[nbos] [FM8][Corrected] Joerdhgardh Map of Week #88 Released
"Mark Oliva"
Sun Dec 9th, 2012
With the 88th Map of the Week we continue in the borderlands town of
Ódhinn's House in the Kingdom of Slovania. This week we take a look at the
exit area and Great Gate of the subterranean Dwarven Highwy extension.

Key to the exit area and the Great Gate (Highway Location No. 10)

This area isn't so much a mystery to the Northern Circle as it is a hurdle.
The circle has followed the Ódhinn's Fortress extension of the Dwarven
Highway this far, but it's been unable to get beyond the gate in the eastern
wall of this chamber. The eastern gate is massive oakwood, adorned with
four glowing runic radicals, two other non-glowing symbols and an embedded
axe with a head made of midhsilfur. The western entry from the tunnel has a
similar oaken gate, but it has no runes, symbols or axe. The 40 x 40
foot/12 x 12 m chamber between the two gates is absolutely empty. What is
beyond the eastern door with the runes is unknown to the Northern Circle or
anyone else in this part of the world except the game master. He or she
knows that the door with the runes and the axe opens onto the main branch of
the Dwarven Highway that connect Midsilver Deep in the southeastern part of
the joerdh with the halls of Nidhavellir in the north. This part of the
highway is relatively young as far as dwarven construction is concerned. It
was built by the dwarves who follow thane Thorin Eikinskjaldi in Midsilver

The key adventure element in this area is the Great Gate, as the Northern
Circle calls it. This is the eastern gate with the axe, runes and symbols.
The circle's high seers have determined that the axe and the four radicals
build some type of powerful magic, one that they assume is deadly. Even the
most powerful spellcasters in Ódhinn's Fortress have been unable to
neutralize this magic temporarily, as they have done with the other runic
traps that the dwarves made. For that reason, the circle has not opened or
even touched the gate. However, the game master needs to know what this
dwarven magic does. What is present here was created by a trio of
runecutters and a great smith. There is an element of this magic that the
bare eye cannot see. Therefore, the Northern Circle is unaware of it. On
the rear side of the axe's midsilver head, embedded into the oakwood of the
gate's right door and in direct contact with the wood, is the runic stave
Sameintoefrvernd. Very few dwarves ever have been able to cut and stain
such a stave. In choosing Samein, the dwarves put it to a highly unusual if
not unique use. Samein is the melding radical. It usually is employed to
let two objects occupy the same space at the same time. However, in the
stave that was cut and stained on the other side of the axe head, it is used
to meld its own other two radicals with the four glowing radicals that are
cut into the Great Gate.

The two, non-glowing symbols in the gate's left door are non-runic and
insignificant. The top character is the dwarven symbol for midsilver, and
the lower symbol stands for deep or the depths. Together they mean simply
Midsilver Deep, identifying the clan that constructed the gate and this part
of the Dwarven Highway. Such symbols are common among dwarven construction.
One should mention that it is not difficult to open this runic gate. It has
no lock. But the stave in the axe's head will trigger its magic if an
intruder does not utter the correct password before opening the gate or
touching the embedded axe. This complex combination of stave, external
radicals and magical axe of midsilver will slay any creature that opens the
gate or touches the axe without saying the password or without being within
20 feet/6 m of another person who utters the correct password. The password
is dvergarvinur, which is Aldmál for dwarf friend. The deadly effects of
the stave are absolute. There are no checks, saving throws or other
possibilities to avoid death. Anyone who opens the gate or touches the axe
without the password's protection will die immediately.

The floor plan of the exit chamber:

1. Dwarven Highway Extension.

2. Western gate. This gate is identical to the eastern gate except that
there is no axe and there are no runic radicals or symbols.

3. The exit chamber. The ceiling is 20 feet/6 m high. The room is
absolutely empty.

4. The Great Gate as already described.

The graphics above are reduced in size. You can get this scenario in two
versions from the Joerdhgardh web page:

1. The Fractal Mapper (TM) 8 versions in FMP format, fully editable (2.2

2. As JPG flat maps of 1360 Pixels x 1360 Pixels and 1360 x 900 Pixels
(total 1.3 MB)

Both versions are released for personal and commercial use under the Open
Game License Version 1.0a, which you can read on the Joerdhgardh website at:


Next week: Slovania - the East Fortress

Mark Oliva
Webmaster, the Vintyri Project (TM)
Internet: http://www.vintyri.org <http://www.vintyri.org>
E-Mail: info-at-vintyri.org <mailto:info-at-vintyri.org>
The Vintyri Project is a non-commercial service

Nbossoftware mailing list

Copyright © 2003-2007, NBOS Software. All rights reserved. 'Fractal Mapper', 'ScreenMonkey', 'Character Sketcher', 'Inspiration Pad', 'Fractal World Explorer', 'Goblin API', 'AstroSynthesis' are trademarks of NBOS Software. 'Dwarven Beserker' art by V. Shane.
Member contributed resources