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Dungeons & Dragons Gazetteer Roleplaying

DnD Gaz KW Karameikos

Dungeons and Dragons – Mystara

Gazetteer #1 – The Known World – The Grand Duchy of Karameikos

Source: The Grand Duchy of Karameikos (0e-gaz-01)

What this article contains:

Roman style nobility mixed with Eastern European romanian like superstitious lower class, with a colony of Gnomes and Dwarves, as well as two separate colonies of elves. This is a conquered collection of separate villages forged into a nation and connected by roads. While the Traladaran’s have been conquered, they have been forged into a nation able to protect itself, and the Kerendan nobility desire to include and bring the native population into the Thyatian Empire culture instead of stamp out their independence

This is the first in a series of articles talking about what I have done to revamp my old D&D setting for D&D 5th Edition. It is also the home of “Bargle” the wizard found in the single player storyline in the red box Basic Rules. I chose this as my first foray into 5th edition as I have run this setting and location many times and can cover a lot of it from memory.

The Grand Duchy of Karameikos was founded in AC 970, the country has been built up over the last 30 years by Duke Stefan Karameikos. It was originally conquered in AC 900 by the Thyatian Empire.

It is a medieval fantasy combining a conquered Romanesque ruling class over a Transylvanian middle and lower class. Throw in some elves, dwarves, halflings and gnomes for good measure on the side of the government and a bunch of orcs, goblinoids and gnolls as the base bad guys, and the extraordinary evil being werewolves, vampires and dragons.

Karmeikos Character Options

  • Starting Languages: Common (Thyatian) and Traladaran, options languages are Elven (Callarii), Dwarven (Stonehollow) or Gnome (Highforge).
  • Suitable Backgrounds: Acolyte, Charlatan, City Watch, Clan Crafter, Courtier, Crminal, Emissary, Entertainer, Faction Agent, Fisher, Folk Hero, Guild Artisan, Hermit, Inheritor, Knight of the Order, Marine, mercenary Verteran, Noble, Sage, Sailor, Seer, Shipwright, Smuggler, Soldier, Urchin
  • Religions of the Region
  • Available Races
  • Available Classes
    • Barbarian Path of the Ancestors, Path of the Ancestral Guardian, Path of the Battlerager, Path of the Berserker, Path of the Storm Herald (Desert, Sea), Path of the Totem Warrior
    • Bard – College of Glamour, College of Lore, College of Swords, College of Valour, Greenleaf College
    • Cleric Domain of Air, Domain of Darkness, Domain of Earth, Domain of Fire, Domain of Water
    • Druid – Circle of Dreams, Circle of the Land (Mountain, Settlement), Circle of the Moon, Circle of the Shepherd
    • Fighter – Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Eldritch Knight, Ghost Knight, Griffon Knight, Hospitaller, Knight Surgeon, Shield Bearer, Woodland Cavalier
    • Monk – Way of the Cobalt Soul, Way of the Drunken Master, Way of the Elements (Air, Earth, Fire), Way of Iron, Way of the Kensai, Way of the Long Death
    • Paladin – Oath of the Ancients, Oath of Battle, Oath of Conquest, Oath of the Crown, Oath of the Giving Grave, Oath of Perfection
    • Ranger – Beast Master, Explorer, Fey Hunter, Hunter, Monster Slayer, Vampire Slayer
    • Rogue – Arcane Trickster, Duelist, Fixer, Mastermind, Swashbuckler, Thief
    • Sorcerer – Divine Inspiration, Divine Soul, Draconic Bloodline (Red, White), Dryad Bloodline, Elemental Essence (Air, Earth, Fire), Lycanthrope Bloodline, Pyromancer, Serophage Bloodline
    • Warlock – Pact of the Archfey, Pact of the Celestial, Pact of the Genie Lord (Air, Earth, Fire), Pact of the Undying
    • WizardElementalist (Air, Fire), Ring Warden, School of Blood Magic, School of Divination, School of Enchantment, School of Illusion, School of Necromancy, War Mage

Main Player Races:

  • Human (Karendan, Thyatian, Traladaran)
    • Human (Kerendan) If you want to be a Human of Air (Kerendan) with a roman background and a love of horses and adventure. Your among the calvary, messengers and animal handlers of the Empire.
    • Human (Thyatian) If you want to be a Human of Air (Thyatian) with a roman background and a love of bureaucracy. Your among the most charismatic of the Thyatian Empire having a flair for using your voice to be a counterpoint to the strengths of the other three human races who make up the Empire.
    • Human (Traladaran) If you want to be a Human of Fire (Traladaran) with a eastern european background. They believe in the spiritual world with many superstitions coming from a society recently conquered (AC 900) and civilized (AC 970). You are part of the majority of the nation, but only make up a small number of the positions of power.
  • Dwarven (Craftbound, Hillbound)
    • Dwarf (Hillbound) If you want to play a Dwarf from Karameikos, they are based in the Stronghollow Clan dwarven community of Highforge and are skilled at keeping things designed by other running.
    • Dwarves (Craftbound) These are NPCs Dwarves connected to the Highforge community and help them design their outlandish items.

Karameikos in the Known World

The state most closely tied to a great power, Karameikos is ruled by the Thyatian noble, Duke Stephan Karameikos. Exchanging his ancestral lands 30 years ago for sole sovereignty of an undeveloped Thyatian colony, Duke Stephan is now attempting to transform Karameikos into a developed state. Many Thyatian nobles have accompanied Duke Stephan to his new lands, where they now impose their will upon the native Traldarian peoples. Following a bloody and unsuccessful rebellion, the Traldarians have come to accept their new rulers. Baronies have been granted by Duke Stephan to many of his Thyatian followers, but large tracts of land remain undeveloped and unallocated. Largely a wilderness setting, Karameikos is a good setting for low-level adventures. Here, low-level PCs can make names for themselves, and in time they may even be given a land grant by the Duke. Until that day, adventurers will be kept busy clearing out the monsters that lurk in the forests and mountains of Karameikos.

Known World – Karameikos

Located East of the Halfling of the Five Shires who they have an uneasy truce with. West of Thyatis who they are considered a colony. South of Darokin who they share most of their northern border and south west of Ylaruam who they share a mountain range with.

History: This heavily-forested region used to be known as Traladara, a “nation” that was really a loose confederation of independent baronies. Thirty years ago, Stefan Karameikos, an ambitious nobleman of the nearby Empire of Thyatis, traded his ancestral lands to the Thyatian emperor for Thyatian recognition of Karameikos‘ right to independent rule of Traladara. Spending all his family fortune on mercenary armies, Stefan Karameikos invaded Traladara, quickly conquering the nation’s largest sea-port, Marilenev, and settling garrisons in all the region’s larger communities. He renamed the nation after himself: It became the Grand Duchy of Karameikos. Marilenev he renamed Specularum, a much more Thyatian sort of name. The Grand Duchy was recognised by Thyatis as an independent nation; although its rulers never called it a kingdom that is effectively what it is. Stefan Karameikos set up his own allies and cronies as regional rulers, allowing the original Traladaran rulers to retain their baronies only when they swore allegiance to him.

The Thyatian rulers, though they control the nation’s economic and military might, don’t have complete control of the land. Karameikos is dark and forested, with hundreds of square miles populated only by animals, by loggers and foresters, by non-humans such as elves and goblins. The Traladaran forests are an ancient home to vampires, werewolves and other dark creatures of legend. Secret Traladaran popular movements oppose the Thyatians, occasionally sabotaging the plans and activities of their rulers.

Ruler: Duke Stefan Karameikos, thirty years older and more experienced, still rules his land. He tries to keep his nation strong, the better to discourage invasion from dangerous neighbours such as Thyatis. He does not actively oppress the Traladarans to improve the lot of his Thyatians; the laws he passes are written to be fair to all. But Karameikos himself cannot enforce every law, and many of his Thyatian subordinates are not as scrupulous in their dealings with the Traladarans. Karameikos‘ wife is Duchess Olivia, an icy, intelligent woman who is a good adviser for him; his children include Lady Adriana (age 20, a notoriously independent fighter), Lord Justin (age 18, a slight young man with a talent for mathematics and trade), and Lord Valen (age 14, a clever and somewhat sneaky young man anxious to learn about the world).

Population: Karameikos is a divided land, its majority Traladaran population ruled by the invader Thyatian population. The Traladarans are a very free-spirited people whose dress and names are similar to those of Balkan Europe. The Thyatians are pragmatic and self-centred. With the conquering instincts of the ancient Roman (with their tastes in entertainment, too), the Thyatian people are made up of the Hattian’s, Kerendans, Nuari and the Thyatians. The two elements tend to dislike one another greatly.

Humans of Karameikos:

  • Hattian – A small group of soldiers are from this race.
  • Kerendan – a large number of the nobility and small number of the soldiers are from this race.
  • Nuari – A small group of soldiers are from this race.
  • Thyatian – a small group of nobles and most of the soldiers are of this subrace. Must choose Thyatian as their starting language.
  • Traladaran – the native population under the thumb of the Thyatian people. Seen as superstitious. Can choose Traladaran as their starting language, as it is the common tongue of the country, where Thyatian is the common tongue of the region.

Adventure Opportunities: The Grand Duchy of Karameikos really is a place of mysteries. So little of it is settled by humans that there is endless opportunity for adventure in the nation’s woods and northern mountains. Ancient ruins lie here, long forgotten by the Traladarans and not yet discovered by the Thyatians. There are lairs where vampires lurk; there are caves from which goblin and bugbear raiders harry isolated settlements; there are hidden camps of Traladaran freedom fighters who plot the downfall of Stefan Karameikos.

Locations of Note

Settlements
  • Capital Specularum – Karameikos (0,0)
  • Cities
    • Kelvin – Karameikos (4,5)
  • Towns
    • Highforge – Karameikos(7,4)
  • Villages
    • Marilenev – Karameikos (0,-1)
  • Fortifications
    • Radlebb Keep – Karameikos (8,-8)
Dominions
  • King or Queen
    • Kingdom of Highforge
  • Baron or Baroness
    • Barony of Kelvin
  • Lord or Lady
    • Estate of Marilenev
Other Locations
  • Locations
    • Gulf of Marilenev Wharf – Karameikos (-2,0) – 16 miles south
  • Ruins
    • Krakatos – Karameikos (0,2) – 16 miles directly or 16 miles via Dukes Road
Outside the Capital

Barony of Vorloi
Population: 7,500
Ruler: Baron Phillip Vorloi

Black Eagle Barony:
Population: 10,000
Ruler: Baron Ludwig von Hendriks
Fort Doom: Centre of the black eagle barony. This is the capital of the Black Eagle Barony, which is ruled by Stefan Karameikos’ cousin, Baron Ludwig von Hendriks. Von Hendriks is a dangerous man who terrorizes and brutalizes the populace of his dominion; he also conspires to take the throne of the Grand Duchy. Fort Doom has a population of 10,000.
Thieves Guilds: The Iron Ring – Known as slavers (In Search of the Unknown, GAZ01 p18)

Castellian Keep: lies in the Altan Tepes mountains and works hard to keep the intrusion of mountain-based non-human tribes to a minimum. In case of war with Ylaruam (an unlikely event), it would also act as centre of operations for the entire Karameikos army.
4th Division (The Mountain Storm) – Average quality human troops. Castellian Guard Battalion. (GAZ1 p26)

Duke’s Road Keep: lies in the mountains on the road to Selenica. It is charged with keeping the road open … or, in the event of war with Darokin or Alfheim, holding it closed.
4th Division (The Goblin Crushers) – Average quality human troops. Duke’s Road Battalion. (GAZ1 p26)

Dymrak Forest: A dark and dangerous forest with two competing elven clans, and a kingdom of goblins to contest it.
– (Callarii Clan) – Friends of the Duke and provide an Elven Guard to protect the palace.
– (Vyalia Clan) – Secretive, mischievous and deadly. Avoid at all costs.
Goblins (Dymrak) – Forest goblin kingdom.

Estate of Dmitrov
Population: 6,500
Ruler: Lord Lev Dromilov

Estate of Penhaligon
Population: 3,750
Ruler: Lady Arteris Penhaligon

Forest of Carn: Three hours north of Threshold. Jenlar Temlin (fighter), Lindrium Arkayz (wizard)
– (In Search of Adventure – The Hall of Rock)

Haven: Rumoured to lie in the mountains, but no one who investigates the regions returns with memories of what is there.

Luln
Population: 5,000
Ruler: Mistress Sascia

Radlebb Keep: near Luln, is supposed to protect western Karameikos from the activities of the Black Eagle Baron. It does a fair job, but can’t always predict or engage in combat the small, dangerous, murderous bands the Barony sends out.
5th Division (Hell’s Jailers) – Average quality human troops. Radlebb Guard Battalion. (GAZ1 p27)

Radlebb Woods: Home of the Calarii elves.
– (Callarii Clan) – Friends of the Duke and provide an Elven Guard to protect the palace.
Koriszegy Keep: The most haunted ruin in the nation.
Quasqestion: New ruin uncovered.

Rifllian
Population: 1,700 Callarii elves
Ruler: Chief Trader Prestelle

Riverfork Keep: lies on the Five Shires border; in case of conflict with Five Shires, its duty is to hold the road against invading troops. It, too, is charged with curbing Black Eagle activities whenever possible.
5th Division (Fury in the West) – Average quality human troops. Riverfork Keep Battalion. (GAZ1 p27)

Rugalov
Population: 650
Ruler: Lord Vlad Lutescu

Rugalov Keep: lies near the village of Rugalov, on the border with Thyatis. Its duty is to keep a close eye on Thyatian activities and, in case of hostilities between Karameikos and Thyatis, to hold the road against invading troops. 
4th Division (The Sword of Halav) – Average quality human troops. Ruglove Guard Battalion. (GAZ1 p26)

Sulescu
Population: 950
Ruler: Lord Zemiros Sulescu

Threshold: This is the starting town for the campaign in Karameikos. This northern town of 5,000 residents is a logging and farming community surrounded by untamed wilderness. It’s an ideal home town for player characters. Threshoid is ruled by Baron Halaran (also known as Patriarch Sherlane, a cleric).
Population: 5,000
Ruler: Baron Sherlane Halaran
– Clifton Caldwell (local merchant Lord)

White Plume Mountain: found in the wilderness of western Karameikos.
(Tales from the Yawning Portal – White Plume Mountain)

Karameikos in detail

Organisations of Karameikos

A major component of politics in Karameikos involves the flow of money.​

The Church of Karameikos (Religious Organisation)
The Church of Traladara (Religious Organisation)
The Cult of Halav (Religious Organisation)
The Duke’s Guard (Military Organisation)
The Elvenguard (Military Organisation)
The Iron Ring (Thieves Guild)
The Kingdom of Thieves (Thieves Guild)
The Loggers’ Guild (Profession Organisation)
The Magicians’ Guild (Arcane Organisations)
The Order of the Griffon (Religious Organisation)
The Veiled Society (Thieves Guild)

Wrath of the Immortals Timeline

Phase One (Level 1-5)

AC 1000 (Level 1)
  • TimelineAC 1000Karameikos
  • Still to be Edited
    • <-> (B9) Castle Caldwell and Beyond. A local businessman has inherited a castle and needs adventures to clear out the current occupants.
    • (B11) Kings Festival. A festival is organised by the Duke.
    • (B12) Queens Harvest. After the King’s Festival another one is organised by the Duchess.
    • (dmt) The Goblin Warren – A goblin warband is growing in power.
    • (dmt) Pit Your Wits – Strange stories coming from the goblin forest.
    • Beneath the Keep (GG) Intro to keep on the borderlands.
AC 1001 (Level 2)
  • TimelineAC 1001Karameikos
  • Still to be Edited
    • (DDA3) Eye of Traldar – A relic of the Church of Traladara needs to be recovered from the Black Eagle Barony.
    • (DDA4) The Dymrak Dread – Lord Forester has set a bounty on the Goblin Chieftain’s head from the Dymrak Forest.
    • (mdt) Doubt Not that Starts are Fire – Further investigations in to crater in the forest.
AC 1002 (Level 3)
  • TimelineAC 1002Karameikos
    • Black Eagle – Escape. Forced to escape from a deadly situation by the Black Eagle Barony.
    • Explore – Karameikos. Enter into unexplored regions of the nation and return with journals, maps and stories.
    • Mystery of Davinos. A traladaran noble seeks to improve those wronged when the Duke took control of the city.
    • Mystery of the Duke’s Road Massacres. Spring (Thaumont) A squad of goblins are found dead near Ruglov village on Eastron Road. Cause of death remains a mystery.
    • Mystery of the Great Gnome Caravan – Departing early in spring from Highforge to reach Specularum with holds full of dwarven weapons, gear and mechanical toys built over the winter months.
    • Mystery of the Magic Mirror – Settlements in the Cruth Lowlands have gone missing and credit claimed by a new warlord called Skarda. All investigators into this new warlord fails to turn up any clues.
  • Still to be Edited
    • <-> (B8) Journey to the Rock – Arkayz, a hermit wizard near Threshold is requesting adventures.
    • (PC2) Tabi Hunt – The Gnomes of Highforge are looking for people to collect some Tabi from the Dymrak forest.
    • (dwt) When Goblins Die, No Comets are Seen – delving further into an abandoned mine is causing issues.
AC 1003 (Level 4)
  • TimelineAC 1003Karameikos
    • Black Eagle – Escape. Forced to escape from a deadly situation by the Black Eagle Barony.
    • Explore – Karameikos. Enter into unexplored regions of the nation and return with journals, maps and stories.
    • Mystery of the Duke’s Road Massacres. Spring (Thaumont) A bunch of dead blue and black dragonborn are found along the route from Radlebb Keep to Specularum. They appear to have died under mysterious circumstances.
    • Mystery of the Great Gnome Caravan – Departing early in spring from Highforge to reach Specularum with holds full of gnomish and dwarven war machines, weapons, gear and toys built over the winter months.
    • Mystery of the Magic Mirror – A number of small hamlets go missing near Radlebb Woods along Westron Road. The heroes of Verge set out to put an end to this new warlord called Skarda.
    • Mystery of the Torenescu. A mysterious package, and night time deliveries to the Torenescu estate in Specularum.
    • Mystery of the Travelling Dragonborn – Part 1 – Travelling from Darokin City in three caravans. On headed North, though Ethengar and into the Heldannic Territories. One Headed South, into the Five Shires, through Karameikos, then Thyatis and up the coast of Ylaruam and the Northern Reaches before reaching the Norwold Region. The Last caravan headed east into Ylaruam, then up into Rockhome and out into the Northern Reaches before making it unto the Norwold Region.
    • Relic Hunter – Lavv. A ruin has been discovered under Kelvin and experts are called in to verify.
  • Still to be Edited
    • Giant Migration – The giants are migrating to the eastern end of Darokin, southern and eastern Rockhome, western Northern Reaches, eastern Karameikos, and western Ylaruam. (rumour)
    • <-> (B3) Palace of the Silver Princess – A princess trapped out of time reaches out for help.
    • (B6) The Veiled Society – Trouble on the streets of Specularum draw out the secret society of thieves.
    • (B10) Night’s Dark Terror – On the edge of the Dymrak forest goblins are making war on the inhabitants and the Duke as assigned heroes to deal with it.
    • (mdt) Peril at the Lamiak’s Bridge – A Nereid’s bridge in trouble.
AC 1004 (Level 5)
  • TimelineAC 1004Karameikos
    • Attack of the Hill Giants – A settlement in the Karameikos called Goldenfields is attacked by Hill Giants.
    • Black Eagle – Escape. Forced to escape from a deadly situation by the Black Eagle Barony.
    • Explore – Karameikos. Enter into unexplored regions of the nation and return with journals, maps and stories.
    • Mystery in Radlebb Woods – The sanctuary of Traldar heroes has been discovered, and heroes have been sent to investigate. This is the first year its been requested. A party of dwarven heroes wanting the kings favour head off to explore the site.
    • Mystery of the Duke’s Road Massacres – Spring (Thaumont) The Great Gnome Caravan goes missing, the usual suspect is implicated.
    • Mystery of the Great Gnome Caravan – Departing early in spring from Highforge to reach Specularum with a mysterious cargo that never reached the destination and ended the annual pilgrimage. Soldiers have taken the remains of the caravan to Kelvin for further investigation.
    • Mystery of the Magic Mirror – The heroes of Verge recover a mirror Artefact believed to be associated with the Warlord Skarda and the mirror found in Ylaruam.
  • Still to be Edited
    • <-> (X1) The Isle of Dread – A map of the coastline is discovered with rumours of a city of gold in the heart.
    • (mdt) Sepulcher of the Witching Hour’s Sage – Ancient sage able to answer questions lost to history.

Phase Two (Levels 6-10)

AC 1005 (Level 6)
  • TimelineAC 1005Karameikos
    • Black Eagle – Escape. Forced to escape from a deadly situation by the Black Eagle Barony.
    • Explore – Karameikos. Enter into unexplored regions of the nation and return with journals, maps and stories.
    • Mystery in Radlebb Woods – The sanctuary of Traldar heroes has been discovered, and heroes have been sent to investigate. This is the second year its been requested. A group lead by three Wizardly Gnomish brothers heads off to find out what happened to the dwarves and if they can fare better.
    • Mystery of the Duke’s Road Massacres. Spring (Thaumont) In Thaumont (3rd Month), an outpost near the Krakatos ruins is massacred. Investigation has tracks leading into the river, with a team from Rheddrian’s Investigation Bureau looking into it and finding nothing.
    • Mystery of the Great Gnome Caravan – The Gnome Caravan has been missing for a year and all news leads to the city of Kelvin in Karameikos.
    • Mystery of the Hidden Kingdom of DragonsThe Dragon’s Cart. A mysterious cart, with a mysterious Dragonborn known as Drazzle.
    • Mystery of the Magic Mirror – A mirror artefact of unknown power has taken two heroes of Karameikos believed to be associated with the warlord Skarda and Verge. A call had been put out for experts to solve the mystery.
    • Skirmish at Castallan Keep. Each year recruits are brought to the keep to push back the tide of goblinoids and orcs.
  • Still to be Edited
    • (B2) The Keep on the Borderlands – Joining the Army up near the border of Karameikos and Ylaruam.
AC 1006 (Level 7)
  • TimelineAC 1006Karameikos
    • Black Eagle – Escape. Forced to escape from a deadly situation by the Black Eagle Barony.
    • Explore – Karameikos. Enter into unexplored regions of the nation and return with journals, maps and stories.
    • Mystery in Radlebb Woods – The sanctuary of Traldar heroes has been discovered, and heroes have been sent to investigate. This is the third year its been requested.
    • Mystery in Wendar – the elven nation of Wendar has put out a call to save their kingdom and the Callarii have answered with local heroes.
    • Mystery of the Duke’s Road Massacres. Spring (Thaumont) A few giants were found on the Dukes Road having died mysteriously, officials choose not to investigate further.
    • Mystery of the Great Gnome Caravan – After repairing their Caravans, the gnomes are ready to travel again. The Gnomes are travelling from Highforge to Specularum and back again. They need protection from thieves and other dangers on the roads. Cargo full of mechanical toys for the markets of Specularum.
    • Relic Hunter – Blackrazor, Wave and Whelm – There is a chance to recover three missing relics from the Church of Karameikos. (meant for AC 1007)
    • Skirmish at Castallan Keep. Each year recruits are brought to the keep to push back the tide of goblinoids and orcs.
AC 1007 (Level 8)
AC 1008 (Level 9)
  • TimelineAC 1008Karameikos
    • Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Kelvin (Karameikos), Luln (Karameikos), Ylaruam City (Ylaruam), Ierendi City (Ierendi) with services to its employees at each site.
    • Black Eagle – Escape. Forced to escape from a deadly situation by the Black Eagle Barony.
    • Explore – Karameikos. Enter into unexplored regions of the nation and return with journals, maps and stories.
    • Mystery in Luln. Lord Alexius Korrigan as requested an escort party for a task in Luln.
    • Mystery of the Duke’s Road Massacres. Spring (Thaumont) A group of slavers from the Iron Ring were found on the Dukes Road having died mysteriously. The festival of blood becomes widespread among the Traladaran populace.
    • Mystery of the Great Gnome Caravan – The Gnomes are travelling from Highforge to Specularum and back again. They need protection from thieves and other dangers on the roads.
    • Skirmish at Castallan Keep. Each year recruits are brought to the keep to push back the tide of goblinoids and orcs.
  • Still to be Edited
    • GAZ1 – The Pirates of Halag – A naval battle in the Gulf of Halag.
AC 1009 (Level 10)
  • TimelineAC 1009Karameikos
  • Still to be Edited
    • Wrath of the Immortals – Event T – Spring 1006 – Karameikos Sells Out – Karameikos pulls out of the war and does not support Thyatis and declares itself a Kingdom.
    • Wrath of the Immortals – Event U – Spring 1006 – The Master is Hammered – The forces of the Five Shires, Alfheim and Karameikos come to the aid of Darokin City.

Phase Three (Levels 11-15)

AC 1010 (Level 11)
AC 1011 (Level 12)
AC 1012 (Level 13)
AC 1013 (Level 14)
AC 1014 (Level 15)

Phase Four (Levels 16-20)

AC 1015 (Level 16)
AC 1016 (Level 17)
AC 1017 (Level 18)
AC 1018 (Level 19)
AC 1019 (Level 20)

Designing Karameikos for 5E

What I have done with Karameikos is try and bring back their danger level, and the opportunity for adventure in the region.

The Traladaran humans of the region are a fragmented collection of people after their kingdom fell apart giving the opening for the Thyatian Empire to conquer them. They are the second great civilization of the region having been a colony from the lost Empire of Nithia and calling their region Tuma and their people the Traldar.

With some heroes rising and forming a new nation after their parent nation disappeared from recorded history and caused the Traldar to fall apart, the new people called themselves the Traladaran and their country Traladara.

The dog humanoids of the Huutakan are still to be detailed but exist in their hidden valley, the elves are broken into two camps also on the to be detailed list.

Dwarves and Gnomes have a society built around the construction and maintenance of the gnomish flying machines which are a hybrid of steam technology and magic.

The humanoids of the setting usually refers to them as being “evil” or against civilization refers to the goblins of the forest, Vampires and Lycanthropes. You will also find groups of Hill Giants, Gnolls and Orcs in various parts of the country.

This nation is also in my kingdom building tutorial as the starting point of my rebuilding the world and advancing it in standard way over all the nations.

Section of Notes Still Under Construction

Animalistic:
Dogfolk (Huttakan Clan) Found in a mountain valley to the west of Threshold.

Dragonborn:
Black – found near the Blight Swamp or Kelvin Moor.
Bronze – found near the coast.
Copper – found near Threshold.
Gold – found in eastern forest.
Green – found over the Duchy.
Red – found near the northern mountains.
Silver – found near Threshold.

Genasi:
Fire – found among the Traladaran people.

Halfling:
Lightfoot – favours the civilised regions of the nation, except no native halfling language.
Seacalled – favours the rivers and coast of the nation, except no native halfling language.
Stout – favours the rich farmlands regions, except no native halfling language.

Undead:
Vampire (Traldar Clan) – A plague amongst the Traladaran people.

Content Updates

  • 2021-10-25 – Cleaned up the timeline layout which goes to AC 1019.
  • 2021-08-15 – Update to timeline from AC 1008 to AC 1013.
  • 2020-08-28 – Moved content for Specularum and Marilenev into their own posts.
  • 2020-08-24 – Timeline Cleanup.
  • 2020-08-06 – Added in Timeline for AC 1007.
  • 2020-07-27 – Added Mysteries of the Great Gnome Caravan, Duke’s Road Massacre, and Magic Mirror.
  • 2020-06-08 – Cleaned up the layout
  • 2020-05-17 – Added a designing Karameikos section.
  • 2020-05-16 – Updated the character options.
  • 2020-04-23 – Moving information from google site to here for Karameikos.
  • 2020-03-29 – Restructure.
  • 2020-03-03 – Added in Timeline for AC 1006.
  • 2020-02-18 – Added in Timeline for AC 1005.
  • 2020-01-14 – Added in Timeline for AC 1004.
  • 2019-12-31 – Added in Timeline for AC 1003.
  • 2019-12-24 – Added in Timeline for AC 1002.
  • 2019-12-17 – Added in Timeline for AC 1001.
  • 2019-12-13 – Reworked the contents to the blog to suite the purpose better.
  • 2019-12-11 – Adding in Timeline for AC 1000.
  • 2019-11-28 – Making changes to the races and religion.
Karameikos
D&D Gazetteer

Mystara setting

The Known World Region: Alfheim, Atruaghin Clans, Broken Lands, Darokin, Ethengar, Five Shires, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Rockhome, Shadowlands, Ylaruam

Other Places of Note: Alphatia and Thyatis, Norwold Region, Thunder Rift

Hollow World

Mystara Races

The Races Overview

Dragonkind Overview: Air (Crystalborn, Silverborn, Whiteborn), Darkness (Blackborn, Brassborn, Onyxborn), Earth (Copperborn, Emeraldborn, Greenborn), Fire( Amberborn, Goldborn, Redborn, Rubyborn), Water (Blueborn, Bronzeborn, Sapphineborn)

Dwarven Overview: Air (Hillbound), Darkness (Shadowbound), Earth (Stonebound), Fire (Craftbound), Water (Seabound)

Elven Overview: Air (Nomadfey, Skyfey), Darknes (Bloodfey, Shadowfey), Earth (Wildfey, Woodfey), Fire (Spiritfey, Sunfey), Water (Seafey), Elements (Seasonfey)

Genasi Overview: Air (Airchild), Earth (Earthchild), Darkness (Darkchild), Fire (Firechild), Water (Waterchild)

Giantkind Overview:

Gnome Overview: Air (Skykin), Darkness (Shadowkin), Earth (Forestkin), Fire (Tinkerkin), Water (Tradekin)

Halfling Overview: Air (Southshire), Darkness (Eastshire), Earth (Highshire), Fire (Heartshire), Water (Seashire)

Human Overview: Air (Hattian, Heldannic, Kerendan, Thyatian), Darkness (Nuari), Earth (Atruaghin, Ethengarian, Makistani), Fire (Alasiyan, Thothian, Traladaran), Water (Makai)

Inner World

Humans Overview: Fire – Nithian

D&D Pantheons

The Pantheons, The Immortals, The Divine Features

Racial Pantheons: Atruaghin, Dragonkin, Dwarven and Gnome, Elven, Ethengarian, Giantkin, Halfling, Traladaran

Cultural Pantheons: Alphatian Empire, Land Guilds, Makai, Norse, Ocean Guilds, Outcast, Thyatian Empire, Ylari

Elemental Pantheons: Air, Darkness, Earth, Fire, Forest, Ocean, Radiance, Shadowlands, Sky, Water

Immortal Pantheons: Celestials, Elemental Rulers, Empyreals, Energy, Entropy, Eternals, Hierarchs, Initiates, Matter, Spheres, Temporals, Thought, Time

Special Pantheons: Ancient Ones, Assembly, Azcan, Davania, Hollow World, Myoshima, Norwold, Old Ones, Olympian, Savage Coast

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Artificer – Artillerist (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.

General Links

Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information

Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems

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Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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