Saturday, March 5, 2022

B/X Karameikos

The "Sample Wilderness Key and Maps" in the D&D Expert rulebook depicts the Grand Duchy of Karameikos.  A single page of text provides a brief description of the Grand Duchy, along with two pages of maps.

The Grand Duchy is a large tract of wilderness and unsettled land claimed by Duke Stefan Karameikos the Third.  Subsequent material expanded significantly on the setting, although generated inconsistencies.


Annotated map of the Grand Duchy of Karameikos, from the D&D Expert rulebook (1981).

The map was updated to include various trails in the revised Expect Set rulebook (1983), although in the example of organizing a party given on page X19, it's stated "There is no road that goes directly to Specularum".

This implies that the Grand Duchy as conceived in the 1981 rulebook largely involved coastal settlements, and that overland travel was hazardous (with bugbears in between the Black Eagle Barony and Specularum, for example).

This concept of a wilder, more dangerous Grand Duchy of Karameikos has been explored in various threads on the forums, such as in [B/X] Original history of Karameikos (April, 2010) on Dragonsfoot, and elsewhere.


A. Specularum

Originally a trading port founded when the Grand Duchy was first explored, a map was included in module B6 "The Veiled Society" (1984) by David Cook.


Overview of the port city of Specularum, from module B6 "The Veiled Society" (1984) by David Cook.


Walled on the landward side, the city is also protected by two breakwaters that extend into the harbor, restricting passage to a narrow entrance.  Overlooking the harbor is the Duke's castle, providing ample defence.


More detailed map of the port city of Specularum, from module B6 "The Veiled Society" (1984) by David Cook.

Module B6 includes a city-based adventure, which begins during the Festival of Lucor* (a legendary, local cleric).

*the term "lucor" might be Latin for "brilliance" (denoting a Lawful saint), but alternately Middle English for avarice

XSOLO "Lathan's Gold" (1984) by Merle M. Rassmussen begins in Specularum, and appears to use the map from B6 as a template.

(The map of Specularum was completely revised in GAZ 1 "The Grand Duchy of Karameikos" (1987) by Aaron Allston.)

Note that Krakatos is a fortress, and could serve as the location for the eponymous Keep in module B2 "The Keep on the Borderlands".


B. Black Eagle Barony

I've often wondered whether the name Baron von Hendriks is a veiled reference to Kevin Hendryx, involved in the editing of the D&D Expert rulebook.

Module DDA3 "Eye of Traldar" (1991) by Carl Sargent contains a map of the Baron's fortress, in addition to the dungeons beneath it.

(A map of Fort Doom appeared in the article "Karameikos, Ho!" by Jeff Grubb, published in Dragon #206 (June, 1994), although with a different fortress layout.)


C. Luln

"Composed primarily of persons who have fled Black Eagle Barony, merchants who have come to trade with the Baron, and some non-humans who have left the wilderness"

"Non-humans" is presumably a reference to gnomes, or possibly elves and dwarves, as opposed to humanoid monsters, although Luln is "somewhat lawless and open".

Also mentioned as a base town for adventurers exploring the Haunted Keep.


D. Haunted Keep

See earlier blog post The Haunted Keep (January 22, 2022) as well as The Haunted Keep: Expanded Version (January 23, 2022).


E. Gnomes

A map and description of the gnome lair is provided.


F. Ruins of Lavv

I've drafted an adventure in which the PCs must explore the ruins of Lavv, in advance of the establishment of the village of Kelven, which eventually becomes the city of Kelvin in GAZ 1 "The Grand Duchy of Karameikos".


G. Goblins

Module DDA4 "The Dymrak Dread" (1991) by John Nephew is situated here.


H. The Lost Valley

Described in detail in module B10 "Night's Dark Terror" (1986) by Jim Bambra, Graeme Morris, and Phil Gallagher.

I previously regarded this valley as a "lost world" area, harboring the many types of prehistoric creatures described in the Monsters section.


I. Treasure of the Hideous One

This area was further developed in the mini-adventure AC2 "The Treasure of the Hideous One" (1984) by David Cook.


Although stating "This map does not exactly match any map in the Expert rules" in AC2, the fork in the river depicted in the suggested wilderness map (left) corresponds to the river system in the map of the Grand Duchy (right). 

J. Wereskalot

See discussion in [B/X] Wereskalot! (January 14, 2010) on Dragonsfoot.

I currently recommend using the adventure "The Lone Tower" in JG 113: The Book of Treasure Maps (1979) by Jennell Jacquays.


K. Blizzard Pass

Blizzard Pass is described as "the treacherous path that winds over the Cruth Mountains between the Five Shires and Darokin" in module M1 "Blizzard Pass" (1983) by David Cook.

Makes reference to Stodos, Master of the Icy Wastes (depicted as a white, toad-like creature).


L. Dwarves

Proposed location for module XS2 "Thunderdelve Mountain" (1985) by William Carlson.*

*see my article "The Dwarves of Thunderdelve" from Threshold #2.


M. Temple of Poseidon

Proposed location for "The Temple of Poseidon" by Paul Reiche III.


4 comments:

  1. Love these posts! Excellent work! Thank you!

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  2. IIRC the map of Specularum was also a new/revised version in the B1-9 In search of Adventure compilation. Not sure if that is the same revised map in GAZ 1 or not.

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    Replies
    1. That's correct - B1-9 was intended to support GAZ 1, and a black-and-white version of the map of Specularum from GAZ 1 was included.

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