Almagra’s Known World

It is finally done!

I’ve been working on this map for my Almagra: World of Worlds campaign setting for quite some time. I finally got around to finishing it this month after letting it collect pixelated dust on my PC.

This region of the Sea of Mystaros is the primary region for Almagra’s version of the Known World, which takes the core region of Mystara and reinterprets it on this otherworld. In a sense, this is another “My Mystara,” as coined by the gurus of the Threshold fan e-zine for Mystara, like my post-apocalyptic recreation of Mystara, which I call The World Unknown.

While Almagra’s Known World sits near the southern pole of the super world ¹, its climate is still considered hotter than normal for Mystara’s Known World. (Metal armor isn’t as popular in the setting, as it is too hot for it to be effective beyond the largest battlefields where entire regions are at stake and even then its almost not worth it.)

The world is primarily a dense forest planet with near impassible mountain ranges that soar to 100,000 feet or more. (Note, however, that the bulk of the mountain ranges depicted on this map don’t soar to those heights (but some do).

The bulk of the lowland forests and plains in this region are either subtropical or barely temperate. Only in the higher regions do the forests become close to subarctic in climate; more often they are cloud forests even in areas with expansive amount of pines ².

Almagra has very few massive natural plains but there are many more medium-sized plains like the Sea of Grass in this region. True deserts are also rare in lowland regions; the bulk of the world’s arid regions are cold deserts scattered in isolated mountain valleys that almost never see rainfall.

I have only placed cities on this map, and for my purposes, a city is any community with a population of 5,001 or more. I know this contradicts the rules of D&D BECMI, but I want the option to run games in this region using the D&D v.3.5 ruleset as well. Note that except for the official Mystaran names placed on the map, most of the rest of the names don’t have any real background yet. There are a few exceptions such as the cities of Cragholde and Halavaneum, as well as the Dwelfheim Mountains but the details are still only in my head at this point.

Also note that for this map, each hex is equal to 78 miles. While it really should be equal to 78.75 miles per hex, I decided to round it down. (I didn’t want to round it up because 79 is a prime number.) This means all the lands from the Mystara setting meshed into this world are significantly larger are significantly larger on Almagra. Of course, everything is larger on Almagra!

I will answer any questions about this map on either my Otherworld’s Facebook Group or on The Piazza. Here is a link to the full-sized version of this map.

¹ World of Worlds has a circumference of 500,000 miles.

² Most of the species of pines on Almagra would be considered equivalent to those pines found in tropical and subtropical coniferous forests. Temperate coniferous forests are considerably more rare but do exist (especially in this region the closer you travel towards the southern pole).

Almagras_Known_World_finished

Almagra’s Known World

Overview Map: BECMI Region

This hex map is a subset of the Sea of Mystaros overview map. This region is what I call Almagra’s Known World. This rebuilds the Mystara campaign setting into Almagra: World of Worlds. This region could be run (by me) using any of the D&D BECMI, AD&D 2E, or D&D v.3.5 rulesets. However, it will be designed primarily for D&D BECMI.

Note that 1 hex equals 630 miles; Almagra is a super-world and this is reflected in the size of this version of Mystara on World of Worlds. Anything from that setting will have a place around the Sea of Mystaros but there are new lands as well.

Here is a link to the full-sized version.

 

Almagras_Known World_Revised

Almagra’s Known World: D&D BECMI on World of Worlds

Streelands

Here is another new map for The World Unknown — my homebrewed post-apocalyptic version of the classic TSR, Inc. setting known as Mystara. If you wish to see a full-sized version, click on this link.

This was one of the hardest hit regions during The Devastation War. Numerous mortal and Immortal battles were fought across the Streel Plains of the old Republic of Darokin. The fanatical followers of the Alien Immortals believed that taking Darokin and Glantri (and to a lesser extent, the Empire of Thyatis) would break the will of the peoples of the Old Known World. Thus, from The First Onslaught in AC 1013 to The Streel Onslaught of AC 1025, Darokin was the primary ongoing battlefield of the Devastation War.

The Darokinians made the followers of the Alien Immortals fight for every inch of territory. As well, dozens of Immortal deaths on both side of the war, left a lasting scar on the Streelands (as well as other parts of the Old Known World). It has taken over a century for the lands to rebound to the point shown on the map. For the longest time, much of the what was once the Streel Plains was considered unlivable. It was only after the founding of New Corunglain to the northeast in AC 1145 that civilization began to take root in Old Darokin.

Before that time, The Darokin Wilds were just that, wild and dangerous. In many ways, much of the Streelands is so magically raw that it is unlikely that all of it could be reclaimed by the descendants of Old Darokin and not all of them care to try. The various Counties and Knight-Holds of the western half of the Streelands survive year to year either by force of will or force of arms. The most successful of these is the Barony of Rondeth, which was a county up until AC 1190. Rondeth, like all the lands of the Streelands owes its continued existence to the rulers of the region, the Court of the Feysong, which rules from the massive encampment known as Azurewind in the Windswept Cactus Forest.

The Windswept Fey control most of the cactus forests of The Darokin Wilds and they stand as Watchers over the haunted ruins of the western half of Old Darokin. It is considered taboo to enter most of these ruins unless accompanied by a Fey Watcher even though most of them are way-points along the trails of badlands and desert of The Darokin Wilds. This includes primarily the ruins of Ansimont, Darokin City, Favro and Wrasseldown. (Note, however that the cursed ruins of Darokin City lie south of the border with Daroshire of the Empire of the Ten Shires.)

Here is a list of all political divisions for the Streelands. I have added some key details for each entry.

Barony

  • Barony of Rondeth: Rondeth became a barony in AC 1190. This land of primarily humans and dwarves is one of the strongest allies of the Windswept Fey of Azurewind. Rondeth is notable for the number of (safe) working mines, as well as Haldemar’s Temple (dedicated to the [in]famous risen mortal). Baron Nicholas Inglis wishes to annex the Unclaimed Territories to the east including Grenfell Ranch and the Vyvyan Clan but is hesitant to ask the Court of the Feysong so soon after they approved his ascension to baron. The humans of Rondeth refer to themselves as Rondethians.

Counties

  • County of Akorr: This county is populated primarily by humans known as Akorrians. There are shazaks living along the western edge of the county but Countess Nessa Penhallow doesn’t consider them part of Akorr. On the southern edge of Akorr sits the cursed forested lands known as the Ashwood, which is haunted with undead both corporeal and incorporeal. Akorr claims a section of the northern edge of the woods but these lands are controlled more by ropers and the undead. The county has one true community, Akorrton. There is an old destroyed village at the eastern border of Akorr; its name has been lost to history but it was built after the Devastation War.
  • County of Corunton: This county is populated primarily by humans and gnomes. The humans here tend to call themselves Coruns and they have no interest in aligning with the ‘Coruns’ of New Corunglain who they see as interlopers not true descendants of Darokin. The gnomes of Corunton tend to live as nomads and farmers. The aged Count of Corunton, Caden Mellin, considers the lands along the edge of The Pit to be his to annex once the Court of the Feysong approves his petition. In truth, he considers their favor to be a minor inconvenience that he often ignores. If it wasn’t for the Knights of Halav stationed along Corunton’s northern border (and the numerous Dark Wings), he’d have taken the Pitlands years ago. The county has one village (which the county is named for) and a reinforced inn known as The Streeltrench.
  • County of Crows: This county is populated primarily by humans who refer to themselves as Crowfolk. The people of this county prefer to keep to themselves and aren’t fond of a having to bow in fealty to the Windswept Fey. They also have little love for elves and often argue with Westmarkers over logging rights. Count Theodulf I cares little for alliances and would forcefully annex all of Westmark and the unclaimed lands southeast up to the border with The Feysong. The county has one true community, the village of Crowhill. However, both Dynarath Crossing and the Duskglade Bridge could be considered thorps if they weren’t used primarily as military watch posts. The County of Crows is famous for The Black Bird Inn, which is considered a boon to adventurers traveling south in search of lost treasures in the Ashwood and/or Western Badlands.
  • County of Renn: This county is populated primarily by humans who refer to themselves as Darokinians (or as Rennites), as well as the elves encamped in the Rennwood. The humans of Renn are the descendants of the original families of Rennydale. The current village of that name is the third to have been built on the site of the ruins of the original town that was destroyed during the Devastation War. The families refuse to give up their lands and pay lip service to the Windswept Fey. They accept the elves living in the small wood, as long as they don’t harass citizens hunting in the wood or looking for firewood. (Rennites prefer to use deadfall wood for their fires but will cut down younger trees when the winters are harsh.) Renn is one of the oldest counties in the Streelands, although its borders have shrunk over the past five decades. Rennites resent the exiled hobgoblins living on the Plains of Daelbar. Renn is currently in the middle of naming a new count.
  • County of Vesubiton: This county is populated primarily by humans and they refer to themselves as Darokinians (or rarely as Vesubites). The county is considered wild with few structures and only one community of note, for which the county is named. This county watches over most of the Southern Road that stretches from the eastern edge of the County of Corunton to the Temple of Siaron. The Darokinians of Vesubiton are closer to New Corunglain, politically, than to the rest of the lands of the Streelands. Countess Vanessa Zeltser has considered a formal alliance with New Corunglain for over two decades, but she knows that the Court of the Feysong would consider such an alliance an act of treason. The Windswept Fey wouldn’t care if the people of Vesubiton picked up and moved into New Corunglain, but the lands of the county belong to the Streelands.
  • Hawk County: This county is a dangerous land populated primarily by humans and dwarves. Hawk County stands in between the Ashwood and the Webwood and often deals with the worse denizens of both. The only community of the county is the large village of Hawkburg and its people are miners with a few ranchers. Ranching is a dangerous way of life here and most prefer to brave the mines instead of the scrub hills and plains of the county. The large tower known as Sashen Keep stands on the southern border of the Ashwood and those that choose to become soldiers instead of miners either end up stationed in the tower or patrolling the northern border of Torhold. Hawk County got its name from the giant hawks that are common in the region. The last count of the land died two years ago without an heir, and no one has stepped up to claim the title. If no one claims the title within a year, the county will be downgraded to a territory by the Court of the Feysong.
  • Steffburg County: This county is populated primarily by humans and its people refer to themselves as Steffians. This county is believed to have been founded by refugees from Old Karameikos by its neighbors. The truth is that Steffians have no connection to that pre-Devastation War kingdom. Steffians originated on an alternate prime material world known as Enkuna and were brought to Mystara against their will (as slaves) by the followers of the Alien Immortals. They keep their connection to the Alien Immortals a secret from all but the Court of the Feysong who don’t hold it against the Steffians. The humans of this county are nearly fanatical in their devotion to the Windswept Fey and often keep an eye out for disloyalty from the peoples of Ardell, Erdelar and Spurwatch.
  • Tailor’s County: This county is populated primarily by humans, although no one race dominates here. The county is a legacy of Old Darokin and its people call themselves Darokinians. It is even more dangerous than Hawk County and its eastern borders are protected by two towers: Eldrock Keep in the north and Highborn Tor in the south. The western half of the county has a giant bee problem, which tends to keep those lands empty. The inn known as Londredru Lodge caters more to the exiled Traladarans living in the Akorros Swamp than the citizens of Tailor’s County.

Clans

  • Ashblood Clan: This is a goblin clan living in the Akorros Swamp; they are under the sway of a undead actaeon of the Ashwood and do not pay homage to the Court of the Feysong.
  • Clan of Candec: This is a clan of exiled Traladarans living in the scrub hills just north of the Akorros Swamp on the western edge of the border of the Streelands. The clan sends a yearly tribute to the Court of the Feysong, which usually includes the honey of giant bees.
  • Coveneye Clan: This is a goblin clan living in the Akorros Swamp; they avoid the undead of the Ashwood and often war with the nearby gator men. This clan doesn’t recognized the rule of the Court of the Feysong.
  • Dowrick Clan: This a small clan of humans that once lived in Ardell. They tend to be isolationists and have been known to kill outsiders near their new territory. They don’t recognize the rulership of the Court of the Feysong and often ally with the wild goblins living nearby.
  • Drabek Clan: This is a clan of exiled Traladarans living the Akorros Swamp. They pay tribute to Court of the Feysong only when forced to by the Tarcanu Clan. The Drabeks live more like goblins than humans and there are mongrelfolk among them. They hunt the smaller dinosaurs of the swamp for meat.
  • Drifthill Clan: This human clan tends to encamp near the eastern border of Hawk County during the summer and in the hills of the Western Badlands in the winter. They often fight skirmishes with the nearby gnolls and avoid the chimeras of the region whenever possible. They have good relations with Skyrake Keep, and when times are brutal, the Knights of Skyrake will take in and care for their sick and elderly.
  • Falloone Clanhouse: This clan of humans has strong ties with the denizens of the Windswept Cactus Forest. When not gathering together at their clanhouse, they live as nomadic hunters in the unclaimed lands surrounded by The Feysong, Old Thogmor, County of Crows, and Westmark. Coyote pelts are a sign of prestige among their leaders.
  • Grenfeld Ranch: This is a human clan who survive by ranching and they protect their lands with vigor. While they respect the Windswept Fey, they don’t ask their permission to fence in new pastures. This often brings them into conflict with the Vyvyan Clan.
  • Hendthon Clan: This large human clan sits along the borders of both the County of Renn and the Battlefield Fields. They are more settled than most of the other nomadic clans of the Streelands and they have petitioned the Court of the Feysong to make their lands a territory.
  • Innkeeper’s Ranch: This large clan will likely become a territory by the end of AC 1200. The clan is primarily human but they allow anyone to pass through their lands. They welcome centaurs, dwarves, elves, gnomes, and even hobgoblin exiles at the Ranch, which is not only a clanhome, but also a large inn and shrine to the Immortal of the Sphere of Creation known as The Innkeeper (the risen mortal Luthier Sforza).
  • Kalmian Clanhouse (within The Glynn): This is a clan of feytouched humans that exists within the borders of the fey land known as The Glynn. It is beleived that this clan’s people were once Glantrians.
  • Moonsinger Clan (within Erdelar): This is a clan of elves that were exiled from New Corunglain five years ago. They have been allowed by the Court of the Feysong to settle, semi-permanently, in the Territory of Erdelar, as long as they stay south of the dead woods. The humans of the territory do not consider them true citizens of the territory.
  • Shaxidor Clan: This is a clan of elves that lives wild along the northeastern edge of the Plains of Daelbar. The clan is a mix of old Alfheim elves with new feral elves that arrived on Mystara soon after the end of the Devastation War. The Immortal Patron of the Feral Elves is named Khilseith, The Desert Runner; both the feral elves and their Immortal patron originated on a world known as Tacir where Immortals were unknown until only three centuries ago. Khilseith is the oldest of the Immortals of that world.
  • Tarcanu Clan: This large clan of exiled Traladarans live in the Akorros Swamp and they are the largest Traladaran clan that willingly pays homage to the Court of the Feysong. The clan was once a small family of little note in Old Karameikos and when the bulk of their neighbors chose to leave for Far-End, they stayed behind and helped found New Traladara. However, again their family was pushed to the side so they chose exile rather than be forced to bow down to these they saw as unworthy. They first petitioned the hin of the shires to give them lands but were rebuffed. Eventually, they found their way into the Streelands where they petitioned the Windswept Fey to allow them to settle. The Court of the Feysong gave them the responsibility of watching over the Akorros Swamp and the other exiled Traladarans already squatting there.
  • Vyvyan Clan: This clan of Traladaran humans live as nomads in the Unclaimed Territory east of the Barony of Rondeth. They are not exiles and chose to settle here shortly after the Devastation War ended. They have good relations with the peoples of the Barony of Rondeth and the entire clan travels to Azurewind to pay homage to the Windswept Fey every year without fail.
  • Zinnian Clanhouse (within The Feysong): This is a clan made up primarily of elves and feytouched humans. Little is known of them outside of The Feysong. Traders traveling the trail from Westmark must agree to have their eyes covered while passing through the lands around the clanhouse. It is rumored that there might be another Saguaro of the Sun located near the clanhouse.

Fey Lands

  • Benezan Oasis: This oasis is claimed by the Windswept Fey, but traders and nomads are welcome here, as long as they don’t stay long.
  • The Bronze Spring: This small oasis is watched over by the bhukas of the Streel Desert, but they don’t interfere with travelers. The bhukas are strong allies of the Court of the Feysong.
  • The Feysong: This is the heartbeat of the fey lands. The Court of the Feysong rules over all of the Streelands from Azurewind, although they tend to ignore those lands not connected to the badlands, desert or plains or without living forest. They protect the land more than they do the people living on the land. However, the Windswept Fey have a strong kinship with elves and there is a large numbers of elves in The Feysong. These elves (including both native Mystaran elves and the feral elves of Tacir) tend to the Saguaro of the Sun known as The Perisan Saguaro. Humans rarely visit The Feysong unless there to offer tribute. What is known is that the Feysong is eerily beautiful and quiet. Life abounds in the cactus forest.
  • The Glynn: This fey land is populated by desert fey, feytouched humans and feral elves. Its existence revolves around Saguaro of the Sun known as Greenblaze. Travelers are only allowed to stop and stay at the inn known as the Glynnhouse.
  • Redsuns: This is an encampment of fey that refer to themselves as Redsuns. They watch over the border with New Kol and hate kobolds with a passion.
  • Starrays: This is an encampment of fey that refer to themselves as Starrays. They watch over the border with New Kol but are less hateful towards kobolds than the Redsuns.
  • Thundering Oasis: This oasis is controlled by the Windswept Fey and feral elves. The oasis often has to deal with attacks from predatory dinosaurs (sometimes ridden by angry kobolds).

Knight-Holds

  • Boulder Point: The unnamed fortress that sits atop these hills was constructed over 80 years ago. It has fallen to the monstrous spiders and undead of the Ashwood countless times over the decades, but eventually, a new group of adventurers braves the haunted woods around it to reclaim it. The last group to try this died horribly over fifteen years ago. Since then, it has stood open, unclaimed, and full of monsters.
  • Eastmark: This knight-hold is more pastoral than most with that political designation. It is populated primarily by humans with fey living in the rocky desert and nomads living along its fringes. Farming and ranching are a way of life in Eastmark although its a tough life. The only fortified building in the knight-hold is the Eastmark Inn.
  • Erdelar: This knight-hold was once a county. Troll attacks decimated the population of humans who now cling to their farmsteads and clanhouses with a tentative grasp. Recently, the Court of the Feysong have allowed a group of elven exiles settle in the southwestern region of Erdelar, which has annoyed the humans of Erdelar Hill. That collection of farms once surrounded a growing town, but it fell to the trolls of the Old Broken Lands eight years ago.
  • Old Noren: This knight-hold is populated primarily by humans, although its population is sparse. Besides the travelers staying at the Norenhill Inn and the soldiers of the Noren Tower, there are few structures of note here. A ruined tower sits near the borders with Daroshire and radioactive wastes surrounding the ruins of Darokin City. The rest of the knight-hold is home to nomads and monsters.
  • Old Thogmor: This knight-hold is populated primarily by humans and is watched over by soldiers stationed at Hillfoot Tower. There are two camps in the knight-hold with very different purposes: The Shadowhand Enclave is a camp of rogues and shadow wizards that are descended, indirectly, from the wizards of Glantri. The Tents of Gillam are a collection of traders that have discovered an old ruin from the time before the Devastation War. The other main structure in the knight-hold is the fortified roadhouse known as the Thogwall Inn.
  • Skyrake Keep: This knight-hold is a fortress of knights that watch over the unclaimed lands near The Glynn, Hawk County, Old Noren and Torhold. The knights here expatriates from all four of those lands and have come together to create a new knight-hold to try to push back the chimeras and gnolls of the scrublands, as well as the various arachnid monsters of the Webwood.
  • Spurwatch: This knight-hold is a land in turmoil. It is populated by not only dwarves and humans but also by orcs that have migrated here out of the Old Broken Lands. The dwarves are the strongest here while the humans are the weakest. None of the races work together and the Court of the Feysonf care little for this land. They consider it more a part of the Old Broken Lands. However, since Azmar broke away to form its own ‘grand duchy’, the Windswept Fey are worried that Spurwatch might do the same thing or join Azmar.
  • Westmark: This knight-hold is well on its way to becoming named a county. It is populated primarily by elves and humans who work together in harmony. The elves watch over the forest lands (including the Tree of Life known as Littlebranch) while the humans watch over the plains and pastures. The humans and elves of Westmark have good trading relations with the hobgoblin nomads of the Plains of Daelbar. Old hatreds have been set aside and there are now a few mongrelfolk families in the knight-hold. Westmark Tower stands as a beacon of solidarity between the elves and humans. When (not if) Westmark becomes a county, it is believed that the first count will be the head of the House of Ungust, Lord Ungust III.

Territories

  • Ardell: This territory is both heavily settled and wild. There are three villages in the territory including Galene, Irieton, and Trophia. However, those communities are more rivals than allies, although Galene and Trophia are less hostile to each other. Note that Azmar used to be part of this territory before it broke away from the fealty of the Court of the Feysong. Since its departure, the bickering and skirmishes have gotten worse in the territory. This territory is populated primarily by humans, although there is a large elf camp in the forest hills near the border with Chanythr. There are four towers in the territory including the Ardelphia Gate, Greykeep, Pendel Keep and Sierrawatch. Each village is responsible for helping to fortify these towers but more often than not they fight over them. Ardell is named for the large bridge that stands in the center of the territory near the pre-Devastation War ruins known as Ardelphia. Ardell has two inns of note, two major mines, and two Devastation War ruins. The inns, The Gate Inn and Waywatch House, are considered neutral ground. Galene controls the Ironmount Mineshaft while Trophia controls the Orthedan Mine.
  • Battlefall Fields: This small territory sits between the County of Renn and Westmark. The territory is primarily a human-controlled region made up a small unnamed inn (mainly for locals), an old clanhouse used as meeting lodge and a large ranch. The territory’s name comes from numerous battles being fought in the region during the Devastation War. The territory is littered with rusted weapons and old trenches.
  • Old Mond: This territory is populated primarily by humans exiled here by the Court of the Feysong from other regions in the Streelands. There aren’t any communities here and survivors gather together in the fortress known as Mondkeep. Mining and soldiering are the only occupations here. Old Mond is a deadly place due to the spiders’ nest and the dungeon known as Voidblaze, However, Torhold is much worse (see below).
  • Orcfall Oasis: This oasis territory is controlled, surprisingly, by orcs who are allies of the Court of the Feysong. The name comes from the initial clashes between the original orcs who claimed the oasis and the fey who objected to their presence. Now, it is a primary trade route between the Streelands and Daroshire. The orcs here are considered ‘civilized’ by their angry wild kin living as nomads and raiders in Daroshire.
  • Torhold: This territory is populated primarily by humans exiled here by the Court of the Feysong from other regions in the Streelands. They are the worst of the worst of the exiles and Twisted Tor is a dark and evil place full of blackguards and other followers of Entropy. Spiderkin is a source of great evil and the giant spiders in this territory are often fiendish in nature. Deathknell was once a bastion of good that was corrupted and ruined by the Slatehaven Family. The Slatehavens are a family believed to have been thralls (and might still be) of the Alien Immortals. The only good place in Torhold is the encampment known as Stonegulch. The camp is run by a cabal of good druids that help those that wish to flee Torhold into Old Mond or Tailor’s County.
Streelands

The World Unknown: Streelands

Tharheim Region

Here is my final draft of what I am calling the Tharheim Region. Note that I haven’t named the dragon lairs or mines on this map, as the amount of text on the map is very dense. Those locales will be detailed on any future Hexographer maps of sections of this region at a smaller scale. (I’ll likely do at least one map for the Streelands [already in progress -KF].) As well, I’ve not named all the smaller territories. Most of them are named for the largest community or fortress. Territories with only a tower or fort are considered to be knight-holds. There are many of these sorts of territories in the Autarchy of Amsorak, Auld Glantri, the Land of the Fire Blossoms, and the Streelands.

After the end of the Devastation War in AC 1074, a great deal of what was once Aengmor/Old Alfheim or the Republic of Darokin came under the control of either the orcs of Thar or the expansionist hin of what is now The Empire of the Ten Shires

However, there are parts of Old Darokin that are dangerous and unclaimed and the western lands of Old Darokin are now collectively referred to as the Streelands (politically). These Darokin Wilds are a mixture of badlands, dead forests, desert, poor grasslands, and scrubland. Most of the badlands and desert are under the sway of powerful desert fey, and the large fey encampment called Azurewind is de facto capital of the Streelands. However, these fey rarely get involved in the politics of the humans, dwarves, elves, orcs, and outcast hin that live in the villages of the Streelands. They concern themselves more with the Wilds and making sure they are protected from outsider invaders and internal warmongers.

You can see part of what is left of the Broken Lands and the Principalities of Glantri in the northwestern lands of this region. A massive crater in what was once Belcadiz boils with lava and spews ash; it is a remnant of a crashed Alien sphere-ship during the Devastation War. An ancient red dragon of Alien origin has taken up residence near the crater in an active volcano. The dragon’s true name isn’t known but those that have seen it say it is a horror to behold with tentacles sprouting from its head and jaws like some sort of primordial beast.

The ruins of Glantri City sit on the edge (with some of the ruined city within) the Rift of Razud; the earth fissure was the result of a massive earthquake at the end of the Siege of Glantri City (AC 1018-1023). The Immortal Razud was killed by three of the invading Alien Immortals (Babylos, Chavol and Steoss) and Glantri City was destroyed. At the bottom of the fissure is a dark fungal forest filled with dark alien creatures best left to the imagination. The Rift was created before the Belcadiz Crater (no date for that event yet, but it happened within years of Glantri City falling.)

Northwest of Auld Glantri are the lands known as Royaume de Autreterre. These legacy lands of Glantri are ruled over by newcomers from the alternate dimension of Laterre. (I’ll write more about it at a later date.)

The Old Broken Land are even more broken than they used to be and most of the old humanoid strongholds in the region now lies in ruins or have been claimed by bandits, monsters, refugees, or even The Bleak. High Gobliny fared the best in the western half of these lands, although both the Red Orclands and Trollhatten survived. The Red Orclands are now ruled over by a female Blue Dragon (of unknown origin) named Yrlapha, although she only asks for a tribute of flesh from the Red Orcs once every five years. Yrlapha appeared in the Old Broken Lands in AC 1086 and has ruled over the Red Orclands since AC 1092. Trollhatten is much as it was before the Devastation War, although the trolls there are younger and meaner.

Azmar, also known as the Grand Duchy of Azmar (but only by its own people), was once part of the Streelands, or I should say the Township of Azmar was once part of the Streelands before it broke its alliance with the fey of Azurewind and went independent in AC 1140. The Duke of Azmar, a man named Tristan Bonechaser, is thought to have either orc or hobgoblin blood in his ancestry. Duke Tristan holds sway over Azmar with an iron fist in a velvet glove. Soon after he took control of the township he went on a building spree to create a stranglehold on the headwaters coming down from the mountains near the Valley of Khyr. However, much of Azmar remains wild and unclaimed and Duke Tristan hopes to lure young adventurers to his banner so he can push his Grand Duchy deeper into the borderlands of Old Broken Lands, as well as annex the Barony of Galene, the County of Steffburg, and the Spurwatch Knight-Hold.

The mountain realm simply known as Chanythr is the main opponent to Azmar in the region. It is a mysterious land ruled by powerful sorcerer-monks that came to the world in AC 1082. These Chanythrians prefer to keep to themselves but Chanythr has continued to grow, slowly, over the last century. The town of Rythr is the only know community within Chanythr’s borders, and it believed to be made up primarily of humans. The realm’s borders are protected by soldiers stationed at one of the towers known as The Three Lions. The sorcerer-monks of Chanythr do not like Duke Tristan and the feeling more than mutual. Duke Tristan considers the Chanythrians to be just more ‘alien’ invaders. The Chanythrian’s politics have always been peaceful but they will fight for their lands.

New Corunglain and the Zywolf Lands are two closely intertwined lands that were founded after the Devastation War. New Corunglain is a land of survivors. New Corunglain takes its name from the nearby Ruins of Corunglain (a city of Old Darokin) but not all who live in New Corunglain are descendants of the Darokinians. There are a handful of Thyatian families from what was once the Kingdom of Karameikos, as well as some lowborn Glantrians (they’re not as numerous as the Thyatians, however). The Zywolf Lands is a land full of bitter dwarves, elves and gnomes (as well as fey) who are vengeful towards both the Alien Immortals and anyone who accepts the idea of their followers remaining on Mystara. Zywolvians can be quite suspicious of peoples from other lands other than New Corunglain; however, the Zywolf fey usually have good relations with the desert fey of the Streelands. The two allies hold the line between the Old Broken Lands to the west and the newly risen Kingdom of Tharheim to the east.

That kingdom, mainly of orcs, humans, and goblinoids is ruled from Tharheim City in the center of what is called the Aengmor Crater. Orcs always rule in the Kingdom of Tharheim but other races aren’t forbidden from joining the kingdom, which means its communities are quite racial mixed. There are dwarves living alongside orcs in the Dwarfgate Mountains and gnomes living in the Duchy of Dreamfall. Kobolds live as nomads in New Kol and have dealings with the nomads of the Streelands. Old racial hatreds aren’t as big a deal as survival vs. the followers of the Alien Immortals. However, elves and hin are not welcome in Tharheim! This makes Dreamfall, the Baronies of Fenbrooke and Inlashar, and the Counties of Clinir and Zodon highly contested versus The Ten Shires and Zywolf Lands.

The Kingdom of Tharheim is the first line of defense (for the lands to the west) from the Alien Realm known as the Dictatorship of the Broken Inferno. Those lands are what was once Rockhome, but are now in the hands of the followers of the Alien Immortals. The peoples of Tharheim take their position as Defenders of the West very seriously, although they rarely come to the aid of The Ten Shires. For while there is an outline of a rough mutual defense treaty between the Ten Shires and Tharheim, it isn’t formalized in writing. The demihumans and the fey of the Zywolf Lands would rather die than ever ally with the orcs of Tharheim, which is the one point of contention between the Zywolvians and the citizens of New Corunglain.

The Land of the Fire Blossoms is what is left of the Ethengar Khanate, which isn’t much. Most of the region is now unbearable deserts or poor grasslands. As well, the region is tainted by the ‘castoff’ of many dead Alien Immortals which has corrupted many of those who chose to live there. There are parts of the land that are untainted and those regions are hotly contested. But all take shelter when the massive sandstorms roll across the lands. These sirocco winds can burn the skin right off a person. (I’ll write more about these lands at a later time.)

Here is the link to the full-sized version of the map.

Tharheim_Region_TWU

The World Unknown: Tharheim Region

Sundered Thyatis

Here’s is my newly completely revision of the region of The World Unknown called Sundered Thyatis. This map is now final and won’t be changed again. Each hex is equal to 8 miles. Here is a direct link to the full-sized version.

Sundered Thyatis

After the Devastation War ends in AC 1074, it takes another 101 years before a new Age of Heroes arises on Mystara. In the Old Known World, the expanding lands of the hin officially become known as The Ten Shires in AC 1175.

Before this time period, the Old Known World suffers through the war and a time period that will become known as the Second Traladar Dark Age. The Empire of Thyatis, along with Darokin, Glantri, and the Isle of Dawn are the hardest hit in the first year of the Devastation War (AC 1013). The Five Shires, the Kingdom of Karameikos, and the island realms of the Sunlit Sea are initially ignored by the Alien Immortals, but over the next few years they also come under attack.

Both Karameikos and Thyatis are left in ruins due to a massive tidal wave caused by the crash of an Alien Immortal Skysphere into the Sea of Dread. The tidal wave wipes most of the civilizations of the region including not only Karameikos and Thyatis but also Ierendri and the Minrothad Guilds.

However, a good portion (91%) of the Karameikos population survives with most of them deciding to migrate west (eventually all the way to Farend). The rest either stay in the region, to rebuild, or migrate to other lands. This is how New Traladara came into existance, for the Thyatians  were not as lucky — only 41% of the population of mainland Thyatis survives (roughly 1,107,000).

The rest of Thyatis’ population is killed by the tidal wive, but the Immortals step in resurrects them in a new Hollow World created after the Alien Immortals find and invade the Hollow World. This new Hollow World is a hidden dimension created to be next to impossible for the Alien Immortals to find.

The surviving Thyatians are displaced to other lands with 42% of the survivors (roughly 464,940) choosing to flee across the Sea of Dread to the Thyatian Hinterlands on Davinia. Thos that remain behind in the Old Known World come either relocate to part of the Isle of Dawn (where welcome) or help build the foundations of what will become the Zendrolian Republic.

The toughest of these displaced Thyatians refuse to leave their homeland and once the waters recede, they reclaim much of what was once the County of Hattias, although that island was torn asunder by the tidal wave and battles between the Immortals of Mystara and the Alien Immortals. Eventually, a new island kingdom called the Thyatian Thalassocracy arises on these islands and old conflicts are renewed between the Thyatians and the Traladarans.

In these conflicts, it is the Thyatians that are primarily the underdogs, as New Traladara comes to claim most of what was once mainland Thyatis. Life is hardly perfect for the Traladarans, however, as they have enemies in not only the Thyatian Thalassocracy but also the Zendrolian Republic. The leaders of that republic see there land as the rightful heir to the old Empire of Thyatis and they work tirelessly to undermine New Traladara. The republic’s soldiers challenge the borders of the Traladarans and hire privateers from the Thalassocracy to sink enemy ships.

Also on the map are Alfeisle, Blackrock, the Vorenth Verge, and a small part of the growing hin empire known as The Ten Shires.

While a large portion of Alfeisle sunk after the tidal wave hit, a good number of the island’s populace survived due to the power of the island’s hidden Tree of Life. However, the tree’s protection didn’t save everyone and the tree died soon after the waters receded. What was left is a darker Alfeisle that has gone almost completely savage. Non-elves are unwelcome here and that includes even gnomes and the hin. Rumors abound that lycanthropy runs rampant through the elvish population on the island. It is known that there are shadow elves living among the other elves of Alfeisle.

Blackrock is a den of pirates. Piracy in the Sea of Dread rose sharply after the Devastation War ended and Blackrock became the stronghold of the best of them (or worst of them, depending on your point of view). The hilly island is a wild place where freebooters come to anchor in the shallow harbors protected by Pillager’s Reef. There isn’t a true government here and there is only one village that sits high in the mountains of the center of the island. Blackrock Mount is where old pirates go to retire, although some say it is ruled by a powerful wizard and pirates are not welcome. The truth probably lies somewhere in between.

The Vorenth Verge is another bastion of displaced peoples. Its populace is made up of a hodgepodge of dozens of races including not only humans and demihumans but also humanoids and stranger breeds. Much of the island rose from the depths or was once part of an island controlled by either Thyatis or the Minrothad Guilds. However, since there are very few ruins from the previous age on the island, it next to impossible to determine what was once under the sea and what was part of an old island.

Regardless, all agree that Apertum Isle (*) is one dangerous place better left to those who choose to live there (usually, because they are not welcome elsewhere). The islands primary community is Vorenthus and is primarily Thyatian in population with a few Traladaran families, as well as orcs, half-orcs, hobgoblins, and half-elves exiled from Alfeisle. On the other side of the island is New Malfton, which doesn’t recognize Vorenthus as the ‘capital town’ of the island. Its populace is a mix of peoples but is primarily human, hin, gnome, and rakasta. Elves and half-elves are welcome in New Malfton, but there is one elvish family who lives in the town. The rest of the island is a divided place. The divisions are mainly geographical.

(*) Not everyone agrees that Apertum is what the island should be called. And the political name ‘Vorenth Verge’ is relatively new and is used mainly by those not living on the island.

Finally, the map shows the extreme eastern parts of The Ten Shires. Darkshire is what is left of western Thyatis and eastern Karameikos. It is the most untamed shire and most in the hin empire consider it a borderland more than a true shire. Darkshire is where the hin let most non-halflings live in their growing empire, although the handful of island of Isleshire are also places where the hin let humans live in the empire. In Darkshire, there are dwarves and gnomes in the Rugalov Uplands and fanatical elvish adventurers often brave the cursed woods of Old Vyalia to try to revive the land or retrieve lost relics.

Sundered Thyatis

The World Unknown: Sundered Thyatis

Isle of Dawn (work in progress)

Here is my work in progress map for the Isle of Dawn for my alternate post-apocalyptic version of Mystara, The World Unknown. Here is a direct link to the full-sized version. This map is far from being finalized, but I wanted to post it here so I can share it a link to it on The Piazza.

The World Unknown: Isle of Dawn

The World Unknown: Isle of Dawn (work in progress)