My Mystara: Sundered Thyatis

I’ve been working on this map in Hexographer for the last week or so. Once I had my main overview map for The World Unknown finished, I immediately felt a need to create this map. I will be doing the region to the north of Sundered Thyatis before moving west to do the regions I really want to do.

There is a lot on the map, and I don’t explanations for everything yet. I will link this post to my group on Facebook, as well as the Mystara Facebook group.

RPB

sundered-thayatis_large_revised

Sundered Thyatis for the World Unknown

My Mystara: The Farend Continents

A friend of mine noted an error on The Piazza regarding my campaign expansion for my version of Mystara. So, I’ve decided to add the maps here so that he can see them. I’m still going to re-engineer the campaign expansion region in Hexographer so it matches what I’m doing with the other parts of the world.

mystaran-campaign-expansion

Initial map design

This is the first version of the map before I decided to enlarge the continents as per the next image below.

knightfalls_mystara_ver2

Knightfall’s Mystara (work in progress)

 

I have changed this map since I originally posted in on The Piazza, but it’s not 100% finalized yet. I need to add rivers to several of the landmasses.

The larger continent is known as Sovathia while the smaller southern continent is called Davusia. The massive island to the west of Sovathia is called Tilaphae, the southern island group is known as the Isles of the Avendhi, and the main northeastern island is called Ziaguria.

Once I’ve added the rivers, I’ll post the completed map here as well.

My Mystara: The World Unknown

These two maps are the starting point for my own version of Mystara, which I’m calling The World Unknown. The setting has been devastated by an invasion from alien-like Immortals from beyond Mystaraspace. These alien Immortals invaded using massive asteroids/meteors that they directed at Mystara. After impact, the primordial Immortal beings crawled from the craters, along with armies of minions, and laid waste to much of the world.

This first map is, of course, the tradition region of the world of Mystara, the Known World. A great deal of this region has been destroyed by The Undying Devastation. (The invading Immortals refer to themselves as the Undying.)

kfs_mystara

The World Unknown

This second map shows northern Davania as in appears s part of The World Unknown. This map is less complete than the one above and is likely going to be modified a lot more. In this new Mystara, Davania’s power has grown with the destruction of so much in the northern lands.

 

davaniarising

Davania Rising

There is another Campaign Cartographer map that details a campaign expansion. However, I’m going to modify it into a Hexographer map before posting it here.

The setting has an old thread on The Piazza, which I’m going to revive. It has been a while since I looked at The World Unknown, so I need to go through everything and refresh my memory.

The setting is meant to be a prime material world in my Mirrored Cosmology, which was originally designed to be the cosmology for World of Kulan. You can see the details about that cosmology on The Piazza: Knightfall’s Mirrored Cosmology

Thunder Rift: New Hex Map

While reading a post on The Piazza, I became inspired to create a new hex map of the setting without being concerned about whether or not the map would fit into a particular setting whether one of mine or an official setting.

As well, the post on The Piazza had been concerned with how the rivers were flowing on the map, so I decided to rework the river system to make it seem a bit more logical. While I tried to stay true to the setting, I admit I went a little wild with the rivers. Hopefully it doesn’t look to crowded.

Also, I did not put any of the communities on the map. The only icons on this map are either waterfalls or whirlpools.

Enjoy!

thunder-rift_new

Thunder Rift: New Version

Almagra: Vrocian Campaign Map

It is finally done!

This map is shows the region for the new startup AD&D 2E campaign I’m setting on Almagra: World of World. The Kingdom of Vrocia is one of the various kingdoms and empires of the Mountain Valleys Region, which is a subset of the primary 2E region known as the Darkened Seas.

The Mountain Valleys Region exist quite some distance from the core area of the AD&D 2R ruleset region. In fact, the peoples of the Mountains Valleys Region have little to no contact with anyone outside of the colder valleys of the homelands. Few in the western valleys have ever traveled east of the forested elven land known as Quessir Taureandor.

The Kingdom of Vrocia is the home of the PCs. It is a very rugged land with only two cities (Ilfrey and Kalchith), which are both in the southern half of the kingdom. The Striskian Province in the heart of the kingdom while in the north is the Ifrorian Province. The largest community in that province is the large town known as Ifor, which sits in a hilly valley on the other side of the Wrijyax Mountains.

The campaign will start in the Ifrorian Province in the town named Kara’s Vale, which sits on the shores of Lake Hireta. It is one of the few larger communities that sits on the shoreline of a lake since the entire Mountain Valleys Region is hit every spring with massive floods as the snows melt. (Most of the region’s lake shore communities are built on stilts.) Kara’s Vale sits on a high hill at the edge of the lake and the Thralwash River flows around the hill before emptying into the lake.

Some important DM Note for my players: 1) Northwest of the Ifrorian Province is the rugged land known as Elligira. While the peoples of Vrocia are known for being tough, the peoples of Elligira make Vrocians seem civilized and soft in comparison. The only way to reach Elligira is either through Frostling Pass or west from the village of Northpass into the Sadrea Province of the Ailaithian Empire. Neither is advisable.

2) To the west and southwest of the Kingdom of Vrocia is the massive Ailaithian Empire, which is ruled from the Imperial City of Kluanburgh in the Zevalon Province. The empire once controlled much of the southern lands of Vrocia but that was ages ago when the empire was at its height. Relations between the empire and Vrocia are cool at the best of times. While the empire isn’t truly in decline, it is diminished after several defeats at the hands of its enemies in the distant west, as well as the powerful elven forces of Quessir Taureandor.

3) Quessir Taureandor is a massive elvish empire that rules an ancient land to the east of the Kingdom of Vrocia. The river systems in those lands are wild and unpredictable and humans fear the unpredictable nature of the massive forests and its dangerous denizens. The elves of Quessir Taureandor do not like human, but they have come to tolerate, if not respect, the less ambitious citizens of Vrocia. The King of Vrocia, Ottó Martin Gereben, has proposed peace with the elves, much to the chagrin of the Ailaithian Emperor.

4) There is a area of the northern province of Ifrorian that is considered a semi-independent land. It is called Ardocar. At its heart is a ruined city known as Oneohgan. The city is considered to be ancient, but scholars don’t know if its origins are elven or giantish. What is know is that the mountains surrounding the ancient city are extremely dangerous with all sorts of monsters. Rumors abound of ice demons in the twisted forested hills and mountains of Ardocar.

5) North of the Iforian Province is the impassible mountain range known as the Northern Icemounts. These mountains eventually become massive glaciers that extend far to the north. There are the Icelands of the Roaring Giants to the northeast while directly north of the province is the tip of a massive sheet of ice known as the Shield of the Ice Goddess. These mountains and glaciers are full of dragons, giants, and other dangers that can freeze a man’s body and soul in seconds.

Vrocian Campaign Map

The campaign map for my AD&D 2nd Edition PbP game that will be run on The Piazza

World of Greyhawk

I’ve been a fan of Greyhawk since the AD&D 2E days. The boxed set known as From the Ashes is my favorite Greyhawk product (with the Living Greyhawk Gazetteer a close second). Recently, The Piazza added a new Greyhawk sub-forum for the Chainmail setting. In the forum is a discussion thread (started in 2011) regarding the Southlands of Western Oerik and asks: why do official maps depict it as all desert?

The post that caught my eye is a short one line post by ripvanwormer. He links to a map of Oerth created by Duicarthan that substantial reduces the desert lands. It is a map I’ve seen before, but seeing it again made me think, “that would make a great Hexographer map.”

So, I began the process last week. I turned Duicarthan’s map into a PNG file and imported it into Hexographer. I traced it the best I could and added a few elements to the map myself. I used several official Greyhawk maps to eyeball the river system for the Flanaess. (I was less exact for the rest of the world and didn’t add rivers on every landmass.) It came together quickly and I’m now done with it (see below).

I will now begin the process of heavily modifying the map for my own use. It will be tentatively be entitled “My Greyhawk.” I’m not sure what will will change but it will be substantial. I’ll likely completely redo all the river systems even those in the Flanaess. Of course, like with all my secondary projects, My Greyhawk will take a backburner to World of Kulan.

World of Greyhawk

World of Greyhawk

Catfolk

“I have always had a love for catlike races. The rakasta from the Mystara campaign setting. The tabaxi, as well. Anyone who has studied my Kulan campaign world knows that I’m a bit obsessed with the various catmen of D&D. One of those races, the catfolk, isn’t as prominent in that world, so I figured I’d use that generic race as the lone catlike race for Tarras.” – RPB

The catfolk are an enigma on Tarras. In the opinion of scholars, the race’s history doesn’t truly exist. The catfolk just are. They’ve been around for centuries but no one can say where they came from. The catfolk don’t even know. Their oral legends speak of an “otherworld” where their divine master created them. This Lord of Cats is a mysterious figure and its demesne is an unknown star on an unknown plane.

What is known is that the catfolk are everywhere. The race is prolific and highly adaptable. Yes, they are more comfortable in the world’s warmer regions but that hasn’t stopped them from living all across Tarras. They are drawn to both rural and urban environments equally and tend to be excellent rangers and rogues. They excel with ranged weapons and their best warriors can shoot arrow for arrow when challenged by humans (and sometimes elves).

Catfolk are as common as half-elves and half-orcs, and they often receive similar treatment as those two half-bred races do by humans and savage humanoids such as gnolls and hobgoblins. Elves treat them with dignity but rarely do they form strong bonds with the short-lived catfolk. Dwarves consider them flighty while halflings consider them almost kindred.

Catfolk tend to get into trouble, a lot. They are very curious, which often leads to misunderstandings. If it wasn’t for their uncanny luck, they’d have died out long ago. Having a catfolk companion always leads to new, and often dangerous, adventures. For their part, catfolk tend to leap before they look and see a new obstacle as a challenge to overcome. And they’re more than willing to drag their closest friends along for the ride, willing or not.

Catfolk Traits
Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Catfolk are fast to mature — typically reaching adulthood at the age of 16. Mental maturity often takes longer. Regardless, Catfolk youngsters often leave their parents protection before the age of 18. Catfolk can live to be 70 to 90 years old.

Alignment. Catfolk are chaotic in the extreme but they also tend towards the moral path of good deeds. However, a catfolk’s sense of right and wrong is often at odds with the ideals of other races, especially those of dwarves.

Size. Catfolk range from under 5 to over 6 feet tall and have builds similar to humans and half-elves. Females tend to be more lithe. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. Accustomed to night on dusky plains, you have superior vision in dark or dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Stealthy. You have proficiency in the Stealth skill.

Languages. You can speak, read, and write Common and Feline. Catfolk use the Feline language amongst their own kind, but they are quick to converse with other races in Common or some other language. Feline is an abrupt language full of growling and hissing sounds. Catfolk don’t like long-winded conversations. The catfolk word for ‘debate’ is the same as for ‘bored’. Catfolk that choose to learn other languages other than Common often choose the languages of gnolls and halflings.

Subrace. TBD.

“Heroism is good, but danger is more fun.” – a catfolk proverb/joke