recursal/Fanatic-Fandom huggingface dataset:
Kelvin

Kelvin, second-largest city in Karameikos (population 20,000), is built where the rivers Windrush, Hillfollow and Highreach (Wufwolde, Shutturga and Volaga) merge.

Kelvin was designed to be a way-stop for entire caravans and a fortress defending the surrounding territories. It is a large, walled encampment. Inside the walls are a large field for caravans to set up and a secondary wall in which is the city of Kelvin proper; inside the city is a third walled area, the garrison fortress and castle of Baron Kelvin.

The city and surrounding baronial lands are ruled by Baron Desmond Kelvin II, son of the founder of the city. Baron Kelvin, though young for his duties, rules well, with military efficiency and impartiality.

House Kelvin

## Specific Locations

"The Campgrounds"

text

Castle Kelvin

text

Fisherman Area

text

Kelvin B ridge

texts

Merchant Area

text

Residential Area

text

Tenement Area

text
Demolitions Specialist

"Someone call for an earthshaker?"

Demolitions specialists learn how to manufacture, disable, and use explosives and bombs and often carry a heavy amount of equipment.

## Abilities

* Skill: Demolitions (roll to create demolitions charges; each one you create has your skill rating attached to it; if that charge is placed later, whomever places it rolls your skill rating for the attack)
* Anti-Personnel Charge (inflicts 2 Damage to a target and all within 20 meters when placed in advance; 1 Damage if dropped and activated without preparation; ignores Armor)
* Electro-Magnetic Pulse (EMP) Bomb (inflicts 1 Damage to living beings and 4 Damage to droids, affecting the target and all within 20 meters; ignores Armor; can possibly disable weapons on a natural crit before bonuses)
* Shaped Charge (inflicts 5 Damage to a door or other obstruction it is tamped against)

## Weapon

### Blaster Rifle

DMG: 1 AP (Modifiable)

Range: Short-Medium

Abilities:

* Deployable: During your turn, you can spend your action to deploy your weapon on a piece of cover. Adding a +1 to your next attack roll. You break deployment when you move or if your cover is destroyed.
* Overcharge: During your attack, you can declare if you wish to overcharge your weapon before you roll to hit. This adds a +2 to damage. If you roll fail, then the weapon discharges in your face and you suffer 2 points of damage that go through armor.

On Crit: On a critical hit, a surge of vigor runs through your body. Allowing you to make a free Ranged Attack, a Knife Attack, or one free movement action.
1st Division (City Guard)

[1]

Because it was the Specularm City Guard which defended the duke from the Marilenev Rebellion, Stefan honors the city guard when the military was formally restrcuctred; he declared it to be the 1st Division of Karamekios.

The City Guard also bears its traditional name, the *Guard Phorsis*. Its overall commander at General rank is supposed to be the heir of the royal family; since they have not yet declared their heir, the Duke himself is the commander. He leaves most of the officers' duties to the ranking captain, Mikel.

The Guard Phorsis is led by an 8th level fighter; the leutenants and sergeants under him average 4th level; the soldiers are typically 1st level. The guards wear leather armor, carry shields, and have swords, daggers, and crossbows.
Restricted Class Access

Without changing the way a class functions, you can
root it more firmly in the world by associating the class
with a particular race or culture.
For example, you might decide that bards, sorcerers,
warlocks, and wizards represent the magical traditions
of four different races or cultures. The bardic colleges
might be closed to everyone except elves, dragonborn
might be the only creatures capable of becoming
sorcerers, and all warlocks in your world might be
human. You could break that down still further: bards
of the College of Lore could be high elves, and bards
of the College of War could be wood elves. Gnomes
discovered the school of illusion, so all wizards who
specialize in that school are gnomes. Different human
cultures produce warlocks with different pacts, and
so on. Similarly, different cleric domains might reflect
entirely separate religions associated with different
races or cultures.
You decide how flexible you want to be in allowing
a player character to break these restrictions. Can a
half-elf live among the elves and study their bardic
traditions? Can a dwarf stumble into a warlock pact
despite having no connection to a culture that normally
produces warlocks? As always, it's better to say yes and
use the player's desire as an opportunity to develop the
character's story and that of your world, rather than
shutting down possibilities.

Berz

* Dwarf, Hill, Stronghollow
* Elf, Wood, Callarii
* Elf, High, Vyalia
* Gnome, Rock
* Halfling, Lightfoot, Hin
* Half-Elf, Callarii/Traladaran\*
* Half-Orc, Orc/Traladaran\*
* Human, Traladaran
* Human, Thyatian
* Human, Mixed-Blood Karameikans
Acolyte

You have spent your life in the service of a temple to a specific god
 or pantheon of gods.You act as an intermediary between the realm of the
 holy and the mortal world, performing sacred rites and offering
sacrifices in order to conduct worshipers into the presence of the
divine.You are not necessarily a cleric - performing sacred rites is not
 the same thing as channeling divine power. Choose a god, a pantheon of
gods, or some other quasi-divine being from among those listed in
appendix B or those specified by your DM, and work with your DM to
detail the nature of your religious service. Were you a lesser
functionary in a temple, raised from childhood to assist the priests in
the sacred rites? Or were you a high priest who suddenly experienced a
call to serve your god in a different way? Perhaps you were the leader
of a small cult outside of any established temple structure, or even an
occult group that served a fiendish master that you now deny.

* **Skill Proficiencies**: Special (see origin below)

, Religion

* **Languages**: Celestial, One of your choice
* **Equipment**: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of

incense, vestments, a set of common clothes, and a belt pouch containing
 15 gp

## Church

Choose one entry on the following table (or roll randomly) to determine which church you belong to. Your
choice determines your skill proficiency from this background.

 4-7
 8

## Feature: Shelter of the Faithful

As an acolyte, you command the respect of those who share your faith,
 and you can perform the religious ceremonies of your deity. You and
your adventuring companions can expect to receive free healing and care
at a temple, shrine, or other established presence of your faith, though
 you must provide any material components needed for spells. Those who
share your religion will support you (but only you) at a modest
lifestyle.

## Variant Feature: Clerical Residence

You might also have ties to a specific temple dedicated to your
chosen deity or pantheon, and you have a residence there. This could be
the temple where you used to serve, or a temple where you have found a
new home. While near your temple, you can call upon the priests for
assistance, provided the assistance you ask for is not hazardous and you
 remain in good standing with your temple.

Church of Karameikos in Threshold

Church of Traladara in Dmitrov

Church of Karameikos in Kelvin

Church of Traladara in Kelvin
Order of the Griffin

The Order of the Griffin is a military order of the Church of
Karameikos. Clerics, Fighters, and Paladins may be members of the Order.

The
 Order is a very prestigious society of warriors; its members are
constantly adventuring, going on quests to help the Church, the nation,
and the common man. It's held to be a great honor to be a Member of the
Order, and so each year many young men and women attempt to gain
membership.

The
 applicant appears before Lord Oliver Jowett, Patriarch of Specularum,
and declares his intent. The Patrirach assigns the applicant to a
members, who will test his fighting abilities in sparring matches, will
question his degree of his faith in Church doctrine, and will evaluate
his character. If the applicant meets all the criteria for membership,
he will be invited to join the Order.

## Beliefs

In order to become a member of the Order of the Griffon, a character must:

1. Be of a set standard of fighting ability (i.e. the character must be fifth level or above);
2. Be a devout follower of the Church of Karameikos; and
3. Swear a holy oath to uphold the responsibilities of the members of the Order.

These are the responsibilities of members of the Order:

1. The character must tithe 25% of his income to the Church during all the times that he is a Member.
2. The character must obey the dictates of the Church as regards sins and purification.
3. The character must accept missions and duties assigned by the head of the Church or by his superiors within the Order; such missions are often adventures or military missions in the interest of the Church or nation.

These are the benefits a character receives for being a member of the Order:

1. The character can claim shelter from any Church of Karameikos.
2. The character has the companionship of other members of the Order, who are likely to become his friends, give him aid when he needs it, etc.
3. The character, because of the good and widespread reputation of the Order, is accorded the respect due to someone of Knight status, regardless of his true rank in society; therefore, he is often invited to dine and stay with nobles, to share his exploits with them, etc. A member of the Order wears a badge which proclaims his membership; it can be on his shoulder, as a clasp on his cloak or belt, or in any other ostentatious place on his clothing. A member may resign his membership at any time.
Marilenev

This is the farming village which serves this part of the Estate of Marilenev, and it is where castle Marilenev is built. The castle is a Gothic monstrosity of depressing walls and crumbling towers; though she cannot afford to keep up its repair, Lady Magda stubbornly continues to make her home there out of family tradition.

### Population

House Marilenev
Veiled Society

The Veiled Society is appropriate to characters with a grim, Mafia-like outlook on their criminal activities. If this character likes hurting people as much as he likes robbing them, the Veiled society is for him.

The Veiled Society provides a reliable fence, as well as helping characters by trying to spring them from jail or beating or killing those who've done him wrong - the Society is loyal to its members.

However, it often makes demands of its members - such as "Go to the House of Silks near the Street of Dreams. Break in. Kill the old man and his daughter and then set the place afire." This isn't a thieves' guild for characters with morals.

The society has a monopoly on organized crime in certain sections of Specularum, particularly the Nest and the Old Quarter. It extorts protection money from merchants of Specularum. For example, representatives tell proprietors, “We’ll protect you from thugs for a small payment of 20 silver kronas per week.” In reality, of course, if the proprietors don’t pay, they’re assaulted by society thugs.

Both Neutral and Evil characters may belong to the society.
House Dromilov

Lord Lev
Dromilov: Ruler
of Dmitrov

Lev Dromilov is a former
adventurer who has succeeded
in retiring, receiving
a small piece of land
to rule and doing so effectively
and quietly.
While other domains further
north are regularly
assaulted by nonhuman
hordes, Dmitrov remains
a sleepy little community,
and that’s the way Lev
prefers it.
Personality: Lev likes
the placid nature of his
home and will fight to
keep it that way. However
, sanguine and
sleepy, he will remain unconvinced
that danger is nigh until it comes down
directly on top of him. Only then will he send for aid
from the capital.

Lev is on good terms with his neighbor, Vorloi, and
with others of Thyatian descent. This has created a
rift between him and more conservative Traladarans
such as Boris Torenescu. In his estate this matters
little since the land is primarily Traladaran in nature.
What He Says: “We’re a quiet little territory,
here” (a common response, spoken with pride, upon
remarks about the sleepy nature of his town).
What Others Say: “Dmitrov is perfect for his town –
both are quiet to the point of being dead” (Valen
Karameikos).

Appearance: Lev is a warrior in his late middle
years (48 or so), with black hair and brown eyes. He
wears his hair long, in the Traladaran style, and has a
long, stringy mustache. Since retiring, he has a noticeable
paunch as well, and his old battle armor has
to have the straps let out all the way for him to use it.
Using Dromilov: The town of Dmitrov is a perfect
location for those DMs
who wish to create a campaign
setting far away
from the maddening
crowd, where the PCs
won’t meet monsters at
every turn (or where
monsters are suddenly
appearing, threatening
the people). Dromilov is
calm, even-tempered, and
disbelieving – a quiet figure
who runs the estate
where the characters
hang out.

Combat: It’s been years
since Dromilov has lifted
a sword in combat, but
he’s lost none of his edge.
He prefers to fight,
backed by a few guards or
a contingent of wizards,
if push comes to shove.

Lord Lev Dromilov (6thlevel
fighter): THAC0 14;
#AT 1; Dmg 1d8+1 (sword
+1); AC 10 or 2 (at war:
plate mail and shield); hp
42; MV 12; ML champion
(15); AL LN.
Str 15, Dex 12, Con 17, Int
13, Wis 10, Cha 14.
Languages: Thyatian,
Traladaran.
Pr o f i c ienci es : B l indfighting,
endurance, riding
(land-based).
2nd Division (Elite Guard Units)

This is the division administering the two main guard units (formally battalions) garrisioneed withi the Duke's stronghold. They are the Elvenguard and the Duke's Guard.

The Elvenguard is charged with the responsibility of maintaining order in the Duke's Park and in forested areas around Specularaum; they are also charged with keeping order within the Kelven-area elven woods whenever the local elves need help.

The Duke's Guard is the standing force which protects the Duke's Stronghold in times of assault; it assists the Guard Phorsis in times of trouble; from its ranks are drawn the Duke's personal bodyguards.

Lord Alexius Korrigan acts as general for the 2nd Division.

The Elvenguard is led by a 10th level elf captain; the officers under him average 4th level; the troops are typically 2nd level. They wear chain mail and carry swords, daggers, and longbows.

The Duke's Guard is ledt by a 12th level fighter capatain; the lieutenants and sergeants under him average 6th level; the soldiers are typically 2nd level. The guards wear plate mail, and carry two-handed swords, daggers, and crossbows.
Verge

[1]

Situated at the foot of the Black Peak Mountains, Verge is sometimes used as a jumping-off point for adventurers bound for Threshold. It has been plagued by goblin and gnoll attacks for the past 10 years, and twice it has been burned to the ground. A new wall is being built around the village, but construction is going slowly.
Vanguard

"Pain is temporary, honor is forever."

The meatshields, their armour typically heavy and cumbersome, but able to withstand a serious beating. Vanguards stand at the forefront of most any conflict, to protect their comrades and distract the enemy with such talents as INTIMIDATE (typically resulting in an enemy cowering or fleeing the battle) and TAUNT (which directs all incoming attacks at the tank for one round).

## Abilities

* Trait: +2 AC& +2 HP
* Skill: Intimidate (typically results in an enemy surrendering, cowering (as a Stun), or fleeing the battle entirely)
* Skill: Taunt (directs all incoming attacks at the tank for one round)

## Weapon

### Blaster Rifle

DMG: 1 AP (Modifiable)

Range: Short-Medium

Abilities:

* Deployable: During your turn, you can spend your action to deploy your weapon on a piece of cover. Adding a +1 to your next attack roll. You break deployment when you move or if your cover is destroyed.
* Overcharge: During your attack, you can declare if you wish to overcharge your weapon before you roll to hit. This adds a +2 to damage. If you roll fail, then the weapon discharges in your face and you suffer 2 points of damage that go through armor. On Crit:

On a critical hit, a surge of vigor runs through your body. Allowing you to make a free Ranged Attack, a Knife Attack, or one free movement action.
Military

Characters with a military background should select Sailor or Soldier as a background.

## Ranks

The military is structured in the following ranks:

* Soldier/Seaman, the common fighter and worker within the military.
* Sergeant/Ensign, commander of a squadron.
* Lieutenant, commander of a company. Granted a Court Lordship upon attainment of this rank.
* Captain, commander of a battalion. Customarily treated with the respect due to a Landed Lord.
* General/Admiral, commander of a division. Customarily treated with the respect due to a Knight.

## Makeup of Karameikan Forces

The armed forces of Karameikos are made up of Divisions. Each Division has up to 996 soldiers in it and is commanded by a General assisted by four administrative Captains. (The navy is theoretically a Division as well, but it is never referred to in that manner.)

The Division is broken into two to four Battalions. A Battalion can have up to 244 soldiers and is commanded by a Captain assisted by three administrative Lieutenants. A fleet of ships is theoretically a Battalion; because the Karameiukan navy is so small, Admiral Huraksos tends to command all fleet actions personally.

The Battallion is broken into two to four Companies. A Company can have up to 60 soldiers and is commanded by a Lieutenant. A ship is theoretically a Company, but is traditionally commanded byu a Captain supported by Lieutenants. The garrison of a small fortress or a large guardhouse may be a company.

The Company is broken up into two to four Squadrons. The Squadron can have up to 14 soldiers and is commanded by a Sergeant. This is the smallest division of the Krameikan military forces. The garrison of the average guardhouse will be a Squadron.

## Current Standing Forces

The current standing forces of Karameikos are arranged in five divisions. None of the divisions are at full strength, as the Duchy is not currently at war.
House Lutescu

## Personalities

### Lord Vlad Lutescu

Ruler of Rugalov

Known as the Eyes of the East, Vlad gained his nickname
from his ever-watchful position on
Karameikos’s border with Thyatis. Rugalov’s small
church and rectory commands a small tor overlooking
the village, its docks, and the Eastron Road,
such that no one passes through or by the town
without Vlad’s notice. He is also called the Eagle
(and sometimes the Vulture) of the East, underscoring
his appearance.

Vlad is a member of the Church of Traladara and is
loyal to Aleksyev Nikelnevich. In turn, Father Niki
has relied on Vlad over the years as an agent to keep
an eye on the Thyatians who pass through.
Personality: Vlad tries to look kindly, but often
comes off as sinister instead. He frequently has the
unpleasant task of sending warnings back to the
capital – of pirates, goblins, and even raiding
Thyatian nobles – and as these sometimes arrive after
the raids, a grudge is sometimes held against the
tardy messenger.

In addition, Vlad’s method of speaking is theatrical
and staged (worthy of Emilio the Great on a bad
night), and his thick Traladaran accent leads him to
stress words oddly, sending unintended threats. Yet
for all this, when called upon Vlad is a valiant supporter
of Traladarans and Karameikos.

What He Says: “I would not do that if I were you” (a
common warning, almost always true).
What Others Say: “A well-meaning man and a good
Traladaran, but I know some who would rather be
covered in furry spiders that dine with
him” (Aleksyev Nikelnevich).

Appearance: Vlad is a lean priest in his mid-40s,
with a hunched, vulpine look. He dresses in simple
robes marked with the symbol of the Church of
Traladara.

Using Vlad: Vlad is a red herring, one who looks
suspicious, but who is really rather pleasant. Give
him a creepy, tomblike, monster-movie tone of voice,
and stress odd words. Try to be foreboding and mysterious.
Vlad doesn’t need to do anything wrong, just
act spooky, and the PCs will probably take it the rest
of the way.

In real terms, Vlad is a direct pipeline to Father
Niki such that the patriarch hears of everything that
occurs in Rugalov. Should the characters spend any
amount of time there, they should not be surprised
when Nikelnevich is fully briefed on their abilities
and weaknesses.

Combat: As the ruler of a young frontier outpost,
Vlad has led his followers in combat against orc and
human raiders. There have been assaults on the city
before, and the chapel is fortified to allow the village
to retreat there while a signal fire brings help from
the army post across the bay.
Vlad Lutescu (6th-level cleric): THAC0 18; #AT 1;
Dmg 1d6 (war hammer); AC 10 (at church affairs) or
2 (at war: plate mail and shield); hp 25; MV 12; ML
fanatic (18); AL LG.
Str 14, Dex 10, Con 14, Int 12, Wis 18, Cha 10.
Languages: Thyatian, Traladaran.
Proficiencies: Ancient history (Karameikos), local
history (Karameikos), religion.
Favored spells:
1st level – Bless, cure light wounds (x2), detect evil,
protection from evil.
2nd level – Augury, hold person, slow poison, snake
charm, speak with animal .

3rd level – Cure disease, dispel magic, remove curse.
Sailor

You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?

* **Skill Proficiencies**: Athletics, Perception
* **Tool Proficiencies**: Navigator’s tools, vehicles (water)
* **Equipment**: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

## Feature: Ship's Passage Edit

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Dwarf

Mystaran dwarves are short, stocky demihumans, between 4 and 4½ feet in height, with ruddy cheeks and bright, almost metallic eyes. Their skin varies from light tan to deep brown, and their hair ranges from black to gray to shades of brown.

## Stronghollow

Only a small number of dwarves lives in Karameikos, most of them
belonging to the Stronghollow clan. The Stronghollows came to
Karameikos around AC 300 from Rockhome, and mosty settled within the
borders of the Kingdom of Highforge, where the gnomes welcomed them.
Other smaller groups of dwarven immigrants belonging to other clans
arrived in the Grand Duchy in the course of the following seven
centuries, the larger number consisting of those dwarves who fled
persecution in the Highlands during the Year of Infamy (AC 828). A
thousand dwarves live alongside the gnomes in the town of Highforge,
another500 in other gnomish settlements of the Kingdom of Highforge
(these are mostly Stronghollow ones), while the rest (dwarves from other
 clans, mostly) is spread among the humans’ main towns and settlements
(more than a thousand live in Specularum). Some of the dwarves live as
mining pioneers (sometimes alongside gnomes) in the dangerous
borderlands of the Altan Tepes and western Black Peaks mountains.

## Attitudes

Most of the dwarves of the Known World originally come from Rockhome, a dwarven nation north of Darokin and Ylaruam. The dwarves living in Karameikos are either members of the Stronghollow clan (see Hill Dwarves) in the gnome community of Highforge or have immigrated into Karameikos, often serving as professional soldiers under the commander of the king or one of his barons.
If they have a preference at all (which is uncommon), dwarves favor the company of Thyatians, whom they consider practical, unlike the superstitious Traladarans. In turn, dwarves are dour, depressing, taciturn, and unimaginative when dealing with tasks beyond mining, metalsmithing, and warfare.

## Dress

Dwarves wear Thyatian styles during formal occasions, but the rest of the time they prefer the more practical adventuring apparel of humans.

## Names

Dwarf names are a bit hard-sounding and weighty. Typical men’s names include Thoric, Boldar, and Togyar. Typical women’s names include Friya and Brunna. Family names, often descriptive, also can reflect war-time deeds or professions, such as Shieldcracker or Ironboot.

## Other Mystaran Dwarves

For more information on dwarves, see *GAZ 6: The Dwarves of Rockhome* and *GAZ 7: The Northern Reaches*.

GAZ 6: The Dwarves of RockhomeGAZ 7: The Northern Reaches
Principalities of Glantri

Glantri is a magocracy; that is, the princes and princesses who rule the state are all high level wizards. They live in Glantri City most of the time, though each ruler also has a castle hidden in some remote wilderness area. Actually, the rulers are more concerned with magical research than with ruling. Most decisions are left to the princely stewards and the various local councils of elders. The princes and princesses do not trust each other and live in a state of uneasy truce. In the face of invasion or rebellion, however, they are quick to unite. In extreme emergencies, they select one of their number as “dictator,” who serves for one year.
House Radu

At a still-spritel y 63years ,Anton Radu control s his family and organizatio n with an
iron,but hidden hand.He is assiste d by his
brothe r Cartha , his own sons Zweis and
Antonito ,and thei r sons Theodosius ,Emil,
and Pieter .
Veile The d Society y are als ,whic o thhe use leader s terro s ofr th aned secre crimet
agains t all enemies .Onl y some member s of
the societ y know them as its leaders .
busines The Rad s anud famil marke y ha t area s man s oyf th contact e citys.Thei in ther
stron g contro l over the waterfron t and wall
district s of Specularu m greatl y influence s the
shipbuildin g and import/expor t businesses .
The Radu are attemptin g to gain contro l of
the money-lendin g institution s and busi -
nesse sof thecity sothey may dictat e terms to
the Duke.

Anton Radu, Head of the Merchant's GuildAnton Radu,

one of the most
powerful Traladaran merchants in the nation, operates in Specularum.
This portrait, rendered in the Traladaran style, flatters Radu, who has
been compared to a wolf, a jackal, and even a vulture by his
competitors.

drsc
Half-Elf

* Half-Elves do not appear in the Basic Mystara setting (in fact, humans and elves are interfertile, but the children are always either full elves or full humans). AD&D material written for Mystara includes half-elves, so they will be allowed in the setting. They tend to live in Rifflion or among humans in both the smaller and larger cities. Note that it is important to decide what your other half is (Traladaran or Thyatian) and whether you grew up among elves, humans, or in some mixed arrangement; these details should influence your choice of class.
Gnoll, Laughing

**Gnolls (pop. 1,400)**

Karameikan gnolls all belong to the laughing gnoll stock (*Canis erectus hilaris*). Today’s gnolls are only a pale reflection of the savage gnoll hordes of the ancient age. Their presence in Karameikos dates back to the Great Beastmen Invasion of BC1000, when their ancestors ravaged the Traldar civilization and ultimately contributed to its decline. In the following centuries, gnoll numbers have occasionally been on the rise, but they never managed to overcome the Traladarans again and have been slowly reduced to mere bands and small tribes scattered in Karameikos’ northern wilderness, forced to ally with other humanoids (orcs, usually) in order to survive. Gnoll bands, for example, are found in the Horned Heads orc tribe (in the northern Altan Tepes) and in the Rashak’s Reavers orc tribe (another orc tribe stationed between Fort Doom and Luln). Exceptions to this rule are the Faceslashers tribe (who serve“Queen” Ilyeana Penhaligon at Haradraith’s Keep) and the powerful Death’s Head tribe, the last powerful gnoll tribe who controls the upper Foamfire valley and regularly threatens Verge and its surroundings. Individual gnoll mercenaries can also be found in the service of some human (like the Black Eagle Baron) or humanoid villains.
Ogre

**Ogres (pop. 1,400)**

Bands of common ogres (*Homo monstrum brutalis*) came to
Karameikos in the aftermath of the Battle of Sardal Pass (BC492). There
 are no known ogre tribes, as most of the ogres live in family groups
scattered in the Cruth Lowlands region. Some of these groups have
allied with local dominant orc tribes (like the Blackstone or the
Greyslayers). Elsewhere the ogre presence is scarcer. They are mostly
found as mercenaries among other humanoid tribes of the Black Peaks
range (like the Death’s Head gnolls) and of eastern Karameikos.
Elf, Karameikan

At least two major waves of elves have migrated into Karameikos. The earliest wave dates back to the first elf refugees from their great empires to the south; the Vyalia Elves are the only remnant of that wave. The Callarii Elves later entered Karameikos during its dark age and still occupy much of the forested land of the central region.

Both the Callarii Elves and Vyalia Elves are Wood Elves.

Home Town

You're free to choose where your elf comes from (with DM approval). The woods where the elves are most numerous are included on this table, and your character is most likely to have grown to maturity in those woods. However, many warrior-elves have served in the Duke's Elvenguard in Specularum and now live in the human communities working as freelance soldiers and adventurers.

 5
 6
 7
 8

## Karameikan Elves

All elves share certain racial characteristics.

### Appearance

They tend to be shorter and slimmer than most humans, including Traladarans (5 feet tall for both males and females and weighing a maximum of 120 lbs.). Mystaran elves have pointed ears.

### Dress

Elves prefer to wear tunics or robes of green with leaf patterns embroidered upon them, and elves native to the Karameikan forests eschew jewelry. Typical weapons include long swords and short bows.

### Names

Karameikan elves (both Callarii and Vyalia) usually have only one lyrical and unique name. Thalaric and Allandaros are typical male names, while Sythandria and Stellara suit females.

## Callarii Elves

The Callarii are the most prolific of the Karameikan elves, a merry and hard-working tribe proficient in riverboating, riding, horse trading, hunting, and forestry. The Callarii elves feel neutral toward humans in general. They become fast friends with humans who demonstrate honor and humor, but they do not cooperate with humans who act pretentious, dishonorable, or rude. Duke Stefan has a guard unit entirely composed of Callarii elves, which has given many elves the chance to meet him and has made the Callarii favorable disposed toward the Duke.

Callarii Elves are Wood Elves.

### Appearance

Callarii elves are robust and healthy,
with very pale hair (blond to white) and blue eyes.

### Settlements

Achelos.

Radlebb.

Rifllian.

## Vyalia Elves

The Vyalia elves, on the eastern border, are reclusive, staying away from human settlements - not because they don't like them, but because they're self-sufficient and no human community is very near. The Vyalia clans across the border in Thyatis tend to have closer ties to humans, but the clans in Karameikos prefer to seek the sanctuary and stillness of the deep woods.

Vyalia elves are Wood Elves.

### Appearance

Vyalia have pale skin, reddish hair, and deep green eyes.

### Settlements

**Lake of Lost Dreams**. These elves live in tree-houses on the southeast edge of the lake, and further inland.
Rosabelle Mendez

**Rosabelle Mendez** (*Pantha*) is a mutate.

## Relationships

* Baby Wildebeest (unofficial foster son)

## Powers and Abilities

### Powers

**Feline physiology:** Rosabelle was experimented upon by the Wildebeest Society which grafted wildebeest DNA onto her own DNA, which turned her into a werecat.

* ***Accelerated healing***
* ***Claws and fangs***
* ***Super leaping***
* ***Superhuman agility***
* ***Superhuman reflexes***
* ***Superhuman speed***
* ***Superhuman strength***
Orc

**Orcs (pop. 10,000)**

Orcs are the second most numerous race of humanoids in Karameikos, and their presence in this land is quite old.

About half of the orcs living in Karameikos are found in the western part of the country. They were the first orcs who came to Karameikos; tribes of red orcs and common orcs driven out of the hin lands to the west by the halflings’ uprising (BC 744-610). These orcs settled the Cruth Lowlands region between the Cruth and Achelos Rivers. Modern local orc tribes, like the Jagged Claw and the Blackstone, claim to be descendants of those hordes. Later defeats at the hands of the hin in the following centuries (like those of AC700 and AC944) have pushed a stable flow of orcs into the Cruth Lowlands region. These orcs are often in league with groups of ogres and control much of the lands north of Riverfork Keep, representing a real hindrance to the penetration of human presence in that area. Other smaller orc hordes are part of mixed (goblin or gnoll) tribes who are stationed within or around the lands of the Black Eagle Barony (with which they are allied), while several hundred orcs directly serve the Black Eagle Baron as mercenaries in his elite division, the Banner of the Black Eagle. The tribes living in western Karameikos are mostly of common orc (*Orcus porcus*) stock, but a relevant part of them (about 30%) belongs to the red orc (*Orcus rubeus vulgaris*) stock.

Other large orc tribes, who belong entirely to the common orc (*Orcus porcus*) stock, are found in eastern Karameikos, mostly along the Altan Tepes range; among those are orc-only tribes (like the Hairless Dog or the Black Web of the southern Altan Tepes) or mixed tribes (like the Jagged Rocks of the northern range). A couple of smaller tribes are also found around the medium flow of Castellan River, between the Duke’s Road and the upper Highreach River flow. All the orcs of eastern Karameikos arrived in this region during the humanoid invasions of the early5th century BC, after the humanoid defeat at the Battle of Sardal Pass (BC492).

Besides these larger tribes, smaller bands of orc raiders, often in the service of human villains, can be occasionally found also in other parts of northern Karameikos.
Republic of Darokin

This republic is centered around the capital, Darokin. Its wealth is based on trade from Lake Amsorak (the large inland lake), the Streel river, the eastern caravan route, and sea trade filtering in through the Malpheggi swamp. Darokin is a plutocracy; that is, the government is run by the wealthiest merchant families.

## Daros as Player Characters

The Daros are a heterogeneous population, made up of several peoples,
and this has resulted in a population of light olive complexion, with
hair and eyes that can be of almost any colour, with brown hair and eyes
 being the most common. They are a notoriously hard working lot; most
are driven by the desire of success. Each generation wants to live in
better surroundings and clothe and educate their children better than
the last generation did.

Darokinians as a people are notoriously opposed to war and other
violent solutions, but prefer to settle things by diplomacy. There is a
national diplomatic service known as the Darokinian Diplomatic Corps,
whose function is to try to solve internal and foreign policy problems
peacefully.

There are a number of dialects and languages spoken in Darokin and
many people speak more than one language, chopping and changing as is
appropriate.

Daro itself is fairly predominate, but it tends to
absorb words from other languages quickly so in essence being a mixture
of predominantly , Traldar, Thyatian, Elvish and Alasiyani. It is the language of official documents and contracts.

Traladaran is spoken in the east of Darokin, mostly among the
immigrants from what is now Karameikos. It is a complex language and not
 easy to pick up for non-native speakers.

Thyatian is spoken by a large number of people as a vaguely common
language across this part of the world, encouraged by the Thyatian
belief that it is the only tongue fit for their mouths. Speakers of
other languages find it a bit heavy and filled with awkward grammatical
rules.

Alasiyani is the language of Ylaruam, although there are as many
dialects as there are camps in the desert. It is analagous to Arabic,
and is a common language in Selenica where many of the residents and
visitors originate from Ylaruam.

Languages: Any two of Daro, Traladaran, Thyatian, and Alasiyani.
Kingdom of Vestland

Each of these northeastern states is composed of many petty “kingdoms” that are loosely united under one ruler. In Vestland and Ostland the underchiefs are called “kings”; in Soderfjord they are known as “jarls” (pronounced “yarls”).

The people of these kingdoms highly value individualism, physical strength, and prowess in combat. They live mainly by fishing and by occasional raids on nearby coastal villages. Besides being fierce warriors, these people are explorers without equal, ranging far and wide in their wooden longships. Their culture resembles that of the Vikings.
The Karameikan Calendar

This is the calendar used by
the Kingdom of Karameikos.
Karameikos follows the Thyatian
dating, which measures the start
of the modern calendar from the
crowning of the first Emperor of
Thyatis, 1012 years ago.

Kaldmont, Nuwmont, and
Vatermont are the months of
winter; Thaumont, Flaurmont,
and Yarthmont are the spring;
Klarmont, Felmont, and Fyrmont
are the summer; and Ambyrmont,
Sviftmont, and Eirmont
are the autumn.

Rainy season, with scattered
showers every few days, starts in
early Vatermont and continues
into late Thaumont. Because of
breezes coming off the southern
ocean, summertime months tend
to remain fairly comfortable
(peaking at about 90 degrees F).
Winter, too, is fairly mild; the
warming ocean breezes and the
barrier of the Altan Tepes mountains
keep cold northern weather
from descending in full force on
Karameikos.

## Nuwmont

1 Nuwmont: The start of the
New Year. This calls for celebrations:
Most businesses close,
there are parades in the streets
and other winter festival activities,
especially in Mirros.

## Vatermont

1 Vatermont: The King’s and
local tax collectors gather the
revenues for Sviftmont through
Kaldmont of the previous year.

## Thaumont

1 Thaumont: This is officially
the first day of spring
(regardless of the weather). The
Gnome Caravan traditionally
sets out from Highforge for Mirros
on this day. This is also the
traditional date for the start of
the shipping season.

11 Thaumont: The Gnome
Caravan usually arrives in Mirros
on this day.

15 Thaumont: All trading
done, the Gnome Caravan usually
leaves Mirros on this day.

## Yarthmont

1 Yarthmont: The tax collectors
gather the revenues for
Nuwmont through Thaumont of
this year.

## Klarmont

1 Klarmont: This is officially
the first day of summer.

## Felmont

1 Felmont: Beast’s Day. This
is the traditional date of the last
battle between King Halav and
the Beast-Men, and is a big, lavish
Traladaran holiday all over Karameikos. Participants dress
up as Beast-Men and wander the
streets in parades, and there are
mock battles between Beast-Men
and Men, dances, and other
events commemorating the battle.
Religious observations are
held by clerics of the Church of
Traladara.

## Fyrmont

1 Fyrmont: The tax collectors
gather the revenues for Flaurmont
through Klarmont of this
year.

## Ambyrmont

1 Ambyrmont: This is officially
the first day of autumn.

## Sviftmont

28 Sviftmont: The King’s
Birthday. This is a holiday in
Mirros, with events like those of
the New Year celebration.

## Eirmont

1 Eirmont: The tax collectors
gather the revenues for Felmont
through Ambyrmont of this year.

## Kaldmont

1 Kaldmont: This is officially
the first day of winter.

28 Kaldmont: The Day of
Dread. This is an ominous day of
ill portents, made more so by the
failure of magic everywhere on
Mystara. No spells may be cast
successfully on this day, whether
of clerical or wizardly in nature.
Magical items, permanent enchantments,
and the works of the
Immortals are unaffected by this
day.
Annie wiki old hompage

File:Placeholder
## Welcome to the Wiki

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## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.
Izumi

Wife of Azulon, mother of three. Native to the Planet IO, Izumi has always lived a quiet and comfortable life in the rolling hills and country sides along the coast. Her temper is fair and mild, if even apparent at all. Always walking with an elegant grace and soft features, some would presume her lineage would originate in a royal family of some sort by the way her aura can calmly command a room. (Something about how she and Azulon met) She caters to the nurturing duties that any protective mother would have, and perhaps is the source of Xena’s comfort in a more peaceful lifestyle.
Cities & Towns

Most of the Grand Duchy is forest and foothills, with a few larges patches of flatlands, moots, and one swampy region. Most of the communities shown are on the coast or along the rivers. There are very few human communities in deep woods or far from well-traveled roads, so the vast majority of the Grand Duchy is unsettled no-man's-land, unexplored and under-defended.

Some places, particularly rivers, are listed with two names. This is because the settling Thyatians, uncomfortable with the native names of some of these sites, simply renamed them. Today, when speaking Thyatian, most people use the Thyatian name, and when speaking Traladaran use the original name. Ont the map, the Thyatian name is given first, the Traladaran name given in parentheses.

## Locations

   Specularum

Dmitrov (House Dromilov)

Fort Doom (Black Eagle Barony)

Luln

Marilenev

Penhaligon

Rifllian

Rugalov

Sulescu

Vandevicsny

Verge

Vorloi

Threshold (House Halaran)

Highforge (House Hilltopper)

## Callarii Lands

The Callarii elves live in the central forests east and west of Kelvin and in the forested foothills south of the gnomish community. Accurate numbers for the entire elvish population of Karameikos are not available (the elves don't bother to keep them and the humans can't tally them), but a reasonable guess is that there are about 7,500 elves scattered through this territory, living in communities of 100-200.

## Smaller Villages and Homesteads

Finally, though we won't discuss them in great detail here, there are numerous villages and homesteads all across Karameikos.

There are several small villages given by name on the map but not described in the text above.

Additionally, there are literally hundreds of homesteads along the rivers and roads of the duchy. These are one- or two-family settlements, mostly farms and logging operations, with populations ranging from a handful of people to as many as 750 inhabitants.

## Strange Sites

The following strange sites are known to commoners.

### Koriszegy Keep

One of the famous haunted places of Karameikos is Koriszegy Keep, which once was the seat of power of the Traladaran Koriszegy family. As legend has it, some 200 years ago a great calamity befell the Koriszegys breaking down their walls and destroying their family, and people who wander too close to the ruin often disappear.

### Krakatos

Krakatos is a ruined stone-walled village of antiquity; some of the action in "The Song of King Halav" takes place here, and the site is of some fascination for Traladaran visitors. It has no inhabitants and should not be used as an origin-place, a or characters.
House Torenescu

## Torenescu

Onc e a powerful faction controllin g the
everyday busines s of the city,the Torenesc u
leader Family,Christop has been weakene h Torenescu d by.I tht i edeat s currentl hof itys
heade d by his son Aleksandar ,a yout h of 26.
Becaus eofAleksandar' s youngageand inter -
nal squabblin g (especiall y betwee n Aleksan -
dar and his uncle, Boris) , the Torenesc u
family has lost power and followers .
The family wants to retur n to its former
glory.The Torenesc u stil have a great deal of
politica l influenc e and discree t contro l on
sidin "ThegHill, with"Torenesc thenobl eudistric includ t o e Lad f town y Magda .Other s,
Yaros(on eof the Dukes'Privy Councillors) ,
and "Lord "Dimitros (th e self-style d prince
of beggars) .

Aleksander Torenescu

desc

Boris Torenescu

desc
Demihuman

### Demihuman Subgroup

To determine which demihuman subgroup you belong to, roll a d8 or choose from the options in the table below. The distribution of this table roughly represents the racial distribution of demihumans in the Duchy.

 4
 5 - 6
 7
 8

Elf

Hunter

Elf Lord

* **Skill Proficiencies**: Arcana, Nature
* **Tool Proficiencies**: Woodcarver’s tools
* **Languages**: Choose one: Traladaran or Thyatian.
* **Equipment**: A set of Woodcarver’s tools, a set of traveler’s clothes, and a belt pouch containing 15 gp

Halfling

* **Skill Proficiencies**: Performance, ?
* **Tool Proficiencies**: Woodcarver’s tools
* **Languages**: Choose one: Traladaran or Thyatian.
* **Equipment**: A set of Woodcarver’s tools, a set of traveler’s clothes, and a belt pouch containing 15 gp

Gnome

* **Skill Proficiencies**: Arcana, ?
* **Tool Proficiencies**: Woodcarver’s tools
* **Languages**: Choose one: Traladaran or Thyatian.
* **Equipment**: A set of Woodcarver’s tools, a set of traveler’s clothes, and a belt pouch containing 15 gp

Dwarf

* **Skill Proficiencies**: History, ?
* **Tool Proficiencies**: Woodcarver’s tools
* **Languages**: Choose one: Traladaran or Thyatian.
* **Equipment**: A set of Woodcarver’s tools, a set of traveler’s clothes, and a belt pouch containing 15 gp
3rd Division (Royal Navy)

The 3rd Division is actually the Royal Navy of Karameikos. Under the personal supervision of Admiral Lucius Hyrakos, the Navy patrols the coast of Karameikos and occasionally wages war with the pirates operating out of the Gulf of Halag. The Navy's shipbuilding facilities and base are in Specularum Bay.

An individiaul ship consists of a captain of 6th level, a lieutenant of 4th level, four sergeants of 2nd level, and 52 sailors. The sailors tend to be unarmored, and armed with swords (cutlasses), crossbows, and aggers. There are currently eight shups of the line in the Navy, though more would be commissioned in times of war.
Tom sayer wiki archive

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Write a description about your topic. Let your readers know what your topic is about and add some general information about it.
Hub:Travel

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