Sundabar was a defensible, dwarven-built fortress that became a refuge for Prince Simberuel Astalmé of Ascalhorn and his collected survivors. As the years rolled on, the humans grew in number until emerging as the dominant race of a bastion city against the dangers of the North.[1]


Sundabar was located in Sundabar Vale on the eastern side of Silverymoon Pass, with the Nether Mountains making up the southern border of the valley.[4] The Rauvin Mountains and Citadel Felbarr were upriver on the River Redrun. The nearest towns were Rauvincross downriver, Baraskur to the east, and Auvandell in the western Nether Mountains. Sundabar was directly connected to Citadel Adbar by the Dead Orc Pass, but only the most daring (or foolish) of travelers took that route.[5]

Beneath Sundabar was a volcano rift known as the Everfire.[6].


The surface portion of the city was surrounded by two ring walls separated a moat (called Tarnar's Moat), with four gates and bridges into the city: Swordsgate in the north, Eastgate in the northeast, Turnstone Gate in the southeast, and Rivergate in the west.[7]

Sundabar was described as "harsh [and] treeless."[8] The city itself was very fortresslike. The streets were cobbled and most buildings were made of stone and were three stories tall. The only greenery to be found in the city was the occasional windowbox garden of herbs.[1]

Connected to the surface by steep passage, the Undercity was home to most of the dwarven population. In the 13th century DR, the foundries and workshop closest to the Everfire rift were destroyed by a surge of fire and never repaired.[9]


Sundabar began life as Citadel Sundbarr, a dwarven citadel both aboveground and belowground built in the Everfire caverns around -500 DR. The citadel survived the fall of Delzoun Empire by using the volcanic heat of the Everfire in its defense. Over the years, however, the surface fortress was weakened and plundered by orcs.[1]

In 882 DR, one of the High Captains of Ascalhorn, Prince Simberuel Astalmé, fled his city with a group of refugees to Sundabar Vale, pursued by vrocks. The refugees were saved at the last minute by the Forgemaster of Sundbarr. Astalmé gave his life to save the Forgemaster, and in return, the humans were allowed to settle in the abandoned surface portion of Citadel Sundbarr.[1]

In 1355 DR, Helm Dwarf-Friend became the sixth Ruling Master of Sundabar after the previous Master died defending the city from orcs.[1]

In 1369 DR, fiends from Hellgate Keep attacked Sundabar, burning much of the city before being forced out.[4] Just four years later, in 1373 DR, Kaanyr Vhok attempted to take control of the city because of a rivalry he had with Helm Dwarf-Friend. He first used Aliisza to infiltrate Helm Dwarf-Friend's house, then allied with Zasian Menz and Banite priests. His plan ultimately failed.[10][11]


The Ruling Master of the city served as the ultimate leader of the city. However, the Forgemaster served as the leader of the dwarven community and was an important adviser to the Ruling Master.[1]


The city was a trading hub for ore from Citadel Adbar and the dwarves of Fardrimm.[5] It was also the source of magical weapons enchanted by the Everfire volcano.[6]. Sundabar was connected to Everlund via the trail between Everlund and Sundabar.[citation needed]

Sundabar was connected to Silverymoon via the road that ran through Silverymoon Pass.[12] The road was well patrolled, but it was often impassable in winter due to avalanches. The Hawk's Nest watchtower at the top of the pass was manned by a dozen Knights in Silver and provided a place for travelers to rest in safety.[13] The entire journey took between one and two tendays, with the distance making up nearly 150 miles.[8]


Helm Dwarf-Friend wisely taxed his people (not unfairly) and used the proceeds to shore up Sundabar's defenses against orc attacks, which occurred every two or three years.[6]. Sundabar was defended primarily by a double wall, a moat (said to be inhabited by man-eating eels),[2], and mercenaries, including Helm Dwarf-Friend's Bloodaxe Mercenary Company.[5] The Shieldsar were the city's primary defenders and numbered about 2,000 in 1372 DR. They were responsible for patrolling Sundabar Vale. The Stone Shields served as the city watch and were commanded by the Watchblade, which also had a network of spies.[2]


Every hundred years the labyrinth of death took place in Sundabar.[citation needed]

Notable locationsEdit


The Circle 
A large square in the center of the city that housed market stalls and caravans.[14] In the center of the Circle was the Master's Hall.[7]
Master's Hall 
Crowded group of towers and battlements that houses the city's government. It is located at the very center of the city on the Circle.[14]


Hall of Everlasting Justice 
Temple of Tyr and Torm. Overseen by Defender of Justice Lathkiera Morlund.[15]
Hall of Vigilance 
Temple of Helm. Overseen by Winterlord Senior Steeleye Mraskin Thoelaunth in 1372 DR.[15] Located close the the Eastgate.[7]


A sprawling, quiet inn in a castle in 1372 DR.[15] Located between Rivergate and the Circle.[7]
The Firestar Chariot 
Lively inn in 1372 DR.[15] Located in the southeastern part of the city.[7]
Malshym's House 
A clean, quiet inn popular with merchants in 1372 DR.[15] Located on the road leading from Turnstone Gate.[7]
The Trumpet 
Luxurious and expensive inn in 1372 DR.[15] Located between Eastgate and Turnstone Gate.[7]

Notable inhabitantsEdit





  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 66. ISBN 0-7869-2835-2.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 65. ISBN 0-7869-2835-2.
  3. R.A. Salvatore (February 2015). Rise of the King. (Wizards of the Coast), p. 269. ISBN 0-7869-6568-1.
  4. 4.0 4.1 Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 7. ISBN 0-7869-2835-2.
  5. 5.0 5.1 5.2 Philip Athans (2008). A Reader's Guide to R. A. Salvatore's the Legend of Drizzt. (Wizards of the Coast), pp. 138–139. ISBN 0-7869-4915-5.
  6. 6.0 6.1 6.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 173. ISBN 0-7869-1836-5.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 Ed Greenwood and Jason Carl (July 2002). Silver Marches (Map). (Wizards of the Coast). ISBN 0-7869-2835-2.
  8. 8.0 8.1 Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 38. ISBN 0-7869-2835-2.
  9. Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), pp. 67–68. ISBN 0-7869-2835-2.
  10. Thomas M. Reid (May 2007). The Gossamer Plain. (Wizards of the Coast). ISBN 978-0786940240.
  11. Thomas M. Reid (November 2008). The Fractured Sky. (Wizards of the Coast). ISBN 0786948078.
  12. Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. Map. ISBN 0-7869-2835-2.
  13. Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 14. ISBN 0-7869-2835-2.
  14. 14.0 14.1 Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 67. ISBN 0-7869-2835-2.
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Ed Greenwood and Jason Carl (July 2002). Silver Marches. (Wizards of the Coast), p. 68. ISBN 0-7869-2835-2.