How Corruption Sculpted Galentaspar

Ludhold mine started as the churned crater where a metacarpal of the astral giant landed, shattering deep in crust and triggered a churn of planar gaps and the poorly preserved remains of strange creatures can be found frozen in the ore in the depths. The impact changed the water table in the plane, and tends to collect into an underground chamber 100 feet below the surface. The high elves called this underground lake Rondo’huta’linya, the domed cursed lake. The dwarves named it Zarag Der’kurzr, pool of curses. This cave lake has been trouble for thousands of years.

Belgar island has always has eyes and ears everywhere. Being the first city with extraplanar magic in Vastus, ambitious high elves with the help of dragons of High Burati scoured the landscape for reminants of the astral giant’s collision across the continent. When one of our greedy elves from Belgar island encountered a crater two days east of the Sing’jar mountains with a glowing crystal of ruklaf growing out of the middle, plans to capitalize on that quickly formed.

Val’aiwe, a son of Elucius, too charge of the mining operation and brought the Ludroth familiy of dwarves to develop the mining operation and sold ruklaf and other magic minerals to the families of Belgar Island. The Great Hall Ludhold hid a lot of troubles, but a very tough and magically literate dwarven community. Duergar and deep gnomes from varous other underdark worlds would wash up on the shores of the Zarag. Competing underground communties were developing at the fringes of the mines.

Four centuries later, Crimskill and Rodorax eventually attacked Ludhold and ransacked the upper levels, leaving just the wrecked crater, Galentaspar. They forced orcs to haul tons of magical ore and dwarven weapons back to Rodorax’s caldera. Belgar Island had also changed a lot in this time, and the initial peace and propserity of the Sing’jar valley had repeatedly decayed with the severing of relations with the wood elves and the attacks of giants. Belgar decided to use what was available to reclaim the remaining value of Galentaspar: the underdark. Sending a mage to Rondo’huta’linya, a family of drow were summed thru thte lake, and left in charge. The clan of Burzel’i sold magic items available by portal for the next 200 years. They maintained power of the desert by assembling a pentagram of monoliths that cast a protection spell in a 20 mile radius around Galentaspar..

Preceeding the devil incursion on Sing’jar, hundreds of years later after Crimskil defeated Thromcron, Sing’jar adventurers were expanding and developing their strength. In an unprecedented move, two of the monoliths were destroyed and the magic protection disappeared. New foes moved in and forced the Burzel’i out. Now, if you sit on the shores of the Zarag, you will see a monster with three eyes set vertically in it’s skull.

[D&D] Amroth’s accord with G’ning-ar

spider-darkmoonAmroth Cavepool, a young 70, was a bright miner and good with his fellow dwarves who lived deep below the Sing’jar mountains. Almost since his birth under these mountains, he had been present either defending the clan against the Cult of Ulexnil or repairing dammage to the tunnels from purple worms. Everyone had been busy for years, people were constantly being hurt, but they were saved by two things: the passages between east and west slopes of the mountains that brought trade with the surface, and plentitude of fungus that grew in the old passages left by the purple worms.

Uncle Harnig Ruktite had spent many years leading ore cars up to the elves on the east and out to the humans on the west to trade for game and wheat. On his latest trip he was late, and Agus Cavepool, on patrol, found him slumped against the wall, unconcious from a stab wound in a tunnel on the west side. This was unusual, because the Cult would not have used blades, it would have been magic. The humans were too loud and typically repelled by the traps near the entrances to get so far. Some malicious cavedweller was on the loose!

Amroth, Agus and aunt Elinke stuffed their packs with jars of pickled mushroom slices and salted deer jerky, hefted their picks and set out to find the culprit. First, the connector tunnels between the family areas and the mining viens: normal. Next the ore discard paths that lead east: interesting lone tracks on the gravel. Then the discard paths that lead west: more tracks by the same foot prints and signs of dwarf scat. A new tunnel was found dug to the mushroom grove and it had regular footprints. No one would notice stealing fungus from the back of the cave. The team retreated to watch the path.

A single young dwarf appeared, climbing over a bolder they hadn’t considered had any room behind it, and started walking the path to mushrooms. As he approached, they noticed he was bald with barely a beard. Was he burned? He barely stood out from the darkness as if he was also the color of shadow. Agus signaled and they all jumped down from the walls and surrounded the fellow. Amroth felt a jab below his eye and immediatly fell backwards, but Agus and Elinke both struck him with their picks and he went down.

The prisoner was clearly foreign, and appeared to resent the sight of them. He was gray skinned and had a few spines as wiskers on his chin. This was a Deurgar, but none had been seen in this land…ever. His name was G’ning-ar, and he didn’t now how to get home. He liked how dark it was in the caves, because where he came from it wasn’t dark enough. But wherever that was, he couldn’t find a way back. He was lost from his family and doing fine by himself, thank you. The shook G’ning-ar down and found almost a sack’s worth of daggers, gems, and stolen jerkey from their pantries.

There was no way this Deurgar was going to live among the Cavepools, he was a thief and an unrepentant one. No recognition of good dwarven god was about him…this was a rogue from another world here for no apparent reason. Agus, Amroth and Elinke tied his hands and lead G’ning-ar up a dozen levels, nearly to the surface, and left him there on the floor, without his daggers. “Go any lower,” they said, “and we’ll break your legs and leave you on the surface, you thief!”

G’ning-ar hated the Cavepools. Hated them more than the other wierdo magic using dwarves he met in the south that kept shooting magical arrows and fire at him. That wasn’t comfortable, but at least he didn’t get a chance to be insulted and humiliated. These Cavepools were all dicks. Any chances to steal from them would be welcome!

And for the next 200 years, G’ning-ar make a trip every week to wreck something owned by the Cavepools. Not always successfully, but enought to keep them constantly cautious. No dimwitted knuckle dragging pick swinging dwarf would find a rogue deurgar in a million years, right?


[D&D] Meet Alberich

Dwarf_by_BrokenMachine86-jAlberich Ungart is a mountain dwarf, a cleric.
Why adventure in caverns? Well, I would be interested in finding about the history of the dwarves who lived in the caverns, as it is important to me so understand where I come from. I feel I could be useful to the other adventurers because I am a dwarf and a cleric, I might be able to help navigate caverns and keep everybody calm and alive.
As for working above ground… I am sensitive to the sunlight and prefer to work in shaded conditions.
Yes I think it’s possible there is a beholder within the caverns. As beholders have so many potential powers it makes me wonder if it is somehow related to where the dwarves might have gone that abandoned the caverns.

(D&D) Ley Lines and Underdark

I’m rather inspired that there’s a gaming history involving ley lines. A way for multiple fluxuations in the magical powers running through the earth that focus nacient energies. Flows of energy might interact in waves, constructive and destructive.

Consider the amount of minerals buried in the viens below Galentaspar. Not only dwarves noticed it — but orcs, drow, giants and dragons noticed it. Some grew to understand the warp and weave created by the mineral veins below what is now the gravel pit. Some areas are positive, others the opposite.

What areas summoned your characters? What areas repel them?


Faroth: the Story of Lowdug and Redfist

The first Forge Dwarves was Lowdug Ironrung, was not friends with Redfist Tallbeard in the western mountains. The stone giant made a deal with the dwarves, Lowdug negotiating, for ore in the south. Redfist heard the proposition  and rushed ahead to broker an exclusive deal. Lowdug was not able to recover his stature and his family suffered as they lost business. 

About a year later, the stone giant saw Lowdug in his sad state and the story was told. The stone giant was angry at Redfist and crushed a rock face that tumbled over the mining slope and many of Redfist s dwarves were trapped for days. The giant returned to Lowdug and invited his family to travel to Faroth to begin a new kingdom with fresh veins of iron. 

Faroth: Origins of the South Faroth Sea Elves

The Marine Elves in the Sing’jar channel traded and fished for generations as a determined and resilient community after tragedy struck their ancestors. Hundreds of years ago, on the eve of the destruction of Faroth, forest elves in the foothills east of Sing’jar were forced from their homes by wildfires set by the fire giant trespassed on his way through their hills en route to attacking the island of Faroth. Minotars, long established in the Sing’jar channel as reclusive deep sea longliners of the the Hosh’uu islands, sailed out to rescue the displaced elves. wp-image-1339419873jpg.jpg

The Hosh’uu minotaurs took the elves under their tutelage as fisher folk in return for being students of wood working. Minotar culture, for all the sailing they did, was uncomfortably dependent on human carpenters to keep them afloat. Our former forest dwellers gladly taught the minotaurs their skills with forestry and carpentry. As the elves took to the sea, they became one of the few races to truly not be dismissed or distrusted by the channel minotaurs.

As thanks to the minotaurs and to celebrate the new friendship between their races, the first new generation of sea elves crafted masterwork magical nose-rings and horn-tips for the Hosh’uu: brilliant hammered brass and polished nickel, known as Burning Brass. When angry, the Burning Brass ornaments appear shimmering hot.

When the Hosh’uu arrived at Darthil and greater Faroth islands, the Forge Dwarves were furious to see such fine metallurgy done by anyone not themselves. The Minotaurs, never intimidated by dwarves, openly laughed! “Ha! You are so obsessed with your weapons, you have forgotten all art, dwarves!”

And yet no dwarven art has appeared on Faroth since it was sacked.

Faroth: Chasing into the Deep

We began this session with Brenden, Jesse P, Sorin, and Liam. Our party wanted to find, and eliminate the one final bugbear, and so to begin, they headed down the one tunnel they hadn’t explored of the bugbear warren. It was dark, and after a while, it began to round, and felt oddly slimy, as though it had been carved out by something round. The further they went, the stranger the tunnel got, with smaller rounded holes branching out from the main one, twisting this way and that, ’till they had no idea where they were. As they trekked, they began to hear the sound of metal scraping on stone, and a very faint clanging sound. The tunnel began to widen out, and in front of them, they found a huge, gray worm, covered in a hard scaly exoskeleton, and with huge mandibles peering down at them.

They had stumbled upon an ancient skeleton, seemingly undisturbed by anything, except the faint light shining down on them form some holes in the ceiling. However, the scraping sound persisted, and being the smart adventurers they were, they hid behind the skeleton, and waited. For nearly a minute, the cavern was silent, but our adventurers grew tired of waiting, and Halt (Sorin’s ranger) went out to investigate. He slowly inched himself out from behind the worm, and across the dimly lit floor, and heard a “swooshing” sound, as if something had fallen.

Carefully turning behind, he found himself face to face with a grinning, scarred bugbear. Halt, being no coward, pulled out his longsword, barely missing the beast, whose morning star sailed right across Halt’s left shoulder. Lamanon (Brenden’s Bard) peeked his head out, sensing commotion, and began to pelt the beast with stones from his sling. Now, fully alerted, Lothric (Liam’s fighter), and Thorfin (Jesse’s Cleric), rushed out to save Halt. The bugbears last strike had missed, cracking off the body of the worm. Together with the combined strength of their blades, magic, and slings, they finished the last known bugbear. 

After some healing, they continued down the tunnel, eventually reaching a melted, Worm-shaped hole and a dwarven brick wall. Through that hole, they came to what appeared to be a dwarven hallway, with a wood plank floor. They carefully checked to make sure it would hold their weight, then began to walk across it. Lothric went first to check it out, and after rounding the curved walkway, and being out of sight of the rest of the party, he began to yell!

Lamanon, leading the others on, ran to check on him, only to find the beyond the curve, the wall disappeared, only to be replaced with an empty space, leading to a seemingly bottomless pit. Lothric was pressed against the wall, trying to stay far away from the edge, and rightfully so, as Thorfin dropped a rock, and they never heard it hit the ground.

Across the crevasse, we could see other small walkways, ladders, and staircases snaking around the walls, and a faint light pouring in from the ceiling. Not wanting to find the bottom any time soon, our heroes continued on, and breathed a sigh of relief when the reached a fully enclosed portion of the tunnel. Thorfin, being a literate man, began to study the dwarvish runes on the walls, which warned the readers to not “Go down,” but giving little more information as to what they meant.

At the end of the hall, they could hear a loud clanging sound, not dissimilar to that of a hammer on an anvil. This area seemed to be where all other walkways converged, as they could now travel onto many wooden paths, but stayed in this large hall, with large, stone stairs, that seemed overly large for any dwarf…even big for any human! They found themselves before a large anvil, with two huge gears powering two large “hammers,” still trying to shape metal that was not there.

After wondering at the contraption, Thorfin took an arcana check, and determined the gears were kept in perpetual motion by magic, which seemed somewhat obvious. Venturing forward, there was an armory, full of rack upon rack of old, rusted, bent weapons and armor, with many sets missing. Feeling curious, Thorfin took one of the dwarven helms, and brought it onto the anvil. Seconds later, it was the width of a thin book, shattered and squished into more of a plate than a piece of armour.

After the armory, there was a large throne room. Towering statues on each side of the wall, each a different dwarf lord, all holding large, stone torches. Staring in marvel, the party hardly noticed as a groaning, undead abomination, with most of it’s left half singed and melted, armor stuck to it’s decrepit body. It wielded a gold embossed, heavy morning star that had not appeared to have aged a day.

They unleashed their fury on it, blow after blow it received, but it never faltered. However, when Thorfin cast a shield of faith on Lothric, the abombination became enraged, and ran him down, colliding with the statue behind Thorfin. Thorfin retreated, and the statue came crashing down upon the creature!

Lamanon and Halt discovered levers that ignited the torches carried by the statues, brightening up the room. At the end of this hall, our party discovered three stone thrones, the middle of which was big enough for a giant and was flanked by two more dwarven-sized thrones. The throne on the right was empty, while the throne on the left had a suit of armor, melted onto the throne itself, worn by the down mostly decomposed skeleton of a dwarf. On the center throne there was a crown the size of a wagon wheel, if not bigger, made of some dark, gold embossed metal, that had been cleaved in two.

Through the doorway at the end of the throne room was a huge, giant-sized door, leading into an abandoned armory, filled with mostly empty racks carrying armor and weapons, all missing or rusted. Beyond, a large, giant sized staircase led up, and our characters rested on the wide stone stairs to regain their strength, and then continued up them until they reached a cave in, and were forced to venture up the branching staircases. The first lead to another cave in, while the second led to a wall, that seemed rather out of place, and the party puzzled over it for several minutes, before Thorfin attempted to hit it with his mace. Upon contact however, the wall shattered, with the sound of breaking glass, and the rubble disappeared, leading them into a small bedchamber, containing the corpses of two dwarfish guards, and a large bed, upon which lay the corpse of a dwarf, wearing on its head a crown, and beside it, a chest, that was quickly smashed by a Thorfin’s mace. Inside, was a shield with the dwarfish symbol of fire on it. They left the room, and on the final staircase, they managed to squeeze their way out of a hole in a broken wall, and rushed back to the camp to take a well deserved nap.

Faroth : Darthil Island 

This is the island that many of the Faroth forge dwarves fled to after the fire giant attacked the big island.  These are now the Southern Forge Dwarves. They have built many lighthouses and mostly live under Smopek mountain.