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Chapter 6: Pantheons
Pantheons, English translation PDF version by Gary Davies current as of 12 December 2008.In this chapter are presented the various pantheons indexed by all the known nations and by the other regions (when there are no definite nations) of Mystara. It is intended that the list of the Immortals for each area include all those Immortals that are worshipped in a given region, that it means that for each Immortal listed exists at least a temple or consecrated site (public or secret) in which rites are celebrated in honour of the Immortal, at least a priest and at least a hundred followers that keep the cult active. It is clear that within of these classifications are also the organised churches listed in Section 1 (and therefore the Immortals they worship) present in certain areas (for example in Karameikos are listed all the Immortals of the Church of Traladara and of that of Karameikos, together to other Immortals worshipped separately in the same area). The chapter is concluded with a paragraph dedicated to the racial pantheons.
The list has been divided into the following characteristic areas of Mystara:
- Brun (continent subdivided by area)
- Isle of Dawn (island–continent)
- Sea of Dread
- Alphatian Sea
- Bellissarian Sea
- Sea of Pearls
- Sea of Steam
- Davania (continent)
- Skothar (continent)
- Hollow World (subdivided by ethnicity)
- Patera (invisible moon)
Inside of the above-mentioned areas are presented in alphabetic order the existing states or the regions and the cults present there. Each table relating to a state or a region list the Immortals in order of extensiveness of the cult inside of the area, starting with the most known and revered and ending with those that enjoy the support of he least followers. In the column to the right of each Immortal’s name are shown the Immortal’s areas of interest, which normally also has in it a certain type of creature or race which the Immortal protects in particular and by whom he is mainly worshipped. There are usually two immortals shown in bold: the first is that universally considered the protector of the area, while the second (if present) is that considered instead the antagonist or the enemy by the majority that live in the region. Clearly areas with a humanoid majority or with entropic cults, have entropic Immortals as the “protector”, while Immortals normally considered benevolent by the majority of the cultures become the opponents of the known order (for example in the Broken Lands, Hule or the Azcan Empire). Finally, the names of the Immortals shown in italics represent non-canonical names for these Immortals (created in this supplement) characteristic to the specified and are always followed by the real name of the Immortal (shown between parenthesis). If the true name of the Immortal is also shown in italics, means that it has been arbitrarily added in this manual to the Immortals officially worshipped in a certain region in virtue of cultural and historical reasons. Completing the description of the region, the Notes after the table, that in the case of the nations that are outside of the Known World giving also a brief history of the region and note of social nature.
KNOWN WORLD
Alfheim, from the Mystara Message Board 05 May 2005.
Atruaghin Clans, from the Mystara Message Board 08 March 2006.
Broken Lands, from the Mystara Message Board 22 July 2005.
Cynidicea, from The Piazza 24 October 2008.
Darokin, from The Piazza 24 October 2008.
Ethengar, from the Mystara Message Board 10 December 2005.
Five Shires, from the Mystara Message Board 26 May 2005.
Glantri, from the Mystara Message Board 08 April 2005.
Heldannic Territories, from The Piazza 24 October 2008.
Ierendi, from the Mystara Message Board 14 April 2005.
Karameikos, from the Mystara Message Board 08 April 2005.
Minrothad Guilds, from the Mystara Message Board 22 July 2005.
Northern Reaches, from the Mystara Message Board 26 May 2005.
Rockhome, from the Mystara Message Board 05 May 2005.
Shadowelves Territories, from the Mystara Message Board 08 March 2006.
Sind and Jaibul, from The Piazza 24 October 2008.
Thyatis (hinterlands and adjacent islands), from The Piazza 24 October 2008.
Wendar, from the Mystara Message Board 16 August 2005.
Ylaruam, from the Mystara Message Board 12 April 2005.NORWOLD
Norwold comprises the region that extends to the north of the Known World and east of the great massif known as Chain of Ice that divides Norwold from neighbouring Borea. It is an inaccessible territory formed of high mountains with volcanoes and perennial ice, evergreen forests that alternate with tundra and marshes, sparsely populated with species about the high latitudes, where the tundra gives way to the permafrost and to the icy expanses of the artic circle. The majority of the land of Norwold is still without its own real government, even if Alphatia claims possession of the entire expanse of Norwold and had installed as sovereign of this territory the son of the actual Empress Eriadna in 990 AC, who however cannot exert a real control outside of the stronghold of Alpha proper (which makes up the peninsula of Alpha, within the Great Bay). During the last millennium Norwold has been land contested between Alphatia and Thyatis and for this has once many colonisation surges on the part of both the nations that have yet had little luck (except Oceansend itself), either because of the raids of the Ostlander pirates on the coast of Low Norwold, or for the intervention of the dragons that dominate the region and don’t appreciate the human presence in their land.
With the native populations of Antalian descendent (arbitrarily called Norsens) is extremely popular the Asatru and you can therefore find priests and sacred sites of all the Immortals belonging to this pantheon. There are moreover various tribes of barbarians and nomads (cf. The tribe of Barkal the Red in the adventure CM1) scattered between the planes to the north of the Great Bay and the valleys of the south that have rather animistic and shamanism religions (they worship ancestors and nature spirits) which are difficult to list. It is probable that this ethic group (to which I have arbitrarily given the name of Viaskòda) are of Neathar-Antalian descendent and has also assimilated some humanoid customs following their passage and to the domination of the Horde of Loark in the XVIII century BC (among which perhaps also the cults of Tabak and Yamag ). Finally there is a third native ethnic group prevalently spread in the south-western part of Norwold (between the Denagothian Plateau and the Wyrmsteeth) to which must be added the inhabitants of the duchies of Stamtral and Vyolstagrad (see module CM4) of Slav stamp. It can also be thought that this ethnic group (called Vatski) derive from the Antalians, or by the Slavic stock (Vantalians) from which also probably came those same people (known as Vandars) that invaded the Traldar kingdoms after 950 BC and that in the course of successive centuries brought to the following enslavement of the Traldar, until to the creation of the new Traladaran ethnic group. You can advance the idea that the Vatski of Norwold share a cult changed from that of the Antalians, with the Neathar triad (Odin, Ixion and Terra) to the top of the pantheon.
The following examines closely the domains presented in the official manual (DotE), with the exception of Autuusmaa, invented in this supplement to explain the origin of the Immortal Ilmarinen.Alpha, from The Piazza 04 November 2008.
Autuusmaa, from The Piazza 04 November 2008.
Denagoth, from The Piazza 04 November 2008.
Foresthome, from The Piazza 04 November 2008.
Frosthaven, from The Piazza 04 November 2008.
Ghyr, from The Piazza 04 November 2008.
Icereach Range, Final Range and Wyrmsteeth, from The Piazza 04 November 2008.
Landfall, from The Piazza 04 November 2008.
Leeha, from The Piazza 04 November 2008.
Oceansend, from The Piazza 04 November 2008.
Vyolstagrad and Stamtral, from The Piazza 07 November 2008.GREAT WASTE
The Great Waste is the region to the west of the Known World, stretching between Borea to the north and the Sea of Dread to the south, and delimited to the west by the Black Mountains, that constitutes the eastern border of Great Hule. The Great Waste that comprises the Plain of Fire and the Great Desert, as well as the Plain of the Urduks and the underground kingdom of Graakhalia.
Graakhalia and The Plain of Fire, from The Piazza 07 November 2008.
Plain of the Urduks, from The Piazza 07 November 2008.SERPENT PENINSULA
The Serpent Peninsula is a region to the south of the Great Waste that borders with the Savage Coast to the west and which is the divide between the Sea of Dread (that bathes the eastern coast of the peninsula) and the Izondian Deep (that laps against the western coast). Made up for the most part of equatorial rainforests, marshes and swamps, the peninsula is inhabited by two different ethnic groups: the mysterious and small Karimars of Ulimwengu, originally from the region from before the Great Rain of Fire, and the Tanagoro that inhabit Yavdlom, arriving in the peninsula in 2200 BC following far off movements and migrations from the distant Tangor.
Ulimwengu, from The Piazza 07 November 2008.
Yavdlom, from The Piazza 07 November 2008.SAVAGE COAST
The region of the Savage Coast overlooks the Izondian Deep and constitutes the most civilised western region of Brun. Delimited by the Yazak Steppes to the north, by the Black Mountains to the east and by the Bay of Yalu to the west, it is made up of nations of great importance like the theocracy of Hule, Los Guardianos (the Savage Baronies) colonised by the Thyatians and finally became independent in the last century, and the so-called non-human nations more to the west (Renardy a lupin majority; Bellayne a rakasta majority; Herath inhabited only by the mysterious aranea; the land of the chameleon Wallara; Jibarú, kingdom of the phanatons; Nimmur, one time home of the winged minotaurs, the enduk, and now dominated by the Sohktari, the humanoid scorpions; the Bayou, an area of swamps and marshes where the lizardman race live; and the Orc’s Head Peninsula, undisputed territory of the humanoids).
Almarrón (Savage Barony), from The Piazza 04 November 2008.
Bayou (Ator, Cay and Shazak), from The Piazza 04 November 2008.
Bellayne, from The Piazza 07 November 2008.
Cimarron (Savage Barony), from The Piazza 04 November 2008.
City-States of the Hulean Gulf, from The Piazza 18 November 2008.
Dunwick, from The Piazza 04 November 2008.
El Grande Carrascal and Badlands, from The Piazza 04 November 2008.
Eusdria, from The Piazza 07 November 2008.
Gargoña (Savage Barony), from The Piazza 04 November 2008.
Guadalante (Savage Barony), from The Piazza 04 November 2008.
Herath, from The Piazza 04 November 2008.
Hule, from The Piazza 04 November 2008.
Jibarú, from The Piazza 04 November 2008.
Land of the Wallara, from The Piazza 07 November 2008.
Narvaez (Savage Barony), from The Piazza 11 November 2008.
Nimmur, from The Piazza 11 November 2008.
Orc’s Head Peninsula, from The Piazza 11 November 2008.
Renardy, from The Piazza 11 November 2008.
Richland, from The Piazza 04 November 2008.
Robrenn, from The Piazza 18 November 2008.
Saragón (Savage Barony), from The Piazza 11 November 2008.
Torreón (Savage Barony), from The Piazza 04 November 2008.
Vilaverde and Texeiras (Savage Baronies), from The Piazza 07 November 2008.ARM OF THE IMMORTALS
This region comprises a great peninsula situated west of the Savage Coast and surrounded by sea (the Izondian Deep to the east and south, the Far End Ocean to the west), that makes up the most western and southern part of the continent of Brun. High mountains and thousand year old forests form the typical landscape of the Arm, inhabited especially by humanoids, by winged elves and minotaurs (ee’aar and enduk), by clans of faenare devoted to the Nameless Mother (Cochere), by tribes of dangerously mysterious rakasta and by some clans of dragon followers of the Great One that hate the presence of the humans and love to boss around the humanoids. No empire or kingdom is predominant in the Arm of the Immortals, and the various races trying to remain independent, fighting for the domination of some areas (especially the humanoids of the west) or ally together in order to pursue common ends (ee’aar and enduk).
Aeryl, from The Piazza 07 November 2008.
City-state of Jakar, from The Piazza 18 November 2008.
Eshu, from The Piazza 18 November 2008.
Gombar, from The Piazza 07 November 2008.
Suma’a, from The Piazza 18 November 2008.
Western Orclands, from The Piazza 18 November 2008.MIDLANDS
Nothing certain is known about the populations that live in the so-called Midlands, which reaches from the western ocean to the mountains of Norwold and comprises the Yazak Steppes, the Borean Valley, Hyborea and the Great Central Forest that from Hule stretching back almost to the western coast of Brun. The Midlands must be inhabited by human populations descendents of Neathar and Oltecs, and by the descendents of the humanoid tribes that have migrated far and wide over this region several centuries before. Furthermore, tribes of other humanoids are rife in this land, in particular rakasta, lupin, minotaurs, centaurs and even the mysterious cryons in the icy land of Hyborea. The Sylvan Realm, conquered in 600 AC by Moorkroft “Scourge of the Elves”, a ruthless mage quick to destroy an entire ethnic group for his ambitions and obsessions, is found on the western Brunian coast, many kilometres to the north in respect to the Arm of the Immortals. It is probable that Moorkroft worshipped Iliric or Pharamond (if we’re talking about an Alphatian mage), while the sylvan creatures of the Realm are devoted to Ilsundal, as are the elves of the Tarlyon clan (see CM5: Mystery of the Snow Pearls) who probably live on the western side of the Black Mountains, a little to the north of the northern Hulean border. These elves assumedly arrived in that area after being forced from the Sylvan Realm invaded by Moorkroft in 610 AC: having arrived first in the Great Waste, and following a traumatic meeting with the Graakhalian elves (see Champions of Mystara), a part reverted to its past settling in the area mentioned above and planted a branch taken from the Mother Tree. Near to Hule, in the Great Central Forest (Midland Forest), there is assumed the presence of an elven kingdom founded by Eiryndul and devoted to him, while the Immortals of nature like Chiron, Djaea, Ordana and Zirchev have numerous followers among the populations that live in this great wooded expanse. Furthermore, there exists a clan of faenare that live on the more difficult to reach windy peaks and some tribes of gyerian (humanoid birds) followers of Cochere that live in the central prairies above Hule moved around with continuing and repeated migrations. Following on is shown an outline of the Immortals worshipped in the largest and most identifiable areas, based wholly on suppositions linked to indications scattered through the various manuals.
Borea, from The Piazza 18 November 2008.
Hyborea, from The Piazza 18 November 2008.
Yazak Steppes, from The Piazza 18 November 2008.ISLE OF DAWN
The Isle of Dawn is considered a continent separately (although of small dimensions and for this is called an isle), situated between Brun and Alphatia and acts as a divide between the Empires of Alphatia and Thyatis. The island is lapped by the Western Sea of Dawn to the west and north (which divides it from Brun) and by the Eastern Sea of Dawn to the east (which divides it from Alphatia), while the southern coasts are bathed by the Bellissarian Sea. The Dawn is an island divided into various fiefdoms and regions, and contested by the two most powerful empires of this part of the world: Thyatis dominates the eastern part, while Alphatia dominates the north–western. The only kingdom that remains independent, even though allied to Alphatia, is the Kingdom of Thothia in the south-western point of the isle, a nation founded by descendents of the Nithian empire and governed by a pharaoh (a priest-king). Settled initially in a sporadic manner by groups of aranea, phanatons and stone giants that are witnessed in the southern part (the actual Lost Plateau, a wild and still unexplored region), the island was systematically colonised about 2000 BC by Neathar and Antalian tribes arriving from Brun, achieved three hundred years later by a part of the humanoids that had separated from the Horde of King Loark in order to find new lands in this part of the world. The Nithians discovered the isle in the X century BC and founded colonies everywhere, enslaving many of the native Dawners until the Thothian revolt against the motherland and to the fall of Nithia, which cleared the way to the conquest of the island first to Alphatia and later to the new-born Empire of Thyatis, in a contest that has continued to the present.
Caerdwicca, from The Piazza 25 November 2008.
Dunadale, from The Piazza 28 November 2008.
East Portage, from The Piazza 28 November 2008.
Ekto, from The Piazza 28 November 2008.
Furmenglaive, from The Piazza 28 November 2008.
Helskir, from The Piazza 28 November 2008.
Kendach, from The Piazza 28 November 2008.
Lost Plateau, from The Piazza 25 November 2008.
Redstone, from The Piazza 28 November 2008.
Shadow Coast (Provincia Septentriona and Meridiona), from The Piazza 28 November 2008.
Thothia, from The Piazza 28 November 2008.
Trikelios, from The Piazza 28 November 2008.
West Portage, from The Piazza 28 November 2008.
Westrourke, from The Piazza 28 November 2008.SEA OF DREAD
The Sea of Dread comprises the enormous ocean that divides the Known World from northwest Davania, in which are found many islands of all sizes among which the exotic Thanegioth Archipelago, the far-off Ochalea ally of Thyatis, and the nearby kingdoms of Minrothad and Ierendi, (that have already been listed in the section relating to the Known World) and beneath which extends the undersea region of the Sunlit Sea and of the Abyss of Dread.
Ochalea, from The Piazza 21 November 2008.
Teki-nura-ria, from The Piazza 21 November 2008.
Thanegioth Archipelago, from The Piazza 21 November 2008.
Undersea, from The Piazza 21 November 2008.ALPHATIAN SEA
The Sea of Dread comprises the enormous ocean that divides the Known World from northwest Davania, in which are found many islands of all sizes among which the exotic Thanegioth Archipelago, the far-off Ochalea ally of Thyatis, and the nearby kingdoms of Minrothad and Ierendi, (that have already been listed in the section relating to the Known World) and beneath which extends the undersea region of the Sunlit Sea and of the Abyss of Dread.
Alphatia, from The Piazza 25 November 2008.
Qeodhar and Yannivey, from The Piazza 25 November 2008.BELLISSARIAN SEA
The Bellissarian Sea includes Bellissaria (one of the Mystaran island-continents, to the south of Alphatia and to the west of Skothar) and the nearby Alatian Islands, subject kingdoms of the Alphatian Empire.
Alatian Isles (Aegos, Aeria, Gaity, Ne’er-do-well), from The Piazza 25 November 2008.
Bellissaria, from The Piazza 25 November 2008.SEA OF PEARLS
This tract of sea comprises the Pearl Islands and the islands of Cathos and Vacros, and extends from the southern coast of Ochalea to the north point of High Arypt, bathing all the north-eastern part of Davania, while to the east it borders with the Bellissarian Sea.
Cathos and Vacros, from The Piazza 25 November 2008.
Pearl Islands, from The Piazza 18 November 2008.SEA OF STEAM
Bathing the islands of Cestia and Oceania and the Isles of Steam (below Oceania, small and mostly inhabited by animals of every type and size), as well as the south-eastern coast of Davania, and are described in Dragon magazine 153, 154 (Oceania) and 155 (Cestia).
Cestia, from The Piazza 25 November 2008.
Oceania, from The Piazza 25 November 2008.DAVANIA
Davania is an immense continent formed by different regions and characterised by the absence of true feudal states like those that are found in nearby Brun. Once probably saw the rise and fall of the lizardmen populations that dominated Mystara before the dawn of the humans, but now the lizardkin creatures are scattered a little bit anywhere in the savannahs, in the tropical jungles and in the deserts that form the Davanian surface. The rakasta are also extremely widespread in the eastern regions of Davania, as is seen in the article that appeared in Dragon Magazine nr 247, and any reference to them in this section is based on the information present in that review. In particular, the recent history of Davania records the creation of only two great empires, Milenia and Varellya, both rose and fell in the course of about a millennium. The Milenian Empire was founded around 990 BC by Traldar fugitives from Brun and lasted until 200 AC, controlled the north-eastern area of Davania (in particular the Meghala Kimata plain). The Varellyan Empire assumedly was dated from 300 BC to 570 AC, and during the period of maximum expansion made up the entire Vulture Peninsula and the neighbouring Low Arypt (now reduced to two great arid deserts because of the curse).
The north part of Davania is divided into various areas: the region known as the Jungle Coast occupies the north-eastern part close to the coast, within which is found the Thyatian Hinterlands and the Kingdom of Emerond, and is characterised by the presence of a thick equatorial jungle. To the northwest of the jungle is found the Green Coast, an expanse of fertile plains that faces onto the western Sea of Dread and that are inhabited by the descendents of the Milenians. The region of steppes and flat valleys that are found in the hinterlands behind the Green Coast and that of the Jungle is the aforementioned Meghala Kimata, and houses tribes of nomadic humans and rakasta and many city–states of Milenian stamp survived the collapse of the empire. Even more to the west of the Meghala Kimata is found Addakia, an inaccessible area known for its mountains populated by humanoids, for the lowlands of undisputed kingdom of tribes of savage lizardmen, and for the gulf known as Addakian Sound, which divides eastern Davania from western Davania. Moving southwards, the desert of the Meghales Amosses cutting in two the eastern part of Davania, and the tribes of humanoids and lizardmen that populate it have always impeded anyone attempting to pass through them. The Meghales Amosses ends in Lower Arypt, a desert basin divided by High Arypt (the northern part, which faces onto the Sea of Steam and bordered to the north by the Jungle Coast) by a strip of broken and precipitous hills. The Vulture Peninsula, to the south of Low Arypt, which faces on Green Bay, which takes its name from the long Green River that empties into this gulf from the imposing Ice Peaks, the highest mountain range of Davania that dominates the entire southern region known as Vulcania, from the presence of the numerous volcanoes that are still active. Here live the ice gnomes, survivors of the Blackmoorian cataclysm, many humanoids and the mysterious N’djatwa, a people of halfogre-halfelves that dominate the coast and the southern mountains that face onto Green Bay.
The western part of Davania begins with the region of Izonda to the north, a fertile and hilly land that faces on the Izondian Deep, and that is delimited to the east by the Addakian Sound and to the south by the Izondian Desert, a vast expanse of rocks and boiling sand that makes communication impossible with the southern regions. To the south of the Addakian Sound, between Eastern Davania and Western Davania, shut between the Brasol Range and the Izondian Desert is found Brasol, a fertile and prosperous region that house descendents of the Varellyans and Milenians. To the west of Brasol stretches the plain of Pelatan, inhabited mainly by tribes of Neathar stock both nomadic and settled, among which stand out the Amazons of the self-titled matriarchy. The plain of Pelatan ends in the hilly plateaus that more to the south change into the Ice Peaks.
Addakia, from The Piazza 25 November 2008.
Arypt, from The Piazza 25 November 2008.
Brasol, from The Piazza 28 November 2008.
Emerond, from The Piazza 25 November 2008.
Ice Peaks and Lost Valley, from The Piazza 28 November 2008.
Izonda, from The Piazza 25 November 2008.
Jungle Coast, current as of 12 December 2008.
Meghala Kimata, from The Piazza 28 November 2008.
Meghales Amosses, from The Piazza 25 November 2008.
Pelatan, from The Piazza 28 November 2008.
Thyatian Hinterlands (Four Kingdoms), from The Piazza 25 November 2008.
Vulcania, from The Piazza 28 November 2008.SKOTHAR
Skothar is the second largest continent after Davania and is found to the east of the Empire of Alphatia, in respect to the Sundsvall meridian. It is bathed by the Far End Ocean to the south, and by the Sea of Brun to the north and to the east, while to the west are both the Bellissarian and Alphatian Seas. The northern point of Skothar, called the Peninsula of Nentsun, reaching the artic icecap until sinking into the opening of the North Pole that leads into the Darklands and in the Hollow World. Skothar is characterised by a great grassy plain at its centre (the Jen Steppes), and by a large mountain chain that covers its eastern backbone from north to south (the Nentsunian Plateau is the northern part; the Tangor Chain is the southern). Skothar is the cradle of human civilisation, given that the three primitive ethnic groups in which the humans are divided (Neathar, Oltec and Tanagoro) all originated from the Tangor Man, the first example of homo sapiens who saw the light in the southern part of the continent. Later on Skothar was also populated by the elves created by Ordana and by the dwarves generated by Kagyar, and later saw the rise of the first great human empire born on Mystara, the Thonian Empire. Even the most devastating event in the history of Mystara had its origins in Skothar, when the small stronghold of Blackmoor, got hold of the alien technology from the ship F.S.S. Beagle, that landed due to damage in the wild areas close to the city of Blackmoor in 4100 BC. The Kingdom of Blackmoor rebelled against the Thonian Empire and strong from their superior technology ended up conquering them, proclaiming the Empire of Blackmoor in 4000 BC. This was the most extensive human empire which history records, comprising all of northern-central Skothar and parts of western Brun. The prosperous Blackmoorian civilisation however ended suddenly in 3000 BC, when a series of explosions of the Blackmoorian nuclear engines (probably provoked from a reaction with the Mystaran magical field, extremely refractory to the technology) provoking the Great Rain of Fire and the movement of the axis of the planet. Blackmoor became the new North Pole and was swept away when the Immortals created the new polar openings to the Hollow World, and large parts of the Mystaran races regressed to the Stone Age. From that moment, the centre of Mystaran history moved from Skothar to Brun, and today nothing remains of the ancient splendours of Blackmoor and Thonia. Presently Skothar is mainly inhabited by the human descendants of the three original ethnic groups (Neathar to the north, Tanagoro to the south, Neathar–Oltec–Tanagoro in the centre), and by a minority of rakasta, giants and humanoids scattered everywhere.
Esterhold, from The Piazza 25 November 2008.
Jen, from The Piazza 02 December 2008.
Minaea, from The Piazza 05 December 2008.
Nentsun, from The Piazza 02 December 2008.
Tangor, from The Piazza 25 November 2008.
Thonia, from The Piazza 09 December 2008.
Thorin, from The Piazza 25 November 2008.
Zyxl, from The Piazza 25 November 2008.HOLLOW WORLD
Mystara isn’t solid inside, but is a cave, and houses a series of populations magical transported into this protected place by the Immortals, con with the intent of preserving them from extinction. The Hollow World was discovered by Ka during his exploration of the planet, even if initially it was simply an enormous gloomy and cold grotto at the centre of the world. With the passing of ages, through the collaboration with Ixion, Ordana and Korotiku, the group guided by Ka made the interior of Mystara habitable and decided to use this secret place as a living museum in which to conserve the races that risked extinction on the surface. The Hollow World is constantly illuminated and heated by a red sun, created by Ixion with a permanent vortex that draws pure energy from an Outer Plane allied with Energy. The temperature in all the areas is that of a constant Spring, even if the Immortals have carefully helped to artificially replicate in each area a microclimate which corresponds to the climate situation characteristic of the surface civilisation (for example, the Antalians live in a rather cold region, while at the same latitude are found the tropical forests of the Azcans). The Hollow World is made up of four continents and a multitude of islands: Iciria is the central continent and the largest, in which live the majority of the protected civilisations. Jomphur is the western continent (considering the fact that east and west are inverted in the Hollow World), separated from Iciria by the Atlassan Ocean, and the only known civilisation that occupies it is that of Shahjapur, positioned on a large island at the end of the Anathyan Archipelago (close to the eastern Jomphurian coast). The eastern continents are Aerical (to the north, bathed by the Sea of Eadh) and Suridal (to the south, bathed by the Sea of Rax), linked to Iciria by the Wintilian Islands (a vast mountainous archipelago). In the Hollow World furthermore are present the so-called Floating Islands, enormous landmasses in large part inhabited that orbit around the sun and cast on the surface below their own shadow at regular intervals, making it possible to divide the eternal day into periods of gloom and light and of also giving the world monthly periods based on the cycles of the passage of these continents. The presence of the World Shield in the Mystaran crust (that is a layer of highly magical liquid lava and fused matter) generates an anti-magic field that prevents any attempt of magically penetrating in the Hollow World with spells of transport and also protects it from every spell of the school of Divination. Moreover, the World Shield gives to Mystara a dual gravity field, orientated inwards from the surface, and towards the exterior from in the Hollow World. The only two stable entrances in the Hollow World are the polar opening, created by the Immortals in order to permit passage into the Hollow World, and only a few other methods can be used for entering it (among these, the Mystical Conveyor of Atruaghin hidden in the forests pf the land of Atruaghin, which leads directly to a ruined Azcan city in the Hollow World; and naturally all the complexes of caverns and tunnels that link the surface with the centre of the world, passing through the area of the World Shield made of solidified lava). The Immortals that sponsor the project of the Hollow World (Ka, Ordana, Ixion and Korotiku) have furthermore created a planetary effect, The Spell of Preservation that protects the civilisations of the Hollow World cancelling some schools of mortal magic (like Evocation, Enchantment, Divination and curative and resurrection magic, as well as individual spells belonging to different schools), making it more difficult to be able to learn the magical arts (given the minimum scores that are needed in order to be able to take the part of a arcane or divine spellcaster class) and to prevent them from evolving and developing new technology or new spells, in fact making them unchangeable in the substance and in the belief in the course of centuries (even if it is possible an alteration of the balance power or the birth of new sub-races or ethnic groups, this however doesn’t influence the immutability of the original civilisation).
The list shown below are not only divided based on the regions, like they were for the outer world, but is also based on the civilisations that inhabit the Hollow World, as each civilisation has its own area of influence and specific pantheon.
Antalians, from The Piazza 02 December 2008.
Azcans, from The Piazza 05 December 2008.
Beastmen, from The Piazza 02 December 2008.
Brute-men, from The Piazza 02 December 2008.
Dwarves, Kogolor, from The Piazza 05 December 2008.
Elves, Blacklore, from The Piazza 02 December 2008.
Elves, Gentle Folk (Truedyl), from The Piazza 05 December 2008.
Elves, Icevale, from The Piazza 02 December 2008.
Elves, Schattenalfen, from The Piazza 05 December 2008.
Gnomes, Oostdokian, from The Piazza 05 December 2008.
Hutaaka, from The Piazza 02 December 2008.
Jennites, from The Piazza 05 December 2008.
Kubitts, from The Piazza 02 December 2008.
Malpheggi, from The Piazza 05 December 2008.
Merry Pirate Seas, from The Piazza 09 December 2008.
Milenians, from The Piazza 05 December 2008.
Neathar, from The Piazza 05 December 2008.
Nithians, from The Piazza 02 December 2008.
Oltecs, from The Piazza 02 December 2008.
Orcs, Krugel, from The Piazza 05 December 2008.
Shahjapur, from The Piazza 05 December 2008.
Tanagoro, from The Piazza 05 December 2008.
Traldar, from The Piazza 05 December 2008.PATERA
Mystara has two satellites that orbit around it: Matera (corresponds to the moon of the real world) and Patera, the invisible moon. Patera is much smaller than the real moon, and it’s soil and atmosphere is pervaded by a material that refracts the solar light making it de facto invisible to the human eye. Only the eyes of any species (like cats and rakasta) is able to glimpse the emanations of the magnetic field of Patera, which for them assumes the outline of a great halo similar to the aurora borealis, that crosses the sky without illuminating it. Because of this the first people to discover the existence of Patera were the rakasta, who afterwards also sent expeditions to colonisation the moon. The Pateran cultures were briefly mentioned (but never expanded on) by Bruce Heard in Dragon Magazine 160, in the series dedicated to the Voyage of the Princess Ark. The article mentioned the names of the following nations, all inhabited by rakasta, to which have been associated a nation of the real world in order to give a more concrete idea of the style of this setting:
- Myoshima (Empire governed by samurai and daimiyo rakasta, based on feudal Japan of the Tokugawa era)
- Rajahstan (Rakasta empire rakasta based on colonial India in which is found the Buddhist and Hindu spiritualities)
- Kompor-Thap (Land of the Thousand Pagodas of a strong mysticism inspired by Burma)
- Selimpore (commercial matriarchy reminiscent to Singapore at least in name)
- Malacayog (land of head-hunters, based on the pre-Hispanic Philippines)
- Surabayang (nation of pirates based on Malaysia and on Indonesian Borneo)
Kompor-Thap is thought to be the homeland of the pachydermions (humanoids with the head of an elephant and an elephantine body), a highly mystical and reflective people who have influenced the evolution of nearby Rajahstan and who have welcomed the rakasta migrants from Mystara immediately after the Great Rain of Fire. In theory the nations of southeast Asia present on Patera must have derived from the descendents of the Skotharian rakasta (pardasta and sherkasta) migrants on Patera thanks to a magical gate following the world-wide cataclysm of 3000 AC. The Myoshimans instead derive from the rakasta refugees of the Yazak Steppes (Plaktur culture) who fled to the moon during the humanoid invasions of 1700 BC. It was later from this sense that the rakasta of Brun (a mix of pardasta and mountain rakasta that has given origin to the common rakasta) have a Japanese-like language, while those of Skothar (pardasta and sherkasta) Thai-like, of which a part is influenced by the Tibetan-like culture of the pachydermions of Kompor-Thap that have produced the nation of Rajahstan.
RACIAL PANTHEONS
In this section are presented the pantheons characteristic of a specific race. These pantheons are venerated by specific races spread over Mystara independently of their regions, and are the only example of immutable pantheons present on Mystara (because they are few). In practice, we’re talking about a list of Immortals worshipped by the same racial group where ever they are, that have at heart the existence of these races or that always try to influence their history. The Immortals are listed in order of popularity with these peoples, and when the first is highlighted in bold shows that the Immortal is unanimously recognised both by the mortal followers and by the allied Immortals as the patron of the race and leader of the pantheon. Next to each Immortal are also listed their portfolio. The Immortals listed in italics are non canonical additions by the author of this manual.
Draconic Pantheon
Great One - Dragons and lizardkin, creation, justice, knowledge, magic
Diamond - Lawful dragons, order, wisdom, justice, tolerance
Opal - Neutral dragons, lizardmen, vengeance, perseverance
Pearl - Chaotic dragons and lizardmen, hunting, instinct, greed, dominationGiant Pantheon
Zalaj - Cloud and mountain giants, knowledge, magic, strength
Gorrziok - Sea and storm giants, oceans, extreme natural phenomena, creation and destruction
Hymir - Sea giants, water and liquids, alchemy, knowledge, revelry
Surt (Zugzul) - Fire giants, power, conquest, necromancy, war
Hel - Ice giants, death, darkness and cold energy, reincarnation, corruption
Wayland - Metallurgy, crafts, smiths and armourers, engineering and constructors, magical constructsGoblinoid Pantheon
Karaash - Humanoids, war, victory, conquest, tactics, strength
Yagrai - Humanoids (especially hobgoblins and orcs), stubbornness and tenacity, death and necromancy
Wogar - Goblins, war and military tactics, conquest, ferocity, predators
Ranivorus - Gnolls, madness, raiding, destruction, hate
Bartziluth - Bugbears, fury, strength, battles, bravery
Kurtulmak - Kobolds, subterfuge, traps, guile, tactics, war, fire
Jammudaru - Ogres, evil giants, vengeance, torture, fear, violence
Orcus - Violent death, sadism, mass destruction, cannibalism
Hircismus/Leptar - Humanoids, violence, pain, torture, destruction
Bagni - Trolls, violence, hunger, destructionPhanaton Pantheon
Uí (Ordana) - Nature, protection of forests and sylvan races
Marau-Ixuí (Terra) - Balance of the life cycle, earth, birth, fertility, seasons
Uatumá (Zirchev) - Hunting, survival, bravery