Many generations ago, the Hrothic Elder, Grimst Drukat, was born into a world devoid of light. His birth heralded the beginning of the Longest Night. Coupled with being raised deep within one of the only Delvings at the time, he was forged within darkness. His aversion to light drove him deeper within the mountains. Taking after his father, he learned how to carve stone into intricate tunnel systems and ornate murals. As the years progressed, he used his talents to depict the teachings of his religion. He displayed the tales of past and present. Everything canvassed these halls, from the Seven Virtues and Vices to simple allegories of the dangers of unattended candles. Before too long, the village council contracted him to decorate the entire settlement with stone reliefs of ancient leaders and murals. Hrothi from all corners of the continent would come to pay their respects to the history of their people.
When the Longest Night drew close once more, a rogue tribe of Waerd sought to sacrifice Grimst’s settlement of “heathens” to the Two-fold Queen. A Brudvir hunter, named Faern, was in the area and spotted the forces marching towards the highlands. He sped off to warn the citizens of Gartgale. With nowhere else to turn, they all ran for the tunnels. What the people of Gartgale didn’t realize: was that Grimst’s magnum opus was more than just an homage to history. Grimst lead everyone to the deepest part of the tunnels by following “The Tales of the Virtuous Shields”. Once all were accounted for, he pulled on a single lever hidden within a Virtori statue’s shield.
A cacophony of sounds erupted from within the newly awakened dungeon. Floors opened to expose pools of lava, acid, and seemingly endless pits. Hallways echoed with the sounds of swinging axes and blades that threatened any that would dare move through the narrowed passages. A massive slab of stone slid from its hidden recess. It landed with a foreboding thud, as it came to rest in the entrance of this antechamber, protecting its inhabitants from any invader. Activating another hidden lever, a secondary room revealed itself to the frightened Hrothi. Barrels of food and water were strewn across the floor haphazardly. A large opening in the ceiling exposed the interior of the settlement’s supply-house, at an odd angle. The building had been inverted, dumping all the supplies into this room and blocking off any access from the outside world.
The following weeks were filled with disrupted meditations. Screams of agony could be heard from the tribesmenn that attempted to traverse the terrifying traps. Any attempts to sleep were quickly quelled. The ceaseless screams made each day seem to stretch longer than even the Longest Night in Grimst’s memory. He felt sorrow and remorse for each soul that fell to his machinations. With each day, though, he became more and more impressed with himself. His handiwork was saving his family and friends. Eventually, an entire week had passed in silence. Nothing could be heard coming from the dungeon. Grimst took three guardsmen with him to inspect the treacherous halls and ensure that the Waerd were no longer a threat.
To the disappointment of Grimst, the only places that had signs of invaders were within the first two rooms. Corpses were strewn across the ground of the first hallway. Scraps of cloth and pieces of weapons were all that littered the third room, indicating that his acid cloud trap was apparently too complicated for the savages. Or perhaps the pit of lava in the adjoining room had claimed all those capable of circumventing the acid. If they were too cautious, they’d certainly fail to heed his warnings of the dangers of Sloth. The entire Waerd tribe had been slain.
It is in Grimst’s honor that the Town of Grimstfaern Drukat continues this legacy by challenging adventurers of all tribes to complete the “Trial of the Virtuous Shields”. Pass through those same halls that saved the lives of so many Hrothi. Grimstfaern Drukat also boasts some of the most skilled craftsmenn in the kingdom whom help to fill the dungeon with their greatest creations, both to harm those that enter as well as reward those that solve the various riddles and tales of old. Nestled comfortably in the Southern Alpines of Aranor, this ornate and welcoming delving prides itself on providing an atmosphere of growth for all that seek to improve themselves, by testing themselves against Grimst’s legacy or adding to it.