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Explorer’s Guide

Credits
Designer: Jeff Grubb and Aaron Allston ◊ Editor: Thomas M. Reid ◊ Project Manager: Andria Hayday
Box Cover Artist: Paul Jaquays ◊ Interior Artists: Daniel Frazier, Eric Hotz, John and Laura Lakey, Walter Valez
Graphics Coordinator: Sarah Feggestad ◊ Art Coordinator: Peggy Cooper
Electronic Prepress Coordinator: Tim Coumbe ◊ Typography: Angelika Lokotz
Cartography: John Knecht and Robin Raab
Page Design: Dee Barnett ◊ Border Graphics: Randy Asplund-Faith ◊ Illuminated Letters: Robin Wood
Proofreading: Roger Moore, Jon Pickens, Sue Weinlein, Janis Wells, and David Wise

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Advanced Dungeons & Dragons, AD&D, and Dungeon Master are registered trademarks owned by TSR, Inc. Mystara, First Quest, Karameikos, and
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2
Table of Contents
Chapter I: Overview ..................... 4 Verge ........................................................ 49 Appendices.............................. 112
The Lay of the Land ................................ 5 Vorloi ....................................................... 49 Creating Karameikan Characters ....... 112
The Hand of Man .................................. 10 Vandevicsny ............................................ 49 Backgrounds: Human .......................... 112
Using the Maps....................................... 12 Elves ...................................................... 115
Chapter V: Personalities ............. 50 Dwarves and Gnomes ......................... 116
Chapter II: History ..................... 16 The Royal Family of Karameikos ........ 51 Halflings ................................................ 117
Karameikos at the Dawn of Time ....... 16 The Court Major: Kits and Proficiencies .......................... 117
The Dark Age ......................................... 17 The Ministers ...................................... 62 The Karameikan Calendar .................. 124
The Thyatian Invasion .......................... 18 The Clergy ............................................... 66 Encounter Tables ................................. 126
Stefan Karameikos ................................. 18 Mirros ...................................................... 72
Recent History ........................................ 20 Beyond the Walls of Mirros.................. 79 Sidebars
Ambassador’s Row ................................ 92 What a Campaign Setting Does ............. 7
Chapter III: Society .................... 22 The Song of Halav ................................. 17
Classes of Society and Noble Titles..... 27 Chapter VI: Devices, Clan Markings,
Matters of Faith ...................................... 33 Beyond the Borders .............. 100 and Coats of Arms ............................. 29
A Society of Rogues............................... 35 Aengmor ............................................... 100 The Shearing Ceremony ........................ 30
Atruaghin .............................................. 101 Formal Clerical Dress ............................ 33
Chapter IV: The Broken Lands ............................... 102 The King’s Law ...................................... 41
Cities and Towns .................... 38 Darokin ................................................. 102 What the Numbers Mean ..................... 51
Mirros ...................................................... 38 Ethengar ................................................ 103 Time Line of Karameikos ..................... 56
Threshold ................................................ 44 The Five Shires ..................................... 103 The Black Eagle Barony ........................ 61
Dmitrov ................................................... 46 Glantri.................................................... 104 The Order of the Griffon ..................... 68
Fort Doom.............................................. 47 The Heldannic Territories................... 104 Calling Out the Guard ........................... 72
Highforge ................................................ 47 Ierendi.................................................... 105 The Legend of Koriszegy Keep ........... 85
Kelvin ...................................................... 47 Minrothad ............................................. 105 Fealty........................................................ 98
Krakatos .................................................. 47 Ostland, Vestland, It’s Money that Matters ....................... 103
Luln .......................................................... 48 and the Soderfjords .......................... 108 The Hutaakans ..................................... 109
Marilenev ................................................. 48 Rockhome ............................................. 108 Trials and Errors .................................. 110
Penhaligon .............................................. 48 Sind ........................................................ 109 Where Adventurers Fit In................... 113
Rifllian ..................................................... 48 Thyatis ................................................... 109 The Nature of the Immortals ............. 115
Rugalov .................................................... 48 Wendar .................................................. 110 Dragons ................................................. 123
Sulescu ..................................................... 49 Ylaruam ................................................. 110 The Karameikan Calendar .................. 124

This watercolor shows a view of the town of Threshold from itself at dusk. The skyline is dominated by the bell tower of
the northern tip of Fogor Isle, looking south into the city the town hall.

3
Chapter I:

Overview
Karameikos, a very young kingdom in a very old
land, lies on the southern coast of the continent of
Brun on the planet Mystara, in a region its inhabi-
tants call the Known World. As kingdoms go, it is a
small one. A rider on a fast horse can travel from
Karameikos’s capital, Mirros, to its westernmost
settlement at Fort Doom in a day,
to its easternmost village of Ru-
galov in a day and a half, and to
King’s Road Keep in the Altan
Tepes Mountains to the north in
two days. Yet within its bounda-
ries any group of enthusiastic he-

ountains roes can find enough adventure,


danger, treachery, and excite-
ment to satisfy them.
to the In many ways Karameikos still
exists as a frontier nation cut out
north, of an ancient wilderness. Unin-
habited forest covers a great ma-
sea to jority of the kingdom – uninhab-
ited, that is, by humans. A popu-

the south, and eve-


lation of elves, humanoids, and
monstrous creatures thrive
within its borders. Further, these
rything else built on a wildlands cover the ruins of an-
cient kingdoms and buried cities,
woody slope between the lairs of fell beasts.
Humans have always lived in
the two. the land now called Karameikos.
The earliest known people, the
Traldar, were a traditional, rural
folk. (Evidence exists indicating
—Joshuan Gallidox, the presence of an even more an-
cient civilization, now lost, of
halfling adventurer, people who called themselves the
Nithians. However, few present-
on the nature day folk are aware of the
Nithians, so the history texts do

of
not include them.) The descen-
dants of the Traldar, the Tralada-
rans, were conquered over 100
Karameikos years ago by their neighbor, the
empire of Thyatis.
Karameikos has had but a sin-
gle ruler, King Stefan I. Stefan
was originally the Grand Duke of
Karameikos, ruling in the name
of the Thyatian Emperor. Stefan
I declared Karameikos an inde-
pendent state seven years ago.
He seeks to unite the native
Traladarans and now-exiled Thyatians into a single
unified nation, taking the best of both groups to
forge one identity for all. Traditionalists in both
camps resist him, which often makes the Royal
Court of Karameikos as dangerous as the wildlands.
Mirros, the capital of the nation, is the sole major
community in Karameikos and houses the royal
court. This vibrant, new city strains at the seams
with refugees from other war-torn regions. It is also
the home of competing thieves’ guilds, secret plots,
and hidden dangers. The most civilized star in the
Karameikan crown can be as deadly to the unwary
as the smallest village crouched in the shadow of quency of their landslides. In central Karameikos,
marauding orcs. basalt is more common, and the mountains here are
This, then, is Karameikos – a dark, forested king- called the Black Peaks, so named for their ebony
dom on the frontier; a nation torn by its own ori- promontories. In eastern Karameikos, the range joins
gins; a country built upon the ruins of lost empires, the much larger Altan Tepes Mountains and has the
a land of secrets, danger, and treachery – a Kingdom tallest peaks in the nation. Here, the mountain range
of Adventure. broadens, continuing north toward dwarven Rock-
home in one direction and turning sharply southeast
The Lay of the Land into the imperial lands of Thyatis in the other. The
highest peak of the range, Mt. Tarsus (alt. 11,380
The nature of the land shapes the kingdom’s identity feet) stands to the east beyond Karameikos’s borders.
and history. Many of the player characters’ actions Forest vegetation thickly covers these mountains,
in Karameikos are influenced by its terrain. A brief gradually thinning to bare rock toward the peaks.
geography lesson can impart a feeling for the land The average height of mountains in the Black Peak
and an understanding of where various features lie. and Cruth ranges is 4,000-4,500 feet. The Altan Te-
Pull the maps out of this box. We want to look first pes rise from an average of around 4,000 feet in the
at the map of the Kingdom of Karameikos. Don’t let west to 9,000 in the east; a number of peaks jut
the hexes throw you; their purpose will be made above the timberline.
clear at the end of this section. Let’s concentrate on South of this huge range are miles and miles of
the land and its cities. foothills thickly covered with forest. In western
Karameikos, hilly country extends to the shores of
Land Patterns the Gulf of Halag; in eastern Karameikos, the most
southerly foothills lie within 20 miles of the coast-
A continuous line of mountains forms Karameikos’s line.
entire northern border, acting as both a barrier to Much of the rest of the kingdom is cradled in the
forces beyond and as a lair for evil races and mon- crescent formed by these hills, wedged between them
sters. and the Sea of Dread to the south. It is flat, pleasant
This spine of mountai ns runs the length of this land, sometimes with gently rolling hills, covered
northern border but is called by different names in with woods and heavy forest.
different places. In western Karameikos, they are The land slopes very gently from the northern
called the Cruth Mountains, and are notable for mountains to the southern coast. The northernmost
their soft, greenish-tinged hornblende and the fre- flatlands (the Cruth lowlands of western Karameikos)

Most of Karameikos is wilderness, in particular the western prowled by powerful monsters, including many ogres and
portions where the desolate Cruth lowlands sprawl at the feet giants. This region also serves as a home to wizards and other
of the Black Peak Mountains. This empty, beautiful land is individuals who value their privacy.

5
This classic example of Traladaran illumination served as a locked in a battle to the death with the King of the Beast-
frontispiece for the first Thyatian written translation of the Men, while beleaguered warriors look on. The same scene
Legend of Halav. It shows the Traladaran warrior-king Halav rendered in the New Karameikan style appears on page 9.

6
are about 1,500 feet above sea level; the flatlands south of the
Black Peak Mountains rise to about 1,000 feet above sea level.
What a Campaign
Setting Does
Vegetation A campaign setting functions as
Karameikos is one of the most thickly wooded nations of the just that – a location in which a
world. In the northern parts of the kingdom, pine forests cover DM can place an AD&D ® game
the mountain slopes and the hillsides. As travelers move farther against a larger context. Most
south, they encounter more hardwoods – especially oak. In the AD&D games start at the
southernmost parts of the Dymrak Forest in eastern Karameikos, entrance to a dungeon (be it an
ancient oaks tower into the sky as far as the eye can see. Three abandoned dwarven mine, a
great tracts of dense forest lie in Karameikos. The Riverfork vampire’s crypt, or a lost city);
Woods sprawls in the far west, near the border with the nation of from there, the player characters
halflings (known to themselves as the hin) called the Five Shires. (PCs) challenge the beasts,
This thick forest was called the Achelos Woods in the original tricks, and traps found within.
Traladaran language and remains largely unexplored, uninhab- A campaign setting serves as
ited by humans (except for the soldiers garrisoned at Riverfork the wider background against
Keep), and somewhat dark-hearted. Commonly blanketed in thick which those adventures are set.
fog that drifts in from the Blight Swamp to the south, the woods It includes the places where the
have been chartered to a number of small clans of Alfheim elf player characters rest and
refugees who have fled into Karameikos. The woods are known recuperate when they return
officially as the Estate of Achelos. from adventuring. It explains the
The Radlebb Wood sits in central Karameikos, a forest inhabited rest of the world that the
by the majority of the Callarii elves, as well as a large number of characters live in, telling the
Alfheim refugees. Less dark and ominous than the western tract, stories of all the people and
it still has its dangerous wild animals, rogue monsters, and tribes places the PCs encounter.
of evil humanoids. The elven estates of Radlebb and Rifllian share Although they might like to
these woods. think so, the characters
In southeastern Karameikos lies the greatest of the kingdom’s themselves are not the center of
woods, the Dymrak Forest. It stretches all the way from the bor- this universe. Everyone else
ders of the Barony of Kelvin to the border of Thyatis. A mighty around them has a tale to tell
hardwood forest, its floor never sees the full light of day. Numer- and a life to live, too, from the
ous nonhuman tribes call the Dymrak home, mostly violent hu- constantly yawning fellow who
manoids but also Vyalia elves in the east and Callarii elves in the takes care of the PCs’ horses at
west. the local stables to the kitchen
Most of the remaining land of Karameikos is lightly wooded – maid at the baron’s castle,
scattered small forests with patches of clear terrain suitable for secretly spying on the baron and
pasturage and tillage. Humans settle in these areas most com- his PC guests for a foreign
fortably. government.
One swamp, mentioned earlier, lies in Karameikos – the Blight Remember the town in the
Swamp, near the western border shared with the Five Shires. It is F IRST Q UEST ™ game? There are
not a healthy temperate swamp; rather, an ugly landscape of dy- lots of buildings on the map of
ing trees and rotting vegetation dominates the sluggish, swollen the town, including the wizard’s
delta where the western rivers meet the sea. Disease-bearing tower, the temple, and the store.
mosquitoes infest its still waters, and strange creatures glide un- Each of these places serves a
der the surface. Mangrove islands are common, dripping with purpose in the game, but no
gray moss, adding to the haunted, desolate look. Even the light of details about the proprietors are
day feels subdued and cheerless in this part of the nation. Appro- given. None of the tidbits of
priately enough, the southeastern portion of the swamp lies information about the kind of
within the Barony of Halag (formerly the Black Eagle Barony and people they are, their secrets, or
home of the Black Eagle baron). anything else that might serve to
One large area of moors occupies the land northeast of the Bar- create an adventure is explained.
ony of Kelvin. These moors boast flatlands and slightly rolling A campaign setting fills all of
hills where underbrush is sparse and scrubby. Small rivers trickle that information in.
through, and large patches of deceptive-looking bog can suck men For example, a campaign
and horses to their deaths in a matter of moments. This, too, is an setting might tell us that the
eerie area, where strange howls drift through the night and noth- town is actually called
ing looks friendly or comforting during the day. Krondsfield, named after old
The Moors of Kelvin and the blight Swamp are not the only Jacob Krond, who over 100 years
marshy and swampy lands within the Kingdom of Adventure. ago was the first farmer to settle
There are many lowlands, bogs, marshes, and small swamps in the area and clear the trees for
throughout Karameikos, particularly in more heavily wooded ter- his crop field. We might be told
rain. that the Evening Star Inn is run
by a retired adventurer named

(continued on page 8)

7
(continued from page 7)
Water
Gulter Olafson, who keeps a The map shows numerous rivers crossing through the nation. In
minotaur’s head mounted on the western Karameikos, the rivers Cruth, Magos, Gustos and Achelos
wall over his bar. He proudly tumble down out of the Cruth Mountains – white-water rivers
tells anyone who asks that he filled with falls, hydraulic sinks, and rapids. About 15 miles north
slew it with his magical sword, of the border of the Barony of Halag the three smaller tributaries
which he still wears on his belt pour into the greater Achelos. The overfilled Achelos then broad-
to discourage fighting in his ens and slows as it passes out of the woody terrain, draining
establishment. None of this slowly through the Blight Swamp and out into the Gulf of Halag.
information has anything to do The strength of these rivers fills the Blight Swamp with fresh wa-
with the current adventure, but ter for most of its length.
when the characters are done In central and eastern Karameikos, the Windrush River flows
and return to the town to enjoy down from the Black peak Mountains, and the rivers Hillfollow
the fruits of their labors, it and Highreach run down from the Altan Tepes. They join near
establishes a sense of realness to Kelvin and continue on to the sea as the river Highreach. The
the world. Highreach is a wide, powerful flow; communities along its bank
A campaign setting acts as (including Mirros) are subject to floods with the melting of winter
more than just a backdrop to snows.
adventures, though. Because it is The names Windrush, Hillfollow and Highreach were coined by
a dynamic place, it also becomes Thyatian settlers. The rivers all have older names – respectively
a stage for new adventures, a Wufwolde, Shutturga, and Volaga – which are still used by the
springboard for the imagination. more traditional Traladarans (particularly when giving directions
Perhaps there is a rumor that to travelers from Thyatis).
old Jacob Krond liked to bury The last major river system is the Rugalov River near the eastern
pots of gold coins in his fields, border with Thyatis. This strong, young river would slow, though
although nobody knows where not stop, any imperial invaders. The mouth of the river stretches 8
his farm was anymore. Maybe miles across and is subject to massive tidal surges. Most of the
somebody breaks into the river, while mapped, remains unexplored, in part due to rapids
Evening Star Inn one night, kills and cataracts farther upstream.
Gulter, and steals the magical Karameikos has many smaller rivers not shown on the map.
sword that he always brags Wherever you as the DM need a river or creek for plot or story
about. Two new adventures are purposes, feel free add it. You can be sure that any community not
starting to take shape. shown lies near a body of water – typically a small stream or
Over the long term, the spring if the map does not show it. Most of these smaller streams
actions of the characters have a flow toward the nearest large river, or perhaps directly south into
broad effect on the surrounding the Sea of Dread.
land, as the heroes are soon The Sea of Dread, an azure ocean, forms the southern boundary
legendary among the people and of Karameikos. It is rich in fish and shellfish, the latter found par-
hated and feared by the dark ticularly in Marilenev Bay, which is famous for its oysters. The sea
forces they strive against. is relatively calm to the southwest, though generally roiling and
For example, once the stormy to the southeast, as most major sea storms arrive here.
characters completely clean out Most natives of Karameikos view the sea at worst as a barrier
those ruins in the woods outside and at best as a highway to foreign markets in the Minrothad Isles
of town, slaying all of the and Ierendi. There is, however, a rich wilderness beneath the sur-
monsters and claiming the face of this sea, open to those who have the wherewithal and abil-
treasure, the townsfolk are going ity to explore it.
to take notice. Perhaps the
mayor decides to honor them for Resources
making the locale a safe and
peaceful place to live again. Karameikos is a new nation, and most of its trade revolves around
From now on, the PCs are its natural resources, both for export and for crafting into finished
welcome in town, and might goods. The greatest resource of Karameikos remains its forests,
even be called upon to stop a which carry many names but stretch almost unbroken from east-
band of brigands from waylaying ern to western borders. A hin story tells of an adventurous
travelers on the road nearby. halfling who be that he could travel from the Shires to Thyatis
Eventually, an infamous without once touching Karameikan soil – and won.
villain who has been living in King Stefan warily regards the disposition of these forests, see-
Krondfield incognito is upset at ing the ruin that unplanned plundering caused in his native
the characters. He has been Thyatis. Permits to lumber in quantity must be granted by the
trying to buy up all of the land in crown or by local barons in baronial lands. Lords or ladies of
the town, and he hired those merely landed rank may not grant such permits for their own es-
brigands as part of his plan to tates. King Stefan also posts royal advisers (usually elves) to in-
make the land cheaper – no one spect large-scale logging operations. Clear-cutting (removing all
wants to live in a place where trees regardless of suitability) is avoided except in cases where the
there are dangerous, monster- land will be converted immediately to farming.

(continued on page 10)

8
The Traladaran hero Halav, his magical bronze armor style of art, stressing a realistic approach to portrayal and
glowing, engages in a final battle with the leader of the scene, as well as a focus on active subject matter. Compare
Beast-Men. This piece is rendered in the New Karameikan this art with the piece depicting the same subject on page 6.

9
(continued from page 8) The deep woods of Karameikos still lie untamed and unsettled,
and the king has established a number of elven estates in these ar-
infested ruins and lots of crime eas to guarantee their continued viability. Very little logging goes
on the roads. Unfortunately, the on here. Both deep and light woods are home to a burgeoning
PCs’ actions have spoiled all of population of wild game, including both normal animals and mon-
his plans. Now he wants revenge strous creatures. Deer, elk, stags, and wild boars are common, as
on the characters. are smaller game creatures such as foxes and pheasants, and large
In the meantime, the PCs predators such as wolves and mountain lions.
decide to rebuild the ruins into a Small farms occupy a good portion of Karameikos’s open land,
fortified keep and use it as their worked by freemen who owe their allegiance to a landed lord or
base of operations. They need a baron. Karameikos’s soil is rich and dark. While the nation cannot
place to practice their skills and compete with Darokin, the great economic powerhouse to the
store their treasure. When this north, it provides sufficient yields to feed its people well, with
type of thing happens, the world enough surplus to export (most recently to Thyatis, which has
becomes a dynamic place, and been wracked by food riots in recent years).
the PCs and NPCs have had an Mines are numerous in the Wufwolde Hills, especially gnom e
effect on it – those ruins are no and dwarven ones. These works produce iron in great quantity and
longer ruins, and the price of small amounts of precious metals as well. Gold and silver are
land in Krondsfield is on the found in the southern Altan Tepes, and many people try to estab-
rise. lish mines there. Some meet with great success; most meet with
Whatever happens in your death at the hands of the humanoids that infest that part of the
own campaign, keep the country.
following in mind: This is your More gold and silver lie in deep places, already smelted and
world, shared only with your stamped. Karameikos was once the nation of Traladara, its time of
players. Feel free to knock out a greatness long past and its wonders turned into ruined lairs. Many
wall, change or remove a adventurers explore and plunder these lost sites, bringing in fur-
nonplayer character (NPC) that ther revenue for the kingdom as they return the treasures of the
is not to your liking, or alter the past to general circulation.
landscape to suit your fancy. As Finally, many cave complexes lurk in Karameikos, especially in
your players’ characters move the Black Peak Mountains and Wufwolde Hills. Caverns are, of
through the world, they will course, ideal locations for lost civilizations, hidden bandit tribes,
interact with the people around ancient sleeping monsters, and so forth.
them and abide by the
consequences of their actions –
the jovial village tavern owner
The Hand of Man
will become much less jovial if Many of Karameikos’s towns, cities, and other permanent features
the player characters break up did not exist even 100 years ago. Others grew atop the ruins of
his place in a brawl. In future older civilizations, although the current inhabitants have long
products we will continue to since forgotten this. All of the cities and towns introduced below
explore the M YSTARA ™ campaign are fully detailed in Chapter IV: Cities and Towns.
setting, and we may even say Mirros (pop. 70,000): The capital of the Kingdom of Karameikos
things that contradict what you and the ruling seat of its king, Stefan I, Mirros is the only true
yourself have set down. That’s metropolis of any size and prestige in the nation – a bustling place
OK, because what you say still with its rough edges still showing. Most of the buildings are of
goes. wood or brick, as well as carved stone in the wealthier areas. The
It’s your world now. main roads are paved cobblestone, but many smaller streets and
narrow alleys are only packed earth. It is a noisy, crowded, busy
medieval town. The former name of Mirros, used when
Karameikos was a duchy, was Specularum; some conservative citi-
zens continue to use this name.
Kelvin (pop. 20,000): A smaller city located up the Highreach
River from Mirros, Kelvin is nearly as bustling as the capital. A
huge central castle, lavishly apportioned and furnished, domi-
nates the area.
Fort Doom (pop. 10,000): Fort Doom, a dark, brooding castle
and the westernmost community in Karameikos, overlooks the
Traladaran village of Halag. It was once the seat of the Black Ea-
gle Barony and still suffers the ill effects of its former evil master
and his humanoid troops.
Highforge (pop. 7,500): A nonhuman community of gnomes and
dwarves in the Wufwolde Hills, Highforge swears fealty to the
crown of Karameikos, but for the most part follows its own course
and customs. It is noted for its extensive mining operations.
Vorloi (pop. 7,500): The southernmost of the Karameikan com-
munities, Vorloi overlooks the Sea of Dread from a cliffside perch,
its safe harbor allowing some merchant traffic with Minrothad
and Ierendi.

10
Dmitrov (pop. 6,500): A sleepy town on the southern coast of
Karameikos, Dmitrov has a hard-working (if unimaginative)
Using This Material
population. “As dull as Dmitrov on a feast day” is a cutting re- This Campaign setting contains:
mark in the Karameikan court. a large campaign sourcebook
Threshold (pop. 5,000): A large, open, bright town in northern (you’re holding it), and
Karameikos, Threshold is favored by merchants, fishermen, and adventure book, maps of
adventurers. Karameikos and its cities, player
Luln (pop. 5,000): A large town hunkered down behind high handouts, hero cards, and an
walls, its proximity to Fort Doom and the former Black Eagle Bar- audio CD. Play the CD in
ony has stressed Luln’s economy to its limits, and it is only now conjunction with the adventure
recovering. book, in the manner of the F IRST
Penhaligon (pop. 3,750): Situated halfway between Kelvin and Q UEST adventures. Player
the border with Darokin along the King’s Road, this walled com- characters introduced in the
munity serves as a way station for traffic along the road. It F IRST Q UEST game can come
thrives despite a continual humanoid threat from the hills. directly over into the
Rifllian (pop. 2,000): Primarily an elven settlement, this town Karameikos setting, or the new
serves as a trading post between humans and Callarii elves. Its ones that are provided can start
buildings are mostly wood with intricate carvings in the elven out here (see the hero cards).
fashion. The information in this
Krakatos (pop. 2,000): The newest town in Karameikos, Kraka- guidebook is aimed primarily at
tos is well on its way to becoming a small city in its own right. players of the full AD&D 2nd
Until recently the site of a ruined Traladaran city of ancient line- Edition rules. Although players
age, the town was chosen several years ago as the site of the using F IRST Q UEST game rules
Karameikan School of Magecraft. The college stands complete to- won’t be confused by most of the
day, and a thriving town has grown up around it Students of terms and ideas presented here,
magic, refugees from other lands, adventurers, and other new- they will certainly want to
comers seek to establish themselves in this new city. acquire the AD&D 2nd edition
Sulescu (pop. 950): Sulescu is an ancient village on the southern Player’s Handbook and D UNGEON
coast, ruled by the same family for over 300 years. M ASTER ® Guide in order to
Marilenev (pop. 900): Castle Marilenev dominates this small appreciate the full depth and
farming village, a decaying monstrosity and the seat of the Mari- breadth of this rich campaign
lenev family. Note that Mirros originally was named Marilenev setting and get the most out of it
(even before it was renamed Specuarum by the Thyatians), and in game play.
the capital city lies officially “within” the estate of Marilenev.
Vandevicsny (pop. 900): Located along the forests and wilds of
the southern coast, Vandevicsny is a community of farmers and
woodcutters, very isolated from the rest of the world.
Rugalov (pop. 650): A new village at the mouth of the same
name, Rugalov is home to fishermen and bargemen who ferry
traffic and goods across the tidal flow.
Verge (pop. 500): Situated at the foot of the Black Peak Moun-
tains, Verge is sometimes used as a jumping-off point for adven-
turers bound for Threshold. It has been plagued by goblin and
gnoll attacks over the past 20 years and twice it has been burned
to the ground. A new wall is being built around the village, but
construction goes slowly.
Other Communities: In addition to these villages, towns, and
cities, many smaller communities (population 500 or less) dot the
kingdom. The DM can add these villages as needed to support
original adventures. In general, such villages are unremarkable
except for (perhaps) some legendary local hero, and each has no
more than the basic community services.

Other Constructions
Besi des the various communities scattered throughout
Karameikos, other features built by the populace are worth not-
ing.
Forts: There are five major forts in Karameikos: Castellan Keep
and King’s Road Keep in the north, Radlebb Keep and Riverfork
Keep in the west, and Rugalov Keep in the east. These forts are
garrisoned by units of the Karameikan army. Their Purpose is
both to resist invasion and (more often) deal with marauding hu-
manoids. The forts are military establishments; while there may
be a few civilians and businesses nearby, the keeps are not com-
munities in the standard sense.

11
Roads: Four major roads span Karameikos and are
important enough to be named. The Westron Road Using the Maps
runs from Mirros to Fort Doom through Radlebb
The map of Karameikos is broken down into hexago-
Keep and Luln. The Eastron Road runs from Kraka-
nal areas, each area containing a symbol such as
tos to Rugalov Village through the southern Dymrak
trees, hills, or mountai ns. These symbols indicate the
Forest. The Windrush Road starts south of Kelvin
general type of terrain present in the hex area.
and loops through Rifflian and Verge, terminating at
Threshold.
Lastly, the King’s Road runs from Mirros to Kraka-
tos (where the Eastron Road branches off), north
(past where the Windrush road breaks off) to Kelvin
and Penhaligon, and ending just past King’s Road
Keep on the Darokin border. Beyond King’s Road
Keep the road passes into Darokin and on to the ma-
jor trading city of Selenica.
The king maintains the roads of Karameikos well,
using paving stone whenever possible, or crushed
stone where paving stone is not available. Bridges of
wood span small streams, bridges of stone cross
large ones, and ferries cross the great rivers. Units
of the Karameikan army regularly patrol the roads,
quickly clearing accidents such as rock slides and
other blockages.
While these roads provide speedy movement for
adventurers in a hurry, they were not built with this
purpose in mind. Rather, the roads of Karameikos
are modeled upon Thyatian roads, whose main pur-
pose was the rapid movement of trade wagons and
troops through the nation. In the event of an inva-
sion or other military emergency, troops could be
deployed to almost any part of the nation in a mat-
ter of days.
More than three-quarters of Karameikos’s imports
and exports move along these roads, and King
Stefan considers them a priority asset for maintain-
ing the nation’s strength. The Eastron, Westron, and
King’s Roads receive regular maintenance, the Win-
drush only when a major blockage or slide occurs. If
they were fully abandoned, the roads would degen-
erate to trails in a decade, and might vanish entirely
soon afterward (as has a road south of Mirros to the
port’s original docks on Marilenev Bay).
Trails lace the region as well, and those used often
enough to provide rapid transit through an area are
marked on the map. In general, many trails and
paths run through the forests, though most of them
do not go exactly in the intended direction of the
traveler.
Ruins: Many ruined cities, forgotten temples,
abandoned settlements, ancient mines, and other
sites of legend and lore exist in Karameikos. How-
ever, most of these are lost, either overgrown by the
surrounding forest, built over by other towns and
cities, or vanished from all but the most ancient
maps. Serving as the military arm of the Church of Karameikos, the Or-
One exception is Koriszegy Keep, a famous (if not
der of the Griffon carries out the will of the church on the battle-
infamous) site in Traladaran legend. The inhabitants
of this now ruined castle destroyed themselves with
field. These warrior-knights were sketched as they prepared to
a great curse that still lingers on, seeking out those
who trespass on the ground. Even today unwary
travelers fall to the Curse of the Koriszegy. (for
more information on Koriszegy Keep, see the side-
bar on page 85.) Note that the area within the hex is not exclusively
of that type. Hills and trees lie in clear terrain, mead-
ows and tors in wooded terrain, and level sections in
mountainous terrain. The symbols indicate only the
predominant type of terrain in the hex, and are used
for purposes of determining movement costs and

12
random encounters, as well as providing the DM have different movement-point costs per mile (it is
with an idea of what the region looks like. more difficult to move through mountainous terrain
Movement is detailed in Chapter 14 of the Player’s than clear). A marsh, for example, costs 8 movement
Handbook and Chapter 14 of the D UNGEON M ASTER points per mile to cross, such that our example above
Guide , but the general rule is that characters can could cross only 3 miles in a typical day.
travel twice their movement rate (MV) in miles per So far so good? Now look at the scale for the King-
dom of Karameikos map. Each hex represents 8
miles. Characters moving through each hex must
“pay” for each mile in that hex in order to cross it.
For our example, an individual could cross 3 hexes
(24 miles) of plains in a single day.
These hexes are just an approximation of position,
much like the squares used for movement in the
F IRST Q UEST game. It may take several days to cross a
particularly nasty stretch of land, but, by the same
token, a hard day’s ride along the roads might carry
one from the capital to nigh on the borders of the
kingdom.
Terrain types also affect the type of encounters i n
that area. Some creatures are native to mountains,
others to swamps, still others to forests. The fre-
quency and type of encounters often is determined by
the terrain. A brief description of these terrain types
follows.
Clear: Clear terrain lacks obstacles or impediments
that slow movement, or it has a large number of
paths that allow relatively free movement in all di-
rections. Agricultural areas, pastureland, and farm-
land all fall under this category. Clear terrain costs
½ movement point/mile to cross, so an individual
with MV 12 can move 48 miles in a day across clear
terrain. Encounters in clear terrain are determined
on the Clear column of the encounter chart.
Hill: Hill hexes tend to be foothills: rising uplands
that cluster about the base of mountains and are only
slightly more suitable for movement. Hills cost 4
movement points/mile to cross, such that a man with
MV 12 can move 6 miles per day. Hills use the Hills
column for encounters.
Light Forest: Light forest is fairly open woods with
little undergrowth. Light forest costs 2 movement
points/mile to cross, such that an individual with MV
12 can move 12 miles per day. Light forest uses the
Forest column for encounters.
Heavy Forest: Heavy forest consists of dark, over-
grown woods with a great deal of brush and other un-
dergrowth. Heavy forests cost 4 movement points/
mile to cross, such that our individual with MV 12
can move 6 miles per day. Heavy forest uses the For-
est column for encounters.
Hill/Forest: This terrain includes rolling hills cov-
ered with hardwood (in the southern regions and
lowlands) or softwood pines (in more rugged areas
and farther north). Hill/Forest costs 6 movement
travel to the Dymrak Forest. Their mission: to hunt down and de- points/mile to cross, so that an individual with MV
12 can move 4 miles per day. Hill/Forest uses the
stroy a dragon reportedly dwelling in that forest and terrorizing
Hills column for encounters.
several nearby communities. They have not been seen since. Mountain: The mountains of Karameikos vary from
the rounded, tree-covered slopes of the western
Cruth to the sharp, jagged spines of the Black Peaks
day, across open terrain such as plains or grassland. and Altan Tepes ranges. Mountain terrain generally
Thus, an unencumbered man (MV 12) can travel 24 costs 6 movement points per mile, so that a traveler
miles in a day without exhaustion. with MV 12 can move 4 miles per day through moun-
Think of the value of miles covered in a single day tains. The DM can rule that the mountains in ques-
as a number, which is the number of movement tion are relatively low and easy to cross, or serve as
points an individual can use (our example individual deadly, impenetrable peaks. In the former case,
has 24 movement points). Different types of terrain movement would cost only 4 points per mile. Regard-

13
less of movement point cost, mountains use the an individual with MV 12 travels 6 miles in a single
Mountains column for encounters. day. Badlands may have their own encounter chart,
Jungle: Jungle consists of a thick tangle of tropical but otherwise use the Rough chart.
vegetation punctuated by impassible bogs such that Plateau or Cliff: There are no plateaus or cliffs on
the traveler often has to backtrack to avoid being to- the map of Karameikos, although several do appear
tally mired. Karameikos has no jungle terrain, but it on the larger map of the Known World. These terrain
exists elsewhere in the Known World. Jungle costs 6 features pose a significant obstacle to travelers, and
movement points/mile to cross, such that an indi- as such cost 3 additional movement points to trav-
vidual with MV 12 can move 4 miles per day through erse, in addition to all other terrain movement costs.
this terrain. At the DM’s option the jungle can be so River: Rivers are both obstacles and avenues for
thick, tangled, and unexplored that it costs 8 move- travel. To individuals crossing a river, the presence
ment points/mile to cross, so that an individual with of the river costs 1 additional movement point, in ad-
MV 12 can only blaze 3 miles in a day. Jungles use dition to all other costs. Streams, which are smaller
the Jungle column for any encounters. and not shown on the Karameikos map, cost only ½
Grassland: Grassland includes steppes and sa- movement point. The presence of a bridge or ford ne-
vanna and describes a large region of open, unset- gates this cost.
tled prairie, bereft of many large trees but with suf- The speed of the current for Karameikan rivers is
ficient ground cover to allow creatures to lie in am- an average of 30 feet per round, or ½ mile per hour.
bush in the tall grasses. Grassland costs 1 movement A boat’s speed is enhanced or diminished by that
point/mile to cross, so that our traveler with MV 12 amount. Boats cannot pass upstream through rapids
could hike 24 miles per day through this terrain. and cataracts, and can pass downstream through
Grassland uses the Plain/Scrub chart for encoun- them only at risk of being holed and sunk. A lesser
ters. cataract has a base 20% chance of holing a boat, a
Swamp: Swamps are marshy fens of soft land bro- medium cataract 40%, and a greater cataract 60%.
ken by wide areas of shallow water, which (like jun- The chance rises to 100% for a waterfall.
gle) often require frequent backtracking to avoid Ocean-going ships are not normally found on rivers,
treacherous spots. Swamp costs 8 movement points/ though they might sail up to Mirros and, on rare oc-
mile, so that an individual with MV 12 can pass casions, Kelvin. The Blight Swamp prevents ships
through only 3 miles per day (crossing the Blight from using the westernmost river system, and the
Swamp in western Karameikos would take eight easternmost river (the Rugalov) can be sailed for
days). Swamp uses the Swamp column for encoun- only about 10 miles beyond the village of Rugalov.
ters. Beyond these points the rivers can be navigated only
Moor: Moors and bogs closely resemble swamps, by small boats.
save that they tend to have more solid ground. Moor Shipping Lane: Trail markings on the ocean denote
costs 4 movement points/mile to move through, so commonly used shipping lanes. They have no benefit
that an individual with MV 12 could cross 6 miles in to speed, but are well known by mariners as being
a single day (two and one-half days to cross the Kel- safe and free from reefs, shoals, and permanent raid-
vin Moor in central Karameikos, north to south). ers.
Moor terrain uses the Swamp column for encoun- Trail: Paths and small trails lace the land of
ters. Karameikos. The only ones shown are those used of-
Sandy Desert: There are no deserts in Karameikos, ten enough and well enough to allow passage of a
but the land of Ylaruam to the northeast is an arid standard wagon (with no room to pass). They also
land of burning sands. Sandy desert is the tradi- have enough head room to permit a rider on horse-
tional desert of deep sand blown into dunes, quite back to pass without difficulty and are generally
treacherous to cross. Sandy deserts cost 3 movement straight enough to be used as a means of regular
points/mile to move through, so that an individual travel. The presence of a trail halves the movement
with MV 12 could cross 8 miles per day. Sandy de- cost in the directions the trail is running; this benefit
sert uses the Desert chart for encounters. is gained only by those moving along the trail. A
Rocky Desert: These expanses are open and bereft heavy forest with a cost of 4 movement points/mile
of water, like sandy deserts, but the footing is firmer would have a cost of 2 movement points/mile for
and travel is easier. It costs 2 movement points/mile those traveling along a trail. Encounters on trails are
to cross a rocky desert, so a traveler with MV 12 those of the surrounding terrain
could pass through 12 miles of rocky desert terrain Road: The four major roads of Karameikos have
per day. Rocky desert also uses the Desert column been built and maintained by the benevolent hand of
for encounters. King Stefan. They link the major cities and towns of
Barren Terrain: Also called broken lands, these re- the nation. Paving stones rest upon a bed of crushed
gions consist of a twisted hodgepodge of rocky rem- rock along most of the route, which is sufficiently
nants and stunted vegetation. It costs 2 movement wide to handle wagons moving in both directions.
points/mile to cross barren terrain, so that an indi- Treat roads as clear terrain in the directions they
vidual with MV 12 could pass through 12 miles of run – that is, ½ movement point/mile – such that an
barren terrain in a single day. Barren terrain may individual with MV can travel 48 miles along a road
have its own encounter chart, but otherwise uses the in a single day, regardless of the terrain the road
Rough column, as it is the home of a number of fell crosses. Should travelers leave the road, normal
monsters. movement rates take effect. Road encounters are of-
Badlands: Badlands are like barren terrain, only ten provided with their own chart, but otherwise use
more arid and dry, verging on rocky desert. Bad- the encounter of the terrain the characters cross.
lands cost 4 movement points/mile to cross, so that

14
the former Black Eagle Barony was one such fort, but
Cities and Other Sites of Interest the growth of the town of Halag at its base changes
A number of symbols represent large, singular sites its notation to that of a town.
of importance. These locations sit in the center of Keep: Usually a single stone building lacking a sup-
their respective hexes when determining distance porting civilian population, keeps serve as military
unless noted. The terrain of a city site is the same as outposts in Karameikos, but have other uses in other
that of the surrounding terrain, even though the lands. In magical Glantri they are usually the homes
map symbol does not appear in the city hex. Special of powerful wizards.
sites include: Ruins: The remains of a castle, keep, palace, town,
Capital: The central and largest city in the nation. city, or similar location, with enough material left to
Mirros is the capital of Karameikos. identify it as such. Many ruins exist only as under-
City: Community with a population of at least ground complexes, their entrances discovered by
20,000. Outside of Mirros, the only city in the na- chance. The only ruin noted on the map of
tion is Kelvin. Karameikos is Koriszegy Keep.
Town: Community with a known population of no Camp: A regular camping location, usually used by
less than 1,000 and no greater than 20,000. There nomadic peoples, such as the Ethengar raiders of the
are a large number of towns in Karameikos. far north. There are no such camps in Karameikos.
Village: Community with a known population of Lighthouse: Not used in Karameikos but more com-
less than 1,000. Not all villages are noted on the mon among the island trading nations to the south. A
Karameikos map. lighthouse resembles a keep outfitted with a beacon
Palace: This symbol is used if the palace (or other (either a huge bowl of flaming oil or a magical light).
royal dwelling or seat of power) is significantly re- The beacon warns ships of perilous reefs or shoals
moved from a city. The capital of Karameikos is also and aids in navigation.
the site of the palace. Battlefield: The known site of a historic battle. Such
Castle: A large-scale military encampment lacking locations are often marked by rich troves of rusted
an immediately supporting civilian population, but weaponry and undead spirits that haunt the place.
usually used as the seat of a local ruler. No castles National or internal borders: These mere divisions
exist in Karameikos that are not connected to larger between the lands reflect more the desires of the rul-
cities or towns. ers than any true level of control. They have no effect
Fort: A step down from a full castle, a fort usually on movement. Their only effect on encounters is to
means an outpost with a local ruler. Fort Doom in change the nationality or allegiance of the patrols.

The home of King Stefan and the rest of the royal family, the This view, painted from the site of the (now-razed) old
High Palace is the site of many celebrations and royal balls. palace, shows the main entrance and central tower.

15
Chapter II:

History
The peoples of Karameikos know the history of their
land well. The earliest history, recorded in an an-
cient work of poetry entitled
“The Song of Halav”, tells of the
Traldar people. Generations of
Traldar bards and village
p r i e s t s p r e s e r v e d t hi s e p i c
through traditional oral story-
telling before historians finally
ou look committed it to writing six cen-
turies ago.
at a man
Karameikos
or a
at the
woman, Dawn of Time
you see their parents, The region now called the King-
dom of Karameikos was once
and their grandpar- the homeland of the Traldar, an
indigenous human race. Short,
ents, and the contri- stocky, pale skinned people, the
Traldar descended from the now

butions of their fur-


lost Nithians, an ancient empire
of which little survives.
Scholars excavating Traldar
thest ancestors. Simi- villages have discovered that
the early Traldar relied almost
larly, to truly under- exclusively on fishing and hunt-
ing to survive. They made their
stand a nation or a weapons of wood and stone,
constructed rude dugout canoes

people, you must look


for transportation, and lived a
frugal, subsistence-level exis-
tence.
toward their history In Traldar legends, the Im-
mortals (godlike beings) be-
and heritage. The queathed to the Traldar the se-
crets of working tin and copper
ghosts of the past are into bronze, weaving with spin-
dle and loom, creating pottery

still very much with


with a potter’s wheel, and using
many other miraculous tools
and weapons. Indeed, evidence
us. indicates that Traldar civiliza-
tion took a sudden jump in so-
phistication. Almost overnight,
—Terari, Karameikan the Traldar were forging bronze
weapons and armor, cutting

Minister
roads through the dense forests,
and joining communities into a
trading network of some com-
of Magic plexity. Traldar hero-kings such
as Lavv, Dendros, and Irthu
reigned over large forest com-
munities, engaged in trade, and
used armor and weapons of glit-
tering bronze.
Unknown to modern scholars,
the advancement of the Traldar
was the result of exposure to a
more advanced, inhuman civilization known as the
Hutaakans (see sidebar, page 109).
The Coming of the Beast-Men The Song of
As the Traldar civilization flourished and expanded, it began to King Halav
make contact with other civilizations. According to “The Song of
The Song of King Halav
King Halav,” a fierce horde of beast-men (probably gnolls) de-
verbally recounts the early years
scended upon the Traldar, intent upon exterminating the tribe
of the Traldar people. Originally
and occupying these rich lands themselves. The Traldar fought
passed down through village
the beast-men invaders with their superior bronze weapons and
priests and wandering bards, it
armor, but ultimately, after long and bloody fighting, most of the
purports to be the official history
Traldar and the beast-men perished. King Halav and the King of
of the Traladarans. Thyatian
the Beast-Men slew one another in a great fight at the Volaga
philosophers have noted that
River. The surviving beast-men then departed Traldar lands while
this legend was not set down in a
the surviving humans began to rebuild their homes and make
written form until 1400 years
their villages prosperous again.
after the events supposedly
The heroes from the legend, Halav, Petra, and Zirchev, were ac-
occurred, and that the song has
tual persons. Halav was the chief of Lavv, a fortified village on
traditional elements of early
the site of modern-day Kelvin; Petra was the queen of Krakatos,
civilizations discovering bronze
widowed early in the gnoll wars; Zirchev was a man of extraordi-
and advanced weapons “brought
nary intelligence who had been educated by the Hutaakans (which
by the Immortals.” As a result,
may be why the later legends gave him a bestial aspect).
these philosophers doubt the
authenticity of this tale. More
The Dark Age traditional Traladarans ignore
these philosophers.
The time of King Halav has since been called the Golden Age of The original song was
the Traldar, for the people of this land sank into a dark age fol- presented in a Traladaran chant
lowing the death of this great leader and never fully recovered format, consisting of eight lines
from the devastation brought by the gnolls. According to legends of equal cadence, with the fourth
which have sprung up since this Golden Age, King Halav must re- and eighth lines rhyming. What
turn to Traldar lands before this can become a mighty nation follows is a translation in
again. Thyatian:
During this dark time, many evil things appeared in the Traldar “At the start of it all, the
forests and mountains. Some evil force cursed the land with vam- Immortals created the world
pires, lycanthropes, and other beasts. Today, every village has its from a roiling, chaotic mass,
legends of a neighboring ruin once occupied by a vampire lord, or then created animals and man,
some local lad turning out to be a werewolf and slayer of villag- and for many years let man live
ers. Often the legends are true, and every youth knows that the in ignorance and bliss.
land has its vampires and were-beings. “In ancient times, this land
Because horrid things flourished in the woods, travel between was the forest home of the
inland villages became unsafe. While coastline villages prospered Traldar, men and women favored
from foreign trade, only the bravest of traders would risk expedi- by the Immortals and allowed to
tions into the Traldar interior. As a result, the inland villagers re- live amid such beauty.
mained isolated and more ignorant than their seaside cousins. “The Immortals let the
Clans of goblins, hobgoblins, and orcs also settled in Traldar Traldar live happy, simple lives.
lands, away from human communities. They warred upon one an- The Traldar fished and hunted;
other and upon the humans, in general making the land wild and the men spent most of their time
dangerous. sporting with one another and
Tribes of elves and gnomes also came to Traldar lands, the elves offering praise to the Immortals.
settling in the central forests of the land, the gnomes in the “But the Immortals knew that
mountain foothills to the north. Both races traded peaceably with the happiness of the Traldar was
the humans and fought beside them against the less friendly hu- to end. From the land where the
manoid tribes. sun has perished [the west] a
In time, the Traldar recovered from the inhuman onslaughts. race of evil beast-men prepared
They began to call themselves Traladarans; Hutaakan influence to march through the easterly
and the passage of centuries had wreaked a natural evolution lands in search of booty,
upon the Traldar, their customs, and their language. prisoners, and more hospitable
Traders from Thyatis and the Minrothad area began making homelands.
regular trips to the coastal villages, improving their economy. The “These beast-men had their
Traladarans remained a non-nation of independent villages that own Immortal sponsors equal in
fought and traded together as the mood struck; they united to re- might to the early patrons of the
pel a foreign invader but had no central government, no King Ha- Traldar, so only a great battle
lav to bring them together under a single banner. A number of between man and beast-man
petty lords took the title of king, rarely ruling farther away than a would determine the fate of the
day’s walk, and often at the length of their sword. Ythron, Ivano- two races.
vich, and Demara were among these rulers.

(continued on page 19)

17
Marilenev, a village at the mouth of the Volaga powerful leader – or, worse yet, conquered by an en-
River (now officially called the Highreach River), emy foreign power?
rapidly grew into a town as trade flourished. It was Darokin began sending merchants and government
nicknamed “The Mirror Port” by the traders who agents to build commercial ties and alliances with a
frequented it, due to the calmness and reflective number of Traladaran clans. The Empire of Thyatis
quality of its sheltered bay. sent troops to Marilenev, the Traladaran capital, and
conquered it, claiming Traladara for Thyatis. The
The Thyatian Invasion Darokinian leaders shrugged at this development but
ensured that its border was secure from further
By a century ago, Marilenev was a flourishing trade Thyatian adventurism.
city of 500 residents and the chief port of the Thyatis took few real steps to secure Traladara for
Traladaran region. At the same time, improved com- itself beyond installing a garrison of soldiers in Mari-
munications and trade raised the standard of living lenev. The military commander at the time renamed
within the disparate and previously isolated commu- Marilenev Specularum (which means “The Mirror
nities farther inland, recreating a sense of national City”) after the reflective beauty of the bay. Taxes
identity. Had the Traladarans been left to their own were collected on all trade revenue changing hands in
devices, the various clans most likely would have the city.
united into a single council (similar to Glantri’s Other than that, the rest of Traladara was left pretty
principalities) dominated by a strong leader, possi- much to itself. The more isolated communities were
bly a member of the powerful Marilenev Clan. completely unaffected by the “conquest.” Traders suf-
However, as a result of this growth, the nearby na- fered a Thyatian tax, but the increased Thyatian in-
tions of Darokin and Thyatis began viewing terest in Traladara merely resulted in booming trade
Traladara with increasing concern. The forest nation and increased profits for the Traladarans.
had never posed any organized threat, so neither na- Such was the situation upon the arrival of Duke
tion had ever erected any significant defenses Stefan Karameikos to the land that would eventually
against Traladara. But, their leaders supposed, what bear his name.
if the Traladaran people should be united under a

This painting is a replica of a classic tapestry hanging in the forested home of many monsters. Note the lack of depth in
main hall of Baron Vorloi’s home. The tapestry is one of the the image, as well as the size of the dragon relative to the
oldest surviving pieces of art of the Traladaran people. This warriors. Early Traladaran artists had not yet embraced the
scene of elf warriors battling a green dragon sums up much studies of light, shadow, and proportions, and their art is very
of what early settlers thought of the lands of Karameikos: a stylized.

18
(continued from page 17)
Stefan Karameikos
“The Immortals descended to
The modern history of Karameikos began 40 years ago in the em-
Lavv, a Traldar village, to find
pire of Thyatis. Stefan Karameikos III was born in A.C. 948, the
clever youths and give them
heir to the small but unusually wealthy duchy of Machetos. His
secrets they could use to defeat
mother died when he was nine, his father when he was 20, and he
the beast-men.
became ruler of the duchy at that time. He’d already served as an
“They visited Halav Red-Hair,
officer in the imperial cavalry for three years and had been par-
a maker of stone knives, and
ticipating in adventures and heroic exploits even longer. He was a
taught him to forge weapons and
friend of the emperor of Thyatis. His future seemed predictable:
armor of bronze. They also
Years of service in the military with adventuring on the side, then
taught him the arts of the sword
retirement to wisely rule his duchy and advise the emperor on
and the strategy of warfare.
matters of war and state.
“They visited Petra, a maker
Karameikos was no content with that fate. He wanted to rule
of pottery, and taught her the art
territory shaped by his hands and formed in hi s own image – and
of the bow, the craft of medicine,
that description fit neither the duchy of his ancestors nor the em-
the use of the potter’s wheel, the
pire of his Thyatian friend. He approached the emperor with an
spinning of flax, and the use of
offer. Stefan would grant most of his ancestral lands and proper-
the loom.
ties to the emperor in exchange for ownership of the Traladaran
“They visited Zirchev, a
region and a guarantee of autonomy.
huntsman, and taught him how
The emperor was intrigued with the offer. Traladara had sub-
to tame and ride and fight from
stantial potential to become a wealthy region, but it would take
horses, how to train dogs to fight
more time and effort than the emperor was willing to devote.
for their masters, how to walk
Karameikos’s lands were close at hand and already valuable.
silent as the cat, swim as the
The emperor and Karameikos came to terms and emerged from
fish, see as the hawk.
their conference more than satisfied, each convinced that he had
“Halav, Petra, and Zirchev
come out ahead. Stefan Karameikos surrendered his ancestral
went to the people of Lavv and
lands to the emperor. The few properties he had remaining he
told them what the beast-men
sold for the ships and goods he would need to rule the region
intended. The king of Lavv
properly. The emperor, in return, recognized Traladara as the
laughed and tried to drive the
Grand Duchy of Karameikos, a sovereign region under the rule of
trio away. Halav, using the
Stefan Karameikos III. Both rulers signed decrees of eternal
bronze sword given to him by the
friendship and the promise of mutual defense in times of inva-
Immortals, slew the king and
sion, and the deal was set.
assumed his crown.
Immediately after his agreement was signed into law, Duke
“In the years that followed,
Stefan sailed for his new duchy, making landfall in Specularum
King Halav, Queen Petra, and
two weeks later. No fool, he presented his articles and orders to
the Huntsman Zirchev taught
the city garrison before assembling the city leaders to announce
their secrets to the people of
his agreement with the emperor.
Lavv and brought all the other
The powerful Traladaran families in Specularum saw the politi-
villages in Traldar lands under
cal change as an opportunity to reestablish Traladaran independ-
their sway. Villages grew into
ence. If they could kill the duke when he was most vulnerable,
mighty cities, and Halav was now
perhaps they could then erect a spirited enough defense to make
renowned for his fairness and
it economically unfeasible for the cost-conscious Thyatians to
wisdom.
conquer them again. However, before any organized plans could
“Eventually, the beast-men
be made, the Marilenev Clan led an armed revolt against the
attacked in endless waves from
duke. Stefan and the garrison put the rebellion down decisively,
the west. The Traldar in their
and most of the Marilenev men died in the attack. Naturally, from
glittering bronze armor stood
that point on the duke watched the other powerful families care-
against them. The irresistible
fully, especially the Radu and Torenescu clans.
force of the beast-men crashed
Hooded assassins made a second attempt to take Duke Stefan’s
into the unmovable wall of the
life, this time in his very bedchamber, but Stefan awakened in
Traldar, and the war went on,
time to seize his weapons and slay his attackers. He never learned
seemingly, forever. Both sides
who had sent the assassins, although the wealthy Traladaran
lost great numbers of warriors;
families were obvious suspects.
each Traldar fighter slew dozens
The Traladaran clans, offended by the duke’s stubborn resis-
of bestial enemies before being
tance to assassination and overthrow, slowly and resentfully
slain.
swore loyalty to him. They turned to other methods of combat
“Finally, King Halav managed
and began to oppose him in the political, economic, and mercan-
to find the King of the Beast-
tile arenas.
Men alone on a hilltop. The
The duke began luring talented and ambitious young nobles
beast-king was twice the height
from Thyatis. He concentrated his attention on the second and
of a man, with the head of a wolf
third sons and daughters of Thyatian aristocracy: the young men
and a hairy body that was foul
and women who would have been properly trained to rule and
hold land but who would never inherit their own ancestral lands
(continued on page 20)
due to their siblings’ continued good health. Many flocked to him,

19
(continued from page 19) nobles, adventurers, merchants, and common folk alike, ranging
from single men and women to entire clans. Notable among these
beyond compare. It brought its new retainers were:
great axe against the sword given Ludwig von Hendriks , Duke Stefan’s aggressive and theatrical
Halav by the Immortals. first cousin, who received a baronial title and lands in the western
“This was the final battle of part of the duchy;
man and beast-man. It raged on Philip Vorloi , a successful merchant who provided substantial
from dawn until noon, both economic support to Duke Stefan and received a baronial title and
kings growing so tired that each lands to the east of the Marilenev estate;
could barely wield his weapon. Sherlane Halaran , a nobleman and cleric of note who received
Each was resolute and baronial rank and lands in the lushly wooded northern region of
unconquerable, and sure the the duchy;
other would fall. Olliver Jowett , a church leader in Thyatis who broke from his
“Both proved right: King former teachings to help found the Church of Karameikos. While
Halav and the King of the Beast- he excepted no land, Jowett became patriarch of Specularum and
Men perished upon one master of the church and
another’s weapons. Their armies Desmond Kelvin , an officer and gentleman who was of crucial
looked upon one another, the importance to Karamei kos during the Marilenev rebellion and re-
beast-men now fearful because ceived baronial rank and lands north of Specularum, where the
their king had perished, and the Highreach (Volaga) River forks.
Traldar resolutely raising their Duke Stefan spent some uncomfortable years in Specularum af-
weapons and barring the beast- ter his arrival because he expended almost all of his tax revenues
men from advancing. on the maintenance of his army and the building of fine roads to
“The beast-men departed span the duchy. While he was about these tasks, the new breed of
Traldar lands. Queen Petra and Thyatian settlers spread out from Specularum, founding home-
Zirchev took up Halav’s body steads and flooding into existing villages, often clashing with the
and returned home. Great was native Traladarans. Duke Stefan, in his youthful exuberance,
the lamentation in Lavv when wanted to cement his claim to the duchy and push along the proc-
they arrived, but, during the ess of settlement and civilization. Unfortunately, he was not as
ritual burning of Halav’s body thorough as he should have been about guarding against Thyatian
that night, the Immortals abuses, so early resentment against him and his followers was
visited, spiriting Halav, Petra, harsh … and often deserved. After the Marilenev rebellion in
and Zirchev away. Specularum there was no further armed resistance to the rule of
Karameikos or his subordinate lords, but Traladaran resentment
started off high and was fanned by the callousness of many
Thyatian lords for years to come.
Baron Vorloi stole no lands, but he began undercutting the
prices of the Specularum merchant families, effectively stealing
much of their business. These families, already bitter at
Karameikos and his followers, now took great pains to oppose
them at every turn, publicly or secretly, as revenge for what they
had suffered. Worse still, Ludwig von Hendriks, the duke’s cousin,
caused immediate and unending troubles for the duke as soon as
he settled in his western lands (see sidebar, page 61).
Not all situations where Thyatians moved into Traladaran areas
were violent or even antagonistic. Baron Sherlane established
himself as lord of the village of Threshold and then ruled firmly
but fairly, treating Thyatians and Traladarans with equal justice.
Desmond Kelvin created a new settlement and named it for him-
self; since he had seized no land and kept his followers in line in
stern military fashion, he did not earn the immediate enmity of
the surrounding Traladaran residents (his son, however, is an-
other matter).

Recent History
In the four decades following Duke Stefan’s arrival in Specularum,
trade continued to flourish. Logging enterprises based out of vil-
lages such as Threshold and Kelvin provided significant revenue
to the duchy. Specularum began housing ambassadors from many
of the civilized nations of the world, particularly those that wished
to engage in ongoing trade with Karameikos. Stefan founded a
magical college on the ruins of the old city of Krakatos, which
quickly became a center of learning.

20
The duke, no economist or merchant himself, was name of the capital once again, this time from Specu-
generally a good judge of character and relied upon larum to Mirros, as a sign of leaving behind the na-
the advice of intelligent and impartial ministers and tion’s Thyatian control.
friends when deciding policy, arranging trade and Today, the Thyatians and the Traladarans in the na-
state relations, and settling disputes. When the tion still view one another with some distrust; each
duke’s own common sense was not enough to solve a group keeps to their own language at home, but call
problem, he used the brains and experience of those themselves Karameikan to foreigners. In addition,
who could provide a solution. His personal charisma there is a new generation growing up that has tended
and reputation for fairness began to endear him to to reject the racial differences of its elders – Stefan
the populace, Thyatians and Traladarans alike. calls these young people his “New Karameikans.”
The past 10 years alone have proved particularly The family of Karameikos also has profited. In A.C.
profitable for the nation of Karameikos. A war 979, Duke Stefan married Lady Olivia Prothemian, a
(heavily influenced by the meddlings of Immortals) distant cousin of the Thyatian Imperial House. Stefan
between Thyatis and Alphatia, a major empire far- and Olivia had been betrothed when she was just 11,
ther east, resulted in the disappearance of Alphatia before Stefan took the Traladaran territory. Olivia
and the ruin of Thyatis. A large, Immortal-guided stubbornly waited to see if Stefan could establish
asteroid struck west of Karameikos, creating trouble himself as master of his grand duchy, before finally
for two of Karameikos’s neighbors and rivals – mer- traveling there at the age of 20 to wed him.
cantile Darokin and magical Glantri. The Karameikos’s first child, a daughter named
As Thyatis dealt with its internal problems, Stefan Adriana, was born in A.C. 980; their second, a son
declared his nation’s independence in A.C. 1006, Justin, was born in 982; and their third, a son Valen,
creating the Kingdom of Karameikos. Thyatis has in 986. In early 1006, Adriana married Devon Hyrak-
been in no position for reprisals since that time, and sos, son of the late admiral Lucius Hyraksos. They
Karameikos has continued to boom as a nation. In have two children, Lucien (b.1007) and Argent
1012, King Stefan, by royal decree, changed the (b.1009).

The future of Karameikos lies with the children of Princess here for their first royal portrait while their father, Prince
Adriana, heir to the throne. Argent (left) and Lucien pose Hyraksos, stands behind them.

21
Chapter III:

Society
A number of diverse races call Karameikos home.
Humans are the most numerous, whether they are
native Traladarans, newly-arrived Thyatians, or
mixed-blood Karameikans. Native elves, as well as
refugees from the now lost kingdom of Alfheim to
the north, fill the depths of the
woods. Dwarves may be found in
most major communities, par-
ticularly in the rugged uplands of
the north. They often share their
halls and mines with sturdy
gnomes, most numerous in the

he prob- Highforge area. Lastly, the


halflings, also called the hin, live

lem with
in every settlement of note, par-
ticularly in the west, where
Karameikos borders on the hin
that nation of the Fiver Shires.
All of the above-mentioned
human races are the standard player
character races of the AD&D

society game system. A number of other


races reside within the borders of

is that everyone in it,


Karameikos, though these nor-
mally do not form part of com-
mon society, and in fact many
every single man and are hostile to humans and their
allies. Scattered throughout the
woman, thinks that he wilderness, they include hobgob-
lins, goblins, kobolds, and gnolls.

or she is the indispen- Giants of all types dwell in the


mountains, while li zard me n

sable part of it.


thrive in the swamps. Lastly, the
occasional lycanthrope, undead,
and even a few dragons make
their homes within Karameikos’s
—Joshuan Gallidox, borders.

halfling adventurer, Traladarans


The Traladarans, descendants of
and darned the native Traldar tribe of leg-
end, tend to be fairly small (men
happy about average 5 feet, 9 inches, women 5
feet, 3 inches) and light of build.

it, thank you Their complexions are pale, their


eyes brown and their hair dark
(deep brown to black).
Attitudes: Traladarans are
thought very superstitious by
their Thyatian neighbors – if you
can call superstition what it
based on truth. They believe in
good-luck charms, curses, evil
eyes, omens, and portents
(palmistry, the reading of tea
leaves or sheep entrails, interpretations of natural
phenomena – if it is a strange event, the Tralada-
rans consider it an omen).
Literacy is common in the larger cities; most
Traladarans speak and write both their native
tongue and Thyatian. Outside the larger towns, edu-
cation is not as widespread. In the rural communi-
ties most villagers are illiterate, although often a lo- Traladarans of both sexes like bright colors i n
cal cleric will be lettered. (Player characters, being abundance, when they can afford them. For example,
exceptional people, don’t have to worry about this; a Traladaran man might don black boots, striking
it becomes the choice of the player whether to have yellow trousers, a glaring red sash at his waist
a literate character.) (matching the scarf around his neck), a white tunic,
For the most part, older Traladarans don’t care and a big winter cloak in gaudy blue.
much for Thyatians. They see Thyatians as the latest Both Traladarans and Thyatians wear cloaks in cold
wave of bad luck that keeps the Traladarans from weather; hip-length cloaks are common in milder
returning to their Golden Age. Since many of the winter weather, and when it gets really cold Tralada-
original Thyatian arrivals were rotten land- rans with money wrap themselves in full-lengt h
grabbers, many Traladarans view all Thyatians as cloaks with hoods.
being the same. (Again, the presence of this person- Names: Characters of Traladaran origin have names
ality trait in a PC is up to the player.) with a strong Eastern- and Central-European flavor.
Dress: The Traladaran man in common dress wears Men’s names include: Boris, Dmitri, Fyodor, Gry-
close-fitting trousers and a loose tunic that laces up gory, Ilya, Ivan, Mikhail, Pyotr, Sergei, Stephan, Ya-
the front (starting at mid-chest). He prefers a broad kov, Yuri. Typical women’s names include Anya,
belt or colorful sash, and if he has the money, boots Darya, Ecatrina, Ilyana, Irena, Katarina, Kuzma,
(often with large cuffs). He may wear a scarf around Magda, Misha, Petra, Sula, Zandra. Family names
his neck or brow. If he wears his hair long, he often can be created by adding one of a number of suffixes
ties it back in a ponytail. He may wear a belt pouch to given names. Such suffixes include -os, -ov, -ev, -
or tuck his pouches in his sash. Traladaran men go nov, -evich, -escu, etc. For example, Ivan becomes
clean shaven or, if bearded, keep facial hair closely Ivanov, and Dmitri becomes Dmitros.
trimmed. Traladarans tend to wear a lot of jewelry.
Men favor finger rings, gaudy brooches for cloaks, Thyatians
necklaces, and occasionally earrings.
The Traladaran woman in common dress wears a Thyatians tend to be physically larger than Tralada-
brightly colored (sometimes motley skirt to the knee rans, men averaging around 5 feet, 11 inches and
or calf and a loose pullover blouse with a rounded women about 5 feet, 5 inches. The Thyatians have in-
bodice. Sandals, soft, light boots, or bare feet are all terbred with citizens of other nations for centuries,
appropriate to this costume. Traladaran women tend so there is no one Thyatian look. Hair ranges from
to wear their hair long, either loose or tied back into dark blond to dark brown, with occasional redheads
a tail. They favor finger rings, large earrings, brace- (including the king), while eyes range in color from
lets, anklets, and armlets in clashing profusion. blues to black. Thyatians tan more easily in the sun

The community of Highforge, a city where gnomes and into the hills behind the “outer” city. The Gnome-King of
dwarves predominate, is the starting point of the annual Highforge, Dorfus Hilltopper, recognizes King Stefan’s
Gnome Caravan. These demihumans, who prefer living sovereignty but holds ultimate power among the town’s
underground, built the major portions of the city primarily inhabitants.

23
than the paler Traladarans, who are more prone to chilly weather, Thyatians with money dress in hip-
sunburn. length cloaks to keep warm. When true winter rolls
Attitudes: Most nobles in Karameikos are of around, they don full-length cloaks with hoods.
Thyatian descent, as is a sizable proportion of the Names: Thyatian characters’ names are reminiscent
commoner population. Thyatis, a large, corrupt em- of ancient and classical Roman and Byzantine names:
pire to the east of Karameikos, has powerful armies, Varis (Varia), Alexander (Alexandra), Valerius
strong trade relations with (Valeria), Titius (Titia),
the great nations of the Claudius (Claudia), Anas-
world, lavish arts and en- tasius (Anastasia), etc.
tertainments, and a cul- Fantasy names also are
tural standard equaled in appropriate. Thyatians
few places. It is natural, have strong, majestic
then, that people of Thy- sounding surnames: Kara-
atian descent feel superior meikos, Penhaligon, Kor-
to the native Traladarans. rigan, and so forth.
Many hold the sentiment
that Traladarans are su- Mixed-Blood
perstitious and ignorant
and that Thyatian spoken Karameikans
with a Traladaran accent Kara meikans of mi xed
denotes a lack of mental Traladaran and Thyatian
ability. (Again, a player blood generally grow
may decide whether to somewhat taller than the
give a character this bias.) average Traladaran, with
In turn, Traladarans con- dark hair and blue or light
sider Thyatians to be pre- brown eyes. They other-
datory, faddish, greedy, wise combine the features
corrupt and lazy. of their parental stock.
Dress: The Thyatian man Attitudes: In the last 40
in traditional common years, since the arrival of
dress wears ankle-length Duke Stefan and his fol-
trousers, a belt, and a lowers, many children of
sleeveless vest. In winter, mixed Thyatian and
the vest goes over a long- Traladaran descent have
sleeved shirt that buttons been born. Early on, many
up the front. If the gentle- of these were the children
man has enough money, of Thyatian warriors who
he wears shoes or boots immigrated to the duchy,
and carries a belt pouch or fought in the duke’s army,
two. Fighting men often then retired to take local
wear leather wrist bracers. wives and husbands. With
Thyatian men wear their the passage of time, young
hair short, and they may warriors and wizards have
go clean shaven or not; emerged who have both
many wear very full Thyatian and Traladaran
beards and mustaches. grandparents.
Thyatians tend to have A mixed-blood Karamei-
very little jewelry, though kan’s attitude depends
males wear finger rings upon upbringing. Those
and the occasional neck- from Thyatian households
lace, often with a medal- tend to favor Thyatian
lion attached. traits, while those of Tra-
The Thyatian woman in ladaran ancestry prefer
common dress wears a that culture. In many
skirt to the calf in summer cases, however, these
and the floor in winter, a Loose, comfortable tunics and blouses are the rule
mixed-blood Karameikans
sleeveless vest over a among traditional Traladarans, who make up the major- rec o gn iz e t hat nei t her
long-sleeved V-neck ity of the population in Karameikos. Colorful fabrics, Thyatians nor Traladarans
blouse that buttons up the jewelry for both sexes, wide belts, and heavy boots com- have any great advantage
front, and perhaps a belt- plete the costume. over the other. This atti-
pouch. Sandals and shoes tude is encouraged by
are appropriate footwear. King Stefan, who seeks
T h y a ti a n w o m en wear new blood and new ideas
their hair long, either loose, braided, or up, depend- in his government. He fosters attitudes that put aside
ing upon the weather and the situation. They prefer the conflict of Thyatian versus Traladaran, and he
modest earrings, finger rings, and long necklaces of willingly puts responsibility in the hands of these
gold, pearls, stones, etc. “New Karameikans” whose loyalty lies more with the
Thyatians of both sexes who dress for effect keep nation (and the crown) than with a cultural back-
their dress simple; two or three well coordinated ground.
colors, pleasingly and gracefully matched. In mildly

24
Literacy is high among these young people, and Traladaran and Thyatian root names, often with a de-
they speak in a straightforward manner, without ei- scriptive surname or nickname. In fact, many names
ther Traladaran accent or Thyatian affectation. They are appropriate for the New Karameikan, not just
frequently find themselves at odds with more tradi- Traladaran or Thyatian ones.
tional elders of both cultures.
Dress: Formal styles of dress in Mirros began over Karameikans in General
100 years ago with the
original Thyatian invasion The above sections discuss
of Marilenev. Today, there the general attitudes of
is no distinct “Thyatian” the major human cultural
or “Traladaran” formal groupings in Karameikos,
wear – though formal and as such provide the
clothing leans more to- ba si s f or m a ny r ol e-
ward Thyatian styles than playing opportunities.
Traladaran. Keep in mind that these
Men in formal dress are the opinions Tralada-
wear dark boots, trousers rans and Thyatians hold
with belts, and long- concerning one another.
sleeved tunics with full When confronting the rest
sleeves (either pullover or of the world, Karameikans
with two rows of buttons, refer to themselves as
as a military uniform). Karameikans – citizens of
Such tunics typically are the best nation in the
crafted with rich materials land. Karameikan fighters
and embroidery in fabrics consider themselves as
of strong, rich colors. tough as those of any na-
Women in formal dress tion, Karameikan wizards
wear gowns with long, the most inventive, and so
flowing sleeves and full- on. Karameikans of all
length skirts; the gown heritages know their na-
usually laces up the back. tion doesn’t have the so-
Low shoes or slippers are phistication of Glantri or
typical, and a c c o u te r - Thyatis – and they’re glad.
ments include a narrow Too much sophistication,
l e a t h er or c l o th belt they say, is just another
wrapped numerous times term for decadence.
about the waist in inter- Karameikans of Tralada-
esting patterns, jewelry ran descent know that
(worn in the style of the they have survived the
woman’s heritage), and a worst trial ever thrown at
long cloak of rare animal them – the “Song of King
fur. Halav” tells them so – and
Nobles of landed lord or that, one day, they will
higher status may wear a build themselves again
noble coronet (a narrow, into the most prosperous
undecorated crown) dis- and amazing nation in the
playing their status. For world. This isn’t an arro-
barons and baronesses, it gant, chip-on-the-sh oul-
becomes a baronial coro- der attitude, but the quiet
net (a narrow crown usu- assurance of a people who
ally inlaid with gems or know their destiny and pa-
engraved with patterns). tiently wait and work to
Only the king and queen bring it about. And it isn’t
may wear full crowns. just the Traladarans who
Adventurers, by and feel this way anymore.
large, dress in commoners’ The Thyatians arrived in Karameikos in a series of inva- Most citizens of Thyatian
garb – though the gar- sions, and while outnumbered by the native Traladarans, descent born in Karamei-
ments may be of expensive are the nation’s upper classes. Thyatian dress is elegant kos have become infected
quality. Women who fight with this philosophy, too.
and stylish, made of comfortable fabrics that are often
often dress in clothing like To be Karameikan is to be-
imported. long to a nation destined
that of their male counter-
parts, as it is easier to for greatness. To be a
strap armor around such Kara meikan adventu rer,
garb. Other than formal clerical dress (see sidebar, you also must believe that you are part of what will
page 33), character class dress does not exist in bring this greatness about. Karameikan adventurers
Karameikos. There are no special robes that every aren’t braggarts, constantly tooting their own horns
wizard wears; wearing leather armor without a and insulting or slandering other lands, but they do
shield doesn’t automatically indicate “thief.” As DM, have a quiet, stubborn assurance that no one else is
stress this fact to the players. better than they are.
Names: Karameikan names are a hodgepodge of

25
Elves Gnomes
At least three major waves of elves have migrated The gnomes of Mystara are small (about 3½ feet
into Karameikos. The earliest wave dates back to the tall) demihuman creatures believed to be from the
first elf refugees from their great empires to the same base stock as the Mystaran dwarves (at least
south; the Vyalia elves are the only remnant of that the dwarves and gnomes believe this and tend to
wave. The Callarii elves later entered Karameikos treat each other as cousins). Gnomes, more slender
during its dark age and still occupy much of the for- than dwarves, have rather pronounced noses, of
ested land of the central region. Most recently, Alf- which they are quite proud. Their skin ranges from
heim elves have crossed the border into the king- dark tan to woody brown in color, their hair is pale
dom, fleeing the destruction of their homeland by blond or red running to white, and their eyes are
the evil shadow elves. usually a brilliant blue.
Appearance: All elves share certain racial charac- Attitudes: The largest gnomish community, called
teristics. They tend to be shorter and slimmer than
most humans, including Traladarans (5 feet tall for
both males and females and weighing a maximum of
120 lbs.). Mystaran elves have pointed ears. Callarii
elves are robust and healthy, with very pale hair
(blond to white) and blue eyes. Vyalia have pale
skin, reddish hair, and deep green eyes. The Alfheim
refugees tend to have fair skin and blond, light bru-
nette, or white hair.
Attitudes: The Callarii are the most prolific of the
Karameikan elves, a merry and hard-working tribe
proficient in riverboating, riding, horse trading,
hunting, and forestry. The Callarii elves feel neutral
toward humans in general. They become fast friends
with humans who demonstrate honor and humor,
but they do not cooperate with humans who act pre-
tentious, dishonorable, or rude. King Stefan has a
guard unit entirely composed of Callarii elves, which
has given many elves the chance to meet him and
has made the Callarii favorable disposed toward the
King.
The Vyalia elves, on the eastern border, are more
reclusive, staying away from human settlements.
The Vyalia clans across the border in Thyatis tend to
have closer ties to humans, but the clans in
Karameikos prefer to seek the sanctuary and still-
ness of the deep woods.
The Alfheim elves are still recovering from their
exile in the north. Their homeland, conquered by an
underground race called the shadow elves, has gone
from a green and magical forest to a haunted,
blighted moor. As a result, Alfheim elves tend to act
short-tempered and suspicious of other races. In
their own country they were the dominant race, so
some individuals have a haughty attitude toward hu-
mans that makes even the Thyatians’ attitude to-
ward Traladarans seem friendly by comparison.
As for elf player characters, the above are generali- Present dress in Mirros is a combination of earlier Traladaran and
ties; players and DMs should feel free to run their Thyatian styles. This illustration shows popular fashions for the
characters and NPCs as they like.
Dress: Elves prefer to wear tunics or robes of green
with leaf patterns embroidered upon them, and
Highforge, rests in the mountain foothills about 30
elves native to the Karameikan forests eschew jew-
miles southeast of the town of Threshold. A large and
elry. Typical weapons include long swords and short
secluded community of gnomes and a few dwarves,
bows.
Highforge is mostly self sufficient but profits from
Names: Karameikan elves (both Callarii and Vy-
trade with humans. Highforge operates under its own
alia) usually have only one lyrical and unique name.
law, ruled by the gnome-king Hilltopper.
Thalaric and Allandaros are typical male names,
The gnomes are well disposed toward the king. They
while Sythandria and Stellara suit females. With the
were insulated against much of the early Thyatian
arrival of such a large number of Alfheim elves,
abuse against the Traladarans, and as a result they
many elves are taking surnames, either a clan or
have no particular preference between Thyatians and
family name (Chossun, Brendelar) or something de-
Traladarans. Improved trade and communication be-
scriptive (Trollbaiter, Shadowslayer).

26
cause of the king’s road-building have led to greater fare.
profit for the gnomes. Dress: Dwarves wear Thyatian styles during formal
Dress: Gnomes favor traditional Traladaran dress occasions, but the rest of the time they prefer the
styles, and many prefer a nose ring as a part of their more practical adventuring apparel of humans.
jewelry. Names: Dwarf names are a bit hard-sounding and
weighty. Typical men’s names include Thoric, Boldar,
Dwarves and Togyar. Typical women’s names include Friya
and Brunna. Family names, often descriptive, also
Mystaran dwarves are short, stocky demihumans, can reflect war-time deeds or professions, such as
between 4 and 4½ feet in height, with ruddy cheeks Shieldcracker or Ironboot.
and bright, almost metallic eyes. Their skin varies
from light tan to deep brown, and their hair ranges
Halflings (the Hin)
from black to gray to shades of brown.
Attitudes: Most of the dwarves of the Known Halflings (they call themselves the hin) are a small
race about 3 feet in height. They have ruddy com-
plexions, sandy to dark-brown hair, and blue or hazel
eyes. Their faces are small and childlike, and as such
people often mistake them for human children. One
telling trait of almost all halflings is their fur-topped
feet.
Attitudes: Most halflings in Karameikos emigrated
from the neighboring Five Shires, drawn by the heavy
trade in Karameikos. Many halfling traders, crafts-
men, and innkeepers live in Mirros, Kelvin, and
smaller communities. While there are no large hin
clans in Karameikos, the halflings have their own
“subculture,” frequently taverns and other facilities
that cater exclusively to them.
When halflings do exhibit a preference, they side
with Traladarans, whom they consider to be life-
loving, romantic, expressive people, as opposed to
Thyatians, whom they find cold and unsympathetic.
Dress: The hin prefer the flashy styles of traditional
Traladaran dress, usually supplementing it with a
billowing cape or hooded robe. Halflings go barefoot
in all seasons, as the thick pads of their feet remain
unaffected by normal cold and rough surfaces.
Names: Halfling names are just like common Eng-
lish given names. Family names have several sylla-
bles and frequently describe family characteristics or
professions. Examples include Bill Trenchermann
(from a family of big eaters), Anna Hillfort (from a
family with a well-defended hilltop home) or Joshuan
Gallidox (interesting last name).

Classes of Society and


Noble Titles
Like many medieval societies, Karameikos has
current year – long gowns and half-cloaks for the women, heavy classes of citizens, stratifying the people and deter-
tunics and capes or military-cut uniforms for men. mining their behavior toward one another. Such clas-
sification often is a result of birth – the son of a
baron gains the familial benefit without necessarily
World originally come from Rockhome, a dwarven having done anything to earn it.
nation north of Darokin and Ylaruam. The dwarves In some more established, decadent empires (like
living in Karameikos are either members of the Thyatis), class is effectively caste – position within
Stronghollow clan in the gnome community of High- society remains permanent. Karameikos, however, is
forge or have immigrated into Karameikos, often a frontier community in many ways. Individuals with
serving as professional soldiers under the com- talent and ability can rise within the power structure,
mander of the king or one of his barons. finding themselves earning political appointments,
If they have a preference at all (which is uncom- being regarded as heroes, receiving awards from the
mon), dwarves favor the company of Thyatians, king, and other benefits.
whom they consider practical, unlike the supersti- The typical social classes of Karameikos are listed
tious Traladarans. In turn, dwarves are dour, de- on page 29. Rough equivalents for members of an or-
pressing, taciturn, and unimaginative when dealing ganized church or military rank are provided.
with tasks beyond mining, metalsmithing, and war-

27
Karameikos
King
Government & Stefan Karameikos
Military
Seneshal
Organization
Alexius Korrigan

Ministry Lord
of State Zogrev Yarol

Ministry Lord
of Trade Bartran Cordelius

Ministry Lord
of Finance Valdo Tisza

Ministry
Terari
of Magic

Ministry General
of War Zandra Sulanov

1st Division 3rd Division


(City Guard) (Royal Navy)

2nd Division 2nd Division


(Kingsguard) (Elvenguard)

4th Division 4th Division


(The Mountain Storm) (The Mountain Storm)

4th Division 5th Division 5th Division


(The Mountain Storm) (Fury in The West) (Baator’s Jailers)

28
Social Clergy Military
Class Equivalent Equivalent Devices,
Clan Markings,
Convict — Soldier or Seaman
Freeman Wandering Priest Sergeant or Ensign and Coats of Arms
Court Lord Priest Lieutenant
Most large families, guilds, and
Landed Lord Bishop Captain
orders in Karameikos use
Knight Patriarch —
symbols to represent themselves.
Landed Knight — General or Admiral
These various groups use the
Baron — —
symbol to identify fellow
Duke — —
members, recognize other
Royalty — —
organizations, or, among the
nobility, to show they are
permitted to bear arms within
areas where weapons are
Members of the clergy and military are accorded the courtesy otherwise prohibited. Many of
normally given to specific social ranks. For instance, an active these symbols appear throughout
captain of the army or navy is treated as a landed lord by the rest this book.
of Karameikan society. Family heads that rank as
Convict: Convict is the lowest social rank of Karameikos. A con- landed nobles or higher may
vict is someone of freeman rank currently serving a sentence im- claim the traditional coat of
posed by a judge of Karameikos. (Nobles convicted of crimes are arms as their family’s formal
stripped of their titles. When they finish their sentences, they be- symbol. If the family head is
come freemen.) Convicts in Karameikos are put to work in chain considered a freeman or a court
gangs building roads, fortifications, and other public works. noble, the family uses a symbol
Soldier or Seaman: Ordinary soldiers in the army or seamen in more properly referred to as a
the navy, because they are bound to duty and have no rank, hold clan mark. Guilds, military units,
the same formal social standing as a convict. Because the soldier religious orders, and other
and seaman are not convicts, however, and fight for Karameikos professional societies utilize
of their own free will, they are not vilified (called names, spat symbols called devices.
upon, abused) by the common population as convicts may be. As Regardless of the name of the
such they may be considered of a slightly higher rank than con- symbol, it all means the same
victed felons. thing – a representative device
Freemen: Freemen make up more than 98% of the population of worn on shields and banners,
Karameikos. These are the ordinary folk; they may be dirt-poor badges and buckles, or anywhere
farmers or they might be filthy-rich merchants, but they have one wishes, to proclaim
never acquired a noble title. The bulk of beginning adventurers allegiance to the family or
are of freeman status, and in Karameikos, unless they give cause organization.
to believe otherwise, most people are treated as freemen. Most nobles of landed status
Freemen are addressed by their names. A freeman in a position or higher employ a professional
of importance is usually called Master or Mistress. Such freemen herald, who must know the
include townmasters (mayors), ministers, ambassadors, well- majority of devices, clan
known heroes, and so forth; if they have no other titles, they’re markings, and coats of arms
called “Master (Name)” or “Mistress (Name).” Courteous noble- within Karameikos, and many of
men also address these people by these titles; a noble (other than those from foreign countries. In
one of the royal family) who does not do so is probably being this way, the landed noble knows
rude. who it is that appears at the
Freeman have the following privileges under the King’s Law: the castle gates or in the
right to own property and will it to heirs; the right to be tried for battlefield – and whether he is
accused crimes (instead of being punished without trial); and the friend or foe.
right to travel freely (so long as national and community laws are
not broken).
Wandering Priests: Also called mendicants, wandering priests
are treated with a level of politeness and deferment, regardless of
their creed. This makes sense when you consider that the follow-
ers of various Immortals can back up their words with
(sometimes powerful) spells.
Sergeants and Ensigns: Sergeants in the army and ensigns in the
navy are considered freemen. They are usually addressed by their
ranks.
Court Lord or Lady: This is the lowest rank of nobility granted
by the crown. It does not confer any lands upon the recipient. It
is usually granted as an award for service: A person accomplishes
some special task for a noble; the noble sends a document to the
king commending this person; the king grants the person a court
lordship.

29
In game terms, having this title means that the character is con-
The Shearing sidered nobility (even though of a lower class). When traveling,
Ceremony the court lord or lady receives more respectful treatment from lo-
cal nobles, perhaps gaining a meal and a bed for the night.
Native Traladarans have a The family and heirs of a court lord or lady do not benefit from
custom that remains an this award. The husband of a court lady, for instance, does not
important part of the automatically receive a title. Unlike a landed noble, when a court
Karameikan national character. lord dies, it is not inherited by his family. A court lord who buys
It is called the Shearing property does not automatically become a landed lord. Anyone can
Ceremony, and many Thyatians buy property; to make a landed noble, the crown must grant a fief.
have adopted it as well. Court lords and ladies are addressed as “Lord (Name or Family
Residents of Mirros (known Name)” or Lady (Name or Family Name).” For instance, Zogrev
as Marilenev back when the Yarol may be addressed as “Lord Zogrev” or “Lord Yarol.” Court
tradition began) developed the lords have similar rights as freemen.
Shearing Ceremony in the Priests: Priests who have settled within a particular location i n
centuries before Thyatis order to preach their faith are treated as court nobles, even if they
conquered Traladara. Since that are only slightly more skilled then their wandering brethren and
time, improved trade with the sisters. They do not hold the actual title, however. Priests are con-
inland communities spread the sidered court nobles whether or not they are running their par-
Shearing Ceremony throughout ticular shrine or temple.
the land. When Stefan and the Lieutenant: Lieutenants in the army or navy are considered no-
Thyatian settlers came, they bility and earn the title of court lord or lady. Though usually ad-
became acquainted with the dressed as “Lieutenant,” one may be called “Lord (Name).”
ceremony and adopted it. Landed Lord or Lady: This is the lowest rank of landed nobility
The Shearing Ceremony works in Karameikos. When the crown awards this rank, a fief always ac-
generally like this: When a companies it. The fief may be small – one village and some sur-
Karameikan youth approaches rounding lands, for instance, or even lands with no population at
adulthood, either he or his all – but it belongs to the landed noble, and all other permanent
parents decide to hold the residents upon it (except, theoretically, those of higher rank) are
Shearing. Soon after, at a dinner considered subjects.
celebration that other family The spouse of a landed lady automatically becomes a landed
members and village leaders lord, and vice versa, over the same fief. The heir of landed nobles
attend, the parents solemnly automatically receives the title if both parents die or step down
dress their child, who stands from their rulership.
silently before them, in traveling In game terms, landed nobles deserve the same respect owed to a
gear. The bottom of the child’s court noble. However, the title is accompanied by the fief; the
cloak is sheared off and left landed noble controls (and remains responsible for) a population
ragged as a symbol that he is an of normal men and women. Numerous adventures can form
impoverished traveler. around defending the subjects against troubles, staying on guard
From that time, the sheared against criminal plotters among them, and holding onto the fief i n
youth is considered a friend of the face of enemy conspiracy and political maneuverings.
the family but not a part of it. A Landed lords are addressed as “Lord (Family Name)” or “Lady
child so sheared must go out into (Family Name).” However, other nobles may address a landed lord
the world and survive until the by the name of his fief. For instance, Lord Lev Dromilov of Dmi-
family decides he has proved trov may be addressed as “Lord Dromilov” by anyone or as
worthy of the clan. Usually, “Dmitrov” by another noble.
living apart from the clan for a The landed noble has all of the rights of a lord, and also the
few years and participating in rights to assess taxes on the subjects of the fief and levy troops
acceptable adventures or trading from the fief in time of war.
ventures illustrates that the Bishop: A settled cleric who has several priests in attendance,
offspring can prosper unaided; who ministers to a large flock, or who founds a monastery or reli-
when the youth’s parents reach gious shrine is accorded the respect due to a landed lord, receiv-
that conclusion, they invite him ing the unofficial title of bishop. Neither of the main faiths in
to another dinner and present Karameikos currently has any bishops, although the position does
him with a garment bearing the exist within both hierarchies.
clan’s markings or coat of arms. Captain: Though given no formal award for captaincy, the officer
The youth, now considered an does retain the court lord rank awarded upon promotion to lieu-
adult, is once again part of the tenant and is treated as a landed lord.
family. Knight: Knighthood is a rank of great respect granted to men
All young men between the and women who have fought long and well in the service of the
ages of 14 and 19 (1d6+13) crown (and have done good deeds in general). The spouse of a
participate in the Shearing knight is automatically granted the rank of court lord or lady, and
Ceremony. (Usually the lad children of a knight also receive this title upon reaching the age of
approaches his parents first, 21 years.
When a character is granted knighthood in the course of a cam-
(continued on page 31) paign, certain rights and responsibilities accompany the title. The

30
PC does not have to obey local city weapons regulations and can (continued from page 30)
demand one night’s shelter from anyone, including the king, for a
small party of not more than six people. The knight doesn’t have because it’s an embarrassment to
to pay for this shelter, but it is best to do so – or to perform a fa- wait until they must broach the
vor for the host. It is against the King’s Law to refuse shelter to a subject.) Young women are not
knight. However, people will always be coming to the knight for approached by their parents, but
help – to kill beasts ravaging their homesteads, to put down a they may insist on being
knight gone bad, etc., and the knight has a responsibility to per- sheared. A young woman who is
form these tasks for people in need. As with the court lord, a sheared and lives away from her
knight who buys property does not automatically become a family for a few years earns
landed knight. respect from them.
A knight is addressed as “Sir (Name)” or “Dame (Name).” A When the Thyatians came to
knight may also be addressed as “Sir Knight” or “Dame Knight.” Karameikos, they saw some
Patriarch: A priest who advances to the rank of patriarch is ac- value in the ceremony. By using
corded the respect due to a knight. it within their own families, they
Landed Knight: A landed knight has all the rank and responsi- could separate the worthwhile
bilities of both a landed noble and a knight. The spouse of a offspring from the parasitic and
landed knight is a landed noble. The children of landed knights keep their lineage strong. The
are considered court nobles from birth. At the time of inheri- Thyatians adopted the custom,
tance, the children of landed knights are accorded the status of and those children who reformed
either a landed knight (for children who are knights in their own their ways were invited back into
right) or else a landed noble. the family, while those who
The landed knight has the rights and responsibilities of both the never showed any signs of
landed lord and the knight, as described above. Where rights maturing were left to their own
overlap, those of the knight take precedence. devices.
Landed knights are addressed in the same manner as ordinary A sheared youth from a titled
knights are. However, other nobles may address a landed knight family is not considered to have
by the name of the fief. For instance, Halia Retameron of Verge any title until invited by the
may be addressed as “Dame Retameron,” Dame Knight,” or even family to rejoin their ranks.
just “Verge” by other nobles. Shearing is a strictly human
General and Admiral: Commanders of army and naval forces are custom that the demihumans of
treated as landed knights, whether they hold land or not. Karameikos do not observe.
Baron or Baroness: Barony is a rank granted to nobles who have
demonstrated that they can rule fiefs in a proper fashion, and
that they are of sufficient loyalty to attain a rank immediately be-
low that of the royal family. These days, a character must have
been a landed lord or landed knight for a period of time (at least
five experience levels) to be considered by the king for a baronial
title.
The children of a baron or a baroness are court nobles from
birth. At the time of inheritance, the new baron must be con-
firmed to the rank by the king. If the king confirms the title, the
heir becomes the new baron. If the king does not, the heir be-
comes a landed lord (and a very unhappy one).
Nobles at baronial level are addressed as “Baron (Family
Name)” or “Baroness (Family Name)”; by other nobles, they may
also be addressed by the name of their fief. For example, Baron
Sherlane Halaran of Threshold may be addressed as “Baron Hala-
ran,” “Patriarch Sherlane” (because he’s a cleric of the Church of
Karameikos), or, by other nobles, just “Threshold.”
Duke or Duchess: The rulers of Karameikos were formerly
known as the duke and duchess. While the nation has no current
dukes or duchesses, it may in the future.
In theory, the children of a duke and duchess are court nobles
from birth. Persons with a ducal title are addressed as “Duke
(Name)” or “Duchess (Name)” or “Your Grace.” In Karameikos,
they also may be addressed as “My liege,” and the duke only may
be addressed as “Sire.”
Royalty: This final category comprises King Stefan and his im-
mediate family, including his grandchildren and son-in-law.
These are known as princes and princesses, and his eldest, Adri-
ana, is the heir apparent. She will take the title of queen upon
Stefan’s death.
Princes and princesses are addressed as “your majesty.” The
king and queen may be addressed as “Sire” or “My liege.”

31
A traditional Traladaran holiday in Karameikos, Beast’s Day being borne on a litter carried by participants dressed up as a
(the 1st of Felmont) is marked by processions, festivals, and defeated beast-men, with a (presumably) charmed minotaur
celebrations. The scene above shows Aleksyev Nikelnevich bringing up the rear.

32
Absent Social Ranks Formal Clerical Dress
Several common social ranks are not present in Karameikos – The various religions of Kara-
mostly because Stefan has personal or political reasons for avoid- meikos require their priests to
ing them. They are: adhere to a semirigid dress code.
Slave: Duke Stefan does not approve of slavery and thus has During normal everyday activ-
outlawed it within Karameikos. The convict, the closest thing to ities, such as adventuring or
this rank, must work in the manner of a slave during his sen- traveling, most priests dress in
tence. Once his sentence is up, however, the convict becomes a common clothing. When per-
freeman. Slaves brought into Karameikos are not considered forming duties in the name of
property; if they can escape their owners, they are free. Until re- the faith, however, the church
cently, slaves were kept in the Black Eagle Barony, and are used prefers for its priests to attire
today in a number of other nations, including Thyatis. The Iron themselves in full formal cere-
Ring thieves’ guild does a brisk business in slaves and is hunted monial dress.
by the authorities for that reason. For the Church of
Serf: Stefan also does not approve of the practice of binding Karameikos, this formal clothing
people to the lands that they work, so he allows no serfs – men consists of a full-sleeved, floor-
who cannot leave their homes without the approval of the lord of length robe with the coat of arms
the area. of the Church of Karameikos (or
Count: This noble rank is greater than a baron but less than a the Order of the Griffon, when
duke. Because Karameikos has so small population, Stefan has applicable) displayed promi-
not yet instituted the rank of count. When more of the nation is nently on the chest. Priests of
colonized and more baronies established, he will begin elevating the Church of Karameikos carry
the more loyal barons to the rank of count. a metal scepter that designates
their clerical profession.
Matters of Faith In the Church of Traladara,
full ceremonial dress incorpo-
Karameikos has three native faiths, as well as visiting clerics from rates a full-sleeved, knee-length
other nations who have their own beliefs, and those who profess surcoat dyed a particular hue of
no organized faith. The churches in Karameikos have differing brown associated with the
philosophies, but they all remain dedicated to the strengthening church. Priests of the Church of
of the human spirit through meditation and observation of moral Traladara carry a gnarled,
lessons. A priest player character is not required to belong to one wooden staff, also referred to as
particular faith, and the annals are full of priests who have a scepter or a knurdel , designat-
founded their own church or switched from one venerated Im- ing their clerical profession.
mortal to another. There is no inherent penalty for this, unless
that change involves a change of personal alignment as well. And
of course, the former patron Immortal may be displeased with
such actions….
Regardless of professed faith, a priest player character must
choose to venerate one of the following: law, chaos, or neutrality.
This choice is determined directly from the character’s alignment.
Therefore, if a player character is of lawful good alignment, the
PC venerates law as an ethos.

The Church of Karameikos


Most Karameikans of Thyatian descent belong to the Church of
Karameikos, while approximately half those of mixed descent do.
Many of Traladaran descent have been converted by the church’s
compelling philosophy of the “unstained spirit.” In all, about 25%
of the population of Karameikos now belongs to the Church of
Karameikos, and this segment of the population includes most of
the landed nobles and many other powerful political figures.
The prime philosophy of the Church of Karameikos is that no
evil act committed in the mortal world is so great that it cannot
be purified from the spirit by great acts of self-sacrifice. Some ad-
herents, unfortunately, consider this belief a game with rules to
bend – they see the church philosophy as a means to get away
with doing anything, so long as they subject themselves to the
deeds of purification recommended by their church leaders after
the fact.
Keep track of which characters in your campaign are adherents
to the Church of Karameikos. Whenever they have committed an

33
act that seems questionable under church doctrine, The Church of Traladara’s priesthood and laity can
remind them that they have a nagging guilt about hold any ethical alignment (law, neutrality, chaos),
the act and should seek purification from a church but must be of either good or neutral moral align-
cleric. ment (evil individuals need not apply, and indeed
A lesser act of evil – telling a lie, for instance – would find the nature of the faith an anathema).
may require a ceremony of purification no greater Appro ximately 70 % of the populati on of
than the saying of a few prayers. One of moderate Karameikos belongs to the Church of Traladara. Most
status – beating someone who did not deserve it, for of these followers are among the common people,
instance – might require a day’s vigil and fasting since the maintenance of the faith requires little per-
under the watchful eye of a church leader. A vastly sonal effort (unlike the more organized and regula-
evil act – perhaps murder – may require that the tion-driven Church of Karameikos).
character not only suffer secular punishment
(punishment handed down by the courts) but also
perform some great ceremony of purification, such
as risking life and fortune in an adventure the
church believes would benefit spiritual growth.
Don’t forget that the Church of Karameikos can ex-
ert great influence over its devout believers. The
common member feels terrified of separation from
the church. Such a devastating act would result in
being cut off from absolution and thus suffering per-
petual grief in the afterlife. Though manipulative
clerics are not common, those few who exist can de-
mand some heavy and unusual ceremonies of purifi-
cation from their followers and often get away with
great abuses in this fashion.
The Church of Karameikos also seeks to discourage
magical ritual that does not have direct, provable
results. Into this category falls all manner of super-
stition, including good-luck charms, palm and card
reading, and similar traditional methods of divina-
tion. As the Church of Traladara encourages these
actions, the two faiths often conflict over doctrinal
matters.
The Church of Karameikos attracts individuals of
all moral alignments (good, neutral, and evil) and
lawful and neutral ethical alignments. There are
very few “chaotic” members of the Church of
Karameikos.

The Church of Traladara


The basic philosophy of the Church of Traladara
dictates that people should not harm one another,
and that when they do the community should punish
the wrongdoer in proportion to the degree of the evil
action. There is not much more to it than that, so
This recent portrayal, rendered in the Traladaran style, shows
the church suits the cheerful and whimsical Tralada-
rans ideally. The Church of Traladara encourages
Aleksyev Nikelnevich debating his former pupil, Sergyev, in the
curiosity and experimentation, and considers tea streets of Kelvin. Nikelnevich is a leader in the Church of
leaf, palm, and card readings, good-luck charms,
evil eyes, and nonmagical amulets declarations of
that curiosity and as such perfectly permissible.
The Cult of Halav
This practice puts the church on a collision course Three main beliefs exist within the Cult of Halav,
with the Thyatian-dominated Church of Karameikos, known as the holy Trytich:
and relationships between these two faiths remain ◊ King Halav, dead on the field of the final battle be-
stormy on this point of dogma. tween men and beast-men, was taken up by the Im-
The role of the Traladaran cleric involves provid- mortals, returned to life, healed, and placed in the
ing advice for younger people based on personal ex- deepest sleep;
periences and the examples of behavior given in ◊ The goal of the Immortals in doing this was to re-
“The Song of King Halav” (which is considered a fac- turn King Halav to Traladara to restore the nation to
tual recitation of Traladaran history). Traladaran the glory it held in its Golden Age; and
clerics also perform marriages and officiate at other ◊ The Immortals have decided that now is the time
ceremonies, preach the church philosophies, and for that return. They reincarnated the spirit of King
promote good will. They also may fight in order to Halav in the newborn Stefan Karameikos, that he
save lives or to defeat evils. would grow up to become the next King Halav.

34
The cult dedicates itself to the idea that Stefan come a more powerful entity on the international
Karameikos will make Traladara into a mighty na- scene, their numbers have grown.
tion once more and will send its countless legions
out to conquer the world for the glory of Traladara. Other Philosophies
However, the first goal of the cultists is to persuade
everyone (including King Stefan) of their cause, and Naturally, not all people belong to one of the formal
this has not been easy to do. This problem tends to religions of Karamei kos. Adventurers, especially,
frustrate them, but they remain determined. tend to develop their own ideas about the nature of
Despite the fact that most people consider the Ha- the world and the relationship of religion to real life,
lavists a few pews shy of a cathedral, it is a fact that so some refuse to align themselves with one church
their priests’ spells do function. This means that or another. The number of persons in the nation who
do not belong to the Church of Karameik os, the
Church of Traladara, or the Cult of Halav constitutes
about 5% of the population.

A Society of Rogues
The rogue in Karameikos can choose to belong to one
of the three thieves’ guilds; the Veiled Society, the
Iron Ring, or the Kingdom of the Thieves. Of course,
a thief also can operate on a free-lance basis. Mem-
bership in a guild is voluntary, although some mem-
bers of these groups may take a dim view of free-
lance interlopers in their territory.

The Veiled Society


The Veiled Society is a criminal society secretly led
by Anton Radu, head of the Merchants’ Guild. It is
based out of Mirros. The Veiled Society is very much
a family business at its upper levels. Its goal
(whether the lower-level members know it or not) is
to improve the wealth, power, and influence of the
Radu clan.
The Veiled Society demands 15% of all an individ-
ual’s earnings (other than those for Veiled Society
activities). It does provide a reliable fence for that
fee. The organization helps members by attempting
to free them from jail or even beating or killing those
who have wronged them – the society stays loyal to
its members.
The society often makes demands of characters,
however, such as, “Go to the House of Silks near the
Street of Dreams. Break in. Kill the old man and his
daughter and then set the place afire.” This is not a
thieves’ guild for characters with morals, and as such
remains unpopular with player characters. Few indi-
Traladara. Sergyev split from that church to form the Cult of
viduals of any lawful alignment will find the Veiled
Halav after having a particularly powerful dream. Aleksyev is Society appealing to join.
beseeching Sergyev to return to the Church of Traladara. The society runs numerous thieving cells that rob
families not allied with the Radus. It has a monopoly
they must receive aid and inspiration from some Im- on organized crime in certain sections of Mirros, par-
mortal. So, though most common folk perceive them ticularly the Nest and the Old Quarter. It extorts pro-
as crazy, clerics are usually very interested in the tection money from merchants of Mirros. For exam-
doings of the cult. ple, representatives tell proprietors, “We’ll protect
Priests of the Cult of Halav dedicate themselves so you from thugs for a small payment of 20 silver kro-
enthusiastically to their cause that they annoy eve- nas per week.” In reality, of course, if the proprietors
ryone around them. To these fanatics, everything don’t pay, they’re assaulted by society thugs.
that happens is an omen, there is no way but the The society concentrates on merchants in competi-
true way (their way), and unbelievers (poor fools) tion with the Radu clan, but spreads the crime
shall rue their laughter when it is revealed that around everywhere to avoid arousing suspicion. This
Stefan is Halav returned. sometimes means the Radus themselves are targeted,
Cult members can hold any alignment. Their ac- but only with minor crimes. The society also works to
tions appear chaotic, even though their goal is (in humiliate the other two powerful families in Mirros,
their eyes) ultimately lawful. Only a fraction of the the Torenescus and Vorlois. Society thugs occasion-
people in Karameikos belong to the cult, perhaps 1% ally beat up members of these families, insult them at
of the population. However, as Karameikos has be- society affairs by revealing private matters and cast-
ing aspersions, and so forth.

35
responsible for only a fraction of the crime in Mirros,
The Iron Ring but its robberies are usually so well executed that
The Iron Ring, a slaving organization based out of they occupy a greater proportion of the city’s gossip
the Black Eagle Barony, has cells in all the villages than they warrant.
of Karameikos. It operates not as a family affair like If a PC wants to belong to a thieves’ guild, this is
the Veiled Society, but as a collective of independent the best choice. It functions much like Robin Hood’s
criminals working together for mutual profit. The Merry Men – its targets are not only wealthy, but
main business has been slavery; the cells of the Iron also elitist about it. The Kingdom designs robberies
Ring capture innocent citizens (especially strong, both to wound these snobs financially and to take
hard-working, or good looking men and women), them down a few pegs.
transport them by various means to the Black Eagle The Kingdom of the Thieves demands 15 percent of
Barony, then ship them a member’s income. How-
from Fort Doom to various ever, that 15 percent pays
na ti o ns wi th l e ga l i z ed for a cheap, reliable fence.
slavery. Risks are high, The fence can sell most
but profits are very high. stolen goods with little
With the fall of Fort likelihood of it being
Doom, the Iron Ring has traced back to the thief.
been forced to seek out The Kingdom of Thieves
new power bases and busi- also provides work for its
nesses, such as assassina- members at crucial times;
tion and extortion. They whenever Flameflicker the
have to date avoided tra- Thief-King has planned a
ditional Radu strongholds. mission, he chooses the
The Iron Ring remains members of the Kingdom
the most cruel and evil of most appropriate to carry
the three thieves’ guilds. it out, and this means that
Its members include the character occasionally
thieves, fighters, and wiz- will help execute high-
ards of any nongood align- paying jobs.
ment. Members may not The Kingdom prefers
operate on a free-lance ba- members with alignments
sis – their only duty in- not excessively lawful or
volves serving the Ring. chaotic in nature. The
They act as spies, slavers, guild accepts mostly
thieves, and assassins fur- rogues, but other indi-
thering the ends of the viduals of extraordinary
Iron Ring, and their only talent are sometimes also
goals are to gain power for admitted.
the guild.
A party of adventurers Going it
does not normally encoun-
ter Iron Ring members ex- Free-Lance
cept as enemies. If a PC is In Karameikos, a thief
a member of the Ring in a does not have to belong to
party of adventurers who a thieves’ guild. Most
are not members, that don’t – many street ur-
character has been sent by chins and sneak thieves
the Ring to spy on the make a living in the
party members, steal Anton Radu, one of the most powerful Traladaran mer- streets of Mirros and the
something from them, or chants in the nation, operates in Mirros. This portrait, larger villages all on their
otherwise work against rendered in the Traladaran style, flatters Radu, who has own. Thief characters can
their efforts on a secret operate free-lance, avoid-
been compared to a wolf, a jackal, and even a vulture by
basis. Eventually, t he ing paying a percentage of
guild will order the party
his competitors.
their take, but such indi-
member to betray the viduals must do every-
group. thing themselves. They
The Iron Ring is also vitally interested in magical must find their own fences while eluding clever in-
means of acquiring power. Members accumulate new vestigators serving the king or the Ministry of Fi-
spells as often as they can and send out enforcers to nance. They cannot trust any other thieves they deal
investigate new monsters and sightings of strange or with, especially if they are infringing on another in-
magical phenomena. dividual’s or guild’s territory. Allow such free-lance
characters to do as they wish – but keep them edgy
The Kingdom of the Thieves and nervous in all their thiefly activities. This is the
price of independence in the roguish arena of busi-
The Kingdom of the Thieves, based in Mirros and
ness (and it adds to the suspense as well).
led by the enigmatic Flameflicker, consists of a
close-knit society of burglars who specialize in intri-
cate robberies of well-protected homes. This guild is

36
In this work by the royal portrait artist, a young Duke Stefan released, as the artist used a young Lady Magda Marilenev as
accepts the surrender of Traladaran nobles after their failed the model for the blonde woman near the rear of the horse.
Marilenev Rebellion. The piece created a small scandal when

37
Chapter IV:

Cities and Towns


In this section, we discuss the
various cities and smaller com-
munities of the kingdom. Infor-
mation on each site includes de-
tails on its ruler, its population,

remember
its laws, and other features of
that community.
We took a brief tour of the cit-
my first time ies of Karameikos in Chapter I:
Overview. This chapter further
in Mirros: the explores the various cities and
focuses on two of them: Mirros,

silver waters the large, sprawling capital of


the nation, and the frontier

of Mirror Bay; the ele-


town of Threshold.
Within each community entry
is information useful to the DM
gant towers of King that can be found at a glance.
“Ruler” indicates who is i n
Stefan’s Castle; the charge (or who thinks he or she
is in charge). “Population” gives

buildings of wood, the most recent available fig-


ures as well as the nature of
that population. “Laws” details
plaster, and stone; any additions or exceptions to
the King’s Law. Finally, for Mir-
and the cobbled ros and Threshold, a “Walking
Tour points out some of the
roads. highlights of those communi-
ties. Individuals that are pre-

And the stench and


sented in italics are detailed
more thoroughly in Chapter V:
Personalities.
noise, of course, more
Mirros
overpowering than a
Mirros, the gem of Karameikos,
convocation of drag- lies on the west bank of the
Highreach River, at the inter-
ons. You put that section of the Westron and
King’s Roads. The city sprawls

many humans in one


over a number of small, rolling
hillocks that cradle a large lake
known as Mirror Bay, which
spot and you takes its name from its smooth,
placid nature. One hill rises
shouldn’t be surprised higher than the others and is
known simply as “The Hill.”
by the result. Atop this dominant feature sits
the king’s stronghold.
Two great walls ring the city,
and portions of the old city
—Joshuan Gallidox, within are walled off as well.
The city has not come under as-
halfling sault in the years since the
Marilenev Rebellion, but since
adventurer it is a frontier city, King Stefan
sees no point in taking chances.
The main roads are of paved
stone and in the area around
the stronghold they are brick.
The back streets are mostly
earthen, narrow, twisting, unlit
and unsafe. Sanitation consists
of a small trench cut into the
center of the street that drains into sewers. These
This map, created for the royal grandchildren, shows the elven estates in Karameikos. The arms of many towns are
relative locations and coats of arms of the cities, towns, and simplified or modified versions of those of their rulers.

39
sewers are not truly public works projects, but Bricktop neighborhood, all the traveler notices is
rather the buried ruins of previous settlements, as is that the dwellings slowly become less costly and a bit
the case for most of the communities of Karameikos. smaller. Continuing to the Merchant District, the
The city, though vast, remains crowded, noisy, and traveler sees more and more businesses along the
dirty – the epitome of a medieval community. Build- street, until they gradually crowd out residences alto-
ings are one- or two-story gether.
constructions made of
brick or wood; the better Bricktop
ones are made of stone. A more or less affluent
Many newer buildings are area of town, the Brick-
constructed of stone top lies halfway between
along the first floor and the posh residences of
wood and plaster for the the Hill and the Merchant
second and third floors District. It is named for
(if present). Few build- Bricktop Road, a major
ings stand three or more thoroughfare. This area is
stories tall. characterized by small- to
Ruler: King Stefan medium-sized expensive
Karameikos . Day-to-day homes; the population is
activities are handled by mostly of Thyatian de-
the townmaster, Lord Lu- scent. Many merchants,
cas Tormandros . ministerial aides, and
Population: Estimated other well-paid persons
at 70,000. The last accu- live here. It is also the
rate census was 25 years home of retired adventur-
ago, when Mirros had a ers of middling incomes.
population of about Bricktop Road: As men-
50,000. It is certainly tioned above, the Brick-
greater now. top area is named for a
Laws: The King’s Law large road. The Mirros
prevails in Mirros (see slang term “bricktop” in-
“The King’s Law” sidebar, dicates anything that is of
page 41). In addition, the good quality. Bricktop is
following laws are in made of yellowish, fired
force: brick and runs around
◊ All weapons (except the perimeter of the
daggers) must be peace- king’s stronghold. The
bonded – tied in their color of the brick ac-
sheaths or o t h er w i s e counts for statements in
bound by cloth ties. Car- the slums that the streets
rying a weapon unbound in Mirros are paved with
is a Class 2 crime; mur- gold.
der by unbound weapon
is automatically tried as a King’s Park
Class 7 crime. Not really a neighbor-
◊ Magic is permitted, but hood, the King’s Park is
casting a spell on an un- the walled off forest pre-
willing party is a Class 2 serve maintained for the
crime (or greater if the king by his cousin, Lord
effect warrants a greater Alexius Korrigan . The
punishment). park is situated west of
◊ In times of festival, the city between the Old
e ac h p er s o n e nt e ri ng Wall and present King’s
Mirros must pay a tax of Wall. The king and his
An early example of Traladaran art, this window in the
8 cronas. family ride here, and the
Church of Traladara in Mirros shows an unnamed pala-
area serves as a small
din kneeling before a representation of the Immortal
Walking tour game preserve for the
Zirchev. The Immortal’s face has been erased by wor- royal family.
of Mirros shipers touching it for luck. King’s Wall: When
Take a look at the poster (then) Duke Stefan came
map showing Mirros. The to Specularum 40 years
city is made up of smaller neighborhoods and dis- ago, the city was already growing beyond its original
tricts, each with its own particular flavor and in- walls. He ordered this wall built to protect the for-
habitants. This walking tour touches on these areas merly defenseless citizens of “outer Specularum”; it
and the major highlights of the region – what to see, runs from the east end of the Foreign Quarter around
who to avoid, and how to survive. the city to the southeast end of the district of the
Except where a wall is shown, the transition be- Church of Karameikos.
tween neighborhoods is gradual, not sharp. When Old Wall: This wall surrounded the old city of Mari-
traveling from the rich Hill area to the affluent lenev. It is still sound and perfectly fit to act as a de-

40
fensive wall should Mirros ever come under attack. A number of
large double gates pierce both walls and always are manned by a
The King’s Law
squad of four guards each. Karameikos derives its law from
Thyatian models, dividing crimes
King Stefan’s Stronghold into different classes. The judge
The king’s castle perches on the highest hill of Mirros, atop a 15- ruling over the case has a choice
foot-high earthen mound with steeply angled sides, towering over of punishments, according to the
the land below. The castle walls are 15 feet high as well, so an in- class of the law involved. The
truder would have to climb 30 feet from the base to reach its bat- classes of crime in Karameikos
tlements. The stronghold is not considered a part of any ward or are:
district. It has a number of large structures within its walls, as Class 1: Unarmed Assault
described below. (including fists or verbal
The King’s Residence (High Palace): The king, his family, his threats), Theft, Fraud, or Tax
servants, and their families all live here. The High Palace is the Evasion of 10 gp value or less.
highest point of the king’s stronghold, and its walls command a Class 2: Lesser Armed Assault
breathtaking view of Mirros, Mirror Bay, and the surrounding (use of impromptu weapons,
countryside. The large building shown on the map on the opposite such as brawling), Theft, Fraud,
page is the palace proper, a three-story dwelling. The family’s or Tax Evasion of 11 to 100 gp
quarters are here, where Queen Olivia also conducts her numer- value.
ous balls and parties. The small building to the northeast is the Class 3: Flight (escape from
family’s personal stables. the authorities), Slander and
Low Palace: The actual ruling of Karameikos takes place in thi s False Accusation, Theft, Fraud,
long building. The king and queen receive visitors here (a or Tax Evasion of 101 to 1,000 gp
smaller, private throne room lies in the High Palace). The minis- value.
ters have their central and subordinate offices here as well. Peti- Class 4: Greater Armed As-
tioners come to the Low Palace and all decrees are issued from sault (use of deadly weapons or
here. It is, in effect, the nerve center of the kingdom and the magic); Endangerment (exposing
heart of the bureaucracy. another to danger through words
The Garrison: Farther down the slope from the Lower Palace are or action, including inciting a
the garrison buildings. The westernmost of these sprawling, sin- mob to riot), Accidental Murder,
gle-story buildings houses the Elvenguard, while the eastern one Theft, Fraud, or Tax Evasion of
houses the King’s Guard and the armory. 1,001 to 10,000 gp value.
Granaries: Grains, dried meats, and other foods are stored here Class 5: Spontaneous At-
against the possibility of a siege. tempted Murder, Theft, Fraud,
Other Buildings: The “Gardeners’ Palace,” the small building in or Tax Evasion of 10,001 or
the southeast, is where the gardeners live and store all their tools, greater gp value.
seed, and equipment. Military plans are made and visiting cap- Class 6: Deliberate Attempted
tains are billeted in the Administration building, located opposite Murder, Spontaneous
the Gardeners’ Palace. (successful) Murder, Mutiny in
The ruin of the old Marilenev palace sprawls between the High peacetime.
and Low Palaces, abandoned for a hundred years since the origi- Class 7: Deliberate Murder,
nal Thyatian invasion of a century ago. The crumbling stone Treason, Mutiny in Wartime.
dwelling has been emptied and leveled, but its foundation still Other crimes may be fitted
peeks out among the gardens, and some of its old walls have been into this framework as circum-
used for trellises. It is rumored that there were lower levels to the stance decrees – this is only a
old castle, sealed up before the Thyatians arrived, and that these partial listing. In addition, many
still may be reached by secret passages from either palace or from local communities have laws that
some site in the Bricktop or Hill districts. The DM may determine apply only within these commu-
the truth of these rumors. nities.

Foreign Quarter Punishments


Most of the people from other nations, as well as the majority of Punishment for the various
demihumans who reside in the city, live in this area of town, crimes are:
which sprang up outside the original city walls. Thyatians are the Class 1: Fine of 1d6 gp OR one
exception. They prefer to reside in more “acceptable” neighbor- day in jail OR both.
hoods. In the Foreign Quarter a character can encounter a dwar- Class 2: Fine of 10 × 1d6 gp
ven merchant from Rockhome, a shadow elf diplomat, an Ethen- OR 1d6 weeks in jail OR both.
gar barbarian, an Ylari desert rider, or a Glantrian mage on the Class 3: Fine of 100 × 1d6 gp
run from his own country. The largest and most visible popula- OR 1d6 months in jail OR both.
tion group is made up of halfling immigrants from the Five Shires Class 4: Fine of 1,000 × 1d6
who have swelled the district in the past few years. gp OR one year in jail OR both.
Natives of Mirros (called Mirrans) tend to view the Foreign
Quarter with disdain and a little fear, as there are often battles in (continued on page 43)
the streets between rival nationalities.

41
The Hill comes hammering at their doors. PCs can find all
In the posh area of town, the Hill, the streets are all sorts of businesses and goods here: mercenaries for
brick, and the neighborhood is broken up into nu- hire, stables and livery, bakeries, meat shops, sweet
merous small walled estates. These estates belong to shops, jewelers, smiths, goldsmiths, silversmiths,
many of the most powerful persons in town – in- fortunetellers, carpenters, bricklayers, engineers,
cluding the Torenescus but not the Radus. hostels, scribes, sages, alchemists, wizards, thieves,
Ambassadors’ Quarter: King Stefan eventually ac- entertainers, and just about anything else.
quired about three blocks of this area and desig- The Grand Market: In the larges open marketplace
nated its estates as the dwellings of official ambas- in Mirros, endless stands and countless rolling carts
sadors to Karameikos. All of the ambassadors de- display goods during the day; all such stands must be
scribed in Chapter V: Personalities live in manors disassembled and removed by full dark, and may be
here. Guard patrols are common, and the ambassa- set up again at dawn. Lord Dmitrios, the king of beg-
dors have their own retainers for additional protec- gars, performs here.
tion. Lesser Merchant District: This isn’t a district for
Hill Market: A small marketplace services the Hill; lesser merchants; it is just the smaller of the two ma-
in addition to ordinary foods and services, a player jor merchant districts in town. Because of its prox-
character can find many businesses selling delica- imity to the Foreign Quarter, this is the district to
cies, expensive imports, and the like. Not surpris- visit for exotic foods and crafts; though smaller than
ingly, it is the most upscale of the markets in Mir- the Grand Market, it has a much wider range of
ros. goods.
Torenescu Territory: Part of the Hill remains
owned and controlled by the Torenescu family, The Docks
headed by Aleksander Torenescu . Any activity The Docks district skirts the edge of Mirror Bay and
(particularly illegal activity) within this region at- consists of the wharves and a smattering of ware-
tracts the attention of Aleksander, Boris, or others houses on the banks. Ships sailing further upriver
of the family. into Karameikos pass beneath the twin Sea Gates into
Mirror Bay.
Merchant District The Hightower: A combination watchtower and
Part of Mirros never sleeps; many inns and taverns lighthouse, the Hightower always has guardsmen on
are open all night, and few shop-owners – most of duty, watching troop movements on land and ships
whom live above their places of business – will turn on the sea. The tower houses many runners who con-
down a late-night sale when some frantic buyer tinuously send information about incoming ships to

King Stefan‘s Stronghold


One Inch Equals 200 Feet

d
oa
R
op
kt
ic
Br
H
il l
M
ar
ke
t
Gardener’s

Elvenguard
Garrison
Shack

City Guard Garrison


Granaries
Administration

High Palace
Low Palace

42
the garrison. At night, a large oil fire is lit here to guide wayward (continued from page 41)
ships into the bay. The resulting illumination often makes the
area a perfect meeting spot for merchants, adventurers, and Class 5: Fine of 5,000 × 1d6
young couples. gp OR 1d6 years in jail OR both.
Naval Docks: Below the garrison are the Naval Docks, where Class 6: Fine of 10,000 × 1d6
ships of the line are docked. The nearby shipyards construct the gp OR 5 × 1d6 years in jail OR
navy’s vessels and Prince Devon Hyraksos is often found here, su- both OR death.
pervising new designs. Class 7: Death.
Sea Gates and River Fort: The water gates guarding Mirror Bay
are unusual, as they are more commonly used in true seaports Running Criminal Law
rather than on rivers. They are constructed of steel-bound oak The above is an outline; use it as
and backed with portcullises of treated iron. They were installed a guide for social repercussions
after a failed assault by river pirates who ruined the earlier gates, of player character actions.
and have not been challenged since their installation. The River Criminal law is generally only
Fort also serves to deter attacks upon the gates. A secure island enforced in civilized areas,
under the control of the Karameikan Navy, it has a low light where the victims are civilized
tower similar to the Hightower. It has been said that, prior to the beings as well, and where evi-
establishing of the Karameikan School of Magecraft in Krakatos, dence points toward a particular
the fort was the site of magical experimentation. Now griffons individual. Magical evidence is
owned by younger members of the Order of the Griffon are sta- used only for more important
bled here. crimes (Class 4+).
Feel free to alter the severity
Traders’ Corridor of the sentence due to circum-
One strip of land along the shore is not protected by the city’s old stances. Repeat offenders should
tide wall. The major shipping and shipbuilding businesses are lo- suffer greater punishments.
cated in this Traders’ Corridor, as well as several fish markets Sadly, in Karameikos, crimes
and numerous piers, warehouses, and merchant-related busi- against the wealthy are prose-
nesses. Karameikans come here to book passage, send interna- cuted more heavily than those
tional messages, and send and receive cargo to and from all over against the poor.
the world. Jail time pulls a character out
of game play for that length of
The Nest game time. Sometimes the court
In the oldest, narrowest, dirtiest, and poorest section of town, the may commute sentences to
population is mostly Traladaran. The guardsmen do not venture “special service” benefiting the
into the Nest when they can help it; crime is king. When you want kingdom and the victims.
to have your characters beset by thieves and robbers, trapped in a Use crime and law as adven-
labyrinth of indistinguishable streets, entice them here. ture hooks, but only sparingly,
Street of Dreams: This is the prophetic and magical center of either as a control on the players
Mirros; it has the highest concentration of fortunetellers and or as the start of an adventure
free-lance magicians. Establishments on this street include The (the player characters are
Eagle’s Vision, The House of Many Smokes, and The House of wrongly accused of a serious
Alya (see below). crime and must clear their good
The House of Alya: Alya, who is secretly Flameflicker , the Thief- names). Enforcing the law can
King, tells fortunes at this shop on the Street of Dreams. quickly bog the game down in
“The Palace”: This is not part of the king’s holdings; it is the the mundane. (“So you say you
headquarters of the Kingdom of the Thieves. It is generally known entered the dragon’s cave, killed
that characters can get in touch with the Kingdom by dropping it, and took its gold. That’s
word in this area of the Nest. “The Palace” is supposed to be an Breaking and Entering, Murder,
underground headquarters filled with lavish decorations and fur- and Theft – you’re going to
nishings; this rumor is true. Flameflicker does not come here of- swing for this!”)
ten, but his “princes and princesses” operate out of this HQ.

North End
Many people who work as servants within the city or as seasonal
laborers in the surrounding Estate of Marilenev live in the mostly
residential North End of town. Many active adventurers also set-
tle here, due to its proximity to the Merchant District, the For-
eign Quarter, the docks, and a number of taverns and inns.
Among these inns are Desmond’s Dive, The Gored Ox, the Hart
and Harrow, and the Black-Heart Lily (see below).
Black-Heart Lily: One of Mirros’s more notorious inns, the
Black-Heart Lily is run by Luthier Sforza and is often a regular
haunt of Yolanda of Luln . The Black-Heart Lily corresponds to
the “Typical Large Tavern” map on page 48.

43
North Market: An open marketplace services the building with a walled enclosure (to keep down the
northwest end of town; the North Market resembles noise of training) functions as the center and chief
the Lesser Merchant District, described earlier. training facility of the Order of the Griffon, the mili-
tary order of the Church of Karameikos.
Old Quarter
The Old Quarter has the same narrow streets and
same tightly-packed humanity as the Nest, but
crime, while frequent, is not quite as prevalent. In
fact, the Nest resembled this neighborhood a great
deal about 40 years ago. The population here, again,
is mostly Traladaran.
Great Church of Traladara: This massive, low
building is the spiritual center of the Church of
Traladara. Patriarch Aleksyev Nikelnevich lives and
works here. The bulk of the building is a large con-
gregation hall, the greatest open hall in the city, and
the patriarch preaches to the faithful here.

South End
While similar to the North End, the South End of
Mirros features fewer adventurers and businesses
catering to them. As a result, it is a little quieter,
and long-time adventurers now in retirement some-
times end up here.
Magician’s Guild Hall: The Magicians’ Guild of
Mirros, an organization that was once the center of
magical research in the nation, used to maintain its
formal offices here. Since the establishment of the
Karameikan School of Magecraft in Krakatos, it has
become a much quieter place. A simply decorated
tower with an attached barn-sized building, the
tower serves as quarters for visiting mages, while
the building acts as a school, research library, and
general laboratory for the Guild. The guild is more
of a quiet gentlemen’s club than a dynamic training
area.

Stronghold District
Founded on one of the original sites of civilization
at Mirros, the Stronghold District dates back to a
time when Mirros was divided into smaller, walled
encampments. The Stronghold District was and is
controlled by the Radu family.
Radu Territory: The Radu family owns several
blocks of residences and businesses. The clan has its
own home here, and everyone in the neighborhood
is either employed by the family or bound to it by
debt or blood ties. The family patriarch, Anton
Radu , may be found in his palatial lair in the eastern
end of the district, near the gates.

Church District Situated on the highest point in Mirros, the castle of King Stefan
Like the Stronghold District, the Church District re-
Karameikos I has a commanding view of the surrounding area.
tains the original walls of Marilenev. However,
unlike the Radu district, this region was taken over This particular scene is a watercolor painted by an artist who
fully by invading Thyatians, who leveled many of the
buildings and erected their own temples. These tem-
ples were in turn demolished or converted to the Threshold
Church of Karameikos with the coming of Stefan.
Rumors persist about the existence of underground Straddling the west bank of the Windrush River and
vaults of the original Traladarans or later, more se- the entire length of Fogor Isle, Threshold is a bus-
cret faiths. tling frontier community. Most of the buildings are
Great Church of Karameikos: This towering cathe- made of lumber from nearby forests, with founda-
dral serves as the spiritual center of the Church of tions of stone pulled from older ruins.
Karameikos. Patriarch Olliver Jowett , Alfric Oder- Despite its population, Threshold is not a tightly-
bry , and Magdel all live and work here. packed, dirty, squalid town (with the exception of
Hall of the Order of the Griffon: This large church Fogor Isle); by Baron Halaran’s decree, no house on

44
the west bank may be built within 50 feet of an- ing in severity with repeat offenses.
other, so Threshold is spread over a large area, filled ◊ Only daggers, swords, and staves may be carried
with nice homes usually surrounded by vegetable within town limits without special permission. Town
gardens and livestock pens. guards confiscate prohibited weapons, which are kept
in the town hall until the owners leave (a receipt is
issued to them). Carrying and using nonapproved
weapons is a Class 2 crime.
◊ Though the wearing of armor is not against the law,
town guards repeatedly question those in armor
about their business.
◊ No family house may be built within 50 feet of an-
other family dwelling. Disobeying this rule is a Class
1 crime, and the offending building must be disman-
tled.

Walking Tour of Threshold and


Its Environs
The other community shown on the poster map is the
town of Threshold. Unlike Mirros, the streets here
are wide and open, as there is a decree that no two
residences shall be constructed within 50 feet of each
other. Thus, much of the stench and filth that builds
up in more typical cities is absent from Threshold.

Fishermen’s Village
A small (population 1,000) fishing village fronts Lake
Windrush and is the source of most of the fish in
Threshold’s markets. Fishermen’s Village consists of
a collection of wooden structures, some built out over
the docks. A number of small boats and barges are
kept for further travel upriver.

Weir and Dam


The baron ordered the dam built to keep boats from
traveling upriver from Threshold; he sees that as the
prerogative of Threshold residents only. Threshold
fishermen use the weir – a small screen attached to
the dam – to catch fish; they drag it aside whenever
logs come downriver from the logging camp north of
Lake Windrush.

Fogor Isle
This island was largely built up before the ruler’s de-
cree about close housing was passed. It is, therefore,
like any other city’s tenement district – close-set,
squalid buildings, narrow streets, and numerous op-
portunities for crime. Many businesses flourish here,
some legal but many not. The city guard does not
venture across the bridges onto Fogor Isle after dark.
The Black Jug Tavern: A favorite “adventurers’
practices his craft in front of a sidewalk cafe in the streets of Mir- hang-out” in the town, the Black Jug turns a blind
ros. The artist makes a comfortable living selling his paintings to eye to weapons and magic violations, provided they
people visiting the city and looking for a keepsake of their trip. do not attract the attention of the Watch. Aleena
Halaran , the baron’s niece, has been seen within its
common rooms, often wearing a hooded robe to
Ruler: Patriarch Sherlane , the Baron Halaran. The maintain an illusion of secrecy, to meet with adven-
Patriarch is a church father in the Church of turers.
Karameikos, and his religious training often influ- The Crossed Swords: This former “adventurers’
ences his decisions. hang-out” on Fogor Isle was closed years ago after a
Population: 5,000. virulent disease killed its staff and many of its pa-
Laws: The King’s Law is enforced, with the follow- trons. Its doors and windows are boarded over, but
ing important additions: rumors swirl that criminal organizations still use the
◊ Within the town limits, no wizard magic may be building as a meeting place.
cast. It is a Class 1 crime for spells that inflict no
damage. Mild curses are cast on offenders, increas-

45
The Mainland Old Mill
The Mainland, or the “Main,” is the newer part of The Old Mill was destroyed by fire 25 years ago, but
Threshold, and, as such, its residents obey the the blackened ruins still sit on the north end of Fogor
baron’s decrees. The Main itself is divided by the Isle, having never been knocked down. Numerous gi-
Old Town Wall, which now has been riddled by so ant insects make their home here from time to time
many gates and openings that it serves more as a and must be cleaned out periodically by either adven-
point of interest than a reasonable defense. The Old turers (when they are available) or the city guard.
Town Wall area harbors most of the legitimate busi-
nesses, while personal dwellings and estates lie be- Ruins
tween it and the new wall. The ruins of some ancient town lie on the west shore
Town Hall: Situated in of the lake, north of
the center of town, this Threshold. Stone walls
large building s e r ve s still stand in places, and
many purposes. Here, of- pieces of rubble dot the
ficials hold town meet- landscape. Some hard-to-
ings, secure confiscated find openings to buried
weapons, issue public catacombs still remain
declarations, conduct tri- open. This used to be a
als, and hold entertain- Hutaakan village centu-
ments. ries ago; no one in
Threshold Temple, Threshold could identify
Church of Karameikos: it as being nonhuman
This tall cathedral, work, however. What is
topped by sky-arching no t know n to m a ny
spires in the Thyatian within Threshold is that
style, is the patriarch’s the town itself is built
domain. He oversees a upon similar ruins.
contingent of 20 lesser
priests (the bulk of them Tarnskeep
1st-3rd levels) and sees to This is Baron Halaran’s
the spiritual needs of his castle – a small, sturdy
flock. There is no Temple fortress with a single cur-
of Traladara in Thresh- tain wall, four towers,
old, but a number of and a large manor house.
small shrines are main- The manor has a dungeon
tained by lone priests. beneath it – a real dun-
Cardia’s Carpet Service: geon where prisoners are
Cardia is a retired adven- kept, not a haven for
turer (8th-level rogue) monsters. In a secret
who has put one of her lower level of the dun-
treasures to good use – a geon, the baron operates
carpet of flying . The car- a royal mint that issues
pet is 6 feet by 9 feet, has cronas made from silver
a movement rate of 24, brought upriver once a
and can carry three peo- month by the Elvenguard.
ple in addition to Cardia. No one knows about the
The carpet service regu- mint except the baron,
larly makes runs to Mir- his niece Aleena, the co-
ros and other towns in The taverns of Mirros are renowned for their entertain-
insmith, and certain
Karameikos. Cardia ment, both on and off the stage. At the Black-Heart Lily,
members of the Elven-
charges 100 gold royals a benefit performance by Yolanda of Luln is interrupted guard. Baron von Hen-
per person, though she by a Thyatian and a Traladaran having a slight disagree-driks suspects its exis-
may be persuaded to fly ment. tence, for all the good it
to other locations within does him.
Karameikos (or to other

Dmitrov
cities beyond its borders) for additional induce-
ments. She is often away, ferrying customers.
The Hook and Hatchet: Pressed flat up against the
East of the Barony of Vorloi, at the end of a wide
Old Town Wall is the tavern called the Hook and
peninsula jutting out into the Sea of Dread, lies the
Hatchet, known throughout Threshold as the favor-
town of Dmitrov. It is primarily a fishing community,
ite watering hole of the town guard.
with a mostly Traladaran population. The area is not
often plagued by wandering monsters, so the commu-
Loggers’ Camp nity is unwalled – in case of trouble, the populace re-
An encampment of loggers operates in the nearby treats to the fortified manor of the local lord. Dmi-
woods; about 1,000 loggers live here. This camp has trov is a nice place to grow up, but seldom an excit-
its own wood mill, replacing the Old Mill (see be- ing place to visit.
low).

46
Ruler: Lord Lev Dromilov . Dromilov is a 6th-level ignore the King’s Law and live by gnome and dwar-
fighter, age 38, with black hair and brown eyes. His ven custom; they settle their own disputes, try their
estate is small, but he rules it well; he gets along own criminals, and do not report law breaking to the
amicably with Baron Vorloi, whose lands border his. human officials. Additionally, they do not pay taxes
Population: 6,500. to the humans except when selling goods to them.
Laws: None in addition Humans who commit
to the King’s Law. crimes in Highforge are
tried under dwarven cus-
Fort Doom tom. The DM may treat
this as King’s Law for de-
The westernmost of the termining severity of sen-
towns of Karameikos, Fort tence, but bump the class
Doom lies within smelling of crime up one class for
distance of the Blight humans breaking the law.
Swamp and serves as the Ignorance is no excuse in
seat of government for the this area as many
Barony of Halag (formerly “formerly ignorant” pris-
the Black Eagle Barony). It oners can attest.
is a cold, unpleasant,
dreary area, only recently
recovering from decades of
Kelvin
mismanagement. The na- Located near the juncture
tives remain suspicious of of the Hillfollow and
outsiders, and a newly Hi ghreac h Rivers, th e
built wooden palisade large, walled city of Kel-
rings the community. vin was built by the
Ruler: Milo Korrigan is Thyatian settlers on the
castellan of the town in ruins of older Traladaran
lieu of an appointed ruler. settlements. The King’s
Fort Doom is best known Road crosses the Hillfol-
for its former ruler, Baron low here across the Kelvin
Ludwig von Hendriks . Bridge, and the Windrush
Population: 10,000. Road joins it at the west-
Laws: The King’s Law has ern side. Stone walls sur-
been in force since the re- round Kelvin, and a large
moval of Baron Hendriks. wooden palisade on the
Previously, the law of Fort eastern side protects cara-
Doom could be summed as vans stopping for the eve-
“Obey the baron or die.” ning.
Under the light-handed Ruler: Baron Desmond
rulership of Castellan Kor- Kelvin II.
rigan, unfortunately, it has Population: 20,000.
now become “Whatever Laws: The King’s Law,
you can get away with.” plus no wizard magic may
be cast within the city
Highforge walls. Violation of this
law is a Class 3 offense (or
A large gnome and dwarf worse, if it results in a
community, Highforge is greater crime).
nestled in the Wufwolde
Hills. There are a number
of exterior stone buildings
Krakatos
in the community, but the Located just up the King’s
bulk of the settlement lies Firmly astride the major trade routes through the heart Road from Mirros, Kraka-
below ground level. Quar- tos is a new town con-
of Karameikos, the stone walls of Kelvin provide an im-
ries and shafts dot the re- structed on the ruins of a
gion surrounding High-
penetrable defense. This watercolor shows the approach much more ancient one.
forge, and numerous to the city from the west, where the King’s Road crosses King Stefan established
“secret entrances” lead to the Hillfollow River. the Karameikan School of
the settlement. Magecraft here. The col-
Ruler: Dorfus Hilltopper , lege has attracted many
gnome-king of Highforge. Dorfus is a typical gnome, other businesses, and the place is booming.
though he isn’t too fond of humans; while not impo- Ruler: None (there is a motion to appoint a town-
lite, he avoids dealing with them whenever possible. master).
Population: 6,500 gnomes and 1,000 dwarves. Population: 2,000.
Laws: Within Highforge, the gnomes and dwarves Laws: None in addition to the King’s Law.

47
Luln
border pass leading to Selenica, Penhaligon was
founded 30 years ago by Lord Arturus Penhaligon, a
friend of King Stefan’s. Arturus’s daughter, Lady Ar-
This farming town is located on the main road to
teris , was confirmed in her father’s title upon his
Fort Doom. It is founded on rich soil near a forest
death four years ago and now rules. Penhaligon acts
teeming with wildlife. With the overthrow of the
as a way station for travelers coming to and from Se-
Black Eagle Baron, it has turned into a good place to
lenica. It suffers its share of nonhuman attacks, but
live.
trade and travel revenues are brisk.
Ruler: Mistress Sascia .
Ruler: Lady Arteris Penhaligon.
Population: 5,000.
Population: 3,750.
Laws: None in addition to the King’s Law.
Laws: None in addition to the King’s Law.

Marilenev Rifllian
This farming village serves the Estate of Marilenev,
Humans come to Rifllian to trade raw materials and
and here sits Castle Marilenev, a Gothic monstrosity
good horses to the Callarii elves for supplies, equip-
of depressing walls and crumbling towers. Though
ment, and items of elven craftsmanship. Humans feel
she cannot afford its upkeep, Lady Magda stub-
most comfortable in the Silver Swan Inn, which is
bornly continues to make her home in the castle out
run (chiefly for human visitors) by Stubbs Platter-
of tradition.
mann, a halfling (1st-level rogue).
Ruler: Lady Magda Marilenev .
Ruler: Prestelle (Chief Trader).
Population: 900.
Population: 2,000, chiefly Callarii elves.
Laws: None in addition to the King’s Law. Actually,
Laws: When dealing with visitors, the Callarii fol-
if the crimes are committed against Thyatians or
low the King’s Law, but in their own affairs follow
Traladarans who side (in Lady Magda’s opinion)
elven custom.
with King Stefan, there isn’t that much of the king’s
justice around here, either.
Rugalov
Penhaligon The small village of Rugalov gains some of its reve-
nue from fishing, but most of it comes from trading
A fortified town halfway between Kelvin and the
with folk traveling between Karameikos and Thyatis.

TYP ICAL LARGE


TAVERN To 2nd
Floor
To Stables
(G RO U N D †FLO O R)

This diagram shows the general


arrangement of a large tavern,
such as the Black Heart Lily in
Mirros. The common room is a
single great hall occupying two
of the three stories of the build-
To Street

ing. The owner of the bar usu-


Stage

ally takes the main shift as bar-


keep to keep an eye on the busi-
ness, while relatives, employees,
and guests with bad debts serve
in the kitchen, stables, and at
To 2nd
the bar. Strong individuals Floor
(often high-level adventurers
who are paid in food and lodg-
ing) typically serve as bouncers.
To Bar
In very rare cases this might
instead be a monster such as an Kitchen
ogre or invisible stalker.

48
It also provides services to the garrison stationed at Population: 100 in the village, and 800 in the sur-
Rugalov Keep. This village has been in existence for rounding forests and coastlands.
only 40 years. Laws: Vandevicsny has a curious custom, the origin
Ruler: Lord Vlad Lutescu . of which is lost in history: Every household must
Population: 650. keep a garland of garlic bulbs over the door and a
Laws: None in addition to the King’s Law. holy symbol over each bed.

Sulescu Verge
A quiet village located on steep bluffs above a turbu- Situated at the foot of the Black Peak Mountains,
lent sea on the Karameikan coast, Sulescu sits far Verge is sometimes used as a jumping-off point for
removed from the hustle and bustle of greater towns adventurers bound for Threshold. It has been
and cities. Its natives have turned inward, away plagued by goblin and gnoll attacks for the past 20
from national politics and troubles. years, and twice it has been burned to the ground. A
Ruler: Lord Zemiros Sulescu , the latest in a long new wall is being built around the village, but con-
line of Sulescus named after the first. struction is going slowly.
Population: 950. Ruler: Sir Retameron and Lady Halia Antonic .
Laws: None in addition to the King’s Law. How- Population: 500.
ever, there seems to be some sort of voluntary cur- Laws: None in addition to the King’s Law.
few in effect – at dusk, the welcome mats are rolled
up, and people not back at the inn are shut out until
dawn.
Vorloi
This friendly, peaceful community is the family seat
Vandevicsny of the Vorlois. A trade town, Vorloi has its own small
harbor, which the family uses mainly for their export
A community of farmers and woodcutters, Vandevic- activities, as merchants bring goods into Karameikos
sny stands near the forests and wilds of the southern at Mirros. The town of Vorloi has a low stone wall
coast. Most of the natives are Traladaran. If trouble around its perimeter.
ever comes along, the villagers would retreat into Ruler: Baron Philip Vorloi .
the lord’s manor. Population: 7,500.
Ruler: Lord Gustav Vandevic . Laws: None in addition to the King’s Law.

Typical Manor House


Fireplaces

1 inch equals
20 feet
Linen
Workroom

Bedroom
Bedroom
or Study

Bedroom
Library

Master

Suite

Laundry
Servant Quarters

(open to 1st Floor)


Receiving Rooms

Main Hall
chamber
Closets

Dressing

Main
Ante-

Balcony
Rooms

Hall

Kitchen
Dining
Bedroom
Master

Bedroom

Bedroom

Bedroom
Sitting

Suite

Room
Room

Larder

Second Floor
Ground Floor

49
Chapter V:

Personalities
Many of the other chapters in this Explorer’s Guide
mention in passing the personalities of Karameikos:
rulers (local and national), visitors from other na-
tions, local heroes, and nefari-
ous villains. Now it is time to
meet them all. This chapter puts
a little more flesh on these indi-
viduals and gives the DM a cast
to interact with the players’ own
characters.
Many of the people here are

o not the cream of the crop, the bar-


ons, lords, ladies, and of course

speak of
the royal family. While low-
level characters likely will not
meet these people right away,
the they are an important part of
the Karameikos campaign.
moun- Knowing that His Majesty
Stefan has a hard time under-

tains. That is not Ka- standing the nature of evil un-


der his very nose helps to ex-

rameikos. Do not
plain his actions concerning his
cousin, the former Black Eagle
Baron. Many of these people are
speak of the forests. patrons, sponsors, or serve as
powerful beings who can help
That is not Karamei- PCs in their adventures and
even rescue them.

kos either. Do not Regardless of their power lev-


els (which in most cases are far

speak of castles, the


above those of the PCs at the
start), these NPCs should not
overshadow the heroes. Most
weather, or the lore. have their own goals and re-
sponsibilities, which keep them
Castles decay, clear of most adventuring areas
and make them powerful only in

weather changes, and a few arenas. When using them


in game play, keep in mind that

lore is lost. Speak in-


the player characters should be
the stars.
There is a very good chance
stead of the people. that some of these individuals
will die in the course of play
They are Karameikos. (particularly the evi l ones),
sometimes as a result of the ad-
venture you are running, some-

—Yolanda
times at the hands of the player
characters. This is fine, since it
helps individualize the cam-
of Luln, paign. Remember that the death
of an important person may
Entertainer have its own ramifications,
whether it is a contested succes-
sion to the crown, a holy war, or
something as simple as the indi-
vidual’s allies seeking venge-
ance.
Each of the characters is pre-
sented in a standard format for
ease of use. It is not necessary to start at one end of
this massive chapter and bull your way through.
Just browse at first and discover which characters
are involved in what areas. Later, you can go back
and read more carefully the entries for the ones you need to know
more about. Each character description is recorded as follows:
What the Numbers
Personality: A brief summary of the individual’s personality, in- Mean
cluding any quirks. This section is intended to help the DM por-
tray the character and interact with the PCs. Is the individual Following each entry is a section
haughty or modest? Friendly or snarling? Proud or timid? Keep containing game statistics for
this section in mind when playing the particular character. play. Here’s how a typical entry
What He or She Says: This is something the individual has said will appear (definitions for ab-
and an be used as a tag line in revealing that person’s nature. breviated terms follow):
What Others Say: This is a quote by some other member of
Karameikan society that reflects how that individual is viewed by Name (level and class):
others. THAC0 #; #AT #; Dmg #; AC #;
Using the Character: This section discusses the way the NPC can hp #; MV #; ML #; AL –.
fit into the campaign setting as a base for adventures and in asso- Attributes.
ciating with the player characters. Languages: –.
Combat: Different characters fight with their own styles and Proficiencies: –.
strategies, and this section indicates how the individual performs Equipment: –.
in battle – wading into the thick of things or standing aloof and Thieving abilities: –.
letting others do the fighting. Spellbook: –.
Favored spells: –.

The Royal Family of Karameikos Name: Self-explanatory.


Level and class: Multi-class
The royal family of Karameikos, known as Clan Karameikos by
characters (such as an elf
Traladarans and the Royals by Thyatians, are the immediate fam-
fighter/mage) mention all
ily of the king, including his wife, three children, a son-in-law,
classes.
two grandchildren, and two cousins. With the exception of the
THAC0: “To Hit Armor Class 0.”
Black Eagle Baron (now exiled), they are a fairly trustworthy and
This is an unmodified number,
unified group, and while they may squabble, plot, and counter-
as there are a wide variety of
plot, they’re positively unified (compared to most monarchies).
variables in combat. Strength,
The king and his family should be presented to new players as
Dexterity, and weapon bonuses
superior individuals of awe-inspiring importance, far beyond the
are not included in this value
reach of their characters (at least initially). Presentment to the
and should be added by the DM.
king or one of his relatives is an important event. The nature of
#AT: The number of attacks the
the various members of the family (Olivia’s information network,
character can make in one
Adriana’s independence, Valen’s impulsiveness) may prove
round. More powerful fighters
springboards for future adventures.
may be able to attack multiple
times. The common type of
King Stefan Karameikos weapon used is mentioned here
The history of the king is tightly intertwined with the recent his- as well.
tory of the land that bears his name, and it is recounted in Chap- Dmg: Damage the individual
ter II: History. He was named after a now-dead uncle, and had he normally inflicts. Characters may
retained his connection with Thyatis, he would be known as use other weapons (and, hence,
Grand Duke Stefan III; as the first ruler of a new nation, he has inflict other damage ranges)
dropped the numeric designation. than that listed here; these are
His vital information is as follows: Born A.C. 948; A.C. 970, as- only the common ones.
sumes rulership of the grand duchy; A.C. 979, marries Lady (now AC: Armor Class. This value in-
Queen) Olivia Prothemian; A.C. 1006, declares the Kingdom of cludes all standard modifications
Karameikos an independent entity. He and Queen Olivia have for type, magi, and Dexterity bo-
three children: Adriana (born 980), Justin (born 982), and Valen nuses. In play there may be fur-
(born 986). ther modifications according to
Personality: The king shows more than faint emotion only to situation.
members of his family and his closest friends. His speech is gruff hp: Hit point totals.
and his opinions candid and uncompromising. His judgments in MV: Movement rate.
trials are no gems of legal precedent, but are fair and even- ML: Morale rating.
handed. He appeals to his people as a stern, fair ruler. AL: Alignment. This is used as a
Unfortunately, his majesty is baffled by raw evil, which he nei- guide to a character’s actions,
ther understands nor knows how to handle. For example, he pro- but it doesn’t necessarily exclude
crastinated in the matter of his cousin Ludwig von Hendriks, who all types of behavior. Good char-
pillaged the Black Eagle Barony while the king stood aside, irra- acters tend to be helpful, lawful
tionally hoping it was just a passing phase. In general, when try- ones tend to keep their word,
ing to outmaneuver someone whose motivations stem from pure
evil or madness, the king is at a disadvantage because his insights (continued on page 52)
into their goals and motivations are faulty.
What He Says: “There are no Thyatians here. There are no
Traladarans. There are only citizens of Karameikos” (from his
pronouncement to rename Mirros).

51
(continued from page 51) What Others Say: “He wouldn’t recognize evil if it dressed in
black robes, clutched a blood-stained dagger, and jumped onto his
evil ones tend to do harm, etc., bed shouting, ‘I am darkness personified!’ A significant character
but the particular situation at flaw, even for a human” (Jenkin Flintfoot, Ambassador of the Five
hand may influence them to per- Shires, in a private communiation to his government).
form acts that aren’t normally Appearance: King Stefan Karameikos is of late middle age. He is
considered consistent with their of average height (5’ 10” tall) but burly. His fiery red hair, beard,
alignments. and mustache are flecked with gray, and his eyes are sea-blue.
Attributes: These are the ability Unlike many rulers with extensive military backgrounds, the king
scores of the characters – is perfectly at home in any manner of dress, so he dresses to sui t
Strength (Str), Intelligence (Int), each occasion. In court he bedecks himself in costly robes, when
Wisdom (Wis), Dexterity (Dex), hunting he wears simple riding gear, and going to war he prefers
Constitution (Con), Charisma battered armor of solid and dependable construction.
(Cha). Using Stefan: Stefan’s shadow (and those of all the royal family,
Languages: These are the lan- for that matter) is long in Karameikos, and while the player char-
guages that the individual is acters should be quite aware of his influence, they are not likely to
known to speak. They may speak encounter him until they attain higher levels.
or understand more than these, For low-level adventures the king will be a fabulous creature the
but these are the ones that are characters have heard of but never met. He is regarded by his peo-
known. Dialects are mentioned ple as intelligent and wise, if often “wrong-headed and in error.”
parenthetically. Most languages Regardless of their heritage, the Karameikan people have adopted
identify a race or nation. their royal family, and Stefan expects his wife and children to live
Proficiencies: These are fully de- up to the respect they have been given.
scribed in the Player’s Handbook In early mid-level adventures, characters may find themselves
(see “Nonweapon Proficien- meeting him at the court in a social environment. They may be
cies”). asked by his underlings to go on adventures that help the king, or
Equipment: Generally this lists they may stumble across plots that would harm him. By the time
any known magical items the the characters have gained reputations for themselves, they may
character has. At the DM’s op- have helped Stefan on numerous occasions; depending upon the
tion, he or she may have more circumstances, you may wish to have him grant them titles and
items than these, according to land grants as they assume notoriety (9th level or higher).
situation. Note that while King Stefan is a good-aligned individual, not all
Thieving abilities: This section of his decisions and actions are good for the players. He does have
appears only for rogue charac- a strong sense of tradition, responsibility, and duty to his noble
ters, and represents abilities to heritage, and he is often seen as stiff-necked by those demanding
pick pockets (PP), open locks immediate change (those demanding a representational democ-
(OL), find and remove traps (F/ racy, for example, would find their cries falling upon deaf ears).
RT), move silently (MS), hide in Combat: It is extremely unlikely that the PCs will encounter the
shadows (HS), detect noise king of Karameikos in a combat situation. (“You open the door
(DN), climb walls (CW) and read and find a 10-foot-by-10-foot room with a chest of gold and the
languages (RL). king of Karameikos – roll for surprise.”) However, there might be
Spellbook: This entry is for wiz- situations where knowing his relative abilities may be important.
ard characters. Spells the indi- The king is given two sets of stats for certain abilities – one for
vidual is most likely to have the court (in regular civilian life) and one for war (when combat is
memorized on any given day are expected).
marked with asterisks (*).
Favored spells: This entry is for Stefan Karameikos (15th-level fighter): THAC0 6; #AT 5/2; Dmg
priest characters and is similar 1d8+3 ( long sword +2 and Strength bonus); AC 5 (in the court:
to the “Spellbook” entry. Since a leather armor under clothes, ring of protection +1 , Dexterity bo-
priest’s spells are granted by the nus) or –3 (at war: plate mail armor, shield +2 , ring of protection
gods, they may carry a large va- +1 , Dexterity bonus); hp 80; MV 12; ML fanatic (17); AL LG.
riety of them. However, the Str 16, Dex 16, Con 14, Int 13, Wis 15, Cha 17.
spells listed are those they nor- Languages: Thyatian, Traladaran.
mally carry. Proficiencies: Etiquette, heraldry, local history, riding (land-
based), seamanship, tracking.
Equipment: Shield +2 , ring of protection +1 , long sword +2 .

Queen Olivia Karameikos


Olivia Prothemian was born in A.C. 959, first daughter of a
wealthy Thyatian family and a distant cousin of the emperor of
Thyatis. She was routinely engaged to Duke Stefan when she was
11 (arranged as an alliance between the Karameikos and Prothe-

52
Von Hendriks
of Hattias

Boris Amelia Gustav Celia


= =
Karameikos von Hendriks Korrigan Kerendas

Stefan Victor Amanda Octavius Augusta Bretonia Andreas


= = =
Karameikos (II) Karameikos Korrigan Korrigan Dimentinova Korrigan von Hendriks

Prothemians
of Thyatis

Lucius Katarina Stefan Olivia Alexius Alvin Mildred Ludwig


= = =
Hyraksos Gaddis Karameikos Prothemian Korrigan Korrigan Draconia von Hendriks

5 other Ocastar Donna


=
siblings the Mighty von Hendriks

Devon Adriana Justin Valen Milo Anna


=
Hyraksos Karameikos Karameikos Karameikos Korrigan von Hendriks

Lucien Argent
Hyraksos Hyraksos The Royal Family
of Karameikos

53
This royal portrait of the Karameikos family was painted in Devon Hyraksos. From left to right are Adriana, Queen
1006, shortly before the wedding of Princess Adriana and Olivia, Prince Valen, King Stefan, and Prince Justin.

54
mian families), but immediately afterward the duke a result, she has invested her additional thieving
traded his lands to the emperor and sailed off. The abilities in areas useful in controlling her informa-
Prothemian family disapproved of Stefan’s actions tion network. Olivia only very rarely becomes directly
and, in 973, allowed Olivia the option of breaking involved in any combat; most of her fighting is un-
the engagement. She chose to let it stand, waiting to dertaken by a number (generally four) of personal
see if the duke was a man capable of forging a nation bodyguards (4th-level warriors with plate mail,
or simply a lunatic boy with big dreams. By A.C. shields, and long swords).
979, Olivia was satisfied that Stefan was a worthy Olivia’s thieving abilities are directed more in the
mate, and she married him. area of keeping tabs on others than in personal en-
Personality: The court of Mirros regards Queen richment. As a result, she has high scores in such ar-
Olivia as “the perfect gracious hostess,” and that is eas as hiding in shadows, detecting noises, and read-
the personality she wears for outsiders: perfect ing languages, and only the most basic numbers in
manners and unshakable composure. In reality she’s picking pockets and finding and removing traps.
a natural-born ruler who has never wanted to do Olivia’s network consists of courtiers and low-level
anything but govern. Though it may not seem so to nobles rather than the standard band of scoundrels
her court, she wields power equal to that of her hus- and scalawags that are attracted to a high-level thief.
band. By acting as the center of Mirros’s social life – Such agents are also of the rogue class and can be
arranging balls and dinners, entertaining foreign generated using Table 31 on page 41 of the Player’s
dignitaries and Karameikan nobles, listening to, Handbook (Thief’s Followers). An agent of this type
analyzing and filing away every scrap of rumor she might be the first contact an individual has with
hears – she remains at the center of a vast intelli- Olivia’s wiles.
gence network. When she hears of some event that
needs to be acted upon, she sends word to her hus- Olivia Karameikos (12th-level thief): THAC0 15; #AT
band or to a pertinent court official…or she resolves 1; Dmg 1d4 (hairpin or concealed court dagger); AC 5
the situation herself by applying subtle pressures ( ring of protection +3 , Dexterity bonus); hp 40; MV
through her information network. Though her mar- 12; ML fanatic (18); AL N.
riage was one of convenience, she has affection and Str 7, Dex 16, Con 9, Int 16, Wis 13, Cha 14.
respect for her husband, and has reared their chil- Languages: Thyatian, Traladaran, elvish (Callarii dia-
dren to become able and independent people. lect).
What She Says: “I was officially unaware of that. Proficiencies: Appraising, dancing, disguise, eti-
Thank you for informing me” (a common response quette, forgery, heraldry, local history, reading lips.
to news, regardless of the nature). Equipment: Dagger +1 (a slim, finely balanced blade
What Others Say: “Charming, beautiful, and gra- with an ornate hilt made of carved unicorn horn –
cious. Remind me never to cross her” (Lord Cornel Olivia keeps it on her person as a family heirloom
Osteric, Ambassador of Thyatis). and letter opener, but an use it in a fight), ring of
Appearance: Queen Olivia is a slender, graceful protection +3 .
woman of 53. She is 5’ 4” tall and weighs 105 Thieving Abilities: PP 20%; OL 90%; F/RT 5%; MS ?
pounds, with dark brown hair and icy blue eyes. %; HS 90%; DN 80%; CW 70%; RL 90%.
With her patrician beauty and artificially gracious
manner, she often seems a classical Thyatian statue Princess Adriana Karameikos-
come to life.
Using Olivia: The characters may never interact Hyraksos
with the queen on any level other than a social one, Born in A.C. 980, Lady Adriana was raised by her
but as their adventures grow in number and thei r mother to be another Thyatian duchess. However,
names become more famous, she will become aware her temperament was more like her father’s and she
of them. In convenient circumstances, she may have constantly rebelled against her precise schooling in
her subordinates hire the characters to perform se- rulership and ladylike attributes. When her brother
cret missions for her: spying on dignitaries or land- Justin was sheared, Adriana insisted that she, too, be
owners, pressuring rebellious subjects to obey their sheared. Over the strong objections of Olivia (who
rulers, etc. One of her agents is Emilio the Thespian. wanted Adriana to stay home and become engaged to
Olivia’s hand may be present in the doings of the young Baron Kelvin), Stefan reluctantly permit-
higher-level adventurers, but it’s never obvious – a ted this. Under an assumed identity, Adriana spent
hand-delivered message, a meeting with low-level three years leading the rough life of a town guards-
courtier, a careful word in the ear, an anonymous man in the city of Kerendas in Thyatis. She returned
warning. Olivia’s agents use agents themselves, so to Mirros to an approving father and a distinctly sul-
one might track a rumor back to the palace, but len mother, and the latter relationship has never
proving Olivia’s involvement is another matter en- fully recovered. Princess Adriana further irritated
tirely. her mother by rejecting the young baron’s suit and
One matter on which Olivia and her husband dis- instead marrying Devon Hyraksos, the son of the late
agree has been the question of succession. King Minister of War and a childhood friend. The pair
Stefan has declared his eldest daughter his heir, have two children: Lucien (b. 1007) and Argent (b.
while Olivia strongly prefers their youngest son, 1009).
Valen. She continues to dote on her youngest child, Relations between mother and daughter have been
and relationships with Adriana have been cool if not even chillier since Stefan declared Adriana his heir
completely chilled. and the next Queen of Karameikos. Olivia has
Combat: Olivia is of the rogue class, but is more pressed for Stefan to choose their youngest child,
the information-gatherer than the common thief. As Valen, but Stefan chose the elder, who had already

55
had a son. Adriana is suspicious of her mother’s plots, and is al-
Time Line of ways seeking to learn of and occasionally foil them.
Karameikos Personality: Lady Adriana was rebellious in her youth, often
fighting with her mother or running away from her lessons to go
Karameikos is part of a larger riding and hunting. Now that she’s on her own for a time, her re-
world, a world of lost empires belliousness has turned into a more quiet and mature independ-
and crusading armies, of sweep- ence. She still prefers outdoor life, and likes her father’s approach
ing change and great mysteries. to politics: Find the right people for the job and have them do it.
This timeline serves in part to Adriana has excluded her mother from most of her personal life,
integrate the information of the particularly the raising of Lucien end Argent. She is aware and of-
official histories into this longer ten suspicious of Olivia’s machinations, and she often seeks to
skein. There are hints of greater overturn them, just to show her mother that she is not as all-
things beyond the borders of seeing and all-knowing as she portrays herself. Of course, neither
Karameikos here – this is in- woman will at to endanger Stefan or the nation, but they do en-
tended, so feel free to take ad- gage in their own partisan infighting.
vantage of any “lost empires” Adriana is devoted to her husband and children, and with the m
and information presented in she plans for the day when they will rule Karameikos and continue
creating adventures. the dream of her father. To that end she spares no effort in the
All dates are given in the education and training of the third generation of Karameikan roy-
Thyatian calendar, which is the alty, building sound minds and bodies.
(generally) universally accepted What she says: “I’m afraid national politics is like a large, squab-
calendar of the Known World. bling family.”
Thyatian years date from the What Others Say: “And vice versa, in the case of Karamei-
crowning of the first Thyatian kos” (Dona Marianita of Glantri).
emperor slightly over 1,000 Appearance: Adriana is of average height (5’ 5” tall) and weighs
years ago. Dates before that time 120 pounds. Her hair is a coppery red, her eyes brown, and her
are considered B.C. (Before complexion fair and speckled with a great number of freckles. Like
Crowning or Before Coronation) her father, she dresses to suit the occasion. Adriana looks equally
and those after that date A.C. at ease in a ballroom gown or in forester’s gear.
(After Crowning or After Corona- Using Adriana: Princess Adriana has blossomed into a strong-
tion). A c. before the date stands willed, independent woman who sees herself as the protector of
for circa , meaning “about this Karameikos’s future. Her reactions are more like her father’s than
time”; it discusses major trends her mother’s – she is often direct, even blunt, in her manners. Her
and long-time empires. years as an adventurer have made her aware of the division that
still lies between Thyatian and Traladaran-born Karameikans, and
c. B.C. 5000: Oldest known civi- she works to be popular with all of her future subjects.
lization appears on Mystara – Two things will currently bring Adriana into the lives of the
great elven empires in the dis- player characters: One is a threat to her children, and the other i s
tant south. the machinations of her mother. She is attempting to assemble her
c. B.C. 4000: Oldest known hu- own network of trusted agents and informants, for no other rea-
man civilization appears – the son than to keep track of what her mother knows. She lacks her
Oltecs far to the east. mother’s subtle touch, and it is often her husband Devon who acts
c. B.C. 3000: Rise of Blackmoor on her behalf.
civilization to far north. Black- Combat: Adriana is extremely athletic and has retained her com-
moor wizards use highly ad- bat edge, but has little need to use her fighting ability on a day-to-
vanced science beyond the capa- day basis. When traveling she is normally accompanied by a pair
bility of modern Mystarans. The of bodyguards (4th-level warriors in plate mail and shield with
area that will become Karamei- long swords). As part of her role as future queen of the realm, she
kos is gripped in an ice age. is well versed in the current military situation and often conducts
c. B.C. 2900: Gnomes claim their inspection tours of the various keeps in the name of her father.
race was created by the Immortal
Garal Glitterlode. Adriana Hyraksos (10th-level fighter): THAC0 11; #AT 1; Dmg
c. B.C. 2500: Great Cataclysm, 1d8+1 (broad sword, Strength bonus); AC 6 (in the court: leather,
also known as the Rain of Fire. Dexterity bonus) or 0 (at war: plate mail, shield, Dexterity bonus);
Major planetary disaster brought hp 48; MV 12; ML fanatic (18); AL LG.
about by Blackmoor magical Str 13, Dex 16, Con 11, Int 11, Wis 14, Cha 13.
technology destroys Blackmoor Languages: Thyatian, Traladaran.
and alters planetary climate. Proficiencies: Etiquette, local history, riding (land-based), track-
Oltecs and great southern elven ing.
civilizations destroyed. Elves mi-
grate north. The Broken Lands
are created at this time.
c. B.C. 2100: First elves reach

(continued on page 57)

56
(continued from page 56)
Lord Devon Hyraksos: Prince Consort of
Karameikos Karameikos. Nithian civilization
arises.
Born in A.C. 977, Devon is the only child of the late Admiral c. B.C. 1800: Dwarves claim
Lucius Hyraksos and his wife Katarina. As a young man, Devon their race was created by the Im-
grew up both in the king’s court and in the royal navy, and he mortal Kagyar the Artisan.
showed a flair in both arenas. During this time he adventured c. B.C. 1700: The Local Cata-
with Adriana Karameikos, who had recently been sheared and was clysm. Elves living in what is
traveling incognito. To this day Devon maintains that he was un- now Glantri discover a Black-
aware that the gawky young female warrior was the princess, and moor device and accidentally
those who know Devon agree that he would not make the connec- detonate it. Resulting earth-
tion. quakes and upheavals form the
With Adriana’s return, rumors swirled as to the probability of current shoreline of Karameikos
marriage. Various candidates, including Desmond Kelvin, vied for and the Five Shires and create
her hand, but she chose the gentle Devon instead, saying that she the islands that will become
knew his true heart, away from the politics and intrigues of the Minrothad and Ierendi.
court. Stefan gladly approved of the union, though Olivia was less Glantrian elves flee Glantri.
enthusiastic. The pair was married in 1006 and has presented the c. B.C. 1500: Nithians arrive in
royal house with two offspring to date: Lucien and Argent. Karameikos. These people be-
Personality: Devon is pleasant and ambitious. It was never his come the Traldar. Other clans
intention to become the king of Karameikos, but he will not turn spread into what is now Darokin.
down the opportunity when it presents itself. He is a master at The jackal-headed Immortal
thinking through small matters very well. Though he often loses Pflarr creates the Hutaakans.
sight of their larger influence on the greater world. He is bliss- c. B.C. 1400: Within five genera-
fully unaware that he has an enemy in Desmond Kelvin, or that tions of their arrival, the Traldar
Valen Karameikos is jealous of his eventual elevation to the settlers have suffered enormous
throne. His one major fault is the reverence he holds for his late population losses and have re-
father the admiral. Devon continually refers to the way things verted to a pre-agricultural life-
were when Lucius Hyraksos was Minister of War, a fact that irri- style. They are contacted by and
tates the present minister to no end. fall under the control of the Hu-
What He Says: “I think I am the luckiest person in Karameikos, taakans.
and that worries me. I sometimes feel that something horrendous c. B.C. 1000: Western gnoll
is about to happen, to balance everything out.” tribes invade Traldar territory.
What Others Say: “I am distressed to hear that the future king is This is the time of Halav, Petra,
out playing pirate again. I hope no harm comes to him” (Desmond and Zirchev. The Hutaakans re-
Kelvin, on hearing that Devon was leading another anti-piracy pa- treat to their valley while the
trol). Traldar and gnolls practically
Appearance: Devon is tall, has blue eyes, and wears a black annihilate one another. Alpha-
mustache and beard. He looks very much like the pirates he hunts tians create a magical island-
on the coast, and he prefers his naval uniform or military outfits. kingdom to the far east.
His hair always looks as if it has been in a high wind. c. B.C. 800: Permanent settle-
Using Devon: Devon is likely to be found along the southern ments appear in Darokin. The
coast of Karameikos, since he is usually involved in anti-pirate Callarii elves settle in Karamei-
activities along the major trade routes when not in court. The PCs kos. The elven nation of Alfheim
may sign on for a brief sea adventure with him or be presented is founded.
with a mission, in the name of the crown, to search the swamp for c. B.C. 500: The Nithian Empire
reported pirate bases. Justin or Adriana may send the PCs along mysteriously vanishes – Immor-
to protect Devon’s impulsive hide. tals are held responsible. The
In court, Devon is polite and pleasant. He doesn’t hatch plots of Traldar people (now the Tralada-
his own, but works very hard to make sure the plans of Adriana rans) are in the midst of their
happen as she wishes. His soft touch often succeeds where her Dark Age. Communications be-
brash manner fails. tween communities is infre-
Combat: Devon is at home on the sea. He wears a heavy chest quent, and the national epic of
plate in combat, but only because Adriana insists. She has also King Halav is the only thing that
given him a ring of water-breathing . He chafes at the limitations gives the people a sense of unity.
of royalty and prefers to lead from the front of the charge, always B.C. 190: Alphatian Wi zards con-
among the first to board pirate craft. This tendency does not en- quer Thyatis. Within 200 years
dear him to those who have been entrusted with his safety. Thyatis grows in military power

Lord Devon Hyraksos (12th-level fighter): THAC0 9; #AT 2; Dmg (continued on page 58)
1d8+5 ( long sword +2 , weapon specialization, Strength bonus);
AC 10 (in the court) or 2 (at war: plate mail and shield); hp 90;
MV 12; ML champion (15); AL LG.
Str 16, Dex 12, Con 18, Int 13, Wis 10, Cha 15.
Languages: Minrothad patois, Thyatian, Traladaran.
Proficiencies: Endurance, etiquette, navigation, rope use, sea-
manship, swimming.
Equipment: Long sword +2 , ring of water-breathing .

57
(continued from page 57)
Lord Justin Karameikos
to overthrow Alphatians and es- Justin, the king's eldest son was born in A.C. 982. He almost died
tablish their own empire. of fever when he was five, and he spent years recovering enough to
A.C. 0: The first Emperor of live a life of normal activity. Though he was never particularly vig-
Thyatis, Zendrolion I, is orous, Justin was sheared when he was 14. Like his sister, he dis-
crowned. The Traladarans begin appeared from his family’s view for several years, taking a false
a period of regrowth as trade is name and working as a simple seaman on merchant vessels trad-
slowly established with southern ing from Thyatis to the Minrothad guilds. He found he had a
peoples. Peaceable demihumans knack for mathematics and trade, and he became apprenticed to a
(the Callarii elves and the High- trader-captain. He returned to Mirros with trade gold and letters
forge gnomes) continue to settle of commendation from his last employer in his pocket, and he was
in Traladaran territories. welcomed back into the family.
c. A.C. 200: Dwarves from Rock- Personality: When Justin was a child, his sister Adriana nick-
home arrive in Karameikos. named him “the Turtle” because of his slow and methodical man-
c. A.C. 400: Village of Marilenev nerisms, his quietness, and his inscrutable expression; these traits
begins trading and enjoys slow, are still in evidence. Justin is a stubborn, dogged, taciturn man
gradual growth. Thyati an clerics with no liking for politics, but with a real appreciation for trade
learn the “Song of King Halav” and commerce. He knows he is favored by neither parent to be
and commit it to writing for the heir to the throne but doesn’t mind – ruling is not in his nature.
first time. Traders bearing the What He Says: “Ah, well. The thing of it is…” (Justin’s commo n
curses of vampirism and lycan- way of sidling up to a subject, mimicked by tavern wits throughout
thropy settle in Traladara’s deep Karameikos).
woods and flourish there. What Others Say: “Turtle is the real gem of the family – the en-
A.C. 488: Minrothad Guilds, a tire kingdom would go belly-up without him” (Princess Adriana).
mercantile island nation south of Appearance: Justin is of less-than-average size (5’ 6” tall and
Karameikos, is founded. 140 pounds) and looks more like a clerk than a scion of a royal
A.C. 802: Plague year in the house. His hair is dark brown, his complexion formerly pale but
Known World, starting in now quite tan (his adventures beyond the wings of his parents
Glantri. have proved excellent for his health), and his eyes brown. He is
A.C. 830: neighboring Ylaruam uncomfortable in court dress and stubbornly attends all court
drives out Thyatian Invaders. functions in comfortable clothes – simple breeches and tunics or
A.C. 858: Principalities of merchant’s robes. It takes the full effect of his mother or the gen-
Glantri established. tle teasing of his sister to get him into more formal dress.
A.C. 900: Marilenev is a flour- Using Justin: Justin is the quiet, sympathetic young man who
ishing trade village of 500. Gab- does not appear all that powerful. During play, an excellent intro-
ronionus IV, emperor of Thyatis, duction for Justin might occur right before the player characters
claims all of the Traladaran re- have an audience with the king, queen, or other noble individual.
gion as a Thyatian protectorate, He will meet with them informally beforehand, tell them to be
conquers Marilenev, and re- calm, and explain how to address his father and stay on his good
names it Specularum. side, and so forth. Naturally he won’t identify himself as the king’s
A.C. 948: Stefan Karameikos III eldest son, and the players should be encouraged to think of him
born. (initially at least) as a low-level functionary. He is reserved in his
A.C. 970: Stefan Karameikos III opinion, but stubborn once his mind has been made up, and is an
exchanges ancestral lands with effective negotiator. Justin has a self-deprecating sense of humor
Thincol I, Emperor of Thyatis, and is quite aware of his unprepossessing nature, and he uses that
for rulership of the Traladaran to his advantage. Of the royal family, he is the one courtier (of any
region. Begins building roads heritage) that bureaucrats consider most accessible and friendly.
across the duchy and a military Combat: One thing that sets Justin apart from his kindred is the
to protect it. fact that he eschews a bodyguard, except in particular situations
A.C. 971: Marilenev Rebellion (such as a negotiation where dealing from a position of power is
crushed. required). He proved his heroics in his shearing years and is will-
A.C. 979: Duke Stefan marries ing to retreat in the face of overwhelming odds without harm to
Lady Olivia Prothemian. his ego. Of course, before going into battle, he would prefer to
A.C. 980: Adriana Karameikos have a plan.
born.
A.C. 982: Justin Karameikos Prince Justin Karameikos (7th-level fighter): THAC0 14; #AT 3/2;
born. Dmg 1d4+1 ( dagger +1 ) or 1d8+3 ( long sword +3 ); AC 10 (in the
A.C. 986: Valen Karameikos court) or 0 (at war: chain mail +2 , shield +2 ); hp 35; MV 12; ML
born. champion (15); AL LN.
A.C. 989: Baron von Hendriks Str 9, Dex 12, Con 9, Int 17, Wis 13, Cha 14.
invades the Five Shires, is re- Languages: Minrothad patois, Thyatian, Traladaran.
pulsed. Proficiencies: Endurance, navigation, rope use, seamanship,
swimming.
(continued on page 59) Equipment: Long sword +3 , dagger +1 , chain mail +2 , shield +2 .

58
(continued from page 58)
Prince Valen Karameikos
Valen, third child of Stefan and Olivia, was born in A.C. 986. He A.C. 1005: Known World at war.
grew up happily absorbing all his mother had to teach him, and Alphatian wizards declare war on
he has denied her nothing – except recently, when he insisted Glantrian wizards, Thyatis allies
that he be sheared and spend time in the “real world” as his sib- with Glantri against Alphatia.
lings did. He remains his mother’s favorite and has been a bit Desert nomads invade Darokin.
spoiled as a result. A.C. 1006: Karameikos declares
Personality: Valen is a lever and inquisitive young man, always independence from Thyatis. Alf-
prying into others’ affairs, learning how things work, and learn- heim corrupted and conquered
ing what he an get away with. Though he loves his gruff, good- by shadow elves. Meteorite stri-
natured father and quick-witted mother, he thinks himself kes Glantri/Darokin border.
smarter and quicker than both of them. Adriana marries Lord Devon Hy-
Valen’s years on the road have taught him he is smarter than the raksos.
bulk of the people around him. He still has a strong feeling of A.C. 1007: Refugees from Alf-
wanderlust and is willing to chuck everything if court life gets too heim (now called Aengmor) set-
hectic and go off on his own. He is not above making trouble or tle in Karameikos. Lucien Hyrak-
launching his own little schemes (but he’s also quite willing to sos, Adriana’s first child, born.
hide behind the royal skirt if he gets caught). A.C. 1008: Plague year in lands
What He Says: “Of course I’m right. I’m a prince, after north of Karameikos – Karamei-
all” (attributed, usually, before some great disaster). kos relatively unharmed.
What Others Say: “A dear child, and muc h smarter than he A.C. 1009: War between Thyatis
looks” (Dona Marianita). and Alphatia concludes with in-
Appearance: Valen is a dark-haired young man of 26. He wears vasion and near-destruction of
a perpetual expression of bright-eyed curiosity and enthusiasm. Thyatis and the sinking of Al-
He generally dons simple but costly clothing. phatia’s main island. (It was
Using Valen: Valen is the baby and the brat of the family. With- later revealed that this sinking
out a set role within the family, he is two-parts genius, two-parts was a mere displacement of the
wastrel, and two-parts troublemaker. He maintains his own infor- huge island to another part of
mation network similar to that of (but infiltrated by) his mother. the planet, where it is an air-
Valen’s shearing years are a bit of a blur, as several times he borne continent.) Argent Hyrak-
eluded agents of his mother and other, less friendly organizations sos born.
keeping an eye on him. The full nature of this information has yet A.C. 1010: Karameikan School of
to be revealed and can be used by the DM as a springboard for an Magecraft founded in Krakatos.
adventure. (For example, in his travels, perhaps Valen picked up Wandering mage Terari made
a scroll belonging to a Glantrian mage. Now a stone golem is try- headmaster and Minister of
ing to break down the walls of Mirros to get it.) Magic.
Valen has a love of new toys, particularly magical ones, and the A.C. 1011: Halflings invade Black
sense of adventure to go after them. He sometimes sponsors ad- Eagle Barony, capture Ludwig
venturers to recover some item of magi or beauty, which he keeps von Hendriks with Stefan’s ap-
for a while before mak ing a gift of it to his family or the magical proval. Von Hendriks later es-
college. capes.
Valen loves his family dearly and will not do anything to harm A.C. 1012: Current year. At the
them. That does not mean that he is above embarrassing the start of this year, King Stefan
other members of his family – especially his elder sister, who has changes the name of Specularum
gotten, in his opinion, “all high-and-mighty now that dad has de- to Mirros, a Traladaran word for
cided to make her the heir.” “hope.”
Combat: Valen stands and fights when he has no option or when
family pride is at stake (he is very aware of the weight of his fam-
ily name, and feels that King Stefan always thought of him as
more cowardly than his sister). Given a choice, he chooses to
leave the fighting to others, and usually brings along a pair of
bodyguards when in the field (4th-level warriors with plate mail
and long swords).

Prince Valen Karameikos (10th-level thief): THAC0 16; #AT 1;


Dmg 1d8 (sword); AC 2 ( ring of protection +2 , leather armor,
Dexterity bonus); hp 25; MV 12; ML champion (15); AL N.
Str 9, Dex 18, Con 12, Int 14, Wis 10, Cha 14.
Languages: Thyatian, Traladaran.
Proficiencies: Appraising, disguise, gaming, heraldry, local his-
tory, riding (land-based).
Equipment: Ring of protection +2 .
Thieving Abilities: PP 95%; OL 95%; F/RT 80%; MS 90%; HS
65%; DN 15%; CW 60%; RL 0%.

59
to hire them again and again, and eventually to sing
Lord Alexius Korrigan: their praises to King Stefan.
Seneschal of the Royal Estate Combat: Alexius rarely puts himself in harm’s way
anymore, and his many years of service on behalf of
Korrigan is a first cousin to King Stefan – his father the crown has resulted in a large number of powerful
and Stefan’s mother (and the mother of Ludwig von adventurers who owe him favors. In case of ambush,
Hendriks) were siblings. Alexius, seventh child of he usually has one or two bodyguards (3rd-level
his parents and not likely to inherit any large parcel fighters in chain mail with long swords).
of the Korrigan lands, responded to Stefan’s call for
worthy followers. In his years of service with the Alexius Korrigan (8th-level fighter): THAC0 13; #AT
king, he has headed numerous road-building expedi- 1; Dmg 1d8 (sword); AC 10 (in the court) or 2 (at war:
tions and proved loyal and capable of accomplishing plate mail and shield); hp
his goals, on time and on 42; MV 12; ML average
budget. Stefan made him (8); AL LG.
the administrator of the Str 13, Dex 10, Con 13,
king’s own personal es- Int 13, Wis 17, Cha 16.
tate, a post Korrigan has Languages: Thyatian,
now held for over 30 Traladaran.
years. Proficiencies: Direction
Personality: Alexius is a sense, etiquette, forgery,
large, merry man who gami ng, local history,
truly loves a complicated riding (land based).
task p er f o r m e d well.
Though trained in the art
of war, he dislikes com-
Ludwig von
bat, preferring to handle Hendriks: The
money, maintain organ-
ized records, and keep Former Black
events moving on time. Eagle Baron
He is a great admirer of
good food and wine; they Baron Ludwig von Hend-
are among his personal riks is first cousin to both
weaknesses. Never mar- King Stefan and Lord Al-
ried, he engages in fre- exius Korrigan. He grew
quent affairs of the heart up in the shadow of the
with women of the successful Stefan and
Karameikan court and of popular Alexius, and he
high station in Mirros. grew up twisted, resent-
Because of his good na- ful and hateful.
ture, endearing personal- He was sure, though,
ity, and honest affection that Stefan would die in
for the Traladaran popu- his military adventures –
lation, he is the only sure because Ludwig was
member of the Karamei- planning the whole
kan royal family genu- thing – and that he,
inely liked by the Ludwig, would inherit the
Traladarans at large. wealthy Thyatian duchy
What He Says: “The en- then ruled by Stefan. But
tire Karameikan family is Stefan abruptly sold his
good-hearted. It’s putting lands and left the coun-
a good face on that heart
Baron Ludwig von Hendriks and Bargle the Infamous try, spoiling Ludwig’s
that seems to be the ruled the Black Eagle Barony with iron discipline before plans. When Stefan made
problem” (to Bolto Nor- their overthrow in the face of a halfling invasion. Local the call for talented
denshield). legend claims that the artist was executed for being in- young Thyatian nobles to
What Others Say: “The sufficiently complimentary. join him, though, Ludwig
only one of the lot worth pretended to be an up-
more than a bowl of right, eager, and very
warm suet” (Anton Radu). lawful follower… at least until he was awarded his
Appearance: Lord Korrigan is tall (6’ 3”), weighs baronial titles and the lands to go with it.
over 290 pounds, and is built like a bear. His hair Ludwig vigorously reshaped the Black Eagle Barony
and shaggy beard are brown, and his eyes are brown to his own liking and plotted the downfall of King
and cheerful. He tends to dress in simple trousers Stefan. He encouraged evil humanoids to settle in the
and surcoats that look as though they’ve been slept land and oppressed his subjects, even sendi ng raids
in. to other Karameikan towns and into the nearby Five
Using Alexius: Lord Alexius is likely to hire char- Shires. Only the fact that Stefan was unwilling to ad-
acters to go on mapping and exploration expeditions mit that he had misjudged his cousin kept the Black
for His Majesty. He pays a good wage and expects Eagle on his throne for so long.
good work; if the characters perform well, he’s likely Finally, Ludwig overstepped his boundaries one

60
time too many, and evidence provided by adventurers convinced
Stefan of the ill will of his cousin. The king withheld army rein-
The Black Eagle
forcements when units of the Five Shires launched a punitive Barony
strike against the Black Eagle Barony. The Black Eagle’s castle
was stormed and von Hendriks was captured by halflings. He has Ludwig von Hendriks always had
since escaped and is currently rumored to live as an advisor to a flare for the dramatic, driven
King Kol, the kobold prince of Glantri. by a relentless need for power
Ludwig has neither forgotten nor forgiven Karameikos. He and a feeling of paranoia border-
knows that it is his divine right to someday sit on the throne oc- ing on the insane. He was
cupied by his hated cousin… it’s only a matter of time. awarded the westernmost town
Personality: Ludwig von Hendriks is about as oily and unlikable of Halag as a base for his barony
a human being as one can find. He’s arrogant and easily enraged, by his cousin, then-Grand Duke
but also easily soothed or distracted. He’s a casual killer, but he’s Stefan, soon after their arrival in
also fond of formal torture. He lies so often and so profusely that Karameikos.
he cannot remember the truth. He is just short of insane. And of Halag was the largest village
course, Ludwig is utterly jealous of King Stefan – of his fame, of on the gulf of the same name.
his ability to rule through sheer charisma, and of his luck. Ludwig Von Hendriks took an armed
is thoroughly contemptuous of human life (other than his own). force and seized the village by
He will make any alliance or any bargain (it doesn’t matter; he’ll the sword. Once it was con-
break them anyway) in order to achieve his ends. quered, von Hendriks celebrated
What He Says: “There is a very simple rule in working with me: by announcing to the population
Stay useful and you stay alive.” his appointment as its new
What Others Say: “Sometimes I think he was just misunder- baron. He renamed the village
stood” (Private writings of King ‘Just-doesn’t-get-it’ Stefan). Fort Doom to suit his sense of
Appearance: Ludwig would be a handsome man if not for his the theatrical, dubbing his new
shifting eyes, sinister mannerisms, and arrogant sneer. He lands the Black Eagle Barony af-
dresses entirely in black (even his armor is enameled black). ter his ancestral coat of arms.
Though he is nearly 60, he is in excellent shape and looks 20 Von Hendriks began con-
years younger. His hair is black with no trace of gray (he touches structing a castle suited to his
it up). He wears a neat beard and mustache, and his eyes are tastes, pressing many of Halag’s
brown and cruel. residents into service. He
Using Ludwig von Hendriks: The former Black Eagle Baron is an stripped Traladaran landowners
archetypal villain you can use for a variety of purposes. While not of their properties and installed
directly on the Karameikan stage, he is an originator of plots and his own followers in their place.
his spies and assassins are everywhere. He has agents among the He placed guards on the roads
orc bands in the hills, eyes among the thieves’ guilds of Mirros, out of the region and forbade his
and voices in the more radical groups of Traladarans and subjects to leave the barony. He
Thyatians. His eventual goal is to kill the entire royal family and was openly contemptuous of
return in triumph as the heir to the Karameikan throne. “those ignorant, foul-smelling
Player characters will likely foil one of the Black Eagle’s many Traladaran swine” and took
plots early in the campaign – they’ll find a letter in his name every opportunity to oppress
among the wreckage of the orc band they’ve defeated or break up them.
a plot that he was paying for. After a number of such encounters, Reports of his activities did
Hendriks may send a nonhuman assassin to “make an example” of reach the duke, but Stefan was
the PCs, either by destroying their good name or by attempting to dealing with similar reports from
kill them outright. all over the duchy; most were so
Finally, the characters may take it upon themselves to deal with exaggerated that the accurate de-
the Black Eagle, for recapturing him would result in large rewards scriptions emerging from
from the hin nation of the Five Shires. Unfortunately, von Ludwig’s territory did not draw a
Hendriks’s whereabouts are uncertain. He is thought to work for second glance from him. Stefan
King Kol, who in addition to leading a humanoid horde in the had difficulty believing that his
Broken Lands is also a recognized prince (and therefore political cousin was truly evil. Whenever
power) in Glantri. Stefan visited the realm, Ludwig
One thing will bring the Black Eagle back to Karameikos in per- put on the mask of a loyal, de-
son: the presence of his one-time court wizard Bargle, whom he voted, and often overworked
hates as much as the Karameikan royal family. courtier striving to maintain or-
The good news in dealing with Ludwig is that he tends to recruit der over a rebellious barony on
from the shallow end of the genetic pool, so subtlety is not his the frontier of the nation. Satis-
greatest asset. The bad news is that, if one plot fails, he has three fied with the baron’s fealty,
or four waiting in the wings. Stefan directed his attention
Combat: Combat is for lesser men, servants, and flunkies in elsewhere, and Ludwig returned
Hendriks’s opinion. He can and will fight if forced to, and fight to his plots.
well, fueled by hatred. His favorite tactic is to challenge an oppo- The Black Eagle Baron re-
nent to single combat, then cheat (poisons are a favorite tactic for
(continued on page 62)
the Black Eagle). The methods don’t matter; only victory is im-
portant.

61
(continued from page 61) Ludwig von Hendriks (13th-level fighter): THAC0 8; #AT 5/2;
Dmg 1d8+3 ( long sword +2 , weapon specialization, Strength bo-
cruited nonhuman tribes of orcs, nus); AC 1 ( plate mail +2 , shield); hp 84; MV 9; ML champion
goblins, and gnolls into his ser- (15); AL CE.
vice, allowing them to raid Str 17, Dex 14, Con 16, Int 15, Wis 9, Cha 14.
neighboring towns (those he did Languages: Orcish, Thyatian.
not control), including the town Proficiencies: Blind-fighting, riding (land-based); note that, for
of Luln, and range into the all his madness, Ludwig is no fool, and if he cannot perform a task
halfling nation of the Five himself, he will find someone who can.
Shires. Equipment: Long sword +2 , plate mail +2 .
The villainous Iron Ring, a
criminal organization of slavers
and assassins, found a welcome
The Court Major: The Ministers
home under Ludwig’s protection, Surrounding the crown and making everything work on a day-to-
as did Bargle the Infamous, an day basis is the bureaucracy, personified by the five ministries of
evil wizard. Karameikan government: state, war, trade, finance, and magic.
Ludwig’s excesses continued These individuals are only slightly less powerful (and slightly
for nearly 40 years, despite more available) than the royal family, and as an adventurer rises
growing complaints from both in levels, these people are more likely to offer missions on behalf
natives of Luln and the of the crown.
neighboring halflings, or hin.
Matters reached a head in A.C.
Lord Zogrev Yarol: Minister of State
1010, when a team of halfling he-
roes (with at least the tacit aid of Yarol was 20 when then-Duke Stefan arrived in Traladara with the
hin Ambassador Jenkin Flint- decree concerning the country’s new status. It soon became evi-
foot) kidnapped the king and dent to many Traladarans that the young nobles Duke Stefan were
took him on an involuntary tour inviting from Thyatis would overrun Traladara, stripping its na-
of the Black Eagle’s domain. tives of their lands and treasures. A far-sighted youth, Zogrev of-
Stefan was shocked by what fered himself as secretary to the duke’s new (Thyatian) Minister of
he saw – here were not the Trade, Bartran Cordelius. Though more conservative Traladarans
happy villagers and supporters called him traitor and worse, he rose through the ranks of Stefan’s
he had seen on previous visits ministries, improving the lot of Traladarans in whatever manner
(visits orchestrated by Ludwig), he could and exposing Thyatian crimes where he found them. Fif-
but rather oppression and pov- teen years ago he was made a court lord and appointed Minister of
erty. Stunned by the revelation, State. It is his duty to assess all information available on affairs
Stefan returned to his capital, within and without Karameikos, evaluate their possible repercus-
intending to summon Ludwig sions to the kingdom, and draft reports on these events and possi-
and sack him. ble solutions for Stefan to read. This puts him in a position of
At this point, Ambassador great power, for he has the king’s ear at all times.
Flintfoot stepped forward, Personality: Zogrev is a hard-edged, crusty old man who is tired
backed by General Zandra Sula- after 40 years of fighting for his people. He has a keen sense of
nov and several of the Tralada- justice and honor. Though he still carries much anger resulting
ran-born ministers. Were from the Thyatian “invasion” of 40 years ago, he considers the
Ludwig to be dismissed, they king his friend, and he works in the best interest of both the
said, he would merely fall back Thyatian and Traladaran peoples to produce a new national iden-
to Fort Doom and declare his tity. His wife of 35 years, Nichola, is of the Torenescu clan, so he
own independence, kicking off a is a friend of that family and has (at best) only distantly cordial
civil war that Karameikos could dealings with members of the Radu and Vorloi clans. Zogrev has
ill afford. Instead, Flintfoot of- been a mentor of young Aleksander Torenescu, and as such has
fered the services of the hin ar- earned the ire of the youth’s uncle Boris.
mies – in exchange for strength- Yarol is a champion of the rights of the common man, especially
ening certain economic ties (a the Traladaran common man. To many of the younger generation
mere excuse, for the halflings he seems a relic of another age, an age of direct conflict between
were itching to avenge them- Traladarans and Thyatians, but he is not convinced there is a truly
selves on Ludwig, so much so Karameikan national spirit – yet.
that a lottery system had to be What He Says: “Karameikos can be a land where its lowest citi-
adopted to prevent the entire na- zen has more rights and opportunity than the highest foreign king,
tion from taking arms and invad- if we just will it so” (speech before the magical college).
ing Karameikos). What Others Say: “Like defeated people everywhere, he brays
Stefan agreed to the plan. The about equality in hopes of getting a chance to reverse his for-
Karameikan army, under General tunes” (Alfric Oderbry, Church of Karameikos).
Sulanov, advanced to Luln in or- Appearance: Yarol is of average height and is very thin. At age
der to prevent Ludwig’s forces 60, his hair had gone stock white. His eyes are brown. Though he
receives quite a nice salary from his ministerial post, he always
(continued on page 64) dresses in rough robes and tunics of Traladaran make – a constant

62
reminder to the king of Yarol’s origins and of the Lucius Hyraksos with her stunning victories against
problems the Traladarans continue to face. nonhuman hordes in the Altan Tepes, and was on his
Using Yarol: It is widely known that Yarol is the “short list” presented to King Stefan of replacements
man to see if a Traladaran has an honest grievanc e when he retired. Sulanov was unaware she was con-
against an official; if the characters have this prob- sidered for the position and thought that several su-
lem, they’ll know to seek Yarol out. Should the char- periors would make better choices.
acters become mixed up in an adventure of interest Sulanov counseled King Stefan to avoid sending
to Yarol (such as one involving foreign governments, units to rescue Ludwig von Hendriks from the hin at-
objects of great power, etc.), he will interview them. tack on Fort Doom, but instead to position the
Should they impress him with their manner and atti- Karameikan forces in Luln, preventing any further
tude, he may wish to hire them or persuade them to halfling drives into the nation and reminding them
undertake important mis- that they promised to re-
sions for the ministry, treat after dethroning the
such as delivering deli- Black Eagle.
cate messages overseas. Personality: Zandra Su-
Combat: Yarol is an old lanov is a driven young
man, but he’s still capa- woman, aware of her
ble of handling himself in youth on the council and
combat. He is often ac- afraid that her abilities
com p a nie d by gua rds will not prove up to the
when on official business task of protecting the na-
(3rd-level warriors with tion. She is gaining confi-
chain mail and long dence in her role but does
swords). not take criticism well.
She expects to give orders
Zogrev Yarol (9th-level and have them carried
fighter): THAC0 12; #AT out without question.
1; Dmg 1d3 (knife); AC Zandra was brought up
10; hp 46; MV 12; ML 16; in the Traladaran faith,
AL LG. but considers herself a
Str 10, Dex 11, Con 12, Int warrior in the name of
15, Wis 13, Cha 10. goodness and law, re-
Languages: Thyatian, gardless of the nature of
Traladaran. that worship.
Proficiencies: Ancient What She Says: “If we
history, etiquette, local aid evil, do we not risk
history. becoming evil our-
selves?” (Advice to the
General Zandra king on the morning of
the hin invasion of the
Sulanov: Black Eagle).
Minister of War What Other Say: “She is
bright, intelligent, oh-so-
Sulanov, in her late 20s, young, and has to fill ex-
is the youngest of the tremely large shoes. I for
ministers, and has lived one feel sympathy for
her entire life under the her” (Prince Hyraksos,
rule of King Stefan. She is son of the former minis-
part of what His Majesty ter of war).
refers to as the “New With the fall of Fort Doom, most of the symbols of the Appearance: Zandra is a
Karameikans,” the gen- Black Eagle Baron’s tyranny were destroyed by the rebel- young intense woman
eration that owes its loy- with sharp Thyatian fea-
ling humans and invading halflings. This piece survived
alty to their new nation tures and dark brown
as opposed to their ethnic
but did not go unscathed as a target of halfling creative hair, pulled back in a se-
heritage. talents. vere bun or ponytail. She
Sulanov is of mixed her- is short (5’ 6” tall) and
itage, her mother of the muscular, and she has
Vorloi clan and her father a successful warrior who broken a half-dozen hearts among the young nobles
fought briefly with the Marilenev Rebellion. After (and a half dozen legs among those who have trifled
the rebellion was crushed, Arkan Sulanov pledged with her).
his allegiance to the then-grand duke and rose Running Zandra: Zandra is similar to her king in
through the ranks to a captaincy before mustering her gruff, forward manner. She differs from him in
out. Baron Philip Vorloi is Zandra’s uncle as well as that she has no doubts about the nature of evil and
a political ally, and she is a good friend of Vorloi’s will not hesitate to see it eradicated – even to the
daughter Marianna, the future baroness. point of withholding help from another Karameikan
Sulanov joined the armed forces after her own who is evil, such as the Black Eagle Baron. She sees
shearing and proved a spectacular warrior and bril- things in black and white, lacking any middle ground.
liant tactician. She caught the attention of Admiral For player characters this means that there will be no

63
(continued from page 63) middle ground as well; good characters will be trusted, neutral
ones distrusted, and evil characters worked against. Though she is
from retreating deeper into the a paladin, Zandra believes there is nothing wrong in lying, deceiv-
Karameikan heartland, to aid ing, or ambushing evil; in her words, “Good does not mean stu-
refugees, and to prevent further pid.”
hin incursions if the halflings got Zandra has also made a number of enemies in her dramatic rise,
too enthusiastic. Ludwig’s atten- particularly among older and ambitious military men, conserva-
tion was on this army, and as a tive Thyatians, and old-line Traladarans. Her straightforward na-
result he was totally surprised ture (often to the point of rudeness) has cost her a number of po-
when the hin poured in from the tential allies, including Devon Hyraksos, prince-consort and son
west. of the late Lucius. In turn, Zandra trusts those who have earned
The surrounding countryside, her trust, and is a solid (if sometimes cold) ally.
alerted by agents such as Combat: Zandra’s hands-on attitude extends to warfare as well;
Yolanda of Luln, rose in rebel- she believes that a leader should be at the front of the charge, and
lion and joined the invading hin. bridles at situations where she must remain in a planning situa-
The baron’s nonhuman armies tion. She is comfortable in her armor and often wears it in the
were either destroyed or fled court. Only the most important of social situations merits chang-
into the hills, forests, and swamp ing into a simple, elegant gown, and in such situations Zandra is
surrounding the barony. Fort visibly ill at ease.
Doom was besieged. Bargle the
Infamous took this opportunity Zandra Sulanov (8th-level paladin): THAC0 13; #AT 3/2; Dmg
to tender his resignation, earn- 1d8+5, +10 vs. chaotic evil creatures ( long sword +5 holy aven-
ing Ludwig’s eternal hatred. ger ); AC 1 (at war: plate mail +2 ); hp 60; MV 12; ML fearless (19);
The Black Eagle Baron was AL LG.
captured by the hin and tried for Str 15, Dex 11, Con 12, Int 14, Wis 15, Cha 17.
genocide in the Five Shires. He Languages: Thyatian, Traladaran.
was found guilty but managed to Proficiencies: Blind-fighting, hunting, mountaineering, survival.
escape, and is believed to be liv- Equipment: Plate mail +2 , sword +5 holy avenger (called Ogre-
ing among the nonhuman tribes bane; the sword is an heirloom of the Sulanov family and has the
of the Broken Lands north of family crest on the hilt).
Darokin. Note: Zandra has not summoned her war horse, as paladins are
The Black Eagle Barony and permitted to do. She will do so only on the eve of a great cam-
Fort Doom still bear their paign, such as war with Thyatis or the Broken Lands.
names, though attempts have
been made to restore the original Lord Bartran Cordelius: Minister of Trade
name of Halag. King Stefan as-
signed a new baron to rule the A Thyatian follower of Stefan’s, Cordelius became Stefan’s imme-
region, who later resigned when diate subordinate in charge of overseeing trade and trade taxes.
the barony proved ungovernable. Personality: Cordelius is a grave, humorless bureaucrat. He is
The land is currently under the loyal to Stefan and does his job well, but is not a barrel of laughs
custodianship of a castellan, in a social setting.
Milo Korrigan, until a permanent What He Says: “I fail to see the amusement in a shortfall in our
ruler is assigned. present budget” (a common statement; Bartran also fails to see
the amusement in excessive taxation, excessive spending, heroi c
vandalism, and seventeen other subjects).
What Others Say: “All the grace and charm of a mathematical ta-
ble” (Queen Olivia).
Appearance: Cordelius is short and round (5’ 8” tall), weighs 230
pounds, and is about 55 years of age with graying hair (clean
shaven) and brown, serious eyes. He dresses in plain blue robes
decorated with the badge of his ministry.
Using Bartran: The characters are not likely to deal with Corde-
lius until they’re fairly well known. If they gain a reputation as de-
pendable adventurers, he may wish to hire them to perform mis-
sions of trade such as protecting envoys to foreign trade capitals,
testing new shipyard designs of trade vessels, etc.
Combat: Bartran is a normal human, without the benefit of mili-
tary training, swordsmanship, or magical ability. Therefore, his
approach to combat is to be where the battle is not, to surrender
when confronted, and to live to see another day. He has been cap-
tured and ransomed twice in the past. In both cases the ransom
was paid, and once Bartran was returned, his kidnappers were
hunted down, tried, and executed. In potentially hazardous situa-
tions, Bartran travels with a quartet of bodyguards (3rd-level war-
riors with chain mail and long swords).

64
Bartran Cordelius (0-level human of the gentry): ed presentation of the paladin ability to detect evil).
THAC0 20; #AT 1; Dmg 1d3 (knife); AC 10; hp 6; What He Says: “And your purpose is?” (a commo n
MV 12; ML average (8); AL N. response).
Str 9, Dex 9, Con 9, Int 13, Wis 13, Cha 10. What Others Say: “Twitchy as a medusa in a house
Languages: Minrothad patois, Thyatian. of mirrors” (Gunter Schonberg, ambassador of Ier-
Proficiencies: Appraising, etiquette, local history. endi).
Appearance: Tisza is about 40, built like a fighter
Lord Valdo Tisza: (5’ 11” tall and 180 pounds), with black hair, mus-
tache, and beard; brown eyes; and aristocratic fea-
Minister of Finance tures. He wears expensive robes of state.
Valdo is a Traladaran commoner who for years was Using Tisza: Tisza keeps records of taxation and
Minister Yarol’s right- hand man. When the old Min- manages the royal treasury. If the characters are
ister of Finance retired, Yarol recommended Valdo hired by someone in government for an official duty,
for the post on the strength of the man’s ministry it is Tisza who pays them. He could provide for a
experience, talent, and lack of ties to the powerful complex and interesting adventure if Minister Yarol
Traladaran merchant families (which might pose a hires the PCs to find out who is leaking important se-
conflict of interest). crets to Mirros families.
Personality: Tisza shares Minister Yarol’s desires Combat: As a normal human, Tisza seeks to keep a
to strengthen the voice of Traladarans in Karamei- good distance between himself and the combat, usu-
kan government. Unlike Yarol, though, he is prone ally by fleeing and screaming at the top of his lungs.
to plot against the king. He does this by passing sen- In public, he is always accompanied by a pair of loyal
sitive information about the government’s current bodyguards (5th-level fighters with chain mail and
activities to Traladaran families, who use the infor- long swords), whom he pays for (loudly and publicly)
mation to increase Traladaran power and influence. out of his own purse.
His intent is good, but his treason will someday
blow up in his face. As a result he is an extremely Valdo Tisza (0-level human of the gentry): THAC0
nervous, anxious man, with a tendency to jump at 20; #AT 1; Dmg 1d4 (dagger); AC 10; hp 6; MV 12;
the slightest noise and view any request for informa- ML unsteady (6); AL N.
tion regarding his bookkeeping with great suspicion. Str 12, Dex 11, Con 9, Int 17, Wis 10, Cha 14.
In particular he distrusts General Sulanov, for he Languages: Elvish (Callarii dialect), Thyatian, Trala-
has heard that she has the ability to look into a daran.
man’s soul and determine his honesty (a misreport- Proficiencies: Etiquette, local history, riding (land-
based).

Pictured above are the five ministers of Karameikos who Valdo Tisza; General Zandra Sulanov, Minister of War; and
control a majority of the kingdom’s affairs in the name of the mage Terari, who is Minister of Magic and Master of the
Stefan. Left to right are: Minister of Trade Bartran Cordelius Karameikan School of Magecraft, a college located in
(seated); Minister of State Zogrev Yarol; Minister of Finance Krakatos, not far from Mirros.

65
wishing to learn a spell. Such individuals find Terari
Terari: Minister of Magic and willing to aid, provided the adventurer brings back
Master of the Karameikan School some spell component the older mage needs in his
research – the greater the favor, the more dangerous
of Magecraft the mission. One favorite is to send the adventurers
A cheerful enigma in the Karameikan court, Terari out to retrieve a lock of Ambassador Osteric’s hair,
was a powerful wandering wizard who in A.C. 1010 which usually earns the individual the eternal hatred
accepted a permanent position as master of the of the Thyatian ambassador.
Karameikan School of Magecraft. His appointment Combat: Terari is extremely powerful, and the DM
was viewed positively all around, and it avoided hurt should assume that his spellbook is the complete list-
feelings and bruised egos among the rival Karamei- ing of spells in the Player’s Handbook , with whatever
kan mages. Since then, Terari has proved an excel- additional spells the DM chooses to add. With such
lent choice. He has allowed subordinate mages to powerful spells available to him, Terari chooses the
continue their practice, created a solid curriculum, subtle approach, but always keeps a lightning bolt
and not interfered with local laws regarding magic. and a succor spell available in case things get diffi-
Further, he has not upset the apple cart in court, cult. Terari has a hideaway deep in the Altan Tepes
and has not sought out his own power base at the Mountains, where he will flee if need be.
expense of others. The other ministers consider him
a well-meaning if powerful amateur who is willing to Terari (20th-level mage): THAC0 14; #AT 1; Dmg
let them do their jobs. 1d6+5 ( quarter staff +5 ); AC 7; hp 50; MV 12; ML
In fact, Terari is a fictional persona invented by elite (13); AL NG.
the wizard Tylion, who was at one time the emperor Str 13, Dex 10, Con 15, Int 18, Wis 12, Cha 15.
of Alphatia before passing the crown to his daughter Languages: Alphatian, elvish (Callarii dialect), Thy-
Eriadna. This island empire once lay east of Thyatis. atian, Traladaran, several monster languages, and
During the War of the Immortals, Alphatia was ap- just about any other language the DM chooses.
parently sunk beneath the waves (it was actually re- Proficiencies: Ancient history (all), artistic ability
located by the gods to a far-distant land). Tylion was (art, poetry, acting), astrology, direction sense, eti-
not present at the time, and without a people or re- quette, heraldry, Herbalism, local history(Alphatia),
lations (except for a surviving descendent Zandor, reading/writing, religion, riding (land-based and air-
whom he hates), he created the Terari persona and borne), spellcraft, swimming, weather sense.
took to wa nd erin g, eve nt ually settli ng in Spellbook: Every wizard spell in the Player’s Hand-
Karameikos. book . Terari will choose his spells according to the
Personality: Terari appears to all as a kindly, pow- anticipated situation, and he will not hesitate to use
erful, sarcastic wizard who uses humor as a tool to powerful spells against his attackers.
teach as opposed to punish. He does not suffer fools
lightly, but at the same time does not go out of his
way to offend others. The sole exception to this is
The Clergy
Ambassador Osteric of Thyatis, representative of the The churches of Karameikos are described in Chapter
Thyatian Empire, which was the long-time foe of his III: Society, but their leaders are listed here. They
own empire. Terari is friendly toward, and appears are of most use to clerical player characters who want
to honestly like, the Thyatians and Traladarans liv- to know who the masters of their particular churches
ing in Karameikos. are. Note that, in the M YSTARA campaign setting, a
What He Says: “These Karameikan students show cleric does not have to sign on to one particular faith
promise, but there are days I swear that it would be for all time. Indeed, the founders of the Church of
easier to teach cats to sing!” Karameikos all followed other teachings earlier in
What Others Say: “Everyone else seems taken with their lives, but then founded the church without suf-
this mystery mage, but I for one smell something fering any repercussions from their previous faiths. A
foul about him” (Osteric of Thyatis – Terari’s re- priest may follow a specific ethos (goodness, chaos,
sponse to this was reported to be, “Well, if anyone in etc.) or venerate a particular Immortal. The power of
the kingdom is an expert on stench, it would be Os- the various faiths is more temporal in this world, and
teric!”). the leaders of the faiths in Karameikos find and exer-
Appearance: Terari appears as a lanky, tall man cise some of their greatest powers in affairs of state.
with copper-colored skin, identifying him as having The Church of Karameikos is headed by the Patri-
some Alphatian blood in his veins. His hair has arch of Mirros, Lord Olliver Jowett, who is aided by
turned to gray and is worn with a cropped mustache his assistant Magdel and supported by the patriarch
and beard. His eyes are brown, the same color as the of Threshold, Baron Sherlane Halaran (listed in the
simple robes he wears, marked only by the symbol of local rulers section). His main opposition is within
his office. the church, in a conservative Thyatian faction led by
Terari’s true form as Tylion is shorter. His beard Alfric Oderbry, who is in turn supported by Lord
and hair are longer and are a golden brown that Desmond Kelvin II of Kelvin (also listed among the
matches his eyes. Portraits of Tylion show him wear- local rulers).
ing purple or golden robes made of spider’s silk. The Church of Traladara is led by Patriarch Alek-
Using Terari: Terari is the most powerful wizard in syev Nikelnevich (Father Niki). His opposition, a for-
Karameikos, and a serious student of magic will mer follower named Sergyev, has split the flock en-
eventually cross his path, usually seeking a favor or tirely, forming the Cult of Halav.

66
The Church of Karameikos is led by the venerable Patriarch erates, offsetting the Thyatian support of the less tolerant
of Mirros, Olliver Jowett (seated center), who is aptly aided Alfric Oderbry (right). Oderbry enjoys the support of Lord
by his assistant Magdel (left). Jowett and Magdel are mod- Desmond Kelvin II (not pictured).

67
The Order of the Lord Olliver Jowett: Patriarch of the
Griffon Church of Karameikos in Mirros and
The Order of the Griffon func- Master of the Order of the Griffon
tions as a military order serving
Olliver Jowett was a prominent Thyatian cleric who 40 years ago
the Church of Karameikos.
decided to follow then- Duke-Stefan to Karameikos and spread the
Priests and fighters may join.
good word of his faith in the new realm. Instead of remaining part
The members of the order con-
of any one Thyatian faith, Jowett and several clerical companions
sider themselves in very prestig-
from a number of faiths chose to form a new church based on thei r
ious company. Its members con-
own interpretations of religious philosophies and the needs of the
stantly adventure, going on
peoples of Karameikos. Thus was born the Church of Karameikos.
quests to help the church, the
Jowett has remained at the helm ever since, and he has guided
nation, and the common man. It
the church well. He is the last of the original founders of the
is a great honor to be a member
Church of Karameikos and is now old and infirm, but a fire of
of the Order of the Griffon, so
goodness and faith still burns strongly within him.
each year many young men and
women attempt to gain member-
Personality: Jowett is a gentle, good-natured man. He’s no
zealot; he preaches the doctrine of his church as the compelling
ship.
philosophy it is, not as the “one true way” that many clerics be-
The applicants appear before
lieve it to be. As Patriarch of Mirros, he is head of the Church of
Lord Olliver Jowett, Patriarch of
Karameikos and the titular head of the Order of the Griffon, and
Mirros, and declare their intent
he takes his responsibilities seriously. He uses his considerable
to join the ranks. The patriarch
political might only occasionally (when new decrees by the king
assigns the applicants to various
might hamper the efforts of the church, for instance). He works
existing members of the order
hard to contain the missionary fervor of Alfric Oderbry, his chief
who test fighting abilities in
opponent within the church. When not working on church mat-
sparring matches, question the
ters, Jowett enjoys collecting, reading, and writing poetry.
degree of faith in church doc-
trine, and evaluate character.
What He Says: “There are many paths to Immortal reward, but
only one without stumble or misstep, and that is the Church of
Applicants who meet all the cri-
Karameikos.”
teria for membership are invited
to join the order.
What Others Say: “My most pleasant opponent…” (common
greeting by Aleksyev Nikelnevich of the Church of Traladara).
To become a member of the Or-
Appearance: Jowett is in his mid-80s. He is mostly bald and
keeps himself clean shaven. He wears the lavish robes of his posi-
der of the Griffon, a character
tion without appearing pretentious.
must:
◊ Meet a set of standards meas-
Using Jowett: Jowett is the archetypical kindly, powerful priest,
willing to help others as his duties to the church permit. He is one
uring skills in combat (that is,
of the most powerful clerics in the nation, capable of great and
the character must be at least
powerful spells. He is old, however, and not as active as he once
5th level as a fighter or a priest);
was. Player characters even of high levels often find themselves
◊ Be a devout follower of the
dealing with his assistant, Magdel, as opposed to the patriarch
Church of Karameikos; and
himself.
◊ Swear a holy oath to uphold
Jowett is the cork in the bottleneck of a major church schism.
the responsibilities of a member
Should he become ill or die, an internal war will wage within the
of the order.
church, led by Patriarch Sherlane of Threshold (a friend and fol-
lower of Jowett) on one side and Alfric Oderbry on the other.
Once a member of the Order of
the Griffon, a character must:
Combat: Jowett is still a capable combatant, but extremely aged
and infirm, such that a special rule should be come into play whe n
◊ Tithe 25% of annual income to
using him. Whenever involved in direct combat (not spellcasting,
the Church of Karameikos;
but hand-to-hand melee), make a system shock roll based on
◊ Obey the dictates of the
Jowett’s Constitution, at the close of the engagement. If he fails
church regarding action, purifi-
that roll, the exertion from battle proves to be too much and
cation, and superstition;
Jowett dies. As DM, stress the delicate nature of Lord Jowett’s old
◊ Accept missions and duties
bones and his shallow breath, and have him talk softly and slowly.
assigned by the church or by su-
If the PCs put Jowett in the direct line of fire following such a
periors within the order. Such
presentation, they have no one to blame but themselves.
missions often involve adven-
tures or military actions in the
Olliver Jowett (17th-level cleric): THAC0 10; #AT 1; Dmg 1d6+3
interest of the church or nation.
( mace +3 ); AC 10 (no longer wears armor); hp 56; MV 12; ML fa-
natic (17); AL LG.
(continued on page 69) Str 13, Dex 10, Con 9, Int 16, Wis 18, Cha 15.
Languages: Elvish (obscure Thyatian dialect), Thyatian, Tralada-
ran.
Proficiencies: Ancient history, artistic ability (poetry), local his-
tory (Thyatian and Karameikan), religion, riding (land-based).

68
Favored spells: (continued from page 68)
1st level – Bless (x2), cure light wounds (x2), detect evil, detect
magic, protection from evil, remove fear . As benefits to a member of the
2nd level – Enthrall, hold person, know alignment (x2), resist Order of the Griffon, a character:
fire/resist cold, silence 15’ radius (x2), slow poison, withdraw . ◊ Can claim shelter from any
3rd level – Continual light, cure blindness or deafness, cure dis- Churc h of Karameikos (most
ease, dispel magic (x2), locate object, remove curse, speak with clerics offer shelter to other cler-
dead . ics or the needy anyway, but the
4th level – Cure serious wounds (x2), detect lie (x2), neutralize member has the right to demand
poison, protection from evil 10’ radius, spell immunity . it of a cleric not so inclined);
5th level – Commune, cure critical wounds, dispel evil, raise ◊ Has the companionship of
dead, true seeing . other members of the order who
6th level – Aerial servant, blade barrier, heal . are likely to become friends, of-
7th level – Resurrection, restoration . fer aid when needed, etc.;
◊ Receives the respect due to
Magdel: Assistant to the Patriarch of Mirros someone of knight status, be-
cause of the good and wide-
With his advancing years, Patriarch Olliver decided that he was spread reputation of the order,
getting too old to do all the running about that his office de- regardless of true rank in soci-
manded. He recruited a bright, dedicated young cleric to be his ety. The member is therefore of-
personal assistant – to run his confidential errands, deliver im- ten invited to dine with nobles,
portant messages, etc. He chose Magdel, a young woman of mixed share exploits with them, stay
heritage, born to a Thyatian father and Traladaran mother (one of the night as guests, etc.
King Stefan’s “New Karameikans”).
Personality: Magdel is a dedicated young priestess and a fol- All members of the Order of the
lower of Olliver Jowett’s practices of philosophy and tolerance. Griffon wear a badge proclaim-
She bears a fierce dislike of Patriarch Alfric and his followers. She ing membership. It can be worn
is very emotional, with a black-and-white outlook – for example, on the shoulder, or perhaps as a
Jowett is right and Oderbry is wrong . clasp on a cloak or belt.
Magdel, though an accomplished cleric, is not confident. She be- In the past few years, the
comes flustered and insecure when her abilities are evaluated or younger and more boisterous
discussed. When carrying out a mission for Jowett, however, she members of the Order of the
is completely engrossed in her duties and her confidence is high. Griffon have declared that they
What She Says: “I will have to check on that, but I don’t think it should have griffons as mounts.
will cause a problem” (common response to normal requests in Younger members compete av-
the temple). idly among themselves to attain
What Others Say: “Jowett’s pet mouse – “ (attributed to Oder- this unofficial goal. A character
bry). who wishes to become a true
Appearance: Magdel is tall and slender, with long, curly black griffon rider must acquire the
hair and black eyes. She dresses in the robes of a church novice. riding (airborne) proficiency.
Using Magdel: When Olliver Jowett is interested in something, Note that the church fathers do
it is Magdel who investigates it for him; when Jowett needs to not officially approve of these
hire someone for a mission, it is Magdel who makes the arrange- actions as being within church
ments. She is Olliver’s eyes and ears, and the PCs are likely to dogma, but they do not disap-
meet her whenever they have an encounter with the Church of prove, either.
Karameikos in Mirros. Those in the order may resign
Combat Notes: Magdel eschews armor, though she is trained in membership at any time. The or-
fighting. She believes that a visible display of force often leads to der asks the members to turn in
the very conflict that one is trying to avoid. If pressed, however, their badges and forfeit all other
she can hold her own in combat. benefits as members.

Magdel (8th-level cleric): THAC0 16; #AT 1; Dmg 1d6 (mace); AC


10; hp 48; MV 12; ML fanatic (18); AL LG.
Str 9, Dex 13, Con 12, Int 14, Wis 18, Cha 14.
Languages: Thyatian, Traladaran.
Proficiencies: Local history (Karameikos), religion, riding (land-
based).
Favored spells:
1st level – Bless, cure light wounds (x3), sanctuary .
2nd level – Aid, augury, hold person, silence 15’ radius (x2),
spiritual hammer .
3rd level – Create food & water, cure disease, dispel magic, re-
move curse .
4th level – Abjure, cure serious wounds, detect lie .

69
A DM who wishes to avoid such conflict can simply
Alfric Oderbry: Opposition Leader keep Jowett alive for many years; though ancient
of the Church of Karameikos now, he has enough steel in him to keep going for an-
other decade.
Alfric Oderbry’s parents, landless Thyatian nobles, Alternately, more reasonable player characters may
followed then-Duke Stefan to Karameikos when Al- find themselves on Oderbry’s bad side, and find their
fric was only 10. His father worked in a minor min- actions condemned in the priest’s weekly homily (not
isterial post until his death. Alfric never understood by name, of course, but easily identifiable by descrip-
why someone like his father must work in a minor tion). Oderbry is a good potential opponent for
post while Traladaran families like the Torenescus priests of medium and high levels, and PCs of
held great wealth and power – shouldn’t King Stefan Traladaran and mixed heritage should become very
crush the Traladarans and spread their wealth out concerned if he ever attains his goal.
among his Thyatian followers? When in his teens, Combat: Oderbry sees himself as the model of the
the badly disturbed Oderbry turned to the Church of martial priest: effective, righteous, and ready to
Karameikos for solace, and there a bitter old move into combat. He preaches and moves about his
Thyatian cleric (now long dead) helped him form his work in the capital dressed in his enchanted armor,
opinions on the matter. and those who seek immediate priestly aid (such as
Yes, Alfric was taught, King Stefan should crush turning the odd undead found in someone’s base-
the wealthy Traladarans and teach them to be good ment) often seek him out rather than the slower and
(Thyatian) Karameikans, but he was too weak to more methodical Magdel.
take this bold move. Patriarch Olliver, head of the Oderbry is no fool in combat, and if overmatched or
church (“that old coward”) was also too feeble to do surprised, he uses word of recall to send himself back
the job. Perhaps a true leader would eventually rise to his quarters in the Church of Karameikos’s main
in the church… cathedral in Mirros
As the old cleric had connived, Alfric saw himself
as that leader. He entered the church and, pretend- Alfric Oderbry (13th-level cleric): THAC0 14; #AT 1;
ing to be a peaceable man, rose quietly through the Dmg 1d6 ( mace +1 ); AC 3 ( chain mail +2 ); hp 48; MV
ranks. His fervor drove him all the way up to the 12; ML fanatic (17); AL LN.
rank of patriarch within the church, one of two con- Str 14, Dex 13, Con 15, Int 10, Wis 17, Cha 18.
tenders for the post of Patriarch of Mirros when Languages: Thyatian.
Jowett steps down (Sherlane of Threshold is the Proficiencies: Local history (Karameikos), religion,
other). Now he waits for Jowett’s ultimate retire- riding (land-based).
ment or death. In a position of authority, he has let Favored spells:
his mask slip on a number of occasions, so Jowett 1st level – Bless, command, detect evil, detect magic,
(and most of the nation) knows what he intends. light (x2), remove fear (x2) .
Personality: Oderbry is a fanatic. All he thinks 2nd level – Hold person (x2), know alignment (x2),
about is using the church to bring about an ideal silence 15’ radius, slow poison, snake charm, spiri-
Karameikan state, where all citizens are members of tual hammer .
his church, speak Thyatian, and think exactly as he 3rd level – Animate dead, continual light, dispel
thinks. Once Jowett steps down or dies, Oderbry magic, locate object, negative plane protection, re-
plans to use the considerable resources of the move paralysis, speak with the dead .
church to pressure King Stefan into declaring the 4th level – Cloak of bravery, cure serious wounds,
rival Church of Traladara illegal, and to use the divination, protection from evil 10’ radius .
fighting Order of the Griffon to lay waste to his ene- 5th level – Quest, raise dead .
mies in that church. 6th level – Speak with monsters, word of recall .
What He Says: “Every true Karameikan is Thy-
atian, by blood or belief. Those who are not are little
more than vipers clutched to the bosom of state.”
Aleksyev Nikelnevich: Patriarch
What Others Say: “Oderbry is one of the reasons I of the Church of Traladara in Mirros
rise at dawn. If I sleep any later, he’ll have me bur-
ied” (Patriarch Jowett). Patriarch Aleksyev is a 56-year-old Traladaran cleric.
Appearance: Oderbry is in his mid-50s, a short, His parents were also clerics in the Church of Tra-
burly man in excellent health. He has brown hair ladara in Mirros. He watched them, participants in
and eyes, and he wears a close-cropped beard and the Marilenev Rebellion, perish when it was sup-
mustache. His eyes are bright with fanatic purpose. pressed. Initially embittered by these events, he
He has a marvelous, rich, resounding voice with threw himself into his clerical studies in the hopes of
which he captivates the faithful. He wears dark, becoming a mighty wielder of clerical magic and driv-
luxurious robes and carries the scepter of his offic e ing the invaders from Traladaran shores.
at all times. By the time he had become patriarch of his church
Using Oderbry: Oderbry is a powder keg (or plot in Mirros, though, his clerical studies, growing emo-
device) waiting to go off. When Jowett does step tional maturity, and surprisingly cordial relations
down or die, there will be a major war within the with Olliver Jowett had wrought a change in him: he
church as the two factions – Jowett’s (under Patri- gradually became dedicated to the idea of Traladara
arch Sherlane) and Oderbry’s – try to take control. regaining its Golden Age through peaceable means
This is an event worth several adventures and is the and directed faith. He feels there is room within
closest thing to civil war within Karameikos. Karameikos for both the Traladaran and

70
“interloper” (his word for the Church of Kara- detect magic, protection from evil .
meikos) faiths. 2nd level – Augury, hold person (x2), slow poison,
Personality: Aleksyev is a complicated man. snake charm, speak with animal .
Though he is a formidable warrior-cleric, he is dedi- 3rd level – Cure blindness or deafness, cure disease,
cated to bringing his ideals to reality through peace- dispel magic, remove curse .
ful means wherever possible. He’s determined that 4th level – Cure serious wounds (x3), neutralize poi-
Traladaran blood rule over Traladara again, but he son .
thinks this should be done by peaceable assimilation 5th level – Commune, raise dead .
of the Thyatian population into the Traladaran.
Aleksyev still feels sad and bitter toward the king Sergyev: Patriarch of the
for the death of his parents, but he doesn’t conspire
against the man or use his political sway to damage Cult of Halav
the royal family. He is actually rather fond of Olliver Sergyev was once a devout member of the Church of
Jowett and Magdel, but knows he has a true enemy Traladara, likely to become right-hand man to Patri-
in Patriarch Alfric. arch Aleksyev. But Sergyev had a visitation one
Aleksyev works within the governmental system night: a vision of the Immortal Halav appearing be-
and King Stefan summons both him and Jowett to fore him to say that he (Halav) had been reincar-
councils involving religious matters. In the royal nated in the form of then-Duke Stefan Karameikos.
family, Aleksyev is known as “Father Niki,” an affec- Sergyev brought this matter to the attention of Alek-
tation from when Princess Adriana was a child and syev, who suggested that it was either a bad dream or
had trouble pronouncing the Patriarch’s name. a hallucination inspired by a malicious user of magic.
What He Says: “The king is a good man, and his Insulted and inspired, Sergyev abandoned the
children are good people, and I trust them to treat church, taking with him his own little band of follow-
the Traladaran people well. But there are those who ers, and set up his own church, called the Cult of Ha-
are less well intentioned, and against them I must lav (officially calling itself the Church of Halav Incar-
keep the faith strong, in fear that they may someday nate).
gain the upper hand” (to Patriarch Jowett). Personality: Regardless of whether Sergyev’s vision
What Others Say: “The man is a remnant of the is correct, the man’s sanity has been rocked by his
past, when his people lived in rude hovels. He supposed visitation. He mutters to himself when no
should be put in a museum somewhere” (Baron Des- one is about and he is convinced that he is constantly
mond Kelvin, lord of Kelvin). watched by spies from the other churches, so he con-
Appearance: Aleksyev is of medium height and stantly looks over his shoulders and under furniture.
muscular build. His hair, beard, and mustache – He is dedicated to the proposition that Stefan
close-trimmed and neat – are jet-black, as are his Karameikos is King Halav come again into the world,
eyes. He wears bright Traladaran robes. In times of so he worships the king and royal family. The recent
war he wears full plate mail and carries the war successes of King Stefan in seceding from Thyatis
hammer that belonged to his father. and dealing with his evil cousin von Hendriks are
Using Aleksyev: Aleksyev is a very important figure used as further proof that Karameikos is Halav re-
to Traladaran characters, particularly priests of his turned.
church. While on excellent terms with the official What He Says: “By Halav’s reincarnated hand, I say
head of the Church of Karameikos, Aleksyev is thee nay!” (common interjection in debate).
deeply suspicious of the faction headed by Oderbry What Others Say: “That one is a few stones shy of a
and continually charges his priests to look out for rectory, if you take my meaning” (Baron Kelvin, Lord
plots by the reactionary patriarch. of Kelvin).
Aleksyev also is often found outside Mirros among Appearance: Sergyev is short and dark, with a flow-
the small churches and shrines of the faith, dealing ing mustache and beard and a balding head. He
directly with his flock. Player characters, regardless dresses in dark subdued robes, goes barefoot, and
of faith, may find Father Niki as an ally and a poten- carries a staff.
tial patron in Karameikos. Using Sergyev: Sergyev and his followers are ex-
Combat: Like his bitter rival Oderbry, Aleksyev is a tremely off the wall, offering an opportunity for a fun
man of action, though he concentrates on getting the encounter. Sergyev mi ght pop out at the characters
job done and protecting his people as opposed to from an alley, challenging their religious beliefs, or
making object lessons and promoting his own self- he and his followers might swarm around a party of
worth. When abroad in the rural areas, he is usually characters, trying to convert them to their philoso-
in armor, but he changes into hiis robes for official phy. This should happen, of course, at an inconven-
functions. ient time, such as a romantic interlude or when the
characters are pursuing someone. He and his follow-
Aleksyev Nikelnevich (10th-level cleric): THAC0 14; ers are fervent, but (mostly) harmless unless physi-
#AT 1; Dmg 1d6+3 ( war hammer +2 , Strength bo- cally assaulted. The DM should play Sergyev with full
nus); AC 10 (at church affairs) or 2 (at war: plate fundamental force and a wide-eyed enthusiasm. Ser-
mail and shield); hp 45; MV 12; ML fanatic (18); AL gyev is not evil, but is not all there, either.
LG. Combat: Sergyev doesn’t believe in striking the first
Str 17, Dex 10, Con 13, Int 13, Wis 18, Cha 15. blow but doesn’t hesitate to strike the second. He is
Languages: Thyatian, Traladaran. aided by a small mob of followers (statistics as for
Proficiencies: Ancient history (Karameikos), local “Human, Peasant” in the Monstrous Manual ), who
history (Karameikos), religion, riding (land-based). gladly put themselves in the path of anyone attacking
Favored spells: their patriarch.
1st level – Bless, cure light wounds (x2), detect evil, Should anything bad (as in fatal) happen to Ser-

71
gyev, he will be made a martyr and proclaimed a true prophet. The
Calling Out the Guard cult will go through a violent spasm as various lesser priests set
The standard guard contingent themselves up as the true heirs of Sergyev, and their followers will
encountered on the streets of multiply. This is one reason that individuals like Oderbry are
Mirros (and elsewhere in the loathe to remove this nuisance – his death can only make things
kingdom) consists of four sol- worse.
diers, sometimes led by a ser-
geant. The soldiers are 1st-level Sergyev (8th-level cleric): THAC0 16; #AT 1; Dmg 1d6 (staff); AC
warriors wearing leather armor 10; hp 34; MV 12; ML steady (12); AL CG.
and armed with broad swords, Str 9, Dex 12, Con 9, Int 10, Wis 13, Cha 16.
daggers, and light crossbows. Languages: Traladaran.
The typical sergeant is a 4th- Proficiencies: Ancient history, local history, religion.
level warrior similarly equipped. Favored spells:
Such units are found at perma- 1st level – Bless, light, protection from evil, remove fear .
nent positions within the city 2nd level – Enthrall, find traps, know alignment .
(such as guard towers) as well as 3rd level – Continual light, cure disease, locate object .
on patrol (more often in the nice 4th level – Animate dead, cure serious wounds .
neighborhoods).
Such a collection of fighters
might be able to handle the com-
Mirros
mon rabble, but how can they Not all the power brokers of Karameikos are in the court, and
keep a 10th-level warrior under some of the more accessible ones operate in its greatest city, Mir-
control? Here’s how: ros. Here, one can find the powerful family clans and the leaders
Force of law: The guard of the thieves’ guilds (sometimes one in the same) as well as gos-
represents the King’s Law, and sips, agents, and tavern-keepers – everything the player character
resisting or hampering them is needs to get the lowdown on the area.
foiling the King’s Law. This can The natives of Mirros range from the easily accessible (Dmitrios
result in being put away for a and Luthier) to the arcane and mysterious (members of the more
short time. Attacking or killing a powerful clan leaders and heads of the thieves’ guilds). Together
guardsman can send one to jail they convey an atmosphere for the largest city of Karameikos, and
for a very long time – and such a they give the DM tools to entertain, enlighten, and frustrate play-
death is not easily forgiven. Re- ers.
mind players of this when their
characters decide to go one-on- Lord Lucas Tormandros:
one with a guard.
The guard has powerful Townmaster of Mirros
friends: Not only the crown the
Appointed by then-Duke Stefan over 15 years ago, Lucas was a
serves, but priests within both
doughty warrior who proved his mettle in combat by rescuing
major faiths, wizards from Kra-
then-Duc hess Olivia during an orc raid on her caravan. Refusing
katos, and ruling families all
immediate reward, Lucas’s legend grew in the capital until he was
want to keep the status quo .
summoned from his native Threshold to Mirros and awarded the
Many of these friends have the
position of Townmaster.
power to get even with those who
Since then, Lucas has performed his tasks with sufficient ability
make trouble, and they have few
to make himself almost invisible. He collects fines, dispatches the
qualms about using that power.
watch, oversees the judiciary, keeps gang activity to a minimum,
The guard has its own sur-
and otherwise keeps the capital under control. He has seen mon-
prises: High-level warriors who
strous invasions, magical incursions, wizard duels, and plots, sur-
come out of retirement, poison-
viving all unscathed. Every few years King Stefan remembers Lu-
ous or paralysis-inducing drugs
cas is really running things in the capital, and gives him a medal
for crossbow bolts, and effective
or commendation – he keeps them in a drawer in his desk.
magical items all can be em-
Personality: Lucas Tormandros is unflappable to the extreme
ployed. In situations where
and maintains a deadpan expression, regardless of the situation.
guardsmen have been assaulted,
He reacts calmly and cannot and will not be rushed.
they will bring in these addi-
What He Says: “Good evening, m’lords, m’ladies. Where did you
tional toys.
find the dead wyvern?” (attributed when the Company of the Few
leveled the Roaring Seawolf Inn after an aerial combat with said
wyvern.
What Others Say: “If he ever had an original thought in his skull,
it would die of loneliness” (Desmond Kelvin of Kelvin).
Appearance: Lucas is middle-aged (46 or so), with a small
paunch, thinning black hair, and tired blue eyes. No one has ever
seen him smile.
Using Lucas: Lucas is intended for comic relief, a character with
which the DM has fun by playing him against the more active and
aggressive player characters. For example, when the PCs charge in
to report a crime, he laboriously fills out a report (he looks for the
form, gets out his quill, finds the ink dry, goes for more ink, read-
justs the blotter, asks for names, and otherwise fumbles around

72
until the player characters lose their patience). He is thieving gang dedicated to accomplishing jobs by
also an excellent witness to the PCs’ latest bit of brain power and wit, performing no murders and
tomfoolery. Always play him deadpan, so the players stealing only from the wealthy. As the years passed,
never know if he is laughing at them inside. the Kingdom of Thieves (as her gang was dubbed)
Despite his methodical and dull nature, Lucas is grew large and experienced.
extremely efficient, and if the players gain his trust At the summit is Alya, who calls herself the “Thief-
(and put up with him), they gain a potent source of King” to throw off pursuers. The rest of her royal
information and aid. Almost every important per- family, the “Thief-Princes and Thief-Princesses,”
sonage in Mirros owes Lucas for something, and he consist of her original friends and recruits, and only
can call in major favors in order to protect his town. they know who she is. None of the other minions of
Finally, if something the Kingdom know that
happens to the lord of Alya is Flameflicker.
Kelvin, Lucas would be Personality: Alya loves
an excellent replacement, m o n ey , comfort, and
if the PCs are unavailable power. She also loves a
or unwilling to take up challenging heist and the
government. Combat: Lu- thrill of the chase.
cas is a capable, compe- Though she’s fond of
ten t warri or w ho is riches and fine goods, her
skilled in hand-to-hand home where she is known
combat and in small-unit as Alya contains only
action. If a threat is too what a Traladaran for-
great to be handled by a tuneteller might earn.
few men under his direct Under another name, in
control, the military units the Hill (the rich part of
based in Mirros are sent town), she has a small
in. walled home where she
keeps her personal goods.
Lucas Tormandros (7th- What He (She) Says:
level fighter): THAC0 14; Flameflicker has no spe-
#AT 3/2; Dmg 1 d4 cific quotes attributed to
(dagger) or 1d8 (sword); him (her). Alya usually
AC 5 (chain mail); hp 52; hucksters her craft with a
MV 12; ML fearless (19); braying, “Crona to find
AL LN. your Fate?”
Str 14, Dex 12, Con 18, What Others Say: “I’ve
Int 13, Wis 17, Cha 14. seen him in person – tall
Languages: Thyatian, as an ogre and wide as a
Traladaran. tavern door. Could bend
Proficiencies: Blind- swords with his bare
fighting, endurance, rid- hands. There’s more to
ing (land-based), sur- this Flameflicker than
vival. just guile” (Emilio the
Great).
Flameflicker: Appearance: Alya/Flame-
flicker is in her mid-30s.
The Thief-King, She is a small, slight Tra-
Master of the ladaran woman about 5’
The Torenescu clan is split into two factions, one sup- tall and weighing 100
Kingdom of porting the more traditional Boris (right) and another pounds, wi th strai ght
black hair and brown
Thieves supporting Aleksander, the rightful heir. This portrait, in
eyes. She is fascinatingly
the Traladaran style, attempts to show unity between the
To the average person in graceful and deft. As Alya
two. she wears the gypsylike
Mirros, Flameflicker is
only a name, that of the garments of the Tralada-
“king of the thieves.” In other words, his face is not ran palm reader, and as Flameflicker she wears con-
known, his deeds are only hinted at, and his crimes cealing garments of black, keeps her hair up, uses
are theoretically without number. But the reality of boots with built-up heels, and wears a black, floppy
the situation is just a bit different… hat. Alya has had to abandon this costume on occa-
In truth, Flameflicker is actually the Thief- Queen . sion for working purposes or to avoid capture.
She is actually Alya, a Traladaran palm-reader and Using Alya/Flameflicker: Flameflicker seldom goes
fortuneteller operating on the Street of Dreams in on jobs anymore, but she plans the more involved
Mirros. heists. A particularly difficult and challenging rob-
Years ago, when she was still in her teens, Alya be- bery could interest her enough to lead the thieving
came convinced that someone could achieve fortune expedition personally.
and power simply by conducting a thieving enter- Alya, in her mysterious Flameflicker personality, is
prise in an intelligent and sane manner (not like the an ideal mentor for thief player characters. Her or-
Veiled Society) – and she was that someone. By re- ganization, the Kingdom of Thieves, is the most de-
cruiting her street-urchin friends, she formed a mocratic and “good” of the three major thieving fac-

73
Clan
Emmet Sandara Minrothaddan
Torenescu Torenescu
=
Bovis Ebonovs

Shella Samuas 2 other George Sarah Alya Geoffric


= = =
Wolf Torenescu siblings Torenescu Ebonov Ebonov the Foolish

Melinda Christoph Boris Pavel Ordana Nichola


= =
Azuros Torenescu Torenescu Torenescu Dracul Torenescu

Aleksander Stephanos
Torenescu Torenescu

Katherine Ivan Dmitrios


= Allaina =
Torenescu Marilenev Prince of Beggars

tors in Mirros – good in the sense that they tend to Flameflicker the Thief-King (14th-level thief):
target the wealthy and the pretentious and help THAC0 14; #AT 1; Dmg 1d8+1 ( sword +1 ); AC 2
those in need. ( leather armor +2 , Dexterity bonus); hp 31; MV 12;
As Alya the palm reader, Flameflicker may interact ML fanatic (17); AL CN.
as part of the supporting cast for the player charac- Str 9, Dex 18, Con 12, Int 18, Wis 10, Cha 16.
ters, an individual whom the player characters Equipment: Leather armor +2 , long sword +1 , ring of
might meet on the street. Alya’s fortunetelling abili- invisibility .
ties are mostly fluff and nonsense, but she’s a font Languages: Elvish (Callarii dialect), Minrothad pat-
of good advice and occasionally street information. ois, Traladaran, Thyatian.
Introduce her by having her offer to read a player Proficiencies: Local history, riding (land-based).
character’s fortune. (The ridges on your palm indi- Thieving Abilities: PP 75%; OL 95%; F/RT 80%; MS
cate you are destined for great riches, but you 90%; HS 85%; DN 65%; CW 60%; RL 75%.
should never forget where you came from.”) Never
let on to your players that Flameflicker and Alya are Aleksander Torenescu:
one and the same; let them figure it out if they need
to. Head of the Torenescu Clan
Combat: As Alya the palm reader, her reactions are Born 36 years ago, Aleksander was raised to be the
as those for any other townsperson confronted with leader of the Torenescu clan. His father Christoph
combat: “Put as much distance as possible between died prematurely about 10 years ago, leaving the
yourself and the problem and hope the guard ar- reins of the family in Aleksander’s unskilled hands.
rives.” The young man stubbornly refused to let hi s uncle
As Flameflicker, Alya takes a more direct hand, Boris take over until he accrued more experience,
willing to protect those who are smaller and weaker. reasoning correctly that Boris would never turn them
Often this means sending her own thieves into the back over to him. Now more experienced, young
fray, sometimes retreating and returning later to ex- Aleksander has a bitter foe within the family in Boris.
act revenge or, very rarely, entering the fray herself. Personality: Aleksander is a stubborn young
In either case, if Alya is endangered she tries to Traladaran man. He’s determined to lead his family
dash out of sight, then use her ring of invisibility to back to the greatness it held before the “Thyatian In-
vanish entirely. vasion” of over a hundred years ago. He is uneasily
Remember that as a high-level thief, Flameflicker aware that he hasn’t the brains to bring this about,
has her own collection of thief followers (her Thief- but he’s equally certain that he will never hand the
Princes and Princesses), along with their followers, power over to his uncle. He is suspicious of Thyatian-
making up the Kingdom of Thieves. The player char- born Karameikans in general and the royal family in
acters may not ever deal with Flameflicker directly, particular.
only with one of her agents.

74
Antonio Dorisimo Clan
=
“The Great” Radu Calihar Radu

Cartha Anton Victoria


=
Radu Radu Artho

Rebeca Zwies Antonito Gloria


= =
Kaison Radu Radu Inexdio

Theodoscius Pieter Emil


Radu Radu Radu

What He Says: “If today’s Traladarans are to suc- Aleksander Torenescu (3rd-level fighter): THAC 0
ceed, it must be on our own terms, not those of an 18; #AT 1; Dmg 1d8 (long sword); AC 10; hp 14; MV
invading ruling class and not those of our grandfa- 12; ML 14; AL N.
ther mired in previous defeats.” Str 12, Dex 12, Con 11, Int 9, Wis 11, Cha 10.
What Other Say: “No sense of history, no sense of Languages: Traladaran.
propriety, and someti mes no sense at all. I fear for Proficiencies: Local history, riding (land-based).
what happens when he fails” (Boris Torenescu).
Appearance: Aleksander is tall, with pale skin, Boris Torenescu:
dark hair (he remains clean shaven), and soulful
brown eyes. When not angry, he looks lost; when Aleksander’s Rival
neither lost nor angry, he’s asleep. The younger sibling of Aleksander’s father Christoph,
Using Aleksander: Aleksander has two enemies: Boris grew up twisted and bitter in his brother’s
his uncle and Thyatians in general. He is aware of shadow. He thought he’d solved his problem when he
the lessons of the Marilenev Rebellion, which nearly gradually and secretly poisoned Christoph to death,
destroyed the power of that once-great family. He is but his brother left behind a document naming Alek-
also aware that Uncle Boris keeps the fires of anti- sander his heir. Boris has tried to claim as much au-
Thyatian feeling burning hot in Torenescu hearts, thority from Aleksander as possible, particularly
and whenever he acquiesces to the Thyatian ruling among the older members of the family, but to gain
class, he strengthens his uncle’s position among the any more he’ll need to break out the poison bottle
“old guard.” As a result, Aleksander often uses again.
younger members of the family to gather informa- Personality: Boris is dark, sullen, and bitter, but is
tion. In particular, Aleksander is interested in good at managing the finances of his family. They
young, loyal adventurers interested in recovering don’t know that he murdered his brother or that he’s
lost Traladaran antiquities (in particular magical set his sights on Aleksander next, and he’s fairly con-
items) and restoring them to the Torenescu family. fident that he has escaped any potential punishment.
Such activities draw the interest of both the What He Says: “Watch your words, child, for others
Thyatian families and Uncle Boris. watch you” (a common Traladaran saying).
Combat: Aleksander’s shearing was cut short by What Others Say: “Boris Torenescu is still alive? I
the illness (and eventual death) of his father, so he thought he and that pup Aleksander would have
is not as well versed in the use of weaponry as he killed each other years ago” (Anton Radu).
might otherwise be. He is painfully aware of this and Appearance: Boris is short and thick-bodied. His
keeps a couple of bravos (4th-level fighters or black hair is cut long and constantly flops before his
thieves) on hand to deal with problems. eyes. He wears a mustache and a sour expression.

75
Using Boris: Boris is set up as a bad guy, a plotter contact the player characters directly, but work
who wants to grab his share of power within the through agents. Like Flameflicker, Radu’s true posi-
family – namely, all of it. Boris’s agents tend to be tion within the Veiled Society is a secret. Unlike the
old, hard-line Traladarans, and if Boris were to suc- other thief, Anton lets it be known he is not without
ceed in supplanting Aleksander, another Marilenev power in this regard, and he leaves it to others to fill
Rebellion would be inevitable (with similar results). in the blanks. Those who cross Radu or foil his plans
Combat: Boris has maintained his fighting ability will likely experience a visit from his thugs.
over the years and portrays himself as a man of ac- Combat: Anton Radu is an old man, but is still spry
tion and decision to those around him. Of course, he and capable of battling with the best of them. Of
would prefer to enter combat with a half-dozen course, he only slays others in self-defense – or at
clansmen behind him. In full-fledged combat he least in some way that can be proved as such.
dresses in black armor (looking like an old stove in
the process). Anton Radu (12th-level thief): THAC0 15; #AT 1;
Dmg 1d8 (long sword); AC 4 (leather armor, ring of
Boris Torenescu (6th-level fighter): THAC0 15; #AT protection +1 , Dexterity bonus); hp 40; MV 12; ML
1; Dmg 1d8 (long sword); AC 10 (normal) or 2 (at champion (15); AL NE.
war: plate and shield); hp 32; MV 12; ML average Str 14, Dex 17, Con 14, Int 16, Wis 11, Cha 15.
(10); AL CE. Languages: Elvish (Callarii dialect), Thyatian, Tra-
Str 13, Dex 12, Con 13, Int 14, Wis 9, Cha 11. ladaran.
Languages: Thyatian, Traladaran. Proficiencies: Appraising, local history, riding (land-
Proficiencies: Local history, riding (land-based). based).
Thieving Abilities: PP 70%; OL 70%; F/RT 55%; MS
Anton Radu: Head of the 65%; HS 60%; DN 65%; CW 60%; RL 90%.

Radu Clan Typical Veiled Society Thug (1st-level fighter):


Anton Radu is the head of the Radu clan and the THAC0 20; #AT 1; Dmg 1d4 (dagger); AC 10; hp 6;
long-time master of the Merchants’ Guild. He is also MV 12; ML unreliable (2); AL CE.
a criminal mastermind born to his profession. For Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
several generations the Traladaran Radu family has
secretly run the Veiled Society, the most powerful Elite Veiled Society Thug (3rd-level fighter): THAC0
criminal organization in Mirros. Anton, heir to the 18; #AT 1; Dmg 1d8+1 (long sword, Strength bonus);
title of family head, was born 73 years ago and AC 7 (studded leather); hp 18; MV 12; ML elite (14);
raised to be strong-willed, merciless leader of both AL CE.
the Radu clan and the Veiled Society that he is to- Str 16, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
day. By careful use of the Veiled Society, he has
gained enough political and monetary power to have Emilio the Great: Thespian
himself elected head of the Merchants’ Guild of
Emilio (full name unknown) is a Darokinian wan-
Karameikos.
derer who for the last 40 years has been trying to
What He Says: “The best thieves leave no give the peoples of the world the enlightenment and
clues” (attributed supposedly in admiration of a
enrichment that only theatrical performance can
brilliant set of robberies that still have not been
bring. In short, he’s an actor and writer of plays, and
solved).
(for the last 15 years) the leader of a theatrical troupe
What Others Say: “Anton is a human? I thought sponsored by Estella Whitehall, the ambassador from
the family dressed up a vulture and adopted
Darokin.
him” (Samuas Torenescu, shortly before he was
Personality: Emilio is a high-strung, creative soul.
“accidentally” killed by a runaway coach).
He’s demanding, irascible, short tempered, creative,
Personality: Anton Radu is the classic intelligent inventive, witty, a monster to be around when he’s in
criminal mastermind who never participates person-
a bad mood and a charmer when he’s feeling friendly.
ally in his crimes, so they cannot be traced back to
His work – and, more importantly, his vision of the
him. His minions inti midate and oppress; rarely do
work – takes priority over all.
they have to kill. Radu is loyal to his family, but if
What He Says: “Cost? Why should you quibble
individual family members endanger the rest of the
about cost? This is art !” (on the eve of his latest
family, they tend to be cut off from his protection –
“masterpiece,” The Sinking of Alphatia ).
cut off or cut down.
What Others Say: “All the grace and impact of a de-
Appearance: Radu is tall and rather skinny, with layed-blast fireball… and almost as much dam-
handsome, confident features, gray hair, and brown
age” (Terari, Master of the Karameikan School of
eyes. He dresses in typical high-class Traladaran
Magecraft, on the same production).
clothing.
Appearance: Emilio is tall and rakish in appear-
Using Radu: While Flameflicker represents the ance. He is 50, but he dyes his hair black and wears a
positive side of Karameikan criminal life (an agent
natty, thin mustache. His eyes are brown. He dresses
of social change like Robin Hood), Radu is the
in high-quality formal clothes (on all occasions ex-
colder, crueler nature of crime. He is a merciless
cept during performances) and carries a silver-
manipulator who’s very careful to leave no sign of
headed can (which has no magical function).
his influence.
Using Emilio: Emilio is a fool and clown, and he
As a result of this caution, Radu will likely never
should be presented to the PCs as such. The DM

76
should pick a favorite ham-actor and use that actor’s Luthier Sforza (5th-level fighter): THAC0 16; #AT 1;
mannerisms in talking to the characters – over- Dmg 1d8+1 (long sword, Strength bonus); AC 10 (in
blown, needlessly projecting, and “act-ting.” the tavern) or AC 4 (in trouble: chain mail, and
You can have fun with Emilio by having the thes- shield); hp 39; MV 12; ML champion (15); AL NG.
pian decide that one of the player characters is ideal Str 17, Dex 10, Con 18, Int 13, Wis 12, Cha 9.
for his play, now in rehearsal. Emilio’s constant pes- Languages: Thyatian, Traladaran.
tering of a character who is trying to pursue more Proficiencies: Blind-fighting, cooking, etiquette, local
pressing goals is an exasperating and entertaining history.
subplot to another adventure. Emilio, with his quick
eyes and wit, is also a member of Queen Olivia’s in- Yolanda of Luln: Entertainer
telligence network, so he would act as a go-between
should she ever want something of the PCs. Yolanda’s parents were residents of the Black Eagle
Combat: Emilio has no combat abilities and tries Barony. When Yolanda was born 32 years ago, they
to negotiate (if the opponents look sentient), flee (if decided they couldn’t raise their child in that horri-
they look slow), or faint and play dead (he is an ble place. Not long after, they attempted to escape,
“act-tor,” after all). but only she, her older sister Sascia, and her mother
survived. Yolanda grew up in the bleak village of
Emilio the Thespian (0-level human of the gentry): Luln, where her mother worked as a seamstress and
THAC0 20; #AT 1; Dmg 1d4 (cane); AC 9 (Dexterity dyer of cloths. The stories told by her mother and the
bonus); hp 6; MV 12; ML unsteady (7); AL N. fearfulness of the people of Luln inspired Yolanda
Str 10, Dex 15, Con 12, Int 18, Wis 11, Cha 15. with a fierce hatred of the Black Eagle, but she was
Languages: Thyatian (Darokinian accent), Tralada- no fighter like Sascia. She was, however, gifted with a
ran. beautiful singing voice and a natural affinity for
Proficiencies: Artistic ability (acting, self-promo- dance, so she trained long and arduously in both
tion, writing), riding (land-based). arts. Eventually she moved to Mirros to find a greater
audience.
Luthier Sforza: Tavernkeeper of Today she is one of Mirros’s favorite entertainers.
She has sung for the royal family, appears regularly
the Black-Heart Lily at the classier inns and taverns (including the Black-
Heart Lily), and has performed with Emilio the Great
For a hundred years the Sforza family has operated
in a number of his plays. Occasionally, when the
the Black-Heart Lily (named after a woman who
mood strikes, she goes with some of her musician
broke the heart of an early Sforza), one of the better
friends to a marketplace and dances for the crowds.
taverns of Mirros. The current operator is Luthier
Personality: Yolanda was for years a woman with a
Sforza, who was raised knowing that he would run
cause: She wanted to help bring about the downfall of
the Lily and who wanted nothing more.
the Black Eagle Barony. Now that the Barony has
Personality: Luthier is ideally suited to his busi- been overthrown, she is dedicated to the arrest and
ness. He enjoys the unending stream of customers
punishment of Baron von Hendriks and Bargle the
through his hostel, enjoys providing decent food,
Infamous, and she hopes to see just rulers in the for-
drinks, and entertainment to his clients, enjoys
mer Black Eagle Barony.
trading stories with the regular patrons, and enjoys
That’s not all there is to her though. She is dedi-
planning for heavy seasons and lean ones.
cated to her art, and it’s said that no one puts more
What He Says: “There was a gentleman in here a heart and soul into a song of love, heartbreak, or
while back, looking for help. I mentioned your
tragedy than Yolanda.
name.”
In person, away from her trade, she is quiet and a
What Others Say: “Luthier and the Black-Heart are little nervous. She doesn’t really know how to deal
the true center of Mirros. Without him, adventurers
with people when she’s not entertaining them.
would go elsewhere, and Ambassador Schonberg
What She Says: “I met the Black Eagle once at a
would evaporate” (Valen Karameikos, though he de-
party thrown by the queen. He said that I should
nies it now).
thank him, for without the depredations of his min-
Appearance: Sforza is a large, broad, ugly man 6’ ions I would not have had anything worth singing
3” tall who sports 250 pounds of unpretty muscle, a
about. I threw my drink at him only because I didn’t
broad homely face surrounded by bristly brown hair,
have my dagger handy.”
a mustache, and a beard. He wears plain clothes.
What Others Say: “The Songbird of Karameikos,
Using Sforza: Sforza himself has no problems, no Yolanda is the only vessel truly worthy of my artistic
plots, and no hidden agenda. What he does have is a
greatness” (Emilio the Great).
decent tavern in which the player characters can
Appearance: Yolanda is of medium height and slen-
stay when in Mirros. Lodging costs 3 gold royals per
der, with waist-length straight black hair and large
week and includes a common meal in the evening.
eyes of light brown. She wears costly and colorful
Sforza is also an excellent source of gossip, willing
Traladaran dresses and much jewelry (bracelets,
to send people looking for adventurers to the player
necklaces, earrings, and anklets), all of it of small
characters.
worth.
Combat: Though he doesn’t brag about it, Sforza is Using Yolanda: The characters are likely to see
a former adventurer, as those who cross him find
Yolanda during any visit to Mirros; she could be en-
out. He keeps a cursed broad sword +1 (see the
tertaining at their pub or in the marketplace. The DM
DMG ) mounted behind the bar, but does not tell should use her as a background figure unless the sub-
anyone but the staff about its negative nature.

77
ject of the Black Eagle Baron comes up, at which What He Says: “Coins, for the love of Halav!”
time she emerges as a figure who craves information What Others Say: “Just like water runs down into
and is even willing to hire the PCs to check out ru- the sewer, all information eventually reaches Dmit-
mors of von Hendriks and Bargle’s activities. rios” (common Mirros saying).
Should the players rise to power and take com- Appearance: Dmitrios is of average height and a
mand of the Barony of Halag (the former Black Ea- light build. He dresses in a ragged tunic with colorful
gle Barony), they’ll find Yolanda very interested in patches upon it, hose, and short boots. He usually
their activities. Currently she is gathering as much has some prop or gimmick in his hands (juggling
information as possible about the incumbent castel- balls or stray fruit, ribbon or rope), anything he can
lan, Milo Korrigan, who is struggling in his role. keep in motion to entertain watchers.
Combat: Yolanda has no fighting abilities to speak Using Dmitrios: Dmitrios and his wife are cousins
of. of the Torenescu clan,
and Dmitrios uses his
Yolanda of Luln (0-level street savvy to overhear
human of the gentry): information helpful to
THAC0 20; #AT 1; Dmg the Torenescus, which he
1d3 (hairpin); AC 6 (Dex- passes on to young Alek-
terity bonus); hp 6; MV sander. On missions of
12; ML elite (14); AL NG. considerable importance,
Str 9, Dex 18, Con 10, Int Aleksander might send
16, Wis 10, Cha 17. Dmitrios as a messenger
Languages: Elvish (Calla- and go-between – not
rii dialect), Thyati an, many people know that
Traladaran. Dmitrios is allied to the
Proficiencies: Artistic Torenescu. Should some-
ability (singing, acting), thing happen to Aleksan-
dancing, etiquette. der (say, a slow, lingering
disease brought on by
“Lord” Dmitrios: poisoning), Dmitrios will
take it upon himself to
Prince of Beggars find the solution.
Dmitrios is a clever man Combat: Given Dmitrios’s
who discovered in his tendency to lampoon the
youth that he could make powerful and mighty, he
more money by convinc- must be capable of de-
ing passing pedestrians fending himself. In addi-
to give it to him rather tion, he has a large num-
than by participating in ber of friends and allies,
an honest trade. Since both in the market and
the age of 17, he has among the city guard,
dressed in ragged clothes, such that anyone giving
gone to the marketplaces, him trouble soon has
and begged for money. troubles of their own.
He’s not a pitiful beggar:
He calls for coins, and if Dmitrios (4th-level
he receives none he may fighter): THAC0 17; #AT
fall to the ground in mock 1; Dmg 1d4 (dagger); AC
death (for the enjoyment 7 (Dexterity bonus); hp
of the crowd) or harangue 21; MV 12; ML elite (13);
Baron Philip Vorloi is considered one of the kinder and AL NG.
a passing citizen with more noble Thyatians by his Traladaran subjects. This
witty insults (ducking Str 10, Dex 17, Con 12,
portrait suggests animation and even humor in the sub- Int 16, Wis 11, Cha 16.
into the crowd in mock
fear if the person takes ject’s face, qualities lacking in most Thyatian paintings. Languages: Elvish (Cal-
offense). He performs an- Vorloi is a staunch supporter of the king. larii dialect), Thyatian,
tics in the markets, jug- Traladaran.
gles, and steals hats from Proficiencies: Artistic
the heads of fat merchants, running hither and yon ability (acting, juggling, mime), local history.
before bringing them back.
At day’s end, he takes his haul of coins and returns Beyond the Walls of Mirros
to his small-but-expensive town home near the
Torenescu estate; though he’s a beggar, he’s not a Even beyond the royal court in Mirros there are peo-
poor man. He makes a good living from his craft ple of importance that characters might meet, par-
(though this fact is known to few). ticularly leaders of other communities and the heads
Personality: Dmitrios is a born comedian and of other important families. As before, some of these
clown who’s very happy with his life. He enjoys individuals will be accessible to the PCs, some won’t,
gathering coins in the street, entertaining folk in the and some will be completely behind the scenes.
marketplace, piercing the ego of the pretentious,
and returning to his family.

78
tween Torenescu, Radu, and Vorloi are the main con-
Baron Philip Vorloi: flicts below the level of the crown. Vorloi is the
Baron of Vorloi champion of the older Thyatians, Torenescu of the
elder Traladarans, and Radu of the mercantile (and
Philip Vorloi was a successful merchant prince in his criminal) element. Baron Vorloi deals with all
native Thyatis at the age of 30. Given the chance to Karameikans alike, regardless of heritage, but the
follow then-Duke Stefan to Karameikos and “get in Torenescus note he does so from a position of privi-
on the ground floor” of an emerging nation, he did lege and power.
so eagerly and has never regretted the decision. As the head of a family, Baron Vorloi is not some-
A shrewd and farsighted man, Vorloi has always one low-level characters will encounter; his son Gry-
acted in the best interests of both his clan and the gori, a fop and wastrel, is a more likely contact. Gry-
king. He lent money and gori is often getting into
his considerable exper- all manner of trouble, re-
tise to Admiral Hyraksos quiring “professional
to help build the Ka- help” (bold-hearted ad-
rameikan Navy (which venturers) to extricate
helped keep the seas safe himself.
for his own merchant ves- Combat: Baron Vorloi is
sels). He also has suc- not much of a warrior, as
cessfully resisted the ef- his fighting days are be-
forts of the Merchants’ hind him. He relies on
Guild to curb his trade mercenaries to protect
(and of the Veiled Society him and his family.
to intimidate him). Vor-
loi’s wife perished of ill- Baron Phillip Vorloi (3rd-
ness 15 years ago. He has level fighter): THAC0 18;
two children: a son, Gry- #AT 1; Dmg 1d4 (dagger);
gori (a fool, fop, and id- AC 10; hp 19; MV 12; ML
iot) and a daughter, elite (13); AL LG.
Marianna (his pride and Str 13, Dex 10, Con 14,
joy). Int 15, Wis 11, Cha 15.
Personality: Vorloi is a Languages: Thyatian,
strong-willed and inde- Traladaran.
pendent man. His code is Proficiencies: Appraising,
to treat others as they riding (land-based), sea-
treat him. The king has manship.
always treated him fairly
and honorably, and he
returns the favor. The
Lady Magda
Radu family, on the other Marilenev:
hand, has always treated
him with contempt, and Leader of Clan
he returns the sentiment. Marilenev
Vorloi is generous with
those who impress him, Magda was the young
but he’s intolerant of stu- wife of Valor Marilenev
pidity and incompetence. 40 years ago, when the
The apparently feeble- Marilenev Rebellion was
minded condition of his put down. In the conflict,
son drives him to rage. Lady Magda Marilenev’s family perished in rebellion the bulk of the Marilenev
What He Says: “Trala- against Stefan, and she remains an outspoken critic of clan was killed, and Mag-
daran, Thyatian, elf, the king. Her portrait, rendered in the classic Traladaran da’s own children, Britan
dwarf, bah! Those are all style, shows the lady before the family manse, a deterio- and Caspar, were captur-
false divisions used by ed by Stefan’s forces, who
rating pile of stone.
those who seek to control were in turn ambushed
your life. Judge a man for by orcs, killing all.
what he is, not what blood runs in his veins. Since then, widowed, childless, stripped of much of
What Others Say: “Baron Vorloi is one more her power, and (to her thinking) humiliated by
Thyatian toady, and when push comes to shove, he’ll Stefan, she has grown bitter and spiteful, using what
scurry back under the imperial skirts, despite his resources remain to plot against the royal family.
high talk of brotherhood” (Anton Radu). Though her home is in Castle Marilenev, Lady Magda
Appearance: Vorloi is a beefy man in his early 60s. lives in Mirros for most of the year.
Though rather thick in the middle and thin on top, Personality: Lady Magda is, in public, gracious and
he’s still imposing – tall, looming, and impressive. charming, easily the equal of Queen Olivia in profes-
His balding head has white hair, his eyes are blue, sional niceness. Behind the scenes, however, she
and he wears a neat beard and mustache. He dresses humbles her servants, plots to disrupt royal affairs
in bright clothing of Thyatian make and wears much and embarrass the royal family, and in general plans
jewelry, mostly necklaces and rings. and executes as much petty nastiness as she can get
Using Vorloi: Vorloi is the third corner of the tri- away with. Her one friend was Christoph Torenescu,
angle of great families of Mirros. The clashes be- and when he died her links with the Torenescu clan

79
Clan
Emmet Sandara Minrothaddan
Torenescu Torenescu
=
Bovis Ebonovs

Shella Samuas 2 other George Sarah Alya Geoffric


= = =
Wolf Torenescu siblings Torenescu Ebonov Ebonov the Foolish

Melinda Christoph Boris Pavel Ordana Nichola


= =
Azuros Torenescu Torenescu Torenescu Dracul Torenescu

Aleksander Stephanos
Torenescu Torenescu

Katherine Ivan Dmitrios


= Allaina =
Torenescu Marilenev Prince of Beggars

weakened.
What She Says: “Another invitation from them , to
Baron Desmond Kelvin II:
celebrate their treachery.” (The royal family is never Member, Order of the Griffon
mentioned by name; they are always a unified
them .) (Church of Karameikos)
What Others Say: “Poor dear. She has suffered so Desmond is the eldest son of the first Desmond Kel-
much, and her pride prevents her from being com- vin, who built the city of Kelvin and helped tame this
forted” (Queen Olivia – Lady Magda reportedly de- part of the wilderness in the name of Stefan
stroyed an entire suite of furniture when this was Karameikos. Desmond grew up in a strict military en-
reported to her). vironment. He entered the Church of Karameikos at
Appearance: Magda is a noble lady in her 60s. She age 13 in order to join the Church’s fighting force,
is dignified and slender, her brown eyes bright and the Order of the Griffon. He is now a respected mem-
noble. (She usually looks haughty and pretentious.) ber of that order.
Her hair is gray. She dresses in expensive robes and Personality: Desmond is a dark, brooding man. He
gowns. appears the very model of military efficiency – his
Using Magda: Lady Magda is a barrel of resent- eyes miss nothing, he speaks in clipped and curt
ment waiting to explode. She resents the king, tones, and he shows no emotion except anger at in-
whose minions were responsible for the deaths of competence. He’s a difficult man to work with, an
her husband and family. She resents the Torenescu even more difficult man to work for, but he’s fair and
family, whose help she sought (and received) after not rash.
the Marilenev Rebellion. She’s lived with her resent- He’s a very ambitious man, though, and for years he
ment too many years, and one of these days she’s courted Adriana (with Olivia’s approval). When the
going to snap… future ruler of Karameikos spurned his advances and
Combat: Magda has no inherent combat skills, but instead chose to wed Devon Hyraksos, Desmond was
when abroad in Karameikos she keeps a pair of 4th- crushed, and his resentment has turned to anger.
level bodyguards. Rumors abound that she is look- What He Says: “This is the most dangerous time in
ing for the services of a wizard as well. Karameikan history. The ruling class has become
comfortable and unmindful of the treachery that
Lady Magda Marilenev (0-level human of the gen- lurks on all sides.”
try): THAC0 20; #AT 1; Dmg 1d3 (knife); AC 10; hp What Others Say: “Thank goodness Lord Desmond
4; MV 12; ML champion (15); AL NE. is here to handle all our problems for us. I suppose
Str 8, Dex 12, Con 11, Int 10, Wis 10, Cha 13. that means we can all retire now” (Princess Adriana).
Languages: Traladaran. Appearance: Kelvin is tall and lean. He has sharp,
Proficiencies: Dancing, etiquette, local history. handsome features, piercing blue eyes, dark brown

80
Antonio Dorisimo Clan
=
“The Great” Radu Calihar Radu

Cartha Anton Victoria


=
Radu Radu Artho

Rebeca Zwies Antonito Gloria


= =
Kaison Radu Radu Inexdio

Theodoscius Pieter Emil


Radu Radu Radu

hair, and a trim mustache. His glowering expres- Favored spells:


sions and overall air of foreboding tend to put peo- 1st level – Bless, cure light wounds (x2), detect evil,
ple off. invisibility to undead, protection from evil .
Using Desmond: Kelvin is loyal to the king, but 2nd level – Aid, hold person (x2), know alignment,
also out for himself, and his resentment toward the silence 15’ radius, spiritual hammer .
royal family grows daily. He carries out any royal 3rd level – Cure disease, locate object, negative plane
order given to him and does so with great military protection, remove curse .
precision, but he also finds some way to turn the 4th level – Cure serious wounds (x2) .
situation to his own personal advantage. He wants 5th level – Raise dead .
to show Adriana her error in spurning him, and
while he would do nothing to directly endanger the Baron Sherlane Halaran:
king, he may be drawn into intrigues against royal
policies. His allies include Oderbry in the church Patriarch of Threshold
and a number of old-line Thyatians. (Church of Karameikos)
Kelvin could be a friend and ally to some and an
enemy to others, depending on the circumstances of Sherlane Halaran was a patriarch of a church in
the meeting and how they feel about his political as- Thyatis before following then-Duke Stefan to
pirations. Karameikos. Halaran was saddled with double duties
Combat: Kelvin is a competent warrior-priest with in Karameikos: He was granted the barony of the
extensive battlefield experience. Before taking the Threshold area, and the newly founded Church of
baronial coronet, Kelvin led raids against invading Karameikos named him patriarch to the area as well.
nonhumans along the King’s Road, and he continues He has executed both his secular and religious duties
to do so to this day. A brilliant tactician when work- fairly and well, and he is highly regarded by the peo-
ing from a set battle plan, he reacts rashly when sur- ple of Threshold.
prised. Personality: Halaran’s character is made up of both
grandfatherly affection and stern discipline. If one
Baron Desmond Kelvin (9th-level cleric): THAC0 16; behaves in a good-natured manner and stays within
#AT 1; Dmg 1d6+2 ( mace +1 , Strength bonus); AC 2 the laws, he remains the cheery, sort-spoken man
(plate mail and shield); hp 53; MV 12; ML fanatic liked so well by the people of Threshold. But if one
(18); AL LN. acts in an unbecoming manner – attacking or insult-
Str 16, Dex 14, Con 16, Int 13, Wis 17, Cha 14. ing someone, breaking the law, or just behaving
Languages: Thyatian, Traladaran. childishly – he becomes grim and ominous, his eyes
Proficiencies: Local history, religion, riding (land- flashing anger as he pronounces sentence on the of-
based), tracking. fender.

81
What He Says: “As you give, so you shall be given. Favored spells:
As you treat, so shall you be treated. Such is the way 1st level – Bless, command, cure light wounds (x3),
man lives” (common homily). detect evil, detect magic, protection from evil .
What Others Say: “He is part and parcel of the 2nd level – Enthrall, find traps, hold person (x2),
older generation that believes, now that they are know alignment, silence 15’ radius, slow poison,
tired and retired, that all the battles have been won. speak with animals .
His only warning of doom will be when his comfort- 3rd level – Continual light, cure blindness or deaf-
able walls collapse on him” (Baron Desmond Kelvin ness, cure disease, magical vestment, negative plane
of Kelvin). protection, remove curse, striking .
Appearance: Halaran is in his early 70s, an aging 4th level – Cure serious wounds (x2), detect lie, dis-
warrior-cleric who’s still capable of hoisting a mace pel magic, neutralize poison .
in the name of righteous- 5th level – Commune,
ness. His hair is snow raise dead .
white and he is clean 6th level – Animate ob-
shaven. His eyes are blue. ject, word of recall .
His most dominant fea-
ture is his prominent, Aleena Halaran:
jutting nose, which
earned him highly unflat- Member, Order
tering nicknames in his of the Griffon
youth. He wears unpre-
tentious clerical robes (Church of
and does not wear a baro-
nial coronet.
Karameikos)
Using Halaran: Patri- Aleena, the daughter of
arch Sherlane is the law Sherlane Halaran’s
in Threshold, which is brother, was born 32
well known to people years ago. Her father
there. Sherlane is likely Merrik Halaran – a retir-
to know any characters ed fighter who had served
and their families who the emperor of Thyatis
are from Threshold by before immigrating to
name. This doesn’t mean Karameikos – and mother
that the patriarch is an died of disease a few
old friend that PCs can years ago. Aleena jour-
impose upon at will, how- neyed to Karameikos to
ever. While good natured, live with her uncle after
the patriarch has a strong their deaths and has been
sense of position and there since. She joined
propriety. He raises PCs the Church of Karamei-
who have been slain, but kos at a very young age
expects donations to the and joined the Order of
church for his services. the Griffon soon after.
As the characters move Since that time, she has
up in levels, the patriarch acted as an adventurer
may call upon them for and a protector of
specific tasks or adven- Threshold.
tures which are for the Personality: Aleena
good of the community. doesn’t seem the sort of
The patriarch and his Desmond Kelvin II, succeeding his father as the lord of person who’d take up
daughter may therefore Kelvin, is a resolute defender of traditional Thyatian in- mace and hammer
be used as adventure terests in Karameikos. His devotion to the crown has against the forces of evil.
hooks to send the player dimmed in recent years since Princess Adriana refused She’s quiet and soft of
characters in new direc- his hand in marriage. voice and temperament,
tions. preferring to settle dis-
Combat: Halaran has putes with words rather
little cause to enter into direct combat anymore, but than blows. She’s also very romantic and, conse-
he still can hold his own in battle. He best serves by quently, sometimes naive, trusting too often that a
healing other warriors and sending them back into person’s good nature will emerge, that a habitual
the fray. criminal can reform, and so on.
What She Says: “Goodness and lawfulness are not
Baron Sherlane Halaran (14th-level cleric): THAC0 one in the same. You can be one without the other,
12; #AT 1; Dmg 1d6 (mace); AC 10; hp 46; MV 12; I’m afraid, and those who practice both must be ever
ML champion (15); AL LG. watchful of others who claim alliance.”
Str 9, Dex 10, Con 8, Int 14, Wis 18, Cha 14. What Others Say: “The armored flower of Thresh-
Languages: Thyatian, Traladaran. old, born with a silver sword in her hands, cannot
Proficiencies: Local history, religion, riding (land- know struggle; everything she owns has been given to
based). her” (Baron Desmond Kelvin, ignoring the same

82
situation in himself). cia was very strong and convinced that she could
Appearance: Aleena is a classic Thyatian beauty. make a difference in Luln. She learned the ways of
She’s of medium height and build, with flowing the sword and military tactics, then persuaded the
blonde hair and large, expressive blue eyes. She leaders of Luln to set up sentries in the forest who
tends to dress in brightly decorated adventuring could warn of impending raids from the barony. She
gear or armor, but for society affairs she can be fought the raiders when they came and inspired oth-
coaxed into wearing formal Thyatian gowns. ers to do the same. Eventually, when the last town-
Using Aleena: Characters are likely to meet Aleena master stepped down from his post, she took that po-
when in Threshold as she runs errands for her uncle, sition.
delivers orders to the guard station of Threshold Personality: Sascia’s goal is to build Luln into a
and messages to the townmaster, and keeps order in proper town, now free of the malignant influence of
town wherever she sees it the Black Eagle Baron.
slipping. Aleena provides Most of her attention is
a convenient way to bring dedicated to that cause.
PCs into contact with her She’s ambitious and stub-
uncle the patriarch, as born, but she’s grateful to
she’s more accessible and those who help her and
aware of rising young adventuring parties seek-
stars among the adven- ing to confro nt v on
turing classes. Hendriks and his pet wiz-
Combat: Aleena is capa- ard will get her whole-
ble, competent, and more hearted support.
than able to hold her own Sascia is deeply suspi-
in combat. She’s not cious of King Stefan’s
likely to accompany ad- willingness and ability to
venturers on quests make real changes in the
unless some of them are lives of the people of
at least 9th level. One Karameikos. She believes
fear she does have is that the rest of the royals and
something will happen to the entire Karameikan
Threshold (and her un- government are promot-
cle) in her absence. ing their own agendas at
the expense of the people
Aleena Halaran (11th- in the hinterlands.
level cleric): THAC0 14; What She Says: “And
#AT 1; Dmg 1d6+2 what faction in Mirros
( mace+2 ); AC 2 (plate are you working for?” (an
mail, Dexterity bonus); all-too-common question
hp 49; MV 12; ML fanatic in initial interviews).
(17); AL LG. What Others Say:
Str 13, Dex 15, Con 12, “Townmistress Sascia has
Int 13, Wis 17, Cha 17. long resisted an evil that
Languages: Thyatian, we were unwilling to rec-
Traladaran. ognize. The question now
Proficiencies: Local his- is, with that evil re-
tory, r el i g i o n, r i d i ng moved, can she rule
(land-based). wisely?” (King Stefan’s
Favored spells: private notes to Minister
1st level – Bless (x2), Baron Halaran, the temporal ruler of Threshold, is also of State Yarol).
cure light wounds (x2), its spiritual patriarch within the Church of Karameikos. Appearance: Sascia is
detect magic, purify food The good baron is aided in his work by his devoted tall and lean (and
& drink, remove fear . niece, Aleena, also a priest ordained in the Church of stronger than she looks).
2nd level – Detect charm, Her hair, often worn up
find traps, hold person
Karameikos. under a helmet, is very
(x2), obscurement, si- light brown and crinkly,
lence 15’ radius . and her eyes are brown. She wears common tunics,
3rd level – Continual light, cure blindness or deaf- trousers, and boots, and she could easily be mistaken
ness, cure disease, dispel magic, remove curse . for a common adventurer, as she wears no badge of
4th level – Cure serious wounds (x2), neutralize poi- office. In combat she wears chain mail and carries a
son . shield.
5th level – Commune, raise dead . Running Sascia: The king is considering creating a
6th level – Word of recall . new barony in Luln, and ennobling Sascia as its bar-
oness. Her longstanding and bitter hatred of Ludwig
Mistress Sascia: von Hendriks, Stefan’s cousin, stood in the way of
that ennobling, but with von Hendriks gone (and Sas-
Townmistress of Luln cia proven correct), His Majesty is looking at the
Sascia, the elder sister of Yolanda of Luln, was born Townmistress with new eyes. Still affecting his deci-
40 years ago. She developed a fierce hatred of the sion are a number of stormy discussions with Sascia
nearby Black Eagle Barony, but unlike Yolanda, Sas- that took place in the past.

83
Individuals in Luln on government business will remarks about the sleepy nature of his town).
find that the Townmistress is extremely interested What Others Say: “Dmitrov is perfect for his town –
in who is supporting them and what they are doing. both are quiet to the point of being dead” (Valen
She is aided in that goal by her sister Yolanda, who Karameikos).
sends information from the capital her way. Appearance: Lev is a warrior in his late middle
Yolanda’s approval will go a long way toward placat- years (48 or so), with black hair and brown eyes. He
ing Sascia’s opinion. wears his hair long, in the Traladaran style, and has a
Combat: Sascia has had extensive battle experience long, stringy mustache. Since retiring, he has a no-
dealing with raiding humanoids from the Black Ea- ticeable paunch as well, and his old battle armor has
gle Barony (a situation that continues despite the to have the straps let out all the way for him to use it.
overthrow of von Hendriks). She believes that a Using Dromilov: The town of Dmitrov is a perfect
small unit of trained he- location for those DMs
roes can accomplish goals who wish to create a cam-
that are beyond the scope paign setting far away
of large armies. from the maddening
crowd, where the PCs
Sascia of Luln (12th-level won’t meet monsters at
fighter): THAC0 9; #AT every turn (or where
1; Dmg 1d8+2 (sword +1, monsters are suddenly
Strength bonus); AC 3 a p p ea ri n g, th r e a t e ni n g
(chain mail, shield, ring the people). Dromilov is
of protection +1); MV 9; calm, even-tempered, and
hp 47; ML fanatic (18); disbelieving – a quiet fig-
AL LG. ure who runs the estate
Str 17, Dex 14, Con 12, Int where t he c h a r a c t er s
13, Wis 10, Cha 14. hang out.
Languages: Thyatian, Combat: It’s been years
Traladaran. since Dromilov has lifted
Proficiencies: Blind- a sword in combat, but
fighting, riding (land- he’s lost none of his edge.
based). He prefers to fight,
backed by a few guards or
Lord Lev a contingent of wizards,
if push comes to shove.
Dromilov: Ruler
of Dmitrov Lord Lev Dromilov (6th-
level fighter): THAC0 14;
Lev Dromilov is a former #AT 1; Dmg 1d8+1 (sword
adventurer who has suc- +1); AC 10 or 2 (at war:
ceeded in retiring, receiv- plate mail and shield); hp
ing a small piece of land 42; MV 12; ML champi on
to rule and doing so ef- (15); AL LN.
fec t i vel y a nd q u i etly . Str 15, Dex 12, Con 17, Int
While other domains fur- 13, Wis 10, Cha 14.
ther north are regularly Languages: Thyatian,
assaulted by nonhuman Traladaran.
hordes, Dmitrov remains Proficiencies: Blind-
a sleepy little community, fighting, endurance, rid-
and that’s the way Lev ing (land-based).
prefers it. Sascia and Yolanda of Luln have staunchly battled the
Personality: Lev likes depredations of the Black Eagle Baron. Sascia (right) has Dorfus
defended her town from nonhuman invasions, while
the placid nature of his
Hilltopper:
home and will fight to Yolanda has used her singing to promote von Hendriks’s
keep it that way. How- downfall. Gnome-King of
ever, sanguine and
sleepy, he will remain un- Highforge
convinced that danger is nigh until it comes down The only other king in Karameikos, the gnome-king’s
directly on top of him. Only then will he send for aid lineage stretches back to before the Thyatian inva-
from the capital. sion. Dorfus’s grandfather swore fealty to Stefan in
Lev is on good terms with his neighbor, Vorloi, and exchange for maintaining their ancestral land, and
with others of Thyatian descent. This has created a the (human) king’s law ends at the gates of High-
rift between him and more conservative Traladarans forge.
such as Boris Torenescu. In his estate this matters The 23rd of the Hilltopper line, Dorfus took the
little since the land is primarily Traladaran in na- throne 20 years ago, when his father was slain by
ture. goblin raiders while accompanying the annual Gnome
What He Says: “We’re a quiet little territory, Caravan. Since that time, he has ruled quietly (or
here” (a common response, spoken with pride, upon mostly quietly) from his vaultlike home-burrow.

84
Personality: Dorfus is reclusive even by gnomish standards, and
he has never passed beyond the gates of his city. He treats hu-
The Legend of
mans with mild distaste, greeting them in a chamber hall with Koriszegy Keep
five-foot ceilings, forcing them to stoop.
Dorfus is ill at ease with humans and finds them unpleasant, al- –Related by
most monstrous. To gnomes and dwarves he is a kind, helpful
ruler. Andreas Riventower
What He Says: “I have no time for giants” (a common response Years ago, before the first stone
to requests by humans for an audience). of Marilenev (now Mirros) was
What Others Say: “Humans assume that everyone who does not laid, before the orcs boiled out of
barrel along at top speed is strange and reclusive. I understand the Broken Lands, before the
Dorfus’s manner and find him a loyal Karameikan” (Bolto Nor- Dwarven Plague, when Thyatians
denshield, dwarf ambassador of Rockhome). and the Flaems battled in what
Appearance: Dorfus looks typically gnomish to most humans, today is Glantri, a great and no-
short and slender with graying muttonchops and thinning hair. ble family lived in Traladara,
His robes of state are sumptuous and well made. which is now Karameikos. The
Using Dorfus: Dorfus won’t generally be glad to see player- members of this family, whose
character adventurers, particularly if they’re human. He comes symbol was the tower and whose
into their lives only if they journey to Highforge, perhaps as line had produced heroes for the
guards for the Gnome Caravan. One thing to keep in mind is that Traladaran people for centuries,
laws vary between Karameikos and Highforge, and the justice of called themselves the Koriszegy.
Highforge is slanted heavily toward dwarves and gnomes. Dor- The head of the family at the
fus’s relations with Stefan are good, such that criminals who seek time was a moody, worried man.
asylum from a crime in one kingdom or the other soon find them- For though he descended from a
selves pursued in both. line of strong and broad-
Combat: Dorfus is an able fighter and has honed his abilities in shouldered warriors, he did not
the caverns beneath the gnomish settlement. follow their example; he was
frail, so he immersed himself in
Dorfus Hilltopper (7th-level fighter): THAC0 14; #AT 1; Dmg 2d4 spellcraft. Ashamed that he
(broad sword); AC 10 or 2 (at war: plate mail and shield); hp 45; lacked the power of his fore-
MV 12 or 9 (in armor); ML fanatic (17); AL LN. bears, he feared his family line
Str 13, Dex 12, Con 16, Int 13, Wis 15, Cha 14. would continue to dwindle over
Languages: Burrowing mammals, dwarvish (Highforge dialect), time and eventually die out; the
gnomish (Highforge dialect), goblin, kobold, Thyatian, Tralada- Koriszegy and their land would
ran. be forgotten.
Proficiencies: Appraising, blind-fighting, endurance, gem-cutting, So Koriszegy planned and
survival (underground) . plotted and read and researched
and delved, and at length sum-
Lady Arteris Penhaligon: moned up a dark and fell power.
Ruler of Penhaligon Whether this was some royalty of
the lower planes, a geni e from a
Arteris is the daughter of the town’s late founder, Arturus Pen- far-off land, or some vile and
haligon, an adventuring companion of King Stefan before he came forgotten Immortal is not
to Karameikos. She grew up in the roadside town and knows both known. All that is known is that
the town and the area around it intimately. on the evening of that summon-
Personality: Arteris Penhaligon is a dedicated, no-nonsense ing, the sky became heavy with
warrior who thinks of the safety of her town first, the caravans storm clouds, and eldritch balls
that pass through it second, her loyalty to the crown third, and of lightning danced about the
the lives of individual adventurers not at all. She is passionate in keep.
protecting those she knows well, but unconcerned about risking Legend says that Koriszegy
the lives of those she knows casually. As a result, if there’s a gnoll confronted this dark power with
lair to be raided or goblins to be combated, she prefers to hire his fears, demanded that the
mercenary adventurers for the job, paying a percentage of any Koriszegy line be preserved as
treasure recovered in the process. strong and vibrant, and made a
What She Says: “Though the cost may be high, one life or a hun- pact to preserve that strength.
dred, the town shall live” (attributed and used as a quote in Legend further claims that the
Emilio the Great’s production of The Grand Duke’s Road ). dark force he summoned laughed
What Others Say: “Cold as a glacier. After I turn her into a and agreed to his pact, booming
bloody hero, she threatens to break my knees!” (Emilio the Great in its fell voice that the master of
after Arteris saw The Grand Duke’s Road ). Koriszegy Keep would always be
Appearance: Arteris is a tall, middle-aged warrior with brown powerful, strong, and long-lived.
eyes and brown hair worn in the Thyatian style. She seems to And then it laughed again, and
have a permanent scowl and is said to smile only in the midst of
battle. (continued on page 87)

85
Using Arteris: Arteris’s penchant for hiring strang- What Others Say: “She is a handful for elf and hu-
ers for missions on behalf of the town makes her a man alike. Many a daring rogue has found safety at
likely employer for the traveling sell-sword and the her table, and those who have sought to cheat her
wandering mage. Low-level adventurers may be em- have been unpleasantly surprised” (Shalander, the
ployed as scouts and spies in the mountains sur- ambassador of Alfheim in Exile).
rounding Penhaligon. Interestingly, once player Appearance: Prestelle is young (for an elf), slender,
characters get to know Arteris, she will not give short, and irrepressibly perky (a tendency that unbal-
them additional work, for she does not like the idea ances more serious merchants). She has curly blonde
of risking friends. She will, however, send letters of hair and deep green eyes. She normally dresses in
recommendation on their behalf. hunting leathers dyed forest green.
Combat: Arteris Penhaligon is an accomplished Using Prestelle: Prestelle is an excellent initial con-
swordswoman. She wears tact for low-level rogues
a set of bracers of defense and elves. She admires
AC 2 , which were a gift the spunk in the former
from her father. and wants to show the
latter that not all elves
Arteris Penhaligon (9th- over 50 are staid, proper
level fighter): THAC0 11; individuals. She is an ex-
#AT 1 or 2; Dmg 2d4+1 cellent source of informa-
( broad sword +1, flamen- tion, and the PCs can eas-
tongue ) or 1d6 (short bow ily get on her side by
& arrows); AC 2 ( bracers guarding an occasional
of defense AC 2 ); hp 53; merchant caravan or
MV 12; ML fearless (19); hunting down raiding
AL LN. orcs. Similarly, trying to
Str 14, Dex 14, Con 15, cozen or cheat Prestelle
Int 13, Wis 13, Cha 17. in any deal is not ad-
Languages: Dwarvish vised; despite her light
(Highforge dialect), tone and frazzled appear-
Thyatian, Traladaran. ance, she has contacts
Proficiencies: Animal throughout Karameikos,
lore, blind-fighting, hunt- e s p ec i a l l y a mo n g t he
ing, tracking. other elf peoples.
Prestelle’s tone is light
Prestelle of and bouncy, and she
seems to switch subjects
Rifllian: at a moment’s notice.
Chief Trader E ve nt ua l l y, when t he
matter comes down to
of Rifllian money, she is direct I her
dealings, but more than
Rifflian is more of a per-
willing to walk away from
manent encampment
a deal that is not in her
than a town, and it’s the
(and her people’s) best
site of trading between
interests.
humans and elf nationals
Prestelle can usually be
in the woods. Its most
found at the Silver Swan
permanent feature is the
Inn, a sprawling human
elf Prestelle, who pre-
and elf dining emporium
sides over the encamp- Situated in western Karameikos, the toppled stonework in Rifllian, where she
ment as an unofficial of Koriszegy Keep remains shrouded in myth and leg- maintains her own pri-
“townmistress.” Prestelle end to this day. Once the home of a powerful Tralada- vate suite.
has kept a light hand in
ran family, it now is said to be haunted by the living Combat: Prestelle is a
Rifllian’s trading policies
ever since.
dead. skilled fighter and mage
wielding sword and spell
Personality: Prestelle is
with ease. She prefers
a young elf who has a
ambush to open combat and fires her short bow from
flair for business and who is thoroughly amused by
cover if overmatched ( or if she can take her targets
humanity. To her, the grace of a deal is more impor-
by surprise).
tant than the deal itself. She lives for making a
profit, but profit is more of a method of keeping
Prestelle (5th-/4th-level elf fighter/mage): THAC0
score of her own abilities than a way to service the
16; #AT 1 or 2; Dmg 1d8 (long sword) or 1d6 (short
needs of her people. As a result, Prestelle lavishly
bow & arrows); AC 6 (Dexterity bonus); hp 43; MV
spends what she has on herself and her friends and
12; ML fanatic (17); AL CG.
still manages to send a healthy return back to her
Str 14, Dex 18, Con 14, Int 14, Wis 12, Cha 16.
clan leaders.
Languages: Elvish (Rifllian dialect), gnoll, gnomish
What She Says: “A very pleasant speech. I assume
(Highforge dialect), goblin, hobgoblin, orcish,
there was some mention of gold in there that I
Thyatian, Traladaran.
missed?” (common response to flattery).

86
Proficiencies: Animal lore, bowyer/fletcher, hunting, spellcraft, (continued from page 85)
survival (forest), tracking.
Spellbook: the keep’s gates swung shut.
1st level – Detect magic*, light, magic missile*, phantasmal force, Lightning smashed against the
read languages, read magic, sleep* . walls, ripping them asunder.
2nd level – Alter self, detect evil*, detect invisible, stinking Those beyond the walls heard
cloud, web* . the screams of those within – the
Koriszegy family, their guests,
Lord Zemiros Sulescu: Ruler of Sulescu and their servants – until the
force of the lightning and winds
The Sulescus have ruled their estate for over 300 years, and save drove listeners away.
for his modern dress and manner, the current lord is the very In the morning, the towns-
model of his ancestor. He has sworn fealty to the king, but has people returned to the keep, only
also sent notice that royal meddling in his small territory will not to find it a shattered, blood-
be tolerated. The crown has responded that, as long as Sulescu drenched ruin. Of the Koriszegy
keeps his lands and people under control, there will be no prob- family, its patriarch, its guests,
lem. and its servants, no physical
The line of Sulescu is in reality a single undead creature known trace remained, save for the
as a nosferatu, a variant of the vampire with magical abilities, re- blood that washed every surface,
sistances to vampiric banes such as sunglight, and a neutral de- as if a great and powerful beast
meanor. The nosferatu has masqueraded as his own sons and had been loosed in the halls.
grandsons over the years, adopting young men to play the part of The people did not stay long,
him and sending them off to Glantri and Thyatis for schooling and the town itself was soon
(actually giving them a large sum of money and telling them abandoned as well, its inhabi-
never to return to Karameikos). When the time comes, the pre- tants moving south to Fort Doom
sent Lord Sulescu “dies” and the new one is sent for, whereupon (now Halag) or west to Marile-
the nosferatur returns as his own descendent and picks up where nev. Today travelers are warned
he left off. that men and women who go to
Sulescu lives off the blood of beasts, both as drink and baked explore the keep are rarely seen
into foods. He drains the blood of invaders and criminals, and of- again. During great summer
ten those condemned to die are kept alive for months in his dun- storms, the phantom of
geon as a larder. Sulescu doesn’t want to create additional nos- Koriszegy Keep still watches
feratu – an experiment early in his unlife soured him on such from the battlements: the last
companionship. and most powerful of the
Personality: The nosferatu Sulescu has a strong devotion to his Koriszegy line.
people and will not act to harm them. He considers it his obliga-
tion as an undying (if not Immortal) being to aid the short-lived.
He brooks no interference in his rulership, and outside forces of-
ten meet with mysterious disasters. While Sulescu did not join
the Marilenev Rebellion, a detachment of troops assigned to cap-
ture the village disappeared during the initial Thyatian invasion,
and it was never found.
What He Says: “It’s a quiet little town. We like it that
way” (commonly attributed to him).
What Others Say: “Zemiros Sulescu could be on another plane
for all the attention he pays to the Traladarans beyond his bor-
ders” (Lady Magda Marilenev, who has yet to forgive the Lord’s
lack of support in the earlier rebellion).
Appearance: Tall and imposing, Sulescu is thin, but he lacks the
pale, desiccated look of a vampire. He has brown hair, worn long
and swept back from his face in a leonine cut, and brown eyes.
While he has magical abilities, he prefers to dress in modern
Karameikan court styles rather than in wizard’s robes. His cur-
rent incarnation admits to “dabbling” in magic, but he has always
been a powerful wizard.
Using Sulescu: Sulescu is undead, and if the player characters
realize that, they might storm his castle with stakes and mallets
in hand. But Sulescu is a beneficent individual who seeks to pro-
tect his people, a better ruler than some of the others in
Karameikos.
When playing Sulescu, avoid the vampire cliches used in the old
movies. Sulescu is urbane, intelligent, and friendly. He only be-
comes a potential foe when the adventurers start snooping about
his background. Tools the DM can use include a 300-year-old di-
ary of the Sulescus (all in the same handwriting), a dusty master
bedroom (Sulescu sleeps in a crypt), well-equipped butcher shop,
and the dungeon/larder. Unless the PCs start looking, Sulescu

87
should appear to be a typical lord, and an enlight- In addition, Vlad’s method of speaking is theatrical
ened one at that. and staged (worthy of Emilio the Great on a bad
Combat: The Nosferatu has many weaknesses: He night), and his thick Traladaran accent leads him to
does not cast a reflection, is harmed by running wa- stress words oddly, sending unintended threats. Yet
ter, and can by killed by a stake through the heart. for all this, when called upon Vlad is a valiant sup-
He flinches when presented with a holy symbol, but porter of Traladarans and Karameikos.
isn’t repelled by it. Most importantly, he can move What He Says: “I would not do that if I were you” ( a
about normally in bright sunlight, experiencing no common warning, almost always true).
harm, and he commonly greets newcomers to his What Others Say: “A well-meaning man and a good
home in the central courtyard by day – confounding Traladaran, but I know some who would rather be
those who suspect he’s a vampire. c o v er e d in furry sp i d e r s th a t d i ne with
Note that, if caught in the act of performing some him” (Aleksyev Nikelnevich).
vampiric ability (flying, changing shape, or charm- Appearance: Vlad is a lean priest in his mid-40s,
ing someone), he can brush this off by admitting his with a hunched, vulpine look. He dresses in simple
wizardly nature. He does not know the fly spell, robes marked with the symbol of the Church of
however. Traladara.
Using Vlad: Vlad is a red herring, one who looks
Zemiros Sulescu (9th-level mage/nosferatu vam- suspicious, but who is really rather pleasant. Give
pire): THAC0 11; #AT 1; Dmg 1d4 (bite) or +2 him a creepy, tomblike, monster-movie tone of voice,
(Strength bonus); AC 2; HD 9; hp 53; MV 12, Fl 18 and stress odd words. Try to be foreboding and mys-
(B); SA: animal form, charm, regeneration (1 point/ terious. Vlad doesn’t need to do anything wrong, just
round), spells; SD: immune to nonmagical weapons act spooky, and the PCs will probably take it the rest
as well as sleep , charm , and hold spells; ML fanatic of the way.
(17); AL N. In real terms, Vlad is a direct pipeline to Father
Str 18, Dex 15, Con 15, Int 18, Wis 14, Cha 17. Niki such that the patriarch hears of everythi ng that
Languages: Alphatian, elvish (Callarii dialect), occurs in Rugalov. Should the characters spend any
dwarvish, Thyatian, Traladaran. amount of time there, they should not be surprised
Proficiencies: Ancient history, heraldry, local his- when Nikelnevich is fully briefed on their abilities
tory, spellcraft. and weaknesses.
Spellbook: Combat: As the ruler of a young frontier outpost,
1st level – Alarm, burning hands, detect magic, Vlad has led his followers in combat against orc and
feather fall, light*, magic missile*, phantasmal human raiders. There have been assaults on the city
force*, read magic, sleep*, unseen servant, ventrilo- before, and the chapel is fortified to allow the village
quism . to retreat there while a signal fire brings help from
2nd level – Detect evil/good, fog cloud*, knock, lo- the army post across the bay.
cate object*, scare*, wizard lock .
3rd level – Blink, clairvoyance, dispel magic*, light- Vlad Lutescu (6th-level cleric): THAC0 18; #AT 1;
ning bolt*, protection from normal missiles*, slow . Dmg 1d6 (war hammer); AC 10 (at church affairs) or
4th level – Charm monster, minor creation*, minor 2 (at war: plate mail and shield); hp 25; MV 12; ML
globe of invulnerability*, polymorph other, wall of fanatic (18); AL LG.
ice . Str 14, Dex 10, Con 14, Int 12, Wis 18, Cha 10.
5th level – Cloudkill, cone of cold, contact other Languages: Thyatian, Traladaran.
plane, feeblemind, transmute rock to mud* . Proficiencies: Ancient history (Karameikos), local
history (Karameikos), religion.
Lord Vlad Lutescu: Favored spells:
1st level – Bless, cure light wounds (x2), detect evil,
Ruler of Rugalov protection from evil .
Known as the Eyes of the East, Vlad gained his nick- 2nd level – Augury, hold person, slow poison, snake
na me from his ever-watc hful positi on on charm, speak with animal .
Karameikos’s border with Thyatis. Rugalov’s small 3rd level – Cure disease, dispel magic, remove curse .
church and rectory commands a small tor overlook-
ing the village, its docks, and the Eastron Road, Lady Halia Antonic:
such that no one passes through or by the town
without Vlad’s notice. He is also called the Eagle
Co-Ruler of Verge
(and sometimes the Vulture) of the East, underscor- Halia’s parents are of a minor branch of the Vorloi
ing his appearance. clan. The eighth child in the family, Halia ran away
Vlad is a member of the Church of Traladara and is from home to avoid being traded away in a marriage
loyal to Aleksyev Nikelnevich. In turn, Father Niki of convenience. Over the next eight years she adven-
has relied on Vlad over the years as an agent to keep tured all over the continent, always returning to the
an eye on the Thyatians who pass through. city of her birth, Mirros. Gradually she centered her
Personality: Vlad tries to look kindly, but often adventuring around the city, became an important
comes off as sinister instead. He frequently has the figure in the Magician’s Guild of Mirros, married her
unpleasant task of sending warnings back to the co-adventurer Retameron, and moved to his home,
capital – of pirates, goblins, and even raiding the small village of Verge, near Threshold.
Thyatian nobles – and as these sometimes arrive af- Personality: Halia has a short temper and a long
ter the raids, a grudge is sometimes held against the memory. She doesn’t take a back seat to other adven-
tardy messenger. turers (including her husband), and suggesting that

88
she should keep her opinions to herself is a sure way Spellbook:
to provoke an outburst. However, she is generous 1st level – Alarm, charm person*, detect magic, light,
and intelligent, a good friend to have in a bad situa- magic missile*, phantasmal force*, read magic,
tion, and a loyal ally. Her hobbies include research sleep*, ventriloquism .
into magic and old legends. 2nd level – Detect evil, knock, locate object*, scare*,
What She Says: “If you’re quite done irritating that strength*, wizard lock .
monster, I have a few spells to cast” (attributed from 3rd level – Dispel magic, fly*, lightning bolt*, protec-
battle). tion from normal missiles, slow .
What Others Say: “You’ll get along fine with her, 4th level – Charm monster*, minor globe of invulner-
once you realize she’s always right – even when ability, polymorph self .
she’s wrong” (Retameron
Antonic, co-ruler and Sir Retameron
husband).
Appearance: Halia is Antonic: Co-
5’ 7” tall and weighs 135 Ruler of Verge
pounds. Her hair is red,
worn long and usually Retameron’s father is a
braided, and her eyes are Thyatian adventurer who
blue. She is 26. She usu- followed then-Duke
ally wears Thyatian dress, Stefan to Karameikos.
the materi als varying His mother is a Tralada-
with the circumstances ran woman who defied
(silk for society affairs, her family and married
linen for home life, heavy one of the “invaders.” Re-
linen with woolen cloaks tameron began his own
for traveling), often in adventuring career at age
green hues. She wears her 18, traveling from Mirros
rank mark for the Mirros to Threshold. Eventually
Magicians’ Guild (now knighted by the king for
the Karameikan School of his deeds, he was award-
Magecraft) on a golden ed the village of Verge
brooch. and built his stronghold
Using Halia: Halia and there. He now divides his
her husband are helpful time between personal
allies for mid-level char- adventures, missions for
acters to have in the the king, and his home
Threshold area. They are life.
good friends of Aleena Personality: Retam-
and Sherlane, and eron likes the good life –
staunch supporters of the good mead and wine,
king. They’ll shelter trav- cheerful company, excel-
eling characters caught lent food, and so forth –
by darkness short of but he’s always willing to
reaching Threshold, lend forego the easy life in or-
their advice and expertise der to bring grief to evil-
where they may, and even doers. He enjoys teaching
accompany characters on fighting and honorable
particularly i m p o r t a nt codes of behavior to
adventures. Halia and Retameron Antonic, the rulers of Verge, are young fighters. He takes
Combat: Halia is a typi- portrayed here in the New Karameikan style of art, offense at slurs aimed at
cal mid-level mage, and which features more action than its predecessors. The either Thyatians or
her strategy is to remain painting recounts a recent roadside confrontation with a Traladarans.
behind the cover of more hill giant. What He Says: “Always
damage-resi stant fi ght- fight honorably. That way
ers. In case of disaster, you really surprise your
she uses her fly spell to escape, taking along her enemy when you cheat” (common instruction).
husband with the aid of her ring of telekinesis . What Others Say: “Retameron is always correct,
even when he is mistaken” (Halia Antonic, wife and
Halia Antonic (7th-level mage): THAC0 18; #AT 1; co-ruler).
Dmg 1d4 (dagger); AC 10; hp 26; MV 12; ML fanatic Appearance: Retameron stands 6’ tall and weighs
(17); AL LG. 190 pounds. His hair is brown, worn short, and he
Str 8, Dex 11, Con 13, Int 18, Wis 13, Cha 15. wears a mustache and beard. His eyes are dark
Languages: Elvish (Callarii dialect), gnomish, brown. In order to be stylish and distract enemies,
Thyatian, Traladaran. Retameron has adopted very flashy dress: He usually
Proficiencies: Ancient history, heraldry, local his- wears bright golden garments with rich trimming in a
tory, riding (land-based), spellcraft. variety of colors. His accouterments (such as belts,
Equipment: Wand of cold (18 charges remaining), boots, sword belts, etc.) are always functional,
ring of telekinesis (400 lb. maximum weight). though.

89
Using Retameron: Retameron is a good mid-level fortunately, his head is of similar density if not
fighter with some social connections in the capital. value” (Alexius Korrigan).
See the notes under Lady Halia for potential use; the Appearance: Milo is mousy and short, with a severe
pair normally adventures together. case of myopia, cured by a thick pince-nez. He tries
Combat: Retameron is a solid mid-level fighter and to make himself look small and nonthreatening.
pulls his weight in combat. He sometimes hangs Using Milo: Milo is a pleasant fool and should ide-
back to give lower-level warriors the chance to build ally be used as comic relief. He is incompetent, but
confidence and experience. If overmatched, he plays that incompetence stems from his own insecurities,
rear guard to a strategic retreat and trusts Halia to and his fear of failure often contributes to his fail-
keep him out of trouble. ings.
The DM should pull
Sir Retameron Antonic out the stops when play-
(9th-level fighter): ing Milo He’s always
THAC0 12; #AT 3/2; Dmg voicing his concerns and
1d8+11 ( long sword +2 , fears, even when there
magical Strength bonus); are none to speak of. The
AC 0 (plate mail, shield, PCs should be tempted to
Dexterity bonus); hp 73; throw him off a conven-
MV 12; ML fearless (19); ient battlement, but re-
AL LG. sist only because Milo
Str 18/01 (21), Dex 16, means well (and his uncle
Con 13, Int 13, Wis 11, has clout).
Cha 12. Combat: Milo is not a
Languages: Thyatian, bad swordsman when put
Traladaran. to the test, but it would
Proficiencies: Local his- have to be a very danger-
tory, riding (land-based), ous test indeed (like see-
tracking. ing his friends about to
Equip ment: Girdle of be attacked by a dragon).
frost giant strength (+4 He is good at evasive ac-
to hit, +9 damage). tions and pushing thi ngs
in the way of his attack-
Milo Korrigan: ers.

Castellan of Ha- Milo Korrigan (4th-level


lag (Fort Doom) fighter): THAC0 17; #AT
1 or 2; Dmg 1d8 (sword);
A nephew of Alexius Kor- AC 10 (in the court) or
rigan and, as such, a dis- AC 2 (at war: plate mail
t a nt r e l a ti v e of the and shield); hp 24; MV
Karameikan crown, Milo 12; ML average (8); AL
was sent by his parents to LG.
the “rough frontier” of Str 11, Dex 12, Con 13, Int
Karameikos to “toughen 16, Wis 10, Cha 16.
him up.” Alexius hopes Languages: Thyatian,
that giving the young Traladaran.
man experience in gov- Proficiencies: Ancient
erning without the in- history, local history.
trigues of court will help
Royal Seneschal Alexius Korrigan (seated) runs the
him mature. His most re-
king’s estates and has proved to be a competent admin- Bargle the Infa-
cent assignment is care-
taker of the Barony of istrator and counselor. Recently he installed his nephew mous: Former
Halag, formerly known as Milo as castellan of Fort Doom. Milo has yet to prove Court Wizard of
the Black Eagle Barony. competent at all.
Milo thinks he’s trying the Black Eagle
to survive in a country
filled with homicidal madmen, and he looks for any- Barony
one who can help. If Infamy has a name, it is Bargle. Born in Mirros,
Personality: Milo has two overriding drives: stay- Bargle grew up in the streets of that city and became
ing alive and not embarrassing his Uncle Alexius. He leader of a gang of toughs. At age 14 he killed a man
is at heart a timid, jumpy soul that makes Justin (an apprentice mage) and stole his belongings, in-
Karameikos look like the life of the party (indeed, cluding his spellbook and a magical primer. Wanted
Milo often asks Justin for advice). He jumps at loud for his crime by the city guard, he fled Mirros. He
noises, worries incessantly, and comes down with spent several years on the road, pretending to be an
various maladies at the drop of a hat. He is a hy- earnest and humble student of magic, passing a few
perkinetic hypochondriac. weeks with every mage he could persuade to teach
What He Says: “Oh, this is wonderful: We’re all go- him. As his abilities grew, he used his magic to evil
ing to die” (common exclamation). ends, robbing innocent people, dominating them by
What Others Say: “The lad has a heart of gold. Un- terror, and killing wantonly. Ultimately he ended up

90
in the Black Eagle Barony as the personal magician cloud, hold person*, invisibility 10’ radius, nondetec-
of Baron Ludwig von Hendriks. tion, protection from normal missiles* .
When the halflings invaded and besieged the Black 4th level – Confusion, contagion, hallucinatory ter-
Eagle Barony, Bargle took stock of the situation and rain*, ice storm*, massmorph*, stoneskin, wall of
headed for the high country, leaving his master to fire*, wall of ice*, wizard eye .
his fate. Bargle is in hiding now – from the hin, the 5th level – Cloudkill*, cone of cold, conjure elemen-
Karameikans, and Ludwig von Hendriks, all of tal*, feeblemind, pass-wall*, telekinesis, teleport*,
whom want his head on a stick. wall of stone* .
Personality: Bargle is thoroughly chaotic, and he’s 6th level – Anti-magic shell*, conjure animals, exten-
unpleasant to boot. While he enjoys the good life sion III, disintegrate*, invisible stalker*, stone to
that treasures can bring, he mostly enjoys hurting flesh .
people – injuring, humiliating, and killing them. He 7th level – Finger of death*, mass invisibility, power
worked for the Black Eagle Baron because it suited word stun* .
him, and when the going got tough, he got going. He 8th level – Clone, incendiary cloud*, mind blank* .
can ooze charm and kindness when he has to, but it Spells marked by two asterisks (**) are those of
puts a strain on him. which Bargle typically carries two on a typical day.
What He Says: “You only think I’m mad! Bwah- Equipment: Bracers of defense AC 2, dagger +2 (+3
hah-hah!” vs. enchanted and magic-using creatures), staff of the
What Others Say: “So twisted, he needs a cork- magi, horn of blasting .
screw to put on his robes in the morning” (Terari,
master of the Karameikan School of Magecraft). Lord Gustav Vandevic:
Appearance: Bargle is 6’ 1” tall and thin at 145
pounds. His eyes are black, but his hair, mustache, Ruler of Vandevicsny
and flowing beard are brown. He appears to be The Vandevics won their land 100 years ago, during
about 30. He is deceptively handsome and charm- the Thyatian invasion. Gustav’s great-grandfather
ing. On adventures he prefers to wear black or dark Jan Vandevic led a band of mercenaries in the service
brown robes. of the Thyatians, and he was rewarded with a fief.
Using Bargle: Every campaign needs a thoroughly Vandevicsny is a small, out-of-the-way land, and the
evil mage villain, and Bargle fits the bill. Here’s an family is not very important. Many people forget that
excellent adventure hook using Bargle: The wizard Vandevicsny is even part of the realm.
appears to the party as the typical doddering, Personality: Gustav is an aging scholar and a man
kindly, forgetful old wizard named Timos, who of letters who has retreated from the society of the
needs brave adventurers to rescue an artifact from Karameikan nobility. The circumstances of his fam-
an orc lair. He and the party sneak into the lair to ily’s rise to power have isolated him from the other
recover the artifact. As soon as Bargle gets the arti- Traladaran nobles, and the Thyatians view the Van-
fact, he reveals his true identity and teleports out devics as insignificant.
(laughing maniacally), and it’s up to the players to Gustav spends most of his time adding to his library
get out of the lair (sans treasure). They should be or engaged in scholarly work. As a young man and a
able to get out, and they’ll have a definite reason to student he traveled throughout Karameikos, but for
hate Bargle. the last 30 years he’s stayed at home. Gustav is kind-
Combat: Bargle is a powerful wizard, and he got hearted but a little timid around strangers.
that way through his willingness to sacrifice anyone What He Says: “Oh you’re from Mirros? They have
else in his quest for power. He’s dangerous in com- an excellent academy there. I’ve been meaning to
bat in that he prefers to flee and return later to am- visit their library.”
bush his opponents. What Others Say: “Vandevicsny? Where’s that?”
Note that because Bargle has slain many mages to Appearance: Gustav is a tall, spare man in his late
steal their spells (including foreigners), he owns 50s, with gray hair and a kind face. He makes a point
several incantations not known to the Karameikan of dressing formally no matter what the occasion. He
School of Magecraft. has an absentminded manner.
Using Vandevic: Vandevicsny is a good place to stop
Bargle the Infamous (17th-level mage): THAC0 15; for the night when going somewhere more interest-
#AT 1; Dmg 1d4+2 or +3 ( dagger +2, +3 vs. magic- ing, although there’s not much to do. However, Gus-
using and enchanted creatures ); AC –1 (bracers of tav’s library could be a crucial resource for heroes
defense AC 2 , Dexterity bonus); hp 37; MV 12; ML who need information.
champion (15); AL CE. Combat: In his studies Gustav has learned a little of
Str 9, Dex 17, Con 10, Int 18, Wis 9, Cha 15. the magical arts. If he’s involved in a serious con-
Languages: Bugbear, goblin, Thyatian, Traladaran. frontation, he tries to use reason or even surrender
Proficiencies: Ancient hi story, local histor y rather than engage in violence.
(Karameikos), riding (land-based), spellcraft, sur-
vival (forests), tracking. Lord Gustav Vandevic (4th-level mage): THAC0 19;
Spellbook: #AT 1; Dmg 1d4+1 ( dagger +1 ); AC 10 or 6 ( armor
1st level – Charm person*, comprehend languages, spell); hp 9; MV 12; ML average (8); AL LG.
detect magic, magic missile*, phantasmal force*, Str 8, Dex 13, Con 7, Int 17, Wis 13, Cha 11.
read magic, shield*, sleep* . Languages: Elvish (Callarii dialect), dwarvish
2nd level – Detect invisibility*, esp, invisibility**, (Highforge dialect), Alphatian, Traladaran, Thyatian.
levitate*, locate object, mirror image*, ray of enfee- Proficiencies: Engineering, healing, herbalism, navi-
blement, summon swarm* . gation, reading/writing, riding (land-based).
3rd level – Blink, dispel magic*, fireball**, fly, fog Equipment: Dagger +1 .

91
Ambassadors’ Row
Osteric was not planning to remain long in thi s
“frontier encampment,” but events have conspired
against him. First, during the recent Thyatis/Alpha-
The ambassadorial representatives to Karameikos
tian war, Stefan declared independence for Karamei-
from other nations in the Known World are left for
kos, and Osteric was ordered to arrange an assassina-
last. Their presence in court represents different
tion of the new king. This he did, grudgingly, but the
and often alien cultures and races that are neighbors
plan came to naught due to the interference of some
to the kingdom of adventure.
adventurers. Osteric suf-
The ambassadors can be
ficiently covered his
used in court intrigue or
tracks, but he was held
as patrons for the adven-
responsible for “losing
turers, but they also can
Karameikos” back in
be used as gateways and
Thyatis City.
introductions to these
Now, with E mp eror
other nations. All a char-
Thincol dead and food
acter may know about the
riots raging in the Thy-
arid lands of Ylaruam is
atian cities, Osteric has
the dress and manner of
been given the task of
their ambassador, Abdal-
making sure that Kara-
lah ibn Hamid, while the
meikan grain flows east
treac herous nature of
to feed their starving
Thyatian politics is per-
(and restive) population.
sonified by Cornel Os-
Osteric bridles at his
teric. The Dm should use
treatment by his superi-
these characters as
ors, considering himself a
springboards, particu-
master diplomat and not
larly if the PCs have an
a common grain mer-
interest in going beyond
chant.
the borders of Karamei-
What He Says: “Let us
kos.
consider the matter” (a
At the court of Karamei-
common response, usu-
kos, there are no ambas-
ally translated as “Let me
sadors from the Atruag-
figure out how this bene-
hin clans, Ostland, Vest-
fits me ”).
land, the Soderfjord Jarl-
What Others Say: “A
doms, Sind, the Heldan-
suitable stratagem/a
nic Territories, the non-
workable plot/Carries the
human Broken Lands, the
day/Where kindness will
Ethengar Khanates, or
no t … ” (tavern rhyme
Wendar – all of whom are
about Osteric, supposedly
far away and none of
composed by Gunter
whom has direct trade
Schonberg of Ierendi – he
relations with Karamei-
denies doing so, or at
kos. There are occasional
least denies being sober
visitors from these lands,
at the time).
however.
Appearance: Osteric is
in his mid-50s and in ex-
Lord Cornel Os- cellent shape; he looks 10
teric: Ambassa- years younger. He has
black hair and blue eyes,
dor of the Em- and he wears expensive
pire of Thyatis clothing that is expertly
tailored for him.
The current ambassador Using Osteric: Osteric
from Thyatis is Cornel Intrigues swirl around the nations of these ambassa- is the man the characters
Osteric, a diplomat of dors, who themselves are the focus of many rumors. may accidentally bump
many years’ experience From left to right: Cornel Osteric of Thyatis; Dona into or spill a drink on,
appointed to this court Marianita Lucia de Leon y Valdez of Glantri; and and who will ever after
nearly 20 years ago. Sheikh Abdallah ibn Hamid of Ylaruam. cause them inconven-
Personality: Osteric is a ience wherever possible.
clever, cold man with a On occasion he may hire
ruthless streak and a tireless nature. His duty is to thugs to beat them in the streets, he may try to poi-
maintain pressure on the king to grant Thyatis supe- son the king’s mind against them (if they’re already
rior trade terms over Ierendi and Minrothad, and to known in the court), or he may even try to seduce
keep an eye on events in the kingdom and regularly their loved ones or family members (and then aban-
report them to the emperor of Thyatis. Though now don them). He would not contract to murder them or
widowed with children and grandchildren, Osteric tell a lie that could be easily disproved.
has left his family back in Thyatis and fancies him- Osteric is not a major villain; he exists only to make
self quite a ladies’ man in this “god-forsaken hinter- life harder for everybody. If the characters escalate
land.” the hostilities – for instance, if they try to kill him

92
(or succeed), they’ll be marked as criminals if the litical dealings. She’s selfish of attention, but gener-
facts become known. If, on the other hand, they ous with money, and in spite of her hedonistic nature
fight Osteric at his own game, using innuendo and is a sincere student of magic. She does not use her
political pressure to keep him at bay, they’ll have an magic casually, though when angered she may walk
interesting antagonist in the court for quite some out on the one who annoyed her and wizard lock the
time. Eventually, if they’re as dogged and clever as door behind her. She dislikes Ambassadors Osteric
he is, they’ll earn his respect and he’ll cease hostili- and Abdallah ibn Hamid, adores Lord Korrigan and
ties. Ambassador Shalander, and flirts with the king and
Combat: Osteric is a skilled duelist and is as quick young Valen Karameikos in order to annoy Her Maj-
with his blade as he is with his tongue. He does not esty.
challenge, but he may provoke others to challenge What She Says: “Stuff and piffle! The princes and
him, and though he appears unarmored, he wears a princesses of Glantri mean nothing but the best for
set of jeweled bracelets which are in reality bracers the less-magical and less-fortunate of other na-
of defense AC 2 – a few headstrong bravos discov- tions” (in debate with Osteric of Thyatis over
ered this shortly before he dispatched them. Glantrian intentions).
What Others Say: “She has to be smarter than she
Cornel Osteric (7th-level fighter): THAC0 14; #AT 1; acts. Her masters in Glantri City may be addled,
Dmg 1d8+2 ( sword +1 , Strength bonus); AC 0 scheming wizards, but they aren’t stupid” (Osteric,
( bracers of defense AC 2 , Dexterity bonus); hp 33; following said debate).
MV 12; ML average (9); AL N. Appearance: Marianita claims she’s of mixed elf and
Str 16, Dex 16, Con 12, Int 14, Wis 12, Cha 15. human blood, and though she’s technically human
Equipment: Bracers of defense AC 2 ; long sword +1, (not half-elf), there’s a distinct elfish appearance to
+2 versus magic-using and enchanted creatures her features. She appears to be in her mid-20s, but
(this blade is called Glittertongue, is thinner than (given the extent of her magical knowledge) is proba-
the traditional long sword, and has a golden sheen bly older, maintaining youthfulness with potions of
to the blade). longevity .
Languages: Thyatian. Marianita is small (5’ tall and about 100 pounds),
Proficiencies: Etiquette, heraldry, local history with straight waist-length black hair and large black
(Thyatis), riding (land-based). eyes, fine features, and slightly pointed ears. She
wears expensive and brightly colored gowns of
Dona Marianita Lucia de Leon y Glantrian design, often with elaborate headdresses
and accouterments. She carries a hand-carved ivory
Valdez: Ambassador of the Princi- fan with which she gestures to accentuate speech,
palities of Glantri flirt, attract attention, and even to keep cool.
Using Marianita: Because of her visibility, the char-
Lady Marianita is a young noblewoman of the Prin- acters will doubtless see Lady Marianita whenever
cipalities of Glantri, the powerful but eccentric ma- they’re at court. Yet until they’re “somebody” – that
gocracy that lies far to the northwest of Karameikos. is, until they’ve established reputations as mighty ad-
Some time ago, she vied for the affections of an elf venturers – she’ll pay no attention to them. When
lord who was also pursued by Dona Carmina de Bel- they are powerful and well known, though, she will
cadiz, a powerful lady of Glantri. The rival com- notice them, perhaps growing interested in the most
plained to Princess Carnelia, ruler of Belcadiz, who charismatic male of the party.
offhandedly solved the problem by arranging to have Also, because the head of the Karameikan School of
Marianita posted as ambassador to some far-away Magecraft knows her as an accomplished mage, he
barbarian land – namely Karameikos. (Glantri per- may refer characters to her when he cannot answer
forms only a small amount of trade with Karameikos their questions about magic. Of course, a character
and has no reason for diplomatic correspondence, has to be particularly persuasive or attractive to con-
which makes the posting all the more insulting.) vince her to help, and has to be even more so to con-
Since her arrival in Mirros, however, Lady Mari- vince her to make him an apprentice.
anita has grown rather fond of this raw country. It’s Combat: Marianita, in the Glantrian manner, con-
true that “civilized luxuries” are at a premium here, siders brute force unpleasant, usually unnecessary,
but her exotic good looks make her the object of and extremely tacky. If the threat can be handled
much amorous attention, and her sophisticated with a spell or two, she lends her aid. If there’s a
magical training leaves her head and shoulders threat to her life, she first uses protective magics or,
above the primitive magical learning of the failing that, teleports out of harm’s way. She aban-
Karameikan mages. In short, she’s a big fish in a lit- dons others in crucial situations only if they are not
tle pond in Mirros, and is now in no hurry to return someone important.
home. Her Glantrian masters receive a polite report
of court gossip and other information each month, Dona Marianita Lucia de Leon y Valdez (16th-level
providing little in the way of real news. mage): THAC0 15; #AT 1; Dmg 1d4+2 ( dagger +2 );
Personality: Marianita loves to be the center of at- AC 6 ( ring of protection +2 , Dexterity bonus); hp 32;
tention. At court functions she often upstages the MV 12; ML steady (12); AL CN.
other ladies by wearing exotic and spectacular Str 8, Dex 16, Con 12, Int 18, Wis 10, Cha 17.
gowns and jewelry. She also throws lavish parties Languages: Elvish (Alfheim dialect, Belcadiz accent),
and celebrations at her own sumptuous estate Thyatian.
within Mirros. In short, she keeps herself at center Proficiencies: Ancient history, dancing, etiquette, lo-
stage. She’s quick-tempered, easily soothed, and cal history (Glantri), spellcraft.
susceptible to flattery, but cynical and skilled in po-

93
Equipment: Dagger +2 (curved dagger in the style of Abdallah has another side, and that is a religious
the Belcadiz elves of Glantri), ring of protection +2 , one. He is a follower of the teachings of Al-Kalim, the
wind fan (the ivory fan she normally carries). In ad- founder of the Emirates, who drove the invading Al-
dition, Dona Marianita may have further magical phatians and Thyatians from the land. Often Abdal-
items which she does not normally display, but can lah will quote some verse from the Nahmeh, the Book
call upon if the need is present. The nature of these of True Belief , penned by Al-Kalim, showing a depth
items is left to the DM, and probably includes less and understanding that belies his appearance as a
powerful magical items such as potions and scrolls. bad-tempered desert barbarian.
Spellbook: What He Says: “A man’s life is as the Immortals
1st level – Charm person*, detect magic*, hold por- dictate it. It is my Fate, alas, to be here in this cold,
tal, light, magic missile*, protection from evil, read wet land.”
languages, read magic*, shield, sleep* . What Others Say: “He has all the grace and diplo-
2nd level – Continual light, detect evil*, detect in- macy of a camel in heat, only not as entertain-
visible*, esp, invisibility**, knock, web, wizard ing” (Dona Marianita of Glantri).
lock* . Appearance: Abdallah is tall (6’ 2”) and lean (165
3rd level – Dispel magic*, fireball, fly**, hold per- pounds), the archetypal desert warrior. His skin is
son, lightning bolt*, protection from normal mis- dusky as the typical Alasiyan, and his hair, mustache,
siles*, water breathing . beard, and eyes are black. He wears the flowing gar-
4th level – Charm monster, dimension door*, ice ments of an Alasiyan desert warrior and always car-
storm, polymorph other**, polymorph self, remove ries a jeweled scimitar.
curse*, wizard eye* . Using Abdallah: Abdallah ibn Hamid is a proud
5th level – Conjure elemental, hold monster**, pass- warrior trapped in a civilization that in many ways
wall*, teleport**, wall of stone . does not match the wonders of his own, and he
6th level – Anti-magic shell**, disintegrate, geas*, makes no bones about it. His irritation at everyone
reincarnation, stone to flesh . and everything in Karameikos is legendary. Duty
7th level – Drawmij’s instant summons, teleport commands him to stay, but does not compel him to
without error*, power word stun* . like it. The player characters will find him a fiery,
8th level – Mass charm*, symbol . foul-tempered desert storm.
Spells marked by two asterisks (**) are those of Abdallah does spare one area from his acid tongue:
which Marianita carries two on a typical day. He has conceived a mad passion for the Glantrian
ambassador, Lady Marianita. The lady, however,
Sheik Abdallah ibn Hamid: Ambas- doesn’t like the fervent and humorless man, and
she’ll have none of him. She might hire characters to
sador of the Emirates of Ylaruam keep Abdallah from her door, or she could take insult
The Ambassador from Ylaruam is a nomad warrior- from the Ylaruam ambassador and ask a PC to cham-
sheik of the Alasya Emirate, which borders Thyatis pion her cause in a challenge duel with the man.
and is one of a handful of small states that make up Combat: The code of the desert is the code of the
Ylaruam. Because of Abdallah’s heroism in battles sword, and Abdallah is both competent and deadly
with monsters from the southern mountains, and with the blade. His people excel at mounted combat,
because of his lyrical speaking ability, the emir of and in a field battle he will be mounted.
Ylaruam asked him to represent the Emirates in the
court of Karameikos. Abdallah ibn Hamid (11th-level fighter): THAC0 10;
The border between the Emirates and Karameikos #AT 1; Dmg 1d8+2 (sword, Strength bonus); AC 4
is the Altan Tepes Mountain range, and Karameikan (leather armor, Dexterity bonus); hp 54; MV 12; ML
efforts at driving nonhuman monsters out of those fanatic (17); AL N.
mountains (launched from Castellan Keep) have in- Str 18, Dex 18, Con 13, Int 13, Wis 9, Cha 15.
stead driven them into Abdallah’s homeland. Abdal- Languages: Alasiyan (the language of the emirates of
lah’s mission in Karameikos is to persuade the Ylaruam), Thyatian.
Karameikans to coordinate military offensives with Proficiencies: Animal training (horse), local history
the Emirates so that the peoples of Ylaruam do not (emirates of Ylaruam), riding (land-based), survival
suffer. (desert).
Personality: Abdallah ibn Hamid is impressed only
by a few things: great honor, great fighting ability, Jenkin Flintfoot:
and great beauty. Consequently, in Mirros he sees
Ambassador of the Five Shores
himself as a desert wolf surrounded by sheep. He
views most people with contempt and appears to be Jenkin is an aging halfling with long experience in
a cold and arrogant man. However, he has respect administration. He has been sheriff in his home shire
for the king as an honorable man and for fighters of and now serves his people as a foreign ambassador.
at least the 9th level of experience. Abdallah de- He considers dealing with the slower-moving (and
spises the Ierendi ambassador, Gunter Schonberg, “slower-thinking”) humans a rest.
who previously served as a Thyatian mercenary Personality: Flintfoot is a cheerful halfling. His
fighting Alasiyan nomads. Only his duty to hi s emir temper is even and his manner mild, but he’s a
has kept him from challenging Schonberg to a fight shrewd negotiator and sharp observer. He works
to the death; should he be provoked, he might do so hard to keep relations between Karameikos and the
anyway. His feelings toward the Thyatian Osteric are Five Shires cordial, and he was instrumental in keep-
only slightly less intense. ing the Karameikan armies out of Fort Doom during

94
the halfling attack. Flintfoot often collaborates with
Estella Whitehall, the Darokin ambassador, because
Bolto Nordenshield:
Darokin and Five Shires interests are often closely Ambassador of Rockhome
aligned. He likes the king’s no-nonsense politics and
has a dislike (usually well concealed) of such politi- Rockhome, the dwarf homeland far to the north of
cal connivers as Queen Olivia, the ambassadors from Karameikos, has a small but steady trickle of trade
Thyatis and Glantri, and their ilk. with Karameikos – mostly goods brought down
What He Says: “The hin through Selenica. For reasons of courtesy, Rockhome
people are ever peaceful, and Karameikos have ex-
slow to rile, but once changed ambassadors.
irked, implacable foes. The Rockhome diplomat
Are you going to eat that is Bolto Nordenshield, a
roll? (common dinner former craftsman.
conversation). Once a master gem-
What Others Say: “An wright, Nordenshield was
amazing creature. At the crippled – his left arm
time of the assault on crushed and later ampu-
Fort Doom, he was giving tated – in a mine cave-in
horsy-back rides to the 10 years ago. After his re-
royal grandchildren. covery, he requested that
Halflings can steal your the dwarf-king post him
campfire and convince elsewhere so he wouldn’t
you to donate the continue to be confronted
smoke” (Aladan Voll of with craftsmanship in
the Minrothad Guilds). which he could not par-
Appearance: Flintfoot is ticipate. Hence, he was
big for a halfling, 3’ 4” assigned as envoy to
tall and weighing 80 Karameikos. He has no
pounds. He’s middle significant duties other
aged, his face is lined, than making sure that the
and his paunch is formi- words of the human and
dable. He loves to dress dwarf kings reach one an-
in bright and gaudy hues other unmangled, but he
so he’ll not be lost in the has generated goodwill
crowd of human-sized for Rockhome by volun-
diplomats. teering his techni cal
Using Jenkin: Jenkin knowledge of mining to
entertains no delusions Karameikos.
of being a V.I.P., so the Personality: Bolto is
PCs may find him a sym- quiet and taciturn, even
pathetic face at court. If for a dwarf. Other than
they need to know some- on official business to the
thing about the Five king, he’s seldom at
Shires, he is the obvious court; when he is, he
person to see. tends to speak only to
Combat: Jenkin is a Stefan, to Ambassador
tough little fighter, but Whitehall of Darokin, to
like most of the diplo- miners seeking his ad-
matic corps he prefers to vice, and to necessary
have others doing the court officials. He has
fighting – especially several dwarf friends in
since he’s anxious to Mirros, mostly drinking
maintain the good name buddies currently em-
of his homeland, and not ployed as soldiers and
all Karameikans hold him Humans are not the only representatives in the royal guardsmen in the city.
blameless in the Five court, as evidenced by (left to right) Jenkin Flintfoot of What He Says: “I’m not
Shires’ attack on the Rockhome, Shalander of the Kingdom of Alfheim in asleep. I’m listening with
my eyes closed” (a com-
Black Eagle Barony. Exile, and Bolto Nordenshield of the hin of the Five
mon statement).
Shires. What Others Say:
Jenkin Flintfoot (6th-
level halfling fighter): “Some say that Bolto is a
THAC0 15; #AT 1; Dmg 1d6 (short sword); AC 6 melancholy dwarf because of his handicap, but that’s
(leather armor worn under robes, Dexterity bonus); just not true. Dwarves are the most depressed race
hp 35; MV 6; ML fanatic (18); AL NG. I’ve ever met, and Bolto would seem a manic jester
Str 13, Dex 16, Con 13, Int 13, Wis 10, Cha 11. compared to most of them” (Jenkin Flintfoot of the
Languages: Thyatian. Five Shires).
Proficiencies: Etiquette, local history (Five Shires), Appearance: Bolto is of average height and weight
riding (land-based). for a dwarf. His features are distinctive and a little
melancholy. His hair (thinning) and beard (flourish-

95
ing) are curly brown, and his eyes are blue. His left an eye peeled for promising adventurers. He sends
arm is missing; his tunics have the left sleeved regular reports to the elf enclaves in other lands, par-
pinned up at the shoulder. ticularly to the far north, where the elf kingdom of
Using Bolto: Should the characters need informa- Wendar still stands. Shalander often hires guards for
tion about mining (knowledge beyond that of the av- these messengers.
erage dwarf) or about dwarven craftsmanship from Shalander has excellent relations with both King
Rockhome, then Bolto is the person to see. Other- Stefan and Princess Adriana, and if either were men-
wise, he’s not likely to interact with anyone except aced he would assemble heroes and fight in their de-
another Rockhome dwarf. fense.
Combat: Bolto is officially retired from any adven- Combat: Like many elves, Shalander is multi-
turing due to his handicap, but he keeps a hammer classed; that is, he operates in two classes at the
at his belt and can still swing it with lethal force. He same time – in this case fighter and mage. When in
never wears armor. combat, he wears a suit of enchanted elven chain
mail , which allows him to cast spells despite the
Bolto Nordenshield (8th-level dwarf fighter): presence of metal. While an indifferent mage, the
THAC0 13; #AT 3/2; Dmg 1d4+1 (hammer, Strength presence of an armored spellcaster makes any group
bonus); AC 10; hp 48; MV 6; ML elite (14); AL LG. Shalander joins a powerful force, but he is rarely on
Str 18, Dex 12, Con 15, Int 11, Wis 10, Cha 12. the battlefield; the needs of his people to settle
Languages: Dwarvish, gnomish, goblin, kobold, among the Karameikans and existing elf clans is too
Thyatian. great to permit him any fee time for adventuring.
Proficiencies: Gem cutting, local history Perhaps next decade…
(Rockhome), mining, mountaineering, stonema-
sonry, weaponsmithing. Shalander (7th-/7th-level elf fighter/mage): THAC0
14; #AT 1; Dmg 1d6+1 (short sword, racial bonus);
Shalander: AC 9 (in the court: Dexterity bonus) or AC 2 (at war:
elven chain mail +1 , shield, Dexterity bonus); hp 31;
Ambassador of Alfheim in Exile MV 12; ML average (9); AL NG.
The elves of Alfheim originally posted Shalander to Str 14, Dex 15, Con 12, Int 16, Wis 10, Cha 16.
Karameikos as a diplomatic courtesy, and to keep an Languages: Elvish (Alfheim dialect), gnoll, hobgob-
eye on the Rockhome envoy. Following the shadow lin, orcish, Thyatian.
elf invasion of their land, however, Shalander has Proficiencies: Ancient history (elves), dancing, local
found himself thrust to the forefront as a spokesper- history (Alfheim), riding (land-based), survival
son for the refugee elves who have settled in (forest), tracking.
Karameikos. Equipment: Elven chain mail +1 .
Shalander is a youthful elf of 110 years. He was a Spellbook:
bit untamed in his youth, adventuring in the wilds of 1st level – Detect magic*, light, magic missile**, read
the Canolbarth Forest (the forest of Alfheim) and in languages, read magic .
the Broken Lands. Now he’s protecting Alfheim in- 2nd level – Detect evil, detect invisible, improved
terests in Karameikos and serving as an intermedi- phantasmal force*, web* .
ary between the elf refugees and the humans they 3rd level – Dispel magic, fly*, hold person* .
are forced to dwell among. 4th level – Plant growth, polymorph self* .
Personality: Shalander, like most elves, is a merry Spells marked by two asterisks (**) are those of
soul, fond of woodland expeditions, feasts and rev- which Shalander carries two on a typical day.
els, bright shiny things, and entertainment in gen-
eral. He’s found that he truly enjoys watching hu- Gunter Schonberg: Ambassador of
man politics, likening them to a forest within walls:
the Kingdom of Ierendi
Predators prey on the weak, scavengers wait for the
strong to fall and then feast upon them, and the Gunter is a Thyatian adventurer of many years’ ex-
courtiers and diplomats exhibit territorial behavior. perience, originally from the isle of Hattias. He has
When not discharging his diplomatic duties, he hap- often been a mercenary, fighting the warriors of Yla-
pily observes this cheerful microcosm of nature. He ruam in border skirmi shes between the Empire and
is also something of a rake, engaging in numerous the Emirate. During hi s travels late in his adventur-
romantic escapades. ing career, he found himself in the Kingdom of Ier-
What He Says: “Ah, the call of council – the sound- endi, a trade nation that reveres adventurers. He was
ing of the horns, the baying of the pack as we all well known there and lavishly entertained by the
chase down our own interests in the name of just hero-worshipping population.
rule! Were I a goblin, I would laugh myself sick to But Gunter was not just an adventuring, fighting
see such manipulations!” man. Fifteen years ago, when the Karameikan ambas-
What Others Say: “Beneath that frivolous exterior sador retired from diplomatic service, Schonberg
is a heart of pure fluff” (Jenkin Flintfoot). proved an ideal replacement. He was a natural court-
Appearance: Shalander is 5’ 4” tall and strongly ier, honest enough to protect Ierendi’s interests, and
built for an elf, with light brown hair and eyes and not allied with any one of Ierendi factions to the det-
handsome features. He tends to wear ankle boots, riment of the others. Since then he’s been in Mirros,
hose and loose-fitting silk tunics all in green, and a making sure that trade and duties between
sword and dagger. Karameikos and Ierendi remain smooth and mutually
Using Shalander: Shalander, the court’s resident profitable.
expert on Alfheim, is an audacious soul who keeps Personality: Schonberg is everyone’s sly and amus-

96
ing uncle. He tells hilarious stories of his youth, Gunter Schonberg (11th-level fighter): THAC0 10;
when he was starting out as an adventurer, and he #AT 3/2; Dmg 1d8+1 or +3 ( long sword +1, +3 vs. un-
defuses arguments with deft applications of wit or dead ); AC 10 (in the court or drinking in town) or AC
mockery. Common-born himself, he makes no dis- 2 (at war: plate mail and shield); hp 54; MV 12; ML
tinction between nobleman and commoner. He ab- champion (15); AL LN.
stains from drink at court functions and large feasts, Str 14, Dex 10, Con 16, Int 17, Wis 11, Cha 18.
but drinks to excess with his friends. He’s a fast Languages: Alasiyan (language of Ylaruam), Thyatian
friend of Lord Korrigan, (Ierendi accent).
but keeps his distance Proficiencies: Local his-
from the rest of the king’s tor y ( Ier e n di) , ri di n g
family so that his inter- (land-based), seaman-
ests will not conflict. He ship.
has exchanged strong Equipment: Long sword
words with the ambassa- +1, +3 vs. undead .
dor of the Emirate, Sheik
ibn Hamid, who remem- Aladan Voll:
bers Schonberg’s days of
fighting against Ylaruam Ambassador of
and has no great liking of the Minrothad
him. Schonberg also has
verbally sparred with the Guilds
Thyatian Ambassador,
Voll spent 40 years as a
Osteric, but the wily
merchant officer for the
Thyatian knows Schon-
Minrothad Guilds and
berg is an equal to him-
then retired, but ulti-
self, both in physical and
mately he sought another
political power.
position to keep him from
What He Says: “Ale for
going mad with boredom.
a drowning diplo-
Granted the Ambassador-
mat!” (his normal cry
ship to Karameikos over
upon entering the Black-
16 years ago, he has kept
Heart Lily tavern).
relationships cordial and
What Others Say: “The
business smooth between
Island Kingdom sent him
his nation and this one.
here in the home that he
Personality: Voll is a
will drink Karameikos
warm and friendly man
dry” (Osteric of Thyatis).
but still has the edge that
Appearance: Schonberg
decades of being a ship’s
is huge: 6’ 5” tall and
captain brings. He misses
weighing some 300
life on the open sea, but
pounds (surprisingly lit-
knows he’s no longer in
tle of which is fat). He
condition to handle it.
has a thick shock of gray-
His closest friends in the
ing black hair and an
Karameikan court include
enormous handlebar
young Lord Justin
mustache. He wears
Karameikos and Ambas-
clothing suited to the oc-
sador Schonberg.
casion, from rough travel
What He Says: “Never
wear to ceremonial robes,
be quoted. Quotes are
but always wears a bear-
clubs that can be used
skin cloak – a trophy of
against you again and
an accidental encounter
again.”
with a wounded bear.
What Others Say: “The
Using Schonberg:
These three ambassadors represent major trading na- Minrothad Guilds worked
Schonberg can be a cas-
a most marvelous magic:
ual encounter for the tions that are on good terms with Karameikos. Pictured
They sent us an empty
PCs. He frequents Mir- from left to right are Aladan Voll of Minrothad, Estella suit and called it an am-
ros’s taverns, especially Whitehall of Darokin, and Gunter Schonberg of Ier- bass ad or” ( Os teric of
the Black-Heart Lily, and endi. Thyatis).
often staggers home after
Appearance: Voll is 5’
too much to drink. The
9” tall and weights 140
characters could encounter him as he’s beset by rob-
pounds, with white hair and a close-cropped beard
bers in the street, or could meet him carousing in
and mustache. His eyes are blue. He wears comfort-
taverns he’ll speak to anyone coming to his home,
able robes bearing embroidery of waves, ships, and
from street beggar to royal messenger, and can act
sea life.
as a source of information on Thyatis and Ierendi.
Using Voll: Voll is a source of information on the
Combat: Schonberg is a former adventurer and is
Minrothad Guilds and sailing, and he has the time
as much at home in a tavern brawl as on the battle-
and inclination to talk to up-and-coming adventur-
field, and he’s as capable with his fists as with his
ers.
hands.

97
Combat: Voll is an elder statesman who avoids direct combat if
Fealty he can help it. His adventuring days are long over, and in public
Fealty in Karameikos is an oath he usually has a pair of bodyguards for protection (3rd-level war-
that defines the relationship be- riors in chain mail, wielding long swords). Voll also has a large
tween the king and his landed number of adventuring friends willing to come to his aid if he’s
nobles. In an oath of fealty, the threatened.
landed nobles promise to remain
loyal to the king and queen; to Aladan Voll (5th-level fighter): THAC0 16; #AT 1; Dmg 1d4
support them in times of peace (dagger); AC 10; hp 30; MV 12; ML steady (12); AL LG.
with taxes from their lands and Str 9, Dex 11, Con 10, Int 16, Wis 12, Cha 13.
in times of war with fighting Languages: Minrothad patois, Thyatian (Ierendi accent).
men, supplies, and their own ef- Proficiencies: Local history (Minrothad Guilds), navigation, sea-
forts; to acknowledge the heir to manship.
the throne and to swear fealty to
that heir upon assumption of the Estella Whitehall:
throne; never to conspire against
the throne; and to obey the laws Ambassador of Darokin
of the kingdom. The king in re- Mistress Whitehall is a professional diplomat of Darokin and has
turn promises to support the been ambassador to Karameikos for over 25 years.
claims to fiefs of the nobles and Personality: Estella tends to be coolly professional in all diplo-
their heirs, and to defend the no- matic dealings, but is warm with her family and few personal
bles’ lands should they fall under friends. Jenkin Flintfoot and Shalander of Alfheim are good
attack. friends of hers, and while she doesn’t dislike Lady Marianita, she
Characters of noble status is exasperated by her. Others find her prim and businesslike.
who will not swear an oath of fe- Whitehall is an admirer and patroness of the arts, fond of com-
alty to the king cannot attain a missioning works from struggling artists and craftsmen in order
rank above court noble in to help them continue in their professions. She has been an advo-
Karameikos. cate of the “New Karameikan” style of art, which combines tradi-
tional Traladaran and Thyatian styles, and there is a talk of her
sponsoring an exhibition of Karameikan art in her native Darokin.
What She Says: “The central hall should be done in a teal blue;
guests who are at ease are more likely to come to the point
quickly.”
What Others Say: “She’s every human’s snow-haired grand-
mother, but watch your tongue – she remembers everything and
everyone” (Shalander of the Elves).
Appearance: Estella is of medium height and plump. Her hair,
once brown, is mostly gray now. Her eyes, piercing and intelli-
gent, are blue. She wears gowns of Darokinian and Karameikan
make.
Using Whitehall: Estella is a source of information on Darokin
and the person to use when introducing adventures originating
from that nation. She is part of the Darokin bureaucracy and a
member of the Darokin Diplomatic Corps (DDC), a group special-
izing in quiet dealing and negotiation.
Whitehall is also useful in dealing with PCs who have any sort of
artistic background or ambition. She has none of the splash and
bluster of Gunter Schonberg or Abdallah ibn Hamid, and as such
may be more approachable.
Combat: Estella Whitehall has made no bones about her lack of
battlefield abilities; her background is much more pedestrian (and
safe). She is usually accompanied by a pair of Darokinian body-
guards (4th-level fighters in chain mail with long swords) when in
Mirros.

Estella Whitehall (0-level human of the gentry): THAC0 20; #AT


1; Dmg 1d4 (dagger); AC 10; hp 6; MV 12; ML unsteady (5); AL
LG.
Str 9, Dex 10, Con 11, Int 13, Wis 12, Cha 11.
Languages: Thyatian (Darokinian accent).
Proficiencies: Artistic ability (painting), etiquette, heraldry, local
history (Darokin, Karameikos, Five Shires).

98
Karameikos

Hyraksos Vorloi Kelvin Korrigan Prothemian

Radu Torenescu Marilenev Sulescu Dromilov

Antonic Hilltopper Halaran Lutescu

Achelos Radlebb Rifllian Vyalia

Queen Olivia commissioned this display for her grand- Thyatian-born families directly below. Below those are the
children. It shows the coats of arms of major families and Traladaran families, and lastly, the symbols of the elven
estates. The Karameikos family crest is highest, with the estates. A stylized Mirros is shown in the background.

99
Chapter VI:

Beyond the Borders


Though it is grand, Karameikos
is but a single kingdom on the
planet called Mystara. Beyond
the Karameikan borders lies a
world of diverse cultures, sav-
age monsters, and warring em-
pires. Whether the heroes
choose to explore that world is
ou come up to the DM and players, but
the information in this chapter
from a may serve as a glimpse of that
greater tapestry.

small Mystara is a planet smaller


than Earth, 6,190 miles in di-
ameter. Matera, Mystara’s only
village, visible moon, marks off the
months in its orbit. The planet
and you’re impressed is hollow and has another world
within it, a primitive land of
by the nearest town. floating continents and dino-
saurs. This Hollow World is be-

If you’re from a town, yond the scope (and reach) of


most player characters at the
start, but still can provide a
you’re interested in source of strange and wonderful
magical items and creatures.
the big city. If you’re The inhabitants of Karamei-
kos and the nations nearby call
from Mirros, you want their lands the Known World,
which is bounded by the Sind

to know the rest of


Desert and the lands of the Red
Steel to the west, the Sea of
Dread to the south, the Sea of
Karameikos. Once Dawn to the east, and the vast
wildernesses of Denagoth and
you’ve traveled from Norwold to the north. More
than a dozen small nations, cul-
Fort Doom to Rugalov tures, racial territories, and em-
pires lie within this region, all

Keep, you want to


seeking their own destinies. It
is part of a larger continent
known as Brun.
know what’s beyond. What follows is a brief tour of
the lands beyond Karameikos’s
That’s the world for borders, revealing their nature,
their rulers, and what sets them
you. It’s always apart from others. Of particular
interest are three other major

something.
nations in the area: Glantri, the
Kingdom of Magic; Darokin, the
Kingdom of Gold; and Thyatis,
the Empire in Ruins.

Aengmor
—Joshuan (formerly Alfheim)
Gallidox Alfheim was in its heyday a
powerful elven nation situated
in the magical forest of Canol-
barth, surrounded by Darokin
territory. The woods were cor-
rupted by a pale-skinned, un-
derground race known as the
shadow elves, who broke the magics of the forest,
reduced its great trees to twisted mockeries of their
former selves, and drove the native elves out. These
Atruaghin
elven refugees have migrated into Darokin, Glantri,
Karameikos, and north to Wendar. Canolbarth is
now a blasted, withered forest, its former tree-cities
rotting wreckage. (The Clans of the Plateau)
Government: News from Aengmor is rare and
South and west of Darokin the land rises in a sudden
sketchy. However, it appears that the shadow elves
plateau with cliffs a half-mile high. This fertile pla-
treat it as a conquered colony belonging to an un-
teau serves as the home of the Atruaghin peoples, a
derground settlement known as the City of Stars.
group similar to several of Earth’s native American
The ruler of Aengmor is a princess of the shadow elf
cultures.
royal house, Tanadaleyeo.
Government: The Atruaghin peoples are broken
Languages: The common language is elvish, with
down into several clans, each with its own territory
the sibilant shadow elf dialect. Speakers of elvish
and culture. The clans break down into smaller
can understand shadow elves.
tribes, and tribes into individual families. Most east-
Coinage: The Aengmor gold piece is called a bright ,
erners are familiar with the Bear Clan, which has the
its silver piece a shine , and its copper piece a glint .
most dealings with Darokin and the world beyond.
In addition, the shadow elves use kalafi, a barklike
Languages: Each clan has its own language, but the
fungus which is considered to be worth 10, 50, or
most common, due to trade, is the Bear Clan tongue.
100 gp, depending upon circumstances.
Coinage: Most Atruaghin tribesmen have no need
Visitor Information: Aengmor’s main city is Rafiel-
for money, trade being accomplished through barter.
ton, built on the wreckage of Alfheim City, with
What few coins are used include the cloud (worth 5
great expanses of linen providing shade for the
sp) and the land (cp). The old ruins on the plateau
light-sensitive shadow elves. Most of the remaining
and in the jungles at its southern foot do yield gold,
elven cities lie in ruins, abandoned by shadow and
but it is not valued beyond its decorative nature.
surface elf alike, but one region, known as the
Visitor Information: Most of the Atruaghin Plateau
Sump, serves as a major shadow elf staging area.
is unknown and unexplored by the nations to the
The shadow elves emerged into this world through
east. The plateau is accessed by an ingenious “world
an opening at the Sump, where a number of Canol-
elevator” constructed by the Bear Clan in conjunction
barth rivers flow underground.
with Darokin traders. A horse-powered winch draws
Things to Remember: Shadow elves are reclusive
a large platform (capable of carrying two wagons) to
to the point of xenophobia, and they venerate dark
the top. It is this “world elevator” which has opened
Immortals. They do not suffer trespassers, looters,
Atruaghin to the outside world. Unfortunately, this
or raiders gladly. Travel at your own risk.

The wild lands of Karameikos are overrun with nonhuman goblins of the Dymrak Forest in eastern Karameikos have a
tribes of orcs, kobolds, and goblins. Of these, the wolf-riding deserved reputation for their savagery and animal cunning.

101
wonder of the world recently sustained damage and Lands cannot be avoided, since it lies right on the
is currently under repair. trade route between Glantri and Darokin. The best
Things to Remember: Atruaghin society is primal advice is: Come heavily armed and don’t tarry on
but not necessarily primitive, and it can be as peril- your way through.
ous and intricate as the trading halls of Darokin and
the court of Karameikos. As always, observe local
customs, and be prepared to be treated as a curios-
Darokin
ity.
(The Kingdom of Gold)
The Broken Lands Darokin is Karameikos’s northern neighbor, and
caravans regularly come down from Selenica,
(The Humanoid Kingdoms) Darokin’s westernmost city, along the King’s Road
into Karameikos. Darokin is the most mercantile na-
Squeezed into the rocky tion in the Known World,
badlands between Glantri and their traders are rec-
and Darokin, and in the ognized far and wide for
sprawling caverns below, their sharp dealing and
this blasted landscape is glib sales pitches. Once a
the home of rival tribes peaceful, profitable na-
of huma noids, united tion, Darokin has now
only in their hatred of come under attack from
men, elves, and dwarves. pirates in the south, de-
Government: Who runs sert fanatics from the
the Broken Lands? It de- west, orcs from the Bro-
pends upon who you talk ken Lands in the north,
to, where you are, and and shadow elves in the
what time it is. Usual hu- east.
manoid politics revolve Government: Darokin is
around those who have a republic, at least on pa-
the most powerful forces per. In reality it is a plu-
beating on all the others tocracy, where money
until they all reach an talks and the golden rule
agreement. Then they all is in force (“He who has
invade Glantri or Da- the go l d makes th e
rokin. Current powers in- rules”). The head of the
volve King Kol, a kobold Merchants’ Council is a
with the support of Glan- human named Corwyn
tri; Alebane, an ogre with Mantua, but most deci-
strong cross-species sup- sions are made with an
port; Xilochtli, a shadow eye toward the bottom
elf ruling a powerful un- line and how it will profit
derground city; and Thar, Darokin and its burgeon-
who until recently ran the ing merchant class.
entire show. Languages: The com-
Languages: Each race mon language is Thyati-
has its own language, and an, as it is in Karameikos,
dialects across the Bro- although the natives refer
ken Lands further split to their dialect as Daroki-
tribes of humanoids. nian.
Most of the inhabitants Coinage: The Daroki-
know orcish as a trade Situated on the western border of Karameikos, the nian gold piece is called a
language. Blight Swamp is an impassible fen of twisting tribu- daro , its silver piece a
Coinage: Whatever they taries. The swamp serves as the home of lizard men, tenrid , and its copper
can steal. There is no na- bonesnappers, and other reptilian creatures quite hos- piece a passim . Darokin
tive coinage of the Bro- tile to man. mints an electrum piece
ken Lands, only the plun- called a half-daro .
der from raids. Visitor Information:
Visitor Information: The Broken Lands recently Darokin’s capital is located in the heart of the coun-
saw an expansion of its domain in the recent try and at the center of a web of major mercantile cit-
Thyatian/Alphatian war. In the course of this war, ies connected by good roads. While smaller than Mir-
an Immortal directed a large meteor to strike the ros, Darokin City seems more bustling, active, and
Darokin/Glantri border. (It remains unclear which generally wealthier than the Karameikan capital.
was the actual target). This meteor further demol- Darokin has a large middle class, and all within it try
ished the local terrain and created the Great Crater, to advance their own ends.
which quickly became inhabited by humanoids un- The nation of Darokin is made up of bits that have
der the supposed rulership of King Kol. been unclaimed by other nations, and as a result
Things to Remember: The area of the Broken sprawls over a vast amount of terrain. Darokin com-

102
pletely encompasses the nation of Aengmor (formerly Alfheim),
though most of its border expanses remain wild and uncontrolled.
It’s Money that Matters
Things to Remember: Bring money. After making a deal with a Mystara has vastly more gold
Darokinian, count your change, your fingers, and the members of and other precious metals than
your party. Darokin is in no way as safe and secure as its prized medieval Europe did. These
Diplomatic Corps lets on. The natives of Darokin are as plotting Mystaran metals are worth much
and dangerous as their Glantrian neighbors, but they are more less, however. The gold coin of
pleasant about it. medieval Europe would provide
a family food and shelter for
Ethengar (Kingdom of Horsemen) months, but it is nothing more
than pocket change here. (That
Ethengar occupies a huge, grassy plain to the north of Darokin does not mean life is easier for
and to the east of Glantri. It is stark, open country occupied by the peasants of Karameikos, just
powerful, dangerous horsemen whose culture resembles that of that the gold piece has less
the Earthy Mongols of Genghis Khan. value.)
Government: Ethengar is a khanate – a loose federation of no-
madic tribes led by chieftains, occasionally gathered (as they are
at the present) under the command of a greater chieftain (a great
khan). Often the various tribes war against each other when they
aren’t fighting the Heldannic Knights, Ostland troops, or
Glantrian wizards.
Languages: The horsemen of the plains speak Ethengarian, an
unrelated tongue to those of their neighbors, attesting to the fact
that Ethengarians originate far from this area. Some speak In Karameikos, the gold piece
Thyatian. is called the royal . On the front
Coinage: The Ethengarians use a variety of specialized coins is the head of King Stefan.
called tangs , which are trade bars minted in gold, silver, copper, (Versions of this coin more than
electrum, and platinum, and in 1-, 5- and 10-coin denominations. five years old have King Halav’s
Greater denominations bear the mark of the great khan. Posses- face instead – Halav has since
sion of “outsider” currency is punishable by death. (A lot of been moved to the electrum
things involving outsiders are punishable by death.) piece.)
Visitor Information: In the middle of Ethengar lies the Land of
the Black Sand, dark, sinister badlands haunted by foul monsters
and ripped by flesh-rending storms. In its center towers the fast-
ness of the World Mountain, a singularly massive spur of stone
dominating the blasted landscape around it. Here, the khans of
the Ethengar people are interred, watched over by powerful spir-
its. Needless to say, this area is taboo, and trespassers are slain.
Things to Remember: On the surface, Ethengar seems inhabited
by savage, bloodthirsty, dangerous horsemen. Upon examination
The silver piece is called the
of their culture, however, one is struck by the fact that these
crona . The front shows the royal
deeply spiritual, reverent people live in harmony with their
palace in Mirros.
harsh, windswept land (and happen to be savage, bloodthirsty,
and dangerous.)

The Five Shires (The Hin Nation)


The Shires are the home of the halfling people, also called the
hin. Bright, adventurous, and intelligent, the hin generally have
striven to live in peace with their neighbors.
Government: A clan leader rules the hin in everyday matters.
The copper piece is called the
Each of the shires elects a representative sheriff, and the five
sheriffs determine national policy. Such policy usually begins and
kopec . The great wolf of the
inland forests appears on the
ends at protecting hin interests throughout the Known World.
front.
Languages: The common language is Thyatian, in the Darokin
dialect. Elders of the people speak an archaic tongue called Lalor.
Coinage: The hin gold piece is called a yellow , its silver piece a
star , and its copper piece a sunset . Simple names for items suit
the hin people well.
Visitor Information: The land resembles that of Karameikos,
though a little more civilized, and the hin face the same problems
as their neighbors (pirates from the sea, orcs from the moun-
tains). Small farming communities dot the area.
A recent coin added to the
Karameikan treasury is called

(continued on page 105)

103
Things to remember: The hin are childlike, but not Things to Remember: Mages rule here, and further-
childish. They take pleasure in many common things more they are everywhere; one cannot toss a small
and simple activities, but if angered prove to be te- stone without striking a wizard, a familiar, or a magi-
nacious and savage opponents. Don’t cross a hin cal creation. Magic is the national industry, but poli-
unless you plan to leave the country immediately – tics is the national passion. Everyone has an angle
imagine a nation of small pranksters who have all and very few have qualms about sacrificing their al-
decided to get even with lies to reach their ends.
you simultaneously.
The Heldannic
Glantri (The
Territories
Kingdom of
(Land of the
Magic)
Located to the north and
Knights)
west of Karameikos, be- Originally a group of
yond Darokin and the Antalian Freeholds simi-
Broken Lands, Glantri is lar to the neighboring
a magocracy – that is, a Northern Reaches, the
kingdom ruled by wiz- territory was conquered
ards, for the benefit of by a group of Thyatian
wizards. Glantrian wiz- refugees from the island
ards consider other of Hattias who were too
classes and races inferior, intolerant and violent for
particularly dwarves and t he T h y a ti a n g o ve r n-
all manner of priests, ment’s tastes (which is
both of whom locals ac- saying a good deal in it-
tively persecute. Most self). These Heldannic
people in the Known Knights rule the territory
World consider Glantrian with an iron hand, and
mages the most advanced they are always looking
and powerful of all, while for new peoples to op-
viewing Glantrian politics press.
as Byzantine and treach- Government: The Hel-
erous. dannic Knights form a
Government: Glantri is theocracy devoted to
divided into principali- Vanya, a woman warrior
ties – small princedoms who has attained Immor-
in which the prince’s rule tal status. They believe
is law. Humans (at least, that Vanya has special
most of the rest of the plans for the trans-
world hopes they’re hu- planted Heldannic peo-
mans) rule the majority ple, plans that involve
of these principalities, world domination and
but there are elves, lycan- subjugation of all non-
thropes, and even a ko- Hattian peoples. Their
bold in charge as well. high priest (and general
The rulers all have magi- villain) is Herr Wulf von
cal abilities and sit on a Klagendorf.
central council. Languages: The com-
Languages: The com- mon people speak Antal-
mon language is Thyati- ian, a dialect they call
an, as is the case in Kara- The annual pilgrimage of the Gnome Caravan, bearing Heldannic. The language
meikos, but Ethengarian, ore and finished goods, treks southward from High- of court, trade, and war is
Traladaran, and Alpha- forge into the human lands. The caravan leaves on the Thyatian.
tian are spoken here as 1st of Thaumont each year, arriving in Mirros by the Coinage: The pre-
well. 11th of that month. invasion coins of the
Coinage: The Glantrian Heldannic people have
gold piece is called a been confiscated, and
ducat , its silver piece a their ownership is
sovereign , and its copper piece a penny . Its plati- grounds for imprisonment. The official coins are the
num piece is known as a crown . groshen (a 5-gp coin), the gleder (gp), the erzer (ep),
Visitor Information: Glantri City is the largest the markshen (sp), and the fenneg (cp). All carry the
community in the nation and is about the size of face of Vanya on one side and the knights’ black lion
Mirros. Unlike Mirros, Glantri City was built over a rampant on the other.
swamp, such that the city is criss-crossed by canals Visitor Information: The Heldannic territories are
and the gondola is the easiest method of transporta- among the most beautiful in the Known World – roll-
tion. Glantri City is also the nation’s seat of govern- ing hills and mountains covered with thick cloaks of
ment and magical research. pine and spruce and filled with wildlife like elk,

104
moose, and wolf. Unfortunately, at the heart of this beauty is the (continued from page 103)
rot of the Heldannic Knights, holed up in their main city of
Freiburg. Freiburg, a gloomy, tightly-packed city of winding the halav , minted from the blu-
streets, lies tucked behind the mightiest walls in the Known ish metal electrum. King Halav
World. indeed appears on its front,
Things to Remember: The Heldannic Knights are racist fools, wearing his war helmet. The
but they are the racist fools in charge. How bad are they? The royal coat of arms of Karameikos
Black Eagle Baron’s niece, Anna von Hendri ks, belongs to their is stamped on the back.
number, and she is old Ludwig’s favorite niece. Give this place a
miss unless you have a sure-fire plan for revolution or a taste for
martyrdom.

Ierendi (The Kingdom of Islands)


Situated to the south and west of Karameikos, Ierendi is a loose
confederation of islands, each with its own personality and atti-
tudes. A chaotic coalition, the nation pulls together when threat- The Karameikan Royal Treasury
ened by outsiders. does not produce platinum coins
Government: Ierendi holds a yearly tournament, and the winner at the present time – most plati-
becomes the king or queen of the kingdom for the next year. Most num coinage comes from
of the real power rests in the hands of a bureaucracy and the local Thyatis, where that nation pro-
government, but choosing a new king remains a great excuse for a duces the emperor . The front of
celebration. the emperor bears the image of
Languages: Most Ierendi speak Thyatian, with the halfling one emperor or another, and a
population using the Darokin/Five Shires dialect. The original set of crossed swords appears on
language of the isles is Makai, still spoken by the long-time na- the back. As these platinum
tives. coins were minted over the
Coinage: Ierendi loves foreign currency, and the locals them- years, different emperors’ faces
selves mint the pali (10 gp), the geleva (gp), the sana (sp), and were stamped into them; the age
the cokip (cp). of the coin determines which
Visitor Information: Ierendi thrives on a tourist trade, of all emperor appears on it.
things – visitors from other nations come to Ierendi for fun, ad- Most of the nations of
venture, and the feeling of danger. Note the use of the word feel- Mystara mint their own coins,
ing – most of these visitors from Darokin, Karameikos, or Thyatis and a number of private mints
could find real danger not more than 20 miles from their houses, exist as well.
but in Ierendi adventure supposedly takes place in generally posi- The DM should use the above
tive environments. information to add spice and
The main event each year is the grand tournament for the color to the campaign if it is
crown. It is heavily weighted in favor of the warrior class, and the needed. For many players, a
winner rules in the great, indefensible coral castle of Ierendi, pouch of gold is a pouch of gold,
throwing parties, making announcements, and generally being regardless of who or what ap-
kept away from the mechanisms of real government. pears on the coin. A Karameikan
Things to Remember: Have fun. Ierendi is one of the most beau- crona is as silver as a Min-
tiful and leisurely places in the Known World. That is not to say it rothadian quirt or an Ylari dir-
is without peril, but the dangers at least look good. ham . All are still worth 1 sp.
There may be times, however,

Minrothad
when it is important to identify
the coins (“The thief was paid off

(The Kingdom of Sea Princes)


with Glantrian gold ducats ,
newly minted, so find out who’s
spending those”) or by age (“The
Situated to the south and east of Karameikos, Minrothad is an or-
dragon’s lair contains Thyatian
ganized coalition of seagoing merchants whose reach spans the
emperors from the reign of Zen-
Sea of Dread and the Sea of Dawn, some of their agents reaching
drolion I”).
as far west as the Red Steel lands.
Government: Like Darokin, the other major trading nation,
Minrothad is a plutocracy, ruled by the wealthier classes. Unlike
Darokinians, the people of Minrothad have dispensed with the il-
lusion of republican thought, and most power rests in the hands
of an elected (for life) Guild Master. The current Ruling Guild
Master is Oran Meditor.
Languages: Most languages are spoken on the isles of Min-
rothad, including Thyatian. Among themselves and their crews,
the natives of the islands speak a patois called Minrothaddan,
made up of sentence fragments and structures cheerfully looted
from their trading partners to the point of becoming a completely
separate language.
Coinage: Minrothad mints its own crona (a gp in the isles), the
byd (ep), the quert (sp) and the plen (cp).

105
Visitor Information: Citizens of Minrothad live for strongly dedicated to a group of Immortals with
trade and trade to live. The seat of government is names and attributes similar to the Norse Pan-
the city of Minrothad on Trader’s Isle, a bustling theon – Odin, Thor, and Loki. Whether these power-
den of commerce and intrigue. ful Immortals are truly the extraplanar powers, or
Things to Remember: As in Darokin, money talks, instead are servants or impostors, remains to be
but mere gold does not buy a place among the Min- seen.
rothaddan merchant princes. The natives of Min- Things to Remember: Natives of Vestland are the
rothad remain clannish and suspicious of strangers most forward-thinking and trade-oriented, and are
who pry too much. usually the ones encountered away from the R eaches.
The natives of Ostland
Ostland, Vest- are a bit savage (they
only recently banned the
land, and the practice of thralldom –
enslavement of defeated
Soderfjords enemies). Those of So-
derfjord would be dan-
(The Northern gerous if they didn’t
spend all their time quar-

Reaches) reling among themselves.

The nations of the North-


ern Reaches are located
Rockhome
north of Ylaruam and
R o ck h o m e , along th e
(The Kingdom
coast of the Sea of Dawn.
These three independent
of the Dwarves)
nations share a common The homeland of the
ancestry, and as such dwarves is nestled among
may be considered to- the Altan Tepes Moun-
gether. All are dominated tains north of Karamei-
by the Antalians, who are kos. Most of the dwarves
similar in appearance and of the Known World can
behavior to the Vikings of track their ancestry back
Earth. The people of Ost- to this land. It is noted
land are the most tradi- for towering peaks, ice-
tional (bloodthirsty), cold lakes, and great un-
those of Vestland the derground cities full of
most forward-thinking dwarves.
(western), and those of Government: A dwarven
the Soderfjord Jarldoms king or queen rules Rock-
the most chaotic home, heavily influenced
(treacherous). by the powerful dwarven
Government: All three families or clans that op-
nations are monarchies, erate through a senate in
and both Vestland and the Thyatian style. The
Ostland trace their roots current king is Everast
to a common ruler. The XVI, newly enthroned.
Ostland crown is heavily The passing of power in-
influenced by a tradi- The reach of Karameikan traders is felt far and wide volved a nasty civil war
tional religious hierarchy. along the Dread Coast, from Thyatis to as far west as among the dwarves, and
The Soderfjords are a col- Slagovich. Pictured here is the Karameikan treasure some resentment between
lection of smaller com- galleon Prince Valen making good time in Minrothad- the clans continues.
peting baronies (or jarl- dan waters. Languages: The com-
doms) that choose one of mon language is dwar-
their number as the war- vish, with a Rockhome
leader or jarl – a thankless position that usually accent (though one would have to travel far to find a
lasts only as long as the lesser jarls so choose. different accent). Merchants and surface humans also
Languages: The common language uniting the speak Thyatian.
Northern Reaches (and separating them from the Coinage: The Rockhome gold piece is called a
more “civilized” south) is Antalian. There are some trader , its silver piece a moon , and its copper piece a
speakers of Thyatian common as well, primarily stone . The dwarves also use a heavy, 10-gp gold coin
among the merchant class of Vestland. called a sun .
Coinage: All the nations of the Reaches mint their Visitor Information: Dengar is the dwarven capital
own coinage. In Ostland, it is the krona (gp), eyrir built at the base of Mount Everast. It is separated
(sp) and oren (cp). In Soderfjord it is the markka into upper and lower cities, the upper region being a
(gp), penne (ep), gundar (sp), and oren (cp). In heavily fortified surface community, with the real
Vestland , they use the schilder (5 gp), guldan (gp), power (and the bulk of the population) located in the
hellar (ep), floren (sp), and, of course, the oren (cp). caverns of Lower Dengar.
Visitor Information: The Northern Reaches are Things to Remember: The dwarves run things here,

108
so be prepared to do things on dwarven terms. The dwarves value
craftsmanship, honesty, and family honor. They do not respect
The Hutaakans
farmers or wizards (particularly Glantrian wizards). Do not admit Hutaaka, a mountain in the
to being either, even if it’s true. Black Peaks north of
Karameikos, was the cultural and
Sind (Kingdom of the Wastes) religious seat of a peaceful
jackal-headed humanoid race in
The western border of the civilized world, Sind is a relatively un- the time before Halav. The mys-
pleasant land of salt swamps, deserts, and rocky wastes. Its popu- terious Immortal Pflarr created
lation moved in and thrived during more pleasant times, and as a the Hutaakans, and they vener-
result packs itself tightly in teeming cities. The culture of Sind ated him. Their primary inter-
resembles that of Earth’s early Indian subcontinent. ests were religious and artistic;
Government: Sind is currently under the control of a despot they were not a particularly
from even further west known as the Master of Hule. Under the hard-working race.
Master’s directions, raids by lands and sea based out of Sind con- Hutaakan explorers discov-
tinue to assail western Darokin. ered Traldar communities and
Languages: The language of the Sind is Sindhi, a melodious, lilt- began peaceful communication
ing tongue. Some traders speak Thyatian as well. with them, trading tools and
Coinage: The Sind people mint a number of coins, including the technological secrets for slaves
guru (25 gp), the rupee (5 gp), the bhani (2 ep), the khundar (sp), and laborers. Gradually, the Hu-
and a piaster (cp). taakans began to dominate the
Visitor Information: Most interesting about Sind is not its over- Traldar, who were awed by the
packed cities or Hule-dominated government, but what lies far- great technological knowledge
ther west. Beyond the Sind Desert and the Plain of Fire sprawl the and philosophical wisdom of the
mythical lands of the R ed Steel. Beginning with the mighty city of nonhumans.
Slagovich and moving west, this region harbors great heroes and This fortunate circumstance
mighty magic. News comes infrequently from Slagovich, but what remained unchanged for a period
news does come brims with wondrous adventure and terrible of about 500 years. About
monsters. 1000 B.C., however, a vast inva-
Things to Remember: Sind is a dangerous, deadly place, made sion force of gnolls poured into
more so by the agents of the mysterious Master of Hule. Be polite, the Traldar lowlands. The Huta-
keep to well-traveled areas, and expect to defend yourself against akan High Priest sent out word
thieves. to the Hutaakans living in the
lowlands to return to their val-

Thyatis (The Empire In Ruins) ley, bringing all traces of the Hu-
taakan race with them and tak-
Thyatis has been a major player in the Known World for over a ing with them a number of Tral-
millennium, such that the official reckoning and common lan- dar people as servants.
guage throughout most of the land is Thyatian. Thyatis has had a The humans fought and even-
knack for conquering various territories and then letting them get tually prevailed against the in-
away. Seriously depleted by a recent war with the former nation vaders, but at great cost, and
of Alphatia (a land that no longer exists in the Known World), much of their previous knowl-
Thyatis has suffered a number of setbacks and now teeters on the edge and history was lost to
brink of disintegration. them. The Hutaakan (jackal-
Government: An emperor rules Thyatis, kept in check by an headed) people blended in the
elected senate. The recent death of Emperor Thincol I and the as- storytelling with the invading
cension of his son Eusebius I has thrown the traditional alliances gnollish (hyena-headed) people,
in disarray, and Thyatian senators spend much of their efforts and as such were forgotten save
trying to get on the new emperor’s good side. They would do more as invaders and enslavers. So the
good dealing with plagues, famines, and riots within their home Hutaakans passed out of the
territories, but their political foolishness is making a bad situa- Traladaran histories, but their
tion worse. ruins still rest in remote loca-
Languages: The common language is Thyatian, but all tongues tions, and the possibility exists
are heard within its borders. that they continue to live undis-
Coinage: The Thyatian gold piece is called a lucin , its silver covered in their mountain fast-
piece an asterius , and its copper piece a denarius . Thyatis also ness.
mints a platinum coin worth 5 gp called an emperor, which is rec-
ognized in Karameikos as legal tender.
Visitor Information: The heart of the empire is the city of
Thyatis, which alone has a greater population than the nations of
either Glantri or Karameikos. A huge, sprawling urban settlement
barely contained within its great city walls, it boasts some of the
most beautiful architecture and some of the most violent slums of
any nation in the Known World.
Things to Remember: Everything bad you’ve heard about
Thyatians in Karameikos applies here in reality. They are corrupt,
decadent, faddish, extremely pragmatic, and treacherous. Re-

109
member, the original Thyatian invaders of Karameikos were seek-
Trials and Errors ing to get away from this place.
The justice system of The empire has, believe it or not, survived worse times than thi s,
Karameikos is tied to social and a strong emperor could rescue the nation and return it to
standing, with one procedure set greatness.
for the lower classes and a sepa-
rate but related system for the
nobility. Individuals of non-
Wendar
noble rank (generally freemen
but including anyone lower in
(The Elven Kingdom of the North)
status than a court noble) are With the corruption of Canolbarth and the fall of Alfheim, Wendar
tried by a judge, normally the remains the only elven kingdom in the Known World. Tucked be-
local ruler or an individual des- yond the borders of Glantri and Ethengar, it has the otherworldly
ignated by that lord (freemen nature of a land still under the control of elven magics.
may be appointed as judges in Government: Wendar is a monarchy in the traditional elven
this manner). The judge hears manner. Gylharen the Wizard-King rules this land.
the arguments, investigates the Languages: The common language of Wendar is elvish, either
evidence, and rules on the mat- with the native Wendar ian dialect or that of the Alfheim refugees.
ter. Nobility (including all no- Coinage: The elves of Wendar use the di (gp), the on (sp), and
bles of court status or higher) the teci (cp).
are tried by a jury of their peers. Visitor Information: Wendar had been forgotten by other nations
An appointed judge presides of the Known World, due to its very remoteness. That changed
over a jury of seven nobles. when it took in the bulk of the Alfhei m refugees. Now there are
These individuals should hold at regular parties of elves (exiles and natives) exploring the rest of
least equal social status as the Mystara and looking for a way to battle the shadow elves and re-
accused, though this is not al- claim Alfheim.
ways possible. The judge con- Things to Remember: If you’re an elf, you are welcomed as long
trols the proceedings, but the lost kin – the Wendarian elves are more active now that their
jury hears the evidence and is- southern brothers have lost their lands. If you’re human, be very
sues a verdict based on a major- polite. A lot of warrior/wizards live in Wendar.
ity decision.

Ylaruam (The Desert Kingdom)


In addition to common law,
organizations such as the mili-
tary and the churches may initi- An arid region of rocky badlands and sandy wastes to the north of
ate their own judgments in mat- Thyatis and Karameikos, Ylaruam is the home of a proud desert-
ters exclusively within their do- dwelling race of humans similar to the Earthly Bedouins of Arabia.
main. In addition, nonhuman so- Government: A sultan rules Ylaruam, advised by a grand vizier,
cieties (such as the elves on their who in turn oversees a large, organized bureaucracy of depart-
estates or the gnomes of High- ments called voucheries. Ylaruam is divided into emirates to fa-
forge) may have their courts, cilitate easy control of these voucheries. Unlike the bloated and
built upon the Karameikan corrupt bureaucracy of Thyatis to the south, the Ylari bureaucracy
model. is well organized, devoted, and efficient.
Every Karameikan citizen of Languages: Ylaruam’s court officially speaks Ylari, the tongue of
freeman status or higher has the the native people. Many also speak Thyatian, but be warned – this
right to appeal a ruling to the is the language of one of the empires that historically oppressed
king himself in open court. Such and warred with the desert peoples.
appeals are routed through the Coinage: The Ylari gold piece is called a dinar , its silver piece a
Secretary of State, who deter- dirham , and its copper piece a fal .
mines the docket (order of cases) Visitor Information: The most important site in Ylaruam is not
for His Majesty. In most situa- the map, but in the heart. The natives of Ylaruam overthrew their
tions, worthy cases are heard colonial masters under the leadership of a great philosopher and
one day a week. There is no ap- warrior named Al-Kalim, who has since become an Immortal. Al-
peal from the king’s ruling, and Kalim’s words, the Nameh, have become the guiding principles of
individuals who waste the king’s his people, and encourage devotion, loyalty, honesty, and bravery.
time by asking him to overturn Even the oasis capital of Ylaruam pales before the shining exam-
reasonable rulings often find ple of Ylari belief.
themselves facing even more ex- Things to Remember: Be polite and observe local customs. The
tended sentences. Ylari respect storytellers, warriors, and scholars. They dislike
mages, particularly Glantrians (there’s a pattern developing here)
and those who use fire-based magics. Ylari hold grudges a long
time so be prepared for retribution should you anger one.

110
Wendar Heldanic Terr.

Ostland

Glantri
Vestland

Ethengar

Broken Lands

Soderfjord
Rockhome

Sind

Darokin
Alfheim Ylaruam

Atruaghin

Five Shires
Thyatis

Karameikos

Ierendi

Minrothad

This display depicts the coats of arms of Mystara’s nations. It Adjacent nations are linked by vines. Land connections are
was commissioned by Queen Olivia, who used it to instruct shown in green, while sea routes appear in blue.
the royal grandchildren.

111
Appendices

Creating
Karameikan Characters
The cards in this box present a number of charac-
ters suitable for use with both the F IRST Q UEST
game and the setting for Karameikos: Kingdom of
Adventure . However, players us-
ing the F IRST Q UEST rules are en-
couraged to create their own
characters to advance under the
AD&D game system. Further, es-
tablished players of the AD&D
game system can tailor their
characters by providing them
question with Karameikan backgrounds.
Various methods of character
plagues generation for AD&D characters
are discussed on page 13 of the

all sen- Player’s Handbook (PHB) . The


simplest of these is repeated

tient be-
here:

1) Take a blank sheet of paper


ings, whether human, and a pencil.
2) List the abilities down the
elf, dwarf, gnome, or left side near the top: Strength,
Dexterity, Constitution, Intelli-

hin. That question is: gence, Wisdom, and Charisma.


3) Roll three six-sided dice

“Who am I?”
(3d6) for each ability. Total the
dice and write down that number
by the ability name.
My answer is: 4) Choose a character class,
and if using kits, a starting kit
“Who wants to (see below for kits). The PHB de-
tails a number of options, but i n

know?” general, if your best ability is


Strength, be a warrior; if it is
Wisdom, be a priest; Intelli-
gence, a wizard; and Dexterity, a
rogue.
—Joshuan 5) Determine initial character
funds from the table on page 66
Gallidox of the Player’s Handbook .
6) Choose a race. Most charac-
ters are humans, but a character
might also be an elf, dwarf,
gnome, or halfling (also called
hin in Mystara).
7) Determine the character’s
background by choice or roll on
the background tables.
Experienced AD&D players know most of the
above, and can skip to Step 7.

Backgrounds: Human
These background tables provide a grounding for
characters – how wealthy the PC’s family is, what
the family heritage is, and where the character is
from. Note that initial character funds are not af-
fected by family wealth. Most new characters are
assumed to be newly sheared and on their own.
Determine family social standing by rolling percentile dice
(1d100) and comparing the result to the Human Wealth and
Where Adventurers
Status Table, below. This gives the economic standing of the fam- Fit In
ily the character comes form. Keep track of this number.
The most mobile population
group in Karameikos is its he-
roes – wizards, warriors, priests,
Human Wealth and Status Table and rogues who, through ability
1d100* Status and luck, grow extremely power-
01-30 Penniless ful. As a rule of thumb, player
31-60 Struggling characters of 8th level or less
61-75 Comfortable represent freemen. The commu-
76-85 Wealthy/Untitled nity considers characters of 9th
86-95 Wealthy/Titled or higher levels among the best
96-97 Very Wealthy/Untitled in their fields, and as such they
98-00 Very Wealthy/Titled are deemed worthy of great re-
* Remember the number rolled. spect. Treat such characters as
court lords and ladies when they
Once the wealth and status of the character’s family is known, deal with others.
determine whether the family is Traladaran, Thyatian, or Mixed When classes interact, those
(“New Karameikan”). The player can choose a heritage, or use the of lower standing must treat
following method to (semi-) randomly determine this: their superiors with respect. The
nobility are expected to treat
Roll percentile dice (1d100) and add one-half the number rolled their inferiors with understand-
for the family wealth and status (round down). For instance, if 67 ing and tolerance, but they
was rolled on the Human Wealth and Status Table, then roll an- should not do anything that
other 1d100 and add 33 to the total. places in jeopardy the class rela-
Compare the result to the Human Heritage Table below to deter- tionship. As such, a common
mine family heritage: vender should drop to one knee
before the king, but it would be
improper for a prince to go
Human Heritage Table drinking with commoners. Use
this general rule when running
1d100* Heritage nonplayer characters of different
01-60 Traladaran social stations.
61-00 Mixed Note that these are guidelines
101+ Thyatian only. If an individual has been
* Plus ½ the roll for wealth and status granted a fief or has a higher
rank within the church or mili-
If the result is Traladaran , the character’s family is predomi- tary, consider that station in-
nantly Traladaran and its head is of the native population. If the stead of the default experience
result is Thyatian , the character’s family is predominantly level station.
Thyatian and its head is of that people. If the result is Mixed , the
character’s immediate family contains both Traladarans and
Thyatians.
The final step is to determine where the character is from. The
player can either choose or roll 1d20 on the Human Home Town
Table, below. The DM always has the option of choosing a charac-
ter’s home town, and is especially likely to do so for Wealthy or
Very Wealthy characters.

Human Home Town Table


1d20* Home Town
01-03 Black Eagle Barony
04-10 Homestead (player’s choice)
11-13 Village/Town (player’s choice)
14-16 Kelvin
17+ Mirros
* Add modifiers listed on the next page.

113
Mo di f i er s to H u man Ho me To wn R ol l family lives in an adequate home; family members
Character is a priest +2 have adequate clothing, including footwear, traveling
Character is a wizard +4 clothes, and (often) one fine outfit for social wear.
Character’s family is Comfortable +2 Most members of the family can afford a weapon of
Character’s family is Wealthy +4 choice.
Character’s family is Very Wealthy +6 Wealthy/Untitled: The family is wealthy. Its mem-
bers do not suffer from want. It is likely to own the
Table Definitions property on which it lives and other properties be-
sides, and is likely to employ servants. It makes a
Below are listed the definitions for the various re- good living, usually from trade, agriculture, or the
sults from the previous earnings of one highly
set of tables: paid professional in the
Penniless: The family is family.
dirt poor. Most of its The character’s starting
members spend all their gold represents the ap-
lives in backbreaking la- proximate amount the
bor. Fa mily m e mb ers family gives to every
gr o w up u ne d u c a t ed , youth the family gives to
working all their lives for every youth leaving after
someone else’s profit. the Shearing Ceremony,
The character’s starting and does not constitute
gold represents every much of a dent in the
coin that the family could monthly earnings. The
scrounge up, save, or family is hoping that the
steal, and the family is character will prove to be
hoping that the character a worthy defender of the
will become wealthy from family honor during the
adventuring and return years spent away. Most
to help them. The family family memb ers have
owns no property, has substantial quantities of
practically no posses- quality clothing and per-
sions, and lives in a home sonal effects, and can af-
of extreme poverty; fam- ford weapons and armor
ily members have ragged of choice. (This does not
clothing, no shoes, and mean the character can
no weapon better than a have extra starting gold.)
knife or pitchfork. Wealthy/Titled: This is
Struggling: The family the same as Wealthy/
is poor. It may own the Untitled, except that the
property it lives on, but head of the family has a
does not make a good liv- title issued by King
ing from it. Family mem- Stefan or another impor-
bers work all their lives tant figure. The head of
for very little gain. the family either bears
The character’s starting the title Lord (Lady) or
gold represents several Patriarch (Matriarch). A
years’ worth of scrimping lord is either a court no-
and saving for the head of ble or a landed noble. A
the household, and the The main gate of Fort Doom, previous home of Patriarch is either the
family is hoping that the Ludwig von Hendriks, looms over the nearby town of head of a church or an
character will become Halag. When the fort fell to halfling invaders, they by- itinerant (traveling)
wealthy from adventuring cleric of great impor-
passed the gate house entirely, instead mining beneath
and return to help them. tance.
The family lives in an in- the more vulnerable eastern wall.
Very Wealthy/Untitled:
adequate home; family This is the same as
members have limited Wealthy/Untitled, except
clothing and only occasionally own shoes or travel- that the family is very wealthy – for instance, a fam-
ing gear; the household head may own a sword, but ily in charge of an important shipping enterprise or
most members of the family have no weapons other of an important community. The DM must decide
than knives or bows. which family the character is from, choosing from the
Comfortable: The family is not rich but does not examples given in this Explorer’s Guide. The charac-
suffer from want. It may own the property on which ter might, for example, belong to the Torenescu fam-
it lives. It makes a decent living with occasional pe- ily of Mirros, a very powerful but untitled clan.
riods of great prosperity or financial turmoil. Very Wealthy/Titled: This is the same as Wealthy/
The character’s starting gold represents the ap- Titled, except that the family is larger and more im-
proximate amount the family gives to each of its portant. The head of the clan is a baron in the king’s
young leaving after the Shearing Ceremony. The service. The DM must decide which family the char-
family is hoping that the character will prove to be a acter is from, choosing from appropriate clans. For
worthy person during the years spent away. The instance, the character might belong to the Kelvin

114
clan of Kelvin or the Vorloi clan of Mirros and Vorloi Village.
Black Eagle Barony: The character grew up in the awful barony
The Nature
ruled by the now-deposed Ludwig von Hendriks. If of any good or of the Immortals
neutral alignment, the character successfully fled the barony at
the time of shearing, but the family is still here. If evil in align- Amando: Does this place have
ment, the character was probably in the employ of or related to gods?
the Black Eagle Baron or one of his minions. Rejondo: Gods? What are
Homestead: The character grew up in one of the innumerable these gods?
family homesteads scattered across Karameikos. With the permis- Amando: Beings of great
sion of the DM, the player can decide where that homestead is power who meddle in the daily
and may even choose one listed on the map. affairs of mortals, demand wor-
Village/Town: The character grew up in one of the numerous ship, and wreak havoc wherever
Karameikan villages or towns. With the permission of the DM, the they pass.
player can choose a home town or village from those shown on Rejondo: Nay, we have Im-
the map. mortals here!
Kelvin, Mirros: The character grew up in the city indicated by Amando: What are these Im-
the die roll. mortals?
Note: The DM may choose to assign the characters a home town, Rejondo: Beings of great
particularly those starting out for the first time. For example, all power who meddle in the daily
First Quest game characters might be from Threshold. affairs of mortals and wreak
havoc wherever they pass. But
they only occasionally demand
Elves worship.
Amando: Ah! I feel much
The elven and other demihuman communities are not as numer-
more secure now.
ous or diverse as human ones, so it is a simpler matter to deter-
From Inn Between the Worlds
mine a demihuman’s background.
By Emilio the Great
Though the elves in Karameikos have complicated and intricate
social structures, social status is not an important element of that
The most powerful beings on
structure. The elves’ professions and the way their professions
Mystara are not even on
are related and pursued for the good of the clan are the most im-
Mystara; they live on other
portant elements of the elven social structure.
planes of existence and wield
Most Karameikan elves are commoners, or elves who go about
huge amounts of power. In the
their professions – forestry, hunting, fishing, fighting, animal
past they have made the world
training, scouting, etc. Some few families are community lords,
their plaything, raising plateaus,
and it is they who coordinate the efforts of the community. None
carving craters, and banishing
of the elves in Karameikos live in grinding poverty or in lavish
civilizations much as a house
wealth. By human standards, all elves are Comfortable .
mistress rearranges her furnish-
ings. These are the Immortals,
and hold power that in other
Elven Background Table worlds might make them as to
1d100 Background gods.
01-90 Commoner The Immortals of Mystara are
91-00 Elven Lord not truly gods, however. Rather,
they are powerful mortals who
Most of the player character elves are Callarii elves – bright, en- have advanced well beyond their
ergetic elves living in the central forests. Such elves can be from former peers. Some have forgot-
any of the elven domains, but most are from the central region ten their mortal roots, and some
around Rifflian and Radlebb. claim divine guidance or inspira-
Some elves are refugees from Alfheim to the north. They were tion (some of these share the
driven from the land by the blighting of their forest and the inva- names of other, elder gods from
sion of the shadow elves. Alfheim refugees tend to be unforgiving far-off lands). Despite all their
of trespassers and raiders. power, the Immortals have their
The elves of Vyalia tend to be reclusive, and as such are not own limitations, and despite
given as part of these tables. Should a player character wish to be their name, they have proved kil-
Vyalian, the DM can grant or deny the request. lable.
Many Immortals have
adopted one or more groups of
individuals as their own chosen
Elven Heritage Table people, providing particular
1d100 Heritage powers and advantages to priests
01-85 Callarii who venerate them. This is not
86-00 Alfheim Refugee required of all Immortals, all

(continued on page 117)

115
In choosing an elven home town, remember that
most of the elves live in loose communities that are
Dwarf and Gnome
collectively called elven estates. On the other hand, Family Wealth and Status Table
many elves, particularly those with a warrior’s back-
ground, have grown up and lived among humans, 1d100 Status
and either by roll or player’s option, might use the 01-30 Struggling
Human Home Town Table. 31-60 Comfortable
61-95 Wealthy
96-00 Very Wealthy
Elven Home Town Table All dwarves and gnomes from Karameikos come
1d100 Home Town from Highforge originally. With the Dungeon Mas-
01-15 Elven Estate of Achelos ter’s permission, a dwarf or gnome character might
16-45 Elven Estate of Radlebb now be a resident of another community, perhaps liv-
46-75 Elven Estate of Rifflian ing in one of the larger human cities.
76-00 Human Settlement Highforge is a crafting, mining, and trading com-
munity, so the fortunes of most of the very wealthy
A Note About Half-Elves: Half-elves are rare on are based on the creation and sale of exquisitely
Mystara, but they do exist. A half-elf character can crafted items.
use either human or elf tables, but will not have a Struggling: The family consists of beginning crafts-
social class above Comfortable . men and miners (apprentices) or soldiers protecting
the community.

Dwarves and Gnomes Comfortable: The family includes trained craftsmen


or miners (journeymen), officers of the soldiery, and
Dwarves and gnomes have a more humanlike social merchants who accompany the annual Gnome Cara-
structure in their community than elves. However, van.
they tend to look after their own more than the hu- Wealthy: Ranking craftsmen and miners (masters)
mans do, so there is no Penniless class among them. make up this family.
Roll a dwarf’s or gnome’s wealth and status on the Very Wealthy: The family is known for its craftsmen
table below: of great ability (masters with exceptional skill).

Elf lands are not defined by borders in the human fashion, of the Radlebb Woods, the arboreal settlements of the elven
but by the very presence of this ancient people. In the heart peoples are a refuge for the lost and hungry.

116
The craftsmen and traders of Highforge don’t approve of their (continued from page 115)
own children gallivanting around and going off on adventures.
Therefore, a dwarf or gnome adventurer will not receive any of peoples, or all priests, though
the benefits of his family’s wealth until he returns (for good) to many benefit from this relation-
his family and community. ship. In Karameikos, three Im-
mortals watch over the Tralada-
Halflings ran people (Halav, Petra, and
Zirchev) and have the occasional
Halflings tend to be similar to humans in their lifestyles and specialized priest in their names,
backgrounds which accounts for why they are often found in hu- but there are many other priests
man cities. There are no communities in Karameikos in which the both inside and outside the
entire population is halfling. Karameikos churches who do not
venerate these beings.
A partial listing of the Immor-
Halfling Wealth and Status Table tals of the Known World follows.
Player characters may wish to
1d100 Status follow these individuals.
01-20 Penniless Al-Kalim: The Patron of the
21-50 Struggling Eternal Truth and the Desert
51-95 Comfortable Garden, Al-Kalim has only re-
96-00 Wealthy/Untitled cently attained his Immortality.
He is closely connected with the
Halflings should use the Human Home Town Table, with a –4 people of Ylaruam, from whom
penalty to the roll ( many halflings are now moving into the for- he arose. He penned the Nah-
mer Black Eagle Barony). meh, a tome by which the Ylari
devote their lives.
Kits and Proficiencies Alphaks: An evil Immortal de-
voted to the destruction of Al-
Kits and proficiencies are optional rules in the AD&D game sys- phatia, Alphaks continues to
tem. They are not required for play, but they add another layer of meddle with the sinking of that
realism and believability to a character. Kits provide additional island continent. He is known as
background for a character in Karameikos, beyond family heri- the Roaring Fiend, and his sym-
tage and wealth. Certain kits get particular bonuses and also suf- bol is a horned skull against a
fer certain penalties. Many have basic ability score requirements. phoenix-like flame.
Even if the DM allows the use of kits, the player is not required Asterius: The Patron of Trade,
to use one. Kits are various flavors of the main classes. They add merchants, and thieves, Asterius
detail but should not overwhelm the player’s own preconceived is naturally venerated by caravan
notions for the character. travelers, merchants, and rob-
Kit descriptions make extensive use of proficiencies to define bers. His symbol is the moon.
their abilities and talents. Weapon proficiencies define the types Atruaghin: An Immortal who
of weapons that the character can use. Most of the character has given his name to the people
classes are limited in this fashion, and this entry further defines of the Atruaghin Plateau,
any weapon limitations or bonuses. Atruaghin is in turn served by
Nonweapon proficiencies are a collection of additional skills other, lesser Immortals.
that player characters might have in addition to their main roles Bozdogan: An Immortal of
as warriors or wizards – things that they have picked up along the lies, half-truths, deception, and
way (such as swimming, singing, or making horseshoes). While politicians, Bozdogan enjoys be-
such abilities may be of limited use in dangerous situations (“I ing the object of far-off Hule’s
quickly make an ashtray for the dragon!”), they do provide some main faith, which has raised
additional background and the potential for adventure founda- treachery to an art form.
tions for the DM. Great One: Immortal of all
Proficiencies may be listed as bonus (free when one chooses this the dragons, Great One is served
kit), required (the character must take this proficiency, spending by three other Immortal drag-
any required slots to do so), suggested (these are really good ons: Diamond (lawful dragons),
ideas), and forbidden (this would never even enter this type of Pearl (chaotic dragons) and Opal
character’s mind). Proficiencies are described on page 54 of the (neutral dragons).
Player’s Handbook . Halav: An Immortal of war-
fare, Halav is one of three major

(continued on page 118)

117
(continued from page 117)
Warrior Kits
Immortals venerated by the Warrior kits expand the horizons of the basic fighter, ranger, and
Traladaran people. He and the paladin characters, providing more flavor and background mate-
others ( Petra the warrior priest rial for them
and Zirchev of the forest) have
priests dedicated to their name Rural Hero
in both of Karameikos’s major Requirements: None. Rural heroes can be of either gender and
churches. race, as long as they have the necessary Strength score to become
Ilsundal: The patron of the a warrior (Strength of 9 or better). Paladins or rangers who
elves, Ilsundal’s name is recog- choose this kit must have their class requisite scores as well.
nized among the various elven Description: Rural heroes are the farm boys and girls who have
peoples. Other elven heroes and grown up far from the cities of the Known World in the small
heroines have become Immortals towns and hamlets that dot the countryside. The extent of their
for smaller followings. combat skills before leaving home has consisted of defending their
Ixion: An Immortal of the communities from wild beasts, and they are as handy with a hoe
sun, Ixion’s symbol is the flam- as with a sword. Rangers and other wilderness-traveling individu-
ing wheel. He is seen as a force als make good rural heroes.
in opposition to evil such as Al- Weapon Proficiencies: As per the appropriate warrior class (see
phaks. the Player’s Handbook , page 26).
Kagyar: The Patron of the Nonweapon Proficiencies:
dwarvish peoples and believed to Bonus: Survival (home terrain). Characters gain the survival
be their creator, Kagyar is the proficiency corresponding to their native area.
archetypical craftsman venerated Required: One proficiency from the Rural Proficiencies Table at
by the dwarves. the end of this section.
Koryis: A patron of peace and Suggested: Any general and warrior proficiencies.
prosperity, Koryis’s following is Forbidden: None.
strongest in those regions where Armor and Equipment: As per the appropriate warrior class. The
such attributes are valued, such starting rural hero receives any one-handed weapon as an inheri-
as in Darokin. His symbol is a tance.
hand, held palm-forward. Special Benefits: None.
Minroth: Minroth is another Special Limitations: None.
patron of prosperity, but in this
case of the Minrothad Guilds, Veteran
which venerates his name. Requirements: None. Veteran characters can be of either gender
Odin: A patron bearing the and race as long as they have the necessary Strength score to be-
name of an extra-dimensional come a warrior. Paladins or rangers who choose this kit must have
god, Odin is accused by those their class requisite scores.
who know as being that god in Description: Veterans are the former soldiers, militia warriors,
Immortal guise, and by others as or men-at-arms who have labored in the service of the local lord
being an impostor taking on the or nation and now seek their own fortunes. Paladins make good
mantle of a deity. Regardless, his veterans, but they are not limited to it.
worship is strongest in the sav- Weapon Proficiencies: As per the appropriate warrior class.
age northern reaches, along with Nonweapon Proficiencies:
others of the Norse pantheon, Bonus: Endurance.
including Thor , Frey , Freyja , and Required: One proficiency from the City Proficiencies Table at
(more secretly) Loki and Hel . the end of this section.
Protius: An old Thyatian Im- Suggested: Any general and warrior proficiencies.
mortal, Protius takes command Forbidden: None
of the ocean and is known as the Armor and Equipment: As per the appropriate warrior class. A
Old Man of the Sea. His symbol veteran kit begins the game with a set of nonmagical armor and
is the trident. shield of AC 5 or less (chain mail with shield is a good example).
Rad: While the Glantrians Special Benefits: None.
dislike religion in general and Special Limitations: None.
priests in particular, they do
have an embodiment of source of
magic, known as the Radiance.
Rad was the personification and
control of this force, but has not

(continued on page 119)

118
(continued from page 118)
Rogue Kits
Giving a rogue a kit can help to spice up the character, explaining been heard from since the recent
why the PC turned to a life of crime or otherwise developed those War of the Immortals, which
thieving skills. caused the disappearance of Al-
phatia and the appearance of the
Highwayman Great Crater. His whereabouts
Requirements: None. Highwaymen can be of either gender and are unknown.
race as long as they have the necessary Dexterity score to become Rafiel: Patron of the shadow
a rogue (Dexterity of 9 or better). Bards who choose this kit must elves, little is known of Rafiel
have their class requisite scores as well. save that they are his chosen
Description: Highwaymen are traveling rogues, the wilderness people, and his symbol is a book
bandits, the scouts, and the wandering minstrels. With few ties, with a star on the cover.
highwaymen chart their own courses. Tarastia: The patroness of
Weapon Proficiencies: As per the thief or bard class as appropri- Justice and Revenge, Tarastia’s
ate. cult is strong among Thyatians,
Nonweapon Proficiencies: particularly those looking for
Bonus: Appraising. Bards receive musical instrument (of choice) justice and revenge.
instead. Thanatos: An immortal of en-
Required: One proficiency from the Rural Proficiencies Table at tropy and death, Thanatos is
the end of this section. The highwayman can take hunting (a war- shunned throughout the Known
rior proficiency) from this list for only one slot. World, but he is venerated in the
Suggested: Any general and rogue proficiencies. urban hives of Thyatis.
Forbidden: None. Tubak: The Patron of law and
Armor and Equipment: As per thief or bard class as appropriate. order among the Ethengarian
The highwayman gains no initial bequest. peoples, Tubak is a harsh but
Special Benefits: None. fair Immortal. Other Ethen-
Special Limitations: None. garian Immortals are Yamuga
(Patroness of prosperity and re-
City Rogue newal) and Cretia (Patroness of
Requirements: None. City rogues can be of either gender and jokes and punishment).
race as long as they have the necessary Dexterity score to become Valerias: the Patroness of ro-
a rogue. Bards who choose this kit must have their class requisite mance and passion, Valerias’s
scores as well. This rogue is a free-lance individual, unallied with name is evoked by Thyatians and
any of the major thieves’ guilds. others in the name of love. Her
Description: City rogues are the individuals who have (so far in symbol is the thorned rose, sym-
life) made a particular city or region their base of operations. The bolizing beauty and its threat.
spy, the alleyway mugger, the sneak thief, the court bard, and the Vanya: An immortal patron-
gossip all are city rogues. City rogues benefit from knowing the ess of war and conquest, Vanya’s
territory and the individuals who can be trusted (and who should best (and most savage) servants
be avoided). Many, but not all, bards fall within this kit. are the Heldannic Knights, who
Weapon Proficiencies: As per the thief or bard class as appropri- have oppressed entire peoples in
ate. her name.
Nonweapon Proficiencies:
Bonus: Local History. Bards (only) may take musical instrument
(of choice) instead.
Required: One proficiency from the City Proficiencies Table at
the end of this section.
Suggested: Any general or rogue proficiencies.
Forbidden: None.
Armor and Equipment: As per the thief or bard class as appro-
priate. The city rogue gains no initial bequest.
Special Benefits: None.
Special Limitations: None.

Karameikan Guild Rogue


Requirements: None. Guild rogues can be of either gender and
race as long as they have the necessary Dexterity score to become
a rogue. A guild rogue cannot have a lawful alignment. Particular
guilds may have further racial or alignment restrictions; for ex-
ample, the Kingdom of Thieves accepts only members who are
neutral in some fashion (for example, chaotic neutral or neutral

119
good), while the Iron Ring only accepts members of to the guild with the take. In this fashion, the secret
evil alignment. In choosing this kit the player masters of the guild remain secret. Even a high level
chooses the particular thieves’ guild as well. Bards rogue may not be aware of the ultimate master of the
can not use this kit. guild.
Description: Karameikan guild rogues are mem- 3. A member of a thieves’ guild must be available
bers of one of the three major thieves’ guilds of Mir- for work. For the Kingdom of Thieves and the Veiled
ros – the Kingdom of Thieves, the Veiled Society, or Society, this means that guild rogues who leave town
the Iron Ring, chosen when each character is cre- must report the departures to their minders and
ated. Each guild places separate responsibilities on check in upon return. The Iron Ring expects an indi-
the characters. Guild rogues operate smoothly vidual to leave town only if given orders by the Iron
within the greatest city of Karameikos, but lose their Ring.
advantages once outside of Mirros. 4. A member of the thieves’ guild is expected to fol-
Weapon Proficiencies: low orders. A member of
As per thief class. the Kingdom of Thieves
Nonweapon Proficiencies: can resign at any time
Bonus: Local history. without ill effect (the in-
Required: Depends dividual loses all further
upon the chosen guild. advantages of the kit).
◊ Kingdom of Thieves: Members of the Veiled
Forgery Society or (particularly)
◊ Veiled Society: Dis- the Iron Ring may find
guise themselves targeted for
◊ Iron Ring: Blind- elimination should they
fighting refuse a direct order.
Suggested: Any general Note: While this kit is
and rogue proficiencies. presented with the guilds
Forbidden: None. of Mirros in mind, it can
Armor and Equipment: be easily modified by the
As per the thief class. The DM for other large met-
guild rogue gains no ini- ropolitan areas, such as
tial bequest. cities in Darokin, Thyatis,
Special Benefits: Guild or the various island na-
rogues gain the protec- tions. The DM may deter-
tion accorded by their mine the type of guild de-
guild. This includes a safe scribed as being akin to
house for individuals in one of the three types of
hiding, a reliable fence to guilds.
sell off hot merchandise,
and legal (and illegal) aid Wizard Kits
to those who are arrested
while performing guild Below are listed some of
business. the more common back-
Special Limitations: gro u nds tha t wi za rd s
Thieves’ guilds place cer- might have in Kara-
tain limitations on their meikos.
membership, upon both
those who start within Mystaran Wizard
the family and those who R e q u i r em e nt s : No n e .
join later on. Mystaran wizards can be
1. A thieves’ guild nor- of either gender and ap-
mally demands 15% of a
Built upon the ruins of Krakatos, the Karameikan propriate race as long as
member’s take in return School of Magecraft towers above the surrounding they have necessary In-
for its services. The King- area. Within these strange, alien walls the next genera- telligence score to be-
dom of Thieves requires tion of spellcasters is trained to someday rival those of come a wizard (Intel-
this service fee only for Thyatis and Glantri. ligence of 9 or better).
those jobs where the Specialty mages w ho
guild must provide pro- choose this kit must have
tection, hiding, or fencing for the member. The the requisite score of their school as well.
Veiled Society expects this payment for all illegal Description: Wizards stand apart from many cul-
activities, whether the job was performed on behalf tures as individuals of mystery and power, and as
of the society or not. The Iron Ring demands 15% of such are found throughout the Known World. The
everything, as individuals should not be performing typical hedge wizard, the evil sorcerer, the court
any jobs not assigned by the guild. mage, and all the groups in between are examples of
2. An individual who joins a guild is assigned a the Mystaran wizard. There are specialty wizards in
minder – an NPC rogue or fighter at least three lev- Mystara (though they are rare), often found mixing
els higher than the individual – who serves as the with the other mage kits of Glantri.
contact for the rogue with the guild. The minder Weapon Proficiencies: As per the mage or specialty
passes on orders to the individual and reports back wizard class.

120
Nonweapon Proficiencies: casters in this newly founded academy. It represents
Bonus: None. years of training in formalized classes. Starting col-
Required: None. lege mages are given a standard primer of spells to
Suggested: Any general and wizard proficiencies. learn. This is the mage’s initial spell book; more
Forbidden: None. spells may be learned, according to the rules found in
Armor and Equipment: As per the mage or spe- the Player’s Handbook on page 16.
cialty wizard class. In addition, the Mystaran mage Weapon Proficiencies: As per mage class.
gains a spell book at the start containing the read Nonweapon Proficiencies:
magic spell and six additional spells (either chosen Bonus: Spellcraft.
by the DM or rolled randomly) from the Wizard Required: Reading/writing.
Spell List provided for the Karameikan collage Suggested: Any general and wizard proficiencies.
mage. This is the mage’s initial spell book; more Forbidden: None.
spells may possibly be learned, according to the Armor and Equipment: As for the mage class. In ad-
rules found in the Player’s Handbook on page 16. dition, the college mage gains a spell book at the
Specialty wizards know read magic , all 1st-level start containing the read magic spell and the ap-
spells of their particular school, and sufficient addi- proved spells listed in the Wizard Spell List below.
tional spells chosen (either by the DM or randomly This is the wizard’s initial spell book. This is only the
rolled) from the Wizard Spell List to bring the total list of available spells – the beginning mage is still
to seven. The DM may choose to allow the greater limited to casting one spell per day.
spell listings found in the Player’s Handbook in- Special Benefits: College mages can use the facili-
stead. ties of the Karameikan School of Magecraft in Kraka-
Special Benefits: None. tos for their own research and development of new
Special Limitations: None for normal wizards. Spe- spells, negating the need to assemble a library and
cialty wizards cannot gain magic from opposition research facilities of their own. Any spell developed
schools. at the college is immediately shared with the rest of
the faculty and may be added to the spell curriculum
Karameikan College Mage as well. In addition, college mages can gain 2nd- and
Requirements: Any characters of a spell-using race 3rd-level spells from the Wizard Spell List. Spells be-
can attend the Karameikan School of Magecraft and yond these levels must be learned in more traditional
learn wizardry, provided that they meet racial re- fashions (scrolls, specific mentors, random assign-
quirements. The classes are predominantly human ment, etc.).
(and there are more males than females), though Special Limitations: The College of Magecraft trains
there are a few elves as well. The individual must be individuals at low levels to function as wizards, but
of Karameikan nationality. College mages cannot not much beyond that. An individual who uses the
currently be specialty wizards. College mages bene- collage mage kit is initially limited to the listed 1st-
fit from a larger pool of initial spells and guaranteed level spells.
higher level spells, but are required to share thei r A member of the college using the research facili-
own knowledge with the college. ties may be recruited to aid in teaching or in the re-
Description: The Karameikan college mage kit covery of tomes, scrolls, or magical devices. Volun-
represents a starting point for many young spell- teering is encouraged.

Wizard Spell List

1st Level Spells 2nd Level Spells 3rd Level Spells

Charm Person Darkness, 15’ radius Clairvoyance


Detect magic Detect evil/detect good Dispel magic
Enlarge/reduce Detect invisibility Explosive runes
Feather fall Flaming sphere Fireball
Hold portal Invisibility Fly
Identify Knock/lock Haste
Light Levitate Hold person
Magic missile Magic Mouth Infravision
Read magic Mirror image Lightning bolt
Shield Stinking cloud Slow
Shocking grasp Web Suggestion
Sleep Wizard lock Water breathing/air breathing

121
ized priesthoods throughout their careers, but they
Priest Kits do not gain the advantages of being a priest of a par-
Both alignment-oriented priests (philosophers) and ticular Immortal. By the same token, such priests can
those dedicated to a particular Immortal may be leave a particular faith without incident. Only a se-
found within the various churches of Karameikos – vere ethos alignment change affects the priest’s pow-
the nature of belief in the dogma and spirit of the ers.
church outweighs the influence of particular Immor- Weapon Proficiencies: As per the cleric class.
tals. However, three Immortal patrons who were na- Nonweapon Proficiencies:
tive Traladarans are particularly venerated in Bonus: Healing.
Karameikos. It is possible for a philosopher and a Required: None.
priest dedicated to a par- Suggested: Any general
ticular Immortal to be- and priest proficiencies.
long to the same faith. Forbidden: None.
The Church of Karamei- Armor and Equipment:
kos is comprised primar- As per the cleric class.
ily of philosophers. They Special Benefits: None
gain no additional bene- Special Limitations: None.
fits or penalties for their
belief. Some priests in Priest of a Particular
the Church of Karamei- Immortal
kos are dedicated to Ha- R e q u i r em e nt s : No n e .
lav, Petra, and Zirchev, These priests can be of
but they are not common. either gender and any ap-
The Church of Trala- propriate race as long as
dara, on the other hand, they have the necessary
is evenly split between Wisdom score to become
philosophers and priests a priest (Wisdom of 9 or
of one of the three Im- better).
mortals. These Immortals Description: The Im-
are treated more as he- mortals of Mystara are
roes, popular saints, or akin to gods in other
role models than the realms: Beings of great
source of particular pow- power. They grant spells
ers. However, priests fol- to their priests in order
lowing an Immortal do to advance their own
gain particular powers agendas and beliefs in the
from their chosen Im- mortal world. In Kara-
mortal. meikos, they grant bless-
The Cult of Halav, for ings within their particu-
example, is made up only lar faiths.
of priests dedicated to Weapon Proficiencies:
Halav, and gain the bene- As per cleric class.
fits as noted for that Nonweapon Proficiencies:
priest kit. Bonus: Religion.
Required: None.
Alignment-oriented Suggested: Any general
Priest (Philosopher) and priest proficiencies.
Requirements: Philoso- Beyond the walls of the larger cities, Karameikos is a Forbidden: None.
phers can be of either Armor and Equipment:
vast wilderness haunted by undead monsters and ram-
gender and appropriate As per the standard cleric
race as long as they have
paging werebeasts. Travelers are advised to keep to class.
both a Wisdom and Intel- well-traveled roads and avoid wandering randomly Special Benefits: Priests
ligence score of 9 or bet- through the hinterland.. of particular Immortals
t er. P hi l o s o p he r s are may gain additional
never specialty priests. benefits due to that Im-
Description: It is not necessary in the world of mortal’s power.
Mystara to venerate any particular Immortal in or- Priests of Halav: Add a +2 bonus to damage rolls
der to wield clerical magic. Alignment-oriented (but not to attack rolls) against humanoids de-
priests, also known as philosophers, are clerics scended from the original brute-man stock: kobolds,
pledged to a particular ethos (law, neutrality, or goblins, orcs, hobgoblins, gnolls, bugbears, and
chaos). Moral definitions of good and evil are secon- ogres. Priests of any lawful, neutral, or chaotic align-
dary to the more important definition of order ver- ment may become priests of Halav.
sus anarchy (described by the chaotic philosophers Priests of Petra: Gain a +1 bonus to their initial
as stasis versus freedom and by neutrals as stability Strength ability score (maximum of 18). Priests of
versus choice). Petra cannot be chaotic in alignment.
Philosophers like to travel, as they are not locked Priests of Zirchev: Receive the bonus proficiency of
into a hierarchy or organization. Some join organ- tracking instead of religion. Religion becomes a re-

122
quired proficiency. No lawful- or chaotic-aligned characters may
become priests of Zirchev.
Dragons
Special Limitations: Many Immortals put their priests under ad- Dragons are huge, hulking,
ditional restrictions to keep them in line with the precepts of winged reptilian monsters, and
their faith. See under the Immortals section for restrictions. Also, the arrival of one in a settled
priests of a particular faith are expected to actively preach that area causes considerable panic.
faith and press forward their Immortal’s philosophy. This may Dragons can be found through-
bring the priest into conflict with others (including allies). In out the Known World, and their
Karameikos, this means adhering to the dogma of their particular elder members are among the
faith. most powerful creatures on the
face of Mystara.
Druid (Specialty Priest) Dragons consider most of the
Requirements: Druids can be of either gender and any appropri- rest of Mystara’s inhabitants ei-
ate race as long as they have the necessary requirements for the ther threats or prey. For this rea-
druid specialty priest: A Wisdom of 12 and a charisma of 15. Play- son humanity remains a puzzle
ers who choose to run druids must choose this kit. to many dragons – most humans
Description: The druids of Mystara have come to the Dread look alike at first glance, and it
Coast only recently, arriving from the west and south. Previously, is difficult to tell a city guards-
there have been high-level priests of neutrality and various na- man apart from a high-level
ture-based Immortals who have pursued a druidic course. These paladin until much too late.
are now known as the Balancers and sometimes serve as high- As a result (scholars have
level druids with identical powers. ventured), most dragons steer
Druids preach the faith of nature as opposed to any nature- clear of major hubs of human en-
based Immortal. They may also venerate a particular Immortal terprise, keeping to the wilder-
(such as Terra) but gain no special abilities from it. ness and occasionally preying
Druids of Mystara may be true neutral, lawful neutral, or cha- upon frontier communities far
otic neutral (this is different form traditional AD&D fantasy from ready reinforcements. In
worlds). The lawful neutral druids believe in the freezing of the their own domains, however,
status-quo of relationships between man and nature, while the dragons feel extremely territorial
chaotic neutral druids believe in a more dynamic approach, with and battle to subdue, slay, or
losses in one region being replaced with advances in the other. drive off interfering humans.
True neutral druids have equal parts of both philosophies and are Most dragons are solitary
the majority of this small community of priests. wanderers, sometimes settling
Weapon Proficiencies: As per druid specialty priest. down for a few decades in one
Nonweapon Proficiencies: location or another to gather
Bonus: Herbalism. treasure, subdue the surround-
Required: Survival (one particular terrain). ing population, and raise a fam-
Suggested: Any general or priest proficiencies. ily. Tales speak of so-called
Forbidden: None. dragon rulers who maintain per-
Armor and Equipment: As per the druid specialty priest. manent domains.
Special Benefits: As per the druid specialty priest. Druids of In the lands of Karameikos,
Mystara have their own secret upper-level hierarchy, as described legends and rumors tell of an
under the druid specialty priest in the Player’s Handbook on adult green dragon living in the
pages 37-38. Dymrak Forest. Travelers’ sto-
Special Limitations: As per the druid specialty priest. In par- ries claim that this dragon,
ticular, druids cannot turn or control undead creatures. named Argos, has established his
own secret empire in the depths
of the woods, using wolf-riding
Rural Proficiencies City Proficiencies goblins as his servants. Royal in-
vestigations in to the woods have
Agriculture Carpentry discovered a large number of
Animal Handling Cooking goblins but no dragon. Whether
Fishing Pottery the rumor of Argos is true or not,
Cooking Stonemasonry even the elves shun this part of
Hunting Weaving the woods.
Weaving

123
The Karameikan NUWMONT
Lunadain 1 8 15 22
Calendar Gromdain 2 9 16 23
Tserdain 3 10 17 24
This is the calendar used by Moldain 4 11 18 25
the Kingdom of Karameikos. Nytdain 5 12 19 26
Karameikos follows the Thyatian Loshdain 6 13 20 27
dating, which measures the start Soladain 7 14 21 28
of the modern calendar from the
crowning of the first Emperor of
Thyatis, 1012 years ago.
VATERMONT
Lunadain 1 8 15 22
Kaldmont, Nuwmont, and
Gromdain 2 9 16 23
Vatermont are the months of
Tserdain 3 10 17 24
winter; Thaumont, Flaurmont,
Moldain 4 11 18 25
and Yarthmont are the spring;
Nytdain 5 12 19 26
Klarmont, Felmont, and Fyrmont
Loshdain 6 13 20 27
are the summer; and Ambyr-
Soladain 7 14 21 28
mont, Sviftmont, and Eirmont
are the autumn.
Rainy season, with scattered THAUMONT
showers every few days, starts in Lunadain 1 8 15 22
early Vatermont and continues Gromdain 2 9 16 23
into late Thaumont. Because of Tserdain 3 10 17 24
breezes coming off the southern Moldain 4 11 18 25
ocean, summertime months tend Nytdain 5 12 19 26
to remain fairly comfortable Loshdain 6 13 20 27
(peaking at about 90 degrees F). Soladain 7 14 21 28
Winter, too, is fairly mild; the
warming ocean breezes and the FLAURMONT
barrier of the Altan Tepes moun- Lunadain 1 8 15 22
tains keep cold northern weather Gromdain 2 9 16 23
from descending in full force on Tserdain 3 10 17 24
Karameikos. Moldain 4 11 18 25
On the calendar, the following Nytdain 5 12 19 26
dates are of particular impor- Loshdain 6 13 20 27
tance to Karameikans: Soladain 7 14 21 28
1 Nuwmont: The start of the
New Year. This calls for celebra- YARTHMONT
tions: Most businesses close, Lunadain 1 8 15 22
there are parades in the streets Gromdain 2 9 16 23
and other winter festival activi- Tserdain 3 10 17 24
ties, especially in Mirros. Moldain 4 11 18 25
1 Vatermont: The King’s and Nytdain 5 12 19 26
local tax collectors gather the Loshdain 6 13 20 27
revenues for Sviftmont through Soladain 7 14 21 28
Kaldmont of the previous year.
1 Thaumont: This is officially KLARMONT
the first day of spring Lunadain 1 8 15 22
(regardless of the weather). The Gromdain 2 9 16 23
Gnome Caravan traditionally Tserdain 3 10 17 24
sets out from Highforge for Mir- Moldain 4 11 18 25
ros on this day. This is also the Nytdain 5 12 19 26
traditional date for the start of Loshdain 6 13 20 27
the shipping season. Soladain 7 14 21 28
11 Thaumont: The Gnome
Caravan usually arrives in Mir-
ros on this day.
15 Thaumont: All trading
done, the Gnome Caravan usu-
ally leaves Mirros on this day.
Main Calendar Key:
(continued on page 125) : new moon
: first quarter moon
: full moon

124
FELMONT (continued from page 124)
Lunadain 1 8 15 22
Gromdain 2 9 16 23 1 Yarthmont: The tax collec-
Tserdain 3 10 17 24 tors gather the revenues for
Moldain 4 11 18 25 Nuwmont through Thaumont of
Nytdain 5 12 19 26 this year.
Loshdain 6 13 20 27 1 Klarmont: This is officially
Soladain 7 14 21 28 the first day of summer.
1 Felmont: Beast’s Day. This
FYRMONT is the traditional date of the last
Lunadain 1 8 15 22 battle between King Halav and
Gromdain 2 9 16 23 the Beast-Men, and is a big, lav-
Tserdain 3 10 17 24 ish Traladaran holiday all over
Moldain 4 11 18 25 Karameikos. Participants dress
Nytdain 5 12 19 26 up as Beast-Men and wander the
Loshdain 6 13 20 27 streets in parades, and there are
Soladain 7 14 21 28 mock battles between Beast-Men
and Men, dances, and other
AMBYRMONT events commemorating the bat-
Lunadain 1 8 15 22 tle. Religious observations are
Gromdain 2 9 16 23 held by clerics of the Church of
Tserdain 3 10 17 24 Traladara.
Moldain 4 11 18 25 1 Fyrmont: The tax collectors
Nytdain 5 12 19 26 gather the revenues for Flaur-
Loshdain 6 13 20 27 mont through Klarmont of this
Soladain 7 14 21 28 year.
1 Ambyrmont: This is offi-
cially the first day of autumn.
SVIFTMONT
Lunadain 1 8 15 22 28 Sviftmont: The King’s
Gromdain 2 9 16 23 Birthday. This is a holiday in
Tserdain 3 10 17 24 Mirros, with events like those of
Moldain 4 11 18 25 the New Year celebration.
Nytdain 5 12 19 26 1 Eirmont: The tax collectors
Loshdain 6 13 20 27 gather the revenues for Felmont
Soladain 7 14 21 28 through Ambyrmont of this year.
1 Kaldmont: This is officially
the first day of winter.
EIRMONT 28 Kaldmont: The Day of
Lunadain 1 8 15 22
Dread. This is an ominous day of
Gromdain 2 9 16 23
ill portents, made more so by the
Tserdain 3 10 17 24
failure of magic everywhere on
Moldain 4 11 18 25
Mystara. No spells may be cast
Nytdain 5 12 19 26
successfully on this day, whether
Loshdain 6 13 20 27
of clerical or wizardly in nature.
Soladain 7 14 21 28
Magical items, permanent en-
chantments, and the works of the
KALDMONT Immortals are unaffected by this
Lunadain 1 8 15 22 day.
Gromdain 2 9 16 23
Tserdain 3 10 17 24
Moldain 4 11 18 25
Nytdain 5 12 19 26
Loshdain 6 13 20 27
Soladain 7 14 21 28

: third quarter moon


: meteor showers
: eclipse—the sun disappears behind the moon for 1d6 turns
(15% chance

125
Encounter Tables
In moving from one point to another on the map, Chapter I: Overview details a number of different
the DM may wish to present the players with unex- terrain types, each with its own encounters. The DM
pected side encounters (not connected to the current can generate new tables as desired, but the ones pro-
adventure). Sometimes such encounters grow into vided below are ready to accommodate general ad-
large battles and further adventures on their own, venturing in the Known World.
but they usually provide an interesting sidelight to To use the tables, roll 1d8 and 1d12, adding them to-
the world, and a potential for warriors and wizards gether for the result. Monsters in the 9-13 range are more
to sharpen their skills. common than those occupying slots numbered 2 and 20.

Clear Terrain Mountain Terrain Swamp Terrain


2 Lammasu, lesser 2 Dragon, red 2 Banshee
3 Ghost 3 Vampire 3 Plant, intelligent (kelpie)
4 Lycanthrope, wererat 4 Spider, giant 4 Crustacean, giant crayfish
5 Peryton 5 Ghoul 5 Frog, poisonous
6 Ankheg 6 Dragonette, firedrake 6 Boar, wild
7 Ogre 7 Gnoll 7 Lycanthrope, wererat
8 Human, pilgrim 8 Bugbear 8 Bullywug
9 Human, bandit/brigand 9 Human, adventurer 9 Human, bandit/brigand
10 Mammal, herd (cattle) 10 Human, bandit 10 Rat, normal or giant
11 Human, merchant 11 Dwarf, mountain 11 Centipede, huge
12 Horse, wild 12 Ogre 12 Lizard man
13 Human, police/constabulary 13 Spider, large 13 Spider, huge
14 Human, adventurer 14 Goblin 14 Vulture, giant
15 Bugbear 15 Human, patrol 15 Frog, killer
16 Chevall* 16 Orog 16 Crocodile
17 Human, berserker/dervish 17 Spider, phase 17 Bird, eblis
18 Goblin 18 Nosferatu 18 Crustacean, giant crab
19 Owlbear 19 Rakshasa 19 Mud-man
20 Ogre mage 20 Ki-Rin 20 Beholder

Hill Terrain Forest Terrain Desert Terrain


2 Spectre 2 Bulette 2 Dragon, copper
3 Giant, stone 3 Nosferatu* 3 Thri-kreen
4 Cyclops 4 Centaur 4 Dog, death dog
5 Basilisk 5 Mammal, herd (cattle) 5 Goblin
6 Beetle, giant fire 6 Human, berserker 6 Human, dervish
7 Gnome (rock) 7 Troll 7 Cat, great (lion)
8 Kobold 8 Leprechaun 8 Human, adventurer
9 Human, bandit 9 Beetle, giant stag 9 Human, bandit
10 Lycanthrope, werewolf 10 Horse, wild 10 Human, merchant
11 Human, merchant 11 Human, bandit 11 Scorpion, large
12 Human, soldier 12 Spider, large 12 Mammal, herd (camel)
13 Wolf 13 Elf 13 Jackal
14 Gnoll 14 Human, adventurer 14 Human, pilgrim
15 Hobgoblin 15 Human, pilgrim 15 Lizard-kin, sis’thik*
16 Jackal 16 Hydra 16 Snake, heway
17 Giant, hill 17 Spider, giant 17 Scorpion, giant
18 Wolf, dire 18 Chevall* 18 Vortex
19 Jackalwere 19 Pixie 19 Griffon
20 Heucuva 20 Grig 20 Shedu, lesser

* These creatures are from the MYSTARA Monstrous Compendium

Note: The nature of any encounter created on these tables (hostile, friendly, afraid, etc.) is up to the DM. The DM may change the number or intentions of the crea-
tures called for in the name of plot line or play balance. (A red dragon may be more than the players could normally handle, but this one is napping from a big meal
of previous adventurers, and the characters can sneak away provided they are quiet about it.) The DM is encouraged to replace creatures on these tables (particularly
those from the “very rare” ends of the table) to promote variety (and keep the players from knowing what is coming next). The DM can use these tables as a general
default, and create special tables for particular areas in the campaign.

126
This depiction of Mirros was commissioned by the Thyatian above the surrounding territory). However, it does
Emperor. The assigned artist never made it west of Rugalov, successfully capture the feel of Karameikos as a wild,
and this piece of art tends to exaggerate on certain details powerful, and strong nation.
(such as the size of King Stefan’s Castle and its height

127
Index
Adventurers .............................26-27i, 113s Immortals ..............................................115s Rifflian, Town of............................... 11, 48
Aengmor ................................................ 100 Iron Ring .......................................... 36, 120 Riverfork Keep .........................................11
Alya ..................73-74, see also Thief-King Jowett, Olliver ................20, 44, 67i, 68-69 Rockhome .......................................108-109
Antonic, Karameikan School of Rugalov,
Halia .................................. 49, 88-89, 89i Magecraft .......................... see Krakatos Keep .............................................. 11, 48
Retameron ........................ 49, 89i, 89-90 Karameikos, Village of ..................................11, 48-49
Atruaghin ............................................... 101 Adriana ............................. 21, 54i, 55-56 Sascia...................................... 48, 83-84, 84i
Bargle ............................ 60i, 61s, 63i, 90-91 Justin .......................................21, 54i, 58 Schonberg, Gunter......................96-97, 97i
Black Eagle, Olivia ......................................21, 54i, 55 Sergyev....................................34-35i, 71-72
Baron .......... see von Hendriks, Ludwig Stefan 18-19, 21, 35, 37i, 40, 51-52, 54i Sforza, Luthier ................................... 43, 77
Barony ..61s, see also Halag, Barony of Valen .......................................21, 54i, 59 Shalander ........................................... 95i, 96
Broken Lands, The ............................... 102 Kelvin, Shearing Ceremony ................................30s
Calendar...........................................124-125 City of .....................................10, 47, 47i Sind ......................................................... 109
Campaign Setting ..................................... 7s Desmond II ...............20, 47, 80-81, 82i Soderfjords, The.................................... 108
Castellan Keep ..........................................11 King’s Law ........................................40, 41s Specularum,
Church of Karameikos ............................33 King’s Road ..............................................12 City of ...18-21, see also Mirros, City of
Church of Traladara.................................34 King’s Road Keep ....................................11 Sulanov, Zandra ..........................63-64, 65i
Clerical Dress ..........................................33s Kingdom of the Sulescu,
Cordelius, Bartran .......................64-65, 65i Thieves ......................36, 43, 73-74, 120 Village of ....................................... 11, 49
Cult of Halav ............................................34 Kits, Zemiros ....................................49, 87-88
Darokin .................................................. 102 Alignment Priest .............................. 122 Terari ................................................. 65i, 66
Devices, Clan Markings, City Rogue ........................................ 119 Thief-King ............................. 36, 43, 73-74
and Coats of Arms ............................29s Druid ................................................. 123 Threshold, Town of.....................11, 44-46
Dmitrios ............................................. 42, 78 Highwayman ..................................... 119 Thyatis, Empire of .........................109-110
Dmitrov, Estate of .......................11, 46-47 Immortal Priest .........................122-123 Time Line ................................................56s
Dragons .................................................123s Karameikan Guild Rogue ........119-120 Tisza, Valdo ...................................... 65, 65i
Dromilov, Lev ................................... 47, 84 Karameikan College Mage .............. 121 Torenescu,
Dwarves.................................................. 116 Mystaran Wizard .......................120-121 Aleksander ....................... 42, 73i, 74-75
Eastron Road ............................................12 Rural Hero ........................................ 118 Boris.........................................73i, 75-76
Elves ....................................................... 115 Veteran .............................................. 118 Tormandros, Lucas ......................40, 72-73
Emilio the Great ................................76-77 Koriszegy Keep ........................ 12, 85s, 86i Trials and Errors ..................................110s
Ethengar ................................................. 103 Korrigan, Valdez, Dona Marianita
Fealty........................................................98s Alexius ....................................40, 60, 90i Lucia de Leon y ......................92i, 93-94
Five Shires, The ..............................103-104 Milo .........................................47, 90i, 90 Vandevic, Gustav .............................. 49, 91
Flameflicker ........................see Thief-King Krakatos, Town of ...................11, 47, 120i Vandevicsny, Village of .................... 11, 49
Flintfoot, Jenkin ..........................94-95, 95i Luln, Village of .................................. 11, 48 Veiled Society ............................35, 76, 120
Fort Doom................................10, 47, 114i Lutescu, Vlad ..................................... 49, 88 Verge, Town of ................................. 11, 49
Glantri..................................................... 104 Magdel .........................................44, 67i, 69 Vestland .................................................. 108
Gnomes .................................................. 116 Marilenev, Voll, Aladan .................................97i, 97-98
Halag, Barony of ......................................47 Estate of ............................ 11, 18-19, 48 Vorloi,
Halaran, Lady Magda...................... 48, 79i, 79-80 Barony of ...................................... 11, 49
Aleena ............................... 45, 82-83, 83i Minrothad .......................................105-106 Philip.................................20, 49, 78i, 79
Sherlane ......................20, 45, 81-82, 83i Mirros, City of ..............10, 38, 40-44, 127i Wendar ................................................... 110
Halav ............. 6i, 9i, 16-17, 17s, 34-35, 122 Money ....................................................103s Westron Road ...........................................12
Halflings ................................................. 117 Nikelnevich, Whitehall, Estella.............................. 97i, 98
ibn Hamid, Abdallah........................ 92i, 94 Aleksyev ......................34-35i, 44, 70-71 Windrush Road ........................................12
Heldannic Territories, The............104-105 Nordenshield, Bolto ...................95i, 95-96 Yarol, Zogrev...............................62-63, 65i
von Hendriks, Oderbry, Alfric ...........................44, 67i, 70 Ylaruam .................................................. 110
Ludwig .. 19, 20, 47, 60i, 60-62, 61s, 63i Order of the Griffon, The .......12-13i, 68s Yolanda of Luln ................... 43, 77-78, 84i
Highforge, Town of ...................10, 32i, 47 Osteric, Cornel ............................92i, 92-93 Zirchev ............................. 17, 17s, 122-123
Hilltopper, Dorfus .......................47, 84-85 Ostland ................................................... 108
Hin ...........................................see Halflings Penhaligon, Note: page numbers followed by an “s”
Humans ...........................................112-115 Arteris .......................................48, 85-86 indicate that the subject is found in
Hutaakans..............................................109s Barony of ...................................... 11, 48 a sidebar; page numbers with an
Hyraksos, Petra .......................................... 17, 17s, 122 “i” indicate an illustration.
Adriana ......... see Karameikos, Adriana Prestelle .........................................48, 86-87
Devon ...............................21, 21i, 43, 57 Radlebb Keep ...........................................11
Ierendi..................................................... 105 Radu, Anton..........................35, 36i, 44, 76

128
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Karameikos, Mystara and the TSR logo are trademarks owned by TSR, Inc. ©1994 TSR, Inc.
All Rights Reserved. Printed in the USA.

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