Uldaman

Uldaman is an ancient and forgotten forge used by the Dwarven god of crafting, Stronmaus. It has been abandoned by the gods and now serves as a bastion for Duergar dwarves of the Dark Iron Hold.  

Geography

Alias(es)
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Size
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Society

Demonym
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Races
Duegar
Religions
Zaratan
 

Commerce

Imports
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Exports
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History

Population
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Leader
@ymir
 

Others

Type
Room, Special, Forge

Description

Located at the bottom of a mountain is the original dwarven excavation site that uncovered Uldaman. Inside is a twisting collection of tunnels leading to several excavated halls around a central chamber known as Dig One. Within this chamber is the entrance to the Hall of the Keepers and the rest of Uldaman proper. The excavation site is the only known access to the underground forge, and is heavily guarded by the duergar that declare this place as their own.  

Uldaman Vault

An enigmatic vault stand in the heart of Uldaman, protected by the frey dwarves. The monument stands proudly in the middle of the main plaza. It was recently opened by a group of adventurers, as Aelsthim used arcane formula gotten from Prisoner 13 to open the vault.   When the vault was opened, a lot of valuables were stoeln by the adventurers who opened it, and only the following items are left:  
  • Staff of the python
  • Wand of Magic detection
  • Potion of resistance (necrotic)
  • Flask of holy water
  • 1 smooth black onyx stone (worth 100 gp)
  • Onyx staff set with black sapphires (worth 750 gp)
  • Velvet pouch containing 9 cp, 41 sp, and 135 gp
  The main plaza is now heavily guarded, forcing citizen to take a long detour around it while the guards of Uldaman inverstigate the issue, and store the precious items away.  

History

Uldaman is a lost and forgotten ancient forge, built by the god Stronmaus himself. It was created as a sanctuary for Stronmaus to craft and create. The forge was said to contain artifacts and relics of unmatched quality, created by Stronmaus. However, after the battle with his brother Valhir, Stronmaus abandonned this workshop.   Abandonned for eons, Uldaman was taken over by the Duergar to form a formidable bastion of their own. With its walls and structures made of solid stone and metal, crafted by the god of forging himself. The dwarves have made the forge their own, fortifying it further and using it as a stronghold.   Despite its history and significance, Uldaman remains shrouded in mystery and is seldom visited by outsiders. Some seek its lost treasures, while others fear the power of the Duergar. But for those who dare to enter its dark halls, Uldaman holds secrets and wonders that are yet to be uncovered.   It was later rediscovered by Sorilae Mond Frozen, an accomplished explorer who became famous for retrieving the legendary hammer Whelm from the forge. She brought the knowledge of the ancient forge to the attention of the world, especially the Explorers' League. Her daring expedition and discovery earned her great acclaim and respect among her peers.   The forge was then repurposed by Druegar as the capital of their hold, and a large cubic vault, left unopened by Sorilae stand in the middle of the main plaza of the city.  

Book of Vile Darkness

1136 AD   Ymir Runegrog Gray, king of the Dark Iron hold, was approached by the Brownoak family—a noble family from Tana’s Empire. The Brownoaks, eager to sponsor research on ancient scriptures potentially held in Uldaman's vault, provided Ymir with substantial funds in exchange for his cooperation.   Liliana, alongside two other wizards and a multitude of servants and diplomats, was sent to the Dark Iron hold to investigate the mysterious vault within Uldaman. However, a group of adventurers, disguised as gray dwarves, infiltrated the vault before the wizards could, stealing most of its contents and fleeing. Liliana, recognizing their identities, offered to assist Ymir in tracking them down, believing they might hold information beneficial to the Brownoak’s research. Ymir agreed.   Soon after, two of the four suspected adventurers, Etha and Aelsthim, were captured and brought before the king. Despite their crimes, Ymir saw the potential value of their knowledge and offered to spare them if they cooperated with Liliana, returning any artifacts taken from the vault. The adventurers refused, asserting that Liliana’s motives were dark and even presenting evidence against her.   Stunned by their revelations, Ymir banned Liliana and the Brownoak representatives from his hold but allowed Liliana to retain any artifacts the adventurers surrendered. However, the specific artifact Liliana sought remained in the hands of the adventurers who had escaped.   Unable to reach a compromise, Ymir sentenced Etha and Aelsthim to Death, intending a public execution. The first blow fell on Aelsthim. But as his head was severed, a disguised Tanuki, the third adventurer hidden within the crowd, attempted to interrupt. To everyone’s horror, Aelsthim’s body surged with infernal energy, reattaching his head as devilish horns sprouted from his now-fiery form. With newfound powers, Aelsthim slaughtered the guards and killed Liliana before the king and his guard could retreat to safety within the castle.   When Ymir and his forces re-emerged, the adventurers had vanished, leaving only fallen guards in their wake. Declaring a state of emergency, Ymir ordered the city closed to foreigners, doubled patrols, and commanded the immediate capture of anyone suspicious.   The adventurers were never found again, and Ymir chose not to pursue them further, deciding that the bloodshed had already gone too far.  

Adventure hook

The explorers' league is seeking a group of daring individuals to journey to the abandoned ruins of Uldaman and uncover its history. Rumors say that the ancient forge holds valuable knowledge and technology from the gods, and the Explorers' League is eager to learn more.


Cover image: Farewell by Greg Rutkowski

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