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Page | 1 Ammarindar 880 DR The Adamantine Kingdom ammarindar Compiled, edited and in parts written by “Snowblood”

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Ammarindar

880 DR

The Adamantine Kingdom

Aammarindar

Compiled, edited and in parts written by “Snowblood”

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Contents Introduction by Ed Greenwood from Dwarves Deep page 3 Maps of the Kingdom page 5 History of the Kingdom page 6 Chronicle of Kings & Queens page 19 Cities and Holdings of Ammarindar page 20 Localities of Note page 39 Treasures of Ammarindar page 43 Magic of the Xothol Dwarves page 54 Dark Secrets of the Past page 63 Kits & Classes page 70 Monsters of Ammarindar page 71 Notables of the realm page 72 Sources Used page 75

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Introduction –from “Dwarves Deep” by Ed Greenwood

Ammarindar This dwarven realm was centred in the Greypeak Mountains, and flourished when the human land of Netheril was strong, supplying many needed metals to that land. Much of dwarven knowledge and techniques of enchanting items and combating hostile magic date from observations and the teachings of Netherese sorcerers at this time. Ammarindar's greatest rulers were haughty King Azkuldar and the much later King Olaurin, a great warrior. Also, Queen Helmma, who skilfully saved most of her subjects and saw them safe to southern deeps as her realm crumbled about her, ruled this land. Ammarindar fell when Ascalhorn became Hellgate Keep, and evil creatures overran the surface lands and the underways all down the valley of the Delimbiyr. Most of its folk escaped to Oghrann, only to be scattered when that realm fell soon after. Many died in the savage fighting, especially the valiant rearguard led by Queen Helmma, who perished to the last dwarf, their queen among them. They bought with their lives time for the less warlike of their people to flee south from raiding orcs in the Vale of Naurogloth, known today as Bleached Bones Pass. What was left Behind. Ammarindar was abandoned in such haste that cartloads of treasure were left behind. Among the riches were coins and gems, metal-work of all sorts, and armour and weaponry of beauty and the highest quality. Cartloads of it were soon brought to Hellgate Keep. Human scavengers brought more out via Loudwater in the years after the kingdom’s fall. However, more is thought to lie, yet undiscovered, in caverns and caches all over the Greypeak Mountains (now a dangerous region of roaming monsters, desperate outlaws, and Hellgate Keep patrols). In particular, the dwarves of Ammarindar were known for their everbright adamantine armour. They fashioned suits of full plate worked into horns, ridges, barbs, and crests of a shining blue-silver hue. The undead riders of Hellgate Keep are known to wear pieces of some of this armour, when they hunt humans for sport around the Shining Falls. However, most of this armour has gone missing, not in the hands of dwarves, nor of any other known plunderers of fallen Ammarindar since. Several fortunes in adamantine must still lay waiting to be found. The greedy are warned that the adventuring companies of the Black Band, the Company of the Horse, and the Company of the Scaled Tail have all perished in the search for Ammarindar’s lost riches. The Harpers have sent a general warning to adventurers of the North. It states that the Royal Caverns of Splendarrmornn have been stripped of all treasure, probably by those of Hellgate Keep, and are now home to undead and fell creatures of even greater evil. The Borders of the Realm The borders of Ammarindar were always less clear than those of more northerly and westerly dwarven realms, but at its height, the Throne of Ammarindar’s rule extended over much of the upper Delimbiyr valley. The King’s seat was at Splendarrmornn, the Shining Mountain, and western most peak of the pair that stands west of the Shining Falls. The borders of the realm were the tree’s edge all along the High Forest (then part of the Elven realm of Eaerlann) south to Dahaurock, a hook-shaped bare rock crag just upriver of present-day Loudwater. From there, the border crossed the river and followed the present-day trade road from Loudwater to Llorkh, turning south at the eastern edge of what is now known as South Wood, to take in the mountains.

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Naurogloth (Bleached Bones Pass) then marked the southern edge of the realm, which took in all the Greypeak Mountains, east almost to Dekanter, and then north as far as Horindon Lhar (High Gap). The realm then took in the eastern bank of the Delimbiyr (and the lands up to the mountains, to the east) as far south as the confluence of the Delimibyr and the Heartsblood, a place known as Karscragg to the dwarves. There of old, two leaping stone bridges spanned the Delimibyr, and the realm of the dwarves crossed the river with them, to command the western shore as far as tree’s edge, past the Shining Mountain to Dahaurock. The Sign of the Realm of Ammarindar of old was a side-on, three-horned crown, points uppermost, a four-pointed star floating above each point of the crown. This can be found carved on some trails high in the Greypeak Mountains, and in tunnel-passages in the dark hearts of those mountains, but the dwarves of Ammarindar seem not to have marked their borders with it, or with anything else.

The Shining Mountain

Splendarrmornn

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Ammarindar Circa 880 DR

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History of the Realm -4160 DR The Shield Dwarf Prince Ammar Ironfist leads a collection of clans north from the shattered remnants of Shanatar and Besilmer to establish a new realm in the central Grey peak Mountains Ammar Ironfist I becomes the first king of the newly established realm of Ammarindar With prompting from the Coronal of Eaerlann, Laranlor Aulathar instigates a free trade agreement between the two realms in an attempt to make up for past ill deeds between the two races. -4001 DR The dwarves of Greyvale Delving discover the crystal filled caverns of Splendarrmornn beneath the western most Greypeak, naming it the Shining Mountain. After little debate Ammar Ironfist I elects to establish his realms capital beneath the Shining Falls. -3850 DR King Ammar Ironfist I dies of extreme old at the age of 691 and is interred in the newly finished royal vaults established beneath the centre of the Shining Falls. Ammar’s son Ammar II is crowned the new king of Ammarindar. -3843 DR The drow city of Ched Nasad is founded, beginning centuries of strife between the drow and the dwarves of Ammarindar. –3770 DR Refugees pour in from the north as the dwarf realm of Oghrann falls. Beset on all sides by enemies—lizard folk, nomadic human tribes, wemics, and the usual bugbears, trolls, and goblinkin races—the realm was swept away by disease and war even before the dwarves’ more northerly kingdoms fell. New delvings are

established at Whitewater and West Delve to accommodate this sudden influx of kin. -3737 DR After a brief and prosperous reign King Ammar II is killed in a rock fall whilst inspecting a new adamantium seam near West Delve. Ammar’s son Azkuldar Ironfist becomes the next king of Ammarindar. –3649 DR The Netherese begin to enslave the rock gnomes living in the hills nearby. Fleeing refugees begin creeping into the Greystone hills in the north western reaches of the kingdom. King Azkuldar welcomes these new comers establishing a series of watch posts and safe houses on and beneath his realms border with Netheril. –3655 DR Orcs pour forth from the Spine of the World, first meeting a mighty host of Gold Elves marching out of Siluvanede, the orcish vanguard is annihilated at heavy cost to the Gold Elves whilst the main host continues its destructive run south where the elves of Illefarn and Eaerlann stand to meet them on the west bank of the Dessarin River at the Battle of Weeping Arrows. Just about to be overrun by the 150000 strong horde, a relief force in the form of dragons from Sharrven and Dwarves of Ammarindar led by King Azkuldar, turn them back with help from the fledgling Netherese Empire and the Rengarth barbarians. Driven south this orcish incursion last 19 years. –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. Refugees fleeing east and south are gathered in by

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prospectors from Ammarindar and led south to safety and a new home in the Greypeaks. Dawnspire and East keep are established to cater for this new influx of migrants. The survivors of the dwarf royal house of Helm are welcomed into residence within Splendarrmornn. –3552 DR The Netherese found Runlatha, a port on the Narrow Sea. –3520 DR The elves of the North and the dwarves of Ammarindar begin helping gnome slaves escape from their Netherese captors and move south and east across Faerûn. –3389 DR The dwarf realm of Haunghdannar falls. The sea is thought to have driven the dwarves of Haunghdannar mad; the realm rapidly dwindled as ship after ship that put out did not return, except for small fishing boats that never left the sight of land. The land was overrun by bugbears, trolls, ogres and orcs. -3373 DR King Azkuldar of Ammarindar initiates trade relations with the magic- wielding humans of Netheril. Negotiators are sent west with two missions. One to scout out trade opportunities in direct competition with their kin to the north, and to establish the state and whereabouts of the gnomish slaves. -3372 DR King Azkuldar I is slain by the white wyrm Fersosstylaxzar at the eastern end of Horindon Lhar. Azkuldar’s young son Sigurd slays the dragon in single combat and claims the crown of Ammarindar. -3301 DR Young King Sigurd is slain fighting against Netherese slavers as they attempt to kidnap freed

gnomes who are hiding in old tombs in the Sepulchre Downs. It would have been a complete massacre if not for the sudden appearance of several ghostly reptilian warriors who slaughtered the Arcanists and their troops allowing the gnomes and their dwarvish rescuers to escape. With no direct heir, the Clan Moot selects Sigurd’s aunt, the kingdoms war leader, Freya Tarynstone as the first queen of Ammarindar. -3274 DR Netherese settlers begin moving into the Greystone Hills (Fallen Lands), lands already claimed by Ammarindar, and filled with dwarven farms and steadings. -3270 DR Greystone Border Wars The first serious clashes between human and dwarven settlers occur near the site of present day Storm Keep. These clashes escalate dramatically when Netherese arcanists employ potent magics and monsters to clear away vast tracts of scrubby forest and dwarven settlements both. These clashes initiate 300 years of low level internecine battles known as the Greystone Border Wars. -3252 DR Queen Freya is killed whilst repulsing a concerted Netherese push into the southern Greystone’s the Netherese are massacred but at great cost to the dwarves. Freya’s brother, Connar Tarynstone becomes the next king of Ammarindar. –3150 DR King Connar I extends Ammarindar’s network of safe holds and with the help of Songknights from across the north the Trail of Mists (a series gate) is established to speed the escape of gnome slaves from Netheril. Parties of magi and Songknights are despatched to set up way stations along the trail until the gnomes can be taught to manage it for themselves. –3149 DR

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Thousands of gnomes continue to pour across the border into Ammarindar and over crowding in the established safe zones becomes a very real problem. Contacting his cousins in the Copper Mountains way off to the east King Connar I negotiates the resettlement of many gnomish refugees into that region a thousand miles from their Netherese tormentors. Because of a large influx of gnome refugees into the area, the secret gnome kingdom of Songfarla is officially founded beneath the Sunrise Mountains separating the Horde lands from Faerûn. -3017 DR King Connar I and a large patrol are slain fighting human settlers and orcish raiders both in a desperate 3 way battle on the lower slopes of Mount Elphinspar outside the gates of East Keep. It is only the timely arrival of the army from there that saves the rest of the patrol from disaster. Back in Splendarrmornn upon learning of his father’s death, the effete and churlish, prince Connar Tarynstone II immediately has himself crowned king. -2990 DR After several resounding defeats of their eastern armies by the Netherese and their orcish allies, the dwarves of Ammarindar relinquish their claim upon the Greystone Hills, ceding them to Netheril. Reduced to a barren and rocky wasteland, the handover is considered no great economic loss by the ever pragmatic dwarves. But their symbolic value is inestimable and as a consequence, the humiliated King Connar II is assassinated by his niece who is unanimously supported by the Clan Moot as Queen Freya II. -2950 DR Queen Freya II re-establishes trade and diplomatic relations with the ever resource hungry Netherese. It is not long before a new generation of human and dwarven traders is travelling back and forth building the famous cobblestone trade road known as the “High Way” through Horindon Lhar. -2800 DR

A minor Draco rage descends upon the settlements of the Greypeaks, many smaller villages and steadings are lost to a flight of 2 red, 1 blue, and 4 green dragons. Most of the dragons are either slain or driven odd but not without the loss of hundreds of lives, including the Queen and both of her sons. Lacking a direct heir, the High Guard of Clangeddin Silverbeard, King Connar’s cousin, becomes King Connar Tarynstone III. -2770 DR The Slaughter of Sharrven Three houses of Siluvanede, Floshin, Ealoeth and Aelorothi flee to the depths of the pillaged Dlardrageth strongholds. Where they plot in secret to re-build their strength. Following the example of the Dlardrageths, the Gold Elves summon and breed with succubi and Incubi thus both strengthening and forever tainting their bloodlines. After centuries of carefully selective breeding, they create a clan of Fey’ri skilled in magic and possessing powerful innate abilities. Utilising all that they have learned about the relative strengths weaknesses of Sharrven’s defences, the Fey’ri shift their base of operations to the ruins of Tyllathardon in Morynath. There they re-awaken the citadels abandoned portal nexus. Over the next few months using a captured colony of Deep Spawn, and an alliance with a demon named Malorus’kand, they summon hordes of demonic minions and enslaved goblins, giants, and trolls. Others make use of captured Dragon Orbs to summon and unleash a Dragon Rage. The fey’ri choose the autumn equinox to unleash their hordes through the very portal network established by the Vyshaanti so many millennia before. Using spells taught to them by demonic powers the Fey’ri magi cast spells that transform the very forest animals into unspeakable horrors. These along with their summoned and suborned minions begin pouring forth from their hidden caves and grottos. The Daemon’fey’s careful planning and spells cause a seeming explosion of monsters that begin appearing right in the heart of almost all the major cities and settlements within Sharrven, and beyond to Illefarn, Eaerlann and Ardeep. The ensuing slaughter leads to the

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collapse of Sharrven, leaving naught but a few Elven settlements and outposts in the southern High Forest. In the ensuing battles on Ammarindar’s western border King Connar Tarynstone III leads and army of dwarves and gnomes deep into Sharrven to relive the besieged elves in Lhuve. Arriving too late to save the city, he and his forces still manage to slay a force of nearly 20000 demons and golblinoids thus allowing many thousands of the elves to escape. Surrounded on all sides by a demonic horde, King Connar calls down the wrath of Clangeddin upon them all. In the ensuing conflagration the surviving 350 dwarves, including King Connar III and over 2000 demons are consumed in a fire of the purest silver leaving a crater a ½ a mile deep and more than a mile in diameter; a place known today as Lake Silverbeard in Clangeddin’s and King Connar’s honour. Learning of his father’s death while fighting a horde of giants and goblins lead by the Great Red Wyrm Rithaerosurffel, Prince Connar Tarynstone is crowned in the field, becoming King Connar IV. Survivors flee to Cormanthyr, Ammarindar, Ardeep, Illefarn, Eaerlann and Evereska. The mysterious arrival of a flight of silver dragons wielding Elven high magic, manages to stem the worst ravages of the horde preventing it from spreading across the Lhuvael River (Hearts Blood River) and into Eaerlann. King Connar IV of Ammarindar and is army of Rune-Chanters, battle priests and steel shields vanquishes many of the creatures that have devastated Sharrven, including the red wyrm Rithaerosurffel, known as the Bane of Sharrven. Using the portal network established so long ago by the Elves of Illefarn, Coronal Orm’lanass orders Illefarn’s troops into the Hills of Dardath and beyond, to stem the monster hordes southern advance. After many days of running forest battles, Araegisess Valiaor Ildacer and King Connar IV of Ammarindar meet at the confluence of the Delimbiyr and Lhuvael Rivers atop the corpse of a great red Wyrm the dwarf has just slain. –2387 DR

After intense negotiations, trade embargoes and sabre rattling by Eaerlann, Illefarn and Ammarindar, Netheril releases all its gnome slaves who promptly leave the empire heading west, south and east to Songfarla via the portals established by the Songknights in Ammarindar and Eaerlann. –2103 DR A horde of orcs from the Spine of the World, led by giants and their ogre generals, crushes the human civilization of Illusk despite aid from Netherese arcanists led by Jeriah Chronos the Chronomancer. Heading south they run into an alliance of Elves from Illefarn, Siluvanede and Eaerlann who promptly rout them. The retreating horde is crushed by a legion of Steel Shields and Griffon Riders from Fellridge who leave not one goblinoid or giant alive. -2036 DR After a long and at time glorious reign, King Connar IV, known by most as Connar Wyrm Tamer is laid to rest with full honours. Nobles from all across the north attend his funeral and the subsequent crowning of his daughter the Princess Alaria Ironfist I, the newest queen of the realm. -1901 DR After a short and peaceful reign Queen Alaria dies giving birth to her 9th child. Her husband, the prince regent, is crowned Azkuldar Ironfist II to hold the realm in perpetuity until their oldest child comes of age. -1888 DR The wily and cunning King Azkuldar II secures his hold on the throne with the mysterious and untimely death of his last child, the princess Corallyn in a boating accident on the Deep Delimbiyr. Foul play is suspected but never proven, despite the fact that all of the Regent’s children have died under tragic and mysterious circumstances. King Azkuldar II is seen by most as Azkuldar the Cursed. -1883 DR

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Gold and Moon Elven caravaneers journey north to begin trading with the newly established Citadel Felbar. Princess Fonthalyra secretly accompanies her ranger mentor, the ½ Moon Elf, Darius Rivencloak upon the journey. Her disappearance causes panic amongst her guards and family until divinations reveal her whereabouts. Thence a party of Songknights is dispatched to covertly keep an eye on the princess while she learns more about the world. The princess Fonthalyra and her escort are captured by a strange cult of demon worshipping dwarves as they camp in the hills west of Horindon Lhar. -1722 DR After many years of capture and servitude to the demon hugging King Azkuldar II, princess Fonthalyra and her lover the Songknight, Sir Allyonfindar Durothil, slay Azkuldar and his high priest during a dark ritual in an attempt to make her a thrall of Baphomet. Learning of the Ironfist’s involvement in Demon worshipping practices, the Clan Moot orders their exile from the realm and removal from all clan records. Seeking a fresh start free from the taint of the Tarynstones, the Clan Moot after pouring through the clan genealogies, selects a distant relative of Ammar Ironfist, the Songknight Captain, Tharsult Honedaxe I as the newest King of the realm. -1700 DR Tharsult Honedaxe I leads a crusade against the demon worshippers hiding all across his realm. In the purges that follow, 6 whole clans of dwarves and gnomes are wiped out or exiled for their crimes and nefarious habits. -1650 DR In response to its continuous persecution a secret cult of evil dwarves in the kingdom of Ammarindar build the Unspoken Hall. It is many years before these halls are found and sealed off, imprisoning the few remaining cultists inside with their demonic servants.

-1537 DR While travelling the underground road from Dawnspire to West Delve, King Tharsult I and most of his escort are attacked and slain by a strange horde of Minotaur like demons called Baphotaurs lead by a band of dwarven renegades. After much death and destruction the demons are finally defeated and tracked back to the Unspoken Hall where the remnants are sealed beneath powerful wards thanks to Ammarindar’s rune-chanters and a group of visiting High Magi from Eaerlann. With his father’s death, prince Tharsult Honedaxe II is crowned King. -1506 DR After a short and lacklustre rule, King Tharsult dies peacefully in his sleep, the victim of poison at the hands of his overly ambitious son and his wife Lobelia. King Tharsult Honedaxe III, becomes the 15th ruler of Ammarindar, but it soon becomes apparent that the Princess Consort, Lady Lobelia is the real power behind the throne. -1437 DR A new vast load of adamantium is discovered beneath the peaks above Whitewater. A sudden influx of migrants from other failing realms more than doubles Ammarindar’s current population to almost 300 000 dwarves. With this sudden influx of wealth and power, Princess Lobelia urges her husband to go on a building spree and thus begin the building of the Adamantine Palace in the largest of the crystalline caverns of Splendarrmornn. -1321 DR Celebrations ring out across the realm as the Adamantine Palace is finally finished. Its 1200 halls, galleries, chambers and rooms are carved from the solid basalt bed rock and a vein of natural diamond stretching ¾ of a mile is enchanted to glow 24 hours a day lighting the entrance of the palace which is made from 100% glitteringly burnished adamantium. King Tharsult III unveils twin statues of him and his wife the lady Lobelia is the guises of Moradin and Sharindlar, much to the consternation

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of the more conservative elements of Ammarindan society. -1298 DR Princess Lobelia and her escort disappear whilst travelling the low-road from Splendarrmornn to Dawnspire. Her loss is greatly mourned back in the capital while a force sent out to investigate runs into a Drow army from Ched Nasad secretly mining an previously unknown vein of mithral and adamantium. The subsequent series of battles becomes known as the War of Burnished Shadows. -1291 DR Dark elves attack the halls beneath East Keep, in a sudden reversal of fortunes the previously spineless king leads his armies to counter the increasingly aggressive moves in the mountains north of Horindon Lhar. Despite his new found courage, the aged and foolish king leads his troops into a trap where they are massacred with not one survivor. In a sudden reversal of the family’s previous fortunes, Duke Connar Tarynstone V of Dawnspire, war leader of the remaining forces of Ammarindar is elected by the Clan Moot as the newest King of the much troubled realm. -1246 DR The Battles of Bloody Snows The drow of Ched Nasad are finally driven from their surface holdings and upper underdark halls by a combined effort Ammarindar and Eaerlann. In order to prevent the drow from re-establishing within these ranges Ammarindar establishes a colony and fortifications around the newly conquered drow mines calling the new delves, North Peak. In an agreement with the elves, the dwarves build a series of watch towers jointly garrisoned by both races. -1208 DR Digging deeper and further than they ever have before dwarvish miners stumble across a previously unknown species of conical floating spell casters. The single survivor manages to stumble

back describing what she has seen before dying as a phaerimm grub bursts from her stomach. -1184 DR After leading the realm to peace and a new era of prosperity and trade with the outside world, King Connar V known as Connar the Redeemer is laid to rest without beneath the Shining Mountain. On his death bed he names his niece the princess Hildagard Snowsbattle I as his heir and successor. –1100 DR Illefarn’s last coronal, Syglaeth Audark, commands a Retreat to Evermeet. The remnants of the elf empire fragment into the independent realms of Ardeep, Iliyanbruen (in Neverwinter Wood), and Rilithar (in Westwood and Kryptgarden Forest). Saddened by the loss of close allies and friends, Queen Hildegard and her retinue travel to Aelinthaldaar to see farewell their ancient friends -1017 DR After a short and peaceful reign , Queen Hildagard dies peacefully in her sleep, her son and prince royal, Olaurin Snowsbattle I is soon after crowned the 18th monarch of Ammarindar. -1014 DR The Axe, Staff and Sabre Wars In a move designed to destabilise the dwarven realm and gain both Ched Nasad and Netheril much needed resources, both realms begin simultaneous raids against Ammarindar’s eastern holdings. The city of East Keep finds itself besieged above and below by goblinoid hordes driven to battle by their dark elf and human masters. At the same time the delves of Greyvale and Whitewater come under similar attack. The passes of Horindon Lhar and Naurogloth are occupied and garrisoned by human and orcish mercenaries in the pay of their human Netherese masters. -1012 DR

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Having survived two years of siege, East Keep is finally abandoned with great loss of life on both sides. The orcs and drow move in and soon turn on the humans who seek to beat them to the hidden armouries and treasuries within the city. King Olaurin leads a relief force to Greyvale and then to Whitewater routing the humans and goblinoids occupying the vale with the help of arcane casters from Eaerlann and distant Songfarla. -1008 DR After 6 years of often catastrophic warfare, King Olaurin leads his troops and their allies south to reopen the trade route through the Vale of Naurogloth. Confronted by a series of cunningly built fortifications spanning the pass, they begin laying siege along a 10 mile front. Deadlocked after 6 months the siege is finally lifted when reinforcements from Netheril are slaughtered by archers and spell blades from Eaerlann and Ardeep. -1004 DR With Netheril out of the war and a slow trickle of trade beginning to return along the southern trade routes, King Olaurin marshals his forces for one more push to oust the drow once more from their northern conquests. After months of constant fighting the drow and their goblin hordes are finally driven back almost to the gates of Ched Nasad. Knowing that hew lacks the strength to take the city, King Olaurin elects instead to seal the nearest tunnels isolating the city from the surface realms for 50 miles around. 897 DR King Olaurin, greatest hero-king of Ammarindar, is slain by the deep dragon Erthungaron who is caught raiding the treasuries of Splendarrmornn whilst in the company of a band of Vhaeraun worshipping drow from Ched Nasad. Erthungaron is in turn slain by the High Knight, Connar Snowsbattle and his band of Steel Shield royal guards. Being King Olaurin’s eldest surviving son, Connar Snowsbattle VI becomes the latest in a long line of kings to hold that name.

-800 DR The Four Stars War King Connar VI and his band of knights are slain to a soul by Altaminora, the mate of the deep dragon slain by Connar and his knights. She then ransacks the vaults of Splendarrmornn, stealing many of the realms greatest treasures including the Connar’s Aegis and the Pegasus Helm of Kloeth Ironstar. Devoid of a bodyguard the entire Snowsbattle family is slaughtered in their beds by drow assassins hired by Gharriakha Narlagh of Whitewater who claims the throne as his own when invading grey dwarves and beholders invade and sack the capital of Splendarrmornn. -799 DR Ammarindar fractures into 4 separate realms based around the duchies of North Peak, Whitewater, Dawnspire and Haafgarn Mountain. In the ensuing civil war it takes the forces of exiled prince Azkuldar Ironfist III many years to rest control from the bloody minded demon worshipping Narlagh clan and restore peace and order to the realm. -590 DR King Gharriakha Narlagh I the Usurper is slain in the siege of East Keep as troops loyal to prince Azkuldar storm and retake the fortress from the renegades and their human and demonic allies. Ghareriakha’s son the blackguard thrall of Baphomet, Zhavak Narlagh I takes up his dead father’s axe and crown whilst fighting a rear-guard action east along the Horindon Lhar. -570 DR After being hunted for nearly 20 years the pretender King Zhavak and his supporters are finally cornered in the Sepulchre Downs where they have been hiding and raiding from for some years. Despite the lengthy cat and mouse battle the demon huggers are finally brought to heal and slain by Prince Azkuldar Ironfist III who finally reclaims the throne as his own. –555 DR

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The gnomes of Songfarla come under attack from the demon armies of Narfell. The gnomes repel the first assaults and then veil their city with powerful illusions, preventing further attacks and hiding them from the rest of Faerûn. King Azkuldar a highly skilled Rune-Caster, sends a legion of his highly skilled and battled hardened troops and Rune-Casters to help their distant allies repel the demonic invaders. -553 DR Alarmed at the apparent rise in military and arcane might of the normally insular dwarves, Netheril begins strengthening its border defences with Ammarindar - 550 DR King Azkuldar III of Ammarindar secretly creates the Xothol, an arcane collage charged with guarding against the increasingly antagonistic Netherese –500 DR In the North, Citadel Sundbarr is constructed by the dwarves of Delzoun with help from the stone masons supplied by the clans of Ammarindar. . Like Adbar to the north, the citadel is mostly subterranean, with only a few structures on the surface. -461 DR King Azkuldar’s rune casters face their first real challenge when a phaerimm and its goblinoid thralls emerge from beneath the Greystone hills in the Elphinspar Vale. Several steadings and delves are destroyed before the rune-caster combined might brings the tip of the mountain down upon the phaerimm and its horde. –351 DR As the life-draining spells of the phaerimm rapidly despoil central Netheril, several Netherese arcanists abandon their demesnes and begin searching for a place to build a city in the Underdark, beneath the western wilderness. In

their travels westward they run into drow patrols from Ched Nasad and dwarven miners from Ammarindar. They manage to fight their way west but at great cost to their numbers and personal stores of magic and supplies. –350 DR Three mighty phaerimm sorcerers subvert the beholders of Ooltul (and have lived and ruled there ever since). –339 DR Fall of Netheril Nearly all of the Netherese enclaves fall to the earth and are destroyed due to disruptions in the Weave brought about by the casting of the spell Karsus’s avatar and the subsequent death of the goddess Mystryl. The body of the momentary god Karsus falls to earth in the eastern region of the High Forest. Human refugees begin pouring west into the Greystone Hills and beyond in their thousands. Moved to stem this human tide, King Azkuldar instead opens up his cities gates and surface holdings to the refugees, gradually funnelling safely to the south, north and west. Whilst at the same time r- occupying the Greystone Hills and allowing a few more honourable communities to establish themselves under dwarven guidance and care. –333 DR Ascalhorn and Citadel Sundbarr accept human refugees from Netheril. As the Narrow Sea dries up, the dwarves begin the slow abandonment of Ascore. The elves of Eaerlann allow other Netherese refugees to settle in Ascalhorn . -324 DR King Azkuldar the Compassionate finally succumbs to the ravages of extreme old age and passes on to the halls of Moradin. Before he dies he names his daughter, the arch-mage Irmalla Ironfist I as his heir and successor.

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- 286 DR With the fall of Netheril Queen Irmalla no longer sees the need for a secret arcane society and openly moves its base of operations back to the capital. Xothol is closed and all of its secrets sealed within for awakening at a time when they sleeping guardians are needed the most. –111 DR The Orc Marches The entire North erupts as great orc hordes stream south from the Spine of the World and the Ice Mountains to lay waste to all in their path. Illusk and Gauntlgrym fall to this onslaught, and Delzoun is devastated by countless orc assaults. Most of Illusk’s population manages to escape by sea or by magic and is spared. The humans of Sundabar and Ascalhorn, the elves of Iliyanbruen, Rilithar, Siluvanede, and Eaerlann along with the Dwarves of Ammarindar and Delzoun unite to shatter the strength of the orcs and halt their rampage south into the High Forest and Dessarin Valley. –100 DR The dwarf realm of Delzoun, the North-kingdom, falls to encroaching phaerimm and other dangers. The dwarves’ surface citadels survive the attack and remain in dwarf hands. Many dwarven clans abandon the under halls and migrate south to join their kin in Ammarindar and Dardath beneath the Horn Hills. Their numbers once again swell the realms formerly shrinking numbers and many halls once again ring with the strikes of mining picks and hammers and the laugher and songs of dwarven families in halls long thought forever silent, -52 DR Queen Irmalla Ironfist I like her father before her passes peacefully onto Moradin's Hall. Her granddaughter, the Princess Royal Taarnahm Ironfist I is crowned the next Queen of Ammarindar. -35 DR

Concerned about the growing threat of goblinoids and trolls migrating up from the south, Queen Taarnahm commissions the building of a citadel above the Vale of Naurogloth. The citadel becomes the southernmost expression of power for the realm and helps to regulate trade through the pass and keep the way safe and open for the burgeoning human realms either side. 1 DR The dwarves of Ammarindar complete Citadel Yaunoroth. Immediately the crown prince’s and heirs to the throne are stationed there. 149 DR Dwarves of Ammarindar led by Iirikos Stoneshoulder build a stone bridge across the River Shining at the site of present-day Loudwater to help facilitate trade and to replace the aging ferry service that can no longer cope with the increased amount of traffic making use of the road. 201 DR Queen Taarnahm Ironfist I is killed in an avalanche while hunting during winter on the slopes above Grayford. Her daughter Princess Royal Taarnahm Ironfist II travels north from Yaunoroth to take the axe and crown of rulership upon hearing of the death of her mother. 216 DR Trade with the west and south begins to dry up as the North erupts in battle as many orc bands vie for supremacy, and countless thousands of goblinkin perish. Upon the death of the Stag King, his five sons, known thereafter as the Warring Princes of Athalantar, begin open battle for the throne. 225 DR Gluthtor’s great orc horde is turned back by the combined forces of the Elves of Illefarn, Ardeep and Siluvanede, at the cost of much of their strength, in the battles of the Five Falcons (east of Stone Bridge), and Hungry Arrows (south east of Besendar’s Blockhouse). The rise of archery amongst the orcs is said to rise from this slaughter as the surviving orcs saw a few thousand Elven archers slay hundreds of thousands of goblin-kin.

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The fleeing horde is then crushed under the combined weight of the Knights of Ascalhorn and Ammarindar’s Steel Shields so that not 1 in 100 orcs return to its hold in the north. 233 DR Queen Taarnahm Ironfist II is killed in a skirmish with trolls outside the gates of Yaunoroth whilst conducting an inspection of the fortifications. Confident in her ability to handle the situation, the Queen is surprised when the trolls use arcane spells of their own. The dwelf archmage Craemmol Blackhammer I Queen Taarnahm’s husband assumes the throne until his children come of age and one can become the next ruler 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. Lord Regent archmage Craemmol Blackhammer I, sends a delegation via Eaerlann to congratulate the elves and offers help and trade opportunities for the newly opened city. 273 DR Three dwarf clans from Ammarindar and Citadel Felbar migrate together to Myth Drannor taking up the Coronal Eltargrim's invitation for the finest crafters and artisans to make a new home for themselves and share their vast wealth of knowledge with the other goodly folk of the realm. Members of clans Snowsbattle, Honedaxe & Ironstar travel via Elvish portal to the newly opened city. 391 DR After a lengthy regency Lord Regent Craemmol Blackhammer I abdicates in favour of Queen Taarnahm’s grandson the Knight militant Oxer Darkfell I who becomes Ammarindar’s 27th King. 399 DR

King Aoxar I dies suddenly in a riding accident when the griffon he is on is attacked and eaten by a blue dragon. His son and heir Aoxar Darkfell II becomes the youngest king in the nation’s history at the tender age of 32. After finding out about how his father died young King Aoxar studies under the Dragon Slayers of Dawnspire preparing for the time when he can bring an axe to his father’s killer. 484 DR After many years of fruitless searching King Aoxar finally gets his chance to revenge his father’s death when the same blue dragon begins raiding the sheep flocks in the high pastures above Grayford. Leading a team of griffon riders Aoxar corners the wyrm in its lair on the edge of the Anaurach. Challenging it to single combat, the King and dragon manage to destroy each other and bring the cavern down upon the entire horde. With this disastrous event the royal line of the Darkfells comes to a premature end, and Aoxar’s niece, Helmma Snowsbattle I who is next in line, becomes the latest Queen of the realm. 523 DR Realm of Three Crowns The rising power of orc hordes in the North leads to the calling of the Council of Axe and Arrow. There, the humans of Delimbiyran, the dwarves of Dardath, the elves of Ardeep Forest, the gnomes of Dolblunde, and displaced halflings from Meiritin collectively found the Tri-Crowned Kingdom of Phalorm. The aging Ulbaerag rejects an invitation to join the Realm of Three Crowns. King Aoxar sends troops, engineers and arms to help the fledgling kingdom get onto its feet and survive the coming winters. 528 DR Phalorm’s armies slaughter the Howltusk orc horde at the House of Stone, but their human King Javilarhh “the Dark” Snowsword is slain. 557 DR

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An army of hobgoblins devastates the dwarf Duchy of Hunnabar, which is centred above the underground city of Kanaglym near present-day Dragonspear Castle. Phalorm’s armies destroy the hobgoblins, but the elf king, Ruardh Lightshiver, is slain. Many of the survivors head north into southern Ammarindar and resettle the old delves around Dawnspire. 590 DR The Dwelf Archmage of Ammarindar, Isinghar "Feyrune" Ironstar takes his circle of Rune-Casters north from Splendarrmornn into Eaerlann and helps raising Myth Glaurach's mythal at the Eaerlanni city of Glaurachyndaar. The mages there in turn agree to lay a similar warding about the deeper city beneath the Shining Mountain, west of Splendarrmornn. 604 DR The armies of Phalorm drive off an orc horde that besieges Secomber. Ellatharion, Phalorm’s elf king, leads an army of elves and halflings into the High Forest in pursuit of the orcs, and neither king nor army returns. Leading a follow up force of Steel Shields Duke Hoarvard Ironstar discovers the slaughtered remains of the army amongst the shattered ruins of Lhuve. No survivors are found amongst the thousands of looted and despoiled bodies of dwarves, elves and humans. Laranlor Ellatharion’s body is never found. 612 DR The armies of Phalorm and their allies from Illefarn, Eaerlann, Siluvanede and Ammarindar, in the North crush the Everhorde south of Triboar, but their victory comes at the cost of many lives. The casualties include Lathlaeril “Leafspear,” the elf king. 614 DR Two orc hordes attack Phalorm, a realm that has already been gravely weakened by the Everhorde. The dwarf king Oskilar of Phalorm dies in battle with the second horde, and Dolblunde is sacked

and pillaged. Whilst Phalorm’s northern armies, still mopping up the remnants of the Everhorde, move south to defend the realm but are driven into Uthtower, a relief force from Ammarindar escorts the survivors of Dolblunde to the portals that will take them to Songfarla whilst the main legion surrounds and smashes the second horde against Uthtowers mighty walls and ramparts. 622 DR Whilst overseeing the rededication of the royal vaults and tombs in Splendarrmornn the aged Dowager Queen Helmma Snowsbattle I is crushed by an giant adamantium statue that has been carved in her honour. Her great grand-daughter the princess Irenna Snowsbattle I becomes the next Queen of Ammarindar. 705 DR Queen Irenna Snowsbattle I is slain by trolls as she leads her troops alongside her husband, the war duke Hoarvard Ironstar IV against a horde pouring out of the Highmoor. Her son named after his famous forebears, becomes Connar Snowsbattle VII, the 31st King of Ammarindar. 711 DR The Weeping War Daemon led hordes invade the forests of Cormanthor. Sensing a looming disaster, the wisest and perhaps more savvy of the dwarves migrate west back to Ammarindar before the trouble really begin, whilst the more steadfast actually move from the west to reinforce their kin in Myth Drannor. 714 DR Battle of Two Gates’ Fall During this battle in the Weeping War, the city of Delimbiyran and much of the southern Delimbiyr are devastated by a magical explosion resulting from the destruction of the Warrior’s Gate—a portal in Myth Drannor. Many of Delimbiyran’s remaining splinter kingdoms sink into decline. Fall of Myth Drannor

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715 DR Refugees from the fall of Myth Drannor come to Ammarindar via gates to Eaerlann and Ardeep. King Connar VII leads 3000 troops east to reinforce the retreating elves allowing many survivors in Semberholme to hide out amongst the tombs of the Vale of Lost Voices while the dwarves and elves organise a fighting retreat to the Elven Court, Eaerlann and Ammarindar. 731 DR King Connar Snowsbattle VII allows many of the refugees from Myth Drannor to settle in Fellridge, many elves, humans, halflings and dwarves who feel out of place amongst the more traditional societies of Ammarindar and Eaerlann find a new sense of peace and purpose high atop their mountain fastness. 786 DR King Connar VII the Wise finally lays down his axe and retires to a temple of Dumathoin high in the eastern Greypeaks overlooking the Naurogloth. Before leaving he names his nephew Azkuldar Ironfist IV as the 32nd monarch of the realm. 853 DR After leading a revival in the fortunes of the realm with new buildings, and huge strikes of adamantium and mithral being exploited and bringing untold wealth to the realm, King Azkuldar Ironfist IV dies quietly in his sleep of a mysterious illness. His avaricious and greedy wife, and cousin assumes the title of Queen regent, becoming Helmma Snowsbattle II. Thus ending Ammarindar's final Adamantine Age of peace and prosperity. 864 DR The feyr’ri strke when they led a specially prepared orcs, trolls, giants and demons of the Nethertusk horde against the city of Myth Glaurach, sacking and burning the city, putting most of its inhabitants to the sword and claw. The fey’ri then proceed to loot another Vyshaan armoury and search the ruins for other hidden secrets and treasures. While the

specially prepared orcs are more than a match for the over confident humans and elves of the city, they fail to grasp to obvious fact that dwarves rely on strength of arms and tactics. The War Duchess of Yaunoroth, Olmma Snowsbattle leads a force of dwarves north along the Delimbiyr meeting the armiy of Eaerlann at Teu’tel’Alu. The joined forces along with knights from Ascalhorn root out the orcs and retake the ruins of the city. 882 DR The War of Stone and Shadows After years of diabolical double dealing, demons finally openly conquer the ruins of Ascalhorn, Elven forces sent against the massing horde of demons and Yugoloth are annihilated. Within weeks Teuveamanthaar, and Teu’tel’Alu are abandoned and Mhilamniir is besieged by the growing horde. Before too long Ammarindar is overrun by lingering horrors unleashed by the Netherese of Ascalhorn as city, croft, steading and hold is laid waste by the demons and their goblinoid hordes. The battle of the Forlorn Hopes While Helmma's sister, Princess Olmma defends Citadel Yaunoroth with her life, Helmma is busy counting and cataloguing her riches. Helmma has been visiting for a short period to examine the riches that are stored in Yaunoroth. When the hordes of Ascalhorn swarm the citadel, Princess Olmma buys time for the citizens to flee, the greedy Queen Helmma is so enamoured of her gems and jewels that she cannot abandon her riches and perishes in the flames of her avarice. Helmma curses Moradin for not protecting Yaunoroth, and he in turn curses her soul, preventing her from an afterlife with the dwarves. Seeing a kindred spirit (and enjoying any opportunity to get back at Moradin for losing dominion over the gold dwarves to Dumathoin), Abbathor, dwarven god of greed, turns Helmma into a vestige. At the last, only Dawnspire and Fellridge remain, isolated and alone amidst a sea of demons, daemons and orcs. There they stay locked away in their mountain strongholds, hidden from the evil throngs.

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The Chronicle of Kings & Queens

of Ammarindar

-4160 DR to 882 DR Length of Reign Rulers Name Race and Sex

-4160 DR to -3850 DR Ammar Ironfist I Shield Dwarf Male -3850 DR to -3737 DR Ammar Ironfist II Shield Dwarf Male -3737 DR to -3372 DR Azkuldar Ironfist I Shield Dwarf Male -3372 DR to -3301 DR Sigurd Ironfist I Shield Dwarf Male -3301 DR to -3252 DR Freya Tarynstone I Shield Dwarf Female -3252 DR to -3017 DR Connar Tarynstone I Shield Dwarf Male -3017 DR to -2990 DR Connar Tarynstone II Shield Dwarf Male -2990 DR to -2800 DR Freya Tarynstone II Shield Dwarf Female -2800 DR to -2770 DR Connar Tarynstone III Shield Dwarf Male -2770 DR to -2036 DR Connar Tarynstone IV Shield Dwarf Male -2036 DR to -1901 DR Alaria Ironfist I Shield Dwarf Female -1901 DR to -1722 DR Azkuldar Ironfist II Shield Dwarf Male -1722 DR to -1537 DR Tharsult Honedaxe I Shield Dwarf Male -1537 DR to -1506 DR Tharsult Honedaxe II Shield Dwarf Male -1506 DR to -1291 DR Tharsult Honedaxe III Shield Dwelf Male -1291 DR to -1184 DR Connar Tarynstone V Shield Dwarf Male -1184 DR to -1017 DR Hildagard Snowsbattle I Shield Dwarf Female -1017 DR to -872 DR Irmgard Snowsbattle I Shield Dwarf Female -872 DR to -800 DR Connar Snowsbattle VI Shield Dwarf Male -800 DR to -590 DR Gharriakha Narlagh I Shield Dwarf Female -590 DR to -570 DR Zhavak Narlagh I Shield Dwarf Male -570 DR to -324 DR Azkuldar Ironfist III Shield Dwarf Male -324 DR to -52 DR Irmalla Ironfist I Shield Dwarf Female -52 DR to 201 DR Taarnahm Ironfist I Shield Dwarf Female 201 DR to 233 DR Taarnahn Ironfist II Shield Dwarf Female 233 DR to 391 DR Craemmol Blackhammer I Shield Dwarf Male 391 DR to 399 DR Aoxar Darkfell I Shield Dwarf Male 399 DR to 484 DR Aoxar Darkfell II Shield Dwarf Male 484 DR to 622 DR Helmma Snowsbattle I Shield Dwarf Female 622 DR to 705 DR Irenna Snowsbattle I Shield Dwarf Female 705 DR to 786 DR Connar Snowsbattle VII Shield Dwarf Male 786 DR to 853 DR Azkuldar Ironfist IV Shield Dwarf Male 853 DR to 882 DR Helmma Snowsbattle II Shield Dwarf Female

882 DR to ---- Olmma Snowsbattle I Shield Dwarf Female 882 DR to 1365 DR The Hellgate Wars Demons of Hellgate Keep 1365 DR to 1475 DR The Sceptred King Cambion Male

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The Cities and Holds of Ammarindar

“Ammarindar stood strong through the rise and fall of many of its contemporaries, including Netheril and Sharrven. Its end came with little warning and the fleeing dwarves left much that was valuable to them behind. The citizens of Ammarindar chose hollowed areas of tremendous size to house their communities so that they would have plenty of room for buildings and roads. Most of Ammarindar’s structures are spherical in shape and appear to flow from the surrounding stone. Protected from the outside elements, the gracefully arching tunnels and halls of the capital city and the surrounding clan holds reveal much about the way the dwarves of this wealthy nation live.” – Old Empires.

Royal Caverns of Splendarrmorn Rulers: High King or Queen, plus council made up of Priests, Guild Masters, Soldiers, and Hearth Wardens

from each of the major Dwarf holds. Queen Helmma Snowsbattle DF Pr 16 Moradin AL LG

Population: 22000, 90% Shield Dwarves, 5% Deep Dwarves, 2% Gold Dwarves, 1% Gnomes, 1% Humans, 1 %

Other races, - Elves, Half Elves, Halflings.

Exports: Weapons, Armour, Gems, Jewellery, Gold, Silver, Adamantine Products, Iron Ore, Beers, Ales, Toys,

Artworks, Statuary. Imports: Foodstuffs, Rope, Wines, Timber, Cloth, Small Goods

Standing Army: 6000 Warriors (Plat email, Shield, Battle Axe, Shorts word, Dagger, Heavy Crossbow)

Notables Characters: Myron Black axe the Younger, Queen Helmma Snowsbattle, High Priestess Katella

Borindaar

Notable Temples: Hearth Guard Temple of Berronar Truesilver, presided over by , High Priestess Katella

Borindaar : This is a cavern in which the priests have carefully arranged mosses, lichens, fungi, and the like brought by the hands of faithful. They keep these watered and nourished to form a lush carpet all over the floor; this covering also climbs the walls as high as possible. Luminescent fungi are favoured, to give the cavern as much natural light as possible. Home to 3 braids of the goddess’s flowing golden beard, encased in solid diamond and set in a mithral case that acts as the central shrine of the temple cavern. This shrine prevents anyone from knowingly telling a falsehood within the confines of the temple, and prevents mortals from using any thieving abilities within it either. The Grand Hearth, houses a wide variety of activities, including exhibits of dwarven craftsmanship, royal marriages, storytelling, balls, feasts, and the like. When the very home of the dwarves is threatened lady Bereonar imbues here Hearth Guards with her individual favours, which appears as an aura or radiance of bright silver. While so imbued (a condition typically lasting 1 or 2 turns), a favoured dwarf has the Armour Class of Berronar's avatar, -4. Next she or he is affected as if by a haste spell for which no aging occurs. Finally, the dwarf receives attack and damage bonuses of +2. This blessing lasts until the emergency has passed, or until the next sunrise witnessed by the Hearth Guard.

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Notable Organisations:

The Independent Order of Deep Delvers : A society dedicated to the independent exploration of the mountains and the hidden caverns and vaults within so as to extract the hidden beauties of these places and expose them to the world for all to see. Clan Ironthorne has suffered greatly from the loss of its adamantium trade monopoly trade under Queen Helmma who favours a more open approach to trade. The clan maintains a few small outposts North Peak, Lindiscaer, West Delve, and Grayford. The clan would like to expand into other areas of mining and trade, but needs to make a few successful caravan runs before it could make such an attempt as its coffers were drained by the loss of its monopoly of supplying adamantium to the capital. It would like to move into gem mining, refining and transportation. Emblem: A green emerald on a field of gold. Trade Goods: Iron, gems, adamantium ingots.

Places of Interest :

Adamantine Palace A castle constructed entirely of the black metal for which it is named. Most of its interior walls and ceilings are decorated with engraved images of Dwarvish life and deities, inlaid with precious metals and set with gem stones. Immediately upon entering the Palace, one is struck with the richness of its furnishings. In the ornate antechamber, two sweeping onyx staircases gently rise to the library on the upper level beyond. Massive mithral-bound doors block the way to the Royal Audience Chambers. Inside opulent hand wrought-mithral and adamantine thrones rest upon an equally majestically designed dais. Scattered about the throne rooms are luxuriant carpets tapestries, cushions and pillows crafted from the finest wools and silks. The floor directly in front of the dais is set with flakes of lapis lazuli and a potch of sparkling emerald, opal, sapphire, diamond and ruby off cuts. Near the walls, fluted granite columns rise to the ceiling, where silver-gilded rafters support mystic globes of light. Masking the rear of the irregularly shaped chamber, a silken curtain conceals the royal private stairwell, leading down to the royal families personal chambers. Making up much of the palace within the “Royal Cavern” are the halls and chambers of Ammarinar's government. Each of these collections of halls and chambers houses one of the reals governmental bureaus. Priests and bureaucrats staff the offices from dawn until sundown to conduct government business. The High Bureaus include the bureaus of: Mines, Trade, Fields, Security, Defence, the Gardens, Administration, State, Finance, and Water. The Noble Quarter can be found branch off either side of the Royal Cavern It is here that princes, several ranking priests, and landless nobles make their homes. Some mine and plantation owners maintain cavern-villas here as well. One-, two-, and three-level habitations of various designs can be found here. The residences in this section of the mountain are expansive and lavish. Many have rooms for live-in servants and some have private courtyards with expensive underground grottos and gardens. A few businesses specializing in luxury goods are located in the noble quarters also, catering to the refined tastes of Splendarrmornn’s elite. Private guardsmen patrol the outer halls of this exclusive area, usually in groups of five to 10, to protect against thieves and ruffians. Don’t be fooled, however, by the appearance of order and harmony. Intrigues and deceptions are everywhere in the Nobles’ Quarter. They occur behind closed doors and take place on a grander scale than the petty street crimes evident in the poorer sections of town.

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Dana Knutson© The Adamantine Palace

Merchants and Warehouse Chambers Large warehouse caverns are dotted about throughout the mountains. Each of multi-level chambers houses the city’s precious reserves of grain, adamantine, mithral, other precious metals, iron, and weaponry, and barracks for the guards. Transportation of these commodities to the warehouses is achieved by using cunningly crafted tunnels that extend from the different mining and farming communities scattered about the valleys and high meadows scattered about the Greypeaks. The warehouses and the tunnels leading to them are permanently guarded through magic and mechanical means.

The Cataract Gates

Trading caravans enter the city of Splendarrmorn travelling up the road, behind the Shining Falls and through this ancient portal. Loading and unloading is done in an area behind the gates in a large natural cavern . The enormous gate may accommodate fully loaded wagons or carts that generally pass directly into the city before unloading at a trading emporium. The massive gate consists of two large adamantine doors, each 20 feet high and nearly as wide. Just inside the trade cavern of the emporium rests a monstrous block of ironstone. In times of war, the gate is barred and a priest or rune-chanter summons an earth elemental to carry the stone into position to seal the tunnel. There it remains until the war ends.

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Black Axe Smithy The smithy of clan Blackaxe lies a few caverns down from the caravan gate. Those who know weapons often seek out the bad tempered but highly efficient dwarves to fill their needs. The Blackaxe mob sell finely crafted weaponry of all sorts within the cluttered, two-story shop during daylight hours. The walls of the caverns first story are lined with alcoves cut from uneven blocks of sandstone, the second floor being much the same. A massive stone door seals the entrance after hours. There are no windows. A stairway behind the counter at the back of the shop leads to the clans living quarters upstairs. The dwarves here lead by Myron Blackaxe the Younger a fine and well respected smith who has a knack for honing edges to an uncanny sharpness.

Miners Mounts & Hostelry

The boarding stable known as the Miner’s Mount and Hostelry is familiar to miners and caravan alike. This two-story cavern structure provides shelter for caravan mounts and lone miners and traders. The Broadblade family has managed the stables for over 10 generations. The Miner’s Mount and Hostelry houses only smaller travelling beasts such as mountain ponies, riding horses, and pack mules.. The Broadblade family charges a fair price: a single silver piece per animal per day. For a negotiated fee, they will supply trainers or healers to attend to a problem animal.

The Emerald

Midway along great emporium cavern lies a great hall lined with balconies and arched colonnades, that is home to The Emerald. A cracked sign over the entrance bears a shining fist sized emerald on its left side opposite a stylized bed & bottle, declaring the building to be an inn and tavern. An imposing ½ dwarf doorman grasping a huge morning star stands just to the right of the door. Seventy tables with seating for 8-12 people each take up floor of the main lower chamber all the way to a spiralling mithral stairway going up with a wide landing off to each of the other 5 level. A giant, L-shaped counter is to the right of the stairway that runs the entire length of that wall. In the wall behind the northern end of the counter, a curtained doorway parts at irregular intervals as serving girls bring food and drink to the customers seated at the tables. The Emerald offers good food at reasonable prices. They are usually well stocked, offering three or four different meat dishes daily and an almost infinite choice of spirits, wines, beers and ales. The price of a meal is 1 – 5 sp with drinks running from 1 to 5 silvers each. Six hundred spacious rooms containing comfortable bed, settees, baths and chamber pots are available for rent upstairs at the rate of 5 silvers a night (meals not included).

Local Lore :

Shining Mountain, the western most summit of the Graypeaks is the site of Ammarindar’s Royal Capital. Through centuries of digging and stone shaping, the dwarves have hollowed out much of the mountain, creating a tremendous central vault surrounded by several immense caverns. The vast halls of Ammarindar are linked together by a lattice of sweeping tunnels. Gently arching stone paths bridge different levels of the cities open spaces creating a magnificent stone web of roadways. The centrepiece of Splendarrmornn is the legendary Adamantine Palace, a castle constructed entirely of the black metal for which it is named. Most of its interior walls and ceilings are decorated with engraved images of Dwarvish life and deities, inlaid with precious metals and set with gem stones. The sole entrance to the Royal caverns lies behind the Shining Falls, high above the Delimbyr River.

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Citadel Yaunoroth

Rulers: Princess Olmma Snowsbattle DF Fg 12/Pr14 Dumathoin, Duke Delvarth Ironstar DM Fg 16 AL NG

Population: 5000, 90% Shield Dwarves, 5% Deep Dwarves, 2% Gold Dwarves, 1% Gnomes, 1% Humans, 1 %

Other races, - Elves, Half Elves, Halflings.

Exports: Weapons, Armour, Gems, Jewellery, Gold, Silver, Adamantine Products, Iron Ore, Beers, Ales, Toys,

Artworks, Statuary. Imports: Foodstuffs, Rope, Wines, Timber, Cloth, Small Goods

Standing Army: 2000 Warriors (Platemail, Shield, Battle Axe, Shortsword, Dagger, Heavy Crossbow)

Notable Temples: The Cavern of Victorious Might : Temple dedicated to Clangeddin Silverbeard. A large

cavern dominated by great stone statues of dwarven heroes past, armour and weapons worn by Clangeddin's greatest warriors, and huge granite blocks stained blood-red that serve as altars on which weapons are offered up to the god.

Notable Organisations: The Brotherhood of the Silver Axe: An order of warriors, crusaders and priests

dedicated to the protection of travellers throughout the trails above and the tunnels below in the realm of Stone and Shadow. This order headquartered in Yaunoroth has chapter houses and keeps dotted throughout the realm. The members are a resolute warrior who never back down from danger and who refuse to surrender even when all seems lost. They are a strict and ethical order who brook no treachery or deceit and who never negotiate or compromise. Triumph must be obtained through valour and bravery, and they are swift to humble and humiliate any who overcome by cowardly or deceitful means. The Brotherhood is known for often snatching victory from the narrowest of margins in battle. To outsiders the members of the brotherhood are often perceived as little more than bloodthirsty berserkers, but those who fight alongside them quickly learn of their principled approach to warfare and the lengths to which they will go to defend their fellow dwarves and allies. The most fearsome relic of this order is the Living Axe, an animated, bronzed, adamantine, double-bladed battle axe of great size. Clan Jundeth trades silverware, silks and glassware with inhabitants of other citadels and colonies in exchange for other precious metals, wines, meads and ales, and other foods stuffs vital to the lives of the people of Ammarindar. The clan always has need fore outriders and guards for its caravans as they are the targets of frequent raids because of their habit of travelling overland from one hidden vale to the next in search of the rare vintages the region is famous for. Emblem: A silver spear crossed with a bronze axe on an sky blue field. Trade Goods: Silk, glassware, alcoholic beverages craftwork.

Local Lore :

Citadel Yaunoroth was constructed in response to the growing concerns about the orc invasions plaguing the realms to the north. The fortress serves as Ammarindar’s southern bastion, yet it has never been attacked. It is linked to the capital by a deep subterranean road that cuts under the river to the southern Graypeaks. This dwarf hold is built into the side of a mountain over looking Bleached Bones Pass. It incorporates miles of curved, dwarf sized tunnels that extend throughout the Lower Graypeaks. The current ruler of Yaunoroth is Princess Olmma Snowsbattle, daughter to the Current High Queen Helmma Snowsbattle. While Helmma's sister, Princess Olmma (LN female shield dwarf ghost fighter 6) defended Citadel Yaunoroth with her life, Helmma was busy counting and cataloguing her riches. Helmma had been visiting for a short period to examine the riches that were stored in Yaunoroth. When the hordes of Ascalhorn swarmed the citadel, Princess Olmma bought time for the citizens to flee, but Helmma was so greedy that she couldn't abandon her riches and perished in the flames of her avarice. Helmma cursed Moradin for not protecting Yaunoroth, and he in turn cursed her soul, preventing her from an afterlife with the dwarves. Seeing a kindred

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spirit (and enjoying any opportunity to get back at Moradin for losing dominion over the gold dwarves to Dumathoin), Abbathor, dwarven god of greed, turned Helmma into a vestige.

North Peak

Rulers: Duke ‘Old Iron Guts’ Verdith Stoneshield DM Fg 14/Pr 9 of Moradin AL LN (G)

Population: 8000, 90% Shield Dwarves, 5% Deep Dwarves, 2% Gold Dwarves, 1% Gnomes, 1% Humans, 1 %

Other races, - Elves, Half Elves, Halflings.

Exports: Adamantine Ore, Gems, Gold, Silver, Iron Ore. Imports: Foodstuffs, Rope, Wines, Timber, Cloth,

Small Goods, Beers & Ales, Food Stuffs.

Standing Army: 3000 Warriors (Platemail, Shield, Battle Axe, Shortsword, Dagger, Heavy Crossbow)

Notable Temples: Vigilant Towers of the Bronze Axe : Temples and watchtowers dedicated to Gorm

Gulthyn. The Vigilant Towers are scattered throughout the north and are often filled with humourless, no nonsense warriors and priests dedicated to defending the realm from all comers. Working with the even more dour cousins the Silver Axemen, The Bronze Watchers make up the bulk of Ammarindar’s armed forces. In this case garrisoning the outer redoubts are early warning stations scattered throughout the realms frontiers. Each tower is made of unadorned stone set with a single solid adamantine door, Such towers are often decorated with visored helms, or if particularly blessed, a shield or breastplate with twin eyeholes burned Through. The Towers are typically built upon a buried armoury, a training hall, and barracks, and most are located atop hidden fortifications that guard entrances to the halls of the Stout Folk.

Notable Organisations: Clan Foehammer is very efficient and conservative in nature, and is one of the

most profitable and prosperous clans in the kingdom. They deal in small but valuable items and run swift mountain pony caravans to transport their cargos. Foehammer almost always avoids open conflict at all costs, but avenges wrongs committed against it by penetrating valuable markets of offending clans and merchants. Its outposts are positioned strategically at the crossroads of several important trading routes to take advantage of a variety of markets with a minimum of cost. Foehammer clan houses can be found in Yaunoroth, West Delve, Haffgaarn Mountain, Fellridge and Whitewater. Emblem: A gold coronet on a sable field. Trade Goods: gems, spices, jewellery and other small, valuable items.

Places of Interest :

Balkallish Bazaar Buys and sells goods of all sorts, including musical instruments, jewellery, and clothing, old wagons, mule packs and mining equipment. The Halfling and gnomish owners of the Bazaar buy and sell previously owned goods, at a tenth to a quarter of book price. Some real bargains can be had, an estate sale of missing adventurers are Popular events, often gaining the biggest crowds, except for when a clan goes bankrupt then the vultures from all across the realm can be found here. The Bazaar’s proprietors have ties to the black market and can help buyers locate hard-to-find items for a fee, usually a tenth of the item’s value.

Tallieah Buclebar’s Leather and Hides The tannery and leatherworks is run by Tallieah Buclebar , a rambunctious female dwarf. She supplies many of North Peak's artisans and crafters with leather for boots, belts, bridles, and other items of leather craft. She

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also makes leather armour and barding herself, often studded with adamantine. Lady Lallieah is a perfectionist, obsessed with making sure that every thing perfect and every customer is satisfied. She enjoys working with exotic leathers and has a good selection of expensive dragon hides cured and waiting for the right buyer and occasion.

Local Lore : North and west of the High Gap is a small group of well tunnelled mountains collectively called North peak, in which Ammarindar’s most active mining complex is located. Rich in Adamantine ore, the mines of North Peak furnish the raw materials for the Dwarf crafted armour worn by the forces of Eaerlann, Ascalhorn and Illefarn. Goods are taken via the trade road to Elven Port where they are bought by Eaerlanni and Ascalhi merchants. The Dwarves make good use of the slender leaf barges that run up and down the Delimbyr River to take their raw product to the smithies of Splendarrmornn, and to gold, silver gem merchants from other lands below the Shining Falls. North Peak is Ammarindar’s largest colony outside of the Graypeaks, but it is not the only one.

The Mines of West Delve

Rulers: Duchess Emerald Galloglar DF Fg7/Thf6/Pr10 Dumathoin AL LG

Population: 6500, 90% Shield Dwarves, 5% Deep Dwarves, 2% Gold Dwarves, 1% Gnomes, 1% Humans, 1 %

Other races, - Elves, Half Elves, Halflings.

Exports: Adamantine Armour, Gems, Gold & Silver Ornaments, Jewellery and Toys. Imports: Foodstuffs,

Rope, Wines, Timber, Cloth, Small Goods, Beers & Ales.

Standing Army: 2000 Warriors (Platemail, Shield, Battle Axe, Shortsword, Dagger, Heavy Crossbow)

Notable Temples:: Major temples to Clangeddin & Dumathoin, Pantheon temples to gods of the Dwarves,

Humans, Gnomes and Halflings.. Places of Interest : West Traders Market is located in a dell outside of the main entrance to West Delve. Apart from the regular visits of dwarven and human traders, several Elven houses also trade here, bringing exotic goods and curiosities from across the region. The markets buildings typically have a broad door and a large window with counter from which the merchants hawk their wares. Anything (legal or not) can be found in the West Traders Market if the customer can afford it and knows the right questions to ask of the right people. Nobles often have servants accompany them to watch for cutpurses, for on trade days the Market is rife with thieves and con-artists. Others clutch their purses tightly, having a care not to display unnecessary wealth. In spite of its predatory nature and the dubious quality of its products, the West Traders Market draws throngs of people from all over the region because, quite simply, one can acquire items here that seldom can be found anywhere else.

The Shattered Axe: Set at the edge of the West Traders Dell, this fine tavern serves good food and drink at affordable prices. The owner of the Axe, Jontey Orothiar (SDM, F9/Mg9 RC), is a members of the Rune Chanters of Xothol. Anyone wishing to contact this secretive society is best placed to do it here rather than risk arrest and extinction at the hands of the societies enforcers.

Local Lore : Deep in the eastern heart of The Shining Mountain lay the Mining Complex and Smithies of West Delve. It is here that the majority of weapons and armour are made by the Dwarves before being sent either to the capital or south to Loudwater for trade and sale. A busy complex of dwarves and their families, the finest silver and gold smiths, the finest jewellers and the best armourers can be found practicing their trades here.

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Armours can be ordered and fine trinkets, jewellery and toys are a specialty here, and many children run the halls here much to the delight of their Dwarvish parents.

Lindiscaer - lindiskaer

Rulers: Harrison Thistlewood ½ M Fg 9/ Bd 7 AL NG and a local council of 7 members elected annually.

Population: 1500 (town 100 and 1400 farmers orchardists & wine makers in the surrounding district), 30%

Shield Dwarves, 30 % Humans, 40% Elves, Half Elves, Halflings.

Exports: Cut and polished marble, statues, water features, timber, fresh fruits & vegetables, wines, fish and

meat and leather products .

Standing Army: 200 Warriors of various races, plus most inhabitants can wield an axe, spear or bow with

ease.

Notable Characters: Anthalass Rockfist, Daul of Rorrina, blood of Helmma

Notable Temples: Wanderers Temple of Haela Brightaxe – A wooden lodge built hard up against a granite

grotto dedicated to the Happy Wanderer. This order of priests, wilderness warriors, druids and rangers acts as the environmental conscience of the folk of Ammarindar. The Wanderers as they are known act as scouts, foresters, hunters, farmers and guides for many who live in the surface communities of famers and herders in the isolated valleys and highland pastures of the kingdom. Often these priests are the only holy-ones many villagers ever see as many isolated dwarven communities never leave their high, often snowbound valleys. This particular temple and hunters lodge is the most visible in all the kingdom, and often acts as the public voice of a widely scattered and much underestimated order. Anyone waylaying and killing a Wanderer best beware for it is said that she appears when her favourites die, to carry their souls away to become her Guardians, and to avenge their deaths by pursuing and slaying their killers, however long it takes and no matter how powerful they are.

Notable Organisations:

Clan Quarrymaster, based in Lindiscaer, is a dominant force in the quarrying and marble cutting trade in the southern portions of the kingdom. This clan is on very good terms with the rulers in Eaerlann and Illefarn and is seeking to expand its trade in this area. Clan Quarrymaster has crafters and stone masons working in all the major cities, but also maintains important offices in Elvenport and Aelinthaldaar Emblem: A black hammer and chisel on a field of white marble. Trade Goods: Cut marble, statuary, stone masons and masons tools.

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Places of Interest :

Brightaxe Keep

Brightaxe Keep – A stout, motte & bailey style keep of imposing black granite surrounded by a square 50’ high, 15’ thick, curtain wall 100’ on a side with 4 imposing 80’ battlement topped towers set with ballista and trebuchet atop the central keep. A barbican with a double portcullis gate house, stouts iron doors, and murders holes above complete this stark edifice. The keep is a storehouse of food, small smithies, and armoires’ crammed with weapons and armour, and are never guarded by less than a dozen guards. There is a highly destructive trap set somewhere in the basement of the keep: If the dwarves are slain or forced out, no enemy of the dwarves will get the store of weapons without taking heavy losses. The Lucky Maiden Inn & Tavern: Home to a retired Dwarven adventurer and priestess of Haela, Anthalass Rockfist. A two story, sprawling manor in the tudor style, with several out buildings, stables, and paddocks, a blacksmiths, wagon-wrights, a duck pond, vegetable garden and orchards. Lady Anthalass is the youngest sister of Queen Helmma who gave up her noble and pampered existence for a life of hard-nosed adventuring and monster slaying when she defied her father and joined the priesthood as a young stripling at the tender age of 14. From that day forth she was disowned by her family and has never looked back.

Dahaurock- dahaurok – A hook shaped crag of volcanic granite inscribed with the royal symbol of

Ammarindar marking the realms southern boundary, just upriver of present-day Loudwater. Local Lore : Sitting in the shadow of the bare, hook shaped crag known as Dahaurock is the farming and trading village of Lindiscaer. This little out of the way hamlet sits at the confluence of the Greyflow and Delimbyr Rivers. It acts as a service centre for surrounding farms, and supplies fresh fruits, vegetables, wines, fish and live stock to the dwarves of Ammarindar. Started by an enterprising group of humans, dwarves and Halflings, the village is protected at all times by a small garrison of dwarves, halflings, elves and humans.

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Xothol -zothol

Local Lore This dwarven college of magic was founded in the years of King Azkuldar III, in the year - 550 DR. King Azkuldar secretly created the Xothol, an arcane collage charged with guarding against Ammarindar against attacks by the increasingly antagonistic Netherese. Xothol was to be Ammarindar’s secret weapon should the conquering Netherese ever turn an eye on the shield dwarves. The college was carefully tucked away beneath the south western Graypeaks and its existence was kept secret from most of Ammarindar’s population. The dwarven rune casters of Xothol developed new spells and new methods of spell preparation all of which were designed the thwart the Netherese arcanists. After Netheril’s fall, however support for Xothol waned. King Tormalk eventually closed the college and ordered it magically sequestered until a time when Ammarindar needed its protection again. The collected lore of Xothol remains untouched to this day. The college is filled will tomes, scrolls, magical items, guardians and traps of the most cunning kind. Also here are several Dwarven Arch Liches who could not give up their studies. They stay waiting for the time when their kin will call them forth to defend the realm they studied so for so long to defend. Hidden in 4 specially hidden lairs 4 Dragon Arch-Liches. There are 2 copper dragons, 1 silver dragon and 1 adamantine dragon, all are of very old category or older.

Haffgaarn Mountain

Rulers: Duke Durthane Silveraxe DM FG 17 AL LE

Population: 4500, 90% Shield Dwarves, 10% Deep Dwarves,

Exports: Adamantine Armour, Gems, Gold & Silver Ornaments, Jewellery and Toys, Beers & Ales.

Standing Army: 1500 Warriors (Platemail, Shield, Battle Axe, Shortsword, Dagger, Heavy Crossbow

Notable Temples:: major temples to all dwarven gods, particularly Moradin and Clangeddin Silverbeard.

Notable Organisations: Clan Deepaxe is the region’s primary trader of mithral. With their mithral mines producing more than any other clans, Their primary clan houses are in Haffgaarn, Splendarrmornn, Dawnspire and Whitewater. The Deepaxe clan Hold sits north of the main entrance to Haffgaarn and over 300 clan members and guards serve customers who come to the hold to trade. Mithral tools and weapons gleam from wall racks, bolts of silk fabric rest on high shelves and precious works of glass, stone, and gem craft are displayed in a fine cases lining the walls. Emblem: A mithral hammer on a scarlet and sky-blue field. Trade Goods: Mithral, weapons, artwork, textiles, and gems.

Places of Interest:

Moonlight Madness: Is a cavern tavern of some renown. It boasts large cushioned booths with sheer silken curtains fluttering in artificial breezes generated by tiny elementals, the breeze, scented oil lamps, and winsome serving girls. Its lavish approach does seem to encourage business, but its prices are nearly twice those of other taverns in the city.

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Haalla Trueforger Wagon-Wrights Haalla Trueforger owns and operates Haffgaarn s largest wagon manufacture and repair facility. Two large chambers south of the main entrance cavern are used by Haalla and her 10 children. The Trueforgers are well known for their workmanship. Their shop produces wagons of every description from small open wagons to mine cars and stately coaches. Fine two and four wheeled chariots are crafted here as well. The two main caverns serve as workshop and showroom, respectively. If she doesn’t have the wagon in stock that the buyer wants, she can build it in two weeks if she has the materials on hand (70% chance) or in four to six weeks if she doesn’t. Custom orders take from one to four weeks longer to build and cost 50-100% more depending on the extent of customization involved.

The Dragon’s Fang Run by smiths of the Rockfist clan the dwarves here are renowned for specializing in custom-made weapons of exceptional quality. The Dragon’s Fang maintains a large clientele among noblemen and professional warriors. The shop deals exclusively in mithral and adamantine weaponry Harranudyn Rockfist, the master weapon-smith who owns and runs The Fang is a former mercenary with a strong appreciation for what a fine quality weapon can mean in a battle. Weapons purchased at The Fang cost thrice the standard rate, but are custom made and have a +2 non-magical bonus for attack and damage.

Local Lore : Like West Delve its main purpose is the manufacture of Dwarven Goods, and the housing of the realms populace in relative safety. Ruled by the Silveraxe clan, Haffgaarn’s ruler, Duke Durthane Silveraxe is a stern and taciturn dwarf who likes nothing better than to add more wizard’s skulls to the walls of his private chambers. Durthane is a little xenophobic and does not tolerate outsiders well. His wife Gundilla is the grease that keeps the wheels turning whilst Durthane is off hunting Netherese. The folk here are considered rough and uncouth by Ammarindan standards and this suits them fine. Haffgaarn warriors are amongst the fiercest soldiers and tunnel rats in the realm, and the clans here produce most of the berserkers and battle-ragers of Ammarindar’s army.

Grayford Rulers: Merchants and Farmers Council

Population: 1250 (Shield Dwarves 50%, Humans 20%, Halflings 10% Moon Elves 10%, ½ Elves 5%, Rock

Gnomes 3%, Others 2%)

Exports: Mules, horses, fruit & vegetables, fish & freshwater pearls, leather goods, timber products, wines,

spirits & ales,

Standing Army: militia of archers, spear throwers, axe and sword wielders of 300 stout shields for the wall.

Notable Temples: High Water’s Lodge – Hostelry & Temple to Marthammor Duin. This homey and

comfortable keep like structure sits astride the bridge crossing the river at Grayford. Set 50’ above the highest ‘High Water’ mark, hence its name, this solid stone 4 story structure is home to a sept of the Tarynstone clan who operate the toll way and barge service here. The place is maintained by Garth Tarynstone, a Dwarven adventurer and priest who is open and friendly, and definitely curious about what lies over the next horizon. He has a keen interest in the doings of the wider world as a whole, and he is far less xenophobic than most dwarves. Garth carries with him a walking stick gifted to him by a kindly wizard that serves as a quarterstaff

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+1. When in the hands of a dwarf, it furnishes one limited wish if that wish is spoken aloud as the stick is broken. The walking stick then crumbles to dust as the magic is expended, accompanied by the ringing tone of a mace crashing against metal in the distance. For some unknown reason Garth’s walking stick has reappeared at the High Water’s within a 10 day of having been broken, on 41 different occasions.

Places of Interest:

The Fateful Ring This small, but well-appointed jewellers is located off of the main market square. The owner, Felorinda Arnskull, works in a variety of media including all forms of gold, silver, mithral, copper and bronze, both with and without gems. Unlike some designers whose work is in vogue one day and out the next, Felorinda creates simple designs set off with understated flares and variations that carry a broader appeal.

The Seven Water Horses Inn The Seven Water Horses Inn is run by Celestiar Moonsong, a aging Moon Elf woman. Celestiar’s husband and two sons were killed by raiding orcs many moons ago so now, the family home is all she has left and she refuses to part with it. To maintain the home and feed herself, Celestiar operates the house as an inn. Visitors may rent rooms by the day, the week, or the month. A courtyard at the rear of the main building contains a small stable where up to six mounts can be housed. Rooms run from 5 silvers per person per night, or 25 sp per person for the week, and 10 gold pieces per person per month, payable in advance. Prices include stabling of one mount per guest and meals. Quality of the lodging is good, the meals are fail.

The Delirious Dragon Tavern serves the widest variety of ales in the district including its own brand,

Black Death, a potent draft which is brewed from the local deaths- head mushrooms and black rye that grows in the fields south of the village.

The Collapsed Shaft is the dive of choice among the districts less discriminating drinkers. It’s got the

cheapest Beers, ale and wine in town, and it tastes like it. The meals reflect this standard of service and the contents of the meat pies is questionable at the best of times.

Dawnspire Citadel Rulers: Duke Guntalbron Ironaxe DM F19 AL LG + council of elders

Population: 14900 (Shield dwarves 70%, deep dwarves 10%, humans 5%, rock gnomes 5%, elves (all types)

5%, others 5%)

Exports: Imports: magnificent armour and weapons of mithral, adamantine and cold wrought iron as hard

as steel, diamonds, garnets, rare star sapphires, emeralds and rubies, spirits & ales. Standing Army: 2500 axe wielding shield warriors, 350 dire-wolf riders.

Notable Characters: Notable Temples: Karlyth Sharindlar – Temple to the Lady of Mercy and Compassion; Deep within the

heart of the mountain, is the Hall of Joyous Souls, a great halls, free of pillars or other architectural features. Serving as both a chancel and grand ballroom, they are well lit by craftily positioned mirrors set in windows atop the mountains surface that capture the first rays of the dawning sun and follow it until it sets. The edges of the Hall hold fountains, pools, and formal gardens. The goddess's temple has numerous small guest chambers for visitors, of which there are many. Amongst these many chambers is a small library that serves as a repository of rune stones inscribed with dwarven genealogies, clan records, courting rites, descriptions of

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formal dances, astronomy charts, medicinal practices, herbal brews, agricultural and husbandry records, and the like.

Notable Organisations:

Clan Watchever, a vast trading power exiled from Delzoun , corrupt and decadent, is in advanced stages

of decline. Once a name feared and respected throughout the region, Watchever now is the target of ridicule and derision. Members of the family have withdrawn from the day to day affairs of the clan, too absorbed with their own lavish lifestyles and personal vices to care. Senior retainers care nothing for the collapsing Watchever mercantile empire. Driven by greed, they use their positions to line their own pockets. Even smuggling and selling contraband can be arranged for a hefty bribe. Clan Watchever serves most of the major cities. The clan also maintains an outpost in the village of Grayford. Many other outposts exist, but are generally not profitable or are placed at out of the way locations where trade routes have long ago dried up. Emblem: Three red stars on a yellow and black diagonally divided field. Trade Goods: Metals, gems, grain, wines & spirits, and wood with minor trade in art and weapons.

Places of Interest:

Chalahoolees Blown & Cut Glass and Crystals Extremely high quality blown and cut glass/crystal creations are sold here. The glass is of a fine and unique quality with no two no two pieces in a set ever exactly alike. The artisans working here are under the supervision of Golda Rockfist, and are considered the finest proponents of the arts anywhere in the Tri-Kingdom region.

The Makers Wheel Reputed to make the best pottery in Ammarindar, this shop creates individually painted and glazed, hand-thrown clay pots. For an extra fee, they are painted or etched with scenes of everyday life. Dozens of potters work here during the day.

Buclebar Weavers In this immense underground weavers croft soft silken threads, woollen fibres, fur, and yarn are interwoven to make clothing, bedding, linens, curtains and decorative wall and floor coverings. A mass of vertical hand looms are in perpetual motion with bits of coloured fabric constantly introduced to the weave. A dwarven couple, Yorik and Kestral Buclebar, are the head weavers. The Buclebar’s trade their good up and down the Delimbiyr and to the lands beyond.

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Greyvale Delving Rulers: Baroness Niquitta Stardelve , ½ dwarf female, Fg10/Skald7 – Rune Chanter. AL LG

Population: 750 (Shield dwarves 90%, humans 5%, gnomes 5%)

Exports: Adamantine, rare gems, mining equipment and tools, spider silk rope,

Standing Army: 300 strong militia of blade swingers for the shield wall.

Places of Interest: Black Cider Inn For those who want the finest, and can afford it, there is the Black Cider Inn. The inn caters to visiting nobles and senior traders with gold in their pockets and a desire for pampered care. Guests of the Black Cider receive deluxe accommodations with scented baths and access to the inn’s private stock of rare spirits, wines, beers and ales. Gourmet meals are served in the inn’s exquisite dining room or brought to the guest’s room upon request. The staff includes several maids and stewards who not only clean the rooms, but can provide guests with more personal attention, such as private baths and massages. Tipping is acceptable and encouraged. Runners are available at no extra charge to deliver messages or make purchases for guests. The luxuriant decadence of the Black Cider Inn can be had for 25 gold pieces a night per person.

The Rambling Rover (Wheelwrights & Cooperage) One of the cheapest locations for replacing a lost or broken wheel, spoked wheels of all sizes, shapes, and materials are found in this large complex of sheds and warehouses. Ready-to-use or custom wheels and spokes are available. The cooperage caters for merchants brining wines and fruits from the surrounding orchards and vineyards for which Greyvale is justly proud.

Whitewater Mines Rulers: Baron Harlingenn Stoutshield SDM, Fg14/Pr10 AL NE

Population: 3500 (Shield dwarf 50%, rock gnome 20%, deep dwarf 10%, halfling 5%, human 5%, other 10%)

Exports: Silver, lead, copper, coal, mineral oils, metal wares, lanterns and water pumps.

Standing Army: 800 axe wielders & 50 Griffon riders.

Notable Temples:

The Adamantine Hall – Temple to Vergadain, treasury, counting house, merchant’s guild hall and armoury. Set just off of the main mine entrance are the fortress like, near impregnable vaults. They are filled with countless coins, jewels, and other treasures, whose collective value rivals that of most dragon's hoards, with appropriate magical and non-magical traps to guard them. The central chapel is dominated by a huge stone cauldron that serve as the altar. A huge gold coin, fully 5 feet across, hangs above the altar. These coins are guardian anators that emit lightning bolts and magic missiles at unauthorized beings who take things from an altar where the offerings of Vergadain's faithful are placed.

Notable Organisations:

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The Copper Hands Merchants Guild (and secret guild of fences and thieves). Clan Brimstone, takes a predatory approach to business. Blackmail, espionage, and assassination are all acceptable practices to the clan in its quest for wealth and power. Brimstone maintains friendly relations with Clan Deepaxe and cordial relations with others except Tarynstone, to which it is overtly hostile. When the opportunity presents itself, Brimstone ruthlessly exterminates smaller clans who trespass upon its trade and mining interests, picking up the pieces for itself. Emblem: A pair of silver gauntlets set on a black banner. Trade Goods: Brimstone is a major supplier of hemp, grain, iron, copper, coal and occasionally deals in contraband. Clan Horn, based in Whitewater, is the most aggressive, militaristic clan in the settlement. Its cavern complex is a veritable fortress. Heavily armed and armoured guardsmen patrol the grounds with brisk efficiency. The major caravanserais run by the clan are to be found in all the major settlements and citadels of the kingdom. Emblem: A pair of crossed black whips on a golden field. Trade Goods: Slaves, stolen cargo, weapons, pottery, steel, and occasionally hostages for ransom, hardwood and gems.

Places of Interest: The Smashed Goblin The establishment, whose ownership has changed many times, has an imprint of a crushed goblin in its door from whence the tavern takes its name. Many years ago, goblins raided the town, one not so bright boy decided to wait in ambush behind the taverns front door. When the taverns owner, an obese battle-rager named Velentwth Battlecrasher charged in to check on his ale stocks, he inadvertently crushed the poor goblin into the wood, leaving a distinct goblin shaped impression in the stout ironwood door. It caters for the rough and ready crew of miners, warriors and caravan guards. Its food is good if plain, the furniture practical and oft repaired, and the beers cheap and plentiful. Just the way the patrons like it.

The Hungry Griffon Bakery and Barbers The Hungry Griffon is a famous meeting place for clandestine meetings and the like . It is the single establishment never frequented by elves, as it is the one place they must surely fear for their lives. The establishment is run by a surly dwarf named Galleb Maendrar and his Halfling wife, the barber Trianna Hammerfoot. The pair developed a strong relationship many years ago whilst adventuring, and it is said they stalk the countryside late at night looking lone elves or half-elves for their stew pot and famous meat pies. Both claim to have never killed for a meal, but they always to have fresh meat for the stew and pies for those who wish to partake. The pair have survived several assassination attempts and arson attacks by angry elves attempting to close them down, but somehow they manage to keep their doors open.

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East Keep Rulers: Princess Myrallia Tarynstone SDF, Pr15 (Moradin) AL LG

Population: 7200 (Shield dwarf 75%, human 10%, deep dwarf 5%, rock gnome 5%, other 5%)

Exports: Foodstuffs, Rope, Wines, Timber, Cloth, Small Goods, Armour, Gems, Jewellery, Gold, Silver,

Adamantine Products

Standing Army: 1000 axe wielders, 250 griffon riders.

Notable Characters: Geldenstaf Oakshield, SDM Druid 18 (Doodad) of Silvanus, Fassbjorn Honedaxe SDM

F14, Dragon Slayer, Galladria Clovenshield, ½ DF – Rune Chanter 9/9 – Griffon Rider.

Notable Temples: major temples to Dumathoin and Tempus, with a druids circle located in the nearby

Crescent Woods dedicated to Silvanus

Notable Organisations: Oakshields of the Crescent Wood, a large circle of human and dwarvish druids

who se it as their job to protect the natural wilderness of the northern Greypeaks. These many mountain druids, of which there are over 60, serve as advisors to the dwarves in the matter of timber cutting and tree growing. They care for the kingdoms many hardwood and pine plantations so that the dwarves have a continuous supply of timber for their mines, smelters and forges whilst not angering the elves by cutting into the High Forest. Grey Cloak Wyrm Slayers: raids by dragons are a constant concern for the people of East Keep, particularly blue wyrms from the desert and whites from the High Ice. To this end the dwarves have assembled and trained an elite band of dragon slayers. This high risk, high reward profession has a high turn over of guildsmen, but those veterans who survive gain fearsome reputations and much wealth besides.

Places of Interest: Mithral Pick Miners Hall, the central meeting place and residential hall for the keeps many miners. Really an complex of interlocking gran chambers and galleries set deep inside East Peak. Skybolt Aerie: Home to the griffon riders of East Keep, the highest towering spire atop the mountain, and home to the nests and landing platforms of over 300 griffons and their many riders and those who care for them. Wyrmstrike Mines: an incredibly rich series of silver, gold and adamantine veins runs beneath the nearby mountains, besides the many deep shafts that riddle the upper under-dark hereabouts, there are also several open-cut pit mines that scar the deeper valleys and canyons of the Greypeaks around East Keep, these are collectively known as the Wyrmstrike Mines, as they were founded when a group of prospecting dwarves and humans exploring a slain dragons lair, discovered that it was set in an enormous silver and gold reef just below the surface.

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Local Lore: The people of East Keep have always been an independent lot, striking out on their own millennia ago, they have developed a reputation as fierce fighters who will not give way under any circumstances. There have been several bloody clashes with the drow of Ched Nasad. It was because of this intractable attitude that they chiefs decided to start open-cut mining. This was due mainly in part because the drow and their minions were less likely to attack miners working in full sunlight. This has proven to be a highly successful, if labour intensive solution to dwindling numbers of miners due to violence. East keep and Fellridge share many resources and kinship ties and the dwarves of Whitewater Mines are perhaps their best trading partners with Whitewater’s mechanical water pumps for keeping ground water out of the pits and mines, being in constant need. The Keep itself is set deep inside East peak mountain, a branch of the High Road wends its way up to the Keeps craftily hidden doors set at the end of a box canyon ending at a sheer cliff wall flanked by two giant Dwarven warriors in forbidding plat email and covered in ancient magical runes. Within are the great halls and galleries of a city capable of holding 15000 of the stout fo9lf but currently holding less than half that number. At the top of East Peak a series of watchtowers and huge glass-steel windows look out over the desert harkening back to a day when the fields and forests and seas of Netheril graced the view of these ancient halls.

Greypeak Mountains Looking West from the Anaurach Desert.

Obrynn’s Landing Trade Depot Rulers: Obrynn Thistlewhite SDM F9/Thf16 AL NG

Population: 300 (Shield dwarves 50%, Halflings 20%, humans 20%, others 10%)

Exports: barges, boats, chandlery, tack and harness, dry goods.

Standing Army: militia of who ever is around at the time + 60 stout axes for the shield wall.

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Notable Characters: Obrynn Thistlewhite, a rascally and belligerent old dwarf who runs the trading post

atop the cliffs above Obrynn’s landing. Built by his great grandfather the original Obrynn Thistlewhite, the current Obrynn builds and supplies barges for the river traffic between Port Shining Falls and the Docks of Teu’tel’Alu (Elvenport). Portia Casseldon – Halfling proprietor of the only Inn/Tavern in town.

Notable Temples: None, shrine and a single priest to Dumathoin, Gaddernthor Honedaxe, Pr 5, AL LG.

Notable Organisations: The White Thistle Trading Coster and Barge Wrights.

Places of Interest: The docks: steep loading ramps wend their way down the 500’ cliffs, to the loading docks cut into the cliff on the banks of the River Shining. The 300’ long 100’ wide platform is equipped with two large steel cargo cranes that lower heavy, cargo laden pallets down to the docks. Which are then picked up by smaller cranes operated by stevedores who load and unload the cargos onto barges and leaf boats who ply their trade up and down the River Shining. Two large warehouses are cut deep into the cliff face and a comfortable four story, dockside inn/tavern – The Sunken Barge and customs house sit alongside. Local Lore: Obrynn’s Landing acts as the main trading port for dwarven goods from the upper vale and northern Greypeaks. Placed strategically at the western end of the High Gap, many merchants use the High gap Market and Caravanserai maintained by Obrynn’s clan as a major trading hub thus having to avoid crossing the river 20 miles up stream. Obrynn operates a ferry service to the trade road on the other side for those travellers seeking quick passage to Elvenport and its surrounding cities. The place may be small but it sits astride a major trade route and is subject to frequent raids by orcs and giants. Obrynn maintains a standing contingent of giant slayers, and artillerists who maintain the town’s heavy catapults, ballistae and trebuchets.

Fellridge Rulers: Baron Skyrenfell, Dwelf M High Mage 22 AL LG,

Population: 6000 (Shield dwarf 60%, moon elf 20%, dwelf/ ½ elf 10%, human 5%, gnome 5%)

Exports: siege machines and equipment, heavy mining equipment, explosives, enchanted weapons,

armours and other unusual devices, leather and timber products, fine bears wines ales, horses and mountain ponies, barrels and kegs.

Standing Army: 1800 axe & sword wielders for the shield wall, 200 dire-wolf riders, 150 griffon riders.

Notable Characters: Baron Torkillas Skyrenfell, Dwelf M High Mage 22 AL LG, Arch-mage of Ammarindar

and head of the Griffonclaw High Magic circle, Lady Chyron Skyrenfell ½ Moon Elf Mage 15/Fg15, wife of the Baron and head of the blade singing dragon & griffon riders.

Notable Temples: Major temples to Sehanine, Dumathoin, Garl Glittergold, shrines to Selarine, Dwarven,

Human and Gnomish pantheons.

Notable Organisations: Skyfire Riders: a society of ½ elves and ½ dwarves dedicated to defending their

home from all comers. Most are either blade-singers or rune-chanters with the occasional duskblade or poet/priest. Gasselgriffs Beer, Barrels and Ports – chief exporter of Skyfire beers and ales, their fortified liqueurs have been known to sustain more than one weary traveller on those cold winter nights. Their rarest port wine – Old Smokey, acts as a potion of warmth and vitality for up to 8 hours if 3 full drams are consumed, the downside is the person ends up exceedingly drunk and passed out for most of that time, with a matching hangover upon awakening.

Places of Interest: Skyrenfell Hall: is really a series of interconnected keeps, towers, aeries, halls and galleries set atop and within the multiple peaks of Skyfire Mountain. The actual keep is a seven towered, 60’ high curtain walled

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castle astride the mountain plateau known as the Fellridge. Built into the mountain below are many halls and galleries lit by gigantic glass-steel windows set high into the sheer cliffs of the mountain side. The castle is connected to its other halls and buildings by stout covered stone bridges and craftily hidden portals for use in the winter months. A well guarded lone, winding stair leads 9000’ to the valley floor. Skyfire Aerie: A series of caverns, landing platforms and aeries dedicated to the housing the windriders of Skyrenfell.

Local Lore

Fellridge Hall is a mist shrouded granite keep set atop Skyfire Mountain. The Keep once overlooked the Far Forest and the Sea of Ascore. Its dragon and griffon riders escorted the sky ships of Netheril on trade missions to the capital of Splendarrmornn. In more modern times the people of Fellridge have acted as a redoubt against the wandering horrors unleashed by the phaerimm. Fellridge Hall is the traditional home of those deemed untraditional in the kingdoms of Eaerlann and Ammarindar. Always home to outsiders, the Barony of the Skyrenfells prides itself on being the last best line of defence. With links to Mintarn, Ruathym and Lantan the traders of Fellridge use well guarded trade portals to export and import wares across the realms. If you want it, they can get it…for a price. Famed as builders and inventors the engineers of Fellridge are often hired as siege breakers and large construction consultants. There buildings, dams, tunnels and halls can be found all across the realms. Their greatest claim to fame was is the construction of the Adamantine Palace in Splendarrmornn. There is a steep and winding stair to the keep atop the mountain, but no internal tunnels of stairs. Access to the city is via either flight or portal. Even in the aftermath of the Hellgate Wars, the people of Fellridge have maintained a discreet presence in their mountain fastness. Several villages and farm steading owe their allegiance to Fellridge and 8 farmer’s portals connect the Tower Tor (southernmost peak) to a fortress designed to hold all of their families and livestock in times of war.

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Localities of Note The Realm of Stone and Shadow The Realm of Stone and Shadow is a huge network of caverns in the upper Underdark beneath the Greypeak Mountains. Some of these subterranean chambers are natural, bringing hot, foaming springs up to join the River Shining. Others are the passages of abandoned Ammarindan delves. The surrounding Underdark bears the scars of countless spell battles, however, from the battles the drow of Ched Nasad waged wars against beholders, dwarves, fiends, and phaerimm. The dwarven realm of Ammarindar also extended down into the upper Underdark, encompassing both natural caverns and an extensive mining network. The underways of Ammarindar ran the length of the upper Delimbiyr valley, permitting travellers to walk from North Peak, at one end of the kingdom to the Citadel of Yaunoroth at the other without ever returning to the surface. Isolated clan holds lay scattered throughout the Ammarindan Underdark wherever the richest veins of ore and gemstones were found.

Vale of Naurogloth - The Bleached Bones Pass

It was here of old that the final stand of the Dwarves of Ammarindar too place. Queen Olmma’s brief reign began and ended here upon the lower slopes of Bone Mountain as she and her troops fought a desperate rear guard action against the orcs and fiends boiling up out of the tunnels and forgotten holds of the underdark. This barren and wind-swept valley was the main trade route from southern Netheril to Illefarn, via the mines of Dekanter. Its stony floor marks the southern boundary of the kingdom, and stone markers carved with the triple horned crown and stars emblem of the realm being found all along the southern side and either end of the ancient caravan trail. In more modern times the pass draws its name from piles of sun-whitened bones that line the trail. Numerous small, crude orc strongholds dot the slopes of the pass, warring constantly with one another.

Ched Nasad The City of Shimmering Webs lies in a great V-shaped cavern under the High Gap in the northern Greypeak Mountains. The grotto is nearly a mile high and a half mile wide at its largest. While the cavern roof is relatively flat, the grotto’s walls are so steeply pitched as to make it impossible for creatures other than spiders or lizards to stand upright. The drow of Ched Nasad have built their city atop slender filaments of magically calcified webbing that endlessly dance and flicker with the radiance of faerie fire. Over one hundred major layers of web work stretch across the cavern, and hundreds of other near-vertical webs provide access for climbers from one level to the next. Individual dwellings, which resemble great hollow cocoons, are constructed both above and below the layers of webbing.

Araumycos

Beneath the High Forest in the upper Underdark, lies the largest and possibly longest-lived organism in all of Faerûn. Tales dating back to the height of Ammarindar speak of dwarven mines located deep beneath the Elven realm of Eaerlann that were abandoned to the slow, inexorable growth of Araumycos, a dwarven term that means .Great Fungus.. The Fair Folk have legends that date back farther still that tie the birth of Araumycos to the fell sorceries of the Vyshaantar Empire, but so little is known of that era, even among the elves, that no origin can be conclusively determined. The gods of the Realms are curiously silent on the mysteries of Araumycos, leading many to conjecture what wonders it conceals. The Great Fungus is believed to extend from the Shining Falls to the Lost Peaks and from Tall Trees to the Hall of Four Ghosts, wholly

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occupying the labyrinth of tunnels and caverns that wend their way beneath the High Forest. Its size seems to be in some way constrained by the woodland, for the fungus does not extend beyond its periphery.

Cavern of Cloven Heads

Over five thousand years ago, this small cave was the site of a battle between a rear guard of dwarven heroes of Clan Black Axe and a group of drow refugees led by Menzoberra the Kinless. Located at the heart of the network of Black Axe iron mines, the Cavern of Cloven Heads gained its name from the greatly outnumbered .Brave Beards,. Who fell one by one yet managed to take more than half of Menzoberra’s drow with them. The last dwarf, bloody but unbending, his body wracked by spasms brought on by drow poison, cursed the drow and then sank into the solid stone of the cavern floor. The Stout Folk of Clan Black Axe later reclaimed the caverns, but they were forced to abandon them again as Ammarindar collapsed overhead.

Set in the middle of the cavern floor is a monstrous boulder engraved with runes. Riven skulls of hundreds of drow lay in concentric circles around it. Since this is actually an ancient dwarven cairn of the Black Axe Clan. The inscriptions on the great boulder are actually Dethek runes that relate the legend of the .Brave Beards.. The rock itself lies atop the site where Dorn Black Axe, the last defender of the dwarven rear guard, sank into the floor of the cavern. Dorn’s arms and armour remain entombed in the floor; although the legendary dwarf’s physical form has merged with the rock. If the boulder cairn is ever moved and the stone beneath it transformed via stone shape, transmute rock to mud, or similar magical effects, the Black Axe of Dorn, the Dragonbane Towershield, and the Adamantine Golemcloak may be removed in pristine condition.

Horindon Lhar – The High or Night Gap In ages past this pass was considered the northern boundary of the realm, its finely paved road served as the main trade road between western Netheril, Ammarindar and Eaerlann. The road starts at the ferry terminus of Obrynn’s Landing and runs almost straight south east before it branches into three byways; the shortest road wends its way back into the mountains to East Keep, the more well travelled road continues east into the rolling hills of Fallen Lands and on into Netheril, whilst the southern and most ancient road winds its way past the ancient ruins of forgotten kingdoms that predated Netheril, to eventually join up with the Dawn Pass road at the village of Haaftondowns.

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The Leaping Bridges of Karscragg Here at the confluence of the Delimibyr and the Heartsblood, a place known as Karscragg to the dwarves, two high arched and heavily buttressed stone bridges span the Delimibyr. These two spans, one dedicated to Moradin and the other to his wife mark the formal alliance between the elves of the High Forest and the dwarves of Ammarindar. A major trade route passed over these bridges and led to the establishment of the twin communities of Karandon and Telleer, thriving villages of elves, halflings, humans and dwarves on either side of the river.

Dahaurock A hook-shaped bare rock crag just upriver of present-day Loudwater, under whose shadow the farming village of Lindiscaer is located. Atop the crag is a watch tower equipped with a signal fire that is garrisoned 24 hours a day. This small, jutting crag of bare rock provides a perfect natural lookout. On a clear day, some 60 miles of territory can be viewed; on clear nights, campfires can be seen 90 miles.

Shining Mountain The western most peak of the two great mountains west of the Shining Falls. This basically hollowed out snow-capped extinct volcano contains within its many chambers the royal capital of Splendarrmornn.

Shining Falls A high, spectacular horseshoe falls behind which lies the hidden entrance to the Royal capital of Ammarindar beneath the torrential waters of the Shining Falls.

Greypeak Mountains

This eastern mountain range separates the Fallen Lands from the Delimbiyr river valley. The range is named for the tribes of gray skinned stone giants who dwell here. Its mineral wealth was removed thousands of years past during the reign of lost Netheril. The easternmost mountains of the Interior are known to offer the richest concentration of griffons in all Faerûn. Cloud giant castles are sometimes seen drifting over these eastern peaks, and every so often, dragons are seen in full, magnificent flight among the clouds, winging their lone and splendid ways into or out of the most remote peaks.

Greyvale

The Greyvale consists of the grasslands drained by the Greyflow and the Loagrann, the three-branched river that joins the Greyflow at Orlbar, northwest of Grayford. Travel in the Vale is easy with well marked and paved trade roads heading to all the major settlements radiating out from Grayford to Splendarrmornn, West Delve, Greyvale Delving, Lindiscaer and Whitewater. Even so these lands can be perilous. Bordered on one side by wild mountains and on the other by a vast wild wood, perhaps the largest in Faerûn, this is a territory roamed by monsters and rapacious humanoids. The dale also holds many farms and ranches along with hamlets of miners and fishermen.

Sepulchre Downs This barren, lonely and wind swept group of hills tucked between the mountains the forest and the dunes is of old the burial place for kings who names were lost before the name of the realm of Netheril was ever muttered. The tombs and barrows were here when the dwarves arrived from Shanatar, and they learned very

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quickly to leave well enough alone. Even is the days of High Vyshantaar the elves gave this lonely place of old death a wide birth, knowing in their hearts that it is a fell place of long forgotten evils. Even when in later times the nobles of Netheril occupied the Fallen Lands, they learnt very quickly to leave the tombs in peace after several nameless horrors released by greedy tomb robbers reeked untold death and destruction before being returned to their places of rest. The tombs are nameless mounds covered in low scrub and grasses, occasionally the ancient stumps of ruined towers sit atop an ancient crypt. The weathered writings carved into the ancient lintels at the entrances to uncovered tombs are in a language lost to the mists of time, so that only the most obscure scholars or the preternaturally ancient could ever hope to read it. The tongue is a form of Sarruhk that was a dead language amongst that folk when the Elves first appeared. The hieroglyphs warn of ancient curses, of evils un-named and better left at rest. Most tombs contain only dust and a few semi precious stones, most other items have long since lost their enchantments after more than 40000 years. Some texts carved into the walls speak of foes faced by the first sarruhk and how they themselves were pushed to the brink of extinction in some lost and forgotten “War of the Primordials”. Some tombs however are truly untouched and may contain treasures and horrors in equal portions. These barrows are the oldest and hardest to find. Often they are part of the landscape, so that only a careful aerial survey may reveal their location. Some horrors unleashed from these tombs have been Nightwalkers, Insane Sarruhk Demi-Liches, Abyssal Djinn, ancient sauropod death knights, plagues of ghosts and undead warriors, poisonous cloud of vapour that covered whole valleys in a lingering green death and worse. Most undiscovered tombs are warded against detection spells and powers, and are often filled with magical and mundane traps both simple and complex that reset themselves no matter how often they are disturbed or destroyed. Typical treasures include coffers full of gems and spices, gilded furniture of strange and alien designs, 1-10 alcoves for the bodies…often long since dust…the jewellery that adorned the bodies, and ancient weapons and other magic and psionic items that may or may not still hold their powers. In one recently opened sepulchre the explorers all died after releasing a Sarruhk Barrow Wraith with the powers of an arch-mage. Found near the drained and desiccated bodies outside the tomb were a variety of items.

1. +3 ring of red coral that turned undead draining powers into healing energies for the wearer. 2. A black leaf bladed shorts word, set with jade and garnets in the hilt that acted as a reptilian bane

sword of wounding. 3. A adamantine chain link choker that acted as a ring of blinking whilst making the wearer immune to all

forms of heat and fire – including hell fire and dragon breath. 4. A snake headed bronze sceptre with all the powers of a staff of magi and a rod of lordly might.

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TREASURES OF THE KINGDOM Ancestor Weapons When a truly great dwarf passes away, her ashes are often saved and incorporated into some structure or item that either meant something to the individual during her life or is considered representative of her skills and greatness in some way. Dwarves being the martial individuals they are, this object is usually a building or weapon of some type. The latter is much more common. The weapon is then given to whichever descendant of the deceased is judged to be the most worthy. Since this weapon is intended to be a tribute, such a weapon is always of dwarven-craft quality. The weapon must be made of metal, so as to allow the ashes to he incorporated with the weapon during forging. A priest is always present for the entire forging of the weapon, and must give an appropriate blessing at each critical juncture of the process. In the end, an ancestor weapon is an intelligent magic item. The smiths and clerics who forge ancestor weapons claim that an ancestor weapon contains a link to the spirit of the deceased, and they believe that the spirit dictates the magical qualities of the weapon, from its basic capabilities (its enhancement bonus and special abilities, such as holy or flaming) to the particular powers it manifests as a result of its intelligence. An ancestor weapon has an Ego score 2 points higher than a normal intelligent item with the same powers and abilities, and it generally resists using its powers in the service of anyone who is nor a member of its bloodline. Like a dwarf, an ancestor weapon has a Charisma score 2 points lower than normal, and even the least powerful ancestor weapons have dark-vision with a range equal to their normal vision. Ancestor weapons with ranks in Search gain the dwarven racial bonus on Search checks to notice unusual stonework. Most ancestor weapons are lawful good.

Gharriakha, the Hearthwarden +4 defending Dwarven war-axe; AL LG; Int 13, Wis 13, Cha 8; Empathy, 60-ft. dark-vision and hearing; Ego score 10. Lesser Powers: Cure moderate wounds 3/day, death-watch. Personality: In life Gharriakha was a dwarven defender, and the weapon that contains her ashes shares her selfless, protective spirit. It is content to remain quiet and stay out of the spotlight, while offering all the help it can to its wielder. Generally, its only communications are the feelings of encouragement and support it sends to its wielder. Strong abjuration; Cl 13th; Craft Magic Arms and Armour, shield or shield of faith, creator must be a dwarf; Price 61,830 gp.

Morzhul, the Forgeheart +2 flaming burst warhammer; AL CN; Int 18, Wis 10, Cha 16; Speech, telepathy, 120-ft. dark-vision, blind sense, and hearing; Ego score 25. Lesser Powers: Daze monster 3/day, faerie fire 3/day, item has 10 ranks in Intimidate (total modifier +13). Greater Power: Wall of fire 1/day (in a ring centred on the wielder). Special Purpose: Defeat/slay creatures with the cold subtype. Dedicated Power: 10d6 fireball. Strong evocation; Cl 15th; Craft Magic Arms and Armour, flame blade, flame strike, or fireball, creator must be a dwarf; Price 127,212 gp.

Truthseeker +1 axiomatic great-axe; Al IN; Int 10, Wis 14, Cha 12; Speech, 120-ft. dark-vision and hearing; Ego score 10. Lesser Powers: Zone of truth 3/day, item has 10 ranks in Sense Motive (total modifier +12). Personality: The

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name of the once-living dwarf whose spirit is linked to this great axe is no longer known, and the weapon will not reveal it. It is known, however, that in life he was a judge, and his obsession with truth is manifested in the personality of the weapon that carries his spirit. The weapon immediately initiates conflict with a wielder who lies. Strong evocation (lawful); Cl 15th; Craft Magic Arms and Armour, order's wrath, creator must be a dwarf and lawful; Price 34,120 gp.

Zhavak the Sunderer +2 bane (constructs) adamantine battleaxe; Al LG; Int 10, Wis 17, Cha 15; Speech, telepathy, 120-ft. dark-vision and hearing; Ego score 18. Lesser Powers: Bless 3/day, cure moderate wounds 3/day, item has 10 ranks in Knowledge (arcana) (total modifier +13). Special Purpose: Defeat/slay constructs. Dedicated Power: Rusting grasp. Personality: Generally as dour as the most taciturn dwarf, Zhavak's personality springs to life when the weapon is in battle with constructs. The dwarf whose spirit is linked to the weapon was a mighty cleric of Moradin slain in battle with an iron golem, and Zhavak loves to fight such foes above all others. It is prone to giving its wielder tactical advice in battle with golems, which is not always sound. Devoutly religious, it immediately initiates conflict if its wielder does not demonstrate proper piety. Strong conjuration; Cl 15th; Craft Magic Arms and Armour, summon monster I, creator must be a dwarf; Price 99,110 gp.

Axe of Ancestral Virtue +4 adamantine keen dwarven war axe, AL LN; Int 10, Wis 17, Cha 17; Speech, telepathy, 120 ft. dark-vision and hearing; Ego score 17. Lesser Powers: Bless 3/day, cure moderate wounds on wielder 3/day, faerie fire 3/day. Greater Power: Haste on wielder 3/day. Personality: One of Moradin's high priests volunteered to be bound into the original axe of ancestral virtue ages ago, and his personality has since been duplicated into what few copies of the weapon that exist. The priest, who refuses to reveal his old name, is a fierce warrior who urges his owner to attack the ancient enemies of the dwarves (goblinoids and giants) at every available opportunity. He takes great delight in "illuminating targets" (faerie fire), "salving honour-wounds" (cure moderate wounds), and granting "godspeed" (haste). He judges wielders on how well they adhere to traditional dwarven culture. He rebels mightily against non-dwarves who so much as pick him up.

Millennial Chainmail This suit of armour feels like mithral chainmail to the touch, but the miniscule rings are a pale green, turning brighter when the millennial chainmail is in the sun. Millennial chainmail functions as +3 chain mail, but it has a maximum Dexterity bonus of +8, an armour check penalty of-2, and an arcane spell failure chance of 15%. It is considered light armour. Millennial chainmail painlessly extends tiny green roots into the wearer's skin, granting fast healing 3 as long as the wearer is standing in better than shadowy illumination.

Shield of the Resolute This +2 mithral moderate fortification heavy shield is made from hundreds of strips of mithral, each a different size, riveted together. It is said that shields of the resolute are assembled from pieces of shields from hundreds of dwarves who fell in battle defending their homelands. Goblinoids and giants within 30 feet who gaze upon a shield of the resolute must succeed on a Will save (DC 17) or be shaken (if they have the same or more HD than the wielder) or frightened (if they have fewer HD). This functions like a gaze attack, so the goblinoids and giants must make saves at the beginning of their turns every round unless they take measures to avoid seeing the shield of the resolute

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Craemmol 's Hammer Owned by a dwarf warrior legendary for both his battle prowess and his greed, this +3 warhammer sheds bright yellow light equivalent to that of a torch. Whenever a drow comes within 60 feet of the wielder, the weapon makes a loud ringing sound like a tremendous bell. If the wielder concentrates on the hammer for 1 full round, she learns the precise location of the nearest drow and the total number of drow that are within the weapon's detection radius. The hammer has the added property that if “hurled” it gains a +5 bonus to hit an damage but only vs drow.

Mace of Smiting This +3 heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw), Furthermore, a critical hit dealt to an outsider deals x4 critical damage rather than x2.

Runehammer This +1 warhammer made of dark steel bears a large rune on its head, representing a spell stored in the hammer. Unlike with a spell storing weapon, a runehammer's spell is not expended, and can be used once per day. Rune powers common to the runehammers are: Alhalbrin: Heat metal upon the target. Faerindyl: Burning hands upon the target. Thundaril: Polymorph other on target (typically into a snail or toad). As a dark steel weapon, the runehammer inflicts +1 point of electricity damage each time it hits. If this treasure is generated randomly, roll 1d6 to determine which runehammer is found: 1-2 Alhalbrin; 3-5 Faerindyl; 6 Thundaril.

Silvermane 's Axe This +3 evil outsider bane battleaxe is inscribed with the symbol of Moradin and a phrase in dwarven: "Let the fiends fall before me, to the greatest glory of my clan, as I stand upon their heaped corpses and bellow the Soul Forger's name."

Stonereaver This +2 great axe has a slightly curved cleaving-blade on one side of its head and a long chisel-point pick on the opposite side. The weapon is specifically designed for dwarves, taking into account their size, strength, physique, and magical ties to the stone. In the hands of a dwarf, a stonereaver gains the construct bane (against any construct primarily made of earth, stone, or metal only) and earth elemental bane special abilities.

Roaring Armour of Ammarindar +2 breastplate; displays a bear or dragon head symbol on the back which roars whenever danger approaches and grants a free uncanny dodge ability (as a 6th level Rogue), non-magical missiles that do less than 10 damage are automatically turned back on their source and the wearer suffers no damage (damage against the source target is re-rolled).

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Ammarindar’s Fist Minor Artifact; +5 returning warhammer; grants +4 Strength bonus (as a belt of giant strength) and acts as a ring of spell turning,

Ring of Nine Lives Casts heal on the wearer automatically when they reach 0 HP or less (1 charge), wearer can choose to convert a failed save roll to a success (1 charge), limited charges.

Unicorn Pendant Displays symbol of Lurue; casts cure moderate wounds and neutralize poison each 1/day, the lay on hands ability is treated as 4 points higher than normal when worn by a Paladin; Weight 1 lb.

Adamantine Breastplate This non-magical breastplate is made of adamantine, giving it a natural +2 AC bonus when worn with adamantine chainmail. Easily enchanted up to +6. Caster level: -; Prerequisites: -; Market Price: 5,350 gp.

Armour of Dragonshape This suit of +3 dragon craft hide armour grants its wearer resistance 5 against a specific type of energy, as appropriate to the dragon from whose scales it was crafted (acid for black, copper, or green; cold for silver or white; electricity for blue or bronze; or fire for brass, gold, or red). This resistance is treated as an extraordinary (and thus non-magical) feature of the armour. If the wearer has the wild shape ability, she may change into a Small or Medium dragon of the same colour as the armour once per day, and may remain in that form for up to 7 hours. This change doesn't count against the character's normal limit of daily wild shape uses. Moderate transmutation; CL 7th; Craft Magic Arms and Armour, Dragon crafter, wild shape ability; Price 23,165 gp; Cost 14,665 gp + 680 XP; Weight 25 lb.

Armour of Mobility This suit of +2 leather armour grants its wearer the Mobility feat, even if he doesn't have the prerequisites. Faint transmutation; Cl 5th; Craft Magic Arms and Armour, cat's grace; Price 16,160 gp; Cost 8,160 gp + 320 XP; Weight 15 lb.

Armour of Transport This +2 mithral breastplate is prized by quick-strike forces in battle. Once per day on command the wearer can use dimension door, as the spell. Moderate conjuration; Cl 7th; Craft Magic Arms and Armour, dimension door; Price 25,300 gp; Cost 12,900 gp + 976 XP.

Armour of the Unending Hunt This mithral +2 chainmail armour was built by the elves for rangers on long-range patrols. In addition to its protective qualities, it provides the wearer with immunity to fatigue and exhaustion. Moderate Abjuration; Cl 8th; Craft Magic Arms and Armour, restoration; Price 21,500 gp; Cost 10,900 gp + 848 XP; Weight 20 lb.

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Banded Mail of Luck Ten 100-gp gems adorn this +3 banded mail. Once per week, the armour allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll, since not all luck is good. The wearer's player must decide whether to have the attack roll rerolled before damage is rolled. Caster level: 12th; Prerequisites: Craft Magic Arms and Armour, bless; Market Price: 18,900 gp; Cost to Create: 10,150 gp + 700 XP

Celestial Armour This bright silver or gold +1 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +8, an armour check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armour, and it allows the wearer to fly on command (as the spell) once per day. Caster level: 5th; Prerequisites: Craft Magic Arms and Armour, creator must be good; Market Price: 25,300 gp; Cost to Create: 12,800 gp + 1,000 XP.

Crimson Coat of Dumathoin Dyed a brilliant scarlet colour, a crimson coat of Dumathoin is a suit of +4 leather armour whose surface is embroidered with flame motifs in golden thread. As a free action, the wearer can command the armour to ignite three times per day, enveloping her in magical flames that give off light as a torch. The wearer is not harmed by these flames, gaining a +4 deflection bonus to Armour Class and fire resistance 15 while they last. Any creature attacking the wearer with a natural weapon or a melee weapon that is not a reach weapon takes 1d4 points of fire damage per attack. A crimson coat can burn for up to 1 minute at a time. Moderate abjuration; Cl 12th; Craft Magic Arms and Armour, fire shield, resist energy, shield; Price 28,300 gp; Cost 14,230 gp + 1,125 XP.

Ammarindan Dwarven Plate This full plate is made of Adamantium. This armour has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armour check penalty of -4. It is considered medium armour and weighs 25 pounds. Caster level:-; Prerequisites:-; Market Price: 10,500 gp.

Adamantium Shirt This very light chain shirt is made of very fine adamantine links. Speed while wearing a adamantine shirt is 30 feet for Medium-size creatures, or 20 feet for Small. The armour has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armour check penalty. It is still considered light armour. The shirt weighs 10 pounds. Caster level: -; Prerequisite: -; Market Price: 1,100 gp.

Mithralmist Shirt Forged from a silver-white mithral alloy, a mithral-mist shirt is a +2 mithral shirt that fills the wearer's square with a billowing silver mist on command. The mist grants the wearer concealment but does nor interfere with his vision. The armour sheds silver mist for 1 minute per use, up to seven times per day. Finally, once per day, the wearer of this armour can assume gaseous form for up to 10 minutes. Moderate abjuration; CL 6th; Craft Magic Arms and Armour, gaseous form, obscuring mist; Price 21,300 gp; Cost 11,200 gp + 808 XP.

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Captain Aerad's Shield Once wielded by a legendary dwarf hero of Ammarindar, this shield is currently believed to rest in Hellgate Keep. Legends say that Captain Aerad's shield could shatter any weapon that struck it, but in fact it is merely a +3 heavy steel shield. Its legendary weapon-breaking prowess was a function of the crude bronze weapons that Aerad's foes wielded against him, not of powerful magic. Moderate abjuration; CL 9th; Craft Magic Arms and Armour, creator must be 9th level; Price 9,170 gp; Cost 4,670 gp + 360 XP; Weight 25 lb.

Dragonheart Armour of King Connar IV of Ammarindar Made from the hide of the Great Red Wyrm slain by the dwarves of Ammarindar during the slaughter of Sharrven and worn by one of the last kings of Ammarindar, this dwarf-sized suit of armour is +5 red dragon hide scale mail. In addition to its normal protective properties, it bestows ½ damage from fire including dragon breath. Faint abjuration; CL 3rd, Craft Magic Arms and Armour, resist energy; Price 25,400 gp; Cost 12,900 gp + 1,000 XP; Weight 30 lb.

Roaring Armour of Ammarindar These twelve sets of +2 breast-plates are decorated with silver Elven runes on the front and are carved with a bear or dragon head on the back. Any non-magical arrow, bolt, sling bullet, or similar missile that strikes the wearer of the armour for 10 or fewer points of damage is automatically turned back by the armour to strike at the creature that fired it (the damage is re-rolled against the attacker and the wearer suffers no damage from the attack). Because the bear or dragon head on the armour roars whenever danger approaches from the rear, the wearer gains the uncanny dodge ability of a 6th-level rogue (he retains his Dex bonus to AC even when flat-footed or struck by an invisible attack, and cannot be flanked except by a rogue of at least 10th level). All twelve of these breastplates are believed to be in the hands of the tanarukks of Hellgate Keep, who plundered them from Ammarindar. Caster Level: 13th; Prerequisites: raft Magic Arms and Armour, protection from arrows, true seeing, Market Price: 49,350 gp; Cost to Create 24,850 gp + 1,960 XP.

Aoxar’s Helm This open-face metal helmet of otherwise unremarkable but sturdy construction can be placed on the head of a dead human-size humanoid creature and, within three days, subsequently put on by a living humanoid. The wearer then sees how the dead creature died as if viewing the death scene through the dead creature’s eyes. The helm also alerts the wearer to compatriots in dire need giving their precise need and location. Lastly the helm allows the wearer to pass along a dying friends last wishes to his/her/its family. The wearer can use “death-watch” at will and” speak with dead” 1/day.

Helmma’s Axe This war axe +5 of hurling was used to great effect by Helmma during her last stand against the demons of Hellgate Keep in 882. Against evil outsiders, drow and goblinoids it inflicts triple damage and glows a brilliant blue when they approach within 500 yards.

Left Hand Glove of Taarnahm the Vigilant This chain mail gauntlet imbues any melee weapon its wearer grips with the flight abilities of a hammer +3, dwarven thrower but not the combat bonus.

Right Hand Glove of Taarnahm the Vigilant

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Fashioned of tiny links of mithral, this +1 gauntlet bestows a +1 initiative bonus. The chainmail glove of Taarnahm the Vigilant also senses any creature within 120 feet who intends harm to the possessor, mentally alerting him or her of the danger from an unfriendly creature. (It does not however give any other clue to the identity of the threat.)

Lashing Sword(s) of Samos the Skullreaver This Ammarindan +3 short sword +5 vs undead, once owned by a famous Dwarven undead hunter, trails an arc of magic that, if wielded like a whip against undead, destroys most undead creatures utterly with a touch. The second matching Sunblade shorts word was lost in the fall of North Peak and may well lay their still.

Pegasus Helm of Kloeth Ironstar This full helm +1 of the legendary scout (Mountain Ranger) Kloeth Ironstar can summon a translucent pegasus twice a day to be used as a phantasmal mount. The pegasus can carry up to one extra passenger of human size and otherwise operates as a normal pegasus with regard to its movement abilities. The pegasus has no independent intelligence and cannot fight for its rider. However, it can be directed with a thought and can function for up to three hours at a time.

Twinblades Alight This unique vorpal battle axe has one half forged of black iron and the other of mithral. It glows only at the touch of a lawful good dwarf warrior and functions as a vorpal weapon only when wielded by such a warrior. In anyone else’s hands, it functions as a battle axe +2.

Tyranny’s Knell This golden war hammer +3, dwarven thrower causes earthquakes (earthquake spell of 21st level) 1/day when slammed against the ground and shrinks giants by a foot with each blow (reduce spell also at 21st level). Whether this shrinking effect is permanent or not is not recorded, and tales never seem to mention the earthquake effect being invoked (or working) more than once in every great battle it was wielded in.

Rustblades These +1 to +4 daggers of throwing always look pitted and corroded. Any object made of iron (or with a ferrous content) crumbles away as if touched by a rust spells. Save vs disintegration to avoid.

Connar’s Aegis – by George Krashos ©

Shattered helm and sundered shield Scales awash with fire With deadly hand and steady eye He braved the dragon’s ire Excerpt from the epic poem The Axe and the Dragon by Elshar “the Shieldskald” Jundeth, son of Orthangh, blood of Maegar, of Karscragg Year of Last Songs (-248 DR) The single-handed slaying of the great red wyrm Rithaerosurffel, "the Bane of Sharrven", by King Connar IV of

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Ammarindar in -2770 DR is reckoned by most dwarven sages as one of the greatest feats in the annals of the Stout Folk. To commemorate this grand achievement, Connar commanded that the hide of the vanquished dragon be fashioned into a mighty suit of armour which subsequently became a part of the royal regalia of the kingdom. The suit was comprised of a red dragon hide scale mail hauberk, a war helm, a shorts word carved from one of the wyrm’s talons and a spiked buckler made from red dragon hide, adamantine and one of the dragon’s fangs. This ensemble was known to the dwarves as Rornaugharth, but modern sages and lore masters such as Elgrath of Candlekeep have dubbed it Connar's Aegis, and it is this name which is now in common usage. The fall of Ammarindar in the Year of the Curse (882 DR) saw the defeat of its dwarven armies and the plundering of most of the kingdom's treasures by the demonic hordes of Hellgate Keep. Connar's Aegis is believed to have been worn by Axe Prince Isinghar, son of Queen Helmma, who was slain whilst commanding the northern armies of the realm which were the first to be overwhelmed by the fiends. For this reason Connar's Aegis is sometimes referred to as "Isinghar's Bane". His corpse was stripped on the battlefield and the pieces that made up Connar's Aegis were soon separated and scattered. Whenever any of the pieces of Connar's Aegis is first brought within 100-feet of another, both pieces glow with a fiery red radiance akin to faerie fire for five minutes (this won't happen again until the two pieces are put further apart, and then moved together again; it doesn't happen continuously when the pieces are touching or worn together). In his book Moradin's Empty Hands: the Lost Treasures of the Shieldfolk the dwarven loremaster Agamm Eaglecleft of Sundabar, lists the pieces that made up Connar's Aegis and provides much of the known lore regarding this lost heirloom of the Stout Folk. It is through the generosity of Agamm that the following details are presented below: “What the Sages Say … Characters who consult with sages or have the benefit of conducting their own research at such places as Candlekeep, the Vault of Sages or the Herald's Holdfast can gain the following pieces of information about Connar's Aegis by making Knowledge (arcana) or Knowledge (history) checks. DC 15: The fall of Ammarindar in 882 DR saw great treasures of the dwarves seized by the fiends of Hellgate Keep and the scattering of many others into surrounding lands. DC 20: In -2770 DR, King Connar IV of Ammarindar slew the mighty red dragon Rithaerosurffel and fashioned a legendary suit of armour from the creature's scaly hide made up of a hauberk, a war helm, a sword and a spiked buckler. Together, these items became known as Connar's Aegis. DC 25: The various pieces of Connar's Aegis all exhibit powerful magic but when brought together and worn by the same person, their powers collectively increase. DC 30: DMs should provide a specific fact or piece of information pertaining to the history, powers or location of one or more of the pieces of Connar's Aegis.” Collection Benefits

Wearing multiple pieces of Connar’s Aegis grants you vision that can pierce invisibility, wards you from all attacks and also allows you to gain the strength and durability of a dragon for a time.

When you wear the entire Connar’s Aegis the pieces give off a faint heat and radiance. The wearer also appears to have insubstantial, shadowy wings.

2 pieces: Four times per day, you can speak the command word of “Dorgar” and with a standard action gain the effect of a see invisibility spell for 4 minutes.

3 pieces: Three times per day you can speak the command word of “Ardûl” and with a standard action gain damage reduction 10/-. This benefit lasts for 5 rounds.

4 pieces: You can use draconic might (CL 10th) as a standard (command) action twice per day when you utter the command word of “Narlaug”.

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Connar’s Aegis Collection Benefits Pieces Worn Benefit 2 pieces 4/day see invisibility for 4 min 3 pieces 3/day you gain DR 10/- for 5 rounds 4 pieces 2/day draconic might (SC) for 3 min Auglarn Auglarn is the most well-known of the pieces that make up Connar's Aegis and is known to humans as the "Dragonheart Armour". History: With the dread rise of Hellgate Keep, many fortune-chasers throughout the North flocked to plunder this grim fortress given Ascalhorn’s reputation as a city of powerful magic and immense wealth. At that time, the long-dead sage Cthethros described Hellgate Keep as the “most enticing pile of riches to be found north of Candlekeep since the slaying of the great wyrm Narglarashdrano”. The first five winters following the Year of the Curse (882 DR) took a fearsome toll of the foolhardy and the over-zealous ere the cost in lives was deemed to be prohibitive even for that brand of crazed wits known to all as “adventurers”. However several adventuring bands managed to brave the ruins of Ascalhorn and live to tell the tale. Of these, the men of the Blackblades Brotherhood paraded their booty in the city of Mirabar in the summer of the Year of the Tolling Bell (899 DR), much to the ire of the dwarves residing in the city who recognized priceless heirlooms of lost Ammarindar, Auglarn included, and schemed to recover them. A scant three rides later, the men of the Blackblades Brotherhood were all slain in an ambush at Redstone Knoll located two days ride along the western road leading out of Mirabar. Their slayers, dwarves of the Blackbanner clan led by Hathar, blood of Morinn, trekked north to a hidden clan hold in the foothills of the Spine of the World and Auglarn was subsequently worn from time to time by various clan warriors and champions. Their deeds saw the old beards of the clan name Auglarn the “Dragonheart Armour” for its seeming propensity to bestow tale-worthy courage and valour upon its wearer. In the Year of the Reaching Beacon (1042 DR), dwarves of the Blackbanner clan gathered for a rare Dragonroot seeking to bring low the vicious and wily green dragon Garthmalthataur who laired then in the Lurkwood and may dwell there yet, ancient and terrible. Auglarn was worn by the clan champion Jhaster “Swiftaxe”, son of Mith, in the attack and lost when he and the flower of the Blackbanner clan warriors were slain by the mighty dragon. Of Garthmalthataur, little is known today and lore masters reckon that he resides in the Lurkwood no longer. However they all agree that when the current lair of this viridian wyrm is discovered, Auglarn is very likely to be sitting amidst the heaped treasures of his reputedly vast hoard. Description: Auglarn is a scale mail hauberk made of layered red dragon scales with a deep crimson hue reinforced by horns and ridges of adamantine. Each scale is engraved with two crossed battle axes and a hammer and anvil, the symbols of the dwarven deities Clanggedin and Moradin respectively. Effects: Auglarn is +1 red dragon hide scale mail of fire resistance. Aura/Caster Level: Faint Abjuration; CL 3rd Construction: Craft Magic Arms and Armour, resist energy, 12,900 gp, 1,000 XP Price: 25,400 gp Weight: 30 lb.

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Drathaglandar Drathaglandar is famous in its own right as a weapon of renown and is far less commonly known as one of the pieces that make up Connar's Aegis. It is known to humans as the "Flametalon of Aumar". History: Following the fall of Ammarindar the orc chieftain Irmgrith is known to have wielded Drathaglandar although how this squat, one-eyed, cunning orc obtained the blade is unknown. While some sages speculate that he may have entered the environs of Hellgate Keep to obtain his prize, most believe that he and his group of orc raiders waylaid and slaughtered a pack of fiends roaming the Delimbiyr Vale to obtain the sword and much other booty. Irmgrith fell to the adventuring band known as the Company of the Icedrake in the Year of the Raised Sword (893 DR) and they took Drathaglandar to Silverymoon where they exchanged the blade for training with the famed swordmaster and often-time mercenary leader Haerthild Latarn. Haerthild kept the blade in his possession until in his dotage he gifted Drathaglandar to the city and High Mage Threskaal for lodgings and care in his advancing years. The blade remained in the city’s armouries for centuries until it was bestowed upon Aumar Norshald by High Mage Orjalun when he was proclaimed Silverymoon’s newest War Captain and entrusted with the command of Citadel Felbar. The valiant Aumar wielded Drathaglandar valiantly in his never-ending battles with the orcs of the mountains and in time the blade became named for him and its blazing puissance. The fall of Citadel Felbar in the Year of the Dark Dawn (1104 DR) saw Drathaglandar lost to the reckoning of humans and dwarves. It most probably lies in some mountain orc cache or is lost in the trackless ravines of the northern mountains, for no tales or descriptions of anyone wielding the sword have come out of the environs of the North since that dark day. The weapon’s fate remains a mystery that only the brave or the lucky are likely to unravel. Description: Drathaglandar is a shorts word constructed from carved dragon talon set in a cross guard, haft and pommel of forged adamantine. The haft is wrapped with red dragon scale and the pommel holds a brilliant cut fire opal. Effects: Drathaglandar is a +1 flaming burst shorts word. Aura/Caster Level: Strong Conjuration; CL 12th Construction: Craft Magic Arms and Armour, flame blade, flame strike or fireball, 12,500 gp, 1,000 XP Price: 25,000 gp Weight: 2 lb. Haratholdokh Haratholdokh is the most recognizable of the pieces that make up Connar's Aegis and is known to humans as the "Burning Bassinet". History: First mentioned, almost in passing, by the famed bard Mintiper Moonsilver in discussions with the sage Operth of Silverymoon as one of a number of the treasures that he had examined and identified during his perilous expedition through the bowels of Hellgate Keep, Haratholdokh is an item that has only recently come out of the depths of this ruined city. With the destruction of Hellgate Keep in the Year of the Gauntlet (1369 DR) the ruins of Hellgate Keep once again saw an influx of eager adventurers that mirrored the time that followed the fall of Ascalhorn centuries before. A Harper-sponsored group of adventurers known as The Harp Held High managed to avoid the treant guardians of Turlang and braved the ruins in the Year of Wild Magic (1372 DR), returning to Loudwater with

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various treasures, including Haratholdokh. The Harp Held High ventured forth for Berdusk that same season but they never found the succour of Twilight Hall. Attacked on the fringes of the Serpent Hills and routed by bandits, the company scattered and the warrior Khenar of the Scarlet Edge fled south and disappeared somewhere along the twisting eddies of the Serpent’s Tail Stream. Citizens of Loudwater had reported Haratholdokh as being in his possession and it is possible that Khenar survived his ordeal and has unobtrusively gone on to undertake further activities in the service of the Harpers. It is more likely however that he fell afoul of the serpent folk that infest the region and met his demise at their hands. As such, Haratholdokh likely lies among the treasures of Ebarnaje, ruler of Najara, but no brave soul has braved his twisting demesne to confirm whether the “Burning Bassinet” lies amidst the King of Serpent’s coils. Description: Haratholdokh is an adamantine full-face war helm shaped like the head of a stylized red dragon with red dragon scale inlay. The helm’s two dragon eyes are both rubies. Effects: Haratholdokh is a helm that allows the wearer to use scorch (CL 10th) as a standard (command) action three times per day when they utter the command word “Gornthak”. The jet of flame bursts from the open maw of the helm’s dragon head. Aura/Caster Level: Faint Evocation; CL 3rd Construction: Craft Magic Arms and Armour, scorch, 20,000 gp, 1,600 XP Price: 40,000 gp Weight: 5 lb. Issbarak Issbarak is mentioned in many tavern tales and trail stories of the North, although few sages know that it is part of Connar's Aegis. This spiked buckler is also known as "Turbaern’s Tooth" for one of its most famous wielders. History: The fall of Ascalhorn saw many wizards of that city enslaved by the rampaging demons and used as battle fodder when the fiends began to march against surrounding regions. The most notorious of these “slave mages” was one Fildorn “the Shackled” who fought with the vanguard of the horde of fiends that overwhelmed Ammarindar. Fildorn did not long remain in the service of his fiendish masters and through use of his Art managed to escape the spell thrall that controlled him, fleeing north and west to Illusk with a swag of riches purloined from the ruined city of his birth, including Issbarak. Fildorn was slain in the Year of the Empty Hand (896 DR) by the bloodthirsty Magister of Mystra, Jonsryn Daerathal, and his tower and belongings were quickly seized by greedy rivals and opportunistic thieves, chiefly the rogue Nithil of the Five Blades. Nithil is known to have sold Issbarak to the warrior Boldraggar of Neverwinter and over the ensuing centuries the shield had a score or more owners as it changed hands “the hard way”. Issbarak’s last and most famous known owner was the dwarf battle master Turbaern Steelhelm of Sundabar. A former member of the Bloodaxe mercenary company, Turbaern wielded Issbarak for over thirty winters until it was stolen from him by thieves unknown in the Year of the Rogue Dragons (1373 DR) after he was laid low by blacktongue fever in the village of Yartar. Turbaern seeks the shield still and has parted with good coin to various people throughout the Dessarin Valley to send word to him should the shield re-appear. When that day arrives, the grim Turbaern will come looking for it. Description: Issbarak is a spiked buckler made of layered red dragon scales over an adamantine frame sporting a wickedly sharp spike of carved and shaped dragon tooth.

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Effects: Issbarak is +1 heavy spiked shield of spell resistance (SR 13). Aura/Caster Level: Strong Abjuration; CL 15th Construction: Craft Magic Arms and Armour, spell resistance, 11,250 gp, 900 XP Price: 22,500 gp Weight: 20 lbs

Xothol Spells

Of old the Dwarves of Faerun were the first to practise magic, so greedy and avaricious were they in their quest for knowledge and power that their very beings rejected it. All dwarves of the early days were able to use a limited form of rune magic to help them with their daily lives. As time wore on this art to was lost to all but a few. During the rise of Netheril, one clan, the Ironstars managed to renew the blood lines and re-found the lost arts of Arcane Rune Chanters. It was discovered however that only those with the blood of strangers flowing through their veins possessed the ability to tap into the weave just like their ancestors of the Dawn Ages. The Dwarves of Ammarindar soon learnt that those of their people who had at least one Elven, Gnomish, Human, Draconic or Outsider grandparent were able to overcome their races basic genetic aversion to arcane magic use and manipulation. Their have never been many Ammarindan mages but those few with the bloodline and the talent have become powerful scions for their people and these few proved to be the main difference between salvation and complete annihilation when the hordes of Ascalhorn appeared. The most famous of Ammarinar’s arch-magi was The Dwelf Isinghar "Feyrune" Ironstar who helped raise Myth Glaurach's mythal at the Eaerlanni city of Glaurachyndaar. Most dwarven arcane spell casters are either sorcerers of elementalists, there are few others as their has never been a large pool of talent to draw from. The primordials of earth, fire and stone are often the major sponsors of arcane ability for those seeking to manipulate these powers.

1st Arcane Shield School: Summoning Range: Self Components: V Duration: 1 turn + 1 round per level Casting Time: 4 Area of Effect: Self Saving Throw: NA When a Rune Chanter casts this spell, he is immediately protected from magical spells cast against him. The shimmering field that surrounds him acts to diffuse magical energy, giving the templar a +2 save vs. all spells of arcane magic users.

2nd

Arcane Harmonies School: Transmutation Range: 0

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Components: V, S Duration: 1 round/level Casting Time: 1 Area of Effect: personal Saving Throw: None The mage blends their chanting and magic seamlessly, while this spell is in effect Arcane Rune Chanters are able to initiate other magical effects with a change of note. This also has the effect of adding a +1 caster level bonus to the next spell or power initiated by the Chanter, at which time the spell ends.

Arcane Surcoat School: Summoning Range: 0 Components: V, S Duration: 1 round per level Casting Time: 4 Area of Effect: Self Saving Throw: NA A Rune Chanter can use this spell to coalesce a magical field about him. The field lowers his armour class by 2, and gives him a +2 saving throw vs. Magical force or scintillating spell attacks.

3rd

Conjure Lesser Elemental School: Conjuration/Summoning Range: 30 yards Components: V, S, M Duration: 1 turn + 1 round per level of the caster Casting Time: 3 rounds Area of Effect: Special Saving Throw: Special Material Component: Handful of the proper element With this spell a Rune Chanter may freely summon a lesser elemental. The creature will do anything within its power to aid the caster. Once cast, there is a 50% chance for one to three 2 Hit Die elementals to appear, a 25% chance that one 6 Hit Die elemental will appear. The lesser elementals can be sent back by the caster, one at a time or all at once, at any time. They automatically return to their home plane after the duration of the spell. Conjured lesser elementals must be controlled by the caster; otherwise, they will simply assume a defensive posture until they return to their native planes. Lesser elementals will not attack the priest when uncontrolled. They may be controlled up to 30 yards away per level of the caster. Lesser water elementals are destroyed if they are more than 30 yards from a large body of water.

Iron Shield School: Abjuration Range: 10 yards/level Components: V, S, M Duration: 1 round/level Casting Time: 2 Area of Effect: see below Saving Throw: None

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Rock shield, allows the caster to deflect missiles of all types and from all sources. The shield remains in effect for one round/level, infallible against all missiles. Once cast, it surrounds the caster and all within a 5’ radius and does not require continued concentration or further action.

Lesser Rune Chant School: All Range: 10 yards/level Components: V, S Duration: Instantaneous Casting Time: 2 rounds Area of Effect: Special Saving Throw: Special It causes a rune of power (see above) to form anywhere in range, in midair, without the caster inscribing it, this allows the caster to duplicate any spell they know from 1st to 9th level. The rune of power takes immediate action against a target or area selected by the will of the caster. A successful save vs. spell on the target’s part will cause the rune of power to affect an area adjacent to the one intended (perhaps endangering another friendly or hostile creature, which does not receive a saving throw).

Spirit of Fury School: Summoning Range: Touch Components: V Duration: 5 rounds + 1 per level Casting Time: 5 Area of Effect: 1 creature Saving Throw: NA In times of need this spell enables Rune Chanters to fight with unusual aggressiveness and vigour. When cast the spells recipient will fight at a +2 to their attacks and a +2 to damage while under the influence of this spell. They will lose 1 hit point after the spell ends. Hit points can be regained normally, a side effect of the spell’s frenzy.

Magma Jet School: Invocation/Conjuration Range: 2 yards per level Components: V, S Duration: Instant Casting Time: 5 Area of Effect: 1 creature Saving Throw: Avoid A Rune Chanter casts this spell by simply pointing his finger at a target and screaming the praises of the magma lords. A gout of sticky, molten rock will gush and cover the victim in fiery goo. This causes 2d6+1d6 per level hit points of damage the first round and 1d6+1 hp damage per level of the caster, every round thereafter until the magma is either cooled or removed, up to a period of 10 additional rounds. A body of water will cool magma in 2 rounds; a canteen will not, but it will halt damage for one round. Ice spells or resist fire are the most effective forms of protection. A victim can drop and roll, extinguishing the magical flame in 1-4 rounds. If he rolls in loose sand or wet earth, the magma is expunged in 1-2 rounds.

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Walk the Mountain’s Path School: Transmutation Range: Touch Components: V, S,M Duration: 1 turn / level Casting Time: 1 Area of Effect: creature touched Saving Throw: yes The caster infuses the spells subject with the strength and power of the elemental earth, gaining greater strength dexterity and endurance. Whilst under this spell the creature gains a +3 bonus to strength, dexterity and constitution for the purpose of skill/proficiency checks that use these abilities.

Maskstone School: Illusion/Phantasm Reversible Range: Touch Components: V, S, M Duration: 1 year/level Casting Time: 2 Area of Effect: 1 square foot of surface area/level Saving Throw: None This spell alters the appearance of stone to hide seams, openings, traps, runes, doors, and so on. The priest touches the central point of the area to be masked, and visualizes what appearance is desired (i.e. hue, fissures, shape and general appearance). The spell cloaks the stone with the visualized, long-term illusion. Features of the stone under the maskstone spell remain physically unchanged and traceable. A known door can be felt for and located in 1d3 rounds. Unless it has been used by the searcher before, determining how it opens, in what direction, and the location of locks or catches will be impossible without a dispel magic to end the cloaking effect. A dwarf, duergar, gnome, xorn, or other subterranean dweller encountering the spell effect can tell the stone’s surface has been magically masked, but not what the true surface appearance is. Features affixed to the stone’s surface (such as maps or inscriptions) are hidden by this magic. The reverse of this spell, Reveal Stone, will clearly outline (momentarily illuminating) secret or hidden doors, panels, cavities, storage niches, catches, locks, and other deliberately-hidden features. These features will be revealed if the stone has a maskstone spell on it or if it is simply in poorly-lit or confusing natural conditions. The material components are an eyelash (from any creature) and a pinch of dust or sand. The reverse of the spell requires a scrap of gauze and a piece of phosphorous or a handful of iron filings.

4th Magma Blade School: Enchantment Range: 0 Components: S, M Duration: Special Casting Time: 5 rounds Area of Effect: 1 weapon Saving Throw: None

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Material Component: A metal blade When used on a sword, axe or polearm, this spell sharpens the blade to a razor edge and magically stores a burst of energy within. The blade does +3 damage to anything it hits, and the impact releases a store of magical heat that turns the blade molten. The blade bursts all over an opponent, covering him in burning magma, and causing an additional 2-12 points of heat damage. It can destroy equipment, and continues to burn for 1-6 points of damage per round, up to 10 rounds. A body of water will cool the magma in 2 rounds; a full canteen will not, but it will halt damage for 1 round. Ice spells or resist fire are the most effective forms of protection. Finally, the victim can drop and roll, extinguishing the magma in 1-4 rounds. If he rolls in loose sand or wet earth, the magma is expunged in 1-2 rounds.

Return to the Earth School: Necromancy Range: 0 Components: V, M Duration: 1 round per level Casting Time: 3 rounds Area of Effect: 3 yard radius per level Saving Throw: None This spell turns a dead body into dust. Corpses inhabited by spirits, such as wights or liches, are allowed a save, but zombies, skeletons, and other undead are not. Once cast, bits of the undead begin to crumble and fall to the ground, completely destroying it in 3 rounds. To represent their deterioration, undead suffer a cumulative -1 to attack, each round after the spell has taken affect. The undead must actually have a physical form, ghosts and ghasts would not be subject to this spell.

Stone Warriors School: Conjuration/Enchantment Range: 30 yards Components: S, M Duration: 1 round per level Casting Time: 1 round Area of Effect: Special Saving Throw: NA Material Component: A stone of granite or other hard substance The conjurer can summon 1d4+1 warriors per level from the bedrock to fight in his stead. The warriors are completely loyal and cannot be controlled or stolen, although they can be banished by dispel magic. They have an armour class of 5, 2 Hit Dice, and wield terrible swords of compressed, fine sand that cause 1-10 points of damage whenever they hit THAC0 is 18, and movement is 150 feet.

5th

Flame Harvest School: Conjuration/Invocation Range: Special Components: V, S, M Duration: Instantaneous Casting Time: 1 hour Area of Effect: Special Saving Throw: 1/2

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Material Component: This powerful spell creates a trap of a large cavern, hall or mine, triggered by certain, predefined conditions. The Rune Chanter slowly walks the area to be trapped for a period of an hour, envisioning the rising flames and deciding on the conditions that will trigger its activation. The spell unleashes flames doing 2d6, +2 hp flame damage per level of the caster to all creatures and objects in an area 10 cubic yards per level of the caster. When the meditation period ends, the Rune Chanter may leave the area and the trap remains set for 1 month per level of the caster.

Crumble School: Alteration Range: 10 yards per level Components: S, V Duration: Permanent Casting Time: 5 round Area of Effect: 1 item of 1 cubic foot per level Saving Throw: None

Crumble instantly reduces an inanimate object’s water content to zero. Up to one cubic foot of clay, rock, soil, or other solids per level of the caster can be desiccated to the point that they lose cohesion, crack, and crumble. Nonliving organic materials such as hide, leather, bone, and wood split and crumble into dust when affected by this spell. Liquids disappear instantly. Metals and living organic material and silicates such as glass are entirely unaffected. Mindless corporeal undead like zombies and skeletons take 1d6 points of damage for every 3 levels of the caster.

Rune Chant School: All Range: 10 yards/level Components: V, S Duration: Instantaneous Casting Time: 2 rounds Area of Effect: Special Saving Throw: Special It causes a rune of power (see above) to form anywhere in range, in midair, without the caster inscribing it, this allows the caster to duplicate any spell they know from 1st to 5th level. The rune of power takes immediate action against a target or area selected by the will of the caster. A successful save vs. spell on the target’s part will cause the rune of power to affect an area adjacent to the one intended (perhaps endangering another friendly or hostile creature, which does not receive a saving throw).

Whirlpool of Doom School: Evocation Range: 10 yards per level Component: V, S Duration: 1 round per level Casting Time: 5 rounds Area of Effect: 5 foot radius per level Saving Throw: Vs. Spell This terrible spell turns earth or stone into a swirling sea of rock and earth. Anyone standing in the area must make a save vs. spells. Failure indicates that they have been sucked into the centre of the whirlpool and must

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begin to make swimming proficiency checks at a +3 penalty. Creatures that make three successful checks in a row are able to make their way to the edge of the pool and pull themselves free. Failing a proficiency check means that the character drowns swallowed up by the earth. Even if they can survive without air, they still take 4d8 hp damage per round, until rescued or, reduced to a bloody pulp.

6th

Circle of Stone School: Evocation Range: 0 Components: V, S Duration: 1 round/level of lowest dwarven caster Casting Time: 1 round Area of Effect: Special Saving Throw: None This spell can be cast in any location in which there are pieces of stone larger than the caster surrounding him on at least three sides. The spell involves a short chant and the physical linkage (touching) of all the beings to be encircled, and creates an invisible magical field around them. The field is spherical, with a 10 foot radius per caster involved. While it lasts, it confers a bonus of +4 to the saving throws of all beings in the circle (friendly or hostile), and a 5 in 6 chance (per attack) of a spell or magical item effect being reflected back at full power on its caster or source, even if outside the circle. Dwarves within a circle of stone gain a +3 bonus to attack (not damage) rolls, and can hit all opponents, even those normally struck only by magical weapons of certain bonuses.

Eyes of Stone School: Divination Range: Personal Components: V, S Duration: 1 round/level. Casting Time: 1 Area of Effect: Self Saving Throw: None The caster creates an invisible magical sensor that can move through solid stone, the spell works exactly as an “Arcane Eye” spell with 1d6+1 eye per level, except that the eyes can move through earth, metal and stone.

Transmute Rock to Magma School: Alteration Range: 10 yards per level Components: V, S Duration: Special Casting Time: 2 rounds Area of Effect: 5 cube per level Saving Throw: Vs. Paralysation This spell turns a patch of rock or solid earth into fiery magma by superheating it in a matter of seconds. Anything caught within the area should make a saving throw vs. paralysation or take 6d8 points of damage per round of immersion. The magma will remain for about 2 days, and then cool to a black circle of ash. The reverse of this spell is only of temporary duration. It transforms magma to stone cool enough to walk on for one hour.

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7th

Bane of the of the Arcane Caster

School: Necromancy Sphere: Cosmos Range: 0 Components: V, S, M Duration: 1 day Casting Time: 1 turn Area of Effect: Special Saving Throw: NA Material Component: A bone from an arcane spell caster’s corpse This spell turns an ordinary missile weapon of wood, metal, or stone into a deadly projectile of defiler slaying, adding +3 to attack and double damage if they save vs death. The soul is consumed as the missile hits if the victim fails their save.

Eruption School: Invocation Range: 10 yards per level Components: V, S, M Duration: 1 round per level Casting Time: 2 rounds Area of Effect: 30 inch diameter Saving Throw: ½ This spell causes an area around the target to erupt into geysers of molten rock. Columns of fiery stone burst from the ground and spew deadly lava over everything within the radius of the spell. Creatures within the area must attempt to move out (unless protected from fire or heat) and take 6d8 points of damage every round they are outside this area. The molten rock sticks to skin and continues burning, so damage continues at 3d8 points per round until cooled or until 10 rounds have passed.

Rune of Power

School: All Range: Touch Components: V, S, M Duration: Permanent until discharged Casting Time: 1 round Area of Effect: Special Saving Throw: Special This special type of magical inscription, more powerful than a glyph of warding but less powerful than most symbols is at heart of all dwarven arcane magic. They are usable by all dwarven wizards as taught by the Mages of Xothol. Runes of power as used by dwarven mages and they increase in power according to the level of the dwarf casting them. A successful saving throw vs. Spell enables a creature violating a rune of power to escape some of its effects. The mage casting the rune sets the exemption conditions; that is, the situations or creatures that will not cause the rune of power to operate. Otherwise, any being passing, entering, or opening the surface on

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which the rune of power is inscribed will suffer its harmful effects. Touching or attacking the rune of power itself will also certainly activate it. A rune of power can be set to avoid discharging when creatures of certain races, alignments, faiths, and sizes try to pass it. The dwarven mage uses the rune to duplicate any wizard spell of sixth level or less that he or she knows. The effects of the spell are then placed into the rune until discharged by a specific set of conditions or by a command word. It cannot be set to avoid specific levels, hit dice, or classes of creatures, and cannot be combined with other runes, glyphs, or symbols. Runes of power can be drawn to any size larger than the caster’s hand, and their trigger lines can be extended to encompass any size of protected area on a single surface. Dispel magic spells will remove runes of power. Find and remove traps by thieves will locate runes of power, but not identify or foil them.

9th

Greater Rune of Power

Just the same as a Rune of Power except that it allows the wizard to set spells of 8th level of less, and in many cases make spells, with a duration of greater than instantaneous, permanent until the rune is destroyed.

Greater Rune Chant School: All Range: 10 yards/level Components: V, S Duration: Instantaneous Casting Time: 2 rounds Area of Effect: Special Saving Throw: Special It causes a rune of power (see above) to form anywhere in range, in midair, without the caster inscribing it, this allows the caster to duplicate any spell they know from 1st to 9th level. The rune of power takes immediate action against a target or area selected by the will of the caster. A successful save vs. spell on the target’s part will cause the rune of power to affect an area adjacent to the one intended (perhaps endangering another friendly or hostile creature, which does not receive a saving throw).

Augment Crystals

Nearly two thousand years ago, dwarven wizards studying at Xothol--the school of magic in Ammarindar--developed a new form of magical crystals to empower dwarven weapons and armour. They believed these would be vital in bolstering Ammarindar's armies against possible Netherese incursions. These crystals were meant to give the forces extra magic in their weapons and armours to thwart and circumvent Netherese assaults, but they never came into use. After the fall of Netheril, King Azkuldar Ironfist III ordered the school magically sequestered until a time when it was needed. Before it was closed, however, one of the dwarven wizards, a greedy student known as Abathron Silvermelder, secreted some of the stones for further study. Crystal of Mind Cloaking Price (Item Level): 500 gp (3rd) (least), 4,000 gp (8th) (lesser), or 10,000 gp (12th) (greater) Body Slot: -- (armour crystal) Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: --; see text

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Weight: -- This crystal is black as a clouded night sky. A crystal of mind cloaking protects you against mental infiltration. Least: This augment crystal grants you a +1 competence bonus on saving throws against mind-affecting spells and abilities. Lesser: As above, except the crystal grants a +3 competence bonus. Greater: As above, except the crystal grants a +5 competence bonus. In addition, if you fail a save against a mind-affecting spell or ability, you can choose to reroll the save as an immediate (mental) action. This ability functions once per day.

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THE SECRET SHAMES OF AMMARINDAR

Extract From “The Shadow Trail” by James Wyatt

THE HAMMER OF CLEANSING Collectively, the dwarves of Ammarindar never harboured any specific animosity toward elvenkind. So it is with some surprise for outsiders to learn that this instrument of genocide was forged by Ammarindar hands. Not a hundred years before the fall, the withdrawn dwarven cleric Sok sojourned from his homeland, only to be scorned by the outside world. Although the mild insults he received were merely responses to his own ill-temperament, Sok believed them to be attacks on his race and culture. He took refuge with other dwarves from other clans--in other situations--and found in them a dedication to dwarven purity which Sok admired and, ultimately, emulated. Upon his return, Sok preached against other races, especially elves, whose treatment of him was unforgivable. His fellow dwarves cared little for his ministry of hate, but respected his piety enough to avoid rather than discourage him and his teaching. Not dismayed, Sok thus turned inward again in search of solution and spent two decades in seclusion as he crafted his Hammer of Cleansing. When the other priests of Ammarindar first learned of his project, they dismissed it as irrational but harmless, given Sok's apparent limitations. However, when Sok completed the Hammer, they elected to confront him before there was an embarrassment to the clergy and, ultimately, the clan. Sok's Hammer was confiscated and buried beneath the temple. Sok called his peers and superiors traitors. When Sok refused to recant what he'd done, they banished him from Ammarindar forever. But he never forgot about his Hammer. A few years later, as Ammarindar fell, Sok sent a band of human mercenaries to steal back the Hammer of Cleansing, and then--in a surprising turn--allowed these humans to keep it. Those same mercenaries, never before swearing allegiance to anyone, soon fought alongside the woodcutters in the Battle of Singing Arrows against the elves. A mystery, that. Lothla, an Elven priestess took possession of the Hammer in battle, and, struck with hatred of her own kind and self, detected the hammer's corrupting power. She rowed out into the Sea of Fallen Stars and, full armoured and with the Hammer braced tightly to her belt, threw herself into the water not twenty miles from the mouth of the River Arkhen. The Hammer of Cleansing looks and feels like a solid-steel hammer +1 designed for human hands, but paladins, clerics, or other characters with heavy religious background see their holy symbols (or, if faiths do not have a symbol per se, they see the face--real or imagined--of their gods and/or goddesses) engraved on the handle. They also feel their deities beckoning them to wield the weapon for their faith's greater glory. When wielders strike an elf with the Hammer, its enchantment changes to a +2. When they slay an elf, it becomes a +3. When they slay an Elven priest, it becomes a +4. The change is permanent only for the slayer; any new wielders find its enchantment at +1 until they use it to strike an elf. Wielders who cast priestly spells find themselves casting at two levels higher than their actual level while holding the Hammer. They also feel safer, as it acts as a ring of protection +2 and shields the wielder from all mind-influencing spells. The Hammer of Cleansing constantly encourages its possessors in the convincing voice of their gods, offering a morale bonus of +1 whenever they listen and/or heed the Hammer's encouragement. The Hammer's words are never heard by anyone other than its carrier. In addition, the Hammer of Cleansing grants its possessors the following spells (as if from a 16th level spell caster): blade barrier (2/month), slay living upon opponent struck (1/month), water breathing (2/week), cure serious wounds on self (1/day), and know alignment (3/day),

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although all elves and half-elves, according to this spell, will always appear as evil to the wielders of the Hammer. In-between its offerings of encouragement, the Hammer will speak of elvenkind as a filthy infestation bringing ruin to the realms. To Elven wielders, the Hammer will be considerably more subtle, but speak the same idea, negating any morale bonus from encouragement. The Hammer will periodically make requests for the destruction of anything Elven in proximity, including the elves themselves, accusing them of blasphemy and offense. If its wielders object, the hammer claims that, for denying their god, they are no longer granted priestly powers or even the comfort of prayer. Indeed, the characters' spells thus fail if attempted, and their prayers seem hollow and unfulfilling, even when the Hammer is out of reach. This remains so until they succumb to the request or are released from the Hammer's power. When priestly spell casters grip the Hammer, the Hammer steals all spells from them, and thus has the authority to grant or deny them their own powers as if it has become the wielders' god. In addition, the Hammer steals one point of Constitution from its wielders per day, even though their Constitution apparently remains the same while physically within one yard of the Hammer. When their actual Constitution reaches 1, the Hammer steals Wisdom, then Charisma and, finally, hit points. This results in wielders needing the Hammer more and more for their survival, above and beyond the corrupting nature of the artefact. To be released from the Hammer of Cleansing, the affected must be separated from the weapon for three weeks. During those three weeks, they gain back no ability scores, and no priestly powers. They continue to crave the Hammer and see it as their only path to their deity. At the end of three weeks, former wielders gain back ability scores and hit points at one per week, beginning with the last one lost. It may take them the rest of their lives to put their faith somewhere other than in the Hammer, as, after their restoration, they have but a 3% chance of understanding their predicament each day they spend in devotion and prayer. The Hammer of Cleansing may only be destroyed by the willing sacrifice of a dwarf who demonstrates true love for one of the Elven race. "Interestingly enough," the mariner muses, "the elf's armour was almost rusted completely through, and that Hammer imbedded in its side looked as pristine as the day it was forged." You exchange inquisitive looks with your comrades, but no one feels willing to challenge the old woman's truthfulness. She turns and looks sternly at the thief in your party. "I know what you seek, child." She shakes her head gravely. "You don't want it."

The Unspoken Hall In the centuries after Ammarindar's fall, the drow of Ched Nasad and the beholders of the Graypeaks both moved into its subterranean tunnels and fastnesses, looting its treasures and defiling its halls. Around 1220 DR, the demons of Hellgate Keep began to appropriate these areas for their own use, driving out the drow and beholders and establishing a network of outposts throughout that region of the Underdark. To their fiendish delight, these demons stumbled upon the Unspoken Hall -- a cavernous shrine built by dwarves but custom-tailored to suit demonic needs. For the dwarves that hollowed out the Unspoken Hall were the worshiper-slaves of a demon lord. A portal in Iltkazar leads to a nondescript cavern, which also serves as the only place of entry for anyone stumbling upon the Unspoken Hall by way of nearby Underdark tunnels (area 1 on the map). A number of dead-end tunnels branch off from this area, as well as one narrow tunnel that winds over a treacherous and monster-infested route to a main Underdark thoroughfare connecting Ched Nasad to distant Menzoberranzan.

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To the west of this entry cavern, a statue stands on a raised platform in the middle of another large natural-looking cavern (area 2). The statue depicts a dwarf with demonic features -- large feathered wings, clawed hands and feet, and an elongated, almost birdlike face. Crafted long before the birth of the individual it depicts, the statue represents the Speaker, a half-vrock dwarf who now makes his residence in the Unspoken Hall. Branching off from this chamber are three more natural caverns, with one (area 3) containing a deep sinkhole whose depths have never been plumbed. Stairs leading up and away from the statue's demonic face indicate the continuation of dwarf stonework in the remainder of the hall. To the east of the stairs in the hall's upper level is the Hellfire Forge (area 6), which is a blazing smelter of undying abyssal fire. Actually a portal of sorts in its own right, this furnace carries any creature wholly entering its flames into a fiery region of the Abyss that is populated with balors and other, nameless, fire-loving demons. Strangely, the tremendous heat from the fires does not extend farther than 5 feet into the remainder of the room. Work tables and anvils are set up near the forge. A smith can heat metal in the abyssal flames, carry it back to an anvil or work table, and work it successfully for as long as 5 minutes away from the flame, thanks to the demonic magic of the flames and the anvils. Countless unholy weapons and other tools of evil were forged here in secret during Ammarindar's height, and then they were forged openly when the hall was held by fiends from Hellgate Keep. (In game terms, the magic of this forge reduces the time required to create magic arms and armour by one day, but the crafted item is always tainted with evil in some way, and a holy item cannot be created here. The forge does not reduce the cost of creating any item.) Stairs and a ramp lead down and east from the Hellfire Forge, to a natural cavern (area 7) that was probably once connected to area 1. This cavern served as an armoury for the dwarves of the Unspoken Hall. It held their weapons and armour at the ready in case of attack from the good dwarves of Ammarindar. Drow and demons have long since plundered the unholy treasures once held here and unwittingly spread them across Faerûn. The northern alcove, however, holds a treasure of a different sort: a portal leading into the Labyrinth . The portal is marked by an archway carved into the natural stone wall and is activated by placing a hand on the stone within the archway and reciting a sentence in praise of Baphomet: "Lord of might, horned god, praise to you, great Baphomet." Drow from Ched Nasad occasionally use this portal as a way of traversing significant distances with no interference from faerzress. Occasionally, raiding parties camp in this cavern before venturing to the Labyrinth

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and on toward Gracklstugh or the outskirts of Menzoberranzan or onward through the Labyrinth's portal to Oryndoll. As long as they avoid the western part of the Unspoken Hall, they find they can make camp in safety, at least by Underdark standards. A long hallway leads west from the stairs to the shrine area of the Unspoken Hall. Area 8 was once a barracks area for dwarves who either lived in the hall full-time or needed to stay for a while -- either because they were needed in the hall or because their loyalties had been discovered and they could not return home. Three small chambers on the east side were more private rooms for high-ranking leaders of the demon-worshiping cult. The large room on the west was never occupied until a few years ago, when the Speaker arrived and claimed the room that had been ready for him for three thousand years. In -1650 DR, a secret cult of evil dwarves in the kingdom of Ammarindar built the Unspoken Hall under the pretext of mining adamantine and forging weapons and armour from that rare, fine metal. They built it -- and portals linking it with the other centres of their far-flung cult -- on the basis of a prophetic vision their leader received. In three centuries' time, he believed, a half-fiend dwarf would come to the hall and claim it for his own, doing the will of the cult's demonic patron. The statue in area 2, the large room off area 8, and, indeed, the whole Unspoken Hall was built in honour of this yet-to-be-born half-fiend. A century to a demon prince passes on Faerûn like a thousand years, or else the cult leader was misguided -- but now three millennia have passed and the Speaker has come, unwilling heir to an ancient prophecy and an evil birthright. He now lives in his appointed room, scavenging in the Underdark for food where the hall's builders intended him to feast in luxury. At the north end of the barracks, ornately carved double doors forged of solid adamantine (2 inches thick, hardness 20, 80 hp, break DC 60) lead to the inner sanctum of the Unspoken Hall. Here stands a massive stone statue of a figure like a minotaur -- a bullheaded humanoid with large, curving horns, covered in shaggy hair, with a long, bovine tail. This is Baphomet, the demon prince revered by the corrupted dwarves of Ammarindar. Two smaller shrines to the east and west contains smaller statues. The one to the west depicts a normal dwarf with an evil visage. This is Balik Blackhand, the builder of the hall and founder of the Baphomet cult. The one to the east represents the Speaker again. Behind the statue of Baphomet is a secret door so well hidden that it has remained undiscovered since the fall of Ammarindar (Search DC 35). Beyond the door, Balik Blackhand is interred in a stone sarcophagus bearing his likeness. Lying on his breast is Gamadurth, his great axe.

The Speaker The Speaker: Male half-fiend/half-shield dwarf Ftr9; CR 11; Medium-size humanoid; HD 9d10+45; hp 99; Init +7; Spd 20 ft., fly 20 ft. (average); AC 24, touch 13, flat-footed 21; Atk +14 melee (1d6+5/19-20, bite) and +9 melee (1d4+2, 2 claws); SA spell-like abilities; SQ acid resistance 20, cold resistance 20, dark-vision 60 ft., dwarf traits, electricity resistance 20, fire resistance 20, poison immunity; AL CE; SV Fort +11, Ref +6, Will +5; Str 20, Dex 16, Con 20, Int 12, Wis 14, Cha 10. Skills and Feats: Climb +13, Craft (metalworking) +3, Craft (stoneworking) +3, Jump +13, Listen +8; Cleave, Combat Reflexes, Dodge, Improved Critical (bite), Improved Initiative, Mobility, Power Attack, Spring Attack, Sunder. Spell-like Abilities: 3/day -- darkness, poison; 1/day -- desecrate, unholy blight. Caster level 9th; save DC 10 + spell level. Dwarf Traits: The Speaker has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, and a +4 dodge bonus against giants. He has dark-vision (60-foot range) and stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within

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10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth). The Speaker also has a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above). Possessions: +2 scale mail, +2 large steel shield, gauntlets of ogre power (reflected in statistics above). Three thousand years ago, a demon-worshiping cult of dwarves in ancient Ammarindar built their sanctum and a sprawling network of portals on the basis of a prophetic vision: Their leader saw a half-fiend dwarf, spawn of a vrock, arriving in a hall prepared for him and speaking words of power. The Speaker has at last arrived, but he has yet to speak words of power -- or any word at all. He listens well enough, as Durhgathu Maendrar prattles incessantly about doing the will of Baphomet and fulfilling his destiny. But he steadfastly refuses to open his mouth. Born from the unholy union of a vrock and a shield dwarf adventurer from Citadel Adbar, the Speaker is a dwarf in shape and build: He stands 4 feet 6 inches tall and weighs some 180 pounds. His features are distinctly demonic, however, from the large feathered wings on his back to the claws on his hands and feet. His face is long and his features are sharp, strongly suggesting the face of a vulture or bird of prey. If he has a name other than the one ascribed to him by the prophecy of Balik Blackhand, he has not revealed it. The Speaker is all too happy to accept the welcome he has received from the far-flung cult of Baphomet, particularly Durhgathu. He has always worshiped Baphomet himself, in a casual and wantonly destructive way, and even felt he had some sort of religious calling. He has been an outcast for his entire life and rather enjoys being bowed to on the rare occasions that other cultists visit him in the Unspoken Hall. They used to visit more often, thronging about him as they waited for him to speak the prophesied words, but they seem to have grown tired of waiting for him to break his silence. Still he does not speak, because he does not know what he is supposed to say, nor does he know what effect his words will have. He does not speak, because he is afraid he might say the wrong thing -- and even more afraid that he might say the right thing. If the Speaker were to find himself on death's door, however, he would take the chance by opening his mouth and saying whatever came to mind. In such a case, the words he would speak would open a gate to Baphomet's residence on the Abyss, drawing the demon-god himself through to pursue his aims on Faerûn. The world would shudder and all its peoples tremble before him, or so the cult of Baphomet believes.

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Gamadurth Gamadurth: Gamadurth is a +3 unholy adamantine great axe crafted in the Hellfire Forge. The weapon can detect good at will, grants its wielder the use of the Blind-Fight and Sunder feats, and relieves its wielder of the need for sleep. In addition, it can use finger of death once per day. Gamadurth speaks and reads Common, Dwarven, Abyssal, and Giant. It can also communicate telepathically. AL CE; SV Fort +9, Ref +9, Will +11; Str -- , Dex -- , Con -- , Int 17, Wis 14, Cha 12, Ego 18. Caster Level: 7th; Prerequisites: Craft Magic Arms and Armour, unholy blight, creator must be evil and at least 15th level; Market Price: 114,320 gp; Cost to Create: 4,200 XP. Durhgathu Maendrar Durhgathu Maendrar: Female shield dwarf Rog7; CR 7; Medium-size humanoid; HD 7d6+21; hp 45; Init +3; Spd 20 ft.; AC 18, touch 13, flat-footed 18; Atk +7 melee (1d6+2/x4, +1 heavy pick); SA sneak attack +4d6; SQ dwarf traits, evasion, traps, uncanny dodge (Dex bonus to AC, can't be flanked); AL CE; SV Fort +5, Ref +8, Will +1; Str 13, Dex 16, Con 16, Int 12, Wis 8, Cha 8. Skills and Feats: Appraise +11, Bluff +9, Climb +11, Craft (locksmithing) +11, Craft (metalworking) +3, Craft (stoneworking) +3, Decipher Script +11, Diplomacy +1, Hide +13, Intimidate +1, Move Silently +13, Search +11, Use Magic Device +9, Dodge, Martial Weapon Proficiency (heavy pick), Mobility. Dwarf Traits: Durhgathu has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, and a +4 dodge bonus against giants. She also has dark-vision (60-foot range) and stonecunning (+2 racial bonus on checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth). Durhgathu also has a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above). Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Durhgatha takes no damage with a successful saving throw. Possessions: +2 studded leather, +1 heavy pick, scroll of flame strike. Durhgathu Maendrar believes that she was called by Baphomet to revive his worship among the dwarves of Iltkazar. She has no illusions that the demon lord has any greater plans in place for her, and she has no aspirations to conquer the world and lay it at her demonic patron's feet. She expects, in fact, to die a martyr to her cause, and lulls herself to sleep at night imagining how future generations of Baphomet cultists will whisper her name with reverence during their dark rites. Durhgathu is a spry and nimble dwarf, stocky in frame and very plain of face. Her dirty blond hair falls in an unkempt braid over one shoulder, and a downy beard adorns her chin. She scowls constantly as she bustles about Iltkazar or along the Shadow Path on what she believes are missions for Baphomet. She has not yet succeeded in winning any converts to the worship of the bull-headed demon god, and she has had to kill too many targets of her evangelization to keep them from alerting the authorities to her activities. But she has nothing but confidence that her patron will open a way for her and help her accomplish the task he himself set before her. Durhgathu has contacts all along the Shadow Path and is the one common link among the life eaters in Oryndoll, the baphitaurs in the Labyrinth, and the Speaker, who resides in the Unspoken Hall. These various devotees of Baphomet aren't quite sure what to make of her: She does not seem to be a natural leader, but it is clear that she has the motivation and drive to accomplish much. Some, particularly among the life eaters, are beginning to wonder if her true purpose has more to do with reviving the use of the Shadow Path than any mission in Iltkazar.

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Baphitaur Medium-Size Outsider Hit Dice: 3d8+3 (16 hp) Initiative: +1 Speed: 30 ft. AC: 1/19 (+1 Dex, +3 natural, +5 breastplate), touch 11, flat-footed 19 Attacks: Greataxe +5 melee Damage: Greataxe 1d12+3/x3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Charge 2d6+3 Special Qualities: Cold resistance 5, darkness, electricity resistance 5, fire resistance 5,

natural cunning, rage, scent Saves: Fort +4, Ref +4, Will +3 Abilities: Str 15, Dex 12, Con 13, Int 11, Wis 10, Cha 8 Skills: Jump +4, Listen +8, Search +8, Spot +8 Feats: Power Attack Climate/Terrain: Any underground Organization: Solitary, pair, or

gang (3-4) Challenge Rating: 1 Treasure: Standard Alignment: Usually chaotic

evil Advancement: By character class

WOTC ©

http://www.wizards.com/dnd/images/ud_gallery/52074_CN.jpg (insert picture from website here)

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Rune Chanter

A kit for Fighter/Mage or Thief/Mage or rarely Skald/Mage

Rune Chanters are the backbone of any arcane society within a Dwarven Community. Looked upon with a mixture of suspicion and awe, they never-the-less are held in great standing when their talents are truly required. A Rune Chanter had learned to combine the effects of Runes with Arcane power. This ability is harnessed with the Rune Chanters ability to enter battle wearing full battle armour. Role: The Rune Chanters provide the heavy arcane muscle to patrols and small groups during skirmishes in the deep dark and mines of Dwarven civilisations. They work fist in gauntlet with the priests and skalds of Dwarven society to provide a safe haven for their people to thrive. They act as scouts and as the extra firepower for bodies of heavy shock troops. Weapon Proficiencies: Shortsword, dagger, light crossbow, battle axe, hammer (war/throwing). Nonweapon Proficiencies: Bonus proficiencies: Spell Craft, Gemmology, stone mason, religion, Recommended Proficiencies: weapon/armour/blacksmithing, gem cutting, ancient history, appraising, information gathering, tracking. Equipment: battle plate mail, shorts word, dagger, light crossbow, staff, shield. Special Benefits:

1. A Rune Chanter is able to cast their spells whilst in specially prepared battle armour wearable only by that one caster, to wear any other metal armour negates this ability until it can be especially enchanted and tunes to that Dwarf.

2. A Rune Chanter can prepare runes that duplicate spells upon objects that can then be activated at a later date. These ‘hanging spells’ count against the Chanter’s total number of spells until they are triggered. These runes can then be passed onto others who can later release the power stored within. The rune remains active for a number of days equal to the level of the Chanter.

3. At 9th level a Rune Chanter can inscribe upon his/her own body a permanent rune of any spell with a personal range up to 3/day for a maximum of 1 round per level. Each use costs the Chanter 1d4 hit-points which can be regained normally.

Special Hindrances: Rune Chanters are limited to what spells they can cast to just two schools plus one elemental school and divination. Often they will combine abjuration and evocation, Enchantment and Illusion. A rune caster belongs to a secret society and must conform to its rules and traditions. They will almost never share the secrets of their craft with one who is not of their society AND clan. Battle Plate: heavy armour consisting of reinforced adamantium plates, a layer of padding worn under the armour, and a light suit of mithral chain mail worn between the two.

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Monsters of Ammarindar

Barrow Wraith

Climate/Terrain: Barrow/Sepulchre Frequency: Very…very rare (thankfully) Organisation: Solitary (sometimes) Activity Cycle: Any (only when disturbed) Diet: The greedy & foolish. Intelligence: Very (15-25) Treasure: What ever they were buried with (but it’s all extremely ancient and alien). Alignment: any evil (usually) No. Appearing: 1 (most of the time) some times 2-4 if a family crypt is opened. Armour Class: -5 (base) + what ever defensive magical items they were wearing in life that still function. Movement: 24 (Base) Hit Dice: 1d10 for every 100 years of unlife +what ever hit points they had accrued at death, considering that each wraith has been buried for around 40000 years, that’s a lot of hit dice…….best leave them buried unless you have an army backing you. A 400 hit dice very angry alien wraith is something you really don’t want to face…. Or do you????? Eg mage 27 with 76 hit points at death plus 356d10= 356d10+76 hp’s for the wraith. No. of Attacks: Claws x3 (base) +1 for every 20 hit dice. Damage per attack: 2d6+1d100 hit-points per blow from energy drain. Special Attacks: Whatever powers they had in life plus paralytic gaze and sleep charm via voice whispers. Special Defences: Standard undead immunities + See Below. Magic Resistance: 50% Morale: 20 XP Value: a lot!!!!!!! The Barrow Wraiths are the spirits of those whose bodies have been laid to rest under an ancient curse. They seek to manipulate the spirits of their victims to nurture their ever present, but never sated hunger for the life that has long fled their own mortal forms. Their victims are drawn to the treasure filled tombs under the downs and laid on a stone altar, bound with gold chains, draped in the cloth and jewellery of the ancient dead before being devoured. Barrow Wraiths are a parasitic spirit in nature. They feed upon violence. Where no violence exists, they create it using their power to influence people nearby via powerful and disturbing dreams and nightmares. Barrow wraiths seek only to rest in eternal slumber but they also crave life and whilst killed outright by sunlight, they are unaffected by powers that duplicate the suns affects. They have the normal undead immunities, and their burning gaze can paralyse all who they look upon. To attract victims they send out enticing thoughts of hidden wealth and dreams of lust and power, attracting the avaricious and greedy to their deaths. Those sleeping within ½ a mile of a tomb wraiths resting place will find themselves having strange dreams from which they may never awake. (Save vs spells at -4, wisdom bonus applies). To save merely means a poor nights sleep with no benefits of rest and an unusual need to be elsewhere in a hurry. Failure finds the being pulled physically through the ether and into the barrow proper where they are fed upon at the wraiths leisure. The cold touch of a wraiths claws or lips will usually awaken a victim from their magically induced slumber, but it’s usually too late by then…..

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Notables of the Realm

Olaurin the Great Race: Shield Dwarf AL: LG Sex: Male AC: Ht: 4’9” Class: Fighter Wt: 185 lb Level(s): 14 Hair: Granite HP: 131 Eyes: Black Kit: Steel Shield Knight Age: 127 (at death) MR% Skin: Copper God(s): Moradin/Dumathoin Str 18/61 Con 19 Int 18 Dex 13 Wis 14 Chr 15 Languages: Auld Dwarven, Dwarven Common, Eaerlanni Elvish, Halfling Common, Chondathan, Tethyran, Orcish, Giant Common. Standard abilities for northern shield dwarves, +5 to saves vs magic and poison. Special Equipment:

+3 Ammarindan Dwarven Platemail of Blending, +3 Battleaxe of Hurling – Moradin’s Tongue, Aoxar’s Helm, +3 Shield of the Resolute, Kraanfhaors Sceptre – Rod of Rulership & Splendour and Staff of Poloymorph any Object – this last function works just 3/day.

The Chronicle of King Olaurin

In the year -1017 DR, after a short and peaceful reign , Queen Hildagard died peacefully in her sleep, her son and prince royal, Olaurin Snowsbattle soon after was crowned the 18th monarch of Ammarindar. At first his rule was one marked by peace and continuing prosperity. But this was not long to last. Three years into his reign, in a move designed to destabilise the dwarven realm and gain both Ched Nasad and Netheril much needed resources, both realms began simultaneous raids against Ammarindar’s eastern holdings. The city of East Keep found itself besieged above and below by goblinoid hordes driven to battle by their dark elf and human masters. These battles became known as The Axe, Staff and Sabre Wars. At the same time the delves of Greyvale and Whitewater came under simultaneous attacks. The passes of Horindon Lhar and Naurogloth were occupied and garrisoned by human and orcish mercenaries in the pay of their human Netherese masters. Ammarindar found itself cut off on three sides and King Olaurin’s forces were losing ground fast. In -1012 DR, having survived two years of siege, East Keep was finally abandoned with great loss of life on both sides. The orcs and drow moved in and soon turned on the humans who sought to beat them to the hidden armouries and treasuries within the city. King Olaurin marshalled his troops and lead a relief force to Greyvale and then to Whitewater routing the humans and goblinoids occupying the vale with the help of arcane casters from Eaerlann and distant Songfarla.

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After 6 years of often catastrophic warfare, King Olaurin lead his troops and their allies south to reopen the trade route through the Vale of Naurogloth. Confronted by a series of cunningly built fortifications spanning the pass, they laid siege along a 10 mile front. Deadlocked after 6 months the siege was finally lifted when reinforcements from Netheril were trapped and at the mouth of Naurogloth and slaughtered by archers and spell blades from Eaerlann and Ardeep. With Netheril out of the war and a slow trickle of trade beginning to return along the southern trade routes, King Olaurin gathered his forces for a more push to oust the drow once more from their northern conquests. After months of constant fighting the drow and their goblin hordes were finally driven back almost to the gates of Ched Nasad. Knowing that he lacked the strength to take the city, King Olaurin elected instead to seal the nearest tunnels isolating the city from the surface realms for 50 miles around. After a reign of a little over 20 years, King Olaurin, greatest hero-king of Ammarindar, was slain by the deep dragon Erthungaron who was caught raiding the treasuries of Splendarrmmmorn whilst in the company of a band of Vhaeraun worshipping drow from Ched Nasad. Erthungaron was in turn slain by the High Knight, Connar Snowsbattle and his band of Steel Shield Royal Guards. Being King Olaurin’s eldest surviving son, Connar Snowsbattle VI became the latest in a long line of kings to hold that name.

King Connar IV - the Tamer of Wyrms Race: Shield Dwarf (1/4 silver dragon) AL: LG Gender: Male AC Ht: 5’3” Class: Warrior/Scald Wt: 205lb Level: 16 14 Hair: Fiery Red HP: 94 Eyes: Hazel Kit: Rune-Chanter Age: 205(at death) God(s): Clangeddin Silverbeard Skin: Copper STR 17 Con 16 Int 18 Dex 13 Wis 16 Chr 12

Languages : Auld Dwarvish, Dwarven Common, Eaerlanni Elvish, High Drow, Orcish, Auld Wyrmish. Abilities: standard for a northern shield dwarf, +4 to saves vs magic and poison. Equipment of Note: +5 Great Axe of Hurling – double damage thrown, triple damage vs giants & giant-kin, Twin Blades Alight, +4 Mithral Shirt, +2 Rust Dagger, Staff of Power, Wand of Viscid Globs, Elf Boots, Elemental Gem – 25 HD Earth Elemental 1/10 day, Morzhul, the Forgeheart, Ring of Nine Lives, Right Hand Glove of Taarnahm the Vigilant.

The Chronicle of King Connar IV

Learning of his father’s death while fighting a horde of giants and goblins lead by the Great Red Wyrm Rithaerosurffel during the Slaughter in Sharrven, Prince Connar Tarynstone was crowned in the field, becoming King Connar IV. The new King of Ammarindar and his army of Rune-Chanters, battle priests and steel shields vanquished many of the creatures that had already devastated vast swathes of Sharrven, including the red wyrm Rithaerosurffel, known as the Bane of Sharrven and devourer of Lhuve. After many

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days of running forest battles, Araegisess Valiaor Ildacer and King Connar IV of Ammarindar met at the confluence of the Delimbiyr and Lhuvael Rivers atop the corpse of a great red Wyrm the dwarf had just slain.

In the year –2387 DR , after intense negotiations, trade embargoes and sabre rattling by the Coronals of Eaerlann, Illefarn and King Connar of Ammarindar, Netheril released all of its gnome slaves who promptly left the empire. In -2103 DR a horde of orcs from the Spine of the World, led by giants and their ogre generals, crushed the human civilization of Illusk despite aid from Netherese arcanists led by Jeriah Chronos the Chronomancer. Heading south they ran into an alliance of Elves from Illefarn, Siluvanede and Eaerlann who promptly routed them, forcing them east. The retreating horde was crushed by a legion of Steel Shields of Splendarrmornn led by the aging King Connar, and Griffon Riders from Fellridge who together left not one goblinoid or giant alive. After a long and at time glorious reign, King Connar IV, known by most as Connar Wyrm Tamer was laid to rest with full honours and nobles from all across the north attended his funeral, such was the admiration, love and respect that he was held in. Nearly 50000 souls stood in the central cavern and over hanging balconies of Splendarrmornn as King Connar was interred with his ancestors.

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Sources Used

Dwarves Deep – Ed Greenwood Races of Stone – various Authors Posts by George Krashos on Candle Keep The Grand History of the Realms – Brian R James & Co’ Lost Empires of Faerun – Eric Boyd, George Krashos & Co’ Cloak and Dagger – Eric Boyd, Steven E Schend & Co’ Hellgate Keep – Steven E Schend Forgotten Realms Adventures Forgotten Realms Players Guides 1-4 Forgotten Realms Campaign Guides 1-4 The North: Boxed Set – Ed Greenwood Players Handbooks: All Dungeons Masters Guides: All Mintiper’s Chapbook – Eric Boyd The Shadow Portals – James Wyatt Volo’s Guides – all of them. Realms of Eaerlann – Paul Simpson