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.

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
- Starting Language – Common (Thyatian)
- Religions of the Region – Thyatian Empire Pantheon
- Available Thyatian Based Classes:
- Barbarian – Path of the Storm Herald (Sea, Shadowlands (R))
(R) Restricted, Needs GM Approval or Not available to players
- Review Classes
- Barbarian – Path of the Battlerager, Path of the Berserker,
- Bard – College of Entropy, College of Lore, College of Swords, College of Valour, Greenleaf College
- Cleric – Domain 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
- Sorcerer – Draconic Bloodline (Black, White), Elemental Essence (Air, Darkness), Shadow Bloodline, Shadow Magic
- Warlock – Pact of the Genie Lord (Air, Darkness), Pact of the Hexblade, Pact of the Light Eater
- Wizard – Elementalist (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 (Tier 1 – Level 1)
- Timeline – AC 1000 – Thyatian 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 (Tier 1 – Level 2)
- Timeline – AC 1001 – Thyatian 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 Annihilation – Port 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 (Tier 1 – Level 3)
- Timeline – AC 1002 – Thyatian Empire
- Mystery in Thyatis City – New fortifications have been ordered for the nations shipyards.
- Mystery of Missing Delegation – An group of delegates from the Heldannic Freeholds were moving south into Vestland (Northern Reaches) and have disappeared. (Order of the Gauntlet and Zhentarim)
- 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 (Tier 1 – Level 4)
- Timeline – AC 1003 – Thyatian 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 (Tier 1 – Level 5)
- Timeline – AC 1004 – Thyatian Empire
- Mystery in Thyatis City – Changes in policy for the army with numerous effects felt around the empire.
- Mystery of the Long Road – Take a shipment from the Heldannic Territories to Thyatis City.
- Still to be Edited
- Eldritch Lairs – Crypt of Green Shadows
Phase Two (Levels 6-10)
AC 1005 (Tier 2 – Level 6)
- Timeline – AC 1005 – Thyatian 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.
- Relic Hunter – Dinosaurs – A group of hunters is challenged to capture some live dinosaur specimens for a wizard.
- 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 (Tier 2 – Level 7)
- Timeline – AC 1006 – Thyatian 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)
- Timeline – AC 1007 – Thyatian 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 Annihilation – Fane of the Night Serpent – A hidden temple is unearthed in the Forbidden City on the Isle of Dawn.
AC 1008 (Tier 2 – Level 9)
- Timeline – AC 1008 – Thyatian 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 (Tier 2 – Level 10)
- Timeline – AC 1009 – Thyatian 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 (Tier 3 – Level 11)
- Timeline – AC 1010 – Thyatian Empire
- Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Kerendas (Thyatis), Norrvik (Northern Reaches), Soderfjord (Northern Reaches) with services to its employees at each site.
AC 1011 (Tier 3 – Level 12)
- Timeline – AC 1011 – Thyatian Empire
- Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Dengar (Rockhome), Thyatis City (Thyatis), Zeaburg (Northern Reaches) with services to its employees at each site.
- Still to be Edited
- Wrath of the Immortals – Event Z – Winter 1006 – Redstone Besieged – On the Isle of Dawn, the Alphatian Empire is attacking Redstone Castle.
- Wrath of the Immortals – Event ZA – Winter 1006 – Ylari Raid Thyatis – With the Thyatian forces heading to the Isle of Dawn, the Ylari invade the mainland Thyatis region.
AC 1012 (Tier 3 – Level 13)
- Timeline – AC 1012 – Thyatian Empire
- Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Hattias (Thyatis), Retebiud (Thyatis), Tel Akbir (Thyatis) with services to its employees at each site.
- Still to be Edited
- Wrath of the Immortals – Event ZC – Spring 1007 – Heldann / Thyatis Treaty – An official treaty between the forces of Heldannic Knights and the Empire of Thyatis
- GAZB – Mists of Mositius – A magical mist arises from a volcano is unlike anything that has come before
- Tome of Beasts II Lairs – Fire and Fury
AC 1013 (Tier 3 – Level 14)
- Timeline – AC 1013 – Thyatian Empire
- Still to be Edited
- Wrath of the Immortals – Event ZE- Sumer 1007 – Newkirk, Redstone Fall – The Alphatian Empire takes most of the Thyatian colonies on the Isle of Dawn.
- Wrath of the Immortals – Event ZF – Fall 1007 – Ylari Withdrawal – The Ylaruam forces return home to avoid the Thyatian forces coming from the Isle of Dawn.
- GAZB – Knights of the Air – A detailed map of Norwold is needed to help with the campaign to keep Alphatian forces off the main continent.
AC 1014 (Tier 3 – Level 15)
- Timeline – AC 1014 – Thyatian Empire
- Still to be Edited
- Wrath of the Immortals – Event ZI – Winter 1007 – Possessions Revolt – The outer lying colonies of Thyatis revolt and declare independence.
- GAZB – War-Hawks Over Helskir – The nation of Helskir has declared itself independent in the war and wants neither side to cross its borders.
Phase Four (Levels 16-20)
AC 1015 (Tier 4 – Level 16)
- Timeline – AC 1015 – Thyatian Empire
- Still to be Edited
- Wrath of the Immortals – Event ZJ – Spring 1008 – The Stalemate is Broken – The Alphatian Empire push the Thyatian Empire off the Isle of Dawn
- Wrath of the Immortals – Event ZO – Summer 1008 – Imperial Navies Clash – The war moves to the sea of dawn, on the surface and in the sky
AC 1016 (Tier 4 – Level 17)
AC 1017 (Tier 4 – Level 18)
- Timeline – AC 1017 – Thyatian Empire
- Still to be Edited
- Wrath of the Immortals– Event ZU – Spring 1009 – Thyatis Gets no Aid – Thyatis stands alone against the Alphatian Empire.
- Wrath of the Immortals – Event ZV – Summer 1009 – Alphatians Enter Thyatis – The final battle for the empires commences, with the Northern Reaches, Heldannic Knights and Glantrian mages finally coming to the support of the Thyatian empire
- Wrath of the Immortals – Event ZX – Fall 1009 – Alphatians In Thyatis – Alphatia controls the Sea of Dawn and cuts off most of the access routes to Thyatis from its allies
- Wrath of the Immortals – Event ZY – Fall 1009 – Thyatis Quits the Field – Thyatis withdraws from the war.
AC 1018 (Tier 4 – Level 19)
- Timeline – AC 1018 – Thyatian Empire
- 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)
- Timeline – AC 1020 – Thyatian Empire
- Still to be Edited
- Emperor Thincol of Thyatis remains true to his word and respects the sovereignty of the new nation of Helskir in the north of the island. He does dispatch forces under the joint command of his daughter, Princess Stephania, and her husband, General Anaxibius, to re-take control of Newkirk, Redstone and West Portage.
- Ochalea, a clerical nation remains independent of the empire of Thyatis for the time being.
- The Peral Islands remain independent of the empire of Thyatis.
- Bled dry by the years of war, Thyatis begins its slow recovery. The empire regains full control of all its mainland territories and of loyal area on the Isle of Dawn. All of the areas it formally held by force, such as Ochalea and the Pearl Islands have become independent. Much reduced in manpower, territories and prestige, Thyatis will be a long time rebuilding itself, even without competition from Alphatia. Nevertheless, it is clear that the empire will survive. Emperor Thincol’s health continues to fail, and he begins to consider whether his son Eusebius or his daughter Stephania should be his successor.
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
- Starting Languages – Common (Alphatian)
- Religions of the Region – Alphatian Empire Pantheon
- Available Races: Halfling of Air (Southshire)
- FIRE – Human (Thothian (R)),
- Available Thyatian Based Classes:
- Barbarian – Path of the Storm Herald (Desert (R), Mountain, Sea, Shadowlands (R), Tundra (R))
(R) Restricted, Needs GM Approval or Not available to players
- Review Classes
- Bard – College of Swords
- Cleric – Domain of Air, Domain of Fire
- Druid – Circle of the Land (Desert)
- Fighter – Battle Master
- Monk – Way of the Elements (Fire)
- Paladin – Oath of the Radiance
- Ranger – Hidden Guardian
- Sorcerer – Divine Soul, Draconic Bloodline (Red), Elemental Essence (Fire), Pyromancer, Runechild
- Warlock – Pact of the Genie Lord (Fire)
- Wizard – Angelic Scribe, Elementalist (Fire), School of Evocation, School of Illusion
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 (Tier 1 – Level 1)
- Timeline – AC 1000 – Alphatian 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 (Tier 1 – Level 2)
- Timeline – AC 1001 – Alphatian Empire
- Mystery in Aegos – A need for construction worker, equipment and earth focused spellcasters is made to travel to the Island of Aegos.
- Mystery of the Dead Elf – The Empress assigns one of her spy’s Troikithus a task to infiltrate The Great School of Magic.
AC 1002 (Tier 1 – Level 3)
- Timeline – AC 1002 – Alphatian 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 (Tier 1 – Level 4)
- Timeline – AC 1003 – Alphatian 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 (Tier 1 – Level 5)
- Timeline – AC 1004 – Alphatian 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 (Tier 2 – Level 6)
- Timeline – AC 1005 – Alphatian 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 (Tier 2 – Level 7)
- Timeline – AC 1006 – Alphatian 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 Dragons – Going 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”.
- Time Travel – Castle Amber – After going backwards a group finds themselves in past of Glantri.
- 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 (Tier 2 – Level 8)
- Timeline – AC 1007 – Alphatian 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 (Tier 2 – Level 9)
- Timeline – AC 1008 – Alphatian 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 (Tier 2 – Level 10)
- Timeline – AC 1009 – Alphatian 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.
Phase Three (Levels 11-15)
AC 1010 (Tier 3 – Level 11)
AC 1011 (Tier 3 – Level 12)
- Timeline – AC 1011 – Alphatian Empire
- Still to be Edited
- Wrath of the Immortals – Event Z – Winter 1006 – Redstone Besieged – On the Isle of Dawn, the Alphatian Empire is attacking Redstone Castle.
AC 1012 (Tier 3 – Level 13)
AC 1013 (Tier 3 – Level 14)
- Timeline – AC 1013 – Alphatian Empire
- Still to be Edited
- Wrath of the Immortals – Event ZE- Sumer 1007 – Newkirk, Redstone Fall – The Alphatian Empire takes most of the Thyatian colonies on the Isle of Dawn
AC 1014 (Tier 3 – Level 15)
- Timeline – AC 1014 – Alphatian Empire
- Still to be Edited
- GAZB – War-Hawks Over Helskir – The nation of Helskir has declared itself independent in the war and wants neither side to cross its borders.
Phase Four (Levels 16-20)
AC 1015 (Tier 4 – Level 16)
- Timeline – AC 1015 – Alphatian Empire
- Still to be Edited
- Wrath of the Immortals – Event ZJ – Spring 1008 – The Stalemate is Broken – The Alphatian Empire push the Thyatian Empire off the Isle of Dawn.
- Wrath of the Immortals – Event ZO – Summer 1008 – Imperial Navies Clash – The war moves to the sea of dawn, on the surface and in the sky.
- GAZB – Journey to the SpillWorld – A time of prophecy approaches where there is a chance to reach the other side of the galaxy where a union of the plane of Air and Earth resulted in a series of worlds connected by an atmosphere
AC 1016 (Tier 4 – Level 17)
- Timeline – AC 1016 – Alphatian Empire
- Still to be Edited
- Wrath of the Immortals – Event ZS – Winter 1008 – Alphatians Reach Ylaruam – The Empire of Alphatia invade Ylaruam and move south to take Thyatis from the North
- GAZB – Journey to Alphaks Volcano – The Alphatian Empire has declared war against the Immortal Alphaks
AC 1017 (Tier 4 – Level 18)
- Timeline – AC 1017 – Alphatian Empire
- Still to be Edited
- Wrath of the Immortals– Event ZU – Spring 1009 – Thyatis Gets no Aid – Thyatis stands alone against the Alphatian Empire
- Wrath of the Immortals – Event ZV – Summer 1009 – Alphatians Enter Thyatis – The final battle for the empires commences, with the Northern Reaches, Heldannic Knights and Glantrian mages finally coming to the support of the Thyatian empire
- Wrath of the Immortals – Event ZY – Fall 1009 – Thyatis Quits the Field – Thyatis withdraws from the war
AC 1018 (Tier 4 – Level 19)
- Timeline – AC 1018 – Alphatian Empire
- 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
- Wrath of the Immortals – Event ZZA – Winter 1009 – Thousand Wizards Convene – After the week without magic, Alphatia tries to pull itself back together, the war comes to a standstill
AC 1019 (Tier 4 – Level 20)
- Timeline – AC 1019 – Alphatian Empire
- Still to be Edited
- Wrath of the Immortals – Event ZZB – Winter 1009 – The War Ends – Alphatian wizards lay waste to Glantri with unmatched magical might being brought together for the first time in this worlds history.
- Wrath of the Immortals – Event ZZC – Winter 1009 – Alphatia Sinks – the continent of Alphatia is destroyed in retaliation during the final battle.
Phase Five (Levels 21-25)
AC 1020 (Tier 5 – Level 21)
- Timeline – AC 1020 – Alphatian Empire
- Still to be Edited
- With the exception of some of the most mountainous regions, the underwater city of Aquas, and the Flying Islands of Ar, the continent of Alphatia is gone, sunk beneath the ocean.
- Alphatia’s greatest colony is independent for now, whether it can retain its independence in the face of future expansion by the Thyatian Empire and the Heldannic Knights remains to be seen.
- Most of the surviving Alphatians in the surface world return to the eastern portion of the Isle of Dawn and settle there, their main centres are Dundale, Trikelios, and East Portage. The Thorhians one the southernmost portion of the isle re-assert their independence.
- Alphatian quests for immortality
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
- 2022-01-15 – Added in AC 1010 to AC 1020.
- 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
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
D&D 5E in Mystara
D&D Menu – Adventures, 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
Game Management – Annotated 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)
Floorplans – Thyatian
Session Recordings – Campaign Journals
Library of Books
B5, d20 System, Pathfinder, SW

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