Repost Glantri
Section 2: Setting
What is the Known World?
The Mystara campaign setting evolved from an area called the Known
World, this is the area of the setting where many of the initial
products specifically took place and in which most of the subsequent
products have been situated.
What is Red Steel / the Savage Coast?
The line of products known as 'Red Steel' were one of the last line of
Mystara-based products made. It takes part in a region known as the
Savage Coast, this area is located to the west of the Known World. The
area is totally compatible with the rest of Mystara however the area is
thematically distinct as noted in the following excerpt from the Savage
Coast Campaign Book.
The SAVAGE COAST campaign setting is unique in many ways. Though
this fantasy setting has magic, heroes, and everything else one would
expect, the new swashbuckling and panache rules add both individual
flavour and style. The land also lends fantastic, magical powers to all
types of player characters. Still, it is a savage frontier, suffering
under a magical bane called the Red Curse.
What is the Hollow World?
The Mystara game world is a hollow sphere, and the inside of the planet
is inhabited. It holds old civilisations that are now extinct on the
surface, placed there by the Immortals to protect their cultures, there
are strong magics in place preventing them from evolving much or dying
away. The only entrances to the Hollow World are through underground
passages between the two worlds, and through the holes that stand in
place of the north and south poles.
What is Blackmoor?
Blackmoor is an area that has some history in a number of TSR products,
Mystara included. Blackmoor was, like Greyhawk, the campaign world of
one of TSR's
founder, Dave Arneson. It was later placed in both Greyhawk and the
Known
World. There is no further relation between the two Blackmoors of
Mystara and Greyhawk.
What is Voyage of the Princess Ark?
The Voyage of the Princess Ark was a storyline in Dragon magazine
written by Bruce Heard. It ran from issues 153 to 188 and it expanded
upon the Heldannic Knights and the Savage Coast. It introduced
characters such as Herr Wulf von Klagendorf, Haldemar of Haaken and
Synn.
What are immortals?
The Mystara game world is not looked over by other-worldly deities,
there are however immortals. Immortals are mortals who, through their
deeds, have reached a higher status granting them more power than mere
mortals. These immortals have extraordinary powers and take it upon
themselves to look over Mystara. They also perform the functions of
deities in other game worlds in that they are the source of clerical
spells and powers. Now whilst immortals were once mortal some do not
remember their mortal beings although there is nothing to suggest that
they weren't mortal. It also should be noted that whilst a number of
immortals share the same name as deities in other game worlds or real
world deities that immortals are not deities, they are not all-powerful
and have their own agendas and foibles like mortals.
It is also possible for player characters to become immortal although
this is a difficult task and could be the goal of a whole campaign, or
series of campaigns, to allow one player to attain immortality. An
all-immortal campaign is also a possibility of course.
Where is Blackmoor located?
Bruce Heard's said: Blackmoor -- the travelling legend. If there were
archaeologists on Mystara, they would have a devil of time figuring
where the darn place was really located. Officially, it's supposed to be
up there by the Thonian Marches. Unfortunately, conflicting info has
crept into several products, getting in the way of the Thonian theory.
The best thing is to assume evidence of Blackmoor's presence elsewhere
is the result of later colonisations and outposts. Other communities
were also magically displaced (such as a certain ancient tavern in the
Broken Lands of the Known World). Definitely a messy development of the
World of Mystara! :)
It should be noted that on the map in the Hollow World boxed set that
the names of Blackmoor and Thonia have been reversed (Blackmoor was
north of the Empire of Thonia according to all other sources)
Who are the immortals of the Church of Karameikos?
These are the immortals of the Church of Karameikos, as given by Bruce Heard in an old Dragon Magazine:
Asterius (Eternal of Thought), Leader
Kagyar (Eternal of Matter)
Ilsundal (Hierarch of Thought)
Valerias (Hierarch of Matter)
Vanya (Empyreal of Time).
Although Chardastes is a native Traladaran Immortal, he is venerated
through the auspices of the Church of Karameikos, not the Church of
Traladara. This is extrapolated from info in B1-9 In Search of
Adventure.
The Immortals of the Church of Traladara are:
Halav
Petra
Zirchev
Is Jaggar von Drachenfels the Star Dragon?
No. According to Bruce Heard's article in Dragon #170 he became the Star Dragon for a brief period but relinquished the title for absolution.
What is the Wrath of the Immortals?
Wrath of the Immortals (or WotI) is an epic campaign that TSR published
to update the Known World. It deals with the Great War that involves
the major countries of Mystara and that was caused by the Immortals to
obtain control of the Nucleus of the Spheres, a powerful artifact
located under Glantri. At the end of the war, Alphatia sinks, Glantri
and Thyatis have suffered dramatically from the conflict and three new
powers enter the political scene of Mystara: the Heldannic Territories,
the Hagiarchy of Hule and the "revamped" Kingdom of Karameikos.
What has happened to Rad after Wrath of the Immortals?
As a result of the events during WotI Rad was absorbed into the
Radiance, and some of his life force was used to lessen the drain of the
artifact on Mystara's magic: thus there is only a Day of Dread each
year, and not a week as in Wrath. Rad is not dead though, but he has
been put into a slumbering state to reflect on his deeds, and hopefully
change. This is covered in detail in the module Mark of Amber. The
outcome of the module vary from campaign to campaign, as the actions of
the PCs in the module decide Rad's fate. The module's three outcomes
are: 1. He returns as a mortal with no chance of being sponsored back to
Immortality and no access to the Radiance; 2. He returns as a mortal
but can become an Immortal again sometime (considered to be the most
likely outcome); 3. He returns as a full Immortal. Later products avoid
the issue, and the general consensus is that he should return but be
left in the background, keeping a low profile for some time, either
rebuilding his following (if an Immortal) or attempting to reach
Immortality again (if mortal). Few favour him becoming a mere mortal
with no chance of reattaining immortality.
What has happened to the Radiance after Wrath of the Immortals?
In WotI, the Radiance is altered to draw from the sphere of Entropy
instead of the sphere of Energy. Yet in GKoM, the rules for the
Radiance are exactly the same as in Gaz3, stating that it drains from
Energy. This is a mistake in GKoM; the authors overlooked that event in
Wrath and forgot to update the info from Gaz3. Thus the new rules for
the Radiance are undefined, as are the effects of Entropy-draining.
Various suggestion have been made on the MML, though.
What happened to Specularum?
Specularum was the name of the capital of the Grand Ducky of Karameikos.
During the events of Wrath of the Immortals, in AC 1006, Duke Stefan
of Karameikos seceded from the Empire of Thyatis becoming King of the
Kingdom of Karameikos. On Nuwmont 1 AC 1012 Stefan renamed the capital
Mirros.
Where is Teldon?
From Dragon Magazine #207 about Teldon's fate: "One of the
attractions of the Magicians' Guild, its location in Karameikos' largest
city, was its downfall. Such a collection of powerful (and often
egotistical or secretive) mages in one location created great potential
for conflict. The final straw was the creation of a mechanical beholder
by one of the more advanced apprentices, powered by an Immortal's
artifact. The resulting creation was turned loose in downtown
Specularum, levelling a good section of the South End. The creation was
defeated by the head of the Magicians' Guild, Teldon, but at great cost.
Both mage and monster disappeared in a pure white ball of fire, and
while they are assumed to have both been destroyed, they may instead
have been teleported to some far-off location. The fact remained that
the Magicians' Guild proved itself too dangerous to remain in
Specularum, and lost one of its most valuable supporters."
Where is Bargle?
After the fall of the Black Eagle Barony, Bargle is an itinerant villain
that pops up here and there. He can easily be used as a recurring
villain who the PCs bump into. He has been spotted in various place,
including Esterhold and Serraine (always helping the evil guys, of
course), but can have business anywhere.
Is Kol a shadowelf or a kobold?
Most sources present Kol as a kobold who, using the rules from Gaz10:
Orcs of Thar, could cast spells. In Glantri: Kingdom of Magic (one of
the last printed Mystaran products), he is said to be one of the
deformed shadowelf babies raised by the humanoids, thus explaining both
his high intelligence and spellcasting abilities under the AD&D
rules. It is both an interesting plot, and a disappointment to many, as
it removes again from the humanoids any glint of chance that they can
achieve something by themselves. Many people ignore that section in
GKoM referring to Kol as a shadowelf preferring to have more realistic
humanoids whilst others prefer the potential of having Kol as a
shadowelf. As always use whatever version suits your campaign and your
taste best.
What happened to the continental map published in the Master DM's book?
According to Bruce Heard in Dragon #153 the map in the Master set is
"wrong, wrong, wrong!" The map was supposedly released by a very
imaginative Thyatian, and wrongly accepted for the truth. There is no
Empire of Dorphin IV, no Empire of the Great Khan, etc. Also, as you
probably guessed, the size of the Thyatian Empire was largely
exaggerated on this map.
However since then people have used names and countries from this
list to create things in their campaign, and of course in your own
campaign you are free to use anything you want in your campaign.
How do the Mystaran novels fit into things?
Some of the Mystaran novels, particularly from memory the Dragonlord
Chronicles, do not fit well into other established pieces of Mystaran
continuity. Whilst for any given campaign you, the DM, is free to
choose what you want to make up your campaign. Generally speaking
however, the general Mystaran net-community does not consider the novels
to supersede any other published information.
How does the D&D Movie fit with Alphatia?
Izmer, the setting of the D&D movies was inspired by Alphatia. Here is Dave Arneson on the land of Izmer.
Section 3: Products
No comments:
Post a Comment