Mystara

Mystara (mih-STAR-uh) is one of the four Central Continents within Teleria, where a great deal of the plot within The Crossroads takes place. It inhabits a northern position within what is referred to by the majority of Telerians as "the center of the world". This majority, of course, is of those inhabitants of The Central Continents themselves.

The continent is broken into three landmasses: Mystara, Hemland, and Gallica. Gallica is the only one not connected to the main landmass, though it is considered as part of the continent nonetheless.

Most describe Mystara as an eerie place, rife with spirits stretching back well before even The Timeless Aeon.

### Geography

Mystara proper is bound to the west by The Rissard Sea, to the south by The Humhrood Sea, to the east by The Oduba Channel, The Middle Sea, and The Sparkling Sea, and to the north by The Neverlands.

The west coast of Mystara is mostly a long strip of lowlands that blends into a hilly, semi-mountainous, icy region in the north, and a forested, upland region in the south with a varied coastline.

Moving east, the lowlands blend into more hills until they reach The Havas Mountains, which sit along the central spine of the continent. They are one of the tallest mountain ranges in Teleria, with snow capped peaks year-round and several dangerous passes wrought with dragon, troll, basilisk, and yeti infested caves. It is also home to The Minns, ruled by The Clan-Lords of The Havas, who have made their home both within the mountains themselves, and in their lower elevations and valleys. The Muscovy Forest surrounds The Havas entirely in the west, south, and east, with an average depth of roughly 50 leagues (172 miles).

The east coast is an extremely fertile plain, extending most of the way down the coastline. In the south, there are two river valleys and lots of hillsides that are wedged between the prominent branches of the Jadar River and Trimont Pass, a low, but relatively long mountain pass which separates the two. There are more lowlands south of that, extending to the Avelonian Peninsula, where they become upland and mountainous, with a varied coastline.

Across the Oduba Channel lay the two large landmasses: Gallica and Hemland. Hemland, the homeland of The Nordur, is a huge land mass with a mixture of fjords, rivers, lakes, fertile lowlands, rocky/hilly highlands, mountains, and forests. A small land bridge called The Nordur Bridge connects it to mainland Mystara. Gallica is hilly, with rocky shores and mostly infertile land.

In the far north exists a glacial wasteland known as The Neverlands, which borders both Hemland and Mystara. It is a vast, frigid, icy wasteland of glaciers and mountains, surrounded by an equally vast and icy ocean called Mardoll's Abyss. The Neverlands are home to mostly Yetis, Mammoths, and polar bears. The Nordur use it as a place to banish criminals, but also as the site of their rite of passage for the Berserkercorps—known as the broun.

The total length of Mystara, from the southern tip of The Avelonian Peninsula, up to the northern coast of The Neverlands, is 780 leagues (4,333km). At its center, the continent has a width of 560 leagues (3,112km). Its widest point is in the north, stretching from the eastern tip of Slavi to The Nordur Highway, at 710 leagues (3,994km).

#### Key Geographical Points

The Fertile Plain- runs along the coast from the southeast up to the northern reaches of The Havas Mountains, which sit on its western border, along with the Muscovy Forest and The Hills of Cartan within Triseke and both The Oduba Foothills and The Trimont in the south near The Hintria and The Upper Jadar Valley. It earns its name from the highly arable soil which grows the most significant amount of food between The Central Continents. It sits mainly within the borders of Brette, but passes into Triseke and The Hintria as well. The total length of the plain is roughly 350 leagues (2,034km/1,263 miles) while its width is close to 150 leagues (833km). The plain itself is stewarded by a collection of land spirits known in Brette as The Four, and elsewhere as Bjorn's Progeny. Honoring their presence and domain over the land is necessary for bountiful harvests.

The Havas Mountains- a large mountain range that sits in the center of Mystara's mainland, extending up into the north. Aside from those areas settled by The Minns, it is a vast and treacherous place, with rocky ravines, sudden cliff faces, and extensive cave systems home to creatures like white and green dragons, mountain trolls, basilisks, goblins, and yetis. The tallest point in The Havas is Strongsunder Peak, at 14,286 feet, rising high above the entrance of The City of Strongsunder itself. The rest of the mountain range sits around 8,000-9,000 feet on average, with some areas being higher and some lower.

The Nordur Cascades- a large forest and mountain range in the northern reaches of Hemland that leads into The Neverlands. It’s a dense forest known for its mythical creatures (white/green dragons, yeti, dire wolves, jackalopes, kirits, and snow trolls), whispering trees, and blinding mist. Only the Nordur have the ability to navigate it safely as they are frost and ice resistant. Non-nordur tend to get lost and die within a few hours.

The Enchanted Woods- a small forest in Avelon known for its enchanted creatures, haunted lochs, and cheerful, singing winds. Inside, you can find the will-o-wisps, leprechauns, and the spare unicorn if they choose to show themselves. The former are known for their trickery, often leading travelers into trouble and at times, even stealing from them.

However, if the lochs are avoided and the will-o-the-wisps is ignored, the woods are generally quite harmless even for children or the solitary traveler. The groups which tend to frequent the woods are harmless as well, and generally prefer to be left alone:

* N’a Droithe: an ancient, mysterious order of philosophy and spirituality. They live in the woods, in magically hidden groves.
* The Paramours: a mixed group of Tyrians, Avelonians, and Hintrians of all ages who like to spend time nude in the forest, and occasionally throw bonfire orgies. Some live in the woods full time, though most simply visit.
* Hiking/walking groups, such as Nature’s Call, Wanderlust, and Happy Trails.
* Several Druid groves: Enchanted Grove, Verdant Circle, Nocturnal Passion, The Living Order, and The Servants of The Enchanted Bark.

The woods themselves are deceptively in size. Geographically, it is smaller than its northern counterpart, The Muscovy, at about 20 leagues (100 km) in width and 7.5 leagues (40km) in depth. The name originates from the illusion that although the woods are much smaller, many locals believe the woods are indeed enchanted so that they are larger than they appear on the inside. The trees are tall and ancient, with some covered in moss or vines, and others with twisted trunks, all covered in thick, gnarled bark. There are whispers in the air, and you can almost hear the faint murmurs of voices and laughter, as if the forest itself is alive and watching you. The forest itself seems to have a life of its own, with hidden glades and secret groves that only reveal themselves to those with a keen eye and a pure heart, or simply to those who wander within it long enough. The trees themselves seem to shift and move, as if they are alive and aware of your presence. And as you journey deeper into the heart of the forest, you may find yourself losing track of time and space, as if you have entered a realm beyond the ordinary world. The air is filled with the scent of wood, soil, and wildflowers, and you can hear small animals rustling in the underbrush.

Inside the forest is Pixie Hollow, a Fey civilization hidden from most, and the heart of Fey settlements in Teleria.

The Muscovy Forest- a thick wood surrounding the west, south, and eastern ends of The Havas Mountains. It is the largest forest in Teleria with a total border length of 650 leagues (3,620 km) and an average depth of 50 leagues (280 km). Its flora is diverse at its lower elevations, with plentiful oak, birch, ash, maple, walnut, hickory, black locust, and sourwood trees. Fir, pine, and spruce begin to take over as you near The Havas, and reach higher elevations. The forest floor is littered with shrubbery, berry plants, and fungi of various kinds, which can be either psychedelic, poisonous, or edible, depending on the varietal. Some of the fungi glow in the dark, giving the forest a dim luminescence in some parts, which is usually a light green.

The fauna within The Muscovy is no different than elsewhere in Mystara, though there are unique human-humanoid residents that live within its borders:

* Fauns live scattered throughout the forests in small villages closest to civilization to avoid the more unseemly characters that live in The Muscovy. They live in booby-trapped houses that are built into trees to the point of nearly being camouflaged. At night, they are known to sing, dance, and play the flute around campfires.
* Ogres can be found as well, living on their own. In higher elevations, they can be found in caves. At lower elevations, they are often found in makeshift homes similar to fauns.
* Witches are another form of life found within The Muscovy. Their houses and workshops are randomly strewn throughout. Often, they lure children and solitary travelers, man or woman, in order to use them in their work. Adult travelers can also be objects of sexual interest depending on the witch. Solitary, coven-less witches are typically those responsible for curses that turn humans into shifters. There are a handful of covens as well, such as: The Green Witches, Hedge Sisters, and The Elementals.
* There are rumors that vampires, skin-walkers, shifters, and succubi stalk the forest as well.

Because of its strange, often dangerous cryptids, it is advised to all in The Clan-Lords, Triseke, The Hintria, and The Rockanies, not to travel into The Muscovy alone, unarmed, or during a full moon. Specifically, these instructions refer to travel off the beaten trails, as most of the cryptids generally prefer to stay out of sight to avoid being hunted.

During wintertide and autumn, the forest is laden with thick fog and dew each morning. It often does not lift until midday or well past.

The Neverlands- a massive, frozen expanse north of Hemland and Mystara, which consists of mountains, valleys, and an expansive ice sheet and numerous glaciers. It is almost entirely void of life and used as a form of banishment and a death sentence, and is also used by Nordur Berserkercorps to train soldiers in winter warfare and survival. There are tons of strange, stone formations in it, suggesting ruins of an ancient, deserted civilization, curved and pointed peaks, and long, wheeling mountain ranges that seem to rise in waves around flat ice sheets and glaciers.

As you travel farther north, the landscape flattens out and leads into the partially frozen, endless sea called Mardoll's Abyss. No one knows where its northern expanses lead. seems to expand endlessly. No one knows where it leads.

It is surrounded by a partially frozen, endless sea called Mardoll's Abyss.

The Cliffs of Dornach— sea cliffs in southeast Avelon overlooking The Sea of Humrood. They are completely vertical and can be an optical illusion due to the meadow that leads up to them. Poets and writers visit the cliffs a lot, seeking inspiration from its view.

The Scarlet Meadows— Various meadows throughout Avelon that are named for their bright Scarlet flowers.

The Highland Heaths— open expanse of shrubland in northern Avelon marked by infertile, acidic soils and low growing vegetation.

Avelon's Moors- a collection of moors scattered throughout Avelon.

The Lower Jadar Valley— located in The Hintria, is a narrow river valley wedged between The Jadar and The Termekeny rivers, as well as the southeast and southwest arms of the low-lying Trimont Mountains.

The Upper Jadar Valley— the larger of the two Jadar Valleys, wedged between the core of The Trimont and The Oduba Foothills, with The Jadar splintering off into several other channels, including The Kinderford, The Folyo and The Termekeny at its perimeter, and The Jadar River running through the center.

It is surrounded on all sides by The Trimont and The Oduba Foothills.

Within The Upper Jadar Valley is: Bannergarde Castle, The Navalin Ruins, and The Four Brothers. Due to the status of The Four Brothers as ancestral spirits, The Upper Jadar Valley is a pilgrimage site for Jadar in Mystara, including regular rituals and offerings, and a yearly festival held in their honor.

Bannergarde Castle— a massive castle in The Upper Jadar Valley, previously used as the seat of power for Raewyth, an old Jadar Kingdom, which fell 100 years into The First Age. It was replaced by The Nivalain Empire, who used Bannergarde as their main seat of power until the end of The First Age, when they suffered defeat at the hands of The First Silician Empire. After some time laying abandoned, used by bandits and old spirits, it was refurbished and revived by The Vrilic Order in The Second Age.

The castle itself is a wonder of architecture. The complex is entered via a symmetrical gatehouse that lies between two guard towers, with stairs leading to the upper levels and walls. Just inside the entrance, there is a small courtyard, called The Lower Courtyard. On either side of the courtyard, there are walkways extending up three levels, leading into the main complex, as well as a staircase leading to The Upper Courtyard, which is significantly larger than the other one. There are three main towers: Elemental Mast (shortest, in the back, parallel to Infinity Lookout), Immortal Den (second tallest), and Infinity Lookout (tallest).

The main complex is twelve stories tall, with three of them below ground. It is made of limestone and red bricks. The roof cornice is surrounded by pinnacles.

Inside, there are over two hundred rooms, including:

* The Inner Sanctum: meeting place for The High Magi Council and The Optimatium. It was the old Throne Room.
* Potions Room
* Reality Creation Room
* Alchemy Room
* Physical Training Room
* Cold Exposure Chambers
* The Sacred Space: for shamanic rituals
* The Archives: library
* Meditation Chambers
* Dining Hall
* Mage’s Quarters
* Servant’s Quarters

The halls of Bannergarde are ornate, covered with banners of The Archetype, as well as ninety-nine portraits of the previous Archmagi.

The Broken Shield—a prehistoric monument consisting of giant, curved stones surrounding a tall, square platform.

Solitude Keep—an old castle in The Rockanies previously serving as the main palace of Backus. It is haunted by the spirit of The Duchess Lina and her mother, Kamile. Kamile was a mistress of Prince Giedri, then ruler of Backus, who Giedri got pregnant. Line was their daughter. Regina, Giedri’s wife and rightful Princess of Backus, was upset that Kamile and Lina were given royal titles and a place in the palace. She murdered both of them in her sleep before killing herself. All three of their spirits now haunt the castle, which was renamed Solitude Keep.

The Bloody Caves- an extensive system of caves within The Havas known for disappearances and rumored to be home to green, white, and gold dragons, amongst other monsters, as well as an incestuous blood cult called The Children of The Dark.

The Four Brothers—a set of faces carved into rock on the north side of The Upper Jadar Valley, depicting the faces of The Four Jadar Brothers, founders of the Jadar race. As ancestral spirits, The Four Brothers is a pilgrimage site for Jadar in Mystara. Every year, there is a festival held in their honor, and there are regular offerings, rituals, and prayers held by pilgrims.

Oksutre—a giant ash tree in the middle of Ostra Aros, said to be spiritually connected to Folkvangr, The Goddess’s abode, and flows with its energy.

Mardoll’s Abyss—an endless, icy sea surrounding The Neverlands. No one knows what it holds or where it leads, as no one has ever dared traverse it.

### Flora & Fauna

Fauna

* Mammals:
	+ Caribou and elk (throughout most of the continent)
	+ Moose and reindeer (mostly in the north—with the latter also popping up all over the continent in random places)
	+ Dire wolves (Hemland + the north)
	+ Snow bears (Hemland, the north, and The Neverlands)
	+ Black and brown bears (The Muscovy Forest, The Havas, Hemland, and the north)
	+ Otters, mice, rats, moles, rabbits, beavers, bobcats (especially in The Havas), lynx (Hemland + Slavi), rams, goats, sheep, wolverines, musk ox (Hemland, Slavi), mammoths (Hemland, Slavi, and The Neverlands), horses, chipmunks, golden foxes, and sea lions (on the western coast)
* Birds: golden eagles, condors, buzzards, falcons, chickens, nightingales, owls, ravens, bluejays, quail, doves, sparrows, puffins, finches, cardinals, starlings, pigeons, blackbirds, robins, goose, magpies, swans, and gulls.
* Insects: lots of bees, dragonflies, buzz flies, killer wasps, ground beetles, earwigs, ants, roaches, fleas, stoneflies, ticks, and moths.
* Mythical creatures:
	+ Yeti: a giant, ape/human like creature with white fur all over, a pale pink face, and glowing, icy blue eyes. They are mostly found in The Neverlands, The Havas, and Hemland, living in ice caves and hunting snow bears and leopard seals, goats, rams, and fish. They live alone in caves.
	+ Mammoths: giant elephant-like creatures with massive tusks that live mostly in Hemland and Slavi. They are herbivores by nature, and often travel and live in herds. They are mostly harmless, but are used for food. Mammoths live in the north most of the year until winter comes, at which point they migrate south.
	+ Unicorns: beautiful, enchanting white horses with flowing white manes and tails. They are associated with the Arianhrod and The Moon Children. They only appear to those of a pure heart that are in need of encouragement. Unicorns only have recorded sightings in the north as that is the continent where Arianhrod’s presence is most centered.
	+ Basilisks
	+ Jackalopes
	+ Amaroks
	+ Dire wolves: dire wolves are giant wolves that march in packs throughout Slavi and Hemland– and are occasionally found in The Havas. They are carnivorous and often quite aggressive, but are able to form attachments to humans as animal companions, mainly with Slavi or Nordur. They have glowing yellow eyes with exceptional ability to see in the dark.
	+ Kirits: light blue deer with white spots and massive, dark horns– nearly black in color. They are herbivores, living off Hemland vegetation in their small herds.
	+ Dragons: white, green, and golden dragons exist dormant in the far north, lying in caves high up in The Havas Mountains, The Nordur Cascades and The Neverlands. They have not been sighted since the beginning of The Third Age.
	+ Rogue shifters and ogres exist in small numbers, and are typically the result of curses. Most are found near Triseke and The Rockanies, escaping into The Muscovy Forest. They tend to live alone, due to their curse.
		- Shifters can take many forms:
			* Werewolves
			* Bears
			* Cougars
			* Birds of prey
			* Other cryptids such as fauns, satyrs, and even ogres.
	+ Vampires: a rumor in Triseke, vampirism is in fact on the rise.
	+ Fauns exist in small numbers within The Muscovy Forest, living in small groups, playing music, dancing, and living off the land. They are homely in appearance, and fully naked.
	+ Satyrs are rumored to inhibit The Muscovy, The Trimont, and other areas around Mystara, but are something of an urban legend. Like their faun kin, they are also naked, but significantly uglier.
	+ Gnomes, called Naatalu, are well known to inhabit the continent, in underground caverns, tunnels, and cities called The Caradoc Network. They created The Shambalans and have a relationship with The Brettens and Minns, in particular.
		- They stand no more than a foot high. Male Naatalu have bushy hair and beards. Female Naatalu are quite pretty for their small size, with long thick hair and shapely bodies. Their eyes are dark in color, and their hair is usually white, gray, or a dark, earthen brown, with alabaster white skin.
		- Naatalu shape their behavior reciprocally. Meaning, they return whatever attitude is shown to them. Kindness for kindness. Meanness for meanness.

Flora

* Flowers: scarlet, roses, grisunda, crimson, calla lily, daisies, tulips, azalea, buttercup, poppies, violets, evening primrose, forget me nots, lilac, poinsettia, queen anne’s lace
* Trees: pine, oak, ash, birch, maple, sycamore, juniper, hickory, cherry, apple, almond, pear, walnut, elm, spruce, fir, cottonwood, chestnut, mulberry, and aspen.
* Naturally occurring intoxicants native to Mystara: tobacco and psychedelic mushrooms

### Races

* Jadar
* Brettens
* Nordur
* Slavi
* Gallicans
* Mitjana
* Minns
* Split-souls
* Nui Nui

The Jadar are, collectively, the predominant race within Mystara. The Nordur and Brettens, however, are quite close in overall population. Outside of the list above, races from other parts of Teleria make up minorities of various sizes. Helladans, Castillans, Gallicans, and Silicians can be found littered throughout Avelon. Gallicans are also found in decent number in The Hintrian city of Zarad, and the Trisekian coastal town of Slodilna. Ealanites can be found in both Avelon and The Rockanies in small numbers. Pelduins and Dunevastians make up significantly smaller portions of Mystaran demographics throughout the continent, mainly via attendance at The Bard's College or The Vrilic Order, or serving as jesters, bards, Menders, Apothecaries, or court magi.

The diversity in the south and west of the continent is often a source of malcontent among The Jadar. Despite the defeat of Asher Miskin in his attempt to claim leadership over the Ealanite kingdom of Baedsten, many Rockanies and Avelonians still see Jadar influence over Ealan as an inevitability. Their defeat at the hands of the Ealanites is considered an embarrassment, as well as a point of outrage. It is a great way to piss them off, as well.

Avelonians, particularly their nobility, have much distate for the Sunterrans in their midst. The disparities in quality of life have led to revolts, in which the Sunterrans often recruit the lower classes of Avelonians as well. Operations have been initiated by The Citadel on multiple occasions to deport The Sunterrans back to their homelands, but they keep coming back.

Humanoids are rare in Mystara, compared to other continents.

Split-souls are not welcomed amongst The Jadar, viewed as an abomination of nature and a danger to civilized society. They are, however, given safe haven by The Nordur Imperium in a stretch of land called The In-Between where The Nui Nui Monks help them live normal lives while mastering their nature.

Other humanoids such as Felia, Fathach, and Silfans are often ignored by most Jadar. They are far more accepted among The Minns, though they are not persecuted among normal Jadar society like Split-Souls are.

### Political Organization

#### Mainland Mystara

* Brette
* The Slavi Monarka
* The Kingdom of Triseke
* The Old Kingdom of The Hintria
* The Confederation of The Rockanies
	+ Aries
	+ Backus
	+ Ozolin
	+ Lis
	+ Janson
	+ Krumin
* The Kingdom of Avelon
* The Clan-Lords of The Havas
* Kulkurit

#### Gallica (also known as Mitjana or Medland)

* The Grand Duchy of Gallica
* The Jarl of Canis
* The Jarl of Jotunne
* The Rirtan House
* The Shedian House
* The Artogan House
* The Datver House
* The Quirant House

### Major Organizations & Institutions

* The Bard's College
* The Bogov School
* The Imperial Academy
* The Moon Children
* The Cult of Freya
* Hofud
* The Daughters of Rirris
* The Vrilic Order
* The Optimatium
* The Devoted
* The Pharmacopeia
* The Magisterium
* The Court Disciples
* The Imperial Treasury
* The Jadar Council

### Common Religions

* The Creed of Eyn Sof
	+ The Orthodox
	+ The Communion of The Infinite

* Odismat
* Ancian
* Vooroundreving
* The Nordur Imperial Cult
* The Daughters of Rirris
	+ The Phantom Hand
	+ Mejfa