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Threshold 16

This issue of Threshold Magazine focuses on dwarves, gnomes, and halflings of Mystara. It includes historical information on these races from 2300 BC to the present day. Several adventure scenarios are also included, such as a dwarven mine in Karameikos and an adventure path set in the distant past of the Shimmering Lands. Gazeteer information is provided on the gnomish kingdom of Highforge and the lost dwarven city of Darmouk. Maps covering the population of various Mystaran regions are also featured. The issue aims to explore and expand on the unique aspects of dwarves, gnomes, and halflings in the Mystara setting.

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mathieulegnoll
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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100% found this document useful (1 vote)
519 views236 pages

Threshold 16

This issue of Threshold Magazine focuses on dwarves, gnomes, and halflings of Mystara. It includes historical information on these races from 2300 BC to the present day. Several adventure scenarios are also included, such as a dwarven mine in Karameikos and an adventure path set in the distant past of the Shimmering Lands. Gazeteer information is provided on the gnomish kingdom of Highforge and the lost dwarven city of Darmouk. Maps covering the population of various Mystaran regions are also featured. The issue aims to explore and expand on the unique aspects of dwarves, gnomes, and halflings in the Mystara setting.

Uploaded by

mathieulegnoll
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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#16

The Mystara Magazine

Dwarves, Gnomes & Hin

The sixteenth issue of the Mystara Magazine, focusing on


the dwarves, gnomes and halflings races of Mystara.

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”

#3 - “The Sea of Dread”

#4 - “Return to Dread”

#5 - “Exploring Davania”

#6 - “The Northlands”

#7 - “Exploring Norwold”

#8 - “Warlordsof Norwold”

#9 - “Hollow World”

#10 - “Elven Realms”

#11 - “Thyatis & Alphatia”

#12 - “Ages Past”

#13 - “A Crucible of Creatures”

#14 - “the Shadowdeep”

#15 - “Mystaraspace”

THRESHOLD: The Mystara Magazine Issue #11


#16
Issue Contents

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

Threshold: The Mystara Magazine is a non-commercial, fan-produced magazine. There is no


intention to infringe on anyone's rights, and in particular not on those of Wizards of the Coast,
which holds all rights to the original material on which the magazine is based.

THRESHOLD: The Mystara Magazine Issue #15


Editorial

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.

The aims of Threshold magazine:


▪ to provide a venue for community members to present material
▪ to promote the Vaults of Pandius and the material there
▪ to increase the exposure of existing and new articles
▪ to encourage authors to revisit and revitalise existing articles
▪ to motivate interest in Mystara in general

THRESHOLD: The Mystara Magazine Issue #16


Editorial

Dwarves, Gnomes & Hin


Welcome to the sixteenth issue of Threshold adventures: another megadungeon, Loktal's
Magazine, dear reader! In this issue, we focus Vault, and an adventure path.
on the short folk, dwarves, gnomes and
halflings. In Mystara, dwarves and gnomes Our treatment of the dwarves, gnomes and
are the last descendants of an ancient race, halflings of Mystara begins with the second
which did not survive long after the Great part of G. Caroletti's historical treatise on
Rain of Fire, whereas halflings are dwarves and gnomes, covering the period
immigrants from the southern continent. The between the XIII century BC and the present
dwarves' history has been marked by periods day. We delve more into historical and
of expansionism and even imperial modern dwarves and gnomes with a
ambitions, whereas halflings have often been coverage of Rockhome campaigns, a
oppressed by orcs, humans, and even gazetteer of the gnomish kingdom of
dwarves. Gnomes are the least common of Highforge, an NPC from the Shimmering
the three races, at least in the Known World. Lands, and the lost dwarven city of Darmouk.
This issue is also characterised by the
Each of the three presence of several adventure scenarios. We
races has something range from a dwarven mine in Karameikos
that makes it unique (Dwarven Mine of Kurest Hurgon) to one in
when compared to the Five Shires (The Disappearance of
the dwarves, gnomes, Jebediah Gallidox), to the return of the hin
and halflings of other pirate tomb (The Tomb of Thob Shanwood).
settings. For dwarves, We also introduce a new adventure path,
I would point to the Engdyr's Game, set in the distant past of the
complex political scenario of Rockhome, Shimmering Lands. We round up the issue
where clans are more like political parties with the second part of the Unknown World
than extended families. For gnomes, to the Trail Map series, which covers the population
massive Earthshakers, a technology that of Rockhome, Ylaruam, and the Northern
exceeds the capabilities of gnomes in most Reaches, as well as with two short articles
settings. For halflings, to their connection detailing the effect of the meteor impact in
with the mysterious force, the Blackflame. the Great Crater, and a location in the Sea of
Dread.
In this issue, we explore the three races both
in the modern setting and in the past age of
2300 BC, as introduced in GazBC1, "The Giampaolo Agosta (Agathokles)
Shimmering Lands". Furthermore, as our Issue #16 Editor-in-Chief
recurring megadungeon, Koskatep,
concluded its 13th and last level in Issue 15,
we introduce not one but two recurring

THRESHOLD: The Mystara Magazine Issue #16


This Issue s Contributors

This Issue’s Contributors


Giampaolo Agosta (a.k.a. Agathokles) Even though Sturm (a.k.a. Francesco
agrees with Schiller that “man is only Defferrari) loves any alternate world, he
completely a man when he plays". Therefore, believes Mystara is incomparably the best for
he makes a point of taking gaming seriously, its vibrant community endlessly delving into
and real life casually. Besides Mystara, his ethnography, linguistics and history just to
gaming interests include (among others) make a little sense of it. Something like the
Dark Sun, Planescape, Ravenloft, Birthright, real world, but with dragons.
Call of Cthulhu, Star Wars and Witchcraft RPG.
Irving Galvez (a.k.a. Oleck) Mexican player
I. “Meandrathel” Calvin enjoys drawing since the early 80s, amateur Mystara writer
fantasy, and animals that can kill. Namely since 1996. The time passes and when the
wolves, dragons, horses, and most large days of fantasy flew away with the age and
felines. Human animal hybrids are not you reach the stage of responsibilities, work,
excluded either; she often draws human family and everyday problems, you look back
versions of her favorite animals. She does, and take those dusty books of D&D, and
however, despise drawing things that are escape a moment to your childhood. Keep
unbearingly cute. It's a pretty awful thing to do. on playing!!!

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.

THRESHOLD: The Mystara Magazine Issue #16


This Issue s Contributors

Some features in issues of Threshold carry a “From


the Vaults of Pandius” tagline. As one of our stated
aims is “to promote the Vaults of Pandius and the
material there”, we hope you will enjoy these
revised or extended treasures from that website.

From the
Mystara
Forum at

Some features in issues of Threshold carry a “From


the Mystara Forum at The Piazza” tagline. Theses
Discussion Boards are an active and dynamic home
of creativity for the Mystara community and many
other game worlds. We hope you will enjoy the
articles that have arisen from that website.

THRESHOLD: The Mystara Magazine Issue #16


Call for Contributors

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

THRESHOLD: The Mystara Magazine Issue #16


“Where on Mystara?” Writing Contest

“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.

We would like you to tell us where this site


exists on Mystara! Who lives there? What are
its secrets? Describe the location in 1000
words or less, and post your entry in this
thread

[Threshold] Issue 16, Where on Mystara?


Contest

Entry submissions will be open until


September 21st. Once the contest closes, all
entries will be judged by you, the readers,
using a poll in this thread. The winner will
receive a custom character portrait of their
choosing drawn by I. Calvin.

Show us what you, and this location, are


made of!

THRESHOLD: The Mystara Magazine Issue #16


The (Not so) Young Races Part 2

by Giulio Caroletti

FOREWORD races like dwarves and gnomes, moreover


touched by Immortals to follow a certain
pattern, there is more rationale for
This is the second installment in a series on employing a more uniform writing approach
dwarves and gnomes that will tentatively run to these themes, and this is the reason why I
for a few more parts. At the moment I have confined myself geographically to a limited
planned a third part that should end the area. The guide touches on dwarves and
history of gnomes and dwarves of Eastern gnomes living in Rockhome, Northern
Brun and a fourth geographical guide. This Reaches, Thyatis, Norwold, Alphatia,
guide follows my usual approach: I work on Karameikos, Dawn, Minrothad and little
a limited area, population or time, opposed more, leaving room for other dwarven and
to the too often used approach of dealing gnomish cultures around Mystara that can
with huge empires with minimal diversity have a different origin than the canon one
and a long history with few events and little that considers all dwarves descendents of the
evolution in terms of culture. With long-lived original dwarven race that lived in the

THRESHOLD: The Mystara Magazine Issue #16


The (Not so) Young Races Part 2

Northern Reaches between the Great Rain of THE AGE OF CONFLICT


Fire and 1800 BC.

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 Garlindwerg had risen to power in


Hammarskjold in 1389 BC. They had broken

THRESHOLD: The Mystara Magazine Issue #16


The (Not so) Young Races Part 2

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.

After these two major overturns, the


Garlindwerg and Black Dwarves could not
make further inroads into the Modrisgwerg
establishments. Those two victories sounded
an alarm bell to ruling monarchs and
aristocratic elites, and to the independent Torkrest rule started in 1161 BC with Thoric
clans and family groups that dotted the I (1161-1119 BC). The Torkrest initially kept
Northern Reaches. Garlindwerg and Black the customs developed during the Everast
Dwarves were unwelcome in most cities as era, but soon, as the Nithian expansion
possible foreign spies or agents, and most of became too aggressive and waves of
the organization’s offices in other cities were humanoids pressed more and more against
their borders, they turned their rule towards
1 An a l te rna te id e ntity o f Il s und a l .

10

THRESHOLD: The Mystara Magazine Issue #16


The (Not so) Young Races Part 2

Kings of Rockhome themselves to empty complaining, without


building an alternative program that could
Torkrest Dynasty (I) find the backing of the population.
8. Thoric I (1161-1119 BC)
Around 1100 BC, the Nithian Empire started
9. Blystar I (1119-1062 BC) expanding in all directions, settling colonies
10. Blystar II (1062-1004 BC) in islands nowadays known as the Isle of
Dawn, Minrothad and Ierendi. On land,
11. Blystar III (1004-961 BC) Nithians pushed south into modern day
12. Blystar IV (961-920 BC) Thyatis and north into the Northern
Reaches3, where gnomes and humans of
13. Blystar V (920-881 BC) Antalian ethnicity lived. Between 1060 and
14. Blystar VI (881-823 BC) 1050 BC, most of the southern Antalians
were conquered. The Nithian expansion
15. Blystar VII (823-811 BC) stopped at the Hardanger mountains, where
16. Blystats I (811-730 BC) gnomes, Modrigswerg and Rockhome
dwarves were mostly able to resist the
Buhrod-hrodar Dinasty powerful invaders. However, the gnomish
17. Blystar VIII (730-697 BC) settlements on the coast and the lowlands
followed the same fate of their Antalian
18. Blystats II (697-661 BC) neighbours, and their lands were conquered
19. Blystar IX (661-600 BC) and occupied. Most Antalians and gnomes
were outright enslaved.
Hurwarf Dinasty
20. Thoric II (600-563 BC)
21. Thoric III (563-506 BC)
Torkrest Dinasty (II)
22. Blystats III Sardal (506-471 BC)
23. Blystar X (471-438 BC)

a harsh, authoritarian regime, creating some


discontent. The family who led the
opposition was the Eftkroten family,
belonging to the recently established Syrklist
clan2; however, the Eftkroten limited To escape occupation, many coastal gnomes
fled towards Davania. A first group settled in
2 The S yrk l is t c l a n wa s e s ta b l is he d in 1 3 2 3
B C, whe n it c re a te d its o wn F o rge o f Po we r
what is now known as Hattias, and became
with the he l p o f the S k a rra d c l a n. S e e pa rt 1 the Brinnisril gnomes of Iniectum4.
o f “ The (no t) s o yo ung ra c e s ” , o n pa ge 1 3 3
o f Thre s ho l d #1 4 m a ga z ine . 3 G AZ 7 : , “ The N o rthe rn R e a c he s ” , p. 6 .

11

THRESHOLD: The Mystara Magazine Issue #16


The (Not so) Young Races Part 2

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

the Ic e G no m e c l a ns who o rigina te d in


D a va nia in 2 9 0 0 B C a nd who s e d e s c e nd a nts ra c e is to b e b l a m e d fo r the ir s uffe ring (the y
inc l ud e the S na rta ns . Ac c o rd ing to M a rc o m a y ha ve go t c l ue s a b o ut the hum a ns '
D a l m o nte : “ The re is no w o ne gno m is h invo l ve m e nt in the G re a t R a in o f F ire a s
k ingd o m in the L o s t Va l l e y re gio n fo und e d we l l ). ”
b y the s e fl e e ing gno m e s , who d re a m o ne d a y 7 The b irth o f the gno l l s is o ne o f the m a j o r

o f re turning a nd fre e ing the ir b re thre n. The y is s ue s in M ys ta ra n c a no n a nd l o re . It’ s quite


ha ve no id e a the N ithia n Em pire c o l l a ps e d c l e a r tha t s o m e Ca no n a s pe c ts a re
m il l e nnia a go , a nd s til l think the re a re unte na b l e : gno l l s c a nno t b e a m a gic a l c ro s s
e ns l a ve d gno m e s in the no rthe rn c o ntine nt. o f gno m e s pl us tro l l s ; a nd it’ s unb e l ie va b l e
Al l the ir l ife ha s b e e n d e vo te d to b uil d the tha t gno l l s c o ul d b re e d a t s uc h a pa c e tha t in
ul tim a te we a po n to d e fe a t the ir e ne m ie s a nd 5 0 ye a rs the y c o ul d b re a k fre e fro m the ir
o nc e the y a re s ure o f the ir vic to ry, the y wil l N ithia n m a s te rs , tra ve l to Ka ra m e ik o s , a nd
he a d no rth o nc e a ga in. The y a re no w a ve ry inva d e the Tra l d a r a nd the Huta a k a o f
d a rk fo l k , o b s e s s e d with the pa s t a nd the ir Ka ra m e ik o s putting a n e nd to the ir
fl ight (a s e ns e o f guil t is a l s o ha unting the m c ivil iz a tio n. The re a re m a ny a l te rna tive s in
a nd the y wa nt to a to ne b y k il l ing the ir o l d fa n- b a s e d m a te ria l : s o m e pro po s e the us e o f
e ne m ie s —s im il a r to El ve n F e a d ie l c l a n) a nd l upins a s b a s e c re a ture s , s o gno m is h b l o o d
b e nt o ve r a pe rs o na l ve nd e tta . As fo r the m ight s im pl y b e us e d a s a c a ta l ys t; a nd the re
o b j e c t o f this re ve nge , it wa s prim a ril y the a re m a ny a l te rna te o r c o m pl e m e nta ry
o l d o ppre s s o rs (N ithia ns ), b ut a s the ye a rs his to rie s o f Ka ra m e ik o s a nd o f Tra l a d a ra tha t
ha ve pa s s e d a nd the e xpe rie nc e s with the c a n b e us e d fo r e xpa nd ing o n the gno l l
hum a ns ha ve ta ught the m , the e ntire hum a n inva s io n o f tho s e l a nd s .

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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

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Hammarskjold-based followers of Garalin to heavy discrimination and occasionally


and the Kurats-based Black Dwarves did not enslaved. The Torkrest kings completely cut
receive much support from their western off the dwarves’ eastern and southern trade
brethren: the Denwarf were too busy fighting routes to human-controlled lands, with some
with orcs and didn’t want to be drawn into exception towards the few pockets of
more potential conflicts by entering the independent or rebellious Antalians, whom
complicated internal political troubles of the they supported with weapons and military
Modrigswerg when their attention was to be advisors against their darker and darker
focused elsewhere. Moreover, the Nithian overlords and against the
conservative Torkrest rulers still trusted surrounding humanoids - at least, in the
neither the Garlindwerg nor Black Dwarves. small measure that the dwarves’ own
protracted wars against humanoids allowed.
Beyond those with Modrigswerg and
gnomes, the most important contacts of Orcs had major strongholds and settlements
Rockhome with outsiders were with in the lands between Canolbarth and
Antalians and Nithians. With the latter, they Rockhome, making it hard for dwarves and
had first some modest trade directly to their gnomes to interact with Alfheim elves when
southeast and later with the Nithians they arrived in the Known World and
occupying most of the Northern Reaches. wrested Canolbarth from humanoid control
Dwarves strongly disapproved of the between 800 BC and 700 BC. This doesn’t
Nithians’ enslavement of gnomes and mean Rockhome dwarves didn’t know of
pressed for better conditions for their their presence, but being generally
brethren, considering themselves too weak distrustful of the elves because of their past
to start a major war but strong enough to history and remembering the troublesome
press the Empire into reining in its colonists interactions from the Blackmoor era, the
in the north. This improved the gnomes’ isolationist Torkrest kings avoided any
standing in the Empire: gnomes who wished official contact. However, a few of the
to stay in the Nithian-controlled areas dwarven warrior orders of the time, and
regained their personal freedom and rights some of the subterranean gnomish cities,
to property with the Falun Agreement of 913 were more friendly and struck a few
BC, while those who wished to leave were temporary alliances with the elves.
allowed to head for Falun, Hammarskjold,
Kurats, Rockhome, or for the southern As the isolationist and militaristic Torkrest
gnomish cities. rule became harsher with the decades of
seemingly unending conflict, it was more and
However, when Nithians delved deeper and more resented by the population. The
deeper into dark arts (starting around 1000 Torkrest managed to keep their power
BC, although the switch of Nithian rulers to mostly because of the perception that more
Entropy was completed only around 700 BC, pressing problems (the orcs and goblins)
and ending with the Empire’s annihilation in demanded unity from the whole population.
500 BC), the few gnomish communities who
had remained in Nithia were again subjected

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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.

773 BC: The gnomes finished building a


huge ship shaped as a wooden and metal
whale. They named it "Leviathan". Pharaoh
Shadla was sceptical about putting humans
Blystats I (811-730 BC), less stubborn or in the ship and was also afraid of losing
more desperate than his predecessors, grain. She ordered that the gnomes be put
agreed to military collaboration with these into the leviathan to operate it and to
Modrigswerg. In 796 BC, Black dwarves simulate the weight of grain. The Leviathan
fought alongside their brethren for the first was set on a test sail accompanied by Nithian
time, relieving the dwarven garrison at Sardal war galleys to prevent escape.
Pass from an orcish siege. After this first
encounter, official relationships started to Once deep at sea the Leviathan suddenly
develop between Dengar, Kurats and began to sink in the water. The Nithian
Hammarskjold. captains tried to rescue the ship but without
success. The truth was that, using their
In the first part of Blystat I’s reign, the technological knowledge, the sea-gnomes
condition of gnomes and halflings in the created a submersible ship powered by water
Northern Reaches worsened, in part due to elementals and used it to escape slavery.
the spread of Entropy among ruling classes
and in part because of the reduced 771 BC: The Leviathan settled on the floor of
intervention power of the dwarves, the Alphatian Sea. Gnomes contacted the
exhausted by the prolonged conflict with
humanoids. As the Rockhome dwarves were
not able to help their brethren, the biggest 10 This pa rt is l ifte d fro m M a rc o D a l m o nte ,
“ Gn o m ish T im e lin e ” a t The Va ul ts .

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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

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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.

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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

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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.

Don’t the Hin have any proof left of the


rule of Loktal Ironshield?

That was almost 2,000 years ago and no


permanent, physical evidence exists from
that era. The Hin record their history on
tapestries in their clan halls. The tapestries
15 S e e the re l e va nt his to rie s b y S im o ne N e ri and the oral tradition of interpreting them
in Thre s ho l d is s ue s #3 , #4 a nd #7 , a nd
J TR ’ s “ Hist o r y o f Le e h a ” in Thre s ho l d is s ue
is the only way they have passed on
#6 : “ Pre s e nc e o f ha l fl ings in the N o rthe rn information for centuries and so naturally
R e a c he s re gio n wa s e s ta b l is he d b y the Po o r it gets a little distorted over time.
Wiz a rd ’ s Al m a na c b o o k s , und e r “ L e e ha ” a nd
“ N o rwo l d ” e ntrie s : « Ha l fl ings firs t s e ttl e d this
a re a 1 , 5 0 0 ye a rs a go whe n k o b o l d inva s io ns
d ro ve the m o ut o f the N o rthe rn R e a c he s » .
Ho w a nd why the ha l fl ings we re fo und in the
N o rthe rn R e a c he s ha s ne ve r b e e n
e xpl a ine d . ”

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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.

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From Othrong to The Nithians appreciate the metalwork of the


Thunderdelve16 dwarves and are willing to trade food,
clothes and other things the dwarves can’t
The 400 Ironshield dwarves, followers of the produce themselves for the dwarves’ craft. In
dethroned Loktar, wandered for three years the decades that follow, Thunderdelve
searching for a place to settle. Finally, they prospers and grows from the trade with the
found it in 909 BC, when they finally arrived Nithians and more First Dwarves start to
in a beautiful valley hidden between two show up at Ironshield’s gate, eager to enter
spurs of a mountain in the Cruth Range. the safety of the Halls of Paradise.
There they discovered a large cavern system
with hidden waterfalls, precious metals and BC 877 – Death of Loktal Ironshield
gems, and began the long, hard process of
turning the mountain into a new home - After a long life as conqueror, dictator and
Thunderdelve, or, as they called it, the Halls finally king under the mountain, Loktal
of Paradise17. Ironshield dies in his bed and is succeeded
by his son, Renar. For another hundred
BC 898 – Nithians find Thunderdelve years, the Thunderdelve clan slowly grows
inside the mountain, refining their craft in
For more than a decade the First Dwarves of metals, stone and gems, carving halls of
Thunderdelve have lived in relative peace in unearthly beauty.
their mountain, guarding their newly found
riches against raiding tribes of orcs and BC 800 – Elves settle in Alfheim and humans
goblins from the Cruth Mountains and in Darokin
trading metal wares for food with the
nomadic human tribes in the area. Then one Elves drive humanoids from the open plains
day a group of Nithian explorers comes to in central present-day Darokin and begin
the valley. Cautiously, Loktal Ironshield cultivating their forest. Human clans begin to
enters into negotiations with them. He build permanent settlements in Darokin18.
knows that if the humans discover the wealth
of the mountain, they are likely to try and BC 781 – Crowning of King Vitroin
seize it using slave armies and dark sorcery.
That is why no humans are admitted inside Vitroin, son of Renar, son of Loktal, is
the dwarf stronghold – all trading occurs crowned king of Thunderdelve when Renar
outside the gates of Thunderdelve, which are dies. He goes on to forge the Hammer of
heavily guarded. Vitroin19 to protect the Halls of Paradise.

BC 775 – Alfheim elves in contact with


Thunderdelve
16 M o s t o f the m a te ria l fo r this s e c tio n wa s
o rigina l l y writte n b y J e s pe r And e rs e n a nd
re - us e d b y pe rm is s io n o f the a utho r.
1 7 S e e X S 2 , “ T h u n d e r d e lv e M o u n t a in ” , a nd

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 ”

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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.

The increasing hostility between Alfheim and


the Nithian Empire means a drastic decline in
trade between Nithia and Thunderdelve.
Hard times fall upon the dwarves, who blame
the elves for their problems.
BC 579 – Last of the Thunderdelve dwarves
BC 633 – Fall of the Halls of Paradise outside Rockhome dies

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 ”

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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

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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 .

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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

K n o wn W o r ld ” , Thre s ho l d #1 2 , p. 4 9 . side of the Black Peaks.

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The presence of those areas to surface dwelling gnomes to


orcs and goblins relieve the region from overcrowding.
in the region
disrupted both After several years of preparations, the
the overland and gnomish-dwarven colonization program
underground started in 475 BC. Only when the Garalin
routes that Underdeep was secured, with occasional
connected the surface villages and towns built above main
cities and villages entrances to the Underdeep, the gnomes
under dwarven started branching out, usually accompanied
and gnomish by small dwarven war bands (gnomes usually
control (it is employed their own architects and
important to notice that the two races often engineers, but relied on dwarves for
lived together in the same mining villages, additional security and often shared doctors
towns and underground cities, and often and priests). The time needed to build this
shared militia and police). system of roads and connections was a long
term plan, but this is how the gnomes
Blystats III, Turro, Deira and Vidar eventually moved to the Traldar lands,
understood that to secure the gnomish Hesperia, what would become Glantri and
settlements in the region and the dwarven Darokin; and this was also the route dwarven
borders, the roads had to be reopened and merchants and traders moved south and west
controlled. The easiest way to do so was to in the Known World, relying not so much on
start from the subterranean roads. First of all, human and elven settlements - especially in
most of the roads had been disrupted by the the first decades - as on the gnomish ones.
gnomes themselves when they fled their This also explains why there are many
surface villages and towns. It was important gnomish settlements sprinkled all over the
first to trace all the settlements and villages, Known World, but very few major ones -
map what had happened to all of the most of the bigger cities are not on the
communities, and reopen and secure the surface25, but under the surface. However,
subterranean passages. Before 1000 BC, the Known World gnomes were never very
roads had been partly above and partly interested in ruling vast swathes of land -
underground, depending on geology and either above or below the surface - but much
geography, as the dwarven and gnomish
engineers and architects deemed best. After 25 Wha t is the m a j o r s urfa c e c ity o f gno m e s
the growing problems with goblinoids and in the Kno wn Wo rl d wa s fo und e d m uc h l a te r
orcs, more underground tunnels were built in Tra l a d a ra : Eve s k yr (k no wn to hum a ns a s
in time, so the Garalin Underdeep was Highfo rge ) wa s e s ta b l is he d a ro und 1 0 0 B C,
relatively established by 492 BC. Much work und e r the l e a d o f the Hil l to ppe r Cl a n (s e e fo r
was needed anyway, but Vidar Ivrast e xa m pl e “ Hist o r y o f K a r a m e ik o s” in
Thre s ho l d is s ue #1 . ). The G a ra l in
suggested a further move: get beyond the U nd e rd e e p’ s e xte ns io n b y AC 1 0 0 0 wa s o f
Orclands towards Salonikos, the Traldar a b o ut 1 0 , 0 0 0 s qua re m il e s o f l a nd und e r
lands and Hesperia, and explore and open gno m is h c o ntro l , with a to ta l po pul a tio n o f
1 0 0 , 0 0 0 (9 0 % gno m e s ), m o s tl y und e rgro und .

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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.

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Updates to Your Rockhome Campaign

by Hausman Santos and Otávio Gadelha


AUTHIORS’ NOTE SPOILER ALERT
This article is primarily intended for the
Dungeon Master. We present here the
This article proposes to expand and further conflicts between NPCs, their opinions,
detail the Post-Gazetteer (1000 AC) events thoughts and course of actions, and how
according to the timeline, situations and they can be developed, according to the
details (from “Wrath of the Immortals” and “Mystaran Almanac AC 1020” ongoing
the “Poor Wizards Almanacs”) to present project1. Players interested in discovering
additional hooks, notes and plots for use by the truth of such events will be at risk of
the DM in his personal campaign. losing all of the surprise and flavor of the
dwarven intrigue by reading the secrets
As part of the continuity of the Mystaran and details described here (of course the
Almanac project (under development at The DM is free to make their personal changes
Piazza Forum along with the Old Almanac and modifications).
Team) this article also aims to advance some
information about Rockhome for the coming
year of AC1020 and address some dilemmas, INTRODUCTION
doubts and situations which remained
obscure, unexplained and disastrous among
the noble sons of Kagyar. Many changes have occurred in Rockhome
since its original introduction (Gazetteer
This article also counts on some additional Age) especially with the whirlwind of the
contributions from Otavio Gadelha; a friend, Great War (The events in “Wrath of the
enthusiast in Mystara and player of my dwarf Immortals”). This article details those
game group campaign since 2004. His changes, and those in the post-war period as
additions on the Dwarven Expeditionary Rockhome continues to change over the
Force in this article are significant to the following years (PWA I-III) and following the
importance of the Rockhome military line of Fan Almanacs (Mystaran Almanac
situation that has been developed in this 1014-1019 AC).
context.
1 S e e the “ M y st a r a n A lm a n a c 1 0 2 0 A C? ”
d is c us s io n o n The Pia z z a fo rum

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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.

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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.

Rockhome started to send representatives to


neighboring nations. The reclusive nation

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.

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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.

Between the council of the clans and the Beneath Jhyrrad


senate:
The infestation of the ruins by goblinoids (in
- The Skarrad support the military sending particular by tribes of hobgoblins4) leads to
of dwarves as a method of historical-scientific 4 The s e o rc s a nd ho go b l ins re m a ine d in
discovery that can collect evidence on this no rthe rnf R o c k ho m e s inc e the tim e s o f King
supposedly advanced civilization and any B l ys ta r III' s b a ttl e c a m pa igns (n 1 0 0 0 B C a nd
technology that could threaten not only c o ntinuing fo r o ve r 5 0 0 ye a rs ). Eve n to d a y,
Rockhome but the other nations too. R o c k ho m e ha s no t b e e n a b l e to to ta l l y
d e s tro y the m o r fo rc e the m fro m this re gio n -
S e e G AZ 1 0 : "The Orc s o f Tha r" - Hum a no id
M igra tio ns M a p.

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military reconnaissance in order to force a Dwarfgate Mountains


passage between the underways of Jhyrrad
(with relative success). Upper and Lower trails; Intermittent trails to
the north - old paths and passages left by the
The existence of some force or power causes dry rivers as follows5:
the dwarves to retreat from the attempt to
use Jhyrrad's ways. Dwarven scouts find “... half the city is built above-ground and
alternative route: undercaves (near Jhyrrad) the other half in dwarven-made tunnels
southwest to Dwarfgate Mountains trail. going deep into the mountain. The
mountain is crisscrossed with deep,
dangerous,old mining shafts from played-
out veins of gold.…”

Occasional encounters with goblinoids


occurred between the northern reaches of
Jhyrrad (hobgoblins: even moreso around
the ruins) and with orcs on the northwestern
borderlands to the Dwarfgate Mountains and
intermittently along trails in the mountains
and hills near Dast (heavily fortified or strong
in the northwest corner of Darokin /
Dwarfgate).

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

5 S e e m o re info rm a tio n in d e s c riptio n: Othe r


S ite s o f Inte re s t – G AZ 6 , pa ge 5 5 .

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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.

“The goblinoid coalition is now in control


of the Orclands, though theirs is a tentative
alliance at best. Religious differences
plague the denizens of Dast and New
Hobgobland (formerly Grukk). The
greatest threat seems to be the keep of
C'Kag, which has been under heavy
construction. General Tlatepetl is still an
unknown, and it has been difficult to get
an agent in past his patrols. We hope to
The taking of Grukk by Hutai Khan and his (CENSORED). (..”
Horde in AC 1013, leaves the access route of
the dwarves to Oenkmar even more difficult,
as reported in AC 1013, Joshuan's Almanac Observations: It is only a matter of time
and AC 1015, Mystaran Almanac: and geological conditions (river floods, heavy
winters, earthquakes, landslides ...) before
From a report by Ursula Bremen- DDC some of these underground passes or even
(AC1014) the ancient rivers now forgotten in the
depths are revealed to the goblinoids as
“... reports of their demise was premature. ways to Jhyrrad and even to the mountains
The ogre king Alebane, the hobgoblin within the Rockhome borderlands.
Hutai-Khan, and a General Tlatepetl (see
attachment E), apparently survived the Fort/Keep on Broken Lands
Shadow Elf assault on the city of Oenkmar
(now known as Aengmor- see attachment Dwarven troops camped and housing on the
F) in 1012 AC. We suspect that they eastern Streel River (around Twin Volcanoes)
escaped by way of (CENSORED), and made began building a military shelter /
their way to the surface. fortification so troops could protect
themselves from the surrounding goblinoids'
“It appears as if they returned near the hostile environment. This is the place of
Orclands, where they formed an alliance access to caves and mines leading to the
with the orc Moghul-Khan (Moghul-Khan underground of Oenkmar - more precisely

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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

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eventual friction with the Shadowelves and education and the literary and cultural
neighboring allied nations of the WDL. records of Rockhome.

Here is the text from AC 1013-Joshuan's Gilar Tordar (Minister of Justice)


Almanac: Father of Giled (killed in the duel of kings);
His family showed great value to the Everasts
“... The isolationist Hurwarf have become and mediation was necessary for justice and
more vocal since the civil war and there are the restoration of peace among the dwarves
ugly rumors of Hurwarf-Torkrest Alliance in the years to come. Gilar from Tordar (an
forming to wrest power from the Everast Everast Family) accepts the important
clan. Were that to happen, it would be a ministerial mission.
very bad thing to Rockhome …”
Kerdan Buhrodar (Minister of Foreign
Affairs) -
The result must remain somewhere between Kerdan's abilities became more evident
the trade satisfaction of the Syrklist, the during the negotiations with the WDL over
Buhrodar's views on Kagyar's will, the the great problem of the invasion of Thar and
Wyrwarf's political-social success, the Psa'gh in AC 1016. He acquired relative skill
Torkrest sense of security of the nation, and with humans and their cultures after
the degree of control against external forces extensive contact with ambassador Constans
by the Hurwarf... Between this game of Hyraksos of Karameikos (before the isolation
balancing the powers rests the competence of Rockhome). His expertise is of great
and success (or failure) of the newest Everast importance in dealing with the hostile
king. policies of the human nations.

Hogun Steelcap (Minister of Army)


GOVERNMENT REFORMS Hogun is a veteran of many adventures and
(AC 1013-1014) campaigns in Norwold, and a friend of
Theobold RedBeard, King Ericall and Everast
With a need to revise sectoral power XV. He was nominated for the leadership of
structure, Everest XVI sees the opportunity to the Dwarf Foot (Expeditionary Forces) in the
appoint ministers in some areas that defense of the action and military
required special attention. The following expeditions. He is a Torkrest by family
ministers are appointed. tradition and is well liked by Lord Korin.

Thoric RedHand (Minister of Histories) - Orin Daroban (Minister of Trade) –


Thoric is a longtime minister and guardian of Styrklint allies (friend of Dia and Dwalur),
the stories and accounts of his people. the Daroban family dominates the trade in
Thoric relies on the support of the Everast the Stahl lowlands with the borders to the
royal house, the Buhrodar clan and the Royal north. For reasons of “know how” and good
College of Sages (under the guidance of connections (besides extensive experience in
Dagan Silverbeard) to preserve culture, the trade of the West Lowlands and borders)

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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.

The dwarves are really worried and paranoid


about a possible invasion from the
Shadowelves and the amount of support the Control of access to foreign trade
human nations will offer on this; the
kingdom has divided itself between the rising Caravans and other merchants wishing to
insular wave and those who wish to open the cross borders must have written permission
frontiers and leave the past behind in order from the Ministry of Commerce/Trade and be
to construct a new economic policy. inspected by the local Garrison troops at the
Tensions tend to explode during open entrance and exit of borders (such as Fort
discussions. Denwarf, Fort Evekarr and Karrak Castle).
Furthermore, caravans should be led and
Reforms in Darokin Tunnel conducted by dwarves (human mercenary
soldiers and authorized merchants after
Darokin Tunnel Fort is completely finished investigations are allowed to take part in the
and reinforced to prevent goblinoid caravan) and their transit period should be
incursions into Rockhome. These measures between the first Day of the Caravans (15
were taken after the incidents involving Hralin / Thaumont) to the Return day (15
Alebane in the Stahl lowlands in AC 1015. Jhyrlin / Eirmont).

6 The s e c tio n “ A Vis it with D wa rf S c o uts ” o n


pg 8 6 o f J o sh u a n ' s A lm a n a c il l us tra te s the 7 S e e “ Da r o k in T u n n e l M a p in 1 M ile
s urve il l a nc e po l ic y He xe s” (b y R o b in) o n Va ul t o f Pa nd ius .

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For more information about this map, refer to “Darokin Tunnel Map in 1 Mile Hexes” by
Robin at The Vaults of Pandius

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Reforms of the Dwarf Foot

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

Table: Dwarf Foot Units


Hammers Traditional light infantry with leather armor, hammer and shield.
Light Infantry Leather armor with axe and light crossbow.
Heavy Infantry Hard frontline defenders; great shields and field plate armor.
Scouts For furtive reconnaissance missions; Weapons and light armor.
Engineers Reforms and planning of structures; Roads and fence battles
(siege).
Mountainers Clashes in the mountains; Regions of difficult access or protection.
Heavy Artillery Heavy crossbows with support of large shields (the dwarf
companion "squire")
Cavalry Use of boars, ponies and lizards (in underground needs); lance and
swords.
Giant Killers Light armors and weapons to major damage (heavy crossbow,
battle axe, halberdier and alike).
Temple Guards Special Unit to protect temples and faith on Kagyar’s affairs; Mixed
units of heavy and light troops under leadership of dwarven clerics.
War machine Operators In missions and handling of machinery against fortifications and
structures; Bombardment and alike.
Medical Corp and Light support medical infantry; first aid kits with cure skill and
Avatars (Dwarf Clerics healing magic in limited use.
and Medics)
Berserkers Battle Anger dwarves; light armor and battle axes; run in mass and
charge attack.
Tunnel Operators Trained for the new needs of military action against occasional
threats from underground monsters and races; Leather armor, mix
of infantry and scouts with Rockhome lizard riders.
Outsider Honor Guard Northman and outsider dwarves loyal to the King; borderland
watch.

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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.

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Clerics and Medics

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

3° Und Maruin 4° 5° 2° 3° 4° Engineering


Heavy
4° Und Borfor 6° 7° 8° 3° 1°
Infantry
5° Und Daril 9° 10° 11° 1° 2° Pathfinder
Light
6° Und Balor 12° 13° 14° 1° 2°
Infantry
Thor's
7° Und Stroob 15° 16° 17° 18° 1°
Hammer
Battle
8° Und Norred 19° 20° 21° 2° 1°
Angers
9° Und Oris 3° 4° 5° 3° 4° Pathfinder

10° Und Whara 22° 23° 24° 1° 2° Giant Killers


Dwarf
11° Und Farar 25° 26° 3° 4° 1°
Champs
Shields of
12° Und Gloum 27°28°29°30° 5°
the King
Builders
13° Und Belfed 31° 32° 4° 1° 2°
of Tunnels

14° Und Noril 33° 6° 5° 3° 4° Miners

15° Und Baled 7° 8° 5° 6° 5° Cartographers

16° Und Bundar 35° 36° 4° 6° 1° 2° Gunners

Temple
17° Und Dorfin 37° 38° 7° 6° 2°
Guards

18° Und Thraia Auxiliary

19° Und Gilic 39° 40° 41° 7° 7° 3° Auxiliary


Tunnel
20° Und Dorlum 42° 43° 5° 1° 2°
Raiders

Some of the notorious leaders and officers of these units are described later in this
article in the NPCs Gallery.

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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 ” .

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CONFLICT WITH THE PROBLEMS WITH


WESTERN DEFENSE LEAGUE MODRIGSWERG (AC 1018)
(AC 1017-1018)
As if the frustrated attempt by Duric and Bifia
After the victory of Everast XVI (with WDL to take the Rockhome throne in AC 1016 was
help) in AC1016 against the forces of Thar not enough, the Modrigswerg pursued a very
and Psa'igh (in addition to Duric and Bifia), remarkable policy of action in the Northern
Darokin again insists on their invitation to Reaches over the next few years.
reintegrate Rockhome into the Western
Defense League. Even though the king still In Thaumont AC 1018, King Hurkres and
refuses, it is somewhat evident to the King Buhrest of the two Modrigswerg
dwarves that Darokin was crucial in kingdoms in Vestland send their emissaries
preventing their nation from falling into the to King Gudmundson of Vestland. They
hands of the invaders. inform him that they have dominions in the
mountains of Vestland, and demand that they
As the WDL nations consider the isolationist be acknowledged as independent kingdoms.
stance of Rockhome as detrimental to the
economies of the allied nations, they urge The Rockhome dwarves were furious to learn
the Grand Council to reconsider their that the much-despised Modrigswerg were
membership through the DDC envoys. active in the Northern Reaches, where they
However, many Senators still distrust were trying, with some success, to be
Darokin for its stance over the Shadowelves recognized as legitimate jarls. Rockhome sent
issue in AC 1012, while others understand a force to Vestland and Soderfjord to put an
the undeniable effects of isolation. end to it, but the Modrigswerg were
expecting such a move and were ready, and
The problems generated are somewhat they crushed Rockhome’s advanced force.
obvious. Isolation and blocking increase
insular tension in the behavior of dwarves, The Rockhome army attempts to enter
increasing internal intrigue and paranoia,, as Soderfjord through tunnels leading to
well as the problems of trade that wanes the Landersfjord. They are caught in traps and
economy and the importation and cave-ins and harassed by strange monsters,
exportation of goods important to until they are forced to turn back before
consumption (grains, spices, etc.). losing a substantial number of soldiers. The
Modrigswerg have trapped the tunnels. The
The case persists between expansionist dwarves seal the tunnels to prevent the
positions (supported by the Syrklist, Skarrad, monsters from entering Rockhome.
and Wyrwarf) against the conservatives
(Hurwarf, Torkrest) to culminate in the crisis After finding that it is impossible to enter
of events in AC 1020. Soderfjord through the tunnels beneath
Rockhome, the dwarves have decided to take
some time to consider their strategy. A small

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force of hot-headed dwarves refuses to wait, EVEKARR`S CAMPAIGN


however, and set out for Soderfjord overland. (AC 1018-1019)
Guided by Vestland troops, while travelling A force of giants, trolls, golems and monsters
the last stretch of land on their way to led by Modrigswerg dwarves of King Hurkres
Soderfjord, the Rockhome army and its of Makkres take Fort Evekarr, by attacking
Vestland escorts are ambushed by giants, from above and below. The Modrigswerg
golems, and strange monsters. In a mighty suddenly take control of all access between
battle, the Rockhome dwarves prove Rockhome and Vestland.
victorious, but with a fair amount of losses.
The Vestlanders are scattered. The dwarves In AC 1019, a long winter camp at Evekarr
decide to continue by themselves. Pass was established, beginning the clashes
to retake Fort Evekarr from the Mordrigswerg
Finally, the second ambush suffered at and reopen the border to Vestland. The long
Soderfjord, fragments the Dwarven campaign of bombardment and then assault
Expeditionary Force and forces them to allowed the dwarves to enter the strong fort
abandon the campaign. walls (which had been built to guard the
entire passage) from the west side. The
garrison building of Fort (built into the
mountain on the east side of the pass) had its
side ruined due to the long bombardment to
Vestland's Status take it. After a long inspection by the
dwarven soldiers of the Expeditionary Army,
After the crisis in Fort Evekarr (taken by no sign of the whereabouts or escape of the
Modrigswerg) Vestland's only support Modrigswerg is found and this creates a
failed. Ahead of an army of Vestland, King mystery among the officers who do not
Bergthor Haraldson presses south to understand how they managed to vanish.
Landersfjord (to directly confront the
Modrigswerg). Entering the lands now
claimed by the Modrigswerg, they are met AC1020 AND THE PROBLEMS
by giants, who bombard them from the IN ROCKHOME
mountains. The army withdraws out of
range. After these events, the sudden After successive wars, economic and political
invasion of the coast of Vestland by troops crises, Rockhome begins to suffer from its
of Ostland make king Bergthor revise his internal effects and this initiates the proof
plans and priorities. that dwarves need to overcome to hold their
nation on the track of the proper path, or to
begin its decline to ruin. Once again the
young King Everast XVI will be challenged to
solve and circumvent the problems of the
dwarves or put the future of Rockhome at
serious risk.

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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

12 A s e c re t s ub gro up o f m a s k e d d wa rve s who 13 The y us e s pe l l s a s a c irc l e o f fa ith a nd


ha te s fa rm e rs c o m m unio n

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- 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.

THE INVASION OF DAROKIN


A HOPE FOR THE CARAVANS
In an emergency meeting of the Western
Dwalur (Head of Syrklist) and Belfin (Head Defence League, Darokin announces the
of Wyrwarf) along with other family leaders mass humanoid attack on the city of Selenica
attend an audience at the royal palace. They and requests aid.
present to King Everast XVI a proposal to
seek commercial partnership between The mobilization of goblinoid troops (in the
caravans and merchants with dwarven attacks on Selenica) near the Darokin Tunnel
colonies, increasing and expanding caravan leads King Everast XVI to consult his advisers
routes (like the Tordal dwarves in Highforge, and generals. They conclude that even if no
Makrest dwarves in Buhrohur, then Denkres longer part of the WDL, a joint action in the
and Barrad dwarves in Stormhaven)14. Orclands can be mutually beneficial to avoid
another goblinoid invasion through the
Traders have few trade routes: the Heldannic mountains to the south.
Territories are in an internal crisis; there is
only limited access to the Ethengar Khanates; The Darokinian envoy to Rockhome meets
and Vestland could not be reached since with King Everast XVI and tells him that
AC1018, with border isolated by the conflicts Rockhome's offer is greatly appreciated and
on Evekarr, except for the route to Rhoona, extends an invitation for the commanders of
but the traffic is still very risky and the expeditionary forces to come to Darokin
dangerous. This leaves only Ylaruam as a City to discuss strategy with the commander
trading partner for Rockhome. Political of the Darokin Forces.
isolation begins to generate economic

14 The re s pe c tive c l a ns a re s o c a l l e d b y the


d wa rve s in R o c k ho m e a c c o rd ing to the ir
ra c ia l l a ngua ge - t h e De n g a r , a s pre s e nte d in
“ A n n a ls o f t h e De n wa r f Dwa r v e s” b y G iul io
Ca ro l e tti

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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.

In the Orclands the Dwarf Expeditionary


Army discovered that the Orclands were not
15 B o l l o I wa s the m o s t infa m o us d e s po t left undefended, and have engaged in
e ve r to s it o n the D wa rf- King Thro ne in
9 8 B C – s e e o n “ Hist o r y o f R o c k h o m e ” – running combat with substantial numbers of
G AZ 6 , pg. 4 4 (TS R Pub l is hing) trolls apparently led by a large Red Dragon.
1 6 “ F o rge o f Po we r re s ts a t the he a rt o f
The Dwarves have not managed to turn
e ve ry d wa rve n s tro ngho l d . M o s t F o rge s o f south but have kept the trolls and Khordarg
Po we r c o ns is t o f a pa ir o f o b j e c ts : a l a rge
c ruc ib l e a nd a l a rge a nvil . The F o rge is us e d
and his retinue of bound female reds from
to c re a te the fa b ul o us d wa rve n l e ns a nd the helping Tlatepetl on the west front.
e xtre m e l y ra re o il o f d a rk ne s s ” . – R u le s
Cy c lo p e d ia , pg. 1 4 6 (TS R Pub l is hing)

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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.

Darokin City sends more delegations of DDC


envoys to plead and ask why the incursion
operations in the Orclands to break the
support of Tlatepetl from the north have
ceased. King Everast reports that action taken
by the Shadowelves (supposed allies of
Darokin) was not expected inside the
Rockhome lands and that troops were
relocated to resolve this "failed attempt" of
the Shadowelves... so for now, the Dwarven After several months of tests, the project is
Expeditionary Army must remain in the considered a success by the Skarrad and
defense of the Darokin Tunnel Fort. They military, however, Master Zarthor
surround north Fort Hobart and will keep recommends some adjustments that will be
that position until this subject on the necessary to deal with the altitude of the
Shadowelves is clarified. The delegations of mountains. A light infantry of hammer /
DDC envoys say they are not aware of any of crossbow units will be trained in the coming
this but do not receive further explanation months. The chosen leader to train them is
from the dwarves, so go back to Darokin City an auxiliary in the military envoy sent to
to try to clarify what happened. oversee Master Zarthor’s project: Eirin
Narum (at the recommendation of his father
Dolun - a Torkest Senator).
AN AIR PROJECT (AC 1020)
The first flight inspection of the Dwarven
To inspect the high points of the Altan Tepes Balloon around Darokin Tunnel Fort and
and Dwarfgate Mountains, an old Skarrad Altan Tepes Mountains to observe the
project is presented to the generals; a hot air passages and geography around the area
balloon17. A group of military officers are sent proceeds; Master Zarthor accompanies the
to inquire about the logistics and costs of ground troops with the officers of the
those responsible for the project. Expeditionary Army. The balloon tries to gain

17 S e e AC1 1 : “ B o o k o f W o n d r o u s 18s e e M a j o r U nive rs itie s Ta b l e - TM 2 : “ T h e


In v e n t io n s” , pa ge 5 3 a nd G AZ 6 , pa ge 3 7 . Ea st e r n Co u n t r ie s T r a il M a p ”

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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'

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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

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After some weeks of sessions in the Senate, a WHAT COMES NEXT?


vote is called, the Syrklist (20% of senate
vote), Skarrad (9% of senate vote), Wyrwarf Foreign Trade
(14% of senate vote) and Buhrodar senators
(13% of senate vote) heavily vote in favor of Caravan traffic continues to expand with the
rebuilding and renewed trade, while the dwarven colonies outside Rockhome
Torkrest (20% of senate vote) and Hurwarf (following the planning of the Ministry of
(10% of senate vote) stick to their ideals of Trade) but the Orcwars that occur in AC
isolationism. The foreign policy theme has a 1020 bring with them many complications:
result of 30% to keep close and 56% to open Karameikos is wrapped in a civil war with
diplomatic borders. occasional goblinoid attacks which threaten
the route to Highforge; the Heldannic
On the current situation of confrontations Territories are stabilizing their government
and invasions, the Torkrest (20% of senate after the civil war of AC 1018, but to travel
vote), Hurwarfs (10% of senate vote) and half there caravans would need to pass through
of Everasts (7% of senate vote) vote for a Ethengar, which lacks a central government
continuation of the actual policy of war and -- so there is a risk of being attacked by
revenge, while the other half (Syrklist, independent or rebellious tribes; Thyatis
Skarrad, Wyrwarf, Buhrodar and half of proves to be the best option, with caravans
Everasts...63% of senate vote) vote for a moving through Ylaruam and then Biazzan to
policy of more rebuilding and defense rather Markrast.
than external war. In all, almost ¾ of the
senators vote with the Syrklists. With the reopening of the border to
Vestland, trade may resume, but the road to
King Everast XVI agrees to maintain the plan Evekarr still presents dangers requiring well
of seeking commercial partnership between armed escorts -- and crazy enough to take the
caravans and merchants with the dwarven work. Rockhome will send diplomats and
colonies, to address the economic problem representatives to discuss the latest AC 1018
of dwindling agricultural supplies, without conflicts over the Modrigswerg.
altering his foreign policy for now; and
continuing to reinforce Rockhome’s Among the clans most interested in the
defensive borders (without external success of these caravans, Dwalur of the
incursions… except in such cases as the Syrklist is closely monitoring progress and
Shadowelves invasion) and he orders his investing all possible help; unlike the
generals to begin preparing military plans to Hurwarf who see these events as a risk of
present to him. opening the Rockhome frontier to the threats
of foreign races - and are ready to boycott by
sending spies in the caravans to report the
events to the leaders of Hurwarf families.

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The Flying Rock Sojourner River,or lesser regions of Bel


Lendh Monandry19 and bring important clues
With the prototype being properly utilized of the forgotten past of the dwarves.
and proving its success, Rockhome wanted
more dwarven hot air balloons. In fact, Darokin DDC insists on resumption
Master Zarthor has a larger plan prepared for
this, but needs the help of a trusted and The DDC had sent its most skilled diplomat -
larger team - a major balloon ship (that he Ursula Bremen - to persuade the dwarves to
affectionately calls the Flying Rock) to backtrack on their retreat in the campaign
transport a small team of troops (such as a against the Orclands. Darokin will be open to
squadron of 25 dwarves). This ambitious all possible offers and proposals to maintain
prototype will take longer to build, and this ally; the fate of the Republic is at stake -
require more testing than a standard balloon and Selenica remains in the hands of the
ship. Furthermore it can only be built in goblinoids.
Dengar or Lyceum (in Stahl).
Senate contests for the vote of the
Everast

The position of the Everast Clan (hitherto


neutral in voting) is decisive in the Senate
race between the border dilemma and the
isolation of Rockhome and its trade. Hurwarf
and Syrklist clash while vying for the support
of clan Everast to their respective positions.
Maneuvering in the senate is fierce as the
opinion of the King will likely be determined
by senators from his own clan.

Thoric Reports Agreements with external Clans

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.

The extended exploration can take the


dwarves to places like the subterranean 19 S e e m o re o n: “ No t e s o n t h e B e l Le n d h
M o n a n d r y m a p ” b y S e a n M e a ne y o n Pa nd ius

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Shadowelves prepare position ROYAL FAMILY

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.

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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

CLERGY AND PRIESTS (LN dwarf male


C13) – Dagan is a
Thoric RedHand venerable dwarf
sage, probably
(LG dwarf male the most
C12) - Minister knowledgeable
of Histories; dwarf in all of
Thoric was Rockhome and
involved in respected far and
compiling the wide – even by
recent history opponents of the
of Rockhome College – for the wisdom of his years. He has
and an analysis remained at the forefront of the Royal
of the course of College of Sages 20 in Dengar (a profound
his nation. The connoisseur and artisan of the ancient
discovery of dwarven runes). Denied the opportunity to
Bollo's vaults and the recommendation of
Duris and Dagan to initiate the exploration 20 S e e m o re o n “ T h e R o y a l Co lle g e o f
Sa g e s” b y J e s pe r And e rs e n a t The Va ul ts .

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adventure outside of Rockhome by the Bramer Fullight


strictures of his duties, he has seen the
expedition to the secret vaults of Bollo I with (LG dwarf male
much renewed enthusiasm and passion. C8) – Bramer has
Where his health and joviality can no longer been dedicated to
act, has instructed Thoric with the task of eradicating hunger
doing it and of reporting everything back to and helping the
him. poor of Rockhome
(bringing together
Dupactlazem (Dupac) food and resources
for donations). He
(NG gnome male M9-Ilusionist) – Dupac (his hopes to gather
most reduced and simple form of the name) many helpers and
is an original Torkyn gnome and has been in minimize the Wyrwarf friction as much as
Rockhome longer than you can imagine. He possible and bring relative peace to
has been of crucial magical importance to Rockhome.
Dagan Silverbeard for his arcane expertise in
Illusionism for the dwarven race's historical Filia Duril
research. In return, Dagan promised to help
him with the parallel search of the lost (LN dwarf female
gnome story. Dupac has joined the Skarrad C9) – Filia initially
family of the Eveskyn (composed of gnomes went on to
from Torkyn Fall). compose and
organize library
Dura (Priestess of Yamuga) records as Thoric's
auxiliary. Her
(NG dwarf female progression has
C11) – When not become notorious
in Dengar, Dura and currently
is dedicated to stands beside research with Thoric, assisting
the worship of in the collection of clues and writing of
Yamuga in the reports for Dagan and King Everast XVI.
wilderness of
nature. She is the Kolil daughter of Dolil
one who leads
the most (NG dwarf female C5) – Enthusiast in the
expeditions cataloging and indexing of the library in
(sometimes Dengar, with the new induction of Filia, Kolil
faraway) on behalf of the Royal College of has been dedicated to guide the work of
Sages for historical field research. He has trainees in the advance of their researches
made friends in Ethengar with many Shaman and to follow with the administration of the
and Druids, sharing more of their style of Library.
belief and faith.

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Bolum Master of the Temple Belic son of Olic

(LG dwarf male (LN dwarf male C3)


C12) – – Itinerant priest;
Responsible for dedicated to
ceremonies and military support on
worship at the the frontiers and
main temple in personal honor in
Dengar. Always in an attempt to learn
a meeting with and absorb the
Lady Koris weekly ancient tradition of
in order to share the Order of the
the same Golden Battle. It
opinions and advice. Bolum is part of a can be met by travellers on the route from
temple protection order and is also a the south of the Darokin Tunnel to the
member of the League of Sages. Styrdal Valley and Denwarf Spur.

Bomur the purified Dwalifa daughter of Dwafa

(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

Here is a short list of Senators representing


the prominent families in Rockhome (within
each clan). It is important to realize that each
clan has dozens of other Senators (usually
one for each midsize family) and this small
21 M o re info rm a tio n a b o ut Pie ty Po ints c a n sample is an aid to help DMs expand their
b e c he c k e d in the wo rk d e ve l o pe d b y M a rc o
D a l m o nte in “ T o m e o f t h e M a g ic o f M y st a r a
games involving family policies in clans and
v o l2 - Div in e M a g ic ” , the “ Co d e x Im m o rta l is ” political agreements.
a nd the po s t a t “ B r e a t h o f M y st a r a ” , R o b in
D’s blog

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Buhrodar: Koris daughter of Goris MILITARY ARMY


(Buhrodar); Blirun brother of Blindis
(Blystats); Golum son of Gorfin (Denwarfin); Main NPCs in the Dwarf Expeditionary Force
Bolis wife of Olic (Blystat-Hrodar); Donan (DEF) include the following.
Buhrast (Buhrast).
Hogun Torkrest
Everast: Noris daughter of Nais (Everast);
Gilin daughter of Gilis (Tordar); Noria wife Great Commander,
of Nored (Styrdal); Thraor Sarkrey (Sarkrey). General of Dwarf
Foot, commands all
Hurwarf: Dohrun brother of Dohr DEF units and
(Kudwarf); Giltor the Old (Throrur); Gored personally leads the
nephew of Oar (Hrokar); Bolana wife of 1st unit, composed
Bofar (Hurdurgar). of the most
promising dwarves
Skarrad: Filia daughter of Koria who join the
(Nordenshield); Gorin Garrak expeditions; 1st
(Garrak);Hulgris wife of Hurgrin (Hurgon- Unit is formed by the 1st, 2nd and 3rd dwarf
Skarrad); Zoldar the Old Torkyn (Eveskyn); infantry company, 1st Rockhome
Dwafa Nogon the Old (Nogon); Hurin son of Engineering company and the elite division
Hured (Hurstyr); of the unit, 1st dwarf DEF Veterans.

Syrklist: Dia daughter of Fara(Syrklist); Dured Everast


Gorur Dulgar (Dulgar); Gilin Daroban
(Daroban); Nodar son of Norden (Styrklint); The 2nd Unit of DEF is commanded by the
Helga-Syrklis (Syrklis- Hurgon). Captain of Dwarf Foot, who like all military
personnel who volunteer for the
Torkrest: Korin son of Orin (Torkrest); expeditionary forces, received an honorary
Dolic brother of Doic (Kurpuhn); Moror son patent over his own. It is formed by 1st
of Borfor (Blystar); Korif Duril (Duril); Belas Dengar Mountaineers Company, 3 light
wife of Bundar (Sardal); Dolun son of Torun infantry divisions and Dengar
(Narum); Dalen Evedain the Old(Evedain). Crossbowmen's 1st company, two dwarf
divisions prepared to provide cover and
Wyrwarf: Belfin son of Dorfin (Kurutar); support for mountain operations.
Throrin daughter of Thraia (Larodar); Gillum
son Gilian (Tordal); Das mate of Dwas Maruin “The Strategist”
(Kerdol).
Skarrad the General of Dwarf. Foot
commands the 3rd unit of DEF, he is the
commander of the 2nd Rockhome
Engineering Company, consisting of two
dwarf divisions trained for fences and use of

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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,

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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).

Noril (Syrklist) – Commands the 14th unit of


DEF with special squad units of Miners (an
auxiliary unit of the 13th - overseeing
underground exploration missions outside of
Rockhome).

Baled (Buhrodar) – Commands the 15th unit


of DEF with special squad units of
Cartographers (a 5th auxiliary unit to
collect information from enemy territory and
catalog maps for military campaigns in
general).

Bundar (Torkrest) – Commands the 16th


unit of DEF with special squad units of
Gunners (for massive combat and front-line
missions against strongholds and enemy
domains).

Dorfin (Buhrodar) – Commands the 17th


unit of DEF with special squad units of
Temple Guards (for Kagyar faith-protection
missions, their sacred creations and

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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.

The Blystats descend from a noble lineage 22 D a te s a nd pe rio d s a re in a c c o rd a nc e with


of kings. While some Torkest still ruled (811- “ T im e lin e o f Dwa r v e n K in g s” b y G iul io
Ca ro l e tti o n Pa nd ius .

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Personalities: Belic son of Olic; Bolic son of EVERAST


Olic; Baled (15thDEF); Balen (Library
Auxiliary) son of Baled; Olic Hrodar - the The Everast were subjected to many tests and
Old (Head); Bolis (Senator) wife of Olic; proofs after the clan war. After the
Balan daughter of Olan; Olan sister of Olic government reformulation, there are some
(seniority). issues that need to be solved to consolidate
Rockhome into a united and strong nation.
The Buhrast are great artificers and King Everast XVI has this great responsibility
guardians of ancient forging secrets and and has the support of the families of his
incantations of dwarven legends. Many sages clan. They are dedicated to dialogue and to
and researchers are among them (including reuniting the families of the other clans again.
the creators of the Royal College of Sages) -
they are by habit, isolated. Personalities: Bifin son of Bofin (deceased
in the Clan Wars); Bofin (King) son of Bifin;
Personalities: Dagan Silverbeard (Sages Nais (deceased); Noris (Senator) daughter of
College); Kolil (Library Auxiliary) daughter of Nais; Duris (Military) daughter of Nais.
Dolil; Dolil daughter of Donia (deceased);
Bolil son of Dagan; Konto (deceased) son of Major Families: Everast/Tordar/ Styrdal (on
Konan; Konan son of Donan; Donan Buhrast Evemur)/ Sarkrey (on Ft. Karrak)
(Head/Senator); Donia Buhrast (deceased).
The Tordar are among the aristocratic
The Buhrad are currently a smaller family. tradition, they are the largest and strongest
They are cited here among the larger families supporters of the royal family among the
because of their great importance in the clan. Everast. They are bureaucrats and plotters in
The Buhrad claim to possess the lineage of the senate and have better contact with other
the first leaders among the Order of the senators of the various clans.
Golden Battle (as well as important relics,
trophies and documents sacred to them). Personalities: Giled son of Gilar (deceased
Successive combats, deaths and exclusive in the Clan Wars); Gilar (Minister) son of
dedication to order, contributed to the Gilum; Gilis (Head) wife of Gilum; Gilin
reduction of its members, its economic (Senator) daughter of Gilis; Gloum (12th
power and influence - today they are a pale DEF) mate of Gilin; Gilum (deceased);
shadow of its days of former glory. They are Glolum (Sages College) son of Gilum; Gilto
aided politically and economically by Buhrast (scout DEF) son of Gloum.
and Blystat - Hrodar (who share their
ideology and history). The Styrdal are the largest allies and
supporters of Syrklist in Evemur - dedicated
Personalities: Buhkar Buhrad (the Old); to trading and studying in metallurgy. They
Buhradrin (Head) son of Buhkar; Buhrod are the diplomatic bridge between trade and
son of Buhradrin; Buhres wife of Buhradrin; politics in tthe Stahl Lowlands.
Bluhfar (absent) son of Buhradrin; Buhkris
daughter of Buhres.

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Personalities: Norah (King´s Guard) Major Families: Lyrrast


daughter of Noria; Norin (King´s Guard) son /Kudwarf/Hrokar/Hurdurgar/Throrur
of Nored; Noria (Senator) wife of Nored;
Nored (King´s Guard Representative) son of The Lyrrast are weakened as ever, but still
Durun; Dured (1st DEF) son of Durun; prominent in leadership. They were
Durun Styrdal (Head); Dugun (King´s reorganized after defeat, and though still
Guard, died in the Clan Wars) brother of fragile, have been reinforced with new
Durun. alliances and marriages (among them the
Kudwarf and Hrokar). There is still some
The Sarkrey are the greatest Everast power resentment with the Torkrest, although it has
in the south and influential in Fort Karrak, not visibly manifested yet.
and are strongly allied with Everast XVI since
he served time as general there. They have Personalities: Bifi (deceased); Bifia
contacts and allies in the Emirates of Ylaruam. daughter of Bifi (Exiled); Bifin (deceased);
Bifed son of Bifin (went missing during the
Personalities: Thraor Sarkrey wars, may be dead); Bilia niece of Bifi; Balor
(Head/Senator); Throic (absent) son of Oic (6thDEF); Bifa (Sages Auxiliary); Morlun
(Torkrest) mate of Dorfia; Durfic son of (Kudwarf Family) mate of Bilia.
Bofic; Doric son of Bofic; Bofic son of
Thraor; Dorfia daughter of Daria; Daria The Kudwarf/Kurwarf family ascended by
(Head) wife of Thraor. joining the Lyrrast. They are zealot-style
politicians and many of their members are
HURWARF part of a Hurwarf subgroup - the Black
Mantles. Their preoccupation with an
Clan Hurwarf underwent one of the most isolated and strengthened nation (complete
drastic changes after the Clan Wars. Their with migration control) generated ties and
leaders, Duric and Bifia, were exiled, along contacts with the Hammer (guild) and with
with some families. Furthermore, there were some Torkrest Hard-line sympathizers of the
many deaths. The Lyrrast family, which used Black Mantles.
to lead the clan, was almost eradicated. Only
a direct agreement between old Kuric and Personalities: Mathora daughter of Dora;
the Kudwarf and Hrokar familes, Morlun son of Dohr; Fared cousin of
strengthened by several marriages, could Mathora; Dohr (Head) father of Mathora;
restore some order to the clan leadership. At Dohrun (Senator) brother of Dohr; Durla
that point, the leaders of the Kudwarf and (Exiled) daughter of Dora; Bilia (Lyrrast
Hrokar families would take over as clan Family) wife of Morlun; Farin (Throrur
leaders, with old Kuric, who is of fragile Family) wife of Fared (Exiled).
health, taking an advisor role.
The Hrokar are regarded as the most
Personalities: Kuric (Venerable) son of combative and bellicose warriors among the
Burid; Duric (Exiled) son of Kuric. Hurwarf (rumors and tales point out that
their ancestors were already part of the

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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 .

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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.

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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.

26 Y o u c a n a ppl y he re the inte re s ting


c o m e d ic s ugge s tio ns o f te c hno l o gie s
d e s c rib e d in the s e c tio n D wa rve n S c ie nc e o n
pa ge 3 6 o f G AZ 6 .

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SYRKLIST prospered in alliance with the leadership of


the Syrklist main family. Being practically
The Syrklist had much economic loss with one united family and an ally of the main
the isolation of the nation after the conflicts Syklist clan, these follow their lead in
of Oenkmar in AC 1011-1012 (just when they political matters.
hoped to resume the foreign trade after the
long underground confinement of AC 1006). Personalities: Fara the Old (deceased); Dia
They were the crucial tool of understanding (Senator) daughter of Fara; Bali daughter of
between the Torkest and the Everast in the Fara; Thruic mate of Fara (deceased);
cessation of hostilities in AC 1011 (given the Thrumbar (in Karameikos) cousin of Dia and
family ties between Dia and Bali). The Bali; Farar (11th DEF) niece of Fara; Farin
Syrklist wanted to pursue economic plans daughter of Farar.
including the resumption of foreign trade,
which was again interrupted with the The Dulgar are dedicated to engineering and
isolation of Rockhome after the campaign construction and located in Evemur. They
against the Shadowelves. The Syrklist are in a concentrate trade from the Stahl Lowlands
new campaign to convince the Senate towards Karrak Castle and then to foreign
(through dialogue with the Everast and the nations. A few years ago they rendered
Torkrest who have family ties in common) to services to the Golden Khan of Ethegar with
re-open the borders with the outside world, the proposal to modernize the way of trade
despite putting themselves in the middle of and the supply of metals by export - an
the conflicts between the Hurwarf and agreement now no longer in service given
Everast. Seen an unusual support from the the death of the Moglai Khan in AC 1015. The
Wyrwarf. Some Syrklist has suggested, to Dia Dulgar continue attempting to convince the
and Dwalur, giving political, financial and Everast (especially the Styrdal) to reopen the
economic support to the Skarrad (under Rockhome borders.
newly structuring) so that once reorganized,
they can support the Senate struggle to Personalities: Morur Blackheart adopted
reopen the borders of Rockhome. son of Gorur; Nour (Syrklist Conservatory)
son of Gorur; Gorur Dulgar (Head/Senator);
Personalities: Dwalur (Head) son of Belfur; Nourin daughter of Nola; Nola sister of
Belfur the Old; Belfed (13th DEF) cousin of Gorur; Noren (deceased).
Dwalur; Belfin son of Belfed.
The Daroban, Styrklint allies, dominate the
Major Families: trade traffic in the Stahl lowlands with the
Shieldkroten/Dulgar (on Evemur)/Daroban borders to the north (Fort Denwarf and
(on Stahl lowlands)/Styrklint (on Styrdal Road). They had little friction with
Stahl)/Syrklis- Hurgon. the Dulgar during their commercial
expansion into Ethengar, which ended with
Shieldkroten – Since the death of Veneravel the death of Moglai Khan during the Glantri
Fara and the leadership of the family falling invasion in AC 1015 - now with the Dulgar
into the hands of Dia (now married to more restricted again on Evemur, The
Dwalur son of Belfur) the Shieldkroten have Daroban stay leading commerce on region.

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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

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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

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Personalities: Lain (Military) daughter of Personalities: Belfin (Head/Senator) son of


Alin; Alin daughter of Amin; Gloeen (Medic) Dorfin; Dorfin son of Olin; Olin the Old
son of Dalen; Amin (deceased); Glomin (deceased); Gilia (Head) daughter of Toris
daughter of Amin (Woodman); Dalen (from Stronghollow); Ori (on Greenston)
Evedain the Old (Head). niece of Toris; Oror cousin of Oris.

WYRWARF Stronghollow (in Karameikos) – Originally a


family formed in Highforge in Karameikos.
The Wyrwarf's struggle for support, respect, The rise of Gilia in the Wyrwarf and the need
and security in the lowlands is not recent. for support made it possible for a few of the
Their leaders have tried to show the Senate companions to accompany Gilia to join the
that the defense of the lowlands is flawed, Kurutar (they are more a joining and union
that abuses by the military are constant, and to Kurutar than a family for themselves).
that none of this will change unless the
Rockhome economy targets improvements in Personalities: Gilia (Head) daughter of
agriculture and the import and export of Toris; Toris niece of Dorfus; Ori (in
spices. The Wyrwarf can cross their arms - Greenston) niece of Toris; Oror cousin of Oris.
and Rockhome could starve. The Kurutar
have recovered from the Stahl attack of AC The Larodar are part of the established and
1011 and the Stahl lowlands on AC 1015-AC dominant clan in the Klintest lowlands and
1016. The moment calls for improvements, Smaggeft. It has had good ties with the
and the Wyrwarf has pressed the Senate. Nordenshield since the times of Thrais and
Duro. They are restructured after the
Personalities: Belfin (Head/Senator)son of conflicts of AC 1015-AC 1016 and believe that
Dorfin, Gilia Songsmith (Head) daughter of Evekarr Pass is important for grain and food
Toris. economy.

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.

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Personalities: Gilic (19th DEF) counsin of CITIES AND TOWNS


Gilian; Gilian (Head) son of Gigum; Gigum
the Old (deceased); Giloen son of Gilic; GREENSTON
Gillum (Senator) son Gilian; Giloar
(murdered by Hammer) son of Gilian; Gilbin These characters are an addition to the
(Gnome) wife of Gilian. intrigue of the city when political conflicts
begin (mainly between the military and
Kerdol – The times, difficulties and conflicts farmers). Tension is generated between
make them stronger; when things get really merchant leaders, guard officers, local rulers,
tough, the Kerdol gather their trained and judges to establish order - still adding
weapons and mercenaries and go on to the few human merchants and allies amid
defend the clan and their lands. They are this tumult (not to mention their personal
dedicated to organization and defense. characters from the game table and DM).

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).

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Gloria – Torkrest merchant leader (Duril Additional Allies


family).
Master Zarthor
Dlum – Captain of the guard and garrison in (N dwarf male C12)
Greenston Survivor of the
Hurgon of Alphatia
Dwalik – Leader of the Guild of Ports in (integrated to the
Greenston Skarrad). He used
his magical
Orta – Priestess and representative of Kagyar engineering skills for
in the temple of the town. the Dwarf Air
Balloon project.
Doria – Burgomaster and mayor of the town. With the real ordeal
of the army, he started building the Flying
Morla – Magistrate Judge in the city. Rock project (a Proto-Zeppelin like example)
but still spent some time in this process.
Thora – Torkrest Merchant and Smith (Duril
family). Eirin son of Dolun
(LN dwarf male F10)
Amid Al Azrad - Merchant of Darokin (Al Dwarven Army officer
Azrad merchant house). on special mission at
High Fort on Mount
Densel Ander - Representative of the Everast. He is
patrollers and Rangers (militia and hunter) currently preparing
and training a new
Abbuka - Merchant of Ethengar. special unit of dwarf
troops: a light air
SMAGGEFT infantry - which will
be conducted by air baloon to remote and
The city has undergone considerable hard-to-reach terrain - mainly for troop
reconstruction and is already beginning to support. The unit will consist of light infantry
return to normal. During the recent years crossbowmen and will be in action for years
after the invasion, Smaggeft has been exempt to come.
from fees for reconstruction purposes, and
today it already shows signs of recovery. The Grondar
city had a central district with the City Trade son of Kolmar
Hall reinforced with more resistant walls (NG dwarf male F9)
(the central district has direct access to the Officer of the
lower city and the Stronghold Skarrad- with Dwarven Army
a sophisticated central mechanical elevator responsible for
and stairs skirting the wall down from the training Mountaineer
caves of the city to the underlevels). units. Veteran of the

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Smaggeft

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war in Oenkmar, he played a crucial role in Finan son of Fillum


the campaign in Evekarr and continues to (LN dwarf male F8)
participate in the campaign of the Orclands Member of the 1st
in AC 1020. DEF unit and leader
of mercenaries
Bahrundar (mostly family
son of Bundar members) in Styrdal
(LN dwarf male F5) Valley and Fort
Officer of the Denwarf. Finan and
Dwarven Army his dwarf guards will
company at the have trouble
Giant Killers unit. managing the conflicts between the Wyrwarf
He participated in and the Hammer group in the Stahl lowlands.
many battles against
the allied giants of Thradorf “Firebeard”
Thar in AC 1016 as (CN dwarf male F9)
well as the C'kang Trolls in AC 1020. In spite of Torkrest,
Thradorf became
Daril “Ironboots” aware of the
son of Baril situation and damage
(LN dwarf male F10) suffered by the
From the Kurpuhn Wyrwarf and farmers.
family; Currently Since then he has
general of the 5th shown himself as a
DEF unit. Daril was combatant ally and
instructed to drive a defender of the oppressed against Torkrest
small squadron excess and the Hammer's attacks on the Stahl
supporting Throic lowlands (a case of madness in the opinion
(which is accompanied by a few thorns), of the Torkrest!)
through the Darokin Tunnel to Darokin's
land. Throic is due to return soon (AC 1020) Galrok (Thuroc) son of Duroc
with news of the festivities and supposed (TN dwarf male F10)
alliance between the Shadowelves and the Galrok used to call
elves of Alfheim in Rafielton to be passed himself Thuroc
again to Duris through Daril. before being
seriously injured in
the Oenkmar
campaign and losing
all his memory. He
became a combat
instructor in the
Sharp Blades

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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

Lain daughter of Alin Oak - Major Dwarf Hammer


(LN dwarf female F5) (CN dwarf male F5)
Sergeant in the Unknown identity. Oak leads this Hammer
garrison at Stahl; Lain nucleus of action and will lead plans to
organizes patrols, attack and repress the Wyrwarf riots in the
inspects roads and Stahl lowlands.
will be a very useful
character to help Robe / Boots / Spore
contain and control – Dwarf Hammer Minions
the riots in the (CN dwarf male F3)
region27. In charge of putting the Oak plans into
action. These in turn lead the other
Hammers of this action core (around 25-50
Irena Piotrev daughter of Magda dwarfs level 1).
(TN human female M10)
After many successful years as a magician in Duroc
the service of King Everast and the allied formerly of the Hurwarf Throrur family
clans, Irena was invited to join the Lyceum in (CN dwarf male F5)
Stahl for help in magical research. Over time Former Senator from Rockhome (now
she received some friends from her former banned); Unconditional ally of Duric and
guild in Mirros and finally received the Bifia and serves as field advisor and
request of General Duris to assist Master messenger to his superior. He wished to put
Zarthor in the development of the Flying Rock. in action plans to recontact possible Hurwarf
allies in Dengar who were silenced by the
Constans Hyraksos Torkrest.
(LN human male NM)
Ambassador of karameikos to Rockhome Durur “capitain”,
(now returned to Karameikos), the isolation formerly of the Hurwarf Hrokar family
of the dwarves forced him to return. The (CE dwarf male F7)
years have made Hyraksos a profound Works with the Modrigswerg to train the
connoisseur and human diplomat to the Hurwarf exiles loyal to Duric. His small unit
await instructions before acting again.
27 This c ha ra c te r c a n b e a us e ful c o nta c t fo r
pl a ye r c ha ra c te rs in the b a s ic to e xpe rt l e ve l
ra nge .

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Durla daughter of Dora DM NOTES


(CN dwarf female C4)
Priestess of Karr; Embraced the faith and
became Gloror's apprentice to aid the exiled Aengmor’s Master Plan
Hurwarf with divine powers.
In Aengmor City in the Broken Lands,
Gloror “Dark Bringer” Modrigswerg Xatapechtl and other Schattenalfen in
(CE dwarf male C6) Aengmor, are furious about the destruction
Even antisocial and insular, he was instructed of Atzanteotl’s temples in AC 1019 brought
and ordered by his superiors to guide, on by a joint attack28 by Alfheim, Darokin and
inspect and report Duric's, and the other Wendar.
Hurwarf’s, actions to the Modrigswerg in
Hurbahr - until then, he tries to obey his Xatapechtl and the Shattenalfen try to pit
orders. dwarves against shadowelves by staging a
fake incursion into Rockhome... weakening
any reinforcements to the Canolbarth or
Selenica invasions (with the shadowelves of
the City of Stars busy and confused facing a
supposed subterranean invasion). The
intention is to make it difficult for Rockhome
to remain active in the Orcwars until solving
this problem. To that end an agent of
Atzanteotl (Shallatael, a member of the Eye
of the Serpent) is sent from Aengmor to
coordindate the action of the Shattenalfen
and the followers of Atzanteotl operating in
the Shadowelves Territories under cover as
members of the shadowelf army.

Torkrest Concerns

Having ended the AC 1011 clan wars, Korin


and the Torkrest family leaders believed that
a strong and prestigious general such as
Bofin would have sufficient military
discipline and training to reorganize
Rockhome and plan structural options, along
with the Torkrest, for the good of the
nation... But crises are accumulating. Korin

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 .

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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 ).

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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 ).

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Modrigswerg Maneuvering they submitted to Everast XVI and remain in


the Hurwarf stronghold.
Duric and Bifia did not give up on their plan
to retake the Rockhome throne; but their This letter written by Rasdar Duroc (general
considerable losses during the invasion in exile), who speaks for Duric and Bifia,
forced them to retreat and rethink another offers forgiveness, redemption and grace in
more effective plan for their return home. the eyes of the future kings of Rockhome if
Failure generated much discredit in Hurbahr Rockhome Hurwarfs offer to support their
and for the Modrigswerg allies like Midlhyns, claim and retake to the royal throne. They
King Hurkres and King Buhrest; the exiled are asking that access and shelter be
Hurwarf needed some time (and new ideas) provided to their envoys (who will pass on
to regain some credit and support for their further instructions) and to another Hurwarf
next campaign. exile who could (or could not!) visit them in
Dengar - whether it is in the Stronghold
King Everast faced many problems during Hurwarf, Upper Dengar or Old Town in
recent years and not all are solved; the Lower Dengar).
political field can aggravate the situation
inside of Rockhome - by the intrigue between At least one family (or even more) may
the clans. Duric and Bifia need news from occasionally speak to the venerable Kuric
within Rockhome and the merchants close to about the dilemma - which will then call for
Rhoona are the key to recontacting the old confidentiality of the matter to all concerned.
alliances which can still be useful and willing In fact, he is trying to gain time to make the
to help their cause. What's more, in the case best possible decision... In his view, Kuric
of easy access to Dengar, even Duric and ponders seriously between secretly
Bifia (if supported) still know the tunnels informing the king or keeping secrecy from
into the Unknown (Riverrun Cavern - the fact.
Hurwarf Stronghold)

The Hurwarf Dilemma


REFERENCES
Among the caravans from Rhoona and
Vestland visiting Rockhome are Karrdag Aaron Allston, GAZ6: “The Dwarves of
mercenaries and guards (accompanying Rockhome” (TSR publishing),1988
Northmen, Garlindwerg and Fenkor
dwarves). The Karrdag are primarily a clan of Aaron Allston, “Poor Wizards Almanac I”
Modrigswerg mercenaries, although this fact (TSR publishing),1992
is not known in Rockhome. They secretly are
sent to Dengar, at the request of the exiled Aaron Allston, “Wrath of the Immortals –
Hurwarf in Vestland, to deliver secret letters Book Two: The Immortals’ Fury” (TSR
from the Hurwarf exiles to families who publishing),1992
were formerly allies but were not exiled as

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Updates to Your Rockhome Campaign

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.

The (Not so) Young Races Part 2


more and more frequent, they needed some technologies spread, not a few of them
systematic way to interact, so they promoted learned from the cultures dwarves interacted
a dwarven runic alphabet that could be with, and the Skarrad and Syrklist clans
shared with humans and elves. dominated politics and philosophy.

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).

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The Dwarven Mine of Kurest Hurgon

The Dwarven Mine


of Kurest Hurgon
by Giampaolo Agosta
(Agathokles)
This adventure is designed for use with the overlooking the ford, easily crushed the
BECMI rules set. It is appropriate for a Traladarans by tossing large boulders from
group of adventurers with a Total Party their vantage position. However, dealing
Level ranging between 38 and 44, or 5-7 with the dwarves was not as easy. The
characters of levels 6-9. It is set in north- miners simply closed the doors of their
western Karameikos, in the Cruth mine and retreated deep into the
Mountains at the crossing of the Achelos mountain, where the larger giants could
River. The main enemies are Ruvaak, a not follow them. The dwarves have been
black dragon, and orcs of the Rotting able to support themselves (and even raise
Snakes tribe led by Malgur, a high level orc animals) for extended periods on a diet of
chieftain. underground fungi. The dwarves
periodically send scouts to the surface, but
have never managed to get through the
BACKGROUND ford and contact other settlements.

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.

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The Dwarven Mine of Kurest Hurgon

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

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The Dwarven Mine of Kurest Hurgon

Level 1: Natural Caves 4 Guardpost:


Two orcs (Orc 2) hide behind a makeshift
1 Entrance: barrier of barrels, wooden planks, rocks,
This cave opens on the Cruth Peaks. It is and tree branches. They raise the alarm by
apparently deserted, though a Tracking roll blowing a horn, then fight defensively until
shows recent traces of passage of many help arrives.
humanoids.
5 Orc camp:
12 orcs (Orc NM) camp in this cavern.
Unless warned by combat in other areas,
they are surprised and scatter and flee if
attacked.

6 Orc chief camp:


The chief of this group of Rotten Snakes,
Urdan (Orc 9) camps here with his most
trusted followers (Orc 3, Orc 4/Shaman 2,
and Orc 4). Their weapons are poisoned
spears. The weak poison does not kill, but
is very virulent (-2 to ST) and causes
2 Entrance: paralysis (onset in 1d4 rounds, lasts 1d4
This cave opens on the Cruth Peaks. A turns). The orcs are inured to this type of
successful Tracking roll does not detect any poison, and save at +4 instead. Urdan also
recent passage of humanoids. has a heavy shield +1, which can be used as
a knife shield, although it deals
3 Makeshift trap: bludgeoning instead of piercing damage. It
The orcs have set up a simple trap here. A requires the knife shield weapon mastery,
hidden trip wire opens a jar of poisonous otherwise it acts as a normal magical shield.
gas. In two rounds, the gas fills the cave. On The shield was stolen from the dwarves,
the first round, the gas is not very who called it Ghyrfar, the stout wrecker.
concentrated, and only a ST vs Poison at +2
is needed to avoid its effects. On the second
round, a standard ST is needed. In the third
round, the poisonous gas starts dissipating,
requiring a ST at +2, whereas from the
fourth round it is too thin to have any
effect. On a failed ST, the poison causes the
temporary loss of 2 points of Constitution.
A successful Healing or Herbalism roll will
restore the lost points in 1d4 days.
Otherwise, the recovery time is increased to
1d6 days.

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7 Fungus forest: 10 Fungus forest:


This cave is difficult to navigate due to the A yellow mold hides among the fungi of the
large fungi that crowd it. However, it is easy area.
to hide here (+30% Hide in Shadows).
11 Passage:
8 Fungus forest: The orc chief retreats through this passage
This large cave is overgrown with giant to reach area 12 if he feels threatened in
fungi. It was once a cultivated area, but the area 6. He fights defensively until he can get
dwarves were chased away and more help from the guards there.
monstrous fungi took over, displacing the
cultivated varieties. A shrieker fungus, in 12 Barbican:
particular, is found here. four orc guards (Orc 2) and one mercenary
ogre (Ogre NM). The orcs are armed with
9 Fungus forest: poisoned spears (see area 6 for details),
This cave is difficult to navigate due to the while the ogre wields a large club.
large fungi that crowd it. However, it is easy
to hide here (+30% Hide in Shadows).

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Level 2: Dwarven Town 6 Hall:


This area is mostly empty, although one of
IRON WORKSHOP the orcs from area 4 may be actually be
1 Storage: found here (1 in 4 chance).
This room was used to store iron bars and
other supplies employed in the forge. Some BREWERY
iron bars are left, and can be used as 7 Saloon:
improvised weapons (as clubs, also in large This area is still furnished with stone
size usable by ogres). benches and tables, which have resisted
even use by the orcs. There are usually 6 +
2 Hall: 2d4 orcs (Orc NM) here, drinking out the
The entrance hall was also used to show last of the dwarves’ beer reserves.
the products of the iron workshop. It saw a
great battle between the dwarven smiths 8 Kitchen:
and the orcs, and dried blood is splattered The kitchen is abandoned. A few rats (1d4-
everywhere, together with decayed bodies. 1) may be found here, but will flee if
The dwarven smiths came back to haunt disturbed.
this area as lesser haunts. They can be laid
to rest by restoring Kurest Hurgon to the 9 Storage:
dwarves and properly interring their The beer and grain once stored here have
corpses. been plundered.

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

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The Dwarven Mine of Kurest Hurgon

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

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The Dwarven Mine of Kurest Hurgon

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.

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Level 3: Temple of Kagyar 2-4 Refugee camp:


Ten dwarves (6 Dwarf 1, 2 Dwarf 2, 1
1 Hall of the Dwarven Kings: Dwarf 3, 1 Dwarf 4) are camped in these
The likenesses of the past leaders of Kurest rooms, together with provisions for many
Hurgon are preserved by the statues in this months. The food is mostly dried fungi and
corridor. Four niches are still empty. Secret meat, but it is sufficient for the hardy
doors lead to areas used by the refugees, dwarven physiology.
and a massive bronze door opens on the
main temple area. The door leading to the 5-7 Refugee camp:
city is locked and barred from the temple Twelve dwarves (8 Dwarf 1, 3 Dwarf 2, 1
side. Six dwarf warriors (Dwarf 4) stand Dwarf 4), as well as four children, are
guard here. Two of them are armed with camped in these rooms.
crossbows and battleaxes, the other two
with sword and shield.

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8 Forge of Kagyar: Level 4: The Mines


A forge takes the place of the altar in this
dwarven temple. Statues representing
Garal, Denwarf, Everast I, and Orur
Ghyarts, the founder of Kurest Hurgon, are 1 To the temple of Kagyar:
located around the forge. Two dwarf clerics This path leads to the temple under Kurest
(Dwarf Cleric 2) stand guard here. Hurgon.

9 Sacrist: 2 Mining tunnels:


The leader of the dwarves, Duin Lhyrest This tunnel was being dug to open new
(Dwarf 7) and the dwarven priestess, Bala areas to mining. Some mining instruments
Korden (Dwarf Cleric 5), have settled in and a small cart are found here.
this room, which was mostly used to hold
ceremonial items used in the worship of 3 Battlefield:
Kagyar. The items (worth 300 royals) are This area saw a strong resistance by the
still here, in a locked chest. Duin is armed dwarves during the orcish invasion. It is
with a battleaxe +1, and has a plate mail, littered with broken weapons and rusty
whereas Bala has a chain mail +2, and armor pieces. A successful Loot skill roll
fights with mace and shield. will identify a battle axe +1 +3 vs
goblinoids, while a successful Nature Lore
roll will identify traces of the passage of the
dreaded rust monsters (they were scared
away by the haunt in area 9, though).

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.

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The Dwarven Mine of Kurest Hurgon

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8 The Dusanu: Level 5: The Dragon Lair


A single orcish body lies in the middle of
this cavern, sitting against a rock pillar (it is
not in sight for those coming from areas 9 This level is composed of a single large
or 11). The body is mouldy, as it is infested cavern, with two accesses: a tunnel leading
by a dusanu colony. to area 12 of the mines, and a large passage
leading to an underground lake, which
9 Battlefield: Ruvaak (small black dragon, 8** HD), the
This cavern was the site of a large skirmish black dragon living in this area, uses to
during the initial orcish invasion. The enter and exit the lair.
bones of the dead litter the floor. A lesser
banshee haunts the area, mourning the loss
of the dwarven chieftain, the former leader
of the Lhyrest clan.

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.

11 To the city of Kurest Hurgon:


The path is blocked by a collapsed section
of the tunnels. When the PCs arrive, Ruvaak is in
consultation with a deep glaurant envoy.
12 To the dragon’s lair: While the demonic features of the envoy
This path leads downwards to an may lead the PCs to attack, the glaurant has
underground lake, which has become the no interest in fighting the PCs, and may
lair of a dragon. depart peacefully if the PCs look able to
take over Ruvaak. This lowers significantly
13 Mining tunnels: the difficulty of this encounter. However, if
A pair of rust monsters was chased into this the PCs defeat the glaurant envoy as well,
level by the dragon below. They subsist on they may retrieve from his body a treasure
the iron ore the dwarven used to mine, as map leading to the Shadowdeep, and a
well as by eating the residues of the medallion of ESP, 30’ range.
dwarven and orcish weapons and armor.

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Darmouk

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.

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Darmouk

So the dwarves turned to once again to What is Hraden?


engineering, and exploration, discovering a
site of immense potential deep beneath the Hraden, or “green stone” as the dwarves of
mountains on the western continent of Brun. Darmouk named it, is a condensed form of
There they bore beneath the surface and magical energy that has been solidified in a
carved out a vast cavern network, with crystallized form. Other materials on Mystara
Darmouk at the center, and began extracting may share many of its properties, foremost
a new element only recently discovered by among them the soul crystals of the Shadow
their sages… a crystallized energy source Elves. In fact, the hraden beneath Darmouk
they called “hraden”. may only be an intensely concentrated form
of the soul crystals that can be found
Within a decade, the entire cavern complex throughout the Shadowdeep.
of Darmouk was constructed, all with the
intent and purpose of extracting immense As its name implies, hraden is a dimply green
quantities of hraden from the region. As the glowing crystal which is slightly warm to the
dwarves began their massive undertaking, touch. It is a naturally occurring radiance
and tapped into the richest vein of hraden receptacle that is found in the mines beneath
beneath Darmouk, disaster struck. On the Darmouk. Necronaught legends seem to
surface the age of Blackmoor was ending indicate that Darmouk itself was built as a
amidst a massive rain of technomagical fire. gigantic amplifier, a city sized mystical engine
designed to siphon radiance from the hraden
below and store it deep in the vaults of
Fire and Collapse Kagyar’s Palace. With the city damaged in the
Great Rain of Fire, the mystical engine ceased
When the Great Rain of Fire shook the to function, but raw hraden could be mined
surface world, Darmouk did not remain in order to extract its power more directly.
unscathed. Portions of the cavern collapsed,
killing thousands beneath the weight of Hraden can be used as a physical component
crushing stone, and sealing for a time all of any radiance spell1 and can at the DM’s
access to the surface world. The dwarven discretion provide the holder with a bonus
population of Darmouk quickly descended for casting. Such power comes at a cost
into chaos and death. however, as failed attempts may leave the
wielder’s body horribly disfigured2.
Desperate to preserve themselves, and their
way of life, a small group of dwarves turned 1 S e e G AZ 3 , G AZ 1 3 , a nd a rtic l e s o n The
Va ul ts o f Pa nd ius inc l ud ing “ 3 . 5 E
to the only source of power still available to
R a d ia n c e m a g ic ” b y R o d ge r B urns , a nd
them, hraden. Using the energies of the “ T h e R a d ia n c e R e v isit e d ” b y J o hn Ca l vin
technomantic crystals, they began to (a m o ng o the rs ) fo r m o re info rm a tio n o n
transform their bodies into undying vessels the ra d ia nc e a nd s pe l l s a nd m a gic
and the first necronaught dwarves were a s s o c ia te d with it.
2 S e e G AZ 3 : “ T h e P r in c ip a lit ie s o f
born. Gla n t r i” , pa ge 7 7 “ D a nge rs o f the
R a d ia nc e ” .

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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.

From their new citadel in Darmouk, the Dark


Elves struck out at their former enemies,
plaguing the Antalians on the surface with
constant bloodshed. Like all things, this
reign of terror was not to last. When the
Antalians finally discovered where the
stronghold of their enemies lay, they

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TIMELINE BC 2500: Dwarves and gnomes move into


the region of "Rockhome" and the "Northern
Reaches" from the north.
BC 3500-BC 3000 (circa): Darmouk is
carved from the earth by dwarves in the age BC 2473: The Shimmering Lands1 is founded
of Blackmoor. by Dranwyrf Korrskill.

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.

BC 500: A group of Dark Pyrondians flee


their homeland of Damocles and colonize
Mystara (in the region of the "Northern
Reaches").3

BC 490: Kobold clans driven into uplands


from the west4. Kobolds overrun and
exterminate gnomes, and occupy their
BC 2999: The ancient dwarven civilization of subterranean kingdoms in the Falun caves.
Darmouk begins to falter. With their
machines and technomagic in a shambles, AC 0: The red dragon Kardyer goes mad and
the dwarves cannot produce the resources breaks away from the Parliament of Dragons.
they need in order to survive this far He gathers 26 other dragons as his vassals,
underground. and gathers a horde of orcs and goblins to
his cause. [Kardyer actually sat on the
BC 2950: In the wake of the disaster, many
dwarves perish and the population of the city 1 S e e G a z B C1 : “ T h e Sh im m e r in g La n d s” b y

plummets dramatically. A handful of noble J o hn Ca l vin fo r m o re d e ta il s .


2 S e e G AZ 7 : “ T h e No r t h e r n R e a c h e s” . The
families turn to necromancy to sustain
gno m e s c o ul d po s s ib l y b e the a nc e s to rs o f
themselves, while the rest of the survivors are the F a l un Ca ve rn gno m e s .
forced to rummage through the streets, 3 S e e the a rtic l e “ Da m o c le s - M y st a r a sp a c e ' s

fighting one another for whatever meager Fo u r t h P la n e t ” b y G ia m pa o l o Ago s ta in


resources remain. T h r e sh o ld Issu e #1 5
4 The k o b o l d s m a y ha ve b e e n m inio ns o f the

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 .

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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 .

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LOCATIONS
The Location of Darmouk

Surface Darmouk’s actual location in eastern Brun


is never definitively given, however there
The entrance to Darmouk lies in the center are several official sources that may give
of a pine laden valley deep in the Makkres us clues for placing it. The Dragonlord
Mountains, where a cluster of still, oily, lakes Chronicles trilogy gives us the best
surrounds a saw-toothed ridge of dark stone description of Darmouk, and the valley on
on the valley floor. Above the treeline, the the surface from which it can be accessed.
mountains are barren and stark. Situated in According to the Dragonlord Chronicles,
the eastern Makkres Mountains of Darmouk can be accessed via
Rockhome, the valley itself is difficult to
access, with giants and tribes of kobolds to “...a high pass in the eastern mountains
the north, and bands of gnolls and yet more of Rockhome, just above the cool, wet
giants claiming territory to the south and east. lowlands of the Northern Reaches…”

Forlorn Forest This passage tells us that the surface valley


is located in eastern Rockhome in the
Dense and twisted, there are few traversable Makkres Mountains, probably at the same
paths through the pine trees of the Forlorn latitude as the Great Marsh in the
Forest. Cool mists often roll up the valley Northern Reaches.
walls from the lakes below, leaving the trees
drenched with water and causing their The Dragonlord Chronicles also tell us
branches to droop under their own weight. that at one time the red dragon Kardyer
Nothing in the forest stays dry for long, and made his lair somewhere inside of
what little light breaks through is drear and Darmouk. His forces used the city as a
drabby. base to raid their neighbors from.

“Moreover, he had gathered a small army


of orcs and goblins to serve him, raiding
westward into Rockhome, south into the
Emirates and east into the Northern
Reaches to enrich his treasures.”

From the above text we can assume that


the location of Darmouk must be near
Rockhome, the Northern Reaches, and
Ylaruam. Based on this knowledge, and
the assumption that Kardyer’s offspring,
or the offspring of some of his vassals,

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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 .

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Lakes passage, sometimes leading to dark,


foreboding caverns that can wind up
Numerous small lakes dot the valley floor meandering through the Shadowdeep for
around Dragoncrest Ridge. Though calm, days.
the waters are dark and murky, and seem to
all display the same oily sheen across their Occasionally travelers may stumble upon one
surface. Bubbles from the depths of the ancient waystations along the route,
occasionally break the calm, sending ripples small taverns built to accommodate those
across the water’s surface and bringing the passing from the surface to the city below.
stench of sulfur and tar. Many have been damaged, collapsing in on
themselves from the tectonic pressures of the
Dragoncrest Ridge area. Others are dangerous, inhabited by
creatures of the lightless world that best
This ridge of jagged dark stones is nearly five remain forgotten.
miles long and resembles the plates of a
dragon’s crest. It lies amidst the lakes in the Large Chambers
center of the valley. Though not specifically
hidden, the entrance to the underground Several large chambers must be crossed
realm is tucked away between two of the before entering Darmouk. In ancient times
ridges near the center of the feature. While these chambers were manned by the dwarves
neither covered nor protected, it is still and served as the last line of defense for the
difficult to find amongst the crumbling city against invasion. Each chamber is wedge
landscape and countless small surface crags shaped, with battlements carved into the
and caves. stone of its two longest sides, funneling
travelers into a single great gate leading to
the next chamber. While extremely effective
Intermediary Tunnels when they were built, the chambers have
suffered damage and disrepair from tremors
There are several intermediary tunnels and shifting earth over the ages.
between the surface and the main chamber
of the city. Still Lake: The first chamber is nearly half
flooded by an immense lake. Water gushes
Spiral Passage in from a fissure in the ceiling and rushes out
through some hidden river deep below the
A long passage spirals into the depths of the lake’s surface. While the lake appears calm
Shadowdeep, in places worked stone, and in on the surface, the eddies and currents can
others little more than living rock. Though catch the unwary off guard, pulling many to
once regularly traversed by the ancient their deaths beneath the waters. In addition
dwarven race that fashioned it from the to the natural hazards in the chamber, a large
earth, over the eons the passage has become aquatic abomination has taken up residence
more and more treacherous. Shifting rock at the bottom of the lake. Most of its time is
and stone have opened fissures along the

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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

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Druuwmet

Ruled over by the white dragon Druuwor,


the fortress of Druuwmet may be even more
ancient than Darmouk. Located in the
Makkres Mountains 24 miles south of
Rhoona, Druuwmet is a dark and dismal
fortress that slowly drives all those inside it
insane.

Druuwor has at his disposal several tribes of


frost giants who live within the confines of
his fortress, as well as a menagerie of other
cold loving creatures in the area who are
terrified of the dragon and will do his will.
Though Druuwor covets the Three Volcano
Lands, and the passageway leading to
Darmouk, he refuses to leave his lair himself
Kagyar’s Palace in order to procure it.

The structure known as Kagyar’s Palace sits


atop the center terrace of the city, the steps
leading up to it guarded by a series of giant
dwarven statues in the image of Kagyar.
Truly massive, the palace has been occupied
by several different forces since the fall of
Darmouk, including the Dark Elves, and the
dragon Kardyer.

Since the dragon’s defeat in 500 AC, many


have tried to reclaim the palace, but to no
avail. The defenses left inside to guard Jargnara
Kardyer’s treasures, and his secrets, still
remain intact. The “Kingdom” of Jargnara covers a swath of
land from the eastern Makkres Mountains
and westward over the Great Marsh in
Nearby Regions Soderfjord, and is ruled over by the black
dragon Jargnir. She includes among her
Two nearby realms, each ruled by the subjects, trolls, lizardfolk, and all manor of
offspring of one of Kardyer’s dragon vassals, slimy things that live within the marsh.
vie for control of the valley leading down to
Darmouk.

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While Jargnir dreams of controlling Darmouk DENIZENS


one day, she is more obsessed with
destroying her competitor Druuwor. The
two dragons have a long and dark history of While Darmouk is lost to the outside world,
violence between them. On occasion Jargnir several groups dwell in its depths. This
will send some of her trolls to woo the section provides an overview of their origins,
Kardyer-Ghul clan to her cause, but this most goals, and powers.
often results in disaster when the trolls
attempt to eat their hosts.
Necronaught Dwarves
Falun Caverns
Descended from the cavern’s original
Once the domain of a great gnomish realm, dwarven settlers, the necronaught dwarves
the Falun Caverns were overrun by kobolds chose an existence of technomantic undeath
in 490 BC and most of the gnomes were when faced with their culture’s certain
slaughtered. In their place the kobolds built demise after the Great Rain of Fire. Their
a kingdom in the dark of their own, and their current state of being makes them resistant
reach extends far into the Shadowdeep. to the powers that created the pravum, and
while they have been able to maintain much
The Falun kobolds still maintain relations of their cultural heritage the necronaughts
with their kin in Darmouk. They see the are a stagnant race, and their numbers ever
Darmouk kobolds as a colony of their own dwindling.
kingdom, demanding tribute from them in
the form of any ancient artifacts that can be Necronaught dwarves appear as decayed
found in the old dwarven city. dwarves, with greyish, leathery skins and
dried beards and hair. All of them appear as
wearing at least piecemeal plate armor, but
very little clothing, usually no more than
rags. A closer observation shows that the
armor is actually part of the dwarf.
Furthermore, cables and tubes connect
various parts of the dwarves’ bodies, carrying
mysterious fluids and energies. A
necronaught armor typically has special slots
where hraden rocks can be secured. The
hraden rocks provide the necessary energy to
power the necronaught dwarves’ unlife.

Necronaught dwarves spend extensive time


in a low-power mode of operation, which is
necessary to perform maintenance tasks as
well as to reduce their consumption of

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Denizen Concept Goals Relations


Necronaught Technomantic Preserve their React to interlopers, but not out to
Dwarves Undead Dwarves existence, secure get any of the others, except when
hraden sources hraden is involved
Pravum Feral Mutant Conquer Hate all intruders, conflicted
Dwarves Darmouk, defeat relationship with Necronaught
the Necronaughts “ancestors”
Modrigswerg Scheming Cursed Variable Attempt to trade and exploit about
Dwarves everyone else
Dark Elves Mysterious Alien Escape to the Need but hate the Modrigswerg,
Mindbenders surface, restore attempt to dominate Pravum,
their civilization Gnomes and Goblinoids
Falun Fearful Gnomish Survive Hate Kobolds, fear everybody else
Gnomes Survivors
Kardyer’s Goblinoid Dragon Restore Kardyer as Want to conscript the Kobolds, need
Goblinoids Worshippers an Undead Modrigswerg and Necronaught magic,
Dragon hate the Dark Elves
Kobolds Tribal Gnome Eat Falun Gnomes Eat Falun Gnomes, tentative alliance
Hunters with Kardyer’s Goblinoids

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

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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.

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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

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eyes, with pale, greenish hair. Compared to Falun Gnomes


the Dark Pyrondians on Damocles, this
colony has lost much knowledge of the life- The last remnants of the Falun gnomes have
shaping arts, in part due to the Antalian wars found refuge in Darmouk. Formerly a
which annihilated most of their numbers. peaceful folk, they are now wary of all the
They fled to Darmouk, which they had other dwellers, who are more aggressive and
discovered around BC 500, after the last powerful than they are. The Falun gnomes
Antalian war circa AC 150, and have not been have therefore developed their skills towards
able to leave since that time. stealth. Contrary to other gnomes, they rarely
wear metal armor, and have hiding abilities
The Dark Elves are limited in numbers, but identical to those of halflings. The Falun
can rely on many servants, mostly gnomes’ hiding ability, however, only works
descendants of their original life-shaped in underground environments. The gnomes
servitors. They also have a number of still call themselves the Sydhwar, the silent ones.
active life-shaped devices which resemble
rings made of some kind of hard, bark-like The Sydhwar cannot last much longer. As
material. The device, when worn, bonds with good as their hiding abilities are, the
the wearer and injects stimulants in their escalating conflicts in Darmouk are unlikely
body, which provide one extra hit point per to leave them unscathed, and most other
hit die. However, they also act as Rings of factions would destroy or enslave them as
Servitude8, allowing the attuned Dark Elf to soon as they become fully aware of the
direct the wearer as through a charm spell. Sydhwar’s existence. Thus, the gnomes need
Thus, the Dark Elves also control a to escape the city, but the roads they know
menagerie of assorted servants of higher are blocked by the Kardyer-Gul goblinoids,
intelligence. and by the kobolds. The Sydhwar elders are
growing desperate, but are too fearful to take
Since the creation of the Ring of Nine any step on their own. Saving the Sydhwar
Svartalfen, the Dark Elves have been very may be a complex task, however, as it
leery of the Modrigswerg dwarves, but still requires not only finding a safe escape route,
need these evil tinkerers and merchants, as but also persuading the scared Sydhwar to
they are their only contact with the outside use it. This would go against the wishes of
world. The Modrigswerg keep their routes the chief elder, Maklhyr (Gnome 7, C). This
secret, and have a number of tricks up their twisted gnome has grown accustomed to
sleeves to avoid being followed by the Dark using fear to impose his will on the
Elves or their servants. The Dark Elves, in community, and would cast any would-be
turn, are willing to ally with about anyone saviour as an enemy wishing to draw the
who can provide them a way to track the gnomes out of their safe hideout -- better to
Modrigswerg back to the surface. lose one or two gnomes once in a while, he
says, then to die all in the unknown tunnels.
However, such a task would attract the
8 S e e m o d ul e X 1 1 : “ Sa g a o f t h e attention of the Immortal Garal Glitterlode,
Sh a d o wlo r d ” fo r d e ta il s o n the s e c urs e d the creator of the gnome race, who will
rings .

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follow the career of any hero who is up to


Resurrecting Kardyer
this task, and may show up later as a patron
on the path to immortality.
The Kardyer-Gul shamans rightly believe
they have been given a ritual to resurrect
The Kardyer-Gul Horde Kardyer’s physical form. However, they
are not aware that their patron is not
Dwelling in the upper caverns of Darmouk, Kardyer’s spirit, but rather the mysterious
the orc and goblin descendants of Kardyer’s Immortal Idris, and the ritual is going to
original warband control the access to the bring Kardyer back as an undead dragon,
lower levels from the surface, as well as powered by the hraden stones. This is a
several other tunnels delving deeper, plot by Idris to take control of the hraden
towards the original lair of the dragon mines, as well as a stronghold from which
Kardyer. Three hordes make up the tribe: the to launch an attack against the elves of
Dragon Claws (Ashdar-mak), the Red Tooth Alfheim.
(Kzel Tish), and the Winged Death (Kanat
Olum). The Dragon Claws are an orcish
tribe. They specialize in fighting with two The Kardyer-Gul are attempting to bring the
weapons, usually daggers or short swords. Falun kobolds into their fold, but for now
The Red Tooth are a goblin tribe. They dye their proselytizers have met little success
their teeth bright red, using the kzel tet with the kobolds. The pravum, necronaughts
berries. Typical of goblins, they have many and Dark Elves all sit in the Kardyer-Gul’s
wolf-riders. Finally, the Winged Death are a path towards the lair of Kardyer, and the
mixed orc and goblin tribe. They favor orcish shamans covet the magical lore of the
skinwing mounts, which they raise in the last two, as well as that of the Modrigswerg.
larger caverns. They believe a ritual is needed to bring about
the return of the dragon, and have received
The shamans of all three tribes are dedicated part of it, but need more knowledge and
to Kardyer himself, and have a long tradition materials to create a special vessel, which
of prophecies and legends telling of the currently exceeds their capabilities. Should
return of the red dragon. They incessantly they succeed, Kardyer will return as an
push the warriors towards conquering the undead dragon.
caverns and especially the lair of Kardyer,
which they regard as a holy site. Lairs of
former vassals of Kardyer are often the site of Kobolds
shamanic vision quests.
In truth, Kardyer is dead, and the unknown These kobolds came in from the Falun caves.
Immortal that powers his shamans has an Their ancestors decimated the gnomes that
agenda that includes the return of the lived in them. When the Sydhwar fled to
traitorous dragon as one of the undead. Darmouk, some kobold hunters followed
them. The modern Darmouk kobolds are still
vicious hunters, specializing in deadly traps.

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Community Build -Darmouk

Community Build - Darmouk


Greetings readers of Threshold! There are so many possible opportunities
still waiting to be developed including (but
One of Threshold's main goals has been to not limited to):
take pre-existing work from • Expanded maps
The Vaults of Pandius: • NPCs and factions
http://pandius.com • Magic & artieacts from the era of Blackmoor
and • Adventure ideas and plot lines
The Piazza Forums:
www.thepiazza.org.uk/bb/index.php Come join the Threshold Team and other
and to expand on them. members of the Mystaran community over at
The Piazza and help us to continue the
In this issue we would like to do a little development of this amazing mini-setting!
more, and encourage the Mystaran Any who wish to participate can join the
community to continue building upon the discussion in the
Darmouk article in this issue. [Threshold] Issue #16, Community Build -
Darmouk thread.

Hope to see you there!

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

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Jyrdri Kerghid, the Mad Mistress

Jyrdri Kerghid
the Mad Mistress
A

Villain

by John Calvin

INTRODUCTION JYRDRI KERGHYD

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.

Few understand the true extent of the Description


catastrophe, or the struggles that Mystaran
civilizations had to endure in order to be Like many dwarves from Clan Felwig, Jrydri
reborn again. 700 years after the Great Rain has an affinity for the ancient Blackmoorian
of Fire, nations on Brun finally began to arts, including her field of specialization,
rebuild… but it was a very different place radiomancy. Dabbling in the radiance is not
from the world known today. Mystara 2300 without its costs, and decades of harnessing
BC1, was a darker world, where it was its powers have left Mistress Kerghyd twisted
sometimes necessary to cross the line and scarred. Pallid gray skin sags over the
between good and evil just to survive. left half of her face, often causing her words
to slur. Blisters and boils meander from her
One such nation struggling to endure during scalp all the way down to her wizened and
this time was the dwarven realm known as
the Shimmering Lands.
2 F o r a d e ta il e d d e s c riptio n o f Ke rghyd
1 S e e the “ M y st a r a 2 3 0 0 B C Ca m p a ig n Es ta te , s e e “ Ga z B C1 T h e Sh im m e r in g La n d s
Se t t in g ” DM ’ s Gu id e b o o k ” b y J o hn Ca l vin.

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crippled right arm, obsessively kept tucked


close to her torso under heavy robes.

Jyrdri shakes and twitches constantly, her


head often jerking to peer into dark corners
and crevasses in the shadow filled rooms of
her demesne. Invariably mumbling as she
goes about her daily routines, Jyrdri often
has conversations and even heated
arguments with unheard voices.

Motivation

Like many dwarves in the Shimmering Lands,


Jyrdri’s main concerns are focused almost
entirely around her studies. Jyrdri has spent
the better part of her life probing the ancient
secrets of Blackmoor and its technomantic
crafts. She is entranced by stories of the
Blackmoorian Crusades against the
beastmen, and has dedicated her life’s goals Once her studies were complete and she
to finding one of the ancient Earthshaker war could learn no more from the radiomancers
machines deployed in those battles. Over of Himnem, Jyrdri returned home to her
the decades Jyrdri has gathered enough ancestral estate. Shortly thereafter a terrible
mythology, rumors, and clues to piece accident befell her father, and Jyrdri took up
together the possible locations for several of the mantle of Mistress of Kerghid Estate.
the colossal juggernauts. With the disappearance of many of her
father’s most trusted advisors, Jyrdri
consolidated her power and plunged herself
History further into her studies, becoming
increasingly more isolated.
Jyrdri along with her brother, Sehgdar, both
grew up on Kerghyd Estate serving their
father. Jyrdri was a prodigy, sent off to study Followers
with the radiomancers of Himnem while still
at a young age. Despite her youth she was As the Mistress of Kerghyd Estate in the
instrumental in completing construction of Shimmering Lands, Jyrdri has a plethora of
the Gate of Light in BC 2319, receiving the sycophantic followers to call upon.
highest praise and awards that Himnem
could offer.

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ELLRINI DRAITHWAN As Master of the Grounds for the estate,


Sehgdar has a wider latitude of freedom than
LE Female Gnome Wizard 8 most others in his sister’s service. No only is
he able to roam about the estate in pursuit of
The daughter of the previous majordomo, his tasks, but he is also often entrusted to
Ullinth Draithwan, Ellrini was groomed to lead missions off the estate grounds.
serve Jyrdri from a very early age. When Sehgdar puts his liberty to good use, plotting
Jyrdri finally ascended to Estate Elder, the demise of his sister. In fact he can think
Ellrini’s first task was to silence her father of little else, and has built up a small cadre of
and all of the old guard who served the followers loyal only to him.
previous elder. Ullinth survived the
transition, secreted away by his daughter ALLON TORNN
before he could be put to death. Although
quite ancient, his mind is still sharp, and NE Male Shade Rogue 13
Ellrini calls upon him often for his advice.
Should anyone find out about her secret, A shade drawn to
Ellrini would surely not survive her mistress’ Kerghyd Estate
wrath. through Jyrdri’s
r a d i a n c e
Few dare to oppose the wrinkled and receptacle during
spectacled gnome however, for Ellrini runs the opening of
the estate with an iron fist. The biggest the Gate of Light
threat to her position is Jyrdri’s brother several years ago,
Sehgdar, who manages the estate stables and Allon Tornn is
guard patrols. Ellrini knows that if Sehgdar only able to attain
ever inherits his sister’s estate, his first task corporeality once
will be to eliminate her. a year on the
anniversary of
SEHGDAR KERGHYD that event. In
Blackmoor Tornn was a lieutenant in the
CE Male Dwarf Fighter 6/Rogue 3 Goltti Crime Syndicate, but his ambition was
ultimately the cause of his own downfall.
Sehgdar is Jyrdri’s younger brother, and the Just before Blackmoor was destroyed, Tornn
only other of the Kerghyd line to survive his was betrayed by his lover who sealed him
sister’s ascension to Elder. As a child he was inside of a radiance chamber during their last
the recipient of many of Jyrdri’s early caper.
experiments with the radiance, an
experience that left him damaged and Expecting to die a horrible and lingering
scarred. His lower jaw and a portion of his death, Tornn instead woke up face to face
face have been replaced with chrome, with Jyrdri Kerghyd. He quickly discovered
lending his raspy voice a hollow metallic the limitations of his new shade body, and
echo. rather than wander through his strange new

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world as little more than a ghost, Allon


Special Equipment
Tornn chose to remain on Kerghyd Estate.
Realizing that Jyrdri’s obsession with There are items and equipment available
Blackmoorian artifacts may be his best shot to dwarves in the Shimmering Lands that
at regaining some of his former power, may not be found in other nations of the
Tornn spends most of the time whispering to Known World circa BC 2300. A few of
his “mistress” and is a major contributor of those items (many used by the troops of
her insanity. Kerghyd Estate) are listed below.
Dragonblechers:
ESTATE INHABITANTS
A technomantic device that
can expel the magical
There are over a thousand soldiers serving
charges stored within
on Kerghyd Estate, 300 of which are
potions in a directed blast.
stationed in the main compound at all times.
Dragon belchers can be
Overseen by Major Wynkar Ghers, these
crafted to hold from one to
soldiers act as guards, defenders, hunters
five potions concurrently.
and trackers, and special operatives -
The one and two potion
performing any task that their mistress
variants are smaller and can be held in a
requires which brute force or martial
single hand, while those that hold three
prowess can achieve. Soldiers operate on a
or more potions require the use of both
rotation, being moved from duty to duty on
hands to aim and fire.
the estate, and there are typically many more
roaming about on the grounds than are Belcher Potions:
stationed at the compound proper. Belcher potions replicate the magical
powers of spells that are not normally
stored in potion form. Fire ball, lightning,
SEHGDAR’S RANGERS web, hold person, and other offensive
Commander: Sehgdar Kerghyd spells may all be crafted as belcher
potions. In addition the typical attack
50 elite (D4) dwarven cavalry armed with spells, the dwarves also store pure
dragonbelchers and broadswords riding radiance in potion form. This radiance
war mastiffs; plus 2 Lieutenants (D7) potion causes radiance damage as well as
constitution drain to affected targets.
250 expert (D2) dwarven cavalry armed War Mastiffs:
with crossbows and halberds, riding war Selectively bred from captured dire
mastiffs; plus 10 sergeants (D4), 5 wolves, many varieties of hounds serve as
Lieutenants (D6) and a captain (D8) mounts across the nations of Brun. These
are the mount of choice for warriors and
knights, since hounds can be trained to
Sehgdar’s Rangers are constantly roam
complement their master’s battle
throughout the estate grounds. There are
techniques in combat.
usually anywhere between 5 and 10 active

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patrols on the estate at all times. The COMPANY 1 - 3


mounted squads journey between
waystations set along the estate’s perimeter Commanders: Captain Nolli Gheryd
and are tasked with keeping unwanted (Company 1), Captain Elwyd Hurgkvyr
visitors (everyone) from reaching the main (Company 2), Captain Jerra Mavrkh
estate compound. (Company 3)

100 expert (D1) dwarf and (G1) gnome


HOME GUARD light footmen armed with crossbows and
axes; plus 2 sergeants (D4), and 1
Commander: Major Wynkar Ghers Lieutenant (D6)

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)

20 elite (D4) dwarven artillerists armed


with dragonbelchers and short swords; Each of the three remaining companies are
plus 1 Lieutenant (D7) composed of 150 soldiers apiece, and are
tasked with maintaining order across the
30 giantkin thralls armed with wider estate grounds. They are usually
warhammers; plus 3 thrall masters (D6) stationed at one of the several estate camps
and 1 Lieutenant (D8) (makeshift fortresses in the forest) and spend
most of their time performing training drills
and fending off wild beasts.
The Home Guard is tasked with the
management and protection of Kerghyd
Estate proper. They patrol Jyrdri’s main
compound and are responsible for her
personal protection.

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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,

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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

the thre a d Dr a g o n s o f 2 3 0 0 B C a t The

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the real danger comes from within. Sehgdar MODERN ERA


Kerghyd has chosen this time to betray his
sister and seize her prize. Should be succeed
and return home in command of the Jyrdri Kerghyd is a figure from a bygone time,
Earthshaker, he would destroy his sister and and while little is left of her, or of the
anyone else who got in his way. Shimmering Lands and all of its great works
in the modern era, it is still possible that the
will of the Mad Mistress might reach across
Consequences the ages. Though ultimately her plans are
thwarted, either by the PCs or by other
While Jyrdri may initially serve as a patron to enterprising adventurers of the time, some
the PCs, ultimately her instabilities and small portion of Jyrdri has managed to
paranoia will prove to consume her. Once survive the millennia.
she has control of the Earthshaker, Jyrdri will
seek to stamp out all life in neighboring Before she was defeated, Jyrdri sacrificed
estates, and eventually turn her sights on the herself using the last bit of her fading
city of Gromhyeld to the north. powers, infusing her essence into her
radiance receptacle and creating a crude
Those who were once closest to the Mad version of an Ethereal Seneschal (see sidebar
Mistress, including the PCs, become her “Blackmoorian Consciousness Devices”).
immediate targets as she seeks to cut any
loose threads before moving forward with
her plans. Unfortunately neither she nor her Adventure Hooks
brother, if he still lives, can be reasoned with
and the Elder Conclave will move quickly to The following adventure plots can be used in
oppose her, enlisting any ally they can find to a modern era campaign.
fight her. As former associates, the PCs may
be at the top of their list. Should the PCs and BROTHERHOOD’S TREASURE
their allies be able to stop Mistress Kerghyd,
the Elder Conclave would surely reward Glantrian mages operating covertly in
them… perhaps granting Kerghyd Estate for Rockhome stumble across what appears to
them to rule over in the Mad Mistresses place. be an ancient radiance receptacle. One of
the mages, secretly a member of the
Brotherhood of Rad, is determined to extract
the receptacle and return it to Glantri,
however it is too large to be moved
unnoticed. The PCs are hired to excavate the
object and move it overland via caravan to
the border of Rockhome where a Glantrian
dragonfly awaits them. Should the dwarves
Pia z z a . Ehrs s us (a s a d ra c o l ic h) a l s o a ppe a rs
in the a rtic l e “ Un d e a d o f Ele g y Isla n d ”
(Thre s ho l d is s ue #1 3 ).

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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.

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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.

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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

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ENGDYR’S GAME dwarven people. Will they choose to fall into


darkness, or will they side with new
ADVENTURE PATH Immortals and bring the Shimmering Lands
back into the light?
Overview
Engdyr Heldfyst, one of the founding elders Part I: Grondheim’s Folly
of the Shimmering Lands and master
radiomancer, has long been suffering from While exploring the abandoned Estate of
radiance induced madness. Fearing that the Layhash, the PCs stumble upon a treacherous
thoughts of other living creatures will plot from Grondheim. Unfortunately for the
somehow infect him, he has locked himself agents of the Troll Queen, they themselves
away in an estate populated by automata and have blundered into the middle of more
constructs. Recently, however, his agents nefarious dealings. Engdyr Heldfyst, one of
have found an ancient stronghold in the the founding members of the Elder Conclave
Aether near the mountain of Hrokyrdran1, of the Shimmering Lands, has recently found
and Engdyr has devised a more permanent an ancient Blackmoorian outpost, and is
solution to his problems. He plans to turn probing it for its secrets.
the ancient machinery in Hrokyrdran into a
weapon capable of destroying all life in the The PCs must put an end to the plotting
Shimmering Lands. from Grondheim, and in the process clear
out the abandoned estate of Layhash.
The PCs will stumble upon Engdyr’s plans
while investigating the ruins of Layhash. Enemies
From there the PCs will journey into the
Aether, discovering the Blackmoorian facility Changelings of Grondheim: The giants and
and using it to travel across the dwarven fey of Grondheim have been enemies of the
realm. Once the full extent of Engdyr’s dwarves since before they colonized the
madness is known to them, the PC’s must Shimmering Lands. Changelings, fey who
rush back the Hrokyrdran and confront the look like dwarves, have established a base in
crazed elder. Layhash and are attempting to infiltrate
dwarven society to cause havoc.
With Engdyr defeated, the PCs will be free to
strengthen their positions in the Shimmering Undead Aetheric Spiders: Once the
Lands. Some may come to be masters of backbone of Blackmoor’s Aetheric network,
their own estates, or even be elevated to the the otherworldly spiders have only recently
Elder Conclave in place of Engdyr. This been twisted by dwarven magic and
relative peace however, will not last long. unleashed on an unsuspecting populace.
Ultimately, the PCs will need to decide the Their motives may remain unknown, but one
fate of the Shimmering Lands, and of the thing is certain… they are expanding their
territory.
1Hro k yrd ra n wil l o ne d a y b e k no wn a s the
Wo rl d M o unta in in Ethe nga r.

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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?

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Part III: Light at the Tunnel’s


End
As the Tide of the Shimmering Gate2 nears,
Engdyr puts his plans in motion. He siphons
the radiance from the Gate of Light to the
lone mountain of Hrokyrdran, powering
eldritch machines of mass destruction.
Should the machines reach critical mass,
Engdyr will use the aether hub to send their
destructive energies across the Shimmering
Lands, killing thousands.

The PCs must cut the connection between


Hrokyrdran and the Gate of Light, and gather
their allies to help them put an end to
Design Notes Engdyr’s reign of terror.
Part II of the Engdyr’s Game Adventure
Enemies
Path is designed to showcase the history
and heritage of the dwarves who founded
Radiomancers of Himnem: One of the
the Shimmering Lands. At the same time it
most powerful groups in the Shimmering
can also be used to explore general
Lands, the Radiomancers of Himnem literally
Mystaran history, the Great Rain of Fire,
crafted the Gate of Light with their own
and how Blackmoorian technology led to
hands… and many owe a debt to Engdyr
the destruction of the world.
Heldfyst, formerly one of their own.
As the PCs use aetheric portals to traverse
Aetheric Horrors: Engdyr’s experiments on
across the Shimmering Lands they will
the aetheric spiders have yielded many
meet and interact with many of the sub-
results, some more potent than others. His
cultures that comprise Moadreg society.
monstrous creations have been unleashed
Not only will they face dangers and trials
upon the Shimmering Lands in order to buy
on their journey, but they will also have
the mad elder time to complete his plot.
the opportunity to make allies… allies who
will be much needed as their adventures
Engdyr Heldfyst: To defeat Engdyr’s
progress.
schemes the PCs will ultimately need to
confront the mad elder himself. Once their
At its heart, these adventures are city and
dungeon crawls where the PCs can meet
many of the important personalities of the 2 The Tid e o f the S him m e ring G a te o c c urs
Shimmering Lands and build their political o n the firs t o f Ka yl d l yn, a nd is the a nnua l
cache. c e l e b ra tio n o f the o pe ning o f the G a te o f
L ight. S e e “ GA Z B C1 -P la y e r s Ha n d b o o k ! fo r
m o re info rm a tio n.

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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.

Echoes of the Egg: Remnants of Engdyr’s


experiments still stir in the Aetheric, but they
no longer behave as mindless beasts.
Something dark is waking up within them,
something that has walked these lands

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Concluding the Campaign

PCs who survive this adventure path will


surely be among the movers and shakers of
the Shimmering Lands, and will have the
opportunity to mold that nation to their
liking. Will they side with the ancient
Immortals of Blackmoor, or the new
Immortals of the Way of Stone?

CREATING CHARACTERS

Time Travellers

Although the intention is to run characters


native to the Mystara 2300 BC setting
through this adventure path, some groups
may want to use characters from Mystara’s
modern era. This can be accomplished in
before. Should the Egg of Coot emerge once any number of ways, most prominently by
again the catastrophe could be worse than using the Comeback Inn3 as a time travelling
the Great Rain of Fire! device. Such characters may have a slight
advantage over native groups (modern era
Design Notes characters will have access to iron and steel
level weapons) but the adjustments needed
Part IV of the Engdyr’s Game Adventure should be minimal.
Path is designed as an introduction to the
paths of immortality for characters in the See Threshold issue #12 for more ideas
Mystara 2300 BC setting. It can be used as about how characters can travel through time
a showcase to introduce players to the in Mystara.
wide possibilities that the multiverse has to
offer, and all of the Immortal intrigue that
comes with such power. Native Characters
As the PCs struggle to effect changes in the This campaign is designed to be run within
Shimmering Lands, and expand their own the dwarven controlled Shimmering Lands,
power bases, they will encounter entities however there are many options when it
with far greater power that their own. To comes to character creation. Dwarven
save the Shimmering Lands, and the characters have the potential to receive the
people who live there, the PCs may need
to challenge the Immortals themselves. 3 S e e D A1 : “ A d v e n t u r e s in B la c k m o o r ” fo r
m o re info rm a tio n a b o ut the Co m e b a c k Inn.

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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.

The dwarves first journeyed to Norwold over Dwarven Characters:


the Ostland land bridge from the Dawn
Lands. Forced to leave their native lands by Dwarves are thoughtful and studious.
the dreaded Wasting, a disease that slowly They excel in the arcane arts and many
eats away mind, body, and soul, the dwarves strive to become wizards and artificers.
have only recently found a new home to call Martial arts also come easily to dwarves
their own. Initially claiming the colder leading many to take up the profession of
northern realms of Brun, the dwarves have soldier or guard in the service of a dwarven
been fighting a losing battle with the native elder.
inhabitants of that realm, mostly tribes of
elves and giant-kin. Finally driven to
desperation the disparate clans have begun Giantkin
to combine their efforts in defense of their
new lands and are beginning to hold their Magical experiments and breeding programs
own. of the dwarves have created a race of hardy
and obedient servants. Although still large,
Most dwarves prefer to live quiet and isolated the giantkin do not tower over the smaller
lives in secluded estates hidden in the races as their ancestors did and kin to the
wilderness. Those that cannot be masters of north still do to this day. Giantkin stand 8 to
their own domains swear fealty to those that 10 feet tall with corded muscles throughout
can. Even so, the population that makes up their bodies.
dwarven estates is only a fraction of the total.
Dwarves who are underprivileged and Though many of their kin remain slaves to
unlucky enough not to have the money or the dwarves, a few of their number have
means for solitude end up living in the few been granted their freedom and have chosen
scattered cities of the Shimmering Lands. to remain in the Shimmering Lands, to eek
out their own existence. This commonly
Dwarven culture is not monolithic, but occurs with the demise of their current
instead made up of several varied beliefs that master, as few dwarves are concerned
have meshed together throughout the years enough with the fate of one of their fellow’s
as different dwarven clans merged slaves (being concerned more with the fate
throughout the long pilgrimage that brought of their own slaves) to re-establish mastery.
them to Brun. One thing that they all have in Many giantkin end up in the few organized
common though is the dreaded Wasting settlements scattered throughout the

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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.

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Their ties to the past make them excellent


Using Ghostwalk with
guides for the future.
Mystara 2300 BC
Shade Characters:
Ghostwalk is a 3rd Edition campaign
setting designed by Monte Cook and Sean Shades come from all walks of life, but
K. Reynolds, that deals with continuing their incorporeality makes them especially
campaign play even after a character's good at serving as thieves and spies.
"death". Although not strictly undead, the
shades from Mystara 2300 BC share much
in common with Ghostwalk ghost Soulbound
characters.

Shades as “Ghosts”

While shades share many of the


properties of ghosts including
incorporeality, they are not truly dead
(and thus cannot be turned). Shades in
Mystara 2300 BC are spirits trapped in an
alternate state by the Great Rain of Fire.

City of Manifest and the Radiance

In Ghostwalk, the City of Manifest is built


around a special region in the setting that
allows spirits to maintain a corporeal
existence even without their living bodies.
In Mystara 2300 BC, a shade’s body is
beyond reach (having been destroyed
nearly 700 years ago), however being near The soulbound appear to be constructs made
a source of the radiance brings them the of stone, metal, and even sometimes pieces
same level of corporeality that being in of wood and other materials. Often they are
the City of Manifest would bring. shaped in the likeness of a great dwarf
Similarly, any item imbued with the warrior or mage and are encrusted with
radiance should be treated as a jewels and precious metals of all kinds.
“ghosttouch” item. Radiance based These are living constructs, that have been
weapons can always physically harm a imbued with the soul of a Moadreg dwarf
shade, and radiance based armor can be whose body was too weak or frail to continue
worn as if they had a physical form. its existence on its own.

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Using Eberron with Mystara Every hundred years a soulbound must be


infused with the power of the Radiance, or it
2300 BC will cease to function. Unknown to the
dwarves, each time this is done, a portion of
Eberron is a 3rd Edition campaign setting the soulbound’s soul is consumed. Over time
created by Keith Baker that infuses high this loss of soul leads to increasingly chaotic
fantasy with pulp adventure and film noir behavior and eventually insanity.
concepts. Many designs and themes from
Eberron evoke the feeling of magic Soulbound Characters:
combined with technology, and as such
may find a good use in a Mystara 2300 BC Essentially dwarves “reborn” into stone
campaign, especially in the Shimmering bodies, the soulbound have many of the
Lands where Blackmoorian influence can same affinities, becoming wizards and
still be felt. scholars. Their sturdy bodies also make
them adept warriors.
The soulbound are living constructs
powered by the “souls” of a dwarven
hero. Although they rarely retain the Tieflings
memories of their original forms, the
soulborn are an integral piece of The results of
Shimmering Lands society, and many unions between
dwarves prepare for the day when their dwarves and
own bodies will be too frail to continue other worldly
and their spirits must be transferred into creatures,
a body of stone. Treat the soulbound as tieflings have
warforged who are built to look like large become more
dwarven statues. prominent in the
Shimmering
Lands, especially
All soulbound bodies have one thing in in locales where
common, a large centralized crystal, most Yardrak dwarves hold sway. In many
often embedded in their torso, which is the instances these tieflings are nearly
receptacle for housing the dwarven soul. The indistinguishable from other dwarves,
transference process is difficult, and many especially considering the heavy and
dwarves lose their memories once placed concealing clothing that most dwarves wear.
into their new bodies, at least for the short
term. In some cases, over time, a soulbound Although tieflings of the Shimmering Lands
may come to remember its former life, but may have the appearances of their dwarven
most often they continue in their new brethren, their outlook on life is very
existence without much thought for the past. different. Of all the dwarf-kin, tieflings are by
far the most social, even rivaling the
cooperative behavior of the gnomes.

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Unfortunately for those around them, most Humanoids of Urzud


tieflings are less altruistic than their gnomish
neighbors. Though some are able to Beastmen are a varied and chaotic race, and
overcome the urges of their heritage, most it is said that no two are born alike. Although
are thoroughly and unrepentantly evil. the old chaotic blood is still evident, it is no
longer as potent as it once was. New
bloodlines have appeared and are breeding
Tiefling Characters:
true.
Like many dwarves, tieflings may tend to
Burly, muscled orcs, as tall as most humans,
gravitate toward the arcane and martial
but much bulkier are brutal warriors and
arts. Unlike their pure brethren however,
effective tacticians. They might have overrun
many tieflings also have an affinity toward
the city ages ago if it weren’t for their hatred
the spiritual realms, becoming acolytes and
of the sunlight. Weak eyes make it difficult
priests in the various religious orders
for them to function when the sun is out, or
throughout the Shimmering Lands.
even with bright light shining.

Other Lands Goblins have no such impediment, although


they are small and sinewy compared to their
Antalians larger cousins. Masters of stealth and
trickery, goblins also have a knack with
Antalians are the predominant race in the ancient Blackmoorian artifacts, though their
freezing north, and the undisputed rulers of countenance tends to be cowardly.
Thaul. They tend to be tall with fair
complexions and light hair color, though Wargs are more bestial in appearance and
rumors abound that in some their veins flow nature, though far less chaotic than the
with ice water giving them a deathly blue pall original beastman bloodlines. They are as
(possibly having genasi heritage). Antalians large, or larger, than orcs with thick gray fur,
tend to be grim and stoic in battle, but are heavy black claws, and wolf-like maws,
prone to cheer and festivity when the though their twisted bodies rarely allow
occasion calls. them to stand upright. Many are just as
comfortable moving on four limbs as on two.
Though traditionally seen as enemies of
the Shimmering Lands, many Antalians
Humanoids often serve as dwarven
may be found in the northern regions of
mercenaries, especially outside of the
that land, serving as merchants or
Shimmering Lands, but can sometimes also
mercenaries.
be found within the borders of that nation.
Generally they are more common in the
northern and western regions of the
country.

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Lizardfolk of Mogreth Northern Elves

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.

Relations between Mogreth and the


Shimmering Lands are generally cordial,
and the lizardfolk and their kin are not
uncommon in dwarf lands, especially in
the south. Many of the lizardfolk visiting
dwarven lands are merchants and
mercenaries.

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ADVENTURING IN which they use whenever communicating


with potential employers in Antalian lands or
MYSTARA 2300 BC the Shimmering Lands.

While still Mystara, the 2300 BC setting Derived Thonian


differs from the modern era in several
significant ways. The following text Many folk in the area, and indeed across the
describes some of the largest differences. globe, speak some form of language derived
For more information see the “Mystara 2300 from the Thonian tongue. Although these
BC Campaign Setting Overview” document. languages have had more than 700 years to
drift apart, basic concepts can still be
understood across cultures. Descendants of
The Common Tongue Skotharian dwarves, speak this language in
the Shimmering Lands, as do the Makers in
No single language is spoken across the Teknuria and most folk that they have
entirety of Brun, however several languages contact with (including those on the Corsair
are commonly known in certain areas and Isles and in the Frontierlands). Creatures of
these are typically used when communicating Mogreth remember some Thonian from
with members of foreign nations. In practice, ancient times, and use that to communicate
very general terms and emotional states can with their neighbors.
be communicated cross culturally by the folk
living within a single region. Communicating Adhuzan
more complex ideas however, may be
problematic. Adhuzan is really a patois created from the
mixing of Azcan, Oltec, and Aquan tongues,
Within the Shimmering Lands most along with a few other languages from
inhabitants speak a form of derived Thonian. northern Davania. This is spoken and
Some dwarven populations, especially in the understood nearly everywhere Adhuzan
north, are also fluent in the Antalian tongue. merchants can be found from the southern
coastal regions of Brun and across the Sea of
Antalian Dread into northern Davania. Taymoran and
Elven merchants in the area learn the
The root of the Antalian tongue is shared by language of necessity, though for the latter it
many cultures in northern Brun. For is distasteful to their tongues. Enough Azcan
centuries, even before the Great Rain of Fire, can be teased from the language that the Inti
dwarves living on Brun absorbed and can speak it haltingly as well.
adapted portions of the language as their
own. Likewise, giantish folk of Grondheim,
as well as several other giant kingdoms, had Coinage
very close interactions with the ancestors of
the Antalians. Even the beastmen of Urzud Coins in this time period vary greatly,
have picked up a smattering of Antalian although there are some typical

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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.

Though quite distant from the Shimmering


Lands, currency from Intua occasionally

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Ancient Knowledge Dire goats mainly serve as mounts in


mountainous or rocky terrain, where their
As the inheritors of Blackmoor’s legacy, the sure footing makes them indispensable.
dwarves have been able to maintain certain
crafts lost to most other civilizations in the Dire Wolves
Known World, chief among them the
working of iron. This is a tightly guarded Savage and brutal,
secret among the dwarves, specifically those dire wolves are
in southern Himmevand who still craft iron the mount of
weapons for use against the giants and fey of choice in the
Grondheim. This technology won’t become colder northern
widespread again for another 300 years or lands. The
more, when the smiths of Nithia once again Beastmen of
rediscover the techniques. Urzud favor these
creatures above
all others, but
Mounts and Transportation their use extends even into Antalian lands,
and sometimes beyond. They are also the
The use of horses as mounts was not favored mounts of Taymoran nobility,
practiced on Brun until after BC 1675, when though the southern breed is somewhat
Tahkati Stormtamer of the Atruaghin Clans smaller than the northern.
first domesticates the animal. Instead, the
folk of this period have other means of Dire Hounds
transportation.
Selectively bred from captured dire wolves,
Horses and Ponies many varieties of hounds serve as mounts
across the nations of Brun. These are the
Used mainly as draft animals in the mount of choice for warriors and knights,
Shimmering Lands, these animals are fairly since hounds can be trained to compliment
rare, and represent all of the Blackmoorian their master’s battle techniques in combat.
stock that could be saved by dwarves
migrating from Skothar. The dwarves take Skinwings
great pride in the bloodlines of these
creatures and are loath to part with any of Although rare, skinwings are used as flying
them. mounts by the lizards of Mogreth. They can
carry little more weight than a single
Dire Goats passenger, so when using them for long
distance flights a traveler must pack light.
The use of these large goats was brought into
the area by dwarves migrating from northern
Brun. They are hardy animals that can survive
in some of the most inhospitable conditions.

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Oxen Paghun Drynneg

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

Shade, Level 1 Rogue


Part I of the Engdyr’s Game Adventure Path Str 10, Dex 15, Con 8,
will be presented in the next issue of Int 10, Wis 15, Cha 13
Threshold. In the meantime please make use
of the source material presented above to HP: 5, AC: 4 (leather, incorporeal)
familiarize yourselves with the Mystara 2300
BC Campaign Setting. Kerral awoke one day to find herself an
insubstantial body amidst a crowd of dwarves
standing before a gigantic archway of light.
Pre-generated Characters She remembers nothing before this event,
but is certain that she had another life
Following are a set of pregenerated somewhere far away. For a time she
characters that can be used with this performed tasks for the Radiomancers of
adventure, either as characters for the players Himnem, but longed to discover the secrets
or as NPCs for the PCs to interact with. of her past. After finding a kindred spirit in
Paghun she decided to join him in his
wanderings.

Equipment: 2 daggers, 1 short sword (ghost-


touch)

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Jharrohk Mydrak Telson Fhorrel

Tiefling (Dwarf), Level 1 Fighter Gnome, Level 1 Cleric


Str 16, Dex 13, Con 14, Str 12, Dex 12, Con 11, Int 10, Wis 16, Cha
Int 11, Wis 8, Cha 11 13
HP: 11, AC: 10 (half plate, shield) HP: 8, AC: 6 (splint mail)

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)

4 B e l no s is the na m e us e d b y As te rius in the


S him m e ring L a nd s .

Jyrdri Kerghid, the Mad Mistress

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

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Issue #15 Coloring Contest Winner

Issue #15 Coloring Contest

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!

Thank you to Robin and the


community for participating in
this contest, and don’t worry if
you didn’t have a chance to
participate in this round. We
have many more contests coming
up in future issues!

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The Unknown World Trail map - part IV

The Part IV,


UNKNOWN The East:
WORLD Ylaruam,
Rockhome and
TRAIL MAP the Northern
Reaches

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.

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Map of Known World Populations

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Dark green: YLARUAM


Elven borderlands, average 10 elves per
square miles. Should also contain fairies,
average 10 per square mile. Populations and density
Brown:
Dwarves and/or gnomes, average 70 per In Ylaruam I have depicted as yellow hexes
square miles. Each hex should be inhabited only the regions of the main cities and oasis,
by 4,000-5,000 dwarves with very low as the rest of the country should be
numbers of other creatures, if any. considered a true wilderland, being a
Dark Brown: sparsely inhabited desert. The yellow hexes
Dwarven borderlands, average 15 per square should have a high population density, about
miles. Should contain also humanoids and 100 people per square mile, and very few
other races, average 15 per square mile. wild animals if any, and virtually no monsters
Blue: (unless hidden or underground). I have
Lupins or Rakasta, average 40 per square counted 77 yellow hexes that should have a
mile. population of about 500,000 inhabitants,

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mostly humans with some accepted The Wilderlands of Ylaruam


minorities, that in Ylaruam will be principally
dwarves, gnomes and lupins. The
borderlands depicted in orange, about 240 1 - Altan goblins
hexes, should have a density of 20 people
per square mile, and so about 300,000 “Goblins live here and up into the
inhabitants, most of them humans, and the mountains of Rockhome. The dwarves
rest, about 100,000 people, lupins, claim this territory, but they do not control
humanoids, giants or harpies. The region it. The goblins have allies, like hill giants
depicted in blue, about 33 hexes, is inhabited and harpies, so we leave them alone, if
by about 20,000 Fennec lupins, with some they do the same”
humans and other races, with a population
density of 10 people per square mile. The - Jhan, Makistani sheperd
purple wilderlands hexes are almost 500 and
should have a very low density, about 5 Area: 32 x 32 miles, or 830 square miles.
people per square mile, for a population of Days to cross2: 4 days east-west or 4 days
160,000 intelligent creatures, mostly north-south, normally it is possible to cover
humanoids, giants, lupins, harpies and only 8 miles per day due to the difficult
stranger creatures of the desert. terrain.
Intelligent inhabitants: probably up to 8,000
The territory of Ylaruam should be able to (goblins, hobgoblins, bugbears, hill giants,
support at least 750 dragons. harpies, and at least 12 dragons), with
extensive underground areas.
My total estimation if of about 700,000
humans, 25,000 lupins, 30,000 dwarves and
gnomes, 5,000 halflings, 30,000 orcs, 30,000
goblins, 20,000 kobolds, 30,000 gnolls,
20,000 hobgoblins, 10,000 bugbears, 10,000
giants, 5,000 trolls, 15,000 harpies, 15,000
lizardmen and troglodytes, 5,000 others
including shapeshifters, werecreatures,
undead, and faerie folk, for a total of 960,000
intelligent inhabitants. So my estimation is
much higher than the 300,000 inhabitants
supposed by Simone Neri in his “Demografia
Mystariana”1 and the 230,000 inhabitants
indicated in the Poor Wizard’s Almanac. 2 B y fo o t with l ight e nc um b ra nc e . Ho we ve r
a s this re fe rs to d iffic ul t wil d e rl a nd s , o fte n
witho ut tra il s , the m o ve m e nt ra te o n ho rs e s
s ho ul d no t b e m uc h d iffe re nt. N o te a l s o tha t
1 “ De m o g r a f ia M y st a r ia n a ” is o nl y a va il a b l e the c ha nc e o f ge tting l o s t in the s e a re a s ,
in Ita l ia n, b ut pa rt o f it wa s upd a te d a nd unl e s s the PCs ha ve a go o d m a p o r a go o d
tra ns l a te d into Engl is h in Thre s ho l d is s ue #1 guid e , s ho ul d b e ve ry high, s o the a c tua l
a nd #3 . tra ve l tim e c o ul d e a s il y d o ub l e .

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In Canon products: hill and stone giants, cloud giants, goblins,


griffons, sea hags, giant hawks, helions,
- In GAZ2: “The Emirates of Ylaruam”, the hippogriffs, hobgoblins, horde, horses,
region is part of the Emirate of Makistan, but hydrax, insect swarms, invisible stalkers,
is not described in details. The presence of kobolds, living statues, giant lizards, undead
goblins can be assumed by the facts that they lizardmen, magian fire worshippers,
are tagged in the nearby regions of manscorpions, meks, metamorphs,
Rockhome and Darokin. mummies, orcs, pegasus, phoenix, plasm,
- On page 55 of the Gazetteer, among the purple worm, roc, flame salamanders, giant
creatures present in the Emirates there are scorpions, snakes, sphinxes, giant spiders,
aerial servants, adaptors, dinosaurs, thugs, trolls, undead, undines, yellow mold.
antelopes, goats, sheep, camels, mules, giant - Some of the Fabled Treasures of Ylaruam
ants, giant beetles, bugbears, carrion mentioned from page 58 could be
crawlers, lions, djinn, dragons, great eagles, appropriate for any region such as The Magic
efreets, elementals, faeries, gargoyles, ghouls, Lamps, The Golden Bridle, The Magic Tunic,

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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”

In Fan productions: - Mansour, soldier in Sulba

- The replica map of Ylaruam by Thorfinn


Tait, at the Vaults of Pandius, also contains Area: 100 x 40 miles, or 4,000 square miles.
explanations on the canon names Days to cross: 12 days east-west or 5 days
encountered in the map. north-south, normally it is possible to cover
- “The Monstrous Atlas: The Emirates of only 8 miles per day due to the difficult
Ylaruam” by Sheldon Morris is in the Vaults terrain.
- “The City of Brass” is believed by Intelligent inhabitants: probably up to 20,000
Ripvanwormer to have once been the capital (gnolls, and up to 75 dragons), with
of Nithia. extensive underground areas.
- See also the Ylaruam section in the Vaults of
Pandius for more fan resources about the - In GAZ2: “The Emirates of Ylaruam” the
nation. region is part of the Emirates of Makistan and
- “Mogreth”, created by Geoff Gander and Alasya, but is not described in details, only
included in the 2300 BC setting by John briefly mentioned as a salt rocky basin on
Calvin and Nithia now in the Hollow World page 31. The area is indicated as the hideout

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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”

- Tarik, farmer in the Highlands

Area: 120 x 60 miles, or 7,000 square miles.


Days to cross: 15 days east-west or 7 days
of Barimoor in the Gazetteer map. Barimoor north-south, normally it is possible to cover
is said to have all manner of monsters and only 8 miles per day due to the difficult
constructs in his underground complex. terrain.
- One of the Fabled Treasures of Ylaruam Intelligent inhabitants: probably up to 35,000
mentioned from page 58, The Brass (orcs, ogres, hill giants, harpies, and at least
Horsemen, is indicated in this region. 100 dragons), with extensive underground
- Gnolls are indicated in this region near the areas.
border with Rockhome in Trail Map 2.
- Module B4: “The Lost City” with the ruins
of Cynidicea and the evil inside it, is also set
in this area.

In Fan productions:

- See area 1 above.


- See also the fan made “Dungeon Master's
Guide to Cynidicea” and “Cynidicea/Nithia
interactions” by Geoff Gander (et al) in the
Vaults of Pandius.

In Canon products:

- In GAZ2: “The Emirates of Ylaruam”, the


region is part of the Emirate of Alasiya, but is
not described in details. Ennaej appears as a
name tag in the cover of the Gazetteer, but
could be just an homage of the artist Clyde
Caldwell to a loved one, yet the DM may

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decide this is an ancient Nithian name.


- On page 55 of the Gazetteer, bugbears, hill
and stone giants, goblins, hobgoblins,
kobolds, orcs and trolls are mentioned in the
foothills of the Altan Tepes mountains.
- The village of Dar el-Tamyya, featured in the
short promotional adventure The Jade Hare
set explicitly in Ylaruam, could be placed
here. The opponents are goblins,
hobgoblins, bugbears and a warlock.

In Fan productions:

- The replica map of Ylaruam by Thorfinn In Canon products:


Tait places Ennaej as a local ruin and Dar el-
Tamyya in this region, see also area 1 above - In GAZ2: “The Emirates of Ylaruam”, the
for more fan resources. region is part of the Emirates of Alasiya and
- Simone Neri’s “Central Altan Tepes Mini Nithia, but is not described in detail. Nithia is
Gazetteer” (available at the Vaults) describes described as divided among local lords who
the western part of this region in detail. do not follow Al-Kalim and often behave as
brigands. The Magian Fire Worshippers are
also hidden in this region.
4 - The Great Salt Basin and - Some of the Fabled Treasures of Ylaruam
Nithia mentioned from page 58 are hidden in this
region, such as The Sparkling Spear, The
“A great jinn, Marudi, lives in the desert Gold Seal Ring of Al-Kalim, and The Bead of
with his great court, and dominates all the Oblivion.
region for many miles. Up in the hills of - In “The Tales for Ylari” adventurers from
Nithia, there are only brigands, heathens page 61, The Dead Place is set here, the site
and unholy wizards” of the battle between Thanatos and the
Immortal Guardians at the fall of Nithia.
- Nasser, trader in Hedjazi - Gnolls and Kobolds are tagged in nearby
Soderfjord in TM2 - The Eastern Countries
Area: 180 x 80 miles, or 14,000 square miles. Trail Map.
Days to cross: 22 days east-west or 10 days - In “Who’s Who Among Dragons” by Bruce
north-south, normally it is possible to cover Heard, published in Dragon Magazine #170
only 8 miles per day due to the difficult and reproduced in the Vaults , the western
terrain. rocky region of this area is Almaruddya,
Intelligent inhabitants: probably up to 70,000 dominated by Marudi, a 14-HD blue dragon.
(goblins, hobgoblins, bugbears, hill giants, - The adventure “The Spindle of Heaven” in
harpies, and at least 220 dragons), with the game accessory AC7: “Master Player
extensive underground areas. Screen”, is set in a desert with djinnis,

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manscorpions, hobgoblins, air drakes, cloud


giants and sphinxes, so it could be
appropriate here or in other regions of
Ylaruam.
- The adventure “The Djinni’s Ring” in
Dungeon Magazine #9, is explicitly set in
Ylaruam, and could be easily placed in this
region or in any desert with Nithian ruins.
- The AD&D series of adventure I3, I4, I5 and
I9, compiled in “Desert of Desolation”, could
be easily set among the Nithian ruins of
Ylaruam.

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.

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- The fighting Fennec of Ylaruam is described ROCKHOME


in Dragon Magazine #237, page 77.

In Fan productions: Populations and density

- 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.

The territory of Rockhome should also be


able to support at least 600 dragons.
This time, my estimation is similar to the
figure of 1 million recognized inhabitants
(99% dwarves and 1% humans) given in the
Poor Wizard’s Almanacs, but higher than the
771,400 inhabitants, including humanoids,
estimated by Simone Neri in his Demografia
Mystariana.

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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

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The Wilderlands of Rockhome In Canon products:

- In GAZ6: “The Dwarves of Rockhome”, the


1 - Eastern Gobliny mountains are described briefly and no
height is given, but considering the height of
“It’s our land here. Dwarves say it’s theirs, the Altan Tepes in Thyatis and the height of
they claim to have defeated us this time the Broken Lands, it could be assumed this
and this time, but it’s just blabbering. We region could have mountains as high as
rule the mountains since so many 10,000 feet. The Darokin tunnel is described
generations as the stars, and they haven’t on page 47 as a difficult and wild trail.
driven us away yet. And they try. They - On page 47 of the Gazetteer the Rockhome
always try” lizards , mountain lions, wolves and other
mountains animals are mentioned. On page
- Gynk, goblin shaman 71 the monsters are described, saying that
the dwarves train giant ants and other
Area: 176 x 32 miles, or 5,500 square miles. details. Hill and stone giants may be present
Days to cross3: 40 days east-west or 8 days in this region, as they are mentioned in the
north-south, normally it is possible to cover Altan Tepes of Karameikos and Ylaruam.
only 4 miles per day due to the difficult - The adventure “Race for the City” on page
terrain. 80 of the Gazetteer features an orcish
Intelligent inhabitants: probably up to invasion from the Darokin tunnel.
150,000 (goblins, hobgoblins, bugbears, - The Poor Wizard’s Almanacs I, II and III
giants, harpies, faenare and at least 80 and Joshuan’s Almanac contain descriptions
dragons), with extensive underground areas. about Rockhome and several events
regarding the dwarves, including a civil war
and a war with the Shadow Elves and
humanoids for the control of Oenkmar in the
Broken Lands. White apes, beholders, black
puddings, dragons, hill, stone and frost
giants, goblins, gray oozes, hobgoblins,
kobolds, ogres, orcs, trolls, vampires and
yetis are indicated as common monsters,
giant ants, horses, deer, bears, mountain
lions, rats, giant toads and wolves as
common animals.
- Adventure XS2 “Thunderdelve Mountain”
3 B y fo o t with l ight e nc um b ra nc e . Ho we ve r could be set near Rockhome or in the Cruth
a s this re fe rs to d iffic ul t wil d e rl a nd s , o fte n Mountains, see also “The Dwarves of
witho ut tra il s , the m o ve m e nt ra te o n ho rs e s Thunderdelve” by Demetrios J Sahlas in
s ho ul d no t b e m uc h d iffe re nt. N o te a l s o tha t
the c ha nc e o f ge tting l o s t in the s e a re a s ,
Threshold Magazine issue #2.
unl e s s the PCs ha ve a go o d m a p o r a g o o d - The AD&D Tomes Series adventure “Axe of
guid e , s ho ul d b e ve ry high, s o the a c tua l the Dwarvish Lords” (TSR111347), featuring
tra ve l tim e c o ul d e a s il y d o ub l e .

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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

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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:

- In GAZ6: “The Dwarves of Rockhome”,


2 - Amburyr Jhyrrad is described on page 55 as a village
destroyed by orc raiders in 400 BC.
“Hobgoblins, orcs and sasquatches, some Considering the height of the nearby lands,
giants. The hobgoblins are stubborn and mountains in this region could be about
have hideouts underground. We have 6,000 feet high or less. On page 72
cooperated with the Ethengarians to defeat Sasquatches are mentioned as inhabitants of
them, but so far without great success. The this region, and they are also tagged in the
orcs are raiders from the Orclands in map in the territory around the volcano of
Darokin, so it’s hard to catch them. The this region.
sasquatches and the giants normally are - The adventure “The Lost Caverns” on page
not very hostile, so we can even trade with 83 of the Gazetteer is set in this region
them from time to time” against sasquatches or hill giants and a
beholder.
- Boric, city guard in Stahl - In the adventure “Dragonlair” on page 94 a
family of red dragons settles near Dengar
Area: 120 x 80 miles, or 10,000 square miles. city.
Days to cross: 20 days east-west or 30 days - In “Who’s Who Among Dragons” by Bruce
north-south, normally it is possible to Heard, published in Dragon Magazine #170
cover only 4 miles per day due to the and reproduced in the Vaults, Jhyrrad is the
difficult terrain. seat of the red dragon Ambur and his
Intelligent inhabitants: probably up to hobgoblin minions. Ambur is an ally of

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Jargnir (see below) against Druuwor. It is


possible he may have some degree of control
also over the local orcs, giants and
sasquatches.

In Fan productions:

- See area 1 above.

3 - Southern Makkres and


Western Jargnara

“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

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4 - Troll hills 5 - Druuwmet

“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 TM2: “The Eastern Countries Trail Map”,


trolls are tagged here and it is likely giants
may be present in the region too. On page 71
of the Gazetteer they are said to wander the
eastern reaches of the Makkres mountains.

In Fan productions:

- See area 1 above.

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In Canon products: THE NORTHERN


REACHES
- In GAZ6: “The Dwarves of Rockhome”, ogres
and giants are mentioned in the Makkres on
page 71. Snow Apes are mentioned too in this Populations and density
region, and beholders in the deepest caverns.
- Kobolds are tagged in this region in TM2: “The
Eastern Countries Trail Map” and present in Only the more settled areas are depicted with
nearby Vestland and Soderfjord. yellow hexes, indicating the civilized regions
- In the adventure on page 95 of the Gazetteer, near the coast and the major trade routes.
“Raid on Jotunheim”, frost giants build a city in There are 15 in Ostland, 35 in Vestland and
the central Makkres mountains. 15 in Soderfjord, which should be able to
- See also area 5 of the Northern Reaches about support about 80 people per square miles,
the Great Giants. meaning 335,000 inhabitants, mostly humans
- In “Who’s Who Among Dragons” by Bruce with relevant minorities of dwarves and
Heard (originally in Dragon Magazine #170), lupins.
this region is Druuwmet, domain of the white
dragon Druuwor, which has a lair 24 miles The borderlands depicted in orange have a
south of Rhoona, in an ancient fortress built lower density of 25 people per square miles,
millennia ago by a forgotten civilisation. with relevant numbers of normal animals,
Druuwor has frost giant servants. some monsters and probably small numbers
- In the module X10: “Red Arrow Black Shield”, of other intelligent races. In Ostland there
the King of Rockhome asks for help against frost are 120 hexes of borderlands, 135 in
giant raiders. The adventure could be placed Vestland and 215 in Soderfjord for a
here or in area 5 below. Jargnir or Druuwor population of about 700,000 humans and
could be the real power behind the frost giants. maybe 100,000 other intelligent creatures.
- In the Dragonlord trilogy, Darmouk, ruins of The 18 blue hexes in Ostland and the 6 in
the last surviving city of the dwarves after the Vestland should be inhabited by lupins, for a
fall of Blackmoor, is described in the eastern population of about 60,000. The purple
mountains of Rockhome, just above the cool, wilderlands are just 7 hexes in Ostland, 180
wet lowlands of the Northern Reaches. The in Vestland and almost 300 in Soderfjord, for
description could fit with Druuwor’s fortress, a population of about 800,000 intelligent
but the location would fit more with area 3. creatures. Such creatures are quite different
Darmouk in the books was occupied by the red in the three nations, as Ostland should be
dragon Kardyer, who was killed. Now it could inhabited only by humans with some lupins,
be controlled by Druuwoor or Jargnir, or the Modrigswerg dwarves, some wereseals and
object of their rivalry in the three volcanoes maybe some storm and cloud giants.
area. For more about Darmouk, see the article Vestland instead has a relevant number of
dedicated to it in this issue of Threshold. kobolds, giants and trolls in its territory, with
also some Modrigswerg dwarves, orcs, ogres
In Fan productions: and bugbears. Soderfjord has an even more
numerous humanoid population, with many
- See area 1 above. gnolls, giants, kobolds, lizardmen,

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troglodytes, harpies and Modrigwerg The Wilderlands of The


dwarves. Ostland should also be able to Northern Reaches
support at least 100 dragons, Vestland 300
and Soderfjord 500.
1 - Thorholm mountains and
The total population in Ostland should be Storm Bay
270,000 humans, 45,000 lupins, 20,000
Modrigswerg dwarves and 15,000 giants, “Giants and dwarves live in the mountains,
harpies and wereseals. and often are visited by the giants from the
sea. Humans should stay away from the
In Vestland it should be 400,000 humans, business of dwarves and giants, or be
20,000 Dengar dwarves, 15,000 lupins, caught in their plots”
50,000 Modrigswerg dwarves, 25,000 giants,
50,000 trolls, 100,000 kobolds, 20,000 orcs, - Bjarni, fisherman from Storm Bay
10,000 ogres, 10,000 bugbears, 5,000 other
creatures (harpies, troglodytes, Area: 45 x 12 miles, or 550 square miles.
werecreatures). Days to cross: 11 days east-west or 3 days
north-south, normally it is possible to cover
In Soderfjord should be present 420,000 only 4 miles per day due to the difficult
humans, 5,000 Dengar dwarves, 5,000 terrain.
lupins, 50,000 Modrigswerg dwarves, Intelligent inhabitants: probably up to 15,000
150,000 gnolls, 150,000 kobolds, 25,000 (Cloud and storm giants, Modrigswerg
giants, 50,000 lizardmen, 25,000 troglodytes, dwarves, harpies, wereseals and up to 9
25,000 trolls, 25,000 other creatures dragons), with extensive underground areas.
(harpies, werecreatures).

My estimations are as usual higher than the


about 220,000 inhabitants of Ostland
(including lupins), 235,000 of Vestland
(including humanoids) and 283,000 in
Soderfjord (including all) supposed by
Simone Neri in his Demografia Mystariana
and higher than the 130,000 (in Ostland) and
161,000 (in Vestland and Soderfjord)
humans indicated by the Poor’s Wizard
Almanacs.

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In Canon products: the “Monstrous Atlas” for each nation by


Sheldon Morris.
- In GAZ7: “The Northern Reaches”, there is - About the Modrigswerg see also area 1 of
an initial geographical description on pages Rockhome, in particular the work about The
7 and 8, with kraken and sea serpents Shimmering Lands in the 2300 BC setting by
described as inhabitants of the seas, bears, John Calvin and the History of Dwarves and
wildcats and wolves in the forests, and cold Gnomes by Giulio Caroletti in this and
drakes in the mountains. previous issue of Threshold magazine.
- The Modrigswerg dwarves are described in - The Dark Elf inhabitants of Svartalfheim
the Gazetteer on page 24. mentioned in the Gazetteer are mysterious
- The Great Dogge or Ostland Stövare lupin creatures, see “Dark Elves of Mystara” a
is described on page 81 of Dragon Magazine theory by Joaquin Menchaca in the Vaults
#237. and “Svartalven” by Andrew Theisen. They
- The wizard and raider Oberack, with a could be some kind of dark fairies, or a
flying ship pulled by white dragons, is branch of the Shattenalfen, or both.
described in Champions of Mystara, and - See also another hypothesis about their
could have his lair here or in area 2 or 3. nature in the Darmouk article above.
- In the Creature Crucible Accessory PC4: - In the “History of the Lupins” by by Átila
“Night Howlers”, wereseals are indicated in Pires dos Santos, published in Threshold
the coastal waters, while werebears, Magazine #2, the breeds which appear in
wereboars and werewolves in the hills and the Northern Reaches are the Gnomish
the forests. Snoutzer (Soderfjord), Great Dogge
- A section of the adventure module X13: (Ostland) and Heldann Shepherd (Vestland
“Crown of Ancient Glory” (see below) is set and Ostland)
in a minor Ostland island against a sea witch. - Fan Almanacs from AC 1014 to 1019, stored
- The Poor Wizard’s Almanacs contain in the Vaults of Pandius include descriptions
descriptions of the Northern Reaches and of Rockhome and events, with the alliance of
several events set in them, including the orc Modrigswerg dwarves with Thar’s Orcs and
king Thar uniting Vestland’s humanoids Psa’gh’s Kobolds against Rockhome and later
under his rule, Ragnar becoming king of a widening war with the Modrigswerg
Soderfjord and his war against the kobolds, involving also the Northern Reaches.
and slavery abolished in Ostland under the Eventually gnomes return to the Falun
new king Finn. caverns, but the Modrigswerg turn King
Ragnar of Soderfjord into an amber statue,
In Fan productions: sending the nation into chaos, while
menacing Vestland and Rockhome.
- The replica map of The Northern Reaches
by Thorfinn Tait (at the Atlas of Mystara
website) also contains explanations on the
canon names encountered in the map.
- See also the sections in The Vaults for
Ostland, Vestland and Soderfjord, including

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2 - The Gotland - Sumarland 3 - The Oland hills


hills
“Some good Shepherd lupins, fine warriors
“The Great Dogge lupins live here, and but normally peaceful, and a bunch of
they are not a problem, more a resource, if monsters, giants, undead, werebeasts and
you can get one on your ship. The giants, others. Good place for a warrior who does
the dwarves, the werewolves on the other not fear the shadow of Hel”
hand, they are a threat, so better to have a
lupin guide to walk in those hills” - Ingald the Tall, warrior of Ostmanhaven

- Thora, cleric of Freya in Port Swenson

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

In Canon products: underground areas.


In Canon products:
- See area 1 above.
- In GAZ7: “The Northern Reaches”, on page
In Fan productions: 12 Kalslo island is described as having several
monasteries dedicated to Frey and Freya,
- See the replica map of The Northern burial grounds of the earlier Ostland Kings
Reaches by Thorfinn Tait and area 1 above. and some spirits of the restless dead.

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- 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: - In GAZ7: “The Northern Reaches”, there is


an initial geographical description on pages
- See also the replica map of The Northern 7 and 8, with bears, wildcats and wolves in
Reaches by Thorfinn Tait and area 1 above. the forests, and cold drakes, mountain lions
and great eagles in the mountains. A troll is
depicted fighting with a lion on page 29,
4 - Trollheim where Trolls are described.
- On page 16, Vestland’s attempt to colonize
“Stupid they are the trolls, so it is normally the region and destroy the trolls is described,
easier to avoid, escape or trick them than partially unsuccessful so far.
fight them. They are learning human ways - The module X3: “The Curse of Xanathon”,
however, and getting a bit smarter. Also is set in the nearby city of Rhoona.
the other creatures that live in the hills, - The module X13: “Crown of Ancient Glory”,
giants, harpies, dragons. They are not is set in Vestland. GAZ7 says on page 6 that
stupid at all.” the module should be set in the year 1150,
when the Trollheim hills have been pacified
- Hallveig, scout of the hills and colonized.

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

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The Unknown World Trail map - part IV

5 - Jotunheim and up to 60 dragons), with extensive


underground areas.
“Nothing is like to fight a giant with a
sword in your hand. Well, maybe only a In Canon products:
dragon could be as bad. I have seen proud
warriors run away from the charge of a - See area 1 above and area 5 in Rockhome.
giant. And I cannot blame them. I stood, - See also the mention of Great Giants here
and I still do not remember how I survived in GAZ7, page 4 of DM Book.
it” - In “Who’s Who Among Dragons” by Bruce
Heard (which oriinally appeared in Dragon
- Thorgils, soldier of Norrvik #170), this region is Druuwmet, domain of
the white dragon Druuwor, which has a lair
24 miles south of Rhoona, in an ancient
fortress built millennia ago by a forgotten
Area: 112 x 32 miles, or 3,500 square miles. civilisation. Druuwor has frost giant servants.
Days to cross: 2-15 days east-west or 28 days
north-south, normally it is possible to cover In Fan productions:
only 4 miles per day due to the difficult
terrain. - See also the replica map of The Northern
Intelligent inhabitants: probably up to 90,000 Reaches by Thorfinn Tait and area 1 above.
(Giants, Modrigswerg dwarves, trolls, ogres,
orcs, bugbear, lupins, harpies, werecreatures

6 - The Great Marsh, Gnollheim


and the Hardanger range

“Do not leave the road. No matter what.


We will not come searching for you if you
leave the road. Outside the road, there is
only death and the bones of the
adventurers who did not believe in
warnings”

- Valgard, caravan guard in Castellan

Area: 240 x 80 miles, or 20,000 square miles.


Days to cross: 60 days east-west or 20 days
north-south, normally it is possible to cover
only 4 miles per day due to the difficult
terrain.
Intelligent inhabitants: probably up to
500,000 (Gnolls, kobolds, giants,

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Carrah, the Witch-Queen, an ever-living


servant of the Queen of Hel in the Great
Marsh. Two other adventures on the same
page feature kobolds and gnolls.
- The Hill Gnolls are further described on
page 30 as the first humanoid race to settle
in the region, nomadic herders who will
occasionally ally with kobolds against
humans.
- The adventure “Falun Caverns” from page
37 deals with the kobolds who have
occupied the former gnomish home.
- In “Who’s Who Among Dragons” by Bruce
Heard (from Dragon #170), Jargnir, the
Modrigswerg dwarves, trolls, orcs, ogres, black dragon rules over the Great Marsh and
bugbear, lizardmen, troglodytes, harpies, could also have some control beyond the
werecreatures and up to 300 dragons), with marsh over the nearby kobolds and gnolls.
extensive underground areas. - The adventure “The Vineyard Vales” in
Dungeon Magazine #23 is set in Soderfjord
In Canon products: near the Great Marsh, featuring lizardmen
and a wizard able to turn into a black dragon.
- In GAZ7: “The Northern Reaches”, there is
an initial geographical description on page 7 In Fan productions:
and 8, with mountain sheeps and great
bisons described as favourite herds of the - See also the replica map of The Northern
gnolls, and mountain lions quite numerous. Reaches by Thorfinn Tait and other links of
- On page 20 of GAZ7, Castellan and area 1.
Snowvale are described as near the fabulous
subterranean kingdoms of the gnomes, but
surrounded by kobold territories, fierce
giants and Modrigswerg dwarves. The same
people are indicated as a threat on Jotunvalk
pass. The Great Marsh is supposedly infested
by witches, demons and horrible beasts.
- On page 21, the Hardanger are described as
the location of the ancient gnomish cities
now occupied by kobolds. The Gnollheim
hills are described as a plateau inhabited by
nomadic gnolls in a struggle with human
settlers. Ancient Nithian hieroglyphs are
engraved on the cliffs in the Ostfold Scarp.
- On page 22, there is a description of

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The Kingdom of Highforge

A mini-Gazetteer of
the Kingdom and the City
of gnomes and dwarves
in Karameikos by Francesco Defferrari (Sturm)

I made my first map of Highforge something THE CITY OF HIGHFORGE


like 26 years ago, as it was the starting point
(EVESKYR)
of my first campaign in Mystara back in 1991.
Now I am playing a Play by Post in The Piazza
forum that purely by accident ended up “We go along with dwarves, sure, we
being set mostly in the region of Highforge. consider them our cousins but still, we are
That is why I developed the city even more, a bit different. We live well under the earth
and eventually I decided to produce the just as they do and we can dig, mine and
maps below. Along with the maps I am build as well as any dwarf, but hard work
adding more details on the City and the and reliability is not enough for us. We
surrounding region, partially developed by need novelties, we need freedom, we are
me and partially created by other people, inventors! We also need the trees, the sun
referenced below. and the sky. We may look a bit like
dwarves and we work well with them. I
believe they need our inventiveness as we
need their accuracy. We make a good team,
together, but do not forget we gnomes are a
different people!”

- Lasa Dwaleftesh,
gnome bard and librarian in Eveskyr

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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.

According to Gazetteer 1, The Grand Duchy Simone Neri in his “Demography of


of Karameikos, Highforge has 7,500 Karameikos”3 estimates the total population
inhabitants, of which 1,000 are dwarves. This of the Kingdom of Highforge at about
seems to refer to the city, not the whole 20,000, while I, in my recent “Unknown
Kingdom of Highforge. We know Highforge World Trail Map part 1”4, estimated about
is a Kingdom because its ruler, Dorfus 35,000 inhabitants in the Kingdom of
Hilltopper, is indeed mentioned as a King. Highforge, mostly gnomes and dwarves with
The Grand Duchy and later the Kingdom of some minorities of elves and humans.
Karameikos seems to consider Highforge a
part of its territory, and it seems the gnomes I estimate the population of the city at about
and dwarves allow the humans to maintain 10,000 or slightly less, of which about half
this facade, provided that they never attempt lives in the Uppercity and half in the
to exert any real authority over the nation. Undercity.
The gnomes and dwarves probably find it

Brief history of Eveskyr


1 Al s o e xpa nd e d b y R o b in in this
s pre a d s he e t a t the Va ul ts o f Pa nd ius
2 In Wra th o f the Im m o rta l s b o xe d s e t, it is 0 AC: Gnomes arrive in the area of present
s a id tha t “ G a rl c re a te d the G no m e s in day Highforge, some say travelling
e m ul a tio n to his pa tro n' s d wa rve s ", a nd in underground. The hills are inhabited only by
the Ho l l o w Wo rl d b o xe d s e t he is s a id to
a ppe a r a s a d wa rf. F o r m o re a b o ut the to pic ,
some dark haired humans, who are willing to
s e e a l s o “ T h e (No t so ) Y o u n g R a c e s, A Gu id e ally with the gnomes. The Kingdom of
t o Dwa r v e s a n d Gn o m e s o f Ea st e r n B r u n ” b y Eveskyr is founded and an alliance is
G iul io Ca ro l e tti o n Thre s ho l d is s ue #1 4 . In established with the King of Traladara,
m y a rtic l e “ P a st A g e s o f t h e K n o wn W o r ld ”
in Thre s ho l d is s ue #1 2 I a s s um e d d wa rve s
a nd gno m e s a re o l d ra c e s whic h e xis t s inc e 3 S e e the a rtic l e in Thre s ho l d m a ga z ine
tho us a nd s o f ye a rs , a nd pro b a b l y m o re . S e e is s ue #1
a l s o the “ Dwa r f Ev o lu t io n a r y T im e lin e ” b y 4 S e e the a rtic l e in Thre s ho l d m a ga z ine

R o b in in the Va ul ts o f Pa nd ius . is s ue #1 3

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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

“ Hist o r y o f T r a la d a r a ” in the Va ul ts , whil e s o n D o rfin we re d e d uc e d fro m K a r a m e ik o s


o the rs a re ins pire d b y S im o ne N e ri’ 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, whic h
“ Hist o r y o f K a r a m e ik o s” a rtic l e in the Va ul ts m e ntio ns D o rfus ’ gra nd fa the r a nd fa the r,
a nd in Thre s ho l d M a ga z ine is s ue #1 , a nd b y s a ying tha t the l a tte r wa s k il l e d b y go b l ins
G ia m pa o l o Ago s ta ’ s “ T r a ld a r a n T im e lin e ” in “ 2 0 ye a rs a go ” , s o this c o ul d ha ppe n in 9 9 3
the Va ul ts . AC o r e a rl ie r.

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The Uppercity of Highforge

Outsiders (i.e.non-citizens of the Kingdom of


Highforge) do not know the Undercity exists,
or believe there are just some tunnels. The
truth is the Uppercity is the area of Highforge
for contact with the outside world, while the
Undercity is the true home of the gnomes
and dwarves. Still there is a relevant number
of inhabitants of Highforge that live mainly in
the Uppercity and visit the Undercity only
occasionally. The Uppercity appears as a
walled town on the top of a steep hill. The
hill was a volcano in the distant past, but it
has been mostly inactive for many centuries.
slow building of new roads bring more Highforge was founded about a thousand
stability to the region, to the ultimate benefit years ago and the spot was chosen for the
of Eveskyr. Still, Traladaran refugees presence of the Forge, which is a volcanic
escaping from Thyatians are also accepted in chimney reaching up to the surface.
the Kingdom.
979 AC: A Thyatian thief creates panic in
Eveskyr with a series of unaccountable
robberies which lead to the building of
Fleabottom’s Bric Mac and the creation of
several hidden vaults around the city, until
he is apprehended9.
983 AC: Brokenshield kobolds10 are once
again very active in central Traladara, until
defeated by Karameikan, Callarii and Eveskyr
troops in the Battle of the Elven guard south
of Rifflian.
989 AC: Dorfin Hilltopper 22nd is killed by
Dymrak goblins attacking the annual The Uppercity is a walled square11 of about
gnomish caravan. His son Dorfus becomes 1000x1000 meters (1,094 yards or 3,281 feet
king as 23rd of the Hilltopper line. on each side) and the first thing human

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).

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visitors will notice is how much space there


is and how many trees there are. Highforge Gnomish (and Dwarven)
is not as crowded as human cities typically inventions
are and its houses are on average much
bigger. Even in the south west Human
Quarter, where houses are relatively smaller, Gnomes (and dwarves too) love to build
the buildings are normally 20x25 meters and machineries of various kinds. While
all have some garden and space for domestic dwarves prefer to build practical and
animals. The city has no paved roads, only reliable machines and will avoid using
clay trails, but the less travelled areas are anything which is not fully tested and
kept as lawns and Highforge is noticeably safe, gnomes are much more adventurous
more clean than any human city. and willing to experiment (and risk).

With higher wages and an abundance of Several canon Mystara supplements


housing in Highforge, even for travelling contain gnomish inventions, in particular
peddlers and laborers, the kind of poverty AC 11 The Book of Wondrous Inventions,
which can be found in the largest human CM4 Earthshaker!, GAZ6 The Dwarves of
cities is unheard of. Rockhome and PC2 Top Ballista, which
include flying machines, automatons, war
Even if the city of gnomes and dwarves machines, a lot of contraptions to
welcomes visitors, local rules can be a bit transport people or merchandise and to
restrictive. To rent a house in the city and travel or dig underground, water pumps,
stay, a non-citizen of Highforge must be systems for long distance communication,
approved by the Council, the King or one of and much more. Here is a (probably not
the Guilds, and have a job or another good exhaustive) list of gnomish and dwarven
reason to stay. Anyone else will be politely inventions mentioned in canon products:
accompanied to the border of the Kingdom.
However, it is well known that the King and (CM4)
the Elders have granted leave to stay to Earthshaker
groups of human refugees in the past, the
most recent occasions being Traladarans (PC2)
menaced by Iron Ring slavers. Such refugees Airplanes
can be accommodated in the city itself or in Bumber-chutes
one of the other towns of the Kingdom. Cloud clippers
Skychairs
Crime is almost unknown in Highforge, but Hot water
thefts happen sometimes and brawls, while Lamps
quite uncommon, may occur in some of the Garbage disposal
more shady taprooms. Steam washing/drying and ironing clothes
machine

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(AC 11) For simplicity’s sake, the DM could just


Golem muscle machine assume that every gnomish house or
Pedal transmission mover public building, or any street in the city,
Spring loaded machine may contain 1d3 odd inventions which
Steam machine are simply the gnomish versions of
Wind cycle water pump machine common in modern or futuristic
Wind cycle elevator settings. These machines could
Dorfin’s organ malfunction or broke with a 10% chance
Dorfin’s throwing stones pipes per day.
Hammer basher
Hunting ballista Some inventions however have been
Net thrower tested and used so much they are now
Pedal crossbow quite reliable, in particular public
Wheel of flails illumination in the Lower and Upper City
Watershoes (even if the gnomes always try to
Firepack “improve” it), the aqueduct reaching
Halting device almost every house (but hot water is
Express delivery network random and occasionally dangerous) and
Cloaking device drainage system (which may explode
Dorfin’s giant mower rarely, so many dwarves prefer to use the
Relentless spy common bucket and many gnomes have
Falling softener house toilets with sealed iron covers). The
Secure sighting system train in the Lower City, being of the
Ever glowing beam utmost importance to gnomes and
Gnomobile dwarves, works quite fine and breaks very
Hopping ornothopter rarely, usually without too many
Dorfin’s lepidopter disastrous outcomes. In AC11, page 34,
Motor night wings appears The Train of the Dwarven Thane,
Paddler-wheeler a steam train which uses a red dragon to
Fleabottom’s Brick Mac heat the boiler. The Eveskyr train should
Oddwaddle Centipede look similar, but has a “normal” steam
The Fiendish Exercise Machine engine to heat the boiler. See also “The
The Dreadnought Dwarven Thane” by Robin in the Vaults
The Thaumaturgical printing press about the original train in AC11.
The Barber’s aid,
The Money changing machine

(GAZ6),
The Proto Zeppelin
The Steam powered Dimension launcher
The Drill-nose mole digger

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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,

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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.

The Human Quarter: This area of the city is


mostly inhabited by humans, with a minority The Church of Traladara: This building in
of halflings and gnomes. Many are temporary ancient Traladaran style is more than five
residents, laborers, adventurers, travellers or centuries old. Abbot Misha Gerimov (P7)
peddlers, but some are humans who have and 4 acolytes live here and are willing to
help travellers and sell healing potions for a
12 Ind ic a te d a s a c o m m o n d wa rve n na m e in fair price. They have good relations with the
Highfo rge b y J o a quin M e nc ha c a in Highforge Council and have been able to
“ St r o n g h o llo w Dwa r v e s” , s e e a l s o this a rtic l e persuade the gnomes to take in groups of
b y the s a m e a utho r. Traladaran refugees in the past. Among these
1 3 To rd a l (S tro ng va l l e y) is the na m e G iul io

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.

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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.

Elves and Hin Quarter: This


neighbourhood is inhabited mostly by elves
and hin. Most of the elves are Callarii and
most of the hin are from the Shires, but
Vyalia and Alfheimer elves or hin from far
away places are possible too. As it happens in
the human quarter, some of them are
travellers but many have chosen the city as
their residence. This area is full of trees and
vegetation and some elven homes are built
on the trees. Some hin homes instead are
dug into the earth as per halfling tradition.
Savillia, (E9) a female elf, is the informal
mayor of this quarter, along with a mature
halfling adventurer, Pillo, (H8) who loves to
smoke and tell stories.

The Menagerie: This is the main area of the


city where domestic animals are kept. This
means not only cats and dogs for company
and classic farm animals such as chickens,
ducks, goats, donkeys, ponies, pigs and
cows, but also several others which the
gnomes train for companionship or guarding
duties. Normal and giant bats, ferrets, moles,
rats, shrews, skunks, porcupines, weasels, The Ranger House: In this building live and
ravens and owls are trained here, as are are trained the wilderness guards of
beetles, snails, toads and lizards. The Highforge. Most are gnomes, but halflings,
Keepers of the Menagerie also heal and take humans and elves are also part of the group.
care of wounded and immature animals. Adventurers may find employment in the
Some of these animals are used as guards, Ranger House and even join it if they prove
spies, companions or in mining operations. to be trustworthy. The House has bedrooms,
The Keepers will not sell a trained animal to a dining room and a common room for its
foreigners unless they have proved to be

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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

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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

Pb P b e c a us e I think it m a k e s the c l a s s ic D &D 20 Al s o fro m D a m o n B ro wn’ s “ The Co rl is s


s ys te m m o re re a l is tic , s e e a l s o this po s t o n G uid e to N o rthe rn Ka ra m e ik o s ” a t the
The Pia z z a F o rum s . Va ul ts .

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in Highforge. Clerics are common here also,


cooperating with wizards in the building of
constructs and other animated objects. The
Guild also sell to the public certain common
items, such as objects enchanted with eternal
light or darkness, animated tools and golem
house servants. Mish Hurgwer (Gnome
Cleric and Wizard 9), an old and eccentric
gnome, is the Master here, in amicable
competition with Wictar Oddwaddle of the
Inventor’s Guild (see the Undercity).

The Alchemy House: Along with the


Illusionists and the Artificers House, this is
the other important Magic Guild of
Highforge, specializing in Alchemy.
Explosives are common here and firearms
have been developed, but they cannot be
sold to outsiders, unless special permission
is given by the King and the Council. No such
permission has ever been granted to non
gnomes or dwarves, and only once to some
visiting gnomes from a far away land. The
Guild however, led by Sallia Tordal (Dwarf
and Wizard 921) is willing to sell all kinds of
other concoctions, from healing potions to
flaming bottles to all kinds of strange potions Durmor Torwyn, (D10) the gruff Master of
known in the world. the Forge. Durmor is not however the
Keeper of the Torwyn clan, as the Forge of
The Great Forge: A volcanic chimney from Power of the Clan is in the Undercity. This is
the depths of the earth reaches the surface in also the main city square, where the
this area, where the Great Forge stands. The notorious Oddwaddle’s Centipede22 is on
legend says that the fire can forge anything display.
and that items forged here have particular
magical properties (treat as a +1 incantation The Upper Guilds Halls: These are the
or durability). Military equipment takes aboveground offices of the Guilds, also called
precedence here, but individual gnomes and Corporations23 in Eveskyr. The original
dwarves can apply to work here with dwarven guilds were Security, Mining,

22 S e e AC1 1 pa ge 7 1 a nd The Inve nto rs Ha l l


21 N o t pre s e nt in B ECM I D &D , s o if the D M d e s c riptio n in the U nd e rc ity b e l o w.
d o e s no t wis h to a l l o w the m , S a l l ia c o ul d b e 2 3 N a m e a nd d ivis io ns a l s o ins pire d b y

a Prie s t ins te a d . J o a quin M e nc ha c a , s e e no te 3 .

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Invention, Engineering, Culture, Flavion Fleabottom Buhrdwal (G8). In the


Commercial, and Crafts, while gnomes had area there is also The End of Journey Tavern,
Army, Explorers, Invention, Knowledge, with the remains of Oddwaddle’s Centipede
Trade, Magic and Nature. Now the divisions still embedded into it from 956 AC26. The
are different as the Magic Guild has long Tavern is the place where all the important
been divided in Illusionism, Artificers and gnomes meet.
Alchemy. The Culture and Knowledge guild
once included the departments of religion, Most of the quarter is equipped with running
entertainment, artwork and constructs, but water in the houses and fire quenchers in the
now is divided in the individual churches, streets. Such devices work smoothly most of
the Music House, the School and the Library. the time, but it has happened that they have
Several corporations which exist now were caused small floodings, or released water
once only departments of a larger elementals into the streets. Running water is
corporation, but now act as independent present also in several other buildings and
guilds. The corporations/guilds of Highforge inns of the city.
now are the Alchemists, Army, Armourers,
Artificers, Bakers, Bankers, Brewers, The Church of Garal: This is the biggest
Builders, Carpenters, Clerics, Crafters, temple in the Uppercity and appears as a
Engineers, Farmers, Fishers, Gemcutters, very high church with several turrets. Felsh
Herbalists, Hunters, Illusionists, Inventors, Buhrdwal (GC8) is a young and enthusiastic
(Animal) Keepers, Librarians, Miners, cleric of Garal who maintains the building
Musicians, Rangers, Smiths, Tailors, Traders, with two other clerics, four apprentices and
and Teachers, for a total of 28. Some, having some other personnel. Healing is always
their own buildings elsewhere, keep only a available for people in need, but a
minimal office here. Even if gnomes and contribution may be expected for particularly
dwarves bicker a lot less than humans, the difficult spells.
politics and rivalries of the guilds are one of
the main features of Highforge’s life, as the The Upper Palace: Residence of the King in
Council of the Elders is formed by the Uppercity, the Upper Palace is used only
representatives of the guilds. Sig Rumbottle24 to host parties for foreign dignitaries and
Torwyn, legendary dwarven craftsman, is receive ambassadors. It also houses the
more or less the informal patriarch of the famous Royal Collection of Historical Goods,
Upper Guild Halls. which contains famous gnomish inventions
such as Fleabottom’s Brick Mac. Dorfus
Highforge West: This is the main gnomish Dwaleftesh (Hilltopper) 23rd, (G7) son of
quarter of the city and also the seat of the Dorfin son of Dorfus inherited the throne in
richest and most famous gnomish estates, 989 AC, when his father was slain by goblin
such as Skenresh’s Inventions of Gilsh raiders while accompanying the annual
Skenresh (G7) or Fleabottom’s Toys25 of Gnome Caravan. While his father and
2 4 F ro m AC1 1 : “ T h e B o o k o f W o n d r o u s
grandfather had sympathy for humans,
In v e n t io n s” , pa ge 7 1 .
2 5 F ro m AC1 1 : “ T h e B o o k o f W o n d r o u s 26 S e e AC1 1 pa ge 7 1 a nd The Inve nto rs Ha l l
In v e n t io n s” , pa ge 4 7 . d e s c riptio n in the U nd e rc ity b e l o w.

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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 .

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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.

The Under Palace: Gnomes consider this


the most beautiful palace of Eveskyr, as it is
covered in statues representing famous
gnomes of the past. Most of the statues are
mechanical or magical constructs which
move, performing small actions during the
day, and so marking the time. The gnomes
and dwarves of the Undercity often refer to
the statues to indicate a particular moment in
time, such as saying “when Kosh the
astronomer points his telescope to the sky”
and so on.

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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

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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

28 S e e R u le s Cy c lo p e d ia , pa ge 1 4 6 fo r the pris o ne r o f b ugb e a r in B 5 : “ Ho r r o r o n t h e


D wa rve n R e l ic . Hill”

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Purklist (G10) is a very competent gnome


inventor, head of the guards of the armory
and the person responsible for the many
traps and surveillance systems in place. Yshil
uses either magic, dwarven traps or gnomish
tech; what matters to him is the result. No
one so far has been able to steal anything
from the Armory.

The First Bank: The Undercity office of the


First Bank contains also, in the basement, the
most secure vault of Eveskyr, which has
never been breached, not even during the
panic of 979 AC. Head Accountant and
Manager Flish Buhrdwal (G7) is the true
master of the place, checking everything and
(D5) is the leader of the Guild of Armourers everyone. The Bank has an impressive
and a bit of a local legend, as he survived collection of safety systems and checks to
enslavement by humanoids. counter armed robberies, physical breaches,
magic, doppelgangers, mind reading, and
The Army Halls: This is the headquarters of teleporting, among other things, so it’s
the army of Eveskyr. Duwur Torwyn (D9), almost impossible to overcome its security
a famous Armourer, and Elesa Skenresh without an extremely clever plan, or very
(G10) are the two leading Eveskyr generals. powerful magic, or probably both. From time
Traditionally a gnome and a dwarf both to time some thief tries to rob the bank as a
occupy this position. The army is typically test of skills, and inevitably fails.
organized with heavy infantry, crossbowmen
and special troops. The latter, which includes The Church of Garal: This building is
constructs, machines, mounted troops, decorated with moving slates, and so it can
clerics and wizards, even if they still answer change colour and (partially) shape in the
to the generals in times of war are in normal course of a day, but usually this happens very
times stationed at the Alchemists, Artificers, slowly to celebrate festivities such as the
Illusionists, Inventors, Ranger and Menagerie gnomish/dwarvish New Year (Thaumont 1st)
guilds and answer to the appropriate or Caravan day (Thaumont 14th),
guildmaster. Arrangements day (Flaurmont 7th), Kagyar
day (Yarthmont 21st), Garal day (Yarthmont
The Armory: This heavily guarded building 27th), Weddings day (Klarmont 7th), Battle
is not only the place where most of the city’s day (Felmont 16th), Showing day
supply of weapons and armor is stored, but (Ambyrmont 3rd) and the day of Winter
also the vault containing the most lethal (Eirmont 11th), which marks the gnomish
magical objects, constructs and machines and dwarvish year. The Church of Garal has
Eveskyr have to defend the kingdom. Yshil a big part of the total clerical population of

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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,

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and maps, but there are also books of elves,


humans and other races that the Head
Librarian in charge has acquired over the
years. Any citizen of Eveskyr can spend as
much time in the library as they like, and also
request a book to be copied (by an automatic
machine) to be taken away. In fact, the books
in the library cannot be rented. Even though
the Alchemy, Artificiers and Illusionists
Houses have their own libraries, as do the
churches, the Library also contains many
magical books, which are kept in a secluded
section. Some of them may require special
permission from the corresponding guild to
be consulted or copied. The High Librarian
is Pyen Dwaleftesh (GW9) a middle aged
gnome who looks harmless and a bit bookish foreman of the mines and Clanmaster of the
but is in truth an expert wizard and Torwyn dwarven clan. He is more often here
adventurer, who has led several successful than anywhere else and always willing to chat
searches for lost and powerful books. to miners and prospectors, or simply
entertain visitors about the many incredible
The Inventors Hall: Wictar Oddwaddle31 sights of the Shadowdeep.
Hurgwer (G9) is a notable gnomish inventor
(famous for the Oddwaddle Centipede) and The Warehouses: These four buildings
the headmaster of the Guild of the Inventors. contain everything a city like Eveskyr could
The building is packed with strange need or trade. From metals to stones to
machines and normally closed to the general vegetables to textiles, all goods produced in
public, as the testing areas can become quite the city or imported into it are stored here at
dangerous from time to time. Wictar is a very some point. Therefore the warehouses could
busy man but normally he manages to find be a target for thieves, and so the area is
some time for young and enthusiastic always guarded by at least 15 guards with 5
gnomish or dwarven inventors (or even trained dogs, 5 trained giant ferrets and 5
humans, should one ever appear). animated constructs of various types. The
warehouses are locked and have magical
The Mines: Here is the headquarters of the alarms inside, and cats to keep mice away
mining operations in Highforge, and also the from food. Gurm Purklist (G7) is the Head
main seat of the Miners Corporation. Kreeg Custodian of the Warehouses, overseeing the
Talawain32 Torwyn (D10) is the historical coming and going of goods with a team of
haulers, including both gnomes with
3 1 F ro m AC1 1 : “ T h e B o o k o f W o n d r o u s
machines and golems. During the night, at
In v e n t io n s” , pa ge 7 1 . least one custodian is randomly inside one of
3 2 F ro m AC1 1 : “ T h e B o o k o f W o n d r o u s the four main warehouses.
In v e n t io n s” , pa ge 7 1 .

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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,

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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”

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of 900 AC. The humans now consider


themselves subjects of Eveskyr and do not
care much about Karameikos. Hrakon has
also a small ferry over the Shutturga to reach
the Duke’s road. The area is relatively safe
but humanoid and brigand attacks from the
northern border may happen from time to
time.

Dendwal and the Ben Dalen valley:


Dendwal is an important town of almost
1,000 inhabitants, mostly gnomes and
dwarves. The other settlements toward Ben
Dalen mountain are inhabited by many
miners as the mountain is crisscrossed by The Kobold hills and the Hurfil valley: The
mines, even beyond Eveskyr’s northern and Kobold hills are a wild area in the north west
western border. Dendwal is also a center of of Eveskyr, where kobold clans often dwell,
trade with Threshold. Eveskyr signed a deal mostly from the region west of Threshold.
with Baron Halaran several years ago, after Kobolds and gnomes have frequent clashes
he settled the area. The gnomes and dwarves here but this has become such a habit that
can mine under Threshold’s territory, now most of these fights are less bloody than
provided they sell what they mine at a they once were. In Eveskyr there is also a
favorable price. Therefore Dendwal is often faction advocating peace with the kobolds
visited by Threshold’s traders. Nightstalker and their integration into the kingdom’s
goblins are not uncommon in the town society. Such an idea is vehemently opposed
either. The most powerful tribe of the by another faction. Heated arguments and
Wufwolde has a history of peaceful even fist fights are not uncommon over this
coexistence with the gnomes. The same topic. The town of Hurfil and its valley going
cannot be said for clans of other humanoids down to the Wufwolde river are rarely the
and kobolds coming mostly from the north, target of kobold raids, some say because the
which occasionally attack the region of locals pay the kobolds to leave them in
Dendwal or the rich caravans moving metals peace. Such rumors however have never
and gems from the Ben Dalen mines to the been proven. Hurfil and the valley are
towns. For this reason human brigands are inhabited mostly by gnomes with a relevant
not uncommon either, but the gnomes and number of humans of Traladaran origin,
the dwarves have many patrols in the area, mostly refugees from 970 AC. Some of them
and many would-be thieves are swiftly are not really willing to let it go and carry on
punished for their daring raids. covert actions against the Grand Duke’s
government in Karameikan territory.

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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.

From Eveskyr to Mirdal: The road


connecting Eveskyr to Rifflian is quite a wild
area, but not particularly dangerous. It is
inhabited mostly by gnomes and several
elves, and has an high density of wild
animals. The local gnomes and elves
domesticate a lot of local animals for
companionship or practical purposes, from
giant ferrets to snails to crows, and more.
The road is more than 26 miles long with
very few inns, but the communities, farms
and towns along it are willing to help and
host travellers.

35 Che c k Thre s ho l d m a ga z ine is s ue #1 2 fo r


m o re a b o ut the pa s t o f the Kno wn Wo rl d .

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The Underground territories service for Highforge, Rockhome or other


dwarven and gnomish communities. They
will however be asked to keep to themselves
the knowledge about the existence of the
Deep down under Eveskyr and far beyond cities. Parties which the gnomes and dwarves
the territory covered by the Kingdom on the may have reason to distrust will be asked to
surface extend the underground territories of leave, sent away by force or even hunted
the gnomes. A thousand years ago, the down or killed, depending on the
gnomes reached the area travelling through circumstances.
the Shadowdeep, and they have always
maintained more than a foothold on it. The Lower Eveskyr: The underground gnomish
territory controlled by gnomes and dwarves city has already been described above.
is more or less a system of caverns leading Around it there is a big system of connected
from Lower Eveskyr (Highforge) to Lower caves at least 20 miles wide and more than
Dengar (Rockhome). The map36 (see 100 miles long. The region in the immediate
following page) in eight miles per hex shows vicinity of Lower Eveskyr is relatively dry and
the main gnomish and dwarven settlements arid, but the gnomes have managed to plant
and the route connecting them, which has several fungus farms in the area. Patrols are
railway lines or pneumatic lines in some common and therefore monsters are
points. The dream of the gnomes (and the relatively rare up to ten miles around the
dwarves) is someday to be able to have a city. A railway line goes south to the fortress
secure and fast underground connection of Dorsumple and another one, still under
between Highforge, Rockhome and also construction, goes north to the
Buhrohur, the dwarven barony in Thyatis. underground city of Bel Dalen. The region
north of Eveskyr, which lies directly under
The existence of so many gnomish and the Burrows described above, could be
dwarvish cities with relevant populations is a infested by undead from time to time. This
secret to the outside world, humans in too is a region less inhabited by gnomes and
particular, as gnomes and dwarves fear that so common creatures of the Shadowdeep,
human countries and empires could covet like bats, black puddings, blast spores,
the richness and strategic importance of such carrion crawlers, cave toads, centipedes,
locations. Therefore they do not speak much chokers, feywings, fungoids, gelatinous
about them, or dismiss their existence as cubes, hypnosnakes, giant beetles and other
myths. Visiting human adventurers may still insects, giant leeches, giant lizards, giant
be welcomed if they have dwarves or gnomes slugs, ochre jellies and other oozes, rats,
among them, or if they have performed some rhagodessas, ropers, rust monsters,
scorpions, spiders, sporacles, stirges, white
36 This m a p is a m o d ific a tio n d o ne b y m e o f apes, worms and yellow mould may be more
the o rigina l m a p o f B e l L e nd h M o na s te ry b y common.
S e a n M e a ne y (a va il l a b l e in the Va ul ts ) with
his l a te r “ No t e s o n t h e B e l Le n d h M o n a n d r y
m a p ” . M a ny na m e s in the m a p a re the o ne s Dorsumple and the South: This gnomish
inve nte d b y S e a n, e ve n if his und e rgro und fortress keeps an eye on the many menaces
te rrito rie s a re l e s s e xte ns ive tha n m ine .

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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.

37 Che c k Thre s ho l d m a ga z ine is s ue #1 4 fo r Bel Dalen: This gnomish city of 5,000


a d e ta il e d d e s c riptio n o f M ys ta ra ’ s actually is located several miles to the
S ha d o wd e e p!

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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.

Fort Nikto and the Western Mines: This


region is rich with minerals and gems, and so
the gnomes and dwarves are always opening
new mines and searching for new veins. If
the local brutemen are friendly, other
populations to the north and south are less
so and often raid gnomish communities and
mines. Kobolds are numerous in the caves to
the north, while orcs, troglodytes and ogres
live to the south. The soldiers of Fort Nikto
do their best to keep these menaces at bay.

Bel Lue: Another important gnomish city


with more than 3,500 inhabitants, it has
many fungus farms nearby, as well as some
mines. The region is inhabited by stone
giants and lizardmen mainly, which are
willing to trade with the gnomes and
dwarves. Occasionally however there are
attacks from humanoids and troglodytes
coming from other places or the level below, Bel Meldh: This city of about 5,000 dwarves
or some infestation of monsters and and gnomes has worked and fought hard to
underground creatures. A very long railway clean the big cavern from goblins,
and pneumatic line is under construction to hobgoblins and bugbears, which live
the far away city of Bel Nebh, but the work is numerous under the Orclands to the west,
slow due to the presence of hostile kobolds, which live under Darokin, and
humanoids, fire creatures, minotaurs and imps, gremlins and spiders which live under
troglodytes. Alfheim. These efforts have been only
partially successful so far, as goblins try to
claim the region as their own quite often.

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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.

The Dwarven Mine of Kurest Hurgon

Nevertheless, Ruvaak still has collected a CONCLUSION


large treasure, including 4,500 copper coins,
25,000 silver coins, 15,000 gold coins, 25
assorted gems (ambers, amethysts, garnet, If they manage to defeat the orcs and Ruvaak,
jades, jaspers, and an aquamarine, for a total the PCs can finally restore the dwarven rule
value of 2,500 royals). Finally, the sceptre of in Kurest Hurgon. This brings them to the
the dwarven lords of Kurest Hurgon (value attention of the rulers of Karameikos -- and
1,500 gold pieces) is found among the counts as one of the heroic feats needed to
treasure. A clerical scroll with the spell be awarded a knighthood or other nobility
Dispel Evil and a potion of heroism are also title. While the PCs can take Ruvaak’s
kept in a stout locked coffer. treasure with them, it really belongs to the
dwarves. If the PCs return it, they also come
to the attention of King Dorfus of Highforge,
who will award the PCs a token of friendship,
a ring with a special sigil, which marks the
wearer as a friend of Highforge. This allows
the wearer to obtain free lodging in
Highforge, or, only once, to call the help of
the gnomish army (a single 100-strong
company of dwarven crossbowmen will assist
the PCs in a field battle or siege). Otherwise,
the dwarves and gnomes will be wary of
them in the future.

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The Disappearance of Jebediah Gallidox

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.

BACKGROUND The news soon spread all around the Shires:


numerous groups of young hin were ready to
In the summer of the year 1000 AC some enter the ruins and become rich and famous
young halflings prospectors found a thanks to ancient dwarven gold. Sheriff
promising place for a mine just north of the Graybeard, however, did not share the same
Longflask settlement in Highshire, near the enthusiasm: despite treasures and gems
Darokin border. The excavations started being tempting, he was rather worried about
promptly under the auspices of Sheriff what, other than gold, could be inside; so,
Graybeard. But they had to stop after less after discussing it with the other sheriffs,
than three weeks because of an unexpected Graybeard called Jebediah Gallidox, brother
event: a large door of unidentified rock of the more renowned Joshuan Gallidox, to

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The Disappearance of Jebediah Gallidox

Longflask. Jebediah is a halfling famous for THE DUNGEON


his vast historical knowledge and passion for
archeology. However, after a week of studies
and research, the hin savant had not come to Room 1:
any definitive conclusion: certainly this ruin
could be one of the infinite mining This room is the excavation site proper,
complexes that Loktal planned during his which is sunk into the ground 6 meters (19.5
reign. But then why was this entrance was so feet). The ground is covered by a thin fog,
monumental? And why, moreover, did it have which covers the feet of the characters. A
no visible lock or handle. It seemed that the freezing breeze blows from inside the
complex had been built to protect dungeon. Scattered around there are plenty
something, or perhaps to hold something of work tools: picks, vans, buckets.
inside.

Jebediah did not have an opportunity to Area “a”:


think more about it, because the next night
he disappeared. No trace was found of him. This is the door described in the
And the morning after his disappearance the background: a large door of unidentified
door was found open, the right kneader rock material similar to dark granite. On the
slightly moved inwards. From the opening a the door frame there are several runes of
thin fog, that moves slowly along ground dwarven origin, engraved in the center of the
level, constantly extends. Most adventurous door is the iron shield of Loktal Ironshield.
groups were afraid and refused to enter,
apart from one who came in last week and If any of the PC can read the dwarvish they
has not yet left. can recognize the rune “Rast” (“Mountain”)
and “Hrokar” (“dangerous”). “The
Dangerous Mountain”. The other runes are
ADVENTURE HOOKS unreadable due to weather and time.

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.

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Room 2: Monsters encounter: 6 Skeletons1.

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

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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

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This is a cursed item: once the object is Room 6:


touched (even briefly) the individual must
overcome a Saving Throw against Spells This room was once a warehouse or storage
every hour, with increasing penalties (the room. Aligned along the walls there are
first time with no penalty, then with several containers: rock compartments with
cumulative -1 penalty to subsequent saves hardwood veneered doors. Most of these are
against the curse for each hour). As long as destroyed and ruined by time. After a careful
the character makes the saving throw the search the characters will notice that
object seems to provide incredible benefits: everything that could be of value in the room
fighters, dwarves, rogues and halflings gain a was taken away long ago. As a result, the
+1 bonus to hit and damage, while magic- place is to be considered empty.
users, clerics and elves can cast spells as if
they were of one level higher. But once they
fail a saving throw they become victims of a Room 7:
magical effect like the Confusion spell but
with an undetermined duration. Every round This room, once, had to be the dormitory.
roll on the following table for a confused There are remains of stone beds, on which
character. The curse can be removed by a are mounted wooden structures that form a
remove curse spell, but takes hold as soon as bed above, creating bunk beds. Mattresses
the statue is touched, and remains effective and pillows are completely ruined and fill
even if the victim loses possession of the the room with an intense smell of mold.
statue before the negative effects become There are trunks at the foot of the beds, but
apparent. The beneficial effects, on the other most have been picked, torn open or ruined
hand, disappear as soon as the item is not by mold. Their contents varies from clothes
anymore in the character’s possession. to blankets (obviously moldy, ruined and
eaten by moths).

D20 Behavior Trap encounter: However, not all boxes are


Roll useless. One is still intact: a large dark
wooden box with brilliant bronze finishes
1–2 Attacks one of his allies (chosen
that looks strangely immune to the ravages of
randomly) with a melee weapon or
time. This trunk is closed and the lock has to
if the target can’t be attacked he
be picked in order to access its contents. It is
moves towards the target to attack it
also protected by a trap: anyone who tries to
3–4 Touch another with the statue
open it without first removing the trap
5–10 Does nothing apart blather becomes the target of hidden blades that
incoherently spring out by means of a spring mechanism
11–14 Run away at maximum speed from the box, causing 2d4 damage (ST on
Death Ray for half damage). Inside the trunk
15–20 Attacks the closest creature (chosen there are 1100 sp.
randomly)

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Room 8: Monsters encounter: 6 zombies3. Four


zombies are halfling sized (reduce damage to
The door to this room is already open, a 1d6 and HD to 2-2), the remaining two are
careful look (especially by a thief) will show human sized (their trappings identify them as
that the lock has been tampered with by a thief and a magic user). All the zombies are
skilled hands. The room contains a large covered by a dangerous mold. If someone is
chest, open and empty. Six corpses lay on hit by a zombie, they have to save vs Poison
the stone floor. Two are human sized, the to avoid contracting a strong fever, which
remaining four were once halflings. The will incubate until the next rest. From that
corpses look decayed, and a veneer of mold point on, the character will be at -2 to attack
covers them. If the bodies are disturbed, they rolls and saving throws due to fever, until he
raise as zombies to attack the intruders. passes a Constitution check, which can only
be made after each daily rest.
There is no treasure in this room. Whatever
was the contents of the chest, it has been
looted. How this could have happened Room 9:
without triggering an attack by the monsters
is hard to say. Maybe the looter was an This room was a storage area for the mine.
undead, or a cleric able to turn or control the Some tools (picks, shovels, lanterns, mining
zombies. carts) and debris from the excavation are
littered on the floor, but nothing is of actual
value.

Area “b”:

The access to room 10 has been protected by


the dwarves with a trap.

Trap encounter: A trigger in the door lock


causes blades to spring down from the
ceiling, causing 1d8 damage to all people
standing in front of the door, unless a ST vs.
Paralysis is made.

The zombies themselves were adventurers,


and died when their thief failed to identify a Room 10:
trap in the chest lock. A thief PC can infer
this information by inspecting the lock, and This room was a secure storage area for
passing a Find Traps check at +50%. valuables and treasure, much like room 8.
However, contrary to room 8 this area has

3 R u le s Cy c lo p e d ia , p. 2 1 3 .

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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.

Jebediah’s haversack lies near the statue. It


Area “c” contains a good looking pipe. This is a
magical object. When the pipe is lit, the
Monster encounter: a choker hides in this smoker can, by pronouncing the magic
area. The monster has entered the cave command (“animate” in Lalor), animate a
recently, looking for food -- now it has found single small tool (e.g., a pen or needle)4. The
some, the PCs. item remains active for one turn, and cannot
perform more than repetitive tasks which the
user would be able to do himself.
Area “d”:
On the wall near the statue, a map has been
The area is an abandoned mining tunnel. drawn with chalk (this task was performed
There is a silver vein here. It is possible to surreptitiously by Jebediah, using the pipe).
mine 10,000 sp worth of ore, although it The map shows the entrance of Loktal’s Vault
would take many weeks to do so. near Myskmyr Falls. Elder halflings or sages
may know that once there was a dwarven city
there, but the area is now infested with
Area “e” greenskins (orcs) who seek the ore that
abounds in the area.
A dead dwarf is crumpled in this corner. He
wears dark clothes, and has an expression of On the south-eastern wall, there is a niche.
hideous terror on his face. This dwarf is an The dwarven thane of this outpost was
agent of the Broken Shield, a dwarven secret buried here with the original map.
society discussed in The Truth Behind It All,
at the end of the adventure. 4 As pe r the Anim a te To o l c a ntrip fro m
B a sic Fa n t a sy R P G rul e s

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Unfortunately, the darkly dressed dwarves THE TRUTH


stole the map, activating a curse which
BEHIND IT ALL
caused all the dead in the dungeon to rise as
skeletons and zombies.
Distant past
Monster encounter: 5 skeletons5 are found
here, and attack the PCs as soon as they Loktal Ironshield had established the
enter. 4 of them are normal skeletons, but dungeon as a mining outpost and a dwarven
the Thane is a special monster. clan hold -- he had thanes to please with land
and benefits. The works initially went well,
and the dwarves found some ore veins.
Undead Dwarf Thane However, the dwarves dug too deep (as they
always do, according to the halflings). They
(unique monster) found a Deep Glaurant outpost, or perhaps
even an access to the fabled Glaurant city. A
Armor Class: 5 Great Glaurant was also present. The
Hit Dice: 3* (14 HP) dwarves prevailed in battle, felling the Deep
Move: 9’ Glaurants, but not the Great one, who was
Attacks: 1 (weapon) instead put in stasis by one of the dwarven
Damage: 1d8 (battleaxe) clerics. The Thane, however, had died, and
No. Appearing: unique the cleric could not ensure that the Great
Save as: D2 Glaurant would remain blocked. So, they
Morale: 12 decided to withdraw from the outpost,
Treasure Type: Nil strategically caving in tunnels and locking it
Alignment: Chaotic all down so the Glaurants could not use it to
XP Value 50 invade the surface. They carried with them
most of the valuables, but buried their Thane.
The undead dwarven thane, once the
commander of this mine, appears as a
dwarven skeleton, dressed in antique Recent past
chain mail and wielding a battle axe.
However, his curse is so strong it instills Following Loktal Ironshield’s defeat, some of
pure terror into those who see him, his surviving relatives and loyal henchmen
causing a terrible fear effect. Those failing made it back to Rockhome. There, they
a saving throw vs. Spells flee for 1 turn. formed a secret cabal, the Broken Shield,
They also have to pass a saving throw vs. with the goal of restoring the glory of
Death. Those who fail both saving throws Loktal’s clan. They are aware that Loktal had
made a major, upsetting discovering while he
was king of the Glittering Realm in the
modern Five Shires. They know this
discovery was hidden under his stronghold,

5 R u le s Cy c lo p e d ia , p. 2 0 4 .

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Twin Soul Rocks

From the
Mystara by Irving Galvez
Forum at

THE CHARMED ROCK


At the Five Shires ocean border with the
Grand Duchy of Karameikos rest two rocky The Charmed Rock is the smaller islet and
cliff islets known as the Twin Soul Rocks. there’s no way of exploring it. It has high
Ships that travel from Shireton Port to cliffs and the waves collide with violence. It
Specularum must pass in between these isles. is very dangerous for a ship to approach it
Everybody thinks these islets are uninhabited and there is nothing of interest beside many
because of the high peaks of mountainous bird nests.
cliffs surrounding them, where only birds
build their nests. The larger isle is named the
Hopeless Rock and the smaller one the THE HOPELESS ROCK
Charmed Rock. Though many ships pass this
way none of them know the secrets that are At a distance only the snowy Lonely Soul
hidden here. When night falls a silent Mountain is perceived rising to 1250 feet
shadow attacks it’s prey and death is only the above sea level. This mountain is an extinct
beginning. volcano that in its last eruption formed an
internal lagoon within its crater. Nearing the
isle reveals an almost impenetrable wall of
high cliffs which encircle it. There is a small
beach with a small tropical jungle but other
than that everything else is cliffs and

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Twin Soul Rocks

mountains. At the southern part


of the isle the sea enters into its
interior natural lagoon.
Navigating the rough southern
waters requires charts or
foreknowledge of seas in that
region,since there is an
extensive zone of natural reefs
that guard the entrance. At the
end of the lagoon there is a
large cavern that holds a secret.

This cavern is the hideout of


Pirate Captain Deadbeard.
Deadbeard is known to be the
terror of the nights, as he uses 2
ships to hunt merchant vessels
only during the shadow of the
moon. This ships are painted in
dark colors and use black sails.
Their crews are all dressed in
dark colors and use skeleton
armor made of human bones. At
night when they attack other
ships, the victims only see
skeleton warriors. Captain
Deadbeard is an evil cleric who
can also summon and control
skeletons, which he uses as
cannon fodder. Before the night
ends they return back to their
cavern and hide in the interior.
The cavern is big enough for two
ships to hide at low tide, but as
the tide begins to rise the cave is
filled with water (3hrs
approximately). The entrance
becomes hidden under water
while its interior is flooded and
causes a ship to rise and connect
with a natural pool at a higher level.

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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

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water river that is born from the melting


snow of the Lonely Soul Mountain. Captain Deadbeard

Deadbeard has to be aware of any change on Level 8 Cleric, Chaotic


climate and every stage of the moon. This is
because sometimes the high tide could arise Strength 13 Dexterity 13
more than normal causing problems in the
interior of the caves. He owns a moonlight Intelligence 11 Constitution 13
orb that helps him with this problem.
Wisdom 16 Charisma 16

DEADBEARD’S It is said that a combined group of ships from


PERSONNEL Thyatis and Karameikos went in search of
him. That combined force severely damaged
his ship and finally ended his travels, sinking
Ship’s Crew: 2 lieutenants (lvl 5 fighters), 30 him in a rocky rift at the gulf of Halag. They
sailors, 40 marines and 35 skeletons saw no survivors and proclaimed the death of
Captain Korolenko without knowing that the
Cave Personnel: 35 workers, 30 guards and captain clung to wooden flotsam that was
40 skeletons. part of his ship and, semi-unconscious, was
carried away by the waves to the Twin Soul
Rocks. He managed to survive with the little
Captain Deadbeard sustenance the Hopeless Rock offered. Then
exploring the islet he found a cavern where
Captain Deadbeard was once known as he saw that he could forge his future
Captain Branek Korolenko. Branek was a stronghold. After two days he was rescued by
Traladaran slave gladiator that fought in the a merchant ship that took him to the city of
Coliseum of Thyatis. After winning some Specularum.
battles he escaped with a group of gladiators,
stole a ship, and went to hide in the He enlisted with the merchant that rescued
Minrothad Guilds. him but in the middle of the first trip he
mutinied with half the crew and took control
From there he made the decision to attack of the merchant sailing ship killing the ones
ships that were of Thyatian nationality. that did not want to join him. After that he
Quickly he became infamous among the went directly to the Hopeless Rock to start
merchants of the zone. He expanded his area building his reputation as Captain Deadbeard.
of operations to Thyatis, Karameikos, the
Five Shires and Darokin. Deadbeard has two ships, a large sailing boat
name Black Eagle that he stole from the
Black Eagle Barony, and a small merchant

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Twin Soul Rocks

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.

Moon Light Orbs

In his many travels Deadbeard found a


treasure map that led him to search Orin
Island. There he discovered a treasure of two
thousand gold pieces (of different
nationalities) and a strange magic orb.
Studying this orb for more than two years he
found that it was one of only 2 moon light

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The Tomb of Thob Shanwood

The Tomb of
Thob Shanwood

A piratical hin adventure

by Giampaolo Agosta
(Agathokles)

This article presents a short BECMI D&D PLOT SUMMARY


adventure designed for a party of 3-5
characters of levels 1-3, but easily adapted to
slightly higher levels. Some time before the start of the adventure,
the Player Characters recover a treasure map
The Player Characters have recovered a from a dying hin, a member of the Flintfoot
treasure map from a dying hin. Once clan. Where this event happens is immaterial
deciphered, the map leads the party to to the adventure itself – the hin might be
Fletcher Reef, a group of atolls in the sea found in the dungeons of Fort Doom1, on a
between the Five Shires and Ierendi. There trail in the wildernesses of Karameikos, or
lies the heavily protected tomb of “Peg-leg” the victim of a Veiled Society mugging in
Thob Shanwood, a famous pirate of the VIIIth Specularum.
century AC.
The map itself is incomplete, and the PCs
must track down the hin’s brother, Moran
Flintfoot, to obtain its missing part. Once full

1 In m y o rigina l run o f the a d ve nture , the


d ying hin wa s ind e e d fo und d uring the F o rt
D o o m s e c tio n o f m o d ul e D D A3 : “ Ey e o f
T r a ld a r ” .

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The Tomb of Thob Shanwood

the map is deciphered, it shows the location BACKGROUND


of the tomb of “Peg-leg” Thob Shanwood, a
famous hin pirate of the VIIIth century AC, on
Archer Atoll, one of the Fletcher Reef atolls. This section provides background
information for the Dungeon Master about
Thob Shanwood, his life, death, and treasure
The tomb was built to house not only Thob’s map.
body, but also those of several of his crew.
Several measures were taken to ensure that
no one could enter the tomb and disturb the The Life of Thob Shanwood
pirate’s final rest. The PCs must overcome
the tomb’s defences if they are to escape with Thob Shanwood was one of the pirate stars
their lives and the treasure. at the end of the VIIIth century AC. Taking
advantage of the chaos brought in Thyatis by
the Year of Four Emperors, he managed to
plunder many Thyatian merchant ships on
his small sailing ship, the Rundegos Lightning.

Among his friends and crewmates were


Brogan, a Brownie, the ship cook and Igor
Ivanovic, a Traladaran magic-user and ship
mage of the Rundegos Lightning. Ewan
Flintfoot, an ancestor of Moran and his
brother, was the ship’s quartermaster.

In 803 AC, the new Emperor, Giovanni I


Porpora, ordered a campaign against the hin
pirates. The Thyatian battleship Gabrionus
II, strengthened with several battlemages,
engaged the Rundegos Lightning. Many
pirates died, and Thob was mortally
wounded in the battle. The ship was also
damaged, but Ewan Flintfoot managed to
escape in the high sea, thanks to a strong
wind. Unable to control the ship, the few
survivors shipwrecked on Archer Atoll. Thob
and six crewmen died shortly after being
transported on the island.

Ivanovic, who was a competent wizard, used


his elemental magic to dig a corridor down
to a natural cave under the atoll. With the

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The Tomb of Thob Shanwood

help of Ewan and the twelve surviving


pirates, he built a tomb for Thob Shanwood
and stored most of the heavier treasures,
which they could not carry away on a
lifeboat, in a secret room. While exploring
the lowest cave, he was surprised and killed
by a marine decapus.
This first part of the map is recovered by the
Ewan and the other sailors covered the tomb PCs from a dying hin – they may find him on
with sand, took the lifeboat and sailed for the one of the Karameikan roads, left behind
Five Shires. However, they left Brogan after a goblinoid raid, or as a prisoner in a
behind. The brownie had gone with Igor, cell in Fort Doom or in a goblinoid lair.
and did not return – he was wounded and There’s no way they can save the hin – if the
unconscious, but Igor had used a dimension PCs do not have healing spells, he is simply
door spell to send him to the upper level – beyond the means of a mundane healer;
so the other pirates assumed he had died as otherwise, he has been poisoned, so cure
well. light wounds will not help him.

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

cum ad sagittarii insula ex septentrione vetbeupenui


adveneris, xvii passuum ab submersa
nave remotum, tobiae scianuti piratae nsuovsivesg
sepulcrum invenieris
ientabidtna
or, "as you come at Archer Atoll from the
north, at 17’ from the submerged ship, you’ll
find the tomb of pirate Thob Shanwood”.

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The Tomb of Thob Shanwood

The second part has been destroyed. Only VOYAGE TO FLETCHER


Moran Flintfoot, one of the nephews of
REEF
Jenkins Flintfoot, the hin ambassador to
Duke Stefan Karameikos, knows the
information originally reported in the second Dangers of the Sea of Dread
part, that is the location of Archer Atoll.
The Sea of Dread stands up to its name. Even
Moran Flintfoot, however, is not easily found near the coasts, dangers abound for the
– he has been captured by the Iron Ring. unwary sailor.
Moran’s brother, the dying hin in possession
of the first part of the map, will tell the PCs
where his brother is, and will give them his
part of the map (or tell them where he hid it)
in exchange for a promise to recover his
brother. The DM may use this hook to send
the PCs on a mission to Fort Doom, to some
slave market outside Karameikos (Jaibul, for
example), or simply to stage an assault on a
goblin lair2.

When the PCs manage to find Moran, he will,


after mourning the loss of his brother, agree
to recover the treasure and share it with
them. Moran is able to decypher the map,
and knows the exact position of the Archer
Atoll – the westernmost of the Fletcher Reef
atolls.

The following random encounters can be


used (roll 1d8):

1. The Shark! A Great White Shark


hammers against the ship, trying to sink it
(each successful attack causes 2d10/5 Hull
Points to the ship). The PCs must drive it
away – they may use a Knowledge skill and
Herbalism to prepare a repellent, or fight the
shark. Surviving the encounter awards 300 XP.

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 ”

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The Tomb of Thob Shanwood

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.

8. Navy Patrol! A ship from the


Karameikan, Ierendi or Five Shires navy

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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.

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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).

Several deep alcoves and passages open on Room 5: Winding passages


both sides of this corridor. Each passage
houses a single coffin, standing upright This corridor has a series of turns that make
against the farthest wall. The six coffins are it similar in shape to an 8. In the lower
about halfling-sized. In each coffin rests one section of the 8 open two passages, one
of Thob Shanwood’s comrades. They have blocked by a door, and the other brusquely
been animated as Zombies, and will animate sliding down to the lower caves. The section
to attack any intruder. of ceiling above the second branch is
trapped: a set of seven spears will thrust
Opponents: 6 Zombies (2 HD, 8 HP each, down to impale passing characters. Just like
120 XP). the trap in Room 2, these spears are activated
by a pressure plate. A Thief or Dwarf can
At the end of the corridor is a trapdoor, detect the trap. Thieves have a 25% bonus.
blocked by a heavy stone slab. Only two
characters of medium size can cooperate to If a PC triggers the trap, he must pass a ST vs.
move the slab, which requires a combined Paralysis or suffer 1d6 points of damage. If
Strength of 30. Otherwise, PCs equipped the ST is passed, the PC succeeds in rolling
with a pick can break down the slab in a few away from the spears and past the trap. If a
hours. The broken slab will fall down the PC dives into the passage to the left, he falls
shaft that leads to Room 4. The shaft is about down to Room 10, taking 2d6 damage for the
10’ deep. fall (or 1d6 on a successful ST vs. Paralysis).

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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).

After defeating the Topi, the PCs can collect


much of the treasure of Thob Shanwood.
While most weapons are rusty, and clothing
is mouldy, the pottery and silverware is
salvageable (100 gp of worth, but 100 cn
encumbrance). Only two of the books are
still in good shape, thanks to thick protective
covers, and can fetch 50 gp each. A quiver
with 20 arrows +1 hangs from the top of the
In a secret compartment on the right side of scaffolding. On the opposite side hangs a
the altar is a scroll case containing a copy of small round shield showing the coat of arms
The Ballad of Nob Nar. The scroll is worth 50 of the Five Shires (Orange, bearing a row of
gp, and is also imbued with magical power, five wheat ears).
allowing a cleric reading it to cast the
Protection from Evil and Remove Curse spells. The engraved table is also worth 140 gp. It is
too large to be comfortably carried by a
Room 7: Trophy Room single character, though. A chest with 2000
Thyatian Denarii can be found under the
This long, narrow cavern is packed with all table. On the table, there is an ivory map case
sorts of furniture and curios. Four wooden (10 gp), containing a scroll of protection
crates are stacked against the leftmost wall; from lycanthropes and a map of the Sea of
the floor is covered in mouldy pre-Al Kalim Dread.

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The wooden coffin contains Thob’s skeleton,


dressed in colorful rags, his cutlass (a finely
worked blade preserved in oiled leather,
warranting a non-magical +1 bonus on to-hit
rolls) and small silver and gold jewels – a
silver necklace (worth 20 gp), a large round
earring (5 gp), and two rings (50 and 30 gp
value, respectively).

Hidden in one of the crates, under layers of Room 9: Dangerous passage


decayed cloth, is a small chest with 200
Thyatian Lucins and 400 Asterii. Another This passage plunges deep into the earth,
crate contains a set of ancient halfling-sized making it difficult to traverse. Heavily
bronze chain mail, dating back to the times armored or encumbered PCs (anyone with
of Faerdinel. It has a value of 200 gp for 1/2 their maximum movement or less, or
collectors of hin antiques. wearing chain mail or heavier armor) needs
to pass a ST vs Paralysis or fall down the
Room 8: Tomb of Thob Shanwood slope, taking 1d6 HP of temporary damage.

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.

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A small gold bracelet of ancient Malpheggi Random Encounters


design can also be found among the bones.
It is worth 20 gp, or 50 to a sage specializing A small tomb does not warrant many random
in lizard-kin lore. There is also a silver encounters. Rolling is only recommended if
dagger, but clearly more modern in design – the PCs rest within the tomb.
it belonged to Igor Ivanovich, the wizard
who built the tomb and was killed by the The following monsters can be met in that
decapus. case:

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.

Opponents: Brogan, Redcap 1 (3 HD, 17 HP,


50 XP).

Brogan has little of value – a silver dagger,


some old Thyatian coins, and a silver
necklace, for a total value of 50 gp.

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APPENDIX A: NEW Crab


MONSTERS Monster Type: Giant Animal (Uncommon).

Living Statue, Figurehead Large crabs are a medium sized version of


Giant crabs that evolved in small islands
Armor Class 7 where food is less plentiful.
Hit Dice 4+4 (M)
Move Nil Large Crabling
Attacks 2 fists or 1 fire bolt Armor Class 4 5
Damage 1d4/1d4 (fists)
or 1d6 (fire bolt) Hit Dice 2 (M) 1+1 (S)
No. Appearing 1
Move 60’ (20’) 60’ (20’)
Save As F4
Morale 11 Attacks 2 pincers 2 pincers
Treasure Type Nil
Intelligence 7 Damage 1d8/1d8 1d6/1d6
Alignment Lawful
XP Value 125 No. Appearing 1d2 (1d6) 1d6 (2d4)

Monster Type: Construct, Lesser (Very Rare). Save As F1 F1

The figurehead living statue is a wooden Morale 7 6


statue representing the upper part of a
woman’s body. The figurehead is usually Treasure Type Nil Nil
installed on a ship, though it can be fixed to
other supports. Intelligence 2 2

This type of statue is designed for ranged Alignment Neutral Neutral


combat, since it has no ability to move on its
own. Thus, its creator made it able to eject a XP Value 20 15
fiery blast from its mouth. Otherwise, it can
attack nearby targets with its fists.
Crablings are the young of the large crab.
Like a wood golem, the figurehead statue is
immune to cold, ando all missile attacks. It is Like their larger relatives, these are non-
not especially vulnerable to fire, thanks to its intelligent animals, always looking for food.
thick layer of protective paint, and to the fire
magics that shape it. However, being unable Terrain: Islands.
to move make it an easy target in combat.

Terrain: ships (usually).

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APPENDIX B No bonuses need to be given to Thieves


ADAPTING THE ADVENTURE trying to find or remove traps, and damage
for the poison trap can be doubled.

While the adventure is designed for Treasure should be upgraded as well, by


characters of level 1-3, it is easy to adapt for increasing the value of the precious objects
early Expert levels (3-5). and coins. Replace Denarii with Asterii, and
Asterii with Almarand electrum pieces.
For the island exploration part, double the Double the value of all miscellaneous objects.
number of sharks and replace large crabs
with giant crabs and, in turn, crablings with Magical treasure should also be increased.
large crabs. The Ballad of Nob Nar now contains the
Dispel Evil, Cure Disease and Remove Curse
Add immunity to normal weapons to the spells. Thob’s cutlass becomes a +1 weapon
living statue, and raise its damage to 1d6/1d6 with the light power. One of the ruined
(fists) and 1d8 (fire bolt). Replace one of the books in the trophy room is now partially
Zombies with a Wight. Brogan should also be readable. It is the spellbook of a
moved up to a level 3 or level 4 Redcap, and Minrothaddan mage, and contains two sea-
the number of Topi in the trophy room related spells of level 2 and 3.
should be doubled.

The Disappearance of Jebediah Gallidox


in a place they call Loktal’s Vault, but ignore Broken Shield agents were not disturbed: they
the fact that the secret was really a knew the dungeon would be trapped, and
Blackmoorian outpost. Furthermore, they do actually preferred to have the adventurers take
not have a precise idea of where Loktal’s Vault the risks. As they thought, the adventurers
is located. They have spies across the Five soon died, while the dwarves made it to the
Shires, though, and these spies sent them news Thane’s tomb, and saw the paralyzed Great
of the discovery in Longflask. From the maps Glaurant. They did not know what to do with
and journals dating back to the times of the it, but searched the tomb and found the map.
Glittering Realm, they knew Longflask’s Jebediah, meanwhile, used his magical pipe to
outpost was commanded by a Thane, one of create a duplicate of the map, hoping to leave
Loktal’s most trusted lieutenants. Perhaps the it as a clue to any rescue party. However, the
Thane knew about the Vault, and may have left tomb’s curse activated, and all the dead in the
some clue to its location. So, the Broken Shield dungeon arose. The magical fluctuation also
sent a contingent to Longflask. The Broken broke the weak spell that was containing the
Shield envoys had the right key and knowledge Glaurant, who petrified Jebediah. The dwarves
to open the way that had baffled Gallidox, but fled with the map, although some of them died
they were spotted by the halfling. So, they of heart failure in terror.
followed him back home and kidnapped him.
Meanwhile, a group of adventurers got to the
site, and entered before the dwarves. The

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The Great Crater AC 1016

by Sean Robert Meaney


BACKGROUND

“In the Summer of the Thyatian Year One


Thousand and Six as the armies of the
Master of the Hule were in full retreat, a
great Meteorite fell from the sky impacting
in Southern Glantri near the Principality’s
Border with the Republic of Darokin. The THE FIREBALL
subsequent cataclysm killed every living
thing in a six hundred mile radius leaving The fireball was 59 miles in radius, and
a lifeless desolation west beyond Sind, beginning five seconds after impact,
east beyond the Kingdom of Karameikos, generates such radiation lasting 19 minutes
south to the Capital of Ierendi and north that every living thing within 550 miles suffer
to the northern edges of Wendar. The full body third degree burns. Those between
Known World is gone.” 570 and 600 miles suffer full body second
degree burns, and those caught outdoors
- Captain Gregor Radu, beyond 600 miles suffer first degree burns
Thaumont 12, AC1007 beyond which the fireball soon drops below
the horizon. Trees and grass ignite out to a
570 miles radius. The wildlife and livestock
THE METEORITE death toll will be total.

Predominantly iron, a meteorite, some


17,000 feet in diameter, impacted at a Thermal Radiation Burns
velocity of 38,028 miles per hour at an angle
of 45 degrees. The thermal radiation burns from the fireball
last 19 minutes, meaning damage is taken
every round for the full 19 minutes (114
THE IMPACT rounds).
● First degree burns (3d6/round)
The initial impact excavates a crater almost
32 miles in diameter and over 11 miles deep ● Second degree burns (2d6/round)
as vast volumes of rock are thrown out as
● First degree burns (1d6/round)
ejecta. There is large rock mass displacement
out beyond 28 miles from the centre of impact.

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THE QUAKE THE EJECTA


The impact triggers a shock wave of 9.5 The crater material is pulverised and thrown
intensity creating total destruction as it outward at incredible velocity. It can be
travels outward including subsidence of considered broken land out to a 36 miles
subterranean caverns as the surrounding radius and boulders strewn out to a 200
land mass is physically altered. Land slides miles radius.
on and around nearby mountain ranges.

THE AIR BLAST


A powerful wind blast due to pressure rolls
outward blowing everything away in its path.
Close to the epicentre, mountain-tops are
sheared off.

A Timeline of the Impact Effects


Time Effects
+5.16 sec. 59 mile radius Fireball
Thermal Radiation for 19 minutes
+20 Miles
+6.44 sec. Inside Fireball
Inside Crater
Large Rock Mass Displacement
Quake (Total destruction)
+1.63 min. Air-blast (16,900mph)
+28 Miles
+5.16 sec. Large Rock Mass Displacement
Thermal Radiation
3rd degree burns, ignites trees, wooden structures, grass, paper.
+9 sec. Quake (Total destruction)
+1.6 min. Ejecta (2,210ft dia. @ 1,050mph)
+2.28 min. Air-blast (11,500mph)
+36 Miles
+5.16 sec. Thermal Radiation
3rd degree burns, ignites trees, wooden structures, grass, paper.
+11.6 sec. Quake (Total destruction)
+1.82 min. Ejecta (1,040ft dia. @ 1,186mph)
+2.93 min. Air-blast (8,620mph)

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+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

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+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

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Artwork Sources and Credits

ARTWORK SOURCES AND CREDITS


Front [Image: Cover of issue 16] Source
cover: Cover by Agathokles, using Philip Wickstead, Baicco the
Roman dwarf, 18th century. Public Domain via Wikimedia
Commons.
Page 3: [Image: Scroll] [Image: Dwarf]
William McAusland, Dwarf close up. Used by permission of
the author.
Page 7: [Image: Liberty Cap] Source
Liberty Cap at the top of Nevada Falls, Photographed by John
Calvin 6/2/2017 [used by permission of the artist].
Page 8: [Image: Rockhome] Source
Joseph Marszewski, Alpine landscape with staffage, 1859.
Public Domain via Wikimedia Commons.
Pages 10- [Image: Battlefield] [Image: Battle Axe] [Image: Orcs]
27: [Image: Orc Warriors] [Image: Antalian Warrior] [Image:
Gate under the mountain] [Image: A Syrklist King]
[Image: Dwarf Warrior]
William McAusland, Ancient battlefield with skull on post.
Used by permission of the author.
Page 11: [Image: Nithia] Source
Robert Davids, The Exodus of the Israelites from Egypt, 1859.
Public Domain via Wikimedia Commons.
Page 28: [Image: Logo Rockhome] Source
By Hausman Santos, used by permission.
Page 30: [Image: AC 1010 - Around Jhyrrad] Sourcve
Detail of TM1-2 Replica map by Thorfinn Tait, used by
permission.
Page 31: [Image: AC 1010 - trail by Grukk] Source
Detail of TM1-2 Replica map by by Thorfinn Tait, used by
permission.
Page 36: [Image: Darokin Tunnel Map] Source
Replica of map frm GAZ6 by Thorfinn Tait (2008), used by
permission
Page 37: [Image: Darokin Tunnel Map] Source
By Robin D., used by permission.
Page 47: [Image: Dwarf hot air balloon]
By Hausman Santos, used by permission.

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Artwork Sources and Credits

Page 48: [Image: Dwarven village]


By Hausman Santos, based on the map of the Darokin
Tunnel by Robin D, used by permission.
Page 51: [Image: Flying Rock Stats]
By Hausman Santos, used by permission.
Page 52: [Image: Bel Lendh Monandry] Sourve
By Sean Meaney, used by permission.
Pages 53 – [Image: Everast] [Image: Thoric] [Image: Dagan] [Image:
74: Dura] [Image: Bramer] [Image: Filia] [Image: Bolum]
[Image: Belic] [Image: Hogun] [Image: Daril] Image:
Zarthor] [Image: Eirin] [Image: Grondar] [Image:
Bahrundar] [Image: Finan] [Image: Firebeard] [Image:
Galrok] [Image: Lain] [Image: Orin]
Character portrait by Rafael “Fox” Ramos, used by permission
Page 70: [Image: Greenston]
By Hausman Santos, used by permission.
Page 72: [Image: Smaggeft]
By Hausman Santos, used by permission.
Page 75: [Image: Behind the Waterfall]
Artwork by William McAusland. Used by permission.
Page 76: [Image: Shadowdeep Rockhome] Source
By Francesco Defferrari from Threshold issue #14, used by
permission.
Page 81: [Image: Map of Kurest Hurgon: the caves ]
Map by G. Agosta, used by permission. Designed with
ANAmap by Sébastien Bénard
Page 82: [Image: Cave Entrance]
Cave Mouth by William McAusland. Used by permission.
Page 82: [Image: Rotting Snakes]
Three orc warriors by William McAusland. Used by permission.
Page 83: [Image: Map of Kurest Hurgon: the town ]
Map by G. Agosta, used by permission. Designed with
ANAmap by Sébastien Bénard
Page 85: [Image: Malgur of the Rotting Snakes]
Humanoid profile by William McAusland. Used by permission.
Page 87: [Image: Map of Kurest Hurgon: the temple ]
Map by G. Agosta, used by permission. Designed with
ANAmap by Sébastien Bénard

224

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Artwork Sources and Credits

Page 88: [Image: Duin Lhyrest]


Dwarf close up by William McAusland. Used by permission.
Page 89: [Image: Map of Kurest Hurgon: the mines ]
Map by G. Agosta, used by permission. Designed with
ANAmap by Sébastien Bénard
Page 89: [Image: Map of Kurest Hurgon: the dragon lair ]
Map by G. Agosta, used by permission. Designed with
ANAmap by Sébastien Bénard
Page 90: [Image: Ruvaak]
Dragon on hoard by William McAusland. Used by permission.
Page 94: [Image: The Great Rain of Fire] Source
Karl Brullov, The Last Day of Pompei, 1833. Public Domain
via Wikimedia Commons.
Page 95: [Image: Map - Darmouk’s Location - Non-Hex] Source
Original map by G. Agosta, used by permission of the author.
Made in GIMP.

Page 96: [Image: The Forlorn Forest] Source


Fritz von Wille, Waldbach im Harz, before 1941. Public
Domain via Wikimedia Commons.
Page 98: [Image: Map of Darmouk] Source
Page 98: [Image: Map - Darmouk’s Location] Source
Pae 101: [Image: Hraden Mines] Source
Édouard Riou, An illustration from the novel "Journey to the
Center of the Earth" by Jules Verne, 1864. Public Domain via
Wikimedia Commons.
Page 101: [Image: Three Volcano Lands] Source
Jules Tavernier, Halema'uma'u Crater, Kilauea Volcano,
1887. Public Domain via Wikimedia Commons.
Page 109: [Image: Jyrdri Kerghyd]
Jyrdri Kerghyd by John Calvin 2017 [Used by permission of
the artist]
Page 110: [Image: Gromevand Province]

Page 111: [Image: Allon Tornn]


Page 112: [Image: Dragonbelcher] Source

225

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Artwork Sources and Credits

Page 114: [Image: Earthshaker] Source


Page 117: [Image: Engdyr’s Game AP]
Engdyr’s Game AP by John Calvin [used by permission of the
artist]
Page 118: [Image: Mystara 2300 BC Overview]
Page 121: [Image: Map of the Shimmering Lands] Source
Map of the Shimmering Lands by John Calvin, 2009 [used by
permission of the artist]
Page 123: [Image: Fire Cultists of Zugzul] Source
Offering to Molech, by Charles Foster 1897 [Public domain]
via Wikimedia Commons
Page 125: [Image: Egg of Coot] Source
The Nameless City, Angela Sprecher's artwork based on H. P.
Lovecraft's story The Nameless City. [Creative Commons
Attribution-Share Alike 3.0 Unported] via Wikimedia
Commons
Page 128: [Image: Soulbound]
Soulbound by John Calvin, 2009 [used by permission of the
artist]
Page 129: [Image: Tiefling Dwarf]
Demon touched dwarf by John Calvin, 2009 [used by
permission of the artist]
Page 134: [Image: Wolf Rider] Source
Hyrrokin rides to Baldr's funeral on her wolf, by Pietsch 1865
[Public domain] via Wikimedia Commons
Page 137: [Image: Graakhlian Gnoll]
by I. Calvin [used by permission of the artist] and RobinD’s
contest entry
Page 138: [Image: Ancient map] Source
Part of Tabula Peutingeriana, konrad miller´s facsimile from
1887, via Wikimedia commons
Page 139: [Image: Known World Populations]
Original work by author
Page 140: [Image: Ylaruam Populations]
Original work by author
Page 141: [Image: View of a Makistani village] Source
Iran, donkey and houses in the desert, mountain
photo by Jeanne Menj via Wikimedia commons

226

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Artwork Sources and Credits

Pge 142: [Image: Wilderlands of Ylaruam]


Original work by author
Page 143: [Image: Down the Highlands to the desert] Source
Algerian desert - Tassili National Park by author magharebia
via Wikimedia commons
Page 143: [Image: Ruins in the desert] Source
Temple of Bel complex in the background and the agora on
left center in Palmyra, Syria by Bernard Gagnon via Wikimedia
commons
Page 145: [Image: Salt basin and Northern Highlands] Source
Bonneville Salt Flats as seen from Interstate 80 in Utah, USA
by Hermann Luyken via Wikimedia commons
Page 146: [Image: Desert oasis] Source
Ubari Oasis in southwestern Libya by Svifat via Wikimedia
commons
Page 148: [Image: Rockhome Populations]
Original work by author
Page 149: [Image: Goat antelope] Source
Rupicapra rupicapra; chamois in Kleinwalsertal, Austria by
Andreas Tille via Wikimedia commons
Page 150: [Image: Rockhome Wilderlands]
Original work by author
Page 151: [Image: Glacier in Sasquatch territory] Source
The Great Aletsch Glacier (Grosser Aletschgletscher), Valais,
Switzerland, by Jo in Riederalp, via Wikimedia commons
Pge 152: [Image: Rocky peaks in the Three Volcanoes land] Source
Martinsloch, Tschingelhörner (Glarus Alps), Switzerland, by
Sunna, via Wikimedia commons
Page 153: [Image: Mountains over Lake Klintest] Source
Lake Oeschinen, Kandersteg, Switzerland, by TonnyB, via
Wikimedia commons
Page 153: [Image: Perennial snow in the High Makkres] Source
Konkordia west view., Switzerland, by Jo in Riederalp, via
Wikimedia commons
Page 155: [Image: Northern Reaches Populations]
Original work by author
Page 156: [Image: Beach near Storm Bay] Source
Lofoten cliffs near Sand, Norway, by Paul Berzinn, via
Wikimedia commons
Page 157: [Image: Northern Reaches Wilderlands]
Original work by author

227

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Artwork Sources and Credits

Page 159: [Image: Griffon attacking a prey in the hills] Source


Heliesund, a Pass between the Rocks,, by John William Edy,
via Wikimedia commons
Page 159: [Image: Ruins in the island] Source
Hvalsey Church, by Number 57, via Wikimedia commons
Page 160: [Image:Entering Vestfjord] Source
A summer evening view from Sande over Lovatnet in Stryn,
Sogn og Fjordane, Norway, by Ximonic (Simo Räsänen), via
Wikimedia commons
Page 161: [Image: Lakes in the mountains] Source
View from Knutshøi towards central Jotunheimen, by Jack R.
Johanson, via Wikimedia commons
Page 162: [Image: The Marsh] Source
Čepkeliai Marsh near Marcinkonys, Lithuania, by Wojsyl, via
Wikimedia commons
Page 163: [Image: Gnomes in the forest] Source
Hunting Procession of Dwarves by Meno Mühlig, via
Wikimedia commons
Page 166: [Image: Adventurer around corner]
Artwork by William McAusland. Used by permission.

Page 166: [Image: Gnome sage teaching humans] Source


Ilustracja z ksi ki PL publikacja Wydawnictwo M. Arcta
Warszawa 1909, via Wikimedia commons
Page 169: [Image: Map of Highforge’s Uppercity]
Original cartography by Francesco Defferrari using gimp
brushes developed by istarlome
Page 171: [Image: Gnome observing a captured giant frog] Source
Gnome with newspaper and tobacco pipe by Heinrich Schlitt
via Wikimedia commons
Page 174: [Image: Gnome wizard harvesting components] Source
Ilustracja z ksi ki PL publikacja Wydawnictwo M. Arcta
Warszawa 1909, via Wikimedia commons
Page 177: [Image: Gnarves extended family] Source
But how do I get into the mountain, the gnome boy asked, by
John Bauer via Wikimedia commons
Page 178: [Image: Map of Highforge’s Undercity]
Original cartography by Francesco Defferrari using gimp
brushes developed by istarlome

228

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Artwork Sources and Credits

Page 180: [Image: Coat of Arms of the Smiths Corporation] Source


Theodore H. Friedgut p. cm. 1 // Iuzovka and Revolution: Life
and Work in Russia's Donbass, 1869-1924 via Wikimedia
commons
Page 182: [Image: Gnome inventor in a Thyatian book] Source
Steam or hot air turbine powering stamps, via Wikimedia
commons
Page 183: [Image: Magic dagger with wooden handle]
Artwork by William McAusland. Used by permission.

Pagfe 185: [Image: Map of the Kingdom of Highforge] Source


Original cartography by Francesco Defferrari using John
Calvin’s 1 mph map of Threshold region
Page 186: [Image: Gnomish fortress built in the stone] Source
Castello della Pietra presso Vobbia, Liguria, Italy, photo by
Davide Papalini via Wikimedia commons
Page 189: [Image: Map of the Underground territories] Source
Original cartography by Francesco Defferrari using Sean
Meaney’s 8 mph map of Bel Lendh Monandry:
Page 190: [Image: Gnomish steam locomotive] Source
Early steam locomotive, the first built by Robert Stephenson
at Robert Stephenson and Company, via Wikimedia commons
Page 191: [Image: Ornate scroll case]
Artwork by William McAusland. Used by permission.
Page 192: [Image: Cave Entrance]
Barrow mound by William McAusland, used by permission.
Page 194: [Image: Map of the Dungeon]
Map by Andrea Ciceri. Drawn using ANAmap 7.1 by Sebastien
Benard.
Page 197: [Image: Corpse]
Skeleton in dungeon by William McAusland, used by
permission.
Page 200: [Image: Map of Twin Soul Rocks] Source
The Five Shires 8 miles per hex by Thorfinn Tait (detail).
Used by permission of the author.
Page 201: [Image: Map of Twin Soul Rocks, detail]
Map of Twin Soul Rocks by Irving Galvez, created with
Hexographer. Used by permission of the author.

229

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Artwork Sources and Credits

Page 201: [Image: Tide Diagram]


Tide diagram by Irving Galvez. Used by permission of the
author.
Page 202: [Image: Dungeon Map]
Dungeon map by Irving Galvez, created with
Dungeonographer . Used by permission of the author.
Page 204: [Image: Orb] Source
Fantasy Pedestal with Glowing Orb by Joe Kurtz, Munich
2008. Used by permission of the author.
Page 205: [Image: Ship in a storm] Source
An English Ship in a Gale Trying to Claw off a Lee Shore by
Willem van de Velde the Younger, 1672. Public domain via
Wikimedia Commons.
Pages 206 - [Image: Coffin] [Image: Chest] [Image: Skull & Bones]
214: [Image: Treasure map] [Image: Scroll case] [Image: Ship]
Artwork by William McAusland. Used by permission.
Page 211: [Image: Map of the Tomb of Thob Shanwood]
G. Agosta, used by permission of the author.
Page 219: [Image: Great Crater map]
The Great Crater by Sean Robert Meaney, 2017. Used by
permission of the author.

230

THRESHOLD: The Mystara Magazine Issue #16


Notes

231

THRESHOLD: The Mystara Magazine Issue #16


Next Issue

From the Plain of Fire to the Savage Coast, the


Yazak steppes and Borea, along the Endworld
Line, and all the way to the tip of the Arm of the
Immortals, the races, cultures, and nations of
Western Brun are waiting to be brought to life!

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

…and much much more!

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

THRESHOLD: The Mystara Magazine Issue #16


Submission Guidelines
Proposals
All proposal submissions can be sent by mail Other types of contributions: the editorial
to the editors at the following address team will consider on a case by case basis
[email protected], and must be other types of contributions. Please contact
received by the proposal deadline†. The us to inquire if and how we can accommodate
Threshold editorial team will contact you unusual contribution formats.
within 7 days of the proposal deadline The following guidelines apply to different
regarding the status of your proposal. types of submissions:
Submission proposals should be sent inline Illustrations: please submit art and maps in
in the mail, using the following subject format: lossless format (e.g., PNG).
[ISSUE#][Proposal]<title of your article>
Articles: manuscript submissions can be sent
The mail content should include the following: by mail as plain text, doc(x) or odt, or shared
● Proposed article title as Google Doc. The issue editor will create a
● The type of article being proposed (short shared document (for each article) to allow
story, adventure, geographical location, the author and editorial team to work on it.
organization, etc...) Articles can be as short as a single page, or as
● A one paragraph description of what the long as 6 pages, depending on the specific
article is about. content. The editorial team will do its best to
● An estimated word count of the article accommodate the contributions, but
(articles should range anywhere from 1000 especially long works may be split over
to 7000 words, depending on the type of several issues.
article submitted).
Tables: Tables should be numbered (Table
Manuscripts X: Name of Table), and any references in the
Manuscripts should only be submitted after article should refer to that table number (and
you proposal has been accepted by the not to "the table below," for example).
Threshold editorial staff, and must be received
by the manuscript deadline†. When submitting Author Bios: Please include a short blurb (one
a manuscript file, please use the following or two sentences) biography/blurb about
naming convention: yourself for our "contributing authors"
threshold_#_your_title.<extension> section. It can be serious or silly, but don't
(extension: see below for recommended file get too carried away with it, please.
formats) Other types of contributions: the editorial
and the following subject format: team will consider on a case by case basis
[ISSUE#][Manuscript]<title of your article> other types of contributions. Please contact
The mail content should include the following: us to inquire if and how we can accommodate
● The article title. unusual contribution formats.
● An attached document containing the
article contents. †Refer to “Call for Contributions” (page 5)
● The final word count of the article. for next issue deadline dates.
#Insert relevant issue number in place of ‘#’

THRESHOLD: The Mystara Magazine Issue #16


The Mystara Magazine

Dwarves, Gnomes and Hin

Discover the dwarves, gnomes and halflings of Mystara. While


the short races feature prominently in most campaign settings,
their Mystaran versions all have unique traits. In this issue of
Threshold Magazine, we offer a range of material, including
historical background, geographical gazetteers, and
adventures, related to dwarves, gnomes, halflings and their
homelands.

www.pandius.com [email protected]

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