Some years back, Scott Driver of the long lost and lamented blog, Huge Ruined Pile, created the campaign setting of Dwarf-Land for an OD&D campaign. Scott even had the amazing artist Russ Nicholson make a beautiful map of Dwarf-Land for him, which he shared with the world at large.
At some point he mentioned that he had originally drawn the map on a sheet of Judges Guild hex paper. I inquired if an electronic copy of the map was available, and Scott actually sent me his original hand-drawn map! He mailed it to me five years ago this month. He told me I could do whatever I wanted with it, as long as I did not charge for anything developed therefrom.
Sadly, I did not realize that this was indicative of his once again disappearing from the Internet, which he did shortly thereafter. He is definitely missed.
Other things intervened, life went on, and the map remained ensconced in its envelope, wedged among my Old School books on my gaming shelves.
A short time ago, I recalled the map, and that I had scanned it some years ago. Having completed the Isle of Eldisor, I soon began itching to draw another map in Hexographer. I went through my Campaign Files, and discovered a file named "Dwarfland." Therein I found the scan I had made of the map five years ago.
Here is the Dwarf-Land map that I created from the original scan. I cannot extend further rights, as my agreement did not include that, but use it and the campaign material below for your own campaigns howsoever you might desire.
The campaign material is developed from a file I found with the map in the folder; I hope it was all materials from Scott; I know others contributed to the work before it all disappeared from the Internet. I took it and ran with it, changed it and altered it to fit the needs of an upcoming Labyrinth Lord campaign.
Enjoy!
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| Click to Embiggen |
DWARF-LAND
On a crag in the shadow of the Eldritch
Alps lies enchanted Castle Blitzendrang, the glimmering fortress of King Flim
IV, King of All Dwarrowkin, High-King of Dwarf-Land. The castle and its
surrounding cottages, fields, furrows, and groves are the haunts of the Dwarrowkin
– Dwarves and Gnomes – who see to their business and industry in shadowed
fairy-taverns and misty lamplit streets untrod by Men, braving the perilous environs
of the surrounding valleys and highlands seeking to reclaim ancient delvings, mines
of gold and jewels, and the lost Donnerhammer of the Old Kings.
Dwarf-Land is the homeland, as
one might surmise, of the namesake Dwarves and their close cousins the Gnomes,
collectively known as the Dwarrowkin, those unearthly folk perhaps closest to Men
in earthly sensibilities. There are enclaves of wilder, more distant kin in the
region. Alfkin – Elves and Halflings – lurk in a few fairy-fortresses in the
northwest, the border-lords of Elf-Land. Faeries of goodly and unkind sort
haunt glittering vales and dark meadows. Goblins have raided and settled from Goblin-Land
to the west, and Orcs have invaded and settled from Orc-Land to the north. And of
course, any played-out mine, ruined settlement, or abandoned stronghold quickly
becomes the province of malign Kobolds, Gnolls, Ogres, Trolls, Dragons, or even
Giants!
Here is what every inhabitant of Dwarf-Land
knows about the peoples and places of the realm, even if they are the rudest of
rubes or hickest of hayseeds:
1. The Dwarrowkin rule Dwarf-Land,
as the name implies, though their numbers have greatly decreased since even before
the coming of Men. Many of their delvings have been abandoned or reduced to
ruins, and now most of the Dwarves have retreated to Dwarf-Town or the northern
hold of Plugh. Their cousins, the Gnomes, are not much better off; the largest
contingent of Gnomes is now found in Gnome Knolls. Dwarves and Gnomes are also
found in the settlements of the Valefolk, especially in Cormorant and the towns
of the Gnildavales. The High-King of Dwarf-Land is King Flim IV, King of All
Dwarrowkin, wearer of the Adamantine Crown. The High-King’s wife is the Elf-Queen
Auturne, who he married after the death of his first wife many years ago. The
High-King has two heirs, Crown Prince Flam, his son from his first marriage,
and Gnome-Prince Xerxy, his son by Auturne. Xerxy is styled “the Black Prince”
a name that many say reflects his machinations, desires, and soul.
2. The Alfkin dwell mostly
in Elf-Land, to the northwest. The rulers, leaders, and artisans are Alfar-Elves
– willowy and attractive in an eldritch sort of way. They can be foppish and
pleasure seeking, though often truculent and savage when roused to anger. Another
type of Elf, the Petty Elf (i.e., Halflings) constitute the merchants,
yeomanry, and peasantry of Elf-Land and are generally sensible, fond of pipeweed,
fine ales, gardening, and baking. The only major settlements of the Alfkin in Dwarf-Land
are Elf-Town and the towers of Drasmeth and Hexid in the Joyful Forest. Wandering
bands of Elves can be found in the forests of Dwarf-Land, while many Halflings
have settled among the Valefolk. The Alf-Earl Gandalf rules the Joyful Forest;
he holds it in fief from the High-King of Elf-Land, Elbegast, King of All
Alfkin, and pays tribute to the High-King of Dwarf-Land, King Flim IV.
3. Men are generally of three
types – the savage Pechs, the honorable Valefolk, and the decadent and depraved
Zorgs.
The Elder Race of Men remains
bestial and live among the animals and monsters of forest and marsh. The Pechs
as they are known to the Dwarrowkin, or Picts as they are called by Men,
are a brutish, savage people who are mostly found in the Ever-Glooms, the Hoobmuck,
and the Woods of the Great God Pan, though they can be found in just about any
wild wasteland. The atavistic Picts live in tribes and clans, settled in small mud-hut
villages and hamlets surrounded by wooden palisades, and guarded by their pet
animals and monsters. They work only with wood, bone, and stone, but sometimes
use looted weapons and armor. They are short and squat; have slate-gray to
bark-brown skin; black hair; and brown eyes under thick brows. Their tongue is
as the screeching and cackling of beasts. They cover themselves in paint when
hunting, at war, or seeking revenge. They are led by an order of wicked Druids
who summon their monstrous allies to feast upon living sacrifices for their bestial
gods – Jhebbal-Sag the Lord of Beasts and his servants, Dagon of the Waters,
Hanuman the Ape, Tsathoggua the Toad, Yezud the Spider, Yhoundeh the
Elk-Goddess, and Yog the Bat, among others. They are head-hunters, and their
faith requires cannibalism.
The Middle Race of Men, the Sons
of Lif and Daughters of Lifthrasir, more simply known as the Valefolk, originated
in and mostly dwell in the Kudzu Forest and the towns and villages of the Gnildavales.
Allies and subjects of the Dwarves, they are held in respect as they honor the Old
Ways, and produce a disproportionate number of virtuous rustics, shining
knights, kindly wizards, and grinning rogues. They are of average height and
build; have pale to ruddy skin; brown, blonde, or auburn hair; and blue or
green eyes. Each town of Valefolk sort has its own primary pantheon of Gods – Mitra
of Cormorant, the Aesir of Darkdurdle, the Ennead of Sawbleed, the Olympians of
Orlock, and the Tuatha of Rursliv. Cormorant is their largest and most
cosmopolitan town; Cormorant is, in fact, the largest and most cosmopolitan
town of all of Dwarf-Land. Many of the Woodsfolk of Kudzu (taller and more
muscular, with dark brown hair and ruddy red skin) are of Druidical sort, of a
kindlier branch of that faith, though they have their darker gods as well, such
as the warrior-god, Crom of the Mountain. A tribe of Woodsfolk has settled in
the Drudwas Wood, centered on the Tower of Gludif.
The Younger Race of Men are the Men
of Zorg. They are a newer arrival, first arriving from Across the Dreadful
Deeps some centuries ago. A decadent and depraved people, their strongholds dot
the wilder places of the land, especially in the south. The Zorgs are notorious
demon-worshippers, necromancers, and black magicians. Their bloodlines are
tainted by otherworldly dalliances with abyssal patrons and the dead; centuries
of such congress have produced a race of languid sybarites capable of any
abomination or outrage, from ritual cannibalism to obscenities further beyond
the pale. They are tall and thin; have pale, almost albino skin; hair in bright
colors (blue, green, purple, red, yellow, etc.); and their eyes are
orange, pink, or red. However, some say that this appearance is merely a
fiendish glamour for many, especially nobles and sorcerers, and their
true appearance is far more demonic. They are tattooed and/or ritually scarred
and wear many piercings. In battle, the Zorgs are formidable; their sorcerers
are fearsome. Their knights ride black chargers and wear black lacquered armor;
their necromancers are accompanied by ranks of undead. Their major settlements
include Malifer, Isp, Glumen, Nilmerg, Pletra, Threen, Undrac, and Ulv, and
their environs; they are found in minorities in Flonkerton and Cormorant; and
are also found in smaller numbers in the Gnildavales.
A fourth Mannish “race” is that
of the Amazons, the She-Devils of the Smaragdines. Founded
centuries ago, by a strange alliance of Valefolk and Zorgish women who sought
to live apart from men, i.e., the males of their type, for they had had enough
of the rule of patriarchs. Founded by the Deified Warrior-Priestess Termagant, the
Amazons numbers quickly grew as word of the freedoms they offered members of their
sisterhood spread. A great battle was fought – the Battle of Shackles &
Keys – the only time Valefolk ever allied with the Zorgs, much to their shame. The
Amazons prevailed and won their freedom. Today they live in small villages and
hamlets in the Smaragdine Mountains, Harridan Hills, and Glistening Glades,
though they can be found settled elsewhere in the wilds. They worship a trinity
of goddesses – Termagant, their Warrior-Queen (at Termagant); Hecate, the
Witch-Queen (at the Fearful Fane); and Freya, the Matriarch-Queen (at the
Peerless Pagoda). Amazons are often found in the wider world, as they form
mercenary companies and help men and others fight their wars – provided they
never have to fight other Amazons and get to kill plenty of men. It is while
they are out “on patrol” with their company that they seek prospective mates.
They return home to bear their children; girl children are kept, while male
children are given over to others or sometimes exposed to the elements. Amazons
are tall and athletic; have tan or bronzed skin; blonde, red, or brunette hair;
and green, blue, or purple eyes. Contrary to popular myths Amazons do not
eschew heavy armor, though most are light warriors (leather or chain); and some
play the part of the myths and legends when they have strong magical
protections.
4. The Orcs of Orc-Land to
the north are said to be descended from corrupted Elves; they are as foul in
their own way as the Elves are fair, and their tongue, though vile upon the
ear, is certainly related to Elvish. They are divided into many different Orc Tribes
– the Black Hands, White Skulls, Burning Eyes, Red Claws, Blue Blades, etc.,
and the different tribes hate each other as much as they hate all other peoples
(though they save their worst hatred for Elves). Most leaders of the tribes in
the region are Half-Orcs, or Uruks, descended in a long line from old
alliances with the early Zorg settlers. They worship strange and terrible
demons. Three major Orc domains are found in the region – the Black Hand Boar-Rider
Orcs of Nacht-Mog, who ride giant boars and rule the Plain of Beastly Bones;
the White Skull Sea-Orcs of Tarka, whose black-sailed pirates raid the Zorg
traders and coasts; and the Burning Eye High-Orcs of Xyzzy, steeped in the
ancient sorcerous power native to the Cabal Mountains. Many other lesser
tribes, clans, and bands can be found throughout Dwarf-Land.
5. The Goblins of Goblin-Land
to the west are said to be descended from corrupted Dwarves; they take the form
of scrawny Dwarves with disproportionate and bestial features; strange and
unnatural skin, hair, and eye colors; and can never, ever grow a true
beard. They are found in three sizes – small Goblins, man-sized Hobgoblins (of Orcish
blood), and large Bugbears (descended from less discriminatory couplings with
larger beasts). They are divided into many different Goblin Hordes, each ruled
by a Goblin-King. They hate all other peoples but reserve their greatest hatred
for Dwarrowkin. Most leaders of the tribes in the region are Goblin-Men,
descended in a long line from old alliances with Pechs. They worship wicked
spirits, and it is said that some follow Jhebbal-Sag. Goblins infest the
western wilds of Dwarf-Land – they practically rule the Smaragdine Mountains
(save for the lands held by the Amazons), the Peaks of Peril, Phalkwood, and
all points west. Their major settlements are Blix, hold of the Catoblepas Horde
under the rule of Goblin-King Vipertongue; Gorlab, hold of the Axebeak Horde under
the rule of Goblin-King Toadsquat; Castle Deathcap, hold of the Hag-Son Horde under
the rule of Goblin-Queen One-Eye Olga; and the Free Village of Flonkerton on
Limpet Lake, where they live in relative peace with a wide mix of races.
Many other lesser hordes, clans, and bands can be found throughout Dwarf-Land.