in the face of
activity is mining in the Altan Tepes and new threats in AC 1020). The senate and the
Styrdal Valley. They are also responsible for clans are not very close; King Everast XVI did
the administration of the Ferryway barge not have the response time envisioned by the
(which was designed with the help of Skarrad Torkrest supporters (though not everyone is
Gorstyr). worse and has had relative success... possibly
better than Duric and Bifia); Modrigswerg
Personalities: Norden Styrklint (the Old); politically kneel, shadowelves knock on
Nodar (Senator) son of Norden; Nodrin Rockhome's door, and the clans enter into
(Head) son of Norden Styrklint; Nordun friction through the foreign trade given the
(Merchant) son of Nodrin; Norila daughter actions of Wyrwarf-Skarrad-Syrklist... no.
of Nodrin; Noril (14th DEF) son of Nodril; Everyone is too busy to think about the
Nodril mate of Norila. dangers that threaten Rockhome - only the
constant vigilance of the Torkrest remains.
Syrklis-Hurgon – Part of the Syrklist clan,
from which they originally departed together Personalities: Orin son of Borin (deceased);
along with the Hurgon and the Skarrad - now Korin (Head/Senator) son of Orin; Bali
residing in Alphatia (Kingdom of (Head) daughter of Fara; Balin son of Korin
Stoutfellow). They are from Dengar and still (deceased in the Clan Wars); Balis daughter
have good contacts with the Hurgon-Skarrad of Bali (deceased in the Clan Wars); Norred
in Smaggeft. “Blackbeard” (8th DEF) son of Norrin;
Norrin son of Borin (deceased).
Personalities: Hurgress Hurgon (deceased);
Hulgar (Head) son of Hurgress Hurgon; Major Families:
Hugris daughter of Helga; Helgor son of Torkrest/ Kurpuhn/ Blystar/ Duril (in
Hulgar; Helga-Syrklis (Senator); Horgin Greenston)/ Sardal/ Narum/ Evedain (in Stahl
(Merchant) brother of Hulgar; Hurbol (from and Ft. Denwarf).
Alphatia – Distant Relative).
The Kurpuhn are given to political alliances
TORKREST with the Everasts - especially the Sarkrey.
Among its members, Throic (in a bonding
The succession struggles were harsh, marriage to the Sarkrey family) follows Duris'
extensive, and cost many Torkrest lives: directions in gathering information outside
many members of their important families of Rockhome. He also comes from an old
67
tradition of Thorns Adventurers (as was his Greenston) daughter of Faria; Korif Duril
father Oic, Bifed of the Hurwarf and Gram of (Venerable -Head/Senator); Mora daughter of
the Narunthar). Throic dialogues with Daril Thora; Faria sister of Thora (deceased).
Ironboots about his expeditions - which
eventually comes to Duris' ears. He has The Sardal are veterans in the defense of the
recently been commissioned again to inspect nation and descendants of the heroes in the
the alleged alliance and return of the elves traditional Battle at Sardal Pass against the
from Alfheim to Canolbarth. goblinoid hordes of Queen Udbala (492 BC).
They have relative contact with the Sarkrey
Personalities: Throic (Thorn) son of Oic; (Everast) in friendly and healthy military
Oic son of Dolic; Dolic (Senator) brother of disputes.
Doic; Daril (5th DEF) son of Baril; Doic the
Old (Head); Dorlum (20th DEF) son of Personalities: Bundar (16th DEF) son of
Dolic; Baril (Military). Bolar; Bahrundar son of Bundar; Balthar
son of Bundar; Belfar son of Bolar; Belas
The Blystar are aristocrats of noble descent, (Head) wife of Bundar; Bolar the Old
their ancestors were king and rulers. Among (deceased).
its main achievements is the Blystar III
campaign (1000 BC) against the goblinoid Narum/Narunthar – The Narum bring
invasion in the north at Denwarf Spur - together and make up a family of aristocrats
which still generates bad comments among and politicians in the Senate - they are in
other families on how the service has not yet essence political articulators. Its ancient and
been completed there. They are military older members had old ties to the Hurwarf
strategists of note. and the Black Mantle faction (Hurwarf
zealots nationalists).
Personalities: Borfor (4th DEF) the Old;
Moror (Senator) son of Borfor; Doror (Head) Personalities: Gram (the Old) brother of
son of Borfor; Dorin son of Doror; Durin Torun; Dolun (Head/Senator) son of Torun;
son of Dorin; Doris mate of Dorin. Torun (deceased); Eirin (Military/Airship
Project) son of Dolun; Filed son of Dolun;
Duril are from mining and iron trading in Konia daughter of Kolis; Kolis daughter of
Greenston (they managed to extend their Dolis; Dolis (deceased).
business relatively to Buhorur in Thyatis).
The family line in the capital of Dengar is The Evedain aid the defense between Stahl
dedicated to study and research. and Fort Denwarf (members of his family can
be found in both places). Their relatives in
Personalities: Thora sister of Kolmar; Bofur Stahl are more given to the diverse services
mate of Thora (in Thyatis); Kolmar son of of a large city, while their relatives in Fort
Korif; Altudra (Northern) wife of Kolmar; Denwarf are given to trade and defense of
Filia (Library Auxiliary) daughter of Altudra; borders.
Grondar (Military) son of Kolmar; Brida
(from North) sister of Altudra; Gloria (in
68
Major Families: Kurutar (on Stahl)/ Larodar Personalities: Thori Larodar (the Old);
(on Klintest lowlands and Smaggeft)/Tordal Thrais daughter of Thori (deceased); Thraia
(from Karameikos)/ Kerdol. (18th DEF, Head) niece of Thori; Throrin
(Senator) daughter of Thraia; Throden
The Kurutar are the current governing cousin of Thraia (Merchant).
family of the Wyrwarf (with their power base
strengthened after the return of Belfin with Tordal – With little time in Rockhome, those
his wife Gilia Songsmith). They often bring that come from Highforge are a mixture of
together the other Wyrwarf family leaders in dwarves, gnomes and some hin from
meetings in Stahl, discuss directions to be Karameikos. Because they are composed of a
taken in accordance with harvests and union of races, they are seen and taken with
seasons, and join forces when the military much disdain by the traditional families of
threatens them or when monsters come up Rockhome (as if it were not bad enough to
from the mountains to attack their lands and be Wyrwarf ...).
farms.
69
Personalities: Whara (10th DEF) daughter Gilan – Syrklist merchant leader (Daroban
of Dwas; Dwas (deceased); Dwara (Military) family).
daughter of Whara; Das (Head/Senator) mate
of Dwas; Dwaria daughter of Whara; Dwator Ori – Wyrwarf merchant leader (Kurutar
(murdered by Hammer); Dalban son of Das. family).
70
71
Smaggeft
72
73
mercenary guild in Dengar. The recent dwarves. The need for DDC in negotiations
discovery of his identity and the news of with Rockhome and diplomatic maneuvers
what happened to his family after the Clan with Minister Kerdan Buhrodar will likely
Wars still seem surreal to him and this results once again draw Hyraksos into the focus of
in the permanence of his estrangement. The Rockhome politics.
Sharp Blades will be allies of Throic during
the spying day at Dengar in AC 1020. Additional Allies
74
Torkrest Concerns
28 S e e M y st a r a A lm a n a c A C1 0 1 9 , Fe lm o n t
e ve nts .
75
has discussed privately with Minister Hogun, Vaults of Bollo I – Under and
and in seclusion with other trusted Torkrest Beyond
of strong military tradition (like the
venerable Gram of the Narum, Borfor "the Bollo I was aware of the need to reinforce
Old" and promising Norred Blackbeard - the army against the dangers from the
responsible for the death of Alebane in AC depths. This caused a diversion of
1016). government fees and resources for a secret
military project - which resulted in
Korin is preparing, in case Everast XVI loses overcrowding and reaction from the people
control over the internal conflicts and and the Senate against the acts of Bollo I
security situation of Rockhome, either due to (who never revealed its intentions).
a Wyrwarf uprising, or to a Shadowelf or
goblinoid invasion. Should the King lose the Rockhome could have 10,000 square miles of
confidence of the Senate majority, the underground territories in this lower layer,
Torkrest clan would rely on the support of able to support at least 100,000 inhabitants
the Old Kuric of the Hurwarf and their allied (or more, as dwarves should be particularly
family leaders to quickly take control of well organized to life under the earth).29
Rockhome. It would be a very large setback Some of these races and creatures inhabiting
for Everast XVI - so far the situation has such regions (or even the lowest ones -
remained under control... but Korin (as a
symbol of military excellence) is attentive ... 29 Info rm a tio n e xtra c te d fro m the a rtic l e :
The U nk no wn Wo rl d Tra il m a p - pa rt II b y
watching and ready. F ra nc e s c o D e ffe rra ri (Thre s ho l d M a ga z ine
is s ue #1 4 ).
76
connected by irregular tunnels) were too artifact of Kagyar under Denwarf's protection.
dangerous to be ignored (some of whom It remained isolated and protected from all.
even worshiped Immortals of Entropy30) and
so Dengar's lowlands were reinforced, locked
up, and forgotten. Bollo I had plans to send The Caution of Ambur33
expeditions into the depths beyond the
portals, but this never happened. The events that occurred during the Thar
invasion in AC 1016 brought with them the
Before disappearing, Denwarf left several appearance of white dragons at the end of
sections of tunnels sealed by portals and the battle. Ambur (a red dragon) believes
ancient runes. Denwarf visited the Bel Lendh that the movements of goblinoids and their
Monandry31 and the nearby regions, and attempts to conquer nearby territories are
when he came back he set seals to avoid somehow linked to Druuwor (white dragon
being followed to Rockhome by whatever he regent of Druuwmet) in an expansion of
found there. domains.
Furthermore, Denwarf left a secret vault32 Soon after these events, Ambur sends
under Lower Dengar, where he stored a emissaries, spies (or even some young red
unique artifact enabling planar travel to the dragon allied from the Wyrmsteeth region) to
Plane of Earth and to dwarven realms in evaluate any news about allies, minions or
other prime worlds. The purpose of this goblinoids of Druuwor around Everast River
vault was not well understood by Bollo I, as far to the west as the Klintest Lowlands.
who believed that it contained an important
Using Ambur
30 Am o ng s o m e s ugge s tio ns , Z a rgo n a nd
o the r d a rk e ntro py c re a ture s (a s c a n b e s e e n This period of history in Rockhome
in B 4 The L o s t City - TS R pub l is hing 1 9 8 2 ) already has very rich options for plots,
3 1 As ha s a l re a d y b e e n re c o m m e nd e d the
events and intrigue for games (political
a rtic l e “ No t e s o n t h e B e l Le n d h M o n a n d r y and related). The DM may not wish to
m a p ” b y S e a n M e a ne y a t The Va ul ts . S e e
a l s o the d is c us s io n to pic s “ O u t e r W o r ld : use Adventure Ideas: Dragonlair!
B e n e a t h t h e A t la n T e p e M o u n t a in s, 8 m i p e r (Gazetteer 6 - page 94) during a time
h e x” a nd “ T h e B e l Da le n M in e s” o n The when many other plots are unfolding in
Pia z z a F o rum s . Rockhome. In this case, these actions of
32 S e e s e c tio n: The R o c k ho m e c a m pa ign
(G a z e tte e r 6 - pa ge 7 9 ): “ . . . A n e a t wa y t o
intrigue between Ambur and Druuwor
lin k R o c k h o m e t o o t h e r wo r ld s b e t h r o u g h may remain for a later date.
t h e p la n e o f e a r t h . A ssu m e t h a t a m a g ic a l
r o c k h id d e n a t t h e h e a r t o f De n g a r a llo ws
e n t r a n c e t o t h e p la n e o f e a r t h . Fr o m t h e r e ,
h a r d y a d v e n t u r e s c o u ld r e a c h t h e d wa r v e n ³³ Am b ur a nd o the r d ra go ns a nd the ir
n a t io n o f t h e Gr e a t R if t in t h e Fo r g o t t e n d o m a ins a nd k ingd o m s we re d e s c rib e d b y
R e a lm s, o r t h e Lo r t m ill in t h e Gr e y h a wk (…)” B ruc e He a rd in “ W h o ' s W h o A m o n g t h e
a nd “ (. . . ) De n g a r ´ s m a g ic a l r o c k c o u ld b e Dr a g o n s” (D ra go n M a ga z ine Is s ue #1 7 1 - TS R
lo c a t e d in t h e O ld Cit y …” pub l is hing 1 9 9 1 ).
77
78
Bruce Heard, “Who's Who Among the Giulio Caroletti, “Annals of the Denwarf
Dragons” (Dragon Magazine Issue#171- TSR Dwarves”, from the Vaults of Pandius.
publishing), 1991 [also available at The
Vaults of Pandius] Robin D, “Darokin Tunnel Map in 1 Mile
Hexes” from The Piazza posted 28 March 2015.
Bruce Heard, GAZ10: “The Orcs of Thar”
(TSR publishing),1988 Sean Meaney, “Notes on the Bel Lendh
Monandry map”, from the Vaults of Pandius
Jesper Andersen, “The Royal College of .
Sages”, from the Vaults of Pandius.
The Almanac Team, “Mystaran Almanacs”
Giulio Caroletti, “Modrigswerg: Clans, AC1015-1018, from the Vaults of Pandius.
Houses and Families”, from the Vaults of
Pandius, originally from The Piazza posted 9 Various, Discussion Entry: “Mystaran
October 2010. Almanac 1020 AC?” from The Piazza posted
28 March 2017.
Giulio Caroletti, “Timeline of Dwarven
Kings”, from the Vaults of Pandius.
West, the Syrklist kings won over the One of the major events of this historical
suspicious dwarves to support contact with phase was the establishment of Clan
the elves. Nonetheless, the encounter wasn’t Buhrodar. At the Battle of Sardal Pass, the
a happy one, even though gnomes had long Buhrod-hrodar battle order had been almost
since been friendly toward both races. completely destroyed. The few survivors,
Dwarven lore told of the elves’ role in almost all of them priests of Kagyar, shut
Blackmoor’s Rain of Fire, and although down the order and united in a new family,
admittedly these elves seemed nothing like which they called Buhrodar. The elders of
Blackmoor elves or - even worse - Dark elves, the family adopted several young dwarves
their ways and beliefs put them at odds with who wanted to enter the new family; the
the Denwarf dwarves. practice of adoption became a staple of the
Buhrodar family, until they became so many
The three Daroban rulers’ era is still that they created their own Forge of Power
remembered as a golden age of awakening of and were recognized as the sixth Clan of
the dwarven race. New ideas and Rockhome (287 BC).
79
More than two centuries ago, the hill giants Recently, they have been besieged by other
created a permanent settlement in the enemies able to deal with the tunnels.
Cruth region, cutting the communications Thus, they have tried a sortie, where a few
between Kurest Hurgon, a dwarven mine in dwarves were captured by the giants. If
the Black Peaks, and the Kingdom of freed, the captured dwarves will ask the PCs
Achelos, the primary Traladaran dominion to help their clansmen, who are now
in the Cruth Lowlands. Traladaran warriors trapped in the mine. The catch is that the
and adventurers led by the Vampire Wars dwarves are now besieged from both the
veteran Moira the Pure, a priestess of Petra, upper and the lower levels of the mine:
attempted to breach the siege and reach the orcs from the Rotting Snakes tribe are
dwarves. However, they were ambushed by trying to take over the mines for their own
the giants -- who had been warned by the use, while a small black dragon (Ruvaak,
Cruth Ogres of the Traladarans’ arrival -- the eldest of Vulomar’s offspring) has found
while crossing the Achelos River at Three a submerged entrance from the small lake
Axes Ford. The giants, who had positioned north of the Three Axes Ford into the lower
themselves on the mountain spur mines, and set up his lair there.
80
INSIDE KUREST
HURGON Roll
(1d4+
Encounter
Within Kurest Hurgon, random encounters Dungeon
should be rolled sparingly -- there are many level)
enemies, and random monsters will only 1 3d4 Giant Rats
appear in empty areas, with a 1 on 1d6 2 2d4 Orcs, with an Orc 2 leader
frequency. You can use the following table 3 2 Ogres
to determine the type of random 4 Dwarven NPC party (3 Dwarf 3,
encounter, based on the level of the 1 Dwarf Cleric 4, Dwarf 4)
dungeon. 5 1 Rhagodessa
6 1 Carrion Crawler
7 1 Rust Monster
8 1d4 Rock Toads
81
82
83
3 Forge: 10 Brewery:
The forge is cold. While some orcs are able The tools and tubs used by the dwarven
to perform basic smithing tasks, this tribe brewers have been taken over by an orc
does not have any smith, and relies on shaman (Orc 5/Shaman 4), who produces a
plundered iron and steel tools. foul fermented beverage used by the orcs.
The shaman is usually assisted by 1d4+2
GHYRATS HOUSE orcs (Orc NM), but is only present
4 Living room: occasionally (1-2 on 1d6). The beverage
The furniture of this once well-appointed contained in the tubs is mildly toxic for
living room has decayed to tatters. Orcs (8 non-orcs: on a failed Constitution roll, it
Orcs NM) are camping here. They will try to causes nausea (-1 on all activities for 24
flee and warn the shaman in area 30. hours). However, a ST vs Poison is also
needed. Failure means some nasty
5 Bedroom: hallucinogenic bacteria have gotten into the
This bedroom has been claimed by an Ogre imbibers system, causing confusion as per
(Ogre 5). He is sleeping, crouching on the the spell.
dwarf-sized double bed. He is automatically
surprised if the orcs in area 4 are unaware POTTERY
of the intruders. 11 Storefront: This shop was the main area
where customers could inspect and buy
84
pottery items. Dwarves do not like pottery, ghoulish collection of bones, dessicated
considering it fragile, but find it expedient body parts, fetishes, and a large, stinking
for everyday use as it can be produced cauldron.
easily. Thus, dwarven pottery is rarely
decorated. Kurest Hurgon was no 18 Living room:
exception, and little of value is found in this Targul’s retinue has taken residence here.
area. It is composed of four apprentices, (Orc
2/Shaman 1, Orc 3/Wicca 2, Orc 2, Orc
12 Workroom: 3/Shaman 2).
This area contained tools to shape and bake
pottery. The oven is still functional. LHYREST HOUSE
19 Entrance hall:
13 Storage: The Lhyrest family decorated the entrance
This storage room is occupied by a heap of to its mansion, and most of the other
broken pottery shards. Clumsy individuals rooms, with fine mosaics.
searching the area may cut themselves on a
failed Dexterity roll for 1d4 damage. 20 Bedroom:
This once-beautiful room is the camping
14 Storage: site of a group of 10 orcs (Orc NM).
This storage area is empty. A single orc (Orc
NM) is sleeping here in a drunken stupor. 21 Bedroom:
This bedroom once housed several
KORDEN HOUSE members of the Lhyrest family. It is now
15 Entrance Hall: used by the strongest orc of the tribe,
The entrance to Korden House is decorated Malgur (Orc 10). He lives here with his
with intricate carvings showing the symbols three concubines (Orc NM). Malgur is
of the family, the clan, and the likenesses of armed with a mace +1 and a shield +2,
the ancestors, a veritable parade of ancient both of dwarven making.
dwarves.
16 Bedroom:
This bedroom used to house the family
leaders. It is now occupied by Targul, an
orc witch doctor (Orc 8/Shaman 4/Wicca 3)
and his pet, a viper. The orc has
appropriated the axe of Oric Korden, a
finely decorated and well-balanced weapon
(battle axe +2, +4 vs spellcasters).
17 Bedroom:
This bedroom was shared by the junior
members of the family. It is now used by
Targul for its ritual practices. It contains a
85
22 Storage: 27 Jewelsmith:
Malgur keeps here assorted treasure stolen The master jewelsmith and his journeymen
from the dwarves. The treasure, which has operated from this workroom. Due to the
a total value of 3,000 royals, is locked into high value of the materials, they employed
two large chests. Both are trapped (ST vs two guardian obsidian golems, which are
Poison at -1 to avoid the lethal poison), and still operating. Raw and partially cut gems
Malgur keeps the keys on his person at all worth 500 royals are found in the room.
times.
28 Alchemical Laboratory:
WAREHOUSE This laboratory was used by the dwarven
23 Warehouse: alchemists to support the jewelsmiths. Left
This building was employed to store food unattended, the chemicals stored here have
by the dwarves. Three Carrion Crawlers degraded, and many are dangerous.
have taken residence here, preying on However, several are still useful and
straying orcs, rats, and other vermin. valuable. Overall, there are alchemical
compounds worth 1,000 royals in the
CITY HALL room, but failing a difficult Alchemy roll
24 Offices: while searching the area activates an
This hall was used both as the meeting exploding trap, which attacks as a fireball
room of the dwarven clan, and as their (5d6 damage, roll vs Spells for half
archive. High shelves hosted books and damage). The alchemical compounds are
scrolls, but the room has been thoroughly destroyed in the explosion.
ransacked by the orc witch doctors.
However, on a difficult Loot roll, the PCs GUARDHOUSE
may find a scroll of protection from magic 29 Guardhouse:
overlooked by then. This building is still in use by guards,
except that the guards are now orcs rather
GUILDHOUSE than dwarves. Four guards (Orc 4) and a
25 Guildhall: commander (Orc 7/Shaman 1) stand guard
The true political arena of Kurest Hurgon in this building.
used to be the Guildhall, where the leaders
of the craft guilds met. This hall is designed TEMPLE ROAD
to hold meetings large and small, and is 30 Stairs to the temple level:
furnished with heavily decorated stone The stairs to the lower levels are guarded
benches. Bas-reliefs on the upper part of by a troop of orcs (10 Orc 1), supported by
the walls describe the daily work of the two ogres (Ogre NM) and commanded by
guild members. an orcish shaman (Orc 4/Shaman 3).
26 Guild offices:
These workrooms were employed by the
dwarves to produce the trade records that
were then stored in the nearby City Hall.
The area is now abandoned.
86
87
4 - 5 Mining tunnels:
These tunnels were collapsed by the
dwarves to trap invading orcs. It is
impossible to excavate through them to
10 Storage: reach the upper caverns.
A stock of dwarven iron rations is stored
here. They will serve to support six people 6 Iron vein:
for one month. There is also a sizable stock The area was still in use as a mine before
of potent dwarven mushroom liquor. Kurest Hurgon was invaded. Iron ore litters
Drinking this distilled alcohol forces the the walls. Traces of the rust monsters can
imbiber to pass a ST vs Poison or become be found with a successful Nature Lore roll.
drunk for 2d4 hours.
7 Crossroad:
11 Secret sanctum: Traces of rust in this area show passage of
The statue of Kagyar dominates this inner the rust monsters towards area 13 and 6,
room. An anvil-shaped altar is also found but not towards area 8. The information
here. The room is otherwise bare. can be obtained with a difficult Tracking roll.
88
89
10 Mining tunnels:
These tunnels were part of the dwarven
mine, but were abandoned when the veins
here were exhausted. They are less
maintained than other areas, and there’s a
10% chance of a collapse, which causes 4d6
damage to all in the area. A ST vs Dragon
Breath halves the damage.
90
By G. Agosta (Agathokles)
and J. Calvin (Chimpman)
INTRODUCTION HISTORY
Darmouk, long lost refuge of the dwarves, The caverns and city of Darmouk have
and rumored to be carved from living stone survived in various states throughout the
deep beneath Rockhome and the Northern ages, from the time of Blackmoor to the
Reaches, is waiting to be rediscovered and present day.
explored! Crafted by dwarven artisans and
engineers during the height of Blackmoor,
Darmouk has lain beneath the earth for ages, Colonization
though not always forgotten. It has been a
refuge for Shadowdeep denizens fleeing During the golden age of technology on
persecution, as well as a stronghold for dark Mystara, the dwarves of Blackmoor achieved
powers. the peak of their abilities. Designing colossal
eldritch machinery and combining the art of
Throughout the ages this once great magecraft with super science, the prowess of
metropolis has seen a myriad of uses, being the dwarves was matched by none on the
discovered and abandoned on multiple planet, however their achievements were not
occasions. Now it is primed to be discovered without cost. The eldritch machines of the
once again, but will those who stumble upon dwarves required vast amounts of power,
its greatness survive to tell their tale? power which began to run scarce as
Blackmoor entered into the Beastman
Crusades, becoming greedy and paranoid
with their own resources.
91
92
The rest of the dwarves were not as lucky. gathered their forces and journeyed into the
Desperation and anarchy quickly led to Shadowdeep. Though the Antalian forces
infighting, and soon all laws and codes of were hard pressed, they lay siege to the Dark
honor were abandoned. Over the ensuing Elf fortress in Darmouk and shattered their
decades and centuries, and spurred on by foes.
the corrupted power leaking from the
hraden mines of the necronaughts, most of
the remaining dwarves were slowly Reign of Kardyer
transformed into the pravum little more than
packs of ravenous beasts. Again the halls of Darmouk lay untouched by
surface dwellers for centuries, but rumors of
is existence persisted. The great red dragon
Coming of the Dark Elves Kardyer discovered its location nearly 500
years after defying the Parliament of Dragons
For centuries Darmouk remained hidden and attempting to establish his own
deep beneath the Makkres Mountains, and kingdom. With Darmouk, he found a base
the corrupted dwarves roaming its halls for his forces of dragon vassals and
carried on as they had been since the Great humanoid hordes.
Rain of Fire. Their routine was not to last
however, as the power of the hraden drew For decades, Kardyer’s minions attacked the
new factions to Darmouk, even from across surface, using ancient Blackmoorian and
the void of space. Dark Elf artifacts to supplement their
armories giving them an advantage over their
Thus the Dark Elves came, Dark Pyrondians enemies. When Kardyer was confronted and
who had fled their homeland and come to defeated at the hands of Thelvyn Foxeyes in
Mystara to create their own dark empire. 500 AC, the red dragon’s control was broken,
Though at first they lived on the surface, the and his minions scattered.
Dark Elves soon found themselves embroiled
in conflicts on multiple fronts. Retreating to
the subterranean realms beneath the
Northern Lands, they soon stumbled upon
passages leading to Darmouk, and the
immense power sources that lay hidden
there.
93
BC 3000: The Great Rain of Fire. Blackmoor BC 1800: This Shimmering Lands collapses
is destroyed and most of the world is thrust amidst civil war, plagues, and external
into fire and chaos. Darmouk survives deep conflicts. Kagyar takes his faithful and
underground, although two regions within remakes them into modern dwarves.
the cavern collapse causing massive
destruction. BC 1500: Modest Bronze Age human
cultures in eastern lowlands. Sophisticated
gnomish2 and dwarven cultures co-exist with
primitive giantish clans in western uplands.
D a rk Pyro nd ia ns , o r the y c o ul d ha ve s im pl y
b e e n d rive n b y c o m pe ting hum a no id trib e s in
the a re a .
94
Parliament of Dragons (the text says "in his Ring of the Nine Svartalfen. The Dark Elves
long life"), so he has to be old even at this are decimated, and though Pheazar is killed5
point in time. Conservatively we could say on Mystara, his clone activates back on
500 years old in AC 0 - might even be older] Damocles.
AC 1: The Dark Pyrondians, now living deep AC 150-AC 500 (circa): Darmouk lay
underground in a fortified section of abandoned and forgotten (by outside
Darmouk, encounter the Mordrigswerg. The forces6) for centuries.
begin to call themselves the Dark Elves (of
Mordrigswerg legends) to establish a false AC 470: Darmouk rediscovered by the
history for themselves on Mystara. ancient red dragon Kardyer.
[At this point Kardyer would be at least
AC 100: The Dark Elves under King 1000+ years old. Presumably at least some of
Heltharm, make war upon the Antalians in the 26 vassal dragons still follow him, and
the Northern Reaches. possibly still orc and goblin followers.]
AC 140: The Dark Pyrondian sorcerer, AC 500: Era of the Dragonlord Chronicles
Pheazar, comes to Mystara. book 2 ("Dragonking of Mystara").
AC 150: An Antalian army storms the fortress AC 1000: The current era.
of the Dark Elves in Darmouk, destroying it.
The attack is successful only because of the 5 Al tho ugh Phe a z a r’ s b o d y is d e s tro ye d , his
help of the Modrigswerg, Brokk and Sindri, c l o ne a wa k e ns o n D a m o c l e s , inte nt o n
who take advantage of the turmoil to sacrifice find ing o ut wha t ha ppe ne d to his o rigina l
Pheazar, Heltharm, and seven other Dark fo rm o n M ys ta ra .
6 M a ny o f D a rm o uk ’ s pre vio us inha b ita nts
Elven sages to create their masterwork, the s urvive the Anta l ia n a s s a ul t, a nd c o ntinue
l iving in the c a ve rn s ys te m .
95
LOCATIONS
The Location of Darmouk
96
may still be in the area, we can use Bruce the Three Volcano Lands in western1
Heard’s article, “Who’s Who Among Rockhome.”
Dragons” to garner more clues about the
ancient stronghold. If the two dragons are descended from
Kardyer’s vassals, it is not unreasonable to
Of particular interest from that article are assume that they could be competing over
the entries for the dragon ‘kingdoms’ of his legacy… the ancient lair full of
Druuwmet and Jargnara. The white dragon Blackmoorian artifacts deep within
Druuwor rules over Druuwmet, which “...is Darmouk. This may suggest that Darmouk’s
located 24 miles south of the town of valley is within, or nearby, the Three
Rhoona. It is an ancient fortress built Volcano Lands.
millennia ago by a forgotten civilisation,
before the Makkres became high mountains”. There are issues with this assumption as
well, foremost among them that the original
The black dragon Jargnir rules of over description of Darmouk’s valley does not
Jargnara which includes “the Great Marsh mention any nearby volcanoes. As that
in Soderfjord, the hills to the south between description was given circa AC 500, one
the Great Marsh and the Hardanger possibility is that the appearance of the
Mountain Range, and part of western volcanoes is relatively new (possibly
Rockhome. Jargnir's lair is in the western triggered by activity within Darmouk itself).
part of the marsh, below the muck.” The oily appearance of nearby lakes could
suggest geological processes occurring
While Druuwmet itself might be a candidate under the valley which might be tied to the
for the location of Darmouk, there are appearance of the three volcanoes. Of
enough differences in its description to course the other possibility is that Darmouk
suggest otherwise. Druuwmet is described is located somewhere else (there are other
as a fortress on the surface of the nearby valleys in the Makkres Mountains
mountains, while Darmouk is clearly a where it could be located), but for the
subterranean location. Druuwmet may in purposes of this article, we will assume that
fact also be much older than Darmouk, Darmouk’s valley is within the region of the
having been built “before the Makkres Three Volcano Lands.
became high mountains.” Even more
telling however is a subsequent passage
from Jargnara’s entry which states the two
dragons, Druuwor and Jargnir are battling 1 B a s e d o n the m a p (s e e the TM 1 & TM 2
over territory. c o m pil a tio n b y Tho rfinn Ta it a t the Va ul ts
o f Pa nd ius , it is c l e a r tha t the Thre e
“Druuwor and Jargnir have been longtime Vo l c a no L a nd s (the o nl y re gio n with thre e
foes, separated by their mutual claims over vo l c a no e s in c l o s e pro xim ity) is a c tua l l y in
e a s te rn R o c k ho m e , a nd no t we s te rn
R o c k ho m e .
97
98
99
spent sleeping, but undue commotion in the effects. Two of the stone arches failed,
chamber will surely wake it. allowing portions of the ceiling to collapse
and smash into the city far below. Now the
Chamber of the Ancients: The walls in this northeastern corner of the city is covered in
chamber are lined with alcoves of statues, all a gigantic landslide of stone and boulders,
dwarven heroes of ages past. Though many while the southern center has collapsed into
are broken and crumbling, a few still look as a colossal sinkhole amidst the lower two
if they had just been carved. These are living terraced floors.
statues, set to guard this chamber, and the
entrance to Darmouk, from all intruders. Northern Landslide
Should anyone enter, unaccompanied by a
dwarf, the statues will animate and attack. If The collapse of the northern ceiling, along
a dwarf is present, the statues will remain at with portions of the northeastern wall,
their posts. created a massive landslide of stone over
nearly a quarter of the northern cavern.
Crumbling Chamber: This chamber is Though the terraced floor did not collapsed
wracked with fissures and chasms, and under the weight, very little of it is still
chunks of the cavern ceiling appear to be one accessible through the detritus.
earthquake away from crashing to the
ground. Traversing the cavern is difficult Fissures in the walls lead to adjacent tunnels
given its uneven terrain, though makeshift stretching out to other locations in the
rope bridges have been strung across many Shadowdeep including the Falun Caverns
of the larger chasms. This is the main layer (though none lead directly to the surface). It
of the Kardyer-Ghul horde which has taken is from here that both the Falun gnomes and
over the main battlements in this chamber, the kobolds that pursued them, discovered
and many of the outlying connecting tunnels. and entered Darmouk.
Great Sinkhole
Main Chamber
A faint green glow emanates from the Great
Darmouk’s main chamber is a large and Sinkhole in the southern half of Darmouk.
artificial cavern carved from the earth. It is During the catastrophe caused by the Great
perfectly oval in shape, measuring 5 miles in Rain of Fire, a large chunk of the ceiling
length and 2 miles wide. From the bottom of broke away, crashing through the floor and
the cavern rises a series of terraced floors, creating a vast pit that led all the way down
with arches of white stone reaching upward to the hraden mines. Though still
from the edges to support the curved dome dangerous, this section of the cavern has
of the ceiling which rises an additional 400 been worked over by the necronaughts and
feet from the top of the highest terrace. their constructs for centuries. They have
done their best to clear the region of rubble
When the Great Rain of Fire struck the and reinforce the integrity of the cavern.
surface, not even Darmouk was safe from its
100
Druuwmet
101
102
hraden. They do not otherwise sleep, and technomantic senses providing excellent
they can switch almost instantly from low- sight even in utter darkness, as well as radar-
power to active mode. However, if separated like life detection.
from their hraden source, their technomantic
components only have 1d4 hours of Furthermore, necronaughts are considered
autonomy before being forced into low- as always wearing plate mail armor. They are
power mode. also armed with a variety of body-mounted
weapons, including energy projectors
Necronaught dwarves are built using (equivalent to Blackmoorian hand blasters),
standard rules for dwarf NPCs, except that missile throwers (base damage 1d10+4),
there are no necronaught clerics. retractable arm blades (equivalent to short
Necronaughts also have standard undead sword) and armored fists (double unarmed
and construct immunities: they are not damage). Advanced technomancy allows
affected by charm and sleep spells, and their armor and weapons magical bonuses
immune to poisons and death magic. ranging from +1 to +3.
However, their technomantic components
are more vulnerable to cold, electricity and All necronaughts are ancient beings, having
fire, taking +1 damage from all such magics, survived since the times of the Great Rain of
and suffering a -2 ST penalty. Their eyes have Fire. As such, they are all highly experienced
decayed long ago, but they employ dwarves (level 12, possibly with high attack
103
class). However, their numbers are very low: Kagyar saved the species, have mutated
there are only 27 surviving necronaughts, heavily, so that now they are more like
and of those, only three to five are active at beastmen than dwarves7. Furthermore, most
any time. Each of them is an expert in one or of the pravum have little more than animal
more highly specialized technomantic tasks intelligence (2-5). Only exceptional pravum
(having spent enough General Skill slots to reach dwarf-like levels of intelligence, but
bring their technomantic specialization skill most of them are driven out of the pravum
to a rating of 18), but they need to cooperate packs -- they either die at the hands of other
to maintain the systems of their own bodies, threats, or survive as furtive outcasts. A very
as well as the many guardian and utility few, typically those that are also endowed
golems they employ. with greater physical strength, manage to
take control of their pack.
The necronaughts build technomantic
golems to serve as guards and servants. A group of four intelligent pravum pack
Typically, their guardian golems are vaguely leaders, who call themselves the Scions of
humanoid, heavily armored constructs armed Darmouk, has even managed to find an
with missile projectors on both arms. They agreement to form an alliance, hoping to
have the same statistics as a Living Statue, conquer the entire cave system of Darmouk.
Rock. The utility golems are usually They have understood from studying the
employed to search and extract hraden surviving dwarven art that they are the
rocks. They are tough, stout constructs descendants of the original inhabitants of the
shaped like an armadillo, and armed with a city. They consider the other factions as
drill on their tapered heads. usurpers, and plan to reclaim all of
Darmouk. Also, they have learned from
captured modrigswerg that the necronaughts
The Pravum are more ancient than other inhabitants, and
have tried contacting them, only to be
Descended from the cavern’s original violently rebuffed by the technomantic
dwarven settlers, the pravum are degenerate undead. The Scions consider therefore the
reflections of their once great ancestors. necronaughts as some kind of fallen gods or
Twisted and feral, these creatures dominate demons -- incredibly powerful, but evil. They
the lower sections of the cavern and are a believe they are destined to confront and
bane to most other inhabitants. It is unclear overcome the necronaught. The Scions
if their actions are being directed by a more control a group of two hundred pravum, and
powerful creature, or if their behavior is are trying to further increase the number of
driven purely by instinct. their followers. They also cultivate relations
While the pravum usually look distinctly 7 U s e B e a s tm a n s ta tis tic s fro m the Ho l l o w
dwarven, with short, stocky bodies and long Wo rd , b ut ro l l 1 d 1 0 fo r he ight, a nd us e the
s a m e ro l l a t +4 fo r we ight. Pra vum us e the
beards, the resemblance ends here. Exposed D wa rf S T ta b l e ins te a d o f the F ighte r ta b l e .
to the radiations of hraden for ages, the N o rm a l N PC pra vum ro l l 1 d 4 +1 fo r
dwarves, unprotected as they were before Inte l l ige nc e , b ut e xc e ptio na l pra vum ro l l a s
s ta nd a rd B e a s tm e n.
104
with outcast pravum, who serve as spies in negotiate for help in uncovering the Kardyer-
the hope to be allowed to join the Scions’ Gul shamans’ secrets.
pack.
Durnir Galarwarf (Dwarf 11, C) and his sons
and apprentices Galar and Fjalar (both
Modrigswerg Dwarf 6, C) are establishing an outpost to
study the hraden. These Modrigswerg are
The moulder dwarves are found as craftsmen, and have been provided with
individuals or small groups across the significant resources by a mysterious patron
Northern Reaches. While these dwarves enjoy to carry out their work. They have secured as
the resistance to poisons and magic that guards a group of 6 Magen (2 Caldron, 2
Kagyar instilled in the dwarven race after the Demos and 2 Galvan) through this patron.
Great Rain of Fire, they are not followers of Like all Modrigswerg, they are secretive to
that Immortal. Much in keeping with the the point of paranoia, and believe that Oinn’s
ancient dwarves of the Shimmering Lands, researches are actually a front for spying
Modrigswerg are individualists, putting their their work.
personal researches and agenda before the
collectively. Thus, they are radically at odds The Modrigswergs going under the name of
with the Denwarf dwarves. There is therefore the Idhnadhar Consortium are a group of
no larger organization, and each traders who exploit their knowledge of safer
Modrigswerg travels or settles according to routes from Soderfjord’s hills to Darmouk to
his own needs. At most, small family groups carry out a small scale caravan operation.
may stick together, but sons and daughters They trade only high-demand goods that
often leave the family when their personal fetch high prices, thus being able to afford
goals diverge from those of the family head. sufficient mobility and stealth to avoid being
Several Modrigswerg are aware of Darmouk, followed by would-be competitors. They are
and the existence of the place has been paranoid in their deals, and especially wary
known to the Modrigswerg for centuries. of any surface dweller.
Modrigswerg found in Darmouk include the
following.
Dark Elves
Oinn Draekvitur (Dwarf 8, C), a sage
specializing in dragon lore, believes that an The mythical “Dark Elves” of the Northern
entropic Immortal of northern origin, Idris, Reaches lore still survive in the depths of
is the mysterious patron of the Kardyer-Gul Darmouk. They are not actually related to the
shamans. He would like to confirm his surface or shadow elves, although they bear
hypothesis, but the shamans are unusually a superficial resemblance to the elven races,
secretive in their practices. Oinn has taken with lanky physiques and pointed ears. They
residence in Darmouk with his bodyguard, are actually from the planet Damocles, and
Bodo (Troll 2, C) six months ago, but has are more closely related to the Emerondians
made limited progress in his research and is of Davania than to any Mystaran race. They
growing restless. He may be willing to usually have dark, rubbery skin and reddish
105
106
107
Darmouk
Their creativity in such endeavours is much typically look like metallic or glass objects
appreciated by their patron, the Shining One, kept together by ropes, twigs, and other
who also craves the power of the hraden makeshift contraptions. Typical effects
stones. include the equivalent of a Web, Light or
Magic Missile spell, and more rarely Fireball
The kobolds are scavengers, plundering the or Lightning Bolt grenades, as well as
depths of Darmouk for bits of technomantic potions of Heroism and Invisibility.
equipment discarded by the Necronaughts,
which their tinkers then combine to create The Darmouk kobolds eat almost any other
new tools and weapons. The typical kobold lifeform - they favor gnomes, of course, but
warrior carries a couple of special trinkets, will eat the Kardyer-Gul or a straggling
which are useful as one-use weapons, or are Modrigswerg as well.
the equivalent of potions, although they
108
Jyrdri Kerghid
the Mad Mistress
A
Villain
by John Calvin
Most have heard the tales of the Great Rain of Jyrdri’s domain is Kerghyd Estate2 on the
Fire, the catastrophe that destroyed the eastern shores of Gromevand. While fairly
ancient nation of Blackmoor and devastated secluded amidst a tangled and overgrown
Mystara. The destruction was so great that forest, Kerghyd Estate is one of the larger
the planet itself shifted on its axis, plunging and more prosperous territories in the
entire civilizations into turmoil and laying southeastern Shimmering Lands.
waste to entire cultures and societies.
109
Motivation
110
111
112
200 expert (D1) dwarf and (G1) gnome 20 elite (D4) dwarven artillerists armed
light footmen armed with crossbows and with dragonbelchers and short swords;
axes; plus 2 sergeants (D4), and 1 plus 1 Lieutenant (D7)
Lieutenant (D6)
30 expert (D2) dwarven cavalry armed with
50 elite (D6) dwarven heavy footmen, crossbows and halberds, riding war
armed with battle axes and broadswords; mastiffs; plus 2 sergeants (D4), and 1
plus 1 Lieutenant (D8) Lieutenant (D6)
113
Blackmoorian
and were able to “record” the knowledge
Consciousness Devices and personality of the wearer during that
STORED INTELLIGENCE time. Upon death, the brooch was placed
These items simply store information in an Heirloom Vault – a location
allowing users to easily access it at a later accessible by future generations of the
time. family line. Various brooches (and their
stored personalities) could then be
Ethereal Advisor: Created as brooches or consulted during times of family crisis.
amulets, these items store the collective
knowledge of experts in a specific field Techno-lich Shard: These small dark
(typically historic military information). crystals, based on the same principles of
The Advisor can be asked a number of Heirloom Brooch, are able to capture the
questions per day related to its field, and wearer’s “essence” during a special
will answer truthfully and to the best of its ceremony that culminates in the physical
abilities, however Ethereal Advisors do death of the wearer’s body. Unlike the
not have the capacity to make any kind of Brooches however, these shards are
decisions – they only provide information. designed to be placed in an artificially
constructed body of stone, steel, and
Personality Echo: A small piece of wood. Many powerful wizards, in the late
jewelry used among the Blackmoorian Blackmoorian era, transferred their
nobility, a Personality Echo records the intellects into such shards in order to
personality of the wearer throughout their prolong their lives. Unfortunately these
lifetime. When passed down to younger transferences rarely maintained attributes
members in the family line, the Echo can of the psyche such as morality and emotion.
provide valuable opinions (based on the
personality of the original owner), Ethereal Seneschal: These large crystal
although it does not contain any specific balls could store all of the knowledge and
knowledge or information. intelligence (although rarely the
personality and emotions) of a trusted
TRANSFERRED INTELLIGENCE advisor – typically an expert in a particular
These items store and maintain an field. They would then be incorporated
individual creature’s entire “intelligence” into a large vessel (such as a ship) or
or essence. Some strip portions of that stationary structure (such as a castle or
intelligence (such as ambition or fortification). The Ethereal Seneschal
emotion) to make dealing with such could then take over many of the
entities easier. mundane operations of the facility that
they control. Some Seneschals also have
Heirloom Brooch: Some Blackmoorian the ability to manifest as an illusory image
noble lines took to the practice of wearing of their former selves anywhere within
Heirloom Brooches. These trinkets were their domain.
worn throughout the life of the noble,
114
Adventure Plots come. The PCs must traipse over the hills of
Gromevand and penetrate the small well
The following adventure plots can be used in defended valley surrounding Derygk Estate.
a Mystara BC 2300 setting. While the soldiers of Kerghyd fend off the
clockwork horrors and other automata under
INTRIGUE IN ISSHUM Derygk’s control, the PCs must infiltrate the
dwarven elder’s private sanctum and put an
The search for Blackmoorian era technology end to Jyrdri’s rival once and for all.
has led Mistress Kerghyd outside the lands of
her estate, beyond the Shimmering Lands, UNCOVERING EARTHSHAKER
and across several of the nations of Brun.
Like the dwarves, the lizardfolk of Mogreth For decades Jyrdri
can trace their lineage back to the time of has searched for
Blackmoor and before, and in their country the Giant’s Heart,
Jyrdri Kerghyd has uncovered ancient lore and the long lost
found nowhere else. The lizards of Mogreth Earthshaker3 that it
however, are not always willing to part with once powered, and
their secrets, and Jyrdri has hired a group of finally she has
intrepid explorers to enter the swamps of found the last piece
Isshum and retrieve an ancient artifact. of her prize. The
Earthshaker’s husk
Deep in the heart of the swamp is a relic lies beyond the
from a bygone age, something known as the Shimmering Lands
Giant’s Heart, but it does not lie and Mogreth, in the
unprotected. An entire tribe of degenerate Frontierlands of southern Brun, but reaching
froglings surround the artifact, worshipping it may prove problematic.
it as their god. The PCs must infiltrate the
frogling village, avoid the abominations While Jrydri has organized a large dwarven
guarding it, and return to Kerghyd estate war party to raid the Frontierlands for slaves,
with their prize… and their lives. and has negotiated with the lizards of
Mogreth to grant passage through their
ASSAULT ON DERYGK ESTATE lands, dangers still abound. The armies of
Taymora will surely marshal themselves
Spies from the neighboring estate of Derygk against such a threat, and others, such as the
have infiltrated Mistress Kerghyd’s innermost dragon Ehrssus4, will take notice as well, but
compound and absconded with several of
her most valued secrets… including the 3 F o r m o re info rm a tio n o n the Ea rths ha k e r
artifact known as the Giant’s Heart. s e e M o d ul e CM 4 Ea rths ha k e r! a nd the
M ys ta ra 2 3 0 0 B C thre a d [Cit y ] B u ild in g
Though smaller than Kerghyd, Derygk Estate Ur z u d a t the Pia z z a F o rum s . The re a re
po s s ib l y thre e Ea rths ha k e rs o n the c o ntine nt
is every bit as dangerous, and Elder Farwyl o f B run a fte r the G re a t R a in o f F ire .
Derygk is as cunning and treacherous as they 4 F o r m o re info rm a tio n a b o ut Ehrs s us s e e
115
116
Adventure Path
by John Calvin
INTRODUCTION
setting in general, and to the Shimmering
The Engdyr’s Game Adventure Path will take Lands and its inhabitants specifically. Players
PCs on a journey through the Shimmering will start on the plains of the northern
Lands and introduce them to the bizarre and province of Kargthyne, but from there they
fantastic technomagical world of the will be sent across the dwarven nation.
Moadreg dwarves, last inheritors of ancient During their journeys the PCs will be
Blackmoor. They will contend with the mad introduced to all facets of life in the
dwarven elder, Engdyr Heldfyst, and his plot Shimmering Lands, from the fiery forges of
to silence all living things within his domain. the Yardrak dwarves in Himmevand to the
However, even as Engdyr attempts to remove gnomish controlled hills of Qivar. As their
the hateful living creatures around him, a careers advance, PCs may have the
new form of life may be stirring… one opportunity to gain dominions of their own
created by accident, by the mad dwarf himself. within the dwarven lands, meeting the
movers and shakers of the Elder Conclave
This adventure path is intended to introduce and even possibly determining the fate of the
DMs and Players to the Mystara 2300 BC dwarven nation on Brun.
117
Game Mechanics
It is the intent of this column to remain
game rule independent whenever
possible, however when developing an
adventure it is desirable to provide
Dungeon Masters with some guidelines
for actually running their games. To this
end, where game stats and mechanics are
required, they will be provided along with
relevant suggestions for usage. DMs may
still need to adjust and flesh out
encounters according to their rule system
of preference.
Articles comprising this adventure path will The World of Mystara 2300 BC
attempt to provide much of the information
required to run a campaign in these lands, The Mystara 2300 BC campaign setting is a
however it will be impossible to cover all dark and foreboding world, full of despotic
aspects of game play and the source material. oppressive rulers trying to hold on to their
Additional references can be found in the increasingly tenuous rule with increasingly
following sources: brutal methods. It is a post cataclysmic
world, where the golden age of yesteryear
● “Mystara 2300 BC Campaign Setting and the advancements of Blackmoor can still
Overview” be remembered, firsthand in some cases. It
is a world brimming with suffering and
● “GazBC 1, The Shimmering Lands DM's struggle, but it is also a world of hope.
Guide”
Only 700 years after the Great Rain of Fire,
● “GazBC 1, The Shimmering Lands Mystara is just starting to recover from the
Player's Guide” catastrophe. New nations and cultures have
emerged from the ashes of destruction,
● Map of the Shimmering Lands despite the dreaded Wasting disease that has
continued to plague the Known World since
● Mystara 2300 BC Forum at The Piazza Blackmoor was destroyed. Now, however,
the power of the Wasting is waning, and for
the first time in centuries Mystarans are
beginning to see the faint gleam of hope.
118
Not all welcome this new world of hope in return were spared the worst effects of the
however. In the face of the Wasting, many Wasting. Likewise the dwarves of Karlheig
nations were forced to take drastic measures, made pacts with other worldly creatures
lest their culture wither and die entirely. while those of Hurgon sought succor on the
Some sought solace in the darkness of Shadow Plane for a time. Felwig dwarves,
undeath, while others fled underground and those few who actually survived the death of
petitioned the forces of entropy for Blackmoor, clung to their broken
sustenance, and still some few clung onto technology.
their belief in Blackmoorian technology –
something that only worsened their personal While the threat of the Wasting has lessened,
plagues. Now those who fought for their and the prospects for survival are no longer
nation’s existence, those who fought so hard as bleak as the once were, the baggage that
to survive, are faced with the fact that their these dwarven clans brought to the
world is changing. They are no longer Shimmering Lands still remains. The
needed… and no longer wanted, for their pressures of entropic pacts, other worldly
choices brought other plagues onto their influences, and radiance soaked technology
people nearly as unbearable as the Wasting. has left the dwarves of the Shimmering lands
in a tenuous position. Many are paranoid
hermits, desperately trying to maintain their
The Shimmering Lands own sanity, and their culture shows this.
The dwarves of the Shimmering Lands, or the Not all hope is lost for the dwarves and their
Moadreg as they call themselves, colonized ilk. Leaders such as Dranwyrf Korrskill and
the lands that would later be Rockhome, the immortals such as Kagyar, still strive to save
Northern Reaches, and portions of Ethengar their chosen people. It is from this
circa BC 2500. The Moadreg however, are atmosphere that the dwarven heroes of the
not a monolithic people, for their culture is time must arise. Will they slip into madness
comprised from several different dwarven and follow in the steps of Engdyr Heldfyst, or
nations, gnomes, and even giantkin and will they rise to the challenge of saving their
other folk. people and side with Kagyar and his
followers? Only time… and the choices of
In the dark years and decades following the the PCs, will decide.
Great Rain of Fire, even just surviving
seemed a hopeless endeavour. Dwarves, no
matter where they originate from, are
stubborn, and before coming together in the
Shimmering Lands they had found several
solutions to their problem. The Yardrak
dwarves of northern Brun turned to dark
powers and entropic forces deep below their
frozen homeland. They pledged their
service, and their lives to these powers and
119
120
121
Sentinel of the Dusk: Those who join the Part II: Aetheric Invasion
Sentinels are members of a secretive society
and military order based out of Mount Exploring an aetheric portal near the Estate
Hrokyrdran (which will one day become the of Layhash, the PCs are led to an ancient
World Mountain in Ethengar). Whatever is Blackmoorian facility now under the control
happening near Layhash and in the of Engdyr Heldfyst. In trying to occupy the
conjoining Aetheric, the Sentinels play some facility he and his soldiers inadvertently
role. unleashed ancient horrors upon the land.
Engdyr asks the PCs for their help, and using
the facility, sends them through the Aetheric
Design Notes
to the far corners of the Shimmering Lands.
Part I of the Engdyr’s Game Adventure
Path, is designed to introduce PCs to the The PCs must journey across the land,
Mystara 2300 BC setting and the putting an end to the depredations of
borderlands of the Shimmering Lands. At aetheric predators and rogue elements from
the same time it can also be used to Engdyr’s entourage.
showcase the lifestyle of the Moadreg (one
of solitude, reflection, and study), and Enemies
some of their staunchest enemies
including Grondheim, extraplanar entities, Fire Giants: Holdouts from when the Troll
and even the dwarves themselves. Queen conquered Grondheim, these fire
giants quietly plot their revenge upon both
The newly liberated ruins of Layhash may Grondheim and their hated dwarven
lead PCs to new and exciting discoveries, neighbors. Should they be able to relearn
revealing ancient weapon caches and the lost art of ironcraft from the dwarves,
unthought of magical equipment. Once they may be able to realize their dreams.
cleared the estate may be used as a base of
operations by the PCs and may eventually Shades of Hrokyrdran: Shadows of their
be an available dominion. former selves, barely aware of their past lives
in Blackmoor, the group of shades from
At its heart, this is a wilderness exploration Hrokyrdran are intent on re-establishing
adventure, where the PCs can have some their former glory. Should they be able to
real skin in the game, and a real overthrow the Dream Guard in Qifhyeld,
opportunity to break into the political their own dreams may come true.
arena of the Shimmering Lands.
Cultists of Zugzul: Cultists of Zugzul have
been suppressing a rival sect based out of
Abhuld for decades, but finally they have had
enough. When the dispute between the two
groups turns violent, hundreds of innocent
dwarves may be caught in the crosshairs…
but who is in the right, the Cult of Zugzul or
followers of the new Way of the Stone?
122
123
former patron, Engdyr knows many of their Part IV: End (of the World)
secrets and will not be easily vanquished. Game
With Engdyr gone, life in the Shimmering
Design Notes Lands can go back to normal… at least for a
time. As the PCs and their allies fall back into
Part III of the Engdyr’s Game Adventure
their daily routines, ancient powers
Path is designed as the culminating battle
awakened by Engdyr’s machinations, once
between the PCs and the mad elder Engdyr
again begin to stir. Vying for power, and the
Heldfyst. Obsessed with silencing all other
fate of the Shimmering Lands, these
thinking creatures around him, Engdyr has
immortal beings begin moving their pawns
embarked on a path of mass destruction
into position and prepare to execute their
and no amount of reasoning will dissuade
master strokes.
him.
The PCs must confront some of the most
Engdyr’s defeat will create a power vacuum
powerful entities in the world, or risk losing
in the Shimmering Lands political arena…
everything that they have built up to this
a vacuum that the PCs may be able to fill.
point, however they are not alone. Others
By now they will be hobnobbing with the
also strive behind the scenes to change the
movers and shakers of the Shimmering
Shimmering Lands for the better.
Lands, including many members of the
Elder Conclave and possibly even Dranwyrf
Enemies
Korrskill. They should have the
opportunity to create real change in the
Zugzul: Once a power in ancient Blackmoor,
nation.
Zugzul lost many of his followers during the
Great Rain of Fire. He does not intend to
At its heart this adventure is designed to
lose the populace of the Shimmering Lands
the culmination in the battle between
to neophyte upstarts like Kagyar and Garl
Engdyr and the PCs. Should they succeed,
Glitterlode.
the PCs will be hailed as heroes by all
around them, and reap the rewards that
Slizzark: Something rotten has been
come with their new status.
corrupting the dwarves on Brun for
decades… and that something is Slizzark.
What his plans for the dwarves are is unclear,
but should he succeed the Shimmering
Lands will never be the same again.
124
CREATING CHARACTERS
Time Travellers
125
greatest rewards from this adventure, disease. It is a plague brought with them
especially with respect to dominion rewards from their ancestral lands in Skothar and
later in the adventure path, however many affects all dwarves in some shape or form.
creatures live, work, and prosper within their The most common manifestation of the
lands. Wasting is physical deformities, though
mental deterioration often takes hold in
Dwarves older generations as well.
126
Shimmering Lands. Although they hold little enjoy the company of their peers, and often
love for dwarves, they find that gnomes are work together – even when a single gnome is
tolerable enough and often get along well enough to accomplish the task at hand. The
with the smaller creatures. gnomes of the Shimmering Lands also hold a
singular distinction, of all of the (flesh and
Giantkin Characters: blood) races in Brun, the gnomes are the
only one that has proven resistant to the
Giantkin are known mainly for their Wasting. Whether this is a cause of their fey
strength, and many often find service as heritage or some other factor is unknown.
warriors or soldiers. Being less disciplined
than their dwarven compatriots, some are Gnomish Characters:
known to fly into berserker rages during
combat. Like dwarves, the gnomes of the
Shimmering Lands tend to gravitate toward
the arcane arts. Many are practiced
Gnomes wizards and sorcerers. Gnomes often find
service as advisors, counselors, and
Gnomes migrated to these lands from the scholars, and many have an affinity for
frozen northwest. Those that have settled in creating mechanical contraptions.
Moadreg lands are treated as near equals by
the dwarves. The gnomes are hardy and can
endure the harsh conditions of the world, Shades
and as such they take on all societal roles
that the dwarves either shun or are unable to These creatures hail from the Gate of Light,
perform. and from the Blighted Lands beyond. While
at times they can appear substantial, they are
Many swear fealty to one of the dwarven in fact mere shades of living dwarves. Many
Houses and serve them directly, though most are ancestors of the dwarves who first began
gnomes are content to live on the surface of the migration to Brun, but did not make it to
the land, beholden to the dwarves but for the their promised land.
most part left largely to their own devices. In
fact gnomes hold many positions of Drawn to the radiance in all of its forms,
prominence in the Shimmering Lands and shades require that magical substance in
are largely responsible for keeping the order to survive. With the radiance nearby,
country cohesive. They are the merchants, shades take on a more solid existence and
tradesmen, and administrators of the country. can interact with their surroundings just as
well as the truly living can. As the power of
Like the dwarves, gnomish culture is a union the radiance fades, so too do shades,
created from several different tribes. Unlike becoming little more than insubstantial
the dwarvish culture however there are many shadows. Despite this, they are valued
commonalities between the tribes that bring members of society. Shades are revered and
the gnomes closer together. Gnomes tend to consulted as oracles in some communities.
127
Shades as “Ghosts”
128
129
130
Troglodytes and lizard men are the most The scattered remnants of Grunland's failed
numerous races in Mogreth, and the former colony to Blackmoor have managed to
are the backbone of society. These two races survive in these hostile lands. Beset on all
are found in all castes (although troglodytes sides by enemies who blame them for the
are more concentrated at the lower levels), Great Rain of Fire, many struggle to eke out
and performing almost every profession. Of a living from the harsh land. While some of
the two, lizard men tend to be more their kin fled underground to avoid the
outgoing and social, and are more similar to Wasting disease that followed, the northern
humans in terms of behavior. Most elves weathered the plague on the surface.
Mogrethians encountered abroad are lizard
men. Troglodytes tend to be more taciturn – These elves include the Geffronnel and other
but this is also a reflection of their preference clans that will eventually go on to help form
for communicating through scent. the nation of Wendar. In the BC 2300 era the
Geffronnel elves have been magically put to
Frogfolk are the most uncommon inhabitants sleep by the fey prince Shurmaleigh,
of Mogreth, and they consider themselves to although a few other scattered clans remain
be in many ways superior to their saurial awake.
neighbors. They claim descent from an
empire that predated Mogreth by millennia,
and maintain their own institutions, Of all the peoples in the Known World, the
language, and traditions in their villages on elves are the most unwelcomed in dwarven
the swampy Issus River Delta. Despite their lands. Still blamed for the Great Rain of
strongly isolationist tendencies, the frogfolk Fire, few elves will find friendly faces
are tolerated by the lizard men because they among the dwarves. They may be
tend to be competent, loyal administrators, tolerated in borderland communities, or
and their spiritual inclinations have led many just as easily targeted for violence.
into clerical professions.
131
132
denominations that can be found throughout makes its way to the dwarves. Beads and
the Shimmering Lands. spindles of marble, jade, and copper are
most common but valued poorly by the more
Antalian civilized dwarves. Of more interest, and
value, are the large golden sun disks that the
Hacksilver is the most common form of Inti nobility use.
currency in Antalian lands, along with the
bartering of jewelry and gems, and various Ancient Coinage
ancient coins. The northern regions of the
Shimmering Lands may also see such currency. Ancient coins, both known and mysterious,
still abound throughout the Known World,
Shimmering Lands and the Shimmering Lands sees its fair share
of this currency. Most hold little intrinsic
Early dwarven coins from across Brun and value outside of the metals they are cast
Skothar are still commonly used as currency from, however some may hold more value to
in the Shimmering Lands. A few of the larger historians and collectors.
gnomish communities (including Fyngul,
Gnen, and Gromhyeld) also mint their own
coins, mainly in copper and silver, as do Weapons and Tools
many of the Yardrak communities. Coins of
“red gold” are typically exchanged amongst While the modern era of Mystara assumes
the Yardrak, though few others are willing to that most cultures possess iron age weapons,
accept such payment for fear that Yardrak the world of Mystara 2300 BC is slightly more
gold is cursed. primitive. Much of the knowledge and
technology of Blackmoor has been lost since
Taymoran the destruction caused by the Great Rain of
Fire.
Each of the queens mint their own coins,
with most using a standard weighting system. Bronze Age
Generally the queen’s face appears on the
obverse while the symbol of her city appears Most weapons in Mystara 2300 BC are crafted
on the reverse. Some Taymoran coins from bronze. DMs may decide how to treat
radiate faint necromantic magic. These Bronze Age weaponry as they see fit. There
Blood Coins have been infused with are rules from the Hollow World Campaign
Taymoran blood which the populace uses to Setting regarding less advanced weaponry, or
pay their Blood Tax for continued respite they may apply a simple damage reduction
from the Wasting. modifier to all standard weapons in order to
simulate bronze weapons as opposed to
Intua those made from iron and steel.
133
134
Domesticated by the Taymorans before they Dwarf (Clan Felwig), Level 1 Magic User
migrated to southern Brun, these are the
draft animal of choice in Taymoran and Inti Str 8, Dex 14, Con 10, Int 18, Wis 9, Cha 8
lands. HP: 4, AC: 2 (robes)
V’hrugg Lizards
The third child of the master of Drynneg
These reptilian creatures see service as Estate, Paghun set out to find his own
mounts mainly in Mogreth, but their use may fortune once he realized he had little chance
extend from those borders into parts of the of seeing his inheritance. He spent years
Shimmering Lands, Grondheim, and studying with the Radiomancers of Himnem,
Frontierlands. The lizards are hardy and but felt too constricted by their strict
strong, and able to carry a great deal of structures and so left to find adventure on
weight for long distances, however they fare his own.
ill in colder climates.
Spells: Identify, shocking grasp, color spray.
Equipment: Dagger (bronze), wand of magic
missiles
STARTING THE
CAMPAIGN Kerral Jerr
135
Jharrohk grew up amongst a large Apprenticed to the church of Silver and Gold
community of Yardrak dwarves in Ghorrash at a young age, Telson found quite an affinity
where she trained as an estate soldier. After with the tenets of Belnos4 and Garl
an unfortunate dispute with her superior, Glitterlode, rising through the ranks of
she was forced to leave the compound as acolytes like a shining star. He is currently
quickly and discreetly as she could. Now she performing his missionary services,
journeys from settlement to settlement, spreading the word of Silver and Gold… and
doing od jobs and mercenary work… and perhaps earning some coins... before
trying to stay one step ahead of her former returning back to the order.
employers.
Spells: Guidance, inflict minor wounds,
Equipment: Axe (bronze), dragon belcher light, cause fear
(1-shot), 3 belcher charges (fireball) Equipment: Mace (bronze), scroll of healing
(3 uses)
find out they are Glantrian agents, or that the mechanisms, however they lack a power
dwarven artifact is destined for the nation of source strong enough to run their
wizards, the PCs will be pursued relentlessly. machinery. Hearing of an artifact uncovered
in Rockhome, the gnomes believe they have
EARTHSHAKER’S SOUL found the solution to their problems, and
have bought the artifact for an exorbitant
The Earthshaker gnomes have suffered a amount of gold. Unfortunately for them the
number of misfortunate events over the past artifact is Jyrdri’s old radiance receptacle, and
several months, and their precious relic is houses a portion of her intellect. Should it
precariously close to shutting down. To be installed the Earthshaker will be
remedy the situation the gnomes have completely under Jyrdri’s control.
decided to automate the Earthshaker’s
136
WINNING ENTRY!
Last issue we gave you the
challenge of coloring a
Graakhalian Gnoll from the
Hollow Moon setting. We would
like to announce Robin as the
winner of that contest and to
congratulate her on her
spectacular entry!
137
by Francesco Defferrari
(Sturm)
A guide to the wilderlands of Known World Populations
the Known World
Yellow:
This article follows previous installments “Civilized” lands, high human (or halfling)
detailing the south east of the Known World density, average 75 humans (or halflings) per
(Five Shires, Karameikos, Ierendi, Minrothad square mile.
and Thyatis) in Threshold issue #13, the Orange:
Broken Lands and Shadowlands in Threshold Borderlands, low human or halfling
issue #14 and the central nations (Darokin, population, average 25 people per square
Alfheim, Glantri and Ethengar) in Threshold mile. May contain other races also, average
issue #15, to be completed with the north 2.5 people per square mile.
and the west in Threshold issues # 17 and Purple:
#18. See the introduction of the first article Humanoids, giants and others, average 25
of this series for a full explanation of the per square mile. May also contain small
population maps and the purpose of these number of humans, average 1.2 per square
articles. miles.
Green:
Elves, average 20 per square mile. May also
contain small numbers of fairies, average 2.5
per square mile.
138
139
140
141
142
The Yellow Kohl. One is hidden in this are also relevant for the past of Ylaruam, see
region, The Celestial Planisphere. also my article on “The Past Ages of the
- In “The Tales for Ylari” adventurers from Known World in Threshold issue #12 .
page 61, Aladdin’s Enchanted Cave could be - Fan Almanacs from AC 1014 to 1019 in the
set here, others, like A Bazaar Disturbance, Vaults of Pandius include descriptions of
The Lake of Many Colors, The City of Brass Ylaruam and events, with the World Games
and The Dusky Lands and The Pilgrimage of of 1014 AC, the rise to power of the Kin
Al-Kalim could be set at least partially in any faction, a fiend invasion from the Dead Place,
region. a raid against Thyatis, an attempted coup in
- Canon products about Nithia, in particular Tel Akbir, a war with Thyatis and a truce in
the Hollow World Boxed Set, HWR2 - Tameronikas and the building of canals in
Kingdom of Nithia and HWA2 - Nightrage the desert.
are relevant for the past of Ylaruam.
- The Poor Wizard’s Almanacs I, II and III and
Joshuan’s Almanac contain descriptions 2 - Northern Highlands and
about Ylaruam but very few events set in it. Valley of Death
Humanoids, chimeras, djinn, dragons,
efreets, giant lizards, manscorpions, “Gnolls are thick in the north and they do
medusas, mummies, giant scorpions, not like humans much. There are also
skeletons, snakes, sphinxes and giant spiders harpies and other creatures, but the worse
are indicated as common monsters. is some Evil which dwells here, under the
- The adventure X10: “Red Arrow Black earth. Monsters, evil cults, something
Shield” has a part set in Ylaruam, at the terrible we have been unable to locate, so
Sultan’s court. far”
143
3 - Southwestern Highlands
and Ennaej
“Ancient ruins, humanoids, giants, the
whole region is sparsely inhabited by the
faithful and dangerous. But still many
brave people live here, and we just try to
go along with the other inhabitants, when
it’s possible”
In Fan productions:
In Canon products:
144
In Fan productions:
145
In Fan productions:
In Canon products:
- The replica map of Ylaruam by Thorfinn
Tait mentions the Salt Basin and the Dead - In GAZ2: “The Emirates of Ylaruam”, the
Place in Nithia. region is part of the Emirates of Alasiya,
Dythestenia and Nicostenia, but is not
described in details.
5 - Southeastern Highlands - If Kirkuk is here (see Fan productions
and Fennec desert below) then the adventure ideas related to it
from page 50 are appropriate for the region,
“The desert is the land of lupins, who are where goblins, trolls and giants are
mostly faithful in their own way. The hills mentioned.
however are inhabited by humanoids, and - On page 55 of the Gazetteer bugbears, hill
they do not follow the Nahmeh for sure” and stone giants, goblins, hobgoblins,
kobolds, orcs and trolls are mentioned in the
- Radija, shopkeeper in Cubis foothills of the Altan Tepes mountains.
- Some of the Fabled Treasures of Ylaruam
Area: 180 x 50 miles, or 9,000 square miles. mentioned from page 58 are supposed to be
Days to cross: 22 days east-west or 3-10 days near Kirkuk, such as The Carnelian Idol, The
north-south, normally it is possible to cover Lizardskin Bed, and near the coast, Dendan
only 8 miles per day due to the difficult oil, The Magic Saddlebags, and in former
terrain. Thyatian regions, the Ionian Gems.
Intelligent inhabitants: probably up to 50,000 - In “The Tales for Ylari” adventurers from
(lupins, humanoids, hill giants, harpies, and page 61, The Valley of Diamonds and the
at least 130 dragons), with extensive Tournament of Three Crowns are set here.
underground areas. - The generically Arabica dventure “The
Object of Desire” in Dungeon Magazine #50,
could be set along the coast of Ylaruam.
146
- The replica map of Ylaruam by Thorfinn In Rockhome I have depicted as light brown
Tait places Kirkuk, the example village of hexes, the regions inhabited by dwarves and
GAZ2, in this region. gnomes, which should have a population
density of about 70 people per square mile.
This means that in these 235 hexes should
live about 1,060,000 dwarves and gnomes. If
this number includes the inhabitants of the
underground caverns, as it is likely in the
case of dwarves, the surface anyway will not
look very crowded and there will still be
plenty of space for normal mountain animals
and wild creatures. The dark brown hexes
are borderlands, mostly mountains where
dwarves and gnomes have villages and mines
but not extensive settlements. These regions
should have a density of about 15 dwarves
and gnomes per square mile, with as much
other intelligent inhabitants. There are about
145 such hexes with a population of 140,000
dwarves and gnomes and 150,000 other
creatures. Then there are the purple hexes
which are true wilderlands, claimed by the
Kingdom of Rockhome in name only, and
inhabited mostly by humanoids and other
creatures. There are about 475 such hexes
which should have a density of at least 18
inhabitants per square mile and so about
550,000 inhabitants.
147
In total Rockhome (Dengar in Neri for example supposed about 2,000 and
dwarvish/gnomish) should be inhabited by 1,000, and possibly also a small number of
1,200,000 citizens, mostly dwarves with elves. Other races not recognized as citizens
relevant minorities of gnomes and humans. by the dwarves should number to about
The proportion between the two races was 700,000 intelligent creatures, including
never detailed in canon sources, but if we about 100,000 orcs, 100,000 goblins, 50,000
suppose the dwarves are 990.000 and the sasquatches, 20,000 giants, 100,000 kobolds,
humans 10,000 as given in the Poor Wizard’s 50,000 ogres, 100,000 gnolls, 50,000 trolls,
Almanac, the gnomes could be as many as 50,000 hobgoblins, 50,000 bugbears, 15,000
200,000. A certain number of lupins and faenare and 15,000 harpies
halflings could also live in Dengar, Simone
148
149
an evil wizard who mobilizes goblins against Tunnel Map” available at the Vaults of
dwarves, could work well in this area. Details Pandius.
on a Rockhome placement are included on - The “Monstrous Atlas: The Kingdom of
page 188 of the adventure. Rockhome” by Sheldon Morris is in the
Vaults.
In Fan productions: - See also the Rockhome section in the Vaults
of Pandius for more fan resources about the
- The replica map of Rockhome by Thorfinn nation.
Tait also contains explanations on the canon - “The Shimmering Lands” in the 2300 BC
names encountered in the map. setting by John Calvin and “Kogolor Dwarf-
- Robin recently made a “1-Mile Hex Darokin Lands” in the Hollow World are also
150
relevant for the past of Rockhome; see also 200,000 (orcs, hobgoblins, sasquatches,
my article on “The Past Ages of the Known giants, harpies, faenare and at least 150
World” in Threshold issue #12, the dragons), with extensive underground
“Glittering Lands” by Robert J. Nuttman, Jr, areas.
the “Modrigswerg timeline” by John Calvin,
the “Genealogy of the Dwarves” by Jesper
Andersen, the “Modrigswerg: Clans, Houses
and Families” by Giulio Caroletti and the
ongoing “The (Not So) Young Races - a guide
to gnomes and dwarves of Eastern Brun” by
Giulio Caroletti in Threshold issue #14 and
in this issue of Threshold magazine.
- Fan Almanacs from AC 1014 to 1019, stored
in the Vaults of Pandius include descriptions
of Rockhome and events, with the alliance of
Modrigswerg dwarves with Thar’s Orcs and
Psa’gh’s Kobolds against Rockhome and later
a widening war with the Modrigswerg
involving also the Northern Reaches. In Canon products:
151
In Fan productions:
“The ogres say they rule here. The gnolls Everast. On page 71 of the Gazetteer ogres
say they rule here. The giants say they rule are mentioned in the eastern reaches of the
here. The dragons say they rule here. One Makkres and it is said the mountains teem
thing is certain, we do not rule these with hill, stone and frost giants, and cloud
mountains” giants may be present too. The dwarves
could have cordial relations with stone
- Gilfin, cleric of Kagyar in Smaggeft giants, less so with the other breeds.
- In the The Eastern Countries Trail Map
TM2, gnolls are tagged here, see also area 2
Area: 176 x 48 miles, or 9,000 square miles. of Ylaruam above.
Days to cross: 40 days east-west or 8 days - In “Who’s Who Among Dragons” by Bruce
north-south, normally it is possible to cover Heard (originally in Dragon Magazine #170),
only 4 miles per day due to the difficult Jargnir, the black dragon who rules over the
terrain. Great Marsh in Soderfjord, extends her
Intelligent inhabitants: probably up to domain in the eastern part of this region,
160,000 (gnolls, ogres, trolls, giants, harpies, contending for the three volcanoes area with
faenare and at least 140 dragons), with her rival Druuwor. Jargnir could have some
extensive underground areas. control over the local ogres and gnolls.
- Lake Klintest is inhabited by aquatic
In Canon products: dinosaurs. The rival dragons of Rockhome
could develop an interest in such creatures.
- In GAZ6: “The Dwarves of Rockhome”, this The adventure on page 95 of the Gazetteer
region is only briefly described. Considering also includes a dragon turtle.
the height of nearby mountain indicated in
the TM2: “The Eastern Countries Trail Map”, In Fan productions:
the Makkres could be over 10,000 feet high.
The Denwarf Spur to the north has the - See area 1 above.
highest mountain in Rockhome, Point
152
“Trolls come from the hills of Vestland and “We certainly mine the mountains but we
raid often here. We suspect there are ogres do try to stay below ground as much as
and giants maneuvering them, as their possible. Thing is, the surface teems with
attacks are a bit too specific, considering kobolds, snow apes, white apes, dire
their average intelligence” wolves and frost giants. And white
dragons. Yes the kobolds also come
- Duric, soldier in Fort Evekarr underground quite often, the little pests.
Pesky for sure, but still easier than giants
and dragons ”
Area: 56 x 56 miles, or 3,000 square miles.
Days to cross: 13 days east-west or north- - Faria, miner from Kurdal
south, normally it is possible to cover only 4
miles per day due to the difficult terrain.
Intelligent inhabitants: probably up to 60,000
(trolls, ogres, giants, harpies, faenare and at Area: 160 x 56 miles, or 9,000 square miles.
least 50 dragons), with extensive Days to cross: 15 days east-west or 40 days
underground areas. north-south, normally it is possible to cover
only 4 miles per day due to the difficult
terrain.
Intelligent inhabitants: probably up to
160,000 (kobolds, giants, ogres, trolls, gnolls,
harpies, faenare and at least 150 dragons),
with extensive underground areas.
In Canon products:
In Fan productions:
153
154
155
156
157
158
Area: 40 x 40 miles, or 1,600 square miles. Area: 56 x 20 miles, or 1,100 square miles.
Days to cross: 6 days east-west or north- Days to cross: 3 days east-west or 8 days
south, normally it is possible to cover only 7 north-south, normally it is possible to cover
miles per day due to the difficult terrain. only 7 miles per day due to the difficult
Intelligent inhabitants: probably up to 80,000 terrain.
(Lupins, Cloud and storm giants, Intelligent inhabitants: probably up to 50,000
Modrigswerg dwarves, harpies, wereseals and (Lupins, Cloud and storm giants,
up to 20 dragons), with extensive Modrigswerg dwarves, harpies, wereseals and
underground areas. up to 15 dragons), with extensive
159
- The adventure “The Arena of Gerald the up to 120 dragons), with extensive
Blue” in the D&D Companion Set takes place underground areas.
on a rocky island between Vestland and
Ostland. In Canon products:
In Fan productions:
Area: 160 x 50 miles, or 8,000 square miles. - See also the replica map of The Northern
Days to cross: 12 days east-west or 40 days Reaches by Thorfinn Tait and area 1 above.
north-south, normally it is possible to cover
only 4 miles per day due to the difficult
terrain.
Intelligent inhabitants: probably up to
200,000 (Trolls, giants, Modrigswerg
dwarves, lupins, harpies, werecreatures and
160
161
162
A mini-Gazetteer of
the Kingdom and the City
of gnomes and dwarves
in Karameikos by Francesco Defferrari (Sturm)
- Lasa Dwaleftesh,
gnome bard and librarian in Eveskyr
163
As neither canon products nor fan material convenient to have a bigger nation
ever mentioned the gnomish and dwarvish surrounding them which could work as a
name of Highforge, I decided it should be buffer in case of outside aggressions.
Eveskyr, which translates to Highforge
according to the brief dwarvish vocabulary The supplement “Karameikos: Kingdom of
on pages 28 and 29 of GAZ6: The Dwarves of Adventure” confirms the above population
Rockhome1. In canon Mystara products I do and says that, “Highforge swears fealty to the
not think the gnomish language is ever crown of Karameikos, but for the most part
detailed or discussed, but as dwarves and follows its own course and customs”. I would
gnomes often live together and are related2, assume that the gnomes and dwarves are
we can assume their languages too are willing to come to the aid of Karameikos in
related. For simplicity’s sake I assumed they case of need, but certainly they consider
are basically the same language. themselves allies, and not subjects.
R o b in in the Va ul ts o f Pa nd ius . is s ue #1 3
164
Stephan of the Ivanov dynasty5. Traladara, plunges the nation into utter
5 AC: A clan of kobolds, the Brokenshields, chaos, and Eveskyr has to defend its borders
arrive in Traladara following their enemies from humanoids and brigands.
the gnomes. They attack Eveskyr but are 900 AC: Thyatis invades Traladara. Eveskyr
defeated and settle the mountains to the west. accepts the conquest because it brings order
200 AC: Dwarves of the Torwyn clan settle in in the nation, but maintains its de facto
Highforge. independence.
313 AC: The murder of Sergej Ivanov and 922 AC: Bedlam’s Hammer is forged6 by
the end of his dynasty brings great instability famous smith Onyx Ironhand (Kurden
to Traladara with increasing humanoid Radrutar in dwarvish) for his son Cronak.
attacks and destruction of communities in 942 AC: Cronak Radrutrar is killed by gnolls
the area, but Eveskyr remains a bastion of at the Three Axe Ford in the Black
civilization in the north. Mountains.
410 AC: From this year and throughout the 955 AC: Oddwaddle’s Centipede is built to
next century, Traladara is plagued by transport silver from the Black Peaks to
religious wars, invasion attempts from the Highforge.
Kingdom of Darokin, lycanthropy and 960 AC: Belfin Elf-friend of the Wyrwarf clan
vampirism. Many Eveskyr heroes have to fight of Dengar (Rockhome) marries Gilia Hywskyr
against such menaces. (Songsmith) of the Tordal clan of Eveskyr7.
457 AC: A bugbear dominion briefly rules 970 AC: Dorfus Hilltopper, 21st King of the
over eastern Traladara until it is destroyed by Hilltopper line, establishes an alliance with
combined attacks by humans, gnomes and Duke Stephan Karameikos8. Basically, the
elves and revolts of its goblin and kobold gnomes agree to be part of the Grand Duchy
subjects. in name only and continue to rule
653 AC: Another wave of vampirism hits themselves as they did before. Trade
Traladara, bringing instability and war. agreements however are signed, quite
Entropic cults also rise in the countryside. advantageous for Stephan and his new
Eveskyr allies with the wizard Gygar of Lugsid country.
(Threshold) to maintain order in the region. 973 AC: King Dorfus dies in a mechanical
720-8 AC: The necromancer Morphail accident while testing a flying contraption,
Gorevitch-Woszlany, called the “Black Count and is succeeded by his son Dorfin, 22nd of
of the Moor” starts a war but is defeated in the Hilltopper line.
the end. The help of Eveskyr is instrumental 975 AC: The increasing settlements in
in his defeat and exile. Kelvin, Threshold and Penhaligon and the
882 AC: The poisoning of Pieter Sergej
6 Ca rd in the D M ’ s S urviva l Kit.
Matrescu, the so called Last King of 7 S e e G AZ 6 : T h e Dwa r v e s o f R o c k h o m e ,
pa ge 6 7 .
5 S o m e o f the s e e ve nts c o m e fro m m y 8 This e ve nt, the d e a th o f D o rfus a nd his
165
11 In K a r a m e ik o s K in g d o m o f A d v e n t u r e
B o xe d s e t the re is a im a ge o f Highfo rge , o n
9 Eve nt ins pire d b y ga m e a c c e s s o ry AC1 1 : pa ge 2 3 , with a c a ptio n s a ying the U nd e rc ity
“ T h e B o o k o f W o n d r o u s In v e n t io n s” , pa ge is in the hil l s b e hind the o ute r c ity, b ut he re
47. I c ho s e to d e pic t the c ity a b it d iffe re ntl y, a s
1 0 S e e a l s o “ Go b lin o id T r ib e s o f I wo ul d ra the r us e tha t im a ge fo r a s m a l l e r
K a r a m e ik o s” b y G ia m pa o l o Ago s ta in the c o m m unity, s uc h a s D wa l l a r (s e e the
Va ul ts o f Pa nd ius : Kingd o m o f Highfo rge s e c tio n b e l o w).
166
167
(GAZ6),
The Proto Zeppelin
The Steam powered Dimension launcher
The Drill-nose mole digger
168
The South Gate and the Barracks: This is normally at least 15 guards are always
the main entrance to Highforge. The gate is present. The standing army of Highforge is
decorated with images of a smoldering about 100 gnomes and dwarves, with some
mountain on a field of orange (the banner of members of other races. Half of them are
Highforge), hammer and chisel (symbol of professionals, while the other half is
Kagyar) and multi-faceted crystals (symbol of composed of guards and soldiers on
Garal). The walls are high and partially built temporary duty, the length of which is
on the side of the natural crater which calculated through a complex system most
contains Highforge. Just beyond the gate humans cannot understand. In case of need,
there are the Barracks of the guards, where Highforge can summon trained reservists,
169
males and females, up to 2,000 people, to gained the right to live in Highforge and are
defend the city. raising their families here. Due to its nature,
this neighbourhood is the shadier part of the
The Barracks are also the only prison in city, but it is in no way comparable to places
Eveskyr. The ground level cells are normally such as the Nest in Specularum and looks
for drunkards and troublemakers who will be like a fine residential area compared to the
locked up for a few days and then expelled, poorest quarters of the human cities.
as they are typically foreigners. The dungeon
is instead for true dangerous criminals or Georgios Kamateros, son of a Thyatian
unknown monsters. The gnomes and the family of landed knights which has estates
dwarves are loath to lock down anyone, or west of Highforge, is the informal
anything, unless it is absolutely necessary. representative of the Karameikos
Eveskyr citizens who have committed crimes government in the city. Leandrus Karios, a
will be usually exiled or forced to atone wool merchant, has an important shop in the
through service to the community. area and is also the main commercial agent
Foreigners will be expelled or fined, or for the Vorloi family in Highforge. Catrina
conscripted for some difficult and unpleasant Torenescu, a distant cousin of the main
job. Sentences are passed by the Tribunal or family, is instead the main commercial agent
rarely by the King in the Upper Palace (see of the Torenescu. Leandrus and Catrina
below). compete in a friendly manner for trade
agreements, but get along. Their respective
Thoric12 Torwyr (Stronghollow), D12, is the families live in the city too; Leandrus has a
old general of Eveskyr, still capable of wife and 2 male children, Catrina has a
standing his ground with any opponent. His husband who normally acts as caravan
lieutenants are Brunna Tordal13 leader, a male and a female child. There are
(Strongvalley, an offshoot of the main clan, other human children in the neighbourhood,
see the Dwarven Quarter below) and Karto often playing in the streets with gnomish
Torwyr, D10, son of a cousin of Thoric. children.
Ca ro l e tti c ho s e in his “ A n n a ls o f t h e De n wa r f
there are also true rebels against the Thyatian
Dwa r v e s” b ut the wo rd “ e m pty” e xis ts in the establishment. Misha knows this and tries to
vo c a b ul a ry o f G AZ 7 (“ wyr” ), s o I wil l a s s um e protect them, up to a certain point. He
To rd a l is a s ub d ivis io n o f the m a in c l a n.
170
would have serious moral doubts should he friends of Highforge. The gnomish female
discover that a fugitive has committed Karis Buhrdwal (G9), always surrounded
murder (not in self defense). He has good by animals, is the Head Keeper.
relations with Nerus of the Church of
Karameikos, and is not aware that the
Thyatian cleric is a spy of Grand Duchess
Olivia.
171
members. The gnome Bonth Dwaleftesh Artificers. The Guild has an extensive library
(G8) (Hilltopper, same clan as the King) is and travelling wizards, gnomes, elves,
the commander of the rangers. The halfling humans or otherwise, are always welcomed
couple Milo and Talla (H7) are his most here.
trusted companions. The House is also the
meeting place of six guilds: Explorers, The Music House: This is the main hall for
Carpenters, Keepers, Farmers, Hunters and musicians and bards in Eveskyr. This
Fishers. includes elves, gnomes, humans and also
dwarves. The Guildmaster is indeed Faris
When they are in town Hammell Radrutar Hywskyr Tordal (D9), sister of Gilia who
(Ironhand) Torwyn (D8) and the Chaotic married the Wyrwarf Clanmaster of Dengar
Crusaders of the Cruth Mountains, a group (see History). As her sister, she too studied
of dwarves, gnomes and hin adventurers, are bardcraft among the Callarii elves. Lasa
often here. Hammell is the current wielder of Dwaleftesh (G8) a middle aged gnome bard
his famous family heirloom, Bedlam’s and Librarian of the house, is Faris’ right arm
Hammer (see History above). here.
The Herbalists Gardens: These are the The Highforge Hostelry: The Highforge
grounds of the Herbalists Guild and the Hostelry16 is owned by a Thyatian named
place where Highforge medicinal plants are Bern Galasso. Mr. Galasso's establishment
cultivated. The area is also a favorite meeting caters primarily to middle-class merchants
place for clerics and wizards. Bifto and traders. Whilst not a luxurious inn, The
Buhrdwal (GW914) an old gnome of great Highforge Hostelry maintains impeccable
experience, is the Master Herbalist of the standards of tidiness and the
city, also willing to help members of the accommodations are comfortable if not
Guild and common visitors. extravagant. The food and drink, however,
are above-average. Room rates are average,
The Illusionists House: This is one of the ranging from 8cp for a standard room to 1gp
most important Magic Guilds of Eveskyr, led for a 1st class room. Vacancies are more
by Hyalia Purklist (GW10), who is really common during the winter months. The
interested in all types of magic15. Likewise Hostelry is also used as a meeting point by
teachers and resources here are not exclusive many in the human community of the city.
to Illusionism, even if other branches of
magic, such as the creation of constructs, The Bank office: The upper office of the
belong more to other guilds, like the famous Bank of Highforge17, is where the
main banker Zurik Hurgwer (G5) is often
14 G no m e wiz a rd , s e e PC2 T o p B a llist a , present to speak to anyone who may have
pa ge 3 1 o f the D M s B o o k l e t. business with the Bank. The institution has
1 5 G no m e s a re no t re a l l y re l a te d to
been targeted by thefts in the past,
Il l us io nis m m a gic in B ECM I D &D a nd
pre vio us e d itio ns , b ut the y a re in AD &D a nd 16 Cre a te d b y D a m o n B ro wn in “ T h e Co r liss
l a te r e d itio ns , s o I c o ns id e re d it a ppro pria te Gu id e t o No r t h e r n K a r a m e ik o s”
to na m e o ne o f the ir m o s t im po rta nt M a gic 1 7 Cre a te d in “ Fir st B a n k o f Hig h f o r g e ” b y
G uil d s . B e a u Y a rb ro ugh
172
particularly during the panic of 979 AC, but Grand Duchess Olivia Karameikos, but he is
it is considered quite safe now. The quite a forgiving person so before accusing
Uppercity branch however has very little someone of any wrongdoings he would
cash, and is mostly occupied by offices and make sure to have plenty of proof. He knows
the Animated Money Changing Machine18 there are Traladaran rebels hiding in Eveskyr,
which works most of the time, changing but he has neither discovered nor decided
Karameikan currency (the gold Royal, silver yet if they are really dangerous, or who they
Crona, bronze Dinar19 and copper Kopec) are exactly. Should he manage to find proof
into Eveskyr one (10 gp Sun, 10 sp Moon, against Misha Gerimov of the Church of
the Bronze and the copper Stone, similar to Traladara, he would have serious doubts
Dengar currency), bars of precious metals about reporting him, as he considers the
and gems. Changing money is not really man a sort of friend.
necessary in Eveskyr as gnomish and
dwarven shopkeepers normally accept As a cleric of Kagyar, Nerus has great
Karameikan, Thyatian and all the other relations with the local dwarves.
neighbouring countries currencies without
problem. They may have objections however The Iron Axe Inn: The Iron Axe20 is run by a
about Glantrian or Alphatian money dwarf by the name of Konar. Konar's
(suspecting illusory magic or similar tricks) establishment caters mainly to adventure-
or strange and unknown currencies. The types and has somewhat of a rough
Bank office here however will change almost reputation. Humans and hin are welcome
everything into Eveskyr money, after the due but elves are rare. The tavern is frequently
tests of authenticity are performed. During patronised by locals, so a visitor can often get
the years some bold coiners have tried to a real sense of the 'local flavour' by staying
cheat the Bank, but none has succeeded, here. Accommodations are adequate whilst
except maybe only one, some years ago, or the food and drink are quite satisfactory, if
so the rumour goes. not altogether unique to the region; Konar's
own Orc-Cleaver ale is highly regarded in the
The Church of Karameikos: This is the community. Room rates are quite reasonable
temple of the Church of Karameikos in ranging from 5cp for the common room to
Eveskyr, visited mostly by Thyatians of the 5sp for a private room. Vacancy trends are
resident community or travelling merchants. inconsistent at best. The inn is not a
particularly rough place, but occasionally
The cleric Nerus Keries (C8 of Kagyar) has unruly human visitors do provoke small
3 apprentices and good relations with the brawls.
other clerics of the city, including the
Traladarans. He is secretly a spy for the The Artificers House: This is a powerful
Guildhouse where all kinds of constructs are
18 As in AC1 1 : “ T h e B o o k o f W o n d r o u s made and is another important Magic Guild
In v e n t io n s” pa ge 4 , b ut this is no t a fra ud .
1 9 The b ro nz e c o in wa s c re a te d b y m e in m y
173
174
175
Dorfus does not like them much and avoids The Dwarven Quarter: The houses here are
any interaction with them if possible. quite orderly and austere and there are much
Therefore he stays in the Lower Palace most less strange machines around, but the
of the time. The Upper Palace is also the neighbourhood would still look strange and
most important seat of the city bureaucracy eccentric to any traditionalist Dengarian
and justice system. The head of the first dwarf. Most members of the more progressist
division is Shalla Dwaleftesh (G5), the aunt branch of the Stronghollow clan, the Tordal,
of the king, and her job is mostly to manage live here, working as artisans, shopkeepers
the supply of water and food, the disposal of or farmers. Nala Tordal (DC7), also a priest
waste and the coordination of the many tasks of Kagyar and second after Wurf in the
which in the city are performed by the guilds temple (see above) is the informal leader of
(for example, healing by the Churches, the area, normally the first person to whom
entertainment by the Music House and the someone goes if they have a problem. Durla
Library, repairs by the Builders, education by the ceramist (D6) an old and wise female
the School and so on). It is a ungrateful and dwarf, is also another important figure here.
hard job, but Shalla somehow manages to
perform it with incredible efficiency and a The Gnarves: Gnomes and Dwarves are
smile. The Head of the second division is related and can mate, producing fertile
Turm Torwyn (D7), the Head Justice, a scary offspring27. This fact is not discussed much
dwarf and veteran of old battles, with a big by gnomes and dwarves themselves and
scar. His glares intimidate the indicted a lot, rarely publicized among other races. The
and Turm enjoys this fact greatly, but he is dwarves of Eveskyr are on average not very
really a forgiving dwarf, who always tries to traditional, but for the more traditionalist
rehabilitate culprits rather than punish them, Dengar dwarves, even if such pairings are not
even the worst ones, in accordance with the forbidden, they are considered a bit
spirit of gnomish laws. Still, he can be eccentric. It is also more or less expected in
relentless in searching for the people Dengar that the partners choose to which
responsible for crimes, even minor ones, as race they truly belong, and raise their
he strongly believes justice must be served. children accordingly. Gnomes are more open
And in the rare cases of suspected crimes minded, in general, but for this very reason
against children, Turm has a serious many of them consider marrying a dwarf a bit
weakness and could be single minded in dangerous, as a traditional steadfast dwarf
pursuing the suspect and inflexible in
punishing him.
27 As fa r a s I k no w in c a no n M ys ta ra o r in
o the r D &D s o urc e s this to pic is s urpris ingl y
a b s e nt, c o ns id e ring the phys ic a l s im il a rity
The Church of Kagyar: The other important b e twe e n the two ra c e s . I ha ve d e c id e d
church in Upper Eveskyr, this one is mostly inte rb re e d ing is po s s ib l e . G ia m pa o l o Ago s ta
attended by local dwarves, but humans are in his “ P C R a c e s f o r M y st a r a f r o m a Ne wb ie
not unknown and the resident priest Wurf P o in t o f V ie w” a l s o m e ntio ns the y a re c ro s s -
fe rtil e . And ind e e d in G AZ 6 , pa ge 6 5 , it is
Torwyn (DC9) is willing to welcome them, writte n tha t the S yrk l is t c l a n l e a d e r is
and a personal friend with Nerus of the local rum o ure d (b ut the rum o ur m a y b e fa l s e ) to
Church of Karameikos. b e the s o n o f a d wa rf a nd his gno m e
m is tre s s .
176
may not be able to endure for years or even The Undercity of Highforge
centuries the more explosive character of a
gnome. In Eveskyr however the situation is
different. In the last few centuries a Non-citizens are forbidden entry in the
recognizable community of half-breeds have Undercity unless they have lived in Highforge
risen, proud to be what they are. The and worked in the city for at least a month or
physical outlook of a gnarf is however hardly more, depending on circumstances (mostly
distinguishable by other races, who would how much the gnomes and dwarves think a
simply consider her or him a stocky gnome, particular foreigner can be trusted).
or a lean dwarf. But their character is often a There is a railway in the Undercity from the
blend of the two races, so gnarves are Main Station to several other stations, and a
patient, but inventive, welcoming, but big fungus farm. Houses in the Undercity are
reserved, and in general they display the on average even bigger than in the Uppercity.
behaviour one could expect from a The streets are clean and covered by solid
particularly serious gnome, or a particularly grey brownish rock, as the city was dug in
jolly dwarf. These qualities make them great the mountain over the centuries. Most of the
engineers, herbalists, adventurers and buildings are built with stone, but some
artificers. fungus wood is used too. Crime in the
Undercity is almost unknown, but daring
thefts may happen from time to time. The
mines connect the Undercity to the
Shadowdeep, therefore rogue underground
monsters and creatures can wander the
streets occasionally. It had also happened
rarely in the past that fire creatures of various
kinds could come up from the volcanic
chimney of the Forge.
177
King Dorfus is present here most of the time The Council typically meets once a week to
managing the city and the kingdom, but discuss daily matters of the city, and is
obtaining an audience with him, if you are composed of an Elder of the each Guild. It
not a gnome or a dwarf, could be extremely can be summoned by the King or anyone of
difficult, and long process. its members for pressing reasons, and usually
gathers spontaneously in case of known
The Council Hall: Right in front of the emergencies. The Speaker of the Council is
Palace, the Council Hall is mostly decorated one of the Guild representatives, each at a
with unanimated bas-reliefs, but has a big turn. The Elder is elected by each guild and
clock from which statues representing the may not actually be the eldest member of the
guilds come out at different hours, making it guild, even if often he or she is. Hruw
a tourist attraction for visitors. Torwyn (D6) a gruff, old dwarf, is the
178
custodian of the building, particularly keen The relics of the gnomish clans29 are great
on keeping away young gnomes intent on machineries hidden in the respective clan
some practical joke near the Hall. houses, able to produce working machines of
great power. The Hilltopper Machine has
The Under Forge: This is the forge of the created the Train which connects the
Undercity, which appears as a gigantic closed Undercity and the Underground territories
pillar from floor to ceiling of the cave. Only (see below). The Shortsword Machine has
the King, the Clanmasters, the Keepers and created the Armored Wagon, a powerful war
the High Blacksmiths can enter the Forge machine which is not publicly known and
passing through the solid rock. shown in Eveskyr. The Tunneltrotter
The Forge of Power of the Torwyn clan is Machine has created the Digger, an excavator
also here, hidden in a side chamber, guarded used by the gnomes to open new paths in
by the Keeper Nartor Torwyn (DK10) and his the Shadowdeep. The Goldhill Machine is
apprentices (DC5-9). Several magical items, currently building a Goldshaker, modelled
the Dwarven lens, the Oil of Darkness and after the Earthshakers of the gnomes of
three Rockships28 are also stored here in faraway lands. The Flashinghammer Machine
secret chambers, guarded by traps, magic is building the Flying Platform, which the
and constructs, and by at least one cleric. gnomes plan to use to establish reliable
communications with Serraine.
Clan Houses: Originally Eveskyr had only The Keepers are known among the gnomes
two clans, the gnome Dwaleftesh as First Engineers.
(Hilltopper) and the dwarven Torwyr
(Stronghollow) but now it has seven major The Guildhalls: Each of the 28 guilds,
clans, five gnomish (Dwaleftesh-Hilltopper, Alchemists, Army, Armourers, Artificers,
Skenresh-Shortsword, Hurgwer- Bakers, Bankers, Brewers, Builders,
Tunneltrotter, Buhrdwal-Goldhill and Carpenters, Clerics, Crafters, Engineers,
Purklist-Flashinghammer) and two dwarven Farmers, Fishers, Gemcutters, Herbalists,
(Torwyn-Stronghollow and Tordal- Hunters, Illusionists, Inventors, (Animal)
Strongvalley). Keepers, Librarians, Miners, Musicians,
Rangers, Smiths, Tailors, Traders, and
The Tordal Forge of Power is hidden here in Teachers, have a representative office here,
the basement of the Tordal Clan House. As but actually only the Armourers, Brewers,
the Tordals are less traditionalists than the Builders, Crafters and Engineers have their
Torwyn, they have made two Rockguardians most important offices here, as the others
(20HD as Bronze golems, but inflict cold have their own buildings or operate mostly
damage), sort of powerful golems, with their in the Uppercity. Gareth30 Radrutar Tordal
Oil of Darkness, instead of the traditional
Rockships. The Rockguardians will be used 29 Ab o ut the G no m is h R e l ic s s e e “ A T r e a t ise
only for very special mission outside the city o n t h e Na t u r e o f t h e De m ih u m a n s’ R e lic s”
a nd “ M u lt if u n c t io n a l Ge a r R e lic o f Ga r a l”
(they can travel through solid rock too) or to b y M a rc o D a l m o nte , ins pire d b y the m o d ul e
defend Eveskyr if needed. CM 4 Ea r t h sh a k e r !
3 0 G a re th Iro nha nd a ppe a rs a s a d wa rve n
179
180
the city (about 300 people), so more than three main cycles: the first one is for pupils
100 clerics live here in the Lower Temple, of age 10 to 15, and the youngsters learn not
including acolytes which often comprise only basic literature, math, geometry,
almost half of them. The clerics are helped by geography, alchemy but also mining, farming
50 more secular workers, from maids to and animal handling. The middle cycle, for
cooks, usually followers of the Immortals or 15 to 20 years old, becomes more practical
relatives of the clerics. It’s not unusual for a with frequent visits to the guilds, which also
cleric to have a residence in the temple and test the pupils to understand if one has a
her family (husband, children) living with her particular affinity to a certain profession. The
even if he has a completely unrelated job, so final cycle, for 20 to 25 years oild, is normally
the temple is a sort of small village as well. focused on experimenting with practical
This building is indeed one of the most professions, from building objects to
important temples of Garal in Mystara. Its engineering. It is common among gnomes
secret level contains at least three powerful and dwarves to follow the footsteps of
artifacts, closely guarded and available to the fathers and mothers, choosing the same
clerics only for the most important missions, profession as one of the parents. Despite this
or the most dire needs. Her Eminence Hyla in Eveskyr the young have much more
Dwaleftesh (GC10), another aunt of the possibilities than human children in human
current King, is the leader here and probably communities, where the division in classes
one of the most powerful clerics of Garal in and guilds is often very rigid, and the vast
the whole world. majority of children has no access to
education other than the one their parents or
The Church of Kagyar: This severe and relatives can impart to them. Members of
massive temple hosts more than 50 dwarven other races living in Highforge can apply to
clerics and, like the temple of Garal, has in its the school too, if they want to. Many elves
basement a treasure trove of magical objects and humans usually prefer to educate their
and, the rumors say, even a powerful artifact. children themselves, but the school does
Todro Torwyn (DC10) is the leader of the have a small number of human, elf and
church in Eveskyr and a personal friend of halfling students. They should theoretically
Hyla Dwaleftesh of the temple of Garal. The follow the three cycles of 15 years too, but
same festivities celebrated by the other they may also follow only 5 or 10 years,
church are important occasions for the depending on their parents’ choice. Miva
church of Kagyar too. Hurgwer (G6) is the Head Director of the
School, a friendly old gnome lady who tries
The School: This building is the center of to look after all her students.
Eveskyr’s well developed education system.
Young gnomes and dwarves are expected to The Library: Another important institution
attend school for 15 years at least, from the of Eveskyr, this tall and elegant building has
age of 10 to the age of 25. After that, the one of the greatest collections of books in
young gnome or dwarf should search for an the Known World. Most of them are books
apprenticeship in one of the guilds of the written by gnomes or dwarves, annals of
city, for five more years. The basic school has Eveskyr, projects and blueprints of any kind,
181
182
The Main station and the train: The pride The Kingdom of Highforge
of the Undercity, the train connects the four
major neighbourhoods of Lower Eveskyr, the
mines, the fungus farms, the gnomish The territory of the Kingdom of Highforge
quarter in the northwest and the dwarven extends for about 35 miles from the bank of
area. This city rail however is more of an the Wufwolde to the northern hills and is
attraction and a toy than a true necessity. The from 12 miles wide in the south to 30 miles
true, important railway system of Eveskyr is wide in the north, for a total area of almost
the one going under the earth, connecting 800 square miles. The population of this
the hidden gnomish cities and hopefully one region is about 35,000 people, mostly
day all the way to Dengar and to other gnomes and dwarves, with some relevant
dwarven and gnomish communities (see also minorities of elves, humans, halfling and
The Underground territories below). lupins. Besides them there are also other
intelligent inhabitants who do not consider
The Fungus Farm: This quite large area is themselves subjects of the King of Highforge:
maintained by the Farmers Corporation and harpies, fairies, gremlins, kobolds,
hosts intensive cultivations of edible and troglodytes, stone giants, were-creatures and
useful mushrooms (the non edible ones can undead. Some of these creatures hide below
be used to make textiles, potions, fertilizers the ground making it impossible to estimate
or wood) which partially help sustain the their number, which probably amounts to
population of the city in case of siege. This is some thousands. Some of them are in good
however more a testing area, as the gnomes relations with the gnomes, while others are
have much bigger fungus cultivations in the hostile.
Shadowdeep.
Even if the territory of the Kingdom is fairly
The Dwarven Area: This is the Dwarven civilized if compared to the rest of
quarter of Eveskyr, the area of the city where Karameikos, there are still dangers among
the most traditionalist dwarves of the Torwyn the woods and the hills. Gnomish
clan live, many of them members of the communities in fact tend to be concentrated
clergy, the military, smiths or miners. They in some areas, and the territory is rugged,
are still much less isolationist and distrustful full of steep hills, impassable woods,
of foreigners than the more closed minded crevices, caves and small deep valleys where
Dengarians, as everyone of them is more or anything could hide.
less used to seeing members of other races
around the city. Normal animals of the Kingdom include
goats, boars, deer, giant ferrets, moles, rats,
shrews, skunks, porcupines, weasels, ravens
and owls, wolves, bears, lynxes and
mountain cats. More dangerous creatures
which can be occasionally encountered are
dire wolves, giant spiders, rhagodessas, giant
beetles, giant centipedes, carrion crawlers,
183
robber flies, stirges, griffons, wyverns, Eveskyr: The city has about 10,000
manticores, feywings and owlbears. The hills inhabitants, almost one third of the
also have some dangerous vegetation, such Kingdom, and for one mile around it and
as sirenflowers, vampire roses and along the eastern, western and southern
whipweeds. Rocs, hippogriffs and dragons road there are several farms, mostly
are rare, but not unknown either. inhabited by gnomes. To the north, however,
the farms extend less than one mile, due to
The map of the Kingdom33 (see following the presence of the Burrows.
page) shows the more important
communities and geographical features, The Burrows: North of Eveskyr and covering
described below. The roads in black are an area of at least 15 square miles, the
paved, but still slow if compared to the burrows are ancient tombs built by some
Duke’s road, because they cross a territory human culture long before the gnomes came
made entirely of steep hills, so they are full of to live here. This area is full of dungeons, but
curves, small bridges, ascents and descents. has a reputation of a very dangerous place
Brigands are extremely rare in the territory of and is commonly avoided by the gnomes,
Highforge, but can occasionally be present and so is thick with wild animals and
on the roads nearest to the borders. The monsters. Occasionally patrols or adventures
Eveskyr army uses lookouts dug into the are dispatched here to put down some
earth to check the roads, and patrols are particularly dangerous monster, and from
relatively common, at least in the more time to time some adventurous gnome
travelled months (from spring to autumn). finances an expedition in search of some
long lost treasure or artifact.
The roads and the communities: The
Eveskyr roads are quite safe and dotted with Denbol and the Stone Giants: A large
inhabited communities. Villages of 100-400 region of about 10x10 miles northeast of
inhabitants are shown by the “homestead” Eveskyr is inhabited not only by gnomes but
symbol, while the “village” symbol indicates also by stone giants34, which are also
towns of 500-1000 inhabitants. Along the common in the Wufwolde hills north of
roads, farms are also common, usually built Eveskyr and east of Threshold. These giants
as 2 to 5 connected houses and partially work mostly in the local quarries and at
underground, with cultivated fields and stone working and are well integrated in the
animal pens around them. Each one of these gnomish society. Denbol has about 500
farms has normally 10 to 50 inhabitants. The inhabitants, including nearly 50 giants, and is
different regions of the Kingdom are the most important community of the area.
described below, starting with its capital.
Hrakon valley and plain: This town is
33 This m a p o f the a re a a ro und Thre s ho l d inhabited mostly by gnomes, with a relevant
wa s m o s tl y c re a te d b y m e b ut us e s pa rtia l l y a minority of humans of Traladaran descent,
pre vio us wo rk b y J o hn Ca l vin l ink e d in his
a d ve nture pa th “ K ill B a r g le ! ” (a t The Va ul ts )
who mostly came after the Thyatian invasion
a nd pa rtia l l y ins pire d b y a pre vio us m a p,
“ De t a il o f t h e T h r e sh o ld R e g io n ” b y S im o ne 34 M e ntio ne d o n pa ge 6 0 o f G AZ 1 : “ T h e
N e ri. Gr a n d Du c h y o f K a r a m e ik o s”
184
185
186
Motahur and its valley: This valley north The Lost Forest and the Harpies wood: The
west of Eveskyr is almost 20 miles long and southern central area of Eveskyr is a big and
inhabited by many humans, most of them of deep forest mostly inhabited by elves, fairies,
dark hair and eyes. These humans claim to some gnomes, harpies and other creatures
be the original inhabitants of Karameikos, such as wood imps and gremlins. Big animals
before the gnomes and even before the and monsters are common and, even if local
Traladarans. Still they speak a form of inhabitants know well how to avoid them,
Traladaran, even if many Traladarans find it visitors may not be able to. There are few
quite difficult to understand their dialect, but trails in this region and the only road is the
their dress is much darker and somber and one from Mirdal to the Eastern Gnome’s
they have their own customs and holidays. Ferry.
They call themselves the Tahls and some say
they also have a secret religion. They are, Dwallar, the Gnomes’ Ferry and Styrdul:
however, loyal to the Kingdom of Eveskyr Bordering Kelvin and the Duke’s road, this
and in good relations with local gnomes and region of Eveskyr is quite densely inhabited
dwarves. The truth that no one knows in by gnomes, with some elves, humans and
Eveskyr or Karameikos is that the Tahls are dwarves. Dwallar and Styrdul are big towns
indeed descendants of the original Taymoran of about 1,000 inhabitants, often visited by
population35 of Karameikos. They are traders, and have their own ferries, even if
followers of Nyx, but prefer to keep this a the most famous is the namesake one
secret, even from their gnome and dwarf between the two towns, mostly because it
allies. The Church of Nyx has secret has a big inn for caravans and is the nearest
underground temples along the valley, to the Duke’s road.
where supposedly “the ancestors” are
preserved for eternal life.
187
188
which may come from the southern part of and the Moor, there is instead a humid
this layer of the Shadowdeep and the many complex of caves which is mainly inhabited
layers below37, in particular the undead by brutemen, so much less dangerous, but
which dwell under the region of Koriszegy rumors abound about the presence of
keep and under Krakatos. Hivebrood, dragons in the area. Under the Dymrak
wererats and werebats are also not woods indeed goblins, lizardmen and
uncommon. To the southeast, under Kelvin dragons dominate the cave systems.
189
northeast of the surface mountain from Bel Nebh: Another area rich in minerals and
which its name derived, but it has many metals and a city with about 7,000
connections to the surface mines. It is a inhabitants, it is sometimes menaced by orcs,
centre of mining and metal-working, and also troglodytes and minotaurs coming from the
of trade between Eveskyr and Dengar. To the southern caverns, or by fire creatures coming
south the territory is rugged, but to the north from the nearby Ater volcano. Their eastern
there are many fungus farms and forests. neighbours, the stone giants living under the
Other inhabitants of this region include Altan Tepes mountains in Thyatis, are much
brutemen, geonids and stone giants, with more friendly and willing to trade with the
whom the local gnomes and dwarves local gnomes and dwarves. The line to Bel
normally have cordial relations. Meldh is almost completed.
190
The area of Smeug volcano is also inhabited Ylaruam38. There is also a well travelled path
by hostile fire creatures and efreets. to Lower Dengar. The dwarves are now
trying to rebuild the ancient abandoned
Southern Dengar: The southern region of underground city of Dulgar as midpoint
Rockhome is inhabited by goblins both on between Bel Meldh and Lower Dengar.
the surface and under it. The dwarves’
attempts to claim it had a long series of
successes and setbacks over the centuries. 38 A re gio n c o ntro l l e d b y the wiz a rd
Now the dwarves control the fortress of B a rim o o r, a s e xpl a ine d in G AZ 2 : “ T h e
Darak, right under the exit of the Darokin Em ir a t e s o f Y la r u a m ” . If Cynid ic e a , the c ity
fe a ture d in m o d ul e B 4 : “ T h e Lo st Cit y ” , is
tunnel, and the fortress of Wedpule, which e ve ntua l l y fre e d fro m its e vil , the d wa rve s
keeps an eye on the lizardmen and other a nd gno m e s c o ul d e s ta b l is h a tra d e ro ute
creatures which came from the region under l e a d ing to it, putting the m in d ire c t c o nfl ic t
with B a rim o o r.
191
by Andrea Ciceri
Note: This Dungeon is presented with the material, similar to dark granite, was
BECMI Ruleset in mind, however it would be encountered. On the door frame there were
easy to swap the monsters and the traps with several runes of dwarven origin. Engraved in
something equivalent, using those present in the centre of the door was the iron shield of
other systems. Loktal Ironshield. The excavators had
discovered a ruin almost 2000 years old.
192
The Sheriffs have heard of the disappearance The door is open and the PC can enter
of Gallidox, and have posted some “missing anytime. On the other side there is a corridor
person” notices, offering 20 gp for totally unlit; if they have a source of light of
information on Gallidox’ whereabouts, or any type they can spot (1 on a D6) a corpse
100 gp for returning him safe. Such notices sitting with his back leaning against the door.
are posted outside inns and taverns across It’s a dwarf, dressed in black, with a dark coat
the Five Shires, and in particular in and near covering the body and head. His face is
Longflask. white, totally deformed by an expression of
terror. It seems he was backed up in that
Also, the disappearance is a major news position.
event in Longflask, and just about everyone
is talking about it.
193
This great room is a grand vestibule These skeletons belonged to the bodies of
supported by eight richly decorated square some dwarven guards, most of them still
columns. The room seems to have been built have beards, which are attached to the skin
for vanity and to showcase all the power and that is now mummified and leather-like. They
wealth of Loktal: several bas-reliefs, engraved also wear chain armor, which is now ruined
with mastery, show several scenes of the by time, apart from the excellent shields that
conquest of the Five Shires by the dwarves are still in good condition (I suggest to
and their battles with the ruthless orcish improve the armor class by one point respect
clans. On the west side of the room, two the value suggested on the RC). They're also
stone doors are semi-open allowing a view to armed with battle axes.
the corridors on the other side.
1 R u le s Cy c lo p e d ia , p. 2 0 4 , o r the
e quiva l e nt o f yo ur rul e s e t o f c ho ic e
194
Room 3: Room 4:
This room had to have some kind of religious This room was once had a kitchen. There are
function. Much of the space is occupied by the remains of several stone ovens, counters,
what seems to be the remains of a good a pantry and even what seems to be an
number of wooden benches. The north wall icehouse for food storage. Scattered around
is entirely occupied by a very elaborate bas- the room there are old kitchen utensils and
relief that represents a great dwarf who cutlery, mostly ruined and rusty.
works with anvil and hammer on those who
seem to be “little” dwarves2. Apart from the notes above this room is
empty.
Special encounter: In front of the north
wall there is a pedestal placed on a small
step. On the pedestal there is a basin that is Room 5:
half full of water. The water seems to have
silver and copper reflections. It was blessed This room was once the refectory. A large
years ago by a dwarf cleric and still possesses stone table with stone benches is located in
magical properties. In fact, it can be used in the center of the room, dominated above by
two ways: large wrought-iron chandeliers. However, the
south-east corner has some special features:
1. If the PC search the room carefully they
can find (with a 1 on a D6, 1-2 if an Elf Special encounter: The area seems to have
character is present) a bag. Inside there been cleared to get space. A semi-circular
are four (4) flasks filled with some silvery area was delimited using candles that are still
magical components. If the flasks are lit. This is the only lit area of the dungeon. At
filled with the water of the basin they the center of this semicircular area there are
become flasks of Holy Water. The water wooden crates, probably brought here by the
inside the basin runs out if all 4 flasks are excavating team; maybe dragged into the
filled. dungeon from the previous group of halfling
adventurers? On top of these crates there is a
2. Alternatively, characters can drink directly small statue illuminated by five candles
from the basin and get the same effects as placed around it. The statue is 40
the spell “Bless” for 1 hour (RC p. 35 or centimeters (16 inch.) high, made of a
equivalent from your ruleset of choice). crystalline material of a bright red color. The
The water inside the basin runs out after statue represents a scaly, massively muscled
4 characters have drunk from it. humanoid with four limbs that end in claws.
It also has two little wings protruding from
its shoulders and small horns on its head
which fold over its ears. The humanoid
depicted has its hands outstretched, as if to
support an object that is missing.
2 This is a re pre s e nta tio n o f D e nwa rf
c re a ting the firs t d wa rve s
195
196
Area “b”:
3 R u le s Cy c lo p e d ia , p. 2 1 3 .
197
not been looted. The dwarves left items here Room 11:
that were too difficult to move when they
left. They had an intention of coming back This cave is irregularly shaped, as it was part
later and pick the goods up, but they never of the mining activities of the dwarves. It was
did. Two large locked chests contain each clearly not fully consolidated. Actually, a
3000 cp and 2000 sp. Moreover, 10 suits of dwarf or other mining expert can discover
plate mail are stored here, together with 10 that in area “f” a controlled collapse was
shields and assorted weaponry (4 long instigated by expert miners, to block the
swords, 2 battle axes, 2 maces and 2 tunnel.
warhammers), neatly arranged on racks and
wrapped in oiled cloth, now dried. The On the east side of the room, the corpses of
weapons and armor date back to the times of two more darkly dressed dwarves and the
the Glittering Realm, although only a dwarf statue of a halfling can be seen. Both dwarves
with appropriate knowledge of history or are recently dead, and the statue looks
metallurgy can identify it as such. All the remarkably like Jebediah Gallidox -- it is
items are dwarf-sized. actually the halfling sage, petrified by a spell.
198
5 R u le s Cy c lo p e d ia , p. 2 0 4 .
199
From the
Mystara by Irving Galvez
Forum at
200
201
At this high level the inner pool is use to undead room is near the main entrance.
undock all captured goods and supplies they There are only two entrances to these caves;
need for the stronghold. At another level one by the inner pool and the other by the
higher is a series of caves that have been central area of the islet. Outside there are
conditioned as living quarters. Inside the four watchtowers (each with 2 guards)
caves there are a series of guards that take strategically placed to spot problems at a
care of the caves. Also in case of trouble the distance. There is a small underground fresh
202
203
sailing ship name the Seagull Specter that Orbs. The moon orbs were created by a
was from the merchant that rescued him. combined group of clerics and magic users
They both are used to attack merchant ships. from the ancient Blackmoorian times. During
his research he found that the orbs were
As told, he is an evil cleric (human C8, C) made of lunar rocks, one being from Matera
who now worships Demogorgon. and one from Patera. The Materan moon
light orb’s effect is to elevate water levels in
Normally half his crew are skeletons a square mile, although Deadbeard is actually
summoned by him. Each time he attacks a still searching for this orb, and has no clue if
ship he raises skeletons of his victims. He it still exists. The Pateran moon light orb
doesn’t take prisoners and after taking all (the one he has) can decrease water levels in
valuables off of a ship, he sets it on fire. a square mile. To correctly use this orb he
needs to pray for 2 full days, after which he
Human Bone Armor can use the effect of the orb for two days.
This power can only be used 4 times a month.
This armor is made of human bones with
some iron support and it gives AC 4 to the
wielder.
204
The Tomb of
Thob Shanwood
by Giampaolo Agosta
(Agathokles)
205
206
The lifeboat was caught in a storm while Figure 1: The Treasure Map
approaching the coast, and only Ewan
survived. He gave up piracy and retired in smaamnavapis
Rundegos, and left a map to his heirs, though
none of them has ever tried to decipher it. iutiuamxeeid
rractsusnsia
The Treasure Map
ecrsoruioxrm
The treasure map is divided in two parts. The
first, shown in Figure 1, is an encrypted text iliemesrieau
in a somewhat uncertain old Thyatian. The
encryption method is a simple reversal of nupaemseratc
rows and columns of the plain text. The
decrypted text reads: epiirbantlt
207
2 In m y o rigina l run o f the a d ve nture , I us e d 2. Fog banks! The PC’s vessel is caught in a
a s e t o f s ho rt a d ve nture s fro m the Al Qa d im bank of fog. It will crash onto a coral reef
s o urc e b o o k “ A D o z e n a nd One Ad ve nture s ”
208
unless the PCs can either pass a Navigation approaches the party’s ship, searching for
roll at half skill, or use long pole to check the illegal goods or proof of involvement in piracy.
depth and proceed with caution, or use
magic to dispel the fog. Surviving this fog
bank awards the PCs a bonus of 125 XP. Archer Atoll
3. The Pirates! A small ship loaded with Archer Atoll is a strip of sand that emerges
pirates (2d6, plus one per NPC sailor) draws from Fletcher Reef. A few palm trees and
close. It may be manned by Iron Ring, some low shrubs grow on this otherwise
Ierendians or hin pirates. Escaping or barren atoll. Seagulls and other sea birds
defeating the pirates bestows 200 XP. often stop here, but do not lair on the island,
due to a nest of aggressive Large Crabs (see
4. Sea Serpents! A pair of Sea Snakes attack Appendix A).
the ship. The first serpent draws the
attention of the defenders with a frontal The only other notable feature of the atoll is
attack, while the second attacks from the what remains of Shanwood’s sunken ship,
opposite side. This encounter confers 250 XP only a few yards north of the atoll’s beach.
if the PCs survive.
The Sunken Ship
5. Storm ahead! The ship is caught in a
major storm. The PCs will need to come up This ship sunk on Fletcher Reef two
with good ideas or successful skill uses to centuries ago. Only a very small part of the
save their ship (award 200 XP if they survive ship survives, the emerging section covered
the storm). in seagull guano, and the underwater section
completely encased in seaweeds, and small
6. Merchant Ship! These are merchants mollusks.
from any of the coastal nations of the Known
World. They may have professional help A pair of Bull Sharks (2* HD, 8/12 HP, 50 XP)
(carpenters, healers) food, water, or goods to lairs within the broken hull, and will attack
sell (at triple cost). any small sized or larger creature that
approaches the ship.
7. The Roc! A small Roc is scouting the sea
in search of prey. It swoops on the ship, The Crab lair
targeting one sailor (an NPC, if possible).
The PCs have one round before the Roc A pair of Large Crabs lairs on Archer Atoll.
captures its target. If they manage to wound One of the crabs (2 HD, 11 HP, 20 XP) will
the bird, it will retreat on a failed morale be scouting for food when the PCs land. As
check. In this case, the PCs get 100 XP for hungry as these animals always are, the crab
saving the sailor. will attack the party.
209
Crablings can also be found in large for a wooden ship figurehead planted on the
numbers. Random encounters with 1d3 wall opposite the exit.
crablings are possible at any time.
The figurehead is actually a living statue, a
construct that once rested on the prow of
THE TOMB Thob Shanwood’s ship. At his death, his
friend and crewmate Igor Ivanovic, a magic-
The tomb of Thob Shanwood was in the rock user and creator of the statue, placed the
below Archer Atoll. The PCs need to dig figurehead in Thob’s tomb, commanding it
about 7’ below the surface to find the to "kill any tomb raider".
trapdoor, covered by a stone slab. A large
metal ring set in the stone slab can be used The figurehead is not a mindless construct,
to heave it open. but rather an intelligent, if not exceedingly
bright, creature, and is quite bored after two
Below ground, the tomb is composed of a set centuries spent in this room. It can be
of roughly hewn rooms. The work was parlayed with, though once it decides the
clearly done in a hurry, and in some cases PCs are tomb raiders, it will most likely fight
the trace of earth magic use can be found. until destroyed. It has a female personality,
This latter item requires a successful roll on and is talkative, vain, air-headed, and
an appropriate skill, while the rest is obvious generally annoying. If the PCs persuade it
to anyone with mining skills. that they are not enemies, it will try to strike
a deal with them, letting them pass in
The two lower levels, on the other hand, are exchange for being set on the prow of their
natural caves. The upper one has been ship.
adapted to serve as the tomb of Thob
Shanwood. Opponent: Figurehead Living Statue (4+4
HD, 24 HP, 125 XP).
Note that the tomb was built to be deadly, so
every room and most corridors are manned Room 2: Corridor
by guardians or protected by deadly traps.
However, most monsters are bound to the This corridor leads down from the room of
room they guard, and will not pursue the PCs. the guardian to the tombs of Thob
Shanwood’s crewmates. The last part of the
corridor is protected by a dangerous trap, a
Room Description pendulum with a large axe blade attached.
The trap is triggered by a pressure plate and
Room 1: The Guardian can be detected by Dwarves using their
detection abilities, or by Thieves using the
The first room under the tomb entrance is Find Traps skills. The latter have +20%
roughly circular. It has a single exit beyond bonus to the Find Trap roll, since the
the opening in the ceiling, and is empty, save activation mechanism is rather large. On the
other hand, the trap cannot be easily removed.
210
211
Average-sized or thin PCs may simply stick to Room 4: Entrance to the lower tomb
the wall while the blade passes, but large PCs
will have to trigger the trap with a pole and This roughly square room is connected to a
cross right after the pendulum swings. This single corridor. A trapdoor in the ceiling
requires a successful Dexterity roll. allows the character to enter from Room 3.
Any PC hit by the blade suffers 1d8 HP of Most of the walls and floor is covered by
damage. Note that a successful Saving Throw patches of Yellow Mold, so extreme care is
vs. Paralysis will allow a PC to escape damage required to avoid touching the mold. If the
if he accidentally triggers the trap, but not if PCs break the stone slab covering the
he is trying to bypass it using the above trapdoor, the broken stone fragments will
described method. Also, in this case the PC cause the Yellow Mold to release a deadly
will not be able to bypass the trap, just to cloud of spores, filling the entire room.
step back in time to avoid damage.
Opponents: 2 Yellow Molds (2* HD, 9/12
Room 3: Crew’s Tomb HP, 50 XP).
212
Room 6: Altar of the High Heroes Ylari carpets; a low, square table made of
rare Ierendian and Davanian woods
This room contain a massive, but low, composing a set of scenes from the life of
standing stone altar. A ruined panel Vanya is set on the right, opposite to a
depicting an halfling in front of a dark, scaffolding loaded with old books, bottles,
ominous castle is placed behind the altar. A antique pottery, a collection of daggers in
ghostly figure stands in front of the altar. several styles, and a set of two odd dolls,
similar to tiny mummified humanoids.
The ghostly figure is a Lesser Banshee,
mourning the unfortunate end of the These last two items are actually Topis, a
Shanwood clan. Thob was the last of his clan, type of mummy reduced with techniques
his closest relatives having died at sea. His known to the Thanegioth islanders and
demise at the end of the Thyatian marines animated by the magic of the Zombie
attracted the attention of the Banshee, which Masters. The Topi will wait for an opponent
now stands as a guard against the characters. to enter their range of attack, and jump on
him by surprise.
Opponents: Lesser Banshee (5* HD, 24 HP,
300 XP). Opponents: 2 Topi (3* HD, 13/15 HP, 100
XP).
213
This large, almost circular cave holds the Room 10: Lurker in the depths
stone coffin of Thob Shanwood, placed upon
a raised dais in the center of the room. The This large cave is mostly submerged, and
coffin is large for an halfling, and contains a only a narrow ledge connecting the two
second, wooden coffin. The wooden coffin is entrances raises above the water. A
protected by a clever poison trap. If the lid is dangerous predator, the Marine Decapus,
opened, it will break a large ampoule filled lairs here. It generally hunts in the sea near
with poisonous gas. The trap can be detected the island, but will try to catch an unaware
and deactivated by Thieves with a 15% bonus PC to snack upon.
to both rolls, since it is easy to spot the
ampoule by drilling an hole in the coffin and Opponents: Marine Decapus (4 HD, 19 HP,
to bypass it. In case the PCs trigger the trap, 75 XP).
they must pass a ST vs Poison or suffer 1d4
HP – the poisonous gas has grown weaker Note that the room is well below the level of
with the passage of time, and it is now almost the sea, and should be completely
harmless. submerged. However, ancient lizardman
magic keeps the water level from rising– this
cave was originally a place where lizardmen
shamans retired to receive visions, and was
only accidentally discovered by the hin
pirates as they worked to the tomb. There is
little trace of the lizardman presence, except
for some old bones on the floor of the cave.
214
The passage to Room 5 is too steep except ● Skeletons, 1-2 (10 XP each): these
for a Thief or a character with the Climbing Skeletons were animated to guard the
skill. If one such character attempts the tomb. Only use this encounter once.
climb, he gets a 10% bonus unless he is
encumbered (reduced to 1/2 movement or ● Centipede, Giant, 2-3 (5 XP each):
less), as the passage is not completely vertical Centipedes may try to surprise the PCs in
and has many footholds. their sleep and poison them.
Room 11: Lair of the Redcap ● Crabling, 1 (15 XP): these large crabs
enter the tomb after the PCs dig it, and
This room is much more refined than the are just looking for food.
rest of the tomb. The walls were accurately
excavated and painfully levigated during the ● Brogan (see Room 11): Brogan will be
last century, so that now they appear invisible at this time, and will avoid
completely flat. discovery at all cost, but may try to steal
valuable items from the PCs.
Brogan, Shanwood’s Brownie friend, took
residence here after being marooned on the
island. CONCLUSION
He still lives here, but despair for the loss of The adventure should give the party 850 to
his friend and desire of revenge for having 1000 XPs for monsters, plus a similar amount
been left behind have changed him into a for treasure. Goal based awards include 400
Redcap. Brogan can be reasoned with – XP for surviving the tomb, 400 XP for
barely. He is insane, and hates the hin with a recovering Thob’s treasure, and 50 XP for
passion. If Moran, or any other hin, is with befriending the figurehead living statue.
the party, the Redcap will try to kill him first.
215
216
217
218
219
220
+44 Miles
+5.16 sec Thermal Radiation
3rd degree burns, ignites trees, wooden structures, grass, paper.
+14.2 sec. Quake (Total destruction)
+2.02 min. Ejecta (569ft dia. @ 1,306mph)
+3.58 min. Air-blast (6,850mph)
+50 Miles
+5.16 sec Thermal Radiation
3rd degree burns, ignites trees, wooden structures, grass, paper.
+16.1 sec. Quake (Total destruction)
+3.07 min. Ejecta (288ft dia. @ 1,395mph)
+4.07 min. Air-blast (5,910mph)
+100 Miles
+5.16 sec Thermal Radiation
3rd degree burns, ignites trees, wooden structures, grass, paper.
+32.2 sec. Quake (All structures destroyed)
+3.07 min. Ejecta (48.5ft dia. @ 1,954mph)
+8.13 min. Air-blast (2,640mph); 90% Trees blown down
+200 Miles
+5.16 sec Thermal Radiation
3rd degree burns, ignites trees, wooden structures, grass, paper.
+1.07 min. Quake
+4.4 min. Ejecta (6ft dia. @ 2,727mph)
+16.3 min. Air-blast (1,130mph)
Wooden Buildings blown away ; 90% Trees blown down
+300 Miles
+5.16 sec Thermal Radiation
3rd degree burns, ignites trees, wooden structures, grass, paper.
+1.61 min. Quake
+5.47 min. Ejecta (1.75ft dia. @ 3,290mph)
+24.4 min. Air-blast (649mph)
Wooden Buildings blown away; 90% Trees blown down
+400 Miles
+5.16 sec Thermal Radiation
3rd degree burns, ignites trees, wooden structures, grass, paper.
+2.15 min. Quake
+6.41 min. Ejecta (9 inch dia. @ 3,744mph)
+30 min. Air-blast (423mph)
90% Trees blown down; Wooden Buildings blown away
221
+500 Miles
+5.16 sec Thermal Radiation
3rd degree burns, ignites trees, wooden structures, grass, paper.
+2.68 min. Quake
+7.27 min. Ejecta (5 inch dia. @ 4,168mph)
+40.7 min. Air-blast (299mph)
Wooden Buildings blown away
90% Trees blown down
+570 Miles
Thermal Radiation is reduced Second Degree Burns
+600 Miles
+5.16 sec. Thermal Radiation
1st degree burns
+3.2 min. Quake
+8.07 min. Ejecta (3 inch dia. @ 4,460mph)
+48.8 min. Air-blast (223mph)
90% Trees blown down
Wooden Buildings blown away
+700 Miles
Fireball below Horizon
+3.76 min. Quake
+8.85 min. Ejecta (2 inch dia. @ 4,745mph)
+56.9 min. Air-blast (173mph)
90% Trees blown down
Wooden Buildings Collapse
+800 Miles
Fireball below Horizon
+4.29 min. Quake
+9.6 min. Ejecta (1 inch dia. @ 5,000mph)
+1.08 hrs. Air-blast (140mph)
30% Trees blown down
Wooden Buildings Damaged
+900 Miles
Fireball below Horizon
+4.83 min. Quake
+10.3 min. Ejecta (half inch dia. @ 5,242mph)
+1.23 hrs. Air-blast (116mph)
30% Trees blown down
Causes roof damage
222
223
224
225
226
227
228
229
230
231
WESTERN BRUN
Anticipated contents include:
● A Timeline of Brun
● The Great Map of Brun
● A Torreon Mini Gazetteer
● The Great Northway Lands
● The wilderlands of Atruaghin territories,
Sind and Adri Varna
Your Opinions?
Or by email to the Editorial address:
The Editorial Team welcomes your feedback [email protected]
on this issue of THRESHOLD are welcomed.
Please post your comments either by posting Please begin the subject line with the tag
in The Piazza Forums “[LETTER]”
232
www.pandius.com [email protected]