TEXT: 1 
   
  MYSTARAN 
  ALMANAC & 
  BOOK of FACTS 
  Volume V, AC 1014 
  Version 2.0 
                                   
                                   
   
   
                                                         
                                       
   
   
   
   
   
   
   
   
   
   
   
   
       
   
                                       
  Published by Joshuan Gallidox 
  Halfling Adventurer and Entrepreneur 
  within the City of Mirros 
  in the Kingdom of Karameikos 
  in the Year After Crowning 1015 
  
  2 
   
  NOTE:  This material is not endorsed or approved by TSR/WotC/Hasbro.  
  Although the setting (places, characters, features, calendar...), as well as the rules of D&D and 
  AD&D are the creation of TSR, the events, attitudes, beliefs, descriptions, and all the rest in this 
  material are those of the writers and are in no way supported by TSR/WotC/Hasbro. 
  The intent behind the Mystaran Almanac is to continue to keep alive the wonderful world of 
  Mystara.  It is therefore the compilation of ideas and suggestions from all members of the 
  Mystara Mailing List (unofficial), and not the staff or management of TSR/WotC/Hasbro. 
  This manual has very little in terms of game stats, as it does not want to infringe on 
  TSR/WotC/Hasbro’s copyright (meaning: you want the stats of NPCs and such, buy the 
  appropriate book/references by TSR/WotC/Hasbro.).  We hope that TSR/WotC/Hasbro sees 
  this merely as the work put in by those who love Mystara and wish to see it grow rather than any 
  attempt at stealing their setting and infringing on their copyrights. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Author and Design: 
  Michael Roy <mroy@cyberus.ca> 
  Editing: 
   
  Hervé Musseau <herve@hotmail.com> 
  Creative Assistance: 
  Fabrizio Paoli <brizio@lunet.it> 
                              
  Andrew Theisen <jsmill@imap1.asu.edu> 
                              
  David Knott <kaviyd@aol.com> 
  Date: March 23, 1997. 
   
  Version 2.00: by Morfie on the Piazza – Re-formatted January 14, 2016. 
  
  3 
   
  Contents 
   
  MYSTARAN ALMANAC & BOOK of FACTS 1 
  Volume V, AC 1014 .............................................. 1 
  Preface .............................................................. 4 
  To The Reader .................................................. 5 
  OUR CORRESPONDENTS ................................ 6 
  ATLAS OF THE KNOWN WORLD ................... 8 
  Alpha (Kingdom of) .......................................... 8 
  Arch Of Fire, The (Geographical feature) ......... 11 
  Caerdwicca (Barony of; Empire of Thyatis) ....... 13 
  Dunadale (Duchy of; Empire of Thyatis) .......... 14 
  Helskir (Kingdom of) ....................................... 15 
  Ionace (a.k.a. Isle Of the NACE) (Island and 
  Imperial District) ............................................. 17 
  Oceansend (City-State of; Heldannic Territories)18 
  Ochalea (Kingdom of) ..................................... 20 
  Redstone (County of; Empire of Thyatis) .......... 21 
  Thothia (Kingdom of)...................................... 23 
  Westrourke (Grand Duchy of) .......................... 24 
  West Portage (Barony of; Empire of Thyatis) .... 26 
  ATLAS OF THE HOLLOW WORLD ................ 29 
  Azcan Empire ................................................. 29 
  Nithia (Kingdom of) ........................................ 31 
  TIMELINE FOR THE HOLLOW WORLD, AC 
  1013 .................................................................... 34 
  ATLAS OF THE SAVAGE COAST ................... 43 
  Acquiring A Curse ........................................... 43 
  Almarrón (Estado de) ...................................... 45 
  Cimarron County ............................................. 45 
  Gargoña (Baronia de) ....................................... 46 
  TIMELINE FOR THE SAVAGE COAST, AC 
  1010-1013 ........................................................... 47 
  EVENT OF THE YEAR .................................... 51 
  History Of Alphatia ......................................... 51 
  New Alphatian Confederate Empire (NACE) ... 53 
  Political Structure ......................................... 53 
  Seat of Government ..................................... 54 
  Military Structure ......................................... 54 
  Economics .................................................. 54 
  Laws and Justice and Festivals ...................... 54 
  Current Members of the NACE .................... 55 
  Interview with Commander In Chief Broderick of 
  the New Alphatian Confederate Empire ............ 55 
  Timeline For The New Alphatian Empire, AC 
  1013 ................................................................ 58 
  FAMOUS FOLK................................................. 63 
  Adventurers, Mages, And Heroes ...................... 63 
  Most Wanted Infamous Villains ........................ 66 
  Eligible Bachelors and Heiresses ....................... 69 
  MYSTARAN MISCELLANEA ........................... 71 
  The Mystaran Year ........................................... 71 
  Mystaran Horoscope ........................................ 72 
  Date of Birth ................................................... 72 
  Month ............................................................. 72 
  Star Sign .......................................................... 72 
  Traits ............................................................... 72 
  Week ............................................................... 72 
  Ascendency...................................................... 72 
  Traits ............................................................... 72 
  Time of Day .................................................... 72 
  Influence ......................................................... 72 
  Traits ............................................................... 72 
  Horoscope for AC 1014 ............................... 73 
  Economica ...................................................... 75 
  Currency Exchange Fees .............................. 75 
  Major Imports/Exports ................................ 75 
  Immortals ........................................................ 78 
  CURRENT EVENTS: AC 1014 ........................... 80 
  Winter ............................................................. 80 
  Strange Magic In Canolbarth ............................ 95 
  Spring .............................................................. 97 
  The Hardanger Fiends .................................... 111 
  Summer ......................................................... 113 
  The Rising Of Aengmor ................................. 129 
  Fall ................................................................ 132 
  A New Sultan On The Throne........................ 143 
  PREDICTIONS & PROGNOSTICATIONS .... 145 
  CLASSIFIEDS .................................................. 145 
   
  
  4 
   
  Preface 
   
  Dear Reader 
   
  The wonderful book you now hold in your 
  hands is the fifth in a series of rich volumes 
  intent on describing the amazing world of 
  Mystara.  As with the last volume, this year 
  there is much that is new in this little book.  
  The main change has to do with the fact 
  that, once more, the Almanac has a new 
  editor; two to be precise. 
  Allow me to introduce myself.  I am 
  Belzamith 
  Fingertackles, 
  a 
  gnomish 
  illusionist of Highforge in the great kingdom 
  of Karameikos.  My exciting hobbies include 
  tinkering, poetry, mystery solving, and 
  political sciences.  I enjoy discovering things 
  that were previously hidden and searching 
  for the truth behind what is always 
  presented to us.  I for one believe that there 
  is much going on in this world that we 
  should know about, but the powers behind 
  the scenes keep hidden from us. 
  Anyway, I am babbling on now.  As was 
  mentioned, I am one of the two new editors 
  of the Mystaran Almanac.  You see, in last 
  year’s edition, Joshuan Gallidox, the owner 
  of the Almanac, made a statement claiming 
  that the Hollow World was nothing but a 
  hoax; a fiction novel written by the 
  adventuress Claransa the Seer.  But brave 
  explorers from Karameikos returned from 
  that world, bringing proof that the fantastic 
  Hollow World was real.   
  Upset over his own public statement in 
  Joshuan’s, which is now proven wrong, 
  Joshuan did what he believed was right and 
  retired as Editor of the Almanac.  As such, 
  he handed the job over to me, as well as the 
  great dwarf Dorrik Stonecleaver, who has 
  his own words for you just below.   
  I must inform you, the reader, that Joshuan 
  still owns the Almanac however, and has 
  merely released the position of editor over 
  to us.  He is currently off wandering and 
  relaxing on the beautiful islands of Ierendi, 
  and might return to take control of next 
  year’s edition once more. 
  Now, you must be wondering what changes 
  have been made with the new editors.  Well, 
  I enjoyed Joshuan’s style and opted to 
  continue with the on-sight correspondents 
  and letters to describe places and events.  I 
  believe that such presentations make the 
  descriptions all the more lively and 
  interesting, giving the reader a better 
  perspective on things, as well as insight on 
  the people who present them to you.  I tried 
  to encourage our writers to dig more behind 
  the scene, but I must admit I am forced to 
  agree with what they see as common sense 
  and not press too deeply, otherwise, 
  unwanted attention might be drawn back 
  our way. 
   
  Another 
  change 
  is 
  the 
  addition 
  of 
  interviews. The Mystaran Almanac is 
  pleased to announce a live interviews with 
  one of the most talked about and important 
  people of our time.  What he has to say has 
  been 
  added 
  to 
  our 
  collections 
  of 
  correspondents, and is now available for 
  everyone to read. 
  The Atlas of the Known World and Famous 
  Folk sections will concentrate on places and 
  people who have not been described in our 
  last volume.  It is our desire to add new 
  information 
  instead 
  of 
  continuously 
  repeating the same old things over and over 
  again. 
  Once more, we have a detailed history of 
  major events that have become known 
  across our world, including some of our 
  correspondents giving comments and details 
  on things as they happened as well as their 
  repercussions.  The history gives events in 
  the Hollow World (HW) as well as the 
  Known World (KW).  There is even a brief 
  section on the far off Savage Coast (SC), but 
  I must be the first to inform you that the 
  information is far from complete or 
  confirmed as accurate. 
  One small complaint I have is the lateness 
  of which the transfer of editors took place.  
  Much of the Almanac publishing had been 
  
  5 
   
  thrown into complete chaos, which took 
  forever to get back in order.  Because of 
  this, the Almanac does not have nearly as 
  much information as I would have hoped 
  for.  But one must settle with limitations.  
  Still, what is here is of the best quality, and 
  quantity will definitely improve in the next 
  volume as well. 
  Therefore, it is with great pleasure that I 
  present to you the new and improved 
  Mystaran Almanac, AC 1014 edition.  It 
  would also be my pleasure to hear from you, 
  gentle readers, on your opinions of our 
  presentation and content. 
  Belzamith Fingertackles, Co-Editor 
  Mystaran Almanac 
  Mirros, Karameikos 
  Nuwmont, AC 1015 
   
  ------------------------------------------------------- 
   
  To The Reader 
  As mentioned by my partner, I’m Dorrik 
  Stonecleaver, one of the two new editors of 
  the Mystaran Almanac.  I won’t bother 
  boring you by repeating the details of how I 
  became a co-editor.  I’ve traveled and 
  adventured with Joshuan several times, and 
  felt obliged to help him with his Almanac 
  when he asked me to take over.  Had I 
  known about the gnome, I might have 
  thought it over twice however. 
  I’m also from Highforge, and used to be a 
  caravan guard for several decades.  I retired 
  over a decade ago and wandered the world 
  for a while. 
  I’ve always believed that one should get to 
  the point, and therefore suggested the name 
  change of Joshuan’s Almanac to the 
  Mystaran Almanac.  I find the new title a lot 
  more accurate as to its contents. 
  I don’t like big texts and wasting breath, so I 
  give the information that you really need.  
  Numbers, dates, places.  They give you what 
  you want or need to know, quickly.  I’ve 
  therefore made sure to include exact dates, 
  locations, populations, taxes, currency, and 
  all the details that have been left out in 
  Joshuan’s Almanac.  In other words, I’ve 
  brought over the best part of Prospero’s 
  Poor Wizard’s Almanacs back into the 
  newest edition. 
  I would have loved to include description of 
  the military forces and their tactics as well, 
  but most governments took a dim view at 
  seeing such information published and made 
  sure we didn’t. 
  Finally, a chapter is dedicated to recount 
  events that took place last year in the 
  Hollow World.  Think of it as an apology 
  for overlooking it last year. 
  Anyway, I’ve said the important stuff, so it’s 
  time to start reading the Mystaran Almanac.  
  If you have anything important to tell us, let 
  us know.  Make sure it’s important, because 
  with all our correspondents, we don’t have 
  time for useless letters. 
  Dorrik Stonecleaver, Co-Editor 
  Mystaran Almanac 
  Mirros, Karameikos 
  Nuwmont, AC 1015 
   
  
  6 
   
  OUR 
  CORRESPONDENTS 
   
  Here is our list of correspondents that give 
  us detailed information on the nations, 
  places, and events of the Known World of 
  Mystara.  However, the Mystaran Almanac 
  would like to increase its field of knowledge 
  and cadre of correspondents, by that gaining 
  access to information from around the 
  world.  Currently, we are sadly lacking in 
  information from the regions of the New 
  Alphatian Confederate Empire, the Savage 
  Coast, and the ever hard to reach Hollow 
  World. 
  Should you or anyone you know be 
  interested in joining our group of main 
  correspondents, simply send us letters 
  detailing a place or event.  If we like it 
  enough, it will be included in the next 
  Mystaran Almanac.  If you continue to 
  produce great articles, then you’ll be soon 
  able to find your name here in our list of 
  major correspondents. 
   
  Ursula Bremen 
  Ursula is a smart and experienced member 
  of the Darokin Diplomatic Corps, giving her 
  great insights into the political goings-on in 
  Darokin and surrounding nations.  Her 
  connections 
  also 
  allow 
  her 
  inside 
  information on the military activities in 
  Darokin, Aengmor, and the Orclands, 
  making her an invaluable asset to this 
  Almanac. 
  A very ambitious woman in her mid-30s, 
  Ursula always manages to keep her 
  ambitions in check.  The duties of her job 
  always come first. 
  This year, Ursula makes reports on the 
  goblinoids of the Orclands, as well as 
  activities going on in the nation of 
  Aengmor. 
   
  Alasdhair MacCallum 
  The 
  swashbuckling 
  rogue 
  known 
  as 
  Alasdhair MacCallum is a young Glantrian 
  that enjoys emphasizing his own cleverness 
  while subtly insulting those around him.  
  Luckily for him, he’s highly skilled with a 
  rapier, which has more than likely kept him 
  alive after his usual comments (shall we say 
  insults) on the fashions of various members 
  of the high society.  His own fondness for 
  elaborate dress gives others the impression 
  of him being an empty-headed young fop. 
  Alasdhair traveled up in the far reaches of 
  Norwold during AC 1014, and has written 
  to us about the far nations of the north, as 
  well as a geographical feature in the area. 
  The editors of the Almanac would like to 
  apologize to Alasdhair for misspelling his 
  name several times in last year’s Almanac.  
  His name is indeed Alasdhair, and not 
  Alastair as was written in both the table of 
  contents and the section on correspondents 
  in AC 1013. 
   
  Elidor Murtagh 
  As the First Mate of the Callista, Elidor’s 
  love of sailing marks him as a typical 
  Minrothad sea elf.  His love of travel has 
  brought him throughout the Sea of Dread 
  and the Sea of Dawn.  Elidor is also an 
  accomplished adventurer, having wandered 
  extensively during his first century or so of 
  life. 
  He has visited the undersea nation of Aquas 
  (although that was in AC 950, just after 
  Seashield’s founding).  Elidor has also 
  visited the Undersea regions near Minrothad 
  and Ierendi, and has friends among the 
  aquatic elves and merrow (mermen) there.   
  While people afraid of water are not 
  unusual, Elidor is the first person I’ve met 
  who is afraid of land.  He will never travel 
  more than a day’s walk inland, preferring to 
  keep the open sea in sight at all times. 
  During AC 1014, Elidor visited several 
  nations in the New Alphatian Sea and 
  describes Ionace for the readers. 
   
  Rikard Prospero 
  We are pleased to announce that the former 
  owner of the Almanacs is now one of our 
  
  7 
   
  cadre of main correspondents.  Born in 
  Thyatis, Prospero was adept at magic from a 
  young age and was sent to learn by the best 
  wizards money can buy thanks to his rich 
  merchant father.  Learning from his father, 
  Prospero also acquired the knack to write 
  down every detail and to be as precise as 
  possible (as readers of the old Poor Wizard’s 
  Almanac can attest). 
  It seems that after a long journey, Prospero 
  has made a new home for himself on the 
  Savage Coast, and therefore sends us the 
  first written reports on events taking place 
  to the far west. 
   
  Astrid Ragnisdottir 
  Born in Ostland, Astrid Ragnisdottir is a 
  young skald of Odin, a wandering priestess 
  and storyteller.  She is fascinated with 
  history and is well-versed in folk tales of the 
  Northern Reaches.  During her journeys, 
  Astrid has also studied the religious beliefs 
  of her homeland as well as neighboring 
  nations, including Wendar, Ethengar, and 
  the Heldannic Territories. 
  It is with distress that I must announce that 
  Astrid was severely wounded last year 
  during the invasion of the Falun Caverns in 
  the Hardanger Mountains.  The editors of 
  this Almanac do not know her current 
  condition, but wish her a speedy recovery 
  and hope that Odin sees fit to keep such a 
  worthy skald alive and well. 
   
  Favonius Viator 
  The second son of a well-to-do Thyatian 
  senator, Favonius is a bit of a rogue 
  uninterested in the politics that his father 
  takes part in.  Instead, Favonius took up the 
  trade of a merchant with the help of a very 
  rich uncle.  His mercantile experience gives 
  him much understanding on the Empire of 
  Thyatis, as well as the various inland trade 
  routes and coastal sea trade routes. 
  The editors of the Mystaran Almanac would 
  like to indicate that Favonius Viator has 
  disappeared last year while exploring trade 
  opportunities in the Thyatian Hinterlands.  
  Senator Viator has offered a 25,000 Lucins 
  (gp) reward for anyone who finds his son. 
   
  Faisel ibn Yasir 
  Born in the Emirates of Ylaruam as the 
  younger son of a merchant, Faisel has 
  displayed both the skills of an accomplished 
  warrior and learned scholar. 
  Faisel epitomizes the ideal citizen of the 
  Emirates.  He honors the Way of the 
  Eternal Truth and the Nameh every possible 
  way he can.  The man also quotes liberally 
  from the Nameh and similar religious 
  writings of Al-Kalim.   
  At the moment, Faisel is the Almanac’s best 
  source of information of what is going on 
  within the Emirates.  Unfortunately, it has 
  taken great convincing to get Faisel to write 
  to the Almanac once more, as he has 
  accepted the nation’s current view and 
  disdain of foreigners and non-believers.  It is 
  the belief of the editors that we shall soon 
  lose Faisel as a correspondent. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  8 
   
  ATLAS 
  OF 
  THE 
  KNOWN WORLD 
   
  Once again, dear readers, you arrive at the 
  section of the Almanac that details the 
  geography, countries, and famous places of 
  the Known World.  This year, we have 
  concentrated on the Isle of Dawn and 
  Norwold, leaving the mainland behind.  
  Expect the Bellissarian nations in our next 
  volume. 
  It has come to our attention, however, that 
  this area is no longer as valid as it once was.  
  I do not mean that it is no longer accurate 
  or valueless.  Instead, I believe that it is 
  badly organized.  After all, just look at the 
  chapter’s title once more: Atlas of the 
  Known World.  Just what exactly is the 
  Known World? 
  Our knowledge of Mystara has increased 
  tremendously over that past several years.  
  We are now in relatively good contact with 
  the nations of the Savage Coast and tavern 
  stories have made sure that almost everyone 
  is aware that there is a Hollow World 
  beneath their feet.   
  It is my belief that the first editor of this 
  Almanac, 
  because 
  of 
  his 
  egocentric 
  (although they would rather call it patriotic) 
  Thyatian upbringing, decided that wherever 
  Thyatis could reach is the World and the 
  rest does not exist; hence we have the 
  Known World. 
  Also, the area called the Known World is 
  simply getting too big to be handled in one 
  section.  More than likely, in the next 
  almanac, this chapter will be divided into 
  two separate chapters; one dealing with the 
  coast of the Sea of Dread (Five Shires, 
  Glantri, Karameikos, Thyatis, ...), and the 
  other with the nations of the Alphatian Sea 
  (Norwold, 
  Isle 
  of 
  Dawn, 
  Bellissaria, 
  Esterhold Peninsula, ...). 
  The editors of this Almanac would therefore 
  like to propose a name change to the area, 
  and we invite you, the reader, to give us 
  your opinions.  Send us a letter suggesting 
  the names you would like to give to these 
  areas, as well as the reason you think those 
  names are the best.  Perhaps next year, you’ll 
  find your names in the Almanac! 
  With all that said and done, let us continue 
  with the Atlas to the Known World. 
  B.F. 
   
   
   
  Alpha (Kingdom of) 
   
  Location:  Known World, continent of 
  Brun, 
  northeastern 
  reaches, 
  area 
  of 
  Norwold. 
  Area: 9,478 sq. mi.  
  Population: 
  90,000, 
  including 
  2,000 
  halflings.   
  Languages: Alphatian (official), Elvish 
  (Shiye-Lawr dialect), Halfling (Lalor dialect), 
  Heldannic, Thyatian.  
  Coinage: Alphatian Standard: Crown (gp), 
  mirror (sp), judge (cp).  Coins of many other 
  nations are in common circulation here. 
  Taxes: 20% income tax, collected yearly. 
  Government Type: Independent monarchy 
  part of the New Alphatian Empire. 
  Industries: 
  Agriculture 
  (grows 
  barely 
  enough for its own use), fishing, logging, 
  mining, and trapping. 
  Important Figures: King Ericall (Human, 
  male, F20) 
  Flora and Fauna: Alpha features the plants 
  and animals one expects of the northern 
  wilderness.  The Peninsula claimed by Alpha 
  is devoid of monsters thanks to the Regent 
  Pass, but cold-climate creatures (such as 
  snow apes, white dragons, frost giants, frost 
  salamanders, and sasquatches) fill the rest of 
  Norwold, as well as several scattered 
  goblinoid tribes. 
  Description: by Alasdhair MacCallum 
  After the long trek through the Icereach 
  Range, I was glad to finally make it back to 
  civilization here in the city of Alpha. [Ed. 
  
  9 
   
  Note: Alasdhair writes his articles to us in 
  chronological order, yet in the Almanac, we 
  placed them in alphabetical order.  For 
  details on why he was in the Icereach Range, 
  read his article on the Arch of Fire.]  Having 
  decided to take a boat back home instead of 
  walking, well, for the majority of the trip 
  anyway, the ports of Alpha became the 
  logical choice as my next stop.   
  Alpha is blocked off from the inland by a 
  large, rugged stretch of mountains that cut 
  off the entire peninsula at the neck.  There is 
  only one way through these mountains; a 
  small, twisting path known as Regent Pass.  
  This narrow gap is guarded by a fortress 
  garrisoned with an entire unit of the King’s 
  Guard. 
  The Land 
  From atop the hills of Regent Pass, the 
  splendid deep-water port of the city is easily 
  visible, with ships from around the world 
  docked in its large harbor.  Numerous 
  fishing boats can also be seen scattered 
  throughout the Great Bay.  The city itself 
  appears to be one huge castle or fortress, 
  with several layers of high walls surrounding 
  the city like various layers of an onion.   
  Atop a large hill in the center of the fortified 
  area lies one of the largest palaces I have 
  ever seen.  There must be at least a dozen 
  huge buildings all interconnected to each 
  other with arches and bridges and walls.  
  Dozens of chimneys dot the rooftops of the 
  palace; more than likely keeping the place 
  comfortably warm during the cold winter 
  nights here up north.  Various small parks 
  and woodlands can be seen within the 
  palace grounds as well, suggesting that great 
  care is taken to maintain its beauty and 
  appearance.  Still, despite the architectural 
  decorations, the thick walls and several 
  dozen towers clearly indicate that the main 
  purpose of the palace is indeed defense.  
  The old section of the city has its own, 
  central wall dotted with towers, ballistae, 
  and catapults.  This wall used to be the other 
  wall of the long abandoned Thyatian 
  fortress that once occupied this very area.  A 
  more recent wall, thicker and higher than 
  the others, surrounds the rest of the city.  
  All these overlapping walls and towers make 
  the defenses of the city a very formidable 
  obstacle to any enemy.  It must help the 
  Alphans sleep well at night, knowing that 
  they 
  are 
  well 
  defended 
  despite 
  the 
  Heldannic Knights being only several 
  hundred miles away.  The other sections of 
  the city also have a larger than normal share 
  of parks and trees compared to most 
  modern cities of the Known World. 
  Besides the palace, two other buildings draw 
  in the attention of any visitor to the area.  
  The first is the Hardball Arena.  This large 
  marble structure was commissioned by King 
  Ericall in AC 1007, in the hopes of drawing 
  more people to Alpha.  Unfortunately, with 
  the destruction of Alphatia, the arena hasn’t 
  been as successful as he hoped.  Still, there 
  are a few games between minor local teams 
  played here, and it’s also used for various 
  other social functions and reunions by the 
  nobility and upper class that don’t have 
  access to the palace.  On the bright side, it 
  seems that there will indeed be a hardball 
  season in AC 1014, so the local teams are 
  training hard to see who will get to represent 
  Alpha this year.  Such “friendly” practice 
  matches are very competitive and worth 
  watching if one gets the chance. 
  The last structure of note is a temple 
  dedicated to Zirchev. A large temple made 
  out of strong and sturdy oak, this shrine 
  stands just over three stories high.  A large 
  brass bell tops the tallest spire, which can be 
  heard throughout the city.  What makes the 
  temple so beautiful is its sheer simplicity.  
  There are no fancy decorations, extravagant 
  use of gold or silver, or even tasteless statues 
  used to honor Immortals (Rad forbid 
  anyone would want to anyway!).  The only 
  thing indicating that it is a house of Zirchev 
  is a carving of his face just above the main 
  double doors.  It seems the Forest Immortal 
  has gained quite a bit of popularity here in 
  Alpha, 
  and 
  there 
  are 
  almost 
  daily 
  ceremonies held to honor him.  The high 
  priest even has a choral of trained birds who 
  “sing” the hymns during the prayers.  Even 
  I, who detests prayers and such religious 
  nonsense, must admit that the presentation 
  
  10 
   
  of the ceremony was marvelous.  I would 
  say one should disregard his religious beliefs 
  (or lack thereof) for a brief moment and 
  participate to at least one such ceremony, if 
  just to see and listen to the show.  
  The land between the garrison at Regent 
  Pass and the city of Alpha is almost 
  completely converted into farmland, with 
  just the occasional patch of evergreens here 
  and there.  The soil is rich in nutrients, 
  apparently deposited by a glacier long ago, 
  or so I’ve been told anyway.  The farmers 
  don’t seem to care where it came from, just 
  that it’s there.  Various natural lakes and 
  small streams make sure that every farm has 
  an adequate supply of fresh water. 
   
  The People 
  The inhabitants of Alpha are mostly 
  Alphatian, although many of Heldannic and 
  Thyatian ancestry are also very visible.  The 
  vast majority is happy to have King Ericall 
  to rule them, adding what they believe is a 
  needed form of government and order to 
  their lives. 
  Most are simple farmers or fishermen who 
  do not have the typical Alphatian disdain of 
  mundanes; those unable to use magic.  
  Being removed from the former Alphatian 
  mainland, magic did not become as 
  mainstream in Alpha to affect their lives 
  very much.  Alphans therefore have more or 
  less the same ridiculous fear of the arcane as 
  most peasants from around the Known 
  World, besides Glantri, that is.  Besides that, 
  they are polite and welcome strangers 
  eagerly in exchange for courtesy and the 
  occasional stories about your travels.  Most 
  believe in minding their own business, do 
  not interfere with your plans, and are 
  content to simply do their work and not get 
  involved in politics and “important” things. 
  There are three current major topics going 
  around the taverns of Alpha.  The first is the 
  previously mentioned religious ceremony to 
  Zirchev.  Many people here are those who 
  helped colonize the area or are their direct 
  descendants.  Alphans therefore have a 
  greater respect for nature than most city-
  dwellers, as the numerous city parks and the 
  wildlands in the area can attest to.  I would 
  say that Alpha could almost be called the 
  City of Rangers and Foresters.  
  Another subject whispered every now and 
  then concerns the encroaching Heldannic 
  Knights to the south.  The fall of 
  Oceansend has caused even the most 
  doubtful to believe that Alpha is next target 
  of the Knights of Vanya.  Despite the 
  superb defenses of the city, many are 
  making plans on means of escape should the 
  inevitable come to happen. 
  Finally, on a more joyful note, a certain 
  Christina Marie Alanira is the third most 
  talked about subject.  I must admit, I have 
  met this beautiful young lady (how I 
  managed to attend such a high classed 
  reception is another story!), and I cannot 
  blame anyone for talking about her.  It 
  seems that this young daughter of a minor 
  noble from Bellissaria has managed to catch 
  the eye of King Ericall.  Her own love of the 
  outdoors and zest for life has allowed her to 
  adjust rather well in Alpha, and earned her 
  the respect of many of the nobles here.  
  Needless to say, most rumors have to do 
  with a royal wedding happening in the near 
  future.   
  If such rumors are true, then I envy those 
  lucky enough to receive invitations.  The 
  lands around Alpha are beautiful to behold, 
  and the Grand Ballroom of the palace, 
  where the ceremonies are sure to take place, 
  is rumored to be one of the architectural 
  wonders of the Known World.  I’m sure 
  such a night will be one that would be 
  impossible to forget. 
   
   
   
   
   
   
   
   
  
  11 
   
  Arch of Fire, The (Geographical 
  feature) 
   
  Location:  Known World, continent of 
  Brun, 
  northeastern 
  reaches, 
  area 
  of 
  Norwold, Icereach Range. 
  Area: app. 5,000 sq. mi. (about 2,500 sq. mi. 
  around each volcano). 
  Population: unknown number of creatures 
  from the Elemental Plane of Fire.   
  Languages: Unknown languages from 
  elemental plane of fire.  
  Coinage: Unknown, if any at all. 
  Taxes: Unknown, if any at all. 
  Government Type: Unknown. 
  Industries: Unknown. 
  Important Figures: None known. 
  Flora and Fauna: small plants and animals 
  common in more southern regions than 
  Norwold. 
   
  Description: by Alasdhair MacCallum 
  Well, for those of you who read Joshuan’s 
  Almanac last year, you might recall that I 
  mentioned I would be visiting the Great 
  Crater and New Kolland to give the world’s 
  first human report on everything that goes 
  on in the humanoid lands.  Unfortunately, 
  I’ve been side-tracked from those plans.  It 
  seems I have since managed to irritate a 
  mage of some renown within the Great 
  School of Magic and was forced to perform 
  a small task for her, or suffer some 
  “accidental mishaps” she would foreshadow 
  with her divination magic.  Still, there is 
  some time left yet during this year, so who 
  knows, the New Kolland Travelogue might 
  still see publication before next spring. 
  Anyway, this quest of hers brought me up 
  into the frozen reaches of the Icereach 
  Range in faraway Norwold.  On one of the 
  cold nights, and it does get cold up there, I 
  spotted a huge bright light within the sky.  
  Closer inspection revealed a line of red 
  flames arching through the sky.  My 
  curiosity evidently was picked, and so I 
  approached this phenomenon to get a better 
  look.  And it is about this Arch of Fire that I 
  write my next article for the Almanac. 
  The Arch of Fire 
  The Arch of Fire is situated approximately 
  half-way between the large swamp along the 
  swift White Bear River and the large, 
  foreboding Icereach Mountains.  For those 
  who do not know the region of Norwold, 
  that is approximately 300 miles west of the 
  hin city of Leeha. 
  The Arch itself seems to be some sort of 
  conduit or vortex for the Elemental Plane of 
  Fire.  The northern end of the arch starts 
  from a volcano known as Northern Mount 
  Cantrinus, 
  named 
  after 
  the 
  Thyatian 
  explorer who first discovered this special 
  geographical feature.  The northern volcano 
  is the outflowing portal, spilling fire for the 
  Plane of Fire here into the Prime Plane.  
  From there, the flames leap up dramatically 
  in the form of a tube roughly 300 feet in 
  diameter.  This jet of flames lands 75 miles 
  southward, into the second volcano called 
  Southern Mount Cantrinus (needless to say, 
  Thyatians lack imagination).  The other 
  volcano is the inflowing portal, where the 
  stream of lava flows back into the Plane of 
  Fire.  The maximum point of the Arch must 
  reach at least 5 or 6 miles in height. 
  The Arch of Fire is visible from about 50 
  miles away during the day, and at least 75 
  miles during the darkness of night.  At night, 
  the glow of the flames gives a beautiful 
  orange/red color to the night sky.  It is 
  definitely worth a trip into the frozen 
  northland just to see this at least once. 
  The Land 
  The land around the volcanoes is wastelands 
  of fire.  The area is relatively flat considering 
  how mountainous the rest of the area is.   
  The whole area is crisscrossed by flowing 
  streams of molten lava, which in turn melt 
  all the snow on the mountain peaks and 
  create rivers and lakes of meltwater.  These 
  rivers just as easily lead to rivers or lakes of 
  lava, plunging into the molten rock.  This 
  creates rushing gouts of steam which gives 
  the whole area a look similar to fog-
  
  12 
   
  shrouded Klantyre back in Glantri.  Some of 
  these gouts of steam are from beneath the 
  ground, and steam geysers are relatively 
  common as well. 
  Vegetation is rather unusual for Norwold.  
  Because of the intense heat in the areas 
  directly around the volcanoes, species that 
  are normally not present in the north are 
  thriving here.  Even small mammals that 
  normally avoid the cold and snow can be 
  found scurrying about.   This is not to say 
  that a jungle is present here, however.  On 
  the contrary, vegetation is scarce and almost 
  non-existent.  The heat is just too intense, 
  and the rivers of lava often change course, 
  burning up whatever is in the way.  Most 
  areas are also covered in solid rock, 
  obviously old volcanic deposits, and have no 
  soil for anything to grow or live on. 
  Many small cave mouths dot the rocks that 
  surround both mountains.  Although most 
  of these openings lead nowhere, some 
  connect to fissures deep within the earth.  
  The formerly mentioned gouts of steam 
  occasionally scald these caves as well, 
  making them a somewhat hazardous shelter. 
  The People 
  Even more surprising is the fact that the 
  area is inhabited. Yet no humans live here; 
  instead, we have two races which are native 
  to the Elemental Plane of Fire. 
  At Northern Mount Cantrinus, a society of 
  efreet has been formed.  Admittedly, I was 
  not sure what species these beings were, but 
  once back in Glantri, I conferred with 
  specialists on the Plane of Fire, and they 
  confirmed that it was indeed the evil efreet.  
  These creatures have created what seems to 
  be a city of basalt and obsidian stones 
  around the mouth of the volcano crater.  
  Because of its relatively small size and the 
  fact that they were continuing in the 
  construction, I would assume that the efreet 
  are new arrivals and have just taken over the 
  area. 
  The efreet had many slaves working for 
  them, from humans, fire giants, fire 
  elementals, to even the occasional red 
  dragon whose wings had been clipped to 
  prevent flight. By the eagerness behind the 
  slave master’s whipping, I could tell that 
  visiting their city would not be a wise 
  decision. 
  Still, from away, I could see military activity 
  which suggests that they are preparing for a 
  war of some kind.  Construction seems to 
  be limited to walls and defensive positions.  
  A quick head count of certain areas allows 
  me to guess at a total population of 4 to 6 
  thousand efreet. 
  Further investigating would definitely be 
  worth doing by a larger and better prepared 
  group. 
  Southern Mount Cantrinus is controlled by 
  fire elementals. Here, my spying was 
  discovered and I was brought to meet their 
  leader. This elemental stands at huge height 
  of 25 feet.  Thanks to their magic, I was able 
  to communicate with the leader, and learned 
  that the efreet had indeed conquered the 
  northern volcano from them just a few 
  months ago.  The efreet now seem to have 
  plans of taking over the southern volcano as 
  well.   
  The fire elementals have no love for 
  humans, but do not slay them outright.  In 
  fact, it seems that right now they are trying 
  to recruit help from us, as their own 
  reinforcements have been blocked off since 
  the efreet have control of the incoming 
  portal from the Plane of Fire. 
  Still, when I refused to join their armies, I 
  was immediately asked to leave, and brought 
  to the borders of what they claim as their 
  lands. 
  I therefore have little to say about the fire 
  elementals, since I could not explore more.  
  Their numbers still remain a mystery.  As 
  for their culture, I doubt I would have 
  understood much of it anyway.  It is 
  something probably best left to mages and 
  sages who understand more about the Plane 
  of Fire and its inhabitants. 
  Don’t Miss 
  Well, the Arch itself is one of the wonders 
  of the world, a beautiful sight that is 
  definitely not to be missed if one has the 
  
  13 
   
  occasion to visit.  Unfortunately, everything 
  else there is definitely not worth seeing, 
  especially the inhabitants. 
  However, each of these creatures are from 
  another plane of existence.  This makes 
  them, and their artifacts and magic, rare and 
  unique.  This means they are worth quite a 
  bit of gold if brought to the right collectors 
  and sages.   
  Caerdwicca (Barony of; Empire of 
  Thyatis) 
   
  Location:  Known World, Isle of Dawn 
  (east of the continent of Brun; southwest of 
  the New Alphatian Sea), southern tip. 
  Area: 17,459 sq. mi.   
  Population: 2,000, including 500 in the 
  capital Caerdwicca. 
  Languages: Thyatian (official), Alphatian.  
  Coinage: Thyatian Standard: Emperor (pp), 
  lucin (gp), asterius (sp), denarius (cp).  Coins 
  of many other nations are in common 
  circulation here. 
  Taxes: 25% income tax collected quarterly 
  (Va. 1, Ya. 1, Fy. 3, Ei. 1).  Citizens abroad 
  must still pay.  5% sales tax on all but food 
  and clothing.  
  Government Type: Barony under the 
  jurisdiction of the Empire of Thyatis. 
  Industries: Trade. 
  Important 
  Figures: 
  Baron 
  Uthgaard 
  McRhomaag (human, male, F16). 
  Flora and Fauna: Standard for its climate.  
  Dangerous monsters include goblinoid 
  hordes scattered throughout the Isle of 
  Dawn as well as bandits. 
  Description: by Elidor Murtagh 
  Now here be a port worth mentionin’ ta 
  anyone who reads this book.  Caerdwicca be 
  a town built by a sailor for sailors, and ye 
  can’t ask for much better. 
  First o’ all, there be nothing ta do with 
  anything but ships and sailin’ and the basic 
  necessities for a town ta live.  Anybody 
  that’s somebody here knows something 
  about a ship, proving that they ain’t no land-
  lubbers. 
  The city be pretty simple too.  No big fancy 
  walls or port masters and bunch of ‘em 
  regulations that make ye waste your time 
  dockin’ yer boat. Fact, it’s this lack o’ 
  regulations that make Caerdwicca the pirate 
  haven it is today.  Baron McRhomaag was 
  once a pirate ‘imself, so he knows what it be 
  like. 
  Not ta say that Caerdwicca is a bunch of 
  lawless thugs and killers.  Nay.  The Baron 
  follows all ‘em Thyatian laws in his town, 
  but he don’t be pressin’ against the ships 
  that dock at his ports.  There’s no searches 
  for stolen goods or questions asked as ta 
  were they came from.  But once on solid 
  ground, ‘em pirates gotta behave just like 
  anyone 
  else. 
  The 
  only 
  business 
  in 
  Caerdwicca therefore be one of tradin’.  
  The town is filled with taverns an’ inns for 
  all ‘em sailors that dock here.  There be not 
  much else... not even a wall or palisade ta 
  protect in case of an attack.  The streets 
  aren’t even paved like most Thyatian city 
  streets be.  ‘Course, a few folks get wood 
  from the nearby forests to try and start their 
  own business, but so far that be small 
  business here indeed. 
  McRhomaag Castle be a funny sight ta see.  
  Don’t look like no castle that I be used to.  
  It’s a simple two story building built atop a 
  dirt hill, with a crude wooden wall around it.  
  Oh yeah, and a ditch he be calling a moat. 
  Now why does the Emperor allow this 
  obvious pirate haven ta stay?  Because 
  Baron McRhomaag controls ‘em pirates, 
  that’s why.  When he be in trouble, he just 
  asks his pirate captains for hand an’ they be 
  coming to the rescue. Just look at all ‘em 
  pirate raids against the Alphatians during the 
  war. Think that be a coincidence? 
  Anyways, Caerdwicca be ta place ta rest if ye 
  be looking for a nice town that be friendly 
  to sailors o’ any kind. 
   
   
  
  14 
   
  Dunadale (Duchy of; Empire of 
  Thyatis) 
   
  Location:  Known World, Isle of Dawn 
  (east of the continent of Brun; southwest of 
  the New Alphatian Sea), northeastern 
  corner. 
  Area: 168,605 sq. mi.   
  Population: 61,000, including 19,500 in 
  Dunadale, the capital. 
  Languages: Thyatian (official), Alphatian.  
  Coinage: Thyatian Standard: Emperor (pp), 
  lucin (gp), asterius (sp), denarius (cp).  Coins 
  of many other nations are in common 
  circulation here. 
  Taxes: 25% income tax collected quarterly 
  (Va. 1, Ya. 1, Fy. 3, Ei. 1).  Citizens abroad 
  must still pay.  5% sales tax on all but food 
  and clothing.  
  Government Type: Duchy under the 
  jurisdiction of the Empire of Thyatis. 
  Industries: Agriculture, lumber, fishing. 
  Important 
  Figures: 
  Duke 
  Edmondo 
  Tiberia (human, male, F11), Tastalgarth 
  Lunn (ex-king, now hermit, human, male, 
  M14). 
  Flora and Fauna: Standard for its climate.  
  Dangerous monsters include goblinoid 
  hordes scattered throughout the Isle of 
  Dawn as well as bandits. 
  Description: by Favonius Viator 
  The province of Dunadale was conquered 
  by the mighty Thyatian legions in AC 1010.  
  The Thyatian claim to the area was 
  confirmed and reinforced with the Isle of 
  Dawn Treaty signed on Klarmont 13, AC 
  1012, by a fearful Thothian King wishing to 
  pacify our leaders and prevent his kingdom 
  from falling.  Thus did Edmondo Tiberia 
  become the Duke of Thyatis’ new Duchy of 
  Dunadale. 
  The Land 
  The vast majority of the landscape of 
  Dunadale was unexplored by the former 
  Alphatian inhabitants.  Most of the land is 
  therefore covered with virgin forests and 
  unknown resources or treasures. 
  The area along the coast of the New 
  Alphatia Sea is relatively flat and ideal for 
  farming.  In fact, most of the rural 
  population is scattered in various villages 
  and homesteads along this coast, with only 
  the occasional hermit more inland that 75 
  miles. 
  More inland, large hills start to dominate the 
  landscape, creating a maze-like network of 
  valleys and passes.   
  To the far north, past the bogs and near the 
  border of the Kingdom of Helskir, lies the 
  Herdane Escarpment.  This 500-foot high 
  cliffside is known for the large number of 
  caverns and entrances to the underworld 
  present on its face. 
  Dunadale is also famous for the vast 
  number of swamps and peat bogs, where 
  numerous types of insects and monsters 
  make their home, preying on travelers.  
  These bogs fill up all the valleys between the 
  hills, creating rivers of swampland with the 
  occasional island of dry land.  In fact, 
  imperial prospectors believe that almost 
  50% of the land is one huge bog, unsuitable 
  for inhabitation.  Despite this, the Emperor 
  continues to send Thyatian colonists in the 
  area to increase the population, securing our 
  hold in the area for eternity. 
  The People 
  The inhabitants of Dunadale are an even 
  mix of Alphatians and Thyatians.  Before, 
  the Alphatians were more numerous, but 
  with the signing of the Treaty of Dawn 
  [Also called Isle of Dawn Treaty. Ed.], many 
  of the Alphatians left for territories 
  remaining under Alphatian control. 
  The number of Thyatians is on a steady rise, 
  however.  This is mainly due to the 
  Emperor’s wise decision to increase the 
  colonization of the Isle of Dawn and other 
  Thyatian dominions.  To date, the new 
  inhabitants have been able to fill in the 
  empty 
  places 
  left 
  by 
  the 
  departing 
  Alphatians, so there is no pressure on 
  communities to expand nor are there any 
  shortages of supplies or room. 
  
  15 
   
  The former inhabitants, however, are not 
  completely pleased with their new status of 
  Duchy.  They ungratefully complain about 
  their lack of influence with the government 
  compared to when Dunadale was a 
  confederacy under Alphatian control.  Back 
  when Alphatia was in command, nothing 
  ever 
  happened; 
  Dunadale 
  remained 
  stagnant.  Can’t they see that now, with 
  proper Thyatian rulership, Dunadale shall 
  grow into a great Duchy?  Already the 
  population is climbing and the land is being 
  explored.  And they have their say by voting 
  for the Senators for the region.  What more 
  could they possibly want? 
  The only bad part about such a vast and 
  uninhabited territory is the lack of proper 
  control.  Many bandits and deserters have 
  fled into the swamps, preying on helpless 
  Thyatians.  It is even rumored that the 
  infamous Mario’s Marauders are somewhere 
  within the borders of Dunadale.  Travelers 
  be warned. 
  Don’t Miss 
  The main attraction of Dunadale is its raw, 
  natural beauty untouched by man.  As 
  mentioned, most of it is virgin forest, so 
  anyone 
  who 
  desires 
  the 
  feeling 
  of 
  exploration and discovery can enjoy his stay 
  in the area. 
  Another sight is the Herdane Escarpment.  
  When atop the high cliff, one can see the 
  New Alphatian Sea to the East.  This, along 
  with a rising sun in the early hours of the 
  morning, makes a golden/orange ocean 
  covering the horizon line.  From what I hear 
  (since I have not visited myself), for those 
  with the patience and endurance to hike the 
  several hundred miles overland for this 
  sight, it is well worth it. 
  Unfortunately, the Herdane Escarpment is 
  not very well known by the locals and, in 
  fact, hardly ever appears on any map.  The 
  only map I have seen with the escarpment is 
  the one given with the Dawn of The 
  Emperors novel [boxed set. Ed], detailing 
  the history of the Thyatian Empire 
  (obviously 
  a 
  Thyatian 
  publishing).  
  However, it is not named on this map.  
  Simply take the map of the Isle of Dawn, 
  and the long cliffside to the southeast of 
  Helskir is the Herdane Escarpment. 
   
   
   
    
  Helskir (Kingdom of) 
   
  Location:  Known World, Isle of Dawn 
  (east of the continent of Brun; southwest of 
  the New Alphatian Sea), northern tip. 
  Area: 28,932 sq. mi. 
  Population: 40,000, including 15,000 in the 
  capital Helskir. 
  Languages: Thyatian (official), Alphatian.  
  Coinage: Thyatian Standard: Emperor (pp), 
  lucin (gp), asterius (sp), denarius (cp).  Coins 
  of many other nations are in common 
  circulation here. 
  Taxes: 20% income tax collected quarterly 
  (Va. 1, Ya. 1, Fy. 3, Ei. 1).  5% customs tax 
  on all but food and clothing.  
  Government Type: Independent kingdom 
  under the jurisdiction of the Empire of 
  Thyatis (its ties to Thyatis are merely a 
  formality). 
  Industries: Trade and fishing. 
  Important Figures: King Eruul Zaar 
  (human, male, F18), Queen Asteriela Torion 
  (human, female, M12). 
  Flora and Fauna: Standard for its climate, 
  including sheep and goats.  Dangerous 
  monsters include goblinoid hordes scattered 
  throughout the Isle of Dawn as well as 
  bandits. 
  Description: by Alasdhair MacCallum 
  The town of Helskir is a rather odd sight 
  here in the war-torn lands of the Isle of 
  Dawn.  It is the first city I see without any 
  city walls.  Admittedly, there is a wooden 
  palisade 
  surrounding 
  the 
  town, 
  but 
  compared to the massive stone walls that 
  
  16 
   
  most other cities have, it makes Helskir look 
  defenseless. 
  The Land 
  Compared to most kingdoms, the nation of 
  Helskir is relatively small.  The city itself lies 
  on arable land, well suited for farms and 
  livestock.  This farmland follows the coast 
  of the Sea of Dawn, covering about a third 
  of the nation’s lands. 
  To the south of the nation lies the huge 
  Demeran’s Moor.  Fell lizards and monsters 
  of all sorts thrive within the murky waters 
  far away from any civilization.  Demeran’s 
  Moor is even more dangerous because a low 
  fog often rolls in, hiding the inhabitants, as 
  well as the various sinkholes and natural 
  dangers of any moor.  This giant moor takes 
  up another third of the land claimed by 
  Helskir. 
  The last third is rocky ground which the 
  people of Helskir use to herd sheep and 
  goats.  As one moves toward the southwest, 
  the ground becomes more uneven and rises 
  higher and higher until it stops at a huge, 
  unnamed cliffside several miles just past the 
  border. [Ed. Note: Alasdhair seems to be 
  referring to the Herdane Escarpment 
  mentioned in Favonius Viator’s description 
  on Dunadale.] 
  The city itself was but a small fishing village 
  40 years ago. King Eruul Zaar has since 
  transformed it into one of the most thriving 
  economical trade centers in this part of the 
  Known World. 
  Helskir is lucky enough to have a deep 
  harbor with the capacity to handle several 
  ships with ease.  Although there are areas of 
  shallow water here and there, a large, stone 
  lighthouse guides ships safely through the 
  bay and to the docks. 
  Currently, only a wooden palisade protects 
  the city, but the foundation for a stone wall 
  has been laid in various places.  The work is 
  expected to be completed by the summer of 
  AC 1015. Key buildings within the city, such 
  as the Fishing and Sailing Guildhall, the 
  Palace, and the lighthouse, are built on a 
  steep hill with their own wooden palisade 
  around them. 
  The People 
  The people of Helskir have learned to 
  ignore most rulers and simply continue on 
  with their lives.  The city has changed from 
  Alphatian hands to Thyatian control to 
  independence so many times that most have 
  stopped bothering to even try to count. 
  Now it seems that Helskir is once more a 
  part of the Empire of Thyatis, although it 
  remains a semi-autonomous kingdom under 
  the rulership of King Zaar. 
  With all the political maneuvering that took 
  place during the Thyatian-Alphatian war, 
  most inhabitants expected Helskir to be one 
  of the first cities to fall and be destroyed.  
  Much to their relief, they have actually 
  prospered except for a brief period of 
  raiding the past few years.  Now with the 
  full presence of Thyatian Legions, the 
  economy is once more on the rise. 
  The inhabitants are of Alphatian descent, 
  although they have long ago abandoned all 
  ties to their Alphatian culture. 
  Don’t Miss 
  Unfortunately, there’s not much to see in 
  the land of Helskir. 
  Myself, being from the inland nation of 
  Glantri, I was rather intrigued with the 
  lighthouse, so I paid it a visit.  This stone 
  tower stands what must be 12 to 15 stories 
  in height, with a base of at least 50 feet in 
  diameter.  At the top lies a huge, magical fire 
  that can be seen far out at sea, a fact I can 
  testify to from my sailing trip here from 
  Oceansend.  Many other places also have 
  lighthouses, but from what I hear, this is 
  one of the biggest ones found anywhere.  
  Of course, despite all that, it is still just a 
  lighthouse. 
  The only other place to see in Helskir is the 
  market.  In itself, the market is nothing 
  spectacular, but when you consider that 
  almost every ship that sails in the waters of 
  the Sea of Dawn or the New Alphatian Sea 
  stops here, it becomes evident that almost 
  anything can be found in the market.  
  Helskir is a great place to collect coins and 
  currency from various sea-faring nations of 
  
  17 
   
  the world.  I would imagine only Minrothad 
  can claim a bigger market. 
   
   
   
   
  Ionace (a.k.a. Isle Of the NACE) 
  (Island and Imperial District) 
   
  Location:  Known World, New Alphatian 
  Sea. 
  Area: 128,199 sq. mi. plus many small 
  islands that were once part of Alphatia 
  (including Nuntar Island, the Vertiloch 
  Islands, the Aasla Isles, the Grey Islands, 
  Mount Thera, Eagret Island, Arogansa 
  Island, Eadrin Island).   
  Population: 3,000, including 1,000 soldiers 
  of the Alphatian 6th-Army.   
  Languages: Alphatian.   
  Coinage: Alphatian Standard: Crown (gp), 
  mirror (sp), judge (cp). 
  Taxes: 15% income tax, collected yearly. 
  Government Type: Imperial District under 
  the direct control of the Alphatian Council 
  of Kings and Queens of the NACE. 
  Industries: None; imports all it needs from 
  the rest of the NACE.  Small mining of 
  Mnemonic Minerals, still sought out by 
  mages despite the drawbacks. 
  Important Figures: Commander in Chief 
  Broderick (human, male, F17).  The various 
  Kings and Queens of the NACE also visit 
  rather regularly. 
  Flora and Fauna: Ionace is filled with 
  various monsters of all sorts.  Most are not 
  even natural to the area, or even the Prime 
  Plane.  The first level of the underground 
  city is secured, but the deeper one goes, the 
  worse the monsters become. 
  Description: by Elidor Murtagh  
  So, fer those of ye who wanted ta know 
  what’s goin’ on in faraway Alphatia, lemme 
  tell ye I’ve been sailin’ the seas ‘round there 
  fer the last year. I managed ta find that ol’ 
  wizard who provided the previous owner of 
  the almanac with all his information on 
  Alphatia. Ye should get his archive fer the 
  year ta come an’ the previous one, an’, me 
  thinks, some kinda geographical survey too. 
  Tho’ my plans were ta head ta Bellissaria, 
  Alphatian marines I’ve met at various ports 
  o’ call throughout the Isle o’ Dawn told me 
  o’ great political changes in the empire. ‘t 
  was not clear whether ‘t was an empire or a 
  confederation o’ some sort, but they all 
  seemed happy with it. So we set sail fer the 
  New Alphatian Sea, where that new capital 
  o’ theirs should stand, on Monster Island, 
  or, as they call it now, I’ o’ NACE, a weird 
  name if ye ask me. 
  The Callista dropped anchor in the small, 
  temporary harbor outside the capital. It 
  stands in a natural bay, so that it reminds me 
  o’ those harbors typical o’ the Northern 
  Reaches, built inside a fjord. Looks like the 
  sinkin’ of Alphatia created that weird 
  landscape o’ high mountains risin’ out o’ the 
  waters.  Then we took the steep, tortuous 
  road ta Denwarf-Hurgon and Ionace.  
  Tho’ I could spend my life in rigging, I hate 
  such roads that take ye far away from the 
  sea into the mountains.  There be no roads 
  leadin’ directly ta Ionace yet. The road splits 
  in two: there’s a new one leadin’ north ta 
  Sanctuary, whereas the remnants of the old 
  road lead south ta Denwarf-Hurgon. So we 
  went ta that dwarf city o’ ‘em, an ugly, 
  mostly deserted ghost town.  There I spent 
  time with the sole denizens o’ the city: 
  soldiers o’ Aquas. They’re kinda like me, 
  used ta live with water all ‘round ‘em, ‘n they 
  ended up garrisoned here in diminutive 
  buildings surrounded by tall mountains. 
  We spent most of the night in a tavern, 
  drinkin’ as only sailors an’ marines can do. 
  Tho’ part o’ the conversation’s shrouded in 
  dark mists, I be sure they warned me ‘gainst 
  walkin’ alone at night in the city or tryin’ ta 
  go in the lower levels o’ the city. No chance 
  I ever do that anyway, can ye imagine me 
  burrowed in the ground like a dwarf? No 
  way. They also warned me ‘gainst travelin’ 
  
  18 
   
  without a strong guard ‘round the island. 
  Seems the mountains and the underground 
  be both infested with all sorts o’ terrible 
  monsters. In fact, they even nicknamed the 
  whole isle the biggest dungeon in the world, 
  an’ they probably be right. 
  I also took a glance at the city of Ionace 
  proper. Brand-new buildings that host the 
  government. Totally impersonal, if ye ask 
  my opinion, almost as ugly as the dwarf 
  town. [Ed. Note: These are obviously the 
  opinions of the writer as everyone knows a 
  dwarf town is not ugly.DS.] I tried ta enter a 
  building, but the guys seem completely 
  paranoid ‘bout spies, an’ they kicked me out.  
  Seein’ no business here, we left the city ‘n 
  went ta Sanctuary. Now, that’s a real city, 
  the way I like ‘em. Livin’, bustlin’, with 
  merchants an’ taverns. Not very dif’rent 
  from a port city back in Minrothad, or 
  anywhere else on the continent, altho’ it’s no 
  harbor. The men o’ Aquas patrol the city, 
  protectin’ it ‘gainst all those monsters, but in 
  fact the city seems to rule itself : trade and 
  minin’, not bureaucrats from Ionace. I heard 
  they mine a strange mineral that’s said to 
  enhance one’s spellcastin’ abilities, but I 
  couldn’t find an ounce o’ it fer sale. We 
  spent a few days in the city, but we didn’t 
  venture in the countryside, then went back 
  to ta Callista, ta sail the New Alphatian Sea. 
  We’ll probably be takin’ a look at that 
  Sundsvall Maelstrom very soon.  
   
   
   
  Oceansend (City-State of; Heldannic 
  Territories) 
   
  Location:  Known World, continent of 
  Brun, 
  northeastern 
  reaches, 
  area 
  of 
  Norwold. 
  Area: 9,977 sq. mi.   
  Population: 
  45,000, 
  including 
  4,000 
  halflings, 3,000 dwarves, and 1,200 elves.   
  Languages: Heldannic (official), Thyatian, 
  Alphatian, 
  Elvish 
  (Shiye-Lawr 
  dialect), 
  Halfling (Lalor dialect).   
  Coinage: Heldannic Standard: groschen (5 
  gp), gelder (gp), erzer (ep), markschen (sp), 
  fenneg (cp). The former coins of Oceansend 
  (heart (gp), blade (sp), and wall (cp)) are 
  now illegal within the city. 
  Taxes: 20% income tax, 5% sales tax, 10% 
  tithe to Order of Vanya.  
  Government Type: Currently occupied by 
  the Heldannic Knights. 
  Industries: 
  Agriculture 
  (grows 
  barely 
  enough for its own use), fishing, mining, and 
  trapping. 
  Important 
  Figures: 
  Councilor 
  Olaf 
  Yarrvikson (former king, human, male, 
  F10), Governor-General Hermann Adalard 
  (human, male, Pr9 of Vanya). 
  Flora and Fauna: The animals and plants 
  one would expect in a northern area.  There 
  are also several goblinoids in the Final 
  Range to the west. 
  Description: by Alasdhair MacCallum 
  The approach to the city of Oceansend, 
  now under Heldannic control, was rather 
  fearful and filled with tension.  The captain 
  was not sure how the Heldannic Knights 
  would react to a boat sailing out of Alpha.  
  It seems the captain’s fear was well founded; 
  a Heldannic warship came out to meet and 
  escort us into port.  The search of the entire 
  galleon, as well as the long questioning of 
  everyone on board was rather unpleasant, so 
  I will not bore you readers with the details.  
  Still, it is enough that I wish none of you 
  should ever suffer such indignities.  I must 
  mention, as I find the following important 
  to anyone traveling to Oceansend, that all 
  weapons were confiscated upon entering the 
  city; and that they were only returned on our 
  departure. It seems that the Knights are 
  fearful of a rebellion now that their clerical 
  magic has left them. I could never 
  understand how anyone could use such 
  cheap magic anyway.  They should all go to 
  Glantri to learn what real magic is. 
   
  
  19 
   
  The Land 
  Oceansend is a large, walled city along a 
  deep-water beach into the Alphatian Sea, 
  making it an ideal port.  Unlike many other 
  cities, this one lacks grand buildings or great 
  architecture to boast about or make fine 
  touristic attractions.  At least the Heldannic 
  Knights have placed many of their black 
  lion banners throughout the main streets, 
  clearly indicating their presence to everyone, 
  and adding somewhat of a sight to see.  
  Their military parades, although somewhat 
  filled with dread, are, I must admit, well 
  performed, and worth seeing, if one can 
  stand the presence of the Knights. 
  Like many cities here in the wildlands of 
  Norwold, Oceansend is well fortified.  
  Catapults and ballistae top every tower as 
  well as several sections of the city walls.  I 
  was shocked to see that some of the large 
  siege weapons atop the walls were pointed 
  into the city as well as out.  It seems that the 
  Heldanners fear uprisings from within as 
  well as sieges from without. 
  The fields around Oceansend are filled with 
  farms and small villages only now starting to 
  recover from the long siege the Heldannic 
  Knights laid upon the city a few years ago.  
  Most of the crops are very healthy this year, 
  as the ash and other remains of the war have 
  rendered the soil rather rich.  The houses 
  and villages were once beautiful and well 
  maintained, but are now rather make-shift 
  and improvised.  Most of them had been 
  destroyed by the Knights, and the peasants 
  had been forced to start their lives over 
  from scratch.  Needless to say, this did not 
  help the Heldanners acquire the love of the 
  conquered. 
  Finally, about 4 days journey west of 
  Oceansend lies the huge foothills of the 
  Final Range.  I would dare say that 
  “foothill” is not the correct term, as these 
  hills are long ridges of rocks that can be 
  called mountains back in Glantri.  This area 
  is important because it is the home of the 
  Rocktooth Dwarves.  It seems that the 
  Heldannic Knights have been unable to 
  capture Kildorkak, the stronghold of these 
  pesky little beasts [A reminder that this is 
  the opinion of the writer and not the 
  editors. Ed.].  Their mountain fortress is still 
  a point of resistance against the invaders. 
  The People 
  The people of Oceansend live in fear of the 
  ruling Knights, their every word and action 
  closely monitored by the conquerors.  The 
  farmers around the city toil endlessly to 
  meet the Knights’ demands in taxes and 
  tribute, and many have been turned into 
  veritable slaves.  The Heldanners do not 
  want to give them the chance to rebel, 
  especially now that they no longer seem to 
  have Vanya’s support. 
  But still, there appears to be an underground 
  movement forming.  I have promised not to 
  reveal any names because more than likely 
  several Knights will likely purchase copies of 
  this Almanac once it is printed, therefore I 
  do not want to place my new found friends 
  in any danger. 
  I met them in a tavern, whispering about 
  their 
  plans 
  of 
  returning 
  King 
  Olaf 
  Yarrvikson to the throne.  Upon noticing 
  that I was Glantrian, and hence no ally to 
  the clerical Heldanners, I managed to join 
  their group briefly.  It seems that various 
  important citizens of Oceansend have rallied 
  followers to them, making a veritable army 
  inside the city walls.  Even more impressive, 
  the dwarves of Kildorkak have somehow 
  managed to smuggle weapons into the city 
  right under the nose of the Knights.   
  I have no fear of revealing this information 
  because the Knights are already aware that 
  weapons are entering the city, hence the 
  confiscation 
  upon 
  entering 
  the 
  port.  
  Unfortunately for them, they have yet to 
  discover how.  The Knights therefore 
  suspect any dwarf within the city walls, and 
  have imprisoned, tortured and killed many.  
  The dwarven population is half of what it 
  used to be before the conquest of the 
  Heldannic Knights. 
  I myself would have loved to learn their 
  method, but prior duties called, and I soon 
  had to leave the port city of Oceansend. 
   
   
  
  20 
   
  Ochalea (Kingdom of) 
   
  Location:  Known World, Sea of Dawn, 
  southwest of the Isle of Dawn. 
  Area: 190,054 sq. mi.   
  Population: 125,000, including the capital 
  city of Beitung (pop. 50,000).   
  Languages: Alphatian, Thyatian.  
  Coinage: King (a.k.a. Teng, 5 gp), one (gp), 
  tenth (sp), hundredth (cp) (Ochalean coins 
  are octagonal with square holes in the 
  middle). 
  Taxes: Income tax of 15%, inheritance tax 
  of 10% Government Type: Monarchy. 
  Industries: Agriculture (wheat and rice), 
  textiles (silk production). 
  Important Figures: King Teng Lin-Dieu 
  (human, male, Pr20 of Korys). 
  Flora and Fauna: Ochalea is mostly free of 
  monsters. Dangerous creatures encountered 
  include ghouls, weretigers, tigers, panthers 
  and the rare purple worm. Also common are 
  sheep, goats, and snakes. 
  Description: by Favonius Viator 
  In the blue waters of the Sea of Dread lies a 
  large island that is home to the Ochaleans.  
  Once part of the great Thyatian Empire, 
  King Teng Lin-Dieu has managed to 
  successfully rebel and keep his island to 
  himself.  The Ochaleans have yet to produce 
  anything useful since that fateful day back in 
  AC 1007, and one wonders why they even 
  wanted to leave all the benefits associated 
  with the Empire.  Am I letting my national 
  pride get in the way of an impartial 
  observation?  Perhaps, but then, who can 
  ever give a completely unbiased answer to 
  anything.  Still, I am now here as a foreign 
  merchant to work out a trade agreement; 
  and it is from this journey that the 
  description of Ochalea will be available to 
  the readers. 
  The Land 
  The large island is a rocky crag sticking out 
  of the Sea of Dread.  The vast majority of 
  the land is too rocky or hilly to be of any 
  agricultural use.   
  Once a volcanic island, the remains of 
  volcanoes dot the islands, but these 
  mountains, although still rather big, are too 
  small to be considered true mountains.  
  Hence, most official Thyatian maps will 
  mark the kingdom as filled with hills.  Still, 
  one must be in good shape to hike these 
  hills, as they are far from gentle and rolling. 
  There are exceptions to this, however.  First 
  of all, between the hills, the valleys are well 
  protected from the elements and the water 
  runoffs create fertile land.  The largest of 
  these valleys houses the Shino-gawa River.  
  This huge river crosses almost the entire 
  nation, starting from the hills around the 
  town of Wongzhao Tsuhao, then moves 
  down to the lake around the town of 
  Chungklang.  From this lake, the largest one 
  in Ochalea, the Shino-gawa then pours into 
  the Sea of Dread another 70 or so miles 
  away.  Various areas along the shores of this 
  river are forested and very productive for 
  agriculture; productive enough to feed the 
  entire population as well as leave some for 
  export. 
  Also, two huge grasslands steppes cover a 
  certain amount of the island.  One, on the 
  western shore, is also the location of 
  Beitung, the capital.  The second grassland, 
  called the Grasslands of Chi, covers the 
  southern shore of Ochalea.  The most 
  southern portion of the flat terrain is 
  actually a tropical jungle thanks to the 
  southerly ocean currents that warm the 
  shores. 
  The People 
  The Ochaleans are a strange lot indeed.  Of 
  course, that should be obvious to anyone 
  since they willfully wanted to separate from 
  the Empire of Thyatis. 
  Ochaleans are a reserved and religious 
  people who place great importance on 
  manners and proper behavior.  The long-
  standing following of the traditions of the 
  Immortal Korys has also made them very 
  quiet, polite, and peaceful.  Normal 
  recreational activities in the rest of the 
  
  21 
   
  Known World, such as drinking and 
  gambling, are illegal here.  They do not like 
  violence and prefer to solve all their 
  problems through negotiation.  How they 
  will survive as a nation without the Thyatian 
  military is beyond me. 
  One of the greatest mysteries of the 
  Ochaleans, however, is their very own 
  traditions. Because of their peaceful ways, 
  Ochaleans believe in the equality of all men.  
  There is no distinction between the respect 
  shown to members of different social 
  classes.  But as mentioned above, it is in the 
  equality of MEN that is followed. 
  By Ochalean tradition, the woman has a 
  lesser role in society, placing her just above 
  that of a convicted slave back in Thyatis. 
  Admittedly, some places in Thyatis are not 
  much better, but at least that is just the 
  behavior of certain citizens and not an 
  actual law, as it is here in Ochalea.  Females 
  are therefore required to stay at home and 
  perform family duties and household 
  chores.  There are more arranged marriages 
  in Ochalea than in the entire Empire.  A 
  woman has very little choice regarding 
  anything. 
  The one thing I can admire of these people 
  is that their peaceful nature has made them 
  rather scholarly.  The large number of 
  priests, whom are held in high regard here, 
  has helped turned this nation into one of the 
  most educated on the Known World, 
  ranking third behind Glantri and Darokin. 
  Don’t Miss 
  There is not much to see specifically in 
  Ochalea, but lots to see in general.   
  The entire architecture of the kingdom is 
  exotic compared to the standard Thyatian 
  structure.  The wooden buildings are tiered 
  and sloped-roofed, with a small bamboo 
  fence surrounding them.  Stepping stones 
  lead around the houses to a little garden 
  with a few trees and perhaps a shrubbery or 
  two.  Their gardens are designed to give a 
  feeling of quiet and peace.  The most 
  beautiful of these buildings, are of course 
  the temples and shrines dedicated to Korys. 
  Besides the beauty of the place, Ochalea is, 
  well, rather dull.  And that’s just how the 
  Ochaleans like it. 
  Of interest to any readers who might also be 
  scholars, it seems that the historians of 
  Ochalea have found some interesting scrolls 
  to debate over the original inhabitants of the 
  island.  Up until now, it was believed that 
  Alphatians without any magical talents 
  colonized the island and developed the 
  clerical worshipping culture now present.  
  Recent evidence seems to indicate that the 
  Empire of Alphatia actually used the island 
  to drop off undesirables, including non-
  mage Alphatians as well as another group of 
  colonists that the Alphatians found on 
  “their” continent.  These two groups lived 
  together peacefully, where the Alphatian 
  coppery skin coloration soon dominated 
  over that of the second culture (whatever 
  appearance they had). It would seem that 
  the architecture of the Ochaleans comes 
  from this other mysterious culture, which is 
  apparently a colony from somewhere on the 
  continent of Skothar.  Whether these new-
  found scrolls are accurate or not remains to 
  be seen, and is sure to be the cause for 
  debate for the next decade. 
   
   
   
  Redstone (County of; Empire of 
  Thyatis) 
   
  Location:  Known World, Isle of Dawn 
  (east of the continent of Brun; southwest of 
  the New Alphatian Sea), western-central 
  area. 
  Area: 57,864 sq. mi.   
  Population: 50,000, including 25,000 in the 
  capital of Redstone.  
  Languages: Thyatian (official), Alphatian.  
  Coinage: Thyatian Standard: Emperor (pp), 
  lucin (gp), asterius (sp), denarius (cp).  Coins 
  of many other nations are in common 
  circulation here. 
  
  22 
   
  Taxes: 25% income tax collected quarterly 
  (Va. 1, Ya. 1, Fy. 3, Ei. 1).  Citizens abroad 
  must still pay.  5% sales tax on all but food 
  and clothing.  
  Government Type: County under the 
  jurisdiction of the Empire of Thyatis.  
  Industries: 
  Armor, 
  weapons, 
  military 
  training. 
  Important Figures: Countess Stefania 
  Torion (human, female, F5/T14), Count 
  Anaxibius Torion (human, male, F20). 
  Flora and Fauna: Standard for its climate.  
  Dangerous monsters include goblinoid 
  hordes scattered throughout the Isle of 
  Dawn as well as bandits. 
  Description: by Favonius Viator 
  Redstone was made into an actual dominion 
  at the end of the Alphatian-Thyatian war in 
  AC 1009.  Thincol granted the town and the 
  surrounding land to his daughter Stefania, 
  changing Redstone’s status from town to 
  County. 
  The Land 
  This Thyatian province is a tempestuous-
  looking land filled with a wide variety of 
  landscapes.   
  The northwestern part of the county is a 
  huge plateau hugging the coastline.  This 
  plateau is covered with grasslands known as 
  the Sutherlands.  On it, various cattle 
  herders make their living, trading with the 
  only two real villages of the area: Lar and 
  Vildis.  The cliffs of the plateau drop 
  straight down into the Western Sea of 
  Dawn.  It is riddled with caves, many of 
  which can only be seen when the tide is low.  
  This naturally makes the area a haven for 
  pirates and other outlaws. 
  To the northeast lies mainly farmland which 
  produces food for the rest of the County as 
  well as for the city of Newkirk in the Grand 
  Duchy of Westrourke.  The largest village in 
  the area is Lodar, at a fork in the Lod River 
  near the Carryduff Hills.  The Count and 
  Countess are currently debating whether 
  they should turn Lodar into a barony to help 
  better manage the area. 
  The central area of Redstone County is 
  mostly uninhabited.  To the east are dense 
  forests, namely the Ashton Woods and 
  Lurben Forest.  Theses woods are inhabited 
  by giant wolves which attack all trespassers.  
  Rumors 
  claim 
  that 
  dire 
  wolves 
  are 
  controlled by evil faeries.  The only safe 
  passage in the area is on the patrolled 
  Westrourke 
  Road 
  which 
  goes 
  from 
  Dungannon all the way to the Grand 
  Duchy. 
  The west side of the central area is almost 
  completely wetland, with the two largest 
  swamps being the Fengallen Marshes and 
  the Kilyleagh Curragh.  This area is 
  controlled 
  by 
  bugbears, 
  and 
  Count 
  Anaxibius often leads Legionnaires into the 
  region for training.  So far, the bugbears 
  have managed to maintain their hold on the 
  region thanks to their control of special 
  lizard mounts that enable them to cross the 
  swamp quickly and safely. 
  The southern region of the County of 
  Redstone is dominated by the Neagh Flats 
  and various hills and ridges [Hills of 
  Dooagh, Ballydonegan Hills, and the 
  Bastion Ridge. Ed.].  This area is mostly 
  cleared of dangerous monsters, and many 
  fishing villages as well as farms are scattered 
  all along the coast. 
  The People 
  There are two main cultures of people living 
  in Redstone.  The first is the military culture.  
  Redstone is the main training headquarters 
  for the great Legions of Thyatis.  Almost 
  everyone in the military has performed at 
  least one tour of duty at Redstone Castle.  
  They speak only Thyatian as part of their 
  military discipline.  This section of the 
  population is generally young, overconfident 
  and foolhardy.  During the nights and off-
  duty, they become the rowdiest bunch in 
  town. 
  The local inhabitants, although Thyatian 
  (and some Alphatians), have a culture all of 
  their own.  It seems that everywhere you go, 
  each village has its own share of ghosts and 
  faeries hidden among the villagers.  Almost 
  everyone can swear on their grandmother’s 
  
  23 
   
  grave that they’ve seen a ghost or have been 
  helped or cursed by a faery.  Just look at the 
  names of some of the places. Forest of 
  Sidhes: anyone care to guess what was seen 
  there?  Let us not forget the leprechauns 
  and their pots of gold.  Did I mention that 
  there is also a Redstone’s Lough monster?  
  Suffice to say that no authentic Thyatian 
  explorer, sage, expert or official has ever 
  seen it. 
  Don’t Miss 
  There is one great site in Redstone to see, at 
  that’s Redstone Castle itself.  This enormous 
  castle was ordered to be built in AC 2, and 
  construction was only completed at the end 
  of AC 5.  It has been standing since, for 
  over 1000 years [I suspect dwarves must 
  have helped in the design. Ed.].  The walls 
  to the castle itself are at least 50 feet tall, and 
  various towers reach at least 100 feet.  The 
  tallest spire in the castle, where the Count 
  and Countess make their room, peaks just 
  below 450 feet.  This magnificent Thyatian 
  fortress can easily accommodate up to 
  15,000 soldiers and staff, as well as the 
  mounts for half of them. 
  Throughout its entire history, Redstone 
  Castle has only been conquered once, in the 
  year AC 1007, by the Alphatians.  To say 
  Redstone was defeated, however, would be 
  an 
  exaggeration. 
   
  The 
  commanders 
  surrendered 
  when 
  the 
  rest 
  of 
  the 
  surrounding territories fell to the Alphatians.  
  And it took the combined Alphatian armies 
  of General Bentharzim, General Joshtintan 
  and General Martigan to obtain that result.  
  Redstone Castle has therefore never been 
  taken by force since its creation. 
  If visiting the County of Redstone, I also 
  recommend visiting their taverns which the 
  locals call pubs.  There, they serve their ale 
  and whisky, and all tell tall tales of the Wee 
  Folks and the magic of the faeries.  It might 
  be little children stories for the seasoned 
  traveler or adventurer, but they’re still fun to 
  hear. 
   
   
   
  Thothia (Kingdom of) 
   
  Location:  Known World, Isle of Dawn 
  (east of Brun, southwest of the New 
  Alphatian Sea), southeastern corner. 
  Area: 458,157 sq. mi. (95,277 sq. mi. of 
  Thothia proper, and 362,880 sq. mi. of the 
  Great Escarpment, now part of Thothia).  
  Population: 80,000.   
  Languages: Thothian (dialect of Nithian), 
  Alphatian (official). 
  Coinage: Alphatian Standard: Crown (gp), 
  mirror (sp), judge (cp).   
  Taxes: 15% income tax, collected yearly. 
  Government Type: Independent monarchy 
  part of the New Alphatian Empire. 
  Industries: Agriculture, fishing, trade. 
  Important Figures: Pharaoh Ramenhotep 
  XXIV (human, male, Pr10 of Rathanos). 
  Flora and Fauna: In the mainland Thothia, 
  standard desert wildlife can be found.  Also, 
  various undead and golem/statues protect 
  the numerous ruins and tombs lost beneath 
  the sands.  On the Thothian Plateau, the 
  exact wildlife is still relatively unknown, but 
  there is a known presence of phanatons, 
  centaurs, treants, and aranea. 
  Description: by Elidor Murtagh  
  Edairo be the name o’ the capital of 
  Thothia, the strange land o’ ancient magic 
  and the walkin’ dead.  Just ask any Thyatian 
  soldier who had ta face ‘em zombies an’ 
  mummies and worse.  
  The capital be about a day sailin’ inland up 
  the Aurora river. The mouth o’ the river be 
  a huge delta with farmin’ and other land 
  work goin’ on there, but once the delta ends, 
  that be pretty much the end o’ the farms 
  too.  Aroun’ Edairo be dry an’ arid, hardly a 
  tree in sight.  Course I ain’t the one ta 
  explore normal dry land, even less when it 
  be a empty desert.  From what I hear, the 
  place be filled with ruins an’ such stuff, filled 
  with treasures fer those brave enoug’ ta risk 
  the journey. 
  
  24 
   
  The city be filled with huge, giant statues an’ 
  triangular shaped buildin’s called pyramids.  
  Seems ta me that the Thothians like ta build 
  big things that don’t do much ‘cept ta be 
  used ta burry a dead or two.  Than again, 
  they can use ‘em afterwards in their armies 
  ta defend the place, so what do I know.  
  When I die, t’will be in the warm embraces 
  of the sea, that’s fer sure. 
  One sight ta see would be the palace, if ye 
  could get anywhere near it as a commoner 
  or foreigner.   Seems only the nobles or 
  priest can get anywher’ near that place. 
  Another would’a been the library, but seems 
  that burned down a few years ago... durin’ 
  the war, me thinks. 
  Not much else ta Tothia beside a bunch o’ 
  farmin’ villages here an’ dar.  Most of ‘em 
  can be found alon’ the Aurora or the delta, 
  but there be a few of ‘em scattered in that 
  desert o’ theirs. 
  The only notable sight of the land be the 
  Great Escarpment, now called Thothian 
  Escarpment in their honor.  Seems the last 
  treaty with Thyatis gave’em the rights to 
  own all o’ it  [Isle of Dawn Treaty. Ed.].  
  Lemme tell ye, there be quite a few angry 
  Thyatian colonists up on that plateau there.  
  The Emperor o’ Thyatis made this law ta 
  force people ta move there, and then 
  abandoned ‘em all ta Thothia afterwards.  
  Didn’t even give any of ‘em the means ta get 
  home if they wanted to.  Don’t help that the 
  Thothian’s don’t want ‘em either. 
  Ye see, the Thothiana have this belief that 
  only ‘em an’ the Alphatians are civilized 
  people.  Everyone else, ‘cluding ‘em 
  Thyatian colonists in their care, are mere 
  barbarians 
  who 
  don’t 
  deserve 
  their 
  attention.  Pff.. an’ these Thothians don’t 
  even know how to sail properly.  Wonder 
  what makes ‘em think they’re civilized. 
  ‘Course, now that Alphatia is gone an’ can’t 
  deal with the savages for ‘em, the Pharaoh is 
  forced ta deal with ‘em himself.  Not that he 
  can’t handle it, as he showed the Thyatians 
  who tried ta invade a few years ago.  The 
  Thothians try ta ignore foreigners as much 
  as they can. 
  The Thothians have this strange meditative 
  behavior, which means they like goin’ into 
  these 
  trance-like 
  things. 
   
  They 
  call 
  themselves mystic priests, followin’ the 
  preachings o’ their Immortal Rathanos.   
  ‘Nother weird thing be their like o’ tis game 
  called Spider’s Web.  Seems that everyone 
  can play it, but I ain’t managed to quite get 
  how it works yet.  Funny thing is, that 
  Pharaoh o’ theirs wants ‘em ta stop playin’ 
  this game or follow other superstitious 
  nonsense.  Guess they ain’t all so bad after 
  all. 
  Anyway, that about sums up the Thothians.  
  If ye ask me, stick ta the capital docks, in the 
  good old taverns with other foreign 
  merchants an’ sailors, and ya won’t be 
  treated like a nobody by the locals... unless 
  yer Alphatian, anyway. 
   
   
   
  Westrourke (Grand Duchy of) 
   
  Location:  Known World, Isle of Dawn 
  (east of the continent of Brun; southwest of 
  the New Alphatian Sea), north-western area. 
  Area: 97,272 sq. mi.   
  Population: 55,000, including 25,000 in the 
  capital of Newkirk.  
  Languages: Thyatian (official), Alphatian.  
  Coinage: Thyatian Standard: Emperor (pp), 
  lucin (gp), asterius (sp), denarius (cp).  Coins 
  of many other nations are in common 
  circulation here. 
  Taxes: 25% income tax collected quarterly 
  (Va. 1, Ya. 1, Fy. 3, Ei. 1).  Citizens abroad 
  must still pay.  5% sales tax on all but food 
  and clothing.  
  Government Type: Independent Grand 
  Duchy under the jurisdiction of the Empire 
  of Thyatis. (Its ties to Thyatis are merely a 
  formality.) 
  Industries: Agriculture, armor, dyes and 
  pigments. 
  
  25 
   
  Important 
  Figures: 
  Duke 
  Thrainkell 
  Firestorm (human, male, Pr12 of Vanya), 
  Duchess Holva Firestorm (human, female, 
  T13). 
  Flora and Fauna: Standard for its climate.  
  Dangerous monsters include goblinoid 
  hordes scattered throughout the Isle of 
  Dawn as well as bandits. 
  Description: by Favonius Viator 
  The large dominion of Westrourke is now 
  approximately half the size it was before the 
  war with Alphatia.  General Martigan of the 
  Alphatian forces spearheaded the assault 
  into Newkirk where he slew Duke Donegal 
  Firestorm and conquered the Grand Duchy 
  for the sunken Empire.  In AC 1009, when 
  the 
  land 
  was 
  reclaimed 
  by 
  Thyatis, 
  Thrainkell Firestorm, Donegal’s heir, was 
  forced to give up some of his northern lands 
  to Helskir as well as the large peninsula 
  containing Redstone to form a new County 
  for the Empire.  Westrourke still remains 
  one of the largest dominions on the Isle of 
  Dawn. 
  The Land 
  Westrourke is blessed with a variety of 
  landscapes and lesser dominions. 
  The southern-most area containing the 
  Duchy of Newkirk, the capital itself, is 
  delimited with the Southern Kauth Hills, a 
  light forest on its eastern border, and 
  grasslands marking the northern borders.  
  Most of the coast of this Duchy is one large 
  cliff face into the Bay of Newkirk, leaving it 
  unlikely to be attacked by Northmen raiders.  
  The City of Newkirk is famous for its 
  armorers capable of making the most 
  extraordinary suits of plate and chain. 
  Just north of the Duchy of Newkirk lies the 
  Dust Reaches. This huge plateau is covered 
  with nothing but desert and badlands.  It is 
  also overflowing with goblinoids.  The two 
  largest groups seem to be a horde of 
  kobolds living at the southern foot of the 
  plateau and orcs making their lairs on the 
  northern edge. 
  The western edge of the Dust Reaches lies 
  approximately 20 miles inland from the Gulf 
  of Westrourke.  This narrow strip is covered 
  with a largely uninhabited forest known as 
  Sveikassli Woods. 
  Further up north we arrive to the mainland 
  of what is now the Grand Duchy of 
  Westrourke.  The southern coastal area 
  around the Gulf of Westrourke is well 
  forested and home to many lumberers and 
  foresters.  It is also in this area where just 
  enough food is grown to keep the Grand 
  Duchy self-sufficient. 
  The northern area currently has four 
  baronies and two counties.  The baronies 
  are Blido, Guddal, Tromsheim, and Ytre 
  Ystrebo.  Each consists of a small village 
  and the land approximately 20 miles in all 
  directions around the village.  [Map lovers 
  will find these places on the Thyatian Trail 
  Map 2: The Eastern Countries.  Ed.] 
  The largest of the lesser dominions is the 
  County 
  of 
  Nordvik. 
  This 
  county 
  encompasses all the land around the Erdals 
  Fjellet River as well as the Geittinden 
  Mountains 
  [which 
  contain 
  Finnegar’s 
  Watch, alt. 2,100 feet. Ed.].  Nordvik makes 
  its economy from a small gold mine found 
  in the mountains and from its major 
  industry of dyes and pigments. 
  There’s also the County of Viksdalen along 
  the Dalselva River. Its borders contain the 
  Glotta Forest as well as the Fyresvatn Bogs.  
  This town is always fully on duty as the orcs 
  from the Dust Reaches, as well as lizard 
  men from the bogs, continuously harass the 
  inhabitants of the area.  Viksdalen is a major 
  trade town as most overland journeys to 
  Newkirk must pass through its area. 
  Finally, there is a marvelous signaling system 
  all along the coast of Westrourke, starting 
  from the keep on Finnegar’s Watch all the 
  way down to Newkirk.  Several towers dot 
  the coast every 100 miles or so.  Within 
  these towers are large, magical chimneys 
  which can send a pillar of smoke into the air 
  which is clearly visible by the occupants of 
  the next tower.  Through this method, a 
  message quickly gets back to the capital of 
  an arriving fleet.  Just as importantly, any 
  inhabitant of the area can also see the smoke 
  signal and rush to safety themselves, saving 
  
  26 
   
  the trouble of sending out riders to warn 
  about an attack. 
  Apparently the Duke is currently seeking 
  out potential new Barons for the regions 
  along the Tromsa River and The Arm.  
  Those areas are infested with goblins, and 
  Duke Firestorm will gladly grant sections of 
  the Svorkomo Forest (along those rivers) to 
  anyone who can clear it of goblinoids and 
  keep it that way. 
  The People 
  The inhabitants of the Grand Duchy of 
  Westrourke 
  are 
  a 
  mix 
  of 
  Thyatian, 
  Alphatian, and Ostlander colonists from 
  centuries back.  As with most people on the 
  Isle of Dawn, they grow weary of the 
  constant invasions from Alphatia and would 
  rather just be left alone.   
  There is a marked prejudice against 
  Alphatians in the area, as many people here 
  suffered tremendously during the war, and 
  have yet to forgive their tormentors.  Even 
  the Alphatians who have lived among the 
  Westrourkites for years are now distrusted 
  and looked down upon.  I am glad to say 
  that many of them have left toward 
  Alphatian dominions.  After all, who needs 
  the remains of a destroyed empire. 
  Its seems that the people are happy about 
  Duke Firestorm’s recently acquired semi-
  independence from the Empire.  They 
  foolishly believe that their lives will now be 
  better because of it.  I find that rather 
  ridiculous.  Besides, Westrourke is still part 
  of Thyatis, regardless what any agreements 
  might say.  After all, if the Emperor asks for 
  his help, the Duke will rush to his aid.  If 
  that is not the role of a vassal, I do not 
  know what is. As was mentioned, the whole 
  agreement was merely a formality anyway. 
  Finally, it seems that Newkirk is attracting a 
  fair host of bounty hunters.  Duke 
  Firestorm has offered a reward of 250,000 
  lucins (gp) to anyone who can bring him 
  General Martigan alive.  It appears the Duke 
  is seeking revenge for the death of his 
  father.  General Martigan was a count in the 
  lands of Norwold, but became independent 
  after the sinking of Alphatia, and then 
  abandoned the court life altogether to go 
  adventuring.  He and his party are very 
  powerful [18th level+, Ed.], and it is believed 
  they have left Mystara altogether to wander 
  the outer planes. 
  Don’t Miss 
  There 
  are 
  two 
  main 
  attractions 
  to 
  Westrourke that come to my mind.  The 
  first involves Finnegar’s Watch.  Many 
  hiking trails cover the Geittinden Mountains 
  leading up to the famous peak.  As you 
  reach the higher altitudes, pine forests start 
  to surround you, and rushing streams from 
  various springs can keep any thirst satisfied.  
  Many an outdoor-lover starts his journey 
  from the small village of Okstad at the foot 
  of the mountains and works his way up. 
  The view from Finnegar’s Watch is just 
  fantastic.  Also, thanks to the military 
  garrison at in the area, it is also clear of any 
  dangerous monsters. 
  Also, near Gund’s Tower in the Duchy of 
  Newkirk, many men practice a somewhat 
  unusual sport.  They dive off the cliff, 
  almost hundreds of feet high, into the 
  shallow waters of the Gulf of Newkirk.  
  Although it may sound like nothing much, 
  one’s heart does race to see someone 
  plummet to what looks like certain death 
  only to come out unscathed.  I must say that 
  to see such bravery in a fellow man shows 
  how great the Thyatian people really are. 
   
   
   
  West Portage (Barony of; Empire of 
  Thyatis) 
   
  Location:  Known World, Isle of Dawn 
  (east of the continent of Brun; southwest of 
  the New Alphatian Sea), west-central area. 
  Area: 9,977 sq. mi.   
  Population: 5,000, including 1,000 in the 
  capital West Portage. 
  Languages: Thyatian (official), Alphatian.  
  
  27 
   
  Coinage: Thyatian Standard: Emperor (pp), 
  lucin (gp), asterius (sp), denarius (cp).  Coins 
  of many other nations are in common 
  circulation here. 
  Taxes: 25% income tax collected quarterly 
  (Va. 1, Ya. 1, Fy. 3, Ei. 1).  Citizens abroad 
  must still pay.  5% sales tax on all but food 
  and clothing.  
  Government Type: Barony under the 
  jurisdiction of the Empire of Thyatis. 
  Industries: Trade and ship transportation. 
  Important Figures: Baroness Periandra 
  Docerius (human, female, F12), Captain 
  Jules Docerius (human, male, F12), Dresel 
  Ratchethook (gnome, male, T6/M(il)5). 
  Flora and Fauna: Standard for its climate.  
  Dangerous monsters include goblinoid 
  hordes scattered throughout the Isle of 
  Dawn as well as bandits. 
  Description: by Belzamith Fingertackles 
  Hello dear readers.  At first we had asked 
  Elidor Murtagh to describe the barony of 
  West Portage for us since he often sailed by 
  the area on the Callista.  However, to put it 
  nicely, Elidor refused to go anywhere near a 
  port that would dare commit the sacrilege of 
  bringing a ship onto dry land.  It is therefore 
  my pleasure to present the province to you 
  myself, from my observations on our 
  journey to Ionace to talk to Commander 
  Broderick. 
  The Land 
  West Portage is a relatively small province in 
  an area almost totally devoid of any great 
  resource or advantage.  The region is very 
  hilly and not very useful for agriculture.  
  Prospectors also claim that the area is 
  devoid of any useful mineral deposits or 
  mining possibilities. 
  The community of West Portage, the capital 
  of the province with the same name, is a 
  small town of barely 5,000 people, mostly 
  human.  West Portage is rather poor, and 
  the look of the buildings shows it clearly.  
  The only buildings that are in good 
  condition are the palace and the Thyatian 
  Legionnaire’s garrison.  The place doesn’t 
  even have a wall to help defend in case of an 
  invasion, although the Baroness is currently 
  saving up the money to build some.   
  West Portage does have one noteworthy 
  advantage though; position.  Located on the 
  northern shores of calm Seawolf Bay, West 
  Portage happens to lie on the shortest 
  overland pass from one side to the other of 
  the Isle of Dawn.  Those merchants who 
  prefer not to sail all the way around the 
  huge Isle of Dawn can put in at West 
  Portage and cart their cargoes across to East 
  Portage.  This overland transportation costs 
  an arm and a leg, in my opinion anyway, but 
  some merchants still prefer to pay the price 
  since they believe they easily make it back 
  with the time they save from avoiding a long 
  detour.  In fact, even whole ships have been 
  lifted onto huge wagons and brought across 
  the island. 
  The overland road is a winding one through 
  the hills at the center of the island, but is 
  well used and easy to follow.  Our guide 
  claims that the road is exactly one hundred 
  miles long, from city to city, but I’m sure it 
  must be off by a little.  Exactly one hundred 
  miles... sure, and I’m a beardless dwarf. 
  This trail, known as the Crossdawn Road, 
  however, is one of the most dangerous 
  places on the Isle, besides, perhaps, the 
  Thothian Escarpment which is still largely 
  unexplored.  With the constant warfare that 
  has occurred in the area for the past decade, 
  many people have been made homeless, 
  desperate, and angry, which means that 
  many have started the life of banditry.  Raids 
  on caravans between the towns have 
  increased considerably in the past decades.  
  And these bandits seem to be getting better 
  and more organized as time goes on.  Last 
  month, a whole ship and its crew 
  disappeared along the trail, never reaching 
  its destination of East Portage.  Officials 
  have yet to find any trace of it in the 
  wilderness. 
  The People 
  The inhabitants of West Portage are simple 
  people who just want to get on with their 
  lives and be left alone.   
  
  28 
   
  Being a relatively poor place, thievery is very 
  high in the city.  In fact, up until AC 1009, 
  when Docerius was crowned Baroness by 
  Emperor Thincol I, the province of West 
  Portage was unofficially known as the City 
  of Thieves.  Still, despite the rumors, West 
  Portage had always had a very low crime 
  rate.  The former ruler, Lareth Kubek, was 
  replaced by Docerius, then commander of 
  the Thyatian garrison, because he was 
  unable to deal with the invading Alphatians.  
  At that point, it seems the thieves came out 
  of their holes, and everyone became a victim 
  to one rogue or another.  It took the 
  Baroness almost 2 years to get things back 
  under control. 
  This would lead me to believe that Lareth 
  Kubek was somehow involved with the 
  thieves’ guild of the city.  However, Kubek 
  disappeared shortly after being replaced as 
  ruler, and his current whereabouts are still 
  unknown. 
  Most people work either at the docks, or as 
  guards and guides for the Crossdawn Road.  
  The fact that the city often changes from 
  Thyatian to Alphatian hands is rather 
  irrelevant to them.  Most can speak both 
  languages, and think of themselves as West 
  Portagers 
  rather 
  than 
  Thyatians 
  or 
  Alphatians. 
  Of a peculiar note, which I deem worthy of 
  mentioning, is Captain Jules Docerius, the 
  Baroness’s nephew.  The man is known for 
  his fighting prowess, but not for his 
  personal integrity.  He is overweight, and his 
  large nose is permanently red from too 
  much hard drinking.  Also, the man 
  constantly wears expensive and elegant 
  clothing rather out of his salary range.  
  Although I have no proof, I am almost 
  positive that the Captain has his connections 
  with the thieves’ guild and is probably taking 
  bribes.  If you have problems with thieves 
  while in West Portage, don’t go and see him. 
  [If you ask me, the gnome is delusional. DS.] 
  Don’t Miss 
  The only sight worth seeing in West Portage 
  is by far the marvelous docks.  Or more 
  precisely, the mechanism at the docks which 
  allows entire sailing ships to be raised onto 
  large wagons.  The device, which was 
  constructed by Dresel Ratchethook, a fellow 
  gnome I’m proud to say, is a large tower at 
  least 10 floors in height.  Dresel calls his 
  machine a “krane.” 
  The top floor of the krane has several solid 
  beams extending out into the air for about 
  40 feet.  Large counterweights and magic 
  help make sure these beams don’t fall.  
  Attached to the beams are several pulleys 
  and ropes, which are lowered down onto the 
  ship and tied to the hull in various places.  
  Over a hundred horses then pull on the 
  ropes, lifting the ship out of the water and 
  into the air.  I must say, it is quite the sight 
  to see a large sailing ship just swinging in the 
  air over the water. 
  Then, the top of the krane turns around, 
  thanks 
  to 
  steam-powered 
  machineries, 
  various cranks and wheels, as well as the 
  power of over a hundred men pulling ropes 
  along the shore, until the ship is resting over 
  these large berth-like wagons, also made by 
  Dresel.  The horses then move back, 
  lowering the ship onto the wagon.  Most of 
  the horses are then attached to the berth-
  wagons, and pull it across the Isle of Dawn.  
  It is mainly because so many horses and 
  men are involved that the cost for such a 
  voyage is exorbitant.  But I must say, it does 
  indeed include a good show with the trip. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  29 
   
  ATLAS 
  OF 
  THE 
  HOLLOW WORLD 
   
  We are pleased to introduce to the dear 
  readers a new section of our Mystaran 
  Almanac; the Atlas of the Hollow World.  In 
  this chapter, we shall detail the information 
  gathered about the various nations and 
  empires found within the mysterious 
  Hollow World that lies thousands of miles 
  beneath our very feet. 
  Unfortunately, the Hollow World has just 
  been proven real during the past year, and 
  we therefore do not have very much 
  information regarding the area yet.  As 
  mentioned 
  in 
  the 
  chapter 
  on 
  correspondents, we will gladly take any 
  information regarding this strange new 
  world.  Even now, we are trying to arrange 
  interviews with the various members of the 
  famous Karameikan Polar Expedition. 
  For now, we hope that you, the reader, will 
  be satisfied with the description of the 
  Kingdom of Nithia and the Azcan Empire 
  which we have extracted and pieced 
  together, with permission, from various 
  sections of “Claransa’s Travels to the Center 
  of the World.”  For those of you who are 
  fans of the literature, you will notice that 
  what we have below seems to cannibalize 
  her book.  Indeed it does, and we make no 
  apologies for it.  The purpose of the 
  Mystaran Almanac is to detail places and 
  events, not Claransa’s adventures (a fact that 
  Claransa agrees, and even insists upon).  
  Much of it has been edited out with only the 
  pertinent information regarding Nithia or 
  the Azcans kept.  If you would like a real 
  sample of Claransa’s writing capabilities or 
  just wish to read about her adventures, her 
  book is available through most book 
  merchants and libraries for the mere price of 
  10 gold pieces. 
  Just a reminder to the reader, the directions 
  of East and West are reversed within the 
  Hollow World so that they match those of 
  the surface world.  This is important when 
  attempting to figure out the locations of the 
  various nations. 
  Also, the information provided by Claransa 
  is from almost a decade ago.  The editors do 
  not claim responsibility for any facts that are 
  no longer valid due to the changes that have 
  occurred in the past 10 years.  More up to 
  date information will be provided in future 
  Almanacs as we receive it. 
  B.F. 
   
   
  Azcan Empire 
   
  Location:  Hollow World, continent of 
  Iciria, northern hemisphere, western coast. 
  Area: Unknown.  Estimated to be between 
  500,000 and 900,000 sq. mi. 
  Population: Estimated to be approximately 
  3,000,000.   
  Languages: Oltec (Azcan dialect), Neathar.  
  Coinage: None (barter only). 
  Taxes: Forced military or other duties. 
  Government Type: Theocracy, with the 
  King being a priest of Atzanteotl. 
  Industries: 
  Agriculture 
  (beans, 
  corn, 
  peppers). 
  Important 
  Figures: 
  King/Emperor 
  Azcotica (human, male, Pr12 of Atzanteotl). 
  Flora and Fauna: Dinosaurs, monkeys, 
  swine, snakes (including the azcan feathered 
  viper), and great cats (especially the jaguar). 
  Description: by Claransa the Seer, during 
  her visit in AC 1005.  Note that only parts 
  deemed important for you the reader were 
  taken, and sections have been edited, 
  deleted, and even rearranged from their 
  previous order for brevity and/or clarity.  If 
  you would like to read more, I recommend 
  purchasing a copy of “Claransa’s Travels.” 
  “As I travel through the lush jungle, I 
  cannot help but imagine what these people 
  must look like.  I have heard many 
  descriptions from the Neathar about the 
  short, dark, burly humans called Azcans, and 
  most of them seem to indicate that they are 
  
  30 
   
  extremely savage and brutal, even to their 
  own people and the land they live upon.   
  Still, at the moment, my main concern 
  should be to get there alive.  Right now, the 
  jungle I am crossing is filled with various 
  large reptiles, most of which could easily kill 
  me by merely stepping upon me.” 
  The Land 
  “This is my fourth day in this jungle, and 
  nothing has changed very much.  The area 
  seems very flat, without any significant hills 
  or mountain.  Luckily, the vine-covered 
  trees do not block the reddish sunlight from 
  the stationary star above, preventing me 
  from getting lost in the underbrush.” 
  “It also rains every day or two, making the 
  climate very warm and humid.  Fortunately 
  for the Azcans, this allows them to cultivate 
  maize and vegetables from the very poor 
  soils cleared from the jungle by their slash 
  and burn techniques.” 
  “The most northern part of the nation 
  reaches far enough in latitude to include 
  temperate forest.  Here, the Azcans are 
  fortunate enough to have rich soils and can 
  harvest more than enough for their northern 
  cities to thrive and even export food.” 
  “Here in the foothills of the World Spine, 
  the southern border of the so-called Azcan 
  Empire draws near.  I find it only fitting that 
  my journey through their nation finishes 
  with a complete change in scenery as well as 
  nation.  The mountains are tall, the terrain 
  rocky and jagged.  Yet, despite the climate 
  change, the Azcans are still present.  In this 
  area also claimed by the Schattenalfen elves, 
  the Azcans maintain several gold mines, as 
  well as mines for other precious metals.  
  Considering that they use this gold only for 
  jewelry, since they do not possess any 
  coinage or currency, I find that this only 
  tops the list of the things they do for pride 
  and personal prestige.  To risk war with an 
  enemy so close just to be able to wear more 
  jewelry is suicidal.  Then again, the Azcans 
  are nothing if not fatalistic.” 
  The People 
  “The Azcans are a savage and cruel bunch.  
  I see now that this reputation, spoken so 
  much about by the various peoples of the 
  Hollow World, is well deserved.  This race 
  participates fully and whole-heartedly in 
  human 
  sacrifices 
  to 
  their 
  Immortal 
  Atzanteotl.  In fact, just as often as not, the 
  victims are volunteers who believe that such 
  a sacrifice will guarantee them a great place 
  in the afterlife.” 
  “The Azcans enjoy a game called Tlachtli, 
  where commoners and slaves are forced to 
  play.  The game consists of getting a ball 
  through a hoop at the other end of the field, 
  and players are allowed to use any means 
  necessary, and I do mean ANY means.  
  Fatalities are not unknown, as the players 
  play for keeps since the losing team is 
  usually sacrificed to Atzanteotl.” 
  “They seem to have a very strict and 
  detailed hierarchy within their society, yet at 
  the same time, anyone of any social class can 
  rise from the lowest to the highest, or vice 
  versa, rather easily.  This has mainly to do 
  with combat and fighting prowess, which is 
  in high regard by all Azcans.  Another sure-
  fire way to gain prestige is to join the ranks 
  of the priests of Atzanteotl.” 
  “Most of the commoners wear breechlouts, 
  or a short tunic-like dress for the females.  
  Sandals are very rare, unless in a rocky 
  region.  Such simple clothing is permissible 
  because their climate requires nothing more 
  from them to survive.  Many also like to 
  wear headbands.  Colors are simple; almost 
  everyone wears an off-white cloth.  It seems 
  to do otherwise is a signal of rank.  Bright 
  colors, such as red and turquoise are a sure 
  sign of nobility.  The nobles also wear 
  excessive decorations, such as furs, gold, 
  silver, exotic feathers, and the like.” 
  “The goal of every Azcan, besides attaining 
  personal wealth and glory, is to fulfill the 
  Azcan dream.  This is, of course, nothing 
  short of world domination.” 
  “And nothing gets in their way.  The current 
  King, Azcotica, received the crown upon 
  assassinating his father Moctaplan and his 
  older brother Tenpocatliotl just a few 
  months ago.  There is no proof of such 
  deeds, but everyone seems to know it.  The 
  
  31 
   
  fact that the Azcans can follow such a ruler 
  despite knowing what he has done goes a 
  long way to show what cruelty they can 
  tolerate.” 
  Don’t Miss 
  [The editors of the Almanac would 
  recommend missing the entire Azcan 
  Empire at all cost.  It seems that they 
  sacrifice almost all visitors to their nation for 
  the glory of Atzanteotl.  Claransa was only 
  able to visit because her magic enabled her 
  to pass as one of them, thereby eliminating 
  most potential problems. Still if one insists 
  on going, the following extracts seem to 
  indicate a few things worth seeing. Ed.] 
  “Finally, there I was, but a few more 
  minutes from Chitlacan, the capital of the 
  Azcan Empire.” 
  “The largest and most impressive building 
  [in Chitlacan. Ed.] is a stepped pyramid 
  dedicated to Atzanteotl.  This is where the 
  daily sacrifices to Atzanteotl take place.  The 
  building must be at least 200’ tall and 
  probably twice as long along the base.  At 
  the top is the actual shrine to their Immortal 
  which contains the sacrificial altar and basin.  
  I would love to get a closer look, but there 
  are several squads of Azcan warriors 
  guarding every possible access to the 
  pyramid.” 
  “I must say, I enjoyed watching this game of 
  Tlachtli.  The eagerness and desire to win by 
  all players makes it a very exciting game 
  without any dull moments or stops in 
  activity.  The huge Tlachtli court is also a 
  sight to see, capable of holding several 
  hundred spectators, as well as the occasional 
  visit from the King himself and his court.”  
  [Ed. Note: This was her opinion of the 
  game before learning what happened to the 
  losers.] 
   
   
   
   
   
   
  Nithia (Kingdom of) 
   
  Location:  Hollow World, continent of 
  Iciria, southern hemisphere, eastern reaches. 
  Area: 687,277 sq. mi. 
  Population: 4,000,000, including 350,000 in 
  the capital of Tarthis. 
  Languages: Nithian, Neathar. 
  Coinage: Eye (gp), hawk (sp), beetle (cp). 
  Taxes: 25% income tax, 5% salt tax (sale 
  tax) on water. 
  Government Type: Monarchy, but all 
  Kings and Queens must be clerics. 
  Industries: 
  Agriculture 
  (Nithia 
  has 
  abundant growing seasons; it produces 
  enough grain to feed the nation and have 
  surplus for trade), gold mining. 
  Important Figures: Pharaoh Ramose IV 
  (human, male, Pr15 of Rathanos), Queen 
  Tafiri (human, female, Pr12 of Pflarr)  [Ed.  
  Note: Current information seems to indicate 
  that Tafiri is now dead and that the 
  following people have attained positions of 
  importance: Queen Senkha (human, female, 
  M12/Pr4 of Rathanos), King Al-Belak 
  (human, male, T12), Djemun (human, 
  female, T15), Vizier of Internal Security 
  Nikita-Ahmed (human, female, F18), King 
  Khnemet-urt (human, male, Pr9 of Pflarr), 
  and Permon (human, male, C8, the only 
  non-specialty priest in Rathanos’s clergy).]. 
  Flora and Fauna: Among the many 
  monsters and animals are animal herds 
  (oxen, horses, sheep, goats), giant ants, rock 
  baboons, bandits, giant (scarab) beetles, 
  camels, carrion crawlers, lions, dragons, 
  efreet, gargantuans, gargoyles, gelatinous 
  cubes, ghouls, gnolls, liches, giant lizards, 
  manscorpions, mummies, purple worms, 
  rats, rocs, flame salamanders, scorpions, 
  skeletons, snakes, sphinxes, living statues, 
  stirges, and zombies. 
  Description: by Claransa the Seer, during 
  her visit in AC 1006.  Note that only parts 
  deemed important for you the reader were 
  taken, and sections have been edited, 
  
  32 
   
  deleted, and even rearranged from their 
  previous order for brevity and/or clarity.  If 
  you would like to read more, I recommend 
  purchasing a copy of “Claransa’s Travels.” 
  “After the long talk with Trubiyar [A Jennite 
  friend Claransa met on her travels. Ed.] 
  about the lands surrounding the plains of his 
  people, I decided that Nithia would be the 
  next place for me to visit.  The story of how 
  the land was once green, but then the sun 
  came crashing into it and turned it into a 
  desert is one that any mage or sage in 
  mythology and history cannot ignore.  It 
  seems that after the area became a desert, a 
  civilization of dark-skinned people called the 
  Nithians appeared just as mysteriously.” 
  “They 
  apparently 
  have 
  huge 
  stone 
  monuments, most of which are used to 
  entomb their dead as well as all his living 
  relatives.  Could this be another sacrificial 
  culture similar to the Azcans I visited... well, 
  way back.  With these never ending days, I 
  have lost all track of time.” 
  “It was agreed then, and the next day the 
  two of us set off toward the land of 
  Trubiyar’s enemies.  I hope that he will keep 
  his word and behave while there, as the last 
  thing I need is to be caught in the middle of 
  a racial war.” 
  The Land 
  “The land of Nithia is a bleak and scorched 
  place.  Despite the eternal red sun being in 
  the exact same position as it is for anywhere 
  else within the Hollow World, the climate 
  here is tremendously warmer that just 
  several miles west.  The sky is completely 
  clear of clouds, and I doubt is has rained 
  here in days...err sleeps. 
  Vegetation is practically non-existent, but 
  there is more to this desert than just sand.  
  There are several rocky outcroppings, 
  forming walls and canyons, as well as 
  badlands and barren broken lands.  Exposed 
  rocks have been eroded by hundreds and 
  thousands of years of wind and sand, taking 
  unique and sometimes interesting shapes.” 
  “The farmlands and grasslands surround us 
  now.  It seems we are but a march away 
  from the famous River Nithia which 
  apparently cuts the kingdom of Nithia in 
  two.  This large river is the source of all life 
  for the Nithians, as well as everything else 
  that lives in this desert.” 
  “It seems that along the shores of this huge 
  river, a normal, agriculture-sustaining land is 
  available for the peasants and slaves to work 
  on.  Despite their claim to the vast area of 
  desert beyond, here lies the true nation of 
  Nithia.” 
  “Tarthis is built on the banks of the River 
  Nithia, right where the first division of the 
  huge delta takes place.  The city has a sun-
  dried brick wall surrounding it, ample 
  defense in case of an attack from the 
  neighboring Jennites or Tanagoro. 
  “Most dwellings are also made with the 
  same mud bricks, as well as the occasional 
  stone, and thatched roofs.  The rich, 
  however, live in huge stone palaces with 
  giant statues of sphinxes or their Immortals 
  everywhere.” 
  “I find it truly impressive that such a 
  primitive 
  culture 
  has 
  mastered 
  such 
  techniques of irrigation.  The fact that water 
  can be attained from various wells within 
  the city, as well as a sewer system to take 
  care of the refuse and waste is a clear sign of 
  excellent 
  scholars, 
  engineers, 
  and 
  leadership.” 
  The People 
  “Like all the other cultures I’ve encountered 
  so far, the Nithians are rather unique in their 
  customs and habits.” 
  “The commoner among the Nithians wears 
  a simple loin cloth or a sleeveless linen dress 
  if female.  Some unfortunate slaves wear 
  nothing at all but a belt.  The upper classes, 
  including the priests, wear more or less the 
  same garments, just with better fabric and 
  brighter colors.  They also wear an immense 
  amount of gold and jewelry, of which the 
  Nithians have managed to create various 
  interesting specimens.  I have acquired one 
  of their bracelets, which I think I shall 
  keep.” 
  “The Pharaoh of the Nithians is always a 
  cleric, and is considered by the people to be 
  
  33 
   
  an actual Immortal avatar of the Immortal 
  in question. 
  The religion also holds power elsewhere, as 
  they are responsible for collecting the taxes 
  and performing the death rights upon the 
  burial of the dead.  In fact, it is believed that 
  the truly faithful to the Immortals will one 
  day return among the living, hence the fact 
  that they perform special ceremonies to 
  keep their bodies intact and the burial of 
  their belongings with them.” 
  “The rich of Nithia build gigantic pyramids 
  whose only purpose is to serve as their tomb 
  once they are dead.  Apparently, this helps 
  achieve a greater place in the afterlife and 
  hence improves the chances of returning to 
  the living on the “great day” to come.  Once 
  dead, the rich man is buried with everything 
  he holds dear, from his valuables to his 
  relatives and favorite slaves.  In fact, most 
  consider it an honor to be buried alive in 
  such pyramids with their master.  Of a 
  peculiar note, they also store food in the 
  pyramid, so that the souls will not starve on 
  their journey into the afterlife.” 
  Don’t Miss 
  “The one building that I truly miss, having 
  been forced to leave Tarthis, is the Library 
  of Mysteries.  This huge stone building is 
  filled with ancient scrolls and books that 
  must date back for at least 3 or 4 thousand 
  years.  So much could be learned from 
  extensive studies of the information that 
  might be within the halls of the library.  
  Rumors abound that some of them are even 
  magical and show the secrets to great power. 
  One thing that amazes me, however, is the 
  similarities between the Nithians and the 
  Alphatian Thothians back on the Isle of 
  Dawn.  Even their language is very similar.  
  I cannot help but wonder if the Thothians 
  and Nithians are somehow related.” 
  “The Great Pyramid housing the tomb of 
  Rasiris, stands just over 500 feet into the air.  
  The structure appears a bright white under 
  the sun as a layer of white limestone covers 
  the blocks of granite the actually make it up.  
  And that is just one pyramid here in the 
  Necropolis of Tarthis, burial ground of the 
  Pharaohs.” 
  “When I was told that anything could be 
  found in the Grand Marketplace, for a price, 
  I didn’t believe him.  Now I can see the 
  truth in Trubiyar’s words.  This huge, open-
  air market, must cover several hundred 
  square feet and have merchant stalls or tents 
  everywhere.  Various merchants from other 
  cultures seem almost welcome here, selling 
  their goods just like any Nithian merchant. 
  Another commodity that can be bought 
  here 
  at 
  the 
  Grand 
  Marketplace 
  is 
  information.  Apparently, word gets around 
  quickly in the hand of the right people, and, 
  with the proper contacts, which can all be 
  found in the marketplace, one can also be 
  privileged with the information, for a price, 
  of course.” 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  34 
   
  TIMELINE FOR THE 
  HOLLOW WORLD, AC 
  1013 
  Since there is lacking in detail of the nations 
  in this section, we have therefore found a 
  substitute to fill in the void.  We now have 
  at least two brave souls who have journeyed 
  to the Hollow World and returned with 
  information on what has happened for the 
  past two years.   
  These individuals, however, wish to remain 
  anonymous, as they fear reprisal from the 
  Alphatians, who have claimed the North 
  Polar Opening as theirs, which is the route 
  they use to get to the Hollow World. 
  Of interest to the editors of this Almanac, 
  however, is the fact that the first owner, 
  Rikard Prospero, had access to information 
  on what befell in the Hollow World.  If 
  anyone can manage to discover what his 
  source of information was, the editors of 
  this Almanac would be very pleased to learn 
  of it. 
  Anyway, here is a shortened timeline to 
  detail events which occurred during the year 
  AC 1013 within the Hollow World.  We 
  hope that you, the reader, will accept this as 
  an 
  apology 
  for 
  not 
  publishing 
  this 
  information in last year’s Almanac.  Events 
  in the Hollow World for the year AC 1014 
  can be found in the chapter of Current 
  Events: AC 1014 along with the events from 
  all around the world of Mystara. 
   
   
  NUWMONT AC 1013 
  “Emperor” Zandor, freed from temporal 
  stasis thanks to the Day of Dread, demands 
  that the guards holding him prisoner release 
  him.  Eventually, he is brought before 
  Empress Eriadna.  The sight of his mother 
  drives him crazy, and he collapses to the 
  ground, crying and screaming in terror as if 
  his nightmares came true.  Eriadna has him 
  once more confined in a cell (which is proof 
  against magical tampering despite Zandor 
  having lost his spellcasting abilities) with 
  heavy guard until she decides what to do 
  with him. 
  NUWMONT AC 1013 
  Saau-ur Uhem is tried for impersonating the 
  dead Pharaoh Ramose IV.  Nikita-Ahmed, 
  the vizier of Internal Security, and Permon, 
  a cleric of Rathanos and close friend of 
  Ramose, testify that he is indeed the 
  Pharaoh.  Plus, Ramose is carrying the 
  Pharaoh’s Crook and Flail, two artifacts that 
  are handed down from Pharaoh to Pharaoh 
  (see HWR2: The Kingdom of Nithia).  Saau-
  ur Uhem is found guilty, the Crook and Flail 
  evidence that he must have somehow been 
  responsible for the death of the real 
  Pharaoh.  Ramose is sentenced to the mines 
  for the rest of his life since Nithia has no 
  death sentence as death brings you to the 
  paradise afterlife, and is hence a gift, not a 
  punishment (see HWR2).  Still, the Pharaoh 
  has the right of life or death on anyone at 
  any time, unlike standard magistrates and 
  local rulers.  But in this case, there is so 
  much controversy and rumors of civil war 
  that Senkha orders Ramose to the mines to 
  avoid outbreaks of violence.  The Crook and 
  Flail are returned to Senkha. 
  Senkha 
  came 
  to 
  the 
  decision 
  after 
  deliberation with various other nobles, 
  including King Al-Belak (who secretly wants 
  to be Pharaoh himself), and various other 
  nobles related to Ramose who are still upset 
  at him for having executed Queen Tafiri.  
  Also, Ramose was unable to cast any clerical 
  spell despite the fact that he is a cleric of 
  Rathanos (which he claims he lost because 
  of his sentencing of Tafiri).  The main factor 
  was, however, the voices in her head that 
  kept insisting he was an impostor. 
  Tension begins to rise in Tarthis and the 
  kingdom of Nithia since many of the nobles 
  were also convinced that it was indeed the 
  true Ramose who has been sentenced to the 
  mines.  A civil war seems to be in the 
  making. 
   
  NUWMONT, AC 1013 
  Empress Eriadna asks Prince Haldemar to 
  explore the Hollow World and establish 
  
  35 
   
  relationships with the nations below.  She 
  gives him all the various maps and notes 
  that have been taken since AC 1010 when 
  Alphatia first arrived in the Hollow World.  
  Although Eriadna has sent exploration 
  missions several times since the arrival of 
  Alphatia in the Hollow World, she had 
  ordered her explorers not to contact the 
  natives and simply learn all they can from 
  them as, having seen the Neathar’s reaction 
  to the Alphatians, she didn’t want Alphatia 
  to have even more enemies.  Now, she 
  believes it’s necessary to make peaceful 
  relations with all the nations below; the 
  Karameikans escaped last year, and Eriadna 
  believes it’s only a matter of time before 
  armies from the surface world arrive to try 
  and conquer the lands.  She wishes to have 
  alliances with the various nations so they 
  can all work together to safekeep the 
  Hollow World.  Haldemar was chosen 
  because of the excellent job he did along the 
  Savage Coast back on the surface world. 
  PCs can get involved thanks to the fact that 
  Haldemar must replace a few crew members 
  who quit/retire.  This would mean that they 
  take part in all further adventures of the 
  Princess Ark.  Among the new crew are a 
  few Alphatians who can speak Neathar, the 
  common tongue of the Hollow World.  
  Since communication magic fails here in the 
  hollow world, Haldemar begins to learn the 
  language of the Neathar himself. 
   
  NUWMONT, AC 1013 
  The Princess Ark arrives in the city of 
  Baraga, the “capital” of the Merry Pirates’ 
  nation.  There, Haldemar makes a few trade 
  agreements with Necco the Black and is 
  assured that Baraga, as well as all the other 
  Merry Pirate ports, is a free port in which 
  Alphatians can come and trade when they 
  want. 
  Another Pirate Lord, however, eyes the 
  Princess Ark and wants the flying ship for 
  himself as it would make him the most 
  powerful pirate in the area (boats being used 
  by pirates, and with the Spell of Preservation 
  having a looser hold on the Merry Pirates, 
  this is acceptable in terms of the Bias of the 
  Merry Pirates; see HW box set). 
  Haldemar is warned about the plot by 
  Sebek-Komnut, a young Nithian male who 
  joined the pirates, but found it not to his 
  liking (because of cultural bias).  He wishes 
  to return to his homeland and asks for 
  passage aboard the Princess Ark as 
  repayment for his help.  Haldemar agrees, 
  but states that the Ark will stop at all the 
  nations between here and Nithia.  Sebek-
  Komnut doesn’t mind about the delay.  
  Haldemar eventually learns that Sebek-
  Komnut is the son of some minor noble 
  back in his homeland. 
   
  VATERMONT, AC 1013 
  Djemun, a close friend of Senkha (see 
  HWR2: Nithia), has noticed that Senkha has 
  been acting strange the past few cycles.  
  Convinced that someone is manipulating 
  Senkha to not accept Ramose for who he 
  really is, she decides to help free the 
  Pharaoh. 
  She talks with Nikita-Ahmed, who then 
  makes a public announcement to Senkha for 
  Djemun(since Djemun prefers to be behind 
  the scene).  Nikita-Ahmed claims she can 
  prove that Ramose is indeed who he claims 
  to be.  She will find the Book of Amon, 
  which only Pharaohs can read (artifact 
  presented in HWR2).  If Ramose can read it, 
  then he is indeed the Pharaoh.  If he goes 
  insane, then he is not the Pharaoh. 
  Unable to refuse such a proposal because of 
  the unrest in Nithia, Senkha agrees to the 
  test.  But Nikita-Ahmed must find the 
  sacred book on her own, which has been 
  lost for centuries, without help of royal 
  funds.  Until then, Ramose will be held 
  prisoner in a cell, safe from injuries in the 
  mines, but still unable to go anywhere or 
  cause trouble.  Nikita-Ahmed agrees. 
  Djemun and Permon join Nikita-Ahmed in 
  her quest, and although the trio are rather 
  powerful, they are also rather old (youngest 
  being in his 50’s).  So Nikita-Ahmed gathers 
  younger adventurers and heroes to help her 
  (PC involvement at this point is possible).  
  
  36 
   
  Their first task is to find the possible 
  location of the Book of Amon.  For that, 
  they contact the Priesthood of Pflarr 
  (experts on magical items) and do research 
  in the Library of Mysteries. 
  Ahmed leaves a few of her trusted officers 
  in charge as she doesn’t plan on performing 
  her duties until her quest is done.  She leaves 
  explicit instructions to protect Ramose in 
  his cell as she believes that unknown forces 
  will try to have him killed before she returns 
  with the Book of Amon (she’s right;  
  Thanatos and Ranivorus will do all they can 
  to have the Pharaoh killed). 
   
  VATERMONT, AC 1013 
  The 
  Princess 
  Ark 
  flies 
  over 
  the 
  Schattenalfen Caverns to the east (HW 
  directions) of the Merry Pirates and Traldar 
  (having mistakenly believed the Traldar were 
  part of the Merry Pirates).  There, the Ark is 
  approached by a squad of flapsail-riders.  
  The Schattenalfen captain of the squad, 
  Trylthyn (presented in HW boxed set), 
  demands that the Princess Ark leave the 
  Schattenalfen territories.  Haldemar manages 
  to convince the air-captain to escort the 
  Princess Ark to the capital so that he can 
  talk with the Queen of the Schattenalfen on 
  behalf of the Empire of Alphatia. 
  Along the way, the group is attacked by a 
  red dragon desiring to claim control of the 
  air they are flying in.  The dragon proves to 
  be no match for the Princess Ark and her 
  magical weapons, and soon flees.  Trylthyn 
  is impressed by the abilities of the humans, 
  and envies their camaraderie which is not 
  present in his own race. 
  At Issarthyl, Prince Haldemar and his party 
  descend into the capital city a mile below 
  ground.  There, after attempting peaceful 
  discussions and proposals, Queen Catriata 
  throws one of her tantrums when she learns 
  that there are elves in Alphatia who enjoy 
  living on the “surface” world.  She orders 
  that 
  Haldemar 
  and 
  his 
  escorts 
  be 
  imprisoned, then executed. 
  Trylthyn, having seen a glimpse of the life of 
  the humans, decides that he likes their ways 
  over the ways of Atzanteotl and his fellow 
  Schattenalfen.  He frees Haldemar and his 
  group, and they make it back to the surface 
  and the Princess Ark.  Haldemar accepts 
  Trylthyn in his group as he once did, long 
  ago, for Myojo. 
  The Princess Ark flees northeastward with 
  several flapsails and Schattenalfen in pursuit. 
   
  VATERMONT, AC 1014 
  Al-Belak, King of the Southern Kingdom of 
  Nithia, begins courting Pharaoh Senkha.  He 
  believes that marrying her will give him the 
  power he needs to make himself the next 
  Pharaoh. 
   
  THAUMONT, AC 1013 
  The Princess Ark manages to evade its 
  pursuers.  However, the Ark was damaged 
  by several spells from the spellcasting elves 
  who chased them.  Haldemar orders the 
  ship to land for repairs.  They land at the 
  edge of the Malpheggi Swamp. 
  After a few days of repairs, a group of 
  lizardmen approaches the ship.  The two 
  groups seem to get along peacefully until the 
  lizardmen spot Sebek-Komnut.  At the sight 
  of the Nithian, they are instantly reminded 
  of the plague that struck them back in AC 
  1012 (PWA2).  They attack the crew of the 
  Ark, believing that they will bring the plague 
  back to their people again.  Haldemar is 
  forced to take the Ark to the air again. 
  They set sail toward the northeast again, this 
  time for the town of Haldemar where they 
  can finish repairing the Princess Ark in a 
  proper skyship berth.   
  Haldemar is rather disappointed by his lack 
  of success for peaceful relations twice in a 
  row. They land in Haldemar and repair the 
  Ark. 
   
  THAUMONT, AC 1013 
  Nikita-Ahmed and her group discover clues 
  about the Book of Amon that seem to lead 
  to the town of Ranak, the ancient capital of 
  the Nithian Empire.  They head for the 
  
  37 
   
  town by the means of Nikita-Ahmed’s 
  floating chariot (HWR2). 
  Once there, the group begins exploring the 
  libraries of Ranak, as well as visiting the 
  centers of magical research that are present 
  there.  After a long search and finding the 
  right contacts, they learn of an ancient 
  magical storage area deep beneath the city in 
  the ruins of the old Ranak which the current 
  one is built over. 
  They eventually find the room after roaming 
  the underground catacombs and discover 
  many ancient magical items and spells, but 
  not the Book of Amon.  Still, they find 
  evidence that the Book of Amon was in 
  Ranak, but was taken away during the height 
  of the Tarthis-Ranak war.  It is believed that 
  fiends summoned by Hathep stole the book 
  during the fighting in Ranak and fled with it.  
  The final papers indicate that Pharaoh 
  Kifara had managed to relocate the Book of 
  Amon in the Tower of Sekhaba and was 
  planning on retrieving it.  There is no 
  further mention of the artifact or anything 
  else afterwards (Kifara, as well as the entire 
  city of Ranak, was then destroyed by the 
  magic of the followers of Hathep, ending 
  the Tarthis-Ranak war, before she could 
  reclaim the artifact). 
  The group then begins their search in 
  locating the Tower of Sekhaba. 
   
  FLAURMONT, AC 1013 
  Having finished repairs on the Princess Ark, 
  Haldemar once again sets course for Nithia.  
  He plans on passing through the lands of 
  the Oltecs and Kogolor dwarves first. 
  They pass over the Oltec Hills and talk to 
  the locals in the first village they spot 
  (Bitac).  From them, they learn about the 
  local customs and the location of Manac, 
  the capital of their Kingdom.  The Ark sets 
  course for Manac.  There, Haldemar meets 
  with Monpac the Sunwatcher, The Oltec 
  (King). 
   
  After 
  peaceful 
  talks 
  and 
  participation in a few local customs of story-
  telling as well as playing wooden musical 
  instruments, The Oltec declares that they 
  accept anyone in their lands that comes in 
  peace. 
   
  FLAURMONT, AC 1013 
  Having heard rumors that the Tower of 
  Sekhaba is located in the Realm of Silence, 
  Nikita-Ahmed 
  and 
  her 
  party 
  equip 
  themselves and travel out into the broken 
  lands northeast of Ranak. 
  On the way out of town, they are attacked 
  by mercenaries, but manage to defeat/evade 
  them.  Unknown to them, the mercenaries 
  were sent by the ruler of Ranak, King Al-
  Belak, as he wants the old Pharaoh out of 
  his way so he can be the new Pharaoh. 
  In the Realm of Silence, the group 
  encounters various desert creatures, strange 
  monoliths, and abandoned pyramids, but 
  still do not manage to find the Tower of 
  Sekhaba yet. 
   
  FLAURMONT, AC 1013 
  The Princess Ark passes by the huge Mt. 
  Ronani and approaches the dwarven realm 
  of Kogolor.  An away team goes down to 
  visit the kingdom below.  Much to the 
  surprise of the Alphatians, the dwarven 
  cities are mostly above ground and easy to 
  spot.  They head to the capital city of 
  Kolmstat and talk with the receptive, 
  friendly, and open dwarves (another surprise 
  to the Alphatians).  Kolmstat is then 
  attacked by a daring raid of a war-party from 
  the Krugel Hordes.  Haldemar and the 
  Princess Ark help in the defense of the 
  dwarven city, and hence King Bilfric III 
  declares that Alphatians will be warmly 
  accepted allies of the Kogolor Dwarves. 
   
  YARTHMONT, AC 1013 
  The Princess Ark flies above the Brute-Men 
  lands.  Since these neanderthals do not make 
  any villages or structures, the Ark fails to 
  locate any signs of civilization, so moves on 
  toward the south and Nithia. 
   
  YARTHMONT, AC 1013 
  
  38 
   
  Nikita-Ahmed and her party discover the 
  Tower of Sekhaba. There, they confront the 
  priests of Thanatos.  After various clashes 
  and a hair-raising battle, the group manages 
  to flee with the Book of Amon.  But not 
  without cost; various members of the party 
  have 
  been 
  killed, 
  including 
  Permon, 
  Ramose’s close friend.  Djemun has also 
  succumbed to the maddening effects of the 
  Tower (actually a Burrower; see HWR2).  
  Nikita-Ahmed is forced to take care of her 
  insane companion as they flee back through 
  the desert. 
  Eventually, they make it back to the River 
  Nithia, and to the village of Ker-nome.  
  Nikita-Ahmed leaves the mad Djemun in 
  the hand of the villagers as she rushes back 
  to Tarthis. 
   
  YARTHMONT, AC 1013 
  The Princess Ark arrives at Tarthis, the 
  capital of Nithia.  There, Haldemar learns 
  that Sebek-Komnut is one of Pharaoh 
  Ramose IV’s sons.   
  Sebek-Komnut learns what has happened 
  and demands to see his father.  He has 
  forgiven him after all those years for the 
  execution of his mother. 
  Meanwhile, Pharaoh Senkha is reluctant to 
  make any deals with Haldemar, and hence 
  Alphatia, because the voices in her head 
  warn her against it. 
  Agents of Ranivorus kidnap Sebek-Komnut, 
  and secretly send word to Ramose that if he 
  does not kill himself, they will kill his son 
  (since they are unable to bypass Nikita-
  Ahmed’s guards to kill him themselves).  
  The crew of the Ark learns of Sebek-
  Komnut’s disappearance and free him from 
  the evil priests, hence saving Ramose. 
   
  YARTHMONT, AC 1013 
  Nikita-Ahmed arrives back in Tarthis and 
  presents the Book of Amon to Pharaoh 
  Senkha and the nobles of Nithia.  Prince 
  Haldemar of Alphatia is also there to 
  witness the events unfolding. 
  Ramose is brought to the royal court, and is 
  presented with the Book of Amon, which he 
  reads.  He does not go insane, proving that 
  he is indeed the real Pharaoh.  He demands 
  that Senkha relinquish the title of Pharaoh at 
  once, returning the rightful rulership of 
  Nithia to him.   
  However, Senkha takes the Book of Amon 
  and reads it as well.  Having been declared 
  the rightful Pharaoh in ceremonies given by 
  the priests of Pflarr and Rathanos, she is 
  also unaffected by the book. 
  There now appears to be two Pharaohs, and 
  many of the nobles begin taking sides.  The 
  priesthood back Senkha, as Ramose has 
  apparently lost favor with Rathanos, and 
  therefore does not deserve to rule Nithia.  
  King 
  Al-Belak 
  also 
  supports 
  Senkha 
  (although for hopes of personal gain rather 
  than any loyalty).  Ramose has most of the 
  military support because of Nikita-Ahmed, 
  as well as the support of King Khnemet-urt 
  of the Delta Region.  Ramose also gains the 
  support of many of the lesser nobles and 
  commoners as he has returned from the 
  dead, and that should be proof enough he 
  has the blessings of the Immortals. 
  Sebek-Komnut 
  asks 
  Haldemar, 
  and 
  Alphatia, to join the side of his father.  
  Haldemar informs that he cannot take sides 
  in an internal conflict.  Sebek-Komnut is 
  disappointed in him, and Alphatia.  Despite 
  the fact that Haldemar will not support him, 
  Ramose does not hold a grudge, having 
  become a calmer man over the years.  He 
  states 
  that 
  he 
  understands 
  Alphatia’s 
  position, and asks him to leave Nithia.  
  Ramose will be glad to make negotiations 
  with Alphatia once the internal problems are 
  over and asks that he return later.  Haldemar 
  thanks Ramose, and the Princess Ark leaves 
  Tarthis. 
  Although Ramose has the guards necessary 
  to capture/kill the usurpers right now, he 
  does not act as he loves Senkha and believes 
  she is simply misguided somehow.  He tries 
  to talk her out of an armed conflict, but 
  fails.  Senkha and her group leave Tarthis, 
  unopposed by Ramose, and head for Ranak.  
  
  39 
   
  Civil war seems about to break loose on the 
  nation once more. 
   
  KLARMONT, AC 1013 
  As feared, Nithia falls into civil war as the 
  Delta Region Kingdom and the Southern 
  Kingdom fight to put their own Pharaoh on 
  the throne.  
  Ramose is saddened by the way things have 
  turned out, as he despises the pointless 
  deaths that will be caused by the needless 
  fighting.  The war is a long one and 
  continues to this day. 
   
  KLARMONT, AC 1013 
  The Princess Ark arrives over the area of 
  the Tanagoro Plains.  An away team, 
  including Haldemar, goes down to the 
  ground below and explores around (reason: 
  flying ships tend to scare primitive natives).  
  They are greeted in a small village 
  defensively, but peacefully.  After talks with 
  the local ruler, they learn of the location of 
  the Togoro (great king of Tanagoro).  
  The Ark leaves and locates the village of the 
  Togoro. There, Haldemar (with his away 
  team again) talks with Korolo Togoro.  The 
  Togoro seems to be interested in finding 
  ways to store food and water more 
  efficiently.  Leo, the gnome engineer of the 
  Princess Ark, attempts to show them 
  various methods, but Korolo dislikes all of 
  them (because of cultural bias).  Still, Korolo 
  Togoro appreciates the help the Alphatians 
  have tried to give the Tanagoro.  He 
  welcomes Alphatians to his lands provided 
  they obey their customs and come in peace.   
  Haldemar exchanges various items of 
  interest to the Tanagoro (such as food and 
  water) for a batch of their wheat-beer, which 
  the crew finds very potent and enjoyable! 
  From Korolo Togoro, Haldemar learns of 
  the other great warriors to the south called 
  the Jennites.  Not shown on any of the 
  maps given to him by Empress Eriadna, he 
  decides to explore the southern plains. 
   
  KLARMONT, AC 1013 
  The Princess Ark hovers over the Jennite 
  Plains.  An away team led by Haldemar goes 
  down and explores around and locates the 
  Jennite village of Saniladar, named after 
  their chieftain.  Upon being given gifts by 
  Saniladar, Haldemar offers something of his 
  in return, and is accepted by the village. 
  The village is then raided by another village 
  which it had raided a few sleeps ago.  
  Jennites being worshippers of Tarastia 
  always get revenge when they can, and so 
  feuds tend to last forever.  The crew of the 
  Ark are forced to help defend the village 
  from the Jennite cavalry just to stay alive.  
  Their help earns them the respect of the 
  villagers of Saniladar.  Haldemar is view with 
  awe and some fear at his display of the 
  control of the forces of nature, such as fire 
  and lightning (as combat magic is not 
  available in the Hollow World). 
   
  FELMONT, AC 1013 
  Haldemar and his team attempt to visit 
  another Jennite village only to discover that 
  their helping the clan of Saniladar has 
  earned them the enmity of the other clans 
  around them as the Saniladar has raided all 
  of them various times.  His team is attacked, 
  and a few crew members are taken prisoner. 
  Haldemar brings the Princess Ark directly to 
  the village which has his captured men, only 
  to find out that they have already been 
  executed, as the Jennites do with prisoners 
  of war.  Disgusted with the barbaric and 
  savage ways of the Jennites, Haldemar 
  orders the Princess Ark to head west, 
  toward what his maps indicate should be the 
  Milenian Empire. 
   
  FELMONT, AC 1013 
  While sailing over the Sea of Yr, the 
  Princess Ark passes several islands that they 
  decide to investigate.  There, they encounter 
  a culture of Broken Ones (described in the 
  AD&D Monstrous Manual, p.30)   
  These creatures, humanoids made out of 
  animal parts, were the creation of an 
  
  40 
   
  Alphatian mage in Blackheart about 250 
  years ago.  They wound up hating their 
  Alphatian master and killed him.  The other 
  mages of Blackheart soon encountered these 
  raiding Broken Ones and banded together 
  to exterminate them.  An unknown 
  Immortal took pity on them and transported 
  them here to this island in the Hollow 
  World were they could live in peace. 
  The Broken Ones have a deep hatred for 
  their 
  creators, 
  and 
  hence 
  tormentors 
  (according to them), the Alphatians.  Prince 
  Haldemar, when identified as an Alphatian, 
  is attacked by the creatures.  The Princess 
  Ark away team barely makes it back to the 
  Ark.  They then leave this island, hoping to 
  never have to return. 
   
  FYRMONT, AC 1013 
  The Princess Ark passes over a Nithian-style 
  town on the western coast of the Sea of Yr.  
  Intrigued, Haldemar orders the Ark in to 
  investigate and make contact.   
  There, Haldemar meets with Uart-neter 
  Semsu, the ruler of the town of Lothar.  The 
  lord of Lothar learns about the civil war 
  brewing back in Tarthis.  He had lost all 
  contact with Ramose IV when he was 
  captured 
  by 
  Senkha’s 
  guards 
  for 
  impersonating the Pharaoh. 
  Within Lothar, Haldemar encounters a 
  Nithian who asks him various questions 
  about his flying ship and Alphatia.  At first, 
  Haldemar is happy to talk about his 
  homeland, but then begins to become 
  suspicious as this stranger wants to know all 
  he possibly can.  He has some of his men 
  follow the scholar back to his place.  They 
  discover he is indeed a scholar of various 
  lands and cultures, as well as history.  His 
  symbol, which is carved over his front door, 
  is a lighthouse. 
  Haldemar then leaves Lothar and continues 
  on his way to the Milenian Empire, despite 
  warning from Uart-neter Semsu claiming 
  that the Milenians are all barbarians that 
  cannot be trusted. 
  Uart-neter Semsu sends troops back to help 
  Pharaoh Ramose, whom he truly believes 
  has Immortal support in his rulership. 
   
  FYRMONT, AC 1013 
  A village in the Traldar lands is destroyed by 
  a huge 12-headed hydra.  The neighboring 
  villagers quickly grab their weapons and go 
  on a hydra hunt, like any brave hero would 
  do.  To the Traldar, this is just another 
  opportunity for their adventurers to prove 
  that they are great heroes! 
   
  FYRMONT, AC 1013 
  The Princess Ark arrives at Corisa, the 
  capital of the Milenian Empire.  At first, 
  things are a little hectic, as the Milenians 
  believe that the Princess Ark is a Heldannic 
  Warbird, having returned once more to 
  cause trouble (events described in HWR3: 
  Milenian Empire).  It is soon discovered 
  that they are from Alphatia, and not 
  Heldannic Knights.  Trade negotiations are 
  made with the Senate, which are only too 
  happy to agree with Alphatia’s policies of 
  keeping the Heldannic Knights and other 
  nations (Haldemar does not mention they 
  are from the surface) from taking over the 
  Hollow World. 
   
  AMBYRMONT, AC 1013 
  Before 
  leaving 
  Corisa, 
  Haldemar 
  is 
  approached by an old man calling himself 
  Trokalikos of Laroun (HW boxed set).  The 
  man claims he simply wants to learn more 
  about the world and asks to join the Ark for 
  her voyages around the Hollow World.  
  When asked what he will give in return, 
  Trokalikos mentions his vast knowledge of 
  the various cultures around here, as well as 
  his ability to speak most of the languages.  
  Haldemar, having had to learn Neathar and 
  use that primitive language to communicate 
  with everyone is rather interested in this 
  advantage, so he hires the old Milenian. 
  The Princess Ark heads northward, toward 
  the Traldar Kingdoms, since Trokalikos has 
  corrected him, indicating that they are not 
  
  41 
   
  part of the Merry Pirate cities.  Haldemar is 
  impressed at the knowledge of the old 
  Milenian. 
   
  AMBYRMONT, AC 1013 
  King Dogrel of the Alphatian Neatharum, 
  having picked enough loyal troops to his 
  rule, and not the Alphatian Empire, sets his 
  long awaited plan into motion.  He sends his 
  soldiers out into the Neathar Lands, far 
  enough from the town of Haldemar so as 
  not to be noticed by other Alphatians, to 
  capture and enslave as many Neathar as 
  possible.  He wants to use them to make a 
  larger and more prosperous nation than the 
  Alphatian Neatharum which has been 
  denied 
  expansion, 
  and 
  hence 
  power,  
  because of Empress Eriadna when she made 
  a peace treaty with the Neathar.  He has 
  secretly hated the Empress ever since.  Now 
  he wants to try and make his own kingdom 
  independent from Alphatia. 
  The location chosen by Dogrel and his men 
  is at the lake where the Torolai River meets 
  the Great Mud River.  One skyship is given 
  to them to retain easy contact with the new 
  town.  There, they begin enslaving the 
  Torolai Neathar in the plains to the north, 
  as well as Valgrai Neathar in the forests to 
  the northwest, around the mountain chain. 
   
  AMBYRMONT, AC 1013 
  The Princess Ark flies over the lands of the 
  Kubitts, not knowing there is a culture of 
  diminutive people hidden in the trees below. 
   
  SVIFTMONT, AC 1013 
  The Princess Ark arrives in the Traldar 
  Kingdoms. Trokalikos directs them to the 
  city of Coresco.  Before King Tiradon of 
  Coresco will deal with Haldemar, he has to 
  prove to them that he is a respectable hero, 
  and is therefore asked to participate in a 
  hydra hunt.  The 12-headed hydra that 
  destroyed one of the smaller villages a 
  couple of months ago has yet to be 
  destroyed.   
  It turned out that the hydra was a Lernaean 
  hydra (for each head severed, two more 
  grow back, unless flames are applied to seal 
  the wound.  They have a maximum of 12 
  heads.), and they have been unable to defeat 
  it.  It just kept regrowing its heads.  Also, 
  this particular specimen seems to be rather 
  cunning (INT 8), and can even spit out 
  poisonous gases from each head.  The 
  Traldar believe that the hydra must be the 
  creation of some evil curse, as they have 
  never seen one with such powers before.  
  Because of its uniqueness, the locals quickly 
  call the beast the Coresco Hydra. 
  The crew of the Ark participates in the hunt.  
  The creature is soon brought down thanks 
  to the advanced magic of the Alphatians, 
  including the good use of a Fireball spell to 
  seal off all the heads and prevent them from 
  regrowing. 
  King Tiradon gives the Alphatians respect 
  for their acts of bravery, and accepts to 
  trade with them.  Trokalikos warns 
  Haldemar that the Traldar are fickle people, 
  and their leaders, usually warlords, come and 
  go.  This village might be peaceful now, but 
  could just as easily declare war on the 
  Alphatians the next time they come by, 
  especially if another leader has seized the 
  throne since then. 
  The Princess Ark sets sail westward, intent 
  on following the islands that belt the 
  equator of the ocean (Anathy Archipelago), 
  since the Alphatians already know about the 
  Azcans to the north who continuously raid 
  the Alphatian Neatharum. 
   
  EIRMONT, AC 1013 
  Traldar adventurers, curious as to where the 
  famous Coresco Hydra came from, begin 
  backtracking the creature’s trail to its 
  original lair. 
   
  KALDMONT, AC 1013 
  The Traldar discover that the hydra was 
  released from an ancient shrine to Halav.  
  The shrine has apparently been desecrated 
  by Schattenalfen, and hence the Coresco 
  
  42 
   
  Hydra attacked the elves.  Carefully 
  searching the shrine shows that an artifact is 
  apparently missing.  A count of the 
  footprints and Schattenalfen elf bodies 
  reveals that some of them survived.  The 
  Traldar believe that the Schattenalfen must 
  have that artifact, whatever it might be, and 
  the hydra was to punish them for not 
  protecting it. 
  The adventurers return to Coresco and 
  inform everyone about their findings.  Many 
  bands of heroes decide to take on a quest to 
  find that artifact and return it to its rightful 
  resting place.  The various groups all head 
  out toward the land of the underground 
  elves. 
  King Tiradon prepares the city of Coresco 
  for a possible war against the Schattenalfen. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  43 
   
  ATLAS OF THE SAVAGE 
  COAST 
   
  Welcome to the first ever written reports 
  about the Savage Coast here in the Known 
  World of Mystara. 
  The Savage Coast is located approximately 
  2,000 miles West of the Known World, past 
  the Great Wastes and even the Serpent 
  Peninsula.  The Savage Coast itself stretches 
  for almost 2,000 miles as well, filled with 
  terrain and landscape as varied as back here 
  in our own homeland. 
  For those of you who remember the Poor 
  Wizard’s Almanacs, you are sure to 
  recognize Prospero’s style of describing the 
  nations he has visited.  No nonsense is 
  given, just an accurate description, which 
  saves both time (to read) and space (to 
  write). 
  What he have here is only a brief 
  introduction to the Savage Coast, but this is 
  only the beginning.  You, the reader, can 
  expect the quantity of information to 
  increase as our connections to the Savage 
  Coast improve.  I can guarantee you that 
  they will. 
  So without wasting any more time, let us 
  show you the exact messages received from 
  Rikard Prospero, our correspondent in the 
  frontiers of the Savage Coast. 
  D.S. 
   
   
  Acquiring A Curse  
  by: Rikard Prospero 
  [Ed. Note: Only the parts of his article 
  dealing specifically with the Red Curse have 
  been included.  The rest was deleted for 
  brevity.] 
  Nuwmont 13, AC 1014 
  The LB Trading Company’s ship had put 
  into port at Smokestone City, finally 
  dropping me off at the Savage Coast.  The 
  captain had warned me to be careful what I 
  do, as insulting the wrong person will likely 
  get me dead, shot from a Smithy and 
  Westron wheel-lock pistol.  Also, I was 
  warned to visit the local priests regularly to 
  ward off the Red Curse. 
  I decided to instead let this dreaded Red 
  Curse affect me, curious as to what might 
  happen.  I asked around, discovering that 
  the Curse used to be isolated in various 
  remote locations throughout the Savage 
  Baronies.  During the dreaded week without 
  magic back in AC 1009, which caused the 
  destruction of Sundsvall, the capital of the 
  former Empire of Alphatia, the Red Curse 
  was let loose and expanded to cover the 
  entire Savage Coast.  No one seems to know 
  the cause or how to remove this strange 
  curse which changes those it affects. 
  Nuwmont 24, AC 1014 
  It seems that the first indications of the 
  manifestations of the Red Curse are upon 
  me.  The tip of my fingernails have turned 
  red, and my hair is more of a blondish-red 
  now.  From what I have managed to learn, 
  this is where the beneficial side of the Red 
  Curse will start to take effect.  It will give 
  you a strange and magical power called a 
  Legacy, apparently related to your soul and 
  fate, or so claim the priests, anyway. 
  I have also learned that I do not need to 
  depend on the clerics to keep me safe.  A 
  strange mineral called cinnabryl can also 
  keep the negative effects of the curse at bay.  
  The advantage of cinnabryl over the priests 
  is that it will not prevent me from using my 
  Legacy, but the disadvantage is that if I ever 
  run out, I will supposedly suffer from the 
  “Time of Change.” 
  Nuwmont 27, AC 1014 
  I can feel the power in my hands!  I am not 
  sure what it is, but it is something very 
  useful.  My fingers tingle with the energy 
  they are now storing, which I will be able to 
  release at will according to my Legacy. 
  I am now within what the local sages call the 
  “Time of Grace.”  This period lasts about a 
  week, in which I will believe I am now a 
  super-human, undefeatable because of my 
  
  44 
   
  powers.  They claim it is but an illusion, a 
  negative effect of the Red Curse.  I tend to 
  believe them, seeing how at the moment, I 
  feel powerful, yet I still cannot do anything. 
  My skin is darker than its usual light olive 
  color.  I believe it has been tinted slightly 
  red, but not enough to be visible on itself, 
  just the darkening of the usual color. 
  Vatermont 1, AC 1014 
  My Legacy has finally shown itself, although 
  it required a life and death situation to 
  activate.  I had done something - what 
  exactly, I am not yet sure - to offend a 
  gaucho at the Red Steel Saloon, and was 
  forced to a duel.  Although handed a wheel-
  lock pistol by the man, I hadn’t a clue how 
  to use it.  Just before the battle started, my 
  clothing ripped as quills sprouted all over 
  my body.  I must have looked like a giant 
  humanoid-shaped porcupine.  Even more to 
  my surprise, several of the quills shot out, 
  striking my opponent. 
  I was then arrested for cheating in a duel, 
  but was later released when they discovered 
  I had no idea what I was doing and that the 
  gaucho himself was already wanted by the 
  local authorities. 
  The authorities urged me to find some 
  cinnabryl before the “Time of Loss” started.  
  I listened to them, but refused to wear it, 
  deciding to see and experience for myself 
  what this big fear is all about. 
  Vatermont 3, AC 1014 
  I have now mastered my Legacy.  I can 
  summon it when I need, but I seem to only 
  have the energy to call it at most three times 
  before needing to rest and recuperate. 
  My skin is now a reddish-olive color, while 
  my hair is almost completely red.  The only 
  real big, and usual sight, would be my 
  completely red fingernails. 
  According to my local contacts, the “Time 
  of Loss” should be starting to affect me 
  now.  The funny thing is I have yet to notice 
  anything. 
  Vatermont 5, AC 1014 
  This is ridiculous!  I have just bought a 
  useless piece of land, in an area I have no 
  intention to travel to, simply on the words 
  of a merchant.  I have also noticed other 
  such activities, such as my inability to stop 
  drinking when I want, gambling away all my 
  money, or to make decisions and stick to 
  them.   
  How naive I have been!  All the while, I 
  have been looking for a physical effect 
  during the “Time of Loss,” unable to believe 
  that the Red Curse could possibly affect my 
  mind.  It seems that this porcupine-missile 
  shooting Legacy is sapping the energy from 
  my willpower. 
  I have decided to still not use the cinnabryl.  
  Now that I am aware of its detrimental 
  effect, I believe I can be more careful with 
  what I do. 
  Vatermont 7, AC 1014 
  The pain is unbelievable.  I have started to 
  grow quills throughout my body.  Unlike 
  when I used my Legacy, these quills are 
  permanent.  Not only that, they pierce my 
  skin as they grow through.  Often, I will find 
  that I am bleeding or just fall over in pain.  I 
  have started what is called the “Time of 
  Change,” and I can no longer take the pain. 
  As of now, my cinnabryl talisman shall not 
  leave my person. 
  Vatermont 11, AC 1014 
  It took an excruciating four days for the 
  quills to disappear and for my body to 
  return to normal.  The reddish coloring is 
  still present, however.  During those four 
  days, I was bed-ridden in my room in the 
  Red Steel Saloon. 
  From what I heard, I was lucky.  Had I 
  waited any longer, the changes might have 
  been permanent, and I would have become 
  one of the Afflicted.  As of now, I am one 
  of the Tainted.  I am forced to wear 
  cinnabryl for the rest of my life or suffer 
  even more than during my first “Time of 
  Change.”  I have also been told to never 
  leave the Cursed Lands or the bordering 
  Haze, as the effects of the curse being 
  purged out of the body are unpredictable 
  
  45 
   
  and often fatal.  This time, I think I will 
  heed their words. 
  Vatermont 26, AC 1014 
  I have since learned, through research and 
  careful questioning, that every one of the 
  age of maturity eventually acquires the Red 
  Curse if they enter the cursed area for more 
  than a week.  A border area known as the 
  Haze is sort of a neutral zone where those 
  with and without the red curse can mix 
  freely, without suffering any side effects. 
  Most Legacies have a name of some sort, 
  although mine is unknown by the people 
  here.  They recommend I find an Inheritor, 
  those who master the Legacies and 
  somehow manage to acquire several of 
  them, who can explain more.  Perhaps I 
  shall, as I would like to learn more of this 
  mysterious curse. 
  For those who read this, if you travel to the 
  Savage Coast, listen to the natives, and find 
  a priest or cinnabryl as soon as you arrive.  
  The process of change and transformation is 
  painful beyond belief and I do not wish it 
  upon anyone. 
   
   
   
  Almarrón (Estado de) 
   
  Location:  Savage Coast, southeastern 
  reaches, along the Gulf of Hule. 
  Area: 6,450 sq. mi. 
  Population: 7,000, including 4,200 in the 
  capital Ciudad Tejillas). 
  Languages: Espan (dialect of Thyatian 
  Common). 
  Coinage: centa (cp), dies (sp), oro (gp). 
  Taxes: 15% income tax. 
  Government Type: Independent barony 
  part of the Treaty of Tampico and the 
  Signatory Council. 
  Industries: Mining (silver), coffee, tobacco, 
  furniture, clothing, jewelry. 
  Important Figures: Baron Maximilio de 
  Almarrón y Escudor (human, male, F?), 
  Don Esteban “El Salvador” (exiled dictator) 
  (human, male, F?). 
  Flora and Fauna: Standard for its climate.  
  Dangerous monsters include gnoll raiders 
  from El Grande Carrascal.  Normal animals 
  with Legacies can also be very dangerous. 
  Description: by Rikard Prospero 
  The western half of Almarrón’s territory is a 
  rocky, inhospitable hill country.  If it wasn’t 
  for the presence of the large silver mines at 
  Sierra del Plata, the land would be almost 
  useless. 
  A large, fertile plain occupies the heart of 
  the nation.  This is where the majority of the 
  population lives, in three main villages 
  (Costella, Paso Dorado, and Ciudad Tejillas) 
  and several scattered homesteads.   
  Forested slopes and cliffs guard Almarrón’s 
  shores, protecting the nation from pirates 
  and sea raiders. 
  The people of Almarrón have gone through 
  so many forms of government that they no 
  longer care about politics and would rather 
  be left alone and leave running the nation to 
  the Baron.  So far, the current Baron seems 
  to have won their respect and has slowly 
  begun to enlighten his nation into a cultural 
  center.  Also, the continuous wars and 
  revolts have left most families relatively 
  poor.  Luckily, Baron Maximilio provides 
  priests and cinnabryl for those who cannot 
  afford it. 
   
   
   
  Cimarron County 
   
  Location:  Savage Coast, southeastern 
  reaches, along the Gulf of Hule. 
  Area: 7,984 sq. mi. 
  Population: 18,000, including 11,500 in 
  capital Smokestone City. 
  Languages: Thyatian (Common). 
  
  46 
   
  Coinage: centa (cp), dies (sp), medio (ep), 
  oro (gp). 
  Taxes: 15% income tax, 10% sales tax in 
  taverns, 10% inheritance tax (including 
  earnings made gambling). 
  Government Type: Independent county 
  part of the Treaty of Tampico and the 
  Signatory Council. 
  Industries: Mining (cinnabryl), production 
  of smokepowder and wheel-locks, ale, 
  saloons, gambling. 
  Important Figures:  Sir John of the Wain, 
  Duke of Cimarron (human, male, Pa?). 
  Flora and Fauna: Standard for its climate.  
  Dangerous monsters include goblin and 
  gnoll hordes found scattered throughout the 
  Bushwack Prairie and El Grande Carrascal.  
  Normal animals with Legacies can also be 
  very dangerous. 
  Description: by Rikard Prospero 
  Cimarron is mostly dry grasslands and 
  farmland with the occasional forest and hilly 
  area.  The soil is not very fertile, and 
  compared to the other baronies, could 
  almost be considered a desert.  The fauna 
  that does manage to survive are stunted 
  compared to most other plants. 
  Cimarron is well known for its rowdy 
  gauchos and the fact that almost everyone 
  carries a wheel-lock pistol.  The inhabitants 
  are fiercely independent and prefer to let 
  everyone to take care of themselves and not 
  get involved in other people’s business. 
  Smokestone City is known for its saloons 
  and gambling halls, as well as the rowdy 
  crowds such establishments attract.  The 
  most popular establishment of that sort is 
  the Red Steel Saloon; people claim that at 
  least one showdown (duel with wheel-locks) 
  occurs in front of the saloon every day. 
   
   
   
   
   
  Gargoña (Baronia de) 
   
  Location:  Savage Coast, eastern reaches, 
  along the Gulf of Hule. 
  Area: 7,468 sq. mi. 
  Population: 14,000, including 11,700 in the 
  capital Ciudad Real. 
  Languages: Espan (dialect of Thyatian 
  Common). 
  Coinage: centa (cp), dies (sp), oro (gp), real 
  (pp). 
  Taxes: 20% income tax, 5% sales tax. 
  Government Type: Independent barony 
  part of the Treaty of Tampico and the 
  Signatory Council. 
  Industries: Arts (music, poems, paintings, 
  sculptures), diplomats and political advisers. 
  Important Figures: Baronessa Esperanza 
  “La Ilustre” de Sotto y Rivera (human, 
  female, T?). 
  Flora and Fauna: Standard for its climate.  
  Dangerous monsters include gnoll raiders 
  from El Grande Carrascal, and various 
  monsters infesting the Delta de Pozaverde 
  swamp.  Normal animals with Legacies can 
  also be very dangerous. 
  Description: by Rikard Prospero 
  Gargoña is primarily farmland along the Rio 
  Copos and Rio Guadiana.  Once away from 
  the waterways, dense forests cover the rest 
  of the land.  The Delta de Pozaverde, a large 
  swamp, marks where the Rio Copos reaches 
  the sea.  The shallow waters of this swamp 
  help protect the nation from ocean-borne 
  threats. Skiffs powered by oar ply the 
  waterways of the delta, ferrying commerce 
  to and from seagoing ships, allowing access 
  to the lucrative sea trade. 
  Gargoña is recognized as the center of 
  culture in the Savage Baronies, a fact 
  affirmed by the location of the only 
  university of the coast within its borders.  In 
  fact, admission to the university is free in 
  return for a promise of future tithes to the 
  nation of Gargoña for the rest of their 
  
  47 
   
  working life.  Since the state is generally 
  viewed as politically neutral, its scholars and 
  graduates are found throughout most of the 
  nations of the Savage Coast as advisers or 
  teachers.  
  The inhabitants of Gargoña are dreamers 
  who enjoy their reputations as scholars and 
  artists.  They are generally optimistic, but are 
  also known for giving into fits of 
  melancholy.  They are very tolerant and 
  acknowledge all races as equals, including 
  lizard kin and peaceful goblinoids, despite 
  having a human majority for its population.  
  Because of the education present in the 
  land, the Gargoñans are aware of the Red 
  Curse and its effects, realizing that those 
  affected are not evil or different in any way.  
  Those Afflicted remain with their family and 
  friends, who usually try to raise enough 
  money to seek a cure.  In fact, Gargoña is 
  the leader in terms of research into the Red 
  Curse and a way to stop it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TIMELINE FOR THE 
  SAVAGE COAST, AC 1010-
  1013 
  What follows is a brief recap of what has 
  happened in the past five years along the 
  Savage Coast.  Because of the lack of proper 
  libraries and references, Rikard Prospero has 
  been unable to get exact dates for most of 
  the events, so what is presented is at the 
  best guest to their happening. 
  Also, this is by no means a complete list of 
  all activities, or even a guarantee that the 
  events listed took place.  In fact, the farther 
  away from the Savage Baronies, the less 
  accurate the information is guaranteed to be.  
  Still, as mentioned, we are only now 
  beginning to explore this Savage Coast, and 
  expect to have better information in our 
  next Almanac.  
   
  Winter AC 1010 
  The people of the Savage Coast adapt to the 
  Red Curse, which has spread from the 
  Baronies to cover the entire Savage Coast 
  down to Herath. 
   
  Winter AC 1010 
  Don Luis de Manzanas celebrates the 
  completion of his new castle.  The 
  celebration is interrupted by the attack of an 
  Inheritor named Balazar, whom Don Luis 
  manages to defeat.  Balazar loses his 
  cinnabryl and becomes an afflicted.  Balazar 
  escapes. 
   
  Spring AC 1010 
  Balazar manages to unite various tribes of 
  goblinoids (Gosluk, Kuttai, and Dankut) 
  and leads them to attack Don Luis.  
  Meanwhile, Don Luis retrieves the Bracers 
  of Forbiddance, another part of the Ixion 
  Mannequin like the Barrier Mask.  With the 
  help of these two artifacts and some 
  adventurers, he manages to defeat the 
  invading Balazar and forces the goblinoids 
  to retreat. 
  
  48 
   
  Summer AC 1010 
  The goblins of the Bushwack Prairies make 
  raids into the lands of Cimarron, destroying 
  many homesteads.  They are soon routed by 
  the armies of Cimarron, however, and 
  forced back into their own territories. 
   
  Late Summer AC 1010 
  Miners in the silver mines of Almarrón 
  discover what they believe to be the 
  Mannequin of Ixion.  The object is quickly 
  sent to the sage Mazrooth al Yedom so he 
  can study it. 
  Don Esteban uses the commotion to plot 
  and try to retake Almarrn. Don Esteban is 
  stopped by Mazrooth and the honorbound 
  Costa.  
  They also discover that the black statue was 
  not the Mannequin of Ixion but rather a 
  vessel holding a fierce creature known as a 
  crimson death.  They defeat the creature.  
  Rumors claim that a gnoll was also involved, 
  helping Mazrooth and Costa. 
  (See novel: The Black Vessel) 
   
  Fall AC 1010 
  A cult of Pflarr springs up in Renardy.  The 
  local lupin priests complain to King Louis 
  IV as Pflarr is not one of the accepted 
  Saimpt of their Pantheon.  Dissent grows 
  among the populace. 
   
  Fall AC 1010 
  The population of the Savage Coast is 
  forced to deal with their first Day of Dread, 
  where magic fails (as of midnight Glantri 
  time!).  This is approximately 9pm on the 
  27th to 9pm on the 28th of Kaldmont for the 
  Savage Baronies.  Decrease time by 1 hour 
  for every 800 miles (approximately..those 
  wishing to be accurate, it’s 15 degrees of 
  longitude) to the west of the Savage 
  Baronies for the rest of the Savage Coast. 
   
   
   
  Winter AC 1011 
  A horde of goblins invades the nation of 
  Herath, who still has not managed to repair 
  their magical defensive web which was 
  brought down during the week without 
  magic.  The goblins manage to cause much 
  damage before the Herathians chase them 
  away. 
   
  Spring AC 1011 
  The Knights of Ixion, a small group of 
  honorbounds and defenders of Narvaez 
  dedicated to Ixion, sneak into Saragn and 
  attempt to steal the Mask of Ixion and the 
  Bracers of Forbiddance from Don Luis.  
  They believe such artifacts should be in the 
  hands of the church of Ixion of Narvaez.  
  The Knights are defeated and the artifacts 
  retrieved by Don Luis and adventurers who 
  happened to be in the area. 
   
  Summer AC 1011 
  Vilaverde builds an outpost in the Haze area 
  on the Serpent Peninsula (about halfway 
  between Kladanovic and the borders of 
  Yavdlom).  From there, they intend to raise 
  a fleet of non-tainted (red-cursed) sailors 
  who can explore away from the Savage 
  Coast.  Such plans, which were in motion 
  since AC 1000, have been put on hold 
  because those infected with the Red Curse 
  (which became widespread at the end of AC 
  1009) have a hard time leaving the cursed 
  area.  The nobles of Vilaverde therefore 
  wish to produce a non-cursed population to 
  expand their territory...  perhaps on the 
  southern continent.  The outpost is called 
  Porto Liberto. 
  Rumors abound that the purpose of the 
  outpost is to maintain contact with a secret 
  colony already on Davania.  This colony was 
  placed in the year 1006 along a huge 
  Adakkian Rift/bay on Davania’s north-
  western coast, and contact was lost in AC 
  1009 when the red curse spread over the 
  baronies (and the Savage Coast), preventing 
  easy access in/out of the Savage Baronies.  
  Being in the Haze area, Porto Liberto is the 
  
  49 
   
  perfect neutral ground for the colonists to 
  keep in touch with their nation. 
  NOTE TO DMS: the map in the Red Steel 
  box set has an error with the location of the 
  borders of Yavdlom.  The real borders are 
  about 200 miles south of Kladanovic, as 
  depicted in the Champions of Mystara Box 
  set and the Poor Wizard’s Almanac II.  It is 
  not 20 miles south of Slagovich as in the 
  Red Steel box set map. 
   
  Fall AC 1011 
  An army of manscorpions lays siege to Um-
  Shedu, attempting to reclaim the city from 
  the enduks and ee’aar.  They fail, and the 
  winged elves and minotaurs manage to keep 
  the stronghold. 
   
  Winter AC 1012 
  Rumors 
  spread 
  that 
  Doomrider, 
  the 
  Inheritor lich, is somewhere along the 
  northern border of Torren.  Adventurers, 
  after a brief clash with minor undead, 
  discover that Doomrider is somehow 
  responsible 
  for 
  the 
  disappearance 
  of 
  Elegidos back in AC 970.  The entire barony 
  and population had vanished without a 
  trace.  The exact method is still unknown.  
  Doomrider is not encountered by the 
  adventurers searching the area.  
   
   
  Spring AC 1012 
  Increasing Huptai goblinoid activity destroys 
  most caravans traveling the overland trade 
  route between Torren and Renardy.  
  Torren begins sending mercenaries out 
  into the plains, which annoys the Kuttai 
  goblinoids as well, inciting them to also 
  attack. 
   
  Spring AC 1012 
  After much pressure is applied by the 
  priesthood,  King Louis IV of Renardy 
  implements a new law banning the religion 
  of Pflarr.  Instead of imprisoning or 
  executing those who worship Pflarr, the 
  King has them exiled from Renardy. 
  So as to not cause too much trouble or a 
  revolt in his own nation, the exiles are 
  brought out of the nation through the 
  nation of Bellayne (with permission of their 
  Queen) and the Blythe River. 
  The exiles are dropped off in the Bay of 
  Tears, north of the Kingdom of Nimmur.  
  There, they begin to create a “Cajun” 
  culture in the Grey Swamps and hills. 
   
  Summer AC 1012 
  Mt. Utt in the Tortle Tribeland (south of 
  Renardy) has a minor eruption, coughing up 
  dust and ashes.  The native tortles begin to 
  fear the possibility that it will explode in a 
  full eruption soon enough.  Many leave the 
  region, taking the ash clouds as a bad omen. 
   
  Summer AC 1012 
  Hule invades and conquers the city-state of 
  Nova Svoga.  
  Regent Stefan Karvich manages to escape 
  with the 7 year old Anya, the heir to the city-
  state, and hides within the valleys of the 
  Black Mountains. 
   
  Summer AC 1012 
  King Edwix II, after his 12th year of 
  continuous rulership (since AC 1000, as 
  noted in the Adventures of the Princess 
  Ark); leaves on a quest dictated by the 
  Druids.  The exact nature of the quest is 
  unknown, but it is rumored to involve the 
  Land of Cassivellonis and the orcs that 
  inhabit it.  At the end of the summer, the 
  King returns triumphant and reclaims his 
  throne for another twelve years. 
   
  Fall AC 1012 
  A Signatory Council meeting of the Savage 
  Baronies and Hule discusses Hule’s invasion 
  of Nova Svoga and the future plans of Hule.  
  The Hulean representative insists that the 
  attacks will end there.  Despite his 
  
  50 
   
  assurances, the baronies keep on the 
  lookout for an invasion by Hule. 
   
  Winter AC 1013 
  The Herathians manage to replace their 
  magical web of defense around their nation.  
  They now begin preparations to save it from 
  the next Day of Dread, fearing it will 
  destroy everything they have worked so 
  hard on. 
   
  Spring AC 1013 
  The Huptai goblins (and hobgoblins), who 
  have managed to somehow find an 
  immunity to the amber lotuses in the Plain 
  of Dreams (whose pollen puts people to 
  sleep), have now found a way to help them 
  spread.  Their shamans and witch-doctors 
  start using their magic to move the plants 
  southeastwards into the lands claimed by 
  Eusdria. 
   
  Spring AC 1013 
  A group of beast-riding lupins hiding in the 
  northern steppes to avoid the persecution 
  they 
  receive 
  for 
  worshipping 
  Pflarr 
  encounter a group of defenders of Belbion 
  (rakastan immortal).  The groups come to 
  blows as the lupins believe that the rakastans 
  are helping King Louis IV exile them from 
  their homeland (which they are to a certain 
  extent).  The small party of rakastans are 
  forced to flee.  The Templars of Belbion, as 
  they call themselves, vow vengeance against 
  the lupins for this dishonor. 
   
  Summer AC 1013 
  The amber lotuses have managed to gain a 
  foothold as far south as the village of Ersel 
  and the ruins of Morgald in Eusdria.  The 
  places are evacuated as the goblins move in 
  and take over.   
  The Eusdrian King sends in his armies, but 
  they are unable to do much against the 
  special properties of the flowers’ pollen.  
  The goblins hold on to their new territory. 
   
  Summer AC 1013 
  Narvaez begins 
  to import as much 
  smokepowder as it can, storing it up for its 
  armies.  The rest of the Savage Baronies 
  believe it is the first sign of an impending 
  attack.  They decide to place sanctions on 
  Narvaez, forbidding anyone to sell them 
  smokepowder.  Black market smokepowder 
  makes a huge profit for smugglers and 
  thieves in Narvaez. 
   
  Fall AC 1013 
  Margrave Galben Zvornik, ruler of the City-
  State of Zvornik, dies of old age.  His son, 
  Derdren 
  Zvornik, 
  becomes 
  the 
  new 
  Margrave. 
   
  Fall AC 1013 
  As feared, the Day of Dread destroys the 
  Herathian magical web of defense.  The 
  Herathians begin the process of re-
  establishing it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  51 
   
  EVENT OF THE YEAR 
   
  This chapter is dedicated to the event of the 
  year.  In it, the reader will find all the 
  information that he needs concerning the 
  event that has captured the most attention 
  or wonderment of the people of Mystara.  
  This year, two events ran neck and neck, 
  and it finally took a coin toss to determine 
  which to talk about.  The first was the 
  creation of the NACE and the return to 
  glory of the Alphatian Empire.  The other 
  incredible feat was the return of the 
  Karameikan Polar Expedition as proof that 
  the Hollow World existed. 
  And the coin toss chose the return of the 
  Alphatian Empire. Now known as the 
  NACE, the fact that the scattered remains 
  of an Empire that sank beneath the sea can 
  unite to form a new Empire that is still a 
  military and economic power is remarkable 
  indeed. 
  This 
  chapter 
  will 
  therefore 
  concentrate on the nation of Alphatia. 
   
   
   
  History Of Alphatia 
  The following historical synopsis is given in 
  the traditional Alphatian Calendar of AY 
  (Alphatian 
  Year) 
  counted 
  from 
  the 
  Alphatian Landfall on Mystara.  The earlier 
  dates are only approximations to the 
  roundest number. 
  To find the equivalent Thyatian Year , 
  simply subtract 1000 years, with a negative 
  number indicating BC and a positive 
  number giving a year in AC.  Therefore, the 
  current year, AC 1014, is the year AY 2014 
  in the Alphatian calendar.  Also because the 
  Alphatian year and the Thyatian year do not 
  use the same month as start of their 
  respective years, the difference is in fact 
  1000 years minus two months. 
  [The interesting thing about this research, 
  however, is the fact that we have learned 
  that the Alphatians seem to have come from 
  another world.  If they are indeed “space 
  invaders,” does that not mean there could 
  not be others?  Have we not therefore 
  answered our own question as to whether or 
  not there is life off of Mystara asked in 
  Joshuan’s Almanac?  I always find it 
  amusing to note that the answers to present 
  and future questions can often be found by 
  researching the past.  B.F.] 
  AY -3000: On the homeworld of the 
  Alphatians, the Alphatians defeat the Cypris 
  civilization and begin to be assimilated by it. 
  AY -2500: The Alphatian/Cypris civilization 
  uses its magical knowledge to begin 
  colonization and conquest of the nearby 
  planets and exploration of the elemental 
  planes. 
  AY 
  -2000: 
  Alphatian 
  aggression 
  has 
  gradually been supplanted by Cypric self-
  absorption; other planetary conquests and 
  colonies are left to fend for themselves as 
  Alphatian study of magic turns inward. 
  AY -500: The Alphatian civilization has 
  achieved total mastery of its environment; 
  the great universities are at the peak of their 
  powers and are just beginning to indulge in 
  serious 
  scholastic 
  competitions 
  and 
  squabbles. 
  AY -90: The Followers of Flame begin their 
  serious rivalry with the Followers of Air. 
  AY -27: Sporadic violence breaks out 
  between the Followers of Flame and the 
  Followers of Air. 
  AY -10: A temporary peace results from one 
  academian’s proposal of the Flame vs. Air 
  essay debate. 
  AY -9: Emperor Alphaks I arbitrarily 
  declares the Flames to have won the debate.  
  Outrage, protest, rebellion and revolt result.  
  The Followers of Flame war with the 
  Followers of Air. 
  AY 0: The war between the Followers of 
  Flame and the Followers of Air reaches it 
  zenith.  Emperor Alphaks I is banished.  
  The homeworld of the Alphatians is 
  destroyed. The Followers of Air settle on 
  what was formerly the Alphatian Continent 
  on the world of Mystara.  They begin to 
  
  52 
   
  conquer and assimilate the various primitive 
  tribes in the area. 
  AY 20: The Alphatians establish a peaceful 
  contact with the Thothians and adopt their 
  calendar for Mystara as their own after 
  changing the name of the months. 
  AY 250: Disgruntled non-mage Alphatians 
  colonize the island known as Ochalea where 
  they intend to build a place where non-
  mages will not be looked down upon. 
  AY 300: The Alphatians displace various 
  other conquered cultures which do not 
  adapt well to their society to Ochalea, 
  including a culture that enjoys honor and 
  slanted-roof architecture.  This culture 
  begins to dominate over all the others in 
  Ochalea. 
  AY 808: The Alphatians decide to bring 
  Thyatis into the Empire. 
  AY 810: The Alphatians finally finish 
  subduing the Thyatian barbarians. 
  AY 
  998: 
  Governor 
  Lucinius 
  Trenzantenbium of Kerendas assassinates 
  Alphatian wizards and declares himself King 
  of Thyatis.  The first Great War between 
  Thyatis and Alphatia begins. 
  AY 1000: The First Thyatian/Alphatian War 
  is at a standstill.  The economies of both 
  nations are wrecked.  King Lucinius and 
  Emperor Alphas VI conclude a peace treaty 
  in the neutral city of Edairo on the Isle of 
  Dawn.  Also liberated are the nations of 
  Ochalea and the Pearl Islands, which then 
  join into the new Empire of Thyatis. 
  AY 1012: The Thyatians violate the Treaty 
  of Edairo and build a trading station called 
  Cape Alpha in the lands of Norwold. 
  AY 1015: Cape Alpha is destroyed by reavers 
  from the Northern Reaches (speculated to 
  have been paid by the Alphatians). 
  AY 1500: Alphatian and Thyatian colonies 
  in Alasiyan coastal areas begin to clash.  This 
  starts the famous Three Hundred Year War 
  (actually skirmishes, but called a war by 
  historians to make it sound more grand and 
  important).  
  AY 1728: Alphatian colonies get the upper 
  hand and destroy several Thyatian colonies 
  entirely. 
  AY 1786: An Alphatian lord named 
  Halzunthram arrives in Flaemish lands and 
  defeats the Flaems, effectively assuming 
  control of the area. 
  AY 1788: Halzunthram takes control of the 
  region’s ruling council and declares the area 
  a protectorate of Alphatia.  The natives 
  unite and rebel against Halzunthram. 
  AY 1828: Forces of Suleiman Al-Kalim 
  drive the Alphatians out of Alasiya. 
  AY 1830: Lord Alexander Glantri captures 
  Halzunthram, 
  confirms 
  the 
  region’s 
  independence, and disperses Alphatian 
  presence there.  Braejr is renamed Glantri 
  City in his honor. 
  AY 1959: Angered by another Thyatian 
  broken treaty, the Alphatian Emperor 
  commits his military to a sudden assault on 
  Thyatis.  Alphatia completely conquers the 
  Isle of Dawn. 
  AY 1960: The Alphatian assault reaches 
  Thyatis City and Emperor Gabrionus V is 
  killed.  The Gladiator Thincol the Brave 
  rescues the dead Emperor’s daughter, drives 
  the Alphatians out, and becomes the new 
  Emperor of Thyatis. 
  AY 1962: Princess Eriadna becomes the 
  next Empress of Alphatia as her father, 
  Emperor Tylion IV, retires. 
  AY 1985: Empress Eriadna decides to 
  colonize in the west and has a new fortress 
  city built atop the ruins of the station at 
  Cape Alpha destroyed nine and a half 
  centuries before. 
  AY 1992: Empress Eriadna accedes to her 
  son Ericall’s demands for a kingdom of his 
  own.  She gives him the city of Alpha in 
  Norwold, the empty title of king of that 
  nation, and a great degree of autonomy. 
  AY 2005: Alphatia declares war on Glantri.  
  Thyatis and the Heldannic Territories ally 
  with Glantri. 
  
  53 
   
  AY 2009: Alphatian armies reach Thyatis 
  city and Emperor Thincol sues for peace.  
  Days later, the first week without magic 
  destroys Sundsvall and kills Empress 
  Eriadna. The Alphatians press their attack 
  on Glantri, and moments later the Alphatian 
  Continent 
  sinks 
  beneath 
  the 
  waves, 
  destroyed by the wrath of the Immortals. 
  AY 2010: The Alphatian continent appears 
  in the Hollow World. From there, they 
  begin to drive the Heldannic Knights out of 
  the Hollow World. The Heldannic Knights 
  invade the territories of Norwold. Thyatis 
  invades the Isle of Dawn and the Alatian 
  Islands. A mad Emperor Zandor tries to 
  reunite the nations of Alphatia to form a 
  new Empire, but none of the Kings or 
  Queens accept his rulership.  Zandor begins 
  conquering 
  the 
  rebellious/traitorous 
  nations. 
  AY 2012: Thyatis is pressed back by Thothia 
  on the Isle of Dawn and forced to relinquish 
  its conquests back to Alphatia. The 
  Alphatian Kings and Queens dispose of 
  Zandor with the help of Prince Haldemar of 
  Haaken, who informs them that Alphatia 
  has survived in the Hollow World.  The 
  Kings and Queens form a new council, 
  calling themselves the New Alphatian 
  Empire.  Commander Broderick is named 
  Commander in Chief. 
  AY 2013: The New Alphatian Empire 
  reconquers 
  the troublesome Esterhold 
  Peninsula Kingdoms.  Thothia and most of 
  the other liberate kingdoms that were 
  occupied by Thyatis willfully join the New 
  Alphatian Empire.   
  AY 2014: The New Alphatian Empire 
  becomes known as the New Alphatian 
  Confederate Empire (NACE) and reveals 
  the existence of the Empire of Alphatia still 
  intact in the Hollow World, as well that 
  Empress Eriadna is still alive. 
   
   
   
  New Alphatian Confederate 
  Empire (NACE) 
  This document is a vulgarization of the 
  constitution of the Confederation (the 
  original version contains many juridical 
  terms), to be used mainly at schools to teach 
  Alphatian students the organization of the 
  country they live in. Readers interested in 
  the original document of AY 2012 and its 
  addendum of AY 2014 can consult them at 
  the library of the Parliament on Ionace (with 
  a special permission) or try to search for a 
  copy at their local library. 
  Political Structure 
  The Confederation is composed of semi-
  autonomous states. 
  The Confederation is governed by a Council 
  in the name of Empress Eriadna of Alphatia 
  or her heir. 
  Composition of the Council: Each member 
  state has one vote, regardless of size, 
  population level, etc. The voting person is 
  normally the king or queen (or the person 
  holding power) of the country, or his/her 
  representative if he/she cannot attend.  
  Every member state must thus keep a 
  permanent staff of representatives. 
  Anyone present during a council meeting 
  may ask that the Council discusses on any 
  matter, and then call for a vote. A council 
  meeting is held at the demand of a member 
  state. Votes pass if the majority of the 
  representatives vote for it. In case of a 
  deadlock, the Commander in Chief decides 
  whether the measure passes or not. Any 
  measure 
  that 
  would 
  change 
  the 
  Confederation’s 
  Constitution 
  must 
  be 
  accepted with unanimous approval. 
  A state wanting to become member of the 
  NACE has to state to the Council it is 
  candidate for membership. A council 
  meeting is organized to discuss and vote on 
  this matter. The state is accepted as a new 
  member if all current members vote for it.  
  A state wanting to leave the NACE has to 
  convoke a council meeting for this purpose. 
  The state can part from the Confederation if 
  all members vote for it. If a state declares 
  
  54 
   
  independence 
  from 
  the 
  Confederation 
  without obtaining the right to do so, it 
  becomes 
  a 
  renegade 
  state, 
  and 
  the 
  Confederation may decide to intervene to 
  restore its claim on it, be it military, 
  politically, or otherwise.   
  Seat of Government 
  The commonly called Monster Island, 
  formerly part of Alphatia, was claimed by 
  nobody until the creation of the NACE. It 
  thereby 
  becomes 
  the 
  center 
  of 
  the 
  confederate government, and is renamed the 
  Isle of the NACE, or Ionace. 
  The Council holds meeting in a dedicated 
  building on Ionace, called the Parliament. 
  Each member state is granted a patch of 
  land adjacent to the Parliament where they 
  can build their own Representation. Staff of 
  representatives live and work in their 
  Representation and meet in the Parliament. 
  Countries that keep diplomatic ties with the 
  NACE will also be granted land on Ionace, 
  where 
  they 
  can 
  build 
  an 
  Embassy. 
  Representations and Embassies are paid by 
  the countries to which they belong.  The 
  Imperial Army is based on Ionace, where it 
  owns buildings, including the Military 
  Headquarters where the Commander in 
  Chief has his office. 
  Until the buildings are completed in Ionace, 
  the 
  government, 
  military 
  and 
  other 
  institutions of the NACE will be assigned 
  currently unoccupied buildings in the 
  abandoned city of Denwarf-Hurgon. 
  Military Structure 
  All armies of the member states are under 
  control 
  of 
  the 
  Confederation. 
  The 
  Confederation can also raise its own army 
  (i.e.  independent from any state), called the 
  Imperial Army, and use the service of 
  mercenary troops. 
  The Commander in Chief, appointed by the 
  Council, is in command of the military. 
  Member states must spend at least 10% of 
  their national tax income to the upkeep of 
  their 
  army, 
  in 
  the 
  name 
  of 
  the 
  Confederation. Exemption may be granted 
  on a case by case basis, with the approval of 
  the Council and the Commander in Chief. 
  Economics 
  Member states must hand over 10% of their 
  collected taxes to the Imperial Treasury. 
  This tax is collected quarterly, on the 1st of 
  the months of Alphamir (Thaumont), 
  Vertmir 
  (Klarmont), 
  Cyprimir 
  (Ambyrmont), and Burymir (Kaldmont), for 
  the preceding period. 
  A new state must pay upon entrance into 
  the Confederation what would be due for 
  the 
  current 
  period 
  (even 
  though 
  it 
  corresponds to a previous period, when it 
  was not yet member) as a sign of good will, 
  then its taxes are collected following the 
  normal cycle. 
  A state leaving the Confederation must first 
  immediately pay the tax corresponding to 
  the current period before it is allowed to 
  leave; this tax is equal to that it paid for the 
  previous period. 
  The Council decides the way the money in 
  the Imperial Treasury is spent. Common 
  uses include (but are not limited to) : upkeep 
  of Imperial Army, hiring of mercenary 
  troops, 
  maintenance 
  of 
  governmental 
  buildings, funding of research programs 
  (magic, scientific, medical, etc.), aid to 
  member states (loans, gifts, etc.). 
  Laws and Justice and Festivals 
  Each member state can decide on its 
  national laws, as long as they do not go 
  against the Imperial Laws. Imperial Laws 
  must be enforced in member states. Justice 
  is held by each member state as it sees fit. 
  All schools and colleges within the 
  Confederation 
  must 
  follow 
  the 
  old 
  Alphatian 
  calendar, 
  i.e. 
  opening 
  on 
  Alphamir (Thaumont) 15 and closing on 
  Burymir (Kaldmont) 15.  A Hard-Ball 
  tournament 
  is 
  organized 
  by 
  the 
  Confederation each year. Each member 
  state is invited to participate in the 
  tournament; other countries may be invited 
  as guests, as a sign of friendship between 
  that country and the Confederation. 
  
  55 
   
  The following festivals and holidays are 
  common 
  to 
  all 
  members 
  of 
  the 
  Confederation; each member state can add 
  its national festivals and holidays. 
   Alphamir (Thaumont) 1: New Year Day. 
   Alphamir (Thaumont) 7: Landfall Day. 
   Alphamir (Thaumont) 15: Opening Day 
  (of academic year). 
   Sulamir 
  (Flaurmont) 
  13: 
  Empress 
  Eriadna’s Birthday (give a coin to a 
  beggar in her name). 
   Sulamir (Flaurmont) 28: Super-Hard-Ball 
  (Hard-Ball final). 
   Sudmir (Yarthmont) 15: Howling Day. 
   Islamir (Felmont) 15: Doggerel Days. 
   Cyprimir (Ambyrmont) 1: Ancestor’s 
  Day. 
   Hastmir (Sviftmont) 8-15: Wine Festivals. 
   Burymir (Kaldmont) 15: Closing Day (of 
  academic year). 
   Amphimir (Vatermont) 1: Hard-Ball 
  Season Opening. 
   
  Original Members of the NACE (Founders 
  of the New Alphatian Empire) 
   The Sea-Kingdom of Aquas (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Dawnrim (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Horken (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Lagrius (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Meriander (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Notrion (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Surshield (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   
  Current Members of the NACE 
   The Sea-Kingdom of Aquas (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Dawnrim (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Horken (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Lagrius (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Meriander (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Notrion (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Surshield (Burymir 
  (Kaldmont) 12, AY 2012 (AC 1012)). 
   The Kingdom of Blackrock (Amphimir 
  (Vatermont) 28, AY 2013 (AC 1013)). 
   The Kingdom of Floating Ar (Amphimir 
  (Vatermont) 28, AY 2013 (AC 1013)). 
   The 
  Kingdom 
  of 
  Alpha 
  (Sulamir 
  (Flaurmont) 22, AY 2013 (AC 1013)). 
   The Kingdom of Thothia (Sudmir 
  (Yarthmont) 10, AY 2013 (AC 1013)). 
   The Kingdom of East Portage (Sudmir 
  (Yarthmont) 10, AY 2013 (AC 1013)). 
   The 
  City-State 
  of 
  Ekto 
  (Sudmir 
  (Yarthmont) 10, AY 2013 (AC 1013)). 
   The City-State of Trikelios (Sudmir 
  (Yarthmont) 10, AY 2013 (AC 1013)). 
   The 
  Kingdom 
  of 
  Aeria 
  (Sudmir 
  (Yarthmont) 10, AY 2013 (AC 1013)). 
   The Kingdom of Qeodhar (Nyxmir 
  (Nuwmont) 13, AY 2013 (AC 1014)).  
   
   
   
  Interview with Commander In 
  Chief Broderick of the New 
  Alphatian Confederate Empire 
  By Dorrik Stonecleaver and Belzamith 
  Fingertackles. 
   
  Belzamith: Commander Broderick, thank 
  you very much for receiving us in your new 
  headquarters here on the fantastic island 
  that is Ionace. I guess no one can enter in 
  this sensible building without a good reason. 
  Broderick: And you’re right. This building, 
  as well as the Parliament a few blocks away, 
  is well protected. Not only by mundane 
  means, such as guards, but also with 
  powerful magical means. All magical 
  knowledge was not lost when Alphatia sank 
  beneath the waves a few years ago, and this 
  
  56 
   
  building has been enchanted with wide-area, 
  permanent spells that protect it against such 
  things like magical spying or unwanted 
  teleportation, in the manner that was done 
  with the Imperial Palace. 
  Belzamith: I see, but do you have plans to 
  make it look, well, better? I mean, it is so 
  spartan... Maybe some paintings on the walls 
  would... 
  Dorrik: It just looks like a military building, 
  stupid gnome. Practical and effective. In one 
  word, dwarvish. In fact, I would even say it 
  goes along quite well with the city of 
  Denwarf-Hurgon. Why did you choose to 
  establish the center of the government here, 
  Commander? 
  Broderick: Well, many reasons converged 
  to this place being chosen. One of them was 
  that we needed many buildings that could 
  host our government officials immediately 
  until we could construct new ones, and the 
  abandoned buildings of Denwarf-Hurgon, 
  that 
  had 
  resisted 
  the 
  sinking 
  and 
  earthquakes... 
  Dorrik: ... they had been built by dwarves... 
  Broderick: ... were a good solution. 
  Dorrik: But there are other free buildings 
  elsewhere, including the ones on Aquas, 
  where former Emperor Zandor had his 
  quarters. Certainly not as sturdy as good old 
  dwarves’ works, but... 
  Broderick: Definitely. But the seat of the 
  confederated government is a very symbolic 
  place to the people of Alphatia.  Ionace is 
  doubly symbolic : It is not situated on any of 
  the member state, making it a sort of neutral 
  ground, and it was once part of mainland 
  Alphatia, helping giving to the peoples that 
  form the NACE a sentiment of unity and 
  loyalty to the old ways of Alphatia and 
  Empress Eriadna. 
  Dorrik  Is Eriadna still alive in the Hollow 
  World, as the rumor goes, or was that only a 
  plot to make the various kingdoms unite 
  together? 
  Broderick: Indeed she is. The Hollow 
  World exists, as has proven the return of the 
  now famous Karameikan Polar Expedition. 
  And Alphatia exists down there. The 
  Council does rule in Empress Eriadna’s 
  name. 
  Belzamith: Then, why did you keep the 
  information for yourself all that time, until 
  you had to unveil the secret because of the 
  return of the polar expedition? What other 
  grand secrets are you hiding? Do you intend 
  to take the Hollow World for yourself? 
  Broderick: There is nothing hidden here. 
  The existence of the Hollow World was 
  public, even though nobody really believed 
  in it until recently. We didn’t reveal the 
  survival of Alphatia within the Hollow 
  World because at the time the NACE wasn’t 
  united and stable, and this event could have 
  caused trouble in the population of the 
  Confederation, or even an aggression from 
  an outside power. Now that the country is 
  more stable and strong, we don’t have such 
  concerns any more. 
  Belzamith: But the initial revelation of the 
  existence of the Hollow World wasn’t the 
  fact of the Alphatians either, but Claransa’s 
  famous book. Isn’t there someone out there 
  trying to hide the Hollow World? Are you 
  trying to keep it for you alone? 
  Broderick: Not at all. The Hollow World is 
  not ours, and the NACE has no plans to 
  conquer it. As the Council declared, all 
  friendly 
  nations 
  like 
  Karameikos 
  are 
  welcomed to use the North Pole route and 
  establish permanent contact or trade with 
  the Hollow World nations, including 
  Alphatia. 
  Dorrik: Commander, you say the NACE 
  has no intentions to conquer the Hollow 
  World. But you have conducted more than 
  one successful wars lately, in Esterhold and 
  elsewhere, and you seem quite aggressive, 
  militarily speaking. Does this mean you 
  intend to launch wars in some areas of the 
  outer world? 
  Broderick: Not at all. The NACE is a 
  peaceful nation. The wars you are speaking 
  of were not wars, but internal interventions 
  to overthrow dictators and help reestablish 
  order. I don’t think anyone will regret the 
  
  57 
   
  fall of the kings of Esterhold. We have 
  signed treaties with various nations, and 
  we’ve ratified the Isle of Dawn Treaty with 
  Thyatis. 
  Belzamith: Now, does that have to do with 
  political or economic reasons?  Who is 
  trying to gain power here? 
  Dorrik: <groans> Hmmmff. Who cares? 
  Most people only want to know if there will 
  be a war, not why. They don’t care why their 
  house will be burned, just if it will.  
  Belzamith: Well, I think all people have the 
  right to know precisely what is going on in 
  our marvelous world, from the actual effects 
  to what is going on behind the scenes. After 
  all, there must be some mastermind behind 
  everything...  
  Dorrik: <rolls eyes> By Kagyar!  
  Broderick: Well, if you must know, it’s 
  both. Our money is going into rebuilding 
  the Esterhold Peninsula and the Isle of 
  Dawn, and no one wants to conquer 
  anything else either. No, there is no 
  mastermind trying to make peace. It’s just 
  what everyone wants right now. The last war 
  with Glantri was enough for Alphatia.  
  Belzamith: So you claim...  
  Dorrik: Oh, give it up... most people can 
  figure out what is happening on their own. 
  Belzamith: It’s the principal of the thing 
  that you have to ask all the question.  
  Broderick: <sits by watching the two 
  argue> Please, gentlemen, you seem more 
  warlike than the NACE will ever be... 
  Dorrik: Oh, sorry. It’s just that Belzamith’s 
  questions are so stupid. 
  Belzamith: What? 
  Dorrik: So, not war but market ventures? 
  Broderick: Yes. Within the Confederation, 
  since we have a vast market and different 
  regional products, and goods are no longer 
  taxed when traveling all around the 
  Confederation. As for other nations, the 
  Council has signed trade agreements with 
  Aeria and with Karameikos, and hopes to 
  sign other such agreements with the 
  Western Defense League or other countries 
  soon. We also hope to find a way to 
  establish reliable means of communication 
  and travel with the Hollow World and 
  Alphatia. 
  Belzamith: So, dear Commander, if the 
  NACE has no military plans, you’ll have 
  some spare time. You see, I believe that 
  everyone has someone with whom he is 
  destined to have a great love story. Maybe 
  you’ll have time to find that woman now? 
  Dorrik: Bel, you bother him with your 
  questions. 
  Broderick: The army is my family and 
  Alphatia is my love. I serve Empress 
  Eriadna and answer to the Council. 
  Dorrik: What is this Council of the NACE 
  exactly, Commander? 
  Broderick: The Council is the ruling body 
  of the Confederation. It is the existence of 
  that very body that turned the New 
  Alphatian Empire into a Confederation, 
  because it is composed of the rulers of every 
  nation that composes the NACE. It decides 
  policies that concern more than one 
  country, like foreign policy, treaties, trade 
  agreements, and such.  Votes are held at the 
  majority, except for very special matters, 
  with the Commander in Chief having a vote 
  in case of a tie. The Council rules in the 
  name of Empress Eriadna of mighty 
  Alphatia, who lives and rules in the Hollow 
  World. Note that the Esterhold Peninsula 
  has only one siege at the Parliament, held by 
  the President of the Republic. 
  Dorrik: 
  Concerning 
  the 
  Republic 
  of 
  Esterhold, what will it be like now? A 
  republic like that of Darokin? I also heard a 
  rumor of a true democracy, similar to what 
  the Hin have in the Five Shires or Leeha. 
  Broderick: Frankly, I don’t know. I know 
  Favian Vern quite well, since we have 
  fought together in Blackrock and then in 
  Verdan. I deeply respect him and his ideas, 
  and I know of his profound belief in the 
  virtues of democracy. But I don’t know how 
  he will do this on such a scale. I mean, the 
  
  58 
   
  population is not much more numerous 
  than that of the Five Shires, at least if we 
  don’t count the wild Jennites that live 
  scattered throughout the Peninsula, but the 
  country is 100 times bigger.  And most of 
  the population, especially the Jennites, is 
  illiterate. But I’m sure Favian doesn’t want 
  to restrict voting to the rich, as is the case in 
  Darokin. I don’t believe there will be any 
  election for some time, I would say at least 
  not for another year. 
  Belzamith: So, who is your favorite 
  candidate for those elections? 
  Dorrik: He just told you there would be no 
  elections in the near future, so how could he 
  have a favorite, uh? 
  Broderick: Yes you’re right, it’s too soon to 
  tell. 
  Moreover, 
  I 
  wouldn’t 
  tell 
  you. 
  Whatever, I can’t see any other candidate 
  for the moment; I think Favian Vern is the 
  only person capable of holding this position. 
  Dorrik : With this new system being set up 
  in Esterhold, and the fact that the Council, 
  as you described it, seems also to be run in a 
  democratic way, will the whole NACE 
  promote this new system at the level of the 
  Confederation? Will the countries of the 
  NACE all become democracies, and the 
  NACE the biggest democracy of Mystara? 
  Broderick: I don’t think so. At least, I’m 
  not in favor of it. Democracy is appealing, at 
  least in theory, but I strongly believe in a 
  strong, firm rule. Democracy may be 
  dangerous.  Remember that the NACE 
  remains an empire, ruled by Empress 
  Eriadna. It is true that the Council functions 
  as a democracy at its level, but this is a 
  democracy of kings, not a democracy of the 
  people like it will probably be in Esterhold.  
  And it is not the role of the Council to 
  dictate the kind of government each 
  member state must have; each nation retains 
  most of its prerogatives, including the right 
  to edict its laws, taxes, and of course form 
  of government. 
  Belzamith: Commander, don’t you think 
  that illusions are neat spells, capable of 
  making a bunch of bright lights and fancy 
  noises? How often do you cast them? Are 
  they effective on the battlefield? 
  Dorrik: <slaps him behind the head> 
  Commander 
  Broderick 
  isn’t 
  a 
  stupid 
  illusionist gnome. He isn’t even one of those 
  haughty wizards; he’s a soldier, like a sturdy 
  dwarf. He can’t cast your little tricky spells. 
  Belzamith: Oh, right, but he has many 
  wizards at his service, doesn’t he? They can 
  cast illusions... 
  Dorrik: Oh Kagyar! Commander, please 
  excuse my friend and his *stupid* <slaps 
  him behind the head again> questions, and 
  thank you for your time and your truthful 
  answers. 
  Broderick: I thank you for your interest in 
  the NACE.  
  Belzamith: Thank you very much, Sir. 
   
   
  Timeline For The New 
  Alphatian Empire, AC 1013 
  Here is a recap of major events that took 
  place in the year AC 1013 which were only 
  given a brief mention in last year’s Almanac.   
   
   
  NUWMONT 2, AC 1013: Assault on 
  Blackrock 
  Location: Skyfyr, Blackrock, Esterhold 
  Peninsula.  KW 
  Description: The combined forces of 
  Seashield and Bellissaria, under the direction 
  of Commander in Chief Broderick, invade 
  Blackrock on the Esterhold Peninsula.  
  Numerous 
  troops 
  disembark 
  from 
  submersible galleys in Skyfyr’s harbor, while 
  ships disgorge more troops at the outer 
  limits of the city and in other strategic places 
  all around the kingdom. At the same time, 
  the rebels, warned of the incoming assault 
  by 
  Favian 
  Vern, 
  again 
  leave 
  their 
  underground hideouts and participate in the 
  attack with arms supplied by Commander 
  Broderick. 
  
  59 
   
  What This Means: With the full military 
  and magical support of all member 
  kingdoms of the New Alphatian Empire, 
  Commander Broderick should swiftly put an 
  end to King Xanthus’s oppressive rule in the 
  city of Skyfyr. 
   
  NUWMONT 7, AC 1013: Pegataurs 
  Recognized 
  Location: Floating Ar.  KW 
  Description: King Qissling finally accepts 
  to recognize the pegataurs - winged half-
  elven centaurs - as full citizens of Floating 
  Ar. 
  What This Means: After many strikes that 
  have 
  prevented 
  most 
  transportation 
  between the floating isles or with the other 
  nations - skyships and magic do not suffice - 
  the government has been forced to accede 
  to the pegataurs’ request. The life of most 
  pegataurs will not change much, however, 
  since most of them will continue to serve as 
  transports for hire. Those that are wizards 
  are now nobles, and some adventurous 
  fighters enlist in the so far nearly-
  nonexistent army of the isles. 
   
  NUWMONT 10, AC 1013: Combat in 
  Blackrock 
  Location: Skyfyr, Blackrock, Esterhold 
  Peninsula.  KW 
  Description: Fighting continues in the 
  streets of Skyfyr. 
  Despite the ongoing onslaught of the more 
  numerous troops of the New Alphatian 
  Empire, King Xanthus’s loyal troops stand 
  firm - they were prepared for the invasion.  
  Though it is not completely repaired, 
  Xanthus’s flying man-o-war participates in 
  the defense of the city and the palace. Part 
  of the city is no more under his control, 
  however, as is most of the country outside 
  of Skyfyr. 
   
  NUWMONT 14, AC 1013: Xanthus Asks 
  for Help 
  Location: Faraway, Verdan, Esterhold 
  Peninsula.  KW 
  Description: King Xanthus’s top advisor, 
  Bargle, meets King Nicodemus of Verdan. 
  He asks him to commit troops to the 
  defense of Blackrock, for, he says, if 
  Blackrock falls, so will Verdan. King 
  Nicodemus answers he has no troops to 
  spare, since he himself has problems with 
  rebellious Jennites.  Moreover, Broderick’s 
  troops block all routes between the two 
  countries: Verdan navy is no match for the 
  Alphatian ships and submersibles, and the 
  inland roads are under Broderick’s control. 
   
  NUWMONT 23, AC 1013: Location for 
  New Capital Chosen 
  Location: Aquas.  KW 
  Description: The New Alphatian Council 
  decides that they should have a new capital 
  which is easier to reach for commoners than 
  Aquas, yet still be a hard place to invade. 
  After much deliberation, Monster Island is 
  chosen as a likely spot.  The island is 
  inhabited by monsters and rugged terrain, 
  which makes it hard to invade.  As well, the 
  abandoned dwarven city of Denwarf-
  Hurgon 
  makes 
  the 
  perfect 
  defensive 
  position.  The location is also agreed upon 
  as it belongs to none of the kingdoms of the 
  New Alphatian Empire, making it the ideal 
  neutral grounds. 
  Work forces are ordered to start rebuilding 
  the ruined city and immediately set out for 
  Sanctuary, the miner-town currently located 
  on Monster Island. 
  What This Means: The Alphatians are 
  about to put a more stable force unto the 
  still officially unclaimed island. 
   
  NUWMONT 23, AC 1013: Skyship 
  Produced in Aeria  
  Location: Aeria, Alatian Islands. KW 
  Description: The first skyship is launched 
  in the skies of Aeria since it was freed from 
  Thyatian rule. It is a military skyship, 
  something that will be very useful to 
  
  60 
   
  Commander Broderick in his incoming 
  military campaign in Esterhold. 
  What This Means: The skyship prototypes 
  constructed by the magical college for the 
  Thyatians these last years had been 
  systematically 
  sabotaged 
  by 
  Alphatian 
  loyalists. Now that Aeria has been granted 
  independence, they have stopped their 
  sabotages, and thanks to the research done 
  under Thyatian’s control, the first Aerian 
  skyship can go on her maiden flight today.  
  The New Alphatian Empire will now be 
  able to make herself a new skyship fleet. 
   
  NUWMONT 25, AC 1013: Xanthus’s 
  Troops Retreat to Palace 
  Location: Skyfyr, Blackrock, Esterhold 
  Peninsula.  KW 
  Description: The remaining troops loyal to 
  King Xanthus, hardpressed by Broderick’s, 
  retreat to the royal palace in Skyfyr, the last 
  place they control. The rest of the city is 
  now under Broderick’s military control. 
   
  VATERMONT 1, AC 1013: Hard-Ball 
  Season Canceled 
  Location: Aquas.  KW 
  Description: The Council of the New 
  Alphatian Empire announces there will be 
  no Hard-Ball season this year because few 
  teams have had time to train, and the Super-
  Hard-Ball stadium is not ready in Sanctuary.  
  All member states of the New Alphatian 
  Empire are invited to form teams for the 
  next year. 
   
  VATERMONT 2, AC 1013: Floating Ar 
  Joins New Alphatian Empire 
  Location: Floating Ar.  KW 
  Description: King Qissling of Floating Ar 
  reportedly agrees to join the New Alphatian 
  Empire. 
  What This Means: Floating Ar becomes 
  the 8th country of the New Alphatian 
  Council. 
   
  VATERMONT 9, AC 1013: Floating Ar 
  Asks Permission to Move 
  Location: Aquas.  KW 
  Description: King Qissling of Floating Ar 
  asks the Council for permission to move the 
  floating 
  islands 
  some 
  350 
  miles 
  northeastward, right above the unclaimed 
  Yannivey Islands, and use them to grow 
  crops in the forthcoming years.  The 
  Council agrees. 
  What This Means: Since the disappearance 
  of Alphatia, Floating Ar has been almost 
  totally dependent on not-so-nearby states to 
  get supplies - especially food. Realizing the 
  situation could not last forever - and fearing 
  food shortage if a problem were to happen -
  , the king opted for that solution.  The 
  Yanniveys are a lawless land, sparsely 
  inhabited by monsters and brigands. 
   
  VATERMONT 16, AC 1013: Blackrock 
  Falls 
  Location: Skyfyr, Blackrock, Esterhold 
  Peninsula.  KW 
  Description: The last of King Xanthus’s 
  troops in Skyfyr surrender to Commander 
  Broderick. Xanthus himself escapes to 
  sanctuary 
  in 
  Verdan, 
  where 
  King 
  Nicodemus prepares his own troops for the 
  expected invasion by the New Alphatian 
  forces.  Commander Broderick designates 
  Favian Vern as governor of the country for 
  all non-military aspects, until the Alphatian 
  Council elects a new king. 
   
  VATERMONT 19, AC 1013: A New 
  King for Blackrock 
  Location: Skyfyr, Blackrock, Esterhold 
  Peninsula.  KW 
  Description: The Alphatian Council names 
  Favian Vern King of Blackrock. As his first 
  official act, King Favian declares all Jennite 
  natives of Esterhold free - no longer are 
  they to be slaves or denied Alphatian 
  citizenship. There is much rejoicing in the 
  streets of Skyfyr. Chaos soon follows as the 
  various strata of Blackrock society adjust to 
  
  61 
   
  the new order - but King Favian and his 
  appointed government prove themselves 
  equal to each new challenge. 
  What This Means: King Favian receives 
  financial, as well as military and political, 
  support from the Council. 
   
  FLAURMONT 22, AC 1013: Alpha Joins 
  New Alphatian Empire 
  Location: Alpha, Norwold.  KW 
  Description: King Ericall declares Alpha is 
  the 10th member of the Alphatian Council. 
  What This Means: Ericall thinks this is the 
  best 
  defense 
  against 
  the 
  Heldannic 
  progression. He asks for troops in exchange. 
   
  THAUMONT 4, AC 1013: Floating Ar 
  Flies North 
  Location: Floating Ar.  KW 
  Description: Floating Ar begins its long trip 
  north to the Yannivey Islands. 
  What This Means: This involves much 
  magic, especially aerial magic. Wizards from 
  all over the New Alphatian Empire 
  participate, since it is a great occasion to 
  improve their knowledge of aerial magic and 
  the way mortal magic interacts with 
  immortal magic (i.e. the Isles themselves). 
  The magical college of Aeria also throws in 
  its knowledge, despite the vast amount of 
  resources 
  plundered 
  during 
  Thyatian 
  domination.  
  The trip will not be without a problem, 
  however, since many powerful wizards of 
  Ar continue their dangerous experiments 
  while their estates are being moved. 
   
  YARTHMONT 10, AC 1013: Thothia 
  Joins New Alphatian Empire 
  Location: Edairo, Thothia, Isle of Dawn.  
  KW 
  Description: Pharaoh Ramenhotep XXIV 
  of Thothia signs a treaty granting him a seat 
  on the New Alphatian Council and adding 
  Thothia to the New Alphatian Empire. The 
  Pharaoh also declares that Aeria, East 
  Portage, Ekto and Trikelios are now 
  independent from Thothia, but they also 
  join the Empire. 
  What This Means: The New Alphatian 
  Council has five new members, and gains a 
  firm presence on the Isle of Dawn. The 
  three small kingdoms on the Isle of Dawn 
  are granted financial aid by the Council to 
  help in the rebuilding after the war. 
   
  YARTHMONT 27, AC 1013: Alpha Gets 
  Extra Troops 
  Location: Alpha, Norwold.  KW 
  Description: 
  After 
  joining 
  the 
  New 
  Alphatian Empire, King Ericall asked for 
  more troops to help him stand ground 
  against 
  further 
  Heldannic 
  incursions. 
  Commander Broderick dispatches some 
  available units in Alpha. 
  What This Means: Ericall does not intend 
  to use these troops offensively - he already 
  finds it difficult just defending the few 
  territories that remain loyal to him. He 
  hopes the Heldannic Knights will see this as 
  a sign that the New Alphatian Empire will 
  back him if they should invade. 
   
  KLARMONT 
  19, 
  1013: 
  Capital 
  Completed 
  Location: Sanctuary, Monster Island.  KW 
  Description: The new Parliament building, 
  that will from now on hold the Alphatian 
  Council’s meetings, is completed.  Several 
  blocks around the Parliament have also been 
  rebuilt and are ready for habitation.  It is 
  located near the city of old Denwarf-
  Hurgon, and most of the Representations 
  and Embassies are still temporarily assigned 
  to buildings in the dwarven city. 
  The Council has yet to decide on a new 
  name for the capital city. 
  What This Means: This location has been 
  chosen because many of the buildings of 
  Denwarf-Hurgon remained fully functional 
  despite the sinking of Alphatia and the 
  numerous earthquakes.  Upper Denwarf-
  
  62 
   
  Hurgon has been freed of monsters, and its 
  buildings may be used by the Council as it 
  sees fit. The construction of the Parliament 
  made heavy use of magic, both to speed up 
  the process and to secure the building from 
  magical scrying, uncontrolled teleportation, 
  and such. 
   
  FYRMONT 12, AC 1013: Earthquake in 
  the Alphatian Sea 
  Location: Alphatian Sea and surrounding 
  countries. 
  Description: A more powerful than usual 
  earthquake in the Alphatian Sea makes some 
  damages in Sanctuary, and doesn’t help in 
  the redigging of the Pit on Aegos either. 
  What This Means: Minor earthquakes 
  happen quite often since the sinking of 
  Alphatia, but it has been some time since 
  the last major one. Sages still work on 
  discovering when this will end - or at least 
  on predicting the major ones. As Sanctuary 
  is near the epicenter, the earthquake causes 
  important damage there: mnemonic mineral 
  mines collapse, hastily-built buildings in the 
  city of Sanctuary don’t resist, but the 
  dwarven-built Denwarf-Hurgon and the 
  most recent official buildings and houses do 
  resist. 
  What the PCs Can Do: Well-equipped 
  rescue teams are needed and may well find 
  themselves trapped by further collapses 
  caused by minor earthquakes the following 
  days. 
   
   
  AMBYRMONT 3, AC 1013: Floating Ar 
  Drops Anchor 
  Location: New Floating Ar position, above 
  the Yannivey Islands.  KW 
  Description: Floating Ar has completed its 
  relocation to the Yanniveys. Those who 
  helped are rewarded as promised. King 
  Qissling declares the Yannivey Islands are 
  now part of Floating Ar; everyone can help 
  in gaining effective control of the land. 
  Those who seize control of land and register 
  to the royal palace are automatically granted 
  that land; if they are name-level spellcasters 
  they also gain a title in the process.  
  Territory seized by troops dispatched by the 
  New Alphatian Empire, or by mercenaries 
  hired by King Qissling, become property of 
  the crown. Commander Broderick recalls 
  some troops from Blackrock for the 
  occasion. 
  What the PCs Can Do: This is a 
  formidable opportunity for high-level PCs 
  to gain dominions, and titles if they happen 
  to be spellcasters. They will soon discover 
  that they are not viewed as equals by wizards 
  who own an estate on the floating islands. 
  Even if the PCs are low-level, they can find 
  employment as mercenaries. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  63 
   
  FAMOUS FOLK 
   
  Most readers not only enjoy reading about 
  places to visit, but also who they might meet 
  on such journeys.  Accordingly, the editors 
  of this Almanac have therefore gathered the 
  following information on various “famous 
  folks” of Mystara.  Old readers will no 
  doubt recognize that we have concentrated 
  on new people in this volume rather than 
  repeat the same information over and over 
  again.  For the new reader who wishes to 
  learn more about the various rulers and their 
  families, 
  we 
  recommend 
  purchasing 
  previous editions of this Almanac. 
  The following abbreviations are used to 
  determine the profession of the people 
  below:  
  B 
  Bard 
  C 
  Cleric (general) 
  F 
  Fighter 
  M(il) Illusionist 
  M 
  Mage  
  Pa 
  Paladin 
  Pr 
  Priest 
  R 
  Ranger  
   
  The number after the letter represents the 
  level of skill that person has (ex: F3 means 
  Fighter 3).  If a ? follows the letter (such as 
  R?), then the editors of this almanac have 
  been unable to obtain accurate information 
  concerning that person’s skills. 
  So read on to learn who is the famous hero, 
  who is the evil villain, and who is seeking 
  their heart’s desire. 
  D.S. 
   
  Adventurers, Mages, And 
  Heroes 
   
  Anand Brishnapur:  Anand is a fighting 
  mystic of the Shehid Order in Sind.  He has 
  traveled throughout the land with the 
  Prophet Sitara, righting wrongs and doing 
  good.  Although he dislikes politics and 
  wars, the current situation in Sind has forced 
  him to act as a military advisor and trainer 
  for the Freedom Warriors. 
  Born: AC 980.  Hair: Brown.  Eyes: Clear, 
  pale brown.  Height:6’. 
  Appearance: Thin, with muscles like steel 
  cords.  Bears a scar on his chest from a past 
  conflict with a member of Sind’s ruling 
  class.  Always wears a serious expression.  
  Anand dresses in beggar’s rags to show that 
  he is not ashamed to be mistaken for a 
  Kuliya (the lowest caste in Sind). 
  Combat Notes: AL LG; AC 1; MV 12; 
  human male Fighting-Monk of Gareth 11; 
  hp 40, THAC0 14; #AT 2; Dmg special (as 
  per Martial Art) or 1d6+4 (quarterstaff +3); 
  S17 D14 C11 I12 W16 Ch12; ML 15.  
  Weapon Specialization: martial arts, 3 slots 
  (+3 to hit and damage, +3 chart bonus). 
  Magical 
  Items: 
  Ring 
  of 
  quickness, 
  quarterstaff +3, gloves of missile snaring. 
   
  Chukri of the Manasir:  Chukri is a young 
  Makistani warrior of the Manasir tribe who 
  has shown his bravery and battle prowess 
  during the civil war in Ylaruam.  He sided 
  with the Kin faction, which eventually won 
  the war.  Chukri has now left the army, but 
  still receives the respect and honor of his 
  former rank.  He now wanders on his own, 
  looking for more glory, treasure, and honor 
  for himself and his tribe. 
  Born: AC 995.  Hair: Black, worn long and 
  braided with bits of leather.  Eyes: Brown.  
  Height: 5’8”. 
  Appearance: He is short and heavy-boned, 
  with epicanthic eye folds.  His nose is large, 
  from an injury which never properly healed; 
  he often rubs it. 
  Combat Notes: AL LN; AC 7 (leather, 
  Dexterity bonus); MV 12; human male F8; 
  hp 76, THAC0 13; #AT 2; Dmg: 1d8+8 
  (scimitar +3, STR, specialized); S18(54) D15 
  C15 I15 W10 Ch10; ML 14.  Weapon 
  Specialization: scimitar. 
  Magical Items: Scimitar +3 flames on 
  command. 
  
  64 
   
   
  Geoffrey of Grunturm: Born in the 
  Heldannic town of Grunturm, Geoffrey had 
  many disagreements with the Heldannic 
  Knights in his youth.  He therefore 
  adventured in Norwold, becoming a hero 
  renowned for his good deeds and great 
  kindness. He has since returned to his 
  homeland to help overthrow the tyrannical 
  Heldannic Knights. 
  Born: AC 962.  Hair: Gray; beard and 
  mustache.  Eyes: Blue.  Height: 6’1”. 
  Appearance:  Geoffrey is a tall, well-built, 
  imposing man.  
  Although he keeps fairly fit and looks about 
  a decade younger than he is, he’s developed 
  a slight paunch. 
  Combat Notes: AL LG, AC -4/0 (platemail 
  +3, shield +3); MV 12, human male C20; hp 
  87; THAC0 8; #AT 1; Dmg 1d6+4 
  (footman’s mace +3, +5 vs. undead); S10 
  D11 C17 I10 W15 Ch9; ML 18. 
  Magical Items: Platemail +3, shield +3, 
  footman’s mace +3(+5 vs. undead), scarab 
  of protection. 
   
  Haldemar of Haaken:  Haldemar is a 
  Prince of Floating Ar and Captain of the 
  skyship 
  Princess 
  Ark. 
   
  He 
  is 
  an 
  unpredictable Alphatian aristocrat who does 
  everything with style.  Prince Haldemar has 
  traveled throughout - and in - Mystara.  He 
  was last seen traveling on a mission through 
  the 
  Hollow 
  World. 
   
  His 
  current 
  whereabouts are unknown. 
  Born: AC 911 (apparent age 60).  Hair: black 
  tinged with gray, worn long and tied back.  
  Eyes: Deep blue.  Height: 5’11”. 
  Appearance: Pale-skinned, prefers knee-high 
  boots, dark blue pants and cloak, and a 
  white, laced shirt. 
  Combat Notes: AL CG; AC 5 (ring of 
  protection +3, Dexterity bonus); MV 12; 
  human male M17/T4, advances as mage; hp 
  39; THAC0 15; #AT 1; Dmg 1d4+2 (dagger 
  +2) or by spell; S10 D16 C11 I17 W12 
  Ch15; ML 10; PP 15%, OL 15%, FT 10%, 
  MS 60%, HS 60%, DN 25%, CW 60%, RL 
  35%.   
  Magical Items: Dagger +2 of warning, 
  pouch of security, wand of disintegration, 
  wand of fire, wand of lightning, ring of 
  protection +3. 
   
  Misha Mananov:  Misha was born in the 
  Black Eagle Barony, which she fled at the 
  age of 15.  She took shelter with the Church 
  of Traladara and soon became one of their 
  priestesses.  She has once again started to 
  wander, 
  making 
  the 
  pacification 
  of 
  goblinoids her own personal mission.  She is 
  currently in the Northern Reaches doing her 
  best to end the violent goblinoid incursions 
  in the area.  Her pet white wolf “Kitten” is 
  always by her side. 
  Born: AC 981.  Hair: Black, worn long and 
  tied back.  Eyes: 
  Brown.  Height: 5’4”. 
  Appearances: 
  Misha 
  is 
  an 
  extremely 
  attractive Traladaran woman.  She almost 
  always has a smile and warmness visible in 
  her eyes. 
  Combat Notes: AL LG; AC 3 (chain mail 
  +2); MV 12; human female C12; hp 60; 
  THAC0 14; #AT 1; Dmg 1d6+3 (staff +3) 
  or by spell; S11 D14 C15 I15 W17 Ch17; 
  ML 14. 
  Magical Items: Chain mail +2, staff +3, ring 
  of levitation. 
   
  Bergthor “the Wild” Mordson:  Born of 
  the Oberbeck clan in Soderfjord, Bergthor is 
  devout to the warrior ways of Thor.  He 
  almost became a priest of Thor, but decided 
  to remain a warrior instead and merely 
  follow Thor’s warrior code.  Bergthor has 
  shown his might and prowess with a 
  warhammer during the raid on the Falun 
  Caverns, and to this day continues to attack 
  and defeat the hordes of goblinoids in his 
  homeland. 
  Born: AC 994.  Hair: Red, worn long, but 
  tied back before combat.  Also has a small 
  beard.  Eyes:  Icy-blue.   Height: 6’2”. 
  
  65 
   
  Appearance:  Bergthor is a tall and imposing 
  man who enjoys looking down on those he 
  perceives as weak.  He is proud and violent, 
  the traditional hero of Soderfjord. 
  Combat Notes: AL CN; AC 1 (Chainmail 
  +2, shield, Dexterity bonus); MV 12; human 
  male berserker F9; hp 75; THAC0 12; #AT 
  2’ 
  Dmg 
  1d4+8 
  (warhammer 
  +2, 
  specialization, STR bonus); S18(93) D15 
  C16 I9 W8 Ch14; ML 16;  Weapon 
  Specialization: war hammer. 
  Magical Items: Chainmail +2, warhammer 
  +2, horn of Valhalla. 
   
  Ricardo “The Great”:  Ricardo is a 
  wandering hero in the Savage Baronies who 
  claims to be the greatest swordsman alive.  
  Unfortunately, he is completely incompetent 
  with any weapon, but this does not stop him 
  from making his claim.  It seems he also has 
  the reputation of being the luckiest man 
  alive and manages to win any confrontation 
  regardless.  The fact that his kind heart and 
  good deeds have also made him powerful 
  friends and allies also help keep him alive, 
  despite 
  his 
  annoying, 
  childish, 
  and 
  somewhat arrogant attitude. 
  Born: AC 886 (apparent age 28; he was 
  trapped by a magical spell and placed in 
  suspended animation for a century.  He was 
  freed in AC 1010.).  Hair: Dark brown, 
  tinted slightly red.  Eyes: Green.  Height: 
  5’11”. 
  Appearance: Ricardo is thin, almost to the 
  point of being skinny.  He wears a 
  continuous comical grin of triumph, even 
  when he is merely haggling for a better price 
  at the market. 
  Combat Notes: AL CG; AC -1 (banded 
  mail, ring of protection +2, Dexterity 
  bonus); MV 12; human male F5; hp 22; 
  THAC0 20 (because of his incompetence 
  with weapons); #AT 1; Dmg 1d8+3 
  (longsword +3, luckblade); S10 D17 C9 I11 
  W12 Ch14; ML 14; Special defense: Legacy 
  of Luck. 
  Magical Items: Luckblade +3, scarab of 
  protection, luckstone (stone of good luck), 
  ring of protection +2. 
   
  Sitara Rohini:  Sitara became the Prophet 
  of the Immortal Gareth in AC 1011 after 
  receiving visions in her dreams.  She has 
  since wandered Sind, performing miracles in 
  the name of her Immortal and spreading the 
  faith of Gareth.  Recently, Sitara has been 
  forced out of her temple at Karakandar by 
  the Huleans.  She has since joined the 
  Freedom Warriors of Sind and uses her 
  skills to help overthrow Hule’s grip on Sind. 
  Born: AC 993.  Hair: Black, worn in a long 
  braid.  Eyes: Black.  Height: 5’5”. 
  Appearance:  Sitara is slight and very 
  graceful.  Kind and generous, she makes 
  friends easily. 
  Combat notes: AL LG; AC 6 (Dexterity 
  bonus); MV 12; human female Pr5 of 
  Gareth; hp 31; THAC0 19; #AT 1; Dmg 
  1d6+3 (Staff of Gareth equivalent to staff 
  +3) or by spell; S10 D18 C9 I13 W18 Ch15; 
  ML 14. 
  Magical Items: Scroll of illumination, Staff 
  of Gareth. 
   
  Verri Smoothvoice:  Born in the Five 
  Shires, Verri moved to Darokin to learn 
  what it was like in the human world.  She 
  has since acquired a reputation of being able 
  to gather information of all kind, from 
  who’s who in the underworld to rumors of 
  treasures from around the world.  Her 
  connections have made her one of the most 
  successful merchants in Darokin.  She also 
  sponsors many adventurers to acquire the 
  treasures which would be too dangerous for 
  her to go after herself.  She can often be 
  found roaming the Known World looking 
  for business or a profit to be made. 
  Born: AC 952.  Hair: Blond, cut short.  
  Eyes: Brown.  Height: 3’2”. 
  Appearance:  Verri has a nice round belly 
  acquired from the ability to purchase all the 
  food she wants.  She has a very disarming 
  
  66 
   
  smile and can find her way into almost 
  anyone’s confidence. 
  Combat Notes: AL N; AC 8 (leather); MV 6; 
  halfling female T6; hp 19; THAC0 18; #AT 
  1; Dmg 1d4 (dagger); S9 D13 C12 I15 W13 
  Ch17; ML 10; PP 65% OL 50% FT 45% 
  MS 35% HS 35% DN 45% CW 45% RL 
  25%. 
  Magical Items: None. 
   
  Thurgg: Thurgg is an orc of the Dark 
  Fangs 
  clan 
  living 
  within 
  the 
  Black 
  Mountains near Hule.  He joined the 
  military of Hule and participated in the 
  conquest of Sind.  There, he met Anand and 
  Sitara.  He became so impressed with their 
  prowess and fierce dedication to their beliefs 
  that he joined their order of Gareth.  He has 
  since returned to his clan and is attempting 
  to “civilize” them; to bring them out of their 
  violent ways and also turn them to the 
  worship of Gareth. 
  Born: AC 996.  Hair: Brown.  Eyes: Dark 
  green.  Height: 6’4”. 
  Appearance: Thurgg stands straight and at 
  attention, evidence of his military training.  
  He has a large right fang which protrudes 
  from his mouth at all times. 
  Combat Notes: AL LN; AC 4 (chain mail, 
  Dexterity bonus); MV 12, orc male fighting-
  monk of Gareth 3; hp 16; THAC0 20; #AT 
  1; DMG special (as per martial art) or 
  1d8+2 (long sword); S18 D15 C16 I11 W12 
  Ch12; ML 15. 
  Magical Items: None. 
   
   
   
   
   
   
   
   
   
  Most Wanted Infamous 
  Villains 
   
   
  Bargle the Infamous: Bargle acquired his 
  reputation from working with his former 
  master, the Black Eagle Baron.  It is 
  rumored that he practices dark magics and 
  has performed experiments on humans and 
  hins.  There is a 500,000 Gold Royals 
  reward for his return to Karameikos (half 
  that if dead).  His last known whereabouts 
  was the Esterhold Peninsula back in AC 
  1013. 
  Born: 962 (apparent age 30).  Hair: Light 
  brown; long mustache and beard.  Eyes: 
  Black.  Height: 6’1”. 
  Appearance: Lean, handsome, and charming 
  when it suits him.  
  Dresses in colorful robes chosen to 
  deliberately clash with and upstage others. 
  Combat Notes: AL CE; AC -1 (bracers of 
  defense AC 2, Dexterity bonus); MV 12; 
  human male M17; hp 37; THAC0 15; #AT 
  1; Dmg 1d4+2 (dagger +2, +3 spellcasters) 
  or by spell; S9 D17 C10 I18 W9 Ch15; ML 
  10. 
  Magical Items: Bracers of defense AC 2, 
  dagger +2 (+3 spellcasters), staff of the 
  magi, horn of blasting. 
   
  “Gentleman Jehann”: Jehann’s origins are 
  unknown, as is his true name.  His nickname 
  reflects his impeccable manners toward his 
  victims as well as his fellow bandits.  He 
  robs only from the rich and the high society 
  while leaving the poor - and the ladies - 
  alone.  He has thus become somewhat of a 
  popular hero.  Jehann and his bandits 
  operate in the hills of Karameikos.  There is 
  a 5,000 Gold Royals reward for his capture 
  (alive).  
  Born: Unknown.  Hair: Brown.  Eyes: Blue.  
  Height: 6’. 
  Appearance: He wears a forest-green cape 
  and matching green hat adorned with 
  peacock feathers.  He is always smiling and 
  
  67 
   
  always in motion.  His favorite mount, a 
  dark stallion, is as handsome and energetic 
  as his master. 
  Combat Notes: AL CG; AC 7 (dexterity 
  bonus); MV 12; human male T8; hp 42; 
  THAC0 
  17; 
  #AT 
  1; 
  Dmg 
  1d8+2 
  (longsword +2); S15 D17 C15 I14 W12 
  Ch18; ML 13. 
  Magical Items: Longsword +2, cape of 
  blending. 
   
  Karolek Two-Fist: A violent Alphatian 
  pirate who preys on ships - especially weak 
  or storm-damaged ones - in the New 
  Alphatian Sea.  His brutal attacks end with 
  the execution of all on board.  Karolek’s 
  only interest is in gold and brutality against 
  others.  The NACE offers a 100,000 
  Crowns reward for his capture, dead or 
  alive. 
  Born: AC 985.  Hair: None (bald).  Eyes: 
  Blue.  Height: 6’1”. 
  Appearance: Wears a patch over his right 
  eye which he lost in combat.  Karolek loves 
  to wander his ship bare-chested so to show 
  off his muscles and impress those he is 
  about to kill. 
  Combat Notes: AL NE, AC 8 (dexterity 
  bonus); MV 12; human male F10; hp 82; 
  THAC0 11; #AT 2; Dmg 1d2+4 (punches, 
  with 3 levels of mastery); S17 D16 C14 I12 
  W15 Ch12; ML 15; Weapon Mastery: 
  punching, 3 levels of specialization. 
  Magical Items: Unknown. 
   
  Reinhard Madelhari: A former Heldannic 
  Knight, Reinhard betrayed his order, killed 
  several other Knights, burned down a 
  temple of Vanya and escaped with a stolen 
  Heldannic Warbird.  The exact reasons are 
  still unknown, but it is believed the 
  Heldannic Inquisition had something to do 
  with it.  Reinhard has used his military 
  training and the skyship to conquer 
  independent dominions in Norwold, using 
  the gold to build up his own army in the 
  hopes of carving out his own nation in the 
  anarchistic wildlands.  Reinhard is just in 
  battle and does not kill needlessly, but his 
  crimes against the Heldannic Knights have 
  marked him for death anyway.  There is a 
  100,000 Gelders reward offered by the 
  Heldannic Knights for bringing back his 
  body to them. 
  Born: AC 982.  Hair: Blond; wears a 
  trimmed beard.  Eyes: Blue.  Height: 6’1”. 
  Appearance:  Reinhard always stands erect; 
  part of his long military training.  His 
  uniform is in perfect condition.  His face is 
  always serious and he rarely laughs. 
  Combat Notes:  AL LG; AC -4 (full plate 
  +3, shield +1); MV 12; 
  human male Pr12 of Vanya; hp 62; THAC0 
  14; Dmg 1d8+4 (longsword +2, STR 
  bonus) or by spell (despite being an enemy 
  of the Heldannic Church of Vanya, Vanya 
  still sees fit to grant Reinhard his spells.  
  Ironically, the Heldannic Knights, however, 
  can no longer cast spells!); S18 D12 C15 I12 
  W15 Ch10; ML 13 
  Magical Items: Full plate +3, shield +1, 
  longsword +2, bag of holding, Heldannic 
  Warbird. 
   
  Lucas de Nadore:  Lucas is a wheellock 
  sharpshooting elf of Cimarron County.  He 
  is one of the best, and enjoys challenging 
  those who do not stand a chance of winning 
  just to acquire their money/belongings after 
  a “lawful” duel.  He also simply enjoys 
  shooting people.  No one has yet managed 
  to even come close to hitting him during a 
  duel.  Back in Cimarron, his practices are 
  acceptable by law, but in the other Savage 
  Baronies, he has become a wanted man.  
  Although there is no huge reward for his 
  capture, anyone who defeats Lucas is bound 
  to make quite a reputation in the Baronies. 
  Born: AC 798.  Hair: Reddish-blond; has a 
  large bang in front of his right eye.  Eyes: 
  Green.  Height: 5’3”. 
  Appearance:  Lucas always wears a worn 
  leather vest and a belt which holds two 
  wheellock pistols.  He tends to have a piece 
  of straw in his mouth, and often frowns 
  when people look at him. 
  
  68 
   
  Combat Notes: AL NE; AC 6 (studded 
  leather, Dexterity Bonus); MV 12; elf male 
  sharpshooter F9; hp 71; THAC0 12; #AT 1; 
  Dmg 1d8+ (wheellock); S10 D16 C11 I14 
  W14 Ch12; ML 13; Weapon Specialization: 
  wheellock pistol. Special Defense: Legacy of 
  Speed. 
  Magical Items: Ring of missile protection. 
   
  Psa’gh: Leader of the Hardanger Kobolds, 
  Psa’gh is believed to be the most powerful 
  and intelligent kobold to have ever lived on 
  Mystara.  Over the past years, Psa’gh has 
  united to kobold tribes of the Hardangers, 
  then made a pact with Thar, creating the 
  largest horde in the area for centuries.  Their 
  forces were defeated, but Psa’gh’s location is 
  still unknown. 
  Born: Unknown.  Hair: Dark brown.  Eyes: 
  Red.  Height: 3’5”. 
  Appearance: Psa’gh is a large and very 
  muscular kobold with only one little horn 
  remaining on his head.  His left horn was 
  destroyed in a long ago battle. 
  Combat Notes (rumored): AL CE; AC -2 
  (shining armor; possibly plate mail +3, 
  Dexterity bonus); MV 6; kobold male F12; 
  hp 75; THAC0 9; #AT 3/2; Dmg 1d8+4 
  (scimitar +3, STR bonus); S17 D16 C15 I17 
  W12 Ch14; ML 15 
  Magical Items: Scimitar +3, Shining Armor 
  (properties unknown), amulet of proof 
  against detection and location. 
   
  Xavier Tanos: This dashing man is a thief 
  extraordinaire. In AC 1013 he stole the seal 
  of the Republic of Darokin from Chancellor 
  Mauntea’s office, then boldly ransomed it.  
  This year, he somehow managed to acquire 
  a holy artifact from under the noses of the 
  priests of the Church of Karameikos.  
  Rumors now claim that his next target, 
  sometime in AC 1015, will be the fabled Star 
  Of Ylaruam.  Xavier sometimes demands a 
  ransom, sometimes merely returns the 
  object, and sometimes keeps them as a 
  memento.  His motive appears mainly to be 
  glory and reputation, but he also keeps 
  enough to live in a very comfortable 
  lifestyle.  His current whereabouts are 
  unknown.  There is a 500,000 Daros reward 
  in Darokin for his capture; dead or alive.  
  The Church of Karameikos is similarly 
  offering a 250,000 Gold Royals reward for 
  the return of their relic. 
  Born: AC 988.  Hair: Chestnut-brown, cut 
  short.  Eyes: Brown. Height: 5’10”. 
  Appearance: Xavier moves with grace and 
  confidence.  Rumors claim that his eyes 
  appear to pierce right through to a person’s 
  soul when he stares at them. 
  Combat Notes: AL N; AC -1 (leather armor 
  +3, ring of protection +2, Dexterity bonus); 
  MV 12; human male T18; hp 58; THAC0 
  12; #AT 1; Dmg 1d6+2 (short sword of 
  quickness +2); S12 D18 C13 I17 W13 Ch15; 
  ML 13; PP 105% OL 90% FT 110% MS 
  105% HS 115% DN 90% CW 90% RL 
  70%. 
  Magical Items: Short sword of quickness +2, 
  leather armor +3, ring of protection +2, 
  dust of disappearance, elven boots, portable 
  hole. 
   
  Thar: This former leader of the Broken 
  Lands has still managed to create a huge 
  horde despite losing his position to a kobold 
  (Kol XIV).  Upon allying with Psa’gh, the 
  number of goblinoids under his command 
  grew even larger.  His horde was soon 
  defeated by the people of Soderfjord, 
  however, and Thar’s current whereabouts 
  are unknown. 
  Born: AC 954.  Hair: Black.  Eyes: Brown.  
  Height: 6’3”. 
  Appearance: A large, powerful orc with 
  sharp tusks, coppery skin, and mesmerizing 
  eyes.  Even his speech is mesmerizing. 
  Combat Notes: AL NE; AC 0 (bracers of 
  defense AC 0); MV 12; orc male F18; hp 99; 
  THAC0 3; #AT 5/2; Dmg 2d4+4 (bastard 
  sword +1, flames on command, used two-
  handed); S17 D14 C16 I13 W11 Ch18; ML 
  18; Weapon Specialization: bastard sword 
  (two-handed). 
  
  69 
   
  Magical Items: Bastard sword +1, ring of 
  regeneration, bracers of defense AC 0, 
  drums of panic, horn of blasting. 
   
  Timok “Burning Heart” of the Tiger 
  Clan: Timok is a warrior from the 
  Atruaghin clans who has taken on a 
  personal quest to collect as many scalps as 
  he can.  He ventures out into the plains of 
  Darokin, where he either kills people and 
  scalps them on the spot, or brings them 
  back to his lands where they are sacrificed to 
  Atzanteotl.  The Council of Darokin is 
  offering a 50,000 Daros reward for his 
  capture (dead or alive). 
  Born: Unknown (apparent age: late 20s).  
  Hair: Black, worn long and tied back.  Eyes: 
  brown.  Height: 5’8”. 
  Appearance: Timok has a long scar on his 
  face which he suffered during a Daraxi 
  game.  The man never smiles.  He also 
  wears various “jewelry” of stones and shells. 
  Combat Notes:  AL CE; AC 7 (leather and 
  Dexterity bonus); MV 12; human male F6; 
  hp 68; THAC0 15; #AT 2/3; Dmg 1d4+4 
  (tomahawk +1, ST bonus, specialization); 
  S16 D15 C18 I12 W11 Ch10; ML 15;  
  Weapon Specialization: tomahawk. 
  Magical Items: Tomahawk +1. 
   
  Narcantina Zelamir:  This sorceress is 
  known to have used her position as a 
  student at the Great School of Magic in 
  Glantri to gain access to various dangerous 
  magical items, which she stole and put for 
  sale on the black market.  The Great School 
  of Magic is offering a 250,000 Ducats for 
  her capture, dead or alive. 
  Born: AC 935 (apparent age: 35).  Hair: Red, 
  worn long down to waist level.  Eyes: 
  Brown.  Height: 5’7”. 
  Appearance: Narcantina appears petite and 
  harmless, which often gains the trust of 
  others.  She tends to wear clothing which 
  accentuates her good looks, which is also 
  helpful for duping the males. 
  Combat Notes: AL CE; AC 2 (bracers of 
  defense AC 2); MV 12; human female 
  M(ev)15; hp 26; THAC0 16; #AT 1; Dmg 
  1d6+2 (staff of power) or by spell; S9 D13 
  C10 I18 W13 Ch17; ML 12 
  Magical Items: Bracers AC 2, staff of power, 
  wand of fire, ring of spell storing. Various 
  unknown items stolen from the Great 
  School of Magic. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Eligible Bachelors and 
  Heiresses 
   
  Joam Astlar, Sheriff of Seashire: Joam was 
  appointed Sheriff of Seashire in AC 1012. 
  Before that, he was a knight-hero of the 
  Five Shires, rushing into danger to save 
  those who needed help. Joam has amazing 
  courtly manners and is wonderfully skilled at 
  singing, dancing, and party games. 
  Friends say that Joam is looking for a 
  woman who is not cut up in the "time-
  frittering clack of the small-minded" of 
  politics, and would rather have someone 
  who is more interested in riding, travelling, 
  and enjoying life. 
  Luciana Carnelius, Thyatian Senator: 
  Luciana, a lovely woman in her mid-thirties, 
  has decided that it is time to start her own 
  family. She is known throughout Thyatis 
  
  70 
   
  City for her many works to improve the lot 
  of the poor citizen and prevent the rich 
  from controlling their lives. 
  Anyone interested should be a good 
  diplomat, care for the downtrodden, and 
  also be good in financial planning. Such a 
  male must also be able to conduct himself in 
  high- classed gatherings and social events. A 
  love of children and the desire to have them 
  is also a requirement. 
  LaVeron Chonere, Master of Illusions at 
  the Great School of Magic: LaVeron is a 
  bright and intelligent sorceress who enjoys 
  jokes and illusions. Her exact appearance is 
  unknown, as it tends to change week to 
  week. 
  Any suitor should be a capable mage in his 
  own right, and must be very good at playing 
  mind games. The love of research is 
  recommended, and the ability to survive the 
  politics of Glantri is also a must. 
  King Everast XVI, King of Rockhome: 
  Born Bofin, son of Bifin, Everast XVI 
  inherited the throne of Rockhome when his 
  father died during the Challenge of the 
  Kings in AC 1012. Bofin is a sombre dwarf 
  who grew up in a military life. 
  To find her way into the King's heart, this 
  female dwarf must be intelligent, 
  courageous, always there when he needs her, 
  and patient enough to be his friend for years 
  in the absence of any sort of 
  encouragement, as is the typical dwarven 
  way. 
  Valen Karameikos, Prince of Karameikos: 
  Prince Valen is a clever young man who 
  even managed to lose his parents' agents 
  during his Shearing ceremony. Valen loves 
  new toys, particularly beautiful or magical 
  ones. Now that he knows he is not the 
  named heir to the throne, Valen often talks 
  of leaving the court life altogether to 
  continue adventuring. 
  The perfect young woman for Valen must 
  be someone who can continuously surprise 
  him with something new. She must also be 
  strong and intelligent, with a wit capable of 
  matching his. If she is capable of following 
  the young Prince on his adventures, all the 
  better. 
  Devan Linton, Darokinian merchant: 
  Devan Linton is next in line to inherit the 
  Linton House of Darokin, one of the great 
  merchant houses of Darokin. Devan Linton 
  is personally in charge of his own trade ship, 
  which he often uses to travel abroad in the 
  Sea of Dread and the New Alphatian Sea. 
  Devan's ideal mate must love the sea as 
  much as he does, and also have a shrewd 
  mind for business and trade. She must also 
  be able to accept the responsibility of 
  managing House Linton when the title of 
  house ruler is finally passed down to Devan. 
  Anita Nantais, LB Trading Company 
  merchant: Anita is one of the high placed 
  merchants of the LB Trading Company 
  based in Cimarron County on the Savage 
  Coast. She is only in her early twenties, 
  which marks her as extraordinary for such a 
  successful merchant. 
  This lovely woman is looking for a roguish 
  swashbuckler with a sense of adventure as 
  well as a knack for business. He must be at 
  home on a ship, and not afraid of dealing 
  with members of other races.  
   
   
  
  71 
   
  MYSTARAN MISCELLANEA 
   
  The Mystaran Year 
  Most Mystaran calendars consist of twelve months of 28 days each.  These months are divided 
  into 4 weeks of 7 days.  Each day of the week has a name, but the weeks themselves do not. 
  Month (example: Nuwmont) 
  Days       Date 
  Lunadain    1 NM     8 FQ      
  15 FM    22 LQ 
  Gromdain    2         9         16         23 
  Tserdain    3         10        17         24 
  Moldain     4         11        18         25 
  Nytdain     5         12        19         26 
  Loshdain    6         13        20         27 
  Soladain    7         14        21         28 
   
  NM= New Moon; FQ= First Quarter; FM= Full Moon; LQ= Last Quarter 
   
  Most nations have adopted the Thyatian calendar which is dated from the crowning of their first 
  Emperor, Zendrolion I Tatriokanitas.  It is currently the year After Crowning 1015. 
  The name of the months and days depends on the nation.  A few examples for the months 
  follow: 
   
  Months of the Year 
   
  nation:         
  Thyatis     
  Five Shires   Ethengar   Rockhome 
  SEASON 
  midwinter       Nuwmont*    Clabbas*      Amai       Wharlin    
  late winter     Vatermont   Vuuldiir      Hiskmai    Morlin 
  early spring    Thaumont    Maehin       Yalmai     Hralin* 
  middle spring   Flaurmont   Odelin        Haimai     Hwyrlin 
  late spring     Yarthmont   Gondulrim    Kevamai    Styrlin 
  early summer    Klarmont    Mithintle     Seimai     Bahrlin 
  midsummer       Felmont     
  Goldaun       Lingmai    Buhrlin 
  late summer     Fyrmont     Fyrtal        
  Tringmai   Klintin 
  early fall      
  Ambyrmont   Aumbyr        Demai      Birrlin 
  middle fall     Sviftmont   Ssantiir      
  Chagai*    Biflin 
  late fall       
  Eirmont     
  Tembiit       Rinpoch    Jhyrlin 
  early winter    Kaldmont   Dauntil       Komai      Kuldlin 
   
  *: marks the first day of the year. 
   
   
   
  
  72 
   
  Mystaran Horoscope 
  Many Mystaran cultures practice a form of astrology in which every month of the year 
  corresponds to an animal or monster totem (a star sign).  Children born under one of the totem 
  signs are expected to acquire personality traits appropriate to that sign.  These traits are governed 
  by the child’s Ascendence and Influence. 
   
  Date of Birth Month 
  Star Sign 
  Traits 
  1   
  Nuwmont       Manticore      Cunning, ardent, brave 
  2   
  Vatermont     Hydra          Shrewd, self-centered, resourceful 
  3   
  Thaumont      Centaur        Vigorous, strong, generous 
  4   
  Flaurmont     Basilisk       Robust,  passionate, domineering 
  5   
  Yarthmont     Chimera        Confident, charismatic, possessive 
  6   
  Klarmont      Gorgon         Reserved, private, studious 
  7   
  Felmont       Griffon        Warm, practical, steadfast 
  8   
  Fyrmont       Dragon         Ambitious, cold, independent 
  9   
  Ambyrmont     Salamander     Calm, practical, miserly 
  10  
  Sviftmont     Pegasus        Enterprising, flighty, imaginative 
  11  
  Eirmont       Warrior        Astute, efficient, courageous 
  12  
  Kaldmont      Giant          Selfish, strong, stubborn 
   
   
  Week  Ascendency Traits 
  1st    
  Sun          
  Proud, authoritarian, predictable; leans toward Lawful alignment 
  2nd   
  Land        
  Earthly, steady, rational; leans toward Neutral alignment 
  3rd    
  Sea         
  Creative, mercurial, unpredictable; leans toward Chaotic alignment 
  4th    
  Sky          
  Philosophical, versatile, tempestuous; no particular alignment tendency 
   
   
   
  Time of 
  Day 
  Influence 
  Traits 
  Sun is up 
  Winds of Law     Fortifies lawful temperaments; sways neutral disposition toward 
  good; curbs chaotic personalities 
  Moon is up       
  Winds of 
  Chaos  
  Undermines lawful tendencies; sways neutral disposition toward 
  chaos; intensifies chaotic behavior 
  Both are up      
  Winds of 
  Wisdom  
  Tempers all dispositions with prudence, caution, common sense 
  Neither are 
  up    
  none           
  Bodes either great luck or hardship for the child 
           
   
   
   
   
   
   
   
   
   
  
  73 
   
  Horoscope for AC 1014 
  Manticore:  The Warrior Star in the House 
  of the Manticore indicates bravery and 
  efficiency are needed to overcome your 
  problems during the year.  This may be the 
  best year to take chances for those goals you 
  always dream about.  Still, these risks will 
  not be without obstacles or dangers, so be 
  cunning and careful as well.  Auspicious 
  Days: Flaurmont 3, Klarmont 6, Klarmont 
  24.  Inauspicious Days: Nuwmont 4, 
  Nuwmont 5, Felmont 14. 
  Hydra: The Hydra Star in the House of the 
  Hydra indicates that this is your year.  This 
  year, especially during the summer months, 
  you will get everything you deserved and 
  have worked so hard for.  Be on the lookout 
  for opportunities for advancement, as there 
  will be plenty if you look in the right place.  
  Auspicious Days: Felmont 15, Fyrmont 24, 
  Ambyrmont 
  3. 
  Inauspicious 
  Days: 
  Nuwmont 7, Vatermont 12, Kaldmont 22. 
  Centaur: The Gorgon Star in the middle of 
  the Centaur House shows that this year is 
  the time to calm down and relax.  Be careful 
  of those who ask for help, as you will 
  become overburdened with too much to do.  
  This is the year for you to do some soul 
  searching and discover just what it is exactly 
  you want to do.  Auspicious Days: 
  Yarthmont 15, Ambyrmont 10, Ambyrmont 
  12.  Inauspicious Days: Vatermont 19, 
  Felmont 10, Felmont 25. 
  Basilisk: The Manticore Star in the House 
  of the Basilisk indicates an increase in 
  wealth and fame.  This is your chance to 
  leap into the spotlight and be talked about 
  by bards throughout the land.  Be careful 
  who you step on however, as enemies made 
  are likely to last for your entire life.   The 
  month of Yarthmont promises romance.  
  Auspicious Days: Vatermont 16, Yarthmont 
  13, Eirmont 25.  Inauspicious Days: 
  Vatermont 17, Flaurmont 1, Sviftmont 12. 
  Chimera: The Pegasus Star in the House of 
  the Chimera means that there will be much 
  traveling during the year, either for business 
  or pleasure.  Klarmont, when Matera 
  eclipses the Pegasus Star, is a dangerous 
  month, and any journey made during that 
  period might be your last.  Also beware any 
  place that seems too good to live in; it most 
  likely is.  Auspicious Days: Flaurmont 12, 
  Ambyrmont 1, Ambyrmont 2.  Inauspicious 
  Days: Klarmont 5, Klarmont 7, Klarmont 8. 
  Gorgon: The Centaur Star in the House of 
  the Gorgon means that it is time to let out 
  all the feelings that you’ve been holding 
  inside.  Revealing what you think of 
  someone might be the spark you needed for 
  romance to bloom.  Be sure to stand on 
  solid ground in matters of importance to 
  you, however, as revealing too much will 
  expose you to those who will try to take 
  advantage of you.  Auspicious Days: 
  Thaumont 2, Thaumont 3, Kaldmont 14.  
  Inauspicious Days: Nuwmont 4, Fyrmont 7, 
  Fyrmont 8. 
  Griffon: The Basilisk Star in the House of 
  the Griffon indicates that there will be many 
  tests to your character and your morals.  
  You will have to be strong to stand up for 
  what you believe in and let no one else 
  dictate how to live your life.  Autumn 
  should bring a welcome respite from 
  financial 
  troubles. 
  Auspicious 
  Days: 
  Vatermont 16, Thaumont 13, Ambyrmont 
  28. Inauspicious Days: Vatermont 17, 
  Vatermont 18, Kaldmont 1. 
  Dragon: The Giant Star in the House of the 
  Dragon means that this is the year you 
  achieve your dreams.  However, the price 
  for them may be dear; be careful who you 
  ignore or offend, as your ambitions and 
  independent streak will likely cost you good 
  friends.  In Kaldmont, look for unexpected 
  news 
  involving 
  a 
  family 
  member.  
  Auspicious Days: Felmont 6, Klarmont 25, 
  Sviftmont 3.  Inauspicious Days: Nuwmont 
  7, Vatermont 9, Felmont 11. 
  Salamander: The Chimera Star in the 
  House of the Salamander will only increase 
  your miserliness and greed.  You will find 
  you will go out of your way to acquire things 
  that you might want.  Luckily, you’ll be able 
  to convince others to help you out as your 
  usual calmness will tell them you are right.  
  Sviftmont is the best time to heal old 
  
  74 
   
  wounds between you and your friends.  
  Auspicious Days: Vatermont 20, Thaumont 
  10, Sviftmont 13. Inauspicious Days: 
  Felmont 3, Felmont 4, Eirmont 28. 
  Pegasus: The Griffon Star in the House of 
  the Pegasus means that it is time to get your 
  head out of the clouds and come back down 
  to earth for a bit.  The goals you may have 
  are probably too far out of reach, and to 
  continue to try for them could spell disaster.  
  Also, be on the lookout for someone special 
  whom you’ve failed to notice for the past 
  year.  Auspicious Days: Yarthmont 3, 
  Klarmont 3, Eirmont 27.  Inauspicious 
  Days: Nuwmont 1, Klarmont 6, Kaldmont 
  12. 
  Warrior: The Griffon Star in the House of 
  the Warrior indicates that a great battle is 
  going to arrive, where if you don’t stand 
  your ground, you are liable to lose 
  everything dear to you.  Expect a friend to 
  be in trouble sometime at the beginning of 
  the year.  Auspicious Days: Flaurmont 23, 
  Flaurmont 24, Ambyrmont 1.  Inauspicious 
  Days: 
  Nuwmont 
  28, 
  Vatermont 
  28, 
  Thaumont 28. 
  Giant: The Salamander Star in the House of 
  the Giant shows an increase to your selfish 
  side.  On the good note, it also indicates a 
  decrease in your tempers and stubbornness, 
  as you will take a more practical look at 
  things.  You will face a test sometime during 
  the summer, and if you accomplish it fast 
  enough, you will receive a great reward.  
  Auspicious Days: Klarmont 23, Felmont 17, 
  Eirmont 12.  Inauspicious Days: Thaumont 
  17, Flaurmont 21, Felmont 16. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  75 
   
  Economica
  Currency Exchange Fees 
  Most nations add 5% surcharge to the regular fees for exchanging gems and treasures. 
      
  Currency             
  Fee 
  Currency             Fee 
  Currency             Fee 
  Almarrón             
  No fee Glantri (a)          
  10% 
  Rockhome (b)         10% 
  Alphatia (a)         
  5% 
  Heldann 
  Freeholds    
  No fee Sind                 
  15% 
  Atruaghin            
  No fee Hule                 
  15% 
  Soderfjord           No fee 
  Cimarron             
  No fee Ierendi (a)          
  10% 
  Thyatis              
  10% 
  Darokin              
  5% 
  Karameikos (a)       10% 
  Vestland (a)         10% 
  Ethengar             
  No fee Minrothad            5% 
  Wendar               
  10% 
  Five Shires          
  5% 
  Ochalea (a)          10% 
  Yavdlom             
  5% 
  Gargoña              
  5% 
  Ostland              
  15% 
  Ylaruam              
  15% 
   
  (a): For gems and treasures, drop the usual 5% surcharge but double the exchange fee. 
  (b): 5% exchange fee maximum on gems and treasure. Gems are duty free (no import/export 
  tax). 
   
   
  Major Imports/Exports 
  [The following uses a system introduced in GAZ 9: Minrothad Guilds and GAZ 11: Republic of 
  Darokin.  For those without the rules, assume a simple +/- 1 equal to +/- 10% to the price of 
  the item. The better the city class (A is better than B), the better the chances to find/buy or sell 
  items.   These tables are not identical to those in the GAZ.  Main changes include prices of grain 
  (i.e.: increased in Darokin due to all the disasters) and prices of weapons (cost more where there 
  are wars going on). ED] 
  Here is how the various cities of the world stood for the prices of various items in the year AC 
  1014.  A negative price adjustment means export, a positive price adjustment means import. 
   
  City; Nation 
  Class Modifiers to Price Adjustment 
  Akesoli; 
  Darokin 
  D 
  Fish -1, Porcelain -1, Tea -2; Grain +1, Salt +4, Silk +3, Spices +2 
  Akorros; 
  Darokin 
  C 
  Fish -3, Hides -1, Meat -2; Cloth +2, Grain +1, Semiprecious Stones +2, Wine +2 
  Alpha; Alpha 
  (NACE) 
  C 
  Grain/Vegetables -3, Meat -3; Armour +2, Ivory +6, Coffee +5, Weapons +2, 
  Wine +5 
  Athenos; 
  Darokin 
  D 
  Gems -2, Glassware -3, Ivory -3, Meat -2; Animals +1, Monsters +2, Precious 
  Woods +2, Porcelain +3 
  Atruaghin; 
  Atruaghin 
  E 
  Coffee -3, Mounts -3, Tobacco -4, Textiles -2; Beer +3, Semiprecious Stones +4 
  Azurun; Hule 
  C 
  Grain -3, Cloth -2, Gems -2, Glasswork -1; Red Steel +3, Common Metals +2, 
  Fish +2, Salt +2, Spices +2, Silk +1, Dye +1, Tobacco +1 
  Beitung; 
  Ochalea 
  C 
  Silk -4, Grain -2; Wood +1, Rare Books +2, Art +2 
  
  76 
   
  Biazzan; Thyatis D 
  Silk -2, Spices -2, Tea -2; Animals +2, Ivory +2, Rare Books +3 
  Castellan; 
  Soderfjord 
  E 
  Common Metals -4, Dyes -2, Semiprecious Stones -3; Armour +3, Fish +2, 
  Weapons +4 
  Ciudad Real; 
  Gargoña 
  D 
  Art -2, Musical Instruments -1, Grain -1; Cinnabryl +2, Rare Books +3 
  Ciudad Tejillas; 
  Alma. 
  D 
  Silver -3, Cloth -2, Tobacco -1, Coffee -2, Furniture -1; Cinnabryl +2, Red Steel 
  +1, Rare Books +1 
  Corunglain; 
  Darokin 
  B 
  Gems -2, Monsters -2, Semiprecious Stones -2; Grain +1, Hides +2, Pottery +2, 
  Weapons +3 
  Cubia; Ylaruam 
  E 
  Pottery -3, Dye/Pigments -4, War Horses -3; Grain +3, Meat +3, Hides +3 
  Darokin; 
  Darokin 
  A 
  Common Metals -2, Common Woods -2, Grain - 1, Ivory -2, Textiles -2; Gems 
  +3, Monsters +5, Mounts +2, Precious Metals +4, Weapons +2 
  Dengar; 
  Rockhome 
  B 
  Armour -4, Gems -4, Weapons -3; Animals +3, Grain +3, Tobacco +4 
  Dunadale; 
  Thyatis 
  B 
  Porcelain -3, Weapons -2, Monsters -4, Gems -2; Tea +5, Ivory +5, Grain +4, 
  Glassware +3 
  Ethengar; 
  Ethengar 
  D 
  Hides -3, Mounts -4, Salt -3, Common Metals +4, Common Woods +4, Tea +2 
  Freiburg; 
  Heldannic 
  D 
  Animals -3, Porcelain -2, Armour +3, Oil +3, Weapons +2 
  Glantri; Glantri 
  B 
  Monsters -4, Rare Books -3, Pottery -6; Gems +4, Glassware +3, Tobacco +4 
  Harbortown; 
  Minrothad 
  B 
  Fish -2, Dye -2, Animals -3; Spices +2, Meat +2, Wine +2 
  Ierendi; Ierendi 
  C 
  Fish -2, Precious Metals -2; Dyes +2, Cloth +2, Animals +3, Silk +1, Meat +1 
  Kelven; 
  Karameikos 
  C 
  Glassware -2, Pottery -3, Precious Metals -2; Ivory +2, Meat +2 
  Kerendas; 
  Thyatis 
  D 
  Beer -2, Grain -3, Meat -2, Wine -2; Common Metals +3, Common Woods +2, 
  Dyes +2, Oil +1 
  Kopstar; Glantri 
  D 
  Dyes -3, Oil -5, Precious Metals -3; Precious Woods +4, Semiprecious Stones +2, 
  Spices +2 
  Minrothad; 
  Minrothad 
  B 
  Coffee -2, Tea -2, Beer -2, Fish -3, Dye -2; Pottery +3, Cloth +2, Precious Metals 
  +2, Gems +2, Common Wood +2 
  Mirros; 
  Karameikos 
  C 
  Animals -1, Common Metals -2, Common Woods -3, Hides -2; Armour +2, 
  Mounts +3, Rare Furs +3, Weapons +2 
  Newkirk; 
  Thyatis 
  B 
  Armour -2, Dye -4; Coffee +3, Gems +4, Porcelain +3 
  Norrvik; 
  Vestland 
  C 
  Salt -3, Silk -4, Weapons -2; Cloth +2, Ivory +3, Pottery +2 
  Oceansend; 
  Heldannic 
  D 
  Books -2, Common Wood -4; Dye +2, Grain +2, Salt +2, Silk +4 
  Sayr Ulan; Sind 
  B 
  Salt -2, Spices -2; Common Woods +2, Fish +2, Tea +3 
  Seahome; 
  Minrothad 
  D 
  Wood -2; Silk +3, Dye +4, Hides/furs +2 
  Selenica; 
  Darokin 
  B 
  Cloth -2, Precious Woods -3, Rare Books -1; Dyes +3, Fish +3, Glassware +2 
  
  77 
   
  Shireton; Five 
  Shires 
  D 
  Beer -3, Grain -2, Tobacco -4, Wine -3; Coffee +2, Fish +3, Tea +2 
  Slagovich; 
  Slagovich 
  C 
  Cinnabryl -3, Fish -1, Common Metals +2; Salt +2, Spices +2, Red Steel +3 
  Smokestone 
  City; Cima. 
  C 
  Ale -2, Cinnabryl -1, Smokepowder -2, Wheellocks -1; Grain +2, Meat +2, Salt 
  +1, Spices +1 
  Soderfjord; 
  Soderf. 
  C 
  Common Woods -4, Grain -2; Armour +3, Wine +3 
  Stahl; 
  Rockhome 
  C 
  Ivory -3, Monsters -3, Precious Metals -3; Grain +1, Meat +3, Silk +2, Textiles +4 
  Tanakumba; 
  Yavdlom 
  C 
  Cocoa -3, Coffee -3, Fish -2, Gems -2, Precious Wood -3, Ivory -2; Grain +3, 
  Meat +2, Silk +2, Precious Metals +2 
  Tameronikas; 
  Ylaruam 
  E 
  Animals -3, Cloth -2, Tea -3; Glassware +1, Porcelain +2, Salt +2 
  Tel Akbir; 
  Thyatis 
  D 
  Beer -2, Coffee -2, Oil -2; Cloth +2, Dyes +2, Hides +2 
  Tenobar; 
  Darokin 
  D 
  Cloth -3, Fish -5, Pottery -5; Grain +1, Hides +2, Precious Metals +2, Salt +2 
  Thyatis; Thyatis 
  A 
  Armour -3, Mounts -1, Silk -2, Weapons -3; Gems +3, Grain +1, Oil +1, Precious 
  Metals +3, Rare Furs +3 
  Verdun; 
  Minrothad 
  D 
  Woods -2, Cloth -2, Books -2; Furs +3, Dyes +4, Silk +3, Salt +2 
  Vyonnes; 
  Glantri 
  E 
  Rare Furs -6, Textiles -5, Wine -4; Beer +4, Meat +4, Silk +3 
  Ylaruam; 
  Ylaruam 
  B 
  Oils -2, Porcelain -3, Semiprecious Stones -4; Coffee +3, Mounts +3, Tobacco 
  +3, Weapons +1 
  Zeaburg; 
  Ostland 
  C 
  Fish -3, Cloth -3, Textiles -1; Common Woods +2, Meat +6, Weapons +2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  78 
   
  Immortals 
  Here is a list of the known Immortals that 
  have influence on the world of Mystara.  
  They are presented in the following format: 
  Name; Epithets and interests ; MF: (Major 
  Followings); S: (Symbol) 
  Ahmanni; Turtlerider, patron of the Turtle 
  Clan; MF: Atruaghin Clans (Children of the 
  Turtle); S: Whale tooth necklace  
  Aksyri; Destruction and fire; MF: Sind; S: 
  None (omens) 
  Al-Kalim; The Eternal Truth, The Desert 
  Garden; MF: Ylaruam, Ierendi, Saragn; S: 
  Palm tree against rising moon in desert 
  Alphaks; Destroying Alphatia; MF: Thyatis 
  (illegal); S: Horned skull against phoenix-
  shaped flame  
  Alphatia; Pacifism, artistry; MF: Alphatia, 
  Bellissaria, Norwold, Isle of Dawn; S: 
  Glowing Shield with paints (like artist’s 
  palette) 
  Ambassador; 
  Politics, 
  fast-talking, 
  negotiation; MF: Savage Baronies; S: A 
  scroll representing a contract/treaty 
  Asterius; Trade, merchant, thieves; MF: 
  Darokin, Thyatis; S: The moon 
  Atruaghin; Atruaghin Clans; MF: Atruaghin 
  Clans; S: Warbonnet and tomahawk 
  Ayazi; Creation; MF: Sind; S: None (omens) 
  Bozdogan; Conquest by deceit; MF: Hule; 
  S: Mechanical puzzle-cube 
  Calitha Starbrow; Oceans, sea elves; MF: 
  Minrothad; S: Giant pearl 
  Cretia; Tricks, jokes; MF: Ethengar; S: 
  Scowling face 
  Danel; Tigerstripes, patron of Tiger Clan; 
  MF: Atruaghin Clans (Children of the 
  Tiger); S: Cat’s eye 
  Diulana; Willpower, strong-willed heroes; 
  MF: Thyatis, Thyatian Hinterlands; S: Spear 
  through a boulder  
  Eiryndul; Elves, mischief, forest races; MF: 
  Alphatian elves; S: Smiling teeth with no 
  face 
  Faña; War and pride; MF: Texeiras, 
  Vilaverde, Torren; S: Sword and shield 
  Frey and Freyja; Intelligent warfare; MF: 
  Northern Reaches; S: Golden boar or 
  pegasus 
  General; Warfare and warrior’s code; MF: 
  Savage Baronies; S: War hammer 
  Halav; Warfare, opposing goblinoids; MF: 
  Karameikos, Thyatis, Slagovich; S: Sword 
  laid on anvil 
  Hattani; Stoneclaw, patron of Bear Clan; 
  MF: Atruaghin Clans (Children of the Bear); 
  S: Bear claw pendant 
  Hel; Reincarnation, death, chaos; MF: 
  Northern Reaches; S: Stone throne with 
  skulls 
  Himayeti; Protection; MF: Sind; S: None 
  (omens) 
  Ilsundal; Protection of elves; MF: Elves 
  throughout Known World, Elvenhome 
  (Sylvan Realms); S: Silhouette of Tree of 
  Life  
  Inquisitor; Pride and correctness of belief; 
  MF: Narvaez; S: Lance crossed with two 
  short swords 
  Ixion; 
  Banishing 
  darkness, 
  opposing 
  Entropy; MF: Darokin, Narvaez; S: Flaming 
  wheel 
  Judge; Justice; MF: The Savage Baronies; S: 
  A hangman’s noose 
  Kagyar; The arts, dwarves; MF: Rockhome, 
  Thyatis; S: Crossed hammer and chisel 
  Kala; Death, chaos; MF: Sind; S: None 
  (omens) 
  Khoronus; Teaching lessons of time to 
  rulers; MF: Darokin; S: Waterclock or 
  hourglass 
  Korys; Peace, prosperity; MF: Darokin, 
  Alphatia, Ochalea; S: Hand held palm 
  forward 
  
  79 
   
  Loki; Mischief, betrayal; MF: Northern 
  Reaches; S: Beautiful goblet with nasty 
  bubbling liquid 
  Mahmatti; Running Elk, patron of Elk 
  Clan; MF: Atruaghin Clans (Children of the 
  Elk); S: Clay pipe 
  Milan; Swashbucklers and adventurers; MF: 
  Savage Baronies; S: Crossed sabre and 
  rapier. 
  Minroth; 
  Minrothad 
  Guilds; 
  MF: 
  Minrothad Guilds; S: Four-feathered arrow 
  Odin; Wise rule, living life to the fullest; 
  MF: Darokin, Northern Reaches, Thyatis; S: 
  Man’s face flanked by two ravens 
  Ordana; Protection of forests, forest races; 
  MF: Minrothad; S: Oak leaf 
  Petra; Fighting clerics, besieged cities; MF: 
  Karameikos; S: Circular shield with central 
  boss or potter’s wheel 
  Protius; Old Man of the Sea, oceans; MF: 
  Thyatis; S: Trident 
  Rad; The Radiance; MF: Glantri; S: Three 
  connected hemispheres forming a triangle 
  Rafiel; Shadow Elves; MF: Aengmor, the 
  City of Stars; S: Book with star on cover 
  Rathanos; Energy life forms; MF: Thothia, 
  Nithia; S: Burning brand 
  Razud; 
  Alphatians, 
  helping 
  the 
  self-
  sufficient; MF: Alphatia; S: Stone oak tree 
  Tahkati; Stormtamer, patron of Horse 
  Clan; MF: Atruaghin Clans (Children of the 
  Horse); S: Buffalo-bone knife 
  Tarastia; Justice, revenge; MF: Thyatis; S: 
  Black headman’s axe  
  Thanatos; Death; MF: Thyatis (illegal), 
  Nithia.  S: Scythe  
  Thor; Warrior’s code of honor; MF: 
  Northern Reaches, Thyatis; S: War Hammer 
  Tubak; The Lawgiver, order, fair judgment; 
  MF: Ethengar; S: A book 
  Twelve 
  Watchers; 
  Craftsmen; 
  MF: 
  Minrothad, Darokin; S: Two faceless staring 
  eyes 
  Valerias; Romance, passion; MF: Thyatis, 
  Darokin, Savage Baronies; S: Thorny rose 
  Vanya; War, conquest; MF: Heldannic 
  Territories; S: Black lion 
  Vanya; War, conquest; MF: Thyatis; S: 
  Lance crossed with two short swords. 
  Yav; The future, the People of Yav; MF: 
  Yavdlom; S: A conch shell 
  Yamuga; 
  Renewal, 
  prosperity; 
  MF: 
  Ethengar; S: A yurt 
  Zirchev; 
  Forest 
  folks, 
  rangers; 
  MF: 
  Karameikos, Darokin, Alphatia, Alpha; S: 
  Hawk riding a wolf 
   
  In the next issue of the Mystaran Almanac, 
  we will attempt to go into more detail of the 
  various churches as well as the interaction 
  between the Immortals and their priests. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  80 
   
  CURRENT EVENTS: AC 
  1014 
   
  Once again we arrive at the most famous 
  section of our Almanac.  Here is where we 
  give you, the reader, a day by day listing of 
  all the major events which took place during 
  the previous year. 
  Included is a brief WHAT IT MEANS 
  section, giving a behind the scenes look at 
  what is going on.  This explains why some 
  of the events happened, or the possible 
  future consequences of those events.  Also, 
  it just might give insight to what is going on 
  in the minds of those involved.  After all, 
  what is the point of listing everything that 
  happens if you don’t know why it 
  happened? 
  Also included is a live witness report from 
  our correspondents for the most important 
  events of the season.  This will give an even 
  more in depth look at the events, giving the 
  reader a feeling that he is actually there. 
  So dear readers, browse through the next 
  several pages to relive the year over again, 
  and maybe get a better look at what goes on 
  in the world. 
  B.F. 
   
  Winter 
   
  NUWMONT 1, AC 1014: Wogar’s 
  Message 
  Location: New Kolland, Glantri.  KW 
  Description: The Supreme Hool, leader of 
  the Red Orcland tribe of New Kolland, 
  receives a message from his patron, Wogar. 
  In it, he is told that the sacred Blue Knife 
  has been stolen, and he is charged with 
  finding it. His dreams show of the primitive 
  humans living upon the Atruaghin Plateau . 
  Hool is thrilled at the prospect. (See Nu 5, 
  Fl 3.) 
  What This Means: The orcish shaman 
  Xilochtli stole the Blue Knife while fleeing 
  Oenkmar in AC 1011. This infuriated the 
  humanoid pantheon, and they have been 
  arguing over a course of action ever since. 
  Finally, Wogar took things into his own 
  hands and prompted Hool to find the 
  Knife. Wogar figures sending Hool south to 
  Atruaghin is as good a place as any, 
  particularly 
  since 
  Xilotchtli’s 
  patron, 
  Atzanteotl, has followers among the Tiger 
  Clan. 
   
  NUWMONT 4, AC 1014: Rafielton 
  Warned 
  Location: Rafielton, Aengmor.  KW 
  Description: Aengmor warns Rafielton (the 
  nation of Aengmor) not to ally themselves 
  with the former elves of Alfheim as they will 
  only try to get their homeland back and 
  cause dissent among the shadow elves. 
  Princess Tanadaleyo, who has been talking 
  with envoys from the exiled Alfheimers 
  since Sviftmont 23 of last year (JA), believes 
  that the talks are going well enough and 
  ignores the request of Aengmor.  (See Va 3, 
  Va 28.) 
  What This Means: A growing cult of 
  Atzanteotl is gaining more power in the city 
  of Aengmor, and it wishes to spread its 
  influence to the other shadow elves.  They 
  fear that if they learn of the inherent 
  goodness of the surface elves, it will be 
  harder to convince them to worship 
  Atzanteotl. 
  The cult of Atzanteotl was introduced by 
  the various artifacts/religious icons left 
  behind by the humanoids.  Also, the old 
  items seem to indicate that the shadow elves 
  once worshipped Atzanteotl, and the 
  members of the cult spread propaganda 
  claiming that Atzanteotl was the golden age 
  of the Shadow Elves, with Aengmor.  Many 
  of the shadow elves are believing the story 
  since they are losing faith in Rafiel, and are 
  slowing converting to the new way of life. 
  The Wanderers, who have been living in 
  Aengmor with the humanoids, know of the 
  evil ways of Atzanteotl but they dare not 
  speak out against it for fear of revealing 
  
  81 
   
  their presence in the city.  The Wanderers 
  enjoy Aengmor, and do not want to be 
  forced to leave as the Way of Rafiel 
  demands.  So far, only Kanafasti knows of 
  their presence, and he will become a 
  Wanderer himself this year, so he is trying to 
  remove that law regarding the Wanderers. 
   
  NUWMONT 5, AC 1014: Word Spreads 
  Location: New Kolland, Glantri.  KW 
  Description: Hool returned to New 
  Kolland a few days ago, spreading the word 
  of Wogar. He has commanded his hordes to 
  prepare for a new Great Migration, to begin 
  in the spring when the mountain passes 
  clear of snow. He has also invited the other 
  humanoid leaders to join him in his quest. 
  They refuse, believing Hool to be mad, and 
  being content to live off of Prince Kol’s 
  machinations and the occasional raid on 
  Erewan territory.  (See Nu 1; Va 6, Fl 3, Fl 
  20.) 
  What This Means: Hool will lead his Great 
  Migration, regardless. Most of the other 
  leaders are perfectly happy where they are.  
  As for Kol, his kobolds and Hool’s red orcs 
  have often been at odds in the past - he isn’t 
  sorry to see them go. 
   
  NUWMONT 7, AC 1014: Karameikos 
  Recognizes New Alphatian Empire 
  Location: Mirros, Karameikos.  KW 
  Description: King 
  Stefan Karameikos 
  officially announces his country opens up 
  diplomatic ties with the New Alphatian 
  Empire.  The Karameikan Embassy is to be 
  moved from Aquas to Sanctuary on 
  Monster Island. King Stefan also grants 
  favored trading status to the New Alphatian 
  Empire. 
  The Karameikan ambassador refers to the 
  council as a confederation of kingdoms, 
  which grabs the attention of many of the 
  council members and diplomats present.  
  They find the word confederation catchy 
  and meaningful.  (See Nu 13, Nu 15, Va 1.)  
  What This Means: Karameikos is the first 
  country of the Known World to officially 
  recognize the legitimacy of the Council.  
  Since 
  Empress 
  Eriadna 
  recognized 
  Karameikos’s independence a few years ago, 
  the 
  two 
  countries 
  have 
  maintained 
  diplomatic ties with each other, but under 
  Zandor’s rule this didn’t mean much. The 
  two countries have had few trading relations 
  up to now, but this can well change - King 
  Stefan especially hopes it will improve 
  exchanges of magic. The two countries are 
  not likely to become military allies or to 
  suppress tariffs altogether, however, since 
  Karameikos is part of the Western Defense 
  League and as such cannot take such 
  decisions alone - and its allies would 
  probably be more than reluctant, especially 
  Ylaruam. 
   
  NUWMONT 8, AC 1014: An Immodest 
  Proposal 
  Location:  Caverns beneath the Plain of 
  Fire.  KW 
  Description: Today at a meeting of 
  Graakhalian refugees, Leyalani, a Sheyallia 
  elf, proposes that an expedition be sent to 
  the lair of Verminthrax, a huge red dragon. 
  She hopes to gain its aid in ridding 
  Graakhalia of Hulean goblinoids, or failing 
  that, to destroy it and gain its treasure for 
  use against them.  Surprisingly, the council 
  agrees to this, after some deliberation. 
  What This Means: The Graakhalians were 
  nearly decimated years ago when the 
  Master’s minions invaded their caves. The 
  small bands of them that remain have been 
  waging guerilla war against the invaders ever 
  since. When Leyalani overheard Brarknar, a 
  gnollish warrior, jokingly suggest enlisting 
  Verminthrax’ aid, she immediately went to 
  the council with the idea. The fact that they 
  agreed shows just how desperate they are 
  for help. 
   
  NUWMONT 10, AC 1014: Princess Ark 
  Arrives in Shahjapur 
  Location: Shahjapur, Anathy Archipelago.  
  HW 
  
  82 
   
  Description: The Princess Ark passes over 
  the largest island in the Anathy Archipelago, 
  and notices several villages below.  Dark 
  clouds are moving in from the sea, thanks to 
  strong winds.  Haldemar orders the Ark to 
  land so the crew can get some shore leave 
  and to avoid the worse of the incoming 
  storm (he would rather have the Ark close at 
  hand than far above the clouds). 
  The skyship therefore lands near the city of 
  Dunagar.  The crew hastily puts together a 
  make-shift skyship berth. Contrary to what 
  Haldemar expected, the people of the city 
  are rather unimpressed with the flying ship 
  and don’t spare more than a few glances at 
  it. 
  Haldemar and his officers try to get an 
  audience with the local ruler.  (See Nu 12, 
  Nu 13.) 
  What This Means: The dark clouds are the 
  signal of the beginning of monsoon season 
  which is about to strike the island in force.  
  Although on the surface world, monsoons 
  tend to arrive during the summer months, 
  the Hollow World is full of isolated micro-
  climates, in which the time of year is mostly 
  irrelevant.  For Shahjapur, monsoon takes 
  places sometime during the months of 
  Nuwmont to Thaumont. 
   
  NUWMONT 12, AC 1014: Haldemar 
  Meets the Mogul 
  Location: Dunagar, Shahjapur, Anathy 
  Archipelago.  HW 
  Description:  After dealing with the people 
  of Dunagar, who are surprisingly unhelpful 
  and uncaring, Haldemar manages to get an 
  audience with Mogul Balindi, ruler of the 
  province of Dunagar. 
  During the audience, Haldemar learns that 
  Shahjapur could not care less about 
  foreigners; the world will unfold as it 
  should, so if Alphatians arrive, so be it.  
  They should not bother the rulers about it 
  and just get on with whatever it is they want 
  to do. 
  Haldemar is rather disappointed by such 
  rude treatment, but realizes that at least 
  Alphatia was not forbidden to visit.  
  Diplomatic relation can be attempted again 
  in the future. (See Nu 10; Nu 13, Nu 20.) 
  What This Means: The Shahjapuri are 
  fatalistic and believe everything happens at 
  is was meant to happen.  To get involved in 
  sometime is just a waste of time.  Hence, if 
  Alphatians arrive, so be it.  Why bother 
  making plans when it will happen as it 
  should. 
   
  NUWMONT 13, AC 1014: Princess Ark 
  Grounded 
  Location: Dunagar, Shahjapur, Anathy 
  Archipelago.  HW 
  Description: As the Princess Ark is about 
  to leave, a huge wall of rain drops from the 
  storm clouds above.  This storm is heavier 
  than any storm Haldemar or the crew have 
  ever seen before.  Haldemar decides to stay 
  on the ground rather than risk damaging the 
  Ark in the storm.  He believes he’ll be able 
  to leave in the next couple of days.  (See Nu 
  10, Nu 12; Nu 20, Nu 26.) 
  What This Means:  The monsoon season 
  has started. 
   
  NUWMONT 13, AC 1014: Qeodhar Joins 
  New Alphatian Empire 
  Location: Farend, Qeodhar.  KW 
  Description: King Norlan reluctantly agrees 
  to join the New Alphatian Empire. He says 
  to the Council that he can’t place his troops 
  under Commander Broderick’s command 
  yet, because they are busy repelling many 
  monsters that cross the ice floe thanks to 
  the cold winter. He only accepts to send 
  troops to the Yannivey Islands to help 
  Floating Ar taking over the isles.  (See Nu 7; 
  Nu 15, Va 18.) 
  What This Means: Baron Norlan had 
  always considered Zandor’s petty empire as 
  no threat to him, and he thought it would be 
  the same with the New Alphatian Empire. 
  But the offensive on Blackrock and the 
  arrival of Floating Ar above the Yannivey 
  Islands made him realize that Qeodhar was 
  
  83 
   
  one of the last territories of now-sunken 
  Alphatia that was still independent from the 
  Empire.  They may well decide to remove 
  him if he continued to ignore their 
  diplomats. After all, the New Alphatian 
  Empire seems to be military and magic rich 
  despite the disappearance of Alphatia.   
  Norlan doesn’t want to lose his time 
  attending the Council meetings, however, 
  but what he doesn’t know is that this will 
  prevent him from discovering Alphatia’s 
  survival within the Hollow World - 
  something that could also have explained his 
  wife’s disappearance. Norlan is currently 
  trying to devise a way to keep his army 
  under his sole control; he particularly 
  doesn’t want his troops to help in 
  overthrowing the kings of Esterhold. 
   
  NUWMONT 14, AC 1014: Ancient Ruins 
  Discovered 
  Location: 
  50 
  miles 
  southwest 
  of 
  Oceansend, Norwold.  KW 
  Description: Scouts in the region of 
  Oceansend for King Ericall of Alpha 
  discover ancient ruins while hiding from a 
  Heldannic patrol. 
  What This Means:  These ruins were a far 
  off colony of Nithia several hundred years 
  ago (circa 1000 BC).  The Nithians never 
  managed to gain a foothold as the barbaric 
  goblinoids and humans (Antalians, ancestors 
  of the Northern Reaches) who lived in the 
  area ransacked and plundered the city 
  several times.  This would be the most 
  northern Nithian ruin ever discovered to 
  date. 
  The exact contents of the ruins are left to 
  the DM. 
   
  NUWMONT 15, AC 1015: Declaration of 
  a Confederation 
  Location: Sanctuary, Monster Island.  KW 
  Description: The New Alphatian Council 
  hereby 
  declares 
  their 
  “Empire” 
  a 
  Confederacy, as they are merely a set of 
  aligned 
  nations 
  with 
  common 
  goals.  
  Although technically they must obey the 
  orders of the Empress, she is too far 
  removed to affect daily life, so the nations 
  are indeed more-or-less independent.  From 
  now on, the New Alphatian Empire shall be 
  known as the New Alphatian Confederate 
  Empire.  (See Nu 7, Nu 13; Va 1, Va 15.) 
  What This Means:  This is simply a way 
  that the Council is using to make their 
  empire sound stronger and more united 
  than it was before.  They also happen to like 
  the word confederacy as it sounds grand and 
  imposing. 
   
  NUWMONT 15, AC 1014: Patrols Fail to 
  Return 
  Location: Schattenalfheim Caverns.  HW 
  Description: Two patrols of Schattenalfen 
  fail to report from their border excursions.  
  The elves respond by doubling the sizes of 
  their patrols.  (See Th 5, Ya 7.) 
  What This Means: This is the first of 
  several strikes by the Traldar of Coresco.  
  They intend to fully reclaim the lost treasure 
  that was apparently stolen, whatever it was. 
  The Traldar, however, are invading the 
  Schattenalfen territories in small groups of 
  heroes rather than a unified army.  They are 
  each trying to get glory for themselves 
  rather than achieve their collective goal. 
   
  NUWMONT 20, AC 1014: Flood in 
  Dunagar 
  Location: Dunagar, Shahjapur, Anathy 
  Archipelago.  HW 
  Description:  The rain hasn’t stopped in 
  over seven days. The Gadwallabad River, 
  which Dunagar is located beside, has 
  overflown, and most of Dunagar has turned 
  into mud flats and shallow lakes. 
  Haldemar notices the destruction caused by 
  the continual rain, and is dismayed by the 
  deaths of many people as well as the lack of 
  compassion or help that the Shahjapuri give 
  each other.  He immediately sends his crew 
  out to help all those they can from the 
  torrential rains and floods.  Another section 
  
  84 
   
  of the crew is ordered to keep the Princess 
  Ark safe and as dry as possible.  They are 
  assigned to “bucket duty.”  (See Nu 12, Nu 
  13; Nu 26, Va 2.) 
   
  NUWMONT 22, AC 1014:  Snowstorm in 
  the North 
  Location:  Southern Norwold, Wendar, and 
  Heldannic Territories.  KW 
  Description: A huge snowstorm covers 
  southern 
  Norwold 
  and 
  the 
  northern 
  Heldannic Territories and Wendar. 
   
  NUWMONT 26, AC 1014: Haldemar 
  Saves an Untouchable 
  Location: Dunagar, Shahjapur.  HW 
  Description:  The crew of the Princess Ark 
  rescues drowning victims, whom they latter 
  learn are outcasts in Shahjapuri society.  
  Because the crew of the Ark interacted with 
  these “untouchables,” the crew themselves 
  become untouchables. 
  When word spreads around, the Shahjapuri 
  refuse the help of the crew of the Princess 
  Ark.  Most prefer to (and do) drown instead 
  of accepting help from the Alphatian 
  outcasts. Haldemar cannot believe the 
  ridiculous system and view of life that the 
  Shahjapuri have.  (See Nu 13, Nu 20; Va 2, 
  Va 15.) 
  What This Means: This is just the effects 
  of the Shahjapuri caste taking its effect on 
  the behavior of the people.  Most are so into 
  the social caste system that they would never 
  even think of breaking it.  The effects of the 
  Spell of Preservation have only entrenched 
  it even more. 
   
  VATERMONT 1, AC 1014: Opening of 
  Hard-Ball Season 
  Location: Sanctuary, Monster Island.  KW 
  Description: The Council of the New 
  Alphatian Confederate Empire declares the 
  Hard-Ball season open. Inscription of teams 
  is closed today.  For two months, the 
  different teams meet each other; only one 
  per country shall remain for the Super-
  Hard-Ball in the month of Flaurmont 
  (matches between teams from different 
  countries are friendly, mostly  exhibitions). 
  The 
  Council 
  also 
  announces 
  that 
  Karameikos is invited to participate in the 
  event.(See Nu 7; Th 17, Fl 1.) 
  What This Means: All nations of the New 
  Alphatian Confederate Empire have made 
  an effort so that they all have at least one 
  team that participates this year, and the 
  stadium has been completed in Sanctuary. 
  Master Terari has made his best for years to 
  develop Hard-Ball in Karameikos; he is 
  responsible for the participation of the 
  country in the Tournament - as well as for 
  the good relations the Kingdom maintains 
  with the Confederacy.  
   
  VATERMONT 1, AC 1014: The NACE? 
  Location: 
  Sanctuary, 
  Monster 
  Island, 
  NACE.  KW 
  Description: During the declarations of the 
  new 
  Hard-Ball 
  teams, 
  Commander 
  Broderick referred to the New Alphatian 
  Confederate Empire as the NACE.  The 
  term is quickly picked up by the merchants 
  and commoners, despite the obvious 
  distaste for it by rulers and members of the 
  Council.  (See Nu 13, Nu 15, Va 1; Va 18, 
  Ya 11.) 
  What This Means: As a military man, 
  Broderick is used to short terms and 
  acronyms.  He and his men have since 
  developed the word NACE to represent the 
  New Alphatian Confederate Empire.  He 
  accidentally used the word, which to him 
  has become second nature, and most of the 
  commoners found it easier to say as well. 
  The rulers and Council members of the 
  NACE dislike the term as it removes all the 
  perceived grandeur of the real name for 
  their nations.  Still, they are unable to 
  control what will become public slang, and 
  must soon learn to live with being referred 
  to as the NACE. 
   
  
  85 
   
  VATERMONT 2, AC 1014: Elemental 
  Presence 
  Location: Shahjapur, Anathy Archipelago.  
  HW 
  Description:  The rain and storms of the 
  monsoon over Shahjapur reach such 
  intensity, that several water and air 
  elementals are summoned to the area from 
  their home planes.  (See Nu 20, Nu 26; Va 
  15, Va 18.) 
  What This Means:  This is a natural 
  phenomenon caused by the storm; the 
  elementals will return once the storm starts 
  to die down (see HWA3: Nightstorm, p14 
  for more details). 
   
  VATERMONT 3, AC 1014: The Elven 
  Alliance 
  Location: Rafielton, Aengmor.  KW 
  Description: 
  Despite 
  warnings 
  from 
  Aengmor, after several small meetings 
  between elves representing King Doriath 
  and Princess Tanadaleyo, the shadow elves 
  and elves of Alfheim agree to work together 
  to save the Canolbarth forest, and perhaps 
  learn to live together in one elven nation. 
  Several surface elven mages and Tree 
  Keepers are invited to move back to the 
  forest, joining the Norwold (Foresthomes) 
  elves and shadow elves in working out 
  magic to save the trees. (See Nu 4; Va 28, 
  Th 9.)   
  What This Means: Princess Tanadaleyo 
  truly desires to save the forests of her 
  nation, as she wants a beautiful surface 
  nation for her and her people.  She finds it 
  unlikely that the shadow elves and surface 
  elves will ever manage to live together, so 
  does not see her offer of letting the elves 
  move back in as something too dangerous 
  for her people. 
  The elves of Alfheim do not see much hope 
  in peaceful coexistence either, but they also 
  truly care about their forest.  They would 
  rather see their forest still alive and in 
  shadow elf hands than dead and belonging 
  to them.  
   
  VATERMONT 5, AC 1014: Eusdria 
  Fights Back 
  Location: Ersel, Eusdria.   SC 
  Description:  With the help of a few units 
  of Guards (druidic defenders) from the 
  nation of Robrenn, a contingent of the 
  Knights of Eusdria (national company of 
  honorbounds) marches into the Duchy of 
  Frisonnia which has been largely overrun by 
  the Huptai hobgoblins and goblins. 
  The Guards use their druidic powers to 
  create a path through the amber lotuses, 
  allowing the Knights of Eusdria access to 
  the village of Ersel.  There, the Knights 
  manage to retake the village, forcing the 
  goblins to flee.  (See Va 25, Th 3.) 
  What This Means: This is only a small 
  beginning for Eusdria.  
  The Huptai have merely left the village and 
  wait within the fields around the village.  
  The Knights are only safe within the village 
  and a small path along the river; everywhere 
  else, they are subject to the sleeping pollen 
  of the amber lotuses.  Therefore, the goblins 
  need only stay out of range of the dwarven 
  crossbowmen of Harstal (Eusdria), and they 
  will be safe. 
   
  VATERMONT 6, AC 1014: Great Wall 
  Finished 
  Location: Northern Darokin.  KW 
  Description: After many setbacks, the 
  Great Wall of Darokin is finally completed. 
  What This Means: Work began on the 
  Great Wall of Darokin way back in 
  Sviftmont AC 1010 (see PWA1).  The 20’ 
  high wall runs for 125 miles, from Fort 
  Fletcher to Corunglain City, following the 
  southern edge of the Broken Lands. 
  The Great Wall should have been finished 
  early last year, but various events, including 
  weather, shortage of supplies, plus an 
  increase in goblinoid raids to prevent the 
  wall from being built, had slowed the 
  process down considerably. 
  
  86 
   
  The government of Darokin is currently 
  debating on whether or not they should 
  extend the wall for another 50 miles up to 
  Fort Nell.  Going against that plan is the list 
  of problems they had to complete the 
  current section of the wall. 
  The completion of the Great Wall should 
  put quite a dent in Hool’s plans for a large 
  goblinoid migration through Darokin. 
   
  VATERMONT 9, AC 1014: Revenge of 
  the Dead 
  Location: Elegy Island, Ierendi.  KW 
  Description: A horde of zombies and 
  skeletons attack the village of Nula on Elegy 
  Island in Ierendi. 
  What 
  This 
  Means: 
  Grave-robbers 
  disturbed a magically protected tomb of the 
  ancient Makaian on Elegy Island (see GAZ 
  4: Kingdom of Ierendi). The curse animated 
  the corpse into a powerful zombie of 10 
  HD who causes 3d6 damage with a punch 
  and does not lose initiative like a normal 
  zombie.  It also has the power to animate 
  dead three times a day, and has since raised 
  an army to attack the people who have 
  moved onto the burial island of the ancient 
  Makai. 
   
  VATERMONT 11, AC 1014: The Clerics 
  Complain 
  Location: Sayr Ulan, Sind.  KW 
  Description: The Rishiyas of Sind (clerical 
  caste) complain to Rajadhiraja Chandra ul 
  Nervi about the upstart clerical order of 
  Gareth in the Khurish Massif.  They claim 
  that to allow a new religion to exist in their 
  nation goes against their sacred laws to their 
  Immortals.  Chandra does not take any 
  decision concerning the matter.  (See Va 17, 
  Va 23.) 
  What This Means: At first, the Rishiyas 
  were not afraid of the Followers of the 
  Prophet, as Sitara Rohini and her band have 
  been come to be known (see JA).  Preachers 
  of various foreign religions have always 
  traveled to Sind, stayed a bit, then 
  disappeared.  But  the miracle performed on 
  the Day of Dread in AC 1012 (see PWA3) 
  has grabbed the attention of many of the 
  Sindhis.  The fact that the new Immortal 
  preaches against Immortal interference 
  seems to have also slowly won over the 
  hearts of many of the lower castes. Now, 
  after a full year of services in her monastery 
  in the Khurish, the Rishiyas can see a danger 
  of losing their power over the people of 
  Sind to this new Prophet of Gareth. 
   
  VATERMONT 15, AC 1014: Capital 
  Named 
  Location: 
  Sanctuary, 
  Monster 
  Island, 
  NACE.  KW 
  Description:  After much deliberation, the 
  Alphatian Council decides upon a name for 
  the new capital and meeting grounds for the 
  Council.  They rename Monster Island into 
  Ionace, as an acronym for Isle Of the 
  NACE, and the capital city is to bear the 
  same name. 
  A 
  section 
  of 
  Old 
  Denwarf-Hurgon 
  (including the new Parliament) therefore 
  becomes Ionace, while the border mining 
  town remains known as Sanctuary.  (See Nu 
  15, Va 1; Ya 11, Ya 23.) 
  What This Means:  The idea was mostly 
  pushed by Commander Broderick and 
  Favian Vern, who both have rather unusual 
  likes compared to most Alphatians.  Since 
  the Council could not decide/agree on any 
  other name, Ionace was eventually accept 
  for lack of a better solution. 
   
  VATERMONT 15, AC 1014: Rain Starts 
  to Die Down 
  Location: Shahjapur, Anathy Archipelago.  
  HW 
  Description:  The huge rainstorms over 
  Shahjapur begin the long and slow process 
  of dying down.  The water and air 
  elementals begin heading back to their own 
  planes of existence.  (See Nu 26, Va 2; Va 
  18, Va 21.) 
   
  
  87 
   
  VATERMONT 
  16, 
  AC 
  1014: 
  Lycanthropes by Night 
  Location: Threshold, Karameikos.  KW 
  Description: Several farmers outside of 
  Threshold are found mutilated by wild 
  animals in the morning.  Many believe a 
  pack of werewolves must have been in the 
  area as it was a full moon the previous night. 
   
  VATERMONT 17, AC 1014:  The 
  Rajadhiraja Agrees 
  Location: Sayr Ulan, Sind.  KW 
  Description: After enough pressure by the 
  Rishiyas, Chandra ul Nervi finally accedes to 
  the clerics.  He decides to let the agents of 
  Hule take care of the problem, and informs 
  the Master’s agents about the unrest being 
  caused. 
  The Huleans send a squadron of orcs led by 
  human officers to the Khurish Massif to 
  deal with the Followers of the Prophet of 
  Gareth.  (See Va 11; Va 23, Va 25.) 
  What This Means: Chandra himself does 
  not see Sitara and the followers of Gareth as 
  an important threat, viewing instead the 
  Huleans as a bigger problem at the moment.  
  But he must accede to the Rishiyas or lose 
  his throne.  Chandra therefore condones the 
  act of the worshippers of Gareth and sends 
  the Huleans to deal with the problem, 
  concerning himself more with his Freedom 
  Warriors and his plans to overthrow the 
  Master’s agents controlling Sind. 
   
  VATERMONT 18, AC 1014: Qeodharian 
  Troops Land on the Yanniveys 
  Location: Yannivey Islands, NACE.  KW 
  Description: The few troops Baron Norlan 
  sent to assist Floating Ar arrive and place 
  themselves under the command of the 
  general of Floating Ar - himself appointed 
  by Commander Broderick.  (See Nu 7, Nu 
  15; Va 21.) 
  What This Means: It is only a token help, 
  most of Norlan’s troops stayed at home. 
  Moreover, the conquest of the Yannivey 
  Islands is already almost over. 
   
  VATERMONT 
  18, 
  AC 
  1014: 
  Air 
  Elementals Harass the Princess Ark 
  Location: Dunagar, Shahjapur, Anathy 
  Archipelago.  HW 
  Description: A group of air elementals, just 
  moments before leaving the lands of 
  Shahjapur, notice the Princess Ark and 
  investigate.  From up close, they notice that 
  the soul of a skywyrm is in it, the enemies of 
  their particular group of elementals.  For the 
  next few hours, the crew of the Ark is 
  forced to defend their ship from the 
  attacking air elementals until they are forced 
  back to their plane of existence by the 
  dissipating storm.  (See Va 2, Va 15; Va 21, 
  Va 23.) 
   
  VATERMONT 21, AC 1014: Monsoon 
  Almost Over 
  Location: Shahjapur, Anathy Archipelago.  
  HW 
  Description: After almost 2 months, the 
  monsoon season is almost over.  The 
  intense downpour has now fallen to a light 
  rain, with the occasional patch of no rain at 
  all.  (See Va 15, Va 18; Va 23, Va 26.) 
  What This Means: This is just the natural 
  progression of the storm. 
   
  VATERMONT 21, AC 1014: King 
  Norlan Reorganizes his Army 
  Location: Farend, Qeodhar, NACE.  KW 
  Description: Baron Norlan splits up his 
  army into three distinct bodies: the Army, 
  the Watch and the Special Force. The Army 
  represents 60% of the total numbers, and is 
  placed under the jurisdiction of Commander 
  in Chief Broderick of the NACE.  The 
  Watch represents 30% of the old army, an is 
  in charge of patrolling the cities, arresting 
  people and similar duties.  Although 
  watchmen can use arms and armors, they 
  are not considered an armed force and as 
  such remain under Norlan’s control. 
  
  88 
   
  The Special Force is a secret service, mostly 
  spies and assassins, who are basically the 
  most able 10% of the old army.  They don’t 
  have any official existence, and their actions 
  are always covert ones - few people know 
  that force exists.  (See Nu 15, Va 18.) 
  What This Means: Baron Norlan didn’t 
  want to lose the power his army brought 
  him. Thanks to that trick he keeps control 
  of almost half of it - and even creates a 
  secret service. The rest (i.e. the Army) is 
  now under Broderick’s control. 
   
  VATERMONT 23, AC 1014:  Princess 
  Ark Leaves Shahjapur 
  Location: Dunagar, Shahjapur, Anathy 
  Archipelago.  HW 
  Description: During a patch of no rain, 
  Haldemar orders the Ark to take off and 
  head above the clouds.  From there, they 
  continue their exploration of the Hollow 
  World by continuing toward the continent 
  of Jomphur.  (See Va 18, Va 21; Va 26.) 
  Note From The Editors: After this, we seem 
  to have lost contact with the Princess Ark.  
  The adventures of the crew on the continent 
  of Jomphur still remain a mystery to us.  
  Hopefully, one day, we’ll learn what 
  happened. 
  What This Means: The continent of 
  Jomphur was purposely left undeveloped in 
  the HW Boxed Set so individual DMs can 
  populate as they see fit.  The purpose of the 
  Mystaran Almanac is to continue to develop 
  the current history of the world, not to 
  make and develop the whole world.  I 
  therefore left this part deliberately blank, as 
  each DM will have their own personal 
  favorite to add here. 
  Hopefully, the members of the Mystaran 
  Mailing List will develop the area someday, 
  and maybe there will be an “official” fully 
  developed Mystara. 
   
  VATERMONT 23, AC 1014: Followers 
  Attacked 
  Location: Monastery of Gareth, Khurish 
  Massif, Sind.  KW 
  Description: The squadron of Hulean orcs 
  arrives at the monastery used by the 
  Followers of the Prophet.  They demand 
  that 
  they 
  stop 
  worshipping 
  Gareth 
  immediately and return with them to Sayr 
  Ulan to face charges of blasphemy.  The 
  priests refuse, and a fight breaks out.  The 
  orcs are defeated, as they are unable to 
  withstand the clerical magic of Sitara or the 
  fighting abilities of Anand Brishnapur and 
  their disciples.  (See Va 11, Va 17; Va 25, Th 
  16, Fy 13.) 
  What This Means: Although the first 
  victory is theirs, Sitara and Anand realize 
  that this is just the beginning.  They have 
  known for a while that the Rishiyas were 
  bound to interfere, so it really doesn’t come 
  as such a surprise to them. 
   
  VATERMONT 25, AC 1014: Spreading 
  the Faith 
  Location: Monastery of Gareth, Khurish 
  Massif, Sind.  KW 
  Description: Sitara Rohini sends out her 
  original disciples of Gareth to spread out 
  and establish new monasteries and temples.  
  She and Anand will stay in Sind to uphold 
  the words of Gareth here no matter the 
  cost, but the others are needed to keep 
  Gareth alive and bring his word to other 
  people of the Known World. 
  Once they are gone, Anand begins preparing 
  the monastery to defend against the next 
  wave of Hulean soldiers.  Since the 
  monastery is near the top of the mountains, 
  it is rather easy for him and the others that 
  remain behind to block the passes and 
  create many avalanche style traps.  (See Va 
  17, Va 23; Th 5, Th 16.) 
  What This Means: There are just over a 
  dozen of the original Followers of the 
  Prophet.  Among them are two foreigners, 
  Arturo Olivera from Akorros (Darokinian) 
  and Sula Ivanov of Mirros (Karameikan). 
  There is even an orc, by the name of 
  Thurgg.  The rest are all Sindhis of both 
  
  89 
   
  ethnical backgrounds (urdu-varnas and pure 
  Sindhis).  By now, each of them has become 
  full-fledged clerics or fighting monks of 
  levels 1 and 2.  Only Anand of the original 
  followers remains behind with Sitara the 
  Prophet.  
   
  VATERMONT 25, AC 1014: Trapped in 
  a Field of Flowers 
  Location: Ersel, Eusdria.   SC 
  Description: The amber lotuses have 
  regrown over the path cleared by the 
  Guards, trapping them within the village of 
  Ersel. (See Va 5; Th 3, Fl 14.) 
  What This Means: The Guards suffered 
  several casualties in raiding Ersel, and now 
  do not have enough powerful spellcasters 
  left to clear another path out.  They use 
  their magic to communicate with their 
  leaders and let them know what has 
  happened. 
   
  VATERMONT 28, AC 1014:  Tree 
  Keeper Arrives 
  Location: Canolbarth Forest, Aengmor.  
  KW 
  Description: Jorodrin Feadiel, the Tree 
  Keeper of Clan Feadiel (GAZ 5: The Elves 
  of Alfheim), arrives in Rafielton and joins 
  the shadow elves to help them save the 
  Canolbarth forest.  The shadow elves are 
  slightly awed that the Alfheim elves’ most 
  powerful Tree Keeper has arrived to help 
  them.  (See Nu 4, Va 3; Th 9, Th 27.) 
   
  VATERMONT 
  28, 
  AC 
  1014: 
  The 
  Monsoon Ends 
  Location: Shahjapur, Anathy Archipelago.  
  HW 
  Description: The monsoon season finally 
  ends, and another eight months of dry and 
  hot weather once more arrives to the nation 
  of Shahjapur.  (See Va 21, Va 23.) 
   
  THAUMONT 
  3, 
  AC 
  1014: 
  Ersel 
  Destroyed 
  Location: Ersel, Eusdria.   SC 
  Description: 
  Starved 
  and 
  without 
  reinforcements for weeks, the Knights of 
  Eusdria and the Guards within Ersel finally 
  succumb to the raiding Huptai goblinoids.  
  (See Va 5, Va 25; Fl 14, Fl 20.) 
  What This Means: King Sigismund III was 
  unable to raise enough druidic defenders 
  from Robrenn to clear another path for his 
  trapped honorbound.  Robrenn is also 
  unwilling to send too many of its Guards, or 
  to send its most powerful druids, as they still 
  do not completely trust the “unnatural” 
  ways of the Eusdrians.  This is another sad 
  blow for the Eusdrians. 
   
  THAUMONT 5, AC 1014: Tenpocatliotl 
  Razed 
  Location: Tenpocatliotl, Azcan Empire.  
  HW 
  Description: A huge wave of Schattenalfen 
  suddenly pour out into the streets of the city 
  of Tenpocatliotl.  The initial panic and 
  element of surprise gives the elves a huge 
  advantage in their attack on the city.  Soon, 
  the Azcan manage to piece together a 
  unified defense, but they are too late to stop 
  most of the onslaught.   
  The Schattenalfen eventually flee back into 
  the depths of the ground, but not before 
  destroying and burning fully three quarters 
  of the entire city. 
  Raids against the city continue on for several 
  weeks.  (See Nu 15; Ya 7.) 
  What This Means: This is the most daring 
  raid by the Schattenalfen in centuries.  Over 
  the past century, they have slowly dug 
  tunnels to the second largest city of the 
  Azcan 
  Empire, 
  built 
  several 
  secret 
  passageways to the sewers and streets, and 
  then assembled their army. 
  As all their previous raids with such tactics, 
  the Azcans where caught completely by 
  surprise.  It is only because Tenpocatliotl is 
  the second largest city in the Empire that 
  the elves were unable to utterly destroy it. 
  
  90 
   
  Still, this raid will have serious repercussions 
  on Azca, as Tenpocatliotl was the main 
  source of gold and wealth for the Empire.  
  The loss of the mines around the city as 
  they are forced to rebuild, and hold their 
  defenses, will definitely be felt by all Azcans. 
   
  THAUMONT 5, AC 1014: Arturo in 
  Akesoli 
  Location: Akesoli, Darokin.  KW 
  Description: Arturo Olivera, one of the 
  original Followers of the  Prophet Sitara 
  (who had saved him from orcs back in AC 
  1012; see PWA3), arrives in the city of 
  Akesoli in Darokin.  From there, he books 
  passage on a boat to Akorros, his home 
  town.  (See Va 25; Th 7, Ka 11.) 
  What This Means:  Arturo is simply doing 
  as Sitara has commanded.  He has decided 
  that his home town of Akorros is as good as 
  any place to build a temple to Gareth. 
   
  THAUMONT 6, AC 1014: Favian Tries 
  Diplomacy 
  Location: Faraway, Verdan, Esterhold 
  Peninsula.  KW 
  Description: King Favian Vern sends 
  diplomats to discuss with King Nicodemus 
  of Verdan of a way to avoid a useless war 
  between their two kingdoms. Favian’s 
  messengers affirm King Nicodemus and ex-
  King Xanthus will be allowed to leave freely, 
  with all who want to go with them and with 
  all treasure they want, if he accepts to 
  relinquish all claims to Verdan.  
  King Nicodemus has them arrested and 
  executed.  (See Th 20, Th 25.) 
  What This Means: Nicodemus is confident 
  in his army. He has always stopped Jennite 
  invasions coming from the wild east, and 
  has crushed all slave unrests easily. He 
  knows the rebels are not as well organized 
  here as they were in Blackrock. He has 
  prepared his army for the event, which has 
  been reinforced last year by the remains of 
  Xanthus’s, including the now-repaired flying 
  man-o-war. 
   
  THAUMONT 7, AC 1014: Arturo Back 
  Home 
  Location: Akorros, Darokin.  KW 
  Description: Arturo Olivera arrives in 
  Akorros.  After a brief reunion with his 
  family, he begins his task of preaching the 
  words of Gareth to the Darokinians.  (See 
  Va 25, Th 5; Ka 11.) 
   
  THAUMONT 9, AC 1014: Strange 
  Magic in the Forest 
  Location: Canolbarth Forest, Aengmor.  
  KW 
  Description: The elves of Alfheim are 
  mystified as their magic spells fail to bring 
  back water to the Canolbarth Forest.  Some 
  of the spells even misfire and cause minor 
  injuries.  Tension begins to mount between 
  the shadow elves and surface elves, as each 
  suspects the other of sabotage.  (See Va 3, 
  Va 28; Th 27, Ya 12.) 
  What This Means: A few of the surface 
  elves in the party are members of the 
  Alfheim Avengers, but they are not 
  responsible for any of the incidents.  These 
  elves truly suspect the shadow elves of the 
  sabotage, and are trying to cause dissent 
  among the two elven subraces by throwing 
  out accusations on the slightest error made 
  by the shadow elves.  The Alfheim Avengers 
  would rather see the shadow elves thrown 
  out of Canolbarth rather than live with them 
  in peace. 
  Jorodrin, now in charge of the Alfheim 
  elves, believes the shadow elves, and does 
  his best to calm the younger, hot-blooded 
  elves in his group. 
   
  THAUMONT 12, AC 1014: New High 
  Priestess 
  Location: Atruaghin Clans.  KW 
  Description: Eelsha Spider’s Kiss becomes 
  the High Priestess of the Tiger Clan of 
  Atruaghin after the former high priest dies 
  in his sleep (see GAZ 14: Atruaghin Clans). 
  
  91 
   
  What This Means: Eelsha has wanted to 
  be High Priestess all her life and has finally 
  succeeded in poisoning the former High 
  Priest.  Now that she is in charge, she begins 
  to become more ambitious and starts 
  looking at the neighboring clans and their 
  territories. 
   
  THAUMONT 12, AC 1014: Zvornik on 
  the Attack 
  Location: Zvornik, City-State of Zvornik.  
  SC 
  Description: 
  Derdren 
  Zvornik, 
  the 
  Margrave of Zvornik, sends his military out 
  to capture the free town of Bistr.  The 
  village falls within the day, and Margrave 
  Zvornik declares that all of Cape Korcula is 
  now under the jurisdiction of the City-State 
  of Zvornik.  (See Ya 18, Ya 24.) 
  What This Means: Derdren Zvornik has 
  always been power-hungry, seeking nothing 
  less than to rule a kingdom under his name.  
  When his father died last year, he started to 
  build up his forces to commence his dreams 
  of conquest and glory. 
  The forces of Hule watch the sudden 
  deployment 
  carefully, 
  looking 
  for 
  an 
  opportunity for their own expansion. 
   
  THAUMONT 14, AC 1014: Abandoned 
  by the Knights 
  Location: Arypt Desert, Davania.  KW 
  Description: Having used the Karameikans 
  to help pilot the Alphatian skyship out of 
  the Hollow World, General Anna von 
  Hendriks decides that now is the time to get 
  rid of them.  The Heldannic Knights turn 
  on the Karameikans and a battle erupts on 
  the entire ship. 
  The fight is forced to a halt as the ship 
  begins to plummet back down to the earth 
  as no one is controlling it.  The two groups 
  work together and manage to prevent the 
  complete destruction of the skyship as it 
  crashes into a large sand dune.  Still, the ship 
  is now damaged beyond repair. 
  Coincidence has it that more Heldannic 
  Knights were injured during the crash than 
  Karameikans, so the Karameikans quickly 
  take control of the situation. 
  The leader of the Karameikans decides to let 
  the Knights go provided that they promise 
  on Vanya to go their own way and not to 
  attack them again.  General Anna von 
  Hendriks is forced to agree.  The two 
  groups separate and go their own way. 
  Looking at their maps, the Karameikans 
  discover that they must be somewhere in 
  the Arypt Desert on the continent of 
  Davania.  They start to head north, back 
  toward the Sea of Dread. 
  What This Means:  The Heldannic 
  Knights and the Karameikans managed to 
  escape the Hollow World by the southern 
  polar opening, the route usually used by the 
  Heldannic Knights, with the help of their 
  skyship.  It took them most of the year AC 
  1013 to get to the south pole without being 
  spotted by the Alphatians.  With a risky 
  procedure that the Heldannic Knights have 
  witnessed the Princess Ark do, they sped 
  through the center of the polar opening and 
  managed to break out into the Void before 
  the anti-magic forced the ship to crash.  
  Luckily, it just worked and they managed to 
  regain control just hundreds of feet above 
  ground before crashing. 
  For the past week they have been flying 
  over Davania and heading back to the 
  Known World, where the Karameikans plan 
  on revealing the existence of the Hollow 
  World.  General Anna von Hendriks prefers 
  to keep the Hollow World a secret so that 
  only the Heldannic Knights would be aware 
  of it and capable of exploiting it.  The 
  solution to keeping it a secret was simply to 
  silence 
  the 
  Karameikans, 
  permanently.  
  Unfortunately, she failed, and now the 
  Knights must also find a way back home 
  without the help of a skyship. 
   
  THAUMONT 16, AC 1014:  Attack on 
  the Monastery 
  Location: Monastery of Gareth, Khurish 
  Massif, Sind.  KW 
  
  92 
   
  Description: The next unit of Huleans 
  arrives at the monastery of Gareth and 
  attempts to capture the heretic priests.  But 
  the orcs and soldiers are unable to get to the 
  top of the mountain where the monastery is, 
  so Sitara and Anand remain safe in their 
  religious stronghold.  (See Va 17, Va 23, Va 
  25; Fl 1, Fl 10.) 
   
  THAUMONT 17, AC 1014: Bandits in 
  Heldann 
  Location:  100 miles from Freiburg, 
  Heldannic Territories. KW 
  Description: A patrol of Heldannic Knights 
  bringing gold (taxes and treasures from 
  captured lands) back to Freiburg is 
  ambushed by a large group of armed 
  peasants.  The peasants manage to grab the 
  wagon with the gold and get away.  The 
  rebels, knowing the surrounding forests 
  better than the Knights, manage to split up 
  and lose their pursuers. The use of magic 
  prevents the knights from using their own 
  clerical magic to track down the traitors. 
  The 
  Heldannic 
  Knights 
  believe 
  that 
  Geoffrey of Grunturm is behind the daring 
  raid.  The loss of money causes a serious 
  blow to the war funds of the nation.  (See 
  Ya 14, Fe 7.) 
  What This Means: The Heldannic Knights 
  were never truly loved by the commoners of 
  the Heldann Freeholds, but were tolerated 
  because life managed to go on more-or-less 
  as usual.  However, last year, Wulf von 
  Klagendorf declared an Inquisition against 
  the non-believers in Vanya (JA, Nuwmont 1, 
  AC 1013).  Too many sons and daughters 
  have been executed in that Inquisition, and 
  many of them only to gain land/property 
  for the Lord leading the Inquisition more 
  than for any religious heresy.  Many 
  Heldanners have had enough, and are ready 
  to start a rebellion against their oppressors.  
  This raid is just the first of many skirmishes 
  and was as much intended to show 
  inspiration to the commoners as to deal a 
  severe blow to the Knights’s coffers.  
  Geoffrey of Grunturm is behind this 
  particular group of rebels.  His own lands in 
  southern Norwold having been overrun and 
  conquered (and his people enslaved by the 
  priesthood of Vanya) by the Heldannic 
  Knights, Geoffrey has decided that he has 
  had enough with the clerics of Vanya.  He 
  has returned to his homeland, having vowed 
  not to give up until the Knights have been 
  defeated so that they can no longer harm 
  and persecute anyone else.  He has managed 
  to inspire several peasants who have also 
  decided that enough is enough. 
   
  THAUMONT 17, AC 1014: Hard-Ball 
  Stadium Completed 
  Location: Ionace, NACE.  KW 
  Description: The Stadium that will host the 
  Super-Hard-Ball matches in Flaurmont is 
  completed just in time on Ionace.  (see Va 1; 
  Fl 1, Fl 28.)   
  What This Means: The Council declared 
  the season open the first day of Vatermont, 
  although 
  the 
  stadium 
  what 
  not 
  yet 
  completed at the time. Magic has been used 
  to speed it up. 
   
  THAUMONT 17, AC 1014: A Deadly 
  Sandstorm 
  Location: Arypt Desert, Davania.  KW 
  Description: 
  The 
  Karameikan 
  Polar 
  Expedition 
  spots 
  a 
  huge 
  sandstorm 
  approaching them rather quickly.  They look 
  for shelter and soon discover a huge crystal 
  pyramid.  They take shelter within the 
  strange structure.  (See Th 14; Th 18, Th 
  22.) 
  What This Means:  The crystal pyramid 
  belonged to the now long gone Katapec 
  people.  The reference to them is given in 
  PC2: Top Ballista, on p.28 in the Tabi 
  description.  What exactly this culture was 
  or what happened to them (Hollow World?) 
  is unknown. 
   
  THAUMONT 18, AC 1014: Attempt at 
  Communication 
  Location: Arypt Desert, Davania.  KW 
  
  93 
   
  Description: The leader of the Karameikan 
  Polar Expedition decides, on a lark, to try 
  the scroll of communication he has been 
  carrying around for the past three years.  
  The scroll had failed in the Hollow World, 
  but perhaps it will work again now that they 
  are back on the surface world. 
  There is no answer to his message.  (See Th 
  14, Th 17; Th 22, Fl 12.) 
  What This Means: The captain of the 
  Farseeker has given up on the expedition 
  and believes they are all dead.  The 
  Farseeker returned to Karameikos in the 
  spring of AC 1013 (See PWA3, Ei 28.).  No 
  one 
  is 
  looking 
  at 
  the 
  scroll 
  of 
  communication anymore. 
   
  THAUMONT 20, AC 1014: Assault on 
  Verdan 
  Location: Verdan, Esterhold Peninsula.  
  KW 
  Description: Although he has troops 
  stationed in Alpha and the Yanniveys, 
  Commander Broderick decides for the 
  invasion 
  of 
  Verdan. 
   
  Knowing 
  his 
  submersible galleys will be no surprise, 
  Broderick decides to attack from different 
  directions at the same time. Of course, he 
  puts his submersibles and ships into 
  position on the Verdan coast and Faraway’s 
  harbor, with marines pouring out of them, 
  but he also leads infantry through the woods 
  of Esterhold from the port cities of 
  Anchorage to the west and Rock Harbor to 
  the south. At the same time, some Jennite 
  tribes lead skirmishes on the eastern forts - 
  thanks to Broderick’s gold. The Jennite 
  slaves in Faraway, hoping at the sight of the 
  foreign troops, cause some trouble within 
  the city - although they are largely 
  disorganized.   
  King Nicodemus didn’t expect such an all-
  out assault, and finds it difficult to battle on 
  all fronts at the same time. The undefended 
  interior land quickly falls to Broderick’s 
  marching troops; only the capital and the 
  three eastern forts remain uncaptured, 
  though they become isolated from each 
  other.  (See Th 6; Th 25, Fl 7.) 
   
  THAUMONT 22, AC 1014: Marching 
  Home 
  Location: Arypt Desert, Davania, and 
  Qeodhar.  KW 
  Description: The Karameikans decide that 
  the best place to go right now would be the 
  Thyatian city of Raven Scarp. 
  With a specific destination in mind (and the 
  sandstorm over), the group marches out 
  into the desert.  (See Th 17, Th 18; Fl 12, Fl 
  25.) 
   
  THAUMONT 25, AC 1014: Faraway 
  Besieged 
  Location: Faraway, Verdan, Esterhold 
  Peninsula.  KW 
  Description: Surprised by the way things 
  turned out, King Nicodemus decides to 
  throw all of his forces into the battle. His 
  divisions have been more or less able to 
  keep the Alphatian armies at bay so far, 
  although the rest of the land is probably no 
  more his - except perhaps the eastern forts. 
  He fears an uprising of the Jennite slaves, 
  however, and he knows he would have a 
  hard time fighting it with all his troops busy 
  repelling the Confederated Army. So he 
  decides to strike with Xanthus’s man-o-war, 
  and delights in the sight of the ship blasting 
  squads of attackers trying to break through. 
  Suddenly, three more skyships appear in the 
  sky, and shoot at the man-o-war. The ship 
  soon crashes to the ground, damaged 
  beyond repair. The Jennite slaves cheer at 
  the sight of the crashing ship, and seize the 
  opportunity to rebel again. 
  Attacked from sea, air, land, and from inside 
  the city, the Verdan troops find themselves 
  overwhelmed and must retreat to the palace 
  where they rally. By the end of the day, most 
  of the city has been conquered. Many 
  Verdan masters are assassinated by their 
  rebelling slaves, and small groups of loyalist 
  troops that find themselves surrounded by 
  rebels are butchered - the Verdan soldiers 
  do the same with the groups of rebels they 
  encounter.  (See Th 6, Th 20; Fl 7, Fl 18.) 
  
  94 
   
  What This Means: Broderick knew of 
  Xanthus’s ship, so he hired all the skyships 
  that Floating Ar and Aeria could spare. He 
  didn’t put them to work immediately, 
  however, rather preferring to surprise 
  Nicodemus and Xanthus. 
  His tactic proved successful, because the 
  destruction of the two kings’ ace caused 
  their armies’ rout. Broderick himself is 
  surprised by the rapidity with which he has 
  taken most of the land, and hopes this will 
  not cause Thyatis to react with hostility. 
  Broderick now does his best to prevent the 
  rebels 
  from 
  murdering 
  everyone 
  of 
  Alphatian descent they see - he knows the 
  surrender of the palace and the forts is only 
  a matter of time. 
   
  THAUMONT 27, AC 1014:  Source of 
  Warped Magic Found 
  Location: Canolbarth Forest, Aengmor.  
  KW 
  Description: After a couple of weeks of 
  research, the elves discover that some 
  strange magic is starting to overwhelm the 
  forest and is preventing the elves’ magic 
  from working.  The exact nature of this 
  magic remains a complete mystery. 
  Both Jorodrin and Tanadaleyo are intrigued 
  by this and decide to study it further.  (See 
  Va 28, Th 9; Ya 12, Ya 19.) 
  What This Means: Although each sub-race 
  of elves blames the other, in fact neither are 
  directly responsible for preventing the magic 
  from working.  The former nation of 
  Alfheim has always been a strong magical 
  place.  Most of the magical energies of the 
  nation focused into areas that became 
  known as Magic Points (see GAZ 5; The 
  Elves of Alfheim).   
  When the shadow elves unleashed their 
  great magic (some say enhanced by 
  Atzanteotl, but that might be a rumor 
  spread by the Alfheim Avengers) against the 
  forests of Alfheim, that magic eventually 
  dissipated and merged into the existing 
  magic points, corrupting them as it once 
  corrupted the now dying forest.  At this 
  point, the magic points are causing more 
  nightmares, madness and insanity than ever 
  before, and they are releasing never before 
  seen monsters onto the world of Mystara. 
  As a side effect, they are beginning to 
  influence and cause the strongest/largest 
  magical effects (such as nation-wide weather 
  magic) to go wild or not work at all. 
   
  THAUMONT 28, 1014 AC: Prince 
  Malachie’s Savior 
  Location: Chateau Morlay, Glantri.  KW 
  Description: A heavily armed, trained, and 
  magical group of mercenaries breaks into 
  Chateau 
  Morlay 
  and 
  attacks 
  Prince 
  Malachie.  The castle defenders are unable 
  to stop the intruders, and several guards are 
  killed.  When Malachie himself is cornered 
  by the assailants, another mage arrives and 
  joins to the defense of the Prince.  This 
  unknown mage uses several powerful spells 
  and manages to chase off the attackers.  
  Once the danger is gone, the man 
  disappears as mysteriously as he arrived. 
  None of the attackers are captured. 
  Rumors in taverns about the incident seem 
  to indicate that Etienne d’Ambreville 
  returned to help Prince Malachie just as he 
  did two summers ago to help his successor 
  against Henri d’Ambreville.  Some begin to 
  claim that his ghost is watching over his 
  former allies during his life. 
  What This Means: Synn discovered that 
  Malachie gave Jaggar one of her scales and 
  has decided that she has had enough with 
  the interfering Prince.  She used her vast 
  treasure horde to get the best mercenaries 
  she could find.  Through a chain of 
  contacts, so no trail could be lead back to 
  her, she hired them to eliminate her 
  opponent 
  without 
  further 
  delay.  
  Unfortunately they failed. 
  The mysterious mage that saved Malachie 
  was indeed Etienne d’Ambreville.  Rumors 
  of his return have been going around since 
  the summer of AC 1012, but the former 
  Prince has decided he would rather stay in 
  hiding until he can recuperate and regain all 
  
  95 
   
  the power he once had (either attain 
  Immortality again or avoid being detected 
  by the other Immortals until he is ready for 
  them if he is Immortal once more, 
  depending on the outcome of Mark of 
  Amber).  When he does return, Etienne will 
  need all the allies he can get to help him 
  reestablish his political power, and therefore 
  could not afford for Prince Malachie to be 
  defeated.  He was forced to come out of 
  hiding to help his ally. 
  The other Princes of Glantri, upon hearing 
  the rumor, will begin to once more search 
  and try and discover Etienne d’Ambreville 
  as they did when rumors left Chateau Sylaire 
  about his return.  As during their previous 
  search, all means mundane and magical will 
  reveal nothing of his presence. 
   
   
   
   
   
   
   
  Strange Magic In Canolbarth 
  [Excerpted from a report submitted to the 
  Darokin 
  Diplomatic 
  Corps 
  (DDC); 
  reprinted with permission.] 
  At the request of the exiled elves of 
  Alfheim, I have accompanied them back 
  into their former homes within the nation of 
  Aengmor.  Because of the presence of one 
  of their most important Tree Keepers, 
  Jorodrin Feadiel, and their distrust of the 
  shadow elves, the Alfheimers prefer to have 
  a neutral party act as mediators.  Hence the 
  involvement of the DDC.  This is my first 
  report. 
  The Alfheim exiles decided to give a 
  peaceful attempt to work together a try.  I 
  believe that the main reason is that they 
  cannot bear to see their beloved forest die.  
  The elves would rather see it in the hands of 
  the enemy that have it disappear altogether.  
  Still, the presence of some of their sharpest 
  military minds under false names in the 
  party leaves me to believe that other events 
  might have transpired within the forest as 
  well.  More than likely, it was merely 
  reconnaissance, but perhaps we should take 
  a deeper look into the plans of the Alfheim 
  elves as well.  I believe (CENSORED). 
  For the past three weeks, both races of elves 
  have been trying desperately to save the 
  Canolbarth forest from destruction by the 
  lack of rain the area has been suffering the 
  past several years.  The blight oaks that are 
  currently dominating the vegetation seem 
  able to survive extended droughts so far, but 
  the shadow elves fear that if this continues 
  for a few more years, they will surely die as 
  well. 
  Yet magical experimentations on both side 
  always fail miserably.  Just yesterday, there 
  was an explosion which wounded two of 
  our [DDC. Ed.] members and destroyed 
  one 
  of 
  our 
  wagons, 
  exposing 
  (CENSORED).  Luckily, no one noticed 
  thanks to the commotion caused by the 
  wounded.  Another way that the magic fails 
  to work properly is that instead of 
  summoning rain or water, monsters appear 
  out of thin air and attack the elves.  As of 
  yet, I am amazed no one is dead from the 
  wild surges. 
  While 
  talking 
  to 
  Jorodrin 
  about 
  (CENSORED), the discussion soon turned 
  to the failure of the magic.  His assistant 
  insinuated that the shadow elves were 
  somehow behind it, but Jorodrin is positive 
  that they are not.  The senior elven Tree 
  Keeper gave me the impression that not just 
  the weather magic was behaving wrong, but 
  so was all magic cast within the area.  If this 
  is indeed the case, perhaps we should re-
  examine our outposts along (CENSORED).  
  Maybe this wild-magic zone is spreading and 
  might soon enter the lands of Darokin as 
  well. 
  My shadow elf contacts were less subtle and 
  outright accused the Alfheim elves of 
  treachery in an attempt to destroy their 
  forest home that they have worked so hard 
  to achieve.  Guards were placed around the 
  elven encampments, and no Alfheim elf was 
  ever allowed to venture out of the sight of 
  
  96 
   
  the guards.  Needless to say, this caused 
  various problems and arguments which I 
  needed to mediate.  Worse, such arguments 
  delay the research to a point where only one 
  day out of three or four were actually spent 
  trying to save the forest while the others 
  were wasted arguing. 
  Soon enough, however, it was indeed 
  discovered that neither of the elven races 
  seemed to be behind the wild magic and 
  another truce was declared.  Jorodrin 
  deduced that before anyone could even 
  attempt to save the forest with magic, they 
  first had to discover what exactly was 
  causing magic to be so unpredictable.  With 
  a surprisingly good group effort, they had 
  managed to deduce that it wasn’t even from 
  their current position that the warping 
  effects were coming from.  This teamwork 
  shows that the elven groups can indeed 
  work together, and very effectively as well.  
  An alliance between the two would make 
  them a powerful force indeed, but with their 
  distrust and hatred toward each other, I 
  doubt this will happen during the current 
  elven 
  generation 
  (i.e. 
  this 
  whole 
  millennium). 
  The perturbation in the magical energies 
  seemed to be originating from the Magic 
  Points of the Canolbarth Forest (see 
  Attachment A (CENSORED)).  The entire 
  research party moved closer to one of these 
  Magic Points so they could get a better look 
  at things.  
  The closer one got to these famous Magic 
  Points, the more the forest appeared warped 
  and twisted.  Even nature had turned wild, 
  as we witnessed no less than three trees 
  uproot themselves and walk to another 
  location.  Jorodrin assured me they were not 
  treants nor any other type of living tree; they 
  were normal oaks which simply went for a 
  walk.  While there, night and day raced by 
  several time in just a few hours, yet time 
  itself remained unchanged; we did not get 
  hungry or tired... just the sun and moon 
  changed positions several times in the sky 
  above. 
  It was also in that area that one of the 
  Alfheim elves went insane.  He cried out at 
  the shadow elves, calling them orcs and 
  dwarves, while his fellow Alfheim elves were 
  apparently some type of ogre-halfling 
  crossbreed (don’t ask, I’m not sure 
  myself...).  Whatever affected magic and 
  nature was apparently also capable of 
  affecting the minds of those that went near.  
  It is because of these properties that the 
  elves have named these areas the Wild 
  Lands.  They have begun to try and analyze 
  how these Wild Lands were created and if 
  they are indeed growing to encompass all of 
  Alfheim. 
  Of course, the younger Alfheim elves 
  immediately accused the shadow elves for 
  the mental state of their friend.  Once more, 
  the shadow elves denied any involvement.  
  From the information I have gathered on 
  shadow elves, I must say I believe them.  As 
  we know, the shadow elves are xenophobic, 
  arrogant and do what they want but they are 
  not the type to lie about it (see Attachment 
  B (CENSORED)).   
  Jorodrin continues to tell his entourage to 
  wait a bit as they have several years to 
  examine the situation.  But the other 
  Alfheim elves seem rather impatient, and I 
  fear it is only a matter of time before they 
  start another useless argument.  Once again, 
  I will be forced to mediate, and frankly, I 
  thought it would be easier to get the 
  dwarves to ally with the elves than it has 
  been working with these two elven races. 
  U.B. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  97 
   
  Spring 
   
  FLAURMONT 1, AC 1014: Stories of 
  Heroes Spread 
  Location: Sind.  KW 
  Description: Word spreads throughout the 
  mumlykets of Gunjab, Sindrastan, and 
  Peshmir about the siege at the monastery of 
  Gareth.  The Sindhis of the region begin to 
  see Sitara and Anand as heroes who are 
  trying to oppose the Huleans, and begin 
  praising their courage.  (See Va 25, Th 16; Fl 
  10, Fl 14.) 
  What This Means: Although originally the 
  intent of the siege was to stop the 
  blasphemy of the priests of Gareth, that 
  notion is soon forgotten by the people of 
  Sind who now view it more as a Sindhis 
  against Huleans confrontation.  Instead of 
  trying to discredit Sitara and the others as 
  the Rishiyas had hoped, they are turning 
  popular opinion on their side. 
   
  FLAURMONT 1, AC 1014: Super-Hard-
  Ball Tournament Begins 
  Location: Ionace, NACE.  KW 
  Description: All teams that have qualified 
  arrive on Ionace today. The 17 teams will 
  meet each other in the Super-Hard-Ball 
  stadium; the final will be held on Flaurmont 
  28 between the two best teams.  (See Va 1, 
  Th 17; Fl 28.) 
  What This Means: When the Super-Hard-
  Ball tournament was created, there has been 
  some arguing within the Council as to 
  whether it was to be held in a different 
  member state each year or on Ionace. It was 
  decided that there were too many member 
  states to use the round-robin method, and 
  that tourism could help developing Ionace. 
   
  FLAURMONT 
  3, 
  AC 
  1014: 
  Great 
  Migration Commences 
  Location: New Kolland, Glantri.  KW 
  Description: Hool’s Great Migration sets 
  out today, now that the passes are mostly 
  clear of snow. To his surprise, he is greeted 
  by the sight of Nizam-Pasha and his gnollish 
  hordes.  Nizam has thought over Hool’s 
  proposition, and decided to join the 
  expedition. Hool accepts, and the two tribes 
  set out together.  (See Nu 1; Fl 20, Fl 24.) 
  What This Means: In a meeting with his 
  advisors a few weeks ago, Nizam fell into a 
  trance and proclaimed he was the voice of 
  Ranivorus, 
  gnollish 
  patron. 
  He 
  then 
  commanded 
  the 
  gnolls 
  to 
  join 
  the 
  expedition. When he awoke, Nizam’s 
  advisors told him of the phenomenon, and 
  they immediately began to prepare for the 
  journey. Ranivorus has found out about 
  Wogar’s plans and has his own vile purposes 
  for retrieving the Blue Knife. 
   
  FLAURMONT 
  7, 
  AC 
  1014: 
  Forts 
  Surrender 
  Location: Eastern forts, Verdan, Esterhold 
  Peninsula.  KW 
  Description: The commanders of the forts 
  protecting Verdan from the Jennite tribes, 
  now under siege by Alphatian troops for 
  more than two weeks, decide to surrender. 
  Since the Jennite tribes have been driven 
  active in the region - thanks to Broderick 
  himself, who didn’t think this would be 
  useless - the forts remain manned as usual, 
  though authority passes to the Alphatians. 
  Most of the men that are no more needed 
  here are sent north to Faraway to help in the 
  taking of the city.  (See Th 20, Th 25; Fl 18, 
  Ya 11.) 
   
  FLAURMONT 
  10, 
  AC 
  1014: 
  Blasphemers Captured 
  Location: Monastery of Gareth, Khurish 
  Massif, Sind.  KW 
  Description: The Huleans, now backed up 
  by mages and their own priests of 
  Bozdogan, breach the defenses of Sitara and 
  Anand and capture the temple of Gareth.  
  Five apprentices are killed in the fighting, 
  while the rest are all taken prisoner by the 
  Huleans.  (See Th 16, Fl 1; Fl 14, Fl 21.) 
   
  
  98 
   
  FLAURMONT 
  10, 
  AC 
  1014: 
  War 
  Declared on Humanoids 
  Location: Soderfjord, Soderfjord Jarldoms.  
  KW 
  Description: Pressured by his various Jarls, 
  King Ragnar once again leads his men into 
  the Hardanger Mountains to chase out the 
  humanoids that have been harassing his 
  people for the past couple of years. 
  In addition to his normal army, several 
  bands of mercenaries and adventurers 
  march into the mountains as well, hoping to 
  get their share of the 1,000,000 gp offered in 
  bounties in the Humanoid Defense Fund 
  established by the Nordhartar Defense 
  League (JA, Sviftmont 28, AC 1013). 
  Finally, Vestland has also begun to 
  coordinate attack plans with Soderfjord as 
  they too are being harassed by orcs (instead 
  of Kobolds) and it would be best for both 
  nations to be rid of all humanoids. 
  This time, they march straight for the Falun 
  Caverns which where discovered two years 
  ago by his scouts (PWA3, Eirmont 26, AC 
  1012) but he had never been able to attack 
  because of the constant raid and harassment 
  between the kobold and human armies last 
  year.  (See Fl 25, Ya 8.) 
  What This Means: This is basically a 
  straight-forward 
  human 
  vs. 
  goblinoid 
  military campaign by the men of the 
  Soderfjord Jarldoms.  Ragnar, having lost 
  many men and battles in the mountains the 
  past couple of years, had hoped to end the 
  fighting before losing more face to his 
  people, and hence helped establish the 
  Humanoid Defense Funds.  But it was too 
  late; he had already lost the respect of 
  several Jarls when he withdrew and declared 
  the war over.  Determined to prove once 
  again that he is a great warrior, he leads for 
  the third year in a row another army up into 
  the mountains to find and defeat the kobold 
  horde. 
   
  FLAURMONT 11, AC 1014: Skirmish in 
  Orclands 
  Location: Orclands, Darokin.  KW 
  Description: While on a routine patrol 
  today, two legions from Fort Nell encounter 
  a large 
  force of goblinoids in the 
  southeastern 
  spur 
  of 
  the 
  Dwarfgate 
  Mountains. The two forces clash, and the 
  goblinoids are driven back into the 
  mountains.  (See Ya 1, Kl 5.) 
  What This Means: The Orclands of 
  Darokin have been quiet for many years 
  now. It was presumed that there was a civil 
  war going on between the trolls of C’Kag 
  and the orcs in the area. This goblinoid 
  incursion has put Fort Nell on the alert that 
  the Orclands may be active once more. 
  In truth, the situation is far worse than they 
  know. Last year, four goblinoid leaders - 
  King Alebane, Hutai-Khan, Moghul-Khan, 
  and General Tlatepetl - and their minions, 
  all refugees from shadow elf activity in the 
  Broken Lands, decided to move into the 
  Orclands. After a year or so of steady 
  fighting, they managed to bring the native 
  tribes in the region under their control. The 
  four leaders have formed a loose alliance 
  that will prove to be a menace to the already 
  harried Darokin in years to come. 
   
  FLAURMONT 12, AC 1014: Out of the 
  Desert 
  Location: Eastern Meghala Kimata Plains, 
  Davania.  KW 
  Description: 
  The 
  Karameikan 
  Polar 
  Expedition finally reaches the northern edge 
  of the Arypt Desert.  They enter the 
  Meghala Kimata savanna and proceed to 
  look for food and water to replenish their 
  supplies.  (See Th 18, Th 22; Fl 25, Fl 28.) 
   
  FLAURMONT 13, AC 1014: Prison 
  Break 
  Location: Borydos Island, Empire of 
  Thyatis.  KW 
  Description: A party using powerful 
  teleportation magic breaks into the prison 
  facilities of Borydos and manages to release 
  all the prisoners.  After massive chaos, all 
  the prisoners are recaptured (dead or alive) 
  by the guards and brought back to the 
  
  99 
   
  prison.  A head count reveals that 5 
  prisoners are missing, and none of those 
  who broke into the prison have been found 
  either. 
   
  FLAURMONT 14, AC 1014: Company of 
  the Bear Finds Antidote 
  Location: 
  Huptai 
  Territory, 
  Yazzak 
  Steppes.   SC 
  Description: The Company of the Bear, a 
  group of dwarven beer-drinking myrmidons 
  from Harstal, conquer a Huptai camp at the 
  eastern end of their territory.  From the 
  captured shaman, they manage to obtain a 
  couple dozen vials of a foul-tasting green 
  liquid which supposedly protects the goblins 
  from the flowers of the Field of Dreams.  
  They quickly rush back to Eusdria with their 
  important find.  (See Va 25, Th 3; Fl 20, Fl 
  28.) 
  What This Means:  The Company of the 
  Bear (majority are dwarves, but some 
  humans and elves are present) have always 
  had a jealousy toward the Knights of 
  Eusdria as the honorbounds have always 
  been the favorite of the King.  Therefore, 
  the mercenary company of myrmidons 
  decided to take care of the goblin problem 
  themselves just to upstage the Knights. 
  The Company therefore marched through 
  the Confederated Kingdom of Robrenn (in 
  small groups to avoid causing problems with 
  the local rulers), regrouped along the River 
  Lugdumna and then marched into the 
  goblin territories.  Their logic was that if 
  they could destroy the goblins from behind, 
  there would be none left to face them back 
  in Eusdria.  With the unexpected discovery 
  of an antidote to the amber lotuses, they 
  have decided to return home with the find. 
   
  FLAURMONT 14, AC 1014:  Prophets 
  Imprisoned 
  Location: 
  Raneshwar, 
  Mumlyket 
  of 
  Gunjab, Sind.  KW 
  Description: 
  Sitara 
  Rohini, 
  Anand 
  Brishnapur, and the surviving members of 
  the monastery of Gareth arrive, under heavy 
  guard, at the town of Raneshwar at the foot 
  of the mountains.  They are locked up in the 
  local dungeon for the night.  (See Fl 1, Fl 10; 
  Fl 21, Kl 5.) 
    
  FLAURMONT 18, AC 1014: Verdan 
  Surrenders 
  Location: Faraway, Verdan, Esterhold 
  Peninsula.  KW 
  Description: The troops pinned in the royal 
  palace in Faraway discover that King 
  Nicodemus has fled the palace by an 
  unknown mean, probably magic or a secret 
  exit. Without their leader, and with their 
  supplies running low, they decide to 
  surrender to Commander Broderick.  (See 
  Th 25, Fl 7; Ya 11, Ya 23.) 
  What This Means: Broderick has neutralized 
  all pockets of resistance in the meanwhile, 
  and this surrender means he is in complete 
  control of the land. He sends most of his 
  troops back home, to their respective 
  countries.  
  Nicodemus is on the run, and no one knows 
  what happened to Xanthus when his skyship 
  crashed, or even if he was on board. 
   
  FLAURMONT 
  20, 
  AC 
  1014: 
  Misunderstanding in Robrenn 
  Location: Barony of Nemausa, Robrenn.   
  SC 
  Description: The Company of the Bear, on 
  its way back to Eusdria, rushes through the 
  land of Robrenn.  There, they are 
  confronted by the local military and a 
  confrontation ensues.  It takes several hours 
  before a parlay and truce can be declared. 
  Once the Company of the Bear manages to 
  state that they merely wish to get home as 
  soon as possible because they have found an 
  antidote against the amber lotuses, Baron 
  Calturix lets them pass through his lands 
  under escort of his own army.  He warns the 
  leader of the Company of the Bear to 
  respect Robrenn’s borders from now on, 
  stating that he is only being generous 
  
  100 
   
  because of the dire situation Eusdria is 
  currently in. (See Th 3, Fl 14; Fl 28, Ya 7.) 
  What This Means: Although Eusdria and 
  Robrenn are allied together against the 
  goblinoids, they are still not nations at 
  peace.  Armies cannot cross the borders 
  with impunity, and the Baron of Nemausa 
  was perfectly right to defend his lands 
  against the Company of the Bear. 
   
  FLAURMONT 
  20, 
  AC 
  1014: 
  Fort 
  Lakeside Besieged 
  Location: Fort Lakeside, Darokin.  KW 
  Description: After a few arduous weeks of 
  travel through still heavily snowed in 
  mountain passes, the Great Migration 
  reaches Fort Lakeside, on the shores of 
  Lake Amsorak. In the raid that ensues, 
  Hool’s forces are driven back into the 
  mountains, but cause severe damage to the 
  fort and its surrounding town.  (See Nu 1, Fl 
  3; Fl 24, Ya 8.) 
  What This Means: Hool would have 
  preferred to avoid Lakeside, but his forces 
  were hungry and restless for action. Fort 
  Lakeside has never fully recovered from 
  damages it sustained in AC 1006 when the 
  meteor hit Glantri, but the legions were 
  thankfully on the alert due to raids in the 
  area in Ambyrmont of last year (see JA). 
  The troops at the newly constructed Fort 
  Highlake are alerted as well. Hool will be 
  harassed by Darokin troops as long as he 
  remains nearby. 
   
  FLAURMONT 21, AC 1014: Prophets 
  Freed 
  Location: Mumlyket of Gunjab, Sind.  KW 
  Description: 
  In 
  the 
  hills 
  between 
  Mahasabad and Palkat, the unit escorting 
  Sitara and the other prisoners is attacked by 
  a horde of bandits.  The outlaws make a 
  strike for the chain of prisoners, free them, 
  and then rush back into the hills with their 
  new allies.  (See Fl 10, Fl 14; Kl 5.) 
  What This Means: The bandits are a group 
  of Freedom Warriors who desire to 
  overthrow the Huleans in Sind and return 
  the nation to the Sindhis.  Chandra ul Nervi, 
  the secret leader of the Freedom Warriors, 
  however, did not order their escape.  Local 
  members of  the rebels heard the stories of 
  Sitara and Anand’s bravery at the monastery 
  of Gareth and decided that they had to free 
  such loyal members of their cause. 
   
  FLAURMONT 24, AC 1014: On the 
  Move Again 
  Location: Amsorak Mountains, Northern 
  Darokin.  KW 
  Description: Having been alerted to the 
  approach of troops from Fort Highlake, 
  Hool and his army set out once more, this 
  time to the west. The expedition will stick 
  close to the Amsorak Mountains as they 
  make their way along.  (See Fl 3, Fl 20; Ya 8, 
  Kl 2.) 
  What This Means: Hool’s small army 
  (about 3,000 strong) cannot stand long 
  against an organized Darokin resistance, so 
  he is moving towards the Sindhi/Darokin 
  border. He hopes that the Sindhi are less 
  organized, so as to continue his trek 
  southwards with a minimal amount of risk. 
  Also, he is aware of the humanoid 
  population in the Sind region of the 
  Amsorak 
  Mountains, 
  and 
  hopes 
  to 
  encourage some of them to join him. 
   
  FLAURMONT 25, AC 1014: Gnollheim 
  Ransacked 
  Location: Soderfjord Jarldoms, Northern 
  Reaches.  KW 
  Description: The forces of Ragnar enter 
  the hills of the area called Gnollheim and 
  invade in force several of the small gnoll 
  communities, crushing the outnumbered 
  defenders.  (See Fl 10; Ya 8, Ya 12.) 
  What 
  This 
  Means: 
  The 
  gnolls 
  of 
  Soderfjord have been allied with the kobolds 
  of the Hardangers for the past couple of 
  years.  Ragnar intends to crush all the 
  humanoids and eliminate any possible aid 
  the kobolds might receive. 
  
  101 
   
  Some of the gnolls escape and warn their 
  forces in the Hardangers to prepare for the 
  humans again. 
   
  FLAURMONT 25, AC 1014: In the 
  Jungle 
  Location: Jungle Coast, Davania.  KW 
  Description: 
  The 
  Karameikan 
  Polar 
  Expedition reaches the inner edge of the 
  jungle that covers the entire Jungle Coast.  
  (See Th 22, Ya 12; Fl 28, Ya 3.) 
  What This Means: The jungle is the first 
  sign that the Karameikans are getting close 
  to their goal.  Beyond the jungle lies the 
  coast to the Sea of Dread, and from there, a 
  way to Raven Scarp and finally home. 
   
  FLAURMONT 27, AC 1014: Hunt for 
  Thar Begins 
  Location:  Rhoona, Vestland, Northern 
  Reaches.  KW 
  Description: Forces of Vestland gather in 
  Rhoona and march into the Makkres 
  Mountains, intent on defeating Thar and his 
  horde before it gets too much out of 
  control. (see Ya 23, Fe 24.) 
   
  FLAURMONT 28, AC 1014: Super-
  Hard-Ball Final 
  Location: Ionace, NACE.  KW 
  Description: All teams, including those 
  from Karameikos (the Mirros Knights) and 
  Aeria (the Featherfall Plumes), fought great 
  matches during the whole month. All 
  Council members and ambassadors, as well 
  as many nobles and commoners alike, assist 
  today to the final of the Super-Hard-Ball 
  between the teams of the Aquas Seahawks 
  and 
  the 
  Coppertown 
  Red 
  Skins 
  of 
  Dawnrim. After a long, disputed match, the 
  Seahawks prevails.  (See Th 17, Fl 1.) 
  What This Means: This first season of 
  Hard-Ball was a real success. 
   
  FLAURMONT 28, AC 1014: A Tabi Clan 
  Location: Jungles of the Jungle Coast, 
  Davania.  KW 
  Description: 
  The 
  Karameikan 
  Polar 
  Expedition encounters a family of tabi 
  which spies on the party, goes through their 
  equipment, and basically 
  annoys 
  and 
  harasses them despite their good intentions. 
  The group moves on, followed by one of 
  the tabi called Taxla.  
  The Karameikans try to convince Taxla to 
  go home as they do not like his excited and 
  curious behavior (nor the stench of tabi), 
  but Taxla refuses and follows them anyway 
  from in the trees above. (See FL 12, Fl 25; 
  Ya 3, Ya 25.) 
  What This Means:  Taxla is just an 
  ordinary young tabi who is going through a 
  phase of curiosity and adventure like the 
  young adventurers of all races.  He has 
  decided to follow these strangers as they 
  seem interesting. 
  The tabi are described in better detail in 
  PC2: Top Ballista, including game statistics 
  for them as PCs in the D&D game.  AD&D 
  stats are given in the Mystara Monstrous 
  Manual, but there are no rules for using 
  them as PCs in AD&D. 
   
  FLAURMONT 28, AC 1014: Company of 
  the Bear Meets the King 
  Location: Othmar, Kingdom of Eusdria.   
  SC 
  Description: The Company of the Bear 
  arrives at the capital of Eusdria where they 
  quickly hand their antidotes against the 
  amber lotuses to the King.  The King 
  honors the Company of the Bear for their 
  bravery and dedication to Eusdria.  (See Fl 
  14, Fl 20; Ya 7, Kl 3.) 
  What This Means:  King Sigismund III 
  immediately charges his best clerics to 
  discover how the green antidote works and 
  possibly how to make more of it.  The elven 
  King believes that he will finally be able to 
  strike back at the Huptai hobgoblins. 
   
  
  102 
   
  YARTHMONT 
  1, 
  AC 
  1014: 
  New 
  Enemies 
  Location: Fort Nell, Darokin.  KW 
  Description: A large force of goblinoids, 
  under the joint command of  Tlatepetl and 
  Hutai-Khan, makes its way along the 
  northern tip of the  Canolbarth forest today, 
  in an attempt to sneak up on Fort Nell. 
  Much to their surprise, they stumble across 
  a force of shadow elves in the region. In the 
  ensuing battle, the smaller army of shadow 
  elves is routed, but not before causing sever 
  damage to the humanoid army. After much 
  debate, the humanoids return to Orclands to 
  lick their wounds. (See Fl 11; Kl 5, Fy 2.) 
  What This Means: Tlatepetl is carefully 
  assessing the strengths of his neighbors on 
  the surface, and acquainting himself with the 
  ways of life aboveground. He coordinated 
  this attack on Fort Nell with Hutai-Khan for 
  that purpose, but he little expected to find 
  shadow elves camped on his very doorstep! 
   
  YARTHMONT 3, AC 1014: Bogdashkan 
  Orcs 
  Location: 
  Bogdashkan 
  tribal 
  lands, 
  Davania.  KW 
  Description:  The Karameikan Polar 
  Expedition is viciously attacked by a war-
  party of jungle orcs.  The two groups come 
  to a stand-still and fall back to regroup.  (See 
  Fl 28, Fl 25; Ya 25, Ya 27.) 
  What This Means:  The Karameikans have 
  just entered the tribal lands of the 
  Bogdashkan orcs.  The orcs will continue to 
  harass and attempt to kill them as long as 
  they remain in their territory, which will be 
  for about the next 10 days.  The 
  Karameikans 
  will 
  therefore 
  be 
  on 
  continuous guard and be rather exhausted as 
  the orcs obviously have the superiority in 
  numbers and can afford to attack in waves. 
  Luckily, the party’s priest can cast neutralize 
  poison to counter the effect of the blow gun 
  needles that the orcs are fond of. 
   
  YARTHMONT 
  7, 
  AC 
  1014: 
  Schattenalfen Look Toward the Traldar 
  Location: Issarthyl, Schattenalfen Caverns.  
  HW 
  Description: Queen Catriata declares that 
  the Schattenalfen will be concentrating their 
  attacks on the Traldar.  The military is to 
  prepare an attack on the city of Coresco.  
  (See Nu 15, Th 5.) 
  What This Means: It has come to the 
  attention of the Schattenalfen that Traldar 
  raids against them, as well as incursions into 
  their territory has increased dramatically.  
  Queen Catriata believes that these are signs 
  of an imminent war or invasion by the 
  Traldar.  She therefore desires to strike first. 
  King Tiradon did indeed try to raise an army 
  for such a purpose last year, but failed.  
  Groups of heroes instead took off on their 
  own to recover the ancient artifact that the 
  Traldar never really knew about until late 
  last year. 
  As a side effect of the relocation of the 
  Schattenalfen troops, the Azcans now have 
  a break in which they can try and rebuilt 
  Tempocatliotl. 
   
  YARTHMONT 7, AC 1014: Flowers 
  Reach Lorsa 
  Location: Castle of Lorsa, Eusdria.   SC 
  Description: The amber lotuses reach as far 
  south as the Castle of Lorsa.  The Knights 
  of Eusdria evacuate, letting the goblins take 
  over the castle.  (See Fl 20, Fl 28; Kl 3, Fe 
  9.) 
   
  YARTHMONT 8, AC 1014: Chandbali 
  Location: Ruins of Chandbali, Sind.  KW 
  Description: Hool’s Great Migration comes 
  pouring out of the mountains and settles in 
  the ruined village of Chandbali (it was 
  destroyed by the meteor crash in AC 1006). 
  Their presence is noted by the mage Rohan 
  Kalkiin, whose tower is located nearby.  
  Hool, unknowing, gives praise to Wogar for 
  
  103 
   
  their luck thus far. (See Fl 20, Fl 24; Kl 2, Kl 
  22.) 
  What This Means: Hool got out of 
  Darokin with few losses, but he won’t stay 
  unnoticed in Sind. Rohan Kalkiin is the son 
  of the Rajah of Nagpuri, and is likely to 
  inform his father of the humanoid presence. 
  Hool may well find himself having to fend 
  off the entire Mumlyket of Nagpuri - a force 
  much stronger than his current army! 
   
  YARTHMONT 
  8, 
  AC 
  1014: 
  First 
  Contact With Kobolds 
  Location: 
  Hardanger 
  Mountains, 
  Soderfjord Jarldoms.  KW 
  Description: Ragnar and his men encounter 
  and skirmish with the first kobold and gnoll 
  defenders in the Hardanger Mountains 
  south of the Great Marsh.  After many little 
  battles, neither force seems to have greatly 
  affected the other. (See Fl 10, Fl 25; Ya 12, 
  Ya 16.) 
   
  YARTHMONT 11, AC 1014: Council 
  Discusses on Verdan’s Future 
  Location: Ionace, NACE.  KW 
  Description: The Council of the New 
  Alphatian Confederate Empire discusses on 
  the future of Verdan.  They think they 
  should name a Jennite king to rule the 
  country, since an Alphatian would probably 
  be viewed with suspicion, or even hostility 
  by the natives. Unfortunately, the rebels 
  have never been much organized there, and 
  there is no obvious strong leader.  
  King Favian of Blackrock then comes up 
  with 
  an 
  interesting, 
  though 
  unusual, 
  alternative: He proposes to regroup all of 
  the territories of the Esterhold Peninsula 
  into a single state,  the Republic of 
  Esterhold, which would be governed by an 
  elected ruler. Modeled somewhat after the 
  Minaean government to the south-east, it 
  would be composed of provinces, each with 
  an elected governor, who elect the president.  
  Elections could occur every six years; when 
  there is a tie for the naming of the president, 
  the Council decides. The governor would be 
  the ruler of his own province, and the 
  president 
  would 
  decide 
  on 
  matters 
  concerning the republic as a whole, or for 
  events involving more than  one province, 
  the Council or territories outside the 
  provinces. The Council decides to take the 
  time to ponder about this proposal and to 
  come to a conclusion during another 
  meeting. (See Fl 7, Fl 18; Ya 23.) 
   
  YARTHMONT 12, AC 1014: Ragnar 
  Dealt Hard Blow 
  Location: 
  Hardanger 
  Mountains, 
  Soderfjord Jarldoms.  KW 
  Description: The forces of Ragnar are 
  thrown into chaos as Psa’gh’s kobolds cause 
  an avalanche to destroy the men of the 
  Northern Reaches.  Once more, Ragnar is 
  forced to watch as several dozen warriors 
  are crushed to death.  (See Fl 25, Ya 8; Ya 
  16, Ya 28.) 
   
  YARTHMONT 12, AC 1014: Elven 
  Truce Broken 
  Location: Canolbarth Forest, Aengmor.  
  KW 
  Description: During a talk between the 
  shadow elves and elves of Alfheim over the 
  magic influencing the forest, a shadow elf 
  assassin attempts to kill Tree Keeper 
  Jorodrin Feadiel.  The forest elves retaliate 
  and about a dozen are wounded and/or 
  killed on both sides before the elves of 
  Alfheim manage to retreat and lose their 
  pursuers. (See Th 12, Th 27; Ya 19.) 
  What This Means: The shadow elves had 
  nothing to do with the assassination 
  attempt.  It was actually an elf of Alfheim 
  using his magic to impersonate a shadow elf 
  who fired the arrow at the Tree Keeper.  
  The elf, a member of the Alfheim Avengers, 
  purposely missed as he did not want to kill 
  one of his own.  The whole event was to 
  make it look like the shadow elves cannot be 
  trusted and to polarize the opinion of the 
  surface elves against the Shadow Elves.  It 
  seems the attempt worked. 
   
  
  104 
   
  YARTHMONT 13, 1014: Gaity in Chaos 
  Location: Gaity, Alatian Islands.  KW 
  Description: Gaity goes into a complete 
  state of chaos, as most of the petty barons 
  compete for more land, and eventually for 
  the kingship of the island. There is much 
  political intrigue, assassination attempts, 
  wars, and more between the ex-Thyatian 
  dominion rulers. Neither Thyatis - which 
  has troops stationed on nearby Aegos - nor 
  the New Alphatian Confederate Empire, 
  intervene. 
  What This Means: Since the island has 
  been granted independence from both 
  Thyatis and Alphatia by the Isle of Dawn 
  Treaty, the country has always been in a 
  state of chaos.  Escalation happens today, as 
  a baron military attacks his neighbors and 
  declares himself king. 
  What the PCs Can Do: If the PCs have 
  been granted dominion on the island when 
  it was part of the Thyatian Empire, they 
  can’t avoid being involved in the events. 
  They can even become the undisputed 
  leaders of Gaity, but that shouldn’t happen 
  before they lead their armies to successful 
  wars. 
   
  YARTHMONT 14, AC 1014: Knightly 
  Pride and Arrogance 
  Location: Freiburg, Heldannic Territories.  
  KW 
  Description: 
  Lenard 
  Doverson, 
  an 
  adventuring priest of Vanya from Thyatis, is 
  arrested in Freiburg for heresy against the 
  Heldannic Knights and Vanya.  At his trial 
  in the Star Chamber, he denounces 
  everything the Knights stand for and says 
  that they have lost the true meaning of 
  Vanya, which is to conquer, not to persecute 
  and enslave.  The man is executed for such 
  blasphemy, as “only the Heldannic Knights 
  know the true will of Vanya.” 
  Afterwards, throughout the Territories, the 
  Knights’ spells and magic begin to fail.  
  Many Knights are stripped of their most 
  powerful spells, while some even lose all 
  their spell-casting abilities.  Even their 
  famous Heldannic Warbirds lose power and 
  are forced to land; their magical artifacts 
  cease to function as well. (See Th 17; Fe 7, 
  Ei 23.) 
  What This Means: Vanya has always been 
  the patroness of War and Conquest, and she 
  has upheld the Heldannic Knights as her 
  favored as they were always ready to seek 
  glory in battle and war.  Yet last year, when 
  the Knights turned inwards rather than 
  continue conquering, and started their 
  persecution of others, Vanya was dismayed.  
  She gave them leeway as it is the right of the 
  conquerors to dictate how the conquered 
  will behave, to gain time to rest and gather 
  troops/intelligence, as well as to bring new 
  followers to her flock of worshippers.  But 
  then many of the Knight Lords began using 
  the Inquisition as means of disposing of 
  their 
  rivals 
  and 
  gaining 
  more 
  lands/money/power rather than for her 
  glory.  She has been disappointed ever since, 
  and the execution of one of her own faithful 
  priests trying to return them to the path of 
  conquest was the last straw.  The arrogance 
  at the trial of declaring that only the 
  Heldannic Knights know her desires have 
  cost most of them her blessings, as well as 
  the magical support they once had. 
   
  YARTHMONT 16, AC 1014: Siege of 
  Falun Caverns 
  Location: 
  Falun 
  Caverns, 
  Hardanger 
  Mountains. 
  Description: Ragnar and his men reach the 
  Falun Caverns and encounter the horde of 
  kobolds ready to defend it.  After a long and 
  bloody battle, the humans manage to win 
  the field as the kobolds flee back into their 
  caverns.  The forces prepare themselves for 
  a siege.  (See Ya 8, Ya 12; Ya 28, Kl 23.) 
   
  YARTHMONT 18, AC 1014: Clash at 
  Sea 
  Location: Gulf of Hule.  SC 
  Description: Ships of Zvornik clash with 
  merchant ships of Slagovich, plundering all 
  
  105 
   
  their cargo, then sinking them at sea.  (See 
  Th 12; Ya 24, Kl 7.) 
  What This Means: Zvornik is again 
  seeking to claim dominance to the area, and 
  is starting by destroying the ships of its 
  rivals, such as Slagovich. Slagovich will 
  naturally retaliate by handing out letters of 
  mark against the ships of Zvornik. 
   
  YARTHMONT 19, AC 1014: Elves 
  Escape Aengmor 
  Location: Aengmor/Darokin Border.  KW 
  Description: After a week of fleeing and a 
  few skirmishes with shadow elf soldiers, the 
  elves of Alfheim manage to escape the 
  Canolbarth forest and return to safety in 
  Darokin.  Jorodrin is stunned and cannot 
  believe the shadow elves acted in such a 
  way, yet he cannot deny what happened 
  either.  He starts making plans to return to 
  King Doriath in Wendar to inform him 
  what has happened.  (See Th 27, Ya 12; Sv 
  12.) 
   
  YARTHMONT 20, AC 1014: Wanderers 
  Make Plans 
  Location: City of Aengmor, Lower Broken 
  Lands.  KW 
  Description: Kanafasti and the Wanderers 
  believe to have found a way to stay in 
  Aengmor while maintaining the Way of 
  Rafiel; they intend to raise the city of 
  Aengmor to the surface world, where they 
  will claim a new way of Rafiel shall be born.  
  Abandoning the deformed and the old was 
  correct underground, as only the strong 
  could survive in that harsh land, but on the 
  surface world such events need no longer 
  occur.  They hope that they can start a more 
  caring religion of Rafiel in their new town 
  on the surface.  Kanafasti and the Wanderer 
  mages immediately begin the research for 
  such a powerful magical spell.  (See Fy 2, 
  Am 2.) 
  What This Means: Unfortunately for the 
  Wanderers, the idea was secretly brought to 
  them by the cult of Atzanteotl.  The cult of 
  Atzanteotl has grown as powerful as it dares 
  with the shamans of Rafiel in Aengmor.  
  They intend to destroy the shamans’ power 
  by raising the city to the surface, where their 
  soul crystals will be destroyed by the 
  sunlight, and hence they will lose all 
  spellcasting abilities.  If that were to happen, 
  the cult of Atzanteotl is sure they can take 
  over Aengmor.  The Wanderers, so intent 
  on changing the Way of Rafiel for 
  themselves, have failed to realize that 
  someone else might also be trying to impose 
  their own religion. 
  The shadow elf behind everything is 
  Xatapechtli, the Spymaster and Feathered 
  Serpent, his mind having been slowly 
  corrupted to the Azcan way of life (and 
  hence Atzanteotl) by the magical cloak he 
  wears.  He has been pulling the strings 
  behind the scenes to bring back the glory of 
  the way he now sees as the true way of life 
  of shadow elves (See GAZ 13: The Shadow 
  Elves for Xatapechtli’s stats).  And even 
  more unfortunately for the Wanderers, he is 
  clever and experienced enough to do it 
  without getting caught. 
   
  YARTHMONT 23, AC 1014: Trolls 
  Galore 
  Location: Makkres Mountains, Vestland.  
  KW 
  Description: The forces of Vestland 
  encounter a horde of trolls, and after a long 
  fight, the humans fall back from the vicious 
  beasts.  (See Fl 27; Fe 24, Fy 6.) 
  What This Means: Thar has managed to 
  convince the trolls of Trollheim to join his 
  horde and sent them after the invading 
  humans.  Still, the red orc realizes that it is 
  only a matter of time before the Vestlanders 
  get past the trolls and enter the mountains.  
  Thar sends scouts out to find other 
  humanoid tribes and clans in the area and 
  convince them to join his horde. 
   
  YARTHMONT 23, AC 1014: Council 
  Decides on Esterhold’s Future 
  Location: Ionace, NACE.  KW 
  
  106 
   
  Description: 
  The 
  Alphatian 
  Council 
  approves 
  King 
  Favian’s 
  proposition 
  concerning the Esterhold Peninsula. The 
  Peninsula 
  becomes 
  the 
  Republic 
  of 
  Esterhold, with a full seat at the Council. It 
  is composed of five provinces: The 
  Province of Anchorage (provincial capital: 
  Anchorage), the Province of Blackrock 
  (provincial capital: Skyfyr), the Province of 
  Marlin (provincial capital: Port Marlin), the 
  Province of Southrock (provincial capital: 
  Rock Harbor), and the Province of Verdan 
  (provincial capital: Faraway). The central 
  region, composed mainly of desert, broken 
  lands and other badlands, is under the direct 
  administration of the President.  
  Favian Vern is named President of 
  Esterhold until elections can be organized, 
  i.e. until the situation is stabilized. He is 
  charged 
  with 
  appointing 
  temporary 
  governors until the elections.  (See Fl 18, Ya 
  11; Fy 26, Am 21.) 
  What This Means: Once more, the New 
  Alphatian Council has agreed to try out one 
  of Favian’s strange ideas.  The first had to 
  do with naming a city, and now they are 
  trying his methods of politics.  How Favian 
  will manage to organize elections in this vast 
  land still remains to be seen, however. 
   
  YARTHMONT 24, AC 1014: Hojah 
  Enters the War 
  Location: Gulf of Hule.  SC 
  Description: During a naval battle between 
  ships of Zvornik and Slagovich, a trade ship 
  of Hojah is badly damaged.   
  Hojah, in retaliation, declares war against 
  Slagovich.  Its ships proceed to create a 
  blockade around Slagovich, preventing any 
  type of navel trade.  (See Th 12, Ya 18; Kl 7, 
  Fy 12.) 
  What This Means: Although technically 
  both sides are responsible for the damage to 
  the Hojahite ship, Hojah has always been on 
  relatively good terms with Zvornik.  Also, 
  their greatest trade rival has always been 
  Slagovich.  Add the fact that Derdren 
  Zvornik has promised not to attack Hojah, 
  Margrave Hojah decided to concentrate his 
  forces on Slagovich. 
   
  YARTHMONT 25, AC 1014: Capture 
  Location: 
  Manacapuru 
  tribal 
  lands, 
  Davania.  KW 
  Description: 
  The 
  Karameikan 
  Polar 
  Expedition is attacked, and eventually 
  captured by the Manacapuru tribesmen.  
  The surviving prisoners are brought back to 
  their village/town (Manacapuru). 
  Taxla manages to avoid capture and hides in 
  the dense foliage of the jungle.  He follows 
  them back to their village.  (See Fl 28, Ya 3; 
  Ya 27, Kl 1.) 
  What This Means: The Karameikan Polar 
  Expedition is having trouble getting home. 
   
  YARTHMONT 27, AC 1014: Sacrifice 
  Location: Manacapuru, Davania.  KW 
  Description: The Manacapuru bring the 
  Karameikan Polar Expedition members to 
  their temple, where they are sacrificed to 
  their snake-Immortals.  The Manacapuru 
  throw them into the snake pit at the end of 
  the large ceremony. 
  Taxla watches the event from far, then 
  moves in to see if there is anything he can 
  do to help. 
  The Karameikans discover, to their surprise, 
  that there is no giant snake in the pit to 
  devour them, but rather several snake-men, 
  who take them prisoner.  (See Ya 3, Ya 25; 
  Kl 1, Kl 20.) 
  What This Means:  The snake-men are 
  Yuan-ti who have managed to convince the 
  primitive 
  Manacapuru 
  that 
  they 
  are 
  Immortals and deserve worship.  The Yuan-
  ti manage to maintain this facade by having 
  as little contact with the Manacapuru as 
  possible, thereby preventing the possibility 
  of them learning that the Yuan-ti are mortal 
  and fallible like anyone else. 
  The Yuan-ti use those who are thrown into 
  the sacrificial pit as guinea pigs to be 
  transformed 
  into 
  histachii 
  or 
  for 
  
  107 
   
  reproduction.  That is the fate intended for 
  the Karameikans. 
   
  YARTHMONT 28, AC 1014: Cavern 
  Entrance Overtaken 
  Location: 
  Falun 
  Caverns, 
  Hardanger 
  Mountains.  KW 
  Description: After a few weeks of fighting, 
  the men of Soderfjord finally manage to 
  break into the Falun Caverns and claim the 
  entrance.  Psa’gh’s kobolds fall back into the 
  deeper caverns. Ragnar’s men are unable to 
  get much farther as the kobolds have riddled 
  their cavern with pitfalls, traps, and 
  ambushes.  (See Ya 12, Ya 16; Kl 23, Kl 25.) 
  What This Means: Psa’gh has the situation 
  well in hand.  Since the humans already 
  know where the Falun Caverns are, there is 
  no point in trying to lead them astray in the 
  mountains.  Psa’gh has let them enter the 
  cavern, where the humans must now split 
  up into small groups to get anywhere.  And 
  these small groups don’t stand a chance in 
  the maze of traps that the kobolds have 
  prepared.  Although Ragnar believes to be 
  making headway into the kobolds’ lair, he is 
  only advancing onto more and more traps 
  left by the kobolds. 
   
  KLARMONT 1, AC 1014: Escape From 
  Manacapuru 
  Location: Manacapuru, Davania.  KW 
  Description: Thanks to the thieving abilities 
  of Taxla, the Karameikan Polar Expedition 
  escapes from the Yuan-ti temple.  The 
  group flees into the jungle.  There, they 
  continue to try and get to the Thyatian 
  Hinterlands before being recaptured.  
  Because he saved their lives, the group 
  decides to accept Taxla within their ranks. 
  (See Ya 25, Ya 27; Kl 20, KL 23.) 
   
  KLARMONT 2, AC 1014: On the Run 
  Again 
  Location: Chandbali, Sind.  KW 
  Description: While still in Chandbali, 
  Hool’s forces are attacked by armies of the 
  Mumlyket of Nagpuri. They are driven back 
  into the mountains, though they suffer few 
  losses.  (See Fl 24, Ya 8; Kl 22, Fe 17.) 
  What This Means: As expected, the Rajah 
  of Nagpuri has retaliated against the 
  goblinoids. Hool would have moved sooner, 
  but for reports that a few tribes of 
  goblinoids from the Gunjab region were 
  marching to join the migration. His scouts 
  warned him of the coming of the 
  Nagpurians a few days ago, though, so he 
  sent most of his forces into the surrounding 
  mountains. The addition of the Gunjab 
  goblinoids brings his army near to 5,000, but 
  he now has to deal with how to get around 
  the Rajah’s Mumlyket. 
   
  KLARMONT 3, AC 1014: Goblinoid 
  Hunt Organized 
  Location: Othmar, Kingdom of Eusdria.   
  SC 
  Description:  King Sigismund III asks for a 
  couple of dozen brave warriors and 
  adventurers who would be willing to risk 
  their lives and enter the goblin territories to 
  find and kill the Huptai shamans.  Several 
  volunteer for a chance at the glory, but the 
  King only selects the best (either through 
  their reputation or various competitions 
  amongst the contenders) as the number of 
  antidotes he has is limited.  (See Fl 28, Ya 7; 
  Fe 9.) 
  What This Means: The clerics of Eusdria 
  were unable to reproduce the antidote to the 
  amber lotuses.  They did discover that the 
  antidote lasts for about a month, giving 
  special units enough time to accomplish any 
  mission they are sent on. 
  The King and his advisors decided that the 
  best solution would be to eliminate any 
  goblinoid shaman who knows how to keep 
  the plants alive out of their natural climate 
  (the Field of Dreams).  Once they are gone, 
  they should eventually die out and Eusdria 
  will be free of them. 
   
  
  108 
   
  KLARMONT 5, AC 1014: War in 
  Orclands 
  Location: Orclands, Darokin.  KW 
  Description: In the mountains of the 
  Orclands, a force of yellow orcs from Dast 
  clash with a group of hobgoblins and orcs 
  from Grukk. The fighting is bloody, and 
  there are many casualties.  (See Fl 11, Ya 1; 
  Fy 2, Fy 5.) 
  What This Means: Moghul-Khan and 
  Hutai-Khan have long been adversaries over 
  religious issues revolving around their 
  patron, Yagrai. Though few of Hutai-Khan’s 
  tribe of Hobgobland remain, most of 
  Moghul-Khan’s yellow orcs are direct 
  transplants from the Broken Lands. This 
  confrontation shows that old rivalries are 
  not soon to be forgotten, and serves as a 
  reminder of just how tenuous the goblinoid 
  alliance is in Orclands. 
   
  KLARMONT 5, AC 1014: Caravan 
  Raided 
  Location: 20 miles east of Gola Keep, Sind.  
  KW 
  Description: A caravan heading for Sayr 
  Ulan from Hule is ambushed soon after it 
  passes Gola Keep (on the western border of 
  Sind). The contents of the caravan, gold for 
  the Hulean armies, never reach their 
  destination.  (See Fl 14, Fl 21; Fe 6, Ei 7.) 
  What This Means: The Freedom Warriors 
  have made their first meaningful strike 
  against the Huleans.  Sitara and Anand, who 
  have been with them for over a month now, 
  have been preaching to the rebels, telling 
  them that the time for waiting is over and 
  that they should act now.  Anand has been 
  teaching many of the Freedom Warriors the 
  arts of the Shehid Mystics, slowly turning 
  them into a fighting force rather than simple 
  farmers who are revolting.  During this time, 
  many have also come to hear and appreciate 
  the words of Gareth, which is the main 
  reason Sitara and Anand joined them; they 
  wanted to show the people of Sind that they 
  can have a revolt without the help of the 
  Rishiyas or traditional Sindhi Immortals. 
  Following the traditions of the Shehid 
  Mystics, the gold is mostly given back to the 
  poor of the region who have suffered under 
  the Hulean rulers.  Enough is kept to 
  continue to supply the Freedom Warriors, 
  however.  Only the excess is given away.  
  Still, it is still enough gold to raise the public 
  opinion of the Freedom Warriors. 
   
  KLARMONT 7, AC 1014: Slagovich and 
  Zvornik Declare War 
  Location: Gulf of Hule.  SC 
  Description: Slagovich officially declares 
  war on Zvornik and sends its troops out to 
  defeat the Zvornikians.  The grounds 
  between the two City-States become a huge 
  battle ground.  Many free towns, such as 
  Budv, are destroyed by the warring 
  factions.(See Ya 18, Ya 24; Fy 12.) 
  What This Means:  All sides in this battle 
  loose many men, but the true victims are the 
  unallied towns crushed in the middle. Also, 
  any ship from any nation becomes a 
  “legitimate” target during the fighting, 
  making the City-States area a very dangerous 
  place to visit. 
   
  KLARMONT 10, AC 1014: Birth in 
  Imperial Family 
  Location: Thyatis City, Empire of Thyatis.  
  KW   
  Description: There is celebration in Thyatis 
  City as Emperor Eusebius I’s daughter is 
  born.  Eusebius names her Valentia after the 
  famous Empress of Thyatis that ruled the 
  Empire of Thyatis in the year AC 20 and 
  held it together after Zendrolion’s death.  
  (See Dawn of the Emperors boxed set for 
  Thyatis’ history) 
  What This Means:  There is no hidden 
  meaning in this event.  
  Of special note, Valentia seems very 
  magically inclined and could one day 
  become a powerful wizardess if trained 
  correctly.  Unfortunately, at such a young 
  age, there are still no signs of her potential 
  power. 
  
  109 
   
   
  KLARMONT 15, AC 1014: Land Cleared 
  for World Games 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: Sultan Mohammed Al-Kalim 
  declares that a large piece of land just 
  outside Ylaruam City is now considered to 
  be a foreign quarter.  It is there that the 
  World Games will be held in just two more 
  months.  (See Kl 26, Fe 15.) 
  What This Means: There are several laws 
  in Ylaruam that outsiders have trouble 
  obeying, such as the law that all mages must 
  wear brightly colored robes which indicate 
  that they are mages (see GAZ 2: Emirates of 
  Ylaruam).  Because of this, Ylaruam has 
  foreign quarters, in which the foreigners 
  rule, make their own laws, and punish 
  themselves accordingly.  Within these 
  quarters, the laws of Ylaruam do not apply.  
  Since the World Games are bound to bring 
  hundreds, if not thousands of foreigners and 
  infidels, the Sultan has merely assured that 
  they will have a place to stay and that in the 
  games, there will be no hassels of law or 
  such.   
  The Sultan has placed the ambassador of 
  Darokin in charge of the new foreign 
  quarters reserved for the World Games. 
   
  KLARMONT 20, AC 1014: Clash With 
  the Natives 
  Location: Leopard-Land, Davania.  KW 
  Description: 
  The 
  Karameikan 
  Polar 
  Expedition is ambushed by barbarians while 
  within the jungle.  The group’s magical 
  abilities (mages and priests) manage to 
  defeat the attackers and cause them to flee 
  back into the jungle. 
  What This Means: The Leopard Clan 
  attacked the Karameikans, having believed 
  that they were an armed Thyatian party 
  trying to capture their women and children 
  and corrupt them with their “civilization.”  
  (See Ya 27, Kl 1; Kl 23, Fe 2.) 
   
  KLARMONT 22, AC 1014: Raid on 
  Raneshwar 
  Location: 
  Raneshwar, 
  Mumlyket 
  of 
  Gunjab, Sind.  KW 
  Description: Hool’s forces stage a raid on 
  Raneshwar, destroying most of the town, 
  before taking off into the mountains again.  
  Maharajah Sarojun Sur is greatly distressed, 
  and appeals to Rajadhiraja Chandra Ul-
  Nervi for help.  (See Ya 8, Kl 2; Fe 17, Am 
  1.) 
  What This Means: On top of troubles with 
  the Followers of Gareth, now Sind must 
  deal with Hool’s Great Migration. Chandra 
  Ul Nervi will place this matter on the 
  shoulders of the Hulean occupying force, 
  stretching their forces even thinner. The 
  Master is quickly coming to realize how 
  much of a hassle it is to continue occupying 
  Sind. 
   
  KLARMONT 23, AC 1014: Fiends 
  Invited to Play 
  Location: 
  Falun 
  Caverns, 
  Hardanger 
  Mountains.  KW 
  Description: 
  The 
  defenses 
  of 
  the 
  Hardanger kobolds in the Falun Caverns 
  suddenly collapse as kobolds seem to be 
  fighting kobolds.  Ragnar and his men push 
  their way into the deep caverns.  They soon 
  discover the reason that the kobolds have 
  now started to flee the area; a pack of fiends 
  are on the loose within the caverns.  The 
  humans of the northern reach halt their 
  advance and fortify in the caverns they have 
  managed to take from the kobolds, 
  preparing themselves for the onslaught from 
  the fiends.  (See Ya 16, 28; Kl 25, Kl 28.) 
  What This Means: Thra’gh, the head 
  shaman of the Hardanger kobolds (see GAZ 
  7: The Northern Reaches), and trusted 
  advisor and friend of Psa’gh, was getting 
  tired of the endless number of humans at 
  the entrance to the Falun Caverns.  He has 
  wasted several decades of his life watching 
  Psa’gh (who no longer ages thanks to his 
  artifact armor) simply wait for the humans 
  to do stupid things when he believes they 
  
  110 
   
  could have just invaded the humans and 
  crush them with the power of the “Suit of 
  Silver.” Although Psa’gh continuously insists 
  that the humans at the cavern entrance were 
  under control and would simply be killed 
  one at a time.  Thra’gh thinks that Psa’gh 
  has finally failed. 
  Thra’gh therefore used an ancient ritual to 
  summon a greater fiend to his service to 
  help him reclaim the artifact from Psa’gh so 
  he can himself lead the kobolds to victory.  
  With his spell, he summons a marilith 
  (tanar’ri, true), which in terms summons 
  lesser fiends to help it (tanar’ri hezrou).  The 
  fiends attack Psa’gh.  Unlike the original 
  legends of the Shining Armor (GAZ 7, 
  p.46), Psa’gh survives and escapes the 
  fiends.  Instead, Thra’gh is killed by the 
  greater fiend who breaks free of his control.  
  The fiends then decide to go on a rampage 
  and just kill everything within the Falun 
  Caverns. 
   
  KLARMONT 23, AC 1014: The Thyatian 
  Legion 
  Location: Leopard-Land, Davania.   KW 
  Description: 
  The 
  Karameikan 
  Polar 
  Expedition encounters a group of Thyatian 
  Legionnaires in the lands of the Leopard 
  tribe.  The Legionnaires are trying to capture 
  and “educate” more of the barbaric Leopard 
  clan who refuse to adapt to the proper 
  Thyatian way. 
  After 
  talking 
  over 
  with 
  the 
  unit’s 
  commander, the Karameikans manage to get 
  accurate directions back to the town of 
  Raven Scarp.  (See Kl 1, Kl 20; Fe 2, Fe 4.) 
   
  KLARMONT 25, AC 1014: Fiends 
  Vanquished 
  Location: 
  Falun 
  Caverns, 
  Hardanger 
  Mountains.  KW 
  Description: The forces of Ragnar, with the 
  help of several priests of Thor and Odin, 
  manage to defeat the fiends within the Falun 
  Caverns, banishing them back to the Abyss. 
  Having taken advantage of the situation, the 
  humans manage to storm most of the 
  cavern and take control of the situation. 
  Psa’gh realizes that they are trapped, and 
  supplies are running low.  He gives the 
  order for the kobolds to flee the Caverns, 
  and they leave by other exits the humans 
  have not yet discovered.  Psa’gh’s horde 
  regroups on the other side of the mountain, 
  away from the humans.  (See Ya 28, Kl 23; 
  Kl 28, Fe 12.) 
   
  KLARMONT 26, AC 1014: Tension 
  Rises in Ylaruam 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: 
  There 
  are 
  many 
  loud 
  complaints in Ylaruam about the terrain 
  given over to foreigners for the World 
  Games.  Many believe that if foreigners 
  come to Ylaruam, then they should at least 
  be civilized and behave according to the 
  laws of Ylaruam and Al-Kalim; there is no 
  need to augment the size of the foreign 
  quarters.  The loudest of these protests 
  come from the Kin faction, which are very 
  xenophobic and hate foreigners. 
  The Sultan assures them that the land for 
  the World Games will only be a foreign 
  quarter for the duration of the games, and 
  once it is over, will be returned to the 
  people of Ylaruam.  He also asks them to 
  give the infidels a chance to prove 
  themselves before speaking harshly about 
  them when they have not yet even arrived in 
  Ylaruam.  (See Kl 15; Fe 15, Fy 15.) 
  What This Means: The Ylari have never 
  been too happy about foreigners, but they 
  have always allowed them in their nation.  
  But this is the first time that they expect so 
  many at once, and tensions can’t help but 
  run a little high. 
  The Kin faction, the rival faction of the 
  Preceptors for the throne of Ylaruam (see 
  GAZ 2: Emirates of Ylaruam), have never 
  liked having foreigners on its holy land, and 
  would love to close down the borders of 
  Ylaruam.  With tensions running as they are, 
  the Kin are doing their best to spread their 
  
  111 
   
  beliefs to the Ylari in hopes of gaining more 
  political influence. 
   
  KLARMONT 28, AC 1014: Kobold Hunt 
  Location: 
  Falun 
  Caverns, 
  Hardanger 
  Mountains.  KW 
  Description: Scouts report the kobolds 
  fleeing the area, and Ragnar immediately has 
  his men chase after them.  This begins a 
  long series of skirmishes and maneuvers to 
  lose/surprise each other in the Hardanger 
  Mountains.  (See Kl 23, Kl 25; Fe 12, Fe 17.) 
   
   
   
   
   
   
   
   
   
   
   
  The Hardanger Fiends 
  [A compilation from the journal of Astrid 
  Ragnisdottir. ED.] 
  Entry 1 
  It is said that men and women who die 
  bravely and valiantly will feast in the Great 
  Hall with Odin All-Father.  The All-Father 
  must be welcoming them by the dozens, 
  hearing their tales of great deeds and victory, 
  as no less than two dozen wounded lie 
  before me, chanting of battle as death slowly 
  calls to them. 
  Let it be known that for the past month, the 
  armies of Ragnar, as well as brave men and 
  women from beyond Soderfjord, have 
  fought bravely, strong in arms, and 
  determined to destroy the little monsters, as 
  all soldiers born.  But the clever devils still 
  continue to resist.  They lay traps, as the 
  mountains above fall on the warriors, 
  granting them an inglorious demise, or as 
  pitfalls suck the heavy-footed down into the 
  pits of death.  Surely as they are weak and 
  vile, the little dogmen devils are clever, 
  devious, and cunning, as if the spawn of 
  Loki himself. 
  Yet the gods [It seems the northmen call the 
  Immortals gods for some odd reason. ED.] 
  eventually smiled upon Ragnar, called the 
  Stout, as they praised his mighty axe-arm 
  and courage.  After besting many of the 
  dog-headed monsters in personal combat, 
  he who calls himself King Ragnar led his 
  men, and his vassals’ men, into the mouth 
  of the Falun Cavern.  There did they crush 
  the last of the filthy beasts that guarded the 
  entrance and sent so many a brave warrior 
  to see the All-Father. 
  There is celebration, for this fortnight, the 
  first step into a glorious victory has been 
  reached.  But the drinks are light, as woe be 
  unto him who lets mead cloud his judgment 
  while so close to such a clever enemy. 
   
  Entry 2 
  Let all who would be wise learn of the 
  troubles that plague the men of Soderfjord.  
  What fate had smiled upon us as an easy 
  victory has become a death trap for the 
  foolish who smile too soon. 
  The dog-men have lured Ragnar to their lair, 
  where now they play with him as a tyrant jarl 
  plays with his serfs.  The caverns are as 
  deadly as a berserker’s axe, yet not nearly as 
  visible or honorable.  Pits filled with bones 
  as sharp as any spear have claimed the lives 
  of over a dozen brave souls.  The cowardly 
  beasts fire several arrows from the darkness 
  of their passages, then flee into tunnels too 
  large for the brave warrior to follow just as a 
  rat scurries into its hole to avoid the cat. 
  The dog-beasts breed like the wild rabbit, 
  and they are well aware of their greater 
  numbers.  A treacherous tactic of the devils 
  is to bring sections of the dark cavern down 
  upon a force of true warriors, forcing them 
  to separate into smaller groups.  Although 
  they fight bravely and are easily worth one 
  hundred of the monsters each, they are soon 
  outnumbered and fall beneath the blades 
  and arrows of the enemy.  At least their 
  souls will now be traveling to Asgard since 
  their deaths were honorable and courageous. 
  
  112 
   
  In their lair, the traps are all made to maim 
  and slay the human warrior, as blades spring 
  from the wall at the height of one hand 
  above the head of the little vermin, cleaving 
  into the foolish pursuer who does not know 
  the patience to wait for them to come to 
  him. 
  Last is their dark magic, surely granted to 
  them by Hel or Loki.  Their dark priests call 
  upon evil illusions to fool the eyes and ears 
  of the noble warrior.  Some call upon the 
  unnatural darkness of night to cover the 
  flames of the torches, preventing the 
  soldiers from seeing their cowardly enemy. 
  Ragnar would be wise to call upon the 
  guidance of father Odin, as his battle of 
  victory will soon turn into a defeat, and woe 
  unto him if he should return to his home in 
  such shame. 
  Entry 3 
  To call the dog-men devils would no longer 
  be an accurate description, for surely this 
  day it is real devils that prey down upon us.   
  These frog beasts stand at least a head taller 
  than the largest Northman warrior.  The vile 
  stench that follows these fiends is enough to 
  make all but those with the strongest 
  stomachs to wretch and fall helpless to the 
  ground.  And of those, it takes the hardiest 
  and bravest warrior to still face these 
  demons and look them in the eyes, for it is 
  the eyes of pure evil that stare back at them. 
  Let it be known that even bravery and a 
  strong will are still not enough to vanquish 
  the frog-men, as only the most faithful and 
  devoted who have weapons blessed by Thor 
  or Odin can even pierce their strong skins.  
  If such beings are not devils, then may the 
  cold of winter take us all before a real devil 
  ever shows its face in our lands.  [Our 
  research seems to indicate that these beasts 
  are called Hezrou, from the type of 
  fiends/devils known as Tanar’ri.  Ed.] 
  Ragnar, although brave, is not a foolish 
  young man.  He has called back his warriors 
  to regroup and make plans to defeat such 
  unvanquishable foes.  He intends for the 
  skalds [Ed.  Note: a mixture of priest and 
  storyteller] to cast Odin’s and Thor’s 
  blessing upon the warriors and their blades, 
  so that even they can stand up to the 
  demons in a fair and honorable combat, 
  facing death on even grounds.  The skalds 
  are also to play a vital role in banishing these 
  fiends back to Hel, as their holy prayers to 
  the All-Father will force them to leave the 
  physical world of mere mortals. 
  I must leave now, as the messenger says my 
  divine-granted powers are needed to help 
  Ragnar and his brave men ready to die for 
  their King.  Let it be known that once this is 
  over, Ragnar the Stout will be the greatest of 
  Kings of Mystara, or he shall be forever 
  known as the foolish who has brought his 
  nation into ruins and despair. 
   
  Entry 4  
  [Ed. Note: not in Astrid’s handwriting!] 
  To whomever is reading this, I am sorry to 
  inform you that Astrid was severely 
  wounded during the last battle.  She was 
  sent, along with all the other priests, to a 
  final confrontation with the fiends that have 
  overrun the Falun Caverns.  Unfortunately, 
  she received grave injuries, and I am as of 
  yet unsure whether or not she will survive. 
  From what I have read of this journal, it 
  seems she has been keeping an accurate 
  detail of the events of this siege for you, so I 
  will endeavor to accomplish this for you as 
  Astrid was a good friend of mine. 
  As mentioned, there was a great battle 
  between the men of Soderfjord and the 
  fiends, with the priests of Odin, Thor, and 
  even Frey and Freya at the forefront.  Their 
  priestly magics were the key in banishing the 
  fiends back to the Pits, but it also put them 
  as the primary targets of their attack.  Over 
  half of them died in that final battle, as well 
  as three-score soldiers who were protecting 
  them. 
  Despite the great loss, the battle was won 
  and Ragnar emerged victorious.  Luckily for 
  him, the fiends seemed to have taken care of 
  the kobolds beforehand, as there was none 
  left to oppose him.  Had they been still 
  waiting, Ragnar would not have had enough 
  men left to survive. 
  
  113 
   
  The Falun Caverns have been cleared of the 
  evil kobolds, and Soderfjord should now be 
  free of them.  This should allow more 
  peaceful relations with the more civilized 
  tribes throughout the region. 
  I hope this is what you expected... 
  Misha [Ed. Note: We believe this last 
  section might have been written by Misha 
  Mananov.] 
   
   
   
   
   
   
  Summer 
   
  FELMONT 2, AC 1014: Back to 
  Civilization 
  Location: 
  Raven 
  Scarp, 
  Thyatian 
  Hinterlands.  KW 
  Description: 
  The 
  Karameikan 
  Polar 
  Expedition finally reaches the Thyatian city 
  of Raven Scarp.  The leader of the 
  expedition begins looking for a ship willing 
  to take them back to Karameikos.  (See Kl 
  20, Kl 23; Fe 4, Fy 4.) 
  What This Means: The expedition is 
  almost over.  The Karameikans are looking 
  forward to arriving home after so long. 
   
  FELMONT 
  3, 
  AC 
  1014: 
  Davinos’ 
  Complaint 
  Location: Mirros, Karameikos.  KW 
  Description: 
  In 
  Mirros, 
  Davinos 
  (a 
  Traladaran man of Kelvin) gains an audience 
  with King Stefan and proposes that there be 
  lesser taxes for a few Traladaran merchant 
  families who were criminally hurt during the 
  Thyatians’ takeover of Traladara 40 years 
  ago. 
  Davinos is later slain in the streets of Mirros 
  by Karameikans of Thyatian descent and 
  tensions mount between the Thyatians and 
  Traladarans of Mirros.  A civil war almost 
  breaks out as the Traladarans begin to 
  believe that the Thyatians are once again 
  trying to enslave them.  (See Fe 18.) 
  What This Means: Davinos’ Complaint is 
  an adventure detailed in GAZ 1: The Grand 
  Duchy of Karameikos, p.17.  A minor 
  change for those who would play it out with 
  their PCs is that Lord Yuschiev and his men 
  also happen to be on the scene when 
  Davinos is murdered. Instead of Emilio the 
  Great then hiring the PCs to find out who is 
  behind it, Yuschiev would himself ask them 
  to help him find out the ring leader as he 
  does not want to see a civil war start 
  between his people and the Thyatians.  
  Even though he dislikes Thyatians, he 
  knows such a war would only kill his people 
  and make them worse off than before.  So 
  Yuschiev, his men-at-arms, and perhaps the 
  PCs he also hires (since they knew the 
  murder was going to take place and must 
  have some useful information) track down 
  and pin it on the Veiled Society of Mirros. 
  Another reason Yuschiev is involved is to 
  introduce the character of the novel “Dark 
  Knight of Karameikos” into the setting of a 
  Karameikan campaign.  This event helps the 
  Traladaran Lord gain the attention of the 
  King who will reward him with the title of 
  Baron next year (AC 1015).  Perhaps one of 
  his men in the adventure is Grygory (the 
  main hero of the novel), who will be 
  knighted once Yuschiev becomes a Baron.  
  The novel “Dark Knight of Karameikos” 
  takes place in the year AC 1018 as it 
  mentions it’s the 12th year on the throne for 
  the King of Karameikos.  The tension 
  created by this adventure also helps explain 
  the tension between the two Karameikan 
  cultures that is very apparent in that novel.  
  Basically, this just helps make the Mystara 
  novel “official.” 
   
  FELMONT 4, AC 1014: Heading Home 
  Location: 
  Raven 
  Scarp, 
  Thyatian 
  Hinterlands.  KW 
  
  114 
   
  Description: With the expedition members 
  now 
  safely 
  aboard 
  the 
  ship 
  called 
  Waterspout, they sail for Karameikos.   
  Much to their dismay, their newest member 
  marks the ship with his scent to indicate that 
  it’s his territory.  The crew is forced to get 
  used to the smell of the tabi.  Taxla 
  apologizes and promises not to “spray” his 
  scent around.  (See Kl 23, Fe 2; Fy 4, Fy 9.) 
   
  FELMONT 5, AC 1014: Village Torched 
  Location: Emirate of Makistan, Ylaruam.  
  KW 
  Description: A village on the outskirts of 
  the Emirate of Makistan is raided, all its 
  occupants killed, and then burned to the 
  ground. Investigation shows magic to have 
  been used in the destruction of the village. 
  The 
  Magian 
  Fire-Worshippers 
  are 
  suspected.  (See Am 5.) 
  What This Means: The raid was staged by 
  Mokamet-Qadi, a gnollish wokan. Last year, 
  Thyatian agents approached his nomadic 
  tribe (formerly a menace in the Emirate of 
  Nithia) with offers of weapons and training 
  if they would agree to harass the Ylari.  
  Since this was what they were already doing, 
  they agreed.  Additionally, Mokamet-Qadi 
  has recently acquired a Nithian spellbook, 
  from whence came the magic he used to 
  torch the village. 
   
  FELMONT 6, AC 1014: Huleans Face 
  More Troubles 
  Location: 25 miles east of Mahasabad, Sind.  
  KW 
  Description: A patrol of Huleans is 
  ambushed and decimated near the town of 
  Mahasabad.  (See Fl 21, Kl 5; Ei 7.) 
  What This Means: The Freedom Warriors 
  are gaining more courage thanks to the 
  leadership being brought to them by the 
  Prophet.  Anand, although never personally 
  interested in politics or war, has turned out 
  to be quite the tactician and has been 
  planning daring raids on the Huleans. 
  Whenever they can, the Freedom Warriors 
  give their spoils back to the people of the 
  land.  This has been turning them into great 
  national heroes.  The Freedom Warriors do 
  not want to start a full scale war, as 
  thousands would suffer and die for nothing.  
  Instead, they contend themselves with 
  guerilla-warfare style hit and runs.  They 
  intend to humiliate the Huleans and hurt 
  only them, not the innocent people of Sind. 
  When word gets around that the Prophet of 
  Gareth is one of their leaders, the legends of 
  Sitara spread even further throughout Sind.  
  Some begin to claim that she must be an 
  Immortal incarnation of Himayeti the 
  Defender. 
   
  FELMONT 7, AC 1014: Revolts in the 
  Territories 
  Location:  Heldannic Territories.  KW 
  Description: Throughout the Heldann 
  Territories, many villages of Heldanners 
  revolt against their cruel masters, the 
  Heldannic Knights. 
  None of the minor revolts or rebellions last 
  very long, and many of the peasants are 
  executed for treason and heresy afterwards.  
  (See Th 17, Ya 14; Fy 26, Ei 23.) 
  What This Means: The people of the 
  Heldann Freeholds see that without their 
  spells to back them up, now is the best 
  chance 
  to 
  overthrow 
  the 
  Knights.  
  Unfortunately, the commoners are badly 
  organized, trained, and equipped, while the 
  knights still have their discipline, weapons, 
  and military training.  Result:  The Knights 
  squash the majority of the rebellions, and 
  only a few cause any real trouble to them. 
  Still, this is only the beginning as most 
  peasants are still too afraid to try and strike 
  at their masters.  With time, more will join 
  in the rebellion, and then the Knights will 
  have a large problem to deal with. 
   
  FELMONT 9, AC 1014: Hunters Return 
  Location: Othmar, Kingdom of Eusdria.   
  SC 
  
  115 
   
  Description:  The adventurers and knights 
  sent out to hunt Huptai shamans have 
  returned to Eusdria.  Only about half the 
  groups seem to have survived.  They report 
  having slain over two dozen shamans.  (See 
  Ya 7, Kl 3.) 
  What This Means: The King of Eusdria 
  hopes that they have managed to defeat 
  enough of the shamans.  Unfortunately, the 
  only thing he can do now is wait and see if 
  the amber lotuses will continue to prosper 
  or wither away. 
   
  FELMONT 12, AC 1014: Kobolds Flee 
  Soderfjord 
  Location: 
  Hardanger 
  Mountains 
  near 
  border of Rockhome, Soderfjord Jarldoms.  
  KW 
  Description: After several weeks of chasing 
  the kobold horde, Ragnar and his men 
  manage to chase Psa’gh’s horde out of 
  Soderfjord and into the mountains of 
  Rockhome.  Ragnar declares the war a 
  victory and the kobolds no longer a threat to 
  Soderfjord.  They begin heading home.  (See 
  Kl 25, Kl 28; Fe 17, Fe 24.) 
  What This Means: Kobolds have never 
  been good at direct combat with humans, 
  preferring to rely on traps and stealth.  Since 
  the humans knew where the Falun Caverns 
  were, Psa’gh realized that their chances of 
  victory in the caverns were slim.  He has 
  now fled into the dwarven mountains of 
  Rockhome in the hopes of setting up a new 
  lair. 
  Just to make sure they do not come back, 
  Ragnar leaves a few patrols to watch the 
  border for any returning kobolds. 
   
  FELMONT 
  15, 
  AC 
  1014: 
  Glantri 
  Boycotts World Games 
  Location:  Glantri City, Glantri.  KW 
  Description: The Council of Princes of 
  Glantri announces that Glantrians will not 
  submit to staying simply in one foreign 
  quarters in Ylaruam or wear ridiculous 
  outfits because they are mages elsewhere in 
  Ylaruam.  Since their diplomat was unable 
  to come to better arrangements with the 
  Sultan of Ylaruam, Glantri declares that they 
  will boycott the World Games in Ylaruam.  
  (See Kl 15, Kl 26; Fy 15, Fy 22, Fy 28.) 
  What This Means: Synn has once again 
  used her influence on the Council to isolate 
  Glantri from the rest of the world.  Playing 
  on the fact that wizards must ridicule 
  themselves in colorful robes while in 
  Ylaruam, she has managed to convince them 
  that going to Ylaruam would only embarrass 
  them and make a mockery out of Glantri.  
  Glantri therefore backs out of the game, and 
  the rest of the world begins to see them as 
  stuck-up and arrogant once more, just as 
  Synn wants it to turn out. 
  Synn, however, sends her own agents to the 
  World Games (as non-Glantrians) as she 
  hopes they will make contacts in the rest of 
  the world that can become useful to her 
  later on. 
   
  FELMONT 16, AC 1014: Knights Visit 
  Lothar 
  Location: Lothar, Nithia, Straight of 
  Lothar.  HW 
  Description: A group of six Heldannic 
  Knights arrive by foot at the town of 
  Lothar.  They appear to have been in the 
  wilderness for some time now, as most of 
  their equipment is in real bad shape.   
  The Knights soon meet with Uart-neter 
  Semsu.  The lord of Lothar accepts the 
  Knights into his city provided they obey the 
  rules of Nithia.  Sir Friedrick von Dreiburg 
  is the leader of the party of Knights.  (See 
  Fe 28, Fy 8.) 
  What This Means:  These Heldannic 
  Knights are survivors of a crashed Warbird 
  from back in Vatermont of AC 1012 (See 
  PWA3).  Their skyship was shot down into 
  the Sea of Yr by the Alphatians, and most 
  survivors were taken prisoner by the 
  Alphatians.  This small group managed to 
  both survive the crash and avoid capture.  
  They have been living in the wilderness 
  along the Western Sea of Yr ever since. 
  
  116 
   
  A few days ago, one of them spotted the city 
  of Lothar, and when he determined it was 
  not hostile against the Heldannic Knights, 
  he returned to get the others. 
  Although at the moment, the Heldannic 
  Knights only want to recuperate and rest, it 
  is only a matter of time before Sir Friedrick 
  tries to add Lothar to the Heldannic 
  Territories. 
   
  FELMONT 17, AC 1014: Kobolds Flee 
  Again 
  Location: Makkres Mountains, Rockhome.  
  KW 
  Description: 
  Psa’gh 
  and 
  his 
  horde 
  encounter a tribe of giants who control this 
  section of the mountains of Rockhome.  
  The kobolds are quickly forced to flee the 
  area before being decimated.  Psa’gh decides 
  to head northeast and hopefully enter 
  Soderfjord undetected.  (See Kl 28, Fe 12; 
  Fe 24, Fy 6.) 
   
  FELMONT 
  17, 
  AC 
  1014: 
  Great 
  Migration Poised 
  Location:  Khurish Massif, Sind.  KW 
  Description: Hool is ready to make his 
  move south. His army, now 6000 strong, is 
  poised to run south towards the Atruaghin 
  Plateau. He plans to drive his way along the 
  Sind/Darokin border, then make his way to 
  the plateau of the Atruaghin Clans.  (See Kl 
  2, Kl 22; Am 1.) 
  What This Means: He actually stands a 
  better chance than he thinks, given the 
  troubles the Freedom Fighters are causing in 
  the Nagpuri region. 
   
  FELMONT 18, AC 1014: Veiled Society 
  Caught 
  Location: Mirros, Karameikos.  KW 
  Description: The violence in Karameikos 
  ebbs when Lord Yuschiev, a Traladaran 
  landed-lord, and his men discover and prove 
  that Davinos’ murder was orchestrated by 
  Traladarans of the Veiled Society hoping to 
  stir up anti-Thyatian feelings, and not by 
  Thyatian Karameikans. 
  Even with the end of violence, the tension 
  that has risen between the Karameikans of 
  Thyatian 
  and 
  Traladaran 
  descent 
  unfortunately remains. 
  King Stefan is very grateful to Yuschiev and 
  his men for helping stop a possible civil war 
  before it started.  (See Fe 3.) 
  What This Means: This is just the wrap up 
  of the adventure of Davinos’ Complaint, 
  which started Felmont 3. 
  Also, more than likely any PCs involved 
  (having been hired by Yuschiev) in this 
  adventure will receive the title of Court Lord 
  from King Stefan as a reward. 
   
  FELMONT 
  24, 
  AC 
  1014: 
  Thar’s 
  Invitation 
  Location: 
  Makkres 
  Mountains, 
  near 
  Rockhome/Vestland border. KW 
  Description: Psa’gh and his wandering 
  horde encounter a group of orcs of Thar’s 
  tribe, who invite the kobolds to join with 
  the great King. Although not wanting to 
  submit to an orc, Psa’gh believes he can 
  work something out with the great orc 
  leader he has heard so much of from the 
  orc’s rule in the Broken Lands.  The horde 
  of kobolds and gnolls makes its way toward 
  the Makkres Mountains in Vestland.  (See Fl 
  27, Ya 28; Fy 6, Fy 8.) 
  What This Means: Psa’gh and Thar have 
  already made a truce not to attack each 
  other last year, but now it seems as if the 
  two just might indeed join together, and that 
  would make their forces rather hard to 
  defeat. 
   
  FELMONT 28, AC 1014: Failure to 
  Convert 
  Location: Lothar, Nithia, Straight of 
  Lothar.  HW 
  Description: For a few days now, the 
  Heldannic Knights in Lothar have been 
  preaching about the glory of Vanya and the 
  
  117 
   
  Knights, trying to convert the Nithians to 
  their way of life.  Not a single Nithian seems 
  to care one bit about their way of life, 
  preferring their own. 
  A few of the Antalians present, however, 
  listen carefully to what is being said.  (See Fe 
  16; Fy 8, Fy 17.) 
  What 
  This 
  Means: 
  The 
  Spell 
  of 
  Preservation is keeping the Nithians to their 
  original way of life, hence they ignore the 
  Knights’ directions to change philosophies.  
  The Antalians, more concerned with glory 
  than the Nithians, are easier targets, but still 
  will not convert fully. 
  Sir Friedrick and the Knights begin planning 
  another method of taking over the city of 
  Lothar. 
   
  FYRMONT 2, AC 1014: Earthquake! 
  Location: Darokin, Glantri, and Ethengar.  
  KW  
  Description: Earthquakes shake northern 
  Darokin and southern Glantri, as well as 
  western Ethengar. (See Ya 20; Fy 5, Am 2.)  
  What This Means: The Wanderers and the 
  worshippers 
  of 
  Atzanteotl 
  have 
  accomplished their goal: raise Aengmor to 
  the surface (although the Wanderers are 
  unaware that the worshippers of Atzanteotl 
  wanted the same result).  The effect of the 
  sunlight of the surface is to destroy the soul 
  crystals of the shamans of Rafiel, therefore 
  weakening their control over the city of 
  Aengmor. 
  Another ramification is to the humanoids of 
  the Broken Lands.  The shadow elven 
  military immediately gets to work at purging 
  them from the area.  Many flee to the Great 
  Crater and join Kol’s forces, while other 
  head to the Makkres Mountains where Thar 
  is rumored to be forming a new kingdom 
  (or so say his messengers).  Some stay 
  behind to join a couple of brave humanoid 
  leaders who plan on driving the shadow 
  elves out of their lands.  Unfortunately for 
  those planning on eliminating the shadow 
  elves, they are badly trained, equipped, and 
  led, and suffer almost total destruction 
  clashing with the shadow elves.  Still, despite 
  their best efforts, the shadow elves cannot 
  possibly hope to clear the entire Broken 
  Lands.  They settle for keeping a good 50 
  miles radius around their city as clear as 
  possible. 
   
  FYRMONT 2, AC 1014: Earthquake 
  Scares Orcs 
  Location: Orclands, Darokin.  KW 
  Description: Earthquakes in northeastern 
  Darokin cause panic among the orcs of 
  Grukk and C’Kag. Humans are suspected of 
  causing the tremors, and Hutai-Khan 
  prepares a retaliatory strike, against the 
  counsel of General Tlatepetl.  (See Kl 5; Fy 
  5, Fy 20.) 
  What This Means: Hutai-Khan is quick to 
  strike at this perceived  threat. Tlatepetl 
  would rather investigate further before 
  committing  himself. He sends his agents 
  out to look into the matter and report back 
  to him. 
   
  FYRMONT 2, AC 1014: Dragonstrike 
  Location: Ethengar.  KW 
  Description: In southern Ethengar, a small 
  clan is destroyed by the sudden and violent 
  attack of a red dragon. The family was just 
  recovering from the massive earthquake, 
  when the dragon came from the south and 
  torched them, then dined on the remains.  
  (See Fy 17, Am 3.) 
  What This Means: The earthquakes in the 
  Orclands led to the awakening of a red 
  dragon, named Khordarg (see module O2- 
  Blade of Vengeance). She was prematurely 
  awakened from her slumber (she was in the 
  middle of her 4th cycle of the Ceremony of 
  Sublimation- see Dragon #171), and is very 
  angry, on top of being just plain hungry. For 
  the next several weeks, she will be a menace 
  in southern Ethengar, and northern Darokin 
  and Aengmor. 
   
   
  
  118 
   
  FYRMONT 4, AC 1014: Waterspout 
  Resupplies at Minrothad 
  Location: City of Minrothad, Minrothad.  
  KW 
  Description: The Waterspout docks at 
  Minrothad to resupply after the long journey 
  through the Sea of Dread.  (See Fe 2, Fe 4; 
  Fy 9, Fy 11.) 
   
  FYRMONT 5, AC 1014: Truth Revealed 
  Location: Rafielton, Aengmor.  KW 
  Description: Adventurers and merchants 
  coming out of the Broken Lands report the 
  source of the trembling of a few days ago:  
  A city has risen out of the depths of the 
  Broken Lands. These reports are later 
  confirmed by the shadow elves.  
  Princess Tanadaleyo of Rafielton announces 
  to diplomats of the DDC that the shadow 
  elves have risen their sacred city of 
  Aengmor to the surface of the Broken 
  Lands from where it sank to several 
  centuries ago.  She states that the ruler of 
  the city will be General Garafaele Galeifel, 
  ruling in the name of King Telemon of the 
  City of Stars.  (See Ya 20, Fy 2; Am 2, Am 
  14.) 
  What This Means: Many nations of the 
  world begin to worry about this constant 
  move and take-over by the shadow elves.  
  The Western Defense League agrees that 
  their main concern now is more the shadow 
  elves than the Empire of Thyatis, as the 
  shadow elves have both taken over the 
  Broken Lands and used evidently powerful 
  magic to raise a city from the depths of 
  Mystara to the surface, a city which could 
  easily be used as a base to invade anywhere 
  else around.  Although no one declares war 
  on the shadow elves or accuses them of 
  hostilities, everyone decides to wait and see 
  what these elves will do with their new 
  surface city, all the while preparing their 
  defenses. 
  The decision isn’t made easily as two forces 
  lobby for action against the shadow elves, 
  notably the former elves of Alfheim (thanks 
  to the Alfheim Avengers) and the dwarves 
  of Rockhome, yelling out to everyone that 
  they are about to invade all of Mystara as 
  they predicted before. 
  The dwarves are surprised that their only 
  allies in this seem to be elves.  Will Kagyar’s 
  wonders never cease?!?!  
   
  FYRMONT 5, AC 1014: Orcs Find 
  Oenkmar 
  Location: Orclands, Darokin.  KW 
  Description: Xoteczuma, a wokan in the 
  service of Tlatepetl, returns today with news 
  that the earthquake was caused by the 
  shadow elves, and that Oenkmar (which the 
  shadow elves call Aengmor) has been 
  returned to the surface. Tlatepetl informs 
  his allies, and ponders over the meaning of 
  this event.  (See Kl 5, Fy 2; Fy 20, Am 3.) 
  What This Means: Tlatepetl is intrigued. 
  He has often dreamed of returning to take 
  Oenkmar, since the Shadow Elves kicked 
  him out in AC 1012; now that they raised it 
  to the surface, his job will be even easier. He 
  informed the other humanoid leaders mainly 
  to forestall Hutai-Khan’s planned attack 
  against the humans - Tlatepetl doesn’t want 
  the Orclands to come under too much 
  scrutiny until he is ready. 
   
  FYRMONT 6, AC 1014: Kobolds on the 
  Move 
  Location: Northern Reaches.  KW 
  Description: Psa’gh’s horde of kobolds 
  reaches the Soderfjord - Rockhome - 
  Vestland border.  They continue on into 
  Vestland. 
  Meanwhile, the scouts left behind by Ragnar 
  send a messenger back to the King to 
  inform him what the kobolds have been up 
  to.  They have been following the kobolds 
  for the past few days since they entered 
  Soderfjord and followed the Rockhome 
  border for the past week or so.  (See Fe 17, 
  Fe 24; Fy 8, Fy 10, Fy 20, Fy 21.) 
  What This Means: Although he declared 
  the war won to try and regain his face with 
  the Jarls, Ragnar still believes that the 
  
  119 
   
  kobolds will come back.  He did not crush 
  them, and merely forced them to flee.  
  Ragnar intends to keep a close eye on them 
  for as long as he can.  He orders his scouts 
  to follow the kobolds into the nation of 
  Vestland. 
   
  FYRMONT 
  8, 
  AC 
  1014: 
  Lothar 
  Discovered 
  Location: Lothar, Nithia, Straight of 
  Lothar.  HW 
  Description: A small Milenian military 
  patrol, returning from a raid into Jennite 
  territory and from spying on the civil war 
  back in Nithia, discovers the town of 
  Lothar.  They immediately head back to 
  Milenia to inform their leaders, with units of 
  Nithians in pursuit. Friedrick and his 
  Knights join the units sent after the 
  Milenians.  (See Fe 16, Fe 28; Fy 17.) 
  What This Means:  If anyone of the 
  Milenian unit makes it back to Milenia, the 
  location of Lothar will no longer be a secret 
  to them.  With Nithia in a civil war, Lothar 
  does not have the men to defend itself from 
  a full scale attack.  Uart-neter Semsu will 
  stop at nothing to make sure none of the 
  Milenians survive. 
  Friedrick sees this as an opportunity to 
  show that the Heldannic Knights are heroes 
  and increase their political pull within 
  Lothar. 
   
  FYRMONT 8, AC 1014: Orcs Attack 
  Rhoona 
  Location: Rhoona, Vestland.  KW 
  Description: With a large portion of 
  Vestland’s army in the Makkres Mountains 
  looking for Thar’s lair, Thar leads his forces 
  (now augmented by new tribes) in an attack 
  on the town of Rhoona.(See Fe 24, Fy 6; Fy 
  10, Fy 20, Fy 21.) 
   
  FYRMONT 9, AC 1014: Karameikan 
  Expedition Back in Mirros 
  Location: Mirros, Karameikos.  KW 
  Description: The Waterspout arrives back 
  in Karameikos and docks in the port of 
  Mirros.  The surviving members of the crew 
  and expedition team rejoin their families and 
  celebrate their return after 3 long years. (See 
  Fe 4, Fy 4; Fy 11, Fy 19.) 
  What This Means:  The Karameikan 
  Expedition is the first “real” proof that 
  there is indeed a Hollow World as detailed 
  in Claransa’s Travels.  This is proof which 
  the leaders of the world can no longer 
  ignore, forcing them to take into account 
  the existence of the Hollow World. 
  The members of the expedition are 
  surprised to learn that Specularum is now 
  known as Mirros. 
   
  FYRMONT 10, AC 1014: Rhoona Falls 
  Location: Rhoona, Vestland.  KW 
  Description: The town of Rhoona falls to 
  the invading orcs. Duke Stephan of Rhoona 
  (from X3: Curse of Xanathon) is killed by 
  the goblinoids.  The orcs plunder all they 
  can and leave before word even reaches the 
  forces in the Makkres Mountains.  (See Fe 
  24, Fy 8; Fy 20, Fy 21.) 
   
  FYRMONT 11, AC 1014: Expedition 
  Meets King 
  Location: Mirros, Karameikos. KW 
  Description: King Stefan receives the 
  Karameikan Polar Expedition in a private 
  meeting at his palace. They confirm the 
  existence of a whole world below, the 
  Hollow World, and its many wonders. They 
  speak of empires thought by all historians to 
  have long ago disappeared on the outer 
  world, of the red sun, of the strange way of 
  working of magic, and of their most 
  incredible discovery: the survival of Alphatia 
  and Empress Eriadna. 
  Terari insists on informing their allies of the 
  NACE beforehand, because of the obvious 
  repercussion this could have on them.  He 
  proposes to teleport to the Karameikan 
  embassy on Ionace and ask the ambassador 
  
  120 
   
  to organize a meeting of the Council.  Stefan 
  agrees.   
  Terari is also intrigued by Taxla and talks 
  often with the tabi, inviting him to the 
  School of Magecraft.  (See Fy 19, Sv 8.) 
  What This Means: The Karameikan 
  expedition not only confirms the existence 
  of the Hollow World, but also brings news 
  from Alphatia, which didn’t exist in the 
  Hollow World when Claransa adventured 
  there. Stefan will now have to decide what 
  he 
  will 
  do 
  with 
  this 
  world-shaking 
  information. 
   
  FYRMONT 12, AC 1014: Friendly 
  Encounters 
  Location: Skies above Empire of Thyatis.  
  KW 
  Description: The Adoria, an Imperial 
  Skyship of Thyatis, encounters the flying 
  city of Serraine over Thyatian Mainland.  
  The Adoria’s captain informs them that 
  Thyatis will now be protecting its skies 
  above the Empire. 
  Once the meeting is over with, the gnomes 
  are only too happy to leave the Thyatian 
  skies. 
  What This Means: Serraine has never 
  intended to invade Thyatis (or anyone else 
  for that matter), but the Empire has merely 
  let them know that the Empire now also has 
  skyships, believing that this will ensure they 
  do not attack.  Also, the captain has taken 
  the advantage of getting a good look at the 
  city and its defenses, as the Empire of 
  Thyatis has wanted to get its hands on the 
  flying city for some time now... once they 
  have enough skyships to attack the city, that 
  is. 
   
  FYRMONT 12, AC 1014: Truce Declared 
  Location: 
  Slagovich, 
  City-State 
  of 
  Slagovich.  SC 
  Description: After many months of battle, 
  the City-States of Hojah, Slagovich, and 
  Zvornik sign a peace treaty and end 
  hostilities.  (See Ya 24, Kl 7.) 
  What This Means: Things are more or less 
  back to normal.  The only major change 
  from all the fighting was the increase in land 
  for the City-State of Zvornik, which now 
  controls all the way south to the ruins of 
  Budv. 
  Slagovich looks uneasily toward the military 
  movements of its new ally. 
   
  FYRMONT 13, AC 1014: Thurgg Arrives 
  Home 
  Location: Black Mountains.  SC 
  Description: In the foothills of the Black 
  Mountains, near Lake Halli, Thurgg finally 
  arrives back to his home tribe, the Dark 
  Fangs.  The orc fighting-monk of Gareth 
  begins to teach his people the ways of the 
  new Immortal.  (See Va 23, Va 25.) 
  What This Means: Thurgg will have a lot 
  of trouble trying to teach fellow orcs about 
  peace and working together.  Many 
  challenge him to fights to the death for 
  speaking such non-sense, but thanks to the 
  training he has had with Anand Brishnapur, 
  Thurgg is able to defeat all his opponents.  
  And he lets all of them live, something 
  unheard of in the orc tribes before.  Many 
  orcs watch Thurgg (who fights with his bare 
  hands and feet and still wins!) closely to see 
  what he intends to do and say. 
   
  FYRMONT 14, AC 1014: Plea For Help 
  Location: Soderfjord, Soderfjord Jarldoms.  
  KW 
  Description: King Harald Gudmundson 
  sends a plea for help to King Ragnar of 
  Soderfjord asking for his help against the 
  goblinoids in his lands.  He states that 
  Thar’s horde is on the move, and a new 
  force of kobolds has entered his lands from 
  the south. 
  Ragnar declares that he will help Vestland, 
  and sends forth his men who are eager to 
  once more defeat humanoids after their last 
  victory just over a month ago.  Troops 
  march out immediately upon the Overland 
  
  121 
   
  Trade Route toward Vestland.  (See Fl 27, 
  Fy 8, Fy 10; Fy 20, Fy 21.) 
  What This Means: Although there is no 
  political reason to help Vestland besides 
  being good neighbors, Ragnar is still 
  “drunk” with the glory he received for 
  defeating the kobolds in the Hardangers.  
  Another victory will improve his standings 
  all the more.  Also, he wants to catch up to 
  Psa’gh and stop him once and for all so the 
  troublesome kobolds never return to 
  Soderfjord. 
   
  FYRMONT 15, AC 1014:  World Games 
  Begin 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: From the 15th to the 28th of 
  Fyrmont, the World Games take place in the 
  city of Ylaruam.  As before, athletes from 
  various 
  nations 
  (and 
  independently, 
  including a few Glantrians who come 
  without the blessing of their nation) 
  compete against each other to see who is the 
  best at what they do. 
  The games go rather well except for two 
  things: 
   
  First, 
  during 
  the 
  opening 
  ceremonies, a fight breaks out in the crowds 
  between the Ylari and foreign visitors over 
  their blasphemies and disrespect toward the 
  Way of Al-Kalim.  The other difference is 
  the lack of aquatic competitions this year as 
  the Ylari officials refuse to allow the use of 
  their precious oasis to swim in: water is too 
  important in the desert for such foolishness. 
  Also, many athletes have trouble competing 
  in the intense heat of Ylaruam, so many 
  clerics are present to help those that collapse 
  before any permanent harm (or even death) 
  can come to anyone.  Create water spells 
  come in very handy during these two weeks.  
  (See Kl 15, Fe 15; Fy 22, Fy 28.) 
  What This Means: There is no hidden 
  meaning here.  Both the Empire of Thyatis 
  and Ierendi make claims to have the World 
  Games in their nations next year.  The 
  Western Defense League, who created and 
  sponsored the games, however, prefers to 
  have the games in each of their nations 
  before going to any other nation.  Shireton, 
  the capital of the Five Shires, is therefore 
  given the honors of hosting the games next 
  year. 
  Another event is that many of the Ylari get 
  to see first hand what foreigners are like; 
  they witness all their infidel behaviors, and 
  total lack of civility.  Most are appalled by 
  the “civilized” customs they have brought, 
  from lewd behavior and prostitution, to 
  theft 
  and 
  gambling; 
  things 
  that 
  are 
  considered religious taboos by the Ylari.  
  This seems to enhance the bad reputation of 
  foreigners in the minds of most Ylari.  
   
  FYRMONT 17, AC 1014: Milenians 
  Massacred. 
  Location: 
  Halfway 
  between 
  Milenian 
  Empire and Lothar.  HW 
  Description:  With the help of the 
  Heldannic Knights’ tactics, the Nithians 
  manage to trap, and eventually slaughter the 
  Milenians.  No prisoners are taken.  (See Fe 
  28, Fy 8.) 
  What This Means: It would appear that 
  Lothar will remain safe from Milenia for a 
  while longer. 
   
  FYRMONT 17, AC 1014: Reign of Terror 
  Ends 
  Location: Orclands, Darokin.  KW 
  Description: Khordarg returns to her lair 
  today, seemingly sated from her weeks of 
  attacks. She has done much raiding in 
  human and elven territories, but surprisingly 
  has left the orcs of Orclands alone, for 
  which they are grateful.  (See Fy 2; Am 3, 
  Am 6.) 
  What This Means: Khordarg has been 
  sated, and has returned to her lair to 
  complete the Ceremony of Sublimation. She 
  will deal with the orcs in due time. 
   
  FYRMONT 19, AC 1014: NACE Council 
  Meets on Hollow World 
  
  122 
   
  Location: Ionace, NACE. KW 
  Description: The Council of the NACE 
  meets today to hear the important news 
  brought by Terari, acting as the Karameikan 
  ambassador.  The Council members are not 
  surprised to have confirmation of the 
  existence of the Hollow World and 
  Alphatia, since they already knew it for quite 
  some time. Since King Stefan wishes to 
  make this public knowledge, however, they 
  must settle on an official reaction for the 
  Confederation. 
  Since they don’t want to put pressure on 
  their Karameikan ally and since they now 
  feel secure enough, both military and 
  politically, they decide to back up the 
  Karameikan position.  (See Fy 11; Sv 8, Sv 
  9.) 
   
  FYRMONT 20, AC 1014: Raid on Fort 
  Hobart 
  Location: Orclands, Darokin.  KW 
  Description: Humanoid forces, under the 
  command of King Alebane, set forth for a 
  massive raid on Fort Hobart.  (See Fy 2, Fy 
  5; Am 3, Am 6.) 
  What This Means: Alebane has suffered a 
  number of crushing defeats lately, and he is 
  beginning to grow weary. This has allowed 
  his magical ring, a Huptzeen (see GAZ 10: 
  Orcs of Thar, under Alebane for ring’s 
  personality 
  problems, 
  and 
  Monstrous 
  Compendium, Mystara Appendix for stats) 
  to influence his actions.  The Huptzeen has 
  finally managed to convince the ogre to 
  stage this raid on Fort Hobart before winter 
  sets in. 
   
  FYRMONT 20, AC 1014: Siege At 
  Landersfjord 
  Location: Landersfjord, Vestland.  KW 
  Description: Thar’s horde makes its move 
  upon the town of Landersfjord.  This time, 
  the northern men are ready for them and 
  the goblinoids are forced to lay siege to the 
  well defended town.  (See Fy 10, Fy 14; Fy 
  21, Fy 25.) 
   
  FYRMONT 21, AC 1014: Landersfjord 
  Defeated 
  Location: Landersfjord, Vestland.  KW 
  Description: A break is made in the 
  wooden palisade of Landersfjord, and the 
  goblinoids rush into the streets to start a 
  huge battle. After several hours, the two 
  forces seem to have come to a stand still 
  when reinforcements arrive.  Psa’gh and his 
  kobolds enter the town and help crush the 
  human defenders.  (See Fy 14, Fy 20; Fy 25, 
  Am 1.) 
  What This Means: The two mighty 
  humanoid 
  leaders 
  have 
  finally 
  come 
  together, and two human towns (Rhoona 
  and Landersfjord) have suffered a crushing 
  defeat.  The goblinoids then proceed to 
  plunder the farmsteads all around the town, 
  gathering all the food, gold, and weapons 
  they can carry. 
   
  FYRMONT 22, AC 1014: Synn’s Agents 
  Learn of Ancient Magics 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: Agents working for Synn at 
  the World Games hear rumors about a 
  cursed place of great magical power called 
  the Dead Place (see GAZ 2: Ylaruam, p. 63).  
  They discover that this sacred battleground 
  is apparently located somewhere in the 
  Emirate of Nithia. They decide that once 
  the World Games are over, they will 
  eventually begin looking for this place to see 
  if they can find any powerful magic for 
  themselves and Synn.  (See Fe 15, Fy 15; 
  Am 3, Am 13.) 
  What This Means: This is exactly what it 
  appears to be: the search for magic and 
  power. 
   
  FYRMONT 25, AC 1014: Clash Against 
  Orcs 
  Location: Landersfjord, Vestland.  KW 
  Description: The armies of Vestland finally 
  catch up to the humanoid forces near the 
  
  123 
   
  newly created ruins of Landersfjord.  The 
  goblinoids, under the brilliant leadership of 
  both Thar and Psa’gh, manage to outflank 
  the first wave of humans and cause them to 
  flee back to the north.  Meanwhile, the 
  goblinoids themselves pull back, retreating 
  toward the Soderfjord border where they 
  intend to try and lose all pursuit.  (See Fy 20, 
  Fy 21; Am 1, Am 5.) 
  What This Means: Both Thar and Psa’gh 
  know that they cannot defeat the humans 
  head to head with the poor equipment they 
  have for their horde.  They are now trying to 
  find better terrain so the fighting will favor 
  them.  Since the forces sent into the 
  Makkres Mountains have now returned, the 
  way back to those mountains have been 
  blocked.  The goblinoid leaders therefore 
  favor moving southwards, perhaps into the 
  mountains of Rockhome, rather than trying 
  to force their way back into the Makkres. 
   
  FYRMONT 26, AC 1014: Ne’er-do-well 
  Reaffirms its Independence 
  Location: Ne’er-do-well, Alatian Islands.  
  KW 
  Description: King Koryn the Harpist sends 
  messengers to Ionace, informing 
  the 
  Council 
  that 
  Ne’er-do-well 
  is 
  an 
  independent nation but friendly with the 
  world, and that ships from all over the 
  Confederacy are welcome to make use of 
  the ports just as any other mercantile nation 
  may.  (See Ya 23; Am 21, Am 22.) 
  What This Means: Ne’er-do-well intends 
  to remain independent from both Thyatis 
  and the NACE, while trading with both - 
  and preying upon both nations’ ships too. 
  Commander Broderick has better to do with 
  his troops than invading the isles. 
   
  FYRMONT 26, AC 1014: Trouble in the 
  North 
  Location: Ethengar.  KW 
  Description: Hulagu Khan of the Uighurs 
  leads his clan out of the Ethengar steppes 
  and into the Heldann Territories to start the 
  invasion ordered by the Great Khan.  After 
  a brief skirmish with patrols of the 
  Heldannic Knights, Hulagu returns to 
  Ethengar and the Golden Khan sends a 
  message to Wulf von Klagendorf stating his 
  apologies over a mix-up he will correct 
  immediately.  (See Fe 7; Am 4, Am 8.) 
  What This Means: Oktai Khan and his 
  Glantrian agents sent a false message to 
  Hulagu Khan, who has well known desires 
  to invade the Heldann Territories.  The 
  message claimed that the Great Khan 
  decided to invade Heldann because the 
  sacred white stallion has been roaming in 
  those lands and that was a divine sign to 
  conquer them.  Not caring about anything 
  except attacking the Heldanners, Hulagu did 
  not even bother to verify the authencity of 
  the message and started the invasion.  
  Before he could get too far, however, real 
  envoys of the Golden Khan managed to 
  stop him and convince him to return to 
  Ethengar.  The fake messengers are 
  captured and they are discovered to be Taijit 
  warriors. 
  Moglai Khan, now having had the last straw 
  of Oktai’s plots, has decided he will 
  eliminate this rival once and for all.  He sets 
  in motion a plan to reveal Oktai Khan’s 
  secret alliance with the Glantrians so he can 
  gain the support of his people to destroy the 
  rival Khan. 
  Those with GAZ 12: The Golden Khan of 
  Ethengar, can find the information on the 
  various Khans and tribes, as well as the 
  above plot in the sub-plot Trouble in the 
  North (p. 61), of the adventure In The 
  Service of the Golden Khan.  It could now 
  be a good time to play out that adventure 
  with the PCs. 
  The whole incident is a plot devised by the 
  Glantrians to keep the Ethengarians at war 
  with the Heldann Territories so that Glantri 
  would be safe. 
   
  FYRMONT 28, AC 1014: World Games 
  End 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  
  124 
   
  Description:  The World Games end with 
  huge parades and celebrations.  The Council 
  that makes the rules for the World Games 
  go into debate, planning the Games for next 
  year.  (See Fe 15, Fy 15.) 
  What This Means:  The councils of 
  merchants and diplomats that work on the 
  World Games begin discussing the future of 
  the World Games.  Although the Games are 
  very exciting and worthwhile, the nations of 
  the known world can no longer afford to 
  continuously send their athletes every year.  
  Proposals are made that after the Shireton 
  Games in AC 1015, the Games should be 
  held only every second or even third year. 
  The winners of the World Games are left to 
  the DM’s discretion. 
   
  AMBYRMONT 1, AC 1014: Disaster at 
  Bangore 
  Location: Bangore, Mumlyket of Jalawar, 
  Sind.  KW 
  Description: Hool’s forces, after a long and 
  dangerous trek to the Atruaghin Plateau, 
  decide to send a raid against the village of 
  Bangore.  To their surprise, a large portion 
  of the Mumlyket of Jalawar is there.  They 
  are routed, and retreat back to the plateau, 
  only to meet with forces from Shajarkand as 
  well. Hool’s expedition is nearly devastated, 
  and sent into total retreat.  (See Kl 22, Fe 
  17.) 
  What This Means: Hool had thought the 
  Sindhi off guard, as it had been a while since 
  they had been heard from, so he allowed the 
  raid on Bangore. Much to his dismay, the 
  Sindhi were prepared, and struck him a 
  mighty blow. It will be months before Hool 
  and Nizam can bring their forces back 
  together to continue the Great Migration to 
  Atruaghin territory. 
   
  AMBYRMONT 1, AC 1014: Humans 
  Counter-attack 
  Location: Landersfjord, Vestland.  KW 
  Description: The forces of Ragnar attack 
  the orcs of Thar and the kobolds of Psa’gh, 
  catching them by surprise as they had 
  believed that the humans of Soderfjord 
  would not have sent large forces into 
  Vestland.  The battle becomes a stalemate as 
  the effects of the surprise are just not 
  enough to overcome the huge number of 
  goblinoids involved.  (See Fy 21, Fy 25; Am 
  5.) 
   
  AMBYRMONT 2, AC 1014: New Way of 
  Rafiel 
  Location: City of Aengmor, Broken Lands.  
  KW 
  Description: General Garafaele Galeifel 
  and the royal wizard Kanafasti announce 
  that the Way of Rafiel will be changed 
  within the city of Aengmor.  The most 
  important 
  changes 
  relate 
  to 
  the 
  abandonment of deformed children and the 
  forceful exile of the Wanderers; these 
  practices will no longer be performed within 
  the city of Aengmor as they are no longer 
  needed to ensure the survival of the race 
  that has now reclaimed the right to live on 
  the surfaced world. 
  This presents various rumors in the streets 
  of Aengmor and although there is no open 
  confrontations, it is obvious that not 
  everyone agrees with the new rules.  (See Fy 
  2, Fy 5; Am 14, Am 22.) 
  What This Means: Kanafasti would have 
  loved to wait a bit longer before declaring 
  such a ruling, but he is to become a 
  Wanderer himself in a matter of days.  Using 
  the friendship and trust of Garafaele that he 
  has earned by teaching the General magic 
  (see GAZ 13: The Shadow Elves), they 
  declare the new rule as law within Aengmor. 
  The shamans of the City of Stars make an 
  official complaint to King Telemon about 
  the blasphemy of the Radiant General, but 
  Telemon says that he wants to wait and see 
  what will happen.  Porphyriel, the head 
  shaman, truly does not care if those on the 
  surface leave, as they have been causing her 
  trouble for a while now.  But she must put 
  up a show of concern to prevent others in 
  the City of Stars to decide that it’s alright 
  and leave as well. 
  
  125 
   
  The whole idea itself sprang up from none 
  other than Xatapechtli.  Using his friendship 
  with Kanafasti, he managed to convince the 
  mage that it would be a good thing to do for 
  the shadow elves and especially the 
  Wanderers.  Kanafasti has no idea that he is 
  also helping spread the plans of Atzanteotl. 
   
  AMBYRMONT 3, AC 1014: The Road to 
  Nithia 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: Synn’s agents hire a guide and 
  porters to bring them to the fabled Dead 
  Place in the Emirate of Nithia.  (See Fe 15, 
  Fy 22; Am 13, Ei 9.) 
   
  AMBYRMONT 3, AC 1014: Unexpected 
  Visitor 
  Location: C’Kag, Orclands, Darokin.  KW 
  Description: General Tlatepetl, in his 
  fortress of C’Kag, receives an unexpected 
  visit today from Khordarg. The red dragon 
  is mildly surprised to see Tlatepetl is now 
  running things, rather than the trolls. After 
  some discussion, she offers him the same 
  deal she offered them - serve her, or burn. 
  He opts for the former course of action. 
  (See Fy 2, Fy 17; Am 6.) 
  What This Means: General Tlatepetl has 
  just met the true mastermind behind the 
  troll’s dominance in Orcland. Khordarg had 
  been guiding them to take over the Orclands 
  for years, but Tlatepetl and his allies 
  managed to destroy trollish opposition last 
  year, while Khordarg slept. She doesn’t 
  really care who works for her, so she lets 
  Tlatepetl remain. If  anything, she is pleased 
  at the change of command, for she foresees 
  a day when her (competent) new servants 
  can form a force to march on the ruins of 
  Jhyrrad, in Rockhome, where one of her 
  dire foes, a red dragon named Ambur, lives 
  (see Dragon #171). Tlatepetl, also, sees 
  possibilities in this relationship. 
   
  AMBYRMONT 4, AC 1014: Treachery 
  Revealed 
  Location: Ethengar.  KW 
  Description: While escaping from the camp 
  of Oktai Khan (whose assassins attempted 
  to kill them), agents of Moglai Khan 
  intercept a messenger bound for the orc 
  keep of Dast. He carries a message for 
  Moghul-Khan, promising the yellow orc 
  great wealth if he will send his humanoid 
  forces to attack the Yakka Clan.  They 
  quickly return to the Golden Court with 
  evidence of Oktai’s treachery. 
  Moglai also manages to catch Oktai Khan’s 
  messengers to his Glantrian allies (Prince 
  Jherek, at least who he thinks is his ally; the 
  Prince simply uses him as a pawn) asking for 
  help in return for all the information and 
  secrets Oktai has revealed to the Glantrian 
  over the years. 
  With that, Moglai Khan moves the Keshak 
  (Ethengarian equivalent of Royal Army) and 
  the Murkit warriors after the traitorous 
  Khan.  Oktai’s tribe, the Taijit, defend their 
  Khan.  (See Fy 26; Am 8, Am 9.) 
  What This Means: This continues the 
  Golden Khan’s plot to eliminate his rival 
  among the Khans (Oktai).  
   
  AMBYRMONT 5, AC 1014: Unrest in 
  Ylaruam 
  Location:  Village near Sulba, Emirates of 
  Ylaruam.  KW 
  Description: A village not far from Sulba is 
  raided today, and nearly burned to the 
  ground. Troops from Sulba don’t arrive in 
  time to save any of the inhabitants. Among 
  the dead are the bodies of four Thyatian 
  soldiers, apparently slain in the fighting. 
  Word is immediately sent to the Sultan of a 
  possible subversive Thyatian presence.  (See 
  Fe 5.) 
  What This Means: Mokamet-Qadi has 
  been roaming and making a nuisance of 
  himself these past months. With the aid of 
  the Thyatians, he has managed to skillfully 
  ravage a number of villages, slaying 
  everyone not fit to serve as a slave (who are 
  then sent off to Thyatian slave markets). He 
  
  126 
   
  finally decided that he didn’t need the 
  humans any longer, and had them killed. 
  The major consequence of this is to put the 
  Kin faction even further up in arms over the 
  presence 
  of 
  dangerous 
  foreigners 
  in 
  Ylaruam. 
   
  AMBYRMONT 5, AC 1014: Thar and 
  Psa’gh Defeated 
  Location: Landersfjord, Vestland.  KW 
  Description: The armies of Thar and 
  Psa’gh are crushed by the human forces of 
  Soderfjord and Vestland after a huge battle 
  in a deep valley within the hills around the 
  town of Landersfjord.  The fates of Thar 
  and Psa’gh remain unknown to the human 
  victors. (See Fy 25, Am 1; Sv 4.) 
  What This Means: The humanoid forces 
  of the Northern Reaches have just been 
  dealt a crippling blow.  After this, they 
  should no longer be much of a threat to the 
  norsemen.  After several days of skirmishing 
  and minor battles with Ragnar and the men 
  of 
  Soderfjord, 
  the 
  goblinoids 
  were 
  unfortunate to back off into a valley which 
  was suddenly blocked off at the other end 
  by the forces of Vestland.  The goblinoids 
  were crushed in between without any place 
  to escape in large numbers. 
  Ragnar returns victorious to his people, 
  having regained most, but not all, of his 
  prestige of being a great warrior and King. 
   
  AMBYRMONT 6, AC 1014: Alebane 
  Returns Home 
  Location: Xorg, Orclands, Darokin.  KW 
  Description: Alebane turns back towards 
  the orc keep of Xorg, not even halfway to 
  Ft. Hobart. Darokin troops have been 
  whittling away his forces for the past few 
  days, and he has not been able to do much 
  in exchange.  Rather than face the entire 
  Second Army of Darokin with his pitiful 
  band, he turns tail and settles in for a long 
  winter.  (See Fy 20, Am 3.) 
  What This Means: Alebane’s strong will 
  has won out over the Huptzeen - this time. 
  He realizes what a foolish move he nearly 
  made, but he is getting weaker. Darokin is 
  coming increasingly to the realization that 
  the Orclands may be a problem. 
   
  AMBYRMONT 8, AC 1014: Oktai Khan 
  Meets his Fate 
  Location: Ethengar.  KW 
  Description: Oktai’s tribe, the Taijit, 
  defended their Khan at first, but when they 
  learn that he was a traitor, conspiring with 
  both Glantri and goblinoids, they desert 
  him.  Oktai Khan is eventually captured, and 
  beheaded by the Golden Khan.  (See Fy 26, 
  Am 4; Am 9.) 
  What This Means: The Golden Khan has 
  just eliminated one of his rivals among the 
  Khans (Oktai).  This helps him regain more 
  control and prestige, which has been slowly 
  slipping away the past few years.  
   
  AMBYRMONT 
  9, 
  AC 
  1014: 
  War 
  Declared 
  Location: Ethengar.  KW 
  Description: Moglai Khan declares that the 
  Glantrians have caused much trouble 
  between them and the now submissive 
  Heldannic Knights (or so he keeps telling 
  his warriors), hoping to get them to waste 
  time fighting between them.  They nearly 
  succeeded because of the traitor, Oktai 
  Khan.  But now the Ethengar warriors are 
  aware of the treachery, and they shall have 
  their revenge.  Moglai Khan promises that 
  Glantri’s time is nearing it’s end as it shall be 
  the first to fall to the glorious Ethengar 
  Empire that shall be formed.  (See Am 4, 
  Am 8.) 
  What This Means: By declaring that the 
  Ethengar hordes will ride again to war, 
  against their hated enemy Glantri at that, 
  Moglai is taking care of the morale problems 
  brought up by the truce made with the 
  Heldannic Knights.  Now, instead of 
  fighting each other or complaining about 
  Moglai’s rule, they are preparing themselves 
  for another war.  Moglai begins the planning 
  of the battle he expects to start next year. 
  
  127 
   
  The Glantrian spies in Ethengar manage to 
  learn of the plan and warn the Council of 
  Princes about the upcoming invasion.  It 
  seems that their plan has backfired 
  dramatically and now they’ll have to pay the 
  price for their meddling. 
  This is the follow up and conclusion to the 
  above mentioned adventure presented in the 
  Ethengar GAZ. 
   
  AMBYRMONT 9, AC 1014: Sultan 
  Overworked 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: The Sultan of Ylaruam is 
  flooded 
  with 
  complaints 
  from 
  many 
  discontent Ylari who are upset and 
  complaining about the ways that the infidel 
  foreigners have been treating them and 
  behave the past couple of weeks during the 
  World Games. 
  Then, word starts spreading on the streets 
  that the Sultan is no longer fit to rule.  And 
  many begin to agree with it, not wanting to 
  see foreigners in their land again and 
  believing that the Sultan’s attitude at making 
  peace with the infidels is wrong.(See Kl 15, 
  Kl 26, Fy 15; Am 12, Am 20.) 
  What This Means: This is the work of the 
  Kin faction, seeing the best chance they 
  have ever had at gaining control of the 
  throne of Ylaruam.  It seems that the Ylari, 
  although peaceful and respectful, were just 
  not ready to handle so many foreigners and 
  cultures all at once. 
   
  AMBYRMONT 12, AC 1014: Sultan’s 
  Response 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: The more vocal of those upset 
  with Sultan Mohammed Al-Kalim are 
  arrested and trialed for treason, with some 
  executed that same day. 
  Many of the relatives of those executed 
  become even more upset at the Sultan, and 
  vow to avenge their dead.  (See Kl 26, Fy 15, 
  Am 9; Am 20, Sv 6.) 
   
  AMBYRMONT 13, AC 1014: Synn’s 
  Agents Arrive at Nithia 
  Location: Emirate of Nithia, Emirates of 
  Ylaruam.  KW 
  Description: Synn’s agents in Ylaruam 
  arrive in the Emirate of Nithia and begin 
  searching the area that is supposed to 
  contain the Dead Place.  Unfortunately for 
  them, it is currently covered in sand and will 
  be rather hard to find.  (see Fy 22, Am 3; Ei 
  9, Ka 17.) 
   
  AMBYRMONT 14, AC 1014: Shadow 
  Elven Crisis of Faith 
  Location: City of Aengmor, Broken Lands 
  Description: Tensions begin to mount in 
  the city of Aengmor as the shadow elves 
  begin to polarize in opinion on whether or 
  not to support the new Way of Rafiel or 
  return to the old one. 
  General Garafaele puts his foot down and 
  does not allow any fighting to occur, giving 
  harsh discipline to elves of either opinion 
  who start being too violent or forceful about 
  their thoughts. 
  Also, officials from the City of Stars begin 
  demanding that Garafaele return to the 
  proper worship of Rafiel before actions are 
  taken to relieve him of his duties.  (See Fy 2, 
  Am 2; Am 22.) 
  What This Means: The cult of Atzanteotl 
  is stirring up the trouble.  They hope that 
  they can get the elves of Rafiel to fight each 
  other until they are sick altogether of Rafiel, 
  no matter which way you worship him.  
  That’s when it will be easy for Atzanteotl to 
  move in and gather even more worshippers. 
   
  AMBYRMONT 18, AC 1014: Rampaging 
  Spiders 
  Location:  West Portage, Isle of Dawn, 
  Empire of Thyatis.  KW 
  
  128 
   
  Description: A few survivors 
  of a 
  massacred Thyatian colony on the Thothian 
  Plateau (Great Escarpment) on the Isle of 
  Dawn make it back to West Portage. They 
  claim their village was attacked and 
  destroyed by huge spiders.   
  The Thyatian military refuses to involve 
  itself as the Thothian Plateau and its 
  inhabitants are the responsibility of Thothia 
  as detailed in the Isle of Dawn Treaty 
  (Klarmont 13, AC 1012; PWA3).  Needless 
  to say, the Thyatians colonists are not too 
  pleased with their own people and former 
  government. Still, adventurers go in on their 
  own to see what happened. When word 
  reaches Thothia a few days later, the 
  Pharaoh sends in military patrols to see what 
  is going on. 
  What This Means: The colony was 
  attacked and wiped out by the residents of 
  the plateau: aranea.  The aranea used to 
  worship Arachne Prime, and had an evil 
  culture based on the beliefs of this Immortal 
  of Entropy.  However, Arachne Prime was 
  defeated by adventurers a couple of decades 
  ago and the aranea have since been on their 
  own. Despite losing several of their number 
  to a war with phanaton and other forest 
  creatures, the culture of evil aranea survived, 
  and they have decided that they have taken 
  enough trespassing on their territory of the 
  Great Escarpment.  (The aranea, phanaton, 
  and Arachne Prime are all detailed in the 
  D&D adventure module M5 Talons of 
  Night, and probably took place during the 
  years AC 990-1000).  Regardless, there is a 
  culture of evil aranea on the Great 
  Escarpment, and they are now attacking the 
  “invading” Thyatian colonists. 
  A note to DMs:  The aranea of the Known 
  World are not like those on the Savage 
  Coast.  First of all, they are more evil 
  (mainly because of their religion) instead of 
  neutral.  Secondly, and most importantly, 
  they do not seem to have the ability to 
  shape-change as their Savage Coast relatives 
  can. 
   
  AMBYRMONT 20, AC 1014: Blood 
  Feuds Erupt 
  Location: Emirates of Ylaruam.  KW 
  Description: Two tribes of nomads in Ylari 
  clash over their opinions about foreigners 
  and the Sultan, and the battle turns deadly 
  and bloody.  Within days, many other tribes 
  take up arms, and it seems that Ylaruam has 
  fallen into an unofficial civil war (since no 
  one has yet tried to overthrow the Sultan; 
  they’re fighting over difference in opinions). 
  Besides fighting themselves, many also 
  target the foreigners still in Ylaruam, 
  blaming them for all the trouble that is now 
  happening in their nation.  (See Am 9, Am 
  12; Sv 6.) 
  What This Means: This is exactly the 
  effect the Kin faction has been trying to get.  
  It is also a dangerous time for any foreigners 
  still in Ylaruam, especially mages and elves. 
  Another minor influence in the events are 
  the Thyatian spies.  Seeing trouble on the 
  way, Thyatis would love nothing better than 
  to have Ylaruam fall into a civil war, keeping 
  their warriors busy and preventing them 
  from raiding the Thyatian mainland.  They 
  start doing what they can to promote the 
  fighting without drawing any attention that 
  Thyatis is even involved. 
   
  AMBYRMONT 21, AC 1014: Helskir 
  Contacts the NACE 
  Location: Ionace, NACE.  KW 
  Description: Messengers from King Eruul 
  Zaar and Queen Asteriela Torion of Helskir 
  ask for an audience between the Alphatian 
  Council and their King and Queen. A 
  meeting is called for the following day.  (See 
  Ya 23, Fy 26; Am 22, Ei 12.) 
   
  AMBYRMONT 22, AC 1014: Helskir 
  Meets the Council 
  Location: Ionace, NACE.  KW 
  Description: King Eruul Zaar and Queen 
  Asteriela Torion teleport to the Parliament 
  on Ionace, where they meet with the kings 
  
  129 
   
  of the Alphatian Confederacy. Queen 
  Asteriela first informs the Council that she 
  knows about the survival of Alphatia and 
  Empress Eriadna within the Hollow World - 
  the crew of the Flying Fish told her so four 
  years ago - , so they can discuss freely about 
  the future of the region. She tells that now 
  that Zandor has been deposed, the situation 
  may only better - but unfortunately Helskir 
  has agreed to become part of the Thyatian 
  Empire before the event happened, and 
  cannot leave it for the NACE without 
  provoking 
  her 
  brother’s 
  wrath 
  and 
  destabilizing the relative stability on the Isle 
  of Dawn. However, Helskir has kept its 
  status of Kingdom and as such can establish 
  diplomatic ties with the Confederacy. This 
  would provide a means of communication 
  between the two empires, and maybe 
  preventing tensions or even wars. The 
  Council agrees to open up diplomatic ties 
  with Helskir.  (See Fy 26, Am 21; Ei 12.) 
   
  AMBYRMONT 22, AC 1014: Unrest in 
  Aengmor 
  Location: Rafielton, Aengmor.  KW 
  Description: The tension in the City of 
  Aengmor soon spreads to Rafielton.  Before 
  long, the shadow elves of the Canolbarth 
  Forest are also into the debate. (Am 2, Am 
  14; Sv 12.) 
  What This Means: This is just a logical 
  progression of the religious upheaval 
  throughout the realms of the shadow elves.  
  Of course, it doesn’t help that the cult of 
  Atzanteotl is also helping to spread the 
  tension and disorder. 
   
   
   
   
   
   
   
   
   
  The Rising Of Aengmor 
  [Editor’s note:  This eyewitness account was 
  submitted by Julius Fyodorov, an old friend 
  of Dorrik from Threshold.  Julius is an 
  accomplished archeologist, having obtained 
  a degree at the University of Biazzan in the 
  Empire of Thyatis.  This is Julius’s first time 
  writing a correspondence for anyone, as it 
  will become clear by his occasional 
  ramblings and changing of subjects. Still, 
  despite Dorrik’s suggestion of editing most 
  of it out, I have decided to leave most of it 
  as is, at it helps show the reader Julius’s 
  perspective of things.] 
  I’ve first seen the Joshuan Almanac last 
  Nuwmont in Kelvin, where I was working 
  on the ruins of the ancient city of Lavv (may 
  Halav protect us all!), and those predictions 
  in the end immediately attracted my notice, 
  especially the one about something arising 
  from “deep below”.  At first I thought: 
  “Hey! We’ll have to dig no more, Lavv will 
  finally 
  raise 
  to 
  the 
  surface”, 
  but 
  unfortunately it wasn’t so.  A few months 
  later my old friend Boldar, a dwarf from 
  Highforge, comes to my home in Treshold 
  and tells me that his uncle Dorrik will be the 
  publisher of the new Almanac and that he 
  thinks that prophecy refers to the city of 
  Aengmor and that they want me to write 
  something about it for the next edition of 
  the Almanac. 
  At first I thought they wanted me to write 
  about the long history of Aengmor and I 
  accepted with pleasure to help my old 
  friend, so imagine my astonishment when I 
  later realized that they wanted me to go 
  there, in Aengmor I mean, and report on 
  what was happening.  OK, I’ve done a few 
  adventures when I was young, but it was a 
  looong time ago.  Anyway I draw out my 
  old adventuring gear and headed north-west 
  to “conquer” the inexpugnable city of 
  Aengmor. 
  Boldar informed me that diviners claimed 
  the city would rise sometime in Fyrmont, 
  but how could I get there, if even an army 
  of dwarves didn’t manage to enter the 
  underground city?  “No problem”, said the 
  
  130 
   
  new publishers in Mirros, “wait for friends 
  in Corunglain”.  I waited there, studying the 
  old buildings of ancient “Corun’s Glen”.  
  Suddenly, one foggy morning, a bunch of 
  noisy gnomes “kidnapped” me from my bed 
  and took me to their city: Serraine.  It was 
  the ugliest journey of my life: even today I 
  feel sick recalling that damned journey on 
  that 
  Cloudclipper. 
  Hopefully 
  Halav 
  protected me. 
  In Serraine, after spending a couple of hours 
  at immigration control, a gnome called 
  Baublebob welcomed me and brought me to 
  the Imperial Hostelry where there was a 
  room reserved for me.  Baublebob also told 
  me that he was an old friend of Belzamith, 
  that he knew about my mission and that I 
  was supposed to fly with him in his Tomcat 
  for an aerial observation of the raising city 
  of Aengmor.  I was terrified, but I could not 
  refuse, so I started praying to Halav.  A few 
  hours later I learned that I wasn’t the only 
  reporter 
  here, 
  there 
  were 
  also 
  correspondents from the Glantrian Free 
  Press and the Ierendi Adventures Quarterly.  
  It seems that the Mystaran Almanac is not 
  the only one to use sages, psychics, and 
  diviners to learn what will happen before it 
  does. 
  On Fyrmont 2, a beautiful cloudless day, the 
  city of Serraine was cruising high above the 
  Broken Lands when at sunset someone 
  noticed an extraordinary volcanic activity in 
  the area known as South Gnollistan, just 
  along the Streel river.  Me and Baublebob 
  quickly boarded his flying machine and took 
  off, I had with me also the magnificient 
  gnomish farseeing contraption. 
  We swiftly descended among burning ashes 
  and squirts of molten lava down to a few 
  hundred yards above ground level in the 
  small canyon between the Sun’s Anvil 
  plateau and the mountains to the west, and 
  the sight was both astonishing and terrible: 
  the land was shaking and rumbling.  
  Bubbling water from the Streel river was 
  flooding the nearby rocks before turning 
  into steam. All around screaming gnolls and 
  orcs were trying to flee the falling ashes.  
  Suddenly large cracks opened in the ground 
  and lava started flowing outside burning 
  everything it found in its course: gnolls, 
  orcs, and their villages (or should I say 
  lairs?). 
  Then a large city emerged in a cloud of 
  smoke.  It looked as if the city was floating 
  on lava as Floating Ar does on air (and 
  Serraine too, of course).  Some sort of dark 
  bluish magical dome covered the city, 
  protecting it from the ashes and rocks that 
  were falling everywhere else, destroying all 
  they landed upon.  Then the magical dome 
  started to fall apart, and the mystical blue 
  energies fell down into the lake of lava 
  beneath the floating city, and had an 
  amazing effect: the lava quickly cooled and 
  solidified, turning the lake into solid ground, 
  anchoring the formerly floating city into 
  place once and for all.  So the prophecies 
  were true and Aengmor was now under 
  sunlight after so many centuries. 
  I started peering at the ancient city with my 
  gnomish contraption: there were many 
  creatures, probably shadow elves, running in 
  the small and tangled streets, most of them 
  were trying to protect their eyes from 
  sunlight, others were crying, a few others 
  were preparing for battle with shining 
  swords in their hands.  I had just noticed a 
  strange elf with a purple mark on his face 
  looking desperately at something that he 
  kept in his hand, when the gnome advised 
  me of an incoming threat: several flying 
  beasts (skinwings) mounted by shadow elves 
  were taking off from Aengmor. 
  Baublebob started maneuvering to get out 
  of range, but unfortunately something (an 
  arrow? a spell? molten lava?) hit our Tomcat 
  and we were forced to a so-called “crash 
  landing”.  Thanks to Halav we landed... ehm 
  crashed almost unhurted a few miles south. 
  The sun was already set, so we decided to 
  spend the night there. I took first watch, 
  while Baublebob started meddling with what 
  was left of his flying machine hoping to 
  build something useful out of it.  It was 
  there, on that moonless night, that I met 
  Eleandor, a female shadow elf with long 
  silver hair and a big purplish mark on her 
  
  131 
   
  forehead.  She looked frightened, as if she 
  was fleeing from someone or something.  I 
  know a bit of elvish, so I tried to speak to 
  her, but her elvish was quite different from 
  the one spoken by the Callarii.  Still, they 
  were a bit similar, and I managed to learn 
  that she was looking for a particular cavern 
  that would allow her to get back to the City 
  of Stars deep beneath the ground.  We took 
  shelter in a nearby cave, after driving away a 
  few fearful and panicked orcs.  We decided 
  to help Eleandor, for reasons I still don’t 
  know why; probably because I felt ashamed 
  of leaving someone looking so helpless and 
  frail alone in an area infested with 
  goblinoids running around in fear. 
  The trip to the cave to the City of Stars took 
  two days, during which I tried to learn 
  something more about Eleandor and the 
  city of Aengmor.  The following is what I 
  learned: Eleandor isn’t a common shadow 
  elf, but a member of a particular race 
  recognizable from the purplish mark on her 
  forehead and worshipped by common 
  shadow elves as a messenger of their 
  Immortal, something similar to what 
  happens in the Thothian society.  That 
  crystalline dust was part of a bigger amulet, a 
  sort of symbol of power, that she certainly 
  broke during her hazardous escape from the 
  city of Aengmor. 
  I managed to learn also what she was 
  fleeing, and these aren’t really good news for 
  us. The followers of an evil Immortal, 
  probably Atzanteotl but I’m not sure, took 
  control of the city and managed to raise it 
  again to the surface, thus weakening, but I 
  don’t know how, the marked-ones like 
  Eleandor. From what she told me it looks as 
  if most of the dwellers of the city of 
  Aengmor are evil, warlike and ready to wage 
  war on the humanoids first and the 
  bordering human nations then.  [Ed. Note: 
  Upon questioning Julius again, he is forced 
  to admit that his interpretation of what was 
  said could be wrong.  Indeed other 
  investigations show various factions and 
  beliefs within the city.  Therefore, the above 
  statement on the attitude and plans of the 
  shadow elves is merely hearsay, and quite 
  possibly an incorrectly translated hearsay as 
  well.]  She said that the whole city 
  cooperated to raise the city to the surface, 
  though she and her fellows tried to stop the 
  others until it was too late.   
  When Aengmor was finally raised, she was 
  forced to leave because she feared for her 
  soul; I didn’t understand this very well, but I 
  think it means that she feared that the evil 
  elves in Aengmor have some sort of 
  necromantic power and use it on the bodies 
  of dead people. 
  We finally arrived safely at the cavern two 
  days later, then left her to proceed on her 
  way to the City of Stars. As a final comment 
  I must say that, if this stuff is as true as it 
  sounds, we should start worrying now about 
  this new threat to humankind.  If you 
  thought that Bargle and the Master were the 
  most dangerous thing you could meet in 
  your life, you’ll have probably to reconsider 
  all, because these shadow elves from 
  Aengmor (the city) look really nasty as told 
  in the old Alfheim legends.  I don’t know if 
  the elves in Rafielton are so evil too, but I 
  fear it and hope that the marked elves will 
  help us.  [The Editors of this Almanac 
  would like to once more remind the reader 
  that these are solely the opinions of the 
  correspondent, and not necessarily those of 
  the Almanac.  The shadow elves are a 
  concern, but one should learn more about 
  them before judging them based on old, 
  superstitious legends. Ed.] 
  May Halav guide us... we need his help. 
  J.F.  
   
   
   
   
   
   
   
   
  
  132 
   
  Fall 
   
  SVIFTMONT 3, AC 1014: Jaggar Wises 
  Up 
  Location: Glantri City, Glantri.  KW 
  Description: Prince Jaggar von Drachenfels 
  ends his affair with Dolores Hillsbury and 
  the two seem forever opposed in Council 
  meetings. 
  What This Means: Two years ago, Prince 
  Malachie brought Jaggar some scales of a 
  dragon and wanted to learn which type of 
  dragon they were.  Jaggar has been intrigued 
  because, 
  despite 
  being 
  the 
  master 
  Dracologist, he has never seen that type of 
  scale/dragon before. After a few more talks 
  with Malachie and sending his spies out to 
  discover where the Prince of Morlay-
  Malinbois found these scales, Jaggar has 
  eventually discovered that Dolores has 
  something to do with them.  (Malachie did 
  not tell him directly as he finds it would be 
  more believable if Jaggar finds out for 
  himself.)  After examining everything he has 
  done since taking up with Dolores, 
  including supporting Kol and his kobolds 
  over the elves of Erewan, Jaggar becomes 
  dismayed at the fool he had been.  He has 
  vowed to destroy Dolores for the chaos she 
  has caused in Glantri, and for the evil he has 
  unknowingly done in her name.  But he 
  knows better than to try and confront her 
  directly.  As all Princes/mages do in Glantri, 
  he begins to use his influence and political 
  power to destroy her on the political level 
  since a direct confrontation between Princes 
  is not allowed without sufficient cause 
  (personal hatred does not count, nor does 
  not being human, in Glantri).  
  Also, he has more pressing matters of 
  planning the defense of his nation against 
  Ethengar’s invasion, which could come at 
  any time.  This is a battle he has been 
  waiting for a long time and he wants to 
  make sure everything is perfect.  
   
  SVIFTMONT 4, AC 1014: Thar and 
  Psa’gh Lick Their Wounds 
  Location: Makkres Mountains, Vestland.  
  KW 
  Description: 
  Back 
  in 
  the 
  Makkres 
  Mountains, Thar, Psa’gh, and the survivors 
  of their hordes return to Thar’s lair and 
  gather what they can in terms of supplies 
  and new recruits.  The rag-tag horde then 
  leaves the area and moves south, toward 
  Rockhome.  (See Am 5.) 
  What This Means: Thar and Psa’gh have 
  been soundly beaten by the humans, and 
  they know it.  They view that Thar’s lair in 
  the Makkres is undefendable with the small 
  number of humanoids they have with them, 
  so they want to move as far away from the 
  humans as they can.  The logical choice was 
  toward Rockhome; a large area of the 
  dwarven nation, particularly near three 
  volcanoes, is rather barren of dwarven 
  settlements.  The two goblinoid leaders view 
  this as the best place for them to once more 
  gather their forces. 
   
  SVIFTMONT 6, AC 1014: Kin Make 
  Their Move 
  Location: Emirates of Ylaruam.  KW 
  Description: The Kin faction publicly 
  declares 
  that 
  the 
  turmoil 
  currently 
  happening in Ylaruam is all because of the 
  Preceptors, their Sultan, and their political 
  method of dealing with foreigners.  They 
  make proud speeches about how the true 
  Ylari way and way of Al-Kalim is the warrior 
  way, not the way of weakness of the so-
  called “civilized” people of the rest of the 
  world.  They preach out that the brave 
  warriors should help restore the Kin faction 
  to lead Ylaruam, to return the Ylari to the 
  glorious warriors they should be. 
  The sides are therefore made in the Ylari 
  civil war; the Alasiyani (Preceptors) against 
  the Abbashani (Kin).  The other Emirates 
  help neither side officially as the tribes 
  within are more or less evenly split between 
  the two, or just don’t want to participate.  
  (See Am 12, Am 20; Sv 19, Ei 1.) 
  What This Means: This is the official 
  declaration of war against the sultan by the 
  
  133 
   
  Kin faction.  Although is was tribe against 
  tribe at first, now there are definite sides, 
  and thanks to the news spread around the 
  nation of what has happened in Ylaruam 
  City during the World Games (admittedly 
  mostly exaggerated by the Kin), the Kin 
  faction is receiving enough support to stage 
  their coup. 
   
  SVIFTMONT 8, AC 1014: Karameikos 
  Makes an Official Announcement 
  Location: Mirros, Karameikos.  KW 
  Description: King Stefan once again makes 
  good use 
  of the resources 
  of the 
  Karameikan 
  School 
  of 
  Magecraft 
  by 
  teleporting copies of an official declaration 
  in which he confirms the existence of the 
  Hollow World as per “Claransa’s Travels to 
  the Center of the World”, and also reveals 
  the survival of Alphatia in the Hollow 
  World as one of those levitating land masses 
  known as the floating continents. Those 
  copies are sent to rulers, libraries, magicians’ 
  guild leaders and public figures in Aengmor, 
  Darokin, Ethengar, the Five Shires, Glantri, 
  the Heldannic Territories, Ierendi, the major 
  towns of Karameikos, Leeha, Minaea, 
  Minrothad, the many nations of the New 
  Alphatian Confederate Empire, Ne’er-do-
  well, Ochalea, Ostland, the Pearl Islands, 
  Rockhome, Serraine (courtesy of Master 
  Terari), Soderfjord, Thyatis and its colonies 
  on the Isle of Dawn and Aegos, Vestland, 
  Wendar, and Ylaruam. 
  Stefan 
  also 
  announces 
  that 
  another 
  expedition will be sent to the Hollow World 
  next year.  (See Fy 11, Fy 19; Sv 8, Sv 9.) 
   
  SVIFTMONT 8, AC 1014: The NACE 
  Makes an Official Announcement 
  Location: Ionace, NACE. KW 
  Description: The Council also makes an 
  official declaration in which it confirms the 
  truth 
  of 
  the 
  Karameikan 
  statement, 
  reaffirming the existence of the Hollow 
  World, and the survival of Alphatia ruled by 
  Her Imperial Majesty Eriadna; it also 
  reaffirms 
  that 
  the 
  New 
  Alphatian 
  Confederate Empire is part of Alphatia and 
  is ruled by the Council in Empress Eriadna’s 
  name. 
  The Council also states that the region 
  claimed by the NACE that leads to the 
  north pole, from Alpha to Faraway via 
  Qeodhar, including the waters between 
  those places, are restricted to the sole use of 
  the Confederation. Nations or individuals 
  that wish to use that route to the Hollow 
  World must first petition the Council, or 
  find another route.  (See Fy 11, Fy 19, Sv 8; 
  Sv 9.) 
  What This Means: This declaration and 
  that from Karameikos were written in 
  common during the last weeks, and the 
  destinations 
  of 
  the 
  teleported 
  copies 
  carefully chosen.  Karameikos has already 
  been assured that it has permission to sail 
  through Alphatian territory to reach the 
  Hollow World. The fact that the path to the 
  northern pole is under Alphatian control is 
  more a wish than a fact: The confederate 
  navy cannot patrol the seas enough to 
  prevent isolated ships from going through 
  (it 
  already 
  has 
  difficulties 
  preventing 
  Minaean pirate raids), although whole fleets 
  will never be allowed to pass; in fact, Baron 
  Norlan will profit from it by allowing illegal 
  ships to sail to the north in return for a 
  small bribe. 
  Minrothad sees this as a further ground for 
  reopening the pit of Aegos, since the 
  Alphatians will need a way to trade between 
  the two worlds, and, unless they find 
  another route, the pit can become very 
  profitable. 
  On the other hand, this is bad news for 
  Thyatis, since it puts an end to their dreams 
  of conquest of the Hollow World. The pit 
  of Aegos has lost most of its interest, since 
  it is now clear that it couldn’t be used to 
  send enough Thyatian legions; it would only 
  benefit Alphatia. 
  The Heldannic Knights already knew of the 
  situation in the Hollow World, and have 
  realized it is lost to the Alphatians.  They 
  have long tried to keep its existence a secret, 
  but now it is no more that important to 
  
  134 
   
  them. They laugh at the declaration of the 
  NACE stating that the easiest route to the 
  north pole is restricted, since they are sure 
  they can force their way through if they wish 
  - at least once they will have dealt with this 
  insurrection at home.  Moreover, they know 
  of other routes, and prefer to use the 
  southern pole by using their base at Green 
  Bay. 
  The shadow elves have too many internal 
  problems to deal with to fully realize the 
  importance of this declaration; when they 
  realize it, however, will they understand that 
  their 
  underground 
  route 
  to 
  the 
  Schattenalfen caverns may be even more 
  valuable than they first thought. 
   
  SVIFTMONT 9, AC 1014: Norlan Is 
  Furious 
  Location: Ionace, NACE. KW 
  Description: An infuriated Baron Norlan, 
  who has just learned of the existence of the 
  Hollow World and Alphatia, is teleported by 
  his pet mage to the Parliament on Ionace. 
  He yells in the corridors of the building, 
  requesting explanations from his peers. He 
  eventually meets Queen Gratia of Surshield, 
  who yells at him in return. When Norlan 
  agrees to calm down and hear her 
  explanations, she tells him that the Council 
  already knew it all when the Confederation 
  was created, and that every ruler adhering to 
  the NACE was informed of it during his 
  first meeting at the Council. It is his fault if 
  he never learned it, since he never attended 
  a single Council session or even sent a 
  representative.  (See Fy 11, Fy 19, Sv 8.) 
  What This Means: Norlan still believes the 
  Council voluntarily hid the information 
  from him because they dislike him and want 
  his fall. He decides to send a representant to 
  the Council just in case, but assumes the 
  better way to learn what the Council wants 
  to keep away from him is by sending agents 
  from his Special Force to do some spying. 
  Also, it won’t be long before he understands 
  where Mariella went; now that he knows 
  that Alphatia still exists somewhere, she has 
  once again become important to him. 
  SVIFTMONT 10, AC 1014: Torolai 
  discover Dogrel 
  Location: Dogrel, northwest of Kogolor 
  lands.  HW 
  Description: Scouts of the Torolai discover 
  the town of Dogrel (unimaginatively named 
  after himself), located in the valley along the 
  Great Mud River.  They return to report to 
  Zorok, their chieftain.  (See Sv 14, Sv 20.) 
  What This Means:  King Dogrel of the 
  Alphatia 
  Neatharum 
  started 
  his 
  own 
  community last year without any of the 
  Imperial laws forbidding slavery of the 
  Neathar.  With the discovery of a silver 
  mine in the nearby mountains, Dogrel 
  ordered his loyal men to capture even more 
  slaves and have them dig up the rich 
  resource. 
  Zorok, chieftain of the nearby Torolai tribe, 
  noticed the disappearance of his people and 
  sent his best scouts out to see what was 
  going on. 
   
  SVIFTMONT 12, AC 1014: Shadow 
  Elves Try For Peace Again 
  Location: Rafielton, Nation of Aengmor.  
  KW 
  Description: 
  Princess 
  Tanadaleyo 
  of 
  Rafielton again invites the former elves of 
  Alfheim over to discuss peace and help save 
  the forest.  She states that the attempted 
  assassination was not at all sanctioned by 
  her, and that they are still looking for the 
  individual shadow elf who fired the first 
  arrow so he can receive proper punishment.  
  She claims that elf must have been one of 
  the discontent of her nation who are 
  paranoid of the surface elves, just as the 
  Alfheim 
  Avengers 
  who 
  have 
  been 
  constantly raiding them the past year or so 
  are paranoid of shadow elves.  Tanadaleyo 
  wishes to prove that only a minority, on 
  BOTH sides, wishes for war, while most 
  want to live together in peace. 
  Unfortunately, after the last incident, the 
  former elves of Alfheim are rather insecure 
  about returning to the land of their enemies.  
  A few of the more adventurous ones do go 
  
  135 
   
  back, but they are always on the edge, 
  expecting a trap, and discussions go very 
  slowly.  (See Ya 19, Am 22; Ka 8, Ka 22.) 
  What This Means: Princess Tanadaleyo’s 
  statement is more or less true.  Although she 
  has no love for the former elves of Alfheim 
  and couldn’t care less what they do, she 
  does need them.  First, they have the magic 
  necessary to save the Canolbarth forest, 
  which she and her people have come to see 
  as theirs, especially since they are the ones 
  who caused its present state of near-
  destruction. 
  Even more important now, she needs them 
  for the influence they can have on the 
  shadow elves of Rafielton.  She has noticed 
  the steady entrance of worshippers of 
  Atzanteotl into her nation from the city of 
  Aengmor and believes it to be rather 
  dangerous.  Her own spies report that the 
  Atzanteotl elves are preparing a rebellion 
  against the shamans of Rafiel, although they 
  have no idea how they are planning to do it.  
  Although Tanadaleyo herself dislikes the 
  shamans and wants to get rid of them, she 
  would rather keep the power for herself 
  rather than simply replacing the control of 
  the shamans of Rafiel with the control of 
  the shamans of Atzanteotl.  That is why she 
  would like her people to see the way of the 
  elves of Alfheim as there was no religious 
  control in their nation.  Admittedly, the 
  priests/Tree Keepers of Ilsundal were 
  respected, but they did not have the political 
  power shamans have in the shadow elf lands 
  (more accurately, they did have the power, 
  just rarely used it beyond advising the Clan 
  Leaders, but the shadow elves don’t know 
  that).  She would therefore rather see her 
  elves become more like the surface elves 
  than those of the city of Aengmor.  
   
  SVIFTMONT 14, AC 1014: Zorok’s 
  Scouts Return 
  Location: Torolai lands, Neathar Lands.  
  HW 
  Description: Chief Zorok hears about his 
  people been held as slaves by Alphatians.  
  He declares that the Torolai will once more 
  war on the Alphatians and sends messengers 
  out to the other tribal chieftains to inform 
  them what is going on.  (See Sv 10; Sv 20, 
  Sv 28.) 
  What This Means:  Zorok has never liked 
  the Alphatians and believes that the Empire 
  merely declared peace so it could continue 
  with its hidden agenda.  He has always 
  believed that they were too imperialistic and 
  ambitious, and now he has been proven 
  right. 
  Zorok intents to rid Neathar of the 
  Alphatians once and for all, starting with the 
  new town of Dogrel.  If he were to learn 
  that Dogrel was acting on his own, he would 
  probably not believe it. 
   
  SVIFTMONT 19, AC 1014: Defense 
  League Wants to Help 
  Location: Ylaruam City, Emirates of 
  Ylaruam.  KW 
  Description: The ambassadors of the 
  Western Defense League in Ylaruam inform 
  the Sultan that they are willing to send him, 
  the rightful ruler of Ylaruam, troops to help 
  stop the rebellion.  Sultan Mohammed Al-
  Kalim refuses their aid as to bring in more 
  infidels to help him will only make matters 
  worse in the eyes of his people.  (See Am 20, 
  Sv 6; Ei 1, Ka 15.) 
   
  SVIFTMONT 20, AC 1014: Neathar 
  Leave Haldemar 
  Location: Haldemar, Alphatian Neatharum, 
  Alphatia.  HW 
  Description: Many of the Neathar living in 
  and around Haldemar slowly start to leave 
  the area.  (See Sv 10, Sv 14; 
  Sv 28, Ei 14.) 
  What This Means:  Zorok has been 
  spreading the news about the enslavement 
  of the other Neathar back in Dogrel, and 
  the Neathar are losing their trust in the 
  Alphatians.  They are leaving Haldemar now 
  while they still have a chance. 
  
  136 
   
  Dogrel notices the mass departures, but 
  cannot do anything without arousing the 
  suspicions of Empress Eriadna. 
   
  SVIFTMONT 25, AC 1014: A Plague on 
  Isla del Cayo 
  Location: Isla del Cayo, Baronia de 
  Gargoa.   SC 
  Description: A dreaded disease breaks 
  loose on la Isla del Cayo, killing the isolated 
  Afflicted which live there.  When word 
  spreads throughout the Baronies, most 
  people begin to shun and fear the afflicted 
  even more, believing that they are carriers of 
  this deadly plague.  Rumors also begin to 
  circulate that maybe this is another side-
  effect of the Legacies; since they have only 
  been around for a few years now (or at least 
  widespread for a few years), no one really 
  knows what the long term effects are. 
  What This Means:  This is just a disease 
  which happened to affect the Afflicted living 
  on the island, and nothing more.  It’s a sad 
  case where people’s fears are turning things 
  much worse than what they really are. 
   
  SVIFTMONT 28, AC 1014: Dogrel 
  Raided 
  Location: Town of Dogrel, Northwest of 
  Kogolor lands.  HW 
  Description: Zorok and the Torolai, along 
  with a few other nearby minor Neathar 
  tribes, lead a raid against the town of 
  Dogrel, freeing several of the slaves forced 
  to work in the mines.  (See Sv 14, Sv 20; Ei 
  14, Ei 16.) 
  What This Means:  King Dogrel sends 
  more troops over to Dogrel, but cannot 
  send too many without drawing Imperial 
  attention to his actions. The Neathar will 
  continue to harass this outpost for the next 
  several weeks. 
   
  EIRMONT 1, AC 1014: Sandstorm 
  Location: Emirates of Ylaruam.  KW 
  Description: A significant portion of both 
  the Kin and Preceptor factions’ armies are 
  wiped out on the battlefield by a sandstorm.  
  (See Sv 6, Sv 9; Ka 15, Ka 19.) 
  What This Means: This is just bad luck for 
  both sides of the war.  The sandstorm is 
  completely natural, and just happened to 
  strike on the battlefield of the two groups.  
  Although the number of casualties are 
  roughly equal on both sides, the Preceptors 
  have just lost their best leaders in the storm. 
   
  EIRMONT 5, AC 1014: Dwarves in 
  Aegos 
  Location: Stronghold, Fortress Island, 
  Minrothad.  KW 
  Description: Guild leader Oran Meditor, 
  seeing great trade opportunities to come in 
  Aegos, solicits help from the dwarves of 
  Fortress Island to help in the redigging of 
  the pit. Some dwarves accept the challenge. 
  What This Means: Human engineers have 
  been unable to reopen the pit, their work 
  hampered by the occasional earthquakes 
  that occur irregularly in the region. Oran 
  Meditor reasoned that dwarves would be 
  better at this task, because evidences have 
  been discovered that the Alphatians had 
  used dwarven workers (this is true, but only 
  partially, since gnomes from Serraine also 
  participated in the works alongside dwarves 
  from Denwarf-Hurgon). 
   
  EIRMONT 7, AC 1014: Dissent Among 
  the Warriors 
  Location: Sind.  KW 
  Description: Tension begins to grow 
  among the Freedom Warriors.  Many of the 
  units not directly under Anand or Sitara’s 
  command start to ignore her suggestions or 
  plans.  This begins to cause loses in various 
  strikes that should have been easy victories.  
  (See Kl 5, Fe 6.) 
  What This Means: The underground 
  movement of Sind had been started by the 
  Rishiyas.  They have been wanting to get rid 
  of the Prophet of Gareth for some time 
  
  137 
   
  now, but since she has been helping their 
  movement so well, they decided to leave 
  things alone for a while. In fact, this has 
  helped them out tremendously, as Sitara and 
  Anand have done amazing feats for the 
  rebel movement.  But now the common 
  people are beginning to associate the 
  Freedom Warriors with Gareth, and this is 
  beginning to scare the Rishiyas once more.  
  The occasional rumor that Sitara is the 
  mortal incarnation of Himayeti has struck an 
  even bigger nerve to the priests of the 
  traditional cleric caste.  They are beginning 
  to fear that the Immortals will take offense 
  at such blasphemy and curse them to fail at 
  freeing their nation if they allow it to 
  continue. 
  But the Prophet is too much of a hero now, 
  so they cannot simply eliminate her.  The 
  Rishiyas are taking an indirect route by 
  ignoring her plans and suggestions, hoping 
  that the people notice the Freedom Warriors 
  make mistakes and blame it on their 
  “leader”, the Prophet of Gareth. 
  None of them seem to think of the possible 
  result of losing Sind to Hule by destroying 
  their own resistance movement themselves 
  with such internal conflicts. 
   
  EIRMONT 9, AC 1014: Saved by Orcs 
  Location: Sandros Valley, Black Mountains.  
  SC 
  Description: Stephan Karvich, the exiled 
  regent of Nova Svoga, and his group are 
  attacked by hobgoblins in the Sandros 
  Valley.  The outnumbered humans are about 
  to be slaughtered by the goblinoids when 
  they receive unexpected help by a group of 
  orcs. 
  Once the hobgoblins are defeated, the men 
  of Nova Svoga prepare to defend Anya 
  from the orcs, but they are taken by surprise 
  when one of them speaks Thyatian 
  Common.  He introduces himself as 
  Thurgg, leader of the Dark Fangs, and 
  welcomes them to their village but a few 
  days away.  After a bit of unease, Stephan 
  Karvich accepts the offer and they start 
  marching to their village.  (See Ei 15.) 
  What This Means: Stephan Karvich and 
  his group have been hiding within the 
  valleys of the Black Mountains since the 
  summer of AC 1012.  With him, he has 
  Anya, the nine-year-old heir to the throne 
  and only remaining member of the 
  margrave’s family.  He intends to keep her 
  alive and safe from the orcs no matter what 
  as she is their only legitimate claim on the 
  lands of Nova Svoga. 
   
  EIRMONT 9, AC 1014: Dead Place 
  Discovered 
  Location: Emirate of Nithia, Emirates of 
  Ylaruam.  KW 
  Description: The Glantrian agents of Synn 
  discover the obsidian dome that covers the 
  portals of the Dead Place.  They kill their 
  guides to prevent them from telling anyone 
  else that they have found it, then begin to 
  dig up the huge obsidian bowl so they can 
  examine it further. 
  The leader of the group teleports back to 
  Glantri to inform Dolores (Synn) of their 
  discovery and to gather more servants to 
  help in the digging (probably goblinoids).  
  (See Am 3, Am 13; Ka 17.) 
  What This Means: Synn has now found a 
  place of great magic and is rather interested 
  in seeing what she can learn from it. It will 
  be some time before her agents can dig up 
  the depression, as they fear using magic too 
  close to such a magical place, which could 
  have disastrous consequences. 
   
  EIRMONT 12, AC 1014: Dunadale 
  Contacts the NACE 
  Location: Province of Dunadale, Isle of 
  Dawn.  KW 
  Description: The Thyatian Province of 
  Dunadale, whose citizens are mostly of 
  Alphatian descent, declares it will open up 
  diplomatic ties with the New Alphatian 
  Confederate Empire, like Helskir did the 
  previous month.  (See Am 21, Am 22.) 
  What This Means: The Thyatian governor 
  of the province did this to please his 
  
  138 
   
  citizens, as he was fearing an uprising. He 
  hopes this won’t upset Emperor Eusebius. 
   
  EIRMONT 14, AC 1014: Haldemar 
  Attacked 
  Location: Haldemar, Alphatian Neatharum, 
  Alphatia. HW 
  Description: A large band of dinosaur 
  riding Neathar attack the town of Haldemar, 
  destroying the houses and causing as much 
  damage as they can. One group is sent to 
  destroy as many of the docked skyships as 
  they can. 
  After 
  much 
  destruction 
  from 
  this 
  unexpected attack from the inside, the 
  Alphatians manage to chase the Neathar 
  away.  (See Sv 20, Sv 28; Ei 16) 
   
  EIRMONT 15, AC 1014: Allies Are Made 
  Location: 
  Dark 
  Fang 
  village, 
  Black 
  Mountains.  SC 
  Description: After staying with the orcs for 
  a few days, Stephan Karvich has come to 
  trust Thurgg as an ally.  He still mistrusts the 
  other orcs, but Thurgg tells them they are 
  still in the process of change and says to 
  give them time.. they are not used to helping 
  others, especially not humans. 
  Thurgg teaches the regent and the young 
  Anya about the philosophies of Gareth, 
  hoping to spread his wisdom to the humans 
  of the City-States.  (See Ei 9.) 
  What This Means: When Stephan Karvich 
  will be ready to reclaim Nova Svoga from 
  the Huleans, it seems he will have orcs to 
  help him.  This could be a great surprise 
  against the forces of Hule, since they believe 
  that all the orcs in the area work for them. 
   
  EIRMONT 16, AC 1014: Empress 
  Demands to Know What Happened 
  Location: New City, Jafilia, Alphatia.  HW 
  Description: In an audience with Empress 
  Eriadna, King Dogrel must explain what 
  happened down in Haldemar and why the 
  Neathar attacked.  Dogrel claims to have no 
  knowledge of what is going on. 
  Eriadna sends down several ambassadors to 
  find and talk with the chieftains, as she did a 
  couple of years ago.  (See Sv 28, Ei 16.) 
  What This Means: The Empire is now 
  taking a closer look at what is happening to 
  the Neathar, limiting Dogrel’s choice of 
  actions.  Dogrel begins to panic, and starts 
  planing an escape route in case something 
  goes wrong. 
   
  EIRMONT 23, AC 1014: Revolt in 
  Hockstein 
  Location: Hockstein, Heldannic Territories.  
  KW 
  Description: The commoners of the 
  Heldann 
  Freeholds 
  start 
  a 
  massive 
  riot/rebellion in the city of Hockstein.  
  Unlike other revolts, this one is well led, 
  planned, and funded (by the gold stolen 
  several months ago).  Geoffrey of Grunturm 
  has been in the city for a while, making the 
  plans and providing magical support to the 
  revolt.  (See Ya 14, Fe 7; Ei 28, Ka 20.)   
  What This Means: There is no hidden 
  meaning here.  The people of the Heldannic 
  Territories are once again trying to free their 
  land of the rulership of the Heldannic 
  Knights.  This time, the revolt has been well 
  planned, and the Knights are lacking in their 
  magical (clerical) support they normally 
  have, giving the rebels the best chance they 
  have had in decades. 
   
  EIRMONT 28, AC 1014: Hockstein 
  Captured 
  Location: Hockstein, Heldannic Territories.  
  KW 
  Description: After a few days of fighting 
  with the garrisons of Knights present in 
  Hockstein, the peasants manage to take over 
  the city while the Knights barricade 
  themselves in the central keep.  By this 
  stage, most of the commoners of the city 
  have joined sides with the rebellion seeing 
  
  139 
   
  that there is actually the chance that they 
  might win. 
  Geoffrey immediately sets men to watch the 
  city walls, now heavily fortified thanks to the 
  rulership of the Knights for the past several 
  decades.  He prepares plans for surviving 
  the siege that is sure to follow by the 
  reinforcements sent by Freiburg.  (See Fe 7, 
  Ei 23; Ka 2, Ka 20.) 
  KALDMONT 
  2, 
  AC 
  1014: 
  Reinforcements Arrive 
  Location: Hockstein, Heldannic Territories.  
  KW 
  Description: As predicted, forces from 
  Freiburg and Grauenberg arrive to help the 
  Knights in Hockstein, but are kept outside 
  by the peasants who are driven to ridding 
  their lands of the Knights.  A long siege 
  starts.  (See Ei 23, Ei 25; Ka 20.) 
   
  KALDMONT 4, AC 1014:  Daring Raid 
  at Corisa 
  Location: Corisa, Milenian Empire.  HW 
  Description: Captain Targos of the merry 
  pirates, sails into the harbor of Corisa 
  passing as a merchant vessel. 
  During the night, with the help of a few new 
  mages - Alphatian crewmen who have since 
  joined the merry pirates - Targos and his 
  men sneak onto three other ships, stealing 
  their cargo and valuable. 
  Their ship, the Manticore, sails out of the 
  harbor afterwards, before anyone realizes 
  what has happened. 
   
  KALDMONT 8, AC 1014: No Official 
  Sect of Rafiel 
  Location: Rafielton, Aengmor.  KW 
  Description: After the rising tensions 
  between various factions of elves within 
  Rafielton, Princess Tanadaleyo declares that 
  there will be no official religion of Rafiel in 
  Rafielton.  Elves may choose themselves 
  which one they want to follow.  The 
  statement is backed by General Garafaele of 
  Aengmor. 
  The City of Stars declares such acts as 
  rebellious and warns that necessary actions 
  will be taken to restore the religion of Rafiel 
  before too much blasphemy transpires.  (See 
  Am 22, Sv 12; Ka 22.) 
  What This Means: Tanadaleyo is trying to 
  reduce the tensions without declaring either 
  Way of Rafiel the right one.  She would 
  rather abolish the Way of Rafiel altogether, 
  so choosing one or the other will just make 
  it all the harder for her to get rid of it later. 
  Unfortunately, this answer satisfies none of 
  the groups, especially with the cult of 
  Atzanteotl hiding in the shadows, pulling 
  strings, and just causing trouble while 
  drawing little or no attention to themselves. 
   
  KALDMONT 11, AC 1014: Shrine to 
  Gareth 
  Location: Akorros, Darokin.  KW 
  Description: In the city of Akorros, a 
  shrine built in the honor of the Immortal 
  Gareth is completed today.  (See Va 25, Th 
  7.) 
  What This Means: The shrine is a small 
  church; nothing fancy enough to be called a 
  temple.  Still, the high priest Arturo Olivera 
  has managed to attract enough followers in 
  the city to fill it during the ceremonies.  It 
  seems the people of Darokin can accept the 
  philosophy of Gareth; mortals are not the 
  playthings of the Immortals above. 
  Many also simply come to see what this 
  Immortal who has a priestess who seems to 
  be single-handedly running the underground 
  movement in Sind (or so claim the rumors 
  that leak back to Darokin) can do. 
   
  KALDMONT 15, AC 1014: Pirates Raid 
  Cinnabryl 
  Location: Gulf of Hule.  SC 
  Description: 
  During 
  the 
  second 
  exportation of cinnabryl from Slagovich this 
  year, the small fleet carrying the cinnabryl is 
  ambushed by a larger group of pirates.  The 
  Knights of Halav in the fleet are slain to a 
  man, and all the cinnabryl is taken. 
  
  140 
   
  What This Means:  The main supplier of 
  cinnabryl to the Savage Coast is Slagovich, 
  and their shipment has just been stolen.  
  Expect the price of cinnabryl to increase 
  noticeably throughout the land, placing it 
  out of reach for many of the poorer 
  families. 
  The Inheritors also view this act as one of 
  the most treacherous anyone could ever do.  
  They begin to gather information and to 
  discover who could possibly be behind such 
  a deed.  A reward is offered to anyone who 
  can prove who the thieves are. 
   
  KALDMONT 15, AC 1014: Ylaruam 
  Besieged 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: After weeks of fighting 
  throughout the Alasiyan Desert, the Kin 
  faction finally makes its move on the City of 
  Ylaruam.  The capital of the Preceptors is 
  surrounded and all trade supplies are 
  blocked off, including access to the oases 
  just outside of town.  (See Sv 19, Ei 1; Ka 
  19, Ka 21.) 
  What This Means: The Kin faction has 
  had the advantage ever since the sandstorm.  
  Although both sides lost an almost equal 
  number of men, the Preceptors lost their 
  best leaders and warriors, while the Kin only 
  lost ordinary warriors.  Since then, the Kin 
  have been out-maneuvering the Preceptors 
  on the battlefield and slowly winning the 
  war in the desert. 
   
  KALDMONT 17, AC 1014: Synn Plots 
  Again 
  Location: Fenswick, Glantri and Broken 
  Lands.  KW 
  Description: Having started to feel the loss 
  of power she once had in Glantri, Synn 
  decides to try and cause trouble elsewhere in 
  the Known World.  She sends a powerful 
  lich called Deimos to work on harassing 
  Darokin to the south.  Using her 
  connections, Synn sends several humanoid 
  forces with Deimos to the Broken Lands.  
  She also sends one of her shadow elf agents 
  to act as Deimos’ general of the goblinoids. 
  Once in the Broken Lands, the lich uses his 
  magic to create a tower to act as his 
  headquarters while his humanoids roam the 
  area, gathering all the humanoids still alive 
  and hiding on the shadow elves.  These 
  goblinoids, still afraid of the shadow elves, 
  are eager to join what appears to be a 
  powerful horde in the making.  Deimos calls 
  his base Sable Tower. 
  Synn herself occasionally visits the Dead 
  Place in Ylaruam to see if her agents there 
  have discovered anything new.  Also, to 
  make sure no one can link her to Dolores 
  Hillsbury, she takes on another human 
  form, this time with long blond hair (instead 
  of the dark hair of Dolores), when she visits 
  her followers in other nations.  (See Am 13, 
  Ei 9.) 
  What This Means: As mentioned, with the 
  loss of Jaggar, Synn is losing her political 
  pull as Dolores Hillsbury in Glantri.  Since 
  she just has to cause chaos, she has decided 
  to send some of her forces elsewhere to 
  inflict chaos in other lands.  Darokin has 
  now become one of her targets. 
  The shadow elves sent with Deimos will 
  help keep the shadow elves of the city of 
  Aengmor away from the tower, hiding the 
  humanoid forces there from the elves.  The 
  civil war brewing in Aengmor also helps.  
  These shadow elf agents were originally 
  spies on Glantri, but came to love the 
  power, magic, and cutthroat politics of the 
  human nation and decided to stay in Glantri 
  rather than return to the City of Stars.  
  Dolores Hillsbury learned of them and hired 
  most of them to work for her.  The spies, 
  having been trained by Xatapechtli, were 
  already evil since they are assassins without 
  any compassion for their enemies.  They got 
  along rather well with Synn. 
  Anyone who recognizes the names will 
  know that Deimos and the above plot 
  comes from the arcade game “D&D: Tower 
  of Doom.” The adventure of the arcade 
  games are rather good and can easily be 
  made into a standard rpg-module type game 
  
  141 
   
  and even a complete campaign plot.  It is 
  my belief that the events of the arcade game 
  take place in the year AC 1015, while those 
  of the follow up game “D&D: Shadow over 
  Mystara” take place in the year AC 1017.  
  The actual details of the plot will be given in 
  the AC 1015 version of the Mystaran 
  Almanacs. 
   
  KALDMONT 19, AC 1014: Kin Are 
  Victorious 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: The Kin faction breaks into 
  Ylaruam and manages to take over the city.  
  Sultan Mohammed Al-Kalim is captured by 
  the Kin faction, as well as several members 
  of the Council of Preceptors. 
  The Kin declare that the Council of 
  Preceptors will now be replaced with the 
  Council of the Kin, and that the new Sultan 
  of Ylaruam will be Hassan Al-Kalim, a true 
  blood descendant of Suleiman Al-Kalim (for 
  more information on the two factions and 
  Al-Kalim’s 
  “bloodline,” 
  see 
  GAZ 
  2: 
  Ylaruam, p.4).  (See Ei 1, Ka 15; Ka 21.) 
  What This Means: The Kin have just taken 
  over Ylaruam. Although most of the 
  Council of Preceptors has been captured, 
  some have escaped, as have the other 
  Preceptors not on the council. 
   
  KALDMONT 20, AC 1014: Knights 
  Retreat 
  Location: Hockstein, Heldannic Territories.  
  KW 
  Description: Winter finally arrives in the 
  Heldannic Territories, and the Knights are 
  forced to retreat from besieging the city of 
  Hockstein.  (See Ei 25, Ka 2.) 
  What This Means: A part of the rebel’s 
  plan was to wait until winter to make their 
  move, as the snow and cold would force 
  besieging enemies to leave or freeze to 
  death.  With the departure of the Knights 
  outside the city, the rebels now have the 
  whole winter to rest and recuperate, as well 
  as prepare for the next onslaught come 
  spring. 
   
  KALDMONT 21, AC 1014: Sultan 
  Executed 
  Location: City of Ylaruam, Emirates of 
  Ylaruam.  KW 
  Description: After a “trial”, Mohammed 
  Al-Kalim and the Council of Preceptors are 
  executed for treason against the nation of 
  Ylaruam, having let the foreigners roam 
  freely on sacred and holy ground and 
  corrupt the citizens of Ylaruam. 
  Foreigners in Ylaruam are also ordered to 
  leave the country on pain of death, and all 
  laws of murder and assault shall no longer 
  apply when inflicted upon an infidel.  The 
  Council of the Kin close the borders of 
  Ylaruam to foreign trade. 
  Ylaruam also withdraws from the Western 
  Defense League.  (See Ka 15, Ka 19.) 
  What This Means: The position of Hassan 
  is now very secure.  
  The few remaining Preceptors flee to 
  various nomad tribes still loyal to their 
  beliefs.  They intend to stay in hiding until 
  the time is right to reclaim their rightful 
  rulership of Ylaruam.  Anyone harboring a 
  Preceptor is considered to be an outlaw 
  under the new Sultan, so the tribes are very 
  careful about this. 
  As for the foreigners in Ylaruam, it is now 
  acceptable for any Ylari to kill them.  The 
  new Sultan has ordered them to leave, and 
  has not given them any time of grace for 
  them to do so.  The only ones who will get 
  out without any trouble are the ambassadors 
  in Ylaruam who will be escorted under 
  guard back to the borders. 
   
  KALDMONT 22, AC 1014: Elves at War 
  Location: Rafielton, Aengmor.  KW 
  Description: With the propaganda spread 
  by the worshippers of Atzanteotl in 
  Rafielton, many of the elves begin to see 
  Princess Tanadaleyo as a heretic who is 
  
  142 
   
  turning her back completely on the Way of 
  Rafiel.  Tensions rise higher, people accuse 
  each other of being traitors, and then a blow 
  is struck.  Soon, the city of Rafielton is at 
  war; shadow elves are fighting shadow elves. 
  The City of Stars declares war on the 
  rebellious kingdoms of Rafielton and 
  Aengmor, and shadow elf armies begin their 
  march to retake the surface lands from the 
  traitors.  (See Sv 12, Ka 8.) 
  What This Means: The cult of Atzanteotl 
  has started a civil war, and they don’t even 
  have to fight (although they are more than 
  likely to get caught in the crossfire).  Within 
  a few days, the fighting quickly spreads 
  throughout the Canolbarth Forest as 
  “resistance” 
  groups 
  scatter 
  and 
  hide 
  everywhere, taking up hit and run tactics on 
  “traitors.” 
  Although the original battle was small 
  enough to be contained by the Rafielton 
  military, the cult of Atzanteotl started 
  running around the city, yelling that the 
  military was on one side or another, making 
  them believe that others were being unfairly 
  treated.  Before anyone could sort out the 
  truth behind what has happened, it was 
  already too late; fighting 
  broke out 
  throughout the town, and militia groups had 
  taken off into the forest to fight their war. 
  The actions taken by the City of Stars has 
  more to do with the influence of the 
  shamans of Rafiel than the desires of King 
  Telemon.  The King himself cares nothing 
  about the shamans or their way, but he 
  knows that to openly defy them in the City 
  of Stars, where they still have direct control, 
  would be suicidal.  Porphyriel doesn’t care 
  about the renegade elves and is glad to be 
  rid of them, but there’s still the matter of 
  principle behind the revolt, so she uses her 
  influence to force a punishment on the 
  blasphemers. 
   
  KALDMONT 28, AC 1014: Day of Dread 
  Location: Worldwide 
  Description: On the 28th, Glantri time, the 
  Day of Dread takes place once again.  No 
  one has yet been able to solve this problem 
  and eliminate the curse or magical effect 
  that seems to cause the day without magic. 
  The effects take place an hour earlier for 
  every 15 degrees west of Glantri City, and 
  an hour later for every 15 degrees east of 
  Glantri City.  (15 degrees at Glantri’s 
  latitude is roughly 800 miles.) 
  
  143 
   
  A New Sultan On The Throne 
  [Ed. Notes: citations are from the Nameh, 
  the Holy Book of Al-Kalim.] 
  O infidels, hear so “that you may know and 
  understand” that all citizens of the Emirates 
  of Ylaruam, from the lowly street-sweeper 
  to the most holy Champion of the Eternal 
  Truth, shall no longer tolerate your presence 
  within our holy lands.  The corruption of 
  the uncivilized, with their greed and 
  lecherousness, bodes ill for the True 
  Believers as “wealth does not avail before 
  the Terminator of Earthly Delights.” 
  During the World Games, the infidel was 
  welcomed with opens arms as “the grateful 
  host is indeed blessed by the Immortal 
  Ones.”  We accepted with open hearts and 
  minds the infidel, knowing that we could 
  show him the error of his ways, bring him to 
  the Eternal Truth and give him an 
  understanding of life.  It is said that Al-
  Kalim foretold that “the stranger must be 
  succored in times of need” as they sure are 
  in now. 
  Yet the infidels betrayed their host and 
  entered the household with deceit and lies.  
  They came because of greed and pride, 
  desiring to acquire ill-gotten gains and steal 
  from the True Believers all in the name of 
  peace and the World Games.  The words of 
  Al-Kalim, as they are written in the Nameh 
  for all to read, warn us to “not deceive one 
  another, O my children, lest your enemy the 
  wolf devour you with the deceitful words of 
  his mouth, for his teeth are like a thousand 
  swords and his mouth is like the dark abyss 
  from which there is no return.”  Clearly, the 
  infidels are indeed the wolf, for they have 
  brought 
  greed, 
  lecherousness, 
  and 
  unholiness to our Sacred Land all under the 
  false pretense of friendship. 
  The dishonorable Mohammed Al-Kalim, a 
  blood descendant of the Bringer of Truth 
  himself, was the first to feel “the sting of the 
  viper” from the infidels.  His mind was 
  weak, and his devotion lacking, for he 
  brought the evil into our land.  Such a man 
  who has fallen from grace, like “an arm 
  infected with a grave disease, must be 
  removed lest it spread into the whole body.  
  It will be a painful act, but one that only the 
  brave can accomplish without fear as he 
  knows it must be done.” 
  With such blessing from the words of Al-
  Kalim himself did the Kin faction strive to 
  remove the tainted Sultan from his 
  undeserved throne.  Under the leadership of 
  Hassan the True, descendant of Al-Kalim, 
  the brave Kin warriors rose to fight off the 
  corrupted whose faith “is as empty as the 
  bottom of a dry well.”  Like a sandstorm 
  that springs out of the empty desert, so to 
  did an army appear where there was none. 
  Truly Al-Kalim had foreseen such a fate and 
  blessed the Kin to grant them such a 
  courageous army in but a fortnight. 
  Mohammed feared the Kin, and refused to 
  step down, as any man who cared about the 
  True Believers and his own faith would have 
  done.  Instead, he urged those who had 
  been corrupted as him to raise their own 
  scimitars and defend their new way of life, 
  however misguided it may be.  Sadly, as is 
  the case when the desert swallows a caravan, 
  those weak of mind were also overtaken by 
  his words.  Many flocked to him, as his title 
  of Sultan and the blood of Al-Kalim in his 
  veins were convincing, unable to see the 
  Eternal Truth in the words of the Kin.  Yet 
  they failed to understand that it is only the 
  blood of Al-Kalim in his veins and the he is 
  not Al-Kalim.  He is mortal and just as 
  vulnerable to error as any man, dog, or 
  donkey.  The blood of Al-Kalim helps him, 
  just as training with a scimitar helps a true 
  warrior, but it does not guarantee victory. 
  The two armies clashed in the desert, as “a 
  great storm created by the clash of the efreet 
  and djinn.”  Many shall be mourned for they 
  sacrificed their lives to the great Truth.  The 
  armies of the Sultan were formidable, their 
  scimitars cutting a path through the 
  Believers as sand covers the long forgotten 
  ruins.  Still, the Kin continued to fight 
  bravely, assured that they were right and 
  destined for victory.  “We must be the 
  candles that burn so that others might have 
  light,” Hassan quoted to his tired warriors. 
  
  144 
   
  And, o infidel, let it be known that he was 
  right.  The furious wrath of Al-Kalim 
  overswept the battle field in a large 
  sandstorm, causing even the bravest soldier 
  in the Sultan’s army to fear his chosen path.  
  The 
  leaders 
  of 
  the 
  Sultan’s 
  forces 
  disappeared beneath the sand “as a sinking 
  ship into the waters of the sea.”  The storm 
  clearly indicated that “there is no power but 
  in the Immortals,” and that the Immortals 
  were on the side of the Kin. 
  That was the first sign of Al-Kalim as to 
  who was the True Believer and who was the 
  infidel.  Many soon flocked to the Kin, 
  clearly seeing with their new eyes where the 
  blessed stood and where corruption was 
  spreading.  That is when the Kin cut a path 
  to the capital of Ylaruam, unable to be 
  stopped by the best the cursed Sultan had to 
  offer, as “the sword of truth smites the 
  unbeliever and the cruel man.  Its path is 
  like lightning, and its aim does not err.” 
  The battle of the capital was long and 
  bloody, but the army of Kin, still true its 
  their faith, was “strong and true, invincible 
  in its might.”  It took but four days and four 
  nights to overthrow their defenses and 
  capture the center of all corruption, the 
  Sultan himself. 
  The leaders of the Kin disbanded the 
  Preceptors, traitorous as they were, to place 
  only True Believers on the Council.  It is 
  before this council, called the Kin Council in 
  honor of those who were strong in faith, 
  that Mohammed Al-Kalim’s trial was 
  decided.  His acts of transgression against 
  the true will of Al-Kalim deserved nothing 
  less than a dishonorable execution.  So was 
  his fate decreed. 
  The courageous Hassan ‘the True’ Al-Kalim 
  was named the new Sultan.  With the power 
  and authority which were rightfully his, the 
  new Sultan began the process of healing our 
  wounded souls and restoring the Eternal 
  Truth to its respectful place in our scarred 
  society.  As it was destined, the infidels were 
  to be punished for their heinous crimes 
  against the One True Faith.  Sultan Hassan 
  Al-Kalim banished the infidels from the 
  Holy Lands, declaring that no longer will 
  they be welcome guests in our homes, no 
  longer will they enjoy our protection, no 
  longer will they receive our gifts of water 
  and gold.  The True Believers were granted 
  permission to punish any infidel they found 
  as they saw fit as surely “Al-Kalim will guide 
  them in their judgement if their hearts are 
  well placed.” 
  O evil infidels, let this message be your 
  warning to never return to the sacred lands.  
  We have given you your chance, and you 
  repaid us with mockery and the near 
  destruction of our honorable ways.  Any 
  such persons trespassing will be viewed as 
  terrorists who commit acts as vile as tainting 
  our water and will be killed such as a dog 
  deserves, without glory or honor. 
  Faisel ibn Yasir  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  145 
   
  PREDICTIONS & 
  PROGNOSTICATIONS 
   
  Considering the great success this section 
  had in last year’s issue, we decided to invite 
  Patricia Fortunatus and Bertram Smith to 
  once more make their predictions of what 
  will befall the Known World during the year 
  AC 1015.  As before, the editors of this 
  Almanac make no claim as to their accuracy, 
  nor as to the best way to interpret these 
  prognostications. 
   
  The following predictions were provided by 
  the respected Thyatian psychic Patricia 
  Fortunatus: 
  1. A return to power, they believe to obtain, 
  With journeys far, through the ocean’s 
  splash, But the territory is claimed, much 
  to their disdain, And hence will Empires 
  come to clash. 
  2. United they stand against a magical foe 
  For vengeance they fight, but also to 
  plunder, Their leader shall fall, much to 
  their woe.  Divided shall they become, 
  and then fall under. 
  3. In the Holy Land, a black curse spills out; 
  Dark fiends are loose, and villages burn. 
  The faithful are ready, warriors yell and 
  shout, True Believers rejoice, the Sultan 
  shall return.  
  4. Her will has been shown, they suffer 
  repentance, And rise to the challenge, as 
  battles they savor.  Heroic actions and 
  deeds will end the sentence, And return 
  them to glory and in Her favor. 
   
   
  The following prognostications are from 
  Bertram Smith, who can be found most 
  evenings in the Hart and Harrow inn in 
  Mirros.  As before, the editors of the 
  Almanac would like to state that Bertram 
  has no divination or psychic powers, but 
  rather makes educated guesses and keen 
  observations to foretell the future. 
  “Didn’t I tell you that there Gareth was 
  worth payin’ mind to?” 
  “Well, now, the troubles ahead will be a 
  coming from the north this time ‘round.  
  From what I heard, that Ostland country 
  gotta new king on the throne.  A young lad 
  at that!  Now, when ya get a new king in 
  charge, there’s always some sorta trouble, 
  with people left and right tryin’ to take his 
  crown and rulership away from ‘im.  But 
  this year, not a sound or dagger raised.  If ya 
  ask me, which ya are, that means somethin’s 
  going on behind the scenes.  Just ya wait an’ 
  see.  I’m tellin’ ya, that place will be in a civil 
  war faster than ya think.” 
   
   
   
   
   
   
   
   
   
  CLASSIFIEDS 
   
  Dragon parts offered for sale.  A rogue 
  green dragon terrorizing the elves of 
  Achelos Woods has been defeated and its 
  corpse brought back to Mirros.  Except for 
  the chest area and various burns by magical 
  spells, most of the dragon is still intact, 
  including the head, wings, claws, and even 
  the brain and heart.  Contact Mikev 
  Stalonos of the Company of the Spell and 
  Sword at the Black-Heart Lily in Mirros.  
  First come, first served. 
   
  A natural cure for the Kobold Flu, which 
  ran rampant in the Hardanger Mountains 
  this year, is available at Fordson’s Herbs and 
  Spices in Soderfjord.  If you are coughing, 
  sneezing and have a runny nose [as well as -
  2 Str, Con, Cha and -1d6 Dex. Ed.] and you 
  or someone around you has been in the 
  Hardangers recently, then you have it.  Why 
  sit around and look feeble for the month or 
  two it takes to get over it?  Come to 
  Fordson’s Herbs and Spices, where a cure is 
  only 5 gold markkas.  Guaranteed to work 
  within a week and completely non-magical. 
  
  146 
   
  Gastenoo’s World of Adventure on Safari 
  Island, Ierendi, is inviting you on an 
  adventure. The Original.  The Best.  The 
  One You Don’t Want to Miss.  Experience 
  the thrill and excitement of your very own 
  adventure.  Learn what it takes to be a tough 
  and wise adventurer.  Completely safe - little 
  pain and no permanent injuries. 
   
  If you need a great army, the Lion’s Legion 
  is what you are looking for.  Guaranteed the 
  best trained mercenaries, militant wizards, 
  and war priests this side of the Great 
  Wastes.  Awarded several medals during the 
  war with Alphatia.  We supply our own 
  equipment 
  and 
  healing. 
   
  Prices 
  are 
  negotiable depending on the mission and 
  how many men are needed.  Those wishing 
  to hire us must obtain a charter granting the 
  Lion’s Legion permission to operate within 
  the nation in question.  Can be contacted at 
  the Lion Legion’s barracks in Thyatis City. 
   
  Looking for a Instant Fortress [Daern’s. 
  Ed.].  If anyone would happen to have such 
  a magical item and be willing to part with it, 
  please contact Master Tremanorius of the 
  College of Lucinius, Thyatis City.  Willing to 
  negotiate price. 
   
  Need to travel quickly?  Contact Cardia’s 
  Carpet Service.  Can bring up to two 
  passengers on a flying carpet to and from 
  anywhere in the Kingdom of Karameikos.  
  Cost is 2 gold royals/person/mile for 2 
  passengers, or 5 gp/mile for just one 
  passenger.  Send reservations to Cardia’s 
  Carpet Service, Westron Alley, Merchant 
  District, Mirros. 
   
  
SOURCE: textdata/thevault/Basic, BX Generic/BX Adventures & Settings/Mystara, Vaults of Pandius/Pandius Mystara Almanacs, Histories/Mystaran Almanac vol V AC1014.pdf