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#12 Download for Free from www.pandius.com pandius.com thepiazza.org.uk A free download from The Mystara Magazine A GES P AST The twelfth issue of the Mystara Magazine, delving into eons past from the dusk of ancient Lhomarr to the dawn of the Thyatian Empire.

Transcript of The Mystara Magazine - Vaults of Pandius

#12 Download for Free from www.pandius.com

pandius.comthepiazza.org.uk

A free download from

The Mystara Magazine

A G E S P A S T

The twelfth issue of the Mystara Magazine,delving into eons past from the dusk of ancient Lhomarr

to the dawn of the Thyatian Empire.

: The Mystara Magazine Issue #12

THRESHOLD - The Mystara Magazine

: The Mystara Magazine Issue #12

THRESHOLD - The Mystara Magazine

ISSUE #12Editorial.................................................................................3

This Issue s Contributors......................................................5

Call for Contributors.............................................................7

Isle of Dread Cover Retrospective.........................................8

James Mishler Interview......................................................11

Time Travelling in Mystara..................................................17

Past Ages of the Known World............................................23

Hail Thonia!.........................................................................55

The Return of the Egg.........................................................67

Taymora Land of the Dead..................................................75

Erkalion – The Dusk of an Empire......................................94

The Lost Origins of the Elves............................................105

A Series of Unfortunate Events.........................................143

Vampire Queens of Taymora.............................................148

Hesperia, Land of the Setting Sun.....................................175

Koskatep Level 10: Intitepetl, Gem of the Sun.................231

A Gazetteer of Limn - part 2..............................................248

Time’s Travels....................................................................279

Artwork Sources and Credits............................................281

Next Issue..........................................................................293

Threshold: The Mystara Magazine is unofficial Fan Content permitted under the FanContent Policy. Not approved/endorsed by Wizards. Portions of the materials used are propertyof Wizards of the Coast. ©Wizards of the Coast LLC.Threshold: The Mystara Magazine is a non-commercial, fan-produced magazine. There isno intention to infringe on anyone’s rights, and in particular not on those of Wizards of theCoast, which holds all rights to the original material on which the magazine is based.

All issues of Threshold are available for FREE download from the Vaults of Pandius website

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Editorial

Threshold Editorial Team:

Allan Palmer (AllanP)Angel TarragonFrancesco Defferrari (Sturm)Giampaolo Agosta (Agathokles)HåvardJohn Calvin (Chimpman)Joseph Setorius (Julius Cleaver)Robert Nuttman (RobJN)Simone Neri (Zendrolion)

Editors Emeriti

Andrew Theisen (Cthulhudrew)Jesper Andersen (Spellweaver)Thorfinn Tait (Thorf)Troy Terrell (CmdrCorsiken)

THRESHOLD logo designed by Thorf

Editor-in-Chief, Issue 12:John Calvin (Chimpman)

Layout:Allan Palmer (AllanP)

Art:I. CalvinJohn Calvin (Chimpman)Sean Robert Meaney

Cartography:Francesco Defferrari (Sturm)John Calvin (Chimpman)Michele C.HåvardThorfinn Tait (Thorf)

Additional Reviewers & Proofreaders:Geoff GanderHarri Mäki (hihama)Shawn Stanley (stanles)Robin DAshtagonRobJNSimone Neri (Zendrolion)Nicola Valpiani

Editorial Credits

Thanks To: The Mystara Community, for your support, hard work, and dedication to Mystara.

The aims of Threshold magazine:▪ to provide a venue for community members to present material▪ to promote the Vaults of Pandius and the material there▪ to increase the exposure of existing and new articles▪ to encourage authors to revisit and revitalise existing articles▪ to motivate interest in Mystara in general

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Editorial

It's been nearly three years since we startedThreshold, the Mystara Magazine, and as Ithink you'll be able to tell from the pagecount, we are still going strong. This is thefourth issue of the magazine that I've had theprivilege to be Editor in Chief for, and I stillreally love doing it. This issue, Ages Past, inparticular holds a special interest for me,because for me, it is Mystara's rich and variedpast that makes it the campaign setting Iwant to spend most of my time in.

One can garner quite a bit of history fromthose early D&D adventure modules, and Ithink that was one of the driving forcesbehind the creation of the Hollow Worldcampaign setting, for example. It gave gamedesigners a chance to share all of theinformation that DM's had known about foryears, with Players who may have had onlythe most cursory of looks into their gameworld's past. But the Hollow World settingisn't what I want to talk about today. Whileit is a great setting, the Hollow World is onlyan echo of Mystara's past expressed in themodern era. I want to explore what it wasreally like in Mystara's bygone eras.

I think this issue is amazing because within itare so many seeds that DM's can use to growfull blown campaigns through the timeline ofMystara's history. Explore the tower ofBargle… the elder. Journey to Hesperia,where Players can experience, and perhapseven have a hand, in the early developmentof the Thyatian Empire. Travel to ancientTaymora, where undead rule and the land isshrouded in darkness, or view Thonia as itexisted before the rise of Blackmoor…

though tread lightly lest you rouse the Egg ofCoot! But the journey doesn't end there...Travel even further back in history to witnessthe decline of Lhomarr or further yet to gazeupon the dawn of the elves! Of course that'snot all this issue offers. We return to thedepths of Koskatep, and continue ourexploration of Limn, and even more… and totop everything else off, we were luckyenough to spend some time with JamesMishler, one of fandom's leading architects inMystara history.

Speaking of James, it was much of his workthat inspired me oh so many years (dare I saydecades) ago, to delve into Mystara's past.His writings about Taymora brought forth somany images of dark undead lords, and theiraccursed minions, that I had to explore thatplace on my own. In fact within the pages ofthis very magazine you will find two differentversions of Taymora both inspired (at least inpart) by James' work. They don't necessarilyconform to all of the ideas he originally putforth, nor do they completely mesh with oneanother… but that is okay, and in factsomething else that I love about Mystara.

We all have our own version tucked awayinside our heads (or if you're a fellow DM,inside a nicely yellowed notebook). Frommyself, and the other contributors of thisissue, I hope that we can bring some of thosevisions to life for you. And I hope… withyour help… that they continue to grow.

John Calvin (Chimpman) Issue 12 Editor-in-Chief

Gaze into the Past

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THRESHOLD: The Mystara Magazine Issue #11

Previous Issues

#1Karameikos

#2Vaults of Pandius

#3The Sea of Dread

#4Return to Dread

#5ExploringDavania

#6The Northlands

#7ExploringNorwold

#8Warlords

of Norwold

Previous issues of THRESHOLD - the MystaraMagazine, are available for download from theVaults of Pandius website.

Also available at the same location are higherresolution versions of the maps that wereincluded in the issue’s PDF, allowing greaterdetail to be viewed.

#9Hollow World

#10Elven Realms

#11Thyatis & Alphatia

Previous Issues

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This Issue s Contributors

This Issue’s Contributors

Giampaolo Agosta (a.k.a. Agathokles)agrees with Schiller that man "is onlycompletely a man when he plays". Therefore,he makes a point of taking gaming seriously,and real life casually. Besides Mystara, hisgaming interests include (among others)Dark Sun, Planescape, Ravenloft, Birthright,Call of Cthulhu, Star Wars and Witchcraft RPG.

I. "Meandrathel" Calvin enjoys drawingfantasy, and animals that can kill. Namelywolves, dragons, horses, and most largefelines. Human animal hybrids are notexcluded either; she often draws humanversions of her favorite animals. She does,however, despise drawing things that areunbearingly cute. It's a pretty awful thing todo.

John Calvin is fascinated by the depth ofMystaran history, and has always wanted toshare that more fully with players. To thatend he has been developing sub-settings likeThe Hollow Moon and Mystara 2300 BC.

Giulio Caroletti started playing in Mystarawith the old red box in 1992, and hasn'tstopped since. He went "internet" on theMML as Captain Iulius Sergius Scaevola in1999, and has since written mostly aboutThyatis and Dwarves. When not busypretending to be a Thyatian officer, he lives aboring life as an atmosphere physicist fromRome, Italy. His main interests are light-eyedgirls, soccer (he's an AS Roma fan) and rockmusic (especially 70s progressive rock).

Michele “LoZompatore” C. played BECMIfor most of his life, starting way back in1987. He, most of all, likes mixing andmatching canon and fanon material aboutMystara to see how many new adventurehooks can be churned out. In the little sparetime he has away from Mystara he helpsother guys in designing oil and gas pipelinesaround the (real) world.

Even though Sturm (a.k.a. FrancescoDefferrari) loves any alternate world, hebelieves Mystara is incomparably the best forits vibrant community endlessly delving intoethnography, linguistics and history just tomake a little sense of it. Something like thereal world, but with dragons.

Prior to writing fiction, Geoff Gander wasinvolved in the roleplaying community andwrote many game products. His first shortnovel, The Tunnelers, was published in 2011by Solstice Publishing. He has since beenpublished by Metahuman Press, AE SciFi,Exile Editions, McGraw-Hill, and ExpeditiousRetreat Press. He primarily writes horror,but will try any genre for kicks. When heisn't writing or working a day job, Geoffreads, watches British comedies, and playsroleplaying games. Geoff divides his timebetween Ottawa and South Mountain, wherea lovely stone-carving, bagpipe-playing witchresides with her many cats.

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This Issue s Contributors

Håvard (aka Håvard Blackmoor) doesnot, contrary to popular theory, have sixarms. When he is not writing about Mystara atThe Piazza or is working on his BlackmoorBlog, he goes out raiding neighbouringvillages like any true Norwegian. He also runsThe Comeback Inn, a forum dedicated toDave Arneson's Blackmoor.

"What was that? Did you see that?" Gregorstopped and stared at his companion. Thefrantic Hin was obviously hallucinating. "Youdrank from the fountain didn’t you." -SeanRobert Meaney

Giuliano Michelon has been playing D&Dsince the late 80ies and, like many others, hadhis start with the Red Box. He soon movedover to AD&D and divided his gaming timebetween his favored settings: Mystara andRavenloft (although playing more the latter).With the coming of 3e, he moved fully back tothe first setting, Mystara. He collaborated with(and was a member of) the Overlord club inPadua, designing and developing D&Dtournament modules for PadCon 2001 andseveral editions of GiocaPadova. Nowadays,he concentrates fully on his own gaminggroup, with a weekly D&D Mystara campaign,soon to switch to the 5th edition of the game.

JTR, (a.k.a. OldDawg) is the author of theacclaimed F-GAZ series, which covers severalregions of Norwold and neighboring areaswith full-blown gazetteer-style treatment. Inthis issue, JTR showcases his work for theFGAZ "The Open Arms of Leeha", coveringthe northern Hin lands.

Alexandre de Luna is a brazilian doctorand has been playing D&D since the early90ies, mainly Dragonlance and ForgottenRealms, having been introduced to Mystaraonly in 2007. It was love at first sight. Hisfavourite settings are Alphatia, Norwold andThyatis and he has mastered Mystaracampaigns since 2010.

Hausman Santos is an art educator anddrawing professor. An enthusiast in Mystarasince 1995 when he met in Brazil the AD&Dboxed set of Karameikos. He has narratedcampaigns for game groups in Thyatis,Alphatia, Rockhome and Glantri and keepssome of these groups since 2002. Hemanages a page for Mystara Brazilian fans onthe internet. Currently he has gatheredmuch of the material that he developed intogame sessions with his group from projectslike the Mystaran Almanac and discussedwith the members of the Old Almanac Teamabout the old and unfinished plotlines(around AC 1016-1017) in order to resumethem.

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Call for Contributors

The Threshold editorial team invites all fansof the Mystara setting to submitcontributions to the next issues of themagazine.

We are looking especially for contributionsfitting the following themes:

Issue 13 - A Crucible of CreaturesProposal Deadline: July 15th, 2016Manuscript Deadline: August 10th, 2016Issue Published: By October 15th, 2016

Call for proposals for main themes offorthcoming issues (2016):

Issue 14 - The ShadowdeepWhat lies beneath your feet? Whether youstand on Mystara's surface, or the Land ofthe Red Sun, the answer is the same… TheShadowdeep! The editorial team willaccept proposals on undergroundlabyrinths, degenerate civilizations, andanything else you can find between thesurface of Mystara and the Hollow World.

Proposal Deadline: October 15th, 2016Manuscript Deadline: November 10th, 2016Issue Published: By January 15th, 2017

Issue 15 - MystaraspaceThere is more than darkness beyond theSkyshield. Through the Void of space tothe Hollow Moon, Sarimaar the Wanderer,the desolation of Damocles and further,mysteries abound. The editorial team willaccept proposals on worlds, individuals,and civilizations far from the firmament ofMystara.

Proposal Deadline: January 15th, 2017Manuscript Deadline: February 10th, 2017Issue Published: By April 15th, 2017

Articles about other topics are stillwelcome and the editorial team willevaluate their publication in an issue,taking into account space availableand that issue's theme.

Threshold accepts (and invites) thesubmission of extended or revisedversions of works having appeared on ThePiazza or the Vaults of Pandius.

Contributions may include, but are notlimited to, articles (short stories, shortadventure modules, NPCs, historicaltreatises and timelines, geographicalentries, new monsters and monsterecologies, etc.) and illustrations (portraits,maps, heraldry, illustrations, etc.)

The Threshold editorial team strives foredition neutrality, but edition specificarticles (e.g., conversions) are alsoaccepted. Statistics for new monsters andNPCs may be included in articles (e.g.,adventure modules, new monsters orNPCs) in any version of Dungeons &Dragons. The editorial team also offershelp in providing conversions to somespecific rules set (including BECMI/RC,2nd Edition, 3rd edition/Pathfinder).However, they should be limited to theminimum -- for most NPCs, it is sufficientto mention class, level, and alignment. Forimportant NPCs, a one or two line statblock could be included.

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Isle of Dread Cover Retrospective

Note from the Editor:As we are delving into Mystara’s past inthis issue, I thought it might be fun toalso delve into the past of ThresholdMagazine. Back in Issue #3, The Sea ofDread, I asked my daughter to draw apicture of a dinosaur crashing onto abeach to confront a stranded knight (avery basic description of the cover of X1,The Isle of Dread). That was back inMarch of 2014. Now, slightly over twoyears later, I asked her redraw theillustration. Below you will find thecomparison of the two illustrations alongwith a few of my daughter’s thoughts.

ANATOMY

Aaaaahhhhh the anatomy. I like being brutalwith my old pictures but then I remindmyself that future me is gonna do the samething and my ego gets knocked down a fewpegs.

The original picture’s dino is sodisproportionate. Not only is his bodyfreakishly small and out of place incomparison to his limbs, but what ishappening with his tail? That tiny thingcannot balance his body. His shoulders arenowhere near big enough to support thatgiant head, his toes are like little pinheads...so many problems.

The head is also not as defined as the newerpicture’s, of which I am proud of. It’s still gotproblems, but it’s a massive improvement.

POSING

AAAAAA I’LL CHOMP YOU LITTLE MAN vrs.Look at me roar I’m very scary

I’m proud of both of these pictures, posewise, but I went for a much more dynamicsetup in the newer one and I think it puts alot more life into the picture.

Isle of DreadCoverRetrospective

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Isle of Dread Cover Retrospective

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Isle of Dread Cover Retrospective

COLORS

The original’s colors are much moresaturated, the green and brown in the treesalmost neon-y and the red in the mouth ashade a healthy dinosaur should not have.The new picture is much more coloraccurate- using muted and bright tones inmoderation (or at least I tried). Judgingwhat color looks right, and where, is all dueto experience though, you get a better eyefor it the longer you spend with colors. Intwo years I’m gonna be complaining abouthow bright those teeth are.

OUTLINE

In the original picture I used lines butremoved them for the end product; Mainlyrelying on shading to define the dinosaurand human. In the updated picture I did notremove the lines though-this is the one thingI’m unhappy with, as the picture isn’t ascohesive with the background because ofthis.

(Continued on page 16)

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James Mishler Interview

As this issue focuses on Mystara’s AgesPast, we thought it would be interestingif we could have a discussion with JamesMishler. James was around during theformation of the earliest online Mystaracommunities, and was also instrumentalin fleshing out some of the earliestevents in Mystaran (fanon) history. Weare very excited that we had thisopportunity to speak with him!

Threshold Magazine: Can you tell uswhat specifically drew you to the Worldof Mystara?

James Mishler: I got involved with Mystara atthe same time I started playing Dungeons &Dragons, back in 1981. I received theMoldvay edition of Basic D&D for Christmasthat year, and bought the Expert Set within amonth. The very first campaign I ran was setin Karameikos, using the map including inthe Expert book (page X61).

In fact, I set myfirst town setting,Geneva, on whatwould eventuallybecome theWindrush, on thewestern bankbetween Vergeand Rifflian. Thus,the Known World(as detailed inmodule X1: Isle ofDread) would bemy first campaign setting. I would notacquire the Wilderlands from Judges Guildand Greyhawk from TSR until the followingyear…

Community Interview

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James Mishler Interview

How did you become involved in theMystaran Community online? Also, youwere one of the first Mystara fans to havean online presence. How do youremember those pioneering times?

I’d dabbled a bit in the BBS days ca. 1992 to94, but graduate school kept me too busy tobe really involved (that, and having access toonly a 4800 baud modem). When I finallybroke away from graduate school and gotinto the real world, and got access to fasterInternet through AOL, I started posting inthe Mystara section of the old TSR boards.This would have been c. ’94 to ’96 orthereabouts. Bruce Heard was there, as werea bunch of guys from the day, most of whosenames I sadly have forgotten (B1Bard,RLarue, others lost in the mists of time).Then the MML started up and things gotbigger, with more people jumping in.

It was pretty wild and woolly. At the time, ofcourse, there was no “fanon” for Mystara, asthis was the era in which such started to bedeveloped. Lots of interesting and weirdstuff, much of which is lost in the mists oftime. Many variant Mystaras, far beyond thedifferent stuff available today; one variantwas even known as “Heretic World.” We triedsome interesting story-telling fiction, witheach person writing a chapter and thenhanding it off to the next guy. And of course,there were arguments over what various bitsof texts in the book REALLY meant, and soforth. If it seemed more civilized back then,I’m sure that’s just my poor memory clearingout the bad stuff and remembering the goodstuff more fondly…

When many Mystara fans hear the nameJames Mishler they think immediately ofgrand Blackmoor era timelines, andancient Mystaran civilizations (such asTaymor or the Golden Empire). Was thatyour favorite part of Mystara (the past)?Were there any other jewels of Mystarathat you didn’t share with the communityat the time (that you want to share withus now)?

My education was in SocioculturalAnthropology (particularly the process ofcultural evolution, adaptation, andassimilation) and Humanities (AncientClassics) and as such, the historicalfoundations of the civilizations of Mystaraand their development to the current era wasof personal interest; my personal desire tofully develop these cultures and theirhistories in order to provide a “realistic’background drove that even further. So itwasn’t so much that the past was my favoriteera as much as I felt the need to have adeveloped past to understand the present…the better to place ruins, develop artifactsand relics, and build conflicts withinMystaran societies and between them.

Blackmoor was of course the basalcivilization for pretty much everything thatcame later (whether directly or through itsinfluence on every other civilization thenextant due to colonization, technologicaldevelopment, and barring all else, the globaldestruction of the Great Rain of Fire). So Ifelt I had to start from there to reallyunderstand what came after; thus I createdthe Age of Blackmoor to give me a broadbase from which to build upon.

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James Mishler Interview

Taymor became important and I felt itrequired my attention because so much inthe Known World depended or derived fromit. Thus, it too needed to be more fullydeveloped, especially as my core campaignsfor Mystara always began in Karameikos(well, not always, but almost always). And tounderstand Nithia, and the Traldar, and theThyatians, one had to understand whatTaymor was, how Nithia arose from it, whatit left behind between the Altan Tepes andthe Sea of Dread, and what remains of it tothis day, living or dead or undead.

Most of the peripheral realms, such as theGolden Empire, were developed tounderstand where various races and culturalelements came from, and what might befound in those regions “today” (1000 AC).Unfortunately, most of the material from thatearly era, if not found on the Vaults ofPandius, is lost… I’ve gone through so manymoves, and so many computers, that muchof it fell to the wayside and was lost. I think Istill have some 5 ¼” floppies somewherefrom that era, but would have no way to readthem even if I could find them… and the 3½” disks I found recently were all post-2000…

One of your major developments inMystara has been the Empire of Taymor(and its Hollow World counterpart,Bhalor). What were the major sources ofinspiration, and what are your thoughtson Mystara in the age of Taymor?

Well, early Taymor was essentially, inmodern terms, Mad Max meets the WalkingDead, with the Walking Dead controlled byliches. When things settled down again, afterthe fallout from the GRoF, the liches, builtup cities and developed legions of vampires,

mummies, and other undead servants;eventually the vampires rose to be the rulingcaste, the Necromancer Kings, and the licheswere “retired” to well-trapped vaults, and theclassic Taymoran Empire came into being.Taymor was one part Hammer Horror, onepart Vampire: The Masquerade, and one partAncient Mesopotamia.

In my Mystara, Taymor was the only majorcivilization on Brun for many centuries,between the fall of Blackmoor and the rise ofNithia (from the ashes of Taymor).Elsewhere, to be honest, I recall little, ifanything, that was going on in that period(ca. 3000 to 1500 BC). Skothar was aradioactive wasteland (very Gamma World,with magic); Davania was probably goingthrough various dynastic throes betweensuccessor states; elsewhere on Brun thedragons were nearly extirpated and thedwarves were deep underground; and theelves were still on the move, likely due to allthe convulsions in Davania. Taymor was kindof a calm eye in the storm, so to speak, evenif it was an ugly, undead eye…

This issue of Threshold Magazine hastwo separate articles on that subject(Taymor). How do you feel that membersof the Mystaran community have takeninspiration from your work andcontinued to develop it in their own styles?

I think it is pretty damn cool. It is alwaysgratifying to know that someone enjoyedyour work well enough to not only integrateit into their own campaign, but also to thenrun with it and develop something totallynew and different.

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James Mishler Interview

We saw only some glimpses of theplanned, and never produced, HackWurldof Mystaros, do you have any additionalinformation on the world you wereplanning beside that which you alreadyshared? Do you have a favourite part ofthe planned product that you regret nothaving the opportunity to fully develop?

If I recall correctly… and we are talking some13 years ago... the plan was to release theGuide to the HackWurld of Mystaros, whichwould be an encyclopedic volume detailingevery region of the HackWurld, includingBrun, Skothar, and Davania, each entry(detailing a state, such as Karameikos,Glantri, Bellayne, or what have you) havinghalf to a full-page. The HackWurld itself wastruncated, with most of western Brun,southern Davania, and eastern Skothar lost;it was essentially an alternate ending to theWrath of the Immortals in which time was re-wound to 1000 AC, and as a result Alphatiawas not sunk, though the Empire wasdestroyed and most of the continent reducedto a ruins-filled wilderness and petty warringstates...

The Archduchy of Adventure was to follow,describing Karameikos in depth, with all thecultural variants I’ve included among theTraladarans and Thyatians, all the ruins(more extensive), all the humanoid tribes indetail, and so forth, with in-depth details onthe City of Specularum (not Mirros). ImagineKarameikos done Wilderlands of HighFantasy style, with the City of Specularumdone in detail like the City-State of theInvincible Overlord… that is what I hadplanned.

The third book would have been HackLordsof Mystara, the rules on how to take yourHackMaster characters to the levels of theImmortals, plus details on all the HackLords.

A lot of the Guide was done, some of theArchduchy was done, and I’d sketched outideas for HackLords, when personal issuesstruck, and the project went on hold. Then itwas on again, then off again, then on again.Then all the conversions from the oldAD&D/D&D stuff to HackMaster 4th Editionended, and not long thereafter, so did thewhole line, and Kenzer & Company startedwork on 5th Edition HackMaster.

That I never completed the project was ablessing and a curse; a blessing, because itnever would have seen the light of day dueto the licensing issues, and a curse, becauseI let a lot of people down. Sadly, theHackWurld was not the only project I wasworking on from 2003 to 2005 that wentcompletely into limbo… I was also workingon Lejendary Earth and Lejendary West withGary Gygax, and the Wilderlands of HighFantasy with Bob Bledsaw. While I later wenton to work on the Wilderlands with Bob, Inever got a chance to pick up my work onHackWurld, or the shelved work with Gary…

How has your early involvement withMystara shaped the work you’ve donesince then? Do you notice Mystaraninfluences seeping in when you work onyour own worlds (for example GrymdarkLands, the 64 page campaign settingyou’re working on now)?

Mystara is one of the two great influences onmy work; the Wilderlands of High Fantasy is

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James Mishler Interview

the other. The fact that they are such wildlydivergent worlds – Mystara with its bignation-states and broad histories, theWilderlands with its tiny city-states andsavage wilderness – has always had a weirdyin-yang effect on my writing and campaigndevelopment. It is hard to try to find abalance between the two. Such is myconstant battle…

Grymdark Lands is along the lines ofMystara… as it is designed to be a 64-pageproduct along the lines of the originalMoldvay and Cook books, I am trying tokeep that style of campaign development…sort of an overview of the Known World, if ithad been written for 64-pages. Though thatproject has been on hold for a while now…

What exciting projects are you workingon now, and do you still have an onlinepresence? What is on the horizon? AnyMystaran influence in them?

I currently have three blogs:

My personal blog, Adventures in Gaming v2:http://adventuresingaming2.blogspot.com/

James Mishler Games:http://jamesmishlergames.blogspot.com/

and Grymdark Lands:http://grymdarklands.blogspot.com/

Chivalrous Realms won't have a blog until Irelease the first product, and that's if I canhave a blog to support the product lineunder the terms of the DMG agreement (stillnot sure how that part works out)...Myprevious products, designed for theWilderlands of High Adventure for use withCastles & Crusades, are still availablethrough Judges Guild and Troll Lord Games.

I also have a few random bits here and there,now and again. I’m mostly working withLabyrinth Lord and Mutant Future right now;LL for the Olden Lands, LL and MF forRealms of Murikah. My wife and I also

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James Mishler Interview

provided some monsters for MonstersMacabre for Cryptworld from GoblinoidGames.

My love note to Mystara is, of course, theOlden Lands, snippets and bits and bobs ofwhich are available through James MishlerGames on DriveThruRPG/RPGNow. Whilework on the Olden Lands has been on hiatusfor a while, I still work on it now and again,and hope to have the gazetteer released…someday. I really need to just publish a few

small bits and pieces to get going with thatagain… hmmm…

Seems like it is time to get back to work!

Thank you so much James, for taking thetime to talk to us about your experienceswith Mystara. Your work has trulyinspired others, and we appreciate yousharing your thoughts with us!

THE BACKGROUND; IN

TERMS OF QUALITY,

DIFFICULTY AND

REALISM

The background in the old picture was myfirst attempt at a finished, cleanedbackground. I struggled so much witheverything, from the globby trees and(disgusting) palm fronds to the sand. At thetime, it was the best background I had everdone-so similarly, I pushed myself on thenewer background. I still hate trees and palmfronds. I was able to give the sand moretexture and depth however, define the water,and make the sky more realistic.

AND FINALLY, AND MOST

MAJORLY, THE LIGHTING

And of course, the part that I am the mostproud of-the lighting! When I made theoriginal, I hadn’t fully developed my shadingskills yet- and so the shading was focusedonly on the creatures, not carrying over tothe background. It was also soft, especiallythe highlights. In the new picture, I went allout on the lighting, putting the sun rightbehind the head, trying out lens flares andcarrying the lighting throughout the picture.My shading technique has also improved, Icell shade first and then soften the edgeswith a soft brush.

Overall.... I’m very happy with theimprovement I’ve made over two years. I’vemade massive strides in everything and I’mlooking forward to seeing what it’ll look likein two more years!

~Meandrathel

Isle of Dread Cover Retrospective (Continued from page 10)

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Time Travelling in Mystara

INTRODUCTION

While the history of Mystara makes it a muchricher world, it is a treasure that is rarelyexperienced by the majority of its players.Dungeon Masters may know about thestruggles between the Azcans and the Oltecs,how Blackmoor’s folly caused fire to raindown upon Mystara, and even perhaps ofdark saurian beings that the immortals fearenough to lock away in a prison plane. Howmany Players know how Zendrolion I wonhis empire, or how Ilsundal led his peoplefrom Vulcania to the Sylvan Realm, or thatlarge portions of southern Brun fell beneaththe sea long ago?

Yes, there are many adventures that deal withlegends, but truth be told most PlayerCharacters are too busy dealing with current

events to worry about what happened totheir game world thousands of years ago.What if all of those fantastic stories, thoserumors and legends, could be more than justwindow dressing? What if the Players couldactually experience those ancient places andcultures, and all of the wonders… andhorrors… that they contained first hand?

Perhaps they can…

PERILS OF TIME

Before exploring possible modes of timetravel, we should perchance ask ourselveswhy we might want to send our PlayerCharacters on adventures throughout theeons, and how such adventures might affectour beloved era of modern day Mystara…

by John Calvin

From the

Mystara

Forum at

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Time Travelling in Mystara

Why visit other times?

The Groundwork is Laid

Lots of the work has already been done forus. Many of those adventure modules youhave lying around, already have detailedlegends about the past. All of thatinformation, upon which the foundation ofthe adventure must be built, is ripe for thepicking. What ancient culture built thepyramids that the PCs are now exploring?

Answering these questions (the authorbelieves), is probably the greatest impetus forthe creation of the Hollow World Campaignsetting. It is quite clear from the existence ofsuch a setting that other authors and gamedesigners have been searching for ways tobring the rich history of Mystara back to lifefor PCs to experience directly… however wedon’t need to relegate such adventures to theconfines of the Immortal’s museum. Withtime travel, PCs can experience not only thecultures of the past, but the actual events thatmade those cultures interesting in the firstplace!

Immortal Paths

On Mystara, there may be other compellingreasons to visit the past. The Immortals,especially those of the Sphere of Time makeall ages in Mystara history their concern. Notonly the Immortals, but mortal candidates in

the Sphere of Time must also travel time inorder to complete their trials.

How will time travel affect the

present?

One question that we all must ask about timetravellers, especially if we are concernedabout (and wish to continue using) themodern era setting, is how will the actions oftime travelling PCs affect the present day?

Time Doesn’t want to Change

Many of the PC’s actions may have little to nolong term impact on the modern era of yourfavorite game world. Stopping a thief,clearing out a dungeon full of goblins, oreven killing a dragon, may not be significantenough to alter the course that history playsout.

On the other hand, imagine what wouldhappen if the PCs prevented GeneralZendrolion from murdering the kings ofThyatis, Ochalea, and the Pearl Islands at thesigning of the Treaty of Edairo. What wouldthe modern world look like if the PCsreverted the corruption of Nithia, orprevented the Great Rain of Fire from everhappening!

It may not be possible for PCs to changeworld shattering events such as these… or ifthey do, those changes may not last forever.Time itself may not want to change. Perhapsthe PCs stop Zendrolion, but Lucinius hadthe same plan all along. Likewise, the PC’sactions may postpone the corruption ofNithia or the destruction of Blackmoor fordecades, or even centuries… but at somepoint (well after the PCs are gone) those

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Time Travelling in Mystara

events will still take place. When the PCsreturn to their own time, they may noticelittle more change than a slight variation in away the old legends are told.

History as a Backdrop

Another, less intrusive, way to adventure intime, is to use alternate eras merely asbackdrops to the real adventures being run.PCs might enjoy traveling back in time toancient Taymora, having to struggle tosurvive in an era dominated by nosferatunobles, vampire vassals, and entire nationsdevoted to serving them. Perhaps they needto gather the blood of the first werewolf evercreated on Mystara1, or maybe their immortalpatron has sent them to vanquish aparticularly evil vampire queen and bringback the golden relic that hangs from herneck. Throughout their travails the PCsexperience earthquakes, storms, and evenvolcanic eruptions. They may be able toaccomplish their tasks and successfullycomplete their missions… but they shouldn’tbe able to stop Taymora from sinkingbeneath the waves.

Time is Fluid

Enterprising DMs may take a more dynamicroute, though with it comes much morework and preparation. Perhaps the PC’sactions in the past can alter their owntimelines, either for better or worse. A bandof brave adventurers may perform heroicdeeds in the past only to find that uponreturning to their own time they are met witha disastrous and dire future. Extrapolatingthe results of a fluid timeline may be done onthe fly, or even determined beforehand andtied to specific goals accomplished byadventurers in the past. Regardless of whathappens to the PC’s own present era, andwhether those results are desirable or not,there is always a way for them to fix it… theyjust have to go back in time and “repair”whatever it was that they broke.

INSTANCES OF TRAVEL

In fact there are already adventures set inMystara that take time travel intoconsideration. In DA1 - Adventures inBlackmoor, modern Mystaran adventurerscan travel back in time through theComeback Inn, an ancient building thatserves as a portal through time from thefounding of Blackmoor to the unseeablefuture of the world. But the Comeback Innis but one example of the modus operandithat can send Players hurtling through time…perhaps we can discover a few more.

1 See Treat ise on Lycanthropy

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Time Travelling in Mystara

Stone Toad

History

Said to be able to cross any barrier of distance,and possibly even time itself, the Stone Toad hasleft a trail of misery in its wake throughout theages. Created by unknowable creatures evenbefore elves first walked the planet, the Toadhas found its way into horror stories andhauntings told by innumerable cultures acrossMystara, from the Lhomarrians and Blackmoor,all the way to present day Karameikos andRockhome. Through all the stories, one thingremains constant - whoever uses the Stone Toadis cursed to bring misery to all they touchthereafter.

Appearance

The Stone Toad appears to be a statue of asitting toad made from the blackest basalt. Itis 10' wide by 15' long and stands at a heightof 10' tall. Eroded by the ages, the features ofthe toad can barely be made out, although ifone stares long enough at its form, bulbouseyes sitting atop a round head, and a wartcovered back can be discerned. The basalt

itself is coarse and pockmarked, and variousportions appear to have been eaten away byacid. Although the Stone Toad appears to bea solid statue, it is in fact hollow.

The inner dimensions of the vessel aresomewhat distorted and slightly larger thanthey should be. Thirteen divots along theceiling (the largest warts on the toad's back)are lined with spherical iron cages, eachfused into the surrounding basalt. In thecenter of the chamber is a chest high pillarupon which rests an onyx heart nearly a footin diameter.

Operation

Life must be consumed in order to powerthis fiendish vessel. For thirteen nights, whenthe darkest hour is marked, the Stone Toadissues forth its siren song, summoning asingle lantern archon within its presence. Forreasons unknown, lantern archons find theToad irresistible, and always investigate theobject eventually floating near its head. It isthen that the Toad strikes. Its eyes alight withblue hellfire, the Toad's mouth opens and atongue of dark force lashes out to capturethe unsuspecting archon. Consumed archonsfind themselves trapped within one of theiron cages inside the vessel.

Once thirteen archons have been captured,the Stone Toad is fully powered and canjump to another location. A usercommunicates a destination to the Toad bygrasping the onyx heart and creating amental depiction of the desired location.With each beat of the stone heart, the lanternarchons begin to dim, and one by one loseboth their light and their life. When the lastarchon has faded away the Toad stands in itsnew location.

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Gate of Light

History

Constructed in BC 23192 by dwarves living inwhat would later be Rockhome and theNorthern Reaches, the Gate of Light wasdesigned to be a portal leading back to theirancestral lands3. Though none survived thedestruction of Blackmoor in the Great Rainof Fire, those dwarves lucky enough to beoutside the blast radius never forgot wherethey came from. Longing to return to thelands of their forefathers, the dwarves of theShimmering Lands created a massive techno-magical archway that could take them home.Though a powerful artifact, the Gate of Lightdid not operate quite as expected, beinginfused with the very energies that causedthe destruction of Blackmoor centuriesbefore.

Appearance

The Gate of Light is a massive stone archwayextending well over ten leagues in lengthfrom the base of one foot to the other.Wreathed in metal and dripping withpipework and wires, glowing runes adorn itssurface, insuring that the surrounding regionis constantly bathed in greenish-blue light,even when the moon is new. Around thesoutheastern foot is the city of Himnem, amecca for dwarven radiomancers and theirtwisted experiments.

Originally built on the Bridge of Oost, anancient land bridge connecting the KnownWorld to the Isle of Dawn, the Gate of Light

has long since disappeared from modernview. Advancing oceans consumed the Gateof Light, at the same time forming the islandnation of Ostland. Though submerged in themodern era4 the Gate of Light remainsrelatively intact, and may be sought out bythose adventurers with enough historicalknowledge to know where it lies… and witha means to visit it beneath the waves.

Operation

Unknown to most, even to the powerfulradiomancers who constructed it, the Gate ofLight is not only a portal through space, tothe ancestral dwarven lands in Skothar, butin time as well. The gate is keyed to open upto a time shortly after the Great Rain of Fire.Radiance from that time powers the artifact,seeping into its very core over a period of asingle year, until there is enough energy tophysically open the Gate. Once charged, theGate’s portal remains open for a singlemonth before the energies are drained.

Should an archmage powerful enough in theart of radiomancy find and open the Gate ofLight’s portal, they may be able to alter itstimestream just enough to shift it to beforethe Great Rain of Fire. How long before thecatastrophe would be hard to know, but theGate could prove a semi-reliable means oftraveling to the age of Blackmoor.

2 See the Mystara BC 2300 CampaignSett ing, and Gaz BC1, The ShimmeringLands for more informat ion on the Gate ofLight .3 Probably one of the mountain rangessurrounding the Kingdom of Blackmoor

4 Modern shorel ines in the Known Worldwould have been ful ly formed c irca BC 1700,probably short ly af ter the s inking ofTaymora.

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Soul Gems (and reincarnation)!

History

Soul gems can be found far in the bowels ofMystara’s Shadowdeep, and have existedsince the Great Rain of Fire… and perhapseven before. Shadow Elf tales paint the SoulGems as receptacles for elven souls,sheltering elven spirits after death andproviding them sanctuary until they can beborn once again into elven bodies. ShadowElf shamans know the truth however, that thecrystals are little more than a repository forthe latent radiance energy that permeates thedepths. So they believe.

Indeed there is some amount of truth to theold Shadow Elf legends, for some rare soul

gems5, imbued with both the World Shieldore and magic of the Immortals, do shepherdchosen souls throughout the ages.

Appearance

True soul gems appear much as theirmundane counterparts, with one majordifference. At their core, beneath layers ofshimmering translucence, lies a metallic-crystalline shape, often in the form of ananimal or magical beast.

Operation

Individuals bound to a particular soul gemare always born with that gem’s totem as abirth mark somewhere on their bodies. Soulgems are typically passed along through theages down a family line, though they neednot be tied to a specific bloodline and in factoften shepherd souls through diverselineages. They must however, be present atthe time of death in order to gather thedeparted’s spirit, just as they must be presentduring birth in order to pass a shepherdedspirit into a new body.

In this fashion a Player may continue playing(at least the essence) of their characterthrough many lifetimes and across manyages. Time travel of this fashion generallyonly runs forward, from the past to thefuture, though hiccups in the time streamcould cause a soul to travel in eitherdirection, past or future. Reborn charactersmay begin to recall aspects and memories oftheir former lives, however skills and abilitiesare always tied to their current incarnatedbodies.

5 Such gems might be t ied to theDragonstones of Thorn’s Mystara. See moreof RobJN’s work at the Vaul ts of Pandius,and on the Piazza.

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Past Ages of the Known World

As written by famed Ylari scholar, explorerand wizard Aamir Ibn Saleem, teacher atthe Krakatos School of Magecraft, to hisfriend and colleague Erik in the year 1019AC1

My research in the most forgotten and lostdungeons of the Known World is giving meand my friends quite an expertise on the pastof our lands. I will report here a small part ofour discoveries, advising the reader toremember that many of my suppositionscould be partially or entirely wrong, anddefinitive proofs of my many theories couldwell be hard or impossible to find. Longbefore Blackmoor even existed, the KnownWorld was not inhabited by humans, but bymuch more ancient races. dragons, fairies,giants, araneas, reptilians, brutemen andsasquatches were certainly among the oldestinhabitants of this land. Reptilians is howevera rather inaccurate term that includeslizardmen, troglodytes, chameleon men,caymen and gatormen. And then there are

also the frogfolk,which areamphibians andcould be evenmore ancient thanthe differentreptilian races.From severalancient texts Iknow otherpeople camelater, particularlydwarves, gnomes,lupins andrakasta. I havenow a roughpicture of what the Known World shouldhave been about 9000 years ago, 8000 yearsBefore the Coronation of the first ThyatianEmperor. Note that at the time apparentlythe islands which now belong to Ierendi andMinrothad were connected to the mainlandand part of it.

But let’s read an incredibly ancientdescription of what was then called theSunset Land, as written by a giant of Gandhar:

1 see a lso Threshold magazine issue 3, page174 and “Thoughts and expansion on theHistory of Karameikos” at The Vaul ts ofPandius

by Francesco Defferrari (Sturm)

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THE KNOWN WORLD

AROUND 8000 BC

For the Players:

“As the Jotun, the great ones, were in decline atthe time due to the wickedness of the Immortals,the Empire of Gandhar was the only civilizationleft in the Dawn and Sunset Land. Threecorrupted reptilian cities were founded in the westand Gandhar was the only power which couldstop them, as the dragons of the north did not.These reptilians were powerful in magic and evenmore wicked than the Immortals, so powerful andwicked that the Immortals did fear them andcould not stop them. Eventually the dragonsdestroyed their northern city, Kha-reth, thehuman followers of the Sun destroyed theirwestern city, Shi-akh, and we destroyed theeastern one, Na-qeth, which was close to ourEmpire”.

From what I have been able to learn, Isuspect this northern reptilian city of Kha-reth was in the area of the modern BrokenLands, maybe it was near to where Oenkmarnow lies. The western one, Shi-akh, probablywas on the coast, I suspect its ruins, if theystill exist, may lie under the modern city ofJahore in Sind, or under the Asanda Delta.The eastern city, Na-qeth, probably is stillburied under the sewers of Tel Akbir inThyatis. More investigations may benecessary to verify this.

For the Dungeon Master:

Names in red on the map indicate organizedcities or realms, while the names in purpleindicate ethnic populations organized asclans or tribes, but without a central

government. The three reptilian cities wouldbe Carnifex cities, as described in “Of theLore and Legends of Y'hog, City of theUnclean Ones, and of that Race” and otherarticles by Geoff Gander, including the“Timeline of Mogreth”. The people indicatedin the map as Naqan and Neset in the areaof modern Thyatis and Ylauruam are mycreations, I imagine them as ancestors of theNithians and could be related to theLhomarrians, also developed by GeoffGander (in “Lhomarr: The Land, Its People,and Their History”) and to the Asyidhi asenvisaged by Simone Neri in “Real WorldInspiration for the Isle of Dawn” and alreadyincluded by me as Mystaran equivalents ofMiddle East people in Threshold #5 and#11. For Rakasta populations, see their“History And Evolution” by Simone Neri andfor Chochomec Lupins, see “History of theLupins” by Giampaolo Agosta and “LupinBreeds” by Atila Pires dos Santos and inThreshold issue #2. Oteino, Oteici andAzcans are Oltec populations inspired by theethnografic work done by Giampaolo Agosta,Atila Pires dos Santos, Giulio Caroletti andGeoff Gander in “Ethnographic History ofMystara” and in “A Timeline of the OltecMan”.

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THE KNOWN WORLD AROUND 5000 BC

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Past Ages of the Known World

THE KNOWN WORLD

AROUND 5000 BC

For the Players:

Three millennia later, the Known World wasmuch changed, and dominated by fourpowerful empires. I know this through someancient Oltec writings we have found stillpreserved in the temples of modern Sind:

“The Oltec, the Son of the Sun, the Emperor of theMany Lands rules the setting sun, a thousandcities inhabited by the sun men, the gator men, thecat men, the wolf men, the ancient men, the greatmen and the pale men. North there is the Kingdomof the Dragon, with the small men and the men ofthe forest and of the horse, which sometimes canbe appeased by gifts and sometimes must befought. In the far east, cradle of the new sun, thereis the Kingdom of the Great, which rules overmany cities of our brothers under the Sun and canbe our ally against the Enemy. The Enemy livesin the south, from the great southern continent thesnake men come, with armies of lizard men andspider men, to enslave us. We are still fightingthem in the seas and in the jungles of the SunsetLand”.

From this, it seems an empire dominated bySnake men ruled Davania at the time. I’vefound mention of this powerful nation evenlater, at the time of Blackmoor.

For the Dungeon Master:

As detailed in “Timeline of Mogreth” by GeoffGander, a first version of the nation oflizardmen existed in modern Ylaruambetween 5500 and 3800 BC. The SerpentineEmpire was created instead by James Mishlerin “The Age of Blackmoor” and was alsodetailed by me in Threshold issue #5. I’veindependently decided Old Mogreth couldhave been part of the Serpentine Empire.Dunharians and Maharians are mentionedin the Ethnographic history of Mystara byGiulio Caroletti, Giampaolo Agosta and GeoffGander, linked above. Maharians should bepart of the different populations which madeup the Taymorans.

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THE KNOWN WORLD AROUND 3500 BC

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The Known World around

3500 BC

For the Players:

Around 3500 BC explorers from theSkotharian lands of Thonia and Blackmoorstarted to explore the Sunset Land. TheSerpentine Empire was in decline at the time,while the Oltec Empire was at the peak of itspower. The Draconic Empire and the Empireof the Giants of Gandhar still existed. I havefound a very rare Thonian account of thistime.

“Once a land dominated by non humanpopulations, such as giants and lizardmen, theSunset Land is now the home of many humancultures with whom Blackmoor could trade moreeasily. The Tudaka in the south have been able tokeep the Oltec Empire at bay with their strangemagic connected somehow to the great circles ofstone and statues they build. North of them, theAlbai do not apparently possess strong magic, butthe Oltecs consider them too stubborn to be ruled.The Tjeset of the south eastern coast have somegood ships, but the area also hosts many clans oflizardmen which can be occasionally hostile. TheNaqan are clearly heavily influenced by the Oltecculture and architecture, but the Giants ofGandhar find it convenient to preserve theirindependence from the eastern Empire. The OltecEmpire however is friendly with our merchantsand, as it is well known, there have been Thoniansliving within it from the time of the fall of Thoniafour centuries ago”.

For the Dungeon Master:

The cultures and people that appears in themap above are described in the linksindicated previously or expanded by me inThreshold issue #2, in the article “NewBlackmoor 3050 BC”.

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THE KNOWN WORLD AROUND 3050 BC

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THE KNOWN WORLD

AROUND 3050 BC

For the Players:

At the height of its power, Blackmoor had animportant colony right where the KnownWorld now is. I believe this generated someconfusion in past scholars, some of whombelieved Blackmoor was indeed located inthe Known World. Rather I have strongevidence that the current Glantri City couldhave been the capital of the Blackmooriancolony. We have found Blackmoorianartifacts in other locations too, whichprobably were also important cities of thecolony. The ones I have identified so far areTel Akbir in Thyatis and Stronghold inMinrothad, but I have quite interesting cluesabout the existence of important citiessomewhere in the Broken Lands and in themountains of Rockhome and Karameikos.Dangerous places to explore, but it may beworth it. We have recovered already someBlackmoorian artifacts. They seem to havesome powerful, even if sometimesdangerous, magic in them.

For the Dungeon Master:

The map above depicting the Known Worldin 3050 BC was already published in myarticle “New Blackmoor, 3050 BC” inThreshold issue #2, where all the culturesand the people are described.

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THE KNOWN WORLD

AROUND 2900 BC

For the Players:

Just after the Great Rain of Fire the situationin the Known World must have beenextremely difficult, to use anunderstatement. We have found evidencethat all the cities from the previous age weredestroyed or abandoned. Apparently at thetime the Tudaka civilization mentioned in theThonian source above was the only one stillthriving, or at least surviving with minordifficulties. Settlements and items that wehave recognized as belonging to that culturewere found mostly on Trader’s Isle andvicinities. The northern part of the KnownWorld was probably covered by snow and iceall year long, making food scarce and lifequite difficult.

For the Dungeon Master:

This map is mostly inspired by the workdone by John Calvin for the 2300BC setting,which can be found in the Vaults of Pandius,and in the 2300 BC subforum at The Piazza.

The map was drawn by John, but I haveadded in purple the populations living in theindicated area, and he may not fully agreewith my suppositions here. I’ve also addedmore ice to differentiate the 2900 BC mapfrom the 2300 BC map, as suggested byRobin D.

At this time the descendants of the Azcanshould all be hidden underground and theThonian refugees who will contribute in theformation of Taymora are still roaming thecentral plains of the Known World and havenot yet reached their destination.

The Toralai neathars of the Darokinian plainnow call themselves Turans, a name that willlater become Dars and Daros with theinfluence of Taymora and descendedcultures, like the Doulakki.

Dunael are a Dunharian population of theIsle of Dawn developed by several authorsand mentioned in “Ethnographic History ofMystara”. I placed in the Isle of Dawn alreadyin 2900 BC as I believe all the Dunharianpopulations should be related to theValemen of Ancient Blackmoor, as describedin Havard’s Blackmoor blog.

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THE KNOWN WORLD AROUND 2300 BC

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THE KNOWN WORLD

AROUND 2300 BC

For the Players:

About seven centuries after the Great Rain ofFire, new civilizations were thriving in theKnown World. Dwarves and Gnomesapparently dominated not only Rockhomebut all the Northern Reaches at the time,while Taymora was the power in the south,dominating lands which are now under theSunlit Sea. The ancestors of the modernAtruaghin Tiger Clan, and heirs of theancient Azcan Empire, lived up to themodern Lake Amsorak. A great central areafrom modern Glantri to Karameikos wasapparently inhabited by fairies and giants.Lizardmen lived in the region of modernYlaruam. We have also found some cluesabout a mysterious and advanced cultureliving in the south of modern Thyatis, butfurther investigations will be necessary tounderstand what this culture was. Themodern Dread Archipelago at the time wasprobably joined in an unique land with acommon government, but so far we havebeen unable to discern which of the manyraces that currently live in the islesdominated the region.

All these civilizations probably were notempires in the modern meaning of the word.They apparently had no centralizedgovernment, but were more like coalitions ofcity states and colonies. Yet their competitionto dominate the regions not under theircontrol was fierce, and we have foundevidence of many battles fought in the areaof modern Thyatis, Darokin, Ethengar andthe Isle of Dawn between these powers.

We have found clues that lizardmen anddwarves had at least some outposts in theIsle of Dawn and around this time a new andpowerful kingdom of Giants was born too,named Fomor. It’s not clear if this kingdomwas allied with Taymora or with the fairiesand the giants of the Known World. Therewere also some contacts between the Olteckingdom of the Atruaghin area and the Oltecdescended people of the southern Isle ofDawn.

For the Dungeon Master:

As previously indicated, the map and theinformation about this period come fromJohn Calvin’s 2300 BC Setting. Peoples andcultures of the Isle of Dawn around thistime and the following ones below comefrom the “History of the Isle of Dawn” byJames Mishler which can be found at theVaults of Pandius.

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THE KNOWN WORLD AROUND 2000 BC

Past Ages of the Known World

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THE KNOWN WORLD

AROUND 2000 BC

For the Players:

Around 2000 BC, Taymora was at the peak ofits power while its neighbours were mostly insharp decline. It seems that at some point theTaymorans conquered from giants and fairiesseveral territories in the modern area of theFive Shires and Karameikos. Taymoranarmies employed minotaur mercenaries andother monsters. They also founded colonieson the Isle of Dawn. The lizardmencivilization in modern Ylarum was destroyedby some deluge or similar catastrophe. Thedwarves and gnomes, according to their ownhistory, were plagued by incurable maladiesuntil, some centuries later, Kagyar savedthem by sending his emissary Denwarf. TheAzcan-like civilization was apparently stillstrong at this time, dominating not only thecurrent Atruaghin lands but also part ofDarokin. If fairies and giants were decliningin the Known World, they were instead onthe rise on the Isle of Dawn, where it seemsthat at the time existed a powerful Firbolgkingdom allied with fairies and Dunaelhumans, while Fomorian giants had beentemporarily defeated.

For the Dungeon Master:

As previously indicated, the map and theinformation about this period come fromJohn Calvin’s 2300 BC Setting. In 2000 BC,as detailed in my Koskatep dungeon,Taymora has not conquered yet the wholeformer Southern Grondheim, but it’s aboutto. Mogreth has been destroyed and now theancestors of Nithians and Traldarsdominate the region.

Peoples and cultures of the Isle of Dawncome from the “History of the Isle of Dawn”by James Mishler which can be found in theVaults of Pandius. For a detailed history ofElven migrations, see my article on thetopic in Threshold issue #10. The elves livingin Glantri at this time should be theancestors of the Gentle Folk and the Icevaleelves now living in the Hollow World.Ancestors of the Sheyallia, Meditor, Vyaliaand Verdier probably start reaching the areaof southern Taymora from 2300 BC. In 1950another mysterious group supposedly settlesin the area of modern Broken Lands, seenext DM paragraph.

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THE KNOWN WORLD AROUND 1750 BC

Past Ages of the Known World

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THE KNOWN WORLD

AROUND 1750 BC

Around 1750 BC the Kikianu Caldera, asupervolcano which was and is in themodern Ierendian region, become unstable.A series of volcanic eruptions andearthquakes heavily damaged the Taymorancivilization, or at least, this is one theory.Another, more sinister one is linked to thecivil war which at the time was pittingTaymoran cities one against another, themain struggle being between followers ofNyx and followers of Thanatos, the lattersupposedly lead by the Immortal Orcushimself. It’s possible that the use ofdangerous magic during this struggle mayhave precipitated the natural disasters. A newcivilization was starting to flourish in modernYlaruam, probably created by nativesinfluenced by the Taymoran culture. In themeantime, elves had arrived in the north inrelevant numbers, establishing the realms ofGenalleth and Aengmor. The FomorianEmpire was again powerful on the Isle ofDawn, even if it had to face rebellions fromFirbolg and Dunaels and the Antalianpressure from the north. Another realm ofgiants, Tarsh, had taken possession of almostall the modern Karameikos and the AltanTepes mountains. Lizardmen were quitenumerous in the area between modernMalpheggi, Ierendi and the Blight swamp,new humid areas created by the climatic andgeographical changes. The Daro clans,human ancestors of the modern Darokinians,thrived in the central plains of the KnownWorld as bison hunters. This was also theAntalian golden age, and the men of thenorth were thriving from modern Norwold toSoderfjord, to the Isle of Dawn. They were

organized as jarls, rather than in an unifiedempire, but they were still capable of unitingagainst common threats. However thisunfortunately was not enough when theGreat Invasion came.

For the Dungeon Master:

Map and information on this age come againfrom John Calvin’s and James Mishler’s workas indicated above. All the rest is myinvention.Due to the Spell of Oblivion, Aamir obviouslycannot discover many details about Nithia.Aengmor in canon is just the name of the cityfounded by elves in a cave under the BrokenLands which would become Oenkmar in BC1190. In GAZ13 is also noted that someShadowelves came to the surface in 1950 BC,but did not encounter the other elves livingin Glantri. My supposition instead is thatAengmor was a true realm founded by theancestors of the Schattenalfen andShadowelves, which also tried to include theancestors of the Gentle Folk and Icevaleelves. The realm was created to resist theincoming humanoid invasion. The cataclysmwhich created the Broken Lands may havebeen caused by an ancient Blackmooriandevice the elves tried to use against thehumanoids. The true history of Aengmor waslater forgotten due to the cataclysm andmaybe also due to Atzanteotl’s lies. Atziann,the first canon mortal identity of Atzanteotlcould indeed have been the King of thisRealm. All this is mostly my creation and eachDM should decide if it’s appropriate for hisor her campaign.

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THE KNOWN WORLD AROUND 1710 BC

Past Ages of the Known World

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THE KNOWN WORLD

AROUND 1710 BC

For the Players:

In the space of a few decades, furthereruptions and earthquakes completelydestroyed the Taymoran civilization, or whatwas left of it. The heirs of Taymora weredispersed among the southern islands,Karameikos, Thyatis, Ylaruam and thesouthern Isle of Dawn.

In the central plains the Oltec civilization hadapparently fallen too, and the Children of theHorse were the dominant culture,encroaching on the territories of the Daroclans.

From the north King Loark’s Great Horde ofhumanoids was on the rampage,endangering the very existence of theAntalian civilization and of the elven realmsof Genalleth and Aengmor. The horde wasmostly composed by grey and yellow orcsand hobgoblins, but other races may alsohave been present among them.

Then the Second Cataclysm struck, and theBroken Lands were created. It is again notclear how and why this happened. SomeWendar chronicles maintain that their elvenbrothers in the Highlands of modern Glantritried to use a terrible Blackmoorian weaponto destroy the humanoid horde, but the planbackfired. Others say it was just anothereruption triggered by the Kikianu Caldera.We may never know the truth, but certainlythe Known World was again thrown back toa new stone age.

For the Dungeon Master:

This map too was drawn by John Calvin forthe 2300 BC setting and the original can beseen at the Vaults of Pandius.Aengmor as shown in the above map isstrictly non-canon as in the previous map,and now bigger. My personal idea is thatKing Atziann (later known as Atzanteotl)tried to persuade or force all the elves andhumans living at the time in the area ofGlantri and the Broken Lands to join hisrealm, with the aim to create a common frontagainst King Loark’s invasion force. Thisshould have happened between 1722 BC,when Loark invaded Norwold, and 1709 BC,when his horde settled in the Broken Lands2.The Second Cataclysm occurred only in 1700BC, so it could be imagined that the elveswere enslaved by the humanoids as were theEthengarians. King Atziann, maybe in hidingwith some loyal followers, tried to use theBlackmoorian device to destroy thehumanoids, but his plan backfired, and hewas forced to escape underground, until heemerged in the Hollow World as the lonesurvivor of his clan. This tragic history couldenhance the already interesting backgroundof this Immortal.

2 See GAZ 10 The Orcs of Thar , DM’sBooklet , pg 4.

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For the Players:

After the Broken Lands Cataclysm, theKnown World was caught in another smallice age and humanoids dominated vastterritories in the area of Darokin, Glantri andEthengar. Despite this, the Ethengarianswere among the most powerful people ofthis time. The other nations who hadrecovered quickly from the Second cataclysmwere the elves of Genalleth, Geffronell andLothenar (in modern Wendar andDenagoth), the Children of the Horse inmodern Atruaghin lands, the Firbolg of theKingdom of Parlann on the Isle of Dawn and

the new civilization in Ylaruam. This latterone is quite mysterious to scholars of theKnown World, as we know it spread to manynearby lands between 1500 and 500 BC. Mypersonal theory is that it was an Hutaakancivilization, of which now the only traces thatare left appear in the Lost Valley inKarameikos and in the Hollow World.Obviously I have developed this theory onlyafter the recent discovery of the Lost Valleyand the Hollow World. Before that, manytheories existed among scholars about thismysterious civilization: some believed it to beconnected to ancient dwarves, other togiants, others to populations related to

THE KNOWN WORLD AROUND 1500 BC

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modern Alasiyans or Atruaghins. TheAlphatians always maintained instead it wasa Thothian civilization, of which modernYlaruam was only a colony.

Besides these major cultures, there was amyriad of people, city states and minornations in the Known World, and newmigrations such as the one of the Traldar,who probably were displaced from theirancestral lands in modern Makistan from therising Hutaakan civilization (or Thothiancolony) in modern Ylaruam.

Some Traldar immigrants also probablyfounded several Darokinian cities that stillexist today, such as Akorros, Athenos, Dolosand Selenica (known as Salonikos at thetime).The area of modern Glantri was abandonedby elves and at the time was mostly inhabitedby humanoids and some sparse human clans.

For the Dungeon Master:

In red on the map the population which atthe time had some central organization,while in purple the people who were dividedin tribes or clans. The names in black aresecret dragon kingdoms, normally unknowneven to their direct neighbours.

The information in this map comes mostlyfrom canon sources, see in particular theGazetteer series, the Hollow World boxed setand the Champions of Mystara boxed set, orthe compiled “History of Mystara” documentby Michael Diehm at the Vaults of Pandius.Other main sources for the timeline from1500 BC to modern times are mostly The

“History of Karameikos” by Simone Neri andother histories of Karameikos by GiampaoloAgosta and me, also stored in the Vaults ofPandius.

Check also Simone’s articles in Thresholdissue #3, #4 and #5 for the History ofIerendi and Minrothad and Threshold issue#7 for the History of Norwold (and theAntalian people).

Another source, for Doulakki people andCynidicea, was the “Dungeon Master’s Guideto Cynidicea” by several authors, stored aatthe Vaults of Pandius and the “ExpandedDarokin Timeline” by Aaron Nowack at theVaults, and other articles about the Historyof Darokin by Geoff Gander.

See also JTR’s “Gazetteer of Wendar” at theVaults and the other Gazetteers from thesame author (Denagoth, Landfall, Oceansendin particular).

The map of Nithia was created by Robin D.and can be found at “Ancient Nithia 1500BC-8 mile hexes” in the Vaults. Beside Nithia, themain geographical differences from modernKnown World are:- Anur lake is still present between theBroken Lands and Ethengar, as supposed byRobin D. in her ongoing work on thegeological history of the area detailed inGeomorfological History of the Broken Lands- Alfheim doesn’t exist yet and the area is asteppe, as per canon information.- The Atruaghin plateau has not been raisedyet, as per canon information.- The Sind area is less arid, as per canoninformation.

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I apologize in advance if I have used or willuse other sources present in the Vaults ofPandius and forgot to mention them.

The Rasna people in Thyatis should be theancestors of the Etrusna invented by me anddetailed by Giulio Caroletti in his article onHesperia in this issue. The Kartana weredetailed by him too in his Gazetteer ofCarytion in issue #11 of Threshold. Theycould be the descendants of the Tudaka fromprevious times.

Canonically Glantri was uninhabited at thetime, but as I find quite unbelievable the ideathat the whole human population of thecountry is made up of recent emigrants, Iprefer to have native people in the area. Theyshould be descendants of Dunharianpopulations (i.e. Mystaran celts).

Aamir cannot know of Nithia due to the Spellof Oblivion, but he can know about the

Hutaakans if the events of B10 (discovery ofthe Lost Valley) and the Poor Wizard’sAlmanac for AC 1011 (publication ofClaransa’s Travels in the Hollow World) haveoccurred. This may not be appropriate foryour campaign.

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For the Players:

From 1300 to 1255 BC the western KnownWorld was hit by two more great migrationswhich had long lasting effects. One was ofthe halflings from Davania, which was apeaceful migration to the area of the FiveShires (and later, to several more regionsincluding Ierendi, Minrothad and up toNorwold). We do know how halfling reachedIerendi, with their own ships, andMinrothad, captured as slaves by Thyatiansand Minrothaddans, but halfling histories arenot clear on the exact timeline of the later

migration to the North. It seems somehalflings lived for centuries in the NorthernReaches, maybe brought by slavers after 1000BC, before reaching Norwold after 500 BC.The other great migration of this time wasmuch less peaceful, and was the invasion ofthe west by Wogar’s goblin horde (which alsoincluded ogres, red orcs, kobolds andbugbears). The red orcs occupied Atruaghinand Sindhi lands and the whole area ofDarokin and Glantri fell under their rule.Some people resisted, like the Hutaakancivilization in Karameikos/Traladara andYlaruam, the new dwarven nation of Dengar,

THE KNOWN WORLD AROUND 1255 BC

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the gnomes in the mountain and hills aroundit, the khans of Ethengar and the elves ofGenalleth.

On the Isle of Dawn apparently some Traldarcolonists established powerful nations, likeNemedia and Latica. The Helska kingdoms ofthe north were the first resurgence of theAntalian people. At this time the Thantalians,ancestors of the modern Thyatians, probablyinhabited the area of modern Heldann. Theyleft the area for Davania circa 1000 BC,probably deported (or maybe hired asmercenaries and colonists) by theHutaakan/Thothian civilization.

For the Dungeon Master:

See references in the 1500 BC paragraph.Halfling were brought to Minrothad byslavers around 400 AC, and the NorthernReaches by Nithian slavers around 950 BC orbefore, but details about this previous forcedmovement should be lost to them due to theSpell of Oblivion, see the relevant historiesby Simone Neri in Threshold issues #3, #4and #7, and JTR’s “History of Leeha” inThreshold issue #6.

The idea that the Thyatians could have beenmercenaries for the Nithians rather thanslaves was first proposed in a thread on ThePiazza Forums by Mike.

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For the Players:

Around 2000 years ago, most of the KnownWorld was dominated by the humanoid cityof Oenkmar, which directly or indirectlycontrolled a large empire from Atruaghinlands to Ethengar, from Glantri to themodern Five Shires. It’s quite probable thatthe documented attacks of the ogres and thegnolls against ancient Sindh, of the gnollsagainst Traladara and of the hobgoblinsagainst the Ethengarians were all sponsoredby Oenkmar. The dwarves of Dengar wereattacked several times as well. While Sindh,

Ethengar, Traladara and Dengar did not fall,certainly they were in severe danger. TheHutaakan civilization was damaged, maybeby association with the gnolls, andapparently humans became the dominantrace in ancient Ylaruam too. The Thothiancivilization (if at the time Thothia was indeedits centre as many Alphatian scholarsmaintain) also established several colonies allover the coast of Brun, the Isle of Dawn,Ochalea, the Alatian Islands and beyond. Itseems that several Antalian clans, displacedby such colonies, arrived in the land of theelves in Genalleth.

THE KNOWN WORLD AROUND 1000 BC

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For the Dungeon Master:

The idea of an Oenkmarian Empire wasintroduced by John Calvin (Chimpman) in athread on The Piazza Forums.

See references in the 1500 BC paragraph.About the people living in the area ofThyatis at this time, see also my article onthe Lost Civilizations of Thyatis and Alphatiain Threshold issue #11 and Giulio Caroletti’sarticle on Hesperia in this issue.

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For the Players:

Five hundred years later the politicalsituation of the Known World was muchchanged. Both Oenkmar and the Thothiancolony in Brun were experiencing a quickdecline, and would disappear in the matterof a few years. The arrival of the elves ofAlfheim and the creation of the Canolbarthforest, together with the defeat of the redorcs and the raising of the Atruaghin plateau,were instrumental in limiting the power ofOenkmar. The Hin were now free and hadcreated their nation of Shaerdon. Onepowerful city, the mysterious Tuma which

once ruled a sizable territory north ofKarameikos, had been destroyed, maybe byhumanoids, but other cities and minornations were free again and flourishing in theDarokian plains, such as Akorros, Athenos,Dolos, Salonikos and the nations ofMolharran, Eraeda and Inlashar.The Fall of Oenkmar however would bringmore humanoid invasions, in particularQueen Ubdala’s attack on Dengar andLeptar’s attack against Traladara. Both wouldbe eventually repelled, but humanoidactivities remain high in all the Known Worldin the following centuries.

THE KNOWN WORLD AROUND 500 BC

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In this period and for several centuries, theelves of Genalleth and their Antalian allieswere under the constant attacks ofhumanoids from the north. This would leadeventually to the creation of the Wendarianleague.

Gnomes and halfling living in the NorthernReaches at this time were forced out byhumanoid migrations. The gnomes escapedto Glantri and Karameikos, while most of thehalflings eventually reached Leeha inNorwold.

Elves had returned to Glantri, in Alvar andcreated the nation of Brethilad in thenorthern Amsorak region. In the Isle ofDawn, the Firbolg nation of Tuatha hadgreatly limited the power and the territory ofthe Thothian colonies, and many Antalianclans had regained independence. TheAntalian kingdom of Helska was also a majorplayer in the north.

At this point Thyatians, Kerendans andHattians had already arrived in modernThyatis and soon would absorb all the nativecivilizations, such as the Etrusna and theDoulakki.

For the Dungeon Master:

See references in the 1500 BC paragraph.The Belcadiz elves should have arrived inGlantri between 700 and 150 BC, see also myarticle on Elven migrations in Thresholdissue #10, page 20. In my article inThreshold issue #2 on New Blackmoor, 3050BC, I supposed they already lived in Glantribefore the Great Rain of Fire, but wereforced to leave by the cataclysms.More details about Thyatis during this timeare in Giulio Caroletti’s article aboutHesperia in this same issue, and in his articleon Carytion and in my article about the LostCivilizations of Thyatis and Alphatia inThreshold issue #11.

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For the Players:

A thousand years ago, the Thyatian Empirewas just born and was already dominatingthe western half of the Isle of Dawn. Darokinwas experiencing quite some trouble, withhumanoid attacks endangering the Eraedaclans in the plains. Ancient Sindh was nowfragmented into several competingkingdoms, some dominated by non humanlords. The fall of the Thothian colonies inYlaruam, Ierendi and Minrothad had leftspace to native peoples, who however wouldsoon be attacked by the expanding Thyatian

Empire. The Helska kingdom in the northernIsle of Dawn fragmented in Helskir and otherpowerful city states, while the westernAntalians were still divided in competingjarldoms.

For the Dungeon Master:

See references in the 1500 BC paragraph.The gnomes living at this time innortheastern Glantri would be forced toleave due to the war with the dragonsdescribed in the Dragonlord trilogy. See“Dragonlord Chronicles - Detailed

THE KNOWN WORLD AROUND 1 AC

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Summaries” for a detailed synopsis by DavidKeyser or “History of Dragonkind” bySimone Neri. Most of the gnomes probablysettled other regions of Glantri, from wherethey were again forced out by the Year ofInfamy (the Glantrian persecution againstdwarves, gnomes and werecreatures of 828AC, described in Gaz3 The Principalities ofGlantri and PC4 Night Howlers).

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For the Players:

Five centuries ago the Known World was abit more similar to what it is today, yet therewere still many important differences andalmost all the modern nations were not bornyet.The Wendarian league was created, but themodern nation of Wendar would be bornonly after 900 AC. Geffronell was underDenagothian attack from the north, but stilla powerful nation until its final fall in 975AC. In the Adri Varna Plateau, the modernnation of Gulluvia and the city of Sol-Klor,

which still exist today, were just born. In thenorthern lands Ostland was the mostpowerful nation, dominating over Vestlandand several territories in the Isle of Dawn.The whole eastern coast was the theatre of acold and hot war between Thyatis andAlphatia, both trying to bribe and control theJarls. In Ylaruam, Thyatis had occupied themodern Emirates of Nicostenia andDythestenia, and the south of Abbashan, andAlphatia the north of the latter and theEmirate of Nithia. The Alasiyans were freeonly in the middle of the desert, Makistanwas de-facto an independent territory and Al-

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Zalenikah, the modern Selenica, controlled avast territory until it became part of Darokin.As we know, Vestland was born in 614 ACand Soderfjord only in 950 AC. Thyatis triedto colonize heavily the northern Isle of Dawnand Norwold only after 900 AC and theHeldann Freeholds had some semblance ofunity only through the actions of theeponymous hero in 707 AC. Ylaruam freeditself from Alphatia and Thyatis in 830 AC,with the successful campaign of Al-Kalim.Dengar, Alfheim, Ethengar and the Atruaghinlands had more or less the same borders theyhave today, but they had to fight againstseveral humanoid raids and attacks.

Traladara was divided into two kingdoms, itswestern part called the Kingdom of Achelos,which would last until the Thyatian conquestin 900 AC. Before this time, Thyatis andDarokin both tried to conquer Traladara onmultiple occasions, but both failed.

Five hundred years ago, Minrothad andIerendi did not exist yet as they do today,Minrothad being only the nucleus of Trader’sIsle and Ierendi divided between Makaitribes, Hin and Thyatian colonists. TheThyatian Empire tried to seize the islands in586 AC, but lost them soon afterwards whenIerendi became an independent kingdom in602 AC.

Darokin had its kings from 88 AC to 723 AC,and they were kings with ambitions, whomanaged to unite the nation and tried ondifferent occasions to conquer Alfheim, theBroken Lands and the Orclands, Traladaraand other neighbours, with disastrousresults. The more peaceful republic wasfinally established in 927 AC after twocenturies of divisions and instability.

Glantri was settled by the Flaems in 395 AC,received more colonists in the followingcenturies, was briefly conquered by Alphatiaand finally became the magocracy we knowtoday in 859 AC.

Sind was still divided in 580 AC, but wouldbe unified by the Ul Nervi dynasty ofSindrastan between 691 and 714 AC.

For the Dungeon Master:

See references in the 1500 BC paragraph.The area labelled in black as “Kardyer” eastof Dengar/Rockhome refers to the dragonwho ruled over the area from 2 BC to 497AC, when he was slain by the Dragonlord asdescribed in the Dragonlord trilogy. In 580AC his former territory was probably alreadytaken over by the other dragon rulersdescribed by Bruce Heard in “Who's WhoAmong Dragons”, i.e. Ambur, Druuwor andJargnir.

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Hail Thonia!

“Here! Over here! I told you it was here!”

Magnar Runnarson, had often spoke of adiscovery he had made in his youth, and nowmany years later, he was about to be theproven right. There beneath him, the grassgave way, and a large stone breached the earth.

An older man, grey but strong, made his wayacross the windswept grasslands of Thorin.Sir Allen of Newkirk felt the worn etchingscarved within the stone. He poured waterover its surface, revealing a faint pair ofsymbols “ΘΝ”. Pensive, the old knightwhispered, “Now what do we have here?”

* * * * *

The Dawn of Man

(6000-5500 BC)

“The waters abated, and the hidden landsof Urt revealed themselves. A figure stirredin the loam and the clay. First the one,then the other.” - Antehistorium, Book 3, verse 16.

7,000 years ago, the world looked verydifferent from its modern face. The northpole lay near modern Glantri, and the ice capcovered much of the Known World. Globalsea levels were significantly lower, andlandbridges, now awash, connected thecontinents.

No true civilization existed. The lizard-kinwho had survived the wars before Man’sDawn continued to devolve and degenerateto a point where they could begin their riseanew. These remnants were relegated tohidden swamps, secluded valleys and themost desolate of deserts. So, too, brute-menlived in scattered enclaves throughout theworld mired in a Stone Age existence. It wasin this world that the five races of men cameinto their infancy.

The Neathar were light-skinned hunter-gatherers that followed the great northernherds from the Isle of Dawn to Bellisaria.They moved quickly across the landscape andwould come to settle Ur-Alphatia, half ofSkothar and even Brun itself. To their east,the dark-skinned Tanagoro and related tribesinhabited the equatorial plains, mountainsand jungles of Skothar. The third tribe ofmen – the stout dwarves – occupied theFrosthaven Landbridge in the north, a rough

by JTR (OldDawg)

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Hail Thonia!

territory where Norwold joined Ur-Alphatiaand Skothar. These barbaric dwarvessurvived as goatherds amid the coldmountains and hills.

Davania sheltered the two remaining tribesof men. The original Oltec Men, such as theProtecs, inhabited the Forest of Ka and therainforests of the Addakian Mounts. Man’sfifth tribe, the diminutive halflings, lived inrolling hills and forests amid a protectedvalley in Davania’s interior.

These new races proved prolific, and thebrute-men slowly disappeared as menexpanded their ranges. In 5900 BC, the firstpermanent settlement of Kadech arose uponthe Alatian Strait. It was followed by theBellisarian towns of Gorem (5873 BC), Pa-Met (5812 BC), Lyd (5803 BC), and Ankg-shem (5791 BC). Additional settlementsoccurred further east, foremost among themthe City of Lum which occupied an importantcrossroads on the Ester Strait (5632 BC).

As humans ventured into the wildlands, theyencountered the mysterious Children of theSea. These tall, advanced beings, were nottrue kin of humanity, but rather the lastremnants of the ancient Lhomarrian peoplewhose homeland was swallowed by the GreatSouthern Expanse. Weary and in decline, theChildren of the Sea were ultimately absorbedinto the human diaspora.

The Burrower Wars and

the Wild Lands (5500-5000)

“And in the days of Heth, the mighty hunterSagoron strode the land of Ber-shad. Andboth man and beast fled in terror. AndMadem walked the wadis of Stratem-heth,as the Children of Lum danced beforeAs-Tod, as was their way. In the cold seasswam Levith and the warm seas Walu-eth,and Humungus trampled the field andforest. ”

- Antehistorium, Book 22, verses 1-3

“I stood before the shadowy figure and heoffered me a pool from which to drink.Then I perceived myself standing besideand behind the figure and peered into thedepths of what was and was to be.”

- Diakhoronus, Book III, verses 10-11.

As men continued their eastward expansion,they confronted strange lands and creatures.Powerful burrowing monsters and otherbizarre creatures roamed the world, and intheir wake isolated cultures grew corrupted(5500 BC). The people began to regard thesebeings as gods and made offerings. Theburrowers disturbed the slumber of thechampion races, corrupting many of them aswell, and they weakened the prisons thatheld back ancient abominations (5400 BC).

The worship of these creatures continued todevolve, and tribes fell upon one another insavage, irrational wars that waxed and wanedfor three centuries (5300 -5000 BC). The city-states of the east grew isolated amid themayhem and monsters, and only thosewilling to dare to high adventure left thesafety of their city walls.

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Prophetic visions drew one semi-nomadictribe out of the Bellisarian wastelands. TheseThonians travelled through Lum and the tentcities of the Perfumed Coast. Despiteadmonitions from their leader Euphemus,the Thonians adopted the ways of the easternpeople, including the secret worship of As-Tod. Euphemus led his people further intothe desolation beyond the city-states. He toofaced his own temptation from the Witch ofShefa and her alluring charms.

After 50 years of travel and purification, theThonians passed through the hills andmountains and reached the Sunrise Sea.There they built the City of Mohacs (5200BC). In the cacophonous festivals thatfollowed, the unknown figure of Euphemus’svisions revealed himself as Wodus (Odin).Euphemus ascended to his side and mergedwith Odin’s shadowy companion, declaringhimself reborn as Khoronus and gifted thegathered Thonians his precepts andprophesies for the future.

In western lands far removed from thereveling Thonians, another Neathar tribestirred to its own migration around thenorthern shores of the Great Inland Ocean.These men would become the Skandaharians.

The First Republic of Thonia –

The Ten Principalities (5000 -

4700 BC)

“Let it be written and let it be known, thatwe are as brothers, bound and true.”

- Telo of Regia, The Chronicles of Thonia, Book I

When the Burrower Wars concluded and theterrifying creatures disappeared, menestablished more settlements, setting thestage for further cultural development.Ambitious forces tried to claim the city statesof the east, but they held firm to theirindependence. The Thonians, meanwhile,had expanded their territories beyondMohacs along the Sunrise Sea. The peoplewere fragmented among ten competinghouses, so it was decided that a singleauthority should be installed to settledisputes. Leadership would be drawn by lotamong the Ten Princes, who assumedrecognized governorship of the territoriesbeyond Mohacs. Telo of Regia was selectedThonia’s first Imperator. He installed theCodical Rex, a stone wall of ancient lawsfrom the Diakhoronus and other texts. Hewas aided by the Imperium, a council of sixchosen from the clan elders.

Other nations also rose. The Tanagoropeople to the south experienced a revelatoryevent similar to that which previouslyoccurred at Mohacs when the entity Korotikuempowered Sakkrad of Setum. From thenorth, the Skandaharian Raiders of the Eastand West sailed from the waters of theFrosthaven Landbridge and beyond. Their

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reaver culture was now fully engrained andthey pillaged the coastal lands.

Thonia projected its increasing might andannexed the Western Marches (4900-4780BC), a collection of city-states that scatteredthe lands between Lum and Thonia. Not allcity-states fell easily. Talitha the Sybarite wasa powerful warrioress, as cruel and temptingin her beauties as with her steel axe. Sheruled Shefa and consorted with adventurers,kings and generals, playing them off againstone another as befit her needs or heramusement. In this way, she sparked ajealousy among the Thonian nobles. Thesesquabbles paralyzed the Republic whichdissolved in disagreement over theappointment of succeeding Imperiums (4700BC). The city-states reasserted theirindependence.

The Second Republic of Thonia

[4600 -4400 BC]

“Selumid, Iyx, Cassem, Medius, Paphemy,Eschate” - The Chronicles of Thonia, Book 3

In 4600 BC, six of the Thonian houses agreedto an arrangement that kept the Imperiumrestricted to themselves. The reconstitutednation extended its sphere of influence oncemore. First it reasserted control over thewayward Western Marches. Then theRepublic annexed the territories of itsSouthern and Eastern Marches (4500 BC).These efforts brought Thonia into contactwith both the northern dwarves and thesouthern mountain kingdom of Saku. Roguemages fled the confines of the aggressiveempire and settled the Superstitious

Mountains in the north, while far beyondThonian control, the Yan, a Central Neathartribe, settled Ur-Alphatia.

Skandaharian reavers became an increasingthreat, but they were not the only force tothreaten imperial Thonia. Beastmen –reputed to be the reincarnated souls of evilbeings - appeared in the Borean Valley, asemi-frozen land northeast of the dwarves.These Beastmen were wild chaotic creaturesthat did not breed true. Their initialencounters with the dwarves ignited the FirstDwarf-Beastman War and prompted theformation of the Kingdom of the Dwarves in4487 BC. The Beastmen also troubled theThonian Eastern Marches, and, ultimately,much of Ur-Alphatia.

After a century of continuous predations bybeastmen and the human raiders, Thoniafinally collapsed (4400 BC). The foremostSkandaharian chief of this age, Skuld, sackedMohacs and returned to his northernhomeland laden with gains and eternalinfamy.

The Third Republic of Thonia

(4300 -3900 BC)

“Unica Thonia et Unicum Lux.” - The Chronicles of Thonia, Book V

By 4300 BC, the House of Iyx positioneditself to wrest a permanent claim to thethrone of Mohacs. The Iyxians consolidatedpower in the newly formed Third Republicand compelled their competitors to joinsettlers in the Northlands, pushing Thonianborders to the Misauga and the Black Sea.

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Additional events were unfolding beyond theempire. The northern dwarves were engagedin their third major conflict with thebeastmen of Borea. In the south, the newcoastal kingdom of Satum devastated theolder Saku kingdom and made contact withThonia. The Peshwah moved into the Hak,while outcasts settled the territories betweenthe Northlands and the Goblin Kush, knownnow as the Kerothar Mountains. There theAfridhi, a remote Neathar tribe from theKush, began to worship Zugzul the One.

Thonia slowly brought its former holdingsback under control, and in 4200 BC, newcolonial efforts in southeastern Skothar andBellisaria were initiated. These efforts werehampered by imperial involvement in theMage Wars (4185-4104 BC). The Order of theFrog, an offshoot of the ancient Cult of As-Tod, emerged in the northern settlement ofVesthold, but it was driven out after itsinvolvement in child sacrifice (4128 BC).

Thonian forces sought to subjugate the landswest of the Misauga (The Free NorthernMarches) but suffered a resounding defeat atBrushy Fen (4100 BC). The victoriousUnwanted declared themselves the Duchy ofTen. The losses incurred by Thonia stalledfurther expansion of its Colonial Marches,but its settlements had penetrated deepenough to be discovered by Davania’sWanderer elves and their halflingcompanions. Several of the elves andhalflings chose to reside within the Empire,and those under Menander Ithamis settledinto the Northern Marches (4077 BC).

A decades-long series of political andenvironmental events rocked the humansettlements on the Frosthaven Landbridge,

beginning in 4050 BC. A coup took place inthe Duchy of the Peaks (4040 BC), andJoloxon’s Wall, which marked Thonia’snorthern boundary sank into the Shallows.The mysterious Egg of Coot also establishedits own domain in this sparsely populatedregion of wild magic and forgotten monsters.Human, dwarf, and beastman enclavespeppered northern Norwold, and Thonianproselytizers had brought the NorthernNeathar to honor Vodius. Finally, in 4004 BCthe infantile Emperor Iyx IV took thePerfumed Throne.

The Afridhi, a militant matriarchal societythat referred to itself as the Children of Fire,marched east with holy fervor towards theThonian Empire under the high priestessToska Rusa. They left the Yan unmolestedbut overran Valemen settlements (3999 BC).In 3996 BC, The Afridhi marched 170,000men, women and children east across thePlains of Hak, conquering the Peshwah in3995 BC. When word of this invasion of wildhillmen reached Mohacs, an attitude of non-provocation held sway at the court.

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The Afridhi concluded a treaty with theDuchess of the Peaks before finally crushingTenian resistance (3988 BC). When theycrossed the Misauga, however, a coalition ofnorthern forces rebuffed them. Emperor Iyxordered the leaders arrested for threateningthe peace. Uther Andahar of Blackmoorturned back Thonian forces at Booh and thenRoot River. The northern barons againchecked the Afridhi at the Battle of the Neck(3987 BC). When Iyx beheaded the barons’emissary – a nobleman’s son – Utherdeclared himself King of Blackmoor. Theother barons joined his Great Rebellion andprevailed over foes on four fronts (3987-3982BC). The Afridhi foreswore Blackmoor andturned south. Amidst the chaos, the Order ofthe Frog resurfaced as the Monks of theSwamp (3983 BC).

In addition to these military and politicalevents, 3982 BC bore witness to an incidentwith world-shaping implications. An other-dimension exploration vessel, the FSSBeagle, was caught in a freakenergy/dimensional vortex and crash-landedin the nearby Valley of the Ancients.Mutinous segments of the crew escaped andtook control of the Monks of the Swamp,while Blackmoor’s Regency Council sentexpeditions to the Valley of the Ancients toinvestigate this new City of the Gods.Examples of rare alien technology filteredtheir way across the north.

King Uther was kidnapped in 3978 BC. Thedwarven Regent of Mines was likewise taken,starting the sixth Dwarf-Beastman War. Agroup of foreign adventurers rescued theking in the following year. They subsequentlydefeated the Monks of the Swamp anddestroyed the Afridhi’s infernal Well of Souls.

The Interregnum

(3900-3620 BC)

“The people cried out to Vod and Khron,even to ancient Verthan and As-Tod of theSea, but in silence they were rebuked.” - The Apocalypse of Marcus, verse 45.

The Afridhi captured the Western Marches in3900 BC. Absent effective routes of travel,the Southern and Colonial Marches wereequally lost to the Empire. Thonia wasthrown into disarray. Commerce halted asthe flow of trade goods from its provincesceased, and the Iyxian Emperors grewincreasingly detached from reality. Theydismissed their councilors and issued ever-more bizarre edicts.

When Neryx II proclaimed himself SolluxIdiotum, the Personification of the Sun, theend of the Third Republic was near. Neryxran through the streets of Mohacs bearingtorches that ignited plumes of perfumedvapors. The Duke of Marcovic colluded withhis fellow nobles, and they removed theIyxians from power. Neryx himself wasconsigned to exile upon the Isle of Heliot inthe Sunrise Sea.

The princes could not resolve the matter ofsuccession, however, and as violenceloomed, the Patriarch of the High Church ofThonia declared conservatorship of thecapital city. The nobles withdrew to theirown estates where they exerted control overlocal affairs.

The Thonians felt that the gods hadabandoned them in their time of need andsaw the Afridhi as a divine scourge sent tochastise a wayward nation. The belief in

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abandonment crystallized in 3863 BC whenthe City of the Gods – that marvel to thenorth in the Valley of the Ancients – vanishedin a thunderous blinding light that waswitnessed as far as Lum. Adventurers sent toinvestigate the lost wonder found only aplague of mutated life and glass-filled craters.

The calamities that beset the once GoldenEmpire produced a schism within theChurch, and a heretical order emerged thatheld that the salvation of the world requiredthe annihilation of the Thonian people inatonement. Their agents in the westprocured a device termed the SpicumThanatus, or Spear of Thanatos, but theorder’s efforts were undone in the city ofLum when a young thief named Asteriusdestroyed the weapon. The exploits ofAsterius grew in fame among the city-statesas he outwitted Afridhi overlords, brigands,witches, and end-time cults. He preservedconnections and smuggled goods betweenthe communities during their long dark night.

With the loss of the City of the Gods and itsstores of wonder, Blackmoor was forced torely upon its own ingenuity to propel itselffurther. The University of Blackmoorcommitted itself to the study of technomancyand the rediscovery of the alien technologies.In due course, arcanists and scientistsunraveled the secrets of black powderweaponry (3800 BC).

The Afridhi renewed their expansion intoThonian territory under the leadership ofEos Cynex. Afridhi forces pressed deep intothe Ten Principalities and besieged Mohacs(3743 BC), but Blackmoor intervened, andits technological superiority delivered theimperial capital.

A similar migration-invasion occurred in thesouth. The iron-wielding Janbu culture of thesouthern Skothar plains drove the jungletribes eastward. Refugees fled into the sea,with survivors landing on northern Davaniaand Brun. Southern Skothar was partitionedbetween the old Tanagoro and Janbu tribesof the plains, the Satum kingdom of themountains, the Ibu jungle tribes, and theKho tribes of the desert. To the west, a firepriest from the Oltec nations shook theBellisarian kingdoms.

Forty years later (3700 BC), the priestess SolaCarnix inspired the Afridhi to one finalcampaign to reach the Sunrise Sea. Afridhiwarriors overwhelmed the Thoniandefenders. They burned Mohacs to theground and pursued its denizens into the seawhere many drowned. At long last, the hillpeople of Goblin Kush had completed theirholy mission. In their celebrations, theAfridhi visited untold sufferings upon theircaptives.

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The depraved actions of the victors angeredthe Blackmoorians, who declared a war ofreprisal and unprecedented savagery againsttheir ancient enemies. Over a 20 yearcampaign, Blackmoor rolled back Afridhiforces: first from the 10 Principalities, thenacross the Plains of Hak, and up through theformer Free Northern Marches and the Vale.The Goblin Kush was devastated. Itssmoldering, lifeless hull served as an eternalreminder to those who would threaten thepeace of the Blackmoorian world. Withoutfear of reprisals, the occupied WesternMarches rebelled against the surviving Afridhioverlords.

Beastmen took advantage of the chaos thatfollowed the war years, and they entrenchedthemselves in royal and imperial territories.A wearied Blackmoor responded slowly tothis additional threat to their kinsmen, buteventually it expelled the last of the inhumanraiders in 3650 BC.

For Thonia, the risk of potential occupationby the kingdoms of the south became anincreasing concern. In 3620 the lords ofThonia bent the knee before the kingdom ofBlackmoor and signed the Treaty of Dragoniawhich established the Holy Thonian Empireunder the aegis of Blackmoor. Uther V,commonly known as Uther Magnus, wascrown emperor. Although the imperial reignof the elder Uther was brief, those years werecritical in reestablishing the integrity andconnections of empire’s long lost marches.

The Holy Thonian Empire and

the Pax Technologica

(3620 -3330 BC)

“There is no greater shield than a whettedsword.” - The Chronicles of Thonia, Book XI

As the peace settled upon the Eastern Worldunder the Pax Technologica, Blackmoorembarked upon an age of naval exploration(3600 BC). Intrepid adventurers and learnedsages set out to learn what lay beyond theboundaries of the Golden Empire. In 3550BC Robert the Mariner rounded the Horn ofZyxl and became the first man tocircumnavigate Skothar from the EasternMarches to the southern waters of the CityStates and Colonial Marches. Other explorerscharted the Great Inland Ocean in 3525 BC,documenting the range of Skandahariansettlements and the devastation of the AfridhiCoast below the Goblin Kush. Navigators alsosailed portions of western Brun, but thoseexpeditions were discontinued in 3450 BCafter the perilous voyage of the Meridian, avessel sunk with all hands on deck by anattack from a flock of dragons.

The elves were equally expansive and anumber of Wanderers claimed territories inBellisaria (3600 BC) and the unincorporatedterritories beyond Thonia’s Western Marches(3500 BC). Both southern and colonial elvesgrew fascinated with human technology andconspired to steal Blackmoor’s secrets atRinglo Hall, including reproductivetechnologies. Discovery of the theft ignitedthe Elven Brush War. The elves weredefeated, but not before they had smuggledtheir gains out of the empire.

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Globally the Neathar race underwent rapiddevelopment and diversification. Even withinthe Golden Empire, the language inindividual areas evolved into very distinctdialects, and kinships were no longerrecognized. Additional conflicts emerged inthe Borean territories as dwarves clashedwith dragons and beastmen. Moreover, thebeastmen had begun siring a race of half-breed brutes among the local humans, andtheir progeny were appearing in the empireproper. Faced with a growing population ofbrutes within its borders, The High Churchof Thonia declared the Doctrine of Purity.The First Beastman Crusade (3480-3420 BC)removed all “unnatural” beastmen andbrutes from the old Eastern and NorthernMarches, and as the efforts pressednorthward, the crusade became embroiledwith the Dwarf-Dragon War. The Meridianwas but one casualty.

By 3400 BC, Blackmoor explorers hadcharted the shores of Bellisaria, Oceania and

large stretches of the Davanian coast. Theyencountered eastern Oltecs migrating alongnorthern Davania and crossing the sea toBellisaria. Many of the northern realms,particularly Lumbrai, proved eager to exploitthis potential source of labor. Slave portssprouted in Bellisaria and Skothar.

Blackmoor’s technomantic development nowproduced elemental steamtech engines thatpowered lumbering devices of war. Thonianlords had grown weary of their allegiance toa “foreign” northern emperor. Like the elvesbefore them, the Thonians absconded withBlackmoor’s technological secrets. Whenthey were prepared, the lords declaredthemselves in open rebellion against thethrone of Blackmoor. The Thonian Warsraged for 40 years (3370-3330).

Concurrently, other concerns mounted.Naval explorers sailing from the Horn of Zyxlventured into the Great Southern Expanseand discovered Davania’s western shore and

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Evergrun, the homeland of the elves (3350BC). Fearful of human encroachments, theelves struck against the fleet, precipitatingthe Second Elven War (the Great War). TheGreat War was a mixture of naval campaignsand proxy wars among the colonial holdings.The colonial elves also joined with a coalitionof humans known as the Brotherhood ofFreedom that fought to overturn theBellisarian slavers.

These events transpired as the “Boy King”,Uther VII, ascended the throne (3360 BC).Uther had contemplated the growingfractures of society within and outside of theempire, and set about his great Reformation(3350-3270 BC). Thonian forces were finallyput down at the Battle of Marban Green(3335 BC), and after five years ofnegotiations – culminating in theConcordance of Mohacs (3330 BC) – a newworld was born. The Concordance ended theBellisarian Slave Wars, the Thonian Wars, andthe Great War with the elves. The actestablished colonization limits betweenBlackmoor and Evergrun, and the slave tradewas abolished within the empire. Theimperial seat was restored to Mohacs whereUther, now known as the Red, presided overthe newly formed Fourth Republic of Thonia.

The Fourth Republic of Thonia

(3330-3000 BC)

“We are free from the shackles of the past.Free of the burdens of our flesh. Free todefine our own destinies among the stars.”

- Commencement address to the University of Blackmoor, 3106 BC

Although Skandaharian brush wars playedout in the far north (3300 BC), and Satumearned a ruinous victory against the Janbutribes of the south in the TanagoroUnification Wars (3310-3280 BC), the FourthRepublic began with a sense of calm.Ecclesiastical schisms over the Reformationleft the Empire with three competingChurches, but all three groups supported theEdict of Westport, which declared theuniversal abolition of slavery. A new round ofcolonizations began under Melyon III (3270BC), and Thonia signed territorialagreements with the Skandaharians underthe Stardock Accords that gave the Thonianworld greater access to Norwold (3260 BC).

Imperial leadership declined under theeccentric Merrok II (3255 BC), and beastmenraided the inattentive Republic (3230 BC).Thonian lands were finally freed in 3220 BC.The Second Beastman Crusade continuedanother twenty years and drove beastmenand brutes out of the Borean Valley and intothe Polar Regions. Blackmoor established aseries of monitoring posts in this newterritory, including Ice Station Urzud. Theterritorial expansion brought increasingencounters with dragons (3200 BC).

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Despite the risk, more and more northernsettlements were erected, many of themsubterranean. Robotics became the primaryfocus of technomancy at the University ofBlackmoor (3150 BC). A joint human-elfexpedition reached the north pole, and theywere startled to discover additional Beaglewreckage at this site. A research station wasestablished nearby, while the dwarves builtDarmouk closer to the coast. Their activitiesdrew the attention of dragons, both theintelligent and the more animalisticspecimens, and the situation erupted intothe epic Dragon War (3150-3135 BC). Facedwith dragons, faeries, and elven defectors,the Blackmoorians countered with giantsteamtech robots, devastating weaponry, andthe Dragonlord armor. At the end of the war,dragons withdrew from Norwold for theMidlands while restraints were placed onBlackmoor’s further expansion into Brun.

In the years that followed, there was littlegood will between fairies and men. TheEmpire of Thonia was noted for its vastness,excess and debauchery, and its allure pulledthe elven people from their ancestral ways.Many back-to-nature movements sprang upwithin and outside of the empire, but despitetheir agitation, Blackmoor achieved mannedspace flight (3100 BC). Lunar colonizationcame soon after (3075 BC), as did discoveryof the hidden moon of Patera (3050 BC).Plans were advanced to turn the monitoringstations and the moons into a teleportationnetwork.

By 3020 BC, the University of Blackmoor hadbegun the study of eugenics, cybernetics andtechnomantic gate travel. Activist concernsled to increasing confrontations throughout

the world, and bombings and open warfarewere common by 3010 BC.

The Great Rain of Fire

(3000 BC)

“And the Black Rabbit swallowed the sun,and danced amid fire; He burned brighterand brighter with the rays of the sun; andthe Great Serpent slithered into the Earth.All the world cried. Thus ended the FifthSun.” - Atruaghin oral tradition.

The development of Blackmooriantechnomancy accelerated to the point wherescientists had rediscovered the principles ofthe Starship Beagle’s engine. Unfortunately,the technology interacted with Mystara’smagic in unseen ways. During a proof ofconcept test, tragedy ensued, and theprototype exploded. Those nearest the Cityof Blackmoor were instantaneouslyvaporized, and released energy waves spreadacross the globe, interfering with, and

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occasionally destroying, technological objectsin the Great Rain of Fire.

Lush rainforests fell, and disease, famine andpestilence spread. Nearly a quarter of life onthe planet died from the Rain. Some menand beasts succumbed quickly from thepoisoning effects of the Rain, while forothers, the process was a slow, painfuldebilitation that took its increasing tollacross generations. The Blackmoor explosionalso affected planar regions drawing spiritsinto the world.

The initial explosion torqued the planetaryaxis. The stars danced for centuries asMystara’s rotation stabilized. Earthquakes,volcanic eruptions, droughts and destructivestorms swept the planet. The Tanagoroplains were rocked by a series of volcaniceruptions which turned the land intomountainous infertile land. Thonia was tornapart and half drowned in the cataclysmwhile the skies burned and cities tumbled.

A small remnant of colonial Thoniansmanaged to survive. Arctic settlements wentinto lockdown, and groups like Norwold’sValharians survived for a time. Others werestruck by disease as survivors carried plagueswith them. Technological tombs scatteredNorwold and the modern Hill and Dale.Settlements such as Windrush faced otherfates, when terrifying dragons returned in thecenturies that followed and laid waste tomankind.

All across Mystara, technologically deprivedsurvivors risked migrations to escape thedangers of a broken world. Inhabitants ofthe Ice Station Outposts fled south into theMidlands territory where they become the

nomadic Urduks and related tribes. AlongSkothar’s southeastern shore, a few Thoniansand Ibu tribesmen found refuge withManwara and were transformed into theprimitive merrow. The dwarven people,closest to the nation of Blackmoor, werepoisoned by the energy released butmarched in vain toward salvation atDarmouk. Survivors of the elven coloniesfled via floating cities, but failingtechnologies forced them to shelter in thedeep caverns of the Broken Lands and theMengul Mountains. Southern elves, too,evacuated their freezing homeland for thedoomed land of Grunland (formerlyRiverhome), and they were separated fromthe neighboring halflings.

* * * * *

About 30 feet from the marker stone, Magnarspotted an unnatural vine in the ground. Hepulled it up and followed its trail for another50 yards when it popped from some hiddensource in the ground. He dug around the siteand produced three metallic eggs. The shellsof the eggs were segmented into panels. Hepeeled back a panel, and found a glass pane.For a moment, he swore he saw a flicker offlame and symbols behind the glass.

Sir Allen came over and threw down a canvassatchel with which Magnar secured the items.He tightened the leather straps and marveledat the embroidered red dragon on its top.“Do you think they are worth anything?” theman asked his companion.

“Only the world.”

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From my point of view, beyond its vastness,the Mystara setting relies on some big pillars,and makes it a unique setting compared toall the TSR/WotC products.

What I mean is that it is possible to leave outthe tortles or even the whole Savage Coastand the setting would still survive. On theother hand you cannot absolutely leave outthe Radiance with all the relations by whichit has forged the setting’s identity, in the pastand in the future.

Trying to give depth and coherence to mycampaign, which revolves around the Wrathof the Immortals, I went deep on all theRadiance related themes, especially its alienorigin.

WRATH OF THE

IMMORTALS

Of course in the main adventure, TheImmortals’ Fury, you may find severalreferences on how the Radiance got to theplanet and, through several changes, how ithas become what it is now. But for me themain sources are, without a speckle of adoubt, four adventure modules written byDave Arneson connected to his Blackmoorsetting (most of all DA2 – Temple of the Frogand DA3 – City of the Gods).

THE

RETURNOF THE

EGG

by Giuliano Michelon

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CITY OF THE GODS

I must confess that these were adventureshidden in my gaming chest for many manyyears and that I bought mostly for collectionpurposes without any actual intention to playthem.

But one day, almost by chance, I found anintriguing image on the internet, thatcompletely turned around any prejudice Icould have on Arnesons’ modules. It was thecover of a module that I learned, there andthen, does not exists! Such a shame!

Better, it would have been a whole series ofadventures that could/would have been thenatural sequel to the DA series.

Between all of them there was one with thisstrange creature, difficult to describe andquite weird, It was the Egg of Coot.

Digging through the Blackmoor background,reading more or less all that is available(either official sources or otherwise), I couldnot find any satisfying answer to its real origin.

The more information I got and the more Itried to get through in this subject to get itssecrets, the more I realized that the typical“something unsaid” was left there for theDungeon Master, to give him the ability tocreate his own taste of the Egg of Coot.

Thinking about how Blackmoor was also thefirst setting created for Dungeons &Dragons® and the fact that the Egg was, in amanner of speaking, the first and greatestnemesis, it sure helps to imagine the role ofthe Number One Enemy for it.

So how is “my” Egg of Coot? What omeletteor frittata will you make of it?

Sure it is something “BIG” and unique butbefore getting to an answer on this I mustpoint out a second peculiar aspect inMystara, essential to grasp the whole picture.

This world contains, inside itself, a wholehollow world created by the Immortals as anexperiment to preserve some races at risk ofextinction.

In this cradle of races and cultures we canfind everything, from Neathar to Azcans,from Nithians to Milenians.

Everyone was given a second chance, or so itseems.

Everyone, Blackmoor excepted. Why?

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There is no Blackmoor

That is the question, but the official sourcesdo not help us at all. Whether this isintended or not by the authors, I do not careat all. Blackmoor does not exist anymore anddid not save itself from annihilation. And ifsomeone asks why is it so, as a DungeonMaster I have to answer to this.

The one I got myself is that Blackmoorcivilization was not saved by Immortals’ will.They got the perfect timing, the Great Rain ofFire, the self inflicted cataclysm theImmortals used to get rid ofthe.Blackmoorians

Maybe the DA series unwritten modules (andperhaps only in Arneson’s mind) would havefilled the void between the events narrated inthe first four modules (the birth of the Realmand the quake that obliterated it). And so ithappens that even for those five centuries inMystara history (between the Beagle’s arrivaland the holocaust) there is not much writtenin the sources.

All that we can imagine is that Blackmoorcivilization has managed to quickly evolve,technologically speaking, thanks to aliensand their artifacts. This evolution broughtBlackmoor to develop the ability to use anenergy form that you could easily compare tonuclear energy.

How this kind of energy can be coherentlyused in an high-fantasy context like D&D andMystara, it’s something that we Master haveto understand. To me, for example, thetechnology developed by Blackmoor mixesand confuses itself with the magic the planetis permeated with. (My) Intention is to have

something that brings to memory a story likethe one of Star Wars saga, for example.

Laser swords and gun yes, robots andandroids too, even flying ships but withoutlosing sight of magic, the true strength of thefantasy genre. A magic that from a sidestrengthens the technology but on the otherside makes it dangerous and unstable.

The first sign of the danger and the instabilityof the connection between magic andtechnology is found on the official sources:the Beagle spaceship coming down due tothe Skyshield, a magical field that surroundsthe planet, the Great Rain of Fire, and thenthe Blackmoor relics that even centuries aftersparkle quakes and various dangers.

Techno-magic developed in Blackmoor hasto be something pulsing, nearly alive,unique, like a common source where one iseverything and everything is one. Somethingthat, if anything happens in the city ofBlackmoor, instantly spreads in the rest ofthe planet, with no chance to escape its effects.

Who gains from this techno-magic?

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RISE OF BLACKMOOR

Well, in the beginning, perhaps, theBlackmoor civilization use it, and startingfrom a little province in the outskirt of theThonian empire, it first gains itsindependence, then grows and finally comesto rule over the adjoining cultures.

I take this from official sources, Wrath of theImmortals above all, and this goes on untilOgdoban Treel wakes up from his inducedtorpor and choose to do what forcedBenekander to act towards the Beagleannihilation.

Was it the end of techno-magic? No, not atall, I should add.

The sources are pretty clear and above allcoherent between themselves, but followingthe stories in the four module adventuresfrom the DA series and in theaforementioned Wrath of the Immortals, Ithink that the more likely chain of events issomething like this.

The ship falls down and from that point on(DA2 and DA3) there are contacts betweenthe Blackmoor Realm and the ship’sinhabitants (the so called Gods).

There are few meetings and exchanging ofgifts and alien items. Said items diffusion isvery limited. Perhaps the King’s Companions(Uther Andahar, his cohorts and theBlackmoor University) got their hands onthem, and by logic a few of them fell into thehands of some adventurers.

What magic-scientific developments mayhave taken place in those years (the KingUther era, to be clear)?

From my point of view, that is nothing worthtruly subvert a campaign with a definitefantasy connotation. Maybe some lightsabers,some exotic weapons, grenades, some high-tech gizmo (a chronometer, a transmitter, aflying suit, or a jumping suit or a diving one)but still nothing able to stray the setting tothe sci-fi genre.

Years goes by, maybe centuries, during whichit’s possible that Blackmoor University startsmanufacturing in large scale one or more ofsaid item, to make them becoming morecommon and easy to obtain, especially fortheir own armies. These are the years duringwhich the Realm’s wizards learn to conjointhe tech they inherited with the magic theyalready know.

It’s possible that the main event of thisperiod is connected with Treel, the alien’sawakening, and with an unlimited access tothe Beagle’s treasures by the Blackmoorscientists (a more apt title for this new kindof tech-wizards).

When the alien ship actually implodes it’sclearly too late. A big part of her treasureshas found its way in the various researchcenters scattered in the Blackmoor Empire.

How much time from this point to the GreatRain of Fire? In Wrath of the Immortals it saysa millennium, but I for myself tend not tobelieve it. Reading other official sourcematerials, it seems more than plausible thatthe time span, from the Beagle’s arrival tothe holocaust, is five centuries long.

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One, maybe two are the centuries duringwhich Blackmoor accomplishes itstechnological development at its fullest,reaching the top of its scientific evolution,conquering the whole planet and then ….puff…. disappears.

THE EGG OF COOT

While this all happens, what is the Egg ofCoot doing?

We know that throughout the whole reign ofUther Andahar, also known as Uther theBlack, the Egg has tried multiple times toinvade and overtake Blackmoor. As thesituation evolves it becomes way too difficultfor the Egg to overcome an enemy gettingstronger by the day, thanks to magic andscientific progress, and this becomes eventruer because the Egg uses more and morehumanoid armies and ordinary weapons too.

So it starts for the Egg a period of apparentinactivity and non belligerency.

While Blackmoor consolidates its ownindependence and then grows its controlledterritories (mostly towards the south into theheart of the Thonian Empire), theunexplored and harsh Egg’s Land goes moreand more out of focus until becoming oflittle to no importance for the rulers of whatwill be the newborn Blackmoor Empire.

Truth to be told, the Egg has always workedon a parallel course, since its firstappearance, using secrets services andscheming, and in this time starts the secondstage of a really large plot that will eventuallybring it to obtain the control of the wholeempire.

Thanks to a variety of creatures, human andnot, fully subjugated to its mental control(the so called Egg’s Progeny), it gains accessin a subtle way to Blackmoor society puttingits pawns in command’s positions.

This mental control will, eventually, put it incontact with the alien technology and itstechno-magic evolution. And it can mess withit, modify it, make its evolution furthercomplex.

And this will be the beginning of the end ofthe known world.

But before going on with my reasoning, letme make another step forward, the last, Ipromise.

I have to turn back to the Egg’s origin and itstrue nature in (my) Mystara.

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NATURE OF THE

MULTIVERSE

What do we know about the planet genesis,and above all the Multiverse genesis? Weknow that in the beginning were the OldOnes. We know that they made the world aswe all know it today and they push it fromtheir world, the Sixth Dimension, through abarrier, The Dimensional Vortex. Then theywent away but not before creating the firstimmortals.

The huge and infinite multiverse is a, so tospeak, benchmark for new immortalscreation and ascension to the Old One’s status.

Try to imagine this.

A windowless room with just one exit. Insideit are people dressed in some hazmat suitlike the ones we see on the crime scenes insome popular TV shows. These people havearranged the room, furniture and all, evensome little animals, some pets. Then they goaway, closing forever the only exit, so thatthey are certain nothing and no one willleave the room. All has been arranged in a

way that whoever is inside the closed room,will retain no memory of their presence. Butlet’s imagine that a tiny hair or an even tinierspeck of skin had fallen from one of thesepeople. The crime scene is compromised foras tiny as this pollutant may be.

Now back to our idea: the Multiverse is theroom, the Old Ones are the people in thehazmat suits, the Immortals the little pets,the Egg of Coot is the polluting element.

You may say that a tiny hair is still a tiny hair.An organic inanimate object, doomed tobecome impoverished, dry and in the enddissolve. With no doubt this is soundreasoning for mortal beings and perhaps forImmortal ones too. For me, this may be nottrue for beings (Entities? Powers?) asmysterious and powerful as the Old Ones.

During millennia, the tiny speck evolves, geta body and finally sentience. It is aprogressive and enormously slow process.

When the Egg of Coot rises from the watersin front of the Blackmoor Kingdom, it putsthe humanoid tribes of the North under itscommand and starts its journey to the worlddomination, it is still in the starting phase ofits evolution.

The Egg, just to maintain the theme, has justhatched. But the advent of techno-magic is asteep turning point and a big steer towardthe evolutionary development for the OldOne embryo.

We all know, always from official sources likeWrath of the Immortals, that the alientechnology, through a lot of tinkering, firstby one of the Old Ones then by the

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Immortals themselves, will become theenergy form called Radiance.

Through the Radiance use (or influence) weknow for sure that at least three Immortalsare born: Rafiel, Benekander and then Rad.

With the Radiance then it is possible to createnew Immortals!

MACHINATIONS

OF THE EGG

All the ruckus between Immortal factions inWrath of the Immortals rotates around thisconcept. The Egg understood the techno-magic enormous potential and so it startedto bend it to its own purposes. Its objective?It strives to create an immortal race at itscommand to fight, destroy and take the placeof the “legitimate” Immortals.

Luckily for Mystara and the Immortalsthemselves, the Egg never reaches its goalbecause, as we’ll see later, its work is crushedunder the Great Rain of Fire that destroyedthe entire Blackmoor civilization and everymemory of it.

But during these years, both Blackmoorscientists (in part slaves to the Egg) and theEgg of Coot itself start a series ofexperimentations bound to the creation ofnew races. With advanced genetic studies inBlackmoor, the empire creates some ofthem: the goliath, for war purposes, thedeep gnomes and the triclops.Manipulating the four elements, races likethe aarakocra and the genasi are born.

The Egg itself conducts its experimentsconcocting the aboleths and the first elderbrains: creatures born by osmosis with itselfand with its aspect. To these creatures itdelivers part of its enormous psychicalpowers so that they can be considered itstrue progeny. From them, as we all know,the illithid race is born and evolves.

The Egg of Coot’s plans are harshlyinterrupted by the Great Rain of Fire, by anautodestruction process of all the techno-magic artifacts chain reaction of theconnected alien technology andBlackmoorian magic that escalates to globalsize.

This autodestruction process triggered byaccident by Rafiel’s experiments even if, acool idea I want to develope in the future,includes the involvement of heroes comingfrom the future of Mystara, passing througha space-time traveling artifact known as theComeback Inn. An idea that came fromanother MockCover:

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Until that point, the Immortals had not beenable to present a common front against theEgg, but they took the chance given by theglobal annihilation to erase everyremembrance and every legacy of theBlackmoor civilization from history, becausethey thought it was too corrupt and tooinfluenced by the Egg to even consider amilder solution.

For Mystara Immortals, the Egg is completelyvanished, annihilated by the holocaust.Returning even a tiny part of Blackmoorsociety in the Hollow World is, for them, toobig a danger to even think about.

It is simply fear that prompts the Immortalsto leave Blackmoor to its fate and let millionsof innocents die.

Is the Egg dead for real? Hell, no. But theHolocaust has a huge knock out effect on it.

For centuries the Egg loses conscience, insome ways it dies, if we compare it to ahuman being. Planet rotation then, with thepolar shift, brings an hell of ice and snowupon Blackmoor and the Egg of Cootterritories, condemning it to a sort oflethargic state.

Combined with its position, miles under thesea level, in an icy grave, this helps the Egg tonot be detected even by the Immortals

themselves that, by mistake, consider it deadand gone.

Four thousand years after the Great Rain ofFire and the Blackmoor civilization’sannihilation, the Egg’s conscience awakensand it is ready again to lay the foundation fora new quest to conquer Mystara.

What are the first steps? First of all, with theaim of restoring its physical form and abilityto act directly, it needs some followers to doits will.

Minds open to its calling are summoned bydreams and visions, with a promise of power,knowledge and treasures. The usual, so tospeak!

Warlock and Psions can be easily introducedin this way in classical setting campaigns.Following tastes and choices this is also truefor all the other aforementioned creaturesthat could have escaped in little havens,somehow sheltered from the holocaust.

The return of the Egg of Coot gives me thechance, with some little adjustments, tointroduce in Mystara the Elemental Evilconcept that was developed in some classicadventures (T1-4 – The Temple of ElementalEvil) and in the last campaign published byWotC by the title of Princes of theApocalypse.

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INTRODUCTION

In this article, we will explore the “Land ofthe Dead”, as the Nithians called it, the vastregion on the southern edge of KnownWorld which was inhabited by the Taymoranpeople. Never a unified nation, but rather ashaky coalition of city-states, Taymoranevertheless managed to reach greatness bycombining superior technology (for its time)and powerful magics, as well as the guidanceof a powerful Immortal, Nyx.

This article describes Taymora on the vergeof its disastrous fall, around two millenniabefore the crowning of the first Emperor ofThyatis, and three millennia before thepresent time.

TaymoraLand of the Dead

by Giampaolo Agosta(Agathokles),

history revised and expandedby Giulio Caroletti(Captain Iulius Sergius Scaevola)

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TIMELINE OF THE

TAYMORAN AGE

The Great Rain of Fire

3'000 BC: Skandaharians from Norwoldmigrate towards the areas of nowadaysKnown World. They are the ancestors of anumber of ethnic groups, the most famousamong which are the Antalians. Scholars andlinguists have grouped them in three relatedlinguistic groups, that have been called withsimilar names to emphasize their closerelationship and ease further studying.However, there is no proof that one or moreThantalian, Trantalian or Nantalian tribesever called themselves in this way.

2'800 BC: After the Great Rain of Fire, thesurviving Thonians on southern Brun startrebuilding their civilisation, though most oftheir technological lore is lost. For the nextthree centuries, they remain isolated fromneighbouring cultures. Many of the peoplestill suffer from destructive forces unleashedby Blackmoor, forces which cause them toslowly rot and die.

The Thantalians occupy the Northern Reaches.

Rise of Taymora

2'500 BC: Survivors of the Thonian coloniesresurface as the Taymorans, a people withbronze age technology among stone ageAzcans, Maharians1 and Skandahariandescended tribes.

Taymoran humans establish bronze agekingdoms in modern southern Darokin, FiveShires, Undersea, eastern Ierendi, andwestern islands of Minrothad. Most of theeastern Maharian tribes are conquered andassimilated by the Taymorans. There are fewexceptions, including the Makai (who remainas aboriginal people in what is now westernIerendi) and those who flee south(eventually to become Varellyans).

Taymorans have good metalworkingtechniques and rich mines of copper andother metals useable for the production ofbronze. Probably, they also have rich goldmines.

The knowledge of metalworking and othertechnological and social advancements werepreserved during the Great Rain of Fire ageby a cadre of Nosferatu followers of Nyx, whoallow the Taymoran priesthood of Nyx - whois considered a mother goddess and aprotector against the dangers of “light” bythe earliest Taymorans - to access thisknowledge and establish a power base forthemselves.

Dunharians and Skandaharians of the Nithianareas are at very early bronze age technology,or perhaps at aeneolithic technology--theyhave copper and perhaps silver, but no othereasily accessed metals.

2'400 BC: The Taymorans use their magicand knowledge of metallurgy to establish anumber of trade routes to the west (withAzcans and the ancestors of Huleans) andnorth (to the newly created Antalian holdingsin Heldann).

1 See the Ethnographic His tory of Mystaraon the Vaul ts of Pandius for more detai l s

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The Antalian culture is now at a Bronze Agestage in Norwold, thanks to its contacts withthe Taymorans through the Streel trade route.

Age of the Necromancer Kings

2'350 BC: Taymoran leaders, who are bynow mostly priests of Nyx and necromanticwizards, start joining the ranks of theundead, under the tutelage of the originalNosferatu.

2'300 BC: Dunharians fleeing theSkandaharians reach the Isle of Dawn. Thesebecome the Dunael2.

One of the main clans of Skandaharians,known as the Nantalians, follow theDunharian tribes to the Isle of Dawn.

2'250 BC: The Sheyallia elves reach Taymora.The local Necromancer Kings offer them thelands to the east of their nation, providedthat they help opening new trade routes.Elven mercenary companies, armed withTaymoran bronze weaponry, invade thegiant-held forests and mountains. They openup the trade routes to nowadays Ylaruam.

The Golden Age of Taymor

2'200 BC: Height of the Taymoran power.Taymoran city-states dot the southern coast.

Giantish clans (Fomorians) brought tosubmission by the joined Taymoran -Sheyallia operations are employed to build

megalithic fortresses in Taymora. Silver startsflooding the caches of the 3Taymorannecromancer kings.

Some northern Nosferatu leaders sendmissions to Hule and beyond, in an attemptto expand their territory.

Meanwhile, southern kings send navalexpeditions east, to the Isle of Dawn. Theyattempt to establish colonies, but they arerepelled by hostile giants, elves, and Dunael(a human race of Dunharian ethnicity).

The Dunharians and Skandaharians ofYlaruam and Thyatis have become a newethnic group, known as Trantalians.

The elven migrations reach Glantri. TheVerdier, Meditor, and Vyalia clans (from theSheyallia nation) settle the forests to the eastof Taymora as vassals to various easternTaymoran kings.

The Nantalian tribes are losing ground to theDunael. Desperate, they ally themselves withthe local Oltec cities, who are in trouble aswell. They form a new population, known asNithians.

2'100 BC: Various necromancer kingsdevelop special servant races, like theAlbarendi and the lycanthropes (they followone of the beliefs of their patroness, Nyx,who likes creating new races, especially onesaccustomed to a night-based activity cycle).

Albarendi were common Taymoran humansbred as albinos by the kings4, who desired

2 “Dunael” is a name adopted in severalworks to group the Cel t ic- inspired peoples ofthe Is le of Dawn.

3 See Francesco Defferrar i “The Elven Clansand Their Migrat ions” in Threshold 10 formore detai l s .4 See John Calvin, Albheldr i Is lands of the

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servants with nocturnal habits to honor theirpatroness. They ended up ostracised by theirown people in fear of their link with theundead masters.

Lycanthropes are created by some of themost cruel necromancer kings, desperate tokeep their minions subjugated. They devise amagical disease which would impart morebestial aspects onto its victims. This is theMythic Lycanthropy5.

As a response to the creation of lycanthropes,other necromancer kings enlist tribes ofprimitive lupins, and use magics to enhancetheir abilities to fight the new threat, givingorigin to the Taymoran Hound andTaymoran Hairless breeds6.

The region now known as Ylaruam is averdant grassland. Southern areas are incontrol of the Taymoran Empire. Northernareas are settled by Trantalian and Thantalianclans (Neathar tribes related to the Antalians).

Hol low Moon in Threshold Issue 4 andSimone Neri , His tory of Minrothad andIerendi in Threshold Issue 3, for fur therdetai l s .5 See John Calvin 's "A Treat ise onLycanthropy" for fur ther detai l s

6 See my “History of the Lupins” for fur therdetai l s

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The Rise of Nithia and the

Thanatos Heresy

2'000 BC: Trantalians, Thantalians and Oltecbarbarians cut the trade routes to Antalianlands.

The northern Taymoran kings use Malpheggiand Azcan mercenaries in an attempt toreopen the Streel river route, with mixedsuccess.

A number of kings try to increase their powerby shifting their allegiance from Nyx toThanatos. The effects are devastating, as thewar between followers of the two entropicimmortal rages for years. Taymora ispolitically weakened, and attempts by variouskings to expand their holdings in Nithia andon the Isle of Dawn are rebuffed.

Some geological instabilities destroy someperipheral areas of Taymora, sinking someareas and creating new islands and landmasses. Most Taymoran cities survive, andthe kings foolishly continue their wars.

Thantalian and Trantalian tribes begin theirrise, having reached bronze age technology.

The Nithians flee from the Isle of Dawn tomodernYlaruam, under the guidance of thepriesthood of Nephthisi.

1'900 BC: The priesthood of Nephthisiguides Nithia to success against the northernthreat. A series of conflicts halts the Antalianand Thantalian expansion in the NorthernReaches. Likewise, the Nithians repelTrantalians to the west. Silver mines in theNorthern Reaches are exploited. The silver istraded to Taymora, where it pays for the

Taymoran bronze. Like modern Ierendi,Taymora has no silver mines, so silver isquite valuable there.

1'850 BC: In Nithia, the militant Priesthoodof Rathanos oust the priestesses of Nephthisifrom their monopoly of silver trade, as thelatter Immortal starts losing interest in theNithians. Aware of the strife going on inTaymora, the Priests of Rathanos extend themining techniques of the Nithians beyondsilver mining.

The remnants of the Taymoran culturebecomes known as the Land of the Dead, orthe Land of the Night, among the Nithians.This is due to its western position, to thepersisting geological dangers that ravagethose doomed areas that still haven't sunk,but also to its undead ruling caste. Taymorais known to the pharaohs as a coalition ofmany nations - this considers both theTemran (Taymoran) city-states and the vassalor allied nations of elves (Shelash),fomorians (Poymeren), lizard-men(Malepeq), Azcans (Ashkan), and later theLukka (lycanthropes) and Alpared (Albarendihumans).

The Cataclysm and the Fall of

Taymora

1'750 BC: After many years of war betweenthose who had remained loyal to Nyx andthose who had turned to the ways ofThanatos (a battle between nosferatu andvampires), the core of the Taymoran Empiresinks beneath the waves. Geological disasters-- volcanic eruptions and earthquakes,enhanced by the massive magical energiesinvoked by the warring sorcerers -- sink most

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of the remaining Taymoran lands into thesea, and splinter off much of the rest south ofthe modern day Five Shires and theAtruaghin Clans.

This cataclysm marks the end of theTaymoran culture.

The plateau under which the survivingAzcans have been living largely collapses,killing many of them and leaving thesurvivors in a shattered, hostile land.

1'740 BC: A wave of fleeing Taymorans hitsvarious locations in the east. The armies thatare invading Nithia are routed thanks to the

priests of Rathanos, who use fire magic tocounter the undead units. MythicLycanthropy spreads throughout the Nithianpopulation.

Nithian priests begin to alter the disease,trying to lessen and remove its worst effects.Over several decades they are successful inthis endeavour, creating AncientLycanthropy7.

Fomorian and Taymoran fleets also reach theIsle of Dawn, where they manage to takehold of the western region.

7 See "A Treat ise on Lycanthropy" by J.Calvin.

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Other Taymoran remnants are found insouthern Darokin (Tuma), the Huleanregion, Sind (lycanthropes), Ierendi (theAlbarendi), Vyalia, and Minrothad. A fewAlbarendi clans also reach the forestedDoulakki lands (these will be among theancestors of the Cynidiceans).

1'720 BC: Land masses split further away,forming ten islands south of the Five Shires.

1'700 BC: Cataclysms split land masses andocean floods create islands; Meditor elves areleft on the new-made Isles of Dread.

The Albarendi have established modestcommunities on the western islands formedfrom the destruction of Taymora. They haveoccasional trade relations with the lizardmen, but no formal government beyondvillage elders. Because the islands' twospecies, reptilian and human, are active atdifferent times - one by day and the other bynight -the Malpheggi and Albarendi culturesseldom come into conflict.

Having lost their mines, and the sources oftheir bronze, the Taymoran remnants turn toiron for their works. The Taymoran smithscaptured by the Nithian pharaoh bring toNithia the knowledge needed to push thenation towards the Iron Age, thanks to therich iron mines of the Alasiyan highlands andthe high-temperature fires provided by thepriests of Rathanos.

1'600 BC: The Taymorans of the Isle ofDawn move further north, until they settledown founding the new culture of the Aseni.These are the ancestors of the Alaysians.

1'500 - 1'000 BC: Nithia conquers all of theThantalian and Trantalian tribes of nowadaysYlaruam, and parts of the Isle of Dawn. Manytribes leave for the west and the south tosearch for freedom, others are sent (oftenforcibly) as colonizing parties with Nithianleadership or endorsement: these are theancestors of Doulakki and Traldar(Trantalian-descended populations), and ofHesperians8 (Thantalian descendedpopulations). The ancestors of Thyatians,Kerendans and Hattians are Thantalian andAntalian tribes from the Northern Reachesand Heldann, brought to the southerncontinent in one of these colonizing schemes.

TAYMOR, LAND OF THE

DEAD

The People

The Taymorans are a dark and curly hairedpeople with tanned complexion and darkeyes. The nobles are usually much paler,which is not surprising, since during theheight of Taymora the upper strata ofaristocracy were made up entirely ofnosferatu, the chosen of Tanyt, the NightMother.

The average Taymoran lives in thecountryside hamlets and dresses with a linenor cotton tunic and little else. Clan chiefs

8 See G. Carolet t i , “Hesper ia, Land of theSet ing Sun” , on page 175 of this i ssue.

Government: City-States ruled byNecromancer Kings

Population: circa 1.600.000

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wear a conical skull cap, and a widesheepskin cloak. They also wear bandoleerswith a single large knife sheathed across thechest, and carry a staff as a symbol of theirstatus.

Priestesses are more common than malepriests at clan level. They dress in longtunics, high pointed hats, and braid their hairinto two tresses.

Beyond clan chiefs and priests, the otherupper class is that of bronzesmiths. Beyondthe economic relevance of this activity, themaster metalsmiths are skilled in bothcombat and enchantment magic, allowingthem to forge themselves blades of strongmagic.

Merchants, warriors, miners, and craftsmenmake up the middle class, while farmers arethe lower class. Slaves are common only incitadels and towns, and then only among thenosferatu nobility, though owning a fewslaves is a mark of especially high rankamong the human nobles.

In addition to the Taymorans, other ethnicgroups appear frequently in the Taymoranlands, either as slaves or mercenaries. Thereare the lizard men, lupins and Azcan menfrom the west, the elven mercenaries fromthe Sheyallia Borderlands to the east, thefomorian giants, builders of great citadels,that came from the Altan Tepes, and theraces created by the necromancer kings'powerful magics: the albino humans knownas Albarendi among the elves, and theshapeshifting warriors in the armies of thenecromancer kings of Inner Taymora, thewerewolves.

The Land: City-States of

Taymora

The Taymoran society is, at its lowest level,based on small clans or extended families

Tamoraz (pop. 12000;3% elves, 5% Taymoran Hound lupins)

Colhador (pop. 10000; 15% Albarendi)

Hushu (pop. 8000; 10% TaymoranHairless lupins, 5% Albarendi)

Barumini (pop. 9000;5% elves, 1% giants)

Sulqi (pop. 7000; 5% elves, 2% TaymoranHound lupins)

Bythia (pop. 8500; 20% Albarendi)

Tzur (pop. 6750;4% lycanthropes, 5% Albarendi)

Sarroch (pop. 8500; 10% lizardmen, 5%Taymoran Hairless lupins)

Tuma (pop. 5600; 5% Taymoran Houndlupins, 5% Taymoran Hairless lupins)

Tarshiz (pop. 10000;5% elves, 2% lycanthropes)

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living in small hamlets. Each clan averages attwenty members. These villages dot thecountryside, and cluster around a singletower for protection and trade. They arecomposed of circular huts with thatched roofs.

The whole Taymoran territory is covered bysome ten thousand conical towers, whichoverlook trade routes, rivers, mines andcoasts. They provide a relay network whichallows information to flow fast from villagesto the main cities, and among the city-statesthemselves. A tower is usually surrounded byan extended village of some fifty people. Ithouses a small clan nobility, basically the clanchief and a priest or priestess of some kind.

Larger “castles” are built by connecting fourtowers through stone walls, filling theresulting courtyard with earth, and buildinganother tower on top. Each citadel is thepersonal domain of one of the nosferatunobles during the height of Taymora. Withinthe citadel, and in dungeons dug under it,live the master of the castle, its second-in-command, who is usually a nosferatu brideor another kind of undead, and a small herdof slaves (around twenty), who make up ablood reserve for the nosferatu rulers. Thelower towers house bronzeworkingworkshops, armouries, shrines, and a smallmilitary.

The domain of a nosferatu master covers hiscitadel, including a larger village of some twohundred people, three to five minor towers,and eight to twelve hamlets.

There are circa one hundred city-states, tenof which are major settlements of at least fivethousands, while the others average at aboutone thousand inhabitants. Each city-state

controls directly a large number of towersand hamlets, adding a rural population oftwo thousands. Moreover, the nosferatukings hold the masters of minor citadels asvassals -- they are often vampiric slaves aswell, thus boosting a kingdom's populationto fifteen to twenty thousands, perhaps morefor the largest city-states.

The major cities were Tamoraz, Colhadorand Hushu in the Taymoran Heartlands,Barumini and Sulqi in Inner Taymora, Bythiaand Tzur on the Western Coast, Sarroch inthe Western Borderlands, and Tuma andTarshiz in the Northern Borderlands.

Government

The Taymorans were originally ruled by clanchiefs, advised by the priestesses of Tanyt,the mother goddess, and the bronzesmiths.As they evolved towards civilisation, citieswere found, and the clan chiefs becamekings. They began dabbling in magic, bothpriestly and wizardly, and by the timeTaymora reached its height they were all ledby Tanyt to the Eternal Life. Each rulerbecame one of undying kings - not only thekings of the city-states, but also the rulers ofthe minor citadels.

Each king or citadel master usually keeps asingle vampiric slave: letting too many ofthem around would make the competitionfor food too hard, and the politicking forpower too dangerous. Even so, there weremore than four thousand nosferatu inTaymora, during its maximum expansion.

The kings are advised by a large clergy, whichworships Tanyt as well as other gods, Melq-

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Ashtir, Qorun, Sethlanis, and even Sarrattalu,the death god, ruler of a dark, much fearedafterlife. Human nobles are charged with theroutine duties of ruling, leaving the nosferatunobles' time free for their political andeconomical schemes.

The master bronzesmiths compose the thirdpart of the upper class. They are moreindependent than the priests or nobles fromthe political power, but they are the key ofthe economical power, since they hold thesecrets of creating metal weapons and tools.Moreover, bronze tools and weapons needfrequent maintenance, so even minorbronzeworkers are much wanted.

Taymoran Name Common Name PortfolioTanyt Nyx Night Mother, CreationSarrattalu Thanatos Death, the OtherworldMelq-Ashtir Asterius Trade, Sailors, WarQorun Khoronus The Sea, RulershipUrtni Ordana Elves, Women, ForestsSethlanis Wayland Metalsmithing, Volcanoes

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Religion

The Taymoran religion is a primarilymatriarchal polytheism, with Tanyt as thehead of the pantheon. Other gods playdifferent roles depending on the individualcities -- a mercantile town may favor Melq-Ashtir while a city where the bronzesmithcaste is more influential may prefer Sethlanis.

However, the major temples of the Taymoranpantheon are large complexes built far fromthe major cities. Generally, they controlmajor sea trade routes or large mines of leador gold.

The Great Sanctuary of Qorun and theTemple of Melq-Ashtir are visible from afar inthe sea, marking the beginning and the endof the Western Taymoran Coast, while theHouse of Sethlanis is built near a volcano inthe Gulf of Tzur. The Shrine of Urtni is theonly major temple outside Taymora proper,as it was built by the Southern Sheyallia elvesnorth of their capital, Nan-in-Edhil.

There are no single major temples to Tanytand Sarrattalu, leading to wild speculationson secret, well hidden temples in theunderground of the Heartlands.

Tanyt

(Nyx)CAL9 Any N; WAL10 Any; HS11 A miniatureof a woman.

Tanyt is the primary Immortal in theTaymoran pantheon. She is the creator oflife, and the patroness of Night, who savedthe Taymorans from the Longest Day, whenfire rained from the sky.

She is strongest in winter, and her most holycelebrations are held during the longestnight of the year and at the autumn equinox.She is also the main patron of the ruling caste.

Tanyt is represented as a pale, beautifulwoman with long tresses, either naked orwearing an ankle-long tunic and a largenecklace.

Sarrattalu

(Thanatos)CAL Any E; WAL Any; HS Eclipsed sun.

This immortal is the personification of Deathin the Taymoran religion.

His name means literally King of Darkness,and he is perceived as the ruler of theOtherworld. The commoners of theTaymoran city-states worship this evil god inan attempt to escape his wrath, andpostpone the day of their demise. Only thenosferatu nobles do not worship Sarrattalu,

9 Al ignment of the c lergy.1 0 Al ignment of the worshippers .1 1 Holy symbol .

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for they have been blessed by the NightMother with the Water-of-Life, the bloodwhich supports their eternal unlife.

Sarrattalu is never represented. His templeshold a giant-sized empty throne of blackvolcanic rock.

Melq-Ashtir

(Asterius)CAL N or NG;WAL Any; HS Aningot in form of astretched animalskin.

An aggressive, expansionist immortal, Melq-Ashtir is patron of trade and travellers, aswell as a patron of warfare and conquest. Heis worshipped by all castes, but especially bythe upper-middle class, merchants,weaponsmiths, and warriors.

Temples of Melq-Ashtir serve as businesscentres, and offer arbitration, measurement,storage, and primitive banking services.

Melq-Ashtir is portrayed as a well-muscled,handsome man in his thirties, wearing onlyan animal skin wrapped around his hips.

Qorun

(Khoronus)CAL N or LN; WAL Any; HS Aman's head covered by afeather headdress.

The Taymor Father, Qorun is the mythicalprogenitor of the Taymoran gods. He isrepresented as a middle age, bearded manwearing a crown with a conical featherheaddress inside and a long tunic.

An immortal patron of rulership, he isrevered mostly by the noble class, includingthe nosferatu rulers, who see him as the firstof the undying kings. Also the merchantsworship Qorun, in his role of god of the sea.

Urtni

(Ordana)CAL N or NG; WAL Anynon-E; HS A tree with ashort trunk and manybranches.

This immortal is a patroness of the Shelash,the Sheyallia elves who have obtained fromthe undying king of Tamoraz the right to livein the Eastern Borderlands. She is a naturegoddess, but represents a solemn, ritualistic,rather than wild or untamed, aspect of nature.

Urtni is revered primarily by the elves, butalso by many villagers. Due to the alliancebetween Tamoraz and the Sheyallia, Urtni isalso revered by this city and its vassals, butnot much in the other city-states.

Urtni is represented as a green-skinnedwoman, with long, brown, branch-like hair.

Sethlanis

(Wayland)CAL LN; WAL Any; HS A forge, or a volcano,or any red-hot metal.

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Sethlanis is the immortal patron ofmetalsmithing and the bronzesmith caste. Itis not known how Tanyt convinced him toteach the Taymorans his secret techniques,but it is certain that he does not like themvery much. The Taymorans try and appeasehim with many donations and sacrifices, buthis volcanoes are always ready to unleashtheir deadly fluids over the miners. Thisambivalence makes the entire bronzesmithcaste (and the related professions of minersand smelters) feared rather than loved, inspite of their critical role in the Taymoransociety.

Sethlanis is a patron of the fomorian giants,and is represented as a muscle-bound giantwith many tentacles instead of the lower legs,each tentacle ending in a fire-breathing snakehead.

FOMORIANS: THE

SOUTHERN GIANT-

KINGDOM

Government: Giant kingdomPopulation: 8300 giants, various typesStanding Army: 221 giants, various types

History

During the Taymoran Age, a major giantishnation controlled the Altan Tepes mountains.These giants came from the north before theTaymoran people reached the Bronze Age,fleeing from stronger, rival clans in theirhomeland.

The Fomorians were a mix of various giantand giant-kin races, including the cyclopskin,stone and hill giants, a large number of thelesser veerbeg giants, and even a few frostgiants, who retreated to the highest peaks,where they still live.

The giants of the Land of the Fomorians werenot crude nor lacked intelligence like theirmodern brethren. This was an effect of theTaymoran struggle between followers of Nyxand Thanatos.

The Taymoran nations initially battled theFomorians and traded with them as well.Neither nation was able to get the upperhand in battle, as the giants were strong butfew in numbers, and the Taymorans werepowerful sorcerers and priests, but no city-state wanted to risk a full-scale war with thegiants, which would have exposed them toattacks from their rivals.

Race Population Traditional social classFrost giants 600 Hunters & raidersCyclops 2000 Shepherds, winemakersStone giants 1500 Philosophers, rulers, buildersHill giants 1200 Hunters, shepherdsVeerbeg 3000 Farmers, shepherds, craftsmen

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Around 2250 BC, a large elven migrationreached Taymora. There were four clans, allbelonging to the Sheyallia elves, the Vyalia,Veirdyr, Virylf, and Velegyl. The elves weretired of travelling, and wanted nothing morethan a forested land where they could settle.The Taymoran necromancer-kings ofBarumini, Sulqi and Tarshiz saw this, anddecided that the elves could provide themwith the strength needed to solve theFomorian problem. They offered a large sliceof wild lands that laid east of Sulqi to theelven chiefs, in exchange for their service asmercenaries.

The elves proved good fighters, and pushedthe Fomorians back to their mountains, evenreaching the city of Zargash. When Zargashfell, the stone giant leaders sued for peace,and signed a treaty of alliance with thenorthern Taymoran states.

In the following centuries, giant workers andengineers helped fortify the major Taymorancity-states, building structures that wouldsurvive through the ages, resisting even tothe cataclysm that destroyed the Taymoranculture.

When the civil war between followers ofThanatos and loyalists of Nyx flared, severalhill giant clans were corrupted by envoys ofThanatos, and attacked the other races. Thelesser giants were nearly destroyed, and thegiant civilisation was shattered. The stonegiants and the elves forced the hill giants outof the land, but at an high cost.

Many giants died in the floods while theywere fighting the armies of Thanatos inTaymora, and others were killed or enslavedby the Nithians. Others yet migrated to the

Isle of Dawn, were they clashed with thelocal Firbolg.

Nowadays12, only frost giants remain in theland, while a few stone giants and severalclans of hill giants live in the CruthMountains, and some cyclopes are scatteredin the eastern Altan Tepes. Veerbeg are likelyextinct, at least in the Known World.

The Land: Cities of the giants

Tursh (pop.: 1200, mostly stone andlesser giants), CapitolZargash (pop.: 1000, mostly hill andlesser giants)

The major towns of the Land are Tursh, amassively fortified citadel near what now isthe Castellan Keep in Karameikos, andZargash, a rough hill giant town near theSheyallia border.

Tursh is the siege of the stone giantphilosopher-kings, a centre of great learningin architecture, engineering and geology. Itis called the City of Towers by the Nithians.It houses the embassies of several Taymorancity-states, including that of the king ofBarumini, whose ambassador is also apowerful nosferatu priest of Tanyt.

Zargash is a battered town composed ofwooden buildings. It faced the assault ofelven mercenary companies during theTaymoran war, and most of the original

1 2 At the present t ime, 1000 AC. See a lso“The Legacy of Taymora” on page XX. Notethat Storm Giants ment ioned in canon inIerendi and Minrothad are re lated to the SeaGiants of Undersea, and not to theFomorians.

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stone buildings were destroyed and neverrebuilt. The stone giants have all butabandoned the city right after the war,leaving the hill giants to rebuild it with theircomparatively poor skills. The elves helpedin the rebuilding, and established an embassyand a temple to Urtni. The local hill giantsgrew resentful of the elven interference inthe later years, leading them right into thearms of Thanatos' envoys.

Religion: The Fomorian

pantheon

Sethlans (LN, Patron of law, themountains, metals and ores)Tanyt (N, Patroness of Taymora and thenight)Urtni (NG, Patroness of the elves andnature)De (NG, Patroness of the forested lands)Terra (LN, Patroness of the stone giants)Cadjalis (NG, Patron of the craftsmen)

Sethlans is the major patron of the giants.While he is revered in Taymora as well(under the slightly altered name ofSethlanis), he does not love the Taymoransand their entropic powers. During theTaymoran Age, this Immortal suffered amajor setback, as his giant followers were allbut destroyed, and his image was laterconsidered by the Nithians as one of theirfiendish enemies, under the name of Seth.There he was seen as a power of destructionand evil, since in the end he was the patronof those same volcanoes that destroyed theTaymoran civilisation.

Two foreign Immortals are acknowledged bythe Fomorians, Tanyt, the Taymoran

immortal, and Urtni, patroness of the elves.Neither is especially loved, but the buildingof temples to these goddesses was includedin the peace treaty between the Land of theFomorians and their elven and Taymoranenemies.

Other Immortals were worshipped by thegiants, especially those of the Sphere of Earthlike Djaea (De), Terra and Kagyar (Cadjalis),but this worship was mostly limited to stonegiant philosophers and priests.

SHELASH: THE EASTERN

ELVES

During the XXIII century BC, the Sheyalliaelves (known as “Shelash” in Nithian andTaymoran inscriptions) migrated across thewestern mountains. These long-lived,nomads had only access to primitivetechnology. However, most of them wereable to wield arcane or, more rarely, divinemagic. This made them interesting for theTaymoran necromancer-kings, who beganhiring them as mercenaries in their warsagainst the Fomorians of the northernmountains. Armed with Taymoran bronzeweapons and, surprisingly for theTaymorans, who had never seen armoredmagicians, bronze armor, companies ofSheyallia mercenary troops streamed towardsthe northeastern battlefields, turning whathad become a war of attrition into a full scaleinvasion. The giant kings were forced toretreat to the highest mountains, wheremagic could not offset the advantage of size,and the necromancer-kings claimed thelower lands, enslaving several giantish clans.

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In a clever political maneuver, the undyingking of Tamoraz offered the EasternBorderlands, a forested wilderness to theeast of Taymor, to the Sheyallia. Most of theclans accepted, although some settled withinTaymor itself, continuing their tradition ofmercenary service to the Taymoranaristocracy13.

The People

The Sheyallia are generally of medium builtand height for elves, are generally pale, withgreen or hazel eyes and blond to brown hair.Southern clans tend towards more tannedcomplexion and darker shades of hair andeyes, while among northern Sheyallia silverhair and deep green eyes are more common.

The elves dress in practical robes in tones ofgreen and brown. Those who can afford itcarry bronze weapons, usually spears andshort swords. The use of bows is also verycommon, as the Sheyallia were originallynomadic hunters.

Contrary to later elves, the Sheyallia of theTaymoran age are in general quite friendlytowards humans, especially the moreadvanced nations. They developed an enmitytowards giants during the northern wars.

The Land: Sheyallia

Borderlands

Nan-in-Edhil (pop.: 6500), CapitalLorellin (pop.: 4000)Sad-e-Wyanna (pop.: 3500)Virylion (pop.: 700)

The Sheyallia settled a long stripe of landrunning east of Taymor, from the Altan Tepesmountains to the sea, where Alfeisle is now.The region was heavily forested in theTaymoran age, although in modern days onlythe Dymrak Forest and Alfeisle remain of it.

The Sheyallia Borderlands were divided intofour provinces, or Lawr. From north tosouth, Vyalia-Lawr, Velegyl-Lawr, Veirdyr-Lawr and Virylf-Lawr. The capital city, Nan-in-Edhil, was built in the southernmostprovince on the estuary of the Laegiol river,which ran across the entire Borderlands.Lorellin and Sad-e-Wyanna were the regionalcapitals of Vyalia-Lawr and Velegyl-Lawr.Veirdyr-Lawr was a more rural province, butincluded the Shrine of Urtni, the majorreligious center of the Sheyallia. Theprovincial capital was the village of Virylion.

Government

Politically, the Sheyallia adopted agovernment not unlike that of modernAlfheim, with a nominal king acting mostly asa figurehead, and a council of clan headsholding the actual power. The SheyalliaBorderlands, however, were a client state ofTaymor. Individual Sheyallia clans heldallegiance to specific city-states, from whichthey received bronze and other trade goodsin return for military service. This network of

1 3 The northernmost c lans of the EasternBorder lands became the Vyal ia, whi le thesouthernmost became the forest e lves ofMinrothad. The e lves who set t led in Taymori tse l f are the ancestors of the water e lves.

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allegiances colored strongly the elvenpolitics, making the government ineffective,especially when the internal conflictsbetween the Taymoran city-states led tofractures among the clan heads.

Religion

Ordana/Urtni (NG, Patroness of theelves and nature)Ilsundal/Usil (LN, Patron of law and thesun)Calitha/Cel (NG, Patron of the sea andthe Aquarendi)Tanyt (N, Patroness of Taymora and thenight)

The Sheyallia primarily worship Ordana,known as Urtni among the Taymorans.Northern Sheyallia also worship Ilsundal,known as Usil by the Taymorans, and coastalelves, influenced by the Aquarendi, beginaccepting the worship of Calitha Starbrow(Cel in Taymora). At least a formalrecognition of Tanyt is also common amongthe mercenary elves that serve in Taymora.

The elven religion typically revolves aroundthe clan relic, a living artefact provided bythe patron Immortal.

LUKKA: THE BEASTMEN

OF TAYMOR

During the XXII century BC, severalTaymoran necromancer kings concentratedtheir research efforts into the creation of newraces that would fit the roles of soldiers in

their armies and servants in their palace. Indoing so, they followed the will of Nyx, theirpatroness, an Immortal creator of newnocturnal races.

The greatest accomplishment in the first fieldwas certainly obtained through the creationof the dread disease, lycanthropy. Accordingto the most recent sources14, these firstlycanthropes were mostly stuck in a hybridanimal-human form, and were created tomatch the animal species that the nosferatucould summon and control.

The first, and most successful, lycanthropeswere therefore the werewolves, powerfulwarriors who would end up in the shocktroop companies. Wererats and werebatsfollowed shortly, but they were not assuccessful as their more powerful cousins.Werebats were employed as scouts andraiders, and wererats as underground shocktroops or as scouts in the swamplands inwestern Taymora.

Mortality rates were exceedingly high, bothfor the violent occupations of mostlycanthropes and, more importantly, for thedebilitating effects of the disease itself. A fewmore phenotypes were later devised bynosferatu and vampire kings endowed withthe ability to conjure different species ofanimals, and a few even appeared fromrandom mutations.

When the end of Taymora grew near, theLukka, the lycanthropic people, formed amajor part of the Taymoran armies in thecities of Tarshiz, in the Northern TaymoranFrontier forested lands, and Tzur. Massive

1 4 See "A Treat ise on Lycanthropy" by J.Calvin.

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use of Lukka troops was indeed the cause ofTarshiz' success as one of the few borderlandcity-states to become a powerful force in thepolitical scene of Taymora.

The necromancer king of Tzur, on the otherhand, devoted much effort to the creation ofwererats, which he employed for warfare inthe swamps in order to wrestle control of theriver trade from his rivals, the kings ofAmarshish and Darqis.

A number of the most resilient individualshad been able to survive longer than the fewmonths most would live as beast-men. Theselycanthropes started resenting their vampiricmasters, and formed a secret society devotedto overthrowing them. A previouslyunknown Immortal manifested to them,calling himself Lykaion15, and offered themhelp against their masters for their worship.

Statistics

These statistics are thought for an AD&D 2ndedition game, but are easily adapted to OD&D.

A Taymoran lycanthrope has usually a single,hybrid form. It gains the HD, AC, immunitiesand any bite attack of the standardlycanthrope, plus it retains the ability to usesimple weapons (maces, clubs, daggers, andaxes). All others statistics remain as thestandard form, but the character receives abonus to Strength and Dexterity as dolycanthropes of his phenotype in "Beast at

Heart"16, and has the same dietaryrequirements.

In general, Lukka characters (includingplayer characters) can appear anywhere inthe Taymoran lands between the XXI centuryand the fall of Taymora. These charactershave a serious disadvantage in that they areextremely vulnerable to the necromancerkings' magic and vampiric powers.

THE LEGACY OF

TAYMORA

Even after the fall of the city states ofTaymora and the cataclysm that nighobliterated that land, remnants of theTaymorans and their various subjects remain.These may appear in adventures, as modern-day adventurers try to puzzle out aspects ofthe history of Taymora, perhaps looking forclues to the nature of artifacts or to the cultsof Nyx and Thanatos.

The Taymorans themselves disappeared intoobscurity. The few survivors, mostly in theNorthern Fomorian Frontier, were soonconquered by Nithian exploration missions,and merged into the Traldar people. Theirtraditions, in particular the cult of Nyx, werepreserved by the “Sons of Night17”, a mysticalbrotherhood which passed down knowledgeof unusual magics. The nosferatu andvampire curses, of course, survived and

1 5 This is thought to be an ident i ty of Loki .Whatever plan he might have been for hiswerewol f fo l lowers, i t l ike ly fo lded whenTaymora sunk.

1 6 See the Book of Souls , at the Kargatanewebsi te1 7 See the Koskatep ser ies by F. Defferrar is tar t ing in Threshold Issue 1, and the “In theDread of Night” module by Ann Dupuis inDungeon Magazine issue #24.

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resurfaced centuries later during theTraladaran Dark Ages. Some Taymoranvampires, the velya, survived under thewaters to plague the kingdom of Undersea tothis day.

The Taymoran Hound and TaymoranHairless Lupin breeds migrated north,becoming the Cimarron Hairless of theBroken Lands and south-east, giving rise tothe Ochalean breeds - the Shar-Pei, OgrishChow-Chow, Ochalean Hairless andOchalean Houndling.

Mythic lycanthropy was curbed throughNithian intervention, and would in timeevolve into the modern strains.

A number of Albarendi survived in the islandsof the archipelago of Dread, formed by thecataclysm. The migratory waves of the Makaifirst, and later the Hin, Thyatians and othersprevented the Albarendi from everrecovering from the cataclysm. Their culture,however, evolved into an original creation,and is still preserved in Ierendi.

Continued on page 104

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Erkalion – The Dusk of an Empire

“The sun has set on the empire. Let theshining beacon that is our city herald thedawning of a new day.”

- Kelaran, son of Maradan, c. BC 6990

Although records of the time beforeBlackmoor are scant—at least to scholars inthe Known World—there is some knowledgethat there was an empire of bold explorersand warriors devoted to a strange Immortal“who held up the Sky and lit the Heavens”.Little is known of this so-called “Land of theSea”, whose works are mostly lost and whoselocation is a mystery, save for that it existedin the great southern seas, that it foughtmightily against an even more ancient evilrealm of sorcerers who trafficked in thingsutterly unwholesome, and that it destroyeditself in saving the world. Scholars steepedin that ancient lore who have ventured toDavania and the southern seas, and whohave dug in certain sites and explored ruinsoverlooked by the march of time, know farmore about Lhomarr and Y’hog, and their

Erkalion– The Dusk of an Empire

by Geoff Gander

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struggle. They know that the Lhomarrianswere great seafarers and suspect that theremay be forgotten outposts of that lostcivilization that, if discovered, could shedmore light. Erkalion, a remote outpost in thefar south that eventually became one of thelast holdouts of the Lhomarrian civilization,is just such a place.

GEOGRAPHY

Erkalion is located on the northern coast ofthe Vulcanian Peninsula, southeast of theVulture Peninsula. In its heyday, and eventoday, the land surrounding it is hilly andlightly forested with mixed deciduous andconiferous trees—predominantly maples,birches, and pines in the Lhomarrian era,which have since been replaced by oaks,maples and a few walnuts as the local climatebecame more moderate. Coniferous forestsnow predominate south of what theLhomarrians called the Ormincarith (ColdRiver), which is currently known by a varietyof names by the barbaric human tribes whonow occupy the region.1 The coasts here arerocky, and the continental shelf drops offsteeply.

To the southeast lies a large swamp at themouth of the river, which the Lhomarrianstried unsuccessfully to drain. Then, as now,the swamp was home to numerous forms ofgiant insects and poisonous snakes (much

more common in the modern era), as well asa small population of swamp hydras whichhave managed to retain their position as apexpredator. Some of the barbarian tribes in themodern era harvest the venom from some ofthe serpents to coat their blades andarrowheads—a practice their long-deadancestors adopted from the more sinisterinhabitants of Erkalion in its later days.

The sheer drop of the continental shelf alongthis part of the Vulcanian coast was a boon toshipping in the Lhomarrian era, but that alsomeant that there was nothing but open seabetween Erkalion and the Lhomarrian sub-continent, save for a single island due east ofErkalion known to the Lhomarrians as theDawn Spire, so named because the first shipsailing in the region spotted its lone peaksilhouetted against the rising sun. It waslightly settled by farmers and fishermenduring Erkalion's heyday. The island iscurrently uninhabited (none of the seafaringbarbarian tribes will settle there, out of abelief that the island is cursed by restlessspirits) and possesses a moderate climate tothis day. It boasts a stand of walnut andapple trees in one sheltered valley that aredescended from those planted by theLhomarrians.

At the city's height there were two othersettlements of note (the villages of Seressinaand Akalanyos), as well as a handful of smallfortresses and towers on the frontiers of thelands claimed by Erkalion. Much of theinterior of the territory claimed by Lhomarrwas lightly farmed; although there wereseveral stands of deciduous forest leftuntouched.

1 At the height of Lhomarr ian power in theregion, the Ormincar i th was bordered byextensive wheat f ie lds, which, combined withberr ies and root vegetables such as beets ,formed the basis of a large part of localcuis ine. Dishes f rom Erkal ion were referredto as “animal feed” by cul inary snobs inLhomarr proper.

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HISTORY

Erkalion began as an outpost on thenorthern coast of Vulcania in BC 8350, littlemore than a collection point for the amberand iron Lhomarrian explorers had alreadyfound there. The rugged shores andremoteness of the place attracted few settlers(aside from those who had reasons forleaving civilization behind them), beyond thesmall garrison and their families – even whenthe empire began offering generous landgrants. Matters changed in BC 8292 whenEmpress Trestinia23 re-designated the

outpost as a penal colony for religiousdissidents. Within five years, the populationballooned from roughly 600 to just under15,000. Disease and starvation wererampant, and the garrison was ultimatelyforced to flee due to the turmoil. Erkalionbecame a de facto city-state and a rulingcouncil was established to impose order, butit was ridden with factionalism and most ofthe inhabitants did what they wished.Despite the near-anarchic conditions,enough common sense prevailed that mostpeople focused on building their communityand co-operating in a remote, often hostileterritory.

The situation did not go unnoticed byErkalion’s neighbors. Communities of garlsand treants, which had been driven away bythe population explosion began to moveback, and the remnants of the Gok'ket4,driven into the region by sis'thik and otherraces, also competed for land. Ultimately,the beleaguered people of Erkalion appealed

2 Trest inia, daughter of Marissa, was a lsoknown as the “Shadow Empress” in mockeryof the symbol ic l ight of Xeron shepurportedly represented, as wel l as theimpl icat ion that her occupat ion of the thronewas accidental or otherwise i l legi t imate. Shewas the fourth chi ld of Emperor Karathas I I ,and under the t radi t ions of Lhomarr ianimperia l success ion would never have lef t theclergy. However, the loss of her three e lderbrothers in bat t le ( the f i rs t two) and at seaelevated her to the throne. In many waysTrest inia – a brash, imperious woman whodid not suf fer fools - was cut f rom the samecloth as her boldest forebears and underother c i rcumstances she could have beenremembered as a legendary empress in herown r ight , but her fanat ic ism al ienated al lbut her most sycophant ic fo l lowers. Herreign (BC 8298 – 8254) was marked byfrequent purges, mass deportat ions ofheret ics , coerc ion to adopt the fa i th, andbrutal expansionism.3 From the t ime of the founding of theempire unt i l the present day in the Hol lowWorld, Lhomarr ian dynast ic success ion hasbeen based on the pr inciple of pr imogeni ture( the crown is passed to the e ldest chi ld) .Ini t ia l ly male chi ldren of an heir-apparentwould ascend to the throne before a females ib l ing, but the tendency of male heirs off ight ing age to die in bat t le brought this

pract ice to an end. By t radi t ion, the e ldestchi ld (male or female) is the heir-apparent,whi le the second and third male chi ldrenpursue mi l i tary careers ( the second chi ldunderstands that his career wi l l be cut shortshould he ascend to the throne). Females,and any chi ldren born af ter the third,t radi t ional ly entered the c ler ica l orders ofXeron.4 The Gok'ket were an inte l l igent race ofpr imates who were dis tant ly re lated to theindigenous humans of Mystara. Theypredated the Carni fex by many mi l lennia,and co-exis ted with the f rogfolk of Y ' ruth.Orig inal ly they l ived in the far north, but aremnant of that race survived the sweepingchanges of his tory and made i ts way south.They were a Stone Age people, and i t i sposs ib le that some of them were t ransportedto the Hol low World before they wentext inct .

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to the empire for aid, and a force was sent inBC 8220 to occupy the port. The settlementremained under military administration untilthe Sinking, but the administrator's positionevolved over time into a virtual lordship. Asthe empire's position in Vulcaniastrengthened, the lands surroundingErkalion were secured, and by BC 7900 astretch of coastline on either side of the cityand roughly 50-100 miles inland wasclaimed, if not completely controlled. Afterthe repeal of Tristinia's laws the populationdeclined, and the remoteness of the locationdeterred all but the most enthusiastic

colonists. However, Erkalion did grow, andby the time of the Sinking in BC 7022 it washome to roughly 35,000 people, withanother 5,000 in neighboring coastal villages.The interior remained largely wild andunsettled, save for a handful of fortresses. Afinal influx of almost 10,000 people arrivedshortly before and after the Sinking itself.

During the centuries leading up to theSinking, Erkalion enjoyed a period of relativepeace. Far removed from the intensefighting in central and northern Davania, aswell as the politics and maneuvering in the

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imperial court at Regemnon, the atmosphereof the city was deceptively calm. Food wasplentiful, and trade with Lhomarr proper andother southern dominions such as Thallioswas lucrative. The only reminder of war withthe Carnifex was the routine conscription ofyoung men for the legions.5 But it was in the

midst of this period of calm that the fatefulend of the port city was set in motion.

The religious persecution instituted byTrestinia that led to the deportation ofthousands of people to Erkalion was alsoused as a smokescreen for various OuterBeing sects to spread their influence to all ofLhomarr's territories. Some cultists willinglygave themselves away—even to the point ofopenly summoning unwholesomecreatures—in order to whip up even morehysteria. The authorities took the bait andcame down hard, executing many andsweeping entire neighborhoods clear.Followers made sure to be among those sentaway6, and once at their destination woulduse their magic to aid the deportees, and winover some converts in the process. With asecure foothold, the Outer Being cultsinsinuated themselves into every level ofsociety in Erkalion, with some masqueradingas clerics of Xeron. Such a feat would havebeen nearly impossible in Lhomarr, but onthe fringes of the empire clerical magic wasrarer and always in demand—and peoplewere less likely to notice or care if the ritualsweren't quite how they remembered them.In later years, with war distant and prosperityseemingly everywhere, the Outer Being cultshad become so prevalent that some priestsbegan bringing some of their practices intothe open. And then Lhomarr sank.

Erkalion's seaward fortifications, and most ofthe immediate neighborhoods, were

5 Lhomarr ian pract ice was to form “homeregiments” ( i .e . , mi l i tary uni ts would beformed of people who came from the sameci ty, town, or v i l lage) in the bel ief thatsoldiers would f ight harder to protect theirfe l low troopers i f they were the people theygrew up with. For the most part this wastrue, and an unexpected s ide ef fect was thatr ival r ies between uni ts were not uncommon.Troops f rom Erkal ion had a reputat ion forbravery, and i t was widely bel ieved that thiswas because they wanted to prove that theywere just as wi l l ing to die for the empire,despi te being so far removed from theact ion. They suf fered some of the highestlosses – a lmost as high, proport ional ly, asthe fata l i ty rate for male heirs to the imperia lthrone, which reached two-thirds dur ing themost intense years of f ight ing against theCarni fex of Y 'hog.

6 Under Trest inia 's ru le, a person whovoluntar i ly went to Erkal ion would have beenconsidered suspic ious, s ince only atroublemaker would ever consider set t l inganywhere near a penal colony populated byheret ics . The resul t would have been alengthy interrogat ion, at best .

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devastated by the tidal waves produced byLhomarr's sinking, and roughly one-fourth ofthe population died (again, the Outer Beingcults used their magic to ease the effects ofthe disaster, with the population none thewiser). Reconstruction was swift, but oncethe truth of the empire's destruction becameknown a pall of fear descended over the city.The administrator of Erkalion, Maradan, sonof Ardalos, citing the need to maintainLhomarrian civilization, made his powerspermanent. No one opposed, and Erkalionbecame a kingdom in its own right. Borderswere reinforced and the city adopted a moreaggressive posture towards neighboringpeoples, demanding tribute in exchange forprotection. The newly-crowned king sentships to other former territories of theempire to see what remained—little did,aside from a handful of outposts andErkalion's sister city, Thallios, which itselfwas trying to rebuild. The two cities formedan alliance, and between them managed tokeep the northern coast of the VulcanianPeninsula relatively stable for severaldecades, while all else had descended intoanarchy. With the region secure for themoment, Maradan appointed his son,Kelaran, to govern in his stead while he ledsome of Lhomarr's remaining legions tonorthern Davania, where he led a vengeance-fuelled, but ultimately fruitless, campaign toeradicate the remaining Carnifexstrongholds. He and many of his soldiersmet their end in the ruined city of Yath-Khe.When Maradan failed to return after manyyears, Kelaran assumed the worst andappointed himself king.

Kelaran was very much his father's son, andbuilt upon Maradan's achievements. Heordered his armies to abandon imperial

doctrine and adopt successful tactics used byhostile neighbors, and he withdrew fromoutposts that were too remote or difficult tomaintain. This consolidation allowedLhomarrian civilization to endure longer insouthern Davania than would otherwise havebeen the case, but other factors sealed thedoom of Erkalion. Lhomarr's sinking alteredthe flow of ocean currents along theVulcanian coast, bringing more storms.Agricultural yields fell, which, coupled withmigrations as neighboring peoples soughtbetter food sources, led Erkalion to becomemore hostile as it tried to protect what it had.It even began pressuring Thallios, and theformer colonies in what is now the LostValley region—which were not suffering thesame scarcities as Erkalion—for moresupport. Aid was at first freely given, butwhen the effects of the worsening climatespread further the other Lhomarrianterritories became more reticent. By BC6600 the city's fleet began blockading, thenraiding, the other territories. Erkalion'shostility led the other Lhomarrian territoriesto form an alliance against it, culminating inthe Battle of Gilcarith in BC 6594, a navalconfrontation by the wide mouth of thatriver, near Thallios. The Erkalian fleet,outmaneuvered by the smaller and morenumerous vessels of the Thallian Alliance,was soundly defeated.

While the people of the region maintainedtheir freedom, the battle sparked decades ofskirmishing and intermittent warfare thatsapped the resources of what remained ofLhomarr, and hastened the final decline.Some in the region migrated north in searchof better lands, and when Thallios wasdestroyed by a volcanic eruption in BC 6415the settlements of what is now the Lost Valley

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descended into a new dark age. Erkalion,completely isolated and fending offincreasingly desperate neighbors whileseeing its population dwindle, withdrewfrom its borders. A growing portion of thepopulace turned to nihilism and darkerbeliefs, and those who venerated the OuterBeings, who had been operating behind thescenes for centuries, finally proclaimedthemselves as the true saviors of the people.More people fled, preferring to take theirchances in the open world, while theremainder placed their trust in the cultists.But the cultists had other aims than thesalvation of the people. Knowing thatErkalion was doomed, they had alreadydecided that their masters’ cause would bebest served if the populace was consumed.Some cultists stealthily approached theencroaching barbarians and persuadedenough of the chieftains that not only wasErkalion weak; vast amounts of plunder werewaiting to be taken. Their greed stoked, thebarbarians attacked in force, terrifying theremaining citizenry. The pall of fear andanxiety that hung over the city, combinedwith the strength of the rituals performed inthe catacombs underneath the citadel, wasenough to draw the attention of some of theOuter Beings. The souls of thousands wereliterally sucked into oblivion, leaving behindwithered husks frozen in poses of terror.Although many cultists voluntarily shared thefate of their victims, those performing theritual were not so lucky. Once the barbariansforced their way into the city and beheldwhat had happened to the populace, theyquickly concluded that the cultists wereresponsible, and that whatever power theypossessed could not be allowed to exist ifthey could not control it themselves. Thecultists refused to be enslaved, and met their

ends through more painful and mundanemeans. The barbarians took the mostportable treasures they could find and leftthe rest, deciding that the empty city was anevil place.

THE CITY

– THEN AND NOW

Erkalion was situated on a natural harbor,which was protected from the worst of seastorms by the construction of a heavily-fortified breakwater with a lighthouse. Stonepiers encompassed berths capable ofaccommodating some of the largest cargovessels7, and a wharf and open space thatdoubled as a market and meeting place ranalong much of the length of the harbor. Thecity was laid out in the typical Lhomarrianstyle: A couple of broad avenues, connectedby narrower streets, radiated from the port tothe city walls. Alongside the streets, most ofthe buildings were private homes—single-storey affairs whose outer walls were gracedwith colorful murals. A courtyard was oftenlocated at the centre of each home, wherefamily members could eat and socialize.Taller buildings, up to three storeys, linedthe major roads, and these were equallycolorful, and often had epic tales depicted ontheir façades. Each of the main avenuesended at a guard tower that led under aheavily-fortified tower, which in turn housedthe exterior gates. The crenellated wallswere 20 feet high, with heavily-builtwatchtowers situated at regular intervals.

7 By Known World s tandards, Erkal ionwould have a Port Class of “C” (2,000 to4,999 hul l points ’ worth of vessels may bemoored there).

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Integrated as part of the walls was Erkalion’scitadel, which served as the seat ofgovernment as well as a shelter (in theextensive catacombs underneath) for thepopulace, should the city have been indanger of being overrun. The Lhomarriansalso cleared away all of the trees and busheswithin 150 feet of the walls. Unpaved roadsconnected Erkalion to the other communitiesof the territory, as well as the fortificationsfurther inland.

Today, Erkalion resembles a series of heavilyforested, rocky hills rising above a shallowbay. The breakwater has survived, as well asthe foundations of the lighthouse, but bothare now covered with grasses and hardyshrubs. Nevertheless, the line of thebreakwater is too straight to be natural. Thestone piers have also survived; although onlyone is remotely usable now as most of theberths have long since silted up. The mainavenues are still vaguely discernible asshallow valleys running between low ridges,but in most places the side streets have beenentirely obliterated. Erkalion’s formidablewalls remain intact in several places, at somepoints being up to 15 feet tall. The citadelnow resembles a steep, tree-covered hill, butthe catacombs underneath are partly intact,encompassing a two-level network of tunnelsand chambers. The ruins are visited by allsorts of mundane wildlife, such as giantanteaters, peccaries, tapirs, turtles, tortoises,predatory large cats, and numerous speciesof birds and insects. Local barbarian tribesvisit the old harbor to fish on occasion, butdo not suspect that there anything specialabout the site. The catacombs are home to avariety of giant insects, and certain portionsare inhabited by lower-level undead.

LOST TREASURES OF

ERKALION

Those who fled the city over the years didnot take all of their valuables with them, norwere the Outer Beings interested in trinketswhen they consumed those who remained.A veritable treasure trove awaits anyonepersistent enough to find the ruins. Mixedwith Lhomarrian coinage and other artifacts,however, are items that were sacred to thecults that held sway here in Erkalion’s finaldays. Some of these are listed below, but thereader is welcome to devise more:

The Sword of Maradan: For reasons longforgotten, General Maradan left his swordbehind when he set out on his ultimatelyfatal campaign to eradicate the last of theCarnifex strongholds. His sword was madeat the same time as his helm8, and in fact thetwo were meant to be used together. This isa normal sword +2 made of bronze, andgrants the wielder immunity against allillusions (from spells, drugs and/or poisons,and natural abilities). When the wielder isalso wearing the Helm of Maradan, all savingthrows also have a +1 bonus.

Gauntlets of Flame: These red leathergauntlets, originally worn by a battle-priest ofXeron, are fastened about the wrists byleather cords and bear the bronze engravedimage of a flame (with a small ruby in thecentre) on their backs. When worn, thegauntlets allow the wearer to producenormal flames in the palms of their hands,the intensity of which can be controlled by

8 See “Forgotten Places of Davania: ThePil lars of Yath-Khe” at the Vaults ofPandius

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thought. A candle-sized flame can be keptalight indefinitely, but once it becomes largerthan torchlight there is a limit:

A flame equal in size to a torch’s light can bemaintained for 30 minutes per point ofIntelligence of the wearer. Striking with thisflame (roll as an unarmed combat attack)does 1d4 damage, as per a torch.

A flame the size of a campfire can bemaintained for one turn per point ofIntelligence of the wearer. Striking with thisflame is awkward (roll -2 to hit for anunarmed combat attack), and each hit does2d4 damage.

A flame the size of a fireball can be producedthree times per day, but it must be thrown atan opponent (roll to hit) immediately, or itwinks out of existence in the next round. Ifhit, an opponent takes 3d6 damage.

For all attacks, an opponent may save vs.Dragon’s Breath to take half damage.

The Shield Star of Galhossian: This is apalm-sized, seven-pointed star made of goldand inlaid with a silvery flame patternextending down the arms. The Lhomarrianword “Senda” (“shield”) is etched in thecentre. This is one of five magical starscrafted in BC 8390 for the mad EmperorGalhossian’s use, to enhance his own power.He used it, and the others, during theLhomarrian Civil War (BC 8389-8377),during which he personally slayed manypowerful opponents and seemed toovercome injuries that would have killedmost warriors. After his assassination,imperial powers were curtailed and the Starswere hidden in separate locations. The

shield star acts as a ring of protection +5,and creates an anti-magic shield (10’ radius,50% chance of nullifying any incoming spell,unless willed otherwise) around its owner,that moves with him or her.

ADVENTURE HOOKS

There are a number of ways an adventuringparty could find themselves in Erkalion:

Castaways: The easiest way is to have theparty’s vessel be caught in a storm or blownoff-course. In such a case, the ruins couldbecome a shelter and place to explore, andthe focus of subsequent adventures would bethe party figuring out where they are, whathappened to the city, and how they can getback to civilization. Their arrival would notgo unnoticed by local barbarian tribes…

Expedition: Some scholars know aboutLhomarr and Y’hog, and one or more ofthem might have learned about the existenceof Erkalion. The adventuring party could behired as guards, or (depending on theirskills) they might even be hired to conductthe investigations themselves. This would bea voyage of discovery, with the objective ofrecovering artifacts and bringing them backto their patron. In addition, the playerscould contend with pirates, rival academics,and even Outer Being cults. Assuming thevoyage is a success, Erkalion could be put onthe map (literally), which could lead to morecomplications as other expeditions to theregion are mounted. Competition couldbecome fierce…and violent.

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The Rise of an Ancient Menace: The evil actscommitted by the Outer Being cultists mayhave faint echoes in the modern era, and it ispossible that the sacrifices summoned one ormore servitors of the Outer Beings. If so, itis likely that the otherworldly creatures havebeen biding their time in the catacombs and,if intelligent, they may be concocting plots tofurther their masters’ aims. The arrival of theparty might be seen as a sign. Powerfulservitors would likely try to corrupt orcontrol some or all of the party members,which could provide opportunities forintense roleplaying and lay the foundationsfor a series of high-stakes adventures.

The Sheyallia Elves were divided by thecataclysm. Only the Vyalia clan of Thyatis andthe forest elves of Minrothad survived,although clans that were more stronglyinfluenced by the Taymorans, and who hadlived long among them, became the waterelves.

The collapse of the Malpheggi lizardmancivilization, already in an advanced stage by2000 BC, was completed by the Taymorancataclysm. The immortals had already

transplanted the better part of the Malpheggipopulation to the Hollow World at an earliertime, so the few surviving lizardmen of anymagical power went into hibernation withtheir followers.

The Fomorian kingdom survived, but thedefeat against the Taymorans had left itbroken. Few giantish clans, mostly frostgiants and a few stone and hill giants, stilllive in the Altan Tepes and in the CruthMountains.

(Continued from page 93)

Taymora Land of the Dead

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PROLOGUE: A LECTURE IN

WINDREACH

Academy of the Dragons, early

evening of Klarmont, 1 AC 1000

On the warm dusk ending the day of thesummer solstice many people were alreadyseated in the Great Hall at the center of theAssembly of the Sages, one of the mostvenerable buildings in the distinguished,ancient Academy.

While a score of young Eldars and, strangely,old drakes occupied the lowest seats, manyyoung dragons sat impatiently in a hugegallery right above. A separate canopy hostedsome strangers - old, wrinkled elves of manyethnicities whose insignia claimed they camefrom Norwold, Alphatia, the South and evenfarther lands. This was another very unusualsight, for the elves were not usually welcomein Windreach.

They were all waiting for the appearance ofTearentym the Scholar, the wisest of theEldar teachers in this temple of knowledge.His lecture, the only one he still deigned toperform once every two decades in the

carefully planned ceremonial schedule ofWindreach, was one of the most soughtevents of the Academy..

It was said that Taerentym was almost threethousand years old, a respectful age even formost dragons, and that he was among thefounders of the Academy, during a wildancient epoch when it was clear that asystematic method of transmission ofknowledge was necessary if the Eldar anddragon civilizations were to survive.

The audience was eager to listen to thevenerable, whatever the subject of his lesson,as his words were meditated upon, theculmination of years of study and full ofinsight, even for the few, old elven sagesfrom across the world who deserved thehonour to attend the speech.

With a soft, glimmering light, like mist slowlycoalescing into a humanoid figure, theslender silhouette of Teaerentymmaterialized on the basaltic pedestal in themiddle of the half-round room. His publicappearances were very limited, so many inthe audience were surprised to see how theburden of time took its toll on Taerentym'sbody since they last saw him.

by LoZompatore

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His skin looked like brown sheepskin, hishair a half-blown dandelion, his eyes twoblack dots in a sea of wrinkles.

"Welcome to this Vicennial Lecture, mystudents," said the venerable, his strong,high-pitched voice totally unlike the agedbody it came from. "I feel this time is aspecial meeting, as it is happening in a reallypeculiar turn of events.

“Many among the short-lived races todaycelebrate the completion of a millennium ofsome petty organization of theirs. Others,more savvy of mortal history, remember thatin a bright, warm morning of slightly morethan four millennia ago, the world waschanged. The night sky still tears tocommemorate that tragedy1.

“Finally, other people, those who are morein tune with things from the upper worldsbeyond ours, are perceiving an unusualtension among the Immortals themselves2.No one knows for sure if this is for the goodor for the bad. My personal feeling is that Iwill be soon relieved of the Burden of Time,and this might well be my last Lecture. That'swhy I'll devote my speech to our past, toremember what we are and how we becameso. I'll talk about dragons, Eldar, elves andtheir origins.”

The whole audience stood in awe, as thissubject had always been carefully avoided bythe venerable as far as the oldest inhabitantof Windreach could remember, even if no

one was sure of the reason. It was now clearwhy the invitation to the lecture wasextended also to common - albeitdistinguished - elves and drakes. Every soulin the hall stood in deferential silence as theold scholar started his speech.

THE FIRST RACE

“It is said that Eldar and elves were bornfrom the very first intelligent race to inhabitMystara. Legends say that, in the verybeginning, our world was covered by anuninterrupted ocean, all the continentsburied under miles of water3. Only marineraces lived on our planet: maybe some ofthem were also able to fly4 but, in thosetimes, the most important events of lifehappened in the seas.

An ancient Eldar myth states that, once thisWorld Ocean was ready to harbor life, theImmortals placed a single intelligent life formon it, which was tasked to keep track of thepassing of time5.

The true shape of this ancestral First Race isnowadays unknown, for many changeshappened in the world since then. The Eldarbelieve they were this very first race

1 Meteor showers are expected worldwide on1 Nuwmont according to a l l ca lendars l i s tedin the GAZs and PWAs ser ies .2 Refer to the events in Pandius descr ibed inPrologue of “WotI : The Immortals ’Fury”supplement.

3 For fur ther informat ion see PC3 module“The Sea People” about the creat ion myth ofthe Aquarendi .4 Reference here is to the sea dragons (seeDM’s book of the Master Set ) which mayboth f ly and swim underwater.5 See the Dragonlord Tr i logy, Book 2 . Thevery f i rs t race was tasked with the so-cal ledBurden of Time. The Eldar bel ieve that Timeitse l f wi l l s top once there is no one lef t tomark i ts passage.

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themselves, but the changes needed in theirbodies in order to adapt to a life on thecontinents disprove so.

Maybe the bodies of the First Race were moresimilar to the present-day water elves, theAquarendi, although sages say that even thispeople are but an offspring, created after adramatic flood submerged the firstlandsmasses6.

Marine tortles, those grumpy people we alsocall snappers, boast that they weresummoned from far away by a group ofancient Immortals to compete with the FirstRace in a contest for the beautification of theoceans and of the whole seafloor7. In the end

the First Race proved too weak to completethe task and the snappers won the privilegeto inhabit the shallowest parts of the sea,where sunlight is greater and prey isabundant. Oddly, the tortles’ race, thosepeaceable cousins of the snappers, have asimilar legend in which they helped the FirstRace to raise islands and continents when theImmortals commanded so8.

Unfortunately, nothing more is known aboutthe accomplishments done by the First Racewhen Mystara was young, and I firmly believethat no one but the oldest Immortals couldshed some light on these bygone ages.

Whatever the truth about their origins andtrue powers, the First Race is now gone. Allsages agree it differentiated and mutated intocountless species and creatures who nowshare its humanoid shape, albeit changedinto a wide range of variations. For my part,I believe the Immortals moved some of theFirst Race into some sheltered sanctuary weknow nothing of, or raised the last of this kinto live among them in the Upper Planes.”

6 See the Orig inal Dungeons and DragonsSupplement, “Book 2: Blackmoor” [1975],for more detai l s on this . A legends re lated tothe Sahuagin says that in i ts ear ly t imes theworld was f looded at least once ( l ike ly twice)so the Immorta ls created three amphibianinte l l igent races: the lawful Aquarendi , theneutra l Tr i tons and the chaot ic Shauagin tocope with a fur ther s inking of the cont inents .We could speculate that such races werecreated by the Immorta ls through spl i t t ing ofthe Firs t Race fo l lowing a l ignment cr i ter ia.Sahaugin could be the same creaturedescr ibed in AC9 and PC3 supplements andnamed “shark-kin”, g iven the s imi lar habi ts ,powers and appearance. The edi tor ia l s toryof the Sahaugin seems to support this . I t i seven poss ib le that , as many races of sharksexis ts on Mystara, then there are many racesof shark-re lated humanoids, a l l of them withdi f ferent names and with s l ight ly di f ferentshapes and his tor ies . So “Sahuagin”, “Sar-Aigu” and “Shark-kin” could correspond tothree di f ferent breeds of the same species7 This sentence is a reference to BruceHeard’s ar t ic le “The Truth About TheAncient Tort les ' Fr ightening Secret” and tohis speculat ion about tor t les and snappers asagents of the Immorta ls who had a pivota lro le in ear ly Mystara when oceans and

landmasses had to be “ref ined” af ter theircreat ion. I t i s sa id that a large number oftor t les or snappers may summon enoughmagical energy to reshape the landscape,rais ing or lowering mountains, creat inglakes, moving coast l ines and so on.8 See note 7 above.

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THE ELDAR KINGDOMS

“So, some time after the continents emergedfrom the sea, the Eldars evolved from theFirst Race. Eldars possibly started as a marineor amphibian species but eventually theymoved to the dry lands where theyprospered and became the proud and mightyrace we all know of.

“As you know, all Eldars were truly neutraltowards life and the world, and felt at easewithin nature and its manifestations. Soonafter they settled on the wilderness of theancient continents, the Eldars attuned sowell to the magic field that permeatesMystara everywhere that, within an amazinglyshort time for such a inexperienced race,they became powerful spellcasters.

“Sages speculate about the true extent ofEldars’ powers but there is a wide agreementin the belief that their spellcasters wereamong the most powerful Mystara has everseen, at least on par with the dreadedCarnifex, the reclusive insectoid creators ofthe Meks, and even the mightiest dragons oftoday.”

This last sentence by Taerentym was metwith a loud snort coming from the dragons’gallery. It was Laicanar, a talented youngblack dragon from the Amalur lowlands whorecently moved to Windreach to perfect theuse of magic.

“No doubt dragons are the flawless mergeramong matter, magic and spirit. Anyachievement of any ancient culture could notremotely vie with the perfect equilibriumreached by the dragons. After all, no ancient

civilized people lived up to the test of time.Today what we can find of such grand andwise races are nothing but ruins or, at best,scattered, puny individuals who survivethanks to the generosity of superiorcivilizations like the dragons.“

Such an interruption was not onlydisrespectful towards wise Taerentym and hislecture, but it also offended all the Eldars inthe room. Muttering and grumbling startedcoming from the seats of the Eldars, whilehisses and grumbles of praise came from thegallery of dragons. While a newcomer inWindreach, Laicanar quickly managed to gainsome support among his fellow youngdragons, especially the greens and the blacks.

Nevertheless, Taerentym simply ignoredLaicanar’s interference and continued hisspeech as if he just paused to have a small rest.

“The Eldar’s knowledge of nature and magicgifted this people with a very long lifespan. Itis told that the eldest managed to live forover three millennia, so the Eldars had plentyof time to create many wonders in this andthe other worlds within their reach. Like theFirst People, most of these wonders are nowlost forever, or they are invisible andotherwise unreachable to us. But, if you wishto have but a glimpse of the Eldars’ powersjust look at the night sky and search for theShining Islands9. Such places, with all theirmagic, wealth, and their philosophy ofprotection of neutral beings are widelybelieved to be one of their many creations.

“It is almost sure that at least some of theEldar kingdoms had large colonies stretching

9 The Shining Is lands are descr ibed in O2module “Blade of Vengeance”.

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into the four Elemental Planes10; moreoversettlements were established among thereclusive Early Dwarves of theunderground11. At the apex of theircivilization, the Eldars were so admired thatgroups of fey from the faerie world movedinto Eldars’ cities to live with them,something unheard of in the following ages12.

“With all their powers, the Eldar themselveswere fond admirers of another race, a racewho was not born on Mystara13 but whosemembers reached our world shortly after itwas seeded with life. These were the dragons.

“At that time dragons were already majesticcreature to be reckoned with, wilder andslightly less intelligent than the modernspecimens here represented. Their use ofmagic was well developed, but somewhatlimited. They had their own path to reachImmortality14, which was very different fromthose of the other races, and Immortaldragons were not enlisted in the rankings ofthe usual Immortals we know of15.”

1 0 This is to connect the or ig in of drakesstated in the Dragonlord Tr i logy with thefeatures of Elemental drakes descr ibed in theMonstrous Compendium: Mystara Appendixsupplement. According to the lat ter ,e lemental drakes are re lated (a lso) toelemental beings and fey people. In thisar t ic le i t i s assumed that e lemental drakescome from Eldars and feys who l ived incolonies on the Elemental Planes.1 1 The exis tence of a subterranean race ofdwarven ancestors of the pre-catac lysmicKogolor dwarves may be inferred toharmonize some of f ic ia l supplements wi ththe rest of canon mater ia l . In detai l ,accessory AC10: “Best iary of Dragons andGiants” page 64 te l l s a legend about Grinax,the oldest and wisest of the mountaindwarves, and how his people chose to l ivewithin the mountains. The Penhal igonTri logy says that dwarves l ived undergroundwhen the abelaats appeared on Mystara.Final ly, i f we assume that the wor ld of Aelosdescr ibed in module CM6: “Where ChaosReigns” is nothing but a paral le l pre-catac lysmic Mystara (see “Adapt ing CM6locat ions to Mystara” for detai l s ) , then theepisode “Forge of Power” c lear ly s tates thatdwarves were a subterranean race which onlylater emerged on the surface. We could cal lth is race the Ear ly Dwarves to dis t inguishthem from the Ancient Dwarves (Kogolor)and the Modern Dwarves (Rockhome).1 2 See Note 10 above for the basicapproach. PC1 module “Tal l Tales of theWee Folk”, page 39 s tates that fa i r ies mayl ive among other races; this happened, forexample, in the k ingdom of Blackmoorbefore i t embraced technology.

1 3 As per the or ig inal Immortal Set dragonsalready exis ted in the Mult iverse when thef i rs t Immorta ls appeared. See a lso Note 11above.1 4 See AC10 “Best iary of Dragons andGiants” for detai l s on how dragons col lectt reasure to ul t imately become Immorta ls .1 5 See the or ig inal Immortal Set . Here i t i ssaid that dragons are the ul t imatechal lengers of morta ls , and that their ro le inthe Mult iverse is specia l . I t i s a lso said that ,according to Immorta l legends, dur ing thepr imeval war between the f i rs t Immorta ls anddraedens, dragons took a neutra l s tance. Asthe game we are playing is ca l led “Dungeonsand Dragons” I bel ieve that dragons deservesuch an important posi t ion in the Mult iverse.In the fo l lowing I suppose that those dragonsenl is ted in the Immorta l rankings (as perWotI ) are a l lowed to do so because of themixing of Eldar and dragon blood in theirbodies. True immorta l dragons - as per theor ig inal Immortal Set - not re lated to theEldars are created with the proceduredescr ibed in AC10 and s t i l l roam the Pr imePlane and the Mult iverse.

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Notwithstanding these minor “flaws” - as theEldars perceived them - dragons were subjectof such great admiration that any Eldar whichwas gifted with slightly more than theaverage magic power vested to their racewished to become like them.

Many efforts and resources were devoted tothis aim and, finally, the Eldar spellcasters’elite managed to cast an enchantment sopowerful to change overnight their wholerace. Suddenly, even the least gifted of theEldars became able to turn at will its ownbody into a small, grey, dragon-like formwhich was able to fly, sleep, eat, breathe andspeak like any other dragon of the world16.

This flawless improvement was heralded asone of the greatest success of the Eldars’magic, something unparalleled by all pastand present mortal people, possiblyincluding dragons themselves.

Unfortunately, this was not enough for themost powerful magic-users. Magical peopledid not content themselves to look, speakand act like dragons. They truly wanted tobecome dragons: a keystone of theMultiverse, all-powerful and free from thecontrol of the Immortals.

It is said that the disaster which befell on theEldars following this ambition was apunishment cast by the Immortals and

1 6 The exact powers of the grey dragon formwere never expl ic i t ly descr ibed in theDragonlord Tr i logy . “Wrath of the Immortals :Codex of the Immortals” s tates that the

Great One, ruler of a l l dragons in this part ofthe Mult iverse, was a grey dragon during hismorta l l i fe .

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dragons alike, as the Eldars wished toexempt themselves from the very foundingrules of our reality. This curse took the formof a progressive, prolonged split andbarbarization of the Eldar race.”

THE ELDAR SPLIT

“According to legends, a terrible catastrophehit at the end of the 21st generation ofEldars17 since the establishment of their firstgreat kingdom. Based on the reckoning ofthe survivors, and of dragons, we have apretty precise date for the cataclysm, in spiteof the chaotic age which ensued. It happenedexactly one moon minus one day18 after theautumnal equinox of 15370 years ago19;

some sages among the Eldars still use acalendar based on this ill-fated day. The skystill changes its color during day or night onthe anniversary of this event, as if the magicalpower unleashed at that time is still echoingin our epoch. Or, maybe, this celestial omenis a sign from the Immortals who just wantus - Eldars and dragons - to foreverremember the foolishness of our ancestors.

“Only speculation is possible about whatexactly caused the cataclysm, as the preciseprocedure used by the all-powerful mageswho performed the spell was banned andneutralized immediately after the event. It iswidely believed it was caused by the excessof wild magic accumulated within the mostpowerful Eldar spellcasters while they wereattempting the final metamorphosis of theirgrey dragon shapes into the new, truechromatic dragon breed they named the GreyDragon20.

1 7 This is an assumption of mine. In thisar t ic le i t i s assumed that an Eldar generat ionlasts approximately 750 years (approx.double of an e lv ish generat ion) so the 21 s t

Eldar generat ion would correspond toapprox. 15750 years s ince the establ ishmentof their cul ture. In terms of human l i fe spansthe e lapsing of 21 generat ions wouldcorrespond to approx 560 human years ,which is a typical durat ion for a cul ture or acivi l i zat ion. I supposed that the samedurat ion ( in terms of generat ions) is t rue a lsofor Eldars .1 8 This date would correspond to 28Ambyrmont according to the Thyat iancalendar. What fo l lows is an at tempt of mineto explain the s t range celest ia l act iv i t iesment ioned for that day on GAZ1 and GAZ3supplements , which were never detai ledelsewhere.1 9 This is another assumption of mine.Eldars and dragons should know the exactdate of the catastrophe, as both racesactual ly survived the catac lysm. I chose thisdate in order to place Thelvyn Foxeyes’ bir th- the protagonis t of the Dragonlord Tr i logy -approximately at the beginning of the 21 s t

Eldar generat ion af ter their catac lysm - as i fth is number is somewhat important for

Eldars ’ dest iny.2 0 According to WotI (background of theGreat One entry) grey dragons are an ear ly -and now disappeared - form dat ing back toan age when chromatic dragons were most lyundi f ferent iated. I don’t l ike this explanat ionbecause according to the Dragonlord Tr i logy ,the Great One - who became an Immorta laround BC 3200 - was a grey dragon duringhis morta l l i fe . This seems to me too a shortt imespan to move from an undi f ferent iatedgrey form to the fu l l spectrum of chromaticdragons of AC 1000 - assuming 1000 yearsfor a draconic generat ion this t imespanwould amount to just 4-5 generat ions. Ibel ieve that is a lso more in the spir i t of theor ig inal Immortal Set and also AC10 moduleto have chromatic dragons as very ancientbreeds of wyrms. For this reason in thefol lowing the Grey Dragons are assumed tobe a magic breed of dragons created by theEldars and soon di luted in the otherchromatic dragons breed unt i l i td isappeared.

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“Eldar magic was so developed and refined atthat time that a total failure was simply notpossible. The spell actually did succeed butat the expense of the magically weakestmembers of the Eldar race, which in truthwere the majority of their people.

“So the most powerful spellcasters becametrue Grey Dragons, indeed. At the same timea small number of Eldars managed to resistthe spell and did not suffer any modificationto their bodies and their powers.Unfortunately, for the rest of the population,the spell turned into a curse. The vastmajority of the Eldars were massively drainedof their magic and lifeforce, which wereadsorbed by the spell and transferred to themagic elite while they were turning into GreyDragons.

“What was worse, the fallen Eldars wereturned into a score of distinct new races,unable to reproduce again with the survivingEldars and all provided with a shorterlifespan and lesser magic than the previousEldar form. And this is how the elves, amongothers, were created on Mystara.

“The spell was so powerful that it did notstop at the planar boundaries of ouruniverse: it sought after Eldars wherever theywere found into the Multiverse, and instantlyturned most of them into someone - orsomething - else.

“And this catastrophe was what becameknown as the Eldar Split.”

Related Races

“This Split did not just create Grey Dragonsand elves, other races were created as well:all drake forms - mandrakes, woodrakes,coldrakes, and elemental drakes - spawnedfrom the magical backlash as some kind ofintermediate breed between Eldars, elves,dragons and other races.

“It is believed that at least some of thedrakes’ species came from those among thefaerie folks who were more attuned with theEldars21. The so-called elemental drakesmight derive from Eldars who changed theirbodies to live in their colonies in theElemental Planes.

“With respect to the non-elemental breeds ofdrakes a hsiao sage called Tyrk-tyrk-Hsuu22

found strong evidence that mandrakes,woodrakes and coldrakes come from anunique, ancestral shapeshifting race whichdifferentiated shortly after the Great Rain ofFire. If this should ever be confirmed, thisdifferentiation should be considered asanother part of the curse cast on the Eldarsfollowing the Split.

“Those among the Eldars who managed tosurvive the Great Split untouched were,maybe, those more balanced in magic andmore attuned to Mystara’s natural forces.However, they were scattered throughout theEldar kingdoms and the Planes, theirnumbers too few to keep their civilization

2 1 See the Monstrous Compendium: MystaraAppendix a t the entry about Drakes forlegends about the bir th of the many breedsof drakes.2 2 This character is c i ted in PC1 “Tal l Talesof the Wee Folks”, page 39, as one of themost renowned sages about drakes’ lore.

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working. Slowly, they tried to regroup andestablish sanctuaries at least in key locationsof their culture, but large distances andturmoil caused by the newly created elves,dragons and drakes prevented most of theirefforts from succeeding.

“On the dragons’ side, it is currentlyunknown if related races such as wyverns,dragonflies23, thunderheads24, dragon turtles,dragonnes25, pocket dragons26 and mythicalcreatures like the flapsails27 were createdduring the Split. I believe it is likely that mostof them have other origins as the dragon raceis among the oldest of the Multiverse.“

“This is incorrect. You know very well thelesser dragon forms were created in theDraconic Cluster28 and sent as servants andcounselors for true dragons. Even if theother races believe such kin are nothing butwild, runaway creatures the lesser dragonswill always obey commands from a truedragon. Or, at least, they better ought toobey!” Again, Laicanar dared interrupt thespeech of Taerentym to state his personal

opinion. He glared at the audience as if tochallenge anyone to to deny what wascommonly held among dragons as a wellestablished fact of nature. No one replied,even if some discomfort could be perceivedin the canopy hosting the guest elves, whichwere starting to realize that Taerentym’sspeech was going to disclose very bad newsabout the origins of their race.

“Well Laicanar, yes, I concede that my lastsentence is somewhat a speculation. Too fewamong the wise dare spending some timewith the lesser draconic forms to learn moreabout their origins - at least if they wish tocome back with their lives. True dragons, onthe other part, do not care very much on thehistory and the opinions of what theyperceive just as their servants, am I right?”

2 3 See Monstrous Compendium: MystaraAppendix for a short descr ipt ion.2 4 See Monstrous Compendium: MystaraAppendix for a short descr ipt ion.2 5 See AC9 module “Creature Catalogue”for a short descr ipt ion.2 6 See AC9 module “Creature Catalogue”for a short descr ipt ion.2 7 This monster is descr ibed in the HollowWorld boxed set , DM’s Sourcebook, page 23.In this entry i t i s hinted that this creaturecould poss ib ly be an ancestor of moderndragons or an uninte l l igent of fshoot of reddragons.2 8 The Draconic Cluster is the set of externalPlanes of Exis tence where the Great One andthe Dragon Rulers have establ ished theirseats . For fur ther informat ion see theImmortal Set DM’s manual .

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THE AFTERMATH OF THE

SPLIT AND THE RISE OF

THE ABELAATS

“But let’s go back to some of the socialconsequences of the Split.

“Most of the newborn Grey Dragons did notfeel obliged to care about the new races:unchanged Eldars could be helped, for sure,but most of the strange beings spawned fromthe Split were clearly doomed to extinctionwithin a few generations so, why wasteefforts and allocate part of the availablelimited resources to them?

“Many Grey Dragons just decided to selfishlyignore such interrogatives and fled awayfrom the crumbling Kingdoms, eager to usetheir new powers to explore Mystara and theother worlds on par with the other dragonbreeds. They established their own lairs in faraway wilderness abodes never to be heardanymore, worsening the lack of powerfulspellcasters in the aftermath of the Split, andhasting the decadence of the same Kingdomsthey came from.

“And, from their new lairs, they mixed withthe rest of dragon society, mating with thechromatics and spawning a mixed lineage.

“The Eldar spell was indeed the finestmagical creation of their race, for a greydragon was able to mate with every possiblekind of chromatic dragon and have healthydescendants by them. But something oddhappened to the offspring: every time theeggs laid by a grey and chromatic couplehatched, newborns were much more similarto the chromatic parent than to the grey one.

It is now widely believed this was part of thecurse the Immortals cast on the Eldars, toslowly remove the grey race from thenumber of the dragons, while it seems thatmixing with the greys indeed enhancedintelligence and magical abilities of most ofthe chromatics29.

“After ten thousand years - just a fewgenerations in dragons’ terms - the greys as aseparate breed were no more. Just a few“pure” members were left, one of the last ofthem being the mortal form of the currentpatron of the dragons of Mystara, theImmortal commonly known as the GreatOne30.”

“This is utter nonsense!” roared Laicanaramid the discomforted silence of theaudience which followed Taerentym’s

2 9 This is to explain whi le, according toBECMI ru le sets (see for example themonsters sect ions of Rules Cyclopedia orCompanion Set ) , there are chromaticdragons with the abi l i ty to speak and castspel l s , whi le other members of the samecolor are not able to do so. The idea is thatthe chromatic dragons with higherinte l l igence and magical sk i l l s are descendedfrom some ancient mat ing between a greydragon and a chromatic one.3 0 Again, make reference to “Wrath of theImmortals : Codex of the Immortals” where i ti s s tated that the Great One, ruler of a l ldragons in this part of the Mult iverse, was agrey dragon during his morta l l i fe . I t i s a lsostated that this grey dragon breed is nowext inct on Mystara. Not ice that , according tothe Dragonlord Tr i logy , the Great One wasbut a young dragon at the t ime of theconf l ic t between dragons and the Dragonlord(approx. BC 3200) so the ext inct ion of thegrey dragons should be a fa i r ly recent event.That’s why i t i s supposed here that the GreatOne was one of the las t grey dragons ofMystara.

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revelations. “Dragons are a pure race,current dragons are not and cannot be theresult of a mixing with inferior blood.Assuming they existed at all, those “greys”were not true dragons and they should havebeen exterminated on sight by any realdragon worthy of its secret name!”

“That’s right! And what you spoke about theGreat One being one of such impure beingsduring His revered mortal life is nothingshort of blasphemy! Our Canon is adamantin explaining that the Old One was born withthe grey scales which were his early andrevered symbol of kingship among dragons!What you are telling us are nothing butignominious conjectures.” This cold speechcame from Mar-Hillaeth an exotic young bluedragon from the burning sands of theinternal Forlorn Lands31, very pious andproud of her faith in the Great One.

Before a flaming debate on the real nature ofdragons and of the Great One could bestarted, Taerentym’s surprisingly loud voicestood above the bustle of the audience. Aspell was likely used by the venerable sage to

produce this effect, which managed tosilence the hall.

“Please! Please! You could check every singleword, I repeat, every single word of myspeech here in Windreach, by looking at theAcademy Library, or at the Grand Temple ofthe Great One, or even at the Annals ofDraconic Generations. You could also ask itto two or three sages currently in the city. Myassistants Clevix, Bonnath and Merjelle willbe more than happy to provide you with theneeded references on request. But now,please let me continue my exposition.

“On this matter I’d like also to point out thatLaicanar’s reaction is not different from whatmany of his draconic ancestors felt when thegreys started mixing with their kin. Incidentshappened and many greys were killed ortreated as outcasts by their fellow chromaticbreeds. But, in the end, assimilationprevailed and now the grey’s heritage isvisible in most of the draconic line - and, Imust say, in all of the most gifted individualslike Laicanar and Mar-Hillaeth.

“So, let’s go back to the chaos befalling theEldar Kingdoms. Extraplanar colonies wereimmediately lost, while most of the faeries -out of fear of further metamorphoses - tookrefuge in the wilderness surrounding theEldar Kingdoms and refused to help thesurviving Eldars.

“The newborn elves, deprived of most oftheir former magic, abandoned by most oftheir former leaders now turned into greysand afflicted with a halved lifespan withrespect to their previous form, suffered thegreatest cultural shock. Within a couple of

3 1 The For lorn Lands is the unoff ic ia l nameof the Southern Arypt ian Desert shown in themap of VotPA Episode 5 (Varel lya),s t retching on the eastern coast of Davaniabetween Varel lya and the Arypt ianSavannah. To my knowledge this name wasf i rs t introduced in the Ambyrmont Eventschapter of the fan-produced AC1016Almanac and I bel ieve i t could be a good tagfor the dominions of the western Varel lyanEmpire (by Geoff Gander in “Varel lyanTimel ine”) turned into waste lands af ter thecurse by the Immorta ls (see “Voyage of thePrincess Ark” episode 5 for detai l s about thecurse).

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generations all the elves living in secludedareas, or just too far from other patches ofcivilization, had reverted to barbarism andprimitive lifestyle32.

“Things went slightly better where helpfulEldars and grey dragons could still be found.Out of honor, pity and guilt those peoplemanaged to establish petty nations, ruled bythemselves and populated by elves anddrakes, where the ancient traditions of theEldars were kept and observed, albeit with alesser and lesser interest and belief as thewhole population - “nobles” and “peasants”alike - realized that it was now impossible toreturn to their former glory.

“Within two mere elvish generations after thefall - seven centuries of mortal time - whatwas left of the mighty Eldar Kingdoms wasbut a vast wilderness populated by barbaricelves and decadent small dominionspopulated by frustrated commoners andruled by a tired and discouraged aristocracy.

“And this is when the Abelaats33 came toMystara.”

PACTS WITH THE

ABELAATS

“One of the side effects of the fall of theEldars was that Mystara became free game forother beings, extraplanar creatures who weremet by the Eldars during their golden ageand which were kept at bay by their greatpowers.

“When it became clear that the Eldar powerwas now broken, some of these beingsdecided the time was right to reach Mystaraand prey upon the great resources itharbored. One of the most insidiousmenaces came from an entire living world,an extraplanar maze of tunnels inhabited bythe Abelaats34.

The Abelaat Colonization

“The Abelaats of ancient times werethemselves highly magical beings, said to beamong the fairest humanoids to have everreached Mystara. Their own world wasshaped like a network of blood vessels, andthe blood flowing into abelaats’ veins wasindeed the source of their powers.

“Some scholars speculate that they weresome kind of vampires as they had the habitto suck the blood of humanoids, includingother abelaats. As their entire magic systemwas based upon solidified drops of blood, Ibelieve that this strange inclination wasnothing but a way to extract magic from

3 2 This is a lso to match the fact thatpr imit ive e lves are descr ibed here and therein many supplements , inc luding theDragonlord Tr i logy i t se l f (which refers topr imit ive e lves’ t r ibes inhabi t ing the forestsof centra l Brun as of AC 500). Moreover, i fthe approach about CM6 module as anal ternate ancient Mystara is considered (seeNote 7 above for detai l s ) then pr imit ive e lvesroamed the wor ld together wi th the f i rs thumans in the ages which should besubsequent to the Eldars ’ fa l l .3 3 Abelaats are descr ibed in the second andthird volume of the Penhal igon Tr i logy . Ageneral descr ipt ion and a summary of theirpowers is avai lable in “Abelaat Informat ion”at the Vaul ts of Pandius

3 4 See the third volume of the Penhal igonTri logy for detai l s of the abelaats homeworld.

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themselves but, as abelaats are now anextinct race35, we’ll never know for sure.

“The abelaats built many extraplanar bridgesconnecting Mystara with their home worldand crossed them in great numbers36. Even ifthey did not suffer any hindrance whilestaying on open ground, abelaats on Mystarapreferred building subterranean cities andvillages, as they were more reminiscent ofthe endless network of tunnels and cavestheir entire world was made of.

“Abelaats’ main colonies were built on aneglected large island offshore the coast ofDavania, a former Eldar colony namedLhomarr37 which at that time was mostlypopulated by fragmented tribes of wild elves.From these colonies small groups of abelaatsmoved on the continents, to live among the

other intelligent races of Mystara, offeringknowledge, lore and magical powers,seemingly in exchange for nothing.

“Barbaric elves, especially those on Lhomarr,became fascinated by the tokens the abelaatsprovided in exchange for permission to settlepart of their land, or for the promise to enda feud with another tribe, or for teachingyoung elves science, art and magic.

“The tokens usually had the shapes ofsolidified drops of abelaats’ blood, and werehighly magical in nature. They could easilyincrease the number of spells a magic usercould remember every day, emulate somemuch needed clerical powers by directlycommuning with the abelaats home plane, orthey could easily be cast into jewelry piecesto radiate some permanent magical effect onthe wielder or their surroundings.

“The tokens were very versatile andextremely easy to use and - as the abelaatsnever imbued explicitly evil or offensivepowers into them - they also were pretty safeto be handled.

“In short, abelaats’ teachings andinstruments were less refined but a lot easierto understand than the ancient, weightyEldar lore and so the elves became eager toadopt and use anything the abelaats woulddeign to gift them. As living conditions ofevery clan who received the abelaats in theirland improved greatly in a very short time,the abelaats soon became welcomeeverywhere among the elves.

“The same happened to primitive dwarves. Atthat ancient time dwarves were still an

3 5 This is not real ly t rue as, according tobook two of the Penhal igon Tr i logy a t least adescendant of the f i rs t abelaats is s t i l l a l ivehidden in Karameikos, whi le an extraplanarinvasion of eastern Darokin and northernKarameikos is descr ibed in book three. Theevents depicted in both volumes could be setdur ing WotI (a good placement would be inAC 1006 together wi th the Master ’s invasionof western Darokin, to prevent the arr ival ofre inforcements from Selenica) so some yearsaf ter the current speech of Tarentym.3 6 Just to g ive a dat ing to this event wecould assume the f i rs t abelaats came toMystara between BC 13800 and BC 13700.3 7 Lhomarr is a creat ion by Geoff Gander( for a general introduct ion see “Lhomarr:The Land, I ts People, and Their His tory”),an At lant is - l ike is land where a mighty humancivi l i zat ion thr ived and fe l l way before ther ise of Blackmoor and the currentc iv i l i zat ions of Mystara. What fo l lows is anat tempt of mine to connect the Lhomarr iansto the ear ly humans and to explain how theymanaged to create the f i rs t advanced humancul ture.

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underground race38, hailing from the verymountain ranges and hills of Norwold we areinhabiting now39. They came to appreciatethe abelaats so much - likely because theyshared the same subterranean habitat - thatthey established proper alliances whereverdistances made it possible. The abelaatshelped dwarves enlarge their cities, enrichtheir food stocks and, possibly, they alsostarted a complex magical procedureinvolving the extraplanar haephestons that

would have enabled the dwarves to liveabove ground after a few millennia40.

“The other intelligent races of Mystara wereindifferent or benign toward the abelaats’intervention into Mystara’s affairs. Inparticular, surviving Eldars and dragons weretreated with great respect by the abelaats,who appeared to them as fond admirers ofEldar culture, really wishing to help Mystarato find a new greatness.

“Abelaats respectfully avoided trading andinterfering with places and peoples wheredragons and Eldars still acted as patrons. Themost notable of such enclaves was a largeforest along the northern mid-latitudescentered on a decadent elvish town calledRinglo Hall, established and governed byEldars and dragons over an earlier Eldarsettlement41. The abelaats, curious about a

3 8 This is an inference f rom var ious sources.According to the Penal ighon Tr i logy abelaatsand dwarves became very c lose, most lythanks to the s imi lar undergroundenvironment they shared. I f informat ion f romAC10 i s considered ( the legend of Grinaxand Zalaj on page 64) then the f i rs t dwarveswere sole ly underground creatures, which issupported a lso by the episode “Forge ofPower” of CM6 module - under theassumption the events of CM6 actual lyhappened in the ancient past of Mystara, theworld of Aelos just being an al ternate pre-GROF vers ion of i t . In part icular , the episode“Forge of Power” narrates how the dwarvesf i rs t emerged from the underground to l ive asan above ground race and how they learnt toforge i ron and other metals . Now, i f the HWboxed set informat ion is taken into account,then pre-GROF dwarves of 6000 BC (theKogolor race) l ived above ground as herdersand farmers. At the same t ime the Pehal igonTri logy s tates that abelaats were destroyedby the f i rs t humans (which according toPWAII are not much older than 10000 BC).So, by combining a l l these references, the`transi t ion between subterranean dwarves andthe Kogolors should have happened between10000 BC and 6000 BC, placing the “Forgeof Power” episode of CM6 within thist imeframe. In the at tached t imel ine the dateof 7800 BC is suggested.3 9 See HW boxed set pre-catac lysmic map:ancient dwarves l ived in what is present dayNorwold between the Wyrmsteeth Range andFrosthaven.

4 0 Reference here is to the “Forge of Power”episode of CM6 module, see a lso Note 38above for detai l s . I t i s speculated that theabelaats arranged long-term plans forsubterranean dwarves to emerge to thesurface and become the Kogolor race butthen the abelaats became ext inct manymil lennia before this chain of events reachedi ts complet ion.4 1 Ringlo Hal l i s the main set t lement of theElves of the North. As detai led in “DaveArneson’s Blackmoor - The Firs t Campaign”set t ing for 4th Edi t ion pages 183 and 184,the e lves l iv ing in the Red Woodssurrounding Ringlo Hal l (of the Cumast il ineage) remember their b loodl ines up to atleast e leven e lv ish generat ions. As i t i s s tatedthat an e lv ish generat ion is a lmost 400 yearsand that the set t ing would be placed around4000 BC, then there are uninterruptedbloodl ines of e lves l iv ing in Ringlo Hal l up toat least 8400 BC. In the same reference i t i sa lso said that most r i tuals and tradi t ionsfol lowed by the Cumast i are actual lymeaningless and devoid of s igni f icance as

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nearby wild magic source guarded bydragons42, settled within the Genander elvishclan43, just outside the borders of Ringlo Hallterritory, which they never crossed if notinvited to do so.

“Following this and other examples mostEldars and dragons became persuaded of theabelaats’ good intents and gladly left to themthe burden of civilizing the barbaric elves.”

“This is rather hard to believe,” the quiet,sober voice of Ellethior echoed in the room.“No dragon, irrespective of its personal

opinions, would recant their duties towardthe ‘inferior’ elves once such vows aretaken.” Ellethior was the young leader of theChosen of Vanya44, a relatively new groupinside the Wyrmsteeth dragons who tookvery seriously their oaths. Laicanar, usually avocal opponent of the Chosen, seemed toapprove of Ellethior’s interruption ofTaerentym’s speech.

“Elves were not exactly abandoned by Eldarsand dragons to be entrusted to the abelaats.”Came the quick reply by Taerentym. “Noduty was neglected and no vow was broken.All patron races still exerted their benigninfluence on the barbaric clans; Eldars anddragons did not stop visiting elvish tribesproviding teachings and guidance whenneeded. It seems they just accepted the muchneeded help from the abelaats which tookover for themselves much of the burdenwhere Eldars and dragons could not spareenough leaders, such as on the island ofLhomarr. But please, let me continue thestory and, before the end, everything will beclear to you.

the e lves do not remember theiror ig ins.Moreover, in “Dave Arneson’sBlackmoor - The Dungeons of Cast leBlackmoor” supplement for 3.5 Edi t ion, page9, i t i s sa id that , long before the coming ofmen, the rock where cast le Blackmoor wi l l bebui l t (not very far f rom Ringlo Hal l ) wasinhabi ted by a large group of dragons.Connect ing borth references wi th there lat ionship between Eldars , dragons andelves of the Dragonlord Tr i logy i t could beassumed that the whole region of Ringlo Hal lwas an e lv ish colony where the ancientt radi t ions of the Eldars were observed by agroup of “c iv i l i zed” e lves under thepatronage of the dragons of the rock ofBlackmoor (and l ike ly, of a few survivingEldars) .4 2 See Note 41 above. The wi ld magicsource is of course, the magical b lack rockover which Cast le Blackmoor would be bui l twhen the region was colonized by humans.4 3 Refer to the background of pre-generatedPC Ismel ian Sotadis of DA3 module (page47), where the high e lves of Genander house(poss ib ly connected with the e lves of the RedWoods) are ment ioned. In the fo l lowing i t i sassumed that the Genander e lves are aseparate group with respect to the Cumast iand the Westryn e lves l iv ing in theBlackmoorian lands according to “DaveArneson’s Blackmoor - The Firs t Campaign”set t ing.

4 4 A group of 50 Wyrmsteeth dragonspledging their loyal ty to Vanya is c i ted onpage 29 of M1 module, and they areconsidered “a divine force”. The nameChosen of Vanya seemed to me a goodchoice for this group. I ’d say that most ofthese dragons - i f not a l l of them - are pret tyyoung, to avoid overpowering them.

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The High Elves

“The golden age of the abelaats lasted forseven elvish generations, approximately twothousands and a half mortal years. Thecivilized parts of Mystara were mostly inpeace and, to an external observer, all theintelligent races prospered and grew innumbers, although part of this developmentwas plagued by decadence.

“Those elves still under the direct tutelage ofEldars and dragons stabilized their culture inwhat could be somewhat defined as amockery of the ancient Eldar traditions: theyappeared as progressive, cultivated peoplevery respectful of an ancient and rigid set ofregulations which they neither contributedto building, nor fully understood thefounding reasons of.

“Their culture was most sterile, albeit dissentwas growing in small groups of young elveswho started spending more and more time inthe woods, to become elves of thewilderness, a compromise betweenceremony and barbarism45.

“Elves living with the abelaats developed anew grand civilization of their own, andbecame known as the High Elves. Althoughthey did not manage to reach the heights ofthe fallen Eldars, the High Elves indeed builta living culture on the ashes of the fall oftheir ancestors. They lived and traded withthe abelaats, on the island of Lhomarr and inother enlightened places all over Mystara.Music, dance, poetry, magic and all kind of

sublime arts were practiced and fondlyfollowed among the High Elves46. Thanks tomagic and the knowledge of medicine theirlifespan soon became very long, possiblyspanning more than a millennium; and withthe help of the abelaats exploration of theOuter Planes of Existence resumed.

“According to legends, the peak of the HighElves/abelaat civilization on Mystara wasreached when the Immortals themselvesshowed up and selected the High Elves’queen Amberiel and the abelaat First WitchBelotra the Beautiful to become the keepersof the mystic Sigil of the Cup, one of theSeven Sigils guarding the extraplanar prisonof the dreaded Carnifex47 48.

4 5 Elves l iv ing in the woods surroundingRinglo Hal l would later become the ancestorsof the Westryn e lves descr ibed in D20Blackmoor campaign set .

4 6 This fo l lows the descr ipt ion of the HighElves of the External Plane of Al fheim as perGAZ7 page 63.4 7 I f Geoff Gander ar t ic les are taken intoaccount (see for example “Y'hog Carni fex”for detai l s ) not a l l of the Carni fex werebanned. Some degenerate and less powerfulbreeds were spared and survived for somemore mi l lennia on Mystara, such as theY’hog Carni fex or the Deep Carni fex. Theorig inal breed who was exi led into theextraplanar pr ison is made of the so-cal ledGreat Carni fex.4 8 For detai l s about Amberie l and Belotrathe Beaut i fu l see M3 module pages 7 and 8.In this module Belotra is descr ibed as abeaut i fu l human, here I assume she isactual ly an abelaat . The re lat ionship ofAmberie l and Belotra wi th the High Elvesand the abelaats is jus t an at tempt of mine todeepen the background of both charactersand provide some ins ights to the GreenRealm they rule. According to GeoffGanders’ t imel ine the Great Carni fex (seenote above) were banned from Mystarasometime between BC 10000 and BC 9000(see “Of the Lore and Legends of Y 'hog, Ci tyof the Unclean Ones, and of that Race”fordetai l s ) . Nevertheless , i f th is banishment isplaced two to three mi l lennia ear l ier , then i t

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“Amberiel and Belotra the Beautiful movedto the faraway Plane of Existence of theGreen Realm, along with a retinue of theirworthiest servants, to live forever in thecastle of Caer Amberiel fulfilling this mosthonorable duty49.

The Dark Elves

“Nevertheless, this great honour apparentlywas not enough. Among the High Elves therewere also those looking for a greaterintegration with their patrons, out offriendship or out of the mere search formore wealth and magical power.

“Over the centuries many among thoseambitious individuals agreed on a wickedpact with the abelaats to become more

similar to their extraplanar allies. And this ishow the feared, brilliant and unpredictableDark Elves were born50.

“This final pact required the High Elves whoembraced it to share the same blood with theabelaats. In this way the elves furtherincreased their intelligence, lifespan andmagical powers, at the expense of majorchanges in their appearance and behaviour.

“Their skin became black as night and theyacquired a love for cold and subterraneanenvironments, rarely going on the surfaceduring daylight. They also obtained a naturalunderstanding of the currents of life anddeath; although at first they could notreproduce they soon learned how to bind anerrant soul in a new body to create anoffspring51. Dark Elves excelled in arcanefields of study like necromancy, magicrelated to cold, magical metalcraft, planartravel, and, especially, life-binding rituals52. Itis speculated that most of the current magicalart used to create an intelligent weapon wasbrought to the world by Dark Elves’ research.

“It is widely believed among sages that DarkElves have always been few in number, as theabelaats were very discerning about who waseligible for their "gift" and due to the very

i s poss ib le to envis ion a contr ibut ion of theHigh Elves/abelaat a l l iance to the fa l l of theCarni fex. That would explain why there areelves guarding the extraplanar pr ison andwhy they were rewarded with one of theSigi l s . In the at tached t imel ine I assume thebanishment of the Great Carni fex to occuraround BC 12700.By the way, the otherbeings in charge of the other s ix Sigi l sdescr ibed in M3 module may al l be part ofthis ancient a l l iance which managed to exi lethose evi l creatures. Poss ib ly evenNabumetis ( f rom the Rainbow Realm),Malkar the Warr ior ( f rom the Red Realm),Sorabeth the Lawgiver ( f rom the Blue Realm)and Kerr isar ( f rom the White Realm) couldbe High Elves or abelaat heroes rewarded bythe Immorta ls wi th a specia l p lace in theSeven Realms guarding the Pi ts ofBanishment.4 9 According to M3 module Amberie l i s nowtired of her endless guard and real ly wishesto be re l ieved of such a burden. On thecontrary, Belotra developed a s t rong dis l ikeof any changing and would g ladly cont inueher service forever.

5 0 Dark Elves are powerful extraplanarbeings based on real wor ld Nordic sagas,ment ioned and br ief ly descr ibed in GAZ7 .5 1 This is a speculat ion of mine, just to g ivesome more interest ing features to the DarkElves and avoid an overpopulat ion of suchpowerful beings.5 2 This l i s t comes f rom GAZ7 descr ipt ion ofa magical object ca l led “The Ring of theNine Svarta lven” (page 28 of DM’s manual)which was forged by the Modrigswergdwarves by binding the souls of nine sages ofthe Dark Elves.

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difficult procedure needed to create newchildren. However few, since their creationand almost until their demise, the Dark Elvesbecame the ruling honoured elite of the HighElves and were taken in high respect by mostof the other intelligent races - common elves,Eldars, dragons, ancient dwarves andabelaats.

“In particular, some sages speculate thatgroups of ancient dwarves became sofascinated with the Dark Elves’ ritual theypersuaded the abelaats in establishing asimilar procedure also for them. The rites theabelaats used for dwarves were simpler andsomewhat diminished with respect to whatthey used to create the Dark Elves.Nevertheless they succeeded in creating theso-called Shadow Dwarves53.

“Ironically, Shadow Dwarves could freelyreproduce as an independent race and so,within a dwarvish generation, instead ofbecoming the leaders the common dwarvesexpected them to be, the Shadow Dwarvesbanded together in a unique clan andexploited a set of deep tunnels to cross thesea south of their ancestral lands, moving

under the glaciers54 which then covered theKerothar Mountains.”

The fraud is unveiled

“But this golden age cannot last, because noone gives anything for free. All the lore andguidance and services provided by theabelaats came with an unknown price, aprice the abelaats themselves startedcollecting since their very first day onMystara.

“The very extraplanar gates the abelaats usedto reach our world acted also as drainchannels from which Mystara’s magicalenergy was transferred to the abelaats’ homeplane55. This magic was used to create newabelaats and power the very living structuretheir original world was made of. Somescholars speculate the abelaats’ home worldwas actually some sort of extraplanar parasitefeeding on the magic of other worlds of thePrime Plane56.

“At the beginning the loss of magic wassubtle and very slow but, over centuries, itturned into an unstoppable flow as thenumbers of abelaat colonists and connectingtunnels increased without control. Eventhen, the amount of magic on Mystara was sogreat that magical races perceived this loss

5 3 Shadow Dwarves are a myster ioussubterranean race of dwarves introduced byBruce Heard in his b log. Avai lableinformat ion are in “Lower Stoutfe l low --Alphat ia 's Underworld”, “Fr is land: TheMarquisate of Azafeth”, “The Alphat ianProvince of Fr is land”, and “Ar: Walking withthe Wrai ths” at Bruce Heard’s b log. Thisar t ic le is an at tempt to provide somebackground about their poss ib le or ig ins.

5 4 According to DotE - Player’s Guide toAlphat ia , (page 5) most of the Alphat iancont inent - and def ini te ly the KerotharMountains - were covered by ice before theGreat Rain of Fire and up to BC 1700 -1800.5 5 See the Penhal igon Tr i logy for detai l s .5 6 Some further detai l s on this theory areavai lable on the ar t ic le “Megal i ths and theNorns Cycle” by me in Threshold Magazinei ssue #9.

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only after 2500 years of abelaat colonizationand, by that time, it was way too late tointervene.

“The Dark Elves were well aware of thedrainage mechanism, but they did not revealthe scam to the other races, because of theirfriendship with the abelaats - to which theythought they were more similar with respectto the High Elves - and because of the ill-fated intervention of the Entropic Immortals.Dark Elves meddling with necromancy andlife-binding magic soon drew the attention ofmany powerful evil beings, who managed tocorrupt the elite and exchange their guiltysilence for more arcane powers.

“As most of the greatest magic was now theprerogative of the abelaats and the darkelves, both of which were clearly unaffectedby the magical drainage, it was easy for themto persuade the other races - especiallydragons - that the increasing magicalweakness they were perceiving was nothingbut their own fault, due to the lack ofcommitment and dedication to the study ofarcane power. On occasion, to divert tooinquisitive minds from discovering the truth,the abelaats changed the magical flowdirection of one or more extraplanar bridgesover a specified area for a given amount ofyears, to give the impression that everythingwas right and no actual drainage was in place.

“Moreover, entropic intervention managed toconceal for most of the time the realsituation to the other Immortals. Theymanaged to silence every desperate lamentcoming from Mystara itself - in the form ofthe living megalith Urt and its retinue of

druids57, whose calls went unheeded forcenturies.

“For a time the brute-men were used by Urtin a desperate attempt to warn the otherraces of their impending doom. The brute-men were partially successful in persuadingthe ancient dwarves58 - but not the shadowdwarves - who distanced themselves from theabelaats and suspended most of theiralliances with them. Nevertheless the brute-men soon found themselves persecuted bythe abelaats on the false charge of incitinghatred between the races. As a punishmentthey were exiled and scattered to theinhospitable areas of Mystara, where the icewas receding from the last glaciation59. Therethe harsh environment greatly reduced theirnumbers in just a few generations60.

5 7 According to the Immortal Set , druids arethe pr ies ts of the megal i th which forms theworld of Mystara, they are able tounderstand the language of the megal i th inthe form of subt le and s low changing of theenvironment.5 8 This is to explain why dwarves suf feredless gui l t than e lves when faced with theirformer re lat ionship with the abelaats , asdescr ibed in the Penhal igon Tr i logy . Here Iguess this i s because dwarves were the f i rs trace to act against the abelaats when theirt reason became c lear to the wor ld.5 9 This is a reference to the events descr ibedin CM6 sect ion “In the beginning”. Thissect ion descr ibes how the f i rs t humansappeared on the wor ld dur ing the end of thelast ice age.6 0 This is a more f ic t ional ized explanat ionabout the near ext inct ion of the brute-men.Instead of direct compet i t ion with modernhumans ( i f so, why do brute-men s t i l l exis t inisolated pockets throughout the OuterWorld?) and consider ing a lso the ref inedsociety of Mystara of BC10000 descr ibed inthis ar t ic le , brute-men were actual lyostracized and exi led to inhospi table placesthrough fa lse charges produced by the

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“And finally the unavoidable truth wasunveiled: the magical field of Mystara becameso low that all magical races such as feypeople, dragons, Eldars and the High Elvesbecame ill and weak. None but the mostgifted individuals were able to reproduce orto access arcane spells61. And then both theabelaats and the Dark Elves showed theirtrue nature: their intent was to drain everysingle drop of magical energy from Mystara,leading all the other magical races toextinction62.

The War of the Gates

“Out of desperation, the High Elves bitterlyexpelled the abelaats and the Dark Elvesfrom their society and tried to build up acoalition with dragons, common elves, feypeople and other intelligent races to wagewar on the evil alliance and counter theterrible menace to their survival. This warbecame known as the War of the Gates, amajor conflict mostly forgotten by all but thedragons63.

“Unfortunately, this war started very bad forthe High Elves’ coalition. The ancientdwarves expelled all the abelaats and darkelves from their lands, but then declaredthemselves neutral64 and spent the rest of thewar facing the piratical incursions of theShadow Dwarves. As per the other allies,those powerful historical masters of Mystara,they all were too much dependant on magic,and their weakened status was no match forthe combined powers of abelaats and DarkElves, which instead had the almostunlimited supply of Mystara’s arcane powerto draw stored on the abelaats’ home plane.

“The High Elves coalition found early in thewar they could use the same extraplanarbridges of the abelaats to reverse the flow ofmagic and bring it back to Mystara. After thefirst successful surprise attacks on suchstrategic positions the evil alliance regroupedaround the bridges and fortified them,turning the conflict into a long set of sieges.An so, despite many bloody battles andassaults, the weakened High Elves anddragons were not able to fully displace theenemy out of the lands they occupied.

abelaats , where the harsh environmentc la imed i ts to l l .6 1 This is what would happen to magicalraces in case Mystara should lose i ts magicalf ie ld according to GAZ3 (page 79). TheNucleus of the Spheres here is not involved,but the ef fects should be the same.6 2 Again, see GAZ3 page 79 for fur therdetai l s .6 3 This is an e laborat ion f rom what isdescr ibed about the demise of the abelaats inthe Penhal igon Tr i logy . According to thebooks the a l l iance between the abelaats andelves and dwarves was broken af ter theabelaats ’ thef t of the magical energy ofMystara was uncovered. Turning this conf l ic tinto a centur ies-spanning war cal led War ofthe Gates is an idea of mine.

6 4 In the Penhal igon Tr i logy i t i s sa id thatdwarves were a l l ied with the abelaats butthey did not reach the same fr iendship thatformed between abelaats and e lves, ins tead.Dwarves (a lbei t ancient dwarves) are not astrongly magical race so I guess the betrayalof the abelaats was not so cr i t ica l to them.From the dwarves point of v iew, I guess theincoming war was just met wi th theinterrupt ion of a l l re lat ionship and theexpuls ions of a l l abelaats f rom their terr i torybut then dwarves help to the other races ofMystara ended. Nevertheless , I suppose thatthe same war could have wel l t r iggered theanimosi ty between common dwarves andshadow dwarves.

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“What was worse, the whole island ofLhomarr - fully evacuated by the High Elvesearly in the war - became an unassailablefortress from which the evil allianceorchestrated its retaliation campaigns overthe continents.

“Abelaats and Dark Elves were well awarethat time was on their side: as they firmlyheld the bridges, the drainage of magic -aided by brute force where necessary - wouldhave led to the extinction of all the magicalraces of Mystara within just three or fourelvish generations.

THE RISE OF THE

HUMANS

“And then something really unexpectedturned the course of the war. Shortly afterthe exile of the brute-men, from the veryregions the brute-men were confined into65,members of a new humanoid peopleemerged on Mystara. Those were thehumans, a race we all know much too well.

“Who created the humans is currentlyunknown, as the Immortals do not answer tosuch a question.

“There are some who speculate they werenothing but a neglected, different breed ofbrute-men, displaced by their cousins whenthey were exiled by the abelaats.

“Others endorse the theory the humans wereshaped by a large group of Immortals, noneof which could consider itself the truecreator of this race66. That would explaintheir silence when asked about this subject.

“Finally, another group of scholars believethe humans were created by Mystara - by themegalith Urt itself - as some kind of self-defense mechanism to remove the abelaats’menace and take back its own magic67.

“For humans were really the abelaats’scourge68. They hated the abelaats at firstsight and attacked their settlements whereverthey found them, killing every abelaat theywere able to find. Abelaats and their allies ofcourse retaliated - at first using other raceslike garls as proxies69 - but soon they

6 5 Two theories may be adopted about theor ig in of the humans. According to the f i rs ttheory the humans could have evolvedindependent ly many mi l lennia before thisepoch and l ived their his tory up to this pointas a neglected race. They l ived in barelyhabi table wi lderness unt i l the exi led brutemen forced them to spread into the rest ofthe wor ld. As an al ternat ive theory thehumans were created as a brand new racearound BC 11000 by some super ior powerusing the exi led brute-men as “basemater ia l” .

6 6 A myth about the creat ion of humans by agroup of Immorta ls was developed bySheldon Morr is in his ar t ic le “The Orig ins ofHuman Kind” avai lable at the Vaul ts ofPandius.6 7 This poss ibi l i ty is a lso hinted in ThresholdMagazine #9 art ic le “Ecology of theMegal i ths and the Norns Cycle” by thisauthor.6 8 See the Penhal igon Tr i logy for fur therdetai l s . Humans drove the abelaats toext inct ion on Mystara.6 9 This is to combine CM6 episode “ In thebeginning” to the whole set t ing descr ibedabove. According to CM6 the f i rs t humanswere menaced by a race of huge humanoidbrutes cal led gar ls . I f the PCs manage tosolve successful ly the events of the f i rs tepisode, by the second episode gar ls arenear ly ext inct on the wor ld. Here i t i sassumed that gar ls were unsuccessful ly usedby the abelaats as a f i rs t method to contain

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discovered the humans were impossible toeradicate.

“Human were not so dependent on magicand their lives were much shorter than thoseof elves, dragons, abelaats and fey people.Some humans could also quickly understandand learn powerful magic, if given theopportunity, although this was not thedistinctive feature of their race. Theirstrongest points were their greaterintelligence and adaptability compared tobrute-men and the fact that they were fast-breeders.”

“How fast-breeding could be considered anadvantage?” Old Claemetyl of Deepwoodfinally interrupted the gloomy silence thatfell on the canopy of the elves since thebeginning of Taerentym’s speech. “We allknow very well the overpopulation issues thehumans and humanoids periodically face,and their inability to find a proper solutionto them. Such early humans would surelyhave been exterminated by a highly magicalrace like those abelaats you are talking about.Moreover the ideal rate of reproductioncannot be very much different from those ofelves, dragons, dwarves, Eldars and otherintelligent races, as it was tested over endlessmillennia, even when your imaginative storyabout our origins is considered.”

The nearby elven representatives seemedsomewhat reassured in listening that theirmost distinguished member did not fullyendorse the theories of the old Eldar.

“Venerable Claemetyl, the abelaats existedand invaded Mystara and elves were createdby the fall of the Eldars, both of those are

facts. About the fast-breeding humans, luckilyproof of what I say is available here in theAcademy Library. In fact, from her vantagepoint on a steep hillock, the treant Alidid theMeticulous followed five centuries of assaultsto the abelaat stronghold of the Rock ofCerrtan. She carefully inscribed on her ownbark a detailed account of participants andlosses, so we could extrapolate her numbersto get a figure of the whole war.

“Just think about how, in the present time,elves or dragons usually wage war. The HighElves and their allies, and the abelaats andtheir allies, were not so much different inthat.

“Any major, organized attack by the HighElves on an abelaat stronghold and thefollowing retaliation by the enemy couldhave been possible, on average, once everyforty or fifty mortal years70, giving time toboth parties to replenish their numbers andtrain new recruits. In most cases suchoperations were distanced by seventy yearsor more. In the same timespan the primitivehumans could double or triple theirnumbers, thanks to their higherreproduction rate.

human expansion.

7 0 Most of the mi l i tary in numerical termswould actual ly be made of common elves,whose l i fespan could be assumed 10 t imeslonger than a human. I f so, assuming that amajor draf t in human terms could happenevery 4-5 years , then the High Elvescoal i t ion could assemble a new army every40-50 years . Abelaats and Dark Elves, whosel i fespan were longer than common elves,were forced to a defensive posi t ion as theycould not assemble an of fensive army beforesuf fer ing an at tack by the High Elves and,later by the humans.

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“A human tribe could lead a large attack onthe abelaat strongpoint, suffer theirretaliation and then come back with the samenumbers within thirty years71 and withoutasking for any assistance from nearby tribes.And, of course, the High Elves and their allieshelped whenever they could.

“The abelaats and the Dark Elves could notsimply withstand such rates of conflict. Theirnumbers dwindled and they were forced toabandon more and more strongholds, whichwere then secured by the High Elves and thedragons. Magic began to flow back to Mystaraand the races who were dependent upon itwere spared from extinction.

“And so, even if the humans started asscattered, uncivilized tribes living on thefringe of the habitable lands, within amillennium they spread over large areas ofthe world, exterminating the abelaats byvirtue of this war of attrition. I believe thehumans were never fully aware they werefighting a war, for its timescale was too bigfor them to be easily grasped. Moreover, formost of the time every human tribe actedindependently; coalitions formed only wherethe enemy forces were greater or when somerepresentative of the High Elves coalitionmanaged to appeal successfully to a group ofhuman tribes. More often than not thehuman tribes waged war on each other intheir own petty struggles.

“I think the humans interpreted the wholematter as just a progressive settling of newlands, concurrent with the extermination ofan instinctively hated race which occupiedthe most sought after territories. Apparently,all attempts by the High Elves and their alliesto better explain the situation to the humansand to completely enlist them as full allieswere never properly understood by them.

“It is to be said that humans were strangelyattracted by lands where the abelaats hadtheir largest concentration. Whether this wasjust out of similar preferences in terms ofhabitat or out of some mystical commandthey followed no one could tell. Sagesconcur that at least in one circumstance thehumans acted with an unexpectedcoordination, as if they were guided by someauthority giving them sort of subconsciousmessages. This happened at the time of thefinal assault on the island of Lhomarr.

7 1 Again, we are ta lk ing about major bat t les ,where the bulk of the warr ior caste of thehuman tr ibes was involved. For everypract ica l purpose, humans must wai t agenerat ion - for the young to becomeaccompl ished warr iors - in order to s tage thenext at tack on an abelaat s t ronghold.

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THE END OF THE WAR

AND THE EXILE

“The assault happened some four centuriesinto the war, following a full century ofbuildup. By that time the evil alliance hadalready abandoned all its outposts on thecontinents and, except for a few scatteredindividuals, all the abelaats and Dark Elveswere entrenched in Lhomarr. The High Elvescoalition was slowly recovering its magic butit lost half of its most powerful memberssince the beginning of the war, so they didnot plan any effective invasion of the islandin the short term.

“The humans took the coalition by surprise.Suddenly, everywhere on Mystara, most ofthe human tribes left their recently-conquered lands, joined with other movingtribes and formed endless columns thatmigrated by land and sea to a very specificcoastline territory in central Skothar, justacross from Lhomarr72.

“These tribes were led by improvisedcharismatic leaders of all possible descents,who proclaimed to the masses that thehumans were going to claim their prize.

When asked in more detail by the High Elvesthese leaders were not able to explain whatexactly this prize was, but their followersseemed content with these vagueexplanations and showed an unexpectedunity of purpose in this migration.

“Within three human generations a hugepopulation had reached their destination onthe shore. Maybe as much as one-third of allthe humans living at that time on Mystarawere gathered there73. A koiné language soonwas adopted among the various differenttribes to understand each other74 and, in theend, a new people were born by theintensive inter-breeding of the clans. By thethird generation prophets and othervisionaries appeared among the people ofthe shore, talking about the fundamentalneed to cross the sea and get rid of theabelaats once and for all. To always remindtheir people of their unfinished task theprophets used to address themselves as“Lhomarrians”.

“The evil alliance suspected some occultforce was behind this gathering and tried todisperse the humans by deceiving severalpowerful tribes of the Tanagoro stock intoattacking them and starting a long-lasting

7 2 This is to match Geoff Gander’s ear lyhis tory about the f i rs t set t lers of Lhomarr,who came from Skothar. For fur ther detai l ssee “Lhomarr: The Land, I ts People, andTheir His tory”. Geoff Gander does notspeci fy the or ig in of these people, jus thint ing they were a fourth human stock (af terthe Neathar, the Ol tecs and the Tanagoro)l iv ing in Skothar. In the fo l lowing I assumethe proto-Lhomarr ians were actual ly amel t ing pot of the other s tocks coming f romplaces a l l over the wor ld under the myst ica lurge to get r id of the abelaats and of theirmenace over Mystara.

7 3 Just to f igure out a number, le t assumethat a tota l of approx. 2 mi l l ion humans werel iv ing at that t ime on Mystara. This is abouthal f of the tota l Neol i thic human populat ionest imated to l ive on real Earth some 12000years ago. So a huge populat ion of some600’000 - 700’000 humans of a l l poss ib leethnic i ty gathered on the shore at that t ime.7 4 This common tongue could have beensome hybrid of the Neathar language as,according to HW boxed set , i t i s very easy tolearn and understand and i t i s a lso used asthe common tongue in the Hol low World.

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feud75. The abelaats’ attempt was partiallysuccessful in that it pinned down part of theLhomarrians for a couple of centuries, but itwas not enough to stop the inevitable humaninvasion.

“Hopping across the island chain, which atthe time separated the coast from Lhomarr,most of the humans reached the island’sshore as a tidal wave, giving no quarter to itsinhabitants and relying on their numbers tobest the superior magic of the evil alliance.With the help of a High Elves expeditionaryforce, within one of their generations thehumans were firmly in control of part of theisland, conquered through bloody battlesthat decimated the humans and underminedabelaats’ supremacy.

“The abelaats tried many times to reconquerthe lands they lost but the humans werealways able to repel them and thrive in thelands they considered the prize theydeserved. Moreover, reinforcements arrivedwhen the Lhomarrians on Skothar managedto disengage from the Tanagoro and wereable to reach the island.

“Finally, the reversal of magical energythrough the captured gates was so great thatnow the abelaats’ home plane was losing itsown magic to the benefit of Mystara76. New

abelaats became increasingly difficult tocreate and all abelaat activities on Mystaraand on their own home plane slowed down.

“Less than two human generations after theconquest of the bridgehead the invaders’numbers were again at their original level, sothe invasion resumed. Adopting the sametactic used on the continents on a largerscale, the humans waged major wars onceevery 15 years, switching to once every 5years in the final part of the conflict, helpedin this by another High Elves expeditionaryforce. The evil alliance was not able towithstand such pressure and utterlycollapsed within three centuries since thelandfall of the first humans on Lhomarr.Before the final assault on their laststronghold the last few hundreds of DarkElves dissolved their alliance with theabelaats and most of them escaped toanother Plane of Existence they calledSvartalfheim77. A few were left dispersed onMystara and retreated to faraway places,avoiding capture, and losing much of theirpowers, eventually to become the ancestorsof Mystara’s dark elves78.

7 5 Again, see Geoff Gander’s “Lhomarr: TheLand, I ts People, and Their His tory” formore about the ear ly Lhomarr ians. As a l lhumans are natural enemies of the abelaats ,the war among Tanagoros and ear lyLhomarr ians on Skothar could havehappened only i f the Tanagoros weresomewhat t r icked by the abelaats intobel ieving the Lhomarr ians were theirenemies.7 6 See the Pehnal igon Tr i logy for detai l s . Inthe end almost a l l magical energy of the

abelaats ’ home plane was taken by Mystara.7 7 The external p lane of Svarta l fheim isbr ief ly descr ibed in GAZ7 and is a directreference to Norse mythology. Here I t r ied togive some fanon detai l about i ts in-set t ingor ig in.7 8 In GAZ7 i t i s sa id that the Dark Elves ofSvarta l fheim were the ancestors of Mystara’sdark e lves, which are not detai led e lsewherein of f ic ia l supplements and modules. TheseMystaran dark e lves should be another e lv ishbreed ent i re ly di f ferent form the shadowelves of GAZ13 (because shadow elves haveanother or ig in c lear ly s tated in this module)and poss ib ly more s imi lar to the drow ofother Dungeons and Dragons set t ings.

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“The abelaats held out against the invadersuntil they lost the last of the extraplanarbridges under their control. Facingextermination they used their residual magicto morph their aspect and look like humansso they could disperse on Mystara and livelow profile lives among their persecutors.

“The abelaats also cast a powerful curse79

over all the humans currently living onLhomarr and on the land itself: the humans’reign and the land they conquered wouldnot last more than the time elapsed betweenthe landfall and the departure of the abelaatsfrom Lhomarr80.

“Finally, the last abelaats’ leaders in disguisefled from the island, bringing with them theabaton81, a manifold, powerful magical

device meant to establish another magicalportal with their home world where andwhen the circumstances would allow for it.

“Unfortunately, all these actions were notsufficient to save them, as in the followingcenturies and millennia humans throughoutthe world hunted the abelaats down,discovering their real identities andexterminating them to the last being. Wecurrently believe no abelaat still exists in theworld82, even if some scholar believe that,thanks to their disguise, many abelaatsmanaged to mix their blood with that of thehumans83. Maybe vampirism, so commonamong humans, is some kind of undeaddisease related to abelaat’s blood, whoknows84.

“During these persecutions the abaton wascaptured by an unknown human group. Themagical device proved impossible to bedestroyed with common and magicalmethods85, so the humans placed a curse on

7 9 In order to be congruent wi th GeoffGander’s work about Lhomarr’s demise i tshould be assumed that this curse had beengranted by the Outer Beings, evi l ent i t ies ofImmorta l s tatus worshipped by the Carni fex.I f we assume that the High Elves contr ibutedto the ban of the Carni fex then the abelaatscould have gathered informat ion about theOuter Beings f rom High Elves which wereturned into Dark Elves ear ly dur ing theabelaats ’ colonizat ion of Mystara.8 0 According to Geoff Gander’s “Lhomarr:The Land, I ts People, and Their His tory”,this i s land was set t led approximately aroundBC 10,500 and fe l l in BC 7022, for a tota ldurat ion of approximately 3480 years .Abelaats ’ presence on Lhomarr las ted f romapproximately BC 13,700 to BC 10,200, fora tota l of 3500 years . Poss ib ly thedestruct ion of the ar t i fact of the OuterBeings dur ing the bat t les for dominancebetween Lhomarr ians and the degeneratebreed of Carni fex of Y’hog (see the abovement ioned art ic le by Geoff Gander fordetai l s ) was nothing but an excuse used bythe Outer Beings to set in motion the ancientcurse.8 1 For detai l s about the abatons see the

Penhal igon Tr i logy and the ar t ic le “AbelaatInformat ion” by this author.8 2 This is not t rue as, according to thePenhal igon Tr i logy , a t least one or ig inal pureabelaat s t i l l exis ts hidden in Karameikos asof AC 1000 - AC 10108 3 This is def ini te ly t rue according to thePenhal igon Tr i logy : as of AC 1000 there areseveral people who unknowingly possesssome remote ancestor who was actual ly anabelaat in disguise. The abelaat l ineage isextremely di luted but i t i s undoubtedlypresent in humans as of present t ime.8 4 My speculat ion, just to throw in the ideain case a DM wishes to use i t .8 5 The abaton is able to assume manyshapes, inc luding the form of a l iv ing human(l ike the son of the evi l mage ThelvinAuroch, according to the Penhal igonTri logy ) , so I bel ieve i ts t rue essence isc loser to some kind of changing magicalenergy than a physical object . For this

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it. Any abelaat trying to cross the magicalbridge created by the abaton would have hadits body and mind utterly warped by thepassage, impairing the intelligence, powersand exterior appearance of the creature. Inparticular, their bodies would become easilynoticeable by any observer, and they wouldnot be able to reproduce with humansanymore86.

“After many vicissitudes, it is now stored inthe Museum of High Magic here inWindreach, not to be a threat to Mystaraanymore.

“And this is where humans and abelaats leaveour story.

“After the great war the High Elves felt theywere not worthy anymore of their guidancerole among the elves, for they had been tooeasily deceived by the abelaats and hadtraded the very magic of Mystara to get theirown wisdom, power and wealth. Moreoverthe Dark Elves, their own former leaders,were still alive and eager to avenge theirdefeat by the hands of the coalition led by

the High Elves. This could have exposedMystara to other disastrous high-magic warsin the future.

“So, for all these reasons the High Elves tooka sad but necessary decision and abandonedMystara by resettling in an external homeplane they called Alfheim87. From there theyprovided a distant assistance to elves in timesof need and continued their bitter rivalrywith the Dark Elves, trying to prevent themfrom further harming the people of Mystara.

“In order to reduce the unavoidable culturalshock descending from their departure, theHigh Elves used their own magic to placesome kind of “blurring” of their ownmemories in the minds of all the intelligentbeings living on Mystara at that time. Theyalso concealed or brought with them most ofthe documents and evidences of their formerpresence on our world.

“The effect of their actions was that, rightafter their departure, the High Elves wereremembered as an ancient, mythical race ofa distant past, not properly connected tocurrent events. Some elvish clans came tobelieve they were some kind of benevolentancestors88, others thought the High Elves

reason I bel ieve i t cannot be eas i ly destroyed- a lso because otherwise i t would have beenneutra l ized by the inte l l igent races ofMystara in the many mi l lennia fo l lowing theabelaats ’ d isappearance.8 6 The curse is an assumption of mine toexplain why, according to the Penhal igonTri logy the abelaats cross ing the magicalbr idge created by the abaton reachedMystara just as s i lhouettes of cold, darkenergy with e ight sa l iva-dr ipping canines,melee weapons protruding f rom their bodiesand a keen sense of smel l . According to thebooks this twis t ing of their shape is due tothe passage through the porta l . For fur therinformat ion about the abelaats ’ shape af tertheir passage across the abaton see “AbelaatInformat ion” by mysel f .

8 7 According to GAZ7 the High Elves l ive onthe external Plane of Exis tence of Al fheimand they are enemies of the Dark Elves ofSvarta l fheim. Here I t r ied to give some fanondetai l about the in-set t ing or ig in of thisPlane of Exis tence and of the animosi tybetween High Elves and Dark Elves. .8 8 This may be the case with the Genanderelves of Blackmoor, which are addressed inDA3 as the high e lves of Genander’s c lan. Toavoid confus ion with the High Elves ofAl fheim I assumed the t i t le “high e lves”referred to the Genander c lan is nothing butan honorary t i t le addressed by the other

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ascended to superior Planes to become theservants of the Immortals89. Even the HighElves’ coalition with common elves anddragons, and the whole war with theabelaats, became somewhat confused in theminds of the Mystarans90.

elves of the North to this speci f ic people.8 9 This is to be more in agreement wi th thehints about High Elves’ nature l i s ted in GAZ7module, a l though informat ion avai lable inthis supplement is scarce at best .9 0 Humans of Lhomarr could have beenespecia l ly hi t by this memory-blurr ing spel ldue to their great involvement in the f inalphase of the war, so they actual ly lost most

of their memories about their ear ly t imes onthe is land of Lhomarr. What they bel ieveabout their or ig ins could then match wel lwi th Geoff Gander’s descr ipt ion of theLhomarr ians in his ar t ic le “Lhomarr: TheLand, I ts People, and Their His tory” at theVaul ts .

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ORDANA’S NEW

AWAKENING

“And this, of course, while removing most ofthe suffering caused by the bloody battles ofthe War of the Gates, was not of much helpfor the common elves. Again, they weremostly left to themselves, with their blurredmemories and without guidance. The onlyexceptions were the preserves - the fewspared by the long war - where dragons andEldars still cared to continue the meaninglesstraditions of the ancient Eldar Kingdoms,usually because they needed the elves to actas guardians of old Eldar relics or otherplaces of interest to them91.

“Over the war many elvish tribes were cut offby their High Elf leaders and, again, theyturned to barbarism to survive, tighteningtheir bonds with nearby human and demi-human tribes.

“Before this new wave of barbarism could hitthe bulk of the elvish culture the ImmortalOrdana gathered as many elvish clans aspossible92 on a secluded island called

Evergrun, just offshore of the southerncontinent. There the spirits of nature passedthe teachings of Ordana to the elves andprovided them with their first stable culture- the Way of the Forest, the heritage nowshared by most of the elvish clansthroughout the world. Evergrun became aquiet, peaceful and isolated place where, forfifteen generations93, the elves were finallyable to evolve into an autonomous race.

“The rest is history known to everybody94. Sixthousands years ago the elves of Evergunwere allowed to leave their island andestablished a mighty empire on the southerncontinent. There they met the men ofBlackmoor, embraced their wickedtechnology and shared a similar fate duringthe Great Rain of Fire. Survivors from thenearby land of Grunland returned to the Wayof the Forest and left the ruins of theirformer empire, again to disperse all over theworld, as if the ancient curse cast by the

9 1 As s tated before in this ar t ic le , the e lvesof Ringlo Hal l ( the Cumast i , according toD20 Blackmoor Campaign book) are one ofthese groups, sponsored by dragons andEldars to help in guarding the nearby wi ldmagic source. I t would a lso explaining why,for some t ime around BC 4000, the e lvesseized Cast le Blackmoor and surroundings,as descr ibed in Dungeons and Dragonssupplement I I : Blackmoor and in theBlackmoor: Firs t Fantasy Campaign book[1977].9 2 As c lans of barbar ic e lves are l i s ted inseveral of f ic ia l supplements ( the Book ofWondrous Invent ions , the Voyage of thePrincess Ark , the Dragonlord Tr i logy , theShady Dragon Inn, CM6 adventure module

and others) I assumed that these e lves werenot brought to Evergrun by Ordana (poss ib lybecause they refused to fo l low her) soreverted to the basic l i fes ty le they were moreaccustomed to. Moreover, not ice that the a l lthe e lves who l ive in the Blackmoor areaaround BC 4000 ( i .e . the Westryn andCumast i e lves of D20 Blackmoor Campaignbooks and the Genander e lves of DA3module) are not part of the e lves of Evergrunbecause the f i rs t meet ing between Evergrunand Blackmoor wi l l happen 500 years later .So even the Blackmoor e lves should not bepart of the fo l lowers of Ordana.9 3 Approximately between BC 10000 and BC5000, which would correspond to 15 e lv ishgenerat ions las t ing 350 years each. Not icethat , according to HW boxed set , e lves werest i l l l iv ing iso lated on Evergrun as of BC6000.9 4 Most of the fo l lowing info is taken fromHW boxed set and GAZ5 .

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Immortals on the Eldars still did notaccomplish all of its goals.

“And this is the end of this humble VicennialLecture. I am nothing but an old anddecrepit Eldar, and I despair I’ll manage toprovide you the next Lecture within mylifetime. You surely noticed I did not limitthe subject of this exposition to elves and sonow you know some more truth aboutdragons, abelaats, humans, dwarves andother races.

“This is my gift to all of you, new knowledgefor you to meditate upon and to use wisely inyour relationship with the other inhabitantsof Mystara. Now you know your lineage andyour place in the world. It is up to you toaccept it or to try to improve it with yourskills and intelligence. As I told you myassistants Clevix, Bonnath and Merjelle willprovide you guidance in finding referencesand proof of what I said in the libraries,temples and museums of Windreach.

“With this, my beloved students, and with myblessing for the future, I greet you!”

“Acceptance? Master Taerentym, there maynever be acceptance to what you said aboutdragons’ place in this world …“ Laicanar’soutraged voice overcame the increasinglyloud chatting coming from the audience.Some elves looked shocked, while Claemetylwas busy performing a nervous tirade over agroup of mixed drakes who were asking ifthere ever was a confirmation of Taerentym’swords in the Heimsleidh95. Ellethior’s voice

was also discernible amidst a group of Eldars,who were defending themselves againstaccusations of hiding precious informationabout their past and maintaining a pretenceof help and friendship towards the dragons.One hundred guests, one hundred shakensouls.

With a serene smile on his face, Taerentymdisappeared into a glimmering mist from thepedestal of basalt.

EPILOGUE

Taerentym materialized in his personalrooms on top of the Spire of Scholars, thetallest tower of the Academy of Dragons.There the features of his face slowly melted,leaving nothing but the black silhouette ofhis head. He also dropped the longembroidered vest of his scholar statusrevealing a pure-white kilt and a pair ofequally white vambraces over a bodyseemingly made of black energy96.

9 5 According to the Dragonlord of Mystaranovel , the Heimsle idh (a lso known as theWay of the Land) is the compendium of a l lthe e lv ish wisdom, compi led by I l sundalhimsel f before becoming an Immorta l . The

Heimsleidh is made of 48 volumes. Elves arevery jealous of these books and even thes ight of the volumes is forbidden to nonelves. Nevertheless , a complete copy of the48 books has been secret ly s tored in thel ibrary of the Great School of Magic inGlantr i Ci ty s ince at least AC 500.9 6This descr ipt ion matches the appearance ofthe Black King of Alphaks’ Volcanoaccording to DotE , DM’s manual page 41(see a lso Note 97 below). As this descr ipt ionis a lso matching the usual appearance of amodern abelaat whi le on Mystara (see“Abelaat Informat ion”) then I connected theBlack King/Black Queen port fo l ios to thePenhal igon Tr i logy . So the Black Queen isthe human witch who used her magic towake up a s lumbering abelaat in his homeplane. This abelaat then became the BlackKing. The events are detai led in the

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The dark figure looked at the drugged bodyof the real Taerentym, sleeping in his bed inhis night dress, his notes on the originalsubject of the lesson “The Grand Alliance ofthe Wyrmsteeth races” burning in thefireplace. Once awake, he would notremember anything of the last two days,adding his confusion to the chaos andquarreling unleashed by the careless speechthe dark being just administered to thedistinguished audience.

As a humble servant of Alphaks, the BlackKing97 - that was the name of the silhouette -was very satisfied with his deeds. The Sphereof Entropy likes to play the other Spheres offagainst one another with a minimal effort,the more so if this is possible by telling justthe absolute truth.

For the sake of honor, dignity and decency -all mortal concepts mocked by the Immortalmasters served by the Black King - too manyraces concealed part of their past: theembarrassing one, where humble origins,selfish compromises and mixed bloodcontributed to the perceived “greatness” ofthe present. And this represented a veryfertile soil on which Entropy could seeddissent.

With a bit of luck - pondered the Black King- his speech, delivered at such a critical timefor the events of this part of the world,would have been full of consequences,helping the side of Entropy in the great war

that undoubtedly would have broken out ina few years98. The predictable quarrelingabout origins, alliances, lineages - and theassociated mistrust and contempt amongraces - would split the people of Norwold.Dragons, Eldars, and common elves werenow prevented from forming alliances99 -among themselves and with the humans anddwarves - and they would fight the war asseparate forces.

His assistant Clevix was in charge of helpingin this process by providing the bewilderedGreat Hall’s audience with the most

fo l lowing sect ions of this ar t ic le .9 7 According to DotE (DM’s manual) theBlack King and the Black Queen are theleaders of the morta l agents of Alphaks,ass igned with the destruct ion of Alphat iathrough intr igue and secret operat ions f romtheir main base on Alphaks’ Volcano.

9 8 Reference is to the great war that wi l lerupt in AC 1004 between the Empire ofAlphat ia and the a l l iance s igned by Glantr i ,the Heldannic Knights and the Empire ofThyat is . Detai l s about the course of the warare avai lable in WotI boxed set . According toM5 module (page 41), there is a lso theposs ibi l i ty for this war to break out in AC1002 ( i f the PCs do not manage to avert i t )s tar t ing f rom the Is le of Dawn and escalat ingunt i l a l l the surrounding lands are involved.In this scenar io the war wi l l las t for 20 years(whi le the war descr ibed in WotI wi l l las tonly 5 years) and wi l l depopulate Alphat ia,Norwold, the Known World and everything inbetween, plunging this part of the wor ld intoa barbar ic age. Likely the aim of Entropy isfor the lat ter scenar io to happen.9 9 According to CM1 and M2 modules -which descr ibe in detai l the part of the greatwar (see Note 98 above) that wi l l ravageNorwold in AC 1002/1003 - e lves, dragons(and so, a lso Eldars) are neutra l forces thatwi l l not be involved in the conf l ic t nor wi l lthey f ight together unless bound by someal l iance with some part icular PC. As s imi lara l l iances are very unl ike ly, or are notassumed to happen at a l l , then i t i s poss ib leto bel ieve that e lves and dragons do notintervene in the war because they areweakened or paralyzed by some sort ofinternal s t ruggle. This ar t ic le t r ies to give aposs ib le explanat ion for i t .

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compelling evidence supporting Taerentym’sstatements - after all Clevix did much of thehardest research work. The evidence,formerly hidden here and there onWindreach, would soon be brought back - inelegant copies of the finest parchment. Thevarious sages from each of the communitiesin Norwold and elsewhere, would soon bespreading scepticism and distrust.

Moreover Laicanar, another of the BlackKing’s faithful servants, had the task offostering further dissent among dragons,trying to instill in those proud minds adiscrimination between “pure” and “tainted”breeds. If successful, this discriminationwould isolate the most magically-giftedindividuals and break up the group of theChosen of Vanya of Ellethior. This companyof dragons absolutely must be removed fromVanya’s commands in the impendingconflict100: it was definitely in the bestinterests of Entropy to disband it.

Finally Teryl Auroch101, the Black King’s ownson, was disguised among the audience as adistinguished common elf from a farawaycommunity of central Brun that no one had

heard of before. His task was to steal theabaton in the following days, placing thispuzzle-box artifact102 in the heart of thelands of the humans103. From there thedrainage of magic would start anew and, withthe help of the Entropic powers, the abelaatswould finally obtain satisfaction on theirnemesis.

The Black King allowed himself to rememberthe course of the events leading to his ownpresence there104. Unknowingly to all, hiswife the Black Queen - an accomplishedwitch already devoted to Alphaks and withmore than a drop of abelaat’s blood in her -succeeded in briefly activating the abatonmany decades ago. She carefully transferreda spill of Mystara’s magical energy back to the

1 0 0 According to M1 module, i f Vanya is thewinner in the compet i t ion with Koryis andAlphaks then the PCs may summon a force of50 Wrymsteeth dragons devoted to her. Thisforce may be cal led upon once per characterdur ing any war and i t has a huge Batt leRat ing of 503 points . Def ini te ly theinvolvement of such an army in a bat t lemight wel l turn the course of any war.1 0 1 Teryl Auroch is the main antagonis t inBook 3 of the Penhal igon Tr i logy . Anaccompl ished mage, born f rom an abelaatand a human witch, Teryl ’s f inal a im is touse the abaton to drain magic f rom Mystara,awake the s lumbering abelaats on their homeplane and s tar t another abelaats ’ invasion.

1 0 2 In the f i rs t part of the Penhal igon Tr i logythe abaton is shaped l ike some kind of puzz lebox. Later in the novels the abaton ist ransferred into a l iv ing being - the youngson of the evi l mage Teryl Auroch (see Note101 above for detai l s about him).1 0 3 According to the Pehnal igon Tr i logy theabaton is f i rs t used not far f rom theDarokinian vi l lage of Armstead, west ofSelenica and north of the Black Mountains.In the novels this v i l lage is a renownedcenter of magical s tudies, inhabi ted by manywizard and sorcerers . Whi le never explainedin detai l in the books, i t i s poss ib le toassume that the locat ion for the opening ofthe br idge between Mystara and the abelaats ’home plane was made poss ib le by the greatconcentrat ion of magic in the nearby vi l lageof Armstead. The vi l lage is destroyed by theabelaat invaders short ly af ter .1 0 4 What fo l lows is a mix of events descr ibedin the Penhal igon Tr i logy and of DotEinformat ion about the Black Queen and theBlack King, plus a few inferences by me ( l ikethe fact that whi le the shape of bothindividuals was changed by the passagethrough the abaton their magical powerswere not - this i s most ly to explain the veryhigh level of both NPCs according to DotE ) .

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external Plane of the abelaats and managedto reach this Plane with her own physicalform105.

With the stolen energy she awoke one of themost powerful abelaats still slumbering onthis paralyzed Plane both of them came backto Mystara, but not before she becamepregnant. The passage acted on their bodiesand changed them into black silhouettes106,but thanks to their great intelligence andmagical powers they did not suffer otherconsequences. On Mystara they joinedAlphaks’ forces and became the Lords of hisagents on Mystara. In return for their serviceAlphaks blessed Teryl, their only son, with anunblemished human appearance, to be theinstrument chosen for the abelaats’ revenge107.

Nighttime was coming. The Black Kingmoved to the terrace of Taerentym’sbedroom, awaiting for Laicanar to fetch himoutside of Windreach. The King needed ameticulous report from the dragon about theaudience’s reactions, to plan the next movesfor the maximum damage to the cause of lifeon Mystara.

1 0 5 This is to explain why the appearance ofthe Black Queen is that of a dark s i lhouette.Likely she was more abelaat than human, soher body reacted to the reverse passage toMystara l ike the average abelaat would.Not ice that , according to book 3 of thePenhal igon Tr i logy , a human is able to goback and for th through the gate unharmed(this happens to Johuanna the Squire) .1 0 6 Here I took a l i t t le l icence as DotEspeci f ies that both the Black King and theBlack Queen were former humanadventurers . Nevertheless an abelaat isdef ini te ly able to look l ike a human,especia l ly i f he is one of the individuals whometamorphosed their own appearance tolook l ike a human and have chi ldren withthem during the f inal s tages of theirpersecut ion. This individual could have lef tMystara short ly before the fa l l of Lhomarrand then suf fered the magical s lumbering inhis home plane due to the lack of magictherein, to be retr ieved by the humanwitch/Black Queen some eleven mi l lennialater .1 0 7 I added this f luf f to throw in some

interest ing just i f icat ion for the a l l iancebetween Alphaks and the Black King andQueen. Maybe the death of Teryl Auroch,descr ibed in the Penhal igon Tr i logy, and thedefeat of the abelaats ’ invasion of Mystaracould a lso shake the Black Queen/King’sa l l iance with Alphaks. I bel ieve this couldlead to some interest ing ro leplay opportuni tyto neutra l ize the evi l nest of Alphaks’Volcano without necessar i ly defeat in combatthe f inal bosses.

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APPENDIX: TIMELINE OF

THE EVENTS DESCRIBED

IN THIS ARTICLE

Note: Most events related to CM6 module areshifted some 700 years earlier with respect towhat is stated in “Adapting CM6 locations toMystara” at the Vaults of Pandius. I believecurrent dates in the following timeline arebetter placed so they should supersede theold article’s ones.

BC 30000: Beginning of the Eldar civilization

BC 14370: The Eldar Split. Creation ofcommon elves, drakes and grey dragons

BC 13800: First abelaats arrive on Mystara

BC 13700: Abelaats settle on the island ofLhomarr

BC 13200: First High Elves are created fromthe common elves stock

BC 12700: Banishment of the Carnifex fromMystara (tentative date). Queen Amberiel and

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Belotra the Beautiful moved to the GreenRealm with their retinue

BC 12600: First Dark Elves are created fromthe High Elves stock

BC 12300: Beginning of the transition fromthe last ice age to the current warm period

BC 12000: First Shadow Dwarves are createdfrom the ancient common dwarves stock

BC 11600: Shadow Dwarves abandon en-masse the ancient dwarvish lands in currentnorthern Norwold and, moving through a setof deep tunnels, settle below the KerotharMountains of the Alphatian continent.

BC 11500: First sightings of large humangroups on Mystara (whether they werecreated now or they just abandoned thebarely-habitable lands where they lived so far)

BC 11300: The loss of magic on Mystara isfirst perceived by the magical races living onit

BC 11050: Early dwarves cuts most of theirties with the abelaats. Exile of theNeanderthals on the fringe of habitable lands

BC 11000: Humans spread over Mystara

BC 10920: Beginning of the War of theGates. Early dwarves expel the last abelaatsfrom their territory and declares themselvesneutral. High Elves and their allies evacuatesthe island of Lhomarr, which becomes anabelaats’ stronghold

BC 10850: First extraplanar gates capturedby the High Elves’ coalition. Magic starts

flowing back to Mystara, preventing theextinction of its magical races. In thefollowing decades the war turns into a set oflong sieges of abelaats’ extraplanar gates

BC 10800: Events of "In the Beginning"episode of CM6 module

BC 10600: Humans assemble on Skotharcoast just across from Lhomarr. Beginning ofthe Lhomarr-Tanagoro wars

BC 10500: First human attacks on Lhomarr,helped by a High Elves expeditionary force

BC 10400: End of the Lhomarr-Tanagorowars. Part of the mixed human tribes livingon the coast of Skhotar reaches Lhomarr tohelp their kin against the abelaats

BC 10215: Dark Elves flee from Mystara

BC 10200: End of the War of the Gates. Thelast magical bridge is conquered by the HighElves alliance. Surviving abelaats in disguisemix with human population bringing withthem the abaton. A curse is placed by theabelaats on the isle of Lhomarr and on itshuman population.

BC 10100: High Elves depart from Mystarafor the Plane of Alfheim. They perform amagical blurring of all High Elves memoriesin the minds of the intelligent beingscurrently living on Mystara

BC 10000: Ordana gathers most of thecommon elves of Mystara on the island ofEvergrun and nurtures them through theforest spirits

BC 9800: By this time the last ice age is over

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BC 8400: Minimum traceable uninterruptedbloodline of the Elves of the Red Woodsfamilies (likely there are much longerbloodlines recorded)

BC 7800: Events of "Forge of Power" episodeof CM6 module. Early Dwarves surface onMystara and start living above ground,becoming the Ancient Dwarves

BC 7300: Events of "Bronze and Iron"episode of CM6 module

BC 7022: Fall of the Lhomarrian Empire. Theisland of Lhomarr sinks into the ocean

BC 5000: End of the infancy of commonelves. They are allowed to leave the island ofEvergrun and explore the world. Empire ofEvergrun established. First Empire of Thonia(likely named as “First Republic of Thonia”)established.

BC 4000: Events of DA1-DA4 series. UtherAndahar’s Great Rebellion led to theindependence of the Province of Blackmoorfrom the Empire of Thonia. Rise of thekingdom of Blackmoor. By this time “pure”grey dragons are very rare on Mystara

BC 3500: Events of "Island of Sorcerers"episode of CM6 module. First meetingbetween elves of Evergrun and men ofBlackmoor

BC 3200: War of the Dragonlord. Exile of thegemstone dragons outside Mystara. TheGreat One - likely one of the very last “pure”grey dragons - becomes an Immortal

BC 3000: The Great Rain of Fire. Fall of theEmpire of Blackmoor and Evergrun. Elves ofEvergrun move to Grunland.

REFERENCES

● AC1 - The Shady Dragon Inn by CarlSmith

● AC9 - Creature Catalogue by GraemeMorris, Phil Gallagher, and Jim Bambra

● AC10 - Bestiary of Dragons and Giants byDeborah Christian

● BECMI Companion Set rules by FrankMentzer

● BECMI Immortal Set rules by FrankMentzer

● BECMI Master Set rules by FrankMentzer

● Blackmoor: First Fantasy Campaign(Judges Guild edition) by Dave Arneson

● BoWI - Book of Wondrous Inventions byBruce Heard

● CM1 - Test of the Warlords by DouglasNiles

● CM6 - Where Chaos Reigns by GraemeMorris, Jim Bambra and Phil Gallagher

● D20 Dave Arneson’s Blackmoor:Campaign Book by Dave Arneson

● D20 Dave Arneson’s Blackmoor: TheDungeons of Castle Blackmoor by DaveArneson

● D20 Dave Arneson’s Blackmoor: TheFirst Campaign by Dave Arneson

● DA3 - City of the Gods by Dave Arnesonand David Ritchie

● DotE - Dawn of the Emperors Boxed Setby Aaron Allston

● Dragonlord Trilogy books by ThorarinnGunnarsson

● GAZ1 - The Grand Duchy of Karameikosby Aaron Allston

● GAZ3 - The Principalities of Glantri byBruce Heard

● GAZ5 - The Elves of Alfheim by StevePerrin and Anders Swenson

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● GAZ7 - The Northern Reaches by KenRolston and Elizabeth Danforth

● GAZ13 - The Shadow Elves by CarlSargent and Gary Thomas

● HW - Hollow World Boxed Set by AaronAllston

● M1 - Into the Maelstrom by Bruce Heardand Beatrice Heard

● M2 - Vengeance of Alphaks by SkipWilliams

● M3 - Twilight Calling by Tom Moldvay● M5 - Talons of Night by Paul Jaquays● Monstrous Compendium: Mystara

Appendix● O2 - Blade of Vengeance by Jim Bambra● Original Dungeons and Dragons Book 2:

Blackmoor by Dave Arneson● PC1 - Tall Tales of the Wee Folks by John

Nephew● PC3 - The Sea People by Jim Bambra● Penhaligon Trilogy books by D.J.

Heinrich● PWAII - Poor Wizard’s Almanac II by Ann

Dupuis● Rules Cyclopedia by Aaron Allston● Threshold Magazine issue #9● VotPA - Voyage of the Princess Ark by

Bruce Heard● WotI - Wrath of the Immortals boxed set

by Aaron Allston

EXTERNAL LINKS

Lower Stoutfellow - Alphatia’s Underworld(by Bruce Heard)

Frisland, the Marquisate of Azafeth (byBruce Heard)

The Alphatian Province of Frisland (byBruce Heard)

Ar:Walking with the Wraiths (by BruceHeard)

Sahaugin article on Wikipedia

Adapting CM6 locations to Mystara (byLoZompatore)

The Truth About the Ancient Tortles’Frightening Secret (by Bruce Heard)

Abelaat Information (by LoZompatore)

The Origins of Human Kind (by SheldonMorris)

Of the Lore and Legends of Y’hog, City ofthe Unclean Ones, and of that Race (byGeoff Gander)

EVENTS: AMBYRMONT AC 1016

Y’hog Carnifex (by Geoff Gander)

Lhomarr: The Land, Its People and TheirHistory (by Geoff Gander)

Varellyan Timeline (by Geoff Gander)

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INTRODUCTION

This is an adventure set inthe year AC945 in the villageof Threshold. It is designedas an opportunity for thePlayers to test their basicskills:

For the Dungeon

Master

The village of Threshold hasfor some time enjoyed theresidency of an elderlywizard named Bargle. Theold fellow lives in a tower onFogor Isle overlooking theWindrush River. This is notthe monstrous wretch whomurders Aleena. This is his

great uncle… a ratherpleasant fellow… who hasunfortunately fallen down aflight of stairs and broken hisneck. This has in turn led tohis goblin assistant Hurrkbeing trapped in the towerfor the last two weeks. Thefood has run out and Hurrkhas been forced to cookBargle's remains — rotten asthey were. He has burnedscrolls and books to feed thecooking fires, and is just onthe verge of contemplatingfalling on his own sword.Unfortunately he is deliriousand insane and will attackintruders while wearing hisring of Invisibility.

A harpy with a ring ofShapechange is passing

A SERIES OFUNFORTUNATEEVENTS

AN ADVENTURE FOR TWO CHARACTERS OF FIRST LEVEL

By Sean Robert Meaney

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herself off as Inetina, thegranddaughter of Bargle theElder. She is interested inlooting the tower, andhaving noticed that the oldwizard has not left it in aweek, has decided to employadventurers to breach thetower. If he is alive… itdoesn't fall back on her, butif he is dead she can loot thetower. Inetina will confrontthe PCs in the Great Hallattempting to charm the PCsout of any magic items. Shedoesn't know of Hurrk thegoblin.

Boxed text below can beread directly to the Players.

Players

IntroductionEXPLORING THE

TOWER

The exterior stairs climb tothe entry which is Area 9leading directly into Area 7.

The tower of Bargle theElder isn't very tall. Stairshug the outer wall climbingto an entrance at the secondlevel.

Area 1: Bottom of theStairs

At the bottom of the stairs isa door. It is not locked. Anynoise here alerts Hurrk inArea 2.

At the bottom of the stairs isa door. It is a heavy timberdoor with iron hinges. Itlooks quite solid.

You are approached by ayoung girl who asks you tocheck on her grandfather.She tried to enter but thedoor is locked and no one isanswering her knock. Hisname is Bargle, and he is awizard who lives in a smalltower on Fogor Isle. Sheoffers five gold pieces inpayment. She seems quitedistressed.

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Area 2: The Well Room

Hurrk the goblin is currentlyin this area resting on hiscot. If someone opens todoor from Area 1 Hurrkattempts to sneak past themto the upper levels withoutalerting them using his ringof invisibility. He will thenconfront them upstairs in thegreat hall (area 7).

2a: This is a pit trap which istriggered by anyoneattempting to open the falsedoor dropping them down aten foot deep pit for 1d6damage.

2b: This is a well that dropsfifty feet down to water. Athief might climb thebrickwork of the well toclimb out.

This room smells like a mixof sweat and urine. There isa well shaft to the right andtwo doors on the wallsopposite the entrance.Immediately to the leftaround the corner is anempty cot covered inrecently cleaned bedding.

Area 3: The SecretLaboratory

This is the Wizard’s secretlaboratory.

Beyond the secret door is achamber that contains acollection of strange andwondrous things. A greensludge has erupted from alarge jar and spread across acounter top in the wizard'sabsence. A bowl of powder isevery so often erupting in atiny flash and puff of smoke.

The green sludge is in fact adiseased green slime, andwill infect anyone makingphysical contact with it witha nasty disease that causes arather foul body odor until acure disease is applied.There is a small ceramic lidon the floor. this will coverthe powder that is every sooften attempting to explodeand arrest the problem. Ifanyone with a burning torchcomes too close (the use of aburning torch on the greenslime should do it) it goesbang in the face of the PC for1hp damage (describe a bigflash of light and a giant puffof smoke and everyone inthe room is deafened for thenext 1d6 turns meaning theycannot hear any noise thatmight be a vital clue). Theplayer who puts the ceramiclid on the jar earns 1 XP. Thevarious liquids and powdersin jars and flasks are worth ahundred gold pieces toanother wizard, although

bundling them into a sackwould be rather dangerous.Anyone foolish enough tomix these substances willcause an explosion thataffects the whole room. Allmetal in the room is reducedto a powdered state.

Area 4: The Store Room

This was a store room wherefood and drink was kept.

This room has a number ofempty sacks piled up andsmashed bottles scatteredabout. It is otherwise empty.

The food and drink that washere has been consumed.Any barefoot players take1hp damage from tiny glassshards. There is a secret doorhere that leads into thesecret laboratory (Area 3).Anyone looking for secretdoors might find it on a 1 in6 (2 in 6 for elves).

Area 5: Spiral Stairs

The stairwell leads upwardand downward from thispoint. The door here isreinforced heavy timber andrequires a key (though it iscurrently unlocked). Anyloud noise here alerts Hurrkin area 2.

There is a narrow spiralstaircase here.

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Area 6: The Clean Room

Entering this room andclosing the doors triggers avolley of spells where thePCs are cleaned andrefreshed, their belongingsand person. The only thingthat will prevent this fromoccurring is a protectionfrom magic effect.

This room is white. Spotlessto the insane.

[Once the doors are closed]A strange blue aura bathesthe room and you quicklyfeel devoid of grease, grime,sweat, and odor.

Area 7: The Great Hall

One side of the Great Hall isoccupied by a long tableextending from fireplace tothe tower entrance. Thereare two chairs — on at eitherend (the rest of the chairswere used in the fireplace).In the ashes of the fireplaceis a selection of burnedbones (previously Bargle theElder) and burned paperfragments. There is a keyhere in the ashes. It can befound if the ashes aresearched. It seems burnedbut is otherwise undamaged.

There is a particular smell inthis great hall...one ofcooked and burned meat.

Area 8: The Pantry

This small room normallycontains a selection of potsand knives hanging on hookson the wall. Currently thereare a number of pots withleftover scraps on the floorthat look like gnawed onbones.

There are amongst thecutlery (4) daggers each inneed of a cleaning.

Area 9: The Entrance

At the top of a curvingstaircase is a balcony, fivefeet wide and ten feet long,some fifteen feet aboveground level. From here youcan see a rather nice view ofthe village of Threshold.There is a slight recess intothe tower wall which ends ata rather heavy timber door.

9a: A stone pressuremechanism trap which mustbe detected by a Thief orDwarf to avoid a falling ironball (1d6 hp damage) thatdrops from above.Unfortunately the door iswizard locked to preventintruders and must be

opened by the destruction ofthe door (50hp).

Area 10: Top of the Stairs

At the top of the stairs is adoor - unlocked. There is aproblem with the step here.A detect traps will reveal thestep is loose - anyoneclimbing the step will notparticularly notice theproblem - however anyonedescending from the topmost floor will cause thebrick to slip and toppledown the stairs. A Dexteritycheck is required to avoidbreaking a neck. Bargle theElder was conducting anexperiment to grind down agem by placing it under thebrick of a step. The gem isworth 30gp.

There is a door here at thetop of the stairs. It appears,much like the other doors inthe tower, to be of heavytimber with iron hinges.

Area 11: The WizardsBedchamber

Bargle the Elder spent a lotof time in this room. There isa fine leather seat by thefireplace and a crystal sphereon a small table by it, a largecomfortable bed, severalother doors, a desk, and a

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bookshelf. The room isspotless clean, the bed made.

This chamber appears to be awizard's apartment with abed, desk and a cozy leatherseat by the fireplace. There iseven what appears to be acrystal ball on a stand.

A few anomalies exist:

11a: The Crystal Ball has anindiscernible crack (Hurrkknocked it off its stand afterBargle's death but replacedit). Any Magic User or elfattempting to use the crystalball will cause it to explodefor 1d6 damage.

11b: A locked drawer underthe desk which is a needletrap guarding a pouch of fiftygold pieces. The needle canbe detected with a successfuldetect traps and avoided orthe PC takes 1hp damage.

11d: The desk and thebookshelf are devoid of anykind of paper documents(There is a Map Scrolldropped down behind theshelf. The DM is encouragedto use this as that nextadventure hook).

Area 12: The Toilet

This chamber hangs out overthe river - projecting out

from the building. The benchseat in this room conceals atoilet. There is a tinypoisonous spider (1hp)hiding under the lid of thetoilet. It bites anyone sittingdown here (1 hp + Save v.poison or take healthdamage - constitutionreduced permanently by 1).

This chamber has a beautifulview of the river as it hangsout over the water. Thewindows are glass. There isalso a bench here.

Area 13: Potions

The door to this chamber isheavy, reinforced and lockednon magically. It can beopened with a key...found inthe fireplace in great hall(Area 7). Bargle the Elderkept a selection of cursedmagic items in this room.There is also one of everytype of magic potion fromthe Basic Dungeon MasterGuide except poison. Thepotions all have a flaw:

anyone drinking oneexperiences an upsetstomach for 1d6 turnscausing diarrhea (and settingin motion an event that willcause the PC to sit on thetoilet in Area 12).

There is a huge selection ofpotions here.

Area 14: The Bathroom

This chamber is positionedover the entry. The room isoccupied by a fine timberbathtub hand carved by elvesfrom Radlebb (value 200gp,1,000cn weight). Behind thetub, concealed from view is acollection of large metal ballsand a mechanism designedto drop one through a holewhen the trap near theentrance (9a) is triggered.

This chamber narrowstoward a window. It has afine bathtub of carven woodsitting in the splay.

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BALLAD OF TAYMA

In the days after the Great Rain of Fire, therewas a young girl who lived in the shadows ofthe Black Mountains. Fervently did she prayto her patron Immortal Sol to take away theWasting1 that afflicted her people, but dayafter day, and year after year, her prayerswere not answered. Still, even as her peopleteetered on the brink of destruction, thisyoung girl did not lose hope. She sought outon her own to find a cure for the curse thathad been thrust upon everything that sheloved.

Finally her prayers were answered… thoughnot by Sol. Tanit, Mother Night, sent the girla vision showing her how to save her people.Using strength and guile she stole the secretof everlasting life from the dragonGhaerathelix. With this gift, did the girldestroy her people’s enemies and free themfrom the Wasting. Blood is life. Thus wasthe girl reborn as Tayma, the OriginalNosferatu, hero to her people.

But the ire of Ghaerathelix could not bequenched, and the dragon vowed to destroyTayma and her people for the insult she hadperpetrated upon him. The dragoncompleted the ceremony given to him by hismaster Thanatos, following in Tayma’sfootsteps to become the first night dragon,

1 The Wast ing is a term used to denote thes ickness and disease caused in the af termathof the Great Rain of Fire. For moreinformat ion see the Mystara 2300 BCCampaign Set t ing at The Vaul ts of Pandius .

Mystara 2300 BC Campaign Settingby John Calvin

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MYSTARA 2300 BC

CAMPAIGN SETTING

The Mystara 2300 BC Campaign Setting is ahistorical era campaign set on the world ofMystara 700 years after the destruction ofBlackmoor in the Great Rain of Fire. Mostsocieties and cultures of this time periodmust cope with the devastating aftereffectsof that catastrophe, including the dreadedWasting disease that spread across the globein the intervening centuries. Survival wasparamount during those times, and one ofthe main themes of the Mystara 2300 BCsetting focuses on how these culturesovercame that catastrophe and the Wastingdisease that followed it.

Different cultures each had varying ways ofdealing with this situation. Giants andhumanoids seemed to thrive in the radiancedesolation, while the dwarves of theShimmering Lands ignored it, and evenexacerbated it, by continuing to practicetechnomagic arts. The Inti, ancestors ofancient Azcans in the area, fledunderground, as did many clans of elvesand even the aranea of Belphemon, as faraway as the Savage Coast. Antalians in thenorth turned to elemental magic, while thefolk of the Sea of Dread supplicatedthemselves before the enigmatic entityAdhuza M’Thaz1.

Ancient Taymorans, led by their hero-queenTayma, turned to Blood Magic. Legends ofthe time say that Tayma stole the secret ofeverlasting life from the ancient dragonGhaerathelix, and used it to create theCeremony of Blood, a ceremony in whichall participants are cleansed of deadlyplagues and diseases (like the Wasting).Performed by Tayma and Tanit’s highpriestesshood, the ceremony required thata portion of blood from each member of thepopulace be sacrificed during an annualritual. It was thus, that the cult of Tanit,and the nosferatu leading it, gained controlof the Taymoran populace.

As memory of the Great Rain of Fire fades,and the effects of the Wasting diminish, theTaymoran populace is beginning to seetheir once noble saviors as parasites. Bloodsacrifices that were once required for thesurvival of their culture, are now little morethan coerced tribute for the sustenance of alavish and corrupt noble class. Yet, for themoment, the vampiric rulers of Taymoramaintain their control.

1 Adhuza-M’Thaz was or ig inal ly developedby Sharon Dornhoff as the pr imary dei tyworshiped in the land of Adhuza (a nat ioncontrol led by kopru) ins ide of the Hol lowMoon. In actual i ty this i s a f ic t i t ious ent i tycreated f rom whole c loth by the kopru in

order to help them maintain control overtheir subjects . In BC 2300 the Outer Worldnat ion of Adhuza (not yet moved into theHol low Moon) a lso fo l lows this pract ice.

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Ghaeranatos. Then he set about amassing ahost to punish the upstart who dared to stealfrom him.

Though Tayma fought valiantly for her kin,it was soon apparent that she could not win.Ghaeranatos and his allies, enemies ofTayma’s people, both new and old, werepressing upon the last stronghold of Tayma’speople, Uhaara2, and soon it would beoverrun.

Again Tayma prayed, and again her prayerswere answered by Mother Night. As Taymawas the Daughter of Tanit, Mother Nightshowed Tayma the secret of creatingdaughters of her own. Each of her daughtersserved a special role in the protection of herpeople, bringing their innate skills andpowers to fruition in order to win freedomand a home for the Taymorans, the people ofTayma.

2 Uhaara is an invent ion of the author, thelast Maharian s t ronghold in the shadows ofthe Black Mountains. This was Tayma’sbir thplace, and the or ig inal homeland of theTaymorans (before they became theTaymorans)

IMMORTALS OF

TAYMORA

Though Tanit reigns supreme as thepatroness of the Taymoran nobility, thereare many other immortals worshiped inthe nation.

Tanit (Nyx, Mother Night): Tanit gave thesecret of unlife to her favored handmaidenTayma, and taught the Taymoran people topractice the Ceremony of Blood, a ritualthat has protected them for the effects ofthe Wasting for centuries.

Sarrattalu (Thanatos, Father Death):Enraged that Tanit would steal his secretsand pervert them for her own purposes,Sarrattalu has been urging his worshipersto infiltrate and destroy Taymora fromwithin since its inception. His worship isillegal, except within the eastern citiesfrom which his followers hold sway.

Sol (Ixion, Inti, Idu, Sollis): Vestiges ofSol’s priesthood remain from Mahariantimes when his was the paramount religionof ancient Uhaara. In Taymora he takes onmany roles, sometimes seen as Tanit’sparamore and at other times as hergreatest adversary. In the freed city ofSoleclea, Sol reigns supreme.

Mahes (Ninfangle, The Hunter): Mahesreligion can trace its origin along theSavage Coast and into Davania. Espousingfreedom and self reliance, his worship istaken up by those living on the fringes ofTaymoran society.

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Protius (Old Man of the Sea): A newerreligion in Taymora, brought to those landsby elven travelers, the worship of Protiushas nonetheless grown in recent yearsespecially in the coastal city states.

Urtni (Ordana): Originally worshiped bythe Tudaka of the southeast, Urtni’s naturereligion offered her chosen a unique way tobattle the Wasting disease, by siphoning itseffects into powerful totems. When theTaymorans conquered these lands they did

their best to suppress these practices, butthe faithful still persist in cloistered pockets.

Minor Immortals: Each of the city states inTaymora has their own unique pantheon,with either Tanit or Sarrattalu at its headand with innumerable other immortalsserving them. The DM should feel free toadd in any other immortal active during thisera, although the immortals listed abovehave the largest followings.

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TIMELINE

BC 4000: Blackmoor begins its rise togreatness after having discovered andplundered the City of the Gods.

BC 3000: Blackmoor comes to an abruptend in the Great Rain of Fire, and thecivilized world is devastated.

BC 2990: Civilizations across the planet facethe aftereffects of the Great Rain of Fire, as adreaded Wasting disease slowly kills many ofthe survivors.

BC 2940: Thonian colonists on Brun havebeen suffering greatly from the Wastingdisease, and their culture looks as if it couldbe destroyed entirely.

BC 2938: Tayma, a high priestess of theThonian colonists, sets out on a quest to saveher people. Prompted by dreams sent froma mysterious immortal, she seeks the lair ofthe dragon Ghaerathelix.

BC 2933: Tayma discovers the location ofGhaerathelix’s lair and spies the ancient golddragon as he transforms himself in a magicalceremony. This is the secret her immortalpatron wished her to find, that will be herpeople’s salvation.

Now transformed into a powerful undeadbeing known as a night dragon, Ghaerathelixchanges his name to honor his own immortalpatron, calling himself Ghaeranatos.

BC 2928: Tayma performs Ghaerathelix’sCeremony of Blood, transforming herselfinto the Original Nosferatu and making herimmune to the Wasting.

BC 2913: Tayma perfects the Ceremony ofBlood so that it protects her people from theeffects of the Wasting. By sacrificing aportion of their own life’s blood, allparticipants of the Ceremony are cleansed ofthe disease, however to be effective theCeremony must be performed on an annualbasis.

BC 2876: Tayma begins to consolidate herpower among the Thonian colonists.

BC 2839: Though healthy once again, theThonian colonists, now calling themselvesTaymorans in honor of their savior, are stillnot numerous. They face renewed attacksfrom giants on all sides.

BC 2795: Determined to grow her empire,Tayma begins making overtures to theneighboring Maharian peoples.

BC 2746: Tayma begins recruiting the bestand brightest from Tanit’s priestesses,preparing to performing the originalCeremony of Blood once again, and createmore noferatu.

BC 2730: Tayma once again performs theoriginal Ceremony of Blood, creating thetwelve Daughters of Night.

BC 2729: Ghaeranatos is furious when helearns of Tayma’s theft and rushes to destroythe upstarts. He is repelled and slinks awayto plot his revenge.

BC 2629: Ghaeranatos raises a force ofdragons and giants to sack Uhaara. TheyTaymorans flee the onslaught in threeseparate exoduses.

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BC 2608: At the Battle of Nimidi’s Maw,Padihru distracts the attacking army but isdestroyed by Ghaeranatos. Sijaru sneaksbehind enemy lines killing the night dragonRhaetos.

BC 2582: Tayma gathers her forces south ofthe Aterok Mountains. Kikanari is destroyedby Ghaeranatos but the night dragon isultimately defeated.

BC 2570: The city of Tamoraz is establishedalong the southern coast of Brun, and Taymaagain asserts her control across the landconquering nearby peoples.

BC 2510: Tayma mysteriously disappears,and the Daughters of Night quickly divideher kingdom. Tamoraz, Tycur, Salkish,Yidaru, and Karisata all rise up as regionalpowers under the control of one of theDaughters of Night.

BC 2408: Massive volcanic eruptions inVulcania destroy the elvish civilizations onthat continent and send gouts of black ashswirling into the atmosphere.

BC 2400: The followers of Thanatos begin toinsinuate themselves into Taymoran society.These vampires are the disenfranchised"children" (many of them males) of theTaymoran Queens who are tired of takingorders from the Tanit Theocracy.

BC 2395: The Dark Years end as the lastclouds of ash settle from the sky.

BC 2340: Soleclea deposes its queen,becoming the first Taymoran city to free itselffrom the bonds of their vampiric rulers.

BC 2318: Mogreth attacks the city ofKubaros. Arunaru and Lovanara gathertroops to repel the lizards and drive themback to Mogreth. Arunaru betrays anddestroys Kitash sacking her city.

BC 2317: Coalition of Ariasha, Sijaru, andLovanara band together to remove Arunaru.They are betrayed by Lovanara. Ariasha flees,and Sijaru is sacked and falls to those loyal toThanatos.

BC 2316: Yidaru sacked and claimed byThanatos followers. Lovanara is driven away.

BC 2300: Present day (for this article).

BC 2200: Golden Age of Taymora3

BC 2000: Decline of Taymora

BC 1750: Earthquakes and volcaniceruptions shake southern Brun, sinkingmuch of Taymora beneath the waves4.

BC 1720: Land masses split further away,forming ten islands south of the Five Shires.

BC 1700: A Blackmoorian device is set of byelves in the Broken Lands.

3 See Giampaolo Agosta’s “Taymora, Landof the Dead” in this i ssue for more detai l sabout Taymora’s Golden Age. Al thoughthese two vis ions of Taymora may di f fers l ight ly, DMs wishing to use both should beable to do so with only a modicum of ef for t .4 See Francesco Defferrar i ’s “Past Ages ofthe Known World” in this i ssue for moredetai l s about the catac lysms f rom BC 1750 toBC 1700, and how they shaped the coast l ineof southern Brun.

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DAUGHTERS OF NIGHT

Created by Tayma at the dawn of Taymorancivilization, the Daughters of Night are allpowerful nosferatu that have received specialblessings from Tanit and have been taskedwith using their gifts to protect Tanit’s flock.Seven of the twelve Daughters of Night havesurvived in modern day Taymora, becomingpowerful individuals in their own rights,most of them taking up the mantle of Queenand ruling over one of the many city states inthe area.

Jadikira

Daughter of Night, First Child of Tayma,Heiress of Darkness, Handmaiden ofTanit, Stygian Queen of Tamoraz, Empressof All Taymora

Daughter of Night, First Child of Taymasteadfast and true, and ever by Tayma’sside. In your eyes shine all of the stars ofthe night sky, brilliant points upon thedarkness. Their infinite possibilities shallbe yours to claim. Through your wisdom,will the Children of Night be guided. Byyour vision, will their victory be secured.

- First blessing of Tanit

Name Title Status Powers

Jadikira First Child of Tayma Queen of Tamoraz DivinationNashane Second Child of Tayma Queen of Tycur Domination

Kikanari Third Child of Tayma Destroyed Greater UndeadControl

Samane Fourth Child of Tayma Queen of Karituja RegenerationDurjas Fifth Child of Tayma Destroyed PsychicAriasha Sixth Child of Tayma Queen of Salkish Animal ControlArunaru Seventh Child of Tayma Queen of Karisata ShapeshiftingLovanara Eighth Child of Tayma Exiled IllusionSijaru Ninth Child of Tayma Destroyed ShadowPadihru Tenth Child of Tayma Destroyed Elemental StormsKitash Eleventh Child of Tayma Destroyed EnchantmentYidadnh Twelfth Child of Tayma Queen of Tarashish Fey Magic

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History

Once a priestessof Sol, Jadikira5

was the firstamong the oldguard to embracethe Ceremony ofBlood that Taymabrought to freeher people fromthe Wasting.Because of thisshe becameTayma’s most trusted lieutenant, and swiftlyset about the task of finding like mindedindividuals willing to serve under Tanit’s neworder.

As her reward, Jadikira was given specialrecognition and took her place as Firstamong Tayma’s children. Her prophecies ofGhaeranatos’ treacherous assault in BC 2630were instrumental in saving the Taymoranpeople from almost certain doom, and inpreparing them for their long flight to theirnew home in southeastern Brun.

Jadikira led a full third of her people on theexodus of Uhaara, fleeing south and skirtingthe southern coastlands of Brun. It wasduring this flight that she had anotherprofound vision, leading her followers to thebase of the Aterok Mountains6. There they

laid in wait, ambushing Ghaeranatos and hisarmy in the Taymoran’s hour of greatest need.

Though accorded the highest honors inTayma’s new order, Jadikira chafed at therestrictions and censure placed upon herposition. A master manipulator, using fear,greed, ambition, and jealousy, Jadikira wasable to maneuver her sisters into doing herwill, regardless of whether they realize it ornot. When Tayma disappeared in 2510 BC,she was in the perfect position to take up hermantle.

Laying claim to the capital city of Tamoraz,Jadikira proclaimed herself Empress ofTaymora, thoungh none of her sistersrecognized her authority. Under her rule thecity has become a prospering port witheconomic ties stretching the length ofTaymoran lands and beyond.

In the centuries since Tayma’s disappearanceJadikira has seen visions of what she believesto be the eventual destruction of Taymora; acalamity of earthquakes, fire, and floods thatwill eventually sink Taymora beneath thewaves of the Sea of Dread. Unsure of whenthe calamity will take place Jadikira has setactions in motion designed to avoid that fate,yet still her visions always show her the samething. She is beginning to growing frantic,perhaps even to the point of insanity.Though she would prefer to preserve herempire, at her heart Jadikira is greedy andnarcissistic, and would ultimately sacrifice allof Taymora in return for her own insuredsurvival.

5 Jadik ira was created by Geoff Gander foruse in his personal campaign. For moreinformat ion see the Taymora - Empire of theDead thread at The Piazza Forums. Jadik iraul t imately managed to survive thedestruct ion of Taymora by placing her spir i tin several magical objects and dispers ingthem throughout the Known World.6 The Aterok Mountains was the name givento the ancient mountain range that would one day become the Cruth Mountains.

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Vampiric Line

Nosferatu and vampires from Jadikira’s lineare masters in the art of divination, allowingthem to pull knowledge from mysticalsources and making them strategists beyondcompare.

Innate Magic: Divination

Vassals: Once during any encounter avampire of this line may attempt to redo anaction which led to an unfavorable result.Her precognitive abilities allow her toglimpse a short vision of the direct future ofthis encounter and alter her actions tochange the outcome. In game terms the DM

may re-roll one action seen in this vision,however the results of the second roll -inreality- must be accepted (whether better orworse than the original).

Elders: Once a month an elder of this linemay perform a divining ritual showing theman event that is destined to occur. A generaltimetable for the event may be inferred,though exact actions and causes of the eventare shrouded in mystery.

Progenitor: The progenitor of this line mayperform a ritual once a year, granting her aclear vision of the future to come. Someevents seen in the vision, though not all, maybe altered.

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Nashane

Daughter of Night, Second Child of Tayma,Beloved of Tanit, Tenebrous Queen of Tycur

Daughter of Night, Second Child of Taymaregal and unflinching, ever speaking thewill of Tayma. Upon the western windswill your words be carried to themultitudes, a boundless whispering zephyrassailing your foes. Through your force ofwill, the Children of Night shall be heard.By your voice will their enemies becommanded.

- Second blessing of Tanit

History

After swearing fealty to Tanit and becoming aDaughter of Night, Nashane7 set about thetask of consolidating her mistress's power.Fond of bullying and browbeating in herformer life, she discovered newfound talentsfor coercing her adversaries to comply withher wishes. It wasn’t long before villageelders, religious leaders, and even chieftainsof nearby giantish tribes were all enthralledto her will.

7 More informat ion can be found aboutNashane in the “Secrets of Noct isLabyr inthus Adventure Path” thread at ThePiazza, and on the Vaul ts of Pandius.

VAMPIRIC POWERS

The vampiric powers listed in this article areintended to be rules light and generic. DMsmay flesh them out at their own discretionin order to match with the game system andpower levels of their choice. Vampiricpowers may also be used on nosferatu orvampires of a lower category. Progenitorpowers will affect all but other progenitorsand elder powers may be used upon vassals.Vampiric powers are broken up into fourdifferent categories, listed below.

Innate Magic: All vampires of a given linehave an inborn ability to master magic of thespecific type listed. DMs should use theirbest judgement when assigning powers, andkeep in mind that younger vampires willhave fewer powers than older, moreexperienced ones.

Vassals: Vampire vassals fill the ranks of thelesser nobility in Taymoran society. They

are the youngest and weakest example ofmembers of their vampiric line, though eventhat grants them a special power (oftenexpressible on a per encounter or daily basis).

Elders: Vampiric elders make up the ranksof the high nobility in Taymoran society. Ingeneral they are older and have lived fordecades or even centuries as vampires.Because of this they gain access to evenmore powers than the vassals of their line.Elder powers require more effort tomanifest, and are often restricted to monthlyexpressions.

Progenitor/Inheritor: The progenitor ofeach line is blessed by Tanit with a uniquepower. Should the progenitor of a specificline be destroyed, the oldest survivingvampire of that line inherits her status, andher powers. The powers of a progenitorrequire vast strength and effort to manifest,and may also require that specific rituals beperformed.

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W h e nGhaeranatosb e g a nmarshalling hisa r m i e s ,Nashane andher childrenwere in theforefront ofthe conflict. Atfirst theyd o m i n a t e dentire cohortsof the enemy,sending themagainst their fellows, but when the nightdragon’s forces became overwhelming,Nashane switched her tactics, rushing hometo prepare her people for exodus.

As Uhaara fell, Nashane set out with the firstexodus, turning Ghaeranatos’ front lineforces into her own personal playthings.Soon the dragon and his generals becameaware of her tactics and set a trap for her atthe battle of Shattered Woods. Nashanebarely survived a confrontation facing theDark Dryad and her forest spawn, though shedid manage to steal the dryad’s heart beforeescaping.

In Taymora

When her “mother” disappeared, Nashanewas quick to seize control of Tycur, one ofthe oldest and most well establishedTaymoran cities of the time. There she builtthe Tower of Night, a dark and ominousspire which spews forth a never endingumbrella of black clouds which blot out thesun. It is rumored that the Dark Dryad’sheart powers her foul engine, though none

have entered the Tower of Night andreturned to tell tale of it.

Nashane has also been working in secret withher sister Ariasha of Salkish, despite the factthat she despises Ariasha as a coward. Thetwo seek a way to combine their powers andcreate the ultimate servitor race using abestial curse that can be quickly spreadamong the Taymoran population. Once theysucceed, the curse of Mythic Lycanthropy8

will be unleashed upon the world, and thetwo will have a pliant army large enough towin Taymora. Of course Nashane does notplan to share such power with her sister.

Of more immediate concern is the city ofSoleclea, which recently wrested theirindependence from her sister Durjas.Though she curses Durjas for a fool, Nashanesecretly believes that Jadikira had a hand inher downfall. Should Nashane be able toreclaim the city and reveal such treacheryabout Jadikira, she would be one step closerto fulfilling her plans. Once she has dealtwith the infidel rebels and her pretendersisters, she plans to crown herself Empress ofTaymora, however the Cult of Sol is provingeven more resistant to her powers than theydid to Durjas’.

Vampiric Line

Nosferatu and vampires from Nashane’s linehave the ability to subvert the will of theirenemies and make them work againstthemselves.

Innate Magic: Domination

8 See “A Treat ise on Lycanthropy” by J.Calvin.at the Vaul ts of Pandius

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Vassals: Once during any encounter avampire of this line may suggest any action toan opponent, which they will attempt tocarry out to the best of their abilities. Suchactions can not be inherently life threatening.

Elders: Once a month, an elder of this linemay task an individual with a quest. Thatindividual will attempt to complete thatquest to the best of their abilities, regardlessof the danger to themselves.

Progenitor: The progenitor of this line mayperform a ritual once per year that allows herplace a portion of her life force in anotherbody. Any body so inhabited can becompletely controlled by the progenitor.Only a single such individual can becontrolled at any one time.

Kikanari

Daughter of Night, Third Child of Tayma

Daughter of Night, Third Child of Taymarestless yet devout. Cold as the grave isyour heart, yet the fires of fervor gleam inyour eyes. Nor shall the rigors of deathhinder your commands. Those who fall tothe cold by your hand shall rise again withyour fire inside them. Through your zealshall the Children of Night be defended.By your fervor will the slain be madeservants.

- Third blessing of Tanit

History

Keeper of the ancient Mysteries of Tanit,Kikanari oversaw all nightly operations of thegreat temple in Uhaara. Her undeadminions, free of the type of ambitions andpassions that would lead to corruption of thespirit, were tasked with all of the sacredduties of their order. As their overseer,Kikanari herself had power that rivaled herelder “sisters” and even Tayma herself.

When Ghaeranatos’ forces fell upon Uhaara,Kikanari found new applications for herabilities. The undead that once served theUhaaran populace found a new purpose asfront line troops in the vicious battles thatfollowed. Though such minions fell quickly,there were always fresh corpses after eachconflict to replace their numbers. Kikanarisoon became recognized as Tayma’s leadinggeneral in the fight against the night dragonand its forces, and the Uhaarans loved her forit.

Her newfound fame would be short livedhowever, when the first and second Uhaaranexoduses were caught in a trap at the base ofthe Aterok Mountains. For five days andnights Kikanari and her forces keptGhaeranatos and his legions at bay, buteventually Kikanari’s army dwindled as newcorpses became more and more scarce. Withonly herself and a handful of her ownprogeny standing between Tayma and thedragon’s forces Kikanari threw herself into afrenzy, cutting down all before her. Just asthe tides were turning once more, thedragon Ghaeranatos himself flew to thefront, sweeping Tayma’s last defenses aside.Yet even as the dragon’s claws bit intoTayma’s side, Kikanari did not relent. In a

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desperate act of defiance, she threw herselfat the dragon though she could notovercome his power. Kikanari’s final act ofloyalty enabled Tayma to escape, though herfreedom was bought with Kikanari’sdestruction.

Kikanari’s sacrifice was not in vain however,as her tactics and final battle with the nightdragon bought the Tayma and theTaymorans vital time… time that Jadikira andher last exodus used to outflank and routGhaeranatos’ forces. Some say that Jadikiraarrived just in time to save her people,though others speculate that Tayma’s FirstDaughter waited just long enough to see hersister Kikanari vanquished before enteringthe fray.

Vampiric Line

Nosferatu and vampires of Kikanari’s linehave the ability to to generate and controlarmies of the undead.

Innate Magic: Increased Undead Control

Vassals: Vassals of this line may control up totwice the normal number of hit dice of lesserundead (zombies and skeletons).

Elders: Once a month, elders of this line canperform a ritual to create and control anundead minion (ghoul, ghast, wight, orspecter). One to three of these minions canbe controlled simultaneously depending onthe strength of the vampire.

Progenitor: The progenitor/inheritor of thisline may perform a ritual once per year tocreate and control a greater undead minion(ghost, mummy, or lich). Only one such

minion may be under her control at anygiven time.

Inheritors

Though Kikanari herself was destroyed bythe night dragon, several of her owndaughters have survived and prospered inTaymora. Many vampire queens seek theirspecial skills to help bolster their own armieswith undead legions, while others hunt themdown in the hopes of combining their ownpowers with those of this vampiric line.Some few of Kikanari’s daughters have foundpower in their own rights.

Samane

Daughter of Night, Fourth Child of Tayma,Cherished of Tanit, Atramentous Queen ofKarituja

Daughter of Night, Fourth Child of Taymasupple as the reed yet sharp as a dagger inthe back. Selflessly do you stand betweenTayma and her foes. None shall witnessyour deadly dance and survive. Those whopierce you shall not spill blood. By yourskill and prowess shall the enemies of theChildren of Night be decimated.

- Fourth blessing of Tanit

History

Samane and her ilk served the ancientUhaarans first as temple guardians, and thenas constabulary and city guards. When thewar came, they took to the front, defendingthe Uhaarans from Ghaeranatos’

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depredations and harassing his legions atevery opportunity.

When Tayma led the first exodus from theirancestral lands, Samane was by her side,cutting a swath through enemy forces bigenough for the Uhaaran’s to flee through.On two separate occasions Samane foughtGhaeranatos in personal combat during theirflight across the wilderness. Though sheescaped destruction both times, her lastencounter with the night dragon was beyondeven her ability to fully heal, and left herscarred in both mind and body.

At the Aterok Mountains, Samane stood inprotection over Tayma, determined that thedragon and his forces should never touch hermother. The two rushed to Kikanari’s sidewhen she battled with Ghaeranatos, butarrived too late to prevent her destruction.With the arrival of Jadikira’s forces, and withTayma’s aid, Samane gravely wounded thenight dragon, sending him fleeing over themountains.

In Taymora

When Tayma came into her new land, she setSamane the task of bringing unruly natives toheel. This Samane relished, perhaps toogreatly, seeing enemies and agents ofGhaeranatos in every corner. Though sheand her progeny were able to subjugate localpopulations quickly, their viciousness andbrutality won them no love.

Tayma’s disappearance ended hercampaigns, and when Samane rushed back toTamoraz to find her mother, she was insteadmet by the forces of her sister Jadikira, asthey consolidated their power over the city.Rather than challenge Samane, Jadikira

begged her to continue their mother’s workalong the western borders of Taymora. Thisplea took hold in Samane and she returnedwest to claim the city of Karituja as her baseof operations.

Dismayed at the lack of support her sisterssend her, Samane is barely holding her ownagainst the enemies of Taymora. Incursionsfrom Intua, Grondheim, and Adhuzaconstantly sap her resources, while hersisters further inland seem to reap thebenefits of her labors. The betrayal ofLovanara in BC 2317 sent Samane into analmost paranoid rage. Already dissatisfiedwith her lot, she has begun plotting to attackTamoraz and usurp the power of Jadikira sothat all of Taymora might be bound under astrong and unified leader.

Vampiric Line

Nosferatu and vampires of Samane’s linehave increased martial powers, as well as theability of regeneration, which makes themexcellent warriors and soldiers.

Innate Magic: Regeneration

Vassals: Once per encounter a vampire ofthis line may roll to save against any effectthat would automatically destroy her.

Elders: Once per month an elder of this linemay completely shrug off any effect thatwould automatically destroy her.

Progenitor: The progenitor of this vampiricline can perform a ritual once per year tobind her soul to that of an inanimate object.As long as that object exists, she cannot bedestroyed.

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Durjas

Daughter of Night, Fifth Child of Tayma,Despised of Tanit, Former Queen of Soleclea

Daughter of Night, Fifth Child of Taymacoy of smile and piercing eyes, advisingTayma of friends and foes. None can peerinto the void of the dark and flee fromhaunting secrets. Souls shall be laid barebefore your eyes, their mysteries revealed.By your sight the Children of Night shallknow their enemies and prepare.

- Fifth blessing of Tanit

History

Even in life Durjas had an uncanny ability tosense the truth in the actions of others. Afterreceiving the Blessing of Tanit, her powersgrew tenfold, to the point at which she couldsee into the hearts and minds of those beforeher. As the power of Uhaara grew, Durjasand her progeny served dual roles as bothjudges to the populace and as secret policerouting out the enemies of Tayma.

When the night dragon attacked, Durjasturned her attentions away from thethoughts of her own people and activelysought out traitors and enemies tointerrogate. Often she and her childrenjourneyed into enemy territory seekinginformation of troop movements, and aboutGhaeranatos’ plans - information that wasvital in keeping the Uhaarans one step aheadof their adversaries.

Durjas followed Jadikira in the last Uhaaranexodus, serving her sister well as a military

lieutenant and spymaster. In large part itwas the combined efforts of Durjas andLovanara that kept the third exodus hiddenfrom the forces of Ghaeranatos, and allowedthem to strike a fatal blow to the dragon’sforces at the battle of Aterok.

In Taymora

With Tayma’s mysterious disappearance,Durjas claimed the city of Soleclea, Jewel ofthe North, as her own, despite two of herelder sisters who also coveted the prize.Ultimately it was the backing of Jadikira thatsolidified her claim, although she and Durjashad been at each other’s throats since thedefeat of Ghaeranatos. In certain circles, faraway from Tamoraz, floated whisperedrumors that Durjas held some dark secret ofTayma’s first daughter in ransom, and usedthat threat to coerce Jadikira into doing herwill.

For decades did Durjas and her progenyterrorize the inhabitants of Soleclea, makingthat once great city into a playground ofintrigue and horror. None could hide fromthe vampire queen of Soleclea, for she couldhear the thoughts of others as if they werespoken aloud in an empty temple. Ironic itwas then, when in BC 2340 the upstart Cultof Sol managed to wrest control of the cityfrom under her nose, destroying Durjas anddriving her progeny and the rest of Tanit’sfaithful from the city in a single night.

The few of Durjas’ progeny who escapedSoleclea sought sanctuary far to the south, inthe city of Tamoraz, but these weredispatched by an enraged Queen Jadikiraonce she heard of her sister’s blunder. NowDurjas’ name is anathema to her sisters, andshe is known only as the Despised of Tanit,

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reviled for losing supremacy over one of therichest cities in the nation.

Vampiric Line

Nosferatu and vampires of Durjas’ line, if anystill exist, have psychic and psionic powersallowing them to read the thoughts of theirenemies.

Innate Magic: Psychic/Psionic

Vassals: Once per encounter a vampire ofthis line may discern the general attitude anddisposition of an individual she is interactingwith. Once per day they may discern if anindividual they are interacting with is tellingthe truth.

Elders: Once per encounter an elder of thisvampiric line may read the thoughts of asingle individual they are interacting with.

Progenitor: The progenitor/inheritor of thisline may perform a ritual once per month inorder to delve into the memories of atargeted and present individual. Suchmemories are traversed as if in a dream,though the further back a memory, thelonger it takes to find it.

Inheritors

All inheritors of Durjas are believed to havebeen destroyed, either by the Cult of Sol, orby Jadikira herself. Though official talesdescribe the Queen of Tamoraz slaughteringDurjas’ progeny in a fit of rage, otherswhisper that their fate was sealed in order tokeep Jadikira’s darkest secrets safe.

Ariasha

Daughter of Night, Sixth Child of Tayma,Treasured of Tanit, Jewel of the EasternRealm, Sable Queen of Salkish

Daughter of Night, Sixth CHild of Taymawho speaks softly and who’s eyes and earsare always open, waiting and watching,and reporting all to Tayma. Moonlightshall be your umbrella, and all those whotravel by its light shall be known to you.By your vigilance may the Children ofNight never be surprised by their foes.

- Sixth blessing of Tanit

History

A wild child whogrew up on theoutskirts ofUhaaran society,Ariasha always feltmore at homewandering theforests of herhomeland than thestreets of Uhaara.Tanit howeverfavored her, and with that favor Ariasha’sbond with the natural world onlystrengthened. As her sisters consolidatedtheir power amongst the Uhaaran people,Ariasha spent her time speaking with wolves,and frolicking with other creatures of thenight.

Despite the disdain of her sisters, Ariasha’swild behavior was the very thing that savedher people, for her creatures told her ofGhaeranatos’ gathering forces long before

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the dragon brought them to bear on theUhaarans.

Ariasha fled with Tayma in the first exodus ofUhaara. The animals she commanded, rats,bats, and wolves, served the exodus well asscouts and spies along their dangerousjourney. Despite their vigilanceGhaeranatos’ legions constantly harried theUhaarans as they fled south, picking off straysand the sick and weak whenever the chancearose. When Ghaeranatos’ final assault cameat the base of the Aterok Mountains, Ariashaand her familiars fled into the night neverexpecting any of her sisters to survive.

In Taymora

Branded a coward after the defeat ofGhaeranatos, Ariasha spent years fleeing thepunitive campaigns of her sisters. Finally shefound shelter in the small frontier town ofSalkish, nestled along the spine of the BarzeMountains and blanketed on all sides by theForest of Madadh. Slowly, and in secret, shebuilt up her power base in the area, until theday that her mother disappeared and shefinally declared herself Queen of Salkish.

Yet, despite the bad blood between them,when her sisters, Lovanara and Sijaru, calledupon her help in dealing with Arunaru,Ariasha joined their cause. When Lovanararevealed her deception and turned uponAriasha and Sijaru, Ariasha did the only thingshe could… she ran once again, leavingSijaru to her fate.

Now Ariasha is one of the few devotees ofTanit left standing in eastern Taymora in BC2300. She is surrounded by enemies on allsides. Vampire kings of Sarrattalu haveusurped control of Barinaesh and Yidaru,

and her sister Arunaru in Karisata has turnedapostate. Rebels and freedom fighters infestthe countryside, and Ariasha is feelingpressured on all fronts. Her last desperatehope is an alliance with her sister Nashaneand the gamble that their secret lycanthropyproject will pan out.

Vampiric Line

Nosferatu and vampires of Ariasha’s line aremasters of enchantment and domination,especially over the wild creatures of theworld (rats, bats, and wolves).

Innate Magic: Animal Control

Vassals: Vampires of this line may controlanimals of the night (rats, bats, and wolves)as if they were controlling lesser undeadminions. At any one time a vampire maycontrol a number of animals whose hit dicetotal is no more than twice her own. This isin addition to the number of undead she cancontrol9.

Elders: Elder vampires of this line maycontrol dire forms of rats, bats, and wolves.In addition, once per month, they may attracta dire minion that will do their will. Direminions may or may not control an entirepack of their normal animal type.

Progenitor: The progenitor of this line maytransform herself into a normal or dire rat,bat, or wolf at will. While transformed shemaintains all memories, and special powersof her original form, however she may nothave access to spell casting abilities.

9 Use the s tandard rules for control l ingundead based on the D&D rules vers ionbeing played with. In Basic D&D this wouldbe a number of undead whose Hit Dice and *tota l i s no more than twice her own.

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Arunaru

Daughter of Night, Seventh Child of Tayma,Apostate of Tanit, Queen of Karisata

Daughter of Night, Seventh Child of Taymaelegant and beguiling, walking undetectedin the midst of her enemies. As the face ofthe moon shifts, so shall your appearance.By your cunning shall the Children ofNight deceive their enemies.

- Seventh blessing of Tanit

History

The real Arunaru was murdered in secret byGhaeranatos, three days before he launchedhis initial assault on Uhaara. Since that timethe night dragon Synn10, Ghaeranatos’ owndaughter and foremost among his servants,began masquerading in her stead11. Patientand conniving, Synn insinuated herself into

Kikanari’s counsel, delaying the secondexodus through treachery even as her fatherpursued Tayma and the first exodus.

Neither did she betray her true intentionsthroughout the entire war with Ghaeranatos.When it was clear that Tayma and herchildren would be victorious, Synn’s missionbecame one of long term subterfuge - shewould infiltrate the highest circles of Tayma’snobility and destroy it from within.

In Taymora

When Tayma consolidated her power inTamoraz, after the defeat of Ghaeranatos,Arunaru became one of her closestconfidants, and one of her most vocalsupporters… at least in public. In privateshe continued to scheme against the womanwho stole from and humiliated her father.Synn however, could not contain her truefeelings indefinitely. Soon her hatred ofTayma became apparent to many, includingTayma herself, but before Synn’s true naturecould be revealed Tayma mysteriouslydisappeared.

With Tayma’s fledgling empire in disarray,Synn fled east, claiming the city of Karisataand establishing a power base there. Karisatabecame the new gateway into Taymora forGhaeranatos and his minions, and soon theeastern city states were in turmoil.

A coalition of the eastern vampire queenssought to oust Arunaru and quell the unrestspewing forth from its borders, but by then itwas too late. Just as the coalition’s armieswere poised to attack Karisata, they werebetrayed by one of their own - QueenLovanara. One after another the Vampire

1 0 Synn was f i rs t introduced as a nightdragon in Bruce Heard’s Dragon Magazineser ies The Voyages of the Pr incess Ark.Later she adopted the ident i ty of LadyDolores Hi l l sbury of Glantr i . This ar t ic lesupposes that Synn was in fact the“daughter” of the or ig inal night dragonGhaeranatos, created by him at Thanatos’request in order to help destroy theTaymorans.1 1 Dragons who take humanoid form,general ly appear as the same individualwhenever they do so. When Synn f i rs t tookhumanoid form to masquerade as Arunarushe captured the vampire’s l ikeness exact ly,and s ince then she appears as Arunaruwhenever taking the form of a human.Because of this , individuals who recognize orremember Arunaru f rom this age, may alsorecognize Synn in the modern era as DoloresHi l l sbury.

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Queens of the east fell to the night dragonsand their allies.

Vampiric Line

Nosferatu and vampires of Arunaru’s linehave the ability to change their shape andappearance, which allows them to beexcellent spies and saboteurs.

Innate Magic: Shapeshifting

Vassals: Once per day vampires of this linemay alter their form in order to look like ageneric individual of any race with a similarsize and shape.

Elders: Once per month an elder vampire ofthis line may alter their form to take on thelikeness of another specific individual. Onlyan outward appearance may be mimicked inthis way. The thoughts and personality ofthe individual being impersonated are notacquired by this power.

Progenitor: The progenitor/inheritor of thisline may perform a ritual once per year totake on the appearance and mannerisms of aspecific individual. The ritual creates apsychic link between the progenitor and thetarget of the ritual, granting the vampireaccess to all of their knowledge and memories.

Inheritors

Few of Arunaru’s true progeny yet remain,and those that do have long sincedetermined to steer far clear of theirerstwhile “mother”. A small cadre of thesevampires have sought shelter in Salkish, andanother in Tarashish. Others havedetermined it is best to keep a low profile,and have made solitary lives for themselvesacross Taymora and in neighboring lands.

Fadhadi, Child of Arunaru, Guardian ofHiisi’s Gates, Queen of Heltish, is one ofArunaru’s few progeny to actually be in aposition of rulership. Secure in her city, andgrowing in her own powers, Fadhadi isbeginning to suspect that her motherArunaru may no longer exists. Should shecome into her full potential, inheriting all thepowers of a progenitor of her line, hersuspicions would be proven true. Synn maygo to any lengths to prevent this fromhappening.

Lovanara

Daughter of Night, Eighth Child of Tayma,Forsaken of Tanit, Exiled Queen of Yidaru

Daughter of Night, Eighth Child of Taymadreamer and storyteller, and chronicler ofTayma. May the tales upon your lips be asfull as a starlit sky. May the stories youweave be believed by all who hear them.By you words may the Children of Nightknow their heritage, and may theirenemies be confounded.

- Eighth blessing of Tanit

History

Sought after by many suitors in Uhaara, itwas said that the beautiful Lovanara12 would

1 2 Lovanara has gone by many namesthroughout the centur ies inc luding Lovanara,Luvarshal la, and Lovaara. More informat ioncan be found about her at the Vaul ts ofPandius in “Kaar ja la (Kingdom of)”, and“Kaarja la, Land of the Saamari” by JamesMishler , and The “Vampir ic Bloodl ines ofMystara” by Giampaolo Agosta. Whi le thosesources l i s t Luvarshal la’s vampir ic

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grant her chosen paramour their everydesire. Even before she was blessed by Tanit,Lovanara was able to trick, fool, and deceivenearly anyone she met. The wealth andpower she managed to acquire afforded hera luxurious and lavish lifestyle, but despiteher shortcomings Tanit saw great potential inher.

Upon her induction into the Cult of Tanit,Lovanara ascended the ranks of thepriestesshood quickly. She and her acolyteswere tasked with collecting the first BloodTax, along with the added burden ofreassuring and appeasing the generalpopulace. When Uhaara fell to Ghaeranatos,Lovanara’s skills were put to the test inhiding and protecting the fleeing Uhaaransurvivors.

Jadikira knew that Lovanara’s powers ofillusion would aid her in escaping theirdoomed homeland, and so she convinced

Lovanara to shield the third exodus from thelegions of Ghaeranatos in their journey.During the final assault upon the nightdragon near the Aterok Mountains, Lovanaraand her acolytes were able to disguiseJadikira’s army amongst the landscape,allowing them to finally ambush and rout thedragon and his forces.

In Taymora

Incensed at the way her “eldest” sistertreated her during the exodus, Lovanarajourneyed to the east in order to establishTayma’s laws in the far borders of her land.When her mother mysteriously vanished, sheclaimed the city of Yidaru for herself andimmediately began plotting revenge againstJadikira and her older sisters in the west.

When Arunaru approached her with plans ofsedition, she jumped at the opportunity tostrike out, and betrayed the eastern coalitionwhen they marched upon Karisata.Unfortunately for her, Arunaru/Synn had nointention of keeping their agreement andsacked the city of Yidaru before Lovanara andher forces could return to defend it.

Having been abandoned by Tanit for hercrimes and with Synn’s puppet in control ofher city, Lovanara has been forced to wanderthe eastern lands. Broken and homeless, shelashes out at whomever is unlucky enough tocross her path.

Vampiric Line

It is believed that most of Lovanara’s linewere destroyed during the sacking of Yidaru,and in fact many of her original progenyperished in that conflict. Some remainhowever, masters of deception and disguise.Other enclaves spring up from time to time,

t ransformat ion c i rca BC 300, this ar t ic lesupposes an even more ancient or ig in for thef igure, making her one of the or ig inalVampire Queens of Taymora. Given herpropensi ty for decei t and subter fugeLovanara’s t rue his tory may remain forever amystery.

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as Lovanara desperately tries to rebuild afamily for herself.

Innate Magic: Illusion

Vassals: Once per encounter a vampire ofthis line may alter either their personalappearance or the appearance andperception of the terrain around them inorder to gain a tactical advantage.

Elders: Once per encounter an eldervampire of this line may alter the perceptionof a targeted individual, removing oraugmenting one of their senses, in order togain a tactical advantage.

Progenitor: Once per month the progenitorof this line may perform a ritual to alter theperception of reality of a targeted individual.That individual will see, hear, and feel exactlywhat the progenitor wishes them to for theduration of the ritual.

Sijaru

Daughter of Night, Ninth Child of Tayma,Former Queen of Barinaesh

Daughter of Night, Ninth Child of Taymawhose footsteps fall like silk in the dusk,ever searching for secrets in Tayma’s name.Paths shall be unfurled as when twilightpresages the dark, and you shall traversewhere others may not. You shall be thevanguard of the Children of Night, leadingthem where their enemies may not follow.

- Ninth blessing of Tanit

Sarrattalu’s Taymora

Enraged that Tanit would encourage herfavored supplicant Tayma to steal one ofhis most prized secrets, the Ceremony ofBlood, and pervert it for her ownpurposes, Sarrittalu has vowed to destroythe nation of Taymora.

Several of the eastern Taymoran city states,have either been sacked or conquered bythe followers of Sarrattalu, including thecities of Barinaesh, Yidaru, and Karisata.Though those cities still exist (and eventhrive in particular instances), they arecontrolled by minions of Ghaeranatos anddevotees of Sarrattalu.

As such individuals are neither one of theDaughters of Night, nor one of the faithfulof Tanit, it is beyond the scope of thisarticle to detail them, however they may bedetailed in subsequent articles, or in theupcoming DM’s Guide to Taymora (for theMystara 2300 BC setting).

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History

Sijaru began her life on the streets of Uhaara,fighting for every scrap of food and sliver ofshelter in order to survive. Before Taymabrought the Ceremony of Blood to herpeople, Sijaru’s once beautiful form startedto succumb to the Wasting, but still shewould not relinquish her life. Tanit saw herdetermination and rewarded her as one ofTayma’s daughters.

In undeath, Sijaru regained her vitality,however the Wasting had taken its toll andSijaru kept her face and form constantlyshrouded in shadows. She and her templeacolytes were charged with rooting outelements of the old guard, priests andfollowers of Sol who continued to opposeTanit’s new cult.

After Ghaeranatos’ attack, Sijaru’s focuschanged. She and her acolytes often creptbehind enemy lines to kill soldiers andassassinate the night dragon’s lieutenantsand generals. When Kikanari led the secondexodus from Uhaara, Sijaru helped clear theway for them. At the battle of Nimidi’sMaw13, with Padihru distracting the pursuingarmy, Sijara snuck behind enemy lines andslew the night dragon Rhaetos, son ofGhaeranatos. As a trophy, she took the nightdragon’s wings and crafted them into aflowing robe of darkness known as Rhaetos’Mantle.

In Taymora

With Kikanari slain, Sijaru took her place asone of Tayma’s premier generals. Stealthy

and secretive, she journeyed across the newland of Taymora along shadowy roads,silencing dissidents and putting downrebellious elements in the nativepopulations. When Tayma disappeared, sotoo did Sijaru. Fearing jealous reprisals fromher sisters Jadikira and Nashane, Sijarusought refuge in the distant city of Barinaeshbetween Idu’s Anvil and the Barze Mountains.

The true threat would not come from eitherof her sisters to the west however, and onceSijaru realized that Arunaru was plottingsedition she joined forces with Ariasha andLovanara to crush the fledgling rebellion.Unfortunately for Sijaru, her sister Lovanarabetrayed the alliance, and Ariasha fled likethe coward she was.

Barely escaping her own destruction, Sijarufled to the city of Aibiru, controlled by one ofher own progeny, however the queen theredid not meet her with open arms. Ratherthan give her mother succor, Queen Dorshaof Aibiru murdered Sijaru, seizing her powerfor her own..

Vampire Line

The vampiric powers of this line are bothrespected and coveted by many of thecurrent Queens of Taymora. Their uniquepowers make them well suited to the tasks ofespionage and intrigue, and those that havenot carved out a power base for themselvesserve the already entrenched nobility.

Innate Magic: Shadow

Vassals: Once per encounter a vampire ofthis line may bend shadows around them,making them harder to target and givingthem a tactical advantage.

1 3 The Batt le of Nimidi ’s Maw took placeapproximately at the locat ion of theNawmmiddi Sand Flats in modern day Sind.

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Elders: Once per day an elder vampire ofthis line can traverse from one shadow toanother. Such travel is extraplanar, movingthem through the Outer Plane of Shadow.The distance that can be traveled isdependant upon the vampire’s relative skillsand abilities.

Progenitor: The progenitor/inheritor of thisline can command shadows14 as if they wereundead under her control. At any one timethe progenitor may control a number ofshadows whose hit dice total is no more thantwice her own. This is in addition to thenumber of undead she can control.

Inheritors

Inheritors of Sijaru still walk freely inTaymora, many of them centered around thecity of Aibiru and in lands further west.

Queen Dorsha of Aibiru

Padihru

Daughter of Night, Tenth Child of Tayma

Daughter of Night, Tenth Child of Taymasinger and dancer, and envoy. Tempestwinds and starless nights ride upon yourheels, just as the winter blusters away thelast leaves of autumn. The frozen northernwinds shall heed your call. You shall standbetween the Children of Night and theirdoom, tormenting their enemies on thebattlefield and savaging their crops at home.

- Tenth blessing of Tanit

History

Once a slave to the High Priest of Sol inUhaara, Padihru acquired her freedom whenher master took ill with the Wasting. She lostlittle time exacting her revenge upon herhated master, and spent every waking hourhounding the priesthood of Sol and itsfollowers. The blessing of Tanit lentauthority to her quest, but did little to quellher rage.

As Uhaara fell to its enemies, Padihru and herprogeny lashed out against the world.Torrential floods crashed through the forestcanopy felling trees and churning the groundto mud. Hail assaulted the unsheltered,pummeling both beasts and humans alike.Lightning tore from the sky to leave charredblackness in its wake. The minions ofGhaeranatos were indeed thrust intodisarray, however the Uhaarans sufferedmuch the same fate.

1 4 I t i s important to note that in Mystara,shadows are not undead, but instead beingsmade up of shadow-stuf f , however in othervers ions of D&D (AD&D, 3rd Edi t ion) theyare considered to be undead. This ar t ic leassumes that shadows are not undead.

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Padihru’s rage struct more indiscriminatelythan she had intended, and while Tayma andher followers were able to escape the mainbrunt of Ghaeranatos’ forces, a full twothirds of the Uhaaran populace were leftfloundering in their wake. As penance,Padihru stayed behind with several of hersisters and gathered what faithful they couldto their banners.

Joining with Kikinari in the the secondexodus, Padihru and her progeny brought upthe rear of the column, using their controlover the weather to muddy roads and trailsand cause mayhem among the ranks of herpursuing foes. When it became clear thatGhaeranatos would overtake them despiteher best efforts, Padihru set forth to confrontthe night dragon directly.

What would have amounted to a smallskirmish at the Battle of Nimidi’s Maw15

intensified when Daughter of Night clashedwith the Child of Sarrattalu16. ThoughPadihru was no match for her adversary, thebattle and subsequent destruction caused byit, bought enough time for the secondexodus to break away from Ghaeranatos’legions and eventually converge with theforces of Tayma.

Vampiric Line

The vampires of Padihru’s line have theability to control the elements, bringingstorms and blights to their immediate areas.Skilled vampires of this line are often covetedas lieutenants and generals and easily find aplace in service to more powerful Taymorannobles.

Innate Magic: Elemental Storms

Vassals: Once per encounter a vampire ofthis line has the ability to discharge anelemental force against their enemies.Common manifestations of this powerinclude dust devils, geysers of scalding water,or lightning bolts.

Elders: An elder vampire of this line mayalter the weather patterns around themselvesonce per day. Conditions from monsoon toparching drought can be created in this way.

Progenitor: The progenitor/inheritor of thisline may perform a ritual once per year topermanently alter the weather patterns in atargeted location. Only one such locationmay be altered and maintained at any giventime.

Inheritors

Few of Padihru’s progeny survived theconfrontation with Ghaeranatos during theirflight from Uhaara, however some remain. Afew have even risen to positions high enoughto be noteworthy.

1 5 See the footnote on Nimidi ’s Maw above.1 6 Another name for the night dragonGhaeranatos.

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Kitash

Daughter of Night, Eleventh Child of Tayma,Former Queen of Kubaros

Daughter of Night, Eleventh Child ofTayma with voice and smile are the soulsof Tayma’s flock captivated. Promises youweave like moonlight on a cool breeze,enchanting even the hardest of hearts setagainst you. Desire shall be your sword,and ardor your shield. You shall transformthe enemies of the Children of Night intoallies, and those who love you shall refusenothing entreated.

- Eleventh blessing of Tanit

History

Kitash17 was little more than a child whenTayma returned from the wilds bring theCeremony of Blood that would save herpeople from the Wasting, but somehow shefound a place by her side. Always elegantand alluring, Kitash was instrumental inconvincing the populace of Uhaara to acceptTayma’s gift, and helped to usher in the Ageof Tanit.

As Ghaeranatos’ assault came crashing downon the Uhaarans, Kitash found she could dolittle to stop them. Instead she stayed byTayma’s side to soothe and comfort thefaithful, always encouraging to trust in the

Handmaiden of Tanit. Never did she leaveTayma’s side, and for good reason. On threeseparate occasions was she able to quellunrest amongst the exodus, keeping thefaithful focused on their task and avertingalmost certain doom.

In Taymora

Once the night dragon was defeated, Taymaset about the task of recreating her empireand Kitash was once again by her side duringeach step of the way. After the constructionof Tamoraz was completed, Kitash was giventhe duty of subduing neighboring nativesand bringing them under the fold of Tanit.

At Tayma’s behest Kitash soon found herselfin the furthest flung reaches of Taymoraninfluence, proselytizing to the heathen tribesin the eastern frontierlands betweenTaymora and Mogreth. Shortly thereafterTayma disappeared, leaving Kitashheartbroken but not without purpose. Tohonor her mother, Kitash gathered severalnative tribes together and constructed thecity of Kubaros just beyond the Tiri Mountains.

When Mogreth mounted a major assaultagainst Taymora in BC 2318, Kitash and hercity of Kuberos faced the brunt of theirattack. Her sisters Arunaru and Lovanararallied to her side, repelling the invaders androuting them from eastern Taymora18. AsLovanara and Kitash’s combined forcesharried the lizardman army back to Mogreth,Arunaru (actually Synn in disguise) turnedher forces on the undefended city ofKubaros, destroying it utterly. Kitash1 7 Kitash was developed for the author’s

Citadel of Aresh campaign. Moreinformation about her can be found atThe Piazza in the Taymora, Empire of theDead thread, and the Mystara 2300 Pbpthread at the Piazza Forums

1 8 Before Kubaros fe l l , eastern Taymorastretched east f rom the Tir i Mounts andcovered the western port ion of what is nowthe Front ier lands.

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suffered a similar fate once she returned toher ruined stronghold.

Vampiric Line

Nosferatu and vampires of Kitash’s line areespecially skilled in the areas of enchantmentand diplomacy. Their abilities allow them toturn even the most staunches of enemiesinto willing allies.

Innate Magic: Enchantment

Vassals: Once during any encounter avampire of this line may befriend a singleindividual. That individual will do anythingwithin their power, and within reason, tokeep their new friend safe and happy.

Elders: Once per month an elder vampire ofthis line may enthrall a single individual.Enthralled individuals still act under theirown will, however they will act in the bestinterests of their vampire enchantresswhenever possible though the actions theytake will never cause direct harm tothemselves or their loved ones.

Progenitor: The progenitor/inheritor of thisline may perform a ritual once per year thatwill completely enthrall a single targetedindividual. The enthralled individual still acsunder their own will, however they will takeany action suggested by the enchantress,regardless of the direct personal danger tothemselves or others. Only one individualcan be enthralled as such at any given time.

Inheritors

Kitash had few progeny of her own when sheleft for the east, and many of them weredestroyed along with her during the sack ofKubaros. Her last remaining daughter,

Durane, lurks in the region of Aresh, plottingto rebuild her mother’s realm and rule overKubaros as its new Queen.

Yidadnh

Daughter of Night, Twelfth Child of Tayma,Revered of Tanit, Warden of the NorthernPlains, Umbral Queen of Tarashish

Daughter of Night, Twelfth Child of Taymaa reverie of blackest night cavorts uponyour smile. The secrets of others areknown to you, but none of your own shallpierce the misty veil. Beloved of Tayma,yours is the precious unknown. By yourthoughts shall stars move, by your laughtershall darkness fall. By your deeds shallTanit’s favored daughter rise.

- Twelfth blessing of Tanit

History

None know fromwhence Yidadnh19

came, only that sheappeared mysteriouslyby Tayma’s side justbefore the Blessings ofTanit were bestowedupon the faithful. Justas cryptic were hercomings and goings,with Yidadnh always

1 9 Yidadnh was inspired in part by some ofRobJN’s work in Thorn’s Mystara (as yetunpubl ished), and Francesco Defferrar i ’swork on Koskatep Level 9 ( in ThresholdIssue #11) regarding the Trol l Queen andher court .

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appearing where needed and always missingwhen there was a price to pay.

Out of all her sisters, Ghaeranatos’ attackcaught Yidadnh the least off guard. WithUhaara burning down all around her,Yidadnh simply smiled and waved her handsin mild annoyance. Many of the Daughtersthought her mad when she strolled idly intothe midst of the oncoming onslaught.Though reluctant to leave her to her fate, theother Daughters of Night clung to their ownresponsibilities, ushering as many of thefaithful from harm as possible.

As Yidadnh’s form faded amidst swirlingembers and ash, the only sounds that couldbe heard were those of screams interspersedwith faint laughter. None ever expected tosee Yidadnh again.

In Taymora

Relief at seeing their sister mysteriouslyappear, the day after Ghaeranatos and hisforces were routed at the Aterok Mountains,was the furthest thing in the minds of theDaughters of Night. Though they chafed atthe fact that Yidadnh was nowhere to be seenduring the conflict, many secretly shudderedat the thought of what role she playedbehind the scenes. Yidadnh never spoke tothem of that time, though she wouldconstantly be seen whispering words inTayma’s ears when no one else could hear.

With Tayma’s disappearance, Yidadnh wasdrawn to the north. None of her sistersopposed her when she claimed the frontiercity of Tarashish for her own. The land is

infested with rogue lizardmen, and bands offey and giants, though none of those factsseem to perturb Yidadnh.

Vampiric Line

Nosferatu and vampires of Yidadnh’s linehave always been cloaked in mystery. Whilethe following suggested powers can beapplied to her line, DMs are encouraged todevelop vampiric powers that are tailor madeto suite their specific campaign.

Innate Magic: Fey Magic

Vassals: Once per encounter vampires ofthis line may touch a targeted individual,causing them to fall into a deep slumber.While sleeping that individual experiencesintense dreams of the vampire’s design.

Elders: Once per month elder vampires ofthis line may enter into the dreams of anindividual that has suffered previously fromtheir bite. The dreams are vivid andinteractive, and the more experienced thevampire, the more control she can exertupon the dream landscape.

Progenitor: Once per year the progenitor ofthis line can enter into the Dream World,traversing through the dreams of all who aresleeping. In addition, if the proper ritualsare performed, the progenitor can make aspecific dream reality. Actions and effectsexperienced in the dream (including death)will transfer over to the waking world oncethe dream has ended.

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Hesperia, Land of the Setting Sun

In 250 BC, Thyatis was the most importantcity state of the region of Hesperia, the landthat today is known as Mainland Thyatis. ThisMini-Gaz will shed a light on the people andcity states of the area and the conflictsbetween the peoples of Hesperia with therising Aseni north, the declining Traladaranswest, the imperialistic Milenians south andthe alien Alphatians east.

Welcome to Thyatis and Hesperia, the year is250 BC!

Foreword by the Author

Dear readers, it is a pleasure for me to writeonce again about Thyatis and its regions andcultures. This time I will delve into themythical past of the Empire, at a time whenthe Empire did not even exist and the areawas the playground of many small city-statesfighting for supremacy on land and on theSeas of Dawn and Dread, where their tradingvessels roamed and pirate ships set sail to

plunder the riches of the Alphatian Empire.The piracy ultimately brought the Thyatiansand their neighbours and rivals down, in 192BC, when the south-eastern corner of theKnown World fell under the Alphatians’ rule.

This campaign setting describes the area laterto be known as Thyatis in 250 BC, about sixtyyears before the Alphatian conquest, andabout 250 years after the fall of Nithia, anevent that had a major impact on thepopulations of the Known World.

If you have read some of my other works forThreshold Magazine, you know the premiseson which I base my campaign-supplementswriting, but I will summarize them shortlyhere: I prefer to add as much depth aspossible both in the “horizontal” (or spatial)scale, and in the “vertical” (or temporal)scale. One of the most common errors infantasy and science-fiction writing is to buildimmense empires whose extension in spaceand time often drowns any attempt to detailand characterize cultures and nations in themanner they deserve.

A Gazetteer ofthe Thyatian Region, 250 BC

Hesperia,Land of the Setting Sun

By Giulio CarolettiMaps and additional ideasby Francesco Defferrari

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This is certainly not the case for Hesperia,the name I chose for the Thyatian region atthis point in Mystara’s past. Remnants ofancient, dwindling cultures (like the Traldar-related Doulakki, the Neathar-descendedEtrusna, Albai and Kartana, and the scattered,decadent remains of the Taymorans) mixwith the new blood brought by the ThreeTribes (Thyatians, Kerendans and Hattians)around 600 BC, just before the fall of whatwill be remembered in Mystaran history asthe Thothian (but was actually the Nithian)Empire.

Maybe it will give headaches to readers -players, DMs and/or Mystaran ‘scholars’ alike- to find a full assortment of new cultures,and so many new names for old regions andcities as they were known in the past. I canonly hope that one day some players and aDM might be so inspired by this work, toactually play an adventure or two during theancient history of the Empire of Thyatis.

Acknowledgements

This work takes most of its inspiration fromthe ancient history of Italy, from the VIII toIII century BC, and the rise of Rome as themain power in the Mediterranean region.However, as is so often the case, manyexcellent ideas are lifted directly from theworks and thoughts of many fellow Mystaranwriters: first and foremost I have to thank myusual partner-in-crime of so many years,Giampaolo “Agathokles” Agosta; then the‘furious historians’ Simone “Zendrolion”Neri, Francesco “Sturm” Defferrari (who alsoprovided maps and added a lot of furtherideas to the work) and Michele “LoZompatore” Carpita, that have described pastand present demography, history and

migrations of Mystara; Atila Pires dos Santosfor the information on lupins. I have also tothank John Calvin for his work on Taymoraand the Known World in 2300 BC; John andGeoff Gander (among the authors whodeveloped the Doulakki on Mystara) aresurely those who have given me the desireand inspiration to write a ‘historical’ settingfor Mystara; last and not least, JamesRuhland, who wrote the first-ever ultra-detailed history of early Thyatis - I have usedmuch of his work although in heavilymodified forms. Several descriptions of thegeography and land are indebted to the fan-made Mystaran Almanacs. And I am sure I amforgetting many others, among whom I mustinclude all the setting’s ‘official’ writers,especially Aaron Allston, Bruce Heard andKen Rolston, given the region and cultureswe are describing in this article. Some morecredits are found in the next paragraph.

For those curious about the real worldequivalents of Hesperia (mostly arepopulations who were living in Italy in earlyRoman times, from VIII to III century BC),here is a list:

●Thyatians and Kerendans are obviouslymodelled on Latins and Romans;

●Kartana, introduced in my previousCarytion Gazetteer as the ancestors of theCarytians, are the equivalent of theSardinian nuragic culture (sometimes calledShardana);

●Etrusna, invented by Francesco Defferrari,are modelled on Etruscans;

●Albai, originally created by Francesco indiscussions with John Calvin as subjects of

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the 2300 BC Taymorans, are based onLigurians, an Indoeuropean tribe occupyingnorth-western Italy;

●Canians, introduced by Francesco, are theequivalent of Sicani and Elimi, two Latin-related populations who inhabited theinland regions of Sicily during the wars forthe control of Sicily between Greeks andPhoenicians;

●Retians, introduced by Francesco, are theequivalent of Veneti: culturally andlinguistically close to the Latins andRomans, they were living in north-easternItaly;

●Sabelli and Vitalians are based on the Osco-Umbrian tribes living in central andsouthern Italy (which included Sannites, forexample); they were the other big ethnicgroup of Italy after the Roman-Latin-Venetic-Sicanian one, to which they were relatedthrough intermingling and commonIndoeuropean origin; numerically the Osco-Umbrian was the major group of tribes inItaly;

●the Tauri lupins are based on the north-western Italian Celts of the Taurini, Insubri,Boii, Cenomani and Senoni tribes;

●the Karn hobgoblins are based on thenorth-eastern Italian Celts of the Carni tribes;

●Taymorans, introduced in PC3, whosePhoenician cultural traits were devised byGiampaolo Agosta, are based on the late-period Phoenicians and Carthaginians; Zyzin particular is a cross between Palermo andCarthage; and Mosya is an island-variant ofCarthage;

●Doulakki, often used as an umbrella termfor all the Traldar-related people outside ofTraladara, are clearly based on the Greekcolonists in southern Italy; Sarausa inparticular is based on Siracusa, the mostpowerful Greek city in Italy in the IV and IIIcenturies BC; but Italians and lovers ofancient history will easily recognize manyother city names;

●Brutii, Hirpines, Iapyges and Messapianslupins are based on the similar-namedItalian tribes who lived in southern Italy.

The Hattians are totally different from theothers, as I modelled them on early feudalFranks and Germans.

The Aseni have not much to do with earlyItalian history either; they are the ancestorsof AC1000-Alasiyans. They were introducedin various ethnography/demography articleson Pandius. Like the Minrothians, ancestorsto the Minrothadders, they were too close tothe region (and too involved in warfare andtrading with the Thyatians, respectively) tobe left out. They make a cool addition to thearea and prevent it from becoming too mucha carbon copy of ancient Italian history.

And if that’s not enough, I added a shortcompendium of what various areas ofMystara were like, from the Known World tothe Alphatian Sea, so that you can introducewith ease Nuari sailors, Alphatian wizards,Milenian fighters and Thothian philosophersto the game.

It was a long, hard work to write thissupplement. I hope that you will enjoy it atleast half as much as I enjoyed writing it.

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THE PLAYER’S GUIDE

WHAT EVERYONE

KNOWS

“Once upon a time there was an Empire,an Empire controlled by a distant kingcalled the Pharaoh, from a land known asThothia. The Empire sent colonists andtroops to Brun. It brought there a peopleof vicious fighters, the Aseni, andsubjugated goblinoids and orcs and gnollsto use them as shock troops against thepeoples of the south, the peoples ofHesperia.

They subjugated some and asked tributesfrom most. But with time things changed.The Etrusna civilization bloomed. TheDoulakki colonies prospered and we, thedescendants of old Taymora, grew strongerin our strongholds on mainland andislands alike. While the main possessionsof the Thothians in the West faltered, asthe land suffered a climatic shift towardsinhospitable, arid steppes and deserts, andbecame more of a burden to control, thanan asset to keep, in the eyes of the distantPharaoh.

So the Empire left Brun, uninterested inregions they had depleted of all resources,leaving its former Aseni and humanoidslaves to themselves or to the whim ofambitious masters who thought to carvetheir own domains on Brun.

Then the Three Tribes arrived from thesouth: they mixed with some of the nativecultures - and clashed with others; new

cities like Kerendas and Thyatis were built,others were conquered or destroyed.

And then the Sand Deluge came: a GreatDrought ravaged from the NorthernReaches to the island of Hattias; and it isknown that it rained sand all over theregion for weeks, and rivers in Assiniashifted their course, drying up most ofwhat remained of the once fertile centrallands.

It is said among the Doulakki that theImmortals wanted to cleanse the land andto punish humankind. That the Immortalswho once had walked among the mortals,had left the company of humankindforever; and that many powerful spells andunthinkable magicks were forever lostsince then.”

Melkiot, Taymoran schoolteacher,to his class in Lilithei

“Our Empire left the west several centuriesago. Only a few remained: the Land ofSunset, the Land of the Night, the Land ofthe Dead attracted them and corruptedthem. There is nothing that a piousFollower of the Fire can find on Brun,especially after the Great Drought strokethe only barely tolerable place there -Nithia, our colony in Assinia. I have beento Hesperia and to the desert lands, and Ihave seen what remains of our Empirethere: brutes with little comprehension ofscience and magic, who spend their lives inpetty wars - brother against brother, sisteragainst sister. The descendants of ourproud race, and the remains of the onceproud Traldar and Etrusna, are a sorrything to look at; the descendants of our

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subjects in Hesperia are even worse: theybeat their women, their laws follow thewhims of their squalid kings and pettyaristocracies, and they share the samepathetic racial deficits of the scum wholives on Dawn, beyond the ThothianEscarpment - there is nothing redeemableabout them. They can only be used asslaves - or mercenaries, if we hadn’t givenup war long ago to spend our livesconcentrating in more useful activities.”

-- Mekrat, Patriarch of Rathanos in Edairo

“Hesperia? I’d never go there for all thespell components in the world. It’s justsavages, a mess of barbarous villages thatare called cities, witchdoctors who callthemselves wizards and useless pirates.Brun is such an uninteresting place, andHesperia is the worst of it all. An Alphatiannoble should stay in her homeland,practicing the fine arts and concentratingon the most delightful pleasures. If youneed to have a look at those brutes, sendsome adventurers to kidnap a fewspecimens, that’s all you need to do.”

-- Lofara the Conjuress, Alphatian wizard,to her niece and apprentice Kyla

“Oooh, those Hesperian guys brewtrouble. Sooner or later the pirate princesand the petty kings, the decadent heroesand the upstart warriors, will find a trueleader who will unite them, build an army,and conquer the world. You don’t need aprophet to make this prophecy. You justhave to take a good look at them.”

-- Sigmalline, Meditor Diviner from Alfeisle

“Hesperia is a young land, and we arrivedhere just in time to exploit theconsequences of the Great Drought. Ourfolk grew stronger; we watched our eldersand we learned from them. That is ourgreatest skill: adaptation. Seafaring welearned from the Doulakki, architecture welearned from the Etrusnans, the art ofintrigue from the Taymorans, and how tofight from Orcs and Goblins. And we stillhave much to learn. And learn we will, byconquering them all, one after the other.”

-- Tiberius Merula,Pontifex (Patriarch) of Vanya in Thyatis

“The Great Drought and the armies of thenorthern barbarians crippled our country;the Immortals left our lands, and now weare almost strangers in our own homes.The young upstarts are more numerousthan us and stronger, their blooduntainted by the dark powers of Taymoraand by the morbid influence of Alphatiaand Thothia. We traveled around the worldand caught too many diseases. But we arepassing them on to the Three Tribes, andwe might still find a way to resist to theirdomination.”

-- Ieron II, King of Sarausa

“Hesperia is a tormented area, it really is.We pulled off all that a long time ago,when we fled Assinia and the Thothiancolonies. We found freedom on the sea.They can’t control the sea, that’s why wegot our freedom with our ships, andbonded with the elves. Hesperians theyjust keep fighting each other all the time.They look for power over the land, but

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what do they know? There is in fact moresea than land.”

-- Innifer Paisios, Minrothian merchantess

THE LAND

Geography

Hesperia is the name given to the south-easternmost area of Brun. Originally thename was the Traldar name for the wholewestern continent, and through Mileniansand Doulakki it passed respectively toAlphatians and Thothians. Traldar andMilenians called Brun “Hesperia” and Dawn“Hemeria” - the first term meaning “Sunsetland” and the second “Sunrise land”. Lateron, between 1000 and 800 BC, Hesperiabecame the name only of this part of thewestern continent; and the elven term Brunbecame the one used for the whole continent.

While the Sea of Dread and Sea of Dawn limitHesperia respectively to the south and theeast, and the northern border of Hesperia isset at the Altan Tepes mountains, the westernlimit is not precisely determined, although itis conventionally considered to be the borderbetween the human communities and theelven clans to their west.

Hesperia is a fertile land, made up of rich,often hilly farmlands, with higher hills andmountains filled with mineral wealth to thenorth. All along the southern and easterncoast, from the terraced hills of the Albai tothe easternmost shores of Vitalia, from theislands of Hattias and Kartanya to the shores

of Cania, olive plants and vineyards are acommon sight.

The native vegetation of Hesperia reflects thediversity of the physical environment andclimate. The coastal areas and islands havemild and rainy winters, and very warm anddry summers; the closer to the Altan Tepes,the lower winter temperatures are, and therainfall distribution is more uniform duringthe summer. There is also an increase intemperature along the mainland from westto east, with Cania and Vitelia being thewarmer areas of the mainland.

The inland areas have marked differencesbetween summer and winter temperatures,and the main natural vegetation consists offorests of broad-leaved deciduous plants(oaks, beeches, chestnuts), substituted byconiferous evergreens (larches, pines, firs)on the higher mountains; the coastal areas,especially on the warmer, eastern parts andon the islands have mixed woods ofevergreens (eg., maritime pines, laurels),deciduous species (eg., cork oaks), andmaquis shrubland (eg., myrtles, sage).

The western region of the mainland is knownas the Kerendan Plains: rich flatlands usedfor horse-breeding, tillage, pasturage, thatgradually give way to a more hilly region(central Thyatium), dotted with small farms,olive trees and small woods.

In the areas toward the north of Kerendiumand central Hesperia, but more removedfrom the coast, crops of grain are grown,along with vegetables like tomatoes, lettuce,sugar beet and fruit trees like plums,cherries, peaches, apricots and pears. Aroundthe Trevanion and Mesonian rivers it is

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possible to find mixed forests of oak andhornbeam, with flood-plain vegetation(poplar, ash, willow, elm). West ofKerendium lies the woodland domain ofVyalia, where elves live following their ownrules close to nature.

To the southeast is Vitalia: from the west,where the fertile, volcanic soil is grown intoorchards and market gardens that producetomatoes, squash, broccoli, artichokes,lemons, pears, figs, the land to the eastgradually gives way to grazing hills for sheepand goats, where lemons, oranges, tomatoesand grapes are the most common products.The Sea of Dawn here is excellent fishingwater.

In the Altan Tepes, there are mountainousand hilly regions, rich in minerals, wherehumans struggle for control of the areaagainst hostile humanoids; apples are grownsuccessfully in the mountain valleys; while inthe river plains of the north-west rice is themost common cultivation.

To the northeast lies the peninsula of Cania,one of the most fertile areas of the region,also called ‘the grainland of Hesperia’; itswarm climate, mitigated by the sea, allowsfor great yields in crops and fruits of manykinds.

Last but not least, the seas close to Hesperiaare dotted by islands who are culturally andgeographically linked to the mainland. Thebiggest one is Hattias, a somewhat infertileisland, with vineyards and orchards in thenorth and sheep herding practiced furthersouth. The western shores of the island aregiven to barley crops, and ale and beer areproduced instead of wine.

Fauna

Among the domestic animals found in theregion are dogs, cats, sheep, goats, cattle,hares, pigs, hen. On Mosya, the Taymoranshave small elephants originally brought fromSind. Hunting is popular all over Hesperia,boar hunting being the most dangerous andrespected game among hunters. Wildmammals found on the mainland are: fox,wolf, jackal; lynx; mouse, rat, mole,porcupine; boar, wild pig; bat; marmot, redsquirrel; weasel, stoat, marten, otter, pinemarten, ferret, mink, wolverine, badger;chamois, ibex, moufflon (on Kartanya andBorydos); roe, red and fallow deer. Wolvesand bears are not found on the eastern islands.

Sea mammals include dolphins and whales;the bigger whale species live in the Sea ofDawn.

Birds include: blackbird, nightingale, robin,thrush, skylark, chaffinch, goldfinch, songthrush (winter only), bluethroat (winteronly), blackcap, turtledove, rock dove,swallow (summer only), cuckoo (summeronly), hoopoe (summer only); variousspecies of woodpecker; pheasant, quail,ptarmigan (on the Altan Tepes), reg-leggedpartridge (Albai, Kerendium, Teria);moorhen, sultana bird, avocet, stilt,woodcock (winter); kingfisher; greylaggoose, mallard, swan; heron, stork(summer); seagull; raven, crow, magpie,chough, jay, spotted nutcracker (on the AltanTepes); various species of owl; eagle, falcon,black kite, buzzard, sparrowhawk, osprey;griffon vulture (in Cania and on the islands),bearded vulture (on the Altan Tepes); ibis (inCania), flamingo (on Kartanya).

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Reptiles include many species of lizards andgekks; snakes; vipers (not found on theeastern islands); turtles and tortoise; whileamphibians include several species of frogs,toads, salamanders, newts, and the small,cave-dwelling proteus.

Saltwater fish include: sharks, rajiforms (likethe stingray), seahorse, angler, seabass,mullets, mackerel, tuna, dentex, seabreams,swordfish, flatfishes, scorpionfish, eels,moray, pilchard, anchovy. Freshwater fishinclude: lamprey, tench, pike, marble trout,Hesperian trout, arctic char, sturgeon, eels,Hesperian chub.

THE PEOPLE

Humans

Humans of Hesperia belong to several ethnicgroups; the biggest one is known asSoutherner-Hesperian, and it includes thetwo main groups of Thyatians andKerendans, descendants of theintermingling of the Southerners (membersof the Three Tribes that crossed the Sea ofDread to reach Hesperia from Davaniaaround 600 BC) with many of the aboriginalHesperian tribes who lived in the regionbefore their arrival.

The two ethnicities spoke similar languagesto begin with, and they believed they had thesame origin. The Southerners brought newblood and strength to the Hesperians in theirresistance against the other powers of theregion. Now, more than three hundred yearslater, the result of the mixing are the

Thyatians, in the east of Hesperia, and theKerendans, in the west.

Thyatian and Kerendan languages aremutually intelligible, and they constitute a defacto language continuum. In the areas ofeastern Kerendium and western Thyatium,the difference between the two groups are soblurred, both on ethnic composition andlinguistic account, that they are on the pointof being undistinguishable.

Hattians, although Southerners, seem tobelong to a drastically different languagegroup than their Thyatian and Kerendan kin;some speculate that they retained muchmore of the original Antalian culture fromwhich the Three Tribes and Southernersalike belonged many centuries ago. Thematter is hotly debated by sages and scholars.

The biggest aboriginal population that didnot mix with the Southerners are theEtrusna, whose origin is shrouded inmystery, and who have a completely separateculture and a language unrelated to all theother aboriginal Hesperian cultures. TheEtrusna occupied the coastline of centralHesperia and the interior from the lands ofthe Albai to the Mesonian river, but have lostmuch ground under the pressure of theThyatians and the Kerendans,and they arestruggling to retain control over theirremaining lands. Fierce descendants of theEtrusna called Halatians, struggle to retainthe mountain regions north of Thyatiumagainst humanoids attacks.

Two other aboriginal populations did notintermingle with the Southerner tribes. Onthe Mainland, there are the Albai, anaggressive and barbaric tribal population; on

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the island of Kartanya there are the Kartana,a small population of shepherds,stonecutters and smiths.

Another major human group of Hesperia arethe Doulakki: related to Traladarans andMilenians, Doulakki came to Hesperia by seafrom the west, the north and the south, indifferent migration waves now lost to pre-Thothian history. A seafaring population,they were never interested in occupying theinterior of the region, remaining content totrade with the locals and to establish theirwalled cities and market towns near thecoastline.

Last but not least, there are the Taymorans.Descendants of a long-lost Empire, theyconsidered themselves the most erudite andcivilized population of Hesperia. However,most of their lore has become superstition,and they are very removed from the ancientpower they were. They are now reduced to aminor sea trading population with a fewstrongholds in the eastern part of Hesperia,but cling almost desperately to the memoryof what they were (or - to what they thinkthey remember they were).

Apart from these, there are other humanraces that are strong players in the region:the most important of these are the fierceAseni who roam the deserts north ofHesperia, and the seafaring Minrothianswho inhabit most of the islands south of theregion. They are distantly related to eachother, as both are populations who wereformerly subjects of the Thothian Empire.

Technologically speaking, humans ofHesperia are in the Iron age1.

Albai

The Albai2 live in the westernmost region ofcoastal Hesperia, and are one of theaboriginal people of Hesperia. The Albai arethe fiercest human population of the area; ofmedium height and strong, powerful build,they have light skin, mostly light brown hair,with blonde and brown not uncommon - afew have red hair. Although most of themhave dark eyes, about one in four have greenor blue eyes.

The Albai used to living in many smallvillages and towns, and to war amongst oneanother. This made them especiallyvulnerable to invasion and colonization; inthe past they probably occupied a bigger partof Hesperia, but they are now reduced to asmall area in the west, where they are friendsof the Vyalia Elves. The most important Albaicity is Stalia, the capital of the Genuati tribe.

The Albai have a strong spiritual side: theybuild menhir stones which represent gods,clan heroes and ancestors; and most of thedruids of Hesperia are of Albai ethnicity.Albai worship Immortal protectors in threepairs of consorts: Beg (Djaea) and Penn(Odin), the Sky Lords, whose temples are onthe highest mountain peaks; Belenus(Asterius) and Cicne (Diulanna), the RiverLords, whose shrines are in the forests, closeto rivers or lakes; and the Great Mother(Terra) and Byll (the Bull Father; Ixion), theEarth Lords, whose temples are built at thebeginning of farmlands outside the Albai

1 Probably the second Iron age, af ter the

Blackmoor-era I ron age.2 Albai were introduced by FrancescoDefferrar i as the Mystaran equivalent of theRW Ligur ians, an ancient I ta l ian populat ion.They are descr ibed in Threshold #2 andThreshold #11.

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towns and villages. They also honourOrdana, that they call Breig, in her role ofmother of their elven allies.

Albai cities are major trading points betweenTraladarans, Vyalia, Callarii Elves, andHighforge Gnomes and Dwarves (from thewest) with Doulakki, Etrusnans, Kerendansand Thyatians (from the east). Albai who liveby the sea are mostly fishermen; those of theinterior raise crops and olives on theterraced hills of the region. Albai womenshare the same social position of the men,and, probably because of the elven influenceand the widespread worship of Cicne, theycan be warriors and sometime even clanleaders or city rulers.

Last but not least, Albai are also fiercepirates; they sail with small boats andconduct hit-and-run piracy on smaller cargoships, or kidnap rich passengers for ransom.

Aseni

The Aseni are a desert population which livesin the Assinian desert north of Hesperia.They are one of the main enemies of theHesperians, although, as they say, “Nobodycan be as fierce an enemy of Hesperians thanHesperians themselves”. Aseni are tall, lean,with light olive skin and black hair; mosthave black and brown eyes, but hazel, honeyand green are not uncommon, while blueeyes are extremely rare.

The Aseni culture is mainly nomadic; a fewfarmers live in the east of Assinia and somelive sedentary lives in the oases of theinterior or as olive farmers on the northernside of the Altan Tepes. Aseni with Thothianor Doulakki blood, generally found in the

coastal and mountainous areas, are oftenshorter and of darker complexion, lookingvery much like Minrothians.

The Aseni have lived in Assinia for manycenturies, although they originally came fromthe Isle of Dawn following their eponymoushero Assan. In Assinia, they were subjects ofthe Thothian Empire, living in the arid zonesof the region. As the arid zones increasedand the central Empire abandoned theregion, the Aseni occupied more and more ofthe land. Aseni have fought the populationsof Hesperia for as long as they canremember, either as subjects of theThothians, as mercenaries (for Thothians orAlphatians), as raiders or to defendthemselves from Hesperian raids.

Aseni can easily be found in Hesperia asmercenaries, adventurers and merchants,especially in coastal cities; a few might evenbe found as pirates on Hesperian ships.

Among the most important Aseni Immortals,there is a group known as the GuardianImmortals: Qeb (Terra), Zephyr (Asterius),Farath (Protius), Orisis (Ixion), Horon(Ixion), Maat, Amon (Odin) and Balsam(Chardastes); another popular Immortal inAssinia is Sinbad, a patron of adventurers,pirates and travellers.

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Doulakki

The Doulakki ofHesperia are theremnants of awave of colonistsand invaders thatsettled thesouthern coastsfrom the northin times lost tohistory, and thatincluded theT r a l d a r ,ancestors of theTraladarans westof Hesperia, and of the Milenians of thesouthern continent. Over time, Doulakki inHesperia mixed with their fellowdescendants of the Traldar in the Sea ofDread region and with Milenian migrantsand adventurers from the south who hopedto find freedom in the old city-state systemwhen Milenia became a centralized Empire.

The Doulakki have fair to olive skincomplexion; generally they have brown hair,but blonde, red and black can be found.Brown or light brown eyes are the mostcommon, with blue and green being presentin about one-out-of-ten persons. Their faceshave bony features with sharp noses, whichtend to be straight from top to bottom.Doulakki are of medium height and averagebuilt, if anything tipping more towards a leanand resistant body than the sturdierappearance of Kerendans and Thyatians.

Many Traldar and Doulakki colonies dotsoutheastern Brun; at the height of Doulakkiand Traldar expansion, there were about a1,000 city-states in Brun, in the Sea of Dread

and in the Sea of Dawn. In Hesperia, theyhave founded many colonies; the mostimportant are Parthenope, Taras, andespecially Sarausa. Outside of Hesperia, themost important Doulakki-Traldar coloniesare Athenos (in Malpheggi), Akorros (nearlake Amsorak), Cynidicea, Salonikos (on theother side of the Altan Tepes, west ofHesperia and north of Traladara) andTameronikas (in Assinia3).

The Doulakki belong to an aggressive city-state culture with a complex mythology,philosophical interests and a tradition ofseafaring trade and colonization. However,their political fragmentation and warlikeattitude is also the reason of their decadence.Doulakki are currently an ethnic minority inthe area and retaining control of only ahandful of walled cities. Much of theirmagical and scholarly knowledge was lostabout 250 years ago, during the GreatDrought.

The main Immortal of Doulakki is Fos (   ,“light” in Doulakki; Ixion). Just but colleric,Fos is said in legends to have taken mortalforms and mingled with the Traldar and theDoulakki, often having affairs with mortalwomen who then gave birth to heroes anddemigods. After the Beastmen invaded theTraldar lands in 1000 BC, the so-called Age ofHeroes ended: the gods left Brun, and theTraldar decline began, while the ‘new

3 Cubis and Fabia are Thyat ian-soundingnames for two more c i t ies in modern-eraYlaruam. The author leaves i t to theindividual DM to decide whether theyalready exis ted as Doulakki colonies in 250BC, or i f they were founded later on, dur ingthe era of Imperia l control over southernYlaruam (AC 200-800).

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generation’ of Doulakki and Mileniansprospered.

Doulakki males keep women in disdain.Women are mostly confined home, exceptfor shopping, and are allowed onlyhousekeeping activities and raising children;on the other hand, male homosexuality isconsidered completely normal, and isespecially spread among the upper andintellectual classes. Doulakki cities are alsoknown to host a caste of upper classprostitutes known as hetairai (ἑταίραι, sing.hetaira), are free women who renounce allfamily ties. Whereas all over Hesperiaprostitutes working for brothels or pimps areoften poor, uneducated, foreigners, slaves, orsold by a poor family, hetairai arecompanions only to a few men at a time (oreven to a single one), often of their ownchoice. Hetairai provide intellectualconversation, and accompany politicians,generals and intellectuals in private socialevents like banquets, dinners and parties.Hetairai can become very wealthy, andcontrol their own finances. However, theircareers can be short, and if they do not earnenough to support themselves, for instanceto buy farms or other commercial activities,they might be forced to work in brothels, oras pimps, as they become older. The life of ahetaira is dangerous; and the slide fromhetaira to common prostitute is a majorprofessional risk.

Etrusna

The most important aboriginal population ofHesperia are the Etrusna4, a sophisticatedculture who benefitted from the manycontacts with Taymorans, Thothians,

Doulakki, andM i l e n i a n s ,becoming thedominant power inthe region until theGreat Drought. Likethe Doulakki, theEtrusna are a race indecline, crippled bythe effects of thatcataclysm.

The Etrusna are ofmedium height andslightly leaner than the Thyatians in built.Most have brown or hazel eyes, but aboutone in four have green or, more rarely, blueeyes. Their hair ranges from bronze orblonde to black, and their skin has generallya light olive complexion.

The Etrusna are great architects andcraftsmen; they are known to build vastunderground tombs (necropolises); therichest sarcophagi are decorated withmarvelously painted statues. They arecredited with the invention of the modernarch (from which the word “architecture”comes) and were powerful diviners beforethey lost almost all their prophetic powersafter the Sand Deluge and the years of theGreat Drought, something that thesuperstitious Etrusna attribute to the loss offavour from the Immortals. The mostimportant animal in the Etrusna culture isthe horse, that is also their symbol.

The main Etrusna Immortal is Otinia (Odin).Their pantheon includes twelve gods, andtwelve is a sacred number, often found intheir culture, from the number of city-statesof the Dodecapolis (their main political

4 See a lso Threshold issue #9.

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structure) to the number of representativesin assemblies, military or administrativesubdivisions. An Etrusna city-state king isknown by the title of lucumon. However,most cities have now switched from the oldmonarchical regimes to aristocratic ones.

One of the peculiarities of Etrusna is thattheir women are almost on equal standingwith men, something that differentiates themfrom most other human cultures of the area.Etrusna women can own land andcommercial activities; they can becometraders, adventurers, and even pirates,although they are not allowed to join themilitary, and cannot rule, but can be entitledto some minor political and governmentalrole in some cities. Etrusna have a freesexuality, and women choose their owncompanions and husbands. Sexuality and therole of women is a major factor of contemptand dislike between Doulakki and Etrusna;on the other hand, that ideology has alsofavoured contacts, intermingling and politicalalliances with the Albai.

A sub-group of the Etrusna, the Halatians,live around the city of Antenora, located onthe road between Thyatium and the centralAltan Tepes. They speak their own dialect ofEtrusna and are a stern population becauseof their constant struggle with the nearbyhumanoids of the mountains, but theirculture is Etrusna at heart.

Hattians

One of the Three Southerner Tribes whoarrived on Brun before the Great Drought,Hattians seem to belong to a different culturethan Kerendans and Thyatians. They aretaller and of more powerful built than their

THE ETRUSNA

DODECAPOLIS

Since before the arrival of the Three Tribes,the Etrusna have been organized in a looseconfederation whose elected leader isknown as the zilath mech rasnal. Forreligious reasons, there must always betwelve cities in the confederation, that iscalled the Dodecapolis (although minorcities and towns might be part of theDodecapolis by putting themselves underthe protection or control of one of thetwelve). Over time, the fact that several ofthe main Etrusna cities have beenconquered by Thyatians and Kerendanshave led to the promotion of minor citiesto the position.

The Etrusna Dodecapolis alliance wasdecisively beaten by a Kerendan-Thyatianalliance in 295 BC. After the battle, manyEtrusnan cities passed under the politicalinfluence of Kerendas or of the League ofThyatis, although enough of them haveremained formally independent tomaintain the Dodecapolis at least in name.

The original Dodecapolis was made of:Vipsl; Veii (replaced by Rusle and then byTlamon); Clevsin, Perusna (replaced byKurtun); Aritim; Caisra; Velzna (replacedby Tusena); Tarchna; Velch (replaced byFaleroi); Vatluna; Fofluna; Velathri.

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fellow newcomers, tend to have jet black orblonde hair (while red and brown are quiteuncommon), and either blue or dark eyes.Some speculate these traits might show twodifferent ancestries of the original Hattiantribe.

Hattians are among the most aggressive ofthe populations of the area. Luckily, thisattitude results in their extremefragmentation in small clans and families thatspend most of their time fighting againsteach other. Hattian leaders are violent andwar-dedicated, and their society is stronglyhierarchical. Hattian nobility is organized ina patriarchal feudal system where a localking, called Herzog5, rules over vassalsknown respectively - in decreasing order ofimportance - as Grafs6, Barons and Knights.

Baron, Graf (Comte) and Herzog (Duke)titles are passed to the eldest son, whileproperty of the land is traditionallypartitioned among all sons, in decreasingproportion, something that has led to bloodyfamily feuds and to the habit of forcing sonsto renounce their part to become freeKnights, mercenaries, colonists, or priests, inorder to avoid partitioning too much of thefamily land. Knighthood is not an hereditarytitle, and only a Duke, Comte or Baron canappoint a new Knight, although most Knights

will try to help their male offspring to enterthe service of their feudal lord.

Below the Knights are freemen, who don’town any land, but can own houses in townsand are generally craftsmen or shopkeepers;a few might be merchants and pirates (andoften both). These freemen can be calledupon as footsoldiers for the petty local warsof the Dukes. The rest of the population ismainly made up of peasant serfs bound tothe lands owned by the nobility. Ethnically,the serfs descend from a mix of lower-classHattians with Hesperian or Doulakki humanswho lived here before the arrival of the ThreeTribes; or, they are humanoids (mostlylupins).

Hattian women are not entitled to ownactivities, to own land or to rule; they arethus second-class citizens in all respects.Daughters of feudal lords and knights areoften married away for political reasons, tosettle a feud, to unify adjoining fiefs, or tomake an alliance.

Kartana

The fierce Kartana are another aboriginalpopulation of Hesperia who speaks alanguage unrelated to that of other culturesof the region (although some scholars havesuggested a possible common ancestrybetween Kartana and Etrusna languages).They occupy about half of Kartanya, theisland which takes its name from them eastof Hesperia, and most of Borydos.

Kartana, of light olive complexion, black-haired and dark- or green-eyed, with oftenwavy or curly hair, are the shortest andleanest of the populations of Hesperia:

5 In Thyat ian the word is usual ly t rans latedas “dux” (pl . “dukes”), a word which means‘ leader’ ; Doulakki and Taymorans, whoderived the use of the word f rom Thyat ians,use “duke” (pl . “dukes”).6 In Thyat ian the word is t rans lated as“comes” (“companion”), but “comte”, theBelgi lupin dis tor t ion of the Thyat ian word,has become the most widespread in Hesper iaby the t ime we are wri t ing of .

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expert mountaineers and stonebuilders,good fishermen but better shepherds, theyworship first and foremost Setlanni(Wayland), an Immortal enemy of bothTaymorans and Thothians.

Kerendans

Kerendans are the offspring of theintermingling of western Hesperianaboriginal populations (Etrusnan citizens,Albai clans, and members of other minorpopulations) with members of the ThreeTribes from the southern continent.

The mix of the original Hesperians withSoutherners was favoured by the significantlanguage proximity of the Southerners’speech with many of the minor languages ofthe tribes. The western Hesperian tribesfound kinship with the invaders and took thechance to ally with them against theEtrusnans and Albai, that speak languageswhich are unrelated or much fartherremoved from their own. This has been thestarting point of the legend that says thatmost of the Hesperian tribes descend frommembers of the same Antalian-related tribeswho originated the Southerners, and thatwere able to escape from the Nithianenslavement.

Kerendans are of average height andmedium-to-stocky built, with light olive tofair skin; they tend to have brown or blackhair, with blonde not uncommon, and browneyes, with about one-to-three in ten green- orblue-eyed, the proportion depending on thecity, clan or tribe of origin (those closer toAlbai tend to be fairer in hair and eye colour).

Kerendans, more influenced by Etrusnansand Albai than by Doulakki, have morerelaxed customs towards women than theThyatians and Hattians. Although theirwomen cannot join the military, andadventurers and pirates are looked downupon, they can own commercial activitiesand even divorce their husbands in case acourt finds a married man guilty ofmisgivings, beatings or cheating upon his wife.

Minrothians

Related to theThothians andthe Aseni, theMinrothians arethe descendantsof Thothians wholeft Assinia manycenturies ago asthe ruling classdeteriorated andthe landp r o g r e s s i v e l ydesertified. Theirseat is the Shode(“trader”, in Minrothian) Island.

Minrothians are of medium-to-short heightand lean built. They have wavy brown orblack hair and brown eyes, although one infive has green eyes, and they have a fair-to-dark olive complexion.

Minrothians were influenced by the seafaringMeditor elves and Taymoran humans of theregion, and have become expert seamenthemselves. However, their peaceful religiousphilosophy, created by their former ruler andnamesake, the Immortal Minroth, has ledthem to resort to piracy much less than the

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other human races of the Sea of Dread andthe Sea of Dawn.

Taymorans

The few descendants ofthe ancient Taymoranslive on the easternHesperian islands,especially Carytion andBorydos, and in themainland area known asCania.

Taymorans are of medium height and leanbuilt, with black or dark brown hair, andgenerally black or brown eyes, althoughgreen are not uncommon and blue eyedTaymorans can be found. Curly hair andaquiline noses are not uncommon either;they are distantly related to the Aseni, andTaymoran scholars have proven that theAseni and Taymoran languages belong in factto the same language family.

Taymorans descend from the originalTaymorans of 2500-1700 BC; since almosttwo millennia have passed from that era, theyare very different from their ancestors. Theydo not dabble in dark or necromantic magic:although Nyx remains one of the main deitiesof their pantheon, the main Taymoran deityis now Melq-Ashtir (Asterius); the Taymoranlanguage is a distant relative of originalTaymoran; and most of their ideas abouttheir mythical past are mere legends orspeculations.

Today Taymorans are mostly sailingmerchants; their small communities andcities used to dot the Sea of Dread and Sea ofDawn around 800-600 BC, before their

decline became almost irreversible due toThothian and Milenian aggressive policiesthat led to their absorption or vanquishing.Thanks to the Great Drought, Taymoransmanaged to keep the control of Zyz inHesperia, their only resisting majorsettlement on Brun, but they feel they areincreasingly on the defensive - pressured bythe Thyatian newcomers, as well as stillfighting a war they cannot win against theDoulakki, their traditional rivals on Brun;moreover, the pressure from the Alphatiansin the east and Hattians to the west puts atrisk the control of their island strongholdson Kartanya and Mosya.

Taymorans are a dreamy, self-absorbed anddecadent lot, the most fatalistic of theHesperian peoples, and ready for the demiseof their millennial culture, whether it willcome from the Aseni to their north, from theAlphatians in the east or from the wars withDoulakki and Thyatians in the west. Theironly fast allies in the region are theMinrothians, another mercantile culture withwhom they recognize a distant form forkinship.

Thyatians

Thyatians are theresult of theintermingling ofeastern Hesperianaboriginal tribes(from the regions ofthe Mesonian river,and the areas knownas Retia and Halatia)with members of the Thyatian tribe from thesouthern continent, and as thus are stronglyrelated to the Kerendans.

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The mix of the original Hesperians withSoutherners was favoured by the significantlanguage proximity of the Southerners’speech with many of the minor languages ofthe tribes. The eastern Hesperian tribesfound kinship with the invaders and took thechance to ally with them against theGoblinoids of the Altan Tepes and the Orcsof Halatia. This, along with the analogue ofKerendans in the west, has been the startingpoint of the legend that says that most of theHesperian tribes descend from members ofthe same Antalian-related tribes whooriginated the Southerners, and that wereable to escape from the Thothian enslavement.

Thyatians are of slightly less-than-averageheight and medium-to-stocky build, withlight olive to olive skin; they tend to havebrown or black hair, with blonde notuncommon, and brown eyes, with about one-to-two in ten green- or blue-eyed, theproportion depending on the city, clan ortribe of origin (those closer to the AltanTepes mountains tend to be fairer in hair andeye colour, while the coastal Thyatians of theeast have traces of Doulakki and Taymoranblood).

The name ‘Thyatians’ is now an umbrellaname for a big number of Southerner-Hesperian sub-populations. These includeThyatians proper in Old Thyatium; Vitaliansin New Thyatium and east of Thyatis; Retiansnorth of Thyatium; Canians, in the interiorregions of Cania; and Tallians, less of amixed between aboriginals and newcomers,as they constitute the conquered serf class tothe Hattian conquerors of the island of Hattias.

The cultural influence of Milenians andDoulakki is felt more towards the south-

eastern coast; the more you move fartherfrom the Etrusna homelands, the role andfreedom of women decrease. However,women who are subjects of the League ofThyatis have several legal rights: they arecitizens, although they have no right to voteand to be elected to office; and they canconduct commercial activities, own land,write their own wills, appear in court evenacting as defendants, and divorce. Nodomestic abuse is allowed by a husband tohis wife. Marriage is allowed between allcitizens of cities belonging to the League ofThyatis, but not with citizens of cities outsideof the League, or with people belonging toother foreign tribes or states.

Elves

Elves of Hesperia belong mainly to the Vyaliaclans, whose lands signal the north-westernborder of geographical Hesperia. Meditorelves (and, to a lesser extent, Verdier) are acommon sight of harbour towns and islandsof the area. The Verdier and Meditor elves’seat of power is the island of Alfeisle, butthey control parts of Teria and Actius.

Vyalia

Vyalia elves (sometimes called silver elves todifferentiate them from the Verdier and fromother clans living westwards in Alfheim andTraladara) have fair or pale skin, and canhave hair ranging from white and silvery togolden blonde to black, with red notuncommon; they have generally deep greenor black eyes.

The Vyalia are mainly followers of theImmortal Ilsundal.

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Verdier

Verdier elves, often called wood elves, are 5to 5½ tall, have fair skin which tends to tanunder the sun, hair ranging in colour fromsilver, white and blond to brown, with greenor hazel eyes. Their features bear a distantresemblance to the elves of Alfheim.

The Verdier are more serious-minded thantheir mainland cousins, more inclined tostick with long-term projects and tirelesslypursuing them until complete, for months oryears; equally renowned is the long vacationthey take after these projects, when they canspend months or years travelling or relaxingwhile they wait for a new project to absorbthem.

The Verdier elves are chiefly followers of thedainrouw (“the forest way”), the philosophytaught by the Immortal Ordana.

Meditor

Meditor elves, often called water elves byhumans, are slightly taller than wood elves,have pale skin, and pale blond hair thatbleaches almost white in the sun. Their eyesare blue-grey and their complexions are palein spite of constant exposure to weather andsun.

A Meditor’s first love is the sea: water elvesare fascinated by its ever-chaning moods andlove to travel on the ocean. The Meditors’system of beliefs is called elendaen (“theocean path”). Created by their patronImmortal Calitha Starbrow, it holds thatwater is the cradle of life.

Humanoids

Humanoids are found in many areas ofTraladara and in the Altan Tepes range - aswell as in the northern half of Hesperia andin many parts of Assinia. This includes trolls,ogres, gnolls, and kobolds, which are alreadyfirmly in possession of the Hardanger range.The most common humanoids of Hesperia,and the only ones which possess a tribal orclan organization, are goblins, hobgoblinsand orcs. Most of the members of the otherraces (especially ogres) can be found in smallwarbands, or as parts of tribes or clans ofgoblinoids and orcs.

Goblinoids

Hesperian Goblins belong to the GoblinusGoblinus subrace; they have chalky tan skinand rusty-brown hair. Hobgolins are of theGoblinus Grandis subrace; they are of lighttan skin, very short rusty-brown or black hair,toad-faced, with grey or black lips andprotruding eyes.

Goblins and hobgoblins live mostly togetheron the slopes of the Altan Tepes, on theborder between the region of Hesperia andthat of Assinia, north-east to the Tauri lupinsand north-west of the Halatian humans.Many of them arrived in the region circa 492-490 BC, after the Battle of Sardal Pass whichdrove them away from the dwarven lands ofDengar: some were remnants of the QueenUbdala’s armies, while others came from theplains of Assinia, as the Great Drought thathit the region forced them to retreat to themountains. Now many goblinoid tribes liveon both sides of the Altan Tepes mountains.In a few instances, goblins and hobgoblinshave been employed as mercenaries by

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Aseni, Taymorans and Doulakki, especially inthe ongoing wars for the control of Cania.

The goblinoids of Hesperia speak a crude,broken language which seems related to thelanguage of some human clans on Hemeria,and to the lupin clans of the Taurisubspecies. Many also speak Thyatian orAssinian, depending on which side of themountains they live on.

Apart from the savage goblinoids of themountains, there is also a civilized goblinoidpopulation, the Karns, hobgoblins thatcontrol the city of Karntica. They act as thearistocratic government and military of thecity, and are loosely allied to the Doulakkicity-state of Sarausa.

Orcs

Belonging mostly to the Orcus Porcussubrace, with porcine features, pink, brown,black or gray-greenish skin, sometimes withspots, orcs of Hesperia are violent savageswho have their bases in the northwesternpart of the Altan Tepes and spend the timefighting against each other and raidinglupins, elves and humans alike.

Some clans are known to practice humansacrifices and ritual cannibalism; others areless aggressive and have even been known tobe friendly towards the lupins and to helpthem against the more brutal members oftheir race.

The orcs speak their own brutish variants ofthe local languages, and use as their ownpidgin language made up of Taurian lupin,Altenian goblinoid, Albai human and Elvish.The proportions of the different languages in

the pidgin varies from clan to clan dependingon the geographical position and of thefrequency of contacts with the other culturesof the area.

Lupins

Lupins of Hesperia belong to the MastinusRex7 and Taurus Foveae8 subraces.

Generally of great strength and dignity, theMastini are powerful mastiff-headed lupins ofgreat resilience, and medium to big heightand size. Mastini are renowned because theyare naturally immune to any form for fear.

The Mastini aredivided in fourmain clans: two incentral Vitalia, theHirpini (whosemain capital isValeria, dedicatedto their patronImmortal Valerias)and the Brutii(whose capital isConstantia), whohave traded andlived close to theHesperian tribes for so long that they haveadopted the Thyatian language; and two innorthern Vitalia (the Iapyges, devoted to theImmortal Terra) and Cania (Messapians,whose capital is Lupiae), who speak theirown related languages. These breeds sharesimilar facial features and are generally ofblack or fawn color.

7 King Mast i f f .8 Thyat ian Pi tbul l .

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The Tauri are a little shorter and leaner thanthe powerful Mastini. Excessively aggressive,proud, impatient, and unpredictable bynature, their fighters are known to be oftenprone to a fighting rage similar to that of theNortherner berserkers. They have pitbullheads and can be of any colour.

The Tauri live mainly in the plains and hillsclose to the Altan Tepes mountains, from theTrevanion river to the lands of the Vyaliaelves and the Albai humans; they have settledthese areas since the times before the SandDeluge in Assinia. Once, many Tauri lived onthe northern slopes of the Altan Tepes, butafter the Battle of Sardal Pass in 492 BC, mostof them fled to their cousins on the southernside. This move was seen with favour andencouraged by the Hesperians, in order tohave a buffer between the orcs andgoblinoids and their lands.

Another big Taurian clan, the Belgi, live inHattias. Many have been subjugated by theHattians, but a certain number continue tooppose the intruders with a fierce guerillaforce in the central hills of the island.

The Tauri lupins speak yet another language,related to a number of other Neatharlanguages of uncertain origin, like thelanguage of the Karn goblins of Halatia andthe language of the Dunael tribes of northernHemeria. Scholars suggest that thesepopulations might have lived closely togetherin the past, with this resulting in having somesimilar cultural traits - language among them.

AN ATLAS OF HESPERIA

We have seen the land at a glance, anddescribed its flora, fauna, agriculture andpeople. Now we will look in detail at theregions of Hesperia, its cities and its politicalentities.

Our trip will start from the mainland, fromthe region known as Thyatium9, where thecity of Thyatis lies; then to the areas underthe control of the League of Thyatis; to thepeninsula of Cania, the northeastern cornerof Hesperia, where Doulakki and Taymoranshave long fought for power.

From there we will take a look at thehumanoid populations of the Altan Tepes,lupins, orcs and goblins, then move south tothe lands of the Vyalia elves and the Albaitribes. Last but not least we will move backeast along the coast to watch the conflictbetween Etrusna and Kerendans for thecontrol of the fertile plains and hills of thewestern Hesperian coast.

Then we will embark on a voyage by sea toall the islands under the control of theHesperian populations: starting from Teria inthe Sea of Dread, to Hattias and thence to themany islands in the Sea of Dawn - Kartanya,Mosia, Borydos, Actius and Sakhla-Rhas.

9 Mesonia around 1000 BC. See Threshold#11, page 133.

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Magnum Thyatium

Population: 420,000Languages: Thyatian (Thyatian dialect,Vitalian dialect); Etrusna; Doulakki.

The main power of Hesperia is now theLeague of Thyatis, controlled by Thyatis, themost important of the Southerner-Hesperiancities. The whole area is now collectivelyknown as Magnum Thyatium, but there arethree main sub-regions - Tuska, ThyatiumVetus, and Sabellia.

Thyatis is located in the region known asThyatium Vetus (“Old Thyatium”),comprised between the city and the port ofEea, so-called from Eos, a powerfulprophetess-witch who was said to be adaughter of Solarios (Ixion), and whosupposedly lived - and still lives - in the area,although there is no confirmed sighting ofher since the time of the Great Drought. It isa relatively fertile area, with wheat-cultivatedvalleys and plains, surrounded by hills whereolives and grapes are the main cultivation,sheep are a common sight and boar huntsand fighting sports are the favoured pastimesrespectively of villagers and city-dwellers.

Thyatis (pop. 167,000) is the city in controlof the League, and all other members arebasically subject cities at various levels. Thecity has two military leaders, called consules,but it is ruled by an aristocratic Senate. Thepopulation elects two tribuni, magistrateswho have some legislative powers and canapply some form of control over consulesand Senate. No representatives in the City ofThyatis come from outside the city itself.

Thyatis is considered the first city built by theSoutherners on Hesperia, and the ThyatianCalendar counts the years from theestablishment of the city in 600 BC.Currently we are in 350 AUC10 (Ab UrbeCondita, “since the foundation of the city”).It was ruled by a king until 498 BC, when thelast, corrupt king Tarlin was exiled andreplaced by the aristocratic regime.

1 0 I t corresponds to BC 250 in the NewThyat ian Calendar used in the Gazet teer-eraKnown World.

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Tibur (pop. 5,600), located at the foot of theThyatian hills on the banks of the Mesonianriver, is the second city in Old Thyatium. It isconsidered the first place on Brun wheremembers of the Three Tribes forged analliance with aboriginal Hesperians in orderto fight the Etrusna Dodecapolis.

Old Thyatium is dotted with many towns,great and small, all either subject to thedirect control of Thyatis, or part of theThyatian League. Among the most importantare Lavinia, Tusculum, and Antium.Politically, these cities and towns follow theblueprint of Thyatian politics, witharistocratic families as main rulers but with afew minor political magistrates reserved forelection to the urban and rural population.

North of Old Thyatium, lies Sabellia, aregion settled by the Sabelli clans, belongingto the Thyatian subgroup known as Vitalians.In the inland areas, hills and low mountainsallow for good pastures for sheep and cows,and a moderate yield of wheat and olives,complemented by specialized cultures likesunflower, farro and lentils. Towards the Seaof Dawn, red grapes are cultivated for wine,and the sea is rich in fish. Higher hills andmountains south separate Thyatium fromVitalia proper.

The many Vitalian communities living inMagnum Thyatium are grouped together inseveral territories, each one ruled by anelected meddix (‘magistrate’ in VitalianThyatian), a yearly-elected sheriff who isresponsible for upholding law. Each territoryruled by a meddix is called touto (‘state’ inVitalian Thyatian). The sheriff administersjustice and is responsible for the safety of thetouto by fighting brigands, or pirates if it is acoastal touto.

Vitalian cities in Thyatium are not so muchdominating territories as considered part ofthem, so villagers, farmers, hunters andshepherds of a touto are entitled to vote andeven be elected as meddix. For militarypurposes, each touto has local troops andreserves that are subject to the ThyatianLeagues’ military hierarchy. The mainsettlements in the region include:

Perusna11 (pop. 8,000), formerly an Etusnacity, was conquered and occupied byVitalians. It controls an area famous for itsblack truffles and its hams and sausages ofpork.

Agkon (Ἀγκών, in Doulakki; pop. 4,500), aDoulakki city founded by Sarausan exiles in387 BC, is the most important fish market onthe Sea of Dawn. It is the only city inMagnum Thyatium not directly or indirectlycontrolled by Thyatis.

Corfinium (pop. 3,600), the biggest city ofMagnum Thyatium on the southern hills,home to a sanctuary dedicated to Djaea, inher role as healer and serpent-queen. Here,a small but important hospital and a medicalschool consecrated to Chardastes have beenestablished.

1 1 Hi l l fork in AC 1000.

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Picenum (pop.2,500) allied itselfto the Thyatians in295, officially on anequal standing,although it is inpractical terms aprotectorate of theLeague. Picenum, aVitalian city, askedfor protection fromthe army of Sena, aTauri lupin citythat was located onthe coast north of Agkon. The intervention ofthe League led to the defeat of the Tauri ofSena, who were mostly killed, enslaved ordeported. The League plans to build a colonyon the ruins of the city. Not far fromPicenum, there is an important sanctuary,Kypra, dedicated to Valerias, its patron deity.The symbol of Picenum is the greenwoodpecker, whose Thyatian name (“picusviridis”) gives name to the town.

Before the arrival of the Three Tribes, theMesonian river was the border between theEtrusna-controlled coast and the lands of theHesperian tribes. This eastern Etrusna

territory, known as Tuska, was the first areaof expansion of the Southerner-Hesperianalliance, and is now under Thyatian orKerendan control. Its main centers are:

Tarchna12 (pop. 4,300), part of the League ofThyatis since 294 BC, has always been inclose relationship with Thyatis: the family ofTarlin, the last king of Thyatis, was originallyfrom Tarchna. The city is the major port ofthe League on the Sea of Dread. At least oneolive treant is known to live in the olive fieldsoutside the city, and to act as an ambassadorof treelife to the citizens. Every two or threeyears he will take a couple of weeks travellingthrough the countryside and then ask forparley at the aristocratic council which rulesTarchna. He will hide among the olivesotherwise, sleeping most of the time, but heis rather friendly and is known to entertainhuman and elven visitors sometimes.

Velch13 (pop. 3,900), an important markettown, is nominally independent, but subjectto Kerendas since 294 BC. It is the usualmeeting point for Kerendan and Thyatianrepresentatives to discuss treaties, peace,war, and the political situation of Hesperia.Caisra (pop. 5,100) is the easternmostcoastal city of the Etrusna Dodecapolis. It

1 2 Aes in AC 1000.1 3 Jul inius in AC 1000.

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was once allied with Zyz in order to have anexternal naval support against the Doulakkiof Vitalia, but as the Thyatians ate into theDoulakki possessions there, it switchedallegiance to Thyatis in 274 BC.

Tusena (pop. 3,500), a member of theThyatian League since 270 BC, never foughtagainst Thyatis, judging it better to opt out ofthe Etrusna-Thyatian wars until the winnercould be determined. The treaty with theLeague was signed by the current tyrant-king,Lars the Cripple, a strict but just ruler who isloved by his people. Seldom seen in public,in his mid-fifties, he is said to be a leper,cursed by the Immortals for an unknowncrime. Sometimes he travels with a chart to asacred cave near the sea to pray forrepentance, and people passing by duringthe nights have sworn they could hear theking wailing in pain. The rumors of hisailings have led to two attempts at ending hisrule, one by some opposing aristocraticfamilies, and one by a band of cold-bloodedadventurers, but both failed - in part giventhe popular support that Lars has.

Veii, one of the original Dodecapolismembers, was destroyed in 396 BC by theThyatians; in its place now there are onlyfarmlands and pastures. The ruins of Velznacan be seen on the road from Perusia toCaisra; the Etrusna city was completelydestroyed by the Thyatians in 264 BC, and itssurviving population has been dividedamong the surrounding League cities.

Velzna is a dangerous place for travellers, asit is said that ghosts of the leaders whochallenged the power of Thyatis and riskedthe life of their fellow citizens haunt theruins. Others say it is only brigands. In anycase, the aristocratic councils ruling Perusna

and Caisra have had several disturbingreports (missing persons, dead crops,persons gone insane after passing throughVelzna) and are considering the possibility ofsummoning the League for an expedition inthe ruins.

Future geographical reference: Duchy ofThyatis (Old Thyatium, Tuska and Sabellia).

Vitalia and Iapygia

Population: 120,000 (90,000 humans, 30,000 lupins)Languages: Thyatian (Vitalian dialect);Doulakki; Lupin (Iapygis dialect).

Along the southern Hesperian shore, east ofEea, lies a region that was called Vitalia(“Land of Calves”) by the Doulakki, becauseof the abundance of cattle they found whenthey first arrived there. The Doulakkifounded several cities and towns on the coastbut, as was their custom, they left the controlof the hills and mountains of the interior tothe aboriginal Hesperians. With the arrival ofthe Three Tribes of the Southerners, theVitalians mingled with the newcomers toform a new population that is now part ofthe Thyatian stock.

Here the Vitalians of the big cities have anaristocratic, oligarchic ruling class, whilethose of the smaller towns and rural areasshare the ruling system of the populations ofMagnum Thyatium, with a meddox electedby the whole population of a territory. Theseminor cities and towns are all either directlysubject to the League of Thyatis or to themajor cities of the region.

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The most fertile and strategically importantarea of Vitalia is on the west side to theVitalian hills, where the volcanic soil favoursthe growth of wheat, and many types of fruitsand vegetables. Cattle is the most commonfarm animal; famous are the Vitalian buffalos,used to produce the famous mozzarellacheese. In this area are no less than fourmajor settlements:

Nuvkrinum (pop. 9,000) was founded byEtrusna in 603 BC as their easternmostcolony in the south, with the explicit intentto stop Doulakki colonization in the west. Itwas defeated by a Doulakki-Vitalian coalitionin 474 BC, and occupied by the Vitalians. Ithas been a member of the League of Thyatissince 307 BC.

Kyme (Κύμη, pop. 15,000) was founded in740 BC by the Doulakki, who had in Kymetheir westernmost settlement on thesouthern shore of Hesperia. Kyme was

conquered and occupied by Vitalians in 421BC, and became part of the League of Thyatisin 334 BC. The sanctuary of the Sybil, a fewmiles out of Kyme, is one of the mostimportant shrines in Hesperia. Dedicated toNyx, it is presided over by a single virginpriestess at the time, who is known toprophesize in divinatory trance, although herprophecies are rare and obscure. Accordingto Doulakki lore, the Sybils were able todivine much more often and more clearlybefore the Sand Deluge. Doulakki andEtrusna interpret this as a clear sign of thenewfound disfavour of Immortals towardshumankind.

Kapwa (pop. 12,000) founded by Etrusna,was occupied by Vitalians in 425 BC and hasbeen a member of the League of Thyatissince 338 BC. An artistic, sprawling culturalcity, it is one of the most liberal places inHesperia, with advanced civil rights andfreedoms, including total gender equality. Itis a haven for the persecuted, the exiles andthe losers at the political game from all ofHesperia: a land of peace and freedom or aplace of dissolution and indecent sexualcustoms, depending on your take on thematter. Despite its membership in theLeague, it has managed to uphold its valuesand traditions even when this put it at oddswith other cities of the League, including themajor partner.

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Parthenope14 (Παρθενωπη, pop. 16,500)was founded by Doulakki from Kyme, andhad a boost in population and importanceafter Kyme was conquered by the Vitalians. Itjoined the League of Thyatis in 326 BC.

To the east of the hills, in south-easternVitalia, there are two major Traldar-Doulakkicolonies:

Rhegion15 (Ρήγιoν, pop. 7,800), wasfounded in 730 BC, and have been subject toSarausa since 387 BC. Sarausa took controlof the city because of its strategic position,which controls access both to Vanya’s Girdleand to the Gulf of Karn.

Kroton (Κρότων, pop. 12,000) was foundedin 718 BC. One of the most powerful cities ofthe region, it lost much of its politicalimportance after being defeated by Sarausain 383 BC. Its ambitions curtailed, itdeveloped as an important center for thestudy of philosophy, mathematics andmedicine. It joined the League of Thyatis in277 BC, after another military defeat. Krotonalso hosts one of the biggest religious units

in Hesperia, the Sanctuary of Djae Lacinia,made up of a holy forest, pastures for holyanimals used for sacrifices and divination,several temples and a lighthouse. TheSanctuary is managed by the priesthood ofDjaea, although there are other priests livingand performing religious duties in the minortemples of the area.

In this part of Vitalia there are also the ruinsof Sybaris, once one of the mightiestDoulakki cities in Hesperia (founded in 720BC and destroyed by Kroton in 510 BC).

In the hilly areas between Kroton andParthenope, there are also two clans ofMastini lupins. Their main cities are:

Valeria (pop. 5,200), located in an alluvialbasin at the foot of the hills, is the capital ofthe Hirpines lupins, who were defeated in292 BC by the League of Thyatis and forcedto join it. The area is very green and the maincultivations are nuts and chestnuts, tradedwith the coastal cities of the south. It is notso much a city as a group of close villagesand farms, who meet as a town council forrule, and in the Temple of Valerias, thepatron of the Hirpines, for religious rites(hence the name of the “city”). Theanarchical and communal organization of theHirpines has much to do with the worship ofthat chaotic, free-spirited Immortal.

Constantia (pop. 7,000) is the capital of theBrutii lupins, founded in 356 BC to establisha central, unitary stronghold to defendthemselves better from the other populationsof Vitalia. Constantia was conquered in 270BC by the League of Thyatis and it wasannexed into the League. The heavilyfortified city sprawls over hills of around 200-

1 4 Close to the s i te of ancient Parthenope,the Imperia l Thyat ians wi l l found the c i ty ofLucinius. Parthenope is now the name of thequarter of the new ci ty that corresponds tothe s i te of the old c i ty.1 5 Lucinius Outpost in AC 1000.

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250 m asl of height, and is characterized byclose houses with narrow and tortuousroads. Its position, very close to highmountains, gives it a somewhat unpleasantclimate, with hot, dry summers with little tono wind nor precipitation, and cold, snowywinters. The main cultivations of the area areolives, figs, red and white grapes.

North of the hills, to the north-east of Vitalia,lies the region known as Iapygia, from thename of the Iapyges, the lupin tribes that areits oldest settlers; their capital is Hyria (pop.6,000).

The Iapyges lupins and the main city-state ofthe area, the Doulakki city of Taras16 (pop.9,000, founded 706 BC), fought a long seriesof wars against each other. This led to bothof their demise: divided and enfeebled, theywere finally subdued by the League ofThyatis ten years ago (in 260 BC).

Future geographical reference: County ofLucinius.

Retia and Halatia

Population: 94,000Languages: Thyatian (Retian dialect);Etrusna (Common Etrusna; Halatian dialect);Doulakki; Lupin (Iapigian dialect); Karnic.

North of Thyatium, the land is known asRetia, from the name of the Retians, theThyatian-Hesperian clans living here. Retiawas one of the first areas of expansion of theThyatian tribes, who joined the locals intrying to repel the goblinoids from the hillsof the region. The Etrusna also have severalstrongholds in the area. The main cities ofthe region are:

Verona (pop. 17,000), capital of the Retians,is one of the most ancient Hesperian cities ofBrun. It has been allied to Thyatis (but as anequal partner, and not as part of the League)since 390 BC. Built on the Polythius river, thecity is famous for its mills, bridges and canals.

1 6 Hi l lcape in AC 1000.

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Spna17 (pop. 15,000), founded by theEtrusna in 540 BC, survived a majorgoblinoid invasion after the Sand Deluge andremains independent to this day, being theonly mainland Etrusna port on the Sea ofDawn.

Felzna (pop. 14,700), is the main settlementin the region between the Trevanion andMesonian rivers, in a valley that connectsKerendium with Retia. Felzna clings to itsindependence thanks to its strategic position,although it is under constant threat ofgoblinoids from the Altan Tepes. It is closelyallied to Spna. In the plains between the twocities, many types of ham, cheese andsparkling red wines are produced, makingthe area one of the most renowned inHesperia for food.

Hatria (pop. 13,000), originally an Etrusnacity founded in 530 BC; many Sarausan exilesfound refuge here in 385 BC; the unlikelyEtrusna-Doulakki alliance prospered, andHatria expanded its port and emporium,becoming the most important city of theregion; however, Hatria was then conqueredby a Sarausan expedition which employed avast army of goblinoid and Aseni

mercenaries. Since then, the city hasbelonged to the Sarausan kingdom.

Karntika18 (pop. 14,500, 60% hobgoblins,30% humans, 10% goblins), stronghold ofthe civilized goblinoids known as Karns, theonly goblinoid enclave of the region. TheKarn hobgoblins constitute the aristocracyand military of the city, while Hesperians andDoulakki make up the merchantile class ofthe city and goblins are used as slaves andcheap labour force. The city has a loosealliance with Sarausa and is used as a sort ofenforcer towards Hatria. In recent years,elves from Vyalia have visited Karntika andhave been seen to act as advisers to thehobgoblin leaders, something that haspuzzled most.

North, towards the mountains, is a regionknown as Halatia, where the Halatians,hardened frontiermen of Etrusna ethnicity,strive to keep goblinoids away from theThyatian lands to the south. Halatia is mostlyoccupied near the Altan Tepes. In thenorthern part there are impressive carbonaterock dolomite mountains, with eighteenpeaks that rise above 3,050 m (10,000 feet)of height above sea level.

1 7 Retebius in AC 1000. 1 8 Kantr idae in AC 1000.

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The main city of the Halatia is Antenora(pop. 11,000), a trading city where theHalatians trade with the Retians and Etrusna.According to legends it should be one of themost ancient settlements of Hesperia, as itsfoundation date is given as 1132 BC.

Future geographical reference: Duchies ofRetebius and of Kantrium (Retia), andCounty of Halathius (Halatia).

Cania

Population: 250,000Languages: Taymoran (Zygian dialect);Doulakki; Thyatian (Canian dialect); Lupin(Messapian dialect).

Cania is the northeastern peninsula ofHesperia, and the most fertile area ofsoutheastern Brun, insofar it is sometimescalled ‘the grainland of Hesperia’: Caniaproduces all types of grains, fruits andvegetables. It is a rich and varied land, withplains, hills, mountains, so that almost anypossible type of cultivation is produced here.Cania even has an active volcano on theeastern slope of the Altan Tepes towards thesea: the Setla, located about halfway between

Tameronikas and Karntika, was consideredby the Doulakki to be once the seat of theImmortal Setlannis on Mystara, before theImmortals shunned forever the company ofhumankind. On the extraordinarily fertileslopes of the volcano, pistachios, lemons andoranges are cultivated with exceptionalyields. The important agricultural center ofKatane (pop. 4,000), a Doulakki colonyfounded in 729 BC, is located at the feet ofthe volcano. Given its strategic position,Katane has had a troubled history, havingbeen invaded and occupied alternately bySarausa and Zyz. Currently it has tried toimprove its standing by applying to join theLeague of Thyatis in 263 BC. The Thyatiansoccupied the city with a garrison andimposed a tax, while pretending to still be‘considering’ the application. In fact, theLeague is thinking to use Katane as a stagingpoint for a possible expansion to the east.

Cania has been a major area of strife betweenDoulakki and Taymorans for centuries, sincethe Thothian Empire left Assinia and theystarted warring against each other. In theinterior, as is often the case where Doulakkiand Taymoran cities control the coasts, thereare aboriginal Hesperians called Canians,now heavily mixed with Southerners fromthe Three Tribes. The northern part of Cania,where Tameronikas lies, is a major battlefieldbetween Doulakki and Taymorans, andbetween people of Hesperia and hostilegoblins and Assinians from the north. In oneinstance, a major Assinian invasion managedto take for some time Sarausa before one ofthe earliest coalition of all Hesperian peoplesmanaged to take the city back.

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The city of Zyz19 (pop. 83,600) is thestrongest Taymoran outpost in Hesperia. It isa cosmopolitan trading centre, thepassageway between Hesperia and Hemeria,and the biggest center of Taymoran lore inthe world. Zyz is ruled by an aristocraticcouncil, presided over by two sufets,democratically elected for one year by thecitizens’ assembly. Military leaders areelected separately and raise mercenaryarmies with public funds. Most of themercenary forces of Zyz are made up of Aseniwarriors. Zyz was founded by Taymoranscoming from Mosya, and is still stronglylinked to the Taymoran island-state in thewestern Sea of Dawn. Zyz and the Taymoransare the main rivals of Thyatis, Kerendas andSarausa as the major regional power.Tension between Zyz and Thyatis has builtup much in later years, and since 264 BC thetwo cities are de facto in a state of cold (andsometimes even real) war.

Lilithei (pop. 6,800) was founded in 397 BCby refugees from the island-city of Motye,whose ruins remain outside the coast in frontof Lilithei. Motye was an ancient Taymorancity, later destroyed by the Doulakki ofSarausa. The people of Lilithei have since putthemselves under the protection of Zyz.

It is said that in the underground of Motye,in some caves of the island, there are stillancient Taymoran horrors, likewerecreatures, giants, albinos used forexperiments, and secret temples to beingsmuch older than the Immortals. TheTaymorans sneer at these rumours, wavingthem off as Doulakki propaganda. However,it is true that a few Taymorans visit the cityfrom time to time, and some scholars, priestsand wizards from Zyz and Lilithei holdestates in Motye.

East of Zyz lies the Doulakki city of Sarausa20

(Σαραύσα, pop. 100,000), which has beenthe major rival of Zyz since before the GreatDrought, and is the second biggest city ofHesperia. Sarausa, founded in 734 BC, is bynow the most important Doulakki city ofeastern Brun; a major center for science andarts, with several theaters, a philosophical

1 9 Tel Akbir in AC 1000. 2 0 Punta Aurorae (Dawnpoint) in AC 1000.

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school, a technology college and amathematics and astronomy school that evenAlphatians and Thothians don’t dare lookdown upon.

Sarausa is the major agricultural center ofHesperia; the Sea of Dawn is especially richwith fish here, and the Sarausan tuna isrenown to the point that Alphatian vesselsrisk the pirate-ridden seas to buy tuna fish fortheir gourmet masters.

Sarausa is ruled by the brilliant and deviousIeron II, a 58-year old military leader whowas elected tyrant in 270 BC, and isconsidered one of the most influentialpersonalities in all Hesperia.

Segesta (pop. 5,300) is a Canian-Doulakkitown allied to Zyz. Founded by Caniansaround the VIII century, it moved underDoulakki influence as the Thothian controlover the region dwindled. Rivals of Sarausa,the Segestans put themselves under theprotection of the Zygians since 409 BC. Thehistory of Segesta is filled with tragicepisodes, like the sack of the city in 307 BCby the Sarausan tyrant Agathokles, who killedor sold as slaves half of its population.

Hybla (pop. 6,000) is a Canian center that issubject to Sarausa since 664 BC. It washistorically the capital of a major kingdomwhich controlled all the central part of Cania;nowadays it is settled by descendants of theoriginal population of the city and ofcolonists sent by Sarausa. Contrary to thenearby Mene (pop. 2,000), who led arebellion against the Doulakki of the regionin a long war (460-440 BC), Hybla neverrebelled to Sarausa, and prospered becauseof this. Although two centuries have passed,and Mene is now firmly under the control ofSarausa, the rivalry between Meneans andHybleians is still very strong. Many Meneansfled to the Taymoran-controlled part ofCania, and several have establishedmercenary dynasties based in Zyz, Segestaand Lilithei.

Nisa (pop. 5,500) is the most ancient city ofCania: historical documents say that the townalready existed as a major settlement whenThothians started exacting tributes from theHesperian tribes around 1000 BC. Foundedby aboriginal populations related to theAlbai, it is now mostly of mixed Canian (i.e.,Thyatian) and Doulakki ethnicity, althoughblondes, gingers and light-eyed people aremore common than in other areas of Cania,betraying the blood of the ancient foundersof the city. Another connection with the Albailies in the fact that the main patron of Nisa isByll (Ixion). Nisa is the name of one of sevenstars in the constellation of the Bull, sonamed from the names of seven nymphswho, according to Canian legends, lived inthe woods around the hills of Nisa itself.Some Doulakki priests say they are still there,although they have cut out any contact withcommon mortals after the Sand Deluge andthe departure of the Immortals from Hesperia.

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Culturally, another city geographicallylocated in Assinia is also part of the DoulakkiCania: Tameronikas (Ταμερόνικας, pop.20,000), founded by Doulakki colonists in581 BC. It was almost destroyed in 406 BC byZyz, and its population and power in theregion was much diminished, until it wassubjected to the power of Sarausa as aprotectorate in 339 BC. The Sarausan tyrantsenlarged the city and sent many colonists toTameronikas, but the city’s aristocracy triedto wrest themselves away from theirneighbours’ influence. This led to a new warwith Sarausa, after which Tameronikas lostand was put directly under Sarausan rule in280 BC.

In the western part of Cania, at the borderwith Retia, is a buffer state controlled by theMessapians, a major clan of Mastini lupins,whose main settlement is the stronghold ofLupiae (pop. 5,000), founded according tolupin legends as far back as 1200 BC. TheMessapians speak their own language,related only to the lupin language of theIapygian lupin tribes that live in Vitalia.

Future geographical reference: Duchy ofTel Akbir, Emirate of Nicostenia.

Western Altan Tepes

Government type: Lupins are organizedinto confederated tribes, sometimes led by apowerful city-state king. Goblins live incommunities most often led by hobgoblinkings.

Population: 54,000 (32,000 lupins, 12,000goblinoids, 7,000 orcs, 3,000 humans)

Languages: Taurian; Altenian (a goblinoidvariant of the Taurian language); Albai;Etrusna

The region comprised between theTrevanion river and the lands of the Vyaliaand the Albai is the fighting ground ofgoblinoids and lupins. The Tauri lupins ofthe area have managed to repel the orcs andgoblinoids, who have been a major problem

in the region since 492-490 BC, and tocontain their activities.

Most of the area is wilderness andmountains; however, there are fertile landscultivated by the lupins, and there are severalimportant settlements: from east to west, themain cities are Brixia, Biania and Taurasia,located on the Kerenda river, which prospersfrom the control of the pass to the Traldartrading post of Salonikos on the western sideof the Altan Tepes. This area is often calledsimply Tauria.

A few humans of Albai or Etrusna ancestryhave farms or villages in the areas closer tothe southern plains, and live free and

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dangerous lives near the lupin clans oramong them.

The Altenian goblinoid clans live mostly onthe mountain areas, in caves and dungeons,and often have strongholds that are onlypartly on the surface, extending furtherunderground. Smaller or less powerful tribeslive on the surface in small villages made ofhuts or underground in big natural caves.

In the westernmost part of the northernAltan Tepes, orcish clans dominate theregion. These orcs occupy lands that,according to Taymoran scholars, were onceunder the control of a declining giant race.Even though the occasional giant has beenseen in the Altan Tepes, no trace of giantstrongholds have been recorded since thetime of the Great Drought and the arrival ofthe humanoids. As it is extremely difficult toventure in the orc-controlled mountains, it isnot known whether the giant clans live therein total isolation from the rest of the world,if they have migrated, or if they are extinct.

The buffer states of the lupins were a majorfactor of growth for the coastal cities, mostlyuntouched by the goblinoids’ activities.However, the game went terribly sour forthem in 394-390 BC, when lupin clans led byBrennan, a particularly skilled war leader(counseled by Sarausan tacticians),descended on the unsuspecting centralcities: they lay siege to Verona and sackedClevsin and Thyatis before retiring northundefeated.

After that, the lupins dedicated themselvesmostly to fight the goblins and consolidatetheir grip on the fertile areas. However, inrecent years a flurry of messengers and

caravans to and from Sarausa and Karnticahave made the Thyatians and Etrusna wary. Itmight be that the Tauri will become aproblem again soon.

Future geographical reference: Barony ofBiazzan, Barony of Buhrohur, northwesternImperial Territories, central ImperialTerritories.

Vyalia

Government type: Several independentclans, ruled by a clan master presiding over aclan council.Population: 10,000 (99% elves)Languages: Elven (Vyalia dialect)

The western forests between Traladara andHesperia are the home of the elven clan ofthe Vyalia. The Vyalia are the most powerfulwizards of the region: Doulakki, Taymoranand Etrusna mages have noticed that theelven powers have increased after the SandDeluge and Great Drought, contrary to theirown. Some scholars have pointed towardsthe increasing power of the Alfheim elvesfurther west in Brun, but if there is arelationship it must be indirect, as the Vyaliaare no more than on mildly friendly termswith their distant brethren. On the otherhand, Vyalia have very close relations withthe Meditor and Verdier elves of Teria andMinrothad.

The Vyalia’s stronger allies in the region arethe Albai: the Vyalia have representatives inall the coastal Albai ports, in order to easethe trade and other common activities withthe Meditor and Verdier. The Albai respectfor forests and nature have greatly smoothed

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the relations with the Vyalia, contrary tothose with the Traladarans more west, whohave a superstitious, fearful and oftenaggressive behaviour against forest creaturesand elves alike.

The Vyalia elves also keep friendly relationswith the Tauri lupins at their north. Contraryto the coastal human cities, the Vyalia knowthat they must provide something back forthe role the Tauri play in the political balanceof Hesperia: they send scouts, magic-usersand even elven weapons and armour to thelupins to help them secure their lands andkeep off the goblins.

Although most of the elves live in smallcommunities in the forest, there are a fewmajor centers, mostly trading posts wherethe most open-minded and friendly Vyalialive, sometimes used for important clanmeetings. These are Ryania in the far west,bordering with the lands of Traladara;Vyalia, the outermost post of the elveswhere humans and lupins trade; Calentaen(“green heights” in the Vyalia dialect), the

main meeting point for the clans, also usedfor all political and diplomatic meetings withthe Albai and Tauri; and Taurost (“foresttown”), the main place of contact betweenthe Vyalia elves and Albai. An importantmarket takes place in town once a month,when Albai from Stalia and Tauri fromTaurasia bring their goods to town and stayfor three days. A couple of human-ownedtaverns and a lupin guesthouse can be foundin Taurost, and a few families of Albai havesettled in town permanently.

Future geographical reference: County ofVyalia, Vyalia lands in Karameikos

Alba

Government type: Free tribes, scattered invillages and cities that can have a tribalcouncil, or a king, or both; some of the tribesand/or cities are loosely allied against theKerendans.Population: 35,000Languages: Albai, a language distantlyrelated to Antalian and Thyatian.

A heavily forested region, Alba, the land ofthe Albai Tribes, is comprised between theSea of Dread and a long series of low hills tothe north. It borders the lands of theTraladarans to the west and of the Vyaliaelves to the north, making it one of the mostexposed to dangerous monsters coming fromthe forest of Dymrak. However, Albai andVyalia have managed to dodge most of thedangers coming from the forests and toexploit them for defensive reasons againstmenaces to their independence whether theycame from orcs and goblinoids further north,or from Kerendans and Etrusna east.

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Where Alba is washed by the Sea of Dread,the climate is typically coastal, with warm butpleasant summers and mild winters; more inthe hinterlands, it can be much colder duringwinter. Alba is one of the most rainy areas ofHesperia, especially from late autumn toearly winter. On the terraced farmlands ofAlba, olives, grapes, lemons, chestnuts areproduced. Most Alba living on the shores arefishermen or pirates (many are actually both).

The most important settlement of the area isStalia21 (pop. 7,000); the gatewest to thewestern interior, it has an important fluvialport, well-connected to Velathri. Its strongfortified walls and perfect position makes itwell-capable to halt any aggressive Etrusna orKerendan activity towards the Albai. Kainua(pop. 1,600) is the main naval port,connected to Stalia by a paved road patrolledregularly by Albai warriors. Albinga (pop.1,200) is the westernmost settlement of theAlbai, on the coast far into the Dymrak forest,and a trading outpost with the Traladara.

Future geographical reference: Duchy ofMachetos

Kerendium

Government type: The city-state ofKerendas controls directly several cities inthe area; others are city-states, nominallyindependent but in fact under Kerendancontrol; still others are truly independentcity-states.Population: 200,000 (99% humans)Languages: Etrusna, Thyatian (Kerendandialect)

Kerendium is the name given to the area ofinfluence of the Kerendans, in westernHesperia, and takes the name from the majorcity of the region, mirroring the ‘OldThyatium’ name given to the area controlledby the Thyatian populations in the east. Theold name of the region is Etrusna, although

with the increase of power of the Kerendansand the decline of the Etrusna civilization, itis used less and less to indicate the region.

Kerendas (pop. 75,000) was the Doulakkiname of an Etrusna port close to a cityknown as Vipsl (pop. 3,300), built on thehills behind the current Kerendas. The areawas conquered by an alliance between theThree Tribes and local Hesperians of centralThyatis; after the conquest they expandedthe port into a whole city from which theystarted the expansion into the area. Vipsl stillexists as a formally independent Etrusna-Kerendan settlement close to the maincapital of the Kerendans, and is still amember of the Etrusna Dodecapolis.Kerendas is ruled by an aristocratic council,whose members are the leaders of thefamilies which descend from tribe andwarband leaders who conquered Kerendasand Vipsl in 596 BC in the first place,

2 1 Machetos in AC 1000.

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including a good number of families ofaboriginal Hesperian or even Etrusna origin.

The second most important Kerendan city isAd Pisas22 (pop., 5,000). Formerly anEtrusna portal town, its harbour is built atabout 4 km (2,5 miles) from the city proper.The Kerendan shipbuilding facilities are alllocated in Ad Pisas.

Rusle (pop. 3,400) is a portal city whichtrades mainly in timber and grain from theinterior. The port is associated with a templededicated to Ordana, set on a rockypromontory to the south, which acts as amarker for the coastal trade in the area. Thecity was founded in the VII century, and itscyclopean walls were built by a giant clanrecruited from the Altan Tepes (one of thelast times giants were ever seen in coastalHesperia). Rusle was a member of theEtrusna Dodecapolis from 396 BC (when itreplaced Veii) until it was conquered by theKerendans in 294.

Tlamon (pop. 8,000) is a fully independentcity which holds one of the most important

Etrusna religious sanctuaries, dedicated tothe head of the Etrusna pantheon, Otinia(Odin), and is especially holy to all Etrusna.The presence of the sanctuary and of holywarriors, disciples of Otinia, has beenassociated to two VI century sieges thatended very badly for the aggressors (Etrusnaonce, Kerendans the second time): it is saidthat Otinia himself assumed mortal form tofight for the city on those two occasions. Thismyth has contributed to Tlamon keeping itsindependence. The city is built close to long,beautiful sandy beaches, lined by pine trees,and is walled only on the sides towards theinterior, to allow more easily for sea trafficand supplying in case of siege.

Clevsin (pop. 19,000), located at about 400m of height on the north-eastern hills ofKerendium, was the major Etrusna city fromthe VI to the IV century BC, before the risingstar of Kerendans and Thyatians shadowedits prestige and power. Like most otherEtrusna cities, it lost its independence but inname, becoming a member of the League ofThyatis since 294. Clevsin has the mostadvanced drainage-sewer system in Hesperia.The system, located under the city, is part ofa major dungeon, which hosts among otherthings a labyrinthine necropolis, at the centerof which is a sanctuary to Nyx. The dungeoncontinues far into the interior of the hillside.It is said that the aristocratic families whorule Clevsin deal here with dark creaturesfrom the underground - a demon, an undeadlord, or some other strange creatures of theabyss.

Kurtun (pop. 5,000) is located on the north-eastern hillside of Kerendium, at about 500

2 2 Br id leton in AC 1000.

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m of height asl; a trading center of theinterior, it hosts a big market where Taurilupins and Etrusna from Faleroi and Felznameet to trade; the city is under Kerendancontrol since 294 BC, but nominallyindependent; it is famous because it is alliedwith a sphinx lineage which has lived nearbyfor centuries.

Aritim23 (pop. 13,000), is also underKerendas rule since 294 BC, but stillnominally independent; it is the seat of theChimaera, an organization of monsterhunters and adventurers devoted to Laran(Ixion) that takes its name from the fact thatits founders killed an enormous chimaerawhich harassed the people travelling toAritim; the horses bred in Aritim are knownto be of exceptional quality.

Faleroi (pop. 17,600) is an independent cityof mixed Etrusna-Hesperian ethnicity, whichhas risen in importance since 294 BC, takingthe role previously held by Clevsin. Althoughmostly aboriginal Hesperian, the population

sided with the Etrusna after the arrival of theThree Tribes, and is now a major member ofthe Etrusna Dodecapolis. The city isextremely well-defended, as it is located on aplateau, about 1100 m by 400, not higherthan the surrounding country (140 m) butseparated from it by gorges over 60 m indepth, and only connected with it on thewestern side, which is strongly fortified witha mound and ditch. The rest of the city isdefended by walls constructed of rectangularblocks of tuff. Numerous tombs hewn in therock are visible on all sides of the town.

Vatluna24 (pop. 4,100), under Kerendassince 294 BC, but nominally independent, islocated at about 300 m above sea level, at 16km (10 miles) from the Sea of Dread. It is arich city, known for its goldsmiths andmetalworkers.

Fofluna25 (pop. 9,300) has managed toretain full independence up to now. It is theportal city that controls the iron trade withthe island of Teria, and a haven for Etrusnaand Albai pirates; thanks to its ties with theisland and its alliance with the Albai and withthe city-state of Velathri, it is very difficult toconquer. Besides the iron trade, it hosts themain stores for Minrothian and Meditormerchants that wish to trade with theinterior; merchants pay hefty sums for theFoflunian protection from pirates, somethingthat the powerful navy can insure all over thenorthern Sea of Dread - not least becausemany pirate ships are from the city itself, orare its allies.

2 3 Acestes in AC 1000.

2 4 Bayvi l le in AC 1000.2 5 In AC 1000 Fof luna, known as Popluna,is a smal l town located near the for t ress ofKerendas Outpost .

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Velathri (pop. 24,000) is the most importantwesternmost Etrusna city, and maybe themost important Etrusna city in Hesperia.Velathri, a powerful ally of Fofluna, controlsthe area from the border with the Albai, onthe road from Kerendas to Stalia, to the porttown of Vada (pop. 2,200), which lies acrossKerendas on the other bank of the riverKerenda. Fully independent, the city hassigned a treaty with the League of Thyatis -but on an equal basis, in anti-Kerendanfunction. Velathri is ruled by an aristocraticregime, and its most important family are theCeicna, who say they descend from Cicne (amortal form of the Immortal Diulanna,worshipped by the Albai with that name).The Ceicna family have branches in Felznaand Spna, where they still have a major say inthe local politics.From the cultural point of view, Velathri isfamous for the mining of alabaster, silver andcopper, and for its artisans. It is known thatthe Doulakki desert city of Cynidicea, insouthern Assinia, has a pyramid completelycovered in Velathrian white alabaster, inorder to reflect the moonlight.

Future geographical reference: Duchy ofKerendas

Teria

Government type: Elven families rulethemselves; Etrusna villages and strongholdsare under the authority of the city of Arge,ruled by a council made up ofrepresentatives of Velathri, Fofluna, of thepopulation of Teria and of iron miners.Population: 12,000 (60% elves, 40% humans)Languages: Etrusnan

Teria is an island southwest of Kerendas,controlled partly by Etrusna and partly byVerdier Elves. Originally it was settled by asmall clan of Albai, but these have long sincebeen absorbed by the Etrusna colonists. Thediscovery of iron on the island was one of thefactors that led to the rise of the Etrusnasociety during the time of the ThothianEmpire.

The isle itself is very beautiful, with widebeaches of white sand. Bluffs rise up fromthese coasts, and much of these uplands aredensely forested. The hills and lowmountains of the island reach a height ofabout 1000 m asl. Like most coastal islands ofthe Sea of Dread, its climate is mild in winterand not exceedingly hot in the summer;however, during the summer, humid siroccowinds blow often from southeast, making theweather uncomfortable. Waterspouts on thesea close to the coast are not infrequent.Much of the island is ringed with coral reefs,home to a multiplicity of fish.

The biggest settlement of the island, Ilva(pop. 3,000), sits in a sheltered cove on thenorthern coast of the island, facing awayfrom major storms that occasionally sweepthrough this part of the Sea of Dread. TheEtrusna have built small forts in strategicpositions on Teria, in order to be able toprepare defenses in case of northern

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invasions. The Verdier who live on theforested slopes of the south and west areallied to the Etrusna and their ties withAlfeisle and the Minrohians makes it difficultto expect invasions to the south.

The strategic position of Teria, both for theiron trade and for military naval operations,have favoured the rise of Velathri andFofluna, probably the two most importantindependent city-states of the southernHesperian coast.

Future geographical reference: Terentias

Hattias

Government type: The land is divided in apatriarchal feudal system, with dukes at thetop. Counties and baronies are all formallytied to a duchy, but every noble strongenough to defend his land on his own is defacto independent.

Population: 130,000+ (110,000 humans -43,000 Hattians, 67,000 mixed Hattian-Tallians; 20,000 Tauri lupins; plus anunknown number of gnomes)

Languages: Hattian; Thyatian (Tallian dialect)

A hilly, somewhat infertile island, Hattias isthe biggest Hesperian island. Vineyards andcherry and lemon orchards dominate thenorthern shore, closer to Vitalia and morefertile. The west is mostly barley crops, asHattians, contrary to the other Hesperianpeoples, prefer beer and ale to wine; pearsand peaches are also grown here. The moresouth, the less land is cultivated; the mainproduct here are potatoes, and sheep andgoat grazing becomes a common sight.Forestry and hunting are practiced especiallyin the eastern hills, and Hattians sell timberfor shipbuilding to the Taymorans of Mosyaand Actius.

The island is ruled by Hattians, one of theSoutherner Three Tribes, who renamed theisland formerly known as Tallia afterthemselves. Hattians occupied the area andconquered the pre-existing populations:most of these are now serfs in the feudalstructure of the island. Among the subjects,the local Tallians were co-opted into theHattian serf class, that is now mostly theresult of a mix of Hattian serfs and aboriginalHesperians.

There is also a significant number of Taurilupins, who call themselves the Belgi(singular Belg). A significant number is partof the serf class, but in the Arduenna, theeastern and southern forested hills, mostLupins live free, although all of theirterritories are claimed by this or that Hattian

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feudal lord. The Lupins have also beenjoined by a few Tallian refugees; however,most humans who escaped from the hands ofthe Hattian rulers have long since left Hattiasfor the Doulakki and Thyatian lands, where afew still harbor the dream of building anarmy to reclaim their ancestral lands.

On the southern coasts of Hattias, there wereseveral Doulakki colonies, but they too wereconquered and the population enslaved,driven away, or killed. Contrary to Kerendansand Thyatians, the Hattians are notinterested in co-opting the cultured,aristocratic Doulakki into their possessions.The Hattians fear them, considering them apotential challenge to their dominating role,and a possible source of backstabbers in the(mostly undeclared) naval war betweenHattians, Doulakki and Taymorans in the Seaof Dawn.

The island is divided into a number ofindependent feudal kingdoms, ruled by kingscalled Herzogs, translated as ‘Dukes’ in theThyatian language. The most important ofthese is the Duchy of Hattias. The Duchy’scapital Hattias (pop. 23,900) is locatedinland, in order to be better defended in caseof attacks from the sea. The Duchy controlsalso the Baronies of Port Hatti (pop. 8,300)and Vinton (pop. 4,360), and the County ofPilion (pop. 9,700), formerly a Doulakkicolony.

The second most important fief on the islandis the Duchy of Graustein, with its capitalGrau Bucht (pop. 15,580), which alsocontrols the former lupin city of Trier (pop.4,400). The previous Duke of Graustein,Hamlet von Grauenberg, has enraged hispeers and many of his subjects by trying to

co-opt the Belgi lupins in his kingdom: hehas granted the Lupin lords of Divodurum(pop. 3,200) and Durocortorum (pop.3,300) the title of Barons about twentyfiveyears ago, in the hope of calming down thelupin guerrilla. However, the lupins ofNoviodunum (pop. 4,000) refused the sameoffer, and have since taken the lead in theguerilla operations. Admittedly, the lupinguerillas have turned their attention to theduchies of Hattias and Sudenfeld, and beenreluctant to attack Graustein, whose troopsnow often have lupins with the status offreemen on its side.

Close to the lupin city of Noviodunum is amajor gnomish dungeon, known asIniectum (“inserted”, referring to itsunderground location) to the aboriginalpopulations since before Hattians arrived onthe island. The dungeon hosts an unknownnumber of gnomes belonging to theBrinnisril (‘shining jewel’) clan. TheBrinnisril shun every contact with theHattians and continue the tradition of a long-time isolationist policy towards humans, butit remains on friendly terms with thesurrounding lupins. The Belgi consider themthe progeny of the Immortal Toutatis

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(Wayland) - something that the gnomes havealways found amusing, and tried countlesstimes to explain the lupins it is not so - andso the lupins have always had a specialrespect for their privacy and theirunderground territory, to the point that theyconsider their duty to protect the littlepeople from enemies. In exchange for this,the gnomes provide the Belgi with fineweapons, shields, jewelry, and the occasionalhelp with civil engineering (wells, mills,roads - and even a few war machines, likecatapults and ballistas).

The third major fief of the island is the Duchyof Sudenfeld (with its capital town of thesame name, pop. 5,330), in the south, whichhas the ambition to control the trafficbetween the Sea of Dread and the Sea ofDawn. However, the Sudenfeldan navy is notstrong or big enough to prevent theTaymoran and Meditor vessels from circlingaround cape Hattias; while the Doulakkiprefer to sail through Vanya’s Girdle.

The Barons and Comtes who rule theinterior and the eastern coast are de factoindependent, and often at war against oneanother even when they are vassals to thesame ruler. This is seen as especiallyinconvenient to the rulers of Graustein andHattias, who would want to concentrate theirefforts on attacking the eastern islands instead.

Kartanya

Government type: Thirteen independent“city-states” (often little more than smalltowns) rule over most of the island. Smallervillages on the mountains are de factoindependent, although they might be

claimed by one of the city-states.Population: 29,000.Languages: Kartanya, Taymoran (Karalisdialect), Doulakki

The northernmost of the eastern Hesperianislands, Kartanya is ancient from a geologicalpoint of view, seismically stable and notearthquake-prone. Its highlands average atbetween 300 to 1,000 metres (984 to 3,281feet), with the highest peak being 1,834 m(6,017 ft) high. The coasts are mostly highrocks, but several large, shallow, salt-waterlagoons can be found on the western andnorthern shores.

Kartanya is literally the feminine adjective for“Kartanian”, as the island takes its name fromthe aboriginal Kartana people who rule overapproximately two thirds of the island. Theother third is settled by a mixed populationresulting from the mingling of Taymoranrefugees and the Kartana who were subjectto their rules for centuries.

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Kartanya is a turbulent island where anuncertain truce between Taymorans andKartana dominates the regional affairs. Thecity-states trade and war with one anotherperiodically; pirates from the island oftenraid the coasts of Cania or of the Isle ofDawn.

The Kartana city-states are Turralva (pop.3,000), Nora (pop. 6,400), Selene26 (pop.700), S’Orcu (pop. 520), Nurr (pop. 560),Izzana e Maiori (pop. 2,000), Palmavera(pop. 700), Andreolu (pop. 1,240); theTaymoran cities are Karal27 (pop. 5,480),Sulcis (pop. 2,500), Sulcis Medusae (pop.1,200), Othoca (pop. 1,060).

Karal, the Taymoran capital on the island, isallied to Zyz on Cania, as are all theTaymoran communities on the island,something that doesn’t prevent them fromwarring against one another if some issuearises. The Taymoran refugees that arrivedhere many centuries ago brought with themsome Fomorian giants when they arrived; afew fled to the mountains, where theirdescendants carve out a solitary existenceand shun all humans; others are still inservice to the Taymorans. There are probablyabout 60 giants left on Kartanya all in all.

Villages of the Kartana are built of roundthatched stone huts around cylindrical tower-fortresses called nuraghi (singular nuraghe),often reinforced and enlarged with

battlements. Smaller nuraghi are used aslookout fortresses and indicate theapproximate territorial extension of acommunity, as crop fields and pasture land isgenerally found between the lookout nuraghiand the central village. Nowadays, over 1,000nuraghi dot Kartanya.

Although Turralva is the most importanteconomic center of the Kartana, Nora is theirpolitical and cultural capital. According toKartana traditions, it was founded by theeponymous hero Norax, who fled the cost ofBrun and the evil monsters of a land calledMogreth around 2000 BC. Nora has a bigharbour, as it is on the trade routes betweenThyatis and Dawn; an amphitheatre and atheatre; public baths; and the major religiouscomplex of the island, with two shrinesdedicated to Eshmun (Chardastes) and Tanit;originally established for the Taymoransliving in Kartana lands, now it is also a placeof worship for many Kartana. The temple, thebaths and the amphitheatre are all located onan island connected to the mainland throughtwo isthmuses.

The major temple of Setlanni, the patron ofthe Kartana, is not in Nora, but at Izzana eMaiori, in the eastern part of the island. It issaid that the free giants of the island alsohave a secret place of worship in the remoteareas of the central massif.

L’Asinara (pop. 90) is a small island close tothe north-eastern corner of Kartanya. It issacred to Melq-Ashtir (Asterius), the mainTaymoran deity. The name Asinara comesfrom the Thyatian name for donkeys(“asini”): white donkeys sacred to Melq-Ashtir live freely on the island, tended by thesmall population made up of the Taymoran

2 6 In AC1000 these c i t ies are respect ively:Turra lva, Nora, Lanuse, Jersu, Nugoro,Tempiu, L’Alguer and Torres (see Caryt ionGazet teer, Threshold Issue #11).2 7 In AC 1000 these c i t ies are Casteddu,Sulc is , Tortuel ie , and a minor town inArborea (see Caryt ion Gazet teer, ThresholdIssue #11).

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high priests and their attendants. The priestsof Melq-Ashtir live humble lives out of theproducts of the land, and welcome visitors ofany race that want to seek shelter or ask fortheir advice or spells. Among the animalsthere is an amber golem shaped like adonkey, a gift from Asterius to the priests, tohelp them protect the island.

Future geographical reference: Judicatesof Carytion Gazetteer, Threshold Issue #11,replaces the original entry for Carytion assource for 250 BC Kartanya.

Borydos

Government type: Independent clans livingin villages and towns. Adiaciu and Alalia areruled by people assemblies.Population: 5,000Languages: Kartanya (Borydan dialect),Etrusna, Taymoran

Borydos is, with Kartanya, the easternmostHesperian island, and is likewise populatedby humans of Kartana ethnicity and language.The island rises from the Sea of Dawn as achain of ragged mountains, with rocky cliffsoverlooking dangerous, rock-strewn shores,with only a few plains and sandy beaches,and surrounded by jagged reefs and shoals28.Several peaks rise above 2,000 m of height,and are snow-laden during the winter; themean height of the island is above 500 m.The highest mountain is Monte Cintu (2700m asl).

Borydos has warm dry summers and wetwinters, cold on the interior’s mountainswhile mitigated by the sea on the coasts.Precipitation is concentrated in autumn andwinter - Eirmont is the wettest month -, whilethe months from Klarmont to Sviftmont seelittle to no rain. The Kartana of Borydos arefishermen, herdsmen and pirates, who live insmall mountain villages or seaside coves,often with no more than 25-50 people each,although the bigger ones reach a fewhundred inhabitants. The main Borydansettlement is Adiaciu (pop. 1,500), whiledescendants of Etrusna and Taymorancolonists live mainly in Alalia (pop. 2,000).

The harsh, uninviting island remainedoutside the games of conquests and

2 8 In DotE, Borydos is such an uninterest ingplace that i t i s merely a pla in is land with apenal colony, wi thout even a fu l l descr ipt ion.

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colonization played in the area, until theDoulakki established Alalia in 562 BC, inorder to disturb the insular Taymorans ofKartanya, Mosya and Sakhla-Rhas. A violentreaction from Taymorans, who created astrange coalition with the Etrusna and theBorydan Kartana, drove the Doulakki away in535 BC.

After the victory, the Borydans decided toforge an alliance with the Etrusna, who wereallowed to occupy Alalia. The Borydansdidn’t trust the Taymorans, who were tooclose and had an ongoing conflict with theirKartana brothers on Kartanya. The Etrusnacities were more distant, and thus lessdangerous to the Borydans’ independence,and the Etrusna were happy to have an allyon the outskirts of the Hesperian Sea ofDawn, in order to use Borydan ports toincrease their trade to the east and south.

As the Kerendans and Thyatians ate into theEtrusna power and land, and the Hattiansbecame more and more dangerous, theBorydans allowed also Taymorans to tradeand settle on the island. After the victory in295 BC of the Thyatian-Kerendan alliancethat brought most of the Etrusna cities undercontrol of the Kerendans and Thyatians, thisturned into a full-scale collaboration.

During the ongoing naval wars between theThyatian-Hattian alliance and the islanderTaymorans, Alalia was sacked violently in 259BC, something that has enraged more thanever the Borydans, and reinforced thealliance between Taymorans and Borydans.

Future geographical reference: Protecorateof Borydos

Mosya

Government type: Taymoran island-statearistocracyPopulation: 50,000 (95% humans, 5% giants)Languages: Taymoran

Mosya is a Taymoran-controlled island, one ofthe last strongholds of the Taymorans in thewestern Sea of Dawn; it was wrested fromTraldar or Doulakki control around the VIIIcentury BC. It is a long, gently curved islandwith beautiful beaches and exceptionally goodweather. The island is good vine-growingcountry, and is known for its wineries. Thenorthern head of the island is hilly, leading upto a semi-active volcano that sits at the centreof the island.

The rest of the island consists of beachessurrounding verdant plains, given over tovineyards and orchards. The main city of theisland, Qart- adašt (pop. 35,000), is built atthe foot of the volcano, and is magnificent, arich, luxurious, slightly decadent center oftrade and pleasures, with a sprawling nightlife: there are many taverns, where gamblingis a favourite pastime, and any possible sexualpleasure can be found in the discrete brothels.On the north side of the island is a majornaval base, where the powerful Mosyan fleet isat anchor. This provides security for the islandfrom attacks from the north, while the navalbase in the island of Actius protects the islandfrom dangers coming from west and south.

Mosyans breed elephants for use in hard workand for military support. It seems they firstbrought them to Hesperia from Sind.Elephants are tended by the giants, as theyprove a tough species to control, especiallythe adult males, that can be very aggressiveduring the mating season.

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Mosyan politics are dominated by theobsession for the decadence of Taymoranculture and hopes for a new era. Relegated tothe side by the Thothian dominance, theTaymorans’ ambition to gain control ofHesperia after the Thothians left wasthwarted by the presence of the powerfulDoulakki and Etrusna first, and then by thearrival of the Three Tribes. Although theyfounded Zyz, a powerful colony on themainland, the Taymorans have not gainedmuch power or stability since the times ofthe Thothian Empire. The Taymorans ofMosya do not see themselves as conquerors:they just fear for their survival, and desire apolitical stability in which they can prosperand recover.

That is very far from the current situation inHesperia, as has been proved since 264 BC,as the hostilities between Thyatis and Zyzreached a new scale. In 256 BC, a Hattian-Thyatian alliance even staged an invasionattempt of the Taymoran islands, but theirarmy was crushed close to Qart- adašt afterseveral months of war. The Thyatian Leaguegeneral Attinius has since been prisoner ofthe Taymorans.

Future geographical reference: Duchy ofMositius

Actius

Government type: Actius is directlyadministered by MosyaPopulation: 3,000 (60% humans, 30%Meditor elves)Languages: Taymoran; Elven

A hilly and infertile island, Actius is suitableonly for grazing by goats and growing heartyvines. Actius has an unusually good harbour,around which lays the town of Actius. Theharbour also hosts a naval base whichcontrols the waters that lead to Mosya.

The town of Actius was once an early Traldarcolony, founded around 900 BC, butTaymorans took over many centuries ago,after they had also conquered Mosya fromthem. The vast majority of Actians arefishermen, naval personnel or shipbuilders.The town of Actius contains most of thepopulation. The rest are farmers andherdsmen living in the hills around the town.

A community of Meditor elves lives on theisland. They keep an official delegation inActius, although most live in small homes bythe sea. The elves take care of Alfeisle’sinterests in this part of the Sea of Dawn,travelling as envoys if needed to Mosya,Borydos or even Karytion.

Actius was briefly occupied in 256 BC duringthe failed invasion of the Taymoran islandsby a Hattian-Thyatian alliance.

Future geographical reference: County ofActius

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Sakhla-Rhas

Government type: Unknown, but it iscontrolled and protected by Taymorans ofMosyaPopulation: UnknownLanguages: Taymoran

This small island consists of rolling forestedhills perched atop high cliffs that ring itscoasts. The island is controlled by theTaymorans of Mosya, and is used forreligious and magical functions only.

Rumours run aplenty about the island: thatTaymorans perform human sacrifices here(especially virgins or infants), that they raisewerewolves on the island, that they changeslaves into werewolves, that they evokedemons, that they host unimaginable herdsof gold, that they serve a huge dragon livingon the island. More reasonably, it is thoughtthat the island hosts sacred grounds withtemples where priests live and performimportant rituals to the Taymoran pantheon.

Future geographical reference:Protectorate of Sclaras

Neighbouring nations and

players

The western continent of Mystara is knownas Brun. Between the Alphatian Landfall(1000 BC) and their expansion into Hemeria(500 BC), Brun was mostly known asHesperia, from the name given to the regionin the Traldar, Doulakki and Milenianlanguage, but by now the elven name Brunhas become commonplace, while Hesperiaindicates the south-eastern tip of thecontinent.

Alfheim

Elves from the far west of Brun arrived in theregion around 800 BC. Their first kingMealiden abdicated in 350 BC in favour ofAlevar of the Grunalf clan, who has ruledpeacefully since. The elves have little contactwith races beside their own, although theyare carefully reaching out to the Eastwindhuman clan to see if there is some potentialfor an anti-orc collaboration.

Alphatia

The Empire of Alphatia is firmly establishedon the Alphatian continent, where the alienmagocratic population made their landfallfrom another world in 1000 BC.

The Pearl Islands and Ochalea are inAlphatian possession, and so is most ofHemeria (the Isle of Dawn), including theformer Empire of Thothia, and of Bellissaria.

The main conflict of the Alphatian Empire iswith the Milenians, whose colonies onHemeria and Bellissaria are beingsystematically conquered one after the other

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by the Alphatians. Milenians try to disturbAlphatians also by paying Doulakki andThyatian pirates to focus on the Alphatianships and to attack Alphatian coastal cities,something that is slowly attracting theattention of the Alphatian rulers to Brun29.

Amsorak

It is known that an ancient Doulakki orTraldar colony was established in Akorros.Given the presence of the Orclands inbetween the Lake and the lands of theDurrankin, it is difficult to tell whether theLake and its shores are still in the control ofcivilized people or not. Rumours frommerchants who have travelled to Sind saythat they trade in the north with elves andhumans that might actually be living in theregion; but it might also be they refer topeople from a different mountain regionnorth of Sind and of the western deserts.

Assinia

Assinia is mostly occupied by the Aseni,whose desert culture has been described inthe first chapter. Most live in desert basins asnomads, while others live as farmers in theoases or as farmers and merchants along thecoast30. Another population known asNithians, Thothians who remained in thenorthern strongholds of Assinia, carve out asustenance existence, as shadows of theirformer selves.

In a southern oasis, the Traldar-Doulakkicolony of Cynidicea has been ruled by KingDiomenesius since 26231.

Dengar

The borders of Rockhome (or Dengar, as thedwarves call their land) were finally securedafter the Battle of Sardal Pass in 492 BC (theYear 0 in the dwarven calendar). Dwarvesstarted their trading and colonizing programaround 475 BC and the first people they metand befriended were the Aseni (GAZ6).

The first dwarven colony outside of Dengarwas established as junior partners of acoalition with gnomes in Highforge(Traladara), founded around 450 BC.

Dwarves of Dengar are divided into fiveclans: Everast, Skarrad, Syrklist, Torkrest andBuhrodar, the latter established just recently(287 BC)32.

Durrankin

The Durrankin humans living south of theOrclands and of Alfheim live mainly in smallvillages and raise good crops in the excellentfarmland. The best organized of the humangroups is a clan called Eastwind, whichinhabits the area between the Streel Riverand Alfheim. There are some cautiousrelations between the Eastwinds and theAlfheim elves.

In the southwest, the Doulakki port ofAthenos is an important gateway for anytrade towards the western coasts of Brun33.

Ethengar

Most of the steppes north of Rockhome arehome to a major war for their control

2 9 See TSR #1037, “Dawn of theEmperors” .3 0 See GAZ2, “The Emirates of Ylaruam” .3 1 See Gazet teer of Cynidicea.

3 2 Annals of the Dwarves.3 3 See Demograf ia Mystarana.

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between nomadic orcs and humans, thatmostly share a similar language and culture34.Orcs have the upper hand at the moment,and are in control of most of the land35.

Five shires

The land of the Hin is in the midst of itsGolden Years after Gunzuth the Clanlessliberated their land and became their ruler in609 BC. After his death in 572 BC the FiveShires were established, ruled by a Councilof five Sheriffs. The hin are starting timidattempts at naval trade and exploration36.

Hemeria (Isle of Dawn)

Hemeria (the Doulakki name for the Isle ofDawn) is mostly in Alphatian hands. TheEmpire of Thothia has been subjugated.Some Thothian colonies, Doulakki-Mileniancity-states, and barbarian clans of Antalian orDunharian ethnicity have managed to retaintheir independence, but their demise seemsto be only a question of time. As a retaliatorymeasure against the invaders, piracy is at anall-time high in the Sea of Dawn andAlphatian Sea, and the Hemerians gladlywelcome Hesperian merchants and pirateships into their waters. The Milenian Empirealso sponsors the Hesperian and Hemerianpirates in the area as part of their undeclaredwar against Alphatia.

Ierendi

The Makai aboriginal people are the mainsettlers of the islands, although there are alsoalbino humans37 of Taymoran origin. The

Makai are engaged in a major feud againstgoblins brought to the islands centuries agoby Thothian colonists38. The wars for controlof the islands started at the time of the SandDeluge, when the last Thothian goblinmasters fled Ierendi. This has left theseafaring Makai little time to leave theirislands for colonization or trade, althoughtheir ports welcome Minrothian, Hin,Doulakki and even Zygian vessels.

Milenia

The Milenian Empire is in full bloom on thesouthern continent. Alphatians and Milenianshave an undeclared war at this time, with theMilenians angry at the Alphatian interferenceon their colonies in the Isle of Dawn andBellisaria. The Milenians sponsor piracyagainst the Alphatians: such pirates arenormally Traladarans, Thyatians andDoulakki from Hesperia and from the fewsurviving independent city-states on the Isleof Dawn. The Milenians trade with all theHesperian races, although they favour theDoulakki, given their common ancestry.

Minrothad & Alfeisle

Verdier and Meditor elves have lived onAlfeisle and Teria for over a millennium now.They have befriended Minrothians, Thothian-descended human followers of the ImmortalMinroth39, who live on most of the otherislands of the region, to which they havegiven the name of Minrothad. Elves andhumans alike have become trader-colonists.They can easily be found in the coastal citiesand in the seas of Hesperia and beyond.

3 4 See GAZ12, “The Golden Khan ofEthengar” .3 5 See GAZ11, “The Republ ic of Darokin” .3 6 See GAZ8, “The Five Shires” .

3 7 See GAZ4, “The Kingdom of Ierendi” .3 8 See Demograf ia Mystarana.3 9 See GAZ9, “The Gui lds of Minrothad” .

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Northern Reaches

The Northern Reaches are a wild anduntamed area where human life is especiallydifficult. Humans live on the coast and alongthe fjords of the region, living a sustenanceagricultural life and occasionally raiding thesouthern coasts and the northern part ofHemeria with their underdevelopedlongships. The rest of the area is mostlyunder the control of giants, although thesouth-western mountains host an importantkobold population. The kobolds, fleeingRockhome after the Battle of Sardal Pass,overran and exterminated the gnomes ofthese subterranean areas around 490 BC40.

A significant halfling community existed inthe southern parts of the country before itmigrated to Norwold around 350 BC, led bythe hero Usamigaras41.

Ochalea

Ochalea is an island in the southern Sea ofDawn and a “protectorate” of Alphatia, whichinvaded and defeated the ruling Wangdynasty about 50 years ago.

The Ochalean culture is an original mix ofAlphatian Cypric, Rakastan and Lupincultures. Their language is based on the oldRakasta and Ogre Mage tongue. A resistancemovement, mainly composed of warlikeShar-Pei and Chow-Chow lupin clans, keepsthe Alphatians out of the badlands.

At the same time, the Alphatians arebeginning the colonization of southernOchalea, which was previously a wildernessinhabited by few Pardasta rakasta tribes.

Orclands

Orcs are firmly in control in a region thatgoes north and west of the Streel River andthe city of Corun’s Glen until the Doulakkicity of Akorros42. These large orc holdings aredivided among 17 different orc tribes.

Most of the Cruth Mountains and of the AltanTepes are under their control after thedwarves kicked them out of Rockhome onceand for all (492 BC)43.

Orcs also control all of the ragged BrokenLands, and the mountains between Ethengarand Alfheim. Yellow orcs and hobgoblinsfight for the control of the steppes ofEthengar with the Ethengarians44. TheHighlands north of the Broken Lands wereonce an icy waste, but by now the ice hasreceded far north. The land remains mostlyuninhabited45, except for its southern parts,where tribes of orcs fight among each otherfor the control of the land46. Rumours have it

4 0 See GAZ7, “The Northern Reaches” .4 1 See Demograf ia Mystarana.

4 2 See GAZ11, “The Republ ic of Darokin” .4 3 See GAZ10, “The Orcs of Thar” .4 4 See GAZ12, “The Golden Khan ofEthengar” .4 5 See GAZ3, “The Pr incipal i t ies of Glantr i” .4 6 See GAZ11, “The Republ ic of Darokin” .

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that elven and human clans live beyond themountains, or even in milder, secludedvalleys in the north, but these rumours areimpossible to confirm.

Pearl Islands

The Pearl Islands are an archipelago inAlphatian possession, settled a long time agoby the Nuari, a peaceful population of black-skinned explorers, sailors and artisans. TheNuari dislike the Hesperians, whom they seeas inherently violent and brutal. Many Nuariboard Alphatian anti-pirate patrolling ships;even though they don’t have any particularlove towards their masters, they don’tcondone the misanthropic and destructivebehaviour of Hesperian pirates. The Nuariare mostly followers of the ImmortalKorotiku, with whom they share a playful,romantic and generous love for life.

Salonikos

An important trading center located in astrategic position between Hesperia, Assinia,Dengar and the lands of the Alfheim elvesand the Durrankin humans, this city wasfounded by the common ancestors ofTraldar, Doulakki and Milenians. It is acosmopolitan city which prospers given itsfavourable location, although it lives alwaysunder the threat of hostile humanoids livingon the borders of civilization south and eastin the Altan Tepes and north at the borderwith Rockhome.

Traladara

To the west of Hesperia and the Vyalia elvenlands, lies Traladara. Traladara is the name ofthe land of the Traladarans, descended from

the Traldar. Their legends talk of an ancientcrusade against the beast-men, whodestroyed the ancient Traldar kingdom about750 years ago. Communication between thecommunities is difficult and local dialectsvary much47. Many Traladaran clans havemixed with an immigration population fromthe north known as Vandari, which arrived inthe area around 700 BC48.

Traladara is also home to a number of non-human races. Callarii elves arrived in thecentral forests around 800 BC. Manyhumanoids fleeing Rockhome after the Battleof Sardal Pass (492 BC), led by themonstrous Leptar, found shelter in thewoods and wilderness. They were alsoresponsible for the destruction of the ancientcity of Krakatos, which still lies in ruins49.Tordal dwarves and Highforge gnomesfounded the gnome-controlled city ofHighforge in 450 BC.

SLAVERY

One of the most common customs ofHesperia is slave possession. All rich andpowerful families have slaves, especiallythose who own land. Most of the agriculturalproduction in big landowners’ estates closeto the cities is performed by slaves, totallydependant on the whims of their owners andoften abused and exploited in order toincrease production; free men and womengenerally have small farms further away fromthe centres of power.

4 7 See GAZ1, “The Grand-Duchy ofKarameikos” .4 8 See Demograf ia Mystarana.4 9 See Demograf ia Mystarana.

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In the countryside, about 5% of theHesperian population is made up of slaves,but this proportion rises in big cities likeThyatis, Sarausa and Zyz, where they canmake up to 15% of the population. Urbanslaves are generally well-treated, and work asbutlers, valets, house cleaners, gardeners,cooks, wet nurses, private tutors etc., in richfamilies.

Slaves are generally prisoners of war or theirdescendants, and about 99% are ethnicallynatives of Hesperia (including Doulakki,Taymorans, Lupins, etc.). A certainproportion of exotic slaves is bought in slavemarkets of the east, especially in Doulakki,Milenian and Taymoran controlled cities.

Slaves have a few rights, however. Theycannot be put to death without a trial(although they can be physically punished bytheir masters). They can own properties(although not directly - their properties areconsidered as belonging to their masters)and many of the urban ones also have asalary, if their master allows them;

sometimes they save enough money to buytheir own freedom.

It is possible to free a slave with a public

ceremony, called manumission, performedbefore some sort of public official, usually ajudge (in the City of Thyatis, for example, theowner touches the slave on the head with astaff and he or she becomes a free citizen;and a felt cap called the Pileus, symbol of theImmortal Saturnus, is given to the formerslave as symbol of the newfound freedom).

Although the free slave will not be entitled tovote (if he is a man), he will have all otherrights of citizenship, and his or her children(born after becoming free) will have fullcitizens’ rights. Children of a free woman arealways full citizens, even if their father is aslave; children of a slave woman are alwaysslaves.

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IMMORTALS

Hesperia is a polytheist region. Many cultsare present and very little is organizedbeyond the level of a city patron; there areno set pantheons and precise boundaries tothe Immortals worshipped. The Thyatiansgenerally worship Tarastia, the patroness ofjustice, and Vanya, a young goddess of warwho encouraged the Three Tribes to flee

north. Kerendans also worship Tinia, themajor Etrusna Immortal. Most of thepopulations of Hesperia worship in a form oranother Asterius, Ixion, Khoronus, Nyx,Odin, Ordana and Terra. Asterius and Nyxare the main Taymoran deities, while Valeriasis especially popular among the VitalianThyatian tribes.

KnownWorld

AC1000

Thyatian

Kerendan

Hattian

Etrusna

Albai

Karn

Taurian

DoulakkiKartanyaMinrothianTaymoran

Aseni

Asterius Asterius Turms Belenos Asterius Melq-Ashtir ZephyrChardastes Chardastes - Chardastes Eshmun BalsamDiulanna Diulanna Artume CicneDjaea Djaea Uni BegFaunus LupercuusFrey LugHalav -Ilsundal Ilsundal UsilIxion Solarios Laran Byll Fos AdonKhoronus Khoronus Ogmios Khoronus QorunMinroth - - - - Minroth -Nyx Nox Nyx TanitOdin Tinia Penn AmonOrdana Horta Breig UrtniProtius - FarathTarastia Tarastia MnrvaTerra Terra Cel Terra Gea QebThor TaranisValerias Valerias Turan - AshtartVanya Vanya - - - 0Wayland Toutatis Setlanni

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CALENDARS

There are several calendars used in Hesperia.Thyatians, Kerendans and Hattians use theThyatian calendar, which starts from 600BC. Taymorans count the time from themythical ascension to demigod status of thesacred king of the city of Tamoraz under the

patronage of the Immortal Tanit; theTaymoran calendar starts from 2350 BC.Albai, Aseni, Doulakki, Etrusnans andMinrothians use the Alphatian calendar,which starts from their Landfall in year 1000BC.

Gaz Year 1000 BC 600 BC 500 BC 250 BC AC 0 AC 1000Alphatian 0 AY 400 AY 500 AY 750 AY 1000 AY 2000 AYTaymoran 1350 YT 1750 YT 1850 YT 2100 YT 2350 YT 3350 YTThyatian 400 AUC 0 AUC 100 AUC 350 AUC 600 AUC 1600 AUC

HUMANS

1. Hattiansa. Freemen

b. Serfs (mixed with Southerner-Hesperians)2. Southerner-Hesperians

a. Thyatiansi. Thyatiansii. Retiansiii. Caniansiv. Vitalians

b. Kerendans3. Aboriginal Hesperians

a. Albaib. Etrusna

i. Halatiansc. Kartana

4. Traldara. Traladaransb. Doulakkic. Milenians

5. Hemeriansa. Post-Thonians

i. Taymoransii. Aseni

b. Thothiansi. Thothiansii. Minrothiansiii. Nithians

LUPINS

1. Mastinia

i Iapygesii. Messapians

bi. Hirpinesii. Brutii

2. Taurii. Mainland Tauriii. Insular Tauri (Belgi)

HUMANOIDS

1. Goblinia. Goblinib. Grandes

i. Karns2. Orci

a. Porci

ELVES

1. Meditor2. Verdier3. Vyalia

GNOMES

1. Brinnisril

APPENDIX 1: ETHNIC CLASSIFICATION CHART

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Since it can be very confusing to sort out the mess of alliances and control of the city-statesof Hesperia, here is a nice resume for use of players and DMs alike. The cities highlighted inpink are the cities which currently make up the Etrusna Dodecapolis.

POLITICAL ENTITY CITIES REGION POPULATION

League of Thyatis ThyatisTiburCaisraTusenaTarchnaPerusnaCorfiniumPicenumNuvkrinumKymeKapwaParthenopeValeriaConstantiaKrotonHyriaTarasClevsinKatane

Old ThyatiumOld ThyatiumTuskaTuskaTuskaSabelliaSabelliaSabelliaVitaliaVitaliaVitaliaVitaliaVitaliaVitaliaVitaliaIapygiaIapygiaKerendiumCania

Thyatians (Thyatians)Thyatians (Thyatians)EtrusnaEtrusnaEtrusnaThyatians (Vitalians)Thyatians (Vitalians)Thyatians (Vitalians)Thyatians (Vitalians)Thyatians (Vitalians)Thyatians (Vitalians)DoulakkiLupins (Mastini)Lupins (Mastini)DoulakkiLupins (Mastini)DoulakkiEtrusnaDoulakki

Kerendas KerendasAd PisasVipslRusleAritimVatlunaVelchKurtun

KerendiumKerendiumKerendiumKerendiumKerendiumKerendiumTuskaKerendium

KerendansKerendansEtrusna/KerendansEtrusnaEtrusnaEtrusnaEtrusnaEtrusna

Fofluna - Kerendium EtrusnaTlamon - Kerendium Etrusna

Velathri VelathriVadaIlva

KerendiumKerendiumTeria

EtrusnaEtrusnaEtrusna

Felzna - Retia Etrusna

MAINLAND HESPERIA

APPENDIX 2: CITIES AND POLITICAL AFFILIATION

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Spna - Retia EtrusnaVerona - Retia Thyatians (Retians)Faleroi 0 Trevonian region Etrusna/ThyatiansAntenora - Halatia Etrusna (Halatians)Sarausa Sarausa

TameronikasHatriaRhegionKarnticaHyblaMene

CaniaCaniaRetiaVitaliaRetiaCaniaCania

DoulakkiDoulakkiDoulakki/EtrusnaDoulakkiHobgoblins (Karns)Thyatians (Canians)Thyatians (Canians)

Zyz ZyzLilitheiKaralSegesta

CaniaCaniaKartanyaCania

TaymoransTaymoransTaymoransDoulakki

Lupiae - Cania Lupins (Mastini)Nisa - Cania Thyatians (Canians)Tauria Brixia

BianiaTaurasia

- Lupins (Tauri)

Vyalia RyaniaVyaliaCalentaenTaurost

- Vyalia

Alba StaliaKainuaAlbinga

- Albai

Duchy of Hattias Hattias HattiansDuchy of Graustein Hattias Hattians, Lupins (Belgi)Duchy of Sudenfeld Hattias HattiansNoviodunum Hattias Lupins (Belgi)Iniectum Hattias Gnomes (Brinnisril)

Kartanya Kartana, TaymoransBorydos KartanaTeria Etrusna, Verdier

Mosya MosyaActiusSakhla-Rhas

Taymorans

HESPERIAN ISLAND

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Koskatep Level 10: Intitepetl, Gem of the Sun

The Gem of the Sun, the most beautiful city,it was so named because it was built overthe ruins of the Gem of the Mountains, theancient city sacred to Inti. The area waspurified from the taint of beastmen and evil.For as long as 125 suns the beautiful citylived in the light, until the Sunset peoplecame to defile it, and then the Night peoplecame to cast it into the utter dark. Thechosen of the Sun many times tried to takethe Gem back, because the Sun cannot bequenched. Many times more they will tryagain, until the return of the light.Remember, the Sun has just gone under theearth but, as in every morning, it will comeback.

Codex of Ancient Intua, approximately 1750 BC1.

SECRETS OF KOSKATEP,

LEVEL 10

This level can be reached going down fromthe closed and trapped hatch of area 10 onLevel 9 or even through the chasm in area 6on Level 9 (Krystallac, published in Issue 11of Threshold magazine). The PCs will findthemselves on Level 10, Intitepetl, once a cityof the ancient Realm of Intua, now under theLast One’s control.

The text below repeats the originaldescription of this level in issue 1 ofThreshold Magazine (Mirror of Eternal Nightarticle). Read on to discover more on thislevel of Koskatep!

(See page 247 for an index to the levels ofKoskatep published in issues of ThresholdMagazine)

1 Intua was developed by John Calvin forthe 2300 BC set t ing, see the Known World2300 BC Map, Intua 2300 BC Map (both atthe Vaul ts of Pandius) and the “Intua -Kingdom of the Sun” topic at the Piazza formore informat ion

by Francesco Defferrari (Sturm)

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This level was the Inti city 3500 years ago.Not much is left of that time except for somedecorations of the sun that have been defiledby The Last One. He found some Intimummies on this level and animated them.The mummies were priests of Ixion and sodespise him so much that they are slowlybreaking away from his control, and one daysoon they will be able to rebel.

The secrets: Quehuar, the most ancientmummy and shaman, has a useful weaponhidden in a secret compartment in his oldsepulchral room, the Gem of the Sun, anenchanted item that can turn undead as a36th level Lawful Cleric. Once he gains hisfreedom from The Last One’s control, he willuse it.

After the Darkers take control, The Last Onehides here, commanding the Inti mummiesto hide as well, and casting a powerfulillusion to make this level look empty. TheDarkers fall for it, but sooner or later theywill make plans to use this level and The LastOne will be forced to fight them again. Toprepare himself he is arranging thesummoning of several demons and vampiresfaithful to the Most Dark One.

What he does not know is that Quehuar isplanning his revolt, and when the time isright he will receive huge support from thethirteenth level. Once Ixion’s followers havedestroyed The Last One and his minions,they will destroy Nyx’s followers as well.After that, Ixion’s plan is to bring Koskatepinto the world as his most important temple,making it a centre of learning for his clerics,fully integrated in the young nation ofKarameikos. He now believes it is worthlessto try to keep it a secret any longer.

TIMELINE

5100 BC: Precious and semi-precious gemsare found in the area and the local people,ancestors of the Azcans, build mines nearby.Slowly the temple becomes a town, and latera city, that falls under the influence of theOltec empire and is named Koskatepetl, theGem of the Mountains.

3525 BC: The Azcan empire is formed andKoskatepetl becomes not only a source ofgems but also of metals, to build new lethalweapons for the war.

3057 BC: The Azcan emperor declares thatthe underground, secret temple of Ixion hasto be opened to share its secret with thepeople. The priests refuse and destroy thecity to seal the temple. A revolt of the Churchof Ixion throws the empire into civil war andchaos; the site of Koskatepetl is abandonedand for several years infested by bandits andmonsters that try in vain to occupy the place.

2998 BC: Human refugees hide from theGreat Rain of Fire in the ruins of Koskatepetl,but are soon slaughtered by a group ofbeastmen that take residence among theruins. The inner temple survives thecataclysm and the invasions unscathed.

2504 BC: The Inti, led by the church ofIxion, occupy the ruins and rebuild the cityof Koskatepetl. As is common use among theInti, priests and important personalities aremummified and kept inside the city, to becontacted if necessary.

2379 BC: The Troll Queen of Grondheimconquers the city, renaming it Krystallac. Theliving Inti leave and only the mummies

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remain. The fairy folk leave their tombsalone. Just a few years later sidhe priestsdiscover the existence of the inner templeand begin a century long negotiation withthe Sollux and the Brutemen below to gainaccess to the artifact. The Troll Queen alsocreates the Crystal Lake, a permanent gate tothe Border, the area between theDreamlands and the Nightmare dimension.

2282 BC: As the Queen grows impatientabout the unwillingness of Ixion tocompromise, she sends her best troops toopen the temple. Inti troops soon attack theplace, and Taymora intervenes shortlythereafter. This is the beginning of the War ofthe Empires, or the Twilight Wars, or the Warof Southern Grondheim, that will lastdecades and will devastate the region.Mogreth intervenes as well a few years later.Some Inti mummies are awakened, but soondefeated or destroyed by minions of the TrollQueen.

2170 BC: Some fairies of Krystallac turn tothe Unseelie, and decide to tell Elienor aboutAshira’s tomb. The Troll Queen discoversthem and exiles them, and manages toscatter the essence of Elienor after a terriblemagical battle near the Crystal Lake. But sheis gravely wounded by Elienor’s magic, andwill never be able to recover. The Crystal lakeis also damaged and its capacity as a portalgreatly reduced.

2080 BC: In a time of crisis in Grondheimdue to the Troll Queen’s malady Taymoraand Intua, lizardmen and troglodytes,escaped from the Mogreth, occupy Krystallacand keep it for a hundred years. As thelizardmen cannot locate all the portals left bythe fairies in Level 9, they try to seal it

completely, and likewise they ignoreIntitepetl and its mummies.

1976 BC: After a long siege Taymoraconquers Krystallac and renames itKosmoteiros. Nyx knows about Ixion’sartifact but rather than try to steal or destroyit she decides to exploit the magical aura ofthe place to build her own strongest artifactthat will bring fulfillment of her Dream. Thefollowers of Nyx leave alone the levels below.

1777 BC: To prevent Kosmoteiros fromfalling into the hands of Thanatos, the priestsof Nyx destroy the city with a terribleearthquake. Thousands die and the place isabandoned for many years as seismic activityincreases in the area. The earthquakedamages Level 10 too, stirring the Intimummies.

1664 BC: After the destruction of Taymorafairies of the Unseelie court, former exiles ofKrystallac, take possession of the place andtry to use the Starlake, but do not discoverAshira’s burial and are not able to reachElienor until much later. The dark fairies ofKundrak do not reach Level 10.

1597 BC: Lord Keiros, a Tal nosferatu andfollower of Nyx, conquers Koskatep from thedark fairies. Vampiric followers of Thanatosattack several times but are defeated. LordKeiros briefly explores Level 10, but does notuse it.

1412 BC: Hutaakans conquer the site forIxion and Pflarr, a seriously wounded LordKeiros is forced to hide, and his followers areexterminated. The hutaakans slowly explorethe levels below, reaching Intitepetl and its

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mummies, and succeed in communing withthem.

1021 BC: Orcs sack Koskatep, somehutaakan priests survive hiding in the lowerlevels, and will become more guardians forthe hidden temple of Ixion. Some hutaakansstop in Level 10, to tend the ancient Intimummies.

954 BC: After several battles a dwarven armydefeats the orcs and conquers Koskatep, butthey are soon in constant warfare with thegnolls that rule over the region. They do notexplore the lower levels.

912 BC: The dwarves are finally defeated bythe gnolls, who build their own city over theruins. Shamans of Ranivorus and Thanatosbegin to study the Starlake. The Gnolls donot reach Level 10.

841 BC: Followers of Nyx, aided by ogresand giants, attack Koskatep but are unable toconquer it from the gnolls. Yet they succeedin killing the most powerful shamans ofThanatos and burning their notes.

603 BC: The ogre king Kulfan conquersKoskatep in the name of Nyx and ogres ruleover the area for centuries. Human priests ofthe Lady of the Night live in the city alongwith them. They have some contacts withLevel 8 and 9 and reach Level 10, but do notuse it.

95 AC: The Darkers almost complete theritual to use the Starlake and bring forth theEternal Night, but are stopped at the lastmoment by priests of Ixion, who drive outthe ogres and occupy Koskatep for years. Thepriests of Ixion occupy all the levels down to

the 10th, where they contact the Intimummies and establish an outpost.

227 AC: The priests of Ixion have repelledseveral attempts by ogres, giants andfollowers of Nyx trying to reclaim the ruins,but are destroyed at last by a very powerfuland ancient vampire sent by Thanatos, TheLast One. Some priests of Ixion escape to thelowest level and become defenders of theinner temple. The Last One occupies Level10 and awakens all the mummies, takingcontrol of them. In the following centuriesogres, giants, followers of Nyx and evenadventurers sent by Ixion try to reclaimKoskatep, but The Last One destroys themall. He however fails to control completelyLevel 9, and so Quehuar and the othermummies of Level 10, left mostly alone, soonbegin to plan their rebellion.

912 AC: Traladaran freedom fighters hide inthe ruins for some time, but are destroyed bythe Thyatian army. The Thyatians soon leavethe place.

998 AC (or later if the DM prefers): LadySonya, the Grand Daughter of the Night, apowerful priestess of Nyx, and her followers,are able to defeat The Last One and reclaimKoskatep. The Last One is not destroyed, butescapes to Level 10 with some faithfulfollowers, to plan his revenge. Quehuar hashowever his own plan to stab The Last Onein the back and destroy the Darkers too, withthe aid of the followers of Ixion in Level 13.

1031 AC: The next alignment. On this datethe Starlake could be used to bring forth TheEternal Night.

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The Random Critters table and theWandering Parties table of level 2B (in issue#3 of Threshold magazine, pages 207 and208) may apply here if the DM so wishes. Inthis case there is a 1% chance in each roomthat a Wandering Party will be encountered.The Followers of The Last One encountertable of level 1 (in issue #2 of Thresholdmagazine, page 122), can also still be usedhere if the DM so wishes. One such followercould try to join the PCs to explore this level,with the final purpose of bringing them inthe presence of The Last One himself (inLevel 7). After the Darkers take control (seeissue 1) Followers of The Last One will benumerous and strong on this level and willquickly obtain reinforcements. Quehuar andhis followers however may be able to helpthe party.

Spells that provide magical transportation,such as teleport, passwall, dimensional door,magic door, travel, gate and spells such asclairvoyance and find the path do not workon this level as on Levels 5-9 due to powerfulwards placed by The Last One and othersbefore him. The DM could decide to applythe same rule to the levels above the 5th, atleast from Level 2 and below, particularly if

the PCs are of a high level.In addition, Quehuar will immediatelyperceive any spell cast here and will likely tryto invisibly follow the PCs to discern theirmotivations. After the Darkers take controlThe Last One too will be able to do the same,and his agents may be sent to capture thePCs, unless Quehuar reaches them and helps.

The map and the inhabitants of

this Level

The area in dark grey on the map is solidstone, very difficult to dig, even though itmay contain small tunnels dug by critters andwandering monsters. The area in light grey ispartially clear, but full of rubble, rocks andcollapsed structures which cannot berecognized anymore.

The area in the west of the city, light grey andblack, has partially collapsed, creating a mazeof natural caverns and hidden passages.The black “scar” in the middle of the map isthe Chasm opened by the Kosmoteirosearthquake of 1777 BC, which goes all theway down to Level 12.The structures in yellow are the originalconstructions of Intitepetl at its height.This level appears empty but has its hiddenundead inhabitants.

The DM could decide that the PCs will beable to cross this level without encounteringanyone, particularly if Quehuar thinks theyare aligned with Nyx. In fact, he will nothinder enemies of The Last One, but neitherhe will be willing to help followers of theLady of the Night, as he is still loyal to theSun god.

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1 - The passage from Level 9 and the tunnels

This is the only passage to and from Level 9, boltedand trapped (See area 10 of Level 9). It leads to aseries of tunnels which were once the part of thecity with the palace and the temples. Now it’s allcollapsed, with many impassable areas and deadends. Critters could be numerous in this area (seeabove).

After the Darkers arrive and defeat The Last One inLevel 7 (see Threshold issue #9), The Last Onehimself will hide in this level. He will then leave atleast 10 powerful undead guards in this area (fromwraiths to mummies). If intruders arrive the guardswill attack only if they think they can destroy them,otherwise they will just secretly follow them, whilesome will go to The Last One’s hideout in area 9.Agents of Quehuar may also be able to interceptand warn them.

(1) - A lot of treasures, from gems tomagical items, are still here, buriedamong the rubble. To uncover them,it would be necessary to dig andsearch for hours to obtain just a 2%chance of discovering something. Ifsomeone has the time to dig andsearch for a week, the chance to findsomething valuable may beincreased to 12%.

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2 - The Isolated Caves

These caves, created by the collapse of a large partof the city, are apparently abandoned and there isno visible means to reach them, so PCs could easilybe unable to find them. In truth, there is a secrettunnel from Area 1 very difficult to find (only a 5%chance to spot it even passing near to the entrance,10% for dwarves and thieves). In the isolated caves,there are many Critters (see above), but they haveall been gathered by several Inti Mummies(2d20+2 Special mummies with spellcastingabilities as Clerics of levels 3-9) who will try to hideunless the PCs show some clear sign of allegianceto Ixion. If the mummies believe the PCs to beintruders, they will send the critters to drive themaway.

After the arrival of the Darkers the minions of TheLast One will probably not discover these hiddencaves, unless they are very lucky. The mummieshere mean to attack The Last One and his minionsfrom their hiding place once The Last One decidesto strike back against the Darkers.

3 - The collapsed Palace

Here was the ancient great Palace of Intitepetl, nowpartially collapsed. Quehuar (as Mummy but withClerical powers as C18) waits normally here alongwith several Inti Mummies (all also Clerics level 3-12) and 2 hutaakans (as Nosferatu, and Clericslevels 7 and 9). Quehuar was not the high priest ofthe city at the time of the Troll Queen’s conquest,as that man and his clerics were killed or drivenaway, but he was his predecessor. He died ofnatural causes in 2483 BC, 21 years after thecreation of Intitepetl, and was mummified in thebasement of the temple (see Area 4). He wasawakened by the earthquake of 1777 BC. The othermummies are all priests who died for various

(2) - The Inti mummies are a grouphidden here by Quehuar to strikeagainst The Last One, who doesn’tknow of their existence. Themummies have also gathered somemagical objects to be more effectivewhen the time comes. Unless theybelieve the PCs to be minions of theLast One, they will try to avoid themor drive them away with critters.They will not give away their itemswithout a fight, not even to potentialallies, but may be persuaded tofollow PCs who are clearly followersof Ixion (whom they call Iqaru).

(3) - Quehuar and his followers havea treasure trove of magical objectsdating back to the times of Intua.Many of these items are sacred toIxion and would be harmful tofollowers of rival Immortals. Also if aPC who is not a follower of Ixiontakes one of these objects,eventually the Church may be ableto track him and demand the returnof the item. If Quehuar and hisfollowers take control of Koskatepdefeating the Last One and theDarkers, he would be interested inmeeting the descendants of his

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reasons, mostly natural reasons, before theGrondheim conquest. The hutaakans are insteadpart of a group who arrived here after the orcconquest of 1021 BC and became willing undead toaid Quehuar and the other mummies. The exactnumber of Quehuar’s followers may be decided bythe DM. Quehuar and his followers will not raiseunintelligent undead, as they consider themabominations in the eyes of Iqaru (Ixion), but mayuse their clerical powers to control or destroyexisting undead. It’s more probable they will usemagic to create or control normal animals.

The Darkers probably will not have the chance tospeak with Quehuar, as after their arrival The LastOne will come to Level 10, commanding Quehuarto be ready to strike against the Darkers. Quehuarwould rather strike against The Last One, and hewill be interested in finding allies to do that. Shouldthe Last One be defeated, Quehuar probably willnot try to parley with the Darkers, but will try todestroy or drive them away too, unless the PCs areable to establish a truce between him and theDarkers. Such a truce can only be temporary, asQuehuar wants Koskatep for the Church of Ixion,and will not stop until this happens, or he isdestroyed.

4 - The Great Temple

Here was and still is the Temple of Ixion, or at leastmost of it. The Troll Queen left the temple alonewhen she conquered Intitepetl in 2379 BC, andfurther explorers did not destroy it. What damagesthe temple has sustained were mostly due to theearthquake of 1777 BC. When the Last One camedown here he tried to desecrate the temple, butfailed. Distracted by more pressing concerns, hethen forgot about it. From time to time Quehuarand his mummies come here to silently worship

people, the Atruaghin clans. He willnot be happy to learn that most ofthem are no longer faithful to Iqaruand follow instead other Immortals.He could consider Atruaghin apossible ally, but will probablyconsider Atzanteotl an enemy.

(4) - By touching the statue ofIquaru/Ixion it is possible tocommune both with him and withthe higher priests and priestesses inLevel 13 below, even if the one whois touching the statue is not a cleric.However communication canhappen only if the person knowsabout this power of the statue.Quehuar is the only one who knowsthis, and he uses this power very

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their god. A statue of the Sun god, partiallydamaged by collapses, still stands in the middle ofthe temple.

The temple has two levels, the main worship areaabove and the cemetery below. The cemetery holdsthe remains of at least 50 Inti mummies, buriedwith most of their items and magical objects. Thesemummies are not only clerics, but also warriors,nobles and wizards of Intitepetl. They will notawake unless Quehuar or the Last One call them.

The Last One will leave the temple alone after theDarkers arrival, more concerned about a way tostrike back against the followers of Nyx. He willawaken all the mummies still in the temple andtake control of them. Quehuar however will beable to wrest away its control of the Inti mummiesonce he decides to fight against the Last One.Quehuar will also come here at least one time, touse the statue of Ixion and tell the priests in Level13 about the arrival of the Darkers. This willprobably precipitate the events, as the priests willdecide to open the tunnel they are digging towardLevel 12 to help Quehuar and destroy the LastOne, then deal with the Darkers. If for some reasonQuehuar cannot speak to those on Level 13, hemay still decide to strike against the Last Oneanyway once he is busy fighting against theDarkers.

rarely. He also knows a secret roomwhere magical objects once part ofthe temple’s treasure are stillhidden. He may be willing to lendsome of them to worthy followers ofIxion.

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5 - The Plaza and the Chasm

Here once was the main plaza of Intitepetl, withtemples and palaces of noble houses. Now theChasm created by the earthquake of 1777 BCoccupies the eastern border of the area. The Chasmis the only way to go down to Level 11, as the Intichose to bury completely the Beastmen city afterthey conquered it in 2504 BC. As said for the levelsabove, climbing up and down or tying a rope couldbe quite dangerous as the water dripping fromLevel 7 has random teleportation effects, seesidebar.

The Last One, Quehuar and the Darkers will keepon ignoring Level 11 below as they have done sofar. Only when the followers of Ixion open Level 13to come up (if called by Quehuar as detailed inArea 4) a permanent passage will probably be builtfrom Level 10 to 11. The actions of the beastmen inthe hidden parts of Level 11 will obviously comeinto play too (as will be explained in the next issueof Threshold).

(5) - There is the Dark Waterfallcoming down from above. As thewalls of the chasm are wet, it isextremely dangerous to try to reachLevel 11 and below going downfrom here, but on this level it is alsothe only way.Touching the Dark Waterfall mayalso cause random teleportationeffects to Annwyn, particularly theareas where it borders the Carnifexprison1.

1 This idea comes f rom RobJN in apost on his b log, Thorn’s Chronic le;for more informat ion about theCarni fex, see “Of the Lore andLegends of Y 'hog, Ci ty of theUnclean Ones, and of that Race”and “Carni fex” (both at The Vaul tsof Pandius. Annwyn is thehomeplane of the Dark Fair ies , seethe previous levels of Koskatep inThreshold issues #8 and #9 aboutthe Dark Waterfa l l . The chance ofte leportat ion could be very low(only 5% of the t imes that someonetouches the waters) , or much higher,depending on the DM’s preference.

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6 - The Lake and the rivers

These waterways once went down the hill, as thereis a pool which also arrives to Level 12 below. AsLevel 12 is contaminated, anyone drinking thiswater has a 50% chance (- constitution) to developnausea and vomiting after 1d6 hours, which will last1 full day, with minor headaches, and -3 to all rolls.The PC so affected will also feel weak for a fullmonth hereafter, and suffer a -2 to all rolls and a20% decrease of his/her hit points. After this month,she or he should recover fully, but there is a 5%chance they will develop a mysterious malady whichwill bring them to death in 1d6+2 weeks. Themalady can be cured only with clerical healing ofthe fifth-seventh level.

The Last One cannot obviously use the undead fishto attack the levels above, so they will remain thereuntil the Church of Nyx or the Church of Ixion, ifvictorious, destroys them. The contamination of thewaters will be however much more difficult todefeat (see Level 12).

6) - The Last One discovered thecontamination of the waterways, andraised several electric eels2 here asundead (HD2), 10 giant catfish(HD8+3) and 1 giant sturgeon(HD10+2). They have orders toattack any living being approachingthe waters.

2 Electr ic eels and giant cat f i sh arefrom the 1993 Creature Catalogue,whi le the giant s turgeon is in theBECMI boxed sets and in the RulesCyclopedia. 3ed convers ions arealso avai lable, e.g. “Electr ic Eel” atthe Vaul ts of Pandius

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7 - The Noble Quarter

This area hosted the Nobles’ quarter at the heightof the city and, just to the north east of it, theextensive warehouse of goods owned and managedby the noble houses. Now very little remains of theluxury of more than three thousand years ago.Inside one of the warehouse lie about 20 (or more,if the DM so desires) undead orcs, apparentlydead, their bodies hidden among the rubble,waiting for orders by the Last One. Their levelshould be decided by the DM, from simple zombies(HD2) to vampires (HD10). They will not awakeunless attacked, and their presence will be spottedonly on a roll of 1 on 1d6 by anyone who enters thewarehouse and spends at least a turn searching it.

When the Last One comes to this level after theDarkers’ victory in Level 7, he will awaken theundead orcs and use them as guards. The orcs willpatrol this area and will remain awake and ready forhis counterattack.

(7) - The former palaces and thewarehouses do still contain sometreasures from the time of Intitepetl.Such treasures includes gold, gemsand magical items. For every turnspent searching a palace or awarehouse there is a 2% chance foreach person searching that such atreasure may be found, buriedunder debris or the dust of ages.

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8 - The Market

Former great market of Intitepetl, this area alsocontained several palaces and public buildings.Now most of the palaces are ruined, but one ofthem, still in a good shape, contains what willappear to visitors like a menagerie. The main hallin fact has a collection of creatures, apparentlydead and unmoving like stuffed animals. Thecollection includes a wyvern, some rock toads, abear, some ogres, gnolls, orcs, halflings andhumans, a manticore, a werewolf, a stone giant.These are all creatures who reached as far as Level7 or even here, during the centuries, and werekilled by minions of The Last One. He laterpreserved and hid their bodies here, to bereanimated if necessary. All these creatures couldbe awakened as unintelligent or intelligent undeadas the DM prefers. PCs with holy water or clericalabilities may be able to destroy the bodies beforeThe Last One can awaken them.

After the Darkers win in Level 7, The Last One willawake all these creatures for his counterattack.Quehuar may be able to speak with some of them,if they are raised as intelligent undead, and bringsome of them to his side.

9 - The Warehouse

This former huge warehouse is completelyabandoned and empty. The northern side ispartially collapsed, but apparently a lot of debrishas been piled up to close the wall to the outside.There are some big coffins around the walls, butthey are all empty. There is nothing else in this area.

This area was emptied by minions of the Last Oneto be the ultimate refuge of their master. After thearrival of the Darkers the Last One will escape herewith all the followers he is able to save from the

(8) - Most of the intelligent creaturesplaced here still possess theirequipment, with items dating backcenturies. If robbed they will notawake, as only the Last One (oranother powerful necromancer) willbe able to call them back.

(9) - Even searching the room for along time, still nothing of value orinterest can be found here.

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battle. The huge warehouse will still appearcompletely empty to anyone examining it, evenwith magic, due to a powerful Periapt ofConcealment that the Last One will leave here.Powerful clerics or wizards (level 20 or above) canstill feel an undefined sensation of discomfort ifthey visit this area. If the Last One is discoveredbefore he is ready for his counterattack, he will tryto kill the interlopers with all the minions he stillhas, calling also the creatures from area 7 and 8and all the mummies of this level.

10 - The Artisans Quarter

This was the quarter inhabited by artisans at theheight of the city, full of workshops and smallstores. Items dating back to those times can still befound and recognized among the rubble of theancient and partially collapsed streets. A lot ofcarrion crawlers and rust monsters dwell in thisquarter.

Nothing will happen here after the initial victory ofthe Darkers, as neither the Last One nor Quehuarare aware of the existence of the Cult of Shadowshere.

(10) - The critters are not wanderingmonsters, but guardians left by anorganized group of Inti mummieswho are hidden here. Thesemummies defied Quehuar centuriesago and were defeated. He believeshe has destroyed them, but onesurvived and was eventually able toraise the others again. They belongto an ancient Intua faction calledThe Cult of Shadows, who wouldlike to ally with the Church of Nyx,once they become aware of thearrival of The Darkers. They will notaid Quehuar when he rebels againstthe Last One, but whatever partywins, they will then intervene insupport of the Darkers.

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There will be no initial battle on this level,but the Last One will come down here fromhis defeat on Level 7 with all his remainingminions. Here he will plan his counterattackagainst the Darkers, probably from sixmonths to one year after his initial defeat.PC actions should be instrumental indetermining what will exactly happen duringthe second counterattack, as the possibleparties go beyond the Darkers and The LastOne, which also have several allies:

» The Darkes can count on the Ogres of theCruth Hills, and may be able to bring on theirside also Traladaran freedom fighters (seeLevel 1 in Threshold issue #2) and severalundead they will meet from Level 1 to Level9, as detailed in each level, in particular LordKeiros in Level 5 (issue #7 of Threshold) andKirish in Level 8 (issue #10 of Threshold).

» The Last One can count on the live orcs inLevel 1, the undead gnolls in Level 3 (issue#5 of Threshold), the undead orcs in Level 5(issue #7 of Threshold) and Akrash in Level8. He may also be able to call allies from theoutside world, like humanoids or followersof Thanatos and other entropic immortals.

» Quehuar and the Inti mummies of thislevel, with all the allies they could find in theabove levels (I’d estimate all the charactersconnected to the Church of Ixion as detailedin each level, like Hasiq in Level 3 and thehutaakans in Level 8) and the allies he cancall from Level 13.

» The dwarves in Level 4 (in issue #6 of

Threshold) are their own faction and, asexplained, they will probably join theDarkers against the Last One, but could bepersuaded to join the Ixion faction later.

» The Dark Fairies of Level 6 (in issue #8 ofThreshold) are again their own faction, as arethe different fairy agents of Level 9 (in issue#11 of Threshold). The Dark Fairies couldtemporarily ally with the Darkers, while someof the fairies of Level 9 could temporarily allywith the Church of Ixion. Both will probablyturn on their allies eventually, as explained intheir description.

» The Beastmen in the hidden parts of Level11 are another faction, ready to strike as soonthe chaos has reached its peak.

Therefore a possible timeline of the finalfight for Koskatep may be as follows, with theadvice to modify it depending on the PCsactions:

» The Darkers attack and surprise the LastOne as detailed in Level 7, forcing him toescape to Level 10 with all his remainingallies.

»The Darkers explore Level 8 and 9, probablygaining allies as detailed in each level.

» The Last One strikes back from Level 10with all his might and allies.

» Quehuar and the Inti mummies stab him inthe back, aided by the followers of Ixion fromLevel 13.

THE BATTLE ON THIS LEVEL

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» Caught among two enemies, the Last One isdefeated again and escapes, probably with afew remaining allies, to Level 12.

» The Church of Ixion and the Darkers startfighting among themselves for the control ofKoskatep. The dwarves of Level 5 couldchange alliance at this time and the fairies ofLevel 6 and 9, and the lizardmen of Level 8create further mayhem.

» Different factions could control Koskatepup to 1031 AC, when the alignment willoccur and it will be possible to use theStarlake in Level 7 to open a permanentportal. If the Starlake’s corruption is notdiscovered in time (as detailed in area 5B ofLevel 7, in issue #9 of Threshold) the portalwill open to the home plane of Thanatos (orto Annwyn).

» Before or after that, the Beastmen of Level11 attack Level 13. Hel may also call morehumanoids from the outside world to aidthem. They will probably try to persuade theDarkers to join them. As it will be explainedin Level 11 however, the Last One may beable to take control of them and strike backagain.

» A final huge battle among the differentfactions may occur in the depth of Level 13.Mystara could be changed forever orKoskatep be destroyed by the Immortal toavoid this outcome.

The levels of KOSKATEP inissues of THRESHOLD Magazine

#1: “Mirror of the Eternal Night” (Overview)#2: “The Debris” (Level 1)#3: “The Akropolis of Kotesh” (Level 2B)#4: “The Lower Ruins of Kotesh” (Level 2A)#5: “Ranesh, city of four people” (Level 3)#6: “Karrast, dwarven gold” (Level 4)#7: “Dark secrets of Ieronyx” (Level 5)#8: “Shadows of Kundrak” (Level 6)#9: “Signs of the Universe” (Level 7)#10: “Mokrath, serpent eye” (Level 8)#11: “Krystallac,Crystal Heart” (level 9)

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A Gazetteer of Limn - part 2

This article presents and compares theversions of Limn maps published in theMystaran Almanac (AC 1018) with thosedeveloped by Bruce Heard on his blog1 circaAC 1000/AY 2000 with a brief generaldescription (with this part focusing on thecentral lands) and proposes an alternative tounite the unusual passages in each version ofthe maps in order to put them together. Thisarticle also makes extensive use of thematerial previously developed by JamugaKhan2, Rodger Burns3, Francesco Defferrari4

and Geoff Gander5 in their descriptions ofthe region.

INTRODUCTION

More than 3000 years in review

As explained in the previous issue6, despitebeing a very small kingdom, by Alphatianstandards, Limn is indeed a very special oneand during the centuries the AlphatianEmpire allowed many unusual andmonstrous races to dwell in this stretch ofland. The central region of Limn (betweenthe Bay of Torpes and the Bay of Trollhattan)experienced similar conflicts betweenAntalian tribes, goblinoids, lizardmen,undead, sylvan folk and occasional monsters

1 More info see topic “The Alphat ianProvince of Limn” on Bruce Heard’s b log2 “The Conquest of Alphat ia” developed byJamuga Khan on the Vaul ts of Pandius3 “Alphat ia: Kingdoms Before Landfal l”developed by Rodger Burns on the Vaul ts ofPandius4 “Lost Civi l i zat ions of Thyat is andAlphat ia” in Threshold issue #11

5 Accordly to the ar t ic les “Torpes” , “TheFal l of I lmaryl”, and “Antal ians of the East”developed by Geoff Gander on the Vaul ts ofPandius.6 “A Gazet teer of Limn in Threshold issue#11

A GazetteeR

of Limn

By Hausman Santos and Alexandre de Luna

Lining up the maps, Part 2 (central region)

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from the region, and those coming from themountains such as giants, dragons and thelike.

“The History of our beloved great island ofAlphatia is more complex than manyAlphatians realize,[...] What I know is thatfairies, dragons and giants are mostcertainly among the oldest inhabitants ofAlphatia. But not only them. Severalreptilian races [...]”

(Compiled by Thiserstian of Alphatia,magician and scholar of the ImperialUniversity)7.

TRACES AND HISTORY

ON CENTRAL LANDS

In the old times (earlier than 3000 BC), theAlphatian Sea on the coast of Limn (andalong the Kerothar Mountais) was ruled andinhabited by the Gandhar Empire of thegiants. They maintained their power in thenorthern Kerothar Mountains (from theKerothar Spur near Maskin-Xul Forest and tothe north near the Glacier of Kazarn) andextending south on the Ridge (probably untilMogban Ranges and Bolgrim Mounts).

The region suffered successive raids andmigrations through the mountains and thecoast over the centuries and millennia, whichcontributed over time to the weakening (inaddition to the insulation) and decline of the

giants of this region until finally almostextinguishing the traces of culture of thiscivilization and its historical records. Theinformation still keeps that there are a fewlocations where the giants still live.

"There is a peculiar case in the ancientculture of the giants that interests me; Ihad the opportunity to learn about it in thecourt of Limn. The descendants of thecolonies of giants believe that the highconcentration of trolls in the Bay ofTrollhattan is due to an invasion by aGargantua beast coming out of the sea;defeated at the time by the ancientkingdom of the giants, and thrown in thebottom of the pit, parts of the deadGargantua corpse had multiplied,originating the trolls. Their children wereliving in the caves below, which werecalled by some Trollmark, since the timebefore the formation of the current capitalof Limn"

(Lord Vantor- imperial scribe visiting Trollhattan)

COMING OF LIZARDMEN

TO LIMN

Ancient lizardmen (probably from the OldRepth civilization on the Haunted Marches inHaven) crossed the mountains coming fromSoutheast Plains and swamps led by a greatdragon despot (circa 2100 BC) invaded Limnand seized the plains along the Great Bay(now the Bay of Trollhattan).7 As explained in “Lost Civi l i zat ions of

Thyat is and Alphat ia” by FrancescoDefferrar i in Threshold issue #11

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With the arrival of the dragon H'ssar8 and itshorde of troglodytes, lizardmen and giantlizards, the trolls of the shaft were subjugatedand the dragon made its domain inTrollshaft9 (Trollmark) and the swamps north(between the river Dar-Engal and the bay).

The structure of Trollmark (Trollhattan Pit)consists of lizardmen buildings in the upper

levels, and trolls in the lower part of theshaft, under the command of the dragon,now in his new lair underground.

Having established their main colony next toH'ssar’s domain (The Older), the lizardmenbuilt another new colony years later in thenorthern part of the Bay of Trollhattan wherethe terrain tends towards that of swamps andmarshes. This outpost eventually becomesthe city of Theraba.

The arrival of H'ssar brings other dragonsover the years as they begin to establish densin several places in the valleys and

mountains, which starts a territorialconfrontation in Kerothar with the giants ofGandhar. This succession of conflicts beyondthe bay initiated by the lizardmen generatesan isolation of communications as well astrade between the giants in the north andsouth of Kerothar Mountais. From theremany smaller cities and colonies areabandoned or destroyed in the ensuingconflicts.

“On a final note about this age, I should addthat the Great Rain of Fire also caused atemporary resurgence of some non-humanraces. For example lizardmen ruled themodern Haunted Marshes of Alphatia and allthe lands around it, possibly allied with thenation of Mogreth in eastern Brun.”

(compiled by Thiserstian of Alphatia,magician and scholar of the ImperialUniversity).

NEW MIGRATIONS

Northern lands beyond Limn still dominatedall of northeastern Brun and northwesternpre Alphatia. The Yannivey ruled thenortheast, while the central forests wereagain dominated by fairy and sylvan folk.

Immigrants, formerly from Taymora,established the colony of Ymathra in thecurrent Kingdom of Haven (these alreadyhad enmity with Mogreth before10) Western

8 Known as “The Dragon” this character waspresented in the Mystaran Almanac AC1019(avai lable on the Vaul ts of Pandius) .9 Trol lmark and Trol l shaf t are a l ternatenames used to this t ro l l s under caves. See at“Lower Stoutfe l low -- Alphat ia 's Underworld”map by Bruce Heard on his Blog.

1 0 See some of this descr ipt ion of Mogreth in“Lost Civi l i zat ions of Thyat is and Alphat ia”by Francesco in Threshold issue #11 page118.

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Alphatia, in the hills south of the KerotharMountains (Approximately 1700-1750 BC).

The Ymathran11 nobility werecolonists/refugees from distant Taymora, butfar reduced from their ancestors' days ofglory - they focused mainly on enhancingtheir own power and status, ruling from theshadows and keeping the common folk asterrorized feeding stock. In spite of this, theywere a definite threat to the Alphatiannewcomers - many Ymathrans were powerfulnecromancers, others were skilled in combatand able to use their vampiric talents toinfiltrate and assassinate. The Ymathranunderclass also fought against the Alphatianinterlopers (probably between AY 65/935 BCuntil AY 100/900 BC) with desperatestrength, more afraid of their lords'punishment than any vengeance theAlphatians might visit upon them.

The Lords of Ymathra and settlers also cameto see the Limn region as a probable domainafter seeing the decrease in strength of thegiants of old Gandhar.

After this period (BC 1750) were the firstwaves of goblinoids into Alphatia, inparticular on the west coast, and also byKerothar Mountais where many settled inLimn. During the migration of Traldar andTaymorans to the Alphatian mainland, thegoblinoids traversed from Brun to Alphatiaover the natural land bridges that existed at

the time. Such bridges were later destroyedby climatic changes and rising sea levels afterthe earthquakes that destroyed the Taymoracivilization from 1750 to 1700 BC. Giants andfairies in the north took the worst brunt ofthis invasion.   For the most part, thegoblinoids settled in the plains near thefoothills of the mountains of Kerothar, butmanaged to stay near the coast.

The giants of Gandhar in part repelled thegoblinoids who came to Limn, but werebetrayed by tribes of lowland hill giants thathad allied themselves with the goblinoids.The giants in Kerothar became increasinglyisolated from the southern mountainsbecause of the migration plains flooding anddragon domains established in the mountains.

CLASH OF MIGRATIONS

Among the first wave of goblinoids and theirexpansion in Alphatia, and before the arrivalof the second migration (BC1300 -1000),Antalians from the north began to establishcolonies on the west coast (Terkyn, formerlynamed Grønborg, being one of them)coming from the realms and domains ofYstmarhavn and Yannivey.

The disadvantaged geographical terrain ofthe golbinoid tribes forced them into analliance with the lizardmen of Trollmark(Trollhattan Pit) so as to not be driven byattacks from various sides of the plains whichwere favoured by the lizardmen who werestrengthened on it.

The arrival of the second wave of goblinoidswho came by sea in the west (AY 0 /1000 BC)creates a beachhead in the hills of Nin-Marag

1 1 The Ymathran colonies in Alphat iaemerged with gobl inoid invasions in Brunand the Is land of Dawn. See more on“Alphat ia: Kingdoms Before Landfal l”developed by Rodger Burns on the Vaul ts ofPandius and again in “Lost Civi l i zat ions ofThyat is and Alphat ia” by FrancescoDefferrar i in Threshold issue #11.

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and another in the Sound of Ishme (Hills ofAkh-Kharu). This starts many confrontationson the coast of Limn against local humantribes (mostly Ystmarhavners).

The north beyond the Bay of Torpes (AY200/800 BC) is readily resisted byTerkyn/Grønborg limiting the beachhead ofgoblinoids who came by sea to the hills ofNin-Marag. The hordes in Ahk-Kharu alsolose the coast and relocate among thefoothills. Disputes rage over the hills withthe iron mines, with the hordes occasionallybeing repelled back to the Winterfall Hills.

The Antalians further south of Limn (as far asHundraal) are limited to the margins of a fewterritories Sheb-Nigosh and now have a hardtime living on land close to the goblinoids.

This situation only improves whenYstmarhavner seafarers (Current SeahomeGuard) secure the domain of Aroth-Dag Hillsand when the Ymathrans establish a hold inthe south (near Hundraal River) and mediate(through his powers of manipulation and

charms) for a peaceful coexistence with thegoblinoids on site.

GANDHAR LAST TRACES

After the numerous migrations in the plains,the area of H'ssar’s lizardmen, more dragonsestablished themselves in the KerotharMountains and after several attacks, theGandhar core territories became increasinglyisolated; both in the north and the south.Thus, Ymathrans choose a faction of thegiants in the north and through their magicalpowers charmed them to help secure victoryin the north, stabilizing the area in themountains and setting a hold in the nearbyregions of Dag-Atûr along with their newallies (giants of the foothills, dragons andsome goblinoids tribes). At this point whatremained of Gandhar was finished.

YMATHRA AND THE

LIZARDMEN

Realizing the lizardmen were arraying for warin the Bay of Trollhattan, the Lords ofYmathran from the Kerothar Mountains casttheir hosts of goblinoids and allies againstTrollmark (Trollhattan Pit), but its defensesare very well prepared. H'ssar hadestablished a firm area in the pit-city with itsown goblinoids, troglodytes and lizardmen(plus a gross rag-tag army of trolls). Howeverthe biggest surprise was revealed by thepresence of beholders as allies of thelizardmen, who succeed in pushing back theminions sent by Ymathra (which must thenrethink a new course of action againstTrollmark).

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ELVES FROM THE GREAT

FOREST

“The vast majority of the elves fled south toShiye-Lawr, where they rejoined theirbrethren in peace - the antagonismsaroused during the war being relaxed inthis time of need. The humans found nowelcome in Shiye-Lawr, and many eitherfled south into Alphatia or, along with asmall number of elves, westwards to whatis now Norwold. Many of the Foresthomesof modern Norwold were in fact foundedby these elves. By the first weeks of AY 734,or BC 266 by the Thyatian calendar,Ilmaryl was no more.”

(From a lecture at the University of Wendar12)

In this period after the end of the elvenkingdom of Ilmaryl in the north, some Shiyewere reestablished in the forests of Shiye andAlfleish while others left for Norwold due tovarious political problems within the elvishculture. A few houses had teamed up tocreate a hometree between the forests of Tal-Burud and Maskin-Xul south of Limn.Conflicts and clashes in the plains

encouraged sylvan folk to ally themselveswith the Shiye elves in exchange for mutualprotection. This model followed until thearrival of the Alphatians on Limn.

THE ALPHATIAN

INVASION

With the arrival of Alphatian armies in AY884/116 BC the recognition andconsolidation of allies and enemies finallybegan to define the territory of Limn. Variousgroups and races had different positions:

Trollmark – Enemies of all, and opposed toany invasion of the plains or the Bay ofTrollhattan.

Goblinoids of Plains - Non allies tolizardmen, they start light clashes againstboth Antalians and Alphatians, but many aretoo unorganized to resist long againstAlphatia.

Giants - In this period, Gandhar has alreadybeen undone, and the giants are too few.They stay out of the fighting during theinvasion.

Celebryn Elves (Shiye) - RefugeeShiye/Ilmaryl (after falling AY 734/266 BC)the elves were severely limited and drivenback into the forests due to raids bygoblinoids of the plains of Limn. Seekingallies with sylvan folk, they see the Alphatiansas a chance of survival against the goblinoids.

Antalians / Ystmarhavner / Qeodharians -See alliances with the Alphatians as anopportunity to maintain their coastal1 2 As re lated in “The Fal l of I lmaryl” by

Geoff Gander on the Vaul ts of Pandius

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territories and rid the plain of goblinoids.Grønborg in the north resists hard againstboth the goblinoids and Alphatian assistance(circa AY 890/110 BC) on the TorpesPeninsula (an independent kingdom since AY350/650 BC). All territory east of the foothills,connecting with the plains, is subjugatedcirca AY 940/60 BC.

Ymathra13 – At first the goblinoids are usedagainst Alphatians in battles on the plains,but are soundly defeated and retreat to thenearby mountains hills, leaving the plains inAlphatian hands (except Trollmark in the Bayof Torpes). With Alphatian alliances in place(elves, Antalians south of Limn, and a fewsylvan folk) the goblinoid tribes are defeatedand ultimately surrender to the Alphatianssaving them from extinction. Finally , thestrongholds and homes of the Lords ofYmathrans are located and destroyed inAlphatian attacks. Alphatian armies in thearea, supported by the Draconic Orders sentfrom Randel, come into conflict with undeadtroops just as often as they do withYmathrans. The main positions to fall areSheb-Nigosh (now Castle Zychnier), aroundDag-Atûr Mountains and Castle Sheb-Talai onWinterfall Hills.

Ultimate Fate to Ymathra

Alphatian war-wizards eventually scourgedYmathra from history, executing the nobleclass and subjugating the peasantry (whichwas still likely a kinder fate than continuedYmathran domination). Aasla (already on herPath to eventual Immortality as Alphatia) was

at the forefront of the war against Ymathra -and her horror at the tactics used by theYmathrans, as well as her disgust at the wayother Alphatian wizards tried to overawe theYmathran peasant folk with similar displaysof brutality, contributed greatly to her beliefin pacifism and constructive study of magic.To the extent that the Ymathran war was ajust one, it was Aasla's doing, and part of herTrial and Testimony was creating a networkof enchantments and magical wards thatsealed away Ymathran curse-magic and madethe land lush and bountiful once more. Thenexus-crystal of this ward network still exists,in a secluded valley some 250-odd milesnorthwest of the city of Aasla ... whether anyill force would be unleashed if the crystal isdamaged remains unknown.

Lizardmen – After the end of Ymathrans,Alphatian attacks are focused againstTrollmark. The defeated lizardmen initiateda negotiation of peace agreements with theAlphatians and Draconic Orders from Randel(which were crucial in H'ssar’s defeat). Laterthe place name was changed to Trollhattanthough the moat below remains known asTrollmark14.

THE MID LANDS AFTER

ALPHATIAN INVASION

After the Alphatian invasion and the taking ofTrollmark, Alphatians established some orderin the region. Hundraal established Alphatiancities in the south of Limn’s coast and settledthe Ystmarhavner seafarers on En-Hadoth

1 3 The Ymathrans was presented by byRodger Burns at “Alphat ia: Kingdoms BeforeLandfal l” on the Vaul ts of Pandius.

1 4 A br ief map can be seen of Trol lmark on“Lower Stoutfe l low -- Alphat ia 's Underworld”by Bruce Heard on his Blog.

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building a naval port in conjunction with theAlphatians in Aroth-Dag (Seaguard Tower).The goblinoids were allowed to assemble incommunities and villages provided theyremain at peace with Alphatia’s allies andsoon, Nin-Marag and Nergath wereestablished north of Trollhattan Bay. Dul-Marag was another goblinoid communityestablished by the Dar-Engal River as well asthe sylvan folk village of Zerantha.

Having lost the war (AY 915/85 BC), mostlizardmen prefered not to remain under thedirect control of the Alphatian guardpost inTrollmark and settled on the north side ofthe Dar-Engal river in the swamps where thecurrent village Theraba exists.

The northern region of Limn along the ruinsof Grønborg stayed disavowed and longforgotten (serving as a refuge place forgoblinoid survivors of the battles, which werevery bitter to stay under the eyes of Alphatianguard further south) until the founding ofTorpes in AY 1180/180 AC.

TIMELINE OF LIMN

Below is a summary of Limn chronologyfrom the beginning to the present day15.

5000 BC: Gandhar extends from thenorthern to southern Kerothar Mountainswith Serpentine expansion contained by theGandhar Empire of the Giants, which at the

time ruled also over fairy and humanpopulations.

2300 BC: Fight to the coast and plains ofLimn between the giants of Gandhar and asea troll-like Gargantua coming from theAlphatian Sea.

2100 BC: Lizardmen are established alongthe Bay of Trollhattan and dominate thetrolls. H'ssar establishes his lair in Trollmark(Trollhattan pit).

1990 BC: Dragons in Kerothar. Period ofconflict with Gandhar giants defending theirdomains.

1750 BC: Ymathra is established in modernHaven and the Kerothar Mountains.

1745 BC: First invasion of goblinoids inAlphatia; they concentrate on the plains ofLimn.

1740 BC: Confrontation between thedragon alliance (H’ssar and the dragons ofthe Kerothar mountains) and the giants ofGandhar. Although, the giants were moreorganized, the overwhelming numbers of thedragon alliance (boosted by lizardmen andgoblinoids) gave them the upper hand.

1400 BC: Kingdoms and domains formed byYstmarhavner explorers north of Alphatia.

1300 BC: Goblinoid expansion mostly inAlphatian Sea and Eastern Brun.

AY 0 /1000 BC: Expansion of AntalianTribes in Limn is limited by the coast withlizardmen in Bay of Trollhattan andgoblinoids in the plains and foothills. Arrival

1 5 This proposed t imeline is compiled ofal l data used as reference in this chapterand can be checked (with the exceptionof what has been developed here) one byone on the Vaults of Pandius

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of Alphatians on the continent (Landfall); lastGoblinoid invasion coming by sea(Beachhead were today stays Nin-Marag).

AY 4/ 996 BC: Prince Aaslon and his troopsare attacked by city states and possiblyYmathrans Ostmarks when crossing theKerothar Mountains16.

AY 35 / 965 BC: Alphatian expeditionexplores the west coast up to modern dayLimn. There they met by ships from theisland of Qeodhar and were driven back.

AY 52-60 / 940 BC: Alphatian imperial navyattacks and invades Stonewall (sea and land);Colonel Aaslon founded a naval base(actually Draco17).

AY 62/938 BC: After a few victories at sea,Qeodharian fleet sailed south to crush theirAlphatian enemies completely. Unfortunatelythey underestimated the reserves of theEmpire. Most Qeodharian units werecaptured or sunk.

AY 65/935 BC: Antalians from the southcoast of Limn (Hundraal) established analliance with the Alphatians. Wizard War of

Alphatia against Ymathra in Kerotharcontinues.

AY 90 / 910 BC: Alphatian Imperial Marinesburned down Ystmarhavn, the greatestsettlement of the Qeodharian jarls; the Jarlsnever fully recover again.

AY 100 / 900 BC: Ymathra defeated andofficially under Alphatian rule by AY100. Afew individual domains still remain in Limnmountains.

AY 200 / 800 BC: Ystmarhvner coloniesfounded on Alphatian west coast.

AY 350 / 650 BC: Ylsa founded GrønborgRealm18 (over Terkyn city).

AY 400 / 600 BC: Markland established as arealm.AY 734 / 266 BC: Fall of elven kingdom ofIlmaryl19.

AY 740/260 BC: Several Shiye elves unitedas a minor clan (Celebryn) move out fromShiye-Lawr (after conflicts with the king) andestablish a domain (Treehome) between Alal-Xul and Tal-Burud Forest (Limn).

AY 884 / 116 BC: Alphatian invasion of Limn.

AY 890/110 BC: Brief conflicts withgoblinoids; Alphatians make alliances withShiye Celebryn (and sylvan allies) in additionto the already established alliance with theHundraal on the south coast.

1 6 As re lated in “The Conquest of Alphat ia -The Ear ly Years” by JamugaKhan and Captain Ebenezum on the Vaul tsof Pandius. This event was inc luded Ymathraand Ostmark accordly to development toHistory of Limn on this ar t ic le .1 7 According to Jamuga Khan and CaptainEbenezum “In AY 52 the Qeodharians s tar teda counter-at tack. Over the next years someminor naval bat t les occurred, and bases wereconstructed and destroyed. In AY 60 theStonewal l base was conquered by theQeodharians”. See more on “The Conquestof Alphat ia - The Ear ly Years” on the Vaul tsof Pandius.

1 8 See in “Antal ians of the East” by GeoffGander on the Vaul ts of Pandius.1 9 As regis tered in “The Fal l of I lmaryl” byGeoff Gander on the Vaul ts of Pandius.

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AY 900/100 BC: The few survivingYmathran leaders launch their goblinoids,peasant militia and several undead againstAlphatians.

AY 910 / 90 BC: Last Ymathrans destroyed;Alphatia takes the plains and begins to fightand make siege against the lizardmen inTrollmark (Trollhattan pit).

AY 915 / 85 BC: Alphatian army joins withunits of Randel Draconic Orders and defeatthe lizardmen. Lizardmen remain only in thetown of Theraba and surrender to theimperial troops. Trollmark (Trollhattan pit)pass to be watched and guarded.

AY 950 / 50 BC: After nine years of siege,Grønborg was taken and destroyed byAlphatia.

AY 1150 / 150 AC: A group of Traldarsailing in a vessel founded the Tarpanadessettlement over the ruins of Grønborg.

AY 1180 / 180 AC: Alphatians and Traldarfamilies from Tarpanades20 established animperial alliance.

AY 1900 / 900 AC: The elven Lord Drushiye(with the support of Dracor and Mitrestufamilies) manages to convince the EmperorTylion IV to establish the kingdom of Limnand allow him to rule. His new capital will beestablished in Trollhattan.

AY 1928/928 AC: Ambitious Alphatians planto redraw the borders of Limn (to includ thecity of Torpes). Several imperial

representatives sent to allied groups in theregion. Economist Xandaram sent to Torpes(administrator and imperial representative).

AY 2000 / 1000 AC: Time of the Gazetteersseries.

LOCATIONS OF THE MID

LANDS

Castle Dracor21

Traditional Dracor family castle, that rises ona hill in the mountains like a black spur amida mist that darkens until daylight, at the footof ensconced Kerothar in the mountains onthe way between the Bay of Torpes and KeepDagan. It has a small road winding betweenthe passage of the mountains to the castle.Around an old petrified tree forest arespears with heads stuck on the tipsinterspersed with hanged bodies. In themidst of fogs and mists lurk denizens such aswolves, bats and giant bats, that scan theregion from above and serve as spies for the“Count" in his castle.

Central Quarter Order of

Dracor

60 inhabitants (with another 60 scatteredaround the kingdom in small patrol units). Abastion tower-like barbican blocks the waybefore reaching the castle Dracor (serving as

2 0 The Tarpanades was descr ibed in“Torpes” by Geoff Gander on the Vaul ts ofPandius.

2 1 Cast le Dracor was presented as seen inLimn map in Mystaran Almanac AC1018(avai lable at the Vaul ts of Pandius) . Seemore about Dracor on “A Gazet teer of Limn”part 1 on Threshold issue #11

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an outpost and general quarter to the Orderof Knights and Dracor Avengers) with theirgates being opened or closed afterinvestigating any visitors.

Castle Mitrestu22

200 inhabitants - In the mountains north ofNergath the path is protected by a densetemperate forest rumored to be haunted byghosts and wandering souls who drag theunwary from the track into the forest depths.A stone tip connects the road up to thecastle. The land around the castle is a largepit filled with corpses. Most of the Mitrestufamily takes refuge in this old place (datedfrom the time of Ymathrans), with few familyrepresentatives allocated in Torpes andTrollhattan. As an extension of its territorythere is Nergath village south of the castle.Although, the land belongs to the Mitrestu,the goblinoid population is politicallyaligned with the city of Dul-Marag, but out ofsheer fear, they pay their taxes and obey thecommands of the lords in the castle.

Great Temple of Nyx

Inside the forest north of Nergath, rituals andofferings are dedicated to Nyx in the largecentral chamber. The high priests gather hereand from this point also manage their smallertemple in Nergath.

Nergath

620 inhabitants - Commanded by a tribe ofbugbears (the Draw Skin) which subjugates alesser tribe of goblins that works in the coalmines. The city has its economy based onlivestock in the fields, fuelwood collection,charcoal creation and coal extraction withthe coal and charcoal supplying the forges ofNin-Marag and Baenil. These activities led tonumerous conflicts with fairies, druids andthe sylvan folk of Zerantha. Enraged by theclearing of forests to make way for pastureand firewood production, they have requiredKing Drusyie’s mediation more than once, toavoid more serious conflicts. A smallcontingent of minotaurs, servants of the royalhouse, was allocated to the city, followingthe real ambassador responsible forregulating the extraction of firewood andpasture improvement over the forest. Theyremain in compliance with the cityrepresentatives of Mitrestu and a small patrol(outpost) of the Order of Dracor.

2 2 Cast le Mitres tu was a lso presented as seenin Limn map in Mystaran Almanac AC1018at the Vaul ts .

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Nin-Marag

800 inhabitants - Inhabited by a large tribe ofhobgoblins (Iron Fangs), who reject theinfluence of the circle of the elders of Dul-Marag and adopted for themselves thecustoms of the more "civilized" Alphatians,which are reflected in the city's architectureand the garments of its inhabitants. Nin-Marag is heavily fortified and marked by aconstant gray haze coming from countlessforges and workshops. The sound of metalbeing worked sharply resounds through themuddy alleys as an incessant mantra. In thecity center, a huge building stands, it housesthe beating heart of Nin-Marag, the High-Oven that produces the Ulfberht23, a specialsteel from the lost old Gandhar Empire,which feeds the city forges. The building isextremely well kept and access to the site iscontrolled.

Theraba

530 inhabitants - One of the oldest Villages ofLimn, its stone buildings withstood both timeand Alphatian invasion when it was spared.The flooded areas have several caves wheremost of the population lives. The commercialdistrict is the driest area and highest in thecity (populated by lizardmen, troglodytes,kobolds, trolls, ogres and some goblinoids;the old allegiances of Trollmark). Itsinhabitants are a bit more reclusive andinsular because of their history. The village issurrounded by stone walls and lightlyfortified. A local lineage descended from theLimn primordial lizardmen line isresponsible for the village government. The

main buildings and the temple have a similarconstruction to the Azcan culture.

Great Temple of Ka

Up a hill north of the main avenue ofTheraba stays the great temple of Ka, whererituals, offerings and services are dedicatedto the immortal in the main chamber. Thehigh priests gather here, and at the centraltemple in Trollhattan, on dates sacred totheir culture, and the ethos of Ka.

ECONOMY OF LIMN

BAENIL Iron (Refining)Tools (Production)

REMINA Iron (Mining)Drugs (Kala)

ISHME Iron (Trade) Obsidian (Jewellery)

DAGAN Obsidian (Mining)

THERABA Fishing (Giant Crab)Leather Goods (Production)

TORPES Iron (Export)Weapons (Export)

Armors (Export) Jewelry (Production / Export) Books (Production / Export)

NIN-MARAG Weapons (Production)Armors (Production)

Tools (Production)

2 3 See more about Ul fberht descr ipt ion onthe “Medieval His tor ies” websi te.

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NERGATH Leather Goods (Production)Firewood (Production)

Coal (Production)

DUL-MARAG Monsters (Production) Potions (Production) Magic Components (Production)

ZERANTHA Crafts (Production) Ceramics (Production) Bows and Arrows (Production)

TROLLHATTAN Monsters (Export) Flint (Export) Ceramics (Export) Paints (Production / Export) Potions (Production / Export) Magic components (Production / Export)

CELEBRYN/ Flint (Mining)NIN-BURUD Ceramics

(Production / Export) Bows / arrows (Production / Export) Hardwood (Fine woods)

EN-HADOTH Fishing (Octopus / Squid / Sepia) Paints (Sepia Ink)

ECONOMY DESCRIPTION24

1. IRON - Extracted in Remina and refined inBaenil, it goes by barge to Ishme and fromthere to the forges of Nin-Marag and to theport of Torpes, from where it is exported.

2. FIREWOOD / COAL - Produced inNergath, supplies the forges of Nin-Maragand Baenil

3. ARMS AND ARMOR - In Nin-Marag theRemina iron is processed and transformedinto Ulfberht (high quality steel of theGandhar Empire) being worked in thecountless forges of the city, for theproduction of weapons and armor ofexceptional quality. These are produced inseries, following a basic model, valuingfunctionality rather than appearance.Weapons and armor are transported by seato Torpes, from where they are exported tothe whole Empire.

4. OBSIDIAN - Extracted in the mines ofDagan, it is polished and made into jewelryin Ishme and Torpes, from where it isexported.

5. BOOKS - The Sage´s League on Torpesproduces cheap copies of the most popularbooks of the Empire and deluxe editionsusing rare materials and special inksproduced in Trollhattan.

6. TOOLS - Produced in Baenil (mining) andNin-Marag (forgery) to meet the insatiablelocal demand.

7. MONSTERS - Caught in the Kerotharmountains, in the Tal-Burud forests and thehills of Akh-Kharu by the Hunters Guild inDul-Marag, they are sold in markets in thecity and exported to all over the Empire fromTrollhattan.

8. POTIONS - The Trollhattan alchemistsand the Shamans of Dul-Marag produce awide variety of potions, especially for the

2 4 Most of this informat ion was col lectedaccording to “The Alphat ian Province ofLimn” (industry summary info) on BruceHeard’s b log.

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control of monsters, which are used toappease the beasts in fairs in Dul-Marag andthe Trollhattan Zoo, the surplus productionis exported through the capital, and theBlackheart kingdom is its main consumermarket.

9. MAGIC COMPONENTS - A lot of magicalcomponents, especially those derived frommonsters (Half a kilo of basilisk scales? Rightaway!) can be found in Dul-Marag andTrollhattan, from where they are exported tothe rest of the Empire.

10. BOWS AND ARROWS - The elven clansCelebryn, sylvan folk and faeries of Zeranthaproduce a wide variety of bows and arrows ofhigh quality and rich decoration, which aremarketed locally and exported to Stonewalland Aurora Island. Especially coveted are therare pixy arrows arriving at Celebryn markets.

11. FLINT - Extracted from the mines of theKerothar Spur, it is prized in Celebryn, andexported through the port of Trollhattan toStonewall, Frisland and the Isle of Dawn.

12. PORCELAIN - Produced in Celebryn andZerantha is highly prized for its unusualstrength, vibrant colors and "ethnicpaintings" being fairly valued in Aasla, towhere it is exported, and by the Trollhattanalchemists, who use them for transportationand storage of potions and magicalcomponents.

13. PAINTS - Produced in En-Hadoth (sepia)and Trollhattan (derived from monsterpigments) are coveted throughout theEmpire due to their remarkable resistance towater, especially paints produced by theGuild of Alchemists in Trollhattan, whose

magical properties facilitate the spelling ofscrolls and grimoires.

TORPES: ADDITIONAL

DESCRIPTION

As described briefly in the first part of thisgazetteer25 Ylsa of the Sharpened Bladeconquered the citadel of Terkyn, andrenamed it Grønborg. There were severalconflicts with Markland in the north (thecapital of which was Taraldstad) whose Kingwas Tarald the Black. Grønborg, which,though it was sparsely populated, more thanmade up for this weakness through theferocity of its warriors.

There were also some goblinoid tribes thatdominated the foothills of the mountains andoccasionally settled the hills of Ankh-Kahru(between the Bay of Eanna and the Sound ofIshme) and imposed their will on local tribesand take control of the iron mines forcrafting weapons, until finally being drivenback to the passes in Sheb-Talai.

Roughly 200 years after Grønborg was takenand destroyed by Alphatia, a Traldar sailingvessel founds Tarpanades settlement over theGrønborg ruins.

Eventually, after the Alphatians learned of thedisplaced Tarpanadeans' history, they offeredthe Traldar the possibility of establishing alocal colony in exchange for fealty to theEmpire. The Tarpanadeans accepted, on the

2 5 Not only in the f i rs t part of “Gazet teer ofLimn” ( in Threshold #11) but a lso descr ibedin "Torpes" and “Antal ians of the East”developed by Geoff Gander at the Vaul ts

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condition that they were allowed to governthemselves as they saw fit. The Alphatiansagreed, so long as taxes were paid, findingthis reasonable under the circumstances.

Today, it is now known as "Torpes", acorruption of its old name, "Tarpanades."Technically it is a part of Limn, but is a semi-independent city in its policy and economyof everyday life. A council of families andclans govern the city under the guidance ofan imperial representative, Lord Xandaram.Actually Torpes has a population around7500 inhabitants and a military force of 1795troops in AY2000.

CITY OVERVIEW

1. Dockside

Port gate with chains and towers of lights;Composed by a minor port exclusively forimperial affairs and a larger port for trade(with an exclusive wing for local noblefamilies).

2. Warehouse District

Neighboring the docks and divided (after therenovation of the port) into imperial andmerchant sections.

3. Foreign District

Adjacent to the port, has some inns, generalshops and service shops (the district has acurfew at night and guard patrols).

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4. Guard Outpost

In addition to a citadel along the bastiontower of the imperial envoy, there are severalstone buildings with guards using theimperial and Limn kingdom coat of arms thatpatrol the city and communicate throughcavalry and messages.

5. City Meeting Hall

Built on a hill nearby the citadel, thestructure is stylized like the great halls of theAntalians; But nearby buildings are a mix ofTraldar and Traladaran design. Some smallservice shops provide the district with minormagical services (detections, orderincantations, apothecary, books and scrollservices).

6. ORC ENCLAVE

Separated and watched by guards, theenclave is walled and its accesses are to theouter gate and the Dockside (for cargoservices, storage and stevedores fromgoblinoid guilds). A group of chieftainsmaintains a hierarchy of control over theenclave.

7. Citadel

Fortified on a hill beside the central avenue,this bastion is where the imperialadministrator Xandaram resides. Besides theguard barracks and an annexed aerodrome,the bastion consists of administrative officesto oversee the city and imperial bureaucracy.

A square in front of the bastion has a magicalaccessory to detect sudden changes, such asweather or fog and ashes from Alphaks’Volcano (like a magic alarm bell).

NPC GALLERY

Castle Dracor

KRISNAK, DRAGON LORD IN DRACOR –(CE male red dragon 15 HD)

He was sent by his master26 many years agoto assist Lord Mzilikazi and guard the skies ofthe Dracor. Occasionally he serves as theCount´s mount. Unwanted visitors anddefeated victims are turned into the maincourse in his cave in the mountains.

Mizildravish

See more info in Torpes City.

2 6 See more informat ion in “A Gazet teer ofLimn” –Part 1 (Threshold issue #11) page158 within the DM Plot Informat ion sect ion.

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RIKHAR -(CN male human F/Avenger 14 lv)Captain Order of Dracor

Rikhar has white hair and dark hazel eyes,and sharpened teeth. He wears dark platearmor and wields a bastard sword. Rikharseeks revenge against the kingdom ofStonewall which exiled him some years ago.

Castle Mitrestu

The Mitrestu, as a house, originated frommarriage between Traldar peasant familiescoming from the lost areas of Ymathran(Alphatia post-invasion). Connoisseurs ofTraldar mysticism and Ymathra culture, TheMitrestu have magical abilities, especiallywithin the arts of necromancy.

Political alignment: favors the Traldarfamilies (especially Dracor and others inTorpes) Occasional allegiance withMarthedren. Supporters of King Drushyie.Duties: Oversees the Bay of Torpes andKerothar Mountains

Personalities:

HIGH LORD CHESLAV -Head of Mitrestu(NE male human W/necromancer 20 lv)

With great responsibility to carry on thefamily tradition, he has the help of his father,Chesiev, and the support of his wife inmatters regarding good relationships withthe Dracor and diplomacy with KingDrushyie. Sponsors research on theYmathran lost culture and magic, and hasdeveloped concerning dialogue about thematter with Argaloth on his personal basin inMitrestu castle. Member of the GreatCouncil, even being a man of few words,fiercely defends the interests of Limn (fromMitrestu point of view, of course).

LADY ELLENORA

(CN female human Avenger 12 lv)

Ellenora was promised in marriage toCheslav by Lord Mzilikazi from Dracor as ameans of keeping the houses united. Herrelationship with her husband is a bit cold

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and something morbid. Makes good use ofher connections from Dracor to guide thediplomatic policies of Mitrestu to goodrelationships with the royal house of Limn.Occasionally goes to the capital, Trollhattan,where her daughter Rhadasta lives.

VIOREL (THE YOUNG)

See more information under Torpes, below.

RUXANDRA

(CE female human C13 Nyx)

High Priestess on the Great Temple of Nyx.She has a short blonde hair and green eyes,and a prominent face. She wears darkgarments and an ornamented mantle. Shedesperately seeks the secret of immortality inserving Nyx and the Lords of Limbo.

ARCHMASTER CHESIEV

(CE male human lich W/Necromancer 22 lv)

This old Mitrestu established the currentdomain of the family. After attaining lichdomhe devoted his time to magical studies and tosponsor the investigation of Ymathrancivilization. Part of the success of his researchwas the capture of an ancient Ymathranvampire, currently magically trapped in thebasement of his castle. Now he leaves theleadership of Mitrestu in the hands of his sonCheslav.

PETRICA

(CN male human C10 Nyx)

Priest of Nyx at the temple in Nergath. Hedisseminates the doctrine that redemptioncan only be achieved after the big night

(death). A Skillful orator and strongcharismatic man, Petrica is the mainrepresentative of Mitrestu in Nergath. Hismother Ruxandra runs the Great Temple ofNyx hidden in the forest.

KATHRADOR THE OLDER

(CE male human wraith Lord 11 HD)

(Elder Ymathra Spirit) An old Ymathran whoobediently served his masters in life and waspreserved after death. Trying to regainsecrets of his people (and the truths that leadto knowledge of the remains of Taymoraculture). He joined Viluskra and extended hiscondition to her, so she could help him inhis plans.

LORD SVOJAR (MITRESTU)(NE male human undead 6 HD)

Revived a few years ago as a Zombie Lord27,Svojar commands the undead in specialdetachments on family missions. The mostimportant warriors of the undead unit serve

2 7 See more info on Monstrous ManualAD&D ,TSR publ ishing page - 373.

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as skeleton warriors28 under his command(personal escort).

GREAT MATRIARCH VILUSKRA

(NE female human wraithlord 16 HD29)

She lived there centuries ago as the mainthrall of Lord Chesiev, and lost her life whileinvestigating the past Ymathran culture .While still alive she had contacted theKathrador spirit to dig up and recover oldYmathran secrets. Her thirst for power tohouse Mitrestu and the desire for eternal lifeare her main passion and motivation toremain among the livings. She can contactthe old deceased Mitrestu relatives(something like a speak with dead ability) toretrieve knowledge and information.

Nergath

CHIEF GULMUD, Grizzly Bear(LE Male Bugbear 7HD)

Smarter than most bugbears, Gulmud knowshow to pick his fights and only attacks atarget when he is certain that he can defeatthem. Extremely superstitious, he only makesdecisions after consulting the oracles of theshaman Saath, which makes him amarionette of the circle of elders of Dul-Marag.

SAATH

(NE Female Red Orc Shaman 6)

Cunning and cynical, this young shamanaims to gain power at any cost. Devout of

Jamudaru, she advises Gulmud on theinterests of the circle of the elders, butalways takes into account her personal gain.

DIKO

Undertaker of the Cult of Nyx(N male human T7 lv)

Diko has tangled black hair and amber eyes.He is responsible for collecting corpses andcarrying them to the Temple. He wears blackleather armor, a strange top hat and wields apoisoned dagger and darts. Diko is cursedwith traumatic nightmares (always related insome degree to his masters in the GreatTemple of Nyx).

NAHZIR

(LE Male Minotaur 8HD)

Proud commander of the personal diplomatescort of Master Ardabryn, a position that heplays with great competence and greaterarrogance. He never forgives the mistakes ofhis subordinates, punishing them severely fortrivial faults, as well as for his own mistakes(and they are many), always finding a way tohold anyone else accountable for them.

2 8 See more info on Monstrous ManualAD&D ,TSR publ ishing page - 317.2 9 More info about Wrai th Lord in moduleX11 “Saga of the Shadow Lord” (TSRpubl ishing) and GAZ F2 “The DenagothPlateau” and i ts map at the Vaul ts

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MASTER ARDABRYN

(LN male elf W8 lv)

Diplomat and ambassador of the royal houseof Limn sent to mediate the conflict betweenNergath and Zerantha, Ardabryn wants toresolve the issue as soon as possible, in orderto "return to civilization", as he is oftenranting from time to time.

VOJTA

(CN Male Human Avenger10 lv)

Order of Dracor member in Nergath. Vojtahas red hair and dark brown eyes, and acropped moustache. He wears leather armorand wields a poisoned short sword anddagger.

PETRICA

Priest of Temple of Nyx in Nergath

See more information under CastleMitrestu, above.

NIN-MARAG

Great Chief Whungar(LN Hobgoblin, F6 lv)

The tough task of modernization andtechnology for all local goblinoids is on hisshoulders. His ancestors had invested in theconstruction of the city and the same wasexpected of him. To stay in power and befree from opposition he signed an alliancewith the Baluk family in Torpes and sosecured one of the widest goblinoid tradenetworks in all of Limn. Has carefully studiedalliances with Thorberg (so that he does notend up becoming a puppet). His visionarynature has caused him to strive as aswordsman and he has trained with greatability to defend his position as chief.

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EHINAR

(LN Male Hobgoblin, Wokan 6)

This old wizard has seen many winters, calmand soft-spoken, he hides a sharp mindbehind the fragile facade. True to his peopleand to his boss, Ehinar strives to achieve hisgoals and never forgives those who fail tofulfill his orders or threaten his tribe.

RAJMUND

(N Male Hephaeston30, 25 HD)

Years ago Rajmund was attacked by giantsled by Martoth who wanted to plunder hisstock of weapons and armor to attack Limn.During the attack his mate was killed and thechildren that they were forging together weredestroyed. He managed to escape afterkilling some of the giants and ogres andwounded, sought refuge in Nin-Marag, sincehe had an old business relationship with thehobgoblin clan, to which he sold weaponsand armor in exchange for food and iron. Hetaught them the secret of Ulfberht and built

the High-Oven, and in exchange, Rajmundreceived protection from the Iron Fangs clanand their allies of Baluk family from Torpes.The tribe sent troops to help the Dracorcontain the Martoth rebellion. He resentsthat the Dracor have spared the leader of thegiants after his rebellion was defeated.

THERABA

Her “Scaliness” H´SSarri(NE female lizardmen 7 HD)

The ruler of Theraba harbors a certain pridethat the seed of her lineage dates back to thetimes of the lizardmen horde. She is a littlesevere with failures and tries to showstrength against her enemies. Her need tobear influence and power ensures neithershe nor her people (of Theraba) can beintimidated by other races and houses. Shebelieves these “invaders” will one day behumiliated in Limn (when lizardmen willhave the opportunity to regain theirinfluence in Trollhattan).

3 0 See more info on Monstrous CompendiumMystara ,TSR publ ishing page - 50.

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GLASHAKK

Master of Hunting(N male troglodyte 8 HD)

Glashakk patrols the marshes with scoutgroups and keeps the region free ofunwanted invaders (which are trapped in thecity dungeon). He still maintains the cityguard and can gather the flock for armedstruggles in times of need. Currently he is thelongest lasting master of hunting to stay inthe position and to meet the demands of hismaster H’ssari.

PSS´HAZZ

Priest of Ka(LN male lizardmen P6 Ka)

Pss'hazz was blessed by the immortal Ka withthe ability to progress as a priest31 with greataccess to the common spells of Ka’s clerics32.He works for the preservation of the memoryof his people, with tomes and documentswritten in a small library in his temple andemphasizing the cultural and religiousmemory through the religious festivities ofthe temple calendar.

TORPES CITY

Tarpanades Family

Torpes began as the village of Tarpanades,named after their only surviving Traldar clanleader. Over the years, Tarpanades grew,slowly influencing the entire region aroundit and is still one of the major clan houses inthe city.

Likely location: City of Torpes

Political alignment: Favors the smallfamilies in the city and common allegiancewith Marthedren, Mitrestu and Dracor.

Duties: Oversees the Bay of Torpes andOversea Trading Market

Personalities:

MASTER APHALES

the Old Patriarch(NG male human W10 lv)

Oldest surviving person from the Tarpanadestradition, Master Aphales is a skilledAlchemist. He is slender, with white hair and

3 1 You can use the rules presented on “TheComplete Book of the Humanoids” ,TSRpubl ishing.3 2 More info about spel l s to Pr ies ts of Ka,see on “Wrath of the Immortals” TSRpubl ishing and “Codex Immorta l is” by MarcoDalmonte.

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green eyes. He wears modest garments and agold amulet. He compulsively clenches hisleft fist.

LORD AULIUS THE PRIMOGEN

(NG male human C9 lv Zirchev)

First son of Lord Aphales, he has a long face,with white hair and green eyes. He wearsdark robes and wields a dagger and shortsword. He is the main figure of influence inthe family.

LADY LYMAIA

(LN female human W5 lv)

As a member of an aristocratic family andrepresentative to the City Council. LadyLymaia has delicate mannerisms and calmvoice, and is a skilled politician. She wearswell-made clothing and large dresses.

EUBAS, THE YOUNG LADY

(N female human NW)

This young girl is very naive and shy. She hasbeen much courted but has not yet promisedher hand in marriage to anyone. She remainsmost of the time in the household.

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SIR PERASITH

(NG male human F8 lv)

Master of the Port of Torpes. Sir Persith isconcerned about the progress of trade on theharbor docks. He oversees and assists theroyal guard. Occasionally some cases thatrequire greater care are referred to LordAulius or the City Council.

HELA, THE WISE ONE

(NG female human W6 lv)

She has red hair and green eyes, wears greenrobes and wields a quarterstaff. Hela seeks tobecome an instructor at the guild ofMagicians of Torpes (and is actually amember of Sage´s League).

House of Dracor

MIZILDRAVISH

(NE male human w/ necromancer 9 lv)

He is pleasant in appearance but steadfastlyrepresents the Dracor in Torpes. With mattedgray hair and brown eyes. He wears fancyclothes and wields a rapier and dagger.Mizildravish is thoughtless and callous andalways accompanied by a household escort.

House of Mitrestu

LORD VIOREL

(CN male human W7 lv)

Viorel has black hair and hazel eyes. He wasrecently sent to Torpes to learn some of thecity politics (to represent the interests ofMitrestu there) and observe their customs.He wears leather armor and wields a short

sword. He seeks to continue the noble legacyof his father.

House of Thorberg

HALVIK

(CN male half Orc F4 lv)

Halvik was sent by the old crow (Asmund, hisfather) from Ishme, to build influence forThorberg in the city through agreementswith the Iron Guild led by HannaMarthedren and to further enhance allianceswith the family of Baluk (which holds strongrelations with the Iron Fang clan from Nin-Marag). He has silver greasy hair and largegray eyes, and numerous horrific scars. Hewears leather armor and wields a longswordand dagger. Halvik has an animalcompanion, a raven named Katla.

House of Marthedren

SINDRE

(NG female human W6 lv)

Sindre is the direct daughter of HafthorrMarthedren and she provides significantmagical aid to the House of Marthedren andthe historical research of her father inparticular. She enjoys her stay in Torpes tostudy magic at the local guild and developher skills. Her close relationship with Hogni33

(the ravensfolk sage) led her to ask for hishelp with studies of ancient Grønborg items

3 3 These myster ious seers are in fact k in ofthe ancient Fey, and thus remain bi t teropponents of the Ogam as re lated in“Foresthome : Burwyn, Orfeander, &Rathmore” on Bruce Heard’s Blog.

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in possession of her father Hafthorr inMarthedren tower, east of Torpes.

GUNNAR

(LN male human C7 lv Thor)

Gunnar is in Torpes in order to represent hisfather on the Council, keep the union of theminor Antalian families, and ensure thefamily financial affairs in the city. He wearsexpensive clothing and a copper amulet(house coat of arms).

Minor families

Medesyas

Traldar family of maritime merchants with atradition of building ships. Descendants ofthe ancient Traldar sailors and navigatorswho built ships with skills and techniques tocross the deep water between the continents.Most boats and ships of the city bear theirmark.

Enemos

Traldar family of builders and bricklayers.They made their renown and considerableinfluence by helping to build the city on theruins of Grønborg and are constantlyconsulted on urban reform issues. The familymanages several estates and some places torent.

Cymia

The Cymia family invested its resources inthe various businesses developed in the cityand now has a tradition as investors. Theyhave significant representation in theImperial Bank in the city and hold severalfinancial businesses with other local families.

Horgi

From Antalian heritage, Horgi holds itsinfluence hunting and raising cattle in thefield. Magic is a family tradition and theyhave a small guild of magicians (with a mixedof old Traldar sympathies and sorcery of thewise woman and wokans) located in theforeign district. They provide services to theCymia family (which financed them to set uptheir guild) and the traditional Tarpanades,who sponsored the vote for the guildestablishment in the City Council.

Eimarvik

Antalian family from maritime tradition ofseafarers. They are responsible for thedefense of the coast, the sea mercenaries andprotectors of the Bay of Torpes (along withmajor house of Seaguard to the southprotecting the Bay of Trollhattan). They alsohave many warriors hired as guild guards,soldiers and personal escorts for otherfamilies.

Sigebyr

A traditional Antalian family related to theMarthedren. Civilized and diplomatic. Theyare responsible for the good relationsbetween the Antalian and Traldar families.Their main allies in business is the IronGuild, and the iron trade coming fromRemina is their major source of revenue.

Baluk

From the Baluk house came the supportwhich enabled the Thorbeg clan to uniteand civilize some of the local hill tribes andthus they succeeded in reducing the chaos ofviolent power struggles between those tribes;a situation that ended up having a nice resultfor the other families in Torpes since those

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hill tribes now work in various menial jobs(dockers, miners, transporters) vital to thecity’s economy.

The Baluk family structure is actually acoalition of prominent tribes whichestablished a commercial structure thatcontrols a large share of Remina irontransportation business and the weaponsproduction in Nin-Marag.

MINOR NPCS

SH’LARR (THE VOICE)(CE male Lizardmen 7/Wo2/Sh3)

Leader of the Circle of Repth, he dedicateshis life and efforts to rekindle the power ofhis people in Limn, through secrets he foundin ancient records, dating back to the time ofRepth (an ancient lizardman civilization inthe Haunted Marshes, east of Kerotharmountains) and their former Carnifex lords.Currently his cult tries to recover an artifact,The Eye of Reph, that was lost during thechaos of the Alphatian invasion, in order torestore communion with their formermasters and bring doom to those responsiblefor the fall of his kind (his Cult now has 20-30 worshipers).

BLACK HAGS OF THERABA SWAMP

(CN female Hag 12 HD)

The Theraba Marsh also serves as a shelterfor a group of three hags seeking isolation.Visitors pay a high price for the visit (or theirservices).

JAHMADRYS

(N female adaptor 8 HD)

Leader of the League Sages in Torpes, shehas assembled a good group of allies tocollect tales and legends of the region(Hogni, Master Dulnor, Sindre, Hela andothers in Trollhattan). Her liaison with theEmpire is the scribe Lord Vantor Pendrike(an adaptor serving as royal scribe to thecourt in Theranderol) that has occasionallyinvestigated ancient facts about Limn,Ilmaryl, Frisland, the Wizard War and thenorth lands of the old Argonath on behalf ofthe Empress, and used the league to keep alow profile. The league has developed asmall library for study of exotic themes. Themain purpose of Jahmadrys is to gatherknowledge for the order of their race, theadaptors, who live on a plane outsideMystara, and she uses her small group toachieve that.

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SIR QUENTHINAR

(NG male human F/ Knight 12 lv)

Quenthinar is originally from Theranderoland was a paladin before failing his duty.After being removed from his original home,he spent some time wandering Haven andthen went on to serve in Stonewall. There,he was assigned to journey to Torpes and spyon the actions of Mitrestu and Dracor andreport to his masters in Draco. More thanthat, Quenthinar is waiting for anopportunity to cause serious damage tothese undead sires and regain some of hisformer glory as a paladin and, maybe, attunefor his sins.

LORD ALTHREZAM,Officer of the Imperial Army(LN male human W5 lv)

Captain of the Alphatian Reserve Unitstationed in Torpes, he despises Limn, butwhen Lord Xandaram settled in the city,Althrezam saw a golden opportunity toimprove his career in the Imperial Army, anddespite that he has proven to be up to thetask. Harsh and cold he keeps his men sharpand disciplined with uncountable drills andmilitary exercises.

“HIS IMPERIAL ENVOY” LORD XANDARAM

(LN male human W14 lv)

Xandaram comes from Greenspur and due tohis knowledge in history and economy ofvarious civilizations and cultures, wasrecommended to take over the managementof Imperial representation in Torpes.Recently he developed a passion for localhistory and with the help of the League of

Sages, he has obtained information about themagical practices of the region before theAlphatian colonization. His current studyfocuses are dating old rune stones(monoliths) from the old Grønborg/Terkynperiod.

ARGALOTH

Minion of chaos34

(CE male undead 11 HD)

Argaloth was sent by the Lords of Chaos inLimbo (by the request of Nyx) to establishagreements and negotiations on the deadwho are offered in worship to the immortalin his temple near the city of Nergath (themore souls he negotiates with the priests, thestronger are his manifestation powers on theprimary plan). He is also one of the mainprotectors of the Great Temple and isoccasionally called by Lord Cheslav to castleMitrestu for unknown purposes.

3 4 See descr ipt ion about Lord of Chaos andMinions of Chaos (and Limbo) on “Voyage ofthe Pr incess Ark” ser ies , Dragon Magazineissue #180, page 48.

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DM PLOT INFORMATION

Rajmund plans revenge

Vraakhys35, a cleric of Alphaks, met in secretwith the hephaeston and made a strangecommission, in exchange for the service hepromised Rajmund revenge against themountain giants’ leader, Martoth36. Everylunar cycle the cleric uses a submersibleironclad to journey into the city from thenorthern coast on moonless nights, andpicks up mysterious objects. Parts of thepieces he collects suggest some kind of metalgolem made of Ulfberht. The truth on thisprocess remains unknown.

Rune Monoliths

Stored in dungeons in the imperial bastion ofTorpes, Xandaram seeks the support of runewizards to unravel the ancient secrets of thestones. This fact attracted the attention ofJahmadrys (Leader of the League of Sages onTorpes) who has offered her services(knowledge of many languages and oldrecords) to find clues about the connectionbetween the ancient history of Limn, thegoblinoids and the old monoliths.

Underground Vaults

In some underground ruins of ancientTerkyn/Grønborg, hidden by magicalprotection, still lie some rune monoliths not

yet located. Undead warriors still inhabit theruins, watching the stones for their longdead leader, Ysla. They roam and keep thesepassages and chambers with the support ofold beasts, and will destroy any one whodisturbs their sacred duty.

League of Sages

A small guild of sages, scholars, andresearchers based in Trollhattan and inTorpes. They study the past history andlegends of Limn, particularly the north, Ahk-Kharu Hills, Grønborg, the mythical Gandharand legends of Ymathra (this last subjectmade some members investigate the Mitrestuand Dracor). Xandaram is consulting themembers of this guild on its collection ofmonoliths recovered from lost tombs.

Group of Suppression

A Group of Antalians trying through theinfluence of the Iron Guild, agreements withgoblinoids, and alliances with Thorberg, toweaken the strength of the Tarpanades andother Traldar families in the City Council ofTorpes. Its main articulator is HannaMarthedren.

The Nyx undertakers

All the unclaimed corpses (such as slaves,convicts, thieves, murderers, etc.) arecollected by acolytes of the cult of Nyx anddelivered to the great temple in the forestnorth of Nergath. Here they are used forritualistic activities or stored underground inthe catacombs of Mitrestu Castle, as part of

3 5 Vraakhys was descr ibed on “A Gazet teerof Limn” in Threshold issue #11 page 1573 6 Martoth was descr ibed on “A Gazet teer ofLimn” in Threshold issue #11 page 156

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an agreement between the Immortal, theLords of Chaos from Limbo and the Mitrestufamily.

The Mitrestu Catacombs

In the lower levels of the castle lies a hugecatacomb where thousands of embalmedcorpses are stored for use in the defense ofLimn (as a secret army) whenever KingDrushiye so needs37. Priests andnecromancers are instructed to turn theminto undead in small amounts at a time. Thisdead army has another secret purpose(known only by the heads of Mitrestu family),the digging of more tunnels and galleries.Parts of these new galleries are justified withthe explanation of expanding the space ofthe catacombs for storage. In fact, theMitrestu are digging tunnels and secret pathsto remote locations abandoned or forgottenby the old Ymathrans colonies in Kerothar.One of those tunnels, in particular, led thento the recovery of the body of a formerYmathran lord imprisoned in some kind ofmagical stasis (actually an old nosferatu38

lord). They also found clues that there aremore secrets to be recovered around Dag-Atûr. Inevitably this operation will end upentering the territory of Stoutfellow.

Worship of Nyx and the Lords

of Chaos

After the Alphatian invasion and the chaosthat followed the conquest of Trollhattan,the Mitrestu end up in possession of anartifact from some obscure lizardmen cult: amirror to contact other planes39. The Cultof Nyx (led by members of the Mitrestu)through ceremonies and rituals used theartifact to establish a direct contact with theLords of Chaos inLimbo, and thisresulted in analliance. A heraldwas sent to assistthem in the work ofn e c r o m a n c y :Argaloth (a Minionof Chaos). Insidethe main chamberof the temple,during thec e r e m o n i e s ,Argaloth can use hispowers as if he were using them in Limboitself. The more souls and bodies sacrificedin the ceremonial basin of the temple, thestronger the power Argaloth can manifest.Thanks to magic preparations of theceremonial basin, the manifestation powersof Argaloth can be reproduced in a replica ofthe basin hide in a secret chamber inMitrestu castle.

Circle of Repth

This lizardmen cult had in its possessionancient clay tablets dating back to the time of

3 7 Hordes of Limn: Regular Divis ion,Regiments 6-7. Accord to Poor WizardsAlmanac I & I I (TSR publ ishing) “Armies ofthe World” sect ion.3 8 The Nosferatu was ini t ia l ly presented inGAZ1 The Grand Duchy of Karameikos .

3 9 See on CM5 Talons of Night (TSRpubl ishing).

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Repth (an ancient lizardmen civilization) andtheir former Carnifex lords. The tabletscontained Carnifex ritual instructions tocontact the Outer Beings40, and the cultintended to use it as a secret weapon againstthe Alphatian invaders during the siege ofTrollhattan (AY 915), but the city fell beforethe rituals were finished, and an artifact usedas focus to the ceremony (The Eye of Repth)was lost in the chaos that followed thebreach of the city walls. The artifact isactually a 41 and no one knows for sure howit ended up in the hands of the cult, sincemany of its members were killed by theAlphatian invaders, this knowledge is lostforever. The Circle seeks to recover theartifact since then, but still hasn’t found anyclues to its whereabouts. The clay tabletsremain secretly hidden in a building in thecapital, guarded by cultists.

The envoys of the Night

Some spectral beings connected to entropyhad periodically visited and probed the castleMitrestu and its catacombs, spying on thefamily activities. Occasionally, two of these“specters” have been captured and magicallyinterrogated, however their purpose and theidentity of their master remains unknown.

APPENDIX: REFERENCES

-Bruce Heard,“The Alphatian Province ofLimn” from About Bruce Heard and NewStories, 2012.

-Geoff Gander, “Torpes”, from the Vaults ofPandius, originally from the Mystara MailingList 30 January, 1999.

-Geoff Gander, “Antalians of the East”, fromthe Vaults of Pandius, originally from theMystara Message Board, 1998.

-The Almanac Team, “Mystaran Almanacs”AC1018-1019, from the Vaults of Pandius.

-Bruce Heard, “Lower Stoutfellow --Alphatia's Underworld” on About BruceHeard and New Stories, 2012.

-Jamuga Khan “The Conquest of Alphatia”from the Vaults of Pandius.current as of 26January 2000.

-Rodger Burns “Alphatia: Kingdoms BeforeLandfall” from the Vaults of Pandius.fromThe Piazza posted 5 October 2010.

-Francesco Defferrari “Lost Civilizations ofThyatis and Alphatia” on Threshold issue #11

- Geoff Gander “The Fall of Ilmaryl” from theVaults of Pandius.from the Mystara MailingList posted 16 September 1998.

- Geoff Gander "Insanity, Horror, and theOuter Beings in Mystara" from the Vault ofPandius

4 0 See “Insani ty, Horror, and the OuterBeings in Mystara”.4 1 In i t ia l ly used by Araneas on Thothia tocontact their masters on Plane of Is le ofNight .

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ARTWORK SOURCES AND CREDITS

Frontcover:

[Image: Threshold Cover Insert]

Vampire Queen and her Hounds, by I. Calvin 2016 [used bypermission of the artist]

Page 7: [Image: X1 Cover]

The front cover art for the book X1 Isle of Dread [Lowresolution, fair use]

Source

Page 8: [Image: Threshold Issue #3 Cover]

On the shores of the Island of Dread by I. Calvin, 2014 [usedby permission of the artist]

Page 9: [Image: Threshold Issue #12 Retrospective]

On the shores of the Island of Dread (Retrospective) by I.Calvin, 2016 [used by permission of the artist]

Page 10: [Image: James Mishler]

“King James Mishler” by Aaron "Nodwick" Williams [used bypermission of James Mishler]

Page 10: [Image: Moldvay Edition of Basic D&D]

The cover of the rule book from the 1981 version of theDungeons & Dragons Basic Set, edited by Tom Moldvay.

Source

Page 14: [Image: Grymdark Lands]

Map of the Grymdark Lands [used by permission of JamesMishler]

Page 14: [Image: Olden Lands]

Vampires of the Olden Lands cover [used by permission ofJames Mishler]

Page 16: [Image: Title Image - staring across the mists of time]

The wanderer above the sea of fog by Caspar DavidFriedrich [Public domain] via Wikimedia Commons

Source

Page 17: [Image: Blackmoor]

A depiction of how a futuristic city might look like, by Jonasde Ro, 2012 [Creative Commons Attribution-Share Alike 3.0Unported] via Wikimedia Commons

Source

Page 18: [Image: Volcanic Eruptions]

Volcanic Eruption (fantasy) by Maxwel Hamilton 2014[Creative Commons Attribution 2.0 Generic (CC BY 2.0)] viaflickr

Source

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Page 19: [Image: Stone Toad]

Modified from Metallic Toad Statue by Pete Simon 2009[Creative Commons Attribution 2.0 Generic (CC BY 2.0)] viaflickr

Source

Page 21: [Image: Soul Gem]

Crystal-gem-diamond-gloss by Dieter_G [CC0 Public Domain] via pixabay

Source

Page 22: [Image 1: Aamir Ibn Saleem]Georg August Wallin (1811–1852), Scandinavian orientalistand explorer. Reproduction of portrait by Robert WilhelmEkman, 1853, via Wikimedia commons

Source

Page 23: [Image 2: Known World 8000 BC]Original work by author

Page 24: [Image 3: Giant head]Olmec head in the National Museum of Anthropology inMexico, Photograph: Luidger, via Wikimedia commons

Source

Page 25: [Image 4: Known World 5000 BC]Original work by author

Page 26: [Image 5: The Serpent]La Venta Stela 19, the earliest known representation of theFeathered Serpent in Mesoamerica, Photograph by Audreyand George Delange, via Wikimedia commons

Source

Page 27: [Image 6: Known World 3500 BC]Original work by author

Page 28: [Image 7: Maharian priestess]Priestess of Delphi by John Collier, via Wikimedia commons

Source

Page 29: [Image 8: Known World 3050 BC]Original work by author

Page 30: [Image 9: Redfen]Amsterdam Palace by Jan van Kessel via Wikimediacommons

Source

Page 31: [Image 10: Known World 2900 BC]Original work by author modifying a map by John Calvin:http://pandius.com/m_kw2000.html

Page 32: [Image 11: Tudaka village]Temple of Hagar Qim in Malta, photograph by Hamelin deGuettelet via Wikimedia commons

Source

Page 33: [Image 12: Known World 2300 BC]Original work by author modifying a map by John Calvin:http://pandius.com/m_kw2000.html

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Page 34: [Image 13: Taymoran priestesses]Fresco from Knossos palace, photograph by cavorite viaWikimedia commons

Source

Page 35: [Image 14: Known World 2000 BC]Original work by author modifying a map by John Calvin:http://pandius.com/m_kw2000.html

Page 36: [Image 15: Taymoran fresco]Minoan fresco from Akrotiri, Santorini, Greece viaWikimedia commons

Source

Page 37: [Image 16: Known World 1750 BC]Original work by author modifying a map by John Calvin:http://pandius.com/m_kw1750.html

Page 39: [Image 18: Known World 1710 BC]Original work by author modifying a map by John Calvin:http://pandius.com/m_kw1720.html

Page 40: [Image 19: Ancient Ethengarians]Painting of Mongol general Sengge Rinchen via Wikimediacommons

Source

Page 41: [Image 20: Known World 1500 BC]Original work by author modifying Thorf’s maps of theKnown World: http://pandius.com/ttait.html

Page 43: [Image 21: Traldars]Fresco from Pylos, Greece, via Wikimedia commons

Source

Page 44: [Image 22: Known World 1255 BC]Original work by author modifying Thorf’s maps of theKnown World: http://pandius.com/ttait.html

Page 45: [Image 23: Nithians]Egyptian fresco of Ahmose I defeating the Hyksos viaWikimedia commons

Source

Page 46: [Image 24: Known World 1000 BC]Original work by author modifying Thorf’s maps of theKnown World: http://pandius.com/ttait.html

Page 47: [Image 25: Oenkmar]Aztec ritual human sacrifice portrayed in CodexMagliabechiano via Wikimedia commons

Source

Page 48: [Image 26: Known World 500 BC]Original work by author modifying Thorf’s maps of theKnown World: http://pandius.com/ttait.html

Page 49: [Image 27: Etrusnans]Dancers and musicians, tomb of the leopards, Tarquinia,Italy, via Wikimedia commons.

Source

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Page 50: [Image 28: Known World 1 AC]Original work by author modifying Thorf’s maps of theKnown World: http://pandius.com/ttait.html

Page 51: [Image 29: Thyatis city]The Roman forum and the comitium after 44BC viaWikimedia commons

Source

Page 52: [Image 30: Known World 580 AC]Original work by author modifying Thorf’s maps of theKnown World: http://pandius.com/ttait.html

Page 53: [Image 31: Thyatian emperor]Mosaic of Emperor Constantine I in Hagia Sophia, Istanbul,Turkey, via Wikimedia commons

Source

Page 54: [Image: The Dawn of Man]

Stone Age. Detail 1 by Viktor Mikhailovich Vasnetsov [Publicdomain] via Wikimedia Commons

Source

Page 56: [Image: City of Mohacs]

Commencement république messine Auguste Migette 1862by Auguste Migette [Public domain] via WikimediaCommons

Source

Page 58: [Image: Toska Rusa]

The Red Woman by LeskaArt [Creative CommonsAttribution 3.0 License] via Deviant Art

Source

Page 60: [Image: Afridhi march upon Mohacs]

Bonfire celebrating Midsummer Night by Nikolai Astrup[Public domain] via Wikimedia Commons

Source

Page 62: [Image: Map of the Thonian Empire]

Blackmoor Regional Map by Havard [used by permission]via The Vaults of Pandius

Source

Page 63: [Image: Beastman Crusades]

The Fight in the Forest by Hans Burgkmair d. Ä., fromNational Gallery of Art, Washington, Ailsa Mellon BruceFund (B-30554) [Public domain] via Wikimedia Commons

Source

Pge 64: [Image: The Great Rain of Fire]

High resolution scan of engraving by Gustave Doréillustrating Canto XIV of Divine Comedy, Inferno, by DanteAlighieri. Caption: The Violent, tortured in the Rain of Fire[Public domain] via Wikimedia Commons

Source

Artwork Sources and Credits

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Page 66: [Image: The Egg of Coot Title Page]

Vision d'artiste de Shub-Niggurath, by Dominique Signoret[Creative Commons Attribution-Share Alike 3.0 Unported] viaWikimedia Commons

Source

Page 67: [Image: Against the Egg of Coot Cover]

Mock Cover for DA11, Against the Egg of Coot by Havard[used by permission of the artist]. Originalwork: Gollum's journey commences by Frederic Bennett,2014 [Creative Commons Attribution-Share Alike 4.0International] via Wikimedia Commons

Page 68: [Image: Blackmoorian Technomancy]

Alien tripod illustration by Alvim Corréa, from the 1906French edition of H.G. Wells' "War of the Worlds". [Publicdomain] via Wikimedia Commons

Source

Page 70: [Image: Power in Blackmoor Grows]

Paris in a future, Jordens Undergang (La fin du monde) ofCamille Flammarion. 1911 [Public domain] via WikimediaCommons

Source

Page 71: [Image: The Multiverse]

Globe-earth-country-continents by geralt [CC0 PublicDomain] via Pixabay

Source

Page 72: [Image: MockCover Great Rain of Fire]

Mock Cover for DA15, The Great Rain of Fire by Havard[used by permission of the artist]. Original work: Depictionof a futuristic city by Jonas de Ro, 2012[Creative Commons Attribution-Share Alike 3.0 Unported]via Wikimedia Commons

Page 74: [Image: Decline of the Taymora City States]Joseph Mallord William Turner, The Decline of the CarthaginianEmpire, 1817, Public Domain via Wikimedia Commons.

Source

Page 77: [Image: Base Map of Taymora]Page 79: [Image: Comparison Map Showing AC 1000 Shorelines]Page 81: [Image: Decline of the Taymora City States]

Joseph Mallord William Turner, The Decline of the CarthaginianEmpire, 1817, Public Domain via Wikimedia Commons.

Source

Page 83: [Image: Taymoran Priestess of Tanyt]Alfons Mucha, Incantation, 1897, Public Domain via WikimediaCommons.

Source

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Page 85: [Holy Symbol of Melq-Ashtir]Giampaolo Agosta, Holy Symbol of Melq-Ashtir, 2016, used bypermission

Source

Page 85: [Holy Symbol of Qorun]Giampaolo Agosta, Holy Symbol of Qorun, 2016, used by permission

Source

Page 85: [Holy Symbol of Urtni]GDJ, Abstract tree silhouette, 2016, Public Domain via OpenClipart

Source

Page 92: [Image: Players Map]Page 93: [Image: Ancient Lhomarr]

Hanging Gardens of Babylon by Carla216, 2006 [CreativeCommons Attribution 2.0 Generic (CC BY 2.0)] via flickr

Source

Page 96: [Image: Pre-Cataclysmic Map]

Pre-cataclysmic Map of Davania and Lhomarrian Empire byJohn Calvin [used by permission of John Calvin]

Page 97: [Image: The SInking of Lhomarr]

Ancient horror by Leon Bakst, 1908 [Public domain] viaWikimedia Commons

Source

Page 100: [Image: Map of Erkalion]

Map of the city of Erkalion by Geoff Gander [used bypermission of Geoff Gander]

Page 103: [Image: Rise of an Ancient Menace]

An artist's visual representation of the Elder God Cthulhu, byBenduKiwi [Creative Commons Attribution-Share Alike 3.0Unported ] via Wikimedia Commons

Source

Page 109: [Image: Map of civilizations before the Eldar Split]Reference Pre-Cataclysmic map of Mystara showing majorcivilizations around BC 16’000 (it will likely be based onSturm’s maps but with a different map projection)

Page 127: [Image: Details of the Battles for the Rock of Cerran]A sample of numbers evolution during the War of the Gates

Page 132: [Image: Mystara at the end of the War of the Gates]

Pre-Cataclysmic map of Mystara showing elvish, human andother cultures before the final attack on Lhomarr

Page 138: [Image: Summary of Elvish genealogy]A scheme summarizing various branches of elves accordingto the article

Page 142: [Image: Title Image]

Martello Tower on Shenick Island by Nikon Coolpix L840Dec 2015 [CCO Public domain] via Pixabay

Source

Artwork Sources and Credits

Page 142: [Image: Inetina]

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Artwork Sources and Credits

Page 147: [Image: Daughters of Tayma - Title]

Fresco from Knossos palace, taken by cavorite [CreativeCommons Attribution-Share Alike 2.0 Generic] viaWikimedia Commons

Source

Page 150: [Image: Map of Taymora, BC 2300]

Map of Taymora, BC 2300, by John Calvin using graphicsby Thorfinn Tait [used by permission]

Page 154: [Image: Jadikira, Queen of Tamoraz]

Jadikira, Queen of Tamoraz, by John Calvin 2016 [usedby permission]

Page 155: [Image: Taymoran Migration from Uhaara]

Taymoran Migration from Uhaara, by John Calvin usinggraphics by Thorfinn Tait [used by permission]

Page 157: [Image: Nashane, Queen of Tycur]

Nashane, Queen of Tycur, by John Calvin 2016 [used bypermission]

Page 162: [Image: Ariasha, Queen of Salkish]

Ariasha, Queen of Salkish, by I. Calvin 2016 [used bypermission]

Page 166: [Image: Lovanara, Forsaken of Tanit]

Lovanara, Forsaken of Tanit, by I. Calvin 2015 [used bypermission]

Page 172: [Image: Yidadnh, Queen of Tarashish]

Yidadnh, Queen of Tarashish, by I. Calvin 2016 [used bypermission]

Pages 180-217:

[Image: Maps of people and regions of Hesperia in 250BC]

Original cartography by Francesco Defferrari, modifyingThorfinn Tait’s replica map of Thyatis.

Page 185: [Image: Doulakki Marble Bust]

Marbles and bronzes; fifty plates from selected subjectsin the Department of Greek and Roman Antiquities(1914) [no known restrictions on copyright] via TheCommons Flickr

Source

Page 186: [Image: Etrusna Bust]

Male bust, Roman artwork of the Trajan era; thealabaster base is modern. [Creative CommonsAttribution 2.5 Generic] via Wikipedia

Source

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Page 189: [Image: Minrothians]

Statue de Juba II - Maison dite du Roi Maurephotographed by Yves Tennevin 2014 [CreativeCommons Attribution-Share Alike 4.0 International] viaWikimedia Commons

Source

Page 190: [Image: Taymorans]

Illustrations from Mommsen's "Römische Geschichte"page 265, Hannibal [Public domain] via WikimediaCommons

Source

Page 190: [Image: Thyatians]

Portrait of Marcus Agrippa. Marble, ca. 25-24 BC. FromGabii. [Creative Commons Attribution 3.0 Unported] viaWikimedia Commons

Source

Page 193: [Image: Mastini]

Cane corso femmina di nome Temi con orecchie integre,by Claudio Domiziani, 4 May 2003 [Creative CommonsAttribution-Share Alike 2.5 Generic] via WikimediaCommons

Source

Pahe 195: [Image: Eos]

Circe by Wright Barker, 1889 [Public domain] viaWikimedia Commons

Source

Page 197: [Image: Velch]

Photo du pont du castello Canino à Vulci (Italie) byNeri.jp [Public domain] via Wikimedia Commons

Source

Page 200: [Image: Parthenope]

Golfo di Napoli by Egor Solntsev (1840s, Tretyakovgallery) [Public domain] via Wikimedia Commons

Source

Pge 201: [Image: Constantia]

VICO PADOLISI COSENZA [GNU Free DocumentationLicense, Version 1.2] via Wikipedia

Source

Page 202: [Image: Polythius River]

Il romano ponte Pietra a Verona photographed by LoScaligero 2008 [Creative Commons Attribution-ShareAlike 3.0 Unported] via Wikipedia

Source

Page 202: [Image: Felzna Plains]

Landscape between Brescello and Sorbolo by SzederLászló 14 July 2007 [Creative Commons Attribution-Share Alike 4.0 International] via Wikipedia

Source

Artwork Sources and Credits

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Artwork Sources and Credits

Page 203: [Image: Northern Halatia]

View from a cable car above and to the north of PordoiPass looking southeast towards Route SR 48 bychensiyuan, 2009 [Creative Commons Attribution-ShareAlike 4.0 International] via Wikimedia Commons

Source

Page 204: [Image: Motye before its Destruction]

Motya from above(the north at the left), artisticreconstruction of the V century BC urban agglomeration,gates of the city, fortifications and coast. November2011. By Selinous, Aldo Ferruggia [Creative CommonsAttribution-Share Alike 3.0 Unported] via WikimediaCommons

Source

Page 205: [Image: Funerals of Daimon Angelos, a Sarausan generalwho triumphed against the Zygians.]

I funerali di Timoleonte by Giuseppe Sciuti, 1874 [Publicdomain] via Wikimedia Commons

Source

Page 210: [Image: Tlamon]

View of talamone (italy) by Triante2009 [Public domain]via Wikipedia

Source

Page 211: [Image: Sarcophagus beneath Clevsin]

Female Etruscan, 150-120 B.C. photographed by ThomasIhle [Creative Commons Attribution-Share Alike 3.0Unported] via Wikipedia

Source

Page 214: [Image: A ceremonial oath during a clan leadersmeeting]

The Conspiracy of the Batavians under Claudius Civilisby Rembrandt [Public domain] via Wikimedia Commons

Source

Page 217: [Image: Borydos]

Calvi - Montagnes environnantes, 2008 by Pierre BONA[Creative Commons Attribution - Share Alike 3.0Unported] via Wikipedia

Source

Page 219: [Image: Mosyan Elephant]

Indian elephant bull in musth in Bandipur National Parkby Yathin S Krishnappa [Creative Commons Attribution-Share Alike 3.0 Unported] via Wikimedia Commons

Source

Page 223: [Image: Minrothian coin depicting the ImmortalMinroth.]

Illustration for a Algeria-History-Stub [CreativeCommons Attribution-Share Alike 3.0 Unported] viaWikimedia Commons

Source

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Artwork Sources and Credits

Page 230: [Image 1: Quehuar]Manco Capac, detail of Genealogy of the Incas, viaWikimedia commons

Source

Page 234: [Image 2: Intitepetl houses]Machu Picchu's Moon Temple, Photograph by Martin St-Amant via Wikimedia commons

Source

Page 235: [Image 3: Map of Intitepetl, Level 10]Original cartography by Francesco Defferrari

Page 235: [Image 4: The Levels of Koskatep]Original cartography by Francesco Defferrari

Page 236: [Image 5: Treasures of Intitepetl]Inca Art from Cusmo, photograph by Shashi Bellamkondavia Wikimedia commons

Source

Page 239: [Image 6: Inti mummies]Mummies of Cerro de Pasco, Peru via Wikimedia commons

Source

Page 241: [Image 7: The Giant Sturgeon]Acipenser sturio illustration via Wikimedia commons

Source

Page 242: [Image 8: Intua mask]Ceremonial Mask, Peru, North Coast via Wikimediacommons

Source

Page 244: [Image 9: Door]Machu Picchu, Perú. Inca Palace at Residential area, viaWikimedia commons

Source

Page 247: [Image 1: Bruce Heard’s Limn Coat of Arms]

Page 249: [Image: Map of Limn]

Map of Limn, an excerpt of Thorfinn Tait’s compilationmap, based on Dawn of the Emperors and maps by BruceHeard, May - June 2012 http://pandius.com/stoutfellow-stonewall-limn-8.png [used by permission of artists] viaThe Vaults of Pandius

Page 250: [Image: The Dragon H’ssar]

dragon wings outstretched on post by Calas GaladhonParks 2015 [Creative Commons Attribution-ShareAlike 2.0Generic (CC BY-SA 2.0)] via flickr

Source

Page 252: [Image: Antalians]

Arrival of Rurik to Ladoga by Apollinary Vasnetsov (1856-1933) [Public domain] via Wikimedia Commons

Source

: The Mystara Magazine Issue #12

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Artwork Sources and Credits

Page 253: [Image: Torllhattan Pit]

Concept-art done for Sintel , 3rd open-movie of theBlender Foundation by David Revoy [Creative CommonsAttribution 3.0 Unported] via Wikimedia Commons

Source

Page 258: [Image: Castle Mitrestu]

Dark Castle 2014, by Erich Ferdinand [Creative CommonsAttribution 2.0 Generic] via flickr

Source

Page 262: [Image: City of Torpes]

Valdemar Atterdag holding Visby to ransom, 1361 by CarlGustaf Hellqvist (1851–1890) [Public domain] viaWikimedia Commons

Source

Page 263: [Image: Krisnak ]

Courtesy of Larry Elmore [Creative Commons Attribution3.0 Unported] via Jack Logan’s Picasa Web Albums

Source

Page 264: House of Mitrestu

Family tree of the House of Mitrestu by Hausman Santos,2016 [used by permission of the artist]

Page 264: [Image: High Lord Cheslav]

Courtesy of Larry Elmore [Creative Commons Attribution3.0 Unported] via Jack Logan’s Picasa Web Albums

Source

Page 265: Petrica

Courtesy of Larry Elmore [Creative Commons Attribution3.0 Unported] via Jack Logan’s Picasa Web Albums

Source

Page 266: Gulmud

Courtesy of Larry Elmore [Creative Commons Attribution3.0 Unported] via Jack Logan’s Picasa Web Albums

Source

Page 267 [Image: Master Ardabryn]

Courtesy of Larry Elmore [Creative Commons Attribution3.0 Unported] via Jack Logan’s Picasa Web Albums

Source

Page 267: [Image: Great Chief Whungar]

A warrior orc, character of the game Battle for Wesnothfrom Wesnoth community artists of all Wesnoth Portraits[Creative Commons Attribution 3.0 Unported] viaWikimedia Commons

Source

: The Mystara Magazine Issue #12

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Artwork Sources and Credits

Page 268: [Image: Rajmund]

Courtesy of Larry Elmore [Creative Commons Attribution3.0 Unported] via Jack Logan’s Picasa Web Albums

Source

Page 268: Glashakk

[Need Attribution][Image: Her Scaliness]

Portrait of a female argonian, 2009 by DeerDandy[Creative Commons Attribution 3.0 License] via DeviantArt

Source

Page 269: House of Tarpanades

Family tree of the House of Tarpanades by HausmanSantos, 2016 [used by permission of the artist]

Page 270: [Image: Torpes Coat of Arms]

Page 270: [Image: Lady Lymaia]

Courtesy of Larry Elmore [Creative Commons Attribution3.0 Unported] via Jack Logan’s Picasa Web Albums

Source

Pge 273: Jahmadrys

Courtesy of Larry Elmore [Creative Commons Attribution3.0 Unported] via Jack Logan’s Picasa Web Albums

Source

Page 274: [Image: Argaloth]

Lich by Paraxyzm, 2012 [Creative Commons Attribution-Share Alike 3.0 License] via Deviant Art

Source

Pag 276: [Image: Circle of Repth]

Gnostic Gem with Scarab from the Walters Art Museum[Creative Commons Attribution-Share Alike 3.0 UnportedLicense] via Wikimedia Commons

Source

Page 292: [Image: Issue #13 Proposed Cover]

modified from Garden of Earthly Delights by HyeronimusBosch [Public domain] via Wikimedia Commons

Source

Back Cover: [Image: Great Rain of Fire]

The Last Day of Pompeii by Karl Briullov (1799–1852)[Public domain] via Wikimedia Commons

Source

: The Mystara Magazine Issue #12

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Next Issue

The thirteenth issue of Threshold, will exploregoblinoids and other non-human sentient beingsof Mystara. Feature articles will coverlycanthropes, vampires, and goblinoids. Even ourrecurring megadungeon, Koskatep, will followthe issue theme, with the Beastman level.Submissions are open for more articles on anykind of critter, as well as general articles.Prepare to open…

A CRUCIBLE OF CREATURES

Anticipated contents include:

● Goblinoid Tribes of Karameikos● Bhut of Sind● Vampiric Bloodlines of Mystara● An Extended Treatise on Lycanthropy● The Unknown World Trail Map● More from Limn and Hesperia● Another level of Koskatep

… and much much more...

Your Opinions?The Editorial Team welcomes your feedbackon this issue of THRESHOLD are welcomed.Please post your comments either by postingin The Piazza Forums

Or by email to the Editorial address:[email protected]

Please begin the subject line with the tag“[LETTER]”

: The Mystara Magazine Issue #12

294

Submission Guidelines

Submission Guidelines

ProposalsAll proposal submissions can be sent by mailto the editors at the following [email protected], and must bereceived by the proposal deadline†. TheThreshold editorial team will contact youwithin 7 days of the proposal deadlineregarding the status of your proposal.

Submission proposals should be sent inlinein the mail, using the following subject format:[ISSUE#][Proposal]<title of your article>

The mail content should include the following:● Proposed article title● The type of article being proposed (short

story, adventure, geographical location,organization, etc...)

● A one paragraph description of what thearticle is about.

● An estimated word count of the article(articles should range anywhere from 1000to 7000 words, depending on the type ofarticle submitted).

ManuscriptsManuscripts should only be submitted afteryou proposal has been accepted by theThreshold editorial staff, and must be receivedby the manuscript deadline†. When submittinga manuscript file, please use the followingnaming convention:threshold_#_your_title.<extension>(extension: see below for recommended fileformats)and the following subject format:[ISSUE#][Manuscript]<title of your article>

The mail content should include the following:● The article title.● An attached document containing the

article contents.● The final word count of the article.

Other types of contributions: the editorialteam will consider on a case by case basisother types of contributions. Please contactus to inquire if and how we can accommodateunusual contribution formats.

The following guidelines apply to differenttypes of submissions:

Illustrations: please submit art and maps inlossless format (e.g., PNG).

Articles: manuscript submissions can be sentby mail as plain text, doc(x) or odt, or sharedas Google Doc. The issue editor will create ashared document (for each article) to allowthe author and editorial team to work on it.Articles can be as short as a single page, or aslong as 6 pages, depending on the specificcontent. The editorial team will do its best toaccommodate the contributions, butespecially long works may be split overseveral issues.

Tables: Tables should be numbered (TableX: Name of Table), and any references in thearticle should refer to that table number (andnot to "the table below," for example).

Author Bios: Please include a short blurb (oneor two sentences) biography/blurb aboutyourself for our "contributing authors"section. It can be serious or silly, but don'tget too carried away with it, please.

Other types of contributions: the editorialteam will consider on a case by case basisother types of contributions. Please contactus to inquire if and how we can accommodateunusual contribution formats.

†Refer to “Call for Contributions” (page 5)for next issue deadline dates.

#Insert relevant issue number in place of ‘#’

: The Mystara Magazine Issue #12

THRESHOLD - The Mystara Magazine

Download for Free from www.pandius.com

www.pandius.com [email protected]

The Mystara Magazine

The past can come alive!

Ancient empires, horrors, miracles, catastrophes… Mystara'spast is a rich treasure trove of such experiences, just waitingto be plundered. Most Player Characters learn about historyfrom musty scrolls and crumbling clay tablets... but no more.Now they can live through those ancient mysteries directly.

Within these pages you will find adventures that span frommere decades before the modern era, all the way to theremote beginnings of humankind itself. While Geoff Ganderand OldDawg explore two of the oldest human empires,LoZompatore delves into the origin of the elves. Other arti-cles focus on darker times, in ancient Taymora, and we evendelve into the past of the Mystaran community itself in aninterview with James Mishler.

Even more can be found within, for this isn't the end of thestory. Nor is it the beginning. You can always go... furtherback...