Module X1 "The Isle of Dread" (1981) by David Cook and Tom Moldvay presents an example of large-scale wilderness design in the form of a map of the southeastern portion of a large, unnamed continent.
"The Continent" as depicted in module X1 "The Isle of Dread" (1981)
"The Continent" became the default setting for the D&D line. It was referred to as "The Known World" in the D&D Master Set (1985) and rechristened "Mystara" in Dragon #173 (August, 1991).*
Q. What's the name of the Known Worlds planet? Or is that the name of the world itself?
A. Mystara. The Known World is the geographical area located at the southeastern corner of the continent of Brun.
Bruce Heard, from Dragon #173
Principalities of Glantri:
Glantri is a magocracy; that is, the princes and princesses who rule the state are all high level magic-users. They live in Glantri City most of the time, though each ruler also has a castle hidden in some remote wilderness area. Actually, the rulers are more concerned with magical research than with ruling. Most decisions are left to the various local councils of elders and the princely stewards. The princes and princesses do not trust each other and live in a state of uneasy truce. In the face of invasion or rebellion, however, they are quick to unite. In extreme emergencies, they will elect one of their number as "dictator", to serve for one year.
Module X2 "Castle Amber" (1981) by Tom Moldvay is set in Glantri, and works as a follow-up adventure to module B3.
Ethengar Khanate:
The Ethengar are nomadic herders of horses, cattle, and goats. They are divided into small family clans. Usually the clans raid and quarrel with each other, but occasionally a strong leader (khan) emerges to unite the entire Ethangar people into a strong "nation". However, with the eventual death of the khan, there is rarely an heir strong enough to hold the Ethengar together. They often break apart and the family clans begin warring with each other once more. Their culture is similar to that of the horsemen of the central Asian steppes (Huns, Mongols, Magyars, Turks, and so on).
Illustration by Larry Elmore, from the cover to "Horselords" (1990), a Forgotten Realms novel by David Cook.
Heldann Freeholds:
The Heldann are a barbaric, fair-haired people who hunt, fish, and raise crops on isolated farms. They are related to the people in the northeastern kingdoms but acknowledge no ruler among themselves higher than the individual household leader. Their culture is very similar to that of medieval Iceland.
The Heldann Freeholds were further detailed in module X13 "Crown of Ancient Glory" (1987) by Stephen Bourne, including the cult of Gylgarid, a chaotic barbarian god.
Kingdom of Vestland, Kingdom of Ostland, and the Soderfjord Jarldoms:
Each of these northeastern states is composed of many petty "kingdoms" that are loosely united under one ruler. In Vestland and Ostland the underchiefs are called "kings"; in Soderfjord they are known as "jarls". Their culture resembles that of the Vikings.
Module X3 "Curse of Xanathon" takes place in Vestland, although a Viking flavour is not particularly evident. Module X13 "Crown of Ancient Glory" (1987) also takes place in Vestland.
Suggested locations for running the G series on the continental setting for B/X.
The Broken Lands:
The “broken lands” are an area of rocky badlands and old volcanic lava beds. The land is extremely wild and inhabited mainly by outcasts and monsters.
Rockhome:
Rockhome is the homeland of the dwarves. It stretches throughout the northern Altan Tepe mountain range. The dwarves have built and maintain a road through the mountains for caravans. They charge toll from all who pass.
Atruaghin Clans:
These grassy plateau, forest, and hilly regions next to the sea are inhabited by herders, hunters, and fishermen who live in small villages. All the villagers claim to be descended from the ancient hero Atruaghin. If threatened by war they will unite under a temporarily elected leader.
"Hiawatha" by Thomas Eakins, c. 1874 (source: wikimedia commons)
Republic of Darokin:
The republic is centered around the capital, Darokin. Its wealth is based on trade from Lake Amsorak (the large inland lake), the Streel river, the eastern caravan route and sea trade filtering in through Malpheggi Swamp. Darokin is a plutocracy, that is, the government is run by the wealthiest merchant families. The culture resembles that of Venice or Genoa in medieval Italy.
Alfheim:
As the name implies, Alfheim is the homeland of the elves. The elven king rules the great forest of Canolbarth. Because Canolbarth is tended by the elves, it is far larger than a natural forest in this area would be. Darokin pays the elves to protect the caravan route through the forest to Selenica.
Emirate of Ylaruam:
Ylaruam is built in the midst of the largest oasis in the Alasiyan Desert. It is the centre of caravan routes crossing from north to south and from east to west, and is controlled by the Emir of Ylaruam and his royal family. The culture is similar to that of the Arabic desert states or the Central Asian city-states of Palmyra, Damascus, or Samarkand.
"Sandstorm in the Libyan Desert" by Max Slevogt, c. 1914 (source: wikimedia commons)
Greek names for some of the Cynidiceans suggest a connection with the Empire of Thyatis, perhaps indicating a long-forgotten colony.
The Five Shires:
The five shires are the homeland of the halflings. The area is ruled by a council of five sheriffs who each control a shire. Four times a year the sheriffs meet at a great feast and there decide shirewide policy by vote.
Grand Duchy of Karameikos:
This part of the continent is a wild and unsettled land claimed by Duke Stephan Karameikos. In reality, little of the land is under the duke’s control. Large areas are overrun with monsters and hostile humanoids.
Kingdom of Ierendi:
The trading ships of Ierendi rival those of Thyatis, and the kingdom sports a magnificent royal palace carved from pure white coral. The king and queen of the land are usually popular adventurer-heroes, however, they are without true power and serve only as figureheads. Actual rule is held by certain aristocratic families (making Ierendi an oligarchy).
Possible location for "The Temple of Protius" on an island in the Kingdom of Ierendi.
Minrothad Guilds:
The Minrothad island cluster is a syndocracy: the government is run by the heads of the various trading guilds. Minrothad is closely allied to Thyatis.
Empire of Thyatis:
The empire of Thyatis is an autocracy. The emperor holds absolute power, but his decisions must allow for the desires of powerful nobles and for the threat of mob riots over unfavourable laws. The city of Thyatis is built beside a large canal that separates the southern peninsula from the mainland, so the city is a major trade centre. The Thyatis culture is similar to the medieval Byzantine empire.
Module O1 "The Gem and the Staff" (1983) by John and Laurie Van De Graaf was based on the tournament module "Quest for the Fazzlewood". It takes place in an imperial city, and may be located anywhere within the Empire of Thyatis.
Location of Teki-Nura-Ria in the Sea of Dread, from module X8 "Drums on Fire Mountain".
Module X8 "Drums on Fire Mountain" (1984) by Graeme Morris and Tom Kirby, begins in Thyatis City. Module X11 "Saga of the Shadow Lord" (1986) by Stephen Bourne begins with meeting a Thyatian agent, although takes place in the Northern Wildlands.
Thyatis is also a possible location for The Ghost Tower of Inverness (1979) by Allen Hammack. (The original takes place in an unnamed empire, as opposed to the Duchy of Urnst in Greyhawk.)
Thanegioth Archipelago:
The archipelago is a cluster of islands about 1000 miles from the coast of the main continent. What little knowledge is available about Thanegioth is buried in myth and superstition.
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