Wednesday, August 27, 2025

Halamar’s Horses
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Halamar’s Horses is a bustling stable and horse dealing operation situated prominently on the eastern edge of Beliard, strategically positioned near where the roads lead toward Jundar's Pass and the wider valley. The business is identifiable by the large paddocks and well-maintained fences that surround a series of sturdy, functional barn structures. The constant whinnying of horses and the lively energy of stable hands give the area a vibrant, purposeful atmosphere.

The primary function of the establishment is commerce related to equine transport. They specialize in a trade cycle: buying tired, road-weary horses from travelers arriving from long journeys, providing them rest and care, and simultaneously selling fresh, well-cared-for animals to those about to set out. This service is crucial for anyone planning long-distance travel in the Forgotten Realms North.

The quality of the livestock is a point of pride for the business. Halamar’s reputation is built on providing strong, healthy horses that are reliable for the rugged terrain of the Dessarin Valley and beyond. The animals are clearly well-maintained, a stark contrast to some of the neglected beasts found at less reputable dealers in other settlements.

Beyond simple buying and selling, Halamar’s also offers specialized services. They are known to provide basic horse training and even offer warhorse training at what are considered fair and reasonable prices. This supplementary service attracts a more specific clientele, including retired mercenaries and local militia who need mounts capable of handling dangerous situations.

The operation is managed by the energetic Trelduth Halamar, a figure well-known within Beliard for his expertise and fair dealing. He runs a tight ship, ensuring efficiency and quality control across his enterprise. His knowledge of horseflesh is legendary in the area, making him the go-to authority for all things equestrian in the settlement.

Halamar’s Horses is an indispensable part of Beliard’s identity as a market-moot and secure stopping point. It is a cornerstone of the local economy, facilitating the movement of people and goods, and ensuring that travelers are equipped with reliable mounts for the sometimes perilous journeys through the Sumber Hills region.

Sunday, August 24, 2025

Ruined Tower of Zenopus
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The trail peters out into a choked vein of grey silt and jagged shale as you ascend into the most desolate reaches of the Sumber Hills. Here, the vibrant greens of the valley are replaced by a suffocating palette of ash and bruised purple, where stunted trees claw at the sky like the skeletal fingers of the unburied. The air grows heavy, thick with the metallic tang of old blood and the static hum of dead magic, a lingering sickness left behind by the wizard’s final, catastrophic failure.

Crowning a jagged precipice stands the Tower of Zenopus, or what remains of it—a broken tooth of blackened stone biting into the gloom. The upper tiers are gone, scoured away by catapult fire and arcane backlash, leaving a jagged stump that leaks a faint, sickly green luminescence into the mist. It is a monument to hubris, a splinter of shadow that seems to absorb the sunlight, casting a chill that seeps through armor and bites deep into the marrow of the bone.

The ground surrounding the ruin is a graveyard of architectural ambition, littered with shattered gargoyles and melted glass that once formed the wizard’s grand observatory.

Nothing grows within a hundred paces of the foundation; the soil itself is scorched and sour, stained by the emerald flames that allegedly consumed the master of the house fifty years ago. To walk these grounds is to feel the weight of a thousand unseen eyes peering from the cracks in the masonry, a sensation of being watched by something that has forgotten how to die. At the center of the debris, a gaping maw in the earth serves as the only entrance—the collapsed spiral staircase leading down into the vaulted cellars.

From this throat, a rhythmic, wet sound echoes upward, like the steady pulse of a failing heart or the slow drip of ichor onto cold stone. The darkness within is absolute, a predatory gloom that seems to swallow the light of torches, smelling of salt, wet fur, and the cloying sweetness of ancient decay.

As you descend, the masonry changes from the wizard’s precise work to a much older, more primitive stonework. It is whispered in Beliard that Zenopus did not build his tower on empty land, but atop the ruins of an unnamed, antediluvian city. The walls here are etched with disturbing glyphs that seem to shift when viewed in the periphery, hinting at a geometry that should not exist in a sane world, suggesting the wizard was digging for something far more dangerous than mere gold.

The silence of the depths is punctuated by the skittering of monstrous vermin and the distant, rhythmic chanting of those who now call these ruins home. Strange, blue-tinted fungi cling to the damp ceilings, casting a spectral glow on the puddles of brackish water that collect in the uneven floors. Here, the boundary between the Material Plane and the Shadowfell feels dangerously thin, as if the very stones are mourning the atrocities committed in the name of Zenopus’s research. Deeper still, the air turns frigid, carrying the low moan of the wind as it whistles through sea caves far below the hills.

This is no mere basement; it is a labyrinthine tomb of secrets, where the restless spirits of the wizard’s apprentices are said to wander, their souls bound to the site by the same emerald fire that charred their flesh. Every shadow cast by your lantern feels like a physical weight, a presence pressing against your mind, urging you to turn back before the mountain claims you as well.

You stand now upon the threshold of the inner sanctum, where the floor is slick with a substance that looks suspiciously like congealed shadow. Ahead, the darkness thickens into a tangible veil, and from the abyss comes a voice—not a sound, but a vibration in the skull—whispering a name you recognize.

The Ruins of Zenopus have waited half a century for fresh blood to stir the embers of their dormant malice, and as you step forward, the mountain seems to exhale in hungry anticipation.

Wednesday, August 20, 2025

Critical Role Falls Short For Me
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Before I get into this, I am sure I will be vastly outnumbered by all the little critters that worship Critical Role and I'm ok with that. I started watching Critical Role during Campaign One but due to work it was hard to stay with due to lack of time. I endured the Tiberius Stormwind episodes where Orion Acaba nearly pushed me away from them with his stupidty and eventually got to around the halfway point of the first campaign.

By the time I got the first half of Campaign One watched I was starting to get a little burnt out and Campaign Two had started so I started watching the second campaign and got to a little before the half way point of this campaign as well. One thing I started seeing in both of these campaign was the amount of B-Rated acting going on.

Sure, I get it, they were trying to put on a show for the audience but still, it was just cringe to watch at times. It got to the point where I just stopped watching them all together. I simply was not feeling it anymore. The Vox Machina released as a series which I've watched in its entirety and I am probably watching the Mighty Nein when it releases.

I don't see the animations as a D&D show, they are more like a regular animation to me and I'll admit, Vox Machina was a fun watch as I am sure the Mighty Nein will be. The D&D live plays however "for me" are just not feeling like Dungeons & Dragons any more.

While I refuse to play 5th edition, "some" live plays are "ok" to watch but Critical Role "imho" has lost its way. It doesn't even feel like D&D any more, it is more like them being B-Rated actors acting out a script. I still adore Laura Bailey, I mean, how could you not? Marisha Ray's acting just makes my skin crawl lol.

I've watch clips from Campaign 3 and I can see how they have changed for the worse, it's not even about the TTRPG experience any longer, it's more about bad acting and money. I don't hate them or anything, I am just not interested in them like I was at the beginning. I still wish them all the best of luck though.

Saturday, August 16, 2025

Stone Bridge
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Stone Bridge is a bridge located along the River Dessarin, connecting Red Larch and the Long Road via the Stone Trail to Beliard on Jundar's Pass, and the High Forest. The bridge, which is also a temple to Moradin, is a single arch, 2 miles (3.2 kilometers) in length and 400 feet (120 meters) in height, made of granite, roughly six paces wide, with no railings or barriers. It was originally built to connect the two halves of the realm of Besilmer, and was wide enough to cope with the broadest flow of the river in times of flooding.

Stone Bridge was originally constructed to link the ancient Halls of the Hunting Axe to another long-lost dwarfhold. The bridge was the site of a fight between Torhild Flametongue, founder of the dwarven realm of Besilmer, and a hill giant, resulting in Torhild's death.

During the final days of the Ironstar clan of dwarves, their king, Daurvos Frostbeard, was cut down on the bridge by orcs while the clan was attempting to flee south. While mortally wounded, he cried to Moradin for aid and died. Moradin's avatar, a 20‑foot-high (6.1‑meter) armored dwarf, appeared on the bridge, rallying the fleeing dwarves and leading them to victory over the orcs.

Legends claimed that the avatar of Moradin fell down onto the Stone Bridge at the start of the Time of Troubles. He was said to have guarded the walkway, in order to bar a number of malevolent deities from reaching the Celestial Stairway that had appeared in Waterdeep.

Friday, August 15, 2025

Sumber Hills
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood
The Sumber Hills are a range of hills in the middle of the Dessarin Valley. The River Dessarin flows through the hills, providing a source of water travel between Yartar and downstream communities such as Beliard, Bargewright Inn, and Womford. The Larch Path and the Dessarin Road provide passage through the hills.

One of the first settlements in the Sumber Hills was the underground city of Tyar-Besil, a part of the shield dwarf kingdom of Besilmer. Tyar-Besil was abandoned and fell into ruin in −4190 DR, after the king of Besilmer died in battle.

The Sumber Hills were left alone until the Knights of the Silver Horn started clearing the area of its native inhabitants in the Year of the Raised Sword, 893 DR. The knights attempted to set up fortresses in the hills but were stopped by Uruth Ukrypt. These events eventually played a part in the Orcfastings War, and the First and Second Trollwars.

Around the Year of the Wailing Winds, 1000 DR, settlements started springing up around the Sumber Hills, creating roads and trails that bisected the hills.

Points of Interest
Vale of Dancing Waters
Stone Bridge
Summit Hall
Halls of the Hunting Axe
Ruined Tower of Zenopus

Thursday, August 14, 2025

Tomb of the Dead
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Located along the east cliffs of the Sword Mountains lies legendary Tomb of the Dead or as some in the region have named it, the "Tomb of Horrors". This tomb is not a simple crypt, but a lethal playground, a series of catacombs, built on the trapped spirits of the city's trickster gods. It’s a place that thrives on despair and feeds on the souls of those foolish enough to enter.

This location is no secret to those who live within the Dessarin Valley, countless stories and legends are told concerning the dangers that lie within the catacombs.

The entrance to the tomb is a mockery of grandeur, carved into the side of a cliff. The viney growth of roots from the Kryptgarden Forest claw at the stone, and the air around it feels unnaturally still and cold, a stark contrast to the humid, vibrant life outside.

The hot, damp air of the forest is replaced by a dry, metallic chill that seems to cling to the skin. The sounds of the forest fade away, replaced by a deep, unnatural silence. Those foolish enough to approach the crypt can almost feel the trapped spirits of the dead, whispering warnings and pleading for release.

Legend says the way into this place is riddled with hidden pits and poisoned spikes, which will test a persons caution from the very start. It is said that the tomb is a series of interconnected, deadly puzzles, more maze than dungeon, and each floor presents a different kind of horror.

Many rumors have circulated concerning this location, rumors that say trespassers will encounter riddles tied to dangerous, elemental-themed chambers, hidden magnetic plates that tear metal from a persons body, and magical mirrors that trap a persons reflections. It is said that an ancient, powerful lich exists within these cursed halls and that it's powerful undead and flesh golems, stitched together from past adventurers, lie in wait.

In true tomb-raiding fashion, it is also said to be full of treasures and powerful magic. Only those seeking a death wish would dare enter this place. None who have entered have ever returned to tell of the place.

Wednesday, August 13, 2025

Clan Icehammer
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Clan Icehammer was a proud dwarven clan that hailed from the towering heights of Icespire Peak within the Sword Mountains during the 12th century DR. Known throughout the region for their unmatched skill in mining and stonecraft, the dwarves carved their legacy into the frozen mountain itself. Rich veins of ore and precious gems brought prosperity to the clan, and their halls became symbols of dwarven endurance and strength.

At the heart of their domain stood Icespire Hold, a mighty stronghold built upon the mountain’s rugged surface. Massive stone walls, ironbound gates, and towering watchposts guarded the hold against the unforgiving wilderness that surrounded it. Yet the true marvel of Clan Icehammer lay beneath the mountain, where countless generations expanded an immense underground fortress deep into the stone.

Within those depths stretched vast catacombs, grand halls, and hidden forges illuminated by roaring braziers and rivers of molten metal. The dwarves constructed elaborate tunnels and chambers that reached farther into the mountain with every passing decade. Legends told of ancient vaults hidden deep below, containing treasures, relics, and secrets known only to the clan’s elders.

The clan was also famous for the weapon that bore its name: the Icehammer. This finely crafted dwarven throwing hammer became both a symbol of the clan and a weapon feared by their enemies. Passed down through generations of warriors, the Icehammer represented the resilience and fury of the dwarves who wielded it. Songs of battle often spoke of Icehammer champions striking down foes amidst snow and steel.

Over time, Clan Icehammer developed a bitter hatred toward the frost giants and goblin tribes that also inhabited Icespire Peak. Skirmishes between the clans and their enemies became increasingly common as both sides fought for territory, resources, and survival within the harsh mountain range. The dwarves defended their halls fiercely, refusing to surrender even a single tunnel to their ancient foes.

This growing conflict erupted violently in the early 1200s DR when the frost giants launched a devastating assault upon Icespire Hold. Amid the chaos of the siege, rumors spread of a second attack emerging from deep beneath the fortress itself. Some claimed that unknown creatures poured through a long-forgotten passage uncovered within the catacombs, a passage believed to descend into the Underdark. Whether truth or fearful speculation, the tale endured long after the battle, becoming one of the darkest legends surrounding the fall of Clan Icehammer.

Tuesday, August 12, 2025

Icespire Hold
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Icespire Hold is a stone fortress on Icespire Peak, the tallest peak of the Sword Mountains on the Sword Coast North. Icespire Hold consists of a large structure that is situated on the north ledge of the mountain flank and connected by a stone bridge.

For non-flying creatures, the only entry point was a narrow trail. It lesds to the smaller building, which is used as a gatehouse. The difficult access and the presence of arrow slits made the fortress easy to defend when it was occupuied by Clan Icehammer. The main building is only accessible via the stone bridge. The outer defenses as well as the undercroft are hidden behind secret doors.

The undercroft contains the crypts and a secret exit: a toboggan that could be used by the dwarves to escape via the mountainside in an emergency. Icespire Hold is located on the nothern spur of the mountain and is surrounded by sheer, icy cliffs. The fortress sits at an altitude of 2,500 feet (760 meters) and is more than 30 miles (48 kilometers) away from Westbridge, the nearest settlement. Because of its seclusion, not many people know about Icespire Hold.

Icespire Hold was built by Delsendra Amzarr, a local warlord who lived there for many years and kept the orcs of the Sword Mountains at bay. Eventually, a very harsh winter ended her reign. The extreme weather cut off the supply chains and Delsendra and her soldiers were trapped in the fortress and starved to death.

When the fortress was abandoned, it was damaged by an earthquake. Ten years later, an orc tribe led by the war chief Kra took over Icespire Hold. The orcs' reign didn't last long because a clan of Frost Giants took up residence in the stronghold and to make Icespire Hold their new home. They gained access through the southwest tunnels that were still damaged by the earthquake.

The stronghold now is in a sorry state and occupied by the clan of Front Giants. As of this time, with the dwarves of Clan Icehammer being scattered across the Sword Coast as they are, they have not attempted to reunite as a clan and retake the stronghold.

Monday, August 11, 2025

Icespire Peak
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Icespire Peak is a towering mountain located within the Sword Mountains along the rugged Sword Coast of the North. Rising high above the surrounding wilderness, it is the tallest and most imposing peak in the range, its jagged slopes forever crowned with snow and ice. Travelers across the region often speak of the mountain in hushed tones, for it carries with it an air of mystery and ancient power. Visible from leagues away in clear weather, the mountain dominates the horizon near the settlement of Westbridge, standing like a frozen sentinel watching over the untamed frontier.

Long ago, deep within the mountain’s frozen heart, the dwarves of Clan Icehammer carved a mighty fortress into the stone. This ancestral stronghold served as the clan’s home for centuries before it fell silent just over a hundred years ago. The halls were said to be immense, constructed with the skill and artistry for which the dwarves were renowned, with towering chambers, rune-carved gates, and hidden vaults buried beneath the mountain.

Over time, however, the fortress was abandoned and eventually became occupied by frost giants who claimed the ancient halls as their own. Clan Icehammer was not merely known for its mastery of stone and metal, but also for its connection to an ancient and powerful artifact. Legends claim the clan safeguarded a relic capable of granting dominion over giantkin, an object of tremendous magical influence feared by both giants and mortals alike.

Many believe this artifact was one of the reasons the frost giants coveted the fortress, seeking to uncover the secrets hidden within the abandoned dwarven halls. Though the relic’s true nature remains uncertain, tales of its power continue to draw treasure hunters, scholars, and would-be conquerors toward the icy peak.

Myths surrounding Icespire Peak are as old as the North itself. One of the oldest legends claims the mountain was formed from the frozen corpse of a frost giant of unimaginable size, slain in some forgotten age of magic and warfare. According to the tale, the giant had grown to colossal proportions through ancient sorcery before being struck down, its remains becoming the foundation of the mountain itself. Whether truth or myth, the story has endured for generations, adding to the ominous reputation of the peak and the strange sense of dread many experience when gazing upon it.

Despite its harsh environment, Icespire Peak possesses a stark and haunting beauty. During the winter months, waterfalls cascading down the mountainside freeze solid, creating shimmering curtains of blue-white ice that glisten beneath the pale northern light. The slopes are battered by frigid winds, and blizzards frequently sweep across the high ridges, making travel treacherous even for seasoned explorers. Beneath the frozen surface, however, rich veins of mithral once threaded through the mountain’s depths, drawing generations of dwarven miners who sought to harvest the precious metal from the ancient stone.

Over the centuries, explorers and prospectors named several landmarks scattered throughout the mountain range surrounding Icespire Peak. Among the best known are Prospector’s Ridge, where miners once established camps during the height of Clan Icehammer’s prosperity, and Windchill Reach, a narrow and deadly pass infamous for its brutal winds and sudden storms. Though much of the region now lies abandoned and dangerous, rumors persist that forgotten tunnels, lost treasures, and ancient evils still remain hidden beneath the mountain. Even now, Icespire Peak continues to stand as both a symbol of lost dwarven glory and a place of enduring legend upon the Sword Coast.

Sunday, August 10, 2025

Waterdeep
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Waterdeep, also known as the City of Splendors or the Crown of the North, was the most important and influential city in the North and perhaps in all Faerûn. It was a truly marvelous cosmopolitan city of great culture that attracted the most talented artisans, artists, and scholars from across the Realms, as well as a commercial hub for financial interests along the coast and beyond.

It was one of if not the most powerful and influential member-states of the Lords' Alliance, the coalition of nations and city-states that sought to maintain order along the Sword Coast and the North. The original farming community of humans that developed into a settlement known as Bloodhand Hold before being conquered and renamed Nimoar's Hold.

The name of "Waterdeep" was originally used by the sea captains docking at the port to trade, a moniker that originated from the city's outstanding natural deep-water harbor. As of the late 14th century DR more than 100,000 people made their home in the city proper of Waterdeep. Due to its great importance as a highly influential metropolitan city, Waterdeep was considered part of the Western Heartlands of the Realms, even though it lay 150 miles (240 kilometers) north of Daggerford on the shores of the Sword Coast North. The city sat "slightly above the 45 degree north latitude line on Toril".

The City of Splendors laid claim to the surrounding lands for approximately 100 miles (160 kilometers) beyond its walls. The various roads to Waterdeep were well paved and well patrolled. The major trade routes included, Trade Way, the trade route to the south, Long Road, the inland trade route to the north, and the High Road, the coastal trade route to the north, not to be confused with the stretch of the road that passed through the city.

Waterdeep was built on the site of the ancient elven settlement of Aelinthaldaar. It sprawled northward from the sea, spreading along the flanks of Mount Waterdeep, which used to be home to the Melairkyn, a mithral-mining dwarven clan, and the entire length and great depth of the mountain was riddled with passages and tunnels, most of which were occupied by deadly creatures whose presence in the mountain predated the founding of the city itself.

The halls of Undermountain located beneath the city were a popular target for adventurers, who enjoyed the close vicinity of the city's main taverns and temples where aid could be purchased through donations. Waterdeep was ruled by a sixteen-seat council whose membership was largely secret. These hidden Lords of Waterdeep maintained their identities behind magical masks, called the Lord's Helm, and while they ruled in public, none knew the true identities of most of them.

The subject of who the Lords were became a common topic of noble conversation, and some considered it a game to discover the Lords' identities, a game made more confusing by the fact the Lords themselves set their own rumors afloat.

The City Watch was the local police force whose duty it was to capture criminals, settle petty disputes, give directions, summon medical and priestly aid, generally performing duties that promoted the idea that Waterdeep was a city open to all who knew how to behave themselves.

Rulings on the city's laws were issued by the Magisters, more commonly referred to as Black Robes. They had the duty of running the courts and issuing sentences to those that were found guilty. The Black Robes were each protected by at least six members of the City Guard while traveling the streets of Waterdeep. Those who were convicted could request trial by the Lord's Court and appeal to the masked lords themselves, but faced strict punishment if their claims were ruled as frivolous.

The city was the hub of trading from the mineral-rich lands to the north, the merchant kingdoms of Amn and Calimshan to the south, the kingdoms of the Inner Sea to the east, and the sea kingdoms and traders to the west. Waterdeep's authority extended between 30 mi (48 km) to 40 mi (64 km) from its walls.

As of the early 1370s DR, stone was imported from Mirabar via Luskan for use in construction, having been magically transported. This was an expensive process. During that time it was witnessed that wagons and carts overcrowded the city's markets as foreign vendors attempted to sell as much as possible before returning home for the winter. This was a practice ignored by the Guard, the Watch, and the guilds.

The city was also the largest spelljamming port of Faerûn. Although welcoming to most spacefaring races, Waterdeep's laws required that all ships landed on the ocean several miles from the city and made their final approach by sea. Transgressors were punished with harsh fines and imprisonment. This rule prevented some types of ships from ever reaching Waterdeep, but was enforced to avoid mass panic from the population. Departing vessels were subject to the same rules.

Docking at Waterdeep's port incurred a fee of 1 cp per 10 feet (3 meters) of keel length per week. Sages and traders from Waterdeep were eager to listen to stories from wildspace and traded on all the products the city had to offer.

Saturday, August 9, 2025

Uncle's Keep
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

Uncle's Keep, "as it was once known" is a dwarf-built keep that was part of deeds granted by the Lords of Waterdeep and received in an inheritance. Centuries ago, the keep stodd proud against the backdrop of Kryptgarden Forest.

It was once owned by an elderly wizard called Uncle "which is what most everyone called him so he just kept the name as his own". Uncle was what some called a particular reclusive wizard who owned the keep in the Kryptgarden Forest on the Sword Coast North. After his death, he left his keep to a relative who was either his niece or nephew.

I leave all my property, both real and personal, to any living heir who avenges me by ridding my wonderful home of these foul creatures no later than 60 days after my death―Uncle's Last Will and Testament".

The wizard known as Uncle was a recluse who did not maintain contact with people outside his keep, even family. Nevertheless, he was kind enough to treat his servants well, and made a point of celebrating their birthdays each year with parties. He was also conscious about security, as he filled his moat with invisible spears and had a secret escape route out of his keep.

The wizard's most significant possession was Uncle's Keep, a modestly sized but well-decorated building in the southern end of the Kryptgarden Forest. In his keep, he kept a number of guards and servants. He also had a stable full of livestock, which included a pony. He owned a magical mirror that could cause someone to be enthralled by their own reflection. He owned many other magic items, including enchanted weapons. Before his death, the wizard lived a somewhat solitary life in his keep although he made regular visits to Red Larch.

The wizard had few relatives. He was married to a woman from Red Larch, and had a friend who was a wandering druid. He occasionally thought about his distant niece or nephew, to whom he was considered 'long-lost', and who inherited his estate after his death. His keep made him a target of the Lostafinga tribe of hobgoblins.

About five years before his death, the wizard saved the life of a lord of Waterdeep, who repaid him by granting him a tract of land in the south end of the Kryptgarden Forest, as well as a keep there and money. Some time after, the wizard became married to a woman from Red Larch. His wife and their unborn child both died during childbirth. Two years after the death of his wife, the wizard's keep was raided by a patrol of the Lostafinga tribe of hobgoblins. They killed his hirelings, and the wizard as well. As he bled out from a fatal arrow wound, his last act was to write a will in ink and his own blood, leaving the keep to a particular niece or nephew of his.

The nephew failed to follow through on his uncle's dying wishes, and the keep eventually fell to ruin. Today the former keep stands in ruins, a shell of its former self. All manner of foul creatures have taken up residence over the centuries.

Legend states that the wizard constructed a maze of tunnels and catacombs beneath the former residence which has now been overrun with monsters of all sorts. Legend also states that Uncle burried a massive horde of treasure beneath his keep deep in the dungeon below but this could all be false, noone has been brave enough to explore the depths of Uncle's Keep.

Tuesday, August 5, 2025

Southkrypt Garden
The Time of Troubles & Era of Upheaval
Inspired By Ed Greenwood

The Southkrypt Garden, also known simply as Southkrypt, is the ruins of a dwarfhold on the northern edge of Kryptgarden Forest. The former name was derived from the fact that its dwarven inhabitants had constructed a magnificent garden around it.

Southkrypt is located underneath the mountains the dwarves called Maruutdin and the southern flanks of the Sword Mountains. It can be found east of the town of Leilon, northwest of the Stone Bridge, and north of the Kryptgarden Forest.

Upon the entrance doors of Southkrypt are engraved the national symbol of Haunghdannar—a seven-pointed star, above a fish facing left, and floating above a mountain peak. On the surface it is surrounded by a wild, overgrown and tangled garden. Its interiors are described as being maze-like.

Southkrypt was once a part of the dwarven nation of Haungdannar and acted as a defense for their eastern borders. At one point before it was left in ruins, Southkrypt was known to be a silver mine. The entrance to the ruins is said to be guarded by a tribe of hobgoblins, who work to ensure that any adventurers who came in will stay and provide sustenance for their lord Morg.

The upper level of the ruins is known to be inhabited by a variety of gibberlings and norkers. While the lower levels were known to be inhabited by storopers, vilstrak, vargouille, and xaren and other, more dark and sinister creatures. The lower levels are also home to Morg, a vampiric hill giant shaman, as well as his company of three hill giant servitors.

Legends claim that ancient magical weapons of Haungdannar can be found within the depths of Southkrypt. Ancient portals are also rumored to exist in the deeper levels of Southkrypt. This abandoned dwarfhold is the air of strange and dangerous creatures. Adventurers probing the upper levels "what few have returned from these ruins alive", have seen norkers and bands of ravening gibberlings. Deeper forays have uncovered xaren, vilstrak, vargouilles, and storopers. In addition to the creatures mentioned, the lower halls of Southkrypt is the lair to a vampire hill giant shaman and his three vampire hill giant servants. Centuries have passed since this massive complex was abandoned and left to ruins leaving itself open to all sorts of foul creatures to move in and call it home. Those few who have reached some of the deeper levels have returned changed and tell stories of strange creatures inhabiting the deeper regions of Southkrypt.

Many stories, legends and rumors are told about the mazelike structure beneath the mountain, stories that many care to never hear repeated again. Some even say, a dark power lives within Southkrypt, gathering its strength and power with plans to unleash itself upon the Realms.