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Mysteries of Glantri

Mysteries of Glantri

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Credits

Designer: Monte Cook ❖ Original Concept and Design : Bruce A. Heard Editor : Sue Weinlein ❖ Copyeditor: Thomas M. Reid Box Cover Artist: Paul Jaquays Interior Artists : Daniel Frazier, Eric Hotz, John and Laura Lakey, David 0 . Miller, and Walter Velez Graphics Coordinator: Sarah Feggestad ❖ Art Coordinator: Peggy Cooper Electronic Prepress Coordinator : Tim Coumbe ❖ Typography : Angelika Lokotz Page Design: Dee Barnett ❖ Border Graphics : Randy Asplund -Faith ❖ Illuminated Letters: Robin Wood Cartographer : Dennis Kauth ❖ Glantri City Poster Map: David C. Sutherland III

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©1995 TSR, Inc. All Rights Reserved. This materia l is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the U.S.A. Tableof Contents Introduction ...... 4 Principality of New Kolland ...... 58 Maps Mysteries of Glantri ...... 5 Principality of The Known World ...... 10-11 The Campaign Setting ...... 6 Nouvelle Averoigne ...... 62 Glantria:1 Coats of Arms ...... 50 Principality of Sablestone ...... 66 The Great Crater ...... 60 Chapter I: Overview of Glantri . 8 Glantri City Districts I ...... 69 Geographic Features ...... 8 Chapter III: Glantri City Districts II ...... 70 Clima~ ...... 12 Waterways and Wizards . .. 68 Glantri City Districts III ...... 72 History of Glantri ...... 12 City Districts ...... 69 The Great School of Magic ...... 75 The Realm Today ...... 16 The Great School of Magic ...... 73 The Authorit ies ...... 76 Sidebars Chapter II: The Principalities .. 22 Other Groups of Import ...... 77 Glantrian Time Line ...... 12-15 The Character Descriptions ...... 23 Nobility and Voting ...... 23-31 Principality of Aalban ...... 25 Chapter IV: Magic ...... 82 Foreign Relations ...... 32-33 Principality of Belcadiz ...... 30 Wizard Spells ...... 82 Rapiers and Sabres ...... 38 Principality of Bergdhoven ...... 34 Magical Items and Artifa cts ...... 94 Glantrian Art ...... 41 Principality of Blackhill ...... 37 The Seven Secret Crafts ...... 98 The Grand Army ...... 62-64 Principality of Boldavia ...... 37 The Secret of the Radiance .. . .. 116 Months and Holidays ...... 73-76 Principality of Bramyra ...... 40 The Laws of Glantri ...... 79-80 Principality of Caurenze ...... 42 ChapterV: Glantrian Spell Names ...... 84-85 Principality of Erewan ...... 43 Glantrian Characters . .. .. 122 Common Magic Uses ...... 95-96 Principality of Fenswick ...... 47 Race and Social Class ...... 122 Principality of Klantyre ...... 49 The Progeny ...... 122 Index ...... 128 Principality of Krondahar ...... 53 Character Kits ...... 124 Principality of Morlay-Malinbois . 55 Nonweapon Proficien cies ...... 126 Coats of Arms .. .. . (back cover)

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Trave lers in the rolling Glantrian countrys ide might find thems elves unexpectedly at the gates of a wizard 's lonely tower .

3 Introduction

Magic. In many realms, the word conjures up mysterious images of unfathomable power and supernatural works. Magic is a fearsome force beyond the ken of most mortals. Only a brave and talented few can master even a small amount of this unpredictable power. Not so in the dark realm of Glantri . In the mist-covered hills north of the hazardous Broken Lands, wielders of magic abound. The princes of Glantri, wizards all, command powers both mundane and magical. They orchestrate their courtly intrigues using potent spells and dangerous artifacts. Strange magical energies permeate the countryside , emanating from the crazy land itself. Some know this mysterious energy, this Radiance , exists. But only a old wizards witn no few can tap into its great power. And most remain unaware of its presence. business ruling are Glantrians revel in their wizardly considered nobility. ways. All their laws and customs favor spellcasters . In fact, those who remain That's Cjlantri.I can't resistant to magic (such as dwarves) find themselves mistrusted and often perse ­ believe they have cuted . Though the Immortals of the land keep a watchful eye on the princes ' lasted this long. lordly games , the noble wizards scoff at divine power. In this land where magic is the only religion, locals consider cler­ ics little better than criminals . And cast­ -Joshuan Cjallidox, ing clerical magic against a mage can make an outlaw of any priest. Myriad monsters call Glantri home ­ adventurer. creatures to wake the world's fears and populate its nightmares . Vampires stalk the moonlit streets of a quiet village ; werewolves prowl dark mountain passes. A still deeper horror is that these monsters sometimes live alongside other Glantrians, visiting the same markets . .. and master­ ing the same spells that lead to the pinnacle of power. Even a mere kobold can embrace the magic of the land to become a prince of his own beastly domain. You see, in Glantri, one 's race does not determine status Sampleor favor. Neither does one's family,file nor alignment. All that matters is the magic. Mysteries of (ilantri Immortals GLANTRJ™.·Kingdom of Magic is a fantasy realm in a world Throughout Mystara's long history , the Immortal powers called Mystara. You can use this land as a setting for have never strayed far. Some have supported Glantri in adventures using the rules for the Introduction to the times of war, others have aided its foes. Their divine works ADVANCEDDUNGEONS & DRACONs®Game (formerly called have suspended magic's power and reshaped alliances-the

1 the FIRSTOUEST " game) or the ADVANCEDDUNGEONS & Immortals even left their mark upon the very earth , causing DRAGONS®game itself. Glantri lies on the continent Brun lands to sink, meteors to fall, and mountains to crumb le. just north and west of Karameikos (detailed in the Yet, Glantrians refuse to acknowledge the strength of

1 KARAMEIKOS " : Kingdom of Adventure setting for the Immortals. Perhaps the princes worry that devotion to

1 MYSTARA" world). higher powers could weaken their grip on the land. What­ This realm where spellcraft reigns is actually a magoc­ ever the motive, they outlawed religion in Glantri long ago. racy of 13 principalities. A wizard governs each, and together these princes form a council to rule the land. As The (ireat Crater princes determine law in their own domains, each prin­ cipality becomes a unique place to visit. Uniquely dan­ One act of the Immortals none can deny or ignore: Their gerous, too - princely schemes have made the land rife launch of a meteor at the Broken Lands (the area separating with int rigue . Subterfuge is nothing less than a survival Glantri from the Republic of Darokin to the south) devas­ skill. tated the region and created the Great Crater , also called the The favored destination among visitors to the realm Great Darokin Crater. In the wake of this wartime disaster remains its capital, Glantri City, with its maze of scenic less than a decade ago, humanoid monsters began set tling canals. The Great School of Magic is here, the largest and the area, using the resulting turmoil to cover their massive most famous magical academy in the Known World. Wiz­ attack against southern principalities and even humanoid ards from all principalities and around the world come to bands in the Broken Lands. Now under the comma nd of a this school to gain knowledge and power. spellcasting kobold , the Great Crater has become its own But before they visit Glantri, there are things strangers principality. However , humans beware. The kobold prince need to learn about this unusual land and its mysteries. has no desire to reveal the secrets of his monstrous domain .

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The intrigue that abounds in Glantri forces some wizards to band together. This group , the Circle of Four, shares a set of common goals-at least , for now.

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