A mountainous, forested region that is the historic Dwarven homeland. Glum refers to both the region and the capital city of the region. Historically, Glum has been the second-largest city in Shalomar and has rivaled Sheene for economic dominance. However, the iron shortage has eviscerated the Glummish economy, and ongoing war with the giants has decimated the population.

The most powerful player in the Glummish economy is the Grolsch House.

Although Dwarves naturally dominate the region, a sizable human community has existed in Glum for decades. The human Vandermeer family established trading operations in the city of Glum decades ago, and has grown close to the Grolsch House.

Glum is represented on the Hands of Order by Lord Grimlian Grolsch and Brellian Vandermeer.

See the maps section for maps of the city.

City of Glum

The following is an excerpt from Jalomar’s Guide to Shalomar, published in YAF 3451. It should be noted that the iron shortage has changed Glum greatly during the past decade.

Those first visiting the dwarven capital are often surprised when they crest the final mountain and lay eyes on Glum for the first time. On the surface it’s a small well fortified city atop a small mountain, not the sprawling dwarven metropolis that one might expect. Upon crossing the moat that surrounds Glum, a visitor would be greeted by a diverse population which includes dwarves of course, but also humans, halflings, teiflings, and elves.

But the city’s story is not written on the surface, but carved deep into the mountain. Like nearly all dwarven cities, Glum started as a mine. Dwarven scholars place the founding of Glum in the year YAF 1527 when Brisnell Hasselnuff laid claim to a iron vein he discovered while prospecting. The city grew slowly as the mines were dug deeper and deeper. First the miners and their families would establish camps near promising veins of ore. Eventually, the smelters and blacksmiths would move in. Then merchants, jewelers, guards, porters, brewers, and entertainers arrive. Once a community reaches critical mass, the mine became secondary to it’s vitality. Even as the ore runs out, the community usually remains. As anyone who has ever met a dwarf knows, once they are in place, they are difficult to move. However, not all communities survived when the ore was depleted; Glum is littered with ghost towns that were too distant from the main part of the city or simply too difficult to defend.

While the City of Glum is composed of many different communities or neighborhoods, it can be roughly divided into three districts: Sun District, River District, and Earth District or Hol, Dunlar, and Grint in Dwarven. The Sun district is the most populous region and includes the parts of the city that are above ground. It is the oldest part of Glum and contains the most impressive displays of dwarven architecture in all of Shalomar. When others write of the great dwarven capital, this is what they are refering to.

The River District is thus named because of the underground river that flows through it. Located deeper in the mountain, the River District is an hour’s walk from the surface. The dwarves of the River district provide much of the rest of Glum with it’s food supply. Various types of mushrooms are cultivated in great fields of fungus and cleverly constructed fish farms dot the river.

The Earth District could be called the outskirts of Glum. More rugged and much less frequently seen by visitors, the Earth District is the part of Glum that is still an active mine. While some parts are relatively close to the Sun District, some locations in the Earth District take the better part of the day to get to and can hardly be called part of the city of Glum. Visitors to this district should be cautious as many of its citizens are not hospitable to outsiders.


Shalomar ElrondHubbard ElrondHubbard