Sword Coast Adventurer's Guide

(Nancy Kaufman) #1

The rise of a dwarven city so close to the coastal
powers of Neverwinter and Waterdeep brings about its
own special opportunities and concerns. Surely, once
they get their forges going properly, the dwarves will sell
armor and weapons similar to the excellent pieces they
forged in the eastern cities of Old Delzoun, and this mer-
chandise may lessen the demand for goods from more
distant dwarven settlements. In particular, Sundabar is
worried that its weapons will no longer be sought after
along the Sword Coast, and is looking southward for
new markets in Elturgard and elsewhere.
Beyond the great mithral doors of the city lies the
great Iron Tabernacle, the holy center of Gauntlgrym,
which the priests of all the Morndinsamman are metic-
ulously restoring to honor the gods. Every portion of the
city has a road or passageway that eventually leads back
to this site, a vast cavern of crisscrossing walkways and
great stairs. In its lowest levels, the Tabernacle holds the
resting places of countless of Gauntlgrym's dead. Schol-
ars have set about cataloging the lineages recorded
here, to give King Bruenor a more complete picture of
the bloodlines of the city, and to determine whether any
of the living clans have relations or honored dead among
those interred.
Deeper still is the Great Forge of Gauntlgrym, where
in times past hammers rang off adamantine anvils to
forge wonders from every conceivable type of metal.
Now the forge might be brought back to life again, and


CHAPTER 2 I THE SWORD COAST AND THE NORTH

soon-the priests and spellcasters of the city are work-
ing on a means of containing the great heat emanating
from the Fiery Pit where the being of pure flame is con-
tained, to harness the unquenchable fire as the dwarves
of old did.

lRONMASTER
I've never set foot in Ironmaster myself, but I fought
beside Starn Skulldark, a young warrior-priest of
Clangeddin who was taking a sort of "vacation" from it
in order to help reclaim Gauntlgrym. His descriptions
of life in Ironmaster confirm much of what I've heard
of the place, and so what I relate to you now is truth as
solid as Moradin's anvil.
The dwarves of Ironmaster don't want you there, and
they want little from the wider world that their traders
can't bring back for them. Approaches to the vale in
which their city lies are clearly marked with the symbol
of Ironmaster: an anvil on a diamond. Such a mark is
your only warning, and those ignorant of its meaning
court death at the hands of dwarf patrols that will attack
any interlopers. Some innocents have been spared and
turned back, but no one should rely on the mercy of a
dwarf of Ironmaster.
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