This double-walled, circular fortress city is famous for its miners, master smiths, and woodcarvers. It’s a harsh, treeless place, characterized by one visitor as “all stone and suspicion.” A heavily guarded volcanic rift beneath Sundabar, the Everfire, is the source of many magic weapons.

One of Faerûn’s wealthiest and most warlike cities, Sundabar is a former dwarf citadel that has grown into a frowning fortress. Famed for wood and metal exports, it serves as the military bulwark of civilization in the North. Sundabar boasts many defenses against the orc hordes that plague the North, and has broken the onslaught of several major invasions.
First are its two ring-walls, bolstered by an icy moat between them reputedly roamed by man-eating eels. Next are the city’s capable and well-armed defenders, the Shieldsar, a
standing army two thousand strong.

Beyond the Shieldsar stand the city’s numerous dwarf allies, stout warriors from the Fardrimm beneath the Everfire. Finally, Sundabar’s deep coffers are frequently used to hire mercenaries and adventurers whenever necessary. Sundabar is well provisioned against a siege of many months, as vast granary caverns lie near the Everfire, and deep city wells tap the clear, fresh subterranean lake Anfarra.

Vigilance is the watchword of Sundabarian life. Outsiders are watched and viewed with suspicion. Those who seem too inquisitive or travel about the city too energetically are questioned by the Stone Shields, the city watch. The Stone Shields police the city under the command of the Watchblade, which also oversees a shadowy network of spies known to citizens as the Watchful. The Stone Shields won’t hesitate to forcibly escort suspicious persons to the city’s two large temples, where clerics of Helm or Tyr assist in the questioning.

Sundabar (large city): Conventional; AL LN; 40,000 gp limit; Assets 28,518,000 gp;

Population 14,259; Integrated (humans 54%, dwarves (all types) 33%, rock gnomes 8%,
lightfoot halflings 3%, half-elves 1%, others 1%).

Authority Figure: Helm Dwarf-friend, male human fighter/ranger of Mielikki (Master of Sundabar).

Important Characters:
Guldrim Hoaraxe, male shield dwarf fighter (Bright Axe of the Vigilant);
Warblade Ilbrim Sarkro, male human fighter; Watchblade
Brionn Haskur, LN male human Ftr8; Master Moneylender
Homilar Drace, NE male human Rog8 (sponsor or owner of many businesses);
Old Ornar Myntuk, LG male human Exp10 (proprietor of Old Ornar’s Beds and Tables
and greatest of Sundabar’s master woodworkers);
Gaurlar Darym, NG male human Ftr3 (proprietor of The Trumpet Inn);
Uldro Baldiver, NG male human War4 (proprietor of Baldiver’s Inn).

Character creation information

Races allowed: Humans, dwarves and gnomes

Regional Background, choose one option from each category:

Starting equipment:
A- Warhammer or Greataxe,
B- Breastplate armor and cure light wounds potion,
C- Studded leather armor and potion of stealth.

Regional feat:
A- Survivor: grants Survival as a trained skill,
B- Determined: proficient with Wisdom saving throws,
C- Shieldsar Training: proficient with longswords and shortbows

Platoon recruiting options:
A- Shieldsar, Lv1 human heavy cavalry (available for all classes and Sundabar races):
Advantage in open terrain or against infantry units. BFR55+Leadership Factor,
B- Bright Axes, Lv1 dwarf heavy infantry (restricted to dwarf fighter commanders):
Advantage when fortified or against ranged units. BFR60+Leadership Factor,
C- Defenders, Lv1 human or dwarf war cleric apprentices (restricted to human or dwarf cleric or paladin commanders):
Grants advantage to adjacent allied units. BFR55+Leadership Factor.

BFR = Battle Force Rating is a value used for mass combat calculations. It is determined by leadership, experience, training, equipment and special troop factors.


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