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Previous Issues
Previous Issues
Previous issues of THRESHOLD - the Mystara Also available at the same location are higher
Magazine, are available for download from the resolution versions of the maps that were
Vaults of Pandius website. included in the issue’s PDF, allowing greater
detail to be viewed.
#1 - “Karameikos”
#2 - “Vaults of Pandius”
#4 - “Return to Dread”
#5 - “Exploring Davania”
#6 - “The Northlands”
#7 - “Exploring Norwold”
#8 - “Warlordsof Norwold”
#9 - “Hollow World”
Issue #14
Editorial..........................................................................................3
This Issue s Contributors...............................................................4
Call for Contributors......................................................................6
The Unknown World Trail map - part II........................................7
Deep Hollow.................................................................................36
Through the Shadowdeep............................................................62
The Broken Lands - detailed........................................................86
The (Not So) Young races...........................................................110
Adventure Hooks, Red Herrings & the Information Mesh.......136
A Gazetteer of Limn part 3.........................................................145
Koskatep Level 12: Koskatepetl , The Wasted City....................164
Artwork Sources and Credits.....................................................181
Next Issue...................................................................................188
Editorial Credits
Threshold Editorial Team: Editor-in-Chief, Issue 14:
Francesco Defferrari (Sturm)
Allan Palmer (AllanP)
Giampaolo Agosta (Agathokles) Layout:
John Calvin (Chimpman) Allan Palmer (AllanP)
Francesco Defferrari (Sturm)
Joseph Setorius (Julius Cleaver) Art:
Andrew Theisen (Cthulhudrew) Larry Elmore
Håvard William McAusland
Robert Nuttman (RobJN)
Thorfinn Tait (Thorf) Cartography:
Simone Neri (Zendrolion) Thorfinn Tait
LoZompatore Giampaolo Agosta (Agathokles)
Geoff Gander (Seer of Y'hog) Francesco Defferrari (Sturm)
Geoff Gander (Seer of Y'hog)
Robin D.
Editors Emeriti
Ashtagon
Angel Tarragon (The AngelicDragon) Additional Reviewers & Proofreaders:
Leland (Argentmantle) Allan Palmer (AllanP)
Troy Terrell (CmdrCorsiken) Harri Maki (hihama)
Micky Robin D.
Jesper Andersen (Spellweaver) David Finch
David Insley
Rob Koper
THRESHOLD logo designed by Thorf Brian O'Carroll
Nicola Valpiani
Eric Wirsing
Thanks To: The Mystara Community, for your support, hard work, and dedication to Mystara.
Prior to writing fiction, Geoff Gander was “What was that? Did you see that?” Gregor
involved in the roleplaying community and stopped and stared at his companion. The
wrote many game products. His first short frantic Hin was obviously hallucinating.
novel, The Tunnelers, was published in 2011 “You drank from the fountain didn't you.”
by Solstice Publishing. He has since been
published by Metahuman Press, AE SciFi, -Sean Robert Meaney
Exile Editions, McGraw-Hill, and Expeditious
Retreat Press. He primarily writes horror, but
will try any genre for kicks. When he isn't
writing or working a day job, Geoff reads,
watches British comedies, and plays
roleplaying games. Geoff divides his time
between Ottawa and South Mountain, where
a lovely stone-carving, bagpipe-playing witch
resides with her many cats.
From the
Mystara
Forum at
The Threshold editorial team invites all fans Proposal Deadline: July 15th 2017
of the Mystara setting to submit Manuscript Deadline: August 10th 2017
contributions to the magazine's next issue. Issue Published: By October 15th 2017
We are especially looking for contributions
Articles about other topics are still
fitting the following themes:
welcome and the editorial team will
Issue 15 - Mystaraspace evaluate their publication for any
More than darkness lies beyond the upcoming issue, taking into account
Skyshield. Across the Void of space available space and the issue's theme.
further mysteries abound; including the
Threshold accepts and invites submissions
Hollow Moon, Sarimaar the Wanderer,
of extended or revised versions of works
and the desolation of Damocles. The
having appeared on The Piazza or Vaults
editorial team is accepting proposals on
of Pandius.
worlds, individuals, and civilizations far
from the Mystara's firmament. Contributions may include, but are not
Proposal Deadline: Expired on January limited to: Articles-- short stories, short
15th, but proposal could still be submitted adventure modules, NPCs, historical
if the author is confident that the article treatises and timelines, geographical
will be completed by the below deadline entries, new monsters and monster
Manuscript Deadline: February 10th, 2017 ecologies, etc.; and Illustrations-- portraits,
Issue Published: By April 15th, 2017 maps, heraldry, illustrations, etc.
The Threshold editorial team strives for
Call for proposals for main themes of
edition neutrality, but edition specific
forthcoming issues (2017):
articles (e.g., conversions) are also
Issue 16 - The Great Waste and beyond accepted. Statistics for new monsters and
To the unexplored lands of central and NPCs may be included in articles (e.g.,
western Brun! The editorial team will adventure modules, new monsters or
accept proposals on Sind, Hule, Yavdlom, NPCs) in any version of Dungeons &
the Midlands, Borea and Hyborea, the Dragons. The editorial team also offers
Yalu river, the Endworld line, the Arm of help in providing conversions to some
the Immortals and the Savage Coast. specific rules set. including BECMI/RC,
Proposal Deadline: April 15th 2017 2nd Edition, 3rd edition/Pathfinder.
Manuscript Deadline: May 10th, 2017 However, this material should be limited
Issue Published: By July 15th, 2017 to a minimum. For most NPCs, it is
sufficient to mention class, level, and
Issue 17 - Dwarves and Gnomes
alignment. For important NPCs, a one or
Anything of the short, bearded folks, their
two line stat block may be included.
society, weapons, items, cities, customs
and anything else you wish to imagine for
them!
The Part II -
UNKNOWN Broken Lands,
WORLD Shadowlands
and
TRAIL MAP
by Francesco Defferrari
(Sturm)
This article follows a first instalment (which In another article written by me in this same
appeared in Threshold issue #13) that issue, “Through the Shadowdeep, From
detailed the south east of the Known World Karameikos to the Hollow World”, I have
(Karameikos, Five Shires, Ierendi, Minrothad imagined up to 50 different underground
and Thyatis). See the introduction of that levels or layers (but regions would be a
first article of this series for a full explanation better term) from the surface world to the
of the purpose of these articles, which will Hollow World. Here however I will examine
eventually cover the whole Known World. only the four levels nearest to the Known
World surface. All four should be considered
Before moving to the other surface nations, part of an Upperdeep macro-region
we will look at the Broken Lands, the comprising the levels which maintain, in a
Shadowlands and the Shadowdeep of the way or another, close relations with the
Known World, in line with the theme of this surface of the Known World.
issue.
The first level of the Shadowdeep is this level without returning to the surface.
composed of dungeons, tombs, mines and There are many different kind of inhabitants
natural caves, at a depth usually no more on this level, from normal animals to
than 100 feet (30 meters) below ground. It is monster to intelligent beings, such as
composed of a myriad of tunnels and caves humanoids, brutemen, lizardmen and many
all around the Known World, often forming others. Some may be also haunted by
small complexes. A map is not provided undead, or occupied by bandits or
because most of these dungeons are werecreatures. Many will simply be empty
relatively small in extension and generally and abandoned.
not continuous, so it’s not possible to travel
For a quick reference, the DM could decide 100 creatures in a 8 mile hex, but obviously
randomly what kind of underground a hex containing extensive underground
locations each 8 mile hex contains: locations could have up to 1,000 dungeon
inhabitants or more.
UPPER BROKEN LANDS into the topic with an article in this very
issue.
10
spies), 300 troglodytes, 200 giants, 150 Humanoids should be the most common
manscorpions and 100 elven slaves, mostly intelligent inhabitants of the Broken lands,
from Glantri. followed by faenare, drakes, giants,
lizardmen, troglodytes, manscorpions,
All these estimations calculate a very low humans, werecreatures, shapeshifters and
population density in the Broken Lands, dark fairies. This choice of inhabitants
much less than 1 intelligent inhabitant per comes also from the history of the region
square mile. As explained in the previous which was developed mostly by fans and
issue, I prefer a much higher density, which summarized by me in Threshold issue #124.
I would estimate at about 18 intelligent Before the humanoids, the area should have
creatures per square mile. been inhabited by lizardmen, troglodytes,
giants and fairies, elves. It makes sense that
The Broken Lands would then have a some of them, particularly giants, fairies and
population of more than 600,000 reptilians, are still present in the region.
intelligent inhabitants, with huge variations The Upper Broken Lands should also be able
between the Upper and the Lower, and the to support about 300 dragons5.
different regions.
In the description below I consider normally
In canon sources, GAZ10: The Orcs of Thar only the main humanoid race of the territory
does not have a list of monsters, but the Poor but, as described in Gazetteer 10, normally
Wizard’s Almanacs mention as unintelligent each land is inhabited also by some members
monsters goat, sheep, giant ants, rock of all the other humanoid races, in different
baboons, giant lizards, giant rats, giant proportions. For example in Bugburbia
scorpions and giant spiders. The monsters goblins and hobgoblins are quite common,
listed in the GAZ6: The Dwarves of and in Kol there are also gnolls and orcs.
Rockhome and GAZ8: The Five Shires, should Races which hate each other (orcs hate
be appropriate also for the Upper Broken hobgoblins, goblins hate kobolds, bugbears
Lands: beholders, vampires, oozes, giant hate gnolls, ogres hate trolls) are normally
bats, white apes, doppleganger and mujina, very uncommon in the territory of their main
devil swine, feywings, gargoyles, ghouls, enemy.
black hags, haunts, lich, wererats,
manscorpions, nightgleet, owl bears, Upper Ogremoor is a region of cliffs,
rockfangs, seergars, skeletons, snakes, mountains, glacier and yaks. The region
stirges, visions, wights. Sheldon Morris’ supports about 40,000 inhabitants, roughly
Monstrous Atlas for the Broken Lands3 has 30,000 ogres and the rest is divided between
also a more extensive list of the creatures of faenare, giants and others6.
the Broken Lands including among the
intelligent beings also thouls, leprechauns, 4S e e the a rtic l e “ Pa s t Age s o f the Kno wn
metamorphs and werewolves. Wo rl d ” in is s ue #1 2 o f Thre s ho l d M a ga z ine .
11
Upper Orcus Rex is a region of cliffs, 5,000 others, mostly giants, faenare, dark
canyons, crags and mountain goats with a fairies and troglodytes.
population of 30,000 orcs and 5,000 others,
mostly troglodytes and giants7. Upper Hobgobland is dominated by the
grassy plateau of Akkila’s Throne and has
Upper Bugburbia is the region bordering about 22,000 intelligent inhabitants, mostly
Glantri, mostly a region of rocky hills and hobgoblins with some troglodytes, caymen10,
mountains with a height between 4,200 and manscorpions and dark fairies. The left part
6,000 feet. The Vesubia here flows into a of the Muck is also considered part of it, and
deep canyon filled with giant rhododendrons said to be inhabited by the weakest hordes in
and thick mosses. Most of the bugbear Gazetteer 10.
population lives in the hills nearest to the
border with Glantri. The region should be Upper Yellow Orkia is mostly a salt desert
able to support 25,000 intelligent which becomes a marsh toward the river,
inhabitants, including 20,000 bugbears and inhabited by 20,000 orcs with some giants,
5,000 other creatures, probably giants, troglodytes and others. The Muck is a true
faenare, frostdrakes and other fairies, maybe wilderland which the yellow orcs claim in
some troglodytes. The biggest wilderland name only, inhabited by up to 10,000 trolls,
should the area of Mount Barbia, inhabited lizardmen, troglodytes and caymen.
by frost drakes. The old elven ruin of
Trammelant is inhabited by undead8. Upper Gnollistan is a dry region dominated
by the rocky desert of the Sun’s Anvil
Upper Gobliny is another region of hills and plateau. It has a population of 35,000,
mountains which also contains the including 30,000 gnoll and 5,000
wilderlands of Zyrd and Kalazyrd. The great manscorpions, giants, rockmen, geonids,
fortress of Akrass9 is the capital of the region, galeb duhr and others11.
which is the home of 40,000 intelligent
inhabitants, including 35,000 goblins and Upper Kol is a region of forested hills, with
many geysers and tar pits, able to support
6 S e e s o m e m o re d e ta il s in this po s t in the about 30,000 inhabitants, mostly kobolds
“ 1 M il e He x M a pping” to pic b y R o b in.
with some hill giants, manscorpions,
7 M o re d e ta il s in this po s t a nd the troglodytes and dark fairies12.
s ub s e que nt o ne in the “ 1 M il e He x M a pping”
to pic b y R o b in.
8 S e e this po s t in the ! 1 M il e He x M a pping”
10 S e e this po s t in the “ 1 M il e He x M a pping”
to pic b y R o b in a nd the “ B ugb urb ia ” to pic b y to pic b y R o b in a nd the fo l l o wing o ne s fo r he r
G e c k o a nd he r fo r m o re a b o ut U ppe r a nd G e c k o ’ s id e a s a b o ut this re gio n.
B ugb urb ia
11 S e e a l s o this po s t in the “ 1 M il e He x
9 S e e this po s t in the “ 1 M il e He x M a pping” M a pping” to pic b y R o b in a nd pre vio us o ne s
to pic b y R o b in fo r Ak ra s s a nd the ne a rb y fo r m o re a b o ut G no l l is ta n.
S te e l B rid ge . S e e Thre s ho l d is s ue #1 1 a b o ut 12 S e e this po s t in the “ 1 M il e He x M a pping”
the Tro l l Que e n a nd this po s t in the “ 1 M il e to pic b y R o b in a b o ut the Cro o k e d hil l s o f
He x M a pping” to pic a b o ut the S k ul l o f the Ko l .
D ra go n King.
12
13
16 S e e no te 5 .
14
15
In Canon products and Fan productions: “It is our home, but the south west is
forbidden land, inhabited by ancient dead,
- Robin’s 1 mile per hex map of the Broken giants and creatures of fire. Gnoll warriors
Lands details the volcano, which is also go there if they hope to gain great
described in this post in the “1 Mile Hex treasures and great fame. Some succeed,
Mapping” topic on the Piazza Forums. but many do not return”
“It’s a damn swamp that even orcs and Area: 40 x 24 miles, or 500 square miles.
hobgoblins avoid. That should tell you Days to cross: 13 days east-west or 7 days
everything you need to know about it.” north-south, normally it is possible to cover
only 3 miles per day due to the treacherous
- Joris, Darokian caravan guard terrain.
16
17
Mystara’s surface people and not even Rockhome, Highforge/Eveskyr (E) under
among the inhabitants of this very layer, the Karameikos, Makrast (M) under Thyatis, all
true master of this level are dragons. The cities inhabited by dwarves and gnomes that
dragon realms of the surface18 extend well should probably be all connected. Also in red
beyond it, down to the dungeons in their Cynidicea19 (C) and Barimoor’s citadel20 (B)
domains (the first layer) and down to this in Ylaruam, which also should have a
second layer of the Shadowdeep and beyond. connection between them.
Beside the dragons many other intelligent
creatures inhabit this layer of the The region under Rockhome and the Altan
Shadowdeep. Tepes mountains in Karameikos and Thyatis
should be inhabited mostly by dwarves and
The letters in red indicate the approximate gnomes, but humanoids, giants and other
location of Lower Dengar (D) under races could also be present in this area. This
layer of Karameikos’ underdeep is detailed in
18 S e e “ W h o is W h o in t h e W y r m st e e t h p a r t
II” in Thre s ho l d is s ue #9 fo r a d e s c riptio n o f 19S e e the D unge o n M a s te r’ s G uid e to
the s e d ra go ns o r B ruc e He a rd o rigina l Cynid ic e a in The Va ul ts o f Pa nd ius .
a rtic l e , “ Who ' s Who Am o ng D ra go ns ” is
a va il a b l e in The Va ul ts o f Pa nd ius . 20 S e e G AZ 2 T h e Em ir a t e s o f Y la r u a m .
18
my other article in this same issue of the Sind desert (Upper Graakhalia is instead
Threshold, Through the Shadowdeep. located in the first layer of the Shadowdeep),
while the mysterious Black Mountains have
For example, a nation like Karameikos could extensive underground locations inhabited
have up to 12,500 square miles of by humanoids, manscorpions, brutemen and
underground regions in this layer of the other creatures.
Shadowdeep, inhabited by up to 100.000
intelligent creatures. Humanoids dominated by dragons populate
this level of the Shadowdeep in most of the
Such underground regions will not always be north, particularly in the Adri Varma
composed by huge caverns miles long and plateau, Glantri and Denagoth. The
miles wide, but more often by series of inhabitants of Wendar’s Shadowdeep at this
interconnected caves divided by huge walls level, if any exist, are unknown.
and columns21.
Troglodytes contaminated by the Radiance23
As a general rule for the DM, it could be are rumoured to live under Southern Glantri.
assumed that each surface nation has Mysterious spirits dwell in the caves under
underground locations in this layer of the Ethengar and trolls range from the Northern
Shadowdeep up to one-fifth to one-quarter Reaches to the Broken Lands, which are
of its territory under the sun, and the density dominated at this layer by Upper
of intelligent inhabitants is less than 10 Gnollistan.
people per square miles.
Grey orcs and goblins populate the
Rockhome could then have 10.000 square underground area of Darokin, shapeshifters
miles of underground territories in this layer, of various kinds hide deep under Sind and
able to support at least 100.000 inhabitants red orcs under the Atruaghin plateau, which
(or more, as dwarves should be particularly also hides the mysterious ancient ruins of
well organized to life under the earth). Intua24.
This layer should be inhabited by more or Annwyn25, the realm of dark fairies, lies
less the same monster and intelligent under Alfheim, while Rockhome and the
creatures mentioned for the previous level,
but in particular it contains the following 23 This a nd o the r id e a s fo r this l a ye r we re
populations: d is c us s e d in the M ys ta ra c o m m unity o ve r the
ye a rs , s e e the firs t pa ge a nd no te s 1 a nd 2 in
m y a rtic l e Thro ugh the S ha d o wd e e p in this
In the west Middle Graakhalia22 dominates s a m e is s ue .
24 Ab o ut Intua , s e e the wo rk d o ne b y J o hn
21 S e e a l s o the c o m m e nts b y Tho rfinn Ta it Ca l vin: “ 2 3 0 0 B Ca m pa ign a nd m a ps ” ,
a b o ut und e rgro und l o c a tio ns in his “ S ha d o w “ Intua ” , this po s t in the “ 2 3 0 0 B C” to pic a t
El f Te rrito rie s , 8 m il e s pe r he x” re pl ic a m a p The Pia z z a , a nd in is s ue #1 2 o f Thre s ho l d
o f the S ha d o wl a nd s a t The Va ul ts . M a ga z ine .
2 2 S e e Ch a m p io n s o f M y st a r a B o xe d s e t fo r
19
Altan Tepes mountains are mostly inhabited lizardmen. The many volcanic regions of the
by dwarves and gnomes. The reclusive islands often reach down here, and are
Modrigswerg inhabit the caverns of inhabited by fire giants and fire creatures.
Svartwerg26 in the Northern Reaches, Lastly, the underground seas of this layer are
bordering gnoll territories. often the domain of the deep knas29 in the
southernmost regions of the Known World.
Ylaruam’s Shadowdeep, beside Cynidicea
and Barimoor’s citadel, already mentioned
above, hides also in this layer the ancient and
cursed ruins of Nithia.
20
21
but also in the northern Sind desert, the Adri surface area between the Malpheggi and the
Varma plateau, Karameikos and Thyatis. Bligh Swamp, including the southern Shires.
Lower Graakhalia dominates the Sind
The region of Deep Hollow is described in desert, surrounded by more humanoid
the article by Agathokles in this same issue of domains.
Threshold, with all its common inhabitants.
Other intelligent races which have a relevant As in the above layer, the DM could assume
presence in this level of the Shadowdeep are that each surface nation has underground
minotaurs in some regions of Karameikos locations up to one-fifth to one-quarter of its
and Thyatis, manscorpions under the Cruth territory under the sun, and a density of
mountains, aranea under Alfheim. Ancient intelligent inhabitants less than 10 people
ruins belonging to long dead civilizations, per square miles.
like Mogreth, Intua and Taymora31 can be
found on this layer under Ierendi, Minrothad, Therefore for example Sind could have as
Ylaruam and Atruaghin lands. Troglodytes many as 50,000 square miles of Shadowdeep
inhabit the region corresponding to the in this level and a population of 500,000
intelligent creatures, probably red orcs,
ogres, giants, brutemen, caymen, gatormen,
31 S e e Thre s ho l d is s ue #1 2 a nd the 2 3 0 0 B C
Ca m pa ign S e tting o n the Va ul t o f Pa nd ius
troglodytes, aranea, shapeshifters and
a nd the 2 3 0 0 B C s ub - fo rum o n the Pia z z a . others.
22
23
creatures such as deep knas and hresha- werebears and giant locusts (including an
rhak34. intelligent breed of them).
Lower Ogremoor is the largest cavern Lower Gobliny has a fungus forest along the
complex of the lower Broken lands, 100 x 30 Bugbur river and more rocky areas far from
miles crossed by two rivers and occupied by it. It has also an arid land toward the lava
a vast fungal forest and some more arid lake which contains Oenkmar. It’s about 40
lands. The area of about 3,000 square miles x 40 miles and can support up to 25,000
can sustain up to 50,000 intelligent inhabitants, mostly goblins with myconids,
inhabitants. The arid lands are mostly manscorpions, troglodytes, wereboars, devil
inhabited by ogres, hill giants and swine and intelligent giant slugs.
manscorpions, while the fungal forest has
ogres, troglodytes, frogfolks, myconids and Lower Hobgobland is a relatively arid land
werebats. of 50 x 40 miles, able to support about
35,000 intelligent creatures, mostly
Lower Trollhattan is a cave of about 45 x 45 hobgoblins with some other humanoids,
miles with continuous rain, a shallow lake manscorpions, myconids, wererats and
and arid sand near the lava flow, inhabited by werebears.
trolls, troglodytes, frogfolks, myconids and
other intelligent fungus, with some fire Lower Yellow Orkia is a humid land
creatures near the lava flow. The region dominated by a big lake and a fungus forest
supports up to 25,000 intelligent inhabitants, of about 60 x 15 miles able to support
including some aquatic creatures. around 25,000 intelligent inhabitants, mostly
orcs with some trolls, myconids, lizardmen,
Lower Orcus Rex is a rocky cave with some gatormen and caymen. The lake is also
fungal jungles and a beach on the lava flow, inhabited by aquatic creatures, including
inhabited by orcs with some troglodytes, deep knas, nixies and water elementals.
manscorpions, wereboars, werewolves and
myconids. It’s a 42 x 42 mile cave which can Lower Kol is a region of 50 x 40 miles which
sustain up to 35,000 inhabitants. includes an arid land near the lava flow, thick
with purple worms, a fungus forest along the
Lower Bugburbia is mostly a thick and Kol-Dahk river and a more rocky area to the
humid fungus forest with some more rocky south. The territory can support 40,000
regions, roughly 40 x 40 miles, able to inhabitants, mostly kobolds with myconids,
support up to 25,000 inhabitants, mostly troglodytes, manscorpions and some
bugbears with some myconids, troglodytes, elementals.
24
25
common inhabitants all around the Deep hutaakans live under Ylaruam,
Shadowelven lands. Beholders also live in Hivebroods under Thyatis and Karameikos
this layer and the one above, particularly in and Deep Glaurants under the Five Shires.
the region under Rockhome and nearby lands. Aranea live below the Atruaghin lands, while
under the Black Mountains and the Sind
Medusas and Thouls are common in this desert there are populations of bargda,
layer of the Shadowdeep under Denagoth, nagpa, myconids and fire giants. All these
while the mysterious dark elves35 of the populations are quite reclusive and normally
Northern Reaches have their realm of have few relations with the surface, if any.
Svartalfheim in this area. The true nature of The same has been true for many centuries
these dark elves is unknown, as they seem also for the shadowelves, if not for their
unrelated to Shadowelves and unknown to desire to return to the surface from whence
them, but they could be related to dark they came.
fairies.
35 M e ntio ne d in G AZ 7 T h e No r t h e r n
R e a c h e s, a nd s e e “ S va rta l ve n” b y And re w
The is e n in the Va ul t o f Pa nd ius .
26
27
The Shadowlands, home of the shadowelves, these regions, and probably no monster nor
cover a vast area of this layer of the other intelligent races. Every one of these
Shadowdeep. According to Gazetteer 13 “the hexes should have a major shadowelven city
shadow elves, spread out over their or town and several villages, with roads and
underground expanse, number about some forts.
550,000, with more than half of these
concentrated in the clans’ four major cities”. The hexes highlighted in orange are
This contradicts the reasoning I made in the borderlands, where typically there is a
previous issue (and that Simone Neri did in shadowelven road or path, mines, small
Threshold issue #1 in his “Demography of villages or forts. Such areas are inhabited but
Karameikos” article) about the fact that city the density is much lower and many wild
population in a Renaissance level nation animals and monsters may be present. The
should be a way lower than the rural borderlands are more than 210 hexes, an
population. However I am willing to area of more than 13,000 square miles, with
consider the Shadowlands an exception due a density of about 15 people per square mile
to their particular nature. We can image the and around 200.000 shadowelven inhabitants.
environment of the shadowdeep as
particularly unforgiving and so it makes some The hexes in purple are wilderlands,
sense that intelligent creatures will gather in inhabited by wild animals, monsters and
big population centres and venture outside some intelligent creatures. Among these,
only for some hours of the day. Still, as the geonids and humanoids are mentioned in
population of the City of the Stars cavern is the Gazetteer, but many others could live in
given at 250,000 people, the total the Shadowlands, such as troglodytes,
shadowelves population could easily be frogfolks, deep knas, dark fairies, undead,
higher than the figure given in the Gazetteer, werebats and wererats, brutemen, myconids,
and reach one million people. intelligent giant insects, beholders and any
other creature mentioned for the layers
In the map above I have highlighted in above. The wilderlands area cover more than
yellow the civilized areas, as in the Known 500 hexes and should be about 35,00036
World map in the previous issue of square miles, and therefore able to support a
Threshold. Such areas are less than 50 hexes, population of about 500,000 more intelligent
so cover some 3,200 square miles. If more creatures even with a very low density of less
than half of the total shadowelven than 15 people per square miles.
population lives there, this means such hexes
have a density of about 95 people per square
miles, not so crowded considering than
many real world nations have a much higher
density. The total shadowelven population of 36 N o te tha t the figure o f 5 0 0 , 0 0 0 s qua re
such civilized areas should be over 350,000 m il e s give n in the P o o r W iz a r d ’ s A lm a n a c
people. Besides the shadowelven farm m us t ha ve a n e xc e s s ive 0 a s the who l e
S ha d o wl a nd s m a p, e ve n no t ta k ing into
animals, such as giant slugs and skinwings, a c c o unt the a re a s o f s o l id ro c k , is no m o re
only some small wild animals should live in tha n 1 5 0 , 0 0 0 s qua re m il e s .
28
38 B y fo o t with l ight e nc um b ra nc e . Ho we ve r
a s this re fe rs to d iffic ul t und e rgro und te rra in,
the m o ve m e nt ra te o n a ny k ind o f c re a ture
s ho ul d no t b e m uc h d iffe re nt. N o te a l s o tha t
the c ha nc e o f ge tting l o s t in the s e a re a s ,
37 S e e a l s o the “ M o ns tro us Atl a s o f the unl e s s the PCs ha ve a go o d m a p o r a go o d
S ha d o wl a nd s ” c o m pil e d b y S he l d o n M o rris guid e , s ho ul d b e ve ry high, s o the a c tua l
a nd s to re d he re in the Va ul t o f Pa nd ius . tra ve l tim e c o ul d e a s il y d o ub l e .
29
In Canon products and Fan productions: Area: Approx. 64, 40 and 96 miles wide
caverns, or 6,500 square miles.
- GAZ13 does not describe these caverns Days to cross: 16, 10 and 24 days, normally it
is possible to cover only 4 miles per day due
3 9 A htm l a nd pd f c o py o f the G a z e tte e r,
to the treacherous terrain.
whic h wa s re l e a s e d b y TS R , c a n b e fo und
he re o n the Va ul t o f Pa nd ius .
Intelligent inhabitants: Up to 100,000
40 The l ink in no te 3 9 a b pve a l s o c o nta ins intelligent creatures (humanoids, geonids,
m o s t o f the fa n wo rk d o ne o n the
S ha d o wl a nd s .
30
rockmen, myconids, fire giants, efreets, Dendronel and Pilinyl and other features of
elementals, troglodytes, drakes and others). the cavern, including the dangerous south
west where often fire elementals, flame
In Canon products and Fan productions: salamanders and many kind of giant worms
can be encountered.
- GAZ13 does not describe these caverns, and - The Boiling lake is also briefly described but
no fan source has ever mentioned them. the other minor caverns and Joran’s Path are
not detailed.
- See the detailed 2 mph map of the Ebon
4 - Ebon cavern and the Joran’s Path cave by Thorfinn Tait available at the Vault of
Pandius.
Intelligent inhabitants: 250,000 shadowelves “An important path goes through these
and up to 50,000 others (geonids, rockmen, lands, connecting the City of the Stars to
myconids, fire elementals, frogfolk, Losetrel. The soldiers of Desrii Castle
troglodytes, drakes and others). patrol the path as best as they can but the
region is wild, so most prefer to go
In Canon products and Fan productions: through the Dragon lake”
- Shesinaell, guide and adventurer
- GAZ13 describes Ebon cavern and the
capital city, which lies on the reversed gravity
at the top of the cavern. Briefly described are Area: Approx. 16, 40 and 40 miles wide
also the acidic Ebon lake, the towns caverns, or 2,500 square miles.
31
32
33
In Canon products and Fan productions: In Canon products and Fan productions:
- GAZ13 does not describe the city and its - GAZ13 does not describe these regions.
cavern. - Rick Aucoin created a campaign which
- The adventure “Crown of Corruption” in partially takes place in this region; see “The
the Gazetteer is set in the Desert of Lost Rod of Seven Parts”, “Part 2” and “Part 3” in
Souls with undead and the evil artefact. The the Vaults of Pandius.
Desert is also described earlier in the
Gazetteer.
- In the article “Treasure chest of Mystara
Ideas” in the Vaults of Pandius, a young
Shadow-Elf maiden G'wynaphaerr of Selinae
is mentioned in adventure seed 103.
34
35
Deep Hollow
A Creature Crucible
for the Shadowdeep
INTRODUCTION
The Shadowdeep is a vast region of caverns trade of the Shadowdeep despite its small
and tunnels under the Known World. Within size. This place serves as a marketplace for
it, there are many nations, such as the goblinoids form the north-west, glaurants
Shadow Elven Territories and the Empire of from the south-west, and dwarves from the
the Great Glaurants. Nesting beneath the east alike. The dwarves call this place
Altan Tepes Mountain range, at the junction 'Dulwyr' in their own tongue, and it is home
of the domains of Rockhome, Darokin and to many races including rock-men,
Ylaruam, is a smaller city-state. This city-state, troglodytes, dwarves, gnomes, goblins, and
known is Deep Hollow, is a keystone in the aranea.
36
RACES OF THE
SHADOWDEEP
Level XP HD
Whelp -32,000 2d8
Colddrake and Shadowdrake Youngster -24,000 3d8
Drakes are faeries who are able to take the Teenager -16,000 4d8
form of either a small dragon or a humanoid. NM 0 5d8
They all remember the Great Rain of Fire and 1 32,000 6d8
attempt to prevent a new catastrophe of the 2 96,000 7d8
same type by limiting the technological 3 224,000 -
progress of mortal races. The form a
4 480,000 8d8
network, a kind of worldwide secret society
of thieves and spies, to further their goals 5 780,000 9d8
and protect themselves. 6 1,080,000 10d8
7 1,380,000 -
Shadowdrakes are almost identical to 8 1,680,000 11d8
wooddrakes, but can only take the form of a 9+ 300,000 +1 hp
shadow elf.
Colddrakes are also very similar to Merchants. These abilities only apply within
wooddrakes, and have the abilities of the Shadowdeep. Table 2 lists the special
wooddrakes of the same level, except for HD abilities of the Travellers. Those that are not
and XP, as shown in Table 1. Colddrakes of available to Darokin Merchants can be used
less than NM level have the same attacks as once per day.
wooddrakes of the same age category.
Moulder Dwarves
These odd dwarves live in caverns in the
Dwarves and Gnomes Northern Reaches. They were created
alongside with the Rockborn, but are
Travellers definitely different from several points of
More than a race, Traveller are a culture of view. First, they have an affinity for weird
dwarves and gnomes. They are a gypsy-like magics, and are known as makers of
travelling folk, wandering across the wondrous items. Most of these items,
Shadowdeep, trading with all the races and though, turn out to be only rumours or
offering small services. They have standard fakes. Second, they are as much asocial and
dwarf or gnome character class abilities prone to mental instability as the Rockborn
(Travellers often have mixed dwarven and are social and sound-minded.
gnomish ancestry, and their abilities simply
reflect the ancestor race they more closely Moulder dwarves follow the same rules as
resemble). Moreover, they have developed rockborn dwarves, except that they have a -2
abilities similar to those of Darokin penalty to ST vs Magic and Poison, and do
37
Finally, moulder dwarves do not have relics, Moulder dwarves can also become Artificers.
and cannot benefit from them. They create Artificers use d6 for their Hit Dice, but learn
magical items through the standard arcane magic as wizards of the same level.
procedures for Clerics and Magic Users. They are limited to level 12 in magic
progression. Moulder dwarf Artificers learn a
Moulder dwarves can become Dwarf Clerics, special ritual at attack rank H that allows
but they normally follow Thanatos, the them to cast the Permanence spell needed to
Father of Demons. Moulder dwarf Clerics are create certain magical items. They can only
Chaotic, and therefore cast reverse clerical do so in their own laboratories, with a
magic. Like other dwarven Clerics, they have casting time of 1 month. Otherwise, Artificers
no weapon restrictions, but cannot turn or are able to follow all magic items creation
control the undead. procedures as standard Magic Users.
38
Glaurant
Glaurants are powerful creatures with
Deep glaurants are found in the deeper multiple attacks and the power to create
reaches of the Shadowdeep. They are darkness1 at will, every three combat rounds.
considered low-intelligence predators, but a High level glaurants often study magic,
related race of “great glaurants” is also although the glaurant path is very different
rumoured of. Great glaurants actually exist, from that of most races, and resemble most
and have their own civilization less than one the Secret Crafts of Glantri. Glaurant magic is
mile beneath the Five Shires. Great glaurants organized in paths, and each path is
maintain an embassy and trade delegation in composed of five thresholds. Access to the
Deep Hollow, so glaurant characters can also first threshold is available to 5th level
be found in the Shadowdeep city. All glaurants, and costs 10,0000 XP. Further
glaurants originate from the Nightmare thresholds can be accessed after 5 more
Dimension. Deep glaurants have suffered levels, and every new threshold costs twice as
more from the shift to the Normal many XP as the previous one. Powers
Dimension, whereas great glaurants have
better adapted. Still, they perceive darkness 1 As the re ve rs e o f the L ight s pe l l , c a s t a t
as light, cold as warmth, and so on. the c ha ra c te r’ s l e ve l .
39
40
41
Servitors of Ubbeth, or hresha-rhak as they Rock Men are stony humanoids with vaguely
call themselves, are fish-like humanoids that cone-shaped bodies. They can easily surprise
dwell in the waters of the Shadowdeep, as unaware people by standing still and looking
well as in the deeper reaches of the Seas of like rock formations, but dwarves and other
Dawn. It is believed that they entered the dwellers of the depths are not as easily
Shadowdeep via waterways connecting the fooled. Rock men are typically warriors,
Sunless Sea with underwater caves in the although they can take Shaman or Wicca
Western Sea of Dawn. Hresha-rhak are levels. Most Rock man Shamans worship
typically connected with the cult of the Outer Earth Elemental spirits, and Wiccas typically
Being Ubbeth, Spawn of the Deep, but they focus on Earth Elemental spells.
are not of Outer origin themselves.
Therefore, heretic hresha-rhak may be Rock men typically live in small clans, led by
available as player characters. However, these elder councils.
seaborne beings cannot survive easily outside
water, which makes their interactions with
landlocked races limited.
42
43
44
Troglodyte
45
46
creating a new entrance to it from the upper BC 1300: The M’kar (or Makers), a small but
regions of the Shadowdeep. advanced civilization fleeing destruction at
the hands of the kara kara, delves into the
unknown depths below their island home of
First Migration: The Rock Men Teki Nuri Ria. They emerge into a large
cavern and discover ancient ruins. Plumbing
BC 3000: Rock men fleeing the destruction the magical secrets within, they are able to
of the Great Rain of Fire, delve down beneath transform themselves into shadows.
the Dawn Territories in order to preserve
their culture. Their brethren on the surface,
though not destroyed outright, slowly begin Third Migration: Werebats
to change both physically and socially and Aranea
forming several new cultures including that
of the stone folk. BC 912: The Second Rising of the Hin. Loktal
defeats orcs at Brokenfang Falls and rushes
BC 2600: A group of Rock men travels deep north to repel gnoll invaders, but is too weak
underground through the Sunless Sea and all to withstand a hin revolt. Halflings found the
the way below Nithia, emerging in Deep realm of Shaerdon, ruled by a Council of hin
Hollow. They settle on the slopes of the clan Lords. A clan of goblins is displaced by
island in the middle of Lake Tzel, but leave the fleeing orcs, and delves down under the
Fort Vigilance undisturbed. Altan Tepes to Deep Hollow, bringing with it
the curse of lycanthropy, which had been
lingering among them since the times of
Second Migration: The Fall of Taymor.
Mogreth and Goblin Hordes
BC 900: Aranea arrive on the island of Teki
BC 2000: The Second Empire of Mogreth is Nuri Ria, in search of magical artefacts, and
destroyed. Troglodytes flee underground, are able to follow the trail of the M’kar deep
and reach Deep Hollow, where the rock men into the earth. They do battle with the
employed them as servants. shadowy creatures that the M’kar have
become, coveting the magical knowledge
BC 1700: A local cataclysm rakes the Broken that the shadows possess.
Lands and buries the Great Horde. King
Loark dies, and his horde breaks apart. BC 800: Aranean magic finally obliterates the
Goblin clans flee underground and wander shadows and the spider folk lay claim to the
the depths until they find the Shadowdeep Lhomarrian ruins for themselves. The
cavern of Deep Hollow, which they name shadows, and their city of Maskelyne are
Kongdoy. moved to the Hollow World.
BC 1500: Modrigswerg explorers and BC 799: Attempting to claim the ruins, the
merchants discover Deep Hollow, and start aranea instead wake the Lhomarrian dead
buying gems from the rock men. that have been interred there. The undead
47
48
49
must enrol in the Kesheph Migdal, the Tower Hollow military. Also, they command the
of Magic, for further training. From a admiration and fealty of lesser goblin clans.
spiritual point of view, the Akavish follow the
teachings of Yehm (Korotiku), Enebaan Other Goblinoids
(Masauwu) and Negyavim (Iliric), as well as Few other goblinoids are present in Deep
Aphrah (Terra). Hollow, typically as mercenaries in the
service of foreign merchants, visiting
dignitaries, or paranoid local nobles.
Goblinoids
50
city, forming a middle class of sorts between Teamster’s caravan would focus on trade, but
the aranea and werebat aristocracy and the will also include journeyman Fighters for
goblin and troglodyte commoners. protection, and at least a Tinker or Mason for
repairs. On the other hand, a Ferroner’s or
Rock men follow the teachings of the Fighter’s caravan might look more like a
shamans of Yamag, but honour also Kagyar prospector team, and a Tinker’s caravan
and Garal Glitterlode. looks almost like a gypsy carnival.
51
other inhabitants except to repel any attack they plan to use to counterbalance the great
on the ruins. They appear to have a glaurant expansionism.
preternatural knowledge of such attacks, as
they have never been surprised in the long Great Glaurants
recorded history of the city. The undead The glaurant delegation is large and well
react with immediate violence to hresha-rhak organized. The glaurants appear to be heavily
attacks, but also to any troglodyte interloper. interested in trading outer world goods for
They generally warn any other intruder first, their mineral products from deep under the
giving them time to leave before attacking. Altan Tepes. However, they constantly
However, foreigners may not understand the attempt to get a greater foothold in Deep
language spoken by the Lhomarrians, leading Hollow. For the moment, the council has
to unfortunate casualties. The Kephesh managed to keep them out of the city
Migdal has transcripts of the warnings most proper, limiting their holdings to a
commonly issued by the undead, so local compound on the shores of Lake Tzel.
wizards and sages who research the ruins are
able to understand them and leave before Nagpas
things turn ugly. A group of five nagpas, led by Allu (Nagpa
10, C), has set a temporary camp in the last
month near the ruins of Fort Vigilance. The
Embassies, visitors, and guests nagpas are, as usual, researching new magics
that may release them from their cursed
While Deep Hollow is fairly distant from condition. Due to the Immortal-level magics
other Shadowdeep, it does maintain trade involved in the curse, mortal magic is not
relations with the main powers of the sufficient to undo it, and the nagpas are
underground by means of the Travellers. trying to find stronger sources of power.
Thus, both the shadow elves and the great Inevitably, this is going to bring them to the
glaurants have established permanent Outer Beings and carnifex lore, an event
delegations in the city. Both are housed in which would bring the wrath of the undead
fortified compounds near the Caravansary. guardians of Fort Vigilance upon their heads.
Other visitors include the moulder dwarves
and some nagpas. Moulder Dwarves
There is a small but thriving community of
Shadowelves moulder dwarves, mostly settled in the lower
The shadow elf kingdom maintains a small reaches of Dripstone, above the Masaph but
presence in Deep Hollow. This embassy is lower than the Acropolis. Moulder dwarf
manned by Shamans and Second Shadow craftsmen cater to the needs of the
agents who spend most of their time trying enchanters of the Kephesh Migdal, at a great
to pry into the secrets of the Kephesh Migdal profit to their own pockets. Deep Hollow
rather than pursuing trade agreements. The moulder dwarves are every bit as eccentric as
Deep Hollow ruling council is aware of the their Northern Reaches relatives, and only
interference, but avoids angering the marginally more sociable.
militarily more powerful shadow elves, which
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53
The upper portion of the stalactite that hangs The lower portion of the stalactite is a
over Deep Hollow was abandoned by the scintillating city of silk webs. Cocoons
aranea when trade with Dripstone made it connected by silk ropes hang from the
impractical to use it, and later taken over by stalactite, providing lodgings to many aranea.
goblin werebats. The original tapestry of silks The area and its buildings can be reached via
that covered many areas of the stalactite is cables and elevators which are lowered when
reduced to tatters, giving the name to the necessary. Otherwise, flying is necessary to
quarter. The werebats live in caves dug into reach it from Dripstone.
the stalactite, and adapted to flying
inhabitants. In particular, the entrances are
typically unreachable without flying, or at Dripstone
least taking a long and dangerous climb
along the outer walls of the stalactite. The stalagmite portion of Deep Hollow is
also the most densely populated area. Rock
men, goblins, and troglodytes inhabit the
quarter, both in stone buildings constructed
on the slopes of the stalagmite, and in
warrens dug into it.
The Acropolis
On the tip of Dripstone are located the
government buildings, including the Chtot
Zhal (City Hall) and the Kesheph Migdal
(Tower of Magic), carved in the very tip of
the stalagmite. The Beith Yehm (House of
Korotiku, the main Aranea temple) and the
Mezt Yamag (Temple of Terra, mostly
frequented by goblins and rock men) are the
main temples, located immediately below the
City Hall. The trade guilds and other
administrative and religious buildings occupy
the lower parts of this area.
54
occupy the ruins, mostly avoiding the living 1,000 Traveller dwarves and gnomes reside
as long as they are not disturbed. Near the within the Caravansary itself, in small tower-
ruins is a small encampment, currently like houses built along the walls, or in
occupied by a group of nagpa archaeologists complexes excavated below it.
and their retainers and assistants.
55
Of the main officers, the Grand Magus is The council selects the lower officers, who
selected by the Kesheph Migdal, which serves are the ones actually in charge of the day-to-
as the magicians’ guild and school of magic. day running of Deep Hollow and its
The priests are selected by their own clerical administration. The Rosh, or provost, is the
hierarchies, and the Master of the head of the administration, and it is usually
Caravansary is the clan head of the Larodar chosen among the foreigners, to avoid
clan (usually but not necessarily the male infighting among the city factions. Since
clan head). The Foreman is elected by the neither glaurants nor shadow elves are much
members of the Birik, the miners’ guild, trusted, the Rosh is often a moulder dwarf,
among the senior members. The Herald of or a member of another, less common, race,
Arms is a hereditary charge, transmitted by such as the Cimarron Hairless lupins or the
the previous holder to one of his children, or orcs. The current Rosh is Aranrhod ferch
to another werebat infected by him. Rhyfedd (Rogue Sidhe 16, CN), a lady of the
Sidhe court of Annwn. She’s a rather erratic
administrator, but is tolerated by all factions
because she does not seem to favour too
much the aranea. Kelevyam (Aranea Magic
User 6, LN), the Chotemsar (keeper of the
seals), is the next most important lower
officer, and spends most of its time curbing
the inefficiencies of Aranrhod’s
administration, as well as providing favours
for the aranea. Durrast (Rock Man 8, LN) is
the Meltzar, in charge of the maintenance of
city buildings and mines. Finally, the Matzbi
(marshal) Talag (Goblin 14, NE) leads the
city watch.
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57
58
59
Thassantis is obsessed by his duty. He spends Zhol-dhokh is the leader of the hresha-rhak,
most of his time renewing the magical evil fish-men who dwell in the depths of Lake
defences of Fort Vigilance, repairing Tzel. A servant of the Outer Beings, he
damaged members of his army, and plotting constantly plots new attacks against Fort
new defence strategies against what he Vigilance. The hresha-rhak chief may offer to
believes is the inevitable showdown with the help parties attempting to breach the
carnifex or their successors. The presence of defences of the Lhomarrians, although his
the hresha-rhak and the Troglodytes bothers “help” will hardly prove useful. He can,
him, although he cannot truly place the however, provide a very limited amount of
source of his constant worry -- neither race is marh-vhol, the magical metal of the Outer
truly carnifex, but both bear some level of Beings.
carnifex “mark” which the Lhomarrian
undead perceive at a subconscious level.
MONSTERS AND BEASTS
Thassantis appears as a desiccated corpse of
average human height, dressed in bronze
armour and ancient linens. His empty ocular Fungi
orbs have been set with fire opals, which
shine in the dark. Fungi and moulds are pretty common in the
damp areas around Deep Hollow. Most of
Zhol-dhokh, Xaresha-rhak these are innocuous or even useful -- either
edible or having some medicinal property.
Male Hresha-rhak 12, CE However, poisonous fungi are equally
Str 14, Int 15, Wis 10, Dex 16, Con 14, Cha 16 common, and the inexperienced adventurer
AC 6, HD 8d8+13, HP 52. needs to roll on half Wisdom to identify the
correct fungi to eat. Natives roll on full
Attacks: 1 marh-vol spear at +3, damage Wisdom instead, and characters with the
2d4+5 Survival (underground) skill can roll on it
General skills: Survival 10, Languages instead.
(Hresha-rhak native, Carnifex 15, Gos-til 15),
Hunting 15, Outer Being Lore 4, Honour Besides, a few more dangerous species also
(Outer Being) 10, Leadership 16. exist, including Yellow Mould and Shriekers.
Weapon Masteries: Javelin (Expert), Spear
(Expert).
Special abilities: Can survive 4d4 turns Vermin
outside water. Cause Fear and Shield
once/day. Giant beetles (fire and oil), carrion crawlers,
Special vulnerabilities: affected by evilbane gelatinous cubes, and giant centipedes are all
essence and holy water. common threats in the wildernesses of the
Equipment: marh-vhol spear (+2). Shadowdeep. Rare, but more dangerous, are
the black pudding and ochre jelly.
60
Other threats include rhagodessae, cave typically level 4 Ancient Dead, and have the
toads and sporacles, all of which fish in Lake abilities of Fighters or Clerics as per the
Tzel; rust monsters and basilisks, which are “Retained Class Ability” salient power.
sometimes found in abandoned mines; and
giant crab spiders, common in the fungus Officers are all at least level 9, and have other
forests. salient powers in addition to retaining their
class abilities. Most are Patriarchs of Ixion.
Undead
Carnifex
Undead of carnifex origin in Deep Hollow REFERENCES
are evil, undead spirits. They can be build
using the Uncorporeal character class from B4 The Lost City
Threshold Issue 13, but the typical specimen by Tom Moldvay (TSR 9049), 1982.
has powers similar to those of spectres, GAZ6 The Dwarves of Rockhome
except that its appearance is even less by Aaron Allston (TSR 9227), 1988.
humanoid and resembles instead a distorted GAZ7 The Northern Reaches
lizardman or other reptilian being. by Ken Rolston (TSR 9230), 1988.
GAZ8 The Five Shires
More powerful entities may have additional by Ed Greenwood (TSR 9232), 1988.
salient abilities, but not “Pristine GAZ10 The Orcs of Thar
appearance”, “Makai ancestor spirit form”, by Bruce Heard (TSR 9241), 1988.
“Animate Plant” or “Poltergeist”. PC1 Tall Tales of the Wee Folk
by John Nephew (TSR 9254), 1989.
Lizardkin Web of the Wizard-King by Bruce Heard,
Lizardkin undead are either Ancient Dead, Dragon Magazine 183.
using the character class from Threshold Creature Catalog by
Issue 13, or animated corpses (skeletons and John Nephew (TSR 9438), 1993.
zombies). The former often exhibit the
“Undead Liege” and “Curse” salient abilities. At the Vaults of Pandius:
Servitors of Ubbeth by Geoff Gander
Lhomarrians Blackflame, Halflings and Glaurants
The undead of Fort Vigilance are, invariably, by Andrew Theisen
ancient dead. Mere soldiers have little
powers, beyond their supernatural durability In Threshold Magazine:
and vigilance, but officers are extremely Once in a Blue Moon
powerful both in combat and magic. by John Calvin - Issue #2 [2013]
Undead of Elegy Island
Using the Ancient Dead character class from by Giampaolo Agosta, Issue #13 [2016]
Threshold Issue 13, the typical soldier is
Normal Monster mummy. Elite soldiers are
61
Through the
From Karameikos
to the Hollow World
by Francesco Defferrari
The land that is now Karameikos has existed Sometimes they have left traces in ancient
for billions of years, long before the Traldars, ruins below ground, sometimes they have
long before Taymora. It has been higher, left forgotten tombs just below the surface,
lower, under the sea, desert or wooded, and sometimes they have left secrets deep
inhabited by elementals, worms, oozes, under the earth, down into the Shadowdeep1.
insects, araneas, dinosaurs, fairies and giants
for ages before men, and by other men
before the ones that inhabit it now. Most of
the ancient races have disappeared into
history and not much is left of them, yet each
race that inhabited this land has left at least
some trace of itself behind, to be discovered 1 This na m e wa s c ho s e n b y the M ys ta ra
c o m m unity in a s e rie s o f pa s t d is c us s io ns
in the present.
(pa rtia l l y a va il a b l e in the Va ul ts o f Pa nd ius )
d ue to the fa c t tha t the S ha d o wl a nd s
inha b ite d b y the S ha d o w e l ve s d e s c rib e d in
G AZ 1 3 T h e Sh a d o w Elv e s , a re the prim a ry
s o urc e o n M ys ta ra ’ s und e rwo rl d .
62
63
64
65
20 miles
11th level, Amphibians ↓
25 miles
25 miles
12th level, Formians ↓
40 miles
The Underdeep 50 miles
13th level, Spiders and Scorpions ↓
60 miles
60miles
14th level, Worms, Oozes and ↓
Miriapods
70 miles
70 miles
15th level, The Wiassian Empire ↓
80 miles
80 miles
16th level, Actoian ↓
90 miles
90 miles
17th level, Fyarash ↓
100 miles
The Far Underdeep 100 miles
18th level, The Deep Black ↓
200 miles
200 miles
19th level, The Moving Earth ↓
250 miles
300 miles
20th level, The Maze of Madness ↓
500 miles
550 miles
21st level, The Fire Pit ↓
750 miles
66
r ( Kn o w n ) W o r l
The Oute d
The Upperdeep
The Middledeep
The Lowerdeep
The Underdeep
The Far Underdeep
The World Shield
The Burrowdeep
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68
2nd level, Dwarves and gnomes. gnomish lands. Brutemen, however, are
particularly numerous in the west, where
From about 100 feet to approximately 800 they serve the powerful gold dragon Azem.
feet deep below ground level. Normally The same is rumoured to be true for the
less than an hour walk to reach the lizardmen which live numerous under the
surface. Blight Swamp. Some underground lairs of
the ogres and orcs of the west also reach as
deep as this layer.
The people inhabiting this level, the most
famous being dwarves, gnomes and Under Mount Pavel, near the gnomish land,
humanoids, typically maintain a tight there is also the land of the “Stone People”,
relationship with the surface. Their how the gnomes call geonids, rockmen and
communities under the earth and those over stone giants.
it are in constant trade and communication.
Their caves are often inhabited by more or Lastly in the south, just east of Specularum,
less the same creatures listed above that there is the Dark Domain, an underground
could be encountered in shallow caves near territory dominated by the Church of Nyx,
the surface. Other intelligent creatures who with numerous Uncorporeal and Undecayed3.
often inhabit this level of the Shadowdeep In some minor caverns from Specularum to
are lizardmen, troglodytes, brutemen, Thyatis werebats and wererats are also
minotaurs, werecreatures and undead. present in this layer. To the north the
gnomish lands have a direct connection to
In this layer, the central area of Karameikos Rockhome, sometimes menaced by goblins
is dominated by the gnomes and dwarves of who live underground in the eastern
Highforge, Eveskyr in their language. They Orclands.
have also several mines under many of the
mountains of the north, but most of them are The gnomish territories in this layer are also
included in the first layer rather than here in often menaced by humanoids incursions
the second one. Other intelligent races, coming both from above and from the layer
however, border the gnomish and dwarvish below.
subterranean lands. Toward Thyatis, there
are the Halls of the Giants, the great
underground cave dominated by the giants
of Altenia. Minotaurs are common in the east
of Karameikos, according to the gnomes
dominated by the powerful dragon Argos,
who is also the master of the subterranean
regions of the Dymrak woods, inhabited by
lizardmen and humanoids. Many brutemen, 3 S e e the a rtic l e “ U nd e a d o f El e gy Is l a nd ”
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creatures which live in this level, cooperating dwellers and occasionally encountered in the
with them to keep humanoids, beholders, Upperdeep of the Five Shires.
hivebroods and deep glaurants at bay.
Shadowelves have not many direct This layer of the Middledeep is indeed the
connections to this region, so they have only one nearest to the surface, and therefore its
rarely explored it. Some minor trade has inhabitants maintain a strained relationship
occurred and occasionally occurs among the with the surface. If no one knows why deep
shadowelves, the gnomes and the geonids. glaurants sometimes approach it, the undead
which inhabit most of this layer under
Karameikos were in most case surface dweller
The Middledeep during their mortal lives.
This region of the Shadowdeep goes down Some geonids sages of the level above say the
12 miles from the surface. If it takes just about Karameikan region of this layer has some
one day of travel to cross the whole connection to Limbo, and therefore draw
Upperdeep above, it may take up to 15 days undead to it. Other rumours say followers of
to go down to the bottom of the Middledeep, Nyx, Hel and Thanatos are constantly in battle
or coming up from its bottom. Generally the for the dominance of this region. Few, if any,
inhabitants of this region know of the has ever explored this level and no one so far
existence of the surface world, but have has been able to map it, but the layer is
escaped or forsaken it and remember it only reputed to be quite cold and dry.
in their legends, as a cursed and fearful place.
They likely will see all travellers as possible
invaders, and will try to capture and question
them to learn if their lands are in danger.
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6th level, Caverns of the Pyramids culture worshipping entropic immortals and
undead are common, but the territory is
Between about 3 and 5 miles beneath hardly unified under a common rule. Clans
ground level. Normally about 3 to 5 days of brutemen and humanoids also live here,
walk to reach the surface. sometimes cooperating with the Azcan and
sometimes fighting them. This layer is cold
and dry but has some lakes and fungi forests
This layer is almost unknown and unexplored where spiders and centipedes are quite
by those living above in the Upperdeep. It is common.
called the “Caverns of the Pyramids” because
it has vast caves where such structures have
been built. The truth is that this region has
several city states founded by descendants of
Nithia and Taymora who have adapted to life
in the dark. The history of this region has been
very unstable, with short living nations
unifying vast regions and then crumbling,
cities dominated by undead for centuries and
crusades against them. Only a few explorers
from the level above or below may know the
current state of this region and its
neighbouring lands. This layer has some water
and is less cold than the one above, allowing
the growth of some fungi forests.
73
beastmen, partially descended from times, against the dominant crucotaurs. Even
populations which hid under the earth during if divided in familiar clans, the crucotaurs are
the Great Rain of Fire or the Glantrian quite united against external enemies, and
cataclysm of 1700 BC. The fomorians tried to have occasionally attacked both the level
conquer the whole layer and dominate the above and below. This layer is even more
beastmen several times, with mixed success. humid than the one above, with less lava and
They also have been occasionally attacked by more waterways and lakes, and a lot of fungi
the undead and Azcan above and some other forests.
populations of the Lowerdeep below,
including deep glaurants. This layer is very
hot and humid, with many lava rivers and 10th level, Saurials
water lakes, and overgrown fungi forest are
commonplace, with many big worms and
other great monsters. Approx up to 20 miles down from ground
level. Normally about 20 days walk to
reach the surface.
The Lowerdeep
This region of the Shadowdeep goes down to This layer is huge, covering a depth of several
almost 50 miles below the surface, which is miles, and so is really comprised of several
therefore more a myth than a reality for the different levels inhabited mostly by many
inhabitants of this level. They sometimes different breeds of saurials. Intelligent
explore the Middledeep above and the creatures distantly related to the dinosaurs of
Underdeep below, but rarely reach up to the the ancient past of Mystara9, saurials are not
Upperdeep and above, and they may be overly aggressive and have been often
completely unaware of the surface. menaced by the more warlike crucotaurs
above and the cunning amphibians below.
Recently, some formian incursions have
9th level, Crucotaurs raided them too. They are trying to create a
more unified defensive system to fight back
Approx up to 15 miles down from ground all these enemies. This layer is vast and
level. Normally about 15 days walk to diverse, but generally less humid than the one
reach the surface. above, even if it still has plenty of waterways.
74
1 0 The ra ps id s a re the a nc e s to rs o f m a m m a l s .
In Thre s ho l d is s ue #9 I im a gine d s o m e o f
the m in the Ho l l o w Wo rl d .
75
mostly dry and has some lava river, but their homes in force. Now they are fighting to
efficiency is so high they can manage survive, or at least to remain free, against
perfectly the scarce waters and food of this overwhelming odds.
layer. Still, being the region so huge, there
are many wilderlands inhabited by animals,
monsters, fire and earth elementals, geonids
and myconids.
The Underdeep
the formians from level above invaded their a nd Wurm l ings (b o th d e ta il e d in The Va ul ts
o f Pa nd ius ).
76
relatively friendly and could become guides and nation. The main result of their great
and allies for visiting PCs. expansion is that the Empire is now the
home of a dozen more races that were
15th level, The Wiassian Empire originally air-breathing creatures, but aren't
anymore. The Empire has good relations
Approx 75 miles down from ground level. with other powerful nations of the elemental
Normally about 75 days walk to reach the plane of water but it still has some
surface. opposition on its main level as in the
Underdeep of Davania there is a powerful
nation of lizard-like water beings, to the
north and the east there is a strange race of
he Wiassian Empire12 is inhabited mainly by underground amphibious giants and to the
three very different water descended races, west and south west there are Deep
one resembling crabs, one manatees and the Glaurants. Wiassan is an orderly,
third knas, but they have not a real relation authoritarian society where the state religion
to these outer world creatures as their is dominated by Protius and Vanya. There is
ancestors came from the plane of water also an outlawed peace movement lead by
aeons ago. The Empire now spans a huge the clandestine churches of Koryis, Calitha,
underdeep area from below the serpent Petra and Chardastes.
peninsula to the Alatian islands, from
southern Darokin to northern Davania, and
has conquered several areas in lower and
upper levels too. All this area is partially
filled with water, and if the wiassians find an
area which isn't, they fill it. Actoians do not
know yet that will be their future, but they'll
discover it soon enough. For now the
Wiassan occupying force has magical devices
to breath air in Actoian. The wiassians
however do not drown all the air-breathing
races, they just modify them to make them
able to breath water. Obviously that works
best with the second and third generation of
the modified specimen, while the first one
normally has more difficulties and often die
out quickly. That's also for the best as second
and third generation subjected people do
not remember anymore their original culture
12 This l e ve l a nd the o ne s b e l o w a re d e ta il e d
in “ Outl ining Ka ra m e ik o s ' U nd e rd e e p” in the
Va ul ts o f Pa nd ius , a s I ha d d e s c rib e d the m
s o m e tim e a go .
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“And in the middle of the great shaft, that around 90.000 inhabitants. The origin of the
I think was at least 600 feet across or fire people date back to very ancient times,
more, there was a flying vessel kept aloft when fire elemental creatures inhabited the
probably by hot air, not unlike our surface of Mystara. Defeated by air and cold
balloons. In the vessel there were other creatures, they sought refuge below the earth
creatures. Some were flame salamanders, and have lived there ever since. In so many
as the one that was speaking with us, years they have lost any connection with the
others were more similar to us, they elemental plane of fire. Indeed invaders from
looked like slightly taller gnomes, shorter the plane were defeated by the fire people
than humans, with braided beards and several times in their history. They do not
hairs that seemed on fire. Others yet know the truth about the Deep Black level
looked like giants, taller than humans, and below them, nor they know of the Fire Pit
had no bears nor hair. We were indeed (that would bother them much) but thanks
very intrigued by these people, but we to the Melting Tower, they do know of
thought it was best to return to Highforge several levels above them and of the surface,
and report this amazing encounter, even if that they call the air kingdom, thinking it is
the Flame salamander, she gave her name still under the rule of the dangerous and
as Shal'iass or something similar, invited us hated air creatures.
to enter the vessel and come down to visit
their realms. We just said her we would They had some sporadic clash with the earth
return, and she let us go without hostility. people directly above them but they do not
I believe it is now up to your majesty and know of the main menace to their land, the
the elders to decide if and when to contact powerful Water empire that's spreading just
these creatures again...” two levels above.
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and lava explosions. It's also inhabited by 21st level, The Fire Pit
several lava creatures. It could be crossed in
10-20 days but managing to escape it alive it's
not an easy feat. From about 550 to 750 miles below the
surface. Normally about a 550-750 days
20th level, The Maze of Madness walk to reach the surface.
Between about 300 to 500 miles below the This level is a permanent gate to the
surface. Normally about a 300-500 days elemental plane of Fire, and it's connected to
walk to reach the surface. other huge lava lakes/environments that
leads to the same plane deep below
Ylauruam, the Northern Reaches and
That's a huge multi-level than include Norwold. It's not connected however in any
dormant burrowers and several other way with the surface, nor with the levels
aberrations, like beholders, illithids, chokers, above. This place has existed for billions of
chuuls, demons, otyughs, lesser outer years and it has been occupied and inhabited
beings, giant worms, athachs, nekrozons, by several fire creatures, from elementals to
dusanus, brain collectors, hook horrors, elions. Now the Efreeti Empire rules here,
ropers, undeads of forgotten ages and other has recently discovered the World Shield and
nasty things. This pitch dark and terrifying it's slowly digging its way around, up and
area has several planar gates but is not easily down, searching for inhabited areas and
connected with levels above and below, yet treasures. They could be quite far from the
it could be eventually crossed through surface, but they have a sort of connection
difficult passages in 40-80 days going down, with it since the Karameikos school of
double time going up. And those would be Magecraft14 opened in Krakatos the so-called
quite interesting months for a group of PCs. "Elemental tavern" a room within the school
where teacher and students can peacefully
meet outsider creatures, like elementals.
Recently an efreeti agent of the Empire
visited the place in disguise, and his masters
could decide the idea could be useful to visit
the surface areas in force…
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hidden in this region too, and should they be followers of Nyx21, mummies22 and many
able to conquer vast territory or reach one of other, often human-like, creatures who
the surface the danger they pose could well prefer darkness to light. All these people are
put all Mystara on the verge of destruction. more often hostile to traveller than not, and
PCs passing through their domains will risk
becoming food or sacrifices if captured alive.
The Upper Hollowdeep
85
From the
Mystara
Forum at
From the 1 mile per hex map to the future of the land by Robin
Author’s Introduction:
With my intense research in the Broken Lands1, geology, ecology, cultural sociology
Lands for the creation of the 1 mile hex map, and politics I brought these together, for the
I had a lot of input from those of you willing Broken Lands were too variant to simply
and able to add information. Slowly the work enlarge the scale and put in more details.
became as alive as it happened for the Many flaws in the maps and the region,
Canolbarth map. Yet here, it encompassed which had crept into canon, had to be
another dimension: time. Unlike the resolved, explained or restored. Slowly this
Canolbarth where I started from a finished year I succeeded in this, as can be followed
map, and only brought detail (greatly in my “1 Mile Hex Mapping” topic on the
needed), the Broken Lands had a history. Piazza forums.
Canonical and by fans - The Orcs of Thar
Gazetteer brought great detail, the Poor Now as the final details are placed, I can
Wizard’s Almanacs (Canon and Fanmade) enter the map in my mind and wander about,
and the Wrath of the Immortals Set brought being amazed at the wonders and actual
great change. Together with the beauty of the region, and weave the threads
Geomorphological History of the Broken
1 S e e the po s ts “ G e o m o rfo l o gic a l His to ry o f
the B ro k e n L a nd s ” a nd “ G e o m o rfo l o gic a l
His to ry o f the B ro k e n L a nd s 2 ” a t m y B e a t h
o f M y st a r a b l o g.
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87
Red Orcland stayed Red Orcland and so on, The Water Comes
with mostly new inhabitants of the same
races that originally lived there, together with After the fall of King Thar, some Red
the much smaller numbers that did not leave Orclanders moved towards the Great Crater,
for the Great Crater. or were chased away (to the Great Crater) by
the shadow elf invasion of 1014 AC, settling
In AC 1010 brave dwarf scouts found the lost west and south along the border to the
City of Aengmor floating on a lava lake in the mountains. However, most remained within
caves beneath the Eastern Broken Lands. The Upper Red Orcland and controlled the
mighty dwarvish army left Rockhome to region. The shadow (dark) elves of
defeat the hated orcs and conquer the fabled Atzanteotl’s Aengmor could not adapt to the
city. In Flaurmont AC 1012, after many blinding heat and sunlight in this region and
bloody skirmishes, the humanoids their losses were too great. They soon
surrendered to the dwarves, but their joy refrained from any attempts at controlling
lasted for a very short time, because shadow the surface. Lower sections of Red Orcland
elves attacked the city. In the following are now empty of humanoids. But the area is
months Aengmor was conquered and lost so vast and diverse, and these dark elves are
many times by dwarves, shadow elves and so few in comparison to before the division
humanoids with heavy losses on all fronts. of the shadow elves, as it will not be long
The dwarves abandoned the city in Felmont, before humanoids return (prolific and
Alebane's ogres then ransacked the city in opportunistic as they are). And the
Ambyrmont just a few days before the individualistic dark elves can only accept the
shadow elves' final attack. situation. They will, however, take on a role
as advisors, sometimes leaders, of separate
humanoid clans.
88
Clan to the south, and the other remaining behind in the atmosphere. This will cause a
clans west and north). significant increase in precipitation for the
upcoming two centuries, for the whole of the
Known World (including Wendar, Eastern
Sind, Adri Varma, Heldann and Northern
1005 AC Wildlands).2 Due to the meteor impact the
magic gate to the Elemental Plane of Water,
Since the meteor fell, water of the Red River being the major feed of the Red River, tears
flows within the crater, and precipitation open further and releases much more
adds to this volume. The whole floor of the elemental water into the Prime Plane than
crater is a solid molten mass, with no before.
tunnels, rips, or cracks. As the water
accumulates, and slowly rises, a large morass The humanoids are forced by shadow elves
of muck, and rapidly fungal forests will cover to leave the lower caves. Loses are great on
it all. both sides, too great for the shadow elves to
do the same on all the surface lands,
especially because of their weakness to the
sun. Heldannic Knights and Vestlanders rode
1010 AC into the Eastern Broken Lands and attempted
A small lake was formed by the Red River 2 D M ’ s us ing the TM 1 - TS R 9 4 0 3 - D&D-T h e
now flowing into the crater, the still warm W e st e r n Co u n t r ie s-T r a il M a p we a the r s ys te m
ground evaporates much of this water, a d d 5 % o n the Pre c ipita tio n c ha nc e a nd +1
o n the inte ns ity ro l l s to a l l a ffe c te d re gio ns
causing a moist “blanket” to cover the crater fo r the 1 0 0 6 - 1 2 1 6 AC. F o r pre c is e e ffe c ts
enabling fungi to grow rapidly. Unknown to d e c re a s e Pre c ipita tio n b y 1 % e a c h d e c a d e
almost anybody, the meteor has released thin fro m 1 1 7 0 AC a nd l o s e inte ns ity to no rm a l in
amounts of powder dust, which remained 1 0 5 0 AC. F ro m this m o m e nt o n a l l va l ue s
a re no rm a l . . . a s pe r the Tra il M a p.
89
to clear the surface areas of humanoids in an the Great Crater. The others still live in
attempt of increasing their popularity in the Ogremoor. However, they lost full control of
Known World. Many of the remaining Lower Ogremoor, and they must rebuild
humanoids retreat into the western region. forces to retake this region. The Aengmorian
Though successful in Yellow Orkia and Kol, shadow elves have decided the region is too
resistance was too great for the Knights in vast for their lower number to control,
Gnollistan, High Gobliny and Red Orc lands. especially as they lost their shaman powers,
The other humanoid nations they were not and their Tunnel Shapers3, as most either
even able to visit. All in all the costs and stayed with the deep shadow elves, or
losses were too high. They soon returned to perished in the wars. Only a few Tunnel
Heldann. Shapers survive (less than 12) and are
needed badly near Aengmor city .
Hobgobland: With the fall of Thar, and the
move of Kol to the Crater about 25% of the Upper Trollhattan is unchanged. The region
Hobgoblanders moved to Kol. The rest was actually never discovered by others.
stayed behind, remaining true to their Lower Trollhattan was cleared by the shadow
heritage, ancestry and land. With the (dark) elves, but recently trolls started to
displacement of the Yellow Orkians by the appear in the region again. They have not
shadow elves their enemies changed, and officially retaken the region, but many
thus their offenses and defenses. These elven shadow elf patrols never returned.
followers of Atzanteotl closed several tunnels
Orcus Rex, upper and lower, is fully
The luck the goblinoids have is that the rock abandoned and this removes much tension
which shapes their caves contains lead-ore, in the region of Erewan, and the region east
and this prevents all magic from working, of the Great Crater, thus enabling the
including rock altering magic (a feature humans to install new settlements and
shadow elves know and hate.) The restore older ones.
goblinoids quickly learned this feature in the
many battles with the shadow elves trying to The demi-humanoids of the Valley of Khyr
enter their caves. They could not hold them (Orcus Rex/Ogremoor) and Mount Barbia
in the beginning when they closed of all (Bugburbia) are unaffected by the invasions
open sections to the Great Magma chamber, as they were not yet discovered. The faenare,
and were not interested in why and how. At giants and drakes notice what is happening
this time the shadow elves only made several
skirmish attacks to defend their works. This
defence was needed because the few 3 Tunne l S ha pe rs a re s ha d o w e l ve s
stoneshapers decreased in number rapidly, s pe c ia l iz e d in the s e s pe l l s ; 5 t h l rvrl
as humanoids attacked them often. D is s o l ve / Ha rd e n, Pa s s wa l l , Turn R o c k to
M ud , Wa l l o f S to ne , R o c k D o o r; 6 t h l e ve l
R o c k to l a va , M o ve Ea rth; 7 t h l e ve l L o we r
Ogremoor is hardly affected by the invasion L a va , Turn R o c k ; 4 t h l e ve l S to ne D o o r, a nd
and thus only those ogres in Thar’s former re ve rs e ve rs io ns the s e a nd o the r (D ue to
legion and Lower Ogremoor have settled in the ir s pe c ia l iz a tio n the y ha ve +5 0 % ra nge ,
d ura tio n, a nd s iz e a ffe c te d a re a )
90
below, but do not interfere and therefore magma to rise (increasing the temperatures
appear not to be there. in the nearby caves).4
91
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Total Number
Estimated Population New Aengmor Aengmor
(Including City Aengmor) Control Broken Lands
Year Important Happening Humanoids Shadowlands
Broken
Lands West Shadow Elves
Total Shadow (Dark) Elves Humanoids Schattenalfen East
(Crater)
Before
18,000 0.40% 99.60% 17928 0.00% 0 Meteor Impact, WotI 0% 39,941 5,000 500,000
1000 AC
1000-
18,000 0.40% 99.60% 17928 0.00% 0 SE War with Alfheim 0% 36,391 0 500,000
1010 AC 80
(wanderers)
SE War with Alfheim,
1010 AC 18,000 0.40% 99.60% 17928 0.00% 0 0% 8,000 28,000 425,000
Plague runs rampant
1011 AC 18,000 0.40% 99.60% 17928 0.00% 0 Canolbarth Dying 0% 14,000 35,000 425,000
SE Conquering
1012 AC 28,000 20.00% 5600 99.70% 27916 0.00% 0 5% 15,000 38,000 425,000
Aengmor
SE Conquering Lower
1013 AC 25,000 85.00% 21250 15.00% 3750 0.00% 0 25% 14,000 42,000 425,000
Broken Lands
1017 AC 17,000 76.00% 12920 20.00% 3400 4.00% 680 Shadow over Mystara 28% 35,000 58,000 340,000
1018 AC 17,000 75.00% 12750 20.00% 3400 5.00% 850 25% 30,000 62,000 330,000
1019 AC 17,300 75.00% 12975 20.00% 3460 5.00% 865 22% 32,000 65,000 330,000
Red Orcland,
1020 AC 17,800 70.00% 12460 25.00% 4450 5.00% 890 Ogremoor, retaken by 19% 44,000 67,500 328,000
humanoids
1030 AC 19,200 59.00% 11328 38.00% 7296 3.00% 576 19% 46,000 71,000 328,000
1040 AC 22,500 52.00% 11700 56.00% 12600 2.00% 450 Crater lake grows 18% 51,000 73,500 327,500
1050 AC 32,500 31.00% 10075 68.00% 22100 1.00% 325 18% 54,000 75,000 327,000
1060 AC 52,500 19.10% 10028 80.40% 42210 0.50% 263 Streel River Stops 18% 53,000 77,000 327,200
1070 AC 68,000 14.74% 10023 84.00% 57120 0.36% 245 Mucks increase 18% 58,000 80,000 327,400
1090 AC 84,000 11.90% 9996 87.85% 73794 0.25% 210 Anur Lake reborn 18% 111,200 36,000 328,330
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Fyrmont 2: Aengmor - Earthquakes shake Synn: Having started to feel the loss of
northern Darokin and southern Glantri, as power she once had in Glantri, Synn decides
well as western Ethengar and the city sees to try and cause trouble elsewhere in the
(through the volcanic shaft) sunlight. Known World, while diverting all attention
Princess Tanadaleyo of Rafielton announces away from her and her dragon alias. She
that the ruler of the city will be General sends a powerful lich called Deimos7 under
Garafaele Galeifel, ruling in the name of King
Telemon of the City of Stars. No longer will 7 S o urc e : T o we r o f Do o m g a m e 1 0 1 4 A C
95
her control to harass Darokin to the south. These shadow elf agents were originally
Using her connections, Synn sends several spying on Glantri, but came to love the
humanoid forces with Deimos to the Broken power, magic, and cutthroat politics of the
Lands. She also sends one of her shadow elf human nation and decided to stay in Glantri
agents to act as Deimos’ general of the rather than return to the City of Stars.
goblinoids. Dolores Hillsbury learned of them and hired
most of them to work for her. The spies,
Once in the Broken Lands, the lich Deimos having been trained by Xatapechtli, were
uses his magic to create a tower to act as his already evil since they are assassins without
headquarters while his humanoids roam the any compassion for their enemies. They got
area, gathering all the humanoids still alive along rather well with Synn the Red Dragon.
and hiding from the shadow elves. These Dolores controls everything from behind the
goblinoids, still afraid of the shadow elves, scenes.
are eager to join what appears to be a
powerful horde in the making. Deimos calls Having now amassed a large enough horde
his base Sable Tower. of humanoids under his command, Deimos
has given the order for them to invade
Synn uses one of her powerful magical items Darokin. With Darokin’s forces occupied
and "charms" another powerful red dragon both in Atruaghin and in Selenica (both
from beyond the Adri Varma8 (who also because of the raids at Fort Hobart and the
happens to have a blond human female alter fear of invasion from the now hostile
ego by the name of Synn9.) Behind the Ylaruam), the timing could not be better.
scenes Dolores (aka the real Synn, Night Several bands of a dozen humanoids pop up
Dragon) keeps pulling the strings by using throughout the city of Corunglain, raiding
the charm spell. With the loss of Jaggar, Synn and pillaging everything they can get their
is losing her political pull as Dolores hands on. By the time the city defenders get
Hillsbury in Glantri. Since she just has to organized and begin closing in on the
cause chaos, she has decided to send some of intruders, the humanoids quickly duck back
her forces elsewhere to inflict chaos in other into the sewer system from which they came.
lands. Darokin has now become one of her When forced back from an attack on Darokin
targets. The shadow elves sent with Deimos City adventurers manage to destroy
will help keep the shadow elves of the city of important targets and successfully defeat
Aengmor away from the tower, hiding the Deimos within the Sable Tower.
humanoid forces there from the elves. The
civil war brewing in Aengmor also helps. The Aengmor Elves meddled in these
affairs, and it is now that some of them have
8 S o urc e : St o r m o v e r M y st a r a 1 0 1 7 A C gained a darker appearance than before, with
9 This s l ightl y d iffe re nt b a c k s to ry wa s lighter hair. These are the first indications
c ho s e n b y the a utho r a s the d ra go n whic h that the Aengmor elves are really physically
a ppe a rs in the vid e o ga m e is re d , a nd he r
hum a n id e ntity is b l o nd e , quite d iffe re nt changing. Dolores Hillsbury, secretly a Night
fro m the d a rk a ppe a ra nc e o f S ynn a nd he r Dragon, musters all she can to survive this
hum a n id e ntity D o l o re s in M ys ta ra ’ s pa pe r political ordeal, and her secret is almost
c a no n pro d uc ts .
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97
98
As per Bruce Heard’s article on Known World Dragons: From this year on the week of
“From Hatchling to Immortal Guardian” (Dragon no magic has returned, centred
Magazine #170): Neutral Dragons:Phenomena caused again on the original Day of
by the transformation of neutral Dragons are totally Dread, as in 1010 AC. Glantri
unlike that of lawful or chaotic nature. These increases in population, and
occurrences, although limited to the domain of magic users willing to learn the
alterations, may be more subtle yet more drastic than awesome magic are able to learn
with other Dragons. Druidical gatherings in the affected here. It became more and more
area (if appropriate) will be much more common than difficult to keep the Radiance
usual prior to an occurrence, where druids might share secret, with no Immortal
their concern about upcoming changes and their controlling it, and more
mystical meanings.A small neutral Dragon becoming students using it, causing a rapid
large effects minor natural changes. For example, some increase in the Brethren of Rad.
wildlife or vegetation may become progressively extinct
in the region, while other new life becomes more The increased yield of fungal
predominant. A water spring might dry up while another and insect food in the Lower
starts elsewhere. A small forest might progressively die Broken Lands decreases the
out while a poorer region becomes more fertile. A need for attacks on Glantri and
strange lack of wildlife and winds might affect one Ethengar by Gobbleton
region, while another becomes a new cauldron of residents, and dark Aengmor
activity (some minor wealth is discovered there). A elves. It also causes the red orc
change might affect the local climate, and so on. tribes to slowly retake their
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lower caves, but not in such a way to settle volcanic activity becomes part of the norm in
there …yet. this area. Increased temperature, geysers, hot
springs, and more tremors (not quakes)
1024 AC become a normal part of life within this
region. The reason for these conditions is the
The Great Crater lake’s surface has large Eastern Lava lake pouring down into
quadrupled in size and now covers almost the deep, which but due to pressure
the whole of the crater bottom . There is no increases the minor tremors, heats up water
life within the expanded lake other than in the region coming from the surface, and
insect larva. Its depth is roughly 150 feet. increases local ambient temperature12.
1026 AC
100
101
The water of Crater Lake starts to enter the More and more Witches, Elementalists,
side caves to Trollburg. The lake is now 1300 Necromancers, and Druids would start to
feet deep and Kolland has a great view over study the few sources of magic NOT affected
the lake. The humanoids have learned (from by the Radiance, and thus whole new and
the Glantrians) to make and use simple straw very variable streams of magic very slowly
or wood vessels. The Old Jaggar von become known.
Drachenfels starts creature investigations and
sends adventurers under water using a Magical beings also decrease in number (this
magical submersible. The dragon Astimahl is includes dragons, elves, fairy, etc.) affected
increasing his pyramid of power and subdues by decreased levels of the Radiance, which
the dragons Erronya (Green), their bodies were unknowingly used to.
Gurmarmirmiar (Red) and Gjullgaraah Many recover and adapt rapidly to the
(Black). natural source of magic, but indeed many
others perish or move away. The number of
1090 AC Brethren of Rad would rise to about 220 and
then slowly but steadily sink as the number
The continuous drain of the Radiance now of Radiance using wizards goes down too.
begins showing its effects. Twice a year there
is a week of non-magic. A 16+ Intelligence As the water in the Crater Lake starts
roll will be needed to study radiance based pouring in, more and more humanoids leave
magic, or to advance further in levels. The the area, as less and less living space is
available. Abandoned Goblinia and Orcus
Dominicus rapidly fill with water from the
15s e e “ Ork e n Ke e p” d e ta il e d in the “ 1 M il e lowest levels. The water gullet in the north
He x M a pping” to pic o n the Pia z z a F o rum s .
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can not take the rapid increase of water Glantri’s Red River increases its yield as
(which also flows further down to the many creeks and brooks fed by underground
Shadowlands, increasing the water there). channels of the Great Crater, add to their
Soon humanoid inhabitants of Lower amount of flowing water, into the Vesubian
Kolland and Trollburg have to move. The River. Darokin is pleased as this water will
trolls and orcs move up into Ogremoor, but eventually flow into the Darokinian Streel
many become very discontent with the River. The Darokin water amounts normalize
crowded space, and leave. The Orcs resettle as before, but the sources are changed.
in former Orcus Rex. Ogres turn to
Ogremoor, where more of their kind still
live. The final battle between the returning
ogres and the orcs in the tunnel between 1100 AC
Orcus Rex and Orcus Dominicus causes the
tunnel to collapse. Hundreds of orcs die Crater Lake: The lower caves under the
when the ceiling of the tunnel caves in upon crater are now fully filled with water, the
them. The connection between the East and increased pressure caused some cave-ins, but
West Lower Broken Lands is now truly all areas below become forever inundated.
severed. This force of ogres go up against the The upper Cave of the Ogrelords also starts
inflow of water, out to the surface and the to fill, causing them to relocate further into
Great Crater and over the devastated lands to the Silver Sierra Mountains or regroup within
finally reach Ogremoor. Many ogres perish or Ogremoor. The same happens with the lower
become wounded in this ordeal. Relations sections of Upper Kolland, forcing the
between ogres and orcs will be strained from kobolds to take the surface and live more like
this moment on, each blaming the other for the humans.
the cause and losses. The new insect
ecosystem starts to feed on all the The Upper caves are still in use, remaining
humanoids left behind (including the many above the level of the water, but are a
drowned humanoids). Many insect species crowded lot. Hundreds of humanoids start to
perish, others relocate to the lake’s border settle on the surface around the lake, living
region, and a few just adapt to the water, but off of the many large insects found here.
the true water insects now prosper. Mostly
they are beetles, but there are also sightings The lands of former Yellow Orkia are no
of giant (real giant!!) centipede-like creatures more. Together with the Mucks they became
hunting bugs, birds and humanoids. Algae the new Anur Lake. What remains of the
forests take over the bottom rapidly, and Mucks moved up north and now lies on the
some new water plants are introduced due to western coast against Gobbleton’s province
seeds/specimens dropped by birds from Hobgobland and the Northern Coast. Only
nearby Lake Amsorak. Most fungi perish, but the coast against Ethengar (Taijits Woods) is
some are able to survive below water; these used for fishing, but only simple reed vessels
are a few molds (Brown and Yellow)16. are used by the Ethengarians. The influx of
“ L o w L ife ” c ha pte r 3 o f m y M ys ta ra M o ns te r
16 To find e xa m pl e s a nd s ta tis tic s re fe r to M a nua l Co m pil a tio n.
103
fish in the Ethengar diet increases their with the Anur Lake and changed its direction
physical health and social standing; but this of flow towards Bargdha, enabling simple
also brought some obesity to the lazy rulers. reed vessels to traverse along the slow
The fairies have control over the new forests flowing river. The water will finally enter the
of the region, where many Erewan elves also depression of the Sea of Flowers, making it
live. Two magic locations become into another lake. Water continues to flow
inaccessible to the Hakomon, and are now down through tunnels and cave systems
used by the fairies, elves or humanoids. The below the Sea of Flowers towards the
Southern Hills along the Coast (Yorkia) and Shadowlands, increasing the yield of water
the Hills of Careanna are populated by there. The small river from the Twin
several humanoids, while the Collapsed volcanoes is named “the Streel”, abandoning
Mountains are under firm control of stone the “River “adjective. The Streel River now
giants and other silicon based life forms. The comes forth in the Red Orclands by a
Lake finally has returned to its original size. combination of local creeks and streams
The Ethengar section of the Streel River is there, and from the Crooked Hills of Kol
renamed Anur River when it became level following its original (but greatly reduced)
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tract into Darokin. The Hivebrood of Many shadow elves have earlier travelled
Ohrimm have relocated to the north and beneath the Broken Lands where plentiful
settled in the Lawensa Depression of the water supplies exist. Here they have
Wendarian Ranges. Their voyage took many converted to a more chaotic lifestyle under
lives, but also added some new the doctrines of their new Immortal.
Glantrian/Ethengarian broodlings.17 Formerly followers of Rafiel, they became
greatly disillusioned with the failures of the
The Darokin/Ethengar Trail had to be Canolbarth, and Rafiel’s seemingly strict
changed. Up to Lake Anur, the trail is similar doctrines. Interaction between shadow elf
as before, though with a much decreased factions is emerging along three paths. Some
Streel River, but then the trail goes through bonds are broken; others strained or altered,
Hobgobland, along Anur Lake, until it while others remain firmly in place. Whether
converges with the Alexander Glantri Trail by divisions of clan, family or holding;
going up to Bramyra. This village becomes a shadow elves revering Rafiel come to
melting-pot settlement, with greater associate with one another, while those
merchant capabilities like warehouses, and a worshiping Atzanteotl drift farther away and
market, and is visited by the new Erewan become more individualistic. Ties between
elves, Ethengarians and sometimes even a Darokinians and returning Alfheim elves is
“friendly” goblinoid from Gobbleton. New stronger than anticipated with shadow elf
town laws prevent conflict (or try to). Some followers of Rafiel. Despite Immortal
smaller settlements increase and the Erewan affiliation three groups of Shadow Elves arise.
elves have created a few villages within the
new woods. The elves are allowed by the The first group consists of the few shadow
current Ethengar Kahn to settle in the Tajits elves who remain on the surface. Living in
woods, but when contacting Ethengarians, the darker regions of the Old Canolbarth;
Ethengar Law prevails; further they may they continue having problems adapting.
follow their own law. Even Ethengar is They are 110,000 in number, this is about
changed, now having access to more wood, 20% of the total shadow elf population. They
more permanent structures in settlements call themselves fair elves.
are created, especially Barha which becomes
a mix of a camp and a town. Though the The larger second group is comprised of
locals fear the large black dragon (the blue the majority of shadow elves returning to the
dragon Astimahl), they are never attacked subterranean realms. Calling themselves;
unless provoked. It is regularly seen flying deep elves to further distinguish them from
above Anur Lake before disappearing from the dark shadow elves and fair elves. This
sight. Its lair is suspected in the new Mucks faction preserves the traditions practiced
or within Anur Lake itself. over the last centuries. Their numbers,
however, are greatly diminished. About 10%
(55,000) having died in the wars and its
aftermath, while nearly twenty percent
17 To find d e ta il e d s ta tis tic s o n Hive b ro o d (110,000) relocated to the surface; and
re fe r to “ L o w L ife ” (c ha pte r 3 o f m y M ys ta ra finally, roughly 35% (192,500) travelled to
M o ns te r M a nua l Co m pil a tio n
105
the Aengmor region, taking up the beliefs of the original shadow elf population, they lost
the temple of Atzanteotl. The original more than half their number (126,250) in the
shadow elf clans remain in the Shadow many battles with the shadow elves,
Lands’ locations, although lower in number humanoids, dwarves and other intruders. A
(220,000 : about 40%). This group holds total of 64,000 survivors have settled in New
most tunnel shapers, and keeps their ground Aengmor, and the lower Gnollistan Caves.
altering magic. Their military power greatly diminished, as
their number of soldiers decreased to about
With the return of humanoids in the surface 5,000. About 2,250 survivors have settled
lands of the Broken Lands, and even in some elsewhere individually, some even returned
of the underground Realms, the dark elves into the fold of the deep elves, regretfully.
suffered some more losses. The About 80% of Lower Broken Lands is now
individualistic egotistical trait that these dark retaken by humanoids, but these are now
elves taught themselves becomes more and fully separate nations and no longer under
more a trait of their culture. the rule of one king (like King Thar).
Gobbleton, Ogremoor, Red Orcland, Orcus
Atzanteotl, came to regret his choice of Rex (including lower Trollhattan) are now
letting these elves within his power again, the ruling nations in the underworld. On the
and withdrew while letting a local elf finding surface you find the same but also
immortality under his rule take over18. The Gnollistan, and Careanna (the hills between
reason Atzanteotl abandoned the shadow Dwarfgate Mountains and the Broken Lands).
elves in the past - their lack of rapid The hills of Kol have no ruling power, the hill
procreation - is their handicap still (1 or 2 giants, kobolds, gnolls, and orcs living there
children per generation per family). As most are all independent family tribes, battling
of these elves (65%) are male, fewer relations each other, and looting Darokin and Alfheim.
can be made. Their birth-rate is too low to They are often in conflict with Red Orcland,
replenish their lost numbers from war, age which now controls the whole region along
and disease, and while the humanoids have the Streel River up to the Tar Pits. They
become a balanced nation due yo their high regularly enter Lower Kol (now New
reproduction, the dark elves decreased Aengmor) and are mostly repelled by the
greatly in number. Their genetic structure is dark elves.
also affected by magic (not only their
appearance), and these elves can only
procreate with their own kind, and no longer
with other elves. This was an attempt by 1200-1250 AC
Atzanteotl to create a higher rate of offspring,
but he forgot the elves’ nature of having only The dark elves hate the deep elves more
one or two relations generating offspring in than they hate Alfheim elves, but their
a lifetime. Being originally 192,500 (35%) of culture of hate and distrust has caused them
to become a loosely tied clutch of small
18L o l th, s e e “ The F a l l a nd R is e o f the groups within the caves of the Old Broken
Ca no l b a rth” in Thre s ho l d m a ga z ine is s ue Lands. They seem to cooperate with spiders
#1 0
106
Some water of the Streel and Anur Lake flows The deep elves finally begin to recover from
down into lower Gnollistan/Aengmor, diving all the ordeals they went through in the last
down ancient lava tunnels to the magma 200 years. With new magic, new water, and a
chamber of the Twin Volcanoes, set under new more free social structure, they begin a
pressure and released through micro vents new era of their own. And then in 1251 AC
into geysers along the Streel, and in the Astimahl succeeds in becoming a huge
Lower Broken Lands. dragon and the North eastern side of Akkila’s
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109
A Guide to
Dwarves and Gnomes
of Eastern Brun
by Giulio Caroletti
Foreword
Another Threshold issue, another article ethnic composition and language. I object to
limited in scope and objective, following the huge empires occupying whole regions or
rules on the use of space and time in RPG even continents, with little diversity and less
campaign writing that I have slowly built up adventure possibilities.
in my previous articles on Thyatis up to now.
Luckily enough, this is quite rare in Mystara.
For those blissfully unaware of my vision for However, both in my writing and in that of
fantasy writing, suffice to say that I object to friends and fans of this setting, it is easy,
undying cultures soaring unscathed through sometimes, to slip, eager as we are to fill in
millennia, set in the unchanging stone of the minimal details of the setting. The
one-page descriptions of cities that never Known World is an excellent example of
change names and lands that never change in good spatial writing: many cultures with
110
different histories are crammed in a relatively establish absolute truths from prophets’
small area. But this is just like it is in real writings; like philologists trying to
world and real history. Take Great Britain, reconstruct old, fragmented literary works;
where even before the migrations from like historians trying to put together and
African and Asian countries, the Anglo-Saxon validate archaeological findings and old
descended English lived on the island along parchments; the Mystaran fan tries to stay as
Celtic Welsh, Cornish and Scottish, and four close as possible to the so-called Canon, and
aboriginal languages are spoken over an area to twist it to his own vision when
of 209,000 km2 (or 80,000 sq mi), with a contradictions and holes emerge from it. And
nobility of French-Norman and Anglo-Saxon the history of the dwarven race has
origin and a German-born royal family. Take problematic aspects that deserve to be
Levant, take the Balkans, take South Africa, addressed, in order to open space (and time)
take Indochina. Even the apparently most to writers who have never dared confront
monolithic states like Russia and the US are one of the basic tenements of demihuman
in fact multi-ethnic empires with many history on Mystara: namely, the fact that all
cultures and internal differences. dwarves of the world descend from the same
racial stock, the dwarves living in the
One of the most loved products of the Northern Reaches around 1800 BC.
Mystara line - and well deservedly so, the
fantastic Hollow World campaign setting, In this article, I will try to present my vision
written by Aaron Allston, tried to give a of the Denwarf and their relative clans. The
comprehensive vision of the history of the Denwarf are the Dwarves of Rockhome:
world from prehistory to AC 1000 (the reborn in 1800 BC out of the dying remnants
notorious Time of the Gazetteers). The of the original, pre-Blackmoorian dwarven
results were not less astonishing than the race, which was living in the area now known
gargantuan scope and width of the opus. The as the Northern Reaches, battered and
history of the surface and hollow worlds as beaten by radioactive catastrophes, harsh
presented in the Dungeon Master book, environment, and constant struggle with
which tried to summarize, complete and enemy races.
develop the individual histories presented in
the 14 original Gazetteers of the Known As mentioned above, in the original Mystaran
World, is the starting point for every fan products, all dwarves of the world descend
writer who wants to expand on Mystara’s by one half of the few hundred survivors that
civilizations and races, on their history and Kagyar and Garl left on the surface world,
their past, and to develop new cultures and reshaped to survive magic and radiations,
lands. and planted in Rockhome (the other half
were transplanted to the Hollow World as
However, given the huge endeavour the Kogolor dwarves). Over time, I started to
attempted by Allston, it was not possible to feel that this was a bit limited for a world as
avoid some minor oversimplifications that big as Mystara, and that it would be a
have haunted the Mystaran community ever hindrance to creativity, as it would force
since. After all, like theologians trying to every possible dwarven culture on the planet
111
to be reconnected to the dwarves of For the civil war between Kagyar’s followers
Rockhome, something that might be difficult and the ancestors of the Modrigswerg, and
to do and implausible. What chance is there the history of dwarves from 1800 BC to
that every dwarven civilization descends from about 500 BC, I have used my own material
a dwarven colonizing party that left coming from the History of the Dwarven
Rockhome 50, 200 or 400 years ago, to end Race at the Vaults of Pandius web site. I have
up in Zyxl, in south-western Davania, or tried to note and discuss most references in
Hyborea? text notes, but some authors that I have cited
or that might have inspired me will surely
Not only dwarves: even gnomes have always have escaped me. I hope they will forgive me
been underdeveloped on Mystara; and their for this.
history is sketchy, full of contradictions, with
gnomish races very different from each other
and scattered across the world in a
patchwork of apparently unrelated cultures.
So even here, I tried to separate the history
of the Known World’s gnomes from that of
the other, faraway cultures that don’t seem to The Young Races
be closely related to the Eastern Brun gnomes.
Humans were born many thousands of years
In the end, I decided to collect and order the ago. Some scholars say they descended from
history of the Known World dwarves and ape-like creatures, and in the course of time
gnomes as it has been written and developed evolved into less and less primitive creatures,
over time, sometimes in self-contradicting able to walk straight on their two legs, with
fashion even in official TSR products. I have hands and an opposable thumb. Others
used as main sources the Hollow World suggest that humans were created as such by
boxed set and the Gazetteer line, especially the Immortals, or that Immortals shaped
The Dwarves of Rockhome by Aaron Allston them at some point out of other, lesser
and The Northern Reaches by Ken Rolston. creatures.
For Serraine, the material has been mainly
lifted out of the Creature Crucible product Elves too are ancient creatures. Their origin
“Top Ballista”. For the Blackmoor era, I have is not known, but they appeared in the
used material written by Dave Arneson, and history of Mystara some six thousand years
fan material written by Håvard Faanes, ago, according to their own chronicles. Hin,
Francesco Defferrari (New Blackmoor, BC or halfling, as they are mockingly called by
3050, and “Past Ages of Mystara”) and Old the bigger races, appeared in Mystara's
Dawg (“Hail Thonia!”). For the struggles of history at about the same time, close to the
dwarves after the Great Rain of Fire, I have region where the first Elven civilization,
used John Calvin’s 2300 BC material, Evergrun, grew on Davania.
especially for the history and culture of the
Shimmering Lands, and once again
Francesco Defferrari’s “Past Ages of Mystara”.
112
It was only much later, some 2800 years ago, but they have never ever had a major country
long after the Great Rain of Fire, that a new for themselves.
race appeared on Mystara: the dwarves.
Created by Kagyar the Artisan, they were Dwarves and gnomes are wary races, and
moulded by Him in His image: a sturdy, no- have always planned cautiously and carefully
nonsense race, strong and resistant, able to their expansion – through colonization or
walk long distances in the mountains, but emigration – into other areas of the world.
also suited to work and thrive in the depths With the exception of Dengar (which, in
of the earth. More or less at the same time, other languages of the Known World, is
Garal Glitterlode, Kagyar's best friend and translated as – Rockhome, Steenheim,
companion among the Immortals, created Domuspetrae, Lithopolis, Casa di Roccia),
the gnomes, lighter than the dwarves, in size dwarves and gnomes do not exert political
and also in spirit. Dwarves and gnomes, last control over sizeable nation-states, contrarily
of the major races to appear on the Known to elves1 and especially humans. This has led
World, have been also called the Young Races. them at the same time to be highly
acceptable and tolerant towards other
The Young Races entered the history of the cultures, and to keep very strong ties to their
Known World much later, though. Contacts own cultures and places of origin.
with other races remained minimal, with the
exception of a military occupation of Dwarves and gnomes are young, prolific
Shaerdon, the Hin homeland in the Known races on the rise - they have been slowly
World, which did not last long and left no growing and building communities around
major traces in the history of that country. At Brun, on the Isle of Dawn, and on Alphatia,
the same time, around 900 BC, a rise in for over one millennium now. For the most
humanoid activity forced dwarves and part, they are an added value to the regions
gnomes into almost total isolation from the where they have settled, because of their
rest of the world for five centuries, serious and law-abiding nature, and because
surrounded by enemies and confined by of their technical and intellectual skills as
hostile creatures in the kingdoms of artisans, craftsmen, technicians, engineers,
Rockhome and Falun. and scientists. Few are the regions, from
Brun to Alphatia, where dwarven and
In 492 BC, the dwarven and gnomish gnomish communities cannot be found in
coalition won a decisive battle against the the main cities and market towns.
humanoids led by Queen Ubdala at Sardal
Pass, but they were defeated at the Falun
Caverns: Kobolds and other humanoids
occupied the gnomish mainland in 490 BC.
This last victory of the humanoids settled the
frontier between the Young Races' lands and
the humanoids' for a long time. Gnomes have
since created smaller city-states and 1 In Ca no n m a te ria l , a nd o nl y c o ns id e ring
strongholds which dot the continent of Brun; the s urfa c e , e l ve s rul e o ve r Al fhe im , S hiye -
L a wr, We nd a r a nd the S yl va n R e a l m .
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114
115
The year 4887 BC is the legendary birth date major locations of the raw gems wizards
of the dwarven hero Uberstar Khazakhum. It needed to create spell foci; this made them
was in 4487 BC that he established the natural allies for the spellcasters. Even at the
Northern Delving mines ( also known as the time, however, the Khazakhum dwarves
Great Mines), in the Crystal Peaks mountains, mistrusted and disliked elves, whom they
just north of the northern border of the found boorish and self-serving10. Last but not
Thonian Empire7. A few years later, a smaller least, having settled the northernmost areas
colony, the Duchy of Evedhur8, was founded of Skothar and the land bridge, they were
within the Empire of Thonia. among the first creatures to be attacked by
the savage beastmen coming from the north:
Dwarves had been good mountaineers, creatures of Hel, born out of the
adapted to the mountain environments reincarnated spirits of evil beings, the
where iron, minerals and precious ore could beastmen, unable to breed true, were the
be mined. So it was only natural that they ancestors of most modern humanoids . By
were favoured in comparison to other races 4000 BC, the Khazakhum and the beastmen
in specializing first as miners and then as had already fought five major wars.
engineers and underground architects. They
even invented steam engines, a technology Khazakhum society at the time was male-
that would be lost after the Great Rain of Fire dominated. However, dwarves were not a
for millennia9. very prolific race, and since, from a certain
point onward, female births were steadily on
The northern Khazakhum dwarves developed the decline, this caused a rising role for them.
a culture that in interests, although not in
attitude and morality, was more similar to The Khazakhum worshipped Immortals that
the modern Denwarf. The Khazakhum were are either lost or have long changed their
proud and boastful, much more than the names and interests over Mystaran races:
humble and cautious Denwarf are today. Dhumnon, the lord of the Khazakhum
They were easy-going especially towards pantheon; Hemgrid, older brother of
humans, and happy to adopt their friends Dhumnon and former lord of the
and their families in their own through the pantheon11; Koorzun, the good patron of
“Dwarf friend ritual”.
10 In D a ve Arne s o n' s B la c k m o o r , the re a re
It is interesting to note that dwarves at the a l s o o rc s , go b l ins a nd o the r hum a no id s . We
time weren't suspicious of magic – and were k no w tha t m o d e rn hum a no id s b re e d true
even able to become wizards and sorcerers. s pe c ie s o n M ys ta ra o nl y a fte r the G re a t R a in
As the Khazakhum controlled the major o f F ire . This is o ne o f m a ny e xa m pl e s o f
inc o m pa tib il ity o f the o rigina l B l a c k m o o r
mines of the north, they also controlled the c a m pa ign with the M ys ta ra o ne . It is
ge ne ra l l y s o l ve d b y e s ta b l is hing re fe re nc e s to
7 L o Z o m pa to re , c it. hum a no id s a s in fa c t re fe rring to b e a s tm e n.
8 Hå va rd F a a ne s , ” The D uc hy o f Eve d hur” a t 1 1 D hum no n c a n b e c o ns id e re d a n o l d e r
116
dwarven wizards; and the feared Gorrim, the annexed to the Thonian Empire and called
evil god of destruction and of the the Province of the North. It is possible that
underworld12. the Feys' migration to the Northlands
happened in this period, as the Feys were
Many of the cultural traits established at this disappointed by the increasingly
time by the Khazakhum would then pass on authoritarian government of the Thonian
to their descendants, the Denwarf and Empire14.
Modrigswerg, the two dwarven races of the
Known World. In the following time, new states, like the
Duchy of the Peaks and the Duchy of Ten,
Once again it is important to remind readers were established; the Cult of the Frog was
that the Khazakhum are just one of a born; Skandaharian reavers started harassing
multitude of possible dwarven cultures and the coasts of the North; and the mysterious
races present during the Blackmoorian Era. creature known as the Egg of Coot appeared.
It is entirely possible that other dwarven Afridhi raiders, followers of the firegod
races of Mystara exist nowadays, unrelated to Zugzul, conquered the lands of neighbouring
the modern Denwarf. nations, like the Valemen and the Peshwah,
and occupied the Duchy of Ten (4015 BC).
The city of Blackmoor, the first official As the Thonian emperors sought peace with
settlement of the Thonian Empire beyond the invaders and failed the northern
the North, was established around 4250 BC. marches, Uther Andahar, Baron of
At the time, the North already had several Blackmoor since 4025 BC, seceded from
inhabitants: the Unwanted (exiles and Thonia and became King (401015 BC).
criminals fleeing Thonia), the Khazakhum
dwarves, the Cumasti and Westryn elves, the In 4006 BC, the alien spaceship Beagle
Docrae (possibly related to Hin), and several crash-lands on Mystara, in the Valley of the
beastmen clans. Among the founders of Ancients, a desert lowland south of
Blackmoor was also the mortal form of the Blackmoor. The events of the DA1-DA4
Immortal Khoronus13. The whole region was adventures take place around year 4000 BC.
Among the huge consequences of these
D a l m o nte in his Co d e x Im m o rta l is d a te s
events is the fact that both Blackmoorians
G a rl ’ s a s c e ns io n to Im m o rta l ity a t 3 1 0 0 B C. and the Cult of the Frog get access to high
Ac c o rd ing to M a rc o D a l m o nte , the o rigina l technology extracted from the Beagle. At
d wa rve s we re c re a te d in 1 0 5 0 0 B C b y some point, the Beagle is annihilated by an
Ka gya r, who l o s t inte re s t in the ra c e l a te r o n. explosion, creating in the process the
Al tho ugh we pre fe r a d a rwinis t a ppro a c h to
d wa rve n his to ry, the l o s s o f inte re s t a nd
Immortal Benekander out of one of the crew
fo l l o we rs b y Ka gya r to o the r Im m o rta l s is members16.
re fl e c te d in the b a c k s to ry o f D hum no n a nd
He m grid . If yo u pre fe r to ha ve G a rl
a s c e nd ing in 3 1 0 0 B C, D hum no n c a n b e
14 PC1 : T a ll t a le s o f t h e W e e Fo lk .
s o m e o the r Im m o rta l . 15 Ol d D a wg, “ Ha il Tho nia ! ” , Thre s ho l d
12 D a ve Arne s o n, c it. #1 1 , p5 4 - 6 5 , s e ts this d a te in 3 9 8 7 B C, a nd
13 W r a t h o f t h e Im m o r t a ls b o x s e t. a l l the e ve nts fro m 4 0 1 5 B C to 4 0 0 0 B C a re
117
Thanks to the Beagle's technology, the Most of the dwarves of the First Age, having
Blackmoorians build a technological society revelled in the Blackmoorian technology and
that imposes itself on its neighbours. By having been a technological and
3500 BC, the Empire of Thonia is conquered technomantic force in the Empire, fall with
by the Kingdom of Blackmoor17; the Fey, Blackmoor. However, the ancestors of the
disturbed by the alien technology of current dwarves of eastern Brun, somehow
Blackmoor, seek shelter in the woods of the survive23.
Azcans and Oltecs18. More or less at the same
time, the Blackmoorians meet the elves of
Evergrun, who swiftly embrace their
technology. Four clans of Evergrun (Celebryl,
Porador, Felistyr, Gelbalf) settle in the lands
of Blackmoor19. DWARVES OF THE
SECOND AGE
Priests of Blackmoor begin a crusade against
the Beastmen, whose ancestral homelands
are located in the Borean Valley20. Elves join What the dwarves know: At the time of the
them. These are the ancestors of other Rain of Fire (3000 BC), all dwarven colonies
Brunian post-cataclysmic elves21. near Blackmoor were immediately destroyed.
According to the few remaining literary
By 3200 BC, Blackmoor crusaders have fragments from those days, the dust clouds
pushed the beastmen to the lands of that were raised shaded the sun for years and
Hyborea and closer to the old North Pole22. made the temperature drop. The dust
brought skin-affecting diseases and cancer,
The Great Rain of Fire takes place in 3000 that fell upon the dwarves and their
BC, during the sixth year of reign of Reger I, neighbours. In order to flee from sure death,
Emperor of Thonia and King of Blackmoor. dwarves built new homes underground.
Metropolitan Blackmoor and most of its Having become soft with the comfort of
colonies are destroyed. Blackmoorian magic as a substitute for their
2 3 Ac c o rd ing to “ N e w B l a c k m o o r: 3 0 5 0 B C” ,
118
119
of the Father of Demons when the dark elves of the earth, ruled by necromancers, became
pretended to offer a truce and an aid to the apathetic and indifferent, while instigators at
Hrukats. Although the Hrukats King expelled the service of the dark elves spoke against
the dark elves, he secretly arranged to have Kagyar and Garalin, and told the Dwarves
some meetings to discuss the matter. that their patrons were to be blamed for their
condition, as they had forgotten their race
The Father of Demons was an obscure and left them to suffer in the claws of Evil.
divinity. According to the ancient dwarven Around 1900 BC, the southern dwarves
mythology, he had fathered some of the most begun to see clearly what was happening,
foul of creatures: Garm, the Devourer of the and started to plan a way to expel all Hrukats
Sun; the Midgard serpent, a monstrous from Rockhome. However, given the
demonic snake enchained beneath the necromantic arts of their rulers, that had
oceans by the Immortals, whose desperate halted diseases and sterility, the Hrukats
movements to free itself could cause counted the same number as all the other
earthquakes and sink huge continents; and clans together. Called Moadreg ("dark
Fenris the wolf, who could kill an Immortal dwarves") by their own brethren, the most
by swallowing him or her whole. Later on, impious among the Hrukats rulers planned
the Vikings would identify the Father of an attack against their own race, allied with
Demons with Loki, although currently the the dark elves, with whom they forged five
dwarven clerics suggest that the Father of cursed weapons, each built appositely to be
Demons was more probably Orcus or used against each remaining dwarven Clan.
Demogorgon.
A group of dissident Hrukats were able to
The dark elves told their necromantic arts to discover the plot and managed to convince
the Hrukats, promising the King that these the other dwarves that something dangerous
arts would slow and prevent the decline of was happening and that they had to move
his people. The King, his counsellors and before the Moadreg did. The dwarves held a
their closer relatives became thus, secretly, Council (1812 BC). Here they decided to
powerful necromancers. In the beginning, attack immediately, before the Hrukats were
they used their spells to halt and then erase ready, hoping in a spontaneous revolt among
the diseases from the population: but Evil the Hrukats population. However, the
always corrupts whoever uses its powers, and intransigent nature of the dwarven race, and
in the end the Hrukats leaders became the malice spread by the followers of the
tainted by Evil, isolating the Clan from their dark elves (whose purpose was to destroy
brethren in the south. the whole dwarven race, like the Father of
Demons wanted), had caused most of the
The dark arts tainted the heart and soul of population to actually hate and despise their
the dwarven necromancers, madness spread southern cousins because they believed that
and the cult of the Father of Demons spread they had been indifferent to their fate before,
too, openly. Most of the population, having and now only desired to conquer and
been denied any contact with the other destroy them, blaming the whole Hrukats
dwarves, forced to live always in the depths
120
Clan for what was just the responsibility of from the Clans Chronicles. The Hrukats Clan
their rulers (and of their gods, moreover). is dead, it doesn't exist anymore. But you
surrendered, so we will leave your people to
The dwarven attack was extremely hard. The leave our land. However, you and your
five Clans strangled the Hrukats in a long batmen are sentenced to death, in the name
siege, that went on for six years. The Hrukats of Kagyar and Garalin.”
were suddenly abandoned by their allies, the
dark elves, and the Moadreg had to crush
internal revolts in blood-baths. In the end,
the dark elves had nearly obtained their goal,
as the dwarven population had nearly halved
itself with the long and bloody, cruel war,
and the race was near extinction. Desperate,
the Necromancer-King of the Hrukats
surrendered (1806 BC).
121
The pride of the dwarves of the five Clans became habitable as ice receded from the
moved the heart of Kagyar the Artisan, the region.
Immortal who had always loved the dwarves.
Kagyar has never wanted to interfere with the Although the Great Rain of Fire’s destruction
lives of mortals: he is a respectful divinity, was beyond compare, its aftereffects were
who wants to leave mortals free to choose just as violent. Those that survived were
and live their lives, according to their laws, subjected to the wasting disease. Life became
and not as pawns of the Immortals. But in painfully short as the flesh literally wasted
that time, the only time in the history of away from the bones. There were ways to
Mystara, Kagyar stepped in and acted, saving fight the Wasting (as it was called) else
the dwarves24. In 1800 BC he sent them nobody would have survived at all.
Denwarf, a dwarf with great powers, that
would guide them and save them from death. Giants and humanoids fared the best during
Denwarf was the first cleric of the dwarves. these times. The giants seemed to be
He cured the dwarves of their diseases and immune to the Wasting, while the
brought to them many secrets that Kagyar humanoids actually seemed to thrive under
and Garalin themselves had taught him. it. Giant nations sprung up filling the void
when human and elven nations crumbled.
What the DM knows: When Blackmoor The humanoids increased in number (and in
came to an abrupt end in the Great Rain of species) and spread destruction wherever
Fire (3000 BC), part of the Known World they went.
was in an Ice Age25. The Great Rain of Fire
shifted the planet's axis: Blackmoor became The Thonian colonists, who had settled
the north pole and its civilization south-eastern Brun, started rebuilding their
disappeared outright. One of the Blackmoor civilization, isolated from neighbouring
devices, however, remained untouched in forces. Around 2500 BC they will resurface
the Broken Lands. The northern areas of the as the Taymorans, a people with bronze age
Known World, on the other hand, slowly technology. Metalworking and social
advancements were preserved during the
Great Rain of Fire age by a cadre of Nosferatu
24 At this po int, the re s ho ul d b e a b o ut 5 0 0 0 followers of Nyx, so the Taymorans turned
d wa rve s . Ac c o rd ing to G AZ 6 T h e Dwa r v e s o f to necromantic magics and entropic
R o c k h o m e , the o rigina l d wa rve s we re 5 0 0 , Immortals in order to sustain themselves.
b ut the y a re wa y to o fe w to ris e in 4 0 0 ye a rs
to the m e te o ritic num b e r o f 1 2 5 0 0 0 d wa rve s .
The elven colonists on Brun suffered
25 S o urc e s a re va ria b l e ; s o m e s a y the Kno wn different faiths. Some, the ancestors of the
Wo rl d wa s the po l a r ic e c a p, o the rs s a y the Genalleth elves, fled to Wendar26. Others
s a m e furthe r N o rht, o r N o rthwe s t. The re ha s
b e e n e xte ns ive re s e a rc h m a d e b y fa ns in this retreated into caves, farther and farther into
is s hue pl a c ing the ic e c a p in the N W s e c tio n the depths of Mystara. The first four clans to
o f B run s tre tc hing ic e to s o m e wha t in the settle close to the Brunian colonies became
Kno wn Wo rl d . In F ra nc e s c o D e ffe rra ri’ s
“ Pa s t Age s o f M ys ta ra ” , the Kno wn Wo rl d is 26 “ Tim e l ine fo r We nd a r- D e na go th- G hyr-
m o s tl y ic e - fre e a t the tim e . N o rthe rn Wil d l a nd s ” b y M a rc o D a l m o nte
122
the Shadow Elves. Some clans devolved into had ever known before. The Radiomancers
degenerate cave dwellers - barbarians little worked great miracles to save their people
better than animals. Most died out. Some from the Wasting, and for a time they even
other clans, in order to preserve their succeeded. In the end they did more harm
society, turned to dark entities for than good however, as their newfound
sustenance. These clans eventually became powers tapped into the forces that were
the dark elves27. actually the cause of the wasting disease. It
seems strange that they did not discover this
The southern elves had a schism over a fact (for nearly every other race that had
debate about whether to return to the old dealings with them knew, or at least guessed
ways of the Immortals, or to continue at it), but perhaps their lust for power
seeking solace from Blackmoorian blinded them to it. Wherever the dwarves
technologies. Those who shunned went, they were shunned and persecuted by
Blackmoor left their brethren and migrated all around them and their numbers
northward. With the help of the Immortals it continued to dwindle.
is said that they found ways to contain the
Wasting, and even to remove it from the At the same time, most of the dwarves of
environment around them. Brun simply abandoned the dangerous
technology of Blackmoor, that they were not
The dwarves of Brun who survived the dependent upon anyway, and clung to their
cataclysm faced a similar situation. The polar hilly pastures and low mountain terraces,
shift changed the climate drastically for the eventually settling in the areas between the
dwarven colonies of Brun, thrusting their Wyrmsteeth Range in Norwold and nowadays
civilization into a wintry turmoil almost Heldann. These were the ancestors of the
overnight. The Brunian dwarves struggled to Kogolor dwarves. The difficult choice for the
find food and shelter in an increasingly dwarves was to live in the Norwold and
hostile environment. Heldannic mountains, colder but farther
away from the evil winds blowing over the
But the dwarves of Skothar had no such sea from the east, or to live in the warmer
dilemma. To them Blackmoorian technology environments on the leeside of the
had become a way of life, and there was no Rockhome mountains and in the Northern
question about shunning it. They continued Reaches, more affected by the radioactive
to use Blackmoorian technology, and their winds.
numbers continued to dwindle. During their
struggle for survival they discovered a new By 2900 BC, most of the Dwarves living in
form of magic. Radiomancy they called it, and these latter areas were so severely affected,
it was more powerful than any magic they that the Immortal Garl Glitterlode, once a
dwarf himself, and thus sympathetic to their
27 The d a rk e l ve s a re m e ntio ne d in G AZ 7 fate, sends his Vision promising to deliver the
T h e No r t h e r n R e a c h e s. J o hn Ca l vin c a l l s dwarves from their sickness, if they accepted
the m ‘ d e e p e l ve s ’ in his a rtic l e s o n the a radical re-shaping of their nature. The
S him m e ring L a nd s a nd the 2 3 0 0 B C
c a m pa ign s e tting.
dwarves of the Northern Reaches clans took
123
to Garl's way, and were changed into modern The second of these events took place on
gnomes, slightly smaller than dwarves, more Skothar. Although the surviving Skotharian
resistant to radiation and disease, and more Khazakhum dwarves had made some
adaptable to their surroundings. Gnomes in progress in fighting the wasting disease, they
the Known World readily expanded west realized that they were losing the battle. It
towards Rockhome, and were the original was generally believed that they have
settlers of that land. remained too close to the site of the disaster.
They resolved to leave their homeland in
The northern clans, however, had to fight search of a less deadly abode, and crossed
against the dangerous radiations on their over the Bridge of Oost to reach Brun in
own terms. And they would probably have 2602 BC.
succeeded, if two major events hadn’t shaken
their history, bringing about the eventual They settled between the Bridge of Oost,
demise of their civilization. Norwold and the Northern Reaches.
Although their numbers continued to
The first of these events happened to a major dwindle they were able to subjugate tribes of
community who had moved along the coast humanoids and giant-kin with their superior
from Norwold to the areas of current arcane power. Despite moving a great
Wyrmsteeth, under the guidance of a dwarf distance from their homeland, the wasting
named Lugett Yardrak28. Guided by a disease still plagued them and many of their
prophetic vision of an Immortal of light and sorcerers unknowingly exacerbated the
radiance, he drove his people to the south situation by practicing the arts of
and disappeared amidst caverns where his Radiomancy. Radiomancy was becoming
Immortal patron told him he would find ingrained into their society, as the dwarves
salvation for his people. Studying his notes, used its magic to power their spells as well as
his son Kardrof led a second expedition. This their creations. Many wizards still made an
led the dwarves into the arms of the dark annual pilgrimage to their homeland, where
elves, who were happy to teach them foul, their magic was strongest.
defiling spells that could cure them and
sustain their bodies. Yardrak’s clan became The arrival of the Skotharian dwarves came
thus the most powerful in the region, and not unnoticed to the Brunian dwarves: they
the Entropic magics spread among the were in fact more numerous than gnomes,
dwarves of eastern Brun, gradually replacing Yardrak and Fuldreg (western dwarves)
the old ways among many clans. Others, combined. Some of the Kogolor joined their
especially in the fringe areas of dwarven newly-arrived brethren, attracted by their
territories, remained wary of the strange advanced technology; others, terrified by
magic of Yardrak’s clan, and stayed true to their radiomantic magic and even more
the old ways. wasted appearance, hid deeper in the
mountains or moved at the fringe of dwarven
lands. Still others finally decided to flock to
the banner of the Yardrak dwarves. In the
28 J o hn Ca l vin, M ys ta ra B C 2 3 0 0 c a m pa ign course of the following century, the
s e tting.
124
125
radiomancers grew and the wasting sickness some shape or form. The most common
begun to reach out from Moadreg lands to manifestation of the Wasting was physical
other territories. deformities, though mental deterioration
often took hold in older generations as well.
By year 2300 BC the southeastern tip of
Brun (what would 3000 years later become
known as the Known World) was the centre Although by now most dwarves identified
of many civilizations. The Taymoran city themselves with the Sanndreg clans and
states were emerging as a major power: but houses, there were many mixed families. The
their rule was often violent and bloody, and Yardrak-blooded clans were de facto demon
few foreign nations could stomach having the worshippers. Kogolor dwarves which refused
undead as neighbours. The giant nations of the tainting of radiomancy and/or
inner Brun fought with the Taymorans for demonology lived at the fringe of dwarven
territory. So too did the Azcan tribes (broken society; some lived like gnomes, others still
since the fall of Blackmoor) as well as had formed small enclaves of hardy and
scattered remnants of the reptilian kingdom independent workers and farmers in the
of Mogreth. And southern elves appeared Shimmering Lands or even beyond the
sailing white ships from the Sea of Dread, northern and western borders of the country.
and begun to trade with Taymora.
Gnomes that had settled in Moadreg lands
During this time, most dwarves preferred to were treated as near equals by the dwarves.
live quiet and isolated lives in secluded The gnomes were hardy and could endure
estates hidden in the wilderness. Those that the harsh conditions of the world, and as
couldn’t be masters of their own domains such they took on all societal roles that the
swore fealty to those that could. Even so, the dwarves either shunned or were unable to
population that made up dwarven estates perform.
was only a fraction of the total. Dwarves who
were underprivileged and unlucky enough Many swore fealty to one of the dwarven
not to have the money or means for solitude Houses and served them directly, though
ended up living in the few scattered cities of most gnomes were content to live on the
the Shimmering Lands. surface of the land, beholden to the dwarves
but for the most part left largely to their own
Dwarven culture at the time was not devices. In fact gnomes hold many positions
monolithic, but instead made up of several of prominence in the Shimmering Lands and
varied beliefs that had meshed together were largely responsible for keeping the
throughout the years as different dwarven country cohesive. They were the merchants,
clans merged throughout the long pilgrimage tradesmen, and administrators of the country.
that brought them to the Shimmering Lands.
One thing that they all had in common Like the dwarves, gnomish culture was a
though was the dreaded Wasting disease. It union created from several different tribes.
was a plague brought with them from their Unlike the dwarvish culture however there
ancestral lands and affected all dwarves in were many commonalities between the tribes
126
that brought the gnomes closer together. spectrum, to the clergy of Kagyar. Gnomes
Gnomes tended to enjoy the company of carved out independent kingdoms in the
their peers, and often worked together – regions depopulated by the dwarven
even when a single gnome was enough to disappearance.
accomplish the task at hand. The gnomes of
the Shimmering Lands also held a singular A number of Taymoran sorcerer-kings tried
distinction, of all of the (flesh and blood) to increase their power by shifting their
races in eastern Brun, the gnomes were the allegiance from Nyx to Thanatos. The effects
only one that had proven resistant to the were devastating, as the war between
Wasting. followers of the two entropic Immortals
raged for years. Some geological instabilities
Over the next hundred years, the Taymoran destroyed some peripheral areas of Taymora,
Empire reached the height of its power. The sinking some areas and creating new islands
Sheyallia elves migrated to the area and were and land masses. Most Taymoran cities
offered the lands in the east (2250 BC); survived, and the kings foolishly continued
Giant and Antalian clans were brought to their wars31.
submission; and the necromancer kings
began to extend their power beyond the 1900 BC: The dwarves had been completely
borders of the Known World. In addition the decimated by a combination of internal
Taymorans began breeding programs that plagues (spurred on by their use of the
would eventually lead to the creation of radiance), internal and external conflicts. The
several new races including lycanthropes and priesthood of Kagyar had risen to the control
the Albarendi. of many clans of Moadreg, most of whom
were now reduced to only a few hundreds of
By 2000 BC, the lizard kingdom of Mogreth members each, and challenged openly the
had collapsed, and Taymorans and Moadreg rule of Radiomancers and the demon-
were the only two major powers of the worshippers that had led the Shimmering
Known World30. Separated by Giant Lands to an escalation of isolation, dementia
kingdoms, by the lands of Thantalians and and decadence. The lands of the Bridge of
Trantalians (Neathar tribes related to Oost, by now a radioactive wasteland, were
Antalians), and by hostile humanoids, the gradually collapsing under the upheavals that
two powers rarely got in touch with each were hitting the Known World; many
other. Nithians fled the Isle of Dawn for the refugees fled to the western mountains.
lands of modern Ylaruam.
1850 BC: The Bridge of Oost collapsed
The number of dwarves decreased constantly almost completely, bringing the Gate of Light
because of the radiomantic powers. Many to the bottom of the ocean. Radiomancers
Moadreg increasingly turned to demon began losing their power, although faint
worshipping or, on the other side of the magical powers could still be accessed from
the coastal Northern Reaches.
3 0 F ra nc e s c o D e ffe rra ri, “ Pa s t Age s o f the
127
1812 BC: An open civil war started between dwarven race. He didn't like the idea to
the followers of Kagyar, and the demon- meddle in that race's life and history, and
worshippers and radiomancers, led by House didn't like the idea of being a creative power
Hrukats, that claimed both Khazakhum and on living flesh. However, he grudgingly had
Yardrek ascendance. The civil war and to see the wisdom of Garl's vision, as the
internal strife lasted for a full decade, and gnomes thrived in the same regions where
killed off almost all the remnants of the race. the dwarves were struggling with their
genetic disorders and radiation-imparted
1800 BC: Unfortunately, over time it became diseases.
clear that, even without the last, terrible civil
war, the dwarven race on the Known World Kagyar and Garl took half of the remaining
was slowly, inevitably dying out. Initially, dwarves, cured them and transplanted them
Kagyar had not liked the idea of his friend to the Hollow World, where they became the
and companion Garal to reshape the Kogolor dwarves; and the other half were
reshaped by Kagyar into a new dwarven race.
The few survivors of the demon-worshipping
Dwarves were left to themselves in the
Northern Reaches, where the largest dwarf
colonies had been, and eventually became
the Modrigswerg clans. The new dwarves,
known as the Denwarf clans, were planted in
the Rockhome region. Both groups were
given false memories and believed that the
Modrigswerg dwarves also originally lived in
the Rockhome lands but were expelled at the
end of the civil war.
128
even as late as 1900 BC before part of their any non-dwarf (exceptions are extremely
race gave into demonologic practices. rare, and are only true and long-time friends
of the dwarven race).
Gnomes believe they were created in 2900
BC by Garl, and they share with the Denwarf Denwarf was the first King of Rockhome, and
the historical ‘knowledges’ of the subsequent ruled justly for a long time, bringing the
history of Rockhome and the Northern dwarven race to an age of peace and
Reaches until 1800 BC. prosperity. An intransigent and harsh King,
he was respected more than loved. He
1750 BC: After many years of war between guided the dwarves in a careful project of
those who had remained loyal to Nyx and planned growth of the population and
those who had turned to the ways of careful exploration of the mountains around
Thanatos (a battle between nosferatu and their homes, that hadn't been in their control
vampires), the core of the Taymoran Empire for a long time; they slowly expanded their
sank beneath the waves. Geological disasters colonies and opened new mines in the
-- volcanic eruptions and earthquakes, region, regaining control of their land, that
enhanced by the massive magical energies with their decline had been occupied by
invoked by the warring sorcerers -- sank most barbaric tribes of goblinoids.
of the remaining Taymoran lands into the
sea, and splintered off much of the lands The Dwarves soon learned to hate orcs,
south of the modern day Five Shires and the goblins and kobolds, creatures that lacked
Atruaghin Clans. This cataclysm marked the any artistic sense and form of civilisation and
end of the Taymoran culture32. culture; soon new conflicts arose, and those
conflicts saw the dwarves victorious over
The last remaining parts of the Bridge of their enemies, that were forced to leave the
Oost collapsed, leaving only islands of barren mountains. Last of those who were repelled
radioactive wastes behind. were the orcs: this marked the start of a hate
that would never end.
129
went into the forge, and made himself a new and hostile humanoids), having suffered
body of rock and steel, so that he could every sort of hardship and desperation, the
guide his people for coming centuries as Denwarf dwarves had developed a taciturn
well. But Kagyar spoke to him then and said: and stubborn attitude. Fear for the fate of
"Are you not happy with the body that I have their race, threatened by the folly of humans
given you? Seek you to improve on the work and elves, and by the contact with violent
of your Master?" And Denwarf answered: and barbaric orcs and goblins, made them
"Forgive me lord, for it is not arrogance that suspicious of all other races. It's also for this
has led me to do this work. But is it not an that the dwarves write long and accurate
apprentice's task to learn from his master?" genealogies, with whom any Denwarf can
Kagyar answered: "Very well. You will have trace her roots back to the few survivors that
this new-forged body, but for now you must had been visited by Denwarf and saved by
leave, and allow younger dwarves to rule the love of Kagyar and Garalin.
themselves." Then the legends of the dwarves
say that Kagyar added: "I will let you return The dwarven legends say that "Denwarf had
to the dwarves when they again need you ." seven retainers; these became the dwarven
The Hurwarf Clan especially believes this lords, founders of the greater Clans", but
legend to be true, while others shrug it off, Denwarf dwarves know that this isn't true35.
saying more or less convincingly that "it's just When Denwarf founded the new dwarven
a legend"33. nation, he forged, with the help of some
apprentices, the first three Forges of Power.
Denwarf had discovered a great system of These three he gave to the most important
dungeons under Mount Everast. He gave the and influential families: the Everast and
name of Dengar (rockhome) to the caves and Torkrest that followed Denwarf to Dengar;
told his followers to build there their capital. and the Skarrad of Smaggeft. Most of the
Then he chose as heir a dwarf of the Everast smaller families allied themselves to these
family, prophesied his return and left his three, effectively giving birth to the structure
kingdom for the dark caverns under Dengar34. of the dwarven Clans as they are known
today. The legend of the seven retainers is
The communities had changed from small very popular, and is considered mostly true
families to big families, from villages to cities. among other races, like humans, elves and
By 1400 BC, the number of dwarves had hin. However, Denwarf are not secretive
almost reached 125'000, and the race was about this, and they will be more than happy
healthy and safe from extinction. But their to explain the truth to any member of
past history had changed their way of living another race, if he or she is ready for a long
dramatically: removed for centuries from all treatise on dwarven genealogies and clans.
other sentient races (bar their gnomish allies
130
RISE OF THE
MODRIGSWERG:
131
in our hearts and refuse to admit that we their brethren for forgiveness? And why have
repented for our sins. Now we must not any contact with other races at all?
make the same mistake and look with scorn
and arrogance at our brothers in the east that The consequences of the necromantic arts
have decided to seclude themselves from the that had cured the rotting plague aggravated
world. We must live among them and their paranoia and depression: the
remember them with our example that our Modrigswerg, due to the taint of the
past is great and our present may also be of necromantic magic, now an inherent part of
greatness. We must reconcile the Denwarf them, developed an inclination for madness
and the Moadreg, because only being one and manic depressions even culminating in
race and one blood we will be able to fight suicides, psychoses that are especially
against our enemies. Everything went wrong evident and frequent among the oldest
the day the King of the Shimmering Lands members of the race. Neutral to most
left our brothers to follow the delusion of the conflicts between the surface races, the
Father of Demons." It is said that when Modrigswerg became soon even more greedy
Arwarfin died, he and his closest followers than their relatives in the west, agreeing to
were blessed by Garalin: their bodies were sell magical weapons and artefacts to anyone,
put to guard the weapons hidden in the if only they were paid a good price for it,
Basalt Tower, to avoid forever the use of never caring to ask what use would be made
these foul weapons against a dwarf. of the items they built, nor against whom -
even brothers and friends.
Most of the Moadreg ignored Awarfin's
followers' preaching, and their ambitions. Given the taciturn nature of all dwarves,
The Moadreg’s name became Modrigswerg when the northmen met with the
(from moadreg dwerg). The Modrigswerg Modrigswerg, they didn't even suspect that
separated in many small groups hidden in the two people were separated kin; this,
the depths of the mountains (1800-1400 along with the Modrigswerg's isolationist and
BC). Their life philosophy turned towards greedy attitude, has helped to spread the
paranoia and pessimism: Kagyar and Garalin latent distrust the northmen have for the
were aloof deities that had proven dwarven race in general.
uninterested in their fate - first during the
hard days after the Rain of Fire, and later on What the DM knows: The remaining
too; they had been cheated by the Father of Moadreg remained untouched by Kagyar.
Demons and the dark elves; and then they However, they too were given false memories
had been unjustly exiled by their own of having been exiled from Rockhome by the
brethren that they alone had tried to save! other dwarves, because of their leaders
What had happened had been just a mistake, making an unholy alliance with the dark
and they couldn't be accused of it! They had elves. They were left free to choose the path
been cheated, after all! So why respect and to pursue in their future. Kagyar's hope was
worship the Immortals, if the Immortals that they would return to his worship
didn't care in the first place? And why ask (without any active encouragement) and
repent their sins, otherwise he is willing to
132
let them fall into decay and eventual mineral exploitation of the land, and of
slumber. craftsmanship, that King Denwarf had
pursued during all of his reign. The Everast
dynasty, moreover, made an important
THE YEARS OF GROWTH decision that gained it the support of the
population: the tradition of Abdication.
What the dwarves know: While the Everast I (1400-1378 BC) believed that
Fuldwerg tried to bring the Word of Kagyar Denwarf had begun to show his weaknesses
and Garalin among the disillusioned and limits with age: personal limits, sure, but
Modrigswerg, the Denwarf begun slowly to also the limits that were peculiar of the
expand eastwards. Ignoring the areas settled Denwarf race, first of all a conservative
by the Modrigswerg, the Denwarf allied attitude that could lead to intellectual and
themselves with the gnomes of the Northern creative stagnation. To avoid this risk among
Reaches, whose capital was Falun (in the leaders, it was wise and right for a King
nowadays Soderfjord). The dwarves theorise to step down when he recognised that his
that gnomes could be a subrace of dwarves, time to rule the dwarves was over.
while gnomes claim that they evolved from a
common ancestry. Whatever the truth, the In those years, the Syrklist of Dengar (a
two races had been allied since the first time family belonging to the Skarrad Clan),
they met, after the Great Rain of Fire, and stepped to the front of innovative mining
whenever Denwarf and gnomes met again, techniques. The family had such a big
the alliance was reassured. following among its Clan, that it was able to
form a new Clan. Clerics, artisans and smiths
Meanwhile, the dwarves met again with of the Skarrad Clan helped the Syrklist to
Humans after several centuries: beyond the create their own Forge of Power (1323 BC),
mountains and hills lived the Antalians, a major event in dwarven history, as it was
ancestors of modern northmen. The contacts the first time a Forge of Power had been
were rather sparse to begin with, as the created after the departure of King Denwarf.
dwarves had no interest in a race of barbaric The Skarrad Clan split, with the technocratic
pirates, busy only fighting among themselves. families of engineers, architects, smiths, and
In the north, over the mountains, the those interested in the developing of
Denwarf met the aggressive Ethengarians, metallurgic and building techniques mostly
something that discouraged the relationship remaining in the original Skarrad Clan, while
of the Denwarf with their northern the miner families entered the new Syrklist
neighbours, given the superstitious and Clan. Since then, however, the two Clans had
rather chaotic nature of this people. been close allies and shared a common
political view.
The first Everast kings promoted a politic of
slow population growth; intelligent and The tradition of abdication went on even
cunning planners, they knew the risks of an after the end of the First Everast Dynasty,
uncontrolled growth. They continued the when Everast VI (1206-1161 BC),
tradition of exploration, fortification and surprisingly enough, not only didn't choose
133
his older son as heir, but even chose a dwarf transition of a Family from one clan to
from another Clan, the Torkrest, that another. More or less during the same years,
ascended to the throne maintaining his true the chroniclers and historians begun to
name Thoric (1161-1119 BC). The catalogue and compile all the genealogies of
unexpected decision created some tension all dwarven families. It took them more than
between the Everast and Torkrest Clans, but a century, but it brought to the completion
no-one dared to oppose it. Thorin Son of of a precise genealogy for each of the clans.
Thoric chose a new name when he ascended
to the throne, Blystar (1119-1062 BC), What the gnomes know: While dwarves of
becoming the first of a long number of Rockhome and of the Northern Reaches
Torkrest kings to bear that name. started to rebuild their communities, gnomes
fared much better in the Northern Reaches.
It was during the kingdom of Blystar I that a While many continued to live by the dwarves
small number of ultra conservative and to thrive in their growing communities,
traditionalist families, that opposed the the main gnomish clans were dotting the
political strategies of the Torkrest and the Soderfjord ranges. As dangerous humanoids
Everast, left these two Clans under the guide occasionally scourged the surface, creating
of the Lyrrast family of Dengar. They formed disruption to commerce and family contacts,
their own Clan, the Hurwarf, that was the gnomes started building an impressive
recognised by the other Clans when Kagyar set of dungeons and caves. The project was
showed his approval by allowing them to led by the Falun clan, and took almost two
build completely on their own a new Forge centuries (1800-1600 BC), after which all
of Power (1089 BC). the gnomish settlements of Soderfjord and
eastern Rockhome were interconnected by
After these events, the heads of the Clans, the hundreds of kilometres of galleries, allowing
clerics and the historians codified the for travel and commerce underground.
requisites needed to be recognised as a
Denwarf Clan: a group of Denwarf families As the surface world was still dangerous, and
will be considered a clan when it is in the consequences of the new explosions in
legitimate possession of a Forge of Power. what is nowadays Glantri (1700 BC) sent
The Forge may be built by the artisans, sages, again huge clouds of radioactive smoke and
priests and smiths of the Clan, with or cooled down the Known World, the gnomes
without external help. were convinced that the safest route to
colonization, traveling and exploration was
The chroniclers and miniaturists of the to build a whole set of underground
various Clans wrote a marvellous book that, highways that connected together the whole
since those days, should complement all the Known World. The idea was clearly crazy, but
family genealogies with the list of all the true it fitted well the gnomish’ mindset.
Denwarf Clans (1083 BC). The tome, known
as "Book of Clans", reports the List of Clans The enterprise was once again led by the
and the names of all the Families belonging Falun clan, and gnomes asked for the help of
to all Clans, comprehending the dates of the Rockhome dwarves for its development
134
Kagyar and Garlain in fact had need of And with the story of Denwarf and the
Denwarf to help them in the Known World. establishment of the gnomish Kingdom in
A shadow elf invasion threatened the whole Falun, we end the first part of this series on
Kogolor population, so Kagyar sent Denwarf the Young Races of Eastern Brun.
there to deal with the invasion. After five
years of fight, the war was won and Denwarf
was placed in a state of suspended animation
below Dengar.
135
ADVENTURE HOOKS,
RED HERRINGS
& THE INFORMATION MESH
by Sean Meaney
RUMORS are employed in adventures pretty The problem is that not every rumour is true.
much all the time. Players asking around the But why is a rumor true or false. It has to do
village about the nearby Dungeons, Castle, or with not only the intent of the rumor teller,
Temple is a regular aspect of the game as is it has to do with the movement of information.
the movement of rumors across the larger
campaign setting. Facts, rumours, and lies are all the same
thing: information. It is the degree of
TABLE 1: accuracy that separates truth from lie. How
RUMOURS IN THE VILLAGE OF VERGE does the village of Verge know anything of
murders in far off Specularum (Mirros)?
2d6 Rumour Tanis the paper merchant has driven his cart
2 A Thief was found nailed to a Tree. of blank (or bleached) scroll parchment in
from Specularum. He also brings with him a
3 Breyark! is a goblin greeting.
tale of an apparent tidal wave of murders.
4 There is a magic wand lost in the ruins. Specularum is a big, crowded place filled
5 There is a Statue with ruby eyes. with desperate people prepared to kill to
6 A wizard lives in the caves. survive. The likelihood that the rumor is true
7 There have been murders in the is going to be based on the generic nature of
Capital. the information. Murders happen over a
8 Farmer Tambo saw a Dragon. period of time in the big city therefore 'there
have been murders in the capital'. Specific
9 There's a giant stone head in the
knowledge of a particular murder is going to
woods.
require accuracy of information to which the
10 The House across the market is merchant may or may not have access. How
haunted. does he know that Davinos was murdered in
11 The village is built on a Dungeon. the street? Is he keeping tabs on murders
12 The Lady of Verge is a witch.
136
137
Accuracy %=
0.24*((Population^0.87)/(Distance^0.4))
138
As you can see we have eight remaining slots These provide us with the information
that will likely fill with rumors from further Accuracies shown in Table 5.
afield. So let's look at:
3. Kelvin (20,000): 72 Miles
4. Highforge (7,500): 56 miles So we see Kelvin provides Verge with three
via Threshold rumors (two of which are a hundred percent
Because Highforge is not connected by road accurate and one which is thirty nine percent
it sends overland via Threshold accurate). Highforge is a provider of two
We apply this to these sources supplying the rumors (one at one hundred percent
village of Verge: accuracy and one that is twelve percent
Kelvin%=0.24*((20000^0.87)/(72^0.4)) accurate.
Highforge%=0.24*((7500^0.87)/56^0.4))
139
As you can see we have three remaining slots We apply this to these sources supplying the
that will likely fill with rumors from further village of Verge:
afield. So let's look at: Penhaligon%=
0.24*((3,750^0.87)/(128^0.4))
5. Penhaligon (3,750): 128 Miles Specularum%=
6. Specularum (50,000): 112 Miles 0.24*((50,000^0.87)/(112^0.4))
7. Rugalov (650): 224 miles Rugalov%=
8. Luln (5,000): 200 miles 0.24*((650^0.87)/(224^0.4))
9. Fort Doom (10,000): 208 miles Luln%=
10. Vorloi (7,500): 192 miles 0.24*((5,000^0.87)/(200^0.4))
11. Marilenev (900): 120 miles Fort Doom%=
12. Sulescu (950): 160 miles 0.24*((10,000^0.87)/(208^0.4))
13. Dmitrov (6,500): 184 miles Marilenev%=
14. Vandevicsny (100): 184 miles 0.24*((900^0.87)/(120^0.4))
Sulescu%=
0.24*((950^0.87)/(160^0.4))
Vorloi%=
0.24*((7500^0.87)/(192^0.4))
Dmitrov%=
(0.24*((6500^0.87)/(184^0.4)))
Vandevicsny%=
(0.24*((100^0.87)/(184^0.4)))
140
141
142
WHAT IS HAPPENING IN
KARAMEIKOS?
Given a hex is basically four miles in radius, reduced in accuracy. In Vandevicsny rumor
as calculated in Table 10, rumours struggle accuracy is below ten percent before it even
to exit communities like Sulescu, Marilenev, leaves the periphery of the village.
Rugalov, Verge, Rifflian without being greatly
143
144
A GazetteeR
of Limn
Lining up the maps, Part 3 (South region)
by Hausman Santos and Geoff Gander
145
When this city was built, it was imagined an hard to conquer). On the eastern side, the
impressive defensive wall along the neck of Alphatians dug out a partial moat to restrict
the peninsula, some of which may still stand access. A bridge connects the orcish quarter
today, though modern Torpes is built upon (which will be walled internally). What
the ruins of Grønborg the city1. remains is a very defensible neck of land.
146
TRACES AND HISTORY Haven) brings a cohesion and union with the
goblinoids (subjugating with influence and
ON SOUTH LANDS magical abilities) in the plains and regions
near Sheb-Nigosh.
As a starting point for the open conflicts in The next target of the Ymathra are the local
the southern region of Limn, the goblinoid barbarian tribes (also eliminating their
invasion of the plains and the coast against shamans, wokans, and sorcerer leaders) who
the Antalians generates a series of actions are also brought into an imposed covenant;
that will define the current formation of The Hundraal more intelligently also adhere
kingdom´s lands. to a policy of good coexistence with the
Ymathra.
Conflict after conflict, the Hundraal, a clan of
Antalians of Ystmarhavn origin are forced to
get closer to the hills and forests further
south of Limn and limited to the margins of
a few territories Sheb-Nigosh and now have ELVES FROM
a hard time living on land close to the THE SHIYE LANDS
goblinoids.
A point of support for the Hundraal in the Internal conflicts between the Shiye and the
lands to the south, are the barbarian peoples fall of Ilmaryl3 in the north, provoke the
who lived in the hills of Sheb-Nigosh; These migration of several elves to Norwold. In AY
seemed to have a distant and almost 740 / 260 BC Several Shiye elves united as a
forgotten origin coming from the more minor clan (Celebryn) move out from Shiye-
eastern lands in the current Alphatia2. Lawr (after conflicts with the king). A few
houses teamed up to create a domain
This situation only improves when between the forests of Tal- Burud and
Ystmarhavner seafarers (current Sea Guard) Maskin-Xul south of Limn.
secure the domain of Aroth-Dag Hills and
when the Ymathrans establish a hold in the Conflicts and clashes in the plains
south (near Hundraal River) and mediate encouraged sylvan folk to ally themselves
(through his powers of manipulation and with the Shiye elves in exchange for mutual
charms) for a peaceful coexistence with the protection. A defensive wall among the trees
goblinoids on site. at the forest frontier (consisting of archers,
scouts, forester patrols) caused great
The expansion of the Ymathra to Limn (after goblinoid casualties before they could enter
confrontation with Alphatia in the present the forests, but elves and sylvan folk had
their numbers reduced too. This model
2 Info rm a tio n a b o ut Z a a nid o n furthe r o n
this a rtic l e a nd a l s o o n R o d ge r B urns a t
“ Al pha tia : Kingd o m s B e fo re L a nd fa l l ” o n the 3 As re l a te d in “ The F a l l o f Il m a ryl ” b y
Va ul ts o f Pa nd ius . G e o ff G a nd e r o n the Va ul ts o f Pa nd ius
147
148
followed until the arrival of the Alphatians on confrontation. In AY 900 / 100 BC the few
Limn. surviving Ymathran leaders launch their
goblinoids, their peasant militia and several
undead against the Alphatians.
THE ALPHATIAN
INVASION
149
150
151
152
153
DOMAINS OF DLAGANA
ZAANADAR SANCTUARY
The djinns’ help also aided the Dlagana's The domain is currently ruled by a Sheik or
House Giants against the dragons' attacks, Pasha, who shows up in neutral terms with
using spells and charm monsters abilities. the court of King Drushiye of Trollhattan
having appointed a vizier to discuss political
affairs. Their origins and nation are unknown
11 This l o c a tio n wa s d e pic te d o n the by Limn, but it is known that they know Al-
M ys ta ra n Al m a na c AC 1 0 1 8 ve rs io n o f the Samaa - the djinni kingdom14.
L im n m a p.
12 This c ha ra c te r wa s o rigina l l y pre s e nte d in
“ M ys ta ra n Al m a na c AC 1 0 1 9 ” a va il a b l e a t
the Va ul ts o f Pa nd ius .
13 D e ta il s o n A D&D M a n u a l o f t h e P la n e s 14 As re l a te d o n “ Ar: A D re a m o f D j inni”
(TS R pub l is hing) pa ge 3 5 . B ruc e He a rd ’ s B l o g.
154
Aroth-Dag En-Hadoth
Blakor Gotison (LN male human F6) - Hahkror Hundraal (N male human F5) -
Leader of the Seaguard Tower and warlord of Descendant of Hadoth, leader of Hundraal,
the Limn fleet at the port at Aroth-Dag. Old loves hunts and parties. An admirer of the
wolf from the sea and experienced advisor to ancient Ystmarhavn and Yannivey ways, he
the royal military accessory. Despite his age, lives to recount the ancient conquests of his
his physical bearing and height, he can still ancestors and the legacy that his family and
intimidate enemies. He wears a sea-scuttled clan left them (En-Hadoth). He does not
hesitate to defend his honour at the tip of his
15 This to wn is no t pre s e nt o n ve rs io n o f the sword or axe (whatever the moment or
m a p b y B ruc e He a rd , ho we ve r yo u c a n find
it o n the M ys ta ra n Al m a na c AC 1 0 1 8 ve rs io n situation demands of him) but he is not very
o f the m a p o f L im n.
155
aware of how much age or party life and little migration to Limn and she should return to
training has weakened his combat skills. her people. But until the moment without
success. She follows without hesitation any
information about magic mirrors (mirror to
contact planes), mantle of spiders, book of
rituals with spiders in its cover, etc (rituals
used to contact Thiphatia or the Isle of Night
Plane). For these mission, 3 araneas
accompany her.
Sheb-Nigosh
156
Nin-Burud (Calebryn)
157
158
Over time, however, he has lost some of his knowledge, magic and legends and try to
relationship with Count Mzilikazi. Perhaps contact the ancient world of origin of the
because it gained more mystical strength and giants - Jotunheim.
resistance to the sun (like the nosferatu)
after making use of a strange medallion Duorakh believes he has collected the
found among ancient coffins in the fragments of an ancient magical portal of his
subterranean chambers of the ruins of the people that made use of the runes, but it
old castle. But he has suffered from strange does not work anymore. For this, he has
dreams in which he feels a call from some established a secret alliance with a strange
being or force to the north in the Kerothar entity called Grothar (see below).
mountains around Dag-Atur and Mitrestu
Castle (he has not talked of this with
anyone). A small contingent of the knights of Zaanadar Sanctuary
the order of Dracor is parked in the Castle.
Farid Mahad (CG male djinni 15HD) - This
djinn Sheikh has established his hold in the
Domains of Dlagana ancient sanctuary of Zaanidon and wants to
keep his secrets and study the magic of
Dralgard (CE male frost giant 15HD) - Jarl of humans. His relationship with Al-Samaa is
the Dlagana Giants. Descending from a unknown and he does not comment on it.
lineage of clans of Gandhar, Dralgard feels His greatest ally in the region are the giants
tired in a struggle that can no longer be won of Dlagana.
against the various races that came with the
migrations. He has good relations with the Musha-al-Mahir (CG male djinni 7+1HD) -
djinns in Zaanadar and for the well being of djinn Vizir of Zaanadar, observer, judicious
his people he has established an alliance with and answers questions with new questions,
Drushiye, sending representatives to his always deceiving the most curious and
palace in Trollhattan. In his subterranean inquisitive. At Trollhattan court it is usually
vaults, he keeps old relics and treasures of reserved and quiet, but always observant.
his people with the help of Duorakh, his Rarely allows access to Zaanadar, stating that
personal sorcerer. his Sheik does not allow visitors.
159
Forest of Alal-Xul
160
161
Currently, the Vengeful maintain their main His influence has now extended beyond Alal-
strongholds in the sparse pine-forests of the Xul across the Dar-Engal River thanks to his
southeastern Yannivey islands; they have also new allies: strange renegade fairies from
recently begun claiming a beachhead near some distant place (the Vengeful kingdom)
the coastal lands of northern Foresthome. As were presented by the hamadryads to the
an invasion force, the Vengeful work slowly gakarak Dreadwood. These fairies (under the
and circuitously; they use powerful magics to leadership of Aglon) have powered his
plant enchanted menhirs in the area they magical punitive ability against invaders, and
want to claim, then warp a pocket universe so the rumours and legends of the living
around the menhir to serve as a stronghold magical forest remain. Tarmugh of Zerantha,
and spread withering, disease and mayhem the actaeon druid, has tried a dialogue, but
to crush any opposition. By striking only two the tensions remain at a level that may have
or three times a decade and keeping their no limits.
territorial claims away from major human
settlements, they have advanced so far
without raising large-scale human attention.
Whether this will continue into the future, THE PLAN OF GROTHAR
and whether Alphatian wizardry is able to
deal with such a threat, remains to be seen. Grothar suspects of the whereabouts of a few
menhirs and monoliths of Odin's runes
around Torpes and already has begun to
investigate the League of Sages to have some
WRATH OF THE FOREST clue. If he could not only have access to
these monoliths, but also to some of the
So many incursions and clashes with the ancient magical runes, he could make some
goblinoids generated some resentment worthy gifts for Hella, like having access to
within the forest. From the goblinoid tombs of ancient heroes of the Grønborg era
migrations and the Alphatian invasion, from and bring them to revenge against Alphatia.
the Dul-Marag foundation to its scout hunt This would also alter the runes of the ancient
groups, a response of terror echoed inland. portal of the Gandhar giants to favour access
It is said that an old magic was released to Niflheim19 (making the frost giant
giving life to the forest to take revenge Duorakh think he would be contacting
against the invaders (now doubly more Jotunheim20, see below) and thus obtain as
cautious). These legends have echoed even reward a dignified status among the world of
among Zerantha's circles. the dead of Hella.
162
Below the jarl halls, Duorakh’s research to - Bruce Heard, “Ar: A Dream of Djinni” from
restore the remains of an artefact known as About Bruce Heard & New Stories, 2013.
the Giant Gate received the help of Grothar - Bruce Heard,
in order to reopen a magic passage to the “The Alphatian Province of Limn” from
giant's home world (Jotunheim). About Bruce Heard & New Stories, 2012.
Unfortunately, Duorakh is having momentary - Geoff Gander,
problems with the use of the ancient runes of “Torpes”, from the Vaults of Pandius,
the giants (which were created from Odin's originally from the Mystara Mailing List
runes), but Grothar presented a reasonable 30 January, 1999.
solution: to complete the Giant Gate with - Geoff Gander, “Antalians of the East”, from
some rune bearing monoliths, that he affirms the Vaults of Pandius, originally from
will complete the scriptures of the Gate. the Mystara Message Board, 1998.
Duorakh’s idea is to convince his entire clan - The Almanac Team, “Mystaran Almanacs”
(with some reinforcement to be obtained at AC1018-1019, from the Vaults of Pandius.
Jotunheim) to return Gandhar to his old time - Geoff Gander,
of strength and power in the Kerothar “Genealogy of the Shiye Court ” from the
Mountains. Vaults of Pandius, current as of 7 August
1999.
- Rodger Burns , “The Fairie-Folk” from the
Vaults of Pandius, originally from the
Piazza posted 29 August 2009.
- Jamuga Khan “The Conquest of Alphatia”
from the Vaults of Pandius, current as of
26 January 2000.
- Rodger Burns
“Alphatia: Kingdoms Before Landfall” from
the Vaults of Pandius, from The Piazza
posted 5 October 2010.
- Francesco Defferrari
“Lost Civilizations of Thyatis and Alphatia”
in Threshold issue #11.
- Geoff Gander “The Fall of Ilmaryl” from
the Vaults of Pandius, from the Mystara
Mailing List posted 16 September 1998.
- Marco Dalmonte
,“On the fey of Frisland and the Eye of
Huldra” translated by Giampaolo Agosta
on Threshold Magazine issue #6.
163
The wrath of the Sun God has hit the Gem of SECRETS OF KOSKATEP,
the Mountains, the great Azcan city of the
LEVEL 12
land of the rising Sun. The city is now
destroyed and abandoned; civil war plagues
the Empire. The Sun God has forsaken the This level can be reached only by going
Emperor who wanted to defile the secret down from the chasm in area 1 on Level 11
temple. It is a time of despair, and many (Kalasah, published in Issue 13 of Threshold
fear the end of the Fourth Sun is upon us. magazine). The PCs will find themselves on
Level 12, Koskatepetl, once the original
Azcan tablet, Azcan city built over the location of the
approximately 3056 BC. hidden temple of Ixion (Level 13, to be
detailed in the next issue of Threshold), but
abandoned before the Great Rain of Fire.
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3057 BC: The Azcan emperor declares that 2282 BC: As the Queen grows impatient
the underground, secret temple of Ixion has about the unwillingness of Ixion to
to be opened to share its secrets with the compromise, she sends her best troops to
people. The priests refuse, and destroy the open the temple, digging a magical tunnel
city to seal the temple. A revolt of the Church from Level 10 to 13. As this affects only the
of Ixion throws the empire into civil war and abandoned part of Level 11, the beastmen do
chaos; the site of Koskatepetl is abandoned not even notice. Inti troops soon attack the
and for several years infested by bandits and place, and Taymora intervenes shortly
monsters that try in vain to occupy the place. thereafter. This is the beginning of the War of
the Empires, or the Twilight Wars, or the War
2998 BC: Human refugees hide from the of Southern Grondheim, that will last
Great Rain of Fire in the ruins of Koskatepetl, decades and will devastate the region.
but are soon slaughtered by a group of Mogreth intervenes as well a few years later.
beastmen that take residence among the
ruins. The inner temple survives the 2170 BC: Some fairies of Krystallac turn to
cataclysm and the invasions unscathed. In the Unseelie, and decide to tell Elienor about
time the beastmen cover the ruins and create Ashira’s tomb. The Troll Queen discovers
a complex cave system them and exiles them, and manages to
scatter the essence of Elienor after a terrible
2504 BC: The Inti, led by the church of magical battle near the Crystal Lake. But she
Ixion, occupy the ruins and rebuild the city is gravely wounded by Elienor’s magic, and
of Koskatepetl. The beastmen who survive will never be able to recover. The Crystal
the conquest hide in a remote part of the Lake is also damaged and its capacity as a
cave and are not detected. The Inti explore portal greatly reduced.
briefly Level 12, but realize it is poisonous
and abandon Level 11 and 12, building their
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2080 BC: In a time of crisis in Grondheim, dark fairies. Vampiric followers of Thanatos
due to the Troll Queen’s malady, Taymora attack several times but are defeated. Lord
and Intua, lizardmen and troglodytes, Keiros briefly explores Level 10, 11 and 12,
escaped from Mogreth, occupy Krystallac and but does not use them.
keep it for a hundred years. As the lizardmen
cannot locate all the portals left by the fairies 1412 BC: Hutaakans conquer the site for
in Level 9, they try to seal it completely, and Ixion and Pflarr; a seriously wounded Lord
likewise they ignore Level 10 and below. Keiros is forced to hide, and his followers are
exterminated. The Hutaakans slowly explore
1976 BC: After a long siege Taymora the levels below, reaching Intitepetl and its
conquers Krystallac and renames it mummies, and succeed in communing with
Kosmoteiros. Nyx knows about Ixion’s them. They explore Level 11 and 12 also but,
artefact, but rather than try to steal or finding them empty, leave them alone.
destroy it, she decides to exploit the magical
aura of the place to build her own, stronger 1021 BC: Orcs sack Koskatep. Some
artefact that will bring about the fulfilment of hutaakan priests survive hiding in the lower
her Dream. The followers of Nyx leave alone levels, and will become more guardians for
the levels below. the hidden temple of Ixion, teleported from
the temple in Level 10 by the will of the
1777 BC: To prevent Kosmoteiros from Immortal.
falling into the hands of Thanatos, the priests
of Nyx destroy the city with a terrible 954 BC: After several battles, a dwarven army
earthquake. Thousands die and the place is defeats the orcs and conquers Koskatep, but
abandoned for many years as seismic activity they are soon in constant warfare with the
increases in the area. The earthquake opens gnolls that rule over the region. They do not
the Chasm down to Level 12. fully explore the lower levels.
1664 BC: After the destruction of Taymora, 912 BC: The dwarves are finally defeated by
fairies of the Unseelie court, former exiles of the gnolls, who build their own city over the
Krystallac, take possession of the place and ruins. Shamans of Ranivorus and Thanatos
try to use the Starlake, but do not discover begin to study the Starlake. The Gnolls do
Ashira’s burial and are not able to reach not reach Level 10 and below.
Elienor until much later. The dark fairies of
Kundrak do not reach Level 10 and below. 841 BC: Followers of Nyx, aided by ogres
and giants, attack Koskatep but are unable to
1597 BC: Lord Keiros, a Tal1 nosferatu and conquer it from the gnolls, though they
follower of Nyx, conquers Koskatep from the succeed in killing the most powerful
shamans of Thanatos in Level 7, and burning
1 The na m e I ga ve to the Ta ym o ra n their notes.
d e s c e nd e d po pul a tio n tha t l ive d in
Ka ra m e ik o s b e fo re the a rriva l o f the 603 BC: The ogre king Kulfan conquers
Tra l d a rs , s e e m y “ His to ry o f Tra l a d a ra ” in
the Va ul ts o f Pa nd ius
Koskatep in the name of Nyx; ogres rule over
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the area for centuries. Human priests of the followers, to plan his revenge. However,
Lady of the Night live in the city along with Quehuar has his own plan to stab The Last
them. They have some contacts with Level 8 One in the back and destroy the Darkers,
and 9, and reach Levels 10 and below, but do too, with the aid of the followers of Ixion in
not use them. Level 13.
95 AC: The Darkers almost complete the 1031 AC: The next alignment. On this date,
ritual to use the Starlake and bring forth the the Starlake could be used to bring forth The
Eternal Night, but are stopped at the last Eternal Night. Shortly before this date at the
moment by priests of Ixion, who drive out latest, the beastmen of the hidden level will
the ogres and occupy Koskatep for years. The attack Level 13. If The Last One is still alive
priests of Ixion occupy all the levels down to and hidden in Level 12, he will stage his final
the 10th, while they briefly explore Levels 11 attack at this time. See also “The Battle on
and 12, soon abandoning them. this level” paragraph at the bottom of the
previous levels of Koskatep in Threshold
227 AC: The priests of Ixion have repelled issue #12 and #13.
several attempts by ogres, giants and
followers of Nyx trying to reclaim the ruins, Notes on this Level
but are destroyed at last by a very powerful
and ancient vampire sent by Thanatos, The The Random Critters table and the
Last One. Some priests of Ixion escape to the Wandering Parties table of level 2B (in issue
lowest level and become defenders of the #3 of Threshold magazine, pages 207 and
inner temple, teleported from the temple in 208) may apply here if the DM so wishes,
Level 10. In the following centuries ogres, ONLY in the empty part of the level. In this
giants, followers of Nyx, and even case there is a 1% chance in each room that a
adventurers sent by Ixion try to reclaim Wandering Party will be encountered.
Koskatep, but The Last One destroys them
all. However, he fails to control completely The Followers of The Last One encounter
Level 9 and 10, and so is unable to fully settle table of level 1 (in issue #2 of Threshold
the empty Levels 11 and 12 with his minions. magazine, page 122) can also still be used
here if the DM so wishes, but only in the
912 AC: Traladaran freedom fighters hide in empty part. One such follower could try to
the ruins for some time, but are destroyed by join the PCs to explore this level, with the
the Thyatian army. The Thyatians soon leave final purpose of bringing them in the
the place. presence of The Last One himself (in Level
7). After the Darkers take control (see issue
998 AC (or later if the DM prefers): Lady 1) a party of them could also be encountered
Sonya, the Grand Daughter of the Night, a in this level.
powerful priestess of Nyx, and her followers,
are able to defeat The Last One and reclaim Except for the casual explorer listed above,
Koskatep. The Last One is not destroyed, but and The Last One and some of his minions if
escapes to Level 10 with some faithful he is defeated twice but not destroyed, this
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level is completely empty. There are no the Chasm opened by the Kosmoteiros
living creatures, nor undead. There are only earthquake of 1777 BC, which goes all the
some constructs in specific locations, as way down to this level.
described below, but they will not move This level is empty of any inhabitants, unless
around. The Last One is hidden here after a second
defeat (see Levels 7 and 10 in Threshold
Spells that provide magical transportation, issues #9 and #12). This could be the end of
such as teleport, passwall, dimension door, the dungeon for the PCs, because there is no
magic door, travel, gate and spells such as way to reach Level 13 below by walking or
clairvoyance and find the path do not work mortal magic. The only way is by the will of
on this level as on Levels 5-9 due to powerful Ixion, through the temple in Level 10, as
wards2 placed by The Last One and others described in Threshold issue #12, or if the
before him. The DM could decide to apply beastmen of Level 11 are able to open a
the same rule to the levels above the 5th, at physical passage as described in Threshold
least from Level 2 and below, particularly if issue #13. There is no light in this level
the PCs are of a high level. unless the PCs bring it.
All Level 12 is contaminated by the Wasting,
or Radiance poisoning, therefore anyone
The map and the inhabitants of spending at least a day here or drinking the
this Level water of this level has a 70% chance (-
constitution) to develop nausea and vomiting
The area in dark grey on the map is solid after 1d6 hours, which will last 1 full day,
stone, and thus very difficult to dig, even with minor headaches, and -3 to all rolls. The
though it may contain small tunnels dug by PC so affected will also feel weak for a full
critters and wandering monsters. The area in month thereafter, and suffer a -2 to all rolls
lighter grey of the main level is partially and a 20% decrease of his/her hit points.
clear, but full of rubble, rocks and collapsed After this month, she or he should recover
structures which cannot be recognized fully, but there is a 15% chance the PC will
anymore. The dark red areas are collapsed develop a mysterious malady which will
buildings, sometimes with just a wall or half bring him or her to death in 1d6+2 weeks.
a wall standing. The orange buildings are The malady can be cured only with clerical
still (mostly) standing and are the only ones healing of the fifth-seventh level.
which can be entered. Collapses may still This is the reason why nothing alive inhabits
occur inside them. this level.
The former buildings of Koskatepetl are Something also happens here to undead,
shown in red and orange because they were despite their status. After a full day spent
often painted and decorated with a here, the unintelligent undead such as
prevalence of these colours. zombies and ghouls begin to decay, losing
The black “scar” in the middle of the map is pieces of their bodies and feeling weak, with
a -1 cumulative to all rolls and characteristic
2 F o r e xa m pl e a Te l e po rt Wa rd a s the s pe l l for each day spent on this level. Once their
c re a te d b y R o b in D . (S e e the Va ul ts o f constitution drop to 0, they fall to dust and
Pa nd ius )
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1 - The Chasm
(1) - There is the Dark Waterfall
This is the only passage from Level 11. As described coming down from above. As the
in previous levels, climbing up and down or tying walls of the chasm are wet, it is
a rope could be quite dangerous, as the water extremely dangerous to try to reach
dripping from Level 7 has random teleportation Level 11 and above from here, but
effects (see sidebar). Even if the Chasm does not on this level it is also the only way.
reach down to Level 13, it’s still about 70 meters to Touching the Dark Waterfall may
the bottom, so a fall from here can easily kill also cause random teleportation
anyone slipping down. Around the Chasm there are effects to Annwyn, particularly the
mostly collapsed buildings. Among the buildings, areas where it borders the Carnifex
the skeletal remains of many inhabitants of the prison (see “The Carnifex
ancient city can still be seen, as is the case Connection” at the end of this
everywhere around the ruins of the city. Due to the article).
effect of the temple of Ixion in Level 13 below,
these skeletons cannot be animated. This area of the city was the noble
quarter in the heyday of Koskatepetl.
Searching for many hours, it is still
possible to find several ancient
magical weapons, as well as
precious and semi-precious stones
(1 object decided by the DM for
every hour of search by 5 people, or
a 20% chance each hour for any
individual PC). The magical objects
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3 - The Forges
(3) - The masks have similar
This area once held the forges and workshops of properties to the minor artefact
the city, mostly pottery, and some buildings are still Mask of Bachraeus, described in the
standing. This area too could be excavated to find Rules Cyclopedia, page 249, but
archaeological treasure, and among them there are each one has only one power
several masks made of obsidian and other between Charm Person (once a
materials. Some of the masks are clearly magical. day), Resist Poison (permanent
There is only a 5% chance of finding a magical when wear), Turn to Stone (once a
mask for each person searching for an hour, but day), Detect Magic (once a day),
there are several mundane masks clearly visible. Passwall (once a day), Immunity to
Turn to Stone and Charm
(permanent when worn), or others
the DM thinks appropriate. The
masks can be removed at will.
The Last One will probably find the masks and use
them to his advantage. If he is defeated and
another party manages to fully explore Level 12,
they will find the masks and take them.
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8 - The Workshops
(8) - A good wizard or alchemist, or
This area of the city was once home to workshops a gnome or dwarf with some
of various kinds, as the technomagic development relevant skills, could be able to learn
of Blackmoor had reached the Azcan Empire, too, here all what is necessary to build a
back in 3,057 BC, when the city was destroyed and living statue. The process is
abandoned. Various types of technomagic toys and explained in several Azcan Codices,
weapons can be found here3, but they are all which could be taken away and
contaminated by the Wasting and therefore highly studied. The codices suffer from a
dangerous. There is also the laboratory in which minor Radiance contamination,
the living statues were created, with several of giving a 5% chance each day of
them in different stages of completion. developing the malady described in
Area 1 to anyone handling them.
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The Carnifex
Connection
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