ATLAS OF THE KNOWN WORLD
------------------------

   Once again, dear readers, you arrive at the section of the
Almanac that details the geography, countries, and famous
places of the Known World.  This year, we have concentrated on
the Isle of Dawn and Norwold, leaving the mainland behind. 
Expect the Bellissarian nations in our next volume.
   It has come to our attention, however, that this area is no
longer as valid as it once was.  I do not mean that it is no
longer accurate or valueless.  Instead, I believe that it is
badly organized.  After all, just look at the chapter's title
once more: Atlas of the Known World.  Just what exactly is the
Known World?
   Our knowledge of Mystara has increased tremendously over
that past several years.  We are now in relatively good
contact with the nations of the Savage Coast and tavern
stories have made sure that almost everyone is aware that
there is a Hollow World beneath their feet.  
   It is my belief that the first editor of this Almanac,
because of his egocentric (although they would rather call it
patriotic) Thyatian upbringing, decided that wherever Thyatis
could reach is the World and the rest does not exist; hence we
have the Known World.
   Also, the area called the Known World is simply getting too
big to be handled in one section.  More than likely, in the
next almanac, this chapter will be divided into two separate
chapters; one dealing with the coast of the Sea of Dread (Five
Shires, Glantri, Karameikos, Thyatis, ...), and the other with
the nations of the Alphatian Sea (Norwold, Isle of Dawn,
Bellissaria, Esterhold Peninsula, ...).
   The editors of this Almanac would therefore like to propose
a name change to the area, and we invite you, the reader, to
give us your opinions.  Send us a letter suggesting the names
you would like to give to these areas, as well as the reason
you think those names are the best.  Perhaps next year, you'll
find your names in the Almanac!

   With all that said and done, let us continue with the Atlas
to the Known World.

                                             B.F.



ALPHA (Kingdom of)

   Location:  Known World, continent of Brun, northeastern
reaches, area of Norwold.
   Area: 9,478 sq. mi.  
   Population: 90,000, including 2,000 halflings.  
   Languages: Alphatian (official), Elvish (Shiye-Lawr dialect),
Halfling (Lalor dialect), Heldannic, Thyatian. 
   Coinage: Alphatian Standard: Crown (gp), mirror (sp), judge
(cp).  Coins of many other nations are in common circulation
here.
   Taxes: 20% income tax, collected yearly.
   Government Type: Independent monarchy part of the New
Alphatian Empire.
   Industries: Agriculture (grows barely enough for its own
use), fishing, logging, mining, and trapping.
   Important Figures: King Ericall (Human, male, F20)
   Flora and Fauna: Alpha features the plants and animals one
expects of the northern wilderness.  The Peninsula claimed by
Alpha is devoid of monsters thanks to the Regent Pass, but cold-
climate creatures (such as snow apes, white dragons, frost
giants, frost salamanders, and sasquatches) fill the rest of
Norwold, as well as several scattered goblinoid tribes.

   Description: by Alasdhair MacCallum

   After the long trek through the Icereach Range, I was glad
to finally make it back to civilization here in the city of
Alpha. [Ed. Note: Alasdhair writes his articles to us in
chronological order, yet in the Almanac, we placed them in
alphabetical order.  For details on why he was in the Icereach
Range, read his article on the Arch of Fire.]  Having decided
to take a boat back home instead of walking, well, for the
majority of the trip anyways, the ports of Alpha became the
logical choice as my next stop.  
   Alpha is blocked off from the inland by a large, rugged
stretch of mountains that cut off the entire peninsula at the
neck.  There is only one way through these mountains; a small,
twisting path known as Regent Pass.  This narrow gap is
guarded by a fortress garrisoned with an entire unit of the
King's Guard.

The Land

   From atop the hills of Regent Pass, the splendid deep-water
port of the city is easily visible, with ships from around the
world docked in its large harbor.  Numerous fishing boats can
also be seen scattered throughout the Great Bay.  The city
itself appears to be one huge castle or fortress, with several
layers of high walls surrounding the city like various layers
of an onion.  
   Atop a large hill in the center of the fortified area lies
one of the largest palaces I have ever seen.  There must be at
least a dozen huge buildings all interconnected to each other
with arches and bridges and walls.  Dozens of chimneys dot the
rooftops of the palace, more than likely keeping the place
comfortably warm during the cold winter nights here up north. 
Various small parks and woodlands can be seen within the
palace grounds as well, suggesting that great care is taken to
maintain its beauty and appearance.  Still, despite the
architectural decorations, the thick walls and several dozen
towers clearly indicate that the main purpose of the palace is
indeed defense. 
   The old section of the city has its own, central wall
dotted with towers, ballistae, and catapults.  This wall used
to be the other wall of the long abandoned Thyatian fortress
that once occupied this very area.  A more recent wall,
thicker and higher than the others, surrounds the rest of the
city.  All these overlapping walls and towers make the
defenses of the city a very formidable obstacle to any enemy. 
It must help the Alphans sleep well at night, knowing that
they are well defended despite the Heldannic Knights being
only several hundred miles away.  The other sections of the city
also have a larger than normal share of parks and trees compared
to most modern cities of the Known World.
   Besides the palace, two other buildings draw in the attention
of any visitor to the area.  The first is the Hardball Arena. 
This large marble structure was commissioned by King Ericall in
AC 1007, in the hopes of drawing more people to Alpha. 
Unfortunately, with the destruction of Alphatia, the arena hasn't
been as successful as he hoped.  Still, there are a few games
between minor local teams played here, and it's also used for
various other social functions and reunions by the nobility and
upper class who don't have access to the palace.  On the bright
side, it seems that there will indeed be a hardball season in AC
1014, so the local teams are training hard to see who will get to
represent Alpha this year.  Such "friendly" practice matches are
very competitive and worth watching if one gets the chance.
   The last structure of note is a temple dedicated to Zirchev. 
A large temple made out of strong and sturdy oak, this shrine
stands just over three stories high.  A large brass bell tops the
tallest spire, which can be heard throughout the city.  What
makes the temple so beautiful is its sheer simplicity.  There are
no fancy decorations, extravagant use of gold or silver, or even
tasteless statues used to honor Immortals (Rad forbid anyone
would want to anyway!).  The only thing indicating that it is a
house of Zirchev is a carving of his face just above the main
double doors.  It seems the Forest Immortal has gained quite a
bit of popularity here in Alpha, and there are almost daily
ceremonies held to honor him.  The high priest even has a choral
of trained birds who "sing" the hymns during the prayers.  Even
I, who detests prayers and such religious nonsense, must admit
that the presentation of the ceremony was marvellous.  I would
say one should disregard his religious beliefs (or lack thereof)
for a brief moment and participate to at least one such ceremony,
if just to see and listen to the show. 
   The land between the garrison at Regent Pass and the city
of Alpha is almost completely converted into farmland, with
just the occasional patch of evergreens here and there.  The
soil is rich in nutrients, apparently deposited by a glacier
long ago, or so I've been told anyway.  The farmers don't
seem to care where it came from, just that it's there. 
Various natural lakes and small streams make sure that every
farm has an adequate supply of fresh water.

The People

   The inhabitants of Alpha are mostly Alphatian, although many
of Heldannic and Thyatian ancestry are also very visible.  The
vast majority are happy to have a King Ericall to rule them,
adding what they believe is a needed form of government and order
to their lives.
   Most are simple farmers or fishermen who do not have the
typical Alphatian disdain of mundanes; those unable to use magic.
Being removed from the former Alphatian mainland, magic did not
become so mainstream in Alpha as to affect their lives very much.
Alphans therefore have more or less the same ridiculous fear of
the arcane as most peasants from around the Known World, besides
Glantri, that is.  Besides that, they are polite and welcome
strangers eagerly in exchange for courtesy and the occasional
stories about your travels.  Most believe in minding their own
business, do not interfere with your plans, and are content to
simply do their work and not get involved in politics and
"important" things.
   There are three current major topics going around the taverns
of Alpha.  The first is the previously mentioned religious
ceremony to Zirchev.  Many people here are those who helped
colonize the area or are their direct descendants.  Alphans
therefore have a greater respect for nature than most city-
dwellers, as the numerous city parks and the wildlands in the
area can attest to.  I would say that Alpha could almost be
called the City of Rangers and Foresters. 
   Another subject whispered every now and then concerns the
encroaching Heldannic Knights to the south.  The fall of
Oceansend has caused even the most doubtful to believe that Alpha
is next target of the Knights of Vanya.  Despite the superb
defenses of the city, many are making plans on means of escape
should the inevitable come to happen.
   Finally, on a more joyful note, a certain Christina Marie
Alanira is the third most talked about subject.  I must admit, I
have met this beautiful young lady (how I managed to attend such
a high classed reception is another story!), and I cannot blame
anyone for talking about her.  It seems that this young daughter
of a minor noble from Bellissaria has managed to catch the eye of
King Ericall.  Her own love of the outdoors and zest for life has
allowed her to adjust rather well in Alpha, and earned her the
respect of many of the nobles here.  Needless to say, most rumors
have to do with a royal wedding happening in the near future.  
   If such rumors are true, then I envy those lucky enough to
receive invitations.  The lands around Alpha is beautiful to
behold, and the Grand Ballroom of the palace, where the
ceremonies are sure to take place, is rumored to be one of the
architectural wonders of the Known World.  I'm sure such a night
will be one that would be impossible to forget.



ARCH OF FIRE, THE (Geographical feature)

   Location:  Known World, continent of Brun, northeastern
reaches, area of Norwold, Icereach Range.
   Area: app. 5,000 sq. mi. (about 2,500 sq. mi. around each
volcano).
   Population: unknown number of creatures from the Elemental
Plane of Fire.  
   Languages: Unknown languages from elemental plane of fire. 
   Coinage: Unknown, if any at all.
   Taxes: Unkown, if any at all.
   Government Type: Unknown.
   Industries: Unknown.
   Important Figures: None known.
   Flora and Fauna: small plants and animals common in more
southern regions than Norwold.

   Description: by Alasdhair MacCallum

   Well, for those of you who read Joshuan's Almanac last year,
you might recall that I mentioned I would be visiting the Great
Crater and New Kolland to give the world's first human report on
everything that goes on in the humanoid lands.  Unfortunately,
I've been side-tracked from those plans.  It seems I have since
managed to irritate a mage of some renown within the Great School
of Magic and was forced to perform a small task for her, or
suffer some "accidental mishaps" she would foreshadow with her
divination magic.  Still, there is some time left yet during this
year, so who knowns, the New Kolland Travelogue might still see
publication before next spring.
   Anyways, this quest of hers brought me up into the frozen
reaches of the Icereach Range in far away Norwold.  On one of the
cold nights, and it does get cold up there, I spotted a huge
bright light within the sky.  Closer inspection revealed a line
of red flames arching through the sky.  My curiosity evidently
was picked, and so I approached this phenomenon to get a better
look.  And it is about this Arch of Fire that I write my next
article for the Almanac.

The Arch of Fire

   The Arch of Fire is situated approximately half-way between
the large swamp along the swift White Bear Rive and the large,
foreboding Icereach Mountains.  For those who do not know the
region of Norwold, that is approximately 300 miles west of the
hin city of Leeha.
   The Arch itself seems to be some sort of conduit or vortex for
the Elemental Plane of Fire.  The northern end of the arch starts
from a volcano known as Northern Mount Cantrinus, named after the
Thyatian explorer who first discovered this special geographical
feature.  The northern volcano is the outflowing portal, spilling
fire for the Plane of Fire here into the Prime Plane.  From
there, the flames leap up dramatically in the form of a tube
roughly 300 feet in diameter.  This jet of flames lands 75 miles
southward, into the second volcano called Southern Mount
Cantrinus (needless to say, Thyatians lack imagination).  The
other volcano is the inflowing portal, where the stream of lava
flows back into the Plane of Fire.  The maximum point of the Arch
must reach at least 5 or 6 miles in height.
     The Arch of Fire is visible from about 50 miles away during
the day, and at least 75 miles during the darkness of night.  At
night, the glow of the flames gives a beautiful orange/red color
to the night sky.  It is definitely worth a trip into the frozen
northland just to see this at least once.

The Land

   The land around the volcanoes are wastelands of fire.  The
area is relatively flat considering how mountainous the rest of
the area is.  
   The whole area is crisscrossed by flowing streams of molten
lava, which in turn melt all the snow on the mountain peaks and
create rivers and lakes of meltwater.  These rivers just as
easily lead to rivers or lakes of lava, plunging into the molten
rock.  This creates rushing gouts of steam which gives the whole
area a look similar to fog-shrouded Klantyre back in Glantri. 
Some of these gouts of steam are from beneath the ground, and
steam geysers are relatively common as well.
   Vegetation is rather unusual for Norwold.  Because of the
intense heat in the areas directly around the volcanoes, species
that are normally not present in the north are thriving here. 
Even small mammals that normally avoid the cold and snow can be
found scurrying about.   This is not to say that a jungle is
present here, however.  On the contrary, vegetation is scarce and
almost non-existent.  The heat is just too intense, and the
rivers of lava often change course, burning up whatever is in the
way.  Most areas are also covered in solid rock, obviously old
volcanic deposits, and have no soil for anything to grow or live
on.
   Many small cave mouths dot the rocks that surround both
mountains.  Although most of these openings lead nowhere, some
connect to fissures deep within the earth.  The formerly
mentioned gouts of steam occasionally scald these caves as well,
making them a somewhat hazardous shelter.

The People

   Even more surprising is the fact that the area is inhabited. 
Yet no humans live here; instead, we have two races which are
native to the Elemental Plane of Fire.
   At Northern Mount Cantrinus, a society of efreet has been
formed.  Admittedly, I was not sure what species these beings
were, but once back in Glantri, I conferred with specialists on
the Plane of Fire, and they confirmed that it was indeed the evil
efreet.  These creatures have created what seems to be a city of
basalt and obsidian stones around the mouth of the volcano
crater.  Because of its relatively small size and the fact that
they were continuing in the construction, I would assume that the
efreet are new arrivals and have just taken over the area.
   The efreet had many slaves working for them, from humans, fire
giants, fire elementals, to even the occasional red dragon whose
wings had been clipped to prevent flight. By the eagerness behind
the slave master's whipping, I could tell that visiting their
city would not be a wise decision.
   Still, from away, I could see military activity which suggests
that they are preparing for a war of some kind.  Construction
seems to be limited to walls and defensive positions.  A quick
head count of certain areas allows me to guess at a total
population of 4 to 6 thousand efreet.
   Further investigating would definitely be worth doing by a
larger and better prepared group.
   Southern Mount Cantrinus is controlled by fire elementals. 
Here, my spying was discovered and I was brought to meet their
leader. This elemental stands at huge height of 25 feet.  Thanks
to their magic, I was able to communicate with the leader, and
learned that the efreet had indeed conquered the northern volcano
from them just a few months ago.  The efreet now seem to have
plans of taking over the southern volcano as well.  
   The fire elementals have no love for humans, but do not slay
them outright.  In fact, it seems that right now they are trying
to recruit help from us, as their own reinforcements have been
blocked off since the efreet have control of the incoming portal
from the Plane of Fire.
   Still, when I refused to join their armies, I was immediately
asked to leave, and brought to the borders of what they claim as
their lands.
   I therefore have little to say about the fire elementals,
since I could not explore more.  Their numbers still remain a
mystery.  As for their culture, I doubt I would have understood
much of it anyways.  It is something probably best left to mages
and sages who understand more about the Plane of Fire and its
inhabitants.

Don't Miss

   Well, the Arch itself is one of the wonders of the world, a
beautiful sight that is definitely not to be missed if one has
the occasion to visit.  Unfortunately, everything else there is
definitely not worth seeing, especially the inhabitants.
   However, each of these creatures are from another plane of
existence.  This makes them, and their artifacts and magic, rare
and unique.  This means they are worth quite a bit of gold if
brought to the right collectors and sages.  



CAERDWICCA (Barony of; Empire of Thyatis)

   Location:  Known World, Isle of Dawn (east of the continent of
Brun; southwest of the New Alphatian Sea), southern tip.
   Area: 17,459 sq. mi.  
   Population: 2,000, including 500 in the capital Caerdwicca.
   Languages: Thyatian (official), Alphatian. 
   Coinage: Thyatian Standard: Emperor (pp), lucin (gp), asterius
(sp), denarius (cp).  Coins of many other nations are in common
circulation here.
   Taxes: 25% income tax collected quarterly (Va. 1, Ya. 1, Fy.
3, Ei. 1).  Citizens abroad must still pay.  5% sales tax on all
but food and clothing. 
   Government Type: Barony under the jurisdiction of the Empire
of Thyatis.
   Industries: Trade.
   Important Figures: Baron Uthgaard McRhomaag (human, male,
F16).
   Flora and Fauna: Standard for its climate.  Dangerous monsters
include goblinoid hordes scattered throughout the Isle of Dawn as
well as bandits.

   Description: by Elidor Murtagh

   Now here be a port worth mentionin' ta anyone who reads
this book.  Caerdwicca be a town built by a sailor for sailors,
and ye can't ask for much better.
   First o' all, there be nothing ta do with anything but ships
and sailin' and the basic nesecities for a town ta live. 
Everybody that's somebody here knows something about a ship,
proving that they ain't no land-lubbers.
   The city be pretty simple to.  No big fancy walls or port
masters and bunch of 'em regulations that make ye waste your time
dockin' yer boat.  Fact, it's this lack o' regulations that make
Caerdwicca the pirate haven it is today.  Baron McRhomaag was
once a pirate 'imself, so he knows what it be like.
   Not ta say that Caerdwicca is a bunch of lawless thugs and
killers.  Nay.  The Baron follows all 'em Thyatian laws in his
town, but he don't be pressin' against the ships that dock at his
ports.  There's no searches for stolen goods or questions asked
as ta were they came from.  But once on solid ground, 'em pirates
gotta behave just like anyone else.
   The only business in Caerdwicca therefore be one of tradin'. 
The town is filled with taverns an' inns for all 'em sailors that
dock here.  There be not much else... not even a wall or
pallisade ta protect in case of an attack.  The streets aren't
even paved like most Thyatian city street be.  Course, a few
folks get wood from the nearby forests to try and start their own
business, but so far that be small business here indeed.
   McRhomaag Castle be a funny sight ta see.  Don't look like no
castle that I be use to.  It's a simple two story building built
atop a dirt hill, with a crude wooden wall around it.  Oh yeah,
and a ditch he be calling a moat.
   Now why does the Emperor allow this obvious pirate haven ta
stay?  Because Baron McRhomaag controls 'em pirates, that's why.
When he be in trouble, he just asks his pirate captains for hand
an' they be coming to the rescue. Just look at all 'em pirate
raids against the Alphatians during the war.  Think that be a
coincidence?
   'nyways, Caerdwicca be ta place ta rest if ye be looking for a
nice town that be friendly to sailors o' any kind.



DUNADALE (Duchy of; Empire of Thyatis)

   Location:  Known World, Isle of Dawn (east of the continent of
Brun; southwest of the New Alphatian Sea), northeaster corner.
   Area: 168,605 sq. mi.  
   Population: 61,000, including 19,500 in Dunadale, the capital.
   Languages: Thyatian (official), Alphatian. 
   Coinage: Thyatian Standard: Emperor (pp), lucin (gp), asterius
(sp), denarius (cp).  Coins of many other nations are in common
circulation here.
   Taxes: 25% income tax collected quarterly (Va. 1, Ya. 1, Fy.
3, Ei. 1).  Citizens abroad must still pay.  5% sales tax on all
but food and clothing. 
   Government Type: Duchy under the jurisdiction of the Empire of
Thyatis.
   Industries: Agriculture, lumber, fishing.
   Important Figures: Duke Edmondo Tiberia (human, male, F11),
Tastalgarth Lunn (ex-king, now hermit, human, male, M14).
   Flora and Fauna: Standard for its climate.  Dangerous monsters
include goblinoid hordes scattered throughout the Isle of Dawn as
well as bandits.

   Description: by Favionus Viator

   The province of Dunadale was conquered by the mighty Thyatian
legions in AC 1010.  The Thyatian claim to the area was confirmed
and reinforced with the Isle of Dawn Treaty signed on Klarmont
13, AC 1012, by a fearful Thothian King wishing to pacify our
leaders and prevent his kingdom from falling.  Thus did Edmondo
Tiberia become the Duke of Thyatis' new Duchy of Dunadale.

The Land

   The vast majority of the landscape of Dunadale was unexplored
by the former Alphatian inhabitants.  Most of the land is
therefore covered with virgin forests and unknown resources or
treasures.
   The area along the coast of the New Alphatia Sea is relatively
flat and ideal for farming.  In fact, most of the rural
population is scattered in various villages and homesteads along
this coast, with only the occasional hermit more inland that 75
miles.
   More inland, large hills start to dominate the landscape,
creating a maze-like network of valleys and passes.  
   To the far north, past the bogs and near the border of the
Kingdom of Helskir, lies the Herdane Escarpment.  This 500-foot
high cliffside is known for the large number of caverns and
entrances to the underworld present on its face.
   Dunadale is also famous for the vast number of swamps and peat
bogs, where numerous types of insects and monsters make their
home, preying on travellers.  These bogs fill up all the valleys
between the hills, creating rivers of swampland with the
occasional island of dry land.  In fact, imperial prospectors
believe that almost 50% of the land is one huge bog, unsuitable
for inhabitation.  Despite this, the Emperor continues to send
Thyatian colonists in the area to increase the population,
securing our hold in the area for eternity.

The People

   The inhabitants of Dunadale are an even mix of Alphatians and
Thyatians.  Before, the Alphatians were more numerous, but with
the signing of the Treaty of Dawn [Also called Isle of Dawn
Treaty. Ed.], many of the Alphatians left for territories
remaining under Alphatian control.
   The number of Thyatians is on a steady rise, however.  This is
mainly due to the Emperor's wise decision to increase the
colonization of the Isle of Dawn and other Thyatian dominions. 
To date, the new inhabitants have been able to fill in the empty
places left by the departing Alphatians, so there is no pressure
on communities to expand nor is there any shortages of supplies
or room.
   The former inhabitants, however, are not completely pleased
with their new status of Duchy.  They ungratefully complain about
their lack of influence with the government compared to when
Dunadale was a confederacy under Alphatian control.  Back when
Alphatia was in command, nothing ever happened; Dunadale remained
stagnant.  Can't they see that now, with proper Thyatian
rulership, Dunadale shall grow into a great Duchy?  Already the
population is climbing and the land is being explored.  And they
have their say by voting for the Senators for the region.  What
more could they possibly want?
   The only bad part about such a vast and uninhabited territory
is the lack of proper control.  Many bandits and deserters have
fled into the swamps, preying on helpless Thyatians.  It is even
rumored that the infamous Mario's Marauders are somewhere within
the borders of Dunadale.  Travellers be warned.

Don't Miss

   The main attraction of Dunadale is its raw, natural beauty
untouched by man.  As mentioned, most of it is virgin forest, so
anyone who desires the feeling of exploration and discovery can
enjoy his stay in the area.
   Another sight is the Herdane Escarpment.  When atop the high
cliff, one can see the New Alphatian Sea to the East.  This,
along with a rising sun in the early hours of the morning, makes
a golden/orange ocean covering the horizon line.  From what I
hear (since I have not visited myself), for those with the
patience and endurance to hike the several hundred miles overland
for this sight, it is well worth it.
   Unfortunately, the Herdane Escarpment is not very well known
by the locals and, in fact, hardly ever appears on any map.  The
only map I have seen with the escarpment is the one given with
the Dawn of The Emperors novel [boxed set. Ed], detailing the
history of the Thyatian Empire (obviously a Thyatian publishing).
However, it is not named on this map.  Simply take the map of the
Isle of Dawn, and the long cliffside to the southeast of Helskir
is the Herdane Escarpment.


 
HELSKIR (Kingdom of)

   Location:  Known World, Isle of Dawn (east of the continent of
Brun; southwest of the New Alphatian Sea), northern tip.
   Area: 28,932 sq. mi.
   Population: 40,000, including 15,000 in the capital Helskir.
   Languages: Thyatian (official), Alphatian. 
   Coinage: Thyatian Standard: Emperor (pp), lucin (gp), asterius
(sp), denarius (cp).  Coins of many other nations are in common
circulation here.
   Taxes: 20% income tax collected quarterly (Va. 1, Ya. 1, Fy.
3, Ei. 1).  5% customs tax on all but food and clothing. 
   Government Type: Independent kingdom under the jurisdiction of
the Empire of Thyatis (it's ties to Thyatis are merely a
formality).
   Industries: Trade and fishing.
   Important Figures: King Eruul Zaar (human, male, F18), Queen
Asteriela Torion (human, female, M12).
   Flora and Fauna: Standard for its climate, including sheep and
goats.  Dangerous monsters include goblinoid hordes scattered
throughout the Isle of Dawn as well as bandits.

   Description: by Alasdhair MacCallum

   The town of Helskir is a rather odd sight here in the war-torn
lands of the Isle of Dawn.  It is the first city I see without
any city walls.  Admittedly, there is a wooden palisade
surrounding the town, but compared to the massive stone walls
that most other cities have, it makes Helskir look defenseless.

The Land

   Compared to most kingdoms, the nation of Helskir is relatively
small.  The city itself lies on arable land, well suited for
farms and livestock.  This farmland follows the coast of the Sea
of Dawn, covering about a third of the nation's lands.
   To the south of the nation lies to huge Demeran's Moor.  Fell
lizards and monsters of all sorts thrive within the murky waters
far away from any civilization.  Demeran's Moor is even more
dangerous because a low fog often rolls in, hiding the
inhabitants, as well as the various sinkholes and natural dangers
of any moor.  This giant moor takes up another third of the land
claimed by Helskir.
   The last third is rocky ground which the people of Helskir use
to herd sheep and goats.  As one moves toward the southwest, the
ground becomes more uneven and rises higher and higher until it
stops at a huge, unamed cliffside several miles just past the
border. [Ed. Note: Alasdhair seems to be referring to the Herdane
Escarpment mentioned in Favionus Viator's description on
Dunadale.]
   The city itself was but a small fishing village 40 years ago. 
King Eruul Zaar has since transformed it into one of the most
thriving economical trade centers in this part of the Known
World.
   Helskir is lucky enough to have a deep harbor with the
capacity to handle several ships with ease.  Although there are
areas of shallow water here and there, a large, stone lighthouse
guides ships safely through the bay and to the docks.
   Currently, only a wooden palisade protects the city, but the
foundation for a stone wall has been laid in various places.  The
work is expected to be completed by the summer of AC 1015. Key
buildings within the city, such as the Fishing and Sailing
Guildhall, the Palace, and the lighthouse, are built on a steep
hill with their own wooden palisade around them.

The People

   The people of Helskir have learned to ignore most rulers and
simply continue on with their lives.  The city has changed from
Alphatian hands to Thyatian control to independence so many times
that most have stopped bothering to even try to count.
   Now it seems that Helskir is once more a part of the Empire of
Thyatis, although it remains a semi-autonomous kingdom under the
rulership of King Zaar.
   With all the political maneuvering that took place during the
Thyatian-Alphatian war, most inhabitants expected Helskir to be
one of the first cities to fall and be destroyed.  Much to their
relief, they have actually prospered except for a brief period of
raiding the past few years.  Now with the full presence of
Thyatian Legions, the economy is once more on the rise.
   The inhabitants are of Alphatian descent, although they have
long ago abandoned all ties to their Alphatian culture.

Don't Miss

   Unfortunately, there's not much to see in the land of Helskir.
Myself, being from the inland nation of Glantri, I was rather
intrigued with the lighthouse, so I paid it a visit.  This stone
tower stands what must be 12 to 15 stories in height, with
a base of at least 50 feet in diameter.  At the top lies a huge,
magical fire that can be seen far out at sea, a fact I can
testify to from my sailing trip here from Oceansend.  Many other
places also have lighthouses, but from what I hear, this is one
of the biggest ones found anywhere.  Of course, despite all that,
it is still just a lighthouse.
   The only other place to see in Helskir is the market.  In
itself, the market is nothing spectacular, but when you consider
that almost every ship that sails in the waters of the Sea of
Dawn or the New Alphatian Sea stops here, it becomes evident that
almost anything can be found in the market.  Helskir is a great
place to collect coins and currency from various sea-faring
nations of the world.  I would imagine only Minrothad can claim a
bigger market.



IONACE (a.k.a. Isle Of the NACE) (Island and Imperial District)

   Location:  Known World, New Alphatian Sea.
   Area: 128,199 sq. mi. plus many small islands that were once
part of Alphatia (including Nuntar Island, the Vertiloch 
Islands, the Aasla Isles, the Grey Islands, Mount Thera, Eagret
Island, Arogansa Island, Eadrin Island).  
   Population: 3,000, including 1,000 soldiers of the Alphatian
6th-Army.  
   Languages: Alphatian.  
   Coinage: Alphatian Standard: Crown (gp), mirror (sp), judge
(cp).
   Taxes: 15% income tax, collected yearly.
   Government Type: Imperial District under the direct control of
the Alphatian Council of Kings and Queens of the NACE.
   Industries: None; imports all it needs from the rest of the
NACE.  Small mining of Mnemonic Minerals, still sought out by
mages despite the drawbacks.
   Important Figures: Commander in Chief Broderick (human, male,
F17).  The various Kings and Queens of the NACE also visit rather
regularly.
   Flora and Fauna: Ionace is filled with various monsters of all
sorts.  Most are not even natural to the area, or even the Prime
Plane.  The first level of the underground city is secured, but
the deeper one goes, the worse the monsters become.

   Description: by Elidor Murtagh 

   So, fer those of ye who wanted ta know what's goin' on in
faraway Alphatia, lemme tell ye I've been sailin' the seas 'round
there fer the last year. I managed ta find that ol' wizard who
provided the previous owner of the almanac with all his 
information on Alphatia. Ye should get his archive fer the year
ta come an' the previous one, an', me thinks, some kinda 
geographical survey too.
   Tho' my plans were ta head ta Bellissaria, Alphatian marines
I've met at various ports o' call throughout the Isle o' Dawn
told me o' great political changes in the empire. 't was not
clear whether 't was an empire or a confederation o' some sort,
but they all seemed happy with it. So we set sail fer the New
Alphatian Sea, where that new capital o' theirs should stand, on
Monster Island, or, as they call it now, I' o' NACE, a weird name
if ye ask me.
   The Callista dropped anchor in the small, temporary harbor
outside the capital. It stands in a natural bay, so that it
reminds me o' those harbors typical o' the Northern Reaches,
built inside a fjord. Looks like the sinkin' of Alphatia created
that weird landscape o' high mountains risin' out o' the waters.
Then we took the steep, tortuous road ta Denwarf-Hurgon and
Ionace. 
   Tho' I could spend my life in rigging, I hate such roads that
take ye far away from the sea into the mountains.  There be no
roads leadin' directly ta Ionace yet. The road splits in two :
there's a new one leadin' north ta Sanctuary, whereas the
remnants of the old road lead south ta Denwarf-Hurgon. So we went
ta that dwarf city o' 'em, an ugly, mostly deserted ghost town.
There I spent time with the sole denizens o' the city : soldiers
o' Aquas. They're kinda like me, used ta live with water all
'round 'em, 'n they ended up garrisoned here in diminutive
buildings surrounded by tall mountains.
   We spent most of the night in a tavern, drinkin' as only
sailors an' marines can do. Tho' part o' the conversation's
shrouded in dark mists, I be sure they warned me 'gainst walkin'
alone at night in the city or tryin' ta go in the lower levels o'
the city. No chance I ever do that anyway, can ye imagine me
burrowed in the ground like a dwarf? No way. They also warned me
'gainst travelin' without a strong guard 'round the island. Seems
the mountains and the underground be both infested with all
sorts o' terrible monsters. In fact, they even nicknamed the
whole isle the biggest dungeon in the world, an' they probably be
right.
   I also took a glance at the city of Ionace proper. Brand-new
buildings that host the government. Totally impersonal, if ye ask
my opinion, almost as ugly as the dwarf town. [Ed. Note: These
are obviously the opinions of the writer as everyone knows a
dwarf town is not ugly. DS.]  I tried ta enter a building, but
the guys seem completly paranoid 'bout spies, an' they kicked me
out.  Seein' no business here, we left the city 'n went ta
Sanctuary. Now, that's a real city, the way I like 'em. Livin',
bustlin', with merchants an' taverns. Not very dif'rent from a
port city back in Minrothad, or anywhere else on the continent,
altho' it's no harbor. The men o' Aquas patrol the city,
protectin' it 'gainst all those monsters, but in fact the city
seems to rule itself : trade and minin', not bureaucrats from
Ionace. I heard they mine a strange mineral that's said to
enhance one's spellcastin' abilities, but I couldn't find an
ounce o' it fer sale. We spent a few days in the city, but we
didn't venture in the countryside, then went back to ta
Callista, ta sail the New Alphatian Sea. We'll probably be takin'
a look at that Sundsvall Maelstrom very soon. 



OCEANSEND (City-State of; Heldannic Territories)

   Location:  Known World, continent of Brun, northeastern
reaches, area of Norwold.
   Area: 9,977 sq. mi.  
   Population: 45,000, including 4,000 halflings, 3,000 dwarves,
and 1,200 elves.  
   Languages: Heldannic (official), Thyatian, Alphatian,  Elvish
(Shiye-Lawr dialect), Halfling (Lalor dialect).  
   Coinage: Heldannic Standard: groschen (5 gp), gelder (gp),
erzer (ep),  markschen (sp), fenneg (cp).  The former coins of
Oceansend ( heart (gp), blade (sp), and wall (cp) ) are now
illegal within the city.
   Taxes: 20% income tax, 5% sales tax, 10% tithe to Order of
Vanya. 
   Government Type: Currently occupied by the Heldannic
Knights.
   Industries: Agriculture (grows barely enough for its own
use), fishing, mining, and trapping.
   Important Figures: Councilor Olaf Yarrvikson (former king,
human, male, F10), Governor-General Hermann Adalard (human, male,
Pr9 of Vanya).
   Flora and Fauna: The animals and plants one would expect in a
northern area.  There are also several goblinoids in the Final
Range to the west.

   Description: by Alasdhair MacCallum

   The approach to the city of Oceansend, now under Heldannic
control, was rather fearful and filled with tension.  The
captain was not sure how the Heldannic Knights would react to
a boat sailing out of Alpha.  It seems the captain's fear was
well founded; a Heldannic warship came out to meet and escort us
into port.  The search of the entire galleon, as well as the long
questioning of everyone on board was rather unpleasant, so I will
not bore you readers with the details.  Still, it is enough that
I wish none of you should ever suffer such indignities.  I must
mention, as I find the following important to anyone travelling
to Oceansend, that all weapons were confiscated upon entering the
city, and that they were only returned on our departure.  It
seems that the Knights are fearful of a rebellion now that their
clerical magic has left them.  I could never understand how
anyone could use such cheap magic anyways.  They should all go to
Glantri to learn what real magic is.

The Land

    Oceansend is a large, walled city along a deep-water beach
into the Alphatian Sea, making it an ideal port.  Unlike many
other cities, this one lacks grand buildings or great
architecture to boast about or make fine touristic attractions. 
At least the Heldannic Knights have placed many of their black
lion banners throughout the main streets, clearly indicating
their presence to everyone, and adding somewhat of a sight to
see.  Their military parades, although somewhat filled with
dread, are, I must admit, well performed, and worth seeing, if
one can stand the presence of the Knights.
   Like many cities here in the wildlands of Norwold,
Oceansend is well fortified.  Catapults and ballistae top every
tower as well as several sections of the city walls.  I was
shocked to see that some of the large siege weapons atop the
walls were pointed into the city as well as out.  It seems that
the Heldanners fear uprisings from within as well as sieges from
without.
   The fields around Oceansend are filled with farms and small
villages only now starting to recover from the long siege the
Heldannic Knights laid upon the city a few years ago.  Most of
the crops are very healthy this year, as the ash and other
remains of the war have rendered the soil rather rich.  The
houses and villages were once beautiful and well maintained,
but are now rather make-shift and improvised.  Most of them
had been destroyed by the Knights, and the peasants had been
forced to start their lives over from scratch.  Needless to
say, this did not help the Heldanners acquire the love of the
conquered.
   Finally, about 4 days journey west of Oceansend lies the
huge foothills of the Final Range.  I would dare say that
"foothill" is not the correct term, as these hills are long
ridges of rocks that can be called mountains back in Glantri. 
This area is important because it is the home of the Rocktooth
Dwarves.  It seems that the Heldannic Knights have been unable
to capture Kildorkak, the stronghold of these pesky little
beasts [A reminder that this is the opinion of the writer
and not the editors. Ed.].  Their mountain fortress is still a
point of resistance against the invaders.

The People

   The people of Oceansend live in fear of the ruling Knights,
their every word and action closely monitored by the
conquerors.  The farmers around the city toil endlessly to
meet the Knights' demands in taxes and tribute, and many have
been turned into veritable slaves.  The Heldanners do not want
to give them the chance to rebel, especially now that they no
longer seem to have Vanya's support.
   But still, there appears to be an underground movement
forming.  I have promised not to reveal any names because more
than likely several Knights will likely purchase copies of
this Almanac once it is printed, therefore I do not want to
place my new found friends in any danger.
   I met them in a tavern, whispering about their plans of
returning King Olaf Yarrvikson to the throne.  Upon noticing
that I was Glantrian, and hence no ally to the clerical
Heldanners, I managed to join their group briefly.  It seems
that various important citizens of Oceansend have rallied
followers to them, making a veritable army inside the city
walls.  Even more impressive, the dwarves of Kildorkak have
somehow managed to smuggle weapons into the city right under
the nose of the Knights.  
   I have no fear of revealing this information because the
Knights are already aware that weapons are entering the city,
hence the confiscation upon entering the port.  Unfortunately
for them, they have yet to discover how.  The Knights
therefore suspect any dwarf within the city walls, and have
imprisoned, tortured and killed many.  The dwarven population
is half of what it used to be before the conquest of the
Heldannic Knights.
   I myself would have loved to learn their method, but prior
duties called, and I soon had to leave the port city of
Oceansend.



OCHALEA (Kingdom of)

   Location:  Known World, Sea of Dawn, southwest of the Isle
of Dawn.
   Area: 190,054 sq. mi.  
   Population: 125,000, including the capital city of Beitung
(pop. 50,000).  
   Languages: Alphatian, Thyatian. 
   Coinage: King (a.k.a. Teng, 5 gp), one (gp), tenth (sp),
hundredth (cp) (Ochalean coins are octagonal with square
holes in the middle).
   Taxes: Income tax of 15%, inheritance tax of 10%
   Government Type: Monarchy.
   Industries: Agriculture (wheat and rice), textiles (silk
production).
   Important Figures: King Teng Lin-Dieu (human, male, Pr20 of
Korys).
   Flora and Fauna: Ochalea is mostly free of monsters. 
Dangerous creatures encountered include ghouls, weretigers,
tigers, panthers and the rare purple worm.  Also common are
sheep, goats, and snakes.

   Description: by Favonius Viator

   In the blue waters of the Sea of Dread lies a large island
that is home to the Ochaleans.  Once part of the great
Thyatian Empire, King Teng Lin-Dieu has managed to
successfully rebel and keep his island to himself.  The
Ochaleans have yet to produce anything useful since that
fateful day back in AC 1007, and one wonders why they even
wanted to leave all the benefits associated with the Empire.
Am I letting my national pride get in the way of an impartial
observation?  Perhaps, but then, who can ever give a
completely unbiased answer to anything.  Still, I am now here
as a foreign merchant to work out a trade agreement, and it is
from this journey that the description of Ochalea will be
available to the readers.

The Land

   The large island is a rocky crag sticking out of the Sea of
Dread.  The vast majority of the land is too rocky or hilly to
be of any agricultural use.  
   Once a volcanic island, the remains of volcanoes dot the
islands, but these mountains, although still rather big, are too
small to be considered true mountains.  Hence, most official
Thyatian maps will mark the kingdom as filled with hills.  Still,
one must be in good shape to hike these hills, as they are far
from gentle and rolling.
   There are exceptions to this, however.  First of all,
between the hills, the valleys are well protected from the
elements and the water runoffs create fertile land.  The
largest of these valleys houses the Shino-gawa River.  This
huge river crosses almost the entire nation, starting from the
hills around the town of Wongzhao Tsuhao, then moves down to
the lake around the town of Chungklang.  From this lake, the
largest one in Ochalea, the Shino-gawa then pours into the Sea
of Dread another 70 or so miles away.  Various areas along the
shores of this river are forested and very productive for
agriculture; productive enough to feed the entire population
as well as leave some for export.
   Also, two huge grasslands steppes cover a certain amount of
the island.  One, on the western shore, is also the location
of Beitung, the capital.  The second grassland, called the
Grasslands of Chi, covers the southern shore of Ochalea.  The
most southern portion of the flat terrain is actually a
tropical jungle thanks to the southerly ocean currents that
warm the shores.

The People

   The Ochaleans are a strange lot indeed.  Of course, that
should be obvious to anyone since they willfully wanted to
separate from the Empire of Thyatis.
   Ochaleans are a reserved and religious people who place
great importance on manners and proper behavior.  The long-
standing following of the traditions of the Immortal Korys has
also made them very quiet, polite, and peaceful.  Normal
recreational activities in the rest of the Known World, such
as drinking and gambling, are illegal here.  They do not like
violence and prefer to solve all their problems through
negotiation.  How they will survive as a nation without the
Thyatian military is beyond me.
   One of the greatest mysteries of the Ochaleans, however, is
their very own traditions.  Because of their peaceful ways,
Ochaleans believe in the equality of all men.  There is no
distinction between the respect shown to members of different
social classes.  But as mentioned above, it is in the equality
of MEN that is followed.
   By Ochalean tradition, the woman has a lesser role in
society, placing her just above that of a convicted slave back
in Thyatis.   Admitedly, some places in Thyatis are not much
better, but at least that is just the behavior of certain
citizens and not an actual law, as it is here in Ochalea. 
Females are therefore required to stay at home and perform family
duties and household chores.  There are more arranged marriages
in Ochalea than in the entire Empire.  A woman has very little
choice regarding anything.
   The one thing I can admire of these people is that their
peaceful nature has made them rather scholarly.  The large
number of priests, whom are held in high regard here, has
helped turned this nation into one of the most educated on the
Known World, ranking third behind Glantri and Darokin.

Don't Miss

   There is not much to see specifically in Ochalea, but lots
to see in general.  
   The entire architecture of the kingdom is exotic compared
to the standard Thyatian structure.  The wooden buildings are
tiered and sloped-roofed, with a small bamboo fence
surrounding them.  Stepping stones lead around the houses to a
little garden with a few trees and perhaps a shrubbery or two. 
Their gardens are designed to give a feeling of quiet and
peace.  The most beautiful of these buildings, are of course
the temples and shrines dedicated to Korys.
   Besides the beauty of the place, Ochalea is, well, rather
dull.  And that's just how the Ochaleans like it.
   Of interest to any readers who might also be scholars, it
seems that the historians of Ochalea have found some interesting
scrolls to debate over the original inhabitants of the island. 
Up until now, it was believed that Alphatians without any magical
talents colonized the island and developed the clerical
worshipping culture now present.  Recent evidence seems to
indicate that the Empire of Alphatia actually used the island to
drop off undesireables, including non-mage Alphatians as well as
another group of colonists that the Alphatians found on "their"
continent.  These two groups lived together peacefully, where the
Alphatian coppery skin coloration soon dominated over that of the
second culture (whatever appearance they had). It would seem that
the architecture of the Ochaleans comes from this other
mysterious culture, which is apparently a colony from somewhere
on the continent of Skotar.  Whether these new-found scrolls are
accurate or not remains to be seen, and is sure to be the
cause for debate for the next decade.



REDSTONE (County of; Empire of Thyatis)

   Location:  Known World, Isle of Dawn (east of the continent of
Brun; southwest of the New Alphatian Sea), western-central area.
   Area: 57,864 sq. mi.  
   Population: 50,000, including 25,000 in the capital of
Redstone. 
   Languages: Thyatian (official), Alphatian. 
   Coinage: Thyatian Standard: Emperor (pp), lucin (gp), asterius
(sp), denarius (cp).  Coins of many other nations are in common
circulation here.
   Taxes: 25% income tax collected quarterly (Va. 1, Ya. 1, Fy.
3, Ei. 1).  Citizens abroad must still pay.  5% sales tax on all
but food and clothing. 
   Government Type: County under the jurisdiction of the Empire
of Thyatis. 
   Industries: Armor, weapons, military training.
   Important Figures: Countess Stefania Torion (human, female,
F5/T14), Count Anaxibius Torion (human, male, F20).
   Flora and Fauna: Standard for its climate.  Dangerous monsters
include goblinoid hordes scattered throughout the Isle of Dawn as
well as bandits.

   Description: by Favonius Viator

   Redstone was made into an actual dominion at the end of the
Alphatian-Thyatian war in AC 1009.  Thincol granted the town and
the surrounding land to his daughter Stefania, changing
Redstone's status from town to County.

The Land

   This Thyatian province is a tempestuous-looking land filled
with a wide variety of landscapes.  
   The northwestern part of the county is a huge plateau hugging
the coastline.  This plateau is covered with grasslands known as
the Sutherlands.  On it, various cattle herders make their
living, trading with the only two real villages of the area: Lar
and Vildis.  The cliffs of the plateau drop straight down into
the Western Sea of Dawn.  It is riddled with caves, many of which
can only be seen when the tide is low.  This naturally makes the
area a haven for pirates and other outlaws.
   To the northeast lies mainly farmland which produces food for
the rest of the County as well as for the city of Newkirk in the
Grand Duchy of Westrourke.  The largest village in the area is
Lodar, at a fork in the Lod River near the Carryduff Hills.  The
Count and Countess are currently debating whether they should
turn Lodar into a barony to help better manage the area.
   The central area of Redstone County is mostly uninhabited.  To
the east are dense forests, namely the Ashton Woods and Lurben
Forest.  Theses woods are inhabited by giant wolves which attack
all trespassers.  Rumors claim that dire wolves are controlled by
evil faeries.  The only safe passage in the area is on the
patrolled Westrourke Road which goes from Dungannon all the way
to the Grand Duchy.
   The west side of the central area is almost completely
wetland, with the two largest swamps being the Fengallen Marshes
and the Kilyleagh Curragh.  This area is controlled by bugbears,
and Count Anaxibius often leads Legionnaires into the region for
training.  So far, the bugbears have managed to maintain their
hold on the region thanks to their control of special lizard
mounts that enable them to cross the swamp quickly and safely.
   The southern region of the County of Redstone is dominated by
the Neagh Flats and various hills and ridges [Hills of Dooagh,
Ballydonegan Hills, and the Bastion Ridge. Ed.].  This area is
mostly cleared of dangerous monsters, and many fishing villages
as well as farms are scattered all along the coast.

The People

   There are two main cultures of people living in Redstone.  The
first is the military culture.  Redstone is the main training
headquarters for the great Legions of Thyatis.  Almost everyone
in the military has performed at least one tour of duty at
Redstone Castle.  They speak only Thyatian as part of their
military discipline.  This section of the population is generally
young, overconfident and foolhardy.  During the nights and off-
duty, they become the rowdiest bunch in town.
   The local inhabitants, although Thyatian (and some
Alphatians), have a culture all of their own.  It seems that
everywhere you go, each village has its own share of ghosts and
faeries hidden among the villagers.  Almost everyone can swear on
their grandmother's grave that they've seen a ghost or have been
helped or cursed by a faery.  Just look at the names of some of
the places. Forest of Sidhes: anyone care to guess what was seen
there?  Let us not forget the leprechauns and their pots of gold.
Did I mention that there is also a Redstone's Lough monster? 
Suffice to say that no authentic Thyatian explorer, sage, expert
or official has ever seen it.

Don't Miss

   There is one great site in Redstone to see, at that's Redstone
Castle itself.  This enormous castle was ordered to be built in
AC 2, and construction was only completed at the end of AC 5.  It
has been standing since, for over 1000 years [I suspect dwarves
must have helped in the design. Ed.].  The walls to the castle
itself are at least 50 feet tall, and various towers reach at
least 100 feet.  The tallest spire in the castle, where the Count
and Countess make their room, peaks just below 450 feet.  This
magnificent Thyatian fortress can easily accommodate up to 15,000
soldiers and staff, as well as the mounts for half of them.
   Throughout its entire history, Redstone Castle has only been
conquered once, in the year AC 1007, by the Alphatians.  To say
Redstone was defeated, however, would be an exaggeration.  The
commanders surrendered when the rest of the surrounding
territories fell to the Alphatians.  And it took the combined
Alphatian armies of General Bentharzim, General Joshtintan and
General Martigan to obtain that result.  Redstone Castle has
therefore never been taken by force since its creation.
   If visiting the County of Redstone, I also recommend visiting
their taverns which the locals call pubs.  There, they serve
their ale and whisky, and all tell tall tales of the Wee Folks
and the magic of the faeries.  It might be little children
stories for the seasoned traveler or adventurer, but they're
still fun to hear.



THOTHIA (Kingdom of)

   Location:  Known World, Isle of Dawn (east of Brun, southwest
of the New Alphatian Sea), southeastern corner.
   Area: 458,157 sq. mi. (95,277 sq. mi. of Thothia proper, and
362,880 sq. mi. of the Great Escarpment, now part of Thothia). 
   Population: 80,000.  
   Languages: Thothian (dialect of Nithian), Alphatian
(official).
   Coinage: Alphatian Standard: Crown (gp), mirror (sp), judge
(cp).  
   Taxes: 15% income tax, collected yearly.
   Government Type: Independent monarchy part of the New
Alphatian Empire.
   Industries: Agriculture, fishing, trade.
   Important Figures: Pharaoh Ramenhotep XXIV (human, male, Pr10
of Rathanos).
   Flora and Fauna: In the mainland Thothia, standard desert
wildlife can be found.  Also, various undead and golem/statues
protect the numerous ruins and tombs lost beneath the sands.  On
the Thothian Plateau, the exact wildlife is still relatively
unknown, but there is a known presence of phanatons, centaurs,
treants, and aranea.

   Description: by Elidor Murtagh 

   Edairo be the name o' the capital of Thothia, the strange land
o' ancient magic and the walkin' dead.  Just ask any Thyatian
soldier who had ta face 'em zombies an' mummies and worse.  
   The capital be about a day sailin' inland up the Aurora river.
The mouth o' the river be a huge delta with farmin' and other
land work goin' on there, but once the delta ends, that be pretty
much the end o' the farms too.  Aroun' Edairo be dry an' arid,
hardly a tree in sight.  Course I ain't the one ta explore normal
dry land, even less when it be a empty desert.  From what I hear,
the place be filled with ruins an' such stuff, filled with
treasures fer those brave enoug' ta risk the journey.
   The city be filled with huge, giant statues an' triangular
shaped buildin's called pyramids.  Seems ta me that the Thothians
like ta build big things that don't do much 'cept ta be used ta
burry a dead or two.  Than again, they can use 'em afterwards in
their armies ta defend the place, so what do I know.  When I die,
t'will be in the warm embraces of the sea, that's fer sure.
   One sight ta see would be the palace, if ye could get anywhere
near it as a commoner or foreigner.   Seems only the nobles or
priest can get anywher' near that place.
   Another would'a been the library, but seems that burned down a
few years ago... durin' the war, me thinks.
   Not much else ta Tothia beside a bunch o' farmin' villages
here an' dar.  Most of 'em can be found alon' the Aurora or the
delta, but there be a few of 'em scattered in that desert o'
theirs.
   The only notable sight of the land be the Great Escarpment,
now called Thothian Escarpment in their honor.  Seems the last
treaty with Thyatis gave'em the rights to own all o' it  [Isle of
Dawn Treaty. Ed.].  Lemme tell ye, there be quite a few angry
Thyatian colonists up on that plateau there.  The Emperor o'
Thyatis made this law ta force people ta move there, and then
abandoned 'em all ta Thothia afterwards.  Didn't even give any of
'em the means ta get home if they wanted to.  Don't help that the
Thothian's don't want 'em either.
   Ye see, the Thothiana have this belief that only 'em an' the
Alphatians are civilized people.  Everyone else, 'cluding 'em
Thyatian colonists in their care, are mere barbarians who don't
deserve their attention.  Pff.. an' these Thothians don't even
know how to sail properly.  Wonder what makes 'em think they're
civilized.
   'Course, now that Alphatia is gone an' can't deal with the
savages for 'em, the Pharaoh is forced ta deal with 'em himself. 
Not that he can't handle it, as he showed the Thyatians who tried
ta invade a few years ago.  The Thothians try ta ignore
foreigners as much as they can.
   The Thothians have this strange meditative behavior, which
means they like goin' into these trance-like things.  They call
themselves mystic priests, followin' the preachings o' their
Immortal Rathanos.  
   'Nother weird thing be their like o' tis game called Spider's
Web.  Seems that everyone can play it, but I ain't managed to
quite get how it works yet.  Funny thing is, that Pharaoh o'
theirs wants 'em ta stop playin' this game or follow other
superstitious nonsense.  Guess they ain't all so bad after all.
   Anyways, that about sums up the Thothians.  If ye ask me,
stick ta the capital docks, in the good old taverns with other
foreign merchants an' sailors, and ya won't be treated like a
nobody by the locals... unless yer Alphatian, anyways.



WESTROURKE (Grand Duchy of)

   Location:  Known World, Isle of Dawn (east of the continent of
Brun; southwest of the New Alphatian Sea), north-western area.
   Area: 97,272 sq. mi.  
   Population: 55,000, including 25,000 in the capital of
Newkirk. 
   Languages: Thyatian (official), Alphatian. 
   Coinage: Thyatian Standard: Emperor (pp), lucin (gp), asterius
(sp), denarius (cp).  Coins of many other nations are in common
circulation here.
   Taxes: 25% income tax collected quarterly (Va. 1, Ya. 1, Fy.
3, Ei. 1).  Citizens abroad must still pay.  5% sales tax on all
but food and clothing. 
   Government Type: Independent Grand Duchy under the
jurisdiction of the Empire of Thyatis. (Its ties to Thyatis are
merely a formality.)
   Industries: Agriculture, armor, dyes and pigments.
   Important Figures: Duke Thrainkell Firestorm (human, male,
Pr12 of Vanya), Duchess Holva Firestorm (human, female, T13).
   Flora and Fauna: Standard for its climate.  Dangerous monsters
include goblinoid hordes scattered throughout the Isle of Dawn as
well as bandits.

   Description: by Favonius Viator

   The large dominion of Westrourke is now approximately half the
size it was before the war with Alphatia.  General Martigan of
the Alphatian forces spearheaded the assault into Newkirk where
he slew Duke Donegal Firestorm and conquered the Grand Duchy for
the sunken Empire.  In AC 1009, when the land was reclaimed by
Thyatis, Thrainkell Firestorm, Donegal's heir, was forced to give
up some of his northern lands to Helskir as well as the large
peninsula containing Redstone to form a new County for the
Empire.  Westrourke still remains one of the largest dominions on
the Isle of Dawn.

The Land

   Westrourke is blessed with a variety of landscapes and lesser
dominions.
   The southern-most area containing the Duchy of Newkirk, the
capital itself, is delimited with the Southern Kauth Hills, a
light forest on its eastern border, and grasslands marking the
northern borders.  Most of the coast of this Duchy is one large
cliff face into the Bay of Newkirk, leaving it unlikely to be
attacked by Northmen raiders.  The City of Newkirk is famous for
its armorers capable of making the most extraordinary suits of
plate and chain.
   Just north of the Duchy of Newkirk lies the Dust Reaches. 
This huge plateau is covered with nothing but desert and
badlands.  It is also overflowing with goblinoids.  The two
largest groups seem to be a horde of kobolds living at the
southern foot of the plateau and orcs making their lairs on the
northern edge.
   The western edge of the Dust Reaches lies approximately 20
miles inland from the Gulf of Westrourke.  This narrow strip is
covered with a largely uninhabited forest known as Sveikassli
Woods.
   Further up north we arrive to the mainland of what is now the
Grand Duchy of Westrourke.  The southern coastal area around the
Gulf of Westrourke is well forested and home to many lumberers
and foresters.  It is also in this area where just enough food is
grown to keep the Grand Duchy self-sufficient.
   The northern area currently has four baronies and two
counties.  The baronies are Blido, Guddal, Tromsheim, and Ytre
Ystrebo.  Each consists of a small village and the land
approximately 20 miles in all directions around the village. 
[Map lovers will find these places on the Thyatian Trail Map 2:
The Eastern Countries.  Ed.]
   The largest of the lesser dominions is the County of Nordvik. 
This county encompasses all the land around the Erdals Fjellet
River as well as the Geittinden Mountains [which contain
Finnegar's Watch, alt. 2,100 feet. Ed.].  Nordvik makes its
economy from a small gold mine found in the mountains and from
its major industry of dyes and pigments.
   There's also the County of Viksdalen along the Dalselva River.
Its borders contain the Glotta Forest as well as the Fyresvatn
Bogs.  This town is always fully on duty as the orcs from the
Dust Reaches, as well as lizard men from the bogs, continuously
harass the inhabitants of the area.  Viksdalen is a major trade
town as most overland journeys to Newkirk must pass through its
area.
   Finally, there is a marvellous signalling system all along the
coast of Westrourke, starting from the keep on Finnegar's Watch
all the way down to Newkirk.  Several towers dot the coast every
100 miles or so.  Within these towers are large, magical chimneys
which can send a pillar of smoke into the air which is clearly
visible by the occupants of the next tower.  Through this method,
a message quickly gets back to the capital of an arriving fleet. 
Just as importantly, any inhabitant of the area can also see the
smoke signal and rush to safety themselves, saving the trouble of
sending out riders to warn about an attack.
   Apparently the Duke is currently seeking out potential new
Barons for the regions along the Tromsa River and The Arm.  Those
areas are infested with goblins, and Duke Firestorm will gladly
grant sections of the Svorkomo Forest (along those rivers) to
anyone who can clear it of goblinoids and keep it that way.

The People

   The inhabitants of the Grand Duchy of Westrourke are a mix of
Thyatian, Alphatian, and Ostlander colonists from centuries back.
As with most people on the Isle of Dawn, they grow weary of the
constant invasions from Alphatia and would rather just be left
alone.  
   There is a marked prejudice against Alphatians in the area, as
many people here suffered tremendously during the war, and have
yet to forgive their tormentors.  Even the Alphatians who have
lived among the Westrourkites for years are now distrusted and
looked down upon.  I am glad to say that many of them have left
toward Alphatian dominions.  After all, who needs the remains of
a destroyed empire.
   Its seems that the people are happy about Duke Firestorm's
recently acquired semi-independency from the Empire.  They
foolishly believe that their lives will now be better because of
it.  I find that rather ridiculous.  Besides, Westrourke is still
part of Thyatis, regardless what any agreements might say.  After
all, if the Emperor asks for his help, the Duke will rush to his
aid.  If that is not the role of a vassal, I do not know what is.

As was mentioned, the whole agreement was merely a formality
anyways.
   Finally, it seems that Newkirk is attracting a fair host of
bounty hunters.  Duke Firestorm has offered a reward of 250,000
lucins (gp) to anyone who can bring him General Martigan alive. 
It appears the Duke is seeking revenge for the death of his
father.  General Martigan was a count in the lands of Norwold,
but became independent after the sinking of Alphatia, and then
abandoned the court life altogether to go adventuring.  He and
his party are very powerful [18th level+, Ed.], and it is
believed they have left Mystara altogether to wander the outer
planes.

Don't Miss

   There are two main attractions to Westrourke that come to my
mind.  The first involves Finnegar's Watch.  Many hiking trails
cover the Geittinden Mountains leading up to the famous peak.  As
you reach the higher altitudes, pine forests start to surround
you, and rushing streams from various springs can keep any thirst
satisfied.  Many an outdoor-lover starts his journey from the
small village of Okstad at the foot of the mountains and works
his way up.
   The view from Finnegar's Watch is just fantastic.  Also,
thanks to the military garrison at in the area, it is also
clear of any dangerous monsters.
   Also, near Gund's Tower in the Duchy of Newkirk, many men
practice a somewhat unusual sport.  They dive off the cliff,
almost hundreds of feet high, into the shallow waters of the Gulf
of Newkirk.  Although it may sound like nothing much, one's heart
does race to see someone plummet to what looks like certain death
only to come out unscathed.  I must say that to see such bravery
in a fellow man shows how great the Thyatian people really are.



WEST PORTAGE (Barony of; Empire of Thyatis)

   Location:  Known World, Isle of Dawn (east of the continent of
Brun; southwest of the New Alphatian Sea), west-central area.
   Area: 9,977 sq. mi.  
   Population: 5,000, including 1,000 in the capital West
Portage.
   Languages: Thyatian (official), Alphatian. 
   Coinage: Thyatian Standard: Emperor (pp), lucin (gp), asterius
(sp), denarius (cp).  Coins of many other nations are in common
circulation here.
   Taxes: 25% income tax collected quarterly (Va. 1, Ya. 1, Fy.
3, Ei. 1).  Citizens abroad must still pay.  5% sales tax on all
but food and clothing. 
   Government Type: Barony under the jurisdiction of the Empire
of Thyatis.
   Industries: Trade and ship transportation.
   Important Figures: Baroness Periandra Docerius (human, female,
F12), Captain Jules Docerius (human, male, F12), Dresel
Ratchethook (gnome, male, T6/M(il)5).
   Flora and Fauna: Standard for its climate.  Dangerous monsters
include goblinoid hordes scattered throughout the Isle of Dawn as
well as bandits.

   Description: by Belzamith Fingertackles

   Hello dear readers.  At first we had asked Elidor Murtagh to
describe the barony of West Portage for us since he often sailed
by the area on the Callista.  However, to put it nicely, Elidor
refused to go anywhere near a port that would dare commit the
sacrilege of bringing a ship onto dry land.  It is therefore my
pleasure to present the province to you myself, from my
observations on our journey to Ionace to talk to Commander
Broderick.

The Land

   West Portage is a relatively small province in an area almost
totally devoid of any great resource or advantage.  The region is
very hilly and not very useful for agriculture.  Prospectors also
claim that the area is devoid of any useful mineral deposits or
mining possibilities.
   The community of West Portage, the capital of the province
with the same name, is a small town of barely 5,000 people,
mostly human.  West Portage is rather poor, and the look of the
buildings shows it clearly.  The only buildings that are in good
condition are the palace and the Thyatian Legionnaire's garrison.
The place doesn't even have a wall to help defend in case of an
invasion, although the Baroness is currently saving up the money
to build some.  
   West Portage does have one noteworthy advantage though;
position.  Located on the northern shores of calm Seawolf Bay,
West Portage happens to lie on the shortest overland pass from
one side to the other of the Isle of Dawn.  Those merchants who
prefer not to sail all the way around the huge Isle of Dawn can
put in at West Portage and cart their cargoes across to East
Portage.  This overland transportation costs an arm and a leg, in
my opinion anyways, but some merchants still prefer to pay the
price since they believe they easily make it back with the time
they save from avoiding a long detour.  In fact, even whole ships
have been lifted onto huge wagons and brought across the island.
   The overland road is a winding one through the hills at the
center of the island, but is well used and easy to follow.  Our
guide claims that the road is exactly one hundred miles long,
from city to city, but I'm sure it must be off by a little. 
Exactly one hundred miles... sure, and I'm a beardless dwarf.
   This trail, known as the Crossdawn Road, however, is one of
the most dangerous places on the Isle, besides, perhaps, the
Thothian Escarpment which is still largely unexplored.  With the
constant warfare that has occurred in the area for the past
decade, many people have been made homeless, desperate, and
angry, which means that many have started the life of banditry. 
Raids on caravans between the towns have increased considerably
in the past decades.  And these bandits seem to be getting better
and more organized as time goes on.  Last month, a whole ship and
its crew disappeared along the trail, never reaching its
destination of East Portage.  Officials have yet to find any
trace of it in the wilderness.

The People

   The inhabitants of West Portage are simple people who just
want to get on with their lives and be left alone.  
   Being a relatively poor place, thievery is very high in the
city.  In fact, up until AC 1009, when Docerius was crowned
Baroness by Emperor Thincol I, the province of West Portage was
unofficially known as the City of Thieves.  Still, despite the
rumors, West Portage had always had a very low crime rate.  The
former ruler, Lareth Kubek, was replaced by Docerius, then
commander of the Thyatian garrison, because he was unable to deal
with the invading Alphatians.  At that point, it seems the
thieves came out of their holes, and everyone became a victim to
one rogue or another.  It took the Baroness almost 2 years to get
things back under control.
   This would lead me to believe that Lareth Kubek was somehow
involved with the thieves' guild of the city.  However, Kubek
disappeared shortly after being replaced as ruler, and his
current whereabouts are still unknown.
   Most people work either at the docks, or as guards and guides
for the Crossdawn Road.  The fact that the city often changes
from Thyatian to Alphatian hands is rather irrelevant to them. 
Most can speak both languages, and think of themselves as West
Portagers rather than Thyatians or Alphatians.
   Of a peculiar note, which I deem worthy of mentioning, is
Captain Jules Docerius, the Baroness's nephew.  The man is known
for his fighting prowess, but not for his personal integrity.  He
is overweight, and his large nose is permanently red from too
much hard drinking.  Also, the man constantly wears expensive and
elegant clothing rather out of his salary range.  Although I have
no proof, I am almost positive that the Captain has his
connections with the thieves' guild and is probably taking
bribes.  If you have problems with thieves while in West Portage,
don't go and see him. [If you ask me, the gnome is delusional. 
DS.]

Don't Miss

   The only sight worth seeing in West Portage is by far the
marvellous docks.  Or more precisely, the mechanism at the docks
which allows entire sailing ships to be raised onto large wagons.
The device, which was constructed by Dresel Ratchethook, a fellow
gnome I'm proud to say, is a large tower at least 10 floors in
height.  Dresel calls his machine a "krane."
   The top floor of the krane has several solid beams extending
out into the air for about 40 feet.  Large counterweights and
magic help make sure these beams don't fall.  Attached to the
beams are several pulleys and ropes, which are lowered down onto
the ship and tied to the hull in various places.  Over a hundred
horses then pull on the ropes, lifting the ship out of the water
and into the air.  I must say, it is quite the sight to see a
large sailing ship just swinging in the air over the water.
   Then, the top of the krane turns around, thanks to
steam-powered machineries, various cranks and wheels, as well as
the power of over a hundred men pulling ropes along the shore,
until the ship is resting over these large berth-like wagons,
also made by Dresel.  The horses then move back, lowering the
ship onto the wagon.  Most of the horses are then attached to the
berth-wagons, and pull it across the Isle of Dawn.  It is mainly
because so many horses and men are involved that the cost for
such a voyage is exorbitant.  But I must say, it does indeed
include a good show with the trip.