 The City
The City of Grimspear; spelljammer port, vacation resort, City of Wonder,
home to hundreds of the finest inns and taverns, exquisite entertainment,
and unique attractions, playing host only to those adventurous or wealthy
enough to get there.
Top
| Geography | Map
of the Realms | Getting There | History | Main
Geography
The island is about 125 miles off the Sword Coast, and sits directly
between Mintarn and Baldur's Gate. Unlike normal islands, this one floats
about 1000' off of the surface of the water! (just like in the picture)
The island is roughly 2 miles wide, 3 miles long, and 2 miles tall. On the
top surface of the island is a magical spring called the Everflow. The Everflow
empties its waters into Lake Grimspear, a large basin on the top surface
of the island. From there, the waters overflow off the edges of the island
in the form of magnificent waterfalls.
Buried within the island are miles and miles of tunnels and caverns.
Arendur's Cavern is by far the largest, opening a space roughly 1 1/4 miles
wide, 2 miles long, and 1 1/2 miles tall. Within this cavern is a lake known
as the Glitterpool. At the center of Arendur's Cavern is a gigantic 1/2
mile diameter rock column which connects the floor and ceiling. This column
is known as The Spike.
The city is divided into three wards; the Old Town, the Hanging City,
and the Hollow City. The Old Town ward rests on the top surface of the island,
surrounding Lake Grimspear. The Hanging City ward is the part of the city
built into the rocky edges of the floating island. The Hollow City ward
covers interior of the island, including Arendur's Cavern.
For peculiar reasons, the island is bigger on the inside than it is on
the outside. No one knows for sure, but it might possibly be a side effect
of dimensional magics. Many visiting mages have discovered that the island
is highly unstable both magically and dimensionally. It is not known wether
this is the cause or the result of the randomly occuring interplanar portals
and vortices which dot the island.
Top
| Geography | Map
of the Realms | Getting There | History | Main
Top
| Geography | Map
of the Realms | Getting There | History | Main
Getting There
The most common way of getting to Grimspear is by boat, second is by
spelljamming, and third is via trans-dimensional portal. Any attempts to
teleport onto the island by spell, psionic, or similar means will automatically
fail. The Archmage Vincent has wished that no one be able to teleport
onto or anywhere in the island without his expressed permission. The Archmage
rarely grants his permission to anyone. So far he has granted permission
to only the Lords of Grimspear, the Blackstaff of Waterdeep, and the Mad
Druid Basa.
Although sea travel is a common way of travel to Grimspear, there are
no places in or near the city for a sea vessel to dock. When visiting sea
vessels arrive at the island, they simply anchor themselves somewhere close
by or underneath the island. Sea vessels anchoring within a 2 mile radius
of the island are charged an anchoring fee of 1cp per 2' in keel length
per day. Underneath the island are 8 anchored ships and 2 large anchored
barges. From any one of these ships, a visitor may ride a rope harness up
to the island. 20 rowboats and 3 small barges are available to transport
visitors from their ships to one of these anchored ships. The harnesses
are attached to sturdy cranes on the Hanging City. Each crane will support
2-3 harnesses. The average harness can hold up to 5 human sized passengers
plus several large chests. The 'economy' harnesses can hold up to twice
as much but provide uncomfortable rides. The 'luxury' harnesses provide
comfortable rides in lavish 'carriages', but hold far less than the other
harnesses. Harness rides cost 1sp per person/large chest, 1cp on the large
economy harnesses and 1gp on the luxury harnesses. The harness cranes are
operated by pairs or groups of strong individuals, usually giants. For extremely
important guests of the Lords, or for large cargo packages, two large barges
provide access to magical disks, which speedily float up to one ton of cargo
up to the island. Each of these barges has five disks available. Cargo transport
via disk is 1cp per pound. People may ride only if they are important invited
guests, or if they can afford 20pp per person.
Visiting spelljamming vessels have the option of landing on the water
or docking on the Float Docks. These docks extend from the Hanging City
and are built especially for flying ships. Flying catamarans will guide
spelljamming vessels to available dock spaces. Any ship docked may leave
its helm unmanned and the ship will continue to float in place! This is
a special magical feature built into the Float Docks. The docks are said
to harness the same magical energies, which float the island, and use them
to keep any docked ships floating in mid air. This will only work if the
ship is fitted with a magical spelljamming helm of any kind. A docking fee
of 1cp per every 2' in keel length per day is charged to all flying ships
docked on the Float Docks.
Deep within the city's caverns, a number interplanar portals and vortices
are known to exist. The most popular portal opens into The Liquor Dragon
tavern. Its other end shifts from the Outlands to Sigil on a weekly basis.
The key to this gate is a thrown copper piece. The number of portals and
vortices is estimated to be between 10 and 50. Several are rumored to open
into the lower planes, one is even rumored to be an escape portal from the
Demiplane of Dread. Most of the portals have yet to be mapped and even more
are yet to be discovered.
Top
| Geography | Map
of the Realms | Getting There | History | Main
History
Not many in the Realms know the true story of the City of Wonders. Some
speculate that it's a left over Netherese enclave. Some think it just magically
appeared out of nowhere. For everyone wondering, here it is: the answers
to how a city literally appeared out of nowhere and grew to impossible grandeur
in virtually no time at all.
1358 DR The Year of Shadows
- Five adventurers; Grimspear, Zaknafein, Vincent, Edge, and Tyrin escape
from the Demiplane of Dread and return home to the Realms just as the Time
of Troubles is coming to an end.
- The 5 have a chance encounter with the infamous Deck of Many Things.
Through amazing coincidence, each of the 5 draws the Throne. As a result,
5 keeps magically appear in an area 18 miles south of Waterdeep, right
along the mouth of the River Dessarin, just west of Zundbridge. This area
is home to a small community of halfling farmers and an even smaller community
of human fishermen.
- Each keep turns out to be a perfect match for each of the 5 adventurers.
Tyrin's is a underground dwarven fortress, Edge's is an underwater keep
of oriental stylings, Vincent's is a forboding tower, Zaknafein's is a
temple to Isis, and Grimspear's is a lavish inn.
- Shortly after the 5 settle down, several neogi slave ships threaten
the 2 nearby communities. The 5 adventurers drive away the neogi and free
3 ship-fulls of slaves, one ship being full of kender. With no where else
to go, the ex-slaves join the nearby communities. The 2 communities view
the 5 adventurers as their saviours and begin to look upon them for protection.
Before long, the 2 communities begin looking towards the 5 adventurers
for leadership.
1359 DR The Year of the Serpent
- The 5 keeps and the 2 communities become collectively known as "Grimspear
Town", named after the most charismatic of the 5 adventurers.
- For his own amusment, the bard Grimspear initiates construction of
a great colliseum. Construction attracts new settlers to Grimspear Town.
1360 DR The Year of the Turret
- "Grimspear Colliseum" is completed in record time thanks
to powerful magic. It is a grand achievement in architecture, artistry,
and engineering. Word of it spreads quickly throughout the Sword Coast.
- Grimspear Colliseum begins attracting a massive influx of tourists.
Grimspear decides to expand his inn, remodeling it into the famous Ecstasy
Inn. The Ecstasy Inn becomes yet another grand achievement in architecture
and artistry, attracting even more tourists.
- The 5 founders of Grimspear Town become known collectively as the "Lords
of Grimspear." The Lords of Grimspear begin forging relations with
the Lords of Waterdeep.
1361 DR The Year of Maidens
- The town economy flourishes and the population grows.
- Grimspear Town becomes the target of an invasion by a small army of
extra-planar creatures calling themselves the Raithspahn. The Invasion
is repelled, but not without serious casualties and major damage to the
Inn and Colliseum.
- Grimspear decides to raise a town militia for protection against similar
incidents in the future.
1362 DR The Year of the Helm
- Basa Thunder, the Mad Druid, visits Grimspear Town and befriends the
Lords.
- The undercity of Arendur is discovered beneath Grimspear Town. Built
on the ruins of an ancient, dwarven city, Arendur is a haven for pirates,
smugglers, and the more "evilly inclined" races of the Realms.
Arendur has remarkably escaped notice from Waterdeep since it's founding
37 winters previous.
- Arendur and Grimspear Town remain indifferent to eachother.
1363 DR The Year of the Wyvern
- The raithspahn invade once again, this time with a larger force. The
militia is ill-equipt to deal with the situation. With help from Waterdeep,
the invasion is repelled, but serious casualties are suffered, the Ecstasy
Inn suffers extensive damages, and Grimspear Colliseum is Destroyed.
1364 DR The Year of the Wave
- The town miraculously recovers from the last invasion and the Colliseum
is rebuilt with the help of powerful magics.
- Grimspear begins construction of city walls. Numerous problems setback
and delay construction of the walls.
- The moldman population explodes.
1365 DR The Year of the Sword
- Vincent returns from an extended tour of other planes and other spheres.
He brings back with him 1000 ex-slaves which he freed from the world of
Athas. Athasians settle in Grimspear Town and repay Vincent by helping
with construction on the city walls.
- The Lords upgrade Grimspear Town's armed forces and comission a small
naval/space fleet.
- Sir Rook and his forces permanently settle in Grimspear Town.
1366 DR The Year of the Staff
- Relations between Arendur and Grimspear Town worsen.
- Grimspear Town is plagued by crime.
- Arendur attempts to subvert Grimspear Town using a variety of methods
including powerful magic.
1367 DR The Year of the Shield
- Bloody conflict erupts between Arendur and Grimspear Town. It's the
biggest and most brutal battle the town has ever had. Lord Grimspear is
killed and the town is captured by Arendur for a time.
- Eventually, the Lords of Grimspear are able to take back their town
and conquer Arendur. After the battle, Lord Grimspear is ressurected, however,
Grimspear Town is devastated and recovery seems impossible.
- Later in the year, Basa Thunder, the Mad Druid, returns to Grimspear
Town, more powerful than before. He summons up armies of elementals to
completely rebuild the town.
- Tired of all the trouble that has befallen the town, Basa and Vincent
decide to move it to a safer place. Through the use of True Dweomers, secret
techniques, ancient rituals, etc, Basa and Vincent rip Grimspear Town and
the earth beneath it (Arendur included) and transform the mass into a flying
island. The huge crater left over is fixed by Basa.
- Lords of Grimspear argue over the new location of their town. Basa
shifts the flying isle into the Ethereal Plane hoping to transform it into
his own demiplane, but after only a month, the fickle druid returns it
to the Realms, positioning it where it floats now.
1368 DR The Year of the Banner
- Trade relations are opened up with neighboring cities.
- The Town of Grimspear becomes the City of Grimspear and is called "City
of Wonder" by the wandering sage Volo.
- Many adventurers are drawn to the flying city, especially spelljammers.
This causes a boost in population.
- Grimspear commisions the construction of a new fleet of custom designed
spelljammers for the Grimspearean Navy.
- The City continues to grow and flourish.
1369 DR The Year of the Gauntlet
- Basa finances a huge, continuous, month long, city wide celebration
which he names "Basafest." The Mad Druid spreads word of Basafest
throughout the Realms.
- Basafest is a huge success and draws hundreds of thousands of adventurers
and wealthy tourists. Each night of Basafest is given it's own theme and
is made to appeal to different crowds. There is a "Dwarf Night",
an "Elf Night", a "Warriors Night", a "Mage Night",
etc. The Mad Basa even goes as far as to throw in such nights as "Drow
Night", "Red Wizard Night", "Lich Night", "Zhentarim
Night" and "Tanar'ri Night!!!" ...although the turnouts
of the target audiences for these nights were rather disappointing.
- Basafest brings about an enormous population explosion.
- After launching Basafest, the Mad Druid mysteriously disappears, never
to be seen again. Basa's grove is left in the care of the druid Kishi Vitar.
- Vincent mysteriously seals himself up in his tower, never to emerge
again. He is forever more considered retired from the Lords of Grimspear.
- Strange magics begin working on the island. Trans-dimensional portals
begin popping up everywhere and small earthquakes plague the city.
1370 DR The Year of the Tankard
- Basa, The Mad Druid, reveals himself to be a demipower.
- Sir Rook the Long is ordained as one of the Lords of Grimspear, taking
the vacant seat of Vincent.
- "The Order of the Knights of Grimspear" is founded by Lord
Rook.
- With the success of the previous Basafest, the Lords decide to make
it an annual event. Basafest 2 is thrown.
- During the Basafest Magefair, several mages declare the Island magically
and dimensionally unstable. This doesn't seem to worry the inhabitants
or put a stop to Basafest.
- Construction is finished on the new fleet of spelljammers, the naval
forces are upgraded.
1371 DR The Year of the Unstrung Harp
1372 DR The Year of Wild Magic
1373 DR The Year of Rogue Dragons
1374 DR The Year of Lightning Storms
1375 DR The Year of Risen Elfkin
1376 DR The Year of the Bent Blade
1377 DR The Year of the Haunting
Top |
Geography | Map of the
Realms | Getting There | History
| Main
 |