TEXT: 1 
   
  MYSTARAN 
  ALMANAC & 
  BOOK of FACTS 
   
   Volume VI, AC 1015 
   
   
  Version 2.00 
   
   
   
   
   
   
   
  Published by Joshuan Gallidox 
  Halfling Adventurer and Entrepreneur 
  within the City of Mirros 
  in the Kingdom of Karameikos 
  in the Year After Crowning 1016 
   
   
   
  
  2 
   
  Mystara Mailing List version 
  Date: May 17, 1998. 
  --------------------- 
  New in version 1.1 
   
  * reformatted into .doc (word 97) and .rtf 
  format 
  * typos corrected 
  * "shadow elves", "shadowelves", "shadow 
  elves" thing (hopefully) fixed 
  * added new events for glantri by andrew 
  theisen 
  * added new npcs by andrew theisen 
  * credits given to shawn stanley (gombar 
  and suma'a) and steve wilson. 
  * some events for nace and alphatia 
  reworded 
  * added 1 new event for alphatia by herve 
  musseau 
   
   
  July 6, 1998 fabrizio paoli <brizio@lunet.it> 
   
  --------------------- 
  New in version 1.2 
   
  * added missing texts of the month 
  * added hollow world events 
  * added new events for thyatis by james 
  ruhland 
  * added 1 new event for wendar by marco 
  dalmonte  
  * some events reworded 
  * added geology of mystara section 
  * added predictions and pronostications 
  * table of contents revised and files 
  renumbered 
  May 11, 1999 fabrizio paoli 
  ---------------------------------------------------- 
   
  Version 2.00 – Reformatted by Morfie from 
  the Piazza: February 6, 2016 & December 
  25/26, 2018. 
   
   
   
   
   
   
   
  
  3 
   
  MYSTARAN ALMANAC & BOOK of FACTS 1 
  Volume VI, AC 1015 .............................................. 1 
  A Word or Two about this Material .................... 4 
  Preface ................................................................ 7 
  Dear Reader ................................................... 7 
  To the Reader................................................. 7 
  Almanac Format ............................................ 8 
  The People of Mystara ...................................... 10 
  Humans ........................................................ 10 
  Dwarves ....................................................... 10 
  Elves ............................................................ 10 
  Gnomes ........................................................ 12 
  Goblinoids ................................................... 12 
  Half-Elves .................................................... 12 
  Hin (Halflings) ............................................. 13 
  Lupins .......................................................... 13 
  Rakasta ........................................................ 13 
  The Immortals .................................................. 14 
  Physical Characteristics of Mystara .................... 14 
  Atlas of Mystara ................................................ 17 
  Atlas Of The Old World .............................. 17 
  Atlas Of The Alphatian Sea ......................... 65 
  Atlas Of The Jungle Coast ........................... 67 
  Atlas Of The Norwold Region ..................... 80 
  Atlas Of The Savage Coast ........................ 104 
  Atlas Of The Sea Of Dawn ........................ 121 
  EVENT OF THE YEAR ............................... 136 
  Interview with the School Masters ............ 136 
  The Universities of Magic ......................... 139 
  Famous Folk ................................................... 142 
  Singers, Poets, and Scribes ........................ 142 
  Adventurers, Mages, and Heroes ............... 143 
  Most Wanted Infamous Villains ................ 144 
  Distinguished Dead .................................... 146 
  MYSTARAN MISCELLANEA...................... 148 
  The Mystaran Year .................................... 148 
  Mystaran Horoscope .................................. 149 
  Universities of Mystara.............................. 151 
  Economica ................................................. 153 
  Cults of the Immortals .................................... 159 
  Clerics and Specialty Priests ...................... 159 
  Churches of Mystara .................................. 163 
  Geology Of The Known World ...................... 173 
  Current Events: AC 1015 ................................ 180 
  Nuwmont ................................................... 180 
  Vatermont .................................................. 192 
  Thaumont ................................................... 205 
  Flaurmont ................................................... 217 
  Yarthmont .................................................. 227 
  Klarmont .................................................... 237 
  Felmont ...................................................... 252 
  Fyrmont ...................................................... 266 
  Ambyrmont ................................................ 285 
  Sviftmont ................................................... 300 
  Eirmont ...................................................... 310 
  Kaldmont ................................................... 323 
  Predictions And Prognostications........................ 337 
   
   
   
   
   
   
   
   
   
   
   
   
  
  4 
   
  A Word or Two about this 
  Material 
   
  First, and most important, are the copyright 
  laws regarding this project.  This material is 
  not endorsed or approved by TSR, Inc.  
  Although the setting (places, characters, 
  features, calendar…), as well as the rules of 
  D&D and AD&D are the creation and 
  property of TSR, the events, attitudes, 
  beliefs, descriptions, and all the rest in this 
  material are those of the writers and are in 
  no way supported by TSR. 
  TSR, Inc. is a subsidiary of Wizards of the 
  Coast. Should TSR or Wizards of the Coast 
  demand that we remove this material from 
  the web, we will be happy to comply with 
  their decision.  
   
  The intent behind the Mystaran Almanac is 
  to continue to keep alive the wonderful world 
  of Mystara.  It is therefore the compilation of 
  ideas and suggestions from all members of 
  the Mystara Mailing List, and not those of the 
  staff and/or management of TSR.  
  This manual has very little in terms of game 
  stats, as it does not want to infringe on TSR’s 
  copyright (meaning: you want the stats of 
  NPCs and such, buy the appropriate 
  book/references by TSR).  We hope that 
  TSR sees this merely as the work put in by 
  those who love Mystara and wish to see it 
  grow rather than any attempt at stealing their 
  setting and infringing on their copyrights. 
  Our second topic regards permission to 
  place this almanac up on your own personal 
  web page.  Go right ahead!  We, the authors, 
  give complete and free access to this material 
  to everyone.  You are free to do what you will 
  with it, with one absolute restriction: Should 
  TSR/Wizards of the Coast demand that you 
  remove this from your web page, you must 
  comply!  As mentioned above, Mystara and 
  all that is related to it belongs to TSR, so TSR 
  has the final say on everything concerning 
  Mystara and this non-endorsed material.  If 
  they want it removed, then it is gone. 
  Also, you are free to modify the contents of 
  this Almanac as you see fit as well (after all, 
  everyone has their own future for Mystara).  
  We simply ask that, if you do so, please: 
  1- Change the title: we would like to keep 
  the title “Mystaran Almanac” so 
  people can find the rest of the series 
  and know which material is the 
  continuation of this particular group of 
  authors’ project.  In other words, we 
  are simply asking for the rights to the 
  name “Mystaran Almanac.” 
  2- Mention that you have modified it from 
  the “Mystaran Almanac”: in this case, 
  say where it came from, and keep the 
  original authors’ names.  Feel free to 
  add a “modified by:” section at the top 
  of that list.  The writers have put a few 
  hundred hours each on this project, so 
  please, give credit where credit is due. 
   
  For example, call it “Bob’s Almanac of 
  Mystara” with the subtitle “Modified by Bob 
  from the Mystaran Almanac.” 
  Of course, we won’t police you or harass 
  anyone who doesn’t comply with this.  We 
  just ask that you do, please. 
  Now comes the debate on “canon” or “not-
  canon” material.  We do not in any way claim 
  that the Mystaran Almanac is the “online 
  official future of Mystara!”  We, the authors, 
  write this product because we enjoy writing 
  it.  It is not our attempt to make our own 
  personal home campaign the official version!  
  It doesn’t even always match OUR own 
  campaigns as we are several authors who 
  each put in their own ideas (often conflicting 
  until a consensus is agreed upon).  We also 
  steal/accept ideas left and right from posts 
  made by the members of the Mystaran 
  Mailing List or other sites.  So the names on 
  the author list is by no mean the only people 
  who have shaped this “future” Mystara; 
  many people on the Mystara Mailing List 
  have participated, whether they know it or 
  not (Unfortunately, we often forget who the 
  source of a given idea was, so the Special 
  
  5 
   
  Thanks list is far from complete. If we missed 
  you, sorry!). 
  This product is nothing more than a 
  possible future for Mystara which we call the 
  “Mystaran Almanac future” (hence the above 
  expressed desire to keep the title should you 
  change a part of this product).  Use its 
  contents or disregard them as you see fit.  
  You are each the DM of YOUR own 
  campaign, so decide what YOU like, keep 
  what interests YOU, or throw out what YOU 
  don’t like - and that’s the end of it.  Do not 
  take these events in your own campaign 
  simply because we say so!  There is no such 
  thing as an “official” or “canon” Mystara.  
  Use them because YOU want to. 
  And, more importantly, should TSR ever 
  return to making Mystara products, odds are 
  everything we’ve done here (as well as 
  whatever has been happening in your own 
  campaign) will probably disagree with what 
  they say and become obsolete (as far as 
  “canon” is concerned, that is).  All this to say: 
  DON’T WORRY ABOUT CANON OR 
  NON-CANON; JUST HAVE FUN! 
  Next is the big decision between D&D and 
  AD&D.  This subject is always a strong 
  debate on the mailing list.  The “Mystaran 
  Almanac” supports both games as it is very 
  stats free.  It deals mostly with the world of 
  Mystara, NOT gaming systems. 
  The few times that stats are present, 
  describing NPCs, the AD&D game stats 
  were used.  The main reason for this is the 
  fact that potential new players will be used to 
  the AD&D system, and the more of them 
  that join Mystara, the better!  Also, Mystara 
  was completely converted to AD&D with 
  their final projects, including Joshuan’s 
  Almanac as well as the Karameikos, Glantri, 
  and Savage Coast box sets (all copyright 
  property of TSR).  Should TSR revive 
  Mystara, it will probably be in AD&D format 
  as well. 
  Lastly, by now, all old D&D players should 
  know how to convert back and forth 
  between systems blindfolded.  This is 
  something the new AD&D players don’t 
  know how to do. 
  All in all, this book is about Mystara, not the 
  game system, so please don’t discard it 
  because of that, but instead read it because 
  it’s about Mystara! 
  So, if you have any ideas or comments 
  concerning this Almanac or events for AC 
  1016, please, feel free to contact the above 
  people.  For AC 1016, expect the addition of 
  the Hule Region (under the control of 
  Fabrizio Paoli).  Also, the Sea of Dawn will 
  probably have Andrew Theisen as its new 
  main author. 
  Read on, and enjoy your year-long visit to 
  the grand world of Mystara. 
  Michael Roy. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  6 
   
  The list of authors and contributors to this project: 
  Concept & Design: 
  Michael Roy 
  Main Authors of: 
  Alphatian Sea: 
  Hervé Musseau 
  Hollow World: 
  Thorfinn Tait 
  Jungle Coast (& Heldannic Knights): 
  Geoff Gander 
  Norwold (& Wendar): 
  Marco Dalmonte 
  Old World: 
  Michael Roy 
  (Shadow Elves): 
  Fabrizio Paoli 
  (Goblinoids and Atruaghin): 
  Andrew Theisen 
  Savage Coast: 
  Michael Roy 
  (City-States): 
  Fabrizio Paoli 
  (Suma’a and Gombar): 
  Shawn Stanley 
  Sea of Dawn: 
  Michael Roy 
  Special Thanks To: 
  (Ideas, Comments & Contributions): 
  Nicholas C. Bambakidis 
  Aaron Nowack 
  Daniel Boese 
  Mischa Gelman 
  James Ruhland 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  7 
   
  Preface 
   
  Dear Reader 
   
  The wonderful book you now hold in your 
  hands is the sixth in a series of rich volumes 
  intent on describing the amazing world of 
  Mystara.  
  Allow me to introduce myself to those who 
  did not read last year’s almanac.  I am 
  Belzamith Fingertackles, an illusionist of 
  Highforge in the wonderful kingdom of 
  Karameikos.  Oh yes, before I forget: I’m 
  also a gnome.  I have several fascinating 
  hobbies include poetry, tinkering, solving 
  interesting mysteries, and political sciences.  I 
  am one of the few souls who truly enjoys 
  discovering things that were previously 
  hidden and searching for the truth behind 
  what is always presented to us.  I for one 
  believe that there is much going on in this 
  world that we should know about, but the 
  powers behind the scenes keep hidden from 
  us.  Of course, those of you who read my 
  preface last year probably already know all 
  this. 
  Sadly, the release of the Almanac was delayed 
  this year due to an unfortunate fire at Joshuan 
  Gallidox Publishing.  Still, no one was 
  harmed, and only a bit of information was 
  lost, so we can still present you with this 
  Almanac, although a few months later than 
  usual.  For those of you who have been 
  waiting impatiently for the release, we 
  apologize. 
  Now, of course you must all be wondering 
  what changes have been made to this year’s 
  Mystaran Almanac.  Well, we still have our 
  famous on-sight correspondents and letters 
  to describe places and events.  I firmly believe 
  that 
  such 
  presentations 
  make 
  the 
  descriptions all the more lively and 
  interesting, giving the reader a better 
  perspective on things, as well as insight on 
  the people who present them to you.  I 
  continuously encourage our writers to dig 
  more behind the scenes.  Unfortunately, 
  sometimes digging behind the scenes can be 
  very dangerous and we cannot safely get all 
  the information as to what is really going on.  
  Despite this, the Mystaran Almanac is 
  definitely the most precise and accurate 
  account of last year’s history that will ever be 
  written. 
  The Mystaran Almanac is once more pleased 
  to announce a live interview with one of the 
  most talked about and important people of 
  our time.  This year, I must say, has one of 
  my favorite interviews of all time! 
  As for changes, there is one I’m sure you’ll 
  notice. Since we are getting information from 
  all around the world now, there is by far, way 
  too much to write in the Known World 
  section.  This year, the Almanac has been 
  divided into several parts, each representing 
  a large fraction of our world.  One deals with 
  the Hollow World, another with the Savage 
  Coast, and a third with the Old World.  There 
  are more, and I’m sure you’ll agree with our 
  divisions when you reach them. 
  Finally, we received mountains of letters and 
  comments from you the reader, and have 
  done our very best to fix all the mistakes you 
  have pointed out, or add details that were left 
  out, and so on.  Again, thanks everyone for 
  your comments! 
  Therefore, it is with great pleasure that I 
  present to you the new and improved 
  Mystaran Almanac, AC 1015 edition.  It 
  would also be my pleasure to hear from you, 
  gentle readers, on your opinions of our 
  presentation and content. 
   
  Belzamith Fingertackles, Co-Editor 
  Mystaran Almanac 
  Mirros, Karameikos 
  Thaumont, AC 1016 
   
  To the Reader 
  I’m Dorrik Stonecleaver, one of the two 
  editors of the Mystaran Almanac.  I’m a 
  dwarf from Highforge, and used to be a 
  caravan guard for several decades.  I retired 
  
  8 
   
  over a decade ago and wandered the world 
  for a while. 
  I’ve always believed that one should get to 
  the point, and therefore try to keep the 
  gnome’s babbling to a minimum. I don’t like 
  big texts and wasting breath, so I give the 
  information that you really need.  Numbers, 
  dates, places.  They give you what you want 
  or need to know, quickly.  I’ve therefore 
  made sure to include exact dates, locations, 
  populations, taxes, currency, and all the other 
  small details meticulous people expect to 
  find. 
  Once again, I would have loved to include 
  descriptions of the military forces and their 
  tactics as well, but most governments took a 
  dim view at seeing such information 
  published and made sure we didn’t. 
  Anyway, I’ve said the important stuff, so it’s 
  time to start reading the Mystaran Almanac.  
  If you have anything important to tell us, let 
  us know.  Make sure it’s important, because 
  with all our correspondents, we don’t have 
  time for useless letters.  Also, speaking from 
  last year’s experience, most of you should 
  learn to write in proper Thyatian before 
  sending us any letters! 
  And to those of you responsible for 
  burning down Joshuan Gallidox Publishing, 
  I know who you are, so you better be 
  expecting company! 
   
  Dorrik Stonecleaver, Co-Editor 
  Mystaran Almanac 
  Mirros, Karameikos 
  Thaumont, AC 1016 
   
  Almanac Format 
  First of all, who should read this material.  
  That’s simple.  Anyone who has interest in 
  the world of Mystara.  Of course, some need 
  a more specific answer than this.  As such, all 
  the Atlas Sections (of the Old World, 
  Norwold,...) can be read by both Players and 
  DMs of Mystara.  The information given is 
  general, usually common knowledge, and 
  often slightly biased by the correspondents’ 
  point of view.  Of course, this means that the 
  information is not always 100% accurate, so 
  players be warned: individual DMs might not 
  accept the descriptions of any given place, 
  changing it to suit their needs and campaign.  
  And they’re within their rights!  After all, who 
  said that the correspondent wasn’t a 
  complete fraud?  DMs may want to limit the 
  PCs’ knowledge to just one area of Mystara 
  (after all, why should someone from the Old 
  World know anything about the Savage 
  Coast?). 
  The Mystaran Miscellanea section is left to 
  the DM’s judgement as to whether or not his 
  players know this information.  As such, 
  merchant PCs should have access to the 
  Economica part, while superstitious PCs will 
  probably know their horoscope. 
  The timeline section, dealing with events 
  for the year of AC 1015 is for the DM’s eyes 
  only.  It reveals certain secrets that players are 
  just not meant to know unless they discover 
  them the hard way.  Of course, this only 
  makes it easier for DMs to change any 
  timeline event to match events that are 
  occurring in their own world of Mystara. 
  The format used throughout the Mystaran 
  Almanac is similar to the various previous 
  Almanacs in this line.  As such, each nation 
  will have an entry which will give a brief 
  summary of location, size, population, 
  languages, coins, taxes, industries, and flora 
  and fauna. 
   There is also a section which lists the names 
  of important people at any given entry.  The 
  format is as follows: 
   Name (title or occupation, race, gender, 
  class/level) 
   Class/level is presented in the form of a 
  letter (or more) followed by a number, such 
  as F6 or T12.  The number indicates level, 
  while the letter represents the class according 
  to the following legend: 
  F = Fighter 
  M = Mage 
  Pa = Paladin 
  M(ab) = Abjurer 
  
  9 
   
  R = Ranger 
  M(co) = Conjurer 
  T = Thief 
  M(di) = Diviner 
  B = Bard 
  M(en) = Enchanter 
  C = Cleric 
  M(il) = Illusionist 
  P = Priest 
  M(in) = Invoker 
  P(dr) = Druid 
  M(ne) = 
  Necromancer 
  P(cr) = Crusader M(tr) = Transmuter 
  P(de) = 
  Defender 
  WD = Witch-Doctor 
  P(mk) = Monk 
  P(?) = other Specialty 
  Priest 
   
  These letters will also be used in the 
  Famous People section, as well as anywhere 
  else where character classes are given. 
  Finally, a new section on Further Reading is 
  also given.  We strongly recommend 
  purchasing all the wonderful books and 
  adventurer modules on Mystara, as they truly 
  give a much deeper understanding and 
  description than this Almanac can ever give. 
  Nation descriptions will, as before, have a 
  brief intro section from the correspondent, a 
  section on the land and another on the 
  people of the land.  Now, many will have 
  already heard these descriptions several times 
  over.  What do you expect?  There are only 
  so many ways to describe a given place and 
  its cultures.  In fact, entries which have been 
  repeated from last or previous years might 
  actually have paragraphs with the exact same 
  text, word for word.  We, the editors, saw no 
  reason to change a description that is already 
  accurate. 
  On the other hand, the section on recent 
  events will be different each year.  I would 
  think this would be obvious. 
  Finally, the last sections give us a peek at 
  places that are highly recommended, either to 
  visit or avoid.  For this section, we made an 
  effort to have something new to talk about, 
  since each nation probably has more Don’t 
  Miss sites that could possibly fit in this entire 
  Almanac. 
  Dorrik Stonecleaver 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  10 
   
  The People of Mystara 
  Various intelligent beings live on - and in - 
  Mystara.  No almanac of the world could ever 
  be complete without at least describing the 
  major races that one can encounter during 
  her travels.  This section will therefore give a 
  brief overview of the most important known 
  intelligent species that have helped shape the 
  history of Mystara.  There are obviously more 
  sentient races than those listed, but these are 
  by far the more common. 
  Humans 
  Humans come in all shapes and sizes, 
  without really any common theme to unite 
  them.  Historians claim that all the humans 
  on Mystara are descendants from three 
  ancient races of humans: the Neathar, Oltec, 
  and Tangor. A fourth major race, the 
  Alphatians, arrived on our world just over 
  2,000 years ago, and have also contributed to 
  the various cultures now found today.  With 
  such a short lifespan (compared to demi-
  humans), humans have evolved rapidly and 
  there are now more races of humans on 
  Mystara than one can possibly keep track off. 
  Humans can be found on all the continents 
  of Mystara, and seem to have adapted to 
  almost any climate.  As mentioned, there are 
  too many races of humans to describe fully, 
  but the two most common are the Thyatians 
  with their olive complexion and dark hair as 
  well as the Common Alphatians with 
  coppery complexions and brown or red hair. 
  If there is anything that can be said to 
  generalize humans is that they are all unique.  
  Racial unity is rare, and only takes place when 
  there is a non-human threat close by.  
  Otherwise, they fight more often amongst 
  themselves than with other races. 
  Dwarves 
  The dwarves of Mystara, often called 
  Rockborn Dwarves, all came from the same 
  source: the mountains of Rockhome.  They 
  claim that Kagyar - their patron Immortal - 
  created them circa BC 1800, and they have 
  since spread throughout the continent of 
  Brun.  Some have even sailed across the sea 
  and made their homes in the land of the now 
  sunken continent of Alphatia [in the former 
  nation of Stoutfellow.  Ed.]. Whether the 
  dwarves have colonized other continents 
  during the past, remains to be discovered. 
  Dwarves are lawful beings who only change 
  their ways of life after a very, very long period 
  of time.  Every Dwarven colony still speaks 
  the exact same dialect of Dengar that is still 
  used in Rockhome.  The same holds true for 
  their physical characteristics: all dwarves on 
  Mystara are still identical to their racial 
  ancestors.  Rockborn Dwarves are the only 
  race of Dwarves that exist on the surface of 
  Mystara.  
  Rockborn 
  Dwarves 
  are 
  stocky 
  and 
  muscular with a deep tan or light brown skin, 
  often with ruddy cheeks.  Their hair is often 
  black, gray, or brown, with similar colors for 
  their bright eyes.  They vary in height 
  between 4 and 4 ½ feet. [AD&D: Rockborn 
  Dwarves are considered to be the Hill 
  Dwarves of Mystara, as described in the PHB 
  and Complete Book of Dwarves.] 
  A second race of Dwarves, the Kogolor 
  Dwarves, have been found in the Hollow 
  World.  There doesn’t appear to be any 
  connection between these dwarves and 
  Rockborn Dwarves.  Their description is still 
  unknown to the authors of this Almanac. 
  Elves 
  The elves claim that they were born from 
  the soul of Mystara and the Immortal Ordana 
  several thousand years ago.  At first, guardian 
  spirits of the land watched over them, but 
  then one day they were let free to inhabit the 
  world of Mystara.  Some sages speculate that 
  the ancient elves were actually colonists from 
  another world, much like the Alphatians.  
  The departure of the “guardian spirits” is 
  interpreted as a loss of contact with their 
  home world.  Elves scoff at this idea, 
  however. 
  Five main races of elves exist on Mystara: 
  the Aquarendi, the Ee’ar, the Shadow Elves, 
  the Shiye Elves, and the Sylvan Elves.  Sages 
  
  11 
   
  claim that all except the Shadow Elves 
  evolved [or arrived, depending on the sage.  
  Ed.] while the elves were still watched over 
  by the “guardian spirits.”  In general, elves 
  stand about 5 feet in height, are more slender 
  than humans, and have pointed ears. 
  The 
  most 
  common 
  race 
  of 
  elves 
  encountered is the Sylvan Elves, who are 
  named after their legendary homeland, the 
  Sylvan Realms. Sylvan elves have either pale 
  blond hair and blue eyes, or dark hair and 
  intense green eyes.  A few clans have red hair, 
  and grey is also not unheard of.  Unlike all 
  other elven races, Sylvan Elves can grow 
  mustaches and beards, a trait that is often 
  noticed on the elves of Belcadiz.  Sylvan 
  Elves are scattered throughout the continent 
  of Brun and Davania, and almost all the elven 
  clans found in the Old World and the Savage 
  Coast are Sylvan Elves.  Sylvan Elves prefer 
  the simple life and live high up in the trees of 
  many forests.  Some clans have different 
  attitudes, however.  The Belcadiz of Glantri 
  enjoy prestige, reputation and living in 
  human-styled houses, while the Meditor and 
  Verdier elves of Minrothad love money and 
  are renown sailors.  The Sylvan Elves of the 
  Savage Coast have actually abandoned all 
  elven ways and adapted the lifestyles of the 
  nations they live in. [AD&D: Sylvan Elves 
  are considered to be the High Elves of 
  Mystara, as described in the PHB and 
  Complete Book of Elves.] 
  The Aquarendi are an aquatic race of elves 
  that inhabit the various seas of our world.  
  Gill slits in their neck permit them to breath 
  while underwater.  They have webs between 
  their fingers and toes, and small fins on their 
  ankles.  Green and blue hair is common 
  among the sea elves, although brown or black 
  have been spotted on rare occasions.  Skin 
  colors range from light tan for those living 
  near the shore to bright green or blue for 
  those living deep beneath the sea. [AD&D: 
  Aquarendi are considered to be the Sea Elves 
  of Mystara, as described in the PHB and 
  Complete Book of Elves.] 
  The Ee’aar is a rare race of winged elves 
  that inhabit the western end of the Savage 
  Coast and the Arm of the Immortals.  They 
  look much as the Sylvan Elves, except appear 
  much more delicate and with more angular 
  facial features.  Of course, they also have 
  large feathered wings with a wingspan of at 
  least 10 feet.  They usually have white or 
  silver hair, although black and grey are not 
  uncommon.  Their wings are the same color 
  as their hair.  Eyes tend to be amber, violet, 
  or deep green. [AD&D: Ee’aar are the 
  Avariel, or Winged Elves, of Mystara, as 
  described in the Complete Book of Elves.]  
  The Shadow Elves are a mysterious race of 
  underground elves.  They have gray skin and 
  white hair, and their philosophies appear to 
  be much different than other elves.  To date, 
  not much is known about them.  Shadow 
  Elves inhabit the nation of Aengmor in the 
  Old World with rumors of a large Empire 
  deep beneath the ground.  The nation of 
  Schattenalfheim in the Hollow World is also 
  composed of Shadow Elves. [There is no 
  AD&D counterpart for the Shadow Elf.] 
  Finally, the Shiye Elves are slightly taller 
  than other elves.  When the elves left their 
  ancient homeland, the Shiye Elves went with 
  the Sylvan Elves and helped create the Sylvan 
  Realms.  But the differences in philosophies, 
  especially the Shiye’s xenophobia, eventually 
  caused them to leave.  Their new migration 
  brought them to the continent of Alphatia 
  were they founded Shiye-Lawr, the largest 
  nation of Shiye Elves.  They usually have 
  silver hair and amber eyes, although a few 
  rare Shiye Elves have pale golden hair and 
  violet eyes.  They are more reclusive than 
  Sylvan Elves, and live a much more ordered 
  life than their chaotic cousins.  Shiye Elves 
  are found throughout Alphatian territories 
  such as Norwold and Bellissaria.  Also, one 
  colony of Shiye Elves seems to have settled 
  in Eusdria on the Savage Coast.  [AD&D: 
  Shiye Elves are considered to be the Grey 
  Elves of Mystara, as described in the PHB 
  and Complete Book of Elves.] 
  
  12 
   
  Gnomes 
  Like dwarves, gnomes claim they were 
  created by their patron Immortal - Garal 
  Glitterlode - who also placed them in the 
  mountains of the area now known as 
  Rockhome.  Unlike the dwarves, however, 
  gnomish colonization of the rest of the world 
  wasn’t so successful.  Only where they 
  colonized areas with the dwarves [such as 
  Highforge in Karameikos or Stoutfellow in 
  Alphatia. Ed.] did their colonies survive.  
  Seeing how they couldn’t forge nations on 
  the ground, the gnomes of Mystara built 
  Serraine, their wondrous flying city, and there 
  they remain to this day.  Still, small scattered 
  communities can still be found in the Old 
  World and Norwold.  Elsewhere, gnomes do 
  not seem to be present. 
  Strictly speaking, there is only one race of 
  Gnomes present on Mystara, and they are 
  simply known as Mystaran Gnomes.  The 
  second “race” of gnomes are the Sky 
  Gnomes which inhabit the flying city of 
  Serraine.  As such, physically the two races of 
  gnomes are identical (hence the reference to 
  just one race of gnomes), although their 
  attitude and culture are so different that many 
  sages prefer to separate them into two races. 
  Gnomes stand about 3 feet tall and have 
  rather pronounced noses of which they are 
  quite proud.  They have either pale blond or 
  red hair, which often turns white as they age.  
  Their skin ranges from dark tan to woody 
  brown, and they usually have bright blue 
  eyes. [AD&D: Mystaran Gnomes are 
  considered to be the Rock Gnomes of 
  Mystara as described in the Complete Book 
  of Gnomes and Halflings.  Sky Gnomes 
  enjoy inventing things, and are similar to 
  Tinker Gnomes, but have more common 
  sense and less chances of exploding 
  inventions.  Serraine does fly, after all!] 
  Goblinoids 
  Goblinoids is a generic term used to 
  describe various barbaric races seemingly 
  related to goblins.  There are far too many 
  types of goblinoids to describe here, and 
  many volumes at the very least would be 
  required.  Suffice to say that the following 
  goblinoid species are present on Mystara: 
  bugbear, gnoll, goblin, half-ogre, half-orc, 
  hobgoblin, kobold, ogre, orc, and troll.  Of 
  those mentioned above, kobolds seem 
  limited to the Old World, while the rest can 
  be found in all areas of Mystara. 
  Within each species of goblinoid there are 
  several dozen to hundreds of races.  For 
  example, in the Broken Lands, there are three 
  races of orcs: Yellow Orcs, Red Orcs, and the 
  Hyborean Common Orc.  Several hundred 
  other orc races exist outside the Broken 
  Lands. [AD&D: Stats for these goblinoids 
  can be found in the Complete Book of 
  Humanoids.] 
  Half-Elves 
  Half-elves are so rare in the Old World as 
  to be almost legendary [in fact, if playing 
  D&D, they don’t exist at all.  Ed.].  Many 
  sages believe that a Mystaran Elf/Mystaran 
  Human couple somehow have a harder time 
  at producing offspring than is reportedly 
  possible on other worlds.  When they do, the 
  result is invariably a half-elf [or a human with 
  elven blood or elf with human blood if 
  playing a pure D&D game; see GAZ 5 - The 
  Elves of Alfheim for more details.  Ed.].  
  Strangely enough, half-elves are more 
  common on the Savage Coast.  Some 
  speculate Immortal involvement, others a 
  side effect of the Red Curse [two possible 
  reasons for having half-elves on the Savage 
  Coast in a pure D&D game. Ed.].  Half-elves 
  are unknown in the rest of the world. 
  Half-elves appear like a mix between their 
  human and elven ancestors, hence can have a 
  large variety of appearances.  A look through 
  both the human and elven races can give an 
  idea of the possibilities.  Despite this, half-
  elves are considered to be of one race: Half-
  Elven [or Half-Human if you’re talking to an 
  elf.  Ed.].  Unlike most other worlds, half-
  elves aren’t treated with total scorn by the 
  elves of Mystara; they are so rare that most 
  are curious about half-elves and will gladly 
  accept their company for a while just to learn 
  more about them. 
  
  13 
   
  Hin (Halflings) 
  The Hin, often called Halflings by other 
  races, are a small folk who enjoy a good life.  
  Hin have no knowledge of their creation or 
  arrival, although historians trace them back 
  to the original elven homeland, leading them 
  to speculate they “appeared” [that is, were 
  created or arrived from another world.  Ed.] 
  with the elves.  Hin tend to blend in with the 
  surrounding communities rather than create 
  their own.  Most Hin are therefore found in 
  human nations.  The Five Shires of the Old 
  World and the city-state of Leeha in Norwold 
  are the only known true Hin communities.  
  On the Savage Coast, they have been 
  completely absorbed into the local nations. 
  Hin rarely grow larger than 3 feet in height.  
  They have ruddy complexions, sandy to dark-
  brown hair, and blue or hazel eyes.  Their 
  faces are small and childlike when compared 
  to a human.  Hin also have thick hair atop 
  each foot. [AD&D: Hin are considered to be 
  the Hairfoot Halflings of Mystara, as 
  described in the PHB and Complete Book of 
  Gnomes and Halflings.] 
  Lupins 
  Lupins are race of dog-people that have 
  spread over the world of Mystara.  The 
  origins of the lupins are unclear; some believe 
  they are merely a type of more civilized 
  gnolls, and if this were the case, then gnolls 
  would be a race of lupins and not goblinoids.  
  Others think that they are the descendants of 
  the Hutaakans, a race created by the 
  Immortal Pflarr during the height of the 
  Nithian Empire.  Because of this belief, some 
  lupin have returned to worshiping Pflarr, and 
  this has caused much trouble in the lupin 
  nation of Renardy. 
  Over the centuries, lupins have scattered 
  over most of Brun and the rest of Mystara, 
  evolving into several different races.  Like 
  humans and other short-lived species, there 
  are too many races of lupins to mention here, 
  just as there are far too many breeds of dogs 
  to describe in a couple of paragraphs.  I shall 
  therefore limit this entry to naming a few and 
  giving a general location where they can be 
  found. 
  Grand Bloodhound are excellent trackers 
  from the nation of Renardy, while the 
  Carrasquito are a small breed that live in El 
  Grande Carrascal of the Savage Coast.  The 
  Ogrish Chow-Chow was once a slave race to 
  the ogre-magi of Ochalea but are now free.  
  The Foxfolk is scattered throughout Brun, 
  while the Glantrian Mountaineer is limited to 
  the Glantrian Alps.  The Heldann Shepherd 
  are a goat and sheep raising race found in the 
  Heldannic Territories. 
  Many, many more exist, especially cross-
  breeds and mongrels (as they are called).  For 
  a more complete list and better descriptions, 
  I strongly recommend an article written by 
  Raman Nabonidus of the Princess Ark.  The 
  article is entitled “Lupins of the Mystara 
  setting” and can be found in Dragon 
  Magazine #237. 
   
  Rakasta 
  The Rakasta are a race of cat-like beings 
  who also claim that a patron Immortal 
  created them.  This time, it is the Immortal 
  Ka who transformed a cat into a human 
  when it fell in love with her master.  But 
  when Ba-steh [the human/cat in question.  
  Ed.] still behaved like a cat, Ka instead 
  transformed her and her human lover into 
  cat-people: the first Rakasta.  When this 
  happened is still unknown, but it is believed 
  to have occurred prior to the Great Rain of 
  Fire, explaining how they have since spread 
  throughout most of the world [and even 
  beyond if you believe they have a colony on 
  an invisible moon.  Ed.].  They have adapted 
  to various climates and evolved into several 
  sub-races. 
  Rakasta are mainly wild, and most have fled 
  lands that were colonized by humans, and as 
  such are almost unheard of in the Old World.  
  Rakasta have one nation on the Savage Coast 
  [Bellayne.  Ed.], but beyond that are mostly 
  scattered tribes throughout the world.  Like 
  all short-lived races (that is, those of less than 
  
  14 
   
  100 years), rakasta have evolved rapidly and 
  many races now apparently exist in the wild, 
  so below we’ll only describe those who often 
  come in contact with the rest of the civilized 
  world.  In general, rakasta are man-sized, but 
  weight easily two or three times as much.  
  One noticeable difference in the fact that 
  rakasta need 12 hours of sleep per day. 
  The Msongo, also known as the Fast 
  Runners, have a coarse coat varying from 
  yellowish-gray to golden.  A reddish-fawn 
  with small dark spots is also common among 
  them.  They are tall and lanky, but can 
  achieve great speeds when running.  The 
  Msongo are known to inhabit the Meghala 
  Kimata grasslands of Davania, the Steppes of 
  Jen of Skothar, and on the Thothian Plateau 
  on the Isle of Dawn. 
  The Jakar are found in the rainforests of the 
  Arm of the Immortals.  They have beautiful 
  spotted coats which are prized by Vilaverdan 
  hunters.  Not much is known about them 
  except that most Vilaverdans hunting the 
  Jakar fail to return from their expeditions. 
  Mountain Rakasta are the most common 
  rakasta of the Savage Coast, and have also 
  been spotted in the remote wilderness of 
  Norwold.  Their fur varies from plain grey-
  brown to reddish and even black.  A tribe of 
  mountain rakasta is rumored to inhabit the 
  Kurish Massif, and if this is true, they are the 
  only known rakasta in the Old World. 
  Many other races of rakasta exist, and those 
  seeking more information should look up the 
  “Rakasta of Mystara,” written by Raman 
  Nabonidus of the Princess Ark. [This article 
  can be found in Dragon Magazine #247.  
  Ed.] 
  Dorrik Stonecleaver 
   
  The Immortals 
  The people of Mystara worship powerful 
  beings known as Immortals.  These beings fill 
  in the same roles as Gods (or Powers) would 
  on another world, and most religions focus 
  on the desires of the Immortals.  The main 
  difference between Immortals and Gods are 
  that the Immortals were once mortal that 
  have since advanced to a state of being far 
  beyond their former peers by accomplishing 
  deeds of heroic proportion. 
  Some claim that the Immortals are merely 
  another family or collection of gods.  The 
  name Immortal merely refers to the group of 
  Mystaran deities, much like Olympians refers 
  to the gods of the Greek people, and Aesir is 
  the name of the Norse powers.  Or, perhaps 
  the cultures of Mystara simply developed the 
  term Immortal instead of God.  Some reverse 
  the same debate, stating that Gods and 
  Powers are merely other terms used to 
  describe Immortals. 
  Other sages state that Immortals are not 
  Gods.  They are powerful beings akin to 
  Gods and Powers, and are definitely deities 
  in their own rights, but they are not the same.  
  They use the fact that Immortals have been 
  slain by very powerful mortals on rare 
  occasions, while Gods simply cannot be slain 
  by mortals. 
  Regardless, whatever the Immortals truly 
  are simply does not matter to most people.  
  They are more powerful than mortals can 
  imagine.  They serve as the basis of faith and 
  grant clerics and priests their spells.  With 
  their powers and priests, they manipulate the 
  world into outcomes that they favor.  
  Anything beyond that is probably beyond 
  mortal comprehension anyway. 
  Belzamith Fingertackles 
  Physical Characteristics of 
  Mystara 
  By now, most readers would have heard 
  various rumors and fairy tales about how our 
  world is a large hollow sphere floating in the 
  emptiness of the void.  In this void are also 
  the sun, Matera, the stars, and a few other 
  planets discovered by astronomers. 
  Well it seems those rumors are indeed true.  
  Several groups have reportedly successfully 
  
  15 
   
  crossed the large polar opening into the 
  Hollow World, each reporting that it looks 
  like the inside of a sphere with an eternal red 
  sun within.  Also, by recently laying my hands 
  on a copy of certain sections of Captain 
  Haldemar of the Princess Ark’s logbook, 
  even an outside description of Mystara from 
  the void only serves to further validate this 
  belief. 
  Prospero, the owner and author of the Poor 
  Wizard Almanacs (property of TSR/WotC), 
  claims that Mystara has a diameter of 6,190 
  miles, giving it a circumference of 16,352 
  miles.  The three volumes also state the entire 
  Hollow World is approximately 3,790 miles 
  in diameter.  The polar openings are 
  supposedly 774 miles in diameter at their 
  narrowest point, 1,030 miles in diameter on 
  the Hollow World’s side and 1,548 miles in 
  diameter on the outer world’s side.  The crust 
  is about 1,200 miles thick. 
  Now, where this information comes from 
  is still unknown to the authors of the 
  Mystaran Almanac, and Prospero refuses to 
  reveal his sources.  Most sages we have 
  brought this knowledge to admit that the 
  values do seem reasonable.  It should be 
  noted, however, that Julinius Dicrodion, a 
  renown Thyatian map-maker, claims that the 
  values are wrong and that Mystara is actually 
  much larger than that.  He is currently 
  organizing and financing several map-making 
  expeditions to try and prove his point.  Other 
  map-makers scoff at his, as they say, 
  “ludicrous” idea. 
  From more reliable sources (not to say that 
  the previous information is false, just that we 
  do not know where it came from), the world 
  of Mystara is surrounded by a magical bubble 
  known as the Sky-Shield.  This Sky-Shield 
  allows objects to enter the world of Mystara, 
  but not to leave.  Thanks to this, the air that 
  we breath remains on Mystara and does not 
  spill out into the empty void that surrounds 
  us.   
  Again from Haldemar’s journals, the Sky-
  Shield is reportedly situated 15 miles above 
  the ground.  A friend of mine in the 
  Heldannic Knights confirms this report. 
  Various rumors we’ve heard claim that Sky-
  Shields occurs on every planet on the Prime 
  Plane.  Although we again have no way to 
  verify this, I’ve heard similar tales from 
  various groups, so I’ve decided to publish 
  this rumor anyway.  Still, a sage of Aeria once 
  told me that Sky-Shields are only a localized 
  phenomenon to our crystal sphere.  He has 
  yet to inform me what exactly a crystal sphere 
  is though.  I’m still trying to figure this one 
  out. 
  Our atmosphere is completely normal up 
  until about 20,000 feet in altitude.  After that 
  height, it’s much harder to breath, and most 
  expert skyship sailors recommend some sort 
  of magical breathing apparatus or spell. 
  Now, with the physical description of 
  Mystara as a whole done with, it is time to 
  start examining various areas in closer detail.  
  We, the authors of the Mystaran Almanac, 
  have decided to divide the known sections of 
  Mystara into 6 separate areas.  Each sector 
  differs both geographically and sometimes 
  even 
  culturally 
  from 
  one 
  another.  
  Admittedly, 
  each 
  zone 
  does 
  vary 
  considerably in cultures, as anyone can 
  plainly see that Ethengarians are in no way 
  similar to the mages of Glantri.  Overall, 
  however, there is a somewhat different tone, 
  or atmosphere, in each zone of Mystara.  At 
  least, we the authors believe so. 
  The heart of civilization, which includes the 
  fine nations of Karameikos and the Five 
  Shires is known as the Old World.  The less 
  civilized and more frontier areas covered 
  with the dreaded Red Curse are called the 
  Savage Coast.  The lands of feudalism to the 
  north fall in the area of Norwold.  The islands 
  of the Sea of Dawn create another sector, 
  while the large open waters of the New 
  Alphatian Confederate Empire will be called 
  the Alphatian Sea.  Finally, the colonies of 
  Davania fall into the area now known as the 
  Jungle Coast. 
  
  16 
   
  So, without any further delay, welcome dear 
  readers, to the lands of Mystara. 
  Belzamith Fingertackles 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  17 
   
  Atlas of Mystara 
  Atlas Of The Old World 
   
  Welcome dear reader to the atlas of the Old 
  World.  Formerly called the Known World 
  and the Dread Coast, the Old World is the 
  seat of civilization on the world of Mystara.  
  It is the place where technology is at its 
  peak.  It is the place where art and music are 
  awe inspiring.  Civilization is almost 
  everywhere, and it is rare indeed to walk for 
  more than a day and not have any village or 
  town to rest in for the night. 
  In this enlightened land, education is on the 
  rise, and most people can read and write.  It 
  is an age of knowledge and discoveries.  
  Even magic, once held secret by old mages 
  in their remote towers, can now be learned 
  through various schools and universities.  
  Slavery is almost abolished, and most people 
  are considered citizens of their nations, 
  having the freedom to do as they please.  
  Diplomacy is the favored method of 
  accomplishing one’s goals, and savage 
  brutality is almost non-existent. 
  Of course, this does not mean there is no 
  danger to be found.  Some places are still 
  savage, such as the Atruaghin clans or the 
  hordes of the Ethengar Steppes.  
  Goblinoids can still be found almost 
  everywhere, and their brutality is unmatched 
  in the entire world.  Even diplomatic 
  nations cannot achieve everything with 
  words, and therefore their armies march 
  across the land.  It is simply that, here, in 
  the Old World, such events are normally 
  much rarer than anywhere else on Mystara. 
  Instead of brute force, this land is ripe with 
  intrigue and behind-the-scenes powers.  
  Manipulations are everywhere, and strong 
  guilds and organizations rule almost as 
  much as the kings on their thrones.  Those 
  that think that adventure cannot be found 
  here in the Old World simply aren’t looking 
  in the right place. 
  The Old World is a large stretch of land 
  found in the south-eastern margin on the 
  continent of Brun.  It is bordered by the Sea 
  of Dread to the south, the Sea of Dawn to 
  the east, the Great Wastes to the west, and 
  the Mengul Mountain Range to the North.  
  Within this land are 21 “nations,” most of 
  them enlightened, but a few still hold on to 
  barbaric traditions.  These nations have 
  influenced every other corner of the world, 
  and just as Mystara is the center of the 
  multiverse, the Old World can honestly be 
  said to be the core or Heart of Mystara. 
  B.F. 
   
  Correspondents for the Old World  
  Here is our list of correspondents that give 
  us detailed information on the nations, 
  places, and events of the Old World of 
  Mystara.  Some of them you will recognize 
  from previous almanacs, while others are 
  new writers with us.  We wish to welcome 
  all of them into our fold. 
   
  Ursula Bremen 
  Ursula is a smart and experienced member 
  of the Darokin Diplomatic Corps, giving 
  her great insights into the political goings-on 
  in Darokin and surrounding nations.  Her 
  connections also allow her inside 
  information on the military activities in 
  Darokin, Aengmor, and the Orclands, 
  making her an invaluable asset to this 
  Almanac. 
  A very ambitious woman in her mid-30s, 
  Ursula always manages to keep her 
  ambitions in check.  The duties of her job 
  always come first. 
  This year, Ursula once more describes to us 
  the nations of Darokin, Ethengar, and Sind. 
   
  Filferil Feadiel 
  Assistant Treekeeper to Jorodrin Feadiel, 
  Filferil is part of the group of Alfheim sages 
  that tries to understand how to revert the 
  
  18 
   
  evil magic that made Canolbarth a twisted 
  forest. 
  Filferil describes to us the nation of 
  Aengmor. Being an Alfheim refugee his 
  words are often harsh to those who 
  conquered and spoiled his former 
  homeland.  Next year we hope to have a 
  true shadowelf correspondent, until then 
  Filferil will be our only eye into the reclusive 
  nation of Aengmor. 
   
  Joshuan Gallidox 
  The owner and publisher of this fine 
  Almanac, Joshuan Gallidox has taken leave 
  as editor to once more visit far-away and 
  interesting places.  Describing himself as 
  world traveler, pipeweed smoker, collector 
  of knowledge and spinner of tales, the 
  halfling adventurer describes to us his 
  homeland of the Five Shires, as well as the 
  nations of Ierendi and Karameikos. 
   
  Alasdhair MacCallum 
  The swashbuckling rogue known as 
  Alasdhair MacCallum is a young Glantrian 
  that enjoys emphasizing his own cleverness 
  while subtly insulting those around him.  
  Luckily for him, he’s highly skilled with a 
  rapier, which has more than likely kept him 
  alive after his usual comments (shall we say 
  insults) on the fashions of various members 
  of the high society.  His own fondness for 
  elaborate dress gives others the impression 
  of him being an empty-headed young fop. 
  In AC 1015, Alasdhair describes to us his 
  homeland of Glantri, as well as the 
  neighboring Broken Lands. 
   
  Misha Mananov 
  An itinerant priestess of the Church of 
  Traladara, Misha has given herself the goal 
  of bringing the various goblinoid tribes to a 
  level of civilization equal to those of other 
  nations.  She has therefore left her 
  homeland of Karameikos for Soderfjord, 
  where goblinoids had been running rampant 
  the past few years. 
  Misha describes the three nations of the 
  Northern Reaches for the Almanac. 
   
  Astrid Ragnisdottir 
  Alas, it is with sad news that I must 
  announce that our brave skald from Ostland 
  did not survive her injuries suffered at the 
  siege of the Falun Caverns.  The Editors of 
  the Mystaran Almanac wish to express their 
  sympathy to her family.  We should praise 
  such a worthy adventurer who died 
  heroically facing fiends summoned from the 
  very Pits themselves. 
   
  Ryuk-uk Tshaa 
  Ryu is a Hsiao - an intelligent, owl-like 
  creature - and a scholar in the ways of 
  goblinoids.  He hails from the forests of 
  Vestland, and he and his companion Starkad 
  Grimmson, a warrior from Soderfjord, will 
  be bringing us all the information on the 
  Great Migration. 
  Additionally, as Joshuan Gallidox Publishing 
  is the primary backer of his expedition, we 
  have convinced Ryu to send us information 
  on all the nations through which they travel 
  on their way, such as the Atruaghin Plateau 
  and Sind. 
   
  Favonius Viator 
  The second son of a well-to-do Thyatian 
  senator, Favionus is a bit of a rogue 
  uninterested in the politics that his father 
  takes part in.  Instead, Favonius took up the 
  trade of a merchant with the help of a very 
  rich uncle.  His mercantile experience gives 
  him much understanding on the Empire of 
  Thyatis, as well as the various inland trade 
  routes and coastal sea trade routes. 
  Favionus was recently freed from his 
  captivity by the merfolk and now describes 
  to us the wondrous places he has seen.  He 
  is also the writer for the entries on 
  Minrothad, Ylaruam and the Empire of 
  Thyatis.  It has been noted that his recent 
  captivity has given Favonius a rather cynical 
  outlook on life. 
  
  19 
   
   
  Faisel ibn Yasir 
  It seems that our former friend Faisel ibn 
  Yasir no longer deems us worthy of his 
  correspondence.  Thanks to the 
  philosophies of the Kin faction, he now 
  views us, along with the rest of the world, as 
  infidels who do not deserve his respect. 
   
  AENGMOR (City of) 
   
  Location: South of Glantri and Ethengar, 
  north and west of Darokin, former Broken 
  Lands. 
  Area:  60,000 sq. ft. (5,400 m2)   
  Population: 15,000 (75% shadow elves, 15% 
  various humanoids). 
  Languages: Elvish (shadow elf dialect, 
  Oenkmarian dialect), Tharian Common, and 
  other goblinoid tongues. 
  Coinage: Bright (gp), shine (sp), glint (cp), 
  kalafi (varnished strips of hard, bark-like 
  fungus, they come in 10 gp, 50 gp and 100 gp 
  denominations).  Oenkmarian coins can also 
  still be found: Quetzal (gp), axolotl (cp), 
  ixitxachitl (jade ingots). 
  Taxes: Unknown. 
  Government Type: Independent city, 
  formerly part of the Shadow Elves’ 
  Kingdom.  
  Industries: Military, mining (gold, copper, 
  tin, jade), fungus production. 
  Important Figures: Xatapechtli 
  (Atzanteotl’s minion, shadow elf, male, 
  M15) 
  Flora and Fauna: Mosses, fungus, leeches, 
  mosquitoes, striders (bipedal lizards). 
  Further Reading: GAZ 10 - The Orcs of 
  Thar, GAZ 13 - The Shadow Elves, 
  AC1010 - Poor Wizard’s Almanac to 
  AC1012 - Poor Wizard’s Almanac 3. 
   
  Description: by Dorrik Stonecleaver 
  Due to the shadow elf civil war and the 
  following clashes we were unable to get a 
  report from the Aengmor area.  Actually we 
  sent there our accomplished archeologist 
  Julius Fyodorov, the one who wrote about 
  the rising of Aengmor in last year’s 
  Almanac, but as of today we get no news 
  from him.  Anyway, in order to give you an 
  overview of the former Jewel of the Depths, 
  we charged our correspondents all-over the 
  Old World to collect rumors and tall tales 
  about the City of Aengmor.   
  One thing that might be of interest to the 
  reader is how the shadow elves distinguish 
  the city of Aengmor and the nation of the 
  same name.  Apparently, they don’t have the 
  same name.  Both shadow elves and elves 
  that I have talked to confirm that there is a 
  difference between the two, but humans 
  (and other demihumans) can’t hear it.  They 
  claim it has to do with the sensitivity of their 
  elven ears.  Of course, when humans talk 
  about Aengmor to the elves, the elves 
  become just as confused because the 
  humans can’t pronounce the difference 
  either. 
  The Land 
  “The city is built on a series of concentric 
  plateaus over what was probably the top of 
  a rocky hill.  Though usually wrapped by 
  smoke (probably coming from the local 
  foundries), it’s sometimes possible to see a 
  huge maze of narrow, chaotic streets.  
  Except the heavy walls there’re a couple of 
  notable buildings in the city.  On the top of 
  the central plateau there’s a big temple, like 
  the Thothian ones but with stepped sides 
  instead of sheer surfaces.  North-east of the 
  temple there’s a circular arena, much smaller 
  than the Thyatian coliseum, but similar in 
  shape.  The city also has parks and a couple 
  of lakes.”  
  • 
  Young gnome in Serraine. 
   
  “Soldiers told me that the shadow elves 
  conquered all the Eastern Broken Lands 
  [11,600 sq.mi (26,100 km2).  Ed.] killing or 
  enslaving all humanoids out there.”  
  • 
  Darokinian farmer in Corunglain. 
  
  20 
   
  “The road is completely blocked, you can 
  no more cross the Eastern Broken Lands 
  now.  Before it was dangerous, now it’s 
  suicidal.  Shadow elves kill humans on sight.  
  The only way to bring these carts back to 
  Darokin is crossing through New Kolland 
  and the Great Crater, unless you want to 
  travel the long way through Fort Sablestone 
  and the Sind desert.”  
  • 
  Glantrian army officer talking to a 
  Darokinian merchant. 
   
   
  The People 
  “Ruthless xenophobic shadow elves, 
  that’s what they’re!” 
  • 
  Anonymous adventurer 
   
  “Shadow elves are not so bad, you know.  
  It’s just that they mistrust the other races 
  and so they appear evil and aggressive.  My 
  word, they’re a misunderstood race.  Do you 
  remember what happened a few years ago 
  when some unscrupulous Thyatian 
  kidnapped two of their children?  They 
  (rightfully) blamed humans for that and 
  were ready to wage war on Darokin.  
  Fortunately someone was able to stop both 
  armies just in time, otherwise there would 
  have been a real carnage for a 
  misunderstanding.  Hear me, my friend, let 
  them learn the ways of diplomacy and they’ll 
  look less evil.” 
  • 
  Dav Curan, adventurer. 
   
  “We’ve managed to capture an orc alive a 
  few months ago. Actually he was so 
  frightened that he spontaneously 
  surrendered.  We tried to ask him about 
  Aengmor, he looked scared and grunted a 
  few words about Oenkmar, evil elves 
  rallying humanoids and a feathered serpent.  
  Not much in my opinion.  I don’t know 
  what’s going on there, but it’s certainly 
  something dangerous.  Believe me.”   
  • 
  Darokinian Sgt., Ft. Nell. 
   
  Recent History 
  Before the Great War the Broken Lands, 
  probably the most desolate and inhospitable 
  land in all Brun, were home to thousands of 
  goblinoids.  Forgotten by Immortals, 
  humans and dwarves too (not to mention 
  elves) these rugged lands were probably the 
  most dangerous area in all the Old World.  
  But things changed dramatically in AC 1006.  
  A meteor crashed in the Kurish Massif 
  creating the Great Crater.  Life was never 
  the same in the Broken Lands.  The feared 
  orcish leader Thar and King Kol IV of the 
  kobolds moved their hordes to the Great 
  Crater (Western Broken Lands) to better 
  raid on Glantri as well as Darokin.  Only a 
  few tribes remained in the Eastern Broken 
  Lands.  In AC 1010 brave dwarf scouts 
  found the lost City of Aengmor floating on 
  a lava lake in the caves beneath the Eastern 
  Broken Lands.  The mighty dwarvish army 
  left Rockhome to defeat the hated orcs and 
  conquer the fabled city.  
  In Flaurmont AC 1012, after many bloody 
  skirmishes, the humanoids surrendered to 
  the dwarves, but joy was to last very short, 
  because shadow elves attacked the city.  In 
  the following months Aengmor was 
  conquered and lost many times by dwarves, 
  shadow elves and humanoids with heavy 
  losses on all fronts.  Dwarves abandoned 
  the city in Felmont, Alebane’s ogres 
  ransacked the city in Ambyrmont just a few 
  days before the shadow elves’ final attack.  
  In AC 1014 shadow elf mages managed to 
  raise the city back to the surface and their 
  troops secured all the Eastern Broken 
  Lands. From then on little is known about 
  who inhabits the city and what happens 
  there.  There has been a civil war among 
  shadow elves and it seems that a few rebels 
  elected Aengmor as their stronghold rallying 
  the few scattered humanoids in the area and 
  using them as slaves. 
  Don’t Miss 
  If you happen to be in Serraine when it’s 
  cruising in the Darokin area don’t miss to 
  take an aerial tour over the City of 
  Aengmor.  The skilled gnomish pilots will 
  
  21 
   
  bring you on a breathtaking and completely 
  safe journey over the formerly buried city of 
  Aengmor, something you’ll never forget.  
  Guaranteed.  The tour costs 100 gold pieces, 
  but if you show the gnomes a copy of this 
  almanac you’ll have a reduction. [Editor’s 
  Note: With the recent reports of a civil war 
  in Serraine, its is quite probable that this 
  tour is no longer available.] 
  Do Miss 
  If possible avoid crossing the Eastern 
  Broken Lands, especially by night.  If you go 
  and you’re surprised by shadowelves 
  immediately drop your weapons and keep 
  silent until they capture you.  Maybe they’ll 
  spare your life and you’ll have the chance to 
  go back home, although it’s rumored that 
  they use captives as slaves in their mines. 
  If someone offers you to go in the arena in 
  exchange of freedom, then refuse. A few 
  orcs, captured by Darokinians, said that 
  really terrible things happen in that arena. 
   
   
   
   
  AENGMOR (Colony Of) 
   
  Location: In eastern Darokin, north of the 
  Five Shires and Karameikos. 
  Area: 17,950 sq. mi.  (40,388 km2) 
  Population: 130,000 shadow elves. 
  Languages: Elvish (shadow elf dialect). 
  Coinage: Bright (gp), Shine (sp), Glint (cp), 
  Kalafi (variously rated at 10 gp, 50 gp and 
  100 gp). 
  Taxes: One fourteenth of a shadow elf’s 
  earnings goes to the Temple of Rafiel and 
  the King. Employers deduct this amount 
  from the wages they pay and send it to the 
  tax collector each month.  Tax evasion is 
  very rare among shadow elves. 
  Government Type: Semi-autonomous 
  Kingdom under the jurisdiction of the 
  Shadow Elves’ Kingdom. 
  Industries: Military, mining (precious 
  metals). 
  Important Figures: Tanadaleyo (Radiant 
  Princess, shadow elf, female, F13/M13). 
  Flora and Fauna: Deers and other small 
  forest animals, basilisks, gorgons, and 
  lycanthropes.  Evil faeries are also reported 
  to have moved in.  The flora is now 
  predominately twisted, and blight oaks are 
  practically the only trees that have managed 
  to survive.   
  Also, the shadow elves have imported many 
  of their skinwings to the surface, so they can 
  continue to act as flying mounts for their 
  soldiers.  Some have since broken free and 
  now live in the wild of the forest. 
  Further Reading: GAZ 5 - The Elves of 
  Alfheim, GAZ 13 - The Shadow Elves, 
  CM7 - The Tree of Life, AC1010 - Poor 
  Wizard’s Almanac to AC1012 - Poor 
  Wizard’s Almanac 3, and Joshuan’s 
  Almanac. 
   
  Description: by Filferil Feadiel 
  Long are gone those joyful days when the 
  luxuriant Canolbarth forest was home of 
  peaceful elves and merry faeries, when 
  robins twittered in the fresh air and the sons 
  of Ilsundal danced among evergreen trees.  
  Now everything is dark and dangerous here, 
  the only clear thing being the pale skin of 
  shadow elves. [To learn more about the 
  shadow elves’ invasion check “Timeline of 
  Alfheim Invasion” by Fabrizio of Lizzieni 
  and Hervé of Vyonnes published in 
  Rymskigrad by the Igorov institute.  Ed.] 
  The Land 
  Gone are the mighty oaks that made 
  Alfheim famous all over the so-called Old 
  World (and even beyond), now the once-
  green forest is a dark and dry land, very 
  similar to the dry steppe that covered the 
  area before the arrival of Ilsundal’s sons.  
  Aengmor, as the shadow elves renamed my 
  motherland, is located completely inside the 
  Republic of Darokin, lying on a plain 
  
  22 
   
  bordered by the huge Streel River (to the 
  West), the cursed Cruth Mountains (to the 
  South), where many friends died while 
  fleeing to Karameikos, and the dangerous 
  Orclands (to the North and East) home of 
  nasty Orcs and hungry Trolls. 
  The forest receded a few miles since the 
  invasion giving ground to lush Darokinian 
  grass.  The Canolbarth’s trees turned into 
  twisted version of their former selves, their 
  gnarly and intertwined branches forming an 
  impenetrable canopy that shrouds the forest 
  undergrowth in darkness.  New fungi of an 
  unknown sort and strange mosses now grow 
  under the twisted trees, but without water 
  the once-mighty forest is slowly dying. 
  Gone are the rivers and the lakes, gone are 
  the fresh streams and the small waterfalls, 
  gone is the water from Alfheim.  [this is not 
  completely true.  As far as I know the 
  northern rivers and the Selinar lakes aren’t 
  entirely dry, because of water runoff from 
  the Dwarfgate mountains. Ed.].  Nothing 
  lasts of my homeland, only darkness, 
  drought, death and decay. 
  The People 
  Gone are the sons and daughters of 
  Ilsundal, gone is High King Oberon and his 
  court of merry faeries, gone are the dryads 
  and the fauns.  The current dwellers of 
  Aengmor are shadow elves, a xenophobic 
  and violent race, a pale imitation of real 
  elves.  Shadow elves are really different from 
  elves: they live in (disgusting) stone houses 
  or in (even more disgusting) caves, like the 
  burly dwarves from Rockhome.  Unlike 
  dwarves they like to sing, but they have 
  horrible squeaky voices.  The shadow elves’ 
  way of life has indeed little to do with the 
  “standard” elvish one: usually shadow elves 
  spend most of their time underground, 
  because the sun is harmful to them; they 
  don’t eat bread, berries or boars, but trania, 
  a strange food that they grow underground; 
  they know very little about trees and usually 
  prefer stone over wood to build their houses 
  or temples. 
  These underground elves are a very religious 
  race.  Their priests, usually called 
  “shamans”, wield a tremendous power 
  inside their society.  You can recognize 
  these shamans from the purplish mark on 
  their forehead, this mark identifies as 
  favorites by Rafiel [the marked ones don’t 
  belong to a particular race as written in last 
  year’s almanac.  Ed.].  It’s rumored that 
  some among them are very accomplished 
  spellcasters, able to destroy a whole army 
  with a simple gesture of their hands; 
  personally I doubt it. 
  Another peculiarity of this twisted race is 
  their favorite mount: horrible squeaking 
  flying monsters called skinwings. 
  Recent History 
  Though the memory of the shadow elves’ 
  invasion is still fresh in my mind, I won’t say 
  anything here about that sorrowful 
  occurrence, because too many people 
  already spoke about that, often out of turn. 
  After the invasion the forest has never been 
  the same again: no more elves to tend the 
  trees, no more trees to shelter the birds, no 
  more twittering birds to enliven the elves’ 
  lives.  Anyway life has not be easy for the 
  invaders either.  The first problem has been 
  the forest itself, because the powerful evil 
  magic used by shadow elves has completely 
  destroyed the forest enchantments causing 
  the nightly rainfall to stop and thus the 
  once-mighty oaks to slowly die.  Shadow 
  elves asked the Norwold elves for help, but 
  they could do little to restore the original 
  spells. 
  That same evil magic caused another big 
  problem, one that should worry everyone in 
  the Old World, not only the shadow elves: 
  bad magic points.  These sources of evil 
  magic already existed before the invasion, 
  but recently they grew in number and 
  power.  Strange monsters appeared in 
  Canolbarth and odd things happened near 
  these areas, only the Immortals know what 
  will happen in future. 
  
  23 
   
  Because of their warlike nature shadow elves 
  had also problems with peaceful Darokin: 
  first the silly shadow elf request of 
  extending Aengmor borders just after the 
  end of the Great War, then the kidnapping 
  of young princes Erian and Calenderi that 
  put Aengmor and Darokin on the verge of a 
  war, and finally the invasion of Oenkmar, 
  with shadow elf troops boldly crossing the 
  Darokinian soil as if it was their home!  
  Unfortunately the Darokinian army has still 
  to recover from the war against the Master 
  to be able to face the aggressive shadow 
  elves, so they must put up with such blatant 
  violations of Darokinian ground. 
  Anyway, after the civil war that razed the 
  forest even more, it seem that Princess 
  Tanadaleyo decided to take the diplomatic 
  way in a desperate attempt to save the 
  twisted forest.  As assistant to Treekeper 
  Jorodrin Feadiel I’m here in Rafielton with 
  Alfheim diplomats, but I must admit that, 
  after last years assassination attempt, I don’t 
  trust these elves very much and I think there 
  will never be peace between us. 
  Don’t Miss 
  Do Miss 
  In my opinion there’s nothing worth seeing 
  in Aengmor and you’ve better keep out of 
  the forest if you wish to live long.  Anyway 
  for those foolhardy adventurers who like to 
  live on the edge always risking their life 
  there’s one thing to see: Rafielton, the only 
  permanent settlement of shadow elves.   
  When the shadow elf troops invaded 
  Alfheim in the fall of 1007 AC, all the elvish 
  villages were destroyed or burned down in 
  the short battles that occurred.  The 
  westernmost area of Alfheim Town suffered 
  from magically-started fires too [actually 
  shadow elf authorities blame the fleeing 
  Alfheim elves for setting their cities on fire.  
  Probably the truth stays somewhere in the 
  middle.  Ed.], anyway, the shadow elf 
  decided to preserve this city and, after 
  renaming it Rafielton, elected it as 
  Aengmor’s capital.  As you may know 
  Alfheim Town wasn’t the real capital of 
  Alfheim, but more correctly a trading post 
  where humans and elves might exchange 
  their goods, anyway it was also the only 
  human-looking city with a few stone 
  buildings and a surrounding wall and this is 
  probably why shadow elves decided to put 
  the capital here. 
  Not being so skilled in working with wood, 
  though they’re trying to learn, shadow elf 
  decided to remove the ironwood wall and 
  replace it with one made of solid rock.  This 
  wall and the many new stone buildings give 
  Rafielton a gloomy dwarvish look.  King 
  Celedryl Plaza was immediately renamed 
  Rafiel Square and covered by a linen canopy 
  held up by tall poles, this canopy shelters the 
  pale shadow elf from the burning rays of the 
  sun.  On the western side of the square (in 
  the former non-elvish area) the Merchant 
  Brotherhood Office now houses the 
  Radiant Princess court, in front of it the 
  former Darokinian cathedral shelters a small 
  group of shamans.  A new temple to Rafiel 
  was under construction on the eastern edge 
  of Rafiel square, but the civil war caused the 
  works to stop.  The dwarvish compound is 
  now the army headquarters, while the air-
  force (skinwings) has its headquarters in the 
  former Alphatian embassy.  No foreign 
  ambassador has now an official seat in 
  Rafielton, though a permanent envoy of the 
  DDC has a room in the only inn of 
  Rafielton: “The Golden Skinwing”. 
  Nothing lasts of the sky city except a few 
  rotten axes and ropes. 
  Rafielton now houses roughly 15,000 
  shadow elves, mostly soldiers, while the 
  majority of them live in the caves near the 
  Sump and Weir. 
    
   
   
   
   
   
   
  
  24 
   
  ATRUAGHIN CLANS (Territories 
  Of)  
   
  Location: Along southern shore, west of 
  Darokin and the Five Shires. 
  Area: 46,380 sq. mi. (104,355 km2), with 
  19,172 sq. mi. (43,137 km2) on the plateau 
  itself. 
  Population: 230,000 humans.  (On the 
  plateau: Bear Clan: 45,000; Elk Clan: 30,000; 
  Horse Clan: 70,000.  In the lowlands: Tiger 
  Clan: 60,000; Turtle Clan: 25,000. ) 
  Languages: Atruaghin, although each clan 
  has its own dialect. 
  Coinage: Coinage is uncommon, as most 
  use barter for goods. The few coins that do 
  exist are called Cloud (5 sp) and Land (cp). 
  Taxes: None. 
  Government Type: Numerous independent 
  tribes, each led by a chief and/or shaman, 
  loosely collected into larger clans. 
  Industries: 
  Trapping, 
  fur 
  production, 
  leather production (especially Horse and 
  Turtle clans), pottery and woven goods (Bear 
  Clan), woodworking (Turtle Clan).  The 
  Tiger Clan is known for its raids into 
  Darokin. 
  Important Figures: Powakuan Sleeps-
  With-Open Eyes (Bear Clan chief, human, 
  male, F10), Tulabal Shadowfall (Elk Clan 
  Chief, human, female, F4/T13), Hovar Duck 
  Watcher (Elk Clan shaman, human, male, 
  Pr14 of Atruaghin), Eyela Moonstalker 
  (Horse Clan chieftainess, human, female, 
  F10), Naravipa Dagger Tooth (Tiger Clan 
  chief, human, male, F17), Eelsha Spider’s 
  Kiss (Tiger Clan cleric, human, female, Pr10 
  of Atzanteotl), Talinguk Rolls-His-Canoe 
  (Turtle Clan chief, human, male, T13). 
  Flora and Fauna: Horses, buffalo, birds of 
  prey and many types of snakes can be found 
  atop the large plateau.  Down in the jungle 
  below, great cats are often encountered, as 
  are other typical jungle beasts.  There is even 
  rumor of a huge green dragon lairing 
  somewhere in the region. 
  Further Reading: GAZ 14 - The Atruaghin 
  Clans, AC1010 - Poor Wizard’s Almanac to 
  AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Ryuk-uk Tshaa 
  It is with grave misgivings that I submit to 
  you this chronicle of the way of life of the 
  Atruaghin peoples.  The study of human 
  cultures, tribal though they may be, is not 
  my field of scholarly interest.  Even were it 
  so, I fear that to attempt to condense the 
  cultures of an entire people, particularly one 
  so wonderfully diverse as those of the 
  Atruaghin clans, into a few paragraphs, is a 
  tragedy. 
  For a more comprehensive treatment of 
  these folk, however, I refer you to the 
  writings of my colleague, Hoo-ti Ruk, who 
  has done extensive ethnographies of the 
  Atruaghin people. [Attempts to contact the 
  above mentioned Hsiao were unsuccessful.  
  He was last seen mounting an expedition to 
  Davania in 1013 AC.  Ed.]. 
  The Land 
  The predominant feature among the lands 
  of the Atruaghin people is the great 
  Atruaghin plateau.  An immense natural 
  wonder, rivaled in stature only by the Adri 
  Varma plateau to the northwest of Glantri.  
  Such is the majesty of this plateau that the 
  Children claim Atruaghin himself raised the 
  plateau in ancient times, using his powerful 
  magics.   
  It is atop this plateau that the majority of 
  the Atruaghin peoples live.  To the 
  northwest, where the plateau dips 
  downwards, live the peoples of the Horse 
  clan, on a combination of grassy plains and 
  soil rich lake regions.  To their east live the 
  Bear clan, in large pueblo cities built in the 
  side of the plateau.  Bear clan farms line the 
  upper ridge, catching the rains that blow 
  northwards from the Sea of Dread.  South 
  
  25 
   
  of the Bear clan, in thick forests, live the 
  tribes of the Elk clan.  
  Below the plateau, to the east, live the 
  deadly tribes of the Tiger clan, in their thick 
  jungles.  On the lands south of the plateau, 
  along the shores of the Sea of Dread, live 
  the Turtle clan, plying the seas in their 
  canoes. 
  The People 
  Outland scholars have long divided the 
  Children of Atruaghin (as they often refer to 
  themselves) into five major cultural 
  traditions- the Bear, Elk, Horse, Tiger, and 
  Turtle clans- though such distinctions are 
  broad generalizations that do not do these 
  people justice.  In any event, the Children 
  themselves do not use such terms to identify 
  themselves, and regard outlanders who do 
  with amusement.  
  The Children are largely tribal in nature, 
  though the extent of their social 
  organization varies between cultural groups.  
  Individual tribes of the Turtle and Elk clans, 
  for instance, primarily consist of small bands 
  of extended families, that seasonally come 
  together as a tribe.  Leadership among them 
  is very informal, and it is only in instances of 
  great necessity (such as war) that the clan 
  acknowledges one overall chieftain.  Such a 
  system suits these peoples well, as their 
  hunter/gatherer lifestyle does not 
  accommodate itself to more than a semi-
  sedentary means of living. [They move 
  around a lot.  Ed.] 
  The Tiger and Bear clans, on the other 
  hand, have very complex social structures.  
  These people live sedentary lifestyles, 
  building large cities and relying heavily on 
  farming as their means of subsistence.  They 
  are very much like modern nations, with 
  very formal leadership - the Tiger clan in 
  particular denotes itself as a kingdom (a fact 
  which seems to have slipped by outlander 
  scholars, so keen on presenting them as 
  ‘primitive barbarians’).  Both nations also 
  have organized religions as well, as opposed 
  to the largely shamanic ways of the Elk and 
  Turtle clans.  It is interesting to note that, 
  whereas the Bear clan priests complement 
  the role of the chieftain, the Tiger clan 
  priests seem to wield as much (if not more) 
  power among those people than the 
  monarchy. 
  The peoples of the Horse clan deserve 
  special mention, as they have perhaps been 
  most wronged by outland scholars.  My 
  observations show that there are really two 
  separate, but closely connected, groups that 
  make up these people.  There are the plains 
  tribes, which roam the steppes on their 
  horses year round, and the village tribes, 
  which live a largely agricultural lifestyle 
  around the lakes on the northern edge of 
  the plateau.  Both groups interact closely, 
  which undoubtedly has led less observant 
  scholars to assume they were one and the 
  same.  As to their religious activities, the 
  village people have more formal priestly 
  organizations, while the plains folk rely 
  predominantly on shamans. 
  Additionally, I must note here that the 
  Horse clans do in fact have spoken 
  languages.  Many tribal dialects, in fact.  
  They do not use their spoken language with 
  outsiders, however, only amongst their own 
  tribes.  In dealings with others, they use the 
  sign language they have become renowned 
  for.  The nonsense about the plains folk not 
  using bows in hunting is untrue as well.  
  They use the bow and arrow most often in 
  hunts; it is only when performing acts of 
  bravery to improve their status, or impress 
  outsiders, that they attempt to take down 
  buffalo with close quarter weapons.  
  Recent History 
  The Atruaghin region was largely unaffected 
  by the Great War years ago, primarily due to 
  the sheer logistic improbability of an 
  invading force being able to take and hold 
  the plateau. 
  A group of Alphatian mages, fleeing the 
  sinking of their continent, arrived on the 
  plateau and subjugated the various tribes of 
  the Bear clan, in 1010 AC.  They were 
  driven off by the Children of Atruaghin by 
  the following year, though the World 
  
  26 
   
  Elevator that connected them to Darokin 
  was destroyed.  
  Recently, maps of trails through the interior 
  of the plateau have allowed Darokinian 
  merchants to resume trade with the 
  Children.  I should note here that, while 
  visiting the Bear clan, my keen vision espied 
  activity at the base of the plateau where the 
  World Elevator once conducted commerce.  
  I can only presume that Darokinian 
  merchants are perhaps seeking to repair the 
  enormous contraption.  What effects this 
  might have amongst the merchant houses of 
  the Republic are certainly beyond my ability 
  to comment on. 
  Last year, Eelsha Spider’s Kiss was 
  confirmed as the Tiger Clan high priestess, 
  following the death of the former high 
  priest.  In the subsequent months, she has 
  apparently utilized her influence in her 
  position to spur the Tiger clan to vicious 
  raids on Turtle clan tribes and nearby 
  Darokinian towns in the Tenobar region. 
  Don’t Miss 
  I noted during my brief stay among Bear 
  clan cities a surprising degree of outland 
  clothing (notably Sindhi and Darokinian) 
  and trade goods.  It would appear that Old 
  World merchants are beginning to make 
  great inroads into this previously isolated 
  region of the world.  I am unsure if that is a 
  good thing or not. 
  Additionally, while asking about the Bear 
  clan manner of building cities on the side of 
  the plateau, I was mildly surprised to learn 
  that there were legends of a time when the 
  Bear clan lived on the ground below the 
  plateau.  Bear clan priests tell of large cities, 
  thriving centers of commerce between Bear 
  clan peoples and those of other peoples in 
  the surrounding areas (I suspect these 
  people must be early settlers of the Darokin 
  region and perhaps Tiger clan people, in the 
  days before the split between clans).  There 
  was a disaster of some kind that destroyed 
  the cities and drove the survivors to return 
  to their home on the plateau, though what 
  sort of disaster is unclear.  The tales speak 
  of wars and invasions, from Tiger clan 
  peoples or some other, outside force. It 
  would be interesting to see whether any 
  record of these cities may exist in ancient 
  Darokinian scrolls, or even if remnants of 
  these cities still remain below. 
   
   
  BROKEN LANDS (Goblinoid 
  Territories Of The) 
   
  Location: South and south-east of Glantri, 
  north of Darokin. 
  Area: 11,600 sq. mi. (26,100 km2) on the 
  surface, with an unknown amount of 
  territory underground.   
  Population: 5,000 goblinoids. 
  Languages: Elvish (shadow elf dialect), 
  Tharian Common (most dialects), and most 
  other goblinoid tongues. 
  Coinage: Any, as all are stolen from 
  neighboring lands.  No local coins are 
  produced. 
  Taxes: Whatever a horde leader can take. 
  Government Type: Feudal monarchy. 
  Industries: Warfare above ground, while 
  fungus growing and mining (of gold, copper, 
  tin, and jade) take place underground. 
  Important Figures: Deimos (human lich, 
  male, M18). 
  Flora and Fauna: The Broken Lands are 
  just swarming with creatures driven out of 
  human lands.  This includes herds of goats, 
  giant ants, rock baboons, every race of 
  goblinoid, giant lizards, rats, giant scorpions, 
  and giant spiders. 
  Further Reading: GAZ 10 - The Orcs of 
  Thar, AC1010 - Poor Wizard’s Almanac to 
  AC1012 - Poor Wizard’s Almanac 3. 
   
  Description: by Alasdhair MacCallum 
  If there is any place on Mystara that one 
  could consider a part of the Pits [AD&D: 
  
  27 
   
  Mystaran name for the Abyss] made real on 
  our world, it would be the Broken Lands.  
  Only the most foolhardy would enter the 
  area voluntarily, and unfortunately, that list 
  includes any merchant who wish to travel 
  between Darokin and Glantri.  Since it’s a 
  major trade route between the nations, I 
  have traveled through the Broken Lands 
  several times, so I can give this description 
  from my experiences. 
  The Land 
  Unfortunately, not much beyond the sight 
  of the two major caravan routes are known 
  of the area, and my knowledge is just as 
  limited.  From what can be seen, the Broken 
  Lands are an endless series of winding 
  ravines, high cliffs, rocky outcropping, 
  jagged hills, sharp mountains and 
  impassable wasteland.  Needless to say, one 
  rarely travels here for the scenery.   
  Along the Vesubia River, a beaten path 
  barely 3 meters (10 feet) wide is all that 
  guides the caravan from one end to the 
  other.  The river itself is convoluted, 
  twisting and turning too many times to be 
  counted.  Greater rapids dominate almost its 
  entire length.  Still, there are a few spots 
  where the water slows down, and at two of 
  these, the caravans actually ford across the 
  river. 
  The Vesubian trail crosses straight through 
  the mountains of the area, making an 
  arduous climb a daily event.  Even the walk 
  back down is dangerous and the slopes are 
  very steep.  Near the Glantrian end of the 
  trail, off to the East, one can barely see a 
  huge mountain peak covered in snow; this 
  unnamed mountain is about the only sight 
  on this side of the broken lands. 
  A second trail follows the Streel River to 
  Ethengar.  This trail is wider than the 
  Vesubian trail.  Since it passes through a 
  rough valley, it often reaches widths of up 
  to several hundred meters (yards).  Although 
  no less exerting than the Vesubian trail, 
  there is definitely more scenery.  First, after 
  leaving Corunglain, there are two active 
  volcanoes, each belching fire and lava down 
  their slopes.  Of course, because of the 
  dangers of the volcanoes, the caravan route 
  fords across the river and makes its way into 
  the high mountains.   
  In the mountains, it passes along the base of 
  Mount Valdomir, named after a Traladaran 
  merchant who died here.  Mount Valdomir 
  reaches incredible heights and is perpetually 
  covered with glaciers. 
  Once back along the river, both the trail and 
  river pass in a huge canyon located between 
  two very high plateaus.  Often, unless the 
  sun is at high noon, the caravan will remain 
  in the shadows of the cliffs on either side of 
  it. 
  Finally, a dangerous swamp known as the 
  Mucks, where entire caravans have been 
  known to be sucked down into the mud, is 
  all that remains in the way to Ethengar.   
  The People 
  The people of the Broken Lands consist of 
  nothing but barbaric goblinoids who follow 
  the rules of the jungle.  The strongest one 
  leads the groups simply because he kills 
  anyone who challenges him.  Those 
  goblinoids who manage to take charge of 
  large groups often style themselves kings 
  and queens, but these titles mean nothing in 
  the civilized world of men and elves.  And 
  that is about the extent of civilization in the 
  Broken Lands. 
  Along the Vesubia river, trolls are the most 
  frequent encounter.  They mindlessly attack 
  any caravan they see, not even fearing their 
  own death.  This of course makes them 
  formidable opponents.  Be warned: if you 
  travel in the area, make sure to always - and 
  I do mean ALWAYS - have a fire handy in 
  case of a troll attack. 
  Near the Streel River, orcs and gnolls are 
  the major threat to caravans.  Although 
  easier to deal with than trolls, they are more 
  numerous and a lot craftier, making this 
  journey dangerous in its own way.  On the 
  interesting side, these goblinoids seem to 
  outright fear Heldannic Knights, 
  remembering clearly the massacre the 
  
  28 
   
  Knights caused on their people during the 
  Wrath of the Immortals.  Having a few 
  Knights with your caravan is therefore a 
  very good idea.  Another idea that caravan 
  leaders enjoy is to have some of their men 
  dress up as Heldannic Knights, which 
  causes the same effect.  Of course, the 
  Heldannic Knights themselves view this as 
  heresy, so such activities are not without risk 
  either. 
  Recent History 
  The Broken Lands have been without any 
  true leader since Thar united the tribes 
  under his banner [having lost most of his 
  previous horde to Prince Kol of Glantri.  
  Ed.], and invaded Rockhome while the 
  dwarves where in the middle of a civil war.  
  Thar lost that battle and never made it back 
  to the Broken Lands.  The only other 
  goblinoids of note, King Alebane and 
  Nizam Pasha, also left the Broken Lands, 
  each striking out in their own direction.  
  Only a handful of the goblinoid who lived 
  here now remain, and even that population 
  is dwindling. 
  Now, various new kings are trying to 
  dominate the area, but none have had much 
  success.  As such, this only helps to create 
  anarchy among the goblinoids.  Only one 
  has had any success so far; an individual 
  named Deimos.  Deimos’ race still remains a 
  mystery as none have seen him, but many 
  speculate he is an orc [Adventurers who 
  defeated Deimos after this account was 
  written describe Deimos as a former human 
  lich.  Ed.]. 
  But another threat has risen in the area - 
  literally.  The City of Aengmor is now the 
  base of a group of shadowelves who 
  themselves are trying to dominate the tribes 
  of the area.  Since the goblinoids are too 
  busy bickering among themselves for 
  power, the shadowelves are succeeding 
  rather easily.  I can only speculate that in a 
  few years, all that remains of the Broken 
  Lands will belong to the city of Aengmor.  
  Still, on the brighter side, the constant 
  battles between the shadowelves and 
  goblinoids have made caravan travel much 
  safer in the area than it has been in years. 
  Don’t Miss 
  The only sight worth seeing in the Broken 
  Lands, if one is powerful enough to survive 
  the trip, are the twin volcanoes along the 
  Streel River.  These volcanoes are the only 
  two in the Old World which spill lava down 
  their slopes.  The three volcanoes in Glantri, 
  as well as those in Rockhome are ash 
  volcanoes, belching out destructive clouds 
  of burning ash [more information on the 
  volcanoes are available in the Geology of 
  the Old World entry in the Mystara 
  Miscellanea.  Ed.].  This makes them a 
  unique sight found nowhere else in the Old 
  World. 
  These lava flows follow predictable paths 
  and are usually easy to avoid, so one can 
  safely navigate in the area to good vantage 
  points.  Still, many have died when they 
  believed they were safe (hence the reason 
  the trade route takes a long detour around 
  the area), so do not attempt anything 
  without an expert to guide you along.  When 
  in a safe area, a favorite hobby of some is to 
  place an item into the lava edge then remove 
  it slowly.  The lava will cool down and 
  solidify, placing the emerged sections of the 
  item in solid rock.  These “items-in-a-rock” 
  make good merchant curiosities, since most 
  people believe that magic was involved 
  somehow. 
   
   
  DAROKIN (Republic Of) 
   
  Location: West and north of the Five Shires. 
  Area: 68,964 sq. mi. (155,169 km2), not 
  including the Orclands, which is only 
  nominally under control of the Republic.   
  Population: 1,260,000 humans, plus a 
  scattering of elves, dwarves, and halflings. 
  Languages: Thyatian Common (Darokinian 
  dialect), but many other languages are 
  represented among the populace. 
  
  29 
   
  Coinage: Daro (gp), half-daro (ep), tendrid 
  (sp), passim (cp).  For transactions involving 
  large amounts of money (larger than 500 
  daros), a CLOC - Certified Letter of Credit - 
  is used. 
  Taxes: 5% of annual income (8% for 
  incomes over 100,000 daros), collected 
  annually on Thaumont 1.  Every 5 years, a net 
  worth tax is assessed; anyone whose income 
  has increased since the last assessment must 
  pay 5% of the gain in taxes.  There is also a 
  3% sales tax. 
  Government Type: Republic Plutocracy; it 
  is a republic as leaders are voted in, but only 
  the wealthy can apply for positions of power, 
  therefore Darokin is also a plutocracy. 
  Industries: Agriculture, fishing, mercantile 
  ability, and diplomacy. 
  Important Figures: Corwyn Mauntea 
  (President, human, male, T6) 
  Flora and Fauna: Herds of cattle, horses, 
  sheep, goats, and buffalo.  The various 
  mountains around the nation are home to 
  mountain lions and bears.  Malpheggi Swamp 
  is known for its crocodiles and giant lizards, 
  as well as being the refuge for roving gangs 
  of bandits and goblinoids. 
  The southern part of Darokin is mostly 
  covered with oak forests, while to the north, 
  evergreens dominate.  Around the nation of 
  Aengmor, blight oaks can be encountered 
  within the borders of Darokin. 
  The northeastern section of Darokin is 
  known as the Orclands and is completely 
  dominated by bands of goblinoids. 
  Further Reading: GAZ 11 - The Republic 
  of Darokin, AC1010 - Poor Wizard’s 
  Almanac to AC1012 - Poor Wizard’s 
  Almanac 3, and Joshuan’s Almanac. 
   
  Description: by Ursula Bremen 
  It is with the utmost pleasure that I am able 
  to submit this description of my home, the 
  Republic.  It is a particularly nice change to 
  be able to write a report that hasn’t been 
  carefully censored to relieve it of any 
  potentially dangerous information.  Without 
  further ado, allow me to introduce you to 
  the highlights of this land that I love. 
  The Land 
  The wealth of our nation can be traced back 
  to the resources of the very land we live in.  
  The vast Streel Plain - rich, fertile farmlands 
  - provides food for all of Darokin’s 
  population, and the surplus is exported to 
  many of our neighboring countries, as well.  
  A long history of struggles against outside 
  oppressors, notably goblinoids from the 
  northern Amsorak Mountains and the 
  Broken Lands, has ensured that most of our 
  heartlands are free and safe for people to 
  live in.  
  Merchants and fishermen alike prosper in 
  the waters of Lake Amsorak and the Streel 
  river, while the surrounding mountains 
  provide a wealth of natural resources to 
  mine.  Even the great, dismal Malpheggi 
  swamp harbors hidden treasures - oil, exotic 
  plants, and more - though it is only the most 
  daring of merchants who attempt to take 
  advantage of those. 
  The People 
  Derogatorily termed the “Land of 
  Leftovers” by outsiders, the Republic boasts 
  one of the single most diverse populations 
  of any nation in the Old World.  Thyatians, 
  Karameikans, Ylari, Glantrians, elves, 
  dwarves, halflings - all contribute to the long 
  and rich cultural and racial history of the 
  nation.  
  The people of the Republic benefit from the 
  great wealth of our nation, perhaps more so 
  than any other nation.  Though there is a 
  significant minority of truly wealthy people, 
  even the most poor citizens (those of the 
  Copper class) are still more well off than 
  lower class citizens of other nations...  and 
  there are more opportunities for raising 
  one’s status in Darokin than anywhere else, 
  too! 
  Most of the nation is ruled by the Outer and 
  Inner Councils, with a heavy influence from 
  
  30 
   
  the various Merchants’ Guilds.  There are 
  still a number of dominions that are more 
  feudal in nature; they are owned and 
  governed by individuals, and their 
  ownership is inherited.  Such Borderlands 
  tend to be less organized and often more 
  dangerous than Heartland territories.  
  Occasionally a Borderland is absorbed into 
  the Heartland when its owner dies without 
  an heir, or when the Council buys it out.  
  Recent History 
  Darokin’s economy suffered greatly during 
  the Great War, but has been steadily on the 
  rise ever since. The DDC (Darokin 
  Diplomatic Corps) was largely responsible 
  for the creation of the Western Defense 
  League in AC 1010, a union of Old World 
  nations that mutually agree to provide 
  assistance to each other. The WDL 
  consisted originally of Darokin, Karameikos, 
  the Five Shires, Ylaruam, and Rockhome.  
  Rockhome withdrew over the Oenkmar 
  incident in AC 1012 and Ylaruam withdrew 
  in the midst of their civil war last year.  The 
  WDL hopes to renew its ties to these 
  countries, as well as induct new members. 
  Trade with the nation of Sind has been 
  steadily on the rise, following the events of 
  the Great War, and ties have been renewed 
  with the Atruaghin peoples to our south - 
  notably with the Bear Clan on the northern 
  side of the plateau.  Tiger clan attacks on the 
  Tenobar Borderland territory have been on 
  the rise since the induction of a new high 
  priestess last year.  
  Don’t Miss 
  The city of Athenos is certainly a notable 
  spot for tourists to visit. One of the largest 
  cities in the nation (pop. 15,000), it is also 
  one of the most ethnically diverse. The port 
  town boasts travelers from all over the Old 
  World- Ierendians, Minrothaddan, Sindhi, 
  even the occasional Yavi.  The Hin quarter 
  is the largest population of halflings in 
  Darokin next to the town of Hinmeet, and 
  the city and surrounding regions boast the 
  largest concentration of Makai tribesmen 
  outside of the Ierendi Islands.  Having one’s 
  fortune told by a Makai Oungan (shaman) is 
  a popular tourist attraction.  
  The Averoigne Quarter is also popular.  
  Averoignians fleeing the Forty Years War in 
  Glantri [c.788 AC.  Ed.] ended up in the 
  region of Athenos, which was then a minor 
  port town.  The Averoignians were among 
  the earliest settlers of the region, along with 
  the Makai (many of whom had fled there 
  centuries earlier, following Thyatian 
  invasions of the Ierendi Isles).  When the 
  Athenos Canal was finally completed in 868 
  AC, and the city burgeoned as a major 
  commerce center, the Averoigne and Makai 
  cultures were already well ensconced within 
  the populace.  They remain so to this day, 
  and the Averoigne Quarter is one of the 
  greatest legacies to their influence.  Athenos 
  is also one of the few cities in Darokin 
  (Selenica being the other one) where most 
  of the population is bilingual (speaking 
  Darokinian and Sylaire). 
  Another site of interest is the Great Wall.  
  Work began on the Great Wall of Darokin 
  way back in Sviftmont AC 1010 [see PWA1, 
  ed.] and was finally completed in Vatermont 
  of AC 1014.  The 6 meters (20’) high wall 
  runs for 200 kilometers (125 miles), from 
  Fort Fletcher to Corunglain City, following 
  the southern edge of the Broken Lands.  It 
  is a remarkable feat to have built such an 
  immense project by human hands.  I also 
  find it rather amazing to stand on the wall, 
  look to the horizon, and still being able to 
  see the exact same wall stretch all the way 
  out of sight. 
   
  ETHENGAR KHANATES  
   
  Location: Central plains area, north and 
  west of Rockhome. 
  Area: 57,970 sq. mi. (130,433 km2)  
  Population: 325,000 (population down from 
  previous years due to internal civil war in 
  1014 AC).  There is also an unknown number 
  of goblinoids. 
  
  31 
   
  Languages: Ethengarian. 
  Coinage: All referred to as tangs.  Coins of 
  platinum, gold, electrum, silver and copper 
  come in 1x, 5x and 10x their normal value 
  denominations. 
  Taxes: None; all property belongs to the 
  khan.  Each year, on Sviftmont 23 (the Day 
  of Counting), all families herds are returned 
  to the main herd.  On Flaurmont 15 (the Day 
  of Blessings) the khan divides as he sees fit 
  all herds and wealth among the families of 
  the tribe. 
  Government Type: Nomadic tribes ruled by 
  khans (chieftains), loosely allied under a 
  Great Khan (king). 
  Industries: Cattle, horse-breeding. 
  Important Figures: Moglai Khan, (The 
  Great Khan, human, male, F19) and his 
  bodyguard Gundai (a sabre-tooth tiger), Batu 
  (Khan of the Bortaks, human male, F11), 
  Ghazan (Khan of the Taijits, human male, 
  F7), Huaji (Khan of the Kaeruts, human 
  male, F15), Hulagu (Khan of the Uighurs, 
  human male, F16), Jemugu (Khan of the 
  Yakkas, human, male, F8), Kadan (Khan of 
  the Kiyats, human male, F15; rumored to be 
  possessed by an evil spirit, HD16), Temur 
  (Khan of the Yugatais, human, male, T16). 
  Flora and Fauna: Grasses and small patches 
  of short, wiry trees called tobai trees 
  dominate the land.  On the animal side, goats, 
  yaks, deer, ibex, dogs, bears, boars, horses, 
  lions, lynxes, panthers, lizards and spiders are 
  commonly encountered.  Dragons, wyverns, 
  and griffons have also been spotted in the 
  steppes. 
  Finally, in the area known as the Land of 
  Black Sand, various undead are said to be 
  haunting the place. 
  Further Reading: GAZ 12 - The Golden 
  Khan of Ethengar, AC1010 Poor Wizard’s 
  Almanac to AC1012 - Poor Wizard’s 
  Almanac 3, and Joshuan’s Almanac. 
   
  Description: by Ursula Bremen [Excerpted 
  from a report submitted to the Darokin Diplomatic 
  Corps; reprinted with permission] 
  Dear Sir,  
  I have the honor to submit my second 
  report of the [CENSORED] mission to the 
  Ethengar Khanates.  The purpose of the 
  mission is to report on the changing political 
  climate and the possible dangers posed by 
  the Great Khan’s declaration of war on the 
  Principalities of Glantri.   
  The Land 
  From the moment of the mission’s entry 
  into the Ethengar Plain (called the Sea of 
  Grass by the Ethengarian people, due to the 
  way the waist high grasses blow in the wind 
  like waves on the ocean), it was evident that 
  preparations for war were in progress.  The 
  lands of the Taijits, in particular, were 
  particularly heavily patrolled, with a strong 
  non-Taijit military presence in evidence.  Of 
  note, bands of Yugatai horse warriors and 
  Keshak (the Great Khan’s personal 
  bodyguard), were present, as well as 
  members of the [CENSORED] and the 
  [CENSORED], two groups of the Great 
  Khans’ brataks (spies)- see Attachment B.  
  It is the estimation of this observer that the 
  non-Taijit military presence is due to the 
  civil war of 1014 AC as much as it is 
  fortification of the Glantri/Ethengar 
  border. 
  Of other note, the road leading from the 
  region now known as Aengmor (the former 
  “Broken Lands”- see report [CENSORED]) 
  has been paved all the way from that region 
  up to Bargha, an improvement from my last 
  report, and construction of a newer trail 
  leading through Taijit territory is well 
  underway.  Such a major construction by the 
  Ethengarians is unusual, and I speculate that 
  it, too, is of military significance.  
  Specifically, for the transportation of 
  [CENSORED], which I noted in the camp 
  of Bargha in my last visit. 
  The People 
  
  32 
   
  The various clans have gathered in their 
  winter camps earlier this year, following the 
  proclamation of war by the Great Khan.  
  Evidence of preparation for the war are 
  present, as the warriors of the clan begin to 
  conscript [Ethengarians do not actually 
  conscript people, as most join voluntarily, 
  but the term does aptly describe what is 
  going on.  Ed.] younger men in order to 
  bolster the Great Khan’s forces.  
  The anti-Glantrian sentiment that is always 
  present in Ethengarian society is at a new 
  level.  Priests of the Ten Thousand Fists of 
  Khan (see Attachment H) have been 
  traveling to the many winter camps, stirring 
  up feelings of hatred towards the 
  Ethengarians’ neighbors.  
  In the Great Khan’s camp of Bargha, the 
  number of dwarves is at an unusual high.  
  Many dwarves from Rockhome have come 
  to join in the war against the Glantrians, 
  whom they have hated since the Great 
  Persecution of 802 AC, when the dwarves 
  were driven out of Glantri, under suspicion 
  of bringing a plague with them to the land. 
  Recent History 
  In late Flaurmont of AC 1014, Moglai Khan 
  uncovered the treasonous activities of Oktai, 
  Khan of the Taijits.  Our agents have 
  uncovered information that Oktai was 
  working with both goblinoids, under the 
  control of Moghul-Khan (currently of Dast, 
  in Orcland - see Attachment K), as well as 
  Glantrian forces (see attachment L).  Moglai 
  Khan mobilized the Keshak as well as other 
  Ethengarian forces, to attack his rival.  Once 
  evidence of Oktai’s treachery was revealed 
  by [CENSORED], the majority of the 
  Taijits abandoned their khan to Moglai’s 
  wrath.  Oktai was captured and executed on 
  Ambyrmont 8, AC 1014.  He was replaced 
  by his eldest son, Ghazan.  Ghazan had 
  publicly denounced his father’s treachery, 
  and was instrumental in tracking down 
  Oktai and bringing him to justice before 
  Moglai Khan.  Minor uprisings among the 
  Taijits (see Attachment L) over the 
  intervening months have resulted in the 
  large presence of non-Taijit forces noted 
  above. 
  On the day immediately following Oktai’s 
  capture, Moglai Khan declared war on the 
  Principalities of Glantri.  He has spent the 
  time since then building his forces, 
  conscripting [again, using a term most 
  people are familiar with.  Ed.] more warriors 
  from among the clans, and building his 
  strategy.  Of note, there appears to be a lot 
  of activity in the dwarven enclave of Bargha.  
  I suspect that [CENSORED]. 
  Don’t Miss 
  The winter court of Bargha continues to be 
  the site of great improvements.  In 
  particular, the Great Khan has begun 
  construction on fortifications to surround 
  the camp (see Attachment N), many of 
  which are being built by his dwarvish allies.  
  Their purpose is not entirely clear, as it is 
  unlikely that Glantrian forces will attempt to 
  invade Ethengar (should the war turn badly 
  for the Great Khan).  It is possible that 
  Moglai Khan is using the war as an excuse 
  to continue to upgrade and modernize his 
  camps, or is making preparations for 
  possible future civil wars, such as that of AC 
  1014.  I suspect it is a little of both.  At any 
  rate, Bargha is beginning to take on the 
  appearance of a small town- certainly the 
  single most permanent settlement in the 
  Ethengar Khanates. 
  In any case, the Ethengar Khanates are not 
  a good place for outsiders at the moment, as 
  the [CENSORED] are on high alert for 
  Glantrian spies, and have been capturing 
  and interrogating any outsiders into the Sea 
  of Grass. 
   
   
   
   
  FIVE SHIRES  
   
  Location: Along the south shore, west of 
  Karameikos, east of Atruaghin territories. 
  
  33 
   
  Area: 10,660 sq. mi.  (23,985 km2) 
  Population: 210,000 halflings, 10,000 other 
  demi-humans and humans. 
  Languages: Thyatian Common (Darokinian 
  dialect).  Some hin sages can speak Lalor, the 
  ancient language of the halflings. 
  Coinage: Yellow (gp), Star (sp), Sunset (cp). 
  Taxes: None.  Each year, the Clanleaders 
  determine what money and chores need to be 
  done to maintain their strongholds and 
  towns.  Clan members then share in cost and 
  labor (according to their wealth) to 
  accomplish these chores.  This usually comes 
  out to about 5 to 10% of their yearly income. 
  Government Type: Each shire is governed 
  by a council of clanleaders with their elected 
  representative, a sheriff. 
  Industries: Agriculture, especially vegetables 
  (peas, beans, radishes, mushrooms, carrots, 
  onions, and asparagus).  
  Important Figures: Joam Astlar (Sheriff of 
  Seashire, 
  halfling, 
  male, 
  F9), 
  Tarisco 
  Highnose (Sheriff of Highshire, halfling, 
  male, F7/T7), Maeragh Littlelaughts (Sheriff 
  of Eastshire, halfling, female, F8) Dulene 
  Darkeyes (Sheriff of Heartshire, halfling, 
  female, F8), Sildil Seaeyes (Sheriff of 
  Southshire, halfling, female, F8). 
  Flora and Fauna: As well as all the normal 
  flora and fauna usually found in the Five 
  Shire’s climate and terrain, this land also has 
  many faerie-type creatures (like dryads or 
  wooddrakes), as well as the unnatural 
  monsters 
  (such 
  as 
  lycanthropes 
  and 
  vampires) typical of unsettled forest areas.  
  Various goblinoids can also be found in the 
  northern Cruth Mountains.  
  Further Reading: GAZ 8 - The Five Shires, 
  AC1010 - Poor Wizard’s Almanac to 
  AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Joshuan Gallidox 
  Hello dear readers.  I am glad to hear that, 
  despite my absence as editor of the Almanac 
  that you continue to purchase future 
  volumes in the series.  Since last year, I have 
  been traveling through my homeland as well 
  as spent a rather extensive visit on the isles 
  of Ierendi.  I believe that I must have once 
  more embarked upon Yallara, that 
  continuous urge to wander that many Hin 
  acquire during their youth.  I guess being 
  editor of the Almanac was just not my 
  purpose in life.  But that doesn’t prevent me 
  from writing about my adventures. 
  So, to you, dear and faithful readers, I give 
  the description of the Five Shires - the 
  homeland of the Hin [Halflings, as you 
  probably refer to them.  Ed.]. 
  The Land 
  By far the most beautiful land in the Old 
  World, the Five Shires are dotted with 
  pleasant hills, green fields, and large stands 
  of woods.  This scenic paradise is due to 
  moist air blowing inland from the Sea of 
  Dread, only to leave its water behind as it 
  rises and cools in the mountain air.  This 
  creates many rivers ensuring fertile land 
  within the Shires. 
  During the winter months, the Black Spires 
  block the cold Continental Sweep Winds 
  from the north, keeping the land warmer 
  than most other nations of the region.  This 
  does not mean that there is no snow in the 
  Shires.  Quite the contrary; heaving coastal 
  storms are common, bringing plenty of rain 
  to the mountains, which usually fall as snow.  
  The northern mountain roads of the Shires 
  are often blocked during the winter months, 
  closed to all but the foolish.  The rest of the 
  Shires, however do tend to be snow free. 
  Eastshire is, logically enough, the eastern-
  most shire.  It is mostly farmlands that feed 
  off the Wardle River.  Eastshire is the land 
  most often visited by non-Hin, a practice on 
  the rise since the fall of the dread Black 
  Eagle Baron of the former Fort Doom. 
  Heartshire is a rural hill country that was 
  once rich with mineral and metal deposits.  
  Now, the mines are mostly depleted and the 
  inhabitants are broiled up in industry.  
  
  34 
   
  Almost everything is made or crafted here; 
  everything but cloth, that is. 
  Highshire is mostly wilderness, with high 
  mountains, rolling hills, and dark forests.  
  New mines have been opened in the area, 
  and the local economy is on the rise. 
  Seashire is the coastal country, characterized 
  by its numerous ports and harbors.  It is the 
  wealthiest of the Shires because of its 
  booming trade with other nations.  Seashire 
  boasts the largest towns in the Five Shries, 
  including the capital Shireton, as well as 
  Thantabbar.  The numerous rocks and 
  islands doting the Sea of Dread in Seashire’s 
  territory are also the most notorious pirate 
  haven this side of the Old World. 
  Finally, Southshire is the most settled region 
  of the Five Shires.  Its woodlands have long 
  been turned into productive farmlands and 
  many well-used roads cris-cross the 
  countryside. 
  The People 
  When thinking of halflings, most people 
  immediately stereotype them as mischievous 
  and childlike.  Another common belief is 
  that we are lazy and fear to leave the safety 
  of our homes.  While it is true that Hin are 
  creatures of comfort and many never leave 
  the town of their birth, it does not mean 
  that all Hin are the same. 
  Unlike true children, Hin have far more 
  respect for the property and dignity of 
  others.  Vandalism is unheard of in the 
  Shires.  Also, halflings have none of that 
  wide-eye innocence that can be plainly seen 
  in all human children. 
  Upon the arrival at adolescence, many Hin 
  experience the Yallara.  This is an urge for 
  excitement and adventure.  Some grow out 
  of becoming yallaren after only a year, while 
  others - like me, from the look of things - 
  never do.  It is during this time that Hin 
  travel the world and can often be found in 
  just about any civilized land.  It is from the 
  returning yallaren that the people of the Five 
  Shires manage to learn about the going-ons 
  in the rest of the Old World.  Hin are often 
  a lot more knowledgeable than humans 
  about the world around them. 
  Most Hin are simple farmers, brewers and 
  shopkeepers.  They are always merry and 
  happy.  Nothing is more enjoyable to them 
  that a warm fire, a good ale and a moving 
  story.  Still, a few are bold, daring, and even 
  dangerous.  Ask any Thyatian unfortunate 
  enough to encounter a ship full of Hin 
  pirates.  These halflings have a well-earned 
  reputation of being a danger of the Sea of 
  Dread. 
  Finally, Hin do not worship any of the 
  traditional Immortals like the members of 
  other races do.  Instead they revere Hin 
  Heroes; Hin who have accomplished great 
  deeds during their lives, often saving the 
  Shires against incredible odds, and now 
  watch over the Hin forever [essentially, they 
  are Immortals; the Hin just call them 
  Heroes instead.  Ed.].  Despite this, Hin 
  priests are still rare.  Those that do exist are 
  called Masters, and their goal is to protect 
  the Five Shires from all dangers.  Very rarely 
  do they ever step foot off of the sacred 
  grounds of the Hin nation. 
  Recent History 
  Although the Five Shires have faced more 
  than enough invasions, conquerors, and 
  rebellions in the distant past, their recent 
  history is rather uneventful; and that’s just 
  how they like it.  During the Wrath of the 
  Immortals, several Hin units marched to the 
  aid of Darokin when Sind invaded their 
  lands.  They were also present to repulse a 
  goblinoid horde pouring out the Broken 
  Lands shortly afterwards.   
  In AC 1012, the Five Shires was one of the 
  founding nations of the Western Defense 
  League and has remained a member since.  
  The Five Shires also invaded the Black 
  Eagle Barony recently, after King Stefan 
  Karameikos granted them permission, of 
  course.  Unfortunately, the Black Eagle 
  escaped his punishment and is now hiding 
  in the magical nation of Glantri. 
  
  35 
   
  This Fyrmont, Shireton will be the host of 
  the famous World Games.  This will 
  obviously bring many foreigners to the 
  burrows of the Hin, who will only be too 
  glad to show the humans and other races 
  how Hin truly live and behave.  I believe 
  this will be the ultimate enlightenment on 
  outside knowledge of the ways of the 
  halflings. 
  Don’t Miss 
  One site often visited by travelers to the 
  Five Shires is the ancient and mysterious 
  ring of stone pillars known as Ringrise.  
  Since I’ve described this site before in 
  Joshuan’s Almanac, I’ll talk about something 
  else this year. 
  Mistmyr Falls is the name of the large 
  waterfalls at the head of the Cruth River 
  along the Karameikan border.  Mystmyr 
  Falls is actually a series of several smaller 
  waterfalls in a row, with a net result of water 
  dropping over 300 meters (1000 feet) in 
  about 120 meters (400 feet) of distance.  
  The rush of water is so fast and violent that 
  a fine spray always enshrouds the foot of 
  the plunge in a rolling mist.  Rainbows can 
  be seen everywhere, creating such  beautiful 
  scenery.  Hin children from nearby villages 
  can often be seen playing under the safer 
  sections of the falls, enjoying the sensation 
  of water falling from above. 
  Another place of interest to some visitors of 
  the land would be Shumbril Tower, also 
  known as The Hin’s Own Magic & 
  Mysteries Shop.  Here, gentle Alace 
  Shumbril (human, female, M8) sells various 
  potions and spell components.  
  Occasionally, she even has a magical item or 
  two available.  I mention this because 
  Shumbril Tower is the only place in the Five 
  Shires where a wizard can find spell 
  components - unless he’s willing to go out 
  in the field and gather them himself, that is. 
   
   
   
  GLANTRI (Principalities Of) 
   
  Location: North of Darokin, south of 
  Wendar, west of the Ethengar Khanates. 
  Area: 116,650 sq. mi.  (262,463 km2) 
  Population: 597,500 humans, with a small 
  percentage of them elves and half-elves 
  [D&D: just elves].  There is also an unknown 
  amount of goblinoids in the Principality of 
  New Kolland. 
  Languages: Thyatian Common (Glantrian 
  dialect), Alphatian Common (Flaemish 
  Dialect), Elvish (Belcadiz and Erewan 
  dialects), Sylaire (also known as Averoignian), 
  Traladaran (in Boldavia), Ethengarian and 
  numerous goblinoid languages. 
  Coinage: Crown (pp), ducat (gp), sovereign 
  (sp), penny (cp). 
  Taxes: Quarterly income tax of 10% as well 
  as a hearth tax of 1 ducat per household.  
  Also, almost every activity - including 
  speaking in public, carrying weapons, 
  wearing armor and spellcasting - requires a 
  license of some sort with fees ranging up to 
  50 ducats a year for each activity. 
  Government Type: Magocracy, ruled by a 
  wizards’ council.  Only mages can be nobles, 
  and their voting power in the council is 
  determined by their rank (prince, duke, 
  count, etc.) 
  Industries: Various, as each principality 
  specializes in something different.  See below 
  for details. 
  Important Figures: Jaggar von Drachenfels 
  (Prince of Aalban, human, male, M24), 
  Carnelia de Belcadiz y Fedorias (Princess of 
  Belcadiz, elf, female, F12/M18), Juliana 
  Vlaardoen (Princess of Bergdhoven, human, 
  female, M14), Morphail Gorevitch-Woszlany 
  (Prince of Boldavia, human vampire, male, 
  M19), Urmahid Krinagar (Prince of Bramyra, 
  human, male, T5 dual-classed to M14), 
  Carlotina Erewan (Princess of Erewan, elf, 
  female, M10), Dolores Hillsbury (Princess of 
  Fenswick, human, female, M14), Brannart 
  
  36 
   
  McGregor (Prince of Klantyre, human lich, 
  male, M20), Jherek Virayana (Prince of 
  Krondahar, human, male, M18), Kol (Prince 
  of New Kolland, kobold, male, Wd7/M10), 
  Isidore d’Ambreville (Princess of Nouvelle 
  Averoigne, human werewolf, female, M11), 
  Malachie du Marais (Prince of Morlay-
  Malinbois, human werewolf, male, M11), 
  Harald of Haaskinz (Prince of Sablestone 
  and Grand Master of the School of Magic, 
  human, male, M17). 
  Flora and Fauna: Because of the magical 
  interferences and summoning of countless 
  mages, absolutely any plant, animal, or 
  creature - whether native to Mystara or not - 
  can be found within the principalities. 
  Further 
  Reading: 
  GAZ 
  3 
  - 
  The 
  Principalities of Glantri, PC4 - Night 
  Howlers, AC1010 - Poor Wizard’s Almanac 
  to AC1012 - Poor Wizard’s Almanac 3, 
  Joshuan’s Almanac, and Glantri: Kingdom of 
  Magic boxed set. 
   
  Description: by Alasdhair MacCallum 
  Known as the Kingdom of Magic by many 
  around the Old World, Glantri isn’t even a 
  true kingdom.  It’s a collection of 
  independent principalities each ruled by a 
  Wizard-Prince with several smaller 
  independent dominions owing fealty to one 
  of the Princes.  If only one word could be 
  used to describe Glantri, I believe I would 
  choose “Chaotic.”  There are more rules in 
  this nation (often conflicting at that!) than 
  anywhere else in the Old World, with license 
  for almost anything you can imagine.  I dare 
  say they’ve even tried to place a license for 
  breathing on a couple of occasions.  Their 
  bureaucracy is a mess, and trying to get 
  something done quickly is next to 
  impossible unless you do it illegally. 
  Despite all this, it is the land of intrigue, 
  backstabbing (both political and literal), and 
  most of all, magic.  That is why I love it so.  
  Everyone knows Glantri is a nation of 
  mages for mages.  All wizards are 
  automatically higher in social standings than 
  non-mages.  Non spellcasting races such as 
  dwarves and halflings are abnormal to 
  Glantrians and are often chased out of their 
  land. 
  Clerics and Priests are also disliked by 
  Glantrians.  Although they have recently 
  been permitted to cross the Glantrian 
  borders, it is still punishable by death for 
  any of them to openly preach about their 
  religion or Immortals. 
  Glantri, above anything else, is isolated.  
  High pine-covered mountain tops surround 
  the entire nation.  Whether it’s the 
  impassable Wendarian Ranges to the north, 
  the rugged and sharp Broken Lands to the 
  south, or simply the high cliffs of the Great 
  Northern Wildlands to the west, very few 
  trails permit entry into this nation. 
  The Land and The People 
  Because Glantri is actually a mix-match of 
  peoples, cultures, and lands, I have taken the 
  liberty to combine the Land and People 
  sections for this nation.  As such, I will 
  describe each Principality in turn, giving 
  both a brief description of the land as well 
  as the culture found within. 
  Aalban is a principality of plains and 
  pastures.  Despite this peaceful look, it is the 
  most militaristic dominion of Glantri.  
  Warriors and mercenaries are plentiful in the 
  area, and the locals are renown for their 
  remarkable siege weapons and equipment. 
  Belcadiz is a lightly forested area that serves 
  as the home of the famous winemaking 
  elves.  Not only is their wine in high 
  demand throughout Glantri, but so is their 
  metalwork, something unheard off for elves 
  anywhere else on Mystara.  Belcadizians are 
  hot-tempered, easy to offend, and enjoy 
  nothing better that a sword duel or two to 
  try and prove their superiority. 
  Bergdhoven, resting in northern Glantri, is 
  relatively flat.  It is a picturesque land with 
  wild flowers growing almost everywhere.  
  These flowers are the base of Bergdhoven’s 
  perfume and oil industry.  They also attract 
  
  37 
   
  several mages who need the rare flowers for 
  rare or unique experiments. 
  Boldavia is a word that causes many to 
  shiver as that principality is often associated 
  with rumors of powerful undead and 
  necromancers.  The local Traladarans, who 
  live in small villages among the craggy bluffs 
  and forested hills, are a superstitious lot and 
  are accredited with all the undead legends of 
  the area that spread through Glantri. 
  Bramyra is a principality that was created to 
  serve as the first line of defense should the 
  Ethengarians decide to invade Glantri.  
  There is nothing of note here except for the 
  vast herd of sheep that roam the hills. 
  Erewan was once the home of many famous 
  poets, scribes, and artists.  Now, the Erewan 
  elves sulk and whine about the goblinoid 
  dominion, spreading false reports about 
  several evil deeds Kol and his minions 
  apparently committed.  These elves have 
  been threatening to leave Glantri if the 
  Princes don’t fix the situation.  So far, all the 
  Princes have been ignoring them. 
  Fenswick is the newest dominion granted to 
  the remarkably charming and attractive 
  Dolores Hillsbury.  As yet, not city or town 
  has been built as the Princess is content to 
  let her land prosper with its logging 
  industry.  This principality is almost 
  completely in the mountains. 
  Klantyre, the famous fog-shrouded 
  highlands, is another place where the sheep 
  are probably the most interesting feature.  
  The weather is the second most popular 
  subject for the inhabitants; they often wager 
  as to whether it will rain 3 days out of five 
  or 4 days out of five. 
  Krondahar is one of the most cultivated 
  lands in Glantri.  The locals are renown for 
  their silk as well as their leatherworking. 
  Morlay-Malinbois is a forested land where 
  werewolves are probably as common as 
  non-werewolves.  In fact, they are 
  considered full citizens while within this 
  principality and have all the rights that any 
  Glantrian would normally have. 
  New Kolland can best be described as a 
  giant hole in the ground.  Created by a 
  meteor impact and then populated by 
  goblinoids, Kol was appointed Prince of the 
  land in return for preventing goblinoid raids 
  into Glantri.  Despite this, humans traveling 
  into New Kolland are considered fair game 
  by the locals and Prince Kol. 
  Nouvelle Averoigne was famous as the 
  home of the late Etienne d’Ambreville.  It is 
  also renown for its cuisine, and theatre plays 
  are so popular they often sell out months in 
  advance.  Nouvelle Averoigne is flat near 
  the river, but gets significantly more hilly 
  further inland. 
  Sablestone is home to Harald of Haaskinz, 
  the Grand Master of the Great School of 
  Magic.  There is nothing much in this 
  principality either, except for stubborn 
  farmers who continuously demand that the 
  wizards just leave them alone. 
  Finally, there’s Glantri City, home of the 
  Great School of Magic and capital of the 
  magocracy.  In this city, canals replace the 
  traditional roads of other cities, making the 
  gondola the only way of getting around.  
  Glantri is the heart of fashion and style for 
  the nation, and any new trend will soon be 
  copied by all of high-society.  Currently, the 
  dark gothic style of Boldavia is in favor, 
  where aristocrats dress up as vampires and 
  werewolves (or at least how they imagine 
  vampires and werewolves would dress). 
  Don’t Miss 
  Unfortunately, now is not the time to plan a 
  visit to Glantri.  The Ethengarians have 
  declared war against Glantri, and the nation 
  is scrambling to marshal its defenses.  If you 
  are of the mercenary type, then you are 
  most welcome to help defend the land, but 
  otherwise, for your own safety, I would 
  suggest postponing any visit this year. 
   
   
   
  
  38 
   
  HELDANN (Heldannic Territory Of) 
   
  Location: 
  North 
  of 
  Ethengar 
  and 
  Rockhome, east of Wendar. 
  Area: 25,000 sq. mi.  (56,250 km2) 
  Population: 250,000 humans. 
  Languages: Thyatian Common (Hattian 
  dialect), Heldannic. Thyatian is the official 
  language of the nation. 
  Coinage: Groschen (pp), gelder (gp), erzer 
  (ep), markschen (sp), and fenneg (cp). 
  Taxes: 15% income tax collected four times 
  a year.  10% tithe to the Heldannic Knights 
  collected once a year.  1 Gelder head tax 
  collected once a year from all those not in 
  military service.  There is also a 5% sales tax 
  on all items but food and clothing. 
  Government Type: Military Theocracy. 
  Industries: Agriculture (wheat, barley, and 
  potatoes), mining (iron), sheep herding and 
  fishing. 
  Important 
  Figures: 
  Herr 
  Wulf 
  von 
  Klagendorf (Oberherr, human, male, P19 of 
  Vanya), Sir Geoffrey of Grunturm (rebel 
  leader, human, male, C20 of law). 
  Flora and Fauna: One can commonly 
  encounter sheep and elk herds, bears, boars, 
  wolves and yeti.  Rarer, but more deadly, are 
  the snow apes, hill and stone giants, gnolls 
  and lycanthropes.  Occasionally a dragon will 
  be spotted, but the Heldannic Knights hunt 
  them down as soon as possible. 
  Further Reading: AC1010 - Poor Wizard’s 
  Almanac to AC1012 - Poor Wizard’s 
  Almanac 3, and Joshuan’s Almanac.  Also, 
  several articles of the Princess Ark series can 
  be useful. 
   
  Description: by Sir Hendrik Gultzer, 
  servant of the Glorious Lady Vanya. 
  It is with pride and honor that I write to you 
  about the magnificent Heldannic Territories 
  and the glory of Vanya.  I hope that this 
  entry into the Mystaran Almanac will help 
  refute all disparaging remarks made about 
  the Heldannic Knights and show the world 
  the true valor behind our ideals and way of 
  life.   
  I now give you a description of Heldann, 
  the Gateway to Norwold. 
  The Land 
  The lands of the Heldannic people is harsh 
  and unforgiving.  Our winters are noted for 
  their cold winds that pierce right down to 
  your bones, and the summer is not much 
  warmer.  Cold waters from the northern 
  regions of the Alphatian Sea splash upon 
  our shores, keeping the warm months 
  cooler than most other nations of the Old 
  World. 
  The land is as beautiful as it comes, with 
  many renown painters traveling to Heldann 
  just to paint portraits of the landscape.  
  Pines and spruce are everywhere, and 
  mountain runoffs create numerous small, 
  crystal-clear lakes. 
  Although covered in pines, the land is rocky 
  and not very adequate for agriculture.  
  Despite this, hardy Heldanners work the 
  lowlands, producing enough food for the 
  people to survive.  Further from shore, tall 
  rough-edged mountains dominate the land, 
  effectively marking our border with Wendar 
  and Denagoth. 
  The People 
  While our land is definitely picturesque, it is 
  the people of the Heldann Freeholds that 
  are the true heart of our nation.  They are 
  hardy and resourceful, never giving up on 
  any task they set to heart.  The fact that they 
  manage to grow crops and even thrive in 
  this harsh land is proof enough of this fact. 
  Heldanner commoners are a tall, light-
  skinned people most likely related to the 
  men of the Northern Reaches.  They toil the 
  fields and are at peace with themselves and 
  the world.  The more worthy and brave 
  among them join the ranks of the Heldannic 
  Knights. 
  
  39 
   
  The majestic Heldannic Knights were once 
  majority Hattians (from Thyatis), but now 
  they are equally represented between 
  Thyatians and Heldanners.  They preach of 
  conquest and glory, and as has been proven 
  in the land of Norwold, these are not empty 
  words.  One day, as foretold by Vanya, the 
  Heldanners and Hattians will rule the world 
  in Vanya’s name.  You, the readers, may 
  scoff at this idea, but do not say we have not 
  warned you.  Join us now and become a 
  crusader in the armies of Vanya.  
  Victory and glory are assured. 
  Recent History 
  Heldann has had a remarkable growth 
  period recently.  The Heldannic Knights 
  have converted the people of lands all the 
  way up to Oceansend to the beliefs of 
  Vanya and the glory of the Heldannic 
  Knights.  In fact, the land under our control 
  was so great, we had to divide it into several 
  territories [Notably, Heldann, Heldland, and 
  Vanya’s Rest.  Ed] which, together, form the 
  Heldannic Empire.  Admittedly, a few 
  stubbornly resisted our rulership, but our 
  armies crushed these lawless bands who 
  were known to trouble the other inhabitants 
  anyway.  Many have thanked us for our 
  remarkable control on crime and 
  punishment of all criminals. 
  You have probably heard about the troubles 
  the Heldannic Knights have had within their 
  own lands.  Maybe you even heard the 
  rumor that the priests of Vanya lost their 
  spells.  This is simply untrue!  The 
  Heldannic Knights merely chose to no 
  longer use their spells for a period of time 
  just to show the world that they can 
  conquer lands without magic.  And we have!  
  On our own, we are a formidable army, yet 
  we also have the blessing of the Lady Vanya.  
  Do you still doubt our glory and destiny to 
  rule the world?   
  Yes, there was a rebellion in our land led by 
  Sir Geoffrey of Grunturm (there is a 
  100,000 Gelder reward for his head), but it 
  has been squashed without any problems 
  for the Knights.  This rebellion is simply an 
  event blown out of proportion.  There is no 
  truth to the rumors that we mistreat the 
  peasants, hence causing the revolt.  In fact, 
  the Oberherr himself solved the problem by 
  placing a new leader in the rebellious land - 
  one of the rebels themselves.  If this is not 
  proof that we take care of our people and 
  listen to their pleas, then what is? 
  Don’t Miss 
  Freiburg, the capital of Heldann, was once a 
  filthy and tightly-packed town.  But the 
  Heldannic Knights destroyed most of it, 
  rebuilding it with spacious streets (so a 
  parade of Knights on horseback could easily 
  get through town) and sturdy buildings. 
  At the center of town lies the majestic Star 
  Chamber, a temple and barrack dedicated to 
  the Lady.  From this magnificent chamber 
  Herr Wulf von Klagendorf rules the land 
  and the will of Vanya is interpreted by the 
  high priests. 
  Freiburg also has the most impressive city 
  walls on Mystara. The Knights claim that 
  nothing can or ever will breach the walls. 
  Many architects and siege engineers agree 
  with them. 
   
   
  IERENDI (Kingdom Of) 
   
  Location: South of the Five Shires and 
  Karameikos, west of the Minrothad Guilds. 
  Area: 17,240 sq. mi.  (38,790 km2) 
  Population: 58,000 locals, plus as many as 
  20,000 visitors during the summer tourist 
  months. 
  Languages: Thyatian Common (Darokinian 
  dialect; for trade and tourist business), Makai 
  (native language). 
  Coinage: Pali (10 gp), geleva (1 gp), sana 
  (sp), and cokip (cp).  All foreign currency is 
  also accepted. 
  Taxes: Tourists must pay a 10% room tax 
  wherever they stay, as well as a 5% sales tax 
  
  40 
   
  on food.  There is also a sales tax of 5% on 
  everything else for both tourists and locals.  
  Locals must pay a poll tax of 10 gp per person 
  per year. 
  Government 
  Type: 
  Constitutional 
  Monarchy; power is held by elected members 
  of noble families, while a king and queen act 
  as figureheads for a year-long reign. 
  Industries: Tourism, fishing. 
  Important Figures: Reston of Akesoli 
  (King, human, male, F16). 
  Flora and Fauna: There are not many 
  monsters that can harm people found on the 
  islands of Ierendi, with the exception of 
  Safari Island which is purposefully populated 
  with dangerous animals and monsters from 
  all over the Old World. 
  On the sea, pirates are the real danger.  
  Sharks are rather common as well. 
  Further Reading: GAZ 4 - The Kingdom of 
  Ierendi, AC1010 - Poor Wizard’s Almanac to 
  AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Joshuan Gallidox 
  Ah, the relaxing lands of Ierendi, known by 
  everyone as the touristic capital of the 
  world.  And, I must admit that after 
  spending several months there, I long to 
  return.  The trip was one of the most 
  pleasant and comfortable ones I have ever 
  taken during my years as a yallaren. 
  The Land 
  Ierendi is composed of a series of volcanic 
  islands located on the southern edge of 
  continental Brun.  These beautiful islands 
  are covered with lush, tropical rain forests 
  with many colorful exotic animals and birds.  
  The western shores of the various islands 
  are rugged and steep, often containing 
  numerous spectacular waterfalls or 
  viewpoints.  On the eastern side of the 
  islands, almost every shore are long sandy 
  beaches with wide sandy bays - ideal for 
  swimming or just plain sitting in the sun.  
  And the water is completely crystal clear and 
  absolutely refreshing.  And the water is 
  never too cold thanks to the warm currents 
  from the southwest. 
  Ten islands compose this nation.  Each 
  island has a specialty in terms of activities 
  for the tourists.  Well, eight of them do, 
  anyway; the last two are strictly off limits to 
  tourist and even to most natives.  Of the 
  most famous islands are Ierendi Island, 
  Alcove Island, and Safari Island. 
  Ierendi is the largest island of the nation and 
  the location of Ierendi City, the capital of 
  the kingdom.  This is where the famous 
  Crown Tourney of Ierendi takes place. 
  Alcove Island specializes in deep-sea 
  treasure hunting, with several actual sunken 
  pirate ships serving as exhibitions.  Actual 
  treasures have even been discovered by a 
  lucky few divers. 
  Finally, Safari Island is purposely populated 
  with monsters and exotic animals.  Here, 
  local guides bring tourists on safari hunts 
  and give guided tours of the ancient 
  penitentiary of the island.   
  The other islands are mainly residential in 
  purpose, but they also have their own, less 
  talked-about touristic experiences.  Still, I’ve 
  visited most of them, and they are also well 
  worth a trip, even if you don’t hear about 
  them very often back on the mainland. 
   
   
  The People 
  The original native humans of Ierendi call 
  themselves the Makai.  Of course, over the 
  years additional colonizations from both 
  Thyatis and the Five Shires have added 
  members of each race into the Ierendi stock.  
  Despite this, the Makai still make up the 
  vast majority of the Ierendians. 
  Makai are friendly and generous, always 
  willing to help someone out.  Of course, 
  since most are also in the tourist business, 
  they are also always ready to sell visitors to 
  
  41 
   
  the islands worthless trinkets, Makai tribal 
  good luck charms (which never really 
  existed in their ancestral tribes), and 
  anything else to make a silver piece.  Makai 
  are easily recognized thanks to their brown 
  colored skin. 
  The Ierendians live by the money brought in 
  from tourist, and they know it.  That’s why 
  they are always cheerful, happy, and helpful.  
  When a foreigner is well treated and enjoys 
  his stay, he’ll return and give them more 
  money. 
  On a stranger side of things, the Ierendians 
  have a very unusual method of choosing 
  their monarch.  Each year, on Klarmont 1, 
  they hold a fierce competition known as the 
  Crown Tourney.  Only renown and 
  successful adventurers can even apply to 
  participate in this tourney.  Nationality is 
  irrelevant, as is race.  The male and female 
  who score the most points during the 
  competition are awarded the title of King 
  and Queen for a year. 
  Recent History 
  The only thing of exception in their recent 
  history would be Reston of Akesoli, the 
  King of Ierendi.  This daring soul first won 
  the Crown Tourney back in AC 1007 and 
  has been undefeated since.  Reston has set a 
  new record with 9 kingships in a row.  
  There is talk of naming him King-For-Life. 
  Also of note to some sages and geologists 
  are the recent minor eruptions of several of 
  the volcanoes.  Most have only let out small 
  plumes of smoke and ash, with the 
  exception of one major eruption back in 
  Vatermont of AC 1012.  Many volcanic 
  experts speculate that the eruption was only 
  the first of several that will soon rock the 
  island nation.  Of course, Ierendi officials 
  deny this, expecting that any serious 
  investigation into the matter is sure to hurt 
  their tourist industry. 
  Don’t Miss 
  To put it bluntly, EVERYTHING!  There is 
  not an island or town that is to be missed if 
  one has the time - and money - to enjoy an 
  extensive tour of the islands of Ierendi. 
  For those of limited budget, however, I 
  recommend Ierendi Island.  First of all, it is 
  the site for the Crown Tourney, and 
  interesting things always happen at these 
  competitions between powerful adventurers.  
  Reston always performs admirably, and is 
  well deserving of the title of king.  Two 
  years ago, a red dragon participated, causing 
  quite the uproar.  This year, an impromptu 
  challenge took place as competitors (and a 
  few other bystanders, myself included) 
  helped a young lady in the crowd of 
  spectators give birth to her child.  Judges 
  awarded bonus points to the adventurers 
  who participated.  I can’t wait to see what 
  happens next year. 
  Also, Ierendi City is the home of the most 
  famous Adventurers’ Club.  If you want to 
  meet famous and powerful adventurers - 
  and I’m talking about dragon-slayers, 
  planewalkers, fiend destroyers and the likes - 
  then this is the place to be.  If you wait 
  patiently outside their prestigious clubhouse 
  just east of the marketplace, you’ll probably 
  see a dozen such heroes and plenty of soon-
  to-be-famous adventurers.  Myself, I 
  enjoyed sitting on a bench in a nearby park 
  watching several of them display their skills 
  to an on-looking crowd.  Even more 
  impressive is the fact that all members of 
  the Adventurers’ Club will respond to the 
  call of the King or Queen of Ierendi should 
  the fate of the nation depend on it.  This 
  gives Ierendi the most powerful and 
  unpredictable defense force in the Old 
  World.   
   
   
  KARAMEIKOS (Kingdom Of) 
   
  Location: East of Thyatis, west of the Five 
  Shires, and south of Darokin and Aengmor. 
  Area: 46,750 sq. mi.  (105,188 km2) 
  
  42 
   
  Population: 
  351,000 
  humans 
  (40% 
  Thyatian, 60% Traladaran) and 81,000 demi-
  humans (90% elves, 5% gnomes, 3% 
  dwarves, 2% halflings). 
  Languages: Thyatian Common, Traladaran, 
  Elvish (Callarii, Vyalia, Alfheim and Erewan 
  dialects).  Thyatian is the official language of 
  the nation. 
  Coinage: Royal (gp), crona (sp), and kopec 
  (cp). 
  Taxes: Quarterly income tax of 25% for 
  commoners and 20% for nobles.  Sales tax of 
  5% as well as an import tax of 1%. 
  Government Type: Monarchy. 
  Industries: Logging, mining (gold and 
  silver), agriculture. 
  Important Figures: Stefan Karameikos III 
  (King, 
  human, 
  male, 
  F15), 
  Olivia 
  Karameikos (Queen, human, female, T12), 
  Terari (Headmaster of the School of 
  Magecraft, human, male, M20). 
  Flora and Fauna: The wilderness of 
  Karameikos is inhabited with all sort of 
  animals and monsters.  Various reports of 
  lycanthropes, vampires, and other undead are 
  very common. 
  Further Reading: GAZ 1 - The Grand 
  Duchy of Karameikos, AC1010 Poor 
  Wizard’s Almanac to AC1012 - Poor 
  Wizard’s Almanac 3, Joshuan’s Almanac, and 
  Karameikos: Kingdom of Adventure boxed 
  set. 
   
  Description: by Joshuan Gallidox 
  Having lived and wandered through 
  Karameikos for several years, I am honored 
  to be able to describe the richness and 
  beauties one can find in this energetic, 
  young nation.  Karameikos is a land that 
  seeks a bright future, but is also highly 
  respectful of the past.  It is home to several 
  large cities of civilization, yet covered in 
  untamed wilderness.  Even the people can 
  be divided in two direction: the Thyatians 
  and the Traladarans.  Despite all this, it is 
  wonderfully united all in one, making 
  Karameikos the vibrant kingdom it is today. 
  The Land 
  Thick, dark primeval forests is probably the 
  best way to describe the lands of 
  Karameikos.  Only a few small stretches of 
  land around the larger cities have been 
  cleared for farmlands, while the rest of the 
  nation is uncharted woods. 
  Despite being mostly wilderness, King 
  Stefan has been working hard on creating 
  numerous roads throughout his nation.  
  While these roads are impressive near the 
  cities of Mirros and Kelvin, with their fine 
  cobblestones and Thyatian engineering, 
  once the city walls are out of sight, they 
  quickly turn into nothing more than a well-
  used trail.  Still, the King’s men patrol these 
  narrow dirt roads, making them some of the 
  safest in the Old World.  Also, many villages 
  with welcoming inns and households dot 
  these trails, allowing a traveler to always get 
  a comfortable night’s sleep. 
  Further up north, the relatively flat 
  shorelands slowly turn into rolling hills.  
  Many veins have been discovered in these 
  hills, and the mining industry of the nation 
  is slowly on the rise.  Soon enough, the hills 
  turn into the towering Cruth Mountains, 
  marking the northern limits of the nation. 
  To date, only five baronies can be found 
  within the nation: 
  Halag, once known as the Black Eagle 
  Barony, is a land trying to recover from a 
  former tyrannical ruler.  To date, there is no 
  baron to rule over the land, only a castellan 
  appointed by the king. 
  Kelvin is a major trade city at the heart of 
  the nation.  Almost all trade goods from the 
  northern lands of the kingdom will pass 
  through this walled city.  A sturdy stone 
  bridge allows caravans to cross Hillfollow 
  River at the city gates.  Strangely enough, it 
  is illegal to cast wizard spells within city 
  walls; a fact that annoys the mages studying 
  at the School of Magecraft in nearby 
  Krakatos. 
  
  43 
   
  Rugalov is the newest barony and the first 
  with a Traladaran Baron.  Baron Yuschiev is 
  currently settling his land with only 
  Traladarans and discouraging all Thyatians 
  from even visiting. 
  Threshold is a smaller barony whose main 
  industry is logging.  For some unknown 
  reason, the village of Threshold seems to 
  create more adventurers than anywhere else 
  in the kingdom. 
  Vorloi is named after the Thyatian merchant 
  family who owns the dominion.  Vorloi is 
  one of the largest sea ports in the nation, 
  second only the Mirros. 
  The People 
  As I have already mentioned, two peoples 
  actually form the inhabitants of Karameikos.  
  The first are the ancient Traladarans who 
  have lived here for more generations than 
  most people can count.  They are short, 
  well, for humans anyway, and have dark hair 
  and pale complexions.  Traladarans enjoy a 
  simple life and are often viewed as 
  superstitious by most other humans.  This 
  has to do with their love of good luck 
  charms, evil curses, and omens from the 
  Immortals. 
  The second group consists of the 
  conquering Thyatians.  The Thyatians have 
  so many racial stocks mixed into their 
  Empire that there is no one Thyatian look 
  to describe them all.  Thyatians care more 
  for efficiency and end results than the 
  Traladarans. 
  Unfortunately, there is much tension 
  between the two.  Thyatians believe that the 
  Traladarans waste too much time with their 
  superstitions and religion.  They also believe 
  that as conquerors of the land, they are 
  naturally superior to the Traladarans.  On 
  the other hand, many Traladarans view 
  Thyatians as greedy, corrupt, and predatory.  
  Older Traladarans view the Thyatians as 
  simply the next wave of bad luck preventing 
  them from re-attaining the Golden Age of 
  Traldar. 
  In the more cosmopolitan cities of Mirros 
  and Kelvin, interaction with other races 
  have given the urban Karameikans a better 
  understanding of each other.  These 
  Karameikans view themselves as 
  Karameikans, with Traladaran or Thyatian 
  blood being irrelevant.  King Stefan calls 
  these multicultural people the “New 
  Karameikans.”  Since most foreigners 
  usually encounter New Karameikans within 
  these large cities, it is no wonder that they 
  all believe the two races to be strongly 
  united into one nation. 
  Whether the two Karameikan peoples will 
  manage to solve their differences and truly 
  unite as New Karameikans in the future 
  remains to be seen.  I, for one, hope that 
  they do. 
  Recent History 
  Karameikos is a young nation making 
  almost all of its history rather recent.  Still, a 
  few events in the past couple of years can be 
  singled out for the purpose of the Almanac.  
  Most of them pertain to Karameikos trying 
  to make his nation strong, independent of 
  other nations, yet united from within. 
  In AC 1006, then Duke Stefan Karameikos 
  crowned himself King, declaring complete 
  independence from the Empire of Thyatis.  
  In AC 1012, he renamed his capital of 
  Specularum to Mirros to better represent 
  the Traladaran people of his nation.   Also 
  in AC 1013, Queen Olivia Karameikos 
  began financing several public schools 
  throughout the villages of the nation in the 
  hopes of making Karameikos one of the 
  best educated lands of the Old World.  
  Finally, just this year, King Stefan granted 
  nobility to Sir Yuschiev, his first Traladaran 
  Baron.  
  On the other hand, Stefan Karameikos also 
  removed the title of nobility from his cousin 
  Ludwig von Hendriks.  When brave hin 
  adventurers managed to show the King just 
  how cruel and corrupt the Black Eagle was, 
  the Five Shires were granted permission to 
  invade the barony and dispose of the dark 
  baron. 
  
  44 
   
  Karameikos was one of the founding 
  members of the Western Defense League, 
  and still remains a member, just like the Five 
  Shires and Darokin. 
  Don’t Miss 
  While visiting the city of Mirros, I most 
  definitely recommend staying a few nights at 
  the Black-Heart Lily.  This notorious inn is 
  where the famous Yolanda of Luln began 
  her singing career over a decade ago.  If you 
  are lucky, you might manage to hear her 
  wonderful voice, as Yolanda often returns 
  to the place of her origins (career wise, that 
  is), giving free performances to the patrons 
  of the tavern below. 
  The Black-Heart Lily was apparently named 
  after a woman who broke the heart of an 
  ancestor of Luthier Sforza, proprietor of the 
  Lily.  Although Sforza is a broad, homely 
  man with bristly brown hair, mustache, and 
  beard, he is a jolly fellow who enjoys sharing 
  drinks with his patrons.  He also has a good 
  ear for events that occur on the streets of 
  Mirros, and anyone searching for something 
  - or someone - in Mirros could do worse 
  than talk to him. 
  Even if not in the mood for socializing, the 
  Black-Heart Lily has many comfortable 
  rooms on the second floor, available for the 
  reasonable price of 2 gp per night.  This 
  price includes a good hearty meal early the 
  next morning.  
  Sforza has been known to accept capable 
  adventurers into his inn on a more or less 
  permanent basis at no cost in exchange for 
  their services as bouncers in the tavern on 
  the first floor.  Needless to say, the 
  bouncers here are usually capable of dealing 
  with any trouble that might arise, so one had 
  better be prepared to behave while visiting. 
   
   
  MINROTHAD GUILDS 
   
  Location: South of Karameikos, east of 
  Ierendi and west of Thyatis. 
  Area: 8,120 sq. mi. (18,270 km2) 
  Population: 208,000 (approximately 50% 
  elves, 43% humans, 5% dwarves, 2% 
  halflings).  
  Languages: 
  Minrothaddan, 
  Thyatian 
  Common (known mainly for trade and 
  business). 
  Coinage: Crona (gp), byd (ep), quert (sp), 
  and plen (cp). 
  Taxes: Officially, guilds owe a 20% annual 
  income tax, while individuals owe 10%.  Yet, 
  there are many extenuating circumstances 
  which can reduce or increase the amount 
  owed of which only Minrothaddan tax 
  collectors can keep track of all of them.  
  There is an 8% sales tax for local items, while 
  all imported items (or services) have an 18% 
  sales tax.  Foreigners must also immediately 
  pay a 20% income tax for all income earned 
  while in the nation. 
  Government Type: Plutocracy; every guild 
  master has a seat on the Council, with the 
  most powerful guild master ruling over the 
  council.  Now, Oran Meditor is growing in 
  power and trying to assume a presidential 
  role. 
  Industries: Crafts, trade, and services. 
  Important Figures: Oran Meditor (Ruling 
  Guild Master, elf, male, F10/M11). 
  Flora and Fauna: Birds, donkeys, goats and 
  lizards are commonly spotted on the various 
  islands.  Monkeys and small, wild pigs are 
  also known to be present deeper inland. 
  Vegetation is dominated by mahogany and 
  teak, although numerous fruit-bearing trees 
  are also common. 
  Further Reading: GAZ 9 - The Minrothad 
  Guilds, AC1010 - Poor Wizard’s Almanac to 
  AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Favonius Viator. 
  Being a merchant myself, I find that makes 
  me perfectly qualified to talk about the 
  
  45 
   
  money-grubbing Merchant-Princes of the 
  Minrothad Guilds and their nation.  They 
  currently enjoy supremacy of the sea-trade, 
  but mark my words, Thyatis is about to 
  claim that title from them. 
  The Land 
  Like many of the islands of the Dread 
  Coast, the Minrothad islands are volcanic in 
  origin.  The mountain ridges are covered 
  with forests, while the closer to shore are 
  scattered patches of palm trees.  The 
  beaches on the eastern shores, are long and 
  shallow, while the western shores tend to be 
  dominated by cliffs and black sand beaches. 
  The islands of Minrothad have only a few 
  forests remaining, and these are mostly 
  replanted.  In their constant pursuit of the 
  domination of the sea, the Minrothaddans 
  nearly cut down every tree in sight to make 
  their precious little boats.  Although I 
  admire their enthusiasm, this simply goes to 
  show how short-sighted they are to long-
  term profits. 
  Minrothad is situated right where the moist 
  Dragon Winds from the south meet the 
  cold Continental Sweep Winds from the 
  north.  This has two main effects on the 
  weather of the area.  First, it creates a lot of 
  fog (something the local pirates enjoy), 
  which makes any sea journey treacherous to 
  those who do not know the location of 
  every reef and rock that sticks out of the 
  waters.  Second, it creates tornadoes, which 
  can devastate towns or create huge 
  waterspouts to capsize boats, neither of 
  which are useful to anyone. 
  There are six main islands that compose this 
  mercantile nation.  Trader’s Isle contains 
  Minrothad City, the capital of this 
  bureaucratic nation.  There are two 
  volcanoes on this island which are, 
  unfortunately [we hope he meant to say 
  fortunately.  Ed.], inactive.  
  Alfeisle is home to the wood and sea elves 
  of the nation.  It is the one place where 
  forests are still rather abundant, but that’s 
  only because of the elven love of trees.  
  Admittedly, these elves are extraordinary 
  sailors.  Fortress Island, on the opposite 
  side, is the stronghold of the Minrothad 
  dwarves - dwarves who live on an island and 
  sail the seas.  Something about that just 
  screams treachery against the essential 
  nature of dwarves. 
  The other isles have little importance.  
  North Isle is simply a stopover for ships 
  heading north.  Both Blackrock Island and 
  Fire Island are active volcanoes, hence are 
  uninhabited by the Minrothaddans. 
  The People 
  What can be said about the Minrothaddans 
  besides the fact that they will do anything to 
  get your money.  They call this “the Ethics 
  of Competition,” which blatantly means that 
  anything short of murder and treason is 
  acceptable, provided that Minrothad comes 
  out ahead.   All the races of the islands 
  believe in this; even the elves and halflings, 
  who are just as bad as the human 
  Minrothaddans [As you might have guessed, 
  these are obviously the opinions of the 
  writer, and not of the editors of the 
  Almanac.  Ed.]. 
  Their laws are all aimed at profiting the 
  locals and hurting foreigners, especially their 
  merchants.  Just look at the ridiculous sur-
  tax they have on foreign goods!  Worse, 
  unlike any other civilized nation, their 
  punishments are more severe on foreigners 
  who don’t know their laws than on the 
  locals.  Death is a very common sentence to 
  many crimes, including anything that has to 
  do with money. 
  Speaking of laws, they have the most 
  complicated system anywhere.  Every 
  dispute is handled by the courts instead of 
  with an honorable duel.  And the winner is 
  usually the one who can afford the best 
  lawyers.  Needless to say, with the extra tax 
  on services for foreigners, it’s usually not 
  the foreigner who can afford such legal 
  services. 
  Recent History 
  
  46 
   
  Minrothad hasn’t done much recently, 
  besides continue to make money and not 
  care one way or the other about the rest of 
  the world.  During the Wrath of the 
  Immortals, although they did supply Thyatis 
  with ships and transportation, they were just 
  as eager to get their hands on Alphatian gold 
  and provided them with the same services. 
  More recently, Minrothad has made an 
  attempt to gain control of the Aegos Pit to 
  the Hollow World.  Of course, we beat 
  them to it, but our governments came to an 
  agreement to clear the Pit together.  Now, 
  they blame us for recent sabotage on their 
  project to steal wealth from the Hollow 
  World.  I think they should take a long look 
  at the large list of other nations they have 
  offend in their bid for money before 
  accusing the Great Empire of Thyatis.  
  What do we care for their little projects? 
  Back on the islands themselves, Oran 
  Meditor is making a slow but steady bid for 
  power. Many believe he will try to name 
  himself king of Minrothad.  Of course, the 
  other guilds are plotting to overthrow the 
  elf.  I hope the whole lot of them fall in a 
  civil war and destroy themselves.  It will 
  save us the trouble later on. 
   
  Don’t Miss 
  If you’re a foreigner, the first ship leaving 
  Minrothad.  If you stay any amount of time, 
  you’ll probably get into an argument, face 
  their dreaded court system, get arrested, and 
  sooner or later obtain a death warrant on 
  your head.  Like I’ve said, they only care 
  about their money, not about foreigners’ 
  welfare.  One last warning, only members of 
  the Tutorial Guild are allowed to cast spells; 
  anyone else, including foreigners, will be 
  swiftly punished if they try. 
   
   
   
   
  ORCLANDS (Goblinoid Territories 
  Of The) 
   
  Location: Northeast of Darokin and 
  Aengmor, southeast of Rockhome. 
  Area: Approximately 12,936 sq. mi. 
  Population: Estimated at around 15,000 
  goblinoids (primarily orcs).  
  Languages: 
  Tharian 
  Common 
  (most 
  dialects, but Orcish dialect is the most 
  common). 
  Coinage: Any (mostly stolen). 
  Taxes: Whatever can be taken from one’s 
  underlings. 
  Government Type: Coalition of semi-
  autonomous nations, each ruled by a chief. 
  Industries: Warfare, subsistence herding. 
  Limited mining (primarily in the region of 
  C’Kag). 
  Important Figures: Alebane (King of Xorg, 
  ogre, male, F10), Hutai-Khan (Khan of New 
  Hobgobland, hobgoblin, male, F9), Moghul-
  Khan (Khan of Dast, yellow orc, male, 
  F9/rumored to be a Devil Swine), Tlatepetl 
  (Governor-General of C’Kag, red orc, male, 
  F10), Khordarg (Red dragon, male). 
  Flora and Fauna: Aside from the 
  predominance of goblinoids in the region, 
  many monsters can be found here.  These 
  include animal herds (primarily deer), apes 
  (snow and white), black bears, mountain 
  lions, and wolves.  There are rumors that a 
  large red dragon made its home in the area 
  near C’Kag a long time ago. 
  Further Reading: GAZ 10 - The Orcs of 
  Thar, and GAZ 11 - The Republic of 
  Darokin. 
   
  Description:  by Ryuk-uk Tshaa [Ed. note: As 
  this account was written early in 1014 AC, before 
  Ryu left to join up with the Great Migration, we are 
  happy to be able to expand upon it with additions 
  from an intelligence report by Ursula Bremen] 
  
  47 
   
  While searching for missing genealogical 
  data linking the Trollhattan trolls to their 
  ancestors in Trollheim [In the Broken Lands 
  and Vestland, respectively.  Ed.] my 
  companion Starkad and I found ourselves in 
  the Orclands, where decidedly interesting 
  developments were taking place. 
  The Land 
  The mountains of Orcland are an even more 
  harsh, barren territory than those of the so-
  called Broken Lands.  Sheer mountain 
  bluffs, almost perpetually covered in snow, 
  are the predominant feature here in the 
  Dwarfgate Mountain range.  Vegetation is 
  minimal, and the few animals that we have 
  seen appear woefully undernourished. 
  The People 
  The majority of the goblinoid denizens are 
  orcs, of the so-called ‘common orc’ variety.  
  There are a surprising number of Orcus 
  Hyborianus species intermixing with those 
  of the species Orcus Porcus here [For more 
  on the various species of goblinoids, see the 
  ‘Orcs of Thar’ gazetteer by Sir Bruce 
  Herdland, a noted Glantrian scholar.  Ed]. 
  Of the other goblinoid denizens, there is a 
  large population of red and yellow orcs, with 
  a smattering of hobgoblins and ogres.  I 
  suspect this is a very recent development, 
  with displaced goblinoids fleeing their 
  ancestral homes in the Broken Lands due to 
  Shadow Elf incursions there.  The sheer 
  increase in numbers here in Orcland seems 
  odd, though, as the Great Crater is a noted 
  haven for goblinoids since the Great War.  I 
  suspect other factors at work. 
  The region of C’Kag was until recently 
  inhabited primarily by trolls with a 
  reputation for being uncharacteristically 
  expansionist, particularly in a species of such 
  low social sophistication. 
  Recent History 
  The Orclands have always been a bone of 
  contention for Darokin.  The lands 
  themselves have long been considered the 
  Republic’s, due to the fact that no one else 
  wanted them (which is perhaps suitable for 
  the ‘Land of Leftovers’, as Darokin is 
  sometimes called).  This has often led to 
  diplomatic difficulties with surrounding 
  lands, who assumed the Republic had some 
  control over the raiding goblinoids who 
  made their homes there. 
  In the years prior to the Great War, 
  goblinoid activity was at a suspiciously low 
  level.  It was suspected that the orcs of the 
  area were busy defending themselves against 
  the trolls of C’Kag.  Such concerns took a 
  back seat when the hordes of Hule began 
  their war with the Republic. 
  Recently, the goblinoids have once again 
  become very quiet.  Some of those stationed 
  at Fort Hobart informed us that the 
  Republic suspects another internal goblinoid 
  war is taking place, but they are unsure of 
  with whom.  Darokinian forces are staying 
  on the alert. 
  From a report by Ursula Bremen- 
  “... reports of their demise was premature. 
  The ogre king Alebane, the hobgoblin 
  Hutai-Khan, and a General Tlatepetl (see 
  attachment E), apparently survived the 
  Shadow Elf assault on the city of Oenkmar 
  (now known as Aengmor- see attachment F) 
  in 1012 AC.  We suspect that they escaped 
  by way of [CENSORED], and made their 
  way to the surface. 
  “It appears as if they returned near the 
  Orclands, where they formed an alliance 
  with the orc Moghul-Khan (Moghul-Khan 
  has been holed up in Dast since the end of 
  the Great War.  See attachment H).  From 
  there, it appears they spent the majority of 
  the next year conquering the Orclands from 
  the trolls of C’Kag, who had dominated the 
  region since before the Great War.  It is 
  possible that [CENSORED] supplied the 
  goblinoids with arms; we have sent an agent 
  to investigate. 
  “The goblinoid coalition is now in control 
  of the Orclands, though theirs is a tentative 
  alliance at best.  Religious differences plague 
  the denizens of Dast and New Hobgobland 
  (formerly Grukk).  The greatest threat seems 
  
  48 
   
  to be the keep of C’Kag, which has been 
  under heavy construction.  General Tlatepetl 
  is still an unknown, and it has been difficult 
  to get an agent in past his patrols. We hope 
  to [CENSORED].” 
  Don’t Miss 
  There is a great deal of activity around the 
  region of C’Kag.  New construction is being 
  built by the trolls, now apparently the slaves 
  of red orcs.  Starkad is quick to point out 
  the effectiveness of the buildings as military 
  fortifications [Ed.  note: Ryu noted at a later 
  date that these structures bear a strong 
  resemblance to buildings in the lands of the 
  Tiger Clan].  We were unable to stay for 
  long, for fear of being spotted by the heavy 
  patrols in the area.  Starkad also reports that 
  he spotted a red dragon in the vicinity. 
  From a report to the DDC by Ursula 
  Bremen- 
  “... red dragon that has raided the 
  surrounding lands for the past few weeks 
  has returned to the mountains near C’Kag.  
  This may bode ill, as Darokinian agents have 
  suspected for years that there was some 
  force masterminding the trollish attacks in 
  the Orclands (see attachment L).  
  [CENSORED] will remain in the region to 
  investigate this development.” 
   
   
   
   
   
  OSTLAND (Kingdom Of) 
   
  Location: Off the coast of the Sea of Dawn, 
  east of Vestland and south-east of Heldann. 
  Area: 8,920  sq. mi.  (20,070 km2) 
  Population: 131,000 humans 
  Languages: Heldannic. 
  Coinage: Krona (gp), Eyrir (sp) and Oren 
  (cp). 
  Taxes: None.  All revenue is gained through 
  raids into other nations. 
  Government Type: Monarchy. 
  Industries: 
  Piracy, 
  agriculture 
  (grain, 
  potatoes, and beets), fishing, logging, and 
  trade. 
  Important Figures: Finn Hordson (King, 
  human, male, F5), Yrsa Svlasdottir (Queen-
  mother of King, human, female, P10 of 
  Odin), Asgrim the Bowed (Royal adviser, 
  human, male, P15 of Odin) 
  Flora and Fauna: Sheep, horse, cattle, goats, 
  dogs, deer, elk, and brown bears can be 
  found on the islands of Ostland.  The forests 
  are composed of ash, yew, and conifers. 
  Further Reading: GAZ7 - The Northern 
  Reaches, AC1010 - Poor Wizard’s Almanac 
  to AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Misha Mananov 
  Surely Halav has blessed me to allow me to 
  visit such wondrous places far beyond the 
  lands of Traladara.  I deem it but a small 
  task to write about these places so that 
  others can learn and experience the same 
  sense of wonder that I have. 
  The Land 
  Ostland is composed of several relatively 
  flat islands just off the shore of the 
  mainland.  Only Noblo Island has any form 
  of high relief, with small mountains on its 
  eastern shores.  With only a few forests 
  scattered about the land, the cold winter 
  winds have nothing to block their entry into 
  the homes of the Ostlanders.  These 
  freezing winters would seem like a bad 
  omen to most people in Karameikos, yet to 
  the hardy northmen it is simply a winter like 
  any other.  
  Still, the other seasons are much warmer, 
  allowing the hard working Ostlanders a long 
  and blessed growing season for their 
  agriculture. 
  
  49 
   
  Ostlanders live in small villages, usually 
  composed of just a single clan.  Everyone in 
  such a village is therefore a blood brother, 
  so they eagerly give each other aid when 
  needed.  Noblo Island is well populated 
  with such clan settlements, having almost all 
  cultivable lands used for their grain and 
  potatoes fields. 
  The other islands of the nation are sparsely 
  populated and much wilder than Noblo. 
  The People 
  Above anything, the Northmen honor 
  bravery and scorn the weak.  The civilized 
  way of words used by the Thyatians and 
  Minrothaddans who visit their nation is 
  dishonorable in their point of view.  They 
  fear nothing, not even the darkness of 
  eternal death, and march off to battle foes 
  even when hopelessly outnumbered.  To a 
  northman, death in battle is the only method 
  of finding happiness in the afterlife. 
  Ostlanders give praise to their divine Gods 
  [the “Gods” of the Northern Reaches are 
  merely Immortals.  The northerners simply 
  call them Gods, much like the hin call their 
  Immortals “Heroes” after the title they 
  received when they were mortal.  Ed.], just 
  as any respectful people should.  They 
  maintain their ancient traditions and 
  customs, despite many pressures from 
  foreign powers to change.  This is what I 
  admire about them, having felt similar 
  feelings of dishonoring Halav back home 
  with the blending of Traladaran and 
  Thyatian cultures.  The reverence for Odin 
  and Thor runs deep in their blood, and 
  never will they accept any insults to their 
  beliefs. 
  Yet they are quick to anger at any insult 
  upon them, not just those toward their 
  Gods.  Battles to the death over a perceived 
  wrong is commonplace here, and to be 
  called a coward afraid to fight is the worse 
  insult imaginable to them.  And they do not 
  forgive as easily as you or I; an enemy made 
  is often for life. 
  Of the three Northern Reaches nations, 
  Ostland is still practicing pirating and 
  raiding of foreign nations.  And they do not 
  deny it when accused either.  They view 
  such raids as tests of manhood, and that 
  only the weak whine about their fate.  To 
  most, such plundering is violent and brutal, 
  but to the Ostlanders, it is a way of life. 
  Recent Events 
  During the Wrath of the Immortals, King 
  Hord of Ostland died while attempting to 
  raid an Alphatian warship.  He was 
  succeeded by his son, Finn.  Finn only 
  recently turned 18 [in AC 1013.  Ed.], and 
  was unable to claim the throne until that 
  point.  The nation was therefore ruled by 
  Queen Yrsa and High Priest Asgrim the 
  Bowed until Finn attained manhood. 
  Since attaining manhood, there have been 
  several attempts on the young man’s life.  A 
  civil war broke out for the earlier parts of 
  this year, but the Young King showed 
  wisdom beyond his years when he managed 
  to end it peacefully.  I foretell a future 
  greatness for this Finn Hordson. 
  Now, Finn looks on to expand his nation, 
  and his eyes are settling on the Isle of Dawn 
  and Norwold. 
  Don’t Miss 
  When visiting Ostland, one should enjoy the 
  hospitality offered by the northmen.  Since 
  there are no inns in the entire nation, one 
  might as well accept the comfort of their 
  homes and a warm meal.  Often, the men of 
  the village will gather together in their main 
  longhouse for drinking and tale-telling.  The 
  storytelling bards of Ostland are known as 
  skalds, and the legends of bravery, heroism, 
  and valor are some of the most moving I 
  have ever heard.  It is truly a pleasurable 
  experience and not to be missed when 
  presented with the opportunity. 
   
   
   
  
  50 
   
  ROCKHOME (Kingdom Of) 
   
  Location: East of Darokin and Aengmor, 
  south of Ethengar, west of the Northern 
  Reaches and northwest of Ylaruam. 
  Area: 41,140 sq. mi. (92,565 km2)   
  Population: 1,000,000 dwarves, plus a 
  handful of humans who have been permitted 
  to stay. 
  Languages: Dwarvish, Thyatian Common 
  (which many dwarves learn during their trade 
  dealings with the outside world). 
  Coinage: Sun (10 gp), trader (1 gp), moon 
  (10 sp), star (1 sp), and stone (cp). 
  Taxes: Annual (Kaldmont 1) 100% Income 
  tax collected by clan, which is then 
  redistributed by the clan head according to 
  need and productivity.  Roughly 35% of the 
  collected sum is paid as taxes to the King.  
  Foreigners have a 5% sales tax on all goods 
  purchased in Rockhome, as well as a 25% 
  income tax on all wages earned in Rockhome. 
  Government Type: Monarchy, heavily 
  influenced by clan leaders.  
  Industries: Mining (precious metals and 
  iron), metalworking, stoneworking, crafts. 
  Important Figures: Everast XVI (King, 
  dwarf, male, F15) 
  Flora and Fauna: The most important 
  creatures of Rockhome at this time are the 
  countless 
  goblinoids 
  running 
  rampant 
  throughout the valleys.  Otherwise, one 
  would have to worry about wild horses, deer, 
  mountain lions, wolves, and yeti. 
  Pine forests seem to be the only type of forest 
  that can make a living in the area. 
  Further Reading: GAZ6 - The Dwarves of 
  Rockhome, AC1010 - Poor Wizard’s 
  Almanac to AC1012 - Poor Wizard’s 
  Almanac 3, and Joshuan’s Almanac. 
   
  Description: by Ursula Bremen 
  Unfortunately, the dwarves of Rockhome 
  have recently closed their borders to all 
  foreigners, including to members of the 
  Darokin Diplomatic Corps.  The dwarves 
  are still upset over the Western Defense 
  League’s refusal to help them in their war 
  against the shadow elves in the caverns 
  beneath the Broken Lands.  Now, in their 
  paranoia, they view all humans as allies to 
  the shadow elves. 
  Rumors have left the dwarven nation 
  claiming that they are facing constant 
  goblinoid raids, yet are too stubborn to ask 
  other nations for help. 
  I therefore have no report to give to you on 
  Rockhome at the present time.  I assure you, 
  however, that the DDC will have a report 
  for next year, whether or not the dwarves 
  give them permission to enter their lands. 
   
   
  SIND (Kingdom Of) 
   
  Location: West of the Atruaghin Territories, 
  Darokin, south-west of Glantri. 
  Area: 200,000 sq. mi. (450,000 km2), of 
  which Azadgal: 10,000 sq. mi. (22,500 km2); 
  Baratkand: 32,500 sq. mi. (73,125 km2); 
  Gunjab: 17,000 sq. mi. (38,250 km2); Jalawar: 
  13,500 sq. mi. (30,375 km2); Jhengal: 32,000 
  sq. mi. (72,000 km2); Kadesh: 20,500 sq. mi. 
  (46,125 km2); Nagpuri: 13,000 sq. mi. (29,250 
  km2); Peshmir: 12,000 sq. mi. (27,000 km2); 
  Putnabad: 11,000 sq. mi. (24,750 km2); 
  Shajarkand: 25,000 sq. mi. (56,250 km2); and 
  Sindrastan: 13,000 sq. mi. (29,250 km2). 
  Population: App. 550,000 plus hordes of 
  occupying goblinoids and other minions of 
  Hule. (Azadgal: 45,000; Baratkand: 40,000; 
  Gunjab: 12,500; Jalawar: 65,000; Jhengal: 
  40,000; Kadesh: 30,000; Nagpuri: 60,000; 
  Peshmir: 
  35,000; 
  Putnabad: 
  75,000; 
  Shahjarkand: 65,000; Sindrastan: 80,000)  
  Languages: 
  Sindhi, 
  some 
  Thyatian 
  Common (Darokinian dialect). 
  
  51 
   
  Coinage: Guru (25 gp), rupee (5 gp), bhani 
  (2 ep), khundar (sp), piaster (cp). 
  Taxes: Each mumlyket imposes and collects 
  its own taxes.  The occupying forces of Hule 
  demand an annual poll tax of one Khundar 
  per person, regardless of age, gender, or 
  caste. 
  Government Type: Feudal monarchy (king 
  and nobles called rajahs and maharajahs).  
  The Master of Hule rules Sind through his 
  puppet, Chandra ul Nervi, the current 
  Rajahdhirajah. 
  Industries: Agriculture, trade (salt, silk, 
  cotton, rice, and especially tea).    
  Important Figures: Chandra ul Nervi 
  (Rajadhirahja, human, male, C13), Inay 
  Paramesh (Rajah of Jalawar, human male, 
  T13), Drisana Madhar (former Rani of 
  Jalawar now in exile, human, female, M9). 
  Flora and Fauna: Monsters that are found 
  in the regions of Sind include animal herds, 
  giant ants, bandits (in the desert), basilisks, 
  camels, cockatrices, djinn, red dragons, 
  efreet, elephants, ghouls, gnolls, giant lizards, 
  lupins, 
  manscorpions, 
  mummies, 
  giant 
  scorpions, shadows, sphinxes, and trolls. 
   
  Description: by Ryuk-uk Tshaa  [Ryu has been 
  sending us descriptions of each of the various areas 
  that he travels to on his way through Sind.  Due to 
  the chaotic situation in Sind during AC 1015, we 
  have only been receiving sporadic reports from our 
  Hsiao correspondent.  The only entry we have yet 
  received is on the Rajahstan of Jalawar, which we 
  present here for our readers.  Ed.] 
  The Land 
  The mumlyket of Jalawar is colloquially 
  referred to as the “Gateway to Sind”, due to 
  its geographic location at the head of the 
  Asanda river, one of the primary routes into 
  Sind itself.  The predominant features of 
  Jalawar are its grass and farmlands; it is also 
  home to one of the few remaining swaths of 
  forest in Sind.  
  The waters of the Asanda bring generous 
  deposits of silt down from its northern head 
  in the Great Salt Swamp, making the lands 
  along its shores some of the most fertile 
  farmland in the Old World; certainly the 
  most fertile in Sind.  Hundreds of tiny 
  farming villages line the eastern banks of the 
  Asanda in Jalawar, where they produce more 
  than enough food to support the mumlyket; 
  the surplus helps to provide for the rest of 
  the agriculturally starved kingdom of Sind.  
  Central Jalawar is populated by small 
  families of cattle owners, who keep their 
  livestock full on the short grasses that fill 
  the landscape, and the forest to the far east 
  provides the only elephant reserve within 
  the borders of Sind. 
  The People 
  The main human stock of Sind is a blend of 
  Atruaghin and Urduk racial stocks, a 
  combination which has resulted in the nut 
  brown skin tone often equated to the 
  Sindhi.  The people of Jalawar, in particular, 
  are a more reddish brown than most Sindhi, 
  likely due to a greater Atruaghin influence 
  based on their geographical location.  
  Almost two-thirds of the population is rural, 
  living in the hundreds of farming villages 
  along the Asanda river, or in the central 
  grasslands.  The rest live predominantly in 
  the large trading ports along the southern 
  shore. 
  There is a large foreign presence in Jalawar, 
  due to its preeminence as a trading center.  
  As a result, there is a far greater portion of 
  non-Sindhi to be found here than anywhere 
  else in the nation.  Peoples of all 
  nationalities abound - Ierendians, 
  Minrothaddans, Darokinians, Yavdlom; 
  there is even a sizable population of 
  Sindized Atruaghin peoples in the outlying 
  towns and villages.  
  It is primarily this large foreign element that 
  has led to a relaxation of the rules of the 
  Sindhi caste system; for decades, I am told, 
  there has been a gradual transition to a more 
  “easternized” system of belief in equality, a 
  move endorsed by the Madhar family that 
  
  52 
   
  has traditionally ruled Jalawar.  Rajah 
  Paramesh, from a more conservative branch 
  of the Madhar line, has been attempting to 
  reimpose the caste system in Jalawar, an 
  action that has not served to make him any 
  more popular among the people of this 
  mumlyket. 
  Recent History 
  Rajah Inay Paramesh came to power in 1005 
  AC, with the aid of the elite troops of then-
  Rajadhiraja Kiritan Ul-Nervi, deposing his 
  distant cousin Drisana Madhar.  Drisana, 
  one of the few rajahs to maintain their 
  loyalty to Chandra Ul-Nervi in the face of 
  the Master’s invasion, retreated to the 
  Yavdlom Divinarchy, where she helped rally 
  Chandra to return to Sind.  She remains in 
  Yavdlom still. 
  Rajah Paramesh has slowly consolidated his 
  power in the years since, and has only 
  recently been able to reopen trade with the 
  outside world, bolstering the economy of 
  Jalawar once more.  There is still much 
  resistance to the new Rajah, particularly as 
  he is still closely allied with the Hulean 
  invaders.  Jalawar is heavily occupied with 
  Hulean forces, as much for the income 
  provided by its trading as for its agricultural 
  surplus, which serves as the main source of 
  food for Hule’s Sindhi troops. 
  Don’t Miss 
  Though I was not able to visit it, I have 
  been told that the capital city of Sambay 
  (pop. 12,000) is quite a sight to behold.  
  Traditional Sindhi architecture blends with a 
  wide array of architectural styles from 
  throughout the world - from as far west as 
  Slagovich and the Savage Coast, to the 
  easterly styles of Alphatia - and with a 
  population as diverse.  There is a large 
  contingent of Hulean forces encamped in a 
  shanty town just outside the northern gates 
  of Sambay, along the banks of the Asanda, 
  but that hasn’t seemed to faze the foreign 
  elements one bit.  Life goes on as usual in 
  the busy merchant town. 
   
   
  SODERFJORD (Kingdom Of) 
   
  Location: South of Vestland, east of 
  Rockhome, north of Ylaruam and southwest 
  of Ostland. 
  Area: 31,060 sq. mi. (69,885 km2) 
  Population: 
  153,000 
  humans, 
  8,000 
  dwarves. 
  Languages: Heldannic. 
  Coinage: Markka (gp), penne (ep), gundar 
  (sp) and oren (cp). 
  Taxes: None.  Most revenue is raised from 
  tolls to use roads and bridges.  The rest of the 
  money is raised by raiding other nations. 
  Government Type: Monarchy, although the 
  jarls (lesser nobles) still hold tremendous 
  power. 
  Industries: Cattle, goats, sheep, fishing, 
  logging, furs, piracy, and trade. 
  Important Figures: Ragnar the Stout (King, 
  human, male, F17). 
  Flora and Fauna: Deer, elk, and wolves can 
  be found throughout the coniferous forests 
  of Soderfjord.  Various herd animals, such as 
  sheep, goats, cattle, horses, and bisons can be 
  found in the plains of the nation. 
  Goblinoids used to be very common in the 
  southern Hardanger Mountains, but they 
  have been defeated and now pose little threat. 
  Further Reading: GAZ7 - The Northern 
  Reaches, AC1010 - Poor Wizard’s Almanac 
  to AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
  Description: by Misha Mananov 
  Once nothing but a collection of petty jarls 
  and nobles, Soderfjord has recently been 
  united under the rulership of the charismatic 
  Ragnar the Stout. 
  The Land 
  The south and west of Soderfjord is nothing 
  but a rocky plateau, uninhabited by all 
  except for wild tribes of goblinoids.  Along 
  the coast, however, as well as the length of 
  
  53 
   
  the Soderfjord River, prosperous farmlands 
  can be found.  Since this is usually not 
  enough to feed the entire population, fishing 
  is very popular. 
  It is in the arable land that most of the 
  northmen live in Soderfjord.  These coastal 
  plains are a good dozen meters above sea 
  level, with cliffs dropping sharply into the 
  waters below.  There are very few places for 
  a ship to land except at an occasional alcove 
  along the coast. 
  Deeper inland lies the Great Marsh, a place 
  where entire caravans have been reported to 
  disappear.  The northmen claim that the 
  living dead haunt this evil swamp, and I for 
  one believe them.  Only the famous Marsh 
  Road is safe, and even then only during the 
  day. 
  Finally, there are the mountains themselves 
  which act as borders to Rockhome and 
  Ylaruam.  Somewhere in the jagged Makkres 
  Mountains to the east lives the Modrigswerg 
  Dwarves, a clan of exiled dwarves who 
  prefer to be left alone.  Although the 
  southern Hardanger Mountains are claimed 
  by Soderfjord, no one has lived there since it 
  has, up until last year, been populated by 
  barbaric gnolls and kobolds. 
  The People 
  Above anything, the Northmen honor 
  bravery and scorn the weak.  As with 
  Ostlanders, they believe that using words is 
  cowardly and dishonorable.  They fear 
  nothing, not even the darkness of eternal 
  death, and march off to battle foes even 
  when hopelessly outnumbered.  To a 
  northman, death in battle is the only method 
  of finding happiness in the afterlife.  Thor is 
  the ideal example of their lives, and he is 
  almost universally worshiped throughout 
  the nation.  
  Northmen from Soderfjord are very closely 
  tied to their clan and sadly view all others, 
  including (if not especially) other northmen, 
  as rivals.  This has to do with generations of 
  fighting between the clans - the blood 
  spilled during those battles has yet to be 
  forgiven.  But such feuds have been 
  decreasing.  The new King of Soderfjord 
  has forbidden the most bloody of the clan 
  wars under pains of death.  He allows 
  skirmishes and raiding (in fact encouraging 
  it), but draws the line when outright 
  massacre is involved. 
  Although just as fierce as their brothers of 
  Ostland, the northmen of Soderfjord care 
  little for one another unless they are direct 
  kinsmen.  During a battle against a common 
  enemy, they will not watch out for each 
  other, a fact that caused many deaths in the 
  recent war against the Hardanger Kobolds. 
  Although I have mentioned that the 
  Northmen do not fear anything, this is 
  actually untrue.  There is one thing they fear 
  in this world: wizardly magic.  To them, it is 
  powers granted by Hel herself, and mages 
  are reviled as stealers of souls and fiends 
  incarnate.  If in battle with northmen, by 
  casting a simple magic spell, you might 
  manage to cause all your enemies to flee, or, 
  should your luck turn bad, cause them all to 
  try twice as hard to slay the foolish mage.  
  Recent Events 
  In the year AC 1012, war leader Ragnar the 
  Stout managed to convince his fellow jarls 
  to name him King of Soderfjord.  With this, 
  he promised to rid the Hardanger 
  Mountains of all kobolds and embarked 
  upon a holy war.  Unfortunately, the battle 
  was not easily won, and Ragnar lost a lot of 
  prestige during the two years of fighting.  
  Still, at the very end, the goblinoids were 
  eliminated, but many of the jarls believe this 
  was only accomplished with the help of 
  Vestland, and not because of their king. 
  This year he participated in the civil war of 
  Ostland, hoping to obtain plunder for his 
  warriors.  When the war ended peacefully 
  and Ragnar returned home with very little 
  gold, his reputation dropped more. 
  Now, rumors in the taverns talk about 
  various Jarls plotting to overthrow the King 
  in the near future. 
  Don’t Miss 
  
  54 
   
  There is a sight that marvels my eyes and 
  makes me believe all the stories about the 
  greatness of the Immortals.  About 10 miles 
  (15 kilometers) south of the mouth of the 
  Angesan River, the coastal cliffs reach a 
  height of nearly 150 meters (500 feet).  This 
  in itself is a breathtaking view, yet it is not 
  the wonder I speak of.  Carved directly into 
  the cliff face are several large runes of 
  unknown origin.  These runes are nothing 
  like those taught to worthy warriors and 
  godar [northmen priests in plural form, 
  singular: godi.  Ed.] by Odin.  Many believe 
  that they are the ultimate runes, and when 
  deciphered, it will allow the reader to attain 
  Immortality at the side of Odin and Thor 
  [course, those wanting to know what they 
  really are should read p.22 of GAZ 7].  It is 
  through such wonders that my faith in the 
  Immortals is strengthened. 
   
   
  THYATIS (Nation Of) 
   
  Location: South of Ylaruam, East of 
  Karameikos and Minrothad. 
  Area: 42,300 sq. mi.  (95,175 km2) 
  Population: 2,700,000 of various races. 
  Languages: Thyatian Common (Thyatian, 
  Heldann, Kerendan, and Tel Akbirian 
  dialects).  Many other languages are spoken 
  within the Empire, especially in Thyatis City. 
  Coinage: Emperor (pp), lucin (gp), asterius 
  (sp), and denarius (cp). 
  Taxes: 25% income tax collected quarterly 
  (Va. 1, Ya. 1, Fy. 3, and Ei. 1).  Thyatians 
  abroad must still pay their taxes.  
  Expensive and magical items are also taxes 
  25% of their worth.  5% sales tax on all but 
  food and clothing. 
  Government Type: Monarchy influenced 
  by elected Senate. 
  Industries: Agriculture, mining, warfare. 
  Important 
  Figures: 
  Eusebius 
  Torion 
  (Emperor, human, male, F15), Coltius 
  Torion (Prince, human, male, normal 
  human), 
  Demetrion 
  Karagenteropolus 
  (Imperial Magist, human, male, M20). 
  Flora and Fauna: Bears, boars, centaurs, 
  lycanthropes, mountain lions, dryads, and 
  goblinoids can be found throughout the 
  empire.  Pegasus and griffons are common 
  near Retebius, while absolutely anything can 
  be found near the magical estates of Scarlas. 
  Further Reading: Dawn of the Emperor 
  box set, AC1010 - Poor Wizard’s Almanac to 
  AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Favonius Viator 
  The glorious and magnificent Empire of 
  Thyatis cannot possibly be described in all 
  its grandeur with just a small entry in the 
  Mystaran Almanac.  Still, I will do my best 
  to give the wondrous nation its due credits 
  and describe the most important aspects of 
  its people. 
  This entry describes the NATION of 
  Thyatis, which is the heart of the EMPIRE 
  of Thyatis.  Thyatis is a nation like 
  Karameikos or any other, its size almost 
  identical.  What allows us to call our nation 
  an Empire is the fact that we control several 
  other nations elsewhere in the world.  These 
  nations are called Provinces, and at the 
  moment there are two: the Provinces of the 
  Isle of Dawn, and the Thyatian Hinterland 
  Provinces.  Ochalea and the Pearl Islands 
  were also provinces, but they have recently 
  claimed their independence. 
  The Land 
  The nation of Thyatis is mainly composed 
  of farmlands, with hills and mountains to 
  the north.  Still, much variety exists, and 
  only a brief description will be given.  The 
  nation of Thyatis is composed of eighteen 
  dominions, from baronies to Grand 
  Duchies.  The most important of these are: 
  
  55 
   
  Hattias is a county known for its racial 
  intolerance.  The Storm Soldiers make their 
  home here, and they preach about racial 
  purity and how women should stay at home 
  to raise families and not try to learn to fight 
  or obtain power.  Hattias has rebelled 
  several times against the Imperial family, 
  and the city is now forbidden to build 
  defensive walls. 
  Kantrium, a fertile duchy which is the home 
  to farmers and fishermen.  Kantrium is a 
  historical site since it was the first dominion 
  formed within Thyatis. 
  The Duchy of Kerendas is the center for 
  cavalry training and the source of the best 
  horses within the Empire.  The land is 
  mostly grassland, and everyone in the duchy 
  is horse-crazy. 
  Machetos is a rich farmland which is now 
  the main source of food for the Empire.  It 
  has only recently regained its agricultural 
  state after being severely ruined 30 years ago 
  by the Emperor.  This duchy was once the 
  Duchy of Karameikos, but the duke gave it 
  up to the Empire for clear rulership of the 
  Grand Duchy of Traladara (now the 
  Kingdom of Karameikos). 
  Mositius is an island duchy that is the center 
  of tourism for the Empire.  There is an 
  active volcano which releases strange mists 
  unto the island, influencing the behaviors of 
  the inhabitants. 
  Retebius was the duchy named after the 
  famous Retebius Air Fleet, a flying-mount 
  cavalry renown throughout the world.  The 
  Retebius Air Fleet suffered tremendous 
  casualties during the Wrath of the 
  Immortals war, and has yet to recover from 
  the losses. 
  Tel Akbir is a grassy duchy inhabited by 
  Thyatians of Ylari descent.  The Legion is 
  keeping a close eye out for Ylari spies in the 
  area. 
  Terentias is an island that is hotly contested 
  between Thyatis and Minrothad.  The elven 
  inhabitants don’t seem to care one way or 
  another, and focus their lives on pirating and 
  sailing.  So far, Terentias has remained mostly 
  a Grand Duchy of Thyatis for the past 200 
  years. 
  Finally, the Duchy of Thyatis is the heart of 
  the nation and Empire.  It is the home of 
  Thyatis City, the wealthiest, grandest, and 
  most powerful city of Mystara.  From here, 
  Emperor Eusebius Torion decides on the 
  fate of the Empire and the world around us.  
  People of all races and cultures can be 
  found in Thyatis City, as it boasts trade 
  from around the world. 
  Other dominions include the County of 
  Actius (shipbuilding), Barony of Biazzan 
  (algebra 
  university), 
  Protectorate 
  of 
  Borydos(prison), 
  Barony 
  of 
  Buhrohur 
  (dwarves), 
  Protectorate 
  of 
  Carythion 
  (wealthy estates), County of Halathius (gold 
  mines), 
  County 
  of 
  Lucinius 
  (port), 
  Protectorate of Scarlas (wizards), and the 
  County of Vyalia (elves). 
  The People 
  Thyatians are a proud people, and by their 
  accomplishments, they should be.  Pure 
  Thyatians have pale complexions and dark 
  hair, although since any conquered race 
  becomes a part of the Empire, absolutely 
  any characteristic can be found among the 
  people. 
  Thyatians are efficient and pragmatic.  
  Others view this as treacherous, but we 
  simply do what we need to do to get by.  Of 
  course we shall make deals that better our 
  nation.  To do otherwise would be foolish 
  and inefficient. 
  If there is any common love for Thyatians, 
  it would be fighting prowess.  Coliseums 
  can be found in almost every Thyatian city, 
  and gladiatorial combats draw in crowds like 
  never seen in other nations. 
  Recent History 
  By now, almost everyone has heard of the 
  war between Thyatis and Alphatia from AC 
  1005 to AC 1009.  This war, often called the 
  Wrath of the Immortals because the 
  Immortals destroyed Alphatia for daring to 
  
  56 
   
  attack us in the first place, caused much 
  death and destruction in the Empire. 
  Emperor Thincol also became gravely ill at 
  the end of the war, and rebellions occurred 
  almost everywhere when food became 
  scarce.  In AC 1010, the Emperor tried to 
  conquer the remaining Alphatian kingdoms 
  at the expense of not feeding his people.  
  These plans shattered when more revolts 
  occurred and when Thothia soundly 
  defeated the Legions on the Isle of Dawn.  
  These battles ended in AC 1012 when 
  Thincol died and was replaced by his son 
  Eusebius.  Eusebius returned the food to his 
  people, and Thothia sign the Isle of Dawn 
  Treaty with the Empire insuring peace on 
  the Isle of Dawn.  This treaty cost the 
  Empire the Grand Duchy of Westrourke 
  and a few Alatian Islands, but the Empire 
  has now recovered almost fully. 
  Eusebius is now looking at Davania and 
  plans on expanding the Empire into the 
  unclaimed Jungles of the southern 
  hemisphere. 
  Don’t Miss 
  There are many things to see in Thyatis, 
  notably the various gladiatorial games - 
  especially during holidays when they are 
  spectacularly bloody.  Thyatis also boasts 
  fine theaters and plays, and many nobles 
  throw extravagant parties [some would say 
  decadent.  Ed.] in their estates throughout 
  the city. 
  Of particular note, I would recommend a 
  trip to Argevin Town in Mositius.  This 
  island is geared for tourism, and the taverns 
  are open at all hours.  In fact, no business 
  ever closes, regardless of how late at night 
  you visit.  Servants are found everyone and 
  are ready to cater to your every need.  
  Theaters, dancing halls, and gambling 
  establishments make up every second 
  building.  What make the place even more 
  famous is the Mount Mositisu; a volcano 
  which emits magical mists that fall down 
  upon the population of the island.  This 
  mist radically alters the behavior of those 
  who inhale it, causing blind optimism, love, 
  drunken giddiness, laziness, giggling hilarity, 
  or almost any other emotion imaginable.  
  Duchess Triella Tien-Tang somehow 
  controls this mist and makes sure only 
  harmless emotions are inspired by its magic. 
   
   
  VESTLAND (Kingdom Of) 
   
  Location: South of Heldann, east of 
  Ethengar, north of Soderfjord and west of 
  Ostland. 
  Area: 21,060 sq. mi.  (47,385 km2) 
  Population: 
  155,000 
  humans, 
  6,000 
  dwarves. 
  Languages: Heldannic. 
  Coinage: Schilder (5 gp), guldan (gp), hellar 
  (ep), floren (sp) and oren (cp). 
  Taxes: None.  Revenue is raised from tolls 
  to use roads and bridges.  The king is 
  planning on installing some form of income 
  tax in the next couple of years.  
  Government Type: Monarchy. 
  Industries: Logging, furs, fishing, and trade. 
  Important Figures: Harald Gudmundson 
  (King, human, male, F13). 
  Flora and Fauna: Bears, deer, elk, boars, 
  and wolves can be found throughout the 
  dark, eerie forests of Vestland.  Various herd 
  animals, such as sheep, goats, cattle, horses, 
  and bisons can be found in the plains of the 
  nation. 
  Goblinoids used to be abundant in Makkres 
  Mountains, but they have been routed and 
  chased deeper into Rockhome. 
  Further Reading: GAZ7 - The Northern 
  Reaches, AC1010 - Poor Wizard’s Almanac 
  to AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Misha Mananov 
  
  57 
   
  Not all the Northern Reaches nations are 
  loyal to the ancient traditions of their 
  people.  Vestland is a kingdom which is 
  trying hard to become like the nations of 
  Darokin and Thyatis.  To attain their goal, 
  the Vestlanders are ready to abandon 
  everything that once described themselves 
  in both heart and soul. 
  The Land 
  The southwest region of Vestland is 
  composed of rugged foothills of the 
  Makkres Mountains.  It is a beautiful 
  countryside where I enjoyed spending my 
  days hiking around and admiring the beauty 
  granted to this land by the Immortals. 
  The rivers of Vestland, known as fjords, are 
  located within deep valleys with very steep 
  sides.  The lowlands around these fjords are 
  very fertile and are the site for the numerous 
  farms of the nation.  Unfortunately, there is 
  not enough such farmland to feed the entire 
  nation.  Once up the valley slopes, a rocky 
  plateau unsuitable for agriculture dominates. 
  The People 
  Vestland is a land torn between tradition 
  and improvement.  The northmen of 
  Vestland do not wish to give up their old 
  ways, but they also wish to become modern 
  and civilized like the other nations of the 
  Old World.  So far, they are advancing 
  slowly along the road of modernization. 
  They have schools that teach the former 
  warriors how to read and write, and Norrvik 
  even boasts having the only magic college of 
  the entire Northlands [they study the 
  magical runes taught to them by Odin and 
  his priests.  Ed.].  This means that they are 
  slightly less fearful of magic than the other 
  northmen. 
  Of the old traditions, only the worship of 
  the Northman Pantheon remains; all other 
  customs, notably piracy, have slowly 
  disappeared.  Unlike Soderfjord and 
  Ostland, Odin and Thor are not the favored 
  Gods [once more, a reminder that God is 
  simply their term for Immortal.  Ed.] of the 
  people.  Instead, they revere Frey and Freyja 
  first and foremost, with Odin and Thor only 
  worshiped by the nobles.  The church of 
  Forsetta, a key Immortal in Vestland 
  religion, is also popular as their priests have 
  played a vital role in the selection of the 
  High Kings of Vestland since the days of 
  Ottar the Just. 
  The Vestlanders try to be polite and 
  scholarly, although they are not always 
  successful.  It is not surprising to see a man 
  break into a rage and start pummeling the 
  person he was arguing, then stop just as 
  suddenly and ask for forgiveness when his 
  rage is better under control. 
  Recent History 
  Vestland allied itself with Soderfjord last 
  year to deal with the problem of Thar and 
  his goblinoids in the Makkres Mountains.  
  The armies of the two nations were 
  successful in routing the goblinoids, but 
  much damage was done to Vestland before 
  it was all over.  The towns of Landersfjord 
  and Rhoona were practically completely 
  destroyed, and Duke Stephan Rhoona, one 
  of King Gudmundson’s oldest and 
  staunchest allies, was slain in the latter 
  attack. 
  Now Vestland enjoys much more relaxed 
  borders since the kobolds and trolls have 
  disappeared.  Thus did the 45 winters long 
  Troll Border Wars end.  This has opened up 
  the way for settlements in the long 
  uninhabited Trollheim Hills. 
  This year, to further prove itself removed 
  from its ancient barbaric ways, Vestland has 
  petitioned to become a member of the 
  Western Defense League.  So far, the WDL 
  has not decided on whether to accept 
  Vestland or not. 
  Don’t Miss 
  Norrvik; a real, honest-to-Halav city found 
  within the Northlands.  Unlike Soderfjord 
  and Zeaburg, Norrvik has schools, taverns, a 
  market square, and even inns for foreigners 
  to have a place to stay.  For anyone who has 
  spent a long time in the Northern Reaches, it 
  is a comforting reminder of home to walk 
  
  58 
   
  into a semi-civilized town.  Unfortunately, it 
  also has some of the drawbacks of 
  civilization; upon attempting to pay for my 
  room at the Inn of the Twelve Princes, I 
  discovered that someone had pilfered my 
  money-pouch.  Despite this, it felt good to be 
  back in a place resembling home. 
   
   
  WENDAR (Elven Kingdom Of) 
   
  Location: North of Glantri and Ethengar, 
  south of Denagoth and west of the 
  Heldannic Territories. 
  Area: 78,170  sq. mi. (175,883 km2) 
  Population: 400,000, roughly 40% human 
  and 60% elves (including 25,000 Alfheim 
  refugees) [For AD&D, make this 35% 
  human, 50% elves and 5% half-elves]. 
  Languages: Elvish (Genalleth and Alfheim 
  dialects), Heldannic, Thyatian Common 
  (Hattian dialect). 
  Coinage: Di (gp), on (sp), and teci (cp). 
  Taxes: 20% income tax, collected yearly. 
  Government Type: Monarchy. 
  Industries: Logging, agriculture (grows 
  barely enough for its own use). 
  Important Figures: Gylharen (King, elf, 
  male, F11/M11), Bensarian of Kevar 
  (human, male, M9), Doriath (exiled Alfheim 
  King, elf, male, F12/M15), Brendan Erendyl 
  (exiled Alfheim clanmaster, elf, female, 
  F7/M8), Durifern Widefarer (exiled Alfheim 
  clanmaster, elf, male, R15), Beasthunter 
  (exiled Alfheim clanmaster, elf, male, 
  F12/M13), 
  Starwatcher 
  (elf, 
  male, 
  F10/M20). 
  Flora and Fauna: The region boasts tall 
  ancient sequoias and pines, along with other 
  evergreen trees that make the logging 
  industry 
  the 
  most 
  profitable 
  one.  
  Throughout the whole region the terrain is 
  rocky and difficult to cultivate, so that only 
  the most resistant and healthy plants and 
  crops can grow here. 
  The animals commonly encountered in 
  Wendar are moose, elks, bears, wolves (in 
  forests), horses, boars, snakes (in open fields 
  and hills) and even mountain lions.  
  Monstrous species are also abundant, 
  including snow apes, white apes, giant bats, 
  dragons (white and green), giant ferrets, 
  sasquatches, and unicorns.  Tribes of ogres 
  and trolls have been reported living in the 
  Mengul Mountains, while actaeons, centaurs, 
  dryads, faeries, fairy folk, gremlins, treants 
  and wooddrakes are sometimes encountered 
  in the forests. 
  Further Reading: X11 - Saga of the Shadow 
  Lord, AC1010 - Poor Wizard’s Almanac to 
  AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Christopher Dove 
  Wendar, a land of mysteries to discover and 
  of monsters to slay.  So similar to a 
  borderland, yet so overflown with ancient 
  traditions and customs that are all but 
  barbaric.  It is a nation of proud men and 
  stout elves, of sages and fearless rangers, of 
  monster hunters and heroes.  It is a country 
  not so different from the so-called “civilized 
  ones” (like my dearest Darokin).  Yet the 
  traveler that arrives here for the first time 
  can almost breathe the feeling of bravery 
  and of steadfastness that fills the heart of 
  the Wendarians. 
  I had always wanted to visit this remote 
  corner of our Old World, but up to now I 
  lacked both the time and the reason to do it.  
  I must thank you, my dear Ursula, for 
  having given back to me that spirit of 
  adventure and that curiosity that fed this old 
  heart of mine in my glory days.  I feel my 
  youth is slowly returning me, and it is this 
  job as correspondent for the Mystaran 
  Almanac the cause of the miracle.  I will do 
  my best to provide you all, dear readers and 
  editors, with the most accurate information 
  about the places that I’ve planned to visit 
  
  59 
   
  this year, and as you’ve already guessed, my 
  first step back into the path of the explorer 
  has led me to the ancient nation to the north 
  of Glantri, the Elven Kingdom of Wendar. 
  The Land 
  Nestled among two plateaus and two 
  mountain ranges, Wendar (or Genalleth, as 
  the elven race calls it) is a secluded and 
  ancient land that still holds many secrets and 
  marvels even to its inhabitants.  Thick 
  evergreen forests blanket more than a half 
  of this region, their beauty and stateliness 
  mirroring the Canolbarth Forest in its glory 
  days.  There are four major “reserves” (this 
  is the best translation of the way the elves 
  call them) in Wendar, all closely guarded and 
  tended by Genalleth elves. 
  The first and most important one, Korrigan 
  Forest, lies in the western part of the nation, 
  touching Wendar City and Sylvair, the two 
  most thriving Wendarian cities.  It is 
  renowned for the beauty of its sequoias and 
  for the many shrines sacred to the 
  Korrigans, the Nine Elven Protectors that 
  watch upon Genalleth.  The legend says that 
  they drew their name from the mythical 
  (and believed extinct) korrigan, a woodland 
  animal that once lived here.  
  The Forest of Bounty (now renamed Forest 
  of the Curse after the events of AC 1013 
  and 1014) lies in the southwestern corner of 
  the nation and is currently inhabited by the 
  Alfheim refugees.  Mighty and sturdy oaks 
  grow here, protected by a small group of 
  treants that the elves call “The Elders.”  
  Woodgate and Oakwall, two other towns, lie 
  at the easternmost border of this forest, and 
  use its wood to boast their logging industry. 
  Right at the center of the Genalleth Valley 
  we find the Enchanted Forest, a mysterious 
  patch of trees that the elves hold as sacred.  
  According to the legends, here live the 
  fairies with their sylvan friends, the centaurs 
  and actaeons, and those who dare trespass 
  against Nature in this place are bound to be 
  abducted by actaeons and to serve the fairies 
  for the rest of their life.  Tales of missing 
  wanderers abound in this region.  
  The last important reserve lies at the 
  northwestern border and is referred to as 
  the Dark Woods of Baamor.  The 
  Wendarians tell frightening tales about this 
  area, whose trees are strangely darker and 
  more twisted than the common trees of the 
  region, and whose fauna is made up of 
  deformed and evil parodies of the common 
  woodland animals.  Elven sages blame this 
  to a mysterious being (or race, this is not 
  clearly defined) called Baamor, who tried to 
  poison the entire continent in the ancient 
  days to appease the Dark Immortals.  
  However, the Korrigans rebelled against 
  Baamor and ultimately defeated him, 
  imprisoning the evil Baamor inside one of 
  the blight trees of this forest.  Therefore, in 
  order to avoid freeing him, it is strictly 
  prohibited to cut down any tree in this 
  region.  In fact, few people venture there, 
  for it is said that Baamor tries to possess 
  anyone who walks into his forest and use 
  him to achieve freedom. 
  The rest of the region consists of rocky hills 
  to the east and to the south, where the few 
  herders raise their cattle (horses and sheep 
  mostly).  In the central plains and moors the 
  humans raise their crops.  The valleys and 
  plains are usually safe and free of monsters, 
  but the more one gets to the mountain 
  ranges, the more the trip becomes 
  dangerous.  
  The Wendarian Range to the south and the 
  Mengul Mountains to the north are 
  renowned for their snow-capped peaks and 
  for the fierceness of their inhabitants.  The 
  Wendarian Range, whose peaks average 
  11,000 feet in height, is home to many tribes 
  of yeti, sasquatches and even a few white 
  dragons.  
  The only two southern passes maintained 
  and guarded actively by the Wendarians are 
  the Elven Pass to the southeast, which leads 
  directly to Oakwall, and the Kevar Pass to 
  the southwest, from which the Royal Way 
  leads to the capital winding through the 
  Korrigan Forest.  There is a third pass 
  leading northwards through the Mengul 
  
  60 
   
  Mountains and up to Denagoth, but it has 
  not been used since the last war with 
  Essuria, about 80 years ago.  Gylharen Keep 
  has been built near the border with 
  Denagoth under the supervision of King 
  Gylharen, and the standing garrison has the 
  sole purpose of stopping (or slowing) any 
  possible invasion attempt from that land.  
  However, since Denagoth has not given any 
  significant trouble in the last decades, the 
  soldiers stationed here have taken on the 
  duty to harass and annihilate any humanoid 
  band trying to cross the border and cause 
  mayhem in Wendar; so far, they’ve been 
  successful. 
  The People 
  The Wendarians are no weak folk 
  whatsoever.  The climate, the wild land and 
  the wilder monsters living here have 
  toughened them, so that even the elves 
  seem somewhat fiercer and braver than their 
  Alfheim cousins.  The humans (all 
  descended from the old Antalian stock) are 
  used to the cold and humid weather so 
  common in this land (it snows and rains 
  seven months a year).  The elves, who’ve 
  been dwelling here for a longer time, are no 
  less tough than their human countrymen.  
  But even though the Wendarians could 
  seem at first a united and peaceful folk, 
  there are many differences and problems 
  that still divide this people. 
  Just an example: the name of the country is 
  different for each race.  The elves call it 
  Genalleth (after a mighty figure of their 
  obscure past), and the humans Wendar, in 
  honor of the first man who created the 
  Wendarian League at the beginning of the 
  millennium.  Even the label “Elven” near 
  the word “Kingdom” in the entry for 
  Wendar in every Thyatian almanac would be 
  considered questionable by the majority of 
  the humans living here; but there’s more.  
  Every major town has its name translated 
  into both Heldannic and Elvish (the ones 
  written on the map given in the Almanac for 
  1010 are the human names, obviously), and 
  the proclamations and laws must equally be 
  issued and written in these two languages.  
  Every town with a mixed population has 
  two burgomasters, one for each race, and 
  they both must cooperate and agree to issue 
  anything, from a simple announcement to a 
  legal document.  The Wendarian militia is 
  composed 50% of elves and 50% of 
  humans, and each division is either made up 
  of humans or of elves only [AD&D: half-
  elves can be accepted into either unit]. 
  It seems that in the ancient days the things 
  didn’t go this way, but in the last decades 
  many small frictions have occurred and the 
  Wizard King deemed it right to reshape the 
  political and military system this way to 
  avoid bigger problems.  Personally, I don’t 
  believe he made the right decision, judging 
  from what’s happening at the moment, but 
  he’s renowned for his wisdom, so I hope he 
  will soon notice that there are far more 
  causes of discontent than he thinks between 
  humans and elves (especially Alfheimers) 
  and that he will pass the right laws to cool 
  down the hotheads. 
  And talking about the Alfheimers refugees, 
  they’re not much happy these days.  The 
  first and foremost concern they have is of 
  course the fate of their beloved Canolbarth 
  Forest, and from my observations in 
  Wendar I’ve noticed they’ve not yet given 
  up the hope to once again walk under the 
  sturdy trees of Alfheim.  Now, eight years 
  after what they call “The Expulsion” from 
  Alfheim, the clanmasters are more ready 
  than ever to reclaim their homeland, and 
  they seem sure that their comeback is near 
  at hand.  Perhaps they are aware of 
  something that I fail to see.    
  Regardless, as long as they remain in 
  Wendar, they have to face another issue: the 
  open feeling of hostility and sometimes 
  xenophobia the humans show towards them.  
  Events during AC 1014 (detailed in my 
  attachment) have caused an uproar of the 
  human population of Wendar against the 
  Alfheimers, and the elves have not reacted 
  very wisely.  The so called “Alfheim 
  Avengers” 
  have 
  indeed 
  undertaken 
  retaliation 
  acts 
  against 
  some 
  minor 
  
  61 
   
  provocations by the humans, and now the 
  situation is escalating in a very unpredictable 
  way.  I fear that if King Gylharen is not able 
  to contain these acts of violence, we will soon 
  have another nation in turmoil as has 
  happened in the Heldannic Territories, 
  Rockhome, Ylaruam and Ethengar.  I 
  wonder if some kind of mental disease has 
  not spread amongst the people of the Old 
  World to cause so much unrest in this brief 
  lapse of time. 
  Recent History 
  The past two years have been troubled for 
  the Wendarians.  First, a plague originated 
  by the magical healing fruits found in the 
  Forest of the Bounty (the Alfheimers’ 
  territory) has killed over 40,000 humans 
  during AC 1014, and only the intervention 
  of King Gylharen with the use of the 
  Elvenstar has avoided the disease to claim 
  more souls.  However, this fact has caused 
  the humans to loathe and mistrust the 
  Alfheimers, who’ve been held responsible 
  for not testing or even creating the malign 
  fruits on purpose (they only killed humans, 
  merely draining elves of their strengths for a 
  while).  The situation has thus degenerated 
  in a matter of months despite the King’s 
  attempts at lowering the tension, and this 
  has caused a few minor skirmishes of 
  Alfheim Avengers against human neighbors, 
  with casualties on both sides.  King 
  Gylharen has been forced to issue a decree 
  confining the Alfheimers in the southern 
  part of their forest and has repeatedly 
  suggested their clanleaders either to stop the 
  Alfheim Avengers’ activity or to relocate in 
  another country. 
  With that particular situation becoming 
  rather dangerous in Wendar, some of the 
  Alfheim clans have decided to find another 
  land to live in.  They have sent explorers up 
  in Denagoth, where according to historical 
  evidences another clan of elves should have 
  lived.  Unfortunately, the returning 
  explorers have reported of the 
  extermination of the elven clan by the 
  minions of the Shadowlord, a mysterious 
  being that is said to live in a fortress called 
  Drax Tallen, where the remaining 
  Geffronell elves are held prisoners along 
  with some members of the exploring party.  
  The clanmasters of Grunalf and Long 
  Runner clans have thus decided to go on a 
  Crusade to reclaim the lost Forest of 
  Geffron and avenge (and possibly rescue) 
  their brethren.  The Elven Army made up of 
  many representatives of these two clans is 
  now marching towards Denagoth to battle 
  against the Shadow Army.  I’ve joined them 
  as chronicler and expert of lost civilizations 
  to discover what lies beyond the dreaded 
  Mengul Mountains.  If I am lucky enough, 
  you will be reading my latest reports from 
  the front line in this same almanac. 
  Don’t Miss 
  All the aforementioned reserves are worth a 
  visit, with the obvious exception of the 
  Dark Woods of Baamor.  In particular, the 
  Enchanted Forest is the place to go if you 
  want to relax and to receive “inspiration.”  
  But beware: only those who don’t trespass 
  against the Laws of Nature will be allowed 
  to see the realm of the fairy folk and of their 
  friends.  Even if you don’t meet the fairies 
  face to face, you will remain enthralled by 
  the beauty of the plants, the purity of the air 
  and the gentleness of the land.  To many 
  Alfheimers, this place seems the perfect 
  copy of what they called Dreamlands in 
  their beloved Alfheim, and many often visit 
  it two or three times a year to forget their 
  fears and to attain the peace of mind and 
  soul. 
  And talking about legends and mysterious 
  places, I’ve heard of a shrine called 
  Shadowmere that lies somewhere south of 
  Wendar, near the mountains.  According to 
  the elven sages, this wood is an ancient 
  sanctuary sacred to the very god of all the 
  dragons!  Could you have ever imagined: 
  dragons worship Immortals just as humans 
  and elves do!  However, nobody has ever 
  found it and the rumors want it to be 
  constantly guarded by the spirits of dead 
  dragons and by a clan of elves who has 
  sworn fealty to this Great Old Dragon 
  instead of the normal elven Immortals!  I’ve 
  
  62 
   
  always thought the elves have no rival to 
  spin tall tales  besides halflings, of course. 
  Also, in the western part of Wendar, near 
  the small hamlet of Kevar, lives a wise old 
  sage known as Bensarian and very much 
  respected by both elves and humans.  I had 
  the pleasure to have a nice and scholarly talk 
  with him, and I have to say that all the 
  rumors about his great knowledge and 
  quickness of mind are well earned.  He 
  looks like an old wizened man in his 
  eighties, but there are slight physical traits 
  that reveal a bit of elven blood in his veins 
  [although not enough to be considered a full 
  half-elf, if playing AD&D, that is.  Ed].  He 
  is undoubtedly the greatest living expert 
  about the history and the races of Wendar, 
  and I suspect from the conversation we had 
  that he’s well versed in the history of the 
  region known as Denagoth, too.  Strangely 
  enough however, he seemed a lot less 
  talkative about this topic.  However, 
  Bensarian of Kevar is a trustworthy and 
  friendly sage, and I advise any of the reader 
  who have problems and travel through 
  Wendar to pay him a visit: I’m sure he will 
  result much more helpful than what you 
  might think. 
  The last (but not the least) important feature 
  of Wendar is the Korrigan Forest, the 
  biggest forested area of the country.  It is 
  dotted with shrines dedicated to the Nine 
  Elves, the Korrigans, the Immortals who 
  according to the legends saved not only the 
  Genalleth Valley, but all of Denagoth and 
  Norwold from the Great Rain of Fire.  This 
  forest resembles Canolbarth in its glory days 
  (according to the Alfheimers refugees), and 
  its inhabitants are friendly and helpful 
  towards all the good-hearted travelers that 
  stop in their small communities (strictly 
  built atop the tall sequoias and pines). 
  In particular, there is a wonderful holy 
  festival that is performed once a year in this 
  part of the country.  All the worshipers of 
  the Korrigans must attend at least once 
  every fifty years: Ad…n Dainy…s (the Land 
  Reborn).  This celebration usually takes 
  place around the first two weeks of 
  Fyrmont, when the temperatures and the 
  climatic conditions are at their best in these 
  lands.  The sacred festival begins at noon of 
  the first day of the week and ends at dusk of 
  the 9th day, going on unbroken for the entire 
  time.  Each day at noon the Holy Keeper of 
  one of the Nine Sacred Shrines “lights up” 
  the shrine dedicated to one of the 
  Korrigans, using some herbs and minerals 
  that provoke an alchemical reaction that 
  makes the whole area glitter.  Each of the 
  Nine Shrines has a different color, mirroring 
  those of the rainbow plus pink and grey, and 
  the hue slowly extends to the forest around 
  the shrine during the following days.  At the 
  end of the ceremony the forest is divided in 
  nine zones of a different color, and it is said 
  that each one color is somehow magical and 
  related to some kind of spells that can be 
  invoked by the followers of the Korrigans 
  during the last day.  Aside from this mystical 
  ceremony, all the elves in the forest 
  celebrate the festival with dances, songs and 
  tales about the goodness and bravery of the 
  Korrigans, who saved the Genalleth Valley 
  from various perils and were finally invited 
  to join the Immortals in the Upper Skies. 
  Do Miss  
  If fiends had a place to call home on this 
  planet, it would surely be the Dark Woods 
  of Baamor.  This forest (I’ve only seen it 
  from a hill far enough to be considered safe 
  by the elves) is literally “pulsing” with 
  negative energy.  I’ve looked at it especially 
  at night, and what has most impressed me is 
  the faint greenish haze that envelops all the 
  trees like a fouled cape.  It’s not just the 
  bright green of the evergreen forest so 
  common in this land, but it’s a more sick 
  and disgusting color - like that of the mold 
  on rotting cheese.  I am not an emotional 
  nor superstitious person, but I can assure 
  you, dear reader, that even looking at these 
  woods from over a mile’s distance made me 
  shiver.  I can understand the reluctance of 
  the elven guides who accompanied me to 
  venture even closer, and frankly, even if they 
  hadn’t insisted on this matter, I don’t think I 
  
  63 
   
  would have ever asked to go nearer.  That 
  forest is alive with an Evil far older than the 
  oldest dragon living on this planet, but I am 
  sure that as long as the Genalleth elves will 
  watch over it, nothing will come out of the 
  Baamor Woods to reclaim its lost heritage. 
  Another obvious place to avoid (if you’re 
  not interested in testing personally what’s in 
  the afterlife, that is) is Geron Pass, and in 
  general the whole Mengul Range.  This part 
  of the country is literally infested with 
  goblinoids and feral beasts like mountain 
  lions and wolves, and dragonlike shadows 
  have been reported much more frequently 
  near the highest peaks.  Suffice to say that 
  the pass leads to Denagoth, and nobody 
  wise enough would ever go there without an 
  army as a personal escort.  That’s why I 
  joined the Elven Crusaders to go exploring 
  that blight and perilous plateau. 
   
   
  YLARUAM (Emirates Of) 
   
  Location: North of Thyatis, West of 
  Rockhome 
  and 
  Darokin, 
  South 
  of 
  Soderfjord. 
  Area: 54,180 sq. mi.  (121,905 km2)   
  Population: 230,000 (believed to have 
  dropped to 210,000 by the end of their civil 
  war, but is as yet unconfirmed). 
  Languages: Ylari (also known as Alasyan). 
  Coinage: Dinar (gp), dirham (sp), and fal 
  (cp). 
  Taxes: 10% sales tax.  Also a monthly head 
  tax according to social rank (peasants 1 cp, 
  townsfolk and nomads 1 sp, merchants 1 gp, 
  nobles 10 gp).  Foreigners used to pay double 
  the monthly head tax. 
  Government Type: Monarchy. 
  Industries: Textiles, horse breeding, mining, 
  marble quarrying, glassmaking, and the 
  cultivation of dates. 
  Important Figures: Hassam “the True” Al-
  Kalim (Sultan, human, male, F9) 
  Flora and Fauna: Horse, camels and cattle 
  are by far the most common animals found, 
  followed by sheep and goats.  In the 
  wilderness of the desert, djinn, chimeras, 
  dragons, undead, giant lizards, sphinxes, and 
  manscorpions are all rumored to be present.  
  Fiends [AD&D: tanar’ri] are also in 
  abundance at the moment. 
  Further Reading: GAZ2 - The Emirates of 
  Ylaruam, AC1010 - Poor Wizard’s Almanac 
  to AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Favonius Viator 
  The religious fanatics known as the Ylari 
  have closed all borders to those they 
  consider unbelievers and infidels.  This 
  means anyone who is now a Ylari.  Despite 
  this, I believe I can give a semi-accurate, 
  although brief description of their land and 
  can probably guess as to the current 
  philosophies that are being upheld in their 
  society. 
  The Land 
  The emirates are a harsh and inhospitable 
  land, mostly sandy deserts and rocky 
  barrens.  The Ylari manage to make a living 
  in the few fertile lands near the various oasis 
  that can be found within their border. 
  Prior to their civil war, Ylaruam was 
  composed of six emirates, namely 
  Abbashan, Alasiya, Dythestenia, Makistan, 
  Nicostenia, and Nithia.  Whether any of 
  these dominions are still around is unknown 
  to outsiders.  Perhaps the new Sultan, 
  Hassam “the True” Al-Kalim, has kept 
  them, or perhaps he has removed all former 
  Emirs and replaced them with new ones 
  more loyal to his claim of the throne. 
  There are two major oasis found in the 
  desert.  The first is where the city of 
  Ylaruam has been built.  Prior to the war, 
  Ylaruam was the capital of the nation, 
  although rumors claim that Hassam has 
  
  64 
   
  moved his court to Abbashan.  Abbashan is 
  of course the site of the second major oasis. 
  The People 
  Ylari are a strange people who preach peace 
  and politeness to others, yet can’t accept 
  foreigners or their customs among them.  
  Also, many are warriors who constantly raid 
  other tribes, an act they find admirable 
  despite their constant attempts to unite 
  themselves.  Their uncooperative behaviors 
  marks them for the barbarians they truly are. 
  All are devout followers of the True Way, 
  the philosophies given to them by their 
  Immortal, Al-Kalim.  Any who do not 
  worship Al-Kalim are considered infidels, a 
  crime now punishable by death within their 
  borders.  Even worse than being an infidel 
  is being a mage, at least according to the 
  Ylari. 
  Although warriors are the heroes of the 
  land, scholars are also well respected (just 
  more proof to their cultural contradictions).  
  Storytellers are also popular among them, 
  and many a foreign bard has made a fortune 
  traveling the Emirates - before being cast 
  out, that is. 
  Recent History 
  In AC 1014 the World Games were held in 
  the city of Ylaruam, who was at the time a 
  member of the Western Defense League.  
  That is when most Ylari had their first 
  encounter with outsiders, and they did not 
  like what they saw.  What exactly offended 
  them is beyond me, but it was enough to 
  spark a civil war which overthrew Sultan 
  Mohammed Al-Kalim.  The civil war lasted 
  most of the year, with the Kin faction finally 
  claiming victory and executing the former 
  Sultan.  Since then, all non-Ylari have been 
  evicted from their nation and to be see 
  within their borders is punishable by death. 
  This year, vague rumors still filter back to 
  Thyatis.  The Sultan has apparently moved 
  his court to the city of Abbashan and 
  replaced a few of the Emirs.  Stories also 
  claim that fiends are running rampant in the 
  desert, destroying entire tribes of Ylari.  The 
  Legion believes that these fiends spilled over 
  from the events in the Hardanger 
  Mountains last year, but some claim there 
  are too many to be the leftovers of the 
  kobold summoning back in Soderfjord.  
  Regardless of their source, the fiends have 
  kept the Ylari forces from attacking Thyatis, 
  and that is probably the best thing to 
  happen to those fanatical religious 
  barbarians in years. 
  Don’t Miss 
  I really can’t think of much to see or do 
  within Ylaruam.  Even if there was, there is 
  not much of a chance of actually visiting the 
  place.  Ylaruam is a place that all non-Ylari 
  should avoid as long as the Kin faction is in 
  charge. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  65 
   
  Atlas Of The Alphatian Sea 
                       
   
      
  The once mighty Alphatian Empire has 
  sunk beneath the ocean, and in its place now 
  sits the Alphatian Sea.  Dotted with several 
  hundred isles representing the top of 
  drowned mountains, the Alphatian Sea is rich 
  with pirates and island fortresses. 
  The Alphatian Sea is also the place to be to 
  search for magical treasures.  The ocean floor 
  is littered with thousands upon thousands of 
  magical items from the former Empire, and 
  many adventurers are doing their best to try 
  and acquire them.  Several hundred have 
  been found already, and most now reside in 
  the hands of the pirates who then plundered 
  the treasure-seekers.  Those who manage to 
  acquire an Alphatian Artifact always find 
  fame and glory with it. 
  The people of the Alphatian Sea are mostly 
  free citizens, most belonging to the New 
  Alphatian Confederate Empire (annoyingly 
  called NACE by most of the commoners).  
  They are well educated, mainly literate, and 
  boast a larger percent of mages than most of 
  the world.  Some are also slaves, which is still 
  legal and acceptable.  Slaves are only very 
  rarely able to read or write. 
  Only a few nations of the area do not 
  belong to the NACE, and although ships 
  from around the world sail here, the 
  Alphatian Sea is territory claimed by the 
  NACE.  Still, they have far too few ships to 
  patrol everywhere, hence pirates are able to 
  roam freely and do almost anything they 
  please. 
  Adventurers come to seek fame for 
  defeating some of the most notorious pirates 
  of the world, while others come in search of 
  sunken treasure.  Reputation and glory is 
  more important than anything else, and 
  insults rarely go unchallenged.  All in all, it is 
  a 
  swashbuckling 
  place 
  with 
  endless 
  adventures on the high seas.  On the 
  Alphatian Sea, fame and glory mean 
  everything! 
  The Alphatian Sea has one minor continent 
  known as Bellissaria on its southern-eastern 
  margin.  This is where most of the NACE 
  forces are concentrated, and the only place 
  where the law is effectively maintained.  To 
  the west, Norwold and the Isle of Dawn 
  mark the end of the Alphatian Sea, while the 
  continent of Skothar indicates its eastern 
  limits.  The north is bordered only by the 
  glaciers marking the north pole and the 
  entrance to the Hollow World.  The southern 
  waters eventually turn into the Sea of Dawn 
  and the Bellissarian Sea. 
   
   
  CORRESPONDENTS FOR THE 
  ALPHATIAN SEA  
  Here is our list of correspondent that gives 
  us detailed information on the nations, 
  places, and events of the Alphatian Sea.  So 
  far, we have only one, so if there are any 
  other capable writers from the Alphatian Sea 
  area, we’d love to hear from you. 
   
  Elidor Murtagh 
  As the First Mate of the Callista, Elidor’s 
  love of sailing marks him as a typical 
  Minrothad sea elf.  His love of travel has 
  brought him throughout the Sea of Dread 
  and the Sea of Dawn.  Elidor is also an 
  accomplished adventurer, having wandered 
  extensively during his first century or so of 
  life.  He has visited the undersea nation of 
  Aquas (although that was in AC 950, just 
  after Seashield’s founding).  Elidor has also 
  visited the Undersea regions near Minrothad 
  and Ierendi, and has friends among the 
  aquatic elves and merrow (mermen) there.   
  While people afraid of water are not 
  unusual, Elidor is the first person I’ve met 
  who is afraid of land.  He will never travel 
  more than a day’s walk inland, preferring to 
  keep the open sea in sight at all times. 
  
  66 
   
  During AC 1015, Elidor visited most of the 
  nations in the New Alphatian Sea and 
  joyously 
  described 
  them 
  for 
  us.  
  Unfortunately, as you will see, we can no 
  longer reprint what he has seen. 
   
   
  ATLAS 
   
  It is with great regret that I must inform, 
  you 
  the 
  reader, 
  that 
  we 
  have 
  no 
  correspondences to give to you about the 
  nations of the Alphatian Sea.  I’m afraid that 
  the relevant documents were destroyed 
  during the fire at the old Joshuan Gallidox 
  Publishing building. 
  Of course, this only means that next year 
  we’ll have twice as many new things to 
  describe for you, so if you’re patient enough, 
  you’ll see that we’ll do our darn best to make 
  up for this loss. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  67 
   
  Atlas Of The Jungle Coast 
   
  Across the Sea of Dread lies the mighty 
  continent of Davania.  Its northern shores 
  are covered with a lush, vibrant jungle 
  teeming with life and dangers.  Within these 
  jungles are several clans of savages and 
  barbarians, some humans, others not. 
  Most of the Jungle Coast is unexplored, and 
  no one is exactly sure what can be found in 
  the vast new territory.  Rumors abound of 
  strange primitive cultures with wondrous 
  architectures, such as crystal pyramids or 
  deep sacrificial pits. 
  The lands of the Jungle Coast are currently 
  undergoing a mass colonization by the 
  Empire of Thyatis.  The natives, however, 
  are none too pleased, and many battles arise 
  from the competition for territory and 
  defending of homeland.  Still, the advance 
  of civilization is steady, and there is much 
  progress in the proper education of the 
  locals. 
  It is a place where one can brave the new 
  land, carve out territory for the settlers, and 
  defend the poor farmer from the savage 
  natives.  All in all, if you enjoy exploration 
  and the new frontier, the jungle coast is the 
  place to go. 
  The Jungle Coast is a stretch of several 
  hundred miles on the northern shores of 
  Davania.  Its exact size is still unknown as it 
  is mostly unexplored.  A rough estimate of 
  its borders would be the Cestian Sea to the 
  east, the Meghales Amosses Desert in the 
  south and the Adakkian Mounts to the west. 
   
  CORRESPONDENTS FOR THE 
  JUNGLE COAST  
  Here is our list of correspondents that give 
  us detailed information on the nations, 
  places, and events of the Jungle Coast: 
  Friedrich von Eisendorf 
  Every inch of him a professional military 
  officer, Friedrich is Adjutant to His Most 
  Exalted Templar and Humble Servant to 
  Glorious Vanya, Heinz Kronenburg, who is 
  Castellan of the fortress of Vanya’s Rest 
  itself, and by extension Governor of all 
  Heldannic territories in Davania.  Friedrich 
  is extremely proud of his duties, but he is 
  also more than happy to share with us what 
  he describes as “The fearless exploits of the 
  greatest military force Mystara has ever 
  known” [obviously his own opinion.  Ed.]. 
  Friedrich von Eisendorf brings us news 
  from the Heldannic Territory of Vanya’s 
  Rest, on the southern continent of Davania 
   
  Marina Takanitas 
  Marina Takanitas is another new 
  correspondent.  At 22, she is one of the 
  youngest on our team, and she brings us 
  news from the newly-discovered Milenian 
  City-States located on the Meghala Kimata 
  Plains.  Marina is a trader who hails from 
  Kastelios, one of the biggest, and fastest-
  growing, port cities in the region. 
  A cheerful person, her laughing brown eyes 
  and bouncing golden curls are hard to miss 
  in a crowd, but this exterior also serves to 
  shield a very capable correspondent who 
  will stop at nothing to get you, the reader, 
  the ground-breaking stories of northwestern 
  Davania as they happen.  No danger is too 
  much for her, and, believe you me, she 
  knows how to use that short sword she 
  carries! 
   
   
   
  GARGANIN (City-State Of) 
   
  Location: Continent of Davania, on coast of 
  Sea of Dread Area: Approx. 550 sq. mi.  
  (1,238 km2) 
  Population:  20,000 (around 2,000 live in 
  scattered farms outside the city). 
  Languages:  Hulean (Garganin dialect). 
  Coinage: Lira (gp), kurat (sp), piastre (cp). 
  
  68 
   
  Taxes: Citizens have their total worth 
  assessed every year, and are taxed 20% of that 
  amount. 
  Government Type: Monarchy. 
  Industries: 
  Agriculture 
  (wheat 
  and 
  vegetables), crafts, fishing, and sheep. 
  Important Figures: Mehmet II (Baron, 
  human, male, F7), Kemal (Dockwarden, 
  human, male, no class). 
  Flora and Fauna: The city of Garganin sits 
  upon the fertile Garganin Grasslands, whose 
  rich black soils yield bountiful crops year 
  after year.  Along with the typical crops 
  found on the numerous farms scattered 
  about the city, passers-by will notice many 
  varieties of wildflowers and shrubs dotting 
  the great expanses of flatlands.  One can also 
  find the occasional stand of oak trees as well, 
  though these are scarce in the immediate area 
  of Garganin.  The frequent rainfalls year-
  round ensure that the flora is almost always 
  luscious. 
  The animals one is likely to encounter here 
  include all manner of grasslands wildlife, 
  such as falcons, field mice, gazelles, gophers, 
  hawks, leopards, salamanders, snakes, and 
  wild horses.  Also present in this region are 
  scattered tribes of gnolls, goblins, and orcs, 
  and the occasional griffon, though these tend 
  to be found in the hills farther south, where 
  the terrain is more suitable for nest-building. 
  Further Reading: AC 1012 - Poor Wizard’s 
  Almanac 2, AC 1013 - Poor Wizard’s 
  Almanac 3, and Champions of Mystara box 
  set. 
   
  Description: by Marina Takanitas 
  I had the opportunity to venture to 
  Garganin not long after accepting an offer 
  from Joshuan to cover affairs as they 
  transpire on Davania.  I am a Kastelian, and 
  Garganin is the closest large settlement to 
  my home.  My family routinely does 
  business with the traders of Garganin, so 
  the trade road to this city is not strange to 
  me. 
  The Land 
  Garganin is blessed with beautiful terrain 
  and rich soils, where there are no sharp 
  angles; every terrain feature seems to gently 
  mix into the next, until the land gradually 
  slopes down to the Sea of Dread. 
  The weather is always fair here, with breezes 
  from the sea constantly blowing in from the 
  north, literally blanketing the city with the 
  salty tang of sea air.  The city itself is fairly 
  large considering its population; it is the 
  same size as Kastelios, yet my city has 5000 
  more people.  Of course, the answer is clear 
  once you enter any of Garganin’s three gates 
  - the buildings are low and expansive, with 
  many having tiny vegetable gardens running 
  along their sides and back.  Once inside, 
  though, it becomes clear that much of this 
  city is taken up not by residential quarters; 
  there are countless temples, shrines, and 
  public buildings scattered within the city 
  walls.  Another thing you will notice is that 
  Garganin is clean; it is forbidden, by order 
  of Baron Mehmet, to leave garbage in the 
  streets in public view.  People will regularly 
  come by and sweep the streets themselves 
  with wide brooms, and every piece of litter 
  is gathered up and carted away to be burned. 
  The People 
  Never have I met a single people so close-
  mouthed as those of Garganin! 
  I have been to the city many times, and I 
  have done business with the same people, 
  but they still insist on going through a ritual 
  of coffee-drinking, during which no one 
  may speak.  It seems that “Garganinese”, as 
  the residents call themselves, strongly 
  believe in formality and established 
  traditions.  Nothing is acceptable unless it 
  has an established way of being done, and 
  even then the prescribed ways of doing 
  things must be followed.  Even the way in 
  which people socialize in the streets has a 
  series of informal rules.  Always use your 
  right hand when touching others or eating.  
  Never turn your back to another person.  If 
  offered a gift, politely decline and later offer 
  a gift to the giver, when both of you can 
  
  69 
   
  then exchange gifts properly.  It is a good 
  idea for any venturing to this city to learn 
  the customs quickly - otherwise they will 
  risk offending their hosts!  Perhaps what is 
  most bizarre about these people is that in 
  many cases, they have long forgotten the 
  original reasons for their customs and 
  traditions; they follow them regardless.  
  Generally speaking, the Garganinese prefer 
  not to deal with outsiders. 
  This is not because they despise foreigners; 
  the people of Garganin simply do not wish 
  to mix with others.  Theirs is a history of 
  freedom and relative isolation, and they are 
  content with this.  Visitors to the city will be 
  directed to the Foreign Quarter, a collection 
  of tiny buildings along the docks where all 
  non-Garganinese can sleep and eat.  
  Foreigners are forbidden from leaving the 
  Foreign Quarter after sundown.  Those that 
  do so are immediately expelled from the 
  city, and forbidden from returning for 10 
  years. 
  The people of Garganin are related to those 
  of far-off Hule, though one would not know 
  this by looking at them!  I have been told by 
  sailors from Yavdlom that the Huleans 
  worship an Immortal named Bozdogan, 
  who preaches deceit and conquest.  Though 
  I have seen some temples to this Immortal, 
  many more are devoted to Halav, Petra, 
  Zirchev, Protius, and Asterius.  I have 
  always found the Garganinese to be 
  scrupulously honest, and interested only in 
  what goes on in their own city. 
  Recent History 
  Garganin was founded circa AC 750 by 
  Hule, in a bid to expand its holdings on 
  Davania, which had been discovered only a 
  century before by this nation.  The 
  settlement of Garganin slowly grew from a 
  ramshackle collection of docks into a 
  bustling town, and then into a city.  Before 
  this transformation was complete, Hule had 
  lost interest in this colony, as the hoped-for 
  mineral deposits and exotic animals were 
  not present.  Also, the colony was costing 
  more to maintain than it paid in taxes, and 
  Hule’s rivalries with its neighbors were 
  taxing its navy.  Around AC 850, ships 
  stopped sailing to Garganin, and the locals 
  soon forgot about their homeland, and 
  concentrated on surviving frequent 
  humanoid raids, and building a livelihood 
  for themselves. 
  Over time, the Garganinese began 
  interacting with the Milenian City-States, 
  especially Kastelios.  The Immortals 
  worshiped in Kastelios began to attract 
  adherents in Garganin, who were beginning 
  to see that Bozdogan was not looking after 
  them.  Today, there are more worshipers of 
  these other Immortals than of Bozdogan, 
  whose following continues to shrink. 
  By AC 950, Garganin was much like it is 
  today, a city filled with people of Hulean 
  descent, but sharing next to nothing in 
  terms of culture and religion.  Many of their 
  customs, such as coffee-sharing, have their 
  origin in Hule, though the reasons for them 
  are long-forgotten. 
  Don’t Miss 
  If you find yourself in Garganin, make your 
  way to Solitude Square, which lies near the 
  Great Market.  Tastefully decorated with 
  fountains and mosaics, this square is where 
  musicians play every day for spare coins.  
  The quality of the music is excellent, though 
  it is almost always of a subdued nature.  
  Occasionally people will sing ancient 
  ballads, as well.  These are almost always of 
  an introspective nature, and are very 
  thought-provoking if you know the local 
  language well. 
  Another place to visit is the Great Market, 
  where merchants from Kastelios, 
  Kalavronti, Yavdlom, and occasionally Sind 
  and Minrothad hawk their wares to passers-
  by.  Though the locals do not wish to have 
  extended contact with foreigners, they are 
  not reluctant in the least to obtain foreign 
  goods such as spices, precious and common 
  metals, and wood. 
  Another place of interest is the Baron’s 
  Palace.  In form it greatly resembles the 
  
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  palaces described by travelers who have 
  ventured to Hule, with its graceful towers, 
  domes, and curves.  Baron Mehmet himself 
  has opened part of his palace to the public, 
  so that they may gaze upon and admire the 
  rich carpets and adornments found 
  throughout.  For those interested in Hulean 
  architecture, Garganin presents a much safer 
  alternative than going to Hule itself. 
  Do Miss 
  The one section of Garganin that should be 
  missed at all costs is called the Dark 
  Quarter.  This is where the poorest people 
  live, and where murder and theft is rampant.  
  Even Baron Mehmet cannot bring this part 
  of the city under his control fully.  Many of 
  the people here think that foreigners are 
  stealing Garganin’s wealth and its livelihood, 
  and outsiders who wander the Dark 
  Quarter’s narrow alleyways and shadowy 
  squares for too long have been known to 
  disappear.  There are rumors that a Thieves’ 
  Guild runs this section of the city. 
   
   
  KASTELIOS (City-State Of) 
   
  Location:  Continent of Davania, on coast 
  of Sea of Dread. 
  Area:  approx. 600 sq. mi. (1350 km2) 
  Population:  25,000 (another 5,000 live in 
  satellite villages and in the countryside). 
  Languages:  Milenian (Kastelian dialect). 
  Coinage:  Sun (gp), moon (sp), and heart 
  (cp). 
  Taxes: All citizens pay 15% of their earnings 
  twice per year (Klarmont 28 and Kaldmont 
  28), as well as 7% of the assessed value of 
  their land once per year (Kaldmont 28). 
  Government Type: Democracy (citizens 
  elect the town council, who then elect a 
  spokesperson to guide discussions). 
  Industries: Agriculture (primarily wheat and 
  corn), 
  cattle, 
  crafts, 
  fishing, 
  sheep, 
  shipbuilding. 
  Important Figures: Benji Trumblehorn 
  (shop owner, halfling, male, no class), Marina 
  Takanitas 
  (experienced 
  trader, 
  human, 
  female, no class), and Xenthos Sarantakos 
  (Council Spokesman, human, male, no class). 
  Flora and Fauna: The plant life present in 
  Kastelios is atypical for the region, due to 
  human intervention.  Where there should be 
  water grasses, reeds, mangroves, and bogs 
  one finds instead grasses, bushes, and trees - 
  such as cypress, oak, and pine.  Many 
  flowering plants are also in abundance, such 
  as daffodils, orchids, and tulips. 
  The original animal life that was present here 
  consisted of alligators, various amphibians, 
  and water birds such as flamingos and 
  spoonbills. 
  Due to the draining of the swamps, these 
  have been forced north and south into the 
  remaining swamplands.  In their place have 
  come the animals that the Milenians brought 
  with them - primarily domesticated animals 
  such as cats, cattle, dogs, pigs, and sheep.  
  Also present are bobcats and wild boars.  
  Kastelios is fortunate enough to be 
  “monster-free”, though this does not prevent 
  the occasional sighting of blink dogs, 
  displacer beasts, goblins, hippogriffs, orcs, 
  and trolls (especially near the swamps in the 
  latter case).  
  Further Reading: AC1011 - Poor Wizard’s 
  Almanac 2, AC1012 - Poor Wizard’s 
  Almanac 3, and Champions of Mystara box 
  set. 
   
  Description: by Marina Takanitas 
  It is with great pride that I share with you, 
  gentle reader, all that I can say of my home 
  in a few scant pages!  Ours is a city that is 
  truly the gateway to Davania, perhaps 
  rivaling even Raven Scarp in the Thyatian 
  Hinterlands.  Regardless, I have only what I 
  see with my own eyes to show me that 
  
  71 
   
  Kastelios is leading the way in opening ties 
  with the outside world.  My city has changed 
  so much during my twenty-two years of life, 
  I can hardly say whether it has been a 
  dream, and just as much it is difficult to 
  know where to begin... 
  The Land 
  The land upon which Kastelios was built 
  was originally a swampy delta, which lay at 
  the junction of the Amoros and Vasilios 
  river systems.  When the Milenians came, 
  they used their engineering skills to drain the 
  swamps, and then run sewers underneath 
  the city foundations.  This left an area with 
  rich soils, upon which our city was built 
  long ago.  The lands immediately 
  surrounding Kastelios are rich farmlands 
  and plains, upon which the villages of 
  Phossos and Kantrios are built.  Both of 
  these lie southeast of Kastelios. 
  Kastelios is itself broken into four pieces, 
  though all of these are encircled by the city 
  walls, and all sections are linked through the 
  sewers and by ornate stone bridges.  The 
  smallest section consists of Uripidos Island, 
  a triangular island bounded on the west by a 
  section of city wall, and on the northeast 
  and southeast by The Fork, which flows 
  from the junction of the Amoros and 
  Vasilios rivers towards the Serpent Strait, 
  and the Sea of Dread.  Uripidos Island holds 
  the Docksides - the roughest part of 
  Kastelios.  Along both sides of The Fork are 
  numerous docks and quays, which service 
  the many ships entering and leaving 
  Kastelios. 
  The second piece is called Northside; it is 
  bounded along the south by the northern 
  half of The Fork, and by the Amoros river, 
  which, along with the Vasilios river, meet 
  and then divide into The Fork before 
  flowing into the sea.  Northside is bounded 
  with city wall along the north, and it has the 
  Garganin Gate - the road from here leads 
  straight to that city.  This part of Kastelios 
  has many warehouses and businesses, as 
  well as some residences towards the eastern 
  end.  The Great Market, and The Ruins, are 
  in this part of the city. 
  The third section is called Southside; it runs 
  south of the southern half of The Fork, and 
  is bounded to the northeast by the Vasilios 
  river.  The south is guarded by the city wall, 
  in which is the southern gate of Kastelios, 
  called the Telosian Gate.  The main road 
  from here leads to the town of Telos 
  Takesidhi.  This section of Kastelios 
  contains the Gymnasium, many small 
  temples and residences, fine statues, as well 
  as numerous pillared streets. 
  The last section is called the Old City.  It is 
  bounded on the east and southeast by city 
  walls, on the north by the Amoros river, and 
  on the west by the Vasilios river.  This 
  section contains the Great Temple of Halav, 
  the Public Forum, the House of Antiquities, 
  and many upscale residences.  This section 
  is the oldest part of Kastelios, and it 
  survived the collapse of the empire relatively 
  intact. 
  Due to its proximity to the Sea of Dread, 
  Kastelios is blessed with a mild climate - the 
  temperatures are never so extreme as those 
  that can be experienced even a couple of 
  miles inland.  Also, cool breezes blow in 
  from the east and north almost constantly, 
  making the city a very pleasant place to live. 
  The People 
  The people who inhabit Kastelios are all of 
  Milenian stock, though the blood of paler 
  folk, such as the Hinterlanders, may have 
  been added at some time in the distant past; 
  for the men and women of Kastelios are 
  decidedly fairer in complexion than those of 
  nearby Kalavronti, or Ilioloosti.  Despite 
  this difference in appearance, we in 
  Kastelios are no less Milenian than our 
  neighbors.  We honor the true Immortals - 
  Halav, Petra, Zirchev, Protius, and Asterius 
  among others - and we hold a deep regard 
  for the honorable traditions of our 
  ancestors. 
  Our dialect of the Milenian tongue is said to 
  be the closest in form to that spoken by our 
  
  72 
   
  people when the Milenian Empire was 
  strong.  Whether this is true or not may 
  never be known, but one need only spend a 
  day with us to learn what it is to be truly 
  Milenian! 
  Unlike many of the other city-states, for 
  example, Kastelios still follows the 
  democratic principles of our ancestors.  All 
  citizens of Kastelios elect their 
  representatives to the city council, who in 
  turn elect a spokesperson - one who 
  moderates council debates and represents 
  the city to the outside world.  We also 
  regularly hold athletic games of skill, where 
  adventurous souls may prove their mettle at 
  wrestling, running, diskos throwing, and 
  other events.  These tend to draw great 
  crowds, and are never dull to watch.  Our 
  people also have a deep respect for 
  knowledge - those who are experts in 
  philosophy or other arts are encouraged to 
  share what they know of our world, and to 
  debate with others.  Such competition, both 
  mental and physical, enriches our people, 
  and allows us to be the best we can be. 
  My people are kind, and are always open to 
  new ideas.  This is why we are so eagerly 
  opening up to the northern countries - so 
  that knowledge and culture may be 
  exchanged, and with them the forging of 
  deep ties may come to pass.  The people of 
  Kastelios are also brave; we do not fear 
  what lies across the sea, nor are we afraid to 
  test ourselves.  In doing so we become 
  stronger, and we are able to broaden our 
  horizons. 
  This, gentle readers, is what awaits you 
  should you come to Kastelios.  On behalf of 
  my city, I bid you come experience what we 
  have to offer - the memories alone will be 
  well worth the voyage! 
  Recent History 
  Kastelios was founded circa BC 650 by 
  Milenian colonists pressing westwards 
  across northern Davania.  The Milenian 
  Empire had already been established, but 
  some yearned for the sea, and desired to live 
  on the coasts as well as expand the empire 
  while retaining some autonomy.  As a result, 
  a large group of Milenian settlers descended 
  upon what was once a large swampy delta at 
  the junction of the Amoros and Vasilios 
  river systems.  
  Within a few years, the swamps were 
  successfully drained by engineers, revealing 
  rich loamy soil that yielded bountiful crops.  
  Tiberios Andrasos, who led the expedition, 
  decreed that at the very junction of the river 
  systems a great port city would arise.  So it 
  was that Kastelios was founded on that 
  spot. 
  The settlement grew quickly, and as time 
  passed, more swamplands were drained to 
  accommodate the need for more farmlands.  
  Eventually, an area 15 miles across, with 
  Kastelios at its center, was drained.  Many 
  homesteads and villages cropped up in this 
  territory, all under the jurisdiction of 
  Kastelios.  By BC 150, Kastelios was a 
  sprawling city of 60,000, with great 
  aqueducts, statuary, and paved boulevard 
  leading from the sea to the inland territories 
  of the empire.  By this time, the Milenian 
  Empire had largely retreated inland, except 
  for this one city, its one great port.  Many 
  Milenians who left Davania in search of new 
  lands passed through Kastelios, and so this 
  city was also seen as a springboard to 
  adventure and new lives elsewhere. 
  This era, which modern Kastelians call their 
  Age of Joy, came to an end in BC 30, when 
  the region fell into civil war and anarchy 
  during the collapse of the Milenian Empire.  
  Marauding soldiers and barbarians, some 
  possibly from the modern Thyatian 
  Hinterlands, passed through Greater 
  Kastelios several times, looting and burning 
  as they went.  The city militia managed to 
  fight off the worst of the incursions, but the 
  damage had been done.  What was once a 
  beautiful city of 60,000 was now a third in 
  ruins, with only 10,000 people within its 
  shattered walls.  Most of the citizens fled 
  during the chaos, though few returned. 
  The true spirit of the people showed 
  through in the aftermath.  Realizing that 
  
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  they could only depend on themselves for 
  survival, the survivors banded together, and 
  elected a council to lead them in the times 
  ahead.  A spokesperson was elected by the 
  council to ensure that discussions would not 
  degenerate into petty rivalries, and that 
  survival and the common good remained 
  priorities.  This system of leadership was 
  quite similar to the old governmental system 
  of the empire before it fell into decadence, 
  and it has remained in place ever since. 
  The Kastelians also kept in mind what made 
  them great in the first place - a willingness 
  to persist, reverence for their Immortals, 
  and openness to new ideas combined with a 
  respect for tradition.  Thus, the old Milenian 
  ways were maintained and enshrined, and 
  with them remained reverence for the 
  traditional Immortals of the Milenians.  
  Since they had not fared so poorly in 
  relation to other cities, the Kastelians kept 
  their faith, and they were able to draw on 
  the knowledge of their forefathers to rebuild 
  their city. 
  The people of Yavdlom also played and 
  important role in Kastelios’ regrowth.  They 
  brought in food when it was needed, and 
  helped the Kastelians repulse invaders 
  during those first difficult years.  Because of 
  this, a close relationship has existed between 
  the two nations ever since. 
  By AC 300, Kastelios was once again a 
  beautiful city.  The population had slowly 
  grown to 15,000, and the vast majority of 
  the buildings had been rebuilt and restored.  
  New buildings were also built in the old 
  style, but newer techniques were used as 
  people uncovered new ideas over the years.  
  The villages of Phossos and Kantrios had 
  sprung up in the periphery, and these were 
  added to the growing city-state.  Looking at 
  the city at this time, one would never had 
  guessed that it suffered any damage during 
  the collapse of the empire. 
  Today, Kastelios has some 30,000 people 
  living within its territory, and it is continuing 
  to grow in leaps and bounds.  Though there 
  have been some setbacks over the years, 
  Kastelios has emerged from the collapse of 
  the Milenian Empire as one of the few city-
  states that actually came out reasonably 
  intact, and flourished. 
  Don’t Miss 
  The Public Forum is always worth a visit 
  when in the city!  Here one can listen to 
  philosophers, scientists, and other thinkers 
  put forth their ideas on the front steps of 
  this lovely white marble building, graced 
  with massive columns and engravings along 
  its front.  It is especially lively when debates 
  begin - these tend to draw crowds, 
  depending on the topic.  Inside is the Grand 
  Chamber, where the thirty elected 
  counselors debate issues of the day, guided 
  by the Spokesperson.  Most meetings are 
  open to the public, though important issues, 
  such as declarations of war and the like, are 
  always held behind closed doors. 
  Another sight worth seeing is the Great 
  Temple of Halav! This structure has 
  remained undamaged since its construction 
  in BC 250, and daily services in honor of 
  this Immortal have never been interrupted 
  or stopped for any reason since that time.  
  Elegant white columns, with a massive red 
  slate roof, encircle and cover the temple 
  itself.  Inside the temple is one large room, 
  dominated by an immense altar - reputedly 
  made from a single piece of quartz!  
  Regardless, the intricate carvings depicting 
  the great deeds of Halav and His many 
  heroes are truly inspiring to the observer. 
  The Gymnasium is where all sporting events 
  in Kastelios take place.  A running track 
  encircles a modest rectangular building, in 
  which are baths, supply rooms, and indoor 
  recreation areas.  At least twice a year the 
  city holds great athletic events here for all to 
  see, where events such as running, diskos 
  throwing, archery, and wrestling are held. 
  For those seeking necessities or luxuries, the 
  Great Market is the place to go.  Here one 
  may find traders from places such as 
  Yavdlom, Kalavronti, Ilioloosti, Hrissopoli, 
  Sind, and increasingly Minrothad, Ierendi, 
  Darokin, and Thyatis.  Whether you seek 
  
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  common foodstuffs, weapons, or other 
  goods, or more exotic items from deeper 
  within the continent, this is the place to find 
  them.  The Great Market is increasingly 
  becoming a meeting place for people of 
  different cultures, too.  It is no longer 
  unusual to see adventurers come off the 
  boats, and meet locals here to hire out as 
  guides. 
  Of course, a visit to Kastelios would never 
  be complete without a thorough tour of the 
  many public baths, small temples, bridges, 
  public buildings, theaters, and other 
  reminders of this city’s Milenian heritage.  
  Graceful columns, imposing statues, and 
  paved streets all date from the Milenian 
  Empire, and everything from that time has 
  been well maintained.  It is also interesting 
  to compare the different building styles 
  through the ages, for, while the basic 
  Milenian building patterns have been 
  maintained, different architects added 
  unique elements of their own. 
  Another thing worth seeing is something in 
  Northside called The Ruins.  This is a 
  collection of rubble and half-collapsed walls 
  that stood here even before the Milenians 
  first came to the area.  No one knows who 
  built them, or what purpose they served, but 
  they serve as an interesting attraction, 
  nonetheless. 
  Finally, anyone wishing to learn more of the 
  old Milenian Empire need only stop at the 
  House of Antiquities.  Here, proprietress 
  Helena Demetrina has painstakingly 
  collected, catalogued, and restored 
  thousands of relics dating from the days of 
  the empire.  Tiny amphorae sit with 
  statuettes on the many shelves in this 
  building, while mosaics grace the walls and 
  floors.  Helena has also collected a large 
  number of scrolls during her adventuring 
  days, and she is more than happy to share 
  them with visitors.  Truly a treasure trove of 
  history! 
  Do Miss 
  Newcomers to Kastelios would do well to 
  avoid the Docksides.  This is the seedy part 
  of the city, a veritable maze of damp alleys 
  and derelict buildings on Euripidos Island.  
  This area is run by the local street gangs and 
  thugs, who, fortunately, spend too much of 
  their energies beating each other to seriously 
  threaten the rest of the city.  Various 
  governments have tried to clean up the 
  Docksides, but the locals always put up 
  strong resistance.  Now the city 
  concentrates on keeping the nasty elements 
  inside this part of Kastelios.  This is perhaps 
  the greatest blot on our city’s record. 
   
   
  POLAKATSIKES (City-State Of; 
  Heldannic Dominion) 
   
  Location:  Continent of Davania, eastern 
  Meghala Kimata Plains. 
  Area:  approx. 336 sq. mi.  (756 km2) 
  Population:  8,400 (includes 300 Heldannic 
  Knights), approx. 1,500 in the countryside. 
  Languages: Milenian (Polakatsikan dialect), 
  Heldannic, Thyatian Common (Hattian 
  dialect).  Thyatian is the official language. 
  Coinage:  Groschen (5 gp), gelder (gp), erzer 
  (ep), markschen (sp), and fenneg (cp).  All 
  other coins are illegal. 
  Taxes:  Every citizen’s worth is assessed 
  annually, and is taxed at a rate of 20%.  
  Government Type: Currently occupied by 
  the Heldannic Knights, although the local 
  Council has some power. 
  Industries: Agriculture (mainly wheat, 
  potatoes, and other vegetables), cattle, crafts, 
  sheep, smithing.  
  Important Figures: Chancellor-Warlord 
  Wolfgang Stemmel (human, male, P13 of 
  Vanya) and Trimos Sortiropolis (human, 
  male). 
  Flora and Fauna: The plant life that is to be 
  found here is typical of that in subtropical 
  plains.  One can find sturdy grasses of all 
  forms (including the more exotic types - such 
  
  75 
   
  as grab grass), as well as bushes and shrubs, 
  and occasional stands of cypress and other 
  tropical trees. 
  The animal life is no less typical.  Here one 
  may find all forms of birds, including 
  vultures, co-existing with antelopes, boars, 
  elephants, gazelles, giraffes, hyaenas, lions, 
  monkeys, snakes, and wild horses. 
  Among the more exotic animals to be found 
  here are blink dogs, the occasional chimera, 
  displacer beasts, and purple worms (though 
  these are thankfully rare). 
   
  Description: by Friedrich von Eisendorf, 
  servant of Her Glorious Lady Vanya. 
  In the 1015th year after the crowning of the 
  first emperor of Thyatis, the mighty armies 
  of Vanya plunged their swords deep into 
  Davania, and struck a death blow against the 
  people who caused our Patroness much 
  grief in life - the Milenians!  We were 
  commissioned by Vanya Herself to prove 
  our devotion by conquering land in the 
  heart of the continent, and by defeating a 
  people She has long disliked.  Although 
  outnumbered, our superior arms, armor, 
  and training won the day against the 
  defenders of the town of Polakatsikes.  The 
  town has been added to the Heldannic 
  Territories, and is henceforth the Heldannic 
  Dominion of Polakatsikes! 
  The Land 
  Polakatsikes lies in the heart of the Meghala 
  Kimata Plains, and is itself not too far from 
  the Meghales Amosses Desert.  The town 
  itself is surrounded by good farmlands, and 
  a range of hills known as Larnian Hills lies 
  to the east.  Of these hills, Pelmos Hill is the 
  tallest in the group, and was the site of the 
  greatest battle in the conquest of this town.  
  Out of respect for our fallen enemies, and 
  our own, a monument was built to the dead 
  of both sides atop that hill.  Towards the 
  north, the grasses become taller, as one 
  nears the great forests of the Jungle Coast.  
  Towards the south, the land becomes hillier 
  and more arid, until the Meghales Amosses 
  Desert takes over.  Perhaps the most 
  interesting feature of this land lies in the 
  Larnian Hills, where many great springs 
  literally burst from underground, spouting 
  water which slowly flows northwest.  
  Various tiny rivers also run from the hills, 
  and these join up with this flow from 
  underground.  By the time one reaches 
  Polakatsikes, these flows have merged into 
  the beginning of the Meghalo Fithi River, a 
  tremendously long waterway that is said to 
  flow into the Sea of Dread itself, slowly 
  gathering strength as its presses 
  northwestwards.  Despite the relative 
  closeness to the desert, northern winds 
  bring a great deal of humidity from the 
  Jungle Coast - surely a blessing for the 
  farmers! 
  The People 
  The people of our newest dominion are of 
  Milenian stock.  The average citizen of 
  Polakatsikes is rather short, but stocky.  
  They tend toward olive complexions, and 
  many of the men are bearded.  All of the 
  able-bodied are in excellent physical 
  condition; their lives before we righteously 
  conquered them were simple, but hard.  
  They would make fine warriors for our 
  armies.   
  They have a surprisingly structured society 
  for such an isolated people - every citizen of 
  the town has a specific profession, and there 
  is a definite hierarchy in their society, such 
  that the town leaders, the generals, and the 
  most skilled craftspeople carry the most 
  influence. 
  Still, this system makes for mob rule; their 
  town council was little more than an arena 
  for shouting matches when we arrived, and 
  I am surprised they managed to agree with 
  each other long enough to resist us as long 
  as they did.  Be that as it may, our form of 
  government for the town, under the wise 
  leadership of Templar Wolfgang Stemmel, 
  and in co-operation with Trimos 
  Sortiropolis, the original town council 
  leader, is not oppressive for them.  I have 
  heard of no complaints. 
  
  76 
   
  These people, despite their heritage, have 
  little regard for history. 
  Most of them are concerned with everyday 
  survival, and there are too many pressing 
  concerns to worry too much about where 
  one comes from and how one’s heritage 
  affects current events.  They maintain their 
  buildings, they speak their language, and 
  follow some of their ancient customs and 
  celebrations, but little more.  They simply 
  do not have the time or the energy to 
  devote to rebuilding Milenian culture.  This 
  is just as well for us, as it would make them 
  rather difficult to rule if they were prone to 
  romanticizing their past, but I digress. 
  Despite their shortcomings, the 
  Polakatsikans are a very independent-
  minded and steadfast people.  They have 
  always had to depend on themselves for 
  survival, and judging from the town itself, 
  they had done admirably.  They are quite 
  disciplined and organized, and seem to be 
  receptive of outside ideas, especially if they 
  prove themselves to be better than those 
  that currently exist. 
  Recent History 
  Polakatsikes was established around BC 100 
  or so, not long before the collapse of the 
  Milenian Empire itself.  In fact, it was 
  among the southernmost Milenian 
  settlements at the time, and was quite 
  isolated. 
  When the empire collapsed, the townsfolk 
  simply retreated within their walls and 
  waited out the next thousand years, tending 
  to their farms, and defending their lands in 
  times of need.  Existing town records tell 
  tales of recurring invasions on the part of 
  desert and humanoid tribes from the south, 
  but all of these were too disorganized and 
  poorly-equipped to succeed in conquering 
  Polakatsikes.  As a result, the Polakatsikans 
  looked after themselves, and seldom had 
  contact even with the other city-states. 
  The only outsiders who managed to 
  conquer this town to date have been the 
  Heldannic Knights.  The fact that the town 
  is no longer independent has shocked all but 
  the most stalwart citizens of this tiny land, 
  making resistance in the near future 
  improbable.  Some of the town’s youth have 
  become enamored by the novelty of the 
  Knights, and some have begun to emulate 
  them to a degree. 
  Don’t Miss 
  Those who are interested in classical 
  Milenian architecture and culture will not be 
  disappointed in Polakatsikes.   One can find 
  public buildings with graceful pillars and 
  statues, fountains, beautiful groves, clean 
  paved streets, and a functioning sewer 
  system.  Many of the larger buildings were 
  constructed when the town was first 
  established, which means they date back a 
  thousand years at least.  One can also see 
  changing building styles over the ensuing 
  centuries simply by walking down a street.  
  The weight of history is present in 
  Polakatsikes. 
  One interesting place to see is the Town 
  Forum, a sort of indoors amphitheater 
  where the town council, and now the 
  Heldannic governors as well, discuss 
  important policies and ideas.  Most such 
  meetings are open to the public, and citizens 
  are free to ask questions.  Discussions have 
  been much more subdued of late, as the 
  town council and the Knights seek ways to 
  work together. 
  Another place worthy of visiting is the 
  Library, the only source of written 
  knowledge locally.  Here specially-trained 
  caretakers have maintained a collection of 
  scrolls and books, some centuries old.  
  Many of them recount local events over the 
  past thousand years, but others are 
  collections of tales concerning Milenian 
  legends and lore.  Surely a wealth of 
  information lies within for those so inclined! 
  In the coming years, visitors will want to see 
  the Cathedral of Polakatsikes, when it is 
  completed.  Needing a suitable place of 
  worship, the Knights have taken over an 
  abandoned house for now, but already the 
  foundations are being laid for what will be 
  
  77 
   
  an average-sized, but grand, cathedral 
  devoted to Vanya.  It should be completed 
  within the next couple of years, and will be a 
  sight to behold in comparison to the local 
  buildings. 
  Finally, the professional displays of martial 
  skill on the part of the Heldannic Knights 
  stationed here are always a sight worth 
  seeing.  Every day there is a parade in front 
  of the Town Forum, with shining swords 
  and armor flashing, and banners billowing 
  proudly.  Some of the locals have come to 
  watch these soldiers from a far off land 
  display their prowess, and have always 
  walked away impressed. 
  Do Miss 
  While there is no place within Polakatsikes 
  that should be avoided due to danger, thrill-
  seekers would do well to avoid the central 
  marketplace of the town.  The chaos that is 
  to be found there every day is sufficient to 
  drive even the most balanced mind insane.  
  Gesticulating hawkers compete for the 
  attention of unwary shoppers, while 
  pickpockets glide through the crowds.  If 
  you want to experience a dreary market, go 
  to Hockstein or some other backwater 
  town. 
   
   
  VANYA’S REST (Heldannic 
  Territory Of) 
   
  Location: Continent of Davania, eastern 
  coast by Gulf of Mar. 
  Area:  48 sq. mi. (108 km2) 
  Population:  4,000 (does not include around 
  500 farmers supplementing local rations). 
  Languages:  Heldannic, Thyatian Common 
  (Hattian dialect). Thyatian is the official 
  language. 
  Coinage: Groschen (5 gp), gelder (gp), erzer 
  (ep), markschen (sp), and fenneg (cp). 
  Taxes: None. 
  Government Type: Military Dictatorship.  
  Industries: War, some agriculture (mainly 
  grains and vegetables). 
  Important 
  Figures: 
  Governor-General 
  Heinz Kronenburg (human, male, P15 of 
  Vanya). 
  Flora and Fauna: The vegetation found 
  around Vanya’s Rest is typical of that in a 
  damp coastal region.  Along the cliffs there 
  are numerous forms of mosses and hardy 
  grasses, while further inland the grasses tend 
  to predominate, with the occasional gnarled 
  bush breaking the undulating fields.  No trees 
  can grow here - the winds would likely blow 
  them over near the coast, and the soils are too 
  poor to nourish them further inland. 
  The animals found here are just as hardy as 
  the plant life.  Gulls and other sea birds nest 
  among the cliffs, managing to feed 
  themselves by catching fish in the Gulf.  Also 
  present in the cliffs are various rodents who 
  feed off of the eggs of the various birds.  
  Further 
  inland 
  one 
  can 
  find 
  foxes, 
  groundhogs, numerous kinds of insects, 
  rabbits, and the occasional snake.  Some giant 
  spiders are known to inhabit the region, and 
  in the lower levels of the fort it is possible to 
  find giant rats.  
  Further Reading: Voyage of the Princess 
  Ark, Part 4 (in Dragon Magazine #156). 
   
  Description: by Friedrich von Eisendorf, 
  servant of Her Glorious Lady Vanya. 
  As Adjutant to His Most Exalted Templar, 
  Herr Kronenburg, it is my pleasure and my 
  honor to be able to serve Vanya at this 
  fortress - Vanya’s Rest.  Only the elite of the 
  Heldannic Order are ever permitted to serve 
  here, charged as they are with guarding the 
  remains of our Patroness Herself!  Recent 
  developments have also allowed us to take 
  on another duty, that of expanding our 
  domains on this continent for the greater 
  glory of Vanya! 
   
  
  78 
   
  The Land 
  The land upon which this great fortress has 
  been built is largely an unforgiving one.  
  Harsh winds from the Gulf of Mar gust in 
  from the east, forcing great waves to crash 
  against the low cliffs along the coast 
  constantly.  Further inland, and beyond the 
  fort, the land descends gradually into the 
  Aryptian Savannah, a largely arid, empty 
  expanse of land.  Even within our fort we 
  are not completely immune from the 
  elements, for the very winds that smash the 
  shores with waves also bring dampness that 
  chills everyone in this region to the bone.  
  As a result, there is a microclimate here that 
  makes the area feel more like a stretch of 
  land in the Northern Reaches, even though 
  we are not far from the great Aryptian 
  Desert. 
  The fort itself is built atop the highest of the 
  cliffs, such that we have a commanding view 
  of the countryside and the Gulf in all 
  directions.  Due west of the fort, no more 
  than two or three miles distant, lie several 
  small farms, tended by eager colonists.  The 
  soils here are relatively poor, but over time 
  good crops have been coaxed from the 
  reluctant earth.  These souls assist in 
  supplying the Knights, who would 
  otherwise have to rely totally on supplies 
  brought from home. 
  When there is little action, many Knights 
  will assist the farmers in harvesting and 
  sowing, as it is in everyone’s interest that 
  there be enough food for everyone. 
  The People 
  You will not find better people than those at 
  Vanya’s Rest!  Only the most disciplined 
  and stalwart Knights are allowed the 
  privilege of a five-year tour of duty here, 
  and all who come are drilled mercilessly and 
  give top performance at all times.  It is said 
  that many of the top members of the Order 
  had a tour here, such that time spent at 
  Vanya’s Rest is almost a prerequisite for 
  would-be commanders.  The people who 
  farm outside the fort are also dedicated to 
  Vanya, and wish to assist in expanding 
  Heldannic holdings by tilling the soil here.  
  No doubt the promise of free land was also 
  an attraction!  The farmers also have some 
  training with weapons, and many can be 
  called upon as auxiliaries in times of need. 
  Recent History 
  Around 925 AC, certain Hattian 
  worshippers of Vanya - promising fighters 
  and clerics - received dream messages from 
  their Immortal.  She told them to secure 
  their birthright, a land of their own where 
  they could live as they chose.  Before this 
  could come to pass, they had to secure for 
  Her a sanctified place, where Her earthly 
  remains could be protected from infidels. 
  This place in question lies in Davania, on 
  the coast of the Gulf of Mar. 
  The boldest and most pious, eager to prove 
  their worth to Vanya, and to show respect 
  for Her mortal remains, made a great 
  pilgrimage to that region, as foretold in a 
  dream.  They landed after weeks of sailing, 
  and as one force, they stormed the shores, 
  only to find a small settlement, populated by 
  indigenous human tribespeople descended 
  from the Milenians. 
  These people were driven out, their village 
  destroyed, and the entire region was 
  searched until the remains of Vanya were 
  found.  The tribespeople, known as the 
  Meghaddara, were forced to wander the 
  Meghales Amosses Desert and the Aryptian 
  Savannah in search of a new home - and 
  have been the sworn enemies of the 
  Heldannic Knights ever since. 
  The remains were then reverently placed 
  under a stone cairn, upon which was built 
  the great fortress now known as Vanya’s 
  Rest.  Once the fort was complete, in 935 
  AC, Vanya visited Her faithful and told 
  them they had done well, and secured her 
  rest from unbelievers.  She then told them 
  that they had to marshal their forces, and 
  return to Hattias, there to bring all who 
  were true to Vanya’s Path to the ultimate 
  victory, a home of their own.  Most of the 
  Heldannic Knights, as they began to call 
  
  79 
   
  themselves, returned to Hattias, but they left 
  behind a garrison of elite soldiers to guard 
  the fort. 
  Don’t Miss 
  The one thing visitors must not miss is the 
  fort itself!  Those who come to Vanya’s Rest 
  will immediately notice how massive the 
  structure is. 
  The outer walls themselves are at least 1,5 
  meters (five feet) thick, and are 9 meters 
  (thirty feet) in height.  At regular intervals 
  along the walls are stout square towers, each 
  mounted with heavy catapults and ballistae.  
  Finally, the most breathtaking structure 
  within the fort is the Great Cathedral, which 
  houses Vanya’s remains and is decorated by 
  stained glass windows, numerous sculptures, 
  and tall archways, all in a gothic style. 
  Do Miss 
  In the territory claimed by the Knights, the 
  regions immediately to the north should be 
  avoided.  These northern territories are 
  inhabited by the Meghaddara, who have 
  been sworn enemies of the Knights since 
  they were pushed out of their own lands 
  when the fort was built.  Those wearing the 
  insignia of the Heldannic Knights, or who 
  travel in their company, will be attacked on 
  sight by the Meghaddara. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  80 
   
  Atlas Of The Norwold Region 
   
   
  The lands to the far north of civilization is a 
  land of constant warfare and power 
  struggles between the nobility.  Once united 
  as the Kingdom of Norwold, with the 
  disappearance of Alphatia, the region’s 
  former king was unable to hold onto the 
  reins of power.  Now the land is dotted with 
  hundreds of small kingdoms, counties, 
  baronies, and other type of dominions. 
  The realms of Norwold follow the old 
  practice of feudalism, with the local lord 
  controlling all aspects of life within the 
  dominion.  All the rest are merely peasants 
  who toll at their leader’s whims.  Some are 
  lucky and have benevolent rulers, while 
  others are treated no better than slaves by 
  the tyrants who hold the crown. 
  The level of education in Norwold varies 
  greatly, as do the cultures of the inhabitants.  
  Those who colonized from Alphatia tend to 
  be literate, as do the people conquered by 
  the Heldannic Knights (thanks to their 
  forced education of the ways of Vanya).  
  Those of Thyatian descent are semi-literate, 
  while the native Antalian people are mainly 
  uneducated. 
  Norwold is a land where the title of nobility 
  hangs loosely on anyone with power.  Rulers 
  rise and fall constantly, and their power 
  reaches only as far as their armies can reach.  
  Alliances are made as lesser nobles swear 
  fealty to more powerful ones, only to find 
  independence once their liege is 
  overthrown. 
  Many adventurers with money and time to 
  spare try to carve out their own dominions 
  within the valleys of Norwold, only to have 
  another self-proclaimed noble take it away 
  with his own army.  Those with patience 
  enough to try again, or those capable 
  enough of holding their own can quickly 
  forge a dominion that will last years.  
  Norwold is the place where the bold and 
  daring can hope to carve out a nation of 
  their own. 
  Encompassing all the northeastern area of 
  the continent of Brun, Norwold stretches 
  from the frozen Arctic Ocean all the way 
  south to the Mengul Mountains.  The beach 
  along the Alphatian Sea delineates the 
  Eastern margin, while the imposing Icereach 
  Range cuts off western Norwold from the 
  rest of the world. 
   
  CORRESPONDENTS FOR 
  NORWOLD  
  Here is our list of correspondents 
  Arcadius 
  This Traladaran mage is the Baron of 
  Arcadia, a remote and wild dominion in 
  northern Norwold.  The solitary wizard tells 
  us about his barony (and himself) in the 
  description of Arcadia. 
  Christopher Dove 
  Formerly an explorer and archeologist 
  renowned in all the nations of the Old 
  World, Christopher Dove has spent the last 
  ten years teaching Archeology and Ancient 
  History at the Univeristy of Corun in 
  Corunglain (Darokin). He has published 
  famous essays on the Nithian and Milenian 
  civilizations, and has made many interesting 
  discoveries in the past years, the last one 
  being the finding of the Tomb of Nennaya-
  Sherat. 
  Now in his late fifties, this scholarly and well 
  experienced fellow has agreed to join our 
  cadre of correspondents on behalf of his 
  student and our friend Ursula Bremen: he 
  will cover the region of Wendar (of the Old 
  World) and Denagoth for the Almanac of 
  this year.  
   
  Synthala of Aasla 
  Born in the once famous city of Aasla, 
  Synthala is a ranger who worships the 
  Immortal Zirchev.  Having loved animals as 
  a child, she quickly moved to the wilderness 
  lands of Norwold as soon as she could 
  
  81 
   
  afford it.  Her home is now Alpha, the City 
  of Rangers and Foresters.  From there, she 
  travels the breadth of Norwold, exploring all 
  the wilderness she can. 
  This year, Synthala reports to us on Alpha, 
  Oceansend, and the Arch of Fire. 
   
  ALPHA (Kingdom Of) 
   
  Location: South shore of the Great Bay, at 
  the tip of a peninsula. 
  Area: 9,478 sq. mi.  (21,325 km2) 
  Population: 
  90,000, 
  including 
  2,000 
  halflings.   
  Languages: Alphatian Common (Alpha 
  dialect, official), Elvish (Shiye-Lawr dialect), 
  Hin (Lalor dialect), Heldannic, Thyatian 
  Common. 
  Coinage: Alphatian Standard: Crown (gp), 
  mirror (sp), judge (cp).  Coins of many other 
  nations are in common circulation here. 
  Taxes: 20% income tax, collected yearly. 
  Government Type: Independent monarchy 
  part of the New Alphatian Empire. 
  Industries: 
  Agriculture 
  (grows 
  barely 
  enough for its own use), fishing, logging, 
  mining, and trapping. 
  Important Figures: Ericall (King, human, 
  male, F20) 
  Flora and Fauna: Alpha features the plants 
  and animals one expects of the northern 
  wilderness.  The Peninsula claimed by Alpha 
  is devoid of monsters thanks to the Regent 
  Pass, but cold-climate creatures (such as 
  snow apes, white dragons, frost giants, frost 
  salamanders, and sasquatches) fill the rest of 
  Norwold, as well as several scattered 
  goblinoid tribes. 
  Further Reading: CM 1 - Test of the 
  Warlords, GAZ - Dawn of the Emperors 
  boxed Set, AC1010 - Poor Wizard’s Almanac 
  to AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
  Description: by Synthala of Aasla 
  Alpha, the City of Rangers and Foresters, is 
  blocked off from the inland by a large 
  stretch of mountains that cut off the entire 
  peninsula at the neck.  There is only one 
  way through these mountains; an enjoyable 
  hiking path known as Regent Pass.  This 
  narrow and rugged gap is guarded by a 
  fortress garrisoned with an entire unit of the 
  King’s Guard, including his best woodsmen, 
  climbers, and trackers.  This fortress marks 
  the true limits of the king’s lands, despite 
  having once claimed all of Norwold as his 
  kingdom. 
  The Land 
  The land between the garrison at Regent 
  Pass and the city of Alpha is almost 
  completely converted into farmland.  
  Unfortunately, there are only the occasional 
  patch of evergreens here and there, and 
  most wildlife has been hunted to extinction.  
  Druidic lore claims that the soil is rich in 
  nutrients, deposited by glaciers from ages 
  ago.  Various natural lakes and small streams 
  make sure that every farm has an adequate 
  supply of fresh water. 
  At first glance, the City of Rangers and 
  Foresters appears to be one immense 
  fortress, with circles of walls within circles 
  of walls to provide ample defense against 
  any invading force.  But despite the intense 
  fortifications, the city earns is name by the 
  numerous parks and woodlands found 
  within the imposing walls.  In fact, more 
  wild animals can be found within these 
  enclosed parks than in the land outside the 
  city walls. 
  Alpha has a remarkable deep-water port 
  within the Great Bay, and ships from 
  around the world can often be spotted 
  within the large harbor.  Numerous fishing 
  boats can also be seen scattered throughout 
  the Great Bay.  
  The People 
  Ancestry of the Alphans can be traced back 
  to Heldannic, Thyatian and Alphatian roots.  
  Most have been living here so long now that 
  they simply consider themselves Alphans; 
  
  82 
   
  racial ancestry does not mean much to 
  theses simple people.  For some reason, the 
  vast majority seem happy to have a King 
  Ericall to rule them, adding what they 
  believe is a needed form of government and 
  order to their lives.  A rather strange belief 
  for people who prefer to be left alone, but 
  an accepted one none-the-less. 
  Most Alphans are simple farmers or 
  fishermen who do not have the typical 
  Alphatian disdain of non-spellcasters.  Being 
  removed from the former Alphatian 
  mainland, magic did not become so 
  mainstream in Alpha as to affect their lives 
  very much.  In fact, many of them are awed 
  or cowed by displays of the arcane. 
  They are polite and welcome strangers 
  eagerly in exchange for courtesy and the 
  occasional stories about your travels.  Most 
  will mind their own business, and rarely will 
  anyone try to interfere with your plans.  The 
  peasants are content to simply do their work 
  and not get involved in politics and 
  “important” things. 
  Recent Events 
  The topic of the year here in the City of 
  Rangers and Foresters was the wedding 
  between King Ericall and Queen Christina 
  Marie Alanira.  I myself was invited to the 
  wedding (through connections with the 
  Church of Zirchev), attending the lavish 
  ceremony held with the Grand Ballroom.  
  The Grand Ballroom should surely be 
  included in any list of wonders of Mystara, 
  for the design and architecture are beautiful 
  beyond belief.  Even I, who dislikes most 
  buildings, preferring the outdoors, enjoyed 
  my stay in this spacious ballroom. 
  Still, I have changed subjects.  The wedding 
  was a grand affair, attended by almost all the 
  nobles still affiliated with King Ericall 
  (unfortunately for him, that means only a 
  handful).  Wealthy merchant families as well 
  as respected priests (such as the Priests of 
  Zirchev) or other town members were also 
  permitted to attend.  To celebrate the union, 
  the Town Watch has been renamed to the 
  Queen’s Guard.  In fact, the love-smitten 
  king has placed her in charge of the Queen’s 
  Guard; they are rumored to place any of the 
  Queen’s orders before any order given by 
  Ericall himself. 
  The other major event concerns amassing a 
  large defense force.  King Ericall believes in 
  an invasion from Oceansend, and reports of 
  more Heldannic Knights entering the City 
  of the Sea only confirms his worse fears. 
  [Ed’s Note: This is obviously before 
  Oceansend managed to reclaim it’s 
  independence.] King Ericall has started 
  conscripting soldiers, but many oppose this 
  initiative.  The decision is very unpopular 
  with the commoners.  Many believe that 
  Ericall will recall the law any day now.  
   
   
  Don’t Miss. 
  One sight to visit would be the main palace 
  of Alpha.  It lies atop a large hill in the 
  center of the most fortified area of town.  
  Over a dozen huge buildings all 
  interconnected to each other with arches 
  and bridges and walls.  Dozens of chimneys 
  dot the rooftops of the palace, more than 
  likely keeping the place comfortably warm 
  during the cold winter nights here up north.  
  Various small parks and woodlands can be 
  seen within the palace grounds as well, 
  suggesting that great care is taken to 
  maintain its beauty and appearance.  And 
  one must not forget the Grand Ballroom, 
  which is a wonder beyond description.  Still, 
  despite the architectural decorations, the 
  thick walls and several dozen towers clearly 
  indicate that the main purpose of the palace 
  is indeed defense.  
  If there is any sight worth seeing above all 
  others, it would be the temple known as the 
  Forest of Zirchev.  And despite what you 
  may believe, this account is not biased by 
  my worship of that very Immortal.  The 
  Forest of Zirchev is a large temple made out 
  of strong and sturdy oak that stands just 
  over three stories high.  A large brass bell 
  tops the tallest spire, which can be clearly 
  
  83 
   
  heard throughout the city.  The true beauty 
  of the temple is its sheer simplicity.  
  Zirchev, in His wisdom, ordered that there 
  be no fancy decorations, extravagant use of 
  riches, or even statues made to honor Him.  
  The only thing indicating that it is a house 
  of Zirchev is a carving of the Forest 
  Immortal’s face just above the main double 
  doors.   
  Zirchev has granted us many wonderful 
  birds who “sing” the hymns during the 
  prayers that honor Him.  This wonderful 
  chorus has earned the admiration of many 
  Alphans.  Even priests of other Immortals 
  have been known to observe a ceremony or 
  two just to hear the wonders of nature sing 
  in honor of Zirchev.  Because of this, many 
  Alphans have a greater respect for nature 
  than most city-dwellers, as the numerous 
  city parks and the wildlands in the area can 
  attest to.  Nature will therefore never be 
  mistreated, and we owe it all to the Forest 
  Immortal. 
   
   
  ARCADIA (Barony Of) 
   
  Location: West of Oceansend, in the 
  Icereach 
  Mountains, 
  bordering 
  Lake 
  Gunaald. 
  Area: roughly 500 sq. mi. (1,125 km2) 
  Population: About 300, including 250 
  dwarves and 50 humans. 
  Languages: Alphatian Common (Alpha 
  dialect), Heldannic, Dwarven. 
  Coinage: Alphatian standard : Crown (gp), 
  Mirror (sp), Judge (cp); gold nuggets or barter 
  commonly used. 
  Taxes: none, inhabitants sometimes give 
  goods to their baron to gain his protection 
  against dragon attacks. 
  Government Type: Barony in name, no real 
  government. 
  Industries: Fishing, Mining (gold), Crafts 
  (goldcraft, weaponsmithing). 
  Important 
  Figures: 
  Baron 
  Arcadius 
  (human, male, M20), Sandryth (gold dragon, 
  male, young adult), Clanmaster Tark Takkras 
  (dwarf, male, F10). 
  Flora and Fauna: Arcadia consists mostly of 
  high mountain, overlooking western Lake 
  Gunaald.  The cold freshwater lake is rich in 
  fish, which constitute all the animal life that 
  can be found in the area.  A few evergreen 
  trees grow in the small valley bordering the 
  lake, soon replaced by small scrubs then bare 
  rocks on the towering mountains.  Some rare 
  chimeras and wyverns make lair in caverns 
  high in the mountains, while dragons from 
  the Wyrmsteeth to the east occasionally 
  swoop by. 
   
  Description: by Arcadius 
  Hello dear reader. You don’t know me yet, 
  as it is my first time writing an article in the 
  famous Mystaran Almanac.  So, let me 
  introduce myself briefly first, and we shall 
  go on  with the very article later. 
  My name is Arcadius, wizard and scholar 
  from the lands of Norwold.  I was born a 
  Traladaran in a small village of the Grand 
  Duchy of Karameikos, now a Kingdom, but 
  left my homeland in pursuit of greater 
  knowledge.  After some years of 
  adventuring around the Known World and 
  beyond, I opted for settling in Norwold 
  where King Ericall of Alpha was giving 
  lands and titles to worthy heroes - and it 
  seems I did qualify as one such, since I was 
  adoubed Baron.  I conduct studies in the 
  Tower of Arcadia, concentrating on my 
  favorite subjects, which are history, legends 
  and lore, plus occasionally other fields 
  including magic. 
  I spoke with a young Glantrian wizard 
  named Alasdhair McAllister during a visit of 
  mine in the elven Barony of Ironwood.  He 
  told me of his work as a correspondent for 
  the renowned Mystaran Almanac - I myself 
  own a copy of every tome -, and of business 
  
  84 
   
  he had in his homeland that would prevent 
  him from completing his tour of Norwold.  
  I told him about parts of the country he 
  hadn’t been able to see yet, and just before 
  leaving, he asked me to replace him as 
  official correspondent for the Norwold 
  region.  After the initial surprise, I agreed - 
  and there we are. I hope I can live up to 
  Alasdhair’s expectation - and offer you as 
  interesting and complete description as he 
  would have. 
  Alasdhair encouraged me to start this year 
  with my own, petty barony.  Though I find 
  this somewhat pretentious, I shall simply do 
  as he suggests; besides, that should help you 
  know me better than with just this brief 
  introduction. 
  The Land 
  The Barony of Arcadia lies, to most eyes, in 
  the middle of nowhere.  It is an isolated  
  dominion in the tall Icereach mountains, 
  though it also encompasses part of Lake 
  Gunaald.  There is probably a map of the 
  dominion borders in the king’s library in 
  Alpha, but I must admit that it is of no 
  relevance to me.  The fact is I rule only over 
  the Tower of Arcadia, which is built on top 
  of the highest peak of the dominion, and I 
  do not try to enforce any law over the rest 
  of the land that is nominally mine; hence I 
  don’t really know where it starts and where 
  it ends. 
  Most of the land is thus high mountains. 
  This does not mean it is a poor land, 
  however: Though there is almost no 
  vegetation and virtually no animals, the soil 
  is rich in valuable minerals, mostly gold.  A 
  small clan of dwarves runs profitable gold 
  mines a few miles north of the Tower of 
  Arcadia. The highest peaks are covered with 
  everlasting snowcapes, and cold winds from 
  the north blow during most of the year. 
  The Tower of Arcadia is built on top of the 
  highest peak, and is surrounded at all time 
  by snow. Unless you are well-equipped, I do 
  not advise you to go there by normal means; 
  the best way to reach the tower is by air, or 
  by magic.  When the sky is clear, the tower 
  can be seen from below, including by 
  fishermen at work on the lake.  Most of the 
  time, though, clouds block the sight, as the 
  peak’s end stands above the cloud line. 
  A feature of note is Lake Gunaald, which is 
  frozen during a good part of the year, 
  typically from mid-fall to late spring or early 
  summer.  It is a freshwater lake, whose 
  waters abound with delicious white fish 
  called gunaald (the lake is named after the 
  fish) that fetch high price on Leeha’s, 
  Alpha’s and even Oceansend’s markets. 
  Several families live off the lake’s bounties, 
  fishing from small boats in the summer, and 
  making holes through the frozen layer of ice 
  the rest of the year. Most of those fishermen 
  live in the sheltered valley stuck between the 
  lake and the high mountains, because it is 
  quite safe from the cold northern wind 
  thanks to the mountain range. 
  One peculiarity of the barony that surprises 
  many fellow nobles, especially King Ericall, 
  is the fact that I do not enforce taxes of any 
  kind on the few inhabitants of Arcadia, or 
  even a single law.  Truth is, the dwarves 
  govern themselves, with their own 
  regulations and justice, and that wouldn’t be 
  wise to meddle in their internal affairs.  As 
  for the fishermen, they are simple people 
  who don’t need any law to tell them how to 
  live their lives.  However, they both fear me 
  and praise me for supposedly keeping any 
  dragon attack on them at bay, and when 
  they can afford it donate fish supplies or, 
  more rarely, offer their services.  The 
  dwarves also accuse me of being an agent of 
  the dragons that only want to steal their 
  gold, but they trade with me anyway. 
  The People 
  Arcadia is sparsely populated at best, due to 
  the fact that it is such a remote place and 
  that I never actively tried to attract new 
  settlers.  In fact, I never even conducted a 
  census and population numbers I give are 
  estimates only. 
  The majority of Arcadia’s population is 
  made up of dwarves, a single clan of them, 
  clan Takkras.  This clan was established 
  
  85 
   
  some 187 years ago, when the young Tark, 
  youngest son of a clan from Oceansend, 
  discovered how rich in gold the mountains 
  west of Lake Gunaald were.  
  He brought with him some of his previous 
  clan and was designed as clansmaster by his 
  followers, and has since ruled his clan.  The 
  clan’s main business is gold mining, of 
  course, and all sorts of crafts related to the 
  working of gold.  The dwarves often buy 
  tasty fish from the fishermen of the valley, 
  which they pay in raw gold nuggets.  The 
  dwarves are quite paranoid about dragons, 
  whom in their minds are all after their gold.  
  They often accuse me of being in league 
  with them, which I sort of am, not to 
  mention that in their eyes wizards are not 
  much better than dragons in the first place.  
  Anyhow, since they have not suffered from 
  any dragon raids since I settled in Arcadia, 
  they grudgingly recognize that I may 
  somehow protect them, and occasionally 
  trade with me precious, beautifully crafted 
  items that I use as vessels for my magical 
  experimentations in exchange for magical 
  items and commodities that I bring back 
  from Alpha or Oceansend or beyond. 
  The rest of the population are native 
  fishermen of Antalian descent who have 
  been living off the bounty of the nearby lake 
  for an unknown number of generations.  
  They sell gunaald they don’t eat to the 
  Takkras dwarves, or smoke it and carry it 
  downriver and sell it to the Hins who are 
  fond of it.  And the leftover they give to me, 
  hoping the dragons and I keep on leaving 
  them alone... 
  Recent History 
  Dwarves and native humans have been 
  living in the area for quite some time, since 
  long before Arcadia herself was founded.  
  Dwarves moved to those high mountains 
  187 years ago when they discovered gold 
  veins, and will likely stay there as long as 
  there is an ounce left to mine.  The 
  fishermen have been living by the lake for 
  an unknown duration, as they don’t keep 
  any records.  From their language I 
  speculate that they have been living there in 
  complete autarchy since the earlier days of 
  the ancient Antalians, before Loark’s horde 
  brought the dark age of most of their 
  people.  In their secluded valley, the 
  scattered fishermen probably went 
  undiscovered and lost contact with other 
  tribes.  According to the Hins of Leeha, at 
  one time they found about the fishermen 
  and their wonderful gunaald and began 
  trading with them.  Unfortunately those 
  events, if they ever happened that way, are 
  undated. 
  The Barony of Arcardia is fairly recent in 
  comparison. I was appointed baronial status 
  in AY 2002 [Editor’s Note: AC 1002], and 
  the erection of Tower Arcadia took until AY 
  2004 [AC 1004] because of its uneasily-
  accessed location. And yet I got help from 
  the Dwarves - for a hefty price, but that was 
  well worth it.  Since Arcadia is so isolated 
  from the rest of Norwold and since I do not 
  levy an army, Arcadia has been unconcerned 
  by the recent wars that have spread 
  throughout the continent.  With no taxes or 
  troops coming from Arcadia, I am left 
  pretty to my own devices by King Ericall. 
  The only exception to this concerns 
  dragonkind.  I am in permanent contact 
  with the Kingdom of Dragons in the 
  Wyrmsteeth through Sandryth, a golden 
  dragon.  This is part of an agreement 
  between the Council of Dragons and myself 
  upon establishing my barony, which states 
  they would agree to share some of the 
  knowledge they have accumulated over the 
  millennia with me - I hope to one day being 
  allowed into their hidden city - in exchange 
  for my help in having the humans and 
  especially their lords not encroaching upon 
  the draconic lands or slaying non-renegade 
  dragons. Sandryth and I are diplomats of 
  sorts between the two races. 
  On that matter, there is one event in recent 
  history that I wish to clarify, concerning the 
  dragons’ assault on Heldannic Warbirds 
  above Oceansend.  King Ericall did ask me 
  to petition the Council for such an action, 
  
  86 
   
  but I was not surprised when Sandryth 
  answered that the dragons would not get 
  involved into human business and hereby 
  violate an ancient treaty, unless the 
  Heldanners actually attacked them first.  
  However, Ericall was not satisfied with that 
  decision and tried to find some more open-
  minded dragons - as he didn’t need a full 
  commitment from the dragons in the first 
  places, just a handful of them to keep the 
  Warbirds in check.  Thus he contacted a 
  young, active red who was upset by the 
  conservatism of the Council and decided to 
  act, sure that the Council Elders would in 
  time back the move. 
  Don’t Miss 
  Two things: If you like good, freshly fished 
  gunaald, try fishing with the natives, and if 
  you like beautiful landscapes, take a look at 
  Tower Arcadia perched high in the 
  mountains during a clear day from either the 
  valley below or from the lake. 
  Do Miss 
  The renegade dragons that occasionally 
  venture or make their lair in the vicinity. 
   
   
  ARCH OF FIRE (Geographical 
  Feature )[And Efreet Kingdom?  Ed.] 
   
  Location:  northeastern reaches of the 
  Icereach Range, Norwold. 
  Area: app. 5,000 sq. mi. (11,250 km2); about 
  2,500 sq. mi. (5,625 km2) around each 
  volcano. 
  Population: Believed to be 2,500 efreet, 
  1,000 fire elementals, and 400 sollux. 
  Languages: Unknown languages from 
  elemental plane of fire.  
  Coinage: Unknown, if any at all. 
  Taxes: Unknown, if any at all. 
  Government Type: Unknown. 
  Industries: Unknown. 
  Important Figures: Feudelance (Brother of 
  the Sun, sollux, male, F14). 
  Flora and Fauna: small plants and animals 
  common in more southern regions than 
  Norwold. 
  Further Reading: CM 1 - Test of the 
  Warlords, GAZ - Dawn of the Emperors 
  boxed Set. 
   
  Description: by Synthala of Aasla 
  Those who’ve read the Mystaran Almanac 
  for AC 1014 probably remember an entry 
  describing the Arch of Fire.  At the behest 
  of the editors of the Almanac, I’ve returned 
  to the region to verify reports of a war 
  taking place at both Mount Cantrinus.  It 
  seems indeed a great battle is taking place.  
  But first, let us take a look at the area. 
  The Arch of Fire 
  You can find the Arch of Fire 
  approximately half-way between a large 
  swamp along the clear White Bear River and 
  the large, picturesque Icereach Mountains.  
  For those not familiar with the wilderness 
  regions of Norwold, it would be about 15 to 
  20 days travel west of the city of Leeha.  
  You’ll know you’re on the right track soon 
  enough as the Arch of Flames can easily be 
  seen up to 5 days away during the darkness 
  of night. 
  A large ribbon of flames leaps out of 
  Northern Mount Cantrinus and lands a 
  good four days walk to the south in 
  Southern Mount Cantrinus.  The arch 
  created must reach a height of 4 to 6 miles 
  (7 to 10 km) at the very least.  It seems that 
  the two volcanoes form some sort of planar 
  conduit, creating a loop to and from the 
  Elemental Plane of Fire.  Because of this, 
  sage believe that the Arch of Fire will be a 
  permanent feature of the region. 
  The Land 
  The land around the volcanoes are 
  wastelands of fire.  This area is relatively flat 
  considering how mountainous and jagged 
  the rest of the Icereach Range is.  The entire 
  
  87 
   
  zone is crisscrossed with flowing streams of 
  molten lava, which in turn melt all the snow 
  on the mountain peaks and create rivers and 
  lakes of meltwater.  These rivers just as 
  easily lead to rivers or lakes of lava, plunging 
  into the molten rock.  Steam rises at these 
  mixing points, creating dangerous patches 
  of boiling vapor.  The entire place is a 
  deathtrap to those not experienced with the 
  outdoors.  Falling in any of the lakes is liable 
  to cause you to freeze to death, while the 
  lava flows will melt even your bones.  Steam 
  geysers are relatively common as well, 
  creating hidden traps for those not paying 
  attention to their surroundings. 
  The vegetation here is rather unusual for 
  Norwold.  Because of the intense heat in the 
  areas directly around the volcanoes, species 
  that are normally not present in the north 
  are thriving here.  Even small mammals that 
  normally avoid the cold and snow can be 
  found scurrying about.  Despite this, 
  vegetation and animals are very rare; it’s just 
  too dangerous to have a thriving ecosystem.  
  Another problem is the fact that the rivers 
  of lava often change course, burning up 
  whatever is in the way.  Most areas are also 
  covered in solid rock, obviously of volcanic 
  origin.  There is therefore little soil for 
  plants to grow or live on. 
  The People 
  As determined last year, the two volcanoes 
  of the Arch of Fire are inhabited.  Northern 
  Mount Cantrinus has been transformed into 
  a stronghold under the control of what 
  appears to be two to three thousand efreet.  
  Not much is known of their culture, but 
  they definitely appear expansionist and 
  tyrannical.  It would be dangerous and 
  foolish to approach and try to learn more 
  about them. 
  Southern Mount Cantrinus is the home to 
  about one thousand fire elementals.  
  Although more friendly than the efreet, they 
  still have no cares what-so-ever about the 
  life here on the Prime Plane, and one can 
  never be too sure what type of reception to 
  expect from them.  Sometimes they’ll burn 
  visitors, sometimes they won’t.  Those that 
  aren’t destroyed are either conscripted and 
  forced to fight the efreet, or thrown out of 
  their territory. 
  A new culture has arrived on the scene since 
  last year.  A camp of about 400 sollux [A 
  full description of a sollux is available in the 
  Mystara Monstrous Compendium 
  Appendix.] have been created in the plains 
  between the two volcanoes.  These strange, 
  red skinned humanoids are very war-like 
  and disciplined.  They are obviously trying 
  to eliminate the efreet on Northern Mount 
  Cantrinus, and have engaged in numerous 
  battles with them. 
  Unlike the other creatures, the sollux are at 
  least approachable by visitors.  It seems that 
  all the sollux here are members of a 
  Brotherhood of the Sun, some sort of 
  knightly order which has sword to destroy 
  all efreet found on Mystara.  Their leader, 
  Feudelance, invites everyone to join them 
  on their holy mission.  It seems this event is 
  a first in the history of their people.  Never 
  have so many Sun Brothers united to face 
  the efreet.  Then again, they claim that never 
  has there been this many efreet in any one 
  place.  Feudelance insists that this is merely 
  the staging ground for the efreet and that 
  they will try to invade all of Mystara from 
  here.  The Sun Brothers plan on stopping 
  them well before then, however. 
  The sollux found here at the Arch of Fire 
  are very militaristic and orderly.  Still, they 
  are also all Sun Brothers, therefore I have 
  absolutely no idea whether their true 
  communities behave in this matter, or 
  whether this is just the way of life at their 
  military camps.  After all, one can’t judge the 
  Thyatians by the way their Legionnaires 
  behave in their various camps. 
  Recent History 
  From what I’ve managed to learn from 
  Feudelance, it seems that the Arch of Fire 
  has been the home to several thousand fire 
  elementals until about 5 years ago.  At that 
  point in time, the efreet conquered the 
  Northern Mount Cantrinus and started 
  
  88 
   
  created their stronghold.  Blocked off from 
  reinforcements from the Plane of Fire, the 
  elemental population has slowly dwindled 
  over the years (some fled back to the Plane 
  of Fire, others were killed by the efreet).  
  And so it would have continued until last 
  year. 
  That is when the Brotherhood of the Sun 
  learned of the efreet city.  They have been 
  trying to destroy it ever since.  At first, a 
  small group of three Sun Brothers arrived, 
  but when they saw their opposition, they 
  made the historical call to amass an army of 
  Sun Brothers.  This army is still in the 
  process of being built [Apparently the Sun 
  Brothers have been scattered throughout 
  Mystara until this gathering.  It will take 
  much time for all of them to arrive or even 
  receive the word of the forming of an army.  
  Ed.], but so far 400 sollux have responded.   
  Feudelance wishes to thank the writers and 
  editors of the Almanac, as it was through 
  their description of the Arch of Fire that 
  they learned of the presence of the efreet.  
  Now the battle rages on, and Feudelance 
  insists it will continue until every last efreet 
  is destroyed. 
  The fire elementals, which have been saved 
  by the arrival of the sollux, do not 
  participate in the war.  They merely watch 
  the two groups fight it out.  If thankful for 
  their rescue, they have yet to show it. 
  Don’t Miss 
  There is really no way to describe it beyond 
  what was mentioned by Alasdhair 
  MacCallum last year: “Well, the Arch itself is 
  one of the wonders of the world, a beautiful 
  sight that is definitely not to be missed if 
  one has the occasion to visit.” 
  But as I’ve mentioned, this is not a journey 
  for someone who does not have any 
  wilderness skills.  For those who do, even 
  the trip here from Leeha will be filled with 
  beautiful sights and scenery that is not to be 
  missed by any nature lover. 
  Still, the Arch of Fire is best viewed from 
  far.  If you get too close, you will more than 
  likely get caught up in the interplanar war 
  that is transpiring.  And unless you happen 
  to be immune to fire, it is definitely not 
  something you want to see or do. 
   
   
  DENAGOTH (Kingdom Of) 
   
  Location: 
  Southwestern 
  reaches 
  of 
  Norwold, just west of the Heldannic 
  Territories.  It is also just north of Wendar, a 
  nation of the Old World. 
  Area: 125,000  sq. mi. (281,250 km2) 
  Population: 280,000, roughly 25% human 
  and 75% goblinoid; estimated demihuman 
  (elf) population: 500. 
  Languages: Denagothian, Orcish, Gnoll, 
  Goblin, 
  Heldannic, 
  Elvish 
  (Geffronell 
  dialect). 
  Coinage: Gold (gp), Silver (sp); barter 
  common. 
  Taxes: 30% income tax, collected yearly. 
  Government Type: Dictatorship in which 
  the ruler calls himself King. 
  Industries: 
  Hunting, 
  Raiding, 
  Mining, 
  Agriculture (grows barely enough for its own 
  use) 
  Important Figures: Landryn Teriak, the 
  Shadowlord (vassalich, male, M14). 
  Flora and Fauna: The area known as 
  Denagoth comprises one great oak forest to 
  the east that dates back to the old Blackmoor 
  era and another forested region to the west 
  mostly made of dead trees.  Throughout the 
  whole region the terrain is rocky and difficult 
  to cultivate, if not impossible. 
  The Avien Plains, in the central southern part 
  of Denagoth, is the only area where the soil 
  is somewhat able to produce crops and where 
  cattle can be tended without particular 
  problems. The northern zone is basically a 
  rocky waste that gives way to swamps and to 
  the frozen tundra at the highest latitudes. The 
  
  89 
   
  animals commonly encountered in Denagoth 
  are moose, elks, bears (all species, especially 
  grizzlies), wolves (even dire wolves), wild 
  boars, snakes and mountain lions.   
  The land is a heaven for goblinoid races, and 
  many tribes of orcs, hobgoblins, goblins, 
  bugbears, gnolls and some ogres live in the 
  foothills and on the highest peaks of the 
  mountains, as well as in the forests.  
  The Mengul Mountains are home of a vast 
  variety of monstrous species, such as: snow 
  apes, white apes, giant bats, dragons (white), 
  harpies, giant ferrets, sasquatches, and 
  unicorns. Black dragons abound in the 
  swamps and forests of the entire region, 
  unchallenged masters of the draconic race 
  inhabiting Denagoth. 
  Further Reading: X11 - Saga of the 
  Shadowlord, AC1011 - Poor Wizard’s 
  Almanac 2 and AC1012 - Poor Wizard’s 
  Almanac 3. 
   
  Description: by Cristopher Dove 
  Once a venerable wendarian elf told me: 
  “Denagoth be the place where Evil abides, 
  for nobody could stand its filth but Cursed 
  Beings”.  I must say I was eager to see this 
  accursed place with my very eyes, and this is 
  the reason I joined the Elven Army in their 
  Crusade.  Now I have seen and I have lived 
  to tell of it, but still in my dreams I am 
  haunted by... by the malign spirit that 
  impregnates this place, I dare say.  
  Denagoth is an ancient land dominated by 
  savage folks which have nothing in common 
  with us humans. 
  Denagoth is a land where only the fiercest 
  can survive, where every day you’ve lived on 
  you know it’s a day wrestled away from 
  death’s grasp.  I strongly believe Denagoth 
  is a land of fiends and monsters, and no 
  matter what the elves will do to conquer and 
  to claim it as their own, they will never tame 
  the beastly soul of this region. 
  In this report to the Almanac I will only 
  detail the south-western part of Denagoth, 
  that is the only region so far explored by the 
  Elven Army.  If things go well as planned, I 
  will be able to see the western part next 
  year, and maybe then I’ll send my next 
  account (if I’m lucky enough to be still 
  alive).  There is however the possibility I go 
  with a secret expedition to the northern 
  uncharted lands for a very important 
  mission, because they seem to require 
  someone who is experienced with ancient 
  history and dead languages.  Either way, 
  dear readers, you will have to wait until next 
  year for the rest of my report about 
  Denagoth and its inhabitants. 
  The Land 
  North of Wendar and beyond the Mengul 
  Mountains lies a huge plateau about 7,000 
  feet (2,000-2,500 meters) high.  On the top 
  of this plateau sits most of the land 
  commonly referred as Denagoth, which 
  nowadays someone has begun calling 
  “Kingdom”.  At the feet of this imposing 
  plateau, just past the Mengul Range and the 
  Naga river, lies a small village named Geron, 
  which is technically part of the Kingdom of 
  Denagoth... or better to say “it was” until 
  the Elven Crusaders conquered it in the 
  recent war waged against the Shadowlord, 
  rumored to rule over all of Denagoth.  The 
  Naga river, a rather narrow but dangerous 
  and insidious river that flows down the 
  Mengul Mountains into Heldann, is the 
  natural border between Wendar and 
  Denagoth.  The only two known ways of 
  crossing it are the rope bridge that lies about 
  10 miles north of the main trail, and the 
  Geron Bridge, a wooden bridge at the end 
  of the major trail that leads directly to 
  Geron and that used to be heavily patrolled 
  by Denagothian pikemen. 
  Geron itself is a rather small village 
  inhabited by humans only, the kind of stock 
  you can find only in Denagoth.  Tall, 
  muscular and hairy people with rather dark 
  complexion with the love for war and hunt: 
  this is the portrait of the common 
  Denagothian human male (and female), and 
  he doesn’t seem so much different from the 
  humanoids that live above the plateau.  
  
  90 
   
  Before the war Geron counted about 150-
  200 souls, along with a standing 
  Denagothian contingent of 100 pikemen (all 
  humans).  Now they’ve been reduced to 
  only 50 people, mostly teenagers and 
  women, while the soldiers have all been 
  killed. 
  Another feature of this village was the 
  Temple of Idris, a small building dedicated 
  to the worship of this ancient and obscure 
  deity which seems to be at the center of 
  every denagothian community.  After the 
  siege of Geron, the temple was burned 
  down by the elves and its priests left inside 
  to suffer the same fate [Author’s note: the 
  elves almost seemed to enjoy the sight of 
  those humans screaming in pain while 
  burning alive.  This was the first of many 
  atrocities I had to witness in this war from 
  both parts, and this has led me to draw 
  some conclusions on Denagoth I will 
  expose fully at the end of this chapter]. 
  Once you leave Geron, you have to face the 
  climb to the top of the plateau, which 
  means about one or two days marching on 
  steep trails, exposed to chilling winds, 
  landslides (or avalanches, depending on the 
  period of the year) and fierce predators both 
  terrestrial and aerial.  Once arrived at the 
  top of the plateau, the traveler finds himself 
  in a cold grassland bordered to the east by a 
  marvelous thick green forest of oaks, 
  whereas another forest can be seen (in the 
  days of clear weather) far ahead to the 
  north. 
  The Elven Army chose to explore the 
  eastern forest, called Great Forest of 
  Geffron, because this was the place where 
  the previous expedition was being held 
  prisoner along with some native elves.  The 
  Great Forest of Geffron is a breathtaking 
  place, especially if you love nature in all its 
  wild beauty.  It is doubtless the most ancient 
  forest I’ve ever seen or heard of, and I’ve 
  myself seen many Alfheimers sigh of 
  astonishment and of joy while they began 
  exploring its trees and paths.  The oaks are 
  so high that even the elves were afraid of 
  climbing up to the top branches to take a 
  look of the surrounding area, so that many 
  times the sergeants of each squadron had to 
  threaten the lookouts to make them 
  accomplish their duty.  Yet, the stunning 
  beauty of the place is somehow dulled by 
  the constant threat posed by the humanoids 
  and the monsters dwelling here.  The 
  animals living inside Geffron must have 
  been seriously reduced in number by these 
  monsters, for we have encountered very few 
  of them, and the elves have also reported no 
  sign of fairy folk presence inside the woods, 
  which is quite alarming in such a silvan 
  environment.  Along the common pathways 
  found inside the forest, remains of burned 
  down elven villages can be found, with 
  dozen skeletons still dotting the grass in 
  most cases.  These are, according to the 
  elves of the first expedition, what remains of 
  the Geffronell elves who lived in the forest, 
  exterminated some decades ago by the 
  forces of the Shadowlord who now rule 
  over this region. 
  As a final note about Denagoth, I have a 
  consideration to make that arose from my 
  observation of the facts occurring in this 
  war.  I know that every war is a sad and 
  dramatic event that can often transform 
  soldiers into cold killers, but this 
  consideration doesn’t help to explain the 
  mutation I’m witnessing in the elves 
  engaged in this conflict.  They are not 
  fighting for their homeland, nor for their 
  close relatives and they have no past grudge 
  against the Denagothians, save the common 
  hatred of elves towards goblinoids.  And yet 
  they have many times showed such a 
  contempt and a fury towards both human 
  and humanoids that have led them 
  performing inhuman deeds.  The burning of 
  the Idris Temple in Geron was a good thing, 
  but the way they assassinated the priests (by 
  letting them burn inside it) was a sadistic act 
  the elves normally would have condemned.  
  Also, the ruthless slaughtering of villages of 
  goblinoids has been a common practice 
  since our entry into the Geffron Forest, and 
  when I say slaughtering I don’t mean killing 
  
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  of goblinoid warriors, but mass murder of 
  females (even pregnant ones), elders and 
  whelps.  Sure, I know they could have posed 
  a problem later on, but something still 
  mystifies me about this whole thing.  The 
  elves are somehow becoming more feral and 
  much more similar to the goblinoids they 
  fight, and I suspect this has something to do 
  with this land.  Denagoth is a cursed land in 
  the very sense of the term, and whoever 
  walks on this soil seems bound to become 
  prey of his darker instincts.  I don’t know 
  what or who bestowed this curse upon 
  Denagoth, but I suspect the Shadowlord is 
  somehow connected to it. 
  Whichever the truth, the evil that permeates 
  this place has a nasty effect on those who 
  live here, enhancing their chaotic and 
  beastly nature: I only hope for the elves’ 
  sake they manage to win this war before 
  they are turned into the same enemy they’re 
  trying to defeat. 
  The People 
  As I’ve previously said, the Denagothian 
  human people are not really that much 
  different from the goblinoids they live 
  alongside.  They are much stronger, tougher 
  and more resistant to the harsh climate than 
  the common northmen (such as the 
  inhabitants of Norwold or the Northern 
  Reaches), yet their complexion is strangely 
  darker, more similar to the Thyatian stock 
  than to the classic northmen.  Also a strange 
  fire seem to burn in their eyes, a light that 
  sometimes makes them look very similar to 
  hairy humanoid brutes: I suspect they 
  actually accept the beast that dwells within 
  them, instead of trying to dominate it like 
  civilized people do.  All considered, the 
  Denagothians are a proud and fierce folk, 
  much like the Heldanners to the east, but 
  they somehow retain some physical and 
  above all behavioral traits that always stress 
  the link they still share with the animals... or 
  even with the goblinoids.  They live for the 
  hunt, and the war, being the greatest of 
  hunts, is highly regarded.  But I can sense 
  they also have a deep love for peace, which 
  for some mysterious reasons they have been 
  taught to hide away.  I suspect the Idris 
  Church of Denagoth is responsible for this...  
  And of course there are the goblinoids of 
  Denagoth, who along with the humans 
  share the status of “citizens” of this brutal 
  kingdom.  Orcs are the most common 
  species, followed by goblins, hobgoblins, 
  gnolls and bugbears (so far the races we’ve 
  met during our exploration/conquest of the 
  Denagothian plateau).  However, these 
  creatures seem much more proud and 
  intelligent than the common goblinoid 
  found in the Broken Lands, even though I 
  must admit that the recent events in Glantri 
  have aroused many doubts regarding my 
  factual knowledge of the humanoid race.  
  Anyway, all the goblinoids the elves have 
  captured and interrogated after each battle 
  were surprisingly stubborn and even heroic, 
  refusing to give away but the smallest detail 
  on their strategy or tactical disposition.  
  Whether they did it because they didn’t 
  know anything or because they didn’t want 
  to betray their comrades I don’t know.  The 
  only thing I can say for sure is that they 
  didn’t seem to be afraid of the elves nor of 
  their torture methods (and I can testify they 
  are some of the most unpleasant I’ve ever 
  witnessed).  I can only hypothesize that they 
  were probably afraid of upsetting a far more 
  dangerous power had they confessed what 
  they knew: probably their leader, the 
  Shadowlord, or maybe the goddess Idris... 
  These humanoids make up most of the 
  Shadow Army, as they call it, and many 
  actually hold high positions in its ranks, and 
  this only reinforces my idea that the 
  goblinoids living here are far more 
  intelligent and strong willed (and thus more 
  dangerous) than their southern “cousins.”  
  It seems like they have been somehow 
  instructed and trained by their master, for 
  their tactics are really well planned and 
  extremely deadly.  I suppose we shall learn 
  more about them only by going far deeper 
  into their territory, either to the west or 
  north, where it is said their cities lie. 
  Finally, talking about the inhabitants of 
  Denagoth I cannot avoid to mention the 
  
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  Geffronell elves who still live here.  They 
  are the only survivors to the complete 
  extermination of a whole race ordered by 
  the Shadowlord and happily carried on by 
  his minions.  According to the tales of the 
  few survivors we found in the keep of Drax 
  Tallen, there are currently in Denagoth no 
  more than 500 elves, whereas about 200 
  years ago they numbered about 100 000, 
  counting also the elves of the now dead 
  Lothenar Forest to the west.  This 
  thoroughly planned massacre left a deep 
  scar on the survivors, and I think that not 
  even a whole elven lifespan will help to heal 
  it.  These elves are now only ghosts, faint 
  shadows of their former selves who don’t 
  seem to have anything more to live for.  The 
  Alfheimers and the Genalleth elves have 
  many times offered them help and a new 
  place where to take refuge, but they 
  stubbornly refuse to leave their forest and 
  insist on being let alone to mourn for their 
  dead and their tragic fate.  Sometimes I pass 
  by one of them in the halls of Drax Tallen 
  without even noticing his presence, like a 
  shadow of a long forgotten past.  Yet I can 
  see the fire of rage and the need for 
  vengeance burning inside of them, but the 
  question is if this fire will be strong enough 
  to heat their now frozen-to-death heart. 
  Recent History 
  It seems that in the recent years the 
  Shadowlord army has been training for this 
  war, as if it expected it.  Surprisingly 
  enough, the recent history of the region is a 
  peaceful one.  The folk living here is 
  resigned to live under the Shadowlord’s 
  tight grip and so there have been only a 
  handful of rebellions led by human 
  Denagothian leaders against him, all crushed 
  in a matter of days by something called the 
  Special Security Squadrons (a sort of secret 
  army of spies).  The oldest history is still a 
  mystery, and an intriguing one, which I am 
  resolute to unlock in the following months. 
  Don’t Miss 
  There is one place in the Great Forest of 
  Geffron that really deserves a visit, and this 
  is Enoreth Shrine.  I don’t know much 
  about its history because the Geffronells are 
  very reserved and currently distrust humans 
  (who could blame them for this after what 
  the Denagothians did them?), but it seems 
  this is the burying place of some very 
  important elven sage of the remote past.  
  The whole hill atop where the shrine lies is 
  surrounded by an aura of peace and 
  calmness which is very similar to that found 
  in the temples of Koryis in Darokin.  
  Whoever enters there is suddenly becalmed 
  and strangely begins to experience 
  reminiscences of his past, remembrances 
  that bring him happiness and satisfaction, 
  washing off anger and fear.  It is a veritable 
  place of inspiration for everyone, and some 
  Geffronells told me that the most beautiful 
  elven works of art have been accomplished 
  while their authors lived near this shrine.  I 
  can say for myself that only during the time 
  we spent up there I was able to forget that I 
  was accompanying an army into the enemy 
  territory filled with malevolent beings.  The 
  Enoreth Shrine must be preserved at all 
  costs, for it is the only area of the forest that 
  still retains the feelings that once the whole 
  forest could inspire in its inhabitants. 
  Another rather interesting and mystic place 
  to be found inside the Great Forest of 
  Geffron is Sylarkh’s Rest, also known as the 
  Dragon’s Tomb.  About a mile eastward of 
  Drax Tallen there is a huge mound that 
  constantly radiates a golden aura: this is 
  believed to be the tomb of Sylarkh, one of 
  the two gold dragons that accompanied a 
  hero of the past called Henadin.  The elves 
  speak highly of this Henadin, giving him a 
  big role in the fall of the Essurian Kingdom 
  that occurred about two hundred years ago.  
  According to their legend, Henadin led a 
  group of tribes from the north to conquer 
  Essuria, and at the end of the war he laid 
  siege to Drax Tallen and defeated the last of 
  the Essurian Kings, Landryn Teriak.  During 
  the final battle one of the two gold dragons 
  who accompanied him, Sylarkh, was slain by 
  Landryn, and after avenging her death, he 
  built the mound to hold the mortal remains 
  of the wyrm.  That was the last time 
  
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  Henadin was ever seen in Essuria and in the 
  whole Denagoth, as he vanished from the 
  battlefield together with his other dragon 
  companion.  But this is not the end of the 
  story.  Some elven sages speculate that 
  Sylarkh was none other than the daughter of 
  Henadin and that the other gold dragon was 
  his mother and Henadin’s wife.  Many 
  Geffronells also affirm that every year the 
  ghost of Henadin visits the tomb where he 
  can be seen playing around with a small 
  blonde haired child: Sylarkh in her human 
  form.  The place radiates indeed an 
  atmosphere of grief and loneliness, but it 
  can also be immensely cozy and warm, 
  especially during the long winter nights.  
  The temperature around the mound is 
  always the same (about 15 C), and even the 
  wind and the weather seem to be 
  particularly mild in that point of the forest.  
  Many elves and myself experienced strange 
  dreams while resting near the mound, but 
  none of them were at all frightening.  On 
  the contrary, they seemed to be some kind 
  of omens, predictions of future events that 
  would have befallen the dreaming person.  
  They obviously need to be interpreted, but 
  many can be surprisingly clear, I assure you.  
  A place to go if you need advice from 
  Destiny or from the Immortals (for those 
  who believe in them). 
  Do Miss 
  Two things to miss if you’ll ever venture in 
  the Great Forest of Geffron: Drax Tallen 
  and Aeleris Pits. 
  I’ve made many references to Drax Tallen 
  throughout this report, but this is the first 
  time I have the opportunity to describe it 
  properly and I have only one word for it: 
  oppressing.  Drax Tallen is a huge keep built 
  atop the remains of an ancient city, as I’ve 
  had the chance to verify.  It was the 
  headquarters of the Shadow Army stationed 
  in the Great Forest of Geffron, and it 
  probably hosted more than 2000 soldiers 
  before the elves’ overtook it.  However, 
  when the Elven Army finally broke in, no 
  more than two dozen goblinoids were found 
  inside its walls: the body of the Shadow 
  Army had apparently vanished without any 
  logic explanation.  After a long search of the 
  keep, some elven scouts discovered a vast 
  network of tunnels in the citadel dungeons: 
  the elves had finally found the explanation 
  for the sudden disappearance of the 
  enemies.  Drax Tallen is made up of four 
  main buildings: the Armory, the Guards’ 
  Tower, the so called House of the Kings 
  and Drax Tallen itself, a round imposing 
  keep.  A huge catacomb complex links the 
  four aforementioned buildings and nasty 
  creatures patrol it, especially undead that the 
  elves are planning to dispose of.  The overall 
  atmosphere you get when inside Drax 
  Tallen is of a filthy and oppressing building, 
  built only to remind those who live there or 
  who look at it that they are living only 
  because some higher being allows it.  One 
  almost feels enslaved while walking among 
  those once magnificent halls, and I myself 
  have sometimes looked behind my back 
  with the strange eerie feeling that somebody 
  or something was following me... or was 
  about to touch me.  I think this is a haunted 
  place that the elves will be better to destroy 
  after the winter has passed, in order to avoid 
  strange incidents or diseases befall their 
  troops. 
  And the Aeleris Pits are not that different 
  from Drax Tallen, only more dangerous.  
  While I am not completely sure that Drax 
  Tallen is inhabited by evil spirits, I know for 
  a fact that the Pits teem with undead 
  monsters.  The area is named after the first 
  unlucky scout who found them, and it is 
  basically a huge unholy graveyard.  The 
  whole area is dotted with open graves, and 
  at the very heart of this big patch of trees 
  lies a grim gap where the legend says the 
  Shadowlord threw all the corpses of the 
  elves he used as guinea pigs for his 
  experiments or for torture.  It seems that he 
  cast on them a curse which prevented all 
  those poor souls to achieve true death only 
  because he wanted to torment them also in 
  the afterlife.  Now this part of the forest 
  near the southern border is teeming with 
  undead entities who roam the woods 
  
  94 
   
  looking for eternal rest.  Some of them are 
  harmless, but most of them have been 
  driven insane by the years of undeath and 
  are nothing more than scavenging monsters 
  whose only purpose is now to suck life out 
  of the living people.  Some elves speculate 
  that there must be an evil mastermind that 
  controls all of these undead, but the truth 
  has yet to be discovered (and the Alfheimers 
  don’t seem that eager to learn it). 
   
   
  HELDLAND (New Heldannic 
  Territory Of) 
   
  Location: 
  South-eastern 
  portion 
  of 
  Norwold; south of Oceansend and North of 
  the Heldannic Territories. 
  Area: 150,000 sq. mi. (337,500 km2) are 
  claimed. 
  Population: 25,000 (10,000 in Landfall, 
  5,000 in Forton). 
  Languages: Heldannic, Thyatian Common 
  (Hattian dialect), Alphatian Common (Alpha 
  dialect).  Thyatian is the official language. 
  Coinage: Groschen (5 gp), gelder (gp), erzer 
  (ep), markschen (sp), fenneg (cp). 
  Taxes: 15% income tax collected 4 times a 
  year. 10% tithe to the Heldannic Knights, 
  collected once a year.  Poll tax of 1 gp per 
  year on those who refuse military service.  
  Taxes are waived for the first 2 years for new 
  immigrants. 
  There is also a 5% sales tax on all items but 
  food and clothing (these taxes are not 
  waived). 
  Government Type: Military theocracy. 
  Industries: Hunting, mining, lumber. 
  Important 
  Figures: 
  Governor-General 
  Helga Schonberg (human, female, P12 of 
  Vanya).  
  Flora and Fauna: One can commonly 
  encounter animal herds such as sheep and 
  moose, bears, giants (mountain, hill, stone, 
  and the rare frost), goblinoids, lycanthropes, 
  sasquatches, and wolves.  Dragons also 
  venture into the territory from the northern 
  mountains. 
  Further Reading: CM1 - Test of the 
  Warlords, Dawn of the Emperors boxes set, 
  AC1010 - Poor Wizard’s Almanac to AC 
  1012 - Poor Wizard’s Almanac 3, Joshuan’s 
  Almanac. 
   
  Description: by Sir Hendrik Gultzer, 
  servant of the Glorious Lady Vanya. 
  It is with pride and pleasure that I describe 
  to the readers about the glory and valor of 
  the people of Heldland, the New Heldannic 
  Territory.  I hope that this factual 
  documentation will also prove to the readers 
  that all the evil and tyrannical stories heard 
  back in the Old World are nothing more 
  than that: stories. 
  So learn about the wondrous life in 
  Heldland.  Perhaps you too will be one of 
  the brave new colonist who will carve out a 
  home in these wild lands.  Be assured, all 
  who do will be remembered always for their 
  help in spreading the true Glory of Vanya. 
  The Land 
  The area of Heldland stretches from the 
  northern borders of the righteous Heldannic 
  Territories all the way up to the foothills of 
  the Final Range in central Norwold.  The 
  western border is marked by the 
  impenetrable Mengul Mountains, while the 
  eastern borders fall within the Alphatian 
  Sea. 
  The land is covered with forests ripe for 
  wood cutting, and many mines have been 
  discovered in the numerous hills and 
  mountains dotting the land.  Although many 
  beasts still inhabit the sparsely human 
  populated areas, the brave Heldannic 
  Knights constantly patrol the area, slaying 
  any foul monster they see in the name of 
  Vanya. 
  
  95 
   
  To date, only two towns can be found 
  within Heldland.  The first is Landfall, also 
  known as the City of Thieves by the 
  inhabitants of Norwold.  Let me be the first 
  to say that this is no longer the case; we, the 
  Heldannic Knights, have captured and slain 
  all thieves in the land, enforcing true laws 
  and stability.  This has only been 
  accomplished by the divine guidance of 
  Vanya.  So those fearing this “City of 
  Thieves” title should considered it nothing 
  but evil rumors spread by those jealous of 
  Vanya’s happiness. [Still, plenty of other 
  correspondents inform us that corruption in 
  the government is still present, and that 
  thievery is very active in Landfall.  The truth 
  is probably somewhere in between.  Ed.] 
  The second city is our wonderful capital 
  known as Forton, the City of Knights.  A 
  map of the fortress and town can be found 
  in Joshuan’s Almanac [p.122, Ed.], and as 
  you can see, there is plenty of room for the 
  hardworking farmers.  City walls are been 
  built as you read this, and soon no army will 
  be able to defeat the Knights stationed 
  there.  Forton has already reached a 
  population of 5000 in its first year, and we 
  expect it to continue to prosperous into the 
  economical power of the region. 
  Six other towns are planned for the region, 
  and their construction is expected to start in 
  the next couple of year.  If you speak to 
  official before construction begins, they may 
  even be able to make modifications to the 
  plan to suit your needs.  All in all, Heldland 
  is a place that is build for the people, as 
  Vanya truly cares for her worshipers. 
  The People 
  Heldland is currently expanding, as we wish 
  to see this proud nation become as glorious 
  as it truly deserves.  Hence, all new 
  immigrants are given a tax break for the first 
  couple of years. 
  All cultures are welcome in Heldland, 
  although we do expect immigrants to have 
  the courtesy to learn to speak, read, and 
  write Thyatian.  Heldannic is also a common 
  among the farmers and peasants, so learning 
  it would be handy as well.  Also, known 
  criminals are advised not to apply for 
  citizenship.  We deal harshly with 
  lawbreakers.  The Heldannic Territories 
  does not, nor will it ever accept or permit 
  any crimes within their borders. 
  Most people here in Heldland are the simple 
  farmers who are glad to have the Heldannic 
  Knights to protect them from wandering 
  monsters and roving goblinoids.  Their 
  everyday lives are without stress and 
  completely carefree as they know in their 
  hearts that Vanya watches over them with 
  her champion Knights [Somehow, I doubt 
  this. Ed.]. 
  Of course, other religious beliefs are 
  permitted, but we ask that you be respectful 
  to those who follow Vanya and keep your 
  own beliefs within your own household.  
  Recent History 
  Heldland was founded last year (AC 1014) 
  when Oberherr Wulf von Klagendorf 
  determined that the nation was to large to 
  rule for just one man.  Hence, the Heldannic 
  Territories were truly divided into several 
  territories.  The heart of the nation in the 
  Old World, with the capital of Freiburg, is 
  now the Heldannic Territory of Heldann.  
  The area in Norwold was entitled the New 
  Heldannic Territory of Heldland.  Another 
  territory under the beneficial rulership of the 
  Knights on Davania is call the Heldannic 
  Territory of Vanya’s Rest. 
  Before our arrival, the land was barely 
  populated with farmers fearful of the 
  wilderness around them.  But we brought 
  them civilization and protection, and now 
  they are prospering.  Yet we desire for 
  Heldland to continue to grow, so we again 
  invite all brave souls ready to carve out their 
  own land to seek permission to establish 
  themselves here in the territories. 
  Of course, last year we had a few setbacks.  
  Due to a few minor problems within the 
  ranks of the Heldannic Knights [Ed’s Note: 
  they call the lost of all their priestly spells a 
  minor problem.], several renegades and 
  
  96 
   
  villains inspired revolts and rebellions, 
  causing Heldland to lose over half it’s 
  territory.  But there is no need to worry 
  about such events again.  The Heldannic 
  Knights have solved their internal strife and 
  are now ready to reclaim their lands.  Let all 
  those false kings such of Yarrvikson [of 
  Oceansend. Ed.] beware. 
  Don’t Miss 
  An impressive sight to see is Castle Forton, 
  located within the capital.  Here, the 
  Heldannic Knights proudly parade and 
  march each day before spreading out into 
  the countryside to protect and serve the 
  weak.  It is from this constant parading that 
  Forton has earned the nick-name City of 
  Knights. 
  Castle Forton itself is also a sight to see.  
  The resplendent black lion can be seen 
  almost everywhere, indicating clearly that 
  the place is blessed by Vanya.  In fact, the 
  high priests claim she even walks the 
  parapets herself every night just to witness 
  the splendid fortress blessed in her name.  
  And it is truly blessed.  Forton has been 
  equipped with all the latest artillery and anti-
  siege fortifications produced by the best 
  gadgeteers and engineers of the Old World.  
  I cannot describe any more for fear of 
  revealing too much to potential enemies, but 
  Forton is guaranteed to withstand any siege 
  conceivable by mortals.  Only Vanya herself 
  could breach these walls, and she is on our 
  side. 
   
   
  IRONWOOD (Elven Barony Of) 
   
  Location: South-east of Alpha facing the 
  New Alphatian Sea. 
  Area: 3,500  sq. mi. (7,875 km2) 
  Population: 4,000, roughly 74% elves, 20% 
  humans and 5% other  demi-humans (in 
  Laran only), 1% intelligent woodland 
  creatures. 
  Languages: Elvish (Callarii, Shiye, Alfheim, 
  Vyalia dialect), Thyatian Common, Alphatian 
  Common (Alpha dialect), Fairy Tongue. 
  Coinage: Crown (gp), Mirror (sp); barter 
  common. 
  Taxes: Gifts of the trees (special: see under 
  Land). 
  Government 
  Type: 
  Feudal 
  barony, 
  although the Baron is strongly influenced by 
  the various Clanmasters. 
  Industries: Hunting, Crafts (woodworking, 
  leatherworking, goldcraft). 
  Important 
  Figures: 
  Baron 
  Elariathas 
  Blackblade (elf, male, F10/M15), Thyandros 
  (Blackblade Clanmaster, elf, male, F9/M9), 
  Taragin Oakbranch (Lightseeker Clanmaster, 
  elf, male, F10/M10), Renshiye (Shalidye 
  Clanmaster, elf, male, R10/T8), Sythandria 
  (Mythuinn Clanmistress, elf, female, M7/P7), 
  and Clanholder Shelingar (elf, male, F4/M3). 
  Flora and Fauna: The land consists mostly 
  of a large evergreen ancient forest and 
  comprises also a narrow area of plains near 
  the coast of the New Alphatian Sea.  The 
  elves don’t cultivate the land extensively, but 
  rely on the fruits and the products of the 
  forest and on the game that lives inside it; 
  small kitchen gardens can be found near the 
  coastline. 
  The 
  animals 
  commonly 
  encountered in Ironwood are bears, deers, 
  elks, moose, wild boars and wolves.  The land 
  is a heaven for sylvan races and has been 
  totally purged of the humanoid tribes that 
  once lived here (though they continue to live 
  on the nearby mountains and hills in the 
  north).  A clan of treants and centaurs also 
  live here in a special protected zone of the 
  forest, as well as some unicorns, fairy people, 
  hsiao and metamorphs.  
  Creatures 
  such 
  as 
  basilisks, 
  gorgons, 
  chimeras, decapus and vegetal monsters have 
  been spotted throughout the dominion. 
   
  Description: by Alasdhair MacCallum  
  
  97 
   
  If only a few months ago somebody had 
  told me I had to pose as an elf just to visit a 
  forest I would have made a fool of him.  
  But you can never know what life reserves 
  you, that’s the most important lesson I’ve 
  learned during my rather adventuresome 
  existence.  However, that’s how things 
  turned out, more or less.  I was here in 
  Alpha ready to set sail for Oceansend (I 
  planned to visit that land before returning to 
  my beloved Klantyre) when I stumbled into 
  an elf in one of the alleyways of the city.  
  [Editor’s Note: Readers of last year’s 
  Mystaran Almanac will realize that these 
  events took place between Alasdhair’s 
  description of Alpha and Oceansend.  This 
  article was not included last year because the 
  Almanac did not have as much interest in 
  the area at the time.  Now, we are adding 
  Ironwood in our ever-growing hopes to 
  describe all the lands of Norwold.]      
  Apparently, he was having some “financial 
  problems” with a couple of shady “tax 
  collectors”, as he put it: so I offered to help 
  him solving his troubles and I lent him a 
  hand.  You know, I’ve never liked tax 
  collectors, especially those who go about 
  armed to their teeth. 
  Less than a hour after our meeting, we were 
  drinking in one of Alpha’s best taverns and 
  he was telling me of the important duty he 
  was accomplishing in the city.  He was here 
  on behalf of his Lord, Elarianthas 
  Blackblade, to hire engineers to worked on 
  the “Great Project”.  So, after helping him 
  find the right people, I decided to 
  accompany him in his trip back to 
  Ironwood (which was on the course to 
  Oceansend, after all), to find out more 
  about this elven paradise he had told me 
  about so passionately. 
  The Land 
  The Barony of Ironwood lies some 280 
  miles (440 Km) to the south-east of Alpha, 
  nestled under the northernmost tip of the 
  Final Range.  The dominion itself is very 
  small and not widely known, but it seems 
  it’s a heaven for the elves living in Norwold.  
  Only about one sixth of the entire area is 
  not covered by forest: in this zone lies a city 
  that closely resembles the human towns.  
  This is the city of Laran, where the Baron is 
  building a great port which he hopes will 
  help increase trade with other countries.  
  However, this is not the capital of the 
  barony.  The capital, located deep inside the 
  forest, is Persimmon - a town built in a 
  more typical elven style.  
  Laran is the only place of the entire barony 
  where non-elves are free to roam and live.  
  It reminds me much of the old Alfheim 
  Town.  The buildings have been built by 
  and for humans.  Also, the Baron has 
  provided the city with a complicate system 
  of running water of gnomish design that 
  makes everyone happy and above all clean.  
  Yes, cleanness is the first word that comes 
  to my mind in describing the town of Laran 
  and the Barony of Ironwood as a whole.  
  The forest which covers the land almost 
  extensively is made of huge evergreen trees, 
  from sequoias to firs, that tower 
  magnificently to the sky like ancient colossi.  
  The woods are teeming with natural and 
  animal life, and the elves take great care in 
  protecting the natural refuge their Baron is 
  trying to create here.  Packs of deers and 
  moose roam freely in the Forest of 
  Persimmon, and flocks of sparrows, 
  woodpeckers and skylarks make their nest in 
  the highest limbs of the tree trunks.  You 
  can also find fresh streams of sparkling 
  water flowing through the forest.  Elven 
  gatherers and hunters move around so 
  silently that it’s difficult to discern them 
  from the common sounds of the woods.  
  However, to witness such a wonderful show 
  you must have pointy ears, a slender figure 
  and speak the elven tongue.  
  “It is forbidden to any non-elf to venture 
  into the forest”: this is the exact text of the 
  most important law issued by the Baron 
  more than eight years ago.  This step has 
  been taken to prevent the destruction or the 
  upsetting of the ecosystem the Ironwood 
  elves are slowly and patiently trying to build 
  
  98 
   
  and protect, and all the elves living here 
  support and enforce it. 
  And so, to overcome this fastidious rule 
  your intrepid correspondent has had to 
  polymorph into an elf and to travel 
  disguised like this among the sylvan folk 
  that I encountered during my exploration of 
  Ironwood.  The risk was high, but it was 
  worth trying (and I did meet other 
  individuals who had the same idea during 
  my wanderings, though if they were humans 
  like me or other kind of beings I could not 
  always tell).  But in spite of my precautions, 
  there was a place I was not really able to 
  explore like I wanted, this being what the 
  elves simply call the Reserve, of which I will 
  speak later in this letter. 
  One last feature of the land I’d like to detail 
  in this report regards its economy. The elves 
  here don’t pay any taxes to their lord, or 
  better, they don’t pay taxes the way we 
  humans do.  In fact, each year they give 
  their lord the “gifts of the forest”.  The 
  Baron therefore receives a share of the 
  products the elves gather and hunt in the 
  woods, plus some of the byproducts of 
  hunting, craftworks and a few mineral 
  resources that some elves extract from the 
  soil or the rivers.  Aside from these, the 
  elves are not obliged to pay anything else to 
  their clan, even though they must be always 
  ready to work for the community should it 
  be needed.  As for the people living in 
  Laran, a tax of 10% of their annual income 
  is collected once a year, and all the imported 
  or exported products are duty free (a real 
  economic paradise).  Laran is also the only 
  place where coins are minted and have a 
  value inside the Barony: in all the other parts 
  barter is the rule (although the elves are 
  known to barter not only products of the 
  woods but also finely crafted items and 
  jewels). 
  The People 
  The majority of the population of Ironwood 
  are elves, with a few humans and other 
  demi-humans living in the town of Laran.  
  The elves of Ironwood however do not 
  belong to one single stock or clan.  A third 
  are Callarii elves from Karameikos who 
  came here with the Baron when he founded 
  the dominion around ten years ago.  The 
  rest are the Shiyes - also called the Norwold 
  elves - who already lived here when Lord 
  Blackblade arrived.  The two elven races 
  have successfully integrated with each other. 
  [Ed.’s Note: Since Alasdhair has written this 
  report, there is now a large group of newly 
  arrived Alfheimers equaling the number of 
  elves already in Ironwood.  Some Vyalia 
  elves of Thyatis are rumored to also by on 
  their way of joining those in Ironwood.] 
  The elves are just like any other member of 
  their race found in the Old World, even 
  though the influx of the Shiye culture has 
  made them a bit more suspicious and 
  haughty than the common high elves.  They 
  view themselves as the new example of the 
  true elven race, being the result of a multi-
  cultural elven society that has taken the 
  better features of its members.  These elves 
  therefore consider themselves as the 
  guardians of the Old Way, a way of life and 
  of thinking that they believe has now been 
  lost by modern elves.  Lord Blackblade is 
  trying to recreate the elven land of the 
  myths, Evergrun, where all the elves lived in 
  peace with one another and with their forest 
  brethern, the animals and the wood spirits.  
  And then there is also the Great Project. 
  Lord Blackblade is trying to unify all the 
  elves of Norwold under the same banner, in 
  order to create the first Elven Empire of the 
  world.  An impossible project if you ask me, 
  considering how the northern Shiye are 
  fond of their secrecy and independency 
  from one another, but who knows.  Since 
  Lord Blackblade has an elven lifetime to 
  accomplish it, maybe his dream will come 
  true in the distant future.  Until then, he is 
  content of establishing friendly relationships 
  with the other elven communities living in 
  Norwold and I don’t believe he will make 
  any political attempts before he has 
  obtained the full support and loyalty of the 
  newly arrived Alfheimers (which may prove 
  a bit more difficult than he thinks). 
  
  99 
   
  During the past three years Lord Blackblade 
  has created a new elven religion called the 
  Faith of the Ancestors, where he included 
  all the Immortals worshiped by his people 
  without choosing anyone particular 
  Immortal as head of the pantheon.  The 
  common belief that unify all believers is that 
  these deities have all worked to protect the 
  elven race and that they all gave the elves 
  the gifts of the forest.  For this reason they 
  must all be revered with the same extent as 
  they are all Immortals of the Elves.  With 
  this religion he is trying to prevent the 
  religious disputes that might arise among the 
  various priests and gives the elves the 
  possibility to revere their own patron 
  without angering followers of other 
  Immortals.  The pantheon of the Faith of 
  the Ancestors so far comprises Ilsundal, 
  Mealiden, Ordana, Eyrindul and Calitha 
  Starbrow.  However, since he only started 
  this project during the last years, it has not 
  been widely accepted yet.  There are a few 
  followers, but they are only a small fraction 
  of the population.  Elves need a long time 
  to change their ways. 
  Recent History 
  Ironwood was founded only eleven years 
  ago [That would be AC 1013 when this was 
  written.  Ed.], yet it is already remarkably 
  stable for a frontier’s land and enjoys 
  friendly relationships with its neighboring 
  states.  Lord Elariathas Blackblade is the 
  ruler of this land, but like most elven 
  nations he must also answer for his 
  decisions to the Clanmaster of the various 
  clans.  Lord Blackblade received his title 
  when he swore fealty to Ericall of Alpha.  
  The Baron then persuaded many of his old 
  clanmates to join him up in Norwold and 
  created clan Blackblade with the blessings of 
  the Callarii leaders of Karameikos.  In the 
  ensuing years he remained loyal to Ericall 
  and Norwold, but was seldom involved in 
  the power plays that erupted among the 
  other barons. Rather he was content with 
  his small isolated dominion and worked 
  steadily to make it a paradise for his race.  
  During all his years as baron he has worked 
  to integrate the Shiye and Callarii cultures 
  together, but it was only at the end of year 
  AC 1006 that the Shiye that lived in his 
  territory finally swore open allegiance to him 
  and acknowledged to be part of his clan.  
  With their help he began contacting all the 
  other Shiye communities of Norwold and 
  establishing friendly relationship with the 
  druids of Norwold.  He hopes to one day 
  obtain their support and unify them, 
  creating a great elven empire.  The 
  foundation of the Faith of the Ancestors is 
  the last step in his path to unification and 
  dates back to AC 1012. 
  It was only after the fall of Alfheim that he 
  also began to work at the Project Evergrun: 
  turning his dominion into a center of elven 
  lore and magical research and creating a 
  natural park where samples of all the vegetal 
  and animal species of the continent could 
  live and be protected.  
  During the war known as The Wrath of the 
  Immortals that ravaged the continent, Lord 
  Blackblade was able to draw a small number 
  of members of the Fairy Court and other 
  woodland beings such as treants to his 
  dominion.  He created a protected territory 
  where they could live in peace called the 
  Reserve.  The Reserve is now one of the 
  most protected and inaccessible place in 
  Norwold, rumored to host many more 
  inhabitants than one could presume from its 
  rather small size (8 miles diameter area).  I 
  suspect Lord Blackblade is not really “in 
  control” of this part of the forest; the fey 
  folk probably consider him as a friend but 
  they’ll never answer his commands. They 
  have their own rules and rulers, as we all 
  know from the old fairy tales. 
  Not all the other elven communities of 
  Norwold have established contact with 
  Ironwood (Shiye are really proud of their 
  independency), and according to some 
  rumors I’ve heard the northern 
  Foresthomes may present an obstacle to 
  Lord Blackblade’s dreams of glory.  In fact, 
  there is a human Treekeeper named Zoltan 
  
  100 
   
  in that region who has a considerable 
  influence on those elves but who has so far 
  rejected Lord Blackblade’s proposals, 
  obviously irritating the elf.  There is also a 
  religious issue going on between the two, 
  and from what I’ve been able to hear it 
  seems it won’t be resolved so soon.  
  Around AC 1010 some Shadow Elves came 
  to Norwold to ask for the elves’ help.  
  Unfortunately there were already a few 
  Alfheimers living in Ironwood by that time 
  (minor clans) and tensions erupted.  A few 
  native elves were found murdered and after 
  a brief inspection a shadow elf was 
  discovered while trying to penetrate the 
  Tree of Magic to obtain magical knowledge.  
  The shadow elves were exiled and ordered 
  never to return.  
  Don’t Miss 
  There are at least two places to see if you’re 
  allowed to travel through Ironwood: 
  Persimmon and the Tree of Magic. 
  Persimmon is the Stronghold of the 
  Blackblade clan, a mighty fortress built atop 
  the giant trees of the Forest of Persimmon.  
  Lord Blackblade copied the Alfheim clan 
  strongholds when he built it, with narrow 
  catwalks and roped bridges swinging at an 
  altitude of more than 80 meters, deeply 
  concealed by lower tree branches always 
  covered with thick foliage.  In most cases, 
  the living quarters themselves have been 
  carved out the trees themselves.  A few 
  other structures have been built by the elves 
  atop the tree branches (lookout places, 
  fortified gates and laboratories being the 
  most common).  In fact this is not only the 
  capital of the nation but also the center for 
  all the magical studies sponsored by the 
  Baron, and it boasts two of the main 
  features of this land. 
  The first one, which rises proudly at the 
  center of the stronghold, is the fabled Tree 
  of Life of the clan, a daughter tree of the 
  Callarii clan, well tended and constantly 
  guarded by its Treekeeper and his assistants.  
  The second impressive feature of 
  Persimmon is the repository of all the 
  magical secrets of the barony: the Tree of 
  Magic, an ancient sequoia not very tall 
  (about 70-80 meters high) but incredibly 
  broad (diameter of 60 meters). Many elves 
  claim that Lord Blackblade used magic to 
  enhance the tree’s natural diameter The 
  elves told me that the Tree of Magic is 
  divided into ten different levels, nine for 
  each level of power of the spells researched, 
  and another subterranean one for the 
  research an experimentation in all kind of 
  elemental and nature-related magic.  I have 
  not been able to visit it because I feared 
  being discovered by their scrying devices: 
  there are guards who magically inspect every 
  new visitor to the tree in order to prevent 
  thieves stealing precious information.   
  Some elves told me that many powerful 
  human mages visit the Tree from time to 
  time, all of them trusted and invited by Lord 
  Blackblade.  Even visitors from other planes 
  of existence sometimes enter the 
  laboratories, attracted by the magical energy 
  released inside them.  It is also said that 
  once a year the Tree of Magic is visited by 
  none others than the spirits of the Elven 
  Immortals, who roam about it and talk with 
  the Higher Elf-Mages about the secrets of 
  the universe and the lost lore of the elven 
  race.  Since I have not witnessed these 
  events, I don’t know if this is truth of 
  legend.  
  If you’re lucky or powerful enough you 
  could also be allowed to enter the Reserve, 
  that secluded patch of forest where the fairy 
  folk and the sylvan races dwell unmolested.  
  Only the druids and the clanleaders of the 
  barony are permited to enter thanks to a 
  pact between those beings and Lord 
  Blackblade.  It seems that if you’re not 
  invited by the inhabitants, you won’t be able 
  to access it in any way; once you walk inside 
  you’ll simply find yourself exiting at the 
  other side of the area (I experienced the 
  phenomenon myself!).  Whatever it is, the 
  Reserve surely contains many marvels to 
  those who are allowed to visit, and if you 
  
  101 
   
  think of trying to do it during the Day of 
  Dread, well forget it! In that day that part of 
  the forest simply doesn’t exist.  As far as I 
  could discern, the night before it vanishes, 
  leaving a big empty valley in the middle of 
  the forest, and at dawn of the new year it 
  reappears! 
  Do Miss 
  Well, if you’re a dwarf or a shadow elf it’s 
  better not to walk this land altogether.  And 
  this applies to all the troublemakers of any 
  other race, of course.  But there’s one place 
  in the dominion I would advise one not to 
  approach.  That would be the Dragon’s 
  Spur.  It lies at the western edge of the 
  dominion and, although slightly outside the 
  borders (about a kilometer), it is a constant 
  threat.  The Dragon’s Spur is a jagged 
  mountain that belongs to the foothills of the 
  Final Range.  It is home to a small number 
  of orcs who serve a local clan of mountain 
  giants, who in turn follow an ancient black 
  dragon by the name of S’hastarl.  No elf has 
  ever ventured there and the few adventurers 
  who tried have never returned.  Lord 
  Blackblade himself once tried to eradicate 
  this menace by finding out the dragon’s lair 
  and killing him, but he wasn’t able to locate 
  it and ended up roasting only a clan of orcs.  
  S’hastarl has not been spotted for a hundred 
  years and the goblinoids have not ventured 
  inside Ironwood so far, but the lord of the 
  western dominion has had frequent 
  problems with them in the last months, and 
  this is no good news for Ironwood either.  
  Some elven sages in fact have speculated 
  that the dragon might be awakening from a 
  decades long slumber and will soon be eager 
  to restate his predominance over the region.  
   
   
  LEEHA (City-State Of) 
   
  Location: Western edge of the Great Bay, 
  west of Alpha. 
  Area: 998 sq. mi.  (2,245 km2) 
  Population: 6,500 halflings. 
  Languages: Halfling (Lalor dialect).  Some 
  speak Alphatian and Thyatian Common.  
  Coinage: None.  The halflings rely mostly 
  on barter, although foreign coins are usually 
  accepted. 
  Taxes: None.  At the end of each year, the 
  clanleaders get together and decide how 
  much money/labor they need to improve 
  their town.  The people than voluntarily chip 
  in according to how much they can spare.  
  This usually rounds off to about 2-5% of 
  their yearly income. 
  Government Type: An elected Sheriff runs 
  the city of Leeha. 
  Industries: farming. 
  Important Figures: none known. 
  Flora and Fauna: Standard for its climate. 
  Further Reading: CM1 - Test of the 
  Warlords, Dawn of the Emperors boxes set, 
  AC1010 - Poor Wizard’s Almanac to AC 
  1012 - Poor Wizard’s Almanac 3. 
   
  Description: by Synthala of Aasla. 
  There’s a quaint little town run by little 
  people known throughout the region as 
  halflings.  These merry folk prefer to call 
  themselves Hin, and their home is called 
  Leeha, City of the Halflings. 
  Unfortunately, I did not have time to visit 
  the friendly town this year, but I promise to 
  give you the best description ever in next 
  year’s Almanac. 
   
   
  OCEANSEND (Kingdom Of) 
   
  Location:  Known World, continent of 
  Brun, northeastern reaches, area of Norwold. 
  Area: 9,977 sq. mi.   
  Population: 
  43,000, 
  including 
  4,000 
  halflings, 3,500 dwarves, and 1,200 elves.   
  
  102 
   
  Languages: Thyatian Common, Alphatian 
  Common (Alpha dialect), Elvish (Shiye-Lawr 
  dialect), Halfling (Lalor dialect).   
  Coinage: Heart (gp), blade (sp), and wall 
  (cp).  Heldannic coins will not be accepted by 
  any locals. 
  Taxes: 20% income tax, 5% sales tax.  
  Government Type: Independent monarchy. 
  Industries: Agriculture (grows just enough 
  for its own use), trade (by sea), fishing, 
  mining, and trapping. 
  Important Figures: King Olaf Yarrvikson 
  (human, male, F10), Hermann Adalard 
  (former governor-general, now prisoner, 
  human, male, P(cr)9 of Vanya). 
  Flora and Fauna: The animals and plants 
  one would expect in a northern area.  There 
  are also several goblinoids in the Final Range 
  to the west. 
  Further Reading: CM 1 - Test of the 
  Warlords, GAZ - Dawn of the Emperors 
  boxed Set, AC1010 - Poor Wizard’s Almanac 
  to AC1012 - Poor Wizard’s Almanac 3, and 
  Joshuan’s Almanac. 
   
  Description: by Synthala of Aasla. 
  As I approached Oceansend, the City of the 
  Sea, I could feel the excitement in the air.  
  The locals have just recently won their 
  freedom from the Heldannic Knights, 
  breaking their slavery to the New Heldannic 
  Territories. 
  The Land 
  Oceansend is rather large, with sturdy walls 
  surrounding the entire city.  It is situated 
  along a beautiful deep-water beach into the 
  Alphatian Sea, making it an ideal port.  
  Oceansend is the largest and best equipped 
  port of all of Norwold.  The water is 
  remarkably clear for a sea port, and many of 
  the locals make a profitable living fishing its 
  bounties. 
  When compared to Alpha, there are no 
  fancy buildings or statues or such boasting 
  the wealth of the city.  Instead, King 
  Yarrvikson prefers for his residence to be a 
  functional fortress rather than a palace.  
  Like many other cities here in the wildlands 
  of Norwold, Oceansend is well fortified.  
  Siege weapons can be seen along the walls 
  and various towers.  The wall guards have 
  also earned a well-deserved reputation with 
  the crossbow, which they’ve no doubtfully 
  shown the Heldannic Knights during their 
  revolution. 
  The fields around Oceansend are dotted 
  with farms and small villages.  The are 
  blessed by Zirchev with fertile crops and 
  plenty of game animals to hunt.  Some of 
  the best inns and taverns “in town” are 
  actually found in these surrounding villages, 
  and many an Oceansender travels outside 
  the city walls to find his entertainment. 
  A few days hike inland lies the mountain 
  base of the Final Range.  This land is the 
  home to the now famous Rocktooth 
  Dwarves of Kildorkak.  The dwarves 
  apparently played a pivotal role in the 
  overthrow of the tyrannical Knights. 
  The People 
  The people of Oceansend now live with joy 
  and happiness, still celebrating the 
  overthrow of the priests of Vanya.  
  Everywhere one goes, you can easily seen 
  the black lion banners been desecrated and 
  vandalized.  In fact, it’s probably the only 
  reason they are still here, otherwise, I’m sure 
  the king would have had them all burned. 
  Except for this, the people are proud of 
  their small little kingdom.  They are starting 
  to become renown sea merchants in the 
  area, although I suspect it will be some time 
  before they can rival the Merchant Princes 
  of Minrothad. 
  Now, they Oceansenders are content with 
  trying to make their town the greatest in 
  Norwold.  And they are intent on remaining 
  completely independent; the citizens have 
  voted a forced conscription of all men and 
  women.  Many voluntarily go to the military 
  training lessons given by the king’s men.  
  Their goal is to have everyone in Oceansend 
  
  103 
   
  be able to fight in case of another invasion.  
  I believe this is still the aftereffects of the 
  Heldannic Occupation, and this spur to 
  action will probably die down with time. 
  On a final note about the people, it seems 
  that Yarrvikson has released all thieves from 
  the city dungeons.  This was the king’s 
  reward to the Dark Masks, the local thieves’ 
  guild, for their help in the defeat of the 
  Heldannic Knights.  Most commoners 
  viewed this reward with mixed blessings; 
  they are indeed grateful of the thieves’ help, 
  but also fearful that, now free, their houses 
  will be robbed.  It seems that the local 
  guards are also somewhat more lenient 
  toward members of the Dark Masks that 
  they apprehend. 
  Recent History 
  Oceansend has always been an independent 
  kingdom.  Around AC 990, King Ericall of 
  Alpha claimed all of Norwold, including 
  Oceansend, but the Oceansenders simply 
  ignored this.  Ericall never sent any military 
  forces to conquer the city, instead opting to 
  peacefully convince them to join his 
  kingdom.  In AC 1004, a civil war bloomed 
  in the nation of Alpha, and most of Ericall’s 
  lords claimed independence, creating the 
  anarchy we find in Norwold today.  
  Oceansend simply kept on living as usual 
  since they have always considered 
  themselves independent.  On the downside, 
  with all the other nearby cities warring 
  among themselves, Oceansend suffered 
  problems with their trade industry. 
  About two years ago, however, it all 
  changed with the arrival of the Heldannic 
  Knights.  Unlike Ericall, the priests of 
  Vanya conquered the city by force, and so it 
  remained until late this year.  Now 
  Oceansend is once more trying to regain it’s 
  glory and trade of a decade ago. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  104 
   
  Atlas Of The Savage Coast 
                       
   
   
  This section describes the lands known as 
  the Savage Coast.  The Savage Coast is a 
  frontier land, with continuous goblinoid 
  invasions and squabbles between the local 
  lords.  Most of the land is in ruins and is 
  mainly unexplored.  Colonized over the 
  centuries by the riff-raft of the Old World, 
  most people are unscrupulous and the law 
  of the jungle often prevails.  The natives 
  who lived there (goblinoids, savage rakasta 
  and lupins, etc) are none too friendly either, 
  and are often hostile towards humans and 
  demihumans. 
  Some of the natives are more civilized, such 
  as the rakasta of Bellayne or the lupins of 
  Renardry.  In fact, along the Savage Coast, 
  race is often ignored and non-humans can 
  fit in easily to human society.  Instead, 
  nationality is the main source of pride, and 
  several nations have had century long feuds 
  in which there appears to be no end in sight. 
  In this land, the local lords make the rules, 
  and others are poor and uneducated 
  peasants who must follow their whim.  
  Many an adventurer has broken free of this 
  feudalism and wanders the land, without a 
  home, in search of fortune and fame.  There 
  are more adventurers without loyalties on 
  the Savage Coast than anywhere else on 
  Mystara. 
  Unique to this land is a strange metal called 
  Red Steel.  This metal is as strong as normal 
  steel, but much lighter, making it a prized 
  possession by all warriors.  Red Steel is 
  more precious than gold, and rulers have 
  sacrificed entire armies to try and control its 
  trade.  Many grand quests has the goal of 
  finding Red Steel, and many wars still go on 
  because of it. 
  Finally, the entire land is falls under the 
  sway of the dreaded Red Curse.  This 
  affliction deforms all those it affects, 
  transforming them into hideous beasts.  
  Even stranger, some of the inhabitants seem 
  to have learned how to control this curse, 
  gaining wondrous magical powers known as 
  Legacies.  It is rumored than once you are 
  affected by the Red Curse, you cannot leave 
  the Savage Coast otherwise the curse will 
  destroy you. 
  Adventure can be found by exploring the 
  many ruins and searching for ancient 
  artifacts.  But on the Savage Coast, Red 
  Steel and the mastery of Legacies are the 
  true keys to power and fame! 
  Located to the west of the Old World, the 
  Savage Coast stretches almost 2000 miles in 
  length.  It’s southern shores lie against the 
  Western Sea of Dread, while the west is 
  blocked by Yalu Bay.  To the east, the Great 
  Waste separates the Savage Coast from the 
  Old World.  Finally, the north is bordered 
  by the Yazzak Steppes, home of the endless 
  hordes of goblinoids. 
   
  CORRESPONDENTS FOR THE 
  SAVAGE COAST  
  Here is our list of correspondents that give 
  us detailed information on the nations, 
  places, and events of the Savage Coast.  
  They are all people whom Rikard Prospero 
  has convinced to write to us about their 
  homeland.  We, the editors, wish to thank 
  them all for their contribution. 
  Hernando Cagliostro 
  Hernando is a refugee who fled Narvaez, 
  apparently because of something to do with 
  the Inquisition there.  He now studies magic 
  in Ciudad Real, and has mastered several 
  cold-related magic spells.  He enjoys 
  scholastic research and has a dislike toward 
  the priests of Narvaez whom he claims hide 
  the truth. 
  Hernando talks about his native Narvaez, as 
  well as the baronies of Gargoña and 
  Saragón. 
   
  Piotr Drobnjak 
  
  105 
   
  Adventurer and part-time merchant, Piotr is 
  our correspondent for Slagovich and nearby 
  states.  A devout follower of Halav, the 
  young Piotr has a deep knowledge of City-
  States affairs. 
  This year he describes us his hometown, 
  Slagovich, and the mysterious land of Hule 
  (this one just from bibliographic research).  
  As you read this Piotr is probably sailing 
  north toward Hule to give us a in-depth 
  correspondence about that still unknown 
  nation. 
   
  Gnighmen Lodestar 
  Gnighmen is a wicca [Mage.  Ed.] of the 
  clan Lodestar from the flying city of 
  Serraine.  He is a minor member of the clan 
  who is greatly interested in the cultures of 
  the areas over which the city flies.  
  Gnighmen is an inquisitive young skygnome 
  who is, whilst practical by gnome standards, 
  still fond of sarcastic humour. 
  Gnighmen makes a report of the kingdoms 
  of Gombar and Suma’a during a trip he 
  made there incognito during Flaurmont of 
  this year.  [Ed.  The report was passed on to 
  the editors of this article through Matazumi, 
  a resident we have contact with from the 
  flying city.  The existence of the areas 
  described by Gnighmen has previously 
  remained unknown and the truth of their 
  existence must remain in question owing to 
  the temperament of the gnome race.] 
   
  Rikard Prospero 
  Former owner of the Poor Wizard’s 
  Almanac (property of TSR, the Thyatian 
  Services and Reviews), the book that started 
  the Mystaran Almanac series, Prospero now 
  travels the lands of the Savage Coast, 
  describing to us all the wonders he 
  discovers. 
  This year, the mysterious yet meticulous 
  wizard once more describes to us a few of 
  the Savage Baronies along the Gulf of Hule. 
   
  ALMARRÓN (Estado De) 
  Location: East of Gulf of Hule, north of 
  Cimarron, south of Gargoña, west of el 
  Grande Carrascal wildlands. 
  Area: 6,450 sq. mi. 
  Population: 7,000, including 4,200 in the 
  capital Ciudad Tejillas.  Roughly 92% 
  human, 5% elves, 3% half-elves. 
  Languages: Slag Common (Espan Dialect).  
  Coinage: Oro (gp), dies (sp), centa (cp). 
  Government Type: Independent barony 
  part of the Treaty of Tampico and Signatory 
  Council. 
  Industries: Mining (silver), coffee, tobacco, 
  furniture, jewelry. 
  Important Figures: Barón Maximilio de 
  Almarrón y Escudor (baron, human, male, 
  F9), Don Esteban “El Salvador” (ex-
  dictator, human, male, F13).  
  Flora and Fauna: Standard for its warm 
  temperate/subtropical climate, including 
  kudzu, tomatoes, potatoes, maize, plains 
  grasses, deer, alligators, armadillos, prairie 
  dogs, turkeys, and eagles.  Dangerous 
  monsters include gnoll raiders from El 
  Grande Carrascal.  Normal animals or plants 
  with Legacies can also be very dangerous. 
  Further Reading: The Savage Coast online 
  document. 
   
  Description: by Rikard Prospero 
  Almarrón is a small nation that is part of 
  Savage Baronies. Collectively called the 
  Guardianos, because they guard the rest of 
  the Savage Coast from Hule, the people of 
  the baronies are well respected by the other 
  nations, even though there is hardly any 
  contact between them. 
  The Land 
  The western half of Almarrón’s territory is a 
  rocky, inhospitable hill country.  If it wasn’t 
  for the presence of the large silver mines at 
  Sierra del Plata, the land would be almost 
  useless. 
  
  106 
   
  A large fertile plain, fed by the Sierra 
  Borgosa, occupies the heart of the nation.  
  This is where the majority of the population 
  lives, in three main villages (Costella, Paso 
  Dorado, and Ciudad Tejillas) and several 
  scattered homesteads. 
  Forested slopes and cliffs guard Almarrón’s 
  shores, protecting the nation from pirates 
  and sea raiders. 
  Located at the mouth of the Sierra Borgosa, 
  Ciudad Tejillas - the capital - is a center for 
  commerce and education for the nation.  
  This town is rather lively thanks to the 
  numerous celebrations thrown by the 
  Baron.  It is filled with good taverns and 
  inns and even has a theater and a museum.  
  While the hardworking attitude of the 
  commoners gives quiet and peaceful days, 
  the boisterous lifestyles of the local 
  swashbucklers makes for an exciting 
  nightlife.  Despite this, the town is fairly safe 
  - adventurers who live in Ciudad Tejillas are 
  protective of its people and its reputation. 
  The People 
  The humans of Almarrón, like the rest of 
  the Baronies, tend to be moderately dark-
  skinned.  The Red Curse also gives them red 
  overtones.  Most humans have straight, 
  black or deep red hair.  A few elves and 
  dwarves live in Almarrón, but they are very 
  rare. 
  Afflicted within Almarrón are well treated 
  by friends and families, and they suffer little 
  prejudice from others.  Most Almarrónans 
  view the Red Curse as something that will 
  affect others and simply ignore it in their 
  everyday lives. 
  The people of Almarrón have gone through 
  so many forms of government that they no 
  longer care about politics and would rather 
  be left alone and leave running the nation to 
  the Barón.  So far, the current Barón seems 
  to have won their respect and has slowly 
  begun to enlighten his nation into a cultural 
  center. 
  More so than elsewhere, Almarrónans enjoy 
  their freedom, having lost it several times.  
  Swashbucklers and local heroes who fought 
  against the tyrant Esteban are very common 
  amongst them.  The continuous wars and 
  revolts have left most families relatively 
  poor.  Luckily, Barón Maximilio provides 
  priests and cinnabryl for those who cannot 
  afford it, keeping the number of Afflicted 
  very low.   
  Finally, the use of Torreón mercenaries by 
  Don Esteban during the war has left a bad 
  feelings toward Torreóners among most of 
  the populace. 
  Recent History 
  Founded in AC 936, Almarrón was another 
  barony lead by it’s noble family.  Corruption 
  among the nobles lead to a period of 
  expansionism and conquest.   Soon enough, 
  Almarrón started loosing its battles, and 
  most conquered lands declared 
  independence.  With the separation of 
  Cimarron in AC 980, the people of 
  Almarrón have had enough and overthrew 
  their Barón.  They installed a democratic 
  system inspired by ancient Traldar forms of 
  government.  In AC 994, a dictator name 
  Don Esteban “El Salvador” took control of 
  the nation and began collecting the nation’s 
  wealth for himself.   
  In AC 1006, Almarrón sided against 
  Narvaez during the Inquisition Wars.  The 
  wars end when the baronies unite to fight 
  off Hule.  The next year, the gnolls of El 
  Grande Carrascal take advantage of 
  Almarrón weakened state an invade.  They 
  are routed by the end of the year, but only 
  after destroying Castillo de Tordegena. 
  By next year, AC 1008, rebels finally ousted 
  Don Esteban thanks to many troubles the 
  land had during the past few years.  The 
  people decided to return to the traditional 
  nobility rulership rather than allow another 
  tyrant to take power.  Hence, Maximilio, the 
  only living descendant of the former noble 
  rulers from long ago, was name Barón 
  Maximilio de Almarrón y Escudor. 
  In AC 1009, the Red Curse, which was 
  centered in a few locations just outside the 
  
  107 
   
  Savage Baronies, mysterious spreads during 
  the Week Without Magic and covers most 
  of the Savage Coast, including all the Savage 
  Baronies.  The people must soon learn to 
  cope with outbreaks of the Red Curse and 
  the creation of new Afflicted.  Most nobles 
  scramble to find priests or cinnabryl to help 
  their people, and Inheritors make 
  themselves public to better spread their 
  stored cinnabryl. 
  In AC 1010, many believed that miners had 
  discovered the Mannequin of Ixion, the 
  legendary Oltec artifact which would 
  prevent any army in the world from 
  invading the nation.  It turned out to be 
  nothing more than a “Black Vessel” for a 
  deadly creature.  Still, events during this time 
  caused the death of Maximilio’s 
  Honorbound leader, as well as the 
  resignation of Costa, the honorbound who 
  would have replaced him. [Those desiring 
  more information are referred to the novel 
  “The Black Vessel.”  Ed.] 
  Since then, rumors of an impending attack 
  from Don Esteban’s forces have been 
  running rampant, but no such attack has yet 
  occurred. 
   
   
  CIMARRON COUNTY 
  Location: West of Gulf of Hule, southern 
  edge of the coast, south of Almarrón. 
  Area: 7,984 sq. mi. 
  Population: 18,000, including 11,500 in 
  Smokestone City. Roughly 60% human, 25% 
  dwarves, 10% halflings (stouts), and 5% 
  tortles. 
  Languages: Slag Common. 
  Coinage: Oro (gp), medio (ep), dies (sp) and 
  centa (cp).  
  Taxes: 15% income tax, 10% sales tax in 
  taverns, and 10% inheritance tax which 
  includes money made gambling. 
  Government Type: Independent “barony” 
  part of the Treaty of Tampico and Signatory 
  Council. 
  Industries: Mining (cinnabryl), production 
  of smokepowder and wheellocks (and 
  flintlocks), ale, saloons, gambling. 
  Important Figures: Sir John of the Wain, 
  Duke of Cimarron (count, human, male, 
  Pa15). 
  Flora and Fauna: Standard for its warm 
  temperate/subtropical 
  climate, 
  including 
  kudzu, tomatoes, potatoes, maize, plains 
  grasses, deer, armadillos, prairie dogs, 
  turkeys, and eagles.  Dangerous monsters 
  include goblin and gnoll hordes found 
  scattered throughout the Bushwack Prairie 
  and El Grande Carrascal.  Normal animals 
  with Legacies can also be very dangerous. 
  Further Reading: Voyage of the Princess 
  Ark: The Shootout at South Gulch, in the 
  Champions of Mystara box set.  Also, the 
  Savage Coast online document.  
   
  Description: by Rikard Prospero 
  Cimarron is a small county that is part of 
  Savage Baronies, despite the fact that they 
  call their ruler a duke.  Collectively called the 
  Guardianos, because they guard the rest of 
  the Savage Coast from Hule, the people of 
  the baronies are well respected by the other 
  nations, even though there is hardly any 
  contact between them. 
  The Land 
  Cimarron is mostly dry grasslands and 
  farmland with the occasional forest and hilly 
  area.  The soil is not very fertile, and 
  compared to the other baronies, could 
  almost be considered a desert.  The flora 
  that does manage to survive are stunted 
  compared to most other plants.  
  Smokestone City is known for its saloons 
  and gambling halls, as well as the rowdy 
  crowds such establishments attract.  Most 
  halflings of Cimarron live in Smokestone 
  City.  Old Fort is a town built atop an old 
  Thyatian colonial fort from long ago. 
  
  108 
   
  The People 
  The humans of Cimarron, like the rest of 
  the Baronies, tend to be moderately dark-
  skinned.  The Red Curse also gives them red 
  overtones.  Most humans have straight, 
  black or deep red hair.  Cimarrons has 
  several hill dwarves living among them, and 
  this is the only barony in which halflings (of 
  the stout variety) are known to live. 
  Afflicted in Cimarron are often ignored by 
  the upper class who can afford cinnabryl or 
  priestly protection.  Because of this, they 
  tend to form their own little enclaves 
  isolated from the normal people. 
  Cimarron is well known for its rowdy 
  gauchos and the fact that almost everyone 
  carries a wheellock pistol.  The inhabitants 
  are fiercely independent and prefer to let 
  everyone to take care of themselves and not 
  get involved in other people’s business. 
  Cimarrons are proud of their national trade 
  guild, known as the LB Trading Company.  
  Although there is no relation between the 
  LB Trading Company and the government 
  of Cimarron, most people, especially non-
  Cimarrons think the two are indeed working 
  together.  This company is responsible for 
  exporting the nation’s smokepowder and 
  wheellocks, while importing much needed 
  food.  The LB Trading Company has made 
  several outposts throughout the Savage 
  Coast, including the towns of Dunwick 
  (near Renardy) and Richland (near the Orc 
  Head’s Peninsula), and most other nations 
  consider these outpost cities as colonies of 
  Cimarron, which is a logical conclusion 
  since most humans in these towns are 
  Cimarrons. 
  Recent History 
  In AC 900, Thyatian colonists create the 
  nation of Narvaez, including the town of 
  Nueva Esperanza.  In AC 905, Nueva 
  Esperanza declared independence from 
  Narvaez, along with many other baronies.  
  This lasted until Almarrón conquered the 
  town in AC 939 and absorbed the 
  surrounding territory. 
  Finally, in AC 980, the rebel General 
  Cimarron lead his people to victory and 
  Nueva Esperanza declared independence 
  from Almarrón.  His success was due mainly 
  to the secret production of wheellock pistols 
  and smokepowder, as well as Almarrón 
  preoccupation with trying to invade 
  Gargoña.  The new nation called itself 
  Cimarron County, and Nueva Esperanza 
  was renamed to Smokestone City.  In AC 
  990, Cimarron ratifies the treaty of 
  Tampicos and was accepted by the other 
  nations. 
  Cimarron fought against Narvaez during the 
  Inquisition Wars which started in AC 1006.  
  This war ended when Hule attacked the 
  baronies, forcing them to unite together to 
  throw out the invader.  The gnolls of El 
  Grande Carrascal took advantage of their 
  weakened state and invade Cimarron as well 
  as other Baronies in AC 1007.  They were 
  eventually routed by the end of the year, but 
  at the cost of General Cimarron’s life.  His 
  son John “The Duke” Cimarron inherited 
  the County. 
  In AC 1009, the Red Curse, which was 
  centered in a few locations just outside the 
  Savage Baronies, mysterious spreads during 
  the Week Without Magic and covers most 
  of the Savage Coast, including all the Savage 
  Baronies.  The people must soon learn to 
  cope with outbreaks of the Red Curse and 
  the creation of new Afflicted.  Most nobles 
  scramble to find priests or cinnabryl to help 
  their people, and Inheritors make 
  themselves public to better spread their 
  stored cinnabryl. 
  AC 1010 brought the invasion of goblinoids 
  from the Bushwack Prairies, but again “The 
  Duke” chased them away.  In AC 1013, 
  Cimarron agreed to sanction Narvaez and 
  forbid its merchants or the LB Trading 
  Company from selling smokepowder to that 
  barony. 
  Don’t Miss 
  The most popular establishment of 
  Cimarron County is the Red Steel Saloon, 
  located in Smokestone City.  This is a rowdy 
  
  109 
   
  tavern with dancers, gambling, and many 
  brawls.  People claim that at least one 
  showdown (duel with wheellocks or the new 
  flintlocks) occurs in front of the saloon 
  every day.  The Red Steel Saloon is the place 
  to be if you want to make a quick reputation 
  in Cimarron; or earn a quick death.  Either 
  way, people will learn your name. 
   
   
  GARGOÑA (Baronia De) 
  Location: West of Gulf of Hule, north of 
  Almarrón, south of Narvaez, and east of 
  Saragón. 
  Area: 7,468 sq. mi. 
  Population: 14,000, including 11,700 in 
  Ciudad Real. 
   
  Languages: Slag Common (Espan Dialect). 
  Coinage: Real (pp), oro (gp), dies (sp) and 
  centa (cp).  
  Taxes: 20% income tax, 5% sales tax. 
  Government Type: Independent barony 
  part of the Treaty of Tampico and Signatory 
  Council. 
  Industries: Arts (music, poems, painting and 
  sculptures), diplomats and political advisers. 
  Important Figures: Baronesa Esperanza 
  “La Ilustre” de Sotto y Rivera (baroness, 
  human, female, T12). 
  Flora and Fauna: Standard for its warm 
  temperate 
  climate, 
  including 
  kudzu, 
  tomatoes, potatoes, maize, alligators, plains 
  grasses, deer, armadillos, prairie dogs, 
  turkeys, and eagles.  Dangerous monsters 
  include various giant lizards and undead 
  found in the swamps of la Delta de 
  Pozaverde.  Normal animals with Legacies 
  can also be very dangerous. 
  Further Reading: The Savage Coast online 
  document.  
   
  Description: by Hernando Cagliostro 
  Gargoña is recognized as the center of 
  culture in the Savage Baronias, a fact 
  affirmed by the situación [location.  Ed.] of 
  la unica universidad [unique university.  Ed.] 
  of the coast within its borders.  Admissión 
  to this grande universidad is free in return 
  for una promesa [a promise.  Ed.] of future 
  tithes to la nación [nation.  Ed.] of Gargoña 
  for the rest of your working life.  Since 
  Gargoña is generally viewed as politically 
  neutral, its renown scholars and graduates 
  are found throughout most of las nacionas 
  [nations.  Ed.] of the Savage Coast as 
  advisers or teachers. 
  The Land 
  Although about the same size as any other 
  baronia, Gargoña actually has poco [little.  
  Ed.] land for its people to live on.  Almost a 
  third of la baronia is inhospitable 
  swampland located at la Delta de Pozaverde, 
  the mouth of the famous Rio Copos.  On 
  the bright side, this swamp makes 
  approaching the towns of Gargoña from the 
  sea very difficult, preventing attacks from 
  the Sea Baronias. 
  The Rio Copos crosses la baronia from west 
  to east, and most of the towns and casas 
  [homes. Ed.] of the people can be found 
  along its shores.  After about 15 kilometers 
  (10 miles) from the shores, dense bosques 
  [forests. Ed.] dominate, and they are 
  sparsely inhabited by any locals.  These 
  bosques cover about one half of la baronia, 
  and serve as borders with friendly Almarrón 
  and the religous fanatics of Narvaez. 
  Ciudad Real is the capital of la baronia, and 
  is located just after la Delta de Pozaverde, 
  where el Rio Guadiana merges with el Rio 
  Copos.  Skiffs powered by oar ply the 
  waterways of the delta, ferrying commerce 
  to and from seagoing ships, allowing access 
  to the lucrative sea trade. 
  The People 
  Gargoñans are typically poets, artistas, and 
  scholars.  Many dream of adventure and 
  excitement, but only a few actually give it a 
  try (and most give it up after their first).  
  
  110 
   
  Those that do adventure are some of the 
  most swashbuckling souls in las baronias.  
  They are easily offended when people claim 
  that Gargoñans cannot fight and are eager 
  to prove them wrong. 
  To Gargoñans, the Red Curse is a dreaded 
  disease which must be stopped.  Many, 
  especially those with an Afflicted in the 
  family, try to raise money to fund research 
  into the Curse.  Luckily, the few clero 
  [priests, or more properly clerics. Ed.] found 
  in Gargoña are devoted to stopping it and 
  they use their spells to keep the number of 
  Afflicted very low within la nación. 
  Recent History 
  The history of Gargoña, like so many of the 
  other baronias, is sad and bloody.  Originally 
  part of la baronia de Narvaez, the southern 
  half of esta [that.  Ed] nación separated and 
  formed a new Baronia de Sotto in AC 913.  
  Ciudads [cities. Ed.] of this Baronia de Sotto 
  soon declared their own independence, 
  causing a civil war.  Riviera (which included 
  Ciudad Real) won its bid for independence 
  in AC 926.  Gargoña (which only included la 
  Castillo de Pardalupe) finally declared 
  independence itself in AC 934.   
  Sotto retaliated and invaded Gargoña.  By 
  AC 936, Sotto was soundly defeated and 
  Gargoña had conquered it’s parent Baronia.  
  Gargoña released its claim on Sotto, and la 
  población [population.  Ed.] reorganized 
  themselves into la Estado de Almarrón.  In 
  AC 977, Almarr¢n again went on an spree 
  of conquest.  Gargoña merged with la 
  nación de Riviera, keeping the name 
  Gargoña, and was able to repulse the 
  invaders in AC 979. 
  Baronesa Esperanza was crucial in 
  negotiating a peace treaty with Narvaez 
  during the war of AC 1006 so that las 
  baronias could fight off Hule.  The fact that 
  her daughter is married to the son of the 
  racist [this is the opinion of the 
  correspondent.  Ed.] Don Hugo of Narvaez 
  helped in los negociaciones. 
  As with the entire Savage Coast, the Red 
  Curse spread through Gargoña in AC 1009 
  during the dreaded Week Without Magic. 
  Gargoña has thankfully agreed to la sanción 
  [sanction.  Ed.] of selling smokepowder to 
  Narvaez, yet la baronesa is unfortunately 
  trying to negotiate another solution to la 
  problema. 
   
   
  GUADALANTE (Estado De) 
   
  Location: West of Saragón, north of El 
  Grande Carrascal, South and East of the 
  Yazzak Steppes. 
  Area: 11,300 sq. mi. 
  Population: 7,500, including 6,300 in 
  Ciudad Huelca. 
  Languages: Slag Common (Espan Dialect). 
  Coinage: Oro (gp), dies (sp) and centa (cp).  
  Taxes: 25% income tax. 
  Government Type: Independent barony 
  part of the Treaty of Tampico and Signatory 
  Council. 
  Industries: Cattle and horses.  
  Important Figures: Seóor Cristobal “El 
  Barbudo” Bigotillos y Copetez (baron, 
  human, male, R10). 
  Flora and Fauna: Standard for its warm 
  temperate 
  climate, 
  including 
  kudzu, 
  tomatoes, potatoes, maize, plains grasses, 
  deer, armadillos, prairie dogs, turkeys, and 
  eagles.  Dangerous monsters include the vast 
  number of goblinoids that raid from the 
  Yazzak Steppes.  Normal animals with 
  Legacies can also be very dangerous. 
  Further Reading: The Savage Coast online 
  document.  
   
  Description: by Rikard Prospero 
  Guadalante is a small nation that is part of 
  Savage Baronies.  Collectively called the 
  
  111 
   
  Guardianos, because they guard the rest of 
  the Savage Coast from Hule, the people of 
  the baronies are well respected by the other 
  nations, even though there is hardly any 
  contact between them. 
  The Land 
  Guadalante is nothing more than a large 
  expanse of grassland that serves as grazing 
  land for the numerous cattle and horses 
  found in the barony.  Only the Rio Copos 
  and Rio Negro break the monotonous 
  terrain.  The land along these rivers are 
  fertile farmlands which produce food for 
  the nation. 
  Scattered throughout this land are the 
  haciendas [household.  Ed.] of the various 
  rich cattle-trading families.  Only two 
  communities exist in Guadalante, most 
  families preferring to stay in their own 
  fortified hacienda.  Ciudad Huelca is the 
  capital, boasting a population of just over 
  6000, while Dos Cabezas Hacienda is a 
  small village of about 300.  To few crafters, 
  merchants, and laborers of the barony come 
  from these two communities. 
  The People 
  The humans of Guadalante, like the rest of 
  the Baronies, tend to be moderately dark-
  skinned.  The Red Curse also gives them red 
  overtones.  Most humans have straight, 
  black or deep red hair.  Other races are rare 
  in Guadalante, and goblinoids, rakasta, and 
  lupins are disliked.  If any other race is 
  present enough to be called Guadalantans, it 
  would be the occasional tortle who works in 
  the haciendas of the wealthy merchants. 
  Guadalantans are crude ruffians who simply 
  cannot appreciate the finer things in life.  
  Most would rather sleep on the ground, 
  outside beneath the stars than in a warm, 
  comfortable bed at a local inn. 
  Guadalantans are proud of their freedom 
  and will do anything to keep it.  They are 
  individualistic, and most take care of 
  themselves.  The gaucho are the respected 
  heroes here; they are warriors of the ranges 
  who ride horse and wield wheellock pistols 
  with skill.  They are by far the roughest, 
  crudest, and rowdiest bunch in the entire 
  Savage Baronies. 
  Guadalantans ignore the Red Curse until it 
  affects them directly.  Since cinnabryl is rare 
  and expensive, most keep the Red Curse at 
  bay by visiting the local clergy for a 
  Maintainspell.  Afflicted are treated as less 
  then human in Guadalante, so they often 
  live in their own houses far away from any 
  human community.  Some haciendas are 
  composed entirely of Afflicted. 
  Recent History 
  Guadalante has had a very peaceful past 
  when compared with the other baronies.  
  Guadalante was founded in AC 985 when 
  the baronies of Copetez and Bigotillos 
  united together when their respective heirs 
  were married. 
  In AC 992, Guadalante fought with Saragón 
  over watering rights, but after one quick 
  battle, the two nations came to an 
  agreement with the Treaty of Cortesillas. 
  Guadalante remained quiet until AC 1006 
  when it joined forces with the other 
  southern baronies to defend against 
  Narvaez and its allies.  It then joined all the 
  baronies to repulse the invading forces of 
  Hule. 
  In AC 1007, goblinoids invaded the land 
  and caused much damage to numerous 
  haciendas of Guadalante.  Finally, in AC 
  1009, a week without magic release the Red 
  Curse into the area, and people were forced 
  to adapt to the curse by finding cinnabryl or 
  begging priests to cast a Maintain spell on 
  them. 
  Since then, Guadalante has minded its own 
  business and been left alone by the other 
  baronies, just as it prefers. 
   
   
   
   
  
  112 
   
  HULE (Hagiarchy Of) 
   
  Location: North of the Savage Baronies and 
  the Gulf of Hule, continent of Brun. 
  Area: 256,000 sq. mi.  (576,000 km2) 
  Population: 1,000,000 (roughly 65% human, 
  35% goblinoids - mainly bugbears, gnolls, 
  kobolds, orcs and ogres - and 5% demi-
  human - dwarves, elves, and halflings.) 
  Languages: Hulean Common (several 
  dialects). 
  Coinage: Lira (gp), kuru (sp) and piastre 
  (cp).  
  Taxes: Net worth tax of 5% assessed every 
  two years and an annual 10% tithe to the 
  Holy Men of Hule.  Hule’s major roads also 
  have toll gates every 24 miles charging 1 
  piastre per person and 2 piastres per large 
  animal. 
  Government Type: Hagiarchy (ruled by 
  Holy Men). 
  Industries: Agriculture, textile (fine cloth, 
  wool), glasswork, trade, conquest.  
  Important Figures: The Master (The 
  Master of Hule, presumed to be a human, 
  male, P20 of Bozdogan). 
  Flora and Fauna: Nearly every creature 
  native to the continent of Brun can be found 
  in the large territories owned by Hule 
  Further Reading: The Savage Coast online 
  document, X5 - The Temple of Death, 
  Voyage of the Princess Ark - part 20 (in 
  Dragon Magazine #173). 
   
  Description: by Piotr Drobnjak 
  Hule: the land of mischief.  I’ve not actually 
  visited Hule yet, so this report is just the 
  results of several weeks of research at the 
  libraries and inns of Slagovich.  I intend to 
  visit Hule (as well as the other City-States) 
  soon, so that I may offer you a complete 
  report next year. 
  The Land 
  Hule, also known as Great Hule and the 
  Sanctified Land, is a large nation northwest 
  of the Black Mountains and north of the 
  Savage Coast’s City-States and Savage 
  Baronies.  It stretches from the edge of the 
  Black Mountains to the Risilvar Escarpment 
  in the south and the Dravish Steppes in the 
  west.  Its southern border includes a tiny 
  slice of the coastline, just north of 
  Slagovich, giving the nation access to sea 
  trade.  Much of Hule consists of low, rolling 
  hills blanketed by farms and pastures.  The 
  farmlands are dotted by small and simple 
  villages and farming communities.  There 
  are also several larger towns which serve as 
  bustling centers of trade. 
  Western Hule encompasses roughly half of 
  Niwhelm, the Dark Woods - a great oak 
  forest still mostly primeval.  The woods 
  contain Lake Tros, also known as the Lake 
  of the Deeps, a large (4,500 sq. mi.) and 
  seemingly bottomless freshwater lake. 
  The People 
  Hule is a meltpot of races and species.  Only 
  humans have an active role in government, 
  although non-humans may act as advisers to 
  the human officials. 
  Hule is a hagiarchy, a government run by 
  “holy men” and clergy.  Any person that has 
  been shown to be especially favored by 
  Bozdogan may have an important role in the 
  government, not just his priests. 
  The people of Hule are divided into many 
  classes: holy men, diviners, hermits, 
  prophets, clergy, and commoners.  Holy 
  men are the rulers; holy men who have 
  someone been touched by the Immortals.  
  Diviners are a sort of law enforcers who 
  travel the land searching for criminals; they 
  wear a red robe and black mask.  Hermits 
  are people who claim to have had a vision 
  from Bozdogan, telling them to lead 
  secluded lives in the wilderness.  Prophets 
  are people recognized for their wisdom; they 
  travel the land and act as judges.  Clerics 
  operate the local temples and shrines; their 
  task is to guide and instruct the people.  
  Commoners are farmers, soldiers, crafters, 
  
  113 
   
  merchants and so on.  They’re looked down 
  upon but are considered necessary for the 
  nation to survive. 
  Priests of any religion other than the official 
  religion of Bozdogan, as well as bandits, 
  troublemakers, and mages are considered 
  outlaws and traitors. 
  The goblinoids of Hule do not fit into the 
  above mentioned class system.  All 
  goblinoid tribes are nominally independent 
  and treated with care and respect mainly out 
  of fear.  These tribes, however, find it very 
  profitable to ally with the Master of Hule, 
  the highest and most powerful of the holy 
  men. 
  Demi-humans are quite rare and are objects 
  of curiosity to the humans of Hule. 
  Recent History 
  The Master, a mysterious individual, is 
  currently in control of Hule.  Much of his 
  army relies on goblinoids, in particular 
  goblins, though a vast corps of dervishes 
  defend the city-temples.  Among these 
  dervishes are a number of elite troops with 
  red steel scimitars.  Theses dervishes have 
  regularly repulsed barbarian invasions from 
  the north, thanks mostly to their red steel 
  equipment. 
  Recently, the Master of Hule sent his 
  minions to the Great Waste to conquer the 
  eastern lands.  He gained control of Sind in 
  AC 1005.  From there, his goblinoids, 
  janissaries [Hulean cavalry.  Ed.], and Desert 
  Nomads drove into Darokin.  The armies of 
  Darokin, Karameikos, and the Five Shires 
  managed to drive the Desert Nomads out in 
  AC 1006, but the Master’s forces still held 
  on to Sind. 
  Hule also attempted to conquer the Savage 
  Baronies at the same time, but the baronies 
  ended the wars between themselves and 
  united against this common threat, forcing 
  the Hulean forces to retreat as well. 
  Last year Hulean forces, mostly goblinoids, 
  invaded and conquered the City-State of 
  Nova Svoga.  Hule is currently at peace with 
  the nations of the Savage Coast, recovering 
  from the last set of wars.  Huleans still plot 
  and spy, however, and minor events related 
  to Hule occur all the time, especially in the 
  City-States and Savage Baronies. 
  Do Miss 
  Hule is probably worth missing as a whole, 
  but if you really need to go there, please 
  avoid entering goblinoid reserves and don’t 
  go to far from the coastal cities. 
  The Temple of Death, also known as 
  Greatrealm, is the Master’s capital city: a 
  huge temple complex lying on the shore of 
  Lake Tros.  It lies away from the cities, and 
  people seldom visit it.  From here the 
  Master watches his county and the progress 
  of all his military forces.  His desires are 
  made known to the people by the Diviners 
  or other messengers.  This is a place to 
  avoid at all costs. 
  Next year I plan to board a ship to Yenigaz 
  and the Azurun. From there I’ll try to reach 
  the city of Magden in eastern Hule.  
  Hopefully I’ll return to Slagovich with my 
  report.  May Halav protect me. 
   
   
  NARVAEZ (Baronia De) 
   
  Location: Northwest of Saragón, north of 
  Gargoña, south of Torreón. 
  Area: 15,477 sq. mi. 
  Population: 16,000, including 12,300 in 
  Puerto Morillos. 
  Languages: Slag Common (Espan Dialect). 
  Coinage: Oro (gp), dies (sp) and centa (cp).  
  Taxes: 35% income tax. 
  Government Type: Independent barony 
  part of the Treaty ofTampico and Signatory 
  Council. 
  Industries: Agriculture, mercenaries.  
  
  114 
   
  Important Figures: Barón Hugo “El 
  Despiadado” de Narvaez y Montoya (baron, 
  human, male, P(cr)15). 
  Flora and Fauna: Standard for its warm 
  temperate 
  climate, 
  including 
  kudzu, 
  tomatoes, potatoes, maize, plains grasses, 
  deer, armadillos, prairie dogs, turkeys, and 
  eagles.  Dangerous monsters include the vast 
  number of goblinoids that raid from the 
  Yazzak Steppes and from an unnamed 
  swamp on the coast of the Gulf.  Normal 
  animals with Legacies can also be very 
  dangerous. 
  Further Reading: The Savage Coast online 
  document.  
   
  Description: by Hernando Cagliostro 
  Narvaez.  El nombre [The name.  Ed] of 
  this baronia alone is enough to cause fear in 
  most people, and with reason.  Narvaezans 
  have always be intent on conquest of all the 
  Savage Baronias, and they intend for 
  everyone to worship the flames of Ixion and 
  his Inquisitor. 
  The Land 
  Narvaez is the largest baronia of the Gulf of 
  Hule.  It is mostly fertile farmland situated 
  in the valley of el Rio Guadiana.  Forested 
  hills marks the borders on either side of the 
  valley.  Many aldeas [villages.  Ed.] can be 
  found along el rio, but most have been 
  destroyed and are nothing more than ruins 
  thanks to the holy war Narvaez embarked 
  upon almost a decade ago.  Only two main 
  towns are still left in esta región: Paz del sol 
  and Punto-Eseobar. 
  The southern parte de Narvaez turns 
  eastward and goes all the way to the sea, 
  where Puerto Morillos stands.  This is el 
  capital of la nación, where Barón Hugo rules 
  with an iron fist and his Matones thugs 
  enforce his laws.  Life is Puerto Morillos is 
  very subdued, as to try and be lively and 
  entertaining marks one out for the dreaded 
  inquisitors, who will most assuredly come 
  and visit. 
  North of this stretch of land, and east of el 
  Rio Guadiana, lies las Colinas Grutescas and 
  an unnamed swamp.  Banditos and religious 
  refugees have made many a hideout in this 
  area, and it is rumored to be filled with ruins 
  and ancient treasures.  
  The People 
  Narvaezans are an oppressed people who 
  have no freedom to do as they please.  The 
  dreaded inquisitors and their goddess, aptly 
  named the Inquisitor, make sure that 
  everyone is extremely devoted to Ixion.  
  Those believed to have performed the 
  slightest herejia [heresy.  Ed.] are burned to 
  the stake. 
  La población is heavily taxed so el barón can 
  afford to build his military forces.  With 
  these, he insures that there are no revolts in 
  his nación and enforces the worship of 
  Ixion.  Many such mercenaries even serve 
  abroad, although most other countries are 
  afraid to hire them because of their religious 
  conviciones [convictions.  Ed.].  Those that 
  do serve outside of Narvaez must still pay 
  taxes to el barón or they will be declared 
  heretics. 
  El barón even exports the food of the 
  commoners to other nacionas for money, 
  often leaving them starving in his own 
  baronia.  Then El Despiadado [The 
  Despised.  Ed.] wonders why he has so 
  many revolts and has to pay for so many 
  soldiers.  Los famous Matones, the elite 
  guards of Narvaez, are nothing more than 
  thugs who take pleasure in bullying those 
  weaker than they are.  And any who 
  complain to the officials are soon found 
  burning at the stakes; the inquisitors find 
  their devotion in Ixion to be lacking merely 
  days afterwards. 
  Narvaezans view Afflicted as those 
  punished by the Immortals, in particular by 
  Ixion.  Since cinnabryl is rare in Narvaez, 
  only the clero of Ixion can keep the Red 
  Curse at bay with their Maintain spells.  
  Those who become Afflicted are therefore 
  viewed as those who have not been faithful 
  to the church and therefore suffer the 
  
  115 
   
  punishment they deserve.  What I believe is 
  even worse is that the Afflicted themselves, 
  so caught up in the religión of Ixion, believe 
  that they are to blame for their curse.  What 
  kind of religión puts such false and 
  destructive ideas into the heads of its own 
  people? 
  These days, Afflicted are automatically 
  viewed as heretics and are to be killed on 
  sight.  Also, druids and mages are equally 
  viewed as heretics, since they obviously 
  worship other sources of powers for their 
  spells.  It is because of my arcane studies 
  that I was forced to flee my own homeland. 
  Recent History 
  Narvaez was the first baronia along the 
  Savage Coast, created many years ago by 
  Ispan [A group of Thyatians.  Ed.] colonists 
  at the turn of the last century.  They claimed 
  the entire coast of the Gulf of Hule where 
  almost all the other baronies now lie. 
  Soon after it’s creation, several towns 
  declared their independence and formed 
  their own baronias.  Then, in AC 913, the 
  first barón died and la nación was divided in 
  two by his two heirs.  The northern baronia 
  remained Narvaez while the southern 
  baronia became la Baronia de Sotto.  Over 
  the next decades, Sotto fell apart to 
  numerous civil wars and eventually became 
  what are known as las baronias of Gargoña, 
  Almarrón, and Cimmaron. 
  Meanwhile, Narvaez itself was facing many 
  revolts and declaraciones of independence 
  as well.  Tired of these secessions, el barón 
  started building his forces and attacked the 
  rebellious towns.  By AC 937, Narvaez had 
  reclaimed all its lands, not including those 
  that were given to Sotto.  El barón 
  continued to build his forces to prevent any 
  other uprisings.  Narvaez became known for 
  its infantry and military throughout las 
  baronias.  They held their land and remained 
  peaceful until the next century. 
  Then in AC 1005, Narvaez fell into civil war 
  over their religion.  El barón managed to 
  unite his people in AC 1006 by claiming that 
  it was the other naciones which were 
  heretics, uniting los factiones into a Holy 
  War against the rest of las baronias.  
  Torreón, Texeiras and Vilaverde joined 
  Narvaez against the other baronias.  This 
  war ended when Hule invaded, forcing los 
  baróns to work together or lose all their 
  lands. 
  Near the end of AC 1009, the Red Curse 
  spread throughout the land and many 
  Narvaezans became Afflicted.  This has 
  begun causing many troubles within la 
  baronia, and many believe that another 
  religious civil war is inevitable.  Last year, 
  Barón Hugo began stockpiling 
  smokepowder, and many feared that la 
  baronia would again start a spree of 
  conquests and expansión.  In consequence, 
  they have created sanciones which 
  thankfully forbid the export of 
  smokepowder to Narvaez. 
  Don’t Miss 
  Unless you are willing to become a near-
  slave to the whims of lost Matones and the 
  inquisitors, I recommend avoiding Narvaez 
  as much as possible.  If you must go, stay in 
  small villages where you will be harder to 
  find. 
  The one thing I enjoy in Narvaez is to see 
  the daring swashbucklers in Puerto Morillos.  
  They wear masks and go about taunting the 
  inquisitors, the priests of Ixion, los Matones, 
  and even el barón.  Sadly, many of them 
  have been killed and burned to the stake, 
  but just as many always manage to escape 
  and harass the fanatical Narvaezans even 
  more. 
   
   
  SARAGÓN (Baronia De) 
   
  Location: East of Guadalante, north of el 
  Grande Carrascal, and west of Gargoña and 
  Narvaez. 
  Area: 8,757 sq. mi. 
  
  116 
   
  Population: 8,000, including 6,600 in 
  Ciudad Matacán. 
  Languages: Slag Common (Espan Dialect). 
  Coinage: Oro (gp), dies (sp) and centa (cp).  
  Taxes: 20% income tax. 
  Government Type: Independent barony 
  part of the Treaty of Tampico and Signatory 
  Council. 
  Industries: Sages and knowledge.  
  Important Figures: Barón Balthazar de 
  Montejo y Aranjuez (baron, human, male, 
  W12). 
  Flora and Fauna: Standard for its warm 
  temperate 
  climate, 
  including 
  kudzu, 
  tomatoes, potatoes, maize, plains grasses, 
  deer, armadillos, prairie dogs, turkeys, and 
  eagles.  Dangerous monsters include 
  goblinoids that raid from the Yazzak Steppes.  
  Normal animals with Legacies can also be 
  very dangerous. 
  Further Reading: The Savage Coast online 
  document.  
   
  Description: by Hernando Cagliostro 
  Saragón is one of the three enlightened 
  states of las baronias.  Along with Gargoña 
  and Almarrón, its rulers promote 
  philosophy, arts, and educations among its 
  publación.  Saragón is also famous in its role 
  of defending las baronias from invasions 
  from the Yazzak Steppes thanks to la careta 
  de la barrera [The Barrier Mask.  Ed.], an 
  artifact of the Immortal Ixion which 
  repulses enemy forces that approach it.  A 
  second artifact, the Bracers of Forbiddance, 
  enhances the Barrier Mask’s already great 
  powers.  
  The Land 
  Saragón is mostly composed a prairies that 
  lie along el Rio Maldito and Rio Copos.  
  The western borders run along la Bosque de 
  las Sombras (The Forest of Phantoms), a 
  woods rumored to be haunted by the 
  legions of soldiers who died fighting the 
  gnolls who once inhabited to forest. 
  Saragón is has three baronets, minor lords 
  who represent each one region of la baronia.  
  The baronet of Aranjuez represents the 
  north, while the baronet of Montejo the 
  southern parts of la baronia.  The baronet of 
  Saragón comes from the central area of la 
  nación. 
  The People 
  Saragóners are an enlightened people, much 
  like Gargoñans, du mainly to the good 
  education they receive from the nobles.  
  Mages and scientists are very common here, 
  and are in fact renown throughout las 
  nacionas as the most wise sabios [sages.  
  Ed.] of the Savage Coast.  Many here study 
  the Red Curse and are trying to understand 
  it better, and possibly defeat it if possible. 
  Also common in Saragón are the Inheritors.  
  This is due to the fact that the original 
  Inheritors all came from this nación.  In 
  fact, baronet Don Luis de Manzanas is one 
  of those original Inheritors.  Because of this 
  longer use of Legacies in the area, Saragón 
  has more red steel and cinnabryl then most 
  other nacionas. 
  Despite this high concentration of 
  cinnabryl, most people use the priestly 
  Maintain spell to keep the Red Curse at bay.  
  This is parcialamente [partially. Ed.] because 
  of cinnabryl’s high price, and parcialamente 
  because they have been well thought about 
  the consequences of running out of 
  cinnabryl.  Afflicted are therefore rare as 
  even the children of the land understand the 
  properties of the dreaded Red Curse.  Those 
  that are Afflicted are treated no differently 
  than someone with any other disease or 
  wound; say someone missing a leg or an 
  arm. 
  Recent History 
  Saragón has had a relatively peaceful history, 
  and this is perhaps one of the reasons it is 
  an enlightened state.  La nación was formed 
  in AC 966 when los baronias of Montejo 
  and Aranjuez united after several años 
  [years.  Ed.] of working together to defeat 
  encroaching goblinoids and gnolls.  Saragón 
  remained peaceful except for a small dispute 
  
  117 
   
  over watering rights with Guadalante 
  throughout most of its history. 
  In AC 993, adventurers found the Barrier 
  Mask which has helped keep la nación safe 
  since then.  AC 1006 brought the holy wars 
  in which Saragón united with other baronias 
  to fight against Narvaez.  As is well known, 
  this battle ended when all las baronias 
  united to fight off Hule.  Then, in AC 1007, 
  goblinoids from the Steppes invaded, but 
  were subsequently repulsed as well. 
  At the end of AC 1009, magic failed for a 
  week, and there was much commotion in la 
  nación.  Goblinoids took advantage of the 
  failure of the Barrier Mask to attack 
  Manzana’s tower and destroyed it.  Also, 
  this is when the dreaded Red Curse spread 
  throughout the land. 
  In AC 1010, Luis de Manzanas had a new 
  castillos constructed, but was then 
  challenged by the Inheritor Balazar.  The 
  troubles caused by this challenge eventually 
  led to the discovery of the Bracers of 
  Forbiddance, which helped repulse another 
  goblinoid invasion led by Balazar.  This new 
  artifact, along with the Barrier Mask, are in 
  la posesión of baroner Don Luis de 
  Mazanas, where he keeps the borders safe 
  from goblinoids and Narvaezans. 
  Since then, Saragón has remained out of 
  most of the politics of the region, except for 
  its demand to increase los sanciones on 
  Narvaez. 
   
   
  SLAGOVICH (City-State Of) 
   
  Location: West of Gulf of Hule, northern 
  region of Serpent’s Peninsula. 
  Area: 1,232 sq. mi. (3,200 km2)   
  Population: 17,000 (mostly humans and a 
  few demihumans) 
  Languages: Slag Common (Slagovich 
  Dialect), Slagich (dialect of Traladaran). 
  Coinage: Bright (Br; 90% silver, 10% 
  undepleted cinnabryl), Fair (Fr; 98% copper, 
  2% undepleted cinnabryl), Dim (Dm; 
  depleted Bright), Dark (Dk; depleted Fair).  
  Value: 1 Br = 5 Fr = 50 Dm = 500 Dk. Silver 
  ingots are used in merchant trades. 
  Taxes: Unknown. 
  Government Type: Independent monarchy 
  ruled by a Margrave. 
  Industries: trade, mining (cinnabryl). 
  Important Figures: Margrave Miosz II 
  (noble, human, male, F5), Stavro (leader of 
  the Knights of Halav, human, male, F14). 
  Further Reading: Voyage of the Princess 
  Ark: The Slagovich Affair, in the Champions 
  of Mystara box set.  Also, the Savage Coast 
  online document. 
    
  Description: by Piotr Drobnjak 
  It’s a great pleasure for me to describe my 
  home city in such a precious book published 
  in the same land that gave birth to the 
  Mighty Halav. May He protect us all and 
  help me in the use of Thyatian. 
  The Land 
  Slagovich proper is just a five centuries old 
  small stronghold built high atop a plateau, 
  next to a cliff overlooking the Gulf of Hule.  
  The City State also controls a tiny stretch of 
  hilly land between the village of Kastr to the 
  south and the ruins of Grabana to the north. 
  High and well-defended walls surround the 
  city’s mortar and stonework houses, but the 
  nobles and the richest families live inside the 
  walls.  Most of the population lives in badly 
  maintained dwellings, outside the protection 
  of the walls.  A few scattered farms dot the 
  countryside. 
  Almost all buildings have a faint reddish-
  brown color, due to the presence of 
  cinnabryl in the area. 
  The People 
  The inhabitants of Slagovich, mostly 
  humans of mixed Yavi and Traldaran race, 
  sport dark hairs and reddish-brown skin 
  
  118 
   
  (probably due to the Red Curse).  A few 
  demihumans inhabit the city too.  Despite 
  the many adventurers and the bustling trade 
  business, most of the population consists in 
  poor miners who work in the rich cinnabryl 
  mines. 
  Worship of Halav is the main faith in the 
  area, especially since the brotherhood 
  known as Knights of Halav has helped 
  Slagovich resist the Hulean attempts at 
  seizing the City. 
  Recent History 
  In the last decade or so the whole area 
  suffered from continuous war.  Slagovich is 
  an important trading post and the gate to 
  the East, moreover it has an important mine 
  of cinnabryl, so the evil Master of Hule has 
  tried to conquer it several times.  He almost 
  managed to do it in 1000 AC, when the 
  Margrave Miosz II, then a child, was able to 
  keep his throne thanks to the intervention 
  of the Knights of Halav and an Alphatian 
  adventurer named Haldemar. 
  In the following years Hule invaded Sind 
  and attempted to conquer all the City-States, 
  but the alliance of the five cities managed to 
  repel the Hulean evil bands. 
  Recently, as the Hulean threat loosened, 
  Slagovich has been attacked by joint forces 
  of Zvornik and Hojah and tension is still 
  high in the area.      
  Don’t Miss 
  Slagovich most famous features, except the 
  Black Samovar inn, are the hydraulic 
  mechanism designed by excellent Slagovich 
  engineers and present everywhere in the 
  city. 
  Located in a huge natural cavern connected 
  by a natural shaft to the city, the harbor is a 
  masterpiece of engineering.  For a high fee 
  the cavern can be sealed and filled with 
  water, thus allowing a ship to move deep 
  into the city along a series of canal to unload 
  their goods. 
  Due to the high number of canal, 
  drawbridges and water locks, the City of 
  Slagovich is also known among eastern 
  travelers as “Glantri of the West”.  
   
  SUMA’A (Kingdom Of) AND 
  GOMBAR (Kingdom Of) 
   
  SUMA’A 
  Location: Western edge of the Arm of the 
  Immortals, Brun. 
  Area: 19,240 sq. mi. 
  Population: 60,000, including 25,000 in the 
  capital Sumag). 
  Languages: Ak’an (a language descended 
  from Tanagoro and ogre). 
  Coinage: pesawa (ep), cedi (gp). 
  Taxes: 10% export tax, 15% import tax (0% 
  food import tax), 5% mineral tax. 
  Government Type: Monarchy moderately 
  influenced by mercantile interests.  The king 
  must be a shaman. 
  Industries: Mining (gold, iron, diamonds, 
  electrum, platinum), jewelry. 
  Important Figures: Aw’ar (Chief Priest of 
  Sumag, ogre-kin, female, P(shaman)15). 
  Flora and Fauna: unknown. 
  GOMBAR 
  Location: Western edge of the Arm of the 
  Immortals, Brun. 
  Area: 28,120 sq. mi. 
  Population: 72,000, including 30,000 in the 
  capital Emdur). 
  Languages: Ak’an (a language descended 
  from Tanagoro and ogre). 
  Coinage: pesawa (ep), cedi (gp). 
  Taxes: 10% export tax, 15% import tax (0% 
  food import tax), 5% mineral tax. 
  Government Type: Monarchy heavily 
  influenced by mercantile interests.  The king 
  must be a shaman. 
  
  119 
   
  Industries: Mining (gold, rubies, diamonds, 
  electrum, platinum), jewelry. 
  Important Figures: Droog (Chief Priest of 
  Gombar, ogre-kin, male, P(shaman)10), 
  Opatuo (head of the Mining Exchange of 
  Emdur, ogre-kin, female, Merchant14). 
  Flora and Fauna: unknown. 
   
  Joint description of Gombar and Suma’a: 
  by Gnighmen Lodestar 
  Note from the Editors: Although Suma’a 
  and Gombar are not properly a part of the 
  Savage Coast or an area affected by the 
  Haze or Red Curse, we have decided to 
  include it in this section for now as the Arm 
  of the Immortal is close enough for to be 
  included into the Savage Coast.  When the 
  Arm of the Immortal is known well enough 
  to have its own section, expect these nations 
  to be moved there. 
  I traveled briefly in these two kingdoms 
  when Serraine was passing nearby.  
  Matazumi had piqued my interest of this 
  area with tales of land rules by giant civilized 
  ogre like beings.  These beings, he informed 
  me, lead two huge mercantile kingdoms lead 
  by shamans.  These kingdoms are rich in 
  mineral wealth with gold, electrum and iron 
  being mined extensively from the hills and 
  mountains of the Arm of Immortals which 
  form the eastern extent of the two 
  kingdoms.  Numerous types of precious 
  stones are also mined from these areas and 
  these along with the gold are crafted by the 
  artisans of the land.  The jewelry and 
  mineral wealth, however, is not what has 
  made the area rich.  It is the oversea trade 
  that the people conduct with countries up 
  and down the western shore of Brun and 
  Davania as well as the eastern extents of 
  Skothar that has made the kingdoms what 
  they are.  Both kingdoms lead extensive 
  merchant and naval fleets with which they 
  maintain their control over the water. 
  Once Matazumi had given me this briefing 
  of the land which I would travel in I 
  effected a magical disguise to help me pass 
  unnoticed during my brief sojourn through 
  the land.  I decided to borrow a Cloud-
  Clipper for my journey and land near the 
  city of Emdur - the capital of Gombar. 
  The Land 
  I was unable to visit any area outside the city 
  of Emdur during my stay and therefore do 
  not know anything about it.  I hope to visit 
  the two kingdoms again soon and describe 
  in more detail the area with more detail on 
  the Kingdom of Suma’a and the lands 
  surrounding the city of Emdur. 
  However in my travel from the area where I 
  landed my plane into the city I noted some 
  things.  Primarily the lack of people living 
  outside the city - I passed no-one on my 
  short journey and there were no farms not 
  that the land seemed very arable.  Why there 
  are no people living on the land is a mystery 
  to me and how the populace can eat is truly 
  a surprise.  During my short trip I did notice 
  the sounds of drum beats.  From where and 
  why these drum beats were beating was also 
  a bit of a mystery for me - one that I was 
  unable to answer during my stay. 
  The People 
  The people of Gombar and Suma’a are 
  twofold in their interests.  Firstly there are 
  the merchants and miners who are 
  interested in furthering their mercantile 
  aims.  Then there are the religious groups 
  who lead the populace. 
  The interactions between the religious and 
  mercantile members of the people are very 
  interesting.  The mercantile members of the 
  people seem to have control over the 
  religious group by virtue of the money and 
  jobs that they generate.  However the 
  religious groups lead the people.  It is true 
  that the leaders are heavily influenced by 
  mercantile interests but a similar influence 
  of the shamans over the merchants was 
  evident to me by the respect that shamans 
  visiting the Mining Exchange were given.  
  They were not feared as those who are 
  religious seem to be in other areas but 
  actually treated with respect. 
  
  120 
   
  Don’t Miss 
  The Mining Exchange in Emdur is the 
  tallest and most opulent buildings in the 
  city.  In fact the height of the building is 
  astounding.  Over 25 storeys high, the 
  building is truly massive, especially 
  considering that for the tall inhabitants that 
  each storey is fifteen feet high, why a 
  building should have so many storeys is, 
  however, beyond me.  Though seeing the 
  building I have an idea for a weight and 
  pulley mechanism that could be attached to 
  the outside of the building which would 
  move people up and down floors without 
  the need for stairs - I think I’ll call it a 
  mechanical-levitator. 
  The Exchange is a hive of activity during the 
  day and throughout the night.  Within the 
  exchange miners come in and sell their 
  goods.  In the same place merchants buy the 
  minerals to trade with other countries.  
  Artisans also frequent the building buying 
  gold and gemstones and selling their crafts 
  to merchants. 
  The most amazing sight within the 
  Exchange is a large room, known as the 
  Floor, which exists over three storeys within 
  which the prices of the cargoes of ships as 
  well as the standings of the mineral finds 
  from the mines are traded and re-assessed 
  on a continual basis.  The room is a very 
  confusing within ogre-kin screaming prices 
  and names at the young ogre-kin above 
  them at large boards who write the new 
  prices and standings in the relevant places.  
  How anyone can hear anything in this place 
  is an amazement to me.  I was here the day 
  after the platinum from a new mine was 
  being traded in the Exchange - I was 
  informed that on this day that the Floor was 
  more active - how this can be is beyond me. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  121 
   
  Atlas Of The Sea Of Dawn 
                       
   
      
  To the east of the Old World, where the sun 
  rises every morning, lies the Sea of Dawn.  
  It is a place rumored to be mystical in nature 
  by many tavern tales, and perhaps it is.  
  Three exotic cultures can be found in this 
  area, notably the Thothians, the Ochaleans, 
  and the Pearl Islanders. 
  The rest of the nations, however, are either 
  Thyatian or Alphatian in origin, and many 
  bear the numerous scars of war between the 
  two Empires.  For the Sea of Dawn is the 
  border between the Old World and the 
  Alphatian Sea, and it is where the two 
  cultures clash, more often violently than 
  not. 
  The Isle of Dawn, a continent size island in 
  the north of the Sea of Dawn, is a 
  militaristic land where armies march 
  constantly and battles take place almost 
  daily.  Such constant warfare has spread to 
  the nearby Alatian Islands as well, and glory 
  can easily be found by brilliant tacticians and 
  expert mercenaries.  The battles between the 
  Empires have since died down since the 
  signing of the Treaty of Dawn (or Isle of 
  Dawn Treaty), yet it only takes a spark to 
  start the war all over again. 
  Still, another threat seems to be looming 
  over the area, and many of the nations are 
  fearful of an attack by strange spiders found 
  on the Thothian Plateau.  The nature of 
  these Aranea is unknown, and whether there 
  will be a war or not is also unclear.  But if 
  there is, the people of the Isle of Dawn will 
  be used to it. 
  The southern islands, however, are peaceful 
  in nature, and no trip is more relaxing that 
  one to Ochalea or the Pearl Islands.  It is 
  from these nations that the Sea of Dawn 
  receives a mystical description when talked 
  about, for surely no one talks with pride 
  about the constant wars on the Isle of 
  Dawn. 
  The people of the Sea of Dawn are 
  educated, and except for the Pearl Islanders, 
  a majority can actually read and write.  Both 
  Thyatian and Alphatian are well known, and 
  it is rare to find someone who cannot speak 
  both languages. 
  The Sea of Dawn is officially the sea along 
  the eastern coast of the Old World, ending 
  upon reaching the continents of Bellissaria 
  and Alphatia.  Since the sinking of Alphatia, 
  the former Eastern Sea of Dawn has now 
  become part of the New Alphatian Sea.  
  The Sea of Dawn ends northward when it 
  reaches the coast of Norwold, and its 
  southern end borders the Jungle Coast on 
  Davania.  West of the southern Sea of 
  Dawn is the Sea of Dread, while to the east 
  is the Bellissarian Sea. 
   
  Correspondents for the Sea of 
  Dawn  
  Here is our list of correspondents that give 
  us detailed information on the nations, 
  places, and events of the Sea of Dawn. 
   
  Elidor Murtagh 
  As the First Mate of the Callista, Elidor’s 
  love of sailing marks him as a typical 
  Minrothad sea elf.  His love of travel has 
  brought him throughout the Sea of Dread 
  and the Sea of Dawn.  Elidor is also an 
  accomplished adventurer, having wandered 
  extensively during his first century or so of 
  life.  He has visited the undersea nation of 
  Aquas (although that was in AC 950, just 
  after Seashield’s founding).  Elidor has also 
  visited the Undersea regions near Minrothad 
  and Ierendi, and has friends among the 
  aquatic elves and merrow (mermen) there.   
  While people afraid of water are not 
  unusual, Elidor is the first person I’ve met 
  who is afraid of land.  He will never travel 
  more than a day’s walk inland, preferring to 
  keep the open sea in sight at all times. 
  During AC 1015, Elidor described to us the 
  nations of the Alatian Islands as well as 
  
  122 
   
  several Alphatia kingdoms on the Isle of 
  Dawn.  Unfortunately, his notes were lost 
  along with those of the Alphatian Sea. 
   
  Kalituro Nuar 
  Kalituro is a wandering priest of Asterius 
  from the Pearl Islands, specifically the island 
  of Nuar.  He views the entire world as an 
  interesting place to visit and desires to see 
  the whole world before he dies.  He views 
  the study of different cultures as 
  enlightening and the one true way to 
  understand human nature.  He also loves 
  collecting items from each nation, and 
  claims to have at least one of every coin of 
  the entire known world. 
  Kalituro shares his experiences on Thothia 
  and Ochalea with the readers.  We 
  unfortunately had to edit his sections on the 
  cultures and people since he submitted 
  enough to write an entire book on each 
  culture.  Hopefully we’ve managed to keep 
  the important information. 
   
  Titia Solenius 
  Titia is a Thyatian Legionnaire stationed at 
  Fort Kendach who writes to us during her 
  spare time.  Born in a poor household, she 
  ran away from home as a child to avoid a 
  pre-arranged marriage to the son of a 
  wealthy merchant.  Upon reaching 
  adulthood, she joined the military and was 
  quickly caught up in the battles of the 
  Alphatian Invasion during the Wrath of the 
  Immortals.  She has since earned the rank of 
  lieutenant in the Legion, and claims to never 
  want to give up this style of life.   
  Titia describes to us the Thyatian Provinces, 
  as well as the nations allied with Thyatis on 
  the Isle of Dawn. 
   
   
   
   
   
  ATLAS 
   
  HELSKIR (Kingdom Of) 
   
  Location: Northern tip of the Isle of Dawn, 
  north of Westrourke and northwest of the 
  province of Dunadale. 
  Area: 28,932 sq. mi. 
  Population: 40,000. 
  Languages: Thyatian Common (Redstone 
  dialect), Alphatian Common (East Portage 
  dialect).  
  Coinage: Thyatian Standard: Emperor (pp), 
  lucin (gp), asterius (sp), denarius (cp).  
  Alphatian coins are also very common: 
  Crown (gp), mirror (sp), judge (cp). 
  Taxes: 20% income tax, collected 4 times a 
  year (Va. 1, Ya. 1, Fy. 3, and Ei. 1).  5% sales 
  tax on all items except food and clothing. 
  Government Type: Independent Monarchy 
  with formality ties to the Empire of Thyatis. 
  Industries: Trade and fishing. 
  Important Figures: Eruul Zaar (King, 
  human, male, F18), Asteriela Torion (Queen, 
  human, female, M12). 
  Flora and Fauna: Standard for its climate, 
  notably herds of sheep and goats.  Dangerous 
  monsters include goblinoids and bandits that 
  are common throughout the Isle of Dawn.  
  Giant lizards and other unknown monsters 
  inhabit the Demeran Moor. 
  Further Reading: M5 - Talons of Night, 
  Dawn of the Emperors boxed Set, AC1010 - 
  Poor Wizard’s Almanac to AC1012 - Poor 
  Wizard’s Almanac 3. 
   
  Description: by Titia Solenius 
  Helskir was the first independent kingdom 
  to be accepted into the Empire of Thyatis.  
  As such, the king and queen of the land 
  have absolute control over the laws, even to 
  the point where they can overrule any 
  Thyatian Imperial Law.  In fact, the nation 
  
  123 
   
  doesn’t even pay any taxes to the Empire, 
  nor must it provide military troops for the 
  Legion.  In all respects, it is an independent 
  nation with only formal ties to the Empire.  
  Only if the Emperor himself declares war 
  on another nation must Helskir participate 
  in Imperial politics and send its troops out 
  with the Legion.   
  Helskir has its own armies and navies, yet 
  the Legion is also present in this nation.  A 
  Helskian officer is always considered to be 
  of higher rank than a Legionnaire, and their 
  orders always come first.  They can give us 
  orders, yet the Legion has no say as to what 
  the Helskian Army does.  In fact, Helskir 
  still has its own senator representing them in 
  the Imperial Senate.  Helskir is therefore 
  independent of Thyatian orders, yet able to 
  itself influence the orders of the Empire. 
  Is this in fact the start of a new age for the 
  Empire of Thyatis?  Is the chain of 
  command among the nobility being 
  destroyed and replaced with this new form 
  of government?  I can’t help but noticing 
  that independent kingdoms loosely allied 
  together with an Emperor in charge of only 
  the military and foreign affairs sounds way 
  too much like the Empire of Alphatia.  Is it 
  a better system?  I personally don’t think so, 
  as each nation has its own armies, and it 
  makes coordinating military activities 
  extremely difficult.  Still, I’m a warrior and 
  not a politician, so I’ll let our leaders decide 
  what will become of our Empire. 
  The Land 
  Helskir is a very small kingdom, and it only 
  takes a couple of days to patrol the entire 
  border.  The vast majority of the northern 
  coastal area is fertile farmlands which 
  provides slightly more food than needed by 
  the people of Helskir.   
  The southwestern borders end at Demeran’s 
  Moor. The land is often shrouded in fog, 
  making it very dangerous to patrol.  Various 
  bandits, goblinoids, and lizard-monsters 
  make their lairs in this swamp, and strike 
  from their fog-hidden ambushes.  In fact, 
  many a brave Legionnaire has lost his life 
  patrolling that area. 
  The southeastern borders of the land are 
  much more rocky and unsuitable for 
  farming.  This is were the Helskians herd 
  their goats.  Further past the border into 
  Dunadale, the land rises higher and higher 
  until it finally drops several hundred meters 
  and the Herdane Escarpment.  This natural 
  feature is in fact clearly within the borders 
  of Dunadale, patrols of Helskir often go as 
  far as the Escarpment.  Another one of their 
  “enter Thyatian territory with impunity but 
  we follow their orders” advantages.  I’ll 
  never understand nobles and politicians. 
  The city of Helskir itself is rapidly growing.  
  New city walls have been built to better 
  defend the thriving community, and Helskir 
  is becoming one of the major trade centers 
  of this region of the world.  Strategical 
  buildings also have a wooden palisade 
  protecting them.  Helskir has a deep harbor 
  which can dock many ships at once, a fact 
  that has helped them achieve their trade 
  market dominance. 
  The People 
  Like most Isle of Dawners, Helskians have 
  learned to ignore most rulers and simply get 
  on with their lives.  In fact, Helskir has 
  changed from Thyatian to Alphatian 
  rulership and vice-versa so many times that 
  Helskians have lost count.  Strangely 
  enough, regardless of which Empire Helskir 
  has belonged to, Eruul Zaar has always been 
  the ruler of this town. 
  Helskians are of Alphatian descent, but have 
  abandoned all ties to the Empire of 
  Alphatia.  Until recently, many feared that 
  Helskir would be the first place to be 
  destroyed should the two empires go to war.  
  In fact, this has been the only city spared 
  from the famous Wrath of the Immortals 
  and the aftermaths that followed.  This is 
  another reason their economy is prospering.  
  Helskians now look forward to a bright 
  future. 
  Recent History 
  
  124 
   
  Helskir is a young nation.  Just over 40 years 
  ago, Helskir was nothing more than a simple 
  fishing village.  In fact, Eruul Zaar himself 
  founded the village and brought it to the 
  predominance it has today.  When the 
  fishing trade started to become lucrative, 
  both the Empires of Thyatis and Alphatia 
  began to take interest in the town, and both 
  have claimed it numerous times.  Eruul Zaar 
  remained independent from both, yet 
  claimed to follow whoever was in charge.  
  He had the armies fight for rulership outside 
  of town and declared that he would dutifully 
  follow whoever won the battle.  Hence, 
  whenever Helskir changed empires, Zaar 
  still remained the ruler of the town.  On 
  many occasions, especially when the 
  Alphatians and Thyatians almost wiped each 
  other out, Zaar even went so far as declaring 
  Helskir independent from both Empires.  
  With all this shuffling around and battles for 
  the small town, it is no wonder that most 
  Helskians feared the future. 
  In AC 994, Helskir served as the neutral 
  meeting grounds to discuss future 
  expansions for both Empires.  Hotly 
  contested were the lands of Norwold, 
  recently granted [that is, in AC 990.  Ed.] to 
  Ericall, son of Empress Eriadna of Alphatia.  
  In fact, Emperor Thincol and Empress 
  Eriadna themselves both appeared at this 
  meeting, only to be kidnapped by forces of 
  Alphaks.  Brave adventurers rescued the two 
  rulers in a heroic quest onto the Great 
  Escarpment where they faced the intelligent 
  spiders that are now plaguing the southern 
  Isle of Dawn once more [this heroic quest is 
  often told by bards; just ask them to tell you 
  about the M5 - Talons of Night adventure.  
  Ed.].  In the end, King Ericall retained his 
  title over Norwold. 
  In AC 1008, during the heat of the battle for 
  the Isle of Dawn, Eruul Zaar married 
  Asteriela Torion, daughter of the Emperor 
  of Thyatis, and was declared king of Helskir 
  by the Empress of Alphatia.  Thyatis was 
  forced to recognize the kingship in AC 1009 
  when it signed a peace treaty with Alphatia, 
  shortly before the Immortals sank their 
  continent. 
  Helskir remained independent until AC 
  1012, when it voluntarily joined the Empire 
  of Thyatis in fear of an invasion from 
  Thothia.  Emperor Eusebius agreed that the 
  ties between Helskir and Thyatis would be 
  mere formalities and that Helskir would in 
  fact remain an independent nation with the 
  protection of the Empire.  Thothia never 
  did invade, and peace was re-established 
  with the Isle of Dawn Treaty that same year. 
  Don’t Miss 
  There is not much to see in Helskir proper, 
  except for the lighthouse which guides ships 
  to the safe deep-water harbor.  This building 
  is a good 15 stories in height, and its base 
  must be at least 15 meters.  A huge magical 
  fire lights the top of this tower, and this 
  reportedly allows ships to spot it from at 
  least 150 kilometers (100 miles) away.  In 
  fact, this is the biggest lighthouse known in 
  the world.  Luckily, mirrors aim the light 
  toward the sea, otherwise people would 
  hardly be able to sleep during the night. 
  The market of Helskir is also a popular 
  place for off-duty Legionnaires.  Here, they 
  can find trinkets from all around the world.  
  In fact, any ship that has sailed the 
  Alphatian Sea of Sea of Dawn has probably 
  stopped in Helskir at one point.  Although 
  Thyatian coins are the standard for this 
  kingdom, coins from any nation are 
  accepted by most merchants from the 
  market of Helskir. 
   
  OCHALEA (Kingdom Of) 
   
  Location: Island south of the Isle of Dawn, 
  north of the Jungle Coast, west of the Pearl 
  Islands and southwest of the Alatian Islands. 
  Area: 190,054 sq. mi. 
  Population: 125,000, including 50,000 in the 
  capital Beitung 
  
  125 
   
  Languages: Alphatian (Ochalean dialect), 
  Thyatian (Ochalean dialect). 
  Coinage: King (a.k.a. Teng, 5 gp), one (gp), 
  tenth (sp), hundredth (cp) (Ochalean coins 
  are octagonal with square holes in the 
  middle). 
  Taxes: 15% income tax, inheritance tax of 
  10%. 
  Government Type: Monarchy. 
  Industries: Agriculture (wheat and rice), 
  textiles (silk). 
  Important Figures: Teng Lin-Dieu (King, 
  human, male, Pr20 of Koryis). 
  Flora and Fauna: Ochalea is mostly free of 
  monsters. Dangerous creatures encountered 
  include ghouls, weretigers, tigers, panthers 
  and the rare purple worm.  Also common are 
  sheep, goats, and snakes. 
  Intelligent monsters would include ogres 
  (many who know magic and are often called 
  ogre-magi), while lupins and rakasta often 
  roam the Grasslands of Chi. 
  Further Reading: Dawn of the Emperors 
  boxed Set, AC1010 Poor Wizard’s Almanac 
  to AC1012 - Poor Wizard’s Almanac 3. 
   
  Description: by Kalitoru Nuar 
  Ochalea be a strange land indeed, with 
  customs unlike those found anywhere else 
  in de world.  Even der architecture is 
  unique, with der tiered an’ slanted roofs and 
  strange, sliding doors made out of what 
  appears to be paper [I doubt they are made 
  of paper, but I left this here because that is 
  what the writer believes.  Ed.].  A small 
  bamboo fence be surroundin’ their houses.  
  Stepping stones lead around de houses to a 
  little garden with a few trees an’ perhaps a 
  shrubbery or two.  Even der gardens are 
  designed to give a feelin’ of quiet and peace. 
  The Land 
  Ochalea be an island kingdom, just like the 
  Pearl Islands, mohn.  But dis island is not 
  rich in farmlands and palm trees like Nuar.  
  It be a rocky place, with large uneven hills 
  everywhere.  These hills once be volcanoes, 
  but are now completely inactive and have 
  been so for the past hundreds of years. 
  In de valleys between de hills, however, dere 
  be another story.  Water rolls down de hills, 
  mohn, creatin’ rivers that make fertile lands.  
  De Shino-Gawa River be de largest of dem 
  crossing almost de entire nation, mohn.  It 
  start from de hills around de town of 
  Wongzhao Tsuhao, den moves down to de 
  lake around the town of Chungklang.  From 
  this lake, de largest one in Ochalea, de 
  Shino-Gawa then pours into the Sea of 
  Dawn several days walking away.  All along 
  this river are forests and very productive 
  farmlands.  Dey be so productive that dey 
  be makin’ enough food to feed everyone in 
  de kingdom an’ even export some out to 
  other nations. 
  Dere also be two huge grasslands steppes on 
  de island.  One, on de western shore, is also 
  the location of Beitung, the capital city.  De 
  other, called de Grasslands of Chi, covers de 
  southern shore of Ochalea.  De most 
  southern portion of de flat terrain is actually 
  a tropical jungle, mohn, mostly due to de 
  southerly ocean currents that warm its 
  shores. 
  The People 
  Ochaleans are Alphatian an’ be having de 
  same coppery skin as all de other 
  Alphatians.  Dey usually have dark brown 
  hair, an’ eyes vary from brown to amber or 
  golden.  Fine facial features are very 
  common. 
  Ochaleans are a peaceful bunch, satisfied 
  with de status quo instead of seekin’ to 
  improve themselves.  Dey be very scholarly, 
  doing a lot of research an’ educatin’ der 
  people.  Many claim dey be de third most 
  educated nation in de world, only behind 
  Glantri an’ Darokin, wherever those places 
  be.   
  De philosophies of Koryis, de Immortal of 
  peace an’ prosperity, have made de 
  Ochaleans very quiet and reserved.  Dey be 
  extremely polite, mohn, an’ often things that 
  
  126 
   
  everyone else do are considered rude here in 
  Ochalea.  True to de ways of Koryis, all 
  arguments are settled peacefully through 
  negotiation. 
  Ochaleans believe in de equality of all men, 
  an’ der king be treated no differently den 
  any of de peasants that work on de farms.  
  Women, on de other hand, be treated as 
  inferiors.  Der husbands decide der every 
  fate, mohn, an’ girls are often items to be 
  negotiated away for pre-arranged marriages 
  instead of children to be loved and thought 
  to live der own lives. 
  One strange custom of de Ochaleans 
  involves der greeting.  Dey be seemin’ to 
  like kissin’ each other, regardless of gender.  
  It be not uncommon to see a man kissin’ a 
  man, or a woman kissin’ another woman.  
  An’ this be a full kiss on de mouth, mohn, 
  not on de cheek.  This appears to be der 
  method of handshaking which be common 
  in de rest of de world.  Der be no romantic 
  connotations involved in der greeting kisses. 
  Recent History 
  Not much be happening in this land over de 
  years.  In AC 1007, Ochalea declared der 
  independence from Thyatis with de Pearl 
  Islands, succeeding thanks to de war Thyatis 
  was in against Alphatia. 
  Recently, uncovered scrolls have stirred up a 
  big debate between der scholars, mohn.  De 
  scrolls seem to indicate that de Ochalean 
  architecture be not from Alphatians but 
  from a race previously living on de 
  Alphatian continent before dey arrived from 
  der own world.  This other race was 
  displaced to de island of Ochalea along with 
  other Alphatian undesirables [mainly non-
  spellcasters, that is.  Ed.] where dey created 
  der own culture.  De Alphatians seem to 
  have dominated in terms of appearance, 
  since no other racial traits are visible among 
  dem, but it is de philosophies an’ 
  architecture of this mysterious race that 
  have dominated Ochalea ever since.  
  Scholars believe that de other race be from 
  de land of Skothar and might actually be de 
  same as de ancestors of de Nuari of de Pearl 
  Islands.  Would this not be an interesting 
  development, mohn. 
  Don’t Miss 
  De architecture is unique throughout de 
  world, mohn, so Ochalea deserves a visit by 
  any tourist.  It be a land of beauty, one 
  definitely worth seeing.  An’ they be havin’ 
  an interesting culture as well, worthy of 
  study as any other. 
   
   
  PEARL ISLANDS (Kingdom Of 
  The) 
   
  Location: south and east of Ochalea, south 
  of the Alatian Islands, north of the Jungle 
  Coast of Davania. 
  Area: 119,719 sq. mi. 
  Population: 100,000. 
  Languages: Nuari (believed to be a dialect 
  of Tanagoro), Thyatian Common (Nuari 
  dialect).  
  Coinage: None (they use barter), although 
  Thyatian coins are mostly used for and by 
  foreigners.  Thyatian standard: Emperor 
  (pp), lucin (gp), asterius (sp), and denarius 
  (cp). 
  Taxes: none, people work freely to improve 
  their nation when the king needs the help. 
  Government Type: Monarchy. 
  Industries: Pearl diving, jewelry making, and 
  export of tropical fruits. 
  Important Figures: Nurokidu Nuar (King, 
  human, male, T20). 
  Flora and Fauna: Mainly dominated by 
  fruit-bearing tropical trees and hardy grasses.  
  Animals include cattle and horse imported 
  from Thyatis.  Giant lizards (draco) are also 
  common, as are many sea creatures in the 
  surrounding waters. 
  Further Reading: Dawn of the Emperors 
  boxed Set, AC1010 Poor Wizard’s Almanac 
  to AC1012 - Poor Wizard’s Almanac 3. 
  
  127 
   
   
  Description: by Kalitoru Nuar 
  Ah, my homeland be de subject of this 
  entry, and I be proud to give it to ye, mohn. 
  The Land 
  De Pearl Islands, as dey be called by 
  Thyatians, are a series of islands found 
  where de Sea of Dawn meets de Bellissarian 
  Sea.  Dere be five large islands and several 
  hundred smaller ones usually not found on 
  any map.  De islands be volcanic in origin, 
  an’ a few be still active.  De volcanic 
  mountains can be seen on every island. 
  From de shores to de slopes of de 
  mountains, tropical forests are everywhere.  
  From these forests come all de wonderful 
  fruits that will delight everyone’s stomach.  
  Not many animals be livin’ in de woods, 
  either.  One only needs to watch out for de 
  famous draco lizards.  Streams collect the 
  runoff waters from de mountains and bring 
  them back down to de ocean. 
  Of the five major island, only Nuar is large 
  enough to actually have rivers an’ even a 
  lake.  Der be also many clearings that are 
  dominated by grasslands.  Dwair, Puir, Tuar, 
  and Kuirhave have neither rivers or 
  grasslands, and neither do all de other 
  smaller islands. 
  The People 
  We, de Nuari as we call ourselves, are an 
  energetic people who always strive to do de 
  best we can, mohn.  We be fierce fighters 
  yet also great philosophers.  We believe in 
  individual excellence in everything we do, 
  whether it be warfare, the arts, theology, or 
  magic.  Nowhere can ye find better sailors 
  or scouts than here on the Pearl Islands. 
  It be believed that de Nuari are descendants 
  of Tanagoro colonists from long ago.  
  Ancient scrolls claim that we once be a 
  matriarchal society, but now men an’ 
  women be treated equally.  We have black 
  skin, brown or black hair and eyes.  Nuari 
  are taller than de average Thyatian, but we 
  also be leaner. 
  De Nuari believe that everyone is equal an’ 
  everyone has de potential to be great.  We 
  therefore be nice to everyone, an’ expect de 
  same in return.  Upon meeting a stranger, 
  Nuari present dem with a small gift, usually 
  a pretty colored shell or stone.  De stranger 
  be expected to return a similar gift before de 
  day is over, an’ to do otherwise be a sign of 
  dislikin’ de person. 
  One thin’ that be shocking most visitor be 
  our lack of concern for wearing clothing.  
  We be born without clothes, so why should 
  we be forced to wear dem at all times, 
  mohn.  It be strange how other cultures 
  believe that not wearing clothes is unnatural.  
  What could be natural than de way we be 
  born? 
  Recent History 
  As with Ochalea, de Pearl Islands do not 
  have much of a history to tell for de past 
  few years.  In AC 1007, we be declaring our 
  independence from Thyatis, an’ have held 
  on to it since.  Now, we be living peacefully 
  on our own since then. 
  With de departure of de Thyatian Navy, de 
  town of Seagirt be mostly abandoned now.  
  De king be ruling from dere mainly because 
  it be de sight of de palace, an’ it be the only 
  town with stone buildings an’ a wall around 
  it.  Most of Seagirt’s people have returned to 
  livin’ in simple villages like de rest of de 
  Pearl Islanders. 
   
  THOTHIA (Kingdom Of) 
   
  Location: Southeastern end of the Isle of 
  Dawn, north of Caerdwicca and east of 
  Provicia Septentriona. 
  Area: 458,157 sq. mi.  (95,277 sq. mi. for 
  Thothia proper and another 362,880 sq. mi. 
  for the Thothian Plateau.) 
  Population: 80,000. 
  Languages: Nithian (Thothian dialect), 
  Alphatian 
  Common 
  (Thothian 
  dialect, 
  official language).  
  
  128 
   
  Coinage: Alphatian Standard: Crown (gp), 
  mirror (sp), judge (cp). 
  Taxes: 15% income tax, collected yearly. 
  Government Type: Independent Monarchy 
  part of the New Alphatian Confederate 
  Empire. 
  Industries: Agriculture, fishing and trade. 
  Important Figures: Ramenhotep XXIV 
  (Pharaoh, human, male, P10 of Rathanos). 
  Flora and Fauna: In mainland Thothia, 
  standard desert wildlife can be found.  Also, 
  various undead and golem/statues protect 
  the numerous ruins and tombs lost beneath 
  the sands.  On the Thothian Plateau, the 
  exact wildlife is still relatively unknown, but 
  there is a known presence of phanatons, 
  centaurs, treants, and aranea. 
  Further Reading: M5 - Talons of Night, 
  Dawn of the Emperors boxed Set, AC1010 - 
  Poor Wizard’s Almanac to AC1012 - Poor 
  Wizard’s Almanac 3. 
   
  Description: by Kalitoru Nuar 
  Thothia be a place worth visitin’ if ye be 
  havin’ de time an’ de money.  Sure, mohn, 
  dey be treatin’ non-Alphatians like 
  uncivilized barbarians, but at least dey 
  complain when ye show dem yer gold.  With 
  de proper money, ye be enjoyin’ yer stay, no 
  matter how barbaric dey think ye are, mohn. 
  The Land 
  Thothia be mainly one large desert, nothing 
  like our home island of Nuar.  Yet dere be 
  farmin’ land as well.  Most of dem be along 
  de Aurora river, especially in de fertile delta 
  at de river mouth.  De desert be very 
  inhospitable, mohn, and I be advising ye not 
  to go unless ye be well trained in surviving 
  in such dry place, our that ye have a good 
  guide.  De desert is filled with large, 
  triangular buildings dey call pyramids, which 
  serve to house der dead.  It be an expensive 
  way to bury dem, but it comes in real handy 
  when dey be needing to raise dem all to 
  fight in their army, as dey did against Thyatis 
  a few years ago.  It be a scary sight to see 
  skeletons and zombie charging against ye, 
  mohn. 
  The southeastern most edge of de kingdom 
  be a dry grassland where a few herders 
  dwell, but they be mostly scarce.  Instead, de 
  grassland be de home of the cat-people 
  called rakasta [of the msongo or fast runner 
  race.  Ed.] who run around an’ hunt for 
  food.  De rakasta are not considered to be 
  citizens of Thothia, yet de nobles often use 
  dem in der armies or as pets.  I don’t be 
  thinkin’ that de rakasta like dis deal, but it 
  seems that dere be too few of dem to do 
  anythin’ about it. 
  Not much be known about de Thothian 
  Plateau.  Most who go dere don’t come 
  back, and those that do claim dey be 
  attacked by giant spiders call aranea by de 
  locals.  De plateau seems to be heavily 
  forested, a sharp contrast to de desert and 
  grassland of Thothia down below. 
   
   
  The People 
  Thothians be a strange bunch, mohn.  Dey 
  call themselves civilized, yet refuse to deal 
  with other cultures.  I be thinkin’ that talkin’ 
  to others is what make ye civilized, mohn.  
  Dey be small people, with a brownish skin 
  and red hair, although mainy Alphatians 
  have fled here since de war and have now 
  mingled with them. 
  De Thothians have a deep respect for the 
  dead, an’ any form of grave robbin’ be a 
  capital offense here.  I have always believed 
  in letting de dead go, so I can agree with dis 
  law.  Dis respect comes from der religin 
  toward de Immortal Rathanos.  In fact, der 
  king, called a pharaoh, must be a priest of 
  Rathanos.  I guess dis be making Thothia a 
  theocracy of sorts.  Who really knows, 
  mohn. 
  Dere be another religion in Thothia, 
  although this one be without any Immortal.  
  A game called de Spider’s Wed be holy to 
  
  129 
   
  dem, but de pharaoh not be likin’ dis game.  
  He be tryin’ to get his people to abandon it, 
  and the mysticism that be goin’ with it.  Dis 
  have something to do with de pharaoh’s 
  father, Ramenhotep XXIII, who was being 
  controlled by a spider demon.  It seems that 
  he be overthrown by adventurers, mohn, 
  just before the turn of de century [we 
  believe it was circa AC 1000, but this is yet 
  unconfirmed.  Ed.], and de new pharaoh 
  doesn’t want dem spiders back.  Could dey 
  be related to dem aranea on the plateau?  
  Who knows, mohn, but I wouldn’t take a 
  chance either. 
  Recent History 
  Thothia prefers to be left alone, mohn, so 
  dey not be influencing de world much.  Of 
  course, when Thyatis invaded dem after 
  Alphatia sank, de pharaoh showed dem 
  Thyatians just how much dey be wantin’ to 
  be alone.  Dey animated most of der dead 
  and sent dem off to defeat de invaders.  I be 
  thinkin’ that de sight of de undead alone 
  was enough to rout de Thyatians.  Add 
  magical statues and golems into de group, 
  and ye be seeing that Thothia is powerful 
  indeed mohn. 
  Dey conquered lands that were originally 
  Alphatian until dere be a peace treaty 
  between Thothia and Thyatis.  Dis Treaty of 
  Dawn, as some call it, defined what 
  territories belonged to Alphatia and which 
  would be given to Thyatis.  In it, Thothia 
  was granted control of the Great 
  Escarpment, now called de Thothian 
  Plateau.  Soon after, Thothia be joinin’ de 
  New Alphatian Confederate Empire, re-
  establishin’ its loyalties to de Empress. 
  Since then, not much has happened.  Except 
  for on de plateau.  De Thyatian colonists 
  dere have been fleein’ into mainland 
  Thothia, askin’ for help against the aranea 
  that live dere.  Thothia does not care much 
  about dem Thyatians left on der land, but 
  now de spider monsters actually be raidin’ 
  into Thothia proper.  Many believe that 
  Ramenhotep XXIV will be doing somethin’ 
  about it soon, mohn. 
  Don’t Miss 
  For a Nuari, dere be nothing here to miss.  
  Come and see it all, mohn.  De pyramids are 
  examples of spectacular engineering, mohn, 
  an’ de statues of sphinxes an’ other such 
  monuments are larger dan ye would think 
  possible to create.  De culture be different 
  too, an’ worth learning about.  I must say, I 
  be enjoying that Spider’s Web game, too. 
   
   
  THYATIAN PROVINCES 
   
  Location: Various places throughout the Isle 
  of Dawn, but concentrated mainly on the 
  western shores. 
  Area: 401,060 sq. mi. (Caerdwicca: 17,459 sq. 
  mi., Dunadale:168,605 sq. mi., Furmenglaive: 
  38,410 sq. mi., Kendach: 12,970 sq. mi., 
  Redstone: 57,864 sq. mi., Septentriona: 
  95,775 sq. mi., West Portage: 9,977 sq. mi.) 
  Population: 169,000 (Caerdwicca: 2,000, 
  Dunadale: 64,000, Furmenglaive: 3,000, 
  Kendach: 
  35,000, 
  Redstone: 
  50,000, 
  Septentriona: 10,000, West Portage: 5,000).  
  Languages: Thyatian Common (Thyatian 
  dialect 
  official, 
  Redstone 
  dialect 
  also 
  common), Alphatian Common (East Portage 
  dialect), Nithian (Thothian dialect). 
  Coinage: Thyatian Standard: Emperor (pp), 
  lucin (gp), asterius (sp), denarius (cp).  
  Alphatian coins are also very common: 
  Crown (gp), mirror (sp), judge (cp). 
  Taxes: 25% income tax, collected 4 times a 
  year (Va. 1, Ya. 1, Fy. 3, and Ei. 1).  5% sales 
  tax on all items except food and clothing. 
  Government Type: Dominions under the 
  jurisdiction of the Empire of Thyatis. 
  Industries: Agriculture, fishing, trade (in 
  general; each province might have a few extra 
  industries as will be noted in their 
  description). 
  Important 
  Figures: 
  Deitica 
  Baralius 
  (Governor-General of Septentriona, human, 
  
  130 
   
  female, F13), Jules Docerius (Captain of the 
  Guard of West Portage, human, male, F12), 
  Periandra Docerius, Baroness of West 
  Portage, human, female, F12), Phileus 
  Furmenglaive (Count of Furmenglaive, 
  human 
  werewolf, 
  male, 
  F20), 
  Lyra 
  Furmenglaive (Countess of Furmenglaive, 
  human werewolf, female, P20 of Protius), 
  Marie Kendach (Countess of Kendach, 
  human, female, F9), Uthgaard McRhomaag 
  (Baron of Caerdwicca, human, male, F16), 
  Edmondo Tiberia (Duke of Dunadale, 
  human, male, F11), Anaxibius Torion (Count 
  of Redstone, human, male, F20), Stefania 
  Torion (Countess of Redstone, human, 
  female, F5 dual-classed to T14). 
  Flora and Fauna: The Thyatian provinces 
  have the normal animals and plants found for 
  lands of their climate and weather (which are 
  too numerous to all list here).  Of special 
  note, goblinoids and roaming bands of 
  mercenary bandits can be found in the hills 
  of the provinces of Dunadale and Redstone.  
  Caerdwicca 
  and 
  the 
  Protectorate 
  of 
  Septentriona have also been experiencing 
  raids from the Aranea of the Great 
  Escarpment. 
  Further Reading: M5 - Talons of Night, 
  Dawn of the Emperors boxed Set, AC1010 
  - Poor Wizard’s Almanac to AC1012 - Poor 
  Wizard’s Almanac 3.     
   
  Description: by Titia Solenius 
  The Empire of Thyatis is a feudal monarchy 
  (where the king is called Emperor) in which 
  several nobles swear fealty to the Empire.  
  These nobles are granted dominions within 
  the Empire, and answer directly to the 
  Emperor and Senate.  On the mainland, 
  these dominions are called by their rank, 
  that is Barony, County, or even Duchy.  
  When a dominion is not located within the 
  mainland of the Empire, it is traditionally 
  referred to as a province.  In fact, so far only 
  the Isle of Dawn and the colonies on 
  Davania have provinces.  Except for this 
  difference in terminology, a ruler from the 
  provinces has all the same rights and 
  privileges as any dominion ruler of the same 
  rank from the mainland. 
  The Land and the People 
  There are currently seven provinces on the 
  Isle of Dawn. Caerdwicca (Barony) is a 
  small forested province just south of the 
  Thothian Plateau.  The barony is rather 
  poor compared to most dominions, and 
  there is no military stronghold to speak of.  
  In fact, McRhomaag Castle is nothing more 
  than a simple two-story building with a 
  wooden wall and ditch surrounding it.  The 
  Baron doesn’t seem to fear attacks or pirate 
  raids.  In fact, pirates docked in the ports 
  often and act respectable when in the 
  Caerdwicca Town.  Rumors claim that the 
  Baron McRhomaag has made several deals 
  with these pirates, but I cannot confirm or 
  deny these reports.  The people of the town 
  don’t complain and in fact enjoy the 
  business goods brought to them by these 
  fraudulent merchants.  In fact, their largest 
  concerns at the moment come from the 
  several reported sightings of giant spiders 
  near the Thothian Plateau. 
  The Province of Dunadale (Duchy) was 
  in fact a kingdom of the Empire of Alphatia 
  until it was conquered in AC 1010.  The 
  Thyatian rulership of the dominion was 
  confirmed with the Isle of Dawn Treaty, 
  after which Governor-General Tiberia was 
  named Duke of the land.  Now the Thyatian 
  population is on the rise, while Alphatian 
  residents are slowly moving back to 
  Alphatian dominions.  Starting from the 
  shoreline, the first 120 kilometers (75 miles) 
  inland are flat and suitable for farming.  This 
  is where most colonists sent to the Isle of 
  Dawn from mainland Thyatis make their 
  new homes.  Beyond these plains, hills and 
  bogs dominate.  In fact, most valleys 
  between the hilltops are swamplands, and 
  entire patrols have disappeared into the 
  muck.  The Dunadale Bogs, as they are 
  known, cover over half of the dominion.  In 
  fact, many creatures and bandits make their 
  lairs within these swamps [including Mario’s 
  Marauders, if reports are accurate.  Ed.].  
  Entire Legions are often sent to patrol the 
  
  131 
   
  borders to the Dunadale Bogs, but still raids 
  make it in and out without problem.  The 
  Duke rules the province from the City of 
  Dunadale. 
  Furmenglaive (County) is the province I 
  enjoy the least being stationed at.  The 
  people claim that their hills are the home to 
  undead, lycanthropes, and evil wizards.  On 
  each of my patrols, I always had this dark 
  feeling of being watched or followed.  This 
  leads me to believe the rumors.  Even Castle 
  Furmenglaive, a black fortress sitting atop a 
  large cliff overlooking the sea, looks and 
  feels haunted.  Strange noises are reported 
  by most Legionnaires who stay at the castle, 
  especially during periods of the full moon.  
  One lieutenant in fact even claimed 
  werewolves lived within the castle walls, but 
  the Count and Countess deny these claims.  
  The province itself is mainly hills and 
  grasslands, with forests near the border to 
  Caerdwicca.  Most villages in the province 
  are well fortified, and the townsfolk 
  diligently patrol the town walls - they do not 
  take their fear of the monsters in the hills 
  lightly, and in fact I can’t say I blame them.  
  Many patrols sent into the wilderness have 
  never returned. 
  Castle Kendach is the heart of the county 
  of the same name.  This small province is 
  mainly flat farmlands located just south of 
  the narrowest point of the Isle of Dawn.  
  The southern edge of the county is in fact 
  dominated by marshy wetlands where 
  goblinoids and bandits are known to make 
  their camps.  Kendach has always had a 
  military heart out of all the Thyatian 
  Provinces, and for a soldier like myself, 
  there is no better place to live.  Their 
  fortresses are in top condition, and 
  everything town has centered their industry 
  on entertaining the military.  My men mostly 
  enjoy the numerous brothels and seedy 
  taverns that can be found through the town 
  of Kendach.  Kendach laws are more 
  intolerant toward Alphatians, and more 
  recently, of Westrourkites and Helskians.  It 
  is believed that this is because of the 
  Countess’ desire of revenge against 
  Alphatians for killing her mother during the 
  Wrath of the Immortals.  Her anger toward 
  Westrourkites and Helskians [if it is indeed 
  because of anger.  Ed.] is probably because 
  they have since declared independence from 
  the Empire. 
  Redstone (County) is another province 
  renown for its military.  While Kendach is 
  regarded as the best place to be posted as a 
  Legionnaire, Redstone is definitely the best 
  training ground for new recruits.  Its smiths 
  and armorers are in fact the most renown of 
  the entire Isle of Dawn.  As to be expected 
  from new recruits, the military part of the 
  population tend to be rowdy and noisy.  The 
  local inhabitants, however, are rather 
  superstitious and hold many beliefs in 
  ghosts and faeries and such.  In fact, no 
  Legionnaire or official have ever seen any 
  fey creatures in the land, yet everyone can 
  swear that someone they know has.  Sidhes 
  are reported in Sidhe Woods, and it is said 
  that evil faeries control the giant wolves that 
  attack travelers near Ashton Woods.  People 
  even keep vigils for the Redstone Lough 
  monster [we are still looking for proof as to 
  its existence as well.  Ed.].  In terms of land, 
  Redstone has everything from the 
  hobgoblin infested Fengallen Marshes in the 
  west to the Sutherland Grasslands in the 
  north atop the huge cliffs overlooking the 
  Western Sea of Dawn.  Farmlands dominate 
  the north-west, while the southern coast is 
  mainly hills. 
  The province of Septentriona is actually a 
  protectorate under military jurisdiction.  
  Currently, Governor-General Deitica 
  Baralius is in charge of this dense forest 
  wilderness.  This land is one of the two 
  places being colonized by Thyatians from 
  the mainland [the other being Dunadale.  
  Ed.].  Still, people here report many strange 
  sightings within the dark woods, and patrols 
  of Legionnaires have in fact disappeared 
  without a trace.  The colonists claim that the 
  forest is haunted and that the shadows come 
  alive and slay all those who trespass.  This is 
  how the area received the name Shadow 
  Coast during the past couple of decades.  
  
  132 
   
  What exactly goes on in those woods is 
  anyone’s guess, and I myself have never 
  been posted to the area so I cannot 
  comment.  From what I hear, the woods are 
  so thick that sunlight barely reaches the 
  ground beneath the canopies, so the 
  “shadows” people see can be any number of 
  creatures simply misidentified because of 
  the poor lighting.  The Emperor is keeping 
  Septentriona as imperial territory so he can 
  carve it up as dominions granted to heroes 
  who have helped the Empire. 
  Finally, West Portage (Barony) is the 
  famous province renown for the Crossdawn 
  Road.  This road crosses the narrowest 
  point of the Isle of Dawn, and many 
  merchants prefer to make an overland travel 
  from East Portage to West Portage rather 
  than sail around the entire island.  The 
  rugged lands of West Portage have 
  absolutely no resources to offer the people 
  living there.  In fact, their entire industry 
  relies on the trade and commerce that uses 
  the Crossdawn Road.  More so than any 
  other community on the Isle of Dawn, the 
  people of West Portage are so used to 
  having their city change hands from one 
  empire to the other that they don’t even 
  notice anymore.  In fact, they simply ignore 
  whoever is in charge and get on about their 
  lives.  West Portage is crawling with thieves 
  hoping to get their hands on some (and 
  even all) of the cargo that crosses through 
  the town.  Any Legionnaire posted to West 
  Portage is sure to have his hands full with 
  bandits and rogues.  Captain Jules Docerius 
  tries his best to rout these thieves, but they 
  are much too clever [I personally believe he 
  is actually working for them, but as yet have 
  no proof.  BF.]. 
  Recent Events 
  During the famous war of the Wrath of the 
  Immortals, the Isle of Dawn practically 
  completely fell into the hands of the Empire 
  of Alphatia.  Many Thyatian nobles, 
  including Countess Julia Kendach, General 
  Harantius Lycrandonion (of Redstone), and 
  Archduke Donegal Firestorm (of 
  Westrourke) were killed in these massive 
  battles.  They even went so far as to invade 
  Thyatis City.  Then the Immortals showed 
  their wrath against the Alphatians who 
  dared attack the empire and sank their 
  continent beneath the cold waters of the 
  sea. 
  Since that fateful day in AC 1009, Thyatis 
  reclaimed most of the Isle of Dawn.  
  Stefania Torion, daughter of Emperor 
  Thincol, was granted Redstone as a county, 
  dividing the province of Westrourke.  In 
  fact, Thyatis continued even past this point 
  and proceeded to invade the Alphatian 
  Kingdoms on the Isle.  Dunadale, East 
  Portage, Ekto and Trikelios all fell to the 
  mighty Legions.  But then Thothia retaliated 
  and conquered most of them back.  With 
  the death of Emperor Thincol, Duke 
  Thrainkell Firestorm declared independence 
  for Westrourke.  The wars ended in AC 
  1012 with the Treaty of Dawn [or Isle of 
  Dawn Treaty.  Ed.], in which Alphatia 
  regained all its kingdoms except for 
  Dunadale.  In exchange, Thyatis granted 
  Thothia sole ownership of the unclaimed 
  Great Escarpment [now called the Thothian 
  Plateau.  Ed.]. Dunadale was promoted to 
  full duchy status shortly afterwards. 
  Now, the southern provinces receive 
  refugees from the Thothian Plateau claiming 
  giant spiders chased them out of their 
  homes.  The Legion officially does not 
  involve itself in these matters, even though 
  the refugees are Thyatian colonists, mainly 
  because the land belongs to Thothia.  In 
  fact, these aranea spiders have made a few 
  excursions into both Caerdwicca, Kendach, 
  and Septentriona, and now the Legion is 
  definitely looking into things. 
  Also, Marie Kendach is very disappointed 
  with the results of the Treaty.  She lost the 
  Kendach Plateau during these talks, and the 
  new fortress built high atop the plateau now 
  falls into the jurisdiction of Alphatian-
  controlled Ekto.  Because of this, and the 
  relative impunity with which Duke 
  Firestorm separated from the empire, the 
  
  133 
   
  Countess of Kendach is a rather angry 
  noble. 
   
  Don’t Miss 
  There are many places to see throughout the 
  various provinces.  The Herdane 
  Escarpment of Dunadale allows an 
  impressive view of the sunrise, and the cliff 
  itself makes a great challenge for those who 
  enjoy climbing.  If you want to taste the life 
  of a pirate, Caerdwicca is the place to go.  
  The impressive Redstone Castle is by far the 
  most amazing fortress to visit on the entire 
  Isle of Dawn.  Even the gnomish 
  contraption that lifts boats onto land at 
  West Portage is worth a visit, from far of 
  course - I wouldn’t trust a gnomish 
  invention too much. 
  My favorite sites are in fact the numerous 
  battlefields that dot the land.  I find it a 
  sheer joy to stand atop the hills once used 
  by commanders of numerous armies and 
  retrace in my mind the maneuvers and 
  battles that took place in the fields below.  
  To relive the tactics used by General 
  Martigan or General Bentharzim of the 
  Alphatians or of the late General 
  Lycrandonion of Thyatis always manages to 
  impress me with the sheer simplicity and 
  brilliance of their strategies.  Perhaps one 
  day, people will even come here to see 
  where I stood when I lead my men to 
  victory. 
   
   
  WESTROURKE (Grand Duchy Of) 
   
  Location: Northern section of the Isle of 
  Dawn, south of Helskir, east of the province 
  of Dunadale and north of the province of 
  Redstone. 
  Area: 97,272 sq. mi. 
  Population: 55,000, including 25,000 in the 
  capital of Newkirk. 
  Languages: Thyatian Common (Thyatian 
  dialect official, Redstone dialect is also 
  common), Alphatian Common (East Portage 
  dialect).  
  Coinage: Thyatian Standard: Emperor (pp), 
  lucin (gp), asterius (sp), denarius (cp).  
  Alphatian coins are also very common: 
  Crown (gp), mirror (sp), judge (cp). 
  Taxes: 25% income tax, collected 4 times a 
  year (Va. 1, Ya. 1, Fy. 3, and Ei. 1).  5% sales 
  tax on all items except food and clothing. 
  Government Type: Independent Grand 
  Duchy with formality ties to the Empire of 
  Thyatis. 
  Industries: Agriculture, armor, dies and 
  pigments, and lumber. 
  Important Figures: Thrainkell Firestorm 
  (Duke, human, male, P(cr)12 of Vanya), 
  Holva Firestorm (Duchess, human, female, 
  T13). 
  Flora and Fauna: Standard for its climate, 
  notably herds of sheep and goats.  Dangerous 
  monsters include goblinoids and bandits that 
  are common throughout the Isle of Dawn. 
  Further Reading: M5 - Talons of Night, 
  Dawn of the Emperors boxed Set, AC1010 - 
  Poor Wizard’s Almanac to AC1012 - Poor 
  Wizard’s Almanac 3. 
   
  Description: by Titia Solenius 
  Westrourke was once the largest dominion 
  on the Isle of Dawn, but has suffered severe 
  cuts since the Wrath of the Immortals war.  
  Despite this, it is still one of the largest 
  territories, and is by far the most stable and 
  prosperous. 
  Like Helskir, Westrourke is an independent 
  nation with formality ties to the Empire of 
  Thyatis.  It has its own military, and none of 
  the taxes collected ever make their way to 
  imperial coffers.  Still, Westrourke has seats 
  in the Senate and can command Thyatian 
  Legions to help defend its borders on top of 
  its own military.  What this spells for the 
  future of our Empire, especially since other 
  
  134 
   
  nobles are starting to get jealous of this 
  prestige, remains to be seen. 
  The Land 
  Westrourke is blessed with a wide variety of 
  terrains and towns.  In fact, the Archduke 
  has divided his land into several lesser 
  dominions. 
  The Duchy of Newkirk is the Duke’s own 
  seat of power.  Here lies the city of 
  Newkirk, capital of the entire Grand Duchy.  
  The borders of the duchy are delimited by 
  the Southern Kauth Hills, a light forest to 
  the east, and the grasslands to the north.  
  The Bay of Newkirk is obviously the 
  western border.  In fact, the entire coastline 
  is one large cliff dropping into the waters 
  below, giving the duchy an excellent means 
  of defense from sea reavers of Ostland.  
  The city of Newkirk is renown for the 
  excellent chain and platemails, and the 
  Legion often orders in bulk from their 
  armorers. 
  The Dust Reaches is a large plateau located 
  about 30 kilometers (20 miles) off the 
  shores north of the Duchy of Newkirk.  
  This wasteland is overflowing with 
  goblinoids, particularly kobolds and orcs.  In 
  fact, many military excursions are sent to 
  clear them out, but so far with no success.  
  Between the plateau and the Bay of 
  Newkirk are the Sveikassli Woods.  This 
  region is uninhabited. 
  North of the Dust Reaches you enter the 
  County of Viksdalen.  Contained within its 
  borders are Glotta Forests and the 
  Fyresvatn Bogs.  Viksdalen is a major trade 
  town as all overland caravans from the 
  north must pass through the town to get to 
  Newkirk or beyond.  Viksdalen also has a 
  strong military presence, mainly due to the 
  constant raids of orcs from the Dust 
  Reaches or lizardmen from the Fyresvatn 
  Bogs. 
  Spreading out toward the north and west, 
  around the Bay of Westrourke, are the 
  baronies of Blido, Guddal, Tromsheim, and 
  Ytre Ystrebo.  In fact, each barony is 
  nothing more than a small village of which 
  the baron controls about 30 kilometers of 
  the land around it (20 miles).  The area is 
  well forested and home to many lumberers 
  and woodsmen.  The plains are also fertile 
  and produce just enough food to keep 
  Westrourke self-sufficient. 
  The County of Nordvik is the largest 
  dominion of Westrourke.  This county 
  encompasses all the land around the Erdals 
  Fjellet River as well as the Geittinden 
  Mountains.  A small gold mine within the 
  mountains provides some income for the 
  dominion, but in fact its main industry is the 
  production of dyes and pigments.  Nordvik 
  is the northernmost dominions of the 
  Grand Duchy, near the border to Helskir. 
  The People 
  Thyatians and Ostlanders make up the vast 
  majority of the population.  Alphatians used 
  to be common, but many have fled after 
  being faced with intense prejudice by 
  Thyatians upset at the deaths caused during 
  the Wrath of the Immortals.  Still, it is not 
  uncommon to notice Westrourkites of 
  Alphatian descent. 
  Most Westrourkites are proud of their new-
  found independence and believe that they 
  will be spared should Thyatis start another 
  war with the New Alphatian Confederate 
  Empire.  In fact, should there be such a war, 
  Duke Firestorm would probably rush to the 
  rescue of his former Empire, despite what 
  his people believe. 
  Recent History 
  The Grand Duchy of Westrourke was 
  completely conquered in AC 1007 during 
  the Wrath of the Immortals, a fact which 
  took Thyatis by surprise.  It seems that 
  Helskir secretly switched sides and invaded 
  the Duchy from the north while General 
  Martigan of the Alphatians spearheaded an 
  assault onto Newkirk itself after conquering 
  Redstone Castle.  The battle was long and 
  bloody, but the Alphatians outnumbered the 
  Thyatians.  Duke Donegal Firestorm gave 
  his life defending his people, allowing them 
  to escape the doomed city.   
  
  135 
   
  His son, Thrainkell was one of those who 
  escaped, and he was named Duke of 
  Westrourke when Thyatis finally 
  reconquered the land in AC 1009.  But the 
  Emperor did not return full control to 
  Thrainkell Firestorm.  First, the entire 
  southern half of Westrourke was turned into 
  the province of Redstone and given to the 
  Emperor’s daughter Stefania.  Second, a 
  large part of the northern territory was 
  acknowledged as belonging to the Kingdom 
  of Helskir.  Still, Thrainkell held Emperor 
  Thincol in high regard and accepted the 
  decision. 
  In AC 1012, after the death of Emperor 
  Thincol, Duke Firestorm announced his bid 
  for independence, and Emperor Eusebius 
  granted it to him shortly after the Isle of 
  Dawn Treaty with Thothia.  The current 
  allegiance to Thyatis is merely a formality. 
  Now that he has his own nation, Duke 
  Firestorm has given some attention to the 
  matter of vengeance against General 
  Martigan.  He has placed a 250,000 lucins 
  (gp) reward for bringing Martigan to him 
  alive, and many bounty hunters have since 
  flocked to Newkirk.  Unfortunately, it seems 
  that Martigan can no longer be found in his 
  county in Norwold.  In fact, he seems to 
  have disappeared off the face of Mystara.  
  But this has not stopped the Duke’s desire 
  for revenge. 
  Don’t Miss 
  Westrourke has a magnificent signaling 
  system all along its coast, starting from 
  Finnegar’s Watch in the Geittinden 
  Mountains all the way down to the city of 
  Newkirk.  Several towers dot the coast every 
  100 miles (150 kilometers) or so.  Within 
  each of these towers are large, magical 
  chimneys that can send a pillar of smoke 
  into the sky.  The smoke signal is easily 
  visible by the occupant of the next tower, 
  who can pass it on down the chain.  Thanks 
  to this method, a message can quickly reach 
  the capital about an invading fleet.  Just as 
  importantly, all the local inhabitants can also 
  see the immense smoke clouds and will rush 
  to safety.  This saves the bother of sending 
  out messengers to each village to warn of an 
  impending attack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  136 
   
  EVENT OF THE YEAR 
   
  This year, the event that most people are 
  talking about seems to be the intense rivalry 
  that has grown between the two schools of 
  magic of the Old World.  It seems that 
  instead of working together, the Glantrian 
  Great School of Magic and the Karameikan 
  School of Magecraft have gone head to head 
  in a competition for students, faculty, 
  knowledge, and prestige. 
  Each of the schools are trying to outdo the 
  other with guest speakers and special 
  privileged classes to learn about rare spells 
  and arcane powers.  Many potential mages 
  are confused about what the two schools 
  offer, so the Mystaran Almanac is proud to 
  present this section which will help show 
  what the schools have in common, and what 
  is different. 
  First, we’ll start off with what was intended 
  to be a private interview with Terari, Head 
  Master of the School of Magecraft, but 
  turned into a debate between the archmage 
  and Harald of Haaskinz, Grand Master of 
  the Great School of Magic.  After, there will 
  be a brief description of the curriculum of 
  both magical universities.   
  So, dear readers, continue on to learn the 
  mysteries of the Schools of Magic of 
  Mystara. 
  Interview with the School 
  Masters 
  By Belzamith Fingertackles and Dorrik 
  Stonecleaver 
  We had entered the School of Magecraft to 
  talk to Minister Terari, Head Master of the 
  Karameikan School of Magecraft, when we 
  noticed the famous Haraald of Haaskinz 
  was talking to the mage.  With both 
  archmagi present, we proceeded to ask if we 
  could interview both of them at once, and 
  were lucky enough to get their permission. 
  Belzamith: Well Master Terari, we were 
  going to discuss the history of magic and the 
  School of Magecraft with you, but since 
  Master Harald of Haaskinz is here, would 
  you mind if we talked about the two magical 
  universities of the Old World? 
  Terari: It doesn’t bother me. 
  Harald: I suppose not.  Proceed. 
  Belzamith: Thanks.  First off, I’m curious 
  as to why exactly you are here Harald.  May 
  I call you Harald? 
  Harald: Yes you may, Belzamith.  I was 
  discussing the arrangements of a 
  transferring student.  The School of 
  Magecraft wants us to transfer the 
  laboratory equipment as well, yet it is the 
  property of the Great School of Magic. 
  Terari: But Saloman, the student in 
  question, is the only one who uses that 
  equipment and it is vital to his research. 
  Dorrik: So why not buy the equipment? 
  Harald: That is the purpose of this meeting 
  between the two of us.  Did you not 
  understand that part?   
  Terari: The Great School of Magic is not 
  willing to negotiate such a deal and finding it 
  elsewhere will take too long.  The 
  experiment will be ruined by then. 
  Dorrik: Can’t the two schools work 
  together and share the results? 
  <stares of shock from all others toward the 
  dwarf> 
  Belzamith: Egads! 
   
  Harald: Little dwarf, wizardry is about 
  knowledge and the desire to learn more.  If 
  someone else does all the work, you yourself 
  will learn nothing from it.  To simply give 
  the results away to anyone could be 
  extremely dangerous.  Also, most wizards 
  prefer not to share their result; if enemies 
  know their spells, they can prepare defenses 
  for all their offensive magic and easily break 
  through their own magical defense.  They 
  believe that the results of their research 
  should be confidential and not given freely 
  to everyone else. 
  
  137 
   
  Terari: And that is the first difference 
  between the two universities.  At the School 
  of Magecraft, all research and spells are 
  shared freely with all students and faculty.  
  What one discovers is shared with all.  In 
  Glantri, such knowledge is quickly hidden 
  by the individual mage. 
  Belzamith: So everything that you know is 
  available to all your students. 
  Harald: <chuckles> He’s got you there! 
  Terari: Not exactly.  In the long run, it is, 
  but not at first.  As Harald mentioned, some 
  spells are too dangerous for amateur 
  spellcasters, so we keep the knowledge of 
  them secret.  When the Masters of the 
  School of Magecraft believe that a student is 
  ready for such magic, then it will become 
  available to him.  Also, faculty members are 
  permitted to keep a few spells to 
  themselves, as they feel safer having secret 
  defenses should they come under attack. 
  Dorrik: So how exactly do you teach the 
  students at the School of Magecraft? 
  Terari: Students attend classes in groups of 
  about 30.  Each class teaches the necessary 
  steps to learn and cast a specific spell.  Later 
  during a semester, students are shown the 
  various different uses any given spell might 
  have, often in ways they have never 
  imagined.  There are six classes per 
  semester, two semesters a year.   
  Once a student learns a specific number of 
  required spells, which we call our Spell 
  Primer, they become advanced students.  At 
  this point, which usually takes 3 years, they 
  get to choose their own classes and do their 
  own research into new spells with our 
  facilities.  Anything they discover is added to 
  our library and will possibly receive its own 
  class making it available for all to learn. 
  Dorrik: Sounds like a simple system. 
  Harald: As a dwarf, you would know 
  simple when you see it. 
  Belzamith: So, Harald, could you describe 
  the system at the Great School of Magic? 
  Harald: I’d be delighted to, Belzamith. 
  <coughing from the old mage> Sorry about 
  that.  First, anyone with magical aptitude is 
  permitted to study at the Great School of 
  Magic.  Race and ethos mean nothing; it is 
  the desire to learn that counts. 
  Dorrik: Are you saying Harald that the 
  School of Magecraft has restricted access as 
  to who may study there? 
  Harald: That’s Prince of Sablestone, dwarf.  
  And yes, that is exactly what I said.  You 
  don’t understand things easily, do you?  The 
  faculty of the School of Magecraft is too 
  involved with the politics of their nation and 
  only allow those they brand as “good” study 
  in their halls.  Of course, “good” is whatever 
  the king of their nation decides at the time. 
  Terari: Yes, we believe that Glantri 
  produces enough mad wizards trying to 
  conquer the world.  There’s no reason to 
  compete in that domain. 
  Harald: Well, back to the curriculum.  Each 
  student will be given a Master in the field of 
  study he desires to learn.  By this, the 
  student must state whether he wants to be a 
  general mage or if he wishes to specialize in 
  one of the faculties, such as Illusions or 
  Necromancy.  His master will be of the 
  appropriate faculty.  The student might be 
  the master’s only one, or he might be one of 
  a group of four or five.  Masters are not 
  permitted to have more than five students as 
  it will make it too hard to control them all.   
  In the morning, after meditating at the 
  Temple of Rad, students go to the class of 
  their choice and spend half the day learning 
  the subject matter.  Classes are not about 
  spells themselves, but any subject related to 
  magic, such as magical monsters, history, 
  alchemy, and many more. 
  In the afternoon, they spend the time with 
  their master who helps them with their spell 
  research and guides them to learn whatever 
  spells he thinks is necessary.  You see, 
  students here learn on their own; the 
  masters only serve to correct mistakes and 
  offer advice.  After a few hours, the master 
  
  138 
   
  usually gives them chores to perform, often 
  to aid in his own research.   
  Once a student learns six spells, he proceeds 
  on to the next level.  There are nine levels in 
  all.  At the end of the ninth level, a student 
  will be given a test by the faculty.  If he 
  passes, he becomes a master himself, and 
  can choose to take students or teach classes 
  if he so wants to.  Taking students gives you 
  students who can perform chores for you, 
  while teaching classes will reduce your 
  tuition fees.  As a master, you can have free 
  reign to all facilities of the Great School of 
  Magic.  Masters also earn the right to the 
  title of Wizard in Glantri.   Commoners 
  think this is a form of graduation from the 
  School of Magic, but true wizards know that 
  you can never really graduate since you can 
  never really learn everything about magic. 
  Of course, the time it takes to become a 
  master depends on one’s drive to learn and 
  one’s aptitude with magic.  There are no 
  fixed hours, semesters or even days to study 
  and learn at the Great School of Magic. 
  Belzamith: How interesting.  The methods 
  of teaching are completely different.  At the 
  School of Magecraft, everyone learns the 
  same spells, while at the Great School of 
  Magic, each student goes about things his 
  own way.  So, what about the spells 
  themselves?  Are they the same in both 
  schools or vastly different. 
  Terari: Both.  The basic spells, which we 
  call our Spell Primer here in Karameikos, 
  are essentially identical for both universities, 
  although they probably have different 
  names.  After basic training, things get 
  different.  The Great School of Magic 
  specializes in training with the various 
  schools of philosophies, while the School of 
  Magecraft seems to be heading toward a 
  specialty of schools of effect. 
  Belzamith: I see. 
  Dorrik: What?  Philosophy?  Effect?  What 
  are you talking about?  I don’t understand. 
  Harald: That does not surprise me.  You 
  see, magic spells are organized into groups 
  of similar spells.  These groups are often 
  called schools, although we call them 
  faculties.  When Terari said we specialized in 
  schools of philosophy, he meant that our 
  magic schools are grouped according to the 
  philosophy, or PURPOSE of the spell.  
  With school of effects, he means that spells 
  are grouped according to what effect a spell 
  creates. 
  Dorrik: I still don’t understand. 
  Belzamith: Don’t bother, you’ll just waste 
  their time. 
  Terari: Let’s try it this way.  Take these two 
  spells: Metamorphose Liquids (1st level) and 
  Wall of Water (3rd level).  
  The first one transforms one type of liquid 
  to another.  Its purpose is therefore to alter, 
  so it falls in the philosophy school of 
  Alteration.  For the second spell, its purpose 
  is to create, or invoke, a wall of water out of 
  nothing.  It is therefore a spell from the 
  philosophy school of 
  Evocation/Invocation.  Grouped by 
  philosophy those two spells are not related. 
  If you look at the effects, both deal with 
  liquid, and hence both can be placed into 
  the effect school of Elemental Water.  From 
  this point of view, they belong to the same 
  school. 
  Dorrik: And that is how the two schools 
  differ in their spells?  From their point of 
  view? 
  Terari: Not quite, at least for the moment 
  anyway.  You see, the Great School of 
  Magic is well established into its faculties of 
  philosophy and has been teaching them for 
  years.  Here at the School of Magecraft, we 
  are still adjusting to being a new college.  No 
  plans have yet been made as to what 
  specialties we will offer, but it seems we are 
  indeed heading toward specialties in schools 
  of effect.  Our work on the Concordia has 
  given us great insight into the school of 
  Elemental Air, while Thyatis has just funded 
  
  139 
   
  major research into the school of Elemental 
  Water.  I believe it is only a matter of time 
  before these two fields of magical research 
  become full fledged faculties at the college. 
  Belzamith: That will be an interesting 
  development to follow.   
  Dorrik: What else do you offer? 
  Terari: We have excellent guest lecturers.  
  Why, we’ve even convinced a shadow elf to 
  discuss about the ancient city of Aengmor.  
  It’s in three days from now, so you’re more 
  than welcome to attend. 
  Harald: Of course, then you’ll only learn 
  what the shadow elves want you to learn.  I 
  suggest you visit Glantri to hear Angus 
  McDuff’s lecture.  He has lived among the 
  goblinoids in Oenkmar, now Aengmor, for 
  years and can surely give a more neutral and 
  accurate description. 
  Belzamith: I have heard that a Darokinian 
  wizard by the name of Halbaster has devised 
  a new method of casting spells.  He claims 
  that his studies of the magic points in the 
  Canolbarth forest have allowed him to 
  understand the principles of why magic 
  behaves abnormally around those areas, a 
  problem that has been plaguing the elves 
  trying to use weather magic to save their 
  forest.  He has reportedly been able to 
  include this random behavior into his own 
  spellcasting.  Halbaster calls it wild magic. 
  Terari: Yes, I have heard of this wild mage.  
  I find his studies to be dangerous and 
  potentially catastrophic to all of Mystara.  
  Magic is hard enough to control as it is, and 
  many people have died when experienced 
  wizards have lost control of spells.  To 
  purposely create sheer randomness in one’s 
  spells is an invitation to such a disaster. 
  Harald: I disagree.  Although dangerous, I 
  believe he is fulfilling an important part of 
  learning about the nature of magic.  His 
  studies should be encouraged.  I will have to 
  look up this Halbaster as I have never heard 
  about this wild magic before today.  It is the 
  same reason that we allow all races and 
  ethos into the Great School of Magic.  
  Although one might not agree with the uses 
  or results, the knowledge gained is usually 
  always very useful in making other 
  breakthroughs in the field of magic. 
  Dorrik: So the ends justify the means? 
  Harald: That is not what I said, dwarf.  You 
  misunderstood.  I was merely...  <violent 
  coughing, then pause> I’m afraid I cannot 
  spare any more time for this interview.  I 
  must return to Glantri. 
  <Harald raises his withered arm, casts a 
  spell and disappears> 
  Terari: I believe that I also have things that 
  I must attend to.  It has been a pleasure 
  talking to the both of you. 
  Belzamith: The pleasure has been ours, I 
  assure you. 
  <Terari walks out of the room> 
  Belzamith: Way to go, you scared them 
  both away with your dumb questions.  I 
  didn’t even get a chance to ask about the 
  rumors of secret schools within the Great 
  School of Magic. 
  Dorrik: What do you mean my dumb 
  questions?  Secret schools?  What are you 
  talking about? 
  Belzamith: Oh, never mind.  You just 
  wouldn’t understand. 
   
   
  The Universities of Magic 
  This section, brought to you by Dorrik 
  Stonecleaver, gives more statistical details 
  about the schools of magic.  Further 
  information, including new spells, kits, and 
  skills can be found for the Great School of 
  Magic in the Glantri: Kingdom of Magic 
  box set [or the old GAZ3: The Principalities 
  of Glantri.  Ed.] while notes on the School 
  of Magecraft are available in the 
  Karameikos: Kingdom of Adventure box 
  set. 
   
  
  140 
   
  Great School of Magic 
   
  Location: Glantri City, Glantri. 
  Admission Requirements: Intelligence 13. 
  Tuition: 5 ducats (gp) per day per level. 
  Dormitories: Yes; add 5 ducats per day. 
  Duration 
  of 
  Basic 
  Studies: 
  Varies 
  according to student. 
  Required Courses: None.  Student must 
  learn at least 6 spells per level and  must reach 
  9th level to be considered for ending his basic 
  studies.  Courses are optional. 
  Courses Available: Alchemy, Ancient 
  History, 
  Astrology, 
  Brewing, 
  Cooking, 
  Disguise, Etiquette, Fire-building, Gem 
  Cutting, Herbalism, Languages (ancient and 
  modern), 
  Local 
  History 
  (Glantri), 
  Meditation, Monster Lore, Navigation, 
  Reading/Writing, 
  Riding 
  (airborne), 
  Spellcraft, and Spellflash.  
  A course lasts 3 months and a proficiency 
  slot is still required to learn the skill. 
  Spells Available: All spells from the PHB, 
  Tome 
  of 
  Magic, 
  Complete 
  Wizard’s 
  Handbook, Player’s Option: Spells & Magic 
  as well as from Glantri: Kingdom of Magic 
  are available.  A student’s master might have 
  a say as to which spells he may/should learn.  
  Note that Glantrians call most spells by other 
  names (example: Fireball is known as 
  Deathfire’s Rapture). 
  Specialty 
  Mage 
  Classes 
  Available: 
  Abjurer, Conjurer, Diviner, Enchanter, 
  Illusionist, Invoker, Necromancer, and 
  Transmuter. 
   
   
  School of Magecraft 
   
  Location: Krakatos, Karameikos. 
  Admission Requirements: Must be human 
  or demi-human (although an exception  was 
  made for a frost giant).  Cannot be a known 
  criminal in Karameikos or allied nations.  
  Obviously evil candidates will also be 
  rejected. 
  Tuition: 1,000 royals (gp) per academic year, 
  2,500 royals (gp) for advanced students.  
  Royal 
  scholarships 
  are 
  available 
  for 
  promising students. 
  Dormitories: No, although cheap lodging is 
  available in the nearby town of Krakatos. 
  Duration of Basic Studies: 6 semesters 
  over a period of three years.  Two semesters 
  are offered a year.  The first one is from 
  Thaumont 15 to Fyrmont 1, and the second 
  semester is from Fyrmont 2 to Kaldmont 15.  
  After the second semester, students have 3 
  months off to go home or work to raise 
  money for tuition. 
  Required Courses: The Spell Primer.  First 
  semester: Charm Person, Detect Magic, 
  Enlarge/Reduce, Feather Fall, Hold Portal, 
  and Identify.  Second Semester: Light, Magic 
  Missile, Read Magic, Shield, Shocking Grasp, 
  and Sleep.  Third Semester: Darkness 15’ 
  Radius, 
  Detect 
  Evil/Good, 
  Detect 
  Invisibility, Flaming Sphere, Invisibility, and 
  Knock/Lock.  Fourth Semester: Levitate, 
  Magic Mouth, Mirror Image, Stinking Cloud, 
  Web, and Wizard Lock.  Fifth Semester: 
  Clairvoyance, 
  Dispel 
  Magic, 
  Explosive 
  Runes, Fireball, Fly, and Haste.  Sixth 
  Semester: 
  Hold 
  Person, 
  Infravision, 
  Lightning Bolt, Slow, Suggestion, and Water 
  Breathing. 
  Upon learning all these spells [which means 
  reaching at least level 5.  Ed.], the student 
  becomes an advanced student.  His tuition 
  increases, but he may then take whichever 
  class he desires from the courses available. 
  Courses Available: Each spell is a separate 
  course.  All first to third level spells from the 
  PHB are offered as courses.  Most fourth and 
  fifth level spells are also available.  Just less 
  than half of the sixth level spells are taught at 
  the School of Magecraft, while classes on 
  seventh level spells are rare.  The exact list is 
  up to the DM, and should be expanding as 
  students discover new spells and add them to 
  
  141 
   
  the library collection. Faculty may forbid 
  certain spells, typically those involving 
  summoning fiends or other dangerous results 
  if cast improperly. 
  Faculty members have access to all spells of 
  the PHB and most of the spells from the 
  Tome of Magic.  They can teach a promising 
  student any such spell in private if they deem 
  him worthy of that knowledge. 
  Spells Available: See Courses Available. 
  Specialty Mage Classes Available: none 
  (although Air and Water  Elementalists 
  should be appearing soon). 
  
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  Famous Folk 
   
  What world would be complete without its 
  heroes and villains.  Or more importantly, 
  the bartenders who serve your ales and the 
  wealthy merchants who pay you the 
  rewards.  This section deals with some of 
  the most renowned people on the face of 
  Mystara, whether for their heroic quests, 
  beautiful voices, or depraved deeds.  
  Singers, Poets, and Scribes  
  The following people are famous artists and 
  entertainers whose songs and poems are 
  renowned throughout the world. 
  Akatrina (human, female, T2) 
  Akatrina is a Traladaran painter who has 
  earned some fame at painting nobility and 
  other famous folk.  To date, her most 
  impressive painting is of Count Anaxibius 
  Torion of Redstone; a painting of him when 
  he was still a gladiator training Thyatian 
  soldiers during the war between Thyatis and 
  Alphatia in the Wrath of the Immortals. 
  Akatrina is an attractive young woman in 
  her early twenties.  Standing exactly 5 feet 
  tall, her long black hair is tied back in a tail.  
  She loves to wear revealing clothing, as it 
  draws attention to her, and hence her work.  
  She also has blue eyes, an unusual and 
  believed to be lucky trait among the 
  Traladarans. 
  Berthog the Mighty (human, male, F7) 
  Berthog is a proud warrior from Ostland 
  who participates regularly in the World 
  Games.  Since AC 1012, he has won several 
  competitions, including wrestling, weight 
  lifting, and discus throwing, and many 
  believe that he may just be the strongest 
  man alive.  Between World Games, he 
  travels through Darokin and Thyatis, 
  putting on displays of his strength in 
  numerous villages.  Many children love to 
  watch him lift wagons with his bare hands, 
  and his tales of pirate raids are also 
  entertaining. 
  Berthog is an extremely muscle-bound 
  human with pale blond hair, a full beard, 
  and a scar running down his right cheek.  
  His bright blue eyes show a merriment and 
  zest for life, while the battle axe he always 
  carries on his belt says he’s ready for 
  anything. 
  Emilio the Great (human, male, no class) 
  Emilio is a Darokinian who has traveled the 
  Old World, performing shows in almost 
  every major city.  The thespian has written 
  several successful plays (such as The Goblin 
  and the Knight), and several flops (notably 
  The Sinking of Alphatia).  Despite his 
  uneven performances, Emilio continues to 
  receive much sponsoring by wealthy 
  Darokinians.  His favorite cities are Selenica 
  and Mirros, although the eccentric actor can 
  be found in virtually any civilized city of the 
  Old World.  
  Emilio is a tall man in his mid fifties.  He 
  tries to hide his age by dying his hair black 
  and wearing a thin mustache.  His eyes are 
  brown.  He dresses in high-quality clothing 
  and is never seen without his silver-headed 
  cane; except when performing, that is. 
  Falinost (elf, male, F3/M3) 
  Falinost is a Shiye Elf from Shiye-Lawr who 
  was adventuring on the continent of Skothar 
  when his homeland sank beneath the waves.  
  Upon returning home and hearing of the 
  fate of his kindred, Falinost was struck with 
  such grief that he often contemplated 
  suicide.  Instead, he turned to writing, and 
  his poems and short-stories are some of the 
  saddest anyone can bear.  Beneath the 
  Waves is his most touching tale, in which he 
  describes all that was dear to him and now 
  lost beneath the Alphatian Sea.  Falinost’s 
  current whereabouts are unknown, and 
  many believe that he has tried to reach the 
  Hollow World upon learning that Alphatia 
  might still exist deep beneath his feet. 
  Falinost has pure silver hair and bright 
  amber eyes.  He was always well dressed, 
  and easily became upset when adoring fans 
  accidently wrinkled his clothing. 
  
  143 
   
  Yolanda of Luln (human, female, no class) 
  Yolanda of Luln is a famous Traladaran 
  singer in her mid thirties.  Famous for her 
  songs on love, heartbreak, and tragedies, 
  Yolanda has a beautiful voice that has 
  regaled even the Royal Family of 
  Karameikos.  Her most impressive song is 
  The Black Tyranny, which talks about the 
  suffering of the people of Luln during the 
  reign of Ludwig von Hendriks in the nearby 
  Fort Doom.  Yolanda rarely travels outside 
  Karameikos, and can usually be found at the 
  Black-Heart Lily in Mirros. 
  Yolanda is slender and of medium height.  
  She has waist-length straight black hair, and 
  large brown eyes.  Although almost always 
  wearing brightly colored dresses and several 
  pieces of jewelry, it is usually of little worth.  
   
  Adventurers, Mages, and 
  Heroes  
  The following people are heroes and 
  adventurers who have risked their lives to 
  save others, earning their gratitude, 
  adoration, and respect. 
  Erian (shadow elf, male, no class) 
  Erian is the son of King Telemon of the 
  shadow elves.  This young prince boldly 
  marched into the mist of the civil war and 
  demanded that his people stop fighting 
  amongst themselves.  The prince was then 
  hit by a stray arrow; an event which caused 
  the nearby elves to stop their battles.  The 
  respect they have for their youngest prince, 
  risking his own life for his people, was 
  enough to cause a cease-fire.  Erian ended 
  the civil war, and many believe it is only the 
  first step on his way to greatness. 
   Ghazan Khan (human, male, F7) 
  Son of the late Oktai, Ghazan has risen to 
  become the newest khan of the Taijits. He 
  publicly denounced his father after proof of 
  Oktai's treachery surfaced, and swore his 
  allegiance to the Great Khan of Ethengar. 
  He is a tormented young man, torn between 
  his hatred over his father's treason, and his 
  loyalty to the man. Born: AC 994. Hair: 
  Black, shaved on top. Eyes: Brown. Height: 
  5' 5". Appearance: Wiry build; long 
  moustache. In the Taijit tradition, Ghazan 
  always wears some sort of head covering. 
  Combat Notes: AL LN; AC 3 (banded 
  mail); MV 12; F7; hp 41; THAC0 14; #AT 
  3/2 saber or 2 composite short bow; Dmg 
  1d6+3 or 1d6; Save F7; S14 D15 C11 I12 
  W10 Ch13; ML 14. Weapon Specialization: 
  Composite short bow. Magical Items: Saber 
  +2. 
   
   Jemugu Khan (human, male, F13) 
  Son of Chagatai, Jemugu rose to take his 
  father's place as khan of the Yakkas upon 
  his father's death (of natural causes) early 
  last year. He shares his father's vision of an 
  Ethengarian Empire, and is utterly loyal to 
  the Great Khan. He was overjoyed to be 
  able to attack the hated Taijit clan last year, 
  and has been instrumental in aiding Moglai 
  in keeping down groups of Taijit rebels. 
  Born: AC 968. Hair: Black, shaved on top. 
  He wears a topknot. Eyes: Brown. Height: 
  6'. Appearance: Jemugu is a massive figure 
  for an Ethengarian. Tall and imposing, he 
  still manages a commanding presence even 
  though he is getting on in years; his 
  tendency to wear gaudy clothing only draws 
  further attention to him. Combat Notes: AL 
  LN; AC 3 (banded mail); MV 12; F13; hp 
  80; THAC0 8; #AT 5/2 saber or 2 
  composite short bow; Dmg 1d6+6 or 1d6; 
  Save F13; S18/34 D12 C16 I9 W13 Ch10; 
  ML 16. Weapon Specialization: Saber. 
  Magical items: Banded mail +1, Ring of 
  Spell Turning. 
  Ludwig “Black Eagle” von Hendriks 
  (human, male, F13) 
  Ludwig von Hendriks in an evil man who 
  was once known as the Black Eagle Baron 
  in the nation of Karameikos.  His title was 
  removed by his cousin - King Stefan 
  Karameikos - for the cruel and inhuman 
  treatment he gave the inhabitants of his 
  
  144 
   
  land.  Halflings of the Five Shires soon 
  kidnapped the former baron.  But the Black 
  Eagle was rescued by the forces of Prince 
  Kol of Glantri, and he has been a guest of 
  New Kolland ever since.  Ludwig became a 
  Glantrian hero upon slaying the Golden 
  Khan, hence saving the nation of Glantri 
  from the Ethengarians.  Warriors of the 
  magocracy now look up to the most popular 
  man in the nation - a man who isn’t a mage! 
  Ludwig is a handsome man who dresses 
  entirely in black, which fits in perfectly with 
  Glantri’s current fashion.  Though nearly in 
  his sixties, he only appears to be in his early 
  forties thanks to his continuous training and 
  excellent health.  His hair is, fittingly 
  enough, completely black with no traces of 
  gray.  He wears a well trimmed beard and 
  mustache. 
   
   Mc Duff, Angus (human, male, M15) 
  During a raid into Glantri early in his career, 
  Thar the orc-king kidnapped a minor noble, 
  Lady Myra McDuff, and forced her to bear 
  him a son; Angus McDuff is the product of 
  that union. The infant Angus was rescued 
  from Thar's clutches when forces from Fort 
  Nordling drove the orc and his legions out 
  of Glantri. He was raised by teachers at the 
  Great School of Magic, under the name 
  Angus McClintock, and rose to become a 
  Professor Emeritus. Always shunned for his 
  hideous looks, Angus left Glantri to explore 
  the world, and eventually stumbled onto the 
  lost city of Oenkmar. He remained in the 
  ancient city for years, until he was forced to 
  flee during the Shadow Elf invasion of AC 
  1012, whereupon he returned to the Great 
  School of Magic, bringing a wealth of 
  information about the ancient city and its 
  people with him. Born: AC 970; Hair: 
  White; Eyes: Grey; Height: 5' 6". 
  Appearance: Angus'orcish heritage is 
  evident to any who see him. From his 
  porcine nose to his rotten teeth, he is truly 
  an ugly sight to behold. He has long since 
  given up any hope of attempting to disguise 
  his appearance in public. Combat Notes: AL 
  LG; AC 7 (ring of protection +3); MV 12; 
  M15; hp 28; THAC0 16; #AT 1 spell; Dmg 
  By spell; Save M15; S9 D14 C11 I18 W12 
  Ch6; ML 10. Magical Items: Ring of 
  Protection +3, Boccob's Blessed Book. 
   
  Thunder (human, male, T11) 
  Born to one of the premiere noble families 
  in Bluenose, Arogansa (Alphatia), Thunder 
  grew accustomed to the good life at an early 
  age. Upon reaching adolescence, his family 
  was scandalized to learn that their only son 
  (he has two older sisters) was unable to 
  utilize magic. His family allowed him 
  enough money to become Gentry - the 
  highest status a non-magic user can attain in 
  Alphatia. He quickly tired of his lesser status 
  and journeyed to Thyatis, where he quickly 
  rose through the social ranks due to his 
  good looks and foppish charm, and his 
  antics with one of the premiere adventuring 
  companies of Thyatis. He disappeared from 
  the social scene during the Great War, but 
  returned a few years back to become one of 
  the most publicly admired members of the 
  Empire - the fact that his adventuring 
  companions are influential military and 
  governmental figures didn't hurt any, either. 
  Born: AC 976; Hair: Blond, tied in a 
  ponytail; Eyes: Amber; Height: 5'9". 
  Appearance: Thunder is a strikingly 
  handsome man with a wiry build. He dresses 
  in the latest fashions and always carries his 
  jeweled rapier and stiletto at his side. 
  Combat Notes: AL NG; AC 5 (ring of 
  protection +2); MV 12; T11; hp 46; THAC0 
  15; #AT 1 rapier or stiletto; Dmg 1d6+1 
  rapier or 1d3+2 stiletto; Save T11; S15 D17 
  C12 I12 W13 Ch16; ML 12. Magical Items: 
  Ring of Protection +2, Stiletto +2. 
   
  Most Wanted Infamous 
  Villains  
  The following people are wanted in various 
  nations of the world, often with large 
  rewards for their capture. 
  
  145 
   
  Blackguard (human, male, T11)  
  This notorious thief first made his 
  appearance in the nation of Arogansa in 
  Alphata many years ago. He gained fame 
  through his dazzling burglaries on noble's 
  houses - made all the more unbelievable due 
  to the fact that there was no evidence that 
  he possessed any magical abilities of his own 
  to foil the magic users' precautions! He, or 
  someone claiming his name, eventually 
  resurfaced in the city of Thyatis, where he 
  once again performed some amazing 
  burglaries - most notably on the homes of 
  visiting Alphatian dignitaries. Though he 
  disappeared for a time during the Great 
  War, recent thefts in the city of Thyatis on 
  the homes of expatriate Alphatians bear his 
  calling card - a black velvet domino mask. 
  There is a 5,000 Lucin reward for his 
  capture, alive. Born: Unknown; Hair: 
  Unknown; Eyes: Unknown. Appearance: 
  One unconfirmed sighting noted a figure 
  dressed entirely in black, bearing a vast 
  assortment of tools and carrying a long 
  sword. Combat Notes: AL NG; AC 5 (ring 
  of protection +2); MV 12; T11; hp 46; 
  THAC0 15; #AT 1 longsword +1; Dmg 
  1d8+1; Save T11; S15 D17 C12 I12 W13 
  Ch16; ML 12. Magical Items: Ring of 
  Protection +2, Longsword +1 (Luckblade), 
  possibly other assorted items to aid in theft. 
   
  Hoolg Red Mane (red orc, male, C9) 
  A direct descendant of the orcish hero Big 
  Chief Sitting Drool, Hoolg Red Mane was 
  well bred to become chieftain of Red 
  Orcland. He studied with the tribal shamans 
  at an early age, and eventually turned his 
  sights to tribal politics, quickly rising to 
  leadership of his people. He is rather 
  unusual for an orc, in that he prefers to 
  study a foe before battle, in order to learn all 
  his secrets. It is partially for this reason that 
  he was chosen by his patron Immortal, 
  Wogar, to lead the latest Great Goblinoid 
  Migration to find the lost Blue Knife. Born: 
  AC 976; Hair: Long, shaggy red hair. Eyes: 
  Blue. Height: 6'. Appearance: Reddish skin; 
  vaguely simian facial features. Hool often 
  wears tribal facial paints and feathers. 
  Combat Notes: AL LN; AC 5 (leather armor 
  and headband); MV 12; C9 (of Wogar); hp 
  40; THAC0 16; #AT 1 hand axe or spell; 
  Dmg 1d6+1 or by spell; Save C9; S16 D15 
  C11 I14 W14 Ch12(15 to other orcs); ML 
  15. Magical Items: Head Band of Protection 
  +2. 
   
  Hutai-Khan (hobgoblin, male, F11) 
  Hutai-Khan was captured by Oenkmarians 
  and sent into slavery at a young age. He 
  eventually escaped, after learning much 
  from the Oenkmarians, and returned to take 
  over as khan (chieftain) of Hobgobland. He 
  finally returned to Oenkmar in AC 1012, to 
  get his revenge on his former master 
  Xilochtli, only to learn the orcish priest had 
  already fled the city. Together with Alebane 
  and Tlatepetl, Hutai-Khan managed to 
  survive the Shadow Elf takeover of 
  Oenkmar and return to the surface world. 
  Born: AC 968; Hair: Rusty brown. Eyes: 
  Red. Height: 6' 7". Appearance: Pale orange 
  skin; vaguely oriental facial features. Dresses 
  like an Ethengarian warrior. Combat Notes: 
  AL LE; AC 4 (chain mail and shield); MV 
  12; F11; hp 55; THAC0 10; #AT2/1; Dmg 
  1d8+4; Save F11; S13 D14 C12 I12 W14 
  Ch14; ML 14. Weapon Specialization: 
  Scimitar. Magical Items: Scimitar +2. 
   
  Moghul-Khan (devil swine, male, F9) 
  Born a normal Yellow Orc of the Broken 
  Lands, Moghul-Khan rose to become a clan 
  chieftain. During a raid into New 
  Averoigne, he was inflicted with 
  lycanthropy, and was transformed into a 
  Devil Swine - an evil lycanthrope with the 
  abilities to turn into a hog and to Charm 
  others. Doubtless it was these abilities that 
  allowed him to become the khan (chieftain) 
  of Yellow Orkia. He didn't join in Thar's ill-
  fated assault on Glantri in 1006, preferring 
  to stay in the Broken Lands. He was driven 
  out of Yellow Orkia by the Shadow Elves, 
  and is currently staying in Orcland, where he 
  raids the Ethengar Khanates. The Great 
  Khan will pay a hefty bounty for him, dead 
  
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  or alive. Born: AC 970; Hair: Dusty brown 
  hair, knotted in a pigtail. Eyes: Cold, icy 
  blue. Height: 5' 5". Appearance: Dull yellow 
  skin; overweight with ugly Pekingese facial 
  features. Combat Notes: AL CE; AC 10 (3); 
  MV 12; F9; hp 50; THAC0 12; #AT 2 hand 
  (1 tusk) or Charm; Dmg Special (as per 
  martial arts table +3) (2d6) or Charm; Save 
  F9; S16 (18) D14(13) C13 I15(16) W9 
  Ch11(9) (stats in parentheses are scores for 
  Devil Swine form); ML 12. Weapon 
  Specialization: Martial arts, 2 slots (+2 to hit 
  and damage; +2 chart bonus). Magical 
  Items: Nosering of Invisibility. 
   
  Nizam (gnoll, male, F11) 
  Gnollish pasha (chieftain), Nizam 
  distinguished himself at an early age with his 
  holy crusades against gnollish heretics of 
  northern Ylaruam. Upon his return to the 
  Broken Lands, he was quickly placed on the 
  South Gnollistani throne as tribal chieftain. 
  Nizam suffers from multiple personalities - 
  a sign of favor of his patron Immortal, 
  Ranivorus - which served him well in his 
  early political career. Now, as he enters old 
  age, however, he is little more than a 
  babbling madman, useful only as a tool of 
  Ranivorus, who has his own plans for the 
  legendary Blue Knife and the Great 
  Migration. Born: AC 977; Hair: Tan 
  mohawk, mostly gray. Eyes: Grey. Height: 6' 
  9". Appearance: Light brown hair with black 
  spots. Nizam's normal tendency to hunch 
  over is greatly exaggerated with his age. He 
  wears puffy pants in the Ylari style and a 
  long, black cloak. Combat Notes: AL CE; 
  AC 10; MV 12; F11; hp 54; THAC0 10; 
  #AT 2/1; Dmg 1d6+4; Save F11; S17 D13 
  C12 I14 W9 Ch14 (16 to other gnolls); ML 
  16. Weapon Specialization: Saber. Magical 
  Items: None. 
   
  Tlatepetl (red orc, male, F10) 
  Born ? in the orcish city of Oenkmar, this 
  red orc grew up into a life of slavery and 
  was sent off to the tlachtli pits at an early 
  age. There he blossomed into a great tlachtli 
  player and team leader, the idol of the 
  masses. As must inevitably happen, his team 
  eventually lost to another, and were sent to 
  the temple of Atzanteotl to be sacrificed. He 
  was rescued from certain death by Lord 
  Zotl Tehuantipoca, the general of the 
  Oenkmarian army, as much for his 
  demonstrated leadership abilities as to pull 
  one over on Xilochtli, the high priest of 
  Atzanteotl. Renamed Tlatepetl, to hide him 
  from the clergy, he quickly rose in the ranks 
  of the Oenkmarian army, eventually taking 
  over as General upon the death of Lord 
  Zotl in 1012 AC. He bears a strong hatred 
  of priests and shamans to this day. Born: 
  AC 990; Hair: Bright orange. Eyes: Blue. 
  Height: 5' 11". Appearance: Dull reddish 
  hide; simian facial features. Tlatepetl's body 
  is covered with numerous scars, testimony 
  to his days as a Tlachtli player and prisoner 
  of the Oenkmarian clergy. Combat Notes: 
  AL LE; AC 3 (scale mail); MV 12; F10; hp 
  70; THAC0 11; #AT 2/1; Dmg 1d6+5; 
  Save F10; S14 D17 C16 I13 W10 Ch12 (15 
  to other orcs); ML 16. Weapon 
  Specialization: Footman's mace. Magical 
  Items: Mace +2, Periapt of Wound Closure. 
  Distinguished Dead  
  The following distinguished people are 
  reported to have met their demise in AC 
  1014. 
  Chagatai 
  Khan of the Yakkas in Ethengar.  Chagatai 
  had been the khan of the Yakkas for 39 
  years.  He died of natural causes on 
  Flaurmont 5 of last year, and was replaced 
  by his eldest son as khan of the tribe.  
  Chagatai had just turned 69. 
  Mikhaelevich, Davinos 
  A young Traladaran man from Kelven, 
  Davinos had approached King Stefan 
  Karameikos about reparations for Thyatian 
  transgressions against his people.  He was 
  killed on Felmont 3 by agents of the Veiled 
  Society, a hate organization based in Mirros, 
  who were hoping to stir up anti-Thyatian 
  sentiment in Karameikos.  Davinos had 
  recently turned 19. 
  
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  Doverson, Lenard 
  A cleric of Vanya, Lenard Doverson had the 
  misfortune of being caught up in the 
  Inquisition taking place in the Heldannic 
  Territories last year.  He was put on trial for 
  heresy, and executed before a court of his 
  peers on Yarthmont 14.  Perhaps not 
  coincidentally, the very next day, all 
  Heldannic Knights reportedly lost their 
  clerical powers.  Lenard was 20 years old. 
  Al-Kalim, Mohammed 
  Sultan of the Emirates of Ylaruam.  The 
  former Sultan was a direct descendant of the 
  legendary Ylari hero, Suleiman al-Kalim. He 
  was executed, along with his Council of 
  Preceptors, on Kaldmont 21, following a 
  civil war in the Emirates. Mohammed al-
  Kalim was 57 years old. 
  Oktai Khan 
  Khan of the Taijits in Ethengar. Oktai was 
  executed by the Great Khan on Ambyrmont 
  8 of last year. He was revealed to have 
  betrayed the khanates through his dealings 
  with Glantrians and goblinoids. Oktai was 
  40 years old. 
  Ragnisdottir, Astrid 
  We are sad to report that Astrid 
  Ragnisdottir, a Mystaran Almanac 
  Correspondent and cleric of Odin, was 
  killed last year during the Battle of Falun 
  Caverns.  She had sustained serious injuries 
  during the final battle against a horde of 
  fiends on Klarmont 25, and was unable to 
  recover.  Her contributions to the Almanac, 
  and her presence, will be sorely missed.  We 
  hope that she has found peace in the halls of 
  Valhalla.  Astrid was 45 years old. 
  Rhoona, Stephan 
  Duke Stephan Rhoona, of Vestland, was 
  killed on Fyrmont 10 of last year, during an 
  invasion of his dominion by goblinoid 
  forces.  A strong supporter of King Harald 
  Gudmundson, Duke Stephan’s rule was 
  plagued by tragedies, such as the time he 
  was placed under a curse by an Ethengarian 
  cleric and his northmen allies.  Duke 
  Stephan was 67 years old. 
  Thra’gh 
  The shaman of the Hardanger kobolds and 
  personal aide to the kobold leader Psa’gh, 
  Thra’gh was slain on Klarmont 23 by his 
  own missummoned fiends.  The kobold was 
  reportedly 78 years old. 
  Xanthus 
  There have been unconfirmed reports that 
  Xanthus, the former king of Blackrock in 
  Esterhold was slain when his skyship 
  crashed on Thaumont 25 of last year, during 
  an attack on the Kingdom of Verdan by 
  NACE forces.  Xanthus was 65 years old, 
  and was renowned for his cruel treatment of 
  Jennite slaves in his kingdom. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  148 
   
  MYSTARAN MISCELLANEA 
  The Mystaran Year 
   
   
   
  Most Mystaran calendars consist of twelve months of 28 days each.  These months are divided 
  into 4 weeks of 7 days.  Each day of the week has a name, but the weeks themselves do not. 
  Month (example: Nuwmont) 
   
  Days 
  Date 
  Lunadain 
  1 NM 
  8 FQ 
  15 FM 
  22 LQ 
  Gromdain 
  2 
  9 
  16 
  23 
  Tserdain 
  3 
  10 
  17 
  24 
  Moldain 
  4 
  11 
  18 
  25 
  Nytdain 
  5 
  12 
  19 
  26 
  Loshdain 
  6 
  13 
  20 
  27 
  Soladain 
  7 
  14 
  21 
  28 
   
  NM = New Moon, FQ = First Quarter, FM = Full Moon, LQ = Last Quarter. 
  Most nations have adopted the Thyatian calendar which is dated from the crowning of their first 
  Emperor, Zendrolion Tatriokanitas.  It is currently the year After Crowning 1015. 
  The name of the months and days depends on the nation. A few examples for the months 
  follow: 
  Nation: 
  Thyatis 
  Five Shires 
  Ethengar 
  Rockhome 
  SEASON 
  midwinter 
  Nuwmont* 
  Clabbas* 
  Amai 
  Wharlin 
  late winter 
  Vatermont 
  Vuuldiir 
  Hiskmai 
  Morlin 
  early spring 
  Thaumont 
  Maehin 
  Yalmai 
  Hralin* 
  middle spring 
  Flaurmont 
  Odelin 
  Haimai 
  Hwyrlin 
  late spring 
  Yarthmont 
  Gondulrim 
  Kevamai 
  Styrlin 
  early summer 
  Klarmont 
  Mithintle 
  Seimai 
  Bahrlin 
  midsummer 
  Felmont 
  Goldaun 
  Lingmai 
  Buhrlin 
  late summer 
  Fyrmont 
  Fyrtal 
  Tringmai 
  Klintlin 
  early fall 
  Ambyrmont 
  Aumbyr 
  Demai 
  Birrlin 
  middle fall 
  Sviftmont 
  Ssantiir 
  Chagai* 
  Biflin 
  late fall 
  Eirmont 
  Tembiit 
  Rinpoch 
  Jhyrlin 
  early winter 
  Kaldmont 
  Dauntil 
  Komai 
  Kuldlin 
   
  *: marks the first day of the year. 
  
  149 
   
  Mystaran Horoscope 
  Most cultures of Mystara practice a form of astrology in which every month of the year 
  corresponds to an animal or monster totem (a star sign).  Children born under one of the totem 
  signs are expected to acquire personality traits appropriate to that sign.  These traits are governed 
  by the child’s Ascendency and Influence. 
   
  DATE OF BIRTH 
  Month 
  Star Sign 
  Traits 
  Nuwmont 
  Manticore 
  Cunning, ardent, brave. 
  Vatermont 
  Hydra 
  Shrewd, self-centered, 
  resourceful. 
  Thaumont 
  Centaur 
  Vigorous, strong, generous. 
  Flaurmont 
  Basilisk 
  Robust, passionate, 
  domineering. 
  Yarthmont 
  Chimera 
  Confident, charismatic, 
  possessive. 
  Klarmont 
  Gorgon 
  Reserved, private, studious. 
  Felmont 
  Griffon 
  Warm, practical, steadfast. 
  Fyrmont 
  Dragon 
  Ambitious, cold, 
  independent. 
  Ambyrmont Salamander Calm, practical, miserly. 
  Sviftmont 
  Pegasus 
  Enterprising, flighty, 
  imaginative. 
  Eirmont 
  Warrior 
  Astute, efficient, courageous. 
  Kaldmont 
  Giant 
  Selfish, strong, stubborn. 
   
   
  Week Ascendency 
  Traits 
  1st 
  Sun 
  Proud, authoritarian, predictable.  
  Leans toward Lawful alignment. 
  2nd 
  Land 
  Earthy, steady, rational.  
  Leans toward Neutral alignment. 
  3rd 
  Sea 
  Creative, mercurial, unpredictable.  
  Leans toward Chaotic alignment. 
  4th 
  Sky 
  Philosophical, versatile, tempestuous.  
  No particular alignment tendency. 
   
   
  Time of Day Influence 
  Trait 
  Sun is up 
  Winds of Law 
  Fortify lawful temperaments, sway neutral dispositions toward 
  good; curb chaotic personalities. 
  Moon is up  
  Winds of Chaos 
  Undermine lawful tendencies, sway neutral dispositions toward 
  chaos; intensifies chaotic behavior. 
  Both are up 
  Winds of Wisdom Temper all dispositions with prudence, caution, and common sense. 
  Neither are up None 
  Bodes either great luck or great hardship for the child. 
  
  150 
   
  Horoscope for AC 1015 
  Manticore: The Chimera Star in the House 
  of the Manticore indicates it’s time to create 
  new opportunities for yourself.  Your energy 
  level will be high, so expect life to be 
  upbeat, exciting, and full of adventure.  This 
  year also presents a turning point, and many 
  new directions and goals should be pursued.  
  If you’re single and looking for action, be 
  prepared to meet the love of your life. 
  Hydra: The Griffon Star in the House of 
  the Hydra indicates that this year will run 
  smoother.  However, you must watch that 
  your stubbornness doesn’t get out-of-hand 
  and cause you unnecessary disruption.  
  Much excitement in is store for you, starting 
  around the month of Fyrmont.  Any 
  unresolved issues should be finalized at that 
  time.  You’re getting ready to make your 
  debut and need to look your best! 
  Centaur: Having the Dragon Star in the 
  House of the Centaur means that this is one 
  of those years that you could find yourself 
  being pushed and pulled in different 
  directions.  Try to keep your focus and not 
  get overly distracted with your social life.  
  Your high cycle is just beginning and many 
  opportunities could come about in many 
  unexpected ways.  Any past pressures will 
  now be released - so expect all the answers 
  to come rolling in. 
  Basilisk: The Salamander Star in the House 
  of the Basilisk means that you shouldn’t 
  expect miracles or the world to fall at your 
  feet just because you aren’t feeling loved.  
  Being overly sensitive, it’s best if you try to 
  thicken your skin and not to take anything 
  personally over the next year or two.  Your 
  professional life offers much challenge, so 
  make sure you brush up on all your skills.  
  This is not a year to leave anything to 
  chance, especially if it involves a financial or 
  career decision.  
  Chimera: With the Warrior Star in the 
  House of the Chimera, this year will present 
  you with roadblocks that may require certain 
  adjustments on your part.  People don’t 
  seem to be giving you what you want, so 
  you must remain totally objective - without 
  making a fuss.  Patience and understanding 
  will get you where you want to go.  If you 
  focus on what you want to bring into your 
  life, many positive rewards will be yours, 
  especially in Sviftmont and Eirmont. 
  Gorgon: The Hydra Star in the House of 
  the Gorgon means that you should look 
  both ways before getting yourself into 
  trouble this year, especially around the full 
  moons of each of the twelve months.  Your 
  bark may seem worse than your bite and 
  you may find yourself rubbing others the 
  wrong way - when you least expect it.  This 
  is a time to make use of gorgon 
  studiousness to learn everything about any 
  given situation to prevent you from taking a 
  misstep. 
  Griffon: Having the Gorgon Star in the 
  House of the Griffon means you’ll be 
  making a lot of decisions this year.  It’s that 
  time again when you must come down from 
  the mountains and face the facts.  Felmont 
  and Fyrmont may seem particularly harsh 
  and confrontational, but in reality all that 
  fire is actually helping you get what you 
  want.  Once you finally make up your mind 
  and take a stand, the road will be cleared 
  and you’ll be able to achieve the best for 
  yourself, both personally and professionally. 
  Dragon: The Manticore Star in the House 
  of the Dragon means that moodiness may 
  appear to get the better of you as the energy 
  has shifted and put you to the test.  Be 
  especially careful of your moves in 
  Vatermont as your opponents will check-
  mate you if you’re not watching.  Sharpen 
  up your resources by using your powerful 
  intuitive insight to plan for the later part of 
  the year.  This is when everything will be 
  back on track and you’ll feel like you’re back 
  in the game. 
  Salamander: With the Pegasus Star in the 
  center of the House of the Salamander, the 
  growth cycle that you’ve been experiencing 
  over the past few months will continue as 
  you keep planning for your future and 
  
  151 
   
  achieving your goals one step at a time.  
  You’re ready to blaze new trails and create 
  new directions for yourself with much more 
  confidence and self-esteem.  Remember not 
  to waste this year and don’t do that 
  salamander thing by ignoring your problems 
  and hiding underneath a rock until they go 
  away. 
  Pegasus: The Centaur Star in the House of 
  the Pegasus means that the pressure’s on 
  and you’re it!  Taking on more 
  responsibilities and proving yourself seem to 
  be the themes you’ve made for this year.  If 
  it’s a leadership position you want, play it 
  cool for now and wait for a more auspicious 
  time to make your move.  This can be a 
  period of realizing that your efforts may not 
  have gone exactly 
  the way you want and you may have to 
  completely revamp your approach. 
  Warrior: Having the Basilisk Star in the 
  House of the Warrior indicates that stability 
  and balance are what you should be seeking, 
  especially in Ambyrmont.  Anything you 
  initiate this year will be accomplished with a 
  minimal amount of difficulty and effort.  
  Romantically, if you’re interested in playing 
  the field, Thaumont and Klarmont will 
  bring you lots of fun and games. 
  Giant: The Giant Star in the House of the 
  Giant means that this is your year.  Keep 
  working on the plans you’ve initiated and 
  spend the year finalizing whatever needs to 
  be altered in your life.  The planetary 
  energies are revitalizing your energy and 
  keeping your spirits high, especially around 
  Klarmont.  This is your year to show off 
  and be recognized for all your previous 
  accomplishments.  Don’t be afraid to step 
  out into center stage and take that risk, 
  regardless how apprehensive you feel. 
   
  Universities of Mystara 
  Universities of the Old World 
  Location 
  Name 
  Most Illustrious Teachings  
  Biazzan (Thyatis) 
  University of Biazzan 
  Algebra, Hollow World Theories 
  Corunglain (Darokin) 
  University of Corun 
  Siege Warfare, Land-based 
  Exploration     
  Darokin City (Darokin) 
  DDC Compound 
  Diplomacy, Global Trading, 
  Geopolitics 
  Dengar (Rockhome) 
  Skarrad High Seminary 
  Architecture, Engineering      
  Erendyl (Glantri) 
  Erewan Dateless University 
  Botany, Horticulture, Zoology 
  Evemur (Rockhome) 
  Syrklist Conservatory 
  Mining, Metallurgy, Geology    
  Glantri City (Glantri) 
  Great School of Magic 
  Magic in all its forms    
  Harbortown (Minrothad) 
  School of Harbortown 
  Navigation, Commercial 
  Shipbuilding    
  Ierendi City (Ierendi) 
  Naval Academy 
  Navigation, Naval Warfare      
  Kerendas (Thyatis) 
  West Reach 
  Cavalry Tactics, Mounted Warfare    
  Krakatos (Karameikos) 
  Karameikan School of Magecraft 
  Magic in all its forms    
  Leenz (Glantri) 
  Drachen Zentral 
  Monster Lore and Hunting       
  Minrothad City (Minrothad) 
  Minrothad Institute of Trading 
  Economics, Trading & Marketing 
  Norrvik (Vestland) 
  Uppsala Colleg 
  Magical Runes, Poetry, 
  Folklore  Port Lucinius 
  (Thyatis) 
  Imperial Navy Academy (aka 
  Collegium Navalis) 
  Navigation, Naval Warfare, 
  Shipbuilding 
  
  152 
   
  Retebius (Thyatis) 
  Retebius Air Academy 
  Air Warfare, Flying Creatures 
  Training   
  Rymskigrad (Glantri) 
  Igorov Institute 
  Ancient History, Necromancy    
  Sayr Ulan (Sind) 
  Ul-Nervi Palace 
  Philosophy, Theology 
  Selenica (Darokin) 
  University of Al-Azrad 
  Economics, Commerce, 
  Administration  
  Selenica (Darokin) 
  Darokin Uni. of Medicine and 
  Scientific Researches  
  Medicine, Anatomy & Surgery 
  Serraine (Flying City) 
  Top Ballista Flying School 
  Aircraft Piloting, Air Warfare 
  Shireton (Five Shires) 
  Shireton Tea House  Literature, 
  Poetry, Agriculture     
   
  Tameronikas (Ylaruam) 
  Ylaruam Medical & Curative 
  Academy 
  Medicine, Healing Methods, 
  Herbalism 
  Thyatis City (Thyatis) 
  Imperial Academy 
  Land Warfare, Diplomacy 
  Thyatis City (Thyatis) 
  College of Lucinius (aka Collegium 
  Arcanum) 
  Magical Warfare & Engineering 
  Thyatis City (Thyatis) 
  Academy of Music 
  Music, Storytelling, Construction of 
  musical instruments     
  Vyonnes (Glantri) 
  Beaux Arts de Vyonnes 
  Art & Entertaining        
  Ylaruam Town (Ylaruam) 
  Dream of the Desert Garden 
  University 
  Water Management, Theology 
  Universities of the NACE 
   
  Location 
  Name 
  Most Illustrious Teachings  
  Alchemos 
  (Meriander) 
  University of Alchemos 
  Alchemy    
  Alpha (Alpha) 
  Royal University of 
  Norwold  
  Agriculture, Land Warfare, Basic Magic 
  Featherfall (Aeria) 
  University of Air Magics 
  Magic of the Air, Skyship Engineering & 
  Enchanting 
  Newkirk 
  (Westrourke) 
  Newkirk High 
  Sea Exploration, Linguistics 
  Seashield (Aquas) 
  Zyndryl University 
  Aquatic Races, Underwater Magic, Sea 
  Exploration 
  Skyreach (Floating 
  Ar) 
  Aerial Uni. of Ar 
  Air Magic, Skyship Engineering & Enchanting    
   
   
   
   
   
   
   
   
  
  153 
   
  Economica 
  Currency Exchange Fees 
   
  Currency 
  Fee 
  Currency 
  Fee   
  Aegos 
  5% 
  Karameikos a 10% 
  Almarrón 
  No 
  Fee 
  Minrothad  
  5% 
  Atruaghin 
  No 
  Fee 
  NACE a 
  5% 
  Cimarron 
  No 
  Fee 
  Ochalea a  
  10% 
  Darokin 
  5% 
  Ostland 
  15% 
  Ethengar 
  No 
  Fee 
  Pearl Island 
  15% 
  Five Shires  5% 
  Rockhome b 
  10% 
  Gargoña 
  5% 
  Sind 
  15% 
  Glantri a 
  10% 
  Soderfjord 
  No 
  Fee 
  Heldann 
  No 
  Fee 
  Thyatis 
  10% 
  Helskir 
  10% 
  Vestland a 
  10% 
  Hule 
  15% 
  Wendar 
  10% 
  Ierendi a 
  10% 
  Ylaruam 
  15% 
   
  Yavdlom 
  5% 
   
  Notes 
  Most nations add 5% surcharge to the 
  regular fees for exchanging gems and 
  treasures 
  (a) For gems and treasures, drop the usual 
  5% surcharge but double the exchange 
  fee. 
  (b) 5% exchange fee maximum on gems and 
  treasure.  Gems are duty free (no 
  import/export tax). 
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
         
  
  154 
   
  Economic Year (AC 1015) In 
  Review 
  This year, besides the usual economic chart 
  about the major seaports and trading 
  centers, we’re proud to offer you a short but 
  detailed review of the economic year written 
  by some of the most accomplished 
  economic experts of Mystara.  Enjoy the 
  reading and good luck for your business. 
  Old World (courtesy of the DDC) 
  AC 1015 will probably be remembered as 
  one of the darkest years for traders all over 
  the Old World.  
  For land-based trade, AC 1015 has certainly 
  been the worst year since the post-Great 
  War crisis.  The war in Glantri, the 
  dangerous status of the Broken Land area 
  and the confused situation of Ylaruam have 
  seriously hampered caravan traffic through 
  the Overland Trade Route. 
  The northern regions of the OW have 
  especially suffered from this situation, while 
  everything was quiet in the south, though 
  people in Selenica are still worried of a 
  possible Shadow Elves attack that will 
  definitely sever all traffic to and from 
  Darokin city. 
  Before Ethengarian hordes attacked Glantri, 
  Darokinian and Glantrian governments 
  started talking about building a new trade 
  route through New Kolland.  Prince Kol 
  gave his word that caravans would be 
  allowed free passage through his territory, 
  but merchants know better than to trust a 
  kobold.  Anyway something will have to be 
  done in the area, since it looks hard to either 
  chase the Shadow Elves away from the 
  former Broken Lands or reach a peaceful 
  agreement with them. 
  In the meantime all trade to Glantri and 
  Wendar has to go trough Sind (and even 
  here the situation is not very good) and the 
  dangerous Adri Varma Plateau.  Anyway 
  work is being done to improve the route 
  from Nouvelle Averoigne up to Wendar. 
  The Northern Reaches, the Heldannic 
  Territories and Norwold are also very 
  difficult to reach, except by ship, and 
  Rockhome looks almost unreachable. 
  Better news at home: some work is being 
  done to reopen the World Elevator and 
  trade agreements with Rafielton seem to get 
  closer. 
  DDC Press Bureau, Darokin City, Kaldmont, 
  AC 1015 
   
  NACE  (courtesy of the NACE 
  embassy in Karameikos) 
  War is over and trade restarted normally in 
  the NACE.  Many nations, especially on the 
  Isle of Dawn, are recovering from the war 
  and in great demand for goods, while others 
  have supplies they can’t handle because they 
  no more have Alphatia as a market, or on 
  the contrary lack products that were coming 
  from Alphatia. Many trade opportunities. 
  There has been an increase in piracy in 
  southern NACE (southern Bellissaria, Isle 
  of Dawn, Alatians), so trade is dangerous 
  but profitable.  
  Trade with Gaity is very profitable, as the 
  country is in chaos and needs everything, 
  but at your own risk!  
  Look out for unscrupulous traders 
  smuggling mnemonic mineral from Ionace. 
  Sea of Dread  (courtesy of the 
  Minrothad Merchant Sailors 
  Guild) 
  Trade routes to Raven Scarp from 
  Minrothad, southern Darokin, and Ierendi 
  will grow slowly this year, as more markets 
  are found for northern goods, and more 
  exotic spices and the like find their way to 
  receptive markets. 
  Perhaps the biggest story in the south is that 
  of Kastelios.  Described by historians as 
  proof of the ancient Milenian Empire, 
  Kastelios is rapidly growing as the new 
  “Gateway to the South.” Conservative 
  estimates indicate its total aggregate trade 
  volumes could outpace those of even Raven 
  
  155 
   
  Scarp as soon as AC 1020.  As safe routes 
  through the treacherous shoals offshore are 
  found, more and more northern ships will 
  soon visit this city to exchange staples for 
  rare artifacts, artwork, exotic spices, and 
  fruits.  Special note to traders, mark 
  Kastelios in your books as the place to be in 
  AC 1016 - before the market gets saturated!  
  Thanks to growing ties with Kastelios, easier 
  routes are also being found to Yavdlom.  
  Already Kastelian merchantmen, 
  knowledgeable of the perils of the local 
  waters, have acted as middlemen in bringing 
  goods to and from this strange land.  It 
  seems that new markets and goods are being 
  found every month in the Wild South - 
  count on Yavdlom to be a stable market for 
  your goods, on top of being an interesting 
  place to visit!  For eager traders in Davania, 
  why not stop by the Minrothad consulate in 
  Kastelios to pick up a free information 
  package on the opportunities these two 
  nations have to offer you as a merchant, and 
  as a customer! 
  For the adventurers among you, why not try 
  to blaze a trail to Cestia?  Several people 
  have already tried, and have brought back 
  many bizarre and beautiful goods from this 
  fascinating realm!  Opportunity awaits those 
  who try... 
  Local Price Adjustments 
  The following table works in accordance to 
  the rules presented in both GAZ 7 - The 
  Minrothad Guilds and GAZ 11 - The 
  Republic of Darokin.  For those without the 
  above mentioned products, assume that 
  each +/- 1 in the Price Adjustment column 
  equals to a +/-10% in price for the 
  mentioned goods. 
   
  City 
  Nation 
  Class 
  Modifiers to Price Adjustment 
  Aaslin 
  Notrion 
  (NACE) 
  B 
  Grain -5, Animals -1, Wine -1, Meat -3, Textiles -2; 
  Common Metals +1, Dyes +1, Glassware +1 
  Aegopoli 
  Aegos 
  D 
  Grain -3, Meat -2, Animals -1; 
  Weapons +1, Oil +3, Glassware +1 
  Akesoli 
  Darokin 
  D 
  Fish -2, Porcelain -1, Tea -1, Textiles -1; 
  Salt +3, Silk +3, Spices +1  
  Akorros 
  Darokin 
  C 
  Fish -2, Hides -2, Meat -1; 
  Cloth +3, Grain +1, Semiprecious Stones +3, Wine +1 
  Alchemos 
  Meriander 
  (NACE) 
  D 
  Grain -2, Meat -1, Common Wood -2, Precious Wood -2, Oil -
  4; 
  Textiles +2, Salt +1, Glassware +3, Common Metals +2, Gems 
  +1 
  Alinquin 
  Dawnrim 
  (NACE) 
  B 
  Grain -1, Meat -4, Fish -3, Textiles -3, Furs -2, Animals -2; 
  Common Wood +2, Beer +1, Pottery +1, Wine +1, Glassware 
  +1 
  Alpha 
  Alpha (NACE) 
  C 
  Grain/Vegetables -3, Meat -2, Precious Wood -1; 
  Ivory +5, Coffee +6, Weapons +1, Wine +4, Armor +3 
  Altendorf 
  Heldann 
  D 
  Animals -2, Dyes -1, Common Wood -1, Grain/Vegetables -2, 
  Meat -3; Weapons +1, Armor +1, Pottery +2, Salt +1, 
  Common Metals +2,  
  Athenos 
  Darokin 
  D 
  Gems -1, Glassware -4, Ivory -3, Meat -1; 
  Animals +1, Monsters +1, Precious Wood +3, Porcelain +4  
  Atruaghin 
  Atruaghin 
  E 
  Coffee -3, Mounts -3, Tobacco -5, Textiles -1; 
  Beer +4, Semiprecious Stones +2, Weapons +1 
  Azurun 
  Hule 
  C 
  Grain -4, Cloth -2, Gems -1, Glassware -1; 
  Red Steel +3, Common Metals +2, Salt +1, Dyes +2, Silk +1 
  
  156 
   
  Beitung 
  Ochalea 
  C 
  Silk -4, Grain -3; 
  Wood +1, Rare Books +3, Art +2 
  Biazzan 
  Thyatis 
  D 
  Silk -1, Spices -1, Tea -1; 
  Animals +3, Ivory +2, Rare Books +2, Mounts +1 
  Blueside 
  Lagrius 
  (NACE) 
  D 
  Fish -4, Common Wood -4, Grain -1, Meat -1; 
  Common Metals +1, Glassware +1, Porcelain +1 
  Castellan 
  Soderfjord 
  E 
  Common Metals -4, Dyes -2, Semiprecious Stones -2; 
  Armor +3, Fish +2, Pottery +1, Weapons +2 
  Ciudad Real 
  Gargoña 
  D 
  Art -1, Musical Instruments -3, Grain -1; 
  Cinnabryl +2, Rare Books +3 
  Ciudad 
  Tejilias 
  Almarrón 
  D 
  Silver -4, Cloth 2, Tobacco -1, Coffee -3; 
  Cinnabryl +1, Red Steel +2, Rae Books +2 
  Corunglain 
  Darokin 
  C 
  Gems -2, Monsters -1, Semiprecious Stones -1; 
  Grain +2, Hides +3, Pottery +3, Weapons +1 
  Darokin City 
  Darokin 
  A 
  Common Metals -2, Common Woods -2, Grain -1, Ivory -2, 
  Textiles -2; 
  Gems +3, Monster +3, Mounts +2, Precious Metals +4 
  Dengar 
  Rockhome 
  B 
  Armor -3, Gems -3, Weapons -2; 
  Animals +4, Grain +5, Tobacco +5 
  Dunadale 
  Thyatis 
  B 
  Porcelain -2, Weapons -3, Monsters -4, Gems -3; 
  Tea +5, Ivory +4, Grain/Vegetables +5, Glassware +2 
  East Portage 
  East 
  Portage 
  (NACE) 
  C 
  Beer -1, Grain -1, Dyes -2; 
  Common Wood +1, Tea +2, Coffee +1, Animals +1 
  Edairo 
  Thothia 
  (NACE) 
  B 
  Grain -3, Fish -2, Common Wood -2, Wine -2, Ivory -1, Furs -
  1; 
  Cloth +2, Tea +1, Porcelain +1, Spices +1, Silk +2, Precious 
  Metals +2 
  Ekto 
  Ekto (NACE) 
  D 
  Weapons -1, Dyes -1; 
  Grain +3, Fish +2, Common Wood +3, Common Metals +3, 
  Tea +1 
  Ethengar 
  Ethengar 
  E 
  Hides -3, Mounts -2, Salt -3; 
  Common Metals +5, Common Woods +4, Tea +3 
  Featherfall 
  Aeria (NACE) 
  C 
  Grain -1, Meat -1; 
  Common Wood +1, Oil +1, Glassware +2, Rare Books +3, 
  Gems +2 
   
  Freiburg 
  Heldann 
  D 
  Animals -3, Porcelain -1; 
  Armor +4, Oil +3, Weapons +4 
  Glantri City 
  Glantri 
  B 
  Monsters -5, Rare Books -2, Pottery -6; 
  Gems +3, Glassware +3, Tobacco +3, Weapons +3 
  Grauenberg 
  Heldann 
  E 
  Animals -3, Common Metals -5, Weapons -1, Armor -1, Hides 
  -1; 
  Oil +4, Dyes +1, Salt +2, Fish +3, Coffee +4, Common Wood 
  +1 
  Hockstein 
  Heldann 
  E 
  Animals -1, Hides -3, Common Wood -2, Grain/Vegetables -
  1, Beer -2; 
  Spices +4, Gems +3, Weapons +2, Armor +2, Salt +2, Fish +1 
  Harbortown 
  Minrothad 
  C 
  Fish -3, Dyes -2, Animals -2; 
  Spices +2, Meat +3, Wine +3 
  
  157 
   
  Helskir 
  Helskir 
  (Thyatis) 
  D 
  Dyes -4, Salt -2; 
  Fish +2, Hides +3, Coffee +4, Pottery +1 
  Horken 
  Horken 
  (NACE) 
  C 
  Grain -1, Meat -1; 
  Common Wood +4, Tea +1, Spices +1, Textiles +1 
  Ierendi 
  Ierendi 
  C 
  Fish -2, Precious Metals -2; 
  Dyes +2, Cloth +2, Animals +4, Silk +2, Meat +1 ;  
  Jaboor 
  Ylaruam 
  E 
  Coffee -2, Oil -3, Glassware -3; 
  Meat +3, Spices +4, Wine +2, Weapons +1  
  Kelven 
  Karameikos 
  C 
  Glassware -2, Pottery -3, Precious Metals -2; 
  Ivory +3, Meat +1 
  Kerendas 
  Thyatis 
  C 
  Beer -2, Grain -2, Meat -3, Wine -2, Mounts -1; 
  Common Metals +4, Common Woods +2, Dyes +1, Oil +1   
  Kopstar 
  Glantri 
  D 
  Dyes -2, Oil -5, Precious Metals -3; 
  Precious Woods +4, Semiprecious Stones +3, Spices +2 
  Minrothad 
  Minrothad 
  B 
  Coffee -2, Tea -2, Beer -3, Fish -3, Dyes -1; 
  Pottery +4, Cloth +2, Precious Metals +2, Gems +2, Common 
  Wood +3  
  Mirros 
  Karameikos 
  C 
  Animals -1, Common Metals -2, Common Woods -2,  
  Hides -3; 
  Armor +1, Mounts +3, Rare Furs +4, Weapons +1  
  Newkirk 
  Westrourke 
  (Thyatis) 
  B 
  Dyes -5, Armor -2; 
  Coffee +3, Gems +3, Porcelain +2;  
  Norrvik 
  Vestland 
  C 
  Salt -3, Silk -4, Weapons -3; 
  Cloth +3, Ivory +3, Pottery +4 
  Oceansend 
  Heldann 
  D 
  Books -1, Common Wood -4; 
  Dyes +2, Salt +1, Grain +2, Silk +3; 
  Sayr Ulan 
  Sind 
  B 
  Rare Books -1, Salt -2, Spices -3; 
  Common Woods +3, Fish +4, Tea +3; 
  Seagirt 
  Pearl Islands 
  D 
  Vegetables -5, Fish -3, Gems -3, Pottery -1; 
  Grain +2, Precious Wood +1, Wine +3, Weapons +1  
   
  Seahome 
  Minrothad 
  D 
  Wood -3; 
  Silk +2, Dyes +4; Hides/Furs +3 
  Selenica 
  Darokin 
  B 
  Cloth -2, Precious Wood -1, Rare Books -1; 
  Dyes +3, Fish +4, Glassware +2 
  Shireton 
  Five Shires 
  D 
  Beer -4, Grain -2, Tobacco -5, Wine -2; 
  Coffee +3, Fish +2, Tea +2 
  Skyfyr 
  Esterhold 
  (NACE) 
  D 
  Grain -1, Beer -1, Common Metal -2, Precious Metals -2, Gems 
  -2;  
  Animals +1, Wine +1, Meat +1, Weapons +2, Mounts +1, 
  Armor +2 
  Slagovich 
  Slagovich 
  C 
  Cinnabryl -3, Fish -2; 
  Common Metals +2, Salt +1, Spices +3, Red Steel +3, 
  Weapons +1  
  Smokestone 
  City 
  Cimarron 
  C 
  Ale -2, Cinnabryl -2, Smokepowder -2, Wheellocks -1; 
  Grain +3, Meat +1, Salt +1, Spices +1 
  Soderfjord 
  Soderfjord 
  C 
  Common Woods -4, Grain -1; 
  Armor +2, Wine +4 
  Spearpoint 
  Surshield 
  (NACE) 
  C 
  Grain -2, Meat -2, Weapons -2, Armor -1, Wine -1; 
  Common Metals +1, Salt +1, Glassware +1, Spices +2 
  
  158 
   
  Stahl 
  Rockhome 
  C 
  Ivory -3, Monsters -3, Precious Metals -4; 
  Grain +2, Meat +3, Silk +3, Textiles +4 
  Tameronikas 
  Ylaruam 
  E 
  Animals -2, Cloth -1, Tea -3; 
  Glassware +2, Porcelain +2, Salt +4, Weapons +1 
  Tanakumba 
  Yavdlom 
  C 
  Cocoa -4, Coffee -3, Fish -3, Gems -1, Precious Woods -3, 
  Ivory -2; 
  Grain +3, Meat +2, Silk +2, Precious Metals +3 
  Tel Akbir 
  Thyatis 
  D 
  Beer -2, Coffee -1, Oil -2; 
  Cloth +2, Dyes +2, Hides +2 
  Tenobar 
  Darokin 
  D 
  Cloth -2, Fish -4, Pottery -5; 
  Hides +2, Precious Metals +2, Salt +3 
  Thyatis City 
  Thyatis 
  A 
  Armor -3, Mounts -2, Silk -1, Weapons -3; 
  Gems +3, Grain +1, Oil +1, Precious Metals +2, Rare Furs +4 
  Trikelios 
  Trikelios 
  (NACE) 
  D 
  Grain -2, Fish -1, Beer -1; 
  Common Wood +2, Common Metals +1, Tea +1 
  Verdun 
  Minrothad 
  D 
  Woods -2, Cloth -1, Books -3; 
  Furs +3, Dyes +3, Silk +2, Salt +3 
  Vyonnes 
  Glantri 
  E 
  Rare Furs -4, Textiles -3, Wine -2; 
  Beer +4, Meat +5, Silk +3, Grain +1, Weapons +1 
  Wendar City 
  Wendar 
  D 
  Wood -3, Hides -2, Rare Furs -1; 
  Weapons +1, Textiles +2, Cloth +2, Salt +3, Grain +4. 
  Ylaruam 
  Ylaruam 
  B 
  Oil -1, Porcelain -3, Semiprecious Stones -4; 
  Coffee +4, Mounts +3, Tobacco +4, Weapons +2, Armor +1 
  Zeaburg 
  Ostland 
  C 
  Fish -4, Cloth -3, Textiles -1; 
  Common Woods +2, Meat +5, Weapons +2 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  159 
   
  Cults of the Immortals 
  The following sections deal with the various 
  Immortals and their churches found on the 
  world of Mystara.  Except for the table giving 
  the major Immortals and their followings, the 
  material below is a preview of the upcoming 
  “The Immortal Scriptures” due out this 
  Fyrmont by Joshuan Gallidox Publishing.  
  Those with interests in the Immortals should 
  make sure to place this book on their must-read 
  list. 
  Clerics and Specialty Priests 
  To most folks, anyone who worship the 
  Immortals or gods and receive spells in return 
  are simply known as priests.  The common 
  peasant does not care to note that there is a 
  difference in behavior, devotion, powers, or 
  even duties between various priests within the 
  same religion.  The fact is, there are two main 
  types of priests found on Mystara; the cleric 
  and the specialty priest. 
  Cleric 
  The Cleric is a believer in a cause or higher 
  goal.  To him, the concept of the Immortal’s 
  portfolio is more important than the Immortal 
  himself.  As such, clerics worship a greater goal 
  first, then a particular Immortal second, if they 
  even bother to worship any Immortal at all.  To 
  a cleric, every Immortal has a role to play in 
  relation to their particular belief in the “big 
  picture” of things, therefore rarely does one 
  particular Immortal deserve more worshiping 
  than another. 
  On Mystara, there are two types of Clerics: the 
  Philosopher, and the Pantheist. 
  THE PHILOSOPHER 
  The Philosopher is a cleric who believes in a 
  particular ethos, notably Law, Chaos, or 
  Neutrality.  To him, the moral definition of 
  good and evil are secondary when compared 
  with the struggles between order and anarchy 
  (Law), stasis and freedom (Chaos), or stability 
  and choice (for Neutrality).   
  Philosophers receive their spells from all the 
  Immortals of Law (or Chaos or Neutrality), and 
  therefore upsetting just one of them will not 
  cause any problems with the cleric’s powers.  
  Only a severe change in ethos (alignment) will 
  affect the Philosopher’s powers. 
  THE PANTHEIST 
  The Pantheist is a cleric who believes in a way 
  of life represented by several Immortals as to 
  be the correct way to live.  As such, a Pantheist 
  worships and entire pantheon in which she 
  believes are the true ideal of perfection.  She 
  therefore honors all the Immortals of the 
  pantheon and will only lose her spells if she 
  somehow offends them all.  The goal of the 
  pantheist is to make sure that all the Immortals 
  in a pantheon are respected, thereby keeping a 
  balance between them all. 
  There are several pantheons found on (and 
  within) Mystara.  More details will be given in 
  the pantheon chapter later on in this tome [in 
  The Immortal Texts.  Ed.]. 
  Clerics tend to travel the land, as they are not 
  locked into a hierarchy or organization.  Some 
  join various churches and religions throughout 
  their lives, while others do not.  Those that do 
  often do so because the Immortal worshiped in 
  that particular religion is often very close in 
  philosophy to the beliefs of the cleric.  For 
  example, clerics of the Norse Pantheon often 
  join the church of Odin, as being the head of 
  the Norse gods, he obviously represents them 
  best. 
  Still, clerics can (and do) leave a particular faith 
  without much incident.  The above mentioned 
  cleric might decide that the worshiping of Thor 
  is starting to slip and therefore try to fix things.  
  He would likely resign his role in the church of 
  Odin and then join the church of Thor.  This is 
  one of the main advantages of being a cleric. 
  The other comes from the fact that, since you 
  worship almost all the Immortals, a cleric will 
  generally be well treated by most religious 
  organizations and priests.  After all, the cleric is 
  a potential recruit into their order. 
  The powers of a cleric are as detailed in the 
  Player’s Handbook, although a more up-dated 
  
  160 
   
  and balanced version can be found in Player’s 
  Option: Spells and Magic.  As such, they have 
  access to most spells and can turn/command 
  undead.  They can wear any armor and only use 
  blunt weapons. 
  Specialty Priest 
  A specialty priest is a priest who believes and 
  upholds the dogma of ONE specific Immortal.  
  To the specialty priest, her Immortal is more 
  important than anything else in the world.  A 
  specialty priest is the champion of the cause of 
  any given Immortal.  Specialty priests are the 
  ones that actively preach about their Immortal 
  and do their best to convert others to their 
  philosophies. 
  The biggest misconception people have about 
  specialty priests is that all priests of a given 
  Immortal are all alike.  Nothing could be 
  further from the truth.  Most Immortals have 
  several specialty priests of various natures 
  working for them.  Each type of specialty priest 
  has a specific function within the hierarchy of 
  an Immortal. 
  Think about it.  Both the Temple of Vanya in 
  Thyatis and the Heldannic Knights worship 
  Vanya, yet the two religions are different in 
  attitude and behavior.  Would it therefore not 
  be logical that the abilities of the specialty 
  priests also vary slightly?   
  Even a relatively peaceful Immortal, such as 
  Asterius, still needs warriors to defend his 
  temples.  If his specialty priests are all 
  merchants and thieves, how would he manage?  
  The answer is simple: by having fighting 
  specialty priests (such as Defenders [warrior kit 
  from the Savage Coast setting.  Ed.]) act as 
  guards.  The difference is that being a less 
  warrior-like Immortal means he will probably 
  have less warrior-type specialty priests than, say, 
  Vanya. 
  Despite each Immortal having a different 
  portfolio and goal, many share the same type of 
  specialty priests.  For example, Ordana, Faunus, 
  and Zirchev have druids among their specialty 
  priests, as do a few others.   
  The most common specialty priests of Mystara 
  are described below: 
   
  PRIEST 
  The specialty priests known simply as Priests 
  are the most common specialty priests of 
  Mystara.  As such, their abilities are identical to 
  the cleric (that is access to most spheres and 
  turn/control undead) with the addition of one 
  extra power. 
  For example, a Priest of Halav gets a +2 to 
  damage against goblinoids in addition to all 
  abilities listed for the cleric (as per Player’s 
  Handbook or Player’s Option: Spells and 
  Magic).  On the other hand, the extra power of 
  a Priest of Protius is a swimming movement 
  equal to his movement on land.  The exact 
  ability a Priest of an Immortal gets is described 
  in the Codex of the Immortals from the Wrath 
  of the Immortals boxed set. 
  Priests are the catch-all specialty priest of an 
  Immortal.  Their ability to use any armor and 
  blunt weapons along with a decent THAC0 
  make them capable of holding their own in 
  combat while their access to most spells can be 
  useful in just about any situation.  Their 
  versatility often makes Priests the adventuring 
  specialty priest of a deity, traveling around the 
  world and spreading the faith.  Many also serve 
  as temple guardians, caretakers of the flock of 
  worshipers, and representatives to the average 
  person. 
  All Immortals commonly use Priests in their 
  ranks. 
   
   
   
  CRUSADER 
  Crusaders are considered to be weapons against 
  the enemies of the faith.  While Defenders are 
  charged with defending the temples and Holy 
  Grounds, Crusaders are the ones that invade 
  the temples and territories of the enemy.  They 
  are militaristic and often organize themselves as 
  any army would. 
  The exact abilities and requirements of a 
  Crusader can be found in Player’s Option: 
  Spells and Magic.  Briefly, they require a 
  Wisdom of 9, Strength of 12, and Charisma of 
  12.  The most important power is the fact that 
  a Crusader uses the warrior’s THAC0 instead 
  of the priest’s THAC0.  They have major access 
  to the spheres of All, Combat, Guardian, 
  
  161 
   
  Healing, War, and Wards.  They have minor 
  access to Necromantic and Protection spheres.  
  For a more complete description, as well as a 
  list of the rest of their minor abilities, see 
  Player’s Option: Spells and Magic. (Note: they 
  cannot turn/control undead.) 
  Crusaders are common among the Immortals 
  of war, guardianship, justice, revenge, rulership, 
  strength, and thunder.  Vanya’s favorite 
  specialty priest in the Crusader. 
  DEFENDER 
  Defenders are exactly what the name implies: 
  defenders of the faith.  Their role is to protect 
  the temples, priests, and worshipers of an 
  Immortal.  Defenders often organize 
  themselves along the line of knights, viewing 
  themselves as the champions of the peasants in 
  the name of their Immortal. 
  Defenders are actually fighters with the 
  “Defender” Kit.  They therefore have the 
  THAC0 and hit points of a warrior.  They must 
  have a Strength of 12 and a Wisdom of 13 to 
  take the Defender kit.  Spells available to a 
  Defender vary according to the Immortal they 
  worship; they are not necessarily combat 
  oriented spells (that’s the role of the Crusader), 
  although they often have major access to both 
  Combat and Healing .  A few have weapon 
  restrictions limiting them to weapons noted as 
  being favored by their Immortal (such as a war 
  hammer for Defenders of Thor or a longbow 
  and longsword for Defenders of Ilsundal), but 
  most Immortals let them use whatever weapon 
  they want.  There is never any restriction on 
  armor.  The exact spell progression of the 
  Defender, as well as other benefits and 
  disadvantages can be found in the Savage Coast 
  on-line rulebook, in the warrior kits’ section.  
  (Note: they cannot turn/control undead.) 
  Defenders can be found worshiping all the 
  Immortals, although peaceful ones will only 
  have a handful of Defenders while more war-
  like Immortals will have complete regiments of 
  Defenders.  Defenders of nature-oriented 
  religions are often called “druidic knights,” 
  while evil-aligned Defenders enjoy the title of 
  “avenger” or “anti-paladin.” 
   
   
  DRUID (BALANCER) 
  The Druid is a specialty priest of nature and 
  nature-oriented Immortals.  They view 
  themselves as the protectors and guardians of 
  all things natural, making sure that mankind 
  does not interfere with the natural way of 
  things.  The abilities and requirements of 
  Druids are found in the Player’s Handbook, 
  although an updated and more balanced 
  version can also be found in Player’s Option: 
  Spells and Magic.  Of important note is the fact 
  that they cannot turn/control undead. 
  Contrary to popular beliefs, Druids are not 
  simply “forest priests.”  Druids are found in 
  any natural setting.  There are desert Druids, 
  mountain Druids, and even underdark 
  (underground) Druids.  Their abilities can vary 
  slightly according to their favored terrain (for 
  more information, see Complete Druid’s 
  Handbook). 
  Unlike the traditional druid, a Mystaran Druid 
  can be true neutral, lawful neutral, or chaotic 
  neutral in alignment.  The lawful druids believe 
  in keeping things as they are while the chaotic 
  ones see a more dynamic approach with the 
  advances of man in one area balanced by an 
  advance in nature in another.  True neutral 
  druids are somewhere in the middle (for more 
  details, see Karameikos: Kingdom of 
  Adventure). 
  Of special note on Druids is the fact that some 
  of them don’t worship any Immortals at all, but 
  instead worship Nature directly.  Sages 
  speculate that the Immortal Djaea grants them 
  their spells, but Priests of Djaea deny this.  
  Regardless, Druids of Nature receive spells 
  even if they don’t worship an Immortal.  To the 
  Druids of Nature, all other Druids are not real 
  druids, so they call them Balancers instead 
  (although their powers are identical).  Druids of 
  Nature still give praise to many of the 
  Immortals of nature - much as a Cleric can 
  honor a particular Immortal - but they do not 
  receive any benefits from it. 
  Each order of druids have their own hierarchy, 
  as detailed in the Player’s Handbook.  Despite 
  this, their territories do not overlap; the 
  presence of one Druid in an area, regardless of 
  religion, is enough to maintain the balance of 
  nature.  The “guardianship” of the land can be 
  
  162 
   
  transferred from one order to another in the 
  same way as rising in the ranks: through 
  combat.  A druid of one religion can challenge 
  a druid of another religion of the same rank 
  [level].  The winner becomes the guardian of 
  the land in the name of their particular 
  Immortal (or Nature).  The opponent must be 
  of the same rank, because this is not a challenge 
  to rise in levels; there can still only be a specific 
  number of druids of higher levels in any given 
  religion.  A druid cannot replace a higher level 
  druid of another religion as this will create one 
  too many for his own religion! 
  There appears to be one Great Druid for each 
  region of Mystara.  The female half-elf Great 
  Druid Maud of Robrenn (a forest druid) is in 
  charge of the entire Savage Coast region.  In 
  the Old World, the human male Kaikhatu who 
  lives in the Steppes of Ethengar (a 
  plains/grassland druid) is rumored to be the 
  Great Druid of the area.  The Great Druids of 
  Norwold and other regions are still a mystery to 
  most people. 
  RANGER 
  A Ranger is a specialty priest of nature - in 
  particular woodlands - that is more combat-
  oriented than Druids.  They are also aligned 
  toward Good rather than Neutrality, making 
  them somewhat biased as to how nature works 
  (at least according to Druids).  Rangers tend to 
  follow the same Immortals as Druids, but they 
  play a more active part, often hunting down 
  those who would destroy nature. 
  The abilities and restrictions of Rangers are well 
  detailed in the Player’s Handbook (with extra 
  options found in the Complete Ranger’s 
  Handbook).  Of particular note, although they 
  receive priest spells, the Ranger class falls in the 
  warrior category and advances as warriors.  
  Only Immortals who favor woodlands, nature, 
  and goodness use rangers as specialty priests. 
  Like Druids, however, some Rangers worship 
  Nature directly instead of any particular 
  Immortal, and they still receive their spells.  
  Once more sages speculate that Djaea grants 
  them their spells in theses instances, but again 
  this has yet to be confirmed. 
   
   
  PALADIN 
  A Paladin is a specialty priest of law and 
  goodness.  They actively roam the land, 
  spreading justice and honor everywhere they 
  go.  To Immortals of such concepts, Paladins 
  are the ultimate champions of their cause.  
  They are the ideal knight, and exemplify 
  everything the Immortal seeks to achieve. 
  As Rangers, Paladins are considered to be 
  warriors, not priests, and their class abilities are 
  well described in the Player’s Handbook (again, 
  the Complete Paladin’s Handbook gives 
  variations on the theme). 
  The Immortal Tarastia has been known to 
  grant spells to Paladins who uphold their ideals 
  but don’t worship any particular Immortal of 
  paladins.  Her priests claim that as long as they 
  serve justice, Tarastia will continue to grant the 
  Immortaless Paladins their powers, since to 
  Her, the ideal is more important than the 
  religion.  Most of these Immortaless Paladins 
  scoff at the claim, yet none have outright 
  challenged it. 
  Others 
  Many other specialty priests exist, including the 
  Mystic (also known as the Monk or Fighting-
  Monk as detailed in Player’s Option: Spells and 
  Magic) found throughout Sind, the shamans of 
  Ethengar (again, see Player’s Option: Spells and 
  Magic or the accessory Shamans) or the very 
  specific priests of the Nithian Culture in the 
  Hollow World (see HWR2 - Kingdom of 
  Nithia).  Individual DMs are free to create their 
  own specialty priests.  Useful suggestions can 
  be found in the Complete Priest’s Handbook, 
  while guidelines for keeping everything 
  balanced are available in Player’s Option: Spells 
  and Magic. 
  Others examples of specialty priests, created by 
  various members of the Mystaran Mailing List 
  can be found in the mailing list archives. 
  Needless to say, the amount and type of 
  specialty priests are endless, and depend greatly 
  on the whims of the Immortals.  The 
  advantages of specialty priests comes from the 
  fact that they can possibly gain powers far 
  beyond the grasps of most clerics.  On the 
  downside, their actions are closely monitored 
  by their deity, and any stray actions or thoughts 
  
  163 
   
  from the tenets of the religion can cause a loss 
  in spells and powers.  Also, it is difficult for a 
  specialty priest to break free of an organized 
  religion to her Immortal; after all, she can’t 
  exactly join the church of another Immortal, 
  now can she? 
  Churches of Mystara 
   
  The following is a list of four of the churches 
  described in the upcoming The Immortal 
  Scriptures.  Note that in the texts below, the 
  term “Priest” (with a capital P) refers to the 
  specialty priests called Priest (as described 
  above), and not to the clergy of the given 
  church or religion.  The term “priest” (with a 
  lower-case p) refers to either the clergy as a 
  whole, or the title “priest” a clergy-member 
  might have in their particular order. 
  The Church of Thyatis 
  COAT OF ARMS: Thyatian Eagle in the 
  middle of a circle of twelve Thyatian 
  Immortals’ holy symbols (starting from the top, 
  clockwise: Vanya, Thor, Tarastia, Odin, Kagyar, 
  Korotiku, Koryis, Protius, Halav, Asterius, 
  Valerias, and Diulanna.) 
  CLERGY: Clerics (50%), Priests (25%), 
  Defenders (10%), normal humans (8%), 
  Paladins (5%), other specialty priests (2%). 
  CLERGY’S ALIGNMENT: Any non-evil 
  alignment 
  WORSHIPER’S ALIGNMENT: Any 
   
  The Church of Thyatis is a religious 
  organization which encourages the worship 
  and/or respect of all the Immortals of the 
  Thyatian Pantheon.  This list includes: Alphaks, 
  Asterius, Diulanna, Halav, Kagyar, Korotiku, 
  Koryis, Odin, Protius, Tarastia, Thanatos, 
  Thor, Valerias, and Vanya.   
  Although Alphaks and Thanatos are included in 
  this list, the Church of Thyatis does not actually 
  encourage their worship.  These two Immortals 
  are used as examples of evil and simply serve to 
  show the fate that awaits those of evil 
  alignment upon their death at their hands.  In 
  fact, except for mentioning them as the evil to 
  be fought against in the Church of Thyatis, 
  their worship is a crime punishable by death in 
  the Empire of Thyatis and most other nations. 
  The clergy of the Church of Thyatis is 
  composed mainly of clerics.  Most are 
  pantheists, but philosophers of law and 
  neutrality are also common.  Only a few chaos 
  philosophers are present among the hierarchy.  
  Priests (and other specialty priests) are often in 
  charge of the ceremonies pertaining to their 
  particular Immortal.  Of course, only priests of 
  the Immortals mentioned above, minus Priests 
  of Alphaks and Thanatos, can join the clergy.  
  Even non-priests (that is, normal humans) can 
  join the order and give ceremonies to the 
  masses. 
  The temples of the Church of Thyatis tend to 
  be grand buildings since they must serve as a 
  place of worship for many Immortals.  Most 
  can seat a couple hundred spectators during 
  their ceremonies.  They also have several other 
  chambers which serve as shrines for each 
  particular Immortal.  Finally, chambers in the 
  back serve as barracks for the clergy, as well as 
  meeting rooms for discussions and planning. 
  ORGANIZATION 
  All clergy of the Church of Thyatis start at the 
  rank of initiate.  Their duties include serving as 
  messengers, preparing the temples for the 
  ceremonies, and generally acting as servants for 
  the higher ranking clergy.  It is a life of studying 
  and classes in the temple libraries followed by 
  hard work and menial chores. 
  An initiate who has served well for three years 
  [and about 3rd level. Ed.] attains the rank of 
  priest.  It is the priests of the religion which 
  actually give the ceremonies to the people of 
  the Thyatian Empire.  Those of priest rank are 
  also sent out on adventures to discover secrets, 
  amass wealth for the order, and convert other 
  cultures to their way. 
  A priest who performs admirably for at least 5 
  years [and around level 7 if possessing a 
  character class. Ed.] becomes a curate.  Curates 
  are in charge of deciding exactly what the topics 
  of each ceremony is to be, as well as plan what 
  enlightenment will be taught to the people.  
  There is a curate in charge of the ceremonies 
  for each Immortal of the pantheon.  That is, in 
  each temple, there is one curate for Asterius, 
  another for Diulanna, and so on.  This is the 
  highest rank any Priest (or other specialty 
  priest) can attain within the clergy since their 
  
  164 
   
  point of view is limited to those of their 
  Immortal. 
  Finally, in charge of the entire temple is a 
  bishop [they are usually around 9th level. Ed.].  
  He runs the place and has final say on what will 
  or will not be accepted within his building.  
  Normal humans who do not posses any divine 
  granted powers cannot proceed above the rank 
  of bishop. 
  In charge of several temples in entire areas - 
  usually a complete dominion - are the Patriarch 
  and Matriarch.  Only Clerics [of 13th level or 
  higher. Ed.] can attain this rank, as only they 
  can remain unbiased when deciding how each 
  Immortal is to be worshiped.  These Patriarch 
  advise rulers on matters of the church and can 
  exert a lot of political power in their region. 
  There is no rank above Patriarch in the Church 
  of Thyatis.  As such, all the Patriarch of the 
  order gather annually in Thyatis City to discuss 
  and vote on the future of their religion.  
  Traditionally, the Patriarch of Thyatis City has 
  the power to veto any vote passed by this 
  assembly, and in case of ties, holds the deciding 
  vote. 
  DOGMA 
  The philosophies of the Church of Thyatis hold 
  that all acts performed by mortals are recorded 
  by the Immortals above and will be used to 
  judge them when they pass into the afterlife.  
  The spirits of the dead will belong to the 
  Immortal he or she most resembled in life and 
  will wind up serving eternity in the Outer Plane 
  of their Immortal.  This is why they describe 
  the temperaments and homes of Alphaks and 
  Thanatos; by seeing what awaits those of evil 
  alignment, they hope they will change their 
  ways.  As such, good deeds will be rewarded 
  with good deeds in the afterlife, just as bad 
  deeds will be payed back with bad deeds. 
  The priests cheerfully describe the purpose, 
  alignment, and desires of all the Thyatian 
  Immortals so that the citizens of Thyatis can 
  make their own choices of which Immortal to 
  hold to heart and where they want to go when 
  they die.  Of course, since Thyatians are 
  militant people, the Immortals Vanya, Thor, 
  and Diulanna often receive more than their fair 
  share of attention. 
  Initiates spend several hours a day studying 
  everything known on all the Pantheon.  Upon 
  reaching the rank of priests, they are charged 
  with spreading this knowledge to the people of 
  Thyatis and the rest of Mystara.  Most prefer to 
  have the people come to them in their daily 
  ceremonies at the temples, but a few adventure 
  out into the world and try to convert other 
  cultures. 
  Although not specifically stated in their 
  doctrines, the Church of Thyatis also promotes 
  the belief that Thyatians are the best people in 
  the world and that all other cultures should join 
  the Empire and become full-fledged Thyatians. 
  DAY-TO-DAY ACTIVITIES 
  The clergy of the Church of Thyatis can often 
  be seen roaming the streets of major Thyatian 
  cities, preaching about making choices for one’s 
  afterlife.  Those who seem curious about their 
  speeches are often referred to one of the 
  temples of the order. 
  Every day, at noon, ceremonies are held in the 
  various temples of the religion.  Each ceremony 
  starts with a brief talk about all the Immortals, 
  then proceeds onto the main topic of the day 
  which usually deals with one Immortal in 
  particular.  The subject for the day is 
  determined by the bishop, usually in 
  conjunction with his curates.  Since there are 
  currently 12 Immortals in the pantheon (not 
  including Alphaks or Thanatos), a common 
  theme is to have an “Immortal of the month,” 
  thereby teaching the philosophies of one 
  Immortal for a month, then changing to 
  another at the arrival of the new moon.  Still, 
  some bishops have other complicated 
  schedules dividing the days evenly throughout 
  the year in a pattern only they can see. 
  Finally, the Temple of Thyatis often gives 
  special rites when a Thyatian child is born, 
  blessing her and asking the Immortals to look 
  after her as she grows up.  The clergy members 
  also take care of marriage ceremonies and 
  divorce throughout the Thyatian Empire. 
  HOLY DAYS AND IMPORTANT 
  CEREMONIES 
  Up until recently, the Church of Thyatis did not 
  have any major holy days.  Now, however, 
  Wrath of the Immortals Day (Nuwmont 15th) is 
  
  165 
   
  considered to be sacred.  This day celebrates 
  the fact that the Thyatian Pantheon proved to 
  the world that Thyatians are the favored people 
  of the Immortals by destroying the continent of 
  Alphatia.  The logic goes that since Thyatians 
  are the favored people, then the Church of 
  Thyatis must be the favored religion of the 
  world.  Wrath of the Immortals Day started in 
  AC 1010 as a workers’ holiday but has since 
  become a full-fledge religious event. 
  On Flaurmont 1, priests give a special 
  ceremony celebrating the Day of Freedom for 
  those Thyatian youths who have turned 21 and 
  are now “free” from their parents’ whims. 
  Other days are considered important, but only 
  to a particular Immortal, and not the entire 
  Pantheon.  Because of this, they are not 
  considered religious holy days, but are usually 
  celebrated by the bishops of the temples 
  anyway.  These days include the Start of 
  Shipping Season (Va. 23, Protius), The Day of 
  Valerias (Fe.  15, Valerias), Vanya’s Day (Sv. 8, 
  Vanya), and Protius’ Day (Ei. 22, Protius), as 
  well as several others. 
   
  MAJOR CENTERS OF WORSHIP 
  The Great Thyatian Temple, located in the 
  estates district of Thyatis City, is an immense 
  building which can seat almost 5,000 citizens.  
  This marble building is crafted in the typical 
  Thyatian style, with marble columns and a 
  circular amphitheater-styled ceremony hall.  
  Several other buildings are attached to this hall, 
  including the residence of Dylan Finnson, 
  Patriarch of Thyatis City, as well as sleeping 
  quarters for over 250 clergy members. 
  Several other temples (although usually much 
  smaller) can be found throughout the city as 
  well as every other major Thyatian City.  The 
  temples of the Pearl Islands still have a good 
  following, while a new temple is currently being 
  built in Selenica. 
  AFFILIATED ORDERS 
  A few blocks down the street from the Great 
  Thyatian Temple, one can find the Knights of 
  the Gold Dragon Enclave.  This building 
  houses a military order dedicated to uphold the 
  decisions taken by the Patriarchs of the Church 
  of Thyatis.  The ranks of the Knights of the 
  Gold Dragon are composed of warriors, 
  rogues, paladins, and crusaders.  Members of 
  this order protect the various temples of the 
  religion, lead military expeditions as needed by 
  the Patriarchs, and roam the Empire seeking to 
  enlighten people about the choices they make 
  in life.  When not on a religious mission, this 
  order acts as a mercenary band willing to 
  perform any mission that doesn’t go against 
  their philosophies or the church. 
  All applicants to the order must have both a 
  Knight of the Gold Dragon and a clergy 
  member of the Church of Thyatis sponsor 
  them.  Candidates are then tested, and if their 
  combat skills are adequate [that is, if their 
  THAC0 is 15 or better. Ed.], they are accepted 
  into the ranks. 
   
  PRIESTLY VESTMENTS 
  During their everyday lives, clergy of the 
  Church of Thyatis are permitted to wear any 
  clothing which suits their needs. 
  During ceremonies, however, a more formal 
  dress code is enforced.  Their ceremonial dress 
  consists of a full-sleeved, floor-length blue 
  robe.  The coat of arms of the church is 
  displayed prominently on the left chest.  If also 
  a member of the Knights of the Gold Dragon, 
  their gold dragon symbol is sown unto the 
  upper edge of the right sleeve, much as military 
  rank insignias are often displayed. 
  Priests of the Church of Thyatis of all ranks 
  except initiate also carry with them a metal 
  scepter while in ceremonial dress.  The size and 
  color of the scepter indicates the rank in the 
  clerical hierarchy the owner is. 
  CURRENT BELIEFS 
  The Church of Thyatis suffered many losses 
  during the past couple of decades.  About 40 
  years ago, when the Grand Duchy of 
  Karameikos separated from the Empire, so to 
  did their branch of the church (forming the 
  Church of Karameikos).  More recently, with 
  the independence of Ochalea, the Pearl Islands, 
  Helskir, and the Grand Duchy of Westrourke, 
  the Patriarchs are fearing the complete 
  destruction of their religion, along with the 
  Empire.  Despite their fears, the Church of 
  Thyatis remains strong in the Pearl Islands, 
  
  166 
   
  Helskir and Westrourke.  Only Ochalea has 
  completely abandoned the tenets of the church. 
  The Church has also made grounds recently.  
  For the past 20 years, they have made inroads 
  into the Jungle Coast, converting many of the 
  hinterland barbarians to their beliefs.  The 
  Church of Thyatis even went as far as accepting 
  Diulanna, their Immortal, into the Thyatian 
  pantheon; after all, they are Thyatians now, 
  aren’t they. 
  But the church seeks to expand further.  At the 
  moment, they are slowly building temples 
  within the nation of Darokin, using the city of 
  Selenica as their main base of operations.  
  Rumors also claim that the Church is seeking to 
  reabsorb the Church of Karameikos into their 
  fold. 
  As another means of regaining worshipers, the 
  Church of Thyatis has seriously started 
  debating about Holy Days, something which 
  has until very recently never crossed their 
  minds.  Wrath of the Immortals Day is one 
  such idea.  At the moment, they are also 
  debating on whether or not to make Fyrmont 
  19 “The Visit” an official Holy Day.  This day 
  would mark the discovery of the “Footprint of 
  the Immortal” found in the Altan Tepes back 
  in AC 1010, showing the world that the 
  Immortals actually visited the Empire of 
  Thyatis.  Making the site into official Holy 
  Ground is also high on its priority list. 
   
  The Temple of Rad 
  COAT OF ARMS: Three connected 
  hemispheres forming a triangle. 
  CLERGY: Wizards (100%) 
  CLERGY’S ALIGNMENT: N, LN, and CN 
  WORSHIPERS’ ALIGNMENT: any 
   
  Although religions and preaching about the 
  Immortals is illegal in the Principalities of 
  Glantri, Glantrians do have a place to go where 
  they can contemplate personal problems.  In 
  the Temples of Rad, wizards known as 
  Shepherds of Rad listen to the problems of 
  nobles and commoners alike, giving them 
  counseling on any problem they might have. 
  Their marble temples scattered in every major 
  town of Glantri promote meditation and 
  contemplation.  The Shepherds believe by 
  relaxing and thinking things through one can 
  eventually solve any problem and make the vital 
  discovery that was missing.  This self-
  enlightenment just serves to show how 
  Glantrians truly do not need any Immortal 
  guidance in their lives. 
  Each Temple of Rad has a large crystal ball 
  placed on their main altar.  The Shepherds 
  claim that it is a receptacle of Rad, the living 
  incarnation of magic itself.  Although 
  foreigners assume Rad is an Immortal, the 
  Shepherds of Rad and Glantrians know better 
  than to assume that magic could possibly be an 
  Immortal.  After all, he doesn’t ask for worship, 
  so he can’t possibly be a divine being. 
  Apparently, they receive dreams and visions 
  through the receptacle, indicating when Rad 
  desires for his Shepherds to perform a task or 
  change something.  The Shepherds of Rad 
  therefore believe that they wield power both 
  temporal and magical thanks to their direct 
  connection with the incarnation of magic. 
  [Editor’s Notes to the DM: Contrary to what 
  the Glantrians believe, Rad is indeed an 
  Immortal, or at least he used to be.  Rad used 
  the mortal incarnation of Etienne d’Ambreville 
  to further his goals in Glantri.  At the end of 
  the Wrath of the Immortals events, Rad 
  disappeared into the Radiance and was not 
  heard or seen again, baring some rumors of 
  Etienne’s brief appearance in Chteau Sylaire 
  back in AC 1012.  The Shepherds of Rad have 
  yet to realize this since they still receive dreams 
  and visions through the Radiance Receptacle in 
  their temples.  In fact, the Brotherhood of the 
  Radiance have always given them their visions, 
  not Rad - except as a member of the 
  Brotherhood himself.  Glantrians therefore 
  continue to believe in Rad - the incarnation of 
  magic - without the slightest hint that he might 
  no longer even exist.] 
  ORGANIZATION 
  First of all, never call any Shepherd of Rad a 
  “priest.”  They will rudely let those who made 
  the mistake know that they are wizards just 
  before throwing them out the door. 
  
  167 
   
  There are only two ranks in the Temple of Rad; 
  Shepherd and High Shepherd.  All members of 
  the organization are considered Shepherds 
  while the individual in charge of a particular 
  temple is the High Shepherd.  High Shepherds 
  are determined based on magical experience. 
  [Most are at least 12th level mages.  Ed.] 
  There is no connection between individual 
  temples.  All higher goals and common 
  decisions come from sharing the same visions 
  from Rad through their receptacles. 
  DOGMA 
  While not an actual set of religious beliefs, the 
  doctrine of Rad promotes the use of magic and 
  its superiority over all other powers, including 
  those of the Immortals.  By mastering magic, 
  one can learn to master his or her own fate. 
  Their method of dealing with the personal 
  problems of Glantrians is to encourage them to 
  meditate and think things through.  The 
  serenity of their temples usually makes these 
  endeavors successful. 
  DAY-TO-DAY ACTIVITIES 
  Shepherds of Rad usually spend the day in 
  meditation or working on magical studies and 
  experiments.  When a Glantrian enters the 
  temple seeking aid, they help the person enter a 
  relaxing trance and attain what comfort they 
  need to feel at ease. 
  Shepherds also visit the Great School of Magic 
  regularly.  Since many are accomplished wizards 
  in their own right, their magical expertise is 
  often sought by other mages, and they often 
  give lectures at the school.  Besides trips to the 
  Great School of Magic, many often travel to 
  the numerous wizard towers scattered across 
  the principalities.  Shepherds of Rad are 
  therefore well respected members of society. 
  HOLY DAYS AND IMPORTANT 
  CEREMONIES 
  Since the Temple of Rad is not a religion, they 
  have no holy days or important religious 
  ceremonies.  They simply meditate in their 
  temples and wait for Glantrians to seek their 
  advice when they have a problem. 
  MAJOR CENTERS OF WORSHIP 
  There is no temple of Rad more important than 
  another within this organization.  The most 
  renown, however, is the Temple of Rad of 
  Glantri City, due mainly to the fact that the 
  Shepherds of this temple are often spotted in 
  the Great School of Magic.  
  AFFILIATED ORDERS 
  The Temple of Rad has no official affiliated 
  order.  Unofficially, many powerful mages 
  appreciate the counsel from the Shepherds in 
  both magical and personal affairs.  Should the 
  Temple of Rad ever get into trouble, they can 
  probably count on the support of several 
  hundred mages to come to the rescue. 
  PRIESTLY VESTMENTS 
  Shepherds of Rad wear simple brown robes 
  with long, flowing sleeves.  There is no 
  headpiece for their ceremonial dress, and in 
  fact, it is forbidden for anyone to wear any type 
  of hat while within a Temple of Rad.   
  CURRENT BELIEFS 
  Since each Temple of Rad is more or less self-
  sufficient, the order as a whole is not making 
  any type of grand plans or schemes.  Still, one 
  event might actually cause a few High 
  Shepherds to work together. 
  High Shepherd Chath Restoun (human, male, 
  M14) is currently still shaken up by an incident 
  in AC 1013.  He was charmed by an illithid and 
  performed acts he has yet to forgive himself for 
  [see the “Temple Takeover” adventure in 
  Glantri - Kingdom of Magic for more 
  information.  Ed.].  His advice since then has 
  been less than effective, and many wizards are 
  beginning to complain about the situation.  It 
  has gotten to a point where other High 
  Shepherds are deciding whether or not to 
  intervene in the matter. 
  The Temple Of Vanya 
  COAT OF ARMS: Vanya’s holy symbol, a 
  lance crossed by two shortswords. 
  CLERGY: Priests (30%), Crusaders (25%), 
  Defenders (25%), Clerics (15%), other specialty 
  priests (5%). 
  CLERGY’S ALIGNMENT: any non-chaotic. 
  WORSHIPERS’ ALIGNMENT: any. 
  
  168 
   
  The Temple of Vanya is a church dedicated to 
  the Grey Lady, the Immortal of war and 
  conquest.  The clergy consists mainly of 
  specialty priests of Vanya, with a few 
  philosopher clerics who incorporate battle into 
  their ethos. 
  This temple is strong within the Empire of 
  Thyatis, with worshipers numbering is the 
  hundreds of thousands.  In fact, the Temple of 
  Vanya has almost as many lay members as the 
  Temple of Thyatis.  Despite this, there is no 
  rivalry for numbers; the Temple of Thyatis 
  simply view the Temple of Vanya as a sub-
  branch of their religion which concentrates on 
  only one of their Immortals.  There are a few 
  squabbles between the priests, especially when 
  it concerns respecting other Immortals besides 
  Vanya, but in general the two orders get along 
  well. 
  ORGANIZATION 
  The ranking system within the temple hierarchy 
  is very similar to those of the military.  
  Everyone has a rank and must follow the 
  orders of someone of higher rank. 
  New members to the order start out as novices.  
  As in most other religious orders, this means 
  they have more or less the roles of servants 
  within the temples.  Between chores, novices 
  attend various classes on the teachings and 
  doctrines of Vanya. 
  Once a novice has mastered his knowledge on 
  the philosophies of Vanya, he is promoted to 
  the rank of acolyte [This usually represents 
  attaining level 1.  Ed.].  At this point, instead of 
  lectures and study classes, the acolyte is taught 
  how to fight and use weapons. 
  Senior acolytes [those of 5th level.  Ed] must 
  choose in which branch of the Temple of 
  Vanya they wish to continue their career in.  
  They may either remain in the clergy hierarchy, 
  at which point they earn the title priest, or they 
  may join the militant branch and be known as 
  Knight-Adepts. 
  Priests have the role of giving ceremonies and 
  teaching to novice the ways of Vanya.  More 
  experienced ones [9th level] are placed in charge 
  of their own temples, earning them the title of 
  bishop.  Archbishops are placed in charge of all 
  bishops within a certain territory.  In charge of 
  the entire religion is the Vicar of Vanya; only 
  specialty priests of Vanya may earn this title 
  [and they usually have to be of at least 15th 
  level. Ed.] 
  Those following the militant branch of the 
  religion enter their own hierarchy.  They are the 
  ones in charge of the Brotherhood of the Grey 
  Lady.  Knight-Adepts who perform well are 
  promoted to Knight-Warriors [level 9. Ed.].  A 
  Knight-General [of at least 13 levels in 
  experience.  Ed.] is in charge of the entire 
  order. 
  DOGMA 
  The Temple of Vanya concentrate on teaching 
  Vanya’s aspect of combat and honor.  Priests 
  are given the task of encouraging martial 
  training, making sure that everyone can fight.  
  They also show the value of honor and fair 
  fighting, scorning backstabbing or outright 
  slaughter.  Discipline is therefore important to 
  this clergy. 
  Vanya looks favorably on those who throw 
  themselves recklessly into battle, throwing their 
  entire fate into their battle prowess.  Those 
  who fight honorably and tirelessly in battle, 
  slaying all opponents while avoiding destroying 
  homes or the innocent are the epitome of what 
  Vanya represents. 
  Battles are not to be feared, for eventually all 
  must learn to stand for what they believe in or 
  it will be swept away by the enemy.  Because of 
  this, all should learn to improve their martial 
  skills.  Also, no enemy should be disrespected 
  as valor can be found in all, regardless of age, 
  gender, or race. 
  DAY-TO-DAY ACTIVITIES 
  Priests of the Temple of Vanya are charged to 
  keep battles a thing of rules and tradition with 
  professional behavior and minimized 
  bloodshed.  They are therefore often found as 
  judges or witnesses to the various duels that 
  take place in the streets of Thyatis. 
  The more martial clergy members can often be 
  seen fighting in the gladiatorial arena.  They 
  also regularly sponsor such activities, and 
  having a priest of Vanya trainer is considered a 
  good omen. 
  
  169 
   
  HOLY DAYS AND IMPORTANT 
  CEREMONIES 
  One day is considered particularly Holy to the 
  Temple of Vanya.  The first is Vanya’s Day (Sv. 
  8).  This day commemorates the day when the 
  mortal Vanya led Thyatian troops against the 
  Milenians on the southern continent of 
  Davania.  It is celebrated with good cheer, 
  heavy feasting, and numerous duels and 
  gladiator combats. 
  MAJOR CENTERS OF WORSHIP 
  The High Temple of Vanya is by far the most 
  renowned temple of the entire Old World.  
  Even those who don’t worship Vanya have 
  heard of it.  Although created over a century 
  ago, the High Temple of Vanya was recently 
  expanded and redesigned.  This construction 
  ended in AC 1013.  Now, the temple can fully 
  seat over 15 000 spectators during the 
  ceremonies [magic is used for the priests’ voices 
  to carry across the entire crowd.  Ed.].  The 
  arched towers and ceilings are at least ten 
  stories high, while the central spire reaches the 
  amazing height of at least 15 stories.  
  Magnificent colored windows depicting various 
  battles and wars in the name of Vanya are 
  scattered throughout the complex. 
  It is from here that Claudia Derrogan (human, 
  female, P17 of Vanya), Vicar of Vanya, heads 
  the order of the Temple of Vanya.  She has led 
  the order wisely for the past 20 years, and many 
  believe she talks regularly to Vanya herself, 
  marking her as one who is truly blessed by the 
  Immortals. 
  AFFILIATED ORDERS 
  The Temple of Vanya has two major affiliated 
  orders.  The first is the Brotherhood of the 
  Grey Lady, whose Guildhall is just across the 
  street from the High Temple of Vanya.  This is 
  an order dedicated to learning and teaching 
  fighting skills while spreading the wisdom of 
  Vanya.  Although only members of the clergy 
  can have positions of power within the 
  Brotherhood, absolutely anyone can join the 
  common ranks.  The Brotherhood of the Grey 
  Lady often pursues military goals for the 
  Temple of Vanya.  Although the common 
  member of the order need not participate in 
  such campaigns, most do. [Further details on 
  the order can be found in the Dawn of the 
  Emperors box set.  Ed.] 
  The second order calls themselves the Wings of 
  Vanya.  Their estate is located a few blocks 
  away from the main temple.  The Wings of 
  Vanya clerical order is more monastic than the 
  Temple of Vanya.  Here, the priests spend time 
  meditating and contemplating rather than 
  actively pursuing combat and preaching to 
  others.  The monks of this temple are practiced 
  healers, and many priests of Vanya come here 
  to receive healing after a battle or duel.  
  Rumors also claim that the monks have 
  mastered the unarmed fighting techniques of 
  the mystics of Sind and Ochalea, but so far no 
  one has ever witnessed them use such skills.  
  The Wings of Vanya are actually a separate 
  religion from the Temple of Vanya, but the two 
  work so closely together, most people assume 
  that they are merely two different branches of 
  one philosophy. 
  PRIESTLY VESTMENTS 
  For the most part, clergy members can wear 
  any clothing they like.  During religious 
  ceremonies or public appearances by the 
  Temple of Vanya, they must wear the 
  traditional dark purple robes and ceremonial 
  armor.  The armor will bear the heraldic symbol 
  of either the Temple of Vanya or the 
  Brotherhood of the Grey Lady.  A purple sash 
  above the armor indicates the rank of priest or 
  knight-adept, while a bishop or knight-warrior 
  wears a red sash. 
  Archbishops and the Knight-General have dark 
  red robes instead of purple.  They do not have 
  any sash, however.  Finally, a dark red robe 
  with a purple sash indicates the Vicar of Vanya, 
  leader of the entire temple. 
  CURRENT BELIEFS 
  The Temple of Vanya still refuses admittance 
  to anyone who is a member of the Storm 
  Soldiers fighting order.  They remember clearly 
  the rift in the clergy that took place almost 70 
  years ago when numerous Storm Soldiers began 
  pressing for changes to the tenets of the church 
  [such as forbidding women from fighting and 
  racial-purity ideals.  Ed.].  A civil war almost 
  broke out, but stopped when the Storm-
  Soldiers-Priests-of-Vanya decided to pack up 
  and go somewhere where they can decide the 
  
  170 
   
  policies of their religion.  They have since 
  founded their own order dedicated to Vanya 
  which is now renown world-wide as the 
  Heldannic Knights. 
  More recently, the Temple of Vanya is still 
  infuriated at the Heldannic Knights for the 
  execution of the Knight-Warrior Lenard 
  Doverson in their outrageous Inquisition.  The 
  fact that the Knights lost their Vanya-granted 
  spells and powers only served to prove that 
  these Heldannic Knights have corrupted the 
  dogma of Vanya.  Some speculate that the 
  Temple of Vanya is beginning to plan an 
  outright war against the Heldannic Knights.  
  How the Empire of Thyatis - the seat of power 
  of the Temple of Vanya - will respond to this, if 
  it is true, remains anyone’s guess. 
  The Heldannic Knights 
  COAT OF ARMS: A black lion on a white 
  background. 
  CLERGY: Crusaders (40%), Priests (30%), 
  Defenders (25%), other specialty priests (5%). 
  CLERGY’S ALIGNMENT: any non-chaotic. 
  WORSHIPERS’ ALIGNMENT: any. 
  Easily the most renowned religious order of the 
  world, the words “Heldannic Knights” is 
  guaranteed to get a reaction out of anybody.  
  Some claim they are tyrants and slave masters, 
  while others bring up their dedication to order 
  and abolishment of crime as proof of 
  otherwise.  The only thing that everyone can 
  say for certain, though, is that they intend to 
  conquer the world for the Glory of Vanya. 
  Unlike most other churches, the Heldannic 
  Knights accept only specialty priests of Vanya 
  into their ranks.  Clerics, even if they value 
  Vanya’s beliefs, will not be accepted.  Even 
  specialty priests of Vanya must be able to wield 
  swords and lances, as well as wear any armor if 
  they desire to become a Heldannic Knight. 
  ORGANIZATION 
  The ranking system of the Heldannic Knights is 
  semi-complicated because it actually combines 
  two hierarchies in one: military and 
  government.  First, the Knights are militaristic 
  and everyone has a military rank.  New recruits 
  are squires assigned to a specific Knight.  They 
  act as servants for the Knights, who in return 
  teach them the values and lessons of Vanya as 
  well as combat. 
  When deemed worthy by his master, a squire is 
  promoted to the rank of Knight [by then, he 
  has attained 2nd level.  Ed.]. Knights who 
  perform admirably [and reached level 5. Ed.] 
  earn the rank of sergeant - although they are 
  still called Knights except during military 
  operations.  Further promotions up the rank 
  are captain [Editor’s Note: at least level 9.] and 
  Warlord [who is in charge of an entire division.  
  He must also be at least a 12th level priest of 
  Vanya.  Ed.].  Finally, the leaders of the armies 
  are the Generals. 
  The Heldannic Knights also combine these 
  ranks with the titles of government and 
  nobility.  The Heldannic Knights have many 
  minor nobility titles, such as Baron and Count, 
  which are usually titles kept by nobles of other 
  nations who joined their ranks [such as the 
  minor nobles of Norwold.  Ed.].  In this case, 
  they keep the title, placing it before their 
  military rank.  For example, you could have a 
  Baron-General, or a Count-Sergeant.  When it 
  comes to policy of an area, deciding the law, 
  giving punishment, and such, the higher 
  government rank is in charge.  With the above 
  examples, it would be the Count-Sergeant who 
  decides the interpretation of the law in a town.  
  When it comes to military matters, it’s the 
  highest military rank who leads.  This time, the 
  Baron-General would be in charge of the 
  Count-Sergeant. 
  Above these minor nobility ranks, the 
  Heldannic Knights have two other imposed by 
  their own nation; Chancellor and Governor.  
  Both of these rank are higher than any other 
  minor noble rank.  Chancellors are placed in 
  charge of major cities and the land surrounding 
  them, while Governors are in charge an entire 
  Territory.  Governor-General is the highest 
  rank one can attain without being the Oberherr. 
  Finally, the Oberherr is the head of the entire 
  order of the Heldannic Knights, deciding on 
  their day-to-day policies and on the entire 
  direction of their military campaigns. 
  DOGMA 
  The Heldannic Knights believe in glory and 
  conquest.  Vanya will guide their blades in 
  battle, and never shall they lose a war.  Battles 
  
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  are not to be feared, for eventually all must 
  learn to stand for what they believe in or watch 
  it be swept away by the enemy.  Because of this, 
  all should learn to improve their martial skills.   
  One must strike at the enemy first, before the 
  enemy can attack your home.  Better that they 
  suffer than the people of Heldann.  No enemy 
  should be disrespected, however, as valor can 
  be found in all, regardless of age, gender, or 
  race. 
  Vanya looks favorably on those who fight 
  honorably and tirelessly in battle, slaying all 
  opponents in their way.  Vanya will one day 
  conquer all of Mystara, and it is the Heldannic 
  and Hattian people who are Her chosen 
  champions.  All other races are inferior and will 
  be conquered. 
  DAY-TO-DAY ACTIVITIES 
  The Priests of Vanya spend most of their time 
  as members of the armies of Heldann.  Only a 
  few [about 10%.  Ed.] are permitted to leave 
  the ranks and adventure elsewhere, and usually 
  only if it will somehow benefit the order as a 
  whole.  These priest-soldiers make up the elite 
  heavy cavalry of each division of the Glory of 
  Vanya. 
  Those who are out adventuring are given the 
  task to always act honorably and courageously.  
  They are to serve as shining examples of what it 
  means to be a Heldannic Knight to the rest of 
  the world.  The leaders of the Heldannic 
  Knights therefore only allow those who are 
  charismatic and of good alignment to 
  adventure; this helps make sure they only get a 
  good reputation from their wandering 
  adventurer-priests. 
  HOLY DAYS AND IMPORTANT 
  CEREMONIES 
  The Heldannic Knights celebrate two Holy 
  Days.  The first is Vanya’s Dance, on Felmont 
  6th.  At sunset, the Heldannic Knights don full 
  armor and perform an ancient dance around a 
  bonfire in Vanya’s honor.  Even squires 
  participate, and it is the only day when squires 
  are actually permitted to wear a full suit of 
  armor.  In Freiburg, the largest bonfire is 
  prepared in the center of Freiburg Square, just 
  in front of the Temple of Stars.  Afterwards, 
  the Heldannic Knights feast and drink into the 
  late hours of the night. 
  On Sviftmont 8th is Vanya’s Day.  It is a day 
  celebrated by parades, duels, and heavy 
  feasting.  Vanya’s Day serves to remind the 
  Knights of the day when the mortal woman 
  Vanya led an army against the Milenians on the 
  continent of Davania, saving her people.  It 
  shows how anyone can be a hero and receive 
  glory and honor. 
  The Heldannic Knights have a ceremony 
  known as the Receiving of the Sword.  This 
  ceremony marks the day a squire has earned the 
  right to be called a Knight.  The squire spends 
  the entire day, starting at sunrise, fasting and 
  praying to Vanya.  Should the sun not be 
  visible, the aspiring Knight must wait another 
  day to receive his title and ceremony.  At 
  sunset, the squire bathes then proceeds to the 
  temple after donning a white robe.  There, 
  Priests of Vanya perform the Receiving of the 
  Sword ceremony, whereas they give the squire 
  his first longsword, armor, as well as black lion 
  shield.  By the end of the ceremony, the squire 
  has earned the title Heldannic Knight.  
  MAJOR CENTERS OF WORSHIP 
  The infamous Star Chamber is the heart of the 
  Heldannic Knight’s order.  From here, 
  Oberherr Wulf von Klagendorf (human, male, 
  Pr19 of Vanya) dictates the tenets and laws of 
  the order.  The Star Chamber is a large building 
  built with defense in mind.  Siege weapons dot 
  the upper parapets, and squads of Defenders 
  wait just beyond the main doors. 
  The building receives its name from a large, 
  central chamber in the shape of a star.  Here, 
  8,000 Knights can gather in the five wings to 
  listen to a speaker standing in the center.  A 
  glass ceiling in the shape of Vanya’s Lion lets 
  sunlight shine upon the speaker, giving the 
  impression of a divine glow enhancing his 
  words. 
   
   
  AFFILIATED ORDERS 
  The Heldannic Knights are an order which 
  constitute religion, military, and government all 
  into one.  As such, there was never any need 
  
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  for affiliated orders.  Recently, however, a 
  group known as the Champions of Vanya has 
  been formed.  They seem to be the “Knights” 
  of the Heldannic Knights.  What their role and 
  duties will turn out to be in the future remains 
  to be seen. 
  PRIESTLY VESTMENTS 
  During religious ceremonies, the Heldannic 
  Knights wear a full suit of ceremonial armor 
  [true plate mails can be a bit heavy and 
  cumbersome for simple ceremonies and 
  prayers. Ed.] with a white tabard depicted with 
  the black lion of Vanya. 
  In the field, the dress code is identical, except 
  that you can expect the armor to be actual full 
  plate. 
  CURRENT BELIEFS 
  The Heldannic Knights were once part of the 
  Temple of Vanya in Thyatis, but difference in 
  the interpretation of Vanya’s tenets caused a rift 
  in the church.  The Hattian members of the 
  Temple of Vanya left Thyatis and conquered 
  the Heldann Freeholds where they started their 
  own religion to Vanya.  To encourage the locals 
  to join the order, they named themselves the 
  Heldannic Knights, after the people they 
  subjugated.  The Hattians have kept their racial-
  purity ideals, but incorporated the Heldanners 
  into the supreme race as well [probably just to 
  get them to join their ranks.  Ed.].  Their belief 
  that women should not fight disappeared 
  slowly over the years, however. 
  The faith of the Heldannic Knights has 
  suffered a tremendous blow during the past 
  couple of years.  The Knights started an 
  Inquisition and wound up losing all their spells 
  granted to them by Vanya.  This has led Wulf 
  von Klagendorf to re-examine the values and 
  doctrines of the Knights.  The Oberherr is 
  currently trying to make changes into the order 
  and their beliefs.  The first was the removal of 
  force-worshiping of Vanya in the Heldannic 
  Territories.  Many Knights have also been 
  stripped of the rank and privileges.  Other 
  changes are still being discussed with the elder 
  priests of the religion. 
  Besides this reorganization, the Oberherr is 
  busy planning the invasion of Norwold and 
  conquest of new, unexplored lands in Davania.  
  Changes in the order aside, the true glory of 
  Vanya comes from conquest, and that’s exactly 
  what he plans on doing. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  173 
   
  Geology Of The Known World 
   
  The known world as it appears now, started out 
  as a series of independent islands which 
  collided together. 
  The Wendarian Range is the oldest of the 
  mountain ranges.  It is the result of a smaller 
  island colliding into the mainland.  Recent 
  expeditions out to the Wendarian Range shows 
  that they are actually composed of gneiss, not 
  basalt as has been previously reported.  The 
  gneiss is a result of previous rocks being 
  changed during the collision.  Offshore, coral 
  reefs grew in abundance. 
  Further to today’s south, the Ierendi and 
  Minrothad islands were forming through the 
  calm eruption of lava onto the ocean floor.  As 
  time went on, these islands grew with the 
  eruption of more lava, forming islands made of 
  basalt. 
  Long ago these islands started to move towards 
  the Wendarian Range.  When the northern-
  most island collided with the coral reefs, the 
  reefs and ocean floor rose up the side of the 
  island forming the Cruth Mountains.  As more 
  islands collided the Black Peak Mountains grew.  
  The northern foothills of the Cruth Mountains 
  are limestone in composition, and then switch 
  into gabbro with layers of diabase.  As the 
  Cruth Mountains change into the Black Peak 
  Mountains, the rock type changes from gabbro 
  to basalt.  The gabbro contains large 
  hornblende crystals.  Previous explorers have 
  noted the presence of hornblende in the Cruth 
  Mountains.  It is believed that collision did not 
  continue for very long, as the Cruth and Black 
  Peak Mountains are relatively low (4000’ to 
  4500’). 
  As time went on, coral reefs continue to grow 
  in the shallow ocean between the Wendarian 
  Range, the Cruth and Black Peak Mountains, 
  the Ierendi and Minrothand islands. 
  During this time, it is believed that a large 
  island to the east, with a large mountain range 
  composed of gneiss, was shedding sediment 
  into the surrounding water forming sandstone.  
  This mountain range is the present day Makkres 
  Range.  Further away from the shore of the 
  island, coral reefs grew in clear warm water.  
  The ocean between the Makkres Range island 
  and the Black Peak Mountains begins to close.  
  This is accomplished by a crack forming in the 
  ocean floor to the east of the Black Peak 
  Mountains.  The ocean floor to the west of this 
  crack was then swallowed up and melted.  The 
  resulting molten rock then rose and formed the 
  Altan Tepes through explosive volcanism.  As 
  the Altan Tepes continued to grow, the 
  Makkress Range moves closer and the ocean 
  shrinks further.  Finally the Makkress Range 
  collides with the Altan Tepes, crushing the 
  sandstone and coral reefs (limestone) in 
  between, forming the Sardal and Hardanger 
  Ranges. 
  All is quiet for the numerous unknown years.  
  Sediment is eroded form the Altan Teppes, 
  Sardal, Hardanger Ranges, and Makkres Massif, 
  filling the space between the Altan Teppes and 
  Hardanger Range, allowing it to rise above 
  water level. 
    
  Years later, the southern mountain ranges start 
  moving northward and the sediment 
  (sandstone) and coral reefs (limestone) start to 
  get crushed and pushed above water level.  
  Volcanism is also associated with this collision.  
  During this collision, the Kurish Massifs, 
  Glantrian Alps, and Colossus Mountains, are 
  formed.  The Silver Sierra Hills formed at this 
  time.  The ocean that existed between the 
  Wendarian Range and the southern mountain 
  ranges dries up. 
  The whole continent then shifts northward 
  being covered by glaciers, and the water level 
  drops, exposing the southern volcanoes (the 
  tips of which are the present day Ierendi and 
  Minrothad islands). 
  At 3000 BC, the planet shifts, placing the 
  continent in warmer climates and the glaciers 
  start to melt.  All remains quiet until 1700 BC.  
  At this time a great explosion occurs.  This 
  event cracks the surrounding land and builds 
  up the Silver Sierra Hills into the Silver Sierra 
  Mountains.  The Broken Land Mountains, were 
  also formed at this time. 
  To the southwest, the Hardanger Mountains 
  appear to grow higher.  What is actually 
  happening is the land to the north and south is 
  falling.  The Ierendi and Minrothad islands 
  
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  were formed by the cracking of the earth and 
  submergence of the land, leaving only the 
  highest peaks above water. 
   
  Mountain Range Descriptions: 
   
  Altan Tepes 
  Average Altitude: 8950’ 
  Rock Type: granite and andesite 
  Age of formation: unknown 
  Formation: result of ocean closure and 
  resulting volcanism 
  Appearance: peaks have been described as 
  jagged, and the range itself is broad.  Areas 
  composed of andesite appear blackish-brown 
  to greenish in colour, while the granite areas 
  appear pink or white/grey in colour. 
  Passes/Travelling conditions: passes are 
  infrequent.  Where present they are result of 
  glacial erosion of former river valleys.  These 
  passes are wide u-shaped valleys that follow 
  anything but a straight line, usually branching 
  outwards as the centre of the mountain range is 
  approached.  The length of passes are hard to 
  determine, and they can end rapidly by climbing 
  upward, ending with steep sides all around.  
  This results in the travellers usually being 
  forced to backtrack.  Passes that remain broad 
  with little change in elevation, such as the two 
  located near Selenica (notably the King’s Road 
  to Karameikos and the Valley pass to Ylaruam), 
  offer the best chances of crossing the range.  
  Rumors claim that the Darokin Tunnel of 
  Rockhome is also such a pass and not a tunnel 
  as its name implies. 
  Cliff faces are smooth and steep.  Landslides 
  are relatively uncommon, except in areas where 
  the rocks appear to have numerous fractures 
  criss-crossing the surface, and occur more often 
  in andestite than in granite. 
  Minerals and Mining: gold, silver and iron 
  ore is present in the southern regions.  It is also 
  believed that the Altan Tepes may contain 
  significant copper deposits, although none have 
  been found to date. 
  Volcanism: only one active volcano is present 
  in Northern Rockhome, near the ruins of 
  Jhyrrad.  This is an explosive volcano often 
  spewing ash into the air.  Every so often it 
  explodes, sending huge chunks of hot rocks 
  into the air, and hot landslide roar down the 
  side of the mountain wiping out anything in its 
  way. 
   
  Black Mountains 
  Average Altitude: 15000’ 
  Rock Type: reported as gneiss by previous 
  expeditions 
  Age of formation: unknown 
  Formation: unknown 
  Appearance: is known to contain lots of 
  glaciers. 
  Passes/Travelling conditions: avalanches 
  and earthquakes have been known to affect the 
  area. 
   
  Minerals and Mining: unknown 
  Volcanism: unknown 
   
  Black Peak Mountains 
  Average Altitude: 4500’ 
  Rock Type: basalt 
  Age of formation: unknown 
  Formation: collision of the southern region 
  with the coral reefs surrounding the Wendarian 
  Range. 
  Appearance: peaks are ebony in colour and 
  often jagged.  Pillow like shapes are often 
  visible in cliffs, as well as numerous tube like 
  caves.  The rocks are sharp, with lots of black 
  glass around. 
  Passes/Travelling conditions: passes are 
  usually in the form of narrow chasms, with 
  steep sided walls that may extend hundreds of 
  feet into the air.  These passes usually form 
  long lines that gradually become shallower, with 
  their extent being related to the height of the 
  surrounding walls.  High pass walls indicate that 
  the pass will continue for quite a distance.  Pass 
  
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  walls are solid, but rocks may be knocked loose 
  on rare occasions.   
  Travellers should be wary of steep slopes as 
  they are usually composed of loose rocks.  
  Avalanches are easily caused by travellers 
  knocking down rocks as they scramble along 
  steep slopes.  Falling is not suggested, for the 
  effect would be the same as falling down a hill 
  of broken glass.   
  Caves are tube-like in form and wind randomly.  
  Elevation changes within caves are generally 
  gradual.  Walls are smooth, with the roof 
  showing small stalactites.  Cave floors are often 
  littered with broken rocks, but other than that, 
  are quite passable.  The caves form a branching 
  pattern, combining with other branches and 
  becoming larger, as one travels inward. 
  One final warning to travellers... Although the 
  ground may appear solid, thin crusts of rock 
  can easily give way, depending on the travellers 
  weight.  The poor victim may fall into a chasm 
  or into a cave, either way they will be cut by the 
  sharp edges of the crust. 
  Minerals and Mining: unknown 
  Volcanism: none 
   
  Broken Lands 
  Average Altitude: 10000’ 
  Rock Type: sandstone 
  Age of formation: 1700 BC 
  Formation: the Broken Lands are the result of 
  a great explosion, that cracked the land. 
  Appearance: the Broken Lands are high, 
  rocky, and treacherous hills.  The area is 
  brownish in colour.   
  Passes/Travelling conditions: Passes in the 
  area should be frequent due to all the fractures.  
  These passes are usually straight, with steep 
  sided walls that are very prone to rock slides. 
  Two main passes/trails lead through the area 
  following the Streel and Vesubia Rivers. 
  The Broken Lands are full of caves and tunnels.  
  The caves are usually the result of wind erosion.  
  The walls are smooth and rounded.  Tunnels 
  were probably formed by rivers at one time, 
  through most are dry now, and are gently 
  sloping with rounded ceilings.  Travels should 
  beware of abrupt breaks in tunnels.  Many 
  tunnels are also blocked off due to collapsed 
  roofs.  It is believed that these tunnels existed 
  before the formation of the Broken Lands. 
  Climbing should be relatively easy in the 
  Broken Lands.  Although there are lots of cliff 
  faces, many contain abundant ledges that can 
  be followed.  It is also easy to travel from one 
  ledge to another.  The traveller should be 
  watchful for unstable ledges that can give way. 
  The landscape is littered with rock pillers 
  standing on wider bases and smooth curving 
  arches.  There are many places to hide.  Paths, 
  where they exist, usually follow wide, deep 
  cracks in the land, making it difficult to get off 
  a path in a hurry.  Land between paths is 
  difficult to move through, and will require 
  climbing, lots of jumping, effort and time. 
  Minerals and Mining: copper, gold, tin and 
  jade are mined in the area.  Most of the copper, 
  gold and jade are found near old river valleys. 
  Volcanism: the area is still volcanically active, 
  as lava has been noted beneath the surface. 
  Minor non-explosive volcanoes are present, 
  occasionally erupting small lava flows 
  composed of basalt. 
   
  Colossus Mountains 
  Average Altitude: 18500’ 
  Rock Type: schist and Marble 
  Age of formation: unknown 
  Formation: collision of southern mountain 
  ranges and the coral reefs and sediments to the 
  south of the Wendarian Mountains. 
  Appearance: the Collosus mountains resemble 
  a series of sheets that have been folder and 
  then trust into the air, forming steep, smooth 
  cliff faces.  The mountain range is dark grey to 
  whitish in colour, appears silver in some areas 
  when the sunlight hits it. 
  Passes/Travelling conditions: there is one 
  known pass which crosses these mountains: 
  Skullhorn Pass.  There are also two main river 
  valleys that extend a good distance into the 
  range.  Travel is extremely difficult, useless one 
  is following a river valley or pass.  There are 
  
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  numerous small streams in the area, as well as 
  many waterfalls, all leading into the larger 
  rivers. 
  Rocks are smooth, and make climbing very 
  difficult.  The treat of landslides is very high, as 
  huge slabs can break off and slide down steep 
  cliff faces with little warning.  The exception to 
  this is where marble is located.  In theses areas 
  the rocks are more rounded, often light in 
  colour, and more stable.   
  The landscape is beautiful and bands can be 
  seen in the cliffs, where the rocks change from 
  marble to schist and back. 
  Minerals and Mining: quarrying of marble, 
  and mining for minerals such as garnet, 
  siliminite, and jadeite occur in this region. 
  Volcanism: there is one known active volcano 
  in this range.  It is explosive in nature and lately 
  has only erupted ash clouds into the air.  It is 
  believed the treat of an all out eruption is 
  nearing and that travellers along Skullhorn Pass 
  should be on alert.  A major eruption of this 
  volcano would result in lots of molten rocks 
  being thrown into the air, and an extremely hot 
  rock and gas landslide would roar down the 
  side of the volcano, at incredible speeds.  This 
  landslide would follow the valleys.  The 
  landslide may even end up extending as far as 
  the settlements of Skullhorn in Bramyra. 
   
  Cruth Mountains 
  Average Altitude: 4000’ 
  Rock Type: ultramafic and mafic rocks such 
  as: peridotite, hornblendite, gabbro, and 
  diabase. 
  Age of formation: unknown 
  Formation: collision of southern islands with 
  the reefs and ocean floor to the south of the 
  Wendarian Range, resulted in the ocean floor 
  rising up the side of the islands forming the 
  Cruth Mountains. 
  Appearance: the range is black in colour with a 
  distinctive greenish tinge.  Mountain tops are 
  rounded in appearance.  Landslides are very 
  common in regions where the rocks are soft, 
  and very green, due to weathering. 
  Passes/Travelling conditions: there is one 
  main known pass that crosses the range (the 
  road from Darokin to Shireton).  The rocks are 
  soft in many areas and passes are not 
  uncommon.  Travelling along the smaller 
  passes is often dangerous, due to the frequency 
  of landslides.  Smaller passes can often be 
  blocked by these same landslides. 
  Caves are extremely infrequent.  Where present 
  they are often irregular in shape, and have 
  jagged entrances that are well hidden.  The cave 
  floors are littered with broken rocks.  Individual 
  caves can on occasion be linked to other caves 
  by tunnels. 
  Travel is fairly easy if one stays to the beaten 
  path.  Climbing for the inexperienced is not 
  recommended, and proves very difficult and 
  time consuming even for the experts.  If you 
  must climb it is suggested that you try to find 
  an area where two river valley meet.  The slope 
  between the two rivers will be the best method 
  of reaching a ridge.  Once one is on a ridge they 
  are broad and easy to follow.  The only 
  disadvantage is that they are at a higher altitude, 
  meaning colder weather with higher winds. 
  Minerals and Mining: unknown 
  Volcanism: none known 
   
  Glantrian Alps 
  Average Altitude: 20250’ 
  Rock Type: schist and marble 
  Age of formation: unknown  
  Formation: collision of southern mountain 
  ranges and sediments to the south of the 
  Wendarian Mountains. 
  Appearance: the Glantrian Alps are very 
  similar in appearance to the Colossus 
  Mountains. They resemble a series of sheets 
  that have been folder and then trust into the 
  air, forming steep, smooth cliff faces.  The 
  mountain range is dark grey to whitish in 
  colour. 
  Passes/Travelling conditions: there are no 
  commonly known passes through this range.  
  Although it is possible that some may exist.  
  The traveller should assume that passes are 
  
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  scarce to non-existant and that passing through 
  the range will be extremely difficult. 
   Rocks are smooth, and make climbing very 
  difficult.  The treat of landslides is very high, as 
  huge slabs can break off and slide down steep 
  cliff faces with little warning.  The exception to 
  this is where marble is located.  In theses areas 
  the rocks are more rounded, often light in 
  colour, and more stable.   
  The landscape is beautiful and bands can be 
  seen in the cliffs, where the rocks change from 
  marble to schist and back. 
  Minerals and Mining: marble building stone 
  is quarried in the mountains.  Gold and 
  precious gems are mined. 
  Volcanism: the Glantrian Alps contain one 
  active explosive volcano, which occasionally 
  spews ash clouds into the air.  No other activity 
  has been noted recently. 
   
  Hardanger Range 
  Average Altitude: 10000’ 
  Rock Type: limestone and sandstone 
  Age of formation: unknown 
  Formation: the collision of the Makkress 
  Range with the Altan Tepes crushed the 
  sandstone and coral reefs (limestone) in 
  between, forming the Hardanger Range. 
  Appearance: The range is grey and 
  yellow/brown in colour.  Peaks are sharp and 
  appear as through a series of sheets were thrust 
  into the air.  The region is riddled with huge 
  caverns. 
   
  Passes/Travelling conditions: the main pass 
  through these mountains is the road from 
  Cinsa-Men-Noo to Castellan.  There are no 
  other widely known passes. Although following 
  streams may offer travellers another method of 
  crossing the range, but with the effect that they 
  will have to travel at higher altitudes. 
  Caverns riddle the range, mainly in the 
  limestone sections of the range.  These caverns 
  are huge, and are connected through extensive 
  tunnel systems.  The roofs often display 
  stalactites, and stalagmites are present on the 
  floor.  Size changes between caverns and 
  tunnels can be abrupt and drastic.  Travels 
  should keep in mind that even though a tunnel 
  starts out large it can rapidly narrow and 
  become impassable.  
  Minerals and Mining: flint is present 
  throughout the range.  Limestone is also 
  quarried for building stone.  
  Volcanism: no known volcanoes exist within 
  this range. 
   
  Icereach Range 
  Average Altitude: 14000’ 
  Rock Type: gneiss 
  Age of formation: unknown 
  Formation: unknown 
  Appearance: the mountains have been 
  described as tall and hard-edged. 
  Passes/Travelling conditions: unknown 
  Minerals and Mining: iron 
  Volcanism: unknown 
   
    
  Ierendi Uplands 
  Average Altitude: 9000’ 
  Rock Type: trachyte and alkaline basalt 
   
  Age of formation: unknown 
  Formation: old volcanoes that formed 
  underwater, were exposed and then recently 
  flooded. 
   
  Appearance: the mountains are made up of a 
  seires of cone shaped volcanoes.  The rocks are 
  light grey to greenish (trachyte) and dark grey to 
  black (alkaline basalt) in colour. 
  Passes/Travelling conditions: passes are 
  very abundant in the area.  Travellers just have 
  to go around the volcanoes or between then.  
  These attempting this should read the section 
  on volcanism below. 
  Climbing up volcanoes is tricky due to all the 
  loose rocks on the surface.  Falling is not 
  recommended as the rocks contain lots of glass. 
  Minerals and Mining: unknown 
   
  
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  Volcanism: numerous active volcanoes exist in 
  the Uplands.  These volcanoes are usually 
  explosive and therefore very dangerous.  
  Explosive eruption seem to be preceded by 
  huge clouds of ash, spewed into the air.  Less 
  explosive lava flows also occur and are usually 
  black in colour.  Travellers are warned to stay 
  away from active volcanoes as they can erupt 
  with little warning. 
   
  Makkres Range 
  Average Altitude:  13800’ 
  Rock Type: gneiss 
  Age of formation: unknown 
  Formation: unknown 
  Appearance: these mountains have been 
  described as inhospitable and resembling teeth, 
  with no known passes.  The mountains are 
  grey, white, black, and light pink in colour. 
  Passes/Traveling conditions: a few 
  important words: INHOSPITABLE, NO 
  KNOWN PASSES, and TEETH, need anyone 
  say more. 
  The peaks are steep and treacherous.  Climbing 
  is nearly impossible.  The area is also prone to 
  landslides.  If you must travel, stick to the 
  valleys and get a dwarf as a guide.  The valleys 
  and the existing roads are the best way of 
  getting through the mountains. 
  The area is also known to contain numerous 
  tunnels.  Once again ask the dwarves. 
  Minerals and Mining: mining of precious 
  metals, and iron ore is common.  
  Volcanism: two active volcanoes are present 
  within the range.  Both are explosive in nature.  
  It is assumed that if they were to erupt they 
  could cause significant damage through 
  landslides of hot rocks and hot clouds of ash 
  flowing down the mountain side.  Recently they 
  have only erupted clouds of ash into the air, 
  nothing more. 
   
  Kurish Massif 
  Average Altitude: 12500’ 
  Rock Type: andesite, sediments, granite, and 
  marlestone 
  Age of formation: unknown 
  Formation: collision of southern mountain 
  ranges and sediments to the south of the 
  Wendarian Mountains.  
  Appearance: the range appears worn down, 
  with lots of passes.  Rocks are black, grey, pink, 
  and white in colour. 
  Passes/Travelling conditions: travel is easier 
  than in some of the adjacent ranges, since the 
  Kurish Massif has been worn down for a longer 
  period of time.  Passes are frequent and have 
  been widened by glaciers, in broad U-shaped 
  valleys that change little in elevation. 
  Caves are not very common, except in the 
  marlestone.  These caves are not extremely 
  stable and commonly have the roofs collapse 
  inward. 
  Valley walls are steep and difficult to climb.  
  Rockslides are common along valley walls soon 
  after and during the spring meltdown. 
  Minerals and Mining: unknown, although the 
  mountains should contain numerous ore 
  deposits. 
  Volcanism: one active ash volcano exists.  At 
  present the only activity has been ash erupted 
  into the air.  Travellers should stay away from 
  the volcano, as it is explosive in nature and can 
  erupt anytime, killing everything in its way. 
   
  Diamond Spurs 
  Average Altitude: 4500’ 
  Rock Type: basalt 
  Age of formation: unknown 
  Formation: old volcanoes that formed 
  underwater, were exposed and then recently 
  flooded.  
  Appearance: the mountains are made up of a 
  series of cone shaped volcanoes.  The rocks are 
  dark grey to black in colour with large pink 
  feldspar crystals. 
  Passes/Travelling conditions: travelling is 
  relatively easy if one stays off the cone shaped 
  volcanoes.  Volcanoes slopes are not that steep, 
  
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  but the surface is made up of broken pieces of 
  rock that are easily displaced to start landslides.  
  These rocks contain a lot of glass and will cut 
  deeply if someone falls on them. 
  Minerals and Mining: unknown, although 
  metals should be present. 
  Volcanism: the volcanoes are active and 
  explosive in nature.  Presently only erupting 
  ash, they can erupt hot chunks of rocks, and 
  glowing ash clouds that can roar down the 
  mountain at incredible speed destroying 
  anything in its path. 
   
  Silver Sierras 
  Average Altitude: 17000’ 
  Rock Type: phyllite 
  Age of formation: unknown 
  Formation: collision of southern mountain 
  ranges and the sediments to the south of the 
  Wendarian Mountains. 
  Appearance: the range is red to purple and 
  brownish-grey in colour.  The peaks are jagged, 
  as though a series of sheets were thrust up into 
  the air. 
  Passes/Travelling conditions: passes are 
  infrequent and travelling is difficult.  Cliffs are 
  steep and smooth offering few handholds.  
  Deep valleys are U-shapes and probably had 
  rivers flowing through them before the glaciers 
  moved in.  Shallower V-shaped valleys also 
  exist, but do not make good passes, since they 
  rise quickly. 
  Caves are present, but not very large in extent. 
  Travellers should be aware that huge slabs are 
  commonly knocked loose by earthquakes, and 
  slide down the steep cliff faces.  Mudslides are 
  also common in the are, especially after spring 
  runoff. 
  Minerals and Mining: precious gemstones, 
  silver, coal, sulphur, are rare ores are mined 
  from the region. 
  Volcanism: no known active volcanoes are 
  present within this range. 
   
   
  Wendarian Range 
  Average Altitude: 11300’ 
  Rock Type: gneiss 
  Age of formation: unknown 
  Formation: unknown 
  Appearance: the range is worn down with 
  valleys and passes frequent.  The rocks are 
  pink, grey, white, and black in colour.  Veins 
  cross-cut most areas within the range. 
  Passes/Travelling conditions: passes and 
  valleys are frequent, making travel easy.  The 
  valleys are broad U-shaped due to erosion by 
  glaciers. 
  Travellers should stay away from valley walls 
  soon after the snow melts, since the cliffs may 
  be unstable and landslides are frequent. 
  Minerals and Mining: unknown.  Although 
  numerous veins cross-cut the area, it is not 
  known whether they contain any 
  mineralization.  Gold and precious metals 
  should be present within the area. 
  Volcanism: one active ash volcano is present, 
  but not much is known about it.  It is assumed 
  to be explosive in nature, and travellers should 
  beware. 
   
   
   
  
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  Current Events: AC 1015 
   
  Nuwmont 
   
  NUWMONT 1, AC 1015: Celebration 
  Rudely Interrupted. 
  Location: Zeaburg, Ostland.  OW 
  Description: While making a public 
  appearance during the New Year’s celebration 
  in Zeaburg, an assassination is attempted on 
  King Finn Hordson.  The young king manages 
  to survive the attack, and his assassins are 
  caught.  They are revealed to be in the employ 
  of one of the Ostman jarls on Kalslo island.  A 
  scandal ensues.  (See Th. 15, Fl. 7.) 
  What This Means: Ever since his coronation 
  two years ago, King Finn has been the target of 
  numerous assassination attempts.  This time, 
  the assassins have been caught, and a noted jarl 
  is indicted in the matter.  The jarl is exiled from 
  Ostland, which will only serve to increase 
  tensions between the Ostman and Cnute clans 
  of Ostland. 
  What The PCs Can Do: If the PCs are 
  present, they can foil the assassination attempt, 
  and earn the respect of the King.  Alternatively, 
  the PCs can be hired to perform the 
  assassination attempt (though with grave 
  consequences if caught).  
   
  NUWMONT 1, AC 1015: Fights Among 
  Shadow Elves Go On.  
  Location: Rafielton, Aengmor.  OW 
  Description: In the Canolbarth Forest the civil 
  war between “reformist” shadow elves and 
  “conservative” ones continues.  Even the army 
  is split on the issue and barely manages to keep 
  order in Rafielton. 
  In the city of Aengmor the reformists, secretly 
  supported by the cult of Atzanteotl, get the best 
  deal.  General Garafaele flees underground to 
  meet King Telemon’s army that is marching 
  toward the surface. (See Nu. 10, Nu. 15.) 
  What This Means: This is the natural 
  continuation of the civil war started on 
  Kaldmont 22, AC 1014.  The cult of Atzanteotl 
  started this war and now, almost without 
  fighting, finds the city of Aengmor in its hands 
  and the shadow elves totally confused. 
   
  NUWMONT 2, AC 1015: Ogre Speaks Out. 
  Location: Sumag, Suma’a.  SC 
  Description: An ogrekin prophesies today 
  outside the temple of Sumag that the faith of 
  Sumag will crumble under the greater wisdom 
  of Gombar. 
  The ogrekin is taken away by city guards and 
  imprisoned awaiting trial.  (See Th. 8.) 
  What This Means: The clerics of Sumag had 
  the ogrekin removed mainly because they fear 
  the ring of truth in his words.  They are more 
  frightened that the change in faith should be 
  seen to be happening rather than actually 
  happening.  They therefore petition Sumag for 
  help in this matter.  Some higher members of 
  the faith decide to make sure that the outcome 
  of the trial is a non-damaging one. 
  Ever since the finding of the Gold Mine near 
  Malabar, the more economical teachings of 
  Gombar have found a foothold in the people 
  of Suma’a.  They still believe in the teachings of 
  peace which is a concurrent theme in both the 
  teachings of Sumag and Gombar but the 
  general populace is beginning to see that profit 
  and peace can go together as well. 
   
  NUWMONT 4, AC 1015: Goblinoids Raid. 
  Location: Canolbarth Forest, Aengmor.  OW 
  Description: Goblinoid forces led by Hutai-
  Khan of Nu Hobgobland sweep down into the 
  northern part of the Canolbarth forest and 
  begin a series of vicious raids on the Shadow 
  Elves in the region.  
  What This Means: Hutai-Khan is just doing 
  what comes naturally.  Fortunately for him, as 
  the Shadow Elves are currently experiencing 
  internal problems, they are unable to rouse a 
  very effective defense, and Hutai’s goblinoids 
  will make off with quite a few spoils. 
   
   
   
  
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  NUWMONT 6, AC 1015: Elven 
  Ambassador Arrives in Wendar. 
  Location: Wendar City, Wendar.  OW 
  Description: A foreign elf magically arrives in 
  Wendar City and demands to see both the Elf-
  King and the exiled King of Alfheim as 
  ambassador of the unknown Elven Nation of 
  Ironwood.  He tells the Royal Chancellor that 
  he bears an interesting proposal that could 
  solve the inner problems that Wendar is 
  experiencing. (See Nu. 8, Nu. 14.) 
  What This Means: This is not a trick.  The 
  Ambassador has a proposal that could bring 
  benefit to both Wendar and his country. 
  What The PCs Can Do: If the PCs are on 
  friendly terms with the Wendarian government, 
  they could be hired to uncover the real 
  intentions of the foreigner and act as 
  bodyguards for the time of his staying. 
   
  NUWMONT 6, AC 1015: Dragon Attack. 
  Location: King’s Road Keep, Karameikos.  
  OW 
  Description: At sunrise, the soldiers stationed 
  at King’s Road Keep are surprised to see a large 
  shadow suddenly pass over them.  The source 
  of the shadow then lands atop one of their 
  towers and lets out a breath of frost and ice 
  down into the parade square where most of the 
  young men and women were performing their 
  morning drill.  The white dragon then destroys 
  a few towers and takes off before any organized 
  defense is brought upon it. 
  An assessment of the casualties reveals that 
  over half the “Goblin Crushers,” the army 
  stationed at the keep, have been killed or 
  severely wounded.  Most were caused by the 
  initial surprise attack during the morning 
  exercise. (See Nu. 10, Nu.  12.) 
  What This Means: The young white adult 
  dragon has just left its home and is carving out 
  its own territory.  It has chosen the mountain 
  peaks of the Black Peak Mountains as its new 
  lair.  Now, it seeks to remove all other creatures 
  from the area, including the humans stationed 
  at King’s Road Keep. 
  Since the snow has already started to 
  accumulate, the mountain passes are none too 
  safe to cross, and the dragon figures it will be 
  some time before any reinforcements can arrive 
  to help the humans out. 
  What The PCs Can Do: Unless they happen 
  to be in King’s Road Keep at the time, which is 
  highly unlikely, not much.  If they are there, 
  they can help drastically reduce the number of 
  casualties.  The white dragon will get away, 
  however, unless the PCs are very quick and 
  powerful. 
   
  NUWMONT 6, AC 1015: Something 
  Strange. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: A group of visiting Alphatian 
  Mainlanders stumble across a group of 
  diminutive persons peering into the 
  windows of a Haldemar tavern.  Raising a 
  cry of alarm, city guards and tavern patrons 
  come outside to investigate.  The diminutive 
  persons have since scurried away.  
  However, searching the area signs of their 
  presence and a few miniature pieces of gear 
  are found.  News of the sighting is 
  forwarded to the Imperial Court at Andaire.  
  (See Nu. 9, Nu. 12.) 
  What This Means: This sighting is of a 
  Hollow World people known as the 
  Kubitts.  Since becoming aware of the 
  Alphatians, the Kubitts have developed a 
  curiosity and fear of them.  In light of this, 
  the Kubitts have dispatched parties of 
  themselves to gather information on the 
  Alphatians.  So far they have been limited to 
  infiltrating into the city of Haldemar and the 
  town of Dogrel.  At first the Kubitts’ 
  impressions of the Alphatians’ actions in 
  the town of Dogrel support the legendary 
  tales of them.  However, observing the 
  Alphatians of Haldemar undermines, and at 
  times contradicts, those tales of a cruel 
  people. 
  At hearing of this sighting, the Imperial 
  Court sees it as a sign that Zandor may be 
  in Neatharum.  Empress Eriadna begins 
  summoning Alphatians capable of the task 
  and trusted enough to act in a discreet 
  manner.  The agents are also instructed to 
  
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  look into the uneasiness and hostilities of 
  the Neathar towards the Alphatians. 
  What The PCs Can Do: Trustworthy and 
  loyal Alphatian PCs may find themselves 
  tasked to join the groups to be sent to 
  Neatharum.  PCs already in Haldemar may 
  be hired or compelled to investigate the 
  incident themselves. 
   
  NUWMONT 7, AC 1015: Monastery 
  Rediscovered. 
  Location: Barleycorn Monastery, Western 
  Broken Lands.  OW 
  Description: Schattenalfen spies already in the 
  Outer World based in Aengmor discover a 
  large tunnel beneath the ruins of Barleycorn 
  Monastery in the Broken Lands.  To their 
  surprise, it does not seem to be a natural tunnel 
  - it is completely straight, with smooth sides. 
  They decide first to follow it upwards, towards 
  the surface.  Soon they come to a dead end - a 
  cavern with the remains of what appears to be a 
  gigantic worm.  The leader of the spies 
  recognizes the remains: the huge creature was a 
  great annelid.  With great delight, she realizes 
  that they have stumbled upon the end of a huge 
  tunnel created by the Schattenalfen over ten 
  years ago under the orders of their patron, 
  Atzanteotl.  (See Nu. 8, Va. 12.) 
  What This Means: Although they have known 
  about this tunnel for some time, the 
  Schattenalfen did not know where it was - that 
  knowledge died along with the Schattenalfen 
  who lost their lives during Thanatos’ Blood 
  Brethren plot more than a decade ago.  Now 
  that they know where one end of it is, it is a 
  simple matter to travel, with the aid of a 
  summoned earth elemental and the 
  Schattenalfen Distance Distortion spell, to the 
  other end, somewhere in the Hollow World.  
  Once there, they will take their bearings and 
  begin their journey back to Schattenalfheim. 
  The fact that the tunnels were actually created 
  at Thanatos’ order (while impersonating 
  Atzanteotl, of course) is not really relevant 
  anymore.  Thanatos’ work will now service 
  Atzanteotl’s covetousness of the shadow elves. 
   
  NUWMONT 8, AC 1015: Schattenalfen 
  Spies Emerge at Atacalpa. 
  Location: Atacalpan ruins near Colima, Azca.  
  HW 
  Description: The Schattenalfen spies today 
  travel down the long annelid tunnel that joins 
  the Hollow World with the Outer World.  
  Their magic fails them several times during the 
  journey, as they encounter cave-ins and 
  blockages which have to be cleared with their 
  magic. 
  Finally, they emerge at the ruins of Atacalpa, in 
  the mountains near Colima.  Once they realize 
  where they are, they rejoice at their good 
  fortune, before setting out on the journey back 
  to Schattenalfheim.  (See Nu. 7; Va. 12, Va. 13.) 
  What This Means: The Schattenalfen now 
  know of a tunnel connecting the Outer World 
  to the Hollow World.  The mere fact that it is 
  not in exactly the right place is nothing 
  compared to the prospect of creating a new 
  tunnel through the 1,200 mile-thick crust of the 
  planet. 
  Once the spies reach Issarthyl in a few weeks, 
  work will immediately begin on a tunnel 
  connecting the Schattenalfen tunnels to the 
  new tunnel. 
   
  NUWMONT 8, AC 1015: Narvaez 
  Complains About Sanctions. 
  Location: Ciudad Real, Gargoña.  SC 
  Description: In the meeting of the Signatory 
  Council in Ciudad Real, Narvaez complains 
  about the smokepowder sanctions placed upon 
  it.  Barón Hugo demands that the sanctions be 
  lifted so that Narvaez’s economy can return 
  back to normal.  He swears that he does not 
  plan on invading any of the other baronies.   
  After much deliberation, the Council opts to 
  keep the sanctions, although the vote passes by 
  just a small majority.  Both Torreón and 
  Gargoña strongly supported Narvaez, stating 
  that the sanctions were too severe against the 
  people of the land. 
  What This Means: The Barón is honest when 
  he states that he does not want to invade the 
  other baronies with wheellock pistols.  He is 
  secretly planning on claiming a large piece of 
  
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  territory within the Terra Vermelha so his 
  nation can also share in the cinnabryl mining.  
  He figures that his men will need the weapons 
  to defend themselves against retaliatory strikes 
  from Torreón, Texeiras, Vilaverde and Hule. 
  Still, should the need arise, having such 
  weapons against the other baronies would be 
  useful. 
   
  NUWMONT 8, AC 1015: Ironwood Makes 
  Proposal. 
  Location: Wendar City, Wendar.  OW 
  Description: After some investigations the 
  Ambassador is finally received by the Elf-King 
  in an official audience.  He explains that an 
  elven dominion exists in Norwold, made up of 
  elves ONLY, and that its ruler is trying to 
  assemble a huge library regarding the elves’ 
  history and magical secrets as well as the 
  greatest natural reserve of the world.  The clan 
  holder and Baron, a Karameikan adventurer 
  named Elariathas Blackblade, and the 
  clanmasters of Ironwood have therefore invited 
  the Alfheim elves to join their project up in 
  Norwold, and they will be welcomed at any 
  time.  (See Nu.  6; Nu. 14, Va. 16.) 
  What This Means: The Ambassador is telling 
  the truth: this is indeed a major project set up 
  by this elven Clan Holder, Elariathas 
  Blackblade, who wants to unify all the elves of 
  Norwold under his banner.  To attain this, he 
  has thought about giving a common goal to all 
  those elves: the creation of a Natural Paradise 
  and Research Center for all the elves.  But he 
  has realized that he lacks both the magic and 
  the knowledge to do this, and so he is now 
  trying to gain the support of the Alfheimers. 
  Doriath will report the news to the other 
  Clanmasters in Wendar, and they will soon start 
  debating about the proposal; it will be a long 
  talk.  In the meantime, the Ambassador will 
  wait and enjoy the hospitality of Gylharen. 
  What The PCs Can Do: Unless they are 
  Clanmaster or have high position within the 
  Alfheim clans hierarchy, they will not be 
  engaged in the real discussion.  The only way to 
  get involved is to be asked to act as bodyguard 
  for the Ambassador during his presence in 
  Wendar.  The Ambassador isn’t either a fool 
  nor is he weak, but he will still accept the offer 
  of having bodyguards taking care of him just to 
  please Gylharen and maybe to have some fun 
  (he may very well decide to take a tour of 
  Wendar, attracting troubles in every form). 
   
  NUWMONT 9, AC 1015: Battle at Sea.  
  Location: Western Sea.  SC 
  Description: In a great sea battle the Yavdlom 
  Navy defeats Hulean pirates that have recently 
  plagued the sea lanes between Tanakumba, 
  Kladanovic and Slagovich. 
  Back in Tanakumba, the leader of the fleet, 
  kwa’a (count) Zuberi (“strong” in Yavdlom), is 
  honored as a great war leader. (See Va. 13) 
  What This Means: With this victory, Zuberi 
  has fulfilled his prophetical role among the 
  Yavdlom people, so he’s stripped of noble 
  ranks and is now a swetanga, i.e. a destitute 
  noble that retains a status equivalent to that of 
  knight in eastern societies.  
  What PCs Can Do: PCs can take part in the 
  sea battle.  This is a chance to use the Sea 
  Machine (from “Dawn of the Emperors”) or 
  the other systems for sea battles presented in 
  GAZ 4 - Ierendi and GAZ 9 - Minrothad. 
   
  NUWMONT 9, AC 1015: Missing 
  Patrol. 
  Location: Dogrel, Alphatian Neatharum.  
  HW 
  Description: A routine patrol unit fails to 
  return to the town of Dogrel.  Searches of 
  the surrounding area offer the remains of 
  the five Alphatians and their mounts.  All 
  signs indicate that Neathar attacked the 
  patrol.  The inhabitants of Dogrel tighten 
  security of the town, and future patrols are 
  strengthened.  (See Nu. 6; Nu. 12, Nu. 25.) 
  What This Means: The town of Dogrel 
  has gone unmolested since Eirmont of last 
  year.  Since then, the armed forces in 
  Dogrel have steadily grown lax in their 
  defense.  This lax attitude had not gone 
  unnoticed by Zorok and his Neathar.  
  Seeing the opportunity, he began planning 
  an assault on the town.  Unfortunately, the 
  understrength patrol came across a Neathar 
  
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  war party and was destroyed.  With the 
  Alphatians at Dogrel alerted, Zorok will 
  have to rethink his strategy. 
   
  NUWMONT 10, AC 1015: Hosting the 
  Games. 
  Location: Shireton, Five Shires.  OW 
  Description: Discussions in the Five Shires 
  begin about the World Games to be hosted in 
  Shireton this summer.  The major concerns 
  deal with various locations for ceremonies and 
  events as Shireton is not a very large city.   
  Tentative decisions are made to use the 
  Clanmeet Hall Amphitheater (the largest 
  building in the city with a capacity of 5,000) for 
  the opening and closing ceremonies and the 
  numerous parks around the city for the events.  
  (See Th. 20, Fl. 3.) 
   
  NUWMONT 10, AC 1015: Escape From 
  Aengmor.   
  Location: City of Aengmor.  OW 
  Description: The Radiant wizard Kanafasti, 
  now a Wanderer according to the old shadow 
  elves customs, rallies all the Wanderers living in 
  Aengmor to tell them they have to flee, because 
  the once buried city is sacred to Atzanteotl and 
  thus very dangerous to those who worship 
  Rafiel. 
  The Wanderers quickly set up an escape plan: 
  they’ll head for Rafielton, where the practice of 
  Wanderers is no longer performed.  Some of 
  the Wanderers however decide not to leave 
  Aengmor, they’ll serve as Rafiel’s eyes among 
  Atzanteotl’s minions. (See Nu. 1; Nu. 20, Fl. 
  11) 
  What This Means: Kanafasti learnt that 
  Aengmor was sacred to Atzanteotl since he first 
  studied the archives of the temple a couple of 
  years ago, but he was too busy devising a way 
  to avoid becoming a Wanderer to realize how 
  dangerous this city was to Shadow Elves. 
  Anyway the Civil War and the odd behavior of 
  his old friend Xatapechtli in the last months 
  prompted him to leave the city and report to 
  Princess Tanadaleyo of his suspicion about an 
  incoming threat. 
  NUWMONT 10, AC 1015: Patrol Destroyed. 
  Location: Black Mountains, Karameikos.  OW 
  Description: A patrol sent out to find the 
  white dragon’s lair is instead discovered by the 
  white dragon.  No one escapes from its attack.  
  (See Nu. 6; Nu. 12, Nu. 15.) 
   
  NUWMONT 10, AC 1015: Famine Feared 
  in Gaity. 
  Location: Gaity, Alatian Islands.  AS 
  Description: The situation in Gaity has only 
  worsened since the beginning of the Baronial 
  Wars.  Nobody has yet been victorious, though 
  some have been assassinated.  The battles are 
  indecisive, if bloody, and chaos reigns.  Crops 
  have been burnt or destroyed, and battles have 
  prevented many peasants from harvesting.  As 
  winter settles in the Alatians, armies retreat to 
  their barons’ dominions, but famine is feared as 
  grain is scarce, and the barons do not have 
  enough funds left to import it - all their money 
  went into paying their troops or recruiting new 
  mercenaries. 
   
  NUWMONT 12, AC 1015: Messengers 
  Arrive. 
  Location: Penhaligon, Karameikos.  OW 
  Description: A group of three soldiers arrives 
  at Penhaligon after crossing the snow-filled 
  pass in the Black Mountains.  They inform the 
  baroness about the white dragon’s attack on 
  King’s Road Keep.  Messengers are sent to 
  inform King Karameikos of the situation.  
  Meanwhile the baroness begins gathering her 
  troops, preparing them to face a white dragon.  
  (See Nu. 6, Nu. 10; Nu. 15, Nu. 17.) 
  What This Means: The dragon’s belief that 
  reinforcements would not arrive until spring is 
  wrong.  There might soon be an army it cannot 
  possibly deal with arriving at its lair and 
  teaching it that humans do not like to be 
  thrown out of their own homes. 
  What The PCs Can Do: Perhaps the PCs are 
  the messengers sent by the fort’s commander 
  to get help. 
   
  
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  NUWMONT 12, AC 1015: The Hunters 
  Gather. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: In Haldemar, there is a 
  noticeable influx of visitors from the 
  Alphatian Continent.  Most of the city’s 
  taverns and rooming houses are near full 
  capacity.  The city guards increase security.  
  (See Nu. 6, Nu. 9; Nu. 25, Va. 3.) 
  What This Means: These visitors are 
  Alphatian agents.  Their task is to discover 
  the whereabouts of, and apprehend, the 
  criminal Zandor, who had escaped 
  internment thanks to the affects of the last 
  Day of Dread.  Empress Eriadna has since 
  summoned trusted Alphatian heroes and 
  offered a bounty on her son.  Eriadna 
  stresses confidentiality and that Zandor be 
  brought in alive.  Over the next few days, 
  these groups will begin departing Haldemar 
  to begin their search.  In the meantime, the 
  city’s economy will benefit from their 
  presence. 
  This influx of Alphatians has been noticed 
  by Neatharum’s ruler, King Dogrel.  A 
  rogue of the Empress’s decrees on slavery 
  and new conquests, Dogrel is wary of so 
  many obvious Alphatian agents.  Personally, 
  he feels that they are here to investigate 
  him.  Dogrel has ordered his troops and city 
  guards to be highly visible and listen for 
  clues, but he has little insight as to their true 
  mission yet. 
  What The PCs Can Do: If the PCs are 
  acting Alphatian agents, then they can start 
  their search for Zandor.  If the PCs are 
  Neathar they may find employment with a 
  group of agents to serve as guides.  If the 
  PCs are in the service of Dogrel, their 
  mission will be to uncover the visitors’ 
  mission. 
   
  NUWMONT 14, AC 1015: Bensarian 
  Investigates. 
  Location: Wendar City, Wendar. OW 
  Description: Bensarian discovers something 
  interesting about the man who attempted to 
  assassinate Gylharen last month (AC 1014).  
  Examining his corpse after the execution which 
  took place yesterday, he spots a tattoo on his 
  left shoulder displaying a black dragon-like 
  creature with open wings.  He starts to 
  investigate deeply into the matter to find out 
  who’s behind the anti-elven propaganda.  (See 
  Nu. 6, Nu. 8; Va. 16, Va. 24.) 
  What This Means: Bensarian is taking steps to 
  avoid a civil war. He has realized that 
  somebody is instigating and backing up the 
  humans in their assaults against the elves, and 
  recently against the King himself, and wants to 
  find out the truth. The mark on the assassin’s 
  corpse revealed him that the Church of Idris is 
  probably pulling the strings behind the scenes, 
  and he is resolute to find out the head of this 
  network of hatred in Wendar. He will 
  investigate very carefully and not reveal his 
  suspects to anyone until he has concrete proofs 
  against the traitors. 
  What The PCs Can Do: The PCs (if they are 
  renowned heroes) can be contacted by 
  Bensarian to help him uncover the Church of 
  Idris’s spies in Wendar, but he will never reveal 
  them his suspects and will keep them 
  uninformed about the whole thing until they 
  can be trusted. 
   
  NUWMONT 14, AC 1015: Tension in 
  Esterhold. 
  Location: Faraway, Verdan, Esterhold 
  Peninsula.  AS 
  Description: Tension mounts in Verdan as 
  many Jennites accuse the Alphatians of still 
  considering them as inferiors and keeping some 
  of them as slave.  Some even say Jennites are 
  used in magical experimentation by evil 
  Alphatian wizards.  The pacifist Jennites are 
  considered traitors under Alphatian charm 
  spells who sell their kin to their foes.  Some 
  Jennites in other provinces of Esterhold are 
  also convinced by such xenophobic ideas.  (See 
  Ya. 5, Ya. 9.) 
   
  NUWMONT 15, AC 1015: Civil War Ends. 
  Location: Rafielton, Aengmor.  OW 
  Description: Prince Erian, son of King 
  Telemon (see the novel “Son of Dawn”), 
  amazed by the shadow elves’ silliness and 
  
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  annoyed by the senseless deaths, manages to 
  evade his own bodyguards and reaches Rafiel 
  Square, where he improvises a speech urging 
  his brethren to stop this absurd Civil War.  
  Suddenly a crossbow dart pierces Erian’s chest 
  and the young Prince immediately falls 
  unconscious to the ground. 
  Erian is quickly rescued, but he looks severely 
  wounded and shows no sign of life. 
  Faced with the lifeless body of the young 
  prince, the shadow elves realize how stupid and 
  senseless is the war they’re fighting.  Rumors of 
  Erian being dead quickly spread all over the 
  forest and the shadow elves begin to lay down 
  their arms one after the other. In a few days the 
  army manages to retake control of the situation. 
  (See Nu. 1; Nu. 20, Va. 21) 
  What This Means: This is the end of the civil 
  war.  Shadow elves aren’t an evil race and they 
  certainly are not predisposed to fight each 
  other.  They started the civil war simply 
  because they were manipulated by the 
  Atzanteotl shadow elves, so it didn’t take much 
  to stop them either. 
  Erian was beloved by the shadow elves (as 
  clearly shown in the novel “Son of Dawn”), 
  and his lifeless body made them think what 
  would have happened to their son and the 
  whole shadow elf race if this stupid war had 
  continued spreading down to the City of the 
  Stars. 
  Ironically, the poisoned dart that hit Prince 
  Erian was fired by a follower of Atzanteotl, a 
  renegade member of the Second Shadow sent 
  in Rafielton by Xatapechtli to stir up more 
  trouble. 
   
  NUWMONT 15, AC 1015: King Informed. 
  Location: Mirros, Karameikos.  OW 
  Description: King Stefan Karameikos receives 
  the message about the devastating attack on 
  King’s Road Keep and the casualties suffered 
  by the 4th Division (“Goblin Crushers”). 
  He discusses the situation with his Minister of 
  War.  They determine that if they send an army, 
  the dragon will go into hiding and can come 
  back at another time.  The best solution would 
  be to send in a band of adventurers.  Their 
  smaller size will give them a better chance at 
  getting to the dragon’s lair without scaring it 
  away.  (See Nu. 10, Nu. 12; Nu. 17, Nu.  18.) 
  What This Means: Several criers will start 
  announcing that the King is seeking brave 
  heroes to deal with a white dragon lairing in the 
  Black Mountains.  The reward is announced to 
  be the dragon’s treasure, completely tax free, as 
  well as the gratitude of the royal family. 
  Of course, many adventuring bands begin 
  preparing for a quest into the mountains. 
  What The PCs Can Do: Go dragon hunting, 
  what else? 
   
  NUWMONT 17, AC 1015: Wulf Receives a 
  Message. 
  Location: Freiburg, Heldannic Territories.  
  OW 
  Description: Herr Wulf von Klagendorf, 
  leader of the Heldannic Knights, has a dream in 
  which he is leading a great horde of Knights 
  across a vast plain to certain victory.  Above it 
  all he sees a woman dressed in armor and 
  wielding a great sword.  She tells him that all 
  this is possible, if he takes the greatest 
  champions in the realm to Vanya’s Rest in 
  Davania, and from there to victory against the 
  hated Milenians. 
  Herr Wulf is puzzled by this, but the clarity of 
  the dream makes him wonder.  (See Nu. 27, Va. 
  5.) 
  What This Means: Vanya has decided to give 
  the Heldannic Knights, who were Her personal 
  champions, a chance to redeem themselves by 
  engaging in honest warfare against the Milenian 
  city-states in Davania.  The Milenians were 
  Vanya’s enemies while She was mortal, and She 
  has no love for them, or any remnants of their 
  culture, even now.  She has sent Herr Wulf a 
  dream to this effect. 
   
  NUWMONT 17, AC 1015: Wanderers 
  Reach Rafielton.   
  Location: Rafielton, Aengmor.  OW 
  Description: The Wanderers who left the City 
  of Aengmor a few days ago finally reach 
  Rafielton, where Kanafasti asks to meet the 
  Radiant Princess immediately. 
  
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  The Royal wizard advises Tanadaleyo not to try 
  to retake Aengmor, because the city is 
  corrupted by Atzanteotl and thus can bring no 
  good to the shadow elves.  Princess Tanadaleyo 
  immediately sends envoys to stop her father’s 
  armies that are coming from the City of Stars to 
  quell the rebellions in the surface colonies.  (See 
  Nu. 10; Nu. 20, Va. 21.) 
  What This Means: Unfortunately all the 
  magical items that allowed fast communication 
  with the City of Stars were destroyed during the 
  riots.  The Radiant Princess has to send 
  messengers both to General Garafaele and to 
  her father in the City of Stars.  Most of these 
  messengers are ambushed by Atzanteotl’s 
  shadow elves who want to spread more 
  confusion and start another war if possible.  
  Not all the shadow elves’ forces receive their 
  orders to stop. 
   
  NUWMONT 17, AC 1015: Sir Yuschiev 
  Starts his Quest. 
  Location: Mirros, Karameikos.  OW 
  Description: Sir Yuschiev, the hero who 
  solved Davinos’s murder last year, begins 
  gathering his band to deal with the white 
  dragon harassing King’s Road Keep. 
  Yuschiev admits he knows nothing about the 
  King’s Road Keep, and decides to find some 
  help who knows the area better.  Grygory, one 
  of his henchmen, suggests the frost giant who 
  is training at the School of Magecraft.  Since 
  this giant once raided King’s Road Keep 
  himself (back in AC 1012, see PWA 3), 
  Yuschiev thinks it’s a great idea.  The band of 
  adventurers head for Krakatos.  (See Nu. 12, 
  Nu. 15; Nu. 18, Nu. 26.) 
  What This Means: Sir Yuschiev is simply 
  being the hero he wants to be.  Of course, a 
  dragon’s treasure hoard as a reward is rather 
  encouraging as well. 
  Sir Yuschiev and Grygory are characters from 
  the novel “Dark Knight of Karameikos.”  The 
  adventures in that novel take place during the 
  year AC 1018.  
  What The PCs Can Do: Yuschiev is also 
  gathering a group of heroes to go with him, and 
  this can obviously include the PCs.  He might 
  even seek them out if they helped him solve 
  Davinos’ murder last year. 
   
  NUWMONT 17, AC 1015: Volospin’s 
  Legacy. 
  Location: Glantri City, Glantri. OW 
  Description:  Jaggar von Drachenfels offers a 
  proposal to the Council of Princes today, asking 
  for their permission to recommission the 
  Dragonflies. These skyships, designed by the late 
  Prince Volospin Aendyr, could prove to be a 
  boon 
  in 
  the 
  coming 
  war 
  against 
  the 
  Ethengarians.  The Council reluctantly gives 
  their permission, citing their doubts as to the 
  abilities of the craft-they didn't fare well in their 
  last outing. (See Va. 3.) 
  What This Means: Jaggar is looking for every 
  advantage over the Ethengarians. The idea of the 
  Dragonflies was recently suggested to him by a 
  trusted advisor, and he jumped at the chance to 
  get these skyships working once more.  They 
  don't have a very good track record, however, 
  but Jaggar is hopeful that he will be able to 
  correct that, or at least that their advantages will 
  outweigh their disadvantages. 
   
  NUWMONT 17, AC 1015: Senkha 
  Presses Her Advantage. 
  Location: Nithia.  HW 
  Description:  In the Delta Kingdom region 
  of Nithia, forces loyal to Senkha capture 
  large swaths of territory from those still 
  loyal to the deposed Pharaoh Ramose.  (See 
  Va. 7, Va. 20.) 
  What This Means: The Lower Kingdom is 
  already in Senkha’s hands, but the Delta 
  Kingdom contains some of the most vocal 
  supporters of the ousted pharaoh, and 
  Senkha cannot afford to have such a 
  concentration of enemy forces within the 
  kingdom she hopes to control.  Although 
  most of her forces will head north, towards 
  Tarthis, a large group will head east to 
  secure the towns and villages of the fertile 
  Plains of Ra, as well as Menkara. 
   
   
  
  188 
   
  NUWMONT 18, AC 1015: Frost Giant 
  Recruited. 
  Location: Krakatos, Karameikos.  OW 
  Description: A band of adventurers arrives at 
  the School of Magecraft and asks for 
  permission to talk to the frost giant student.  
  With classes closed for the season anyway, the 
  frost giant informs his colleagues that he will be 
  leaving for a few days.  (Nu. 15, Nu. 17; Nu. 26, 
  Va. 4.) 
  What This Means: Sir Yuschiev has managed 
  to convince Derkost, the young frost giant 
  witch-doctor, to join him on his quest to defeat 
  the white dragon.  Derkost agreed mainly 
  because of the potential for becoming rich with 
  the dragon’s treasure (tuition is expensive at the 
  School of Magecraft!).  He really couldn’t care 
  about the human’s plight or of their nation 
  (frost giants are evil after all). 
   
  NUWMONT 19, AC 1015: This Is Not 
  Logical. 
  Location: Five Shires.  OW 
  Description: A group of several dozen 
  spherical mechanical creatures suddenly appear 
  in the wilderness of the Five Shires.  They 
  begin marching in a straight line to some 
  unknown direction, ignoring everything in their 
  path.  The entire group is in perfect formation 
  the entire time. 
  What This Means: First of all, this event is a 
  random encounter of the purely AD&D game.  
  There is no D&D equivalent to this event. 
  These creatures are a group of modrons from 
  the PLANESCAPE setting.  In the outer 
  planes, the modrons are currently undergoing a 
  Great March, and they have just reached the 
  plane of Limbo.  In that chaotic plane, many 
  modrons were lost.  This bunch was also 
  separated from the main group and found 
  themselves flung through a portal to Mystara.  
  Now they are intent on finding a way back to 
  rejoin the others on the Great March, or at least 
  get back to Mechanus. 
  How they get back, if at all, is up to the 
  individual DM. For more information on 
  Modrons and their march, DMs should obtain 
  “The Great Modron March” adventure for the 
  PLANESCAPE setting. 
   
  NUWMONT 20, AC 1015: Skirmishes in 
  Aengmor.   
  Location: City of Aengmor.  OW 
  Description: Some shadow elf troops reach 
  the City of Aengmor in the Western Broken 
  Lands and launch disorganized attacks against 
  the rebellious shadow elves inside.  Due to their 
  better organization, the rebels manage to defeat 
  the troops sent from underground and even 
  take some of them prisoner.  (See Nu. 17; Va. 
  21, Th. 26.) 
  What This Means: Atzanteotl’s followers 
  managed to kill most of Tanadaleyo’s 
  messengers, therefore she was unable to stop all 
  of the troops coming from underground.  As a 
  result, the attack on the City of Aengmor is a 
  complete failure. 
  Other shadow elf armies led by General 
  Garafaele pop up in Rafielton just to discover 
  that the civil war is over.  At first, Garafaele 
  refuses to believe that everything is quiet, 
  thinking that the secessionist Radiant Princess 
  is trying to trick him.  He orders his troops to 
  take control of the whole forest, but soon 
  realizes that the fighting is indeed over. 
  All these events put the shadow elf armies, now 
  spread out everywhere, into confusion. 
   
  NUWMONT 22, AC 1015: The Great 
  Migration Marches On. 
  Location: Atruaghin Territories.  OW 
  Description: After last year’s devastating raid 
  on Bangore, the Great Migration was scattered 
  by Sindhi forces. Hool and Nizam Pasha have 
  managed to regroup a majority of the surviving 
  goblinoids (despite some guerrilla attacks by 
  Turtle Clan warriors). They are ready to 
  proceed once more with their migration. They 
  also have their ranks bolstered by a group of 
  ogres from out of Sind.  (See Va. 12, Va. 19.) 
  What This Means: The search for the Blue 
  Knife that was started when Wogar sent his 
  shaman, Hoolg Red-Mane, a vision last year 
  continues into Tiger Clan territory. The 
  presence of the ogres demonstrates that other 
  
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  goblinoid Immortals are taking an interest in 
  this migration as well. 
  What The PCs Can Do: If the PCs are 
  Atruaghin natives, they can participate in 
  attempting to drive the goblinoids away. If 
  goblinoids, they can scout out the surrounding 
  areas, and stave off attacks from Atruaghin 
  warriors. 
   
  NUWMONT 23, AC 1015: Very Promising 
  Area Found near Odom. 
  Location: Mountainous region to the northeast 
  of Odom, Suma’a.  SC 
  Description: Geologists who have been 
  working in the Odom region since AC 1002 
  have finally found a promising layered mafic 
  intrusion.  They begin tests to determine the 
  exact position of any metalliferous reefs. (See 
  Nu. 27, Fl. 9.) 
  What This Means: No real promising mining 
  operation has been started in the Odom region 
  since the town was founded in AC 1002.  This 
  has led many who supported the idea both 
  financially and ethically to doubt their move, 
  with many people having distanced themselves 
  from the whole scheme.  Now with a real 
  promise of mineral wealth interest will again be 
  placed in Odom. 
  What the PCs Can Do: The PCs may be part 
  of the geological team to find the layered mafic 
  intrusion or they may be in town to hear about 
  the whole thing early on.  If they act quickly 
  they may be in line to become very rich. 
   
  NUWMONT 25, AC 1015: A New 
  Visitor. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: One of Dogrel’s patrols 
  discover the unconscious body of an 
  Alphatian male just outside of Haldemar.  
  They transport the wounded man to 
  Haldemar, where he is cared for.  Looking 
  through the person’s belongings they 
  discover an Imperial signet ring.  (See Nu. 9, 
  Nu. 12; Va. 3, Va. 9.) 
  What This Means: This person is Zandor.  
  He has been hiding in Neatharum since 
  leaving the floating continent.  
  Unaccustomed to the rigors of living off the 
  land, and with no magic at his disposal, he 
  has succumbed to the elements and hunger.  
  Weak and disoriented he has decided to 
  travel to Haldemar to gain provisions.  With 
  all of the agents within the city, Zandor had 
  to remain outside to avoid capture.  While 
  awaiting the agents to depart, he collapsed. 
  His unconscious form was discovered and 
  brought to Dogrel.  Unaware of Zandor’s 
  true identity and status, Dogrel suspects he 
  is an Alphatian agent sent to investigate 
  him.  Since he is alone and weak, Dogrel 
  hopes to use him to gain some information. 
   
  NUWMONT 26, AC 1015 : Timeline 
  Inconsistency Investigation. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: Empress Eriadna orders some 
  famous sages and historians an investigation on 
  the inconsistency in the Alphatian timeline. 
  What This Means: In Alphatia, only name-
  level characters [that is, those of 9th level or 
  higher.  Ed.] remember the true history of the 
  empire in the outer world, while the populace 
  believe they always lived here under the red 
  sun.  Though it hasn’t been the cause of any 
  major troubles so far, Eriadna wishes to know 
  why it is so, and the possible consequences of 
  this phenomenon. 
   
  NUWMONT 26, AC 1015: Help Has 
  Arrived. 
  Location: King’s Road Keep, Karameikos.  
  OW 
  Description: Sir Yuschiev, his men-at-arms 
  (including Grygory), and the other adventurers 
  he picked up as his entourage arrive at King’s 
  Road Keep. 
  At first, there is somewhat of a problem about 
  allowing a frost giant into the keep.  Some of 
  the veterans of the keep recognize Derkost as 
  one of the giants who captured the keep three 
  years ago.  They are not pleased to see him 
  back, since the giants killed several of their 
  compatriots and kept them hostage for several 
  weeks. 
  
  190 
   
  The problem is solved when the commander of 
  the keep orders his men to let the giant in.  
  Derkost had received an official pardon (see 
  PWA 3, on Va. 5) and has the rights of any 
  citizen of Karameikos.  Although unhappy, the 
  soldiers comply with their orders.  (See Nu. 17, 
  Nu. 18; Va. 4, Va. 15.) 
  What This Means: Although allowed into the 
  keep, Sir Yuschiev and his party will be treated 
  rudely by the soldiers whenever they think they 
  can get away with it.  They take an instant 
  dislike toward the soldiers, who are mostly of 
  Thyatian descent.  This only serves to increase 
  Sir Yuschiev’s dislike toward the Thyatian 
  Karameikans. 
  On the flip side, Derkost gains respect for Sir 
  Yuschiev as he continuously stands up for the 
  frost giant, despite having absolutely no reason 
  to do so. 
   
  NUWMONT 27, AC 1015: Emdur 
  Merchant Arrives in Odom. 
  Location: Odom, Suma’a.  SC 
  Description: One of the most well known 
  precious metal dealers from Emdur has caught 
  wind of the news from Odom.  He has traveled 
  quickly to Emdur, with a troupe of geologists, 
  to assess the situation. (See Nu. 23; Va. 2.) 
   
  NUWMONT 27, AC 1015: A Spell Worked! 
  Location: Freiburg, Heldannic Territories.  
  OW 
  Description: Herr Wulf, still pondering his 
  dream, half-heartedly attempts to cast a spell, 
  having prayed for several that morning out of 
  devotion.  He is astonished to find that his 
  spells have returned! 
  Subsequent attempts fail, but he sees this as a 
  sign from Vanya, and immediately makes 
  preparations for the voyage to Davania, and 
  considers who he should take with him.  He 
  realizes that, with fighting still going on in the 
  Freeholds, any expedition to Davania would 
  not be approved by the other senior Heldannic 
  Knights.  He decides this must be done in 
  secret.  (See Nu. 17; Va.5, Va. 8.) 
  What This Means: Vanya has given some of 
  Herr Wulf’s magical powers back to him, just 
  once, as proof of Her intent and Her power.  
  He understands the meaning of this 
  immediately, and begins to make plans for the 
  voyage.  Also, it has become clear to Herr Wulf 
  that without Vanya’s guidance, the Knights will 
  not be able to regain control of the country. 
  What the PCs Can Do: PCs who are 
  renowned Knights/Clerics of Vanya could 
  attract Herr Wulf’s attention as potential 
  companions on this journey.  Otherwise, 
  enthusiastic players could lobby anyone they 
  know in positions of power to gain an audience 
  with Herr Wulf. 
   
  Topic Of The Month: Elves In 
  Wendar: Social Integration Or 
  Apartheid? 
   
  Something big is happening in Wendar these 
  days: there are voices among the Alfheimers of 
  a possible exodus to Norwold.  According to 
  the information I’ve gathered in the past days, 
  an elven ambassador from Norwold has 
  recently arrived in Wendar with a proposal for 
  the Alfheimers to relocate in an elven dominion 
  under the protection of a mighty Elf Mage.  
  Normally this would seem an unrealistic idea, 
  given the fact that the Alfheimers had to 
  experience a similar situation only seven years 
  ago and are now living in a country very much 
  similar to their lost Forest of Canolbarth.  Yet I 
  think the Norwold Elf Baron couldn’t choose a 
  better moment to make his proposal to his 
  brethren, and considering how things are going 
  in Wendar these days, the chances the 
  Alfheimers accept are high.  In fact, if you read 
  carefully my brief commentary on Wendar, you 
  will notice that life has not been so easy for the 
  Alfheimers since their arrival in the Genalleth 
  Valley.  But in order to better understand this 
  situation, we must take a few steps back in 
  Wendar’s history and examine its society in 
  depth.  
  Many of my esteemed colleagues of the 
  University of Darokin used to say that Darokin 
  and Wendar are the perfect examples of 
  multicultural integration in the Old World.  In 
  Wendar, elves and humans live peaceably side 
  by side respecting the other’s way of life and 
  
  191 
   
  cooperating for the good of the nation.  Emile 
  Durkème, one of the most active scholars of 
  Glantri, has spent a great deal of his life 
  studying the Wendarian social system and his 
  theory of the social solidarity is commonly used 
  to explain the success of those multicultural 
  societies like Wendar and Darokin.  However, 
  now that I’ve experienced first hand how things 
  work in Wendar, I must say that I respectfully 
  disagree with Durkème’s theories.  Maybe 
  twenty years ago (when Durkème made his 
  studies on the field) Wendar was indeed the 
  perfect example of social integration, but now it 
  has become a place where hostility can be smelt 
  in the air and social tension is the most 
  dangerous problem the ruler has to face.  And 
  the Alfheimers are apparently in the eye of the 
  maelstrom, so to speak. 
  Since the arrival of the Alfheim refugees the 
  situation has been changing in Wendar.  With 
  the Alfheimers came the plague, and even 
  though the Wendarians helped the elves 
  resettling in their own territory, the humans 
  began to view the newly arrived with mistrust.  
  After all, they were bringing more problems to 
  their country (plague and demographic 
  changes) and the Alfheim clans were not so 
  much open to the humans either (some of the 
  most conservative - if not xenophobic - clans 
  migrated to Wendar and they were not really in 
  the right mood to make friends with the 
  humans; they had just lost their homeland after 
  all).  Mistrust soon began to spread all around 
  the nation as if carried by the winds, and many 
  small frictions between bordering human and 
  elven settlements came to happen, with the 
  fault on both sides.  At first these were nothing 
  more than squabbles regarding logging rights 
  and exploitation of the forest, but they soon 
  degenerated into open rivalry when humans 
  became the target of jokes and pranks by the 
  Alfheim Avengers.  The burgomasters were 
  able to calm things down for a while, but the 
  friction fueled by false rumors spread by 
  unknown people (though a reliable source 
  blames the phantomlike Church of Idris) 
  couldn’t be eliminated simply with 
  proclamations of goodwill.  And then the 
  Second Plague came.  The climax of the tension 
  between humans and Alfheimers was reached 
  during last year (AC 1014), when some magical 
  fruits discovered in the Alfheimers’ forest 
  resulted to be lethal for humans who ate them.  
  The magical disease caused the death of nearly 
  one fifth of the human population and the 
  Alfheimers were soon blamed for the whole 
  thing.  
  Their denial of any involvement in the fact 
  was of no avail for the humans, who now felt 
  threatened by the Alfheimers.  Open skirmishes 
  occurred then in the forest of the immigrants, 
  causing unrest among the races of Wendar.  
  This is the current situation in this country, a 
  tense one at best, and that’s why I think the 
  proposal from Norwold could be pivotal in 
  relieving (albeit a bit) the elves who now feel 
  loathed, and the humans who, on the other 
  hand, feel “besieged.” 
  Christopher Dove 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Vatermont 
   
   
  VATERMONT 1, AC 1015: New Hard-Ball 
  Season. 
  Location: All around the NACE.  AS 
  Description: The new hardball season begins 
  in every nation of the NACE.  Teams from the 
  same countries compete for the right to go to 
  Ionace in Flaurmont and win the trophy.  The 
  Mirros Knights are again invited to compete 
  this year. (See Fl. 28.) 
   
  VATERMONT 2, AC 1015: Afflicted 
  Harassed. 
  Location: Ciudad Morales, Torreón.  SC  
  Description: The Afflicted throughout the 
  town of Ciudad Morales find themselves the 
  target of thrown vegetables and rocks.  Soon 
  enough, a full-scale riot breaks out in town, and 
  Baronesa Isabel is forced to send soldiers in to 
  calm things down.  (See Va. 7, Va. 10.) 
  What This Means: The Torreóners have also 
  had a slight fear and mistrust of the Afflicted.  
  When a plague broke out last year among them, 
  many began to fear that the Afflicted would 
  cause the death of countless non-Afflicted.  
  The mistreatment of the Afflicted today is 
  simply the continuation of this fear. 
   
  VATERMONT 2, AC 1015: Population of 
  Odom Doubles. 
  Location: Odom, Suma’a.  SC 
  Description: Hopeful miners from Gombar 
  and even Suma’a have flocked to Odom 
  causing its population to double even though 
  nothing has yet been found.  A lot of activity 
  outside the mining area is also occurring in 
  Odom at this time with new taverns, inns, and 
  supply stores opening overnight to accompany 
  the projected influx of people.  (See Nu. 27; Th.  
  22.) 
  What This Means: With the new influx of 
  people the faith of Gombar is beginning to 
  expand in Odom and the Odom region, while 
  the church of Sumag is at a loss at what to do 
  about this. 
   
  VATERMONT 3, AC 1015: Dragonflies 
  Shot Down. 
  Location: Glantri City, Glantri. OW 
  Description:  Jaggar has a meeting with the 
  heads of the Dragonfly recommission project.  
  During the course of the meeting, he is 
  informed that the damages sustained by the 
  Dragonflies in their last mission were extensive, 
  and will be costly to repair.  Jaggar is 
  disappointed, and knows it will be an uphill 
  battle to get Dolores (the Council's Treasurer) 
  to put up the money for repairs, but is 
  confident he will win in the end. 
  Unfortunately, his advisors tell him, the 
  damages are only half the problem.  The 
  skyships need to be refueled, and the only 
  known source of fuel was destroyed by the 
  Dragonflies in a climactic battle against dragons 
  years ago.  An expedition could be mounted to 
  seek a new source of fuel out, and to mine the 
  ore, but the cost... 
  Jaggar frowns and tells the project heads that 
  he will think about it, inform them of his 
  decision in a few days.  In the meantime, he 
  begins to seek out other means of attaining 
  skyships. (See Nu. 17; Va. 7.) 
  What This Means: It looks as if the Dragonfly 
  project has hit a serious snag.  DMs could make 
  a mission or series of missions for PCs to 
  uncover and acquire a source of fuel for the 
  skyships.  Such an adventure could be very 
  dangerous, as the ore that fuels the skyships 
  tends to attract dragons (especially reds).  
  Unless the DM decides to have his PCs 
  undertake such a mission, assume that any 
  efforts to get the Dragonflies in the air once 
  more are either unsuccessful, or come too late 
  to play any decisive role in the war against the 
  Ethengarians. 
   
  VATERMONT 3, AC 1015: The Patient 
  “Finally” Revives. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: After weeks of recuperation, 
  Dogrel’s charge has regained consciousness.  
  Dogrel meets with the man in private, 
  where they speak for several hours.  
  
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  Emerging from the chamber, Dogrel places 
  guards at the door.  (See Nu. 12, Nu. 25; 
  Va. 9, Va. 15.) 
  What This Means: Zandor had actually 
  regained consciousness a few days after 
  being brought to Haldemar, and feigned 
  unconsciousness to eavesdrop on his host.  
  Since then he has learned much about 
  Dogrel and his fears.  Using this 
  information Zandor has formulated a plan 
  of action. 
  Zandor informs Dogrel that he is in fact 
  Zandor, the rightful Emperor of Alphatia.  
  He tells Dogrel that there is a power 
  struggle within the Imperium.  Supporters 
  of his mother wish to lead Alphatia on a 
  docile path based on trade and non-
  expansionism, whereas he represents the 
  aspect of the Empire that desires to exert 
  rightful Alphatian power through whatever 
  means necessary.  Zandor tells Dogrel that 
  he was forced to flee the Alphatian 
  Continent due to attempts upon his life by 
  supporters of his mother. 
  Dogrel eagerly listens to Zandor.  To him, 
  the story is easy to believe as Zandor’s 
  presented beliefs mirror his own.  Aiding 
  this is the secrecy in which the Imperial 
  Court has cloaked the matter in.  Dogrel 
  knows nothing of Zandor’s true crimes. 
  Though wary of the possible implications, 
  Dogrel is sorely tempted to offer Zandor 
  aid in exchange for an ally that may be 
  Emperor someday.  However, despite the 
  limitations the Empress has imposed upon 
  him, he is not too thrilled about committing 
  treason.  He concedes to offer him 
  sanctuary for the time being.  This is 
  satisfactory for Zandor, as all he wants is a 
  safe place where he can regain his strength 
  and most importantly assemble a new 
  spellbook. 
   
  VATERMONT 4, AC 1015: The Dragon’s 
  Defeat. 
  Location: Black Mountains, Karameikos.  OW 
  Description: Sir Yuschiev and his party find 
  the white dragon’s lair.  The white is not in, so 
  they plan to ambush it when it returns.  
  Unfortunately, the white manages to sense the 
  intruders and catches them by surprise instead.  
  The battle is bloody on the adventurers’ side, as 
  the dragon continuously flies above sword 
  reach, breathing down upon them. 
  Derkost eventually manages to pull the dragon 
  down, pinning it long enough for his human 
  allies to finish off the huge creature.  Several 
  minutes are then spent bandaging the massive 
  cuts on Derkost who had received the full fury 
  of the white’s claws during his wrestling match. 
  The group then enters the lair and divides the 
  treasure amongst themselves.  Of particular 
  note, Derkost manages to obtain a staff of 
  power.  (See Nu. 18, Nu. 26; Va. 15, Va.  18.) 
  What This Means: The party was able to 
  discover the lair rather quickly thanks to 
  Derkost.  When his group raided King’s Road 
  Keep a few years ago, they scouted the entire 
  area looking for their own caverns to rest in.  
  Derkost therefore knew where most of the 
  caverns large enough to hold a dragon were 
  located.  The party simply tried each of them 
  until they found the right one. 
  Now that the white dragon has been dealt with, 
  Sir Yuschiev is once more a hero.  The exact 
  contents of the dragon’s treasure hoard is up to 
  the DM, but the frost giant witch-doctor 
  should obtain a staff of power or similar 
  magical item. 
  What The PCs Can Do: Obviously, if they are 
  part of Sir Yuschiev’s party, the PCs will greatly 
  affect the outcome of this battle. 
  If the PCs are on their own and defeat the 
  dragon themselves, then the DM should find 
  another situation for Sir Yuschiev to once more 
  be a hero.  Yuschiev must be awarded the title 
  of Baron before the year AC 1018 so the events 
  in the novel “Dark Knight of Karameikos” can 
  take place as written. 
   
  VATERMONT 4, AC 1015: Stragglers 
  Return. 
  Location: Xorg, Orcland.  OW 
  Description: A few stragglers from last year’s 
  failed raid on Fort Hobart return to Alebane’s 
  keep in Orcland today.  They have been holed 
  up for most of the winter, but they come back 
  
  194 
   
  with some interesting news.  They have 
  discovered the highly secret Darokin Tunnel - a 
  back way into Rockhome! 
  Alebane plots on how best to utilize this 
  information as quickly as possible.  (See Fl. 5, 
  Am. 15.) 
  What This Means: Alebane is getting rash in 
  his old age -due both to the weight of his 
  numerous defeats as well as the influence of the 
  Huptzeen he wears.  He plans to build up his 
  forces and mount an assault on the dwarves of 
  Rockhome within the next few months. 
   
  VATERMONT 5, AC 1015: Von Klagendorf 
  on a Mission. 
  Location: Freiburg, Heldannic Territories.  
  OW 
  Description: Herr Wulf notifies senior 
  members of the order that he has received 
  word of personal matters that must be dealt 
  with in Hattias. 
  He manages to convince the others that, as this 
  is personal, and it could affect his ability to lead 
  effectively if left unresolved, he should head 
  south by ship immediately.  He appoints a 
  council to rule in his absence, and selects a 
  small group of Knights to accompany him.  
  (See Nu. 17, Nu. 27; Va. 8, Va. 11.) 
  What This Means: Herr Wulf has come up 
  with an excuse to cover up his mission.  As 
  long as everyone believes he has personal 
  business, no one will question his absence.  He 
  has decided to name a council to rule in his 
  absence so that no one person can usurp his 
  position easily. 
  What The PCs Can Do: If the players have 
  lobbied Herr Wulf to accompany him, they will 
  be going with him.  If they are working for any 
  of his political opponents, discovering the true 
  nature of this voyage would shake the nation. 
   
  VATERMONT 7, AC 1015: Afflicted In 
  Arms. 
  Location: Ciudadela de León, Torreón.  SC 
  Description: After a week of continuous abuse 
  by the elves and humans of Torreón, a group of 
  Afflicted in the capital take up arms and begin 
  attacking the non-afflicted in retaliation.  
  Another riot breaks out, but it is soon squashed 
  by the numerous mercenary companies found 
  within the town.  (See Va. 2; Va. 10, Th. 12.) 
  What This Means: Despite attempts at 
  keeping the peace, tension is mounting between 
  Afflicted and non-Afflicted. 
   
  VATERMONT 7, AC 1015: Jaggar’s 
  Petition. 
  Location: Glantri City, Glantri.  OW 
  Description: Prince Jaggar petitions the 
  Council of Princes for permission and funding 
  to make skyships.  He desires to create them to 
  help in the war against Ethengar.  
  Jaggar uses the arguments that it could also 
  help against Thyatis, who now has its own 
  skyships, and who is much more expansionist 
  that Alphatia ever was.   
  The Council agrees to the petition.  (See Fl. 9, 
  Fl. 14.) 
  What This Means: Prince Jaggar is using the 
  war as an excuse to increase his own power.  
  With skyships, his military will be stronger than 
  ever, and that will only give him more influence 
  on the Council once the war is over. 
  Still, the reasons he desires the skyships are 
  valid, and he truly will use them to defend his 
  beloved nation of mages.  Another reason, 
  which he did not mention, is that he misses 
  being in the air.  His pegasus mounts refuse to 
  let him ride them (because of evil deeds he 
  performed while influenced by Synn), and he 
  has only just begun to realize this fact. 
   
  VATERMONT 7, AC 1015: “Senkhites” 
  Surround Tarthis. 
  Location: Tarthis, Nithia.  HW 
  Description: Forces loyal to Senkha have 
  seized large swaths of territory along the 
  Nithia River in the Delta Kingdom since 
  the beginning of the year.  Now, her forces 
  have converged on Tarthis, the main 
  stronghold of devoted supporters of 
  Ramose.  Quickly they manage to begin a 
  siege today, effectively blocking all land and 
  sea access to the city - they even manage to 
  
  195 
   
  turn back floating barges that make their 
  way to the capital.  (See Nu. 17; Va. 20, Va. 
  27.) 
  What This Means: With the apparent 
  discrediting of Ramose, due to Senkha’s 
  successful passing of the test of pharaohs 
  [See AC 1014 Almanac.  Ed.], the old 
  pharaoh’s supporters are in disarray.  
  Senkha’s forces have seized the advantage, 
  and so were able to conquer large swaths of 
  territory in the Delta kingdom, despite 
  tough resistance in certain regions.  With 
  the encirclement of Tarthis, the Delta 
  kingdom is effectively cut in two. 
  What The PCs Can Do: If the PCs are on 
  the side of Ramose’s forces, they could 
  perform such missions as scouting the 
  enemy, and trying to send information, 
  important goods, and other things through 
  the blockade.  They could also be asked to 
  try to harry the besiegers in their camps, 
  thus causing discord and hampering the 
  siege. 
   
  VATERMONT 8, AC 1015: Herr Wulf 
  Departs. 
  Location: Freiburg, Heldannic Territories.  
  OW 
  Description: Herr Wulf and his chosen 
  companions leave Freiburg today for Port 
  Hatti. 
  What This Means: Herr Wulf and his party 
  have set sail for their quest.  He has no 
  intention of arriving in Port Hatti, and has 
  made arrangements for a stopover to be made 
  in Zeaburg, Ostland, where he and his party 
  will change ships and head straight for Vanya’s 
  Rest.  (See Nu. 27, Va. 5; Va. 11, Th. 14.) 
   
  VATERMONT 9, AC 1015: A Nest of 
  Spies. 
  Location: Haldemar, Alphatian 
  Neatharum.  HW 
  Description: Alphatian agents still in 
  Haldemar uncover a series of small-scaled 
  tunnels beneath the buildings of the city.  
  Using magic, the agents access the tunnels 
  and follow their paths.  They come to the 
  tunnels’ main chamber and engage the 
  diminutive persons. 
  The spies flee with surprising speed.  
  However they leave behind three of their 
  party, one of which is wounded badly, while 
  two are taken captive.  Also captured are 
  notes concerning the observations the 
  Kubitts had made.  With their captives and 
  captured notes, the agents immediately 
  secure passage aboard a skyship and travel 
  to the Alphatian Continent.  (See Nu. 25, 
  Va. 3; Va. 15, Va. 17.) 
  What This Means: Alphatian agents 
  investigating the sightings of the diminutive 
  persons discovered the passages the Kubitts 
  had used to move about areas of the city.  
  Using magic, they shrank themselves to a 
  size that allowed them to access the tunnels.  
  This gave them the opportunity to surprise 
  the Kubitts, which proved enough to take 
  the prisoners and secure the documents 
  before the Kubitts could flee with them. 
  With their base of operations discovered 
  and their observations taken, the surviving 
  Kubitts will have to start over again.  Their 
  task will be made more difficult now as they 
  have lost the factor of surprise.  They have 
  also lost their leader, since one of those 
  taken prisoner is Captain Zoranthis [HW 
  Box page 57] who was badly wounded in 
  the brief battle.  So the Kubitts will have to 
  be more careful and stealthy. 
  What The PCs Can Do: If PCs were the 
  ones that uncovered the Kubitts and their 
  tunnels, then they will be well received in 
  Andaire.  They could then lead the effort to 
  discover the identity of these small spies, 
  possibly including their Alphatian origin.  
  They also have an opportunity to act as 
  diplomats to the Kubitts.  If they treat the 
  captured Kubitts well, then an important 
  first step between the two peoples has been 
  initiated.  Other options for Alphatian PCs 
  include pursuing the Kubitts that evaded 
  capture. 
  If the PCs are Kubitts then they may 
  assemble a rescue force.  A rescue attempt 
  is more favorable while the captured 
  Kubitts are still in Neatharum awaiting the 
  skyship to depart, while infiltrating the 
  
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  flying continent will prove more difficult.  
  Rescuing their fellows and departing will 
  really be challenging either way.  Then 
  remains the task of reorganizing and 
  rebuilding their spy network in Haldemar. 
   
  VATERMONT 10, AC 1015: Afflicted 
  Regroup in Las Guajacas. 
  Location: Las Guajacas, Torreón.  SC  
  Description: Afflicted throughout the Baronia 
  de Torreón have begun fleeing to the village of 
  Las Guajacas.  The small town soon becomes 
  almost entirely composed of Afflicted and the 
  largest known enclave of Afflicted on the 
  Savage Coast.  (See Va. 2, Va. 7; Th. 12, Kl. 9.) 
  What This Means: Most Afflicted in Torreón 
  were hermits or small groups living just outside 
  of normal people’s way.  And these small 
  groups were easy targets for the paranoid who 
  feared them.  Fleeing from the dangers, many 
  started heading to the village of Las Guajacas, 
  which already boasted a 75% Afflicted 
  population.   With the increase of Afflicted to 
  the area, many of the non-afflicted began 
  fleeing that same town.   
   
  VATERMONT 11, AC 1015: Stopover in 
  Zeaburg. 
  Location: Zeaburg, Ostland.  OW 
  Description: Herr Wulf and his party arrive in 
  Zeaburg, and switch ships.  Their new vessel, a 
  small sailing ship, will head straight for Vanya’s 
  Rest.  A substantial sum of money convinces 
  the shipowner that this is not too far out of the 
  way.  The original ship will still head for Port 
  Hatti so as not to arouse suspicion.  The party 
  leaves the same day.  (See Va. 5, Va. 8; Th. 14, 
  Fl. 4.) 
  What This Means: Herr Wulf had decided 
  before the quest that switching ships would be 
  a good way of eluding pursuit.  He had made 
  arrangements beforehand. 
  What The PCs Can Do: Again, the players are 
  along for the ride on this one.  Their skills may 
  be needed to procure extra supplies, however, 
  and to ensure that the whole operation does 
  not attract attention. 
  VATERMONT 12, AC 1015: New Allies! 
  Location: Atruaghin Territories.  OW 
  Description: After weeks of fighting, leaders 
  of Atruaghin war parties and the leaders of the 
  Great Migration meet to discuss an alliance 
  against their mutual enemies, the Tiger Clan.  
  The two parties agree to join forces.  (See Nu. 
  22; Va.  19, Th. 1.) 
  What This Means: Atruaghin forces have 
  been slowly coming down from the plateau (via 
  routes through the interior) in order to help 
  drive the goblinoids off.  It has become 
  apparent over the weeks, however, that the 
  Great Migration’s true goal is to raid Tiger Clan 
  lands.  If that is indeed their target, the 
  Children of Atruaghin would rather let their 
  enemies fight each other. 
  After much discussion and communion with 
  their respective Immortals, the two groups have 
  reached a tentative alliance.  This will bode ill 
  for the Tiger Clan. 
  What The PCs Can Do: PCs have ample 
  opportunity to be the peacemakers here, or to 
  attempt to forestall agreements between the 
  two peoples. 
   
  VATERMONT 12, AC 1015: Spies Report to 
  Catriata. 
  Location: Issarthyl, Schattenalfheim. HW 
  Description: The spies reach Issarthyl, after 
  covertly traveling through the southern part of 
  the Azcan Empire.  They are quickly brought to 
  Queen Catriata, who listens to their reports 
  with great interest.  At the mention of the lost 
  city of Aengmor, she becomes even more 
  intrigued. 
  Later that day, after consulting with her 
  generals and advisors, and communing with her 
  patron Atzanteotl, Catriata announces that the 
  Schattenalfen must have this city which once 
  belonged to them.   It is their right.  However, 
  in order to take the city her spies inform the 
  court that they will have to conquer their 
  enemies the shadow elves - otherwise they 
  stand no chance of holding Aengmor.  It is thus 
  decided that the largest military force the 
  Schattenalfen have ever committed to battle 
  
  197 
   
  will be sent up the annelid tunnel to attack the 
  shadow elves on their home territory. 
  Preparations are begun immediately to gather 
  the necessary resources to support such a 
  massive force: food is gathered and stockpiled, 
  as are weapons and armor, clothing, tools, and 
  so on.  Meanwhile Schattenalfen tunneler 
  mages set to work extending a tunnel to join up 
  with the annelid tunnel; patrols of outlying 
  territories are ordered to be cut, and the 
  Schattenalfen begin to withdraw from their 
  most distant outposts.  In Issarthyl, training 
  camps spring up around the city as large 
  numbers of troops are brought home and begin 
  a series of rigorous drills and exercises. (See 
  Nu. 7, Nu. 8; Va. 13, Va. 17.) 
  What This Means: Conflict between the two 
  kindreds of shadow elves has always been a 
  strong possibility since they made contact a few 
  years ago.  Now, the Schattenalfen have found 
  an excuse to be the first to strike.  Although 
  they will be taking on their enemies on the 
  Shadow Elves’ home territory, the 
  Schattenalfen have a slight numeric advantage.  
  They will exploit their element of surprise to its 
  full potential. 
   
  VATERMONT 13, AC 1015: Spies Depart 
  for the Shadow Elf Territories. 
  Location: Issarthyl, Schattenalfheim.  HW 
  Description: Many of Schattenalfheim’s best 
  spies leave Issarthyl today in small groups, 
  heading as fast as possible through (and under) 
  Azcan lands to the tunnel at Atacalpa.  
  Accompanying the spies are some elite tunneler 
  mages, who will begin tunneling back towards 
  Schattenalfheim to speed the effort of the 
  tunnelers back home. (See Nu. 8, Va. 12; Va. 
  17, Fl. 10.) 
  What This Means: In a matter of days, the 
  Shadow Elf Territories will begin to be 
  infiltrated by Schattenalfen spies.  These spies 
  will attempt to cause as much trouble for the 
  shadow elves as they possibly can before their 
  military forces arrive. 
   
   
   
  VATERMONT 13, AC 1015: Slagovich 
  Hires Bounty Hunters.  
  Location: Slagovich, City-State of Slagovich.  
  SC 
  Description: Still unable to discover who 
  raided the cinnabryl during the second 
  exportation in Kaldmont 1014, Margrave Miosz 
  II decides to hire bounty hunters. 
  A Yavdlom swetanga (destituted noble) named 
  Zuberi answers the call. (See Nu. 9; Th. 26, Kl. 
  20) 
  What This Means: Slagovich is the main 
  supplier of cinnabryl to the Savage Coast and 
  their Kaldmont shipment last year has been 
  stolen.  Margrave Miosz II suspects Hule, 
  Zvornik and Hojah of supporting the pirates, 
  but he has no proofs.  Moreover he cannot 
  spread his fleet too far from Slagovich because 
  he fears a new attack by Zvornik and Hojah.  
  What The PCs Can Do: PCs with a ship can 
  be hired by Slagovich as hunters, otherwise they 
  can find work aboard Zuberi’s ship. 
   
  VATERMONT 13, AC 1015: Dead Elves 
  Can’t Talk. 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: The party of elven explorers who 
  entered the Denagoth Plateau last year 
  discovers many skeletons and common graves 
  inside the Forest of Geffron.  After 
  examination, the group realizes that all of the 
  bodies are those of elves.  The Alfheimers start 
  to understand the extent of the atrocities 
  committed by the Shadowlord.  Nevertheless, 
  they continue to advance.  (See Th. 13, Fl. 19.) 
  What This Means: The Alfheim explorers on 
  the Denagothian plateau have now discovered 
  the horrible truth about the clans supposed to 
  live there: they have been almost completely 
  exterminated by the mysterious Shadowlord, 
  whose troops now claim nearly two-third of the 
  Geffron Forest. Also, as no reports come from 
  the scouts who went to the Lothenar Forest 
  about three months ago, their comrades start to 
  fear the worst. 
  What The PCs Can Do: If the PCs are 
  members of the expedition, they will have a 
  
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  tough time repelling the goblinoids and 
  monsters that ply the forest. 
  VATERMONT 15, AC 1015: Hero’s 
  Welcome. 
  Location: Mirros, Karameikos.  OW 
  Description: Sir Yuschiev’s band arrives back 
  in Mirros at the head of a caravan (carrying the 
  gold from the dragon’s treasure).  Word of their 
  deed has arrived in Mirros before they did, and 
  many people are waiting in the streets to 
  welcome them as heroes.  (See Nu. 26, Va. 4; 
  Va. 18.) 
  What This Means: Defeating a dragon, even a 
  young one, is no easy feat.  They deserve the 
  heroes’ welcome. 
  Derkost is not with the party, having returned 
  to the School of Magecraft.  He plans to 
  discover all the secrets of his newfound staff of 
  power. 
  What The PCs Can Do: If they took part in 
  defeating the dragon, then the entire 
  celebration is in their honor.  Let them reap the 
  rewards. 
   
  VATERMONT 15, AC 1015: A Weary 
  Return. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: After weeks searching the 
  surrounding countryside for their quarry, a 
  party of Alphatian agents return to 
  Haldemar to replenish their supplies and 
  have a brief rest.  Their rest is interrupted 
  by the appearance of King Dogrel, who 
  invites them to dine with him. 
  Over dinner, Dogrel asks them about their 
  search.  He even tells him of the recent 
  discoveries of the “diminutive people.”  The 
  conversation varies but centers on politics 
  and recent events, all centered on Alphatia.  
  Ultimately he brings up the earlier numbers 
  of Alphatian agents. 
  The dinner guests tell Dogrel that they, and 
  the others, were charged with tracking 
  down and apprehending someone for the 
  Empress.  As the conversation progresses, 
  the agents eventually tell Dogrel that they 
  are pursuing Zandor and why.  They tell 
  him of his crimes and abuses of power 
  during his short stint as Emperor. 
  Shortly thereafter Dogrel ends the dining 
  engagement and dismisses the agents, 
  wishing them luck in their search.  He does 
  suggest the agents stay in Haldemar for a 
  few more days.  He also suggests that they 
  look into the diminutive persons problem.  
  (See Va. 3, Va. 9; Va. 17, Va. 19.) 
  What This Means: Dogrel still has 
  lingering doubts regarding Zandor, at least 
  in fully supporting him.  Hearing of the 
  arrival of the agents, he presses them for 
  information using a courteous dinner as 
  cover.  He finds a great deal.  Most of the 
  other aspects of the conversation support 
  the portions that paint Zandor as a criminal.  
  With this circumstantial evidence, he feels 
  certain that the agents are telling the truth 
  about Zandor. 
  Dogrel does not tell them that Zandor is so 
  near.  Dogrel recognizes that if he captures 
  Zandor himself, it will do much for his 
  prestige within the Empire.  However, he 
  suggests that the agents remain in the area; 
  that way Dogrel has some “muscle” around 
  should Zandor resist too much. 
   
  VATERMONT 16, AC 1015: Humans Hit 
  Alfheimers. 
  Location: Forest of the Curse, Wendar.  OW 
  Description: The humans living along the 
  borders of the Forest of the Curse (the 
  Alfheimers’ territory) start making frequent 
  raids into the forest.  They slaughter many 
  woodland animals, often leaving carcasses 
  scattered around the forest, cut off many trees 
  and even cause havoc in a few small elven 
  villages by driving large packs of wild boars or 
  other nasty animals through them.  (See Nu. 8 
  Nu. 14; Va. 24, Va. 27.) 
  What This Means: The humans want their 
  revenge against the Alfheimers, accused of 
  having caused the plague that has killed more 
  than 40,000 of them during the last year.  They 
  are arranging things to provoke the elves 
  without attacking them directly  and they are 
  succeeding.  Again, this plan is (unknown to the 
  
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  Wendarian humans) being orchestrated by the 
  followers of Idris. 
  What The PCs Can Do: If the PCs are 
  Alfheimers, they can try to avoid major damage 
  caused by the humans, but this will not stop 
  them.  There are different groups at work, and 
  the PCs will not be able to stop them all.  If 
  however they are humans, they can either 
  participate in the raids or pretend to ally with 
  the human bands while working undercover for 
  Bensarian to discover who’s behind these 
  actions. 
   
  VATERMONT 17, AC 1015:  Glantri City 
  Harassed. 
  Location: Glantri City, Glantri. OW 
  Description:  Early in the morning, a series of 
  magical occurrences plagues the city of Glantri.  
  Swarms of stinging insects appear from 
  nowhere; snakes and animals run rampant 
  through the city streets; there is even a minor 
  earthquake that erupts in the city!    
  Fortunately, the wizards of Glantri City are able 
  to mobilize before any real damage takes place- 
  a few some buildings in the suburbs outside the 
  city walls are knocked down by the quake, and 
  there are a few casualties from the occurrences 
  (snake bites, primarily). 
  Three of the perpetrators of the incidents are 
  caught- clerics of the Ten Thousand Fists of 
  Khan, an Ethengarian movement that operates 
  illegally within the Principalities.  They are tried 
  and 
  executed 
  for 
  their 
  crimes 
  almost 
  immediately.  The watches around the city are 
  put on double duty. 
  What This Means: This is the first example of 
  the war between Ethengar and Glantri.  Moglai 
  Khan’s agents have been infiltrating Glantri 
  covertly for many years now, and they are 
  becoming more openly belligerent since the 
  declaration of war between the two nations.  
  Many events such as this will occur over the next 
  few months. (See Va. 3; Va. 7; Fl. 9.) 
  What The PCs Can Do: If Glantrians, the PCs 
  can investigate the events and try to capture the 
  agents responsible.  High-level PCs may even try 
  to track down Song-Anh, the mastermind of the 
  Ten Thousand Fists of Khan in Glantri. If 
  Ethengarians, the PCs can be behind the events, 
  and try to evade capture by Glantrian authorities. 
  VATERMONT 17, AC 1015: 
  Schattenalfen Settle for Peace. 
  Location: Traldar Lands.  HW 
  Description: The Schattenalfen, needing all 
  their armed forces for their upcoming 
  assault on Shadow Elf lands, sue the Traldar 
  for peace.  They tell them that a group of 
  scouts discovered this sacred place and 
  mistook the Traldar artifact for a lost 
  artifact of their immortal patron Atzanteotl, 
  described in their legends, and which was 
  said to be guarded by an hydra.  So they 
  mistook the Traldar artifact for their own 
  and took it.  However, the vicious Azcans, 
  who had learned of their quest, attacked 
  those elves who were bringing back the 
  artifact and took it to their lands instead.  
  The elves bring the bodies of their scouting 
  party and some dead Azcans to testify of 
  their story.  They apologize for the 
  misunderstanding and propose that the 
  Traldar can cross their territory freely to 
  track their lost artifact into Azcan land. 
  The Traldar are convinced by the 
  Schattenalfen’s lies and proceed to raid the 
  Azcans, while the elves are content with 
  their deceit.  (See Va. 12, Va. 13; Th. 11, Fl. 
  10.) 
  What This Means: The Schattenalfen 
  needed some rest from the Traldar attacks, 
  because they are deploying their forces 
  toward the Outer World.  They hope with 
  this deceit to put two of their enemies at 
  each other’s throat.  The lands they give 
  access to the Traldar are lands they cannot 
  defend anymore anyway because they’re 
  withdrawing in order to attack the Shadow 
  Elves.  The bodies they show as proof are, 
  in fact, the executed Shadow Elf diplomats. 
  Thought the Schattenalfen believe they have 
  totally deceived the stupid, primitive 
  Traldar, the Traldar actually still have many 
  doubts, and though they do stop attacking 
  the Schattenalfen and start attacking the 
  Azcans, some heroes begin to spy on the 
  Schattenalfen to try and find out the whole 
  truth. 
  
  200 
   
  VATERMONT 17, AC 1015: Dogrel is 
  Raided. 
  Location: Dogrel, Alphatian Neatharum.  
  HW 
  Description: In the mining town of 
  Dogrel, Neathar warriors stage a midday 
  raid.  The raid is repelled with minor 
  casualties for either side.  The raiders then 
  fall back into the surrounding countryside.  
  (See Va. 9, Va. 15; Va. 19, Va. 20.) 
  What This Means: This raid was not as 
  minor as it seems: Zorok himself is there to 
  plan the attack.  His tactic was for the 
  Neathar raiders to draw the defenders into 
  pursuing them into the surrounding 
  country, where the Neathar would attack 
  them in mass. 
   
  VATERMONT 18, AC 1015: Sir Yuschiev’s 
  Reward. 
  Location: Mirros, Karameikos.  OW 
  Description: During a ceremony in the court 
  of Mirros, King Stefan Karameikos III 
  announces that Sir Yuschiev, in honor of the 
  several brave deeds he has performed for the 
  nation and the royal family, is awarded the title 
  of Baron.  He is awarded Rugalov Barony - 
  land along the Rugalov River, several miles 
  north of Rugalov Keep. 
  Baron Yuschiev’s men, including Grygory, are 
  also all knighted personally by the King himself. 
  A celebration is declared, and it takes up the 
  rest of the day.  (See Va. 4, Va. 15.) 
  What This Means: Yuschiev is the first 
  Traladaran to obtain a landed nobility title.  
  King Stefan viewed this as another way to 
  cement the relationship between the two 
  peoples of his nation.  Unfortunately, it will 
  have mixed results. 
  Many of the older Thyatians were able to live 
  with the Traladarans as equals, but now that 
  one of them is actually of higher social standing 
  than they are, the minor nobles begin to fear 
  being outclassed by the Traladarans.  This 
  sparks up feelings of hatred toward Traladarans 
  which started out as, unfortunately, nothing 
  more than jealousy toward an individual who is 
  now of higher social class. 
  Although now a greater noble of Karameikos, 
  Yuschiev will be mocked by the lesser nobles 
  whenever they can get away with it.  This will 
  only further his hatred toward the Thyatians. 
  But Yuschiev still doesn’t have complete 
  support of even his own Traladaran people.  
  The most powerful Traladaran lords, notably 
  Dmitrov and Marilenev, are angered that this 
  adventurer gained the title of Baron before they 
  did, seeing how they have been ruling their own 
  lands for over four decades now. 
  Note that, as mentioned before, it is important 
  that Sir Yuschiev becomes a baron and Grygory 
  receives his knighthood.  The Thyatian-
  Traladaran hatred is also a necessary part for 
  the setting of the novel “Dark Knight of 
  Karameikos.” 
  What The PCs Can Do: If part of the dragon-
  slaying party, they can probably also be 
  rewarded with the title of knight or something 
  similar.  Regardless, they should be treated as 
  heroes for the next few weeks at the very least. 
   
  VATERMONT 19, AC 1015: First Blood. 
  Location: A few miles outside of the village of 
  the Chameleon Tribe, Atruaghin Territories.  
  OW 
  Description: Joint Atruaghin/goblinoid forces 
  clash with the army of the Chameleon Tribe 
  today.  After a fierce and bloody battle, the 
  Chameleon Tribe army is soundly routed, the 
  penalty for having underestimated their foes.  
  As they retreat to their village to await 
  reinforcements, the opposition marches closely 
  behind them.  (See Nu. 22, Va. 12; Th. 1, Th. 
  17.) 
  What This Means: Hool’s quest for the Great 
  Knife begins here, in the Tiger Clan territories.  
  As followers of Atzanteotl, Hool hopes they 
  will have knowledge of the Knife’s 
  whereabouts.  He will interrogate any prisoners 
  he manages to capture, using any means of 
  torture available, in order to secure what he 
  seeks.  
   
   
   
   
  
  201 
   
  VATERMONT 19, AC 1015: Dogrel 
  Assaulted. 
  Location: Dogrel, Alphatian Neatharum.  
  HW 
  Description: The Neathar once again 
  attack the mining town of Dogrel.  This 
  time the raid is more intense and lasts for 
  several hours.  The defenders are hard-
  pressed to hold off the assaults, but they do.  
  (See Va. 15, Va. 17; Va. 20, Va. 21.) 
  What This Means: With the previous 
  tactic of drawing the defenders out and into 
  the trap not working as planned, Zorok 
  launched a direct assault on Dogrel.  The 
  defenders were well prepared and able to 
  hold off the assaults. 
   
  VATERMONT 20, AC 1015: Menkara 
  Falls. 
  Location: Menkara, Nithia.  HW 
  Description: A large group of Senkha’s 
  forces, having branched off from the main 
  force last month, catch the coastal city of 
  Menkara by surprise, storming its walls and 
  capturing much of it within a day, after 
  some fierce fighting in the streets and along 
  the main bridge.   Citizens are urged to 
  remain in their homes, and little violence 
  erupts against the populace as a result.  (See 
  Nu. 17, Va. 7; Va. 27, Th. 3.) 
  What This Means: The defenders of 
  Menkara were caught totally by surprise.  
  They had heard news of the invasion, but 
  they did not expect Senkha’s forces to 
  advance so quickly.  As a result, the city’s 
  defensive forces had not been fully 
  mobilized by the time the “Senkhites” 
  arrived. 
  Most of the city is now in the hands of the 
  invaders, but some holdouts remain in some 
  of the temples along the main bridge, as 
  well as some other public buildings.  These 
  will all be defeated in the next few days.  
  The invasion was also a surprise to the 
  general commanding the invading forces; he 
  did not expect his opponents to be 
  unprepared. 
  What The PCs Can Do: If they happen to 
  be in Menkara when it falls, they could be 
  asked to send important information to 
  those areas loyal to Ramose that have not 
  fallen, or possibly safeguard a holy relic.  
  Given that Senkha’s forces control the city, 
  there is little they can do here, apart from 
  assassinating any leaders they can find, 
  though this could lead to repercussions 
  against the populace. 
   
  VATERMONT 20, AC 1015: The 
  Reckoning. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: Dogrel decides it is time to 
  act.  He summons Zandor to his study and 
  confronts him about the crimes.  Zandor 
  casually confirms each and every accusation, 
  adding several that Dogrel was not told.  
  Zandor then justifies the acts as being well 
  within the rights of the Emperor.  Then his 
  arguments become a series of incoherent 
  screeds. 
  Dogrel takes the initiative and casts Power 
  Word Stun.  As Zandor is knocked down, 
  Dogrel moves in to cast a Feeblemind spell 
  to be followed by a Web spell to hold him.  
  As Dogrel approaches, his feet crash 
  through the flooring stopping at his waist.  
  Zandor takes advantage of this and recovers 
  his senses enough to respond.  As Dogrel 
  struggles to free himself, Zandor begins 
  pummeling him mercilessly with a metal 
  pitcher. 
  Dogrel’s guards arrive and begin bashing 
  the locked door down; behind them are the 
  Alphatian agents Dogrel had previously 
  dined with.  As they batter the door, 
  Zandor casts Wraithform and Fly and 
  escapes.  Inside, the guards find a bleeding 
  and unconscious Dogrel wedged in a hole in 
  the floor.  They gently remove Dogrel from 
  the hole and carry him to his sleeping 
  quarters where his wounds can be treated.  
  Dogrel’s aides ask the agents to stay the 
  night.  (See Va. 17, Va. 19; Va. 21, Th. 3.) 
  What This Means: Dogrel decided it was 
  time to confront Zandor.  Zandor surprised 
  Dogrel by affirming the accusations, then 
  
  202 
   
  went a step further by displaying his 
  insanity.  It was too much, even for Dogrel. 
  Dogrel tried to capture Zandor alive by 
  unleashing a planned out series of spells.  
  Unfortunately, on the brink of success, the 
  floor gave way.  Zandor used the pause to 
  exact some revenge before having to make a 
  hasty escape utilizing the few spells he had 
  regained while under Dogrel’s care. 
  The guards were close at hand and 
  intervened.  The Alphatian agents had been 
  in the area investigating Kubitt passages 
  that led into Dogrel’s compound, where 
  they heard the sounds of magical melee and 
  the crashing of the floor timbers.  Dogrel is 
  scraped up, bruised, and woozy, but these 
  wounds are superficial. 
  Subsequent investigations uncover 
  structural weaknesses in the floor joists.  
  The beams bear small hack and saw marks.  
  This sabotage was enough to cause the floor 
  to collapse under Dogrel’s weight.  The 
  marks and the discovery of a passage 
  recently cut into the building suggest that 
  the diminutive persons are involved. 
  The Kubitts did weaken the floor as an act 
  of revenge against Dogrel whom they hold 
  responsible for their losses to the agents 
  that infiltrated the spy network.  They 
  actually have no sympathies for Zandor.  
  Since being in Haldemar, they have 
  overheard conversation regarding Zandor 
  and his crimes.  They were even present 
  during Dogrel’s confrontation of him. 
   
  VATERMONT 21, AC 1015: Dogrel 
  Explains. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: A bruised and battered Dogrel 
  summons the Alphatian agents to him.  He 
  informs them that Zandor had been in the 
  city as his guest.  He explains to them that 
  he had hoped to trap Zandor by lulling him 
  with a false sense of security.  However, 
  that trap had been thwarted by the 
  diminutive persons.  Dogrel feels certain 
  that the diminutive persons are in the 
  services of Zandor.  (See Va. 19, Va. 20; Th. 
  3, Th. 17.) 
  What This Means: Dogrel knows that 
  losing custody of Zandor compromises his 
  defense and justification in harboring him.  
  Aware that word of the fiasco will soon 
  reach Andaire, he decides to go on the 
  offensive, summons the agents and tells 
  them the whole story.  Of course he adds, 
  omits, and emphasizes aspects of the story 
  to justify things and better his own image. 
   
  VATERMONT 21, AC 1015: A New Way of 
  Rafiel?   
  Location: City of the Stars, Shadow Elves’ 
  Territories.  OW 
  Description: The Civil War has ended, but the 
  religious problem over the rightful Way of 
  Rafiel lasts.  The Royal Wizard Kanafasti invites 
  Princess Tanadaleyo to find a peaceful solution 
  to the problem of the Wanderers.  Though she 
  could not care less about the Shamans and their 
  ritual, the Radiant Princess is sympathetic to 
  Kanafasti and Falanen, now both Wanderers, 
  so she asks the Shamans in the City of the Stars 
  to attend a meeting to revise the verse of the 
  Wanderers. 
  Porphyriel does not care about the Wanderers 
  as long as they do not cause problems with 
  Rafiel’s main project, the Chamber of the 
  Spheres, so she agrees on a meeting to be held 
  in the City of the Stars. (See Nu. 7, Nu. 20; Th. 
  26, Fy. 3.) 
  What This Means: The meeting will be held in 
  the City of the Stars, so Wanderers won’t be 
  allowed to take part in the debate because 
  they’re not allowed underground.  Kanafasti 
  selects Princess Tanadaleyo as the Wanderers’ 
  representative at the debate.  Many important 
  people will take part in the forum, including 
  Porphyriel, King Telemon, his daughter 
  Calenderi (a young Shaman) and several high 
  level Shamans. 
  While the long debate goes on, General 
  Garafaele and his troops (those who didn’t get 
  back) stay in Rafielton to prevent another 
  uprising. 
   
   
  
  203 
   
  VATERMONT 24, AC 1015: The Alfheim 
  Avengers Strike Back. 
  Location: Forest of the Curse, Wendar.  OW 
  Description: After many incidents caused by 
  humans, the Alfheim Avengers start to organize 
  retaliatory actions against the humans living 
  nearby their territory.  Unfortunately for them, 
  some humans are injured, a village is burned 
  down and they take the blame for it.  (See Nu. 
  14, Va. 16; Va. 27, Th.  3.) 
  What This Means: The Alfheim Avengers 
  have fallen into the trap of the Church of Idris.  
  Having set fire to some cottages which resulted 
  in the destruction of an entire village, even the 
  elves believe they might have gone a little too 
  far.  This and the fact that some huntsmen have 
  been injured by the Alfheimers will be used by 
  the humans against them. 
  What The PCs Can Do: The PCs can only 
  limit the damage if they are on the humans’ 
  side, or help in the raids if they are with the 
  elves.  They won’t have the opportunity to 
  discover the followers of Idris at work before 
  it’s too late. 
   
  VATERMONT 27, AC 1015: Tarthis 
  Conquered. 
  Location: Tarthis, Nithia.  HW 
  Description: After almost a month of 
  pitched battles outside the city walls, the 
  invading forces of Senkha manage to defeat 
  their opponents, and break into the city.  
  Many soldiers loyal to Ramose surrender, 
  being outnumbered by almost two-to-one, 
  though many die in the fighting.  In a panic, 
  the citizens flee for the relative safety of 
  their homes, and for the most part are 
  unmolested by the invaders.  Quickly, the 
  commanders of the invading force order 
  their men to question the populace and 
  detain any known, vocal supporters of 
  Ramose.  As for the former pharaoh 
  himself, Ramose is nowhere to be found.  
  (See Va. 7, Va. 20; Th. 3, Ya. 12.) 
  What This Means: While the invaders 
  were well-supplied and well-fed, the 
  defenders were almost out of food and 
  other essential supplies towards the end of 
  the siege, even with the aid of clerical magic. 
  VATERMONT 27, AC 1015: Humans vs. 
  Alfheimers. 
  Location: Wendar City, Wendar.  OW 
  Description: A delegation of human citizens 
  led by human mayors petitions Gylharen for 
  heavy sentences to be passed onto the 
  Alfheimers responsible for the destruction of 
  the small village of Barkhill.  Gylharen officially 
  orders Doriath and the other Clanleaders either 
  to stop the Alfheim Avengers or to think about 
  relocating to another region.  (See Va. 16, Va. 
  24; Th. 3, Th. 9.) 
  What This Means: Law is against the 
  Alfheimers.  The humans are manipulating the 
  events to have Gylharen expel the Alfheimers 
  without breaking the laws of the country.  
  Gylharen knows the fault lies on both sides, but 
  the evidence of the facts shows that the 
  Avengers have gone too far.  He regrets taking 
  steps against his brethren, but he must if he 
  doesn’t want to provoke a civil war. 
  The Alfheimers are now seriously thinking 
  about the possibility of moving to a different 
  region for the spring. 
   
   
  Topic Of The Month: Civil War In 
  Canolbarth: Causes And 
  Consequences 
   
  Always attentive to inform our readers, the Almanac 
  editors asked John Watson, retired adventurer and 
  renowned elfologist, to shed some light over the 
  apparently unexplainable civil war among shadow elves 
  in the so-called Canolbarth forest (or at least what 
  remains of the forest).   
  Tempers ran hot this winter in the Canolbarth 
  forest. It seems that the mysterious shadow 
  elves are not as united as a race as it looked in 
  the first place. 
  Everything started late last year when the 
  shadow elves somehow managed to raise the 
  city of Aengmor (or Oenkmar according to the 
  Dwarves) to the surface.  Suddenly, when the 
  bordering nations started worrying once again 
  about their seemingly huge power, the shadow 
  elves started quarreling among themselves over 
  
  204 
   
  some obscure religious question and finally they 
  were at each other’s throat. 
  The religious debate involved an old elvish 
  custom dating from centuries ago and which 
  apparently disappeared in modern elvish 
  communities: wanderers. 
  Centuries ago, when the whole elvish race 
  inhabited the southern hemisphere of Mystara, 
  a disastrous cataclysm, commonly referred to as 
  “The Great Rain of Fire” in elvish tales, struck 
  the planet destroying the elven homeland 
  (known as “Evergrun”).  That was a dark era 
  for the elves, because they had to rebuild their 
  once shining civilization from start, but 
  resources were scarce and life difficult.  It was 
  then that the practice of wanderers was 
  introduced among some particularly unlucky 
  elvish clans.  As you may know, elven lifespan 
  is very long, but, as I said, food was scarce and 
  life was harsh after the cataclysm, so some 
  Clanmasters decided that the elves who reached 
  800 years of life should depart their clan and 
  never retrace their steps. 
  Obviously today such a custom is no longer 
  needed and no one but the shadow elves 
  follows it anymore. 
  I’ve been frequently asked why, in my 
  opinion, do the shadow elves still carry out this 
  apparently evil practice.  Well, we don’t know 
  very much about shadow elves and their 
  religious beliefs, but we know that they usually 
  live underground in an unfriendly environment 
  with few (or no) resources, so they need a way 
  to limit overpopulation and the custom of 
  wanderers is certainly a good solution. 
  But let’s get back to the point.  Upon moving 
  to the surface many shadow elves (mainly those 
  in the City of Aengmor) felt that this old 
  custom was not needed anymore, because of 
  the larger areas and greater resources now 
  available to them.  Unfortunately it seems that 
  this practice is deeply rooted into shadow elf 
  religion and everyone knows how they’re 
  paranoid about following their traditions to the 
  letter.  Moreover most of the elves supporting 
  the abolition of the wanderers custom were 
  actually wanderers living in Aengmor together 
  openly defying their customs, in short they 
  were considered sacrilegious by the more 
  conservative shadow elves. 
  Supporters of this change in old customs 
  soon moved to Rafielton to spread their beliefs 
  and the shadow elves split into two factions.  
  Due to their violent and stubborn nature, the 
  discussion soon turned into a civil war that 
  involved the whole Canolbarth forest.  Princess 
  Tanadaleyo surprisingly sided with the 
  supporters of the so-called “New Way of 
  Rafiel;” it’s not clear why she did this, fear of 
  being killed by the “heretics” or ambition of 
  ruling an independent nation are two possible 
  explanations.  Anyway her move forced her 
  father, King Telemon, to send forth his best 
  troops to quell the rebellion in Aengmor and 
  Rafielton. 
  The once green forest was quickly turning 
  bloody red, when the unexpected happened: a 
  child managed to stop the civil war.  Well, he’s 
  no standard child; he’s Prince Erian, the 
  youngest son of King Telemon.  This child is 
  really an outstanding elf, he was part of the 
  group that managed to stop a war against 
  Darokin just after the Great War, and now he 
  stopped the civil war risking his own life (see 
  the “Events” section for more about this). 
  Erian’s gesture and the reaction of the other 
  shadow elves at his presumed death show us 
  that shadow elves aren’t plain evil as some, 
  especially the Alfheim Avengers, want to paint 
  them.  I would say that they’re suspicious of 
  other races, but somehow nave and easily 
  controllable by powerful and trusted members 
  of their way of life.  Shadow Elves show a 
  strong sense of duty for their nation and their 
  religious traditions, so they see any attempt at 
  introducing something new into their 
  community as a threat and they react violently.  
  The conquest of Alfheim and ensuing discovery 
  of a whole world above ground has certainly 
  shocked many shadow elves, producing a rift 
  between the more conservative elves, among 
  which we can surely count the mysterious 
  shamans (religious guides rarely seen in 
  Rafielton), and the increasing number of 
  younger and more open-minded elves (Prince 
  Erian is probably the brightest example of 
  these).  The lack of diplomatic skills turned this 
  tension into a civil war, but their strong instinct 
  of self-preservation (as a race) made them 
  realize quite soon that it’s pointless to kill your 
  brethren for such a trivial issue. 
  
  205 
   
  If shadow elves really lived underground for 
  so many centuries as they claim, then we should 
  believe that they’ve never had some sort of 
  serious discussion, otherwise they should long 
  have either killed each other or developed 
  diplomatic skills. 
  The last section of this article is probably the 
  most interesting one for those learned in elvish 
  lore, though it’s also the less detailed one.  
  According to a scroll written in ancient elvish 
  that the editor gave me (giving no clues on how 
  he got it), the question of wanderers has been 
  settled diplomatically, probably for the first 
  time in the shadow elves’ history. 
  This is more or less what that scroll says: “On 
  10 Shaman of the year 2120, guided by our 
  beloved patron Rafiel I, Radiant Shaman 
  Porphyriel, state that starting from now there 
  will be a change in the common interpretation 
  of the precepts about wanderers that our guide 
  Rafiel set in the stone for us to see and follow. 
  From now on elves reaching the venerable 
  age of 800 years of life, will still have to 
  undergo the ceremony that turns them into 
  Wanderers, but they will no more be forbidden 
  from retracing their steps or meeting other 
  elves.” 
  This is a certainly a big revolution in the 
  shadow elves’ traditions since their precepts 
  seem really set in stone.  The commitment of 
  one such old elves to the place of chief 
  representative of Rafielton in the peace talks 
  with Alfheim exiles is certainly another 
  promising step for a better and more peaceful 
  future in and around the Canolbarth forest. 
  John Watson: born in Akesoli, he spent most of his 
  youth adventuring in Darokin and surrounding areas. 
  He later founded his small trading house and moved to 
  Alfheim Town were he had a relationship with a female 
  elf from Clan Chossum. When the Master invaded 
  Darokin he packed his goods and moved again to 
  Ierendi where he happened to know our publisher 
  Joshuan Gallidox.  
   
   
   
   
   
   
   
  Thaumont 
   
  THAUMONT 1, AC 1015: A New Capital. 
  Location: Abbashan, Ylaruam.  OW 
  Description: Sultan Hassam “The True” Al-
  Kalim ordains that the city of Abbashan will 
  from now on be the true capital of the Alasiyan 
  desert. 
  He also makes a call out to all men of faith to 
  join the army so that they may teach the world 
  of infidels a lesson they will not soon forget.  
  (See Th. 18, Fy. 22.) 
  What This Means: Abbashan has always been 
  the main power-base for the Kin faction, and 
  switching the sultan’s court was only a logical 
  choice to maintain a better control of what is 
  going on. 
  Emir Sa’id Naji of Abbashan is relocated to 
  Ylaruam to rule over the Emirate of Alasiya.  He 
  is thankful of the new post, as Ylaruam is the 
  most prosperous city of the Emirate (although 
  this is likely to change now that most trade has 
  stopped). 
  As for the call to arms, the other nations start to 
  keep a better eye on what is going on, but since 
  all foreigners have been banned from Ylaruam, 
  it won’t be easy.  Thyatis fears the worse, 
  believing that the new Sultan is planning on 
  trying to reclaim the city of Tel Akbir. 
   
  THAUMONT 1, AC 1015: Chameleon Tribe 
  Falls. 
  Location: Chameleon Tribe village, Atruaghin 
  Territories.  OW 
  Description: The city of the Chameleon Tribe 
  falls today, to the army of the joint 
  Atruaghin/goblinoid forces.  Despite receiving 
  reinforcements from the Monkey Tribe, further 
  south, the opposing army was too great for them 
  and they are nearly wiped out.  The few survivors 
  flee westwards and southwards, to other Tiger 
  Clan cities.   
  The Great Migration ravages and loots the city.  
  (See Va. 12, Va. 19; Th. 17, Th. 26.) 
  What This Means: The Tiger Clan is indeed in 
  for a major battle, and it might be too late for 
  them to prepare.  Although the goblinoids of the 
  
  206 
   
  Great Migration are working together with the 
  Atruaghin, the two forces do not get along at all.  
  Each have their own camp, and only the leaders 
  talk to one another.  The savage looting of the 
  Chameleon Tribe by the goblinoids only serves 
  to further the dislike of the humans. 
   
  THAUMONT 3, AC 1015: New Elven Clan 
  Founded. 
  Location: Forest of the Curse, Wendar.  OW 
  Description: After the recent events, some of 
  the Alfheimers decide to accept the proposal 
  made by the ambassador of Ironwood and 
  relocate in Norwold.  Small groups of 
  Longrunners, Grunalfs and Mealidils join 
  together led by Shelingar (the assistant of 
  Mealidan, Clanmaster of Mealidil clan) and they 
  ask the Council of Clans for permission to form 
  a new clan and move to Norwold.  The elders 
  give their approval, and Mealidan himself 
  performs the ritual that creates the new clan: the 
  Ligthseekers.  (See Va. 24, Va. 27; Th. 9, Ya. 27.) 
  What This Means: The recent events have 
  convinced some of the younger elves that 
  Wendar is not a good place to live at the 
  moment.  So they have discussed with the elders 
  and decided to accept Blackblade’s proposal and 
  move to Norwold.  The Lightseekers are elves 
  who share a common fascination towards magic, 
  nature and history: in one word, they are seekers 
  of Wisdom and Knowledge.  They think that 
  Ironwood has the potential to help them (and 
  the elven race) in their quest and are eager to 
  begin this new life in Norwold.  Shelingar will be 
  the new Clan Holder, while Taragin Oakbranch, 
  the former Guardian of Alfheim Town (an 
  experienced elf from clan Grunalf), will act as 
  new Clanmaster. 
   
  THAUMONT 3, AC 1015: The Flowers Are 
  Dying. 
  Location: Northern Eusdria.  SC 
  Description: King Sigismund III of Eusdria 
  sighs in relief as reports claim that the amber 
  lotuses are withering away in the northern part 
  of his kingdom.   
  The King gathers his armies, preparing to march 
  and reclaim his territory once a path has been 
  cleared through the flowers.  (See Th. 27.) 
  What This Means: It seems that last year’s raids 
  into the goblin territories were successful enough 
  to eliminate the shamans who could control this 
  deadly plant. 
   
  THAUMONT 
  3, 
  AC 
  1015: 
  Officials 
  Dismissed. 
  Location: Nithia.  HW 
  Description: Today marks the beginning of an 
  official policy, ordered by Senkha herself.  All 
  across the regions of the Delta kingdom under 
  the control of Senkha’s forces, those public 
  officials or local leaders who have publicly 
  supported Ramose are dismissed from their 
  positions, and sent to work in the mines.  Ardent 
  supporters of Senkha and her cause are 
  appointed to replace them, and they are 
  encouraged to root out “any and all traitors, 
  wherever they may be found.”  (See Va. 20, Va. 
  27; Ya. 12, Ya. 28.) 
  What This Means: This is part of Senkha’s plan 
  to consolidate her power in the Delta kingdom, 
  by removing those people she knows will oppose 
  her. 
  Those she puts in their place will continue the 
  task of uncovering other supporters of Ramose, 
  and arresting them.  What she does not realize is 
  that this will serve only to increase the 
  resentment of the people towards Senkha’s 
  unjust rule, and drive Ramose’s supporters 
  underground, where they will work to foment 
  rebellion. 
  What The PCs Can Do: The PCs could save 
  the lives of many important supporters of 
  Ramose, such as prominent local clerics, or 
  government officials.  Regardless, those people 
  they manage to protect will be in their debt, and 
  would be likely to aid them some time in the 
  future, should they need it.  Through these acts, 
  the PCs might even earn the thanks of Ramose 
  himself. 
   
   
   
   
  THAUMONT 3, AC 1015: Orcs Raid 
  Neathar Lands. 
  Location: Toralai Territory, Neathar Lands.  
  HW 
  
  207 
   
  Description: A large number of Krugel 
  Orcs ride into Toralai [Correct spelling for 
  this tribe's name; incorrect spelling found in 
  last year's almanac was due to a faulty 
  transcription. Ed.] Lands and raid several 
  villages.  Along with their pilfered loot, the 
  orcs also take several Neathar hostages.  At 
  hearing of this, King Dogrel surprisingly calls 
  for heroes to act on his behalf.  (See Th. 17, 
  Th. 23.) 
  What This Means: The Krugel Orcs took 
  advantage of the Toralai warriors being 
  deployed closer to Neatharum.  The orcs 
  faced only slight opposition and ran amuck 
  through Toralai lands before the Neathar 
  could muster their forces.  Back in Krugel 
  lands, the orcs have issued demands of 
  ransom for the hostages.  Among the 
  hostages is Zerrella, a daughter of the Toralai 
  chief Zorok. 
  Hearing of this, Dogrel is at first delighted at 
  the discomfort Zorok must be going 
  through.  Then he thinks of a plan that 
  should aid him: if he can gain the release of 
  Zorok’s daughter, then he will have a viable 
  bargaining chip with the Toralai.  The act 
  should also improve his image with his 
  fellow Alphatians and hopefully help 
  preserve his status as King of Neatharum.  
  The ransom the orcs are demanding is not 
  high, so the venture would not be 
  economically stressing. 
  Dogrel calls for adventurers; with the 
  number of Alphatian agents in the area, his 
  call should be quickly answered.  By using 
  Alphatian agents, Dogrel is certain that the 
  ransom will be delivered and that word of his 
  intervention will spread to the Imperial 
  Court. 
  What The PCs Can Do: The PCs can 
  deliver the ransom.  Ironically the most 
  dangerous part will be crossing the Toralai 
  lands.  Dastardly PCs can try to intercept the 
  ransom delivery and steal it.  If the PCs are 
  Neathar, then they may find themselves 
  racing against the Alphatians to deliver the 
  ransom. 
   
  THAUMONT 4, AC 1015: Pit Survey. 
  Location: Pittston, Aegos, Alatian Islands.  AS 
  Description: The Minrothad dwarves that came 
  from Fortress Island last year to reopen the pit 
  to the Hollow World send a report to Oran 
  Meditor.  In this report, they indicate that they 
  used a caterpillar left by the Alphatians to 
  investigate the pit and discovered that after a few 
  miles the pit seems mostly undamaged.  The 
  tremors from Alphatia’s sinking and subsequent 
  earthquakes have collapsed about 75 kilometers 
  (50 miles), which need be dug again.  The cable 
  and pulling system have been lost as well.  (See 
  Ya. 8, Fe. 23.) 
  What This Means: The dwarves have also 
  discovered that gnomes participated in the 
  digging of the pit, as attests the caterpillar that is 
  definitely 
  not 
  of 
  dwarvish 
  contraption.  
  However, the proud dwarves think they can do 
  as well as mere gnomes.  With this lone 
  caterpillar in their possession they can already 
  begin work though. 
   
  THAUMONT 6, AC 1015: Trollheim Acts 
  Reinstated. 
  Location: Norrvik, Vestland.  OW 
  Description: Today King Harald Gudmundson 
  officially announces the reinstatement of the 
  Trollheim Homesteading Acts.  Prospective 
  rulers are encouraged to present themselves 
  before the King and his advisors, and if deemed 
  acceptable, will be given land grants and titles to 
  lands in the eastern wilds of Vestland. 
  What This Means: This is a direct response to 
  the goblinoid uprisings of last year.  The trolls 
  and goblins of the Trollheims have been dealt a 
  serious blow, and King Gudmundson is eager to 
  follow up on this.  To this end, he has reinstated 
  the Trollheim Acts, a move that is met with 
  mixed reaction, due to their failure many years 
  ago. 
   
  THAUMONT 8, AC 1015: Trial in Sumag. 
  Location: Sumag, Suma’a.  SC 
  Description: The trial of the ogre found 
  blaspheming outside a temple of Sumag is held 
  today.  It declares the ogre insane and that he 
  should be taken to a facility in the mountains 
  east of Sumag where clerics will help cure him of 
  his affliction. (See Nu. 2.) 
  
  208 
   
   
  THAUMONT 8, AC 1015: Swamp Thing! 
  Location: Elstrich, Darokin.  OW 
  Description: Today, river workers in the town 
  of Elstrich are attacked by a massive river 
  serpent.  The creature disappears back down the 
  river before the town guard can fully mobilize.  
  It is suspected that this creature is the same one 
  that terrorized the town for months back in AC 
  1000.  Despite their best efforts at that time, they 
  were unable to catch or kill the creature; one day 
  its attacks just stopped.  No one knows what it 
  was to this day, but the town guard is mobilized, 
  and the call is put out to adventurers willing to 
  aid in capturing the beast.  (See Fe. 1, Fe. 13.) 
  What This Means: This is indeed the same 
  creature as 15 years ago.  What is unknown to 
  the people of Elstrich at this time is that it has 
  been revived from dormancy by the effects of 
  the transformation of Aengmor - the climatic 
  changes resulting from magic used on the 
  Canolbarth forest years ago have affected the 
  amount of runoff to the swamp from the Weir 
  (which was normally filled by the enormous 
  rains in the magical forest).   Over the past few 
  years, the water level in the Malpheggi swamp 
  has been lowering dramatically, and all sorts of 
  creatures are going to be venturing forth, as their 
  ecology changes. 
  What The PCs Can Do: This is an adventure 
  opportunity for the PCs.  They can attempt to 
  track down and capture or kill the beast, for a 
  large reward from the grateful town.  The beast 
  can be any sort, though it should be powerful 
  and quite possibly intelligent (it has managed to 
  elude capture thus far).  Their investigations may 
  also lead them to discover the ecological 
  problems facing the Malpheggi Swamp. 
   
  THAUMONT 9, AC 1015: Lightseekers 
  Leave for Ironwood. 
  Location: Forest of the Curse, Kingdom of 
  Wendar.  OW 
  Description: With the help of Elariathas 
  Blackblade himself and some of his powerful 
  human allies, all the Lightseekers are magically 
  transported to Ironwood during the week, where 
  they will begin to help him in his ambitious 
  project. As a further act of friendship, Blackblade 
  has donated some Scrolls of Communication to 
  both Lightseekers and the Alfheimers in Wendar 
  to help the two groups maintain contacts.  (See 
  Va. 27, Th. 3; Ya. 27, Fe. 18.) 
  What This Means: About 800 elves (200 from 
  clan Long Runner, 200 Grunalfs, 100 Mealidils 
  and 300 belonging to other minor clans of 
  Alfheimers) have been transferred to Ironwood. 
  They have now sworn fealty to Elarianthas 
  Blackblade, Clanholder of Ironwood, and to his 
  father, the actual Clanmaster, but they’ve been 
  allowed to maintain contacts with their Alfheim 
  brethren. 
   
  THAUMONT 11, AC 1015: Traldar Raid 
  Southern Azca. 
  Location: Southern Azca.  HW 
  Description: Traldar war parties conduct raids 
  on southern Azca.  Though they know the 
  surrounding jungle much better, the Azcans are 
  unable to completely deal with the nuisance.  (See 
  Va. 17; Am. 9, Am. 12.) 
  What This Means: Azcans do not understand 
  why the southern Traldar attack them, and 
  assume that the Schattenalfen have hired Traldar 
  mercenaries to further harass them. 
   
  THAUMONT 12, AC 1015: Afflicted Are 
  Blamed. 
  Location: The Savage Baronies.  SC 
  Description: More and more, Afflicted of the 
  Savage Baronies are blamed for events of bad 
  luck, such as droughts, plagues, a family member 
  falling sick, a house being robbed,... These 
  feelings are particularly strong in places like 
  Torreón and Narvaez.  More enlightened states, 
  such as Gargoña and Saragón still receive such 
  social conflicts, but very rarely.  (See Va. 7, Va. 
  10; Kl. 9, Kl. 12.) 
  What This Means: There is a growing split 
  amongst the people of the Baronies, and it’s 
  forming into a Afflicted vs. Non-Afflicted line. 
  What The PCs Can Do: PCs can come to the 
  rescue of Afflicted being mistreated by the 
  “normal” folk.  If Afflicted themselves, they will 
  have to defend themselves from physical abuse 
  without harming any of their attackers.  If they 
  
  209 
   
  do, they can expect a lynch mob to start chasing 
  them around. 
   
  THAUMONT 13, AC 1015: What Happened 
  to the Lothenar Elves? 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: The elven explorers on the plateau 
  discover a bunch of frightened elves in a cave 
  inside the forest.  They escaped the Lothenar 
  Forest more than a century ago, during the 
  Shadow Years, and searched for refuge among 
  their brethren, the Geffronells.  They tell the 
  Alfheimers that no elf has survived the Shadow 
  Years in Lothenar, because the Dark Harbingers 
  of Doom have wiped out every living member 
  of their race.  They managed to escape the 
  Shadowlord’s army when it invaded Geffron too 
  by hiding in this small cave, and many of them 
  have starved because they were too frightened to 
  go out and find some food.  The Alfheimers take 
  these survivors along with them.  (See Va. 13; Fl. 
  19, Ya. 22.) 
  What This Means: Using the survivors’ 
  knowledge of the forest, the Alfheimers are now 
  determined to reach Drax Tallen swiftly and try 
  to obtain useful information about the 
  humanoid forces.  Hope is lost to meet again 
  with the explorers sent to the Lothenar forest in 
  AC 1014. 
   
  THAUMONT 14, AC 1015: Resupply in 
  Aegopoli. 
  Location: Aegopoli, Aegos, Alatian Islands.  AS 
  Description: Herr Wulf’s party stops in 
  Aegopoli for a couple of days to restock essential 
  supplies, as well as to take a brief break from 
  being out at sea.  They will depart again the next 
  morning.  (See Va. 8, Va. 11; Fl. 4, Fl. 22.) 
  What This Means: Supplies were getting low, 
  and since there will be no more stops until 
  Vanya’s Rest, it is essential that as many supplies 
  as possible are obtained. 
   
  THAUMONT 15, AC 1015: Jarls Revolt. 
  Location: Ostland.  OW 
  Description: In response to the exile of an 
  Ostman jarl (Nu. 1) and continuing atrocities 
  committed against Ostman clansmen, the 
  Ostman jarls finally rebel against the reigning 
  Cnute 
  clan. 
   
  They 
  declare 
  themselves 
  independent, and prepare for the inevitable 
  retaliation.  (See Nu. 1; Fl. 7, Ya. 18.) 
  What This Means: This rebellion has been 
  brewing for years, and was inevitable.  Cnute 
  clan jarls scoff at this act, thinking that they will 
  easily crush them once more, and finally revel in 
  the treasures of long buried kings on Kalslo 
  island.  Unbeknownst to them, however, the 
  Ostman jarls have long been preparing for this 
  day. 
   
  THAUMONT 
  15, 
  AC 
  1015: 
  First 
  Karameikan Skyship Launched. 
  Location: Krakatos, Karameikos.  KW 
  Description: The first Karameikan skyship, the 
  Concordia, makes her maiden flight above the 
  Karameikan School of Magecraft.  She is a man-
  of-war of Alphatian design, but equipped with 
  fewer weapons and more cargo and living space 
  than her Alphatian counterparts, displaying both 
  a Karameikan and an Alphatian flag high in the 
  wind.  Her crew is a mix of trained Alphatian 
  sailors and novice Karameikan ones (they had a 
  short training in Aeria).  (See Ya. 15, Kl. 2.) 
  What This Means: Karameikos is becoming 
  part of the few nations that can sail the skies, 
  though it still needs Alphatian help to complete 
  the magical process.  Aerian wizards came to the 
  Karameikan school to that end as part of the 
  exchange program, and Terari used his 
  knowledge (he already had enchanted skyships 
  in his youth) and the vast resources of the 
  school, including the creation of a contest to 
  encourage his best students to help, to turn 
  frame sections of a mundane ship crafted by the 
  best Karameikan shipwright into a flying vessel.   
  The first skyship was deliberately not made into 
  a warship to show the king’s will of increasing 
  cooperation and peace between peoples (and not 
  further provoke Thyatis).  King Stefan intends 
  to use her for the next expedition to the Hollow 
  World. 
   
  
  210 
   
  THAUMONT 16, AC 1015: Archeological 
  Dig. 
  Location: La Pampa Rica.  SC 
  Description: Mazrooth, an Inheritor of 
  Almarrón, needs to explore a Late Oltec ruins in 
  la Pampa Rica.  Along with his friend and 
  apprentice Costa, they head off into Gosluk 
  goblin territory.   
  What This Means: Mazrooth, introduced in 
  the novel “The Black Vessel,” is simply looking 
  for more proof to separate the Late Oltec 
  (actually Nithian, which he knows is somehow 
  different from mainstream Oltec) and Classical 
  Oltec cultures into two distinct groups.  He 
  believes that the division of the two is somehow 
  linked to the Red Curse. 
  What The PCs Can Do: This is simply a mini-
  adventure for PCs to tag along with, perhaps 
  themselves learning about the two “Oltec” 
  cultures.  Exactly what they find and how long it 
  will take is up to the individual DM. 
   
  THAUMONT 17, AC 1015: Tiger Clan Loses 
  Again. 
  Location: Monkey Tribe village, Atruaghin 
  Territories.  OW 
  Description: Despite heavy losses on both 
  sides, the village of the Monkey Tribe is 
  taken by the joint Atruaghin/goblinoid army.  
  The army will rest and recover for a while.  
  Meanwhile, the Tiger Clan has mobilized 
  most of its forces from other villages, and is 
  preparing to march on its foes.  (See Va. 19, 
  Th. 1; Th. 26, Fl. 3.) 
   
  THAUMONT 17, AC 1015: Zorok Acts. 
  Location: Toralai Territory, Neathar Lands.  
  HW 
  Description: Since the raid Chief Zorok has 
  taken actions of his own, transferring 
  warriors to the Neathar Lands bordering the 
  Krugel Lands.  With warriors in place, Zorok 
  is confident that future orc raids will be met.  
  He then organizes a group of adventurers to 
  deliver the ransom.  (See Va. 19, Th. 3; Th. 
  23, Th. 27.) 
  What This Means: It has taken longer for 
  Zorok to get his own adventurers and the 
  ransom together.  To lead the party he has 
  chosen his eldest child, Zorena [HW Box].  It 
  has taken several days for her to be recalled 
  home. 
   
  THAUMONT 18, AC 1015: The Tale-Teller. 
  Location: Ylaruam City, Ylaruam.  OW 
  Description: A nomad from the desert arrives 
  into the city of Ylaruam and begins preaching 
  about the glorious ways of the warrior.  By the 
  end of the day, Khalid “Tale-Teller” has roused 
  many a band of young warriors into dreams of 
  glory and battle.  Soon, they too begin spreading 
  the tale of how the Ylari will conquer all Infidels.  
  (Th. 1; Fy. 22, Fy. 28.) 
  What This Means: Khalid “Tale-Teller” is 
  inspiring the adventurous warriors of his people 
  to strike out at infidels and their enemies.  Such 
  tales will have the effect of dramatically 
  increasing the number of men who volunteer 
  into the Kin’s army.  This could bode ill for 
  neighboring nations, especially Thyatis. 
  THAUMONT 20, AC 1015: Hin Are 
  Concerned. 
  Location: Shireton, Five Shires.  OW 
  Description: Concerns are voiced that the 
  Clanmeet Hall will not be large enough to hold 
  all the participants and spectators.  (See Nu. 10; 
  Fl. 3, Ya. 12.) 
   
  THAUMONT 20, AC 1015: The Counter-
  Strike. 
  Location: Hockstein, Heldannic Territories.  
  OW 
  Description: With the early arrival of warm 
  weather this year, the Heldannic Knights march 
  out of their strongholds and head for Hockstein. 
  (See Th. 25, Fl. 3.) 
  What This Means: The Heldannic Knights 
  plan on entering the city and slaughtering 
  everyone within.  This is to be their lesson to any 
  others who would dare plot a revolt against the 
  knights. 
  Sir Geoffrey, the leader of the rebellion in 
  Hockstein, has been training the peasants all 
  
  211 
   
  winter and is waiting for the knights’ arrival.  He 
  has as many people as possible gathering food 
  from around the countryside before the knights 
  arrive. 
  What The PCs Can Do: PCs can get involved 
  in this civil war on either side.  They might try to 
  overthrow the Heldannic Knights, or they might 
  try to restore order and place the knights back in 
  charge.  It will probably all depend on their 
  previous relationships with the Heldannic 
  Knights. 
   
  THAUMONT 22, AC 1015: Nothing Found. 
  Location: Odom, Suma’a.  SC 
  Description: With no news from the field, the 
  interest in Odom has begun to dwindle again.  
  People have been leaving the area.  (See Va. 2; 
  Fl. 9.) 
   
  THAUMONT 23, AC 1015: Treacherous 
  Orcs. 
  Location: Krugel Horde Lands.  HW 
  Description: The party of Neathar, sent by 
  Zorok to deliver the ransom, are themselves 
  attacked by the orcs.  The survivors are then 
  taken hostage by the orcs.  The orcs inform 
  the Neathar that the ransom has doubled. 
  Later in the day, the Alphatian party arrives 
  and enters the camp.  They present the orcs 
  with the ransom and demand the hostages, 
  but are answered that the ransom has 
  doubled due to the addition of the new 
  hostages.  The Alphatians boldly respond the 
  requested amount is there: the ransom 
  brought by the Neathar, added to the ransom 
  they bring, meets the increased ransom. 
  The orcs do not take the matter lightly and 
  attack the Alphatians.  The Alphatians 
  respond with steel and spells, decimating the 
  attacking orcs.  The Alphatians suddenly halt 
  the attack and offer the orcs the opportunity 
  to accept the ransoms and avoid any added 
  bloodshed.  The orc leader agrees and turns 
  the hostages over, along with assurances of 
  safe passage out of Krugel Lands. 
  The freed Neathar are gracious to the 
  Alphatians and offer few intentional 
  problems to the Alphatians.  In fact, two of 
  the female Neathar act very affectionate 
  towards two of the male Alphatians.  The 
  two Neathar women introduce themselves as 
  Zerrella and Zorena.  (See Th. 3, Th. 17; Th. 
  27, Ya. 17.) 
  What This Means: The Alphatians had 
  witnessed the treachery against the Neathar 
  and had prepared themselves for a similar 
  attack.  This preparedness served them well 
  as it enabled them to cut down the initial 
  assault of orcs.  The Alphatians halted the 
  attack though as they knew that they would 
  be hard-pressed to meet the orcish forces of 
  the entire village.  Then there would be the 
  expected pursuers; with a number of 
  hostages in tow, such a chase would 
  definitely favor the orcs. 
  By instead offering the orcs the ransom, the 
  hostages and egress are secured.  Yet the 
  Alphatians have also made a strong 
  demonstration of what the Alphatians can 
  do, forcing the orcs to recognize the power 
  of the Alphatians.  The orcs will have to 
  think about these Alphatians and devise 
  means to fight them and their magic. 
  Any harsh feelings that the hostage Neathar 
  had 
  towards 
  Alphatians 
  are 
  greatly 
  diminished.  Two of the male Alphatians 
  even find themselves the objects of 
  affections from Zorena and Zerrella. 
  What The PCs Can Do: Alphatian PCs will 
  be attacked.  How they meet the attack and 
  the extent they carry it are up to them. 
  Note to DMs: With the hostages free, the 
  Alphatians have to transverse Neathar Lands 
  to get back to Haldemar.  The Neathar 
  borders should be heavily patrolled by 
  Neathar to prevent more orc raids, so that it 
  is doubtful the party will be able to get past 
  the patrols.  An explanation of the ransom 
  delivery should secure their passage through.  
  The presence of Zorok’s daughters should 
  really aid them.  Of course the patrols will 
  “suggest” that the hostages be released.  The 
  advantage is that the former hostages will 
  take those altered feelings toward Alphatians 
  back to their villages. 
   
  THAUMONT 25, AC 1015: First Trip 
  Through the Septahenge. 
  
  212 
   
  Location: Guardian Mesa, unknown location 
  on Mystara (in other words, up to the individual 
  DM - canon material suggests the Broken 
  Lands). 
  Description: After some months of research 
  and studies, the Shadowlord finally discovers the 
  secret of the Septahenge.  He understands that 
  to open the Gate to the Pits of Banishment 
  where the Carnifex and the Black Staff lie, he 
  must collect seven keys guarded by seven 
  different beings in the Outer Planes.  Followed 
  by his retainers, he enters one of the Seven 
  Realms to obtain the first key.  (See Fl. 4, Fl. 19.) 
  What This Means: The Shadowlord wants the 
  Black Staff because he thinks it will help him 
  achieve full lichdom and get rid of Idris’s yoke.  
  He’s keeping his plans and his mission secret 
  even to the High Priest of Idris and nothing will 
  stop him (he discovered the location of the 
  Guardian Mesa in Kaldmont AC 1014). 
  This storyline is based on the adventure module 
  “M3 - Twilight Calling.”  The Seven Realms (and 
  the Pits of Banishment) are actually Demi-Planes 
  floating within the Ethereal, each with their own 
  laws of physics, and not Outer Planes as the 
  Shadowlord believes.  Still, this won’t really 
  change anything he has to do.  [If playing a D&D 
  campaign, then the Seven Realms are indeed 
  Outer Planes.] 
   
  THAUMONT 25, AC 1015: Hockstein 
  Under Siege. 
  Location: Hockstein, Heldannic Territories.  
  OW 
  Description: An army of Heldannic Knights 
  besieges the city of Hockstein.  This time, the 
  knights intend to wait until the defenders run out 
  of food. Since spring has just arrived, it is 
  unlikely that the defenders have managed to 
  resupply themselves since the beginning of 
  winter.  (See Th. 20; Fl. 3, Fl. 20.) 
  What This Means: The Heldannic Knights are 
  right; the people of Hockstein only have enough 
  food for a couple more weeks.  Sir Geoffrey 
  prepares for the worst. 
   
  THAUMONT 
  26, 
  AC 
  1015: 
  Pirates 
  Defeated.  
  Location: Berat Island, Gulf of Hule.  SC 
  Description: Zuberi, his lieutenant Arkadi 
  Stepanenko (a Knight of Halav) and his ensign 
  Iago, track a pirate ship up to the pirates’ den in 
  a hidden bay of Berat Island.  During the night 
  they attack by surprise, defeat the pirates and 
  manage to recover part of the cinnabryl that was 
  stolen last year. (See Va. 13; Kl. 20) 
  What This Means: This is the second time this 
  year that Zuberi defeats the pirates.  His name is 
  growing increasingly popular in the area and 
  among pirates. 
  These pirates (a mix of Huleans, Texeirans and 
  people from the City-States) are just a small part 
  of the large group that ambushed Slagovich 
  freighters late last year.  They still have some of 
  the cinnabryl, because they planned to sell it in 
  small quantities profiting by the shortage of 
  supplies. 
  Unfortunately no pirate is captured alive (Iago 
  having killed the last one even as he dropped his 
  weapon), so nobody knows who organized the 
  theft.  
  What The PCs Can Do: PCs may both take 
  part to this fight or track down another group of 
  pirates hiding in the area (Isle of Kepir, Isle of 
  Vlr, Cape Kuceva and Colinas Grutescas are 
  all good areas to shelter a pirate fleet).  
   
  THAUMONT 26, AC 1015: Wanderers 
  Revised.   
  Location: City of the Stars, Shadow Elves’ 
  Territories.  OW 
  Description: In a solemn speech from the 
  Refuge of Stone the Radiant Shaman Porphyriel 
  reveals to the Shadow Elves that Rafiel 
  instructed the Shamans to change the outdated 
  Wanderers custom.  Shadow elves will still have 
  to leave their homes when they’re 800 years old, 
  but now they aren’t prevented from retracing 
  their steps or meeting any other shadow elf 
  anymore. (See Nu. 20, Va. 21; Fe. 18, Fy. 3.) 
  What This Means: This is the outcome of the 
  forum on a possible new interpretation of the 
  Verse of the Wanderer.  Obviously Porphyriel 
  made this change look as the will of Rafiel to 
  strengthen once more the faith of the shadow 
  elves in their patron. 
  
  213 
   
  This new interpretation fits perfectly into the 
  wording of the verse inscribed in the Refuge of 
  Stone and opens a lot of bright perspectives for 
  those lucky shadow elves that got past their 800th 
  birthday. 
  Wanderers could now play a very important role 
  in the shadow elf society, becoming itinerant 
  teachers, 
  diplomats 
  in 
  foreign 
  countries 
  (something the shadow elves badly need now 
  that they must live on the surface among other 
  races), hermits and other similar roles that don’t 
  require a long and continuous stay in shadow elf 
  cities among younger elves. 
   
  THAUMONT 26, AC 1015: Parrot Tribe 
  Attacked, 
  Location: Parrot Tribe village, Atruaghin 
  Territories.  OW 
  Description: Atruaghin forces coming from the 
  northern side of the plateau (via tunnels through 
  the interior), arrive and begin besieging the 
  village of the Parrot Tribe.  Most of the Parrot 
  Tribe army is with a massive Tiger Clan force 
  marching on the village of the Monkey Tribe.  
  (See Th. 1, Th. 17; Fl. 3, Fl. 12.) 
  What This Means: It looks like The Tiger clan 
  will soon find itself fighting a two front war. 
   
  THAUMONT 27, AC 1015: Hostages 
  Returned... Sort of. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: A party of riders enters 
  Haldemar.  The party members are of 
  Alphatian heritage, except for two female 
  Neathar.  They report to King Dogrel that 
  the ransom was delivered and the hostages 
  freed in Neathar lands.  Dogrel is livid that 
  they did not bring the hostages here to 
  Haldemar.  The party members relate to him 
  the details of the delivery, reporting that the 
  trek back and forth across Toralai lands was 
  contested and they had to release the 
  hostages to them to guarantee safe passage. 
  Dogrel inquires as to the two Neathar 
  females.  The Alphatians tell him that they 
  acted as guides during the venture and have 
  become trusted members of the party.  
  Dogrel makes no further comment on them, 
  but his eyes denote a sense of disbelief, and 
  he dismisses the party.  (See Th. 17, Th. 23; 
  Fl. 8, Ya. 4.) 
  What This Means: The party has returned 
  from delivering the ransom to the Krugel 
  Orcs.  The release of the hostages to their 
  tribes for safe passage is truthful.  However, 
  the two Neathar women are not simple 
  guides, they are two of Zorok’s daughters, 
  Zorena and Zorella, who now have their 
  hearts set on their two Alphatian heroes. 
   
  THAUMONT 
  27, 
  AC 
  1015: 
  Eusdria 
  Reclaimed. 
  Location: Northern Eusdria.  SC 
  Description: With the amber lotuses out of the 
  way, the Knights of Eusdria (along with the now 
  famous Company of the Bear) manage to 
  reclaim all lost territory from the goblinoids. 
  The goblinoids do not put up much resistance 
  when they notice that their amber lotuses have 
  died; most simply flee back into the Yazzak 
  Steppes at the first sight of the human forces.  
  (See Th. 3.) 
  What This Means: Everything that was 
  conquered or destroyed by the goblinoids last 
  year, including Ersel and Lorsa, are once more 
  part of the Kingdom of Eusdria.  Still, it will 
  probably 
  be 
  some 
  time 
  before 
  these 
  communities can fully recuperate from the 
  damages done to them. 
   
  Topic Of The Month: The Making 
  Of The Concordia 
  by Dorrik Stonecleaver 
   
  If they hadn’t made her by magic, I would 
  consider calling her an amazing piece of 
  engineering.  Why do humans need to use magic 
  everywhere?  Plus, she is intended to fly, so I ask 
  you dear reader: Why would anyone want to fly 
  when they can stay on solid ground, or better yet, 
  underground?  I believe these are fools who 
  cannot recognize the true value of earth and 
  rocks.  Anyway, I’m just rambling here, so let’s 
  go to the real topic at hand. 
  
  214 
   
  The Concordia is the first skyship ever 
  constructed in our benevolent kingdom of 
  Karameikos.  As such, she naturally is our 
  flagship.  She is a man-of-war of (nearly) classic 
  Alphatian design, though her hull conceals in 
  fact an exploration ship rather than an actual 
  warship.  Part of the space usually used to 
  accommodate marines has been instead made 
  into additional living quarters for civilians, and 
  her cargo capacity may be used to carry goods 
  and various stuff from all over the Hollow 
  World back to Karameikos.  The hull itself has 
  no special, magical defensive strength, and the 
  only siege weapons are two light ballistae. 
  [D&D Stats] 
  Length: 200’ 
  Beam: 70’ 
  Depth: 50’, 4 decks 
  Sails: 18,000 sq. ft., three-masted 
  Tonnage: 950 tons 
  Cargo Capacity: 185 tons 
  Lift Capacity: 1,240 tons 
  Lift Power: Float in Air & ailerons 
  Motive Power: Wind 
  Air Speed: 180’ (60’) 
  Maneuvering Factor: 1/2 
  Hull Points: 372 
  Armor Class: 6 
  Armaments: 2 Light Ballistae 
   
  According to Master Terari of the Karameikan 
  School of Magecraft, construction of the 
  Concordia required a lot of wizardry to fully 
  enchant her.  Terari himself, who had some 
  experience in skyship design, supervised the 
  construction.  Many an Alphatian refugee that 
  had settled in Karameikos after the war 
  participated in the doing.  Terari also used the 
  school’s resources, including making up a 
  contest allowing the students to be of some help, 
  with prizes to be won, like studies paid by the 
  crown or minor magical items crafted by Terari 
  himself.  Wizards from Aeria also came to 
  Karameikos and provided the needed experience 
  and components for enchanting a skyship.  If 
  you believe this confidence from Master Terari, 
  such a project had been in preparation for quite 
  some time: Alphatian air-wizard refugees and 
  Terari had exposed that idea to King 
  Karameikos a few years ago; actual plans began 
  when Thyatis used Aeria’s vast resources to help 
  the Empire acquire skyship technology.  By the 
  time the Polar Expedition returned with tales of 
  the Hollow World, our beloved King had long 
  signed treaties with the wizards of Aeria and the 
  NACE. 
  But you certainly want to know how exactly 
  those wizards enchanted such a ship.  Well, 
  although I do not know much in the ways of 
  magic, here are the magical terms for you 
  enchanter to be, straight from Terari’s mouth (I 
  couldn’t have invented them even if I wanted 
  to). 
  In order to enchant the needed 31 frame 
  sections, 34 were wasted due to failed castings. 
  Thus in all, 65 frames were made.  This is mostly 
  due to the fact that spellcasters of relatively low 
  levels made tries at it, as there weren’t enough 
  high-level wizards to do all the enchanting. 
  Each 
  section 
  received 
  the 
  Prepare 
  Enchantment spell, to improve the chances of 
  success, and an initial Woodform spell.  It was 
  then imbued with Float in Air to give the ship 
  her lifting power.  Two subsequent Woodform 
  spells were then cast, the first one to joint it to 
  neighboring sections, the last one to lock its 
  shape against possible tampering.  
  Then 3 further Float in Air spells were cast to 
  provide lift power for additional cargo; some 
  partially-failed frames were used anyway at this 
  stage to cut down costs, hence the reduced lift 
  capacity compared to the expected 140% of 
  tonnage.  So, each frame (if successfully 
  enchanted) was applied the following spells:  
  • Prepare Enchantment, level 5, always 
  cast (but not as permanent, so no cost 
  associated), 
  • Woodform, level 5, always cast,  
  • Float in Air, level 1, cast about 80% of 
  the times,  
  • Woodform, level 5, cast about 70% of 
  the times,  
  
  215 
   
  • Woodform, level 5, cast about 55% of 
  the times,  
  • Float in Air, level 1, cast about 45% of 
  the times,  
  • Float in Air, level 1, cast about 40% of 
  the times,  
  • Float in Air, level 1, cast about 35% of 
  the times. 
   
   The total for a successful frame section is 24 
  spell levels, but considering the probability of 
  failure, it was in fact 18.5 spell levels per frame.  
  So, we cast a total of 1,200 spell levels for our 
  65 frames. 
  The time needed to enchant each frame was 
  about one month.  10 wizards participated in the 
  endeavor, 5 Karameikans (4 of them were in fact 
  Alphatian refugees) and 5 air-wizards from 
  Aeria.  They all immediately set to work on their 
  respective frames.  Work needed to be 
  synchronized in order to put the frames 
  together, which was made harder when some of 
  them were wasted, so that some time was 
  naturally lost.  Actual work began after my 
  [Terari’s Ed.] diplomatic mission to the NACE 
  in Fyrmont of AC 1014, and was finished 7 
  months later when the Concordia made her 
  maiden flight on Thaumont 28, AC 1015, 
  though plan design and mundane work had 
  begun months earlier, back in AC 1013.  School 
  students worked on less important parts, like the 
  interior of the ship; their help was invaluable 
  nonetheless as they handled the smaller details 
  with the carpenters, weavers, leatherworkers, 
  smiths and other craftsmen that the ten of us had 
  no time to bother with. 
  If you are like me, you certainly wonder how 
  much gold this marvel cost to the King’s 
  treasure.  Well, it is not so easy to figure out, as 
  that kind of numbers are not thoroughly 
  advertised.  However, with the help of craftsmen 
  friends of mine, and official documents stating 
  the price of Glantrian magical services and 
  components within that dangerous country, and 
  some leaks at the Karameikan School of 
  Magecraft, I was able to at least evaluate it.  It 
  ain’t no fun to a dwarf to count something with 
  numbers written on paper rather than with 
  actual gold nuggets and gems, but I did it, so here 
  it is. 
   
  The Concordia’s crew is composed of: 
  Sailors: 250 (125 Karameikans, 125 Alphatians), 
  many of them are rookies hence this higher-
  than-usual number; some of their quarters may 
  eventually be reconverted to civilians’ quarters 
  later. 
  Marines: 1 Karameikan regiment: 120 regular 
  F1 marines (leather armor, longbows, normal 
  swords), 3 sergeants, 1 captain. 
  Civilians: 50; there are quarters for 100 more. 
  Includes a priest of the Church of Karameikos, 
  a priest of the Church of Traladara, an 
  ambassador from Karameikos and one from the 
  NACE, and a few sages. [Note from Belzamith: 
  the cook is one of my cousins.] 
  Captain: Lord Nikolai Delarius is both captain 
  of the Concordia and leader of the expedition.  
  He was leader of the famous Karameikan Polar 
  Expedition that brought proof of the existence 
  of the Hollow World.  His deeds earned this 
  young man of mixed Thyatian and Traladaran 
  heritage and modest descent a rapid ascension in 
  the military hierarchy, and popular recognition 
  as well as royal attention (he has been recently 
  granted nobility).  He volunteered to lead a 
  second expedition to the world below, and was 
  given the responsibility of the very first 
  Karameikan skyship and her crew.  He is an 
  adventurer at heart, who likes challenges. 
  Object 
  Cost 
  (Royal
  s) 
  Notes 
   
   
   
  Woodform 
  975,000 Includes material and spell 
  components 
  Float in Air 
  395,000 Includes spell components 
  Aerian wizards’ 
  wages 
  650,000 Half-price wages thanks to 
  exchange program with the 
  NACE 
  Karameikan 
  wizards’ wages 
  455,000 Includes Alphatian refugees 
  and school students.  Part is 
  paid with free years of 
  studies or access to the 
  school’s resources 
  Experts’ and 
  laborers’ wages 
  25,000 
  Includes mundane 
  accouterments 
  Total: 
  2,500,000 Royals (gp), all costs 
  included. 
  
  216 
   
  Counselor Exceptional: Lady Claransa the 
  Seer, author of her best-selling Travels to the 
  Center of the World.  She was longing for 
  adventure and decided to board the Concordia 
  as Counselor Exceptional on Hollow World 
  matters.  She has spent 6 years down there and 
  her knowledge may prove very useful to the 
  expedition.  The King has trusted her with the 
  study of the peoples of the Hollow World, their 
  cultures and customs, their history, the 
  geography of the land, the flora and fauna, as 
  well as accumulating additional data about the 
  way magic works there; in one word, she is 
  responsible for everything a sage of such talent 
  can do.  She has also been granted the honorific 
  title of Lady.  
  The Karameikan sailors are by tradition 
  superstitious about women aboard a ship, which 
  they believe is likely to provoke the wrath of the 
  Old Man of the Sea.  Their fear remained the 
  same with their new, airborne assignment, 
  especially among the Traladarans.  This is not 
  true of the Alphatians, though, who are used to 
  having female sailors and marines among them.  
  By Kagyar, what could they fear of the Old Man 
  of the Sea up there anyway, they should rather 
  fear Thor’s wrath, or more realistically those 
  damn dragons!  To avoid a refusal from the 
  superstitious Karameikan sailors to board the 
  Concordia, King Stefan decided to allow only 
  male sailors, including for the Alphatians.  
  However, there is still one woman aboard, 
  Counselor Claransa, and Traladaran soothsayers 
  have already foretold this will be enough to incur 
  Protius’s wrath... 
  One wonders if we should really trust the 
  Alphatians that worked on the Concordia. They 
  are strangers. King Stefan either trusted them, or 
  watched them carefully. Well, she flies. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  217 
   
  Flaurmont 
   
  FLAURMONT 1, AC 1015: Yohtians Unite. 
  Location: Yoht, Kogolor Lands.  HW 
  Description: An army marches out of the city 
  of Yoht onto the nearest village.  The Yohtians 
  are rather disorganized for a dwarven force, but 
  their crushing superiority in sheer numbers 
  allows them to wipe out the whole village which 
  is caught totally unprepared; only a few escape 
  to safety into the mountains.  The village is burnt 
  and the Yohtians march back home. 
  What This Means: The Burrower that rests 
  beneath the dwarven city of Yoht was 
  momentarily released from stasis during the 
  Week Without Magic in AC 1009.  Though the 
  beast was also left mostly powerless from the 
  absence of magic, it was left more aware than it 
  used to after the return of the weakened Spell of 
  Preservation.  Furthermore, the monthly 3-
  hours shadowfall brought by the passage of 
  Alphatia also decreases the effect of the Spell of 
  Preservation, and the Burrower is most active on 
  such days.  After years of influencing the 
  Yohtians, it went a step further this time by 
  commanding them to destroy a nearby village 
  that resisted its mind control. 
  What The PCs Can Do: Because there is no 
  central government in the Kogolor Lands, it is 
  unlikely that other communities investigate the 
  matter and realize the threat.  The PCs may run 
  into the few surviving villagers, though, and 
  search for the source of the Yohtians’ sudden 
  aggression.  Puzzling the truth out will prove 
  difficult, however, because the influence of the 
  Burrower changes with the period of the month. 
   
  FLAURMONT 3, AC 1015: Remodeling 
  Required. 
  Location: Shireton, Five Shires.  OW 
  Description: Remodeling begins on the 
  Clanmeet Hall with the purpose of enlarging its 
  capacity.  Prices of building materials skyrocket 
  throughout Seashire as new buildings are erected 
  and old ones refurbished in preparation for the 
  World Games.  (See Nu. 10, Th. 20; Ya. 12, Kl. 
  8.) 
  FLAURMONT 3, AC 1015: Heldannic 
  Warbird. 
  Location: Hockstein, Heldannic Territories.  
  OW 
  Description: A Heldannic Warbird appears in 
  the sky over the city of Hockstein.  Sir 
  Geoffrey believes the Heldannic Knights have 
  regained their magic, so is about to announce 
  the city’s surrender in the hopes of sparing the 
  most lives.  Before the gates open, however, the 
  Warbird begins bombarding the Heldannic 
  Knights.  The Knights break their siege to 
  avoid being decimated by the Warbird. The 
  Heldanners cheer as the skyship lands within 
  the city. (See Th. 20, Th. 25; Fl. 20, Kl. 5.) 
  What This Means: Reinhard Madelhari, the 
  traitorous [according to the Heldannic Knights.  
  Ed.] priest of Vanya who stole a Warbird and 
  slew several Heldannic Knights a couple of years 
  ago, has arrived and intends to help the people 
  of Heldann regain their freedom. 
  Sir Geoffrey is only too pleased to accept the 
  help of the former Heldannic Knight.  With his 
  knowledge on the Knights’ tactics, the defendant 
  should be able to hold their own.  Even more 
  importantly, with the help of a skyship, Sir 
  Geoffrey is able to bring in food to the starving 
  people of Hockstein. 
   
  FLAURMONT 3, AC 1015: Hool Abandons 
  Allies. 
  Location: Monkey Tribe village, Atruaghin 
  Territories.  OW 
  Description: After days of fighting with a 
  massive Tiger Clan army, Hool’s Great 
  Migration begins to pull out today, abandoning 
  their Atruaghin allies to the opposition.  Even 
  though the Tiger Clan army has split (sending a 
  portion to deal with Atruaghin attacks on the 
  village of the Parrot Tribe to the north), they are 
  still a larger force, and should be able to retake 
  their village.  (See Th. 17, Th. 26; Ya. 10, Ya. 19) 
  What This Means: Hool has become 
  convinced, after interrogating many Tiger Clan 
  priests, that the Blue Knife is not here.  
  Unfortunately, he has no idea where it is.  Rather 
  than continue with a pointless battle, though, he 
  will preserve his people and retreat until he can 
  figure out his next move. 
   
  FLAURMONT 4, AC 1015: Land Sighted! 
  
  218 
   
  Location: North of the Yasuko Tribal Lands, 
  Davania.  JC 
  Description: Land is sighted for the first time 
  since the Pearl Islands were bypassed.  Herr 
  Wulf’s party lands on the shores here for a few 
  hours’ rest, and to gather some supplies, and 
  then boards again - heading east along the coast.  
  (See Va. 11, Th. 14; Fl. 22, Ya. 10.) 
  What This Means: Herr Wulf’s party have 
  successfully sailed to Davania, and now must 
  only hug the coast towards the east in order to 
  reach Vanya’s Rest. 
  What The PCs Can Do: Players who are 
  present may help the crew gather fruits and nuts 
  to bolster existing supplies, or possibly do some 
  hunting.  There is always a chance that the 
  Yasuko tribesmen might be encountered, 
  though resourceful players should be able to 
  avoid a conflict, and they might even be able to 
  trade with them. 
   
  FLAURMONT 4, AC 1015: The Shadowlord 
  Has Returned. 
  Location: Guardian Mesa, unknown location 
  on Mystara. 
  Description: The Shadowlord returns to the 
  Prime Plane after his foray into one of the Seven 
  Realms: he has managed to acquire one of the 
  seven magical keys.  However, since two-thirds 
  of his entourage have been exterminated and he 
  himself needs to recover after a tough battle, he 
  returns to Drax Tallen with the rest of his 
  followers.  (See Th. 25; Fl. 19.) 
  What This Means: The Shadowlord realizes 
  that it will not be an easy task to retrieve all the 
  keys he needs to open the Carnifex’s Prison.  He 
  is not powerful enough to battle against all the 
  Guardians of the Realms, so he has decided to 
  return home and devise a better, safer plan that 
  will lead him to retrieve the Black Staff. 
   
   
  FLAURMONT 5, AC 1015: Raid near 
  Hobart. 
  Location: Fort Hobart, Darokin.  OW 
  Description: A goblinoid raiding party shows 
  up unexpectedly near Fort Hobart today.  They 
  provide little more than a distraction for the 
  troops there, who manage to quickly drive them 
  off.  Little do they suspect that this is but the first 
  of many such raids that will happen on and off 
  over the next few months.  They will never pose 
  any real threat, just harass the troops.  (See Va. 
  4; Am. 15.) 
  What This Means: This is the first step in 
  Alebane’s plans to invade Rockhome.  The 
  Darokin Tunnel is too close to Fort Hobart for 
  him to be able to march his army straight in - 
  they would be torn to pieces by the Darokinian 
  troops.  In conjunction with General Tlatepetl, 
  Alebane has arranged for goblinoid forces to 
  distract the troops while he sneaks small 
  portions of his army to the tunnel.  Tlatepetl was 
  more than eager to provide his assistance to 
  Alebane - since he plans on annexing the ogre’s 
  territory once he is off on his fool’s errand in 
  Rockhome. 
   
  FLAURMONT 7, AC 1015: Navies Clash. 
  Location: Just off the Ostland shores.  OW 
  Description: The first skirmishes between 
  Cnute clan navies and Ostman forces take place 
  miles outside of Kalslo island.  The Ostman navy 
  is more well-equipped than formerly believed, 
  and is bolstered by numerous mercenary ships.  
  Still greatly outnumbered, the Cnute forces seem 
  to have the upper hand.  Suddenly, a flock of 
  white dragons appears in the skies and wreaks 
  havoc among Cnute clan ships.  The Cnutes are 
  forced into retreat.  (See Nu. 1, Th. 15; Ya. 18, 
  Am. 6.) 
  What This Means: The Ostman clans have 
  revealed their trump card - the dragonship of 
  Oberack the Wizard-Pirate.  An Ostman clan 
  supporter, Oberack has been aiding his people 
  for years with funds he has stolen from raids on 
  the mainlands.  Even with his magic and 
  mercenaries hired with pirated money, it will still 
  be a tough battle against Cnute clan forces. 
   
  FLAURMONT 
  8, 
  AC 
  1015: 
  Zorok’s 
  Surprising Visitor. 
  Location: Toralai Territory, Neathar Lands.  
  HW 
  Description: The camp of Chief Zorok has an 
  unexpected visitor.  Mysteriously appearing in 
  the camp, the figure offers to aid Zorok and the 
  
  219 
   
  Neathar in their fight against the Alphatians. 
  Zorok halts his guards and tells the visitor to 
  speak.  The figure introduces himself as Zandor, 
  an Alphatian that is disenchanted with his 
  fellows.  Zandor offers his insight and magic to 
  Zorok. 
  Zorok asks Zandor what he wants in exchange.  
  Zandor replies that the reverses to the 
  Alphatians will suffice as payment.  He does add 
  that he would prefer to have access to any 
  captured spellbooks or enchanted items.  Zorok, 
  whose bias prevents from being interested in 
  Alphatian magic, agrees and calls for food and 
  drink. 
  Over the meal, Zandor and Zorok discuss their 
  options.  Zorok wants to stage an assault against 
  Haldemar itself.  Zandor disagrees, citing that 
  doing so could prove disastrous, and suggests an 
  assault on the town of Dogrel instead.  In his 
  opinion that attack would be easier and provide 
  valuable experience to the Neathar; later, when 
  the Neathar are more experienced, then a 
  concerted assault on Haldemar may be initiated. 
  Zorok tells him of earlier attempts on Dogrel 
  that had failed, but Zandor assures him that 
  between the two of them they should be able to 
  succeed.  Zorok is wary but eventually agrees.  
  (See Th. 23, Th. 27; Ya. 4, Kl. 2.) 
  What This Means: Zandor decides to approach 
  Zorok to initiate a raid against Dogrel.  This is 
  mainly to gain the spellbooks that he expects to 
  find in Dogrel.  He also sees such an attack as an 
  interesting way to afford some personal revenge 
  on King Dogrel.  Zandor feels that razing 
  Dogrel will certainly draw the attentions of the 
  Empire, who will investigate and uncover 
  Dogrel’s practices of unauthorized enslavement 
  and expansion. 
  Zorok has lost some of his prestige within the 
  Neathar.  With the failed attacks on Dogrel and 
  the abduction of his own daughter, he is anxious 
  to regain his stature.  He wants to launch an 
  assault on Haldemar to retrieve his two 
  daughters as well as hurt the Alphatians. 
  He is wary of Zandor but the promises of 
  success have made it difficult for him to dismiss 
  his aid.  Zandor’s arguments have merit so he 
  listens and the more he thinks about it, the more 
  he agrees with it.  Zorok also notes that an 
  assault on Dogrel would need far fewer warriors 
  than an assault on Haldemar, which is much 
  more favorable as Neathar warriors are needed 
  to dissuade further raids from the Krugel Orcs. 
  Zandor’s demeanor is that of a caring father 
  figure.  At times, he can be caught talking to the 
  Neathar as if they are children. 
  What The PCs Can Do: Alphatian PCs 
  pursuing Zandor may discover his presence 
  within Zorok’s camp.  However, taking him into 
  custody will prove difficult, as the PCs would 
  not only be facing him, but also the tentative 
  Neathar allies.  Neathar PCs loyal to Zorok will 
  find the following days hectic as preparations 
  are made to assault Dogrel. 
   
  FLAURMONT 9, AC 1015: Platinum Reef 
  Found. 
  Location: Mountainous region to the 
  northeast of Odom, Suma’a. SC 
  Description: Geologists still hard at work 
  finally found what they’ve been searching for.  A 
  large platinum reef [another term for ore 
  deposit for those who aren’t geologists.  Ed.] is 
  first discovered to the northeast of Odom this 
  morning.  The reef is given the name The Pride 
  of Gombar by one of the geologists working on 
  it.  News of the find travels fast. (See Nu. 23, 
  Th.  22; Fl. 11, Fl. 25, Fe. 17.) 
   
  FLAURMONT 9, AC 1015: Ethengarians 
  Attack! 
  Location: Bramyra and Tchernovodsk, 
  Glantri.  OW 
  Description: As the Golden Khan declared last 
  year, the Ethengarian Horde pours over the 
  Glantrian 
  border 
  today, 
  besieging 
  Fort 
  Tchernovodsk at the borders of Boldavia.  A 
  small fraction of the horde also proceeds to 
  invade the Principality of Bramyra.   
  Prince Urmahid Krinagar was expecting the 
  invasion, and his soldiers are prepared for the 
  attack.  Several units of Glantrian war-mages, 
  sent here by Jaggar at the end of last year, give 
  the Prince’s men excellent magical backup.  Still, 
  the number of Ethengarians is overwhelming, 
  and the defenders are barely able to hold on to 
  the city of Bramyra.  (See Va. 7; Fl. 13, Fl. 15). 
  
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  What This Means: The Glantrians caused 
  quite a commotion last year in the Ethengar 
  Steppes, hoping to start a war between the 
  Heldannic Knights and the Ethengarians.  
  Unfortunately, Moglai Khan discovered the 
  Glantrians’ secret involvement and stopped the 
  war before it could start.  With Glantri’s 
  treachery revealed, the Ethengarians have 
  declared a holy war against the devil-mages of 
  Glantri.  This is the day that the Golden Khan 
  has decided to strike. 
  Although Glantri has had about a year to 
  prepare for the attack, they are well aware that 
  Bramyra 
  will 
  fall. 
   
  Traditionally, 
  the 
  Ethengarians are only stopped once they reach 
  the mountains and their horse-warriors are no 
  longer effective.  Prince Urmahid Krinagar has 
  evacuated most of those unable to fight during 
  the past few months, as well as safely hiding 
  object he did not want the Ethengarians to get 
  their hands on. 
  Fort Tchernovodsk, near the border of 
  Boldavia, is a lot better defended, but it is will 
  probably be facing a much larger force of 
  Ethengarians.  Jaggar believes they will be able 
  to hold off the horde, but the other princes 
  aren’t as enthusiastic. 
   
  FLAURMONT 10, AC 1015: Issarthyl-
  Atacalpa Tunnel Completed. 
  Location: 
  Underground 
  tunnel 
  between 
  Issarthyl, Schattenalfheim and Atacalpa, Azcan 
  Lands.  HW 
  Description: Tunneler mages meet today at the 
  half-way point between Issarthyl and Atacalpa, 
  having tunneled almost non-stop for the past 
  two months from each end.  The tunnel is 
  joined up seamlessly, but the work is not quite 
  over for the exhausted mages.  They spend all 
  the time they have between now and the 
  departure of the armies smoothing the tunnel 
  and removing left-over obstructions in order to 
  make it as good as possible for marching troops.  
  (See Va. 13, Va. 17; Fl. 10., Fl. 14) 
  What This Means: Now that the tunnel is 
  complete, there is a direct link between the 
  Schattenalfen and the Outer World.  All that 
  remains to be done is to connect this tunnel to 
  the shadow elf lands, but this will be delayed for 
  as long as possible in order to keep the element 
  of surprise. 
   
  FLAURMONT 11, AC 1015: Population of 
  Odom Skyrockets. 
  Location: Odom, Suma’a.  SC 
  Description: By the ends of today the 
  population of Odom has increased by over a 
  tenfold.  Now that news of an actual discovery 
  has leaked everyone who wasn’t already engaged 
  in something, and some who were, are making 
  their way to Odom to cash in on the first 
  significant mineral find since the gold mines of 
  Malabar in AC 1000. (See Fl. 9.) 
   
  FLAURMONT 12, AC 1015: Freedom 
  Warriors Carry On. 
  Location: Mahasabad, Nagpuri, Sind.  OW 
  Description: For the past few months, the 
  assemblage of Freedom Warriors and Followers 
  of Gareth have been waging guerrilla warfare 
  against the Hulean forces remaining in the 
  mumlyket of Nagpuri.  They have steadily been 
  building their following as well, and today they 
  come forth in their first major public battle, 
  squaring off against the small army of Huleans 
  left in the city of Mahasabad.  The Huleans are 
  routed before reinforcements can arrive from 
  Gunjab, and Rajah Salmalin Kalkiin thanks the 
  freedom fighters, and offers his assistance in 
  their efforts. 
  There is much rejoicing as the Followers of 
  Gareth are praised; the Rishiyas are displeased 
  with this.  (See Fl. 19, Ya.  4.) 
  What This Means: For the past year, the joint 
  forces have been waging steady war against the 
  Master’s armies in the north, and now the 
  mumlyket of Nagpuri is liberated.  There has 
  been growing dissension amongst the Freedom 
  Warriors, who have become increasingly 
  associated with Gareth.  
  The Rishiyas and Himayas of Sind are not happy 
  with this, as they see Gareth’s teachings as a 
  threat to their religion and cultural system. 
   
   
   
  
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  FLAURMONT 12, AC 1015: Darokin To the 
  Rescue! 
  Location: Atruaghin Territories.  OW 
  Description: Tiger Clan forces have Atruaghin 
  forces on the run, following the retreat of 
  bolstering goblinoid forces.  Just when things 
  look their bleakest, however, Darokin forces - 
  both national forces as well as local Borderlands 
  regions (notably Tenobar) show up to turn the 
  tide.  Many men of Darokin seek revenge for 
  Tiger Clan raids during AC 1014. (See Th. 26, 
  Fl. 3; Ya. 10, Ya. 20.) 
   
  FLAURMONT 13, AC 1015: Bramyra and 
  Tchernovodsk Fall. 
  Location: Glantri.  OW 
  Description: The Ethengarians finally manage 
  to defeat the last defenders of Bramyra.  They 
  begin plundering as much as they can from both 
  the town and the rest of the principality.  The 
  vast herds of sheep and horses, the main source 
  of income of Bramyra, are all plundered and 
  brought back into the steppes of Ethengar as 
  spoils. 
  Messengers report that Fort Tchernovodsk also 
  fell to the mighty Ethengarians yesterday.  (See 
  Va. 7, Fl. 9; Fl. 15, Fl.  17.) 
  What This Means: Everyone expected 
  Bramyra to fall easily, and it did.  Still, Prince 
  Urmahid Krinagar did manage to slow them 
  down an entire four days, which has given the 
  fortress and keeps along the mountain passes 
  and the Ethengar-Glantri border plenty of time 
  to prepare all their defenses. 
  Prince Urmahid Krinagar is now back in Glantri 
  City with his wives, having teleported out when 
  the town finally fell.  The easy conquest of 
  Tchernovodsk is somewhat of a surprise.  Jaggar 
  orders the production of his skyships to double 
  its speed.  He needs the warships NOW! 
   
  FLAURMONT 14, AC 1015: Atzanteotl’s 
  Assassins Depart. 
  Location: Issarthyl, Schattenalfheim. HW 
  Description: The huge schattenalfen army, 
  called “Atzanteotl’s Assassins,” which includes 
  several squadrons of flapsails, departs today 
  from Issarthyl.  Taking the newly completed 
  tunnel to Atacalpa, they will soon begin heading 
  up through the Worldshield toward the Shadow 
  Elves’ Kingdom.  It will be a long journey.  
  Work is not over for the mages who created the 
  tunnel, as they accompany the army up through 
  the tunnel - the Schattenalfen need all the 
  magic-users they can get to balance the shadow 
  elves’ advantage in that area.  Additionally, the 
  tunnelers will be needed once more to connect 
  the annelid tunnel to the shadow elves’ tunnels.  
  (See Va. 17, Fl. 10; Ei. 24.) 
  What This Means: A few months ago 
  Schattenalfen spies reported to Queen Catriata 
  that they had found the long lost City of 
  Aengmor.  Soon after that Catriata and her 
  generals, with Atzanteotl’s encouragement, 
  decided to attack the shadow elves and reclaim 
  their rightfully owned city, so they started 
  preparing this impressive military force.  They 
  are now ready to attack the shadow elves, but 
  first they have to get there crossing through 
  over a thousand miles of rock. 
   
  FLAURMONT 15, AC 1015: The Horde 
  Splits Up. 
  Location: Bramyra, Glantri.  OW 
  Description: Moglai, the Golden Khan of 
  Ethengar, orders his vast horde to split in two.  
  About one third of the warriors are to try and 
  make it through the mountain passes of 
  Bramyra and go straight to Glantri City.  The 
  rest are to follow him around the mountains, 
  passing through Boldavia and several other 
  principalities.  (See Fl. 9, Fl. 13; Fl. 17, Fl. 20.) 
  What This Means: Moglai has given his men a 
  couple of days to plunder Bramyra and enjoy 
  their easy victory.  Now it’s time for the real 
  battles.  His goal is to destroy Glantri City, so 
  he’s sending several of his warriors straight 
  through the mountains to get at it.  But Moglai 
  knows that they don’t really have a chance, as 
  Ethengarians are the people of the plains, not 
  mountains. 
  He therefore intends to lead the bulk of his 
  forces all the way around, even if it means he 
  has to pass through the majority of the 
  Glantrian nation to do so.  This route will be a 
  
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  lot more time consuming and bloody, but 
  probably has a better chance of success. 
  What The PCs Can Do: Regardless of which 
  side the PCs are on, they have plenty of war-
  time adventure opportunities, such as scouting, 
  spying, sabotage, assassinations, and so on that 
  they can get involved in.  If they’re high ranking 
  members of their society, they can even be the 
  ones in charge, making the war plans and 
  advising their leaders on the best course of 
  action. 
   
  FLAURMONT 17, AC 1015: Blocked at the 
  Pass. 
  Location: Skullhorn Pass Camp, Glantri.  OW 
  Description: The Ethengarian forces trying to 
  break through the mountain passes arrive at 
  Skullhorn Pass Camp.  The Glantrians, under 
  the able command of Sir Duncan McGregor, 
  put up an effective defense, preventing the 
  horde from advancing on to the capital.  (See Fl. 
  13, Fl. 15; Fl. 20, Fl. 23.) 
   
  FLAURMONT 19, AC 1015: Huleans 
  Attacked. 
  Location: Village of Sindri, Jhengal, Sind.  
  OW 
  Description: A small force of Huleans 
  encamped near the city is joined in battle and 
  defeated 
  by 
  members 
  of 
  the 
  Sindhi 
  underground today, helped by rebels from the 
  rajahstan of Jaibul.  (See Fl. 12; Ya. 4, Kl. 5.) 
  What This Means: This is the first of many 
  such attacks that will come in the future, 
  directed at the Hulean forces remaining in Sind.  
  It was prompted in large part by the success of 
  the Freedom Warriors and Followers of Gareth 
  in Nagpuri. 
   
  FLAURMONT 19, AC 1015: Taken 
  Prisoner. 
  Location: Drax Tallen, Denagoth.  NW 
  Description: The elven explorers have finally 
  located Drax Tallen.  Some Grunalfs are able to 
  infiltrate behind the enemy lines and get a 
  glimpse at the dreaded citadel, a fortified keep 
  that has been rebuilt on the site of an old city in 
  the middle of the forest.  The infiltrates, through 
  the use of magic, camouflage tactics and wits, 
  are able to get rough information about the 
  enemy’s strength and plans, and they also 
  discover that a hundred of elves are held 
  prisoners in the dungeons below the keep.  
  After a desperate stealth mission to rescue them, 
  they are caught and imprisoned as well.  Only a 
  handful manage to escape and flee southward to 
  report the situation to their leaders in Wendar.  
  Goblinoid forces pursue them all they way back 
  to the border.  (See Va. 13, Th. 13, Fl. 4; Ya. 22, 
  Ya. 27.) 
  What This Means: The explorers’ mission has 
  come to its end.  They have discovered that the 
  Shadowlord exists, that he is in control of 
  Geffron and Lothenar (and possibly of the rest 
  of the Denagothian Plateau) and that he is 
  responsible for the extermination of the elves 
  that once lived there.  Unfortunately, while 
  trying to rescue the last survivors, they have 
  fallen into a trap and have been captured.  The 
  Shadowlord has purposefully let some of them 
  escape to warn their leaders, because he wants 
  to attract the Alfheimers and the Genalleth elves 
  into his own territory.  This is just the spark that 
  will ignite the powder keg of his grand plan. 
  What The PCs Can Do: If they are members 
  of the expedition, they can participate in the 
  exploration of Drax Tallen under stealth and in 
  the rescue mission.  No matter how well they 
  will fight, this is a no-win situation: the elves will 
  be caught but they can be those lucky fellows 
  that are allowed to escape. 
   
  FLAURMONT 19, AC 1015: Citizens 
  Devoured. 
  Location: Ionace, NACE.  AS 
  Description: A monster raid at the fringes of 
  Ionace causes the death of two Alphatians. 
  Commander Broderick recalls some of his 
  troops from Aquas and Bellissaria to Ionace, 
  and makes a call to adventurers and mercenaries 
  to help in clearing Ionace from its most 
  dangerous denizens.  There is a bounty on each 
  monster eliminated, with amounts varying 
  according to the exact monster. 
  What This Means: The Council knew the 
  region was infested with monsters when they 
  
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  decided to choose Ionace as the new capital for 
  the Confederacy, but the city of Sanctuary only 
  suffered from occasional raids at the time.  The 
  monsters have become more aggressive lately, 
  devouring 
  citizens 
  and 
  even 
  sometimes 
  organizing daring raids on armed patrols, thus 
  prompting a firm reaction from Broderick.  
  Baron Norlan is behind the increased attacks, as 
  his agents have been encouraging the numerous 
  monsters that inhabit the isle to raid the 
  humans.  They either told them the humans 
  were bound to eradicating them, or simply 
  promised them gold and food to be gained 
  easily.  
  What The PCs Can Do: Become a bounty 
  hunter! 
   
  FLAURMONT 20, AC 1015: The Spark of 
  Rebellion. 
  Location: Heldannic Territories.  OW and 
  NW 
  Description: Inspired by the successful revolt 
  still going on in Hockstein, several other 
  communities declare their independence from 
  the Heldannic Knights.  (See Th. 25, Fl. 3; Kl.  
  5, Kl. 10.) 
  What This Means: The Heldannic Knights 
  have lost a lot of their prestige and admiration 
  over the years.  Now that they’ve lost their 
  spells, apparently permanently, others are no 
  longer afraid to renounce their leadership. 
  The towns within the Heldann Freeholds are 
  too close to the Heldannic capital to try such a 
  coup, but the territories farther from Freiburg 
  aren’t so restricted.  Many of the nobles of 
  Norwold who surrendered to the invading 
  Heldannic Knights now once more reclaim their 
  independence.  The minor baronies and 
  counties throughout the mountains and forests 
  easily succeed. 
  The 
  larger 
  communities 
  of 
  Landfall, 
  Oceansend, and Forton, which also have full 
  contingents of Knights within their walls, have 
  yet to try separating. 
   
  FLAURMONT 20, AC 1015: Boldavia 
  Besieged. 
  Location: Boldavia, Glantri.  OW 
  Description: Moglai Khan leads his forces into 
  the principality of Boldavia.  Along the border, 
  the horsemen encounter several units of 
  Glantrian and Boldavian forces.  After several 
  long battles, the Ethengarians get the upper 
  hand, and the Glantrians are forced back into 
  the principality.  (See Fl.  15, Fl. 17; Fl. 23, Ya. 
  4.) 
   
  FLAURMONT 20, AC 1015: Deimos 
  Unleashes His Army. 
  Location: Corunglain, Darokin.  OW 
  Description: Several bands of a dozen 
  goblinoids pop up throughout the city of 
  Corunglain, raiding and pillaging everything 
  they can get their hands on.  By the time the city 
  defenders get organized and begin closing in on 
  the intruders, the goblinoids quickly duck back 
  into the sewer system from which they came.  
  (See Ya. 1, Ya. 10.) 
  What This Means: Having now amassed a 
  large enough horde of goblinoids under his 
  command, Deimos has given the order for them 
  to invade Darokin.  With Darokin’s forces 
  occupied both in Atruaghin and in Selenica 
  (both because of the raids at Fort Hobart and 
  the fear of invasion from the now hostile 
  Ylaruam), the timing could not be better. 
  His shadow elf generals led the horde through 
  underground caverns all the way to the city of 
  Corunglain.  There, they cast their tunnel 
  shaping magic to open a path into the sewers of 
  the human city.  
  The goblinoids have now turned the human 
  sewers into their stronghold and will perform 
  surprise hit-and-run tactics for the next several 
  weeks.  Unfortunately for the Darokinian 
  Legions, they will be unable to fight the 
  goblinoids head-on in the sewers.  Their only 
  solution so far is to increase patrols in the city 
  streets and hope to catch each goblin incursion. 
  Deimos is a lich who is working for/with Synn.  
  His tower within the Broken Lands, called Sable 
  Tower, has been the gathering point of all 
  goblinoids that have survived the arrival of the 
  shadow elves (and Aengmor) into his own 
  horde of minions.  The goblinoids were happy 
  to find a leader to protect them from the elves.  
  Now that his army is large enough, Deimos is 
  
  224 
   
  only following Synn’s wishes to cause chaos in 
  Darokin by sending them into Corunglain.  His 
  generals are rogue/traitor shadow elves that are 
  allied with Synn instead of their own people. 
  [This is the background for the arcade 
  adventure “D&D: Tower of Doom.”] 
  What The PCs Can Do: The best they can do 
  is help patrol the streets and reduce the damage 
  that goblinoid raiding parties might cause.  
  Particularly foolhardy PCs might want to go 
  straight down into the sewers and take care of 
  the problem themselves.  This will likely result 
  in their deaths as they will be vastly 
  outnumbered, and the shadow elves can easily 
  bring the walls down around them with their 
  magic. 
   
  FLAURMONT 21, AC 1015: La Baronia de 
  Entroza. 
  Location: North of Saragón, along Rio 
  Maldito.  SC 
  Description: Senor Filipe Entroza, with a band 
  of mercenaries, declares himself el barón of the 
  land north of Saragón along the Rio Maldito 
  which he calls la Baronia de Entroza.  He 
  renames a small village at the fork in the river to 
  Ciudad Nacional (the National City). 
  What This Means: The other bar¢ns do not 
  recognize Entroza’s title, but most watch 
  anyway to see if this new “barón” can actually 
  turn the small grassland villages into a Barony.  
  Saragón and Gargoña encourage the bold 
  adventurer, while Narvaez declares various 
  blasphemies and breaking of laws.  The other 
  baronies are mostly neutral. 
  Whether Filipe Entroza manages to succeed or 
  not is up to the DM, but it is highly unlikely that 
  the other baronies will recognize the claim to 
  the land until he can hold it for at least 5 years. 
  What The PCs Can Do: Any PC who helps 
  him out could earn a position of nobility within 
  the new barony, assuming it survives. 
   
  FLAURMONT 22, AC 1015: Aryptian 
  Savannah Nears. 
  Location: North of the Northern Aryptian 
  Savannah, Davania. JC 
  Description: The winds and currents have 
  been favorable for the ship, and Herr Wulf is 
  making good time.  One of the crew notices a 
  telltale thinning of the trees along the Jungle 
  Coast, and before long this gives way to 
  scattered hills and grasslands - the beginning of 
  the Northern Aryptian Savannah.  Supplies are 
  also beginning to run low.  (See Th. 14, Fl. 4; Ya. 
  10, Ya. 11.) 
  What This Means: Herr Wulf’s party has 
  passed the Jungle Coast, and is now north of the 
  plains on far eastern Davania, near the Isle of 
  Cestia.  Vanya’s Rest is not far now. 
   
  FLAURMONT 23, AC 1015: The Not-Quite 
  Alive Army. 
  Location: Boldavia, Glantri.  OW 
  Description: 
  The 
  Ethengarian 
  horde 
  encounters an army moving slowly toward 
  them.  There appears to be no leader or tactics 
  involved, just soldiers moving without pause or 
  fear toward the horse warriors.  Soon enough, 
  the scouts report what Moglai feared: it’s an 
  army of zombies and skeletons.  Still, Moglai 
  refuses to turn around.  The Ethengarians 
  charge the undead.  (See Fl. 17, Fl. 20; Ya. 4, Ya. 
  18.) 
  What This Means: Moglai knew, thanks to 
  spies and scouts over the past several years, that 
  Boldavia would have forces of undead ready for 
  its defense.  He fears them simply because his 
  forces have no special defense against them.  
  Mages and warriors, they can handle, but tireless 
  and fearless undead are another thing.  True, his 
  people are very religious, but unfortunately, 
  clerics are far and few in between; most of the 
  clans have shamans instead, and the shamans 
  have no power over the un-living.  To the Great 
  Khan, this is the real battle that will determine 
  the fate of Glantri. 
  What The PCs Can Do: This is where the large 
  part of the battle for Glantri will take place, and 
  anyone desiring to make themselves war heroes 
  should probably take part in it. 
   
  FLAURMONT 25, AC 1015: First Load of 
  Platinum Sold. 
  Location: Mining Exchange, Emdur, Gombar.  
  SC 
  
  225 
   
  Description: Today at the Mining Exchange in 
  Emdur the major component of the first ton of 
  mined material is sold, 45 grams of platinum.  
  This unexpectedly high amount raises a lot of 
  interest in people who have thus far remained 
  skeptical. (See Fl. 9; Fe.  17.) 
   
  FLAURMONT 28, AC 1015: Super-Hard-
  Ball Final. 
  Location: Ionace, NACE.  AS 
  Description: The Hard-Ball stadium in Ionace 
  is crowded today despite the increase in monster 
  raids on the island lately.  The final is held 
  between the Aquas Seahawks, last year’s 
  winners, and the Esterhold Jens, a team made 
  up entirely of freed Jennite slaves from Verdan.  
  Each time they score a goal, the Jens make some 
  steps of their tribal dance, which greatly irritates 
  their opponents, who in turn improvise some 
  steps when they score.  
  After a hard, disputed match, the Seahawks 
  prevail again. (See Va. 1.) 
  What This Means: The Jennites from Verdan 
  are more xenophobic than ever, and their Hard-
  Ball team is no exception.  They show their 
  distinct cultural heritage by performing tribal 
  dances. 
  Topic Of The Month: The Invasion 
  Of Glantri 
   
  This letter was written by Aladshair McCallum, who, 
  although never visiting the front himself, has interviewed 
  many of the wounded returned to Glantri City for details 
  as to what is happening in the war zones. 
  It is a day that most people of Glantri have 
  always feared.  The day when the barbaric 
  warriors of the steppes mount their horses and 
  ride into our wonderful nation intent on slaying 
  every last women and child.  Everyone in 
  Glantri has grown up with these stories, and all 
  know the grizzly deaths suffered by the peasants 
  during previous invasions of the Ethengarians 
  throughout our history.  Of course, if one takes 
  a close look at our history, the Ethengarians 
  never made it pass the Colossus Mounts, and 
  only soldiers defending our land were killed.  
  One wonders where these stories truly come 
  from. 
  This time, things are different.  First of all, 
  there are many settlements on the other side of 
  the Colossus Mounts - settlements that have 
  been plundered by these horse warriors.  
  Bramyra, one of our newest principalities has 
  been all but destroyed, and Boldavia is now 
  facing the full brunt of the invasion.  Will the 
  rest of Glantri suffer a similar fate?  According 
  to Prince Jaggar, not a chance.  There are only 
  two ways for the Ethengarians to reach Glantri 
  City.  The first is through Skullhorn Pass, where 
  they don’t stand a chance, and the second is by 
  going 
  through 
  Boldavia, 
  Klantyre, 
  and 
  Krondahar, which will severely deplete their 
  forces. 
  Skullhorn Pass is indeed very well defended.  
  First, the horse warriors must get by Skullhorn 
  Keep.  This, unfortunately, they have managed 
  to do when they conquered Bramyra.  The real 
  challenge comes when they arrive at Skullhorn 
  Pass Camp. 
  Skullhorn Pass Camp is located midway 
  through the mountain pass, near the base of 
  Mount Skullhorn, an active volcano that almost 
  continuously releases a plume of hot ash into 
  the air.  The camp itself is about 100 feet above 
  the pass, allowing them to rain down arrows and 
  ballistae bolts with ease on the encroaching 
  horse warriors.  The greatest defense of the 
  camp, however, comes from Mount Skullhorn 
  itself.   
  A secondary caldera of the volcano is located 
  just near the camp.  This “volcano crater” is 
  filled with water from the runoffs of the mount, 
  forming a lake.  A very small plume of ash is 
  released by a small vent in the center of this lake 
  which looks like a mini-volcano island right in 
  the middle.  Unlike the major caldera, there isn’t 
  enough pressure or force at this vent to send the 
  ash up into the sky.  The extremely hot ash 
  therefore falls back down and lands into the 
  lake.  The constant mix of this ash into the water 
  gives the lake the consistency of boiling mud.  
  Wizards regularly empty this mud to prevent it 
  from filling up the crater and destroying the 
  lake. 
  Now, the advantage from this is that engineers 
  have created a dam on the side of the lake that 
  overlooks the mountain pass.  I heard that when 
  the Ethengarians charged the pass down below, 
  
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  Sir Duncan McGregor, the military commander 
  of Skullhorn Pass Camp, gave the order to open 
  the dam.  The boiling mud came crashing down 
  the slopes and burned the horse warriors to 
  death.  Their screams were apparently horrible 
  until the mud buried them and silenced them 
  forever.  The Ethengarians lost over half their 
  men in that one stroke. 
  In Boldavia, I have not heard as much 
  information as the soldiers stay away from the 
  battle.  It appears that hordes of skeletons and 
  zombies are roaming the land, slaying every 
  Ethengarian they encounter.  Glantrian soldiers 
  stay as far back as possible from this carnage for 
  fear that the undead might turn on them. 
  I find this turn of event particularly interesting.  
  The Traladarans have always claimed that 
  Boldavia was a haven for undead, yet Prince 
  Morphail Gorevitch-Woszlany always denied 
  the accusations and dared adventurers to find 
  these rumored undead.  I wonder what he’ll 
  have to say now that the only reason his 
  principality hasn’t been destroyed is because of 
  the horde upon horde of undead holding back 
  the enemy? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Yarthmont 
   
  YARTHMONT 1, AC 1015: Goblinoids 
  Invade Darokin. 
  Location: Corunglain, Darokin.  OW 
  Description: A significantly-sized horde of 
  goblinoids jump out of the sewers of 
  Corunglain and make a break for the city walls.  
  Taken by surprise, the defenders are unable to 
  destroy the goblins, and most of them make it 
  outside the city. 
  Soon enough, the soldiers of Corunglain watch 
  as the goblinoids regroup in the fields just out 
  of arrow reach.  Once completed, the horde 
  begins its southward march toward Darokin 
  City.  (See Fl. 20; Ya. 10, Ya. 12.) 
  What This Means: The goblins have a clear 
  shot for Darokin City.  With the Great Wall 
  completed, the leaders of Darokin were 
  positive that no goblinoid horde would ever be 
  able to march into the Streel Plains, so most 
  military units of the area have been reassigned 
  to more troubled spots (such as the borders 
  with Sind, Atruaghin, the Orclands, and 
  Ylaruam).  Now, much to their surprise, such a 
  horde is marching to their capital. 
  The Darokinians are also surprised from the 
  seemingly advanced tactics these goblinoids are 
  using.  They have yet to discover that the 
  leaders of the horde are shadow elves and not 
  just mere orcs or goblins. 
  This event will put serious doubts as to 
  whether Darokin should continue to expand 
  the Great Wall to Fort Nell, as they begin to 
  wonder if the wall is worth the money placed 
  into it. 
  What The PCs Can Do: They have several 
  options here.  First, they can rush ahead of the 
  horde and try to save as many people as 
  possible.  There are numerous villages and 
  towns along the Streel River, and hundreds of 
  homesteads belonging to the farmers of 
  Darokin.  They will all be easy targets for the 
  goblinoids unless the PCs intervene. 
  They can also try and race to Darokin or 
  nearby military forts and try to warn them of 
  the coming dangers. 
  Finally - something the rulers of Corunglain 
  probably haven’t thought of - they can take 
  care of Corunglain’s goblinoid problem.  With 
  the majority of the horde on their way to 
  Darokin City, the stragglers that have remained 
  behind in the sewers should be something a 
  band of well-equipped PCs can handle. 
   
  YARTHMONT 1, AC 1015: Shifting Trade 
  Winds. 
  Location: Northern Sea of Dread, Southern 
  Coasts of Brun.  OW 
  Description: Throughout the ports of the 
  Known World, Minrothaddan merchants are 
  finding it unusually difficult to conduct trade, 
  even with traditional customers.  The volume 
  of trade is down, with the sole exception of 
  their transactions in Thyatian ports.  It 
  promises to be a bad year financially for many 
  guilds.  Meanwhile, trade for many Darokinian 
  Houses, especially Linton and al-Azrad, are 
  flourishing.  Trade volume for Darokinian 
  merchants is nearing record heights as they 
  recover further from war and flood.  (See Kl. 
  21, Fe. 3.) 
  What This Means: This is a natural shift in 
  economic fortunes.  The Darokinians are 
  benefiting from the trade concessions 
  Karameikos and other Western Defense 
  League nations granted them, as well as simply 
  from the closer ties that league members have.  
  They find themselves to be natural trading 
  partners.  This means they gain, and often at 
  Minrothad's expense.  The Minrothaddan 
  merchants are also suffering due to the change 
  in Ylaruam's government.  Foreign merchants 
  are finding it more and more difficult to 
  operate in Ylaruam.  The Darokinians, because 
  of al-Azrad House's Ylari ties, suffer less from 
  this.  This expansion of operations at the 
  expense of the Minrothaddan merchants is not 
  a hostile, or even conscious, policy on the part 
  of the Darokinians, but Minrothad will feel 
  they are threatened by it. 
   
  YARTHMONT 1, AC 1015: A Historic 
  Discovery. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  
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  Description: After weeks of research and 
  questioning, Alphatian officials uncover the 
  truth about the Kubitts.  The Imperial 
  Archives bear documentation of a 
  disappearance of the mage Korubazunth.  
  Further research divulges documents 
  describing his research projects, the details of 
  which point to the Kubitts.  Presented with 
  this information, Empress Eriadna orders that 
  the interred Kubitts be treated well.  (See Va. 
  15, Va. 20; Ya. 15, Fe. 22.) 
  What This Means: Since being brought to 
  Andaire, the three Kubitts have been 
  interrogated with spells to learn of their nature, 
  as well as any possible connection to Zandor.  
  Through this, enough information has been 
  gathered to offer the investigators clues that 
  linked them to the Alphatian mage 
  Korubazunth. 
  Scouring the archives, the investigators 
  uncovered the AY 1220 investigation of the 
  mage’s absence.  Being Alphatia, it is not 
  uncommon for mages to wander off into 
  seclusion. However, his enemies missed 
  Korubazunth and sent adventurers to 
  investigate his stronghold.  This led to an 
  Imperial investigation and documentation of 
  his disappearance and what he was working on.  
  The truth about the Kubitts answers the 
  question of what exactly happened to him. 
  Eriadna and the investigators are highly 
  interested in the Kubitts.  The numbers of 
  created races that have become self-sufficient 
  are limited.  Those that have succeeded are 
  special and should be appreciated.  Plus, 
  Eriadna is horrified that the Kubitts have 
  based their whole opinion about Alphatians 
  upon one mage and an event that occurred 
  over one thousand years ago. 
   
  YARTHMONT 4, AC 1015: Fighting in 
  Gunjab. 
  Location: Mumlyket of Gunjab, Sind.  OW  
  Description: The first of a series of attacks 
  against Hulean encampments in the mumlyket 
  of Gunjab begins today.  The Freedom 
  Warriors and Followers of Gareth, increasingly 
  emboldened by their success in Nagpuri and 
  with a steady base of operations, have begun 
  the process of taking back Sind, mumlyket by 
  mumlyket.  The Huleans try to reorganize 
  themselves, but it will take some doing; they 
  have grown sloppy since their conquest in AC 
  1005.  (See Fl. 12, Fl. 19; Kl. 5, Kl. 9.) 
  What The PCs Can Do: Plenty of 
  opportunity for the PCs to get involved in 
  warfare with the oppressive Hulean forces, and 
  attempt to restore Sind to independence. 
   
  YARTHMONT 4, AC 1015: Boldavia 
  Reinforced. 
  Location: Boldavia, Glantri.  OW 
  Description: The war against Glantri has been 
  going bad for the Ethengarians for a while 
  now.  The undead legions seem endless and 
  tireless.  Worse, their own fallen men appear to 
  be joining their ranks to fight against their 
  former friends and family.  Even more 
  surprising is the fact that despite a lack of 
  leaders present with the undead, they seem to 
  act as concentrated units following complex 
  commands. 
  Now, the battle turns for the worse as several 
  forces from the rest of the Glantrian 
  principalities arrive to bolster the units from 
  Boldavia.  (See Fl. 20, Fl. 23; Ya. 18, Ya. 20.) 
  What This Means: The undead are indeed 
  being controlled by someone; Prince Morphail 
  Gorevitch-Woszlany himself.  It has been 
  rumored that the prince long ago discovered 
  some means of communicating with all of his 
  minions - it turns out these rumors are true. 
  Still, even the Glantrians are not too sure about 
  these undead.  No one seems to know who is 
  commanding them, and the Boldavian officers 
  feign ignorance.  They assume it’s some over-
  enthusiastic necromancer from the Great 
  School of Magic.  Most units stay back and 
  simply watch the Ethengarians get massacred, 
  preferring not to get involved.  
   
  YARTHMONT 4, AC 1015: Dogrel Razed. 
  Location: Dogrel, Alphatian Neatharum.  HW 
  Description: Once again, the town of Dogrel 
  comes under heavy attack.  The attacking 
  Neathar are aided by a mage who uses his 
  spells to aid the Neathar in breaching the 
  defensive palisade.  With uncanny expertise, 
  
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  the Neathar systematically wear down the 
  defenders.  Eventually the surviving defenders 
  are forced to flee; the few that make it out 
  witness the town being looted and 
  systematically burned. 
  What This Means: Zorok has once again 
  launched an assault.  Despite using fewer 
  troops than he had used previously, the attack 
  is successful.  This success was mainly due to 
  the advice of Zorok’s newest advisor, Zandor.  
  From a distance, Zandor has noted the 
  routines of defenders as well as the town’s 
  defenses.  With these in mind, he suggests a 
  plan of attack. 
  Though he isn’t a military expert, Zandor’s 
  plan is good enough to breach the defenses 
  quickly before the defenders could assemble.  
  The key to the attack is to strike while most of 
  the defenders are eating.  Where it is needed, 
  Zandor assists the Neathar with the limited 
  inventory of spells at his disposal, his most 
  vital magical assistance coming from casting a 
  Death Spell upon a grouping a defending 
  mages. 
  As the battle ends, the Neathar loot the town 
  and free the Neathar slaves from the mines.  
  Zandor secures several spellbooks from the 
  town’s resident mages.  These spellbooks 
  contain mostly low level spells, none above 5th 
  level. 
  Zandor’s key spell, the Death Spell, is gone.  
  He had memorized it while staying with 
  Dogrel; however, he had to depart before 
  recording it into his spellbook.  He is steadily 
  rebuilding his own spellbook, and has also 
  accumulated a sizable number of spell scrolls 
  by tearing pages from spellbooks.  Despite his 
  available spells, Zandor is still insane and the 
  quality of his spell usage depends upon his 
  mental clarity.  (See Th. 27, Fl. 8; Kl. 2, Kl. 11.) 
  What The PCs Can Do: The razing of Dogrel 
  should be obvious and will draw Imperial 
  attention.  Zandor’s involvement will soon 
  become apparent; Alphatian PCs can use the 
  event as a clue to his whereabouts.  Other 
  Alphatian PCs can investigate the town and 
  uncover the secret enslavement policies of 
  Dogrel.  PCs working for Dogrel within the 
  town can act as defenders.  Neathar PCs can 
  partake in the attack and will have the 
  opportunity to pursue defenders that escaped. 
   
  YARTHMONT 5, AC 1015: Jennites Go 
  Underground. 
  Location: Faraway, Verdan, Esterhold 
  Peninsula.  AS 
  Description: Governor Talin of Verdan 
  publicly accuses his brother Kalin, the 
  Governor of Blackrock, to be in the 
  Alphatians’ sold.  He prompts the true Jennites 
  to take up arms against the evil Alphatians and 
  the traitors.  Talin ransacks the palace (he 
  intends to use the money to buy weapons from 
  unscrupulous smugglers) and leads a group of 
  Jennites to the forests of Verdan, from where 
  he plans to launch raids on Alphatians, using 
  hit and run tactics and possibly rallying more 
  Jennites.  (See Nu. 14; Ya. 9, Fe. 26.) 
   
  YARTHMONT 6, AC 1015: Dreaden Lost 
  At Sea. 
  Location: Thyatis City, Thyatis.  OW 
  Description: The cargo ship Dreaden is 
  reported lost at sea.  This is the seventh 
  Thyatian ship to disappear since the start of 
  shipping season back in Vatermont (the 25th).  
  Sailors begin to fear that the Behemoth, 
  reportedly slain by adventurers, has returned.  
  (See Kl. 14, Fe. 15.) 
  What This Means: Although the Behemoth is 
  indeed still alive (regardless of what bragging 
  adventurers claim), it is not responsible for the 
  recent ship disappearances.  Instead, a new 
  threat to the Thyatians has arrived: the 
  mermen of the Twaelar Empire. 
   
  YARTHMONT 8, AC 1015: Caterpillar 
  Sabotaged. 
  Location: Pittston, Aegos, Alatian Islands.  AS 
  Description: The dwarven team that was to 
  use the gnomish caterpillar today finds it 
  sabotaged.  They set up to repairing it, but vital 
  pieces of machinery have been damaged on 
  purpose.  The dwarves suspect the Thyatians 
  of treachery and prompt the Minrothaddans to 
  set their own watches.  (See Th. 4; Fe. 23, Ei. 
  10.) 
  
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  What This Means: The Thyatians are indeed 
  behind this sabotage.  Since it has been 
  revealed that Alphatia exists in the Hollow 
  World, they have lost interest in it and prefer 
  the pit to stay as it is: unusable.  Governor 
  Francesca Egidio reasoned that without their 
  only caterpillar the dwarves would have trouble 
  continuing their work, and so asked a group of 
  Thyatian bullies to do the dirty work.  She 
  knew the Thyatians would be suspected, but it 
  was well worth it.  
   
  YARTHMONT 9, AC 1015: Kalin vs. Talin. 
  Location: Skyfyr, Blackrock, Esterhold 
  Peninsula.  AS 
  Description: Governor Kalin meets with 
  President Favian Vern to discuss about his 
  brother’s acts of a few days ago. Though they 
  both would prefer a peaceful solution, former 
  governor Talin, now rebel leader, gave them no 
  choice.  Favian Vern moves to Faraway to rule 
  the province during the troubled times, and 
  sends word to Commander Broderick in 
  Ionace.  (See Nu. 14, Ya. 5; Fe. 26, Fy.  3.) 
   
  YARTHMONT 10, AC 1015: Cestia 
  Sighted. 
  Location: West of the Isle of Cestia.  JC 
  Description: At midday today, the Isle of 
  Cestia is sighted.  Herr Wulf, having had a 
  dream about a great banquet on a beach the 
  night before, demands that the ship make 
  landfall before sunrise tomorrow.  (See Fl. 4, 
  Fl. 22; Ya. 11, Kl. 8.) 
  What This Means: Vanya has decided to 
  show Her power once again, and has 
  commanded Her followers on the Isle of 
  Cestia (who call Her Vaati) to leave some 
  preserved goods on the beaches before sunrise.  
  She feels Her champions have served Her well 
  so far, and has decided to reward them. 
   
  YARTHMONT 10, AC 1015: Darokin 
  Besieged. 
  Location: Darokin City, Darokin.  OW 
  Description: The horde of goblinoids 
  marching from Corunglain finally reach 
  Darokin City today.  The majority of the horde 
  attack the city, while smaller bands scatter off 
  in every direction to plunder the countryside.  
  (See Fl. 20, Ya. 1; Ya. 12, Ya. 18.) 
   
  YARTHMONT 10, AC 1015: Papalotl Back 
  to Azca. 
  Location: Quauhnahuac, north of Azca.  HW 
  Description: Papalotl, using Atruatzin’s 
  Mystic Conveyor, returns from the Clans in the 
  Outer world, to his Azcan home, arriving at 
  Quauhnahuac.  The Atruatolco living near the 
  ruined city mistake him for Atruatzin arising 
  from Mictlan, the place of the dead, but they 
  are afraid of meeting their mighty king.  They 
  send their best hunters to quietly stalk him 
  until he reclaims his throne.  (See Fl. 3, Fl. 12; 
  Kl. 4, Fe. 7.) 
  What This Means: After some time spent in 
  the Outer World, like his sponsor Atruatzin 
  before him, Papalotl returns to Azcan Lands to 
  bring to his people the knowledge he has 
  collected during his travels.  He is now 
  confident that the Atruaghin Clans have the 
  situation well in their hands, as he made sure 
  that the Great Migration would not turn 
  against their temporary allies, and the evil 
  Atzanteotl-worshipping Tiger Clan is now 
  about to fall before the joint Atruaghin and 
  Darokinian forces. 
  During his travels, Papalotl has accumulated 
  facts about Azca’s true history, and his people’s 
  descendants in the outer world.  He hopes to 
  convince his people that Atzanteotl is a just 
  great deceiver, who wormed His way into the 
  hearts of the people and turned them against 
  their saviors (Otzitiotl and Kalaktatla) who in 
  fact saved them and created this world for 
  them, never abandoning them. 
   
  YARTHMONT 11, AC 1015: The Flintlock 
  Pistol. 
  Location: Smokestone City, Cimarron.  SC 
  Description: The famed halfling jeweler 
  Westron, along with the female dwarf Fredra 
  Smithy, 40 years after inventing the wheellock 
  pistol, release their improved flintlock pistols.   
  The weapon spreads rapidly among the people 
  of Cimmaron, but hardly makes any grounds 
  
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  into the other baronies at this point, who are 
  just now getting used to the wheellock. (The 
  flintlock’s exorbitant price doesn’t help the 
  market grow either!)  (See Fy. 12, Ei. 2.) 
  What This Means: The wheellocks have been 
  growing very popular among the Savage 
  Baronies and even other nations of the Savage 
  Coast.  But many warriors still refused to use 
  them because of their unreliability and the 
  possibility of it exploding in your face.  Now, 
  with improved flintlocks, firearms will become 
  even more common amongst the warriors of 
  the area. 
  Statistics of the flintlock pistol are as follows: 
  Flintlock Belt Pistol, 500 gp, 2 lbs, S, P, speed 
  6, 1d8/1d8, 
  ROF 1, Range: 2/4/6, Note: on a roll of 1, 
  there is only a 10% chance of a backfire 
  causing 1d6 damage to user. 
  Flintlock Horse Pistol, 750 gp, 3 lbs, S, P, 
  speed 7, 1d10/1d10, 
  ROF 2/3, Range: 3/6/9, Note: on a roll of 1, 
  there is only a 10% chance of a backfire 
  causing 1d6 damage to user. 
  Note that flintlocks use all the other standard 
  Savage Coast rules of firearms as detailed in 
  the Savage Coast online manual, notably armor 
  piercing (goes through armor according to 
  range; all/5/2) and the fact that Savage Coast 
  smokepowder DOES NOT backfire even if a 
  1 is rolled (or the 1 then 10% for flintlocks; the 
  10% rule is included for those who do not use 
  the NO BACKFIRE rule of the Savage Coast.) 
  What The PCs Can Do: The chaotic Order 
  of the Flame Inheritors would probably try and 
  stop this invention, as it will encourage the use 
  of smokepowder which is dangerous to 
  Inheritors.  The more Neutral and Lawful 
  orders (Order of Crimson and Order of the 
  Ruby respectively) would fight to allow the 
  invention despite their personal dislike for it; 
  the rest of the world has the right to do what it 
  wants without their interference.  This allows a 
  lot of behind the scenes conflicts over one 
  invention. 
   
   
  YARTHMONT 11, AC 1015: A Mysterious 
  Feast. 
  Location: Near Amanara, Morovoay, Isle of 
  Cestia.  JC 
  Description: Herr Wulf’s party is surprised to 
  find a small pile of nuts, fruits, and dried fish 
  waiting for them.  The items are gratefully 
  taken to the ship, which now heads back west 
  for the Davanian coast, and towards Vanya’s 
  Rest.  (See Fl. 22, Ya.  10; Kl. 8, Kl. 9.) 
  What This Means: Vanya’s worshipers have 
  left the food as commanded, and Herr Wulf’s 
  party has taken it so that the journey can 
  continue without further delays. 
   
  YARTHMONT 12, AC 1015: Immigration. 
  Location: Five Shires.  OW 
  Description: Mercantile trade begins to 
  flourish in the Five Shires as foreigners begin 
  to slowly move in. Some hin begin to become 
  a bit edgy at the increasing number of non-hin 
  in the Shires.  (See Va. 20, Fl. 3; Kl. 8, Kl. 22.) 
   
  YARTHMONT 12, AC 1015: Goblinoids 
  Defeated. 
  Location: Darokin City, Darokin.  OW 
  Description: The First Army of Darokin City 
  finally defeats the goblins attacking their city.  
  Although they are victorious in destroying the 
  horde, a large number of goblinoids still 
  survive.  Most have retreated into the 
  surrounding countryside, while a few actually 
  made it into the sewers of Darokin City.  (See 
  Ya. 1, Ya. 10; Ya. 18, Kl. 1.) 
  What This Means: Deimos’s - and hence 
  Synn’s - plan of causing chaos in Darokin has 
  been brought to a halt.  Although there are still 
  plenty of goblinoids throughout the land to 
  cause trouble, there are far too few to proceed 
  along the lines Deimos had planned. 
  All except for two of the shadow elf leaders 
  return to Sable Tower.  One remains in 
  Darokin’s sewers, while the other in 
  Corunglain’s.  The two that remain do their 
  best to lead the goblinoids that are left in the 
  area. 
   
  
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  YARTHMONT 15, AC 1015: Joint Polar 
  Expedition Sets Sail. 
  Location: Mirros, Karameikos.  OW 
  Description: The Joint Polar Expedition 
  leaves Karameikos for the Hollow World on 
  board of the Concordia.  The skyship’s 
  departure is the occasion of rejoicing in the 
  streets of Mirros, as King Stefan issued a day 
  of celebration.  (See Th. 15; Kl. 2, Fy. 9.) 
  What This Means: This is a joint expedition 
  from Karameikos and the NACE to the 
  Hollow World and especially to Alphatia.   
  The captain of the ship and leader of the 
  expedition is Nikolai Delarius, the young man 
  of mixed Thyatian and Traladaran descent who 
  was the leader of last year’s Karameikan Polar 
  Expedition; some of his comrades have joined 
  the new expedition team as well.  Claransa the 
  Seer, who is longing for adventure and journals 
  to write, also joins as Counselor Exceptional.  
  A Karameikan diplomat, who is willing to stay 
  for a long time in the Hollow World, is sent 
  along to act as Karameikos’s ambassador to 
  Alphatia and address any other event there on 
  his king’s behalf. 
  Unknown to all but Baron Norlan, a 
  Qeodharian spy has managed to pose as an 
  Alphatian sailor; his mission is to learn all he 
  can about the Hollow World as well as 
  wreaking as much havoc as possible.   
  For now, the Concordia is bound to Ionace 
  where she will pick up a diplomat from the 
  NACE. 
   
  YARTHMONT 15, AC 1015: Looking For 
  Allies.  
  Location: Topolodzhik, City State of Zagora.  
  SC 
  Description: Stephan Karvich, the exiled 
  regent of Nova Svoga, secretly meets with 
  envoys of Margrave Munte III of Zagora in the 
  village of Topolodzhik.  Stephan Karvich is 
  looking for allies in order to take back Nova 
  Svoga from the Huleans. (See Ka. 21) 
  What This Means: Last year Stephan Karvich 
  found unexpected allies in the Dark Fang orcs 
  led by Thurgg, the orc who worships Gareth, 
  but he knows that he needs more (and better 
  equipped) warriors to wrestle Nova Svoga back 
  from the Master’s grasp.  Zagora’s warriors are 
  an obvious choice, since they’re renowned for 
  their bravery.  Moreover both Karvich and 
  Munte III know that Zagora will be the next 
  target of Hule. 
   
  YARTHMONT 18, AC 1015: Ragnar the 
  Pirate? 
  Location: Ostland.  OW 
  Description: Ostman forces, which have been 
  steadily losing the war with the ruling Cnute 
  clan, are joined today by a fleet of Soderfjord 
  ships, led by King Ragnar the Stout.  The tide 
  has turned once more, and it looks like the civil 
  war in Ostland will last a while longer.  (See 
  Th. 15, Fl. 7; Am. 6, Am. 10.) 
  What This Means: Ragnar has long promised 
  the Ostman clans that he would aid them when 
  they decided to rebel... at least, according to his 
  timetable.  Riding high on his successes against 
  goblinoids last year, and ever eager to get on 
  the good side of a possible ally - provided the 
  Ostman clans win - he has come to their aid.  
  Additionally, as the King of Soderfjord, he is 
  able to field a much larger force than he would 
  have in years previous. 
   
  YARTHMONT 18, AC 1015: Undead 
  Change Sides. 
  Location: Boldavia, Glantri.  OW 
  Description: The horde of undead that was 
  attacking the Ethengarians advances upon a 
  Glantrian encampment.  They rout the 
  surprised units - comprised mainly of 
  Averoignans and Boldavians - who expected 
  them to continue on after the Ethengarians.  
  (See Fl. 23, Ya. 4; Ya. 20.) 
  What This Means: As the Glantrians feared, 
  the undead seem to indeed be controlled by 
  some third party.  Their units must now defend 
  themselves against the Ethengarians and the 
  undead.  Unfortunately for them, the 
  Glantrians have as few clerics as the 
  Ethengarians do. 
  The battle has now turned into a three-way war 
  Glantrians-Ethengarians-Undead. This once 
  
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  again gives the Ethengarians an even footing 
  against the Glantrians. 
   
  YARTHMONT 18, AC 1015: Darokin’s 
  Bounty Hunting. 
  Location: Darokin City, Darokin.  OW 
  Description: Chancellor Corwyn Mauntea, 
  leader of the Republic of Darokin, announces a 
  bounty on the head of any goblinoid slain 
  within the Heartlands of Darokin.  (See Ya. 10, 
  Ya. 12; Kl. 1.) 
  What This Means: Despite having defeated 
  the horde, the goblinoids are still a problem.  
  Darokin City, as well as Corunglain, still has 
  goblins living within their sewers who 
  continuously raid and plunder every night.  
  Mauntea wishes to solve the problem as 
  quickly as possible, and that means hiring 
  adventurers to clear the sewers. 
  The adventurers should eventually discover the 
  shadow elf leading the goblinoids, and from 
  him learn about Sable Tower and Deimos 
  (although not necessarily the fact that he’s a 
  lich).  Mauntea will then fund a party to go to 
  Sable Tower and destroy this Deimos who is in 
  charge of the goblins. 
  What The PCs Can Do: They can be the 
  ones who discover the shadow elf, learn about 
  Deimos, and then are hired to travel to the 
  Broken Lands to find Sable Tower.  The exact 
  location of Sable Tower is up to the individual 
  DM, although it should be somewhere in the 
  western Broken Lands. 
  The storyline of the arcade game - “D&D: 
  Tower of Doom” - goes something like this: 
  The PCs, while visiting Athenos for one reason 
  or another, are attacked by a minor horde of 
  goblinoids that left the main group attacking 
  Darokin City.  They then go to Darokin City 
  just in time for Chancellor Corwyn Mauntea to 
  hire them.  They proceed to clear the sewers 
  and learn that the problem comes from the 
  Broken Lands.  They proceed to Corunglain 
  (on the way to the Broken Lands), clear the 
  sewers there and defeat the Shadow Elf, 
  learning from him about Sable Tower and 
  Deimos.  Then it’s off to Sable Tower. 
   
   
  YARTHMONT 19, AC 1015: Stampede! 
  Location: Village of Kandaputra, Jalawar, 
  Sind.  OW 
  Description: The Royal Elephant Grounds of 
  Kandaputra are overrun by the forces of 
  Hool’s Great Migration today.  The Himayas 
  and their troops that guard the region fight 
  hard to fend off the goblinoids, but there are 
  too many of them.  The village is devastated, 
  pens are opened, and elephants run amok.  It 
  will take weeks to track down and recapture all 
  the elephants, and to repair the damage done 
  by the goblinoids.  (See Th. 26, Fl. 3; Kl. 2. Kl. 
  6.) 
  What This Means: The Great Migration has 
  struck westwards once more.  This is but the 
  first of many raids they will wage against 
  inhabitants of Jalawar over the coming weeks.  
  The sparsely inhabited grasslands make an ideal 
  raiding area for the goblinoids, as an organized 
  defense is very difficult to come up with.  
  Hool is also pleased with the new mounts for 
  his army, for they have managed to capture a 
  number of the Sindhi elephants, which will be 
  used to devastating effect as mounts and bases 
  for goblinoid war machines. 
   
  YARTHMONT 20, AC 1015: Council of 
  Princes Meets. 
  Location: Glantri City, Glantri.  OW 
  Description: The Council of Princes holds a 
  secret meeting in which they demand that 
  Prince Morphail Gorevitch-Woszlany explain 
  why he turned his undead against the Glantrian 
  forces.  The other princes inform him that they 
  are very aware that he controls them, despite 
  the vampire prince’s attempt to hide that 
  knowledge. 
  Prince Morphail informs them that he did, at 
  first, control the undead thanks to his 
  necromantic magic.  Now, however, they seem 
  to have broken free and are acting completely 
  independent.  After all, why would he have 
  them attack his own forces? 
  Jaggar immediately assumes that the 
  Ethengarian shamans must have created a new 
  spell to break the mage’s link over the undead.  
  Morphail claims it is possible, although 
  
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  unlikely.  He believes only a very powerful 
  wizard could have pulled it off, not a lowly 
  shaman. 
  Although no one outright accuses anyone, 
  both Jaggar and Malachie stare toward 
  Dolores.  She simply smiles and shrugs.  (See 
  Ya. 4, Ya. 18; Kl. 11, Kl. 19.) 
  What This Means: As typical to Glantrian 
  life, this is a plot within a plot within a plot.  
  First of all, Prince Morphail is still in complete 
  control of the undead.  He had them attack his 
  own troops just to place suspicions on 
  someone else. 
  The idea came to him from Dolores Hillsbury.  
  She tried to convince the Prince to pull back 
  his undead legions, allowing the Ethengarians 
  to pass and enter Glantri.  Her reasoning 
  behind this was that the next principality to fall 
  would be Klantyre - the domain of Morphail’s 
  rival, Brannart.  Once Brannart’s land was 
  destroyed, Dolores would bring her secret 
  forces to stop the Ethengarians from 
  advancing, and Morphail could bring his 
  undead from behind to trap them.  They could 
  kill off the Ethengarians once and for all.  Of 
  course, Dolores has no secret forces.  Synn 
  simply wants more chaos to enter the land of 
  Glantri. 
  Still, Morphail knew that if he pulled back his 
  minions, the other princes would know he was 
  letting the enemy in.  Having shown how 
  brilliant a tactician he was during the war with 
  Alphatia, there is no way the Council would 
  believe the Ethengarians outsmarted him and 
  got into Glantri.  So he devised another mean; 
  he “lost” control of his forces. 
  Now Morphail hopes the Ethengarians will run 
  rampant into Klantyre, causing Brannart more 
  headaches than he can handle.  Of course, the 
  Prince of Boldavia has already evacuated most 
  of his treasure and people into the Wendarian 
  ranges where he believes they will be safe from 
  the horde.  He therefore has nothing to lose 
  himself in his own Principality. 
  Next came the final blow.  Morphail hinted 
  that a powerful mage must have taken control 
  of the undead.  This was to cause dissension 
  among the Council of Princes.  And it worked.  
  Both Malachie and Jaggar firmly believe that 
  Dolores is behind it somehow, causing them to 
  concentrate more spying activity to stop and 
  defy her.  Morphail has known about their 
  desire to bring her down and was counting on 
  their reaction.  Morphail has always viewed 
  Dolores as a potential rival should her power 
  grew, so if he can discredit her more, all the 
  better. 
  Dolores is smiling simply because she realizes 
  the excellent maneuver Morphail has just 
  made.  She can’t believe she’s been outsmarted.  
  Any claims she makes about Morphail will 
  simply leak loose the information how she 
  wanted the Ethengarians to break into Glantri, 
  placing her in even more trouble.  She’s beaten, 
  and knows it.  The end result causes chaos 
  none the less, so she’s still happy about it 
  regardless.  Her revenge on Morphail can wait 
  until later.   
   
  YARTHMONT 20, AC 1015: Tiger Clan 
  Surrenders. 
  Location: Atruaghin Territories.  OW 
  Description: King Naravipa Dagger Tooth 
  officially surrenders to joint 
  Darokinian/Atruaghin forces today, rather 
  than continue the bloodshed.  Over the next 
  few days, he will sit down with representatives 
  of the other Atruaghin Clans and the DDC to 
  negotiate peace treaties between the nations.  
  Then he and his people can set about 
  attempting to recover after long months of 
  fighting.  (Fl. 12, Ya. 10) 
  What This Means: The Tiger Clan’s situation 
  has been hopeless for a while now, but the 
  priesthood of Atzanteotl continued to drive 
  the people to fight.  Finally, the king decided 
  he had enough, and overruled the priesthood 
  in favor of his people.  This will undoubtedly 
  have severe consequences, possibly resulting in 
  civil war among the Tiger Clan, but Naravipa 
  feels it was necessary.  This is a major loss for 
  his people, but a major gain for the rest of the 
  Children of Atruaghin and Darokin. 
  On another level, a rift has been caused 
  between the Immortals Atzanteotl and his 
  disciple Danel Tigerstripes.  Danel finally sees 
  Atzanteotl for the callous, uncaring Immortal 
  he is, and will take measures to protect his 
  people from him. 
  
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  YARTHMONT 22, AC 1015: Back to 
  Safety. 
  Location: Forest of the Curse, Wendar. OW 
  Description: The explorers who survived the 
  trek back home arrive today in the Forest of 
  the Curse and inform the clanleaders of the 
  situation in the Forest of Geffron.  A meeting 
  is immediately called upon by the Alfheimers, 
  who state the problem to the Wendarians as 
  well.  (See Th. 13, Fl. 19; Ya. 27, Kl. 2.) 
  What This Means: The survivors of the 
  expedition have come back swiftly thanks to 
  the improvement of the weather conditions 
  (it’s now late spring) and to the unknown 
  “help” of the Shadowlord, who has ordered his 
  troops to let them pass.  They have reported 
  their discoveries to the Clanmasters, who are 
  obviously horrified and worried about the 
  facts.  Their primary concern will now be the 
  rescue of the elven prisoners and they have 
  called upon a state meeting to ask for the help 
  of the Wendarians. 
   
  YARTHMONT 27, AC 1015: State Meeting 
  in Wendar City. 
  Location: Wendar City, Wendar.  OW 
  Description: The State Meeting is held in 
  Wendar City, with every major clan and 
  townleader (humans included) participating.  
  After the explorers have exposed the facts, the 
  Wendarian elven and human leaders express 
  their disgust and concern about the 
  Shadowlord’s actions, but they don’t want to 
  take any measures against Denagoth out of fear 
  of another bloody war.  
  The Alfheimers are astounded by this show of 
  egoism and cowardice of the Wendarian folk, 
  and publicly decide to take the matter into their 
  own hands.   (See Th. 9, Fl. 19, Ya. 22; Kl. 2, 
  Kl. 10, Fe. 18.) 
  What This Means: Genalleth elves suspected 
  about the fate of their brethren, but never took 
  any direct action against the Denagothians so 
  as not to risk another bloody war with that 
  ruthless folk.  As for the Wendarian humans, 
  they don’t think it’s worth the risk to help a 
  bunch of foreign elves against a powerful 
  opponent such as the Shadowlord.  All in all, 
  the Wendarians are now too scared or too 
  concerned about their inner racial problems to 
  support any action in a foreign country, 
  especially if it comes from the Alfheimers and 
  is directed against Denagoth.  Once again, the 
  Church of Idris’s policy is dividing the 
  Wendarians, so the Alfheimers have decided to 
  solve the problem by themselves. 
   
   
  Topic Of The Month: Goblinoids’ 
  Effects On Darokin’s Economy 
  By Greenleaf Vickers, head of Umbarth House, 
  seventh richest House of Darokin. 
   
  Alas, it seems that Umbarth House might 
  finally fall from its position as one of the 
  wealthiest merchant House of Darokin.  We 
  took a hard blow last decade, as did most 
  Houses, during the invasion by Hule.  Yet, the 
  other Houses soon recovered, while we lost 
  our lucrative business with the now-exiled 
  elves of Alfheim.  The loss was significant, but 
  not enough to ruin the House of Umbarth. 
  But now the shadow elves, may Asterius curse 
  them, have taken over much of the Broken 
  Lands and prevent our merchants from 
  reaching our other main markets, notably those 
  of Ethengar and Glantri.  To make matters 
  worse, those that do get through hardly find 
  any market since those two very nations are 
  now at war with one another. 
  Our only recourse was to concentrate on our 
  local trade along the Streel Valley.  What other 
  choice was there, when most of markets of 
  other nations are firmly under control by the 
  other great Houses?  We might have been able 
  to survive with this, especially if I pulled in 
  favors that many a merchants owes me or 
  Umbarth House, but alas, it was not the end of 
  our problems. 
  Goblinoids have somehow managed to enter 
  our land and now rampage and pillage across 
  the Streel Plains.  Agricultural lands are 
  destroyed, villages in which we trade in were 
  burned down, and many of my caravans were 
  also taken.  Have I done something do offend 
  You, oh great Asterius?  Surely I must have for 
  You to destroy Umbarth House so quickly. 
  
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  Sadly, Umbarth House is not the only House 
  to suffer by this.  All of Darokin is being 
  negatively affected.  Many of the small Houses 
  that thrive with their trade between Corunglain 
  and Darokin City will probably be financially 
  ruined before the goblinoids are dealt with.  
  Toney House has lost its major farms in the 
  area, destroying the profitable agricultural deals 
  they had.  Pennydown House is also suffering 
  with its lost trade to Corunglain, although 
  shipments to Selenica still get through. 
  Corun House has probably suffered the most.  
  With their base in the city of Corunglain, most 
  of their shipments must have been cut off.  
  Many of their businesses in that town will 
  suffer greatly if goods don’t arrive soon.  And 
  just think of all the money they placed into the 
  Great Darokin Wall just to learn that the 
  goblinoids can still get through.  Admittedly, 
  the government did finance a large part of it, 
  but Corun House was responsible for almost 
  all of the non-government payments for its 
  construction.  I believe Corun House will 
  probably fall to fifth or six richest House by 
  the next Great Reckoning. 
  Even when this is all over, there will be many 
  repercussions to deal with.  All the farms and 
  villages will have to be rebuilt.  Worse, Darokin 
  will probably have to import food so that there 
  will be enough for the winter.  I expect the 
  price of food to increase again, a burden most 
  families cannot deal with anymore.  This is just 
  one more major setback for Darokin’s 
  recovery ever since Hule invaded our land.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Klarmont 
   
  KLARMONT 1, AC 1015: Ierendi Crown 
  Tourney. 
  Location: Ierendi.  OW 
  Description: The two contestants with the 
  highest scores in today’s Royal Tournament of 
  Adventurers become King and Queen of 
  Ierendi for a year.  This year is as exciting as 
  the rest of them as the most famous 
  adventurers from around the world compete 
  fiercely for the title. 
  At one point during the competition, a woman 
  in the crowd goes into labor.  The adventurers 
  stop their tourney and rush to aid the woman, 
  as do a few others in the crowd.  The child is 
  born without any problems thanks to the help 
  of Reston (King until yesterday and current 
  competitor) and Joshuan Gallidox (who was in 
  the crowd).  Reston and the other adventurers 
  who helped are given extra points by the 
  judges for their heroic deeds and sacrifice of 
  time from the Tourney. 
  The young woman is often called “Strawberry” 
  by the locals due to her gardening skills at 
  growing the fruit.  As for the name and gender 
  of the child, you’ll just have to ask Strawberry.   
  What The PCs Can Do: They can also 
  participate in the birth of Strawberry’s child if 
  they are present. 
  Also, they can be in the Crown Tourney, trying 
  to win the crown for a year.  If no PC male 
  manages to claim the throne, then Reston will 
  win for another year, extending his all time 
  record of victories.  
   
  KLARMONT 1, AC 1015: Deimos 
  Defeated. 
  Location: Sable Tower, Broken Lands.  OW 
  Description: A group of adventurers discover 
  Sable Tower and confront the lich Deimos.  
  After a great magical battle, the lich is 
  destroyed.  Sable Tower comes crashing to the 
  ground soon afterwards.  (See Ya. 12, Ya. 18.) 
  What This Means: Synn has just lost a 
  powerful pawn, and her plans on Darokin will 
  be put on halt for several years.  If she 
  discovers the identity of the adventurers who 
  killed Deimos, she will probably try to end 
  their lives as quickly as possible. 
  With Deimos gone, the surviving shadow elves 
  allied with Synn (about a dozen of them) 
  return to Fenswick.  The goblinoid problem in 
  Darokin should come to a quick conclusion 
  now that they are without leadership. 
  What The PCs Can Do: They can be the 
  adventurers who find Sable Tower and defeat 
  Deimos.  The exact location of Sable Tower is 
  left up to the individual DM. 
   
  KLARMONT 2, AC 1015: A Rift Between 
  Allies. 
  Location: Toralai Territory, Neathar Lands.  
  HW 
  Description: Over a midday meal, Zandor and 
  Zorok discuss the situation between the 
  Neathar and Alphatians.  Once again, Zorok 
  proposes an attack on Haldemar.  As before, 
  Zandor opposes the assault.  Zorok tries to 
  argue the matter but is cut off by Zandor who 
  tells him that such an assault would prove 
  disastrous towards the Neathar.  Zorok asks 
  him to explain.  Sighing, Zandor offers to 
  demonstrate. 
  Gathering his belongings, Zandor leads Zorok 
  outside.  Casting a spell upon himself, Zandor 
  rises into the air.  From this vantage point, he 
  unleashes a series of spells upon the Neathar 
  encampment.  The spells destroy tents and kill 
  and injure several Neathar, while several others 
  are transformed in wild beasts. 
  From above, Zandor yells down to a horrified 
  Zorok telling him that this is just a taste of 
  what Alphatia is capable of.  Zandor then yells 
  taunting remarks to Zorok, chiding him as a 
  fool.  Zorok cries out that he had thought that 
  Zandor was an ally, but Zandor responds that 
  he has used him to gain the spellbooks in 
  Dogrel.  After admiring his work for a brief 
  moment, Zandor flies off into the distance.  
  (See Fl. 8, Ya. 4; Kl. 11, Kl. 16.) 
  What This Means: Zandor has gained what 
  he wanted from Zorok and the Neathar, 
  spellbooks.  Gaining these, his patience with 
  his host has steadily diminished.  When Zorok 
  began arguing the matter of assaulting 
  Haldemar, Zandor decided to show Zorok the 
  
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  power potential of Alphatia.  He had intended 
  to cast a Fireball and destroy a tent or two.  
  However, he became enthralled at the 
  destruction and let loose with a full barrage of 
  spells. 
  Casting the majority of his offensive spells, 
  Zandor opted to depart so he could 
  rememorize them.  Being Zandor he could not 
  leave without chastising Zorok and citing his 
  own superiority.  His ego satisfied, Zandor 
  then flew off to find a safe spot to rebuild his 
  spell inventory.  His course is directed by a 
  voice in his head, that of Nyx, and it tells him 
  to fly towards the Lands of the Gentle Folk. 
   
  KLARMONT 2, AC 1015: Showdown at 
  Sambay. 
  Location: Town of Sambay, Jalawar, Sind.  
  OW 
  Description: Hool’s Great Migration attempts 
  to sack the town of Sambay, after having spent 
  the past week or so raiding small family 
  settlements in the grasslands of Jalawar, and 
  playing hit and run with Jalawar forces.  
  Unfortunately for Hool, Sambay is home to a 
  large encampment of Hulean forces, with 
  orders from the Master to put an end to the 
  goblinoid menace.  The two forces clash inside 
  and outside of the town.  (See Fl. 3, Ya. 19; Kl. 
  6, Kl. 26.) 
   
  KLARMONT 2, AC 1015: Concordia Halts 
  at Ionace. 
  Location: Ionace, NACE.  AS 
  Description: The Concordia stops at the 
  capital of Ionace to pick up the Alphatian 
  diplomat.  There, they learn that the better way 
  to pass through the anti-magic zone is by going 
  out of the Shyshield into the void, then plunge 
  into the hole between the worlds and pray 
  Razud for his assistance.  The Alphatians 
  propose to provide the crew with enough 
  airmasks within the shortest time.  (See Th. 15, 
  Ya. 15; Fy. 9, Am. 13.) 
  What This Means: The Alphatians have no 
  knowledge about Haldemar’s exact tactic 
  (using the ripstorms near Green Bay, and using 
  Leo’s mechanical device), though they have 
  partial reports from Talasar.  They know, 
  however, that going into the void is deadly 
  without airmasks or an especially enchanted 
  skyship.  Unfortunately, the Concordia does 
  not have the proper enchantments (the 
  Alphatian skyship stolen by the Karameikans 
  and the Heldannic Knights had).  Getting 
  enough airmasks will take some time, however, 
  as the Alphatians don’t have enough in reserve.  
  They will make some and buy everything the 
  gnomes of Serraine are willing to trade. 
   
  KLARMONT 2, AC 1015: Honor Crusade 
  Issued. 
  Location: Forest of the Curse, Wendar.  OW 
  Description: After a brief private meeting, the 
  Clanleaders of the Alfheimers agree that if 
  there is no place for them in Wendar, then they 
  will carve out a new dominion of their own 
  claiming back the forests of Denagoth as their 
  rightful legacy from the Geffronells.  
  Clanmasters Durifern and Beasthunter issue 
  the Honor Crusade to retake Geffron, and 
  indeed many elves (not only Alfheimers) 
  respond. 
  Somewhere else, a dark figure caresses the skull 
  of a dragon while staring at the scenes passing 
  on a strangely carved mirror.  (See Ya. 22, Ya. 
  27; Kl. 10, Fe. 1.) 
  What This Means: The Alfheimers have had 
  enough of the Wendarian hostility and 
  cowardice and think it’s time to act for the 
  pride of their race.  The memory of their 
  exodus from Canolbarth is still burning in their 
  hearts, and this seems the right opportunity to 
  feel alive and united again.  They want to find a 
  new home, to avenge their brethren but above 
  all to show the world and themselves that they 
  are as fearless and brave as they’ve always 
  been. 
  As for the mysterious figure, this is the person 
  who’s behind the troubles Wendar is having 
  and is about to experience in the near future.  
  However, its identity will remain hidden for 
  now. 
   
  KLARMONT 3, AC 1015: The Advance Is 
  Halted. 
  Location: South of Get-ka, Nithia.  HW 
  
  239 
   
  Description: A host of Nithian soldiers meets 
  a smaller group of invaders just south of Get-
  ka, on the Nithian mainland.  The force is met, 
  and after several hours of hard fighting, 
  repulsed by the defenders.  Reduced to half of 
  their original number, the mysterious invaders 
  pull back across the river, to take up defensive 
  positions around the village of Get-ka. 
  The Nithians do not find any living enemies to 
  interrogate among the wounded.  (See Ya. 12, 
  Ya. 28; Kl. 10, Fe. 20.) 
  What This Means: After almost a month of 
  setbacks, the Nithian army has sufficiently 
  recovered from the shock of the surprise attack 
  to halt the advance of the mysterious invaders, 
  and begin to turn the tide.  The Senkhites will 
  now be on the offensive. 
   
  KLARMONT 4, AC 1015: Papalotl Saves 
  Children. 
  Location: Countryside near Taxutlan, Azca.  
  HW 
  Description: Papalotl scares away a tiger that 
  was attacking a group of Azcan children.  The 
  beast, later aggrandized as actually being a 
  weretiger, reportedly flees as Papalotl utters the 
  name of Quetzalcoatl.  (See Ya. 10; Fe. 7, Fe. 
  16.) 
  What This Means: Papalotl is seen by many 
  Azcans as a protector of the youth.  By scaring 
  the beast away and calling upon Quetzalcoatl, 
  the nameless, he establishes a religious aura 
  deeply rooted in the Azcan folklore. 
   
  KLARMONT 5, AC 1015: The Master 
  Strikes Back. 
  Location: Raneshwar, Gunjab, Sind.  OW 
  Description: The forces of the Master of 
  Hule, drawn from nearby Kadesh and Peshmir, 
  have finally organized to strike at the resistance 
  movement, now operating out of Raneshwar.  
  The rebels have been spending the past month 
  getting rested and equipped, and they are more 
  than ready for the Hulean forces.  The siege of 
  Raneshwar begins.  (See Fl. 19, Ya. 4; Kl. 9, Kl. 
  10.) 
  What This Means: The underground have 
  made their base in the beleaguered town of 
  Raneshwar.  They are aided by the rajah of 
  Nagpuri, as well as by secret allies from 
  Darokin.  Both the Freedom Warriors and the 
  Followers of Gareth have grown in strength, 
  bolstered by Sindhi from Nagpuri. 
   
  KLARMONT 5, AC 1015: Oceansend 
  Declares Independence. 
  Location: Oceansend, New Heldannic 
  Territories.  NW 
  Description: Early in the morning, Councilor 
  Olaf Yarrvikson barges into Governor-General 
  Hermann Adalard meeting room with 30 
  armed men behind him.  The former king 
  demands that Adalard immediately surrender 
  control of Oceansend to him.  Outnumbered 
  and out-armed, the Heldannic leaders 
  surrender. 
  Meanwhile, large militia forces attack the 
  various Heldannic barracks throughout the 
  city.  The Heldannic Knights start organizing 
  their defense when they discover that most of 
  the ballistae pointed into the city have been 
  sabotaged.  Even worse, the peasant mobs are 
  very well armed. 
  The Heldannic Knights manage to hold their 
  own and even start winning against the 
  Oceansenders.  But their hard- earned victories 
  are destroyed when several contingents of 
  Rocktooth Dwarves suddenly appear within 
  the city walls and attack the Knights.  When 
  word reaches the Knights that their 
  commanders have been captured, most 
  surrender. 
  By midday, Olaf Yarrvikson announces that 
  Oceansend is free once more, and that he is 
  again their rightful king.  (See Fl. 3, Fl. 20; Kl. 
  10, Fe. 2.) 
  What This Means: The Heldannic Knights 
  have just lost their most important stronghold 
  in Norwold.  The news will be a terrible blow 
  to the commanders back in Freiburg.  The 
  Fifth and Sixth Division of the Glory of Vanya 
  had been sent to reinforce the soldiers already 
  there to prevent just such an incident.  Yet still, 
  they failed. 
  What they hadn’t counted on were the 
  Rocktooth Dwarves of Kildorkak.  For the 
  past couple of years, the dwarves had been 
  
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  smuggling weapons into Oceansend, but the 
  Knights never could figure out how.  It seems 
  that there is an underground entrance to the 
  city sewers, which the dwarves have expended 
  into several connecting tunnels.  When the 
  Heldannic Knights began torturing every dwarf 
  they found - believing them to all be weapon 
  smugglers - the Rocktooth Dwarves vowed to 
  help overthrow the tyrant rulers. 
  Olaf Yarrvikson was able to bring a couple 
  dozen loyal followers into the palace unnoticed 
  and easily staged the coup from there.  As for 
  the sabotage, a few of Oceansend’s mages 
  specialized in invisibility spells working in 
  conjunction with members of the Dark Mask 
  (the local thieves’ guild) accomplished them all 
  the night before.  The Dark Masks suffered 
  greatly under the Heldannic banner as the 
  Knights were very effective at controlling 
  crime, so they decided to throw in their lot 
  with the rebels. 
  Now, 2,500 Knights are dragged and chained 
  up in the dungeons of the palace. 
  What The PCs Can Do: If in Oceansend, 
  they can affect the outcome of the battle in the 
  streets of the city.  Unless they happen to be 
  very highly regarded by Olaf Yarrvikson or 
  Hermann Adalard, it is unlikely that they can 
  prevent Yarrvikson from capturing Adalard 
  and hence ultimately regaining control of the 
  city.  
   
  KLARMONT 6, AC 1015: Hool Captured! 
  Location: Town of Sambay, Jalawar, Sind.  
  OW 
  Description: The siege of Sambay comes to 
  an end today in a decisive battle between 
  Hulean forces and those of the Great 
  Migration.  During the engagement, the 
  Supreme Hool attempts a daring strike against 
  the defenders, only to fail dramatically.  Most 
  of his strike force is killed, and Hool himself is 
  captured.  Leadership of the disorganized 
  Great Migration falls onto the shoulders of the 
  not-entirely-sane Nizam Pasha, who 
  immediately orders a retreat from the field.  
  (See Ya. 19, Kl. 2; Kl. 26, Fe.  11.) 
  What This Means: This is a devastating blow 
  to the Great Migration once again.  Numbering 
  about 6,000, with maybe 50% of those fighting 
  forces, they will have a hard trek attempting to 
  get out of Jalawar.  Nizam retreats to the 
  north, onto the sparsely populated grasslands, 
  but he is harried by Hulean forces for much of 
  the way.  Even worse, there is dissent amongst 
  the ranks about the change in leadership; 
  Nizam is not nearly as charismatic a leader as 
  Hool. 
  What The PCs Can Do: There is ample 
  opportunity for PC involvement, either as 
  members of the besieging Great Migration, or 
  as inhabitants of Sambay, trying to defend 
  themselves from the goblinoid siege. 
   
  KLARMONT 8, AC 1015: Harpooned 
  Halfling Happenings. 
  Location: Five Shires.  OW 
  Description: Several halflings throughout the 
  land have been disappearing without a trace.  
  No remains are left behind, and no tracks are 
  left on the ground to follow.  The increase in 
  foreigners in the area gives too many suspects 
  for the Krondar (local Hin watch) to suspect 
  anyone in particular.  (See Fl. 3, Ya. 12; Kl. 22, 
  Fe. 15.) 
  What This Means: Several Glantrian mages 
  have been promised admission into the Great 
  School of Magic if they bring at least twenty 
  living halflings to Marsheem.  They are using a 
  flying raft to scoop up the halflings and 
  disappear “without a trace.” 
  Marsheem is actually an agent of Synn and is 
  following orders to further isolate Glantri from 
  the rest of the world.  He doesn’t expect the 
  hirelings to succeed, but if they do, they could 
  be useful to Synn - especially if she learns 
  about Blackflame. 
  Those who own GAZ 8 - The Five Shires, are 
  encouraged to use adventure #6: The 
  Harpooned Haflings Happenings for a better 
  description of this adventure. 
  What The PCs Can Do: They can discover 
  the Glantrian kidnappers and free the halflings.  
  Once they know of the details, the Sheriffs of 
  the Shires send a formal protest to Glantri.  
  With a cold reminder of the events in Eirmont 
  1012 Glantri states that if the Five Shires “is 
  experiencing difficulties with ‘Glantrian 
  
  241 
   
  kidnappers,’ it’s not due to any activities 
  sanctioned by the Princes of Glantri.  Besides 
  we’re too busy with those barbaric 
  Ethengarians to care.”   
  Diplomatic relations would become very 
  strained. 
   
  KLARMONT 8, AC 1015: Arrival at 
  Vanya’s Rest. 
  Location: Vanya’s Rest, eastern Davania.  JC 
  Description: Herr Wulf’s ship finally reaches 
  Vanya’s Rest, amid much surprise from the 
  Knights stationed here.  Upon disembarking, 
  he arranges to meet the fort’s commander, and 
  informs him that he has received orders from 
  Vanya to commence a quest without delay, 
  which will require the aid of a select group of 
  soldiers stationed here, as well as the party he 
  brought with him.  He plans to make a formal 
  announcement first thing tomorrow morning.  
  (See Ya. 10, Ya. 11; Kl. 9, Kl. 15.) 
  What This Means: Herr Wulf is merely 
  following Vanya’s orders, now that he has 
  reached his destination.  He plans to gather the 
  best soldiers stationed here to accompany him 
  and his party towards the interior, where he 
  knows the hated Milenians live.  
   
  KLARMONT 9, AC 1015: The Heretics of 
  Ixion. 
  Location: Puerto Morillos, Narvaez.  SC 
  Description: Barón Hugo of Narvaez, to 
  defuse the tension growing between the 
  Afflicted and those not Afflicted, declares all 
  Afflicted blasphemers toward Ixion.  They 
  have been punished by the great Immortal, and 
  should be treated as less than people.  
  The Inquisitors begin a purge of the Afflicted, 
  causing many to flee to other Baronies.  (See 
  Va. 10, Th. 12; Kl. 12.) 
  What This Means: In the religious lands of 
  Narvaez, being an Afflicted is now as good as a 
  death sentence.  In fact, many of the 
  Inquisitors lead holy crusades against the 
  Afflicted, killing them without even the benefit 
  of a trial (not that a trial actually saved anyone 
  accused by the Inquisitors). 
  The Barón decided upon this course after 
  much pressure from the religious leaders of his 
  nation.  Being a reverent man, Barón Hugo 
  agreed to follow the will of Ixion.  Little do 
  they know, but even the priests of Ixion have 
  been manipulated into this by several 
  Narvaezan Fiends (see Monstrous 
  Compendium - Savage Coast Appendix).  
  They’re completely ecstatic with the fear and 
  hatred running rampant throughout the 
  barony. 
   
  KLARMONT 9, AC 1015: The Crusade 
  Begins. 
  Location:  Vanya’s Rest, eastern Davania.  JC 
  Description: Herr Wulf delivers a speech this 
  morning outlining his divine mission from 
  Vanya - nothing less than a crusade against the 
  Milenians to the far west.  He shares the 
  knowledge that Vanya imparted to him before 
  his quest began - that the descendants of those 
  people who opposed Her in life still exist.  He 
  asks for 200 dedicated Knights to accompany 
  him and his chosen party on this journey to 
  restore the honor of the Heldannic Order.  
  The enthusiasm is so great that he is forced to 
  pick among those wishing to go, and before 
  noon today, preparations begin for the journey 
  that is to begin that afternoon.  (See Ya. 11, Kl. 
  8; Kl. 15, Fe. 9.) 
  What This Means: Herr Wulf has imparted 
  some of the knowledge given to him by Vanya, 
  and he managed to be persuasive enough that 
  he will have a small army accompany him and 
  his party. 
  What The PCs Can Do: The players may 
  listen to the speech and be inspired, or they 
  may ignore it.  Afterwards, they will more than 
  likely be pressed into service; the small army 
  requires ample supplies for itself and the war 
  horses that will be ridden. 
   
  KLARMONT 9, AC 1015: Vestland Makes 
  a Petition. 
  Location: Darokin City, Darokin.  OW 
  Description: Emissaries from Vestland make 
  a petition to representatives of the Western 
  Defense League in Darokin today.  They 
  request that Vestland be allowed to join the 
  
  242 
   
  WDL along with other of the Old World 
  nations.  The WDL deliberates, but it seems 
  likely they will grant Vestland’s request. 
  What This Means: Vestland rulers are 
  increasingly concerned about their nation.  
  Warmongering Ethengarians and Heldannic 
  Knights to the west of them, and now the 
  Ostland and Soderfjord uprisings in the south 
  and east.  They desire the added protection and 
  support that the WDL can provide them with.  
  The WDL is intrigued by the offer.  They have 
  already lost two members in recent years - 
  Ylaruam and Rockhome - and are eager to 
  increase their influence. 
   
  KLARMONT 9, AC 1015: Breaking the 
  Siege. 
  Location: Raneshwar, Gunjab, Sind.  OW 
  Description: In an attempt to break the 
  ongoing siege, it is decided that a small force of 
  rebels, led by Anand Brishnapur and Sitara 
  Rohini of the Garethians, will leave the city 
  and draw off a portion of the Hulean troops.  
  They manage to escape the city, but the plan 
  backfires; as the escaping army turns to trap 
  their besiegers in a two front attack, they are 
  surprised to learn that reinforcements for the 
  Huleans, sent directly from the capital of Sayr 
  Ulan, are fast approaching.  They are caught 
  between the two armies, and things look bad.  
  (See Ya. 4, Kl. 5; Kl. 10, Kl. 11.) 
  What This Means: This is actually a bit of 
  double dealing by the Himayas of the Freedom 
  Warriors.  They were informed of the 
  approach of the reinforcements by allies in the 
  palace of the rajadhiraja.  Figuring that this was 
  a prime opportunity to rid themselves of the 
  leaders of the Followers of Gareth, they 
  convinced them that the best way to end the 
  siege was to try and capture the Huleans 
  between two armies.  As things stand, the only 
  ones trapped are the Garethians. 
   
  KLARMONT 10, AC 1015: Siege of 
  Menkara Broken. 
  Location: Menkara, Nithia.  HW 
  Description: Soldiers supporting Senkha 
  successfully relieve the defenders of Menkara, 
  who had been trying to hold off soldiers 
  belonging to the mysterious force that invaded 
  many weeks before.  Although the besiegers 
  resist mightily, they cannot hold their ground, 
  being pressed from within Menkara and from 
  the northward-moving Nithian army.  After 
  hours of fierce fighting, in which the invaders 
  suffer many casualties, the Nithians win the 
  day, forcing the unknown force to the 
  northeast of the city.  As with previous battles, 
  the Nithians do not capture any enemy 
  soldiers.  (See Ya. 28, Kl. 3; Fe. 20, Am. 19.) 
   
  KLARMONT 10, AC 1015: Followers of 
  Gareth Escape. 
  Location: Raneshwar, Gunjab, Sind.  OW 
  Description: With the guidance of Anand 
  Brishnapur, a brilliant strategist, the small force 
  of rebels that escaped Raneshwar manage to 
  outmaneuver the Hulean forces that confront 
  them.  Anand leads the rebels through the 
  midst of the Hulean reinforcements in a daring 
  night action, with a minimal loss of his own 
  troops.  He guides them into the mountainous 
  regions surrounding Raneshwar.  
  Unfortunately, the Huleans immediately lay in 
  to the city of Raneshwar once more.  (See Kl. 
  5, Kl. 9; Kl. 11, Fe. 1.) 
  What This Means: The Himayas 
  underestimated Anand’s resourcefulness, and 
  now their plan has backfired.  The Freedom 
  Warriors are quickly beginning to lose the fight 
  for the city. 
   
  KLARMONT 10, AC 1015: Norwold Lords 
  Revolt. 
  Location: New Heldannic Territories.  NW 
  Description: With the destruction of the 
  Heldannic Knights’ power in Oceansend, many 
  northern nobles who were too afraid to revolt 
  now declare their own independence.  (See Fl. 
  20, Kl. 5; Fe. 2, Am. 25.) 
  What This Means: This is a dangerous time 
  to be a Heldannic Knight in the Norwold 
  section of their territories.  Except for Landfall 
  and Forton, the allegiance of all other towns 
  and strongholds is now completely uncertain.  
  Most Knights retreat back to one of those 
  towns rather than risk entering one which may 
  side with the rebels.  This fall back of the 
  
  243 
   
  Knights of course allows even more minor 
  lords to try their luck at independence. 
  What The PCs Can Do: If they’re Heldannic 
  Knights, their best bet is to get out of the area 
  as quickly as possible.  If they themselves are 
  lords of minor baronies, they might try to 
  revolt as well, or maybe face the armies of 
  nearby revolting territories. 
   
  KLARMONT 10, AC 1015: To Paint a 
  Royal Picture. 
  Location: Thyatis City, Thyatis.  OW 
  Description: Emperor Eusebius hires the 
  famous Traladaran painter Akatrina to paint a 
  portrait of his daughter Valentia.  The child has 
  just celebrated her first birthday today. 
   
  KLARMONT 10, AC 1015: Crusaders Head 
  North. 
  Location: Forest of the Curse, Wendar.  OW 
  Description: The Elven Crusaders have 
  assembled in the past days in the Alfheimers’ 
  territory and are now ready to begin their 
  quest.  They leave today and march northward 
  led by Durifern and Beasthunter.  Many 
  Erendyls led by Gilfronden and Genalleth 
  elves also join the Crusade.  The humans of 
  Wendar sigh in relief watching so many elves 
  leaving their territory.  In fact, after last year’s 
  illness they are a minority, and this has so far 
  contributed much to their paranoia against the 
  elven race.  (See Ya. 27, Kl. 2; Fe. 1, Fe. 5.) 
  What This Means: The call of the Alfheim 
  clanmasters has not fallen on deaf ears.  The 
  whole Grunalf clan and the majority of the 
  Longrunners have joined the Crusade almost 
  immediately, while it took a bit more time for 
  General Gilfronden of the Erendyls to be 
  persuaded.  About one fifth of Grunalfs (300 
  out of 1,500) and two fifths of Longrunners 
  (1,800 out of 4,600) remain in Wendar, mostly 
  those unable to fight.  There are also many 
  Genalleth elves that join the mission to testify 
  that they are not a weak and coward folk, 
  together with other Alfheimers belonging to 
  the minor clans (about 2,000). The Crusaders 
  that march northwards are about 6,200 strong. 
  Doriath, as well as the majority of Erendyls 
  and Mealidils, does not participate in the 
  Crusaders because they think it’s better to wait 
  for the outcome of the events in Alfheim 
  before taking drastic decisions: the other 
  Alfheimers understand and let them be. 
  [Note, to DMs who have already exposed 
  General Gilfronden as a shadow elf, replace 
  him with another famous elven General of 
  your creation.  There must be a well known 
  and loved Elven General for this story plot.] 
  What The PCs Can Do: If they are elves they 
  can volunteer in the Army.  If they belong to 
  any other race, they can be enlisted only if they 
  prove they are trustworthy and loyal to the 
  elves’ cause (which is an adventure in itself). 
   
  KLARMONT 11, AC 1015: The Angry 
  Father. 
  Location: Toralai Territory, Neathar Lands.  
  HW 
  Description: A Dino riding Neathar warrior 
  rides into Zorok’s camp.  Dismounting, he 
  rushes to report to Zorok that the ransom has 
  been delivered to the Krugel Orcs and the 
  hostages freed.  The bad news is that 
  Alphatians delivered the ransom.  Zorok 
  inquires about the hostages, and the rider 
  reports that all the hostages except Zorella 
  have been released in Neathar Lands.  His 
  daughter is believed to still be in their custody 
  and probably in Haldemar.  Zorok is livid at 
  hearing of this; he dispatches messengers to 
  summon his War Chiefs.  (See Ya. 4, Kl. 2; Kl. 
  16, Kl. 19.) 
  What This Means: After the incident with 
  Zandor, the level of animosity that the Toralai 
  have for the Alphatians is at an all time high.  
  Zorok and his War Chiefs have been 
  contemplating their next move.  The news of 
  the ransom delivery and the fact that Zorok’s 
  daughter has not been freed makes Zorok 
  think the Alphatians have taken her hostage.  
  He also wonders about the whereabouts of his 
  eldest daughter, Zorena, who had been sent by 
  Zorok to deliver the ransom.  He suspects she 
  has been killed, possibly by the Alphatians. 
  These acts spur Zorok into action.  Overcome 
  by emotions, he wants an assault on Haldemar 
  
  244 
   
  itself.  He does recognize the enormity of the 
  task and will studiously plan the assault.  He is 
  also wary of the Alphatians, as Zandor’s 
  demonstration did much to instill a sense of 
  what the Alphatians are capable of.  Ironically 
  he will draw upon some of the advice Zandor 
  had given him for the attack on the town of 
  Dogrel. 
  The preparations for the attack will take some 
  planning.  The possibility of Krugel Orc raids 
  is a factor that should be remembered.  Also, 
  compared to the city of Haldemar, the 
  defenses of Dogrel were slight; what worked 
  there may not work in Haldemar. 
  What The PCs Can Do: Neathar PCs can 
  perform reconnaissance to gain information on 
  the defenses of Haldemar. 
   
  KLARMONT 11, AC 1015: Atzanteotl 
  Builds Up Forces. 
  Location: City of Aengmor.  OW 
  Description: The few goblinoid Shamans of 
  Atzanteotl still alive in the Eastern Broken 
  Lands rally the scattered goblinoids in the area 
  encouraging them to willfully join the shadow 
  elves of Aengmor with the promise of a higher 
  ranking within the new goblinoid hierarchy 
  under shadow elf control. 
  Old Hutai Khan and his horde are among the 
  recruited ones.  The elves of Aengmor, led by 
  Xatapechtli, welcome the goblinoids and use 
  them as cheap slave work or fodder for the 
  army. (See Nu.  10.) 
  What This Means: Since Kanafasti and his 
  group left Aengmor, Atzanteotl started 
  coveting the city and the surrounding area for 
  Himself, so he instructed His shamans and His 
  pawn Xatapechtli to rally all the remaining 
  goblinoids in the area. 
  Rafiel doesn’t oppose Atzanteotl trying to 
  maintain the illusion that He is evil and malign 
  rather than good and kindly, in order to protect 
  His shadow elves from Atzanteotl.  However, 
  unbeknownst to Him, Atzanteotl finally begun 
  realizing that Rafiel is not what He pretends to 
  be, so He begins coveting the shadow elves 
  even more than before and puts secret plots 
  into motion. 
  Hutai Khan has no love for shadow elves after 
  the war in Oenkmar, but works for them while 
  plotting to gain his own power.  Unfortunately 
  many of his subjects see this as an opportunity 
  of getting rid of Hutai and taking his place as 
  chief of the tribe, so they plot against him.  
  And with the recent defeat of Deimos, the 
  shadow elves are the only true power 
  remaining in the area. 
  What The PCs Can Do: Hobgoblin PCs 
  from Hutai’s tribe may actively cooperate with 
  shadow elves (and thus Atzanteotl) trying to 
  gain a better status in their eyes and thus 
  increasing their chances of being the next chief 
  of Hutai’s tribe. 
   
  KLARMONT 11, AC 1015: Death of a 
  Hero. 
  Location: Raneshwar, Gunjab, Sind.  OW 
  Description: As things look their bleakest for 
  the Freedom Warriors inhabiting Raneshwar, 
  the Hulean forces are suddenly attacked by two 
  new forces, all fighting in the name of Gareth.  
  Anand Brishnapur’s small army attacks from 
  the west, while another army, mainly 
  comprised of Darokinians, strikes from the 
  east.  They manage to break their way through 
  the Hulean forces, doing the opposition heavy 
  damage, and hold the gates long enough to 
  evacuate the town.  
  The casualties on the rebels’ side are 
  enormous, among them the death of Anand 
  Brishnapur himself, who was killed during the 
  holding action.  Attempts to resurrect his body 
  are met with failure.  The Followers of Gareth 
  take his death badly, particularly Sitara Rohini, 
  who had become very close with the mystic.  
  (See Kl. 9, Kl. 10; Fe. 1, Fe. 8.) 
  What This Means: Anand’s forces were 
  joined by reinforcements from Darokin, sent 
  by Arturo Olivera from the church of Gareth 
  in Akorros.  The two banded together to aid 
  their allies, but Anand was unfortunately lost.  
  Ironically, this action will only damage the 
  Himayas’ position further - not only are the 
  Followers of Gareth widely regarded for their 
  heroism, but Anand Brishnapur has now 
  become a martyr to their cause. 
   
  
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  KLARMONT 11, AC 1015: Boldavian 
  Defenses Broken. 
  Location: Boldavia, Glantri.  OW 
  Description: The Ethengarians finally defeat 
  the last of the Glantrian units still remaining in 
  Boldavia.  After a poor plundering of the 
  principality, Moglai now leads them into the 
  valleys and toward the Principality of Klantyre.  
  (See Ya. 18, Ya. 20; Kl. 19, Fe. 3.) 
  What This Means: Things are not looking 
  good for the Glantrians.  Since the undead of 
  the area have started attacking the forces on 
  both sides, the Ethengarians have had the 
  advantage.  Although neither side has clerics, 
  the Ethengarians have horses.  This has 
  allowed the barbaric nomads to outrun the 
  undead forces while the Glantrians were 
  usually forced to fight.  Overall, the Glantrians 
  have lost more men to the undead than they 
  have to the Ethengarians.  Seeing no other 
  choice, they have retreated into the lands of 
  Klantyre. 
  The undead hordes continue to roam around, 
  apparently aimlessly, in the valleys of Boldavia. 
   
  KLARMONT 12, AC 1015: Torreón Closes 
  its Borders. 
  Location: Torreón.  SC 
  Description: With the onrush of Afflicted 
  fleeing Narvaez, Baronesa Isabel announces 
  that Torreón is closing all borders to Afflicted.  
  Those that still try to enter are cut down by the 
  border guards.  (See Th. 12, Kl. 9; Kl. 18, Kl. 
  22.) 
  What This Means: Torreón, having enough 
  problems with its own Afflicted, refused entry 
  to the refugees to prevent it from getting 
  worse. 
   
  KLARMONT 14, AC 1015: Mermen 
  Sighted. 
  Location: Thyatis City, Thyatis.  OW 
  Description: A severely damaged Dolphin 
  makes port in Thyatis harbor.  Upon 
  questioning the surviving crew members, the 
  harbormaster learns that the ship was attacked 
  by an army of mermen just off the coast of 
  Ochalea.  They only managed to survive 
  because they were lucky enough to have a party 
  of adventurers on board.  (See Ya. 6; Fe. 15, 
  Fe. 19.) 
  What This Means: Thyatian officials now 
  have a possible explanation to what has 
  happened to over a dozen missing ships.  They 
  immediately send out parties to investigate the 
  mermen.  Meanwhile, all ships in the area 
  prepare themselves for possible attacks by 
  mermen. 
  The mermen have an empire somewhere 
  beneath the southern area of the Sea of Dread, 
  and they concentrate their attacks along the 
  shores of the Jungle Coast and Ochalea. 
  What The PCs Can Do: The PCs can be 
  among those hired by the Empire of Thyatis to 
  explore the Sea of Dread.  They will certainly 
  be in high demand if they are known to have 
  previous underwater adventuring experience. 
   
  KLARMONT 15, AC 1015: Ambush! 
  Location: Hilly country roughly 200 miles 
  northwest of Vanya’s Rest, eastern Davania.  
  JC 
  Description: The crusaders have been making 
  good time these past few days, thanks to the 
  mild weather and the open terrain.  Eventually 
  they reach a line of hills, and, as they cross 
  them, they are attacked by a band of about 40 
  Meghaddara warriors.  The Meghaddara are a 
  Milenian/Cestian-descended people who 
  inhabited the lands now occupied by Vanya’s 
  Rest, but were driven out by the Knights when 
  it was built. 
  They now are semi-nomadic, following their 
  herds around the Aryptian Savannah, though 
  they have never forgotten the aggression of the 
  Knights.  The attack is fierce, and a few 
  Knights are killed, though the band is too small 
  to do any real damage.  The Meghaddara are 
  defeated easily, and the survivors are driven 
  away.  (See Kl. 8, Kl. 9; Fe. 9, Fe. 13.) 
  What This Means: The Meghaddara despise 
  the Knights with a passion, and this band of 
  them could not resist attacking them.  Also, 
  these lands have been claimed by them for a 
  new homeland - many of them wish to settle 
  down once again and rebuild their culture.  
  
  246 
   
  Once word spreads of this battle, tensions 
  between the two groups will only increase. 
  What The PCs Can Do: If they are with the 
  Knights, the players can help fight off the 
  attack; if they are with the Meghaddara, they 
  may use their skills to try to drive away the 
  Knights from this stretch of hills, which has 
  been claimed for the construction of a new 
  settlement. 
   
  KLARMONT 16, AC 1015: Dogrel 
  Exposed. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: Three Alphatian skyships land in 
  Haldemar.  From them emerge two hundred 
  Imperial Troops who secure Dogrel’s keep and 
  take the King of Neatharum into custody.  The 
  troops bring Dogrel to the skyships where he is 
  presented to Commander Ezreilla.  She 
  informs Dogrel that he is under arrest for his 
  practice of enslavement and expansion despite 
  the doctrine established by the Imperial Court.  
  Commander Ezreilla has Dogrel interred 
  pending a ruling from Andaire.  In the 
  meantime, she will act as military governor.  
  (See Kl. 2, Kl. 11; Kl. 19, Kl. 21.) 
  What This Means: Dogrel’s disregard for 
  Empress Eriadna’s policies towards the 
  Neathar has finally been uncovered enough to 
  warrant Imperial intervention.  Presented with 
  the evidence, Eriadna dispatches a contingent 
  of her imperial troops to take him into 
  custody.  Though outnumbered by Haldemar’s 
  garrison, they meet little resistance.  Most of 
  the troops are aware of the practices of Dogrel, 
  and have long anticipated this day and do not 
  wish to oppose imperial troops.  Dogrel is 
  interred and Ezreilla assumes control of 
  Neatharum while the matter is debated in 
  Jafilia. 
   
  KLARMONT 17, AC 1015: The Estranged 
  Elf. 
  Location: Hills of Iwaz, Jennite Holdings.  
  HW 
  Description: A Jennite patrol discovers the 
  body of an unconscious elf.  The patrol ferries 
  the elf back to the tribal camp.  The Jen are 
  puzzled as this elf is dressed in strange clothing 
  and carries foreign items.  For two days, the 
  Men of Jen care for the weak elf trying to 
  restore his health. 
  On the third day, the Jen are shocked to 
  discover that the elf has disappeared from his 
  bed with a small supply of provisions.  
  Subsequent searches discover the elf’s tracks.  
  Unfortunately, the trail is lost a few miles from 
  the Jennite camp. 
  What This Means: The unconscious elf is a 
  member of the Blacklore Elves.  Despondent 
  over his situation within the Blacklore Valley, 
  he chose to flee.  Unfortunately, the pampered 
  life within the Valley lacked the foundation for 
  survival skills needed outside of the valley.  In 
  the blind journey from the Valley he fell victim 
  to the elements and hunger. 
  Had he not been found by the Jennites, he 
  surely would have perished.  The Blacklore elf 
  regained consciousness during the night.  
  Unaware what exactly had transpired, he fled 
  the encampment.  He did have the forethought 
  to snatch a few supplies for the road.  His 
  destination is to head back to the Blacklore 
  Valley where things are more familiar and less 
  dangerous. 
  What The PCs Can Do: The obvious tact is 
  to search to the south to try to find the elf and 
  uncover his secret.  This hook could lead to 
  various adventure opportunities within the 
  Great Southern Shield mountain range. 
  Note to DMs: What becomes of this event is 
  up to the DM.  It should be noted that the 
  outcome could include the discovery of the 
  Blacklore Valley.  This in itself could have 
  consequences for not only the PCs but also the 
  Blacklore Elves. 
   
  KLARMONT 18, AC 1015: Signatory 
  Council Disapproves. 
  Location: Ciudad Real, Gargoña.  SC 
  Description: In a Signatory Council Meeting, 
  the representatives of Gargoña, Almarrón, and 
  Saragón deplore Barón Hugo of Narvaez’s 
  method of channeling his people’s anger just to 
  ease the tension toward the nobility.   
  
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  They announce that their nations will accept 
  the Afflicted fleeing Narvaez with open arms.  
  (See Kl. 9, Kl. 12; Kl. 22, Fe.  3.) 
  What This Means: Narvaez is once more 
  becoming the opposition to almost all the 
  other baronies.  Still, Barón Hugo doesn’t seem 
  to mind, as he knows he’ll win: Ixion is on his 
  side. 
  Meanwhile, the leaders of the other baronies 
  do their best to convince their population that 
  the Afflicted are not carriers of some deadly 
  plague.  Since these states are enlightened, it 
  works relatively well.  Afflicted arrive without 
  too much hassle. 
   
  KLARMONT 19, AC 1015: Klantyre 
  Ransacked. 
  Location: Klantyre, Glantri.  OW 
  Description: The horde of Ethengarian horse 
  warriors pillage across the principality of 
  Klantyre.  Only the capital Glenmoorloch 
  remains safe, as most Glantrian units in the 
  area have retreated behind its wall.  The 
  Ethengarians stop and lay siege to the city.  
  (See Ya. 20, Kl. 11; Fe. 3, Fe. 6.) 
  What This Means: Although Glantri City is 
  Moglai’s true destination, he’s wise enough to 
  not leave any forces behind him.  That’s why 
  Glenmoorloch must fall.  Still, with mages 
  teleporting reinforcements and supplies in 
  rather regularly, conquering Glenmoorloch is 
  easier said than done. 
  Most of the Princes expected a much better 
  defense from Klantyre.  They assumed that 
  Prince Brannart McGregor, another powerful 
  necromancer [although no one knows he is 
  also a lich.  Ed.], would also unleash a horde of 
  undead to face the horse warriors.  Despite this 
  belief, not one undead was seen on the 
  battlefield.  Many begin to speculate that 
  something is wrong in Klantyre, yet 
  representatives of the Prince assure them that 
  he is fine. 
  In fact, Brannart McGregor has been 
  destroyed.  His unaging grandson, Angus 
  McGregor (human, male, M15, stopped aging 
  physically at the age of 10) usurped the lich-
  Prince several months ago and has been using 
  illusions and magic to replace him.  Since 
  Brannart was never one to be seen in public 
  very often, so far the plan has worked.  Angus 
  roamed around Castle McGregor and 
  destroyed anything that could possibly be a 
  phylactery for the lich, yet he constantly fears 
  that he might have missed it.  He therefore 
  watches nervously for a possible return of his 
  grandfather.  
  Although a prodigy in wizardry, Angus 
  McGregor never had much training or skill in 
  ruling a dominion.  Although he could 
  probably learn very well in time, time was not 
  on his side and his poor management of its 
  armed forces was the cause of Klantyre’s 
  downfall. 
   
  KLARMONT 19, AC 1015: Dogrel’s Fate 
  Teeters. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: Dogrel’s fate is still under 
  debate.  There is no doubt that he acted out of 
  accordance with Eriadna’s doctrine.  However, 
  Eriadna is hesitant to pronounce any decision 
  on the matter.  (See Kl. 11, Kl. 16; Kl. 21, Fy. 
  5.) 
  What This Means: Dogrel is guilty and 
  Eriadna knows it.  The problem is that she is 
  hesitant to remove him from power on such 
  grounds.  She is truly angry at him for his 
  disobedience and normally that would have 
  been enough.  However, her advisors have 
  pointed out that the general opinion of the 
  empire is that he only did what Alphatians 
  have always done.  Even Eriadna has had her 
  regrets about making that decree based on an 
  emotional moment.  To rescind it would be 
  like admitting she was wrong, and Eriadna is 
  not about to do that. 
   
  KLARMONT 20, AC 1015: Cinnabryl 
  Traded Successfully.  
  Location: Gulf of Hule.  SC 
  Description: This time the fleet exporting the 
  cinnabryl from Slagovich (in exchange for red 
  steel) successfully meets at sea with the 
  Inheritors.  There’s no pirate raid. (See Va. 13, 
  Th.  26) 
  
  248 
   
  What This Means: The pirates have not been 
  defeated, but the massive escort set up by 
  Margrave Miosz II has discouraged any would-
  be thieves. 
   
  KLARMONT 21, AC 1015: Haldemar 
  Assaulted. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: Several thousand Neathar 
  warriors assault the city of Haldemar.  In spite 
  of the city’s defenses, several Neathar manage 
  to scale the walls and enter the city.  Luckily 
  these are few in number and easily handled 
  before they can do too much damage.  As the 
  assaults continue, the defenders are hard-
  pressed to hold them off. 
  Commander Ezreilla calls King Dogrel and 
  temporarily places the city garrison under his 
  command.  Assessing the situation, he 
  dispatches troops where they are needed.  
  Under his direction the assaults are forced back 
  with more authority.  With the battle turning 
  into his favor, Dogrel begins assembling his 
  own skyship troops and those of Commander 
  Ezreilla for a counterattack. 
  After another assault on the walls, Dogrel 
  orders the skyships aloft.  Spotting these, the 
  Neathar break ranks and flee.  The skyships 
  pursue them, unleashing volley after volley of 
  missile weapons into the fleeing Neathar 
  warriors. 
  With the Neathar abandoning the field, Dogrel 
  signals the skyships to halt their pursuit.  
  Under the watchful eye of the skyships 
  overhead, troops are sent out to gather the 
  wounded Neathar.  As the prisoners are taken 
  into custody and their wounds treated, the 
  Neathar leader, Zorok, is discovered among 
  their ranks.  Dogrel orders that Zorok’s 
  wounds be given priority and places him under 
  guard.  He then returns command back over to 
  Commander Ezreilla.  (See Kl. 16, Kl. 19; Fy. 
  5, Fy. 27.) 
  What This Means: Since Commander Ezreilla 
  assumed the position of military governor, the 
  defenses of Haldemar have suffered.  The daily 
  drills and regular patrols have been virtually 
  dismissed by Ezreilla.  This has allowed Zorok 
  to assemble his warriors around Haldemar and 
  observe the routines of the city without 
  interference. 
  When the Neathar attack the walls, the 
  defenders are ill prepared to meet them  
  efficiently.  Commander Ezreilla may be 
  inexperienced in defensive warfare, but she is 
  no fool.  She knew enough to send for Dogrel 
  and turn the defending troops over to his 
  direction.  That decision paid off. 
  Normally, Dogrel would have treated the 
  attackers with a more of an “iron boot.”  
  However, with his own fate being debated and 
  with a heavy Imperial presence on hand, he 
  chooses to make a statement for his own 
  defense.  He halts his forces from pursuing the 
  retreating Neathar and orders the troops to 
  round up the wounded to have their wounds 
  tended to. 
  That Zorok is among the wounded is a 
  surprise.  Dogrel is beside himself that 
  circumstances prevent him from taking some 
  revenge upon the man who has been a thorn in 
  his side.  Disgusted, he turns the garrison back 
  over to Commander Ezreilla and returns to his 
  rooms.  His consolation is that he proved his 
  supremacy in the battle and Commander 
  Ezreilla knows it. 
  What The PCs Can Do: PCs allied to 
  Neatharum can participate in the battle.  
  Afterwards they can patrol the countryside 
  looking for Neathar stragglers.  PCs allied with 
  Zorok can attempt a rescue of the Toralai 
  Chief or some of the Neathar taken prisoner. 
   
  KLARMONT 21, AC 1015: Scourge of the 
  High Seas. 
  Location: Halag, Karameikos.  OW 
  Description: Over the preceding weeks the 
  number of pirate attacks have increased 
  significantly.  Many were beginning to wonder 
  if the Master of Hule was up to his old tricks 
  again.  Today, the Pride of Athenos, a ship 
  flying Linton colors, limps into Halag harbor 
  with a harrowing tale.  They claim they were 
  attacked by a ship bearing the name Scourge, 
  and only managed to escape plundering due to 
  the bravery of a band of adventurers who had 
  booked passage on the Pride of Athenos.  
  
  249 
   
  They fought off the buccaneers and managed 
  to sail away.  When they got close to Halag, the 
  Scourge broke off pursuit.  Those who 
  witnessed the melee claim the attackers were 
  wearing typical Minrothaddan dress and spoke 
  the patois.  (See Ya. 1; Fe. 3, Fe. 25.) 
  What This Means: The upsurge in piracy is a 
  result of Minrothad's current hardship and bad 
  feelings towards the Darokinians.  They have 
  always been competitors, but usually friendly 
  ones.  Now Minrothad believes the 
  Darokinians are squeezing them out of 
  markets, threatening their livelihood.  Their 
  response was to unleash the Privateers Guild. 
   
  KLARMONT 22, AC 1015: The 
  Unsheathing. 
  Location: The Five Shires.  OW    
  Description: This is a day in which no hin will 
  trade with any Thyatian in remembrance of AC 
  571 when the Thyatians seized halfling 
  settlements in the Ierendi Islands. All hin go 
  about armed, and drink, and sing piratical 
  songs.  After the incident a few weeks ago, 
  many hin also refuse to trade with Glantrians 
  as well as Thyatians. 
  A hin pirate ship, spurred on by the emotions 
  of the Unsheathing, attacks a Thyatian ship 
  and sinks it.  (See Ya. 12, Kl. 8; Fe. 15, Fy. 1.) 
  What This Means: Unfortunately, one of 
  Thyatis’s prospective World Games athletes 
  was aboard that ship - he was on his way to the 
  Shires to check out the local conditions so as 
  to be better prepared for the Games.  Thyatis 
  sends a formal complaint demanding the Shires 
  do something about their “pirate problem.” 
   
  KLARMONT 22, AC 1015: Populations Up 
  In Arms. 
  Location: Narvaez and Torreón.  SC 
  Description: The people of Narvaez embark 
  fully on the crusade to destroy all Afflicted.  
  Many of the peasant farmers in Torreón 
  behave similarly, even though their 
  government hasn’t given them permission to 
  attack the Afflicted.  (See Kl. 12, Kl. 18; Fe. 3, 
  Fe. 13.) 
  What This Means: Torreón and Narvaez 
  have always disliked the Afflicted because of 
  their deformities, and recent events have only 
  heightened this “fear.”  Although the other 
  baronies are more enlightened or accepting of 
  the deformed, these two baronies now have 
  their populations in arms to take care of the 
  “Afflicted problem.” 
  In Narvaez, the witch-hunts are legal.  In 
  Torreón, however, Baronesa Isabel has not 
  given any form of permission to harm 
  Afflicted, unless they are trying to enter the 
  barony from elsewhere.  Still, when an 
  Afflicted is found murdered, most officials 
  look the other way. 
  Only in Las Guajacas, which is completely 
  inhabited by Afflicted, do the peasants fear to 
  enter.  Most Afflicted in Torreón soon flee to 
  this haven for them. 
   
  KLARMONT 24, AC 1015: Pacifists Meet 
  Insanity. 
  Location: Lands of the Gentle Folk.  HW 
  Description: A group of Gentle Folk 
  pondering the relative nature of a belt and life 
  are interrupted by the presence of a lone figure.  
  Turning their attentions back to their debate, 
  the figure just stands there and stares at them.  
  He begins yelling at them phrases denoting his 
  grandness.  This serves him little as the elves 
  ignore him except for an occasional glance. 
  Frustrated, the figure unleashes a Magic Missile 
  spell at one of the elves, killing her.  The other 
  elves briefly look at the fallen elf and the figure 
  before continuing their discussion.  The figure 
  then casts Fireball, killing two other elves.  The 
  display has little affect on the elves recognition 
  of him.  Frustrated, the figure storms off.  (See 
  Ya. 4, Kl. 2; Fe. 22, Fy. 14.) 
  What This Means: The lone figure is Zandor.  
  Since his parting from Zorok, he has traveled 
  across Neatharum and entered the Lands of 
  the Gentle Folk at the instructions of the voice 
  of Nyx in his head.  Irritated by his journey 
  and the lack of response by the elves, he slew 
  one to demonstrate his power.  That failing to 
  get a response, he cast another spell.  Angered, 
  he trudges off to seek a place where he can 
  find shelter. 
  
  250 
   
  Zandor hopes to use his powers to enslave 
  some of the more primitive peoples in the 
  Hollow World.  He attempts this with the 
  elves, but they ignore him.  Normally, Zandor 
  would have blasted them into submission.  
  However, Zandor has quickly judged that the 
  elves are not even worth being slaves.  He will 
  seek shelter in this land for now.  In the 
  meantime, he will do this world a service and 
  slay any elves that cross his path. 
   
  KLARMONT 26, AC 1015: Raids in 
  Shajarkand. 
  Location: Border between Sharjarkand and 
  Jalawar, Sind. OW. 
  Description: The Great Migration begins 
  rampaging and raiding numerous tiny villages 
  on the Shajarkand border as it wends its way 
  northwards out of Jalawar.  (See Kl. 2, Kl. 6; 
  Fe. 11.) 
   
   
  Topic Of The Month: The Heldannic 
  Crusade In Davania 
  This is a part of letter sent by a Heldannic Knight 
  which has made it into our hands.  Since the section we 
  received had no names on it, we do not know who wrote 
  it, or whom it was destined to.  We therefore have 
  printed it here without permission from anyone, and 
  should the actual author read this, we hope  you are not 
  offended by this.  
   
  Imagine my surprise to find myself thousands 
  of miles from home, in a hot, forsaken land 
  filled with savages and other nasty things.  
  Fortunately, I had the good fortune to have a 
  couple hundred Heldannic Knights with me, 
  so I had no reason to worry about any of these 
  things. Or so I thought. 
  What was I doing here? By some stroke of 
  luck, I had been invited by the renowned 
  Friedrich von Eisendorf to come to the remote 
  fortress of Vanya’s Rest in Davania, and 
  document what he promised to be “The most 
  illustrious and inspiring holy crusade the world 
  has ever known.”  How he knew of me I had 
  no idea, but it was clear that he, as well as the 
  famous Herr Wulf von Klagendorf himself, 
  who was also present on this journey, intended 
  for the whole Known World to know of the 
  Knights’ exploits in Davania. 
  The days in the wilderness were long and hard, 
  and many times several Knights were 
  dispatched into the wilds to forage for 
  whatever game could be had to supplement 
  our rapidly-decreasing stock of rations.  I will 
  not go into detail about the encounters we had 
  on the way to the town of Polakatsikes, but 
  suffice it to say that the Knights had their share 
  of challenges, most of which were met by the 
  sword. 
  In truth, I had lost count of the days spent 
  traveling through sweltering jungles, dry 
  savannahs, and dusty scrublands.  Only the 
  cool breezes of the night brought any sort of 
  relief from the searing heat of the sun, and 
  even then, in the height of summer, these 
  respites from the hell that is eastern Davania 
  were all too short.  Many of the Knights, some 
  of whom looked as though they were hardly 
  out of boyhood, began to lose hope that the 
  holy goal would ever be reached.  What was 
  this goal?  I suppose I should explain. 
  Herr Wulf had claimed that he received a holy 
  mission from Davania, that he should lead a 
  select force of loyal Knights from the fortress 
  of Vanya’s Rest into the interior of the 
  continent, where an ancient enemy would be 
  brought low to appease Vanya’s thirst for 
  conquest.  In all the weeks spent trudging 
  across eastern Davania, no signs were found of 
  any civilization.  This changed as fall 
  approached. 
  Finally, Herr Wulf told us that the goal was 
  near, and he ordered a scouting party to 
  investigate the lands west of a nearby stretch of 
  hills.  Hours later, they returned to report that, 
  as Wulf had promised, there was indeed a large 
  town just to the west, near the source of a 
  great river.  Wulf immediately made plans with 
  his most trusted advisors, while the rest of us 
  took the opportunity to relax.  The mood 
  among the Knights was one of caution mixed 
  with enthusiasm. 
  Over the next few days, the enemy was 
  engaged on several occasions.  Though I never 
  had the chance to observe any battles but the 
  last one, because the Knights feared that I 
  
  251 
   
  might pose a security risk if I were captured, I 
  still was able to see the aftermath.  Bodies of 
  foreign defenders strewn about the grasses and 
  hillocks, mixed with those of the occasional 
  Knight.  Their armor was strange, seeming to 
  be composed of leather, boiled in some waxy 
  substance to give it extra strength.  These 
  soldiers carried spears and shields, though 
  some were armed with short swords, too.  
  Regardless, it was clear that these brave men 
  were no comparison to the heavily-armored 
  Knights, with their war horses and large 
  swords.  Some of the defenders had 
  surrendered in those early days, and attempts 
  were made to talk to them.  Fortunately, the 
  Knights had hired a Glantrian mage to assist in 
  magical matters, and he turned his skills to 
  allowing each side to understand the other.  
  From the captives we learned the town’s name, 
  the size of its army, and how many people 
  lived within its walls.  I spent some time with 
  these men, and they were, for all their 
  strangeness, men of honor. 
  Finally, there came the Battle of Pelmos Hill, 
  which, if I understand correctly, is already the 
  subject of many songs in the Heldannic 
  Territories far to the north.  Here I watched 
  the might of Polakatsikes beat bravely on the 
  Knights, but to no avail. [Accounts elsewhere in 
  this Almanac will tell you, gentle reader, how events 
  turned out on that day, the 4th of Ambyrmont, AC 
  1015. Ed. note.] The Knights won a decisive 
  victory, utterly destroying what remained of 
  the town’s army that was on the field that day, 
  and only two days later the town of 
  Polakatsikes capitulated to the invaders. 
  The days that followed were those of immense 
  joy for the Knights. Though roughly half of 
  the original 200 who set out with Herr Wulf to 
  crusade for the glory of Vanya had survived, 
  the mood was optimistic.  Folk songs were 
  sung in the taverns and public houses of the 
  town, and the Knights marched proudly about 
  the paved streets.  Others hung Heldannic 
  banners on every street corner, displaying the 
  colors of each detachment that fought in the 
  campaign.  Finally, Herr Wulf himself 
  proclaimed that all who served in the 
  Polakatsikan Crusade would be made part of a 
  new military order - the Champions of Vanya.  
  Now, those same Knights strut proudly, 
  wearing a wide red and gold tabard over their 
  armor, with the symbol of Polakatsikes on 
  their breasts - a golden hawk poised to take to 
  the air. 
  Perhaps some future scribes will be able to put 
  these events into perspective better than I 
  have, but I can say for certain that the 
  Heldannic crusade into the heart of Davania 
  has been an experience I will never forget, for 
  never have I seen such violence done between 
  men, and never have I seen such passion in the 
  fight for a cause or a belief. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  252 
   
  Felmont 
   
   
  FELMONT 1, AC 1015: Ten Millionth 
  Kilogram Mined from Malabar. 
  Location: Gold mines to northeast of 
  Malabar.  SC 
  Description: Today the ten millionth kilogram 
  of gold is mined from the mines near Malabar. 
  What This Means: The event does not quite 
  get the interest it deserves owing to the fixation 
  with the possible platinum reserves in The 
  Pride of Gombar.  Despite this, this milestone 
  in mining is significant in that it draws more 
  interest from the people in the surrounding 
  area. 
   
  FELMONT 1, AC 1015: Brishnapur 
  Honored. 
  Location: Mahasabad, Nagpuri, Sind.  OW 
  Description: In a ceremony attended by most 
  of the city, Anand Brishnapur and many other 
  heroes of the resistance are put to rest today.  
  The Followers of Gareth are all in attendance, 
  and Sitara Rohini’s eulogy moves everyone to 
  tears.  (See Kl. 10, Kl. 11; Fe. 8.) 
  What This Means: The underground has 
  retreated once more to Nagpuri, to lay the 
  dead to rest and regroup.  The word of 
  Anand’s death has begun to spread, and rally 
  more Sindhi to the cause of the resistance. 
   
  FELMONT 1, AC 1015: Expedition 
  Commissioned. 
  Location: Darokin City, Darokin.  OW 
  Description: In response to a growing series 
  of attacks by creatures from the Malpheggi 
  Swamps, the Council of Darokin today ratifies 
  a decision to offer 10,000 daros to any 
  adventurer or group of adventurers that can 
  track down the source of the sudden attacks, 
  and hopefully put a stop to them.  Adventurers 
  from all over the Old World flock to take 
  advantage of this offer.  (See Th. 8; Fe. 13.) 
  What This Means: Ever since the river 
  serpent attack on Elstrich, there have been 
  increasing attacks by monsters from the 
  Swamp - river serpents, undead, lizard men, 
  there have even been unconfirmed reports of a 
  dragon turtle plaguing trade in the Malpheggi 
  Bay.  The Council of Darokin is worried, and 
  wants to put a stop to this. 
  What The PCs Can Do: This is a grand quest 
  for adventurous PCs tracking down the 
  problem of the attacks, fighting off vicious 
  swamp creatures... perhaps even tracing the 
  source all the way back to the Weir of 
  Aengmor, right in the heart of shadow elf 
  territory! 
   
  FELMONT 1, AC 1015: Siege of Geron. 
  Location: Geron, Denagoth.  NW 
  Description: The Elven Crusaders reach the 
  village of Geron, built on the southernmost 
  Denagothian border: here they meet the 
  Shadow Army for the first time.  The enemy 
  army is composed of humans only and is ready 
  for the battle. The siege of Geron starts.  (See 
  Kl. 2, Kl. 10; Fe. 5, Fe. 8.) 
  What This Means: The Shadow Army was 
  ready for the elves because the Shadowlord has 
  already arranged and planned for this war to be 
  fought.  He knows that Geron cannot stand 
  against the elves, but he wants to inflict as 
  much harm as possible to the elves and so has 
  ordered his men to fight to death.  In their 
  blind fanaticism, they don’t understand he has 
  sentenced the whole village to death. 
  What The PCs Can Do: If they are with the 
  Crusaders, there will be many things to do: 
  sneak into the village, capture the officers, steal 
  the defense plans and even arrange for a secret 
  raid of the town. 
   
  FELMONT 2, AC 1015: A New Oberherr. 
  Location: Freiburg, Heldannic Territories.  
  OW 
  Description: In a lavish ceremony within the 
  Star Chamber, Sir Andreas von Grber is 
  declared the new Oberherr of the Heldannic 
  Territories.  Wulf von Klagendorf is declared a 
  traitor to the ways of Vanya, having left his 
  post during this time of crisis.  (See Kl. 5, Kl. 
  10; Am. 25, Sv. 20.) 
  
  253 
   
  What This Means: The Heldannic Knights 
  have been trying to reach Wulf von Klagendorf 
  for days, and they soon came to realize he 
  wasn’t in Hattias visiting his family.  Sir 
  Andreas von Grber, the Knight in charge of 
  Vanya’s Inquisition, declared such actions as 
  heresy and treachery.  He was quick to pull in 
  “favors” (some are outright blackmail) from 
  other high ranking Knights to have himself 
  declared the new Oberherr.   Grber is an 
  ambitious and power-hungry man seeking 
  nothing but domination of the world in his 
  name.  
  A few years ago, he put forth the idea of the 
  Inquisition as means of eliminating rivals.  
  When others discovered his plot, they quickly 
  followed suit, and the “good” motives of the 
  Inquisition were quickly corrupted. 
  Now, with the political and religious power he 
  has gathered, he has finally managed to place 
  himself in charge of an entire nation. 
   
  FELMONT 3, AC 1015: Villa Franca 
  Chartered to Afflicted. 
  Location: Boa Manso, Texeiras.  SC 
  Description: The ruins of Villa Franca obtain 
  an official charter to become an Afflicted 
  community.  (See Kl. 18, Kl. 22; Fe. 13.) 
  What This Means: Baro Bartolomeu 
  granted this charter for two reasons: one was 
  to give the refugee Afflicted entering the 
  Barony a place to go, and the other was to try 
  and reduce their own tension with the Afflicted 
  in the barony. 
  What The PCs Can Do: Perhaps they are the 
  ones who beseeched the Bar o to grant a 
  charter to the Afflicted.  If so, they are given 
  the rulership of the land and are held 
  responsible for bringing the ruins of Villa 
  Franca into a thriving Afflicted community. 
   
  FELMONT 3, AC 1015: Glantri Sails the 
  Air. 
  Location: Glantri City, Glantri.  OW 
  Description: The Great School of Magic has 
  finally finished building two skyships for 
  Glantri.  In a quick ceremony, Jaggar names 
  them the Pegasus and the Griffon.  The ships 
  then immediately depart to help fight the 
  Ethengarians.  (See Kl. 11, Kl. 19; Fe. 6, Fe. 8.) 
   
  FELMONT 3, AC 1015: Darokin Lodges 
  Protest. 
  Location: Minrothad City, Minrothad.  OW 
  Description: High ranking officials of the 
  Darokinian Diplomatic Corps meet with 
  Ruling Guildmaster Oran Meditor to lodge 
  formal complaints against Minrothad for 
  recent pirate attacks.  Meditor says he 
  sympathizes, but he claims he does not know 
  what they're talking about.  He commiserates, 
  saying Minrothad is also having a difficult year.  
  It might be that rogue elements, down on their 
  luck, have resorted to disturbing methods to 
  feed their family.  But he claims Minrothad's 
  government is not to blame for this.  The 
  DDC negotiators find this hard to believe, and 
  insist that Meditor do something about it.  
  Meditor says he'll increase patrols and try to 
  discourage the unfortunate backlash against 
  Darokinians.  He asks that the Darokinians 
  stop seeking preferential trading terms with 
  their allies, suggesting that a return to a level 
  playing field would reduce the chance of 
  conflict.  The DDC officials say they'll take the 
  matter before Darokin's council.  (See Ya. 1, 
  Kl. 21; Fe. 25, Fy. 11.) 
  What This Means: Meditor isn't being 
  forthright, and the Darokinians know it.  They 
  also know that the source of the dispute might 
  be the favorable trade terms Darokin has 
  arranged with Karameikos and other countries, 
  but they don't think it excuses piratical 
  behavior. 
   
  FELMONT 4, AC 1015: Scare in Vestland. 
  Location: Norrvik, Vestland.  OW 
  Description: There is a fright among the 
  citizens of Vestland today when King Harald 
  Gudmundson collapses from a heart attack 
  during a public appearance. He is rushed back 
  to the palace, and placed into the care of the 
  royal clerics. King Gudmundson recovers 
  quickly, though he will be bedridden for a few 
  days.  (See Am. 11.) 
  
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  What This Means: The stresses of recent 
  years and his old age are catching up with King 
  Gudmundson. There is much he still wishes to 
  do in Vestland, but he realizes it is time to 
  consider passing on the throne. 
   
  FELMONT 5, AC 1015: Geron Falls. 
  Location: Geron, Kingdom of Denagoth.  
  NW 
  Description: The elves’ superiority is 
  overwhelming and, after only 5 days of siege, 
  Geron surrenders.  The Crusaders storm the 
  city and kill any surviving enemy, then raze the 
  temple of Idris and burn it to ashes together 
  with its priests.  After replenishing their 
  supplies, the Crusaders head north leaving a 
  small contingent of 30 elves to garrison a dead 
  village and to inform Wendar of their success.  
  (See Kl. 10, Fe. 1; Fe. 8, Fe.  9.) 
  What This Means: Geron was nothing more 
  than a field test on the Shadowlord’s part to 
  assess the strength of the Crusaders.  He will 
  wait for them to be in the Great Forest of 
  Geffron before unleashing the power of his 
  army upon them.  On the other hand, the elves 
  are now excited by this sudden victory, but 
  Generals Gilfronden and Durifern know that 
  there must be something worse awaiting them 
  on the plateau, and try to keep the younger 
  soldiers focused and always alert. 
  Unfortunately, the elves are also a bit 
  overzealous, hence their burning of the priests 
  inside the temple of Idris.  The hardships of 
  wars also helps desensitize them towards such 
  brutalities. 
  What The PCs Can Do: If they are 
  Crusaders, they can try to avoid the brutalities 
  some elves inflict on the humans of Geron, but 
  they won’t become much popular among the 
  elves this way. 
   
  FELMONT 5, AC 1015: Monster of the 
  Low NACE. 
  Location: Bellissarian Sea and Sea of Dawn.  
  AS 
  Description: A Minaean pirate, who calls 
  himself the Monster, attacks Alphatian ships 
  and raids coastal settlements in the southern 
  part of the Alphatian Empire.  He slaughters 
  every last man, woman and child, steals 
  treasures, and then sets fire to what is left, and 
  leaves.  No Alphatian ship get close to catch 
  him, however.  He is soon referred to by locals 
  as the Monster of the Low NACE.  The rare 
  survivors from his attacks report the sight of a 
  large, fast-moving ship of Minaean design, with 
  a giant sea serpent carved at her prow, going 
  by the name Nacy. 
  What This Means: The Monster of the Low 
  NACE manages to escape any pursuing vessel 
  by using a plundered magical item he calls the 
  “Pouch of Winds.”  When opened, this 
  magical pouch releases a gust of wind which 
  dramatically increases the speed of his ship.  
  He’s also used it during combat on occasion, 
  sending his opponents sprawling in the magical 
  gust of wind.  The powerful pouch of winds 
  can apparently be used as often as desired.  It is 
  the first known Alphatian Artifact recovered 
  from the sea. 
   
  FELMONT 6, AC 1015: Skullhorn Pass 
  Camp Victorious. 
  Location: Skullhorn Pass Camp, Glantri.  OW 
  Description: The Pegasus arrives at Skullhorn 
  Pass Camp and starts bombarding the 
  Ethengarians below.  Soon enough, the horse 
  warriors are routed and flee back to their land.  
  The skyship stays at the camp in case the 
  Ethengarians decide to come back this way.  
  (See Kl. 19, Fe. 3; Fe. 8, Fe. 10.) 
   
  FELMONT 7, AC 1015: Papalotl’s Fame 
  Grows. 
  Location: Throughout Azca.  HW 
  Description: Papalotl’s reputation grows as he 
  travels the Azcan lands helping those in need 
  of guidance and preaching the principles of 
  Atruatzin to the common folk.  He is said to 
  having aided a peasant in getting a wagon 
  unstuck, sharing a meal with a fellow traveler, 
  repairing a farmer’s plow, or aiding an injured 
  peasant.  His face is known throughout Azca, 
  but each area, and each person who has seen 
  him, reports a different face.  Stories telling of 
  his actions say he uses magic, both clerical and 
  otherwise, but that he moves as quietly and 
  
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  skillfully as the great jaguar, and fights like the 
  greatest of the dinosaurs.  (See Ya. 10, Kl. 4; 
  Fe. 16, Fe. 21.) 
   
  FELMONT 8, AC 1015: March on the 
  Plateau Begins. 
  Location: Denagoth Plateau, Denagoth.  NW 
  Description: The elves have reached the 
  dreaded Denagoth Plateau and are now at the 
  fringes of the enemy kingdom.  The Generals 
  decide to head immediately for the Forest of 
  Geffron, in order to conquer it before winter 
  comes.  They don’t leave any rear garrison 
  behind to secure the communications with 
  Wendar because they are sure they can safely 
  survive in the enemy territory as long as they 
  fight inside a forest (and that’s what they’re 
  about to do).  The Crusaders head west and 
  enter the Great Forest of Geffron.  (See Fe. 1, 
  Fe. 5; Fe. 9, Fe. 13.) 
  What This Means: The Generals want the 
  business finished before the end of the year.  
  They know they have good chances of 
  surviving inside Geffron even during the long 
  icy northern winter, but they also know that 
  their enemy is probably as well equipped and 
  as used to surviving in the forest as they are, so 
  they are not willing to take any risk.  Drax 
  Tallen and the Forest of Geffron must be 
  taken in less than six months or they will be in 
  serious troubles. 
   
  FELMONT 8, AC 1015: The Griffon Goes 
  Down in Klantyre. 
  Location: Klantyre, Glantri.  OW 
  Description: The Griffon arrives over the 
  Principality of Klantyre.  It sets about 
  bombarding the Ethengarians.  Unfortunately, 
  the horse warriors are too scattered and too 
  fast to be pinned down effectively.  After just a 
  few hours, the Griffon actually loses power 
  and crashes down upon the horde below, 
  inflicting more casualties in this way than it 
  ever did bombarding them.  (See Fe. 3, Fe. 6; 
  Fe. 10, Fe. 23.) 
  What This Means: When the Ethengarians 
  were pinned in the mountain passes, they were 
  sitting ducks for the skyship.  Out here on the 
  open highlands of Klantyre, it’s the complete 
  opposite: they have so much room to 
  maneuver, they’re extremely hard to hit. 
  The Griffon crashed because of a combination 
  of several factors, including inexperienced crew 
  and faulty magical enchantments.  Mages 
  enchanting the skyship are not as experienced 
  as the Alphatians, and several of their castings 
  were faulty.  The fact that they did a rush job 
  to satisfy the demanding Prince Jaggar only 
  made things worse.  Some fear that the 
  Pegasus will suffer the same fate soon enough.   
   
  FELMONT 8, AC 1015: Peshmir Speaks 
  Out. 
  Location: Karakandar, Peshmir, Sind.  OW 
  Description: In a surprising act today, the 
  ruler of Peshmir, Maharajah Hara Rudraksha, 
  speaks out against the Hulean forces still 
  occupying Sind.  He decries their presence as 
  unwanted and oppressive, sparking a minor 
  revolt in the city of Karakandar against Hulean 
  troops.  
  The revolt is quickly put down, and the 
  Maharajah’s palace placed under lockdown by 
  the Master’s troops.  (See Kl. 11, Fe.  1.) 
  What this means: This move is testimony to 
  the growing influence of the resistance and the 
  Followers of Gareth.  Maharajah Rudraksha 
  came to power during the invasion of AC 
  1005, when he was installed on the throne of 
  Peshmir by his father, the rajah of Kadesh.  He 
  was long thought to be firmly under the 
  Master’s rule, but his feelings towards the 
  resistance have grown ever since his daughter 
  was resurrected by Sitara Rohini in AC 1012.  
  The death of Anand Brishnapur has greatly 
  affected his sympathies.  This is just more 
  trouble for the Master in the north of Sind. 
   
  FELMONT 9, AC 1015: Breaking Free. 
  Location: Louvines, Renardy.  SC 
  Description: A riot breaks out in the prison of 
  Louvines, the capital of Renardy.  By the end 
  of the day, 20 lupin prisoners flee into the city 
  streets and have escaped the local constabulary. 
  What This Means: These prisoners have all 
  been detained because of their worship of the 
  Immortal Pflarr, whom they believe is the true 
  
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  patron of the lupin race.  The clergy of the 
  Lupin Saimpts [Immortals.  Ed.] has declared 
  them heretics and the local rulers have agreed 
  with the declaration, if only to ease the 
  religious pressures being exerted upon them.  
  Worshipers of Pflarr have been gathered over 
  the past years and shipped out to a Renardy 
  colony in the swamps of the Bayou.  There, the 
  exiles have slowly been forming their own 
  “Cajun” culture. 
  These particular worshipers of Pflarr are not 
  content to be shipped out of their homes and 
  have decided to rebel against the exile. 
   
  FELMONT 9, AC 1015: Love Affair in 
  Slagovich.  
  Location: Slagovich, City-State of Slagovich.  
  SC 
  Description: Zuberi, the swetanga from 
  Yavdlom, falls in love with Tatyana 
  Vissarionova, distant cousin of Margrave 
  Miosz II.  Unfortunately Tatyana’s father does 
  not approve her relationship with the ebony-
  skinned man. (See Th. 26; Ka. 24) 
  What This Means: After defeating the pirates 
  and recovering part of the cinnabryl, Zuberi 
  has become quite famous in Slagovich.  
  Unfortunately Tatyana’s father is somewhat 
  racist and doesn’t want his daughter to marry a 
  mere Yavdlom “sailor.” 
   
  FELMONT 9, AC 1015: A Shadow Smiles. 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: The Shadowlord has heard of 
  the approaching of the Elven Crusaders and he 
  begins to prepare a “welcoming committee” 
  for the elves’ invasion force.  Meanwhile, he 
  has also devised a plan to obtain the Black 
  Staff without risking too much: he will use 
  some petty mortals as pawns in his grand 
  scheme.  (See Fe. 5, Fe. 8; Fe. 13, Fy. 1.) 
  What This Means: The Shadowlord is really 
  happy this time: he has the opportunity to kill 
  thousands of elves and to obtain the Black 
  Staff at the same time and without making the 
  High Priest of Idris suspect anything about his 
  scheme.  He will use some of the elves to 
  retrieve the other keys and then dispose of 
  them at the end of their work.  However, he 
  will have to wait for the elves to come to him 
  first. 
   
  FELMONT 9, AC 1015: Hard Times 
  Ahead. 
  Location: Scrublands between the Meghales 
  Amosses Desert and the Aryptian Savannah 
  (due south of the eastern Yasuko Tribal 
  Lands), Davania.  JC 
  Description: The Knights have been riding 
  for a month over the gently-sloping Aryptian 
  Savannah, and have come across no one since 
  the assault by the Meghaddara.  Food supplies 
  are getting low, and many scouts have been 
  sent out to hunt and forage.  Over the past few 
  days, the grasses have been getting sparser and 
  shorter, and the climate more arid.  This 
  morning, one of the scouts rides into camp, 
  and reports to Herr Wulf that a great desert lies 
  just a few miles to the west.  Wulf decides that 
  this desert must be avoided, and he orders that 
  the army head north, in search of better 
  passage.  (See Kl. 9, Kl. 15; Fe. 13, Fy.  13.) 
  What This Means: Herr Wulf’s army has 
  ridden to the easternmost fringes of the 
  Meghales Amosses Desert.  He knows that the 
  jungles and grasslands of the Jungle Coast lie 
  to the north, though he does not know how far 
  away they are.  He is hoping that his Knights 
  can find better lands where they can restock 
  their supplies, though they are not in danger 
  yet. 
  What The PCs Can Do: Players may help the 
  Knights by using their skills to locate water and 
  edible plants, as well as hunt desert animals.  
  Clerics of other Immortals who have the create 
  food spell will find their services in demand. 
   
  FELMONT 10, AC 1015: Jaggar Needs 
  More Skyships. 
  Location: Glantri City, Glantri.  OW 
  Description: Prince Jaggar demands that the 
  Council agree to give him more funding so he 
  can produce the skyships at a quicker pace.  He 
  needs to hire more air-magic enchanters. 
  
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  The Council votes against the motion.  The 
  disastrous results with the Griffon prove that 
  they would never be able to build a competent 
  skyship in time to be of any use against the 
  Ethengarians.  (See Fe. 6, Fe. 8; Fe. 23, Fe. 26.) 
  What This Means: Jaggar must find another 
  way to create his skyships; one that is quicker 
  and/or cheaper. 
   
  FELMONT 11, AC 1015: Great Migration 
  Diverted? 
  Location: A few miles north of Pramayama, 
  on the Shajarkand border, Sind.  OW 
  Description: The Great Migration, which has 
  been running amok since losing its leadership, 
  is met today by a large force of goblinoids 
  under the banner of the Master of Hule.  
  Nizam prepares his hordes to destroy the 
  smaller army, only to be surprised when an 
  envoy sends word that the Supreme Hool 
  would like to parlay!  
  Indeed, the smaller force have the Supreme 
  Hool in its midst, and they reunite him with his 
  goblinoid hordes.  What is more, they bring 
  word that they know how to help the Great 
  Migration find their long sought after goal - the 
  Blue Knife!  The two hordes set off to the 
  northwest together.  (See Kl. 6, Kl. 26.) 
  What This Means: After some interrogation 
  by Hulean agents, it was revealed that the 
  Great Migration sought the Blue Knife.  This 
  artifact has deep religious connotations to 
  goblinoids across the face of Mystara, and 
  those of Hule in particular - for they are direct 
  descendants of those goblinoids from Wogar’s 
  horde that remained in Hule after Hosadus 
  revealed the location of the Blue Knife to 
  them.  
  After much debate about what to do with the 
  influx of goblinoids, the Master has finally 
  decided to send a contingent of his goblinoids 
  to escort them out of Sind - the situation there 
  is already chaotic enough without the 
  rampaging hordes to add to the mess.  And the 
  Master is a resourceful man; he may yet find 
  some use for the goblinoids himself. 
   
   
  FELMONT 13, AC 1015: Las Guajacas 
  Attacked. 
  Location: Las Guajacas, Torreón.  SC 
  Description: A band of mercenaries from 
  Torreón attempt to attack Las Guajacas and 
  eradicate the Afflicted present.  The Afflicted 
  manage to defeat the attackers, but only barely.  
  The rampaging group of mercenaries remains 
  in the area until the Baronesa sends armed 
  patrols around Las Guajacas to keep the peace.  
  (See Kl. 22, Fe. 3.) 
  What This Means: This group of mercenaries 
  wanted to become local heroes by wiping out 
  the Afflicted in Las Guajacas which no one 
  dared attack.  Needless to say, this group lost 
  their charter to be a band of mercenaries after 
  this incident.  The Baronesa does not want any 
  harm to come to the Afflicted; she is just trying 
  to keep them separate from the “normal” 
  peasants to prevent any further incidents like 
  this one.  Since Afflicted make up over 50% of 
  the population of Torreón, she can’t afford to 
  get rid of them, even if she did want to. 
  The Afflicted were able to defeat the better 
  armed and trained mercenaries thanks to their 
  legacies.  Most of the attackers, being unable to 
  afford cinnabryl, keep the Red Curse at bay 
  with the clerical spell Maintain.  With this spell, 
  they cannot use their Legacy or it breaks the 
  protection given by the priestly magic.  Also, 
  the deformities of the Afflicted causes dread in 
  many of the attackers, which weakened their 
  morale considerably. 
   
  FELMONT 13, AC 1015: A Verdant 
  Paradise. 
  Location:  Southern fringes of the jungles of 
  the Jungle Coast, Davania.  JC 
  Description: Herr Wulf’s Knights have ridden 
  hard the past few days, and have lost some 
  horses in the process.  Their efforts have paid 
  off, as they reach the much more amenable 
  lands of the southern jungles and grasslands of 
  the Jungle Coast region, where it meets the 
  western edge of the Aryptian Savannah.  The 
  Knights rest for the first time in days, watering 
  their horses, relaxing, gathering fruits, and 
  hunting game.  That night, they are attacked by 
  a small group of kara-kara, though they are 
  
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  easily repulsed.  (See Kl. 15, Fe. 9; Fy. 13, Fy. 
  25.) 
  What This Means: Wulf has managed to ride 
  far enough north that he has not only reached 
  better lands in which to travel; he also has 
  managed to circumvent the Meghales Amosses 
  Desert itself, leaving only the Meghala Kimata 
  Plains to the west. 
  What The PCs Can Do: The players can help 
  fend off the kara-kara assault, otherwise they 
  are more than welcome to help hunt for game, 
  or to use other resources to bolster the army’s 
  supplies. 
   
  FELMONT 13, AC 1015: Sea Reavers 
  Found. 
  Location: Malpheggi Swamp, Darokin.  OW 
  Description: Adventurers taking up the 
  Darokin Council’s offer return today with a 
  discovery.  They have found the remnants of 
  the Sea Reavers - Hulean pirates that plagued 
  the Dread Sea trade a few years back.  The 
  ships are broken and what remains of the 
  bodies indicates monster attacks - apparently 
  the Sea Reavers fell victim to whatever is 
  causing the rise in swamp creature attacks.  
  (See Th. 8, Fe. 1.) 
  What This Means: The Sea Reavers 
  mysteriously stopped their attacks on trade in 
  the Dread Sea a few years back.  Speculation 
  was that they might be behind the recent 
  attacks, but that wouldn’t appear to be the case 
  any longer.  The Council breathes a sigh of 
  relief, at any rate - that’s one less threat they 
  have to worry about. 
  What The PCs Can Do: If the PCs are 
  adventuring in the Malpheggi Swamps, they 
  can find the remains of the Sea Reavers - 
  perhaps even a few scared and hostile pirates 
  to attack.  The Council will certainly offer a 
  reward for any information about these dread 
  pirates. 
   
  FELMONT 13, AC 1015: First Clash in the 
  Forest. 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: The Shadow Army finally attacks 
  the Crusaders after some minor raids during 
  the previous days.  More than 1,000 human 
  soldiers fight against an overwhelming number 
  of elves, but the fierceness and ability of the 
  enemy makes life hard for the elves.  After 
  three days of battle the Shadow Army retreats, 
  leaving many dead soldiers behind.  It’s a 
  victory for the Crusaders, who go on chasing 
  their attackers.  (See Fe. 8, Fe. 9; Fy. 1, Fy. 10.) 
  What This Means: The Shadow Army has 
  showed its real strength or so the elves think.  
  The Elf Generals are satisfied with the 
  outcome of the battle and with their soldiers, 
  but Gilfronden is sincerely worried.  He didn’t 
  expect to lose so many people (more than 200 
  elves and 400 enemies have perished) in what 
  should be considered their favorite 
  battleground and he’s truly amazed at the 
  toughness and resistance of the enemy.  
  However he agrees with Beasthunter that the 
  elves can count on a superior training and 
  above all on their magic, so the final victory 
  can still be achieved. 
  What The PCs Can Do: They can obviously 
  participate in the battle trying not to be killed 
  and maybe protecting the most important elves 
  from being assassinated too. 
   
  FELMONT 15, AC 1015: Shireton 
  Crowded. 
  Location: Shireton, Five Shires.  OW 
  Description: With only one month left before 
  the Games, Shireton has almost doubled in 
  population.  Many of the nearby villages are 
  also expanding - much to the chagrin of the 
  local populace.  (See Kl. 8, Kl. 22; Fy. 1, Fy. 
  15.) 
  What This Means: People traveling to the 
  Five Shires will probably have a hard time 
  finding a place to stay. 
   
  FELMONT 15, AC 1015: Empires at War. 
  Location: Thyatis City, Thyatis.  OW 
  Description: A group of adventurers arrive 
  back from the Sea of Dread today.  With them, 
  they bring Favonius Viator, who has been 
  
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  missing since his expedition to the Thyatian 
  Hinterlands last year.   
  Favonius was apparently captured by mermen 
  last year and held prisoner in their underwater 
  city for the past several months.  He reports 
  that the merrow have a huge undersea Empire 
  and have declared a war against all land 
  dwellers.  It seems that the Twaelar, as the 
  merrow call themselves, are annoyed by the 
  constant passing of ships over their waters in 
  the past few years (due mainly to Thyatis’ 
  forced colonization of the Thyatian 
  Hinterlands), and have decided to simply sink 
  all of them until there are none left. 
  The Thyatian Senate begin discussing this 
  problem and how best to solve it.  (See Ya. 6, 
  Kl. 14; Fe. 19, Fe. 24.) 
  What This Means: Thyatis has considered 
  itself the major power of the sea ever since 
  Alphatia sank.  True, both Ierendi and 
  Minrothad have better ships, but neither nation 
  has as many troops or resources as the Empire.  
  Thyatis believed that it could freely go where it 
  pleased and colonize any area. 
  But now, they are no longer so secure.  The 
  entire Twaelar Empire has set itself against the 
  Thyatian ships, and worst of all, this enemy has 
  no boats for the legions to sink.  Still, with the 
  Old World nations firmly set in place, Davania 
  remains the only land to colonize and to 
  expand their territory.  The senate must 
  therefore devise a mean at stopping the 
  mermen. 
  Senator Viator rewards the adventurers who 
  rescued his second son.  They receive a hefty 
  sum of 25,000 lucins (gp), as promised last 
  year. 
  What The PCs Can Do: If they were sent to 
  discover the situation with the mermen, they 
  could be the ones who rescued Favonius.  The 
  mermen have an entire army to help defend, so 
  the best method PCs could use would be 
  stealth or subterfuge.  In any case, the mermen 
  are not interested in talking with land dwellers, 
  and will attack them on sight. 
   
  FELMONT 16, AC 1015: A Dagger 
  Disappears. 
  Location: Chitlacan, Azca.  HW 
  Description: A sacrificial ceremony at the 
  temple of Atzanteotl has to be stopped as the 
  sacrificial dagger proves to be missing.  
  Rumors persist that Papalotl entered the 
  temple and stole the knife.  (See Kl. 4, Fe. 7; 
  Fe. 21, Fe. 22.) 
   
  FELMONT 17, AC 1015: Pride of Gombar 
  Mapped. 
  Location: Mountainous region to the 
  northeast of Odom, Suma’a. SC 
  Description: Geologists believe that they have 
  mapped out sixty percent of the aerial extent of 
  the reef.  Most decide to finish the job at this 
  time as there is an increasing demand for 
  geologists in the mines which are still opening 
  up, and enough of the reef has been mapped 
  out to keep activity going for quite some time. 
  (See Fl. 9, Fl. 25.) 
   
  FELMONT 18, AC 1015: Peace Proposal in 
  Wendar... for Alfheim.  
  Location: Wendar City, Wendar.  OW 
  Description: A shadow elf ambassador arrives 
  in Wendar with a peace proposal from Princess 
  Tanadaleyo.  He tells Doriath that the Radiant 
  Princess wants to save Canolbarth before it’s 
  too late and she’s offering him the opportunity 
  to rebuild it together, as the first step for a new 
  era of peace between their two races.  After 
  some arguing with his advisors, Doriath 
  decides to accept the Princess’s offer and fly to 
  Darokin, where the peace meeting will be held, 
  with Brendian Erendyl, Mealidan Mealidil, 
  Shurengyla and a few bodyguards.  (See Th. 9, 
  Ya. 27; Fy. 3, Fy. 8.)  
  What This Means: The offer of the Princess 
  is her last attempt at saving the dying trees of 
  Canolbarth.  After the Alfheimers’ exile, the 
  shadow elves have not been able to stop the 
  decaying of the trees that they themselves had 
  started, and Tanadaleyo has reasoned that it’s 
  better to share Canolbarth alive than to hold a 
  dead forest.  Her intentions are well motivated 
  and there is no malice in her offer.  On his 
  part, Doriath has remained in Wendar and 
  waited for eight years just for this day, and he 
  will not let this opportunity go for any reasons. 
  
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  This peace meeting also has the blessing of the 
  Immortal patrons of both races.  In fact earlier 
  this year Rafiel met Ilsundal in Pandius, 
  looking for help in saving the forest because 
  He realized that only Ilsundal could stop the 
  corruption of the once luxuriant forest.  Rafiel 
  told His former enemy that He went too far 
  and that the spell has become uncontrollable; 
  He also blamed Atzanteotl both for the 
  destruction of the forest and the civil war.  
  Ilsundal forgave Rafiel and agreed on helping 
  Him, because He hates Atzanteotl even more 
  than Rafiel and mainly because He wants His 
  followers to go back to live in Canolbarth and 
  sees this as a chance to do that peacefully.  In 
  the months following this Immortal meeting 
  both Treekeepers and Shamans encouraged 
  elves of both races to cooperate with the 
  former enemy and to put aside any enmity. 
  However, it is possible that some Alfheim 
  Avengers as well as some devious shadow elves 
  followers of Atzanteotl will take steps to avoid 
  that peace be signed, probably assassinating 
  some VIPs during the peace conference. 
  What The PCs Can Do: They can act as 
  bodyguards for Doriath during the peace 
  conference both if they are elves or if they are 
  humans: it is indeed likely that the DDC 
  (which is in charge of conducting the meetings) 
  will provide both sides with their own personal 
  bodyguards. 
   
  FELMONT 19, AC 1015: Thyatis Declares 
  War. 
  Location: Thyatis City, Thyatis.  OW 
  Description: Emperor Eusebius announces 
  that the Empire is going to war against the evil 
  mermen of the Sea of Dread.  Since the 
  mermen did not bother trying to contact the 
  Empire before attacking their ships, neither 
  will Thyatis give them any warning. 
  A new training program is to begin for the 
  Legionnaires.  They are to learn to fight and 
  survive underwater.  (See Kl. 14, Fe. 15; Fe. 24)  
  What This Means: Eusebius will not let 
  anything get in the way of the expansion of 
  Thyatis on Davania.  He intends to wipe out 
  this merrow “empire,” believing that Favonius’ 
  reports exaggerate their numbers and abilities. 
  The Imperial Naval Academy immediately 
  begins working on underwater tactics.  They 
  invite renowned professors from their rival, the 
  Naval Academy of Ierendi, to help them with 
  their planning.  This invitation stems mostly 
  from the fact that the Ierendians are very 
  closely allied with the merrow living around 
  their islands, and who better to ask about 
  underwater combat than other merrow?  
   
  FELMONT 20, AC 1015: A Stalemate. 
  Location: Southwest of Inun, Nithia.  HW 
  Description: After several weeks of hard 
  campaigning, Senkha’s forces manage to push 
  the mysterious invaders back towards the 
  shores of Lake Menkor.  Only the villages of 
  Inun and Absu, and the territory in between, 
  are controlled by the strange invaders.  Despite 
  the best efforts of the numerically superior 
  Nithians, they cannot dislodge the enemy.  
  Some commanders begin to suspect that the 
  invaders may be receiving support from the 
  locals, as the entire coastal region has long 
  been known as a strong supporter of Ramose, 
  and any force who threatens Senkha might 
  receive their aid.  (See Kl. 3, Kl. 10; Am. 19, 
  Ka. 15.) 
  What This Means: Although Senkha’s forces 
  have managed to turn back the invasion, they 
  remain unable to destroy this last stronghold of 
  the invaders.  The fact that the locals are now 
  suspected of colluding with the invaders will go 
  badly against the commoners in the region. 
   
  FELMONT 21, AC 1015: Another Sacrifice 
  Disruption. 
  Location: Chitlacan, Azca.  HW 
  Description: Another sacrifice is disrupted as 
  the victim is being brought to the altar: the slab 
  tumbles over.  Reports of someone filling one 
  of the many descriptions of Papalotl are noted 
  as being in the crowd.  (See Fe. 7, Fe. 16; Fe. 
  22, Fe. 27.) 
   
  FELMONT 22, AC 1015: Azcans Chase 
  Papalotl. 
  Location: Throughout Azca.  HW 
  
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  Description: Azcan authorities begin attempts 
  to capture the heretic Papalotl and any 
  followers of the New Way.  The priests of 
  Atzanteotl do not yet fully realize the 
  seriousness of the situation however and their 
  first attempt fails.  Some followers of the New 
  Way are arrested and sacrificed, though many 
  innocent Azcans are sacrificed as well.  (See Fe. 
  16, Fe. 21; Fe. 27, Fy. 2.) 
  What This Means: The priesthood are upset 
  by Papalotl’s bold actions in their main temple, 
  and by the popular support he is gaining.  They 
  vowed to eradicate this growing threat to their 
  power and that of their patron. 
   
  FELMONT 22, AC 1015: The Immortals 
  Intervene. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: While Empress Eriadna is 
  having her daily lunch with the Kubitts, a 
  servant interrupts her.  She is informed that 
  several clerics have arrived and wish to speak 
  with her.  Eriadna tells the servant to inform 
  the clerics that she will meet with them after 
  she finishes her meal.  The servant leaves, but 
  quickly returns, stating that the clerics insist 
  that the matter is of extreme importance and 
  concerns Zandor.  Eriadna sends the servant to 
  bring them to her. 
  The clerics arrive and with a suspicious look at 
  the Kubitts, enact the customary formalities.  
  Eriadna introduces them to the Kubitts, telling 
  the clerics that they are an example of the 
  people from the world below and that they 
  have their origins with Alphatia.  She adds that 
  they are well aware of Zandor from their own 
  investigations in Haldemar. 
  The clerics accept this explanation and 
  proceed.  They tell the empress that clerics of 
  Alphatia and Koryis have both received visions 
  from their respective Immortals.  The visions 
  revealed to them that Zandor is out of 
  Neatharum and is terrorizing a group of elves.  
  They tell of the pacifist nature of the elves and 
  that they will not defend themselves.  The 
  clerics add that their Immortals act as patrons 
  of these elves and desire that they continue 
  unmolested. 
  Eriadna asks what the clerics want her to do.  
  They tell her that they need a means to travel 
  down to the ground below.  There, they will 
  organize a party of loyal Alphatians to seek 
  Zandor out and bring him to justice.  She 
  approves the clerics’ request for transportation.  
  Eriadna suggests that these elves and the 
  Alphatians should also develop relations: since 
  they are defenseless, why not have Alphatia act 
  as their protectors.  She points out the 
  symbolism in Alphatians aiding peoples with 
  an Alphatian Immortal.  She adds that “The 
  Empire takes care of its own.”  (See Kl. 2, Kl. 
  24; Fy. 14, Am. 8.) 
  What This Means: Since his arrival in the 
  lands of the Gentle Folk, Zandor has slain 
  several elves.  These deaths have been noticed 
  by the Gentle Folk’s patron Immortals, 
  Alphatia and Koryis.  Fearful that an extended 
  stay by Zandor could cause great harm to the 
  Gentle Folk, even though he could never 
  completely destroy them thanks to the Spell of 
  Preservation, they have contacted their clerics 
  and tasked them with removing the threat.  
  That Zandor is a criminal of the Empire aids 
  them as it garners Imperial support for the 
  venture, as Eriadna is of course very open to 
  the idea of taking Zandor into custody.  Since 
  the Kubitts are aware of him she allowed them 
  to remain.  That decision paid off when the 
  Gentle Folk were brought up: by offering to 
  act as protectors for them, she has planted a 
  similar idea in the minds of the Kubitts. 
   
  FELMONT 23, AC 1015: Montgolfière? 
  Location: Les Hiboux, Glantri.  OW 
  Description: Prince Jaggar and several experts 
  on skyships arrive in Les Hiboux to watch a 
  Jean-Louis Montgolfière float through the air 
  in a basket under a large balloon.  While 
  searching for a method on making better 
  skyships, they had heard rumors about this 
  flying magical item from students at the Great 
  School of Magic who came from the area. 
  After a while, the group gets tired of waiting 
  for Jean-Louis to land, so they all fly up to 
  meet him in his balloon.  Jaggar asks him what 
  type of magic he used to create this object, and 
  is shocked to learn that absolutely no magic is 
  involved.  In fact, Jean-Louis isn’t even a mage.  
  
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  He states that hot air is lighter than cold air, 
  and by heating the air inside the balloon, it will 
  rise up and float away with the wind.  This is 
  apparently something an ancestor of his 
  discovered back on Laterre (the d’Ambrevilles’ 
  home world).  All that is needed is fuel for the 
  fire, and a good wind. 
  Jaggar and the skyship enchanters teleport back 
  to Glantri City and immediately begin 
  experimenting with the concept.  (See Fe. 6, 
  Fe. 10; Fe. 26, Fy. 1.) 
   
  FELMONT 23, AC 1015: Pit Tunnel 
  Collapses. 
  Location: Pittston, Aegos, Alatian Islands.  AS 
  Description: A whole section of a tunnel used 
  to try and reopen the pit of Aegos collapses, 
  killing two of the dwarf workers.  Since there 
  was no earthquake, and the tunnel was 
  dwarves’ work, the dwarves suspect yet a 
  Thyatian treachery.  They send word back to 
  Fortress Island asking for more dwarves and 
  their axes to protect the work teams. 
  After an investigation, three Minrothad guards 
  are found dead, having been killed by 
  intruders.  (See Th. 4, Ya. 8; Ei. 10.) 
  What This Means: In fact, the Thyatians are 
  not responsible this time. Spies sent by Baron 
  Norlan of Qeodhar sabotaged the tunnel.  
  Their goal was to slow the work (because 
  Norlan doesn’t want a so direct method of 
  communication and traveling to Alphatia) and 
  to let the Thyatians be suspected (so as to 
  increase tension between the dwarves and the 
  Thyatians and hence slow the process even 
  more, and not let anyone suspect there is a 
  third faction involved).  Except for the three 
  guards that spotted them, and who were 
  subsequently taken care of, they were totally 
  successful. 
   
  FELMONT 24, AC 1015: Magical Experts 
  Sought. 
  Location: Krakatos, Karameikos.  OW 
  Description: Description: Grand Master 
  Terari announces that King Stefan has granted 
  him permission to offer the resources of the 
  School of Magecraft to help the Thyatians 
  create underwater breathing and movement 
  equipment.  Any  expert in water magic who 
  applies will be given a position at the facility.  
  The Kingdom of Karameikos is to fund all 
  research into water-related magic. (See Fe. 15, 
  Fe. 19.) 
  What This Means: What This Means: 
  Though the Thyatians are fully capable of 
  plotting and discovering underwater tactics and 
  maneuvers, they need to solve the problem of 
  how to get their troops underwater.  They need 
  magic for that. 
     For underwater magic, everyone knows the 
  experts would be at Zyndryl University in 
  Aquas.  Unfortunately, Eusebius still cannot 
  trust the NACE, especially since they have 
  been fighting the past few years on the Isle of 
  Dawn.  His next choice is Thyatis's Collegium 
  Arcanum, where he has set Thyatian mages to 
  working on a solution. 
     Terari now offers the aid of Karameikan 
  School of Magecraft.  The Glantrian Great 
  School of Magic has many specialties - one for 
  each school of  magic - while the School of 
  Magecraft is still only teaching basic magic.  
  Recently, their joint effort with Aeria has given 
  them better knowledge of air magic and 
  skyship enchantments.  Terari believes this 
  next project will create a new specialization in 
  water magic.  This is part of his program to 
  insure that the School of Magecraft will 
  continue to grow and prosper. 
   
  FELMONT 25, AC 1015: Darokin Reacts 
  Sternly. 
   
  Location: Darokin City, Darokin.  OW 
   
  Description: After a short council session to 
  discuss the piracy crisis and Minrothad's request 
  that Darokin rescind their beneficial trade 
  agreements, Chancellor Mauntea announces 
  Darokin's policy.  Though he never mentions 
  Minrothad by name, he says that corsairs will 
  not cow Darokin.  Patrols will be increased and 
  Darokin and its allies will sweep the seas clean 
  of pirates, just as they did in the past.  Then he 
  surprises everyone, announcing that the ports of 
  the Western Defense League will be closed to 
  any nation known to support, condone, or fail 
  
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  to take action against "unlawful elements on the 
  high seas."  Throughout the capitals of the 
  Western Defense League statements are 
  released in all the capitals of league member 
  nations supporting Mauntea's proclamation.  
  (See Kl. 21, Fe. 3; Fy. 11.) 
   
  What This Means: Faced with hostile action, 
  but backed up by its allies, Darokin resolved to 
  confront 
  Minrothad 
  strongly 
  and 
  not 
  compromise.  This is a change in their usual 
  practice of seeking a negotiated resolution of 
  problems. 
   
  Darokin's 
  uncharacteristically 
  unyielding response is a result of two factors.  
  The first is that Darokinian merchants have 
  become attached to the favorable treatment 
  they receive trading with their neighbors.  They 
  don't want to give up the advantages that recent 
  trade agreements give them.  Any negotiated 
  settlement of this dispute would probably result 
  in the elimination, or at least the reduction, of 
  the preferential treatment they have become 
  used to.  The second is that Darokin, now 
  supported by numerous strong allies, feels they 
  can throw their weight around more.  Darokin 
  is beginning to think of itself as the next great 
  power in the region, or at least the center of a 
  powerful alliance.  They feel less need to 
  compromise, especially where their trade 
  interests are concerned. 
  Despite the fine sounding words of Darokin's 
  announcement, neither Darokin nor any of the 
  Western Defense League nations do anything 
  about piracy in general (especially hin pirates) in 
  the Sea of Dread.  They simply use the 
  "Mauntea Doctrine" as a means to cow 
  Minrothad. 
   
  FELMONT 26, AC 1015: Jennites Receive 
  Arms. 
  Location: Forests of Verdan, Esterhold 
  Peninsula.  AS 
  Description: The Jennite rebels receive 
  supplies, including many steel weapons, and 
  even some magical ones, which they pay with 
  the treasure they took with them while fleeing 
  the residence of the governor.  (See Ya. 5, Ya. 
  9; Fy. 3, Fy. 9.) 
  What This Means: The Jennites had 
  plundered the palace for that very purpose.  
  Weapons come from unscrupulous merchants 
  and smugglers from the rest of the Esterhold 
  Peninsula, from Minaea, and from Qeodhar.  
  Qeodharian spies have been actively seeking 
  weapons to smuggle to the Jennite rebellion 
  because Baron Norlan would like the state of 
  anarchy to last or even worsen to a civil war, as 
  it would only prove the unworthiness of 
  democracy and diminish the power and 
  prestige of Favian Vern and of the Council.  
  Some spies go as far as training the rebels with 
  their new weapons and teaching them guerrilla 
  warfare. 
   
  FELMONT 26, AC 1015: Glenmoorloch 
  Plundered. 
  Location: Glenmoorloch, Klantyre, Glantri.  
  OW 
  Description: Moglai Khan finally succeeds at 
  breaching the defenses of the city of 
  Glenmoorloch.  His horse warriors rampage 
  throughout the town, killing all men of young 
  adult age or older.  Any gold they can find is 
  also plundered.  (See Fe. 10, Fe. 23; Fy. 1, Fy. 
  4.) 
  What This Means: The Ethengarians are on 
  their way to Glantri City. 
  What The PCs Can Do: Perhaps they are the 
  ones who came up with the plan on how to 
  enter the city for the Golden Khan.  On the 
  other hand, if Glantrians, they can be the ones 
  who turn back the invasion and actually stop 
  the Ethengarians from conquering the 
  principality.  Either way, Moglai will believe 
  that now is the time to move on toward 
  Glantri City. 
   
  FELMONT 27, AC 1015: Papalotl in 
  Fairyland. 
  Location: Jungle near Xotitlan, Azca.  HW 
  Description: After a meeting in the town of 
  Xotitlan, in which he denounces the sacrifices 
  conducted by the priests of Atzanteotl, 
  Papalotl, nearing capture by the Azcan priests 
  and military, finds refuge in fairyland, where he 
  meets Xochiquetzal.  The fairy queen 
  recognizes Papalotl for who he really is, and 
  invites him to stay with her for as long as he 
  
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  wishes.  The two become lovers.  (See Fe. 21, 
  Fe. 22; Fy. 2, Fy. 6.) 
   
   
   
  Topic Of The Month: The Twaelar 
  Merrow Empire 
   
      This is an account of Favonius Viator’s 
  imprisonment by the Twaelar during the past nine 
  months.  Although it gives us very little description of 
  their lands, culture, and such, it does give an accurate 
  account of their motivations for the war against air-
  breathers (as they call us).  
   
     Many a citizen has asked me to describe what 
  I have experienced as a prisoner to the 
  Twaelar.  After repeating my story to several 
  nobles, military leaders, and even the Emperor 
  himself, I grow weary of such constant 
  questioning.  Perhaps by writing it down 
  people can read it on their own and leave me 
  alone. 
     It of course started last year when I was on a 
  ship heading toward the Hinterlands to explore 
  possible new merchant venues.  The first thing 
  we heard was that there was a leak below the 
  decks, but no one knew how it had occurred.  
  Soon enough, many more holes appeared, and 
  this time, the tip of weapons were spotted 
  retreating from several of them.  That’s when 
  the captain gave the order to man the battle 
  stations.  It didn’t help; our assailants never 
  broke the water surface, and none of the men 
  could go and fight underwater.  To make a 
  long story short, the ship sank. 
     While swimming for my life, I recall seeing a 
  few heads appear before me.  They were 
  human heads, although their skin was blue and 
  green.  They raised strange-looking crossbows 
  my way, and the next thing I remember was 
  being covered with a net.  I speculate that the 
  net was fired by these crossbows, but I must 
  admit I really did not notice where it came 
  from.  Two merrow then placed themselves 
  beneath me to keep me afloat and safe from 
  drowning. 
     Approximately 12 of us were taken prisoner.  
  The rest were either slain mercilessly or left to 
  drown in the middle of the Sea of Dread.  Our 
  group was all huddled together and placed in 
  one large net.  A female merrow, whom I had 
  not noticed before, approached our sorry 
  bunch and began casting a spell.  Once done, 
  the merrow pulled us beneath the waves as we 
  cried out, not wanting to drown.  Surprisingly, 
  we were able to breath the water.  They tied 
  our net to the back of a giant winged fish (a 
  sage told me was called a manta ray after I 
  described it to him), which dragged us down to 
  the bottom of the sea. 
      That’s when we saw the enormous city on 
  the ocean floor.  Buildings several dozen 
  stories tall were the norm, and many were 
  much, much bigger.  It must have been the size 
  of Thyatis City, for it stretched further than I 
  could see in these murky depths.  Strange 
  glowing sea-shells provided light in the city 
  streets (for lack of a better word).  Hundreds 
  of merrow would be swimming up and down 
  between the numerous floors of their 
  buildings, much as we walk down the streets in 
  the city.  And they were all lean, fit, and well 
  muscled on their upper human bodies; I guess 
  the constant swimming forces them to always 
  be in shape.  None wore any clothing - not 
  even the females - indicating a lack of modesty 
  in their people.  Had I not been so afraid for 
  my life at the moment, I might have stopped to 
  enjoy it; like I said, they were all in good shape 
  [Favionus had other comments we deemed 
  inappropriate for publishing at this point.  Ed]. 
     We were dragged to a huge palace in the 
  center of the city.  This building was seemingly 
  made from corals.  The roof and several of the 
  upper floors of the building had been 
  completely destroyed, and they were busy 
  repairing it, a feat which would take a few years 
  judging by the size of the building.  My story 
  was discredited by the Legion at this point 
  because sages claim that corals cannot possibly 
  be found this deep beneath the sea.  Because 
  of this, they think that this Twaelar threat is 
  merely a joke or some insane ramblings on my 
  part.  But I know what I saw; it was corals, and 
  it was immense. 
     That is also when I noticed the legions of 
  merrow soldiers; the threat our Empire does 
  
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  not believe in.  Easily thousands of them, 
  training hard for battle.  They each carried 
  those special crossbows, nets, and spears.  
  They had a cavalry riding these strange fish 
  that looked almost like horses [we assume he 
  means giant horsefish.  Ed.].  They even had 
  siege weapons, mainly ballistae, again modified 
  in some fashion.  This here was an army that 
  could easily rival the Legion, although no one 
  believes me. 
     The palace was extremely beautiful, what 
  with those strange greenish lights coming from 
  the sea-shells hanging everywhere.  It was also 
  very fragile; I easily removed some of the 
  corals from the wall with my bare hands.  They 
  had made it delicate on purpose for the 
  advantage of beauty.  Soon enough, we were 
  brought to the rulers of the nation. 
     The Emperor (I did not get his actual title or 
  name) and Empress talked to us, using magic.  
  They informed us about how disrespectful our 
  people were, crossing with impunity over their 
  waters and polluting their ocean.  That is when 
  I learned that the colonist ship The Laurana 
  which sank back in Yarthmont AC 1012 [on 
  the 12 according to PWA3.  Ed.] had landed 
  on their palace and caused the damages we saw 
  upon arriving.  I tried to explain it was an 
  accident, but they seem to have been tired of 
  hearing about accidents which have been 
  occurring regularly over the past couple of 
  years (what accidents, I did not manage to 
  learn).  The Twaelar Emperor informed me 
  that he has declared war against the air-
  breathers and will sink any ship they see in 
  their waters. 
      We were then brought to their dungeons 
  (dug into the rocks below so we could not 
  break free).  They would interrogate us often, 
  asking about our forces, strengths, and 
  underwater capabilities.  They also wanted to 
  learn all they could about our culture.  When 
  we weren’t cooperative, their methods of 
  torture convinced us to be more helpful.  Their 
  most successful method was to let their water 
  breathing spells run out and watch us drown if 
  we didn’t talk.  [Several other descriptions of 
  their methods have also been deleted for the 
  reader’s benefit.  Ed.].  Three of us lost our 
  lives to this.  And there we stayed until a band 
  of adventurers rescued us from this infernal 
  watery cell. 
     I would love to tell you about the harrowing 
  escape, but the adventurers made us promise 
  not to reveal anything; they want to get a 
  professional bard to tell their story. 
   
  Favonius Viator 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Fyrmont 
   
  FYRMONT 1, AC 1015: Day of Heroes. 
  Location: Five Shires.  OW 
  Description: On the first day of the month, 
  the tombs and battlefields of famous hin are 
  respectfully visited and strewn with flowers 
  and trophies.  Many non-hin learn about the 
  tragic history of the numerous occupations of 
  the hin lands.  The athletes of the Games are 
  also showered with gifts from hin and non-hin 
  alike as “modern day heroes.”  (See Kl. 22, Fe. 
  15; Fy. 15, Fy. 20.) 
   
  FYRMONT 1, AC 1015: Crusaders Gain 
  Ground. 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: After a month of minor 
  skirmishes with the Shadow Army and the feral 
  monsters that dwell inside Geffron, the 
  Crusaders have conquered the whole western 
  tip of the forest, while the Shadow Army keeps 
  retreating after every battle. The elves are more 
  than ever convinced of their superiority and 
  keep heading east.  (See Fe. 9, Fe. 13; Fy. 10, 
  Fy. 22.) 
  What This Means: The Crusaders have easily 
  taken over the western part of the forest and 
  are now advancing deeper into the woods, 
  leaving some warbands behind to protect them 
  from any rear attack.  They have retaken about 
  one third of the entire forest in less than one 
  month and have seen no significant resistance 
  on the enemy’s part after the battle of Felmont 
  13.  If everything goes as the Generals 
  scheduled it, they will conquer Geffron by the 
  end of Ambyrmont.   
  Unfortunately for the elves, the Shadowlord is 
  just toying with them at the moment. 
   
  FYRMONT 1, AC 1015: The Horde 
  Scatters in Glantri. 
  Location: Glantri.  OW 
  Description: Moglai Khan’s horde separates 
  into several groups and scatters throughout the 
  countryside.  The majority proceeds into the 
  principality of Krondahar, while others decide 
  to attack Bergdhoven and Aalban.  (See Fe. 23, 
  Fe. 26; Fy. 4, Fy. 5.) 
  What This Means: The northern 
  principalities, which were largely untouched by 
  the goblinoid invasion during the Wrath of the 
  Immortals, are now the major scene of 
  devastation and war.  Still, the Glantrian 
  military is not a pushover, and the 
  Ethengarians must fight hard for every inch of 
  ground they advance. 
  Aalban is thankfully well defended thanks to 
  Jaggar’s militaristic rulership of the principality.  
  Bergdhoven also has a mysterious gold dragon 
  flying around and protecting the land.  Most 
  Ethengarians wisely steer clear of it.  
  Krondahar, unfortunately, bears the brunt of 
  the assault. 
   
  FYRMONT 2, AC 1015: Azcans Plans to 
  Strike at Schattenalfen. 
  Location: Ximac Fort, Azca.  HW 
  Description: Recent patrols in the lands south 
  of Tenpocatliotl report that the Schattenalfen 
  have been remarkably quiet of late.  Very few 
  patrols have been harassed by Schattenalfen, 
  and almost none of the usual flapsail-patrols 
  have been spotted.  (See Fe. 22, Fe. 27; Fy. 6, 
  Fy. 11.) 
  What This Means: The Schattenalfen are 
  withdrawing their military forces from lands 
  further than a few sleeps’ travel by foot back 
  closer to their principal lands, in order to 
  gather their forces for the upcoming journey 
  through the world’s crust.  Patrols are being 
  cut from outlying lands but reinforced close to 
  major settlements, thus enhancing their 
  defenses but cutting offensive forces severely.  
  They hope to stay quiet for quite a long time 
  while much of their army is away, and thus 
  avoid any military conflicts during the rest of 
  the year. 
  Azcan generals, however, do not know the true 
  reason for the withdrawal, and fear that the 
  Schattenalfen are planning another major 
  attack.  Or else one of their other enemies is 
  troubling them a great deal.  Either way, they 
  are likely to be weak at the moment, and the 
  generals begin planning a major offensive 
  against the pale elves.  They hope to conduct a 
  
  267 
   
  pre-emptive strike, or perhaps force them to 
  fight a war on two fronts.  Again, either way, 
  this is good news for the Azcans, who are 
  longing for revenge after the embarrassment 
  last year. 
   
  FYRMONT 3, AC 1015: Peace Talks 
  Resume.   
  Location: Favaro, Darokin. OW 
  Description: Peace talks between shadow 
  elves and Alfheim refugees open again in 
  Favaro under the patronage of the DDC. Old 
  Falanen, in his new diplomatic role, leads the 
  shadow elf delegates, while King Doriath 
  himself speaks for the Alfheimers.  Meanwhile 
  Treekeeper Jorodrin Feadiel, Radiant Mage 
  Kanafasti and their assistants work hard in 
  Rafielton trying to find a way to save the 
  forest. (See Th. 26, Fe. 18; Fy. 26) 
  What This Means: Peace talks were abruptly 
  stopped more than one year ago when 
  someone attempted to kill Treekeeper Jorodrin 
  Feadiel. Peace talks were then restarted, though 
  informally, late in 1014, but the civil war put an 
  end to any diplomatic relationship between 
  Rafielton and the Alfheim refugees. Now, 
  having settled the religious disputes over the 
  right way of Rafiel, Princess Tanadaleyo takes 
  her last chance on saving Canolbarth forest. 
  What The PCs Can Do: They can act as 
  bodyguards for Doriath during the peace 
  conference both if they are elves or if they are 
  humans: it is indeed likely that DDC (which is 
  in charge of conducting the meetings) will 
  provide both sides with their own personal 
  bodyguards. 
   
  FYRMONT 3, AC 1015: Jennites Strike 
  Hard. 
  Location: Faraway, Verdan, Esterhold 
  Peninsula.  AS 
  Description: A Jennite war band led by 
  former governor Talin makes a foray to the 
  fortified city of Verdan.  Thanks to supporters 
  inside the city they manage to sneak by the city 
  walls at sunset and split into small war groups 
  that roam the streets in search of Alphatians 
  and Jennite “traitors” alike.  They break into 
  houses of those they consider their enemies 
  (sometimes choosing a house at random, since 
  being an Alphatian is enough to qualify as an 
  enemy) and slaughter every last man, woman 
  and child, sometimes stealing some valuable 
  items or jewels that are easily carried and 
  traded for more weapons later.  The groups 
  also steal valuable items or jewels that are easily 
  carried and can be traded for more weapons 
  later.  Those that encounter resistance prove to 
  be a match even to the Verdan military.  They 
  then leave the city at sunrise with few losses.  
  (See Ya. 9, Fe. 26; Fy. 7, Fy. 25.) 
   
  FYRMONT 4, AC 1015: Prince Jherek 
  Slain. 
  Location: Braastar, Krondahar, Glantri.  OW 
  Description: During an intense battle at 
  Braastar, Prince Jherek himself faces the 
  invading Ethengarians, intent on protecting his 
  people and proving once and for all that he is 
  not allied with the enemy.  The wizard easily 
  manages to keep the horse warriors at bay with 
  his illusionary magic. 
  Then Bakalgu the Destroyer, a hakomon 
  [Ethengarian mage.  Ed.] confronts the prince, 
  and they proceed into a great magical battle.  
  After many powerful spells, Bakalgu gets the 
  upper hand and fries the Glantrian Prince with 
  a meteor swarm.  (See Fe. 26, Fy. 1; Fy. 5, Fy. 
  8.) 
   
  FYRMONT 5, AC 1015: The Glantrian Air 
  Fleet Launches. 
  Location: Glantri City, Glantri.  OW 
  Description: Jaggar launches 20 new skyships 
  to help defend against the Ethengarians.  Many 
  are amazed at how quickly he accomplished 
  the incredible feat. 
  The onlookers watch as several sea vessels 
  (large sailing ships) attached to three or four 
  giant balloons instead of masts float up into 
  the air.  They immediately head for Krondahar 
  to help the defenders.  (See Fy. 1, Fy. 4; Fy. 8, 
  Fy. 16.) 
  What This Means: The idea of a hot air 
  balloon was ingenious.  Jaggar simply had three 
  or four such balloons attached to each ship, so 
  that they would be able to lift the weight.  
  
  268 
   
  Instead of enchanting the entire hull with Fly 
  spells (a lengthy and costly process), they 
  merely used a couple of Conjure Elemental to 
  entrap fire and air elementals in the command 
  of the ship’s captain.  The fire elementals heat 
  the air within the balloons, while the air 
  elementals create the wind to blow the ship in 
  the right direction.  Such simple spells and 
  minor magical items allow them to create 
  skyships almost instantaneously. 
  Of course, a simple Dispel Magic will destroy 
  the control over the elementals and bring 
  down the ship, but Jaggar doubts the 
  Ethengarians (or any enemy without good 
  information) would think of such a tactic.  Still, 
  the ships have fuel for a normal fire in case of 
  such an emergency.  It won’t be hot enough to 
  keep the ship in the air, but it should give it a 
  landing in which the crew can survive. 
   
  FYRMONT 5, AC 1015: A Family Reunion. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: Recovering from his wounds, 
  Zorok is visited by his two daughters, Zerrella 
  and Zorena.  He is visibly overjoyed to see 
  them.  The two daughters tell their father of 
  the events of the ransom delivery and their stay 
  in Haldemar, including their romances with the 
  two Alphatians rescuers.  Hearing of this, he 
  becomes angered and calls for guards to get 
  them out of his presence.  (See Kl. 19, Kl. 21; 
  Fy. 27, Sv. 3.) 
  What This Means: Zorok truly is happy to 
  see both his daughters safe.  That they are not 
  captives is a great relief to him, but their 
  romantic interests with the Alphatians do 
  bother him.  He could expect such a scandal 
  from Zorena, as she had a tendency for such 
  things, but Zerrella doing so comes as a 
  complete surprise.  The news of this, the 
  Alphatians aiding them against the orcs, and 
  the favorable treatment his wounded are 
  receiving are too much for him and he snaps. 
  By now, the truth about Zorena and Zerrella is 
  out.  By meeting with their father, they are 
  forced to officially inform the Alphatians as to 
  who they are and their relationship to Zorok. 
   
  FYRMONT 6, AC 1015: Azcan Priests Do 
  Not Commit. 
  Location: Chitlacan, Azca.  HW 
  Description: The leaders of the military 
  propose a major offensive against the 
  Schattenalfen to the south of the Empire.  
  However, the Emperor and the clergy are 
  opposed to any attack, and order the generals 
  to hold off indefinitely, refusing to offer and 
  clerical support. 
  The generals, angry at the priests’ cowardice 
  and refusal to offer aid, decide to go ahead 
  with the attack anyway.  They tell the clerics 
  that they do not know the will of their own 
  Immortal, saying that Atzanteotl demands 
  revenge for the massacre at Tenpocatliotl.  The 
  clerics refuse to explain their reasons to 
  inferiors, and continue to ignore the generals.  
  (See Fe. 27, Fy. 2; Fy. 11, Fy. 17.) 
  What This Means: Atzanteotl has informed 
  His clerics not to attack the Schattenalfen, 
  encouraging them to look towards a more 
  cunning, long-term plot for revenge.  In their 
  pride, the clerics failed to explain their 
  reasoning to the military generals, who decide 
  to take matters into their own hands. 
   
  FYRMONT 7, AC 1015: Elections 
  Postponed. 
  Location: Faraway, Verdan, Esterhold 
  Peninsula.  AS 
  Description: President Favian Vern today 
  issues a proclamation following the recent 
  rebel attack on the city of Verdan.  In this 
  proclamation he announces that the elections 
  are postponed until the rebels stop their attacks 
  and slaughters.  He invites the rebels to drop 
  arms and start peace talking.  (See Fe. 26, Fy. 3; 
  Fy. 25, Am. 4.) 
  What This Means: The inhabitants of the 
  province of Verdan live in constant fear of 
  attacks since the Jennites’ massive attack on 
  their capital, when all sorts of people were 
  arbitrarily massacred in the Jennites’ killing 
  frenzy, including new immigrants who had 
  never held any slaves.  Favian Vern also calls 
  for troop reinforcements from Commander 
  Broderick. 
  
  269 
   
  FYRMONT 7, AC 1015: Ka-Boom! 
  Location: Torres Caliente, Torreón.  SC 
  Description: At the military testing grounds of 
  Torres Caliente, Torreóner engineers finally 
  manage to invent the cannon.  They call their 
  invention “the bombard” for its ability to 
  bombard enemies at a distance. 
  They begin preparing to use them to invade 
  Terra Vermelha, which the Barony has wanted 
  to do for years now.  Baronesa Isabel does her 
  best to keep her cannons a secret from the 
  other baronies.  (See Ei. 1.) 
  What This Means: Torreón now has a secret 
  weapon to use against its enemies.  The 
  statistics of the Bombard are as follows: 
  [AD&D] 
  Bombard: cost: 20,000 gp, range: 100 yards, 
  dmg: 2d10 hp (or 1d6 against structures or 
  ships), crew: 3, ROF: 1/3, THAC0 17 (critical 
  hit on 20), 10 charges of smokepowder per shot. 
  For a better description, see the Concordance 
  of Arcane Space from the Spelljammer boxed 
  set. 
  [D&D] 
  Bombard: cost: 2,500 gp, range: 140/280/420, 
  dmg: 1d12+13, Full Crew: 6, Enc: 80,000 cn, 
  AC -2, HP: 30, Fire Rate: 1/30 min., Ammo 
  Cost/Week: 
  45,000 
  gp, 
  45 
  pounds of 
  smokepowder per shot. 
  For a better description, along with alternate 
  forms of canons (from Small Bombard to 
  Great Bombard), see Dragon Magazine #199. 
   
  FYRMONT 8, AC 1015: Bensarian 
  Kidnapped. 
  Location: Wendar City, Wendar.  OW 
  Description: Bensarian disappears while 
  staying in Wendar City.  His followers and 
  friends discover he’s missing when he doesn’t 
  return to his room at the inn.  The following 
  days he’s still missing, so they begin to search 
  for their mentor.  (See Ya. 27, Fe. 18; Fy. 15, 
  Sv. 10.) 
  What This Means: Bensarian has been 
  kidnapped by Idris’ spies.  He was coming too 
  close to the head of the secret network of Idris 
  in Wendar and so the leader of the cult has 
  arranged a meeting with Bensarian to kidnap 
  him.  Lured into a small house in the 
  countryside by a false rumor, he’s been 
  incapacitated and later transported to a hidden 
  hideout near Woodgate.  He’s now being 
  guarded twenty-four hours a day and has been 
  dressed with a Robe of Non-Detection (cannot 
  be found by any scrying devices nor by the use 
  of Detect spells) while the Spy Leader contacts 
  his master to know what to do with the old 
  sage. 
  What The PCs Can Do: If they were working 
  for Bensarian, it’s likely they will begin to 
  organize the researches to find him together 
  with other Bensarian’s followers.  They can 
  also be contacted by the Elf King himself who 
  wants to discover the fate of his best friend 
  and advisor.  Either way, the PCs will have to 
  retrace back the sage’s last movements and to 
  delve deeper into his investigations to get a 
  chance to find him. 
   
  FYRMONT 8, AC 1015: Bombardments. 
  Location: Glantri.  OW 
  Description: Throughout Krondahar, Aalban, 
  and Bergdhoven, the Glantrian skyships harass 
  and bombard the Ethengarian raiders.  The 
  Ethengarians respond by regrouping and 
  marching straight toward Glantri City.  (See Fy. 
  4, Fy. 5; Fy. 16, Fy. 20.) 
  What This Means: Moglai Khan was letting 
  his troops vent their anger and have a bit of 
  free time when the horde scattered throughout 
  Glantri.  He figured the Glantrians could not 
  stop him, and as his men gain plunder, their 
  morale will increase. 
  Now that strange magical flying ships are 
  harassing his horse warriors, Moglai has 
  decided that playtime is over.  The horde will 
  destroy Glantri City once and for all. 
   
  FYRMONT 9, AC 1015: Expedition Leaves 
  Ionace. 
  Location: Ionace, NACE.  AS 
  Description: Now that the Alphatians have 
  gathered enough airmasks for the crew of the 
  Concordia, the Joint Polar Expedition leaves 
  the city, their numbers and supplies to the 
  maximum.  They head for the Sundsvall 
  
  270 
   
  Maelstrom.  (See Th. 15, Kl. 2; Am. 13, Am. 
  15.) 
  What This Means: Captain Delarius of the 
  Concordia hopes a ripstorm will happen soon; 
  he chose to fly above the maelstrom in hope 
  the Skyshield is weaker at this location, 
  following Favian Vern’s advice. 
   
  FYRMONT 10, AC 1015: The Invisible 
  Menace. 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: During a standard scouting of an 
  unexplored area of Geffron, the scouting party 
  that precedes the main body of the elven army 
  is reported missing.  When the other Crusaders 
  start looking for their comrades, they find their 
  corpses hanging from the high branches of the 
  trees completely skinned.  General Durifern 
  orders another scouting party to be formed 
  and its members doubled and then splits up 
  the army in units of 100 elves to investigate the 
  area of the massacre.  (See Fe. 13, Fy. 1; Fy.  
  22, Am. 1.) 
  What This Means: Somebody or something 
  has hit the elves bad and they want revenge.  
  Durifern is especially worried since the killed 
  scouts were some of the best experts of his 
  clan and he reasons that anything that has 
  disposed of them so easily is a powerful and 
  obvious threat to the whole army.  The 
  Generals have decided to solve this mystery 
  before going any further. 
  The Shadowlord’s elite troops are responsible 
  for this carnage.  They have the duty to keep 
  the elves on their toes and to frighten and 
  hinder them as long as possible without being 
  discovered.  The elves will suffer greatly from 
  these death squadrons.  
  What The PCs Can Do: The PCs can help 
  the other elves to uncover the perpetrators of 
  the massacre, but this will be a long time task. 
  However, they must first avoid to fall in the 
  death squadrons’ hands. 
   
   
   
   
  FYRMONT 11, AC 1015: March to Fort 
  Ploiec. 
  Location: Ximac Fort, Azca.  HW 
  Description: The Azcans mount a major 
  assault on the Schattenalfen at Fort Ploiec.  
  However, the Schattenalfen defenses prove to 
  be as good as ever, and the massed Azcan foot 
  soldiers are attacked from the air by dozens of 
  flapsail-riders and from the ground by clever 
  skirmishers.  Without access to healing magic 
  or any of the other powerful clerical magics 
  usually used by the Azcans in battle, the 
  Azcans at first stand their ground, but soon 
  lose heart and begin to rout under the 
  bombardment of the flapsails.  (See Fy. 2, Fy. 
  6; Fy. 17, Fy. 21.) 
  What This Means: The Schattenalfen were 
  not caught off-guard, because they had only 
  withdrawn their outlying forces.  However, 
  they were still a little below the normal 
  strength for their defenses.  Luckily for them, 
  the Azcans were at a disadvantage thanks to 
  the lack of clerical magic in their ranks.  
  Combined with the devastating attacks of a 
  large number of flapsail-riders, the 
  Schattenalfen victory was all but assured. 
  Besides, the battle takes place on the Death 
  Rain day according to the Azcan calendar, 
  instead of the Soldier Flint Knife day 
  recommended by soothsayers.  This is the 
  result of a manipulation by the fairy queen 
  Xochiquetzal, who delayed the Azcan troops 
  by one day when they unknowingly entered the 
  fairy lands. 
   
  FYRMONT 11, AC 1015: Scourge Brought 
  to Justice. 
  Location: Mirros, Karameikos.  OW 
  Description: Two warships, one flying the flag 
  of Darokin and the other flying the banner of 
  Minrothad sail into Mirros harbor, the 
  wreckage of the pirate ship Scourge towed 
  behind them.  They present the trophy to a 
  gaping crowd as evidence of mutual 
  cooperation to increase the safety of the sea-
  lanes.  The Minrothaddan captain announces 
  that the crew of the Scourge will be tried in 
  Minrothad for their crimes.  (See Fe. 3, Fe. 25.) 
  
  271 
   
  What This Means: Faced with the possibility 
  of loosing access to Western Defense League 
  ports, and the severe trade losses that would 
  impose, Minrothad has knuckled under to 
  Darokin's "Mauntea Doctrine."  The defeat of 
  the Scourge is a well-publicized event meant to 
  reduce the threat of embargo.  Though 
  Minrothad says the crew of the Scourge will be 
  tried, they will actually be quickly released, and 
  treated as heroes in Cove Harbor.  The 
  Privateer's Guild will be instructed to reduce 
  their attacks.  But Minrothad's troubles remain 
  unsolved, and Meditor scrambles for a solution 
  to his nation's crisis. 
   
  FYRMONT 12, AC 1015: Thyatians in 
  Porto Liberto. 
  Location: Porto Liberto, Serpent Peninsula.  
  SC 
  Description: The Ironclad, a Thyatian military 
  ship, docks in Porto Liberto, the Vilaverdan 
  trading post on the Serpent Peninsula.  The 
  captain immediately sets about ordering barrels 
  of smokepowder and about one hundred 
  wheellock pistols and a few flintlocks.  Once 
  his purchases are complete, the ship is to sail 
  back to Thyatis City in the Old World.  (See 
  Ya. 11; Ei. 2.) 
  What This Means: Thyatis has heard about 
  smokepowder and wheellock pistols for quite 
  some time now.  This is their attempt to 
  acquire some for their own men.  They’re 
  hoping they can somehow reproduce the 
  smokepowder and pistols, thereby becoming 
  without a doubt the most powerful militaristic 
  nation in the world. 
   
  FYRMONT 12, AC 1015: The Dead Place. 
  Location: The Dead Place, Ylaruam.  OW 
  Description: Synn’s agents make a 
  breakthrough at discovering how the Dead 
  Place’s magic works.  They send a message to 
  Synn, who teleports there immediately. 
  Synn’s agents show her how they’ve managed 
  to create their own mini-portal to the Pits [the 
  Pits is the Mystaran name for the Abyss.  For 
  pure D&D players, the Pits is an evil Outer 
  Plane of its own].  They believe by continuing 
  the ritual for an undetermined amount of time, 
  a portal as big as the one here in the Dead 
  Place can be obtained. 
  Synn orders them to try the ceremony, so the 
  wizards begin casting the long and dangerous 
  ritual.  (See Fy. 18, Fy 22.)  
  What This Means: Most mortals remember 
  with awe the massive war and destruction 
  caused by the Immortals the previous decade.  
  The time and events are now collectively called 
  “the Wrath of the Immortals” by most 
  inhabitants of the Old World.  Little do they 
  know, but the Wrath of the Immortals was not 
  the first such war caused by the powers of 
  Mystara. 
  About 1,500 years ago [that is, circa BC 500], 
  in an event known only to a handful of sages, 
  the Immortals waged another war, this time 
  with the intent to wipe out the followers of 
  Entropic Immortals in the Empire of Nithia.  
  Rathanos led his group (including Ixion and 
  many others), which they called the Guardian 
  Immortals, against the forces of Thanatos.  
  This time, however, the Immortals took a 
  direct involvement in the battle, in what was 
  called “the Flame’s Apocalypse” war (due to 
  the energy and fire from the destroying forces 
  of Rathanos and Ixion).  To bolster his own 
  forces, Thanatos opened a gigantic gateway to 
  the Pits [Abyss], unleashing thousands of 
  fiends upon the followers of good.   
  Eventually, Thanatos was defeated and Nithia 
  destroyed [Remnants that were of Good 
  alignment were transported into the Hollow 
  World. Ed.].  The lush land was turned into a 
  desert and all memory of Nithia was erased 
  from the surface of the world of Mystara.  
  Several Immortals then banded together to 
  place an immense, bowl-shaped obsidian seal 
  over the gateway to the Pits.  [Some sages 
  speculate that they merely blasted the area with 
  powerful magic, and the intense heat created 
  the crater and melted the surrounding sand 
  into obsidian, hence its bowl shape.] With 
  time, it was soon buried beneath the dunes of 
  the desert.  Occasionally, the winds would 
  reveal a section of the obsidian seal, and even 
  more rarely, a fiend would actually manage to 
  break through the seal.  These few events have 
  caused enough death for the locals to call the 
  area the Dead Place. 
  
  272 
   
  Last year, Synn learned of the Dead Place and 
  has since been trying to find a way to reopen 
  the portal. 
   
  FYRMONT 13, AC 1015: Our Goal Is Near. 
  Location: Meghala Kimata Plains, 150 miles 
  southeast of Polakatsikes.  JC 
  Description: On this day in the journey across 
  the Meghala Kimata Plains, Herr Wulf 
  announces to the Knights that their journey’s 
  end is near.  The conviction of his 
  announcement surprises many of them, and 
  brings fresh hope to more than a few.  (See Fe. 
  9, Fe. 13; Fy. 25, Fy. 26.) 
  What This Means: Vanya sent another dream 
  message to Wulf the previous night, in which 
  he saw a walled Milenian town near the source 
  of a great river.  This town is Polakatsikes, and 
  it was made clear to Wulf that soon the town 
  would be reached. 
   
  FYRMONT 14, AC 1015: Oh What Magic 
  We Have. 
  Location: Aquas, NACE.  AS 
  Description: A group of underwater treasure 
  seekers return with a cache of magical weapons 
  they’ve acquired from the sunken cities of 
  Alphatia.  And their discovery shocks the 
  mages throughout the entire area. 
  Of the three dozen weapons they’ve found 
  scattered hap-hazardously throughout the 
  ruins, all of them have major enchantments 
  upon them.  The weakest magical weapon is of 
  +4 enchantment, and they all have special side 
  abilities, like flametongue [Flames on 
  Command in D&D], or frostbite.  Even the 
  extra enchantments are often at least twice as 
  powerful as the norm.   
  The odds of finding three dozen such powerful 
  magical items is practically impossible.  
  Considering two other items of renown have 
  also been recovered from the underwater ruins 
  - the Pouch of Winds now in the possession of 
  the Monster of the Low NACE, and The 
  Burning Wand [a wand that can shoot five 
  meteor swarms per day!] - sages begin to 
  speculate as to what exactly is going on.  The 
  powerful magical items are soon called the 
  Alphatian Artifacts. 
  What This Means: The use of the Doomsday 
  Weapon on Sundsvall has had many side-
  effects that have yet to be discovered.  Two of 
  the semi-known (although still poorly 
  understood or secret) properties include the 
  increase in ripstorms over the area and the 
  portal to Alphatia in the Hollow World. 
  Another effect that the wizards and sages will 
  soon discover is that a couple hundred magical 
  items in sunken Alphatia became magnets for 
  magical energy during the sinking.  They have 
  grown into extremely powerful items, more so 
  than most mages can normally enchant.  Yet 
  sages will also discover a few drawbacks to 
  these items. 
  First of all, they still drain magic; it’s how they 
  keep their own power.  Any other normal 
  magical item that remains within five feet of an 
  Alphatian Artifact for over 24 hours will lose 
  all of its magical properties.  A mage or priest 
  will lose one memorized spell per hour he 
  remains within five feet of such artifacts 
  (starting with his highest spell level).  If two 
  Alphatian Artifacts remain close to each other 
  for over 24 hours, they will each lose some of 
  their power (say, one side enchantment, or 
  maybe a -1 to the power [that is, a sword +4 
  will become +3]).  Therefore, anyone who 
  wishes to use an Alphatian Artifact will 
  become a one-magical-item-only person. 
  Second, these magical items are somehow 
  linked to the Sundsvall Maelstrom.  The 
  Alphatian Artifacts only work at full power 
  when within 1,500 kilometers (1,000 miles) of 
  the Sundsvall Maelstrom (mainly at sea, but 
  includes Ionace, Floating Ar, and the various 
  pirate isles scattered throughout the sea).  
  From 1,500 to 3,000 kilometers (1,000 to 2,000 
  miles), the artifacts are at half power (this will 
  include the northern and eastern section of the 
  Isle of Dawn, the coast of Norworld, the 
  Alatian Isles, most part of Bellissaria, Qeodhar, 
  and the western half of the Esterhold 
  Peninsula).  After 3,000 kilometers (2,000 
  miles), the artifacts lose all power. 
  There are, of course, a few other side effects, 
  which have not been discovered yet, but will 
  
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  show themselves in due time (see the Day of 
  Dread if you want a hint). 
  Note to DMs: be sure to give these items 
  unique names.  They are very powerful items, 
  and no two should be alike, therefore they 
  should all have individual names to represent 
  them. 
   
  FYRMONT 14, AC 1015: Visitors from 
  Alphatia. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: Clerics of Alphatia and Koryis 
  arrive in Haldemar via skyship.  Reporting to 
  Commander Ezreilla, they inform her that they 
  are on a mission as dictated by their Immortals.  
  Despite Ezreilla’s requests for them to assist 
  with the wounded, the clerics leave her 
  presence.  When she insists, the clerics present 
  to her a document bearing the Imperial Seal 
  that supports their effort.  Later, the clerics call 
  for experienced adventurers to assist them.  
  (See Kl. 24, Fe. 22; Am. 8, Am. 12.) 
  What This Means: Since his departure from 
  Zorok, Zandor has not been heard from or 
  seen within Neatharum or Neathar Lands.  
  The reason for this is that he has taken refuge 
  in the Lands of the Gentle Folk.  His presence 
  is unsettling for the Gentle Folk’s primary 
  Immortal patrons, Alphatia and Koryis.  As 
  such, the two Immortals have dispatched 
  clerics to travel there and take him into 
  custody.  The clerics have Imperial backing 
  supporting the venture. 
  What The PCs Can Do: PCs in Haldemar 
  may be accepted as members of the party.  
  Those that have pursued Zandor will be given 
  priority.  The party will also need Neathar 
  guides familiar with the Gentle Folk and the 
  land. 
   
  FYRMONT 15, AC 1015: The World 
  Games. 
  Location: Shireton, Five Shires.  OW 
  Description: With a large parade and huge 
  spectacles, the Sheriffs of the Five Shires 
  declare that the World Games have begun.  
  (See Fe. 15, Fy. 1; Fy. 20, Fy. 28.) 
  What This Means: This year, there are not as 
  many athletes as in previous World Games.  
  Both Glantri and Ethengar have no 
  representatives as the two nations are too 
  broiled up in their war to care about the games.  
  Ylaruam, on the other hand, refuses to step 
  into infidel territory. 
  Also, the nations of Vestland, Soderfjord and 
  Wendar send less athletes than before as these 
  nations can no longer afford to pay for such 
  extreme expenses four years in a row.  Even 
  Karameikos was hard pressed, but luckily many 
  wealthy philanthropists helped fund most of 
  the athletes. 
  The World Games Council seriously begins 
  considering delaying the next World Games a 
  couple of years.  
  On the other hand, a group of goblinoids from 
  New Kolland - here on their own rather than 
  representing Glantri - make the first goblinoid 
  team to participate in the World Games.  At 
  first many nations objected to the goblinoid 
  presence - especially the Five Shires (they still 
  remember the orcish occupation).  But 
  Darokinian diplomats smoothed things over 
  and the orcs and goblins were allowed to 
  compete. 
   
  FYRMONT 15, AC 1015: Rescue Mission 
  for Bensarian. 
  Location: Woodgate, Wendar.  OW 
  Description: The friends and retainers of 
  Bensarian have finally found out the location 
  of their mentor thanks to some clues left by his 
  kidnappers.  After a thoroughly planned 
  strategy, they assault the compound where 
  Bensarian is held captive and are able to free 
  him without too many casualties.  Most of the 
  kidnappers are able to escape but a few of 
  them get killed in the fight.  Bensarian thanks 
  his rescuers and explains them that they were 
  spies working fot the Church of Idris.  He is 
  now more than ever convinced that the evil 
  priests have something in mind that involves 
  the downfall of Wendar, but he hasn’t figured 
  out the whole plan yet.  Thus he asks them to 
  resume their undercover work to keep him 
  informed of their progress.  (See Fe. 18, Fy. 8; 
  Sv. 10.) 
  
  274 
   
  What This Means: Unfortunately for the 
  good guys, this is a major achievement for the 
  Church of Idris.  In fact, the fellow rescued by 
  the heroes is not Bensarian, but an imposter 
  who has impersonated him to unmask the 
  infiltrators of the Church and to mislead their 
  investigations.  Also, the mastermind who’s 
  behind all this plan has decided to use these 
  heroes as unwitting pawns to further his plans, 
  and the fake Bensarian is pivotal in the success 
  of this operation. 
   
  FYRMONT 16, AC 1015: They’re Here. 
  Location: Glantri City, Glantri.  OW 
  Description: The Council of Princes watches 
  as Moglai Khan and his horde surround 
  Glantri City.  The siege has begun.  The 
  Council returns indoor to debate their next 
  move. 
  Many are displeased that Princess Dolores 
  Hillsbury hasn’t even bothered to show up.  
  Although she did claim she had important 
  matters that needed to be looked at right away, 
  they believe that the fate of Glantri should 
  supercede any magical experiment she might 
  have. 
  Interestingly enough, Morphail claims he has 
  managed to regain control of the undead 
  rampaging through Boldavia.  He has since 
  directed them to move toward Glantri City.  
  Still, the others believe that it will be too late. 
  Jaggar merely says that the walls of Glantri City 
  will never be breached.  He has waited his 
  entire life for this moment, and he guarantees 
  that he will not fail.  Besides, he claims to have 
  a special surprise for the Golden Khan.  (See 
  Fy. 5, Fy. 8; Fy. 20, Fy. 25.) 
  What This Means: When Morphail claimed 
  he regained control of his minions, most 
  Council members assumed this was because 
  Dolores was no longer present.  Seeing how all 
  the Princes spy on each other, it wasn’t hard 
  for them to learn that Malachie and Jaggar 
  both suspected Dolores.  With her gone and 
  Morphail back in control, others are beginning 
  to assume the same thing.  Still, assumptions 
  are nothing without proof in Glantri. 
  As for Morphail, he was expecting Dolores to 
  use her “secret forces” to stop the Khan 
  before he reached Glantri City.  He has now 
  realized, that with Dolores gone and the 
  Ethengarians at the city gates, there never was 
  any secret forces.  To allow Klantyre to be 
  destroyed is one thing, but never would 
  Morphail allow Glantri itself to fall.  He is 
  scrambling his forces as fast as possible. 
   
  FYRMONT 17, AC 1015: Battered Army 
  Reach Home. 
  Location: Tenpocatliotl, Azca.  HW 
  Description: When the remnants of the army 
  arrive back in the half-ruined city of 
  Tenpocatliotl, the leading generals are 
  immediately arrested by clerics of Atzanteotl, 
  clapped in chains, and paraded through the 
  center of the city before being marched to 
  Chitlacan.  There, they are tried by the 
  Emperor and found guilty of treason against 
  the state.  As a punishment, they will be 
  sacrificed the next day at noon, so that 
  Atzanteotl Himself may teach them the 
  consequences of second-guessing His wisdom. 
  The peasants, however, blame the defeat on 
  the clerics, who are increasingly being seen as 
  lazy, cowardly and self-interested, in fact 
  interested only in the letting of sacrificial 
  blood.  However, these opinions, though 
  thought by many, are spoken only by very few.  
  One of the few is Papalotl, who preaches 
  briefly near the capital city itself, before 
  disappearing again, eluding the authorities once 
  more.  (See Fy. 6, Fy. 11; Fy. 21, Am. 9.) 
  What This Means: The battle did not please 
  Atzanteotl, despite its failure.  He admonished 
  His clerics in the Azcan Empire for not 
  enforcing His will, sending many of them 
  terrible nightmares dominated by an awful 
  image of a huge flying viper eating the clerics.  
  This explains the clerics’ actions after the 
  battle. 
  Nevertheless, Atzanteotl’s purposes are not 
  fully achieved.  While the Schattenalfen are left 
  strong and reasonably unscathed for the 
  potentially-perilous months ahead, the Azcans 
  are left battered, angry and with morale at an 
  all-time low.  The feeling of the troops 
  themselves is that they were abandoned by the 
  clerics and thus by their patron.  This only 
  worsens as the events in Chitlacan unfold, and 
  
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  these feelings soon spread among the common 
  folk (many of whom have, or had before the 
  battle, relatives in the military). 
   
  FYRMONT 18, AC 1015: Knock, Knock. 
  Who’s There? 
  Location: Dead Place, Ylaruam.  OW 
  Description: Synn and her followers manage 
  to create a 10 meter diameter portal to the Pits, 
  identical to the gigantic one lying only several 
  dozen meters away beneath the obsidian seal.  
  Synn is happy about the result; until a fiend 
  actually comes through the portal, that is.  At 
  that point, she becomes ecstatic.  The huge, 
  winged fiend (some would call it a Balor 
  [Greater Tanar’ri, AD&D], others a roaring 
  fiend [D&D]) demands to know for what 
  purpose Synn opened the doorway to his 
  realm.  She says that she is merely opening the 
  door, and the fiend can do as it likes here on 
  Mystara.  All she cares about is the chaos it is 
  sure to cause. 
  The powerful fiend’s reply is that no one can 
  command Frizgr’ath.  Only he will create chaos 
  for himself, and not for the amusement of 
  some puny mortal.  Frizgr’ath then attacks the 
  mortals who opened the gateway.  Synn 
  teleports to safety, leaving her followers to be 
  destroyed by the fiend. 
  Afterward, the balor [D&D: roaring fiend] 
  approaches the obsidian dome covering the 
  Dead Place.  Frizgr’ath has been trying to 
  destroy the seal for centuries, but never 
  succeeded.  Now, on the other side, the task is 
  much easier.  He breaks it open thanks to his 
  fiendish magic and powers.  Soon enough, a 
  large force of tanar’ri [D&D: chaotic fiends] 
  begins pouring into the world of Mystara.  (See 
  Fy. 12; Fy. 22, Fy. 28.) 
  What This Means: Synn was only too glad to 
  let her followers die at the hand of the fiend.  
  Now, she is the only one who knows the magic 
  to make such a portal again.  And she definitely 
  intends to do so sometime in the future. 
  As for the horde of fiends, this bodes ill for the 
  people of Ylaruam. 
   
   
  FYRMONT 20, AC 1015: Visiting for Red 
  Steel. 
  Location: Slagovich.  SC 
  Description: At sunrise, a small squad of 30 
  soldiers suddenly appear marching out from 
  under an archway of a bridge in Slagovich.  
  These soldiers are all wearing platemail painted 
  red with a symbol of a sword and sun on it.  
  Behind them appears a wagon being pulled by 
  a strange horse with tentacles. 
  Wealthy merchants of the town, who have 
  been waiting around this very bridge, quickly 
  meet them and begin selling red steel weapons 
  and platemails for the huge amount of foreign 
  gold they have in their wagon. 
  A few dozen soldiers of Slagovich watch the 
  exchanges carefully, making sure an army 
  doesn’t pour out of the portal or that these 
  strangers don’t cause trouble.  They never have 
  before, but one never knows. 
  Then, by sunset, the group quickly marches 
  back under the bridge with their newly 
  acquired goods and vanish without a trace. 
  What This means: The powerful merchants 
  of Slagovich who buy and sell Red Steel all wait 
  anxiously for this day.  It seems that every 5 
  years, on Fyrmont 20, these people calling 
  themselves the Harmonium arrive in Slagovich 
  through a magical portal under the bridge, buy 
  all the red steel they can, and then leave.  When 
  asked why they don’t return more often, one 
  hears a story about the portal only working for 
  one day once every five years.  They claim to 
  come from a world called Ortho, and the 
  leader of their military organization (a certain 
  Factol Sarin) simply loves the red steel 
  platemails.  It is believed that the others paint 
  their normal armor red so that they match 
  those of their leaders.  
  This event is obviously mainly for an AD&D 
  campaign with ties to the PLANESCAPE 
  setting, but can be easily adapted to D&D if 
  one assumes they are merely from another 
  world in the Prime Plane and that these 
  Harmonium are not the same group as the 
  faction from Sigil.  A description for Factol 
  Sarin (from PLANESCAPE), who always 
  wears a red steel platemail of command, can be 
  found in the Factol’s Manifesto. 
  
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  What The PCs Can Do: If they are wealthy 
  enough, they can purchase their own red steel 
  weapons and armor and try to sell it to this 
  group for a hefty profit. 
  Or, if they examine the portal under the bridge, 
  DMs just might want to introduce them to 
  Barracks of Sigil, the Prime world of Ortho 
  [recommended for D&D campaigns that aren’t 
  using PLANESCAPE], or maybe the plane of 
  Arcadia.  The exact location of the other end 
  of the portal is up to the DM, but it’s a sure 
  bet that it’s fully under the control of the 
  Harmonium.   
   
  FYRMONT 20, AC 1015: The Green Cloak 
  Strikes Again. 
  Location: Shireton, Five Shires.  OW 
  Description: The infamous hin thief known as 
  the Green Cloak has successfully broken into 
  several manors being used to host nobles 
  visiting the World Games from all the nations 
  of the Old World.  In the place of the valuables 
  are notes boasting the Green Cloak’s abilities 
  and the pathetic nature of the victim’s security.  
  (See Fy. 1, Fy. 15; Fy. 28, Am. 1.) 
  What This Means: The Green Cloak is an 
  infamous thief in the Five Shires who 
  disappeared over a decade ago.  Back in AC 
  1013 (Fyrmont; see Joshuan’s Almanac), the 
  Green Cloak reappeared on the scene.  
  Although many believe this Green Cloak is 
  merely a copycat of the original, none have yet 
  managed to catch this daring rogue either. 
  What The PCs Can Do: Capture the thief.  
  Anyone who manages to capture the Green 
  Cloak will become famous throughout the Five 
  Shires.  If captured before the World Games 
  are over, visiting nobles from several nations 
  will hear of the PCs’ exploits, earning them an 
  international reputation. 
   
  FYRMONT 20, AC 1015: The Final Battle. 
  Location: Glantri City, Glantri.  OW 
  Description: The Ethengarians are surprised 
  as a huge horde of goblinoids viciously attack 
  them from behind.  The goblinoids outnumber 
  the horse warriors at least three to one, and 
  they attack without fear. 
  In the Parliament, Jaggar tells the other Princes 
  (including a returned Dolores Hillsbury) how 
  he had purposely left Kol’s forces out of the 
  battle until this moment.  He wanted the horde 
  of goblinoids to come as a surprise to the 
  Khan.  And it did; even the Princes of Glantri 
  were caught by surprise at exactly how many 
  goblinoids Kol could muster.  Jaggar then 
  excuses himself from the Council.  Jaggar 
  personally leads several units out in the field to 
  help the goblinoids wipe out the Ethengarians. 
  But then, the Ethengarians surprise everyone 
  and charge, to a man, the city walls.  They 
  ignore everyone behind them and in their way, 
  so intent are they on their goal.  At the last 
  moment, several shamans and hakomons 
  (wizards) cast spells creating a huge bridge of 
  earth to rise out of the ground: the horse 
  warriors can simply ride right over the city 
  walls!  With most of the Glantrians now 
  outside the wall, Glantri City doesn’t have a 
  chance to stop them.  Jaggar curses at this 
  unexpected use of magic (he severely 
  underestimated their hakomons). [It is assumed 
  that the hakomons only used this magic 
  because all appeared lost.  Otherwise, the 
  Ethengarians would have rather not touched 
  the magic and would have probably refused to 
  use the bridge.  Ed.] 
  Just when all appears doomed, a lone mage 
  appears over the earth bridge, floating in the 
  air with his magic.  He casts a couple of meteor 
  swarms, burning down most of the front lines 
  of the Ethengarians.  His next spell causes a 
  thin blue beam to streak out of his hands and 
  strike the bridge of earth.  Moments later, the 
  bridge explodes, knocking back the closest 
  horse warriors (including the Golden Khan 
  himself) and even killing several of them. [For 
  those who wish to know, this is an enhanced 
  version of (Tenser’s) Destructive Resonance.]  
  The lone wizard then disappears. 
  Jaggar does not hesitate and moves in with his 
  men.  Soon enough, the powerful wizard 
  confronts the Golden Khan directly.  The 
  Prince casts his disintegrate, expecting to see 
  the Khan’s ashes before him.  But Moglai 
  resists the spell and strikes Jaggar with his 
  sword, amputating his right arm just above the 
  elbow.  The wounded prince looks up to see 
  the Golden Khan prepare his death blow and 
  
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  realizes that without his arm, he cannot cast 
  another spell to defend himself.  But the blow 
  does not come.  Instead, Moglai looks down to 
  see a sword sticking out of his chest.  He then 
  crumples to the ground.  Jaggar then notices 
  the leader of the goblinoid forces, Ludwig von 
  Hendricks, remove his sword from the Golden 
  Khan’s back.  Jaggar then passes out. 
  The remaining Ethengarians realize they have 
  been defeated and try to flee.  Most are cut 
  down by the goblinoids.  (See Fy. 8, Fy. 16; Fy. 
  25.) 
  What This Means: Moglai Khan is dead.  
  Ethengar will probably be in a state of unrest 
  for years to come.  The remaining horse 
  warriors, still rather large in number, are not 
  safe yet.  Although they have escaped the 
  goblinods, they must still pass through the 
  undead blocking their exit through Boldavia.  
  Unfortunately for them, most won’t survive.  
  In the end, only several handfuls of warriors 
  make it back to the Steppes. 
  In Glantri, Kol and his goblinoids will be 
  revered as heroes.  Even more acclaim will go 
  to the warrior who slew the Golden Khan.  
  Ludwig von Hendricks will likely become the 
  most famous non-mage of all of Glantri. Jaggar 
  was rescued and saved by his men. As for the 
  solitary mage who appeared over the earth 
  bridge, no one seems to know who he is 
  (several false claims were revealed through 
  ESP however).  Rumors speculate that it was 
  one of the Princes, a master from the Great 
  School of Magic, the missing Etienne 
  d’Ambreville, or even Rad himself come to 
  protect his people [Note that, since Rad 
  doesn’t have any priests to whom he grants 
  spells, no one in Glantri has even noticed that 
  he disappeared at the end of AC 1009 with the 
  conclusion of the Wrath of the Immortals; the 
  Glantrians have been “honoring” him the past 
  six years as if nothing has changed]. 
   
  FYRMONT 21, AC 1015: Generals Escape. 
  Location: Chitlacan, Azca.  HW 
  Description: During the “night”, two of the 
  leading generals are freed from imprisonment 
  and are not present the next sleep for sacrifice.  
  Furious, the Emperor orders first the surviving 
  sergeants then an entire platoon of soldiers 
  from the missing generals’ forces to be 
  sacrificed.  The more zealous followers of 
  Atzanteotl relish the chance to witness such a 
  mass sacrifice, but the majority of the 
  population is appalled to see fellow Azcans, 
  especially innocent, hard-working Azcans, 
  under the sacrificial knife.  (See Fy. 11, Fy. 17; 
  Am. 9, Am. 12.) 
  What This Means: The clerics of Atzanteotl 
  take this as an opportunity to up the sacrifices 
  once more, and ever-larger numbers of 
  sacrificial victims are called for.  The boxes in 
  the great plaza in Chitlacan begin to fill up 
  beyond their capacity. 
  Above all this rises the unconditional help and 
  love of Papalotl.  He wins many of the 
  common folk to his cause during these dark 
  days, and many more begin to talk quietly 
  among themselves about the legend of 
  Papalotl, and the forbidden prophecy of 
  Quetzalcoatl.  It was of course Papalotl who 
  rescued the two generals (both of whom were 
  reasonably agnostic) from the blade of the 
  sacrificial knife.  These generals are delivered 
  into the care of some common folk loyal to 
  Papalotl, and sent through a network of 
  sympathisers to the north, to the more free and 
  increasingly anti-Atzanteotl city of Titlapoca. 
  Ironically the clerics’ reaction to the defiance 
  of Papalotl and the generals only worsens their 
  reputation among the general populace. 
   
  FYRMONT 22, AC 1015: Fiends Attack. 
  Location: Ylaruam.  OW 
  Description: Nomad refugees begin arriving 
  in the larger cities of Ylaruam, declaring that 
  their tribes have been attacked by fiends from 
  the Pits. 
  At first, officials are rather skeptical or believe 
  it to be a random incident.  But as the number 
  of refugees start getting larger and larger, the 
  officials begin to worry that something horrible 
  is truly roaming the sands outside their walls. 
  Soon enough, the Emirs and even the Sultan 
  begin sending their forces out to patrol and 
  bring down the fiends.  (See Th. 18, Fy 18; Fy. 
  28, Am. 14.)  
  
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  What This Means: The tanar’ri [D&D: fiends 
  of the Pits] are too chaotic to plan anything, so 
  they have been roaming around in random 
  groups and directions, causing whatever havoc 
  they can.  Had they waited before proceeding, 
  they might have been able to produce an 
  effective army.  Now they are scattered and 
  easily defeated. 
  The Ylari, on the other hand, have been 
  preparing to invade Thyatis for some time 
  now.  Their forces are ready, and they are 
  already destroying the smaller bands of fiends 
  they catch in the desert. 
  Of an important note, due to events that have 
  taken place in the AD&D PLANESCAPE 
  campaign, all fiends, including the Tanar’ri, 
  have lost their ability to teleport without error.  
  All their other standard abilities remain. 
   
  FYRMONT 22, AC 1015: The Elf Skull 
  Units Discovered. 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: After two bloody weeks of 
  ambushes and raids during which the elves 
  have suffered many losses, the Crusaders are 
  finally able to discover and capture one of the 
  members of the Shadowlord’s death 
  squadrons.  After a brutal interrogation, the 
  elves manage to get some information about 
  who’s responsible for the ambushes using their 
  magics.  They discover that the Elf Skull Units 
  are behind the attacks, a special military force 
  made up of humanoids only who have sworn 
  to serve the Shadowlord and Idris to death.  
  They are masters at using camouflage tactics, 
  ambushes, swift raids and know a hundred 
  different methods to slay their opponent 
  without making any noise. Some of them are 
  also capable of wielding magic.  The Generals 
  devise a counter plan to use against the Elf 
  Skull Unit that relies heavily on the use of 
  elven magic and camouflage tactics.  (See Fy. 1, 
  Fy. 10; Am. 1, Am. 22.) 
  What This Means: The Elf Skull Unit has 
  been unmasked and this is a small advantage 
  for the elves.  However, in the past days the 
  death squadrons have been able to kill 
  hundreds of unlucky elves without sustaining 
  any major losses.  The Crusaders know that 
  until they eliminate this problem, they will 
  never have the chance to continue their 
  military campaign against the Shadowlord. 
   
  FYRMONT 24, AC 1015: An Evil Alliance. 
  Location: Triangle of Ash, Makkres 
  Mountains, Rockhome.  OW 
  Description: Two dwarves, a male and a 
  female, walk boldly into the camp of a large 
  force of goblinoids located in southeastern 
  Rockhome between three pyroclastic 
  volcanoes.  When threatened by the perimeter 
  guards, they state that they merely wish to 
  speak to the leaders of this horde: Thar and 
  Psa’gh. 
  Soon enough, the dwarves receive an audience 
  with the orc and kobold kings.  At first, the 
  two goblinoid monarchs decree that the 
  dwarves are to be burnt and eaten in a feast, 
  but when the male proposes a plan to invade 
  and conquer Rockhome, the order is canceled. 
  The dwarves claim that they can teach the 
  goblinoids all of Rockhome’s military secrets 
  and tactics, how to disarm their traps, and 
  where all of their forces are positioned.  Even 
  better, they say that they will be able to supply 
  the goblinoids with as many weapons as they 
  need. 
  Intrigued by this offer, Thar and Psa’gh bring 
  the dwarves to their private chambers to listen 
  fully to their plan.  The dwarves introduce 
  themselves as Duric and Bifia of the 
  Modrigswerg Clan.  (See Sv. 8, Sv. 14.) 
  What This Means: Way back in AC 1011, 
  Rockhome underwent a civil war now know as 
  the Clan War.  In it, a returned hero from ages 
  past (Denwarf) tried to reclaim the throne, but 
  died in a Challenge of the Kings.  Afterwards, 
  his named successors, Duric and Bifia of Clan 
  Hurwarf, tried to continue the Clan War, but 
  were ultimately turned in by their own people.  
  King Everast XVI sentenced the two to exile 
  from Rockhome. 
  Since then, the two exile dwarves made their 
  way to the Northern Reaches and eventually 
  found shelter with the Modrigswerg dwarves.  
  These Rot Dwarves, as they are known to the 
  dwarves of Rockhome, were also exiled ages 
  
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  past for acts of evil and treason (See Gazetteer 
  7: The Northern Reaches). 
  Now, Duric and Bifia are planning to reclaim 
  what they believe is their rightful throne of 
  Rockhome.  The Modrigswerg would not agree 
  to rally into an army to invade the dwarf 
  kingdom, but they did agree to supply weapons 
  and armor to any forces the two dwarves might 
  be able to raise.  The exiled dwarves, having 
  seen what damages Thar and Psa’gh did in the 
  Northern Reaches, believe the goblinoids 
  would make the perfect army. 
  Normally, Duric would never even talk to a 
  non-dwarf, let alone a goblinoid, but Bifia has 
  convinced him it is necessary for them to 
  regain their throne.  Bifia is still the one who 
  does most of the talking to Thar and Psa’gh.  
  Of course, the dwarves plan to throw the 
  goblinoids out of Rockhome after they win the 
  war.  Needless to say, Thar and Psa’gh are also 
  plotting on how to eliminate the dwarves once 
  the fighting is over.   
  The Modrigswerg however, couldn’t care less.  
  As long as all the dwarves of Rockhome are 
  killed, whoever rules the area is irrelevant.  
  Supporting the mad Duric and Bifia with 
  weapons is the least they can do to repay the 
  Rockhome dwarves for exiling them centuries 
  ago.  Except for the desire of revenge, they’re 
  content with their new homes deep beneath 
  the mountains of the Northern Reaches. 
   
  FYRMONT 25, AC 1015: Polakatsikes 
  Sighted! 
  Location: Near Polakatsikes, Meghala Kimata 
  Plains, Davania.  JC 
  Description: In the morning, scouts return to 
  the Knights’ camp, reporting the discovery of a 
  large town only one mile beyond a range of 
  hills just to the west.  Wulf declares 
  immediately that this is the object of the quest, 
  and preparations must be made immediately 
  for an invasion, so that Vanya’s honor may be 
  restored at the expense of the Milenian people.  
  He orders several small reconnaissance teams 
  to investigate the town, its defenses, and its 
  troops.  He then commands the remainder of 
  his force to practice their tactics, and otherwise 
  perform drills until they are a perfectly co-
  ordinated unit.  Finally, some Knights are 
  picked to explore the land around the camp for 
  good defensive positions.  (See Fe. 9, Fy. 13; 
  Fy. 26, Fy. 27.) 
  What This Means: Wulf knows that this is 
  the town he must conquer as proof of his 
  loyalty to Vanya, and as a means to further 
  expand the influence of the Heldannic 
  Knights.  He knows that information about the 
  town is needed if he is to have a hope of 
  conquering it, hence the scouting missions.  He 
  also knows that his small force must be well-
  trained and disciplined, or this quest will have 
  been for nothing. 
  What The PCs Can Do: Players could easily 
  find themselves on an intelligence mission to 
  obtain information about Polakatsikes; or they 
  could remain at the camp, assisting the Knights 
  in drilling for warfare, practicing tactics, 
  searching for defensive positions, and so on. 
   
  FYRMONT 25, AC 1015: Life Back to 
  Normal. 
  Location: Glantri.  OW 
  Description: With the war over and the worse 
  of the cleanup done, life in Glantri starts going 
  back to normal.  The Parliament meets today 
  to take care of a few things.   
  First, they deal with an issue that the 
  ambassadors of the Five Shires and 
  Karameikos have been continuously bringing 
  up for the past year.  The Parliament declares 
  that it will never turn Ludwig von Hendriks 
  into their custody (up until this point, they 
  have been debating, but never agreeing; now 
  it’s confirmed) for trial against the people of 
  those nations. 
  Next, they set about discovering which nobles 
  have been killed during the battles and 
  promote new ones to replace them.  General 
  elections take place to see who will get the 
  positions. 
  Prince Jaggar is now back to full health, but he 
  is still missing his right arm.  He refuses to 
  allow priests and their Immortals restore it for 
  him.  Contrary to what most expected, Jaggar 
  declares the war over and states that he has no 
  intention of invading Ethengar to wipe them 
  out. 
  
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  Lan-Syn, Jherek’s widow, is named as Jherek’s 
  successor in Krondahar.  She is also promoted 
  to High Master of Dream Magic by the secret 
  craft in the Great School of Magic.  (See Fy. 
  16, Fy.  20; Sv. 6, Sv. 25.) 
  What This Means: Many expected Jaggar to 
  press into Ethengar and wipe out the horse 
  warriors once and for all.  He would love 
  dearly to do this, but without his arm, Jaggar is 
  unable to cast even the simplest of his spells.  
  He views, correctly, that he would be 
  defenseless and useless in such a war.  The 
  Prince of Aalban is now devoting his time to 
  discover a way to replace his arm and return 
  his spellcasting. 
  What The PCs Can Do: If they’re mages, 
  they can try and win a title of nobility.  DMs 
  will notice that most of the “free” positions 
  will be around Boldavia and Klantyre, 
  therefore the local Princes (Morphail and 
  Brannart/Angus) will more than likely try to 
  “persuade” new PCs nobles to join their fold.  
  Morphail will probably even try to turn them 
  into his minions. 
  Of course, they could win a title in a dominion 
  elsewhere in Glantri if one of those nobles 
  were promoted to replace those lost in the 
  darker principalities. 
   
  FYRMONT 25, AC 1015: Confederate 
  Troops in Verdan. 
  Location: Faraway, Verdan, Esterhold 
  Peninsula.  AS 
  Description: Commander Broderick arrives in 
  Faraway with fresh troops from Surshield and 
  Lagrius.  He sets them to patrolling the city 
  and countryside, while he discusses with 
  Favian Vern about the Jennites’ underground 
  organization.  (See Fy. 3, Fy. 7; Am.  4, Ei 3.) 
  What This Means: Broderick is convinced 
  that the attack was much too organized for the 
  Verdan Jennites who were completely 
  disorganized not so long ago - thanks to 
  Xanthus’s oppressive rule.  They must have 
  had help from someone else with an interest in 
  a civil war, as well as weapon supply, and 
  Broderick is intent on discovering who.  He 
  sends spies to infiltrate the rebels’ ranks. 
   
  FYRMONT 26, AC 1015: Peace Treaty 
  Signed. 
  Location: Favaro, Darokin. OW 
  Description: King Doriath and Princess 
  Tanadaleyo sign today the peace treaty between 
  their two races.  As a first step toward a future 
  cohabitation of both races in former Alfheim, 
  the two elvish races agree on a first group of 
  former-Alfheimers to settle back in 
  Canolbarth. 
  Via scrolls of communication King Doriath 
  tells the Alfheim refugees currently in Wendar 
  and Karameikos that they can start coming 
  back to Canolbarth in small groups.  Mages 
  able to help Jorodrin Feadiel in healing the 
  forest are especially needed.  (See Fy. 3; Am. 1) 
  What This Means: This time, thanks to the 
  sponsorship of both Immortal patrons and to 
  the non-intervention by Atzanteotl (busy 
  planning the destruction of the shadow elves) 
  the peace talks proceed well. 
   
  FYRMONT 26, AC 1015: Von Klagendorf 
  Decides. 
  Location: Near Polakatsikes, Meghala Kimata 
  Plains, Davania.  JC 
  Description: The scouting parties sent out 
  yesterday have returned.  They report that the 
  Milenian town seems to be well-fortified, with 
  two guarded gates leading into it.  The scouts 
  also estimated that a town of this size might 
  have about 1000 soldiers.  Since none of them 
  could enter Polakatsikes, details of the inside of 
  the town are unknown.  Herr Wulf reviews the 
  information, and decides that the town must 
  be taken, no matter what the odds might be, if 
  Vanya’s faith in the Knights is to be restored.  
  (See Fy. 13; Fy. 25; Fy. 27, Fy 28.) 
  What This Means: The information is mostly 
  correct, given how much the scouts could 
  learn.  Polakatsikes’ army is actually closer to 
  800 men.  Wulf knows that this is a test from 
  Vanya, and he is determined to prove himself, 
  and the Knights, worthy of Her favor. 
  What the PCs Can Do: If the players 
  performed scouting missions the previous 
  night, and were able to enter the town unseen, 
  they may be able to obtain useful information - 
  
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  this is up to the DM.  Otherwise, there is 
  nothing for the players to do but prepare for 
  battle. 
   
  FYRMONT 26, AC 1015: Accusations 
  Amid Celebrations 
  Location:  Glantri City, Glantri. OW 
  Description:  Amidst the celebrations that 
  follow the war with Ethengar, an accusation of 
  fraud is raised against Jean-Louis Mongolfière.  
  Yarov Urbaal, the son of the late Count Emeth 
  of Wylon, accuses Mongolfière of stealing his 
  father's designs for his hot air balloons, which 
  proved to be such a boon against the 
  Ethengarian invaders.  Gossip spreads, and a 
  minor scandal erupts. (See Fe. 23; Fy. 5; Fy. 8; 
  Fy. 20;Fy. 25; Am. 4.) 
  What this means: Urbaal is convinced 
  Mongolfiere is a crook, and will seek to prove 
  it.  In a way, this is a positive sign that things 
  are returning to usual in Glantri. 
   
  FYRMONT 27, AC 1015: Knights Attack 
  Polakatsikes. 
  Location: Polakatsikes, Meghala Kimata 
  Plains, Davania.  JC 
  Description: Wulf orders one quarter of his 
  forces to attack Polakatsikes at dawn today.  
  The Knights are to try to break down the gates, 
  and otherwise test the defense of the town, and 
  where possible to launch flasks of flaming oil 
  over the walls using small, portable trebuchets.  
  The Knights are unable to smash the gates, but 
  they are able to launch several oil flasks over 
  the walls.  Polakatsikes’ archers are ineffectual 
  against the small, highly mobile groups, who 
  retreat out of range before enough arrows can 
  be fired in any direction.  The town is also 
  caught by surprise, and several hours pass 
  before all the fires are put out, or the type of 
  enemy is determined.  Before a large force of 
  soldiers can be sent out against the Knights, 
  the invaders melt into the surrounding 
  wilderness, leaving no trace of their passage 
  and only a few casualties.  (See Fy. 25, Fy. 26; 
  Fy. 28, Am. 2.) 
  What This Means: Polakatsikes’ army is not 
  used to fighting against a well-disciplined, well-
  armored, and highly mobile force.  They are 
  accustomed to fighting off small armies of 
  humanoids and desert nomads, who often 
  charge in waves and give themselves away 
  minutes before they arrive.  This type of attack 
  totally surprises them.  The town council 
  resolves to send a large body of soldiers 
  outside the gates to locate the enemy, and 
  destroy them. 
  What The PCs Can Do: If the players are 
  with the Knights, they can participate in the 
  assault - perhaps their skills may allow the 
  Knights to do more damage.  If they are with 
  the defenders of Polakatsikes, they will have 
  their hands full with putting out fires - or 
  directing others to do so - or trying to destroy 
  the attackers.  They might also take part in 
  helping the army prepare for battle. 
   
  FYRMONT 27, AC 1015: Prisoner 
  Uprising. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: Several of the Neathar prisoners 
  of war stir up their fellows.  Tempers flare and 
  soon a number of the Neathar begin rioting in 
  their cells.  The guards quickly put down the 
  rioters and the ringleaders are separated from 
  the other prisoners.  (See Kl. 21, Fy. 5; Sv. 3, 
  Sv. 21.) 
  What This Means: Since their being taken 
  prisoner, the Neathar warriors have been taken 
  care of.  Despite their full bellies, the prisoners 
  have very little to do.  Their boredom has 
  caused them great anxiety and they struck out 
  at their captors.  The Neathar lack the weapons 
  and numbers to overwhelm the guards. 
  When the dust settles, the guards quickly round 
  up the Neathar that led the riots and 
  Commander Ezreilla has them separated from 
  the prisoners to prevent future troubles.  
  However, she realizes that the prisoners will 
  continue to be a problem.  There has been no 
  directives given on the fate of the Neathar 
  except that they will be needed for negotiation 
  purposes.  Unfortunately, no word has come 
  forth regarding any negotiations. 
   
  
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  FYRMONT 28, AC 1015: End of the World 
  Games. 
  Location: Shireton, Five Shires.  OW 
  Description: The IVth World Games end.  At 
  the end of the closing ceremonies, the World 
  Games Council announces that the next World 
  Games will take place in either 3 or 5 years, the 
  exact time being still under debate by council 
  members.  It is also announced that either 
  Thyatis or Ierendi will be the host for the next 
  World Games.  The exact place will be 
  determined next year.  (See Fy. 15, Fy. 20; Am. 
  1, Am. 7.) 
  What This Means: The fact that many 
  nations cannot afford to put as much money 
  into training and funding their athletes has not 
  gone unnoticed by the World Games Council.  
  For that reason, they have decided to allow 
  more time between World Games.  The extra 
  time will allow the nations to amass more 
  money and give their athletes more time to 
  train.  As for the debate on time (3 or 5 years), 
  they have agreed to discuss the situation with 
  economic experts from Darokin to decide how 
  much time would be sufficient to not destroy 
  any nation’s economy by participating in the 
  World Games. 
  The winning nations at the World Games are 
  up to individual DMs. 
   
  FYRMONT 28, AC 1015: Sultan Declares 
  Emergency. 
  Location: Abbashan, Ylaruam.  OW 
  Description: Sultan Hassan “The True” Al-
  Kalim orders all of his armies to strike out 
  against the fiends that are running rampant in 
  the desert.  He claims that the release of the 
  fiends is merely a tactic of the Infidels desiring 
  to destroy Ylaruam.  Once the fiends are dealt 
  with, he promises by Al-Kalim that the infidels 
  of the world will be taught a lesson they will 
  not soon forget.  (See Fy. 18, Fy. 22; Am. 14, 
  Sv. 1.) 
  What This Means: Hassan believes that the 
  Thyatians are responsible for releasing tanar’ri 
  [D&D: fiends] into Ylaruam.  He has now 
  declared Ylaruam to be in a full state of war. 
  As for the Thyatians, they’re extremely happy 
  about the turn of events as they couldn’t have 
  distracted Ylaruam better themselves.  Still, 
  Eusebius augments the number of soldiers 
  along the border, both to prevent retaliatory 
  Ylari raids and to stop any fiends from crossing 
  the border. 
   
  FYRMONT 28, AC 1015: Enemy Engaged. 
  Location: Near Polakatsikes, Meghala Kimata 
  Plains, Davania.  JC 
  Description: The first real battle between the 
  Knights and the army of Polakatsikes takes 
  place today - 100 Polakatsikan soldiers against 
  50 Heldannic Knights - not far from the site 
  Wulf’s Knights are using for their campsite.  
  The Polakatsikans advance in two phalanxes of 
  50 men each, while the Knights form into five 
  wedges of 10 men each.  The two forces 
  collide, and the Polakatsikans attempt to 
  surround the wedges, but the Knights easily 
  hold off the assault and push them back, killing 
  many of the Milenians in the process.  The 
  Polakatsikans are dismayed to find their 
  opponents better-armed and armored than 
  themselves (the Knights are wearing banded 
  and plate mail and wielding long-bastard- and 
  two-handed swords; the Polakatsikans are 
  wearing leather and cuir-boulli armor, and are 
  carrying spears and short swords).  Before 
  long, the attack on the Knights falters, and a 
  handful manage to flee to the town.  By 
  evening, the Knights effectively blockade all 
  approaches to the town, turning back anyone 
  who approaches - including farmers going to 
  the town’s market to sell their crops, who are 
  unaware of the hostilities.  (See Fy. 26, Fy. 27; 
  Am. 2, Am. 4.) 
  What This Means: The Polakatsikans are 
  clearly outclassed in terms of weapons and 
  armor, and they are poorly trained in 
  comparison.  Of the 100 who attacked the 
  Knights, 63 are killed, and 20 are taken 
  prisoner. 
  The Knights lost only 13 men.  Those who 
  escaped will tell tales of the battle, and the 
  town’s morale will no doubt falter.  The 
  blockade will also cut off the town’s food 
  supply, while the Knights are free to hunt and 
  otherwise obtain food as they wish. 
  
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  What The PCs Can Do: If the players are 
  with the Knights, they may take part in the 
  battle, and possibly prevent any Polakatsikans 
  from escaping.  If this happens, the town’s 
  morale will fall greatly.  If they speak Milenian 
  (even the Hollow World dialect), they may find 
  themselves responsible for gaining information 
  from the prisoners, and ensuring that they are 
  not abused.  If they are with the Polakatsikans, 
  they may try to kill as many Knights as 
  possible, or help as many men flee as they can.  
  They may also try to break the Knights’ 
  blockade, or otherwise smuggle food into the 
  town. 
   
  FYRMONT 28, AC 1015: An Alliance is 
  Forged 
  Location: Glantri City, Glantri. OW 
  Description:  While residing within Glantri 
  City, being feted and hosted by generous 
  Glantrian nobles, the war hero Ludwig von 
  Hendriks receives a mysterious note requesting 
  his presence on the West Side of Glantri- a 
  haven for the undesirables of the city.  Curious, 
  the Black Eagle goes to the meeting.                     
  In a seedy tavern, he is approached by the Sir 
  Duncan McGregor, son of the late Prince 
  Brannart.  McGregor is the secret leader of the 
  Followers of the Claymore, an underground 
  movement in Glantri that wishes to do away 
  with the magocracy.  Their faction has been 
  losing power since the Great War, and 
  McGregor hopes that the Black Eagle, as a 
  popular public figure and non-mage, can 
  benefit their cause.  Von Hendriks is intrigued, 
  as he misses the power and influence that he 
  once had as a Karameikan Baron, and cannot 
  have here in Glantri as a non-magic user. 
  The two shake hands and agree to form a loose 
  alliance, promoting one another's causes for 
  mutual gain.  Neither trusts the other, but for 
  the time being they are willing to work together 
  to further their own interests. (See Fl. 17; Fy. 
  20.) 
  What this means: The Black Eagle is 
  extending his influence in Glantri slowly, 
  though it remains to be seen what might come 
  of it.  McGregor, a good man at heart, hates to 
  ally himself with a villain like the Black Eagle is 
  reported to be (who hasn't heard the stories 
  out of Karameikos and the Five Shires?), but 
  he and his allies in the FoC agree that the Black 
  Eagle is the best chance to promote the cause 
  of the non-mages in Glantri, given his popular 
  status in the Principalities at the moment. 
   
   
   
  Topic Of The Month: Peace Talks 
   
  And finally they met.  Nine years after the fall 
  of Alfheim, the old and the new ruler of 
  Canolbarth forest, King Doriath and Princess 
  Tanadaleyo finally met in Favaro to sign a 
  peace agreement. 
  This was the first time that King Doriath left 
  his exile in the cold Wendarian lands accepting 
  to talk with his former enemies, the same elves 
  that invaded his homeland after cursing the 
  forest with some evil and still unknown magic.  
  And it was this same magic that prompted the 
  so-called Radiant Princess to try for peace 
  again earlier this year when she sent a desperate 
  message to King Doriath in Wendar.  And thus 
  the Favaro meeting was born.  
  The DDC arranged for the ancient Eastwind 
  mansion in Favaro to host all the diplomats 
  and a substantial number of bodyguards and 
  the town itself was heavily guarded: no one 
  could enter the town without being thoroughly 
  questioned and searched.  A few Alphatian 
  mages were also hired to provide security 
  against air and underground attacks by shadow 
  elves. 
  Hopefully everything went quite well, except a 
  couple of tavern brawls and a serious fight 
  involving the town guards and a group of 
  drunken dwarves that refused to being 
  searched “for this silly elvish thing.”  But let’s 
  get to the point. 
  Princess Tanadaleyo didn’t attend the talks, she 
  came to Favaro only on Fyrmont 26 to sign the 
  peace agreements, but otherwise left the 
  diplomatic stuff to her advisors led by an old 
  elf named Falanen.  King Doriath was a bit 
  annoyed by this, but he nevertheless decided to 
  attend the peace talks. 
  
  284 
   
  The discussion was mainly focused on the 
  current situation of Canolbarth forest: both 
  sides agree on saving the forest, but no one is 
  able to do it alone.  Shadow elves asked for 
  more Alfheim wizards to be sent to help 
  Treekeeper Jorodrin Feadiel, in exchange 
  Doriath asked the shadow elves to allow 
  Alfheimers to settle back in Canolbarth before 
  the end of this year.  The point raised fierce 
  opposition by the shadow elves and also some 
  internal debate among them, anyway, after a 
  whole week of tense discussion, the DDC 
  managed to settle the contest and an 
  agreement was found.  Alfheim elves agreed to 
  commit more mages to the saving of the 
  forest, in exchange Shadow elves agreed to 
  host a substantial number of Alfheimers, 
  provided they come in small groups. 
  Another important agreement was the creation 
  of a Trust Council, presided by King Doriath 
  and Princess Tanadaleyo, that will carry on the 
  peace talks and decide over the day to day 
  arguments between shadow elves and Alfheim 
  elves that may pop up in future. 
  According to the agreements Doriath will 
  retain the title of King over the small Alfheim 
  community in Aengmor, but his subjects will 
  be subjected to shadow elf laws when inside 
  Aengmor borders.  Taxes paid by the 
  Alfheimers will go to the Trust Council and 
  will be used to rebuild the forest.  Alfheim 
  elves will have freedom of cult, provided they 
  don’t worship Immortals other than Rafiel in 
  “open air.” 
  This meeting is certainly one of the most 
  important events that happened in the Old 
  World in these last years.  The final 
  handshaking between the young King and the 
  handsome Princess can be the first step toward 
  a future cohabitation of both races in a healthy 
  Canolbarth forest, but still several steps have to 
  be taken before reaching a complete 
  agreement.  Many problems still have to be 
  solved; the rebellious City of Aengmor in the 
  north is not the least of them.  Next year will 
  be a crucial one to see if this area of the Old 
  World will finally go back to the old peaceful 
  days before the Great War. 
  John Watson 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Ambyrmont 
   
  AMBYRMONT 1, AC 1015: Alfheimers Go 
  Home! 
  Location: Karameikos and Wendar.  OW 
  Description: Some Alfheimers begin to return 
  to Canolbarth to help with the reconstruction 
  of the forest. The Feadiel and Red Arrow clans 
  (currently in Karameikos) are among the first 
  ones to resettle there, then a big group of 
  Erendyl and a few Mealidil (currently in 
  Wendar) go as well.  Some Long Runners led 
  by Starwatcher teleport there as well, those of 
  them who remained in Wendar (the main body 
  of the clan is still fighting in Geffron).  (See Fy. 
  26; Sv. 17.) 
  What This Means: There is hope for the 
  future of Canolbarth.  Doriath and Tanadaleyo 
  have agreed to share the forest. Maybe peace 
  will restore the magic of the forest after all... 
  What The PCs Can Do: Due to events in 
  Glantri the journey from Wendar to Darokin is 
  now a long and dangerous one, because they 
  must go the long way through Sind. 
  Experienced PCs currently in Wendar (elves 
  and humans alike) may be recruited as 
  bodyguards. 
   
  AMBYRMONT 1, AC 1015: The Fast. 
  Location: Five Shires.  OW 
  Description: The hin festival known as The 
  Fast and the Feast begins today.  All hin 
  throughout the Five Shires begin a six-day 
  fasting period.  Only the sick, the infirm aged, 
  infants, and the numerous foreigners for the 
  World Games who do not wish to participate 
  are fed.   
  Most foreigners view this fasting as a strange 
  form of punishment.  (See Fy. 20, Fy. 28; Am. 
  7.) 
   
  AMBYRMONT 1, AC 1015: Elf Skull Unit 
  Retreats. 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: After some days of use of Alarm 
  spells, pit traps and magically controlled plants 
  on the elves’ part, the Crusaders are able to 
  detect almost every Elf Skull Unit attack and 
  react in time to avoid utter defeat.  The death 
  squadrons understand they have been 
  discovered and that they’ve lost their initial 
  advantage over the elves, and so retreat deeper 
  into Geffron to avoid the elves’ counter 
  attacks.  When the Crusaders realize the Elf 
  Skull Unite are not attacking them anymore, 
  the Generals order the troops to resume 
  advancing into Geffron.  (See Fy. 10, Fy. 22; 
  Am. 22, Ei. 3.) 
  What This Means: The Shadowlord is 
  satisfied with his troops and has ordered them 
  to retreat to avoid useless bloodshed.  The Elf 
  Skull Unit will be employed again as the war 
  comes closer to Drax Tallen, and he wants 
  them ready for that moment.  He is basically 
  letting the elves advance again after the big 
  blow he has dealt them in the last weeks. 
   
  AMBYRMONT 2, AC 1015: Polakatsikes in 
  Panic. 
  Location: Polakatsikes, Meghala Kimata 
  Plains, Davania.  JC 
  Description: The town council has been 
  mulling over the news concerning the foreign 
  invaders for two days now, and has come to 
  the conclusion that, if this force equals their 
  own in number, then the town is surely 
  doomed.  They know that their soldiers cannot 
  fight the Knights one-on-one and hope to win.  
  Morale has been dropping in the town, as the 
  Knights’ blockade has prevented food from 
  entering it, and rumors are already spreading 
  about the invincibility of the invaders.  Some 
  vocal members of the council demand that the 
  town surrender to the strangers in order to 
  save itself from destruction.  The more senior 
  members refuse to do this, and order that 
  preparations be made for a large-scale assault 
  against the enemy.  (See Fy. 27, Fy. 28; Am. 4, 
  Am. 5.) 
  What This Means: The town council know that 
  this invading force is superior to their own in 
  many ways, and they realize that action must 
  be taken before desperation sets in among the 
  town’s populace.  They also know that they 
  have, at best, one good chance to defeat the 
  enemy, and they have decided to do just that.  
  
  286 
   
  Many council members hope that the 
  declaration will bolster morale temporarily. 
  What The PCs Can Do: If the players are 
  with the Knights they will likely be helping the 
  soldiers drill for battle, or scout the countryside 
  to ensure that the blockade is holding - only a 
  handful of Knights are on this detail; as many 
  men as possible are needed for the anticipated 
  assault, which, Wulf assures everyone, will 
  come to pass. 
  If the players are with the Polakatsikans, they 
  can try to defuse tensions and poor morale by 
  helping the council come up with plans for 
  battle, or by smuggling food through the 
  blockade.  They may also help the soldiers 
  prepare for battle. 
   
  AMBYRMONT 2, AC 1015: Grey Front 
  Attacks! 
  Location: Flying City of Serraine, skies over 
  the Sea of Dawn. AS 
  Description: On the second day of celebrating 
  the Days of Freedom in Serraine, chaos erupts 
  in the streets.  Undead and other assorted 
  monstrosities pour out of the Undercity and 
  attack the denizens of the flying city, while 
  Nagpa (evil, magical birdlike creatures) and 
  rogue wizards, led by Bargle the Infamous, 
  commit acts of sabotage elsewhere in the city.  
  The inhabitants of the city are unprepared for 
  this sudden and unexpected attack from 
  within.  Mayor Santarian Keltander scrambles 
  the city’s defenses and requests aid from the 
  Onyx Tower - only to discover Erik Helsing 
  working with the traitors to the city!  (See Am. 
  13.) 
  What This Means: The Grey Front, an 
  association of Nagpa, has long conspired to 
  control the city for their own ends.  After years 
  of plotting, they have formed a loose 
  association with the wizard Bargle the 
  Infamous and his band of associates, and have 
  made their bid for power.  Additionally, the 
  Grey Front has blackmailed Erik Helsing, 
  Master of the Onyx Tower, into aiding their 
  scheme.  
   
   
   
  AMBYRMONT 4, AC 1015: Fort Attacked. 
  Location: Eastern Verdan, Esterhold 
  Peninsula.  AS 
  Description: One of the forts guarding the 
  eastern marches of the province of Verdan is 
  attacked by the wild Jennites who live east of 
  Verdan.  (See Fy. 7, Fy. 25; Ei. 3, Ei. 22.) 
  What This Means: These Jennites are not the 
  same as the rebels; it is only a coincidence if 
  they attack at this time.  A disease decimated a 
  great portion of the herds of this tribe this 
  summer and thus their shaman urged for raids 
  against the Alphatians by claiming them to be 
  responsible for the disease - both to decrease 
  the number of clansmen and to have more 
  food or other riches for those that don’t get 
  killed in the skirmishes.  These Jennites do not 
  have powerful weapons as the rebels do, but 
  the Alphatians will at first mistake them for 
  allies of the rebels. 
   
  AMBYRMONT 4, AC 1015: Battle of 
  Pelmos Hill. 
  Location: Pelmos Hill, east of Polakatsikes, 
  Meghala Kimata Plains, Davania.  JC 
  Description: This is the largest, and final, 
  battle between the Heldannic Knights and 
  Polakatsikes, and both sides know it.  350 
  soldiers from Polakatsikes march out to fight 
  the entire force of Knights on a hill known 
  locally as Pelmos Hill.  The Knights have not 
  been idle since they first entered the region; 
  Wulf foresaw that the enemy would ultimately 
  attack them here, so he ordered that many 
  rows of hidden trenches and pit traps be dug 
  to the west of the hill.  The Polakatsikan 
  cavalry, 40 men in all, rides out on their steppe 
  ponies, and promptly falls victim to the traps.  
  Those that maintain their mounts suddenly 
  face two 20-man hosts of Heldannic heavy 
  cavalry riding in from the north and the south.  
  The remainder of the Polakatsikan army 
  watches in dismay as their cavalry is cut down 
  to a man.  In a rage, the remainder charge, and 
  face not only the heavy cavalry, but also many 
  wedges of Knights rushing over the hill from 
  the east.  The Polakatsikans are no match for 
  the heavy cavalry and their gigantic, fierce 
  mounts, which kick and gore all around them 
  
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  as their riders cut down soldiers with 
  longswords.  Arrows from both sides fly 
  everywhere.  Despite the best efforts of the 
  Polakatsikans, the tight Heldannic wedges hold 
  off all of the assaults, and relentlessly push 
  westwards into the fray.  By midday, the 
  Knights have won the day, chasing the fleeing 
  Polakatsikans towards their city.  Panic ensues 
  in Polakatsikes tonight as rumors spread.  (See 
  Fy. 28, Am. 2; Am. 5, Am. 6.) 
  What This Means: Polakatsikes has now lost 
  about half of its army to the Knights.  Only 35 
  men make it back to the town; the remainder 
  are all dead.  The Knights lost 48 men on this 
  day, but the Polakatsikans know that, in order 
  to destroy the Knights, they could very well 
  end up destroying their own army.  This could 
  leave them open to raids and invasions by 
  others.  There is a state of panic in the town; 
  many citizens believe they are doomed, as their 
  armies, which held off assaults for over 1,000 
  years, now succumb to an enemy they know 
  nothing about. 
   
  AMBYRMONT 4, AC 1015: Apologies 
  Made. 
  Location:  Glantri City, Glantri. OW 
  Description:  Responding to the accusations 
  of academic fraud made by Yarov Urbaal, 
  Jean-Louis Mongolfière agrees to attempt to 
  prove his innocence. The two gentlemen meet 
  at the Great School of Magic and compare 
  notes; Mongolfière brings his designs for the 
  hot air balloon, and Urbaal brings those of his 
  father.  Before long, Urbaal realizes his mistake 
  - both the late Emeth Urbaal and Mongolfière 
  designed their crafts completely independently 
  of one another. 
  Yarov Urbaal publicly offers his apologies, and 
  furthermore, the two men agree to join their 
  resources and work together to create new and 
  improved hot air crafts.  Not long after news 
  of their partnership breaks, the two are 
  approached by many wealthy citizens of 
  Glantri offering to be their patrons.  (See Fy. 
  26.) 
  What this means: A misunderstanding has 
  turned into something positive, as the two men 
  have undertaken a partnership that will be 
  lucrative for them, as well as prove to be 
  beneficial for all Glantrians. 
   
  AMBYRMONT 5, AC 1015: Debate in 
  Polakatsikes. 
  Location: Polakatsikes, Meghala Kimata 
  Plains, Davania.  JC 
  Description: The town council has come to 
  the realization that unless something is done to 
  halt the hostilities, Polakatsikes is doomed.  
  The army is in tatters, morale is at rock-
  bottom, and the blockade is still holding.  
  Many members of the council are now openly 
  calling for a surrender to the enemy, so that the 
  town and its people may be spared. 
  The debate rages all day, and well into the 
  night, while speculation as to the outcome 
  spreads throughout town.  Wulf’s Knights 
  spend the day tending to the wounded and 
  burying the dead, while maintaining close 
  watch over the town.  (See Am. 2, Am. 4; Am. 
  6, Am. 16.) 
  What This Means: Time is running out for 
  Polakatsikes, and the town council knows it.  
  Opinion in the streets and in the council is 
  steadily moving towards surrender, as it is 
  widely seen that it would be better to live 
  under the dictates of an invader, and possibly 
  regain freedom, than to be exterminated. 
   
  AMBYRMONT 6, AC 1015: Polakatsikes 
  Surrenders. 
  Location: Polakatsikes, Meghala Kimata 
  Plains, Davania 
  Description: The town council has been 
  debating the issue of surrender all night, and it 
  has come to one conclusion: they can either 
  stand and likely be destroyed; or they can 
  surrender and possibly survive.  The council 
  members, many of them with families of their 
  own, find the choice difficult but clear.  At 
  noon today, the council emerges from its 
  chambers, and proclaims that Polakatsikes will 
  offer to surrender to the enemy, in exchange 
  for merciful treatment.  The populace is 
  dismayed at this announcement, but there is a 
  common realization that the alternative is 
  much worse.  The town opens its gates, and 
  the entire council marches out to the battlefield 
  
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  at Pelmos Hill.  They do not wait long before 
  Heldannic scouts spot them, and escort them 
  to the main camp.  There they meet Wulf von 
  Klagendorf, where they make it clear to him 
  that the town is theirs for the taking.  They 
  then turn sadly away, and march back to town.   
  Wulf orders the army to pack up its gear and 
  prepare to move into town.  By mid-afternoon, 
  a long column of Heldannic Knights, their 
  armor freshly polished, marches proudly 
  through the gates, the heavy cavalry bringing 
  up the rear, and the captured Polakatsikan 
  prisoners in front.  Many of the citizens cannot 
  bear to look at their new masters, and hang 
  their heads in dejection. 
  Wulf uses magical aids supplied by a hired 
  wizard brought on the quest to speak to the 
  populace.  He informs them that they are now 
  part of the Heldannic Territories, and will 
  comply with all laws of that land.  He also 
  declares that anyone who raises arms against a 
  Knight will be killed, but those who comply 
  will be treated well.  Klagendorf then 
  commands the remaining soldiers of the 
  town’s army to disarm and give their weapons 
  to the Knights, as Polakatsikes is now under 
  Heldannic protection.  Once the speech ends, 
  and the crowd disperses, Wulf instructs his top 
  officers to ensure that the citizens are not 
  mistreated in any way - so long as they comply 
  with Heldannic law.   
  All of the Knights present in Polakatsikes then 
  feel a surge of power pass through them, and 
  Wulf declares proudly that Vanya has been 
  appeased.  To mark this honor, all Knights 
  who participated on this crusade will be part of 
  a new, elite force known as the Champions of 
  Vanya.  The remainder of the day is spent in 
  celebration.  (See Am. 4, Am. 5; Am. 25.) 
  What This Means: The Heldannic Knights 
  have won; Polakatsikes is now a Heldannic 
  territory.  The Knights should not have too 
  much trouble with the locals for now - they 
  have just been defeated, and are now a 
  conquered people for the first time in their 
  history.  Wulf knows it is essential to lay down 
  the law as soon as possible, and he has made 
  this address to show he is in control, but also 
  that the Polakatsikans will not be poorly 
  treated. 
  Vanya has witnessed the events, and She is 
  pleased that the Knights have conquered this 
  town of Milenians by honest warfare, and She 
  grants the heroic Knights their clerical powers 
  again.  The other Heldannic Knights will 
  receive their spells upon their shown 
  conviction to Her cause. 
  What The PCs Can Do: If they are with the 
  Knights, the players can ensure that the people 
  are well-treated; certain Knights will surely 
  want to take out their frustrations on the 
  populace.  They can also help confiscate 
  weapons, as well.  If they are with the 
  Polakatsikans, they can work with the council 
  in ensuring that the people are treated fairly, 
  and that Heldannic rule does not become 
  overly oppressive. 
   
  AMBYRMONT 6, AC 1015: Tragedy on the 
  High Seas. 
  Location: Ostland.  OW 
  Description: Geir Hordson, brother to King 
  Finn of Ostland, is killed today in a battle 
  between Ostman and Cnute clan forces.  News 
  of the event doesn’t reach Zeaburg for days, 
  but it quickly spreads among the Cnute forces, 
  which are spurred on to even greater zeal in 
  battle with their foes.  (See Fl. 7, Ya. 18; Am.  
  10.) 
  What This Means: His brother’s death causes 
  King Hordson to look more closely at the 
  senseless civil war going on among his people.    
   
  AMBYRMONT 7, AC 1015: The Feast. 
  Location: Five Shires.  OW 
  Description: Having finished their six days of 
  fasting, hin begin devouring all food they come 
  across, enjoying meal after meal after meal.  All 
  inns and taverns are closed as hin and non-hin 
  alike wander freely and dine anywhere and at as 
  many clan or community tables as they can 
  reach.  
  Foreigners now understand the Fast and the 
  Feast holiday, realizing that it is a celebration, 
  not a punishment.  This year’s Feast is a much 
  grander affair than usual due to the World 
  Games and the amount of non-hin who 
  
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  participate in making foods from their 
  homelands.  (See Fy. 28, Am. 1.) 
   
  AMBYRMONT 8, AC 1015: The Hunters 
  Arrive. 
  Location: Land of the Gentle Folk.  HW 
  Description: The clerics and adventurers have 
  left Neatharum and entered the lands to the 
  “west.”  Under the guidance of the clerics, the 
  party has made good progress.  The clerics 
  proclaim that their quarry is within a few days 
  ride.  (See Fe. 22, Fy. 14; Am. 12, Am. 20.) 
  What This Means: The clerics have led the 
  party unerringly to the Lands of the Gentle 
  Folk.  This guidance comes from the clerics’ 
  respective Immortals, Alphatia and Koryis. 
  Note to DMs: Any Neathar in the group 
  should know about the Gentle Folk and speak 
  of the all powerful elves that seem so 
  unconcerned with outsiders and whose power 
  keeps even the dinosaurs away.  Also, the 
  others should realize that the clerics have 
  guided them here so effortlessly.  Their 
  familiarity with the area is minimal at best.  
  However, their Immortals have offered them 
  visions of where to go. 
   
  AMBYRMONT 9, AC 1015: Traldar Sack 
  Tehucan. 
  Location: Tehucan, Azca.  HW 
  Description: A small fleet of Traldar make a 
  daring raid far from their homeland, in the 
  heart of the Azcan Empire.  Heroes disembark 
  near Tehucan and fight their way into the city, 
  where they scatter into small groups.  The 
  garrison is not very effective against such 
  tactics, and the Traldar return to their ships 
  with good plunder.  They have not found what 
  they came for, though.  (See Fy. 17, Fy. 21; 
  Am. 12, Am. 20.) 
  What This Means: The Traldar are not 
  conducting a full-scale war against the Azcans, 
  but are looking for their lost artifact stolen by 
  the Schattenalfen last year and rumored to now 
  be in Azca.  A war-band heard about the city 
  of Tehucan and reasoned that the Azcan 
  priesthood may be keeping the artifact there, 
  an in typical Traldar fashion decided to go get 
  it and earn their glory.  They were not 
  successful in their quest, but the deed may 
  have them become the heroes of bards’ tales 
  anyway. 
   
  AMBYRMONT 10, AC 1015: Civil War 
  Ends. 
  Location: Zeaburg, Ostland.  OW 
  Description: King Finn Hordson declares an 
  end to hostilities between Ostman and Cnute 
  clan forces today. He orders all forces to return 
  home, on pain of treason, and begins 
  negotiations with Ostman ambassadors.  Over 
  the next few days, despite some hairy 
  moments, peace treaties are signed, and the 
  Ostman jarls are initiated once more into the 
  Kingdom of Ostland.  King Hordson takes the 
  mage Oberack as a personal advisor.  (See Ya. 
  18, Am.  6.) 
  What This Means: The civil war has ended, 
  though tensions will run high for a long while 
  to come.  Additionally, Asgrim the Bowed, the 
  devious plotter, will have his hands full with 
  Oberack and the King’s mother Yrsa looking 
  over his shoulders. 
   
  AMBYRMONT 10, AC 1015: Miniature 
  Tourists. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: With an escort of Imperial 
  Guards, the trio of Kubitts are shown all 
  around the Imperial City, with their guides 
  taking them to see the sights and people of the 
  city.  The sight of these tourists causes a stir in 
  the Imperial City as spectators flock to witness 
  these folk.  At one point the escorting guards 
  have to intervene to keep overeager spectators 
  at a distance.  Their conversations are filled 
  with questions and comments upon what they 
  see.  (See Ya. 15, Fe. 22.) 
  What This Means: Since their arrival on the 
  Floating Continent, Empress Eriadna has been 
  introducing the Kubitts to Alphatian life.  She 
  felt it was time to let them go forth and see the 
  city.  For their protection, as well as the 
  protection of any Alphatian bystanders, she 
  dispatches a contingent of Imperial Guards as 
  escorts. 
  
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  The tour of the city is a success for both 
  peoples.  The Alphatians are intrigued by the 
  Kubitts who become celebrities.  For their 
  part, the Kubitts develop a definite sense of 
  awe for the Alphatians yet realize that their 
  ancestral fears are unfounded: while it is true 
  that the Alphatians are powerful and the 
  spellcasting citizens are bigoted towards the 
  nonspellcasters, they are also a numerous 
  people and not subject to stereotypes. 
   
  AMBYRMONT 11, AC 1015: Heir 
  Declared. 
  Location: Norrvik, Vestland.  OW 
  Description: On the heels of the declaration 
  of peace in Ostland, King Harald 
  Gudmundson officially announces that his 
  eldest son, Bergthor Haraldson, will succeed 
  him as High King of Vestland.  King 
  Gudmundson plans to finish out the year on 
  the throne, but will relinquish the crown in a 
  ceremony conducted at the Ruthin monastery 
  in Nuwmont of AC 1016.  (See Fe. 4.) 
   
  AMBYRMONT 11, AC 1015: Fire at 
  Joshuan Gallidox Publishing. 
  Location: Mirros, Karameikos.  OW 
  Description: Joshuan Gallidox Publishing 
  burns down in the city of Mirros.  Luckily, no 
  one is hurt.  Joshuan Gallidox Publishing 
  moves to a new building in the North End, 
  near the famous Black-Heart Lily tavern. 
  What This Means: Joshuan Gallidox 
  Publishing will be late releasing their material 
  this year, probably at least a couple of month.  
  For example, the Mystaran Almanac, which is 
  normally released in Nuwmont will only arrive 
  in Flaurmont this year. 
  The cause of the burning is arson.  A group of 
  people desiring that certain information not be 
  published has tried to destroy the Almanac’s 
  information.  Unfortunately for them, 
  Belzamith Fingertackles had several copies of 
  most his files, and there was barely any 
  document loss.  Time will be wasted setting up 
  in the new facilities, however.  
   
  AMBYRMONT 12, AC 1015: A Pathetic 
  Apathetic People. 
  Location: Lands of the Gentle Folk.  HW 
  Description: The cleric-led party hunting 
  Zandor makes contact with a group of the 
  elven inhabitants of these lands.  As the 
  adventurers try to communicate with them, it is 
  noticed that two elves are burying a dead elf at 
  the base of a tree.  Nearby are several other 
  fresh mounds denoting other recent burials. 
  The adventurers ask about this but are offered 
  philosophical answers on life and death.  As 
  the clerics examine the dead elf and the nearby 
  graves, the elves take an interest and begin 
  speaking with them.  The clerics inquire about 
  the dead elves and are told that a recently 
  arrived stranger had slain them.  From their 
  description, the assailant is very similar to 
  Zandor. 
  The clerics explain that they have been charged 
  by the Immortals, Alphatia and Koryis, to track 
  down this assailant and take him back to 
  Alphatia to answer for these and earlier crimes.  
  The elves do not know where he is currently, 
  but are greatly interested in the “people of 
  Alphatia.”  The clerics suggest that the elves 
  assemble a group of their own people and 
  venture to meet with the Alphatians.  The elves 
  agree and the clerics give them directions on 
  how to get there. 
  The clerics bid the elves farewell and good 
  luck.  Despite the elves not knowing where 
  Zandor currently is, the clerics are confident 
  and tell the rest of the party to mount up.  
  They then boldly guide the group on, telling 
  the others that they have been told where 
  Zandor is.  (See Fy. 14, Am. 8; Am. 20, Ei. 15.) 
  What This Means: Initially, the Gentle Folk 
  treat the adventurers as they would any 
  visitors.  After recognizing the clerics as being 
  of Alphatia and Koryis, they become more 
  coherent and friendly.  They honestly do not 
  know where Zandor is but this is okay as the 
  clerics are aware of his location. 
  Knowing that they have piqued the interest of 
  the Gentle Folk, the clerics suggest that the 
  elves make contact with the Alphatians.  This 
  move is inspired by the Immortals who want 
  
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  to have the Alphatians act as guardians of the 
  Gentle Folk. 
  Note to DMs: This meeting should provide 
  some amusing and tragic role-playing.  The 
  mindset of the Gentle Folk is well detailed 
  within the Hollow World Box Set. 
   
  AMBYRMONT 12, AC 1015: Merry Pirates 
  Follow. 
  Location: Tehucan and other cities, Azca.  
  HW 
  Description: Merry pirates raid coastal Azcan 
  towns, including Tehucan and even 
  Huitlaktima.  They seek gold and plunder, and 
  want to get their share of treasure.  Their raids 
  are more organized than the Traldar’s, but the 
  Azcans were not caught by surprise this time - 
  except that they didn’t expect Merry Pirates.  
  (See Fy. 21, Am. 9; Am. 20, Am. 23.) 
  What This Means: The Merry Pirates don’t 
  know the Traldar’s motives for attacking the 
  Azcans, but they didn’t want to be left out of 
  the game.  They don’t get more plunder than 
  usual, though, and thus are left somewhat 
  puzzled. 
   
  AMBYRMONT 13, AC 1015: Debate 
  Continues over Unknown Map. 
  Location: Sumag, Suma’a.  SC 
  Description: It has now been a year since the 
  discovery of the unknown maps near Malabar.  
  Officials in Sumag still debate over the validity 
  of the maps and what they should do in the 
  eventuality that the maps are real. 
  Followers of Gombar are using the lack of 
  action to incite anti-Sumag feelings. (See Sv. 
  13.) 
   
  AMBYRMONT 13, AC 1015: Grey Front 
  Triumphant! 
  Location: Flying city of Serraine, skies over 
  the Sea of Dawn. AS 
  Description: After more than a week of 
  fighting, Mayor Santarian Keltander begins an 
  evacuation of the city of Serraine.  Though 
  Serraine forces have fought bravely, their 
  opposition is too strong and too well organized 
  to be taken down.  Hundreds of Serraine 
  citizens are ferried out of the city to the nearby 
  Isle of Dawn, while the City Guard protects 
  their retreat.  Though fighting in the city will 
  continue for some time to come, as rebels who 
  have hidden within the Undercity strike back at 
  their oppressors, the Grey Front has effectively 
  achieved control of Serraine.  (See Am. 2.) 
  What This Means: The city of Serraine is 
  now in the hands of self-serving, evil creatures.  
  The Grey Front hopes to use the sky city as a 
  flying base for terrorist activities, in order to 
  extort magic and secrets from the lands below.  
  What The PCs Can Do: If they are in the 
  city, PCs can aid in the defense or evacuation 
  of Serraine.  Additionally, there will be much 
  opportunity for PCs to join in rebel activities in 
  the Undercity of Serraine, in order to aid the 
  gnomes in their attempts to regain the city 
  from the Grey Front. 
   
  AMBYRMONT 13, AC 1015: A Ride 
  Between the Worlds. 
  Location: Above the Sundsvall Maelstrom, 
  New Alphatian Sea. AS 
  Description: At last a ripstorm forms in the 
  skies above the Concordia.  The captain 
  throws his ship into it, and the crew have 
  barely the time to put their airmasks on before 
  they are in the airless void.  The skyship then 
  flies to the North Pole, right above the polar 
  opening, then plunges right in its middle to 
  avoid deviating too soon and thus crashing.  
  Unfortunately, the Concordia’s crew doesn’t 
  have the experience of the Ark’s, and 
  miscalculates its route.  The ship’s course ends 
  in a loud crash in the Darklands, though on the 
  Hollow World side.  Several crewmen perish.  
  (See Kl. 2, Fy. 9; Am. 15, Sv. 13.) 
  What This Means: The trained crew was not 
  as lucky in maneuvering the skyship through 
  the opening as was the improvised alliance of 
  Karameikans and Heldannic Knights last year. 
   
  AMBYRMONT 14, AC 1015: A Hero Shall 
  Come! 
  Location: Ylaruam City, Ylaruam.  OW 
  
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  Description: A dervish (a hermit specialty 
  priest of Al-Kalim), arrives in the city of 
  Ylaruam.  Saddam The Aged, as he is called, 
  proclaims that the Dead Place has been 
  opened, and that is where the evil fiends 
  attacking all True Believers are coming from. 
  Saddam The Aged states that such an event 
  was prophesied to him by messengers of the 
  Immortals, and now it has arrived.  But he tells 
  them not to fear, as, along with the evil, a great 
  hero is supposed to arrive and lay this evil to 
  rest.   
  Many begin to speculate who this hero will be.  
  (See Fy. 22, Fy. 28; Sv. 1, Sv. 10.) 
  What This Means: Saddam The Aged is the 
  example for a dervish given in GAZ 2 - The 
  Emirates of Ylaruam (p.34).  He lives near the 
  Dead Place, watching for the evil to arrive, as 
  foretold by the Immortals, and now they have.  
  He has therefore traveled to the city of 
  Ylaruam in the hopes of finding this “hero” 
  that is the only one who can close the Dead 
  Place. 
   
  AMBYRMONT 14, AC 1015: Elvish Barony 
  Location:  Glantri City, Glantri. OW 
  Description:  A recent proposal by the elf 
  Qenildor Erewan, requesting a barony on the 
  former site of Camp Huledain is put before the 
  Council of Princes today.  After some 
  deliberation, the measure passes, and acting 
  Supreme Judge Malachie du Marais proclaims 
  Qenildor the newest noble in the Principalities 
  of Glantri. (See Fy. 4; Fy. 20.) 
  What this means: Ever since the invasion of 
  1007 by the goblinoids, Qenildor has been 
  staging guerrilla raids on them from the ruined 
  camp of Huledain.  He has finally decided to 
  try and fight them from within the Glantrian 
  system, rather than from outside of it, and put 
  forth his proposafor a barony a few months 
  ago, though the war with Ethengar forestalled 
  any decision.  After seeing the size of the 
  horde Kol mustered, many princes are wary of 
  the goblinoids of the Great Crater, and so see 
  Qenildor’s proposal as a means of keeping the 
  creatures in check, thus the passing of this 
  measure. 
  Over the past few years, the small guerrilla 
  camp has begun to grow into a fortified 
  community, so Qenildor has a solid base on 
  which to begin building his dominion.  
  Additionally, this is a small coup for the 
  Erewan elves, which have been much 
  beleagued since the days of the Great War. 
   
  AMBYRMONT 15, AC 1015: Greenston 
  Raided! 
  Location: Greenston, Rockhome.  OW 
  Description: An army of goblinoids pours out 
  of the mountains to the west, ransacking and 
  looting much of the city.  They retreat once the 
  militia has a chance to organize, fleeing back to 
  the mountains.  (See Va. 4, Fl. 5.) 
  What This Means: Alebane has finally 
  managed to sneak a large force into Rockhome 
  and organize it into an army.  This is the first 
  of many raids he will perform here, while the 
  dwarves of Rockhome assemble to combat this 
  new threat.  Unfortunately, concentrating on 
  Alebane as they do, they may forget to watch 
  their backs against another foe. 
   
  AMBYRMONT 15, AC 1015: Expedition 
  Moves South. 
  Location: Stormy region, 500 kilometers (300 
  miles) north of the magicless zone’s limit.  HW 
  Description: Delarius, the Polar Expedition 
  leader, decides to leave the skyship behind in 
  order to get out of the anti-magic zone. When 
  they reach the limit of the anti-magic zone and 
  the stormy region, they leave flags of 
  Karameikos and Alphatia to mark the way if 
  they should return.  (See Kl. 2, Am. 13; Sv. 6, 
  Sv. 9.)  
  What This Means: The ship is not repairable, 
  at least not here in this cold, stormy, treeless 
  and anti-magic region.  The expedition 
  members are not sure where exactly in the 
  Hollow World they are, but they know from 
  past experience that they are indeed in the 
  Hollow World, since they are beyond the 
  Darklands but still in the anti-magic zone.  
  However, they don’t know how far they are in 
  the stormy region, as they estimated it during 
  their previous expedition to be about 800 
  kilometers (500 miles) wide. 
  
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  AMBYRMONT 16, AC 1015: Polakatsikes 
  Returns to a Normal Life. 
  Location: Heldannic Dominion of 
  Polakatsikes, Meghala Kimata Plains, Davania.  
  JC 
  Description: Ten days have passed since 
  Polakatsikes fell under Heldannic rule, and the 
  townsfolk find that life is not too bad.  
  Curfews are in force after dark, and Heldannic 
  Knights routinely march about the town 
  posting proclamations written by the town 
  council at Wulf’s request, but food is once 
  again available, and the Knights have used their 
  powers to cure the worst diseases and injuries 
  among the people.  The Knights have even 
  captured known criminals and executed them.  
  The only change in the streets is the presence 
  of Heldannic banners on every street corner, as 
  well as signs written in Thyatian below those in 
  Milenian.  The people are allowed to go about 
  their business, while Wulf von Klagendorf and 
  his senior aides meet with the town council to 
  discuss local affairs.   
  Wulf has commanded his best officers, whom 
  he plans to station here, to learn the local 
  language, so that communication will be 
  possible.  (See Am. 5, Am. 6; Am. 25, Sv. 8.) 
  What This Means: The Knights are working 
  quickly to co-opt the local leadership in order 
  to cement their hold on the area.  Wulf’s 
  orders that the citizenry be treated well have 
  been followed, and a perception is slowly 
  growing that life under the Knights might not 
  be so bad.  Wulf knows that oppressing the 
  people will only lead them to rise up, and 
  Vanya has already punished the Knights for 
  victimizing those they have conquered.  He 
  does not wish to lose his spells again.  The 
  farmers have been left unmolested, and since 
  they did not suffer during the invasion, they 
  have no problems with trading in the town, so 
  long as the Knights keep to themselves.  Wulf’s 
  main concern is ensuring the town can be 
  retained, and that the populace will be firmly 
  incorporated into the rising Heldannic empire. 
  What The PCs Can Do: If they are with the 
  Knights, the players could very well find 
  themselves entrusted with governing 
  Polakatsikes after Wulf leaves, provided they 
  have proven their worth in battle.  If they 
  speak Milenian, their chances of being asked to 
  remain increase greatly (even if they speak the 
  archaic Hollow World dialect).  If they are with 
  the Polakatsikans, the players may find 
  themselves working with the new authorities, 
  ensuring that Heldannic laws are followed. 
   
  AMBYRMONT 18, AC 1015: A Gnollish 
  Barony. 
  Location: Ciudad Real, Almarrón.  SC 
  Description: Baron Maximiliano of Almarrón 
  officially recognizes the rights of the gnolls of 
  El Grande Carrascal on that land, now called 
  the Baronia del Grande Carrascal, ruled by 
  Baron Joffik.  Castillo de Tordegena, which 
  stands within the new barony borders, will 
  remain the property of the Tordegena family 
  and be rebuilt, but it will be manned by joint 
  gnoll and Almarrónian companies.  Saragón 
  and Gargoña also recognize the barony, while 
  Guadalante and Cimmaron react negatively 
  toward the concept of “civilized” goblinoids.  
  (See Am. 22, Am. 24.) 
  What This Means: This alliance has been in 
  preparation for the last five years (see novel 
  “The Black Vessel”).  It took much 
  negotiation, both between the gnolls and the 
  Almarrónians, and with the surrounding 
  baronies (thanks to Maximiliano’s connections 
  with other rulers), to achieve that result.  Baron 
  Joffik is an old, blind priest of Tabak who 
  leaves most of the actual ruling of the gnoll 
  nation to the leader of the army, Marshal 
  Vupilor Watak (though it is unclear if she is 
  still an Honorbound warrior or if she 
  embraced the faith of the Immortal Pflarr).  
  The Almarrónians and gnolls have agreed to 
  keep the castillo together so that their troops 
  learn to understand each other and live 
  peacefully as neighbors.  This recognition is a 
  great risk for Maximiliano as many of the 
  Almarrónians, especially in the Sierra del Plata, 
  hate the gnolls ever since the Red Creek battle. 
   
  AMBYRMONT 19, AC 1015: Ramose 
  Declared an Impostor. 
  Location: Tarthis, Nithia.  HW 
  Description: In an public ceremony 
  celebrating her victory over “the traitors to the 
  
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  Nithian Empire,” Pharaoh Senkha issues a 
  decree, to the effect that Ramose is not the 
  true pharaoh; rather, he is a criminal, an 
  impostor devoted to toppling the legitimate 
  powers of Nithia, and to laying the empire 
  open to conquest by foreigners.  Senkha 
  alludes to the news of the mysterious invaders 
  along the coast of Lake Menkor as proof of 
  her assertion, that Ramose is in league with 
  dark forces, and that he is not the true 
  pharaoh.  In closing, she issues a writ for his 
  arrest.  (See Kl. 10, Fe. 20; Ka. 15, Ka. 18.) 
   
  AMBYRMONT 20, AC 1015: Serpent-mint! 
  Location: Colima.  HW 
  Description: Papalotl sets about the task of 
  helping the legendary feathered serpents return 
  to their ancestral lands in the Azcan Empire.  
  In order to do this, he searches far and wide 
  for the plant serpentmint.  Finally finding it 
  near Colima, he then uses his magic to 
  acclimatize it to the terrain and weather of the 
  Empire.  From now until the year’s end, 
  everywhere he goes he takes seedlings of 
  serpentmint, planting it throughout the 
  Empire.  Slowly but surely it takes hold, and at 
  the same time, feathered serpents begin 
  returning to the lands of Azca.  Aided by the 
  plant, they manage to survive the competition 
  of their enemies the winged vipers. 
  The name of Quetzalcoatl is heard again in the 
  Empire, albeit in hoarse whispers.  (See Am. 9, 
  Am. 12; Am. 23, Sv. 7.) 
  What This Means: The actual number of 
  serpents in the Empire by the end of the year is 
  marginal, but it doesn’t matter - their presence 
  causes the resurgence of old legends, and the 
  Azcan people wonder at the return of the now 
  mythical creatures.  In short, this is yet another 
  preparation by Atruatzin and Papalotl for the 
  change that is coming. 
   
  AMBYRMONT 20, AC 1015: Justice is 
  Temporarily Served. 
  Location: Lands of the Gentle Folk.  HW 
  Description: The party of clerics and 
  adventurers seeking Zandor discover his hiding 
  place.  After a brief skirmish, they have him 
  subdued and bound.  Not wasting any time, 
  the party uses magical means to summon an 
  Alphatian skyship to ferry them and their 
  prisoner to the Floating Continent.  As they 
  wait for the skyship a cry comes from one of 
  the party members. 
  The party members are awoken by the nudges 
  of Imperial Troops.  Looking about them, they 
  see the skyship floating majestically above 
  them. What they do not see is their prisoner, 
  Zandor.  Dazed and battered, the party 
  members are carried aboard the skyship and 
  tended to. 
  The skyship captain tells them that when they 
  had arrived overhead, the entire party was 
  unconscious.  The troops search the 
  surrounding area and discover numerous 
  tracks; unfortunately, the tracks end and the 
  trail is lost about a hundred paces from the 
  site.  Despite their objections, the skyship 
  captain insists on them all going to Alphatia to 
  report the incident.  (See Am. 8, Am. 12; Am. 
  24, Ei. 15) 
  What This Means: The party surprise Zandor 
  and overwhelm him with little trouble as he 
  does not expect any attack by the Elves and 
  does not think his pursuers know his 
  whereabouts.  The party bound and gag their 
  quarry.  Then they summon a skyship to ferry 
  them to Jafilia to deliver their prisoner. 
  While they wait, the party is attacked by 
  Zargosians, who have been told to seek him 
  out as an ally by their own Immortal.  Using 
  their magic, they incapacitate the party, free 
  Zandor, and ferry him away from the area.  In 
  the process, several of the Zargosians beat the 
  prone adventurers, but the sight of the 
  approaching skyship causes them to flee before 
  any are beaten to death. 
  The skyship arrives in the area and the crew 
  spots the unconscious party.  Landing, they 
  revive the adventurers and police the area.  The 
  captain decides that the incident needs to be 
  reported.  Zandor on the loose is bad enough, 
  but him with spellcasting allies is worse. 
  Note to DMs: The mission itself, is 
  temporarily halted.  If the PCs involved want 
  to continue, the captain should oppose it.  If 
  they are persistent, have the clerics proclaim 
  that the Immortals Alphatia and Koryis wish 
  them to stop for now and later, when the 
  
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  identities of Zandor’s allies are known, the 
  quest shall begin again.  If that does not 
  dissuade them, simply have their wounds 
  become infected.  One the way to Alphatia, 
  PCs in the party may recall parts of the melee; 
  this should include memories of details that 
  may offer clues as to who Zandor’s 
  benefactors are. 
   
  AMBYRMONT 22, AC 1015: Final Stages 
  of the War. 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: The Crusaders have conquered 
  two thirds of Geffron by now, counting minor 
  losses in the process because of some nasty 
  monsters encountered in their path. They are 
  very close to Drax Tallen and they begin to 
  encircle its area by conquering the surrounding 
  woods, in order to cut off the soldiers who 
  man the keep from any possible escape route.  
  (See Fy. 22, Am. 1; Sv. 3, Sv. 21.) 
  What This Means: These are the last days of 
  the elven crusade against the Shadowlord.  The 
  Generals think that he has concentrated all his 
  troops inside or nearby Drax Tallen, the center 
  of his evil empire, so they want to isolate them 
  and prevent them from retreating or escaping 
  like they’ve been doing from the beginning of 
  the war. They want to take Drax Tallen before 
  the winter gets too icy and they are confident 
  in their strength and prepared to meet the main 
  body of the Shadow Army in the following 
  weeks. 
  However, the Shadowlord’s plan is precisely to 
  let them conquer Drax Tallen.  They have not 
  yet realized it, but they are falling into his trap 
  like unsuspecting game. 
   
  AMBYRMONT 22, AC 1015: Goblins 
  Invade Cimmaron. 
  Location: Along the Cimmaron borders to the 
  Bushwack Prairies. SC 
  Description: The Flat Nose goblins attempt 
  another invasion of Cimmaron.  At the battle 
  of Fort Whitestone, the goblins manage to kill 
  the fort’s commander, Ben Smith - nephew to 
  Sir John of the Wain.  (See Am. 18; Am. 24, 
  Am. 27.) 
  What This Means: When “the Duke” learns 
  that his nephew was killed, it’s a sure bet he 
  won’t be happy. 
   
  AMBYRMONT 23, AC 1015: New Military 
  Little Success. 
  Location: Chitlacan, Azca.  HW 
  Description: To make up for their growing 
  unpopularity, the priests set the military a 
  number of new tasks, partly hoping to win 
  back some of the followers they have now 
  realized they are losing, but mostly hoping to 
  capture more foreigners for the increasing 
  sacrifices.  There has not been a successful war 
  in a while now, and the captives are vanishing 
  rapidly.  Already, Azcan convicts are 
  increasingly showing up in sacrifices, and to 
  allow this commoners are being arrested for 
  smaller and smaller “offenses”. 
  The military (complete with new, Atzanteotl-
  worshipping, inexperienced generals) is thus 
  ordered to attack the Neathar tribes in the 
  north.  However progress is slow, and the 
  Azcans do not do as well as they had done up 
  until recently.  The general consensus among 
  the troops is that the new generals are 
  incompetent, but all troops caught expressing 
  this thought are arrested for the sacrificial 
  altars.  (See Am. 12, Am. 20; Sv. 7, Sv. 19.) 
   
  AMBYRMONT 24, AC 1015: Spell 
  Exchange Program. 
  Location: Tower of Night, Milenian Empire.  
  HW 
  Description: A party of Zargosians arrive in 
  their hideout with a gagged and bound guest.  
  Once they are secure and certain that the 
  Alphatians did not follow them, they finally 
  free the irritated Zandor.  Zandor immediately 
  releases a couple of Magic Missiles at his new 
  captors, and two of them collapse to the floor.  
  The leader of the Zargosians, Caracanomnos, 
  calls for an end to hostilities, but Zandor does 
  not speak his language and fails to understand 
  him.  However, seeing that nobody riposted, 
  Zandor concludes that the barbarians simply 
  surrendered to his obvious superiority. 
  A Zargosian tries at Nithian, which Zandor 
  vaguely understands because of its resemblance 
  
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  with Thothian.  Zandor announces he accepts 
  the Zargosians’ surrender, and that he will 
  make them his slaves rather than outright 
  killing them because they freed him from the 
  Alphatians.  The shocked Zargosians remain 
  speechless, until Caracanomnos bursts into 
  laugh and says this was just a 
  misunderstanding. 
  Reluctantly, Zandor accepts to listen to the 
  Zargosians’ explanation.  He is told that the 
  Zargosians are also wizards, who like him are 
  shunned and chased by their own people in 
  spite of the righteousness of their claims.  The 
  followers of Zargos introduce to him their 
  ideas about the world and how it could 
  become so much better if the red sun was 
  extinguished.  They then give him back the 
  spellbook he made from his raid on Dogrel, 
  and say they will be happy to share with him 
  their vast library of spells if he does the same 
  and helps them in their dark project.  Zandor 
  accepts the proposal.  (See Am. 12, Am. 20; 
  Ka. 19) 
  What This Means: The cautious Zargosians 
  did not release Zandor from his Alphatian-
  made knots until they were sure they had lost 
  the dangerous Alphatians.  Though Zandor 
  couldn’t care less about the Zargosians’ view 
  on life and their project, he is eager to 
  replenish his spellbook, even if those 
  barbarians’ list of spells pales in comparison to 
  that of an Emperor of Alphatia.  He is also 
  confident that he soon will be able to easily 
  take control of the pathetic group of 
  necromancers and use them to regain his 
  throne. 
   
  AMBYRMONT 24, AC 1015: The Duke 
  Fights Back. 
  Location: Mustang Hills.  SC 
  Description: The enraged Count of 
  Cimmaron leads an expedition into the 
  Badlands where the Cimarron forces confront 
  the Flat Nose Goblins.  The battle turns into a 
  stalemate, until a force of gnolls arrive and help 
  the Cimmarons.  At that point, the goblins are 
  massacred. 
  Count “The Duke” John becomes a hero for 
  his great fighting at what is now known as the 
  Battle of Mustang Hill.  The people of 
  Cimmaron also grudgingly thank the gnolls of 
  la Baronia del Grande Carrascal who came to 
  their rescue.  (See Am. 18, Am. 22; Am. 27, Ei. 
  7.) 
  What This Means: John of the Wain will now 
  be a strong supporter of the new gnollish 
  barony.  This is a complete turn-around from 
  his previous position just a few days ago. 
  What The PCs Can Do: This is the chance 
  for wheellock or flintlock wielding PCs to earn 
  a bit of fame during battle. 
   
  AMBYRMONT 24, AC 1015: Arian 
  Harvest. 
  Location: Yannivey Islands, NACE.  AS 
  Description: Though the Floating Arians have 
  made real efforts to have a good harvest this 
  year, the result is only a mild success. Crops are 
  harvested, but definitely not enough to support 
  the population.  More crops than expected 
  seem to have been lost to the northern cold. 
  What This Means: Spies from the 
  Qeodharian Special Force have been instructed 
  to do some sabotage on Floating Ar.  When 
  possible, they have destroyed crops and made 
  it appear as if the cold was responsible.  Baron 
  Norlan is quite worried at the presence of 
  Floating Ar near to his own kingdom.  By 
  keeping Ar dependent on Qeodharian food 
  imports and advises on how to properly grow 
  crops in the north, he hopes to gain a hold 
  over the kingdom - in addition to money 
  influx, that is. 
  What the PCs Can Do: The PCs might 
  expose the Qeodharian treachery, especially if 
  they have an interest in the Yanniveys (e.g. if 
  they possess some lands on which they want to 
  grow crops).  Since the Floating Arians can’t 
  imagine it is a sabotage, they don’t hire 
  investigators, so the PCs must take the 
  initiative or stumble upon the saboteurs by 
  chance.  They can also be approached by 
  Qeodharians to perform the sabotages. 
   
  AMBYRMONT 25, AC 1015: Wulf 
  Arrested. 
  Location: Freiburg, Heldannic Territories.  
  OW 
  
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  Description: Having determined that 
  Polakatsikes is under complete control by his 
  assigned Chancellor-Warlord, Wulf von 
  Klagendorf decides it’s time to head back to 
  Freiburg.  He casts a word of recall and 
  appears back in his private chambers 
  connecting to the Star Chamber. 
  After a quick prayer to Vanya, he contacts the 
  Knights present and is surprised to find 
  himself arrested.  He is brought before the 
  Oberherr von Grber who sentences von 
  Klagendorf to execution in one week.  Wulf 
  defends himself stating that he has 
  accomplished Vanya’s wishes and returned Her 
  Glory upon the Heldannic Knights.  Andreas 
  von Grber demands proof; he wants Wulf to 
  cast a spell.  When von Klagendorf is unable to 
  provide a spell from Vanya, Andreas laughs, 
  stating he knew Wulf was lying.  Andreas 
  changes his orders, stating that Wulf will 
  instead be executed on Vanya’s Day for his 
  folly of mocking Her and daring to claim he 
  was following Her actions. 
  Wulf is locked in the dungeon beneath the Star 
  Chamber.  (See Kl. 10, Fe. 2; Sv. 8, Sv. 20.) 
  What This Means: Wulf can still cast prayers 
  granted by Vanya; he simply chose not to.  He 
  could see in the eyes of the Knights around 
  him that they did not worship Vanya, and 
  refuses to show them Vanya’s true Glory.  
  Instead, he is waiting patiently until Vanya’s 
  Day. 
  What The PCs Can Do: PCs might attempt 
  to free Her Wulf from his dungeon.  Should 
  they get to his dungeon, Wulf will flatly tell 
  them that he does not want to leave and that 
  all will be taken care of on Vanya’s Day. 
   
  AMBYRMONT 27, AC 1015: Fights in 
  Sierra del Plata. 
  Location: Sierra del Plata, Almarr¢n.  SC 
  Description: The population of the Sierra del 
  Plata, wary of the gnolls they often have 
  skirmishes with, are displeased with their 
  baron’s decision to recognize those evil 
  gnollish murderers as equals.  They grab their 
  weapons and many march to Castillo de 
  Tordegena, where they are met by the garrison 
  and troops from Ciudad Real led by an 
  Honorbound officer.  They are easily crushed.  
  (See Am. 22, Am. 24; Ei. 7.) 
  What This Means: Baron Maximiliano 
  suspected such an unrest.  He did nothing to 
  prevent it, though, as the Sierra del Plata is 
  well-known for harboring many loyal followers 
  of El Salvador.  He hoped most of them would 
  rebel and uncover themselves.  Don Esteban, 
  in exile, realized too late it was a trap, and 
  couldn’t warn his supporters to stay quiet until 
  it was too late; this is a great defeat for him. 
   
  AMBYRMONT 28, AC 1015: Sundsvall 
  Maelstrom Open to Travel. 
  Location: Ionace, NACE.  AS 
  Description: The Council decrees that the 
  Sundsvall Maelstrom can safely be used as a 
  means of communication and travel between 
  the NACE and Alphatia in the Hollow World.  
  This information is kept secret as they do not 
  wish for other nations to use the Maelstrom as 
  an entry to the Hollow World. 
  What This Means: Some time ago a woman 
  appeared from nowhere in the middle of the 
  Alphatian Sea and was rescued.  It seems she 
  didn’t remember how she got there and kept 
  telling about some kind of red sun and mighty 
  Alphatia.  The story eventually reached the 
  Council who made the parallel with the Hollow 
  World.  They asked sages and wizards to 
  investigate the matter. 
  Those sages soon came up with the theory that 
  the woman had come from the Sundsvall 
  Maelstrom which would thus be some sort of 
  gate between the old Sundsvall (now under the 
  sea) of the outer world and the new Sundsvall 
  in the Hollow World.  After some experiments 
  they concluded that there is indeed such a gate, 
  but it is limited in use: 
  Since you have to enter the maelstrom you 
  need to be able to survive in water.  Both 
  Water Breathing and Air Bubble work 
  perfectly, as does being a merrow, for instance.  
  Moreover, you should be able to swim away 
  from the pull of the maelstrom and be rescued.  
  It is not possible to send goods or inanimate 
  objects or even unintelligent organic substance, 
  they are systematically lost.  It seems the 
  voyage is somehow accomplished by will, even 
  
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  though travelers do not remember at all what 
  happened during the trip.  Goods carried or 
  attached to such a traveler do get through, but 
  carrying too much bulk may prevent you from 
  swimming to safety.  To a traveler, the voyage 
  seems instantaneous unless he has some means 
  of measuring time.  In effect, the trip 
  systematically ends at the first full moon of the 
  next moon (i.e. of the next month, thus the 
  fastest trip lasts from the 28th of any one 
  month to the 15th of the following one).  For 
  some reason, spells cast are not dispelled by 
  this delay. 
  Also, some experiments have proven that the 
  Sundsvall Maelstrom links to more than one 
  location, all of them in the Hollow World.  It is 
  as yet unknown how the destination is 
  determined since no one ever remembers the 
  trip, nor how many such different destinations 
  there are. 
  What The PCs Can Do: The PCs may be 
  hired by wizards to try and reach Alphatia... 
  before they’re sure how the maelstrom works.  
  In that case, something certainly happens 
  during the time off, at least something that 
  only intelligent beings can do. Of course the 
  PCs won’t remember anything after. They can 
  end up in Alphatia, or just anywhere teh DM 
  wishes in the HW. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Topic Of The Month: Battle Of 
  Mustang Hill 
   
      It was a showdown that started just before 
  sunset; a showdown that was between two 
  men just as much as it was between two 
  armies.  The Duke, better known as Sir John of 
  the Wain by outsiders, was here seeking 
  revenge for the death of his nephew.  The one 
  he blamed was known as Frenzkix, leader of 
  the Flat Nose goblins.  Frenzkix was on the 
  opposite ridge, staring back at the Duke, hatred 
  still easily visible in his eyes despite the 
  distance between the two.  He hated all 
  humans, for humans have taken over the 
  territory he believes to rightfully belong to the 
  goblins. 
     And so the opponents were ready to face 
  each other.  To them, it was one on one, 
  despite the fact that each had over a hundred 
  men waiting patiently behind them for the 
  order to attack.  And so they waited, and 
  waited, and waited more as their two leaders 
  continued their stare-down waiting to see who 
  would break eye contact first. 
     Sir John was the first to avert his eyes, but 
  only because a force of goblins came charging 
  at their right flank.  The attack was almost a 
  complete surprise, and many of the 
  Cimmarons didn’t have enough time to turn 
  their large arquebuses to face the onrushing 
  enemy.  The lighter infantry, armed with the 
  wheellocks and newer flintlocks, did manage to 
  get a few shots off before the wall of goblins 
  was upon them. 
     The Cimmarons fought bravely.  Armed with 
  sabres and protected by leather armor, they 
  never gave up against the goblins in similar 
  armor carrying spears and axes.  The humans 
  even used their legacies against the foul 
  creatures, shooting various magical attacks at 
  them.  But the goblins had such powers as 
  well.  Many of them were Afflicted, deformed 
  in grotesque ways due to their lack of cinnabryl 
  or caring priests to look after them.  This only 
  helped make them more savage and brutal then 
  the non-cursed goblins.  Yet the humans held 
  their ground, killing five goblins for every one 
  of them that fell.  Still, the goblins kept 
  coming. 
  
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     Sir John turned his forces to face this 
  onslaught, and that’s when Frenzkix lead his 
  charge.  The main force of goblins was on the 
  way, and the Cimmarons were not prepared to 
  deal with them.  So the Duke lead a group of 
  his 20 best men to meet Frenzkix half way 
  before his forces could effectively surround the 
  Duke’s men.  The Duke and his men 
  dismounted from their horse atop a rocky 
  knoll and bravely decided to stop the goblins 
  or die trying.  Soon, the knoll was completely 
  hidden in a cloud of smoke from the constant 
  firing of their smokepowder weapons, yet 
  goblins bodies could be seen lying at the foot 
  of the hill.  It is said that once out of 
  ammunition, the Duke started to fight them 
  bare-handed, determined to not let this hill - 
  Mustang Hill - fall.  He had to give his men 
  time to turn and face Frenzkix.  Yet his 20 men 
  had been cut down to half that number, and it 
  soon looked like they would fall as well. 
     But then, everything turned around.  The 
  goblins charging up the hill stopped and ran 
  back down.  The Duke couldn’t see what they 
  were up to because of all the smoke blocking 
  his view, but he could hear the goblins rallying 
  together, preparing for a charge.  He thought it 
  would end soon enough.  And the goblins 
  charged. 
      Yet no goblin came up Mustang Hill. Sir 
  John could hear them battle another foe that 
  had arrived at the foot of the hill.  His men had 
  finally taken care of the flanking goblins and 
  rushed to his rescue.  And then the smoke 
  cleared.  John could see that his men were still 
  busy fighting the goblins back at their original 
  rallying point.  What he saw below amazed 
  him! 
     A force of gnolls had attacked the goblins 
  from behind.  It was a small group of them, 
  probably just a wandering patrol, but they had 
  attacked anyway, risking their lives to help the 
  humans facing certain death at the hands of the 
  goblins.  John ordered his surviving men down 
  the hill to help the gnolls. 
     And there he faced Frenzkix, the one he 
  chose to be his personal foe.  The two once 
  more stared at each other, ignoring the deadly 
  battle taking place all around them.  Then the 
  goblin made a mad rush at the Duke, but in 
  one quick motion, a sabre slash ended that 
  goblins life. 
     Soon, the gnolls and the Duke were 
  victorious.  They then proceeded to return and 
  help the main force still harassed by goblins.  
  Without a proper leader to give them 
  commands, the goblins were eventually 
  slaughtered and driven away. 
     Although but one battle, it accomplished a 
  few things.  First, the Flat Nose goblins were 
  decimated and will not bother anyone for years 
  to come.  Second, the Duke and eight other 
  surviving men and women became heroes for 
  their heroic stand atop Mustang Hill - a stand 
  which undoubtedly save everyone’s lives.  
  Finally, the Duke came to respect his gnoll 
  saviors, and his now one of the assertive 
  supporters of their new barony. 
   
  By Emily of Theeds 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Sviftmont 
   
   
  SVIFTMONT 1, AC 1015: Ylari 
  Demoralized. 
  Location: Ylaruam.  OW 
  Description: The battle against the tanar’ri 
  [D&D: fiends] is starting to go bad for the 
  warriors of Ylaruam.  At first, they succeeded 
  simply because the fiends were separated and 
  alone.  But now, there are a sufficient number 
  of them around that the Ylari are hard pressed 
  to win. 
  Even worse, stronger fiends are arriving, and 
  most of them are immune to the non-magical 
  weapons of the Ylari forces.  Some begin to 
  wonder if the battle against the fiends is 
  hopeless.  (See Fy. 28, Am. 14; Sv. 10, Sv. 15.) 
   
  SVIFTMONT 3, AC 1015: Aeleris 
  Discovers the Pits. 
  Location: Great Forest of Geffron, Denagoth.  
  NW 
  Description: During the exploration of the 
  southern part of the forest, the scout Aeleris of 
  clan Grunalf discovers a vast area of woods 
  full with elven bodies, empty common graves 
  and dead trees.  During the night many of the 
  corpses animate and attack Aeleris and his 
  fellow soldiers: many elves die (Aeleris among 
  them).  Fortunately, some of them manage to 
  flee and rejoin the rest of the Crusaders.  The 
  Generals, lacking any cleric that turns undead, 
  prohibit anyone from enter the area now called 
  Aeleris Pits and declare it Cursed Land not to 
  be conquered.  The elves continue their march.  
  (See Am. 1, Am. 22; Sv. 21, Sv. 28.) 
  What This Means: The Crusaders have just 
  discovered the eeriest and most dangerous area 
  of Geffron, the “reserve units” of the 
  Shadowlord (even though they don’t realize it 
  yet).  Many undead dwell in these bleak woods 
  and some of them are powerful entities not yet 
  submitted to the Shadowlord.  One of them (a 
  vampire) is responsible for the attack on the 
  elves: he’s trying to build up an army of his 
  own to claim this part of the forest as his 
  territory and to stand against the Shadowlord 
  he needs new corpses to animate. 
  What The PCs Can Do: The PCs can battle 
  against the undead if they are with Aeleris, but 
  won’t be able to save him.  They will eventually 
  flee to report the facts to the elven 
  headquarters when the undead begin to be 
  overwhelming. 
   
  SVIFTMONT 3, AC 1015: Zorok Summons 
  His Daughters. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: Once again, Zorok meets with 
  his daughters.  This time, his demeanor is calm 
  and friendly.  He tells his girls that he is wary 
  of the motives of the Alphatian people, but if 
  they wish to marry these Alphatians then so be 
  it.  (See Fy. 5, Fy. 27; Sv. 21, Sv. 26.) 
  What This Means: Since the first meeting 
  with his daughters, Zorok has had time to 
  think.  He has been told of Dogrel’s removal 
  and that his wounded warriors have been 
  tended to.  He is still suspicious of the 
  Alphatians but sees Dogrel’s removal as a good 
  sign.  The fate of his wounded and captured 
  warriors is of concern to him. 
  As for his daughters, he is still unhappy at their 
  choice of men.  He realizes that there might be 
  some Alphatians worthy enough to be trusted; 
  however, his blessing on the matter is based on 
  his expectations of his daughters.  He is sure 
  Zorena will tire of her lover and look 
  elsewhere.  Zerrella is another matter; Zorok 
  suspects she is emulating her older sister and 
  most probably will do the same. 
   
  SVIFTMONT 4, AC 1015: The Heir of the 
  Baron. 
  Location: Barony of Uigmuir, Glantri.  OW 
  Description: After decades of separation, 
  Baroness Myra McDuff is finally reunited with 
  her son, Angus McClintock.  Adventurers 
  hired by the Baroness were able to track down 
  her long lost son at the Great School of Magic 
  and return him to his mother.  To the surprise 
  of all present at the occasion, Myra McDuff is 
  revealed as a ghost, and her spirit is finally laid 
  to rest after the reunion.  Days later, Angus 
  McDuff (as he is formally acknowledged to be) 
  is proclaimed the new Baron of Uigmuir. 
  
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  What This Means: Angus McDuff is the 
  illegitimate son of Myra McDuff by the orc 
  king Thar.  Many decades ago, while on a raid 
  in Glantri, Thar kidnapped the Baroness and 
  had a child by her.  Killed shortly after giving 
  birth to her son, she returned to her tower as a 
  ghost, and convinced everyone she was still 
  alive.     
  Angus had been raised by the teachers at the 
  Great School of Magic, unaware of his 
  heritage, and disappeared years ago.  He had 
  been living in the orcish city of Oenkmar, and 
  only recently returned to his position as 
  Professor Emeritus at the Great School in AC 
  1012, following the shadow elf takeover of 
  Oenkmar. 
  Lady McDuff’s one true desire was to see her 
  son returned to her, a desire that has finally 
  been fulfilled. 
   
  SVIFTMONT 5, AC 1015: Forts 
  Reinforced. 
  Location: Eastern Verdan, Esterhold 
  Peninsula.  AS 
  Description: Commander Broderick sends out 
  some of his new troops to relieve the men of 
  the eastern forts.  They are harassed by Jennite 
  rebels along the way, but the Jennites never 
  come out of their hidings to overtly engage the 
  Alphatian force.  When they reach the forts 
  they clash with the Jennite tribesmen, forcing 
  them to retreat temporarily. 
   
  SVIFTMONT 6, AC 1015: Is Jaggar a 
  Prince? 
  Location: Glantri City, Glantri.  OW 
  Description: Princess Hillsbury asks the 
  Council of Princes to discuss the fate of Prince 
  Jaggar.  It seems that the prince is no longer 
  able to cast any spells now that he is missing an 
  arm.  She therefore claims that Jaggar should 
  lose his title of wizard and prince. 
  The Council takes the matter seriously, but 
  fails to arrive to a conclusion as to whether or 
  not to strip Jaggar of his privileges of being a 
  wizard.  Finally, it is decided that Jaggar will 
  have six months to regain his spellcasting 
  abilities or he will irrevocably be classified as a 
  mundane [non-spellcaster.  Ed.] (See Fy. 20, 
  Fy. 25.) 
  What This Means: Jaggar will now really have 
  to search fast for a means of regrowing his 
  arm.  He is still against using clerical magic at 
  the moment, but maybe in a few months from 
  now his opinion will change. 
   
  SVIFTMONT 6, AC 1015: Beastmen 
  Discover War Party. 
  Location: Beastmen Wastes.  HW 
  Description: During a calm period, a hunting 
  party of Beastmen spots smoke from a 
  campfire in the usually stormy region north of 
  their territory.  They approach and discover a 
  camp of strangers, some of whom are heavily 
  armed. They decide to closely monitor the 
  intruders’ movements, and send word to their 
  clan to gather a party of warriors.  (See Am. 13, 
  Am. 15; Sv. 9, Sv. 13.) 
   
  SVIFTMONT 7, AC 1015: New Way Gains 
  Followers. 
  Location: Throughout the Azcan Empire, 
  Azca.  HW 
  Description: Among the followers of the New 
  Way, the ancient prophecy of Quetzalcoatl is 
  spoken again, and it begins to spread through 
  the country, mostly through the common 
  people. 
  The whole year, Atruatzin’s underground 
  priests and followers in the New Way and out 
  of it have dreams and find omens of his 
  impending return.  These tend to follow 
  Papalotl around.  Azcan soothsayers are 
  bombarded with omens which they try to 
  ignore in order to avoid getting themselves into 
  trouble, but by the end of the year most people 
  know there is something miraculous about to 
  happen.  (See Am. 20, Am. 23; Sv. 19, Sv. 26.) 
  What This Means: The New Way blossoms, 
  despite the efforts of Atzanteotl’s clergy to 
  catch the heretic.  Moreover, the complacent 
  clerics of the evil Immortal do not realize the 
  full effect Papalotl’s preaching and actions are 
  having among the populace.  They merely step 
  up the sacrifices in an attempt to satiate their 
  patron’s thirst for blood - after all, the 
  
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  problems of recent times will be solved by the 
  Azcans’ Immortal guardian. 
   
  SVIFTMONT 8, AC 1015: Rockhome 
  Invaded. 
  Location: Klintest Lowlands, Rockhome.  
  OW 
  Description: Thar and Psa’gh’s small but well-
  armed horde pours into the eastern half of the 
  Klintest Lowlands.  They quickly ransack and 
  pillage the farming communities, making away 
  with as much loot as possible. 
  One group, led by Thar himself, even attacks 
  the penal colony town of Kurdal.  The attack is 
  so well planned that it takes the defenders 
  completely by surprise.  A special unit is given 
  the task of freeing the dwarven criminals, 
  which causes even more chaos during the 
  battle as some dwarves fight dwarves. 
  By the end of the day, Thar proudly proclaims 
  that Kurdal is now a part of the new goblinoid 
  Kingdom of Tharia.  (See Fy. 24; Sv. 14, Sv. 
  20.) 
  What This Means: Thar knew everything 
  about the defenders, while the dwarves had no 
  idea there was even a goblinoid horde nearby.  
  Still, survivors will reach Smaggeft by the end 
  of the day and the dwarves will be able to send 
  in their troops to take care of the problem.   
  Of course, Duric, Bifia, and Psa’gh might have 
  something to say about Thar’s choice of name 
  for their kingdom. 
   
  SVIFTMONT 8, AC 1015: Vanya’s Day. 
  Location: Freiburg, Heldannic Territories.  
  OW 
  Description: Wulf von Klagendorf is brought 
  to the Star Chamber where he is to be executed 
  for his crimes against Vanya and the Heldannic 
  Territories.  The Oberherr grants the man last 
  words to give to the crowd of Heldannic 
  Knights who have come to watch the event. 
  Von Klagendorf makes a moving speech as to 
  how the Knights have lost their faith in Vanya 
  and how they can reclaim it by seeking glory 
  and honor.  He urges them to overthrow von 
  Gr•ber and his Inquisition which is the cause 
  of the lost of faith.  The Knights are so scared 
  in keeping their faith in face of the Inquisition 
  that they fail to actually worship Vanya.  Wulf 
  states that he has had a vision and can restore 
  the glory of Vanya upon them. 
  With the speech over, the blade is about to 
  come down upon Wulf von Klagendorf when 
  a young Knight steps forward and stops it.  
  Soon enough, about two dozen Knights move 
  in and form a protective circle around Herr 
  Wulf. 
  Oberherr von Grber laughs at the small 
  group.  He orders the remaining Knights - over 
  200 of them - to kill all the traitors.  The 
  Knights move in on von Klagendorf’s group 
  when Wulf casts a spell granted to him by 
  Vanya. 
  The blade barrier cuts through over a quarter 
  of the faithless Knights.  Everyone stares in 
  amazement at von Klagendorf.  Many 
  immediately bow and pray for forgiveness to 
  Vanya, others run away, and a few continue to 
  attack.  The Knights protecting von 
  Klagendorf try their prayers and their spells are 
  granted as well. 
  After much commotion, Oberherr Wulf von 
  Klagendorf judges all the Knights in the room 
  as false believers in Vanya.  Those who 
  attacked him are sentenced to death.  Those 
  who surrendered upon seeing his spell are 
  stripped of their rank among the Knights.  
  Only the two dozen men who took his side 
  have received their spells back, so it’s easy to 
  determine who is a true Knight and who is 
  stripped of their rank.  The few who fled 
  (including Andreas von Grber) are 
  condemned as cowards and also sentenced to 
  death.  (See Fe. 2, Am. 16, Am. 25; Sv. 20, Ei. 
  4.) 
  What This Means: Wulf is back and in charge 
  of the Heldannic Knights.  After today, there 
  will be no doubt as to who is the chosen leader 
  of the worshipers of Vanya.   
  Over the next couple of weeks, spells will 
  slowly return to all true believers of Vanya.  
  Some, who can only cast minor spells, are 
  given a chance to regain Her favors by 
  performing heroic acts in stopping the 
  rebellion.  
  
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  All others, including those who fail in their 
  heroic attempts at redemption - are banished 
  from the ranks of the Heldannic Knights.   
  Of course, this bodes ill for the rebellion in the 
  Heldann Freeholds. 
  What The PCs Can Do: If the PCs are 
  Heldannic Knights, the DM should determine 
  whether or not the PCs have been behaving 
  and role-playing within the doctrines of Vanya.  
  If not, the PC should not regain his spell 
  casting abilities, unless the DM wants to give 
  him a chance by performing a certain-death 
  mission to regain Vanya’s favor. 
   
  SVIFTMONT 9, AC 1015: Beastmen 
  Confront War Party. 
  Location: Beastmen Wastes.  HW 
  Description: The Beastmen, reinforced by 
  warriors from their clans, decide to ambush the 
  war party, which are obviously not used to 
  snowy environments, before they leave the 
  stormy region for sweeter skies.  They trap 
  them in a small depression near a crevice, 
  gaining strategic advantage if not the best arms.  
  They rush out to meet the trapped invaders at 
  close range with their spears when, to their 
  surprise, the commander of the war party 
  greets their clan leader by his name.  When he 
  in turn recognizes Delarius, the leader of the 
  polar expedition, he immediately calls to an 
  end of the attack and invites the thankful party 
  to the clan village - again.  (See Am. 15, Sv. 6; 
  Sv. 13, Ei. 13.) 
  What This Means: Not only did the 
  expedition crash in the Hollow World north of 
  the Beastmen Wastes, but they even ended up 
  near that same tribe they met - and befriended 
  - a few years ago. 
   
  SVIFTMONT 10, AC 1015: Human 
  Reserves in Wendar? 
  Location: Wendar.  OW 
  Description: The tension in Wendar has much 
  decreased after the departure of many 
  Alfheimers heading for Canolbarth and for 
  Denagoth or Norwold, and the situation is 
  now nearly back to normal, even though some 
  rumors persist regarding Gylharen’s plan for 
  the future of the nation and of the humans. 
  Some voices claim he is going to make up 
  “human reserves” just as he did for the 
  Alfheimers’ minority, or that he will recall the 
  elves back from Denagoth to enforce a law 
  against humans.  Most people laugh at such 
  rumors, of course. Yet others don’t and begin 
  to think about counter measures to be taken.  
  (See Fy. 8, Fy. 15.) 
  What This Means: These malevolent rumors 
  are spread by the Cultists of Idris who are 
  stirring the humans to play them against the 
  elves.  Now that most of the Alfheimers are 
  out of Wendar, they need to back up the 
  hatred towards the elven race using another 
  scapegoat, and King Gylharen (an elf) is their 
  best choice.  Many of the leaders of the 
  humans’ right party are indeed Idris followers 
  who believe the time has come for the humans 
  of Wendar to finally retake the rulership of 
  their kingdom from the hands of “those 
  pointy-eared bastards.” 
   
  SVIFTMONT 10, AC 1015: Ylaruam 
  Besieged. 
  Location: Ylaruam City, Ylaruam.  OW 
  Description: A massive horde of tanar’ri 
  [D&D: fiends] attack the city of Ylaruam.  The 
  defenders are hard pressed, especially since 
  they can’t harm the attackers with their 
  ordinary weapons. 
  But then Khalid ‘Tale-Teller’ arrives at the 
  battlefront and starts giving orders to the 
  warriors.  First, he has the numerous fighting 
  priests of Al-Kalim cast bless spells.  But 
  instead of casting them on the warriors, he 
  directs the priests to cast the spells on their 
  weapons.  The spells therefore do not give the 
  warriors a +1 to hit their opponents, but it 
  does permit the weapons to actually harm the 
  fiends. 
  Another tactic he devises is to catapult barrels 
  of holy water unto the fiends.  At first, the 
  Ylari take him mad to want to waste precious 
  water so foolishly.  But when the results of the 
  first shot are seen (tanar’ri melting to puddles 
  of goo), the practice is soon taken up across 
  the city. 
  
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  By the end of the day, the Ylari are victorious.  
  The fiends flee back into the desert.  The 
  people of Ylaruam City begin praising the 
  honor and glory of Khalid ‘Tale-Teller.’ 
  Saddam The Aged then proclaims that Khalid 
  is the champion foretold by the Immortals.  He 
  shall be the one who frees the Ylari from the 
  evil threatening the land.  (See Am. 14, Sv. 
  1;Sv. 15, Sv. 24.) 
  What This Means: The Ylari are regaining 
  their courage and morale, which have been 
  slowly fading the past couple of weeks.  Now 
  that they know the fiends can be defeated, they 
  again begin to believe that they will win since 
  Al-Kalim is watching over His faithful 
  followers. 
   
  SVIFTMONT 12, AC 1015: Hojah on the 
  Attack.  
  Location: Berat Island, Gulf of Hule.  SC 
  Description: Today, Hojahite ships unload 
  troops on the shores of Berat Island and 
  quickly take control of the island and the 
  ruined village of Jezevo. (See Ka. 24) 
  What This Means: Though Hojah’s 
  ambassadors officially justify this attack as 
  necessary in order to eradicate piracy from the 
  area, the real purpose of Margrave Bosit Hojah 
  is to conquer all the islands in the Gulf of Hule 
  before attacking Slagovich. 
   
  SVIFTMONT 13, AC 1015: Secret Plans in 
  Emdur. 
  Location: Emdur, Gombar.  SC 
  Description: Several powerful merchants 
  gather together today to take action over the 
  maps which were found thirteen months ago.  
  They make plans to infiltrate the temple of 
  Sumag and steal the maps. (See Am. 13.) 
  What this Means: Few outside the temple of 
  Sumag have seen the maps though it is the 
  common belief of many merchants in Emdur 
  that these maps are of economic significance.  
  With the lack of action regarding the maps this 
  has caused some merchants to decide to take 
  drastic action to procure the maps. 
  What The PCs Can Do: They can be the 
  ones hired by the merchants to steal the maps. 
   
  SVIFTMONT 13, AC 1015: Geonids Ready 
  to Strike! 
  Location: City of the Stars, Shadow Elves’ 
  Territories.  OW 
  Description: Second Shadow officers report 
  to King Telemon that Geonids are preparing 
  for an attack on Alfmyr.  King Telemon and 
  General Garafaele decide to send more troops 
  to Alfmyr to reinforce the local garrison. (See 
  Sv. 25) 
  What This Means: This is part of Atzanteotl’s 
  big plot.  Renegade Second Shadow scouts are 
  purposefully reporting false news to King 
  Telemon and General Garafaele in order to 
  scatter the shadow elf army as far as possible 
  from the City of the Stars, where the main 
  attack will take place. 
  What PCs Can Do: Shadow elf PCs 
  particularly smart and curious may investigate 
  on this and similar future events, thus learning 
  that there’s something wrong. 
   
  SVIFTMONT 13, AC 1015: Expedition 
  Ponders Options. 
  Location: Beastmen Wastes.  HW 
  Description: Captain Delarius, Claransa and 
  the Alphatian and Karameikan diplomats 
  ponder their choices.  They have three options 
  available without their skyship: 
  First possibility: To go back to their ship in the 
  anti-magic zone and try and repair it with 
  wood given by the Beastmen - though they 
  have few trees that far north.  Then they would 
  have to pull it out of the anti-magic zone - a 
  hard task, even with the Beastmen’s knowledge 
  of how to move heavy stuff on snow.  
  Second possibility: To reach the city of 
  Haldemar and, from there, Alphatia.  They 
  would have to make a long journey south 
  without any means of fast transportation, with 
  the risks it implies regarding encounters with 
  hostile monsters and cultures. 
  Third possibility: To abandon the diplomatic 
  mission to Alphatia for now and simply try to 
  
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  establish contact with the different peoples 
  that live in the Hollow World.  The Alphatian 
  diplomat is opposed to this idea and would 
  prefer the second option instead.   
  The proud Karameikans eventually decide to 
  try to salvage the Concordia, their first skyship, 
  and go to Haldemar if that turns out to be 
  impossible.  They says goodbye to their 
  Beastman friends, promising them to stop by 
  the next time they come in the region, then 
  head north.  (See Sv. 6, Sv. 9; Ei. 15, Ei. 20.) 
   
  SVIFTMONT 14, AC 1015: Dwarves 
  Retaliate. 
  Location: Klintest Lowlands, Rockhome.  
  OW 
  Description: The dwarves of Rockhome send 
  several of their Dwarf-Foot units to clear the 
  goblinoids in the Klintest Lowlands.  
  Throughout the smaller communities, the 
  goblinoids quickly scatter upon seeing the 
  dwarven military, fleeing back into the Makkres 
  Mountains. 
  But at the town of Kurdal, Thar and his 
  goblinoids have prepared themselves for a 
  battle.  The dwarves attack the town, but fail to 
  reclaim it from the goblinoids.  (See Fy. 24, Sv. 
  8; Sv. 20, Ei. 5.) 
  What This Means: The Rockhome dwarves 
  were surprised to find that their secret 
  entrances into Kurdal have all been sealed off - 
  or worse, trapped by the goblinoids.  Not only 
  that, but the orcs and kobolds have been using 
  the dwarven siege weapons to hold off the 
  dwarves, and seem to be very competent in 
  their use. 
   
  SVIFTMONT 15, AC 1015: Khalid 
  Becomes Advisor. 
  Location: Ylaruam City, Ylaruam.  OW 
  Description: Several officers and royal 
  officials of the Sultan arrive in Ylaruam today.  
  They speak with Khalid ‘Tale-Teller,’ and ask 
  the dervish if he would accept the position of 
  military advisor to better help combat the 
  fiends. 
  Khalid accepts.  The people of Ylaruam cheer.  
  (See Sv. 1, Sv. 10; Sv. 24, Ei. 4.) 
  What This Means: Even the Sultan himself 
  has heard the prophecies of Saddam The Aged 
  by now.  Being a religious man in the ways of 
  Al-Kalim, the Sultan completely believes the 
  words of the holy dervish; Khalid is indeed the 
  only one who can save Ylaruam (after all, Al-
  Kalim Himself said so!).  He has therefore 
  decided to place the famous Khalid in charge 
  of the military, so he has everything he needs 
  at his disposal to defeat the tanar’ri [D&D: 
  fiends]. 
   
  SVIFTMONT 17, AC 1015: Lighthouse 
  Recruits in Alphatia. 
  Location: Various cities in Alphatia.  HW 
  Description: Some sages are contacted by the 
  Lighthouse to become members.  Some of 
  those sages are the same that those 
  investigating on the timeline inconsistency on 
  behalf of Empress Eriadna.  (See Nu. 26; Ka. 
  27.) 
  What This Means: Members from the 
  Lighthouse, after investigation, have concluded 
  that Alphatia is an advanced nation with many 
  sages and specialists, who have already 
  accumulated great knowledge they would be 
  interested to add to their library.  So they 
  contact would-be fellow members, as they 
  always do with new nations.  This is endorsed 
  by Ka, who sees this as a good way to greatly 
  increase the amount of knowledge stored at the 
  Lighthouse. 
   
  SVIFTMONT 17, AC 1015: Celebration 
  Time in Rafielton.   
  Location: Rafielton, Aengmor.  OW 
  Description: Today, 5 King according to the 
  shadow elves’ calendar, is a fasti day for 
  shadow elves, especially for those in Aengmor, 
  because it commemorates the conquest of 
  Alfheim and crowning of Princess Tanadaleyo 
  as Governor of Aengmor. (See Am.  1.) 
  What This Means: This is the 8th time that 
  the shadow elves celebrate the conquest of 
  Alfheim (Sviftmont 17, AC 1007), but today 
  the holiday causes a certain degree of tension 
  between the shadow elves and the former 
  inhabitants of the forest that recently resettled 
  here. 
  
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  Despite the intervention of shamans, 
  treekeepers and leaders of both sides, tempers 
  run hot today and a few brawls break out here 
  and there in Rafielton.  
  What PCs Can Do: PCs from both races can 
  either try to prevent scuffles, or put a fight 
  against the “enemies.” 
   
  SVIFTMONT 19, AC 1015: Malpheggi 
  Raid on Yuzihuapac. 
  Location: Yuzihuapac, Azca.  HW 
  Description: The city of Yuzihuapac is raided 
  by a small force of lizardmen emerging and 
  returning rapidly to the cover of the Malpheggi 
  Swamp, before the garrisons of the city can get 
  in order and much before the rookies from 
  Fort Zitapan arrive.  Little damage is done, 
  except to the Azcans’ pride.  (See Am. 23, Sv. 
  7; Sv. 26, Ei. 14.) 
  What This Means: The shaman of a small 
  clan on the border of the swamp was inspired 
  by Ka to mount a raid on the Azcan city.  The 
  force gathered was small and did little damage, 
  but the plunder was good in the Malpheggi 
  standard.  Yet more officers and common 
  soldiers are sent to the sacrificial altar. 
   
  SVIFTMONT 20, AC 1015: Dwarves 
  Reclaim Kurdal. 
  Location: Kurdal, Rockhome.  OW 
  Description: After several days of fighting, the 
  dwarves of Rockhome finally manage to 
  reclaim Kurdal.  Unfortunately, most of the 
  goblinoids occupying the town managed to flee 
  to safety.  (See Sv. 8, Sv. 14; Ei. 5, Ei. 8.) 
  What This Means: Although they have 
  reclaimed Kurdal, the goblinoids are still out 
  there.  The dwarves will have to increase the 
  number of soldiers patrolling the area to keep 
  things safe. 
  Meanwhile, the goblinoids continue to raid 
  dwarven farming communities, stealing food 
  (and what little gold they can find) and 
  retreating back into the mountains before the 
  dwarves arrive.  Since the Makkres are jagged 
  and rather inhospitable, following their 
  enemies is not very easy for a unit of dwarves.  
  Of course, some dwarven units were stubborn 
  enough to follow the goblinoids back into the 
  difficult mountain passes and wipe them out 
  there, but these were only minor losses on the 
  side of the goblinoids. 
   
  SVIFTMONT 20, AC 1015: Hockstein in 
  Trouble. 
  Location: Hockstein, Heldannic Territories.  
  OW 
  Description: With the return of the Knights’ 
  clerical magic, the Heldannic Knights are 
  beginning to cause much trouble to the rebels 
  within the town of Hockstein.  The arrival of 
  two Heldannic Warbirds has even put the use 
  of Reinhard Madelhari’s Warbird a very risky 
  proposition.  (See Am. 25, Sv. 8; Ei. 4, Ei.  10.) 
   
  SVIFTMONT 21, AC 1015: Siege of Drax 
  Tallen Begins. 
  Location: Drax Tallen, Denagoth.  NW 
  Description: The Crusaders have finally 
  reached and surrounded Drax Tallen.  The 
  enemy troops cannot escape anymore, and 
  thus they lay siege to the fortress after repelling 
  a few squadrons of spearmen sent to give them 
  a “warm welcome” by the Shadowlord.  The 
  Generals begin to draw the plans to assault and 
  conquer the keep.  (See Am. 22, Sv. 3; Sv. 28, 
  Ei 3.) 
  What This Means: Even though they have 
  suffered many losses in this war, the Crusaders 
  have reached their destination and are 
  determined to avenge the death of their 
  brethren and to free those elves who are held 
  captives in Drax Tallen’s dungeons. 
  The Shadowlord has decided that he will play a 
  little bit with the elves before letting them have 
  Drax Tallen.  He wants to limit the casualties 
  on his side to the minimum and to leave his 
  keep without destroying too much of it (he 
  plans using it again in the future). 
  What The PCs Can Do: The PCs will 
  probably take part in reconnaissance missions 
  to map the surroundings of Drax Tallen and to 
  get a view at the inner parts of the keep, trying 
  to assess the enemy’s strength and location of 
  troops.  Stealth tactics are required. 
   
  
  307 
   
  SVIFTMONT 21, AC 1015: Imperial 
  Decree. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: Empress Eriadna issues a decree 
  regarding the situation in Alphatian 
  Neatharum.  She officially removes Dogrel 
  from power and recalls him to the Floating 
  Continent to assume a command in the 
  Imperial Guard.  The decree also addresses the 
  matter of the Neathar warriors held as 
  prisoners since their assault on Haldemar: they 
  will remain as prisoners pending negotiations 
  with the Neathar.  (See Fy. 27, Sv. 3; Sv. 26, Ei. 
  14.) 
  What This Means: Eriadna has finally ruled 
  on Dogrel’s fate.  Despite his apparent crimes, 
  he has also performed tasks that benefited the 
  Empire, like his actions during the assault on 
  Haldemar which strongly aids his defense.  In 
  light of these actions, Eriadna has decided to 
  remove him from power and recall him to 
  Alphatia.  The appointment to the Imperial 
  Guard is a way for him to publicly save face 
  after being removed from power; his 
  appointment will also keep him near to 
  Imperial influence and limit any further 
  transgressions.  Essentially, he will replace 
  Commander Ezreilla who will remain as 
  military governor for the time being. 
  Eriadna wants the hostilities from the Neathar 
  to stop; she hopes to accomplish this through 
  negotiation.  The presence of so many 
  Neathar, not to mention Zorok, as prisoners 
  will greatly aid their negotiations.  If 
  negotiations fail to resolve the matter, she is 
  prepared to use force.  With this in mind, she 
  has yet another reason to keep Dogrel around, 
  as his expertise with combating the Neathar 
  will be needed if the situation degrades to call 
  for war. 
   
  SVIFTMONT 23, AC 1015: Orcs Amok in 
  Ethengar! 
  Location: Ethengar Khanates.  OW 
  Description: Hordes of Yellow Orcs spill out 
  onto the steppes of Ethengar, raiding and 
  looting.  The largely unorganized Ethengarians, 
  having lost their Great Khan, are unable to 
  effectively combat this threat, and the orcs 
  return home with much treasure and food for 
  the winter. 
   
  SVIFTMONT 24, AC 1015: Ylari Holding 
  Their Ground. 
  Location: Ylaruam.  OW 
  Description: Under the leadership of Khalid 
  ‘Tale-Teller,’ the warriors of Ylaruam are 
  actually able to hold their ground against the 
  invading tanar’ri [D&D: fiends].  They are 
  unable to win back any ground, however.  So 
  far, they’ve just prevented the fiends from 
  conquering anything.  (See Sv. 10, Sv. 15; Ei. 4, 
  Ei.  7.) 
   
  SVIFTMONT 25, AC 1015: Goznuk Flees 
  New Kolland. 
  Location: New Kolland, Glantri.  OW 
  Description: The hobgoblin Goznuk flees the 
  Great Crater and seeks sanctuary in Glantri 
  City.  He states that someone back in the crater 
  is trying to kill him but refuses to comment any 
  more.  He is eventually taken in by the 
  Fellowship of the Pouch, who promised to 
  protect him if he joins their group.  (See Fy. 20, 
  Fy. 25.) 
  What This Means: Goznuk is fleeing from 
  none other than Ludwig von Hendriks because 
  he has knowledge that might ruin the new hero 
  of Glantri.  It seems that von Hendriks wasn’t 
  the one to kill Moglai, but rather an unknown 
  orc who was killed by an arrow the moment he 
  stabbed the Golden Khan.  Ludwig von 
  Hendriks, who was nearby, was disarmed and 
  looking for a weapon, so he grabbed one from 
  the first fallen body with a sword sticking out 
  of its back.  It was a coincidence that it was the 
  Golden Khan.  A wounded Jaggar saw him 
  draw the sword and assumed the warrior slew 
  the Khan. 
  Now that Ludwig is enjoying the prestige and 
  power, he doesn’t want anyone to take the 
  credit from him.  Goznuk is the only one left 
  who knows the truth and has wisely chosen to 
  flee.  Although it is unlikely anyone will believe 
  the hobgoblin, his life is still in danger.  
   
  
  308 
   
  SVIFTMONT 25, AC 1015: Rockhome 
  Seeks Revenge?  
  Location: City of the Stars, Shadow Elves’ 
  Territories.  OW 
  Description: The Radiant General receives 
  bad news from spies in Rockhome.  According 
  to their reports the dwarves are gathering 
  forces and building tunnels to launch an 
  underground attack on the shadow elves as 
  revenge of the defeat they suffered in 
  Oenkmar a few years ago. 
  The attack should take place in the 
  northeastern area of the Shadow Elves’ 
  Territories, so General Garafaele decides to 
  send more troops there. (See Sv. 13; Ei. 24) 
  What This Means: This is, again, a false news.  
  Xatapechtli, the Second Shadow mastermind, 
  is instructing his agents to feed the army with 
  false, but plausible, reports in order to scatter 
  the shadow elf army as far as possible from the 
  City of the Stars, thus furthering Atzanteotl’s 
  plans.  
   
  SVIFTMONT 26, AC 1015: Forgotten Spell 
  Gains New Life. 
  Location: Axateotl, Azca.  HW 
  Description: Papalotl discovers in the ruins of 
  Axateotl, in the temple of Kalaktatla, the secret 
  of the clerical spell Sticks to Feathered 
  Serpents.  (See Sv. 7, Sv. 19; Ei. 14, Ka. 1.) 
   
  SVIFTMONT 26, AC 1015: The Prodigal 
  Alphatian Is Returned. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: A skyship berths at the Imperial 
  Palace.  From it emerges Dogrel, who is met 
  by Imperial Guards.  As servants and crewmen 
  unload his baggage and possessions, the 
  Guards escort him into the palace, where he is 
  brought before Empress Eriadna. 
  Eriadna scolds him for disobeying her 
  directives.  She tells him that she is well within 
  her right to call for his head.  However, she 
  declares that that would be a waste; instead, 
  Dogrel will assume the command of 
  Commander Ezreilla who is serving as military 
  governor in Neatharum.  She adds that perhaps 
  by serving in such a role Dogrel will better 
  appreciate the power and authority of the 
  Imperial Court.  (See Sv. 3, Sv. 21; Ei. 14, Ei. 
  15.) 
  What This Means: Eriadna does what she 
  thinks will satisfy those that support Dogrel’s 
  policies with the Neathar while at the same 
  time offer punishment.  Dogrel is to report to 
  one of the Empire’s Grand Imperial Alphatian 
  Divisions as a Field Commander [Deputy 
  Commander.  Ed.], though he really is over 
  qualified for the commission.  Eriadna has 
  taken the added precaution of having other 
  loyal officers keep their eyes open for any 
  treachery from Dogrel. 
   
  SVIFTMONT 28, AC 1015: The Shadow 
  and the Beast(hunter). 
  Location: Drax Tallen, Denagoth.  NW 
  Description: During the moonless night, a 
  group of the Elf Skull Unit humanoids manage 
  to enter the elves’ camp and sneak into 
  Beasthunter’s quarters.  After casting a Silence 
  15’ radius on the zone, they incapacitate 
  Coolhands and Beasthunter.  The prisoners are 
  gagged and dragged out of the camp unseen.  
  They return inside Drax Tallen and bring the 
  captives to the dungeons, where the 
  Shadowlord awaits.  (See Sv. 3, Sv. 21; Ei. 3, 
  Ei. 5.) 
  What This Means: The kidnappers have been 
  able to infiltrate and exit the elves’ camp using 
  secret tunnels known only to them.  The 
  Shadowlord plans to interrogate one of the 
  elven Generals to uncover their military 
  strategy and to estimate the real strength of the 
  elven army.  Afterwards, he will play a bit with 
  the two important captives. 
   
  
  309 
   
  Topic Of The Month: A Lost Of 
  Faith 
   
  This is a copy of a letter found upon the dead body of a 
  Heldannic Knight.  He appears to have committed a 
  form of ritual suicide, and the contents of the letter 
  apparently confirm this conclusion.  No name was 
  included, as this broken man has suffered enough that 
  we, the authors, believe that no more shame should come 
  to his family. 
   
     Vanya, may You have mercy upon my soul. 
     I know that I have displeased You, and You 
  have punished me by stripping me off you 
  divine guidance and spells.  I know You even 
  sent in a messenger to warm me of my 
  mistakes, but I failed to understand, and hence 
  failed to fall back under Your divine light. 
      I could not see that Wulf von Klagendorf 
  was right.  I blindly followed the orders of the 
  Knighthood, listening foolishly to von Grüber 
  and his statements that von Klagendorf was a 
  heretic.  How could I not believe him.  Von 
  Klagendorf was a prisoner, a traitor who had 
  fled his post as Oberherr and was now been 
  punished for the crime.  He was in the middle 
  of the Star Chamber, with Your divine light of 
  the lion shining down upon him.  He stood 
  were all other heretics had stood, upon the 
  altar in the middle of the chamber.  He was 
  about to die like all of them did.  And yet I was 
  not alone in my uncertainty and disbelief for 
  our former leader.  Over 200 Heldannic 
  Knights watched in anticipation for the axe to 
  fall, waiting in the various wings of the star-
  shaped chamber.  They wanted to see von 
  Klagendorf’s blood.  Sadly, I must admit, so 
  did I. 
     His speech was moving, and it did rekindle 
  my love for You, yet I failed to let it sway me.  
  I believed it was nothing more than a ploy 
  from von Klagendorf to trick me into saving 
  his life.  I believed von Grüber, the false 
  Oberherr, who proclaimed only he knew Your 
  will and what he said was a translate of Your 
  ideals.  And so I did nothing.  I thought that 
  the inspiration and divine part of his speech 
  was merely an illusion, one enhanced by the 
  sunlight that reached him through the glass 
  window from above.  I refused to believe that 
  the light was divine, that it was Your doing.  I 
  simply watched as the axe was raised.  I failed 
  to let the stirring in my heart move me to 
  return to Your fold. 
     Yet one young Knight had the courage to 
  stand up and show he belief in You.  With a 
  quick motion from his sword, he sent the 
  executioner’s axe of course and it struck 
  harmlessly to the side.  More Knights moved 
  in to protect von Klagendorf, and there was 
  my chance to regain Your favor.  But I did 
  nothing - I watched in silence and feared 
  speaking either way in fear of being killed in 
  the battle that was sure to follow.  And a battle 
  did follow. 
     Von Klagendorf’s Blade Barrier was cast into 
  my wing, where most of the faithless Knights, 
  myself included, were standing.  Young 
  Hendrik, who was standing next to me, was cut 
  in half by the swirling axes of destruction.  I 
  was spared, standing just outside the area of 
  effect of the spell.  I could see the faithless 
  been cut down by Your divine wrath, being 
  defeated easily by those who had indeed 
  returned under Your wing as von Klagendorf 
  had been proclaiming all along.  When they 
  moved in on me, I quickly dropped to me 
  knees and cried.  They should have killed me, 
  for it was the punishment I deserved for not 
  listening to You.  Instead, I received a fate that 
  was far worse.  I was banned from the 
  Heldannic Knights and declared a heretic in 
  Your eyes.  Everything I believed in was 
  stripped from me that day. 
     Yet I cannot blame them, for You had 
  shown me several signs and I had failed to 
  notice them.  I did not have the strength to 
  stay in Your fold.  I did not have the strength 
  to continue living the life I always wanted to 
  live.  So now I am ending it. 
      May You forgive me and guide my soul to 
  were it belongs, down into oblivion with the 
  other traitors.  It is the last thing I can do right 
  in Your name. 
   
   
   
   
   
  
  310 
   
  Eirmont 
   
  EIRMONT 1, AC 1015: Secrets Found. 
  Location: Puerto Morillos, Narvaez.  SC 
  Description: Barón Hugo’s spies report their 
  findings on the bombard in Torreón.  Hugo 
  makes a deal with Baronesa Isabel, using his 
  knowledge of the cannons as leverage. 
  Torreón smuggles smokepowder and cannons 
  to Narvaez, going against the sanctions placed 
  by the Signatory Council.  Narvaez, in return, 
  promises to help the Baronesa in her conquest 
  of Terra Vermelha.  Narvaez also sends soldiers 
  to help maintain order at Las Guajacas in 
  Torreón.  (See Fy. 7.) 
  What This Means: Working together, these 
  baronies probably can conquer Terra Vermelha; 
  unless of course the other baronies unite 
  together to stop them. 
  As for the soldiers sent to keep the peace in Las 
  Guajacas, they tend to side more with the 
  “normal” people than the Afflicted they are 
  suppose to help protect.  Las Guajacas becomes 
  a veritable prison city for the Afflicted. 
   
  EIRMONT 2, AC 1015: Ironclad Back 
  Home. 
  Location: Thyatis City, Thyatis.  OW 
  Description: The Ironclad arrives back in 
  Thyatis City, where the captain immediately 
  drops off his smokepowder and wheellock 
  cargo at the Zendrolium.  The military 
  commanders begin their testing of the new 
  weapons: 
  and 
  nothing 
  happens. 
   
  The 
  smokepowder fails to ignite.  (See Ya. 11, Fy. 
  12.) 
  What This Means: Thyatis has just discovered 
  what Minrothad has known for a while, hence 
  the reason they don’t bother trying importing 
  smokepowder themselves.  Smokepowder 
  doesn’t work away from the Savage Coast. 
  What most alchemists know is that the main 
  components of smokepowder are vermeil and 
  steel seed, both elements found on the Savage 
  Coast.  Unknown to even those that create 
  smokepowder is that a third element is involved.  
  The vermeil-steel seed mix must be in contact 
  with atmospheric vermeil, which is only found 
  in the Cursed Lands and the regions of the 
  Haze.  Because of this, smokepowder fails to 
  work once you leave the Savage Coast area. 
  This is just more bad news for the Thyatians.  
  First of all, their “war” against the Twaelar isn’t 
  going all too well.  In fact, they haven’t yet 
  managed to actually confront their water-
  breathing enemies but still lost over 20 ships to 
  them.  So far, the war has been limited to 
  recalling all ships in the Alphatian Sea to patrol 
  in the Sea of Dread and protect their merchant 
  ships from the mermen.  They’re still waiting for 
  a breakthrough by the School of Magecraft for 
  underwater magical items. 
  Now their hopes of improving their ground 
  forces with firearms have just been shattered.  
  The morale of their military is definitely not 
  improving. 
   
  EIRMONT 3, AC 1015: Renewed Free 
  Jennites Attacks. 
  Location: 
  Eastern 
  Verdan, 
  Esterhold 
  Peninsula.  AS 
  Description: The Jennite tribesmen renew 
  their attacks on the Verdan well-manned fort, 
  throwing their stone spears against the 
  defensive walls.  The Alphatian captain soon 
  realizes that these cannot possibly be the same 
  Jennites that attacked Faraway or harassed them 
  on their way, as they are using the primitive 
  weapons they are familiar with, not steel 
  weapons.  He sends an emissary to parlay with 
  their leader, and is harshly answered that the 
  tribe’s herd has been decimated by a magical, 
  Alphatian plague.  (See Fy. 25, Am. 4; Ei. 22.) 
   
  EIRMONT 3, AC 1015: The Price for 
  Freedom. 
  Location: Drax Tallen, Denagoth.  NW 
  Description: 
  After 
  discovering 
  the 
  disappearance of Beasthunter and his wife, the 
  elves manage to learn that they’re held captive 
  in Drax Tallen. 
  Gilfronden devises a plan to rescue the couple 
  and after choosing a team of expert and trusted 
  elves, he leads them into the keep descending 
  from the high trees above.  After many clashes 
  with guards, the rescue team finds and manages 
  
  311 
   
  to free the rulers of the Longrunners and 
  escapes using one of the Shadowlord’s secret 
  tunnels they stumble upon.   
  Unfortunately however, Gilfronden does not 
  make it safely back to the camp.  He is captured 
  while covering the party’s retreat.  [DMs should 
  replace Gilfronden with their beloved elven 
  general in campaigns where Gilfronden is 
  already gone.] (See Sv. 21, Sv. 28; Ei. 5, Ei. 9.) 
  What This Means: The elves have managed to 
  locate and free their leaders after a difficult and 
  dangerous research at the heart of the enemy 
  lines, but the price is high: General Gilfronden 
  is now prisoner of the Shadowlord. 
  Moreover, Beasthunter has been seriously 
  mauled and doesn’t seem to be in full 
  possession of his mind at the moment.  
  Coolhands temporarily assumes the leadership 
  of the Longrunners and the position of General: 
  she and Durifern are now the only two 
  remaining leaders of the Crusaders. 
  The Shadowlord has once again played with the 
  elves and has won.  He has seriously injured 
  Beasthunter, including casting a feeblemind on 
  him.  Afterwards, he successfully charmed 
  Coolhands (after discovering her true name 
  with ESP and similar magic).  Thanks to a 
  magical link, she’s now the Shadowlord’s eyes 
  and ears among the Crusaders.  Gilfronden’s 
  capture came as an unexpected pleasant 
  surprise, and the Shadowlord now wants to use 
  him to demonstrate his power and ruthlessness. 
  What The PCs Can Do: They can participate 
  in the attempt to rescue the Clanleaders of 
  Longrunners but cannot change the fate of 
  Gilfronden.  They also won’t have the chance to 
  fight against the Shadowlord: they will only get 
  a glimpse of him during the final run out of 
  Drax Tallen, seeing how he alone incapacitates 
  and captures Gilfronden. 
   
   
  EIRMONT 4, AC 1015: Al-Kalim Has 
  Arrived! 
  Location: Ylaruam.  OW 
  Description: Throughout the entire ranks of 
  the Ylari forces, and even the citizens and 
  children who remain at home, word spreads that 
  Khalid ‘Tale-Teller’ is none other that Al-Kalim 
  come to save his righteous people. 
  And this has tremendous impact on the war 
  against the fiends.  The religious fever raised by 
  the belief that their Immortal is indeed among 
  them causes most warriors to perform acts of 
  extreme courage and bravery (or stupidity, 
  depending on one’s point of view).  The tide is 
  slowly starting to turn against the fiends.  (See 
  Sv. 15, Sv. 24; Ei. 7, Ka. 12.) 
  What This Means: Last year, Patricia 
  Fortunatus predicted that Al-Kalim would 
  return to his people.  The people of Ylari have 
  come to believe that Khalid must be Al-Kalim 
  since it is his military leadership that is saving 
  them from the tanar’ri [D&D: fiends].  Khalid 
  ‘Tale-Teller’ has neither confirmed nor denied 
  the allegations, but the Ylari believe it anyway. 
  Is 
  Khalid 
  ‘Tale-Teller’ 
  truly 
  Al-Kalim 
  performing one of the tasks on his path to 
  Immortality (where during his mortal life in the 
  past He must go into the future [that is, now] 
  and help the descendants of His people in times 
  of great trouble)?  This is up to the individual 
  DM.  If He is, one must remember that as 
  Khalid, He is still mortal, and should He die, Al-
  Kalim would never have become an Immortal.  
  Of course, with the amount of fanatical 
  bodyguards he now has, harming Khalid is 
  easier said than done. 
  What The PCs Can Do: If Khalid is indeed Al-
  Kalim, then any PCs who help him during his 
  desperate moments are bound to become 
  favorites of the Immortal Al-Kalim.  In fact, 
  because of the difference in time here, they 
  probably already are favorites of Al-Kalim as He 
  remembers them from his adventures in the 
  past as a mortal.  DMs desiring their PCs to get 
  involved in this manner should foreshadow this 
  by having them be well respected by the priests 
  of Al-Kalim the past couple of years without 
  them (or the priests) really knowing why except 
  that it is the will of Al-Kalim. 
  EIRMONT 
  4, 
  AC 
  1015: 
  Hockstein 
  Surrenders. 
  Location: Hockstein, Heldannic Territories.  
  OW 
  Description: Having come to the conclusion 
  that there is no way the people of Hockstein can 
  
  312 
   
  hold off the Heldannic Knights, Sir Geoffrey 
  and Reinhard Madelhari believe the best 
  solution would be to surrender now.   
  The former Heldannic Knight along with 
  several of the rebel leaders head out to 
  announce the surrender of Hockstein.  The 
  group is locked up while the several divisions of 
  Knights march into town. 
  Many of the townsfolk are surprised to see that 
  Herr Wulf von Klagendorf himself was leading 
  the attack.  He announces that the citizens of 
  Hockstein will be spared the usual death penalty 
  for their revolt.  In fact, several proclamations 
  are made by the Oberherr. 
  The Inquisition is declared over.  No longer 
  shall people be forced to worship the glorious 
  Vanya.  However, all other religions may only 
  be followed in the privacy of home.  Any 
  religious gathering other than those of Vanya 
  will be considered heresy and punishable by 
  death.  The same goes for publicly announcing 
  the doctrines of other faiths. 
  Second, officials no longer need be Heldannic 
  Knights.  They must, however, be true 
  worshipers of Vanya (not necessarily priest, 
  thought).  The positions of the Heldannic 
  Knights are to be the warriors and conquerors 
  of Vanya, not the leaders; the true Vision of 
  Vanya is conquest, and that is what the 
  Heldannic Knights shall do. 
  Much later, during the darkness of night, Sir 
  Geoffrey sneaks out of Hockstein and flees into 
  the wilderness.  (See Sv. 8, Sv. 20; Ei. 10.) 
  What This Means: Sir Geoffrey was ready to 
  accept his death if it would save the people of 
  Hockstein.  But Reinhard convinced him to flee 
  instead.  He says that Geoffrey is the hero of the 
  people, and only he can lead them to freedom.  
  It would be better for him to flee and try again 
  another time.  Reinhard says he will take full 
  responsibility for this revolt and will suffer the 
  punishment in his place.  Geoffrey reluctantly 
  agreed when the other leaders in Hockstein 
  suggested the same thing. 
  Despite Herr Wulf’s proclamation that officials 
  no longer need to be Heldannic Knights, most 
  of them will be.  After all, try and find a 
  worshiper of Vanya that has leadership abilities 
  and who is not already a Heldannic Knight. 
  EIRMONT 5, AC 1015: Thar and Psa’gh’s 
  Horde Grows. 
  Location: 
  Triangle 
  of 
  Ash, 
  Makkres 
  Mountains, Rockhome.  OW 
  Description: Various goblinoid clans of the 
  Makkres, 
  Altan 
  Tepes, 
  and 
  Hardanger 
  Mountains join their forces into Thar and 
  Psa’gh’s horde.  For the first time in over a year, 
  they are actually beginning to look like a 
  fearsome goblinoid horde again.  (See Sv. 14, Sv. 
  20; Ei. 8, Ei. 22.) 
  What This Means: The success Thar and 
  Psa’gh have been having against Rockhome has 
  convinced other tribes to join their horde, 
  causing their forces to grow rather rapidly. 
  Among those who join there are Mokamet-
  Qadi, a gnoll from Ylaruam.  His band of 
  gnollish raiders fled the Alasiyan Desert to avoid 
  the fiends and Ylari forces that have been 
  rampaging across the countryside the past 
  couple of months.  He has already lost too many 
  gnolls to the powerful forces, and is now 
  moving to safer ground.  The rumors of success 
  he has heard in Rockhome have therefore 
  attracted his attention.  
   
  EIRMONT 5, AC 1015: Gilfronden’s Fate. 
  Location: Drax Tallen, Denagoth.  NW 
  Description: Using a powered spell of 
  ventriloquism, the Shadowlord’s voice echoes in 
  the camp of the elves, demanding their 
  immediate surrender.  If they obey, he promises 
  to let them live as his new slaves.  If they don’t, 
  he will annihilate them all, beginning with 
  General Gilfronden.   
  Durifern is shocked, but he firmly states that the 
  elves will fight against the evil embodied by the 
  Shadowlord 
  and 
  Idris. 
   
  Grinning, 
  the 
  Shadowlord announces that they have just 
  sentenced Gilfronden to death.   
  The 
  Shadowlord then appears on the 
  battlements of Drax Tallen with Gilfronden and 
  beheads him with a single slash.  The elf’s head 
  is subsequently impaled on the pinnacle of his 
  keep.  
  The elves mourn the loss of their leader, still 
  unaware that he was a shadow elf.  (See Sv. 26, 
  Ei. 3; Ei. 17, Ei. 21.) 
  
  313 
   
  What This Means: Durifern and the other 
  officers were preparing a new rescue mission to 
  save Gilfronden.  The Shadowlord anticipated 
  the move and killed the General to show the 
  elves a fraction of his real power.  The elves are 
  now low on morale and Durifern will have a 
  hard time trying to motivate the Crusaders 
  against a seemingly unstoppable foe. 
  What The PCs Can Do: The PCs cannot avoid 
  Gilfronden’s death. 
   
  EIRMONT 6, AC 1015: Traldar Learn of 
  Deception. 
  Location: Southern Azcan Empire, Azca.  HW 
  Description: The Traldar learn from a captured 
  Azcan priest that they never took their artifact, 
  and that they never understood why the Traldar 
  were attacking them.  The Traldar then realize 
  that they were tricked by the deceiving 
  Shattenalfen into attacking their enemies for 
  them.  They vow to fight the elves until they 
  retrieve their artifact.  (See Va. 17, Am. 9; Ei. 12, 
  Ka. 8.) 
   
  EIRMONT 7, AC 1015: Goblin Skirmishes. 
  Location: El Grande Carrascal.  SC 
  Description: Goblins from various tribes make 
  forays into the new gnollish Baronia del Grande 
  Carrascal.  (See Am. 24, Am. 27.) 
  What This Means: The goblins from the 
  Badlands resent the gnolls’ new attitude, which 
  they now nickname humans’ dogs.  The gnolls 
  have often refused in the previous weeks to let 
  goblin parties use their land as a staging point 
  for raids into human lands and ferociously 
  defended their ground when the goblins tried to 
  trespass anyway.  
   
  EIRMONT 7, AC 1015: A Grand Quest. 
  Location: Ylaruam. OW 
  Description: Having determined that the 
  fiends come from the Dead Place, Khalid sends 
  out the best Ylari warriors to obtain a magical 
  item: The Sacred Book of the Sea.  (See Sv. 24, 
  Ei. 4; Ka. 12.) 
  What This Means: From the reports of scouts, 
  it has become obvious that the tanar’ri [D&D: 
  fiends] are coming from the Dead Place.  
  Whenever it seems like the Ylari will win and kill 
  off all the remaining fiends, more pour through 
  the portal, removing all gains the Ylari have 
  previously won.  The logical solution is to 
  therefore close the portal found at the Dead 
  Place.   
  Khalid knows he cannot close the Dead Place 
  on his own.  He is therefore hoping to beseech 
  the help of the Old Man of the Sea to close it 
  form him.  The Sacred Book of the Sea is a holy 
  script which contains a divine ritual allowing 
  one to communicate directly with Protius.   
  He therefore sends the most powerful Ylari 
  adventurers to obtain this book.  Its location is 
  somewhere in the Sea of Dawn.  DMs are free 
  to fill in this quest with whatever dangers they 
  want.  This trek should mirror somewhat Al-
  Kalim’s holy crusade to meet the Old Man of 
  the Sea several centuries ago. 
  What The PCs Can Do: Well, they’re 
  obviously the most powerful adventurers of the 
  land.  If not, they’re probably the most handy.  
  Either way, they are given the task of acquiring 
  the Holy Relic. 
   
  EIRMONT 8, AC 1015: Scouts Have 
  Interesting Report. 
  Location: 
  Triangle 
  of 
  Ash, 
  Makkres 
  Mountains, Rockhome.  OW 
  Description: Goblin scouts report to Psa’gh, 
  Duric, and Bifia about the discovery of the city 
  of Jotunheim (Thar is still out raiding the 
  dwarves).  This is apparently a city being 
  constructed 
  by 
  giants 
  in 
  the 
  Makkres 
  Mountains.   
  Duric Hurwarf gets an idea and decides to head 
  out for this giant city.  But first, he will stop back 
  at the Modrigswerg caverns to pick up a few 
  items from the Rot Dwarves.  (See Sv. 20, Ei. 5; 
  Ei 22, Ka. 1.) 
  What This Means: Jotunheim is a frost giant 
  city being built in the Makkres, as previously 
  mentioned in GAZ 6 - The Dwarves of 
  Rockhome.   They have stone and hill giant 
  servants, as well as all the lesser servants that 
  these giants normally have...  perhaps even a 
  subdued white dragon or two. 
  
  314 
   
  The frost giants have noticed how well the 
  humans and other smaller races deal with them, 
  despite their size, mainly because they are well 
  organized and work together.  A band of frost 
  giants who recently raided King’s Road Keep in 
  Karameikos have decided that they will unite 
  their people into their own kingdom so they can 
  squash once and for all the lesser races.  These 
  giants failed when a Frockson, a jarl of another 
  local group of giants, killed them when they 
  tried to usurp his throne.   Still, Frockson liked 
  the idea and has since united ALL the frost 
  giants himself.  They are now building 
  themselves a city in the Makkres Mountains. 
  This project includes almost all the frost giants 
  of the Old World (from the known glaciers in 
  the Glantrian Alps, the Altan Tepes, and the 
  Makkres Mountains), about 500 in number, 
  which means that encounters with frost giants 
  throughout the rest of the Old World should be 
  extremely rare.  
  Duric is planning nothing less than to force the 
  Frost Giants to ally with “his” goblinoids to take 
  over Rockhome.  How he intends to do so still 
  remains a mystery to both Psa’gh and Bifia. 
   
  EIRMONT 9, AC 1015: The Shadowlord 
  Quits. 
  Location: Drax Tallen, Denagoth.  NW 
  Description: The sentinels and lookouts of the 
  elves report a decrease in the movements of the 
  enemy troops inside Drax Tallen.  Fewer 
  soldiers are seen patrolling the battlements each 
  day but there is no sign of forces leaving the 
  keep in any way.  Durifern is troubled by the 
  news and suspects the Shadowlord wants to 
  outflank them, so he tries to anticipate his 
  moves by taking the keep before the enemy can 
  act.  Coolhands gives him her support and the 
  invasion plan is finally completed.  (See Ei. 3, Ei. 
  5; Ei. 17, Ei. 21.) 
  What This Means: The Shadowlord is just 
  evacuating the keep to let it fall to the elves.  
  He’s using his underground network of tunnels 
  and caves that the elves are not aware of.  
  Thanks to Coolhands’ unwitting help, he can 
  arrange the evacuation in time to avoid losing 
  too many troops. 
   
  EIRMONT 10, AC 1015: Reinhard Receives 
  His Sentence. 
  Location: Freiburg, Heldannic Territories.  
  OW 
  Description: In the famous Star Chamber, 
  Herr Wulf von Klagendorf sentences the 
  leaders of the rebellion of Hockstein. 
  Much to his surprise, Reinhard Madelhari is 
  forgiven for his crimes.  The Oberherr states 
  that Reinhard was accused of treachery for 
  opposing the Inquisition and Vanya.  But in 
  reality, he was the only Knight who truly 
  followed the Vision of Vanya.  The fact that 
  Reinhard never lost Vanya’s grace is proof 
  enough of this.  Wulf von Klagendorf then 
  announces that Reinhard shall be the new 
  Chancellor-General of Hockstein, to lead the 
  town as he sees fit in Vanya’s name. 
  The other rebel leaders, however, are sentenced 
  to death and executed within the next few 
  hours.  They were not Heldannic Knights or 
  even worshippers of Vanya.  They were 
  therefore acting against Her, even though their 
  actions unwittingly proved to be supporting 
  Vanya.  Their intentions were to take down the 
  church of Vanya, and hence were heretical.  
  Death is the punishment they deserve.  (See Sv. 
  20, Ei. 4.) 
  What This Means: Although not entirely 
  happy with the sentences of his fellow rebel 
  leaders, Reinhard knows there is nothing he can 
  do about it.  But as Chancellor-General of 
  Hockstein, he can make sure the people of that 
  town are never again mistreated by the Knights.  
  He is also happy to once more belong to the 
  Heldannic Knights, as he truly loves Vanya and 
  is proud to worship Her. 
  With Hockstein back under control, the 
  Heldannic Territories are again firmly in the grip 
  of the Heldannic Knights of Freiburg.  There is 
  still much trouble in the New Heldannic 
  Territories in Norwold.  Herr Wulf is now 
  planning on how to reclaim the lost lands, but 
  doesn’t expect any military action until next 
  spring. 
   
  EIRMONT 10, AC 1015: Wastoure’s Help 
  Enlisted. 
  Location: Pittston, Aegos, Alatian Islands.  AS 
  
  315 
   
  Description: 
  An 
  itinerant 
  wizard 
  from 
  Soderfjord, 
  Wastoure, 
  encounters 
  the 
  commander of the forces from Minrothad at 
  The Pit.  He offers his help in exchange for free 
  travel to the Hollow World once the Pit is 
  reopened.  Impressed by the wizard’s 
  knowledge, the commander agrees.  The 
  dwarven team, however, is suspicious about him 
  and his magics and leaves him on his own 
  devices.  (See Ya. 8, Fe. 23.) 
  What This Means: Wastoure is in fact the evil 
  Antalian wizard, who has been scheming in 
  Azca and Thyatis and elsewhere to release a 
  powerful Burrower from the imprisoning 
  effects of the Spell of Preservation. 
   
  EIRMONT 12, AC 1015: Traldar Turn on 
  Schattenalfen. 
  Location: Northern and eastern Schattenalfen 
  lands, Schattenalfheim.  HW 
  Description: Many Traldar bands attack the 
  Schattenalfen from their positions in southern 
  Azca or from their homeland.  Their attacks are 
  fierce, as they are furious about the elves’ 
  treachery.  While they will do not get a crushing 
  victory against the unprepared Schattenalfen, 
  they still manage to cripple them rather badly.  
  (See Am. 9, Ei. 6; Ka. 8.) 
  What This Means: Most of the Schattenalfen 
  forces are in the outer world fighting the 
  Shadow Elves.  The remaining Schattenalfen are 
  set in defense though, and it is hard to defeat 
  their fortified troops.  This turn of event is not 
  good for them, though. 
   
  EIRMONT 
  13: 
  Ostland 
  Demands 
  Concessions. 
  Location: Thyatis City, Thyatis.  OW 
  Description: Diplomats sent to Thyatis by 
  King Hordson of Ostland request that the 
  Empire 
  recognize 
  certain 
  colonies 
  in 
  Westrourke (Isle of Dawn) as under the 
  dominion of Ostland.  They point to treaties 
  signed by Emperor Thincol and King Hord 
  Dark-Eye years ago, allowing Ostlanders to 
  colonize the area.  
  The Thyatians are torn.  They don’t want to 
  alienate their Ostland allies, and cannot simply 
  disregard the treaties, yet they don’t want to 
  alienate the Grand Duchy of Westrourke either 
  (an independent nation, even though it 
  technically claims allegiance to Thyatis).  They 
  promise to consider it during the next meeting 
  of the Thyatian Senate.  
  What This Means: There is still much 
  discontent in Ostland, and King Hordson hopes 
  to divert his people’s attentions outwards with 
  promises of expanding the kingdom.  Eusebius, 
  too, is eager to gain more mainland allies, what 
  with the Western Defense League keeping a 
  close watch on Empire activities.  He will have 
  to play this hand carefully. 
  The situation is debated over from all sides 
  within the Senate of Thyatis, yet the senators are 
  unable to find an agreement on how best to 
  handle the situation.  The debate rages on 
  without much change until next year. 
   
  EIRMONT 14, AC 1015: Neathar Raid on 
  Atacoatli. 
  Location: Atacoatli, Azca.  HW 
  Description: A force of Neathar attack the city 
  of Atacoatli, while many Azcan troops are away 
  having little success in their own lands, 
  therefore avoiding the bulk of the Azcan regular 
  might.  They disperse when the Azcan troops 
  return from their lame campaign.  (See Sv. 19, 
  Sv. 26; Ka. 1, Ka. 28.) 
  What This Means: Not only do the Azcans 
  have no success in their campaign against the 
  Neathar tribes, but the Neathar even retaliate, 
  inspired by Diulanna.  The Azcans go from 
  military disaster to disaster, and the warlike 
  people now wonders if they have finally reached 
  the bottom.  The priesthood of Atzanteotl is 
  more and more pointed as the source of the 
  problems, and many voice their opinion despite 
  the risks of sacrifice. 
   
  EIRMONT 14, AC 1015: Negotiations 
  Begin. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: Commander Ezreilla has Chief 
  Zorok brought before her.  She announces to 
  him that Empress Eriadna has authorized her to 
  
  316 
   
  initiate negotiations to end hostilities between 
  the Alphatian and Neathar peoples.  Zorok 
  states that he will listen to the Alphatians’ 
  proposals, but will not commit to talks until the 
  Neathar prisoners are released.  Ezreilla 
  compromises and offers to release half of the 
  prisoners for now.  Zorok agrees and the 
  negotiations begin. 
  Ezreilla and Zorok spend the day in intense 
  negotiation.  By day’s end, they have made little 
  progress beyond establishing each other’s 
  position on matters.  With that in mind, they 
  recess for the day.  Negotiations will begin again 
  tomorrow.  (See Sv. 21, Sv. 26; Ei. 15.) 
  What This Means: Zorok is well aware that a 
  war between the Alphatians and Neathar would 
  be disastrous for his people.  With negotiations, 
  he can at least get the best deal for his people.  
  The first day of negotiations involves the two 
  sides establishing their position and probing the 
  other for possible angles.  Zorok wants 
  assurances that the Alphatians will uphold any 
  peace agreement.  Ezreilla counters that there 
  are not any material assurances, just mutual 
  trust. 
   
  EIRMONT 15, AC 1015: NACE Diplomats 
  in Alphatia. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: The diplomats sent by the 
  Council to meet Empress Eriadna arrive at the 
  palace in the recently-renamed capital of 
  Alphatia after their passing through the 
  Sundsvall Maelstrom.  They bring news from 
  the outer world, especially from the NACE 
  itself, from friendly Karameikos and the return 
  of the polar expedition, and from the situation 
  in the Heldannic Territories and Thyatis.  
  Eriadna also learns of the existence of the gate 
  the diplomats used, and is confirmed the fact 
  that the world now knows the existence of the 
  Hollow World and the survival of Alphatia.   
  The diplomats are surprised to learn that the 
  Joint Polar Expedition still hasn’t shown up.  
  (See Sv. 9, Sv. 13; Ei. 20, Ei. 27.) 
   
   
   
  EIRMONT 15, AC 1015: An Unexpected 
  Resolution. 
  Location: Haldemar, Alphatian Neatharum.  
  HW 
  Description: Once again, Zorok and Ezreilla 
  begin their talks on a peace between the Neathar 
  and Alphatians.  The negotiations proceed at a 
  similar pace as the previous day and little 
  progress is made. 
  The negotiations are interrupted by outside 
  disturbances.  A servant comes in and informs 
  Ezreilla that visitors have arrived and wish an 
  audience with the Alphatian leader here.  The 
  servant adds that the visitors are elves.  With the 
  midday meal upon them, Ezreilla suggests that 
  the negotiations recess early and asks Zorok to 
  dine with her while she meets with these 
  visitors. 
  The visitors enter and are offered food and 
  drink.  They politely decline the offer.  The elves 
  pronounce that they come from a bordering 
  land.  They speak of the recent visit by the 
  clerics pursuing the man that had slain several 
  of their people.  They relate how the clerics and 
  their companions drove the man away from 
  their lands. 
  The elves declare that they had wanted to see 
  these people who had spawned those that had 
  aided them.  So the elves organized a party to 
  travel, here to Neatharum, and witness for 
  themselves the Alphatian people.  The elves add 
  that the Immortals, Alphatia and Koryis, have 
  always acted as their benefactors.  They express 
  their hopes that the elves and the Alphatian 
  people can have a similar relationship. 
  The elves then offer their thanks for being 
  allowed to speak.  Commander Ezreilla offers 
  the elves the opportunity to travel to the 
  Floating 
  Continent, 
  telling 
  them 
  that 
  Neatharum pales in comparison to Alphatia 
  itself.  The elves thank her for the offer and 
  accept it.  Ezreilla summons an aide to make the 
  preparations for the transit and to inform the 
  Imperial Court of the impending arrival. 
  Ezreilla and Zorok finish their meal and return 
  to the negotiations.  Surprisingly, his demeanor 
  is changed and an agreement is quickly resolved.  
  Under the agreement, the Neathar recognize 
  Neatharum as a kingdom and the Alphatians 
  
  317 
   
  and Neatharum recognize the Neathar Lands as 
  sovereign kingdoms.  An agreement of non-
  aggression is established preventing Neatharum 
  expansion; likewise, Neathar expansions into 
  Neatharum are prevented.  Both peoples will be 
  given free passage back and forth between 
  Neatharum and Neathar Lands without fear.  
  Visitors will respect and be held in accordance 
  of the laws of that land. 
  Satisfied, both negotiators shake hands and 
  exchange gifts to seal the agreement.  They do 
  agree to meet later to discuss possible trade and 
  defense talks.  Ezreilla orders the release of all 
  prisoners, then conveys the news of the 
  agreement to the Empress.  Later, she has the 
  agreement announced to the people of 
  Haldemar.  (See Sv. 26, Ei. 14; Ei. 18, Ka. 24.) 
  What This Means: The negotiations are 
  deadlocked until the elves visit.  Zorok 
  recognizes that the elves are those known as the 
  Gentle Folk.  Familiar with the awe in which the 
  Neathar hold for these elves, he is impressed 
  that they had not only been aided by Alphatians, 
  but also had sought out the Alphatians.  In his 
  opinion, if the elves trust the Alphatians then so 
  can he. 
  Besides, the agreement is not too much 
  different than the earlier one between the 
  Alphatians and Neathar.  Dogrel had broken 
  that agreement, but with him removed, the 
  chances are less likely for future troubles.  The 
  appearance of the Gentle Folk acts as a sign that 
  the Alphatians can be trusted. 
  For their part, the Gentle Folk are eager to see 
  the lands and people that produced their 
  patrons, Alphatia and Koryis.  This anxiousness 
  has intensified as the elves pondered the matter, 
  drawing symbolic conclusions of Immortal 
  patronage and extending that to mortal 
  patronage. 
   
  EIRMONT 17, AC 1015: The Haunted 
  Woods. 
  Location: Bosque de las Sombras, Saragón.  SC 
  Description: The forest of la Bosque de las 
  Sombras at the borders of Saragón begins to 
  lose its vitality.  Both animals and plants of the 
  area seem sick and are slowly dying away. 
  What This Means: An evil necromancer has 
  entered the haunted forests of Saragón and 
  began controlling the undead found within.  His 
  experiments started twisting the forest to a 
  point where Kalil, the archdruid (13th level) of 
  the Savage Baronies, decides to put a stop to it.  
  What The PCs Can Do: Kalil obviously needs 
  the help of a group of adventurers.  This can 
  earn them a very powerful contact in the region. 
   
  EIRMONT 17, AC 1015: Drax Tallen Falls. 
  Location: Drax Tallen, Denagoth.  NW 
  Description: Durifern orders the final attack 
  on Drax Tallen. 
  In a matter of hours, the elves overcome the 
  soldiers inside the keep, taking Drax Tallen.  
  However, they are greatly surprised when they 
  discover that no more than two hundred 
  spearmen and a dozen humanoids were the 
  only ones defending the keep! 
  After 
  a 
  thorough 
  search 
  and 
  some 
  interrogations, the elves discover an incredible 
  network of tunnels that stretch from the keep in 
  every direction: some of them are only a 
  hundred meters long, but others seem literally 
  endless.  
  In the dungeons, they free several captives: 
  about forty Geffronell elves and three surviving 
  members of the former expedition.  General 
  Durifern arranges for the keep to be searched 
  thoroughly to find any information on the 
  enemy’s new location.  The elves set about 
  fixing the defenses of the keep.  (See Ei. 5, Ei. 
  9; Ei. 21, Ei. 26.) 
  What This Means: Drax Tallen has finally 
  been taken by the elves after an exhausting 
  military campaign. Durifern plans to pass the 
  winter inside the keep with his army and to send 
  some messengers to report the situation back in 
  Wendar. 
  The Shadowlord’s plan has finally been set into 
  motion. He has arranged for the elves to 
  conquer Drax Tallen without losing his best 
  troops.  Now, he prepares to strike back with 
  his “secret weapon” coming from the north. 
  He is following the plan of his master to the 
  letter and has also incorporated in it his plan to 
  retrieve the Black Staff without the master 
  
  318 
   
  noticing it.  If things work out as planned, the 
  Alfheimers will be only a memory by the end of 
  the winter and he will finally have the weapon 
  to use against his hated master.  And then 
  nobody will stop him from attaining his 
  deserved victory. 
   
  EIRMONT 18, AC 1015: Gentle Folk Arrive 
  in Alphatia. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: A skyship from Haldemar lands 
  at a berth at the Imperial Palace.  From it emerge 
  the elven delegation.  A representative of the 
  Empress and clerics of Alphatia, Koryis, and 
  Razud meet them.  Also present is a 
  representative of the Shiye-Lawr Elves. 
  The 
  Gentle Folk 
  are greeted 
  by 
  the 
  representatives and shown to guest quarters 
  where they will stay.  The elves request to be 
  shown the land of Alphatia.  The Imperial 
  representative offers them the freedom to tour 
  Alphatia; later, the Empress will speak with 
  them. The clerics offer to act as their guides.  
  (See Am. 12, Ei. 15; Ka. 14.) 
  What This Means: The party of Gentle Folk 
  have arrived at the Floating Continent.  Their 
  visit is placed in the hands of the clergy of 
  Alphatia and Koryis.  The clerics of Razud are 
  present out of curiosity and to offer a presence 
  of their Immortal, while the Shiye representative 
  is present to evaluate these Hollow World 
  Elves. 
  The Gentle Folk want to tour Alphatia, not 
  exchange pleasantries with the ruling elite.  As 
  elves, they are considered visiting nobles and 
  deserving respect.  Their request to see Alphatia 
  is granted on the condition that they are 
  escorted by Alphatians. 
  What The PCs Can Do: Any PCs involved 
  with the tracking of Zandor into Gentle Folk 
  Lands may be present at the behest of the 
  Empress and clergy; this presence should 
  provide the Gentle Folk with familiar faces.  
  These PCs will also be of invaluable service to 
  the folk meeting them: prior to their touch 
  down, the officials will be interested in any 
  information or observations the PCs may have 
  had while in the lands of the Gentle Folk. 
   
  EIRMONT 20, AC 1015: Alphatia Sends 
  Rescue Mission. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: Empress Eriadna decides to send 
  a skyship to the North Pole in case the Joint 
  Polar Expedition has got problems.  (See Sv. 13, 
  Ei. 15; Ei. 27, Ka. 6.) 
  What This Means: The awaited expedition has 
  not shown up yet, and this is becoming 
  worrying. 
   
  EIRMONT 21, AC 1015: Shady Secrets. 
  Location: Drax Tallen, Denagoth.  NW 
  Description: In one of the most secluded and 
  protected chambers of the keep, some elves find 
  an old parchment and a strangely carved 
  monolith upon which a map is drawn.  
  Somebody has clearly tried to burn the 
  parchments and to ruin the glyphs and the signs 
  on the monolith, but with patience and the use 
  of magic, the elves manage to recover many 
  scrolls and to interpret the monolith.  
  The map details a route to an unknown place 
  called the Guardian Mesa [The exact location is 
  up to the DM - canon material suggests the 
  Broken Lands].  The expert linguistics and 
  interpreters begin to study immediately the 
  scrolls to unveil their mystery.  (See Ei. 9, Ei. 17; 
  Ei. 26, Ka. 2.) 
  What This Means: The elves have discovered 
  what the Shadowlord has left them.  All the false 
  clues point to the Septahenge because he wants 
  to use them to retrieve his precious Black Staff: 
  that’s part of his secret plan. 
  What The PCs Can Do: The PCs can try to 
  decipher the runes and glyphs using magic, but 
  they will also need a good deal of intelligence, 
  since most of them are very well encrypted.  The 
  Shadowlord wanted the elves think that he was 
  trying to destroy this information, so he left the 
  scrolls and runes in a mess: difficult but not 
  impossible for the elves to decode. 
   
  EIRMONT 22, AC 1015: A Meeting in 
  Jotunheim. 
  Location: Jotunheim, Makkres Mountains, 
  Rockhome.  OW 
  
  319 
   
  Description: Duric and an entourage of 
  goblinoids arrive at the gates of Jotunheim and 
  demand to speak to the leader of the frost 
  giants. 
  Once received in an audience with the frost 
  giant Jarl, Duric proposes an alliance with the 
  giants against the dwarves of Rockhome.  
  Frockson laughs at the request of the lesser 
  races and orders his guards to place Duric and 
  the goblinoids in the pens with the other slaves. 
  But the frost giants are unable to perform the 
  orders of Jarl Frockson, as the smaller races 
  easily slay all those who approach with their 
  spears.  Duric announces that they are all armed 
  with Spears of Giant Slaying created by the 
  Modrigswerg Dwarves, and that they will kill 
  every giant here unless Frockson bows down to 
  their new leader. 
  Not seeing much of a choice, Frockson agrees 
  to serve Duric and help destroy the dwarves of 
  Rockhome.  (See Ei. 5, Ei. 8; Ka.  1.) 
  What This Means: Duric’s trip to the Rot 
  Dwarves’ cavern was to acquire about a dozen 
  Spears of Giant Slaying.  Every giant of the Old 
  World, if not Mystara, has heard of these 
  dreaded magical items created by the Dark 
  Dwarves (Modrigswerg).  And they all fear them 
  immensely.  Because of this fear, Frockson and 
  all his giants will gladly do whatever it is the 
  dwarves ask of them.  This of course means that 
  almost all the frost giants of the Old World are 
  at the command of the exiled dwarf. 
  The Spear of Giant Slaying is described on p.28 
  of GAZ 7 - The Northern Reaches. 
   
  EIRMONT 22, AC 1015: Free Jennites 
  Leave Verdan. 
  Location: 
  Eastern 
  Verdan, 
  Esterhold 
  Peninsula.  AS 
  Description: After many negotiations by the 
  Alphatians and much of mistrust from the 
  Jennites’ part, the Jennites stop their attacks on 
  the forts in exchange for enough food for the 
  winter and a portable light (actually a Continual 
  Light spell cast within a box) the shaman will 
  use to keep the evil spirits at bay.  (See Am. 4, 
  Ei. 3.) 
   
  EIRMONT 24, AC 1015: Arrival of 
  Schattenalfen Troops. 
  Location: The Warrens and Cave of Continual 
  Rain, Shadow Elves’ Territories.  OW 
  Description: Schattenalfen troops emerge 
  today in the Shadow Elves’ Territories in two 
  different locations.  The first group, without 
  flapsails, emerges in the Warrens and then 
  heads north toward the Great Cavern; the 
  second one, with flapsails, emerges in the 
  Cavern of Continual Rain and then moves 
  upstream until it reaches West Gate. 
  A few araneas from the Forest of Spiders join 
  the Schattenalfen in the Warrens. (See Sv. 25; 
  Ei.27) 
  What This Means: This is really bad news for 
  the shadow elves.  After long preparation 
  Atzanteotl’s troops are finally ready to strike on 
  the hapless shadow elves.  Schattenalfen armies 
  will now move toward the Great Cavern 
  attacking it from two different positions: West 
  Gate (the less defended of the 4 gates) and 
  Qedain Road (the only entrance without a gate, 
  except the two waterways). 
   
  EIRMONT 26, AC 1015: Beasthunter 
  Returns Home. 
  Location: Drax Tallen, Denagoth.  NW 
  Description: After many useless attempts to 
  bring Beasthunter back to normal, Coolhands 
  and Durifern decide that he must be sent back 
  to Wendar to receive the proper treatment.  So 
  Coolhands 
  teleports 
  him 
  back 
  to 
  the 
  Longrunners’ stronghold with a message 
  explaining the situation, hoping to have him 
  back as soon as possible.  (See Ei. 17, Ei. 21; Ka. 
  2.) 
  What This Means: Coolhands is sincerely 
  worried about the condition of her husband, 
  and so is Durifern. Despite being telepathically 
  connected with the Shadowlord, Coolhands still 
  retains her feelings and thoughts and so there is 
  nothing evil behind this decision. 
   
  EIRMONT 27, AC 1015: Spiders on 
  Rampage. 
  Location: Losetrel, Shadow Elves’ Territories.  
  OW 
  
  320 
   
  Description: Hundreds of spiders (shroud 
  spiders, crab spiders, albino cave spiders and 
  rhagodessae) from the Forest of Spiders wisely 
  led by araneas suddenly attack Losetrel and the 
  nearby Tower of Bathadia.  The shadow elves 
  are caught by surprise and quickly defeated by 
  the, unusually co-operative, spiders. 
  Shadow elves immediately (i.e. as soon as 
  possible) send reinforcements from the Fortress 
  of Sylaros and Desrii Castle to drive away the 
  spiders. (See Ei. 24; Ka. 2) 
  What This Means: This is part of the big plot 
  intended to divert the shadow elves’ attention 
  from the City of the Stars.  Spiders easily 
  conquered Losetrel because of surprise and 
  overwhelming number, but obviously they can’t 
  keep the town for a long time. 
  What PCs Can Do: If they’re in Losetrel they 
  can try to defend the town and help evacuate the 
  population when they realize they’re being 
  defeated, all of this while trying not to be killed 
  by the deadly spiders. 
   
  EIRMONT 27, AC 1015: Rescue Mission 
  Discovers Clues. 
  Location: Limit of the stormy region.  HW 
  Description: The crew of the Alphatian 
  skyship sent after the polar expedition spots an 
  Alphatian flag battling in the wind.  They are 
  puzzled by this sight since to their knowledge 
  they haven’t claimed any territory anywhere 
  near or within the anti-magic zone.  After 
  further investigation, they discover a similar 
  Karameikan flag lying nearby, 
  probably 
  knocked down by the wind. 
  Footprints in the snow are hard to decipher as 
  they have been partially recovered, but they 
  seem to be leading farther north.  The 
  Alphatians decide to press farther north despite 
  the expected lack of magic.  (See Ei. 15, Ei. 20; 
  Ka. 6, Ka. 23.) 
   
   
   
   
  Topic Of The Month: The Siege Of 
  Drax Tallen 
   
     This is the first time I take part in a siege, and 
  if Fate permits it, I swear by all I have most 
  sacred that it will also be the last one.  A military 
  campaign is something completely different 
  from the heroic tales told by the fire by most 
  bards and storytellers.  I can state this because I 
  am living it first hand.  There is no beauty in 
  war, no epics and no honor whatsoever.  Only 
  death, filth and fear surround us: these are the 
  Three Dark Ladies that accompany a soldier in 
  every war.  And the siege of a fortress, often 
  being the highest climax of a military campaign, 
  is even more ruthless and taxing than the 
  common battles. 
     The siege of Drax Tallen began on Sviftmont 
  21st and ended on Eirmont 17th.  This is what 
  the historians in their chronicles will record.  As 
  a matter of fact, it was neither one of the longest 
  sieges nor one of the bloodiest, as the military 
  experts tell me.  But it was terrifying 
  nonetheless, and I am writing this report with 
  the sole purpose to pass on you, Dear Reader, 
  the knowledge and feelings that I have 
  experienced during this extreme situation, so 
  that the next generations may learn and never 
  repeat the mistakes of their ancestors. 
     During our first night of camp around Drax 
  Tallen we immediately sent out scouting parties 
  to examine the defenses of the keep.  Our camp 
  was about a mile distant from the looming 
  citadel, hidden inside the forest, and we could 
  clearly see the torches and braziers burning 
  inside the main buildings and the battlements.  
  The lookouts also reported signs of soldiers 
  patrolling the walls regularly, though it was 
  difficult to understand what kind of creatures 
  they were.  Only three of the dozen scouts sent 
  to inspect the keep's perimeter returned: one 
  was unscathed, the other two bore signs of fight.  
  They reported to have tried spying on the citadel 
  from the highest branches of the pines near the 
  exterior walls, but they were suddenly attacked 
  by plantlike creatures and even by shadows!  
  The unfortunate scouts that did not return 
  either fell lifelessly to the ground or were eaten 
  by the attackers.  
  
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      Drax Tallen, the almost impenetrable 
  fortress.  Bensarian told me that it fell only once, 
  when the unified tribes of Den, lead by a mighty 
  warrior 
  named 
  Henadin, 
  besieged 
  and 
  conquered it, thus ending the reign of the 
  Essurian kings on the region.  The Generals 
  knew they had to proceed with caution, and so 
  they prepared the all-out attack with gnomish 
  precision, collecting strategic information bit by 
  bit, day after day.  Yet each day, more lives were 
  lost.  Not only scouts, but also soldiers stationed 
  at our perimeter, who either disappeared or 
  were found horribly mutilated (Elven Skull 
  Unit's work probably).  A couple of times a 
  horde of dead soldiers marched into our camp.  
  They came from the south and we had to battle 
  undead for over half a day, hoping not to 
  contract some fatal disease.  Bad dreams started 
  to upset the soldiers, and I myself experienced a 
  couple of hallucinations which nearly caused me 
  to kill myself.  
     After 
  the 
  unexpected 
  kidnapping 
  of 
  Clanmaster Beasthunter and his lovely wife, 
  Coolhands, the Generals tried an open invasion 
  of the keep, which cost many lives and proved 
  useless.  And still the days passed.  The two were 
  rescued a couple of days after, but at what 
  price... General Gilfronden, one of the most 
  loved by the Alfheimers, was captured and later 
  executed without reason by the Shadowlord.  
  That demon did it for sheer pleasure of ending 
  a life, I swear it!  And he kept tantalizing us with 
  his menaces all the following days. 
     The morale among the Crusaders was low and 
  the situation worsened with each passing day.  
  Winter was arriving and we were still unable to 
  breach that damned keep.  Ever tried to walk in 
  the snow when the temperature is way below 
  the freezing point of water?  You have to keep 
  moving, else your feet could freeze and you 
  could get stuck in a place: I've seen many 
  untrained or exhausted Alfheimers die this way.  
  I have risked hypothermia on a couple of 
  occasions, and I've always been saved by 
  Wendar elves accompanying me.  
      During the nights the soldiers prayed a lot... 
  and cursed a lot.  Not believing in the 
  Immortals, I didn't join the first ones, but was 
  more than willing to say my share of curses to 
  the Shadowlord.  Then one day everything 
  changed.  Who knows, maybe all those curses 
  worked after all, for the scouts reported no sign 
  of the monsters patrolling the woods near Drax 
  Tallen.  True, many had been killed by the elves, 
  but we were sure many others remained.  Yet 
  now they had vanished and the soldiers inside 
  the keep seemed to be far less than what was 
  reported in the previous days.  General Durifern 
  took his chance and ordered the all-out assault 
  that had been planned in the past month.  
  Protected by volleys of arrows, the Assault 
  Force One climbed down from the trees 
  immediately above the first line of the enemy 
  and fought its way inside the inner perimeter of 
  the keep, followed by two waves of expert 
  magic wielders.  The gates of Drax Tallen 
  literally swung open to the first knock thanks to 
  the Assault Force and the rest of the elves 
  swarmed the courtyard and the main buildings 
  of Drax Tallen like a huge ocean of tiny insects 
  (this was the feeling I got by seeing the invasion 
  from the rear lines).  In a matter of hours all the 
  resistant forces inside Drax Tallen were either 
  dead or incapacitated.  The keep had fallen for 
  the second time in its history.  The elves 
  celebrated with a collective cry of joy, followed 
  by a moment of dead silence (the elves later 
  explained me that each one was thanking a 
  special Immortal Protector for being still alive, 
  usually Ilsundal).  Alas, the Shadowlord was 
  neither among the fallen enemies nor among the 
  captured ones, who later revealed that the rest 
  of the garrison had left the citadel using secret 
  underground passages. 
     Winter is now becoming harsher and bitter, 
  but fortunately we have a roof on our heads and 
  a fireplace to warm us.  I have heard rumors 
  about 
  strange 
  scrolls 
  bearing 
  stranger 
  inscriptions found in a secret chamber inside the 
  main tower of the complex.  The elves are now 
  working to decipher it.  I fear the worst is not 
  over however.  This place is alive: it pulses with 
  the evil 
  that has been committed here in all these 
  centuries.  I saw a ghost last night: it was an elf 
  and he begged me to kill him once and for all... 
  to free him from this prison... Is the Shadowlord 
  so powerful to control even the souls of the 
  departed and bind them to his will?  Because, if 
  he is so powerful, I wonder why did he leave 
  Drax Tallen in such a haste?  Does he know 
  something we ignore?  Why am I so frightened 
  
  322 
   
  to dwell inside this building?... I fear... and 
  nothing more... 
   
  Christopher Dove 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Kaldmont 
   
   
  KALDMONT 
  1, 
  AC 
  1015: 
  Smaggeft 
  Conquered. 
  Location: Smaggeft, Rockhome.  OW 
  Description: A large force of goblinoids 
  attacks the city of Smaggeft, invading the under-
  city through various tunnels and caverns.  The 
  Skarrad Clan immediately brings down their 
  troops in the surface city to help defend their 
  stronghold. 
  That’s when the army of frost and hill giants 
  attack and quickly decimate the defenders of the 
  upper city. 
  By the end of the day, Thar’s forces are in 
  complete control of the upper city.  They also 
  control all the under-city except for the Skarrad 
  Clan stronghold. (See Ei. 8, Ei. 22; Ka. 10, Ka.  
  15.) 
  What This Means: The Skarrad dwarves still 
  have their stronghold, but they’re veritable 
  prisoners within it.  All their traps are useless as 
  the goblinoids seem to know exactly how they 
  work.  They are now holding their stronghold 
  and 
  biding 
  their 
  time, 
  waiting 
  for 
  reinforcements to arrive. 
  Thar and Ps’agh, however, have just completed 
  the first step of their conquest of Rockhome.  
  They’re not going to wait. 
   
  KALDMONT 1, AC 1015: An Omen Every 
  Day. 
  Location: Throughout the empire, Azca.  HW 
  Description: People all over the Empire have 
  dreams portending something miraculous at the 
  end of the month.  The story of the similar 
  dreams enthralls the population, and by the end 
  of the month even the simplest and most natural 
  of events is being seen as an omen by the 
  superstitious Azcans. 
  Meanwhile, followers of the New Way 
  announce 
  the 
  forthcoming 
  Return 
  of 
  Quetzalcoatl, their legendary king.  They claim 
  that his chalchiuatl, his sacrificial blood, will 
  forever quench the Sun’s thirst.  Soothsayers 
  whisper about the imminence of a tremendous 
  event, though saying more could get them to the 
  sacrificial altar.  Worship of Kalaktatla, Otzitiotl, 
  and the Four Hundred Rabbits grow, and 
  followers of the New Way become more active 
  than ever.  (See Sv. 26, Ei. 14; Ka. 28.) 
   
  KALDMONT 2, AC 1015: A New Hope? 
  Location: Drax Tallen, Denagoth.  NW 
  Description: After a week of research, the elves 
  manage to unlock the secret of the scrolls and 
  the monolith left by the enemy.  They talk about 
  a gate that leads to a mighty weapon that could 
  destroy both the Shadowlord and Idris if it was 
  recovered.  The location shown on the monolith 
  is where the gate stands, but to open it seven 
  keys must be retrieved first, and then the 
  guardians of the weapon (called the Carnifex) 
  must be dealt with.  
  Apparently, Idris Herself, unable to destroy the 
  item, put the weapon in a place no mortal could 
  find and sealed it there, leaving the Carnifex to 
  guard it.  Durifern is not totally convinced about 
  the truth of the information, but Coolhands 
  persuades him that if this gives the elves even 
  the slightest chance to defeat the Shadowlord 
  and the evil Idris, then it’s worth trying.  
  Durifern and the Longrunner sages immediately 
  start planning an expedition to the Guardian 
  Mesa via teleport (it’s too far to send a group 
  overland and expect it back in any reasonable 
  amount of time), and in the meantime they send 
  news of the situation to Wendar.  (See Ei. 21, 
  Ei. 26.)  
  What This Means: The elves think they now 
  have a chance to defeat their enemies once and 
  for all, and some of them (unaware of what’s 
  happening back home) also think that if this 
  weapon is so powerful, it could also be used to 
  retake Alfheim. However, the primary objective 
  is now surviving the winter in Geffron and then 
  retrieving this secret weapon. 
  The Shadowlord has heard about the plans of 
  the elves through Coolhands but he’s 
  disappointed that he will have to wait until they 
  manage to teleport there.  His plans will have to 
  be delayed a bit and so now he will have to find 
  some excuses to delay the course of actions 
  programmed by his master, too. 
  KALDMONT 2, AC 1015: Schattenalfen 
  Attack.  
  
  324 
   
  Location: Great Cavern, Shadow Elves’ 
  Territories.  OW 
  Description: Schattenalfen start the war against 
  the shadow elves by assaulting the West Gate 
  from the outside.  Meanwhile the second group 
  of Schattenalfen breaks into the Great Cavern 
  from the south and rushes for West Gate, 
  attacking it from behind too. 
  Soon the Gate falls to the invading elves that 
  gain a foothold in the Great Cavern, which is 
  quickly turning into a battlefield.  (See Ei. 27; 
  Ka. 3) 
  What This Means: This is the start of the 
  shadow elves-Schattenalfen war.  Atzanteotl 
  told His followers to prepare for war several 
  months ago, and now they can prove their 
  bravery on the battlefield after an epic march 
  throughout the Worldshield.  The work of 
  renegade shadow elves’ spies was so successful 
  that the shadow elves are taken completely by 
  surprise, with troops scattered all over the 
  Kingdom and on the surface ready to face 
  enemies that will never attack. 
  King Telemon realizes too late that the spy 
  network has collapsed and is no longer reliable.  
  He will have to build a new Second Shadow 
  after this war, but first he has to defeat the 
  Schattenalfen. 
   
  KALDMONT 3, AC 1015: Fierce Fighting in 
  the Great Cavern. 
  Location: Great Cavern, Shadow Elves’ 
  Territories.  OW 
  Description: Fierce fighting goes on in the 
  Great Cavern both on the ground and in the air, 
  involving flapsails, skinwings, gravity artillery 
  and ground troops.  Araneas support the 
  Schattenalfen with their magic, while shadow elf 
  shamans help their troops. 
  From West Gate Schattenalfen rush towards 
  North and East Gate trying to block off 
  reinforcements. (See Ka. 2; Ka. 5) 
  What This Means: This is just plain fighting.  
  Shadow elves desperately try to stop the 
  Schattenalfen advance while waiting for 
  reinforcements from the other cities. 
  King Telemon rides his personal skinwing in 
  battle against the Schattenalfen’s flapsails, while 
  the Radiant General leads the ground troops. 
  Note that the gates weren’t built to withstand an 
  attack from inside the cavern, so they’re less 
  effective against the Schattenalfen attack than 
  against one coming from outside.  
  What The PCs Can Do: There are plenty of 
  opportunities for PCs to participate in the 
  fighting.  They can lead armies, fight enemy 
  troops, save important leaders (e.g. General 
  Garafaele) from death, fly as King Telemon’s 
  wingmen in exciting aerial battles against fire-
  breathing flapsails. 
   
  KALDMONT 
  5, 
  AC 
  1015: 
  Losetrel 
  Reconquered.  
  Location: Losetrel, Shadow Elves’ Territories.  
  OW 
  Description: Shadow elves troops from Desrii 
  Castle and the Fortress of Sylaros reach Losetrel 
  today and easily reconquer the deserted city 
  driving away the few spiders still there. (See Ka.  
  3; Ka.10) 
  What This Means: The attack on Losetrel was 
  obviously a diversionary tactic.  Araneas left 
  Losetrel not long after conquering it and, 
  without araneas leading them, the other spiders 
  soon turned on themselves and most of them 
  went back to the Forest of Spiders. 
  What The PCs Can Do: Brave shadow elves 
  should rush north to defend the City of the 
  Stars, anyway, if the PCs don’t want to face the 
  Schattenalfen, they can have fun here too trying 
  to drive away the remaining spiders from 
  Losetrel houses. 
   
  KALDMONT 6, AC 1015: Expedition 
  Meets Alphatians. 
  Location: Stormy region, dozens of miles 
  north of the anti-magic zone’s limit.  HW 
  Description: The Alphatian rescue team 
  encounters the Joint Polar Expedition on their 
  way back, pulling their skyship behind them.  
  Though the NACE diplomat is willing to leave 
  the ship behind and fly for Alphatia, the 
  Karameikans refuse to sail the Alphatian skies 
  in a skyship that wouldn’t be their flagship, 
  
  325 
   
  especially now that they’ve made it so far.  (See 
  Ei. 20, Ei. 27; Ka. 23, Ka. 26.) 
  What This Means: The Alphatians don’t reveal 
  to the members of the expedition that they 
  didn’t encounter them by accident, but were 
  warned of their arrival by NACE diplomats 
  using the Sundsvall Maelstrom as a mean of 
  communication between the two worlds.  They 
  instead explain that they were on a survey 
  mission to the limits of the northern stormy 
  region when they discovered evidences of the 
  expedition’s passage. 
   
  KALDMONT 8, AC 1015: Getting Our 
  Artifact Back. 
  Location: 
  Northern 
  Schattenalfen 
  lands, 
  Schattenalfheim.  HW 
  Description: A Traldar war-band overruns a 
  Schattenalfen camp’s defenders, and discovers 
  their artifact hidden in the officer’s quarters.  
  Content, they leave the field to bring the artifact 
  to where it belongs, and tell tales of the glorious 
  retrieval.  (See Ei. 6, Ei. 12.) 
  What This Means: The Schattenalfen, though 
  not on their knees yet, knew they could not bear 
  the full strength of the Traldar attacks while 
  most of their troops are in the outer world.  
  Besides, the Azcans, now freed of the Traldar 
  annoyance themselves, may be tempted to strike 
  at them again.  So they decided to cut in their 
  losses by giving the Traldar what they wanted, 
  their stupid artifact.  They knew however that 
  the savage Traldar would not simply accept their 
  apologies again, even with the artifact as a gift, 
  but were intent on “gaining” it.  Queen Catriata 
  thus arranged for one of their position to fall, 
  sacrificing the elves defending that place. 
   
  KALDMONT 10, AC 1015: Dwarves Being 
  Pushed Back. 
  Location: Klintest Lowlands, Rockhome.  OW 
  Description: The dwarves have been fighting a 
  losing battle with the goblinoids and giants for 
  the past several days now.  King Everast XVI 
  orders all dwarves to arm themselves and 
  defend their nation.  (See Ei. 22, Ka. 1; Ka. 15, 
  Ka. 19.) 
  What This Means: The goblinoids have been 
  pressing their attacks and have claimed most of 
  the Klintest Lowlands.  The dwarven units at 
  Fort Evekarr were cut off by a group of hill 
  giants and have been unable to send in 
  reinforcements.  Back in the lowlands, the 
  goblinoids are using tactics which baffle the 
  dwarves and seem especially made to deal with 
  them. 
  Soon enough, the brilliant Torkrest tacticians 
  come up with new strategies, but the goblinoids 
  have already set up a well-defended beachhead.  
  The fact that over a thousand giants (frost, hill, 
  and stone) are helping the goblinoids puts the 
  odds in their favor. 
  The dwarves have managed to make their stand 
  along the Everast River near Skardal pass.  They 
  have therefore prevented the goblinoids from 
  going any further into their territory. 
   
  KALDMONT 10, AC 1015: Schattenalfen 
  Set Up Camp. 
  Location: Piliny, Great Cavern, Shadow Elves’ 
  Territories.  OW  
  Description: After a tiring week of bloody 
  battles the Schattenalfen troops have finally 
  secured the Great Cavern, so they set up camp 
  among the ruins of the town of Piliny to prepare 
  for the final attack on the City of the Stars. (See 
  Ka. 5; Ka.  11) 
  What This Means: Schattenalfen managed to 
  conquer the three main gates, thus isolating the 
  Great Cavern from the rest of the Shadow 
  Elves’ Kingdom and preventing fresh troops 
  from reinforcing the shadow elves in the City of 
  the Stars. 
  Schattenalfen decide to camp in Piliny because 
  the stone buildings there offer some shelter 
  from the boulders hurled by Gravity Catapults 
  on the ceiling.  
  What The PCs Can Do: Schattenalfen PCs 
  may be drafted for dangerous spy missions in 
  the City of the Stars, they can reach the ceiling 
  either by standard means (gravity flutes) or by 
  magic or even parachuting from flapsails.  
  Shadow elf PCs may perform similar missions, 
  but they can also launch daring raids on small 
  
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  Schattenalfen patrols or even into their main 
  camp! 
   
  KALDMONT 11, AC 1015: Treason!  
  Location: Great Cavern, Shadow Elves’ 
  Territories.  OW 
  Description: While transferring to the ceiling 
  of the Great Cavern a group of Schattenalfen 
  soldiers leaves the ranks and defects to the 
  shadow elves. (See Ka. 10; Ka. 12) 
  What This Means: Not all Schattenalfen are 
  followers of Atzanteotl, some of them even 
  worship Rafiel (see the Hollow World boxed 
  set).  This group, led by Captain Thyrfynn, is 
  actually 
  a 
  group 
  of 
  Rafiel 
  worshiping 
  Schattenalfen. 
  Under normal conditions shadow elves would 
  have probably killed these “enemies,” but now 
  they desperately need reinforcements, so they 
  accept them into their ranks (but not before the 
  Shamans have verified their devotion to Rafiel). 
  Obviously these defectors will be questioned 
  about Schattenalfen plans, unfortunately they 
  don’t know anything useful. 
   
  KALDMONT 12, AC 1015: Sacred Book of 
  the Sea. 
  Location: Ylaruam.  OW 
  Description: The Ylari adventurers return with 
  the Sacred Book of the Sea. 
  Khalid ‘Tale-Teller’ begins his final plans, 
  sending the Ylari forces out to deal with the 
  fiends.  He himself leads one army who makes 
  its way straight for the Dead Place.  (See Ei. 4, 
  Ei. 7; Ka. 20.) 
  What This Means: Khalid can now close the 
  Dead Place and prevent more tanar’ri [D&D: 
  fiends] from continuously arriving in Ylaruam. 
  What The PCs Can Do: The PCs will probably 
  cause a variation as to when exactly the Sacred 
  Book of the Sea is brought to Khalid.  If they 
  are extremely successful, it will be sooner, and if 
  they screw up, it will be later. 
  KALDMONT 12, AC 1015: Shadow Elves 
  Prepare for Siege. 
  Location: City of the Stars, Great Cavern, 
  Shadow Elves’ Territories.  OW 
  Description: While Schattenalfen continue to 
  deploy troops on the ceiling of the Great 
  Cavern, shadow elves get ready for a siege. 
  Wendolen Village and nearby farms are 
  evacuated and their inhabitants transferred into 
  the capital, as well as all available food.  The six 
  city gates are closed; any able-bodied shadow elf 
  (including the Schattenalfen defectors) is given 
  weapons and a place on the city walls.  The 
  western side (Temple Square and Royal Sector) 
  is particularly reinforced. (See Ka. 11; Ka. 14) 
  What This Means: This is the natural 
  continuation of the war.  The shadow elves 
  know that they can’t hope to defeat the 
  Schattenalfen on the battlefield, so they decide 
  to retreat into their fortified capital hoping that 
  reinforcements will come soon. 
  The Schattenalfen are fierce warriors but poor 
  mages.  Even the help of araneas isn’t enough 
  to overcome the powerful shadow elves’ magic.  
  Atzanteotl instructed His followers to lay siege 
  to the City of the Stars until Kaldmont 27 and 
  to stage the final assault on the Day of Dread 
  when all magic, including the magic of the 
  shamans of the City of Stars, will fail. 
  What The PCs Can Do: Schattenalfen PCs 
  may try to enter the City of Stars (by stealth, by 
  magic or parachuting from flapsails) and gather 
  vital info on the enemy. 
   
  KALDMONT 13, AC 1015: Word Spreads of 
  Conquest. 
  Location:  Mivosia, Meghala Kimata Plains, 
  Davania. JC 
  Description:  An exhausted messenger runs 
  into the city of Mivosia today, demanding to 
  speak with the ruling military council.  He is 
  allowed an audience, and he describes how 
  strangely-armored men from a distant land 
  destroyed half the army of Polakatsikes with a 
  much smaller force, and that the town is now 
  under their control.  The council cannot believe 
  what they hear, and order scouts to be 
  dispatched to verify if this is true.  An 
  extraordinary session of the ruling council is 
  called to discuss this development. 
  
  327 
   
  What This Means: News of the conquest of 
  Polakatsikes has begun to spread.  Mivosia is the 
  largest city-state in the eastern Meghala Kimata 
  Plains, and is a strong military power locally.  
  The news that an outside power crushed a much 
  larger enemy is shocking to them, as it could 
  threaten their dominance in the region.  They 
  are beginning to ponder how to react to this 
  development.  The discussions they hold will 
  last into the new year.  The sending of scouts 
  will allow Mivosia’s leaders to assess the 
  situation. 
   
  KALDMONT 14, AC 1015: Schattenalfen 
  Launch Final Attack.  
  Location: City of the Stars, Great Cavern, 
  Shadow Elves’ Territories.  OW 
  Description: The bulk of the Schattenalfen 
  force has reached the ceiling and now gathers 
  around the walls of the City of the Stars 
  beyond crossbow range.  Meanwhile flapsail 
  and skinwing riders continue their personal 
  battle in the sky above the city.  (See Ka. 12; 
  Ka. 27) 
  What This Means: This won’t be a standard 
  siege, because Schattenalfen haven’t any siege 
  machine with them.  Schattenalfen will be 
  constantly assaulting too, trying to gain entrance 
  and, once they’re in, trying to gain ground.  
  Soon the whole city will be a battleground. 
  The Enclave will be the first area to fall, while 
  many invaders will die under the western wall 
  trying to reach Temple Square.  Advancing 
  through the city won’t be easy too, because of 
  the city’s internal fortifications and twisted 
  streets. 
   
  KALDMONT 14, AC 1015: Imperial Query. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: Empress Eriadna summons those 
  responsible for showing the Gentle Folk about 
  Alphatia.  She inquires as to what they have been 
  doing and what they think about Alphatia.  The 
  escorts note that the elves are very intelligent 
  and seem to be taking in the sites with pleasure 
  and appreciation.  They relate the elves’ 
  apparent discomfort when asked about their 
  own past and how they change the subject. 
  The Shiye representative relates that as far as 
  elves go, the Gentle Folk are pathetic.  He tries 
  to explain this but cannot; as he puts it, non-
  elves cannot rationalize what an elf is or is 
  suppose to do.  He goes on to add that he feels 
  that they have but a limited understanding of 
  magic and only one or two of the visitors qualify 
  as spellcasters. 
  One of the clerics of Razud approves of the 
  Shiye elf’s judgment.  He cites several incidents 
  where the Gentle Folk’s extreme pacifist nature 
  is clearly demonstrated.  Another cleric of 
  Razud mentions their use of an intoxicating 
  plant, with similar affects as zzonga fruit. 
  Eriadna offers that the Gentle Folk are wards of 
  the Immortals, Alphatia and Koryis, and 
  therefore are wards of the people of Alphatia.  
  She remarks that the Empire could offer them a 
  protected life, but what kind of life offers no 
  ambition or self-esteem.  Eriadna suggests that 
  Alphatian people try to influence these elves to 
  where they can not only defend themselves but 
  lead constructive lives. 
  The Shiye representative and the Razud clerics 
  applaud this idea, the other clerics do not.  
  Sensing this discontent, Eriadna points that any 
  such changes will need the approval of the 
  patron Immortals of the Gentle Folk.  
  Regardless of a decision, the Gentle Folk will 
  have the support of the Alphatian people as 
  their mortal protectors.  (See Ei. 15, Ei. 18.) 
  What This Means: The Alphatian escorts have 
  had a chance to analyze the visiting Gentle Folk, 
  and none of them have been really impressed at 
  what they have seen.  The Shiye representative 
  and Razud clerics are more vocal.  For their part, 
  the other clerics have also been unimpressed but 
  remain silent. 
  Eriadna is sincere in her want to better the lives 
  of the Gentle Folk.  She is also sincere in her 
  want to have the Empire act as their protector.  
  However, she would rather have her people 
  protect a people that can and will protect 
  themselves.  In truth, the extreme pacifist nature 
  of the Gentle Folk sickens her. 
  Being that the Gentle Folk do have Immortal 
  patrons, Eriadna will not authorize any 
  interdictions on their society without approval 
  from those Immortals.  In fact, she would prefer 
  to let the clerics intervene.  She thinks that it 
  
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  would be interesting if the Shiye were to 
  intervene as well. 
   
  KALDMONT 15, AC 1015: Invasion of 
  Western Rockhome. 
  Location: Western Rockhome.  OW 
  Description: A large group of goblinoids pour 
  into western Rockhome and start pillaging and 
  looting.  The dwarves try to respond, but most 
  forces are currently battling in the Klintest 
  Lowlands, so the goblinoids here have free 
  reign.  (See Ka. 1, Ka. 10; Ka. 19, Ka. 24.) 
  What This Means: Alebane has brought his 
  forces into Rockhome, viewing this as the 
  perfect time to invade since most of the 
  dwarven military are fighting the goblinoids in 
  the Klintest Lowlands.  This is strictly personal 
  gain on Alebane’s part - he has no connections 
  with either Thar or Psa’gh in this invasion. 
   
  KALDMONT 15, AC 1015: A Pharaoh Falls. 
  Location: Nithia.  HW 
  Description: While on patrol in the hinterlands 
  west of Tarthis, a small group of scouts come 
  across a ragged caravan coming down out of the 
  uplands.  Not expecting anyone to be in the 
  region, they order the travelers to stop, so that 
  they may be questioned.  Much to the surprise 
  of the guards, one of the travelers is none other 
  than the deposed pharaoh, Ramose!     Quickly, 
  the travelers are overpowered, and brought to 
  Tarthis for judgement.  (See Fe. 20, Am. 19; Ka. 
  18; Ka. 19.) 
  What This Means: For several months there 
  has been a standing order for the arrest of 
  Ramose on charges of being an impostor, as 
  well as plotting to overthrow the established 
  order of Nithia.  Ramose and his party were 
  sheltering in the highlands west of Tarthis, 
  trying to commune with Rathanos for guidance.  
  His requests for aid unanswered, Ramose was 
  heading back to Nithia to find some other way 
  to regain power when he and his trusted 
  entourage were discovered. 
   
  KALDMONT 18, AC 1015: Death of Aw’ar. 
  Location: Sumag, Suma’a.  SC 
  Description: Aw’ar the chief priest of Sumag 
  dies of natural causes today in Sumag.  She has 
  been growing progressively weaker over the 
  preceding months but her death still comes as a 
  bit of a shock to those close to her. 
  What This Means: Aw’ar was a very 
  charismatic person, she was perhaps the front 
  line in the retention of the faith of Sumag.  A 
  new chief priest must now be chosen but no one 
  is eager to accept position in light of the current 
  difficulties. 
   
  KALDMONT 18, AC 1015: Judgement. 
  Location: Tarthis, Nithia.  HW 
  Description: Pharaoh Senkha puts Ramose on 
  trial publicly today, and reads to the bound man 
  a long list of alleged crimes committed against 
  Nithia.  Although Senkha repeatedly orders 
  Ramose to answer for these crimes, he does not, 
  merely keeping a stony silence.  Increasingly 
  frustrated, Senkha threatens to destroy Ramose 
  where he stands if he does not admit to his 
  crimes.  Still he remains silent, and dignified. 
  Finally, she orders her guards to kill Ramose, 
  which they seem reluctant to do, knowing that 
  Ramose was pharaoh.  Disgusted at their 
  slowness, Senkha screams, grabs a guard’s 
  sword, and, cursing Ramose for being a foul 
  impostor, slices him across the abdomen.  As 
  Ramose falls silently to the ground, no one says 
  a word.  As everyone files out of the area, some 
  figures stealthily melt into the crowd, bearing 
  Ramose’s body.  (See Am. 19, Ka. 15; Ka. 19) 
  What This Means: Senkha lost a battle against 
  the voices in her head today, as they ordered her 
  to kill Ramose where he stood.  Of late, she has 
  found the voices to be louder, and more 
  insistent, telling her to say and do things she 
  would never have considered even a year ago.  
  This is another sign that the influence of the 
  Burrowers is becoming stronger. 
   
  KALDMONT 19, AC 1015: King Everast 
  Calls for Help. 
  Location: Dengar, Rockhome.  OW 
  Description: King Everast XVI knows that his 
  forces are hard pressed to deal with the 
  goblinoids and giants in the Klintest Lowlands, 
  
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  but he still believes that they can win.  But now, 
  with the added attack of goblinoids from the 
  west, he realizes that Rockhome is in trouble. 
  The King sends out his representatives to 
  contact the Western Defense League and ask 
  them for help in dealing with the goblinoid 
  problem.  (See Ka. 10, Ka. 15; Ka. 24.) 
  What This Means: The dwarves need help, 
  and their King isn’t ashamed to ask for it - even 
  if it means dealing with the untrustworthy 
  humans that turned their backs on the dwarves 
  a few years ago. 
   
  KALDMONT 19, AC 1015: A Miraculous 
  Occurrence. 
  Location: Tarthis, Nithia.  HW 
  Description: In a half-forgotten corridor of the 
  catacombs beneath the main Temple of Pflarr, 
  the body of Ramose lies in state - in the only 
  place where his body may lay undisturbed.  A 
  small circle of mourners gathers about the body 
  to pay their last respects, as embalmers and 
  priests of Rathanos and Pflarr wait to 
  commence their own covert task of preparing 
  the body for the next world.  Suddenly, a loud 
  voice, seemingly from nowhere, yet everywhere 
  at once, booms, “I wish you back to life, 
  Ramose, pharaoh of the Nithians, to lead your 
  people to a new age as the chosen of the 
  Immortals!” 
  With that, Ramose’s body begins to glow with a 
  golden light, and, much to the surprise and 
  amazement of all present, he stirs!  Realizing 
  that their pharaoh is no longer dead, but alive 
  once more, many of those present immediately 
  kneel and loudly give thanks to the Immortals 
  of Nithia, and to Rathanos, who has obviously 
  shown his favor for his chosen follower.  
  Almost instantly, hushed orders are given to 
  those present, that all supporters of Ramose 
  must know that their pharaoh is not dead, and 
  that he has the support of the Immortals.  (See 
  Ka. 15, Ka. 18) 
  What This 
  Means: 
  Ramose 
  was not 
  resurrected by Immortal magic; he owes his 
  continued existence to Zandor, who has been 
  exploring the city of Tarthis for the past several 
  weeks now, invisibly, in search of magical 
  knowledge that might help him gain support 
  from his new Zargosian allies.  The insane 
  Alphatian wizard witnessed the death of 
  Ramose, and thought it would be suitably 
  entertaining to resurrect him, and see what sort 
  of discord could be sown as a result.  He also 
  relishes the irony of restoring the deposed 
  emperor back to the throne of Nithia. 
   
  KALDMONT 20, AC 1015: The Dead Place 
  Is Closed. 
  Location: The Dead Place, Ylaruam.  OW 
  Description: The fabled Order of the Lance, 
  led by Khalid himself, arrive at the Dead Place 
  and begin an epic battle against the tanar’ri 
  [D&D: fiends] present at the portal.  The fiends, 
  never believing that a mortal could possibly 
  close the Dead Place, did not leave any major 
  reinforcements here, therefore the forces are 
  evenly matched. 
  During the height of the battle, Khalid ‘Tale-
  Teller’ sits beside the Dead Place and reads the 
  passages of the Sacred Book of the Sea.  He has 
  successfully established communication with 
  Protius, the Old Man of the Sea, and begs the 
  Immortal to close the portal to the Pits (the 
  Mystaran name for the Abyss) [Unless you play 
  D&D; then, it’s an specific Outer Plane]. 
  His answer arrives in the form of a huge 
  thunderstorm which appears over the area and 
  creates a massive downpour.  After a few 
  moments, a huge fist of rain forms and collects 
  the more rainwater in its palm.  Everyone in the 
  battlefield stops fighting to see what is going on.  
  The palm then places the collected water over 
  the Dead Place.  Just as suddenly, it stops 
  raining. 
  Lying above the Dead Place, is a dome of water, 
  replacing the broken obsidian one.  Unlike 
  normal water, however, this dome is completely 
  impenetrable and solid [Treat it as metal with 
  the translucency and fluidity of water], 
  something never seen before by mortals. 
  With the portal back to their home plane sealed 
  off, the fiends panic and flee the battlefield.  
  (See Ei. 7, Ka. 12.) 
  What This Means: As Saddam The Aged has 
  foretold, The Dead Place is closed once more.  
  However, the obsidian dome is no longer 
  present among the ruins.  This time, Protius 
  
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  placed a “water” dome to remind mortals that 
  He was the one who closed it.  The tanar’ri 
  [D&D: fiends] in the Alasiyan Desert can now 
  be killed off as no more reinforcements will 
  arrive from the Pits (Abyss).   Still, this is a 
  process that will take a long time.  More than 
  likely, there will be roaming bands of fiends on 
  Mystara for the next couple of years. 
  Ylaruam will now also begin the slow process of 
  picking itself up and healing the damage caused 
  by the army of fiends. 
  And, after today, the Ylari are now convinced 
  without a doubt that Khalid is indeed none 
  other that Al-Kalim. 
   
  KALDMONT 21, AC 1015: Hule under Fire. 
  Location: Former city-state of Nova Svoga.  SC 
  Description: Joint forces of Zagora, Nova 
  Svoga exiles and Dark Fangs orcs attack the 
  Hulean forces in what once was Nova Svoga.  
  Surprised by the attack, the Hulean forces - 
  mostly goblinoids - pull back into the fortified 
  city of Nova Svoga.  (See Ya. 15) 
  What This Means: Regent Stephan Karvich 
  decided this was the right time to attack. 
  In the past year Thurgg taught his orcs, and the 
  ten-year-old heir to the throne Anya, about the 
  philosophies of Gareth.  He also taught a few 
  orcs how to fight with bare hands.  Now it’s 
  time to show what they’ve learned. 
  Huleans are surprised to see that there are orcs 
  that don’t work for them.  In the following days 
  word of the Immortal Gareth will spread in the 
  area and the Master will certainly be interested 
  in knowing more about this new philosophy. 
  Meanwhile the war in Nova Svoga goes on.  As 
  rumors about the return of Stephan Karvich 
  spread trough Nova Svoga, more and more 
  commoners will join the rebels.  Regardless, 
  Karvich and his allies won’t be able to hold 
  ground for long if Hule sends reinforcements. 
  What The PCs Can Do: PCs can join 
  Stephan’s army either as soldiers, officers or 
  spies (performing crucial actions behind enemy 
  lines). 
   
  KALDMONT 
  23, 
  AC 
  1015: 
  Skyship 
  Repaired. 
  Location: Beastmen Wastes, limit of the anti-
  magic area.  HW 
  Description: The polar expedition has finally 
  repaired the Karameikan skyship, after they 
  pulled it out of the anti-magic zone with 
  techniques learned from the Beastmen.  They 
  set sail for Alphatia.  The crew of the Alphatian 
  skyship greatly helped in the repairs.  (See Ei. 27, 
  Ka. 6; Ka. 26.) 
   
  KALDMONT 24, AC 1015: Free Town of 
  Kruj Joins Slagovich. 
  Location: Kruj, Island of Vlr, Gulf of Hule.  
  SC 
  Description: Fearing an attack from Hojah, the 
  free town of Kruj asks Slagovich for help.  
  Margave Miosz II agrees and sends Zuberi, the 
  “hero” from Yavdlom, to the Island of Vlr 
  with a small fleet and some troops (including a 
  few Knights of Halav).  (See Fe. 9, Sv. 12) 
  What This Means: This is Slagovich’s answer 
  to the conquest of Berat Island by Hojahns. 
  Zuberi has quickly risen to an important status 
  in the area, but he also increased the envy of 
  some of the nobles in Slagovich.  Margrave 
  Miosz II decided to give Zuberi the control of 
  Kruj both to test his skills and to send him as 
  far as possible from his cousin Tatyana. 
  The Master of Hule looks interestingly at the 
  military movements in the area.  
  What The PCs Can Do: PCs may join Zuberi’s 
  garrison in Kruj.  They may either be friends 
  or spies working for Hojah, Zvornik or Hule. 
   
  KALDMONT 24, AC 1015: Western Defense 
  League Meets. 
  Location: Darokin City, Darokin.  OW 
  Description: At a meeting of representatives of 
  the 
  Western 
  Defense 
  League, 
  dwarven 
  diplomats clearly state the peril Rockhome is in 
  and ask that the Western Defense League come 
  to its aid. 
  The Council deliberates, but the representatives 
  of both Darokin and Karameikos agree to send 
  
  331 
   
  their forces to Rockhome.  The Five Shires 
  aren’t sure if they wanted to help the dwarves, 
  but do not vote against it.  Representatives of 
  Vestland - which, although not a member of the 
  Western Defense League, has been permitted to 
  assist meetings until the council decides on its 
  membership - also agree to send help.  (See Ka. 
  15, Ka. 19.) 
  What This Means: The dwarves will be 
  receiving reinforcements, but probably not until 
  next year.  With winter fast approaching, they 
  might even have to wait until spring. 
  The Five Shires were hesitant in their decision 
  simply because they remember the time when 
  the Five Shires were under the occupation of 
  dwarves, and weren’t so sure if they want to 
  send armies into the dwarven lands.  Still, they 
  will accept the decision of the Western Defense 
  League Council and will send their troops in 
  with the other nations. 
   
  KALDMONT 26, AC 1015: Diplomatic 
  Talks With Empress Eriadna. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: Empress Eriadna receives the 
  Joint Polar Expedition in the new imperial 
  palace.  She greets them and accepts to open up 
  diplomatic relations with Karameikos, the first 
  inter-world diplomatic relations ever - relations 
  with the NACE being of a somewhat different 
  nature.  The NACE diplomat stays in Alphatia 
  but is replaced by an Alphatian diplomat who 
  brings along copies of the partial maps of the 
  Hollow World gathered so far by Alphatian 
  exploration missions and by Haldemar of 
  Haaken. 
  The crew are invited to stay for as long as they 
  wish before continuing their mission around the 
  Hollow World, while the ship is docked for 
  complete repairs.  
  Alphatian crewmen will replace those that died 
  in the crash-landing; Tellalila, an Alphatian 
  female elf who has recently joined the ranks of 
  the Lighthouse, also manages to embark on the 
  ship.  (See Ka. 6, Ka. 23.) 
  What This Means: The NACE diplomat is 
  told in private that there already are other 
  diplomats from the Confederacy in Alphatia, 
  and that they can communicate through the 
  Sundsvall Maelstrom.  Empress Eriadna lets the 
  Karameikans contact other nations of the 
  Hollow World, but keeps them under watch by 
  the Alphatian diplomat. 
   
  KALDMONT 27, AC 1015: Schattenalfen 
  Close to Victory 
  Location: City of the Stars, Great Cavern, 
  Shadow Elves’ Territories.  OW 
  Description: After two weeks of fierce battles, 
  Schattenalfen troops finally manage to break 
  into the Royal Sector.  Tomorrow, profiting 
  from the lack of magic, they’ll storm into 
  Temple Square and crush the remaining 
  opposition. (See Ka. 14; Ka. 28) 
  What This Means: Obviously Schattenalfen 
  didn’t take control of the whole city in such a 
  short time, but they managed to secure the main 
  streets, while the shadow elves retreated into the 
  stronger buildings.  King Telemon himself left 
  his palace and took shelter into the Temple of 
  Rafiel, where shamans can protect him better. 
  Schattenalfen suffered heavy losses from 
  Shadow Elves’ constant counterstrikes and they 
  were forced to recall several troops from the 
  Great Cavern’s floor, thus weakening the Gates 
  while the shadow elf reinforcements get closer.  
  Regardless, General Risheteri knows that 
  tomorrow Atzanteotl’s sons will win, because, 
  without magic, the Shadow Elves will be easily 
  overwhelmed.   
  What The PCs Can Do: Shadow elf PCs may 
  set up resistance groups and lead sudden strikes 
  against the invaders.  Schattenalfen PCs may 
  organize “strike groups” to enter and “clear” 
  selected buildings in the City of the Stars. 
   
  Kaldmont 27, AC 1015: Eriadna Learns of 
  Lighthouse. 
  Location: Andaire, Jafilia, Alphatia.  HW 
  Description: Eriadna learns of the existence of 
  the Lighthouse, a secret group dedicated to 
  accumulate 
  knowledge 
  about 
  everything, 
  especially the Hollow World itself. She also 
  learns that some Alphatian sages and scholars 
  have been contacted to become members of the 
  Lighthouse. Going on with her new policy of 
  cooperation, and seeing how merging the 
  
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  millennia-old resources of both Alphatia and 
  the Lighthouse could only enlighten the 
  Alphatian people, she decides to allow the 
  Lighthouse to recruit Alphatians into their ranks 
  and grant them access to the public libraries of 
  the country. In return, Alphatia should 
  eventually get copies of the works stored at the 
  Lighthouse. (See Ka. 26, Sv. 17.)  
  What This Means: This should eventually 
  result in the most extensive concentration of 
  knowledge ever, as the two put their huge 
  collections together. The Lighthouse brings 
  more specifically knowledge of the Hollow 
  World and various cultures, while Alphatia 
  brings information on the Outer World, Old 
  Alphatia, Wizardry, and to a lesser extent 
  Myoshima and other planes. 
   
  KALDMONT 28, AC 1015: The Day of 
  Dread. 
  Location: Entire World of Mystara. 
  Description: On this day, from Midnight to 
  Midnight, Glantri time, mortal magic ceases to 
  work. 
  What This Means: All mortal spells and spell-
  like effects fail today.  This includes spells cast 
  from magical items (rings and scrolls), as well as 
  natural spell effects from monsters (beholder 
  eyestalks and breath weapons).  Permanent 
  magical items have a 50% chance of not 
  working. 
  What The PCs Can Do: Non-spellcasters will 
  be in high demand today.  They will more than 
  likely 
  be 
  hired 
  to 
  protect 
  the 
  defenseless/helpless wizards who can no longer 
  rely on their spells to protect themselves. 
  Thieves will also have a fun time as most 
  magical traps and alarms will not be working 
  today.  Many will try for the normally impossible 
  to steal items. 
   
  KALDMONT 28, AC 1015: The Dream. 
  Location: Chitlacan, Azca.  HW 
  Description: Papalotl receives a dream-vision 
  from Atruatzin, in which he sees himself 
  standing atop a huge stepped pyramid.  He 
  recognizes the surroundings as the city of 
  Chitlacan, but the pyramid he stands on, the 
  Great Pyramid, is not the one he knows.  It is 
  decorated with emblems of the sun-god 
  Otzitiotl.  At the other end of the great plaza he 
  sees another stepped pyramid dedicated to 
  Kalaktatla. 
  Suddenly a man appears beside him - a young 
  man, but with eyes which betray a great age.  He 
  gestures, and darkness descends upon the 
  pyramids, putting the city in twilight.  As 
  Papalotl watches the pyramids are desecrated 
  with evil imagery - the imagery of Atzanteotl - 
  and blood begins to flow down the steps of the 
  pyramids.  He watches in horror as the man 
  beside him disappears, replaced by a grotesque 
  black feathered serpent with an evil human face.  
  The blood flows faster, and the evil serpent 
  laughs.  Another man appears - a high priest of 
  Atzanteotl.  And suddenly he is standing over 
  Papalotl, and Papalotl realizes he is on the altar. 
  Papalotl shouts “No!  It cannot be!”  But the 
  priest just cackles and raises his knife.  As he is 
  about to plunge the knife downwards, the first 
  man appears again - but then he too transforms, 
  into a beautiful multi-colored feathered serpent.  
  “Quetzalcoatl!” cries Papalotl, as the knife 
  plunges downwards into his breast.  But he feels 
  no pain.  He looks down on his broken body, as 
  if from above, and suddenly he realizes that he 
  is the serpent, flying above. 
  He awakes with a jolt, drenched with blood that 
  is not his own.  He knows what he must do.  
  Calmly and with his head held high, he gets up 
  and walks out of the house, into the city streets.  
  He starts walking, and continues until he has 
  reached the bottom steps of the great pyramid 
  in the very center of Chitlacan.  He mounts the 
  first few steps, turns to the bustling plaza, and 
  calmly but loudly says, “The steps flow with our 
  blood.  The streets flow with our blood.  The 
  temples resound with the clink of coin and the 
  screams of innocent children.”  He begins to 
  openly preach the way of Atruatzin, on the very 
  steps of the temple of Atzanteotl. 
  Within a few minutes, a huge, stunned crowd 
  gathers in front of him.  At first they listen, but 
  soon they begin to jeer and taunt him, and 
  Papalotl is seized bodily by some soldiers, who 
  take him away to await trial and sacrifice. 
  He is taken before the Emperor and found to 
  be guilty of the worst of crimes - treason against 
  
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  the Azcan people and blasphemy against 
  Atzanteotl.  Sacrifice is set at noon of the same 
  day (28th), a mere few hours from the trial.  (See 
  Ei. 14, Ka. 1; Ka. 28.) 
  What This Means: Papalotl is not afraid since 
  it has been revealed to him in a dream that it was 
  his fate, and that his death would bring a new 
  era for the Azcan people. 
   
  KALDMONT 28, AC 1015: Bensarian Falls 
  into Coma 
  Location: Kevar, Kingdom of Wendar. OW 
  Description: Besarian suddenly falls into 
  comatose state during the first hours of the day 
  while sleeping. When his friends and assistants 
  come looking for him after dawn, they find the 
  old sage in his bed incapable of speaking or 
  moving. Since no magic work today, they decide 
  to remain at his side trying to concot various 
  natural potions and helixirs to revive him, but to 
  no avail. They watch over him for the whole 
  day, hoping he will regain consciousness after 
  the Day of Dread has passed. 
  What This Means: Bensarian is not Bensarian. 
  When the minions of Idris captured him earlier 
  this year (see Fy. 8, Fy. 15) a wizard serving Idris 
  Magic Jarred himself in Bensarian's body. 
  However, this spell was somewhat different 
  from the common one: in fact, Bensarian's soul 
  is now stored in the magic jar (an onyx) but the 
  wizard is telepatically linked with it, so that he 
  can use any information the sage knows. The 
  magic onyx and the wizard's own body are 
  guarded in a secret place and magically 
  protected. However, during the Day of Dread 
  the spell failed and, unable to return inside the 
  gem or inside his body, the false Bensarian was 
  trapped inside the sage's body but unable to use 
  any of its senses and capacities. 
   
  KALDMONT 28, AC 1015: Attack on 
  Temple of Sumag. 
  Location: Odom, Suma’a.  SC 
  Description: The temple of Sumag in Odom is 
  vandalized today by a group of ogrekin.  The 
  ogrekin escape capture. 
  What This Means: The group who caused the 
  desecration are part of a fringe group of 
  Gombarians who are not content with the 
  peaceful teachings of the faith of Gombar.  
  They’ve patiently waited until the Day Without 
  Magic so that the priests would be defenseless. 
  What the PCs Can Do: If the PCs are Suma’an 
  they may be on hand to stop the desecration of 
  the temple. 
   
  KALDMONT 28, AC 1015: Araneas Chased 
  Away. 
  Location: City of the Stars, Great Cavern, 
  Shadow Elves’ Territories.  OW 
  Description: Early this morning General 
  Risheteri orders his troops to chase away their 
  araneas allies. (See Ka. 27) 
  What This Means: Confident in a certain 
  victory the Schattenalfen drive away their 
  former allies, guilty of being useless without 
  their spells and, mainly, of not worshipping 
  Atzanteotl. 
  The araneas quietly run away, knowing that 
  they can’t fight the elves without spells, but 
  they’ll certainly seek revenge in future. 
   
  KALDMONT 28, AC 1015: Alphatian 
  Artifacts Talk. 
  Location: Throughout the Alphatian Sea.  AS 
  Description: Although most magical items 
  cease to function today, not one of the 
  Alphatian Artifacts fail on the Day of Dread.  
  Not only are they still completely magical, but 
  many of the Alphatian Artifact owners hear 
  voices in their heads today; voices coming from 
  the magical items. 
  What This Means: No one is exactly sure yet, 
  but it’s guaranteed that many sages and wizards 
  will start looking into it once their magic returns. 
   
  KALDMONT 28, AC 1015: The Sacrifice. 
  Location: Chitlacan, Azca.  HW 
  Description: At noon, on the Day of No 
  Magic, Papalotl is taken atop the great pyramid 
  of Atzanteotl in the city of Chitlacan, and in a 
  ceremony conducted by the Emperor himself 
  he is to be ritually sliced open, in order to 
  remove his living heart from his body. 
  
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  The crowd comes in droves at they expect some 
  event happening at Papalotl’s own sacrifice, 
  since he disrupted other sacrifices before.  Some 
  pull for him, some come out of respect, some 
  just wonder how he is going to tactfully disrupt 
  his own sacrifice.  Whatever their reason, 
  whatever their support or lack thereof, most 
  anticipate something is going to happen. 
  Papalotl is taken to the main temple of 
  Atzanteotl in Chitlacan, where he will be 
  sacrificed to Atzanteotl by the Emperor himself.  
  His sacrifice should put and end to the recent 
  series of defeats the Azcans have suffered.  
  Emperor Azcotica raises the sacrificial knife, 
  and plunges it into Papalotl’s heart.  The crowd 
  watches in anticipation, surprised that nothing 
  unusual has happened yet. 
  But as the Emperor cuts into Papalotl, a huge, 
  glowing form emerges from his chest - bright, 
  clear as crystal but with amazing colors - and 
  unfurls into the form of a beautiful, translucent 
  feathered serpent.  At the same instant the dying 
  breath of Papalotl is cried, somehow clear 
  enough to carry throughout the great plaza and 
  beyond “Quetzalcoatl!” 
  The gloriously-colored serpent flies up into the 
  sky, where it is met by a second, similar serpent, 
  and together they fly up towards the sun, 
  seemingly disappearing into it. 
  The surprised Azcotica steps back in surprise 
  and awe, when he is hit by a poisonous dart.  
  The priests of Atzanteotl, who have no spells on 
  that 
  day, 
  retreat 
  inside 
  the 
  temple.
   
   
  After a moment the silence is broken in the 
  great plaza by a sudden flurry of conversation, 
  as the people excitedly debate what they have 
  seen.  Fights erupt around the temple between 
  followers of the New Way and loyalists to 
  Atzanteotl.  Soon after, the two Flying Serpents 
  reach the Sun, and transform into a growing ball 
  of light.  The new Sun then sets in orbit around 
  the red sun.  The followers of the New Way 
  claim that Papalotl’s chalchiuatl has finally 
  quenched the Red Sun’s thirst and brought back 
  the Moving Sun, as foretold in the legend of 
  Quetzalcoatl. 
  The talking quickly turns into a riot, as followers 
  of Atzanteotl clash with people who believe the 
  last sacrifice has been made and the sun is 
  satiated.  Soon the riots spread, and within a few 
  hours the entire city is in utter chaos.  The 
  clerics and guards try in vain to protect 
  themselves and the city, but the great pyramid is 
  overwhelmed with a mass of people and 
  Papalotl’s body disappears among the crowds.  
  Chitlacan and soon the whole Empire fall into 
  civil war.  (See Ka. 1, Ka. 28) 
  What This Means: The serpent rising 
  represents Papalotl’s ascension to Immortality.  
  Atruatzin, his sponsor, told him to do this in a 
  cryptic dream-vision, and he accepted it as his 
  duty to the Azcan people without knowing it 
  was his final step to Immortality. 
  The poisonous dart was sent by an Atruatolco 
  scout, who reasoned that the man who killed the 
  great king Atruatzin should not live to witness 
  His Return from Mictlan. 
  Papalotl, actually a reincarnation of Atruaghin, 
  has achieved Immortality and fulfilled the old 
  prophecies of his people.  At the same time in 
  Pandius, Atruaghin, seeing His peoples, both 
  Sons of Azca and Children of Atruaghin, now 
  freed from the tyranny of evil Atzanteotl, agrees 
  to Ka and Ixion’s proposal to give up His 
  immortality and be reincarnated as a simple 
  mortal, as He believes is His fate.  Only a 
  fraction of time later, when His consciousness 
  merges with that of Papalotl and He regains His 
  whole memory, does He realize that He in fact 
  had been reincarnated as Papalotl in the past 
  and thus has become an Immortal for the 
  second time. 
  The new Sun is a creation of the Immortals 
  Atruaghin, Ixion, Ka, Ordana, and Alphatia.  
  Ordana is pleased to help in the making of any 
  new means of measuring time, while Alphatia’s 
  goal remains undisclosed. 
  The reason why Ka stepped down from the 
  position of Reigning Hierarch of the Sphere of 
  Matter for a brief moment just before 
  reincarnating Atruaghin remains a mystery to 
  the Immortal, though in classic Azcan fashion 
  He believes it is His destiny, and part of the 
  greater scheme of the universe where everything 
  is governed by circles, that it should happened 
  so. 
  Note to DMs: This is an opportunity to play at 
  master level with a PC on the path to 
  Immortality.  In that case, obviously, the PC 
  
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  should not know that he is Atruaghin until he 
  reaches Immortality, as stated above.  This 
  logically further leads to the opportunity of 
  immortal level play with a well-known 
  Immortal.  Also remember that this event may 
  have put Atruaghin on the path to becoming an 
  Old One, if Ka and Ixion’s theory proves true.  
  It should not be revealed to the PC, though, that 
  Atruaghin has been groomed for millennia by 
  the two Hierarchs just to prove or disprove that 
  theory - it is up to him to discover it out, or not. 
   
  KALDMONT 28, AC 1015: Surprise! 
  Location: City of the Stars, Great Cavern, 
  Shadow Elves’ Territories.  OW 
  Description: After chasing the araneas, the 
  Schattenalfen storm into Temple Square 
  defeating the magic-less shadow elves, that 
  heroically try to defend the Temple of Rafiel.  
  Thyrfynn falls defending General Garafaele.  
  The Radiant General himself dies a few minutes 
  later on the steps of the Temple trying to stop 
  the invaders. 
  Suddenly Shamans step up from the Refuge of 
  Stone and start casting deadly spells on the 
  frightened Schattenalfen.  Astonished, scared, 
  tired and heavily demoralized, the Schattenalfen 
  troops start retreating, while shadow elves 
  reinforcements manage to break into the Great 
  Cavern. (See Ka.  27.) 
  What This Means: The Chamber of the 
  Spheres has finally been completed! 
  High level shamans worked tirelessly on it in the 
  last few weeks, as Rafiel Himself told Porphyriel 
  that this was the only way to stop the 
  Schattenalfen.  Only the Radiant Shaman knew 
  about it and even King Telemon is astonished 
  by such a display of magic on the Day of Dread. 
  This is the first time since AC 1009 that mortals 
  are able to use magic on the Day of Dread, what 
  else will the Chamber of the Spheres do? How 
  will Immortals react to its construction?  
  Atzanteotl, who was already enjoying His 
  victory on Rafiel and preparing a new party in 
  His palace on Pandius, suffered instead a major 
  stroke.  No doubt He’ll seek revenge soon. 
  Topic Of The Month: Rockhome 
  Pleas For Help 
  This documents is a copy of the one a scribe of the 
  Darokin Diplomatic Corps made while recording the 
  meeting that took place on Kaldmont 24, the year 1015 
  After Crowning of the First Emperor of Thyatis. 
   
  Kerdan 
  Buhrodar 
  (representative 
  of 
  Rockhome): To the members of the Western 
  Defense League, I am here at the behest of King 
  Everast XVI of Rockhome to ask for your aid 
  in defending our nation against a horde of 
  rampaging goblinoids. These vile creatures have 
  overrun the Klintest Lowlands, and even now 
  march their way to our capital.   
   Normally, we would not have any troubles with 
  the vicious goblinoids, but this time they are 
  well organized, have weapons and armor to 
  match our own, and even have several forces of 
  giants under their command.  While our forces 
  are busy fighting this new army, the local 
  goblinoids have joined in the raiding and are 
  taking advantage of our weakness. 
  We need your help - the help of the Western 
  Defense League - to get these... monsters back 
  under control.» 
  John Sternbush (representative of the Five 
  Shires): The Western Defense League has 
  formed for the specific purpose to help each 
  other defend their nations against a foreign 
  invasion.  Yet Rockhome is no longer a part of 
  the League.  Why should we help? 
  Deidra 
  Longreach 
  (representative 
  of 
  Darokin): Is Rockhome seeking readmission 
  into the Western Defense League? 
  K.B.: We are doing no such thing!  You left us 
  defenseless against the Shadow Elves; we could 
  never trust you again! 
  Rurik Sveamark (representative of Vestland): 
  But Rockhome was invading the lands of the 
  Shadow Elves, not vice-versa.  The Western 
  Defense League serves only to defend our lands, 
  not invade other nations. 
  K.B.: Why is this northman here?  His nation is 
  not even a part of the League! 
  D.L.: The representative of Vestland has been 
  permitted to join council meetings while we 
  
  336 
   
  discuss the admittance of his nation to the 
  Western Defense League.  And Rurik did 
  adequately state our reasons for not helping you 
  in the war for Aengmor. 
  Lorensa 
  Dialitus 
  (representative 
  of 
  Karameikos): If you do not trust us, why ask for 
  our help? 
  K.B.: Because we have no choice.  Our forces 
  are losing to the goblins!  Our tacticians do not 
  understand it.  It seems that they know all of our 
  maneuvers, and they’ve definitely learned how 
  to avoid and even use all of our traps.  Worse, 
  they’ve well organized, more so than any 
  previous band of goblinoids that have tried to 
  invade the homeland of the dwarves.  If we do 
  not get help soon, Rockhome may soon be gone 
  forever.  And that makes it worth coming to you 
  for help, regardless of our feelings toward you. 
  L.D.: Your honesty is appreciated.  I have no 
  further questions. 
  D.L.: Do any of the other representatives have 
  any comments they which to make? 
   <no one speaks up.> 
  D.L.: Does Rockhome have anything else to 
  add? 
  K.B.: Only that we need more troops now!  If 
  you deliberate to long, it may be too late! 
  D.L.: Then I will take the votes.  All those in 
  favor of helping Rockhome, raise your arms. 
  <Karameikos, Darokin, and Vestland raise their 
  arms> 
  D.L: All those against. 
  <no one> 
  D.L.: Then the Five Shires abstain? 
  J.S.: That is correct.  We have no desire to help 
  Rockhome, but no intentions of causing them 
  harm either.  The Five Shires will go along with 
  the decision of the Western Defense League 
  Council. 
  D.L.: Then the motion is passed.  We will 
  contact our military leaders and have them 
  coordinate 
  events 
  with 
  the 
  troops 
  of 
  Rockhome. 
  The rest of the meeting discussed just who was going to 
  be in charge of what, when forces shall be deployed, and 
  what military tactics will be used.  It has been edited out 
  of the Almanac at the request of the D.D.C. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  337 
   
  Predictions And 
  Prognostications 
   
  These are predictions that came to the editors’ 
  knowledge, sometimes by fortune tellers, 
  sometimes as hearsay rumors  in taverns and 
  other places, or in some cases that were sent by 
  the various correspondents along with their 
  reports without any reference. As before, the 
  editors of this Almanac make no claim as to 
  their accuracy, nor as to the best way to interpret 
  these prognostications. 
   
   
   
   
   
   
   
   
  More light will shine upon those who 
  project darkness, 
  Unheard of magical power they will 
  harness. 
  Sun fire an' rebirth bring empires to war 
  Yet as light returns shadow prospers even 
  more. 
   
  The black lion rears, battering all before 
  him as straw in the wind, 
  But there stands before him a great plains 
  cat to the south, and a mighty castle to the 
  north. 
  From the castle swarms a plague of locusts, 
  sweeping all before it, 
  Until it seeks to engulf the lion, engaged in 
  battle against the cat. 
   
  Through it all there comes change, 
  And with change begins a cycle. 
  That which once was, shall be again. 
  In the North shall rise anew a land of old. 
  Much shall be shared. 
   
  Ages lost to time, 
  came the Northman 
  to this frosty isle, 
  Where sun doth shine, 
  And chill winds blow, 
  And the snow, 
  Be it ever wondrous 
  To behold. 
   
  There he carv'd a realm 
  casting wonder and fright. 
  Yea, was he brought under 
  As the masters did plunder 
  his home, his children, and his way. 
   
  Sooth, did he say, 
  Unto friend and foe: 
  Shalt thou ever know 
  My wrath unto he 
  Who robbeth me 
  of all that is dear? 
   
  Ere fires of the West 
  Do die in chill, 
  Shall Northman's children show 
  Their will 
  To break asunder 
  The chains that hold them 
  To the plunderer. 
   
  Blood, 
  Fire, 
  All shall spill anew. 
   
  
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  Dead, asleep, the ancient empire lay, 
  'Til new dawn's calling brings it forth to 
  the fray. 
  The desert king, his crown sundered 
  Is restored to the throne, 
  As the slumbering giant of the sea becomes 
  known. 
  From deep below it will arise 
  The other side of Alphatia 
  To kill people an' terrorize 
  Called by the son of Antalia 
   
  Out of Aeons they will come 
  When the Dragons will miss One. 
  On Mystara they will rise 
  Time and Spheres to terrorize. 
   
  And when the Seas shall break again 
  To show what Horrors lurk in pain, 
  You will know that Time is near 
  To meet the auld unending Fear 
   
  
SOURCE: textdata/thevault/Basic, BX Generic/BX Adventures & Settings/Mystara, Vaults of Pandius/Pandius Mystara Almanacs, Histories/Mystaran Almanac vol VI AC1015.pdf