The Orc King GAUNTLGRYM


I came from the Underdark, the land of monsters. I lived in Ice-wind Dale, where the wind can freeze a man solid, or a bog can swallow a traveler so quickly that he'll not likely understand what is happening to him soon enough to let out a cry, unless it is one muffled by loose mud. Through Wulfgar I have glimpsed the horrors of the Abyss, the land of demons, and could there be any place more vile, hate-filled, and tormenting? It is indeed a dangerous existence.

I have surrounded myself with friends who will fearlessly face those monsters, the wind and the bog, and the demons, with a snarl and a growl, a jaw set and a weapon held high. None would face them more fearlessly than Bruenor, of course.

But there is something to shake even that one, to shake us all as surely as if the ground beneath our feet began to tremble and break away.

Change.

In any honest analysis, change is the basis of fear, the idea of something new, of some paradigm that is unfamiliar, that is beyond our experiences so completely that we cannot even truly predict where it will lead us. Change. Uncertainty.

It is the very root of our most primal fear - the fear of death - that one change, that one unknown against which we construct elaborate scenarios and "truisms" that may or may not be true at all. These constructions, I think, are an extension of the routines of our lives. We dig ruts with the sameness of our daily paths, and drone and rail against those routines while we, in fact, take comfort in them. We awake and construct our days of habit, and follow the norms we have built fast, solid, and bending only a bit in our daily existence. Change is the unrolled die, the unused sava piece. It is exciting and frightening only when we hold some power over it, only when there is a potential reversal of course, difficult though it may be, within our control.

Absent that safety line of real choice, absent that sense of some control, change is merely frightening. Terrifying, even.

An army of orcs does not scare Bruenor. Obould Many-Arrows does not scare Bruenor. But what Obould represents, particularly if the orc king halts his march and establishes a kingdom, and more especially if the other kingdoms of the Silver Marches accept this new paradigm, terrifies Bruenor Battlehammer to the heart of his being and to the core tenets of his faith. Obould threatens more than Bruenor's kin, kingdom, and life. The orc's designs shake the very belief system that binds Bruenor's kin, the very purpose of Mithral Hall, the understanding of what it is to be a dwarf, and the dwarven concept of where the orcs fit into that stable continuum. He would not say it openly, but I suspect that Bruenor hopes the orcs will attack, that they will, in the end, behave in accordance with his expectations of orcs and of all goblinkind. The other possibility is too dissonant, too upsetting, too contrary to Bruenor's very identity for him to entertain the plausibility, indeed the probability, that it would result in less suffering for all involved.

I see before me the battle for the heart of Bruenor Battlehammer, and for the hearts of all the dwarves of the Silver Marches.

Easier by far to lift a weapon and strike dead a known enemy, an orc.

In all the cultures I have known, with all the races I have walked beside, I have observed that when beset by such dissonance, by events that are beyond control and that plod along at their own pace, the frustrated onlookers often seek out a beacon, a focal point - a god, a person, a place, a magical item - which they believe will set all the world aright. Many are the whispers in Mithral Hall that King Bruenor will fix it, all of it, and make everything as it had been before the onslaught of Obould. Bruenor has earned their respect many times over, and wears the mantle of hero among his kin as comfortably and deservedly as has any dwarf in the history of the clan. For most of the dwarves here, then, King Bruenor has become the beacon and focal point of hope itself.

Which only adds to Bruenor's responsibility, because when a frightened people put their faith in an individual, the ramifications of incompetence, recklessness, or malfeasance are multiplied many times over. And so becoming the focus of hope only adds to Bruenor's tension. Because he knows that it is not true, and that their expectations may well be beyond him. He cannot convince Lady Alustriel of Silverymoon or any of the other leaders, not even King Emerus Warcrown of Citadel Felbarr, to march in force against Obould. And to go out alone with Mithral Hall's own forces would lead to the wholesale slaughter of Clan Battlehammer. Bruenor understands that he has to wear the mantle not only of hero, but of savior, and it is for him a terrible burden.

And so Bruenor, too, has engaged in deflection and wild expectation, has found a focal point on which to pin his hopes. The most common phrase he has spoken throughout this winter has been, "Gauntlgrym, elf."

Gauntlgrym. It is a legend among Clan Battlehammer and all the Delzoun dwarves. It is the name of their common heritage, an immense city of splendor, wealth, and strength that represents to every descendant of the Delzoun tribes the apex of dwarven civilization. It is, perhaps, history wound with myth, a likely unintentional lionizing of that which once was. As heroes of old take on more gigantic proportions with each passing generation, so too does this other focal point of hope and pride expand.

"Gauntlgrym, elf," Bruenor says with steady determination. All of his answers lie there, he is certain. In Gauntlgrym, Bruenor will find a path to unravel the doings of King Obould. In Gauntlgrym, he will discover how to put the orcs back in their holes, and more importantly, how to realign the races of the Silver Marches into proper position, into places that make sense to an old, immovable dwarf.

He believes that we found this magical kingdom on our journey here from the Sword Coast. He has to believe that this unremarkable sinkhole in a long-dead pass was really the entrance to a place where he can find his answers.

Otherwise he has to become the answer for his anxious people. And Bruenor knows that their faith is misplaced, for at present, he has no answer to the puzzle that is Obould.

Thus, he says, "Gauntlgrym, elf," with the same conviction that a devout believer will utter the name of his savior god.

We will go to this place, this hole in the ground in a barren pass in the west. We will go and find Gauntlgrym, whatever that may truly mean. Perhaps Bruenor's instincts are correct - could it be that Moradin told him of this in his days of near death? Perhaps we will find something entirely different, but that will still bring to us, to Bruenor, the clarity he needs to find the answers for Mithral Hall.

Fixated and desperate as he is, and as his people are, Bruenor doesn't yet understand that the name he has affixed to our savior is not the point. The point is the search itself, for solutions and for the truth, and not the place he has determined as our goal.

"Gauntlgrym, elf."

Indeed.

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