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:

  • 0e-gaz-01 Karameikos
  • DnD Karameikos Heraldry

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.

Karameikos 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

Karameikos in detail

CapitalSpecularum (Karameikos(0,0)),

CitiesKelvin (Karameikos(4,5)),

TownsDmitrov (Karameikos(-10,8)), Fort Doom (Karameikos(10,-12)), Highforge (Karameikos(7,4)), Luln (Karameikos(-7,-10)), Penhaligon (Karameikos(7,9)), Rifllian (Karameikos(6,2)), Threshold (Karameikos(11,3)), Vorloi (Karameikos(-8, 3)),

VillagesGulf of Marilenev Wharf (Karameikos(-2,0)), Marilenev (Karameikos(0,-1)), Rugalov (Karameikos(-7,17)), Sulescu (Karameikos(-1,-5)), Vandevicsny (Karameikos(3,-9)), Verge (Karameikos(10,1)),

KeepsCastellian Keep (Karameikos(11,16)), Duke’s Road Keep (Karameikos(12,10)), Radlebb Keep (Karameikos(8,-8)), Riverfork Keep (Karameikos(17,-13)), Rugalov Keep (Karameikos(-8,19)),

RuinsForest of Carn (Karameikos(12,3)), Haven (Karameikos(0,17)), Koriszegy Keep (Karameikos(10,-8)), Krakatos (Karameikos(0,2)), Lost Valley of Hutaaka (Karameikos(15, -4)), Quasqestion (Karameikos(9,6)), White Plume Mountain (Karameikos(22,-11)),

Coastal and OceanGulf of Halag (Five Shires, Karameikos), Gulf of Marilenev (Karameikos), Sea of Dread (Five Shires, Ierendi, Karameikos, Minrothad, Thyatis), Traldar Bay (Karameikos), Vorloi Bay (Karameikos),

HillsCruth Lowlands (Karameikos), Wulwolde Hills (Karameikos),

LakesLake of Lost Dreams (Karameikos),

MoorlandsKelvin Moor (Karameikos),

Mountains and PeaksAltan Tepes Mountains (Darokin, Karameikos, Thyatis, Ylaruam), Black Peak Mountains (Darokin, Karameikos), Mt. Pavel (Karameikos(15,-1)),

RiversAchelos River (Karameikos), Castellan River (Karameikos), Cruth River (Five Shires, Karameikos), Foamfire River (Karameikos), Gusto River (Karameikos), Highreach River (Karameikos), Hillfollow River (Karameikos), Magos River (Darokin, Karameikos), River Shutturga (Karameikos), River Volaga (Karameikos), River Wufwolde (Karameikos), Rugalov River (Karameikos), Windrush River (Karameikos),

RoadsDuke’s Road (Karameikos), Eastron Road (Karameikos), Westron Road (Karameikos),

SwamplandsBlight Swamp (Karameikos),

WoodlandsAchelos Woods (Karameikos), Dymrak Forest (Karameikos, Thyatis), Radlebb Woods (Karameikos), Riverfork Woods (Karameikos),

Dominion Details

Barony of Kelvin – Baron or Baroness
Settlements – Kelvin (City, Karameikos(4,5)),
Population: 20,000.
Laws: No Arcane or Occult magic may be cast within the city walls, period. Violation is a Class 3 offense (or worse, if the magic results in a greater crime).
Notes: As you can see on the large folding map, Kelvin is situated at the fork of two rivers; there, too, the Duke’s Road forks, continuing along the Windrush and Hillfollow rivers. Kelvin is surrounded by a strong stone wall (and there is also a wooden addition to that wall; this wooden palisade encloses the bare area known locally as “the camp-grounds”).

Barony of Threshold
Settlements – Threshold (Town, Karameikos(11,3)),
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
Personalities -Aleena Halaran, Arthol (Sergent), Clifton Caldwell (local merchant Lord)
Laws: Within town limits, no Arcane or Occult magic may be cast. Punishments for offenders: Mild curses, increasing in severity with repeat offenses. Only daggers, swords, and staffs may be carried within town limits; prohibited weapons are confiscated by town guards (a receipt is issued to the owners) and kept in the town hall, to be returned when the owners leave. Though the wearing of armor is not against the law, town guards will repeatedly question someone in armor about his business – if he’s heading out of town to do something, fine, but if he’s just wearing armor because he’s too paranoid to take it off, the guards will gradually become convinced that he’s up to no good and haul him in for questioning. The guards are mostly first-level fighters; they have a third-level sergeant (Arthol); if the characters are determined to disobey local authority, Patriarch Sherlanc and his daughter Aleena will step in (with high-powered friends if necessary; they don’t tolerate lawbreakers in this town). No family house may be built within 50 feet of another family dwelling.
Notes: Threshold is a very big town for its population. Except for Fogor Isle, it’s not a tight-packed, dirty, squalid town; by Baron Halaran’s decree, no house may be built within 50 feet of another, and so Threshold is spread over a large area, filled with nice homes usually surrounded by vegetable gardens and livestock pens.

The individual sites shown on the map of Threshold on the large folding map include:

  • Fishermen. This is a small (population 1000) fishing village fronting Lake Windrush.
  • Fogor Isle. This island was largely built up before the ruler’s decree about close housing was passed. It is, therefore, like any other city’s tenement district – close, squalid buildings, narrow streets, and numerous opportunities for crime. There are many flourishing businesses here, some legal, many not. The city guard doesn’t venture across the bridges onto Fogor Isle after dark.
  • Loggers. This is an encampment of loggers operating the nearby woods; about 1000 loggers live here. This camp has its own woodmill, replacing the Old Mill.
  • Old Mill. On the north end of Fogor Isle is the Old Mill, which was more or less destroyed by fire 15 years ago. The blackened ruins remain and have never been knocked down. The ruin is home to numerous giant insects and has to be cleaned out periodically.
  • Ruins. North of Threshold, on the west shore of the lake, are the ruins of some ancient town; stone walls still stand in places, and pieces of rubble dot the landscape. There arc even hard-to-find openings to buried catacombs which are still open. This used to be a Hutaaka village, centuries ago; no one in Threshold could identify it as being nonhuman work, however.
  • Tarnskeep. This is the Baron Halaran’s castle – a small, sturdy fortress, with a single curtain wall with four towers and a large manor house. The manor has a dungeon beneath it – a real dungeon where prisoners are kept, not a haven for monsters. In a secret lower level of the dungeon, the Baron operates a royal mint which forges crona out of silver brought upriver by the Elvenguard once a month. No one knows about the mint except for the Baron, his daughter Aleena, the coinsmith, and certain members of the Elvenguard … Baron von Hendriks suspects its existence, for all the good it does him.
  • Town Hall. This is a very large building in the center of town. It’s here that town meetings are held; it’s also here that illegal weapons are held, that public declarations are made, that trials are conducted, and that entertainments are held.
  • Weir and Dam. The dam was built to keep boats from being able to travel upriver from Threshold; the Baron sees that as the prerogative of Threshold residents only. The weir – a small screen of a dam which is used to catch fish – is used by Threshold fishermen; it can be dragged aside, and is, whenever logs are coming downriver from the logging camp north of Lake Windrush.

Barony of Vorloi
Settlements – Vorloi (Town, Karameikos(-8, 3)),
Population: 7,500
Ruler: Baron Phillip Vorloi
Laws: None in addition to the Duke’s Law.
Notes: This is the family seat of the Vorloi family. It’s a trade town with its own small harbor; the Vorlois use it mainly for their export activities, as merchants bringing goods into Karameikos prefer to use the main port at Specularum.

DnD Karameikos Vorloi Heraldry
DnD Karameikos Vorloi Heraldry

Black Eagle Barony:
Settlements – Fort Doom (Town, Karameikos(10,-12)),
Population: 10,000
Ruler: Baron Ludwig von Hendriks
Thieves Guilds: The Iron Ring – Known as slavers (In Search of the Unknown, GAZ01 p18)
Laws: The Duke’s Law is not obeyed; only the (Black Eagle) Baron’s Law is followed. That law is: Obey the Baron or Die. Laws change from day to day, with his whims; it may be legal to commit murder one day, illegal to eat on the next. All crimes are punishable by death unless the Baron chooses to show leniency. This he does when he thinks the person will cause him more amusement if left alive.
Notes: The peoples of Fort Doom (formerly Halag) are mostly Traladaran fishermen. Each fishing family is required to leave a family member hostage with the guards; should a fisherman sail away, the hostage will be killed. The guardsmen are humans and some imported ores; other nasty humanoids, particularly bugbears, walk the streets at will and occasionally fight for the Baron. This is a haunted and ugly place, and, except for Baron Ludwig, Bargle the Infamous, and the numerous guards and mercenaries who live high off the sweat of others, everyone would love to flee Fort Doom. Because those who flee are hunted down, often caught, and always killed when caught, few people escape.

DnD Karameikos Black Eagle Barony Heraldry
DnD Karameikos Black Eagle Barony Heraldry

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
Settlements – Dmitrov (Town, Karameikos(-10,8)),
Population: 6,500
Ruler: Lord Lev Dromilov
His estate is small, but he rules it well; he gets along fairly amicably with Baron Vorloi, whose lands border his.
Laws: None in addition to the Duke’s Law.
Notes: This is primarily a fishing community, with mostly Traladaran population. It’s a nice place to grow up, but seldom an exciting place to visit

Estate of Luln
Settlements – Luln (Town, Karameikos(-7,-10)),
Population: 5,000
Ruler: Mistress Sascia
Laws: None in addition to the Duke’s Law.
Notes: Luln, is a farming town halfway between civilization and the Black Eagle Barony. It is held together, more or less, by the leadership of Mistress Sascia; it’s founded on rich soil near a forest teeming with wildlife, and if only the Black Eagle Barony would stop raiding and oppressing it, Luln could turn into a good place to live.

Estate of Marilenev
Settlements – Gulf of Marilenev Wharf (Village, Karameikos (-2,0)), Marilenev (Village, Karameikos(0,-1)), Specularum (Capital, Karameikos(0,0)),
Ruler: : Lady Magda Marilenev
Laws: None in addition to the Duke’s Law.
Notes: This is the farming village which serves this pan of the Estate of Marilenev, and it is where Castle Marilenev is built. The castle is a Gothic monstrosity of depressing walls and crumbling towers; though she cannot afford to keep up its repair. Lady Magda stubbornly continues to make her home there out of family tradition.

Estate of Penhaligon
Settlements – Penhaligon (Town, Karameikos(7,9)),
Population: 3,750
Ruler: Lady Arteris Penhaligon
Laws: None in addition to the Duke’s Law.
Notes: This is a fortified town half-way between Kelvin and the border pass leading to Selenica. It was founded 30 years ago by Lord Arturus Penhaligon, a friend of Duke Stefan’s. It is now ruled by his daughter, Lady Arteris, who was confirmed in her father’s title upon his death four years ago. Penhaligon Village acts as a way-station for travelers coming to and from Selenica. It suffers its share of non-human attacks, but trade and travel revenues are brisk and Penhaligon is not in any immediate danger of falling.

Estate of Rugalov
Settlements – Rugalov (Village, Karameikos(-7,17)), Rugalov Keep (Keep, Karameikos(-8,19)),
Population: 650
Ruler: Lord Vlad Lutescu
Laws: None in addition to the Duke’s Law.
Notes: This is a trading and fishing village; some of its revenue is from fishing, but most is from trading with travelers going from Karameikos to Thyatis (and vice-versa) and from providing services to the garrison stationed at Rugalov Keep. This village has only been in existence some 30 years.

Estate of Sulescu
Settlements – Sulescu (Village, Karameikos(-1,-5)),
Population: 950
Ruler: Lord Zemiros Sulescu (Immortal)
Laws: None, in addition to the Duke’s Law. However, there seems to be some sort of voluntary curfew in effect – at dusk, the sidewalks are rolled up, people not back in the inn are shut out until dawn, etc.
Notes: Remember: Zemiros Sulescu isn’t really a villain – he is a neutral with great power. He protects his village. (During the Thyatian invasion of a century ago, the squad of soldiers installed in Sulescu vanished under mysterious circumstances.) He executes the harshest judgements for law-breakers, but does not conduct unfair trials. He would kill player-characters trying to kill him – naturally. But he would not initiate violence against them unless they moved against him first.

D&D Dwarven Clan Stronghollow – Darokin, Karameikos (Mainly Dwarves of Air – Hillbound)
Settlements – Highforge (Town, Karameikos(7,4)),

The dwarves living in the Grand Duchy are either members of the Stronghollow clan up in the gnome community, or are dwarven professionals who have immigrated into Karameikos – often acting as professional soldiers in the service of the Duke or one of his barons. When they do express a preference between Traladarans and Thyatians, the dwarves tend to prefer the company of Thyatians, who are practical people, and not superstition-ridden like the Traladarans

D&D Elven Clan Callarii – Karameikos (Mainly Elves of Earth – Woodfey)
Radlebb Woods is the home of the Callarii elves.
Settlements – Koriszegy Keep (Ruin, Karameikos(10,-8)), Quasqestion (Ruin, Karameikos(9,6)), Radlebb Keep (Keep, Karameikos(8,-8)), Rifllian (Town, Karameikos(6,2)),

Population: 1,700 Callarii elves
Ruler: Chief Trader Prestelle
Laws: When dealing with human visitors, the Callarii follow the Duke’s Law, but in their own affairs follow elvish custom.
Notes: This is the post where humans come to trade with Callarii elves, trading raw materials and good horses for supplies, equipment, and items of elvish craftsmanship. Humans will feel most comfortable in the Silver Swan Inn, which is run (chiefly for human visitors) by Stubbs Plattermann, a halfling (first level).

  • DnD Elven Clan Callarii Heraldry

Friends of the Duke and provide an Elven Guard to protect the palace.

Most of the elves in Karameikos arc of the Callarii tribe, a merry and hardworking tribe proficient in riverboating, riding, horse-trading, hunting and foresting.

Callarii elves are robust and healthy, with very pale hair (blonde to white) and blue eyes. They tend to wear tunics or robes of green with leaf-patterns embroidered upon them.

The elves are neutral toward humans in general. They become fast friends with humans who demonstrate honor and humor; they do not cooperate with humans who are pretentious, dishonorable or rude. Duke Stefan has a guard unit entirely composed of Callarii elves, which has given many elves the chance to meet him, and the Callarii are favorably disposed toward the Duke.

The Callarii elves live in the central forests east and west of Kelvin and in the forested foothills south of the gnomish community. Accurate numbers for the entire elvish population of Karameikos are not available (the elves don’t bother to keep them and the humans can’t tally them), but a reasonable guess is that there are about 7,500 elves scattered through this territory, living in communities of 100-200.

D&D Gnome Clan Highforge – Karameikos (Mainly Gnomes of Fire – Tinkerkin)
Home of Gnomes and Dwarves
Settlements – Highforge (Town, Karameikos(7,4)),
Nations – Kingdom of Highforge (Karameikos)
Population: 6500 gnomes and 1000 dwarves
Laws: Within Highforge, the gnomes and dwarves ignore the Duke’s Law and live by gnomish and dwarvish custom; they settle their own disputes, try their own criminals, and do not report law-breaking to the human officials. Additionally, they do not pay taxes to the humans; they have their own economic system and only pay taxes when selling goods to humans.
Notes: There are numerous, extensive mines in this area – not surprising considering the numbers of dwarves around. By the standards of Rockhome, the homeland of the dwarves, they’re piddling little things – but by humans standards they’re extensive, marvelously dug and maintained.

The largest gnomish community, called Highforge, is in the mountain foothills several miles east of the town of Threshold. It’s a large and secluded community composed of gnomes (and one allied dwarven clan); it is mostly self-sufficient but profits from trade with the southern humans.

The gnomes are well-disposed toward the Duke; they did not observe much of the Thyatian abuses against the Traladarans, but are well aware of the improvement of trade and communication which have resulted from the Duke’s building of roads throughout the land. The gnomes have no preferences between Thyatians and Traladarans

D&D Human Heritage Traladaran – Karameikos (Human of Fire – Traladaran)

The Traladarans, descendents of the native Traldar tribe of legend, tend to be fairly small (men average 4’9″, women 4’3″) and light of build. They tend to have bronzed complexions with yellow veins and highlights, brown, green or black eyes, and dark hair (deep metallic brown to black with red tinges).

In general, they are a very superstitious people – if you can call it superstition when it’s based on truth. They are great believers in good luck charms, omens and portents (palm-reading, the reading of tea leaves or sheep entrails, interpretations of natural phenomena if it’s a strange event, the Traladara consider it an omen), curses and evil eyes.

Outside the larger towns, education is widely-spread. In the more rural communities, most villagers are illiterate, though often a village cleric will be lettered. (Player-characters, being exceptional people, don’t have to worry about this; if you have enough Intelligence to be literate, you can be literate if you wish. If you prefer, because of the way you conceive your character, that he be illiterate, that is also your choice.)

For the most part, Traladarans don’t care much for Thyatians. They see the Thyatians as the latest wave of bad luck which keeps the Traladarans from re-achieving their Golden Age. Since many of the original Thyatian arrivals were rotten land-grabbers, many of the Traladarans see all Thyatians as being the same. (If you don’t wish for your own character to feel this way, he doesn’t have to.)

Though the majority of the population of Karameikos is Traladaran, the court language is Thyatian. Thyatian is the language of official documents and trade and is basically the “Common Tongue” of Karameikos. Most Traladarans under the age of 30 speak Thyatian, usually with a distinct accent which marks their Traladaran origins.

D&D Human Heritage Kerendan – Karameikos, Thyatis (Human of Air – Kerandan)

Most of the nobles in Karameikos are of Thyatian Kerendan descent, and a sizeable proportion of the commoner population is of Thyatian Kerandan descent.

Thyatians tend to be physically larger than Traladarans, men averaging around 4′ 11″ and women about 4’5″. Their skin is white with traces of light blue, and they have fair skin, hair red to blonde, with eyes of green.

The Thyatians Karendans tan more easily in the sun than the bronzed Traladarans, who tend to sunburn easily. The Empire of Thyatis is a large, flourishing empire with powerful armies, strong trade relations with the great nations of the world, lavish arts and entertainments, and a cultural standard equalled in few places in the world.

So it’s natural that many of Thyatian descent tend to feel superior to the native Traladarans. Among many of the Thyatians, there is a sentiment that Traladarans are superstitious and ignorant, and many feel that Thyatian spoken with a Traladaran accent denotes lack of mental ability (Again, this is a prejudice which you don’t have to foist on your own character if you don’t wish to.)

Location Details

Castellian Keep – Keep – Karameikos(11,16) – 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 – Keep – Karameikos(12,10) – 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)

Forest of Carn – Ruin – Karameikos(12,3) – Three hours north of Threshold. Jenlar Temlin (fighter), Lindrium Arkayz (wizard)
(In Search of Adventure – The Hall of Rock)

Fort Doom – Town – Karameikos(10,-12) – 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. This town, once called Halag, was invaded and conquered by Baron Ludwig von Hendriks, Duke Stefan’s power-mad cousin. (He didn’t need to conquer it – he’d been granted the area as his baronial lands – but he wanted to conquer something.) It’s a dreary, unhappy farming community of about 10,000, held in tight repression by the army of Baron von Hendriks.

Haven – Ruins – Karameikos(0,17) – Rumoured to lie in the mountains, but no one who investigates the regions returns with memories of what is there.

Highforge – Town – Karameikos(7,4) – This is the gnomish community, including five clans of gnomes (totalling about 6,500) and one of dwarves (about 1,000).

Kelvin – City – Karameikos(4,5) – Kelvin, second-largest city in Karameikos (population 20,000), is built where the rivers Windrush, Hillfollow and Highreach (Wufwolde, Shutturga and Volaga) merge. Kelvin was designed to be a way-stop for entire caravans and a fortress defending the surrounding territories. It is a large, walled encampment. Inside the walls are a large field for caravans to set up and a secondary wall in which is the city of Kelvin proper; inside the city is a third walled area, the garrison fortress and castle of Baron Kelvin. The city and surrounding baronial lands are ruled by Baron Desmond Kelvin II, son of the founder of the city. Baron Kelvin, though young for his duties, rules well, with military efficiency and impartiality

Koriszegy Keep – Ruin – Karameikos(10,-8) – The most haunted ruin in the nation.

Krakatos – Ruin – Karameikos(0,2) – 16 miles directly or 16 miles via Dukes Road. Krakatos is a ruined stone-walled village of antiquity; some of the action in “The Song of King Halav” takes place here, and the site is of some fascination for Traladaran visitors. It has no inhabitants and should not be used as an origin-place for characters.

Luln – Town – Karameikos(-7,-10) – Luln, a town of about 5,000 citizens, is a ramshackle community of refugees who have fled the Black Eagle Barony and Fort Doom. It’s poised between the armies of the Black Eagle Barony and Karameikos, and is a small, struggling community. Its townsmaster is Mistress Sascia; she is gradually organizing the village into a permanent, fortified community and there is speculation that she is trying to acquire a noble title.

Quasqestion – Ruin – Karameikos(9,6) – New ruin uncovered.

Radlebb Keep – Keep – Karameikos(8,-8) – 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)

Riverfork Keep – Keep – Karameikos(17,-13) – 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 Keep – Keep – Karameikos(-8,19) – 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)

Specularum – Capital – Karameikos(0,0) – Specularum is the largest city in Karameikos, with a population of about 50,000 at last count. Built just west of the point where the Highreach river enters the sea, Specularum is a trade city, with a good harbor, ample accomodations for traders and other visitors, and most of the comforts of civilization. The city is surrounded by the farmlands of the Estate of Marilenev, and the lands of Baron Vorloi border the Estate of Marilenev to the southeast. Specularum is ruled (through subordinates) by Duke Stefan Karameikos III. Additional political power lies in the Merchants’ Guild, in the Church, and in wealthy families such as the Vorloi, Radu and Torenescu clans.

DnD Karameikos Specularum City Guard Heraldry
DnD Karameikos Specularum City Guard Heraldry

Threshold – Town – Karameikos(11,3) – Threshold is a logging community of about 5,000. Though small, it’s a decent place to live and is not as rustic as most communities of similar size. Threshold is ably ruled by Sherlane Halaran, baron and Patriarch of the Church.

White Plume Mountain – Ruin – Karameikos(22,-11) – found in the wilderness of western Karameikos.
(Tales from the Yawning Portal – White Plume Mountain)

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)

The Church of Karameikos

Church of Karameikos
Leader/PatriarchOliver Jowett (Specularum, M85, Clr20)
PatriarchSherlane Halaran (Threshold, M72, Clr16),
Bishops Alfric Oderbry (Specularum, M50, Clr16), Desmond Kelvin (Kelvin, M40, Pal12)
PriestAleena Halaran (Threshold, F32, Pal14)

DnD Religion Church of Karameikos Heraldry
DnD Religion Church of Karameikos Heraldry

The Church of Traladara

Church of Traladara
Leader/PatriarchAleksyev Nikelnevich (Specularum, M55, Clr13)

DnD Religion Church of Traladara Heraldry
DnD Religion Church of Traladara Heraldry

The Magicians’ Guild of Specularum

Magician’s Guild of Specularum
Leader/Headmaster Teldon (M622, W16),
TeachersProfessor Halia Antonic (F36, Wiz9),

DnD Magicians Guild of Specularum
DnD Magicians Guild of Specularum

The Order of the Griffon

Order of the Griffon
Leader/MasterOliver Jowett (Specularum, M85, Clr20)
Captains Aleena Halaran (Threshold, F32, Pal14), Desmond Kelvin (Kelvin, M40, Pal12)

DnD Karameikos Order of the Griffon Heraldry
DnD Karameikos Order of the Griffon Heraldry

Karameikos Ministers

Karameikos Military Units

  • Military CommanderAdmiral Lucius Hyraksos (M69, Ftr14)
  • 1st Division of Karameikos (City Guard/Guard Phoris) – General Duke Stefan Karameikos
  • 2nd Division of Karameikos (Elite Guard Units) – General Lord Alexius Korrigan
    • Elvenguard
    • Duke’s Guard
  • 3rd Division of Karameikos (Royal Navy) – Admiral Lucius Hyraksos (M69, Ftr)
  • 4th Division of Karameikos (Northern and Eastern Forts) –
    • Castellian Guard Battalion (The Mountain Storm)
    • Duke’s Road Battalion (The Goblin Crushers)
    • Ruglove Guard Battalion (The Sword of Halav)
  • 5th Division of Karameikos (Western Forts) –
    • Radlebb Guard Battalion (Hell’s Jailers)
    • Riverfork Keep Battalion (Fury in the West)
  • Wartime Forces of Karameikos (6th to 13th Militia Divisions)
    • 6th Militia Division – Specularum
    • 7th Militia Division – Kelvin
    • 8th Militia Division – Dmitrov
    • 9th Militia Division – Luln
    • 10th Militia Division – Fort Doom
    • 11th Militia Division – Penhaligion
    • 12th Militia Division – Threshold
    • 13th Militia Division – Vorloi

Wrath of the Immortals Timeline

Phase One (Level 1-5)

AC 1000 (Tier 1 – 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 (Tier 1 – 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 (Tier 1 – 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 (Tier 1 – 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 (Tier 1 – 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 (Tier 2 – 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 (Tier 2 – 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 (Tier 2 – Level 8)
AC 1008 (Tier 2 – 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 (Tier 2 – 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 (Tier 3 – Level 11)
AC 1011 (Tier 3 – Level 12)
AC 1012 (Tier 3 – Level 13)
AC 1013 (Tier 3 – Level 14)
AC 1014 (Tier 3 – Level 15)

Phase Four (Levels 16-20)

AC 1015 (Tier 4 – Level 16)
  • TimelineAC 1015Karameikos
    • Explore – Karameikos. Enter into unexplored regions of the nation and return with journals, maps and stories.
  • Still to be Edited
    • GAZ8 – The Black Eagle Swoops – War as soldiers in number take advantage of the time to strike
    • Wrath of the Immortals – Event ZM – Spring 1008 – Elves Reach Karameikos – The migration from Alfheim finally reaches the Callarii elves and settle in the Dymrak forest
AC 1016 (Tier 4 – Level 17)
AC 1017 (Tier 4 – Level 18)
AC 1018 (Tier 4 – Level 19)
  • TimelineAC 1018Karameikos
    • Explore – Karameikos. Enter into unexplored regions of the nation and return with journals, maps and stories.
  • Still to be Edited
    • Wrath of the Immortals: – Event ZZ – Fall 1009 – The Week Without Magic – The Glantrians activate their device and all magic in the world is gone for a week
AC 1019 (Tier 4 – Level 20)

Phase Five (Levels 21-25)

AC 1020 (Tier 5 – Level 21)
  • TimelineAC 1020Karameikos
  • Still to be Edited
    • King Stefan sets about making Karameikos an important and prosperous nation in the new, post-war world. He has new elvish dominions in the east, where once there were goblin infested forests. Many Alphatian wizards, led by Master Terari, settle in Specularum and establish a school of magic. Many wartime refugees from Darokin and Thyatis decide to stay on and become part of this still young and still changing nation.

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

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

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.

Fire – found among the Traladaran people.

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.

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.
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, Nithian, Norwold, Old Ones, Olympian, Savage Coast

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, 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 – Bombardier (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)


Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

Main Logo

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.

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

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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