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Mystara

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Dungeons & Dragons fictional campaign setting
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Mystara
DesignersLawrence Schick,Tom Moldvay,Dave Cook,Frank Mentzer,Bruce Heard,Aaron Allston,Ann Dupuis,et al.
Publishers
Publication1981–1996
GenresFantasy
Systems
ChanceDice rolling

Mystara is acampaign setting for theDungeons & Dragonsfantasyrole playing game. It was the default setting for the"Basic" version of the game throughout the 1980s and 1990s. Most adventures published for the "Basic" edition ofD&D take place in "The Known World", a central continent that includes a varied patchwork of both human and non-human realms. The human realms are based on various real-world historical cultures. In addition, unlike otherD&D settings, Mystara had ascended immortal beings instead of gods.[1]

The Mystara planet also has sub-settings. The olderBlackmoor setting wasretconned to exist in Mystara's distant past. TheHollow World refers to the inner surface contained within the world of Mystara, similar to the real world legends of theHollow Earth, while some adventures take place on theSavage Coast, a 2,000 mile long frontier coastline about 2,000 miles to the west of the Known World.

By the mid-1990s, gamers' attention started to shift towards the second edition ofAdvanced Dungeons & Dragons and its official campaigns. Some Mystara adventures forAD&D were published between 1994 and 1996. Eventually, official support of the Mystara setting was transitioned to the Official Fan Site system wherein the Vaults of Pandius fansite was selected to become the official site for the future 3rd edition of Mystara, and Wizards of the Coast support was discontinued by the time the game's third edition was released in 2000.[2]

Development

[edit]

Mystara originated as a fantasy world developed byLawrence Schick andTom Moldvay for their ownDungeons & Dragons game sessions from 1974 to 1976. Their original setting consisted of a large continent with fictionalized nations that were based on real-world historical cultures. Inspired by authorH. P. Lovecraft and his work in creating a fictionshared universe, Schick and Moldvay named their setting as the "Known World" so it could be expanded upon by other players. Schick then went to work at TSR Hobbies as a designer forD&D and other games. After being promoted to director of the Design Department he brought Moldvay in to join the company as a game designer, around the time when theD&D Expert Set was under development. After being told that they could not use the existingGreyhawk setting, as it was being reserved for onlyAdvanced Dungeons & Dragons products, Schick and Moldvay got approval to instead use their "Known World" as the standardD&D campaign setting.[3]

Schick and Moldvay's "Known World" was used as a semi-generic setting in earlyadventure modules, first mentioned in Module X1,The Isle of Dread.[4][5]: 131  It was then expanded upon in variousD&D modules and sources, particularlya series of Gazetteers, many of which originally referred to the setting as "TheD&D Game World".[6]: 19  The first published use of the name "Mystara" came in 1991 fromBruce Heard in the Letters section of his Voyage of the Princess Ark series inDragon magazine.[7] While the name was used in official publications after this, it was not until the conversion toAD&D 2nd Edition in 1994 that products were produced under the Mystara title with the official Mystara logo.

Each part of theD&D Gazetteer series treats one nation or empire and has three basic elements: cultural and geographic background, features, and adventures. The cultural and geographic campaign background section offers a brief history and timeline for each nation; basic geography, climate, and ecology; and, fundamental social and political concepts of the region. Each Gazetteer also offers a list of scenario ideas appropriate to the campaign setting.[8]

Trenton Webb for the BritishArcane RPG magazine described Mystara as "a traditional Tolkienesque world".[9]

Planet of Mystara

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Three principal land masses are described on Mystara's outer surface: the continent of Brun, the continent of Skothar, the continent of Davania, and the island continent of Alphatia (up to AC 1010). In the officially published material, the Known World concentrated on the eastern portion of Brun and the lands of the Sea of Dawn. The continents of Mystara were designed to be similar in appearance to the continents ofLaurasia andGondwana onEarth approximately 135 million years ago.

In addition to human races, several archetypal fantasy races were included on Mystara: these includeelves,dwarves,halflings, orcs, anddragons.[10]

Nations created for the world of Mystara include theThyatian Empire, theGrand Duchy of Karameikos, thePrincipalities ofGlantri, the merchant-runRepublic of Darokin, the Emirates of Ylaruam, the Dwarven nation of Rockhome, the Elven Kingdom of Alfheim, Halfling lands of the Five Shires,[10] and the chaotic Alphatian Empire.[11]

The continent of Brun

[edit]

The most commonly known land mass on Mystara's outer surface is only a tiny portion of Brun. In the officially published material, the Known World concentrated on the eastern portion of Brun along with the islands of the Sea of Dawn.[10]

The Known World

[edit]

Nations of the Known World display a great range of government types. Some countries are populated entirely by demihumans and/or humanoids. By standard convention, the boundaries of the "Known World" are those covered in the world map as initially published in the module X1, "The Isle of Dread,"[10] plus Norwold, the Isle of Dawn, and (preWrath of the Immortals) Alphatia.[11]

As the name implies, the "Known World" covers the most notable nations of Mystara, the ones most commonly used in Mystara-based campaigns and featured in fiction. It includes the Thyatian Empire, which could be compared to theByzantine Empire; the Grand Duchy of Karameikos (which includes the town of Threshold, the default setting of many classic D&D adventures); the Principalities of Glantri, ruled by wizard-princes; the EthengarKhanate, aMongol-like society; the merchant-run Republic of Darokin, which is based loosely on the mercantile states of medieval Italy; the Emirates of Ylaruam; the Heldannic Territories, ruled by an order of religiousknights similar to theTeutonic Order devoted to theImmortal Vanya; the Atruaghin Clans, which have anAmerindian feel; the nation of Sind, based on theMughal Empire; the Northern Reaches Kingdoms of Ostland, Vestland, and the Soderfjord Jarldoms, based onScandinavia at various periods of history; the Dwarven nation of Rockhome; the elven Kingdom of Alfheim; the Halfling lands of the Five Shires;[10] and the Alphatian Empire, ruled by wizards and other spellcasters.[11]

To the distant Northwest of the "Known World", across the Great Waste, lies the mysterious lands of Hule, ruled by Hosadus, also known as "The Master". Also on the periphery of the Known World are the Kingdoms of Wendar[10] and Denagoth, the first an elven-dominated nation and the latter a mountainous and dark realm of evil, with ill-intentions towards Wendar. The Adri Varma lies between Sind, Wendar, the Great Waste, and The Black Mountains, forming the northern border of Glantri and defining the northwestern limits of the region.

The Savage Coast

[edit]

Mystara includes the Savage Coast, a coastal area located in the south-central part of the Brun continent, to the south and west of Hule. The area is a 2000-mile frontiercoastline about 2000 miles west of the Known World.

This part of Mystara is affected by the Red Curse. This sinister enchantment eventually kills its inhabitants through mutation unless the (fictional) metalcinnabryl is worn in contact with the body. The specifics of the "Red Curse" include mutilation of the body and extreme degeneration of physical and mental health. It also imprisons the region's inhabitants, as debilitating effects result if they leave the cursed area.[12][13]

Atmosphere
[edit]

Savage Coast's swashbuckling flavor is very different from that of the Known World, closer in atmosphere to that of theAge of Discovery than the fantasy middle-ages/renaissance tone of the Known World. The Savage Coast is complete with gunpowder ("smokepowder") weaponry.[12][13]

Publication history
[edit]

The first published information on the area was themoduleX9The Savage Coast forDungeons & Dragons Expert Set. The region was later expanded inDungeon magazine issues #6 and 7 (1987) with the adventure "Tortles of the Purple Sage".

Two series inDragon Magazine, "The Princess Ark" and the "Known World Grimoire", described the Savage Coast in more detail. These articles were partially reprinted in the D&D game accessoryChampions of Mystara (1993).[14]

TheSavage Coast in 1994 was spun off into a campaign setting forAdvanced Dungeons & Dragons (2nd Edition). This area was published in its own boxed set entitledRed Steel, and later republished online as the Savage Coast. An expansion,Savage Baronies, was released the following year. These supplements were forAdvanced Dungeons & Dragons 2nd edition, as all the previous material had been for the "Classic" version ofD&D.

In 1996, the setting was revised and re-released under theAD&D: Odyssey line as three fully online products available for free download.[15] This range included the baseSavage Coast Campaign Book by Tim Beach andBruce Heard, a supplementSavage Coast: Orc's Head, and aMonstrous Compendium Appendix.

The continent of Davania

[edit]

Even though most of the Known World civilizations historically originated from this part of the planet, it did not see much development while the Mystara product line was still in production. The only major appearance of the continent was inDragon magazine, where parts of it were sketched out during the Voyage of the Princess Ark series, by Known World Product ManagerBruce Heard.

Many Mystara fans have been turning their attention to Davania with fan-made material in recent years.

The continent of Skothar

[edit]

Very little was officially developed for this part of Mystara. Since the Mystara product line was discontinued, fans have created their material for this part of Mystara.

The Hollow World

[edit]
Main article:Hollow World

Mystara is a hollow planet, with a habitable surface on its interior called theHollow World, inspired by conceptions like thatnovelized byJules Verne.[10][5]: 231  This world is lit by an eternal red sun at the center of Mystara, and serves as a "cultural museum", preserving the societies that have become extinct in the outer world, "based onNative American,Aztec,Viking, andancient Rome.[5]: 231  The existence of the Hollow World is not, in general, known to the inhabitants of the outer world. The poles are actually huge, subtly curving holes that allow passage between the outer and inner world, although it is a long, hard trek through a cold, unlit, stormy and anti-magic area. The curvature of the holes is so subtle that explorers from either surface do not notice the transition until after it is already made, causing quite a shock for most.

Moons

[edit]

Two moons orbit the planet. Matera is a moon much like our own, whose phases govern lycanthropy (werewolves, werebears, etc.).[10] Only the Immortals inhabit Matera. They live in a city, Pandius, where they can meet and watch over Mystara. Patera, or Myoshima to its inhabitants, is an invisible moon that cannot be seen from Mystara. Patera's inhabitants have a culture similar to that of medieval Japan.

Blackmoor

[edit]

Mystara (likeGreyhawk) incorporated theBlackmoor setting by placing it in the world's distant past. Blackmoor evolved from a feudal kingdom into a highly advanced civilization, using more and more powerful – and destructive – technology. It ended itself in an apocalyptic explosion so devastating that it changed the climate and geography of the entire planet.

Mystara video games

[edit]
Mystara video games
1992D&D: Order of the Griffon
D&D: Warriors of the Eternal Sun
1993Fantasy Empires
D&D: Tower of Doom
1994
1995
1996D&D: Shadow over Mystara

Five video games were set in Mystara, spanning three different genres.Dungeons & Dragons: Order of the Griffon (TurboGrafx-16, 1992) andDungeons & Dragons: Warriors of the Eternal Sun (Sega Genesis, 1992) arerole-playing video games.Fantasy Empires (PC, 1993) is a strategy game. The plots and development teams of these games are unrelated.

Dungeons & Dragons: Tower of Doom (1993) and its sequelDungeons & Dragons: Shadow over Mystara (1996) are two arcadebeat 'em up with minimal role-playing elements. These two games are among the few D&D video games developed by a Japanese company, in this case byCapcom.

Novels

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First Quest

[edit]

Dragonlord Chronicles

[edit]

Penhaligon Trilogy

[edit]

Source material

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This list isincomplete; you can help byadding missing items.(October 2011)

Dungeons & Dragons BECMI rules

[edit]

These rulebooks are designed for the BECMI edition ofBasic D&D byFrank Mentzer.[17]

CodeTitleLevelsAuthor(s)PublishedNotes
1011Basic Set[a][18]1–3Frank Mentzer1983Introduced the player character (PC)basic adventurer process. Module B2,The Keep on the Borderlands, had previously been included andwould later be set in the Atlan Tepe Mountain region of NorthernKarameikos.
1012Expert Rules[18][19]4–14Frank Mentzer1983The first of several expansions, it described the player character (PC)expert adventurer's progression process. Since 1981, the module X1The Isle of Dread[4] was included in the set as an example of an outdoor adventure in theKnown World[3] that became the Mystara setting.
1013Companion Rules[20]15–25Frank Mentzer1984The Companion Rules further expanded what the PCs could do as they became rulers and influential adventurers. TheDungeon Master's Companion book contains three mini-scenarios set explicitly in Mystara. It introduced the "War Machine"[21] mechanics for large-scale battles in high level campaigns.
1021Master Rules[22]26–36Frank Mentzer1985The Master Rules expansion explored how the PCs could run small empires and have an impact upon the Mystaran campaign setting. It also outlined how to progress even further.
1017Immortal Rules[23]36+Frank Mentzer1986The expansion in the Immortals Rules provided a guide for PCs that had transcended normal adventurer dynamics and would now advance in ranks as they explored the multiverse system. Notes and sample plots for Immortal adventures and campaigns were provided, including duties and responsibilities related to the PCs' new status in the Mystara setting.[24]
1071Rules Cyclopedia[25]1–36Aaron Allston1991Combined the first four of the BECMI boxsets as a single hardcover book. Includes an appendix briefly describing theMystara/Hollow World Gazetteers (AC1000). Includes an updated conversion toAD&D 2nd Edition previously published in 1989'sDawn of the Emperors.

Notable adventure modules

[edit]
CodeTitleLevelsAuthor(s)PublishedNotes
X1The Isle of Dread3–71981Introduces the Known World, the most notable nations of Mystara, and the Sea of Dread and the Thanegioth Archipelago to the south.
X4Master of the Desert Nomads6–9David Cook1983Expands the world to the west with the introduction of the Sind Desert and the Great Waste.
X5Temple of Death6–10David Cook1983Introduces the land of Hule, further expanding the world to the west.
X6Quagmire!4–10Merle M. Rasmussen1984First adventure in the Serpent Peninsula, south of Sind.
X9The Savage Coast4–10
1985Introduces the Savage Coast, southwest of Hule.
X10Red Arrow, Black Shield10–14Michael S. Dobson1985The politics of the most notable nations and areas of the Known World are further expanded in this adventure.
X11Saga of the Shadow Lord5–9Stephen Bourne1986Introduces the Kingdoms of Wendar and Denagoth, north of the most notable nations.
CM1Test of the Warlords15+Douglas Niles1984First major adventure in the land of Norwold, northeast of the most notable nations.
M5Talons of Night20–25Jennell Jaquays[b]1987Adventure in the Isle of Dawn, within the Alphatian Empire.

Dungeons & Dragons Gazetteers

[edit]
CodeTitleAuthor(s)PublishedNotes
GAZ1The Grand Duchy of KarameikosAaron Allston1987 
GAZ2The Emirates of YlaruamKen Rolston1987 
GAZ3The Principalities of GlantriBruce Heard1987 
GAZ4The Kingdom of IerendiAnne Gray McCready1987 
GAZ5The Elves of AlfheimSteve Perrin1988 
GAZ6The Dwarves of RockhomeAaron Allston1988 
GAZ7The Northern ReachesKen Rolston1988 
GAZ8The Five ShiresEd Greenwood1988 
GAZ9The Minrothad Guilds1988 
GAZ10The Orcs of TharBruce Heard1988Includes Orc Wars boardgame.
GAZ11The Republic of Darokin1989 
GAZ12The Golden Khan of EthengarJim Bambra1989 
1037Dawn of the Emperors: Thyatis and AlphatiaAaron Allston1989Boxed set; includesAD&D 2nd Edition conversion.
GAZ13The Shadow Elves1990 
GAZ14The Atruaghin ClansWilliam W. Connors1991 
1082Wrath of the ImmortalsAaron Allston1992TheCodex of the Immortals rulebook includes a chapter describing all the immortal NPCs in Mystara. TheImmortals' Fury campaign adventure saga is set in Mystara. It also advanced the timeline to AC1010 and included an update to the previous Immortal rules.
1094Champions of Mystara: Heroes of the Princess Ark1993A summation ofPrincess Ark adventures fromDragon (magazine) that further explored the Hollow World, Mystara, and both her moons. It also explained how to connect with theSpelljammer setting, thus the ability to explore the variousAD&D settings.

Dungeons & Dragons Trail Maps

[edit]
CodeTitleAuthor(s)PublishedNotes
TM1Western Countries Trail Map1989 
TM2Eastern Countries Trail Map1989 

Dungeons & Dragons Creature Crucible

[edit]
CodeTitleAuthor(s)PublishedNotes
PC1Tall Tales of the Wee FolkJohn Nephew1989 
PC2Top BallistaCarl Sargent1989 
PC3The Sea PeopleJim Bambra1990 
PC4Night HowlersAnn Dupuis1992Adaptable toAD&D 2nd Edition.

Dungeons & Dragons Hollow World

[edit]
CodeTitleAuthor(s)PublishedNotes
1054Hollow World Campaign SetAaron Allston1990Boxed Set
HWR1Sons of AzcaJohn Nephew1991Accessory
HWR2Kingdom of NithiaBlake Mobley,Newton Ewell1991Accessory
HWR3The Milenian EmpireAnthony Herring1992Accessory
HWA1NightwailAllen Varney1990Adventure
HWA2NightrageAllen Varney1990Adventure
HWA3NightstormAllen Varney1991Adventure
HWQ1The Milenian ScepterAnthony Herring1992Adventure

Advanced Dungeons & Dragons Mystara

[edit]
CodeTitleAuthor(s)PublishedNotes
TSR 2500Karameikos: Kingdom of AdventureJeff Grubb,Aaron Allston,Thomas M. Reid1994Boxed Set
TSR 2511Glantri: Kingdom of MagicMonte Cook,Bruce A. Heard1995Boxed Set
TSR 2502Hail the HeroesTim Beach1994Adventure Boxed Set
TSR 2509Night of the VampireL. Richard Baker III1994Adventure Boxed Set
TSR 2513Mark of AmberAaron Allston, Jeff Grubb andJohn D. Rateliff1995Adventure Boxed Set
TSR 2510Player's Survival KitJohn D. Rateliff1995Accessory
TSR 2512Dungeon Master Survival KitSteven Schend1995Accessory
TSR 2506Poor Wizard's Almanac III & Books of FactsAnn Dupuis1994Accessory
TSR 2517Joshuan's Almanac & Book of FactsAnn Dupuis, Elizabeth Tornabene1995Accessory
TSR 2501Monstrous Compendium Appendix MystaraJohn Nephew, John Terra,Skip Williams,Teeuwynn Woodruff1994Accessory

Advanced Dungeons & Dragons Red Steel

[edit]
CodeTitleAuthor(s)PublishedNotes
TSR 2504Red Steel Campaign ExpansionTim Beach1994Accessory & Boxed Set
TSR 9500Savage BaroniesTim Beach1995Accessory & Adventure

Advanced Dungeons & Dragons Odyssey: Savage Coast

[edit]
CodeTitleAuthor(s)PublishedNotes
TSR 2521Savage Coast Campaign BookTim Beach,Bruce Heard1996Accessory
TSR 2522Savage Coast Orc's Head Peninsula SourcebookNicky Rea1996Accessory
TSR 2524Savage Coast Monstrous Compendium AppendixLoren L. Coleman, Ted James, Thomas Zuvich1996Accessory

Notes

[edit]
  1. ^Previous 'boxset' versions byJohn Eric Holmes (in 1977), and later byDavid 'Zeb' Cook (in 1981) were in a generic 'Known World' setting.
  2. ^Credited asPaul Jaquays.

References

[edit]
  1. ^"The Case For Mystara in 5e D&D".RPG MUSINGS. 2014-12-17. Retrieved2024-05-13.
  2. ^"Vaults of Pandius, the official 3.x site for Mystara".pandius.com. Retrieved1 February 2020.
  3. ^ab"The 'Known World' D&D Setting: A Secret History".Black Gate. 7 February 2015. Retrieved27 March 2018.
  4. ^abCook, David;Moldvay, Tom (1981).The Isle of Dread.TSR, Inc.ISBN 0-935696-30-X.
  5. ^abcWitwer, Michael; Newman, Kyle; Peterson, Jonathan; Witwer, Sam; Manganiello, Joe (October 2018).Dungeons & Dragons Art & Arcana: a visual history.Ten Speed Press.ISBN 9780399580949.OCLC 1033548473.
  6. ^Appelcline, Shannon (2011).Designers & Dragons. Mongoose Publishing.ISBN 978-1-907702-58-7.
  7. ^Heard, Bruce (September 1991). "Voyage of the Princess Ark".Dragon.Lake Geneva, Wisconsin: TSR, Inc. (#173): 44
  8. ^Rolston, Ken (January 1988). "Role-playing Reviews".Dragon (#129). Lake Geneva, Wisconsin: TSR, Inc.:83–84.
  9. ^Webb, Trenton (March 1996). "Games Reviews".Arcane (4): 70.
  10. ^abcdefghGrubb, Jeff;Allston, Aaron;Reid, Thomas M. (1994).Karameikos: Kingdom of Adventure. TSR, Inc.ISBN 1-56076-853-3.
  11. ^abcAllston, Aaron (1989).Dawn of the Emperors: Thyatis and Alphatia. TSR, Inc.ISBN 0-88038-736-X.
  12. ^abBeach, Tim (1994).Red Steel Campaign Expansion. TSR, Inc.ISBN 1-56076-895-9.
  13. ^abBeach, Tim;Heard, Bruce (1996).Savage Coast Campaign Book. TSR, Inc.ISBN 0-7869-0379-1.
  14. ^"Reviews". Archived fromthe original on 2009-05-02. Retrieved2020-09-03.
  15. ^"Previous Edition Dungeons & Dragons Downloads". Archived fromthe original on 2004-09-16. Retrieved2020-10-18.
  16. ^Kenson, Stephen (March 1999). "Profiles: J. Robert King".Dragon (#257). Renton, Washington:Wizards of the Coast: 120.
  17. ^Appelcline, Shannon."D&D Basic Set – DM's Rulebook (BECMI ed.) (Basic)".DriveThruRPG. RetrievedJune 26, 2015.
  18. ^ab"The History of TSR".Wizards of the Coast. Archived fromthe original on 2008-09-24. Retrieved2005-08-20.
  19. ^Gygax, Gary, andDave Arneson [1974], edited byFrank Mentzer.Dungeons & Dragons Set 2: Expert Rules (TSR, 1983)
  20. ^Mentzer, Frank.Dungeons & Dragons Set 3: Companion Rules (TSR, 1984)
  21. ^"Dungeoneering and the Art of War". Wizards of the Coast. Archived fromthe original on March 11, 2015.
  22. ^Gygax, Gary,Frank Mentzer.Dungeons & Dragons Set 4: Master Rules (TSR, 1985)
  23. ^Mentzer, Frank.Dungeons & Dragons Set 5: Immortal Rules (TSR, 1986)
  24. ^Davis, Graeme (November 1986). "Open Box: Master Rules".White Dwarf 83 (review).Games Workshop.
  25. ^Allston, Aaron,Steven E. Schend,Jon Pickens, and Dori Watry. Dungeons & Dragons Rules Cyclopedia (TSR, 1991)

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