Threshold issue 10 v4

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The Mystara Magazine #10 The tenth issue of the Mystara Magazine, featuring Elves of Mystara, and their countless Realms. pandius.com thepiazza.org.uk

Transcript of Threshold issue 10 v4

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The Mystara Magazine

#10

The tenth issue of the Mystara Magazine, featuring Elves of Mystara,and their countless Realms.

pandius.com thepiazza.org.uk

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THRESHOLD: The Mystara Magazine Issue #10

Previous Issues

Previous Issues

#1Karameikos

#2Vaults of Pandius

#3The Sea of Dread

#4Return to Dread

#5ExploringDavania

#6The Northlands

#7ExploringNorwold

#8Warlords

of Norwold

Issues #1 to #9 of THRESHOLD - the MystataMagazine, are available for download from theVaults of Pandius website.

Also available at the same location are higherresolution versions of the maps that wereincluded in the issue’s PDF, allowing greaterdetail to be viewed.

#9Hollow World

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Issue Contents

Threshold: The Mystara Magazine is a non-commercial, fan-produced magazine. There is nointention to infringe on anyone's rights, and in particular not on those of Wizards of the Coast,which holds all rights to the original material on which the magazine is based.

ISSUE #10Editorial Credits.....................................................................2

Editorial..................................................................................3

This Issue s Contributors.......................................................4

Call for Contributors..............................................................6

Elven Calendar and Holidays.................................................7

The Elven Clans and Their Migrations.................................10

Elves of Mystara - Elven Class Variants.................................39

The Fall and Rise of the Canolbarth.....................................65

The Stalkbrow Bad Magic Node.........................................115

Vesperlands Atlas................................................................125

Savage Seas: Pirates, Corsairs & Buccaneers.....................140

Who’s Who in the Wyrmsteeth part 3.................................152

The Skars’ Legacy...............................................................166

Koskatep level 8 - Mokrath, Serpent Eye...........................182

Artwork Sources and Credits.............................................201

Next Issue...........................................................................208

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Editorial Credits

Threshold Editorial Team:

Allan Palmer (AllanP)Francesco Defferrari (Sturm)Giampaolo Agosta (Agathokles)HåvardJohn Calvin (Chimpman)Joseph Setorius (Julius Cleaver)Robert Nuttman (RobJN)Simone Neri (Zendrolion)Leland (Argentmantle)Seer of Y'hogLoZompatoreMicky

Editors Emeriti

AshtagonAndrew Theisen (Cthulhudrew)Jesper Andersen (Spellweaver)Thorfinn Tait (Thorf)Troy Terrell (CmdrCorsiken)Angel Tarragon (The Angelic Dragon)

THRESHOLD logo designed by Thorf

Editor-in-Chief, Issue 10:Joseph Setorius (julius_cleaver)

Layout:Allan Palmer (AllanP)

Art:I.CalvinWilliam McAuslandV. Shane

Cartography:Francesco Defferrari (Sturm)Joseph Setorius (julius cleaver)Robin D. (Robin)

Additional Reviewers & Proofreaders:Shawn Stanley (stanles)Harri Maki (hihama)Murray Neill (Louie the Monk)

Editorial Credits

Thanks To: The Mystara Community, for your support, hard work, and dedication to Mystara.

The aims of Threshold magazine:▪ to provide a venue for community members to present material▪ to promote the Vaults of Pandius and the material there▪ to increase the exposure of existing and new articles▪ to encourage authors to revisit and revitalise existing articles▪ to motivate interest in Mystara in general

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Editorial

Though born in Houston Texas, where myparents played in the Symphony, I mainlygrew up in Montana, a state roughly the sizeof Germany, yet having a population of only725,000. Before playing in the Symphony, myfather had been a navigator and waist gunneron a B-17 bomber during WWII. Thatexperience convinced him he hated living inclose confines with his fellow humans, andconsequently abhorred hotels. Therefore,shortly after my parents were married, theybought an Airstream trailer. Our familyvacations were spent hiking and camping inthe national forests, mainly in or along theperimeter of the Beartooth-AbsarokaWilderness. Often, hiking trips took us up theeleven and twelve thousand foot mountainslopes of the Beartooth Range, whichremained snow-packed until July, with manyareas permanently covered by vast glaciers.Standing upon the crest of a high mountainridge, looking down into the coniferousforests of the mountain valleys, it was notdifficult imagining campfires below as Elvenencampments, or trailer lights dottingcampsites as Elven villages, snug and secure inthe timbered mountain vales.

As I grew older, and became more political,elves held a place in my imagination as asuperior race, infinitely more in tune with thenatural world around them. Having longlifespans and slow growing populations, theelves seemed acutely aware of theconsequences of their actions, and thechanges they wrought on the face of the planet.

As I grew older still, and less political; I cameto envy their long lives. However; trying toenvision life amid immense magical forestsfilled with massive oaks and sentinels,

buttressing elaborate elven palaces, I wasincapable of completely grasping their world.Magic, long-lived races, and a lack oftechnology change many aspects of societies,and the delicate balance of power existingbetween them. Although trying to imaginewhat these cultures are like, to a certainextent, they remain unrecognizable. Yet theseforeign cultures and long-lived races adddepth, taking us to a place outside the realmof our reality, and this is perhaps the veryroot of fantasy. A fantasy world is supposed tohave fantastic elements…otherwise it’s justEarth! No fantastical race seems to captureour imagination quite so completely as theidealistic elves, and quite often they are ahallmark of many fantasy settings.

Whatever inspiration or affinity you have forelves, hopefully this issue will provide plentyof material to further spur your imagination.From the elven calendar and its holidays, toelven class variants. Past and future timelinesand maps give visual and chronological orderto elven events. There is also additionalmaterial for setting the CM5 module inAlfheim and playing the mysteriousVesperland Elves of the Hollow Moon, as wellas continuing articles from past issues. Finallythere are two forays in the wilderlands ofNorwold and among the pirates of the SavageCoast! With a little bit of luck, there issomething in this issue to suit everyone’s tastes.

So without further ado, let us leave the citiesand pastures behind, and enter the ElvenWorld…

Joseph Setorius (julius_cleaver)Issue 10 Editor-in-Chief

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This Issue s Contributors

This Issue’s Contributors

Joseph Setorius (aka julius_cleaver) beganroleplaying in '79, & besides a few briefintervals is constantly involved in onecampaign or another. Though a longtimeMystaran DM & player; including a thirteenyear campaign throughout the eighties &early nineties, which helped create much ofhis material; he is relatively new to theMystara online community. Besides Mystarahe enjoys original settings & campaigns set inGreyhawk, Harn, and Dark Sun. A map lovingsurveyor, his other interests include reading,hiking, and playing/teaching piano.

Even though Sturm (a.k.a. FrancescoDefferrari) loves any alternate world, hebelieves Mystara is incomparably the best forits vibrant community endlessly delving intoethnography, linguistics and history just tomake a little sense of it. Something like thereal world, but with dragons.

Craig Antoun (a.k.a. Irondrake) was firstintroduced to D&D by a friend in 1981, whichbegan for him a long and rewarding journeyas a Game Master that continues to this day.Having experienced most editions of theD&D game, Craig has always been drawnback to the BECMI/RC edition, which he findselegant in its simplicity, yet rich inpossibilities. In early 2014 he returned tomanaging his first Mystara campaign, whichpreviously ran from 1984 to 1993.

Robin (at The Piazza, Robin D elsewhere)Female from 1962, she began playing D&Dsince its earliest days as far back as 1978,soon after becoming "addicted". Ultimately,she was intimately bound to the world ofMystara, because of its complex diversity. Acurrent compiler of massive materialsavailable on Vaults of Pandius & her "Breathof Mystara" blog; and former Teacher ofBiology, Ecology, Chemistry, Physics, oncetravelling all over Europe as a stage dancerincluding house parties. Once called "TheFletcher" at UK GenCon by Bruce Heard forher extensive compilation in "Revenge of theLittle Ones".

DesertNomad started with Mentzer’s basicset in the late 80’s and has played in manyfantasy worlds since then but always keepsreturning to Mystara, drawn by the massiveeffort that creative fans have put intokeeping the world alive. He has had a softspot for CM5 since he was given it as a gifton his 12th birthday.

John Calvin (aka Chimpman) is fascinatedby the depth of Mystaran history, and hasalways wanted to share that more fully withplayers. To that end he has been developingsub-settings like The Hollow Moon andMystara 2300 BC.

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I. "Meandrathel" Calvin enjoys drawingfantasy, and animals that can kill. Namelywolves, dragons, horses, and most largefelines. Human animal hybrids are notexcluded either; she often draws humanversions of her favorite animals. She does,however, despise drawing things that areunbearingly cute. It's a pretty awful thing todo.

Giampaolo Agosta (a.k.a. Agathokles)agrees with Schiller that man "is onlycompletely a man when he plays".Therefore, he makes a point of takinggaming seriously, and real life casually.Besides Mystara, his gaming interestsinclude (among others) Dark Sun,Planescape, Ravenloft, Birthright, Call ofCthulhu, and Witchcraft RPG.

This Issue s Contributors

Some features in issues of Threshold carry a “Fromthe Vaults of Pandius” tagline. As one of our statedaims is “to promote the Vaults of Pandius and thematerial there”, we hope you will enjoy theserevised or extended treasures from that website.

From the

Mystara

Forum at

Some features in issues of Threshold carry a “Fromthe Mystara Forum at The Piazza” tagline. ThesesDiscussion Boards are an active and dynamic homeof creativity for the Mystara community and manyother game worlds. We hope you will enjoy the

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Call for Contributors

The Threshold editorial team invites all fansof the Mystara setting to submitcontributions to the next issues of themagazine.

We are looking especially for contributionsfitting the following themes:

Issue 11 -Isle of Dawn, Thyatis and AlphatiaThe editorial team will accept proposalson the Isle of Dawn, Thyatis, Alphatia andtheir dependencies: Ochalea, PearlIslands, Alatians, Bellisaria, Esterhold andother colonies.Proposal Deadline: Expired, butproposal could still be submitted if theauthor is confident that the article will becompleted by the below deadlineManuscript Deadline: February 10th, 2016Issue Published: End March 2016

Call for proposals for main themes offorthcoming issues (2016):

Ages Past:The editorial team will accept proposalson Mystara’s past ages: Y’hog, Blackmoor,Mystara 2300 BC, Taymora, Nithia, or anyculture or location existing before presentday Mystara.

Articles about other topics are stillwelcome and the editorial team willevaluate their publication for anyupcoming issue, taking into accountavailable space and the issue's theme.

Threshold accepts and invites submissionsof extended or revised versions of workshaving appeared on The Piazza or Vaultsof Pandius.

Contributions may include, but are notlimited to: Articles-- short stories, shortadventure modules, NPCs, historicaltreatises and timelines, geographicalentries, new monsters and monsterecologies, etc.; and Illustrations-- portraits,maps, heraldry, illustrations, etc.

The Threshold editorial team strives foredition neutrality, but edition specificarticles (e.g., conversions) are alsoaccepted. Statistics for new monsters andNPCs may be included in articles (e.g.,adventure modules, new monsters orNPCs) in any version of Dungeons &Dragons. The editorial team also offershelp in providing conversions to somespecific rules set. Including BECMI/RC,2nd Edition, 3rd edition/Pathfinder.However, they should be limited to aminimum -- for most NPCs, it is sufficientto mention class, level, and alignment. Forimportant NPCs, a one or two line statblock may be included.

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Elven Calendar and Holidays

This article is an expansion of aprevious work of mine, “Updated elvenholidays” in the Vaults of Pandius. Nocanon source ever listed Mystara’s elvenholidays; however CM7 “The Tree ofLife” contained a star map withdisplaying the names of the months. Inthe map the exact correlations toThyatians months are not explicit, so theones below are just my proposals. Elvennames for the months are vaguelyinspired by J.R.R. Tolkien’s Sindarin.Some holidays are loosely related toholidays appearing in “The Principalitiesof Glantri”, “Minrothad Guilds”, and“The Shadow Elves” Gazetteers.

The Elven Months

These names are used by elves of the KnownWorld and beyond, but elven sages do notagree about the first use of the names. Somescholars state they were conceived byIlsundal, others that they were in use evenbefore him, in ancient Evergrun before theGreat Rain of Fire.

Thyatian English ElvenNuwmont Snowdrop LanlossVatermont Gloomlight CalfuinThaumont Frostend MetheleFlaurmont Youngfire NethurYarthmont Seedwell EremaeKlarmont White-ewe SilarasFelmont Richsun AnovrasFyrmont Sweetlife MelucilAmbyrmont Copperfield GaeridSviftmont Goldharvest ColleuthEirmont Redtree OrnarKaldmont Darkwood Tawadol

by Francesco Defferrari (Sturm)

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Elven Calendar and Holidays

THE ELVEN HOLIDAYS

1st day of Snowdrop: First Day of the Year2

or Good Sprite Day3, a celebration of dances,banquets and practical jokes is celebratedfrom sunrise long into the night; oftenfriendly fairy folk join the festivities. Someelven cultures also exchange gifts, as do theHin of the Five Shires during this day.

1st day of Frostend: First day of Spring andin ancient Evergrun marked the first day ofthe year according to some elven scholars.Also known as the Day of Rebirth by someelven clans. Celebrated with evening feastsand dancing.

8th day of Frostend: Spring break, similarto the Glantrian holiday of the same name.Elves refrain from work during the day,instead engaging in playful activities.

12th day of Youngfire: Winter's end festival,similar to Merchant Prince day of Minrothad.Particularly heartfelt by elven clans living incolder climates. Some clans give gifts tochildren, while in some lands wizardsprepare spectacular fireworks. Oftencelebrated also with a great banquet at midday.

9th day of Seedwell: Day of Births; similarto the Shadow Elves holiday of the samename. Marriages often take place this day,and is considered a propitious time toconceive a child. There are often banquetsand dances in the evening.

1st day of White-ewe: The Summer Solstice.A bonfire feast is held in the evening. Firstday of the year in ancient Sylvan Realmaccording to some elven scholars.

15th day of White-ewe: Night of the Moon.Elven wizards consider this day particularlyfavourable for magic rituals, and commonelves usually feast and dance throughout thenight; but the moon does not always glowred as in Glantri.

15th day of Richsun: The High Summerfestival, also celebrated in the Five Shires andEthengar (though quite differently) and Day

1 Even i f these hol idays are of ten observedby many elven c lans, e lven regional t radi t ionmight ce lebrate di f ferent fes t ival var iat ions.Shadowelves and Schattenal fen have acomplete ly di f ferent calendar marking theirown hol idays, and is perhaps a lso the casefor e lven c lans l iv ing outs ide the KnownWorld. Elves l iv ing outs ide Al fheim of tencelebrate the hol idays of the nat ion in whichthey inhabi t as wel l .

2 Several e lven sages think the f i rs t day ofthe Elven Year was or ig inal ly the f i rs t ofFrostend, whi le others c la im i t was the f i rs tof White-ewe.

3 The Erewan of Glantr i use this name forthe day, and most l ike ly the Al fheim elves aswel l .

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of Valerias in Thyatis and other nations.Elven clans usually stage or visit a marketduring the day, and feast and dance into thenight.

27th day of Richsun: Summer celebrationday, a festival which later inspiredMinrothad’s All's Reckless day. Elven clansnormally hold friendly contests or joustsduring this day.

1st day of Copperfield: Harvest day, thefirst day of autumn is celebrated by elveswith a feast where many fruits and sweets areprepared and eaten.Though many also arepreserved for the coming winter.

17th day of Copperfield: Mealiden day.Particularly celebrated in Alfheim as alighthearted event; however, one which hasthe ultimate purpose of testing the Realm’sdefenses, training warriors or driving awaydangerous monsters.

27th day of Copperfield: Day of the LastSun. Many elven clans organize markets,either welcoming trading caravans ororganizing their own, to secure provisionsfor the winter. Additionally, any housing orbuilding maintenance is handled. A feast heldin the evening often welcomes travellers andstrangers.

1st day of Darkwood: Farewell to the Sunin various cultures and Ixion’s Day. Elvenclans normally celebrate with great feastslasting all day and night, broken bynumerous rests.

15th day of Darkwood: Snow day. Thefestival which inspired the Ice Games ofGlantri. Elves usually mold snow and ice intomagnificent structures, or engage incompetitions of endurance and accuracy. Atleast in the lands where there is snow at thistime of the year.

25th day of Darkwood: Midwinter festival.This celebration inspired the Minrothadholiday of the same name. Many elven clansgive gifts, and decorate their dwellings withcolours meant to propitiate the return ofSpring. Such decorations normally adornhomes until at least the 2nd day of Snowdropor longer.

28th day of Darkwood: Year's End Fest.Many elven clans hold great banquets anddances, which carry over to the festivities ofthe next day. For some clans, rituals to chaseevil spirit away are carried out, even huntingencroaching undead when necessary.

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The Elven Clans and Their Migrations

HISTORY OF THE

ELVEN MIGRATIONS

This history will use the Thyatian datingsystem, although elves count the years fromthe foundation of their clans, or from theirsettlement in the place where they live, orthe Great Rain of Fire, or the fall of theSylvan Realm.

Thiserstian,in Alpha, Outer World, AY 2009

¶ More than ten years later1, I felt thenecessity to revise my work on the elvenpeople of the world, adding all of theinformation I have discovered in themeantime. These updates and addendaare prefixed by the symbol ¶ .

Thiserstian,in Jafilia, Hollow World, AY 2020

6000 BC Ordana, the goddess of nature thathas created, protected and cared for the elvesuntil now, leaves them free to create theirown destiny. The elves found the nation ofEvergrun. They have contacts with thehalflings and enduks but keep away from theSerpentine Empire2. In Evergrun (theevergreen3) the elves of the land (orCalaquendi, the elves of light) are divided inthe first two clans: the Erendyl (Noble sonsof the sun, warriors and rangers) and Feadil(Bright spirits, wizards and clerics). Another,completely different clan also exists: theAquarendi, the elves of the sea, who claim tobe the most ancient elves4.

¶ This story, quite a tenet of faith for us elves,seems less and less convincing to me withthe passing years. It probably just roughlymarks the time in which elves begin tocare a bit more for the rest of the worldaround them.

1 The or ig inal vers ion of this ar t ic le waswri t ten by me more than ten years ago, us ingl imited canon and fanon resources. The partspref ixed by the symbol ¶ were added nowand inspired by more recent fanon resourcesand discuss ion about the his tory of theElves, such as this thread and this one atThe Piazza Forums.

2 Most of this comes f rom James Mishler ’s“The Age of Blackmoor” t imel ine3 In brackets the meaning of the e lven termsin Thyat ian, when known.

4 See PC3 “The Sea People”, page 9. As faras I know, the only fanon theory about theor ig ins of the Aquarendi is in MarcoDalmonte’s “Timel ine for Wendar-Denagoth-Ghyr-Northern Wild lands”, but contradictsPC3. More on them af ter the GRoF also in“The Sea of Steam and the Farend Ocean”by LoZompatore.

A short treatise on the Elven clans ofMystara, with a history of their migrations,compiled by Thiserstian of Alphatia,magician and scholar of the ImperialUniversity.

by Francesco Defferrari (Sturm)

The Elven Clans and Their Migrations

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It is well established among elven scholars,however, that at this time the first clanseparation of the land elves occurred, dueprobably to the development of differentphilosophies. Therefore it is not incorrectto say that this date could well mark thebeginning of modern elven history.I would like to know more about thehistory of the Aquarendi before this date,and their origin, but I haven’t any reliableinformation at the moment.

5500 BC The gold dragons help the enduksand the halflings in their fight against theSerpentine Empire, and help the Oltechumans and the northern dwarves againstthe Draconic empire. Elves remain outsidethe conflicts. Two new clans are born: theGrunalf (the green elves, the rangers) whosplit from the Erendyl, and the Shiye (thegrays, the mysterious magicians) who splitfrom the Feadil.

¶ I have found a clue that about this time, orshortly after, some Shiye may already havesettled in the area of modern Alphatia andthe Isle of Dawn, these elves may beconnected to the mysterious Trueflowers1,whose real elven clan name is unknown,and who still inhabit the Isle.

5000 BC The Elves are closely allied withhalflings, good dragons and enduks. Theyfound a colony of Evergrun a little furthernorth, in what is called Grunland. TheGrunalf elves going to live there begin to callthemselves Verdier2. Another clan, the Vyalia3

1 No indicat ion exis ts in canon or fanon, asfar as I know, of e lves in Alphat ia before 800BC, but I f ind i t a bi t odd that so many c lansroamed Brun and Skothar but not Alphat ia.Maybe some Shiye went there, and that ’s thetrue reason why Eyr indul chose the area. TheTruef lowers instead are ment ioned in M5,more detai l s are in “Trees of Li fe and theVyal ia, Shiye and Truef lower”.2 The e lves of Minrothad. Gaz9 doesn’ tspeci fy when the c lan was born, but saysthey were a l ready shipbui lders in the anciente lven homeland.

3 As far as I know the exact or ig in of theVyal ia is not detai led in canon, fan sourcesvary about the date of the creat ion of thisc lan. See “Trees of Li fe and the Vyal ia,Shiye and Truef lower”, “Meal iden's Trees ofLi fe” and “Trees of Li fe in Mystara”.

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(children of the air) originates from Feadiland joins the Verdiers in Grunland. OtherGrunalf move to the cold south and startcalling themselves Wirdyl1 (light of thesnow). In Skothar the nation of Thonia isfounded.

¶ Sources differ about the existence of themysterious Vyalia before 1700 BC. Somescholars say they were part of the Verdier,others that they existed already in 5000BC. The modern Thyatian branch is alsodivided in six minor clans, while that is notclear for the Traladaran branch.

4500 BC Some Aquarendi come out of thesea and live with the other elves on dry land.Others remain in the sea and spread fromDavania to Brun. A clan of elves, theMeriallis2 (travelers), which also originatesfrom the Grunalf, settle in Skothar, just northof Thonia.

¶ I now believe not all the Aquarendi cameout of the sea, but just a small part ofthem.

Even if I originally thought no major elvenmigrations occurred before 4500 BC, newevidence3 has brought me to consider thatsome clans may have migrated to Brun andSkothar around 5000 BC or even earlier.

4000 BC The northern province of Thonia,Blackmoor, rebels against the Empire withthe support of elves in the area. Shortlyafterwards Blackmoor begins studyingtechnomancy. Four clans settle in Brun, inthe north, assuming the collective name ofKintanor4. They are the Celebryl (silver light),originating from the Erendyl; the Pelestyr(the defenders), originated from the Feadil;the Porador (people of the land) arising fromthe Grunalf; and the Gelbalf (elven gems)originating from the Shiye. From the Grunalfin Evergrun the clan Chossum (eternalwind), formed largely by merchants, alsooriginate. From the Feadil come the Alhamil5

clan (sons of destiny).

¶ I recently had fortuitous access to someancient Belcadiz books, shedding a wholenew light on their history! I discoveredthey originated from the Alhamil around

1 The Wirdyl would be the ancestors ofIcevale Elves of the Hol low World, see a lsothe issue 9 of Threshold. Note thatLoZompatore’s Map of Evergrun and Jenni ferGuerra’s l i s t of Elven Clans have a lot moreclans in pre-catac lysmic Davania.2 I probably invented this c lan just mess ingwith the name of Menander I thamis, Lord ofthe Northern Elves in DA1 “Adventures inBlackmoor”. In “Elven Migrat ions” Havardalso l i s ts the Genander, Cumast i andWestryn, e lven c lans which I bel ieve wereintroduced in the Blackmoor d20 CampaignSett ing. They could a l l be der ived f rom theMeria l l i s , or Genander could be the realname of the Meria l l i s . Cumast i and Westrynlocat ions are depicted in this map at theComeback Inn (Blackmoor forum).

3 In my art ic le “New Blackmoor 3050 BC” inThreshold issue #2, I imagined that theancestors of Shadowelves, Belcadiz ,Shattenhal fen, Genal leth and Geffronel lcould have been in the area of the KnownWorld wel l before the Great Rain of Fire. Seeindividual notes about the c lans.4 An e lven word which should s imply mean‘a group of four’ .

5 Ancestor of the Savage Coast and Belcadize lves, which should have a common or ig indue to the supposed s imi lar i t ies in cul tureand language. Jenni fer Guerra in “History ofClan Alhambra” used the word Alhambra forthe c lan, but I decided to change i t toAlhamil as the or ig inal name should havebeen a l i t t le more ‘e lven’ .

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this time, and some of them settled inBrun, probably the modern Savage Coast,and Glantri before the Great Rain of Fire,calling themselves Alvanil1. The Kintanor,the Four Clans of the modernShadowelves, were probably settledinstead in the area of modern Alfheim,hence their claim on the area.I also originally believed that the Issarthyl,the modern Schattenalfen, originated fromthe Feadil only after the Great Rain of Fire,and were part of the Second Migrationfrom Grunland. More recent studies onShadowelf texts, however, has led me tothink differently: it seems at least a part ofthe Issarthyl, calling themselvesLoshenalfen2, were already in the area ofmodern Glantri before the cataclysm.

3500 BC Blackmoor flowers, and even theelves begin to use Technomancy. A clan isformed in Evergrun by elves who lovetechnomancy: the Thinyl3 (bright shades)originating from the Erendyl. The Geffronell4

elves (clouds of the North) originating fromGrunalf, migrate to Brun, at a little distancefrom the four clans. Other Grunalf go to livein Grunland and call themselves theGellereth5 (those who are reflected in thewater).

¶ New evidence I found recently in Wendarhistory made me think that not only theGeffronell, but the Gellereth too, or atleast a part of them, were already in Brunbefore the Great Rain of Fire6.

1 The or ig in of the Belcadiz is not explainedin Gaz3. Gaz5 has only a smal l phrasehint ing they could have been part of thesecond migrat ion f rom Grunland. Several fantheories about them are “Belcadiz Theory”,“Another Belcadiz Theory”, “New BelcadizTheory” and “New Theory for Belcadiz andIspans”. In Threshold issue #2 I decided toplace them in Brun s ince before the GreatRain of Fire, but such a choice is notsupported by canon sources.

2 I used this theory in Threshold issue #2,af ter comparing Gaz13 with the Hol lowWorld boxed set : whi le the lat ter seems toindicate the Schattenal fen were part of thesecond migrat ion, the f i rs t one led me tothink that the “Glantr ian” Shadowelves whoreturned to the surface in 1950 BC and laterset t led Aengmor/Oenkmar were theSchattenal fen. This topic has been alsodiscussed on The Piazza Forums here, hereand here. Also, the German name of theSchattenal fen provides a poss ib le l ink withthe humans of Glantr i and the High Thoniansof ancient Blackmoor.

3 I devised this name for the c lan thatsurvived in Thimhal lan up to (a lmost)present t imes, in “City of Thimhal lan” byEthan Deneaul t .4 I or ig inal ly used “Wendar-DenagothTimel ine” by Marco Dalmonte and ShawnStanley about the Geffronel l arr iv ing in Brunaround this t ime. Other fanon sources maydif fer , as far as I know the or ig in of theGeffronel l was never explained in canon, asthey are only hinted in X11.5 I invented this c lan name for the e lves ofWendar to keep the name Genal leth for theelven name of the King detai led below andthe nat ion of Wendar.

6 The Poor Wizard’s Almanac says in theWendar entry that some elves went “nearBlackmoor” before The Great Rain of Fire.As Blackmoor was placed in Skotharaccording to the Hol low World boxed set ,I ’ve decided to assume this refer to NewBlackmoor, i .e . the colony founded were themodern Known World now is .

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3100 BC The Aquarendi1, displeased by theimmoderate use of Technomancy, decide toreturn to the sea. From the Feadil originatesthe Sheyallia2 (trees of the moon). From theErendyl originates the Truedyl3 (honest and

bright): they leave for Grunland and rejectTechnomancy. In this time political conflictshave become common among the elves, andThinyl and Chossum are the dominant clans.

3000 BC The Great Rain of Fire. Elvenlegends will attribute it to an event thathappened in Evergrun shortly before thedisaster: the murder of an Erendyl prince bya Thinyl elf. According to tradition, it was thefirst time that elven blood was shed byanother elf. Evergrun becomes cold anduninhabitable, the elves flee to Grunland. InBrun the four clans take refugeunderground, the Geffronell instead migratesouth. The Meriallis, who according totradition had become greedy for power andselfish, share the fate of Blackmoor and areannihilated. In the two following centuriesthe Davanian clans are divided into twoparties, one who wants to preservetechnomancy, the other that wants to returnto the way of nature. Three new clansoriginate: from the Feadil: the Issarthyl(noble blades of the moon), technomancers;from the Shiye: the Kyrtellar4 (noblewarriors), returnists; and from the Erendyl:the Eariel5 (those who are), returnists.

¶ The elven legend to explain the Great Rainof Fire is probably not true. As explainedabove, I also suspect the Issarthyl are aclan much more ancient than my initial1 The Aquarendi migrat ions af ter this t ime

are detai led in “The Sea of Steam and theFarend Ocean” by LoZompatore. Accordingto the Hol low World boxed set migrat ionmap however some Aquarendi a lso l ived inthe area of the modern Known World, or inthe seas near to i t .

2 The e lves of Graakhal ia introduced inVoyages of the Pr incess Ark and detai ledalso in Champions of Mystara.

3 They are the Gent le Folk now in the

Hol low World, their c lan name appears inthe HW boxed set .

4 Orig inal ly created by Jef f Daly in“Kwythel lar Elves” and later expanded by mein my work on Northwestern Davania whichcan be found in issue #5 of Threshold.

5 The Ee’aar e lves of the Arm of theImmorta l , detai led in Dragon Magazine 200and in “Ee'aar and Enduks”.

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theory. After more research in Shiye books,I’ve also began to doubt the Meriallis wereannihilated completely. Legends do existabout reclusive elves1 still alive in theheartlands of Skothar.

2800 BC Led by the Erendyl prince Ilsundalthe Returnists leave Grunland and begin theLong Walk. With Ilsundal the Erendyl, Feadil,Chossum, Grunalf, Shiye, Truedyl, Vyalia,Kyrtellar and Eariel depart. In Grunland theThinyl, Alhamil, Sheyallia, Verdier, Wirdyl,Gellereth and Issarthyl remain.

¶ I have no definitive evidence about thestatus of the Truedyl, Vyalia, Verdier andWirdyl, i.e. I do not know for certain ifthey joined the First or the Secondmigration. It’s possible that the accountsare unreliable because these clans split,some following Ilsundal, some staying inGrunland. But later they rejoined, and thedivision was toned down in officialhistories.Despite the mythology of Ilsundal leadingthe elves to the Sylvan Realm, it’s quiteclear to me that Ilsundal, at least at thebeginning, had no intention whatsoever ofgoing so far to the North. His groupapparently tried to settle in Pelatan, failedprobably for climatic reasons, then settledamong the Hin of Shaerdon for at leasttwo centuries, before being forced tomove north to Adakkia around 2600 BC,probably by famine.

2500 BC Faced with the continuingdeterioration of the climatic conditions inGrunland, the other clans, led by Genalleth,

king of the Gellereth, depart for the north.This Second Migration soon join with thefirst one on the northern coast of Davania.Only the Thinyl remain in the south. In thecourse of a few centuries the advance of theice will kill them all.

¶ Stories about king Genalleth have wildvariations2: one says he did not exist, andthe Gellereth directly descend from theelves of Blackmoor3. Another says he wasthe leader of the second migration, but anunshakeable supporter of technomancy,and Ilsundal killed him for that. Yetanother says he was a wise sage that ledthe second migration, understandingIlsundal’s wisdom in abandoningtechnomancy. The most reliable account Ifound led me to think that Genalleth didlead his people from Evergrun towardWendar, but before the Great Rain of Fire,and probably Enoreth led the rest of theclan to where he knew others of his clanlived, after the Great Rain of Fire.If the Issarthyl and the Belcadiz were partof the Second Migration they too probablyhad relatives in the area of Glantri andmeant to go there.It seems the two migrations metapproximately around this time in the areaof the modern Adakkian Gulf, but were

1 For example, see “Calengaer, the greenocean” by Freder ic Perronet in the Vaul ts ofPandius.

2 As far as I know, no canon source saysthat the Genal leth were part of the secondmigrat ion, as only the Belcadiz arement ioned as part of i t in Gaz 5. Some fanonsources say the Genal leth were a l ready inWendar (”Wendar: A Mini Gazet teer”) ,others that they came from the south(”Wendar-Denagoth Timel ine” and “Wendart imel ine”), so I ’ve decided both ideas shouldbe t rue.

3 “Timel ine for Wendar-Denagoth-Ghyr-Northern Wild lands”

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Elven Migration

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forced to leave by hostile lizardmen. Someclans, following Enoreth, crossed the seatoward the Serpent Peninsula, whileothers went with Ilsundal to the area ofmodern Izonda1.The myth that the Thinyl all perished hasbeen disproven by Alphatian explorationsof Davania2. There is evidence that theN’djatwa (see clan descriptions below)may be descended from them, and othergroups of elves apparently still survive indifferent areas of southern Davania3

2300 BC In Izonda the Kyrtellar stop, drivenaway by the other elves after they decided toenslave a nation of humans. The others crossthe sea, then the Eariel settle in the Arm ofthe Immortals, the Alhamil stop in themodern Savage Coast, the Vyalia go towardthe east, where the nations of Traladara andThyatis are now, the Sheyallia and theVerdier settle in the south of the SerpentPeninsula. The other clans continue theirwalk.

¶ I’ve understood from new investigations4

in Alfheim and Shiye history that theKyrtellar were not driven away, but ratherthey drove away the other clans, trying toconquer a vast area with violence andmagic.It’s impossible to ascertain which clanswere now in the first migrations and whichclans were in the second ones. Forexample, Sheyallia and Verdier5 weresupposed to be with the second migration,but there are accounts stating instead thatthey went with Ilsundal to the Arm of theImmortals. I think the Verdier did go withhim, but the Sheyallia followed Enoreth tothe Serpent Peninsula. Or there wasanother forgotten division of the clans,and some Verdier followed Ilsundal whileothers stayed with Enoreth.

2200 BC Three clans (Issarthyl, Wirdyl andTruedyl) settle in the area of Glantri. TheVerdier leave the Serpent Peninsula andsettle in what is now Minrothad. TheGellereth settle north east of Glantri andfound the nation of Genalleth, the modernnation of Wendar. Just north of theirterritories they meet the Geffronell.1 Gaz 5 The Elves of Al fheim and the

Hol low World Boxed Set migrat ion map havetwo qui te di f ferent migrat ion routes for theElves. In Gaz 5 the Elves go f rom Grunlandto Pelatan, to Brasol , to Izonda, to theImmorta l Arm, to Savage Coast , Sind andGlantr i , then to the Midlands and the SylvanRealm. In the HW boxed set migrat ion mapthe Elves go f rom Grunland to Shaerdon( land of the Hal f l ing) to Adakkia, to theSerpent Peninsula, where they spl i t to theSylvan Realm and the Known World. I havetr ied to use both sources in my migrat ionmap.

2 See Voyages of the Pr incess Ark and “Cityof Thimhal lan”.

3 More informat ion on these e lves were

publ ished in Threshold issue #5.

4 See Threshold issue #5 for a his tory ofNorthwestern Davania.

5 Champions of Mystara, as reported in“Elven Timel ine” by Chris topherCherr ington, places both Meditor andVerdier in the Serpent Peninsula wi th theSheyal l ia , at least for a short t ime. Gaz9instead seems to imply they were withI lsundal and lef t him only when his grouplef t the Savage Coast to head toward Glantr i .

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¶ Oleyan1 was apparently the Verdier leaderwho guided the Vyalia and the Meditor inthe area that at the time was part of thehuman nation of Taymora.It’s not clear if a part of the Belcadiz alsosettled in the area of Glantri at this time. Itseems that Ilsundal’s group also crossedthe Sind desert to come here, but thenthey turned back to go to the SylvanRealm, maybe because the land could notsupport so many elves. The Truedylhowever were probably part of Ilsundal’sgroup, and they stayed in Glantri.

2100 BC Erendyl, Feadil, Chossum, Grunalfand Shiye arrive in the Sylvan Realm.

¶ It seems that they crossed central Brunbefore reaching the Sylvan Realms, leavingsome small groups of elves along theirtrail. To the best of my knowledge, theclans of the second migration stayed inGlantri, but we cannot exclude that someindividual Genalleth, or Belcadiz, or elvesfrom any other clan went to the SylvanRealm too, later leaving it like the others in800 BC.

1950 BC The Shadowelves explore thesurface near present Glantri, but do not meetany other elves, only hostile humans andhumanoids.

¶ This bit of shadowelf history2 is probablyincorrect. This probably happened to theSchattenalfen. It’s also very unlikely thatthey did not meet the other clans living inthe area at the time.

1800 BC The first Tree of Life is created byIlsundal in Sylvan Realm. In the centuriesfollowing new clans are also formed in theRealm: The Longrunner (the real name of theclan is kept secret) from the Shiye and laterthe Callarii (noble leaves) from the Grunalf.

1700 BC Cataclysm in the area of modernGlantri. Minrothad detaches from themainland and becomes a group of islands.The Meditor (those living on islands)separate from the Verdier. The Truedyl takerefuge in the modern Five Shires, where theyare later joined by halflings fleeing Davania.The halflins baptize the Truedyl: "The GentleFolk". The Wirdyl flee in the Hollow World.The Issarthyl go underground, and here theymeet the four clans of the Shadowelves.

¶ It is possible that theSchattenalfen/Issarthyl and or the Truedylcaused at least partially, this cataclysm bytampering with a strange artifact.Apparently they did this in a desperateattempt to fight the great humanoidinvasion of King Loark.It’s also possible that at this time theBelcadiz who were in Glantri went,temporarily, to the Savage Coast, to returnin Glantri at an unknown, later date.This timeline has become clearer to me inlater years, as I was able to talk to manymore Hollow World elves than the few Imet during my first voyage before theWrath of the Immortals.

1500 BC The Aquarendi move into thewaters of Minrothad, having learned of theexistence of Verdier and Meditor in the area.

1 Ment ioned in Gaz9 and detai led in “ElvenTimel ine” by Marco Dalmonte.

2 Ment ioned in Gaz13.

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¶ Some ancient sources1 could indicate thatsome Aquarendi already lived in the areasince more ancient times, even before theGreat Rain of Fire.

1420 BC Some Issarthyl become followers ofthe dark god Atzanteotl, and inspired by himdiscover the Hollow World. OtherShadowelves conquer the underground cityof Aengmor2 from the humans living there.

1300 BC The Great Humanoid Invasion ofKing Wogar reaches the Savage Coast and theAlhamil are almost exterminated, togetherwith the humans in the area.

1290 BC Aengmor is surrounded by lava andthe Shadowelves must abandon it. Manyelves survive by burrowing deeper into theearth3.

1100 BC The four clans of the Shadowelvesbegin to worship the god Rafiel.

1000 BC The Alphatians come to Mystara,the empire of Nithia is powerful in Brun.Another Great Migration of Broken Landshumanoids and Nithian gnolls roams theKnown World, in the Five Shires halfings areenslaved by orcs and the Truedyl are broughtinto the Hollow world by the Immortals. TheVyalia hide in their forest.

900 BC The Gellereth ally themselves closelywith the humans in the region, which willlead to the founding of the elven and humannation of Wendar. The Geffronell instead,living further north, are often in conflict withthe local humans and humanoids.

800 BC Besieged by hostile humans, theelves of the Sylvan Realm decide to leave, ledby King Mealiden through the RainbowBridge. The Feadil refuse to abandon theirhomeland and stay. Erendyl, Grunalf,Chossum and Longrunner clans foundAlfheim. The Callarii go to Traladara, theShiye to Alphatia, where they create theirown nation. In the following years Mealidenfounds a new clan, the Mealidil (those whofollow the way of the trees) from which alittle later will originate another one, the RedArrow (secret name)

1 The Hol low World boxed set migrat ionmap.

2 Gaz 13 The Shadow elves on page 6 of theDM book has an image depict ingShadowelves k i l l ing Aztec- l ike humans. Theycould probably be the Intua created by JohnCalvin here on the Piazza Forums.

3 Supposedly these e lves were theSchattenal fen.

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700 BC The Alhamil elves are divided intowestern and eastern clans. The eastern elvescreate a new clan which is called Destreza1

(shades of the stone). This clan mixes withhumans and adopt a language similar to thehuman language of the region.

530 BC The Sheyallia, after a war against thehumans of the region, flee from the Serpentpeninsula and take refuge under the Plain ofFire.

500 BC Fall of Nithia.

150 BC The Belcadiz Elves (The powerfularms) settle in Glantri after a long migrationthat took them even briefly to Alfheim. Theyfled the Savage Coast after religious conflictswith the other elves of clan Destreza.

¶ Probably this was only the last Belcadizmigration, and a relevant part of the clanwas already in Glantri for centuries.

0 AC First Emperor of Thyatis crowned.Some small groups of Shiye begin to settle inNorwold.

130 AC The Shadowelves discover theexistence of Alfheim and request half of theelven nation. The Alfheim council refusesand diplomatic relations are broken.

560 AC The Shadowelves attack Alfheim butare defeated by the combined forces ofAlfheim and Darokin. According to tradition,this is the first war between elven nations.

600 AC Finally defeated by humans, theFeadil leave the Sylvan Realm and settle inAlfheim. A small group reaches the Sheyalliaunder the Plain of Fire. A few remain in therealm under the rule of humans. They willlater adopt the name Yezachil2 (lastingdwellings).

700 AC A part of the Erendyl clan moves toGlantri and adopts the name of Erewan3

(noble fruits).

900 AC After long wars against the humansthe Geffronell are almost completelyexterminated, the Gellereth of Wendarunable to save them.

1006 AC The Shadowelves conquer Alfheimand rename it Aengmor. Feadil, Chossumand Red Arrow clans go to Traladara,Erendyl, Grunalf, Mealidil and Longrunnerclans to Wendar4.

1008 AC End of the War of the Wrath of theImmortals and Cataclysm in Alphatia.

1010 AC War in Glantri between Erewan andBelcadiz, due to the infiltration ofShadowelves among the Belcadiz. The warends with the defeat of the Belcadiz5 (someof whom fled to Aengmor).

1 This his tory most ly comes f rom Jenni ferGuerra in “History of Clan Alhambra”. Seebelow for a descr ipt ion of the Alhamil andthe Destreza.

2 I invented this c lan of e lves because ‘someelves’ are ment ioned by Adrian Mathias inhis “ Introduct ion to the YezchamenidEmpire”.

3 Date ment ioned in Gaz5 The Elves ofAl fheim.

4 See a lso this thread on The Piazza aboutthe latest e lven migrat ion.

5 I th ink this event was complete ly myinvent ion and doesn’ t appear in canon orfanon.

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THE ELVEN CLANS

I am nearly 500 years old, and I’ve spentmost of my life traveling, since I left Alfheish,in the lands of Shiye Lawr, in Alphatia. Onthese trips I studied all of the elven culturesand nations I met, scattered abroad by thegreat migration and the fall of the SylvanRealm. I will start by talking about my clan,the elves of Alphatia, the Shiye.

The list below is by no means exhaustive.Several more clans may exist of which I amnot aware, and there are many minor clans1

which are not covered in this list.

SHIYE The Alphatian Elves originated from aclan who came to Alfheim with the othersafter escaping the Sylvan Realm. At the headof this clan was an elf wizard namedEyrindul, an elf who loved the creatures ofthe forest and did not approve of thereligious dictates of the other clans. It was hewho led the then Shiye to Alphatia so thatthey could establish themselves in anenchanted forest impenetrable andunreachable by humanoids and far fromhumans. Over the centuries, however, theShiye have always been loyal subjects of theEmpire and have learned more tolerancethan they had at the beginning. Eyrindulreached immortality, and since then he hasbeen the protector of the nation. Although

Shiye Lawr has been the least affected by thewar of all the nations of Alphatia, it is alsoone of the nations in which the feelings ofanger and revenge are stronger and moredurable, and many young elves enlisted inthe Imperial Army after the cataclysm,earning the reputation of fierce and tirelessfighters. Shiye elves are always interested inmagic and knowledge, and make use ofmagical powers to a greater extent than otherelves. Their realm is closed to non-elves,unless they are people of proven trust andrespectful of nature. Obviously the term doesnot include the fairy people, who instead arenumerous and have always been among theShiye. It is known throughout Alphatia thatthose entering the realm uninvited will haveto suffer an incessant series of jokes, oftenvery scary, until they have decided to leave.Humans of neighboring Alphatian nationsconsider the forest haunted and they do notset foot in it for any reason. Shiye Elvesappear mysterious and proud when dealingwith other races and are reluctant to trustoutsiders. They also have a reputation forbeing masters of deception, and it is true thatthey have no qualms about using any meansagainst their enemies. But this distrusttoward outsiders is balanced by a greatcohesion within the nation. There have beenalmost no crimes in Shiye Lawr in its 1,800years of history, and the Shiye trust eachother absolutely. Also, while they are readyto mock and make malicious jokes at theexpense of outsiders, among themselves theShiye love to laugh and feast, and their life isa series of games and parties, in which magicalways has a great importance, as theattendance by members of the fairy peopleattests. However it often happens that theShiye can be serious and melancholy, withthe same emotional variability that also

1 About the minor c lans of Mystara, see a lsoLoZompatore’s compi led informat ion in“Trees of Li fe in Mystara”. More ar t ic lesabout e lves may be found in the Vaul t ofPandius. About Al fheim’s minor c lans, seealso this thread on The Piazza.

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affects members of the fairy people. TheShiye almost always have intense but non-lasting emotional relationships. The Shiye arecommonly of tall stature, and have very paleskin and black, or even silver, hair. Their eyecolors can be green, golden or purple.

AKALIAN This clan of elves1, whose namemeans "Noble Swan", live with members ofthe fairy people, in the dimension that is atthe same time in Mystara and outside it. Theyare treated here because they often spendmuch time in our midst, among the Shiye,but they are also well-known by the elves ofAlfheim. These Akalian elves are those whodid not want to leave the protection ofOrdana in 6000 BC and remained with thefairy people. The Akalian have pale skin and

black hair, and their eyes are completelyblack, without pupil or iris. They are alsocalled "Moon Elves" because they love thenight more than the day, and are a verymagical race. They do not trust non-elves andso very few of them have ever seen anAkalian. In emotional relationships they haveall sorts of different behaviors. With strangersthey are always serious and cautious, butmembers of the fairy people say that Akalianshave with them great parties full of magicand merriment.

ALFHEIMER After leaving my country,following the irresistible impulse to travelthat captures many Shiye, known to us as"The breath of the Wind", the first "foreign"elves I met were the elves of Alfheim. Iremember the wonderful oak forest, so talland bright, so different from our trees somysterious and impenetrable, and it seemsimpossible to me that those oaks havedisappeared, dead, and that Alfheim is nolonger. But this is a report, and in it there isno place for stories of sadness and pain. Theelves of Alfheim, even though they had, andstill have, a very strong concept of nation, thenation which they consider the true and onlyhome of the elven people, are divided intovery different clans, which I will describeseparately.

Before talking about the differences we mustfirst emphasize what unites them, and whatmakes them one people despite the diversityof the clans. And what they have in commonare two ancient kings, who later becameimmortals. The first is Ilsundal, who led theelves from Evergrun to the Sylvan Realm, andcreated the first Tree of Life, teaching the

1 Created by Joaquin Menchaca, see hisar t ic les in the Vaul ts of Pandius: “Akal ianClass (OD&D)” and “Seleni i Clan: AnInterdimensional Elven Clan forKarameikos”.

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elves peace, and reviving their love for theland that the years of evil human magic hadsuffocated. The second king is Mealiden, thefounder of Alfheim, the one who saved theelves from genocide during the fall of theSylvan Realm, allowing the elves to escapethe encirclement of hostile humans thanks tothe Rainbow Bridge, and kept their hopealive, carrying a branch of the Tree of Life.Together they manifest the ideals behind thenation of Alfheim: the love for the land andfor peace, the union of all the elves, thecourage to stand up for what you love. Withthese intentions Alfheim was born and lived,and although now it has been conquered anddestroyed, thanks to these ideals the nationstill lives through its people

ERENDYL This clan has been for centuries theclan of the King of Alfheim. It is a clan ofartists, poets and craftsmen; the Erewan ofGlantri originated from them. The Erendylusually have a tolerant attitude toward othernations and other races, but they are alsovery traditional in their way of life, anddisapprove of hunting, farming and herding.Compared to other elves they are muchfaster to finish a job, or to finish a song. Theyhave very strong family ties between themand couples usually last a whole elven life,and possibly even beyond. They go to war inorderly and regular armies, and they preferthe open field to guerrilla tactics. Theythoroughly enjoy beauty and games, buthaving precise models of how an elf shouldbehave, even among themselves, they aremore serious and less childish than manyother elves. They are the elven "nobles" parexcellence, or so they are considered.However, the consciousness of their value

has not made them particularly arrogant norxenophobic, unlike other clans. The Erendylare tall and blond and have blue or greeneyes. Their skin is less pale than that of Shiye.

CHOSSUM It is the clan of merchants, the onewhich most appreciates other races and ismore inclined to voyages and adventures.The Chossum would like more contact withother races and have always been opposed toclosure and distrust. Many members of theclan have seen the loss of Alfheim as a "well-deserved punishment for our closure to theoutside world" and are now much happierthan other clans in Traladara, amonghumans. Despite this however, the Chossumfought for Alfheim and cried for Alfheim likeany other clan. The Chossum seem to otherelves "hasty like humans", appreciating therichness and novelties in magic andtechnology, all of which they tend todistribute to the entire clan. In fact,differently from humans, the Chossum areelves and have a very strong social solidarity.Compared with other elves they have a betterknowledge of the world, and appear less"innocent" and provincial. Their emotionalties may be lasting or short, there is not adefinite trend. Their love of diversity andchange is perhaps what characterizes themmost. The Chossum are not so tall, have hairfrom dark blond to brown and green orbrown eyes. Their skin tans easily.

FEADIL When the Sylvan Realm was clearlylost and Mealiden had decided to take awaythe elves, the Feadil decided to stay. Theystayed, pushed further and further into the

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depths of the forest, for 1400 years. Finally, ahuman posing as a friend defeated them withtreason. Almost all of the clan wasexterminated, but the few survivors reunitedwith their brothers in Alfheim. As is easilyunderstood by their history, the Feadil arevirtually paranoid of other races, especially ofhumans. The only humans who theyappreciate and accept are the druids, orothers who have demonstrated a sincere loveof nature. The Feadil are also a morereligious, traditionalist and meditative clan,and appear to others elves as very seriousand melancholic. They are incrediblycourageous, explaining that nothing they cansee and suffer is worse than the fall of theSylvan Realm. Among them there are manyadventurers, but they do not seek adventuresand excitement in the world, but ratherknowledge of their enemies. Their courageand professionalism make them surprisingfriends to the dwarves, and this friendshiphas been strengthened by the recent war, inwhich some Feadil and dwarves fought sideby side against the Shadowelves. Amongthemselves, the Feadil have strong ties, andprefer to be left to die rather than lose thosethey love. Of all the clans of Alfheim, theFeadil is the one with the most extensiveknowledge of the Tree of Life and clericalmagic. The Feadil are tall and pale, havegolden hair and very light blue or green eyes.

The GRUNALF are the clan that has strongerties with nature. Their knowledge of trees,fruits and plants is impressive, and so manyGrunalf are rangers. They accept the practiceof hunting, as a sacred and important event,always choosing the old animals, and neverthe young. They have strong links with the

fairy people, and also with the creatures ofthe rivers and waters, and are therefore thebest sailors and boat builders in Alfheim.They love to live in a simple way, as much aspossible in contact with nature. They areserious only when they go hunting or fishing,while at all other times they love to play andjoke. It is rare that they form lasting couples,instead they are normally tied in small closelyunited groups, the hunting bands, wherepromiscuity is normal. Such a thing was a bitshocking to me, because we Shiye have nolasting bonds but we do have one bond at atime. Towards the outside world and otherraces they have always maintained an attitudeof indifference, but now that they are outsideAlfheim they seem to consider the non-elvesbenevolently. The Grunalf are of low tomedium height, they have tanned skin andbrown eyes and hair.

LONG RUNNER The real name of the clan, inElvish, is not revealed to those who are notpart of it, nor are the real names of the elvesof this clan. The reason is that this is the clanof magicians, where magic is widely used andappreciated (as among the Shiye). The LongRunner do not like humans or other races,and are wary even towards the elves that donot belong to their clan. However they oftenwork with magicians of other clans and raceswithout any problems, which suggests thatmore than being wary of non-elves theydistrust non-magicians. Study is a veryimportant thing for them, which they takevery seriously, and they could seem staid andboring to many other elves. They love todress elegantly, but with natural materials,and also love make-up and jewelry. Amongthem there are long-term or short

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relationships, and also freedom of behavior,with no general rule. The reason why LongRunner and Shiye split is precisely thetendency of Shiye to take magic much lessseriously, and the hatred of my people forformalism and seriousness. Yet even theLong Runner, under certain festive occasions,let themselves go and are ready to laugh andbe joyous as all the other elves. Their partiesare, of course, full of magic. The LongRunner are pale and tall, and often havegreen eyes and red hair.

MEALIDIL This clan was founded by Mealidenafter the escape from the Sylvan Realm, andit considers itself the Alfheimer clan parexcellence. It is a traditionalist clan, withmany scholars, clerics, historians and bards.The vastness of their libraries is famousamong all of the elves, and these librarieswere largely saved despite the disaster ofwar. The Mealidil are basically isolationists,but not particularly xenophobic towardsother races. They love to dress in a studiedmanner that often appears to be dated backto several centuries before. They take veryseriously all of their activities, but in theevening they drop a bit of their seriousnessand become more cheerful and affable. Theirmarriages usually last a lifetime, but there arealso different behaviors, fully accepted. TheMealidil are of average height, have redblond hair and blue and green eyes.

RED ARROW This clan also keeps its namessecret, but it is not a clan of magicians, and isinstead a clan of warriors. The clan is anoffshoot of the clan Mealidil, detached just

before the elves arrived at Alfheim. The RedArrow have always been defenders of therealm of elves, and consider the Shadowelfinvasion a great dishonor. Yet no one can saythat they have not done everything possibleto fight against it. Now the Red Arrow studythe techniques of war of the Shadowelvesand plan their revenge. Obviously, theirability with weapons is the most importantthing for the members of this clan, who aretrained from childhood and go into battlewith order and discipline, but are alsocapable of great mobility. They tend to dressin a simple and practical way. They do nottrust the other races but particularlyappreciate those who are worthy of honorand courage. To external eyes they appearrather gruff, but among themselves they arevery simple and kind. In emotional ties theyhave unions similar to those of the Grunalf,although there are also cases of exclusive andlasting unions. The Red Arrow are not verytall but are robust, their skin is tanned, andtheir hair is brown red.

After talking about Alfheim I should speak ofthe Shadowelves, but I decided to leave thema moment aside because in my recent travelsin the alphatian colony of the Hollow World1

I have discovered that there are two differentnations of the Shadowelves, very differentfrom each other, one of which lives in theHollow World. So firstly I will speak of theelves of the surface, and then, through thedark caves and darkest hearts of the elves ofthe dark, we will get to the Hollow World.

1 Thirsest ian here refers to the Alphat ianNeatharum that could be reached throughthe Aegos e levator, see the Wrath of theImmorta ls boxed set .

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The other elven nations that I had theopportunity to meet are the elves ofMinrothad. Theirs is a trading nation,organized in guilds and inhabited by elves,humans, dwarves and halflings. The fourraces currently coexist quite peacefully, andstill share the same philosophy: the pursuitof wealth. The Elves are exactly half of thepopulation of Minrothad and are also thelargest racial group. They are divided intotwo clans, however, very different from oneanother: the Meditor and the Verdier.

The VERDIER elves say that they are theoriginal clan which settled in the area in2200 BC, after leaving the Ilsundal migration.But around 1700 BC, according to theThyatian calendar, a great cataclysm strucktheir land, separating it from the mainlandand turning it into a series of islands. Thisdid not change the life of the clan too much,although it led to an internal split thatproduced the Meditor clan. The Verdierinhabit the green island of Alfeisle, or at leastlive in its wooded interior. They are excellentrangers and have extensive natural andmagical knowledge. Being part of acomposite nation, however, they are toomarket-oriented, like the other races ofMinrothad, and they export forest productsand trade with other nations. This makesthem quite tolerant and open, althoughsome are wary of humans and hatewerecreatures, because of an epidemic oflycanthropy that struck Minrothad severalcenturies ago. The Verdier are not toodifferent from the other elves, they lovebeauty and the forest, but they gave me theimpression of being very similar to humans,perhaps because they are more "hasty" and

more interested in the wealth of other elvenclans. However the social differencesbetween them are minimal and notcomparable to those found in human society.Amongst them the Verdier prefer stable andlasting relationships, but there are frequentexceptions. The Verdier have brown hairwith almost green tones, green eyes andtanned skin. They are of medium height andslender.

MEDITOR These elves are a very particularclan made of sailors and navigators. After thecataclysm of 1700 BC, the elves foundthemselves surrounded by the sea, and someof them began to live in close symbiosis withthe sea, giving rise to a new clan, theMeditor. These elves are interested in wealthand trade more than all the elves that I haveever met, and among the clan, althoughthere is a certain degree of social solidarity,there are vast differences in wealth. They arealso great lovers of adventure, ships and thesea, and many of them never move awayfrom the coast by more than a half day'sjourney. They have a close relationship withthe sea elves living right in the waters ofMinrothad, and some of them also practicepiracy on foreign ships. Among them long-term relationships are very rare, and shortliaisons are very common, for example,shorter than among the Shiye. They dress ina flashy way, are very fond of festivities andtend to be more playful and cheerful thanother elves. The Meditor have dark brown orblack hair, very tanned skin, stocky build andblue eyes.

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In the waters around Minrothad, along withother peoples such as the merrows and thetritons, also live the sea elves, the Aquarendi.Their existence is kept almost secret by theMeditor and the Verdier to protect theancient sea elves from human interference.

AQUARENDI The sea elves are tall and willowy,have blue green hair and lighter skin of thesame colors. Their history is very ancient andthey retain it carefully. Born in the coastalwaters of Evergrun, they went to live with theelves of the land during the period ofsplendor of the realm. But then, realizing thecatastrophe that was coming, they returnedto the sea. After the Great Rain of Fire theybelieved they were the only elves left inMystara, until they discovered the existence

of the Meditor and the Verdier and moved tothe waters around Minrothad. Now the seaelves have good relations with the elves ofMinrothad and other sea creatures, and havevirtually no relations with other races of themainland, with only occasional visitors. Asyou can guess from the environment inwhich they live, the Aquarendi live practicallynaked, unless they have to fight. They love toplay and joke with all creatures, andespecially with dolphins, whales, turtles andseals. Often they wear ornaments of pearlsand coral but otherwise they live very simply.They often have emotional ties that last alifetime, but the young often have very shortrelationships and are also promiscuous. Theycan breathe air very well and are quitecapable of walking on land, although theywill hardly venture there except to meet theirbrothers the Meditor. Their society is stillvery different from that of the Meditor: theAquarendi have no interest in wealth and arevery united and have great solidarity witheach other. They also have a very strongsense of religion. They love adventures, butfeel nostalgic if they stay away from theirhomes too long. They have a very long life,which may last up to 5000 years andtherefore are even more relaxed and lesshasty than land elves. In the waters ofMystara it seems there are other groups ofAquarendi, in the waters of Davania and nearAlphatia, but I know little or nothing aboutthese other groups, even though it seemsthat they are not very different from theAquarendi of Minrothad, only moreisolationist than the ones in Davania andmore open towards other races than theones in Alphatia.

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VYALIA This clan is divided into two groups,one who lives to the east, in Thyatis, and onein the west, in Traladara. Both groups are oftall stature, have silvery blond hair and eyesthat seem silvery too. Both groups are veryinterested in poetry and magic, and appeardistant, serious and mysterious. Both havestrong mental discipline and a sense of greatfellowship with nature and with "The Dreamof the World" as they like to say. They alsohave an order of warriors which fights in atrance, and which nonetheless is truly lethalin battle. There are differences between theEastern Group (Thyatian) and Western group(Traladaran): firstly the easterners have moredealings with the humans around them, andhave also served in the Thyatian army whenthey believed in the cause for which theyfought, whereas the westerners love peace,and never attack someone, if not to defendnature. Secondly the easterners tend to bemore practical and open, while thewesterners more isolationist and dreamers.Both favor the emotional relationships thatlast a lifetime, and have a strong sense ofunity. Unlike other elves they remain focusedon their work and devote to it all theirenergies, even if the westerners tend to beslower. The Vyalia settled in their territoriesin 2200 BC, after being separated from theIlsundal migration like the Verdier. Theseparation between easterners andwesterners instead took place just 1,000years ago.

CALLARII This clan lives in Traladara, furtherwest than the western Vyalia, and is veryintegrated with the local humans. The clanlived with the others in the Sylvan Realm, butthey came south just after the creation of

Alfheim, following the dream of the priestesswho was leading them. The Callarii are of tallstature, have pale skin, blond hair and lightblue or, rarely, green eyes. They are a clanthat loves horses and rivers, and so areexcellent riders and navigators. They are aclan of warriors, and they form the elite unitof the army of Traladara. They have a strongsense of honor and only fight for just causes.The Callarii favor long-term relationships,but often young people have widenedemotional bonds as the Grunalf of Alfheim.

After being in Traladara I went to the north,to visit the elven clans of Glantri, of Wendarand Norwold. I began in the powerful realmof magic.

EREWAN The clan, which now constitutes aprincipality in Glantri, was born 300 yearsago from the Erendyl of Alfheim, making itthe newest clan of the ones I know. Theyhave fair skin, blond hair and green eyes.Their emotional relationships are often longlasting, but they also have short liaisons asthe Shiye. They're obviously very interestedin magic, and bitter enemies of thehumanoids who live close to their borders.They desire to look very sophisticated andnoble (even more so than the Erendyl!), andthey love art. At the beginning they were partof the principality of Belcadiz, but since theyhardly coexisted with them, they founded anew principality. They are defenders ofnature to a level close to fanaticism, eventhough deep down they are less integratedwith it than many other elves. They leftAlfheim because they had more faith in magic

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than in Immortals, but now that clerics canenter Glantri again the elven religions arespreading.

BELCADIZ These elves have olive skin, blackhair and dark eyes. They are also shorter instature than all the other elves I know. Theirlanguage is very similar to the humanlanguages of the Savage Coast. In emotionalrelationships they tend to behave likehumans, with jealousy, betrayal and duels ofhonor. In fact they are very passionate andproud and easily offended. They have aminimal relationship with nature, while theyare very good in metallurgy. They loveholidays, luxury and wealth, although theyare still more supportive of each other thanhumans. They fled the Savage Coast tomaintain their faith in the Goddess of Love,Valerias, but then they officially abandonedher while living in Glantri. Now that religionsare spreading again, the Belcadiz are onceagain turning toward their former patronessValerias, but also to Eyrindul (the lord of theShiye). There are even rumors of infiltrationsby Rafiel's followers, some of which wereexiled to Aengmor in 1010 AC.

GELLERETH After Glantri I went to Wendar,known as Genalleth in elvish, where elvesand humans coexist quite peacefully, even ifthe rulership of the nation is in the hands ofthe elves, who are the majority. The Elves ofWendar all belong to one clan, and are veryadapted to the nature of their cold andsnowy land. Their customs are actually quitesimilar to the humans in the area as theyappreciate liquors, fighting and celebrate in

a very human way. Throughout their historythey have often had to fight with the humansof Denagoth, the nation just north ofWendar. The Gellereth usually have lastingemotional relationships and give muchimportance to marriage, but there are casesof divorce. They have blond hair, that theyoften keep very long, pale skin and pale blueand gray eyes. They do not use a lot of magiceven if they have many relationships with thefairy people. They worship a group ofimmortals who are called the Korrigans1.

GEFFRONELL They lived in the area of theDenagoth, but a century ago were defeatedand almost exterminated. Now some of themlive in Wendar, while others have hidden inthe forests of Geffron, initially to conduct aconstant guerrilla warfare, but now only towait for death in their homeland. They toorevere the Korrigans and seem to have beenthe ones who taught their faith to theGellereth. The Geffronell have very lightblond hair, very pale skin and very light blue,green or gray eyes. They have a deep sense ofbelonging to nature and great courage inbattle. Their unions are always exclusive andpermanent. The few I have met seemed veryserious and sad at the loss of their belovedforest.

1 I e laborated a bi t on the his tory of theseImmorta ls in my art ic le on New Blackmoor,3050 BC, in Threshold issue #5. Moreinformat ion (and di f ferent theor ies) may alsobe found in “The Korr igans” and “Wendar: AMini Gazet teer” at the Vaul ts of Pandius.

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The DUNESHIYE The Shiye of the West arethose who over the last thousand years, andespecially in the last 500, moved fromAlphatia to Norwold. Initially very closed tooutsiders, they are now well integrated in thesociety of the country, where there are evensome barons belonging to the elven race.The Duneshiye are tall, have brown hair anddark green or purple eyes. They are lessinterested in magic than the Alphatian Shiye,and they look a bit too human to us Shiye.They have many relations with the fairypeople. Normally they have differentemotional relationships throughout theirlives, but they usually get married at somepoint. They have adapted very well to thecold natural environment of the northernlands, and compared to the Alphatian Shiyethey have a much more favourable vision ofthe war. In fact, besides Eyrindul they alsothey worship the Norse Immortals, such asWotan and Donar, and especially Frey andFreya, whose religions they took from theinhabitants of Norwold.

After meeting all the elven clans of theKnown World I began traveling toward theSavage Coast, but during the trip I metanother clan of elves, particularly surprising.

SHEYALLIA After their escape from theSerpent Peninsula very little was known ofthis clan, except that they could be hiding inthe caves under the Great Plain of Fire, thevast desert that separates Sind from Hule.And just as I was travelling in this desert, asandstorm separated me from the rest of thecaravan, and made me fall into a hole in the

ground. I discovered a cave system where Imet the Graakhalia. The Graakhalia are anation of elves and gnolls ... elves and gnollswho live together and cooperate, as strangeand incredible as this may seem. AGraakhalian told me how this strangepartnership was created: when the Sheyalliaarrived in the caves, they found them alreadyinhabited by a clan of gnolls. Initially the twopeoples fought or avoided each other, sincea full-scale war was counterproductive forboth, given the difficulties of survival in thecaves. Over the course of a century, however,elves and gnolls learned that cooperationwas the best thing for both. Now the tworaces live together as one people, althoughobviously they cannot marry and mix. Afterthe fall of the Sylvan Realm there wereproblems when some Feadil arrived in thecaves and fomented new racial hatred, butsoon then most xenophobic elements wereexiled and life returned to normal inGraakhalia. Now the two peoples live infriendship and everyone speaks the other'slanguage. They share everything they ownand they have common customs: bothcremate the dead, elves and gnolls share inthe rearing of youngsters from both races,and they use the names of the two languagesequally. They also have a strict code of honorwhich requires tolerance of all races and ofall individuals who are not immediatelyhostile. These elves still have characteristicssimilar to those of other elves, they neverrush in their duties and they love to play andjoke. These elves are usually monogamousand their relationships are durable. Havingpreviously lived among black skinnedYavdlom men, the Sheyallia now have a bit oftheir blood. Most of them therefore havebrown hair, brown eyes and tanned skin,despite their underground life.

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DESTREZA The elves in the eastern area of theSavage Coast are similar to the Belcadiz ofGlantri. They have olive skin and eyes andblack hair. Like the Belcadiz, they are veryproud and passionate and speak thelanguage of the human baronies in whichthey live. (The area is called the Baronies ofthe Guardian, although the baronies areindependent and do not respond to a singleruler). They too are talented in metallurgy,they love festivals and duels and have shortand passionate relationships; otherwise, theirattitudes vary from barony to barony. TheDestreza of Torreon are great warriors, theylove fighting and appreciate courage, andoften are followers of Diulanna. Narvaez'selves are also warriors, worship Ixion orVanya and many share the strong and ratherintolerant religiosity of the barony. TheDestreza of Gargoña, Almarrón and Saragónare more interested in magic, poetry, cultureand beauty and follow Valerias or the elvenImmortals. The Destreza of the city states ofthe Gulf of Hule, are dominated byTraladaran culture and have absorbed thehuman culture of the area, so they loveadventures, trade, and are fascinated bymagic, poetry and songs. All the Destrezaelves who live by the sea are also excellentnavigators, merchants and sometimes pirates.In combat they use this strange anddangerous invention that is calledsmokepowder, as the humans in the areaalso do.

ALHAMIL The Elves who live in the westernhalf of the Savage Coast mainly inhabit fourdifferent countries. The Elves of Robrenn areof medium height, have blond hair and redeyes. Many of them are bards or druids,

worship the Mother Goddess of nature andthe elven Immortals. They are passionate andbrave but they usually have long and stableemotional relationships. The Elves of Eusdriahave dark blond hair and blue eyes, many ofthem are knights and paladins and share theideals of nobility and courage predominantin the nation. They marry like humans andtheir unions are durable. The Elves ofBellayne, the nation of rakasta: the cat men,have blonde or brown hair and blue eyes,and appreciate courage and nobility. TheElves of Herath have blond hair and greeneyes, believe in an egalitarian and tolerantsociety and are great magicians. All theAlhamil are very well integrated in humansocieties, but they keep their elven culture,and the Elvish language, much more than theDestreza. I also believe that the best elvenbards of Mystara are the Alhamil. They lovethe sea and are often good mariners, but notas good as the Destreza.

YEZACHIL These elves live in a human nationof northern Brun called the YezchamenidEmpire. The empire took its name from theelven clan after defeating the human tribesthat caused the fall of the Sylvan Realm.These humans have therefore always beenfriends of the elves. The Yezachil are thediehards who never left the Realm, and whoseveral times risked total extermination.Being derived from the Feadil, they too aretall and pale, have blonde hair and blue eyes.As the Feadil they are very religious, but evenif they worship the elven Immortals, theirreligion became integrated with that of thehumans of the area, and is based on abenevolent Immortal of fire that opposes anevil Immortal of darkness, in a cosmic

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conflict without end. Even their society isvery similar to that of the humans, so thatnow the Yezachil are very tolerant, but alsoused to having to deal with bureaucracy andother stupid human inventions, somethingquite inconceivable for an elf! I have notpersonally visited the Yezachil, but from whatI read and heard they marry with the sameceremony that humans use and their unionsare durable. Given the religion they adopted,it seems they are also very experienced inpyromancy. They are also closely allied withthe Pegataur ( winged centaurs) living in theempire.

EARIEL This clan is the last clan of Brunknown to me, and is also one of the mostextraordinary and mysterious. The Earielnow call themselves the Ee'aar, a word thatmeans something unknown to me in thelanguage of the fairies of the air. During theIlsundal migration, in 2300 BC, this clan wasseparated from the others and settled on theArm of the Immortals. Here they met thefairies of the air, or rather it was theeponymous heroine of their nation, Aeryl,who met them. Aeryl lived long enoughamong the fairies to develop magnificentwings, and passed them on to hisdescendants, so that now all Ee'aar havewings. The clan lives in a realm surroundedby high mountains, friends of the greateagles and the Pegataurs who live amongthem. They have white wings, blond hair andblue eyes, and are tall and willowy. They donot trust strangers, and the only other nationthey consider friendly is the kingdom ofEshu, inhabited by winged minotaurs (whoapparently are the original race, while thecommon minotaurs are a degeneration). I

have not visited the kingdom of Aeryl, butfrom what I've found out it seems that theystill revere the elven Immortals, and they arenot very different from the other elves incharacter, although of course they are veryclose friends of the fairies of the air. Theybuild tall and wonderful towers and they arevery united and supportive of each others. Inemotional relationships it seems they haveseveral different companions when young,but then they settle for life with one mate.

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These are all the clans of Brun, which iscurrently the continent where almost allelves now live. I do not think that there areother clans on Brun of which I am unaware,but it is possible that there are particularlyisolated groups, of which we know nothing.The continent is well known enough, but thecentral area, home of human and humanoidbarbarians, is largely unexplored.

Before going any further it should be notedthat no clan of elves dwell in Skothar, at thepresent state of our knowledge. The Meriallisobviously lived in Skothar, but elven scholarsin general think they shared the fate ofBlackmoor, as they have done throughouttheir history, and therefore none of themsurvived the Great Rain of Fire.

Regarding Davania, of which I will now tell,it was the original home of the elven people,and although now there seems that only afew clans are left, it is possible that in thecontinent live many other groups of elvesthat have not been heard from in millenia.

KYRTELLAR This group is the best known inDavania, since it left the other elves beforethe Ilsundal migration crossed the sea. Theynow live by the north-western coast ofDavania, in constant conflict with aneighboring nation of goblins and are hatedby all the humans in the region, which theseelves use as slaves. I have no directexperience of this clan, and in all honesty Iam not sure I want to, but it seems they arevery good with magic (which by the way theyalso used to cause mutations in their humanand goblin slaves) and are very proud andaggressive. They have brown hair and brown

eyes and in emotional relationships theyseem to have many short relationships likethe Shiye. In fact, this clan separated fromthe Shiye, which for us is certainly not asource of pride. Closed in their isolationistand tyrannical country, it seems that theseelves are quite decadent. They justify theirbehavior with the idea that as the humanswere the cause of the Great Rain of Fire, theyshould all be enslaved to prevent them fromdoing any further damage. Near to themthere is also a former colony of dwarves,which obviously does not have friendlyrelations with the Kyrtellar (who now callthemselves the Kwythellar).

THINYL This clan, as the Meriallis, seems tobe completely extinct. The Thinyl are theonly clan who remained in Davania,continuing to rely on Technomancy. Theirfate is known because Alphatian wizardsfound the lost city of Thimhallan, apparentlythe last refuge of this clan. In the city theyfound the entire population dead and frozen,except for four elves who were closed inglass coffins. Alphatian wizards managed towake them up, but subsequent incidentswith Technomancy resulted in the deaths ofthe four elves, the last of the Thinyl. NowThimhallan, which is the place whereSerraine, the flying city of gnomes,originated, is the College of Technomancy ofthe Empire of Alphatia (although this newshas not been made public outside theborders of the Empire). In the city there arecurrently living humans, dwarves and Shiyeelves from Alphatia, and two of the threewizards who have rediscovered the city areleading the school. Since then however,much more information has been found on

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other groups of elves still inhabitingDavania1. It is hard to say at the moment ifand how they are related to the ancientThinyl.

N'DJATWA During his travels aboard thefamous airship The Princess of Ark, ImperialAdmiral Haldemar of Haaken met in thesouth of Davania, just north of Thimhallan, asociety of ogre-elf crossbreeds. These beings,who call themselves N'djatwa, keep humanslaves and sometimes eat them. From what Iwas told by the admiral, and from myknowledge of elven history, I would say thatthe elves had to be in the area long beforethe ogres. It seems that they were Thinyl whofled from the irreparable loss of theircivilization. Forced to live in a terriblesituation, they became wild and cruel. Whena tribe of ogres arrived in the area they hadno difficulty forming an alliance with themagainst humans and gnomes. Despite theircustoms they seem to have a strong andcomplex society, and the Empire of Alphatiahas had some contact with this country (onceit was established that they would notattempt to cook Alphatians).

As shown by my descriptions above, it seemsthat but a few elves live in Davania in moderntimes, and those are degenerates. I havesome vague indication that there may beelves in the human matriarchy of Pelatan.The area was elven before the cataclysm, andit may be that there are still some elves orthat the human population has elven blood.But too little is known of the distant nationto give an answer right now.

¶ In the last year new information has ledme to revise the above position. It seemsthat many groups of elves still survive inDavania, and some uncertain reports fromThimhallan seems to suggest that even theancient Evergrun still exists!2

The following paragraphs about theShadowelves and the elves of the HollowWorld were written years ago, when I hadthe chance to reach that hidden landthrough the world elevator in Aegos. Nowthat I live in the Hollow World I have cometo know the below clans even better but,even if I came to understand their historymuch better, I have nothing to add tothese descriptions.

SHADOWELVES (the four lost clans) TheShadowelves live in a vast system ofunderground caves below Alfheim, Darokinand the Broken Lands. Forced to take refugein the darkness after the Great Rain of Fire,and then again by the Cataclysm of 1700 BC,they come out of their subterranean realm inrecent years and conquered Alfheim. Theyhave pale grayish skin, in different shades,white hair and black eyes, and are not verytall. I was able to talk to an Alfheim elf who,several years ago, had managed to infiltratethem as a spy, obviously camouflaged, andhe told me about their society. They worshipan Immortal named Rafiel, who for them isvery important. The religious precepts ofRafiel are law for them, and the Shamans ofRafiel (of which 55% are women) are verypowerful in their society. The Shamansworship crystals, which according totradition contain the souls of the dead, andthey do it with powerful magic. According tothe Shamans, souls go to the crystals waitingto reincarnate. Religious ceremonies are

1 See Threshold issue #5 for moreinformat ion. 2 ib id .

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taken very seriously, but are also a bit sad.The dark elves usually marry for love, andoften it is the women who decide. If a spousedies the other normally remarries. Thedescent is matrilineal (the children belong tothe clan of the mother). Usually they marrywith a person who is not of their clan, andthis has softened over the centuries thedifferences between clans, although eachclan has its own city. Celebryl is the clan ofthe government and of the warriors, thePorador the clan of agriculture, the Felestyrthe clan of miners and clerics (both have todo with crystals) and the Gelbalf clan of silk,spiders and magic. The Shadowelves have afairly rigid society, which appreciates workand commitment and despises waste anderrors. The lighthearted nature sopredominant among surface elves in themmanifests itself only during the rare eveningfestivities. Their dances and their music arevery beautiful, but also quite sorrowful. Theelves who are more than 800 years old areexiled, and imperfect children areabandoned (Shadowelves are more prolificthan surface elves, but often their childrenhave malformations, due to the cataclysm of1700 BC). They say "Rafiel will lead them",but I think the best place Rafiel can guidethem is toward a quick death.

SCHATTENALFEN After hearing about theShadowelves and after learning what theyhad done to Alfheim, I thought theyinhabited the deepest moral abyss in whichelves could go down, deeper than the onereached by the Kirtellar. But I was wrong.During my travels in the Hollow World I metthree clans of elves, and one of these clans ismore dark and cruel than the worst of theShadowelves from the Outside World couldever be. Now they call themselves

Schattenalfen, which in their degeneratedlanguage means "Elves of darkness" but Iknow who they once were. They were theIssarthyl, the clan who lived in the area ofGlantri and was driven underground by theCataclysm of 1700 BC. They were a noblepeople, but during their stay in the dark,desperate and close to death, have beencorrupted by the teachings of a darkImmortal, Atzanteotl, which once was one ofthem. I managed to infiltrate their caves atthe risk of my life, and I observed themclosely. They also abandon their deformedchildren (they do have more than theShadowelves) and exile their elders. They toohave a matrilineal descent, but among themthe women are more often warriors or magesthan clerics. Their religion is not as strong asthat of Rafiel among the Shadowelves, butmuch more despotic. They preach their rightto dominate every other race and seekrevenge against the races of the surface. Theyhave few clerics and a few wizards, and anarchitecture similar to that of a human nationof the Hollow World, the Azca, and verydifferent from that of the Shadowelves. Theydo not give special meaning to crystals. Theyhave a very hierarchical society, and wherethe Shadowelves cooperate willingly as otherelves do, the Schattenalfen give and suffercommands as the humans. Yet I mustrecognize they have a certain socialsolidarity, and their society is notcompetitive: they are too busy hating allother races to hate each other. They love warand massacres, and their parties aredecadent, with liquor and excesses. Theymarry, and their marriages are lasting, butare not particularly faithful. Yet suchbehavior is accepted and considered normal.The only honorable custom they have is theright of adoption: any elf who applies to be

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adopted by them, whatever his or her clan is,will be accepted in their society. However heor she will have to marry a Schattenalfen(even if he or she is already married) and willbe constantly monitored. In any case, onlyrecently have they had contacts withShadowelves, and they do not know otherclans of elves. The Schattenalfen are of smallstature (5.25 feet or less), have pale whiteskin, white or steel gray hair, blue-gray or,rarely yellow, eyes. They suffer muchsunlight to the skin and the eyes, and eventhough their caves are often lit, they live formost of the time in total darkness (while theShadowelves normally illuminate everycorner with fire or magic).

I want to add a little note, for the humanswho will read this report, about thematriarchal customs of the Shadowelves. Itmight seem that among them women aremore important than they are among surfaceelves, but this is not true. Simply the othersocieties of surface elves do not need laws tocodify basic rules of social coexistence thatall normally respect. Therefore they have nolaws on matrilineal descent because every elfcan choose freely between the clan of thefather and the mother without a law to tellhim which one to choose, and the assets ofthe family are distributed more equally.There are clans in which women participatemore or less in politics or other fields ofactivity, but in all societies elven males andfemales have the same rights and areconsidered equal, unlike what often happensamong the humans. So what you humansmight call a "matriarchy" is simply equalitybetween males and females, something thatthe Shadowelves have encoded within the

law and the surface elves practice without aneed to codify, but an essential trait of theElven society in both.

TRUEDYL (The Gentle Folk) This clan settledin Glantri several centuries ago, but wasdriven out by the Cataclysm of 1700 BC andmoved into the land which is now the FiveShires, the land of halfings. When the greathumanoid invasion reached the area, theTruedyl would have certainly been wipedout, but somehow they managed to escapeinto the Hollow World and save themselves;and here I have met with them. These elveshave a complex culture, closely connected totheir history. They blame themselves for thecataclysm of 1700 BC, which was caused by astrange artifact they found buriedunderground. This incident made them feelguilty for a long time, and took away all theirjoy in life. So they have become veryphilosophical and fatalistic, and many ofthem live in a kind of resigned sadness. Theylove to discuss philosophy and history, andtheir poems and their music are so beautifulthat I was deeply impressed. No other clan ofelves, maybe not even the Alhamil or theErendyl, have so beautiful a poetry. Yet theirpoetry is always sad and melancholy. They donot care about anything material, or clothesor food or housing. Often they run nakedand barefoot because they do not bother toget dressed, eat the fruits of the forestwithout food preparation, and occasionallysleep in shelters or on beds of leaves andflowers. They live in a beautiful andcharming forest, where no animal ever hurtsthem and the weather is always nice andwarm. The trees are full of fruits and so theTruedyl do not have to do any hard work for

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a living. But despite this, their resignedsadness seems to follow them everywhere.They are unable to feel enthusiasm and arenot capable of desire and will. The maximumhappiness they can reach is a gentlecontentment. They are always calm andquiet, and do not use violence under anycircumstances, not even to defendthemselves. A goblin could get into theirforest, killing them one by one and notencounter any opposition. Yet the Immortalsprotect them, and the humans who live closeto them consider them sacred and defendthem from outside intrusion. If someone getshurt in their forest they treat him and feedhim, but it seems that this does not causethem any emotion or excitement. Often theyeat the fruit of a tree growing in the forest,which makes them live in a dreamy state fordays. Despite all this, recently, as I learned byliving with them, things are beginning tochange. Many young people who have hadcontact with the fairy folk, with humans orwith Alphatians and are starting to questionthe system of clan life. This causes a lot ofdiscussion, but still calm discussions. Youngelves, for the first time in a long time, want tolive in a less subdued state, and even if theydo not put in discussion the absolutepacifism of the Truedyl, they are learning tofeel happiness and joy and seek fun andgames. The change will probably be a longprocess, but I think it will do well for theTruedyl and allow them to live the life theyhave at hand, a beautiful life in a beautifuland charming forest, as was the life of all theelves in ancient times, before technomancyand the Great Rain of Fire, and thedestruction of Evergrun. The Truedyl are ofmoderately tall stature, have fair skin with agolden hue, golden hair and green and lightpurple eyes.

WYRDIL These elves live in the coldmountains of the north of the Hollow world.They too lived in Glantri before the cataclysmof 1700 BC, and fled for their lives under theground down to the Hollow World. Theseelves often live in caves dug into the rockagainst the cold, but spend a lot of timeoutdoors. They are excellent hunters andbrave warriors, and are often dressed inheavy fur. They love parties and banquets,with a slightly un-elven love for very strongspirits, and spend much time in friendlymatches on the snow. They follow the NorseImmortals, Frey and Freya in particular, andtheir religiosity tends to be very practical andlived with joy and lightness. Male childrenare educated by the father and the daughtersby their mother. Males usually excel in theuse of the spear and women in archery, sowomen usually hunt, with males having onlya supporting function. They are very strong-willed but like to joke, often at the expenseof foreigners, with whom, however, they arealso very hospitable, if the visitor acceptstheir jokes without taking offense. Amongthem it happens that children are born withdeformities, and usually these children arekilled. They consider this a hard necessity soas to prevent the spreading of the mutationsof the cataclysm. Now there are many whooppose this practice, however, and defy itopenly, and no one dares to attack them forthis, so maybe it will eventually disappear.Although they are always cheerful, the Wirdylare a tough and hardened clan, which is notafraid of any difficulties. They are very robustfor elves, and rather tall of stature. They arepale and have blond or red hair and blue orgreen eyes. They often live with only onecompanion but in their youth they often havemore mates, even more than one at a time.

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And so ends my brief description of the elvesof Mystara. I am not sure, of course, that Ihave really described all the clans of ourworld, but I've told everything I know aboutthe clans that I have encountered in my longjourneys. If I have more news I will send, assoon as possible, new annotations to theImperial University.

Bibliography:

(All below chronologies may differ frommine in several dates and details)

The Unofficial Timeline of Mystaraby Daniel Boese

Elven Migrations, by Shawn Stanley

Wendar-Denagoth Timelineby Marco Dalmonte and Shawn Stanley

Elven Timeline, by Christopher Cherrington

Elven Migrations, by Sheldon Morris

Elven Migrations, by Havard

Elves post the Great Rain of Fire,by John Calvin

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INTRODUCTION

In the earliest editions of the Dungeons &Dragons Role-Playing Game, the races ofdwarves, elves, and halflings were treated asindividual character classes, limited to oneoption based upon their race. Thus, dwarvesand halflings held a similar function asfighters, while elves held a role as dual-classed fighters and magic-users. Humanplayer characters, on the other hand, wereable to choose from amongst four classprofessions: cleric, fighter, magic-user, or

thief. This simplified character class systemworked well overall, but the race as classfeature often left many players desiring moreoptions for their demi-human characters.

Over the years, official D&D sourcebooks forthe Mystara campaign setting haveintroduced a few variations on the standarddemi-human classes, including the elfwizard1, dwarf cleric2, halfling master3, and

1 Introduced in GAZ5 The Elves Of Al fheim.

2 Introduced in GAZ6 The Dwarves OfRockhome.

by Craig Antoun (Irondrake)

Elf Class Variantsand Sub-ClassesforBECMI/Rules Cyclopedia D&D

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even the shadow elf shaman1. Using theseofficial class variants as design templates, Ihave created additional class options fordemi-human characters, expanding the raceas class feature of the game.

This article explores elven class variantswithin the game mechanics presented in theDungeons & Dragons Rules Cyclopedia2.These class variants can easily be adapted foruse with B/X D&D3, Labyrinth Lord, and DarkDungeons rule sets. Additionally, this articlealso takes a look at elven sub-classespresented in previous canon and fanon works.

THE ELVES OF MYSTARA

Of all Mystara’s demi-human races, the elvenrace is by far the most versatile with regard toadventuring classes. While not as prevalent inelven clans as traditional fighter/magic-users,elven clerics, druids, magic-users, thieves,and warriors do exist. In addition, thestandard elf class may, at higher levels,transition into several sub-classes, includingthe avenger, druidic knight, knight, paladin,and wizard.

Elven Racial Abilities

As detailed in the D&D Rules Cyclopedia, allelves have the following racial abilities:infravision 60’; enhanced secret and hiddendoor detection; immunity to ghoul paralysis;and an ability to understand and speakseveral additional languages— elf, orc, gnoll,and hobgoblin. Upon reaching 1,600,000experience points, elves gain a resistance tobreath weapons, automatically taking halfdamage from all breath attacks; which asuccessful saving throw reduces to one-quarter damage. Elves also have an averagelifespan of 800 years.

Martial Training

Within elven culture, martial arts are sovalued, every child is taught from a youngage the ways of the warrior. Trainingencompasses a wide range of weaponryduring the first several decades of an elf’syoung life, granting them a generalknowledge of all weapons.

Innate Magical Ability

Elves have innate magical ability, allowingthem to cast spells unhindered while wearingarmor. Combined with their formativemartial training, the majority of elves tendtoward the fighter/magic-user class. Thereare elves, however, choosing to overlooktheir racial affinity with magic, electinginstead to pursue other professions, such ascleric, druid, thief, and warrior.

3 Introduced in GAZ8 The Five Shires.1 Introduced in GAZ13 The Shadow Elves.2 The Dungeons & Dragons RulesCyclopedia is a compi lat ion of the D&DBasic, Expert , Companion, and Master rulesets by Frank Mentzer ; edi ted into onevolume by Aaron Al ls ton.

3 B/X D&D refers to the 1981 D&D Basicrulebook by Tom Moldvay and the 1981D&D Expert ru lebook by David Cook andSteve Marsh.

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Level Limitations

Elves, regardless of their class, arelimited in advancement to 10th

level. This limitation is balancedby their special racial abilities,extraordinary saving throws,superior fighting skills, and basicweapon mastery in all weaponsnot restricted by class.

Although elves are limited to 10th

level in their chosen classprofession, they may continue toimprove in combat ability bytraining with humans. Theseincreased combat skills arerepresented in attack ranks whichare achieved as the elf continuesto earn experience points.

Nonetheless, a select few elvenclasses are able to progressbeyond the 10th level, but inspellcasting ability only. Theseadditional levels are known as“magic” levels, and only the elfmagic-user and elf wizard classesare capable of thisaccomplishment.

D&D Rules Cyclopedia Errata

The following errata1 pertains to the elf classpresented in the Dungeons & Dragons RulesCyclopedia.

Hit Dice:Boxed text in the Rules Cyclopedia, Page 25, indicatesan elf gains +1 hit point at 10th level. This is incorrect,and should read an elf gains +2 hit points at 10th level,as indicated in both the D&D Expert and Companionrule sets.

Detection:Accidently omitted from the Rules Cyclopedia, Page25, an elven character can detect secret and hiddendoors on a roll of a 1-2 on a d6. This ability isexplained on Page 147.

Elf Spell Progression:The elven spell progression chart in the RulesCyclopedia, Page 26, was erroneously copied from themagic-user class located on Page 19. The correct spellprogression is detailed on Table 1, and is also foundin both the D&D Expert and Master rule sets.

1 Errata provided from “D&D Rules Cyclopedia Errataand Companion Document” by Aaron Ol iver.

Elf Spells / LevelLevel 1 2 3 4 51 1 - - - -2 2 - - - -3 2 1 - - -4 2 2 - - -5 2 2 1 - -6 3 2 2 - -7 3 3 2 1 -8 4 3 2 2 -9 4 4 3 2 -10 5 4 3 2 1

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Elves who follow this holy path are religiouscrusaders for their Immortal patron, usingtheir clerical teachings to tend to the spiritualneeds of their elven brethren whileemploying their martial ability to combatphysical threats to those under theirImmortal’s protection.

Though customarily honoring elvenImmortals, worshiping non-elven patrons isnot unheard of, especially within elvencommunities bereft of a Tree of Life.

It should be noted that elven clerics of theImmortal Ilsundal, though treated with equalreverence, do not perform the same functionor ceremonies within the clan asTreekeepers, nor are they able to harnesselven magic granted to the Treekeepers byIlsundal.

Elven clerics are commonly found within theAlphatian Empire, Confederated Kingdom ofRobrenn, Kingdoms of Ghyr and Wendar,Norwold, the Northern Wildlands, andkingdoms of the Western Alliance. Whilerare within the nations of the Known World,elven clerics can originate in these countriesas well.

Elf Cleric Class Details

Prime Requisite: Wisdom.Other Requirements: Intelligence scoreof 9 or more.Experience Bonus: 5% for Wisdom 13-15, 10% for Wisdom16-18.Hit Dice: 1d6 per level up to 9th level. At10th level +2 hit points, and Constitutionadjustment no longer applies.Maximum Level: 10th

Saving Throws: As Elf of equivalentlevel.THACO: As Cleric of equivalent level.Alignment: Any.Armor: Any. Shield permitted.Weapons: No edged or pointedweapons, unless permitted by Immortalpatron; all others permitted.Special Abilities: Clerical spells;Turning Undead; at 1,600,000 XP takehalf damage from breath weapons;infravision; extra languages (elf, gnoll,hobgoblin, orc); 1 in 3 chance to detectsecret and hidden doors; immunity toghoul paralysis.Weapon Mastery: Basic mastery in allweapons not restricted to clerics. Gainadditional weapon choices as a standardelf.Skills: Required to take Ceremony,Tracking, and Treewalking at 1st level.

Elf Cleric

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Special Abilities

Turning Undead:Elven clerics function as regular humanclerics with regards to turning undead, andturn undead as a cleric of equivalent level.

Clerical Spells:Starting at 2nd level, the elf cleric canmemorize and cast clerical spells.

Higher Experience Levels

When an elf cleric reaches Name level (9th),he is called a patriarch (if male) or matriarch(if female).

Further Advancement:After reaching maximum level (10th), elfclerics may continue to improve their combatability with attack ranks, although theirability to cast clerical spells and turn undeadcease to progress beyond this point.(See Table 4 in the Appendix to this articlefor details of XP progression)

ELF DRUID

For elves who desire the company of thetrees more than the friendship of theircompanions, the path of the druid1 beckons.Due to their incredible warrior skills coupledwith their affinity for nature, elves makeexceptional druids.

Elven druids function in the same manner asa normal human druid, and gain all of thesame special abilities of the class2.

Druids of elven origins may be foundanywhere in Mystara, but are particularlyprevalent in Alfheim, the Kingdom ofEusdria, and the Confederated Kingdom ofRobrenn.

1 The or ig inal vers ion of the e l f druid wasf i rs t introduced by Bruce Heard in DragonMagazine Issue # 178 (February 1992).2 Several new specia l abi l i t ies of the druidclass were detai led by Bruce Heard inDragon Magazine Issue # 177 (January1992).

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Special Abilities

Druidic Spells:Starting at the 2nd level of experience, the elfdruid can memorize and cast both clericaland druidic spells.

Elven druids can cast any spells that clericscan except for those which affect good or evil(protection from evil or dispel evil, forexample).

Druids also gain access to the followingmagic-user and elf spells (although they aretreated as normal druid spells)1.

1st level – precipitation (from GAZ5 The Elves of Alfheim)

watcher (from GAZ5 The Elves of Alfheim)

2nd level – entangle

3rd level – clairvoyance (animals only)

4th level – growth of plantshallucinatory terrain (outdoors)

5th level – charm plant (7th level M-U spell)transmute rock to mud (GAZ5

The Elves of Alfheim)

Speak with Animals:At 6th level the elf druid gains the ability tospeak with animals2 as the mystic ability.The druid may speak with any normal or

1 Druidic spel l se lect ion comes f rom “D&DRules Cyclopedia Errata and CompanionDocument” by Aaron Ol iver.2 The speak wi th animals abi l i ty comes f rom“D&D Rules Cyclopedia Errata andCompanion Document” by Aaron Ol iver.

Elf Druid Class Details

Prime Requisites: Wisdom.Other Requirements: Intelligence scoreof 9 or more.Experience Bonus: 5% for Wisdom 13-15,10% for Wisdom16-18Hit Dice: 1d6 per level up to 9th level. At10th level +2 hit points, and Constitutionadjustment no longer applies.Maximum Level: 10th

Saving Throws: As Elf of equivalent level.THACO: As Cleric of equivalent level.Alignment: Neutral.Armor: Leather armor, scale mail ifconstructed from natural materials. Shieldpermitted if made only of wood and leather.Weapons: Blowgun, club, dagger, handaxe, mace, spear, staff, war hammer, andsling. Weapons must be made with nometal.Special Abilities: Clerical and druidicspells; at 6th level gain speak with animalsability; at 10th level becomes immune topoison; at 1,400,000 XP may use cauldronas a crystal ball; at 1,600,000 XP take halfdamage from breath weapons; at2,500,000 XP gain shapechange ability;infravision; extra languages (elf, gnoll,hobgoblin, orc); 1 in 3 chance to detectsecret and hidden doors; immunity toghoul paralysis.Weapon Mastery: Basic mastery in allweapons not restricted to druids. Gainadditional weapon choices as a standard elf.Skills: Required to take Ceremony, NatureLore, Tracking, and Treewalking at 1st

level. Next available skill choices shouldinclude Healing, Snare, and Survival.

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giant animal as often as desired; animalsunderstand the speech and she understandstheirs, though no animal is forced to talk toher.

Immune to Poison:Upon reaching 10th level the elf druidbecomes immune to all forms of naturalpoison.

Cauldron Scrying:At 1,400,000 XP (attack rank F) the elf druidcan use her cauldron as a crystal ball.

Shapechange:When reaching the Circle of Nine at2,500,000 XP (attack rank K), an elf druid cancreate a magical torc used by that druidalone. It allows the elf druid to shapechangeinto any non-magical woodland animal. Theelf druid can do this at will, back and forth,any reasonable amount of equipmentappearing with the elf druid when regainingher normal shape.

Higher Experience Levels

Elf druids at Name (9th) level or abovereceive the title of druid, whether male orfemale.

Druidic Homes:At 9th level or higher an elf druid may build aspecial home deep in the forest she protects.This druidic home1 must pleasingly blendwith its surroundings, usually a natural site

of great beauty. Typical locations are withingreat tree hollows, on the edges of quietvales, or behind rushing waterfalls.

Once the druidic home is completed, the elfdruid will develop a friendship with theanimals of the forests (birds, rabbits,squirrels, foxes, bears, etc.). All normalanimals within five miles of the druidic homewill be friendly toward the druid dwellingthere. Animals will be able to warn ofapproaching strangers, carry news of events,deliver short messages to nearby places, etc.In return for these services, the animals willexpect the elf druid to help and protect themfrom unnatural dangers.

Further Advancement:Upon achieving 10th level, the elf druid hasreached her maximum spellcasting ability.However, her combat abilities will continueto improve past 10th level with attack ranks,making her a powerful druidic warrior.

The Circle of Nine:Per region there are only nine druids of 30th

level (usually referred to as the Circle ofNine2), seven of 31st level, five of 32nd level,four of 33rd level, three of 34th level, two of35th level, and one of 36th level (the GreatDruid). An elf druid who reaches 2,500,000XP (attack rank K) is the equivalent to a 30th

level human druid, making her eligible tojoin the Circle of Nine.

Unless there is a vacant spot among theCircle of Nine (at 30th level or above), thedruids eligible to fill that position mustcompete with each other to advance in1 The druidic home is ident ica l to e lven

strongholds as per the Rules Cyclopedia. I t i ssuggested as an opt ion for human druids in“D&D Rules Cyclopedia Errata andCompanion Document” by Aaron Ol iver.

2 The Circ le of Nine were detai led by BruceHeard in Dragon Magazine Issue # 177(January 1992).

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levels. The druids do so by inventing newdruidic spells or potions, or furthering thedruidic cause during quests, by returning along-lost relic to the grove, etc. All the druidsfrom the Circle of Nine and above (exceptthe petitioners) vote for the bestachievement during a special gathering in theforest.

Alternatively, a druid of 30th level maychallenge one of the nine 30th level druids;they will only fight with magic and unarmedcombat, as weapons are not allowed. If thechallenging druid loses, she is reduced to29th level, or in the case of an elf druid, she isreduced to attack rank J, losing enoughexperience points that she is 1 experiencepoint short of 30th level (or again, in the caseof the elf druid, attack rank K). Once she’sregained 30th level, she may try again, butcannot issue another challenge until threemonths have passed since her first challenge.

For each 100,000 XP gained after attack rankK, the elf druid is considered one levelhigher for the purpose of determining thehuman druid equivalent. Thus, an elf druidwho attains a total of 3,100,000 XP is equalto a 36th level human druid (the Great Druid).(See Table 4 in the Appendix to this articlefor details of XP progression)

ELF MAGIC-USER

Elf magic-users are elves who focus solely ontheir magical studies in order to progresstheir magical spellcasting ability beyond thatof a normal elf. Due to their long life spans,elf magic-users, like all elves, receive martialtraining, but theirs is limited to the choiceweapons of the magic-user.

As elves are not hindered in their spellcastingby the wearing of armor, elven magic-usersmay, if they wish, don armor and wield ashield to protect themselves.

Elven magic-users may be found anywhere,but are very common in the AlphatianEmpire, the Principalities of Glantri, theKingdoms of Ghyr and Wendar, the NorthernWildlands, and the kingdoms of the WesternAlliance.

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Elf Magic-User Class Details

Prime Requisite: Intelligence.Other Requirements: Intelligence scoreof 9 or more.Experience Bonus: 5% for Intelligence13-15, 10% for Intelligence 16-18.Hit Dice: 1d4 per level up to 9th level. At10th level +2 hit points, and Constitutionadjustment no longer applies.Maximum Level: 10th

Saving Throws: As Elf of equivalent level.THACO: As Thief of equivalent level.Alignment: Any.Armor: All; shields permitted.Weapons: Blowgun, dagger, net, sling,staff, and whip.Special Abilities: Magical spells; at1,600,000 XP take half damage frombreath weapons; infravision; extralanguages (elf, gnoll, hobgoblin, orc); 1 in3 chance to detect secret and hiddendoors; immunity to ghoul paralysis.Weapon Mastery: Basic mastery in allweapons not restricted to magic-users.Gain additional weapon choices as astandard elf.Skills: Tracking and Treewalkingrequired at 1st level.

Special Abilities

Magical Spells:Elf magic-users use magical spells just ashuman magic-users do, and can achieve agreater level of mastery with them than anormal elf. The elf magic-user chooses hisspells from the same spell list available tohuman magic-users, and does not haveaccess to the elven magical spells taught bythe Immortal Ilsundal’s Treekeepers.

Higher Experience Levels

At Name (9th) level, an elf magic-user is calleda wizard (if male) or maga (if female). Also atName level, an elf magic-user may createmagical items.

Further Advancement:Upon reaching 10th level, the elf magic-user’s combat abilities (which are equivalentto a thief of equal level) stagnate and will nolonger advance as he concentrates fully onprogressing his spellcasting beyond hismaximum level limit. This feat is possibledue to the strong affinity with magicpossessed by all members of the elven race.Experience points earned past the 10th levelare applied to gaining magical spellcastinglevels only. Thus, while the elf magic-user’smagical spellcasting ability increases witheach new ‘level,’ his fighting ability is frozenat 10th level and will never increase.

Increased Spell Damage:As an elf magic-user gains magic levels pastthe 10th level, the amount of damage inflictedby damage-causing spells increases as well,just as it does for a normal human magic-user. For example, an elf magic-user of magiclevel 16 can inflict 16d6 damage with afireball spell.

Magic Item Creation:An elf magic-user who attains 9th level maycreate magical items, just as a normal humanmagic-user can. When attempting to createmagic items, the elf magic-user uses hismagic level instead of his regular elf levelwhen calculating the success chance.(See Table 5 in the Appendix to this articlefor details of XP progression)

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ELF THIEF

While elf thieves are not unknown amongtheir kind, few elves turn to this path, sothese unusual individuals are few and farbetween. In large human cities elven thievesfind that their burglary skills and quick witsallow them to survive and pull in a profit intrades that are less than respectable.

An elf’s infravision, long life span, and keenskill as a warrior provide them with anextraordinary edge in the profession of thief.

Although elven thieves can be found mostanywhere, they are very rare in elvencommunities, and more likely to inhabitregions with large human populations, suchas the Empire of Thyatis, the Republic ofDarokin, and Alphatia.

Elf Thief Class Details

Prime Requisite: Dexterity.Other Requirements: Intelligence scoreof 9 or more.Experience Bonus: 5% for Dexterity 13-15, 10% for Dexterity16-18Hit Dice: 1d6 per level up to 9th level. At10th level +2 hit points, and Constitutionadjustment no longer applies.Maximum Level: 10th

Saving Throws: As Elf of equivalentlevel.THACO: As Thief of equivalent level.Alignment: Any.Armor: Leather armor only; shield notpermitted.Weapons: Any missile weapon; any one-handed melee weapon.Special Abilities: At 1st level Open Locks,Find Traps, Remove Traps, Climb Walls,Move Silently, Hide In Shadows, PickPockets, Hear Noise, and Backstab; at 2nd

level can cast magic-user spells fromscrolls; at 4th level Read Languages 80%;at 8th level Sniping: at 1,600,000 XP takehalf damage from breath weapons;infravision; extra languages (elf, gnoll,hobgoblin, orc); 1 in 3 chance to detectsecret and hidden doors; immunity toghoul paralysis.Weapon Mastery: Basic mastery in allweapons not restricted to thieves. Gainadditional weapon choices as a standardelf.Skills: Tracking and Treewalkingrequired.

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Special Abilities

Thief Abilities:Like a human thief, elven thieves have severalspecial abilities collectively called thiefabilities1. Due to their elven heritage, elfthieves apply racial adjustments to allthieving abilities as detailed in Table 2.

Note: These racial adjustments have alreadybeen factored into the thief ability percentilescores found on Table 6 – Elf ThiefExperience Table in the Appendix.

Backstabbing:If an elf thief can sneak up on a victim,completely unnoticed, the elf thief maybackstab – if she is using a one-handed meleeweapon, she may strike at particularlyvulnerable points of her target’s body.

When backstabbing, the elf thief gains abonus of +4 on the attack roll; if the target ishit, the damage done is twice normal (rollthe damage for the weapon, multiply the

result by two, and then add any pertinentmodifiers).

If the intended victim sees, hears, or iswarned of the elf thief’s approach, the elfthief’s attack is not a backstab; it is anordinary attack, doing the damageappropriate for the weapon used.

When no battle is in progress, a backstabattempt may require a Move Silently abilitycheck.

Cast Spells from Magic-User Scrolls:At 2nd level, an elf thief gains the ability tocast magic-user spells from spell scrolls. Dueto an elf’s innate affinity with magic, there isno chance of the spell backfiring as there iswhen a human thief attempts to cast a spellfrom a scroll.

Read Languages:When the elf thief reaches 4th level, she gainsan 80% chance to read any normal writing orlanguage (including simple codes, deadlanguages, treasure maps, and so on, but notmagical writings such as glyphs and wards).If she tries but fails to read a piece of writing,she must gain at least one experience levelbefore trying to read it again.

Sniping:At 8th level, elven thieves gain the snipingability. Sniping is a ranged attack at anunsuspecting target within 30 feet (30 yardsoutdoors). The elf thief gains a bonus of +4on the attack roll; if the target is hit, thedamage done from the ranged weapon istwice normal (roll the damage for theweapon, multiply the results by two, andthen add any pertinent modifiers).1 A ful l descr ipt ion of each of the thief

abi l i t ies can be found on page 21 of theD&D Rules Cyclopedia.

Thief Ability Adj.Open Locks -5%Find Traps +0%Remove Traps +0%Climb Walls 0%Move Silently 5%Hide In Shadows +10%Pick Pockets +5%Hear Noise +5%

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If the intended victim sees, hears, or iswarned of the elf thief’s presence, the elfthief’s attack is not a sniping attack.

When no battle is in progress, a snipingattempt may require a Move Silently abilitycheck for the elven thief to get within range.

Higher Experience Levels

When an elf thief reaches Name (9th) level,she is called a master thief (whether male orfemale).

Further Advancement:Upon achieving 10th level, the elf thief hasreached her maximum skill in thievingability. The elf thief’s combat abilities,however, will continue to improve past 10th

level with attack ranks.(See Table 6 in the Appendix to this articlefor details of XP progression)

Ability Bonus/Penalty Adjustments:In the author’s D&D campaign, abilityscores have an effect on thief abilities inorder to create more diversity amongstmembers of the thief class, as well as toprovide additional support to the lowpercentile chances of the skills. As the elfthief is limited to 10th level in thievingabilities, players may find this optionalsystem beneficial for that class, as well as allclasses that use thief abilities (thief, rake,mystic, and bard).

Each of the thief abilities are modified bythe corresponding ability score (see Table3). Add or subtract to each thief ability theappropriate ability score modifiermultiplied by five (i.e. +1 gives +5%, +2gives +10%, and +3 gives +15%).Remember, low ability scores will adverselyaffect thief abilities as well.

Thief Abilities Ability ScoreOpen Locks INTFind Traps INTRemove Traps INTClimb Walls DEXMove Silently DEXHide In Shadows DEXPick Pockets DEXHear Noise WIS

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ELF WARRIOR

As all elves aretrained inmartial combat,the elf warrior isone of the coreclasses of theelven race. Theyhave knowledgein the use of allweapons bothhand- to -handand ranged, andmay wear anytype of armor.In battle, elf warriors are graceful and deadlyexperts, often employing a superior strike-and-dodge technique of combat.

Elf warriors are not uncommon in any regionpopulated by elven communities, and arequite prevalent in the northern realms ofGhyr, Wendar, Norworld, the NorthernWildlands, and the kingdoms of the WesternAlliance.

Special Abilities

Fighter Maneuvers:Elf warriors know the fighter maneuvers SetSpear vs. Attack and Lance Attack at 1st level.

Fighter Combat Options:When the elf warrior’s experience point totalreaches 650,000, the character gains theability to use Fighter Combat Options(disarm, parry, and smash). Multiple attacksare also gained at 650,000 experience points,which grants the elf warrior two attacks perround. Three attacks are possible at2,200,000 experience points.

Higher Experience Levels

At Name (9th) level, an elf warrior isaddressed as an Elf Lord (if male) or Elf Lady(if female).

Elf Warrior Class Details

Prime Requisite: Strength.Other Requirements: Intelligence scoreof 9 or more.Experience Bonus: 5% for Strength 13-15, 10% for Strength 16-18.Hit Dice: 1d6 per level up to 9th level. At10th level +2 hit points, and Constitutionadjustment no longer applies.Maximum Level: 10th

Saving Throws: As Elf of equivalent level.THACO: As Elf of equivalent level.Alignment: Any.Armor: All; shields permitted.Weapons: Any.Special Abilities: Fighter Maneuvers(Lance Attack, Set Spear vs. Charge); at650,000 XP Fighter Combat Options; at1,600,000 XP take half damage from breathweapons; infravision; extra languages (elf,gnoll, hobgoblin, orc); 1 in 3 chance todetect secret and hidden doors; immunityto ghoul paralysis.Weapon Mastery: Basic mastery in allweapons. Gain additional weapon choicesas a standard elf.Skills: Tracking and Treewalking required.

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Elf Warrior Sub-Classes:Elf warriors may become avengers, druidicknights, knights, or paladins just as a normalhuman fighter may (see elven sub-classeslater in this article).

If an elf warrior should become any of theabove sub-classes before reaching 650,000XP (but after achieving 9th level), then he willgain access to the Fighter Combat Optionsimmediately.

Further Advancement:After reaching maximum level (10th), elfwarriors may continue to improve in combatability by training with humans. As theycontinue to accumulate experience points,elf warriors advance in attack ranks, whichgreatly increases their fighting skill.(See Table 7 in the Appendix to this articlefor details of XP progression)

ELF MAGE

All elves have aninnate affinity withmagic. Those elveswho follow adifferent path awayfrom magicalspellcasting mayreturn to it at any point before reaching 10th

level in their current class by taking asecondary class known as the elf mage.

Becoming An Elf Mage:The elf mage is a special dual class availableonly to elf clerics, elf druids, elf thieves, andelf warriors. To become an elf mage, the elfmust have a minimum Intelligence of 9. As allelves are required to have an Intelligence of9 or greater when first played, this shouldnot be an issue. But if an elf character hashad his Intelligence permanently reducedbelow 9 before attempting to become an elfmage (either through a curse, wish spell, orother misfortune), then he will fail therequirements of the dual class, and will nothave the potential needed to wield magic ashis elven brethren.

If the Intelligence score requirement is met,the elf must seek an elven teacher of at least7th level who can instruct him in the ways ofmagical spellcasting. The teacher will provideto the student a spellbook that contains two1st level spells, one of which is the readmagic spell. The student may then begin histraining.

Experience Bonuses:If the elf mage’s Intelligence score is 13 orgreater, he earns a 5% bonus to experiencepoints earned in every adventure for his elf

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mage class. If his Intelligence is 16-18, heearns a 10% bonus to experience points forhis elf mage class.

Level Advancement:The experience points gained by an elf magemust be split between his normaladvancement in his main class and the XPneeded to advance as a mage. The player candivide these points as he wishes, but the levelof the mage can never exceed the regularlevel of the main class. To become a 1st levelelf mage requires 2,000 XP. The charactermust adventure for a while as his main elfclass variant to earn these points; only afterhe has achieved them is he able to become a1st level elf mage.

Spells:Upon becoming a 1st level elf mage, the elfmay now memorize and cast spells the sameas a normal 1st level elf. In addition, the elfmay cast spells while wearing armor (as allelves are capable of), can cast spells frommagic-user scrolls, and can use magical itemsnormally restricted to magic-users (wands,staves, etc.).

Restrictions:An elf class variant character must choose totake the dual class elf mage before hesurpasses 10th level in his main class. If hehas not done so before exceeding 10th level,he may never do so. This is due to the elflingering too long in the profession of hismain class, and thus is no longer able to fullyembrace the ways of elven magic.

In addition, a dual class elf mage must attain10th level as a mage before advancing beyond10th level in his main class. As stated above,the elf mage class may never exceed the

regular level of the main class. But the twoclasses should be equal in level before the elfadvances beyond the 10th level by gainingattack ranks.

If the elf character wishes to advance beyondthe 10th level with attack ranks before hismage class has reached 10th level, he may doso, but at a cost. Once the elf characteradvances beyond his main class’s 10th levelmaximum, his mage class stops advancing,and will forever remain at its current level.For example, a 10th level elf thief/6th level elfmage who advances to attack rank D in hismain class will have his mage class foreverlocked at 6th level. This is due to the elfcharacter abandoning his magical studies inorder to push himself past his main class’slevel maximum by focusing solely on hismartial combat training.

Elf mages may only rise to 10th level inmagical spellcasting ability. They may neverincrease their spellcasting power beyond the10th level as elf magic-users and elf wizardscan. This is due to their magical trainingbeing secondary to their main class abilities.

Elf Warrior/Mage

If an elf warrior should become a dual clasself mage, there is a special rule that applies.Once the two classes are the same level, thecharacter must convert over to the standardelf class (fighter/magic-user). The playershould add together the experience pointtotals for each class, and apply the total tothe standard elf experience table.

For example, a 5th level elf warrior decides topick up the elf mage dual class. After earning2,000 XP he becomes a 5th level elf warrior/1st

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level elf mage. As he continues to adventurehe splits his earned experience between thetwo classes. Eventually both his elf warriorclass and elf mage class are 9th level. Sinceboth classes are of equal level, he addstogether the experience earned in bothclasses into one total. Thus he adds 240,000XP from his elf warrior class to the 200,000XP earned from his elf mage class. Togetherthis equals 440,000 XP. When applied to thestandard elf experience table, this places himover the minimum requirement to become a9th level elf. The character now advancesforward in the standard elf class.(See Table 8 in the Appendix to this articlefor details of XP progression)

OTHER ELF CLASS

VARIANTS:

ELF BARD

The option of the elf bard was first presentedin the article “The Bard: A Revitalized Classfor the OD&D Game”1 from OD&Dities issue#11 (December 2003). If interested in usingthe bard as an elf class variant, implementthe following changes:

● Use the Elf Cleric Experience Table forthe elf bard’s level advancement.

● Elf bards function as regular bards withno magical spellcasting ability of thestandard elf class. They attack as thievesof equal level.

● The elf bard’s thieving abilities should bemodified using the elf thief’s racialadjustment modifiers.

● The bard’s charm ability is gained forelven bards at 3rd level (charm person),then increases in power at 9th level

1 The bard c lass was f i rs t introduced byBruce Heard in Dragon Magazine Issue #177(January 1992). The c lass was fur therexpanded by Geoff Gander, MarcoDalmonte, and Car l Quai f in OD&Dit ies issue#11 (December 2003)ht tp: / /www.dragonsfoot.org/ f i les /pdf /ODD11.pdf .

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(charm monster), again at 1,000,000 XP(charm plant), and once more at1,825,000 XP (mass charm).

● At 10th level elf bards may continueadvancing their marital fighting abilitywith attack ranks while their progressionwith bardic spell-songs and thief abilitieshalt.

● Alternatively, a 10th level elven bard maycontinue advancing as an elf minstrel byprogressing his spell-song ability to 20th

level while his fighting skills remainforever frozen at 10th level.

● The elf bard may choose to become adual-classed elf mage.

ELVEN SUB-CLASSES

There are several sub-classes available to thestandard elf character class. These includethe avenger, druidic knight, knight, paladin,and wizard. All of these sub-classes may betransitioned into by a standard elf characterat 9th level, save for the elf wizard, which isaccessible at 10th level.

Elf class variants (bards, clerics, druids,magic-users, and thieves) may nevertransition into any of these sub-classes,except for elf warriors, who are barred onlyfrom the elf wizard sub-class.

ELVEN

PALADINS/AVENGERS

Upon reaching 9th level, an elf may become apaladin (if Lawful) or an avenger (if Chaotic),just as a normal human fighter may1. The elfmust swear fealty to a church, and onceaccepted, begins a brief training period toacquire the abilities of a divine warrior2.When this training is completed, the elf gainsthe abilities, restrictions, and obligationsspecific to paladins and avengers; thisincludes clerical spellcasting if the elf has aWisdom score of 13 or greater.

The elf retains all normal elven abilities,including attack ranks, special defenses, andmagical spellcasting. He continues to use theElf Experience Table for advancement, with

1 The original version of the elvenpaladin and avenger were introduced byBruce Heard in Dragon Magazine Issue #178 (February 1992).

2 Ful l detai ls of the paladin and avengercharacter c lasses can be found in theD&D Rules Cyclopedia.

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each new attack rank becoming theequivalent of one new experience level forpurposes of determining clerical turning andspellcasting. To calculate the clerical level ofan elven paladin or avenger, divide theequivalent level by three and round down.For example, an elven paladin of attack rankJ (16th level equivalent) would be able to turnundead and cast clerical spells as a 5th levelcleric. Note that the highest clerical level anelven paladin or avenger may achieve is 6th

level at attack rank M.

An elf who has not become a paladin oravenger before reaching attack rank F maynever become one, as they have lingered toolong in the ways of magic and profanewarfare, and thus can no longer faithfullyembrace the ways of the church.

Magical Spellcasting Loss:

Elven paladins and avengers who are able towield clerical magic (by having a Wisdomscore of 13 or greater) will lose some of theirmagical spellcasting ability as they advance intheir new class. This is due to the effects oftime spent studying clerical scriptures,meditating, and praying, which inevitablyreplaces the elf’s efforts to study andmaintain knowledge of the more powerfulmagical spells.

Upon gaining 2nd level clerical spells at attackrank E, the elf loses the ability to cast 5th levelmagical spells. At attack rank K, the elf gains3rd level clerical spells, but loses access to 4th

level magical spells. This will leave elvenpaladins and avengers of attack ranks Kthrough M with the ability to cast up to 3rd

level magical and clerical spells.

Fighter Combat Options:If the elf should become a paladin or avengerbefore reaching 850,000 XP (but afterachieving 9th level), then he will immediatelygain access to the Fighter Combat Options(disarm, parry, and smash).

General Skills:Elven paladins and avengers are required totake Ceremony as their next available skillchoice if they do not already possess the skill.

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ELVEN DRUIDIC KNIGHTS

A Neutral traveling elf may become a druidicknight1. To do so, the elf must have adoptedthe philosophy of the druids prior toreaching 9th level, and must swear fealty to aprince, king, or emperor faithful to the waysof the druids. The Confederated Kingdom ofRobrenn is the only kingdom that druidicknights are known to exist.

In addition to all the obligations andadvantages common to knights, the druidicknight must assist any woodland beingasking for help with two exceptions: He doesnot have to help creatures opposed to thedruidic philosophy and goals; and if thedruidic knight is on a mission for a higherauthority (such as a quest, serving a duke,etc.), he may offer only a small amount ofhelp. Assistance never involves the donation

of money or items, only the offering ofpersonal services for a short time.

The elven druidic knight functions in thesame manner as elven paladins and avengersin regards to retaining all normal elvenabilities, including attack ranks, specialdefenses, and magical spellcasting. Hecontinues to use the Elf Experience Table foradvancement, with each new attack rankbecoming the equivalent of one newexperience level for purposes of determiningdruidic spellcasting.

Note that druidic knights, just as normaldruids, have no power to turn undead.

An elf who has not become a druidic knightbefore reaching attack rank F may neverbecome one, as they have lingered too longin the ways of magic and profane warfare tofollow the path of the druidic warrior.

Detect Danger:An elven druidic knight can detect danger (asper the druidic spell) once per hour, simplyby concentrating (the range is 5’ per druidicspellcasting level). The elven druidic knightmay not use the ability and attack in the sameround.

Druidic Spells:If the elven druidic knight’s Wisdom score is13 or more, the character can cast druidicspells as if he were a druid of one-third hisactual experience level (rounded down).Each new attack rank becomes the equivalentof one new experience level for purposes ofdetermining druidic spellcasting. The spellsare from the druidic spell list only, and donot include clerical spells.

1 The druidic knight was introduced byBruce Heard in Dragon Magazine Issue #177 (January 1992), which is reprintedhere in the majori ty with minor updates.

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Magical Spellcasting Loss:Elven druidic knights who are able to wielddruidic magic (by having a Wisdom score of13 or greater) will lose some of their magicalspellcasting ability as they advance in theirnew class. This is due to the effects of timespent studying druidic rituals, meditating,and communing with nature, whichinevitably replaces the elf’s efforts to studyand maintain knowledge of the morepowerful magical spells.

Upon gaining 2nd level druidic spells at attackrank E, the elf loses the ability to cast 5th levelmagical spells. At attack rank K, the elf gains3rd level druidic spells, but loses access to 4th

level magical spells. This will leave elvendruidic knights of attack ranks K through Mwith the ability to cast up to 3rd level magicaland druidic spells.

Fighter Combat Options:If an elf should become a druidic knightbefore reaching 850,000 XP (but afterachieving 9th level), then he will immediatelygain access to the Fighter Combat Options(disarm, parry, and smash).

Armor and Weapons:A druidic knight may not wield metallicweapons nor wear metallic armor andshields. The elf must use leather armor andwooden shields and weapons magicallyshaped and hardened by the druids. Theseitems are usually lacquered or varnished, andinclude curvilinear decorations, delicate leafcarvings, and fine scrollwork tooled into thewood. The druidic knight must repay thedruids for these precious items, usually interms of several years of routine servicewhen not called upon by a liege.

General Skills:Druidic knights are required to takeCeremony and Nature Lore as their nextavailable skill choices if they do not alreadypossess them upon becoming a druidic knight.

Hirelings:Druidic hirelings may include demi-humans(especially halflings or elves) and woodlandbeings. An elven druidic knight cannot havemore Hit Dice worth of hirelings than hisdruidic spellcasting level. In other words, ifan elven druidic knight can cast spells as a 3rd

level druid, he may not have more than 3 HDworth of hirelings accompany him.

ELVEN KNIGHTS

A traveling elf of any alignment may becomean elven knight1.

To gain knighthood, an elf must be at least9th level, and must swear fealty to a prince,king, or emperor. Elven knights prefer elvenmonarchs, but otherwise may swear fealty toa human monarch, although the latter is rare.Once the ruler declares the character aknight, that ruler becomes the elven knight’s“liege.” The elven knight follows the samerules, obligations, and restrictions as anormal human knight2.

1 The existence of demi-human knightswas f irst brief ly mentioned on page 18 ofthe Player 's Companion book of the D&DCompanion rules set.

2 Ful l detai ls of the knight character c lasscan be found in the D&D RulesCyclopedia.

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An elf may become a knight at any point afterreaching 9th level, up to and including attackrank M.

Fighter Combat Options:If an elf should become a knight beforereaching 850,000 XP (but after achieving 9th

level), then he will immediately gain accessto the Fighter Combat Options (disarm,parry, and smash).

ELF WIZARDS

An elf who attains 10th level may decide tobecome an elf wizard1. Elf wizards are elveswho focus solely on increasing their magicalspellcasting ability while allowing theirmartial abilities to languish.

To become an elf wizard, the elf must be amember of a clan that possess a Tree of Life,and receive magical training from the clan’sTreekeeper. Treekeepers teach elven magic2

to their students, which is similar to that ofhuman magic-users, but due to theirconnection with the Immortal Ilsundal andthe Trees of Life, partakes quite a bit ofdruidic magic.

Elves who learn their magic from the Keeperof the Tree of Life can progress in theirmagical spellcasting beyond the 10th level ofexperience, just as fighting elves who learntheir martial abilities from humans canprogress beyond the 10th level of fighting.

The experiencepoint levels arethe same asthose for elvesincreasing theirfighting ability,but earnede x p e r i e n c epoints areapplied togaining magiclevels only. Thuswhile the elfwizard’s magicalspellcasting increases with each new ‘level,’his fighting ability is frozen at 10th level andwill never increase. In addition, the elfwizard does not gain Fighter CombatOptions or multiple attacks.

Increased Spell Damage:As an elf wizard gains magic levels past the10th level, the amount of damage inflicted bydamage-causing spells increases as well, justas it does for a normal human magic-user.For example, an elf wizard of magic level 12can inflict 12d6 damage with a lightning boltspell.

Magic Item Creation:An elf wizard who attains 9th level may createmagical items, just as a normal human magic-user can. When attempting to create magicitems, the elf wizard uses his magic levelinstead of his regular elf level whencalculating the success chance.(See Table 9 in the Appendix to this articlefor details of XP progression)

1 El f wizards f i rs t introduced in GAZ5 TheElves of Al fheim.

2 Ful l detai l s on e lven magic spel l s can befound in GAZ5 The Elves of Al fheim.

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Attack Spells / LevelLevel XP Rank 1 2 3 4 5 6 71 0 - - - - - - -2 2,100 1 - - - - - -3 4,200 2 - - - - - -4 8,400 2 1 - - - - -5 17,000 2 2 - - - - -6 35,000 2 2 1 - - - -7 70,000 3 2 2 - - - -8 140,000 3 3 2 1 - - -9 240,000 3 3 3 2 - - -10 400,000 A 4 4 3 2 1 - -

600,000 B800,000 C1,000,000 D1,200,000 E1,400,000 F1,600,000 G#1,825,000 H2,050,000 I2,275,000 J2,500,000 K

# Automatically take 1/2 damage from any breath weapon.

APPENDIX

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Spells / LevelLevel XP 1 2 3 4 5 6 7 8 91 0 12 3,200 23 6,400 2 14 12,800 2 25 26,000 2 2 16 52,000 3 2 27 105,000 3 3 2 18 210,000 4 3 2 29 400,000 4 4 3 210 600,000 5 4 3 2 1 - - - -(11) 850,000 6 5 3 3 2 - - - -(12) 1,100,000 6 5 4 3 2 1 - - -(13) 1,350,000 7 6 4 4 3 2 - - -(14)# 1,600,000 7 6 5 4 3 2 1 - -(15) 1,800,000 8 7 5 5 4 3 2 - -(16) 2,000,000 8 7 6 5 4 3 2 1 -(17) 2,200,000 8 8 6 6 5 4 3 2 -(18) 2,400,000 8 8 7 6 5 4 3 2 1(19) 2,600,000 8 8 7 7 6 5 4 3 2(20) 2,800,000 8 8 8 7 6 5 4 4 3

# Automatically take 1/2 damage from any breath weapon.

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Attack Thief AbilitiesLevel XP Rank OL FT RT CW MS HS PP HN1 0 10 10 10 87 25 20 25 352 2,000 15 15 15 88 30 25 30 403 4,000 20 20 20 89 35 30 35 454 8,000 25 25 25 90 40 34 40 505 16,000 30 30 30 91 45 38 45 556 32,000 35 35 34 92 49 42 50 597 64,000 40 40 38 93 53 45 55 638 125,000 45 45 42 94 57 48 60 679 240,000 49 50 46 95 60 51 65 7110 400,000 A 53 54 50 96 63 54 70 75

600,000 B850,000 C1,100,000 D1,350,000 E1,600,000 F#1,800,000 G2,000,000 H2,200,000 I2,400,000 J2,600,000 K

# Automatically take 1/2 damage from any breath weapon.

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AttackLevel XP Rank1 02 22003 4,4004 8,8005 17,0006 35,0007 70,0008 140,0009 250,00010 425,000 C

650,000 D*850,000 E1,100,000 F1,350,000 G1,600,000 H#1,480,000 I2,000,000 J2,200,000 K**2,400,000 L2,600,000 M

* Fighter Combat Options and Multiple Attacks.** Three attacks per round.# Automatically take ½ damage from any breath weapon.

Spells / LevelLevel XP 1 2 3 4 51 2,000 1 - - - -2 3,000 2 - - - -3 4,000 2 1 - - -4 8,000 2 2 - - -5 16,000 2 2 1 - -6 32,000 3 2 2 - -7 60,000 3 3 2 1 -8 125,000 4 3 2 2 -9 200,000 4 4 3 2 -10 300,000 5 4 3 2 1

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Attack Spells / LevelLevel XP Rank 1 2 3 4 5 6 7 8 91 0 1 - - - - - - - -2 4,000 2 - - - - - - - -3 8,000 2 1 - - - - - - -4 16,000 2 2 - - - - - - -5 32,000 2 2 1 - - - - - -6 64,000 3 2 2 - - - - - -7 120,000 3 3 2 1 - - - - -8 250,000 4 3 2 2 - - - - -9 400,000 4 4 3 2 - - - - -10 600,000 C 5 4 3 2 1 - - - -(11) 850,000 D* 6 5 3 3 2 - - - -(12) 1,100,000 E 6 5 4 3 2 1 - - -(13) 1,350,000 F 7 6 4 4 3 2 - - --14 1,600,000 G# 7 6 5 4 3 2 1 - -(15) 1,850,000 H 8 7 5 5 4 3 2 - -(16) 2,100,000 I 8 7 6 5 4 3 2 1 -(17) 2,350,000 J 8 8 6 6 5 4 3 2 -(18) 2,600,000 K** 8 8 7 6 5 4 3 2 1(19) 2,850,000 L 8 8 7 7 6 5 4 3 2(20) 3,100,000 M 8 8 8 7 6 5 4 4 3

Elves advance up to 10th level then continue on with attack ranks.

Elf wizards advance up to 20th level with magical spell casting only.

They do not gain attack ranks, and their hit rolls remain frozen at 10thlevel.

* Fighter Combat Options, Multiple Attacks for standard elves only.** Three attacks per round for standard elves only.# Automatically take 1/2 damage from any breath weapon.

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This article compiles and expands the historyof the Canolbarth Forest, focusing primarilyon the time after AC 1000.

In the timeline, boxed text denotes canonicalinformation excerpted from Wrath of theImmortals, the Poor Wizard's Almanacs, andJoshuan's Almanac; covering years 1004 to1013; as well as events from the fan-produced Mystaran Almanacs, covering yearsfrom 1014 to 1019.

Text in normal typeface notes originalmaterial from the author, inspired by postson The Piazza forum by users "Gecko" and"julius cleaver”. Character’s details; by JosephSetorius.

1004 AC:

Wrath of the Immortals begins, Rafiel andRad are deeply drawn into the conflict.

1004 AC, Spring:

Atzanteotl asks Rafiel, to his knowledgean Entropic Immortal, to join theBrotherhood of the Shadow. Rad & Rafielconsider that having Rafiel inside thisorganization will work to their benefit.Therefore they conspire to have Rafielfunction as a double agent for theFellowship of the Star. Rafiel thus agreesto Atzanteotl’s offer, learning the goal ofthe Brotherhood of the Shadow is tocontinually help the less powerful side,thus prolonging the conflict.

Invited to visit Pandius by Ilsundal, the elvenhero Engledoc Dewsap, accidentallystumbles upon this meeting just beforeleaving. Knowing Ilsundal is embroiled in thewar, Engledoc decides to first investigate thisapparent allegiance himself. He overhears

by Robin

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them discussing the Shadow Elves, and howthey might be plotting against Alfheim. WhenEngledoc informs his Patron Immortal,Ilsundal explains that Atzanteotl is an ancientenemy. Ilsundal surmises one of them ispatron of the Shadow Elves, and he bidsEngledoc try and uncover what the two,apparently Entropic, Immortals are planningwith their mortal followers.

1005 AC Summer:

Atzanteotl suggests to Rafiel the ShadowElves invade Alfheim adding theirparticipation to the cause. Rafiel agrees,and Atzanteotl offers to gift the ShadowElves with a new spell able to corrupt theTrees of Life, thus weakening theCanolbarth and the Alfheim elves. WithAlfheim controlled by the Shadow Elves,

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Engledoc Dewsap

Engledoc is first described in GAZ5 “TheElves of Alfheim”, Page 55, TSR 9223.  He isdescribed as being the “Tavernkeeper” ofQuickneedle's Rest in Alfheim Town, whichhe has owned for around a century.

History: Engledoc’s parents were bornfrom mixed elf-human unions, thoughEngledoc is wholly elven. In his youngeryears he adventured throughout theKnown World, even spending some time inRockhome disguised as human mage.During the last century; however, much ofthat time was spent with Talyn Grunalf,wandering across the Darokin borderlands.Finally the pull of the forest drew himhome…just not all the way. He adopted hiscurrent name shortly after taking charge ofQuickneedle’s.

Personality: Quiet and laid back by humanstandards, yet seen as jumpy and assertiveby forest elves. Wide variety of friends andacquaintances from Quickneedle’s, but haslittle influence, despite having access tomost current rumors. Engledoc holds noClan ties.

Appearance: Tall and heavily built for an elf5’8” and 160 pounds, but would seem slimamong human warriors; with curly blackhair and blue eyes. Age: 350. Dresses intypical Alfheim Town fashion, usuallysporting a brown leather apron whenkeeping bar.

DMing Notes: Engledoc is one of the moreimmediately accessible NPCs for thecharacter to meet. Before the start of thewar, he is usually encountered at

Quickneedle’s Rest. After the war’scommencement, he can be found virtuallyanywhere in the forest, recruiting thecharacters to help in his quest.

Combat Notes: E9; AC 8; hp 42; MV 120’(40’); #AT 1; D 5-10 (Elven Longsword +2+1 vs humanoids and Str. Bonus); Save E7;ML 9; AL LN; ST 15, IN 16, WI 14, DX 15CO 11, CH 14, CM 12. [Base AC 8; withmagic 6]

Favoured Spells: Engledoc employs spellsgood for quieting down rambunctiouspatrons and detecting possible trouble;such as Sleep, Charm Person and DetectEvil. Level I: Charm Person, Detect Magic,Sleep. Level II: Detect Evil, WizardLock/Knock. Level III: Clairvoyance, DispelMagic, Hold Person, Protection fromNormal Missiles. Level IV: Charm Monster,Remove Curse, Wizard Eye.

Abilities & Skills: Knowledge of AlfheimTown (I), Knowledge of Rockhome (I),Persuasion (CH), Riding (D),Tavernkeeping (W), Tracking (I).

Languages: Elvish, Thyatian, Darokin,Dwarven, Orc (Tharian), Gnoll(Dwarfgate), Hobgoblin (Everast).

Magic Items: Engledoc still has his Ring ofDjinni Summoning, and Wand of Illusion(5 charges). In combat he uses and ElvenLongsword +2, (+1 vs Humanoids).

Faith; Ilsundal.

Dislikes: Boredom, Brawls, Betrayal andIntrigue. Also Orcs and Trolls.

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Atzanteotl plans on crushing Darokin,thus giving his followers a chance ofstriking Glantri. Moreover, thedestruction of Alfheim is one of hisparamount goals, and Ilsundal one of hismost hated enemies. Rafiel sees anopportunity to rid Glantri of a powerfulally and grant his followers what he longpromised them; however, he prefers notto involve his Shamans in this scheme,keeping them and his secret projecthidden from Atzanteotl’s prying eyes, andso willingly accepts Atzanteotl's spell.

1005 AC, Felmont 19:

Xatapechtli, head of the Shadow Elvenspy-network, dreams of an ancient tomeabout the Trees of Life secretedsomewhere within Alfheim. In the dreaman Azcan voice whispers the manuscriptmust be found if he wants to takerevenge upon the Alfheim elves1.

1005 AC, Fyrmont 12:

Shadow Elves spies found evidence of abook detailing Ilsundal’s struggles tocreate the Trees of Life and quickly locateand manage to steal it, allowing Kanafastito learn it's vital knowledge.

Engledoc was fortuitously conductingresearch in the Library Tree at Pinitel,learning Shadow Elves were recently seen inthe library, consulting an ancient tome aboutthe early days of Alfheim. Engledoc discoversthe book is missing, and manages to trackthe culprits. The chase ending in anominous part of the Canolbarth, west ofBlack Lake. The forest has changed here, asgiant fungi replace dead trees, making it a

1 The dream i s p lanted in Xatapecht l i ' smind by Atzanteot l , seeing a wi l l ing subject .Atzanteot l had discovered the creat ion ofthe Trees of Li fe was penned in the samesource which was later used in the creat ionof the Canolbarth. However; he has no ideawhich speci f ic source i t i s , other thanknowing i t i s o ld beyond reckoning, andprobably hidden in one of Al fheim’sLibrar ies . The creat ion process could thus bethe basis of knowledge the Shadow Elvesneed to corrupt the Canolbarth Forest andthe Trees of Li fe. Throughout the fo l lowingmonths; Serpent Eyes, Shadow Elven Spies,wi l l scour Al fheim for the ancient andinvaluable manuscr ipt .

Likes: Quickneedle's Rest, goodconversation, and a hearty brew!

Fears: Shadow Elves, the Undead, andbeing dead!

Additional Notes: Engledoc still pines forTalyn, despite thinking him being the onewho ended the relationship. Engledoc stillwanted to adventure, when Talyn wantedto return home. In fact, he questions whatbrought him back. His longing for home,or his desire for her. He has yet to startanother relationship, and is unaware ofPerfynn and Talyn’s recent elopement.

Some of Engledoc’s current statistics varyfrom those in the gazetteer, as he hasacquired better weapons, equipment andexperience over the last decades. His soulstatistics in Limbo will be the same, withthe same items (being soul reflectionsactually) according to Limbo rules, asexplained by Bruce Heard’s article onUndead in Dragon #180 and in “MonsterManual compilation book Undead”.

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dark and gloomy environment of massivetrees and giant toadstools.

Here Engledoc witnesses the Shadow Elfspies entering a hidden cave, well-lit frominside. As Engledoc views the leader of thegroup, a dark shade in opposing light, anassassin aided by silence and invisibilityspells, slings a garotte around his throat.The Shadow Elves became aware of theirpursuer, and thus ended the threat to theirsecret plans.1

1005 AC, Fyrmont 27:

Atzanteotl visits Kanafasti incorporeally,providing knowledge needed to researcha new spell able to eventually weaken theCanolbarth forest and kill the Trees ofLife. Allowing the Shadow Elves to drivethe Alfheim Elves out. Rafiel allowsAtzanteotl’s intervention. Unfortunately,Rafiel doesn't realize Atzanteotl's magicwould forever corrupt the forest, Entropybeing what it is.

Engledoc; famed elven adventurer, murderedto cover up the Shadow Elves evil plot;awakens next to his body. With the caveentrance concealed once again, and no oneknowing what has occurred, in his panickedstate, Engledoc decides to call for help. Soonafter discovering his spirit, for unknownreasons, is not bound to his body or finalresting place2, Engledoc discovers how to

enter the dreams of prominent elves acrossAlfheim whispering his name and shortinvocative phrase: “Mordunastar Vargalos”.3

Yet the nature of the invocation, or itsapparent purpose is unknown. Whethersignifying a name, place, object, or magicpassword remains a mystery. However; thelocation of his body also remains unknown.The only clue to its location coming inwhispered dreams. It remains unseen if thefair elves can find the tomb’s whereabouts intime to stop the evil plot. It is said one maycommune with the dead at his body, learningcrucial elements of events threatening all ofAlfheim.

1006 AC, Flaurmont 12:

The team of Shadow Elf wizards led byKanafasti successfully completes researchof the new spell.4 Tunnel Shapers work

1 Concealed Shadow Elf caverns; Thesecan be located more eas i ly than expected, asShadow Elves unknowingly t ransport sporesfrom their enormous underground fungi wi ththem, which then take root in the forest neartheir point of egress , brushed of f byvegetat ion where i t i s s t i l l mois t and dark

enough for their propagat ion.

2 A ghost i s e i ther bound to the or ig inalbody, a speci f ic i tem, or to the locat ion i tper ished, unable to wander more than a fewhundred feet away. Only on rare occasions isa ghost "able to wander f reely. This cancome about through great need, a quest , ormagical inf luences. Al l three are taking placehere.

3 In Elvish Mord únës tar = Black f i rs ts tanding , Var Galoth = Either l ight hole .The “d” at tached to “Mor” denotes anident i ty or person.This explains that ashaded person may be hidden by l ight f rombehind. The cave was wel l - l i t ins ide at themoment of Engledoc’s demise. The dreamssent throughout Al fheim are thus Engledoc’sdying thoughts .

4 Atzanteotl’s Spell of Devastation; Inactual i ty the spel l i s a complex r i tual , beingcast over several weeks, employing mult ip le

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hard constructing a network of tunnelsrunning beneath all of Alfheim; imbuingthe Canolbarth with the spell’s effect; inpreparation for the invasion.

1006 AC, Summer:

An enormous meteor slams into northernDarokin, the Silver Sierras and theAmsorak Mountains, creating a craterdozens of miles in diameter. Theresulting earthquake topples buildings as

far south as Akesoli and is felt as far northas Glantri City. The debris cloud risingfrom the impact is larger than severalcountries. Spread by the last westernwinds of the season, the cloud covers allof Southern Glantri and NorthernDarokin as far east as central Alfheim.The immediate loss of life is tragic,however, the impenetrable cloud remainsin the air for days, blocking out the sun.When it finally settles, ash coverseverything, killing plants and foulingwater. The cloud and ash have acombined catastrophic effect on bothGlantri and Darokin’s crops, ruiningharvests and threatening famine in the

casters , and more powerful than anyonebel ieves, except ing Atzanteot l ; able tocorrupt not only the Trees of Li fe but theent i re forest .

1 This map is part of alarger map that wi l l bef inished with fur therinformat ion revealed inthis magazine. Thewhole map wi l l bemade avai lable short lyaf ter the publ icat ion ofthis Threshold issue.

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upcoming seasons. Even the ElvenHometrees seem mildly affected, stuntedin fruit production and foliage growth.

1006 AC, Ambyrmont 17:

In a secret meeting in the King's Palacebetween Telemon, Kanafasti, Xatapechtliand General Garafaele, the King urges theRoyal Wizard to act now and orders theRadiant General to start drafting awartime army. Taking advantage of theconfusion created by the meteor strike inNorthern Darokin this summer, Telemonurges Kanafasti to start casting the spell.

Xatapechtli is increasingly convinced of thepower of Atzanteotl and secretly sways fromfollowing Rafiel’s guidance to Atzanteotl’scoercion, wooed by promises of great power.

1006 AC, Ambyrmont 24:

Led by Kanafasti, the most powerfulmages gather in tunnels running beneaththe Canolbarth Forest and begin thecomplex magical ritual, which will take atleast a month to have any appreciableeffects and considerable time beforeaffecting the Trees of Life.

1006 AC, Sviftmont 4:

As the forest begins to darken,Treekeeper of clan Grunalf, TalynGrunalf, contacts her Tree of Life andlearns of a great impending catastrophe.This is the first effect of Atzanteotl’smagic, more mutations will follow in thenext weeks. Fairies and Treants, aware ofthe pervasive undertow, try to discoverwhat is corrupting the Forest’s life-force.

Wood-imps congregate and prepare,making allegiance with the Shadow elves.

Engledoc’s spirit continues to mustersupport, by appearing in the dreams of ElvenHeroes, but fears he is too late. Now learninghis fate, Engledoc has yet to accept it.

1006 AC, Sviftmont 28:

Since Talyn Grunalf gave alarm, threeweeks past, the forest has become evendarker and more twisted. Trees stopgrowing new leaves and plants stopmaking flowers; herbivores strive to findfood. The elves are at loss to explain thisstrange disease, other than surmising itis the consequence of meteor fallout.Trees of Life continue to make leaves, butfeel a deep pain coming from the veryearth through their roots, while anxiousTreekeepers and Fairies search ways toreverse the process. In the meantime theforest becomes increasingly inhospitableto the elves. The Shadow Elves have thusfar concealed their infiltration intoAlfheim.

1006 AC, Kaldmont 21:

Five elves are found dead and ten othersseriously sickened after drinking waterfrom a nearby spring. Carefulinvestigation reveals the water has beenpoisoned. This is another consequence ofthe spell. By now the trees have stoppedgrowing and leaves begin falling. Manysmall plants and herbivores have alreadyperished. Carnivores have trouble findinggame and many springs becomepoisonous.

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The magical springs and lakes slowly darkenand lose their power. Crystal growth stillcontinues as if unaffected.

1006 AC, Kaldmont 28:

Treekeepers from all the seven majorclans meet today in Feador to discuss thematter. Feadiel and Grunalf clans agreeon the need of relocating theircommunities elsewhere to prevent theTrees of Life’s demise. Clans LongRunner and Mealidil bitterly disagreeabout abandoning Alfheim, though noteven within the Annals of Mealiden isanything similar to the current situationmentioned. Fairies convene atDreamland, requesting information. KingOberon prepares faerie ringenchantments, keeping them a secret fornow, but readied for future use.

1007 AC, Nuwmont 13:

Clanmaster Lynnwyl Chossum isunknowingly poisoned by Carlisan,Counsellor to Lynnwyl, in a secret plot toallow a Shadow Elf to take Lynnwyl’s place.

1007 AC, Nuwmont 15:

After a short struggle with death, Lynnwylfinally succumbs; yet before passing awayhe picks Carlisan as his replacement. Thisis a major achievement for ShadowElves, now fully in control of one of theleading clans.

1007 AC, Thaumont 15:

The Council of the Clans convenes inElleromyr today to discuss the proposal

Talyn Grunalf

Treekeeper of Clan Grunalf

History: Talynhas spent nearlyher entire lifewithin thebounds of theCanolbarth, andshe is infinitelyfamiliar with theNorthern tip ofthe forest,including DewDrop andM i s t h a v e n .Though Talyn rarely travels beyond theRiver of Monsters, she is often found as farNorth as the Emerlas.

In her wanderlust youth, along with hercompanion and love) Engledoc Dewsap,she traveled throughout the Darokinborderlands, almost twice meeting herdoom. The first being, along the foothillsof the Dwarfgates, running into a Bargdaand his Ogre and Troll minions. She andEngledoc Dewsap the only members oftheir party to escape. Afterwards, Talynspent some years in both Glantri City andSelenica before permanently returning tothe forest. Upon returning, and traversingthe Selinar region, she was almost slain byDûr-tirn, The Dark Watcher, an evilBeholder minion of the wizard Moorkroft.Only with the aid of Druid Cucurbita Pepo,did she evade death. When her parentsfound out that she had taken up with anelf of mixed elf-human unions, she wasforced to distance herself from him andreturn to her studies. Grudgingly she

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of leaving Alfheim. King Doriath chargeshis ambassadors with beseeching KnownWorld rulers and elven clans for asylum.The once mighty trees of Alfheim arenow twisted and dying, other plants arealready dead and the animal populationhas drastically decreased. Increasinglymore elves and fairies think leaving isthe best solution, but many still refuse.Clans Feadiel and Grunalf are concernedabout the Trees of Life; Clan Chossum,now controlled by Shadow Elves, isanxious to sell whatever is needed tomake such a journey, and Clan Erendylthinks leaving Alfheim is reasonable forthe time being. Clan Mealidil doesn'twant to leave the country founded byMealiden, believing an answer for thedilemma may still be found examiningthe ancient tomes, being only a matter oftime until a cure is discovered.Mistrusting all non-elves, Clan Long-Runner doesn't want to have any contactwith the outside world’s supposedgenerosity; while Clan Red Arrow ismostly concerned about the danger ofsuch an exodus; their role being toprotect the other clans.

1007 AC, Flaurmont 11:

By now King Doriath has receivedreports from all his ambassadors: KingStefan of Karameikos, King Gylharen ofWendar, and Princess Carlotina ofErewan in Glantri agree to give the elvesof Alfheim asylum, should they need toleave the forest. Now aware there arenations able to host them, the Alfheimelves only need plan their flight.

accepted, being taken by “Pepo” to meetAra-Laur uin Eryn, the Old King of theWoods. It was the ancient Treant’sphilosophical ponderings that eventuallyset her on the Way of the Tree.

Personality: Talyn is generally reserved,but when peril or politics threaten the clanshe musters an assertive resolve to argueher point, or defend the clan. Though sheand Durifern Widefarer are seldom indisagreement, Talyn often wishes he wasmore attentive to clan duties. His frequenthunting trips regularly require Talyn toassume both role of Treekeeper andClanmaster. In fact, should Durifern andTalyn ever come to odds, most likely thebulk of the clan would follow her lead.His terse manner is also a matter ofcontention between them. Frequently, shetorments him with youthful inquiries anddemands, until finally getting her way.

Appearance: Only 242 years old, Talyn isboth young at heart and of mind. At only5’2” tall, and 110 pounds; she exudes a fitand youthful vigor. Although fair-complected, her life in the outdoors hasgiven her a healthy tan. Talyn isimmediately recognizable, boastingplatinum blond hair, graced by unusualstreaks of grey; which she wears unboundsave a single pleat in back. A consequenceof her encounter with a Beholder yearsago. Elves being somewhat innatelymagical, the Beholder’s anti-magic ray"aged" her locks. Talyn’s blue-green eyeshave a jewel-like quality. Depending on thelight, they appear either like sapphires, insunlight and bright environments, orresemble emeralds, in low-light or

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1007 AC, Flaurmont 23:

Following a steady increase in themonstrous and malevolent activity nearthe Bad Magic Points, a Beholder appearstoday in the area of Thornbush, wreakinghavoc throughout the forest. Theincreased level of twisted magic is aconsequence of Atzanteotl's entropicmagic.

Xrathpack, a powerful beholder, and manyother monsters are lured into the area byXatapechtli, using the spiders aroundThornbush as sly and dangerous minions.The local imps grow in number due to thechaos, and also accelerate the growth andbirth of new and more spiders. The beholderreveling in this chaos, desires to propagate.

1007 AC, Flaurmont 28:

Talyn Grunalf, continues searching for theexact source of pain felt by the Trees of Life.Leaving a tower repository just north ofThornbush, she stumbles upon Xrathpack.Talyn’s fright of Beholders almost causes hermissteps to be her demise. If not for theactions of old Treant Doak, venturing intothe area for the same reasons, Talyn wouldhave surely met her doom. They barelyescape, with Doak’s use of animate treeskeeping Xrathpack at bay.

1007 AC, Yarthmont 7:

On this night, King Oberon of the FairyCourt decides to leave the twisted forest,heading through the Pixy-circles toRedstone on the Isle of Dawn, wherethere is already a fairy settlement. A smallgroup of fairies and most centaurs will

darkness. Giving her excellent vision in anygiven situation. She primarily dresses ingreen and brown shades, dappled withorange and yellow hues. The colors of theforest.

DMing Notes: Despite assuming herresponsibilities only ninety-two years past,after the sudden and unexpected death ofthe former Treekeeper, Talyn isnonetheless a capable Keeper, yet still awanderer and adventurer at heart. Whilecharacters will only find a cold shoulderfrom Durifern, they might receive warmwelcome from Talyn. Provided of coursethey prove themselves friends and worthydefenders of the forest.

Personality: Silent, yet curious, careful, yetintelligent, when younger boisterous.

Combat Notes: E12th level Treekeeper; AC4(base 8, magic+2); hp 46; MV 120’ (40’);#AT 2 (Attack Class D); D 1d8+3(Quarterstaff +1, EX Mastery); Save E10;ML 11; AL N(G); ST 8, IN 16, WI 17, DX 14,CO 14, CH 16, CM 18. [Magic Base: 6]

Abilities & Skills: Animal Empathy—ForestAnimals (CH), Forest Survival (W), Hiding(I), Knowledge of Canolbarth Forest—Focus Trees of Life (I), Lore—Clan Grunalf(I), Lore—Magic Ritual (I), Treewalking(D), Woodlore (I).

Languages: Elvish, Glantrian, Thyatian, Orc(Tharian), Goblin (High Yazar & Doth),Hobgoblin (Hutai), Kobold (Cruth/BlackHill Dialects), Hill Giant.

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resettle in nearby Darokin awaiting theforest’s return to health. The good magicpoints have now lost their magic andcollapse inward. The bad magic pointsexpand and become more powerful.

1007 AC, Yarthmont 19:

A party of adventurers stumbles upon asmall elvish community, finding theinhabitants have been cruellyslaughtered. Malicious monsters escapedfrom Thornbush are deemed responsiblefor the carnage; however, the massacre isthe work of a small band of ShadowElves. In the following months similarattempts to annihilate isolated Alfheimcommunities will be carried out.

That night Engledoc pervades the dreams ofthe adventuring party’s druid, imparting asimple message; “Mistrust your observations”

1007 AC, Yarthmont 20:

The now wary druid casts a "Speak withthe Dead" before leaving the village anddiscovers the assassins weren’tmonsters, but a party of elves. The druidis unable to ascertain what manner ofelves were the murderers, but soon afterrelating his discovery to Alfheim’smilitary commanders, fear and suspicionof invading Shadow Elves spreadsthroughout Alfheim.

1007 AC, Klarmont 16:

Jorodrin Feadiel, Treekeeper of clanFeadiel, and his assistants perform aceremony devised over the last few

Favoured Spells: Talyn abhors lethal andfire-based spells. Level I: Command Word,Charm Person, Faerie Fire, Faerie Lights,Longstride. Level II: Entangle, Invisibility,Mirror Image, Silence, Warp Wood, Web.Level III: Call Lightning, Fly, Hold Animal,Hold Person, Protection from NormalMissiles. Level IV: Charm Monster,Confusion, Fear, Growth of Plants,Hallucinatory Terrain. Level V: ControlTemperature 10’ Radius, Control Winds,Feeblemind, Telekinesis, Teleport. LevelVI: Anti-Animal Shell, Anti-Magic Shell,Cure Serious Wounds, Lower Water, PassPlant, Stone to Flesh.

Magic Items: Talyn has Leather Armor +2,Quarterstaff +1, A Ring of Fire Resistance,and Silver Torc of Protection +2.

Clan Items access to; Treekeeper staff ofwizardry (has nature spells; Thornstrike(Magic Missile variant for 8d6+8 damage ),Faerie Fire(Lvl 1), Entangle, Invisibility,Bioluminescence (variant of ContinualLight), Warp Wood, Web (Lvl 2), Growth ofPlants, Obscure, Summon Animals (Lvl 4),Plant Door (Lvl 5). Control weather (Lvl 6),further equal to normal Staff of Wizardry,31 charges left, recharges 1 charge perweek if placed in Tree of Life. Can only beused by Treekeepers.

Faith;: Patron, Ilsundal.

Dislikes: Violence, Sport, Orcs, Trolls, &Goblins.

Likes: Exotic Fruits (Banana, Pineapple),Chocolatl, Elegant Jewelry, Foreign Shoes

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months1, uprooting their Tree of Life, yetkeeping its roots in the encompassingsoil. By now all plants, trees, and mostanimals have already died, except fungiand Hometrees. Yet the number ofmonsters has increased; and the Trees ofLife are nearing death.

1007 AC, Klarmont 23:

The Tree of Life’s uprooting ceremonysuccessful, Alfheim’s Treekeepers areaware of perhaps being able to save theirTrees of Life from the strange disease.

1007 AC, Felmont 1:

King Doriath, General Gilfronden,Captain Brightsword and their mosttrusted advisers meet in Elleromyr toplan the flight from Alfheim. During thecouncil, evidence is revealed about theShadow Elves moving stealthily thru thetwisted forest. Captain Brightsword risesand vows to personally slay any knownShadow Elf.

1007 AC, Felmont 13:

Captain Brightsword is narrowly missedby arrows while patrolling the forest. Theelves identify the arrows as coming fromClan Chossum, long suspected ofsheltering Shadow Elves. Brightsworddecides to press for Desnae and confrontthe Chossum Clanmaster. This is not abungled attempt to assassinateBrightsword, but a way to lure him intoDesnae.

1 Since 28 Svi f tmont

(Especially Ylari Sandals & PeshwariChappals), & Laelia Orchids.

Fears: Beholders, Bargdas, & Fire.

Additional Notes: Talyn has all of ClanGrünalf’s magical recourses at herdisposal. Most often she also wears anelven cloak and boots when traveling farafield, and carries wands of healing (20charges), persuasion (20 charges), andparalyzation (12 charges) to avertdangerous foes. In combat she isprecautious, staying back and castingspells, aware of her importance within theclan. However; she isn’t afraid to enter thefray when necessary, attacking with herQuarterstaff +1. Talyn has expert masterywith the weapon, from her years beforetaking role as Treekeeper; leaving Alfheimonce every five years to train with a Masterin Selenica, to keep this skill relevant.Talyn’s magical silver torc is actually a giftfrom Princess Carlotina of Erewan inGlantri. Presented to her after saving adiplomatic envoy and his entourage fromcertain death. The torc is decorated withbronze filigree which has heavily oxidizedin Alfheim’s humid climate, giving theentire torc a verdigris tone. The bronzeseemingly glowing with magical energy.

Talyn and Perfynn’s relationship is barelytwo decades old, despite having knowneach other close to a century. As of yet,Talyn and Perfynn have no children,though that may change.

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1007 AC, Felmont 16:

Clanmaster Carlisan privately meetsBrightsword. Managing to cast charmperson, Carlisan puts the young Captainunder his control, assuring Brightswordthe clan is not sheltering Shadow Elves.Carlisan asks Brightsword allow a famedand trusted adventurer of clan Chossumto join his patrolling party. NowBrightsword, General Gilfronden’sbiggest threat, is under Shadow Elvescontrol. Carlisan knows the spell effectwill not last, so he plants anotherShadow Elf on Brightsword’s path,tasked with casting a charm person onBrightsword every morning.

1007 AC, Felmont 28:

Radiant General Garafaele Galeifel ordersStarlight Legions I-III to deploy belowAlfheim. The Shadow Elves are nowpreparing for the final phase of theinvasion. Wood imps collaborate with theShadow Elves quest to conquer Alfheim.

1007 AC, Fyrmont 7:

King Doriath and General Gilfrondenmeet elvish members of the DDC1 inAlfheim Town today. They discuss

1 DDC= Darokin Diplomatic Corps. Today’sDDC has a number of responsibi l i t ies ,inc luding; maintaining good re lat ions wi th a l lof Darokin 's neighbors, resolving disputesbetween neighbors especia l ly i f Darokin iscaught in the middle, and negot iat ing t radeagreements of a l l types, both within andwithout Darokin. The DDC, i ts methods,leadership, and role in Darokin society isdiscussed at length in Gazet teer 11 TSR 9250The Republ ic of Darokin.

Perfynn Grunalf

Captain of the Guard of Clan Grunalf

History: Tomost, it wouldseem as ifPerfynn Grunalfhas led anunremarkablelife. After hisinitial twentyyears of youth,he spent thenext fortylearning theways of theelven forester, and shortly thereafter begana storied career in Alfheim’s armed forces.First serving with distinction at The Sump& Weir, and after serving in nearly everyAlfheim post over the next three hundredyears, until finally making his way home.Tasked as Captain of the Guard, a job thatis first and foremost protecting theClanmaster of Clan Grunalf, Perfynn hasfound it to be one of his most difficultcharges in his three-hundred year career.For Durifern Widefarer, a name aptlygiven, refuses to allow Perfynn to do hisassigned duty. Durifern often wanderingoff into the wilds alone. So Perfynn hasinstead taken up being defender andprotector of Ainsun, and the Grunalf clanmembers residing there.

Utmost among them, Perfynn has come torespect Talyn Grunalf, steadfast custodianof the Tree of Life; and not unlike himself,thrust into the impossible undertaking ofhaving to occasionally deal with Durifern.Yet over the course of Talyn’s tenure, the

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relocating the Trees of Life onDarokinian soil with a mixed Darokin-Alfheim honour guard protecting them.This guard becomes known as the RootWatch. Their agreement also allows elvesto freely cross Darokin should they needto abandon their homeland. King Doriathimplores the DDC keep the utmostsecrecy concerning the meeting.

1007 AC, Fyrmont 14:

Treekeepers from the seven major clansmeet today in Feador to discuss the Treesof Life’s relocation. Treekeepers fromclan Long Runner exhibit a new spellmasking a Tree of Life’s aura, making itappear as a normal tree, thus disguisingit from hostile eyes. By now all clans,excepting the Mealidil and Long Runner,have performed the ceremony anduprooted their Tree of Life. Still a bitperplexed, they are now ready toimmigrate and relocate the dying Treesof Life in Southern and Eastern Darokin.

The curtains of fog surrounding the cursedprovince of Avonleigh1 dissipate. Heroesenter and successfully dispatch Morgoroth,

1 The hidden Province of Avonleigh inDarokin , i s based upon the TSR 9494AD&D 2 n d Ed. Ravenlof t Audio adventure“Light in the Bel f ry”. Adventure mapredrawn and adjusted to a Mystara s ty le hexmap, and squeezed in between Dolak,Selenica and the Southeastern corner ofAl fheim by author. This domain was createda few years af ter the Elves arr ived here(±800 BC). Morgoroth was the son ofMoorkrof t I , the or ig inal Elven nemesis f romthe Sylvan Realm. With the creat ion ofmagical fog bank over this realm in 775 BCby the Elves, wi th assumed Immorta l help;with no way of escape, several Doulakki

two have come to mutual understanding,which has slowly matured into a romanticrelationship. Both feeling Clan Grunalfmight be better off with Perfynn asClanleader, and Durifern as Counsel.

Personality: Though boisterous in hisyouth, Perfynn is now able to stand toe totoe with Durifern’s gruff demeanor, exceptwhen it comes to Talyn. Though a soldierthrough and through, Talyn has awakeneda different side within him; one ofintelligence and curiosity. Perfynn isamazed at Talyn’s ability to still marvelover the mysteries of the forest; and inturn he has begun to ask relevantquestions, and carry on meaningfuldialogue with her about the Canolbarth.Ones even filled with full sentences. Achore his superior is evidently unwilling tomaster!

Appearance: At 352 years old, Perfynn isthe typical 5’6” height for a male elf, yetbrawny, weighing 168 pounds. He wearshis wavy chestnut hair to his shoulders,usually unbound. Perfynn’s golden eyesseem cold and emotionless, until viewed inTalyn’s presence. Like most Alfheimwarriors, his fair complexion bares a lighttan. Though in the past, almost alwaysencountered in his enchanted leatherarmor, complete with wooden shieldstrapped to his arm; these days Perfynn’stastes are changing, Talyn’s influence atwork. Now seen sporting brown trousersand flowing long-sleeved singlets with laceup fronts. Perfynn is apparently trying toappear more Clanmaster, and less soldierthese days.

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but this allows many undead to leave theregion and multiply. Darokin is astounded atwhat the fog obscured, yet welcomes the fewhundred surviving great-great-grandchildrenof the Doulakki.1

1007 AC, Fyrmont 20:

Setting a precedence; Jorodrin Feadiel,Treekeeper of Clan Feadiel, guides itsTree of Life into Southeastern Darokin,outside the twisted Canolbarth Forest.Clan Feadiel is first to reposition its Treeof Life, and soon the other clans,excepting Clans Long Runner andMealidil, will follow suit. The Trees willbe placed in the most densely forestedareas around Dolak or Dolos, though farenough away to not be further affectedby the sickening. At least this is theTreekeeper’s hope.

1007 AC, Ambyrmont 1:

The Clanmasters sadly resolve to leavetheir now dead beloved forest on thefifteenth of Ambyrmont. Beasthunter andMealidan, Clanmasters of the LongRunner and Mealidil Clans respectively,acrimoniously disagree on leaving theforest; and warn leaving the forest canonly harm the Trees of Life, and

fami l ies were a lso imprisoned within thebarr ier . They barely survived, but a l l peoplement ioned in this adventure are descendantsof these Doulakki fami l ies , and the fewvis i tors ending up here once in awhi le. Amap of the Baronia l Domain of Avonleigh isavai lable onl ine.1 The Doulakki; See “History of Eykaivia land the Dwarfgate Mountains Region”bySheldon Morr is , Aaron Nowack, GeoffGander, and Thorf inn Tai t .

DMing Notes: Perfynn will not usually bethe first Grunalf clan member charactersmeet. His eventual appearance might takeplace after being rebuffed by Durifern, orbeing referred by Talyn. He is mildlytolerant of other races, and even has someaffection for druids and foresters, havingmet a few in the past. Though heenthusiastically attempts to recruit youngelves into the army. Characters not of theclan, and lingering too long, might findthemselves being escorted toward TheSump & Weir to report for duty!

Combat Notes: E10th level; AC 2; hp 54; MV120’ (40’); #AT 2 (Attack Class F); D 1d8+t(Elven Longsword +2, EX Mastery); SaveE10; ML 11; AL L(N); ST 16, IN 12, WI 10,DX 14, CO 16, CH 12, CM 14.

Abilities & Skills: Forest Survival (W),Knowledge of the Canolbarth (I),Knowledge of The Sump & Weir (I),Military Tactics (I), Riding (D), Tracking(I), Treewalking (D).

Languages: Elvish, Darokin, Thyatian, Orc(Tharian), Gnoll (Gnollistani), Goblin(High Doth), Hobgoblin (Hutai), Kobold(Black Hill Dialect), Stone Giant..

Favoured Spells: Level I: Magic Missile,Protection from Evil, Shield. Level II:Detect Evil, Detect Invisible, Web. LevelIII: Fly, Lightning Bolt, Water Breathing.Level IV: Charm Monster, Growth ofPlants, Ice Storm. Level V: Cloudkill, Wallof Stone.

Magic Items: Perfynn has Leather Armor+2, Shield +2, and Elven Longsword +2,

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inevitably corrupt the elven way of life.They have yet to uproot their Trees ofLife, being firmly convinced leaving is thewrong decision.

1007 AC, Ambyrmont 3:

King Doriath’s messengers reach thevarious Clanholds, bringing news of theevacuation. Old swords are honed, bowsoiled and strung, and spellbooksmemorized; preparing for what will mostlikely be a very dangerous journey. ClansChossum, Red Arrow, and Feadiel, willhead South to Karameikos crossingEastern Darokin and the CruthMountains; clans Erendyl, Mealidil,Grunalf, and Long Runner will headNorth to Wendar traversing thedangerous Broken Lands and hostileEthengar. Alfheim elves everywhere, packtheir belongings; loading carts andwagons hitched to beasts of burden. Thecaravans led by heroes astride Elven WarHorses.

The young gold dragon Raspaert collects herpossessions and departs for the Five Shires.Feeling insecure and unable to assist curing

Elven Cloak, Boots of Traveling andLeaping.

Faith: Ilsundal.

Dislikes: Incompetence, Capitulation,Orcs, Trolls, & Goblins. Likes: Weaponry,Smoked Venison, Ylari Pistachios, andrecently finer clothes.

Fears: Dragons & Shadow Elves.

Additional Notes: Perfynn prefers tocharge into the fight with his ElvenLongsword +2, only withdrawing to usehis bow after taking serious wounds. Hewears Leather Armor +2, and carries aShield +2, giving him an AC of 2.Additionally he wears an Elven Cloak, andwears Boots of Traveling and Leaping.

Perfynn has no living relatives among ClanGrunalf. His younger sister joined theLong Runners, and a younger brother longago left the forest, never to be heard fromagain.

Perfynn has Expert Mastery with the ElvenLongsword; a “gift” from RedswordTruetalker, as Redsword allowed a youngerPerfynn to travel with him to Alfheim Townand train with a master when Perfynn wasunder his command at Shield Tree. Thetwo have a mutual respect for one another,and Perfynn feels Redsword is the finestwarrior in Alfheim, thinking Gilfronden’sposting as General of Alfheim’s Army was amistake on Doriath’s part.

Perfynn and Talyn’s relationship is barelytwo decades old, despite having knowneach other close to a century. As of yet,

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the forest’s disease, once sheltered in theShires, she begins the Dragon Circle ofKnowledge1 to help find a way to solve theforest’s illness.

1007 AC, Ambyrmont 4:

Clanmasters Beasthunter and Mealidilmeet today in Mealidor to discuss themessage received yesterday. Both leadersare still firmly convinced remaining intheir homeland is the right decision, butmust admit the forest has grownincreasingly dark, dangerous, andinhospitable. Despite prolonged researchthey are unable to find a way of savingthe dying Trees of Life, yet they decide tostay and continue researching until thespring.

Meanwhile, Xatapechtli begins a bizarremagical experiment on spiders aroundThornbush. He requests help from severalpowerful Shadow Elves, but infuriated bytheir lack of enthusiasm and commitment,Xatapechtli dismisses them. Atzanteotlunderstands how to solve the impasse,sending more Shadow Elves devoted to him.

1007 AC, Ambyrmont 10:

General Garafaele receives reports aboutthe Alfheim elves preparing to mobilizeand orders Starlight Legions to deployalong the tunnels under the Canolbarthforest. Knowing the surface elves will fleethe twisted forest on the fifteenth ofAmbyrmont, the Radiant General urgeshis troops advance to further destabilizethem.

1007 AC, Ambyrmont 15:

In a move that shocks the Darokinians,yet not the well-informed DDC, the elvesof Alfheim flee their country. Several longqueues made of thousand of carts,horses, and elves on foot dot theDarokinian landscape; departing likeliving tendrils from the twisted forest andeither head northwest towardsCorunglain or southeast to Selenica.Only about half the elves from ClansLong Runner and Mealidil flee with KingDoriath; the others are determined todefend their villages, Clanmasters, andTrees of LIfe.

Talyn Grunalf and Doak, the old Treant fromthe Emerlas, meet in Farshire2, where thefleeing Centaurs and several Fairies havetemporarily taken up residence. Talyn hasput faith in the other Treekeepers to uprootthe Grunalf Tree of Life. Her in depthresearch is of greater importance. Memoriesbringing her back to a boisterous time spent

1 Dragon Circles - see “Dragons in theD&D game's Known World”by Bruce Heard.

2 Farshire, Darokin ; A forested region onthe Northern s ide of the Cruth Mountainsseparat ing Darokin and the Five Shires. Apeaceful set t lement of both humans andhal f l ings, and welcoming to the Al fheimrefugees.

Perfynn and Talyn have no children,though that may soon change. Perfynnbeing a soldier through and through kindof takes care of him being a strict, and“work-comes-first” person. He will take animportant place in the actions of theGrunalf clan from 1200 AC on.

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long ago with Engledoc. Since Engledoc’srecent disappearance, his final hauntingthoughts still roam her mind, spurring hertoward action with a single thought; “What ifhe knew…?”.

1007 AC, Ambyrmont 17:

During the night well armed ShadowElven troops enter the twisted forestskulking out of tunnels, quicklyoverwhelming the small bands of elvesstaying to defend their homeland;however, the Shadow Elves must retreatbefore dawn, because they aren't yetacclimated to the sunlight. The fiercestfighting takes place around Pinitel andMealidor, but thanks to their superiornumbers, the Shadow Elves managevictory before dawn. Before boltingnorth, the few survivors from Clans LongRunner and Mealidil manage to cast theunique spell disguising their Trees ofLife. (See Fyrmont 14). A small group ofShadow Elves, equipped with magicalamulets allowing them to ignore theeffects of sunlight, fights their waytoward Alfheim Town, only to findabandoned buildings. The Legions, asplanned find almost no resistanceinvading the forest, yet now their mainobstacle is adapting to the daylight;though the darkened forest will makethis easier.

1007 AC, Ambyrmont 18:

Darokinian and elvish authorities receivenews of the invasion. In Darokin Cityremaining troops are put on high alert.Charles Mauntea urges the DDC to get intouch with these unfamiliar invaders. In

Corunglain messengers from the LongRunner and Mealidil Clanmasters,prompt King Doriath to send back sometroops to defend those left behind. TheKing; however, only allows courageousadventurers from both clans to go backto Alfheim to return and collect newsabout the invasion. Long seen as an elvenlegend outside Alfheim, Darokinians areshocked to learn Shadow Elves reallyexist. Darokin never considered Alfheima credible threat. Their armed forcesgreatly depleted after war against theMaster, yet Darokin would now becompletely unable to stop an attackcoming from the very centre of theRepublic. Diplomatic solutions are onceagain Darokin’s only hope.

1007 AC, Ambyrmont 28:

A lavish party is thrown tonight atAtzanteotl's mansion in Pandius to toastIlsundal’s utter defeat. Hel, Alphaks andRafiel attend. The invasion of Alfheim wasa major stroke against Ilsundal. Of courseRafiel must attend the party to avoidAtzanteotl's suspicions Despite not hatingIlsundal, Rafiel must continue thisdeception of Entropy.

As of yet Rafiel is unaware several Shadow ElfFeathered Serpents and their families haveadopted Azanteotl’s doctrines along withtheir leader Xatapechtli. Suffering greatlyfrom this major stroke, Ilsundal alters hisappearance, reflecting a change of ways andtriggering another train of thought and ideas.

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1007 AC, Sviftmont 9:

General Garafaele takes possession of thecity in the name of King Telemon andrenames it Rafielton. By now his legionshave conquered the whole region, and inplaces they even occupied the NorthernDarokinian borderlands. Now celebratingtheir victory, the Shadow Elves soon haveto start the hard task of rebuilding.Garafaele plans to destroy the woodenbuildings and Ironwood wallsurrounding the city, to replace themwith more familiar stone buildings and asolid stone wall.

1007 AC, Sviftmont 17:

In the square named after him, KingTelemon renames the conqueredCanolbarth Forest to Aengmor, after alegendary city they once inhabited, thenhe crowns his daughter, the PrincessTanadaleyo, as Governor of Aengmor.General Garafaele is named Warlord ofAengmor. In a long sermon Porphyrielannounces the prophecies of Rafiel havefinally been realized, the Shadow Elvesnow having a place upon the surfacewhere they can live under the sun amonggreen trees (or so they think). Meanwhilein their underground cities othershamans are preaching similar tales tothe entire Shadow Elf population.Everyone is joyous in victory. Theambitious Tanadaleyo has long dreamedof being Princess of Alfheim. Inconquering Alfheim Garafaele has finallysucceeded where his predecessors failed;gaining an exalted place in Shadow Elfhistory. Long coveting the CanolbarthForest, Telemon now has it, and without

help from the meddling shamans!!!Porphyriel is blissful because she canclaim the conquest of Alfheim is Rafiel’swill, thus strengthening her people’sfaith, which had waned after centuries ofprivations and unfulfilled promises.

The Shadow Elves enthusiastically welcomenew Crystal growth on the surface, and theeffects of existing crystals gradually becomestronger.

Engledoc’s spirit sees all that is happening,but cleverly turns his attention towards lowerAengmor; the Shadow Elves’ legendary city,hearing so many of the Shadow Elvesrekindle their hope of taking back theirancient city after the conquest of Alfheim.This ancient city, spoken of so highly, asbeing one of the other major promises Rafielseemed to have made. If rediscovered,perhaps Engledoc could entice the ShadowElves towards this ancient city, leavingAlfheim, to be reconquered.

1008 AC Spring:

As the spring thaw opens the mountainpasses, many of the elven clans ofAlfheim finally reach Karameikos. SeveralShadow Elves venture towards Glantricity, secretly followed by Engledoc.Through their ramblings he decipheredthey intended to investigate a rumorheard of an ancient city occupied byhumanoids hidden in the Broken Lands.

A mage named Angus McClintock, is givingunusual lectures at Glantri’s Great School ofMagic, about a society of civilizedhumanoids. He enthusiastically speaks oftheir ancient city named Oenkmar. Oenkmar,

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sounds all too familiar to ignore, seemingvery similar to Aengmor, for both Engledocand the Shadow Elves. The lecture, althoughinteresting, resolves nothing, causing theShadow Elves to prompt Angus for moreinformation. When cornered andintimidatingly questioned by the ShadowElves, Angus proves to be more than a matchfor the Shadow Elves, easily dispatchingthem. Now being more cautious, anduninterested in more “enthusiasts”, Angusteleports away. Engledoc touches the mageas he casts the spell, traveling with himunnoticed, swept up in the wake of the spell.After a few days of investigation, Engledocdiscovers this location must be the humanoidcity of Oenkmar. Venturing along the greatpyramid, he notices the all too familiardisguised shadow elves, studying the oldelvish runes and scriptures on the stones.The scriptures mention the city’s name beingAengmor, and tells of the days before theelves were forced to abandon the city, duesome great disaster. Engledoc then fadesthrough the surrounding rocks travelling tothe surface to locate the cities relativeposition. Once topside he finds severalpassages leading to the city below.

1009 AC Fall:

The second group of Alfheim elves leavesthe Northern Glantrian Mountains andenters the nation of Wendar. Rad, Rafiel,and Rathanos finish construction of theDoomsday weapon underneath Glantri.Immediately after hearing Thyatis hasconducted a peace treaty with Alphatia,Rad activates the device. Minutes later anenormous storm forms over theAlphatian capital city of Sundsvall.Spellcasters all over Mystara, quickly

discover all forms of magic no longerfunction. Across the world, members ofmagical races, such as elves, grow ill andlose their strength (ST -5). Then, afterhours of meteorological abuse,earthquakes begin rumbling across theAlphatian continent, and within the spanof a few hours, most of the continentsinks beneath the cold dark waters of theSea of Dawn. Magic does not return tothe world for a full week.

Thankfully, the Alfheim refugees havereplanted all Trees of Life in healthy ground,no longer needing magic to mask theirpresence. This effect lasts for a week,enabling the last Alfheim elves to reach theirbrethren. Talyn, adversely suffers from theeffects, her strength slowly falling. So frailnow, she nearly succumbs. Magic having allbut vanished, her only hope lay upon thehealing skills of the centaur’s herbalist. Talynstill thinks all of this has come about becauseof the Canolbarth’s corruption. Among theweakened Shadow Elves, feelings of doubttake root in the minds of many. This is a firstsign showing perhaps their actions wereflawed.

1010 AC Felmont 14:

An informal band of Rockhomeadventurers, are in a scrap withhumanoid forces in the Broken Lands,training their new members to fight,when one of them stumbles upon a caveopening. The dwarves go in after himand find a pure vein of gold, but thenencounter forces from the undergroundcity of Oenkmar. Secretly among them isthe ghost of Engledoc, trying to make alayout of the area. They escape with their

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lives, making a beeline for Rockhome,pursued by Engledoc. The dwarves haveindeed discovered gold in thesurrounding bedrock, which sparks adual invasion of dwarven soldiers andminers intent on destroying thehumanoid city,and the threat it poses tothe civilized world, and afterwardsstripping gold deposits from the BrokenLands.

Engledoc hopes this leads to the discovery ofAengmor, and if the Shadow Elves discoverthe Dwarves have occupied their fabled city,will send troops from the Canolbarth in anattempt to reclaim it. Thus leaving theCanolbarth less defended.

1010 AC Fyrmont 1:

Summer strikes hard in the new nation ofAengmor. Without Alfheim’s elvenweather magic, the area suffers a greatdrought. For the first time in many years,spring rainfall has been sparse. By thisdate, no rain has fallen in weeks. Theforest becomes arid and small tracts oftransformed Hometrees are beginning todie. Princess Tanadaleyo decides to senda diplomatic mission to the Elvencommunities of Norwold, apparentlybecause they have no ties with Alfheim,as far as the Shadow Elves know. Shouldthe mission fail, the diplomatic envoyswill have to return by way of Wendar andseek help there, even though Alfheimelves now inhabiting Wendar willnaturally seek to poison the Wendarianminds against the Shadow Elves.Aengmor is now forced to interact withforeigners as other nations do—withdiplomacy instead of just invasion.

Now fully recovered, Talyn sallies forth withher ragtag group of companions: Doak; oldTreant of the Emerlas; Chavas; femaleCentaur healer; Pratiwass; Pixy warrior;Shrepsy; Sprite sorceress; and Hesshrouu;sagacious Hsiao cleric. They begin a lengthywinding trek through the remains of theCanolbarth searching for clues. In theupcoming months they will slowly make acounterclockwise journey around theCanolbarth

1010 AC Ambyrmont 2:

Aengmor, laying entirely within theborders of Darokin, sends emissaries toappear before the rulers of Darokin. Theyassert Aengmor has extended its bordersover the sparsely occupied strip ofDarokin territory surrounding it, and givethe people of Darokin three months toevacuate all settlements within thisborderland—including the city ofSelenica. The Shadow Elves threaten ifthe leaders of Darokin refuse, they willblight every tree in Darokin, thenadapting their spells to blight grain cropsas well. Most unrealizing the ShadowElves demand is as hollow as Mystara; asthe spells used against Alfheim’s treeswere specifically tailored to affect themagically-enhanced oaks native to theCanolbarth forest.

1010 AC Sviftmont 5:

The party of Aengmorian emissariesreach Norwold and a small elvencommunity in the deep southern woods.The Shadow Elves recount the situationand ask for help in the development ofspells to save the Canolbarth.

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1010 AC Eirmont 21:

Darokin, having investigated Aengmor’sclaim, calls their bluff, saying that theyrefuse to abandon lands long belongingto Darokin, declaring borders will remainfixed. However; to their considerablesurprise, the Darokin diplomats extend ahand in friendship to the Shadow Elves,also reaffirming that the elves ofAengmor may conduct trade throughSelenica and all of Darokin. The ShadowElves are baffled by this entirelyreasonable attitude.

1011 AC Sviftmont 1:

Despite the initial promise of a wetspring, drought continues to plagueAengmor. Yet hope arrives fromNorwold, where elves have conductedmagical experiments to save the trees ofthe Canolbarth. Eager to test theirlaboured resolutions, the returning elvespromptly cast the new spells. Soon after,a fine mist moistens the forest, yet lastsonly a few minutes before the cloudsdisperse once more.

1012 AC Kaldmont:

The wood imps’, who established a courtin 1009 AC, have assembled every newmoon, engaging in violent orgies aroundtheir sacred Stalkbrow. Afterwards, theimps travel on spider mounts in ananarchic and carnivalesque procession toLolach-Lomod, formerly Dreamland. TheShadow Elves feel extremelyuncomfortable with the imps' chaoticlives. The imps simply reply that theirway is "the way of the wood". The

problem; however, is young ShadowElves are starting to emulate thisbehavior, leading highly scandalouslifestyles and frowning upon thedoctrines of Rafiel. The imps are slowlybecoming a real nuisance for to theShadow Elf elite. But since the bad magicpoints are stronger, the wood imps arebecoming quite powerful in Aengmor -and a crusade against them might not goas intended. Besides their spiders, theimps have other strong allies; includingthe evil Treant, Travestis whose patronNyx has set him on the path towardImmortality, and is in fact starting theprocess of populating the dead forestwith her own hordes of Evil Plants andFoul Folk. Among them; several Hags;Dark Dryads1, Feral Satyrs2 and severalRedcaps still haunting old Elven and fairybuildings and monuments. Additionally,Undead from the cursed province ofAvonleigh are found wandering into thecorrupted Canolbarth.

1012 AC Vatermont 15:

Engledoc finds a Shadow Elven scoutinggroup, and stealthily influencing their path of

1 Dark Dryads are the embodiment of deadtrees in Aengmor, being very pale and ghost-l ike; having a Dryad winter white, or greyhair . They are extremely solemn, a lmost sadbeings; their main weapon being their faminecurse, which they use to corrupt and destroyal l surrounding l i fe .2 Feral Satyrs are even more beast l ike thanFauns; having large horns, which gives thema demon-l ike appearance. Both Feral Satyrsand Dark Dryads wi l l be more thoroughlyexplained in the upcoming chapter of myMonster Manual Compi lat ion: Fairykin andWeefolk.

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movement leads them to a small outcroppingoverlooking Oenkmar.

One of them is sent away to carry thethrilling news to Tanadaleyo, RadiantPrincess of the Shadow Elves andgovernor of Aengmor. He speaks of thefabled city of Aengmor’s discovery,thought destroyed more than twenty-three centuries ago. Aengmor, now calledOenkmar, is currently inhabited byhorrible humanoids, and is presentlybesieged by the even more repulsivedwarves. Tanadaleyo consults with theRadiant general, both agreeing Aengmormust be reclaimed. Before the day’s end,messengers are dispatched to the City ofthe Stars, bringing King Telemon news ofthe discovery. Aengmor’s Shadow Elvesprepare for a holy war.

In the upcoming weeks, Dwarves followed byShadow Elves attack Oenkmar. The ShadowElves first attack, afterwards being repelledby the humanoids. Atzanteotl soon lostinterest in the occupying Humanoids placinghis interest in the more formidable ShadowElves, whom progressively forsake Rafiel infavor of the Dark Lord. Atzanteotl’s mostdevoted disciple is Xatapechtli, along withhis Shadow Elf spies the “FeatheredSerpents”. Most of whom have been quietlydiverting young Shadow Elves away fromRafiel.

1012 AC Ambyrmont 16:

The Shadow Elves break Oenkmar’sdefenses, driving the humanoids out, feelingno remorse or pity for the fleeing of thehumanoids. The humanoids having littlechance of escape, is no concern to them,

most being thrown from the battlements intothe lava pool below. This evil behavior in factis instigated by Xatapechtli and his“Feathered Serpents”,

Angus McClintock, realizing there isnothing he can do to stop thedestruction of his beloved city; fleesOenkmar and returns to Glantri.

1012 AC Sviftmont 1:

Kanafasti, royal wizard in the City of theStars, receives an unusual visitor in hismakeshift laboratory in Aengmor’sCitadel. Teleporting into the room whileKanafasti is alone, and before the ShadowElf wizard can cast any spells, the visitorholds up a weathered, wrinkled handand speaks the Shadow Elven word forpeace. Intrigued, Kanafasti beckons hisguest to have a seat, inviting him to statehis business. The visitor introduceshimself as Felestralor, a Shadow Elfwanderer sent away from the City of theStars nearly a century ago, and reveals acommunity of wanderers—nearly ahundred residents—have been living inOenkmar, and have much knowledge toshare with their Shadow Elf brethren.Managing to remain unnoticed amongthe humanoids with the use of magic anddisguise, old Shadow Elves not lookingmarkedly different from old humanoids.Felestralor reveals to Kanifasti they havesubstantial knowledge to share with theirShadow Elf brethren.

Dedicating themselves to learning asmuch as they could of the sacred city ofAengmor; their knowledge could proveinvaluable to Kanafasti—provided he

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dares to disobey the Immortal Rafiel’sprohibition concerning contact betweenwanderers and the general Shadow Elfpopulation. Kanafasti, himself a mere twoyears from becoming a wanderer,promises to do all he can to integrate thewanderers into Shadow Elven societyhere in Aengmor.

Unknown to Kanafasti all wanderers inOenkmar have in time discovered ancientteachings of Atzanteolt in the Great Pyramidof Aengmor and have forsaken the Faith ofRafiel. This is another step in Atzanteotl’sbold plan.

1012 AC Sviftmont 28:

Princess Tanadaleyo informs the foreignambassadors within Rafielton theShadow Elves have reclaimed thelegendary city of Aengmor, andaccordingly, the lower broken lands nowbelong to them as well. Tanadelyoassures the ambassadors, merchantcaravans shall be allowed to traverse thetrade routes through the broken lands, asthey always have—but any incursionsinto the lower broken lands, will be dealtwith most harshly. Dwarves in particular,will be attacked on sight if discovered inthe caves and passageways surroundingthe sacred city of Aengmor.

With Aengmor’s rediscovery, Xatapechtlilearns still more while exploring thesurrounding area, and continues hisdiabolical experiments in secrecy. In a shorttimespan Xatapechtli has become extremelypowerful, and is certain his rise is gift fromAtzanteotl.

1012 AC Eirmont 20:

Despite the Shadow Elf mages recentsuccesses with weather magic, thetwisted trees of Canolbarth continue tosicken and die. The Canolbarth’sperimeter is giving way to grasslands, andAengmor’s borders are rapidly shrinking.Princess Tanadaleyo has come to regretthe magic used to twist the trees ofCanolbarth into parodies of their formerselves. The twisted “blight oaks” do nothave the strength to resist drought.Shadow Elf immigrants have beendisillusioned by Canolbarth. Growing uphearing stories of how one day thebeautiful Canolbarth forest, with itsgreen-leaved trees dappled by sunlight,would belong to them, many now believethat dream seems as twisted as the treesthemselves.

1013 AC Spring:

The great influx of Shadow Elvencolonists has brought fierce resistance,the humanoids not being easily drivenfrom their territory. Shadow Elf warriorsfrequently patrol the undergroundpassageways, seeking out obstinatehumanoids. Combat has occurred on thesurface as well, for the Shadow Elves aredetermined to drive all humanoids fromthe Eastern Broken Lands.

Thousands of Hobgoblins and Orcs pour intothe northern Dwarfgate foothills and theEmerlas. This horde stumbles upon Trollsbereaved by the Dragon Kordarg’s slaying,with the ensuing encounter not endingpeaceably. The Trolls having already losttheir mighty leader, after attacking Dorneryll

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to strengthen their foothold, are pittedagainst the more organized Orcs in theregion. As a consequence, Orcs from Xorghear of their kin’s struggle with the Trolls,and join the battle. Assaulted from twosides, after a three week battle, the Trolls andtheir Gnollish allies are defeated andenslaved. Sparse few have fled toward theWestern Broken Lands.The Orcs; however,have also been greatly weakened, and mostbreak into smaller tribes, settling within theregion. The only humanoids truly benefitingfrom these events are the Bugbears in theeast, having not participated in any of thebattles. As such, they remain strong and

plunder the Western Canolbarth and theruins in the hills. The bugbears even beginemulating some elven military structure.Bartziluth’s Bugbear shamans reciteprophecies claiming greatness awaits hisfollowers.

Talyn is awakened by strange dreams onenight. Visions of an old familiar face, warmand trusting; Engledoc. No words arespoken, but Talyn feels the great sensation ofmutual trust and respect they once sharedwash over her, now knowing she is on theright path with her research.

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After having contemplated many scenarios torid the Canolbarth of the Shadow Elves, asidefrom sending numerous elven heroes intothe fray, Engledoc comes upon the idea toreawaken the Good Magic Points.Incorporeally, Engledoc has often travelledto Limbo. Observing similarities between theaffected regions in Limbo and theCanolbarth. Deeply analyzing thesecorrelations, he soon discovered the magicused to corrupt the Canolbarth had allowednegative energy from Limbo to leach throughmany small portals around the region.Engledoc traveled to these gates, findingeach was guarded by wights and wraiths,having alternate reflections existing in Limbo.1

Soon after approaching, the trappedidentities of the undead were stirred throughmagical triggers, immediately acting to locatethe intruder. Taking several hours and all hisspells, Engledoc nevertheless overpowers theundead minions. Severely weakened by theirenergy draining capabilities, he still managesto seal the gate. Traveling across Alfheim andLimbo, he salvages souls in Limbo and ghostsfrom the Prime Plane among Alfheim’s slainwarriors, banding them into an undead army.The cursed elves knowing to fail in thisobligation, would cause cessation of theirexistence. No afterlife, rebirth orreincarnation, only an endless nothing. Yetwith one notion they all agree. Engledoc’sarmy of haunts travels from one gate to thenext. Initially the victories come easily, butsoon after Atzanteotl discovers half thesmaller gates have already been closed byEngledoc’s forces, he summons morepowerful Nightstalkers and Nightwalkers

sentries to guard the most important gatesleading to the Magic Points.

1013 AC Sviftmont 23:

Princess Tanadaleyo invites certainAlfheim refugees to visit Rafielton todiscuss the future of Canolbarth Forest.The forest’s perimeter has recededseveral miles, leaving stark, twistedcorpses of the once-mighty oaks behind.The land is so parched, the merest sparkcould result in a roaring blaze, whichwould quickly consume the dead treesand underbrush. Over time, grassesblanket the blighted landscape. In thisway, the forest has lost ground, acre byacre, mile by mile. There are no signs ofthis trend slowing, let alone reversing,despite the best efforts of the ShadowElves and Elven mages from far-awayNorwold, answering the Shadow Elves’cry for help three years ago.

The Alfheim elves are shocked to see howeverything has changed. Gone are theelegant Home trees where they oncelived in. Alfheim town—now Rafielton—is unrecognizable. The magic the ShadowElves used to blight the great oaks hasrendered the forest nearly uninhabitable.Without the spells of weather change theGreat Canolbarth is dying.

1013 AC Winter:

Talyn and her unlikely party of heroes havealmost circled the entire Canolbarth,reaching the Magic Point of Ironbark.Instantly aware of the ground’s positive aura,Doak takes root, replenishing himself. Withintwo days, his brown leaves show the green

1 Limbo; As explained by Bruce Heard’sar t ic le on Undead in Dragon #180 and my“Monster Manual” compi lat ion book Undead .

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buds of new leaves. Talyn realizes the magicof nearby Ironbark is responsible; the MagicPoint still emanating powerful energy. Whenthey discover the small island of Ironbark, allplants seem to be young and rejuvenated.Together the party begins gathering clues,casting spells in order to understand thesource, which Ironbark rapidly absorbs. Themagical energy flowing somewhere else;where they do not know.

Engledoc’s army of souls discovers waves ofmagical light emanating through the greyskies of Limbo1, uncovering the first crucialmajor gate; the one linked to the Good MagicPoint of Ironbark. Over two-and-a-halfthousand elven souls approach thedefending pair of Nightwalkers, Wights,Wraiths and a solitary Nightstalker. The battleis turbulent, as spirits are obliterated, but theelves extinguished, “die” with a smile...howgreat their sacrifice…for a greater good.Their sacrifice had unforeseen consequences.Ironbark, being the most powerful magicpoint, created by strains of combat magicbecomes active….IN LIMBO!! From thismoment onward, all undead powers becomediminished. With each magical spell cast,each fallen Elven soul or even undeadessence the powers of Ironbark growstronger, as if feeding on the magic andenergy of perished souls. As the last enemyfalls, Ironbark’s power is so great it revealsall other magic points and smaller magicallocations. Engledoc then seals Ironbark’sgate. All the surviving Elven souls cheer. Over

the next thirty years, taking into account timemoves differently in Limbo, Engledoc’s armyfinds and closes the majority of the smallerdimensional ruptures leading into Limbo.

1013 AC Kaldmont 13:

Deep within the world's crust, Shadow Elfexplorers from the City of the Stars finallymake their way to the Hollow World'ssurface, eventually encountering theSchattenalfen.

1013 AC Kaldmont 16:

The Schattenalfen Queen converses withthese exploring Shadow Elves, learning agreat deal of history her race hasforgotten. She agrees to open diplomaticties with the City of Stars. Though thetwo divisions of the Shadow Elves do notlike or trust one another, both recognizethe ties that bind them— each realizing itmay learn from the other.

Xatapechtli has also travelled to theSchattenalfen Lands, secretly learning moreabout Atzanteotl, and the Shadow Elves’forgotten past shared with this Immortal.Xatapechtli relates this knowledge to hisFeathered Serpents. Slowly the Faith ofAtzanteotl gains a secret but strongerfoothold within Shadow Elven society. Rafiellearns of the attrition of his followers, yetassumes it is only a small number ofbelievers, deciding that at the moment, theCanolbarth takes precedence.1 Magic Light; This ef fect i s s imi lar to the

Northern Lights , or Aurora Boreal is .The l ightEngledoc sees is actual ly magic f rom Talynand her ragtag companions. Both heroicgroups are t ry ing to resolve the issue,unknowing of the other, yet s t i l l a iding theother through their own acts .

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1013 AC Eirmont 16:

A delegation of Alfheim refugees returnsto the Estate of Radlebb after negotiatingwith Princess Tanadaleyo in Rafielton,debating the fate of the CanolbarthForest. They announce the Shadow Elvesare contemplating a partnership to savethe Canolbarth from further destruction.

1018 AC, Vatermont 27:

Elven scholars, under the guidance of TalynGrunalf and her companions, studying theIronbark Magic Point notice new floralgrowth outside Ironbark's supposed bounds.This news creates a great sensation across thenation, as it is heralded as evidence theCanolbarth is recovering. Alone among the"Good" Magic Points in the Canolbarth,Ironbark has persisted despite the ShadowElf sorceries warping the forest. WithinIronbark’s borders, the forest has alwaysremained healthy and vibrant, evidence ofthe powerful magics originally creating theMagic Point in the first place. New growthoutside of its borders may be evidenceIronbark is expanding its range of influence,or is simply working in conjunction with theTrees of Life’s restoration and the Chamberof the Spheres to revitalise the forest. Eitherway, it is good news. This is actually the sameinstant as Engledoc’s victory in Limbo andthe gate’s closure1.

1018 AC, Fyrmont 8:

In a remaining healthy thicket of trees, usingcombined magics and gained knowledge,Grunalf treekeepers under Talyn’s

supervision and Shadowelf shamans attemptto reactivate the Dreamland Magic Point westof Shieldtree. With the discovery of newgrowth around Ironbark, a theory wasadvanced that restoring the Canolbarth’sGood Magic Points might be a meanstowards further restoration of the forest.Alfheim treekeepers together with ShadowElf shamans, secretly using magic developedin the Chamber of the Spheres, workedtogether to bring about this end. TheDreamland’s restoration is heralded as atriumph of the diplomatic efforts betweenthe two elven races, as well as an omen theCanolbarth can be restored to its formerglory. However; how long this may take isanyone's guess, as the damage already doneis extensive. The Forest has receded manymiles, and with it the borders of Aengmor.

Engledoc soon discovers the correspondingspot in Limbo of the Dreamland Magic Point,due to the various magic pouring in from thePrime Plane. Shining like a beacon, it attractsthe soul army. The Nightwalkers presentnotice the bright light during the battle hasattracted creatures from beyond...fromsomewhere they would never reach. SeveralArchons enter the battlefield, attracted by theoverwhelming grace and sacrifice of thebattling souls. The released energy was sopure, the Archons became fascinated,astounded what was actually taking place,and entered the fray. With the aid of theirawesome might, Atzanteotl’s forces areobliterated; and while Engledoc closes thegate, the power flows straight intoDreamland.

1 This image depicts Engledoc in his ghosts tate.

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1020 AC:

The Borders have now regressed further still,yet new forest bloomed in the westernCanolbarth around the Good Magic Point ofIronbark. Dreamland also fosters newgrowth, yet it is too undeveloped to accountfor all the Shadow Elves needs and wants.Centaurs quickly retake Dreamland, andPrincess Tanadaleyo does not challenge theirclaim. Better a friendly folk there more adeptthan the Shadow Elves to reignite the forest,than the wood imps and undead previouslyruling Lolach-Lomod (Dreamland). It nowseems possible the Canolbarth can be saved,but will forever be transformed. Fungalspores; inadvertently transported by the

Shadow Elves from the depths, have takenroot in many locations over the Canolbarth,with a multitude of different appearances.The dead darkened forest is sporadicallybroken by Fungal Forest and near the riversby fungal swamps. Despite new growth in theWest, the Canolbarth is only roughly onethird of its previous extent. Rafielton andWizards Glen now open upon the StreelPlain across the border. It will take severaldecades, or even centuries, for theCanolbarth to become as large and imposingas before.

At this stage, many Shadow Elves return totheir underground world. They are ashamedof failures on the surface, thwarted by their

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very own magic. Others travel to thelegendary city of Aengmor, soon realizingthey have more freedom to do as they wish.Worship of Rafiel is dwindling in this region,replaced by the idolization of Atzanteotl.Rafiel is aware of this development, but isunable to act directly against Atzanteotl, yetfor all his efforts nothing seems to change.Trying to subversively return his followers tothe fold, many instead feel Rafiel has brokenpromises, and continue to worshipAtzanteotl. This is Atzanteotl’s third majorstroke against his foes and rivals duringWrath of the Immortals. The first beingagainst Ilsundal, by taking over the

Canolbarth; then indirectly targeting Rad;and finally Rafiel, now betrayed and robbedof followers.

Now in his prime, Xatapechtli continuescarrying out diabolical experiments. Hisofferings to Atzanteotl eventually reveal theexistence of “Merging Scrolls” hidden inGlantri, and he sets out to acquire them.Xatapechtli; however, is increasingly leery ofAtzanteotl’s patronage.

Darokin has begun annexing lost territory inthe west, such as Callair; and east, includingHobart, Selenica, and Avonleigh; turning the

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new acquisitions into farmland in order togrow crops or provide pasture. FeedingDarokin’s burgeoning population andfurther strengthening their growing marketposition. Weather patterns seemingly returnto normal; however, the northern half of theformer Canolbarth and mountain foothillsremain as dry as the time before the elvesarrival in 800 BC.

Halflings from the Five Shires, with the helpof industrious Gnomes, devised a techniqueto pulverize the enormous lumber, mixing inalkaline minerals and selling it as an effectivefertilizer. The deadfall and timber alreadybeing harvested will supply merchants andbuilders for a generation. The price of woodhas now fallen below half of what is wasbefore the war.

1100 AC AND BEYOND:

Several decades after Alfheim’s desecration,conditions in the Canolbarth andsurrounding area have improved for bothAlfheim and Darokin. Good Magic Points inthe west have expanded the regionsregrowth; and new Home Trees, albeit muchsmaller and younger, have sprung. Due tosufficient runoff from the Southernmountains, and copious amounts of Hinfertilizer; Alfheim Elves, in conjunction withthe Darokin population, replant onceforested areas, and the region is slowlyreforested. The Province of New Alfheim;encompassing Dolos, Farstead, Comaille, andNorthern Illefarn; has the densest region offorest regrowth and is populated by Fairykinand returning Alfheim Elves. Sentinel andHometree growth and expansion is slow, and

more time must pass before the Canolbarthreturns to its former glory.

An alarming situation arises in 1115 AC.Water in subterranean Shadow Elventerritories slowly diminishes. Undergroundrivers dry up for the first time, and lakesgreatly recede. Fungal harvests are meagreand food shortages become commonplace.The Grand Wizard discovers the waterseeping through the overlying crust takesdecades before reaching the depths. Sincedrought occurred on the surface, less waterhas percolated through the earth. With thenew rains, water on the surface isprogressively absorbed by the soil, andutilized by the growing trees, though mightrequire decades before the aquifer’s normallevels are restored. So it appears over time,Atzanteotl’s spell of Devastation spell alsoharmed the Shadow Elves. Most unaware itwas a power granted by Atzanteotl, manymore Shadow Elves reject Rafiel’s teachingsholding him responsible, travelling beneaththe Broken Lands were plentiful watersupplies exist. Converting to a more chaoticlifestyle under the Doctrines of their newImmortal.

Interaction between Shadow Elves factions isemerging along three paths. Some bonds arebroken, others strained or altered, whileothers remain firmly in place. Whether bydivisions of clan, family or holding; ShadowElves revering Rafiel come to associate withone another, while those worshipingAtzanteotl drift farther away. Ties betweenDarokinians and returning Alfheim Elves isstronger than anticipated with Shadow Elffollowers of Rafiel. Despite Immortalaffiliation three groups of Shadow Elvesarise.

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The first group consists of the sparse ShadowElves who remain on the Surface. Living inthe darker regions of the Old Canolbarth;they continue having problems adapting. Thedarker abodes of the corrupted Canolbarthare still shrinking, and sun rays harmful tothe Shadow Elves penetrate the forestcanopy, the baneful sunlight even fallingupon Rafielton. Despite these setbacks, thefirst children born to common elves andshadow elf mixed parents appear; losingtheir their pale skin and facial markings tothe sun. Overcoming these vulnerabilities,these young elves are able to adapt moreeasily. This group is slowly incorporated intothe Alfheim Clans and Families; their Shadow

Elven clans eventually vanishing. Faith inRafiel is shaken, as Shadow Elves questionwhether they were apparently abandoned, orfinally guided by Rafiel to this long desiredparadise. Religious and political debateensues, mostly stirred by followers ofAtzanteotl.

The larger second group, is comprised of themajority of Shadow Elves returning to thesubterranean realms. Calling themselvesDeep Elves to further distinguish them fromthe dark Shadow Elves and Fair Elves. Thisfaction preserves the traditions practicedover the last centuries. Their numbers;however, are greatly diminished. About ten

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percent having died in the war and itsaftermath, while nearly twenty percentrelocated to the surface; and finally, roughlythirty-five percent travel to the Aengmorregion, taking up the beliefs of the temple.The original Shadow Elf Clans remain inthese locations, although lower in number.

This third group of Shadow Elves havedeveloped a somewhat different appearancefrom known Shadow Elves; their skin turningdarker instead of pale, and their hair almostwhite. These changes are due to influencesof diet, behavior, environment and magic.Both natural magic and Atzanteotl’s strainsover the region. Living in the former easternsubterranean Broken Lands, primarilycentered around the temple of Aengmor,these Shadow Elves follow Atzanteotl, mostbeing reasonably young. Formerly followersof Rafiel, they became greatly disillusionedwith the failures of the Canolbarth, andRafiel’s seemingly strict doctrines. None bearthe familiar purple marks of the Shaman, andthose turning away from Rafiel, and oncedisplaying these blemishes, notice thesemarks slowly fade.

Losing most terrain altering skills and magic,they live as humanoids once did in the area.These “Dark Elves”, as they come to beknown, still harbor great animosity towardall surface dwellers, yet consciously acceptthe companionship of evil races. Evenmonsters, such as Xrathpack the Beholder,come to dwell in their midst; of course underDark Elf rule. These Dark Elves slowlybecome stronger, developing superiorabilities. The neighbouring Dwarves dubbedthem: “Drow”, stating they are “Worse thanan elf, or an inferior Humanoid; evensorrier than a Shadow Elf”.

Most Dark Elves slowly turn toward Evil,though they certainly do not consider it so;claiming retribution, equality, and rights, forpast misdeeds aimed at them. No Shadow Elfclans remain among them, all joining the“new clan” of...the Dark Elves.

Fenfolk revolt in Fenhold, in 1119 AC. Theirheritage becoming known to them afteradventurers succeeded in enteringDovestone Tower in the Cruth Mountains.1

With greater than foreseen forces, they takehold of Fenhold. Soon their reign extends toAlleybrook. This minor political upheavalforced human communities in the region toband together with elves, despite mutualreservations, as ordered by the Fenfolk. Thisaction is a prelude to eastward expansion ofNew Canolbarth. The New Fenhold Forest,never held Hometrees, yet elves used magicto rapidly alter the area into a more suitablehabitat; one where Hometrees might laterprosper.

Around Selenica, residents have transformedthe cursed province of Avonleigh into a newwooded region with the Alfheim elves aid.An attempt to transform the region in orderto act as a deterrent towards undead. Theendeavor is a partial success, as undeaddisperse over a greater region and havelesser impact on surroundingcommunities.Many fallen Hometrees still liearound, and while the fungal forest has takenroot on more locations, the old Canolbarth isstill shrinking. The magic used to recreatethe forest's water resources failed so far, and

1 Dovestone Tower ; This area, and otherFenhold locat ions, wi l l be revealed on the 1mile hex Canolbarth Forest Map, comingsoon to The Piazza & Vaul ts of Pandius. Seealso footnote Hal f -Elves.

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most water is gone deep within theunderground.

The link between negative forces in theregion is now becoming clearer. Ravaginghumanoid warbands in the North continuallyplunder, preventing economic growth.Several renegade Dragons attack Shadow Elfvillages, and Evil Fairies between Stalkbrowand Dragontree further disrupt the region.Shadow Elves renouncing Rafiel’s teachings,destabilize the religious foundations of theShadow Elf Clans.

In the winter of 1121 AC, Xatapechtlibecomes engrossed with his experiments.His ambition is to eventually exterminate allnot obeying Atzanteotl’s creed. Failing toconvert Carmina Daefiel, a captured ShadowElf Follower of Rafiel, he then decides to useher in his evil experiments. Using themerging effect learned earlier, he attempts tomeld this obstinate elf with a wolf spider in amore pliable mindstate. The extremelypainful transformation lasts at least twelvehours, with the outcome being somewhatunexpected; a partial union of two species.Similar in appearance to Manscorpions,having the Torso and upper body of theoriginal Elf, yet the lower body replaced withthe abdomen and legs of of an immensespider. Carmina seemingly retains her genderand personality after the transformation, andacquired a poisonous bite and a strongdevotion to her creator. Her dietary systemchanged into a carnivorous one, her digestivesaliva liquefying flesh to consume. Her dietconsists now primarily of Demihumans,Humanoids, Humans or animals and Insectsin times of scarcity.

This ritual, however, alters Xatapechtli aswell. Atzanteotl, pleased with his subject’sdevotion, feels Xatapechtli’s latest evil deedis proof enough. Summoning Xatapechtli’sbodily essence, Atzanteotl transformsXatapechtli into a superior female ideal ofthis new race, and a reminder of his power.Atzanteotl “gifts” Xatapechtli with the nameLolth, a title now revered by Dark Elves ofAengmor and the Broken Lands.

Lolth directly starts to achieve a hold overher disciples, showering them with all thetreasure she collected as Xatapechtli. Whichcontains millions in riches, and a multitudeof magical devices. Lolth, no longer needingthese material possessions, feels their bestuse is bestowing these resources untofollowers, strengthen the faith.

Within a few decades, Atzanteotl withdrawsfrom active coercion and plotting, thoughremaining acknowledged and respected, andLolth ascends to his role. With her creations,these “Driders” (Spider + Drow = Drider)will become the fifth and final stem ofShadow Elves. Hollow World Schattenalfenbeing the fourth. Lolth creates Driders fromfollowers deemed weak of devotion. Thefear of this punishment makes her controlabsolute. Even Dark Elves dislike and fearDriders, despite cohabitation.

Over the next years in Limbo, effects of theGreat Battle of Souls fought by Engledocbecome clear. With the combined efforts ofAlfheim elves, Shadow Elves and Fairies; theMagic points of Dewdrop and Turnclawbecome cleansed of their former taint1.

1 Magic Points; Dewdrop, sanct i f ied in theSpring of 1115 AC, now creates mois ture inthe form of low thin fog for nearby Fungi .

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Finally with the help of Raspaert the GoldDragon, returning after decades in exile, theyeven alter the Bad Magic Point ofDragontree, now linked to the LawfulDraconic Plane of Diamond instead of theDraconic Plane of Chaos, Pearl; in the Winterof 1149 AC. Thus Dragontree becomes aGood Magic Point.

1140 - 1199 AC:

The New Canolbarth is now a continuingwork of progress between Alfheim Elves andDarokinians; and as many of the Deep Elveshave lost interest in the outer world, theyrefrain from obstructing the forest’s rebirth.First and foremost because they havediscovered most of the underground wateroriginated in the Canolbarth, and because oftheir past deeds even vast undergroundresources are now rapidly diminishing. Sothe Deep Elves decide to remain absent, andby their actions, actually promote regrowth.Unknown to the Alfheim Elves andDarokinians, Deep Elves use their groundmagics to nourish the soil, harkening theforest’s revival, as retribution.

Fungal growth in all its variety becomes anormal occurrence within the greater partsof the New Canolbarth. These fungi originatein the Shadow Elves’ underground realm,and with resident moisture they havereplaced the dead trees where they oncegrew, filling an important niche in theecosystem. Altered Hometrees still remain inexistence. These heavily shaded areas willbecome home to the Shadow Elves deciding

Turnclaw, pur i f ied in the Summer of 1128AC, funct ions as i f unchanged.

Drider1

Biological construct

These strange creatures have the Head andtorso of a Dark Elf and the legs and lowerbody of a huge spider. They are created byLolth the new Dark Elf Immortal.

When a Dark Elf of above-average abilityreaches 6th level, the goddess may put himor her through a special test. those that failbecome driders. Priests of 8th and magesof 11th level or higher never fail the test.

All Driders are capable of casting the spellsof a Normal; Dark Elf, and retain themagical or Clerical abilities they possessedbefore the transformation. 40% wereClerics of 6th level, 20% of 7th level, 20%were 6th level mages, 10% of 7th level, 5%of 8th level and 5% of 9th or 10th level.Drider (and Dark Elf) Clerics are grantedspell-like abilities by Lolth Clairvoyance,Detect Lie, Charm person, and DispelMagic once a day.

Combat:They fight with swords or axes or bows,and retain any weapon mastery (which mayeven be increased by self-training only).

They can also bite with their fanged mouthfor 1d4 damage and inject a poison. (Savevs poison at -2 or paralysis occurs for10+1d10 minutes (10 minutes =1 Turn, 1minute =6 rounds). If the save issuccessful it causes 1d10 minutesnumbness resulting in a initiative penaltyof 1.

1 See this ar t ic le at the Forgotten RealmsWiki and this ar t ic le on Wikipedia forimages of a Drider.

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Climate/ Terrain: Subterranean Caves and Cities

Frequency: Very Rare

Organization: Solitary or Bands

Activity Cycle: Above ground Night only (they suffer double sun damage as anyShadow Elf.)

Diet: Any meat, but liquified meat or blood preferred

Abilities: As normal Dark Elves ST+1, IN/WI unaffected, DX-2, CO+3, CH-5(3-18 max)

Size: L 9' tall 4-5' wide, 8' long , legs can span 15’

AL : Chaotic (Evil)

NA: 1 or 1d4

Armour Class: 3

Armor Value 3 on insect body/legs else 0 or by armor worn

MV: 120’/40’, on web 50%

HD: 1 HD / Level

HP: 1d8+1 / Level

THAC0: As per dark elf mage or priest level +2

ATT: 1 weapon or 1 bite

Damage: by weapon or 1d4+special

Special Attacks: Paralyzing Poison (1*) Spells (1*/2 spell levels able to cast)

Special Defences: nil

Magic Resistance: 15%

Treasure: Sx2, U, + 1d3 Dark Elf weapons (may be magic), 1 HolyBook+Symbol or 1 Spellbook. 15% top half of a Dark Elf Armor(may be magical).

Morale: 10

XP Mages: 6th*** level 1250, 7th*** level 1650

XP Priest: 6th*** level 1250, 7th*** level 1650, 8th*** level 2300, 9th***Level 3000, 10th**** level 3700

DriderBiological construct

The Fall and Rise of the Canolbarth

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to reside on the surface, and protects themfrom the harsh sun.

The Canolbarth has also overgrown thesouthern Darokin borderlands north ofKarameikos. The northern borderlandsremain dry, only irrigated by several seasonalcreeks and rivers, and nearly bare of forestand scrubland, becoming a regionundesirable to most. In effect, theCanolbarth Forest shifts southward to restagainst the Cruth Mountains betweenDarokin, Karameikos, and the Five Shires.This has forced Darokin citizens and Elves to

work together on a completely differentlevel, though seen as mutual cooperationuntil now, will establish distinct relationshipsin the future.

The Pale Elves rely now on magic fungalpotions (made from surface fungi thatbasked in the sun) to prevent damage fromthe sun1, but the children born from Alfheimand Shadow elf parents seem to lose this

1 Sunlight; The or ig inal , painful , way ofadaptat ion to sunl ight and any s ide ef fectsare extensively explained in Gazet teer 13The Shadow Elves, page 52.

Society;Because they've failed their goddess's test ,they are outcasts from the dark elfcommunities. As thus they are usually foundalone or with 2d6 huge spiders of anykind(10% chance). They still feelresponsible for their failure and keep nearthe Dark Elves and help where they can.They are violent, aggressive creatures thatfavor blood over all types of food (likespiders) they stalk their victims tirelessly,waiting for the right chance to strike.

Sometimes they are placed in temples,burial grounds or enclosed dungeons withvaluables as guards as their final task, thedon't want to fail again. Then their moralethen will be 11 instead a normal 10.

Driders as being biological constructs,created solely by Atzanteotl’s ImmortalCurse, do not reproduce (they simply lackthe necessary organs), however, as beingoriginally Shadow Elven, they may have the

desire to do so. They have a Shadow Elveslifespan.

They are able to produce a thick white-bleuish or grey ( latter only by males)webbing, which is only used in creatingpathways (over chasms etc), orstrengthening unstable constructions.Unlike normal web, it can’t be used toentrap a prey within, as it quickly loses itsstickiness, but is strong enough to supportweight. It can be harvested, and used tomake silk ropes of, or silk fabric. This silkcan’t be colored (except by a color spell)and is very coarse or rough, so not likely tobe used in clothing. Even Driders knowtheir web has no other use. It can’t betossed or thrown, but once stuck to asurface it will bond until washed withalcohol. If they want to use it as a bridge,they must find a way to the other sidethemselves first, dragging the web behindthem. This web is as durable as commonnylon (several months to years dependingon use/circumstances).

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weakness. The continuous use of thesefungal potions has also a strange side effect;the duration of effect becomes longer witheach use of the potion. Maybe in time, thePale Elves won’t need any potions or onlyonce in a long timespan. The future will tell.

1146 AC+:

The Soul Army of Engledoc greatlydiminished, each gate became harder toconquer than the one before, and less andless elven souls were available. Engledocaccepted now all lawful souls, even Dwarves,who were willing to perish ultimately for the

greater good. But his number grew less andless, and any progress came slower andharder with greater losses.

The Orcs of Xorg in the North saw thesuccess of the combined efforts of the Elvesand decided they wanted to have their ownMagic Point. Some Half-Orcs who lived withthe Elves in former Alfheim city knew of thelocations of some magic points; even nowthey are collapsed. All the prisoners they hadcaptured and enslaved, and their offspring(since spring 1013 AC), were gathered, andhorrifying sacrificial rituals combined withShaman and Wokani magic were poured into

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the formerly good magical pointShadowdown (one of the Initial magic pointsfrom the primal creation of the Canolbarth.)

In the meantime in Limbo Engledoc becameattracted to the signs of incoming magic. Hediscovered another large Gate connected toan unknown Magic Point in Limbo. With hisdecreased army he began another part of hiseternal battle. (Time is way different inLimbo, decades here are centuries there).But soon something went awfully wrong,while battling the final guards ofShadowdown, souls from different creatures,mostly humanoids, and a lot of blood anddarkness began pouring in. Within thetendrils of darkness, wading in creepingblood thousands of sacrificed lives came inlike a wave of souls. As yet new and unawareof their location and situation, Engledocsucceeded in slaying these new souls withless difficulty than the familiar guards. Hesucceeded to close down this gate and asthus reactivated the Magic point in the PrimePlane, but the work of the humanoids in thePrime Plane turned its influence to evil.1

Maybe the humanoids also succeeded intheir goal, due to the continuous balancethat the forest needs to remain active. Butthis will remain unknown to the Elves,humanoids and even to Engledoc.

1165 AC+:

The Northern part of the area remains dry,only moistened by several seasonal creeksand rivers. Being almost bare of forest andother growth, it became a region undesiredby most. Humanoids (Especially the Orcs

from Xorg, and from the former Brokenlands), but also Kobolds and Ogres,dominate the region. The Goblins haveretreated north into the mountains, and theBugbears went East where they werewelcome by a new bugbear regime under apowerful and clever Bugbear King namedPurs. Purs was very intelligent and used allhis wits to investigate the Ruins of Feador.He came forth with a multitude of formerelven magical items. Their use still unknown,his shamans of Bartziluth commencedinvestigations. Purs was an experiencehumanoid hero. With skills trained by hisfather and grandfather from the era Tharruled the Broken Lands he had becomegreat. He had a wife and since recently a son.The small teddy bear-like creature suckled onthe teet of his mother. Purs saw the glint ofpower and will within the dark eyes. He wascontent. Ushurpurs was the young one’sname.

1190 AC, Spring:

At the former Magic Point of Glowtree severalfairies convened reintroducing foreignbioluminescent plants and several coloniesof flitterlings. Even the nearby still activenegative Magic Point Thornbush and itsresident Imps were completely unaware. Theold Treant Doak from the Emerlas hadsummoned the fairies, together with Raspaertand all druids and Talyn Grunalf and all ofthe other elven Treekeepers of the formerCanolbarth who survived. He said somethingspecial was going to be happening.

Engledoc, slowly weakened by the centuriesof battle, wandered with the remains of hisarmy through Limbo, in search of yet anothergate to close..

1 Shadowdown area; This made the areamore or less resemble the Dead Forest asseen in this i l lus t rat ion on the web.

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Doak and the fairies began singing anenchanting fairy song. The elves (notunknowing of fairy ways) wondered why, butstepped in. The human druids started tohum like a bumblebee. Raspaert summoneda powerful Dragon magical aura or energy.The soft yet beautiful orchestra of fairypower and music became audible all over theCanolbarth. Some Orcs in the north gotgoosebumps; “Not a nice day to be outside”,was their saying.

Engledoc wondered when he would finallyfind resolution in their quest for eternal restfor him and the accompanying souls,suddenly they all hear a beautiful song.Maybe again a sign to another gate, they allprepared for battle, even though they wereweary and weak. When arriving at thelocation they could see three Nightwalkers,three Nightstalkers, and 4 Nightwings with alarge army of Wights and Wraiths who weredistraught by the sensitive sounds and thelight beckoning from the gate.

Several Wraiths entered the gate into thePrime Plane, only to be turned by the clericalpowers of the few Elven clerics within thesinging group.

Engledoc somehow knew this would be hisfinal fight. His last soul-points thrived andthrobbed within his almost empty shell. Yetstill they grabbed their weapons of memoryand entered the fray. The song became moreand more powerful, and gave a warm feeling,something welcoming in the cold ofLimbo.Then suddenly the sky opened and agolden light descended from the heavens.. Alarge beautiful Elven lady stepped from it,her appearance shredded the undead withfear, and her great power of Awe easily

dispelled more. Several winged humanoidsfollowed in her path, armed to the teeth. Thebattle was short and strong. Within thevapors of dispersing undead souls, shestepped forward towards Engledoc andstretched out a welcoming hand. No wordwas said, and if there would be one, it couldnever been understood due to theoverpowering musical song emanating fromthe portal. Engledoc looked at the familiarhand of Ilsundal1 and turned away, firstmoving towards the gate to close it. TheMusic echoing still while the magical gatecollapsed and the glowing lady smiled; Shewas right...her choice was good. She directedher hand again towards Engledoc. Weak hedislodged his iron Gauntlet and settled hissmall and tender fingers upon the gianthand. With the familiar smile she beckoned

1 Immortals; They normal ly occupysturdy, but unique, mater ia l forms designedfor convenience, fami l iar i ty, and pragmaticut i l i ty . Though these forms are technical lymorta l , they are extremely durable, and arereferred to as normal forms. Such a form canimitate the character ' s morta l form in shape,but the f lesh has been replaced with asturdier form. The immorta l can make hismanifestat ion form look l ike anything. Mostimmorta ls choose one or two speci f icappearances for their Manifes tat ion forms.Often guided by great happenings in theirImmorta l exis tence. A Major Str ike thus canresul t in the change of the Immorta lsappearance. Not only is this psychologicalbut even Immorta ls use impress ion,appearance, react ion and non-verbalcommunicat ion as generated by the currentform in their decis ion. I l sundal suf fered aMajor Stroke on Ambyrmont 28 1007 AC byAtzanteot l , and now tends to f ind ways toadapt, to change and renew growth.Especia l ly for I l sundal who is a chaot icEnergy Immorta l , change is good. He (nowShe) thinks a new appearance wi l l igni te newreact ions and thus growth.

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the other hero souls to do the same. Then alight, and Limbo was gone. Engledoc openedhis eyes. The world now full of nature, treesand animals. He saw his company, now allbearing huge swanlike wings on theirshoulders. “You have done well, Engledoc,Elven Angel Hero, now first it is time to rest”.He shrugged his shoulders, closed his wingsand fell asleep. Glowtree was reactivated.

1195 AC, Winter:

In the Hills around Feador, the powerfulBugbear King Purs perished from Old age.His son Ushurpurs, now himself anexperienced soldier in the Bugbear army,took over and raised his personal KingdomUshurpurs in his own name. All the formermagic of the Feador elves were now his kindto use. Among these were many potions oflongevity, ...nobody knew at that momenthow long Ushurpurs would be able to rule.

1200 - 1250 AC:

1200-1250 AC+:

The DDC and the two Elven groupsconvened in 1202 AC. After a relatively shortdebate they all decided to adopt the Elvenregion within the Borders, politics andcommerce of Darokin. Mutual benefits for allof them have driven the Elves and humans tomake this important decision.

The Canolbarth has regrown in thesedecades. The trees tower along the southernCruth Mountains, and on some places thetop branches can even be seen between thespires of the mountain chain fromKarameikos and the Five Shires. The weather

patterns are full with rain again, except forthe northern part of Darokin. The cold windsrolling down the Dwarfgate Mountains blowsall moisture southwards to the CruthMountains, where it combines in massiverain clouds.

The elves and humans now share the sameland, the same profits and laws. althoughsome difference still exist, and sometimeseven give problems, elves and humans arenow equal to each other.They more oftenlive together or near the other, sharing ortrading, and even forming relations. Ilsundalnow again enables them to gain mixedoffspring.1

1 Half-Elves; As according the Rulebooksno Hal f -Elves exis t . But according theSavage Coast rules ( Immorta l inf luence) andthe ment ioning of mixed e l f -human re lat ionsin Gaz 7, they do exis t . Thus the rule usedthere must a lso be here; I l sundal decides toal low Hal f -Elves to be, no more individual ly,but now on her whole race, us ing the samemagic. The secret of the Fenfolk i s thatthey are a l l part ia l ly Elven, in ef fect Hal f -Elves. Due to generat ions no fur therintermingl ing with non-Fenfolk the samegenes s t i l l run through their bodies. They areal l descendants of the f i rs t El f -Doulakkiintermixing, but re jected by both cul tures atthat t ime, forced to retreat in the mostunwanted region at that t ime; the Fens.Several c lashes, and wars depr ived them ofcul tura l and mental growth, and af tercentur ies they forgot their own past . Theirruins are feeble reminders of a past hated bymen, misunderstood by Elves, moments ofresolut ion and cul tura l growth. CurrentFenfolk look a lmost human, but are smal lerand thinner, a lmost f ra i l , and l ive roughly25% longer than humans. They have almostno e lven features, i f so, then only minor. Inef fect they fur ther fo l low the same gamerules as other Hal f -Elves, except what isg iven here.

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The internal path and Treepaths have beenrestored and connect the several towns.Typically many of these paths go up throughthe trees, while in the regions with fungi andlower structures, these follow over theground, and sometimes even tunnel shortdistances (especially near Ainsu andDesnae.). The nation changed the Ruins ofMealidor into a strong fortress to protect theregion from humanoid incursions from theNorth.

The Elven city Elleromyr came to be attachedto the Darokin road network, and now has a(4 horses abreast) cobblestone road toCorunglain., just as the former Elven capital,which has a cobblestone road of 6 horsesabreast. The road passes the old Minti Melon

monument ruins, which are now to berestored as a monument of friendshipbetween humans and elves of all Canolbarth.

The Darokin Province Calair became a muchlarger region, with great produce (probablystarted by the very fertile ground, what wasformerly elven woods). Many farmersrelocated to this province when theCanolbarth absorbed their former lands. Theonly remembrance of the old Canolbarth is asingle untainted huge Hometree in the areaformerly known as Parth Teu’kelytka (Elvenfor; “Moonhorse Fields”). The elvesrequested to leave this 8 mile wide fieldencircled by four henges as it is for thislegendary creature, which the new residentsof the area readily accepted.

Treepaths;

Many Elven trails and roads are not locatedon the ground. These 10’-30’ wide paths areoften several hundreds of feet above theground. Several branches of Hometreeswere (and again will be) shaped in such away that passage from one to the otherHometree can be made with relative ease.Sometimes they even the reach to the top ofhills, where they can get accessed easily.Otherwise, there are wide walkways circlingthe stems of the Hometrees enabling to getto the interconnecting treepath branches.These branches can even be traversed bycarts, but only with the use of Elven Horsesor Moonhorses (Both having a naturalTreewalking ability. Further informationabout these creatures see Monster ManualCompilation chapter “Animals”. Rarely havethese paths railings, except when having asteep angle, stairway or attached settlement.

These railing tend to be highly decorative,and often bridge over the whole path.Bioluminescent lanterns (with hoods ifneed be) guide the way. Where there are nointerconnecting branches, sturdy wide rope-bridges do exist to continue the Treepath.All in all it will be somewhat like this1.

Treepath traversing need a Treewalking skillevery mile covered (or a dex check at-5).Failure means a minor mistake; roll again;failure means a serious fall, roll again;failure means fall down. Elves, and otherForest creatures get a +2 on this roll. Usageof carts give a penalty of -3, but cumulativeif failed for each next roll. Carts withoutspiked wheels give a penalty of -5 instead.

1 See this web address and this webaddress for images of Treepaths.

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The province of Inlashar became a borderregion, when the old towers were restoredgiving enough protection from the humanoidincursions in the north. The main road toCorunglain now fully installed, being insteadimproved remains of the ancient Urudtaitrail. A 6 horses abreast cobble-, andflagstone road it now has become.

The southern provinces; Dolos, Fenhold,Nemis, Cruth, Comeille have changedsignificantly. Some borders were rearranged,mostly under command of the borders of theCanolbarth itself, some lands were given tobordering provinces, some were taken. Theyare now separate provinces, no moreborderland, within the new province ofAlfheim. A stable fusion of Elven and humanresidents, they changed and grew, also dueto the great benefit from the widened road (8horses abreast) and Dwarven Train throughthe area. Fenhold is now an open Prince,where especially Half-Elves are welcomed. Itsborders became greater than before theirrevolt.

The provinces; Farstead, Alleybrook, andCanolbarth Borderlands, ceased to be. TheProvince of Alleybrook became part of theProvince of Cruth.

The formerly cursed province of Avonleigh,became part of the Province of Selenica orthe Great Province of Alfheim. The Provinceof Hobart, also became part of Selenica,mostly due to the importance of the DwarvenTrain.

The Provinces Northmark and Eraeda onlylost some miles of land, but gained morewater flows.

The Province of Eastwind is completelyovergrown by the new Canolbarth. Manyhumans left decades, almost centuries,earlier out of fear of the Shadow Elves, butmany more leave now the forest takes over.The hamlets and villages had a new precept;“Clear the new trees on the land and keepdoing it, for if you do not, the forest willtake your land, and you have to adapt or

leave”. This act caused an overall change inthe region. Some locations disappeared,swallowed by the New Canolbarth, leavingnothing or only some minor ruins. Otherlocations became open spots with a hamletor village enclosed within the towering trees.Many moved to the new lands in Calair,where the fertile ground gives abundantproduce. Older hamlets and villages grewinto villages and towns; like Cornackers andSword of the Lake.

The Province of Eastwind thus seized toexist. The Elves and humans in the regiongained new Hometrees, no giant Oaks, butWalnut. Equal in size and shape, butenabling more light to the undergrowth.Especially on the Emyn Kotsivoite (Elvish forNut-bearing Hills) these giant trees growprominently. All other nut-bearing plants(Hazel, Hickory, etc.) also gained a tripledgrowth in produce, hence nobodycomplained.1

1 Walnut Hometrees; The average s ize ofthe walnuts f rom these Walnut Hometrees is1d3+1 feet , however, 5% may gain a s ize of8+1d4 feet in diameter. The larger vers ionslose most tas te, but the f lesh is perfect forWalnut Oi l . The nutshel l s are usable asbaskets , buckets or helmets , whi le the larger,may even be used as roofs or wagon parts .The outer sof ter shel l s are used in making

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Alfheim city, renamed again, is nowsomewhat of a secondary Capital in Darokin,specialized in Elven matters and Nature incommon. Elves are still ruled here, nowdemocratically together with Darokinians. Amerging of Shadow Elf stone structures,nature, wood structures and even humanideas, it became a much brighter place thanbefore. The Alfheim Part of the DarokinSenate includes both Alfheim Elves andformer Shadow Elves, and there is even aconsulate for the Deep Shadow Elves. Ineffect Alfheim now is part of Darokin andvice-versa. Both share all rights andbenefits,...as being one nation and onepopulation, sharing and taking benefit ofdifferences in race, culture and ideas. Theyall now listen more to each other instead ofletting themselves being lead by bigotry andfear, distrust or hate.

The merging of the Shadow Elves and theiraltered Hometrees and Fungal forest becamebalanced. The fungi live like they did in theUnderground, or have slightly adapted (tothe sun)... the same happened with theShadow Elves. All offspring seem to have lost

all underground adaptations. The onlydifference is that they seem to be somewhatpaler than common elves. These ShadowElves are free from their ultimate Faith ofRafiel, but some still follow it. Others followElven Faiths of the Alfheim Elves or even theChurch of Darokin. In effect they are nomore different than the Alfheim Elves exceptfrom some history and interests.

The Dark Elves hate these Pale Elves morethan they hate Alfheim Elves, but theirculture of hate and distrust has caused themto become a loosely tied clutch of smallgroups within the caves of the Old BrokenLands. They seem to cooperate with spidersand monsters like the Beholder Xrathpack,and many humanoids which returned to theEastern Broken Lands, although still ruled bythe Dark Elves. It is rumored that one ofthese Dark Elves recently became Immortalunder the guidance of Atzanteotl, and slowlytakes over his faith in this region. Her Symbolseems to be a spider, and her magic was sostrange and evil, that she even mergedspiders with Dark Elves (called Driders)

The Deep Elves, still have contact and evenshare commerce with the surface, butblocked all ways to the Broken Lands. Theyrefrain themselves from making contact withthe Dark Elves, and if there is contact, it ismostly a short battle, and then a retreat.

The bad magic Point of Stalkbrow is stillactive with evil Fairies and Goblin Park is stillinactive. The border between the new forestand these regions is under close supervision,both by patrols and magic. But even the evilfairies and humanoids keep a strict eye uponthe region. This stalemate will probablyremain in existence for centuries, maybe with

fer t i l i zer , inks, or f ibres. Elves, Druids andFair ies adore the wooden shel l s , and usethem wherever they can.The region isdangerous in Autumn, fa l l ing nuts cause 1d8damage per feet diameter i f h i t (save vs DRto negate) . A cracking sound above wi l ls ignal that a nut s tar ts fa l l ing. The localsrapidly learn to recognize this pecul iar soundor s tay near the s tem of the t rees, where thechance of being hi t i s very low (each of thesegive a +4 on the saving throw, may beadded). Giant nutshel l s are a lso a good wayto hide. For miniature use and dioramabui lding DM’s and players , this g ives greatuse of real walnuts in your craf t ing works ; - )See Wikipedia entry for more info onWalnuts .

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some skirmishes in between. The regionbetween Goblin Park and active Stalkbrow, iscurrently sparsely populated by the Imps,and regular attacks of the nearby Orc, Ogreand Kobold bands (who have taken hold ofthe ruins of Pintel). The Wokani andShamans became more knowledgeable dueto the books they recovered in the ruins ofthe former Elves here. Though most is goneby decay, enough was available to increasethe yield of spells these humanoids were ableto wield. Many large spiders and scorpionslive in this whole region, used as mounts forthe Imps. Other insects (including largeversions) live here too, feeding upon theremnants of the former Hometrees, beingfood themselves for the spiders. There isrumor of a single hive of Aspis north-east ofthis region near the hills (near the Realm ofUshurpurs), but these refrain themselvesfrom making contact to sentient species(other than for food/tools/slaves).1

The Elves have tried to retake Algorn's LastStand (since 1192 AC, 8 attempts) but so farfailed due to the strategic tactics of the cleverBugbear King Ushurpurs. The magic pointhas completely shut down and any attempton either side remained unsuccessful.Whether this will remain this way is stillunknown.

Humanoids hearing of the success ofShadowdown currently try to reactivateMisthaven, but they seem to miss theknowledge and sacrifices for this tremendous

magical feat, and fail, every year again, sincetheir first attempt in 1193 AC. Unknown tothem is that there is no more soul army ofEngledoc who closes the gate from the otherside. Their are still guards in Limbo on theselocations, but they will most probably havereverted to the primal Wights and/or Wraiths,since the “threat” of closing is almost nil. Thefew minor gates in Limbo (less than 6, theseare the 5% of the gates Engledoc did notclose) still existing lead to possible futuremagic points and can only spontaneouslyactivate due to circumstances on the PrimePlane in the Canolbarth itself.

1208 AC, Summer:

The ragtag group of adventurers led by TalynGrunalf, who ventured against the Dark elvesfind a miles long, centuries old tunnel. Thetunnel holds remains of the great Shadow Elfinvasion 1007 AC. Investigating further,(leaving Doak to return to New Canolbarth)they come to a dead end. The wall clearlyreveals molten reshaped stone, probablywith the use of magic. A well wordedDisintegrate spell allows them to continue,and exit within the fungal woods west ofBlack Lake. A few feet away they discover thebleak bones and corroded armor of an Elvenwarrior, with his right arm and index fingerpointing straight at the cave entrance. In theupcoming weeks it is discovered that theMithril Sword bears a name; EngledocDewsap. Talyn can’t hold her tears, morethan 200 years she felt his support in hergoal to restore the Canolbarth, now all is atthe end, all has done what they could havedone. The ruling council finally learns whatEngledoc had discovered, and decide tomake his sacrifice to be remembered. A whitealabaster Sarcophagus is created,

1 Aspis, spiders, scorpions, and otherinsects; read the Lowl i fe chapter f rom myMonster Manual compi lat ion book for moreinformat ion. The Aspis would l ive in a s inglela i r in the hi l l s North West of Former Feador,as thus fur ther separat ing the Bugbears f romthe Imps and humanoids in the East .

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emblazoned with the story of his deeds inbas relief pictures. A life-sized kneeling statueerected where he was found, pointingtowards the cave. Inside the cave thesarcophagus is placed perpendicular to thecorridor, hindering passage beyond. Gatesare placed on both ends, warded with magicseals. Henceforth it will be named theDewsap Cave or Engledoc’s Tomb. A finalmemory for the Hero who did what he could.In his tomb his items are stored. His ring ofDjinni Summoning however is merged withthe pointing finger of the statue. The Djinn isordered to take action when needed to do soagainst the enemies of Alfheim. In the winterof the same year an Angel was seen withinthe region. Soon thereafter the area strangelybecame one of the minor magic locations,having a negative effect upon all illusions,invisibility and silence, making them moreeasily to detect and dispel (except fairiesInvisibility to Mortals). Radius of effect;Sphere 200 yards.

FUTURE GAME BALANCE

ISSUES

If Misthaven would ever be reactivated, thewhole region here up to 40 miles awaywould be clouded in an everlasting moistfogbank (visuals less than 100' ) as before.This would become a great boon to theFungii. They would rapidly (less than 10years) replace all the fallen trees and thusenlarge the fungal forest there. The newCanolbarth border would then be pushedfurther northwards (almost up to the hillsnorth and east of Misthaven), to the edge ofthe new forest. However, the area wouldremain a source of food, predation, andhunting to the high number of humanoidsthere. Chance this could happen eventuallysomeday is about fifty-five percent per century.

If Goblin Park would ever be reactivated, itwould become a negative magical point andthus a boon to the humanoids living there.Together with still negative active Stalkbrow,this would increase their hold of this region,becoming a mixture of imps and Humanoidsterritory. Chance this could happeneventually someday is forty percent percentury.

If Algorn's Last Stand would ever bereactivated (a very slim chance though) itwould cause the region a new area ofgrowth, but not trees, rather bushes, and lowplants. With the demise of the forest, bydrought, fire and the wood looted fromnearby Humans and Humanoids, and theregion taken over by the Bugbear Ushurpurs,all seeds of trees or larger plants havecompletely perished. The region changedforever. However, a "new" magic point would

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still benefit all races (Bugbear, Humans andElves) in a positive way...maybe evenenabling a weird truce...for several years.Chance this could happen eventuallysomeday is nineteen percent per century.

Any new Magic points will reflect thehappenings creating the point in the firstplace. the chance of this happening isextremely small, and never near anothermagic point. It can only be spontaneouslycreated by magic, under specialcircumstances (Set by the DM...readGazetteer 5 The Elves of Alfheim)

The Emerlas thus would remain Humanoidterritory, and never return to the Canolbarth.The area would become darker, withglooming dark shadows everywhere. Darkercreatures (like Shroud Spiders (see B10-TSR9149-Night´s Dark Terror), Shadows andShadow Wolves) are drawn to the area by themagic of Shadowdown, or even created, andsettle between the humanoids (sometimespreying on them). Fort Mealidor became astrong point of knowledge about these vile(not undead!!) creatures, and a great point ofdefence to the inhabitants of the Canolbarth.

In effect there are now 4 sorts of ShadowElves on Mystara;

Evil Shadow Elves mostly called DarkElves, or Drow; Located in Underground inEastern Broken Lands, Followers ofAtzanteotl and the New (former Shadow Elf )Immortal Lolth. Darker skin, lighter Hair,Love for Spiders, Evil to Neutral at best,Neutral to Chaotic. Have normal Elf Wizards,and Elf Clerics with mostly Lolth’s spells.They no longer have Shamans, these havebecome full fledged clerics.

Shadow WolvesFrom ST1 “Up the Garden Path”

AC3, AV0, HD4+1**, MV 180’(40’),Att 1 bite, Dm 1d4+special, NA2d6(1d6), SV MU5, Mr 12, TT nil, IN6, AL CN, XP 275.

Shadow Wolves are creatures of pureshadow, which can be called into being bypowerful magic (in this case the Bad Magicpoint Shadowdown). In appearance, theyare very much like normal grey wolves,except that, in bright light, they are slightlytranslucent. They can only be harmed bymagical or silver weapons. In addition tocausing damage, the bite of a shadow wolfcauses its victims to fade into shadow. Inthe process the victim loses 1 hp perround and gradually becomes greyer andslightly translucent to onlookers. Thisfading process continues until the victim isreduced to zero hp, in which case he orshe becomes a shadow wolf, or asuccessful saving throw vs. Paralyzation ismade to survive. Additional bites inflictedwhile a victim is fading do not increase therate of hp loss. You should keep separaterecords of bite and “fading” damagecaused to each victim, since the latter isresistant to magical methods of healing,such as cure spells and potions. Two “hpworth” of magical healing are required torestore each hp lost as a result of fading.Victims who choose to rest and recover doso at the normal rate (1 hp per day of rest).

Once a Shadow Wolf only a Wish canreverse the effect. The soul will be releasedonce the Shadow wolf perishes, and canthen be reincarnated or pass on, a RaiseDead will only revive the wolf, as it is, like

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Driders are a variation of Dark elves.

Shadow Elves often called Deep Elves;Located in Shadow Elf UndergroundTerritories, Followers of Rafiel. Pale skin,white Hair Clear Eyes (sometimes Purple skinmarkings) Have Wizards and Shamans.Neutral but a bit Xenophobic.

Surface Shadow Elves sometimes calledPale Elves; In the Canolbarth Forest(especially the Altered Forest and FungalForest). Often merging with normal AlfheimElves. Pale skin, Light hair, but a better tintthan the Deep Elves. Darker hair andgreenish tint of skin like the Alfheim Elvesare also more and more common. Slowlyadapting to the sun (In about 1 or 2generations at most this species will havecompletely merged and be indistinct fromany other surface elves). Followers ofIlsundal and other Surface Elves Immortals,but many also of Rafiel, but much more freeand less restricted than the deep elves (it is adeclining Faith however). Have Wizards andsome Clerics, no Shamans anymore. Neutraland Open.

Schattenalfen; In the Hollow World,Followers of Atzanteotl. Have Wizards andClerics. Neutral to Chaotic and many also Evil.

the Shadow, NOT an undead. Shadowsand Shadow wolves do NOT worktogether, but will not attack each other orUndead.

A slain Shadow Wolf will, like the Shadow,leave a quickly evaporating ethereal goo,that can be used to restore Strengthdraining of Shadows, equal to Shadowgoo. When this goo is devoured it willrestore some of the Strength any Shadowhad drained from a victim. Check forinitiative for the moment the goo comesinto existence (the same moment theShadow was slain). Each initiative segment1 strength is evaporated from the goo, andafter 1 full round it will be gone. Acharacter gobbling up the disgusting blackgoo, will be able to restore as manystrength as it can consume before itevaporates, but never more than its ownbody lost, and never faster than 2 + PC’sconstitution adjustment (never less than 1)in 1 round = 6 segments. Only thus willStrength drained from a spell or item beable to restore a living creature, and notrestore the spell or item in question. Thegoo cannot be stored in any way, buttemporal stasis, or setting it outside oftime, will prevent it from evaporating. Itwill further always evaporate unlessconsumed.

A list of Sources referenced for this articlecan be found o on page 124

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The Stalkbrow Bad Magic Node

The Mystery of the Snow Pearls is acompanion level solo adventure – one ofonly two ever produced for the originalDungeons & Dragons system. In this gameyou are a level ten attack rank ‘I’ elf whogoes by the name of ‘Christov Yetta’, sent outto retrieve one of the magical Snow Pearlsthat keep your home village safe. All of thetext is overprinted with a layer of red static,so the module is navigated with a ‘MagicViewer’ (which is a piece of red cellophane)and by moving between numbered sections.

This module has some fantastic locations,locations that have stuck in my memory eventhough it has been many years since I playedthe game: The Elephants Graveyard, TheDevil’s Staircase, Fallen Glory... But it isunfortunately also a module with somepretty cheesy ideas in it. Trolls crying lakes oftears, a troll living under a bridge andanything to do with the annoying Gyerians.Then there are some math problem sectionswhich just seem out of place – all in all a verymixed bag. The idea behind this reimaginingis to take the best parts of the module andlocate them somewhere in the Known Worldso the adventure can be more easily used asa one-on-one adventure with one DM andone player.

SETTING THE MODULE IN

STALKBROW

The adventure gives few clues as to itslocation. The map inside the front cover isgeneric and the geographical features in themodule were never mentioned in any othercannon Known World material. Thebackground makes it clear that the village of‘Tarylon the Fair’ is in a borderland areasince just beyond the village walls there is awilderness area, but this area also has peopleliving in it and a whole village of Gyerians.The outdoors game map is also very small,just stretching a couple of miles across. Ipropose that the bad magic point ‘Stalkbrow’in the forest of Alfheim be used. Thisprovides a reason for a thriving Elven villageto be located close to a dangerous area.

On the next page is a map of the Kingdom ofAlfheim showing the location of the Stalkbrow.

A more detailed map of the Stalkbrow badmagic node was made by taking all of theinformation in the Elves of Alfheim gazetteer,and fleshing out these ideas a little.

By DesertNomad

Setting the CM5 module‘Mystery of the Snow Pearls’in Alfheim

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THE STALKBROW BAD

MAGIC NODE

Stalkbrow is considered by many to be themost dangerous of the three permanent badmagic nodes in Alfheim - these are the placeswhere the dark side of the elven magic thatcreated the mighty Canolbarth forest showsitself by allowing monsters to seep through

from other dimensions and by negativelyaffecting Elven magic. Although Stalkbrowtends to generate less monsters thanThornbrush and Dragontree, it is famous forcreating emanations which interfere withspell casting, and magically spread ideas ofevil, mischief or strife among the nearbyelves. The elves have therefore learnt toavoid the area, and patrol the borders to stopcreatures leaving or unwitting Elves entering.

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The force that patrols this border is calledthe Shadowguard, and in addition to elvesalso includes human wizard and druidvolunteers. In fact, many human illusionistsare drawn to the job despite the risks to theirsanity from long term exposure to the node,since there is much they can learn from theway that illusion magics twist and turnthrough the area.

Stalkbrow is named because the negativemagical effects are centred on two low hillsthat resemble a pair of brows in a creasedfrown. Those brave enough to get close to

the hills (within about five miles) report thatthe bad magic point actually drifts, andcarries with it a vague mirage-like image ofthe central hills. To those within this area, itfeels as if the hills are actually stalking them- hence the name. This effect also preventsthose who are trying to walk to the hills toever get there. The Stalkbrow hills are onlyvisible out of the corner of your eye andalways seem to be off to one side no matterwhich direction you walk towards them,frustrating any conscious efforts to reachthem.

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The magic effect extends about 16 milesnorth to south and 24 miles east to west,with the actual area changing a little day byday as the Stalkbrow effect slowly drifts.Within this area the weather changing magicof the elves is blocked, which means that theoriginal weather patterns of the area areexperienced instead. Therefore, theStalkbrow area still consists of flat to gentlyrolling scrubland with precious little rainfall.This is quite a novelty for Alfheim, as it is thegreatest area within the forest without any ofthe mighty oaks the Elven homeland isfamous for.

On the western side of the Stalkbrow are theVorsh Plains. These are not large, just 15miles north to south and 10 miles east towest, but they are the best example of whatCanolbarth used to be. They consist of aridscrub land covered with dry grasses with afew hardy trees widely spaced apart. This isnot difficult country to transverse, althoughwater can be a problem away from the mainrivers, but it is wide open country and withthe exception of the village of Gyer, nocivilised creatures live here. There are,however, rumours of bands of outcast elveseking out a desperate existence on theplains, with the area being close enough tothe bad magic point to protect them from

their magical brands of exile (as explainedbelow), but far enough away to not causemadness - at least not quickly.

The Vorsh Plains are crossed by several drycanyons, cut by the infrequent downpoursin this region. These are not well explored(at least by Christov) and can be dangerousdue to their steep sides, limiting options forescape and posing a risk for landslide.

The most dangerous area of Stalkbrow is ofcourse at its centre, and consists of thebadlands and the hills rising up in the middleof them.

The Stalkbrow Badlands are a small area ofalmost totally arid dirt with small rockyoutcrops spread between pancake flat land.Nothing grows here except the occasionaltuft of yellow grass.

The Stalkbrow Hills harbour the centre ofthe bad magic effect and consist of a torturedand alien landscape of undulating hills inrandom patterns and colours. Needless tosay, few have ventured into this spot, it is

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said that even monsters struggle to survivehere due to the magic energies that streamacross the surface of the rocks. The hills dohave a few trees growing on them in contrastto the badlands below. Stunted and twistedoak trees struggle to the size of small shrubs,as in a sick parody of the huge oaks thatgrow in the Canolbarth Forest a few milesaway.

Across the north of the Stalkbrow area runsthe Ragged River. This is not a largewaterway, but it flows with a furiousness farbeyond what it should. People say that this isdue to the effect of the dark magic from the

Blighted Forest. Downstream of Gyer, it isonly safe to cross at the Far Delta. This is anexpanse of marsh lands a few miles across,named because it is the delta further fromTarylon. The delta is filled with manydifferent types of marshland birds andChristov has often hunted and collected eggshere.

In the south runs the Black Spring Creekand its tributaries.

This small stream used to be crystal clear, butsomething in the Blighted Forest hascorrupted it, and now only black, silentwater flows through it. The creek empties

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into the lake via the Near Delta, which isnow a small patch of dark marsh empty of life.

The Lakes of Selinar are famous throughAlfheim for their beauty and the giantfreshwater pearls that can be found in theirwaters. The south-western most of theselakes is also the largest, and connects intothe other Selinar lakes lying on the boundarybetween the Longrunner and Feador clans.

The western end of the lake is not an obviousplace for settlement due to its proximity toStalkbrow, but Elves have been visiting this

part of the lake for centuries as it containsthe best and biggest fresh water pearls thatcan be found. About 80 years ago four pearlswere found of incredible size and beauty -they were about the size of grapefruit,perfectly round and glowed with a dazzlingwhite light when held close to each other.They were named 'The Snow Pearls' due totheir exceptional clarity, and it was thesepearls that lead to the founding of a newsettlement called Tarylon, as the pearlsallowed a new sapling of the Tree of Life toprosper despite the proximity of Stalkbrow.Although Tarylon is at least a couple of milessafely outside of the maximum effect of thebad magic node, it was built with an eye ondefence. The entire settlement is surroundedby white walls and slim towers, raisedentirely with Longrunner magic from therock beneath the forest. These beautifulshining walls, combined with the blessing ofthe snow pearls and the great lake have leadto Tarylon being called "Tarylon the Fair" byits inhabitants and those who visit.

Perhaps the saddest parts of the Stalkbrowarea for an elf are the Blighted Forests inthe north and south. These are areas of theCanolbarth Forest which have been twisted

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and diseased by the bad magic over a longperiod of time. No-one knows why, but theseareas are slowly increasing in size as thecenturies pass. Within them few trees grow,and the trees that are there slowly rot as theyare consumed by fungi and disease. The onlyliving things that flourish are toadstools,wood imps and their spider mounts, whoseem to have made these black woods theirhome.

Changing the Mystery of the

Snow Pearls Map

The original map is generic and bland, andcontains many filler encounters. The mapbelow can be used to take the best locationsand place them in the Stalkbrow area.

A New starting location for the playercharacter (location 1 on the original map)This is Christov’s hut, the small house hehas cut out of the forest for himself.

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B Village of Gyer(location 30 on the original map) This smelly location is home to about 200Gyerians - bipedal birds with a moderatelevel of intelligence.

C Fallen Glory(locations 9 and 10 on the original map) This network of caves was home to asmall tribe of dwarves back when theCanolbarth area was in its original form ofrolling hills. Now it is inhabited by acollection of corrupted plants andanimals, with a mad giant as self-proclaimed king.

D The Raker’s Den(location 17 on the original map) The small collection of caves set into thecanyon wall is well hidden from below, and holds a dozen rogue elves banished forcommitting terrible crimes. Now theyterrorise this area.

E The Devil’s Staircase(location 19 on the original map) In the original module this was a blindcanyon with a series of natural stepsleading up. A suspicious man asksChristov to retrieve his scarf from the topof the canyon, but turns out to be adevilswine (that’s why it is the devil’sstaircase). Make the staircase a dead and rotting home tree that has beencaught up in the blight.

F The Witch of the Woods(location 16 on the original map) Despite her hideous appearance this oldwoman provides details on how to find the missing snow pearl.

G The Spirit of the Black Springs (location18 on the original map) The once clean river now flows dark andfoul. The spirit of the river has been choked by a rock placed over the spring at theheadwater of the stream. Remove this andthe river will return to its original form.

H Elephant’s Graveyard and the Cavernsof Couronn below(locations 27 and 39 on the original map) The ‘elephant’ is a malfera, and a deviousenemy. The Caverns of Couronn are the home of the mage who stole the pearl,and consist of three concentric rings. Totravel inwards between each ring it isnecessary to answer a mathematical puzzle.

Changes to the Mystery of the

Snow Pearls Storyline

In the original module the player character(Christov Yetta) is the brother of theTreekeeper, champion of the village and allround good guy. This is functional, but alittle dull, so consider this alternate setup.

Adventure Intro

In the Longrunner clan, Elves are namedafter their actions, and for this reason youhave had many names through your long life.First Christov Fleetfoot, for the way youcould move through the forest like waterflowing through a brook. Then ChristovBeastslayer for the way you slew a horde ofgoblins and orcs when they broke upon theborders of Alfheim. Then you were calledChristov Redhair, more for you temperamentthan your colouring.

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But the name you wear now defines you. Youare Christov Kinslayer.

It has been ten long years since you were castout from the Elven realm for the greatest ofall crimes. You slew one of your kin in amoment of fury, and for that you werebranded an exile. An outsider. A traitor. Evennow, you can feel the magical tattoo runningdown the side of your neck. If you were toreturn into the forest it would heat, first to adull yellow that would burn and distract.Then with time to a bright red that wouldcause pain. And then finally to a white heatthat would make you writhe in agony untilyour flesh was consumed. This mark forcesall those who commit the greatest and mostterrible crimes in Elvenkind to leave the greatforest and never return. But you foundanother way.

By accident you discovered that the badmagic node of Stalkbrow counteracts themagic of the brand, deactivating its power.Even so, it is a dangerous game to play,because the malevolence of Stalkbrow isknown to twist people's minds and makethem go wild and crazy. But by staying on thevery border of the effect, you have found itpossible to keep the brand down to a dullache, with hopefully little effect on yourpsyche. But time will tell how successful youhave been in this...

You have made a new life for yourself, ofsorts. From a hut cut out of the forest youventure into the woods to hunt deer,suffering the brand for enough hours to getfresh meat on the table. You snare smallanimals for food and fur. You travel into thefar delta to find birds eggs. Occasionally youeven make forays into the blighted woodsand release your anger and resentment on

the evil wood imps that reside in there.Then, in the evenings as the sun sets on yourback, you look across the greatest of thelakes of Selinar and gaze upon Tarylon theFair. And you dream of going home.

It is a cloudy night, with the waning quartermoon unable to break through the cloudsand with a slow, teasing wind pushingthrough the trees around your home. You liein bed, unable to sleep, thinking about whathas been done to you and the injustice of it.Even after ten years, the outrage makes yourcheeks hot as you remember the day of yourbranding and the faces who watched ithappen.

Your dour thoughts are interrupted by arustle in the wind, followed by a gentlethump. You frown as you remember thewards you set this evening, like everyevening, around the house. No creatureshould be able to approach within a hundredyards without you being alerted. But this wasmuch closer than that. After a slight pause,you hear a set of footsteps approaching yourhome.

Opening the door you see that the arrival isEnan Stargazer, Treekeeper in Tarylon theFair and also your older brother. He explainsthat Milgor the Mad, a Alphatian illusionistwho was once a member of theShadowguard, has stolen one of the fourSnow Pearls that are needed to protect thevillage from the corrupting powers ofStalkbrow. Enan says that you should go andretrieve the missing pearl. If you succeed youwill be forgiven of your past crime and willbe able to return to your old life in thevillage. So begins the Mystery of the SnowPearls!

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Final Thoughts

By making these changes it is possible to savethe most atmospheric and interestinglocations in the adventure, and provide asetting and adventure background whichmake more sense. I strongly recommendanyone looking to a slightly different one-on-one adventure to buy a copy of The Mysteryof the Snow Pearls as it is an unpolished gemwith some fantastic ideas. You can also visitthe RolePlay Online site where I am runningthe module and take a look.

SOURCE LIST

TSR 1082 Wrath of the ImmortalsTSR 9372 Poor Wizard’s Almanac 1010 ACTSR 9441 Poor Wizard’s Almanac 1011 ACTSR 2506 Poor Wizard’s Almanac 1012 ACTSR 2517 Joshuan’s Almanac 1013 ACFan-based Almanacs (1014-1019 AC)TSR 9223 Gazetteer 5 The Elves of AlfheimTSR 9287 Gazetteer 13 The Shadow ElvesTSR 1017 The Immortal SetST1 Up the Garden PathTSR 9494 AD&D2 Ravenloft AudioAdventure; Light in the BelfryMonster Manual compilation books Lowlifeand Undead on the Vaults of Pandius.Compiled by Author.Engledoc information in Ainsun article by“Gecko”Elven DictionaryDrider adapted to BECMI Statistics fromTSR 2103 - AD&D 2e Monstrous Compendium 2Canolbath Forest map in 1 mile hexes byAuthor (to be released soon).

The Fall and Rise

of the Canolbarth

Continued from page 114

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Vesperlands Atlas

Vesperlands Atlasby John Calvin

The bizarre and beautiful setting of theHollow Moon was first envisioned by SharonDornhoff in June of 1998. She imagined thatMatera, Mystara’s visible moon, was also ahollow shell, much like its parent planet.Yet, while the innards of Mystara are bathedin the red light of an eternal sun, Matera’score is a lightless, shadowy world. Much likethe Hollow World, the Immortals havepopulated the inside of Matera with culturesfrom throughout Mystara’s history1.

The Vesperlands are located on thesoutheastern shores of the Spindrift Sea, and

have been the home of the Vesper Elves forthousands of years. These elves, whoseancestors once lived in the fabled city ofAengmor, split from their Schattenalfencousins when they rejected the patronage ofAtzanteotl. For a time they returned to lifeon the surface of Mystara, near present dayGlantri, but small numbers and increasingpressures from surrounding regions nearlydrive them to extinction. Inside the confinesof the Hollow Moon, the Vesper Elves haverecovered from their travails, their societythriving in the darkness.

1 For more informat ion on the Hol lowMoon, see “Ins ide Matera: The Hol lowMoon” on the Vaul ts of Pandius l , andThreshold Issues #2 and #4.

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Vesperlands Atlas

REGIONS

The Vesperlands can be broken up intoseveral different regions, each with their ownunique terrain features, plants and wildlife.

Sinus Medii

Shorelines along Sinus Medii are morehumid than the northern coasts, oftencausing dense banks of fog to form when thewarmer air over the Sinus comes into contactwith the cooler air of the coast. Fungalforests tend to be short, dense, and fairlyspongy, decaying and growing so rapidly that

paths form through the wilderness like anever-changing, living maze.

Molds, puff balls, and slimes (both stationaryand mobile forms) also abound in the region.Giant communal insects are also common,many of which farm the fungi as theirprimary food source. Ant and termite speciespredominate, though there are a handful ofsmaller (dog sized) wasp and beetle speciesthat also roam the area.

Spindrift Coast

Shorelines along the Spindrift Sea tend to bemisty, with regular rainfall throughout the

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Vesperlands Atlas

Materan year. Fungal forests in this area tendto be taller, and more woodsy, giving way tomossy plains in the north, and finally tograsslands (one of the largest true grasslandsin the Hollow Moon).

Flowering plants, many of thembioluminescent, dot the plains, attractingmany breeds of bees, both mundane andgiant. Giant wasps roam the land fromMount Arypag northwards to the coastalwaters.

Rima Ariadys

Rima Ariadys is a vast gash that cuts acrossthe Vesperlands from Mare Tranquillitatis tothe Spindrift Sea. Rivers pour into it,eventually reaching the seas to the east andwest. Crossing is difficult by land, for thereare no bridges that will span its width. Mistsoften bubble up from deep within the gorgeand cover the nearby landscape.

Mount Arypag

Mount Arypag is a large volcanic caldera,bordering the northern Ranqal Mountains.Arypag is quite active, erupting likeclockwork once every two years. Smoke,cinders, and ash are ejected into the air andblanket the nearby countryside during FireTimes. The violence and destructionintensifies when Mount Arypag’s and MountKodyn’s eruptions coincide, with volcanicblocks smashing buildings, and firesspreading across the inland forests. Thegiant wasps of the area become extremelyagitated during these times, and even thedomesticated breeds are difficult to control.

Hypparq Sea

Surrounded by mountains and cliffs along itsnorthern coasts, and by forested hills alongthe south, the Hypparq Sea is one of thesmallest bodies of water in the Hollow Moonto maintain that title. Pines and otherconifers dominate its southern shores, whilethe northern coasts abut against rockyoutcroppings of the Ranqal Mountains.

Nixies dominate these waters, making themhazardous for fishermen and merchants aliketo ply. Though not directly aligned withAdhuza1, the nixies enjoy manipulating theelves along their borders, and oftenconstitute a serious threat to Vesper security.

Caldera Horrocks

Although steam and gasses vent from thecaldera constantly, Horrocks only trulyerupts once every 157 years. The devastationit causes is enormous, but the elven relic-keepers at Angkar use their clan relic toprotect the ancient temple from destruction.

Valley of Horrors

A haunted valley full of monsters and worse,the elves avoid this region wheneverpossible. Still they must be ever vigilant, formadness inducing smokes bellow forthduring fire times, and are usuallyaccompanied by attacks by ravenous animals,and horrors that defy description.

1 A land control led by the Kopru, Adhuzapers is ted in var ious forms on Mystara unt i lBC 1800 when i t was placed in the Hol lowMoon. I ts remnants may s t i l l pers is t in themodern era on the Is le of Dread.

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Ranqal Mountains

The Ranqal Mountain range runs through thecenter of the Vesperlands, roughly dividingthe country into north and south territories.High mountain lakes abound throughout therange, feeding many of the region’s riversand supplying many Vesper Elf settlementswith water. Few of the peaks maintain anysnow, and volcanic activity is apparentthroughout the range; hot water springs andgaseous vents are common.

Panthers and other large cats are prevalent,and often roam down into the foothills insearch of more abundant prey. Birds andpterosaurs are also present, though many ofthem are dwarfed in size by the giant waspsthat dominate the skies.

Mount Kodyn

Mount Kodyn is situated in the northernedge of the Ranqal Mountains, roughly in thecenter of the Vesperlands. It erupts onceevery five years, although very few Vesper Elfsettlements are near enough to be affected.Efreet have a small foothold here, possibly anextension of the City of Brass1. Portals totheir stronghold only open during FireTimes, though some stalwart merchants dobrave the perils to trade with the creatures.

1 More discuss ions regarding the Ci ty ofBrass may be found at The Piazza in the Ci tyof Brass thread by r ipvanwormer

Vesper Nobility

There are several titles used by nobility inthe Vesperlands. Tuhktyn is the highesttitle, equivalent to a king or queen (itapplies equally to both sexes). The title istaken by leaders who hold authority overmultiple clans, and in fact a Tuhktyn mustrenounce membership in the clan of theirbirth, effectively making them clanless.Only the largest city states are ruled byTuhktyn.

Beneath the Tuhktyn are the Piltyn,equivalent to a landed lord or lady, who istypically the head of an elven clan. Insome cases a Piltyn may be the vassal of aTuhktyn, however there are also Piltyn inthe Vesperlands who do not recognize anyhigher authority. Many of the smaller citystates are ruled over by a single Piltyn.

Calpollyc are family heads, though some ofthe smaller clans are ruled over by one,rather than a Piltyn. Qalpiltyn is a raretitle, not inherited by blood, but ratherbestowed on those who show exceptionalskill and ability in the martial arts. Theseelves are the generals of Vesperlandsarmies, and wield authority over the manyfortifications spread throughout elventerritory.

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CITY STATES

The Vesper elves are organized into severaldifferent city states throughout theirterritory, each controlled by one or moreancestral clans. City states are verycompetitive with one another, especiallythose situated along the Sinus Medii. Rivalryamongst the states can become very heated,and even on occasion lead to outright war,though all of Vesper is quick to bandtogether when facing outside threats.

City State of Aridoxmal

Aridoxmal

Population (Village): 4,500 (97% elf, 3% hin) Max Spending Limit: 5,000gp Important Figures: Piltyn XXX

The giant wasps that the Vesper Elves ridewere first domesticated in this city.Aridoxmal boasts over two dozen hive stablesdespite its relatively small population, andsupplies many other cities in the Vesperlandswith their wasp stock. Some of the finestWasp Knights hail from this city.

Situated between Rima Ariadys and MountArypag, Aridoxmal suffers through some ofthe most frequent, and worst, Fire Times inall of the Vesperlands.

City State of Intynni

Intynni

Population (Town): 60,000 (87% elf, 8% gyerian, 3% human (Albheldri), 2% gnome (Taurus)) Max Spending Limit: 50,000gp Important Figures: Tuhktyn Kaltyr

One of the larger Vesper cities, Intynni isfairly cosmopolitan by Vesper Elf standardsand is comprised of several clans. The citysees trade with the Taurus gnomes1 and theAlbheldri2 to the north as well as withCacklogallinia3 and other nations from theSea of Tranquility region. Honey is a majortrade item, and the city’s inhabitants haveapiaries set up across the northern plains.

There is a long standing rivalry betweenIntynni and Tynkal, the dominant southerncity state of the Vesperlands. The two citieshave been competing over resources, traderoutes, and allies for centuries. Intynni is themore militaristic of the two states.

1 Serraine gnomes t ravel to Hol low Moon ona rocket ship and set t le the TaurusMountains in AC 42. They are one of thefew cul tures to actual ly know they l ive ins ideof Matera. See the “Hol low Moon Timel ine”for more.

2 The Albheldr i are Nithian and Albarendicolonis ts who traveled to Matera under theguidance of Seshay-Sel ine in BC 691.

3 Cacklogal l in ia is populated by gyer iansfrom Davania who were decimated byhivebrood at tacks in BC 250.

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Maniyat

Population (Village):9,500 (93% elf, 5% gyerian,2% human (Albheldri))Max Spending Limit: 5,000gpImportant Figures: Calpollyc Iyxal

Maniyat is Intynni’s gateway to the fertileplains and grasslands of the north, and isknown as the breadbasket of theVesperlands. A handful of small clansdominate the city, each devoted to the art orfarming, or crafts that support that endeavor.

Founded on the shores of Lake Obvyk,Maniyat once rivaled Intynni as the jewel ofthe north, but repeated conflicts between thetwo settlements eventually took its toll onthe city. Now occupied, Maniyat’s solepurpose is to feed Intynni’s war machine,though not all of its inhabitants are resignedto that fate.

Fort Yaxku

Population (Fort): 3,500 warriorsMax Spending Limit: 1,000gpImportant Figures: Qalpiltyn Hykiri

Fort Yaxku protects the Vesperlands fromnorthern Shaergarde1, but also guardsIntynni’s agricultural interests from Ongkyr.Vesper war bands from Yaxku range southfrom the Rima Ariada to the Spindrift Sea,but rarely venture past the eastern foothillsbordering Ongkyr.

Union of Mycos

Mycos

Population (Village): 17,000 (88% elf,7% human (Albheldri), 5% other)Max Spending Limit: 25,000gpImportant Figures: Piltyn Syllium

Mycos is a major supplier of fungal goods,specializing in fungal “lumber” harvestedfrom the woody stalks of the giant fungi thatgrow along the coast there. Fungalpurveyors from this region have a mild rivalrywith those from Tynkal, although the goodsproduced in both regions are generally quitedifferent.

Unlike other city states of the Vesperlands,Mycos and Vylkas are ruled over by a councilof nobles from both cities. The council isadvised by a mystical band of fungal druids2

who have claimed the region between Mycosand Vylkas as their home, though somesuspect that it is really the druids who are incharge.

Vylkas

Population (Village): 7,500 (93% elf,4% human (Albheldri), 3% other)Max Spending Limit: 10,000gpImportant Figures: Calpollyc Parryn

Though not a sea power, the Vesper Elves doconstruct rudimentary seafaring vessels to

1 Shaergarde hin are placed in the Hol lowMoon af ter the fa l l of Shaerdon in BC 800.

2 See “Hol low Moon Spel ls” for moreinformat ion on the Fungal Druids and theirpowers. The Fungal Druids are made up fromvarious other races; inc luding: aranea,minotaurs, hin, and rakasta; and compose adis t inct populat ion group in the c i ty.

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ply the waters of the Spindrift Sea. Vylkascompetes with Pysca as the primary sea portand shipbuilding center, though theshipwrights of Pysca are held in higheresteem. Vylkas ships are constructed usingfungal logs shipped down from Mycos bycoastal ferry.

The Calpollyc of Vylkas and the Piltyn ofMycos rule this region together, in councilwith the fungal druids of Mycos. Thoughclans from the two cities have been allies forcenturies, the dominant city switchesthroughout time. Currently Vylkas fills thesubservient role to Mycos.

Mimyr

Population (Village): 2,000 (93% elf,7% shapeshifter)Max Spending Limit: 1,000gpImportant Figures: Piltyn Shasha

Conquered several times over the centuriesby the allied forces of Mycos and Vylkas,Mimyr continuously struggles for itsindependance. The Piltyn of Mimyr hastaken subterfuge and intrigue and madethem into art forms, playing the two largercities to the west against one another.Though their alliance is currently strong,Mimyr ever tests those bonds.

Known as the gateway to Angkar, many elvesmaking the pilgrimage to that holy site starttheir journey from this city. Not all is as itseems in this secluded mountainous city, fora small community of shapeshiftersdominates the nobility here.

City State of Ongkyr

Onkyr

Population (Village): 20,000 (90% elf,7% gyerian, 3% rakasta (Margasta))Max Spending Limit: 25,000gpImportant Figures: Piltyn Lakyl

Slightly less prosperous that Intynni, Ongkyrnonetheless has access to farmlands, albeitinferior to those that Intynni controls. Theytrade with Cacklogallinia, Margasta Tribes1,and other nations of Mare Tranquillitatis2.

Ongkyr, often stages minor raids againstIntynni over farmland and apiary rights.Their Wasp Knights are some of the mostskilled in the Vesperlands, focusing onsurprise attacks and hit and run tactics.

1 Prehis tor ic rakasta, the Margasta Tr ibesare placed in the t r i fo ld is thmus betweenTranqui l l i ta t is , Foecunditat is and Nectar isaf ter being decimated in the wars betweenthe Azcans and Oltecs in BC 2850. See theHol low Moon Nat ion Overviewhttp: / /pandius.com/hmovervw.html for more.2 The nat ions around Mare Tranqui l l i ta t isinc lude the Margasta Tr ibes, Shaergarde,Cacklogal l in ia, and Maskelyne (a c i ty ofl iv ing shadows).

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City State of Pynar

Pynar

Population (Village): 4,000 (80% elf-ish, 16% aberration, 3% vespertaur,1% abomination)Max Spending Limit: 2,000gpImportant Figures: Piltyn Vzzbyx

Isolated from most other communities inthe Vesperlands, and constantlyinundated with poisonous madness-inducing smoke from volcanic activity inthe Valley of Horrors, the elves of Pynarhave been transformed into somethinginsidious. The city itself resembles ahornet’s nest - a gigantic version of thehives of wasp mounts used in otherVesper elf cities. The inhabitants of thishive are not wasps however, but theelves themselves.

Those few elves of Pynar encountered byothers of their kind are only vaguelydisquieting, possessing some traits thathint at an insectoid origin. Deeper in thehive, unseen by outsiders, the trueabominations dwell; vespertaur elvesthat have the body of a wasp and thetorso of an elf, elves with four arms,exoskeleton shells, multifaceted eyes,and even worse.

Elves of Pynar

The elves of Pynar have been corrupted bymagical emanations from the Valley ofHorrors. Although some still maintain theappearance of elves, others have been twistedinto monstrosities beyond description.Though no two elves are the same, severalgeneral classifications can be made.

Elf-ish: Though these elves appear mostlynormal, there is always something unsettlingabout them; the way they move with jerks andtwitches, raspy buzzing voices, pointed teeth,or an overly detached demeanor.

Aberration: These creatures have clearlyundergone some form of transformation,though they still retain the vague likeness of anelf. Many have faceted eyes, chitinous skin,appendages with too many joints, ormandibles in place of mouths. DMs may usethe stats for Hivebrood to approximate thepower of Pynar Aberrations.

Vespertaur: Possessing many of the same traitsas Aberrations, these creatures also have thelower bodies of wasps, complete with multiplelegs and wings. DMs may use the stats forpegatuars to approximate the power of PynarVespertaurs. In addition to standardattributes, also give Vespertaurs stingers with apoison attack.

Abomination: The upper echelons of Pynarsociety are controlled by Abominations,grotesque amalgams of toothy maws andclattering spiny legs. DMs can feel free to useany number of monstrous and otherworldlycreatures to approximate the power of PynarAbominations.

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Cty State of Pysca

Pysca

Population (Village): 13,000 (75% elf,13% human (Albheldri), 6% rakasta(Mauro), 4% human (Varienya), 2%aardovai)Max Spending Limit: 15,000gpImportant Figures: Piltyn Fycal

Ancient elven traditions of seafaring are stillheld in high esteem in Pysca, where manymaster shipwrights dwell. Elven captainsfrom Pysca are also renowned for theirprowess in sailing the steaming waters ofSinus Medii, and navigating throughtreacherous tribes of devil fish that dwellwithin.

Relatively protected by the jagged walls ofthe Rhanqal Mountains, Pysca is also seen asa rustic backwater; a territory that sees fewbattles both from within and without. Theelves who dwell there are fiercelyindividualistic and self sufficient.

Ozkoly

Population (Village): 5,000 (97% elf, 2%human (Varienya), 1% aardovai)Max Spending Limit: 10,000gpImportant Figures: Calpollyc Tyssi

Clans of Ozkoly and Pysca have intermarriedfor centuries, strengthening the bondsbetween those two cities to the point thatOzkoly is generally seen as an extension ofthe slightly larger city to the north.

All overland trade to and from Tynkal mustpass through Ozkoly, and the city is in fact acenter of mercantilism in the region.

Fort Pycal

Population (Fort): 700 warriorsMax Spending Limit: 500gpImportant Figures: Qalpiltyn Gyrolloc

Fort Pycal defends the Vesperlands in thenorthwest, but it also serves as a rustic tradecenter. Trappers and hunters frequently useit as a base when traveling into the wilds ofthe Rilles1, and bands of aardovai traders arenot uncommon within its walls. Pycal alsosees use as a portage, where small vesselsmay dock and travel overland rather than riskthe (devil fish infested) waters travellingaround the Rilles.

City State of Qalikat

Qalikat

Population (Village): 23,000 (95% elf(permanent), 5% other (transitory -pilgrims))Max Spending Limit: 15,000gpImportant Figures: Piltyn Wyxwir

One of the earliest Vesper settlements,Qalikat is the last stop on the road to Angkar,a pilgrimage made by many Vesper elves atleast once in their lifetime. Alone in all theVesperlands, the elves of Qalikat have been

1 The Aardovai Ri l les are populated by anancestra l form of lupin known as aardovai .See Threshold Issue #4, Once in a BlueMoon, Nat ions of the Spindr i f t Sea for moreinformat ion.

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able to domesticate several breeds of giantbees that dwell in the area. The honey thatis harvested serves as the major resourceproduced in the area, and is sought after byelves across the Vesperlands as well as byother nations.

Warriors of Qalikat are expert rivermen, anduse the waters that wend through themountains and highlands of the area to greateffect.

Fort Hyccal

Population (Fort): 800 warriorsMax Spending Limit: 500gpImportant Figures: Qalpiltyn Murmyr

Elves stationed at Fort Hyccal patrol theeastern borders of the Vesperlands, but intruth spend most of their time engaging themonsters that emerge from the Valley ofHorrors to the south. Qalikat sends aconstant stream of support, and rotates mostsoldiers out of the fort on a regular basis,however there is a small cadre of hardenedwarriors that have made Hyccal theirpermanent home.

Fort Nyhu

Population (Fort): 450 warriorsMax Spending Limit: 2,500gpImportant Figures: Qalpiltyn Rinnai

Fort Nyhu defends against Shaergarde, butalso serves as a trading post with that nation.Goods can be delivered all the way to MareTranquillitatis through riverways. Comparedto the warriors stationed at Fort Hyccal,those in Nyhu see very little action. Someconsider being stationed here a punishment.

City State of Tynkal

Tynkal

Population (Town): 54,000 (88% elf, 8%rakasta (Mauro), 3% human (Varienya),1% minotaur)Max Spending Limit: 50,000gpImportant Figures: Tuhktyn Soona

Tynkal is one of the largest Vesper cities,comprised of several clans and ruled over byTuhktyn Soona. It is a major trade center fornations of the Sinus Medii, and ships fromAdhuza, Mauro1, and the Albheldri Isles canall be found docked there. Leading inlandfrom the sea is Ancestor’s Avenue, a longroad with step pyramids of all shapes andsizes bordering both sides; each a holding ofthe clans represented in the city. At the farend of Ancestor’s Avenue is the Temple ofLight, the largest pyramid in the city, and thecitadel of the Relic Keepers.

In addition to fishing and trade, Tynkalcontrols the southern fungal plains of theVesperlands, and fungal farms stretchoutward from the city following the QyssiRoad to the south. Conflict with thenorthern city of Intynni has existed since thefounding of that state, however whereIntynni is militaristic, the battles waged byTynkal are fought by its merchants.

1 Mauro is populated by Pre- Imperia lPateran rakasta who arr ived in the Hol lowMoon in AC 540. See “Hol low MoonExplorat ion: An Outer Moon Timel ine”.

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Fort Urkang

Population (Fort): 2,700 warriorsMax Spending Limit: 1,000gpImportant Figures: Qalpiltyn Uunkys

Fort Urkang guards the coastland trail andnorthern border with Adhuza, as well as theshorelines of Sinus Medii. Varienyan1 piratesare rare in these waters, though devil fish2

raiding parties are always a nuisance tomerchants plying nearby waterways.

War parties of Urkang are always bolstered byRelic Keepers from Angkar, a necessaryprecaution for a fortress so close to Adhuza.The fort has fallen to that nation and beenretaken on several occasions in the distantpast.

Fort Qyssi

Population (Fort): 1,200 warriorsMax Spending Limit: 500gpImportant Figures: Qalpiltyn Kylaa

Fort Qyssi guards the southlands andHypparq Sea from incursions by Adhuza.While its sister fortress Urkang to the northdeals mostly with merchants, Qyssi seesincreased conflict with its neighbor to thewest. Adhuzan pirates from Varienya arecommon in the waters of the Hypparq Sea, asare forays by the pesky nixies that inhabitthose waters.

More than one occasion has seen the fort fallto nixies, and since those times only femalewarriors are allowed to man its walls.

OTHER SETTLEMENTS

Angkar

This is the site where the Vesper Elves foundthemselves in BC 1400, after being magicallytransported to the Hollow Moon. Here, thesmall community of elves found their holiestrelic, the Prism of All Colors, and built amighty temple around it. They called theplace Angkar, named after the city of theirancestors, Aengmor. Now it is a holy site,visited by elves throughout the Vesperlandsand by other supplicants across the HollowMoon.

In Angkar, the relic keepers have ruled forover 2,400 years. It is a sacred place to theelves where all internal conflicts areforgotten and no elf may raise arms uponanother. It is also from Angkar that the relickeepers protect their homeland from foreignintrigue, especially from Adhuza, for thePrism of All Colors allows the keepers to seethings as they truly are. Neithershapeshifters, possessions, nor dominatedpsyches can escape their gaze, and thekeepers recognize them all whenever theyare encountered.

Xulam

Xulam is the city of wizards. Many travelthrough the city on their pilgrimage toAngkar, though few are welcomed to stay for

1 The Varienya are ancestors of theMystaran Varel lyans, and a c l ient nat ion ofAdhuza.2 Devi l f i sh placed in Sinus Medi i and MareVaporum, as their society is overrun by astra in of Taymoran vampir ism in BC 1650.

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long. The wizards of Xulam are a secretivebunch, and are determined to rule overthemselves. Those that are accepted into theranks of the wizards must give up all ties tofamily, clan, and city.

RUINS

Zyzzid

An old troglodyte fortress on the border ofthe Aardovai Rilles, Zyzzid has stoodunclaimed for centuries, though it is far fromabandoned. Tales abound of ghostlytroglodytes and other undead horrorsroaming the crumbling halls. While theremay be some truth to those tales, the realityis that they are probably propagated by thebands of brigands and bandits that frequentthe ruins.

Dryssek

Once the greatest Vesper city, Dryssek wasdestroyed by the pteryx1 in AC 87 during oneof their more violent purges in the area.Since then the elves shun the place. It servesas a reminder to them to not grow beyondtheir means, to not become arrogant anddecadent, and to always keep one eye uponthe skies above them.

Horraqs

Very little is known about Horraqs. Theruins existed even before the elves arrived inthe Vesperlands, and every attempt atclaiming them has ended in disaster.Building size ranges from gigantic to thediminutive, causing some to speculate thatthis place was once a stronghold of the fey.Whether true or not, something much darkernow holds sway over these ruins, as gutturalcries and shrieks can often be heard echoingoff the waters of the Hypparq Sea.

CLAN RELIC

Prism of All Colors

The Prism of All Colors is a large semi-translucent crystal that resides at the heart ofa massive stone pyramid in the center ofAngkar. It is attended by the Master PrismKeeper and 2-8 acolytes at all times. ThePrism exhibits several innate propertieswhich can be experienced by all within a 360foot radius of the artifact.

Relic-keepers who study the Prism for at leastone year become attuned to it, and aregranted its innate powers wherever they go.A relic-keeper must make a pilgrimage backto Angkar, and the Prism of All Colors, atleast once every Materan year2, or loose thesepowers.

1 The pteryx are sent ient pterosaurs, andcontemporar ies of the carni fex. They areplaced in the Hol low Moon in BC 12,500after near ly being wiped out by the carni fex.See Threshold Issue #2, Return to theHol low Moon for more.

2 The Materan year is 18 Mystaran monthslong. See Threshold Issue #2, Return to theHol low Moon, for a fu l l descr ipt ion of lunart ime and the Materan calendar.

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True Color

The true color of all individuals and objectscan be seen by anyone within the artifact’ssphere of influence. An object’s true color isthe color it would emit if exposed to whitelight (something which is not common in thedarkness of the Hollow Moon’s interior.

True Appearance

An object’s or individual’s true appearance isrevealed while within the artifact’s sphere ofinfluence. Shapeshifters appear as ifconstantly morphing between their differentforms. Beings possessed or dominated byanother project a ghostly image of the onecontrolling them above their heads.

Identify Item

Keepers who study an item while within theartifact’s sphere of influence are able toascertain that item’s history and associatedpowers. The older and more powerful anitem is, the longer it must be studied. Recenthistory is revealed before more ancienthistory, and lesser powers are revealedbefore greater ones.

Magic Items

Not only does the Prism have innateproperties, but the relic-keepers can use theartifact to craft other magical items. A semi-living thing, the Prism grows continuously,and the relic-keepers use this property togreat advantage, harvesting crystalline fingersof new growth for use in rituals and to craftmagical items. Should too much of the Prismbe harvested at once, its powers will cease, at

least until it grows to full size again. It isbecause of this that the elven relic-keepersonly harvest pieces of the Prism at welldefined intervals.

Dust of Appearance

Once every month a portion of the Prismmay be shaved off. Ground into a powder,with the proper alchemical components andspells, it becomes Dust of Appearance. Eachapplication of Dust can be spread across a10’ by 10’ room, and reveals all secretportals, traps, and hidden inhabitants. Ifdirectly sprinkled onto a creature, the dustmimics the true appearance effect above.

Oil of Color

Every year one vial of Oil of Color can becollected from the Prism. The vial of Oil canbe cast and produces the same effect as aprismatic sphere wherever it hits. Inaddition, Oil of Color serves as the maincomponent when producing other magicalitems (such as Elven Helms, and AuroraClippers).

Elven Helm

An Elven Helm is a light helmet made of silkand hide, with a leather eye guard built intothe face. Oil of Color is used in the creationof these magical items, binding the helmswith the powers of the Prism of All Colors.The wearer of the helm has vision as if hearea being looked upon is bathed in whitelight. In addition the helm reveals allshapechangers and individuals who sufferfrom possession or domination magic.

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Aurora Clipper

Every 100 years the Prism has the ability tocreate an Aurora Clipper, a ship of light thattravel through the moon’s firmament as ifsailing through water. An Aurora Clipper cancarry up to10 elves. It is constructed of thefinest silk, and must be soaked in 100 vialsworth of Oil of Color for a full Materan yearbefore it is firmament worthy. Such vesselsare kept under the care of the relic-keepers,except under the most dire of circumstances,when they may be lent out to adventurers onimportant missions.

ADVENTURE IDEAS

Reclaiming Dryssek

Calpollyc Skaryl, a disenfranchised Intynninoble, and his followers have decided toreclaim the abandoned city of Dryssek andrebuild it as a power base. The PCs mayeither be a part of this expedition, or sent byothers to put a stop to it. Pteryx automatonsmindlessly patrol the city, though theirpurpose remains a mystery. Should they bedisturbed, the pteryx may decide toinvestigate… and perhaps even to begin anew purge.

Plague of Pynar

Poisoned smoke from the Valley of Horrorshas been drifting northward for months;normally an event that happens once everytwo to three years. As the smoke begins toaffect the populace, the PCs are sent to theValley of Horrors to investigate. There they

discover that elves from Pynar have gainedcontrol of the volcanic vents and sent thedeadly gasses across the rest of theVesperlands. The PCs must put an end totheir plot before more elves succumb toaberrant transformations.

True Love

Qalpiltyn Uunkys has recently been stagingraids against the fortress of Qyssi on theshores of the Hypparq Sea. Such a rivalrywill quickly destabilize the region, allowingpotential rivals like the nation of Adhuza totake advantage of the elves. Unknown to all,Qalpiltyn Uunkys’ strange behavior is due tohis love for the nixie queen of Hypparq.Because his love is genuine, the magic of therelic-keepers has not been able to divine thedeception.

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Savage Seas: Pirates, Corsairs & Buccaneers

In this article, I will try to cover a topic that isoverlooked in the Savage Coast books:pirates and corsairs. While the Savage Coasttells us much about piracy, and introducesseveral swashbuckling corsairs, it doesn't giveas much of a coverage of this issue as it givesto other aspects of the Coast.

In the rest of the article, I will give a briefcoverage on what Pirates, Corsairs andBuccaneers are on the Savage Coast and whatcharacter kits and races can be used forpiratical PCs and NPCs. Then I will reviewthe areas of this region where Pirates,Corsairs and Buccaneers can be found, andclose up with some sample NPCs andadventure hooks.

PIRATES, CORSAIRS &

BUCCANEERS

The seas and wilderlands of the Savage Coastare rich in dangers, first of which areoutlaws. There are two main types of sea-based outlaws: pirates and corsairs. Anothertype of outlaw, the buccaneer is also closelyrelated with pirates.

by Giampaolo Agosta (Agathokles)

“Fifteen men on the dead man's chest- Yo-ho-ho, and a bottle of rum!”

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Pirates

Pirates are outlaws of the high seas. Theirships prowl the trade routes of the SavageCoast looking for merchantmen to plunder.

Pirates work in groups large enough to mana ship, but only rarely two or more ships willcooperate. In fact, each crew answers only tothe captain, which is usually elected by thesame crew. Therefore, it takes a lot ofdiplomacy for even the most powerful andsuccessful pirate to lead other captains tocooperate. When a new ship is captured, thecrew might be asked to join the pirates. Inthis case, the crew divides between theavailable ships, and each crew elects itscaptain.

A pirate ship usually recognize only twoofficers: the captain and the quartermaster,though other specialized roles do exist. Asthe captain, the quartermaster is also electedby the crew, and acts as a spokesman for thepirates, ensuring a degree of “democracy”against the autocratic rule of the captain. Thequartermaster is also more likely to be asailor and a navigator, while the captain ismore of a battle leader.

Pirates divide the plunder in equal shares1

tend to spend their share of plunder quickly,usually in drinks, women and the like.However, the more successful pirates arethose who keep their money in sight ofretirement. These characters sometimes hidetheir treasures in secret locations.

Corsairs

Corsairs, or Privateers, are seamen who havebeen issued a letter of marque from a state.The letter of marque states the terms inwhich the privateers can “legitimately” attackanother ship. Usually, this means that theprivateer ship can attack ships from nationsthat are at war with the power that issuedtheir letter of marque without fear ofretribution from that power. Of course, thevictimized nation will often consider theprivateers as pirates, and not extend to themthe rights of war prisoners, in case of capture.

While pirates are governed by a sort ofdemocracy, privateers are organized more asa military or mercantile ship, with the owner(be it a nation or individual) selecting acaptain (often the owner itself) and paying asalary to the seamen. “Requisitioned” goodsmay be shared or kept by the ship’s owner,depending on the privateers' contracts, but amiddle ground is common.

Privateers sometimes double as merchants orsupplement a nation's navy.

Buccaneers

Contrary to Pirates and Corsairs, Buccaneersare not seafarers. Rather, they are poachersor simply hunters that live in wildernessareas near the sea. They hunt buffalos,aurochs or other similar prey, eating themeet and selling the hides for weapons,alcoholics and other goods that they cannotproduce.

They sometimes provide help to pirates orcorsairs, either by trading supplies for stolen

1 Though of f icers get double shares, andother convent ions can be found dependingon the individual ship.

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goods, or by enrolling in pirate crews, or byjoining pirates in individual operations -especially attacks to plantations or eventowns. Other buccaneers may manage to geta small ship, and act as pirates for a while.

The buccaneers are less organized thaneither pirates or corsairs, since they are notconstrained to a ship. The basic socialstructure of the buccaneers is the mates' pair:two buccaneers (often an experienced oneand a newcomer) bound themselves asmates, sharing all properties. If one of a pairdies, the other inherits all properties, andcan select a new mate.

Buccaneers are a rough lot, more akin to theGaucho than to the Swashbuckler. Theyrarely have spare money or great treasures,which is the reason why sometimes they joinpirates. However, they are great hunters andexceptional snipers. Due to their limitedresources, they are often forced to rely onolder weaponry, such as arquebuses ormatchlock muskets.

CHARACTERS OF THE

SAVAGE SEAS

In this section, we describe the charactersthat belong to the three groups, in terms ofAD&D 2e classes and kits.

Character Classes & Kits

The Savage Coast Campaign Book presents asingle kit that can fit for piratical characters,the Swashbuckler.

Swashbucklers, however, represent only afraction of the possible pirates, corsairs andbuccaneers. Other kits are needed for thesecharacters.

A word is also due on the Red Curse: manyPirates and Corsairs are not affected by theCurse, since they spend most of their time onthe ships. Those who are cursed, though,prize Cynnabryl high: the news of a shipcarrying the precious ore can move thesepirate to foolhardy actions, and prisoners arealways stripped of their Cynnabryl.

Buccaneers, on the other hand, often live inthe cursed regions, and are very likely to beaffected by the Curse. Few have access toclerical aid, and Cynnabryl is costly, so manyBuccaneers suffer from Affliction, makingthem even more sulky and lesscommunicative.

Pirates

Swashbuckling pirates are possible, and evencommon in Vilaverde, but the less glamorous

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pirates should be portrayed through differentkits.

The Pirate from the CFH and the Buccaneerfrom the CTH can fit this role. Note that thelatter kit has nothing to do with actualbuccaneers. The Pirate kit from the PO:S&Pis another viable choice.

However, it is also possible, in the SavageCoast, to find pirate wizards and priests -since many pirate ships begin their careersafter a mutiny, the ship's priest or wizard maywell be involved.

Corsairs

Corsairs are typically Swashbucklers, thoughprivateer ships may well include othercharacter types, especially Myrmidons, if theprivateer has close connections with agovernment.

Pirate kits can also be used for less savoryprivateers.

Buccaneers

The Buccaneer is often a Ranger, though aFighter or Thief can fit the role, especially fornon-Good Buccaneers.

Races and Nationalities: the Buccaneer cancome from any society that knows the use offirearms: the Savage Baronies, Bellayne andRenardie are acceptable.

Requirements: there are no genderrestrictions, and no alignment restrictions aswell, though few Buccaneers are Lawful. TheBuccaneer must be hardy and have a goodaim, so Constitution and Dexterity scores of13 are required.

Class Modifications: there are no classmodifications, except for Thief Buccaneerswho have a penalty of 10% to Pick Pocketand Open Locks, and a bonus of 10% toMove Silently, Hide in Shadows and HearNoise, but only in wilderness settings.

Weapon Proficiencies: the Buccaneer musttake proficiency in the arquebus or musket,and specialize if Fighter. Another initialproficiency must be spent on the knife.Other typical weapons include the machete,hand axe and cutlass, as well as the belt andhorse pistol.

Non-weapon Proficiencies: bonusproficiencies are survival and hunting.Required proficiency is fire-building.Recommended proficiencies includealertness, set snares, gunsmithing, boating,cooking, endurance, tracking, orienteeringand herbalism. The Buccaneer cannot takethe etiquette proficiency at the beginning ofthe game.

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Equipment: the Buccaneer does not useheavy armor - actually, he usually wears noarmor at all, since it is costly and interfereswith his hunting and survival skills.

Special Benefits: the Buccaneer receives abonus of +3 to his survival rolls in his homeenvironment. Moreover, he receives a +1bonus to hit rolls with a arquebuses andmuskets.

Special Hindrances: the Buccaneer isconsidered at best coarse, at most adangerous criminal, in civilized environment,and a weird outsider in primitive societies.Therefore, he receives a -3 penalty toreaction rolls in these cases. Moreover, theBuccaneer is usually poor (see below).

Wealth: the Buccaneer receives a firearm, aknife, plus another weapon, and up to tenuseful items - mostly scavenged or boughtfrom pirates or Traders. He only starts with1d6 dies in small change.

Character Races

Pirates, corsairs and buccaneers in the SavageCoast come from the Savage Baronies, andtherefore can include humans anddemihumans as well as Lupins, or fromBellayne or Renardie.

The people of Eusdria sometimes performsraiding or piracy, and Eusdrian pirates arenot uncommon, even though they should betreated more like Northmen sea raiders.There are also many Hulean and Traladaranpirates and the Traladaran City-States alsosponsor privateers.

Among the more monstrous races, Orcs ofthe Dark Jungle are fearsome pirates, butthey are too primitive and fall into the rangeof the Savage Warrior rather than the Pirate.

The piratical culture has influenced other,more primitive races, such as the Neshezues.

PORTS OF CALL &

BUCCANEER COVES

This section describes the regions of theSavage Coast most likely to host pirates,corsairs, and buccaneers.

Pirates of the Eastern Gulf

The eastern Gulf of Hule has several goodports for pirates, and all major trade routesbetween the Savage Coast and the KnownWorld lay along its coastline. Moreover, theCity-States sponsor privateers.

Hulean Pirates

Hule sponsors pirates through the BleakLeague, a crime network. They are openlybased in the Hulean ports, though Vilaverdanand Texeiran navy ships sometimes launchpunitive raids, burning the ports and sinkingthe Hulean ships, pirate or not.

The Hulean government never recognize itspirates as privateers, and these pirates neveracknowledge the rules of war.

Hulean pirates are even more colorful thantheir Guardiano counterpart, with flashy

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clothes and extensive piercings, though theylack panache - few Swashbucklers can befound here.

Zeren “Blackbeard'” Tural leads the Huleanpirates from his base in Boyazka, andanswers to the leaders of the Gulf Wing ofthe Bleak League, the Basgil family.

Zeren Tural:Human (Hulean) PirateF9, CE.

The Sea Powers

Of the so-called Sea Powers, Vilaverde is averitable haven for pirates. Even itsmerchantmen double as pirate ships and itsaristocracy is composed of successful piratecaptains.

Texeiran privateers, on the other hand, playmore by the rules - their government issuesletters of marque, usually against Vilaverde,Hule and Narvaez, but open piracy isfrowned upon.

The Colinas Grutescas & the

Guadalimas

These wildlands on the coast north of PuertoMorillos are home to bandits and pirates aswell as some buccaneers who hunt in theswamps.

Pirate crews sometimes hide their loot in thecaverns that dot the hills.

Narvaez sometimes launches punitive raidsagainst the Bandits and Buccaneers, though

usually with little success, but otherwise doesnot seem interested in taking over the region.

Delta de Pozaverde

While Gargoña is not a naval power and doesnot sponsor privateers, the Delta dePozaverde is a haven for pirates andbuccaneers, with its hardly navigablenetwork of channels and swamps.

Much smuggling has been going on betweenGargoña, Almarrón, and Narvaez.

The Almarróñan Coast

The high cliffs and forested coast ofAlmarrón, while less than optimal for pirates,are home to many buccaneers.

Also, with its troubled history, Almarrón hasalways had a large number of smugglers andsome privateers, sanctioned by the newBaron or the former dictator.

Dunwick

The Free City of Dunwick, while not directlyengaged in piracy, it a neutral port whereprivateers of different nations can meet.Pirates sometimes can be found, trading theirloot, though they must disguise their ships.

The infamous pirate Donovan Keir cansometimes be found in Dunwick.

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Colony of the Horn

This Texeiran colony is home to a famousprivateer, Miles Killian o'Kane1.

The wooded lands of the region are alsohome to groups of buccaneers, many ofwhom are escaped convicts from the localpenitentiary. Others are Afflicted who workto pay for treatment in the clinic at BomJardim.

Porto Maldição

This seedy domain is a former Vilaverdancolony, which declared independence duringthe Wrath of the Immortals. It covers a largeterritory on the Arm of the Immortals, butmost of it is wilderness, and the populationis only of 8,500, mostly living in theplantations.

Porto Maldição itself is a village of some 600or 700 people - and one of the worst hives ofscum and villainy on this side of the coast.Here can be found a mix of Vilaverdanpirates, Dunwick traders, Torreóner andKrolli2 mercenaries, Renardois heretics,Bellaynish outcasts, and jungle explorers.The village also serves as a base for explorersand spies trying to reach Eshu.

Mato Grande, the only other significanturban community, has 300 inhabitants, andis mostly a farming community and a marketvillage, serving as a collection point for the

products of the southern part of the colony.It is also the starting point for theexploratory expeditions known as Bandeiras.The Bandeirantes explore the WesternOrclands and the Pântano Podre3, looking forroutes to the mountains, where they hope tofind gold, silver, or cinnabryl mines, andalso for slaves among the orcish, lizard-kin,and Gyeran tribes. Many Bandeirantes areexplorers and adventurers by trade - ScoutThieves and Rangers - but others are simplypeople who hope to make the adventure ofthe life - and usually end in the orcs' pot.

In addition to a large buccaneer population,it is also a note pirate refuge, far enoughfrom the civilized lands to let a crew spendsome time while letting their trace growcool: Porto Maldicao has earned its name forthe unusual frequency of shipwrecks - shipsattempting to navigate using the stars oftenare misled, and only experienced pilots canlead a ship safely to the harbour.

The main activities of the colony are aplantation agriculture, hunting, and fishing.Hunters are almost always Buccaneers. Theyhunt a variety of prey, though the mostunscrupulous hunters hunt and kill theTigrillo Preto, a type of savage Rakasta prizedfor its black fur.

Agriculture is based on large haciendas,which use slave labour extensively. Eachhacienda employs a large number of slaves -often more than one hundred, and severaloverseers. Slaves come from the Savage Coastor even further east.

Small fishing villages dot the coastline. Theyare inhabited by old explorers, retiredpirates, a few escaped slaves

1 See The Savage Coast Campaign Book formore detai l s on Mi les .

2 Krol l i are a race of l i zard-kin nat ive to theArm of the Immorta ls . Porto Maldição is agather ing point for Krol l i mercenar ies .

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Porto Maldição is ruled by Dom Iago, aTexeiran adventurer who founded the colonymore than a decade ago, then switched sidesto Vilaverde, and finally claimedindependence as Barão de Porto Maldição.He has enrolled the help of 50 Torreónermercenaries to defend his small fort, and has15 former buccaneers and 35 scouts on hispayroll that run more or less regular patrols,though the “Barony”' is certainly too large forthem to control. Dom Iago also owns a smallwarship, which patrols the waters off thecolony, looking for shipwreck sites toscavenge.

Dom Iago:Human (Texeiran) SwashbucklerThief 10, NE, age 43.

Preuve

This Renardois colony occupies a largeterritory in the Arm of the Immortals. Arecent colony, it has a single village, Preuve,inhabited by fishermen and farmers. A smallfort houses the Preuvois garrison, 40crossbowmen and 10 musketeers, allveterans, the Governor, and theadministrative staff.

Preuve has the highest population ofRenardois Buccaneers and hunters, morethan one thousand. The rest of thepopulation is composed of plantationfarmers that live in farms around the villageof Preuve. Many Preuvois Lupins are followerof Pflarr who have relocated in order toescape religious persecution.

Renardois Corsairs often stop at this port.

Richland

This small free city controls a large butsavage land in the Yalu Bay, west of theBayou and south-east of Zuyevo.

It has a population of more than twothousand humans, tortles, and demihumans.Another three thousand farmers, hunters,prospectors and explorers live in the wildlands around the city.

Most businesses in the city are owned by theLB Trading Co., which also runs thegovernment, including the hundred pistol-toting warriors that keep the peace in the cityand act as a deterrent against Zuyevanintervention. The Texeiran navy from theColony of the Horn provides defence for theLB merchantmen.

Buccaneers are common in along the easterncoast, and range east even to the outerranges of Cay to hunt aurochs - which iscause for a lot of friction with the Cay.

THE CORSAIRS AND

THEIR LEGENDS

Many legends have been told in the posadasof the Savage Coast about fearsome piratesand great treasures...

This section describes a group of mysteriouscorsair, the Three Corsairs, a LupinBuccaneer, and the tale of a famous pirate,Juanita Alvarez.

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The Three Corsairs

The Three Corsairs are the brothers,Kerendan nobles, who have arrived on theSavage Coast circa four years ago1, pursuingthe man who betrayed and murdered theirelder brother during the siege of Redstone inthe War of the Wrath.

The three brother, using their last funds, hada ship built for each of them, gathered smallcrews, and started wandering along the coastlooking for their enemy. Each of them tookon dressing in a single color - green, red, andblack. So the Three Corsairs were born.

But their enemy, a Thyatian wizard, had notbeen idle. Having obtained vast riches fromhis betrayal, he had bought a new name,Diego de Montelimar, a Vilaverdan title ofnobility, and the protection afforded byTorreóner mercenaries.

With this huge advantage, and the power ofhis magic, he has managed to have the Greenand the Red Corsair captured and hanged.The last of the three, the Black Corsair,recovered his brothers' bodies and buriedthem in the sea just off the Gargoñan coast,in front of the northernmost branch of thePozaverde. They now haunt the area as

ghosts, while the Black Corsair closes in onthe traitor: he knows that his enemy is now aVilaverdan noble, so he has obtained aTexeiran letter of marque allowing him toprey on Vilaverdan ships. It is said that thesuccess of the Black Corsair is due to aShadow Symbiont (or perhaps more) healways wears, which allow him to escapeMontelimar's magic.

The Black Corsair:Human (Thyatian) SwashbucklerFighter 11, LG.

Diego de Montelimar:Human (Thyatian)Militant Wizard 9, NE.

Lope Barrejo

Living in the Almarróñan woods near thefrontier with Gargoña, Lope Barrejo is aleader among the Buccaneers of the region.This Ispan Pistolero Lupin dresses in roughleather clothes, with a jerkin of Succulusleather and a wide-brimmed hat. Barrejo hasa third eye in the middle of his forehead, theeffect of his Affliction with the Sight legacy.When he goes to town - which is only rarely- Barrejo covers his third eye with a bandana.He completes his equipment with anarquebus, a belt pistol, a dagger, an horn fullof smokepowder. He has around himself apersistent smell of smokepowder andsmoked meat.

Lope Barrejo was born in 961 AC inAlmarrón. As a young Lupin he was a soldierin the Almarróñan army, and took part in therevolution of 980, when the noble family thatruled the country was ousted by the

1 AC 1010

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commoners after the disastrous war againstGargoña and the secession of Cimarron.However, he was quickly disappointed by thenew republican leaders, so he left the armyand became a professional hunter.

Having seen the effectiveness of theCimarron firearms Barrejo managed toacquire an old arquebus - he was one of thefirst Almarróãn to own a firearm. When theAlcalde of Ciudad Tejillas took the power,Barrejo was among the first to rebel, refusingto pay taxes to the dictator's lackeys. He tookrefuge in the woods of the Sierra Borgosa,hunting wild boars and other game, andselling meat and furs to smugglers from PasoMontano and Gargoña. As a testimony of hishunting prowess, Barrejo is one of the fewpeople to have killed Succuli, and even astraggling Herathian Juggernaut.

When the Torreóner mercenaries came tocapture him, he led them in a merry chase inthe forests, waiting for occasions to take ashoot at the pursuers or at their dogs.

In time, other rebels came to the woods.Barrejo was a natural leader, though not astrong one - he does not believe in authority,and would never gather more men thanthose who freely came with him. When theNarvaezan alliance threatened theEnlightened States, he led a small band ofBuccaneers to join the Saragóner militia.

At the end of the war, he refused allaccolades, and went back to the forest. Hesupported the second revolution that oustedthe dictator, and now don Maximiliano, theheir of the old ruling family, has asked hishelp in capturing don Esteban. Barrejo hasagreed to keep an eye open, but will not

commit himself further - not that he likesdon Esteban, but he does not wish to getinvolved with the new government.

Barrejo is a rough Lupin and a tough fighter,not one to allow advantages to an enemy,though he is not without honour orcompassion. He is also courageous to thepoint of being foolhardy - in part as a legacyof his Affliction. Barrejo has a reputation ofbeing an infallible sniper, and entirecompanies of Torreóner mercenaries havecome to fear his arquebus.

Lope BarrejoLupin (Ispan Pistolero)Buccaneer Ranger 10, CG, age 47.

La Tortuga

Some twenty years ago, a couple of pirates,Juanita Alvarez, a rebel fighter from Narvaezand Nureddin Blanco, a Saragóneradventurer, became famous in the Gulf ofHule for their daring attacks to Hulean andNarvaezan ships, and for their ability toescape all pursuivants.

Their ship, “El Rayo”, disappeared a decadeago, but their secret harbour - which wassupposed to hold great treasures - was neverfound, even though the small islands of theeastern coast of the Gulf of Hule have beenthoroughly searched by treasure hunters.Among the treasure collected by Alvarez andBlanco was also a scroll that was said tocome from the lair of a green dragon in the

1 An adaptat ion of the short adventure“Terrapin Is le” f rom Corsairs of the GreatSea

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Dark Wood and to hold secrets vital to theMaster's servants in the Tower of Azurun.

Many still search for these treasures, but notreasure hunter will found them in the Gulfof Hule: the harbour was built on the shell ofa Zaratan, a giant turtle, which slept anddrifted in the sea. However, at the time of thedisappearance of “El Rayo” and its crew, theZaratan suddenly awoke and dived, draggingthe pirates in the water, where most of themdrowned.

Juanita was among the few survivors, andmanaged to reach the coast. She is now asimple fisherwoman in the Isla del Cayo offthe coast of Gargoña.

The Zaratan, called “La Tortuga” by the crewof “El Rayo”, resurfaced only recently, off thecoast of Dunwick. However, a deadly dangerawaits any would-be treasure hunter:Nureddin Blanco, driven by his sense of guiltfor not having foreseen the awakening of theZaratan - he was the ship's sage and wizard -and therefore having caused the death of hiscrew and his lover - he does not know thatJuanita survived - has returned as one of theliving dead, a fearsome ghost that kills hisvictims by choking them.

The Zaratan is also known to the Free Tortlesand the Clau-rin, who consider it an avatar ofMother Ocean. However, they will notdivulge any information about the Zaratan'slocation to people they do not trust.

Juanita Alvarez:Human (Espa)Pirate Fighter 9, TN, age 53.

REFERENCES

RPG Sources

Savage Coast Campaign Book

Savage Coast Monstrous Compendium Appendix

Orc's HeadSource of information on the less civilizedareas of the Savage Coast.

Gazetteer 4: Kingdom of IerendiThe best source on piracy in the Sea of Dread

Corsairs of the Great SeaFrom the Al Qadim campaign, Sinbad-styleadventures for Arabian corsairs that can beadapted to the Savage Coast with some effort.

Pavillion NoirA French RPG about Pirates: nice reading onpirate-based campaigns.

Complete Fighter's Handbook (CFH)Source for a Pirate Fighter character kit.

Complete Thief's Handbook (CTH)Source for a Buccaneer Fighter character kit.

Player's Option: Skills & Powers (PO:S&P)Source for a Pirate character kit available fordifferent classes.

The Bleak League by C. ConstantinThe Hulean crime syndicate sponsors huleanpirates.

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Other Sources

R.L. Stevenson, Treasure Island

It's simply impossible not to include thisbook in any work on pirates!

E. Salgari, Il Corsaro Nero

Source of the Three Corsairs story, and oneof the most popular books on corsairs in Italy.

B. Larsson, Long John Silver

More than a retelling of Treasure Island, thisgreat novel builds a pseudo-biography ofLong John Silver - one of the major sourcesof this article.

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Who’s Who in the Wyrmsteeth part 3

Humans,Demihumans,Humanoidsand others!by Francesco Defferrari (Sturm)*

* This article follows the In the Nameof the Dragon adventure published inissue #7 of Threshold and the Who’sWho in the Wyrmsteeth” part 1 andpart 2 articles published in issue #8and #9 of Threshold magazine, whichdescribed the dragons of theWyrmsteeth kingdom and Norwoldand the dragons of the Outer andHollow worlds. All these articles wereinspired by and partially borrowedfrom the Wyrmsteeth writings byGiulio Caroletti and John Calvin andthe Dragonlord trilogy by ThorarinnGunnarsson, who however bear noresponsibility for any gratuitouschanges I made to their originalmaterial.

“In the shadows of dragons we live well andprosper. We are much more secure than manyother folk of Mystara. Contrary to commonrumours, we do not have to sacrifice ourchildren, not even cows. Why should a race asancient and powerful in magic as the dragonsneed others to provide them food? They aremuch better than humans and demihumans ingrowing and breeding food. So we neversuffer hunger, and we also have much lessinjustice and crime than any other society inthe world. Contrary to common rumours, wedo not work as slaves for our draconicmasters. Why should dragons need humanoidsto do things for them? There is very little theycannot do better with their own skills. Asdragons do not bother much with day to dayactivities of the humanoid races, we are alsomuch more free than those who have to servehuman barons and kings. But we, and thedragons, prefer to let the rumours run wild. Ifall the world knew how good our life is here,the Wyrmsteeth would get much too crowdedvery fast.”

Jacob Aloysius,in a private letter to a friend in Glantri.

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Who’s Who in the Wyrmsteeth part 3

THE MANY RACES OF THE

WYRMSTEETH

As explained in issue #7 of Thresholdmagazine, page 189-191, several differentraces1 inhabit the Wyrmsteeth DragonKingdom. Some representatives of theseraces will be described in the followingarticle, but there are many other importantfigures in the kingdom not described here,so each DM should feel free to create moreWyrmsteeth characters.

Dragons, Scions,

Wyrmsingers and Vassals

Almost all the Wyrmsteeth population livesunder the Shadow of a Great Dragon. TheGreat Dragons of the Wyrmsteeth Kingdom,like those described in issue #8 of Thresholdmagazine, rule over several other dragonsand over humanoid communities as feudallords. The relation between a Great Dragonand his or her vassals however only seemssimilar to a feudal relation. The relationsbetween the dragons are better explained inThreshold issue #8, page 145. The GreatDragons, who number around 40 in theKingdom, are those who rule over a Domainwhich can vary from a 10 miles to a 50 milesradius. The most powerful of these GreatDragons2 are Verslen, Pradapukran,

Eruptaar, Xanesh, Jherdar, Medyanka,Hk’rhal, Klaki, Marthaen, Tugar andFerrimyx, and the other remaining 30 or soGreat Dragons are vassals to one of them. Intheir Domain, all the 40 or so Great Dragonshave several more Lesser Dragon vassals,normally from 20 to 200 (including cubs andyoungsters), and from 5’000 to 50’000vassals of other races. Around 1% of thesevassals are normally Scions, Dragonbornwho have been sired directly by a dragon ordescend from a dragon. Traditionally adragonborn receives a special gift (a magicalobject) from his or her dragon parent,grandfather or ancestor. Another 1% are theWyrmsingers3, creatures of any race whoreceived special objects and powers fromtheir Dragon Lord, usually to perform someduty. There are also three specialized ordersof Wyrmsingers in the Wyrmsteeth (seebelow). Dragonborn can be Wyrmsingerstoo. Only the Great Dragons haveWyrmsingers, but Lesser Dragons too maysire Dragonborn. As the Great Dragon Lordsnormally do not concern themselves with thedaily administration of a Domain, such dutiesnormally are performed by the Lesser Dragonor, much more frequently, by Dragonbornand Wyrmsingers. The latter are normally theeffective rulers of the large and smallcommunities in the Wyrmsteeth Kingdom.Almost all the inhabitants of the WyrmsteethKingdom are vassals to some Dragon, a factnot widely known outside the Kingdom.Every vassal of the Dragon Lords normallyhas a tattoo that bestows a special power ora minor resistance, usually related to the

1 Some of them, as l i zardkin, dragonkin,werecreatures, dwarves and humans, werealready detai led in the Wyrmsteeth Gazet teerby Giul io Carolet t i . The notes wi l l indicatewhen a character comes f rom an exis t ingsource.

2 The fo l lowing dragons were descr ibed inWho’s Who in the Wyrmsteeth part I , in

Threshold issue #8. Dragons’ names wi l l bein i ta l ic in the text to make them easi lyrecognizable.3 Wyrmsingers were created in “Newprest ige c lass - Wyrmsinger”by John Calvin.

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Dragon. A Red dragon’s vassal could have,for example, resistance to fire or create fireas a special power. Such a tattoo is usuallymade when the person comes of age, a yearwhich may vary depending on the race andthe community.Great Dragons commonly divide theirDomain among their dragon vassals, whohave the right to hunt in their assignedterritory. Hunting for Wyrmsteeth dragons isless usual than commonly believed byoutsiders. Many dragons hunt only if there isan overpopulation of some animals, andnormally eat domesticated animals andcultivated plants like all the other intelligentraces. Dragons also create or cultivate foodby magical means, so famine is unknown inthe Kingdom.Neither the Great Dragons nor the LesserDragons demand tribute from their vassals,but they do receive a part of the Kingdom’staxation, which is probably one of the lowestin Mystara (around 10% of the income, whichhowever increases for larger incomes). TheDragons also own all the mines of theKingdom. Taxes are used to maintain basicpublic services, mostly healing and schools.The defense of the Kingdom and themaintenance of order inside it, however, ishandled by the Lesser Dragons directly, andby the Wyrmsingers who command thedifferent branches of the army. All vassalsmust participate in the defense of theKingdom if called by the dragons.The Army is divided into seven differentcorps:The First Legion, with blue, grey and whiteuniforms, has the task to defend theKingdom’s cities and towns, and maintainthe order inside them.The Second Legion, with red and golduniforms, is tasked to fight in hills and

mountains, maintain the aerial force(mounted on dragons and wyverns) anddefend the borders.The Third Legion, with green and jadeuniforms, is tasked to patrol the forests andhunt dangerous creatures.The Fourth Legion, with black uniforms,has the task of surveying swamps andwaterways and also to infiltrate foreignnations.The Order of the Holy Sword is composedof priests and paladins of the dragonimmortals and it may have differentfunctions, from aiding dragons to diplomacy,schooling and healing.The Legion of the Moon is the elite force ofthe Order, formed exclusively bywerecreatures. It is normally employed onlyagainst very powerful foes on particularlydangerous missions.The Red Hammer is an elite forcecomposed mostly of dwarves and clerics,usually tasked with the hunting of traitors,dangerous criminals, renegade werecreaturesand undead.

Dwarves, Gnomes, Halfling

Kirshian Wurkrest,Dwarf Warrior 10.Kirshian is the undisputed clanmaster of theWurkrest dwarves. He normally lives inWindreach but he also has a house inTua’than and travels often all around theWyrm’s Head Mountains1, visiting the dwarf

1 For maps of the Wyrmsteeth Kingdom, seeThreshold issue #7, page 89 (Zendrol ion’sGuide to Norwold) and Threshold issue #8,page 146, which can be found at the Vaul t ofPandius.

Who’s Who in the Wyrmsteeth part 3

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villages. He maintains also good relationswith the dwarves of Stormhaven in theIronfoot mountains and has acorrespondence with some dwarves of theRockhome government. He is a vassal ofEruptaar. Wyrmsteeth dwarves are oftenvassals to Gold, Red or White dragons, butthe different dwarven communities arenormally friendly to each other even whenthey are vassals to competing dragons. Thedragons take care not to push the dwarvesagainst each other as they know that all theWyrmsteeth dwarves are related and wouldnot in normal circumstances fight oneanother.

Fa’ea,Wyrm, Gnome Thief 10.Fa’ea is the leader of the Wyrm gnomes andlives in Wheine, where the gnomes are mostnumerous. She is a vassal of Jherdar anddoesn’t like much the power Ferrymix has inthe region through her many dragon vassals,but she cannot do much about it, for now.The Wyrmsteeth gnomes have good relationswith other gnomes of Norwold, Oceansend,Rockhome and more distant lands. They arenormally vassals to gold dragons and to someof the friendlier reds, such as Jherdar. TheDragonking Verslen has some gnomeartisans, whom he appreciates very much, inhis lair.

Arin Merrybrook,Halfling Thief 8.Originally a commercial envoy and explorerfrom Leeha, Arin bought a home in Wheineand has been living in the Wyrmsteeth formany years. He has even become (secretly) avassal to Pradapukran, and relates to thegreat red dragon all the information he findsabout everyone. He is also the informal

leader of the small halfling community of thekingdom and still has some loyalty towardshis former homeland. He would informLeeha of any menace to the halfling lands.Arin has apparently good relations witheveryone. Most of the halflings who live inthe Wyrmsteeth are vassal to Pradapukran,who has a great (and hidden) interest on thelands north of her domain.

Dragonkin and Dragonborns

Terslaen,Red Dragonborn Cleric 11.A Scion of Verslen and famous adventurer,Terslaen leads a company called “TheSparks” composed of two other reddragonborn, two human followers of Pearland a werebear. He is in direct competitionwith Keamptar and her group. He has leadThe Sparks several times againstDenagothians1, Alphatian wizards and

1 See “Who’s Who in the Wyrmsteeth” inissues 8 and 9 of Threshold for more aboutthe “cold war” between the WyrmsteethKingdom and the black dragon Vi t r io l ofDenagoth (and the Church of Idr is) .

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werecreature hunters. He and his group havealso hunted down spies of Vitriol andDominagon1 among the dragonborn, a factwhich worries Verslen very much. Terslaen isan authority among many dragonborn, but inthe past he has fought (although not todeath) against scions of Ferrymix, Xanesh,Medyanka and their vassals.

Keamptar,Gold Dragonborn Sorceress 12.Scion of Eruptaar, Keamptar is also theleader of a band of adventurers, “The Gems”,composed of another gold dragonborn, scionof Tugar and her betrothed, a golddragonkin, a human, a halfling, a gnome anda werefox. They are in (almost) friendlycompetition with “The Sparks”. Keamptar isrespected by all the gold dragonborn. Shehas always avoided engaging in petty scuffleswith other dragonborn, even if scions ofFerrymix and Medyanka have tried toprovoke her into duels in the past. The Gemshave fought often against Denagothians andHeldannic Knights.

Shivaar,White Dragonkin Wizard 30.She is the informal leader of the dragonkin,being a powerful and old wizardess. She hasalmost absolute authority over the whites,although dragonkin of other lineages (colors)are inclined to hear her advice, but not soquick to obey her. She is a vassal of Klaki.Almost all the Greater Dragons and manyLesser Dragons have a community ofdragonkin in their lairs. Shivaar is also secretlya member of the Fourth Legion, with the taskto find traitors among the dragonkin.

Sephyl,Blue Dragonkin Bard 25.Sephyl is the leader of the Order of theDraconic Voice2, the oldest of the Wyrmsingerorders. Its members are all trained by a bluedragon known as Marasaphyl, and are hisvassals. The dragon is in turn a vassal ofXanesh. The college is located in a small valleyin the southern Wyrm’s Head Mountains. Itis the centre of a small community. Membersof the order are normally, but not always,bards. They actively search the land for futuremembers, and bring them to the college fortraining at a very young age.

Alaa Claenra,Dragonkin Thief 33.Alaa is the shaman of this mysterious andunique clan of dragonkin with shapeshiftingabilities.3 The clan is an important part of the

1 Dominagon’s t reachery is explained inThreshold issue #7, in the adventure In theName of the Dragon, page 196 and inThreshold issue #8, page 156.

2 Created in “New prest ige c lass -Wyrmsinger” by Chimpman (John Calvin)

3 The Claenra were detai led in “Notes toDragon Society in Wyrmsteeth” in theor ig inal Wyrmsteeth Gazet teer. A darker twis tcould be given to the Wyrmsteeth Kingdom i fa DM uses the human cat t le idea descr ibed Ithe l inked art ic le .

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Fourth Legion spying service. Alaa suspectsthere is something wrong with her humanOverlord, Fang (see below) but she doesn’tknow yet what it is. For now, she just thinkshe could have betrayed the Kingdom to Vitrioland is looking for evidence. She is a vassal ofHk’rhal.

Lizardkin, Troglodytes,

Saurials, Frogfolk

Gsharr,Arctic Lizardman Warrior 23,Fourth Legion Overlord.Gsharr1 is Hk'rhal's second in command inTh'hral, and the effective ruler of the city inday to day affairs. He is a Wyrmsinger and avassal of Hk’rhal and some say a Scion too,as the Black Lord would have sired him in hisfavorite lizardman form. Gsharr’s mother hasnot confirmed nor denied this rumor and,strangely enough for a lizardman, he has nobrothers or sisters. He hates Vitriol and hisfollowers, and is always looking for potentialspies in his city.

Tumkars,Troglodyte Shaman 20.Tumkars is the informal leader of thetroglodytes in the Wyrmsteeth. Most of themlive in caves and villages all around themountains. He is a priest of Ka and a vassalof Nithramor. Ferrymix and her clan controlmany troglodyte communities in theWyrmsteeth, a fact that Hk’rhal resentsmuch. The two great dragons are in constantcompetition for more control of the localtroglodytes.

Ataroiw,Saurial Wizard 22.Ataroiw is the most important saurial in theWyrmsteeth, a learned scholar and a vassal ofMarthaen. Most of his people live north westof Windreach and are vassals to gold dragons.They are an ancient race and are rumored tohave connections with other communities oftheir kind in Davania and the Hollow World2.

Khu’vaan,Varkha Lizardwoman Shaman 25.Khu’vaan is the Queen of the varkha3, theshadowdeep breed of lizardmen. She is avassal of Hk’rhal and lives under Th’hral witha relevant number of her people. All of themare vassals of Hk’rhal or other blacks, but thegreat dragon is now worried that Vitriol andhis followers may have succeeded ininfiltrating his people.

Roglop,Frogfolk Shaman 21.Roglop is the most important shaman of theice frogfolk and a vassal of Hekhekh. Manyfrogfolk live in the humid valley between theBloody Scythe and the Wyrm’s HeadMountains, the so called Northern Valley orFour Titan’s Valley. They are normally vassalsof the blacks but Medyanka and other greenshave some frogfolk vassals too, much to theannoyance of Hk’rhal, who desire domainover the reptilian (and amphibian) people ofthe Kingdom.

1 Orig inal ly created in “Notes to DragonSociety in Wyrmsteeth”by Giul io Carolet t i .I ’ve expanded the descr ipt ion.

2 See Threshold issue #5 and issue #9 formore about the saur ia ls .

3 Introduced in “The Dragon Kingdom ofWyrmsteeth”by Giul io Carolet t i in theor ig inal Wyrmsteeth Gazet teer.

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Eldar, Elves, Fairies.

Alendhae,Eldar Sorcerer 36.Alendhae1 is a very powerful sorcerer and therecognized leader of the Eldar who live in theWyrmsteeth. Rumors say Eldars survive onlyin the Kingdom now, and that they are theancestors of both dragons and elves.Common citizens of the Wyrmsteeth believeAlendhae is immortal. He is a close friend ofMarthaen. The Eldar are apparently vassalsto no dragons, but some say they are secretlyvassals to the ancient Saerna.

Sheidinaer,Elf Warrior/Wizard 10Sheidinaer is the head of the Wyrmar clan,elves who chose to settle the Wyrmsteethcenturies ago. She is a vassal of Kaureken, afemale green dragon who is in turn a vassalof Medyanka, and lives in the eastern Valleyof the Titans, in the forest of Seel. Most elvesof the Wyrmsteeth are vassal of green or golddragons, yet the different communitiesnormally have good relations with eachother.

Neavarin,Elf Monk 12.Neavarin is the leader of the WyrmsingerOrder of the Scaled Spirits2, formed by the

gold dragon Aurilinilith, a vassal of Eruptaar.She founded the order with a specific purposein mind; to maintain the stability of theWyrmsteethian nations. The order is basedout of a small monastery located at the tip ofone of the tallest peaks in the WyrmsteethRange. Members of this order are mostlymonks, all of whom are trained at themonastery from very young . After the initialtraining is completed, members walk the landserving the dragons, and searching for newmembers.

Ke’drukin,Drake Warrior/Wizard 10.Drakes are the most common fairies in theWyrmsteeth, and Ke’drukin is their informal

1 He and the Eldars appear in theDragonlord t r i logy by Thorar inn Gunnarsson.Eldars may be a mystara vers ion of D&D 4thedi t ion Eladr ins. Mul t ip le fan theor ies exis tsin the Vaul ts of Pandius, in Simone Neri ’s“History of Dragonkind” and also in “Al iensIn Mystaraspace”, “Timel ine of theImmorta ls”, and “A Natural His tory ofMystara: Many Hidden Secrets Revealed”.2 Created by Chimpman (John Calvin) in“New prest ige c lass - Wyrmsinger”

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leader. Most of his people live in the forest ofSeel alongside the local elves. The nearbyHidden Valley, north east of Wyrmsteethborders, is also inhabited by elves, fairies anddruids. He is a vassal of the female greendragon Lasikia, in turn vassal to Medyanka.Many drakes are also vassals of gold dragons.

Giants, Brutemen, Humanoids

and Others

Mokro,Stone Giant shaman 15.Mokro is the old and respected leader of thestone giants who live in the Ironfootmountains. Hill, Mountain and Storm giantswho inhabit nearby regions respect hiswisdom too, if not his authority. He is a vassalof Syrek, a male red dragon who is in turn avassal of Jherdar. Hill, Mountain, Stone andStorm giants are more common in theIronfoot mountains, and most of them arevassals to Jherdar, Pradapukran, Eruptaaror Lithiar.

Keali,Giant shaman 20.Keali is the undisputed mistress of all thefrost giants who inhabit the great glacier andits vicinity. She is a vassal of Klaki. Many frostgiants live in the Wyrm’s Head Mountains,particularly in the glaciers, and normallyserve Klaki or his vassals. At least twocommunities of cloud giants live high abovethe Wyrmsteeth, one vassal to Marthaen, oneto Xanesh.

Sha-duk,Bruteman Shaman 32.Sha-duk is the leader of the brutemen, or Ka-Na, as they call themselves, living in the

Wyrmsteeth. He is a vassal of Eruptaar andmost of his people live in the caves southeast of Windreach or in the capital itself.Some other brutemen are also vassals ofMarthaen and Tugar. A popular rumor in theKingdom says that the Wyrmsteeth brutemenpossess ancient and secret magic.

Bogrom,Bugbear Warrior 30.Bogrom is a powerful black bugbear, leaderof many humanoids who live in theWyrmsteeth. He is a vassal of Verslen andcontrols, directly or indirectly, most of thegoblinoid population of the Wyrm’s HeadMountains. Several small tribes of humanoidsroam the Kingdom, vassals to many differentdragons. The Fourth Legion and the Legionof the Moon try to keep an eye on them, assome tribes have been infiltrated by theChurch of Idris recently.

Werecreatures, Lupins and

Rakastas

Philippe de Suveire fils,Cleric of Pearl 15, Werewolf 15.Philippe is the grandson of Sire Philippe deSuveire1, who became a cleric of Pearl in 859AC, began recruiting other werewolves in 871AC and founded the Legion of the Moon in876 AC. Philippe is very old and acts as a sortof grandfather for all the members of thelegion. He also has a daughter in the SecondLegion, Camille, while his son Gerard is awizard and a Wyrmsinger in the service of theDragonking, and three grandchildren who are

1 Orig inal ly created by Giul io Carolet t i in“Wyrmsteeth Gazet teer cont inued”; I ’veadded the rest of the fami ly.

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entering the army too. Philippe is a personalfriend of Malachie de Morlay. Philippe is aWyrmsinger and a vassal of the DragonkingVerslen, like all his family.

Julius Penhaligon,Cleric of Pearl 34, Werewolf 12,Moon General.Born in 959 AC in Thyatis, last son ofCornelius Penhaligon, younger brother ofArturus Penhaligon1, he became cleric of theOrder in 977 AC, and wandered the Old Worldfor several years. Julius was captured inGlantri and suffered experiments at the handsof prince Volospin Aendyr, and was turnedinto` a werewolf. After escaping Glantri, hereturned to Wyrmsteeth, where he became aRed Defender. He was never defeated andbecame first a Regent in 988 AC, then theMoon General in 993 AC. Julius is aWyrmsinger and a vassal of Verslen, thecurrent Dragonking, but has cordial relationswith Eruptaar and Marthaen too.

Jacob “Raven” Aloysius,Fighter 20, Wereraven 10,First Legion Overlord.Jacob2 comes from Ierendi, where he was bornin 968 AC. His family was killed by adventurershunting werecreatures, and he was forced toflee in 984 AC. After a long wandering andmany adventures, he reached Norwold andthe Wyrmsteeth in 991 AC. He became a vassalof Xanesh and a Wyrmsinger, and he musthave performed some great service for him,as the Blue Dragon Lord insisted that he wasnominated First Legion Overlord in 996 AC.

Harald Haraldsson,Fighter 29, Werewolf 10,Second Legion Overlord.Harald3 is the son of the former MoonGeneral Harald Hardrade, who in 981 ACsigned the treaty of alliance with Malachie duMarais. He is a Wyrmdanner and was born in

1 Orig inal ly created by Giul io Carolet t i in“Wyrmsteeth Gazet teer cont inued”. For moreinformat ions on the Penhal igon fami ly, a lsocheck Threshold issue #5, page 200, in theThyat ian Senators ar t ic le by Giul io Carolet t i .

2 Orig inal ly created by Giul io Carolet t i in“Wyrmsteeth Gazet teer cont inued”, but I ’veexpanded his background.3 ib id

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963 AC. He is a vassal of Jherdar and aWyrmsinger. His father was killed in Glantri,around 990 AC, by werewolf hunters, and heis a close friend of Malachie.

Julian Hastings,Fighter 22, Werewolf 10,Third Legion Overlord.Wyrmsteethian descendant of Glantrianrefugees, Julian1 was born in 967 AC. He iswerewolf, a Wyrmsinger and a vassal ofMedyanka. He was recently nominated rulerof the city of Seel. He is doing his best toestablish more cordial relationship betweenwerecreatures, elves, fairies and druids, as allare quite numerous in the forest around thecity.

Arvea,Priest 20, Werefox 10.Arvea comes from the west, but she has notspoken much of her homeland. She is a vassalof Eruptaar and a priestess of Zirchev, wellrespected in the werecreature community ofthe Wyrmsteeth. The church of Pearl andVerlsen forged the strongest connections withwerecreatures in the last centuries, soEruptaar has recently established an alliancewith the church of Zirchev to counter theDragonking’s power.

Tzun Kwaff,Lupin Warrior 18.Tzun, of the Heldann Shepherd breed, is afamous adventurer and a recognizedauthority among Wyrmsteeth lupins. Some ofhis people had clashes with werecreatures inthe past, but Tzun is now trying to encouragetolerance among lupins. He is a vassal ofKosolk, a gold who is in turn a vassal ofEruptaar. Most if not all the lupin

communities of the Kingdom are vassals ofgold dragons.

Hekara,Rakasta Sorcerer 20.Hekara, a mountain rakasta, is the leader ofthe Order of Tooth and Claw2, the newestWyrmsinger order, formed by the red dragonVermylaxis. The order is structured like aguild, and although it has no central base ofoperations, it does maintain a localheadquarters in each of the major cities inthe Wyrmsteeth Range. Members of thisorder are mainly rogues, although otherclasses are also trained. For the most part,these Wyrmsingers are fairly mercenary, andwill never perform a service without sometype of compensation being offered.Members must also pay out yearly dues, andtithe a percentage of their earnings directlyto the guild. The order is in reality a spynetwork which Vermylaxis controls from hislair in the north of the Kingdom. Rumors thatVermylaxis is a vassal to Pradapukran may ormay not be true. Sure enough, Pradapukranand Ferrimyx’s family have been competingfor control of the rakasta communities of theWyrmsteeth for centuries.

Humans

Steinhard Hoen,Wizard 23,First Legion Overlord.Steinhard3 Hoen is a Wyrmdanner, an

1 ib id

2 Created by Chimpman (John Calvin) in“New prest ige c lass - Wyrmsinger”

3 Orig inal ly created by Giul io Carolet t i in“Wyrmsteeth Gazet teer cont inued”; I ’veexpanded a bi t his background.

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Antalian native of the Wyrmsteeth1. He wasborn in a mountain village in 971 AC and is avassal to Klaki. He is an amazing expert ofice magic, and the White Dragon Lord favorshim much for this reason.

Geoffrey MacDonald,Fighter 36,Second Legion Overlord.A Glantrian from Klantyre and a member ofthe Followers of Claymore, Geoffrey2 wasborn in 949 AC and came to the Wyrmsteethin 979 AC. Since then, he distinguishedhimself enough to become a Wyrmsinger,vassal of Eruptaar and ruler of Tua'than.

Sylvie du Chateau Tarent,Thief 18.,Third Legion Overlord.Sylvie3 is of Averoignian origin, but was bornin the Wyrmsteeth in 976 AC. She is the rulerof Wheine, a Wyrmsinger and a vassal ofSherain, a female green dragon who is inturn vassal to Medyanka.

Fang (P'hegshyan),Shapeshifter 25,Fourth Legion Overlord.Apparently a mysterious human, "Fang" is infact an Outer Being cultist4 who long ago losthis human attributes. His powerful magicshave prevented his treachery from beingdiscovered. He is a vassal of Verslen and thehead of Wyrmsteeth spies in foreign nations,and he has done an impeccable job so far.It’s hard to say what his true plans are.

Fredek Halvardson,Rightful Heir to the Heldann Freeholds.Fredek5 is the last heir of the Haldis dynasty1 The term “Wyrmdanner” was created by

Giul io Carolet t i in the or ig inal WyrmsteethGazet teer to indicate Heldann refugees,escaped from the south af ter the invasion oftheir homeland by the Knights of Vanya. InThreshold issue 7, page 190, I however usedthe word to indicate the antal ian nat ives ofthe Wyrmsteeth k ingdom, us ing insteadsimply the term “Heldanner” for any refugeefrom the south, as Simone Neri d id in hisTravel ler ’s Guide to Norwold in the sameissue.

2 Orig inal ly created by Giul io Carolet t i in“Wyrmsteeth Gazet teer cont inued”; I ’veexpanded a bi t his background.

3 ib id

4 Orig inal ly created by Giul io Carolet t i in“Wyrmsteeth Gazet teer cont inued”; ’veexpanded a bi t his background. Forinformat ion about the Outer Beings, seeGeoff Gander’s ar t ic le “ Insani ty, Horror, andthe Outer Beings in Mystara”.

5 Fredek was or ig inal ly created by BruceHeard in “Heldannic Knights - - His tor ica lTimel ine” and “Heldannic Knights NPCs --Part 2”. He could part ic ipate in the assaul ton Freiburg of 1015 AC, a lso imagined byBruce Heard IN “The Future of theHeldannic Knights”. Or he could haveanother chance to defeat the Knights in 1019

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which ruled the Heldann Freeholds beforethe arrival of the Hattian knights of Vanya.His grandfather, the last Haldis king, waskilled in the fall of Freiburg in 950 AC. Hisfather was captured and killed after a failedattempt to retake Freiburg in 993 AC. Fredekwas born in 991 AC and, after his mother’sdeath in 994 AC, he was brought to theWyrmsteeth by Haldis partisans. He is just 9years old now (in 1000 AC), under the directprotection of the Great Gold DragonEruptaar. His loyal huskarl (knight) BjornSiegsson is the unofficial ambassador of theoccupied Heldannic Kingdom in theWyrmsteeth.

Knyaz (duke) Korun,of the Suva Voysko (Owl host):Korun1 leads the Blue host, or the Owl host,of the nomads Vrodniki2 of the Ransarn

Valley. He is secretly a vassal of the bluedragon Dominagon, who abandoned thekingdom and is now in league with Vitrioland the Onyx Ring of Denagoth.

Knyaz Visok,of the Orao Voysko (Eagle host):Visok leads the Red host, or Eagle host, ofthe nomads Vrodniki of the Ransarn Valley.He is a vassal of Emberash and a bitter rivalof Korum, who he suspects (rightfully so)must be up to something. He hopes to beable to prove that Korun is a traitor, so hewill be able to defeat the Owl host and gatherall the Vrodniki of Ransarn Valley under hisrule.

Knyaz Kadin,of the Vuka Voysko (Wolf host):Kadin leads the White host, or Wolf host, ofthe nomads Vrodniki of the Ransarn Valley.His group roams the Northern Valley, orFour Titan’s Valley, mostly along the Visidrikriver. He is a vassal of Aillucent, who hasstrengthened the host with manywerecreatures.

Adhmad,Human Druid 33.Adhmad, a powerful druid, is a Dahran3, ahuman culture who lives mostly in the area

AC, when the Fan almanacs imagined theHeldannic Order engul fed in c iv i l war. Seealso the t imel ine in Threshold issue #7, page188-189.1 He appeared al ready in Threshold issue#7, in the adventure “In the Name of theDragon”, page 196.

2 The Vrodniki are descr ibed in Threshold

issue #7, in Simone Neri ’s “A Travel ler ’sGuide to Norwold”, in Giampaolo Agosta’s“The Skaufskogr and beyond” and in myadventure “In the Name of the Dragon”, asnoted above.

3 The Dahran are my creat ion, I imaginethem as descendant of the Dunharians“cel t ic- l ike” people who roamed the areaaround 2000 BC, according to Simone Neri ’sA Travel ler ’s Guide to Norwold in Thresholdissue #7.

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of Seel and the Hidden Valley and claims tobe the first human group which inhabited thearea, before the Antalians and the Vrodniki.He is a vassal of Pradapukran, who hasalways protected the Dahran.

Ambassadors

Titus Keandros,Warrior 8.Titus is the new ambassador from Thyatis afterhis predecessor Lucius Balbus1 left recently.While Lucius did not like the Kingdom much,Titus is very much intrigued by this uniqueplace and is succeeding in establishing betterhuman relations with the many inhabitants ofThyatian descent in Seel, includingwerecreatures.

Saadena Jonsdottir,Wizard 16.Saadena is half Alphatian and half Norwolder,and she is the appointed ambassador fromthe Kingdom of Alpha. While Alphatians weremistrusted until recently in the Kingdom, afterthe wars of some centuries ago2, Verslen isnow realizing that Ericall’s Kingdom may bedifferent. Relations will further improve after1011 AC, in the face of a common enemy, theHeldannic Knights.

Marcus Thorsson,Warrior 15.Marcus, half Thyatian and half Norwolder, isthe ambassador from Oceansend. The coastalcity state takes great care to maintain goodrelations with the Dragon Kingdom,

obviously fearing its powerful neighbours. In1011 AC and the following years, Marcus willsucceed in securing the aid of the dragons inthe fight for Oceansend against theHeldannic Knights.

Marie Selavount,Wizard 15 and Werefox 10.Marie is theambassadorsent to theWyrmsteeth byMalachie duMarais. After1010 AC, shewill alsobecome ano f f i c i a lG l a n t r i a nambassador.Marie hasgood relationswith the most important dragons, includingVerslen and Eruptaar.

Jelenal Thearin,Elf warrior 10.Jelenal is the ambassador from Wendar. Hismain task in the Wyrmsteeth is to promotecooperation against the Shadow Lord ofDenagoth and the Church of Idris. Verslen isquite cautious on the topic, but he may listenmore attentively once Vitriol and his followersbecome more active and menacing.

Supporters and spies of the

Wyrmsteeth outside the

Kingdom

Vassals of the Wyrmsteeth dragons do notlive inside the Dragon Kingdom only. As

1 See “The Dragon Kingdom of Wyrmsteeth”by Giul io Carolet t i .

2 A war between dragons and alphat ians isdescr ibed in the Dragonlord t r i logy.

Continued on page 181

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The Skars’ Legacy

INTRODUCTION

The Skars’ Legacy is a short campaign forlow-level PCs, set in the Frothulf Vale area,north-east of the Skaufskogr. The adventurebegins as a murder investigation, but quicklyturns into a rush to draw together an allianceof the diverse people living in the Skaufskogrand nearby lands to thwart Harak Red-Hand,an Orc warlord bent on invading the regionand retrieve the amulet once held by theogress wokan, The Skars.

This adventure is presented using AD&D 2estatistics, and Birthright War Card rules formass combat.

Synopsis

The adventure assumes the PCs arenewcomers to the Skaufskogr. In Act I, theyreach Frodhulf Outpost, a small villageinhabited by local Heldanner folk, at the timeof the May Day festival. A local leader ismurdered, and the PCs are asked to take partin the manhunt for the assassin. They followthe murderer, a Bugbear, up to the Old Fort,capture him and bring him before the villageassembly. Regardless of the trial outcome,the PCs may gain allies and enemies.

At the end of the trial, it becomes apparentthat the Orc warlord, Harak Red-Hand, isbehind the assassination, and his armies aremarching north-east from the Skarsholm. ThePCs, if they want to save their new home,need to form a coalition between the localtribes, as well as gather the support of theAlphatian garrison at Midway Haven.

In Act II, the adventure becomes more of asandbox, with the PCs free to pursue several

by Giampaolo Agosta (Agathokles)A Skarsholm region adventure

The

Skars’ Legacy

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avenues to gather new allies, within a shorttimeframe.

In Act III, Harak’s invasion finally reachesFrodhulf Outpost, or the alliance chooses tobring the battle to the orcish forces whilethey are still blocked west of the bog. In anycase, the resolution is left to a field battlebetween the PC-led allied forces and the orcarmy.

Adventure Hooks

The PCs, as mentioned above, have justarrived in the Skaufskogr region. They maybe Alphatian colonists, Thyatian spies, orsettlers from the Known World who havereached Norwold following King Ericall’s call– given their low level, they are notpretenders to noble titles, but merecolonists, possibly followers of one of theNPC pretenders.

If they are colonists, their goal is to establish,either on their own or in the name of theAlphatian government or one of its proxies,a power base in the region, which might beas lowly as a homestead, or as large as abarony, in case they are working for one ofthe pretenders. In the latter case, it isassumed that this high-level NPC is currentlyabsent, most likely attending Ericall’s courtin Alpha.

If the PCs are Thyatian or Heldannic spies,they might be tempted to let the orcsoverrun the region. However, things will playbetter for their employers if the alliance oflocal tribes succeeds, but negotiations toinclude the Alphatian garrison fail.

ACT I: MURDER AT THE

BJARTTANDRI

Whatever their reason to travel to theSkaufskogr is, the PCs arrive at FrodhulfOutpost from the port of Midway Haven,since the southern routes are blocked by anorcish invasion in the Skarsholm. The PCsarrive just before the Bjarttandri (May Day)festival. They have the opportunity to visitthe outpost and meet other PCs or NPCs.When they are settled at the inn, the festivalgets under way, and the PCs can take part inor observe the druidic ceremony:

The evening falls on the village, and bothlocals and visitors prepare for the climaxof the festival, a ceremony presided by thedruidic priests of Frey and Freyja. A largebonfire has been prepared in the centerof the fair grounds, ready to be lighted bythe chief druid.

When the sun finally disappears beyondthe Final Range, the druids, led by seniordruid Olvir, arrive from their homes nearthe border of the Skaufskogr. Each of themholds a burning torch, as well as sacreditems you do not always recognize (you’retoo far, and it’s getting dark – there seemto be at least knives and branches of somekind of tree or plant). Olvir, a middle-aged,stout man who looks more a warrior thana priest or sage, addresses the crowd witha short exhortation, mostly about the stateof agriculture and cattle raising in the area,then lights the bonfire with his torch,signalling the end of the formal celebrationand the beginning of the “real” one –which is a chaotic mix of drinking, eatingand dancing.

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After the religious ceremony, the festival goeson the whole night, with a lot of dancing anddrinking. At sunrise, a cry for help reachesthe resting PCs, if they are within earshot ofthe meadows to the east of the fair grounds.Otherwise, they are warned by a friendlyNPCs (e.g., the innkeeper) who has heard thecall and asks them to go with him.

When you push beyond the last rows oftents, you see a human boy rushingtowards you. Meanwhile, people arestarting to get out of the tents, so it is asmall crowd that finally manages tounderstand what has scared the boy: thereis, at some distance from the tents, a manlying face down in the low grass. As youreach him, you see that the man’s head hasbeen shattered by a powerful blow, andlies now in a pool of blood.

If the PCs look for traces, they discover largefootprints leading south, around the villageand into the river. If they try to talk to theboy, he calms down quickly enough. Fromwhat he says, the PCs can gather that he justdiscovered the body while he was moving asmall herd of sheep to their buyer’s tent.

After the PCs have had some time to react tothe events, someone recognizes the dead man:

Meanwhile, some of the local humans haveturned the corpse on its back to examineit. One of them says: «By Frey, it’s Steinar!Steinar Eidhurson! » Apparently, the nameis well known to most people, some ofwhom run back towards the inn, maybe towarn the relatives of the dead man.

Several of the important villagers and visitorswill gather. Hjalmar1 will organize volunteersto search and capture the assassin. Since theassassin has crossed the river, squads will beorganized to search different locations acrossthe river. Hjalmar will mark the startinglocation of each squad on a map of thevillage and its immediate surroundings.Given the path of the assassin’s footprints,the squads composed by the locals will beassigned to the southernmost areas, even ifthe PCs volunteer to participate in themanhunt. If they do not volunteer, Hjalmarwill ask them to participate, just to stay onthe safe side and check all possible escaperoutes.

Naturally, the assassin actually fled southonly to mislead the pursuers. He entered theriver, and went back north for a while beforereturning on land and escaping towards theOld Fort. The PCs will likely find his tracks(the DM should ask for a Wisdom check ifnone of the PCs has a Tracking or Huntingnon-weapon proficiency). However, at thispoint most of the squads will have left inother directions, so the PCs will have topursue the assassin on their own.

The Old Fort, contrary to most stories, is nothaunted. However, a small band of bugbearshas taken residence here. They hope to exacta toll from travellers, but few people go nearthe fort. Moreover, the hill upon which thefort was built was originally a cloud giant’sburial mound. It is possible to enter themound via the well. The impluvium also

1 See The Thing on page 120

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leads to the inner chamber, where thegranite coffin has been adapted as a cistern,but it is too small even for most halflings.

The bugbear tribe has temporarily left the OldFort, establishing a small camp outsideFrodhulf Outpost. Loskar, one of thebugbears, has been hired by Harak’s agentsto spread chaos among the Heldanners of theFrodhulf Vale. He travelled with his tribe tothe Bjarttandri fair, and there he murderedSteinar Eidhurson, a prominent farmer. Thenhe fled for the Old Fort, hoping to shake anypursuer by feinting a flight to the south first.

Loskar the Betrayer

Male Bugbear Barbarian Fighter 3, CNStr 18/51, Int 8, Wis 7,Dex 12, Con 13, Cha 8AC 6 (brigantine); HP 20.THAC0 16; Dmg 1d8+3 (morningstar).XP Value: 120.

When the PCs arrive at the Old Fort,following the tracks of the bugbear assassinLoskar, a small party of Mengul Orcs has setan ambush here, taking some time to reach

the Old Fort crossing the creek north of thebogs. Their original goal was to kill Loskar tocover the tracks linking the assassinationattempt to Harak, but now they prefer to firstkill the PCs, and then deal with Loskar.

Orc Ambushers

10 Mengul Orcs, 1 HD (HP: 3-6),AC 6 (leather armor and small shield),THAC0 20,Dmg 1d6 (spear, short sword or club).XP Value: 150.

If the PCs are about to be defeated by Loskarand the orcs, Howls-in-the-Night’s skeletalminions appear to save the day, and drag the(likely unconscious) PCs to the Lupinnecromancer’s hideout in a nearby barrow.

If the PCs were able to defeat Loskar and theMengul Orcs, they can drag the traitorousbugbear in front of the Thing, if he is stillalive. If they do so, the bugbear clan leaderoffers to pay a blood price to Steinar’swidow, and to ban Loskar . However, manyof the human conservatives, headed by Solvithe Grim and Thorgrim Thorvaldurson askthat the entire bugbear tribe be chased fromthe region. The moderate clans areuncertain, having lost their strongest leader.If the PCs are able to rally Freysteinn andHjalmar, as well as to get the Lupin clanscooperate with them, they can outvote Solviand Thorgrim. In this case, they gain thefriendship of the bugbears, who will aidthem in the war.

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If the outcome of the trial is favorable to thePCs, they also gain a story award of 300 XPs.

Frodhulf Vale’s Thing (assembly) gathers atthe Fair’s Grounds in Frodhulf Outpost. It iscomposed of the armed men and women ofeach homestead, plus the woodsmen led byHjalmar Ragnarson. Hjalmar, Steinar,Thorgrim, Freysteinn and Solvi are theleaders, the other farmers usually supportone of them (two each, except Hjalmar, whois considered less important by the farmers).

Solvi:This former bandit would like nothing morethan controlling the Thing for his own profit.However, his lack of personal fighting skills –compared to Steinar and Hjalmar, at least –

has kept him from gathering a strongersupport. He has a personal guard of 10mercenaries (a mixed lot of bandits,Freeholder exiles, Helskirian expatriates andtwo Ostlander Berserkers) as well as the largerfarm (and therefore the larger following) ofall the homesteaders.

Steinar:This powerful warrior is a Freeholder exile.His strength lies in his fighting prowess, buthe is hindered by his lack of connection withthe local families, and the fact that he onlyrepresents his wife’s interests, not his ownhomestead. Steinar dies at the beginning ofthe adventure, creating a power vacuum inthe Thing.

Thorgrim:This elder godi has been the head of his clanfor almost 30 years, having replaced hisfather, an impetuous warrior who died in askirmish against marauding goblinoids. He isa conservative leader.

Freysteinn:This pious worshipper of Frey only recentlybecame the head of his clan, replacing hisfather Haraldur Freysteinson, who died duringwinter. A strong supporter of the druidiccircle, Freysteinn has managed to retain thesupport of two minor homesteads, but a thirdhomesteader, Eirikur Grimurson (m/h/F4, N),switched allegiance to Solvi.

Hjalmar:This ranger is supported by local woodsmenand hunters as well as by the few craftsmenof Frodhulf Outpost. He keeps neutral in thedisputes for land rights, but presses for thecreation of a more organized militia.

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ACT II: THE ORCISH

INVASION

The Skarsholm, a region of rolling plainsrising to the foothills of the MengulMountains was once the home of an ogresswokan, known as Skars. An orc warlock,Harak Red-Hand (m,Orc,F9/W9,LE) islooking for her necklace, a talisman thatallows the user to control wolves, and hasled an army of orcs and ogres to Skarsholm.However, the wokan had, before her death,used her shapechanging powers to hide thenecklace – her most powerful talisman – inthe dwarven mines of Syrrak. ThereforeHarak has not been able to locate the wolf’steeth necklace.

He is trying to widen the search to theneighbouring lands, but in this effort he hasawakened the Bog Monster, an old undeadthreat. When Harak sent his forces in theBog, the elf mummy reacted to the presenceof orcs, the ancestral enemies of its species,in its resting place. He is now looking for away to remove the mummy – he does notfeel strong enough to confront it alone.

Harak leads an army of more than onethousand orcs. He can also count on thesupport of a small tribe of ogres, as well ashis personal guard, the Bull’s Head horde.

Gathering Allies

As the PCs realize that the threat of HarakRed-Hand’s army is growing, they will startgathering forces for the inevitableshowdown. To face Harak, they need moretroops than the Heldanners can gather alone

Harak Red-Hand

Male Orc (Orcus Imperator Rex)Fighter 9/Wizard 9, Lawful EvilStr 16, Int 15, Wis 12,Dex 9, Con 13, Cha 10Senses: Infravision 60’, Detect newconstructions 35%, Detect slopes 25%, -1penalty in sunlight.THAC0: 12; Dmg: by weapon +1; HP: 35Wpn Profs: Longsword, Battle Axe, LightCrossbow, Dagger, Club, Single WeaponFighting Style, Punching specialization.NWPs: Endurance, 13; Reading/WritingEssurian Runes, 16; Weaponsmithing, 12;Languages: Mengul Orcish (native),Heldanner 15, Denagothian 15; AncientHistory (Mengul Goblinoids) 14;Mountaineering; Hunting 11.XP Value: 3000.

The Mengul Horde (7 units)

Unit 1, Bull’s Head Horde: 40 Ogres withclubs; 30 elite Orc fighters with chain mail,shield, spear and battleaxe; 30 OrcDefenders of Kaarash with chainmail andbastard sword; 100 Orcs medium infantry(1/4/3/3/-/1).

Units 2-5, Orc Infantry: 200 Mengul Orcswith studded leather armor, shields, spears,short swords and clubs (1/3/2/2/-/1).

Units 6-7, Orc Archers: 200 Mengul Orcswith studded leather armor, short bows orcrossbows, and short swords or clubs(1/1/2/2/-/3).

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– they will need to get more men from theother local tribes and clans.

Several of the main encounters of thisadventure allow the PCs to acquire loyaltroops or at least to be able to pull in favors,giving them help for the Skarsholm campaign.

Table 1 shows a quick summary of theprimary method to acquire the services ofeach force.

Unit Type and size Acquisition method

Main units

Heldanner Clans 400 human irregularsNegotiating with the clan heads anddelivering a speech at the Thing

Vatski Boyars 200 human cavalry Mercenaries

Vrodnik Infantry 200 human heavy infantry Mercenaries

Lupin Tribes 200 lupin scouts Negotiate with the tribal councilElf Clans 200 elf archers Lay the Bog Monster to restThe Night Hunt 200 skeletons Befriending Howls-in-the-Night

Small units

Alphatian Garrison 40 human infantry Negotiating with the Alphatian governor

Rakasta tribes 40 rakasta scoutsChasing the Mountain Giant from theRakasta Tribelands

Syrrak Dwarves 20 dwarf guardsSaving the Syrrak Dwarves from the UndeadFomorian

Bugbear Tribe 30 bugbearsHolding the Bugbear chief’s side after theambush at the Old Fort

Cloud Giants 5 cloud giants Obtaining the War Banner of the Giant King

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Acquiring Mercenaries

Acquiring mercenaries is mostly a matter ofmoney and time. Regarding cost, Vatskicavalry costs 4000 gold pieces to hire for thecampaign, while Vrodniki infantry costs 2000gold pieces. Raising this much gold in a shorttimeframe is the real challenge -- the unitsneed to be mobilized at least 15 days beforethe battle.

This part of the adventure is very freeform --there are many ways of collecting thenecessary money. A few options are listedbelow:

● Reward for other quests: if another part ofthe adventure is solved especially well, theinterested party may put forward an extrapayment towards the cost of mercenaries.This works particularly well for theDwarven Mine quest, but could be appliedalso to any other, including the “Murder atthe Bjarttandri” initial quest (in that case,the money could be part of the weregildpaid by the Bugbear tribe). In general,such rewards should be in the range of200 to 600 gold pieces per adventure.

● Exploring ruins: this is an opportunity toadd a straightforward treasure hunt to theadventure. You can use any suitablemodule, or even single encounters out ofa given module, such as the various giantmounds from “King of the Giantdowns”.

● Negotiation: the player characters canalways try to squeeze more support frominterested parties. The Alphatian governor,the Syrrak Dwarves, the Heldanner clans,and even the Elves are reasonable targets.Also, if the PCs are agents of a foreign

power, they may appeal to their superiorsfor increased funds.

● Piracy or theft: while leaving the Frodhulfvale region too long may be too risky, thePCs might learn of a specific shipmentwhich could be stolen. The shipment maybe part of enemy logistics (where the“enemy” depends on the initialmotivations of the PCs). Alternately, thiscould be a good opportunity to run a shortadventure in Landfall -- “The Big Score”from “FGAZ8 Streets of Landfall” would fitwell.

The Lupin Tribes

To obtain the help of the Lupin tribes, thePCs need to negotiate with the Ulfthingi, thetribal council. The Lupin tribal council is notvery different from the Thing of Frodhulfvale, except the Lupin chiefs are more aloof,and tend to distrust human and demihumanPCs. Armann Ofrhugi, Hinrik Raudhr, andRurik Fedrjugr are the three most prominentchiefs1. The PCs need to persuade at leasttwo of the three chiefs -- once two have beenswayed, the others will follow suit.

Armann is a powerful fighter (F6, Barbariankit), and respects most hunting and combatprowess. An especially strong PC fightermight challenge and defeat him in single(non-lethal) combat, but this is a riskystrategy, since PCs are not on the same levelas these NPCs. A more reliable strategy is forthe party to hunt a powerful beast (e.g., agrizzly bear) to prove their worth.

1 See “The Skaufskogr and Beyond”,Threshold Magazine I ssue 7, for more detai l son these NPCs.

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Hinrik is a shaman. He will be impressed byknowledgeable and wise PCs. Challenginghim to a contest of wits, and winning, willpersuade him. Otherwise, the PCs will needto submit to an initiation ritual. The ritual(and the mix of magical substances imbibedor smoked during it) will send the party in acoma -- their bodies remain asleep, but theirspirits are stranded in Limbo. The specificarea of Limbo is, luckily, well-travelled, sincemost Lupins on a similar quest pass throughit. PCs will just need to follow their tracks,and possibly avoid or fight off a Minion ofChaos before finding a monolith coveredwith carved runes, which will send themback to their bodies.

Rurik is a warrior, but also a merchant.Negotiating a favorable deal for his tribe’scattle with the Alphatians will win him to thePCs’ cause, as will as straightforward bribe(300 gold pieces will suffice).

The Rakasta Tribes

The Rakasta tribes are at odds with theMountain Giant, Hamarki, who lives neartheir territory. They want him chased off, butthey are (unsurprisingly) not up to the task.They will try to trade their help in return forhaving the giant chased away.

This is obviously an impossible tasks for thelow-level PCs. However, it is best if the PCsaccept it -- otherwise, the Rakasta will notreveal the location of Hamarki’s cave, whichis necessary to find the Syrrak Dwarves’stronghold (see below).

When the PCs find Hamarki, they can eitherignore the Rakasta’s request -- thus losing

their help but gaining Hamarki’s help infinding the Dwarves -- or they can askHamarki to feign leaving the area for a while-- the giant will enormously enjoy tricking theRakasta, and will readily agree to the idea.Finally, they could come up with some clevertrick to persuade the Giant to leave --Hamarki is relatively naif, and may fall forwell designed plots (e.g., persuading himthat Dominagon, the Blue Dragon, is movinginto his territory to hunt him down).

The Bog Monster

The Bog Monster is a monstrous undeadmenace that has recently made itself knownin the bogs north-west of Frodhulf Outpost.It has the form of a desiccated humanoid, tarblack with sticky, dark red hair. The monsterwields a broken longsword in his right hand,and has been known to attack also bygripping his opponents with its bare left hand.

The Bog Monster is actually a bog mummy, ararely occurring type of ancient deadpreserved by the oxygen-deprivedenvironment of the bog. In life, it was aShiye-Lawr elf, Prince Gaernil, son of KingDrushiye. He commanded an Alphatianinvasion force at the Battle of Frodhulf Creektwo centuries ago. His forces were pushedinto the bog by the combined efforts of thesouthern Heldanner jarls and the Heldannshepherd lupin clans.

The Alphatian commander, seeing his forcesoutmatched, had sent for the Skaufskogrelves’ help, hoping to turn the tables againstthe Heldanner alliance. The Skauskogr elves,however, only offered Prince Gaernil safepassage through their lands, provided that he

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left Norwold with his army. Gaernil, in hisrage, turned back their offer, and wasrelentlessly driven by the Heldanners intothe bog with his army. The Alphatian Princedied fighting, his broken sword in hand, andcursing the elves that had wronged him.

Gaernil’s body drowned into the bog, wherethe chemical composition of the soilpreserved it, turning it into a leathery,desiccated husk, which remained dormantfor two centuries. When Harak’s orcs enteredthe bog searching for the ogress wokan’streasure, they disturbed the uneasy rest ofPrince Gaernil, who returned as the BogMonster.

The Bog Monster is able to create other, lesspowerful, bog mummies. These “BogZombies” have been plaguing the Sirraenprovince for some weeks now, attacking theelves of the area. For this reason, theSkauskogr Foresthomes will not be able toprovide assistance to the alliance, unless theBog Monster is removed – either destroyed,or put to rest. On the other hand, the BogMonster is also hampering Harak’s progress,so removing it will speed up the invasion.

Harak Red-Hand will take one full month toovercome the Bog Monster, assuming thePCs do nothing to put the Shiye prince atrest.

Prince Gaernil of Shiye-Lawr,the Bog Monster1

Accidental, restless, withered, humanoidIII Rank Mummy, NE (formerly Male ElfFighter 10/Wizard 8, TN)

Str 18/00; Int 14; Wis 10;Dex 7; Con NA; Cha 3.

Special Abilities: cannot be harmed byweapons of less than +2 enchantment;Elemental immunity: Cold/Water;Elemental resistance: Earth; Rejuvenation:6 HP/hour, needs to rest 1 day before and1 day after rejuvenating, dies at -10 HP;Mummy rot fatal in 1d12 weeks; Fear 1d10rounds, -3 saves; Infravision 90’; CauseHorror check on sight.Salient Powers: Create Undead (1st rankbog mummies), Weightlessness (1st rank,but can move unhindered throughswamps).Vulnerabilities: can be damaged byEssurian weapons; Allergen (Fascination):Imperial Alphatian sigil or banner (1d8rounds, saves at -2); Allergen (Repulsion)Skaldic war chant; Bonded to the bog;Elemental Vulnerability: Fire; Holy Waterinflicts 1d6 HP damage.

AC 3; HD 9; HP 45Movement: 18, unhindered by water, mires, etc.THAC0: 9; Dmg 2d8 or 1d4+6 broken longsword.XP Value: 7000.

1 The AD&D rules for custom mummiescan be found in Van Richten’s Guide tothe Created, la ter col lected in the VanRichten’s Monster Hunter Compendium,volume I .

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The Dwarven Mine

This part of the adventure takes place in theMountain Rakasta Tribelands. It startswhenever the PCs decide to investigate thedisappearance of the Syrrak dwarves. Thedwarves had a contract with the Lupin tribeled by Hinrik Raudhr to deliver weapons atthis year’s Bjarttandri – a few days after thePCs arrive at Frodhulf Outpost.

There are a number of reasons why the PCsmay wish to investigate this mystery – theymight be asked by Hinrik, maybe in exchangefor supporting the PCs’ side at the trial ofLoskar the Betrayer, or as part of theirinitiation in Hinrik’s tribe. They might alsoinvestigate on their own, if they needweapons to supply their own army. Finally,the ghost of the Giant King might set thedefeat of his Fomorian enemy as a conditionto give the PCs his legendary War Banner.

The dwarves have been imprisoned/killed byan undead Fomorian, an evil giant of a pastage. The problem is that no one knowswhere to find the dwarves, since their clannever revealed the mines’ location. OnlyHamarki, a mountain giant loner, living atthe top of the Final Range, knows thelocation. The Rakasta tribes can help findingthe giant, but they dislike him, and want himchased out of the region (see The RakastaTribes above).

To describe the dwarven mine in full detailgoes beyond the scope of this article. Theauthor recommends using L3 Deep DwarvenDelve to model the Syrrak clanhold. ReplaceOrcs with an even mix of Goblins andHobgoblins in the upper level, and replacethe Dwarven cleric and devils on the last

Bog Zombies

Invoked, withered, humanoid I RankMummy, Lawful Evil

HD 2 (9 HP); Movement 9; AC 7;

THAC0 19; Dmg 1d8 or by weapon +4.

Special Abilies: immune to non-magicalweapons, except cold iron or Essurianweapons; Elemental Immunity: Cold;Rejuvenation (takes 9-11 days to heal, diesat 0 HP); Touch attacks inflicts debilitatingpoison (-2 Con); Fear (no penalty, 1d4rounds, causes -1 to attack and damagerolls); Infravision 30’.Salient Powers: Not slowed by bogs.Special Vulnerabilities: Allergen(Fascination): Imperial Alphatian sigil orbanner (1d8 rounds, saves at -2); Allergen(Repulsion) Skaldic war chant; Bonded tothe bog and the nearby region; ElementalVulnerability: Fire; Holy Water inflicts1d10 HP damage.

XP Value: 270.

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level with the Undead Fomorian and twocontrolled Dwarven wights. Finally, replaceone of the magic items with the wolf’s teethnecklace of the Skars.

Circa 100 Syrrak dwarves survive, imprisonedby the Undead Fomorian, on the lowest levelof the mine. If they are freed (even if theUndead Fomorian is not defeated), they willgladly join the alliance, providing a smalldwarven unit. If the Undead Fomorian isdefeated, they will also provide acontribution to hire mercenaries.

Undead Fomorian1

Invoked, dark pact, withered, monstrous IIIRank Mummy, NE

Str 20, Int 12, Wis 10,Dex 7, Con N/A, Cha 3

Special Abilities: cannot be harmed byweapons of less than +2 enchantment.Elemental immunity: Cold; Elementalresistance: Lightning. Rejuvenation 6/hour,needs to rest 1 day before and 1 day afterrejuvenating, dies at -10 HP; Disease: spasmsto touched area, 10% chance per hour for 3-6 rounds; Fear 1d8 rounds, -2 saves, inducespanic; Infravision 90'; Causes Horror checkon sight.Salient Powers: Curse of Vengeance;Command Undead as 16th level Cleric, upto 48 HD of undead; Passage (3/hour, up to25').Vulnerabilities: can be damaged by iron(not steel!) weapons; ElementalVulnerability: Fire and Light; Allergen(Barrier): Dragon scales; Dependence: Spirititems (holy symbol of Skuld, must be within1 mile to use Command Undead; shroud,must be within 1 mile to benefit fromLightning resistance); Holy Water inflicts1d8 HP damage.

AC 3; HD 13; HP 60

Movement 9; (also, see the Passage salient power)

THAC0 9; Dmg 2d6+8 (Huge mace)

1 The AD&D rules for custom mummies canbe found in Van Richten’s Guide to theCreated, la ter col lected in the Van Richten’sMonster Hunter Compendium, volume I .

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The Barrow of the Giant King

Entering the Barrow in the Eastern ShepherdTribelands, is needed to recover the Bannerof the Giant King, an item of historicalsignificance, but also of magical power.Displaying the Banner in battle will summonfive Cloud Giants from nearby castles, whohave inherited magical geas to serve (onceonly) the bearer of the banner in war.

The Barrow is not described in this article.See King of the Giantdowns for details onthe barrow itself and the events that can takeplace there. Alternately, the barrow may holdonly the tomb of the Giant King, but hisghost may prevent the PCs from removingthe banner until they have destroyed theUndead Fomorian occupying the SyrrakClanhold.

The Night Hunter

A Wolvenfolk Necromancer, Howls-in-the-Night (m,Lu/Wolvenfolk,Ne9,LN) has takenresidence in an abandoned burial mound inthe Eastern Shepherd Tribelands. He knowsmuch about the mounds and the ancientgiants, but may require services (fetchingmagic/old items from a mound) in exchangefor information. The Necromancer is raisingan undead army to face the orcish army ofHarak.

The PCs may either meet Howls-in-the-Nightwhen they barge into his barrow-home(probably while looking for the Barrow ofthe Giant King), or if his skeletons rescuethem from another encounter – this latterevent will happen only once, and is designedas a one-time party saver. Howl-in-the-Night’sskeletons may rescue the PCs from mostother encounters, assuming they are able toenter the encounter area.

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ACT III: RESOLUTION

In this last part of the adventure, the PCs areinvolved in the final battle between Harak’sMengul Horde and the allied forces they havegathered. Depending on whether the PCsmanaged to defeat the Bog Monster, orHarak did it, the battle will take place on thebanks of the Sirraen river, or on the banks ofthe Frodhulf creek. In the first case, the alliedarmies are on the offensive, otherwise, Harakis leading an assault towards FrodhulfOutpost -- and Midway Haven.

Battle SetupTable 2 reports the composition of thearmies, and their statistics according to theBirthright War Cards system. It is worthnoting that the smaller units will operate asa single unit (Birthright units account forcompanies of about 200 soldiers). If the PCsdid not manage to get all the allies, thenreduce the effectiveness of this mixed unitaccordingly: if one small unit is missing, themixed unit has only 2 hits. If there are onlytwo small units, compute the stats as theaverage of the two, except movement whichdrops to the lowest value. Also, the unit hasonly 2 hits. If there is a single small unit, thenthe unit has only one hit and the listedstatistics.

The PCs and the Cloud Giants, as well as anyexceptional NPC (not counting the leaders ofeach unit), can be associated with any unit toprovide bonuses. The presence of the cloudgiants adds +1 to melee and ranged attack ofany unit they are associated with. The PCsprovide a +1 to morale, and can use theirspells, if any, as per the standard rules.

Howls-in-the-Night

Male Wolvenfolk Lupin, SavageNecromancer 9, Lawful Neutral

Str 13, Int 15, Wis 16,Dex 8, Con 15, Cha 12

Senses: Infravision 60’, Detect Werewolf83%, Detect Invisible/Ethereal +2, BlindFighting, Tracking Wis/3, Detect race bysmell Int+2, Detect individual by smell Int-2, Detect Noise 39%, ST penalty vs. sound-1.Special Abilities: resist death (Con), +2penalty on reaction rolls, interpret omens1/week.

THAC0: 18; Dmg: 1d6+1 or by weapon;HP: 30

Wpn Profs: Bite, Spear

NWP: Spirit Lore, 8; Necrology, 13;Hunting, 15; Local History: Skaufskogr, 12;Ancient History: Skaufskogr, 14; Healing,13; Read/Write Essurian Runes, 16;Languages: Lupin (Native), Heldann(Native), Elven (Shiye, 15); Spellcraft, 13;Religion: Saimpt Loup, 16; Endurance, 15;Survival, 15; Direction Sense, 17.

XP Value: 4000.

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Outcome

If the allied armies win the day, the Orcs areforced to withdraw to the Skarsholm, if theywere camped north and west of the Bog, orbehind the Sirraen if they had already movedsouth and east. Depending on the survivingforces, different events can take place:

● If the Bull’s Head Horde is routed, minorhorde chiefs overthrow Harak and theMengul Hordes break down. Some willreturn to the Mengul mountains, otherswill try to set up power bases in Lirovka’sAlps, and others will remain in theSkarsholm. However, the orcs will not be amajor threat until a new leader emerges.

● If the Bull’s Head Horde is not routed, andmore than three other Orc units areavailable, Harak will attempt to seize theOld Fort. A second battle may ensue.

● If the Bull’s Head Horde is not routed, butless than four other Orc units remain,Harak will retreat to the Skarsholm. He willbe back in a few years, though, withgreater forces.

If the Orcs win, then the allied forces scatter.The elves, rakasta, dwarves, and vatski andvrodnik forces flee to their home territories.The Alphatians withdraw to Midway Haven,while the Bugbears, if they survive, turn coaton the PCs and ally with Harak. The other

Unit Type and size Mv/Me/De/Mo/Ch/RgThe Mengul HordesBull’s Head Horde 40 Ogres, 160 Orcs infantry 1/4/3/3/-/1Orc infantry 200 Orc light infantry (4 units) 1/3/2/2/-/1Orc archers 200 Orc archers (2 units) 1/1/2/2/-/3 Main allied unitsHeldanner Clans 400 human irregulars (2 units) 2/3/2/2/-/2Vatski Boyars 200 human cavalry 3/3/3/2/5/1Vrodnik Infantry 200 human heavy infantry 1/3/3/2/-/-Lupin Tribes 200 lupin scouts 3/2/2/2/-/3Elf Clans 200 elf archers 2/2/2/3/-/5The Night Hunt 200 skeletons 1/2/3/3/-/-

Small allied unitsMixed, see below(statistics given here are for the mixed unit)

1/3/3/2/-/2

Alphatian Garrison 40 human infantry 1/3/3/2/-/-Rakasta tribes 40 rakasta scouts 3/1/2/2/-/4Syrrak Dwarves 20 dwarf guards 1/3/4/3/-/2Bugbear Tribe 30 bugbears 2/4/4/1/-/2Cloud Giants 5 cloud giants

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forces, if they survive, remain under thecontrol of the PCs, and must retreat to one ofthe adjacent territories (Lirovka’s Alps, theHeldann Shepherds Tribelands, or MidwayHaven). They can attempt a comeback,although this will be doomed unless the PCscan gather more forces.

REFERENCES

Giampaolo Agosta, “The Skaufskogr andBeyond”, Threshold Issue 7Teeuwynn Woodruff, Van Richten’s Guideto the Created, TSR, 1994Rich Baker and Colin McComb, BirthrightCampaign Setting, TSR, 1995Tim Beach and Bruce Heard, The SavageCoast Campaign Book, TSR, 1996Ed Stark, King of the Giantdowns, TSR,1997Len Lakofka, L3 Deep Dwarven Delve, TSR,1999

several dragons all around Norwold are loyalto the Dragonking, as explained in Thresholdissue #8, many humans and humanoids inthe various Norwold communities serve thedragons.Several important figures in Norwold are(normally in secret) close allies of theDragon Kingdom, such as Quentin Jax1,Beriak Alanira2, Avel Vankomirovich3, orNazariy Zhucharnov4, who is influenced by

the green dragon Zilant, an ally of theWyrmsteeth. All the Vatski lands west of theWyrmsteeth kingdom are somehowinfluenced by the dragons, as Tugar protectsVyolstagrad and Svartbak the black and theChurch of Idris are trying to manipulateStamtral and Gunvolod. Likewise, probablymany others agents of the WyrmsteethKingdom or its enemy, mainly Vitriol and theChurch of Idris, may be present in the courtsof Alpha and Oceansend, and in any otherNorwold community.1 See Rogues, Barons and Pretenders by

Simone Neri , in Threshold issue #8, page1062 See The Great Land Rush of Norwold part2 by Simone Neri , in Threshold issue #8,page 15

3 See The Great Land Rush of Norwold part2 by Simone Neri , in Threshold issue #8,page 34

4 See The Great Land Rush of Norwold part2 by Simone Neri , in Threshold issue #8,

page 44

Who’s Who in the Wyrmsteeth part 3 Continued from page 165

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Koskatep level 8 - Mokrath, Serpent Eye

Akrash the victorious has conquered thesacred city of the fairy queen, and kept itfrom her grasp for thirty cycles of the sun.For this great deed the Sorcerer King, in hiseternal wisdom, has pardoned his rebellion.Mokrath will send to Mogreth gems andslaves. Mogreth will send to Mokrath clothand tools. A portal will be opened, as theroad is infested with human bandits andother filthy creatures of Grondheim andTaymora.

Written on an ancient Mogrethian tablet,circa 2050 BC.

SECRETS OF KOSKATEP,

LEVEL 8

This level can be reached going down fromthe trapdoor in area 5B or even through thechasm in area 1 in Level 7 (Kosmoteiros,published in Issue 9 of Threshold magazine).The PCs will find themselves in Level 8,Mokrath, once a city of living lizardmen andtroglodytes, now inhabited only by the dead.

The text below repeats the originaldescription of this level in issue 1 ofThreshold Magazine (Mirror of Eternal Nightarticle). Read on to discover more on thislevel of Koskatep!

byFrancesco Defferrari (Sturm)*

* Many ideas for this level come from the work ofGeoff Gander about Mogreth that can be seenin the namesake Piazza thread, also collected atthe Vaults of Pandius. Further links to GeoffGander's work about Mogreth and the OuterBeings will follow in the rest of the article.

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Koskatep level 8 - Mokrath, Serpent Eye

Lizardmen and troglodytes lived here for acentury in ancient times, and they made scalydecorations, serpent heads, and eyes drawnand sculpted on the walls, giving this level aslightly disquieting look. Gems were inlaideverywhere, but were long ago plundered byTaymorans and only empty sockets remainnow. Just for fun, The Last One hasawakened a hundred remains of ancientlizardmen and troglodytes to infest this level.Most of them are zombies, many of them aremummies, and some are vampires withmagical abilities. They would gladly turnagainst him if given the chance.

The secret: One of the lizardmen, once ashaman, knows how to open a portal to theBlight Swamp. He would like to search forthe descendants of his people there, andproposes an alliance to anyone workingagainst The Last One.

When the Darkers arrive, they will strike abargain with the lizardman shaman, so thislevel will be full of lizardmen and troglodytesalive and undead, busy opening portals tocontact all of their kind living in westernKarameikos in order to win them over to thecause of Nyx.

Relevant history (expanded

from issue 1 of Threshold)1

2.379 BC: The Queen of Grondheimconquers the city, renaming it Krystallac. Justa few years later sidhe priests discover theexistence of the inner temple and begin acentury long negotiation with the Sollux andthe Brutemen below to gain access to theartifact.

2.282 BC: As the Queen grows impatientabout the unwillingness of Ixion tocompromise, she sends her best troops toopen the temple. Inti troops soon attack theplace, and Taymora intervenes shortlythereafter. This is the beginning of the War ofthe Empires, or the War of SouthernGrondheim, that will last decades and willdevastate the region. Mogreth intervenes aswell a few years later. During this time all themajor powers occupy the city for a while.Mogrethian general Akrash conquers the cityin 2091 BC but is forced to leave it two yearslater due to insufficient support from hishomeland.

2.080 BC: In a time of crisis in Grondheim,Taymora, and Intua, lizardmen andtroglodytes, under the leadership of thelizardman general Akrash, occupy Krystallacand keep it for a hundred years.

2.050 BC: A permanent portal, the VerdantPool, is opened between Mokrath andMogreth. Other magical properties of theVerdant Pool are soon discovered.

1 Several detai l s of this his tory come frommy History of Traladara. Other his tor ies maydif fer , as the one presented in issue 1 ofThreshold magazine did (His tory ofKarameikos by Simone Neri , page 37), butthis t imel ine could eas i ly f i t into them too.

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Koskatep level 8 - Mokrath, Serpent Eye

2.000 BC: The Mogrethian flood devastatesthe reptilian empire, cutting any support toMokrath. Reptilian refugees however reachthe city, bolstering its defence for a while butsoon creating an overpopulation problemthat will contribute to the fall of the city.

1.976 BC: After a long siege Taymoraconquers Mokrath and renames itKosmoteiros. Nyx knows about Ixion’sartifact but rather than try to steal or destroyit she decides to exploit the magical aura ofthe place to build her own, stronger, artifactthat will bring fulfillment of her Dream.Mokrath is sacked, sealed and abandoned,but many inhabitants escape through theVerdant Pool and scatter into the world.

1.777 BC: To prevent Kosmoteiros fromfalling into the hands of Thanatos, the priestsof Nyx destroy the city with a terribleearthquake. Thousands die and the place isabandoned for many years as seismic activityincreases in the area. The chasm awakens theghosts of the lizardman shaman Kirish and ofgeneral Akrash, who feeds on Taymoransouls.

1.664 BC: After the destruction of Taymora,fairies of the Unseelie court take possessionof the place and try to use the Starlake, butdo not know of the hidden temple of Ixionbelow. Kirish tries to attack them but isbanished. Akrash hides among them for awhile, but is eventually discovered andlikewise banished.

1.597 BC: Lord Keiros, a Tal nosferatu andfollower of Nyx, conquers Koskatep from thedark fairies. Vampiric followers of Thanatosattack several times but are defeated. Kirishsends some ghostly minions against Lord

Keiros, but they are defeated and he is forcedto hide. Level 8 is sealed again.

1.412 BC: Hutaakans conquer the site forIxion and Pflarr, a seriously wounded LordKeiros is forced to hide, and his followers areexterminated. The dead of Mokrath sleepundisturbed in their sealed level.

1.021 BC: Orcs sack Koskatep, somehutaakan priests survive hiding in the lowerlevels, and will become more guardians forthe hidden temple of Ixion. Kirish and thelizardmen are awakened by their passage,and capture some hutaakans.

954 BC: After several battles a dwarven armydefeats the orcs and conquers Koskatep, butare soon in constant warfare with the gnollsthat rule over the region. Levels 5 and beloware sealed again.

912 BC: The dwarves are finally defeated bythe gnolls, who build their own city over theruins. Shamans of Ranivorus and Thanatosbegin to study the Starlake. Gnoll explorersreach Level 8 and are attacked by ghostlylizardmen, so Level 8 is closed again.

841 BC: Followers of Nyx, aided by ogresand giants, attack Koskatep but are unable toconquer the gnolls; yet they succeed inkilling the most powerful shamans ofThanatos and burning their notes.

603 BC: The ogre king Kulfan conquersKoskatep in the name of Nyx and ogres ruleover the area for centuries. Human priests ofthe Lady of the Night live in the city alongwith them. Kirish tries to contact thefollowers of Nyx, but Akrash attacks themand the lizardmen ghosts are banished.

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Koskatep level 8 - Mokrath, Serpent Eye

95 AC: The Darkers almost complete theritual to use the Starlake and bring forth theEternal Night, but are stopped at the lastmoment by priests of Ixion, who drive outthe ogres and occupy Koskatep for years.Cleansing of all the Levels down to the 10thby the priests insures that the lizardmenghosts maintain their deep slumber.

227 AC: The priests of Ixion have repelledseveral attempts by ogres, giants andfollowers of Nyx trying to reclaim the ruins,but are destroyed at last by The Last One, avery powerful and ancient vampire sent byThanatos. Some of them escape to the lowestlevel and become defenders of the innertemple. In the following centuries ogres,giants, followers of Nyx and even adventurerssent by Ixion try to reclaim Koskatep, butThe Last One destroys them all. The Last Oneawakens the lizardmen ghosts and givesbodies to them, establishing an alliance withAkrash. Kirish hides from Akrash and TheLast One.

998 AC (or later if the DM prefers): LadySonya, the Granddaughter of the Night, apowerful priestess of Nyx, and her followers,are able to defeat The Last One and reclaimKoskatep.

1031 AC: The next alignment. On this datethe Starlake could be used to bring forth TheEternal Night.

The Random Critters table of level 2B (inissue 3 of Threshold magazine) and theWandering Parties table may apply here ifthe DM wishes so. In this case there is a 1%chance in each room that a Wandering Partywill be encountered. There is also a 30%chance that such creatures or people arealready under The Last One’s control, andwill therefore try to capture or trick the party.The Followers of The Last One encountertable of level 1 (in issue 2 of Thresholdmagazine, page 122), can also still be usedhere if the DM wishes so. One such followercould try to join the PCs to explore this level,with the final purpose of bringing them inthe presence of The Last One himself (inLevel 7). After the Darkers take control (seeissue 1) any Follower of The Last One willobviously keep a much lower profile andmaybe even aid the party against the Darkersto use them or lead them to their deaths.

Spells that provide magical transportation,such as teleport, passwall, dimensional door,magic door, travel, gate and spells such asclairvoyance and find the path do not workon this level as on Levels 5, 6 and 7 due topowerful wards placed by The Last One andothers before him. The DM could decide toapply the same rule to the levels above the5th, at least from Level 2 and below,particularly if the PCs are of high level.There is also a magical alarm in place all overthis level: whenever a clerical or magicalspell is cast1, Akrash will sense it and thegeneral direction of the caster. Secretly,Kirish has his own alarm too, and will try towarn any caster as soon as he senses them.

1 Inc luding bard spel l s , and spel l l ike ef fectsf rom magical i tems. Each DM may alsodecide that the s imple presence of a magicali tem may tr igger the a larm, and even ps ionicpowers, i f a l lowed in the campaign.

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Koskatep level 8 - Mokrath, Serpent Eye

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Koskatep level 8 - Mokrath, Serpent Eye

The Level and its inhabitants

The original lizardmen city was sacked by theTaymorans in 1976 BC and most of its stoneswere eventually plundered to buildKosmoteiros above. In a few years, Mokrathwas completely buried, however theearthquake of 1777 BC, subsequentcollapses, and wandering creatureseventually cleared some of the rubble. Nowthe city, which had thousands of livinginhabitants at its height, is inhabited only byundead lizardmen and troglodytes, somecorporeal and some not. Their exact numberand power should be left to the DM’sdiscretion depending on the PC’s levels. Allthe indicated levels are indeed justsuggestions to be weakened or augmentedby the DM as they see fit. Not all the areas ofthe city nor all its inhabitants will be detailed,as there are too many, so each DM may addmany more as he or she prefers.Some of the undead may have magical lights,otherwise the level is completely dark.Three great magical fires burn over the stillstanding temples, upon Akrash’s order, andare visible from many areas of the city. Thelight yellow areas however should not beconsidered clear, but a labyrinth of rubbleand huge rocks, with an average visibility ofunder 10 feet.

About the map

The Green path is the main road of Mokrath,covered in green tiles still in a surprisinglygood condition. In dark grey is the solidstone of the Koskatep hill that encases thecity. The light brown lines are the formerexternal and internal walls of the city,partially collapsed or now buried in the hill.In dark brown the structures that the undeadlizardmen rebuilt or repaired in the last fewcenturies. In light blue the waterways thathave survived the destruction of the city,maintained by waters falling from the levelsabove and small springs in this level. Some ofthe waterways are relatively clear, others arestagnant and fetid.As said above, most areas are dark or onlypartially illuminated by magical lights, if PCsdo not bring their own light. If they do bringlight, of course, it makes the party quitevisible.The Black area is the Chasm opened by theKosmoteiros earthquake of 1777 BC, whichgoes all the way down to Level 12.

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Koskatep level 8 - Mokrath, Serpent Eye

1 - Frogfolk Temple

This great temple, now mostly ruined, was oncededicated to the Cult of the Frog or Way of Irrub1,the religion that many frogfolk followed at the timeof Mogreth. The religion was consideredblasphemous by the dominant Outer Beings’ faith2,but King Akrash (see area 8 for his description)allowed it openly in Mokrath. In the last centurieshowever he has forbidden the undead frogfolk togather here. They do that anyway in secret,practicing their religion in the lower levels of thetemple, which is a pyramid five stories high.2d20+5 undead frogfolk3 (HD 2-5) may beencountered in the two lower levels at any time.They have a pale, sickly appearance but their bodiesare whole. They have a paralysis ability similar toghouls. The surface area of the temple’s complex isroamed instead by an undead tyrannosaur (20HD). The creature has normal attacks similar to aliving one, but all the undead immunities andweaknesses. It can be damaged by holy water andturned as a phantom. It was placed here by Akrashto keep the frogfolk away from their former temple,but they have learned to distract it enough to pass.The great green paved road passes to the left of thetemple and leads to the interior of the city. Once itbegan with a grand double bronze door in theupper west corner of Mokrath, long collapsed anddestroyed.

Some time after the arrival of the Darkers, whenKirish (see area 13 for his description) strikes a dealwith them and takes control of this level, the

1 See “Rel ig ion in Mogreth” by Geoff Gander2 Discover more about the Outer Beings, i f youdare, in “Insani ty, Horror, and the Outer Beings inMystara”.

3 Di f ferent takes on the Frogfolk who or ig inal lyappeared in DA2 Temple of the Frog may be foundin “Frog-Folk”by Andrew Theisen and “Frog-fo lk”by Jamie Baty

1 - There is a treasure trove ofreligious objects and weapons in thetwo lower levels of the pyramid,some of them magical, but anyonetouching them will soon hear theOuter Beings’ voices, and riskmadness. Devious DM’s may findmore information about the use ofOuter Beings in several unspeakableplaces, unholy books and other darkcorners of the Vaults of Pandius, orelsewhere. Clues and history aboutthe ancient Temple of the Frog ofBlackmoor may also be found hereif the DM wished so.

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undead tyrannosaur will be eliminated. Frogfolkwill be able to freely attend the temple, but Kirisheventually will try to sway them away from theOuter Beings and convert them to his faith in Ka.3d20+7 undead frogfolk will be in the area at anytime.

2 - Frogfolk Quarter

The whole south eastern area of Mokrath was thefrogfolk quarter at the height of the city. The areais now a massive pile of rubble and ruins, with fewwalls and buildings still standing. A relevantnumber of undead frogfolk dwells here. There isa 5% chance every turn (10 minutes) that the PCsencounter 1d6+2 normal undead frogfolk (HD 2with paralysis touch) and a 1% chance every twoturns that they encounter 1d4 superior undeadfrogfolk (as nosferatus, with clerical or magicalabilities). It may take from 3 to 9 turns, at least, tocross this area walking outside the green road,more if the PCs are searching for treasure.

After the Darkers’ conquest the frogfolk could startto receive materials to slowly repair and rebuildtheir quarter, a course of action Kirish willencourage. Kirish also plans to find living frogfolkto help rebuild the city, bringing them herethrough the Verdant Pool (area 8) from the BlightSwamp, the Malpheggi Swamp or elsewhere.

3 - Wall of Glory and access to Level 7

This area has statues and trophies that celebratethe glories and the victories of general and KingAkrash. They were partially destroyed or decayedduring the centuries, but Akrash had themrepaired, mostly, in the last few centuries. 2d10undead lizardmen guards (HD3 and paralysisattack as ghouls) and a undead lizardman captain(9 HD vampire) are always posted here, guardingAkrash’s monuments. This area is quite smelly as

2 - There are objects and weaponsdating back to the times of Mokrathin this area. Some of them can beuseful, or even magical, and evenfree from the Outer Beings touch.Several of them however are still inthe unliving hands of undeadfrogfolk.

3 - The statues and trophiesmounted by Akrash in this areainclude bronze, silver and goldobjects, magical weapons and gems.Besides the guards however there isalso a magical alarm in place, whichalerts more guards in areas 4 and 8,and a magical trap which hitsanyone touching the treasures witha chain lightning bolt.

Koskatep level 8 - Mokrath, Serpent Eye

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the northern river is muddy and stagnant.The stairs coming down from the Starlake in Level7 (area 5B) arrive in this area, behind aninconspicuous pile of rubble. The lizardmen guardsshould check them too, but often forget about it asthey know the level above is controlled by The LastOne. If they spot or capture some intruders,however, they will deliver them to the undeadguards of the level above.Small undead aquatic dinosaurs (HD 2-7 withundead immunities and weaknesses) also live in theriver.

After the Darkers’ arrival and Kirish’s takeover ofthis level the trophies will be taken down andbrought to the treasury in the Palace (area 8).Eventually Kirish plans to put some statues of Kaand other Immortals here.

4 - Soldiers House

One of the few repaired buildings of Mokrath, oncea barracks for the guards of the northern gate(which collapsed long ago and is now buried), noweven a bigger building which houses 4d10+4undead lizardmen guards (HD3 and paralysisattack as ghouls) and 2 undead lizardman captain(9 HD vampires), stands here. Around the buildingmore undead lizardmen soldiers live (or at leastroam) as this was in the past the Soldiers Quarter ofthe city.The guards here will take any captured intruders tothe Palace in area 8, where Akrash will decide if theyhave to be sacrificed to the Outer Beings or toThanatos.

When The Darkers arrive and Kirish takes control ofthis level, nothing will change for the soldiers here.They will still follow orders and obey the ruler ofthe city. Eventually Kirish plans to post living guardshere too, after they start to arrive through theVerdant Pool.

4 - There are a lot of weapons andarmor in the hands of the undeadlizardmen guards and in the armoryof the building. None of them iscursed by evil deities and some ofthem are magical, but the armory’sdoor has two traps, one mundane (apoison needle) and one magical (afireball).

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5 - Slaves Pen

This huge area once housed the slaves of Mokrath,mostly humans, beastmen and some fairy folk.Now it is infested with Wraiths (HD 5) andSpectres (HD 7) of former slaves or adventurers,raised by The Last One or Akrash in the lastcenturies. They roam a vast area attacking anyonewho gets near.

When The Darkers arrive and Kirish takes control,he will ask their help in dealing with theincorporeal undead. The Darkers will happilyoblige, offering to the wraiths and the spectres thechance to join them and become Uncorporeals1.

6 - Bureaucracy Quarter

This area was once the bureaucrats quarter ofMokrath. It still houses a relevant number ofundead lizardmen (HD2 and paralysis attack asghouls). Akrash has put them to work as they didin their former lives, even if what they do now haslittle meaning. The lizardmen of this area will notbe automatically hostile and will speak calmly toany intruders in their language. They will notattack unless forced to defend themselves. As soonas the intruders leave however, they will sendsomeone to the Palace (area 8) to warn the guards.

When The Darkers arrive and Kirish rules, thebureaucracy will continue business as usual with anew purpose, as the undead shaman will assign

1 More informat ion about the Uncorporeals ,specia l Nyx’s undead, are in Threshold issue #1,page 146.

5 - There are objects and weaponsof any kind in this area, mostlyformer possessions of adventurersslain by the undead during thecenturies. The DM may also decidethat some magical objects lay heretoo.

6 - There are buildings still standinghere and others being repaired bythe undead lizardmen. Items,money, gems and weapons are alsopresent in this quarter, mostlybehind closed doors or inpossession of the undead lizardmen.

Koskatep level 8 - Mokrath, Serpent Eye

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them many tasks to prepare the city to return to itsformer glory, and with many more living inhabitants.

7 - Artisans Quarter

This area was inhabited by artisans during theheight of Mokrath. Now some of them still live andwork here as undead lizardmen and some rareundead troglodytes (both HD 2 and paralysisattack as ghouls). The buildings of the area aremostly ruined and the repairwork goes slow, as anyother work here, for the lack of supplies from theexternal world.As in the previous area, the inhabitants of thisquarter will not attack intruders automatically, butwill warn the guards in area 8 of their presence assoon as possible.

When Kirish takes control the Artisans Quarter willbe slowly renovated and eventually, if Kirish’s plansucceeds, new living inhabitants and new artisanswill come to live and work here.

8 - Akrash Palace and the Verdant Pool

This huge and majestic building was the mainpalace of King Akrash at the height of Mokrath andnow it is again. Despite that the building is not inperfect condition as it was abandoned for manycenturies. Even if Akrash has a new body sinceshortly after The Last One’s arrival in 227 AC, thelack of labourers and material has made a fullrestoration difficult. Many internal walls do notexist anymore or are under construction. Thepalace inhabitants include at least 100 undeadtroglodyte servants (HD 2), 100 undeadlizardmen commoners (mostly females, HD 2),

7 - There are objects and weaponsof any kind in this quarter, somequite precious and magical, butguarded normally or behind closeddoors, as in the previous area.Thieves, if caught, will be pursuedand attacked by the undeadinhabitants, who will also call theguards in area 8.

8 - There are wonderful treasures ofany kind in Akrash’s palace, mostlyguarded by undead lizardmen,wraiths and spectres (mostly victimsof past sacrifices whose souls weretaken by Akrash’s clerics), mundane(poisonous) and magical traps. Themost precious treasures are alsooften defended by magical alarmswhich alert the guards if someoneother than Akrash or his immediatefamily touches them. If the DMwishes so, the Verdant Pool could

Koskatep level 8 - Mokrath, Serpent Eye

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Koskatep level 8 - Mokrath, Serpent Eye

100 undead lizardmen guards (HD 3-7) and 10undead lizardmen captains (HD 9-15). Thepalace also houses the private chambers of GeneralKing Akrash (HD 20 nosferatu warrior) and hisnow undead family (a wife, a son, two daughters,a mother, an aunt, four cousins with spouses and12 sons); all lizardmen (HD 1-10). When hefounded Mokrath, Akrash was in search of a placefar away from Mogreth, as his tenuous faith in theOuter Beings had put him in bad standing.However, in the face of his success and hisdomination of the region, the Sorcerer King of hishome city1 had to forgive him, and the power ofMokrath grew and grew for years. After the flooddestroyed Mogreth in 2000 BC, Mokrath was alsoflooded by refugees. The overpopulationcontributed to the fall of the city in 1976 BC, in partbecause many Mogrethian refugees felt no loyaltytoward a heretic such as the King of Mokrath.Akrash died fighting the Taymorans with all hisfamily, here in the Palace. Unable to rest, heawakened again as a ghost in 1777 BC and feastedon the souls of defeated Taymorans. By this time,his hatred of Taymorans and humans in general hadpushed him toward worship of the Outer Beings,and he started competing with Kirish for the controlof the city. In 1651 BC Akrash was discovered by thedark fairies, while trying to steal some of theirmagic, and was banished for centuries by theirmagic. He regained conscience only around 600BC, when Kirish was trying to cooperate with thefollowers of Nyx at the court of the ogre KingKulfan. Akrash’s hatred awakened him again, hecaused the failure of Kirish’s negotiation and wasbanished once more. Only in 227 AC The Last One’smagic brought him back into a physical body. Sincethen Akrash has been wholeheartedly dedicated tothe service of The Last One and the cause ofThanatos, considering it fully compatible with the

1 The DM may choose the most appropriateSorcerer King f rom this “Mogreth NPCs” ar t ic le atthe Vaul ts of Pandius.

also be modified to open a portal towhere some ancient Carnifexsleeps1.

1 Maybe us ing the adventure idea“Legend of Soolkhir” by JohnCalvin (Chimpman).

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Koskatep level 8 - Mokrath, Serpent Eye

Outer Beings’ faith. His true purpose however, afterThe Last One succeeds in using the Starlake to opena permanent portal to the home plane of Thanatos(in 1031 AC, see Level 7, Kosmoteiros, in Thresholdissue #9), is to use the portal to create a footholdin Mystara for the Outer Beings. It’s hard to say ifThe Last One (and Thanatos) are aware of Akrash’strue plan.Akrash’s wife and some of his family (two daughtersand a cousin) have decided to oppose him, allyingwith Kirish once a favorable circumstance arises.Others (his son and two cousins) are insteadfanatically loyal to him and the Outer Beings.If PC’s are brought to the presence of Akrash, hewill decide to sacrifice them to Thanatos or to theOuter Beings, depending on the stars’ alignments(a calculation will be made by one of his loyalcousins, who is also a wizard and an astronomer).The bottom left corner of the Palace is dominatedby The Verdant Pool, a small, green, body of waterwhich was also a permanent portal to Isshum, thecapital of Mogreth. As the city is now under theDawn Sea, Akrash and most of the clerics andwizards among his kin and captains, are trying tomodify it to make it open to another location wherelizardmen are common, such as the Blight orMalpheggi Swamps. Should they succeed, theycould repopulate Mokrath with living lizardmen,but also risk catching the attention of powerfulbeings such as black dragons, or even Thalkor1.The Verdant Pool is also an ideal hatching place forlizardmen eggs. Unfortunately the undeadlizardmen could not use the pool in such a way formany centuries.

When Kirish takes control of the palace she willdestroy Akrash and his loyal followers with the aidof the Darkers (but Akrash and his followers could

1 Dragon ruler of the Malpheggi Swamp, see“Who's Who Among Dragons” or the previous issueof Threshold Magazine.

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Koskatep level 8 - Mokrath, Serpent Eye

be able to hide in the basements of the temple inarea 10, in area 13 as Kirish did or even in Level 10where The Last One will escape after his initialdefeat, see previous issues of Threshold magazine).Kirish and his entourage will then live here in thePalace, working relentlessly to modify the VerdantPool as Akrash was trying to do. They too may riskdisturbing some Carnifex resting place or somehideous Outer Being’s location, if the DM wishesso.

9 - Shrine to Thanatos and access to Level 9

This temple was not originally dedicated toThanatos at the time of Mokrath, but to theImmortals not included in the Temple of the World(area 11), as Ka and others. Akrash rebuilt it in thelast centuries as a temple of Thanatos to appeaseThe Last One when he received his new body.1d4+1 undead lizardmen shamans (HD 9nosferatu with clerical abilities) are always herewith 1d6 undead lizardmen commoners (HD 2with paralysis ability).In the basement of the temple there is a hatchwhich opens into a staircase spiralling down toLevel 9 (Krystallac, which will be featured in issue#11 of Threshold magazine). As Akrash feared, andstill fears, the magical powers of the fairies (evenmore so after the dark fairies banished him forcenturies in 1651 BC), he has always kept thishatch well closed, trapped and alarmed.A perpetual flame burns on the last level of thetemple on Akrash’s orders, guarded by one of thelizardmen shamans.

When The Darkers arrive some of The Last One’sminions will probably use this passage to escapewith him to Level 10 (even if he and others will beable to do that in mist form), so the hatch will nolonger be closed and trapped. Eventually Kirishplans to explore and use the level below, but hewill not be able to do that before The Last One

9 - In the basement there is also asecret room which contains thetreasure of the temple, mostly ritualobjects and weapons dedicated toThanatos (and therefore cursed foranyone who doesn’t belong to thesame faith). Remains of pastsacrifices also litter the floors(mostly adventurers who managedto arrive this far and were sacrificedby the shamans under Akrash’sorders).

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Koskatep level 8 - Mokrath, Serpent Eye

strikes back (see The Battle in this Level paragraphhere and in previous issues of Threshold Magazinefor further details about events after The Last One’sinitial defeat). Kirish will immediately destroy anyThanatos objects found here and will rededicatethe temple to Nyx. 1d6+1 undead lizardmenshamans of Nyx (HD 9 nosferatu with clericalabilities) will always be here. Some Darkers couldalso be present occasionally. After some time, ifKirish is able to open the Verdant Pool, some livinglizardmen shamans could also be here.

10 - Temple of the Faith

This building was the Temple of the Faith at theheight of Mokrath, where Outer Beings wereworshipped according to the official Mogrethianfaith (see note 3). During Mokrath’s times, notmany inhabitants followed the traditional faith, butnow Akrash officially permits only the cult ofThanatos and the Faith. The temple is partiallyruined by the chasm that cuts into this level fromthe level above and down to the 12th level. Thechasm is wet from water that drips from above andcan have random teleportation effects (see area 1in Level 7, in the previous issue of Threshold).Akrash has arranged for the chasm to be partiallycovered here and he plans to close it completely.In the meantime 2d10+2 undead lizardmenguards (HD 3 and paralysis ability as ghouls) arealways here, together with 2d10+1 undeadlizardmen commoners (HD 2 and paralysisability) and 1d4+1 Outer Beings undeadshamans (HD 9-11 nosferatu with clericalabilities).A perpetual flame burns on the last level of thetemple on Akrash’s orders, guarded by one of thelizardman shamans.

When The Darkers arrive and Kirish takes control,he will close the temple, and eventually the chasmtoo. If Kirish discovers the secret resting place of

10 - There are all kinds of unholyobjects and weapons in thebasement of the temple. All aretainted by the Outer Beings’ touchas explained in the area 1 sidebar. Asecret room known only to shamansalso contains an unanimatedCarnifex mummy. The Carnifexwere the rulers of the firstMogrethian Empire (5500-3800 BC),extremely powerful in magic. Akrashfound the mummy and hopes to useit to gain his magical power, but hedoesn’t know how yet. He has notshared this knowledge with The LastOne, and only three of his mosttrusted shamans (including his sonand a cousin) know of the mummy.If they can manage to wake theCarnifex, he would be a powerfulnosferatu wizard (HD 20) and couldbe able to take control of Akrash andall this level. In this occurrence theCarnifex, whose name in life wasShak-ikrath, could use his powers toconquer the whole of Koskatep andopen a portal for the Outer Beingsto Mystara.

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Koskatep level 8 - Mokrath, Serpent Eye

the Carnifex, he could try to awaken him too withthe aid of the Darkers, as they do not know muchof his race and his powers.

11 - Temple of the World

This building, once the biggest temple of the city,was dedicated to Protius, Ixion and Ordana (seenote 3), once the most revered immortals inMokrath. The temple is surprisingly well preserved,but Akrash no longer allows the worship of theseimmortals. Shaga, once a priestess of Ordana, nowhides in area 13 with Kirish. 2d10+2 undeadlizardmen guards (HD 3 and paralysis ability asghouls) are always here to keep the rebels of area13 away from the temple. The moat around thetemple is also infested with small undead aquaticdinosaurs (HD 2-7 with undead immunities andweaknesses).A perpetual flame burns on the last level of thetemple on Akrash’s orders, even if the building isnot used by the cult anymore.

When Kirish takes control of this level he willreopen this temple to the cult of undead and,hopefully, living lizardmen and other inhabitants ofthe city. Shaga (see area 13) will be the highpriestess of Ordana and 1d10+2 undeadlizardmen shamans will also be here with her atany time. Two undead hutaakan priests of Ixion(see area 13) will also be here, probably with someapprentices too, after some time.

11 - There are objects and weaponspertaining to the faith of theImmortals once revered here in thebasement of the temple. Akrash hasused some of them in magical ritualsor sacrifices to the Outer Beings andplans to do the same with the rest. Acleric of the immortals mentionedabove may be drawn to the locationof such magical items in order tosave them from their current use.

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12 - Troglodyte Houses

This quarter, and all the southeastern corner of thecity, was the quarter inhabited by troglodytes at theheight of Mokrath. A relevant number of undeadtroglodytes dwell here. There is a 5% chance everyturn (10 minutes) that the PCs encounter 1d8+1normal undead troglodytes (HD 2-4 with paralysistouch) and a 1% chance every two turns that theyencounter 1d6 superior undead troglodytes (HD 9-12 as nosferatus, with clerical or magical abilities).Most of the buildings here are in poor repair andthe inhabitants are only nominally loyal to Akrash.Some of them will come and obey if lizardmenguards and shamans come here calling for them,but normally they try to avoid Akrash and hisminions entirely.

When The Darkers arrive, the troglodytes will soonjoin Kirish in overthrowing Akrash. Kirish willreward them by providing, eventually, material torebuild their houses. Also he will work to bringliving troglodytes here to rebuilt the areacompletely.

13 - Rebel Quarter

This huge area, the entire southern quarter of thecity, was inhabited by troglodytes and other minorraces at the time of Mokrath, including caymen,gatormen, chameleon men, tortles and some freehumans, beastmen, fairies and dwarves. Now it isthe hideout of the rebels lead by the formershaman of Ka, Kirish (HD 18 nosferatu) and theformer shaman of Ordana, Shaga (HD 15nosferatu with clerical abilities). While Shagamaintained her clerical powers despite her undeadstatus, after she was raised by The Last One alongwith the others in 227 AC, the story of Kirish isdifferent. The former shaman of Ka died in the fall

12 - There are many objects andweapons in this area, all belongingto the undead troglodytes. There arehowever also some abandonedhouses which could containprecious objects forgotten centuriesago.

13 - A great part of the objects andweapons which were in this area hasbeen gathered and hidden by Kirishand his followers in recentcenturies. The Quarter is bighowever, so hidden caches oftreasures and weapons may still bearound in several ruined houses.

Koskatep level 8 - Mokrath, Serpent Eye

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Koskatep level 8 - Mokrath, Serpent Eye

of Mokrath of 1976 BC like many others, but asAkrash he awakened as a ghost when Kosmoteiroswas destroyed in 1777 BC. Shortly after, hediscovered the dark fairies of Kundrak and tried toattack them, but was defeated. At the time, he wasstill subordinate to Akrash, but as his masterdisappeared for centuries, Kirish was free. He metLord Keiros in 1595 BC and tried to attack him,considering him a Taymoran enemy, yet wasimpressed by his opponent’s reasons. Defeated, hewas sealed here in level 8 until in 1021 BChutaakans escaping the orcs passed through thislevel. He captured two hutaakan priests, turningthem into ghosts. With time however, they becamemore friends than thralls. When the followers ofNyx returned in 603 BC, Kirish was able to speakpeacefully with some of them, his former hatred forTaymorans too far away in the past. The awakeningof Akrash however destroyed his coming alliancewith the followers of Nyx, and both he and Akrashwere banished for centuries.

When The Last One awakened the undeadinhabitants of this level in 227 AC and gave thembodies, Kirish awakened too, along with Shaga andthe two hutaakan priests (HD 9 as nosferatuwith clerical abilities). They soon gathered asizable group of lizardmen, caymen, gatormen andchameleon men rebels, all unwilling to bow beforeAkrash and his rekindled faith in the Outer Beings.Kirish has lost his faith in Ka at this point, and isnow rather looking at Nyx as a prospectivepatroness. Shaga and the two hutaakan priests planinstead to revive the temple in area 11.They are allied and have several followers betweenundead lizardmen, caymen, gatormen andchameleon men (HD 1-12 with paralysis abilityas ghouls).

There is a 5% chance every turn (10 minutes) thatthe PCs encounter a patrol 1d10+1 rebels here,with a 10% chance that one of them is a nosferatu

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(HD 9-12) with clerical or magical abilities.

When The Darkers arrive and conquer the level above, Kirishwill be aware of the situation as probably some of The LastOne’s minions will escape through this level to reach level10, and Akrash’s minions will be quite agitated too. Kirish willsoon try to contact the Darkers and will succeed, staging therebellion that will overthrown Akrash.Kirish will then became a priest of Nyx and will do anythinghe can to promote his newfound faith, even if he will notimmediately outlaw the frogfolk cult, nor the Temple of theWorld. Eventually however he will have to confront both theOuter Being’s cult of the frogfolk and the living cult of theTemple of the World, as neither can easily coexist with Nyx’sphilosophy.

There will be no initial battle on this level, asthe Darkers will stop when they will conquerLevel 7 above from The Last One, asexplained in Threshold issue #9. The LastOne will escape through this level to hide inLevel 10. The undead lizardmen will let himpass, and Akrash will promise him help tostrike back at the Darkers.

Yet, some time after the Darkers takeover,Kirish will succeed in contacting them, by-passing Akrash. Then there will be a battlehere, and Akrash will be overthrown by thecombined forces of the rebels in area 13, thetroglodytes in area 12, some dissatisfiedlizardmen and frogfolk and the Darkers.Kirish will take control of the city and, aftersome time, he will open the Verdant Pool tothe Blight Swamp. He will fully convert to the

cause of Nyx, allowing the existence of otherreligions but discouraging any Outer Beingworship. The new lizardmen city willprobably be caught up in intrigue eventually,as Kirish will support the Darkers but Shagacould be willing to support the fairies of level9 and the hutaakan priests will certainly aidthe church of Ixion. The newly liberatedMokrath may well descend again into civilconflict quite soon.

After his defeat, Akrash may hide or bedestroyed. If he hides, he will plan to aid TheLast One when he comes back, and will try tocontact him in secret. He could also escapeto level 10 and join The Last One there. Thefinal plan of Akrash however will still be totake control of the Starlake to call the OuterBeings into the world.

THE BATTLE ON THIS LEVEL

Koskatep level 8 - Mokrath, Serpent Eye

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Artwork Sources and Credits

Frontcover:

by Agathokles, using Queen Guinevere's Maying by JohnCollier via Wikimedia commons. Source

Page 7: [Image: Centaur Constellation] Page from JohannesHevelius, Prodromus Astronomia, via Wikimedia commons Source

Page 8: [Image: Elven dance]Oberon, Titania and Puck with FairiesDancing by William Blake, via Wikimedia commons. Source

Page 11: [Image: Evergrun]From The High Deeds of Finn and other Bardic Romances ofAncient Ireland, by T. W. Rolleston, et al, Illustrated byStephen Reid, via Wikimedia commons.

Source

Page 14: [Image: The Aquarendi]From The High Deeds of Finn and other Bardic Romances ofAncient Ireland, by T. W. Rolleston, et al, Illustrated byStephen Reid, via Wikimedia commons.

Source

Page 16: [Image: Elven Migrations]Original Cartography by Francesco Defferrari (Sturm)

Page 19: [Image: The Rainbow Bridge]From The High Deeds of Finn and other Bardic Romances ofAncient Ireland, by T. W. Rolleston, et al, Illustrated byStephen Reid, via Wikimedia commons.

Source

Page 22: [Image: The Shiye Dance]The Fairy Dance by Robert Alexander Hillingford, viaWikimedia commons.

Source

Page 27: [Image: Meditors and Aquarendi]Badende Sirenen am Meeresgestade by Georg Janny viaWikimedia commons.

Source

Page 32: [Image: Eariel]Elfin games by Georg Janny via Wikimedia commons. Source

Pages39 - 54

[Image: Opening] [Image: Elf Cleric] [Image: Elf Magic-User][Image: Elven Chainmail] [Image: Spellbook] [Image: ElvenBow] [Image: Elf Paladin] [Image: Old key] [Image: Skull key][Image: Rod twisty w/gems] [Image: Fancy Mace][Image:Fancy potion bottle with spout handle] [Image: Potionspiked bottle] [Image: Potion with strap]William McAusland, Fantasy Clip Inks, Used with permission

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Artwork Sources and Credits

Pages43-59:

[Image: Elf Druid] [Image: Elf Thief] [Image: Elven Lute][Image: Elven Druidic Knight] [Image: Elf wizard]Copyright 2003 V Shane, Arcane Publisher’s Edition, Usedwith permission

Page 66: [Canolbarth prior to 1004 AC]Map by Thorfinn Tait, based upon Mystara canon maps. Usedwith permission.

Page 70: [The region of Engledoc’s assassination]Part of the 1 mile hex map of The Canolbarth Forest by Robin.Used with permission.

Page 71: [Meteor Impact]Map original By Thorfinn Tait, adjusted with effects by Robin.Used with permission

Page 73: [Image: Talyn]“Behind”, Copyright 2003 V Shane, Arcane Publisher’s Edition,Used with permission

Page 78: [Image: Perfynn]“M_1”, Copyright 2003 V Shane, Arcane Publisher’s Edition,Used with permission

Page 81: [Canolbarth Forest 1007 AC]Original map by Thorfinn Tait, Based upon canon material.Used with permission

Page 90: [Canolbarth Forest, 1013 AC]Map by Robin, Used with permission

Page 94: [Canolbarth Forest, 1018 AC]Map by Robin, Used with permission

Page 95: [Canolbarth Forest, 1020 AC]Map by Robin, Used with permission

Page 97: [Canolbarth Forest, 1100 AC]Map by Robin, Used with permission

Page 103: [Canolbarth Forest, 1150 AC]Map by Robin, Used with permission

Page 107: [Canolbarth Forest, between 1200 and 1250 AC]Map by Robin, Used with permission

Page 107: [Towering Canolbarth Trees]Original illustration by Robin, Used with permission

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Artwork Sources and Credits

Page 116: [Image: Stalkbrow area]Original cartography by Thorfinn Tait and DesertNomad

Page 117: [Image: Stalkbrow map]Original cartography by Desert Nomad

Page 118: [Image: Vorsh Plains]Chimineas Ranch, Carrizo plains, California, USA, photo byLinda Tanner via Wikimedia commons.

Source

Page 118: [Image: Dry canyons]Chino canyon, California, USA, photo by Raymond Shobe viaWikimedia commons.

Source

Page 119: [Image: Stalkbrow badlands]South Dakota, USA; Badlands photo by Belissarius viaWikimedia commons.

Source

Page 119: [Image: Stalkbrow hills]Cheltenham Badlands, South Dakota, USA, photo byHgwiazda via Wikimedia commons.

Source

Page 119: [Image: Ragged River]Paravani river, Georgia, photo by Anjči via Wikimediacommons

Source

Page 119: [Image: The Black Spring Creek]Lester River in Duluth, MN, USA. Photo by Aaron Roe Fulkerson viaWikimedia commons.

Source

Page 120: [Image: The Near Delta]Swamp at peat mining near Rudzensk, Belarus, photo byAlex Zelenko via Wikimedia commons.

Source

Page 120: [Image: The Lakes of Selinar]Banff National Park, Alberta, Canada: Moraine Lake photo byTobias Alt via Wikimedia commons

Source

Page 120: [Image: The Blighted Forests]Langaa, Denmark, photo by Malene Thyssen via Wikimediacommons.

Source

Page 121: [Image: Stalkbrow locations]Original cartography by DesertNomad

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Artwork Sources and Credits

Page 126: [Image: Map of Vesperlands and Surrounding Regions]Map of the Vesperlands Region, Original work by John Calvin- used by permission

Page 128: [Image: Vesper Elf]Vesper elf, Original work by I. Calvin - used by permission

Page 129: [Image: Map of the Vesperlands]Map of the Vesperlands, Original work by John Calvin - usedby permission

Page 140: [Image: Pirate’s Isle]David Cox, “Pirate’s Isle” [Public Domain] via WikimediaCommons

Source

Pages140 & 148:

[Image: Pirate Treasure] [Image: Pirate Ship]William McAusland, Stock Art [Used with Permission]

Page 142: [Image: Buccaneer]Howard Pyle, “Captain Scarfield” [Public Domain] viaWikimedia Commons

Source

Page 143: [Image: Pirate]Howard Pyle, “Captain Keitt” [Public Domain] via WikimediaCommons

Source

Page 152: [Image: Wyrmsteeth Coat of Arms]Coat of Arms of the Breitbach Bürresheim family viaWikimedia commons.

Source

Page 155: [Image: Wyrmsteeth Map]Modified by Sturm from Robin D’s Detailed map ofNorthwestern Brun.

Page 156: [Image: Dragonborn]Dragon holding a goose" (with St. George in the background).Designs for the theater, ca. 1850, by Richard Wynne Keene viaWikimedia commons.

Source

Page 157: [Image: Coat of Keamptar]Coat of arms of Östanstång, in Östergötland, Sweden, viaWikimedia commons

Source

Page 159: [Image: Sheidinaer]An illustration of the princess and dragon from The TwoBrothers, a story published in Grimms' Fairy Tales by ElenoreAbbott via Wikimedia commons

Source

Page 161: [Image: Lupin or Werewolf]Image from the Book of Hours, via Wikimedia commons Source

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Artwork Sources and Credits

Page 166: [Image:The Frodhulf Estuary]Autumn - On the Hudson river, Jasper Francis Cropsey,1860 [Public domain] via Wikimedia Commons

Source

Page 169: [Image: The Old Fort]Ruins of the Trakai Castle, Wojciech Gerson, 1855 [Publicdomain] via Wikimedia Commons

Source

Page 170: [Image: The Thing]Aasgrim follows Snorri Goði to his booth, Andreas Bloch,1898 [Public domain] via Wikimedia Commons

Source

Page 177: [Image:The Syrrak Dwarves]The Dwarfs at Work, engraving by George Pearson based ona design by W. J. Wiegand, 1871 [Public domain] viaWikimedia Commons

Source

Page 178: [Image:Howls-in-the-Night]A detail of Schedel’sche Weltchronik (sheet XII), anIncunabulum of Hartmann Schedel, showing a Cynocephalus[Public domain] via Wikimedia Commons

Source

Page 161: [Image: Portrait of Julius Penhaligon]Portrait of a man by Salvator Rosa via Wikimedia commons Source

Page 163: [Image: Portrait of Sylvie]Portrait of Lucrezia as Poetry by Salvator Rosa, via Wikimediacommons

Source

Page 164: [Image: Haldis partisans carrying Fredek to safety]Birkebeiner skiers carrying Prince Haakon to safety during thewinter of 1206, painting by Knud Bergslien via Wikimediacommons.

Source

Page 165: [Image: Portrait of Marcus Thorsson]Portrait of Jahan Shah by Salvator Rosa, via Wikimediacommons

Source

Page 182:[Image: Akrash]Sobek bas relief in Kom Ombo temple via Wikimediacommons

Source

Page 186: [Image: Map of Mokrath, Level 8]Original cartography by Francesco Defferrari

{Age 186: [Image: The Levels of Koskatep]Original cartography by Francesco Defferrari

Page 188: [Image: Decoration of the Frogfolk temple ]Altar of the Frog from Temple Mayor in Mexico City viaWikimedia commons.

Source

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Artwork Sources and Credits

Backcover:

[Image: Back Cover of issue 10]Backcover of issue 10 by Agathokles, using Spring by AlfonsMucha.

Source

Page 190: [Image: The aquatic dinosaurs]Muraenosaurus leedsi by Dmitry Bogdanov via Wikimediacommons.

Source

Page 191: [Image: Image of human slave adoring Akrash ]Photo by Olaf Taush from Kom Ombo museum via Wikimediacommons.

Source

Pge 192: [Image: Entrance of Akrash’s Palace ]Kom Ombo temple photo by Karen Green via Wikimediacommons.

Source

Page 197: [Image: Great column of the temple ]Kom Ombo temple photo by Karen Green via Wikimediacommons.

Source

Page 198: [Image: Wall decoration ]Bilbao cemetery photo by Zarateman via Wikimedia commons. Source

Page 208: [Image: Cover of issue 11]Proposed cover of issue 11 by Sturm, using Bellerophon,Pegasus and the Chimera by Peter Paul Rubens.

Source

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Notes

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Next Issue

Alphatia and Thyatis, the two greatest empires ofMystara. Bitter rivals engaging in repeated wars,shaping the fates of entire regions and countlesspeoples. Both considered beacons of civilizationand lands of opportunity, yet ruled by despotregimes with lavish estates and impoverishedslums. Bloodthirsty slavers and greedy colonists,poised to rob native peoples of everything, to beresisted at any cost. Decadent and depravednations nearing self-destruction; or vibrantsocieties, poised to thrust the world into a newinnovative age? Undaunted explorers from bothhave roamed all across Mystara...and beyond!Discover the truth about Mystara’s greatestEmpires!

THYATIS AND ALPHATIA

Anticipated contents include:

▪ An Atlas of the Isle of Dawn▪ Languages and cultures of Thyatis▪ The Lost civilizations of Thyatis and Alphatia▪ A Gazetteer of Carytion▪ The wilderlands inside the Empires▪ Alphatian and Thyatian explorers▪ An Interview with Cartographer Thorfinn Tait▪ Another level of Koskatep

Your Opinions?

The Editorial Team welcomes your feedbackon this issue of THRESHOLD are welcomed.Please post your comments either by postingin The Piazza Forums

Or by email to the Editorial address:[email protected]

Please begin the subject line with the tag“[LETTER]”

… and much more!

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Submission Guidelines

ProposalsAll proposal submissions can be sent by mailto the editors at the following [email protected], and must bereceived by the proposal deadline†. TheThreshold editorial team will contact youwithin 7 days of the proposal deadlineregarding the status of your proposal.

Submission proposals should be sent inlinein the mail, using the following subject format:[ISSUE#][Proposal]<title of your article>

The mail content should include the following:● Proposed article title● The type of article being proposed (short

story, adventure, geographical location,organization, etc...)

● A one paragraph description of what thearticle is about.

● An estimated word count of the article(articles should range anywhere from 1000to 7000 words, depending on the type ofarticle submitted).

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Other types of contributions: the editorialteam will consider on a case by case basisother types of contributions. Please contactus to inquire if and how we can accommodateunusual contribution formats.

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Illustrations: please submit art and maps inlossless format (e.g., PNG).

Articles: manuscript submissions can be sentby mail as plain text, doc(x) or odt, or sharedas Google Doc. The issue editor will create ashared document (for each article) to allowthe author and editorial team to work on it.Articles can be as short as a single page, or aslong as 6 pages, depending on the specificcontent. The editorial team will do its best toaccommodate the contributions, butespecially long works may be split overseveral issues.

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Other types of contributions: the editorialteam will consider on a case by case basisother types of contributions. Please contactus to inquire if and how we can accommodateunusual contribution formats.

†Refer to “Call for Contributions” (page 6)for next issue deadline dates.

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Page 212: Threshold issue 10 v4

Elven Realms

Leaving familiar cultivated fields and pastures, you wind yourway through the underbrush of bordering forest. Increasinglyyou feel as though your party is being watched. Only now doyou understand… this is not your home! Sudenly, you comeface to face with a leather-clad warrior. The sound of bow-strings drawn taut encompass you, and you realise you aresurrounded. “Be you friend or foe!?” the warrior commands.The delicate balance of life lays in your reply…

Within this issue, you will find alternate elven histories,calendars and holidays; new elven class variants; andnumerous expansion settings. In addition; the third in depthinstallment on the Wrymsteeth; the next level of Koskatep,Threshold Magazine's ongoing mega-dungeon; and a Norwoldadventure round out the issue. Does your party die upon thepoints of elven arrows, make it back to civilization, or becomeforever mesmerized by the seemingly endless beauty of theforests?

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The Mystara Magazine