The Blackmoor Finger

“The basic campaign area… was originally drawn from some old Dutch maps.”

—Dave Arneson, First Fantasy Campaign, 11

Like many Blackmoor fans, I’ve often wondered about—and long sought—these “old Dutch maps.” It isn’t surprising that the naval wargamer would have on hand maps made by one of the great maritime powers of the Age of Sail. But would these Dutch maps depict the homeland or some distant discovery, like the Falklands or the Hudson Valley?1, 2

An Old Dutch Map

 

Yet, Blackmoor has in common with the Low Countries at least its soggy biome. In 2009, James Mishler of Adventures in Gaming took a 1520 map of Holland, flipped it over vertically, and rotated it 90 degrees to the left.3 He invites us to compare the results to the earliest then-known sketch map of Blackmoor, which is found in First Fantasy Campaign (12).

Mishler also notes that the image manipulation places any page footer text to the left of the map, that is, westward. Apocryphal or no, the legend goes that the Duchy of Ten, west of Lake Gloomy, is named after a “10” on the map. This, as Mishler postulates, might mean we should be looking for a map from a book that uses intaglio plates, the reverse side of which are blank.

Map of Holland - Flipped and Rotated Blackmoor Sketch - First Fantasy Campaign
Map of Holland, Flipped and Rotated, and Blackmoor Sketch, First Fantasy Campaign.
Frankly, I can make the Blackmoor sketch look like just about anywhere if I squint just right.

To wrap up a multi-part review of First Fantasy Campaign, Bat in the Attic Rob Conley searched out an old Dutch map to dress up as a fantasy realm. But, he writes, “I couldn't quite figure out which old Dutch map to use or how it looked anything like Blackmoor.” Finally, Conley used Mishler’s method to create the map for his Blackmarsh old-school setting supplement.4

Rob Conley’s Blackmarsh
Rob Conley’s Blackmarsh.

Not satisfied with the results obtained from the Mishler method, I continued the search for “old Dutch maps.” As often happens during these rabbit-hole explorations, I learned lots of things—one of many reasons D&D is a superior game.

Having heard the legend of the little Dutch boy who plugged with his thumb a leaking dike, most of us are aware that the Netherlands has been sinking into the North Sea for centuries. Since the middle ages, the inhabitants have drained lakes to reclaim land, and an extensive engineering project called the Zuiderzee Works, in the 20th century, damned the central bay and created a number of polders.5

The practical upshot of all this is that not all old Dutch maps look the same. As man struggles against nature, land creeps above the waterline then slips below, year by year, as though subjected to the crests and troughs of a long-period tide.

Since Mishler’s go at matching Blackmoor to Holland, an earlier Blackmoor map surfaced. Most online references point to an article on Secrets of Blackmoor, which shows a colored version of what it calls the “Original Blackmoor Map.” The map is accompanied by a one-page document describing a “medieval project.”6 The document’s first enumeration reads as follows:

“See the enclosed map which represents the area known as the Northern Marches which guard the frontier of the great Empire of Geneva from the ever present threats presented by those who lurk beyond the light of our great empire and its great king.”

Blackmoor Facts - Hoyt Blackmoor Map - Hoyt
Document and Map Concerning the Northern Marches, Courtesy William Hoyt.

Stamps (not shown above), presumably placed by Secrets of Blackmoor, on both document and map credit the source as Twin City gamer and Arneson contemporary William Hoyt. The document’s text concludes with the initials “D.A.”

OSR Grimoire compares this earlier map to Mishler’s 1520 Holland map without alteration.

Original Blackmoor Map Compared to a Holland Map
“Original Blackmoor Map” Compared to a Holland Map.

The U-shaped coastline matches up fairly well, the extreme west coast, though short, matches better, the Dutch location looks fearsome enough to accommodate the Egg of Coot, and a few Dutch roads share a similar angle as some Blackmoor waterways.

Still, though, I’m not convinced. The search continued until I saw the finger.

A salient feature of the earlier Blackmoor map, reproduced on the foldout map in First Fantasy Campaign, is a strip of land that extends from the Glendower peninsula, pointing northwest toward the Egg of Coot. I always thought Dave must be giving someone the finger—I don’t know who…

Map of the Republic of the Seven United Netherlands  Janssonius  1658
Map of the Republic of the Seven United Netherlands, Janssonius, 1658.

This 1658 Map of the Republic of the Seven United Netherlands7 (above) shows a similar land mass, perhaps a tidal flat (upper middle). Considering the fist behind, it is pointed the opposite direction. Applying the Mishler method, however, orients the finger to align with that of the earlier Blackmoor map. The fist becomes the Glendower peninsula.

Earlier Blackmoor Map Overlay on Janssonius 1658 Map
Earlier Blackmoor Map Overlay on Janssonius 1658 Map.

To align the finger just right, I rotated the Blackmoor map 10.29 degrees. I note also that, on importing the Blackmoor map, I didn’t have to change the scale. Coincidence, perhaps.

Earlier Blackmoor Map Transparent Overlay on Janssonius 1658 Map Cropped to Blackmoor Area
Earlier Blackmoor Map Transparent Overlay on Janssonius 1658 Map, Cropped to Blackmoor Area.

The finger of land aligns well, but nothing else matches. Maybe the Blackmoor map is an amalgam of different takes on the same or several maps.

I am yet far from convinced. But a coincidence of geography seems unlikely. Arneson may well have traced features on the reverse of a “Plate 10.” Future searches for “old Dutch maps” might keep an eye out for those showing the Blackmoor finger.


Notes

1 A thread on the OD&D Discussion forum bounces around the idea that Arneson may have been inspired by the Minnesota coast of Lake Superior.

2 Browse a few dozen old Dutch maps on Stanford’s Renaissance Exploration Map Collection.

3 Mishler’s article “Original Blackmoor Maps,” no longer available at the original address, is now found at Adventures in Gaming v2 as “[Throwback Someday Post] Original Blackmoor Maps.”

4 Blackmarsh: A Setting Supplement Compatible with the Delving Deeper Rules and All Editions Based on the Original 1974 Roleplaying Game, Robert Conley, 2011. Available in print or PDF on DriveThruRPG.

5 Polders: My untrained eye spots some of these areas of reclaimed land on a satellite image.

6 In response to a question in the comments to the Secrets of Blackmoor article, Griff Morgan writes that several pairs of the map and document exist.

7 Wikimedia Commons identifies Joannes Janssonius as the cartographer of the Map of the Republic of the Seven United Netherlands from the collection Belgii Foederati Nova Descriptio, Amsterdam, 1658.

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.

The Thing About a Dyson Logos Dungeon Map

Watching one of Dyson Logos’s time-lapse videos is mesmerizing. Finger tips squeeze close to nib. Black ink trails as the pen glides along straight lines, jerks through hatch marks. Parallel lines become a long corridor, a protruding rectangle a door frame. Rubble strews across the floor.

Then the hatching. Short, quick strokes: one, two, three—one, two, three… That’s when we know: this guy’s wired different.

There’s a thing about a Dyson Logos dungeon map. By the hatching we recognize the style, because we’ve been admiring his work for more than a decade. But it ain’t the hatching.

The thing is the design.

To make the point, I chose a Dyson Logos map without hatching. Tunnels of the Shrouded Emperor is an example rare and fine.

Tunnels of the Shrouded Emperor
Tunnels of the Shrouded Emperor, Map by Dyson Logos.

The tripartite doorways either side of the entry hall, middle north, a blind stairway landing just south of it, rounded triangular daises in an octagonal room, a balcony overlooking half a chamber, stairs to the side, the generous use of dungeon furnishings—these catch the eye and draw us in.

But there’s more. Charting an imagined course through the dungeon, we follow branches, turn around at dead ends, weave one way or another along parallel routes, until we progress, via a wide thoroughfare, into the southern caverns.

This long trench reminds of a dry watercourse, perhaps a former Darkling tributary, which leads us to the dungeon’s end, where we find only stones and dry bones and lurking creatures. For we’ve missed the diamond-shaped central chambers where its priests work to repair “The Shrouded Emperor.”

That’s the thing about a Dyson Logos dungeon map.


Dyson Logos has been creating hand-drawn maps for fantasy role-playing games since 2009. You can support the creator on Patreon.

A Tour of the Throrgrmir Citadel

As it is the dragon’s ingress to the subterranean domain he wishes to subjugate, the Throrgrmir Citadel is the focus of the Valormr Campaign. The campaign begins with the dragon’s raid on the citadel’s ramparts. The Chaos Armies invest its upper works throughout the war, which reaches a climax when the Forces of Law arrive to besiege the besiegers.

An autumn breeze at our backs, we climb a steady slope to the top of a rocky plateau. The noonday sun hovers above crenellations, like a crown before the moment of coronation. We approach the Throrgrmir Citadel from the south. Its forward parapets, 20 feet high, stretch between 25-foot corner towers, anchored into rock either side of the plateau. Bearing a stone marked by the rune of welcome, which serves as our invitation, we mount the entry stair, stepping east then north again before facing west at a massive gate carved from a granite block.

Approaching the Throrgrmir Citadel
Approaching the Throrgrmir Citadel.

Showing the invitation and speaking the name Fjoldi Funderburk, for he is to be our host, the gate opens to us. We pass between drystone walls, mosaics of stones. Each stone is defined by a thin seem without mortar. We are greeted by a dwarf with a broad smile of large teeth like ivory squares. Fjoldi is our old friend and adventuring companion. His beard has a few more gray whiskers than the last time we saw him, and in place of a battle axe, he now carries the amulet of an administrator. But his green eyes flash at us when he makes short jokes about dwarven stature and human life spans.

After warm embraces, Fjoldi offers a tour of the citadel, which we readily accept. From the entry yard, we turn north, descending a few steps into a garden courtyard. We walk on stone paths through lush grasses amid wildflowers and fruit trees, bosquets of hydrangea, pink and blue, and round alyssum shrubs, snowy white. Their honey fragrance fills our nostrils.

On our right, the central donjon rises into a clear cerulean sky. Reaching into a low branch, Fjoldi pulls fruit and puts apples into our hands. “Crunch on that,” he says, “to take the edge off your journey’s hunger. Soon, you will feast at Harbard’s table,1 but first you must gird your strength for climbing stairs.” Here he raises an arm toward the donjon’s height, “For the tour ends with a view of the valley.”

“The tower’s base is twenty-five feet square,” he continues, “and it’s fifty feet high. Men build no higher. They say it won’t stand. But I’ll show you different in the city below. In Throrgardr, you will stand atop a tower that is in height three times its base width.”2

At the far end of the Greensward, as Fjoldi names it, we ascend another stair to the Stonesward. There, in the donjon’s north wall is set a great door of granite, like the gate, and even more massive. Etched upon its face, runes welcome friends and warn enemies.

Our host halts at the stair top. Between us and the door, set among floor stones, is a thick plate of blue glass. It gleams in the sunlight. Made from a large chunk of crystal discovered in caverns far below our feet, Fjoldi explains, it is the Throrgrmir Stone. “Dwarves kneel to kiss it when returning from a long journey. The stone brings blessings upon us, and it bestows curses upon enemies who step beyond it.”

Farther along, we come to a fountain set in the northeast corner. Water spouts from the mouth of a boar’s head. The sculpted stone is painted the same blue as the gleaming glass. Sapphire eyes look through a silver mask. Unless we hail from the world’s distant ends, we know that Throrgrmir means “masked boar,” and only the incurious are ignorant of the dwarven civilization’s founding by a forefather of that name.

As we progress now south, ever the donjon towering above, we pass along a wide, flat stone pavement between turrets and parapets. Fjoldi informs us that the unused fountain water drains into a cistern below the citadel. We are then encouraged to examine the smooth floor upon which we stand. Our human eyes cannot discern the Stonesward’s gentle slope from south to north and from east to west. Rainwater, he tells us, drains from tower tops and parapets and from interior courtyards into the cistern.

We now approach the Stonesward’s south end. Turning west, we find ourselves on a balcony, overlooking the broad stair by which we arrived. Fjoldi leaps to the balustrade and, in a few words, paints a picture. Dwarf maidens and children gather here to welcome foreign dignitaries, he tells us. The maids wear white silk dresses and crowns of pink flowers. “They dance with long blue sashes,” he says, twirling around his raised arm. “The children toss alyssum flowers at the guests’ feet, and the air is filled with their sweet aroma.” Fjoldi stops dancing. “And enemies are welcomed by dwarf crossbows.”

Finally, we climb the interior stairs to the donjon’s battlements. The view extends for miles and miles in all directions. The sun warms our cheeks, the breeze blows into our faces as we gaze across the forested valley. The autumn woods are a blanket of orange and gold.

“Look to the sky, my friends,” says Fjoldi. “Twice this year, we’ve seen a dragon.”

Overhead View of the Throrgrmir Citadel
Overhead View of the Throrgrmir Citadel.

Width 21″, length 25″, height 10″.3 The structure is made entirely from beach stones. The “Throrgrmir Stone” is a piece of glass worn smooth by sand and waves. The plateau is a table, 22½″ × 35½″, upon which I spread a sheet—we say “magenta”—to protect it and a green T-shirt, seems cut out, to simulate ground cover.


Notes

1 Our host refers to Dwarf King Harbard V. Our visit to the citadel is a few weeks prior to events of the Valormr Campaign.

2 Fjoldi speaks no dwarven cockalorum. Exploring the ruins of that legendary city, adventurers in the time of Wyrmwyrd may discover a tower, 70 feet high on a 20-foot base. The “Impossible Tower,” as it is called, yet stands after thousands of years. As Throrgardr was the subject of my first beach stone tabletop construction, I have pictures.

3 The Throrgrmir Citadel’s size is comparable to that of the model Bodenburg Castle. Henry Bodenstedt’s rules for “Siege of Bodenburg” (1967) show the castle on a 20-by-20-inch plate. I don’t see reference in the rules, but by rough measurements made from photographs, I estimate the keep’s height at about 12 inches. Throrgrmir, though, is less portable.

Download the Valormr Strategic Map

With the strategic movement rules almost ready, I added a few refinements to the Valormr Campaign Strategic Movement Map: two towns, cataracts, fords, a ferry, and a bridge. I updated the map in the original article. I also appended a legend. The map in higher resolutions, 100, 300, and 600 dpi, is available on the Downloads page.

The Valormr Campaign Strategic Movement MapLegend
The Valormr Campaign Strategic Movement Map and Legend.

The Valormr Campaign Strategic Movement Map

Some thousands of years prior to the beginning of Wyrmwyrd, the Throrgrmir dwarves defended their subterranean civilization against the red dragon Anax Archondas.

While in Viggo Eskilsson’s day, we refer to the battle as Valormr, at the time it was known as the Battle of Throrgrmir. Later historians would call it the Second Wyrm War. The first was the Battle of Throrgardr.

In the Valormr Campaign, we simulate events and engagements leading up to the Battle of Throrgrmir and the battle itself.

Valormr Strategic Map (100 dpi)
The Valormr Campaign Strategic Movement Map.

Legend

Terrain Population Centers
Clear Clear City City
Coast Coast Town Town
Forest Forest Settlement Settlement
Hills Hills Infrastructure
Mountains Mountains Bridge Bridge
River, Major River Major Channel Channel
River, Minor River Minor Ferry Ferry
Sea Sea Ford Ford
Swamp Swamp Road Road
Fortifications Track Track
Castle Castle    
Ruins Ruins    
Tabletop Valormr
War Room Map.
In Setting Up a Wargames Campaign, Tony Bath mounts the strategic map for his years-long Hyboria campaign on a wall with pins to mark army movement. For the summertime Chainmail campaign, wanting to get maximum use out of the pre-painted plastic, I prefer the tabletop. Printed at four times the size, the strategic movement map fits on the dining-wargames table. Army commanders occupy hexes, which are six miles across, a half day’s marching.

To the strategic map, I added two towns, cataracts, fords, a ferry, and a bridge. The map image at top is updated. In addition, I appended a legend to this article. The map in higher resolutions, 100, 300, and 600 dpi, is available on the Downloads page. [08:10 15 August 2021 GMT]

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.

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.

Throrgrmir Dungeon Cross-Section

The Wyrm Dawn campaign produced a base map in the Primordial Age plus six transparent overlays in subsequent Ages. I compiled these chronological maps into a composite. In order to clear the clutter, I divided the final cross-section into middle, fore-, and background maps.

Cross-section Middle Ground
Throrgrmir Middle Ground.
Cross-section Foreground
Throrgrmir Foreground.
Cross-section Background
Throrgrmir Background.

Color Code

Each room is colored to indicate its builder or initial occupant and any group which may have modified it as well as its current occupant. Following are the groups having significant impact on the dungeon’s history.

Blue WizardBlue Wizard

FaerunduineFaerunduine

GullhringrGullhringr

KoboldsKobolds

Legendary ThrorgardrLegendary Throrgardr

MagnateMagnate

MurtaxMurtax

Red OgreRed Ogre

StardarkStardark

Stone GiantsStone Giants

Throrgrmir DwarvesThrorgrmir Dwarves

The territory claimed by the Red Ogre is outlined in red. Imperial troops patrol these areas.

A Conundrum of Scale

When thinking of a dungeon—even a “mega-dungeon” in new school parlance—we generally consider a sheet or two of graph paper per level. At 10 or 20 feet per square, the widest dungeon level might be a couple thousand feet in width. Although the levels may be staggered—not stacked one atop another, the entire footprint fits under a surface ruin or a city.

In How to Host a Dungeon, though, you might have one or two cities among many other surface features stretched above the dungeon’s width. Looking at Wyrm Dawn’s middle ground cross-section, for example, we have two cities, Valormr and Troelsvollr, in addition to a tower and stronghold, mausoleum, shrine, the School of Mines, and the Cynosure, which was the Magnate’s capital, with a river running through it all. In my mind’s eye, the surface map spans at least a couple dozen miles. Such a scale makes the dungeon below likewise lengthy and its lowest level sixteen miles deep.

One might solve the conundrum in a number of ways. I choose to keep the horizontal scale and reduce the vertical. Keep in mind that the rooms shown on the cross-section maps serve as icons to mark a general location.

Horizontal Scale

At two miles to the inch, it’s four miles from Valormr to the ruins of Troelsvollr, in which the Old City Bazaar is set up. The nearest known entrance to the dungeon is also in Troelsvollr. Four miles is a fair morning’s travel for merchants by horse-drawn wagon as well as for adventurers on foot.

Vertical Scale

Scaling the East Tower to the cross-section of the Haunted Keep (B58), we find a scale of 100 feet to the inch in Moldvay’s dungeon example. The first dungeon level is 65 feet, the second 120, and the third 280 feet deep.

In the D&D campaign, Wyrm Dawn’s strata become dungeon levels, of which there are eight. This corresponds to the B/X Wandering Monster tables. Surface level ruins, cellars, and basements are considered as the first dungeon level.

Applying 100 feet per inch, our dungeon levels are separated by an average of 100 feet. Though longer flights often separate levels, there may be short flights of stairs up and stairs down within a given dungeon level. So, stairs down don’t always mean tougher monsters. Clever adventurers keep track of their depth to know what level they are on. When in doubt, they might also note, in natural caverns or wherever the geology is exposed, the type and color of the rock. Comparing this information to known strata indicates depth.

Cross-section Strata
Throrgrmir Strata.