Gauntlgrym
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| A map of Gauntlgrym from the novel of the same title. | |
| Gauntlgrym | |
| Geographical information | |
| Area | Mount Hotenow, North Faerûn |
| Societal information | |
| Races | Dwarves, humans |
| Population | 30,000 |
Gauntlgrym was an ancient dwarven city that fell into ruin before the memory of any living dwarves.[citation needed] The city was the capital of the Delzoun.[1]
Via the Underdark, Gauntlgrym connects with Deepearth, Nuur Throth, a long and treacherous tunnel to the Great Worm Caverns and an even longer tunnel to Shadowdale.[2]
Its location was lost for centuries, alleged to be north of the River Dessarin, near the valley of Khedrun in the Savage Frontier.[2] though it was actually much farther to the southwest.
Contents |
Entry points
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There existed a river of magma that originated within Mount Hotenow, which, in 1480 DR, was connected to the Great Cavern (and therefore Gauntlgrym's main entrance) via winding tunnels.[1]
There also existed a number of tunnels from the Underdark, beneath Gauntlgrym, that led upwards into the city, bypassing the main entrance, and these were used by the duergar to enter.[3]
Architecture
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The city was built on a huge scale, with many doorways constructed at a size that would allow even dragons to pass through. Doorways were constructed from iron, mithral and stone.[1] These doors were designed to be opened only by a Delzoun, and were both magically sealed and tremendously heavy.[4] The city was adorned with icons to the Morndinsamman (dwarven pantheon) and other dwarven heroes.[1]
Ecology
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The city was, at first, occupied only by dwarves, but during its rise to power, it gained in notoriety and developed populations of humans and elves too, until its fall to the orcs.[1]
Locations
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Burning Heart
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The Burning Heart was a steam-filled chamber beneath the Great Forge that contained a pure adamantine ziggurat that was used to tap the power of Maegera, the primordial used to power the Great Forge.[5]
Fiery Pit
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The Fiery Pit was a deep magma-filled chasm in the depths of Gauntlgrym in which the primordial Maegera was kept in a semi-conscious slumber.[6]
Great Cavern
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The Great Cavern contained Gauntlgrym's main entrance and was a very large natural subterranean structure, covered with stalactites and stalagmites, with a lake at its centre.[1]
Great Forge
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The Great Forge used the heat of Maegera in the Fiery Pit as its power source, and was a large chamber split into sections for furnaces and anvils. Some were raised and others were in shallow pits. A pulley system was used to transport buckets, containing water or ore, and this was accessed via raised stone catwalks. Tools made in the furnaces of the Great Forge were imbued with tiny amounts of primordial essence.[5]
Iron Tabernacle
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The Iron Tabernacle, situated at the heart of the city, was Gauntlgrym's temple, although it covered a huge area containing a number of cathedrals, and was adorned with sculptures and intricate knotwork.[7]
It also contained a switching station which acted as a central hub for the magical automated mine carts that were used to transport ore across the city, via an extensive series of mine cart rails.[8]
A large crypt lay at the lowest part of the Iron Tabernacle, with burials ranging from simple ones to large sarcophagi, buried with full details of lineage. The crypt was protected by ghosts who would attack those who were not respectful of the dead.[8]
Mines
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As of 1480 DR, duergar mining activity was underway in the depths of Gauntlgrym. At first utilising the dwarven mines of the city, which were of traditional dwarven design, there were also much more dangerous duergar mines which were, in places, almost vertical, with makeshift homes at the bottom of some pits, to improve efficiency. Some of the deepest pits reached the large underground magma lakes of Mount Hotenow.[3]
Shrine of Sacrilege
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As of 1480 DR, a duergar shrine to Asmodeus had been constructed in one of the deeper pits within the mines, by using materials taken from the Iron Tabernacle, such as icons of Moradin.[9]
History
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Gauntlygrum was built as the capital of Delzoun in -335 DR, taking its power from Maegra. It fell when orc hordes descended from the Spine of the World. Resettled in 141 DR, the city would be abandoned again in 153 DR due to various lycantrophe thralls who submit under packs of illithid. The Illithid would rule over the city until 1357 DR when they would encounter the Company of the Grypthon. [2] They would later lose part of the city to wandering banshee. The Knights of Myth Drannor would uncover Gauntlygrym from the Underdark and Shadowdale. A group of goblinoids called the Hargath would later take over the upper levels which would be spared when the madminds would slaughter the illithids. Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn, p. 143. Wizards of the Coast. ISBN 0-7869-3654-1. </ref> Maegra would be awoken by Dahlia Sin'felle who would use it to destroy Neverwinter. When Sylora Salm would try, she would be stopped by the combined efforts of Bruenor Battlehammer, Jarlaxle Baenre and Drizzt Do'Urden. In 1480 DR, the Ashmadai would kill all dwarven prospectors and allow Gauntlgrym to be taken by Duergar. [9]
Further Reading
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- slade (April 1996). The North: Guide to the Savage Frontier, p. 38. TSR, Inc. ISBN 0-7869-0391-0.
- Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting, p. 192-201. Wizards of the Coast. ISBN 0-7869-5814-6.
- R.A. Salvatore (October 2010). Gauntlgrym (Hardcover). Wizards of the Coast. ISBN 978-0786955008.
References
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- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting, p. 192. Wizards of the Coast. ISBN 0-7869-5814-6.
- ↑ 2.0 2.1 2.2 slade (April 1996). The North: Guide to the Savage Frontier (The Wilderness), p. 38. TSR, Inc. ISBN 0-7869-0391-0.
- ↑ 3.0 3.1 Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting, p. 196. Wizards of the Coast. ISBN 0-7869-5814-6.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting, p. 193. Wizards of the Coast. ISBN 0-7869-5814-6.
- ↑ 5.0 5.1 Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting, p. 199. Wizards of the Coast. ISBN 0-7869-5814-6.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting, p. 198. Wizards of the Coast. ISBN 0-7869-5814-6.
- ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting, p. 194. Wizards of the Coast. ISBN 0-7869-5814-6.
- ↑ 8.0 8.1 Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting, p. 195. Wizards of the Coast. ISBN 0-7869-5814-6.
- ↑ 9.0 9.1 Matt Sernett, Erik Scott de Bie, Ari Marmell (2011). Neverwinter Campaign Setting, p. 197. Wizards of the Coast. ISBN 0-7869-5814-6.