The Known World Grimoire
Dragon Magazine, #189, January 1993 (1993) ED by Kim Mohan Dragon Magazine - 1994 - Issues # 201-212 ( 1994 ) ED by Kim Mohan Dragon Magazine - 1995 - Issues # 222-224 (. DRAGON® Magazine (ISSN 0279-6848) is published monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Springs Road), Lake Geneva WI 53147, United States of America. The postal address for all materials from the United States of America and Canada except subscription orders is: DRAGON® Magazine, PO. Box 111, (201 Sheridan Springs Road), Lake Geneva WI. ISIS Magazine The Go Issue November 2011 cover.png 251 × 361; 189 KB ISIS Magazine Trinity 2012 Cover.jpg 400 × 586; 231 KB Issues of Fusion magazine.JPG 1,543 × 1,435; 422 KB.
by Bruce HeardJust over three years have passed since Iapproached the staff of DRAGON Magazine with some nebulous ideasfor a series of D&D game articles. There was (and still is) aneed for more regular D&D game coverage.
This column slowly grew into what most of you arefamiliar with - the logbook entries of Haldemar's adventures,followed with a Dungeon Master's background section. It grew -then, it grew some more!
Writing these monthly adventures became rathertime-consuming for me. Because of this and because the developmentof the upcoming Princess Ark boxed set demanded an end to theadventure, the time has come for me to catch my breath. Theadventures of Haldemar and company have come to an end.
For the time being, I'll continue to do my best toanswer your letters as usual, and I may include occasional articleson various D&D game topics (perhaps offering more developmentof Mystara). Your letters could spark some new development - as youmay have noted in last November's issue (#187) with the suggestionson dominion economics.
With a new year beginning, it is time to changewhat many of you have become accustomed to. More than ever, I wishto thank you all for your letters, suggestions, and criticisms. I'dalso like to thank the DRAGON magazine staff for its patience andsupport. Let's get to your mail
Letters
I have to comment on one letter in the May 1992issue of DRAGON Magazine (#181); the objections to the use of Irishplace names in the Thyatian Province of Redstone, on the isle ofDawn. The writer is entitled to his or her opinion, but, as one whoclaims descent from Brian Boru, I like the idea. Also, I'm quite astudent of the former Soviet Union, thanks to Uncle Sam's military,and got a kick out of seeing names from old Soviet Central Asiaturn up in game products.
The AD&D game's Oriental Adventures rules are afavourite of mine, too. The adapted Japanese and Chinese settingsare delightful. One of my sons is a student of French, and I enjoydropping him into French-speaking New Averoigne in Glantri, or theSavage Coast's Kingdom of Renardy. If nothing else, it gives him achance to laugh at my accent.
Maybe some gamer tracking down places likeYlaruam's Urst-Urt Valley might learn about the people and cultureof the real-world's Urst-Urt desert in the Kazakh and UzbekRepublics, or one looking into the origins of Karameikos mightlearn something of ancient Greek pottery. Those Irish-soundingnames on the Isle of Dawn could lead some curious gamer toinvestigate their background and learn of the fascinating historyand lore of the Celtic peoples-Irish, Scottish, Welsh, Breton. andall. I vote for using them and the names from any other culture youcan imagine basing a game or a campaign on.
Communication and understanding have to be keys topeace on any level. Whatever catches one person's imagination andleads to further investigation may lead this poor, battered worldone step closer to the understanding and acceptance that we all sodesperately need.
Thanks for your thoughts. Note that the originalletter complained more about misusing foreign names rather than notusing them at all. I can deal with most western European languages(more or less), but I guess I would get an 'F' in Gaelic. Anytime agame setting is inspired at least in part from a real-worldsetting, either current or historical, it is almost guaranteed thatsome totally goofy names will come up (we never intend to offendanyone, though). The point is to make our proud 'creations' soundlike the inspirational source.
Some DMs' favourite method of creating a newsetting is often to grab that ultra-detailed, 30-lb. Atlas of adistant and mysterious nation somewhere in our world, and pickneat-sounding names, complete with accents and other outlandishpunctuation. With luck, they'll be absolutely unpronounceable. Ifthe map is detailed enough, your DM might think, 'They'll neverfind that one!' Your DM might shamelessly tweak what look like nameroots, preserving the same syllable patterns. That's how we endedup with a village in Mystara called 'goat dropping'! (I won't tellwhich one.) At worst, this could still improve your DM's grasp ofworld geography.
It's not the first time an overseas leader gave usa tap on the shoulder with an 'ahem' comment about our latestfaux-pas in an article here or a module there. Fortunately, it isoften accompanied with a broad smile, if not a laugh! It's all inthe spirit of the game.
Wow! The Wrath of the Immortals set is awesome! Inever intended to run an Immortals-as-PCs campaign, but it doesappear that the rules have been simplified from the old D&DImmortals Set-good move. The descriptions of the game's majorImmortals was also a welcome sight; perhaps you could publish amore detailed list of the lesser Immortals (Ahmanni Turtleriderthrough Yav) in a future D&D accessory. What I liked aboutWrath of the Immortals, however, was the adventure included in theset. The Great War of the Immortals and the resulting shake-up tothe lands of the Known World are a boot in the pants for saggingcampaigns (like my own).
Thanks for the compliments. Some of the minorImmortals may get development in forthcoming accessories. If ourplans hold together and space allows, we may give you more on la vin the upcoming Princess Ark boxed set. By the way, the adventurein Wrath of the Immortals is written for mortal heroes, notImmortal novices.
Are the good and bad magic points of Alfheim (GAZ5,pages 19-23) affected by the elven land's transformation into theShadow Elf realm of Aengmor (in Wrath of the Immortals)?
The good magic points went dormant. They will comeback to life when the forest returns to its natural shape. Treatthese areas as deserted, twisted forest. Immortals 'mothballed' theGood Kingdom of the faeries (see PC1 Tall Tales of the Wee Folk).The whole kingdom has 'disappeared' from Mystara, and remains insuspended animation in a pocket plane. Depending on what happens tothe trees in Aengmor the faeries will be returned to the KnownWorld or relocated to the Hollow World. The bad magic points,unfortunately, remain.
Which elven clans migrated north to Wendar andwhich ones travelled south to Karameikos, after the transformationof Alfheim?
Migrated north: Feadil, Long Runners, Mealidil, andGrunalf. They went through Canolbarth, tiptoed between Yellow Orkiaand Gruuk, skirted the Ethengarian border along eastern BrokenLands and Glantri, fled into Glantrian territory near Estoniarsk(Boidatia) after savage Ethengarian attacks (in the fall of AC1008), continued toward the Barony of Pavlova, moved northwestthrough forested hills of the Wendarian Ranges, and finally wentdue north from there into Wendar. Feadil settled south of Sylvair;Meahdil north of Sylvair; Grunalf west of Woodgate; Long Runnersnorth of Woodgate. Each clan was given a 2,000 sq. mile wooded area(pine forest) in exchange for swearing fealty to the King ofWendar. They had a long, difficult trek, but it was a rewardingone.
Migrated south: Chossum, Erendyl, and Red Arrow.They gathered south of Selenica, then headed south down the Duke'sRoad (now called the King's Road) to Penhaligon and Kelvin. As ofAC 1010, those unable to fight have been allowed to set camp in thewoods east of the Unnamed Moor. Chossum and Erendyl warriors wentsouth into Callarii territory to help them exterminate the goblinsthere. Callarii Elves have greeted them with mixed feelings. RedArrow warriors went east to fight other humanoids in the heavyforest north of the Vyalia Elves. So far, these three clans havethe status of undesirable refugees at best. Frictions between themand the Karameikos elves are beginning to be felt. Erendyl hasbegun petitioning the King for a separate dominion in Radlebb Woodsto help defuse an explosive situation.
I noticed that the villains of Karameikos' BlackEagle Barony were unusually inactive during the events of Wrath ofthe Immortals. Duke Stefan declares himself King, gets an Alphatianwizard (Master Terari) and an advanced magic school, and allowsAlfheim elves to settle in Karameikos. Baron von Hendriks doesnothing to balance this tremendous influx of good?
Before AC 1010, Von Hendriks made a total pest ofhimself with his western halfling neighbours. He also is partlyresponsible for setting up Callarii, Chossum, and Erendyl elvesagainst each other by spreading lies, committing crimes, thenframing one elf or another etc. He hopes for a Callarii revolt.
The Baron also tries to establish a diplomaticlink with Thincol (as well as with Von Klagendorf), hoping for somesweet deal if the empire steps in. The Almanac reveals a surprisingturn of event for the Black Eagle Barony by the end of AC 1010.
The Poor Wizard's Almanac
At last, it's here! By the time this sees print,many of you will have gotten your own copies; for those of you whohaven't picked up this supplement yet, let me fill you in. This isa 240-page 'pocket' book ($9.95 retail in the U.S.) packed with ageographic, historical, and political atlas of the Known World,including post- Wrath of the Immortals Thyatis and Alphatia, alisting of the Known World is and Hollow World's armies, awho's-who in Mystara, calendars, and a year's worth of game eventsfor AC 1010. If you're not familiar with the world of Mystara,you'll need to have access to the campaign maps in the D&DRules Cyclopaedia.
After a quick glance, I found no glaring mistakes!All the precious information, the maps, and the illustrations werewhere they were supposed to be. The index in particular (anightmarish feat to put together in this kind of book) seemed towork just fine, as I feverishly flipped through the pages torandomly cross-reference various data.
What quickly caught my eye was the colour map sheetbound at the back of the book. I realised that it wasn't possibleto open it without pulling the whole sheet out of the book.Fortunately, the perforation in my copy was good enough that themap came out easily, without irksome rips and tears. Then followedthe foreboding thought of losing the sheet after pulling it out.For those of you with the same fear, I have a solution. Open themap sheet, and glue the upper left corner of the map to the insidethe book's back cover. Make sure the map corner is properlycantered and aligned with the cover's edges. Then, refold the mapinward, carefully restoring the map's vertical and horizontal foldlines. You'll never lose the map sheet this way, and you also cankeep it unfolded while consulting the rest of book, easilydisplaying seven eighths of the map's surface withoutobstruction.
The book splits into two major chunks, asoriginally planned. The first section deals with past and presentinformation, the second provides the 'future' AC 1010 events(almost 70 pages worth of information). I found the second part themost interesting since it brings to light new developments in thegame world, but unfortunately it also is the shorter of the twosections. I caught myself flipping back to the who's who and thearmies chapters of the first section out of sheer curiosity or torefresh my memory on some of the more uncommon details ofMystara.
Although I reviewed the material in earlier drafts,the second section in its final shape still offered a fun read.Game events are listed in the practical format that had been usedin the Wrath of the Immortals boxed set.
They are guaranteed to offer an unlimited sourceof world-wide adventure ideas. In contrast, the first section doesnot read as smoothly (it was never intended to), but it does itsjob well. It offers a handy, well-organized, and amazingly completedictionary, especially when one considers the amount of spaceavailable in the book versus the mind-boggling quantity of datathat had to be researched or created to fit the Almanac's format.Kudos to author Aaron Allston for a job well done!
Errata
I found some minor glitches in the text. On page163, for example, the Ascendancy label in the Date of Birth chartshould be next to the Week label, above the Sun-Sky column.
Small geographical discrepancies appeared in thedescription of some of the Isle of Dawn's nations. Here are theupdates:
The Northern Province marked on the map sheet isthe layman's version of Provincia Septentriona (Septentrionesreferred to north stars in real-world Latin, thus the NorthernProvince meaning). The Province of Furmenglaive was listed as'Castle' Furmenglaive, which is wrong.
The 'Northern Territories of Dawn' marked on themap sheet aren't listed in the book's atlas section. These bleaklands belong to Thyatis, but are administered by the Grand Duchy ofWestrourke on behalf of Thyatis. It also should be noted that theactual Barony of Caerdwicca is part of the Southern Province(Provincia Meridiona) under Thyatis' control. Furmenglaive isn't,but still claims part of that province is land it legitimately owns(a mapper's Headache).
Part of the vast Dunadale Bogs are marked on themap sheet as Unclaimed, although they are theoretically part of theDunadale Confederacy. This is mostly Tenderness infested withmonsters and Humanoids, especially in the wake of the Great War'stroubled times in Wrath of the Immortals. Finally, areas listed inthe book for some of the Isle of Dawn's nations need to be adjustedto match their borders on the map sheet. The change was because theformat and scale of the new map sheet, and some last-minutemodifications that didn't make it into the book. The surface listedin the Almanac for Dunadale includes the Dunadale Bogs. The surfacelisted for Westrourke includes the Northern Territories of Dawn.Here are the corrected (approximate) areas: