Myths and Legends

Myths

In the dream of the dragon, Earth
Was ruled by the Greater Ones,
Who created magic and with it
Made themselves from Men, the First Race.
From the flesh-blood of Men did make
The Greater Ones they themselves.
For nothing on Earth was beyond
Their power with the magic they created.

—excerpt from Song of the World Dragon

Song of the World Dragon is an ancient text, one of the earliest non-magical written works, which recounts the myths of the world’s origin. Here I summarize three.

Greater Ones

A superintelligent species of beings once lived in a world known as Earth. Called the Greater Ones, its members wielded power as gods. They created magic, and they built the donjons, whose spires, now in ruins, still punctuate the horizon. They also created the demihuman species and monsters. The Greater Ones did not survive the Rending.

The Rending

The Earth of the Greater Ones ended in a cataclysmic apocalypse—an explosion so powerful as to tear the world to pieces and rip a hole in space and time. The perpetrator was the Illmind, a sinister collective of hyperintelligent, extra-dimensional beings.

World Dragon

Through the rent was thrown one part of Earth. The Ershard fell into a void, where there was only a far away light and a cosmic dragon. The dragon knew that the few surviving creatures would not long live in the void so far from any energy source. So, the dragon took the Ershard on its back and carried it toward the light. Now, the Ershard, still on the dragon’s back, orbits the light.

Legends

These legends, known in the north, are told about the Throrgrmir dungeon. The authoritative source for these legends, among many others, is Viggo Eskilsson’s Histories of Throrgrmir From Great Wyrm to Age of Dragons.

Ormr and Wyrmlings

When the Throrgrmir dwarves dug too deep, they awoke a primordial wyrm. She crept from the depths into their underground city and fed on its populace. The dwarves fought the wyrm back to her lair.

But, now nourished, the primordial wyrm descended to the Underside of the Ershard, where she mated with the World Dragon. In her lair below the dwarven city, she laid seven eggs. Six hatched.

Named Ormr by the dwarves, the primordial mother is also know as the Great Wyrm. Her spawn, as wyrmlings.

Six wyrmlings scurried into the dwarven domain. They devoured any dwarves who stood in their way, but what they sought was treasure. They stole the dwarves’ gold, gems, and fine-made works and took them back to the wyrm’s lair.

Since Stardark’s End, naught is known about the Great Wyrm. Perhaps she died in her lair, deep below the surface. But some say she left the dungeon, flying on wings to the cold northern ends of the Ershard. Others say she descended again to the Underside to mate once more with the World Dragon.

The wyrmling clutch was decimated during the Stardark Empire. The last wyrmling, after delivering its touch, was killed by Faerunduine’s claws.

Wyrm-Touched Dragons

During the reign of Dagrun Stardark, the wyrmlings continued their scavenging for treasure. They stole from any creature possessing wealth: ogres, giants, demons, as well as dragons. But a wyrmling’s touch effected dragons. It made them stronger, more intelligent, more ferocious.

Three dragons were so touched:

  • Ixmundyr: Red dragon. Made his lair in a magma chamber. Slain.
  • Gullhringr: Gold dragon. Lair unknown. Disappeared with all the dungeon’s inhabitants at Stardark’s End.
  • Faerunduine: Green dragon. Lairs in the Deepmost Caverns. Recently gained a cult following. A temple at the Throrgardr Gate is dedicated to her.

The Seventh

No one knows whatever happened to the Great Wyrm’s unhatched egg. In antique texts—most by Stardark’s mages and by the fiend Murtax, it is called “the Seventh.”

Wyrmwyrd

The Throrgrmir dwarves made a device called the Wyrmwryd to control dragons. During her reign, Dagrun Stardark used the Wyrmwyrd to subdue the Great Wyrm.

Wyrm-Touched Dragons Ixmundyr  Gullhringr  and Faerunduine
Wyrm-Touched Dragons: Ixmundyr (deceased), Gullhringr (unknown), and Faerunduine (extant).

Beliefs and Religion

“History doesn’t repeat itself, but it rhymes.”

—Mark Twain1

Beliefs

These are fundamental beliefs widely held among all peoples throughout the known world.

Eternal Recurrence

The world ends; the world begins anew. Time is cyclical. The most recent end of the world was the Rending. Before that, there was Ragnarok, a battle between the giants and the gods. Before that, the Great Deluge, the Ever Winter, and the Time of Fire. The present world will be destroyed following a battle between Law and Chaos. Chaos wins.

Fates and Destiny

In the north, they are the Norns. In the south, the Moirai personify destiny. To the east, one’s destiny is determined by the stars. In all cases, the common term is “the Fates.” The gods obey the Fates. It is part of divine responsibility. Mortal creatures may choose to obey or to resist them. Diverse myths portray a hero’s struggle against the Fates and his or her success or failure.

Religion

Most folk, particularly those north of the World Dragon Mountains,2 are adherents to the Pantheon of gods. Followers revere all the gods, the Allfather chief among them.

The holy symbol is the Ouroboros, a serpent biting its tail. The symbol is presented with the “bite” at the circle’s top. The inverse presentation, considered heresy, signifies rebellion against the Pantheon.3

Rituals, ceremonies, and festivals follow the Ring Cycle, which comprises eight annual cycles of birth, death, and rebirth, and an overall cycle of worldly renewal. The faithful make rituals daily as well as monthly and seasonally.

As such, churches and cathedrals are dedicated to the Pantheon as a whole, yielding a central place to the Allfather. At the same time, temples, dedicated to a particular god, are not rare, while shrines may be either to a single god or to the Pantheon. In no case is devotion to the Allfather ignored.4

A religious edifice of a community is staffed by clerics, who attend to the religious, if not spiritual, needs of the faithful. These clerics may be of the adventuring class or minister clerics. Minister clerics may rise, though slowly, within the church hierarchy to hold upper offices.

Community Size Edifice Office
Village Church (rarely temple) Priest
Small Town Church Curate
Large Town (or City) Church Bishop
Major City Church or Cathedral Matriarch/Patriarch

Each office is appointed by the next higher, usually influenced by its own superiors. For examples, the bishop of Valormr is appointed by the patriarch in the Grand Duchy’s capital city.5 The bishop appoints the curate of Odenwoad as well as that of Fyrir, and each curate appoints priests to surrounding villages.

Development Guidelines

In developing the DONJON LANDS setting, I strive to create only what is necessary for game play. Though I indulge to some degree when an opportunity to explore the world presents itself. In so doing, I follow two guidelines. Here I describe how they relate to the setting’s religions.

Ancient Models

To save myself a tremendous amount of work, I use as models ancient religions of our own world. The religion followed north of the World Dragon Mountains draws from Germanic and Norse mythology. While, south of the range, the inspiration is from Greek mythology, and east of the (unnamed) central sea, Mesopotamian and Ancient Egyptian. Models not copies.

B/X Implied Setting

A goal of the Wyrmwyrd campaign is to develop a setting that corresponds to the rules as written. In B/X, clerics “have dedicated themselves to the service of a god or goddess” (B9). No gods are described. A DM, who so desires, might elaborate on the Pantheon to define a much more detailed and complex religion, while another might use only “the Allfather”6 as a generic god.

Notes

1 The quote is often attributed to Twain. The Quote Investigator debunks the myth.

2 The World Dragon Mountains are far south of the Throrgrmir Valley.

3 A sect or cult of Chaos might use the Ouroboros inverted among its membership—never openly in civilized communities. We may encounter the symbol more frequently in the dungeons.

4 One might imagine the predominant religion as pantheistic merging toward monotheism, as the Church of the Allfather consolidates its power.

5 As folk in Valormr prize their independence, there is some tension between the Lords of Valormr and the Church of the Allfather. The best they can arrange is for the Valormr bishop to be a local native, who then, so hope the Lords, keeps local interests in mind. That is not the situation at present.

6 Of course, one might want to replace the Allfather with the Allmother. I suspect a matriarchal religion—that is, one whose primary god is female—would look much different though, not just a change in gender. Further, it would be interesting to follow the evolution of a religion whose chief god is non-gender or non-binary or simultaneously male and female. I intend to experiment with these in future campaigns. Meanwhile, I would love to see your examples.

Valormr Heralds

From among local aristocracy, the Lords of Valormr appoint several heralds. They are charged with the duty to disseminate information throughout the domain. These tabarded riders can bring the news from the Free City to the domain’s farthest reaches within a day.1

Spring in the Eighth Year of Valormr2

Latest news from the dungeon, the following information is commonly known throughout the Throrgrmir Valley.

  • The Red Ogre, Emperor of the Undersun, has completed construction of a “great wall” within the dungeon. Imperial troops now man fortifications to block key passages in a wide perimeter, which encloses the subterranean empire.
  • The Red Ogre also built a library. Overlooking the Throrgrmir Bridge, the library is filled with ancient and modern texts from eastern lands.
  • The Red Ogre has come to an agreement with Pegasus Manes. The adventurers pay the Emperor’s “tax,” and his troops leave them alone in the dungeon—as long as the adventurers show no signs of aggression.
  • Griffon’s Claws continue to extort Valormr. With monies thus gained, they recently added a stronghold to Isolde’s Tower, which is now a formidable fortress.
  • Formidable though it is, the fortress does not hinder the blink dogs, who harass Griffon’s Claws within it.
  • Pegasus Manes has allied with the blink dogs and recruits a force to fight Griffon’s Claws.
  • While Faerunduine, Wyrm-Touched, sleeps and grows stronger, a previously unknown cult has erected a temple at the old Throrgardr Gate. The cultists built an altar from the petrified bones of the last wyrmling. The object of their adoration is the wyrm-touched dragon herself.
  • To house the tomb of their lost comrade, members of the Ghouling Gauntlet are constructing a shrine. Meanwhile, they look for signs of the vampire’s whereabouts since their first encounter.
  • The Red Ogre propositions Valormr to join the Undersun Empire. The Emperor and the city have made a temporary non-aggression pact. The Emperor now sends an ambassador with full honorary accompaniment—which is to say, an army…

This, I think, is the final installment of the Wyrm Dawn campaign. Play of How to Host a Dungeon created a complex underground environment, a robust history, and details this Dungeon Master would not have discovered without it. Tony Dowler created a truly unique game that deserves more attention and more exploitation. I look forward to using it to create more, bigger, more diverse dungeons as we further explore DONJON LANDS. Now on to Wyrmwyrd.

On to Wyrmwyrd

Notes

1 Departing in the morning, first to Fyrir and crossing the Abrandyr and a tributary at ferry points, a rider gains the village north of Ellriendi by nightfall.

2 While familiar with the calendar used in the Grand Duchy—as it is the primary trading partner, the fierce folk in the Throrgrmir Valley, favoring their independence, have long preferred to reckon years according to their own system. Thus, the local calendar begins from the Free City’s recent founding.

Wilderness Map

Another preliminary map. At such an early stage—that is, before the first door is forced open—it is premature to consider the wilderness outside our immediate adventure area. My purpose, with regards to Wyrmwyrd, is to show the greater area, however generally, in which events play out. Furthermore, the base, modified, serves as the strategic-level map for the Valormr Campaign, which takes place a few thousand years prior to Wyrmwyrd.

Wilderness Map—The Grand Duchy and Western Borderlands
Wilderness Map—The Grand Duchy and Western Borderlands.
Valormr left of center, Darkmeer in the west, the Grand Duchy east. One hex equals six miles.

In my childhood experience with wilderness maps, I first loved to make mountains. Later, I loved to do forests, then hills. Now I love to make rivers!

The north-south river right of center is in fact a canal, built by the Greater Ones, repaired several times since the Rending.

Valormr and Environs

In preliminary form, this pencil sketch serves as the local area map for initial adventures in the Wyrmwyrd campaign. At lower character levels, most of our adventures will be in the dungeons. I save feature names, color, and maybe ink for future work.

As the campaign progresses, I will further elaborate the following text. I expect to borrow from Viggo Eskilsson, who must be writing a geography to accompany his Histories.1 For now I note only key points necessary to get the campaign started.

Valormr and Environs
Valormr and Environs.
At 10 by 16 inches, the map may be printed on Tabloid size or A3 paper.

The scale being one mile to the hex, I use the large icons for map terrain (X62). The pencil’s lightness and my drawing skill render some icons difficult to differentiate. As a guide, the only city is Valormr, the only towns Troelsvollr and Odenwoad. Villages I mark with two dots in the hex. Smaller hamlets and thorps, only one. Castles and ruins are more heavily outlined.

The Valormr-Odenwoad road is shown, as is the road to the Citadel and Mine Head, which is in disrepair. Not shown are cart tracks between villages.

Dungeon Below

Right-angle markers (right and below center) frame a rectangle corresponding to the area above the Throrgrmir dungeon. See the Level 1: Surface map in “Dungeon Overhead by Strata”.

Valormr, Free City

  • Population 12,000.
  • Governed by a council of Lords, which elects each year one of their number to serve as Lord Mayor.
  • Principle holdings include Odenwoad (west) and Fyrir (north).
  • The domain of Valormr serves as a borderland between the Grand Duchy (off map) to the east and the fearsome lands of Darkmeer beyond the Western Mountains.
  • The city trades up and down the river and with the Grand Duchy.

Abrandyr River

  • Navigable south to Arvohne (city, off map).
  • Empties into the Great North Sea at Skullhaven (former pirate hold, off map).

River Travel

From Valormr, riverboats travel upstream to Arvohne in three days and downstream to Skullhaven at the river’s mouth in two days. From Skullhaven east along the coast and up another river to the capital and major trade port of the Grand Duchy, four more days are required. Aboard a mercantile vessel, the journey takes from two to three times longer, allowing for stops at trading ports.

Troelsvollr

  • Small town, population 1,500.
  • Mostly in ruins since Stardark’s End.
  • Hosts the Old City Bazaar.

Old City Bazaar

A frequent trading stop—often a destination—for law-abiding merchants and for those who can temporarily abide the law. Since the Red Ogre opened a tunnel from the dungeon below, monstrous races frequent the bazaar. A special detachment of the Valormr Guard patrols the stands, booths, and tents in force.

Odenwoad

  • Small town, population 4,000.
  • The High Castle of Odenwoad overlooks the town and river.
  • From the High Castle, the Lord of Odenwoad governs the town and surrounding villages.
  • Patrols range from the Shire Hollows to the Western Mountains,2 from Elding Wood to Upper Vale.2

Fyrir

  • This fortress guards the domain against pirates.
  • Also patrols north of the Shire Hollows and, across the river, north of Ellriendi.

Shire Hollows

  • Total population two thousand halflings.3
  • Numerous streams flow from rolling hills, through farms and woodlands.
  • Divided into three shires: Arbenshire (also called North Shire), Black Pine Shire (east), and Gold Hollow (or South Shire).

PC Origins

As the campaign begins in the remote area northwest of Odenwoad, player characters of human classes hail from villages in that region. Demihumans come from one of their respective communities: halflings from the Shire Hollows, dwarves from Nyr Golthur or Forn Fjallaheim, and elves from Ellriendi.

Ellriendi Groennendr

  • Elven population unknown.
  • The elves defend the forest at all costs.
  • Orcs from the mountains are a frequent threat.
  • Only elves and elf friends are allowed to enter their territory.
  • The forest today is a fraction of its size in ancient days.
  • Deep within the forest, the elves guard a secret.

Players, Characters, and the Secret of Ellriendi

While an elven character may know Ellriendi’s secret, the player does not. Bound to silence, the character will not talk about it or answer any questions concerning the secret. The player, though ignorant, may run the elf as evasive, aloof, and enigmatic as desired.

Forn Fjallaheim

  • During Throrgrmir’s decline, four dwarven clans migrated from the dungeon, each on separate occasions.
  • Two clans returned to Fjallaheim, their mountain home.
  • A third clan resettled elsewhere to an as-yet-undetermined location on the map.4
  • From the fourth clan, we have no word since their departure southward.

Nyr Golthur

  • At the fall of the Throrgrmir civilization, the five remaining clans emigrated to the mountains up the Abrandyr.
  • They mine silver and dispute the river valley with giants.
  • Refer to themselves still as Throrgrmir dwarves.

Pale Moor

  • Between the Western Mountains and the Great North Sea, these lowlands are shrouded in mist and legend.
  • Wise folk don’t go there. The foolhardy don’t return.

Notes

1 A geography in the style of Strabo’s Geographica but constrained to the local area.

2 The Western Mountains and Upper Vale are parenthetical names. That is, they are often referred to as such, but they also have proper names I haven’t learned yet.

3 I calculate 2 to 5 villages per shire (average 3.5) times three shires, which makes 10.5 villages. Per village, populations range from 30 to 300 (average 165). I round up from 1,732 (10.5 x 165) to 2,000.

4 We allow campaign events to determine the third dwarven clan’s present location.

The Valormr Campaign

Who says B/X’s 40th anniversary says Chainmail’s 50th. Before there was “the game that started it all,” there was the game that started that. Initiated by wargamer Jeff Perren and further elaborated by Gary Gygax, iterations of the rules for medieval miniatures wargames were published in zines as early as 1970.

Just prior to its 1971 publication by Guidon Games, Gygax added 14 pages of rules inspired by fantasy fiction. The “Fantasy Supplement” opened the gates on tabletop battles with wizards and heroes, elves, trolls, giants, and other fantastic and mythical creatures, including dragons. Chainmail was the steel with which Dave Arneson struck Wesely’s Braunstein flint. The spark was Blackmoor, and it ignited the flame that became DUNGEONS & DRAGONS.

“Valormr: val (war or slain) + ormr (wyrm), pronounced Val-ORM-r. During the Throrgrmir Renaissance, when the new-hatched wyrmlings prowled the dungeon, already dragons came to hasten the prophesied Age of Dragons. The dwarves called to their neighbors, who responded in force. Dragons recruited forces of Chaos to oppose them.”

—from “Empire of the Undersun

The Valormr Campaign using Chainmail
The Valormr Campaign plays out events leading to the battle and the battle itself, using Chainmail: rules for medieval miniatures by Gary Gygax and Jeff Perren (3rd Edition, Lake Geneva, WI: Tactical Studies Rules, 1975).

Notes

For the history of D&D, see Playing at the World (Jon Peterson, San Diego: Unreason, 2012) and Designers & Dragons: The ’70s (Shannon Appelcline, Silver Springs, MD: Evil Hat, 2013).

Dungeon Sense

Continued from “Lava Caves, Clacking Mandibles, and Red Glowing Glands,” the story of my first adventure begins in “Scroll of the Dead” in the category Anecdotes and Old Games.

It turned out that, whereas the torch cast light out to a 30-foot radius, the red glow of the fire beetle’s glands only went to ten feet. I wiped the goo from the sword and proceeded farther into the lava caves.

For a while I wandered down tunnels, turning this way and that at intersections. Garth pointed out that I had entered the cave headed north, which was the direction of the volcano. From that, I guessed I should go north at every opportunity.

That’s when I realized that this game was a lot like real life. I didn’t know all the rules that filled the pages of the pale blue book. But I knew that most of what I needed to know, I could learn from the real world. And that much of what I learned in the game, like striking flint on steel to make a spark, would apply to the real world as well.

Finally, I came into a large chamber.

“The air is warmer here,” said Garth. “There are a few large rocks in the chamber. Beyond one rock, you see an opening with an orange light from the chamber beyond.”

“I go toward the light.”

“As you pass a rock, an arrow whizzes by your ear.”

“I duck back behind the rock. Can I see where the arrow came from?”

“About forty feet away, a dark figure is silhouetted by the orange light, crouching on a rock. It’s a troll with a bow.”

“I take out my bow and I shoot it.”

I rolled the dice.

“With your bonus to missile fire, that’s a fourteen. You hit! Make a tick mark beside your arrows to keep track of how many you have left.”

I made the mark, while Garth rolled the dice. “Another arrow bounces off your shield.”

“Where does it land?”

“At your feet.”

“I pick up the arrow and fire it back,” I said, rolling the dice.

“You hit it again.”

While the troll and I exchanged volleys, Garth informed me that a troll is a vicious monster. “It regenerates hit points,” he said, “which means it can heal its wounds. To kill it for good, you have to chop it up and throw it in a fire.”

I retrieved another arrow from the floor and shot it back at the troll. Then I got hit.

“An arrow is stuck in the crook of your arm. Subtract three from your hit points.”

“I only have one left.” Now I understood why they were called hit points. “Can I still fire a bow?”

“Yeah, the description of damage is just for flair.”

I pulled the arrow out of my arm and sent it back at the troll. I wondered if the troll might be doing the same thing and it was the same arrow we shot back and forth.

Garth said, “You hit the troll in the chest. It drops its bow and runs away.” A wide grin spread across his face. “Man, I never heard of anybody picking up shot arrows before. You’ve got good dungeon sense.”

In the next chamber, I found the lava pit. It was a lake of bubbling magma. I read the Scroll of the Dead and threw it into the pit.

Garth said, “As the scroll bursts into flame, the magma stops bubbling. The town is safe, and you’re a hero.”

In the summer of 1982, I was 13 years old. That was my first D&D adventure, and I remember saying, “This is the game I’ve been waiting for all my life!”

Download Flying Tables

Preparing to use them at the table, I compiled the three Flying Tables into a PDF. Each table—by the Bluebook, for Basic and Lower Dungeons, and for Caves and Caverns—fits on its own 5½″ × 8½″ page.

For hard copy, print two pages per sheet on both sides. Then fold the page with the desired tables on the outside. A footer contains links to the Contents and to each Flying Table for quick on-screen navigation. I also made a smaller version at 2¼″ × 4″ for the small screen.

Download

Also available on the Downloads page.

Flying Dungeon Stocking Tables for Phone Flying Dungeon Stocking Tables for Print
Flying Dungeon Stocking Tables for Phone and Print.

Flying Table by Dungeon Geomorphs Sets

“Brief instructions below the ENCOUNTER KEY EXAMPLE in Set One: Basic Dungeons gives ‘Approximately 25%’ as the monster probability… While the instructions in Set Three: Lower Dungeons are the same, those in Set Two differ in one respect: In Caves and Caverns, we encounter a monster in half the rooms.”—from “Flying Dungeon Stocking Table by the Bluebook

While sussing the Flying Table, I mentioned my surprise at the discovery that there are more monsters in caves than in dungeons. We know from the Map God’s description that the Deep Halls were “constructed and adapted from existing caverns following their dreams channeled from Amon-Gorloth itself.”

I am, therefore, determined to make the distinction between the Halls’ built dungeons and its existing caves. Below are two tables, one to match instructions from Sets One and Three and another for Set Two.

Download the Flying Dungeon Stocking Tables for Print or Phone from the Downloads page.

Compared to the Flying Table by the Bluebook

Holmes gives 33% as the chance a room contains a monster (40). The difference from the Bluebook is made up by reducing the chance for an “interesting variation” to only 3% in caves and increasing the number of empty rooms from 22% to 30% in dungeons. In both cases, the proportion of monsters with versus without treasures is the same, as is the chance for traps, which remains 20%.

For details on how and whence the tables are derived, see “Flying Dungeon Stocking Table by the Bluebook.”

Flying Dungeon Stocking Table for Basic and Lower Dungeons

d100 Result
1-4 Monsters, double treasures (special)
5-8 Monsters, double treasures (selected)
9-14 Monsters, single treasure (selected)
15-20 Monsters, single treasure (random)
21-25 Monsters, no treasure
26-30 Treasure (hidden, trapped; room appears empty)
31 Trap: transports to deeper level
32-35 Trap: scything melee weapon
36-37 Trap: falling block
38-41 Trap: spring-loaded missile
42-46 Trap: trapdoor in floor, pit “relatively shallow”
47-49 Trap: trapdoor in floor, pit 10’ deep
50 Trap: trapdoor in floor, pit 20’ deep
51-70 Interesting variation
71-100 Appears to be empty…

Flying Dungeon Stocking Table for Caves and Caverns

d100 Result
1-8 Monsters, double treasures (special)
9-16 Monsters, double treasures (selected)
17-24 Monsters, single treasure (selected)
25-40 Monsters, single treasure (random)
41-50 Monsters, no treasure
51-55 Treasure (hidden, trapped; room appears empty)
56 Trap: transports to deeper level
57-60 Trap: scything melee weapon
61-62 Trap: falling block
63-66 Trap: spring-loaded missile
67-71 Trap: trapdoor in floor, pit “relatively shallow”
72-74 Trap: trapdoor in floor, pit 10’ deep
75 Trap: trapdoor in floor, pit 20’ deep
76-78 Interesting variation
79-100 Appears to be empty…

 

Dungeon Overhead by Strata

“Though not more than a thousand feet deep, Throrgrmir is a vast underground realm. Its eight major levels split into numerous sub-levels and spread across an area of at least five hundred square miles.1 Civilizations have dawned and died within its depths; empires built and crumbled over the long ages of its existence.”

Viggo’s Histories

Throrgrmir by Level

Transitioning from How to Host a Dungeon to D&D, strata become dungeon levels and rooms become areas, which are collections of natural caves or dungeon chambers. I placed each area on separate overhead maps by level. The rectangles show the general location of each area, color coded as per the cross-section maps.

Overhead 1 Surface
Level 1:
Surface.
Overhead 2 Dead Caves
Level 2:
Dead Caves.
Overhead 3 Gold Vein
Level 3:
Gold Vein.
Overhead 4 Crystal Caverns
Level 4:
Crystal Caverns.
Overhead 5 Subterranean River
Level 5:
Subterranean River.
Overhead 6 Gem Deposits
Level 6:
Gem Deposits.
Overhead 7 Magma Chamber
Level 7:
Magma Chamber.
Overhead 8 Deepmost Cavern
Level 8:
Deepmost Cavern.

Connecting Corridors

At two miles per inch, each level map covers an area 15 by 23 miles. Even areas in close proximity to each other are separated by a third of a mile or nearly 600 yards. If we allow travel along connecting corridors at the wilderness rate (where movement is measured in yards), metal-armored adventurers traverse the distance in ten turns, which, with rests, is two hours.

Not rare, though, are areas separated by a mile or four. No mere jaunt, a delve into the Throrgrmir dungeon is an expedition.

I’ve never been much for dungeon adventures lasting more than a single day. That adventurers might hunker down in a cold, damp, dangerous place—no matter how empty the room—and get several hours’ sleep to regain spells strains plausibility. That they might “do nothing but rest” (B19) for 24 hours straight to restore hit points even more so.

On the other hand, “Throrgrmir is a vast underground realm,” as Eskilsson writes. Civilizations and empires have spent countless cozy nights within its confines. With a little thought, we ought to be able to accommodate explorers on long underground forays. Furthermore, the constraint may serve to further develop the setting. Following are a few considerations.

Wandering Monsters

The long corridors may be patrolled by local denizens or imperial troops. But, as a general rule, fewer monsters wander in the connecting corridors. We might check for wandering monsters once per hour.2

Movement

Mentioned above, a party may move along connecting corridors at the wilderness rate. Generally straight passages, with few turns and hardly an intersection, give little reason to tarry. Apart from lurkers and well-hidden predators, most encounters will be met from the rear, if some creature overtakes the party, or, more likely, from the front.

Again, infrequent wanderers is a general rule. Particular corridors may break it. A party may chose to move at dungeon or wilderness speed, switching between as deemed necessary.

Dungeon Marks

The dwarf builders carved distance3 and destination in corner stones at the entrances to connecting corridors. Some of these stone blocks have been defaced. Other builders, denizens, and explorers left similar information, sometimes carved in blocks, sometimes with less durable means. Faded chalk marks are not uncommon. Whatever the media, these signs are called “dungeon marks.” Sometimes the information is correct.

Burden of Treasure

If spells and hit points are husbanded, a party may well become loaded with treasure within a score of turns.

“If the DM permits it, mules may be taken into dungeons” (B39).

A pack animal permits the acquisition of 4000 additional coins.

Trading Outposts

Traders (B43) often set up outposts near first level entrances to the lower levels. Treat an outpost as a trader lair. Traders may be accompanied by mules in the dungeon as in the wilderness. In addition to goods needed by dungeon denizens, traders deal in weapons, armor, and adventuring equipment. Outposts are established on high-traffic routes in defensible positions and are appropriately guarded.

Overnight in the Dungeon

Way Stations

Dwarf-built stretches of the connecting corridors are often punctuated with bypasses, alcoves, or the odd room or two. In some of these, the Sadhakarani nomads established way stations. Since the nomads’ recent eradication by the Red Ogre, it remains to be seen whether the stations will be maintained.

“Wandering Monsters… should not be frequent if the party spends a long time in one out-of-the-way place (if they stop in a room for the night, for example)” (B53).

Let’s say, one check per night or three checks per day (one every eight hours) while so resting at a way station or other such place, including in a remote room of a dungeon area.

Throrgrmir Enclave

Dwarves maintain an enclave in an old dormitory on the second level. From this base, they explore the dungeon, searching for Throrgrmir relics. Law-abiding persons are welcome to stay, for a price, in a boarding house, provided they make no trouble and stay out of the dwarves’ way and their business. Here, a party may rest to regain spells and recover hit points with little chance for interruption.

Sixth Cairn Protectorate

The Red Ogre recently established a “protectorate” in the former drinking hall below Troelsvollr. Governed by a Lord Protector and guarded by imperial troops, it aspires to become a city.


Notes

1 Eskilsson overestimates. The dungeon’s footprint covers 345 square miles. On the other hand, if we multiply by eight levels and assume one-fifth of the area is explorable dungeon (as opposed to solid rock), we arrive at a figure not far from the historian’s mark.

2 Within dungeon areas, normal chances for wandering monsters apply.

3 Throrgrmir dwarves measure distance in the length of their standard stone block. A dwarven “standard” is roughly equal to five feet.