Friday 10 June 2011

The Callarii Woodlands

The Callarii
by Havard
From the Mystara Message Board posted 18 October 2005.


The Callarii
Most elves encountered in Karameikos (at least before WotI) belong to the Callarii Clan. The Callarii are related to the elves of Alfheim and are similar to them in lifestyle and appearance. What perhaps sets Callarii elves most apart from other clans is their knowledge of horses and mastery of horsemanship. The name Callarii comes from their Epic heroine, Lady Callarii, who is still worshipped as an immortal among the Callarii today.

Callarii Settlements:
The Callarii make their homes in most of Karameikos' forests, but the largest concentration of Callarii are found in the Radlebb Woods. Quite a few also dwell in the western edge of Dymrak. However, due to the presence of Goblins and fouler things within that forest, even elves hesitate to go deep within those woods. The largest known settlement of Callarii is Rifllian, village built by the elves to make trade with humans and the other races. Many of its population are thus, in addition to the elves; Humans, halflings and gnomes, though Dwarves rarely stay long in Rifllian. The Callarii breed and trade horses and also sell woodcraft, weapons, fruits, berries, animal skins and meat.

The Elves of Duke Stefan
During the Thyatian Invasions of Traladara, the elves stayed out of human affairs. But they did not enjoy to see their Traladaran friends suffer. When Duke Stefan arrived in Karameikos, they hoped he would make conditions better. The Duke was thus able to make a deal with the Callarii. He offered simply that they could rule their forests in their own ways as long as they recognised him officially as their Ruler. As a symbol of this agreement, the elves send some of their best warriors to serve as an honorary guard at King Stefan's Castle.

The Elven Horses of the Callarii
When Mealiden's migration arrived in the lands south of the Nithian Empire. They were attacked by the Nithians, and were soon driven west passing through the grasslands of Kerendas, they were fascinated with the wonderful wild horses that roamed the land, and befriended them. Elves do not domesticate animals as the humans had begun doing, but some horses were brought along as the elves travelled into the Forests of Traladara. As the Callarii remained there their fascination with horses grew. This was encouraged by their Clanmaster, Lady Callarii. She seemed relieved of some of the sorrow she felt when she was around horses. As the centuries passed, the Callarii became master horsemen and their horses were admired by all others.

Centaurs had also moved into Karameikos. They came from the great Ethengar Grasslands in the north, and also offered advice on how to raise the best horses. But one day the Centaurs approached the elves with a problem. A strange Plague raged the land. (The Lycanthropic Plague of 425 AC -Ed.) It mostly affected humans, causing them to take the form of predator animals and turn to evil ways. Some said the days of the Beastmen had returned. Others believed it was an ancient Taymoran Curse that had been brought upon them. The elves seemed unaffected by this Plague. Some Centaurs, however had been affected. The elves brought the Centaurs to their Treekeeper, who was after a while able to find a cure. However, it was not a complete cure. The Centaurs who had been cured were no longer affected by the madness associated with the disease, but were still able to change their shape between Centaur and Horse form. Thus the Chevalls were born. These became Sages and Shamans of their Tribes. To thank the elves, the Chevalls, who were given an even deeper understanding of horses, due to their shapeshifting abilities, had a proposition. With the aid of Unicorns, they could create a new kind of horse for the elves. These horses, magical creatures in their own right, became known as elven horses, and were superior to even the best ordinary horses. The elves felt that the elven horses were the symbol of eternal friendship between them and the Centaurs and Chevalls and agreed that only elves would be allowed to ride these magnificent beasts. However Lady Callarii, still the Clanmaster now, 400 years later ordered that some of these horses should be taken to Alfheim as a gift to their allies and friends in that new Forest Kingdom in the north.

Thursday 9 June 2011

Lady Callarii

Lady Callarii
by Havard
from the Mystara Message Board posted 14 October 2005.

New Immortal: Lady Callarii
Status/Sphere: Initiate of Thought
AL: LN (N)
Portfolio: Horses, Nature, Elves
Domains: Nature, Animal, Good
Symbol: Sad elven maiden sitting on a white horse
Favoured Weapon: Shortbow

Allies: Mealiden, Ilsundal, Ordana
Enemies: Orcus, Demogorgon, Leptar

Background
The elves of Ilsundal lived for many years in peace in the Sylvan Realm, that their Immortal Champion had provided for them. But King Mealiden grew restless. He sought some other destination for his people. Mealiden discovered the Path of the Rainbow and lead those who would follow him to a new part of the world, just as Ilsundal once had lead the elves from Grunland.
Thousands of elves decided to follow their King.

Accompanying King Mealiden, was also his lover, Lady Callarii. She was both fair and wise, and some say, as much a leader as Mealiden was. The elves travelled by the Rainbow into what is now Thyatis, then ruled by the Nithians. The Nithians attacked the elves, driving them off to the west. The elves were aided by other elves, known as The Vyalia, but it was clear that they could not stay there for long. Mealiden decided to continue his Great Migration north towards the Plains of Canolbarth where he would found his new realm. But many elves were wounded, or too old or too young to travel. Others decided to stay to protect these elves who were unable to travel. They asked Lady Callarii for help. She was the only one who could lead them, they said. Lady Callarii was forced to chose between her true love and the people who depended upon her. In the end she chose the people. Though the sadness of her lost love would remain with her in the decades that followed. The lands these elves settled in were known as Traladara and humans already lived here, talking about old days of Glory under the rulership of King Halav and his Companions. The elves were allowed to stay in their forests and they formed a clan, and named themselves simply the Elves of Callarii. But the elves guarded a great secret. For Mealiden had not been oblivious to the choice of his love. As a parting gift he gave her one of the branches of the Tree of Ilsundal, the holiest of all elven relics, so that the Callarii could plant a Tree of Life of their own. It is said that this Tree of Life, known as the Tree of Callarii has unique powers, different from the other Trees of Life.

Lady Callarii eventually achieved Immortality as an Epic Hero, and became the patron of her clan and of horsemanship. She is remembered for her solemn yet wise rulership. She is often depicted next to a horse since the Callarii are famous horsebreeders and consider the horse a holy animal.

OD&D Elven Clerics: Elf Clerics of Lady Callarii use the elf class, but gain Clerical spells rather than elf/magic user spells.

Source: B10 Dark Night's Terror



-Havard

The Callarii

The Callarii
by Havard
from the Mystara Message Board posted 14 October 2005

The Callarii
Most elves encountered in Karameikos (at least before WotI) belong to the Callarii Clan. The Callarii are related to the elves of Alfheim and are similar to them in lifestyle and appearance. What perhaps sets Callarii elves most apart from other clans is their knowledge of horses and mastery of horsemanship. The name Callarii comes from their Epic heroine, Lady Callarii, who is still worshipped as an immortal among the Callarii today.

Callarii Settlements:
The Callarii make their homes in most of Karameikos' forests, but the largest concentration of Callarii are found in the Radlebb Woods. Quite a few also dwell in the western edge of Dymrak. However, due to the presence of Goblins and fouler things within that forest, even elves hesitate to go deep within those woods. The largest known settlement of Callarii is Rifllian, village built by the elves to make trade with humans and the other races. Many of its population are thus, in addition to the elves; Humans, halflings and gnomes, though Dwarves rarely stay long in Rifllian. The Callarii breed and trade horses and also sell woodcraft, weapons, fruits, berries, animal skins and meat.

The Elves of Duke Stefan
During the Thyatian Invasions of Traladara, the elves stayed out of human affairs. But they did not enjoy to see their Traladaran friends suffer. When Duke Stefan arrived in Karameikos, they hoped he would make conditions better. The Duke was thus able to make a deal with the Callarii. He offered simply that they could rule their forests in their own ways as long as they recognised him officially as their Ruler. As a symbol of this agreement, the elves send some of their best warriors to serve as an honorary guard at King Stefan's Castle.

The Elven Horses of the Callarii
When Mealiden's migration arrived in the lands south of the Nithian Empire. They were attacked by the Nithians, and were soon driven west passing through the grasslands of Kerendas, they were fascinated with the wonderful wild horses that roamed the land, and befriended them. Elves do not domesticate animals as the humans had begun doing, but some horses were brought along as the elves travelled into the Forests of Traladara. As the Callarii remained there their fascination with horses grew. This was encouraged by their Clanmaster, Lady Callarii. She seemed relieved of some of the sorrow she felt when she was around horses. As the centuries passed, the Callarii became master horsemen and their horses were admired by all others.

Centaurs had also moved into Karameikos. They came from the great Ethengar Grasslands in the north, and also offered advice on how to raise the best horses. But one day the Centaurs approached the elves with a problem. A strange Plague raged the land. (The Lycanthropic Plague of 425 AC -Ed.) It mostly affected humans, causing them to take the form of predator animals and turn to evil ways. Some said the days of the Beastmen had returned. Others believed it was an ancient Taymoran Curse that had been brought upon them. The elves seemed unaffected by this Plague. Some Centaurs, however had been affected. The elves brought the Centaurs to their Treekeeper, who was after a while able to find a cure. However, it was not a complete cure. The Centaurs who had been cured were no longer affected by the madness associated with the disease, but were still able to change their shape between Centaur and Horse form. Thus the Chevalls were born. These became Sages and Shamans of their Tribes. To thank the elves, the Chevalls, who were given an even deeper understanding of horses, due to their shapeshifting abilities, had a proposition. With the aid of Unicorns, they could create a new kind of horse for the elves. These horses, magical creatures in their own right, became known as elven horses, and were superior to even the best ordinary horses. The elves felt that the elven horses were the symbol of eternal friendship between them and the Centaurs and Chevalls and agreed that only elves would be allowed to ride these magnificent beasts. However Lady Callarii, still the Clanmaster now, 400 years later ordered that some of these horses should be taken to Alfheim as a gift to their allies and friends in that new Forest Kingdom in the north.


-Havard

Newts of Thunder Rift

Denizens of Thunder Rift
by Havard
from the Mystara Message Board posted 11 October 2005.

In addition to the Major Races, many other creatures also dwell within the Valley....

Newts
This ancient lizard race lives in the swamps near Torlynn. They have a strong dislike for humans, but get along well with Lizardmen. The origins of this race is unknown, though there are rumours that they have been in the valley since the Age of Blackmoor. The Newts worship Stodos, Lord of the Icy Wastes (See MSOLO1 for more on Stodos.)

A modified type of armour is perhaps even more interesting than a new feat. I agree that losing the leaping ability should remain in force.

Perhaps the armour could be something like this:
Newt Chainmail
This modified chainmail is created to accommodate the newt's special disdain for heavy and warm armour. It is lighter and allows for more air to help keep the Newt cool, even in combat situations. When worn, the Newt does not suffer his normal -4 penalty for wearing armour, but still loses his Leap Ability.

Perhaps combined with this feat:

New Feat: Newt Knight
Requirement: Newt, must have become accustomed to living among humans, wis 13+
You are a true Knight of Newts. You are able to overcome your disdain for armour. A Newt Knight does not suffer the normal -4 penalty for wearing metallic armour. If wearing special Newt Chainmail, he can even retain his Leap Ability.
Normal: Newts suffer a -4 penalty to combat rolls while wearing metallic armour, and lose their Leap Ability.


-Havard

Elven Horses of the Callarii

Elven Horses
by Havard
from the Mystara Mailing List posted 22 September 2005.

When Mealiden's migration arrived in the lands south of the Nithian Empire. They were attacked by the Nithians, and were soon driven west passing through the grasslands of Kerendas, they were fascinated with the wonderful wild horses that roamed the land, and befriended them. Elves do not domesticate animals as the humans had begun doing, but some horses were brought along as the elves travelled into the Forests of Traladara. As the Callarii remained there their fascination with horses grew. This was encouraged by their Clanmaster, Lady Callarii. She seemed relieved of some of the sorrow she felt when she was around horses. As the centuries passed, the Callarii became master horsemen and their horses were admired by all others.

Centaurs had also moved into Karameikos. They came from the great Ethengar Grasslands in the north, and also offered advice on how to raise the best horses.

But one day the Centaurs approached the elves with a problem. A strange Plague raged the land. (The Lycantrophic Plague of 425 AC -Ed.) It mostly affected humans, causing them to take the form of predator animals and turn to evil ways. Some said the days of the Beastmen had returned. Others believed it was an ancient Taymoran Curse that had been brought upon them. The elves seemed unaffected by this Plague. Some Centaurs, however had been affected. The elves brought the Centaurs to their Treekeeper, who was after a while able to find a cure. However, it was not a complete cure. The Centaurs who had been cured were no longer affected by the madness associated with the disease, but were still able to change their shape between Centaur and Horse form. Thus the Chevalls were born. These became Sages and Shamans of their Tribes.

To thank the elves, the Chevalls, who were given an even deeper understanding of horses, due to their shapeshifting abilities, had a proposition. With the aid of Unicorns, they could create a new kind of horse for the elves. These horses, magical creatures in their own right, became known as elven horses, and were superior to even the best ordinary horses. The elves felt that the elven horses were the symbol of eternal friendship between them and the Centaurs and Chevalls and agreed that only elves would be allowed to ride these magnificent beasts. However Lady Callarii, still the Clanmaster now, 400 years later ordered that some of these horses should be taken to Alfheim as a gift to their allies and friends in that new Forest Kingdom in the north.


-Havard

Origins of the Callarii

Origins of the Callarii
by Havard
from the Mystara Mailing List posted 20 September 2005.

Part I: Tale of Lady Callarii

The elves of Ilsundal lived for many years in peace in the Sylvan Realm, that their Immortal Champion had provided for them. But King Mealiden grew restless. He sought some other destination for his people. Mealiden discovered the Path of the Rainbow and lead those who would follow him to a new part of the world, just as Ilsundal once had lead the elves from Grunland.
Thousands of elves decided to follow their King.

Accompanying King Mealiden, was also his lover, Lady Callarii. She was both fair and wise, and some say, as much a leader as Mealiden was. The elves travelled by the Rainbow into what is now Thyatis, then ruled by the Nithians. The Nithians attacked the elves, driving them off to the west. The elves were aided by other elves, known as The Vyalia, but it was clear that they could not stay there for long. Mealiden decided to continue his Great Migration north towards the Plains of Canolbarth where he would found his new realm. But many elves were wounded, or too old or too young to travel. Others decided to stay to protect these elves who were unable to travel. They asked Lady Callarii for help. She was the only one who could lead them, they said. Lady Callarii was forced to chose between her true love and the people who depended upon her. In the end she chose the people. Though the sadness of her lost love would remain with her in the decades that followed. The lands these elves settled in were known as Traladara and humans already lived here, talking about old days of Glory under the rulership of King Halav and his Companions. The elves were allowed to stay in their forests and they formed a clan, and named themselves simply the Elves of Callarii. But the elves guarded a great secret. For Mealiden had not been oblivious to the choice of his love. As a parting gift he gave her one of the branches of the Tree of Ilsundal, the holiest of all elven relics, so that the Callarii could plant a Tree of Life of their own. It is said that this Tree of Life, known as the Tree of Callarii has unique powers, different from the other Trees of Life.

Lady Callarii eventually achieved Immortality as an Epic Hero, and became the patron of her clan and of horsemanship. She is remembered for her solemn yet wise rulership. She is often depicted next to a horse since the Callarii are famous horsebreeders and consider the horse a holy animal.

Denizens of Thunder Rift

Denizens of Thunder Rift
by Havard
from the Mystara Message Board posted 14 September 2005.

In addition to the Major Races, many other creatures also dwell within the Valley....

Newts
This ancient lizard race lives in the swamps near Torlynn. They have a strong dislike for humans, but get along well with Lizardmen. The origins of this race is unknown, though there are rumours that they have been in the valley since the Age of Blackmoor. The Newts worship Stodos, Lord of the Icy Wastes (See MSOLO1 for more on Stodos.)

Gnolls
Gnolls arrived in Thunder Rift as early as during the Great Gnoll Invasions. Since then, their numbers have dwindled, mainly due to internal strife, but many Gnolls still live in the valley. The northern parts of the Gauntlin Forest are still under Gnoll control, in spite of elven efforts.

Bugbears
Bugbears entered Thunder Rift during the Humanoid migrations.

Hobgoblins
Hobgoblins entered Thunder Rift along with many other Humanoid races during the Humanoid migrations. Many are found in the southern parts of the valley, and some are in the service of the Black Knight.

Centaurs
Centaurs are found in the Brichtwood, along with Unicorns and other sylvan races (Fauns, Dryads, Fairies). Centaurs also roam the Great Grasslands of the valley. Centaurs worship their patron Immortal Chiron as well as other Sylvan Immortals. They get along well with elves and humans, but have little contact with dwarves.

Lizardfolk
Lizardmen are found in the Marshwoods and the Black Swamp area, and often work alongside Newts, an other lizardfolk race thriving in the same kinds of environment.

Trolls
Trolls are said to live in the Black Swamps. It is unknown whether they act on their own or whether they have made an alliance with the Black Knight.

Ogres
Ogres are believed to live in the Grakken forest, but never leave the borders of the forests.

Undead
Undead creatures can be found in many places of Thunder Rift, especially in the Marshwoods, the Gloomfens and around Wizardspire. Vampires, Wraiths and others are believed to be found here.

Dragons
Few dragons are known to live in Thunder Rift, but a Red dragon, whom the locals refer to as Scortch controls the Bone hills.

Gakkarak Treant
Gakkaraks are the distant and sinister cousins of Treants. A powerful Gakkarak Druid is believed to reside within the Grakken Forest. Perhaps he is responsible for the strange rumours of Ogres dwelling within those lands. The Gakkarak is an enemy of the Sylvan creatures of the Brichtwoods.

Minotaurs
A band of Minotaurs control the Horned Hills, which lead to one of the exits of Thunder Rift. Their control over the hills is due to Three Minotaur heroes who supposedly have a Manticore ally. The Minotaurs probably entered the valley around the same time as many of the other humanoid races did.

Orcs
In addition to the Goblins, this race represents the main humanoid population in Thunder Rift. Many can be found in the Farolas Hills and in the Great Grasslands.

Goblins
As Orcs, but these creatures are found mainly in the Burning Hills. They have had many conflicts wit the Legendary Thief known as Raven who once made his home within these hills and now is rumoured to have returned.

Kobolds
These tiny creatures arrived around the same time as the Goblins and the Orcs. They live in the mountains are hill areas of Thunder Rift.

New Monsters

I hope to provide stats for these for 3E (and for OE where missing) later on:
Dwelf
Newt (see Knight of Newts)
Ratling (See Quest for the Silver Sword)
Spider, White Widow (See Quest for the Silver Sword)
Golem, Ice (See Quest for the Silver Sword)
Golem, Armour (See Quest for the Silver Sword)
Beetle, Spitting (See Quest for the Silver Sword)
Galumph (See Assault on Raven's Ruin)
Rakasta Warrior (see Rage of the Rakasta)
Rakasta Ninja (see Rage of the Rakasta)
Bamboo Golem (see Rage of the Rakasta)
Ebon Tiger (see Rage of the Rakasta)
Abelaat (See the Penhaligon Trilogy)

I don't own The Phantom Ship, Sword and Shield and the TSR Promotional modules (Trouble Below, Palace of Dread and Red Hand Trail) so if these have more creatures or other interesting information, do let me know!

Where is Thunder Rift

Where is Thunder Rift
by Havard

Dimensions:
Ca: 12x18 miles

Meaning ca 2 eight mile hexes north south and ca 1,5 eight mile hexes east west.

Up is north.

Where is Thunder Rift?

Thunder Rift can be anywhere. The locations that have been suggested for it are:

• Another dimension or pocket plane
• Norwold
• Northeastern Darokin

I have decided upon using the last location, mostly because it brings it closer to where most people's campaigns are likely to be set, thus making Thunder Rift more accessible. It can easily be changed to any of the above suggested locations or elsewhere entirely should you wish it. However my Thunder Rift Timeline and other material will assume this location.


-Havard

Map of Thunder Rift

Map of the Thunder Rift valley from the Mystara Message Board posted 13 September 2005.


-Havard

Races of Thunder Rift

Races of Thunder Rift
by Havard
from the Mystara Message Board posted 09 September 2005.

Humans - The Valleyfolk
The first Humans to arrive in Thunder Rift around BC 500 were probably of Traladaran origin. However, in the years to follow, small numbers of other ethnic groups have entered, making the humans of Thunder Rift into population with a wide variety of ethnic backgrounds, the result being a culture, not unlike that of nearby Darokin, even though the Valley has no contact with the Republic on any regular basis. The major human settlements are the villages of Melnir and Torlynn.

Elves - The Gauntlin
The Elves of Thunder Rift, sometimes referred to as the Gauntlin Elves are of the same stock as the elves of Alfheim. They worship Ilsundal, Mealiden and Eyrindul. Their ruling family is the Silvercrest Clan, a clan favoured by the Faedorne spirits who dwell on the Shining Isles. The power of the elves is said to be rising in Thunder Rift now that the legendary Silver Sword once again is in the hands of the Silvercrests.

Dwarves - The Farolas
The Dwarves of Thunder Rift arrived around BC 900, lead by the legendary hero, King Farolas. They were a minor family of the Syrklists of Rockhome, but have since adopted the name Farolas as their Clan name. Other minor clans also live side by side with the Farolas Dwarves in the hills bearing the same name.

Halflings
The Halflings were once refugees fleeing from conflict in what later became the Five Shires. It is unlikely that they have their own Crucible of Blackflame. The Halflings of Thunder Rift live in the hillsides surrounding human lands, seemingly getting along with all the other races.

Rakasta - The Ashai
The Ashai arrived only a few years ago, being driven from their provinces in the Myoshiman Empire on the invisible moon of Patera. They have currently settled on the Wailing Plateau in the Gauntlin Forest, but have not yet made much contact with outsiders.

Dwelfs
Is it possible that elves and dwarves could produce offspring? Thargat at Thessandria, heroes of the First Quadrial were married and Thessandria was pregnant with Thargat's child when they were both assassinated, most likely as a result of a Dwarf Elf conspiracy since both races were so disgusted by the relationship. After this, no one has hear of more attempts to bring Dwelfs to life...

-Havard

Introduction to Thunder Rift

The Thunder Rift region and Timeline
by Havard
from the Mystara Message Board posted 05 September 2005.

What is Thunder Rift?
Thunder Rift is a small isolated valley, named after the characteristic thunderous roar that can sometimes be heard throughout the valley. Despite its small size, Thunder Rift is home to a wide range of peoples and creatures and has a rich history, full of wonders, glory, conflicts, violence and tragedy.

The Thunder Rift Project
In the spring of 2004 a group of us were discussing Thunder Rift on the Mystara Mailing list. What follows is my attempt to reconcile some of the ideas that appeared there. Some of the people involved in the discussions were Giampaolo Agosta, Chris Cherrington, Aaron Harper and Andrew Theisen. They, and others whose names I have forgotten, deserve credit for their ideas and contributions that made this project possible.

Where is Thunder Rift?
Several suggestions have been made to where Thunder Rift should be located. In Norwold, in a pocket dimension parallel to Mystara, or perhaps not even anywhere near Mystara at all. I have settled on placing Thunder Rift in the northeastern part of Darokin, near Rockhome and the Dwarfgate Mountains. The following assumes this to be the location of Thunder Rift.

-Havard

The Thunder Rift Timeline

The Thunder Rift region and Timeline
by Havard
from the Mystara Message Board posted 05 September 2005.


Thunder Rift Timeline

BC ca 4000: Rise of Blackmoor
On Skothar, the Kingdom of Blackmoor begins its meteoric rise in power. The colony of New Thonia is founded in what will become The Known World. One Blackmoorian city is founded near what will become the Canolbarth Forest. This city explores the connections with the Plane of Water, and brings in creatures who are at ease with the aquatic element, such as Froglin as slaves. (See CM6 Legacy of Blood and DAB: Dave Arneson's Blackmoor).

Some Froglin escape and make their way into Thunder Rift. They eventually evolve into Newts (Knight of Newts).

BC ca 3000: The Great Rain of Fire
The Blackmoor Civilisation is destroyed in a Cataclysmic event.

BC 1500: Hutaakan Era.
The Immortal Pflarr creates the Hutaakans and places them in mountainous regions of the Known World. (HW Boxed Set)

Some Hutaakans settle in Thunder Rift. They soon establish contact with the Hutaakans of Traladara, opening a Magical Gate in the northern mountains of Thunder Rift leading to those lands (near the modern day village of Bywater in Karameikos). (Escape from Thunder Rift)

Hutaakan Clerics pull Ashai Monolith from the sky. The monolith is a holy artifact from the lands of Ashai on the moon of Patera. Centuries later, Rakasta from Ashai will come looking for the Monolith. The Hutaakans use the inherent invisibility magic found in the rock to create a protective spell around the valley, keeping it hidden from outsiders. Unfortunately, it is too late. One group of invaders have already located the valley... (Extrapolated from Rage of Rakasta).

BC 1000: Gnoll Invasions
Gnolls enter the valley destroying the Hutaakan civilisation in the valley. Failing to find a way out of the valley, the Gnolls then turn upon themselves, leaving only scattered Gnoll settlements of Gnolls alive. (Extrapolation)

Dwarves are plagued by the Humanoid Tribal movements around this time. (Rockhome Gaz). The dwarves of Rockhome send out groups of explorers in search for new fortifications to push the humanoid invaders off.

BC 900: Enter the Dwarves.
The dwarven explorers find their way into Thunder Rift
These Dwarves, lead by King Farolas ("Wreck-gravel") were a minor family of miners from the Syrklist Clan. They settle in the northern hills which they name after their king.
(Thunder Rift).

BC 850: Humanoids
Orcs, Goblins and Kobolds enter the valley. They are relatively small of number, but grow slowly. (Thunder Rift)

811-803 BC: Halflings arrive
Clanstrife of Shaerdon in the Five Shires. A group of Halfling refugees fleeing the civil war travel north onto the plains of Darokin. (Five Shires Gaz)

Some settle in the Emerlas region in what will become the northern Canolbarth Forest (O2, Blade of Vengeance, Gaz 5). Others find their way into Thunder Rift Valley. (Thunder Rift.)

BC 800: Elves Arrive
Mealiden's elven migration enters the Known World and settle on the steppes of Darokin. (Gaz 5). Some elves break off from the main group and discover the valley of Thunder Rift where they settle. (Thunder Rift).

The leading Clan of the Elves are the Silvercrests, their leader wielding the Silver Sword, a gift from the magical Faedorne and their Silver Warriors.
(Extrapolation from Quest for the Silver Sword and AC 9 Creature Catalogue).

BC 800
By now, Elves, dwarves and Halflings have entered the valley. Elves and dwarves keep to themselves and distrust between the races grows. (Thunder Rift)

BC 790: Rift Wars
Rift Wars: Bloody wars rage between elves and dwarves, lasting probably for a century. Orcs and goblins raid both sides, blaming it on the other races. (Thunder Rift)

BC 690: Wars' End
Rift wars come to an end when elves and dwarves unite against Orc and Goblin forces. Orcs are driven back into the Burning Hills. Dwarves now retreat to their settlements in the Farolas Hills and the elves in the southern Gauntlin Forest. The two races have suffered heavy losses and actively avoid contact with each other. (Thunder Rift)

BC 670
The Traladaran Witch-lord Aristicles, constructs his Red Granite Tower, south of modern day Penhaligon. Nearby he discovers the ancient Hutaakan Gate leading to Thunder Rift. He takes over the Hutaakan underground chambers surrounding the Gate, using his magic to protect this area from invaders. As dwarves enter the mountains, the Witch-lord begins terrorising the newcomers with help from mercenaries brought in from Traladara. (Escape from Thunder Rift)

BC 680
The dwarves establish Hearth Home. King Farolas goes in search of Aristicles, exploring the deepest mountain caverns, eventually discovering the Hutaakan Gate. Aristicles flees through the gate with Farolas in pursuit. Farolas catches Aristicles in his Red Granite Tower and the two kill each other in the battle which follows. On the Thunder Rift side, the dwarves of Hearth Home obey Farolas' last order that the doors leading to the chamber containing the gate, never be opened again. (Escape from Thunder Rift)

BC 500: Humans arrive.
In the east, the Nithian Empire is destroyed by the immortals. People surviving the destruction of that empire begin looking for new lands.

Humans enter Thunder Rift. They build castles and towns, taking over large portions of the valley. (Thunder Rift)

BC 502
Humans encounter the other races of the valley. Tensions between elves, dwarves and men again threaten to cause war, but this is avoided as goblins and orcs return forcing the three races to unite against these races. Humans earn the respect and friendship of the two other races, but distrust between elves and dwarves continue. (Thunder Rift)

AC 0
A strange plague spreads to Thunder Rift, but affects only the good races. Eventually the most powerful human clerics manage to turn the plague away, and the humans manage to fight off another wave of humanoid attacks. (Thunder Rift)

Elsewhere, the first Emperor of Thyatis is crowned. (DotE among others).

AC 50 (AQ 0) Rise of the Quadrial:
The historic Council of Isle is founded with representatives of all races. The council founds the Quadrivial, a group of heroes containing one representative from each race. Representing the Dwarves was Thragat Orc's-blood. The elves sent the legendary Wizard Archeress Thessandria Starshine. From the Humans came Father Patrius Timoris the Cleric and Gray Raven the Thief. From the Halflings came the twin warriors Korian and Dorian. (Thunder Rift)

This is the beginning of the Thunder Rift timeline AQ, After Quadrial.

AC 70
The dragon known as Ash the Red attacks Torlynn. It is defeated and slain by the heroes of the Quadrial, but only after slaying Korian the Halfling and Gray Raven. (Thunder Rift)

AC 100
Thragat and Thessandria, former heroes of the first Quadrial announce their marriage. The two are killed before the pregnant Thessandria can give birth to her Elf-Dwarf child. An Elf-Dwarf conspiracy is suspected. Since then, all hostilities between the races have ceased. (Thunder Rift)

AC 100-200
The human community grows. Sir Jameson the Defender establishes a fighter's academy south of the Farolas hills. Mages establish their sanctuary in the Upper Grasslands in what will be known as Wizardspire. Temples are built in Melinir, and Thieves' Guilds are established in Melinir and Torlynn (though only the one in Melinir would survive). (Thunder Rift)

The Wizards of Wizardspire give the Sceptre of Truth to the Town's Council of Kleine. (Assault on Raven's Ruin, extrapolation).

AC 200
Barrik's Keep, near Torlynn is attacked by Goblin hordes. The Keep would have been destroyed had it not been transported into the future relocated in the Hollow World. (Warriors of the Eternal Sun) Barrik's descendants take over his lands.

Horned Hills are overrun by Goblins. To fend against this, humans begin the construction of Castle Kraal. (Knight of Newts)

AC 200 The Goblin Wars
The Castle of Barrik, near Torlynn is attacked by Goblin hordes. (Knight of Newts)

The Baron of Barrik and his men are believed to have been killed and only ruins are left of the Castle. However, in fact the Castle and its inhabitants are brought into the Hollow World by the Immortal Ka, appearing there 800 years later. (Warriors of the Eternal Sun)

Barrik's descendants take over his lands. (Knight of Newts)

Horned Hills are also overrun by Goblins. To fend against this, humans begin the construction of Castle Kraal. (Knight of Newts)

AC 300
Henrik van Decken joins the Hattian rebellion against the Thyatians. (Phantom Ship)

AC 302
Castle Kraal has served dutifully for a century, but now rumours of decadence among Kraal's warriors begins to spread. (Knight of Newts)

AC 309
A new commander is placed in charge of Castle Kraal. She begins turning things around, but before she has a chance to set things right, the Castle is destroyed. A traitor among the warriors' ranks uses the artifact known as the Orb of Kraal to sink the castle, killing most of the inhabitants. The rest are killed by encroaching Newts. The Orb of Kraal is lost in the swamp, and though it is said to have lost its magic, it may still hold the key to raising the Castle from the swamps. (Knight of Newts).

Rumours of magic being used against the warriors creates tension and distrust been Academy Warriors and Wizards. This is the seed of terrible things to happen between Warriors and Wizards centuries later.

AC 313
Hattian rebellion against the Thyatians crushed. Henrik van Decken flees to Minrothad, where he obtains a ship of his own and becomes a successful merchant seaman. (Phantom Ship)

AC 320
Henrik van Decken and his crew attempt to make a treacherous crossing around the Serpent Peninsula (in the "teeth" between Yavdlom and the Serpent Peninsula). They fail and are cursed to repeat their journey for eternity. (Phantom Ship)

AC 350
The King of Melinir and his sons travel to meet the eldest son's betrothed in Kleine. However, the King's Barge is destroyed after sailing too close to the Plunging Catatract and is lost on the bottom of Lake Ostrel. Since then, elected Mayors have been the official rulers of Melinir (Thunder Rift).

AC 400
Wizards in Thunder Rift, working with dimensional magicks beyond their control, inadvertently summon van Decken's ghost ship to Thunder Rift. (Phantom Ship)

AC 900
Elladin becomes lord of the Silvercrest Clan.

AC 970 Sword vs. Wand:
The warriors of Jameson's Academy have never forgotten the incident of Castle Kraal, remembered now as "the pride of the Academy", and they have always since blamed the mages of Wizardspire for what happened. After centuries of hatred between the two groups, the mages of Wizardspire go to war against the warriors of Sir Jameson's Academy. The mages unleash devastating magic that turn their enemies land into what will be known as the Gloomfens. The Wizard believed to be mainly responsible for this dreaded spell is known as the Mad Mage. (Thunder Rift)

Soon after, Sir Jameson's spirit rises as a Spectre and takes control over parts of the Academy Ruins. Sir Mathew, Sir Jameson's second in command also becomes a walking dead. (Haunted Tower)

AC 971
One year later, a group of warriors infiltrate the Wizardspire and kill every last Wizard there. (Thunder Rift). The group is lead by a warrior known as the Black Knight. He flees into the swamps where he forms the Assassins' Academy. The Mad Mage is believed to have survived this attack, however. (Sword and Shield)

AC 975
A vampire named Lord Ursus Longmane moves into the Tower of the old Fighter's Academy Ruins. (Haunted Tower)

AC 980
The Wizard of Barrik, last of the Wizards of Wizardspire dies. He is a descendant of Baron Barrik who was spirited into the Hollow World centuries earlier, and the Wizard's Tower has been built on the ruins of his ancestor's keep, near Torlynn. Upon his death, the tower is left empty. (Quest for the Silver Sword).

AC 981
Argyl, son of the Black Knight, is born. He is the last scion of the Fighters' Academy. (Sword and Shield)

AC 990
The Wizard Chambrin of Karameikos studies the ancient scrolls of the Witch-lord Aristicles, retrieved at Aristicles Red Granite Tower. He learns about the gate leading to Thunder Rift and discovers the gate itself, but finds that he lacks the means to activate it. Chambrin has for a long time been considered an enemy of the Callarii elves, and while examining the gate, he is attacked by a group of elves lead by Ezrathanawel "Ezra" the Elf-lord. The magic of Chambrin and Ezra interfere with the magic of the Gate, accidentally teleporting Chambrin to an unknown location in Thunder Rift. Chambrin begins looking for the Thunder Rift side of the gate and his activities soon earn him the enmity of the Dwarves of Thunder Rift. (Escape from Thunder Rift).

AC 993
Baur joins the Kleine Town Council. (Assault on Raven's Ruin, extrapolation)

AC 995
On the invisible moon of Patera, the Shoguns of Ashai have long been advocates of a return to Myoshiman isolationism, and have often found themselves at odds with the expansionist tendencies of the ruling Kitamuran emperors. Recently the conflict broke into all-out war when the Kitamuran enlisted their dragon allies to put pressure on the Ashai Shogunate. Many Ashai were forced to flee their province. Drawn by the moon-rock of the Monolith, they discover Thunder Rift and settle down on the Wailing Plateau in the Gauntlin Forest. (Rage of Rakasta).

AC 997
The Wererat Keshute comes to Thunder Rift from parts unknown. He discovers the abandoned tower of the Wizard Barrik.
Lights spotted in Barrik's Tower. (Quest for the Silver Sword)

AC 998
The infamous Thief, known as Raven, commissions goblin servants to build him a new keep. Raven is believed to be a descendant of the Quadrial hero known as Gray Raven. Once the keep is complete, he drives them off into the hills once more. (Raven's Ruin)

The Burgomaster of Torlynn dispatches mercenaries to investigate the situation in Barrik's tower. They never return. A mysterious (and unreasonable) winter begins to set around Torlynn. (Quest for the Silver Sword)

Raven disappears from Thunder Rift. Most people are not too disappointed to see him vanish, save that his keep becomes overrun with goblins who raid nearby villages. Niloc the Hobgoblin gains leadership of the goblins. (Raven's Ruin)

The Wizard known as Pickman the Sage, begins investigating the Castle Kraal disaster in the service of the Mayor of Melinir (Knight of Newts)

AC 1000
The Thunder Rift Modules are set around this time. Gazetteer Era. The D&D gazetteers are set around this time.

The Castle of Barrik that was believed to have been destroyed in the Goblin Wars, appears in the Valley of the Eternal Sun in the Hollow World. There, the Baron of Barrik and his men learn that they have been brought to that world by the Immortal Ka to save the Hollow World from a terrible danger. (Warriors of the Eternal Sun).

AC 1001
Elsewhere, in Karameikos, Penhaligon is made a Barony.

The legendary Thief, Raven, returns to Thunder Rift, much to the disappointment of the people of Kleine. (Assault on Raven's Ruins).

AC 1002
Dwarves of Farolas capture the wizard Chambrin. He manages to escape, fleeing deeper into their mountains until he discovers what he was looking for all along: The Hutaakan Gate. He uses it to escape to Karameikos. (Escape from Thunder Rift.)

The events of Escape from Thunder Rift are recommended to be set only days after this event.

AC 1002 The Tainted Sword
Abelaats appear in Penhaligon. The dragon Verdilith wrecks havoc on Bywater, also destroying Artisticles' Red Granite Tower on the way. With the help of Johauna Menhir, Sir Fain Flinn regains his honour at the Penhaligon court and sets out to kill his nemesis, the green dragon Verdilith. (Detailed in novel The Tainted Sword, effects can also be seen in Escape from Thunder Rift.)

Some Abelaats find their way into Thunder Rift. (non-canon).

AC 1003-1009 Wrath of the Immortals
Wrath of the Immortals: Conflicts between the Immortals sets the Known World in turmoil, changing its face forever. Thunder Rift seems unaffected by these events.

AC 1003 The Dragon's Tomb
Johauna Menhir learns more about the Abelaats who plague Karameikos. Johauna slays Verdilith. Fain Flinn is resurrected and embarks on the path to Immortality with the aid of Braddock, the dwarf. A gate is opened to the Abelaat homeworld into Karameikan Armstead. Karameikan Armstead destroyed. (Detailed in the novel the Dragons Tomb)

AC 1004 The Fall of Magic
Massive Abelaat invasions of Karameikos. Penhaligon destroyed. Baroness Arteris barely escapes. With the help of the Immortal Flinn, Johauna Menhir stops the invasions. (Detailed in the novel The Fall of Magic.)

AC 1005
Johauna Menhir discovers the gate to Thunder Rift and enters the Valley, believing all her friends back in Karameikos to be dead. She takes up hunting down the Abelaat who made their way into the valley, and spreads the faith of the Immortal Flinn and the code of Chivalry to Thunder Rift's inhabitants. (non-canon.)

Reconstruction of Penhaligon begins. (Extrapolation from The Fall of Magic and K:KoA.)

AC 1009
Reconstruction of Penhaligon is completed, but it loses its baronial status, and is now once again only considered an estate. (Extrapolation from Penhaligon Trilogy and K:KoA).

AC1010
The present



-Havard

The Two Silver Palaces

The Two Silver Palaces
by Havard

The Silver Palace of Haven
Haven was the capital created by Traldar, he who lead his people from Nithia into the Traladara region, a people who later took his name becoming the Traldar. The great Traldar in his wisdom, knew that his people would be tormented by plague and famine and eventually revert into a primitive state. This, the Wizard-Priest had foreseen in his dreams. But he also hoped that his people would again rise from this misery and barbarism and become a greater civilisation at the end of their trials. To ensure this Destiny, Traldar constructed Haven, and within it the Silver Palace to be a fortress of wisdom and knowledge for future generations.

During the Gnoll invasions of Traladara, Halav rediscovered the Silver Palace in Traladara, and offered the possession of it to Oberon, King of Faerie, in return for aid in the battle against the Gnolls. The Second Silver Palace remained unaffected by this.

The Silver Palace of Gulluvia
At this time, a second Silver Palace appeared in a distant land on a Great Plateau to the Northwest of Traladara. The Immortal Chardastes, believed by some to be none other than Traldar himself, is attributed with the creation of the Second Silver Palace. It is believed that this was to replace the first one that was lost to the Traladarans to ensure that his true purpose of the Silver Palaces would not be lost; that to be the Key to future Traladaran Greatness. Some believe that Traldar was offended by Halav's trading away of the Haven Palace which would explain why Chardastes is not affiliated with the Traladaran Three.

Others believe that the Second Silver Palace has a different purpose. They believe that the second Silver Palace is not for the people of Traladara but for their cousin Boldavians of Glantri. The Boldavians currently live under Undead Tyranny, but perhaps they have not been forgotten by Traldar, the ruler of their ancestors.

The official rulers of the Silver Palaces and the lands surrounding them, Haven and Gulluvia have always been the Silver Princesses. This title was given to the rulers of the Palaces by Traldar himself. The current rulers of the Silver Palaces are Princess Argenta of Haven and Princess Silwia of Gulluvia (though Gulluvia is no longer in Princess Silwia's possession).

The Keys to the Future
What are these Keys to the Future that the Palaces are supposed to hold? Within the Silver Palaces are found the most complete collections of Traldaran History and knowledge back to the days when they were a Tribe affiliated with Nithia. Thus, the Palaces may also hold forbidden knowledge of that mystical Empire. The Palace was also home of many powerful Traldar artifacts, the Eyes of Traldar among others.


-Havard

Radiance/Blackmoor alternative theory

Radiance/Blackmoor alternative theory
by Havard
from the Mystara Mailing List posted 30 May 2005.

Although I have from time to time been fascinated by the sci-fi elements of the City of the Gods, the Federation, and the Beagle, it has always been clear that my players would not respond favourably if I ever introduced such things in my campaigns. They prefer a more pure form of fantasy, although they would accept Steam Punk.

So for a long time, I have been wondering if there could be a way to work around that problem and still get some use out of the DA series. And now, I think I have found it:

The City of the Gods (Heresy version):
The thing that created the Valley of the Ancients was not a spaceship, it was in fact a Fallen God (or Immortal, or Old One). For unknown reason, this mighty being fell, the impact of his body creating the valley.

The Beagle Crew (Heresy Version):
Captain Riesling and his crew still exist in this version, but they are no longer aliens, simply a Mercenary Company from Thonia, who sought to learn the secrets of the Valley of the Ancients. They were known as the Foxhound Company. Although none had previously returned from the Valley alive, the Foxhound Company made it there. They found the gigantic petrified body of the God, almost completely buried in the sand. The body radiated with powerful magic in spite of the God being dead. The mercenaries were bewitched by the magic, and decided to protect it from others who might befoul the dead God. The leader especially was gradually going insane from these magics. The Company entered the body, through its wide open mouth. The strongest magic radiated from his heart. A group were set to especially guard this part, among them Rheddrian Benekander (see WotI).

Meanwhile, Stephen Rocklin, Capt Riesling's second in command was planning a revolt against Riesling. He, and a few others escaped into the swamps (as per DA2). There they befriended (not created) the Froglin and joined the Cult of the Frog. Stephen eventually became High Priest of the Cult.

Rather than technology, the City of the Gods (ie the God) bestowed upon the company innate magical powers. These correspond to whatever technology the various members possess. Some of it included technomancy, which will explain part of Blackmoors later rise in power, tying it in with the Mystara timeline, although there are other sources of Tech as well such as the Egg of Coot and the Dwarves.

The Radiance is now transformed into the Heart of the God, instead of the Space Ships reactor. If the Being found in the Valley is in fact an Old One, that would help explain why the Old Ones would change it into the Nucleus of the Spheres at a later point as well. Or perhaps it already was becoming the Nucleus, gradually, on its own, and was only moved by the Old Ones (or Noumena) to Glantri at a later point, assuming Blackmoor is on Skothar.

This will allow me to run the original modules more or less as is without involving space ships, lasers or other stuff. What do you think?

Centaurs of Karameikos


Centaurs of Karameikos
by Havard
from the Mystara Message Board posted 24 November 2004.

The lands north of the Dymrak Forest are home to a large number of Centaur Clans. These are of a barbaric and warlike race, placing great value on physical strength, courage and honour. They are a proud race and often show a hostile attitude towards non centaurs. The Centaurs often wear their hair Mohawk-style or spiked. They cover their upper (human) body with runic tattoos and in times of war use blue war paint. The Centaurs worship spirits of nature and ancestors as well as the Immortals of Nature (Terra, Ordana, Djaea and Faunus). They speak a form of archaic Traladaran.

The clans are divided into two major tribes; the Firemane Tribe and the Stormwind Tribe. The Firemane Tribe is a chaotic and wild bunch. They tend to have red hair and gold-brown eyes. This tribe is known to be the most aggressive and warlike. They are rumoured to occasionally sell human captives to the Iron Ring, and have had an alliance with Grizzelda, one of the Hags of Dymrak (See the Witches of Dymrak) in the past. The Firemanes live in the lands between the Kelvin Moors and the Lake of Lost Dreams. Fire is holy to the Firemane Tribe. Their leader is Rathanuk Flamehoof, a powerful warrior easily recognised by his flaming red lion-like hair and a scar below his left eye. He wields a powerful scimitar, said to burst into flames when engaged in combat.

The other clan, the Stormwinds, is considered to be more reliable. Still, the Stormwinds dislike outsiders and prefer to stay away from civilisation. However, someone meeting with the Stormwinds will notice that they have many humans living among them. These humans are usually Traladarans who are escaped Iron Ring slaves, poor, or people who for some other reason have abandoned civilisation and "gone native" accepting the Centaur way of life. These humans find acceptance by the Centaurs, in spite of the usual resentment most of that race have for humans. The Stormwinds live on the Kelvin Moors. They have black hair and deep blue eyes. Stormy weather is considered a blessing by the Stormwinds. Their leader is Arthane Stormchild, an aging, yet powerful Centaur warrior, with greying black hair worn in a ponytail, who is never seen without his great spear and a rune-carved hunting horn hanging from a leather string around his neck.

There is a third group of Centaurs also living in these lands. These are the Clanless, a group consisting entirely of Centaurs and Chevalls who are either Druids or Bards. These Centaurs act as judges, sages, storytellers and healers and enjoy great respect from all Centaurs. The most powerful of all the Clanless is the Chevall Druid Loshad (see B10). He was trained by the mighty Master Temor himself in the Valley of Treants. Loshad works to protect horses, and preserve the peace between the Centaurs. He hates the werewolves of the realm with a passion and has sometimes allied himself with the Lupins of Kelvin in order to destroy this evil.




-Havard

Elves of the Known World

Elves of the Known World
by Havard
from the Mystara Message Board posted 16 July 2004.

Elves are slender and graceful. They stand between 5 and 5 1/2 feet tall and weigh around 120 pounds. They have delicate features and pointed ears. They have slightly pointed teeth and their eyes reflect light like the eyes of a cat. Facial hair is rare at a young age, but very old elves grow long beards. Mystaran elves were created by the Forest Immortal Ordana and placed in the legendary realm of Grunland. Their travels to the Known World and later experiences have split them into various subraces.

Elf, Ilsundal

Ilsundal Elves are the descendants of the elves who followed Ilsundal from Evergrun to the Sylvan Realm and later made their way to the Known World. Ilsundal elves are found in many parts of the Known World. Their major settlements before AC1000 are in Alfheim, the Principality of Erewan in Glantri (Ellerovyn) as well as the Radlebb Woods in Karameikos (Callarii). Ilsundal elves usually have fair or tan skin, blonde or golden hair and blue or green eyes. After the events in the years AC 1000-1010 Ilsundal Elves can be found in Wendar (Alfheim Clans) and Karameikos (Alfheim and Callarii Clans). Many Ilsundal Elves are also found living alongside humans in other parts of the Known World.

Ilsundal Elf Racial Traits:

+2 dexterity, -2 constitution.
Medium size.
Base speed: 30
Immunity to magical sleep. +2 bonus to saving throws vs. Enchantment spells.
Low-light vision: Elves see twice as far as humans in moonlight, starlight and torchlight conditions.
Weapon Proficiency: Elves receive martial weapon proficiency feats with longbow, longbow and shortbow as bonus feats.
+2 racial bonus on Listen, Search and Spot checks. If a Woof elf merely passes within 5 feet of a secret or concealed door, he is entitled to a Search check as if he were actively searching for it.
Bonus Languages: Elven and Thyatian. Bonus Languages: Draconic, Dwarven, Orc and Sylvan.
Favoured Class: Wizard.

Elf, Belcadiz elf

The Belcadiz Elves of Glantri have a distinctly different culture from most other surface elves. By many, they are considered arrogant and foppish. Their honour is not to be joked with, as they are a proud people, and many are master duellists, sporting the rapier as their weapon of choice. The Belcadiz elves have bronze skin and dark brown or black wavy hair and brown eyes. Belcadizan elves live in the Principality of Belcadiz in Glantri.

Belcadiz Elf Racial Traits:

+2 intelligence, -2 constitution,
Medium size.
Base speed: 30
Immunity to magical sleep. +2 bonus to saving throws vs. Enchantment spells.
Low-light vision: Elves see twice as far as humans in moonlight, starlight and torchlight conditions.
+2 Bluff, +2, Diplomacy, +2 Sense Motive. Belcadiz elves are more refined in their interactions than other elves.
Weapon Proficiency: Belcadiz Elves receive the Martial Weapon Proficiency feat for rapier and the Exotic Weapon Proficiency feat for hand crossbow as bonus feats, and are always considered proficient with the light crossbows and heavy crossbows (even if they don't have Simple Weapon Proficiency).
Bonus Languages: Elven and Thyatian. Bonus Languages: Draconic, Dwarven, Orc and Sylvan.
Favoured Class: Wizard.

Elf, Wood elf

Wood Elves are those Mystaran elves who have retained the original elven culture, once possessed by the elves of the legendary realm of Grunland. They have made their way to the Known World in different waves of migration, but have a common culture. They can be found in many parts of the Known World. Their major settlements are Wendar (Geffronell Clan), Minrothad (Verdier Clan), the Isle of Dawn (Trueflower Clan) and Thyatis (Vyalia Clans). Most Wood Elves have brown hair and blue or brown eyes, though the Vyalia Clans, have pale skin, and white or silvery hair, not unlike Water or Shadow elves.

Wood Elf Racial Traits:

+2 dexterity, -2 constitution.
Medium size.
Base speed: 30
Immunity to magical sleep. +2 bonus to saving throws vs. Enchantment spells.
Low-light vision: Elves see twice as far as humans in moonlight, starlight and torchlight conditions.
Weapon Proficiency: Wood Elves receive the Martial Weapon Proficiency feats for hand axe, longbow and shortbow as bonus feats, and are always considered proficient with the spear and longspear (even if they don't have Simple Weapon Proficiency).
+2 racial bonus on Listen, Search and Spot checks. If a Wood elf merely passes within 5 feet of a secret or concealed door, he is entitled to a Search check as if he were actively searching for it.
Bonus Languages: Elven and Thyatian. Bonus Languages: Draconic, Dwarven, Orc and Sylvan.
Favoured Class: Ranger

Elf, Shadowelf

Shadowelves are a race of elves that have been forced to live underground for generations. Through that time they have adapted to their underground environments. They are distinguished from Wood Elves by their pale white skin and white hair. They are not used to be exposed to direct sunlight and have a dislike for it.

Shadowelf Racial Traits:

+2 intelligence, -2 constitution, shadow elves are clever and quick learners, but they suffer the same physical frailties as other elves.
Medium size.
Base speed: 30
Immunity to magical sleep.
+2 bonus to saving throws vs. spells.
Darkvision 60 feet instead of Low-light vision.
Shadow Elves receive the Martial Weapon Proficiency feat for scimitar as a bonus feat, and are always considered proficient with the light crossbows (even if they don't have Simple Weapon Proficiency).+2 racial bonus to Escape artist, Move silently and Spot. +4 to Hide.
Stonecunning: Shadowelves are as familiar with stone constructions and caves as Dwarves.
Light Sensitivity. -1 to all skill checks, attack rolls and saving throws when in direct sunlight or exposed to light from a continual flame or daylight spell.
Automatic Languages: Undercommon and Shadowelf. Bonus languages: Dwarf, Draconic, Ignan and Terran.
Favoured Class: Wizard

Schattenalfen:

Schattenalfen use the same rules as Shadowelves, except that their Favoured Class is Fighter rather than Wizard. Spell Caster classes can never be favoured classes for Hollow World races. (This is a replacement of the rule that a 16 in the primary ability score is required to select that class. It fits better with the 3e rules IMO.)

Elf, Water

The water-going elves of Minrothad are excellent ship captains, combining their navigational talents with magic. Water elves are towed headed or have light blonde hair that bleaches almost white in the sun. Their eyes are blue-grey and their complexions are pale in spite of their constant exposure to the sun. Their appearance is thus not so different from Shadowelves something many find unsettling. A Waterelf's first love is the sea. They have an innate wanderlust and have an avid interest in travelling the seas. Even though they hale from Minrothad, their love for travelling means that they can be found in most coastal areas of the Known World.

Water Elf Racial Traits:

+2 dexterity, -2 constitution.
Medium size.
Base speed: 30
Immunity to magical sleep. +2 bonus to saving throws vs. Enchantment spells.
Low-light vision: Elves see twice as far as humans in moonlight, starlight and torchlight conditions.
+2 to Swim, Profession (navigator) and Profession (sailor) skill checks.
Naturally proficient with Rapiers, Sabres, cutlasses and similar weapons.
Automatic Languages: Elven and Thyatian. Bonus: Aquan and Draconic.
Favoured Class: Wizard

Elf, Shiye Elf

Shiye Elves were part of the elves Mealiden lead from Ilsundal's Sylvan Realm. However, the Shiye Elf Clans were lead away from the rest of the group by the Immortal Elven Trickster Eiryndul. Eiryndul has left his mark on his followers, as most Shiye elves are roguish tricksters. Shiye Elves have pale skin and dark brown or black hair and dark brown eyes. They are found in Alphatia and Norwold.

Shiye Elf Racial Traits:

+2 dexterity, -2 constitution.
Medium size.
Base speed: 30
Immunity to magical sleep. +2 bonus to saving throws vs. Enchantment spells.
Low-light vision: Elves see twice as far as humans in moonlight, starlight and torchlight conditions.
Weapon Proficiency: Elves receive martial weapon proficiency feats with longsword, longbow and shortbow as bonus feats.
+2 racial bonus on Hide, Move Silently and Escape Artist checks. Bonus Languages: Elven and Thyatian. Bonus Languages: Draconic, Dwarven, Orc and Sylvan.
Favoured Class: Rogue

Elf Aquarendi

Aquarendi Elves are similar to other elves, but with light blue skin, dark blue or green skin and blue, violet or green eyes. They have gills on the sides of their neck and webbed hands and feet.

Aquarendi Elf Racial Traits:

+2 dexterity, -2 constitution
Base speed: 30, swim 40
Medium size: No penalties or bonuses
Superior Low-light vision: Aquarendi Elves can see twice as far as humans in starlight, moonlight and torchlight.
Gills: Aquatic elves can breathe normally under water and can survive out of the water for 1 hour per point of constitution.
Natural Swimmer. +4 to swim checks.
+2 to Hide and Move Silently when under water.
Automatic Languages: Elven and Undersea Common. Bonus Languages: Dolphin, Draconic, Aquan and Kna
Class: Ranger

Thanks to Nikolas Landauer, David Ross, Andrew Theisen, and several others for helping out with these conversions.

Dragon Lore


Dragon Lore
by Havard
from the Mystara Mailing List posted 30 June 2004.


Dragon Lore: Ancient Draconic History

Creation of Dragons

At the beginning of Time, the Immortals were young, exploring the Multiverse that the Old Ones had left for them, like children exploring a garden maze. They created the Dragons to be their servants and friends, to aid them in this exploration. In the First Great War between the Immortals, when the Immortals were divided into Immortals of Creation and Entropy, the Dragons were also forced to chose sides.

[Source: PC1]

Dragon Draeden War

Draedens were Dragons who had found their way into the Dimension of the Nightmare Lands. There they had been twisted into terrible and powerful beings. Now they had made their way back and had brought their Nightmarish Power with them. A Great War arose between Dragons and Draedens. Many worlds were destroyed in that war. Although they had stayed out of the war between the Immortals, Oberon's Faerie gave their support to the Dragons. The same did the Rulers of the Elemental Worlds. Eventually, though at a terrible cost, the Draeden were driven back and banished forever to Nightmare.

[Sources: D&D Immortals Rules - Gold Box]

The Creation of the Drakes

The Dragons had not been able to win the Dragon Draeden War without the aid of the Elementals Lords and King Oberon's Fairies. The Dragons recognised this. In return for their generous aid, the rulers of Fire, Earth, Water, Air and Dream (as Faerie is often known) were given 10 dragon eggs each. From each hatched 1000 young creatures of a new Dragon race.

These became known as Drakes, and are forever since respected by dragons and remembered as the lost dragon children. The Elemental and Faerie Drakes developed differently, slowly becoming the Drake races we know today. They often live among lesser races, but always keep contact with Dragon Society.

[Sources: D&D Rules Cyclopedia and PC1]

Dragon Lore: Modern Draconic History

The Arrival on Mystara

Dragon history on Mystara begins when the Chromatic Dragons were called to Mystara by their master Hel.

Hel needed the Dragons to fight the humans of Thonia and Blackmoor. In response, the Champion of the humans, Odin, Hels sworn enemy called upon Metallic Dragons to help fight the servants of Hel. The Chromatic Dragons settled on Brun, driving away the dwarves who were living in the foot hills of the Known World and Norwold. The Metallic Dragons settled in the Brasol Mountains on Davania, allying themselves with the Enduks.

[Source: James Mishlers Epic Blackmoor Timeline]

The Great Rain of Fire

The Great Rain of Fire made an end of the conflict between Metallic and Chromatic Dragons. Although there had been no open war between the two races for centuries, the hatred between them still lingered. But with the human caused cataclysm, the Dragons themselves faced destruction. They were saved by the appearance of a Dragon who called himself the Great Dragon Ruler. He appeared from out of nowhere. The division between Metallic and Chromatic Dragons had existed since the end of the Draeden-Dragon wars in Mythic Times, but before that time there had been Dragon Rulers, including a Great Dragon Ruler, who had been leader of all Dragons. He had disappeared after the War and was presumed slain. The New Great Dragon reorganised the Dragons and taught them to stay together in order to survive. He gave them rules for how the two dragon kingdoms, Wyrmsteeth and Brasol should be governed, making both homes for Chromatic AND Metallic Dragons. Rulership should be controlled by one side at a time. The other side should respect the laws said down by the side in control, but the rulers should respect the side that had no influence.

Dragon Clerics of Hel, Odin and other Immortals was still allowed, but the Great Dragon and his Dragon Rulers were to be recognised as the Supreme Immortal Rulers of Dragonkind.

The Rogue Dragon Kingdoms

With the reorganisation of the Dragon Kingdoms, The Dragons were to have total power within the Dragon Kingdoms, but were to stay out of the lands beyond those borders, allowing the lesser races control of those lands. Although most obeyed these laws, a few did not and set up Rogue Kingdoms in the Known World and elsewhere. Over the centuries, there have been some wars between Wyrmsteeth and the Rogue Kingdoms, but mostly the Rogues have been left alone.

DRAGON HISTORY: MODERN TIMES

The Return of the Dragon Rulers

The last war between dragons happened around 500 years ago with the return of the Dragon Rulers. That war was between the Metallic and Chromatic Dragons on one side and the Gemstone Dragons on the other. They were lead by a powerful Draeden Lord, the last remaining Draeden in this part of the multiverse since the Dragon-Draeden wars in Mythic Times. The Gemstone Dragons had fallen under the control of the Draeden Lord, having been abducted from the Dragon Homeworld that the Metallic and Chromatic Dragons had left in the Age of Blackmoor. There had never been Gemstone Dragons on Mystara before. The Mystaran Dragons were saved when the Dragon Rulers returned under the leadership of Thelvyn the Diamond Dragon. Thelvyn defeated the Draeden Lord, thus freeing the Gemstone Dragons of his domination magic. Peace was again restored among Dragons. It now became clear that the Dragon Rulers again would be present in Dragon Society. The Gemstone Dragons were granted a separate Kingdom in the Tangor Mountains on Skothar, but were welcomed in the other two kingdoms also. Gemstone Dragons remain the least numerous race of Dragons as they suffered heavy losses in the War.

[Source: Based, partially on the Dragonlord Trilogy]

The Creation of the Night Dragons

Some Dragons defied the rulership of the Great One, and sought to renew their alliance with Entropy. Thus the Night Dragons were created. There had been Night Dragons in ancient times also. Back then, Night Dragon status could only be achieved by the highest ranking of Chromatic Dragons; those who had performed great services for the Entropic Lords could become transformed into Night Dragons as a reward. But the last Night Dragons were destroyed in the wars with Blackmoor. Now, any who would seek alignment with Entropy were granted this gift, and Night Dragons again appeared on Mystara.

[Source: VotPA]

The Age of Dracologists

Since the return of the Dragon Rulers, the Wizards of Glantri had begun studying Dragons, seeking to make use of their power. The most powerful of those wizards interested in Dragons gathered in the Secret Brotherhood of Dracology. The rising power of the Dracologists and their more and more frequent assuming of Dragon form worried the Dragons. Since Thelvyn had once lived in Glantri himself, it was decided that the Diamond Dragon should contact the Dracologists in order to persuade them to abandon this field of magic.

The Peal Dragon wanted to see the humans crushed, but was eventually persuaded by the other Rulers to give Diamond a chance to try diplomacy first. Thelvyn contacted the Grand Master of Dracology, Prince Jaggar von Drachenfels, a wizard who claimed to trace his lineage back to Blackmoor itself. After some discussion it was decided that the dispute would be settled through a duel between Prince Jaggar and Diamond. The other Dragon Rulers agreed on this. The battle would be one-on-one with Diamond not bringing his cohorts. Few believed this to be necessary. The Dragons were shocked when Jaggar at the beginning of the duel changed shape, assuming the form of a Diamond Dragon! In the duel, the wizard displayed such power that Thelvyn was forced to yield. By right, Prince Jaggar now could become the new Dragon Ruler. However, the Glantrian Prince had no intention to disrupt the Draconic Order and allowed Thelvyn to keep his position, assuming that the Brotherhood of Dracology would be left free to conduct its research. The duel weakened Thelvyn's position, and much of the prestige he had won in defeating the Draeden Lord was lost.

Still no one has dared to challenge his right to the position though. The Dragons have honoured the agreement with Jaggar, but are terrified of the power he displayed. They will probably not be so lenient with a new Grand Master, should Jaggar be replaced.

[Sources: Gaz 3, Dragonlord Trilogy, VotPA]

-Havard

Centaurs in Mystara




Centaurs in Mystara
by Havard
from the Mystara Mailing List posted 02 June 2004.

BACKGROUND:
The Centaur race was created by Ixion, as a gift to his beloved Nephele. Nephele is a centaur-like air elemental creature, so Ixion crafted the race in the shape of his lover, yet formed by flesh rather than air. Nephele, loving freedom, decided that she would let the race flourish and roam free in Mystara's wilderness. It is unclear when Centaurs were created, but it is believed that they were around long before the Great Rain of Fire. Centaurs are believed to be the first Tauric race on Mystara, but others were soon to follow....

REGIONS:

Aengmor
Centaurs being trapped in the area when the forest died were turned into "Were-Centaurs" (What's their true name again?)

Alfheim and Wendar
Many Centaurs dwell in these forests, particularly around the Dreamlands of Alfheim. See also Aengmor for the Alfheim area after the death of that forest.

Atruaghin
There is a large group of Centaurs living among the Children of the Horse. They have the same culture as the humans in the area.

Ethengar
There is an entire tribe of Centaurs serving the Golden Khan. They are seen by many Ethengars as the perfect union between man and horse.

Five Shires
Centaurs are rare here. Perhaps a race of Tauric Ponies (Halfling-Pony Mix) could be found among these folks?

Glantri
Several tribes are rumoured to live on the Adri Varma Plateau. They are sometimes captured by wizards for use in their magical experiments.

Heldann
The Knights have accepted one or two Centaurs among their ranks. These have become near-legends. Also a couple of Bariaurs have joined the Knighthood.

Karameikos
Several clans are found on the Kelvin Moors, and in the Radlebb Forest. They have also have quite a few Chevalls among their numbers.

Northern Reaches and Norwold
None, but there are several tribes of Bariaurs living in the Gnollheim hills.

Rockhome
None, but there are rumours of a race of Tauric Rockhome Lizards: A cross between a Dwarf and a Rockhome Lizard.

Sind and Hule
Few Centaurs have made it to these countries, but Bariaurs live among the Goatmen in the Black Mountains. Sind has Tiger-like Wemics.

Thyatis
Some Centaurs are found here, especially in Machetos and Vyalia. None in Hattias. They tend to stay in rural areas. Also, some Pegataurs can be found in Vyalia.

Ylaruam
Cameltaurs? Hmmm... maybe not

Other places

Savage Coast
Centaurs live on the Yazak steppes. They are feared by the Goblinoids of the steppes.

Davania
Zebrataurs are found in Arica and other regions of Davania. A few tribes of Centaurs are found around the desert of Arypt, among the remains of the Milenian Empire. Wemics are found in the jungles of

Skothar
On the steppes of Jen and in the Empire of the Great Khan, large tribes of Centaurs can be found.

Hollow World
Jennites have Centaurs among their numbers as do the Krugel Orcs.


Illustration by Larry Elmore

-Havard

Organisations of the Known World

Organisations of the Known World
by HÃ¥vard Faanes

Using organisations in a Mystaran Campaign Organisations can be a good tool for a Mystara Campaign. An organisation can be used to flesh out a PC, as an employer for the PCs, an enemy of the PCs or just a recurring group in the campaign (for good or worse). Most Gazetteers introduced one or more organisations. However, since they were introduced in country specific products, it was natural to assume that the organisation had no or little influence outside that country.

However, there is no reason why that should be the case. The Iron Ring for instance is a slaver organisation based in the Black Eagle Barony, Karameikos. However, since slavery is illegal the organisation must go to foreign contacts to sell its slaves. Thyatis is the most popular market since slavery is quite common there. Also, the Iron Ring has access to Baron Von Hendriks contacts in Hattias which makes their slave trade with Thyatians easier. Also, it is rumoured that slaves are sold to Darokin merchants as indentured servants. The Iron Ring is a typical example of an organisation best suited as an enemy of the PCs. The PCs will notice their characteristic manacle tattoos and general slaver demeanour. PCs may acquire personal enemies within the Iron ring, but even if these individuals are defeated, other members of the organisation will take over and may even go after the PCs if they cause too much trouble.

Churches and Wizard guilds are examples of organisations which may serve both as opponents and allies/patrons of the PCs. You could have the whole group working for such an organisation, even if the PCs aren't all Clerics or Wizards. Both Churches and Wizard Guilds employ many different people, and working with an organisation for a long time will allow the PCs to earn respect from that organisation.

A benefit of working for an organisation is that the organisation will have access to greater resources and equipment that have. If the PCs are in a new town, they may contact the local members of their organisation (if any) and will usually receive help, shelter etc from these. A downside may be that if the PCs are working for a specific group or organisation, they may find that the organisation has rivals and enemies of other organisations, which now will become enemies or rivals of the PCs.

There are also many other ways organisations can come into play in a Mystara Campaign, without the PCs being members of an organisation or enemies of one. NPC allies of the PCs may be members of an organisation, even if the PCs never deal directly with the organisation themselves. Religious and fighting orders may show up during an adventure and cause trouble for the PCs, even if they aren't necessarily enemies of the PCs. A fighting order, such as the Knights of the Griffon may show up and insist that the PCs stay away from the caves they were supposed to investigate. Instead the Knights of the Griffon insist that they will take care of the situation (and also get their hands on the treasure involved). Now the PCs must decide whether they want to become enemies of the Knights or whether there is some way they can get what they want.

Sample organisations:
Storm Legion (a.k.a. Storm Soldiers) -F Sisterhood of the Sword -F
Sisterhood of the Gray Lady -F
Foresters -R
League of Rakes -R, B
Order of Kagyar -C
Shire Masters (a.k.a. Halfling Masters) -D Orders of the Secret Crafts -W, S
Darokin Merchants Guild -R, B, E
Darokin Diplomatic Corp (DDC) -R, B, Ex Minrothad Trade Guilds -Ex, R, W
Monks of the Temple of Will (Ierendi)
Monks of Ochalea -M
Knights of the Griffon -F, P
Knights of Heldann -F, P
Bratak Schools (Ethengar Rogues) -R
Wise Women -S
Odin's Ravens -C
Shepherds of Rad -M? W?
Veiled Society -R
Iron Ring -R, F
Specularum Thieves Guild -R
Church of Thyatis -C
Church of Darokin -C
Church of Karameikos -C
Church of the Eternal Truth -C
Church of Traldara -C
Karameikos Wizards Guild -W, S
Alphatian Wizards Guild -W, S
Thyatian Wizards Guild -W, S
Order of Sclaras (Wizards) -W, S
Knights of the Air
Order of Retebius
The Thorn
Hammer of Kagyar

Silly Organisations:
Several organisations were introduced in the Glantri Gazetteers. Quite a few of them were included mostly for laughs with silly acronym names like E.L.F. (Elven Liberation Front) and F.A.I.R.I.E. Some of these may be revised by changing their names and turned into more serious organisations should the GM wish so.

Foresters (Revised)
Primary Classes: Ranger, Druid.
The Foresters is an organisation of humans trained in the Way of the Forest by Vyalian Druids. Only Rangers and Druids may join the organisation. They are trained to develop their wilderness skills and druidic abilities. Foresters have a dual role, both in defeating monsters to keep the rural population safe, and to protect woodland creatures from humans. The Foresters are active mostly in Thyatis and Karameikos, but may also be encountered in other parts of the Known World. Since the events WotI it has been rumoured that the displaced Alfheim Elves have found allies among the Foresters and that the Foresters will help the Alfheimers regain their lost forest. If the DM wishes, he may prepare a special PrC available to the most exceptional Foresters.
Note: In 3e, Forester is no longer a class (although a PrC may be made available), but an organisation. I have changed the "elven way" to the "Way of the Forest" associating the organisation more with Rangers and Druids than with the Elf Class from OD&D.

League of Rakes
Primary Classes: Rogue, Bard
The League of Rakes is known as the most efficient spy network in Thyatis. The members consider themselves Thieves with Honour or Gentlemen Spies. The organisation is independent; it does not work for the emperor. Anyone may use their services, as long as they are willing to pay. Members of the League do not steal, nor are they assassins, but their code of honour allows them to relay information. The organisation is based in Thyatis City, but its representatives may be found all over the Known World (and elsewhere too). It is even rumoured that they have infiltrated the DDC on occasions. They are known for possessing a large number of magical items and gnomish devices that help their members become the best spies in the Known World.
Allies and enemies: Rakes are disliked by Thieves guilds and other criminal organisations because they are seen to move into their territory without being 'proper thieves'. On the other hand, the League of Rakes is quite popular among respectable citizens, because of their honour code.
Note: Rakes are not a class in 3e like it was in OD&D.
I have changed them slightly making the Rakes an organisation of Gentleman Spies, a slight extrapolation of the OD&D version. Most League members are Rogues (following the standard rules). They may use the sneak attack (unlike OD&D thieves), but rarely use the Sleight of Hand skill for thieving purposes.

Storm Legion
Primary Class: Fighters
Storm Legion is a fighting order based on the island of Hattias in the Empire of Thyatis.
They propagate human dominance over non-humans and maintain that women should be slaves for men. Storm Legionaries are usually found in Thyatis, Karameikos and Heldann, but they may also be encountered elsewhere. They honour Ares (Alphaks) as their patron of war.
Note: I changed their name from Storm Soldiers to Storm Legionaries to avoid the SS pun, but also because it fits in the Thyatian context.
Allies and Enemies: Nobody really likes the Storm Legionaries as they are seen as a brutal and hateful lot. The Legionaries enjoy support in Hattians though.
The Legionaries consider the Sisterhood of the Sword as enemies since they promote unsuitable roles for women and the Foresters because they encourage a demi-human way of life.

Sisterhood of the Sword
Primary Classes: Fighter, Paladin
The sisterhood of the sword is an order of Fighting Women in Thyatis. Due to the influence of the Storm Legionaries and others, fighting women are scorned in the empire and the Sisterhood works to change this.
Allies and Enemies: The Sisterhood of the Sword are enemies of the Storm Legion, because of its hateful attitude towards fighting women and women in general.
The Sisterhood is allied with the Sisterhood of the Gray Lady. The Sisterhood dislikes the Heldannic Knights because of their associations with Hattias.

Order of Retebius
Primary Classes: Fighter, Paladin, Ranger This is a military order in Thyatis, under the command of the Emperor. Members of the Order are trained with using Wyverns as mounts. They are a very prestigious branch of the Thyatian armed forces and enjoy wide popularity among the population.
Allies and Enemies: The Order is very popular throughout the Empire and among its allies, but disliked by countries with not so good relations with Thyatis. The Order is on friendly terms with the Knights if the Air, many of whom are retired Retebius members.
Note: According to the Dawn of the Emperors the Order used a wide range of creatures as mounts including Dragons. Bruce Heard later unofficially suggested that this be changed to Wyverns, hence that change in this description.

Knights of the Air
Primary Classes: Fighter, Paladin, Ranger Knights of the Air is an order mainly consisting of retired members of the Order of Retebius, but the main requirement for membership is requiring a flying mount. Not surprisingly, most members use Wyverns as mounts, but griffons are also popular, especially among elven members.
Allies and enemies: The order is on friendly terms with the Order of Retebius. Foresters are also friendly towards the Knights since many of their members are elves. The Knights are seen as servants of the Emperor and are thus liked or hated depending on how the individual feels about Thyatis.
Note: Flying mounts were revised as per the Order of Retebius. The detail about elves using Griffons is a common fantasy cliché, which I have decided to incorporate in my version of Mystara.

The Iron Ring
Primary Classes: Thief, Fighter, Warrior, Thug (UA), Brigand (KoK)
The Iron Ring is an organisation of slavers based in Halag, Karameikos. Their main activity is kidnapping Traldarans and halflings from the Five Shires and selling them off as slaves to Thyatis or Indentured Servants to Darokin. They have good connections among the Hattian nobility.
Allies and Enemies: The Iron Ring is illegal in Karameikos. However, it receives support from many among the Karameikan aristocracy as well as among the Hattian nobility. They are on friendly terms with the Storm Legion, who secretly has encouraged the Iron Ring to capture more halfling and elf slaves.
Note: After Von Hendriks is driven out of Halag, the Iron Ring moves its centre of operations somewhere else, but continues its activity with the support of others within Karameikan aristocracy.

Sisterhood of the Gray Lady
Primary Classes: Fighter, Paladin.
This is a fighting order for Thyatian women devout to Vanya.
Allies and Enemies: the sisterhood is allied with the Sisterhood of the Sword, and enemies of the Storm Legion.

Holy Order of Kagyar
Primary Class: Cleric (Dwarves)
This is a religious order serving Kagyar. Only dwarves are permitted and almost all dwarven clerics belong to this order, though dwarven clerics outside Rockhome sometimes take up the worship of other Immortals.
Their basic ethos is to serve Kagyar. They are not allowed to heal non-dwarves, nor are they allowed to use any magic to destroy matter.
Allies and Enemies: The Order of Kagyar is downright hostile to Dwarven Clerics following Immortals outside the Dwarven Pantheon (Kagyar, Garl, Terra). They dislike Foresters due to their association with elves.
They are allied with the Hammer of Kagyar, but don't always approve of the actions of that organisation.
Note: This is an adaptation of the Dwarven Cleric class from OD&D. Since they were given a class of their own in that system, I figured they deserved special mention here.

Cult of Halav
Primary Class: Cleric
The Cult of Halav is religious organisation of fanatic followers of Halav. Most simply view these guys as silly and annoying, but the cult is actually on the verge of being taken over by agents of Entropy.
Allies and Enemies: Although few take them seriously, the Cult of Halav considers itself a fierce enemy of the Church of Karameikos and the Knights of the Griffon. The Church of Traladara is allied with the Cult of Halav, but is worried about the direction that the Cult is taking.
Note: making the Cult an agent of Entropy is my own idea for making the Cult more than just a bunch of fanatic loonies.

The Thorn
Primary Class: Rogue (Dwarf)
This organisation started out as a club for young dwarven pranksters who wanted to annoy the elves of Alfheim. They arranged "raids" on Alfheim elves, but never caused serious harm. In fact, the Dwarves of the Thorn were the dwarves in Rockhome who had most contact with elves. With the destruction of Alfheim, The Thorn changed. The dwarves realised the seriousness of the situation and decided that they wanted to help their elven rivals regain their forest.
The Thorn has contacted elven refugees in Karameikos and is working alongside the elves opposing the Shadow elves.
Allies and Enemies: After WotI, The Thorn is allied with the Alfheim refugees including the extreme organisation the Alfheim Avengers, as well as the Foresters. Their sudden sympathy for the elves is met with surprise and confusion among other dwarves. The Hammer of Kagyar has even shown strong dislike for the Thorn since their change in attitude.
Note: I have taken some liberties with the Thorn when updating it to the post WotI situation.

Kagyar's Hammer
Primary Classes: Cleric, Fighter, Paladin (Dwarf) Kagyar's Hammer is a religious fighting order in Rockhome, serving Kagyar. Most members spend their life fighting evil, but parts of the order have become quite extreme and propagate dwarven supremacy.
Especially, many show hate towards elves.
Allies and Enemies: Although not official policy, many among the Kagyar's Hammer are hostile towards elves and Foresters, and even show strong dislike for the Thorn after that organisation suddenly became elf-friendly. The order is allied with the Order of Kagyar.
Note: Kagyar's Hammer is solely my own creation. At their best they are a sort of Dwarven Paladins. At their worst, they are Rockhome's Storm Legion.

Knights of the Griffon
Primary Classes: Fighter, Cleric, Paladin The Knights of the Griffon are a religious fighting order associated with the Church of Karameikos. They are loyal servants of the High Patriarch of the Church of Karameikos (currently Jowett). Anyone can be a member of the order, but only nobles can gain the title Knight of the Griffon.
Allies and Enemies: The Knights are allied with the Church of Karameikos, and with King Stefan. The Cult of Halav considers it their enemies and the Church of Traladara often speaks out against the Knights. The Knights hate the Iron Ring above all other Karameikan criminal organisations.
PrC: The DM may consider allowing Knights of the Griffon to access the Purple Knight PrC if they meet those requirements.
Notes: This is an extrapolation of the Order of the Griffon.

Shire Masters
Primary Class: Druid (Halfling)
The Shire Masters, sometimes just called Hin Masters, are druids of the Five Shires and the Shires of Leeha.
They have a special status in Hin society and are respected by all Halflings. They serve as judges in disputes between the clans and protectors of the Hin Homelands.
The Shire Masters enjoy a unique position within the Five Shires, but rarely leave the borders of the Halfling Homelands.
Allies and Enemies: Shire Masters are respected and honoured by all Halflings. They hate the Iron Ring since its members abduct Halflings to sell as slaves.
They are on friendly terms with elves and Foresters, as well as other druids.
PrC: Hin Masters may access a Hin Master PrC if available, or if the DM allows, he may substitute that with the Hierophant PrC. Note: This is an adaptation of the OD&D Halfling Master class.

Mystic order of the Temple of Will
Primary Classes: Monk, Psionic Classes.
The Temple of Will is an order of Monks based on Ierendi. Combining the philosophies of Alphatia and Ochalea, these Monks seek inner enlightenment. Some among the order have even developed psionic talents.
The Temple is based in Ierendi, but its Monks may be found all over the Known World.
Allies and Enemies: The Temple of Will has few enemies or allies, as its monks tend to keep to themselves.
They have some relations with the Mystic Order of Ochalea, though they have philosophical disagreements.
Note: This will need to be developed further later.

Mystic Order of Ochalea
Primary Classes: Monk, Psionic Classes, Cleric These mystics are followers of Korotiku and seek inner enlightenment following the Great Spider's Example. Although often very serious, the Monks also believe that humour is a virtue. They are widely known for their martial arts. Although based in Ochalea, the monks of the order often travel widely in order to learn more about the world. Ochalean Temples have also been established in other Known World countries with some success.
Allies and Enemies: They have some relations with the Mystic Order of the Temple of Will, though they have philosophical disagreements.

-Havard

Goron, The Lizard-King (Demogorgon)


Goron, The Lizard-King (Demogorgon)
by Havard
The Lizard-King from the Mystara Message Board posted 08 May 2004.


Name: Goron, the Lizard King. Demogorgon.
Lesser Deity (Empyreal of Entropy)
Portfolio/Interests: Lizards, Lizardmen, Evil Dragons, Fiends.
Symbol: Two-headed lizard.
Home Plane: Pyts
Alignment: Chaotic Evil.
Worshippers: Lizardmen, Monsters, Evil Dragons, Fiends, Evil Karameikans.
Cleric Alignment: Any Evil.
Domains: Chaos, Evil, Trickery
Favoured Weapon: Spear.


Background:
Goron was a Dragon who survived the Great Rain of Fire. At that time, He was a cleric of a deity known only as the Frog. The Frog faded shortly after the Great Rain of Fire, but Goron quested for Immortality with Hel as her sponsor. Upon reaching Immortality, Goron has seen it as his task to bring many of the Frog's lizard races back. He has succeeded in bringing back the Gator Men on the Savage Coast and is now considered a patron of these. Among the Immortals, Goron is seen as one of the Demon Rulers and frequently uses Fiends as servants. Goron has little contact with his sponsor Hel, but they are on relatively good terms. He is also an ally of Orcus and Arik as those three have founded the Unholy Trinity in Karameikos, opposing the Traladaran Three in that country.

Appearance:
Goron appears as a humanoid lizard with two ape-like heads.

Dogma
Goron promotes lizard-like monsters anywhere. Beyond that he is only interested in death and destruction and end to so-called civilisations.

Church and Temples
Goron's temples are found underground or in swamps. Rituals often involve sacrificing humans or demihumans to monsters living in these areas.

Note: Goron, as Demogorgon is detailed in the D&D 3e product the Book of Vile Darkness.

Note 2: Demogorgon is sometimes referred to as female. This may be because one of the heads is male and the other female, although whether that is in fact the case or not is open to speculation.