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Dungeons & Dragons Gazetteer Roleplaying

DnD Gaz Alphatia and Thyatis

Dungeons and Dragons – Mystara

Gazetteer Dawn of the Emperors

(Empire of Alphatia and Empire of Thyatis)

This is the one setting that would have really set up my players for knowing what was to come, and why it was left till last to detail.

Then showing just how bad the empire of Alphatia can be in comparison when magic becomes the only currency of worth, and no matter how strong or wealthy you might be, if your not a spellcaster of some sort your nothing more than a slave in the society.

A cold war exists between these two nations fighting over the isle of dawn with many close calls and a few skirmishes that will be apologised for in diplomatic negotiations.

The sheer landmass owned by the Alphatian Empire dwarfs the known world, with more holdings to the east and south. The Thyatian Empire also owns more lands to the south but everything outside this region is too far for most people to travel. In comparison I had a group travel from Darokin to an Island to the south of the Isle of Dawn and that took six months via a sailing ship (in D&D 5E speeds) so unless you have fast moving transportation or instant transportation, aggression on this scale would be quite slow.

The intention behind this campaign was to illustrate the roman feel of the Thyatians and how they have spread their culture and people throughout the known world via conquest and “civilization”. Might and money can get someone far in this culture.

The Empires of Thyatis and Alphatia, split by the Isle of Dawn

Mystara Gazetteer – The Empire of Thyatis

 Thyatian – The First Common

People are mainly human, with a roman feel, there are many races of human available.

The elves are Eladrin and very mysterious.

The air forces of Thyatis ride creatures.

The gladiatorial pits of Thyatis is one of the only places in the world to learn how to become a grandmaster with weaponry.

Art and beauty are prized in the city of Thyatis as much as strength of arms and body.

Thyatian Empire Character Options

(R) Restricted, Needs GM Approval or Not available to players

  • Review Classes
    • BarbarianPath of the Battlerager, Path of the Berserker,
    • Bard – College of Entropy, College of Lore, College of Swords, College of Valour, Greenleaf College
    • ClericDomain of Air, Domain of Darkness
    • Druid – Circle of Dreams, Circle of the Land (Settlement, Shadowlands), Circle of Shapeless and Primal Terror
    • Fighter – Battle Master, Cavalier, Champion, Griffon Knight, Shieldbearer, Weapons Master
    • Monk – Way of the Cobalt Soul, Way of the Drunken Master, Way of the Elements (Air, Darkness), Way of Iron, Way of the Kensai, Way of the Long Death, Way of the Open Hand, Way of Shadow
    • Paladin – Oath of Battle, Oath of the Crown, Oath of Mercy, Oath of Perfection, Oath of Redemption
    • Ranger – Beast Master, Explorer, Gloom Stalker, Monster Slayer
    • Rogue – Assassin, Fixer, Duellist, Fixer, Mastermind, Swashbuckler, Thief, Whisper
    • SorcererDraconic Bloodline (Black, White), Elemental Essence (Air, Darkness), Shadow Bloodline, Shadow Magic
    • WarlockPact of the Genie Lord (Air, Darkness), Pact of the Hexblade, Pact of the Light Eater
    • WizardElementalist (Air, Darkness), School of Enchantment, School of Illumination, War Mage

Human:
Hattian – about a quarter of the human population is Hattian.
Herendan – about a quarter of the human population is Kerendan.
Nuari (Pearl Islander) – are a small part of the population
Thyatian – about half the human population is Thyatian.

Thyatian Locations of Note

This cluster of islands is about 1,000 miles south of the main continent. What little is known about Thanegioth is buried in myth and superstition, but there is at least one plateau “lost world” area, and many islands have tropical jungles, wherein dwell primitive tribesmen, aranea (intelligent spiders), and rakasta (cat people).
The Isle of Dread – This is part of the Thanegioth Archipelago and considered to be inside the boundary of the Thyatian Empire, though there is currently no presence there besides pirates.

Isle of Dread Changes to the setting:
– Arenea (spider people) found on the Isle of Dread have access to extra planar connections.
– Rakasta (cat people) found on the Isle of Dread have access to magic allowing travel out of the atmosphere.
– Dragonborn – Green in the forests, Black in the swamps, Red in the mountains.

Wrath of the Immortals Timeline – Thyatian Empire

Phase One (Levels 1-5)

AC 1000 (Level 1)
  • TimelineAC 1000Thyatian Empire
  • Still to be Edited
    • (GAZB) The Thyatian Millennium. A big celebration for the new year, with foreign agents trying to spoil the festivities.
    • (DDA1) Arena of Thyatis. Life as a gladiator in the biggest area of the known world.
    • Bauldur’s Gate – Descent into Avernus – The Basilisk Gate. Drafting new immigrants into work.
    • Bauldur’s Gate – Descent into Avernus – Elfsong Tavern. Helping out a spy to find the source of the trouble for the city.
    • Tome of Beasts II Lairs – To Track a Thief
AC 1001 (Level 2)
  • TimelineAC 1001Thyatian Empire
    • Mystery in Thyatis City – New ships are under construction, with more work being done than the nations shipyards can handle.
  • Still to be Edited
    • Tomb of AnnihilationPort Nyanzaru – Set in West Portage, Isle of Dawn, calling for adventurers to explore the unknown.
    • Baldur’s Gate – Descent into Avernus – Dungeon of the Dead Three – A chance encounter with cultists of the dragon.
    • Recruitment Drive – The national guard is hiring.
AC 1002 (Level 3)
  • TimelineAC 1002Thyatian Empire
  • Still to be Edited
    • (DDA2) Legions of Thyatis – Senator Helenites Osteropolus invites a group of heroes to help with the mistreatment of the gladiators in Thyatis.
    • Baulder’s Gate – Descent into Avernus – The Low Lantern – A son of a lord can be met at the Low Lantern.
    • Baulder’s Gate – Descent into Avernus – Vanthampur Villa – Another noble son, another puzzle.
    • (dwt) Neotomas’ Paradise – Disappearances have led to monsters in the sewers.
    • Tome of Beasts II Lairs – The Forsaken Fort
AC 1003 (Level 4)
  • TimelineAC 1003Thyatian Empire
    • Mystery in Thyatis City – Recruitment for the national guard units and orders to military supplies have caught the interest of other nations.
    • 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.
  • Still to be Edited
    • (GAZB) Escape from Borydos – A group of heroes are trapped on the Devil’s Island of Thyatis.
    • Tomb of Annihilation: Land of Chult – Journey into the reaches of the Isle of Dawn where very few have returned.
    • Baulder’s Gate – Descent into Avernus – Under the Villa (Thyatis AC 1003) – A quest to find the Shield of the Hidden Lord.
    • Baulder’s Gate – Descent into Avernus – Candlekeep – gather all the components needed to go to Hell.
    • (dwt) Thelamos – Another venture into the sewer system.
AC 1004 (Level 5)

Phase Two (Levels 6-10)

AC 1005 (Level 6)
  • TimelineAC 1005Thyatian Empire
    • Mystery in the Baizzan Hills – A tower in the hills of the Barony of Biazzan bordering the Imperial Territories is rumoured to have been destroyed by Hill Giants.
    • Mystery in Thyatis City – Spring with an issues with soldier, sailors and bread has developed in Thyatis City.
  • Still to be Edited
    • (X8) Drums of Fire Mountain – Rollo Bargmann has a quest to investigate an Island within the Thyatian naval waters.
    • Tomb of Annihilation: Dwellers of the Forbidden City – rumours spread of a city in the middle of the wilderness of the Isle of Dawn.
    • Tome of Beasts II Lairs – The River Tomb
AC 1006 (Level 7)
  • TimelineAC 1006Thyatian Empire
  • Still to be Edited
    • Wrath of the Immortals – Thyatis Intrudes – Thyatis warns Alphatia to stay out of the region. (Event I – Fall 1004)
    • (GAZB) Kerendan Days of the Hoof – The annual horse competitions are running, with one of the prizes being a chance to meet the emperor.
    • Tome of Beasts II Lairs – House of the Worm God
AC 1007 (Level 8)
  • TimelineAC 1007Thyatian Empire
    • The Day Magic Died – The Thyatian Empire recalls all its troops on foreign soil, this is the first year in recorded history that the Thyatian Military has not expanded.
  • Still to be Edited
    • Tomb of AnnihilationFane of the Night Serpent – A hidden temple is unearthed in the Forbidden City on the Isle of Dawn.
AC 1008 (Level 9)
  • TimelineAC 1008Thyatian Empire
  • Still to be Edited
    • Wrath of the Immortals – Event Q – Fall 1005 – West Portage Falls – The Thyatian territory on the Isle of Dawn is overrun and defeated.
    • GAZB – Against the Storm Soldiers – Agents of the Emperor are sent to infiltrate and deal with the Hate group known as the Storm Soldiers
AC 1009 (Level 10)
  • TimelineAC 1009Thyatian Empire
    • Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Biazzan (Thyatis), Castellan (Northern Reaches), Minrothad City (Minrothad), Specularum (Karameikos) with services to its employees at each site.
  • Still to be Edited
    • Wrath of the Immortals – War is Declared – Alphatia declares War on Glantri, Glantri declares War on Alphatia, Heldannic Knights declare war on Alphatia, Thyatian Empire declares war on Alphatia. (Event M – Spring 1005)
    • Wrath of the Immortals – Empires Build Forces – The navy are recalled and refitted in Alphatia, Thyatis and Heldannic Knights Territory. (Event O – Summer 1005)
    • Tomb of Annihilation: Tomb of the Nine Gods – Mystery and adventure awaits the bold.

Phase Three (Levels 11-15)

AC 1010 (Level 11)
AC 1011 (Level 12)

Mystara Gazetteer – The Empire of Alphatia

Alphatia – The Second Common

People are mainly genasi, with a majority of the nobility being air genasi. The elves are Eladrin and very mysterious. The Dwarves of Alphatia are not related to the dwaves of Rockhome, but something else with no issues with magic. The air forces of Alphatia ride in sailing ships designed to swim through the air as well as float on the sea. The Alphatians teach unique magic related to the elements and their genasi heritage, but shun fire magic due to racial history.

Population: 5,331,000
Races: Alphatian (Common), Alphatian (Mixed), Alphatian (Pure), Jennite, Thothian. Isle of Dawn also includes: Thyatian (Mixed)
Languages: Alphatian (official), Elvish (Shiye-Lawr dialect), Dwarvish (Denwarf-Hurgon dialect)
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard
Government Type: Numerous semi autonomous kingdoms owing loyalty to a central emperor or empress
Industries: Agriculture (very rich), foresting, exploration of magic

Alphatian Empire Character Options

(R) Restricted, Needs GM Approval or Not available to players

Description of the Empire

Description: Alphatia is a mighty continent of spellcasters to the east of the Thyatian Empire; it is not shown on any of the maps in this volume. Alphatia rules numerous other lands; all together, the main continent and its subordinate nations constitute the Alphatian Empire.

The continent of Alphatia is a broad, rich land divided up into numerous interdependent nations. The southwestern regions, the areas best known to visitors from foreign lands, are sunny and temperate, good for farmlands and pastures. The northwestern regions are chilly and mountainous, far wilder and less settled than the south. The northeastern section of the continent is also chilly wilderness; it has few human settlements, but is dotted with wizards’ towers and the summer villas of Alphatian nobles. The southeastern part of Alphatia is flatland with rich soil, thick with farms. The central regions of the continent feature deep, dangerous forests where monsters thrive, where dangerous elves live free, and where the most evil of spellcasters conduct their grisly experiments. 
Ruler: Eriadna the Wise. Raised from childhood to be a ruler of men, she seized the imperial throne from her own father when the man launched a costly, failed invasion of Thyatis and the Alphatian grand council of wizards threatened to remove the imperial throne from her family line. She magically maintains her appearance at 30, though she is actually 80 and has five adult children.
Population: The Alphatians are not native to this plane. Their original home, far away in another plane, was destroyed in a war of opposing magic schools. The Alphatians came to the Known World and settled, building a new empire based on magic.
There are two kinds of Alphatians: common and pure. Common Alphatians have coppery skin and brown (sometimes red) hair. Pure Alphatians, a distinct minority, have very pale white skin and dark hair. Neither race has a social class advantage in the empire.
In the empire, all spellcasters are considered nobles; non-spellcasters have few rights. Spellcasters and non-spellcasters live under different sets of laws, laws which (naturally) favour the spellcasters.
Sundsvall: The imperial capital of Alphatia lies in the southwestern region of the continent. It is a vast city of 500,000 residents, and features innumerable huge palaces and other enormous buildings. As the capital of a magical empire, it is heavily decorated by and protected by magic spells, and is often called the “city built by magic.”
Adventure Opportunities: Alphatia is a magical land that teems with wizards. They like to create new spells (or steal them from one another) or new monsters (these often break out of their pens and run amok).

Continent of Bellissaria

Population: 455,000
Languages: Alphatian
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard
Government Type: Monarchy part of an Empire
Industries: TBA.

Guilds of Alphatia

Here are a list of Guilds that operate out of Alphatia:
– Azorius Senate (ggr32)
– Boros Legion (ggr38)
– House Dimir (ggr45)
– Golgari Swarm (ggr51)
– Gruul Clans (ggr58)
– Izzet League (ggr64)
– Orzhov Syndicate (ggr71)
– Cult of Rakdos (ggr77)
– Selesnya Conclave (ggr84)
– Simic Combine (ggr91)

Imperial Navy Boltmen

The Alphatian navy commonly uses troops armed with wands of lightning bolts. These experienced troops are well trained in the arts of aiming and firing such weapons, and they understand the limitations and risks involved in using such magic. They neither use it inconsiderately nor without orders.
The wands typically contain six charges each and can be recharged, normally by a navy magist after a battle. If a warship hasn’t engaged in battle for several days, it is likely that the boltmen’s wands are fully recharged as per navy regulations.
Boltmen are usually 1st-level magic-users or elves. Each wears knee-high boots, white knickerbockers, a laced shirt, a red padded jacket with epaulets, and a black velvet cloak. A boltman wears leather headgear and carries some equipment on his belt in a leather case. His equipment normally includes one or two daggers, a score of darts, his wand, food, and other minor field equipment (rope, hooks, spade, bandages, waterskin, torches, etc.).
Officers are higher-level spell-casters who use wands having more charges and causing more damage than normal boltmen’s wands. Officers wear magical headgear made of very thin metal over leather. This does not provide physical protection, except perhaps from the sun, but does provide magical protection granting a + 2 Saving Throw against any magical attack.
Each Imperial boltman squad usually has its own officer. Each boltman and officer has a different word to activate his wand, and has sworn never to reveal this word. However, many boltmen who have fought together know each other’s magical words. Officers ensure that these words get changed, especially after a major battle. See the Boltmen Table for game statistics on officers and enlisted boltmen.
In addition to the boltmen, various specialized troops may be added to the squad. They have the same game statistics as those of the standard boltmen but use different magical items. Dispel wardens use wands with six charges of dispel magic. Protection wardens use wands with six charges of protection from normal missiles. Light marines use wands with 20 charges of magic missiles (ld6 + 1 damage/round). Heavy marines are not commonly seen; these are low-level fighters complete with chain or plate armor and bastard swords. Heavy marines are used only during large-scale battles. Otherwise, non-spell-casting troops handle more menial tasks, especially in the navy (sailors, carpenters, KP personnel, etc.).

Alphatian Locations of Note

Kingdom of Aegos
Population: 5,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, Sheep products (wool and mutton)

Kingdom of Aeria
Population: 15,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, teaching of Magic

Kingdom of Ambur
Population: 180,000
Government Type: Monarchy part of an Empire
Industries: Logging, agriculture, scholarship (astronomy), entertainment (theatre)

Kingdom of Aquas
Population: 135,000
Government Type: Monarchy part of an Empire
Industries: Fish-rearing, pearl harvesting, mining, jewel-crafting, engineering

Kingdom of Ar
Population: 100,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, cattle, sheep, logging

Kingdom of Arogansa
Population: 135,000
Government Type: Monarchy part of an Empire
Industries: Tourism, wines

Kingdom of Bettellyn
Population: 325,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, cattle, sheep

Kingdom of Blackheart
Population: 45,000
Government Type: Monarchy part of an Empire
Industries: Magical research, privacy

Kingdom of Dawnrim (Bellissaria)
Population: 25,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, fishing, cattle, sheep, goats

Kingdom of Dunadale
Population: 78,000
Languages: Alphatian (Common), Thyatian
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard. Emperor (5 gp), Lucin (gp), Asterius (sp), Denarius (cp). Thyatian standard.
Government Type: Monarchy part of an Empire
Industries: Fishing, peat-moss

Kingdom of Eadrin
Population: 88,000
Government Type: Monarchy part of an Empire
Industries: Tourism, Agriculture

Kingdom of East Portage
Population: 10,000
Government Type: Monarchy part of an Empire
Industries: Trade

Kingdom of Ekto
Population: 48,000
Languages: Alphatian (Common), Thyatian
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard. Emperor (5 gp), Lucin (gp), Asterius (sp), Denarius (cp). Thyatian standard
Government Type: Monarchy part of an Empire
Industries: Mining, agriculture, steel

Kingdom of Floating Ar
Population: 50,000
Government Type: Monarchy part of an Empire
Industries: Naval, Air Magic, Exploration

Kingdom of Foresthome
Population: 85,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, fishing, logging

Kingdom of Fristland
Population: 79,000
Government Type: Monarchy part of an Empire
Industries: Cattle, agriculture

Kingdom of Gaity
Population: 5,000
Government Type: Monarchy part of an Empire
Industries: Amusement

Kingdom of Greenspur
Population: 565,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, military

Kingdom of Haven
Population: 895,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, cattle, sheep, art and education

Kingdom of Helskir
Population: 40,000
Languages: Alphatian (Common), Thyatian
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard. Emperor (5 gp), Lucin (gp), Asterius (sp), Denarius (cp). Thyatian standard
Government Type: Monarchy part of an Empire
Industries: Fishing, agriculture

Kingdom of Horken (Bellissaria)
Population: 30,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, shipbuilding, trade

Kingdom of Limn
Population: 223,000
Languages: Alphatian (Common), Goblin (Alphatian dialect), Kobold (Alphatian dialect), Orc (Alphatian dialect), Ogre (Alphatian dialect), Thyatian
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard. Emperor (5 gp), Lucin (gp), Asterius (sp), Denarius (cp). Thyatian standard
Government Type: Monarchy part of an Empire
Industries: Magical experiments

Kingdom of Lagrius (Bellissaria)
Population: 150,000
Government Type: Monarchy part of an Empire
Industries: Timber cutting, fishing

Kingdom of Meriander (Bellissaria)
Population: 100,000
Government Type: Monarchy part of an Empire
Industries: Agriculture, alchemical research, education

Kingdom of Ne’er-do-well
Population: 20,000
Languages: Alphatian (Common), Thyatian
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard. Emperor (5 gp), Lucin (gp), Asterius (sp), Denarius (cp). Thyatian standard
Government Type: Monarchy part of an Empire
Industries: Smuggling, piracy, light agriculture

Kingdom of Notrion (Bellissaria)
Population: 50,000
Government Type: Monarchy part of an Empire
Industries: Trade, agriculture

Kingdom of Ochalea
Population: 125,000
Languages: Alphatian (Common), Thyatian
Coinage: King (aka Teng, 5 gp), One (gp), Tenth (sp), Hundredth (cp). Ochalea coins are octagonal and have square holes drilled in the middle
Government Type: Monarchy part of an Empire
Industries: Agriculture, textiles

Kingdom of Qeodhar
Population: 18,000
Languages: Alphatian (Common), Heldannic
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard
Government Type: Monarchy part of an Empire
Industries: Fishing, whaling, seal trapping, light agriculture

Kingdom of Randel
Population: 128,000
Languages: Alphatian (Common)
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard
Government Type: Monarchy part of an Empire
Industries: Military, mercenary forces, wine

Kingdom of Shiye-Lawr
Population: 55,000
Languages: Elvish (Shiya-Lawr dialect), Alphatian (Common)
Coinage: Crown (gp), Mirror (sp), Judge (cp). Alphatian standard
Government Type: Monarchy part of an Empire
Industries: Crafts

Section of notes still under construction

Thyatian Races

Elf:
Sylvan (Vylaia) – on the borders of Karameikos.

Alphatian Races

Elf:
Sylvan (Shiye) – elves of central forests.

Genasi:
Air – known as the Pure Alphatians, and make up a majority of the population and rulers.
Genasi: Fire – known as Common Alphatians.

Halfling:
Ghostwise – major settlement.
Halfling: Seacalled – along the coast.

Wrath of the Immortals Timeline – Alphatian Empire

Phase One (Levels 1-5)

AC 1000 (Level 1)
  • TimelineAC 1000Alphatian Empire
    • Mystery in Aegos – Surveyors and other Geologist specialists are gathering in Sundsvall for a conference regarding Aegos.
  • Still to be Edited
    • (GAZB) The Thyatian Millennium. Agents are sent to Thyatis City to cause issues with the celebrations.
    • (mdt) The Soularium – A shelter in the temple district looks after the downtrodden.
AC 1001 (Level 2)
AC 1002 (Level 3)
  • TimelineAC 1002Alphatian Empire
  • Still to be Edited
    • Academy Influx – The academies all over Alphatia are taking in more students that before. Their martial and magical studies have become required curriculum.
AC 1003 (Level 4)
  • TimelineAC 1003Alphatian Empire
  • Still to be Edited
    • (GAZB) The Airship of Love – A airship is looking for a crew to fill in for a season of travel.
AC 1004 (Level 5)
  • TimelineAC 1004Alphatian Empire
    • Mystery in Aegos – The Alphatian Empire stages a Hollow World Incursion into the Neathar Lands, starting with numerous Alphatian gnome diggers popping out near the Azcan people.
  • Still to be Edited
    • Eldritch Lairs – Under the Devils Thumb

Phase Two (Levels 6-10)

AC 1005 (Level 6)
  • TimelineAC 1005Alphatian Empire
    • Mystery in Aegos – A gathering of heroes under a new benefactor seeks to understand the madness gripping the world. A trio to the island of Aegos is arranged to investigate where the missing army of the region has gone.
    • Mystery in Sundsvall – Summer with Glantrian heroes travelling to Sundsvall, Capital of Alphatia to deliver a message from the Princes of Glantri.
    • Mystery of the Alphatian Duellers – Spring with an issues with magic duels and attitude from Alphatian wizards to Glantrian wizards.
    • Mystery of the Proclamation – Summer with an accusation from the Alphatian Empire directed at Glantri.
AC 1006 (Level 7)
  • TimelineAC 1006Alphatian Empire
    • Mystery in Aegos – Reports on massive loss of life, a catastrophe and a volcanic eruption damaging the infrastructure of the island.
    • Mystery of the Dual Memories – Summer with the case of the dual memories coming to a climax in Sundsvall, Alphatia.
    • Mystery of the Hidden Kingdom of DragonsGoing Backwards. A group of adventurer take the plunge and enter through the strange gate at the back of The Dragon’s Cart that appears to be a black door to nothingness described only as “Going Backwards”.
    • Still to be Edited
      • Wrath of the Immortals – Thyatis Intrudes – Thyatis warns Alphatia to stay out of the region. (Event I – Fall 1004)
      • (GAZB) Shaek in the Night – Travel to Blackheart to find a rogue mage and return with him alive.
      • Eldritch Lairs – Palace of the Wind Lords
AC 1007 (Level 8)
  • TimelineAC 1007Alphatian Empire
    • The Day Magic Died – Portals and communication stones across the Alphatian empire stopped working. This was also the day that all ongoing magical effects ended.
  • Still to be Edited
    • Wrath of the Immortals – Asterius’s Temples Burned – Temples to the god of thieves are burning all over the Alphatian holdings. (Event K – Fall 1004)
    • Airfleet Recalled – The full might of the Alphatian Airfleet is recalled for refurbishment, resupply and staffing.
    • Eldritch Lairs – The Undying Tournament
AC 1008 (Level 9)
  • TimelineAC 1008Alphatian Empire
  • Still to be Edited
    • Wrath of the Immortals – Alphatian Armada Burns – The Airfleet of Alphatia is wiped out. (Event L – Winter 1004)
AC 1009 (Level 10)
  • TimelineAC 1009Alphatian Empire
  • Still to be Edited
    • Wrath of the Immortals – War is Declared – Alphatia declares War on Glantri, Glantri declares War on Alphatia, Heldannic Knights declare war on Alphatia, Thyatian Empire declares war on Alphatia. (Event M 0 Spring 1005)
    • Wrath of the Immortals – Empires Build Forces – The navy are recalled and refitted in Alphatia, Thyatis and Heldannic Knights Territory. (Event O – Summer 1005)
    • Wrath of the Immortals – Event S – Spring 1006 – Sabotage in Alphatia – In retaliation for the Monster attacks, Glantrians return the favour and cause havoc across the capital.

Notes on Gazetteer Mini Campaign

The mini campaigns never reached this far, as it was meant to be the final stage before moving into the ongoing campaign.

Notable changes to the setting:
– There are two common tongues
– Thyatian in the common language of the Known World, especially where trade and colonisation from Thyatis has occured.
– Alphatian is the common language of the Empire of Alphatia and all her colonies so anyone dealing with them is likely to use that as well.
– Each of the empires have their own changes to the setting.

Content Updates

  • 2021-10-25 – Added 1008, 1009 AC to Alphatia and Thyatis.
  • 2021-08-22 – Added 1009, 1010 AC to Thyatis.
  • 2021-02-28 – Linking in character options.
  • 2020-08-23 – Timeline cleanup.
  • 2020-08-06 – Added in Timeline for AC 1007.
  • 2020-07-21 – Added in links to Mystery at Aegos.
  • 2020-03-31 – Start of restructure.
  • 2020-03-03 – Added in Timeline 2006.
  • 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.
  • 2019-12-11 – Added in Timeline for AC 1000.
  • 2019-11-28 – Racial and religion update listing.
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

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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