A Primer on Vastian Geography
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King's Reach
Page updated on Sat, 25 Aug 2007 22:45:05 EDT

From the Forgotten Realms Campaign Setting: A Grand Tour of the Realms by Ed Greenwood and Jeff Grubb:

King's Reach is a wealthy, fortified town that has profited from trade in precious and other metals. Smelting is a common activity in this mountainous region, and prospectors in the Earthspur Mountains have long used King's Reach as a base. The town is the farthest navigable point on the River Vesper - farther upstream it turns into a torrent of falls.

King's Reach takes its name from the proclamation made by the dwarven deep king, Tuir, that humankind would come so far and no farther into the dwarven lands. The later collapse of Tuir's kingdom negated that demand, but the name has stuck.

King's Reach has a handful of small taverns and inns, none of which have more than a local repute, and that change hands often as this barkeep decides to strike it rich in the mountains and that prospector decides to settle down. The town also has a shrine to Tymora and is regularly visited by a priest out of Mulmaster (usually of 8th level).

From The Everwinking Eye: Treasures of the Vast, Part Three by Ed Greenwood (Polyhedron #91, January, 1994) as revised in The City of Ravens Bluff:

King's Reach is a wealthy, fortified town that has always served as a center for trade between those bringing ore from the mines to smelt (or worked metals smelted elsewhere) and those bringing goods by barge upriver from the Reach to trade with the miners. Originally the miners were dwarves; now they are mostly human, with only a few dwarves remaining.

The Reach marks the highest navigable upriver point on the Vesper; above the town, the Vesper's chill, clear waters are broken by a long series of rocky cascades. The town's name comes not for the reach of any human king into the dwarven lands but for the fact that Tuir Stonebeard, king of the dwarves, decreed long ago that this far into the mountains - and no further- would men be permitted to reach. Other origins for the name have been given, but most sages agree that this is the oldest, and possibly even true.

Today, King's Reach is the largest smelting center in the Vast, the source of many trade-bars of iron and silver and palm-ingots of nickel and copper. Zinc and gold are also found in lesser amounts. The trade-metal all winds up in well-guarded fortress stronghouses guarded by men whose crossbows let loose at the first hint of trouble. Orcs and brigands try their luck fairly often but are more successful attacking mule-trains of ore in the mountains than in overwhelming the defenses of King's Reach. Adventurers and mercenary warriors do a brisk business as hireling-guards seeing ore-trains safely to the smelters - and at one time or another, just about everyone in King's Reach goes out alone or with a trusted friend or two (trusted at the outset, at least!) seeking that rich vein of gold that will make them rich for life.

There are small but very pure gold deposits in the Giantspike Mountains east and north of King's Reach (the Troll Mountains to the northwest have been thoroughly worked out, and the resulting disused mine-passages that honeycomb them have become infested with monsters). The dwarves of old knew of this gold, but their attempts to reach it attracted much orc attention. Orcs still lurk in the peaks and mountain-valleys, as well as bugbears, human brigands, and other predators-but gold still turns up often enough to keep hopeful prospectors going up into the mountains. Many leave King's Reach on the road south, circling up through the High Country to cross the River Vesper and sneak into the peaks by their own secret route. And if a prospector ever finds gold, finding a way to get it out and reach King's Reach unnoticed becomes the paramount challenge of survival!

Lone "gold-crazed" dwarven and human prospectors are said to live like beasts high in the mountains, attacking those who venture too near their claims. There are tales of caverns stacked high with dwarven gold, each guarded by a "lone wolf" prospector who managed to slay the dragon or wyvern who gathered the hoard. Some of these tales have proven to be true over the years; Lashan of Scardale is said to have founded the treasury that drove his dreams of empire by leading a loyal band of followers in a successful attempt to find and empty one of these "gold eaves."

From Ravens Bluff and Environs by Ed Greenwood (LC2: Inside Ravens Bluff, The Living City):

King’s Reach is a wealthy, fortified town that has always served as a center for metals trade. Miners bring ore to smelt, and smiths bring worked metals smelted elsewhere. Other merchants bring goods by barge upriver from the Reach, to trade with the miners and smiths.

King’s Reach marks the highest navigable point on the Vesper. Above the town, the Vesper’s chill, clear waters are broken by a long series of rocky cascades. The town is named not for the reach of any human king into the dwarven lands, but for the fact that Tuir, king of the dwarves, decreed that this far into the mountains - and no further - would men be permitted to reach. Other origins for the name have been given, but most sages agree that this is the oldest, and is probably true.

  
 Contents

Ravens Bluff Mossbridges New Hope Hidden Hollow Arbonne Tavilar The Mage's Tower Adhe Wood Brynwood Three Trees Pass King's Reach Glorming Pass Maerstar Sevenecho Tsurlagol Procampur Sarbreenar High Haspur Portsoy Burrowbluff Tantras Orlimmin Highbank Forest Dragon Falls Dark Hollow Dead Tree Hollow Fallentree Bambryn Hlintar Sword's Pool Sendrin Thindilar Blanaer Maskyr's Eye Kurth Ylraphon Calaunt Glacier of the White Worm Beluar's Hunt Elvenblood Pass Viperstongue Ford High Country River Vesper River Vesper Fire River Fire River Flooded Forest  Introduction
 Maps of the Vast
 Overview of the Vast

Locations

 Adhe Wood
 Arbonne
 Bambryn
 Beluar's Hunt
 Big Moe
 Blanaer
 Brynwood
 Burrowbluff
 Calaunt
 Dark Hollow
 Dead Tree Hollow
 Dragon Falls
 Elvenblood Pass
 Fallentree
 Fire River
 Flooded Forest
 Glacier of the White Worm
 Glorming Pass
 Hidden Hollow
 High Country
 High Haspur
 Highbank Forest
 Hlintar
 King's Reach
 Kurth
 Maerstar
 Mage's Tower
 Maskyr's Eye
 Mossbridges
 New Hope
 Orlimmin
 Portsoy
 Procampur
 Ravens Bluff
 River Vesper
 Sarbreenar
 Sendrin
 Sevenecho
 Swords Pool
 Tantras
 Tavilar
 Thindilar
 Three Trees Pass
 Tsurlagol
 Viperstongue Ford
 Ylraphon

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