The Known World of

A classic Dungeons & Dragons Campaign

Roger Girtman,

Table of Contents

House Rules ...... 2

Regions of the Known World .... 3

Map of the Known World ...... 5

Other Regions ...... 6

Grand Duchy of Karameikos ...... 7

Threshold ...... 10

House Rules 1. The DM is God. 8. PCs are adventurers, not Gods. 2. The DM is always right. The characters are at the center of the story, 3. If the DM is wrong, prove it. and quite often excel at what they do. They are 4. If the DM is proven wrong, refer back to not, however, the strongest, smartest, toughest, or rules 1 & 2. most powerful. They are exceptional when What those rules mean, essentially, is that I compared to commoners, but there is and always believe myself to be a fair DM. If you think I will be someone greater than your character. have made a mistake in the rules or a lapse of story, please let me know. I will take into account 9. Characters are not Players. our argument and judge accordingly. My A player may know a bit of information about decisions, however, are final. Any rule that I use the game that the character does not know. If a against the players, I will also use for myself. Any character tries to use player knowledge in-game, I new or optional rules which I choose to will remind the player that the character is implement, I will inform the players before the ignorant of that information. If the player start of the gaming session. persists, I will rule against the character’s actions.

5. If you say it you play it. 10. My name is not Monty Haul. If a player (or the party leader, speaking for Medieval life is tough, even more so for the group) makes a decision, speaks in character, adventurers who whether the rugged climes of the or takes an action it cannot be changed after I world’s degenerate societies. A Character’s have judged the results, even if the player achievements will be greatly rewarded, but do not misspoke or changed his mind. If you change expect to receive the Greater Broadsword +5 of your mind before I make a ruling on that act, you Lordly Might. Do not attempt to buy a suit of are free to do so. armor +2 with displacement. In fact, don’t try to buy magic items at all; they are not for sale 6. Players are not characters. (except for minor items like a healing potion or a Occasionally, character conflict can create for wizard’s scroll of similar level). Magic is a rare a good story. Players should not allow character and jealously guarded commodity. PCs will be disagreements to affect their out-of-game fairly rewarded, but they will have to work for behavior. If another player’s character annoys those rewards. your character you should not be annoyed at that player. 11. It’s a game, have fun! Although fair, I may be, I am not the best 7. PCs alignments are always Good. DM ever (in fact, my Dad is). My job as DM is to The PCs are heroes. Even though classic entertain you, the player. If you do not enjoy D&D doesn’t have a good-evil alignment axis, the your time in one of my gaming sessions, please let PCs, and their allies are always considered good. me know how I can fix it. I would rather adjust Their enemies are Evil, and everyone else is my DMing style than to have a player leave the neutral. group because he isn’t having any fun.

Regions of the Known World The Known World has cultures and a level of spellcasters. They live in Glantri City most of the technological development that resemble the Europe time, though each ruler also has a castle hidden in th of our Earth around the 15P P century. The Known some remote wilderness area. Actually, the rulers are World doesn’t have gunpowder or the printing press, more concerned with magical research than with but in many other ways the two worlds are similar. ruling. Most decisions are left to the princely Late-medieval feudalism is the most common stewards and the various local councils of elders. The form of government: A nobleman, usually a powerful princes and princesses do not trust each other and warrior, rules a region of land, occupying a stronghold live in a state of uneasy truce. In the face of invasion (often a castle) at its capital, guarding the region and or rebellion, however, they are quick to unite. In enforcing his laws with soldiers normally drawn from extreme emergencies, they select one of their number the local populace. The peasants of his region pay as “dictator,” who serves for one year. him taxes and services; he, in turn, protects them against invaders and evildoers. Emirates of Ylaruam Just as the peasants serve the noble, so too does the noble serve a greater ruler, a king or emperor. Ylaruam is built in the midst of the largest oasis in the The petty noble supplies taxes to the greater ruler, Alasiyan desert. It is the center of caravan routes and in times of war supports him with soldiers and crossing from north to south and from east to west, additional money, and often must campaign with his and is controlled by the Emir of Ylaruam and his king. The greater ruler, in turn, is obliged to protect royal family. The culture is similar to that of the the lesser ruler’s claim to nobility, and to help protect Arabic desert states or of the Central Asian city-states the lesser noble in times of invasion. The oath of of Palmyra, Damascus, and Samarkand. mutual service and support between them is known as the oath of fealty. Kingdom of Ierendi In the Known World, many nations follow this This kingdom sports a magnificent royal palace pattern of government, and some follow other carved from pure white coral. The king and queen of patterns. Some nations are populated entirely by the land are usually popular adventurer-heroes; demihumans and humanoids. however, they are without true power and serve only Take a look at the overview map, below. In this as figureheads. Actual rule is by certain aristocratic section, we’re going to take a general look at the families (making Ierendi an oligarchy). nations shown on this map. Grand Duchy of Karameikos Alfheim As the name implies, Alfheim is the homeland of the This part of the continent is a wild and unsettled land elves. The elven king rules the great forest of claimed by Duke Stephan Karameikos III. In reality, Canolbarth. Because Canolbarth is tended by elves, it little of the land is under the duke’s control. Large is far larger than a natural forest in this area would areas are overrun by monsters and hostile humanoids. normally be. The Republic of Darokin pays the elves This is the area of the world where our campaign to protect the caravan route through the forest to begins. For a more detailed description of the Duchy, Selenica. see the next section. Principalities of Glantri Rockhome Rockhome is the homeland of the dwarves. It Glantri is a magocracy; that is, the princes and stretches throughout the northern Altan Tepes princesses who rule the state are all high level arcane mountain range. The dwarves have built and

maintained a road through the mountain for caravans. families. The culture resembles that of Venice or They charge toll from all who pass. Genoa in medieval Italy.

KingdomsT of Vestland, Ostland, Ethengar Khanates The Ethengar are nomadic herders of horses, cattle, and the T SoderfjordT Jarldoms and goats. They are divided into small family clans. Each of these northeastern states is composed of The clans usually raid and quarrel with each other, but many petty “kingdoms” that are loosely united under a powerful leader (khan) occasionally emerges to unite one ruler. In Vestland and Ostland the underchiefs the entire Ethengar people into a strong “nation.” are called “kings”; in Soderfjord they are known as However, when a khan dies, there is rarely an heir “jarls” (pronounced “yarls”). strong enough to hold the Ethengar together. Their The people of these kingdoms highly value nation then breaks apart, and the family clans begin individualism, physical strength, and prowess in warring with each other once more. Their culture is combat. They live mainly by fishing and by similar to that of the central Asian steppes (Huns, occasional raids on coastal villages. Besides being Mongols, Magyars, Turks, and so on). fierce warriors, these people are explorers without equal, ranging far and wide in their wooden longships. Their culture resembles that of the vikings. Atruaghin Clans These grassy plateau, forest, and hilly regions next to The Five Shires the sea are inhabited by herders, hunters, and fishermen who live in small villages. All the villagers This is the home of the . The area is ruled by claim to have descended from the ancient hero a council of five sheriffs; each controls a shire. Four Atruaghin. If threatened by war, they unite times a year the sheriffs meet at a great feast and temporarily under an elected leader. decide shirewide policy by vote. Minrothad Guilds Heldann Freeholds The Heldann are a barbaric, fair-haired people who The Minrothad island cluster is a syndicracy: the hunt, fish, and raise crops on isolated farms. They are government is run by heads of the various trading related to the people of the northeastern kingdoms, guilds. Minrothad is closely allied with Thyatis. but, among themselves, they acknowledge no ruler higher than the individual household leader. Their The Broken Lands culture is very similar to that of medieval Iceland. The “broken lands” are an area of rocky badlands and old volcanic lava beds. The land is extremely wild, Empire of Thyatis and is inhabited mainly by outcasts and monsters. The empire of Thyatis is an autocracy. The emperor holds absolute power, but his decisions must allow Republic of Darokin for the desires of powerful nobles and for the threat This republic is centered on the capital, Darokin. Its of mob riots over unfavorable laws. The city of wealth is based on trade from Lake Amsorak (the Thyatis is built beside a large canal that separates the large inland lake), the Streel River, the eastern caravan southern peninsula from the mainland, making the route, and sea trade filtering in through the Malpheggi city a major trade center. The Thyatian culture is swamp. Darokin is a plutocracy; that is, the similar to the culture of the medieval Byzantine government is run by the wealthiest merchant Empire. T

Map of the Known World T

1 hex = 24 miles

Map courtesy of Thorfinn Tait

Other Regions unfriendly frost giants, and occasional full-scale Empire of Alphatia invasions by the forces of both Thyatis and Alphatia. Norwold has a long-standing “land rush” that is Alphatia is a mighty continent of wizards to the east expected to continue into the foreseeable future. of the Thyatian Empire. In the empire, all spellcasters are considered nobles; nonspellcasters have few rights. Spellcasters and nonspellcasters live Thanegioth Archipelago under different sets of laws, laws which (naturally) This cluster of islands is about 1,000 miles south of favor the spellcasters. the main continent. What little is known about Thanegioth is buried in myth and superstition, but Isle of Dawn many islands have tropical jungles, wherein dwell primitive tribesmen. This isle is a land divided. Split in half by the two warring empires of Thyatis and Alphatia, it sits in the sea between the two nations. The Savage Coast Far to the west lies the Savage Coast. This land Kingdom of Norwold whose roots lie in the Known World is now a distant memory. Once heavily colonized by modern eastern North of the jarldoms on the main continent lies the nations, this land is a chaotic mix of culture of all Kingdom of Norwold, carved out of the rugged backgrounds. Its rich tapestry engulfed by decades of northern coastline by mighty warlords—adventurers warfare is overshadowed by a dark and foreboding of exceptional mettle who desire dominions of their curse. own. Nominally loyal to Alphatia, the warlords have their hands full with petty intrigues, incursions by

Grand Duchy of Karameikos This heavily-forested region used to be known as woman who is a good advisor for him; his children Traladara, a “nation” that was really a loose include Lady Adriana (age 20, a notoriously confederation of independent baronies. independent fighter), Lord Justin (age 18, a slight Thirty years ago, Stefan Karameikos, an ambitious young man with a talent for mathematics and trade), nobleman of the nearby Empire of Thyatis, traded his and Lord Valen (age 14, a clever and somewhat ancestral lands to the Thyatian emperor for Thyatian sneaky young man anxious to learn about the world). recognition of Karameikos’ right to independent rule Population: Karameikos is a divided land, its of Traladara. Spending all his family fortune on majority Traladaran population ruled by the invader mercenary armies, Stefan Karameikos invaded Thyatian population. The Traladarans are a very free- Traladara, quickly conquering the nation’s largest sea- spirited people whose dress and names are similar to port, Marilenev, and settling garrisons in all the those of Balkan Europe. The Thyatians are pragmatic regions larger communities. and self-centered, with the conquering instincts of the He renamed the nation after himself: It became ancient Romans (with their tastes in entertainment, the Grand Duchy of Karameikos. Marilenev he too). The two elements tend to dislike one another renamed Specularum, a much more Thyatian sort of greatly. name. The Grand Duchy was recognized by Thyatis Specularum: The capital city of Karameikos has as an independent nation; although its rulers never a population of 50,000 or more (the Traladarans don’t called it a kingdom, that is effectively what it is. willingly cooperate in the census). It features a great Stefan Karameikos set up his own allies and deep-water bay through which much shipping moves, cronies as regional rulers, allowing the original the well-defended royal palace of the Karameikos Traladaran rulers to retain their baronies only when family, a foreign quarter, a dangerous slum called they swore allegiance to him. “The Nest”, several merchant districts, the walled-off The Thyatian rulers, though they control the Duke’s Park, and much more. nation’s economic and military might, don’t have Black Eagle Barony: This area of the Duchy has complete control of the land. Karameikos is dark and been given to Baron Ludwig “Black Eagle” von forested, with hundreds of square miles populated Hendriks. The central town is Fort Doom, a only by animals, by loggers and foresters, by non- forbidding structure whose dungeons are rumored to humans such as elves and goblins. The Traladaran be filled with those who have displeased the Baron, forests are an ancient home to vampires, werewolves an extremely cruel and unpopular man. The Baron and other dark creatures of legend. Secret Traladaran may have connections with evil slavers and popular movements oppose the Thyatians, mercenaries. He keeps a garrison of 200 troops, using occasionally sabotaging the plans and activities of them freely to stifle dissent and crush attackers. Fort their rulers. Doom has a population of 10,000. Ruler: Duke Stefan Karameikos III, thirty years Luln: This village is populated by those who have older and more experienced, still rules his land. He fled the Black Eagle Barony, merchants who have tries to keep his nation strong, the better to come to trade with the Baron, and some non-humans discourage invasion from dangerous neighbors—such who have left the wilderness. Luln is near to the as Thyatis. He does not actively oppress the Haunted Keep of the Koriszegy family and the Traladarans to improve the lot of his Thyatisn; the surrounding land. This town of 5,000 is rather laws he passes are written to be fair to all. But lawless and poorly defended, relying on the good will Karameikos himself cannot enforce every law, and and forces of both the Baron and the Duke for its many of his Thyatian subordinates are not as defense. scrupulous in their dealings with the Traladarans. Threshold: This northern city, the Home Town Karameikos’ wife is Duchess Olivia, an icy, intelligent of most PCs, is a thriving frontier village of 4,500

permanent residents plus over 500 other regular Capital. Threshold is ruled by Baron Halaran (also visitors. It is a logging and farming community known as Patriarch Sherlane, a cleric). The next surrounded by untamed wilderness. The main section will provide more detail. business of Threshold is to supply timber to the

Threshold The characters’ Home Town is on the edge of a small Ruins. North of Threshold, on the west shore of lake about 90 miles north of Specularum. It is ruled the lake, are the ruins of some ancient town; stone by the Patriarch Sherlane, who has a lakeside castle walls still stand in places, and pieces of rubble dot the (called Tarnskeep) just north of town. The village landscape. There are even hard-to-find openings to includes about 5,000 humans, 500 demi-humans, and buried catacombs which are still open. many occasional visitors, mostly human furriers and Tarnskeep. This is the Baron Halaran’s castle—a woodsmen. It is illegal to cast spells in town. Only small, sturdy fortress, with a single curtain wall with personal weapons (dagger, sword, staff) may be four towers and a large manor house. The manor has carried; other weapons bay be left at the Town Hall, a dungeon beneath it—a real dungeon where at no charge. Guardsmen and townsfolk all help prisoners are kept, not a haven for monsters. enforce these laws. Town Hall. This is a very large building in the The Duke’s Galley and Elvenguard come once a center of town. It’s here that town meetings are held; month, dropping off supplies and picking up taxes, it’s also here that illegal weapons are held, that public furs, and other items (see Commerce, below). A declarations are made, that trials are conducted, and passenger boat comes once a week. The lake dam that entertainments are held. prevents boats from going upriver from the town. Weir and Dam. The dam was built to keep boats Threshold is a very big town for its population. from being able to travel upriver from Threshold; the Except for Fogor Isle, it’s not a tight-packed, dirty, Baron sees that as the prerogative of Threshold squalid town; by Baron Halaran’s decree, no house residents only. The weir—a small screen of a dam may be built within 50 feet of another, and so which is used to catch fish—is used by Threshold Threshold is spread over a large area, filled with nice fishermen; it can be dragged aside, and is, whenever homes usually surrounded by vegetable gardens and logs are coming downriver from the logging camp livestock pens. The individual sites shown on the north of Lake Windrush. map of Threshold include: Fishermen. This is a small (population 1000) fishing Commerce village fronting lake Windrush. Fogor Isle. This island was largely built up before Trade boats bring supplies and provide rides to the the ruler’s decree about close housing was passed. It Capital once a week. Merchant parties also visit, but is, therefore, like any other city’s tenement district— rarely. The following items are shipped from close, squalid buildings, narrow streets, and numerous Threshold to Specularum: Armor (leather and shields opportunities for crime. There are many flourishing only); Craft products (pottery, baskets, wooden items, businesses here, some legal, many not. The city guard etc.); Food (grains, fruits, etc.); Furs; Herbs, including does not venture across the bridges into Fogor Isle wolfsbane; Honey and Wax; Ice from the mountains; after dark. Magic items and Monster parts found by adventurers; Loggers. This is an encampment of loggers Ores (a small local business); and crude weapons. operating the nearby woods; about 1,000 loggers live The following items are shipped by boat from here. This camp has its own wood-mill, replacing the Specularum to Threshold: Trained animals (including Old Mill (see below). all warhorses); Armor and weapons; Exotic cloths Old Mill. On the north end of Fogor Isle is the (silk, velvet, etc.): from city trade; exotic trinkets Old Mill, which was more or less destroyed by fire 15 (imported from other countries); Foods (such as sea- years ago. The blackened ruins remain and have fish); Glassware; Medicines; various Metal goods (lock never been knocked down. The ruin is home to mechanisms, pots & pans, spoons, hardware, etc.); numerous giant insects and has to be cleaned out Metals not found locally (tin, copper, etc.); News; Oil periodically. (whale, olive, and others); Parchments and ink; Potions (though rarely); Salt (bagged or in blocks);

Spices; Steel Tools; Wine and Ale; and visitors, Those who wish to ride the weekly trade ship to traveling entertainers, and occasional government Kelven (a 2-day ride) may purchase their tickets at officials. Tarnskeep (20 sp per person). From there, a daily Since the items on the second list must be boat goes to Krakatos (a 2-day trip, 10sp/person), shipped up-river from the Capital, the prices are and continues to the Capital (a 1-day trip, for 3 higher than those listed on the equipment lists. For sp/person). Traffic between Krakatos and shopping in Threshold, the cost of “imported” items Specularum is heavy, and a regular passenger boat should be raised by 50%. All boats and ships (except leaves twice daily. On all ships, any animal counts as rafts) must be ordered from Specularum, and are not 2 men, and a wagon as 5. available in Threshold. Those in a hurry may wish to consider Cardia’s Carpet Service. She is a well-known with a flying Travel from Threshold carpet (heavily armed, and rumored to contain pockets of holding). She can take up to 2 passengers, but Characters who wish to travel on foot may take any reservations are required. The cost is route, but it is safest and fastest to follow a trail. One 2gp/person/mile for 2 passengers, or 5 gp/mile for trail follows the river, leading southeast to Kelven. one. The journey from Threshold to Specularum can The trade route between Specularum and Selenica be flown in one day. She also makes regular trips to passes through Kelven; the well-worn riverside trail Kelven, Selenica, and even Kerendas, but rarely stops leads south (through Krakatos) and north (to the at Krakatos and never goes to Luln or Fort Doom. small mountain outpost of Highdell, at the river’s (Cardia knows the routes and ganger spots well, beginnings). averaging 90 miles/day with one rider, 50 miles/day A rarely followed trail leads east from town, with two. She is well-armed with wands and spells, winding into the hills (leading to the gnomish mines). and is very hard to catch. She may be hired per day No trails lead north or west. for a flat fee of 500 gp.

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