Hidden Realm of The Dragons Spine -...

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1 SARPHIL Hidden Realm of The Dragons Spine Lost Realms of Cormanthor Volume VI Compiled, Edited & in parts written by “Snowblood”

Transcript of Hidden Realm of The Dragons Spine -...

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SARPHIL

Hidden Realm of The Dragons Spine

Lost Realms of Cormanthor Volume VI

Compiled, Edited & in parts written by

“Snowblood”

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Contents Map of the Hidden Empire page 3

Description of the Realm page 4

History of the Realm page 5

Rulers of Sarphillar -8850 DR until 1090 DR page 30

Cities of the Dragons Spine page 31

Map of The Greater Sarphil and Earthfast Region page 39

Lost Items of the Hidden Kingdom page 40

Resources Used page 41

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The Hidden Realm of Sarphil

sarphil

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Description of the Realm

Of old, this realm encompassed the eastern end of the Moonsea, and the mountains running north to what is now Glister. Beset by orcs and elven resistance to surface expansion, the dwarvres of Sarphil tunnelled under what is now Mulmaster, going deep to pass under the Lis. Their delves, sought by adventurers in the Mulmaster region, are called ‘The Lost Ways, Dwarves of Sarphil developed special moving-stone pumps to keep the waters of the Lis at bay, as they extended their underways westwards to the rocky heights north of present-day Elventree. The Scarp sought by the dwarves is today much reduced in height; the dwarves quarried it from the top down for its rich veins of copper. They were perhaps the purest and largest deposits in the known North. The elves of the Elven Court resented this intrusion, and repeatedly attacked the dwarves. Before their numbers and magic, the dwarves were forced back. In the end they had to abandon the entire southern shore arm of Sarphil, retreating east and north into the mountains. The only trace they left behind is the name of the city of Hillsfar, after Clan Hillsafar of Sarphil, principal miners of the Scarp, Clan Hillsafar can be found today in the land of Vaasa, on the other side of the Dragonspine Mountains. Sarphil was founded by Nilythra Namarforge, who became its first Queen. Her son, Raulauntar, proved to be an able and astute warrior, and is said to have personally slain over 20,000 ogres, as he defended the fledgling realm against attack. Sarphil’s fall is a story common to most of the other Lost Kingdoms; its warriors were too few to hold what they had seized, and faced too many enemies. The last king of Sarphil was Dauringogh “the Doomed.” He disappeared in deep caverns under Mount Throndor, in the Dragonspine Mountains just south and east of Glister, as duergar and drow, in a rare alliance of the depths, harried the Sarphilan warriors northwards. Sarphil never had clear borders. Its hastily-abandoned caverns, the Lost Ways and all of the many linked caves and passages that honeycomb the Dragonspine Mountains, are said to hold enough wealth to buy at least six kingdoms (or so the minstrels say). The Sign of the Realm was a crossed (double-ended) pick and hammer, above an anvil. It can be seen to this day cut into the westernmost face of the Scarp, facing Hillsfar across the bay. Ed Greenwood – Dwarves Deep

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History of the Realm

–9000 DR Spawn Wars: Skirmishes break out between the eight subkingdoms of Shanatar as each fights to extend its borders at the expense of its neighbours. Over time, the skirmishes evolve into open warfare, pitting thousands of dwarves against one another. This series of conflicts is known as the Spawn Wars because the dwarves make extensive use of deepspawn-bred legions. Refugees, led by the Hearth Guard, Nilythra Namarforge of Clan Hillsafar, flee northward over and under land and sea seeking a place far away from the strife plaguing their kin.

-8850 DR After 150 years of wandering, the refugees emerge from the underdark near present day Glister, having skirted the Deepmoon Sea. Spying a range of glittering snowcapped peaks, the dwarves settle within an ancient gallery of ancient yet alien dwarven design. Deep within the bowels of a mountain they name Throndor after the giant eagles who roost upon its lofty heights, the newly arrived dwarves name their realm Sarphil of the Glittering Spires, and crown lady Nilythra Namarforge as their first queen.

–8170 DR to –8150 DR The First Spider War: The drow of Guallidurth take advantage of the dwarves’ civil war to attack the caverns of Alatorin, which were far removed from the front lines of fighting. Brightaxe Hall is captured, and the kingdom of Alatorin falls. Refugees from Altorin make their way north eventually finding a warm

welcome within the great halls of the city of Sarphil.

–8137 DR Second Age of Shanatar: The eight shield dwarf tribes of Shanatar are united under the rule of the king of Ultoksamrin. Within 150 years, trade is under way with surface elves. Rune casters from Shanatar establish a series portal all the way to Mount Throndor.

–8100 DR Deep Shanatar is at its greatest expanse beneath southwestern Faerûn. Trade with Sarphil is brisk and migration north to open new sources of iron, silver mithral and copper is well underway. The increased number of dwarven miners and prospectors sees them coming into conflict with clans of ogres belonging to the kingdom of Faarhaschiin. Before long all out war begins between the two realms for control over territory and the riches contained. The war rages non-stop for the next 200 years with a regular influx of warrior migrants and their families from far off Shanatar.

-7900 DR Queen Nilythra dies defending the gates of Throndor from an enormous army of ogres led by the Ogre High King. On a battlefield south east of present day Glister, the dwarves all but wipe out the ogres through the use of war machines, fire oil projectors, giant eagle riders and sheer ferocity. Crown prince Raulauntar, proves to be an able and astute warrior, and is said to have personally slain over

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20,000 ogres, as he defends the fledgling realm against attack.

–7600 DR The drow empire of Telantiwar falls with the collapse of the great cavern of Bhaerynden. Drow refugees claim lesser caverns to the north, south, east and west of the newly formed Great Rift, establishing cities such as Llurth Dreier, the City of Ooze. With help from expatriate clans from Sarphil and Shanatar the dwarves return to their ancestral home, now the Great Rift and establish the Deep Realm. In the millennia that follow, the Stout Folk of the Deep Realm become known as the gold dwarves.

-7500 DR The last ogre stronghold is over run and the last ogre prince put to the axe, as King Raulauntar leads his armies to victory turning the formerly forested lands of Tharbator into a moor filled waste land so as to deny the ogres a place to hide. This wanton environmental destruction does nothing to endear the dwarves to their southern neighbours, the elves. With the death of the last ogre king the Dwarves officially proclaim the realm of Sarphil by marking the borders of their realm.

-7340 DR After bringing peace to the now thriving realm of Sarphil that has seen the establishment of settlements and mines up and down the Spine of the Dragon, King Raulauntar dies peacefully surrounded by his 21 children, and 60 grand children, the clan lords elect the renown general, Besendar Namarforge as the next king of the ever expanding realm.

-7290 DR The first clans of wandering drow settle within caverns on the shores of the Moondeep Sea, far below the Sea of Dragons and deep beneath the passages connecting the cities of Sarphil and Mount Throndor. The dark elves of Tel Verinal slowly begin exploring their surroundings and it is not long before they discover the thriving dwarven realm above.

-7200 DR King Besendar and his companions disappear whilst on route from Sarphil to Mt Throndor, trackers find traces of drow, a disturbing development that sends waves of panic throughout the realm. The new king Garntar immediately mobilises the army and begins fortifying the passages between the two cities.

-7000 DR The continued discovery of highly profitable seems of iron, copper, silver, gold and mithral sees the establishment of colonies by clans Hillsafar and Rolidar to the north and south of the capital Sarphil. Soon migrants are pouring north to newly opened Hillsafar Hall and south to the mithral mines of Mount Aergurl.

-6862 DR Continued clashes between the drow of Tel Verinal and the warriors of Sarphil sees the dark elves establish a second, safer citadel on a mile long island of bare rock in the middle of the Moondeep Sea, 50 miles beneath the surface lands, the new settlement, is named V'elddrinnsshar. The priestess of Lolth dedicate the new city to

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the Spider Queen with the sacrifice of King Gantar whom they kidnapped from his own palace on the western slopes of Mount

Throndor. Enraged by the kidnapping and murder of their king the dwarves of Sarphil mount an expedition to wipe out their dark elf enemies. The new ruler, Paladin King Elmryn Namarforge, sends forth his troops beginning a systematic massacre of more than 10000 dark elves over the next 50+ years.

-6790 DR Having battled the drow for the entire length of his reign King Elmryn and his troops finally face the dark elves within the great cavern of Telverell. Before the very walls of Tel Verinal, the drow and dwarves pit their final strengths against each other. After 7 days of bloody and vicious street battles the dwarves emerge victorious as the few surviving drow flee across the Moondeep Sea to their holdings on V'elddrinnsshar. Their victory is bitter sweet as at their moment of triumph the dwarves lose their king to a drow priestess riding a giant aquatic spider. Dwarven mining engineers collapse all tunnels leading from the smoking ruins of Tel Verinal sealing the city off from the surface once and for all. King Elmryn’s son, the canny battle master, Prince

Raulauntar II is chosen to lead the badly savaged nation on its slow road to recovery.

-6500 DR New loads of mithral and gold are discovered south of Mount Aergurl, this causes an new influx of migrants from Shanatar which in turn leads to the establishment the mighty citadel eventually known as Hollow Mountain. King Raulauntar II visits the new city dedicating it to the worship and glory of Dumathoin.

6400 DR King Raulauntar II and his Earls learn that the kingdoms outlying southern holdings are under attack, and in many cases already over run by a massive horde of orcs pouring north out of the southern Earthfast Mountains. Gathering his armies the king force marches south to meet this ravaging menace in the foothills at the western gates of Hollow Mountain. Sorely over matched, King Raulauntar’s 15000 troops are only saved by the sudden appearance of legions of elven knights, spearmen and archers who savage the orcs from the rear. The elves of Arcorar meet the dwarves of Sarphil on the battlefields of the Vast and forge a tenuous alliance since the elves save the dwarves from death at the orcs’ hands. The Treaty of the Axe & Bow is signed with great ceremony on the banks of the Nuathlis River and almost immediately a trade depot is established upon the sight.

-6355 DR King Raulauntar II dies suddenly during a raucous feast celebrating the anniversary

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of his people’s victory over the drow. The king is found dead, face down in a pool of spilled vomit and ale on the morning after the feast in which nobles from all the major families had gathered. The aged king is buried with great ceremony and on the 44th day after his interment, the gathered Earls crown the soft spoken, Princess Isdlara Namarforge as the next ruler of Sarphil.

–5960 DR Third Age of Shanatar: The dwarves of Shanatar claim the surface lands north of the Marching Mountains as their own, establishing the kingdom of High Shanatar. The rune casters of Sarphil open up an trade portal from the capital to the new settlement and it is not long before trade wares from the far north are making their way into the human markets of the deep south and vice versa. This move make clans in both realms very, very rich.

-5888 DR Powerful earth quakes rock the Spine of the Dragon and thousands of beings are killed in collapsed caverns, mines and halls. Amongst the dead is Queen Isdlara and many of her nobles and their thanes, killed when the royal audience cavern in Sarphil collapses crushing all within. In the aftermath, Crown Princess Gwythiir Namarforge, the ruler of Throndor becomes the 8th ruler of the realm and Mount Throndor becomes the new capital whilst Sarphil is rebuilt.

–5600 DR Height of High Shanatar’s civilization is realised. Several more trade portals are opened up from Hillsafar Hall, Mount Aergurl and MT Suncatcher leading to

fierce trade rivalries amongst the various clan halls and holdings.

-5490 DR In response to increasing demand from the elves, Queen Gwythir orders the building of a trade tunnel and port on the shores of Galenaar, at the eastern end of the Dragon Sea, thus allowing direct trade between the realms of Arcorar and the burgeoning realm of Sarphil.

-5479 DR The dwarves of Sarphil discover the hard way that their mortal enemies the Duergar have established themselves in the disused mines below old Sarphil Citadel. An angry horde of grey dwarves and their goblin slaves boil out of long forgotten tunnels slaughter hundreds of innocents including the ailing queen who has returned to her ancestor’s ancient home to pay homage to her forebears. After a series of brutal encounters the intruders are driven back to their dank, dark holes which are then sealed with powerful rune magics. The new queen, Maegara Namarforge places a 100gp bounty on the head of any Duergar that is caught within the tunnels of the realm.

-5300 DR Further incursions by wandering clans of Duergar into the mines of Hollow Mountain and Mt Suncatcher sees a renewed effort to eradicate them and their goblinoid allies from the realms below. What begins as a simple search and destroy mission very soon becomes a dirty war of mutual genocide deep below the wild, uncharted tunnels of the eastern Moondeep Sea.

5200 DR

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The last gray dwarf is slain in the caverns deep below Port Galenaar, the survivors, driven west by the dwarves of Sarphil are eventually enslaved by the darks elves of V'elddrinnsshar and are immedialtly set to

work rebuilding the ruined city of Tel Verinal alongside thousands of dwarven, elven, Orcish and goblin slaves.

-5185 DR The aging Queen Maegara dies quietly in her sleep and is interred with her ancestors within the halls of the ancestors in Old Sarphil City. After 44 days of mourning and careful deliberation the earls elect, the childless queens eldest nephew, Prince Rorn Namarforge to be the 10th monarch of the realm.

–5125 DR The dwarf realm of Oghrann is established beneath the Plains of Tun by emigrants from overcrowded Shanatar and disgruntled dwarves from southern Sarphil angry at King Rorns ruinous taxes and extravagant building programme as he attempts to return the halls of Old Sarphil City to their former ancient glory.

-5002 DR The hated King Rorn dies suddenly with his rebuilding programme only half completed. With accusations flying about the council chamber of muder and deception, the earls split the kingdom down family lines beginning perhaps the darkest period in Sarphils long history. Dwarven armies from Throndor and Old Sarphil led by the self appointed King Raulauntar lll Namarforge march south to confront the rebel earls and their supporters.

To the north-east, the earls of Hillsafar Hall, Suncatcher Citadel, Orithiar and Ironspur and their various thanes declare their neutrality in the ongoing power struggle for the throne and Hillsafar Hall seals off the main passageways between it and the capital.

-4900 DR After 100 years of bloody and internecine civil war which has seen brother slay brother and thousands slain, the final battle, takes place in the halls and mines of Hollow Mountain. Emerging victorious after personally slaying the usurper Raulauntar lll, his father, Earl Raulauntar lV, of Mount Aergurl is crowned the 12th ruler of a drastically weakened and internally riven realm.

-4867 DR Beset by orcs and elven resistance to surface expansion, the dwarves of Sarphil led by the Earl of Clan Hillsafar tunnel under what is now Mulmaster, going deep to pass under the Lis, following copper veins of unusual quality.

-4800 DR The dwarves of Sarphil develop special moving-stone pumps to keep the waters of the Lis at bay, as they extend their underways westwards to the rocky heights north of Elventree. The Scarp sought by the dwarves is quarried from the top down for its rich veins of copper, gold and iridium. It forms the cap of the purest and largest deposit in the known North.

-4684 DR

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The elves of the Elven Court resenting the continued intrusion and wanton destruction of their forests by dwarven woodcutters seeking timbers for their mines, repeatedly attack the dwarves. This Initiates the Axe & Arrow War that sees the armies of western Sarphil and the elves of the Elven Court and Jhyrennstar clash repeatedly. Before their numbers and magic the armies of haughty King Raulauntar IV, are forced back after the monarchs death at the hand of Jhyrennstar’s Grand-High Mage. In the end they have to abandon all of their holdings on the southern shore arm of Sarphil, retreating east and north into the mountains. The dwarves officially retreat but small parties of independent miners and prospectors continue to scour the old tailing sights looking for iridium deposits, the key ingredient in their superior mithral mail and weapons. The more circumspect and surviving earls the dead kings most trusted son, Dauringogh Namarforge as the next ruler of a much reduced Sarphil.

-4493 DR Both elven scouts of Jhyrennstar and dwarven miners of Sarphil are found dead, not by accident but by murder. The mysterious deaths continue for decades with no answers, though many rumors frayed dwarf and elf tempers alike as each chose to accuse the other of wrongdoing.

–4400 DR Elven Court’s and Sarphil’s clan leaders meet at Midwinter and re-establish their alliance at Elven Court. Then, during the longest, darkest night of the year, evil strikes. Hordes of drow and duergar, the evil Underdark cousins of both races,

flood out of previously unnoticed tunnels and swarmed into Elven Court. The start of the fray shows the forces matched evenly, but when the second wave of dark elves and dwarves comes up from the depths, the forces of good falter. The meager forces assembled are easily overwhelmed, especially since the elves and dwarves have set aside their weapons at Elven Court. More than thirty clans of dwarves and elves lose their leaders in the slaughter. The dark elves of Tel Verinal have learned many potent and malignant magics during their exile, and their resistance to elven spells helps turn the tide in their favour. They summon spiders and deepspawn and other hideous monsters into Elven Court, ensuring mass destruction. As the drow and duergar keep erupting from down below, the dwarves fight holding actions in the tunnels, and many brave dwarves die by collapsing the tunnels upon themselves and their foes. As the tunnels begin closing with increasing frequency, two-thirds of the drow and duergar abandon their attacks on the elven settlement and flee down the tunnels that lead to Sarphil. Trusting that his elven allies can handle the remaining invaders above, Sarphil’s King Dauringogh and 44 dwarves (including two of his four sons) chase the dark invaders to Sarphil, where they find Sarphil’s warriors dead or routed. Despite days of fighting and knowledge of his homeland, King Dauringogh (hereafter called ‘the Doomed’) finds himself and his people inundated with the evil Underdark races, most malevolent warriors and wizards. Within a month of Midwinter, Dauringogh and his remaining dwarves flee north, abandoning Sarphil. The King and his troops disappear in deep caverns

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under Mount Throndor, in the Dragonspine Mountains just south and east of Glister, as duergar and drow, harry the Sarphilan warriors northwards. After all was over, there were no more than 30 dwarf and 15 elf survivors of the feast hereafter remembered as the Dark Court Slaughter. Sarphil fell, and it was split into two occupied realms for the drow and duergar. With the destruction of the citadels of Old Sarphil, Mount Suncatcher, Mount Aergurl, Hollow Mountain and Mount Throndor, the surviving dwarves of Sarphil lead by the princes Daurael & Thirag Namarforge retreat behind the sealed vaults and doors of Hillsafar Hall, wielding the rulers hammer, Gorathmund, Prince Daurael becomes the ruler of a much reduced, and now highly secretive and inward looking realm.

-4320 DR The war of axe and spiders concludes with the building of the Weeping Wall. A series of massive mithral, iron stone and iridium fortifications along the tunnels and mines of Hillsafar’s south-western border. King Daurael leads his troops on increasingly brutal retributive raids against the duergar and their goblin allies, avoiding all direct conflict with the drow.

-4190 DR Having all but eliminated the gray dwarves and goblins from the upperdark regions of his realm, King Daurael orders 100 days of games along with the establishment of a new citadel further north atop a seem of almost pure iridium enriched iron. Ironspur becomes the northern most city of Sarphil.

-4184 DR Having led his people out of the darkness and chaos of war, King Daurael ‘The Great’, dies peacefully at the ripe old age 501. After 44 days of mourning, the surviving nobles of a much reduced realm elect, Prince Thirag Namarforge, Daurael’s aging younger brother, as the next king of Sarphil.

-4050 DR A religious revival begins within the kingdom fuelled by visions said to have come from Moradin himself. King Thirag orders the building of a grand temple complex in the mountains south of the Weeping Wall. Looking south over the Glacier of the White Worm the temples glass-steel windows give viewers an panoramic view worthy of the gods. The Eyes of Moradin, a carefully hidden temple reminiscent of the one in lost Mount Aergurl becomes home to a monastic community of warrior dwarves seeking a life dedicated to the worship of their deity.

-4009 DR

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The already aged King Thirag dies quietly whilst on pilgrimage to Moradin’s Eye, he is interred there with his brother in the newly completed royal crypts in a tresure filled vault deep within the heart of the temple. The pious nobles seeking Moradin’s favour select the kings’ eldest son the monkish priest, Prince Zuth Namarforge as the 3rd king of Sarphillar.

-3900 DR The devout King Zuth dies whilst leading a raid on drow found attempting to establish a new colony beneath the glaciers just north of Hillsafar Hall. The drow are wiped out at great cost to the dwarves and a new ruler, the late kings great nephew and eldest living relative, Duke Cathor Hillsafar becomes the next monarch to wield the rulers hammer.

–3770 DR The dwarf realm of Oghrann falls. Beset on all sides by enemies—lizardfolk, nomadic human tribes, wemics, and the usual bugbears, trolls, and goblinkin races—the realm is swept away by disease and war. Refugees make good use of the long established trade portals and begin flooding into the abandoned halls of Mount Suncatcher. Meeting fierce resistance from a band of itinerant goblins, the dwarves are finally rescued by a patrol of warriors from Hillsafar Hall. It is not long before word spreads back to ruined Oghrann and thousands more come pouring through the portals before Sarphillans runecasters finally seal the portals.

–3611 DR Gharraghaur becomes the first of the great dwarf kingdoms to fall to orc attacks. Its people are too busy mining to

arm themselves in numbers enough to withstand the orcs before it is too late. A small party of battle weary dwarven priests, rune casters, paladins and their families appear in the under halls of Moradins Eye one of them bearing the regalia of the Royal House of the Helm of Gharraghaur.

-3550 DR With a continued influx of refugees from across the north, King Cathor signs the charters establishing a new city in the mountains far to the south. The Citadel of Ironaxe is proclaimed and many of the formers residents of Oghrann are resettled in this virgin land.

-3513 DR King Cathor dies in a mine collapse whilst inspecting an unusually rich vein of mithral, rescuers fail to find his body nor the bodies of his guards, but traces of gray dwarf miners are eventually found on the far side of the cave-in. The new ruler, King Gwarr Hillsafar sends deep patrols to root out the newly discovered intruders.

-3406 DR A sudden shift in the glacial layers north of the realm causes many small earthquakes throughout the north. In one such instance a massaice crevasse opens up revealing a previously entrapped ancient white wyrm. The dragon is insane after millennia in suspended animation and goes on a killing spree across the great ice sheet and mountains ranges that last for more than 70 years.

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-3335 DR Good King Gwar and his party of reindeer hunters are set upon by the ‘Mad Wyrm’, Chorophatarix in the ensuing battle upon the slopes of Mount Hammerthrone the king slays the dragon using the rulers hammer, but at the cost of his own life. The survivors trek back to Hillsafar Hall where the new ruler, the mighty smith, Duke Baergurn Hillsafar in crowned.

-2890 DR

With the underground way blocked by the newly emergent drow and duergar realms to the west, the dwarves of Sarphillar begin sending their wares overland to Port Galenaar where their small ships and barges receive the goods before taking them to the trade depot in Tailings Bay to the west. This trade grows slowly over time as a thriving community of Hill Dwarves of Clan Orothiar, establish and thence maintain a god working relationship with their trading counterparts from the various elven realms within Arcorar.

-2999 DR King Baergurn abdicates in disgrace after it is revealed that he has a secret Gray Dwarf lover. Hounded from his throne the king and his mistress are exiled to the frozen lands to the north. His persecutor, the xenophobic Prince Yurdag Hillsafar attempts to have all mention of his disgraced father removed from the public records and statutes of his cast down and used for road fill. King Yurdag then has himself crowned the 7th ruler of Sarphillar.

-2990 DR King Yurdag ‘The Mad’ is unceremoniously struck down by his own grand-daughter after beheading his own wife in front of the gathered courtiers. His accusations of her adultery are proved to be unfounded and his mutilated body is dumped upon the glacier and the new Queen Asrynda Hillsafar sends out search parties to look for her exiled kin with little result.

-2857 DR After years in the icy wilderness, the exiled Lord Baergurn and his followers settle within the caverns beneath a mountain they name Forondar. There they encounter strange winged elves. The two groups rarely cross paths with the dwarves agreeing to keep to the woods and dells of the lower slopes.

-2786 DR The much loved Queen Asrynda retires gracefully from office and takes her place amongst the matrons of the temple of Sharindlar. The assembled nobles cannot decide upon a successor from amongst the many possible candidates and Queen Asrynda refuses to nominate an heir. Before she knows it she has lost

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everything and bitter infighting ensues. When the dust and sounds of battle clear more than 40 nobles and thanes are dead with twice as many wounded. The battle ends with the hearthguard, Princess Cathlynn Hillsafar picks up the rulers hammer and shatters the ancient Sarphillan crown.

–2642 DR Establishment of the arctic dwarf kingdom of Dareth in the mountains north of Rashemen under the rulership of King Orloebar Snowbeard. The emigrants from Shanatar soon discover a small colony of Shield Dwarves living peacefully within the mountains they choose as their new home, led by the daughter of old Lord Baergurn. The newcomers are not made to feel welcome and soon the two groups come to blows.

-2490 DR A mini ice age settles over the north leading to the expansion of the Vaasan Glacier. The dwarves of Sarphillan lose most of their northern pastures of the Sunderlands, and are forced to graze their rothe herds on the more dangerous southern slopes of the Dragons Spine. This in turn leads to greater conflicts with the orcs who dwell within the caves of the southern foothills.

–2460 DR The Nar human tribes and the hobgoblins of the northern mountains and tundra, pushed south by the expansion of the Great Glacier, come into conflict with each other and the elves of Lethyr. Dwarves in the lesser halls and holds north of Ironspur come under attack by fleeing bands of hobgoblins and humans. Queen Cathlynn sends her Thunderhammer

legion north to deal with this emerging threat.

-2400 DR The last hobgoblin and human tribes are driven south away from the lands claimed by the dwarves. The returning legions fall upon a horde of starving goblinoids as they are attempting to break down the gates of Orothiar at the mouth of the Path of Blood & Tears.

-2300 DR Queen Cathlynn dies peacefully and is mourned by one and all, statues and stellae are raised in her honour is halls, and holds up and down the kingdom. The people of Orithiar carve a great statue dedicated to her on the high slopes above the Path of Blood & Tears and venerate her as a semi-divine saviour. After the two score and four days of mourning the attending dukes, earls and thanes elect the queens middle son, Prince Hyndbruin Hillsafar as the 10th monarch of the hidden realm.

-2221 DR King Hyndbruin orders the retaking of the halls of Mount Suncatcher in order to increase the safety of the dwarves caravans to the west. After many months the returning dwarves find the halls eerily empty filled with naught but the desiccated husks of duergar drained of life. It is not long before the source of the destruction is revealed...

-2080 DR

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King Hyndbruin and his wife, along with every guard and servant within the royal complex are found slumped in positions of contorted agony their desiccated husks devoid of moisture, life and blood. Priests of Moradin are brought in from the Temple of Moradin’s Eye to track down the nameless terror that haunts the passageways of Hillsafar Hall. Fleeing south the people temporarily abandon the capital and resettle within the newly reclaimed halls of Mount Suncatcher. King Ghaern Hillsafar assumes the mantle of rulership donning the Sun Crown of Sarphillar.

-1943 DR Undead continue to plague the lowers halls and passageways of the Hidden Realm, King Ghaern orders his priest and rune caster led legions into the mines to wage war upon their nameless foe. Soon they discover nests of dwarven vampires and banshees and bloody and horror filled battle ensues.

-1927 DR The last vampire is dusted and the final banshee laid to rest as the halls of ancient Hillsafar are reclaimed. The end of the Dread Wars sees a sudden upsurge in trade with the surface realms and the doubling of the populations of Port Galenaar and the trade post of Tailings Bay.

–1800 DR The descendants of Clan Duergar invade the realms of Ultoksamrin and Holorarar in Deep Shanatar and others soon follow. Only Iltkazar survives the gray dwarf invasion, leaving Shanatar fallen in all but name. Many thousands of refugees once again pour through long dormant trade

portals into the trade galleries of Mount Suncatcher and the silent ruins of Old Sarphil.

-1798 DR Alarmed at this sudden increase in the dwarven population is the realms above, the dark elves of V'elddrinnsshar begin sending out raiding bands to test the strength and resolve of their erstwhile opponents.

-1796 DR In response to the increasingly violent raids by

the drow King Ghaern places a bounty upon the head of all drow caught within the passageways of the upper dark. Within a short time expeditions are sent by greedy nobles and thanes wanting to line their pockets with the kings gold. Soon hundreds of dark elf skulls are lining the king’s hall in Hillsafar. In response to the increasing violence the dark elves begin planning a counter strike of their own.

-1705 DR After 90 years of patient planning and observation the dark elf magi and sorcerers of V'elddrinnsshar, Tel Velinar and Maerymdra gather together in a grand conclave to summon a fell nightmare within the heavily fortified halls of Old Sarphil. In a ritual reminiscent of the ancient high magic long since lost to the drow, the combined arcane casters summon a demonic infernal that begins reeking havoc within the great halls and chambers of the old subterranean city. Within days, 70000 dwarves are dead or missing, having fled into the deep wastes and the rune casters of Sarphillar are sealing their ancient capital behind millions of tonnes of rock and eldritch runes of godlike power. To seal the mantle placed over the city to entrap

the beast, King Ghaern sacrifices himself to set the seals with blood and his soul.

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The few surviving nobles elect the more circumspect Earl Rhamildar Hillsafar, son of the now dead Duke, as the new ruler. His first order of business is to set a watch over the sealed city issuing a decree that is death for any who seek to break the seals around it.

-1600 DR King Rhamildar journeys to the city of Cormanthor to once again establish a formal cultural, trade, and military alliance with the various realms of Arcorar. He is accompanied upon his return to Mount Suncatcher by an Elven Ambassador, Lady Thaeryll Audark and two high magi who begin setting up more permanent and powerful wards around the entombed infernal. In gratitude, King Rhamildar orders the building of a mighty citadel of incredible beauty and light for the ambassador to dwell in. Kiirantelholme Palace when it is finished is considered one of the finest blendings of dwarven and elven architecture ever seen.

-1556 DR Enamoured of elvish ways the young king dies violently upon the claws of a giant owlbear whilst hunting said same creatures in the forests south of Tailings Bay settlement. His untimely demise is sorely felt by both realms and the ir respective leaders vow that the late kings diplomatic efforts will not be in vain. The late kings some, the inexperienced, elf loving Prince Rhamildar II Hillsafar is called home from his studies in Orithiar and is soon crowned the next wearer of the Sun Crown.

-1423 DR

Prospectors working old tailings in the far northern mountains strike a new vein of pure mithral ore sparking a rush of miners and claim jumpers to the lands along the far western mountains. The incoming revenue allows the dwarves to build new holdings south within the bowels of diamond rich Mount Ironaxe. Migrants begin drifting south the holdings within the Earthfast Mountains.

-1350 DR The southern thanes petition the king to sign the charter for a new city in the mountains to the south far away from the trouble and strife of the northern realm. The smithies of Sarphillar ring day and night with the clang of hammers beating out the weapons and tools needed for the establishment of the new citadel.

-1277 DR Alerted by the increased activity within their mountains the orcs of the Earthfasts led by the chieftain Gralkash ‘Bonesplitter’, begin hathering to repulse the invaders. In a series of stunning reversals the dwarves are routed from their newly opened halls and driven north at great loss of life. In response King Rhamildar II leads his legions south in a flanking manoeuvre that traps the rampaging orcs against the ice cliffs of the White Wyrm Glacier. The fighting is without quarter and by day’s end both King Rhamildar II and Chief Gralkash are dead, having slain each other axe to axe. The resolute ferocity of the dwarves carries the day and it is many generations before the orcs rise to pose a serious threat again.

-1197 DR

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The lacklustre King Uindolfin Hillsafar is killed whilst practising with the rulers throwing hammer. Bashing his own brains out the unfortunate king is quickly interred and his successor, the charismatic and flamboyant Prince Pyradar Hillsafar is elected the next King of Sarphillar. In a few short years his rambunctious rule has seen the establishment of the glorious city of Earthfast as the new, southern most citadel of the ever expanding Hidden Kingdom.

-1002 DR An unusually cold winter sees the southern passes closed for most of the trading season. This in turn leads to shortages of all but the essential items. Before long the cold begins to take its toll and many elderly dwarves in the outer holdings freeze to death as winter wolves and white worms roam free through the high mountain pastures.

-988 DR King Pyradar disappears mysteriously along with the the royal procession whilst on route to his summer residence at Port Galenaar. Many suspect duergar or drow, but the actual cause is much more insidious. After extensive searches lasting many months, the new King, Starag Hillsafar declares the king and his retinue officially dead and then assumes the mantle of the Sun Crown King.

-950 DR King Starag travels south to Lisen to meet with his counterpart the Lady Oluvaera to discuss the increasing orcish activity in the mountains surrounding their respective realms. A formal military alliance is agreed upon and scouts from both realms

begin actively searching out the root cause of the growing orc problems.

-899 DR The first clashes between the orcs of the northern Earthspurs and the warriors of Sarphillar begin in the mines and caverns of the Deeper Dark. Initially the dwarves are successful but over time they begin to encounter monstrous orcs with demonic strengths and powers.

-810 DR The Ice Way – the main subterranean trade way linking northern and souther Sarphillar is cut by the sudden emergence of tens of thousands of goblinoids and their demon tainted masters. King Starag orders the sealing of the passageways south and begins fortifying the paths and tunnels leading north to his realm. A trade portal is established between the cities of Mount Suncatcher and Earthfast thus negating the relative threat posed to trade by the ever increasing orcs.

-775 DR The Ironhammer and Thunderfist legions of Sarphil begin a systematic extermination of the orcs beneath their lands. The highly mechanised nature of their attacks more than balances their vastly inferior numbers. In a few short months 100 000 orcs and their demon kin are slain and the orcish Over King Gargendar is slain. With the dwarves offensive driving the orcs south deep into the central Earthspurs the elves of Lisenar come under increasing pressure from the east.

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-736 DR With a virulent plague currently ravaging the gray dwarf population the Matron Mother of V'elddrinnsshar send envoys to

the new orcish Over King Gorgath seeking an alliance of convenience against their mutual foes the elves and dwarves on the Vast.

–722 DR Elves of Ylraphon suffer attacks by drow forces from Tel Verinal in winter who use the bitter darkess of a roaring blizzard to cover their approach from above and below the city. The Thunderhammers from Mount Suncatcher manage to break the siege but at great cost to all. In the summer the orc hordes of King Gorgath manage to swarm the defences of the already weakened city slaughter hundreds of residents. Again the dwarves force march to the city, leaving thousands of smashed orc skulls in their wake but the Thunderhammers arrival is too late to save the city. The dwarves act as a shield for the fleeing refugees allowing thousands to escape to Lisen and beyond.

-700 DR Orcs rule the eastern shore of the Reach, from the ruins of Arlistaar to the Earthspur Mountains. Their time as overlords of Vastaar is a brawling rule of constant coups, counter-attacks, and strife with all other inhabitants of the mountains. The dwarves of Earthfast as Sarphillar withdraw into their mountain strongholds only venturing out when the orcs push too hard against their defences.

-695 DR King Starag and much of the Thunderhammer legion are slain in a clash

with several clans of Stone Giants recently brought under the rule of King Gorgath. The dwarves manage to wipe out most of the giants but in doing so Wyrmwite Citadel (in the far eastern Earthspurs) is destroyed. The new king, the giant slayer, (and distant nephew of the exiled king Baergurn), Raulauntar V Namarforge is handed the throne in an attempt by the dwarves to fulfil an ancient prophecy that states that the lost king Raulauntar would return to save them in their hour of greatest need.

-686 DR Lady Oluvaera leads an attempt by the forces of Lisen to retake the city of Ylraphon. After initially taking back the ruins, the triumphant army is all but annihilated by a horde of demonic orc kin lead by the Over King Gorgath himself. This horde in turn is besieged by King Raulauntar and the Thunderfel Legion who proceed to slay every orc, gnoll and tiefling they can lay their axes into. Pesruing the orcs west they manage to trap the fleeing remnant in a box canyon and with the help of elven wizards the slaughter really begins. Despite this victory the surrounding orc numbers are so great that the loss of 10000 barely makes a dent in the population.

-671 DR The first great hordes form as orcs grow so numerous as to gather into raiding hordes every dozen summers or so. Pushed west by the continuous harassment of the dwarves of Sarphil, these great, undisciplined hosts of warriors build or seize ships and sail away south to plunder and slay.

-630 DR to 100 DR

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The first organised horde crosses the River Nuathlis and begins raiding deep into the eastern woods of the Elven Court. They are finally stopped at Morkyls Drift on the eastern shores of the Duathamper. To build their crude, ramshackle ships the orcs fell the timber of The Vast repeatedly, until little remains in the central and western reaches, (only in the north are their efforts thwarted by the bows of Lisen and the axes of Sarphil), and they have to seize what they need from the Elven shores across the Reach. The orcs soon find that if they sail across the storm-torn Reach without securing a landing-place first they are doomed to a swift death under elven arrows and magic ere they can land. So army after army crosses the River Nuathlis at the northern end of the Reach via the fords of Arlistaar having been driven west away from their mountain homes by the systematic attacks by the legions of the Thunderhammers, in the years between hordes. Time after time these armies find the elves waiting for them. The hail of arrow-fire on orcs slogging slowly through the marshy banklands of the Nuathlis brings great slaughter, earning the Nuathlis the nickname “Blood River”. Caught between the axes of Sarphil and the arrows of Arcorar, more than half a million orcs end their days in the Nuathlis swamp lands.

–470 DR The Shadow Wars, pitting Cormanthyr and Rystall Wood against the Twisted Tower begin. Honouring the Third Axe & Arrow Treaty, King Raulauntar V sends military assistance in the form of Tunnel Ratters and deep earth engineers to assist ther elves in their wars with the drow of Maerymdra. They meet with much

success and the dark elves soon learn to fear the heavily armoured, magically protected dwarves and their insidious killing machines.

-454 DR King Raulauntar V and many of his finest warriors are slain by sea faring drow travelling by ship from Port Galenaar to the settlement at Tailings Bay. The only survivor, a young dwarf named Thistlepwent describes in graphic detail the black sailed ships of the dark elf pirates. Back in Hillsafar Hall, the late kings son, Duke Olagondir Namarforge is crowned the next king by the gathered thanes and nobles.

–343 DR The arctic dwarves of Dareth come under attack from Hoarfaern, a realm of white dragons and their bestial servant creatures, and are forced to flee to deeper caverns. A small group of dwarves, descendents of the exiled Lord Baergurn flee in the Deeper Dark armed with the knowledge passed down to them by the Gray Dwarf ancestors. Heading south they seeking sanctuary in the Deep Dwarven metropolis of Ghaandraghan.

–327 DR The shield dwarves of Clan Shattered Shield arrive in Dareth to find their arctic dwarf cousins beset by the forces of Hoarfaern. They rescue the surviving folk of Dareth and retreat to a lone mountain

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which they name Mount Sundabar in honor of their home in Delzoun. The refugees are welcomed by the small clans of dwarves already living in the mountains shadow but animosity and suspicion prevail when they realise that their hosts are surface dwelling Duergar. Soon after slaughtering most of the peaceful gray dwarves the new arrivals commence building a fortress of their own there, using the hidden citadel of their erstwhile hosts as a base, and elect Embryn Shattered Shield as their king. He leaves his clan to take the name of Dareth. Digging deeper thet dwarves of clan Dareth find the tomb of King Baergurn in all his Sarphillan royal regalia. Crying Wolves: The dwarves of Dareth and the white dragons of Hoarfaern destroy each other in a final climactic battle on the broad mountaintop now known as Heroes’ Height, bringing this dwarf kingdom to an end. Months after the fall of the realm, dwarves from Ghaandraghan move through the ruins searching for survivors. Finding none they remove all items of use burning the dead and collapsing the entrances to the ruind citadel. Heading south the Half Duergar Namaforge clan of King Baergurn head south, leading an army of Deep Dwarf mercenaries.

–205 DR Orc hordes engulf Rystall Wood throughout the year, the worst hordes arriving in winter. The winter hordes also over run Ironspur, and the outer holdings of Orothiar and The Ice Watch. Only with the timely arrival of an unexpected army of Deep Dwarves led by the Paladin Belsimara Namaforge are Othrothiar and Hillsfar Hall saved. Taking advantage of the confusion she imprisons King Olagondir and seizes the throne for

herself back by an army of Deep dwarves she begins a reign of absolutism that sees her isolate the realm ending all contact with the outside world.

-203 DR Bloody and internecine warfare grips the upper halls of Sarphillar as nobles loyal to the imprisoned king attempt to drive off the usurper and her ruthless mercenary army. The intense guerrilla warfare sees countless dwarves orphaned on both sides.

-162 DR The loyalists led by the Prince Royal, Duke Ulric Namarforge of Mount Suncatcher storm the underhalls of Hillsafar slaughtering the rebels when ever & where ever they find them. Finding the old kings mummified body still within the cell he was imprisoned in, Prince Ulric orders the immediate execution of Belsimara and her supporters. In the ensuing throne room battle Prince Ulric battles and beheads the pretender revealing her to be a malaugrym of ancient power.

–153 DR With ever increasing numbers of dwarves being born in southern Sarphillar and the principality of Earthfast, King Ulric signs a charter leading to the founding of the city and port of Proeskampalar. The city quickly becomes an important trading partner of Westgate due to an influx of refugees from fallen Jhaamdath. The city grows rapidly standing as it does near the greatest ruby, emerald, sapphire and diamond mines on the North Coast. From its earliest days, the city is known for its skilled goldsmiths and gem-cutters.

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–145 DR Roryn, blood of Thordbard, of the Iron House of fallen Oghrann founds the dwarf realm of Tethyamar in the present-day Desertsmouth Mountains. Migrants from Sarphillar (joining their cousins from the west) soon swell the ranks of those within Tethyamar. Soon trade portals are established and regular caravans pass between the two realms bypassing the savage realm of Thar, the pirate infested Dragon Sea and the drow & deurgar infested tunnels beneath.

-132 DR Princess Tassarli Namarforge marries Gerthan Thorbard untiing the two realms poltically and militarily. The dwarves of Tethyamar recognising the strength of the Sarphillar holdings acknowledge King Ulric paying tithes and homage to his rule.

–75 DR Teshar is founded in the cleared lands between Rystall Wood and Cormanthor. The dwarves of Tethyamar soon establish trade relations with the humans and within a few months goods from Sarphil

are appearing at the Trading Post at Daggers Ford.

–64 DR Rystall Wood falls in its Twelfth Rysar to giants and orcs. The survivors either remain in Yrlaancel or migrate to Cormanthyr. King Ulric opens up a second front against the old enemy in Thar drawing orcish forces away from their offensive against the elves. Using the Tethyamar trade portal, elements of the Thunderhammers pour forth to trap the retreating orcs and giants in a massive hammer & anvil manoeuvre. After 40 days of hard campaigning, Teshar and Tethyamar are saved but the realm of Rystallar is no more.

005 DR After a life time of warfare and struggle King Ulric “Bloody Axe” dies peacefully in his sleep on the eve of his 450th birthday. He is buried with full honours, the solemn ceremony attended by hundreds of thanes and nobles from realms across the heartlands; human, elf and dwarf. His heir, the Hearth Guard Princess Tassarli Namarforge ascends the throne in a time of great uncertainty and social change for the dwarves.

99 DR Queen Tassarli marries Duke Fathrynn Ironaxe in a grand ceremony the two almost immediately begin to argue as Lord Fathrynn attempts to control his new wifes’ words and actions. It is not long before their frosty relationship leads to political strife and uncertainty with the southern lords loyal to the duke.

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163 DR With the growth of trade between the elves and dwarves, and a smattering of adventurous human traders the village of Elmwood is established as a small way station for ship traffic to and from the River Lis. Aside from the elves living in the village, Queen Tassarli charters members of the Orothiar clan to establish a trade presence there to forward the kingdoms own commercial and political interests.

199 DR Dwarven Miners from Mount ironaxe delving deep beneath Wolf Mountain disturb a drow mining operation. The ensuing underground battles rage for months in the deep mines and caverns. Sensing a political opportunity Queen Tassarli sends her husband the recalcitrant Duke and a force of 5000 southern dwarves to help to besieged citizens of Mount Ironaxe. In a series of bloody clashes the relief column and its leaders are all but wiped out by demonic drow ambushes. Sensing that her realm is in real trouble the Queen calls upon the elves invoking the Axe & Arrow Alliance Treaty. The forces of Lisen are eventually called in to seal the deep caverns with high magic to prevent the Drow and their demonic minions from returning.

221 DR Queen Tassarli is badly injured in an avalanche whilst out hunting white worms on the northern glaciers. Refusing to name her son as heir and successor, (despite vehement protests by the southern nobles), when she eventually dies the crown passes to the late queens nephew, the crafty and ruthless Earl Daggan Namarforge thus creating a

schism between the northern and southern halves of the realm.

261 DR The elf city at the heart of Cormanthyr becomes the unified city of Myth Drannor. Coronal Eltargrim, in an edict called the Opening, declared that Cormanthyr was to be an open realm, accessible to all non-elves (N’Tel’Q uess), following the laying of the mythal and the renaming of the city. In the months that follow many dwarven nobles, including the opportunistic King Daggan visit the realm to pay their respects to the Coronal. The dwarves of Hillsafar establish a canton within the city which doubles as the embassy for the realm.

328 DR Alarmed at the sudden rise in orc and giant numbers in the mountains dividing northern and southern Sarphillar, King Daggan announces an crusade against the hated foe beginning a campaign of genocidal persecution against the goblinoids and their giantish neighbours.

331 DR After three years of relentless warfare against the dwarves of Sarphillar the orcs of Vastar launch an unexpected attack on eastern Cormanthyr late in this year seeking to escape the murderous axes of their foes, and occupy some of the lands east of the Elven Court for the next few years. The orcs spend the next years both solidifying their forces here and exploring the ruins of the ancient elf temple city.

335 DR The Darkwoods Massacre: The fourth major foray by Myth Drannor forces

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against the invading orcs occurs within the Darkwoods in high summer. The battle is lost as the orcs surround over half of the allied forces and decimate them in their sleep; since the human guards are also among the slain, no explanation is apparent for the negligence. In all, more than 1,000 soldiers die that night, though only 100 of them are elves. Dwarven Wayfinders keeping track of the goings on between the orcs and the elves report back to King Daggan that both sides have suffered grievous losses, but still the king stays his hand refusing to offer assistance to the elves.

339 DR The orcs in the eastern forest are routed by elf and human forces. Instrumental in the battles is the human warrior Velar. Velar and his human (and some elf) allies resettle the lands around the coastal forest, and the area soon becomes known as Velarsdale. As they retreat back towards their mountain homes the remnant orcs are met by small armies of dwarves who track the survivors back to their holes and then proceed to wipe them out parents, warriors, whelps and all. The slaughter is so complete that it is more than 200 years until orc numbers rise to such numbers in the Earthspurs again.

389 DR King Daggan and a host of warriors are killed whilst riding out to battle a great red wyrm that is ravaging holds near Mt Suncatcher. The wyrm, Carofarratichyr manages to make off with many rare artefacts of great power from the Moonstar, Bronzehammer, and Athelmist clan holds, leaving hundreds of dead in its wake. The new ruler, Adalaer Namarforge

immediately commissions a wyrm hunt and dispatches his kingdoms greatest dragon slayers north to find, and kill the murderous wyrm.

393 DR Thousands of dwarven and human refugees from independent holds on Thars eastern broders flee into the ancient halls and holds of Mount Throndor. There they are met by a number of deep patrols of wayfinder dwarves assigned to watch over the ancient tombs and citadels. They bring with them reports of an enormous build up of giant and goblinoid kin within the hills and blasted moorlands of Thar.

400 DR Evil, inhuman forces known collectively as the Dark Alliance sweep out of Thar and destroy Northkeep. After a dark ritual is performed by over 40,000 humanoid priests, mages, and shamans, the city of Northkeep sinks beneath the purple waves of the Dragons’ Sea. The city’s Royal Mage Akempus ’Lord of Roses’ betrays

Northkeep to its enemies in return for the title and privileges of overlord of the city. Akempus's allies however, double-cross him, destroying the city instead of merely

conquering it The neighboring settlement of Phlan is also sacked by the inhuman army. With the life force gathered by the 12000+ human deaths the gathered spellcaster combine their arcane might to shatter the mythal and unleash the infernal trapped within Old Sarhpil.

402 DR The combined arcane and martial forces of Cormanthyr, Sarphillar, Teshar Tethyamar and the wild humans of The Ride combine to battle the inhuman army of Thar. Led by the human, dwarven and

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elven rulers the arcane and faith based casters begin a ritual of their own to contain the rampaging monster before it destroys all in its wakes whilst the allied army drives deep into the gray wastes to battle the rampaging horde. In a calamitous battle that shakes the very mountains the forces of good battle the hordes of evil on a grassy northern plain that buckles and boils with the primal forces unleashed by both armies. After the total annihilation of the Dark Alliance the bone littered plain is forever after known as the Tortured Land.

501 DR King Adalaer and a large host of warriors are slain in an ambush 30 miles east of the Viperstongue in the western Earthspurs. The ambitious leader of the raid, a mighty orc warrior-shaman Ulbror ‘Jagged Fang’ uses this success against the dwarves to strengthen his position within the tribes. Mourning the loss of her father, the Priestess, Princess Hathlia Namarforge, dons the Sun Crown and immediately announces 100 days of mourning and commissions the building of statues and temples dedicated to her father’s memory. Her ruinous and wasteful edicts are all but ignored by the southern nobles and thanes.

512 DR Pushed south by the vengeful forces led by fanatical Queen Hathlia, the orc chieftain Ulbror leads a horde out of Vastar and into the uplands of Impiltur by means of countless small mountain trails over the Earthspurs. King Sharaun of Impiltur leads his three sons and a small army north but is defeated, and he and his sons are slain in battle. The dead king’s son-in-law Duke Harandil Durlarven

gathers another army, which routs the orcs at the Battle of Bloody Reeds. He is crowned king of Impiltur on the battlefield and establishes the Durlarven Dynasty of Old Impiltur.

572 DR The orcish realm of Vastar falls into chaos with the death of Ologh the Overking at the claws of Iyrauroth the black wyrm. Flying back to his lair the dragon reports to his master that the first act in his grand scheme is complete.

575 DR Prompted by a series of realm wide strange visions and dreams of untold riches The Mad Queen Hathlia directs dwarves from Sarphil, mining in the mountains, to head west and south underground, following veins of good ore. There they meet with the orcs in the lightless ways of the deeps. After the initial skirmishes, the dwarven war-councils determine that no orc who has seen a dwarf in the mines must be allowed to live, so that no word can get back to the orc chieftains of any organized foe.

580 DR The deaths of many orcs in the mountains are ascribed to the great struggle for the throne of Overking (created by a monstrous orc known only as Ologh and left vacant upon his death in the jaws of the great Wyrm of the Peaks, the black dragon Iyrauroth). Warring factions among the orcs battle each other up and down Vastar for eight blood-soaked summers and winters, until Grimmerfang defeats (and ceremonially spits, cooks, and eats) the last of his rivals, renaming

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Ologh’s court of the Hollow Mountain “Mount Grimmerfang”.

608 DR The dwarves work in secret, with a few men and elves from Lisen (headed by Lord Hlastarl) to develop a steel whose bite is poison to orcs, and with its aid break out of the mountain caverns and sweep across the lowlands beginning two years of bloody genocidal warfare.

610 DR Led by forces of Mad Queen hathlia the dwarves of Sarphillar conquer the lands of the Vast, overcoming Grimmerfang and his orcs. The victorious dwarves drive the orcs far to the north and south into the mountain heights. Claiming all the Vast as their own, the dwarves found a surface. “The Realm of Glimmering Swords”, dwarven songs call it, though it also has a less grand, everyday name: Roldilar. In a slap in the face or the queen and her northern court the Nobles and thanes of the south secede proclaiming their independence from the ancient and corrupt northern realm. Rolidars’ dwarves build themselves stone towers and bring herds of sheep, goats, and shaggy-hair cattle up from the lands south across the Inner Sea to roam the rolling grasslands cleared by the orcs. The dwarves devote themselves to drinking (concocting fiery, legendary potables to do so), mining, and the making of wondrous armor, finery, adornments, and weaponry.

611DR - 616 DR With support from the Princes of Earthfast, the Dwarven City of Sarbreen – the City of the Hammer is built upon the

southern coast of Vastar at the mouth of the Fire River. This dwarven city becomes a beacon of free trade throughout the Selu’marrar.

620 DR Dwarves of Rolidar, led by the Hearth Warden Sella Brimbor Hillsafar, move into the ruins of Ylraphon, driving out the last pockets of goblinoid resistance. Over the next 5 years they rebuild the docks and many of the major buildings and surround the city in a solid 50’ high 20’ thick curtain wall. Soon they are joined by several Moon Elven families seeking to reclaim some of their lost properties. This leads to several rather heated and at times violent clashes over ownership. In the end a treaty is signed by Lord Hlastarl and King Tuir ‘Stonebeard’ Hillsafar agreeing to share the rulership of the city whilst allowing old Elven families the right to reclaim their properties. New Dwarven mansions, towers and citadels spring up amongst the many aging Elven towers and villas.

645 DR The wizard Maskyr gains Maskyr's Vale (the centre of the Tumlin Vale), from King Tuir "Stonebeard" by plucking out his right eye as the cost of gaining the vale. Humans begin making their first permanent settlements in the Vast.

649 DR Orcish numbers again reach plague numbers and all too soon, they rise again, and the surface dwarven kingdom of Rolidar vanishes like an elephant swarmed by a million ants. Without the support of the Thunderhammer legions of Sarphillar the dwarven defences are broken by

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defeats at the fords of the Vesper and in the battle of Deepfires, a long and bloody fight that rages throughout the underground ways of the Mount Glimmerfang for nearly twenty days. In the aftermath of this disaster, the weakened dwarves retreat east and overseas southwards. A number of dwarven clans flee under the earth, while other craftsmen and non-combatants migrate to Myth Drannor. Humans remain and fight the orcs to retain their new homes. Sarbreen is abandoned. Orcs promptly pillage and burn the fallen city, and its ruins become the haunt of monsters, pirates, and brigands; heaps of stone rubble above ground and a maze of abandoned dwarven tunnels and chambers below. The walled city of Ylraphon is again reduced to rubble by a lengthy siege that is only broken by the use of a giant bull headed demon to crack the gates. Almost every warrior is slain defending those people fleeing through various portals and underground passages into the northern marshes and to the hidden city of Lisen.

672 DR Many dwarf settlers of Myth Drannor, most of them refugee clans from the fallen Realm of Glimmering Swords, leave the city and move north to the southern shore of the Dragon Sea (Moonsea). With permission from the elves and Queen Hathlia they reopen the westernmost mines of Sarphil, known as the Lost Ways, which honeycomb a lengthy escarpment (known as the Scarp) that looms over the eastern reaches of the Tailings Bay. The new Earl of The Scarp, Torgan Hillsafar, kneels in homage to Queen Hathlia upon her visit to the newly opened holdings and once again the Lost Ways hum to the

sounds of dwarven hammers, caravans and drums.

673 DR Built upon the site of the old Orothiar trading post, the fledgling town of Hillsafar, named in honour of the dwarven rulers of the same name, is founded by elves, half-elves, and humans on the western shore of Tailings Bay to trade with the dwarves of The Scarp. Some of its founders help establish this settlement to both keep drow out of the area and maintain some vigilance over Moander’s Crypt. Within a few decades, the town’s name is corrupted and shortened to Hillsfar. Many of Myth Drannor’s less established craftsworkers migrate to this new city in search of new opportunities.

679 DR Hillsafar is nearly destroyed by an army of deepspawn-bred monsters emerging from the tangled, treacherous Beast Marches to the west. Amongst the more notable deaths is the aged Queen Hathlia who is resident in her seaside villa at the time of the first attacks. The Akh’Velahr reinforcements of Cormanthyr succeed in dispersing the beasts by the first snowfall of winter. A small garrison of troops from Cormanthyr and Sarphillar remains stationed in Hillsafar for the protection of the northern forests and villages. Duke Keldorn Namarforge of Mount Suncatcher is crowned the 37th wielder of Gorathmund.

680 DR Many human and dwarf stonemasons migrate from Myth Drannor and Sarphillar to Hillsafar to aid that fledgling city in constructing its first encircling defensive wall.

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751 DR – 1050 DR Swelling numbers of humans, aided by immigration as much as by birth-rate, soon absorb the former inhabitants of Rolidar and Lisenar and push the predators of the Vast back into the mountains and wilder foothills. The city of Ylraphon is reclaimed by the advancing humans who are cautiously welcomed by the stoic elves of Lisen. The harbour of the city becomes a trade-stop, in addition to its uses as pirate rest-and-repair stop and immigrant-ship landing-place. Human settlers encounter dwarven patrols and holdings and with the Kings’ encouragement explore the nearer and more accessible mines of the area and prosper further.

803 DR King Keldorn dies unexpectedly upon the throne whilst hosting a visit from nobles of Tethyamar and Cormanthyr. Investigations find that the kings heart burst while he was arm wrestling with the Duke of Tethyamar. Forty days after his interment, his niece, the Duchess Ingaret Namarforge is crowned the next monarch of Sarphillar.

934 DR Mulmaster is founded as a trading fortress between the Moonsea, the River Nuathlis, and the Dragon Reach. The elves of Lisen maintain a careful watch upon the growing city trading intelligence with their allies, the dwarves of old Sarphil. Queen Ingaret opens up a canton within the city and offers up her stone masons and engineers to help build the city’s forbidding fortifications and harbour. What she does not reveal to the humans is the extensive network of halls and

tunnels leading from the city’s sewers to the “Lost Ways” of Old Sarphil that allow her spies to keep a close eye upon the more nefarious goings on beneath the city’s streets and alleyways.

913 DR Sembia is founded under the Raven Banner, the personal emblem of Rauthauvyr “the Raven,” a human war-leader who gathered and commanded a standing army to police the roads of the fledgling human territory. The trade savy dwarves of Sarphillar almost immediately begin open trade negotiations with the blossoming human realm. This leads to the establishment of a trade canton within every major settlement of the new realm and a flood of new wealth for the previously empty coffers of the ailing realm.

940 DR Following in tghe steps of dwarven miners from Port Galenaar human gold

prospectors moving up The Winterspear

River, panning for alluvial gold in an

effort to make a quick fortune from the

mineral wealth of the Spine of the

Dragon, as it is swept down towards the

Moonsea., The city of Hulburg is soon founded with Queen Ingarets blessing. Soon human and dwarven mining expeditions sponsored by Sarphillaran notables are criss-crossing the blasted heaths of Thar in search of the undiscovered riches buried there.

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974 DR The Moonsea settlement built around the stronghold of retired half-elf adventurer Sulass Drowsbane is incorporated as the city of Sulasspryn. This is despite the reapeated warnings by traders from Sarphillar. Increased activity by drow from long slumbering Tel Verinal causes great alarm amongst the subterranean traders from Sarphillar, Hillsfar, Mulmaster and Hulburg.

1000 DR Queen Ingaret and most of the royal family are slain by drow pirates in black sailed ships as they travel from Port Galenaar to Hillsfar. Left back in Mount Suncatcher, the queen’s daughter, the Paladin Princess Nilythra II Namarforge enters into protracted negotiations with the drow free sailors of Tel Verinal, eventually offering them an annual bribe to avoid them raiding and slaughtering dwarven merchants and sailors.

1018 DR Rage of Dragons: A Rage of Dragons devastates the Heartlands, the lands around the Shining Sea, and the western and southern coasts of the Inner Sea. Cities of Sarphillar devastated by the dragons include Mulmaster, Hulburg, Orothiar and Procampur.

1038 DR The Great Glacier retreats from the lands of Damara, Vaasa, and upper Narfell. Many folk from Impiltur and Thesk migrate north to the newly uncovered lands. The first to take advantage of the retreating ice are the miners and hunters of Sarphillar. Queen Nilythra II orders her armies north to secure new lands before the goblinoids of savage Thar can lay claim. This migrations marks the greatest expansion of Sarphillars subterranean borders in more than 1000 years. It is not long before great wealth from newly discovered ore bodies begins pouring back south into the royal coffers.

1090 DR Battle of the Bones: A horde of 200,000 goblins and orcs arises from the High Moors due to extreme drought and attempts an invasion of the North. Answering the call to arms from across the north, the warrior Queen Nilythra II Namarforge leads her Thunderhammer legions west through the Ogrhann trade portals and from thence to join the join the forces arrayed against the evil of Hlundadim. The Battle of the Bones marks the spot of the great battle that destroys the horde.

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“They came from Beregost, Baldur’s Gate, Berdusk, Iriaebor, Elturel, Scornubel, Soubar, and the reaches of the High Moor. Although just five decades old and not as nearly as large as city as it is now, Waterdeep sent 20,000 humans to meet the evil foe. The Dwarven Halls sent a fearsome army, battle axes gleaming as they marched without rest to join the assembling troops. Though no one could remember having sent a messenger to ask, even a force of elves came to offer their services. One squad hailed from Evereska, and a larger elven army came from Silverymoon and other forest homes in the north. More than 140,000 people descended upon little Hill’s Edge to join the combined army... Almost 400,000 dead, or soon to be dead, littered the plain. Many were indistinguishable as separate beings, scattered in limbs and

pieces...” Donald J. Bingle – Elminster’s

Ecologies.

When the dust and din of battle clears and the mighty horde is no more tens of thousands and dwarves, humans and elves lay dead upon the field. Buried in great barrows amongst the countless by the survivors is Queen Nilythra II Namarforge and buried with her is Gorathmund. With Nilythra’s death and the loss of the Gorathmund, the ruling dynasty of Sarphillar is no more. Despite countless expiditions by dwarves with claims to the ancient throne, without the Rulers Hammer. None can ever claim the throne and the mighty kingdom soon splinters into individual halls and holds with the fading Principality of Earthfast being the biggest remaining remnant of a once proud empire.

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Rulers of Sarphil -8850 DR until 1090 DR

-8850 until -4400 DR until 1090 DR

Length of Reign Rulers Name Age & Gender -8150 DR to -7900 DR Nilythra Namarforge Shield Dwarf Female

-7900 DR to -7340 DR Raulauntar Namarforge Shield Dwarf Male

-7340 DR to -7200 DR Besendar Namarforge Shield Dwarf Male

-7200 DR to -6862 DR Garntar Namarforge Shield Dwarf Male

-6862 DR to -6790 DR Elmryn Namarforge Shield Dwarf Male

-6790 DR to -6355 DR Raulauntar II Namarforge Shield Dwarf Male

-6355 DR to -5888 DR Isdlara Namarforge Shield Dwarf Female

-5888 DR to -5479 DR Gwythiir Namarforge Shield Dwarf Female

-5400 DR to -5185 DR Maegara Namarforge Shield Dwarf Female

-5185 DR to -5002 DR Rorn Namarforge Shield Dwarf Male

-5002 DR to -4900 DR Raulauntar lll Namarforge Shield Dwarf Male

-4900 DR to -4684 DR Raulauntar IV Namarforge Shield Dwarf Male

-4684 DR to -4400 DR Dauringogh Namarforge Shield Dwarf Male

-4400 DR to -4184 DR Daurael Namarforge Shield Dwarf Male

-4184 DR to -4009 DR Thirag Namarforge Shield Dwarf Male

-4009 DR to -3900 DR Zuth Namarforge Shield Dwarf Male

-3900 DR to -3513 DR Cathor Hillsafar Shield Dwarf Male

-3513 DR to -3335 DR Gwarr Hillsafar Shield Dwarf Male

-3335 DR to -2999 DR Baergurn Hillsafar Shield Dwarf Male

-2999 DR to -2990 DR Yurdag Hillsafar Shield Dwarf Male

-2990 DR to -2786 DR Asrynda Hillsafar Shield Dwarf Female

-2786 DR to -2300 DR Cathlynn Hillsafar Shield Dwarf Female

-2300 DR to -2080 DR Hyndbruin Hillsafar Shield Dwarf Male

-2080 DR to -1705 DR Ghaern Hillsafar Shield Dwarf Male

-1705 DR to -1556 DR Rhamildar Hillsafar Shield Dwarf Male

-1556 DR to -1277 DR Rhamildar II Hillsafar Shield Dwarf Male

-1277 DR to -1197 DR Uindolfin Hillsafar Shield Dwarf Male

-1197 DR to -988 DR Pyradar Hillsafar Shield Dwarf Male

-988 DR to -695 DR Starag Hillsafar Shield Dwarf Male

-695 DR to -454 DR Raulauntar V Namarforge Shield Dwarf Male

-454 DR to -162 DR Olagondir Namarforge Shield Dwarf Male

-162 DR to 005 DR Ulric Namarforge Shield Dwarf Male

005 DR to 221 DR Tassarli Namarforge Shield Dwarf Female

221 DR to 389 DR Daggan Namarforge Shield Dwarf Male

389 DR to 501 DR Adalaer Namarforge Shield Dwarf Male

501 DR to 679 DR Hathlia Namarforge Shield Dwarf Female

679 DR to 803 DR Keldorn Namarforge Shield Dwarf Male

803 DR to 1000 DR Ingaret Namarforge Shield Dwarf Female

1000 DR to 1090 DR Nilythra II Namarforge Shield Dwarf Female

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Cities of the Dragons Spine Sarphil City -sarphilcity

Population: 97000 Products: iron, steel, copper, gold, silver, weapons, armour, metal tools & household goods, doors, siege engines & traps, mining equipment, water pumps, beers & ales, fortified spirits, statues & artwork. Who Rules: The High Queen or King Who Really Rules: The Monarch & Council of Dukes & Earls and their representatives. Armed Forces: 15000 heavy foot armed with heavy Crossbows, axes & swords in platemail, 4500 engineers specialising in the construction of traps, fortifications, siege engines & the like. 1500 Heavy Cavalry – armoured rothe riders. Temples: Moradin, Dumathoin, Clanggeddin, Sharindlar, Vergadain, Berronar, Haela Brightaxe, Marthammor Duin Notable Organisations: Order of the Crescent Moon: Known as "ghost dwarves” these dwarves are renowned as resolute warriors who never back down from danger and who refuse to surrender even when all seems lost. The Hammers of Moradin – A knightly order of warriors sworn to defend the realm at all costs. They form the core fighting force as officer cadre of the infamous Thunderhammer Legions of Sarphillar. Notable Locations: The Ironstone Palace: Carved from the very rockface of the Great Cavern, the Rulers palace dominates the central forum and market square. Faced by great huge granite blocks stained, the city’s greatest warriors command villas and balconied apartments that look out over the sprawling cavern city. Great statues of past heroes line the walls of the city square. The city is guarded by warriors and priests in the finest armour baring shining mithral and everbright steel weapons Local Lore: The city of Sarphil rests within great natural cathedral cavern where a climatic battle was won against the orcs of the region. Much of the city is carved out of solid rock and is filled with vast smithies dominated by grand halls of hardworking dwarven craftsmen. Hammers and anvils, the signs of the Moradin, are the dominant decorative themes, as are statues of the Gods and great dwarven heroes of bygone days. The centre of the city is a huge temple dedicated to Moradin. The Soul Forger's temple is dominated by a great ever-burning hearth and a forge from which have emerged the greatest weapons and armours of the age.

Mount Throndor mountthrondor Population: 55000 Products: iron, steel, copper, gold, silver, weapons, armour, metal tools & household goods, eagle eggs, mules & donkeys, drilling machinery, forges & smelters, leather goods, tack & harness, mithral, books & tomes, Who Rules: The Eagle Duke or Duchess Who Really Rules: The ruling lord/lady and council of craftmasters & guild bosses. Armed Forces: 5000 heavy infantry, 500 cavalry (pony riders), 300 giant eagle riders. Temples: Dumathoin, Clanggeddin, Sharindlar, Abbathor, Marthammor Duin

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Notable Organisations: The Seekers in the Sunlight: A benign, inquisitive, cheerful, and optimistic order of priests and lore seekers dedicated to the recovery of lost and obscure knowledge and then restoring and sharing it with all who care to listen and learn. Notable Locations: Forge Soot Hall: Temple of Dugmaren - Is a sprawling complexe crammed full of the detritus of countless experiments as well as artifacts collected on extended sojourns to distant locales. At the center of the temple is a huge library housing a large collection of rune stones plus the tomes and scrolls of other races. The temples alter consists of a simple block of granite upon which sits a single ever-burning candle symbolizing the quest for knowledge. Visiting scholars of any race are welcome to reside in the temple for a night or even a tenday. The library is open to all and priests of Oghma are especially welcome. There are rumours that much of the lore stored here has been duplicated and sent to the libraries of Deep Shanatar and Candlekeep. Certainly scholars of dwarven lore find the priests, lore seekers and scribes here most willing to share end exchange knowledge…for a fee of course. Local Lore: The northern most city of the empire, Mount Throndor is home to the Eagle Lords & Ladies. Huge aeries are carved into the sheer rock walls of the three peaks of the mountain. The dwarves and eagles came to an agreement long ago and now both thrive upon this relationship of mutual protection and respect. Only the lightest and most lithe of dwarves become riders, and many are considered mad by their more earthly cousins. From Throndor’s great heights the riders patrol the lands of Thar and the eastern Moonsea acting as scouts and messengers. It was from here that the dwarves launched their campaign against the ogres and goblinoids of Thar, the halls are covered in bas-relief carvings depicting the mighty deeds of heroes past, chide amongst these are the two 200’ high statues of Sarphils founders, Nilythra and Raulauntar Namaforge that flank the entrance to the main hall. A mighty stair links watchtowers set upon each of the three peaks. From these dizzying heights the spiralling stairs lead into the aeries and finally the halls and galleries deep within this honeycomb city. A deep & cold sunless lake sits at the heart of the mountain fed by the perpetual snows of the mountain peaks and melt water from the glacier high above. Blind cave fish, crabs, eels and other less savoury creatures inhabit this body of water, and dwarven coracles made from hollowed out giant mushrooms ply the waters providing a varied diet for the inhabitants of the mountain. To the people of the mountain the Lake is known as “The Mirror in the Darkness”, but to most its simply Darkmiir, a foreboding and evil pit filled with the bones of the unwary deep beneath its cold unforgiving surface.

Mount Suncatcher mountsuncatcher Population: 22300 Products: diamonds, rubies, emeralds, amethyst, geodes, jewellery, perfumes, wines, fruits & vegetables, musical instruments, unusual pets, herbs, weapons & armour, rune cast magic items. Who Rules: The Sun Duke/Duchess & The Matriarch/Patriarch of Berronar Who Really Rules: The ruling lord/lady and council of Elder Rune Casters. Armed Forces: 600 Rune casters, 2500 heavy infantry, 150 cavalry (ponies), 50 eagle riders. Temples: Dumathoin, Berronar, Haela Brightaxe, Marthammor Duin

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Notable Organisations: The Order of the Silver Knightingale is a loosely structured order composed primarily of physicians, medics, clerics, and specialty priests skilled in the art of healing. Notable Locations: The House of the Healing Hammers- this temple to Berronar consists of a great wood and stone hall set atop a high platform recessed into the shear side of the mountain. The grassy covered forecourt consists of a circle of stones, usually in a wooded in which small fires are kindled in a random pattern. Gems and metal sculptures are set up among them on metal poles to sparkle and reflect back the firelight during worship. The senior priest of Berronar holds a position of great influence that rivals, if not exceeds, that of the Duke or Duchess. The Hall of Mantles Ghost, The Afraobriar Library, The Hall of Trade. The Heart of the Sun, The Hall of Mirrors, The Grand Vault of the Age, Haskar’s Redoubt. Local Lore: Considered the jewel in the royal crown, the City of the Sun is lit almost entirely by sunlight using cleverly crafted ventilation shafts that send copious amount of sunlight via huge mirrors to all parts of this extensive, multi-level city. The second royal capital (after the fall of Sarphil) the city of artists and crafters has always considered itself the centre of the empire. It is beneath this mountain that the great jewellers’ academies and rune caster school can be found. The city is run as a duchy but it has always been a religious and conservative place with the Matriarch/Patriarch of the Church of Berronar holding equal power and often managing to overrule the edicts of the more independent minded rulers. The vaults and treasuries of the city are said to be overflowing with countless gems valuable enough to bankrupt a kingdom. Yet the dwarven jewellers refuse to part with these superbly cut gems coveting them and displaying them to a lucky few, bringing them out only upon special occasions or to sacrifice to the gods. These vaults are the most heavily guarded in all Sarphil and have never been plundered. The deep, tunnels leading down to the treasuries are littered with the charred and dusty fragments of those who have tried.

Port Galenaar portgalenaar Population: 9500 Products: trade goods, chandlery, rope & sails, small sailing ships, boats & barges, weapons & armour, wines, fruits & vegetables, scrimshaw carvings. Who Rules: Local Earl Who Really Rules: The ruling lord/lady and council of merchants, guild masters & traders. Armed Forces: 500 heavy infantry & 1500 marines/sailors. Temples: Eldath, Umberlee, Clanggeddin, Sharindlar, Vergadain, Marthammor Duin Notable Organisations: Golden Hands of Vergadain, The Stunsail Reavers, Irondust Stevedores Guild, The Ambergris Watchmen, The Harlots Hearts- Entertainers Guild. Notable Locations: Windstrong Hall, The Blue Rose Hostelry, Aesiimjer House – Elven Canton, The Silver Penny – Bondstore & Treasury, The Irondust Docks, The Eye of Clanggeddin – Lighthouse, Grondale Hall – Merchants Moneylenders & Investers. Local Lore: The cavernous city of Port Galenaar is made up of great halls, free of pillars or other architectural features. Serving as both chancels and grand ballrooms, they are well lit, often above ground and typically hold fountains, pools, and formal gardens. Many of the villas, homes and halls have numerous small guest chambers for visiting merchants and traders, of which there are many. Most of the homes and businesses have a small records hall that serves as a repository of runestones inscribed with dwarven mercantile transactions, clan records, court records, descriptions of formal trade agreements,

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navigational charts, mercantile practices, agricultural and husbandry records, warehouse inventory etc. The vaults and warehouses are windowless chambers located either in underground complexes or on the surface in fortress like, near impregnable vaults. They are filled with countless coins, jewels, and other treasures with appropriate magical and nonmagical traps to guard them. The city docks are a collection of solid stone piers several hundred feet long jutting out into the sea. The harbour is protected by a series of sea towers armed with a variety of anti-ship and monster weapons. A long 50’ high 30’ thick sea wall capped by a towering white marble light house topped by a magical mirrored beacon that can be seen for 50 miles on even the foggiest nights.

Mount Aergurl Mountaergurl Population: 37000 Products: religious icons, jewellery, weapons, armour, metal goods, toys, magic items, water features, art, music, sculptures, rune stones, beers & ales, fruits & vegetables, meats & leather goods, Who Rules: The Duke or Duchess & council of Thanes & Priests. Who Really Rules: The Duke & High Priest of Dumathoin. Armed Forces: 2500 heavy infantry, 1500 engineers & tunnel ratters Temples: Dugmaren Brightmantle, Dumathoin, Haela Brightaxe. Notable Organisations: The Starkeepers of the Silent Lord, Brinkworths Delvers & Wayfinders, The Sun Sisters – Creators of glow stones & mirror based lighting systems, The Tunnel Dogs – tunnel ratters & goblinoid hunters, Karteliin Brewers Guild, The Gem Cutters & Polishers of Garthane, The Society of the Silent Thunder – Knightly order dedicated to keeping the sacred places of the mountain safe from harm. Notable Locations: The Five Grand Galleries – a series of multilevel, interconnected caverns filled with shimmering stalagmite & stalactites of enormous breadth and height. Most are cut through with gems whilst the cavern walls are studded with raw gems and shot through with veins of precious mithral, cooper, and gold. Combined with the lighting provided by glowstone and sun mirrors, the Grand Galleries offer breathtaking subterranean vista that houses much f the population who live within halls, side caverns and hollowed out stone columns within the five main chambers. The Halls of Swords – Heavily guarded & warded vaults containing the magical and martial might of the city. Here the armouries, foundries and smithies are to be found, with wracks of weapons & armour stored behind massive, cunningly hidden doors that also store the hidden wealth of the mountain. Local Lore: Mount Aergurl is considered a paradise under the mountains for the shield dwarves and is considered sacred to the worship of Dumathoin. The expansive, crystal lined caverns of Hollow Mountain are full veins of precious ores & many gems in the surrounding rock, although these riches are not mined. The presence of Dumathoin's hidden gifts at the heart of the mountain is ample reason for the dwarves to have settled here since the earliest times. Statues of the Silent Keeper, depicting him in his many aspects, line the walls of many of the greater halls and passageways. The lower mountain is riddles with ancient mines and from time to time special squads of rune casters and priests will venture down to supervise new mining operations and maintain underground safety and security. They work

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to clean up the rubble of mining, to grow and put in place luminous fungi and edible deep-mosses, and to direct water through the earth to best serve the dwarves.

Hollow Mountain (Mount Grimmerfang) hollowmountain Population: 63000 Products: Iron, coal, fungi, rothe, ponies, mountain sheep & goats, cheeses, leather gods, clothing, spider silks, weapons & armour, beer, ales, meads, herbs & vegetables, glass & crystal ware, paints, everbright items, scrolls & tablets, stone water pumps, mining gear. Who Rules: The Emerald Duke or Duchess Who Really Rules: The Duke/Duchess and council of Earls & Thanes Armed Forces: 800 Hearth Guards, 2000 Heavy Infantry, 150 giant eagle riders, 1000 engineers & tunnel ratters, 250 cavalry. Temples: Dugmaren Brightmantle, Vergadain, Sharindlar, Marthammor Duin Notable Organisations: The Smashers – Goblinoid Hunters Brotherhood, The Sisters of Serene Slaughter – Giant Killers Guild, Catanaer Plasterers – makers of ceramics, mosaics & water features, Goraslanng – Engineers & Tunnellers, The Black Rabbits – Thieves, spies, scouts & assasins for hire, The Gem Jumpers – Rune Master casters & carvers. Notable Locations: All Gods Theatre, Celestosa Amphitheatre and the Comtiurum (the centre of all political activity and a meeting place for important community moots). Private houses are expansive marble affairs with polished pavement floors decorated with mosaics, and walls decorated with paintings. The Necropolis: One of the largest complexes within the mountain in the big necropolis for their dead, where nobles and commoners alike would return to bury their love ones with in the halls of the first arrivals from war torn Shanatar. Local Lore: This ancient mountain city was the sight of the original home of the people of Sarphil. Emerging from their long and arduous underground journey on the original ‘Long Road’ the dwarves found themselves high atop a permanently snow capped mountain overlooking a great glacier and an inland sea. The quickly built a watch tower and beacon atop the mountain and then proceeded to carve out a never ending series of vaulted halls and galleries lined with huge tree like columns. The dwarves soon discovered vast reefs of gold and copper and seams of coal and iron ore of unusual purity. Delving ever deeper to the very roots of the mountain the dwarves soon discovered they were not alone, orcs and goblin like creatures soon began to invade the lower mines. Before long the dwarves peaceful isolation was shattered by the first orcish horde that poured up out of the depths led by their demonic allies. The dwarves led by Lady Nilythra Namarforge were soon forced to abandon the deepest mines, sealing them off forever. So then began migration north looking for places where they could settle down away from violence and strife. Soon scouts reported finding the perfect place, deep in the high northern mountains in the shadow of the Great Glacier itself. Even though the majority of dwarves left Hollow Mountain, a hardy few hundred stayed and in secret began mining the very mountain itself. Made of almost pure iron, it proved a practical home so long as the lowest passageways and deep caverns were left undisturbed.

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Mount Ironaxe mountironaxe Population: 18900 Products: iron, steel, lead, silver, leather goods, toys, water clocks & sundials, magnesium, iridium alloys, weapons & armour, statues, mining machinery, rubies. Who Rules: Duke or Duchess Ironaxe Who Really Rules: see above + council of thanes & priests. Armed Forces: 2500 heavy infantry, 250 engineers, 800 tunnel ratters Temples: Moradin, Dumathoin, Sharindlar, Marthammor, Haela Brightaxe. Notable Organisations: Sisters of the Mithral Sun, The Brotherhood of the Bloody Axe, Sarfael Deep Delvers Guild, Sheeners & Silversmiths Guild, Stoneshapers Guild, Guides of the Deepways, Talargon Hunters, Greenways Herders, Sazass Runeshapers & Carvers. Notable Locations: Hall of 1000 Echoes – communal market chambers, The Palace of the Axe – rulers redoubt, Blueways – illusion covered valley, House of the Shattered Hammers – armourers guild hall, Cloudrose Hall – House of healing, The Well – pit from mountain top to the Darkmiir, Seven Serpents Docks – fishing community on shores of Darkmiir. Local Lore: The most southerly holding of old Sarphil, Mount Ironaxe takes its name from the clan who first settled there. A sept of clan Hillsafar, the Ironaxe dwarves are a hardy and independent lot who pay little head to the daily goings on of their more northerly cousins. Always battle ready the people of the mountain are ferocious pit and cavern fighters, feared by most denizens of the deep passageways and vaults found in the vicinity of their city. The mountain sits astride a great reef of silver and iridium both of which are valued by the dwarves. Rich almost beyond measure the people here lead a quality of life envied by their northern kin. Half of the city sits nestled in a high mountain valley, 3 miles long and ½ a mile wide with many homes dug into the surrounding valley walls and bedrock. Great warding runes keep the city shrouded in a permanent illusion of cloud and fog. Even those beings who pierce this shroud see naught but a jagged, rock strewn pound with little plant and not animal life to speak of. The city gets its water from natural springs that bubble up from the surrounding peaks, his has allowed the dwarves to retreat here in times when their lower caverns and halls have been over run. A large cistern dug into the southern end of the pound holds enough water to flush out all of the lower tunnels whenever they are invaded. The honour of releasing this water goes generally to the ruler, I kind of royal flush if you will.

Hillsafar Hall hillsafarhall Population: 48000 Products: The Grand Duke or Duchess Who Rules: The Grand Duke or Duchess (heir to the royal throne) Who Really Rules: as above + council of earls, priests & thanes Armed Forces: 5000 heavy infantry, 500 engineers, 1500 tunnel ratters Temples: Moradin, Dumathoin, Claggeddin, Sharindlar, Marthammor Duin Notable Organisations: Order of the Crescent Moon, The Smashers – Goblinoid Hunters Brotherhood, The Order of the Bloodstone Shield, The Hilltop Wayfinders Guild, Notable Locations: The Great Hall (see below), The Mines of Blood & Honey, Wallandywr Hall, Shrandass Galleries of Crystal & Glass, Ridgeway Brewery, The Three Chains – Surveyors, Cumberlaast Crossbow Manufacturers & Bolt Cutters.

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Local Lore: Hillsafar Hall is the name for the entrance caverns to the mine complexes of the dwarven Clan Hillsafar. These outer chambers were built for just one purpose: defence. A long tunnel leads into the first chamber. The tunnel walls are lined at varying heights on both sides by arrow slits, and murder holes loom above. The tunnel floor holds no less than ten cunning stonework traps. Every section of every floor in the entry is in the sights of some wickedly effective war machine. After the fall of Sarphil City, the surviving royals shifted the seat of government to the fortified halls and galleries of Hillsafar. For thousands of years the High King of Sarphillar called the extensive city home. With the shift in power, the dwarves of Clan Hillsafar, once a lesser branch of the royal family, assumed much greater prominence. They became the preeminent family from -3900 DR until -695 DR, the name of Clan Hillsafar has lasted longer in the landscape than that of clan Namaforge and their heirs and successors have a much greater claim to the lost throne of ancient Sarphil. The actual throne of the ancient kings remains locked away in storage within the ancient vaults it only awaits a dwarf bearing the rulers crown and hammer to once again unite the clans and bring about the re-emergence of the kingdom once more.

Orothiar orothiar Population: 17000 Products: Bloodstone, lapis lazuli, iron, silver, steel, iridium, rubies, garnets, sapphires, amethyst, weapons, armour, wines & ales, mushrooms, rothe, leather goods. Who Rules: The Duke of the Bloodstone Throne Who Really Rules: The Duke or Duchess & council of thanes & priests. Armed Forces: 2000 heavy infantry, 350 engineers, 1000 tunnel ratters Temples: Vergadain, Moradin, Clanggeddin, Haela Brightaxe, Marthammor Duin Notable Organisations: Shining Host of the Underdeeps, Order of the Bloodraven, The Kingfishers League – merchants & wayfinders, Magenta Free Rangers – prospectors guild, Puruvia Ice Sailors, Sisters of the Ruby Forge – Hostlers of the Underdeeps. Notable Locations: Mt Greenway Village & pastures, Silverblood Hostlery, Bloodstone Village, Irontree Hall, The Fingerboard Galleries, Hall of Travail – portal nexus, Tailings Bay Trading Post & Village, (site of future Hillsafar City). Local Lore: Originally from the hills found within hills of the coastal forests of the western heartlands dwarves of the Orothiar clan of the Cloakwood now call The Bloodstone Mines home. The ever-expanding tunnels of the Bloodstone Mines frequently link up with the subterranean highways that link the thousands of natural tunnels and holes found under the Spine of the Dragon. The dwarves of Clan Orothiar andtheir allies, the svirfneblin gnomes of Deepearth understand the danger of delving, but the mines are simply too rich in chalcedony to be forsaken. The depths harbor those denizens who never come out to see the sun. Duergar are often encountered, remnants of the grey dwarf communities that were smashed in battles over thousands of years. Svirfneblin legends speak of even more ominous creatures, such as the kuo-toa and the drow, being found in the lowest chambers. The mines became famous with the discovery of bloodstones, lesser gems stones such as carnelians, jacinths, jargons, red-hued jaspers and crimson-hued rubies have made the entire mine complex a holy site dedicated to Haela brightaxe. The Temple of Haela is at the heart of a great bloodstone and ruby lined cavern. It acts as a warehouse and storehouse of

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food and other items essential to the survival of the clan and is guarded by over a dozen bloodstone golems. The priests of Haela manufacture and maintain many small smithies, and armouries crammed with weapons and armour throughout the holding of the clan. They provide fortified bolt holes and surface hostelries in out of the way places known only to miners, travellers and those allied to the dwarves of Orothiar and its families.

Ironspur ironspur Population: 17500 Products: iron, silver, steel, gems & jewellery, ice, mushroom ports, brandies & wines, sleds, sled dogs, deep ice mining equipment, ice-skiffs, sails & ropes, weapons & armour. Who Rules: High Iron Duke Who Really Rules: The earl & council of thanes & priests. Armed Forces: 1000 heavy infantry, 150 engineers, 500 tunnel ratters. Temples: Moradin, Dumathoin, Dugmaren Brightmantle, Marthammor Duin Notable Organisations:The Hotspurs – Ice sailors & traders, The Undeep Delvers – deep miners, Houndmasters of Hastarla, Venesswr – Gemcutters Guild, Order of Bloodstone. Notable Locations: Jormunsalr - The Great Hall, Local Lore: The citadel of Ironspur is rich in exports from the Spine of the Dragon, most off which

being either Silver or Iron and in particular fine ever-bright steel for swords and armour. For the most part the halls and galleries of Ironspur are unadorned stone caverns and rooms quarried from solid rock. Such chambers are often adorned with visored helms, a shield or breastplate. Common within the different family precincts is an armoury, a training hall, and barracks, and most such houses are located amidst fortifications that guard entrances to the halls of the family halls. Ironspurs greatest secret and treasure is the ducal throne. A solid intricately decorated hiugh backed edifice carfve from a single piece of brilliant blood red chalcedony. The seat was once blessed by the god Gorm. The magical seat can restore all damage inflicted on any being allowed to sit upon it.

The Scarp thescarp Population: 7500 Products: Copper, gold, zinc, iridium, glowstones, trading barges, sailing skiffs, coasters, timber products, enchanted bronze/iridium weapons & armour, fruits & vegetables, fish. Who Rules: The Copper Duke Who Really Rules: Guild of Miners & Foundry Owners Armed Forces: 1500 heavy infantry, 200 engineers, 300 tunnel ratters Temples: Dugmaren Brightmantle, Vergadain, Moradin, Clanggeddin, Haela Brightaxe, Marthammor Duin, Abbathor. Notable Organisations: The Wyrm Cult, Holy Knights of The Cleaving Axe, The Seaway Traders Guild, Dragonsea Shipwrights Guild. Notable Locations: Elua’s Lighthouse, Greenstone Slipways & Shipyard, The Lumbermill, The Lost Ways Junction Citadel & Fortified Armoury, The Northkeep Tunnels, Horastriars Tower, Point Iron - This small iron mine is a very profitable enterprise, Firestone Foundry. Local Lore: Dwarves of Sarphil developed special moving-stone pumps to keep the waters of the Lis at bay, as they extended their underways westwards to the rocky heights north of present-day Elventree. The Scarp sought by the dwarves is today much reduced in height;

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the dwarves quarried it from the top down for its rich veins of copper. They were perhaps the purest and largest deposits in the known North. The only trace they left behind is the name of the city of Hillsfar, after Clan Hillsafar of Sarphil, principal miners of the Scarp. The underground ways known to the dwarves made them ideal smugglers, and many borders were undercut by tunnels enabling dwarven merchants to avoid duties and restrictions (as well as the dangers of transporting valuable goods overland or by sea) in transporting goods from one land to another. Hidden deep within the heart of the Scarps many tunnels and galleries is a temple dedicated to the Great Master of Greed. A sacrificial altar of plain black stone painted in gold leaf and filled with a cache of purloined treasures can be found at the temples heart. It is said that Abbathor himself resides within the escarpment overlooking Tailings Bay.

The Greater Sarphil and Earthfast Region

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Lost items of Legend

The Rulers Hammer – Gorathmund: gorathmund +5 Mighty War Hammer of Hurling – powers of a pick-axe of piercing except it shatters armours instead - A creature with a high (20% or more) natural magic resistance (such as a dragon of advanced age) suffers a temporary 10% loss of personal magic resistance, lasting for one full turn, after suffering a blow from the hammer. Such losses are cumulative: three blows of the hammer robs a creature of 30% magic resistance. This loss is always temporary, even if the creature’s resistance drops to zero. (Gorathmund will not cause negative magic resistance.) Besides shattering dragonscales, armor, or solid rock, and sundering magic resistance, the pointed, double-ended head of Gorathmund is also effective against magical barriers of all sorts. walls, shells, spheres and mantles. Each contact between the head of Gorathmund and a barrier has a 10 percent chance (not cumulative) of causing the magical field to instantly collapse, dispelled. If the field survives, it is unharmed, and has normal effects. A single field can only be tested once per round by Gorathmund. A bonded weapon, Gorathmund can only be wielded by one of the blood of Namarforge. Dedicated to the god Dumathoin, the hammer when wielded in battle inspires great feats of daring and courage from all who see it. The wielder has their armour class lowered by 5 and gain the ability to turn spells (as per a ring). The weapon is very intelligent, has a NG alignment, and can detect invisibility, gems, lies & magic within 250’. It communicates via telepathy. The hammer was lost with the death of the last scion of old Sarphil on the field during the Battle of Bones in 1090 DR...

The High Sun Crown of Sarphil: highsuncrown This elaborate open faced mithral helm, topped by 7 thrusting points each set with a thumb sized carbuncle cut sun stone. The tapering neck guard has a curtain of golden mail hanging down to protect the neck and ears whilst a nose guard and stunted front peak guard the face. The crown will form to fit any royal head. But any being not of royal blood donning the helm will burst into golden flames and be incinerated in 1d3 rounds, forever destroyed. The helm itself adds +5 to the wearers armour class and adds the same to all saving throws and ability checks. In addition the wearer is immune to heat and fire and all powers that influence the mind and senses. Lastly the wearer can draw on true sight, ESP, truth ear, detect scrying, suppress magic 50’ radius and non-detection at will. The crown was forged by Besendar Namarforge as a way of assuring a blood free succession to be used once the lords and thanes had made their selection. Dedicated to the Morndinsamman, the crown gives off a shimmering golden glow the colour of the rising sun when placed upon a heir approved by the gods. When placed upon an unworthy recipient or usurper the crown becomes the colour and weight of solid lead. It stays this way if lost or stolen, becoming a non-descript battle crown of poor manufacture and design. When a member of the blood royal or a priest of Moradin comes within a ½ mile the crown begins to glow and gives off a soft hum audible only to those the gods consider worthy (heirs & righteous priests of Moradin). As the chosen gets closer the incessant hum grows louder and if ignored will affect the dwarf as if under the compelling force of a geas spell.

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Resources Used Grand History of the Realms Forgotten Realms Campaign Guides Vol I, II, II, IV. Forgotten Realms Players Guides Vol I, II, III, IV. Forgotten Realm – Underdark Drizzt Do’Urden’s Guide to the Underdark Dwarves Deep The Bloodsone Lands Bloodstone Pass The Bloodstone Wars The Mines of Bloodstone The Throne of Bloodstone Bloodstone Manual V.3a Demi-human Deities Races of Faerun Faiths & Pantheons City of the Spider Queen The Moonsea Mysteries of the Moonsea Forgotten Realms Adventures Dungeon #177 – Vaasa by Brian James Atlas of Faerun City of Ravens Bluff Ravens Bluff Forgotten Realms – Unapproachable East Dragons of Faerun Lost Empires of Faerun Giant Craft Cormanthyr: Empire of the Elves Cormyr The Great Glacier The North Boxed Set The Tribes of Thar by Rich Baker