Information
Location Tier Ancient Subterranean Metropolis / Megadungeon Hub World Eraedal Region Deep Subterrane directly beneath Ptolus and the Spire Governing Power None (Contested by Delver Companies, Autonomous Golems, Undead Clans, & Chaos Aberrations) Historical Epoch Founded in the Primordial Era; Abandoned during the Ghul Wars; Breached by Delvers in 713 IA Hazards & Perils Runed Adamantine Blast Doors, Ancient Forge Automa, Lava Sluices, Phantasmal Dwarven Wraiths, Galchutt Chaos-Ichor Seepage
ποΈ Overview: The Lost City Beneath the Cobblestones
Dwarvenhearth is the greatest subterranean ruin on Eraedalβa gargantuan, multi-tiered dwarven city-state carved out of the solid bedrock beneath the cliffs of Ptolus and the roots of the colossal Spire. Built millennia ago when the dwarven race stood at the pinnacle of stone-shaping mastery, Dwarvenhearth was a civilization of grand vaulted halls, magma-heated aqueducts, mile-long colonnades, and legendary mithral foundries.
During the apocalyptic Ghul Wars, the Half-God Ghul besieged the underground metropolis with legions of mutated abominations, necro-mechanical engines, and chittering burrowing horrors. Faced with annihilation, the High Thanes executed a devastating ritual: they sealed the colossal adamantine blast gates with permanent runic locks, broke the subterranean highway causeways, and abandoned their ancestral jewel to the deep dark.
For centuries, Dwarvenhearth was remembered only in songs, until 713 IA, when an expedition of daring explorers discovered a subterranean fault line and breached its sealed northern perimeter. The treasures, enchanted weapons, and lost metalcraft recovered from those initial delves triggered an unprecedented gold rush. Thousands of mercenaries, delvers, arcanists, and scoundrels from across the Western Empire flooded into Ptolus, transforming the sleepy coastal fortress city into the adventuring boom-town it is today.
πΊοΈ Layout & Subterranean Geography
Dwarvenhearth is divided into several massive stone districts stacked vertically through cavernous chambers:
βββββββββββββββββββββββββββββββββββ
β Ptolus Surface Cobblestones β
ββββββββββββββββββ¬βββββββββββββββββ
β
ββββββββββββββββββΌβββββββββββββββββ
β The Sewer & Undercity Level β
ββββββββββββββββββ¬βββββββββββββββββ
β (Vertical Shafts & Chasm Steps)
ββββββββββββββββββΌβββββββββββββββββ
β The Great Adamantine Gate β
ββββββββββββββββββ¬βββββββββββββββββ
β
βββββββββββββββββββββββββββββββββββββΌββββββββββββββββββββββββββββββββββββ
βΌ βΌ βΌ
βββββββββββββββββββββββββββ βββββββββββββββββββββββββββ βββββββββββββββββββββββββββ
β The Great Forge Ward β β The Colonnade of Thanes β β The Magma Cisterns β
β β’ Geothermal Smelters β β β’ Ancestral Crypts β β β’ Subterranean Fire-Lakesβ
β β’ Runed Anvils & Vats β β β’ Royal Throne Halls β β β’ Boiling Runoff Flumes β
β β’ Mithral Automatons β β β’ Stone Ghost Phantoms β β β’ Magma Mephits & Drakesβ
βββββββββββββββββββββββββββ βββββββββββββββββββββββββββ βββββββββββββββββββββββββββ
β
ββββββββββββββββββΌβββββββββββββββββ
β The Deep Chaos Fissures β
β (Seepage of the Galchutt) β
βββββββββββββββββββββββββββββββββββ
- The Great Adamantine Gate: The primary historical entrance connecting the upper Ghulvorn labyrinths to Dwarvenhearth proper. The gates are forged from foot-thick slabs of runed adamantine, standing forty feet high, heavily scarred by siege weaponry from the Ghul Wars.
- The Colonnade of Thanes: A monumental avenue flanked by fifty-foot statues of ancient dwarven high kings carved directly from black obsidian. Now home to ethereal dwarven wraiths that attack any who desecrate their ancestral tombs without uttering the ancient passwords of the clans.
- The Great Forge Ward: The industrial nexus of the metropolis. Cold magma channels crisscross the floor, connecting towering basalt blast furnaces where legendary runic smiths once forged arms for the armies of light. Active clockwork automata and clockwork sentries continue to patrol the foundry floors on automated routines.
- The Magma Cisterns: Deep subterranean reservoirs tapping geothermal energy from deep within Eraedalβs mantle. The searing heat from these chambers radiates into the deep caverns, creating lethal ambient temperatures for unprepared delvers.
- The Deep Chaos Fissures: Beneath the lowest residential tiers lie ancient fault lines plunging toward the bedrock core. Here, the vile nightmare-ichor of the imprisoned Galchutt (Old Ones) oozes through the rock, mutating native cave vermin into chimeric terrors and attracting heretical chaos cultists from Ptolus.
βοΈ Pathfinder 2e Remaster Mechanics
Dwarvenhearth is fraught with mechanical guardians left behind by its ancient creators:
DWARVENHEARTH RUNED FORGE-SENTINEL CREATURE 10
RARE | HUGE | CONSTRUCT | MINDLESS
Perception +18; darkvision
Skills Athletics +23
Str +7, Dex -1, Con +6, Int -5, Wis +0, Cha -5
AC 30 (hardness 10); Fort +22, Ref +15, Will +16
HP 170; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, mental; Resistances physical 10 (except adamantine)
Runic Armor (Reaction) Trigger: The Sentinel is targeted by an elemental spell; Effect: The runic inscriptions on the construct flare, granting it resistance 15 to the triggering damage type until the start of its next turn.
Speed 25 feet
Melee [one-action] Mithral Hammer-Fist +23 (magical, reach 15 ft.), Damage 2d12+13 bludgeoning plus Knockdown
Melee [one-action] Slag Pincer +23 (agile, reach 10 ft.), Damage 2d8+13 piercing plus Grab
Molten Vent [two-actions] (fire, evocation) The sentinel opens its furnace chest. It spews superheated slag in a 30-foot cone, dealing 11d6 fire damage (DC 29 basic Reflex save). The Sentinel cannot use Molten Vent again for 1d4 rounds.
π§ Significance to the Western Empire
- The Relic Economy: The flood of ancient weapons, cold-forged adamantine armor, and high-potency staves coming out of Dwarvenhearth has revolutionized trade in the Western Empire. The Council of Coin collects hefty export duties on delver haul shipped through the Bay of Ptolus, while the Delverβs Guild insures expeditions descending into the depths.
- The Arms Race in the Civil War: All three factions in the Three-way Civil War crave the lost technologies of the dwarven kings. Envoys from Empress Lasha Itomas, Emperor Skluud NeβKlosh, and Holy Emperor Rehobath Ylestos offer astronomical bounties for intact siege schematics and runic armaments salvaged from the Forge Ward.
- The Cosmic Hazard: Every seal broken in Dwarvenhearth brings mortal delvers closer to the deep containment vaults sealing the cosmic Old Ones. As Commissar Igor Urnst frequently warns, a single careless delving company could crack open the ancient wards and unleash the end of Eraedal upon the surface world.