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 Dwarven History and equivalent to Moonblades
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Eilserus
Master of Realmslore

USA
1446 Posts

Posted - 04 Nov 2013 :  18:19:00  Show Profile Send Eilserus a Private Message  Reply with Quote  Delete Topic
Hi all,

Scrolls on Moonblade lore tends to pop up from time to time and they always get me thinking about dwarves and what kind of equivalent weapons or items they created. With some exceptions, I've always viewed the dwarves as the preeminent smiths of the Realms.

Would they not have some insanely powerful weapons or items created during their history? Naturally, this gets me thinking about the history of the dwarves. Alot of this is pieces from various sources but here is what I have:

The Complete Book of Dwarves, page 7:

"Each of the gods then took one of the dwarves and revealed to him the secrets imparted by the Maker. But to Frar, the Father of Dwarves, the first King, the Maker himself spoke. He told Frar of the mithril pinnacle and gave him the gift of wisdom to rule his people. An so the First Dwarves came into the world in full knowledge of their arts and crafts.

Once the First Dwarves had learned these things, the Maker placed them in a land he had chosen from them on the earth, into the mines and caverns, he had created for their entertainment and joy. In these sacred caverns the First Dwarves multiplied and prospered, but some became restless and went in search of greater riches. These were Glordin Anvil Forger, son of Bardin Hammer Beater..."

This passage makes me think they could have been the dwarves that originally spread across Toril per the passage below. This would also make the Yehimal Mountains the "birth place" of the dwarves of Faerun, which I think has already been established.

In Lisa Smedman's The Gilded Rune Moradin speaks of the origins of the dwarves:

"Yet you were correct, in one regard. There is a place on Faerun that is the equivalent of my forge, a place from which the dwarf race emerged onto the world. A navel, through which the first dwarf people passed."

And continues with: "It's in the Yehimal Mountains. From it, the dwarves spread across all of Faerun, in the days long before the founding of Bhaerynden."

The Yehimal Mountains is the primary barrier between Faerun, Kara-Tur, and Zakhara. A junction of all three continents would be a place of powerful magic would it not? The navel, the dwarves arrived through could be a portal from the Plane of Earth or even an exit from Moradin's Soulforge. A Class 10 Earth Node perhaps?

The area may well be a prime candidate to also be another anchor spot of the Weave much like giant fungus Araumycos beneath the High Forest. Per Ed on Araumycos:

"Araumycos is alive and sentient, but does not think as we do. It is magically bonded both to The High Forest above it and to the Weave which it in part anchors. The strong innate magic of that spot both feeds it and was the lure for those things it guards, simply by smothering them in its own body: the abandoned domiciles of ancient, now-vanished beings of several races who desired to master magic. Think of it as unslayable, un-conquerable -- and best left alone. There ARE a multitude of far easier foes and treasures in Faerun, awaiting even the most stubbornly foolish adventurers."

And now we jump back to the Complete Book of Dwarves, page 8:

"And so the dragons came to our ancestral halls and blew in the gates. Spitting fire, they slew many. Those who survived fled their inheritance into the world above.

Since that day new homes have been created and we give thanks to the Maker for our increased wealth. But prophecy says that one day the caverns of the First Dwarves will be reclaimed. Then we will be free from the attacks of monsters and the ways of elves and humans."

I view this event leading up to the founding of Bhaerynden.

Per the Grand History of the Realms:

-16,000 DR: The first dwarf settlements appear in the great mountain range known as the Yehimal, which lies at the juncture of the three great continents of Faerûn, Kara-Tur, and Zakhara. From there, the earliest dwarves migrated into all three lands.

-15,000 DR: The first great kingdom of the dwarves of Faerûn is centered in the great cavern of Bhaerynden, deep beneath the Shaar.

-11,000 DR: Taark Shanat the Crusader and his eight sons, lead a great exodus of dwarves out of Bhaerynden to a new kingdom in the west. These emigrants eventually become known as shield dwarves and establish the great empire of Shanatar beneath the lands of Amn, Tethyr, Calimshan, and the Lake of Steam.

I would note here that in Dwarves Deep on page 8 we have:

"A typical Gold Dwarf knows the full name of his great-great-grandmother, and her social standing. If asked, he will also probably be able to tell you where his clan originated, in a hold now dust, some twenty thousand years ago!"

This would put us at -19,000 or -20,000 DR and several thousand years before the first mention of dwarves. Now this could fall under the unreliable narrator, but I would imagine the dwarves could well have been hidden for a few thousand years too before being discovered.

And in Dwarves Deep, page 43 regarding magic use:

"Old elven legends hold that dwarves were the first to work magic, but so greedily and wildly that it twisted their very nature, which rebelled against magical forces."

The old elven legends may be true, but considering their racial superiority complex they like to have, I would surmise this may have been tailored to fit their own ends. But it would also make as an interesting way to explain the longstanding racial issues dwarves and elves have. Elves after all, are magic and if the dwarves warped it, they would view that as abhorrent.

On page 42 of Dwarves Deep we have: "The Lost Runes of Power: Legends persist of runes once known to the dwarves that were far more powerful than the existing ones. A single rune of power was used to level the ancient city of Dharrmaghongh in Murghom, long ago. Elminster warns that although such runes definitely existed, no dwarven clan controls such power now - or recent dwarven history would be far different."

Being multiple sources of magic available in the Realms, I would say this is what the dwarves primarily learned and used for "magic". I would also surmise that with the destruction of Bhaerynden and the fall of Shanatar, most of this rune magic tradition began dying out or was lost. This is what I'd call "old school" dwarven magic.

The Delzoun era created some powerful items and magic and so did the elven kingdoms at the time. But with the elves, I always felt the Crown Wars era was when they were at their peak of power. Naturally, I'd assume the dwarves peaked and started the slide down after the fall of Bhaerynden, maybe even as late as the fall of Shanatar.

So the question is, what kind of old school items of power, like the Moonblades would the dwarves have created. I'm not sure the dwarves would make items that decided on who should rule and really who would want to see something the elves have done duplicated. So what would the dwarves create?

How would you use their history?

Hoondatha
Great Reader

USA
2449 Posts

Posted - 04 Nov 2013 :  23:08:20  Show Profile  Visit Hoondatha's Homepage Send Hoondatha a Private Message  Reply with Quote
That question has already been answered: the Wyrmskull Throne was a massive artifact created by the dwarven gods to rule the united kingdom of Shanatar. With it the dwarves created the Ruling Scepters, which were the ruling regalia (rather than crowns) of the subkingdoms. The Scepters all had powers of communication that allowed the kings to keep in touch with each other.

See the 2e adventure Wyrmskull Throne for details, like what nasty things happen when someone not of the blood of Shanat tries to sit in the Throne.

Doggedly converting 3e back to what D&D should be...
Sigh... And now 4e as well.
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Eilserus
Master of Realmslore

USA
1446 Posts

Posted - 05 Nov 2013 :  00:05:08  Show Profile Send Eilserus a Private Message  Reply with Quote
My bad, I should have included that in here. My original thought was what kind of epic items would they have created back in the day. Not so much as what is in canon and already printed lore, but what other scribes think the dwarves would have made. Granted new takes on current items is cool too. Like for instance, the Pick of Earth Parting just screams at me that is something created for delving cities and mining. Really it strikes me as a completely over powered item creating a 10x10x60 tunnel per round.

We always hear about Elven High Magic and Stormswords that can shoot 9d6 damage lightning bolts every 3 rounds but not as much coverage of the Stout Folk.
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 05 Nov 2013 :  10:17:54  Show Profile Send Barastir a Private Message  Reply with Quote
How about the (non-FR) Axe of the Dwarvish Lords?

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)
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sleyvas
Skilled Spell Strategist

USA
11827 Posts

Posted - 05 Nov 2013 :  12:37:43  Show Profile Send sleyvas a Private Message  Reply with Quote
I think the dwarven mindset towards defense would make for some interesting magic items. For instance, some bracers that cause small rocks to rise up around the dwarf and provide both a barrier of sorts (maybe a deflection bonus to AC) but also damage those who come too close. Something that allows the dwarf to move huge stones to arrange a quick defense... or hurl them at incoming giants.

Alavairthae, may your skill prevail

Phillip aka Sleyvas
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 05 Nov 2013 :  16:49:38  Show Profile Send Barastir a Private Message  Reply with Quote
quote:
Originally posted by Eilserus
... the Pick of Earth Parting just screams at me that is something created for delving cities and mining. Really it strikes me as a completely over powered item creating a 10x10x60 tunnel per round...

The Spade of Colossal Excavation is also so dwarvish that it is one of the special items found in the dwarven ruins in "Under Illefarn". it also has the royal regalia of Phalorm, with a very nice crown, but I think nothing as powerful as the items previously mentioned.

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 06 Nov 2013 :  02:29:54  Show Profile Send The Arcanamach a Private Message  Reply with Quote
The following is a submission of mine at the Candlekeep Magic Shop...it is strictly homebrew but maybe you will find some inspiration from it.

Shattered Arms
Lore: Queen Helmma. All dwarves know the tale, as do many bards and sages. Her story is told as an example of what a dwarf, and more especially, a dwarven leader should be. The Last Monarch of fallen Ammarindar, Queen Helmma sacrificed herself to buy time for her people to escape their kingdom ere it fell to the legions that overtook Ascalhorn (known as Hellgate Keep today). Their final battle at Oghrann, she and many volunteers remained behind as the rear guard and fell to the last man...and woman. Queen Helmma is upheld in dwarven society as a paragon of what it means to be a dwarf, but the story is also told as an example of the many hardships they have endured and tends to be told in fatalistic overtones as dwarven society continues to dwindle. What comes next is a legend originally told by a child and was, until recently, discounted as this child's vivid imagination. The child's name was Grorn Fellhammer.
Grorn was an unusually active and willful child, so it was that when it came time to leave his mother had difficulty finding him and later ushering him along the clan's escape route. They were forced to take cover on a nearby ridge when Queen Helmma's warriors met the enemy in battle. During the fray, his mother (Dala) was slain by an errant bolt or arrow. Her death, along with what Grorn witnessed afterwards, changed him. Helmma's soldiers fought and died valiantly, and the enemy paid for every dwarven life a dozen times over. Helmma was the last to fall, but her sacrifice would have been in vain had it not been for her strength...and her faith. Grorn watched as she finally succumbed to her wounds, and watched her rise again as a pair of twin axes, glowing with silver flames, streaked from the sides of the ridge and struck her corpse. Restored and invigorated, Helmma continued to slaughter her enemies and was confronted by a fiend who managed to match her blow for blow. He burned her with fire and acid. Again she fell. Again she rose, this time her armor was damaged and scorched and a fire burned in her eyes as the fury in her consumed all vestiges of life from her. She was undead and she continued to slaughter the fiends that drove her people from their home. The great fiend fell to her axe, and many more thereafter, but when she fell again she did not arise. Their numbers depleted, the remaining fiends did not pursue their quarry.
Grorn returned to his people and told them the tale of Helmma but was rebuffed. The clan knew he was given to wild tales and besides, they were demoralized and in no mood for tales of glory. But Grorn knew the truth of it. Many years later he returned to the site of the battle in search of proof. He found none. The body of Helmma was gone. Grorn told the tale to his son, but it would be his grandson, Dorngrym, who would find the proof of his story. In 1366 DR, Dorngrym braved the ruins of Hellgate Keep and returned with Helmma's personal arms (each item held her personal seal). He dubbed them the Shattered Arms due to their state of repair. Oddly, he found that he could not repair or clean them in the slightest fashion and soon discovered they held powerful enchantments.
Appearance: Each of these items bear the signature traits of Ammarindar's smiths. They are all of adamantine make with both everbright and blueshine treatments. These facts are noticeable to any dwarf or worthy smith. However, all of them are blackened by flame, dented, and cut through in many places. Dried blood can be found on each (both interior and exterior). To the naked eye, these items do not appear serviceable. This, of course, is not the case. None of these items may be used by non-dwarves.

Battered Plate
Powers: Adamantine Full Plate Armor +3 (AC +11); heavily fortified
Special: If dwarf is LG, this armor becomes +5 (AC +13)

Broken Helm
Powers: Protection +3 (AC +3)
Special: If dwarf is LG, protection becomes +5 (AC +5)

Dented Shield
Powers: Adamantine Shield +3 (AC +5); arrow catching, arrow deflection, bashing
Special: If dwarf is LG, this armor becomes +5 (AC +7)

Scarred Gauntlets
Powers: Bestows +2 strength
Special: If dwarf is LG, bestows +6 strength

Bloodied Axe
Powers: Dwarven waraxe +3 (Dmg 1d8+3+2d6/1d10+3+2d6, crit 19-20/x3); defending, keen, mighty cleaving, holy
Special: If dwarf is LG, waraxe becomes +5

NOTE: Something of Helmma and her clan may be found on page 52 of the 2e accessroy Dwarves Deep

I have a dream that one day, all game worlds will exist as one.
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The Masked Mage
Great Reader

USA
2420 Posts

Posted - 06 Nov 2013 :  03:48:01  Show Profile Send The Masked Mage a Private Message  Reply with Quote
There were also a couple great articles from Dragon Mag that featured dwarven magic and relics. Anvils, hammers, etc. One of the artifacts I've been working on developing in detail (for what seems like forever) is a gauntlet.

This artifact brings together the ideas of several other old artifacts, including the Rune of the Master (powers over runes and rune magic) and the Arm of Ergoth (ability to forge when used on a certain anvil), and glove I cannot recall from 2.5Ed DL that had a spirit in it.
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The Arcanamach
Master of Realmslore

1847 Posts

Posted - 25 Nov 2013 :  11:35:51  Show Profile Send The Arcanamach a Private Message  Reply with Quote
@MM: I believe the gauntlet you're referring too (from DL) is the Gauntlet of Ventyr. It can be found on page 61 of the Towers of High Sorcery hardback from Sovereign Press (ISBN: 1-931567-17-4).

I have a dream that one day, all game worlds will exist as one.
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 25 Nov 2013 :  11:58:16  Show Profile Send Barastir a Private Message  Reply with Quote
There are also some nice dwarven magic itens in Dwarves Deep, and others in Hellgate Keep. However, none of them meaningful enough to be compared with moonblades, IMHO.

EDIT: For HK, check the items of Ammarindar. Besides, in The Savage Frontier there is a warhammer that is a minor artifact, the mighty Delzoun's Fist, which could be considered a major racial item of the Realmsian dwarves. Its entry doesn't speak specifically of a role in the dwarven people destiny, but since it was a powerful weapon pertaining to the founder of an ancient kingdom, it is expected that finding this item would impact dwarven society, especially for northern shield dwarves.

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)

Edited by - Barastir on 25 Nov 2013 18:20:26
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Ayrik
Great Reader

Canada
7989 Posts

Posted - 25 Nov 2013 :  23:04:40  Show Profile Send Ayrik a Private Message  Reply with Quote
Hmphf, dwarves twisted and warped by magic? Arrogant and misguided elven propaganda, but what else could a dwarf expect of a frivolous lackadaisical race so spoiled by magical abuses?

If it can‘t be hammered and chiseled and wrought at an honest forge then it ain‘t proper magic at all ... it‘s just flighty dreams and enchantments and illusions of no value beyond what others pretend it to be.

[/Ayrik]
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Barastir
Master of Realmslore

Brazil
1600 Posts

Posted - 26 Nov 2013 :  17:13:42  Show Profile Send Barastir a Private Message  Reply with Quote
Brother Ayrik, the question from Eilserus is about the relics of the Morndinsammar, and how powerful can be the artifacts from the churches of Moradin the Soulforger, the Creator of All Dwarves, Clangeddin Silverbeard the Father of Battles, Dumathoin the Keeper of the Secrets Under the Mountain, and so on. The problem is that humans tend to call everything they don't comprehend "magic"... But we know only the gods employ true - and trustful - magic. ;)>

"Goodness is not a natural state, but must be
fought for to be attained and maintained.
Lead by example.
Let your deeds speak your intentions.
Goodness radiated from the heart."

The Paladin's Virtues, excerpt from the "Quentin's Monograph"
(by Ed Greenwood)
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