The Shunned Cairns

A narrow band of craggy rocks breaks through the semiarid plain to form the foothills of the northern mountains. Scattered throughout, heaps of lose stones appear to have been piled high by giant hands.

Tender grasses and thorny scrub brush push up between rocks. Orb-weaver spiders stretch webs between the brush. Feral goats, escaped from plains herders, crop the grasses to the root and trim the lower leaves of the thick-branched lentisk trees that block passage through narrow ravines.

Location: One hex northwest of the base town (Base 2 on the Outdoor Survival map).

Points of Interest

Old Track

An old cart track runs northwest out of town. Apart from the Radiant Host, which patrols the border of the Shunned Cairns, few tread its path.

Stela

About three miles from town, a granite stela rises above a briar thicket in the middle of the track. The brush is cleared away from the stela’s near side coming from town. Breaking through the thicket, PCs may examine the other sides.

  • South: Interdiction
  • West: History
  • North: Sigil
  • East: Commemoration

Traces in the dust circumvent the thicket to rejoin the track opposite the stela.

Interdiction

On the stela’s near side, the nomarch’s seal is carved above an epigraph in the glyphic script of the common language:

FORBIDDEN
NONE SHALL PASS BEYOND THIS MARK

Below the inscription is engraved the Resplendent Medallion, the Great Seal of the Sun King, which lends the weight of the monarch’s authority to the nomarch’s edict.

History

IN THE TWELFTH YEAR OF HIS REIGN THE SUN KING AKHOTAHN CAME FORTH AT THE HEAD OF THE RADIANT HOST

THE SUN KING ANNIHILATED AN EVIL CULT IN A WAR THAT LASTED THREE MOONS

THE SUN KING LAID LOW THOSE WHO DREAM

NINE HUNDRED MERCENARIES WHO FOUGHT FOR THE CULT WERE CAPTURED AND BEHEADED

ALL OTHERS WERE OUTLAWED

THE SOLAR GODDESS SHINES FOREVER ON THE SUN KING

Sigil

Facing the Shunned Cairns, the stela’s north side bares a symbol in the form of an open eye beneath an inscription:

NO DREAMER SHALL APPROACH

Detect magic reveals the eye to have an aura of protection.

Commemoration

THE SUN KING RELINQUISHES TO THE WEIGHER OF HEARTS THOSE WARRIORS OF THE RADIANT HOST FALLEN IN BATTLE

THE SUN KING HONORS THE ARDENT CHAMPION MENTUROC AND THE NINE COMPANIONS WHO FELL IN THE STORMING OF THE INNER REDOUBT

Outlaw Hideouts

A band of outlaws scrounges a living within the Shunned Cairns. The outlaws move frequently, holing up in numerous remote locations. They hunt feral goats and raid demi-human trading caravans, who travel to and from the town and the Deep Halls.

Faneforlorn

Where the Shunned Cairns climb into the mountains, a stonework barbican projects from the base of a cliff. Behind it, a dwarf clan carved homes from a series of natural caves and set up workshops in the larger caverns. Over the centuries of their habitation, the dwarves have left no surface unchiseled, for they are skilled stonemasons and sculptors. The dwarves sometimes take commissions for work in the town, but they are hesitant to interact with the human community. The clan symbol and maker’s mark is the silhouette of a step pyramid.

The Deep Halls

A couple miles after the stela, the track leads by a dark opening in a hillside. This is the main entrance to the Deep Halls (Level 2A). Atop the hill, about 200 yards west, is a secondary entrance (Level 1B).

Upstream Egress

A half mile southeast of the Deep Halls is a narrow gorge. One side suffered a landslide some long time ago. Obstructed by the escarpment, where a tangled copse of lentisk trees now hold the scree, a narrow tunnel winds down to the subterranean river that flows into the Deep Halls. The exit is not discernible from the exterior. It must first be dug out from the inside.

Wilderness Encounters

On or off the track within the Shunned Cairns, roll a 6-sided dice in the morning and the evening. A 6 result indicates a wilderness encounter. The Radiant Host, marked with an asterisk (*), is encountered only on the town side of the stela.

Wilderness Encounter Table: The Shunned Cairns, Track (2d4)
2 Dwarves (3-18)
3 Radiant Host (20)*
4 Elves (2-12)
5 Outlaws (4-16)
6 Gnomes (6-36)
7 Gnolls (2-12)
8 Trolls (1-2)
Wilderness Encounter Table: The Shunned Cairns, Off-Track (2d4)
2 Outlaw hideout, occupied (60)
3 Outlaw hideout, unoccupied
4 Outlaws, hunting party (3-12)
5 Giant Centipedes (2-5)
6 Cockatrice (1)
7 Gnolls (2-12)
8 Trolls (1-2)

Dwarves:1

  • Stonemason work crew from Faneforlorn.
  • Avoid contact with humans.

Radiant Host:

  • Patrol of soldiers (chain mail and sword) led by a warrior (2nd-level fighter).
  • Patrol does not go beyond the stela.
  • Leader warns any citizens (all humans are citizens) headed toward the Shunned Cairns that entry into the territory is forbidden.
  • Penalty is one year of indentured servitude.
  • Patrol arrests any citizens coming out of the Cairns and takes them before the nomarch.

Elves:1

  • Reconnaissance patrol from elf-land (northeastern forest).
  • Elves monitor activity in the Shunned Cairns.
  • Parley with travelers to discover news.

Gnomes:1

  • Trading caravan from the northern mountains, pushing carts, makes stops at the Deep Halls and the town.
  • One cart for every six gnomes.
  • All wear chain mail, armed with light crossbow and war hammer.
  • Leader 2nd to 7th level.
  • These gnomes are metal smiths.
  • All goods (fine metalworks and jewelry) are hidden and trapped.

Gnolls:

  • Attack any party using hit and run tactics.

Trolls:

  • Hunt on the trail when hungry.

Outlaws:

  • Treat as bandits.
  • Raiding party:
    • Attacks weaker, treasure laden parties, from ambush.
    • Otherwise, surveys from hidden position.
  • Hunting party:
    • Avoids confrontation.
    • If party carries wealth, outlaws survey movement while reinforcements arrive.

Outlaw Hideout:

  • Outlaws move frequently, staying not more than 10 days in a place.
  • Move hideout whenever discovered.
  • Take care to remove evidence of occupation when leaving.
  • Occupied:
    • 60 bandits.
    • Plus 15 non-combatant females and 25 children (100 total).
    • Live under rocky overhangs and in temporary, make-shift tents.
    • Make small cooking fires in pits.
  • Unoccupied:
    • 1 in 6 chance to discover a discarded burnt branch, other burn mark, or forgotten bit of human detritus.
    • Otherwise, only evidence of occupation is small fire pits covered by stones.
Stela - The Shunned Cairns
Stela on the Old Cart Track into the Shunned Cairns.

1 I am considering ancient Near Eastern variants for demi-humans. They may not stray far from their special abilities given in Holmes, but their culture and appearance should not be medieval European.

Schlafender Drachenturm, the Lonely Tower

Spurned by her lover, the wizard Agodt built the tower that now crouches below the crest of a high crag in the remote foothills of the Western Mountains. Other than the occasional apprentice, she lived alone.

Agodt named her home Schlafender Drachenturm—or Sleeping Dragon Tower—after the motif with which she adorned the structure. But even in the wizard’s day, folks called it “the Lonely Tower,” for Agodt pined after her lost love. Since her disappearance some decades ago, the tower has been undisturbed. Only time takes its toll on crumbling stones.

Before the summertime distraction that was the Valormr Campaign, I played the first session of Wyrmwyrd. Wyrm Dawn, the Battle of Throrgardr, and Valormr were invaluable in fleshing out the dungeon’s history and culture as well as the geography of surrounding lands. Though short campaigns, the three together took up the better part of the game-playing year.

The autumn passed in house-moving, “there and back again” to the beach-front apartment, where I’ll be through April at least. A nomad’s is a precarious lifestyle. I intend to get in at least one more session of Wyrmwyrd before the end of B/X’s 40th-anniversary year. In any case, the campaign continues.

The Lonely Tower
Schlafender Drachenturm, the Lonely Tower

Player Characters

Thorsdottir serves as an acolyte of the Allfather Church in the Elding Wood village. Her friend Gandrefr is apprenticed to a sorcerer, who lives in a nearby hamlet.

Now, an adventurer has come to the Elding Wood village. Ansgar the Bold speaks of a powerful magic sword once possessed by the wizard of the Lonely Tower. Proof of the claim is a parchment he found among the belongings of Arkadin Hoarcloak, Agodt’s last apprentice, long-dead. Ansgar shows this parchment to anyone who expresses interest in joining his adventuring party. The calf skin is yellow with age, its edges burnt.

“I saw it only once,” reads the crooked scrawl, “before she was aware of my presence. The sword lay on the worktable before her. It was magnificent: a serpent coiled around the hilt, from bejeweled pommel to crossguard, and runes ran the length of the bronze blade. When Agodt noticed me, she covered the sword and bid me away.

“Later, in the dungeon below the tower, she built a secret vault. Among many wondrous treasures she stored there was a yew-wood case, narrow and long, bound in brass, a serpent engraved on the lid.

“Agodt closed the vault behind a solid stone-block wall. I dared to ask: How do you get in? She answered: The key is on the lintel. I searched the entire tower from upper works to dungeons below. I found no kind of key nor anything else on any lintel.

“It was soon after this that I was dismissed. Agodt gave no reason, and she never took another apprentice.”

Arkadin Hoarcloak
Eversden Hamlet, Odenwoad

From the village and surrounding communities, a score of hopeful adventurers gathered at the Elf King’s Inn. The company discussed plans for the expedition. Ansgar hired a local guide to escort the party to the Lonely Tower. They would depart at dawn on the morrow.

Short festivities followed. The ambiance was jovial. Afterward, Ansgar retired to his room. When he didn’t come down in the morning, two of the company banged on the door before entering. They found Ansgar in a blood-soaked bed, his throat slit. The parchment was not found.

With the company now divided between those who would venture to the Lonely Tower as planned, those who doubted the parchment’s veracity, and those who would find the killer, the inn erupted in boisterous debate. Amid the cacophony, Gandrefr approached a quiet fellow who stood apart from the crowd, while Thorsdottir sought the guide. After brief negotiations, the four departed.

The guide escorted the party to the Lonely Tower then waited outside as agreed. Thorsdottir, Gandrefr, and the retainer Ardur explored the tower’s three upper levels. They discovered, above the entry door and on each floor, something of interest.

Entrance

Engraved in the arch over the entry door is the following inscription:

LOST ALONE TOGETHER FOUND

First Floor

A fresco covers the west wall, between the two stair bases, from floor to 20-foot ceiling. It depicts two robed figures, man and woman, he in blue, she in lavender. He carries a short blade. She holds a ball of light overhead. They walk through a wood. Ahead of them, a circle of stones. On the stones are carved eight-legged serpentine creatures. Above the circle’s center floats an object wreathed in a radiant aura.

Second Floor

A statue of a human female and a dragon coiled around. The paint is chipped and worn, showing alabaster beneath. The woman’s face is triangular, the nose thin. She wears a lavender robe, trimmed with white flowers. The dragon’s tail circles her waist, leaving arms free, and turns up at her knees. It’s head rests on a shoulder, peering up at her.

Third Floor

An iron statue, covered in a layer of rust, of a dragon standing, wings displayed, tail wrapped around the base. One eye is closed. The other is open, but the socket is empty. A claw held to its chest is clenched tight in a fist.

Valormr Concludes on Three Tables

A year ago, due to the current world situation, I had the opportunity to rent a small apartment on the beach at a monthly rate that fit a nomad’s budget. It’s equipped with all the necessities in two rooms with a view on the sea, a constant breeze, and three tables of various sizes. With an eye on the tables and knowing that human contact should be limited for the coming months, I rekindled the decade-old idea to play a solo wargames campaign.

Valormr, like Wyrm Dawn from which it spawned, informs the upcoming B/X campaign.

The strategic movement map is laid out on the first table. When opposing forces meet, battles are fought on the second. The third table is reserved for the Throrgrmir Citadel, where take place the opening and closing engagements: the dragon’s assault on the Citadel and its storming by the Forces of Law.

No table for dinning remains to me, but who needs to eat when you can play wargames?

Forces of Law Execute a Plan
Forces of Law Execute a Plan.

Moving overland, the Aeskrvald and Lanze armies are escorted by elves through the Ellriendi Forest to take up positions northeast of the Citadel, while Noerdenheim and Grallune move by sea to capture Port-of-Sands then the Keep on the Pale Moor, thereby cutting the Chaos Armies’ supply lines.

Battle of Throrgrmir
Battle of Throrgrmir.

The Chaos Armies routed from the field, Anax Archontas hops from his perch atop the Throrgrmir Citadel to deliver a tongue of fire into a formation of Grallune troops.

Meanwhile, an adventuring party gains the base of the Citadel, where they enter a secret tunnel. The adventurers must find their way through a dungeon, overcoming any obstacles, to enter the Citadel’s upperworks.

Ostanner ninjas move through woods to the base of the Citadel’s plateau. They are to scale the cliff and the ramparts to create a diversion as the adventuring party enters the Citadel to open the gates.

Zosimos Wields the Wyrmwyrd
Zosimos Wields the Wyrmwyrd.

A moment later, a strange wizard from south of the World Dragon Mountains confronts the dragon. With a device fashioned by the Throrgrmir dwarves, Zosimos banishes the would-be usurper from the Throrgrmir Valley. Anax Archontas’s bid to become the first emperor of the Age of Dragons ends with a few spoken words bolstered by the power of the Fates. The device ever after is called the Wyrmwyrd.

Hadewych Pretends to an Empire
Hadewych Pretends to an Empire.

The dragon is gone and with it the Chaos Armies’ raison d’être. But the dwarves below are starving, and the Forces of Law are diminished and weakened, while armies of kobolds, orcs, and gnolls arrive from the south, and the Wraithwright marches at the head of an undead legion from the north. Hadewych the Arbiter, with two regiments, a host of heroes, and the Citadel’s upperworks under her control, finds herself atop an empire ready for the taking.

Storming of the Citadel
Storming of the Citadel.

But the Forces of Law set up a catapult on the hill due south. It pelts the ramparts before Grallune forces march up the slope. As fighting erupts on the Stonesward, the adventuring party fights its way from the Greensward toward the gate, and, bursting through the door from below, dwarves cry vengeance and death to Throrgrmir’s enemies.

This is the Throrgrmir Empire, rich with gold and gems and treasures beyond imagining. If she wants it, Hadewych must fight for it.

Storming of the Citadel (Overhead)
Storming of the Citadel (Overhead).

 

The year on the beach draws to a close, as does the wargames campaign. I’ve kept a detailed record of events of Valormr, which, like Wyrm Dawn from which it spawned, informs the upcoming B/X campaign.

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).

Dagrun Stardark

The following text describes events in Wyrm Dawn’s First Age of Monsters. In this age, “A Wizard” (How to Host a Dungeon, Dowler, 2019) rose so quickly to “villainy” that I have determined to run a second Age of Monsters following the empire’s demise.

Throrgrmir Legacy

A long, dark silence followed the dwarves’ departure. No more was heard the din of the miner’s pick nor the clank of the smith’s hammer. In workshops, tools were carefully arranged, ready to be taken up again to finish abandoned work. Furnaces and smelteries were dead cold. Drinking halls were still. Walls of fine-hewn granite blocks no longer held the memory of the last echoes of raucous folk ballads nor of solemn dirges. The slow drip of water from cavern ceilings kept time on quiet dwarf-carved stones.

The subterranean river continued its winding way through smooth-worn channels. It flowed by the now dry aqueduct, under the crumbling bridge, through empty dormitories and treasure vaults, past life-like statues of rock, iron, and crystal—indeed living yet unmoving, and rippled between the feet of the Throrgardr Colossus, which still stood, keeping watch over the forsaken realm. The river’s dark water twisted around former graffhellar into the great cavern that once housed a thriving city of proud dwarves.

Now there slept the primordial wyrm atop a pile of treasures collected by her offspring. Between crystal urns and bronze chests, spilling coins and jewels, wyrmlings nestled. In turns, the serpent sisters yawned and tasted the air with darting tongues between long bouts of fitful slumber.

And so, the Throrgrmir Civilization passed into legend, its history and culture preserved on engraved friezes and monuments hidden in gloomy depths and in fables and epic tales. The tales told of fabulous treasures: hoards of gold, precious gems, and objects of dwarven craft, and of the Great Wyrm Ormr and her treasure-seeking spawn.

Ixmundyr

When dragons heard these tales, they were reminded of the Wyrm Prophecy, according to which at such place an Age of Dragons would dawn. Thus did Ixmundyr follow the tales to the broad river valley below the western mountains, to the crumbling citadel of the masked boar, and down into the old dwarven mine tunnels. In the magma chamber at the dungeon’s bottom, the red dragon made its lair.

Legendary Throrgardr

Subterranean denizens from neighboring realms came after treasures. In the old Throne Room, they found the Throrgrmir Scepter. Thinking to have discovered the legendary city, they settled there and in old graffhellar across the bridge. They called the settlement Legendary Throrgardr and, for a time, prospered.

In a treasure vault, Throrgardr denizens built a wizard’s quarter. Not having the dwarves’ skill in construction, their arches and doorways were not hexagonal but triangular. They also built a stepwell, used to capture river water, and when a shadow hulk hunted them from a nearby lair, they built tombs in abandoned gem mines. Exploring deeper, they discovered an incomprehensible thing. It was the dwarves’ Doom Weapon, and they found the Inordinate, its fetish.

Dagrun, a Wizard

Also in those days, an ambitious wizard named Dagrun installed herself in the former drinking hall. From dwarven inscriptions, she learned the place was called Sixth Cairn. Above it, she built a loft, where she set up a laboratory, and so, attracted apprentices. In the neighboring tomb, she learned of Lyngheid’s Prize and the monument called Sigrenormr, which recounted the Battle of Throrgardr between the dwarves and the Great Wyrm Ormr.

Wyrmlings Wake

Even as Dagrun learned of its existence, the golden monument was being defaced. For with activity renewed in the dungeon, the serpent sisters, waking, tasted treasure on the air and began to stir. The wyrmlings could not remove Sigrenormr intact, so they broke what parts of golden limbs as they could carry.

Ixmundyr Touched

Exploring the dungeon, the wyrmlings brought treasure back to their mother’s lair. Among which was the Throrgrmir Scepter, stolen from Legendary Throrgardr. They found also the lair of Ixmundyr, who was not spared their touch.1

The Star of Darkness

Meanwhile, the wizard Dagrun explored the Dead Caverns and the dwarven barracks and treasure rooms. She opened tunnels to the old gold vein and exploited its ore. With the spoils, she made a cyst, with which she captured malign energy. Then she made a diadem.2 It shone by its own bright light. The wizard called it Stjornumyrkur, the Star of Darkness, and with it, she crowned herself Dagrun Stardark, Empress of All Old Throrgrmir.3

Upon a stele commemorating the coronation are inscribed the words of Empress Dagrun Stardark: “We shall rebuild the Throrgrmir Empire for the good of all law-abiding citizens.”


Notes

1 Ixmundyr, touched by Wyrmling Gamma, adds 1 to all dice rolls.

2 The diadem serves the same purpose as the wizard’s phylactery (How to Host a Dungeon).

3 Texts of the era preserve the domain’s name as “Ganz Elt Throrgrim.” In the heroic age in which the Wyrmwyrd campaign takes place, scholars refer to Dagrun’s reign and domain as “Throrgrmir Eld.”

Lyngheid’s Prize

The dwarf-wyrm encounter I envisioned became an adventure, both in-game and in its setting up. More than two weeks later, I’ve played the scenario several times in the dwarven city arranged in beach stones on two tables in my small apartment.

I’m tempted to recount the event in dramatic detail, but I’m more eager to get back to the history’s main thread. So I will, instead, summarize here only details pertinent to the current campaign and to that which is to come.

Future adventurers read the inscription on the dwarven lords’ tomb
Future adventurers read the inscription on the dwarven lords’ tomb.

The dwarven lords pushed the primordial wyrm back to her lair in the Deepmost Caverns. Four dwarven lords of ten survived. They rescued two dwarfolk groups but not the third, which the wyrm ate.

Six dwarven lords and a dwarfolk group, in total the Throrgrmir dwarves lose seven populations, and the primordial wyrm can lay as many eggs.

One of the surviving dwarfolk was a pre-adolescent female named Lyngheid. The dwarven lords discovered the dwarfkin, wearing an overlarge mail shirt and armed with wooden sword, marching toward the source of recent screams, quickly-squelched, and escorted her to the nearest exit. Unknown to them, as soon as they were out of sight, Lyngheid sneaked back in.

The dwarfkin reappeared just in time to charge into the wyrm battle, stopping to pick up a sword, which lay next to the charred remains of its previous owner.

Lyngheid then squeezed into the melee and planted the sword in the wyrm’s nose. The wyrm fled with a sword +1, +3 vs. dragons stuck in her snout.

For her bravery and heroic deed, Lyngheid was made a hero and given honorary possession of the weapon.

“Lyngheid’s Prize” now lies in the wyrm’s treasure horde at the bottom of the Deepmost Caverns, where it gains intelligence and a distinct hatred for dragon kind.

Wyrm Dawn Campaign Map - The next age of the Throrgrmir civilization begins with the building of a tomb
Wyrm Dawn Campaign Map.
The next age of the Throrgrmir civilization begins with the building of a tomb.

Throrgrmir’s Golden Age

Following the primordial earthquake that spawned the wyrm, seasons skipped across years, like stones on the river’s placid surface. Fairies frolicked in the primeval woods, while the river wound its way to the sea. Beneath it, water dripped from ceilings in subterranean caverns. Trickles crept between cold rock into dark flowing streams. Magma bubbled in deep chambers, and so, millennia passed while the wyrm slept, and the land, above and below, was quiet.

Then, wind rattled leaves in the old woods, and dwarves came rambling down from the western mountains. They sought gold, and they found it beneath the limestone hills and established a mine there. The vein was rich, the dwarves prospered, their number increased, and the Throrgrmir civilization, named for a founding father, was thus established.1

A note about the notes: As standard practice, I include the context in each footnote, so the reader may comfortably follow the narrative and read the notes afterward, using—if necessary—the superscript numbers for reference. The notes, while integral to the continuing story, are not essential to the immediate narrative.

As they mined the ore, the dwarves dug tunnels and built dormitories, treasure vaults, and workshops. Soon they caroused in a drinking hall,2 and a citadel3 enclosed the surface entrance to their underground domain.

Throrgrmir’s Golden Age
The Golden Age of Throrgrmir.
On the map, I mimic Dowler’s shapes from How to Host a Dungeon, and since I’m learning to draw, I mimic the style as well. In this photo, the tokens obscure the dungeon. See bottom for the civilization’s overlay extracted and a composite of the primordial and civilization ages.

The dwarves built a city in a great cavern, which they excavated from around the subterranean river.4 They erected a colossal statue of the founding father, which straddled the river where it entered the city.5 Throrgrmir flourished in a golden age of growth and prosperity.

From the crystal caverns, they mined gypsum, with which they covered the walls of their dwellings and carved into statues and course glasswork. They built a furnace and melted crystal,6 thus producing fine glassware tinted pink and blue. Over the river, they built a great bridge and, beyond it, a throne room, whence an emperor ruled over a mighty domain.

Led by pride and the search for new wealth, the dwarves dug a shaft below the city. Cutting through the last layer of granite, the miners broke into red limestone. The limestone, more porous and fragile, crumbled beneath them. The miners fell, with a great mass of rock, into the deepest caverns, where slept the wyrm.7


Notes

1 From lists of Norse dwarf names (see below), I derived Throrgrmir: thror (boar) + grmir (mask). I see adventurers finding ancient treasures stamped with a symbol of the masked boar, and three syllables with only two vowels sounds goodly dwarvish to my ear. When my human tongue stumbles over the name, dwarves only grunt their amusement.

Dwarf name sources:

2 Where the dwarves built inside the Dead Caverns (stratum 2), they used natural pathways between constructions. To guide travelers, they erected cairns along the paths (shown on the map). Counting five of these rock piles from the easternmost vault, one arrives at the drinking hall, known as “Sixth Cairn.”

3 I reserve the citadel’s face for a stylized symbol of the masked boar.

4 How to Host a Dungeon makes you think about things you might not otherwise consider. Example: While the dwarves used much of the excavated rock for building, future surface explorers will notice rubble strewn down hillsides and piled in ravines. Though it’s mostly limestone, also present are basalt and granite, the latter sometimes streaked with quartz. By then, the rubble may be covered by a layer of soil or overgrown by vegetation. Still, through close examination, clever delvers might infer, from the rubble, the existence of a nearby dungeon; from the amount, its size; and perhaps from the style of markings on discarded carvings, that dwarves built it. The presence of quartz, which often accompanies gold, might lead the greedy and the foolhardy to make bad decisions.

5 Note the detail inset of the colossal statue: In case of flood or invasion, the axe is lowered to dam the river and block the passage. Meanwhile, a chute opens in the hollow handle, which channels the flow through a tunnel to a point downstream, below the city.

6 Last week it was geology, this week I’m stretching chemistry thin over the fantasy. Some crystal, not selenite, can be melted into glass. In modern civilization, this decreases its value. But since glass is otherwise unknown in this age, Throrgrmir glassware is a valuable commodity in the milieu.

7 The dwarves’ blunder reformed the ceiling of the deepest cavern and deposited a huge pile of rubble into it, possibly creating an island in the lake. The event also rerouted the subterranean river, cutting it short and drying up the eastern loop.

milieu noun
pronounced mēl-
: the physical or social setting in which something occurs or develops : ENVIRONMENT

Webster’s

[Popularized among old-school gamers by Gary Gygax, most notably in his Advanced D&D Dungeon Masters Guide (TSR Games, 1979), a 238-page work, wherein we find 72 instances.]

Throrgrmir’s Golden Age - overlay Throrgrmir’s Golden Age - composite
Throrgrmir Civilization Overlay and Composite.