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Gloamhold

Ashlar: The Duchy on the Frontier


The Duchy of Ashlar is on the far northern frontier
of the Kingdom of Therund. This is a land of hardy,
resilient folk mostly isolated from the civilisation of
the south and surviving for centuries in the shadow
of an ancient evil.

For many hundreds of years Ashlar and the lands


around it were enslaved and ruled over by the Dark
Dwarves, led by Skalf Ironhelm. Originally the
Ironhelm Dwarves had been exiled from their
homeland to the south and had founded a thriving
town called Skalfs Hold on the southern slopes of
the Mottled Spire. Skalfs Hold was built to protect
the mining complex that burrowed into the depths
below the mountains. In those times they traded
and allied with the nearby settlements for many
years.

Over time the Dwarves became wealthier, more


powerful, and more adversarial. They expanded Languard: The Northern Holdfast
their kingdom into the depths of the earth and built
the underground Citadel Kazad Argal, fueling this Storied Languard - capital of Ashlar and its greatest
expansion with slaves, taken from the neighbouring city - stands strong against Hard Bay’s turbulent,
Human and Elven settlements by force. As the years stormy waters. To the northwest across the bay lie
went by Languard was ruled by a Human Lord in the curse-haunted ruins of Greystone and
name only, with fealty being paid to Skalf in gold, Gloamhold’s doom-wreathed halls. Languard is a
food, cattle, and people. noisy, dirty, rain sodden place. Here, amid broad,
muddy streets teeming with life and danger-filled
Nobody knows how or why, but the Dwarves of alleyways, there is little that cannot be bought - for
Kazad Argal drew back and have not been the right price.
encountered or heard from for a hundred years or
more now. Most crawlers believe that there are Even in the warmer summer months there is almost
secret ways into Kazad Argal from Rivengate, those always a handful of storms that can last more than
who claim to have found them disagree on what is a week, the locals chalk them up to “The Old Bitch”,
there though. Some say it is now a ghost city, while The goddess of storms, Serat. Winters are cold and
others say the Dark Dwarves live there still. wet, and the winter storms all but cut off the city
and the duchy from the outside world. “If it isn’t
raining in Languard, just wait” is a common phrase
due to the year-round downpours.

Although it is Ashlar’s largest and richest settlement,


living in Languard still feels like living on the frontier,
and its proximity to Gloamhold throws a pall over
its alleys and thoroughfares.
For many Crawlers, the legendary ruin of
Gloamhold draws them to Languard like moths to a
flame.
Gloamhold: The long dark The Crawlers Code
The crumbling dungeon complex known as In this game you will be “Crawlers”, desperate or
Gloamhold casts a long shadow over the ancient foolhardy rogues delving into ancient ruins in
city of Languard and all the land for miles around. pursuit of wealth, power and forgotten knowledge.
Within the grim, spray-drenched granite headland Below are some of the accepted facts of being a
of The Mottled Spire, Gloamhold broods amid dark Crawler and how the game world works:
tales of desperation, death, and forgotten treasures.
Some of the better-known locations are:  The deep dark of Gloamhold – None of the player
races have dark vision. Torches only last 1 hour in
 Rivengate – This is said to be a sprawling citadel real time due to the unnatural darkness that
of numerous levels. Built many centuries ago, its envelops Gloamhold.
original inhabitants are unknown, but there are
some who say that the Dark Dwarves of Kazad  Your enemies want you dead – Exploring the
Argal expanded into the upper levels at some ancient precincts, crypts, and chambers of the
point before they ultimately met their doom. The most dangerous place in the known world is not
lower levels are rumoured to be used by groups for the faint hearted. Encounters will not be
of smugglers and bandits to avoid the eyes of the balanced for your party level or size, but they will
law in Languard. A brave sailor can take a ship never be unfair. Retreat is often an option.
directly into the huge opening in the granite
cliffside and enter Rivengate from the huge stone  Don’t get too attached – Your characters are
landings in The Murkwater, the perilous tides and likely to die unless they are lucky, skillful, or
wreckage of previous ships provide a test of their smartly played. Don’t worry too much. New
skill though. characters are quick to roll up and you can be
back in the game very quickly. With that in mind
 The Shard - The destroyed tower was supposedly it’s probably best to limit any background for new
once a lighthouse and stands alone on the characters to a paragraph or two at most.
highest point of The Mottled Spire, like a broken
tooth protruding from a gum. Its foundations are  The more the merrier – If the party is
said to be made of very wide square terraces and shorthanded (less than 5-6 bodies) then add
nothing like Human or Dwarven craftsmanship. some hirelings to the group. Languard has no
The uppermost levels of the tower have at some shortage of brave and desperate souls who will
point crashed down and covered the accompany you for some coin.
mountainside, but during the summer storms
locals say that the lightning flashes briefly reveals  Motivation – Your character should be motivated
a Shadowy Tower, rising from the current ruin by fame, riches, desperation, lost knowledge, or a
and showing The Shard as it once was in ages passion for exploration of the unknown. Nobody
past. There are paths down into lower reaches else would dare the journey across Hard Bay to
which have been termed The Cellars. Gloamhold.

 The Greystone Ruins – Word has it that the  XP – This is earned through treasure gained or
fishing village of Greystone was founded 100 boons acquired while crawling, not necessarily
years ago in a doomed attempt to settle the land through defeating enemies. More XP is awarded
around The Mottled Spire. The place was according to how rare or meaningful the treasure
abandoned after a few years, and the decaying or boon is. Acquiring a boon could be learning an
stone buildings and cave systems buried in the important secret, receiving a great blessing, or
hillside around the village are said to be stalked taking a meaningful oath. In short, this is any
by the sadistic, inbred descendants of the first revelation which significantly impacts the
settlers. character and the way they see/interact with the
game world.
Adventure awaits...
Your motley band of inexperienced crawlers have
gathered for an early breakfast at your current
home, the Orcs Head tavern in Low City, a rowdy
dockside tavern favoured by Crawlers. You have
spent the last few days carousing and gathering
information while you waited for the tides to favour
your short voyage across Hard Bay.

You were woken early this morning by a messenger


from Taneli Leino, the captain of The Sea Drake,
with the news you were waiting for. He has agreed
to ferry your group across the bay for 5sp per
passenger and he will return to collect you two
hours before sundown on the next 2 evenings. If
Character Creation you aren’t there by the end of the second evening,
he considers your agreement void. His note
 The game system being used is Shadowdark.
requested that you meet him on the dock outside
 Characters begin at 1st level.
The Drunken Sailor tavern in 1 hour.
 Characters roll their stats in order, using 3d6 (If
none of your stats are 12 or higher. Then reroll all The only thing left is to decide your destination. Will
6 stats) you sail The Murkwater into the gaping maw of
 Available character races are Human, Dwarf, Elf, Rivengate and explore the old Citadel? Will you
Halfling, and Half-Orc. brave the abandoned ruins and cave complex of
 Available character classes are the Bard, Fighter, Greystone? Or will you climb the steep, winding
Priest, Ranger, Thief and Wizard. path up to explore The Shard and its cellars?
 Starting level 1 hit points will be the maximum for Adventure awaits…
your class plus your CON modifier. At level 2
onwards you will roll your class hit die (No CON
modifier is added).
 Each character will start with 1 rumour. Roll
2d6+Cha, a result of 9 or higher means that you
have heard a 2nd rumour.

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