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.
Legend
Terrain
Population Centers
Clear
City
Coast
Town
Forest
Settlement
Hills
Infrastructure
Mountains
Bridge
River, Major
Channel
River, Minor
Ferry
Sea
Ford
Swamp
Road
Fortifications
Track
Castle
Ruins
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]
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.
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.
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.
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.
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.
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.
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.
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.”
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).