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Post by foxroe on Mar 29, 2017 23:05:58 GMT -6
When I started playing D&D way back when, I started with the crazy combo of Holmes/Cook/AD&D(MM). So, by extension, "Mystara*" was my default campaigning world (until I picked up the WoG folio). I liked how the known world was presented very succinctly using a two-page hex map and a brief paragraph for each geo-political location (in X1), with just the Duchy receiving some finer detail in the expert set. During the Mentzer-era, there were a slew of gazetteers released for each of the regions. While some of the material was OK, they really sort of "ruined" the setting for me, as they took the world in much different directions than what my friends and I had done through "sandbox" play (the known world always reminded me of Moorcock's Young Kingdoms for some reason).
So I was wondering, what sort of crazy cool stuff did you do with that original Expert/X1 setting to make it yours?
*(not sure when "Mystara" was first used as product identity)
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Post by owlorbs on Mar 31, 2017 19:53:23 GMT -6
I started with Mentzer B/X (with X1). I played in the Known World heavily for a while, but since I was reading so many Savage Sword of Conan/Conan the Barbarian comics at the time, my interpretation was more or less a Hyborian Age Known World.
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Post by foxroe on Mar 31, 2017 21:07:20 GMT -6
I started with Mentzer B/X (with X1). I played in the Known World heavily for a while, but since I was reading so many Savage Sword of Conan/Conan the Barbarian comics at the time, my interpretation was more or less a Hyborian Age Known World. Cool. How did you treat demi-humans? Did you stick with the implied Tolkien-esque tropes, or did you do something to "pulpify" them?
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Post by owlorbs on Apr 1, 2017 7:39:09 GMT -6
I had an odd group of four players at that time who were only interested in Fighters, Clerics and Thieves. No one played a demi-human character (or a Magic-User!) and Elves, Dwarves or Halflings were rarely encountered and probably hostile.
Edited to add: When we did play X1 there were hireling Magic-Users along but still no demi-humans that I can remember.
Edited to add: Although The Hobbit was my favorite book at this time I don't think it had a broad impact on my gaming. The other big influence on my Known World D&D games during this time period were the first six Lankhmar books - another setting with virtually no demi-humans.
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Post by foxroe on Apr 2, 2017 19:51:31 GMT -6
So I was rereading X1 yesterday (thanks to scalydemon ) and I'm falling in love with it (again). It's reminded me so much of those initial hedonistic forays into D&D that I'm determined to work it into a campaign. But the other side effect of my reread has been my re-imagining of the Continent. I may post some thoughts about it here as they foment ferment...
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Post by foxroe on Apr 2, 2017 21:06:36 GMT -6
The Grand Duchy of Karameikos. The eponymous crucible of adventure for many a beginning D&D player. Blech.
Or so I used to think. I think my opinion had been tainted by much of the later development of the territory by late-era TSR (although I suppose this is true for all of the Continent's regions). I wasn't even very thrilled by the brief detail that was given in the Cook Expert book.
When I only read the description in X1, and ignore everything else I know about the "canon" of the realm, I envision a very different place.
From Wikipedia:
This makes good sense with respect to the GDoK. It's a great territory, comparable in size to the other nations in the region. The description in X1 makes no mention of the fealty of the Grand Duke, but I think it's easy to assume that the Duchy is a sovereign country, independent of its liege-state. It's also easy to assume that that liege-state is the Thyatian Empire.
The territory is unsettled and untamed. The X1 map only shows the capitol of Specularum, so I'm picturing a very small hub of civilization centered on the capitol, with defensive fortresses and keeps on its periphery to keep the wilder lands at bay. Sorry, no Black Eagle Baronies and Estates of Marlinev here. And being untamed, it should be a magnet for any would-be adventurers.
Seeing as the Grand Duke carries the name of Karameikos, he is either a descendant of the original Duke or is the original Duke. That would make the GDoK a very young nation, but seeing as there is an established city, it's more likely the former. Regardless, the country, and it's capitol, are likely young and small in scope of control.
The name "Specularum" seems to be derived from the word "specular". Assuming this, I envision a bustling trade port in a protected bay. The waters of the bay are normally mirror still, with all the splendors of the small port reflected on its surface. If its walls and towers were made of pure white granite, it would be a spectacular sight.
Interesting side note: in my 1981 printing of X1, only Specularum is shown on the Continent map. In the 1983 printing, Kelvin and Threshold were added (from the Gazetteer); however, neither of these locations appear on the Cook Expert map, which instead includes Luln and Krakatos.
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Post by Starbeard on Apr 3, 2017 5:59:11 GMT -6
I like your take! My own is similar in many ways. The basics of my Known World include the Empire of Thyatis being a shadow of its former self. The Emperor will make a tour the continent every 3-18 years to renew oaths of allegiance from the major cities, but in reality all are autonomous city-states and Thyatis holds no power beyond the local countryside. I give Karameikos a bit of a Greek & medieval Byzantine spin. Soldiers arm themselves like phalanxes, cataphracts and so on, including the more recent developments of western and late medieval technologies. The Duke is a couple of generations down the line of the Karameikos dynasty, and he claims lordship over the whole Grand Duchy, but his actual rule is limited to Specularum, much like the Emperor in Thyatis. The few other towns and villages around the collapsed Duchy will offer lip service and entertain him, and pay taxes when he manages to send out his army to collect the taxes, but that's it. I'm running my groups through the BECMI version of Karameikos, so we have the Estate of Marlinev and the Black Eagle Barony. The Black Eagle's significance is that he was placed as the Baron by the previous Duke Karameikos, and now claims independence from the current Duke. The Estate of Marlinev surrounds Specularum but is wholly separate from it, and the Duke has a touch-and-go relationship with its rulers. Part of the impetus for this campaign setting was to run various groups through a shared sandbox environment, where they could be introduced to Classic D&D rules as well as classic D&D published modules. I've scattered plenty of modules throughout Karameikos and its immediate surroundings, tying them into the setting and adding a new column to my giant rumour table as I add them (for example, Kelven stands in for the T-series, the Black Eagle Barony stands in for the A-series, the Estate of Marlinev hosts X2, and the Tomb of Horrors becomes the Dreaded Place Wereskalot). I've been writing up the campaign diary of one of the two main groups I've been running here: www.dragonsfoot.org/forums/viewtopic.php?f=26&t=75574&sid=851fc02d5c53f878aa098fddab7c6cffAnd here was the original write-up for the first session I ran in the setting: www.dragonsfoot.org/forums/viewtopic.php?p=1788308#p1788308
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Post by Starbeard on Apr 3, 2017 6:14:35 GMT -6
Oh, forgot to mention about Specularum:
I was inspired by a few early medieval Mediterranean cities like Rome. It is obvious that Specularum was once one of the world's great cities, but now lies mostly in ruin at the mouth of the river. The 5,000 denizens huddle together in the tiny Old City, protected by its ancient walls. Beyond the hustle and bustle of the Old Walls are the ruins of the New City, with its serpentine roads and crumbling buildings. It too is surrounded by the decaying New Wall. There are always some people who live in the New City, but most of it is overrun by wolves and wild cats and wild vegetation. Of all the great cities, Specularum is the poorest, the most dangerous, and the most riddled with opportunity.
The city lives in a state of passive-aggressive codependency with the Estate of Marlinev; the city has the port, but the Estate rules the land at the mouth of the river. One cannot survive without the other, but neither wants anything less than 100% of the profits of the sea trade. Therefore, getting into or out of Specularum can be expensive, as travellers are typically tolled by Marlinev at several spots along the way.
Also, the fabled many towers of Specularum are still famous throughout the Known World, though most are now toppled and hiding who knows what beneath them.
I was inspired by taking the Latin 'specularum', which could mean either '[The Place] of Watchtowers' or '[The Place] of Negligible Hopes'.
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Post by makofan on Apr 3, 2017 9:13:27 GMT -6
I had a campaign that started in Threshold. They did B1 In Search of the Unknown, and half of B10 Night's Dark Terror, then journeyed to Ylaruam and were exposed to B4 The Lost City. Eventually the campaign centered around the desert and one player's quest for immortality. I had all the gazetteers, but only used Karameikos and Ylaruam. Most of my adventure seeds and hexes came from Wilderlands of High Fantasy. The players hit level 9 before the game disbanded
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Post by foxroe on Apr 3, 2017 16:59:26 GMT -6
Great ideas Starbeard ! I may yoink some of that for my own campaign, especially the new/old city concept.
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Post by foxroe on Apr 3, 2017 17:17:36 GMT -6
Because of the consistent Mediterranean theme running through the South-central portion of the Continent, it's easy to imagine that these areas were all linked together at some point, most likely under the umbrella of the Thyatian Empire. But the power of Thyatis has been waning over the last century or so, with Glantri, Darokin, the Shires, Karameikos, and to some extent Minrothad declaring independence. I imagine Thyatis losing control due to extended past campaigns on two fronts with Ylaruam and Ierendi, as well as raiding from the northern barbarians. I can picture Thyatis as a crumbling and corrupted nation, much like the Great Kingdom in Greyhawk.
Edit: ... with a batsh*t-crazy, Nero-like Emperor to boot!
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Post by foxroe on Apr 3, 2017 18:18:36 GMT -6
I picture the Atruaghin Clans as being related to the Ethengar. Perhaps some of the Ethengar migrated down the river valleys to the sea and settled the shore and plateau. It's also conceivable that they established trade and intermingled with the Elves of the Canolbarth, making the Atruaghin distantly "half-elfish" - perhaps Atruaghin himself was an ancient Elf hero...
On the other hand, "atruagh" is (I believe) of Gaelic origin, so perhaps they are a proto-Celtic people, much like the Woads as portrayed in King Arthur (2004).
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Post by foxroe on Apr 4, 2017 3:46:58 GMT -6
Do you ever have one of those epiphany moments when you realize you've been looking at a map all wrong? Just had one, I hate to say. Selenica always confused me. In my mind, it seems like some sort of free city-state, trade-hub, kind of place; but, it's clearly near the Canolbarth, on its east border, so I always assumed it was part of Alfheim. Now after studying the map in X1 more closely and reading the description for Alfheim ("Darokin pays the elves to protect the caravan route through the forest to Selenica.") I've realized that Selenica is part of the Darokin Republic. Doh! I can't believe I missed that. Alfheim actually sits inside the Republic. So, it is a trade hub; it's just a Darokin trade hub. It's also likely a very rich city, in both monetary wealth and culture. It's a large bustling metropolis of humans (Darokin and Ylaruam natives mostly), Dwarves (Rockhome), Halflings (the Shires), and obviously, Elves. I can imagine that as part of the agreement with the Darokin, the Elves of Alfheim have considerable clout in the city, perhaps holding many seats of power on the city's council, much to the chagrin of many Darokin Merchant-Princes, and perhaps the Dwarves of Rockhome.
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Post by foxroe on Apr 4, 2017 4:17:47 GMT -6
Darokin is no backwater nation.
It has five major cities within its borders, access to the sea through control of the Streel River and the Malpheggi Swamp, borders eight other geo-political regions (that it no doubt trades with), and controls two of the four major roadways on the Continent. It has excellent internal resources (a large inland lake, woodlands, mountains, etc.). This country is an economic powerhouse. It's no wonder it is a "plutocracy" that no longer acknowledges Thyatis as its liege-state.
Its only disadvantage that I can see is perhaps a lack of any significant naval force. It may have a small force to control Lake Amsorak, and river boats and galleys to patrol the Streel and the swamp-coast, but it lacks a good seaport for harboring a significant navy that could exert some form of territorial control on the southern sea. The Minrothad Guilds are likely the other economic power house in the neighborhood, and as such are probably strong rivals with Darokin. I would not be surprised if Darokin has formed a strong alliance with Ierendi, relying on help from its fleets to protect Darokin's maritime interests.
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Post by foxroe on Apr 4, 2017 5:20:28 GMT -6
I picture the Atruaghin Clans as being related to the Ethengar. Perhaps some of the Ethengar migrated down the river valleys to the sea and settled the shore and plateau. It's also conceivable that they established trade and intermingled with the Elves of the Canolbarth, making the Atruaghin distantly "half-elfish" - perhaps Atruaghin himself was an ancient Elf hero... On the other hand, "atruagh" is (I believe) of Gaelic origin, so perhaps they are a proto-Celtic people, much like the Woads as portrayed in King Arthur (2004). The more I think about it, the more the latter idea makes sense to me. The Atruaghin clans are hunters, fishers, and farmers. This doesn't mean that they are a simple people. They have learned to live off of the land in which they reside and have become intimately familiar with it - they are closer to the natural order of things. This is a land of Druids and Rangers. They are a community-driven people that have no need for bustling cities. Each clan controls a few small villages where they can congregate and trade with other clans (and other nearby regions/nations). When the need arises, the clans come together and fiercely defend their homeland and their way of life. I can picture thousands upon thousands of woad-covered warriors being led by a strongly charismatic hero-king/queen (think Boudica), fiercely taking it to the enemy. Their archers and guerilla-fighters are feared throughout the Continent, which explains why Darokin (or any other nation) has failed to conquer them. They likely don't trust Darokin much, and prefer to trade with the more "benevolent" Halflings to the east.
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Post by foxroe on Apr 5, 2017 1:16:02 GMT -6
The realms of the Continent aren't presented with any official pantheon of deities. The later Gazetteers and the BECMI rules introduced Immortality as a means of attaining what was essentially god-hood, so Mystaran deities were an odd lot of ascended adventurer-heroes (or at least that was always my impression). I didn't care for that much. Going only by what's in X1, there are no clear clues as to the available religions on the Continent (there is a reference to a sky god, Oloron). Given its Mediterranean flavor, it would make sense to borrow from the Greco-Roman pantheons of Earth for the southern areas of the Continent, Nordic pantheons for the northern lands, etc. Perhaps, though, it would be more fun to invent a pantheon based on what can be culturally gleaned from the map and the terse descriptions in X1. Alfheim - Elves do not venerate the Gods as humans do, though they do respect and acknowledge their existence. The folk of the Canobarth have likely adopted a quasi-religion of ancestor worship coupled with a reverence for natural beauty. Atruaghin - The Atruaghin live in closer harmony with the land than do other humans. I imagine the central religion to be Druidic in nature, with reverence of the god-hero Atruaghin (representing perseverance and the warrior spirit) a close second. Broken Lands - Home to humanoids, giant-kin, dragons, and things even worse, I can only imagine that the bloody sacrificial worship of Great Demons goes on here. Darokin - The Darokin are likely the wealthiest humans in the known world. One can infer that their religion centers around a divinity that promotes the attainment of wealth. Perhaps this deity has many aspects: prosperity through hard work, wealth through chance or gambling, success in diplomacy and trade, thievery, etc. Ethengar - Ethengar society is comprised of hundreds (if not thousands) of nomadic family-clans. The wide expanse of grasslands under endless skies would promote worship of a Sky God, and certainly there is a Great Horse god honored by the nomadic horse-borne warriors of the steppes. Glantri - The Wizard-Princes of Glantri have little need for worship, as it is likely they voraciously seek immortality of their own. However, in Glantri, knowledge is power, so perhaps some venerate the God of Knowledge and Secrets. Heldann/Vestland/Ostland/Soderfjord - War God, Lightning God, Fertility Goddess, etc. You know the drill. Ierendi - A nation that prides itself in naval prowess will certainly worship a deity of the sea. Like the religion of the Darokin, this God/Goddess will have many aspects such as patron of sailors, patron of fishermen, bringer of storms, etc. Karameikos - Only recently independent of Thyatis, Karameikos will share similar religious beliefs with its mother-nation. A "state religion" honoring an Athenian-type Goddess would be appropriate. Minrothad - Another wealthy, sea-faring nation, Minrothad likely pays homage to the sea and wealth/power gods of the Thyatian Empire, as they are closely allied (Minrothad was probably once a part of the Thyatian Empire, so this would make even more sense). Rockhome - As with the Elves, Dwarves have no "official" religion. They likely venerate their ancestors, with Dwarf warriors proudly displaying the arms and armors of their forefathers in battle, though some may worship a crafting or Earth god - perhaps borrowed from the humans. The Shires - The demi-human Halflings, like the other non-human races, are not overtly devout, preferring quiet pastoral lives without the stark regimen of religious practice. However, there is likely a minority who worship a Thyatian agricultural or homestead deity (introduced by human immigrants) that would appeal to the Halflings' sensibilities. Thyatis - The Old Empire will have a grand pantheon of Gods and Goddesses of many, many spheres. Most of these would have started as "lesser" pagan deities absorbed by older Thyatian conquests, where they sought to assimilate foreign cultures through adaptation of the locals' favorites. Prominent religions would include a god of right of dominion (a wholly Thyatian concept), a war god, a sea god, an agricultural/fertility goddess, a representative of art/music/poetry, and perhaps even a patron of slaves. Ylaruam - The main city, built in the midst of a vast oasis in the Alasiyan desert is an economic trade hub similar to Selenica, so obviously a wealth-deity is in order here, but perhaps this god/goddess is portrayed more as a chaotic bringer of fortune and less of a stale coin-and-balance avatar. Most of the remainder of the Emirate is a sun-blasted desert inhabited by roving bands of highly religious dervishes. These peoples will likely worship a sun-god who represents the cleansing light of purity and the purging of heretics.
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Post by foxroe on Apr 6, 2017 5:52:37 GMT -6
Some random thoughts on the Principalities of Glantri...
Glantri is a Magocracy of aloof, high-level wizards, so how do (or did) these mages come to be Princes? I doubt that this magocracy allows for any sort of democratic election. It doesn't seem likely that they are selected by the other Princes either, since they generally don't trust one another. It is more likely that the title is earned by vanquishing another Prince, whether by wizardly duel or clashing of fantastic armies. If a Prince should die or go missing, perhaps the remaining wizards convene to select another, but the "selection" is made by having applicants battle each other for the title. I can picture Glantri City having a large Colosseum where these sorcerous clashes take place (as well as hosting other "entertainments").
The Princes are more concerned with magic than rulership, so local councils of elders and princely stewards tend to the day-to-day administration of the realm. The Stewards represent their respective Prince in all matters, and have all the authority that that entails. They are likely high-level types, though not necessarily magic-users (or even human/demi-human!). They live in Glantri City most of the time, since the Princes sequester themselves away in there magical towers/megadungeons/abodes. The Stewards form a council that deliberates over any realm-affecting decisions that may be required. The Elder Councils are similar to the Council of Stewards, but they are only responsible for the day-to-day activities in the outlying towns and villages which support Glantri City and the realm as a whole.
What of the citizenry of the Principalities? Who could be convinced to live in a realm punctuated by cabalistic splendors and magical horrors? Perhaps they are refugees from the wider, more primitive world seeking the solace of subservience to the Princes in exchange for the ultimate in magical security. Perhaps they are common laborers and farmers seeking to ply their trades with the help of magical conveniences. Perhaps they are scholars and mages seeking to expand their knowledge in Glantri City's famous Universities and Libraries. Perhaps they are profiteers looking to get rich trading in rarities and all things magical at the Grand Bazaar. Perhaps they are adventurers seeking greater challenges in the services of the Princes of Glantri.
Dueling mages, armies of fantastical beasts, magically motivated politics, grand geases fueled by power-hungry arch-wizards... Glantri is no doubt a land screaming for adventure.
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Post by owlorbs on Apr 6, 2017 15:10:57 GMT -6
Foxroe, I'm enjoying these thoughts, keep 'em coming.
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Post by foxroe on Apr 6, 2017 23:00:55 GMT -6
Thanks, owlorbs , I appreciate that. Here are a few thoughts on the Heldann I've been chewing on: The Heldann Freeholds are an interesting region. One has to wonder how such a "barbaric" nation can survive without a primary ruler. The key, I believe, is in the Freeholds' implied system of laws (inferred by its similarity with Medieval Iceland). Each hold would be ruled over by a single chieftain, known as the Godar. The Godar enforces and is beholden to the long-established laws of the Heldann. These laws, rather than being written down in any formal manner, are memorized, recited, and interpreted by the Law-Keepers (Logsogumadr). The Law-Keepers also act as record keepers for the clan as well as tending to the spiritual needs of the citizenry (a seemingly anarchistic society that reveres the law as sacred to their way of life would surely pay its respects to the great Law-Giver, a God of Justice, Accord, and Revenge). All of the Godar and the Logsogumadr convene at least yearly (Midsummer?) to discuss issues that affect the Heldann, to negotiate differences between the Households, and to make trade agreements. In the Heldann legal system, crimes are judged by ad hoc tribunals made up of representatives of both sides, selected by the Godar and presided over by the Logsogumadr as the final arbiter. Punishment is through fines (the amount being commensurate with the crime). Those that cannot pay the fine are forced into slavery/servitude for a number of years proportional to the fine. In worst cases, punishment is execution, but this would be rare. The Heldann are not a rich people, so the impetus to commit a crime is usually not there - most crimes are those of passion, or are committed by foreigners. I can imagine that the Heldann are socio-religious refugees from the other Northlands. These are the descendants of the men and women who were fed up with feudal systems and war-like Gods of Vestland, Ostland, and Soderfjord. They would certainly still conduct trade with their father-lands, but they also likely experience occasional trouble from sea-raiders acting outside the auspices of the other North-States. The eastern Holds have probably evolved to form a line of defensive fortifications to deal with this problem. The less temperate northern climate of the Freeholds prevents an abundant variety of crops, but there is ample grazing available for herds of sheep and cattle. The lack of variety in crops is compensated by the rich hunting and fishing resources the Heldann enjoy. The primary export is likely to be wool, and textiles made from wool. The rugged terrain of the border with Ethengar Khanate to the south has likely spared them from the sometimes war-like Steppemen. Perhaps instead they have established steady trade with the Ethengar. A mutually beneficial exchange of livestock and horses for textiles and salted fish seems logical.
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Post by Starbeard on Apr 7, 2017 3:25:54 GMT -6
This is really great stuff. A lot of nuances I've never considered, but still open enough for individual interpretation, just like the B/X descriptions.
So far I've really only detailed the Grand Duchy, plus a tiny bit of the territories immediately surrounding it. I haven't had to do more than that, since nobody's bothered yet to explore very far beyond the river that connects the Threshold to Specularum. I've got this thread bookmarked so I can read through your ideas whenever my players finally decide to take the plunge and head abroad.
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Post by foxroe on Apr 7, 2017 3:43:57 GMT -6
Wow, thanks Starbeard ! This is all just a creative exercise - seeing what I can tease out of the sparse detail of just what is written in X1. It's certainly not "canon". Of course anyone is welcome to use these ideas for whatever. And other thoughts and ideas are entirely welcome!
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Post by foxroe on Apr 7, 2017 4:54:51 GMT -6
The Five Shires are the homelands of the Continent's Halflings. They've been there for as long as anyone can remember. The Half-folk are not an especially war-like race by any stretch of the imagination, but they have been known to produce some of the most memorable heroes in Continental folklore. They are a hardy people, determined in their actions, and enthusiastic in their revelry.
Each shire, or county, is governed by a Council of Eldermen, elected from among the populace, and each council is overseen by the Shire's Reeve (or more commonly, Sheriff), who is selected from among the Eldermen. The Sheriff is responsible for the security of the Shire and acts as the voice of the Eldermen when dealing with the other Sheriffs or foreign dignitaries. The Sheriffs meet four times a year (at Planting, Summermeet, Harvest, and Wintermeet) to discuss policy and other matters that affect the Five Shires.
If required, the five Sheriffs select one of their number to be the High Sheriff, who acts as General of the Militia and leader of all Halflings in time of war. In such instances, the Halflings of the Five Shires can muster a sizable army of light infantry, archers, and slingers. This has only happened twice in recorded history: once when Humanoid armies swept down through Alfheim and Darokin from the Broken Lands, and also during the Northmen Invasions prior to the rise of Thyatis.
When Thyatis rose to power in the region, the Halflings eagerly joined the growing Empire rather than resorting to another unpopular war with the humans. This was of great boon to the Shires, as they were introduced to improvements in agricultural equipment and greater variety in agricultural technique. This also fostered the wide-spread worship of the Thyatian Mother Goddess, patroness of Hearth and Home - two things near and dear to all Halflings. With the Thyatians also came trade, and the folk of the Shires learned to become shrewd dealers and lucrative merchants. The obvious exports of importance for the Halflings are agricultural goods and perhaps the numerous mollusks and oysters found along the shores of the Shires (oh, and Pipeweed!).
The Halflings of the Shires would also be accomplished sailors. The coves and bays along the coastline are harbors to large fishing fleets, and trading convoys often travel between Thyatis, Minrothad, Karameikos, Ierendi, and the Atruaghin. The Shires do not boast any appreciable navy (they likely have protection-treaties with Ierendi and Minrothad), but they are known for disguising small warships as merchant caravels and fishing cogs to discourage piracy.
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Post by foxroe on Apr 7, 2017 21:57:04 GMT -6
There is nothing in X1 to indicate what the astronomical makeup of the solar system is. I would assume that it is Earth-like: a sun, a moon, and a few obvious "wanderers".
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Post by Porphyre on Apr 8, 2017 14:31:34 GMT -6
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Post by foxroe on Apr 8, 2017 19:02:08 GMT -6
Thanks Porphyre, I'll have to check that out!
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Post by foxroe on Apr 8, 2017 21:02:21 GMT -6
Ylaruam: a land of desolate deserts, shimmering oases, whirling dervishes, and exotic grandeur.
At first glance it seems a bit out of place, sandwiched between the cooler wetter lands of the Northmen and the Dwarves, and the warm temperate realms of the Thyatian Empire, Karameikos, and Darokin. However, the Weather & Climate section of X1 explains that most weather patterns move from west to east. This means that the rain shadowing effect of the Altan Teppe mountains is significant - so the peaks of the Altans must be large indeed. The warm sea currents explain the more hospitable regions of the southern portion of the Continent.
Of particular interest are the four paved roadways reaching into Ylaruam. These are, of course, obvious signs of trade activity, and it's not too difficult to mentally connect the roads such that their nexus lies at the city of Ylaruam proper. The markets of Ylaruam must be a sight to see, with goods from the four corners of the Continent in resplendent display. If you can't find it in the souk's of Ylaruam, you won't find it anywhere. It is no stretch to assume that the city and its riches are coveted by the surrounding realms, especially the Empire to the south. I can imagine a turbulent past between Ylaruam and Thyatis - a back-and-forth of Thyatian Crusades and bloody Jihads. This is evident in the fact that Thyatis currently controls Tel Akbir, obviously originally a part of the Emirate.
While the Emir of Ylaruam is the ruler of all the Alasiyan, he and his armies likely have little control over the nomadic peoples of the desert. Deals would have to be struck between the sheikhs of the "a-araab" and the "hathar" of the markets to ensure safe travel of the caravans which regularly move through Ylaruam. There is ample opportunity for adventurers here, with no shortage of patrons seeking escort through this exotic realm.
The dichotomy of city and desert is reflected in the religion of the Emirate as well. In the wealthy city of Ylaruam, the Goddess of Luck and Fortune is much revered. She is the Princess of the Golden Moon and a patroness of earthly delights. On the other hand, the religiously fanatic peoples of the deserts revere the Righteous One, God of the Sun, Bringer of Life and Death. Astronomical eclipses are great holy affairs for Ylaruam, for they symbolize the union of Man and Woman. The blood-red sky of the solar-lunar event would symbolize the bonds of family and the binding of oaths. Eclipses herald a time of many marriages and important treaties. A child born during such a time would be considered blessed and destined for greatness.
((idea for names of deities: Badra (moon) and Hvare (sun)))
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Post by foxroe on Apr 8, 2017 21:52:18 GMT -6
Just a few more regions to cover...
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Post by foxroe on Apr 8, 2017 22:12:39 GMT -6
And in honor of my 666th post... The Broken Lands!
Based on the description in X1, the Broken Lands seem to have been formed by magmic pressure and upthrusting crust. Though not very mountainous, there are likely many dormant volcanoes and tall extinct cinder cones here and there. Certainly the landscape is permeated by numerous lava-tubes and lava-etched caverns, breeding grounds for the regions countless chaotic denizens.
Looking at the wilderness encounter tables, it's easy to imagine this inhospitable region crawling with giants, humanoids, and dragon-types. The ropy, jagged ravines would be havens to all manner of brigands, bandits, berserkers, and evil NPC's. From the long forgotten chthonic depths of the limitless caverns in the area, dragons, basilisks, salamanders, and troglodytes crawl forth in search of meals. Gargoyles and harpies roost in high aeires, hungrily watching the old trails.
Perhaps at one time the lands were more tame - maybe under the nominal authority of Darokin. There would have been trade routes along the rivers leading to Glantri and Ethengar, dotted frequently by forts and outposts to guard the way. But all of that changed when a great slumbering evil stirred the dwellers of the Broken Lands into war. The old trade roads would have been overrun and abandoned as armies of humanoids, giants, and worse ravaged their way south into the richer regions.
The Broken Lands likely host most of the more inimical religions of the Continent. Crumbling monasteries filled with half-human demon worshipers loom rotting on the tops of mesas. Dark cults of troglodytes, salamanders, and degenerate humans howl to their inscrutable and alien gods. And slumbering cyclopean evils, born in eons past, restlessly stir deep beneath the Broken Lands, their nightmares bubbling forth every so often, fomenting great ages of chaos.
The G-series of AD&D modules, as well as White Plume Mountain, and the Forgotten Temple of Tharizdun would fit into this region rather nicely.
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Post by owlorbs on Apr 9, 2017 7:57:41 GMT -6
The Broken Lands were always my favorite region to speculate about when I had only B/X and X1. If I play B/X again I will most likely run something there, and figure out a way to connect it to X1.
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Post by makofan on Apr 10, 2017 11:39:44 GMT -6
foxroe When I start my BECMI Mystara campaign one of these years I'll make sure to invite you!
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