The Unknown World Trail map
Part
VI, The North: Heldannic territories, Denagoth and Wendar
This article follows previous installments detailing the south east
of the Known World (Five Shires, Karameikos, Ierendi, Minrothad and
Thyatis) in Threshold issue #13: http://pandius.com/Threshold_13.pdf,
the Broken Lands and Shadowlands in Threshold issue #14
http://pandius.com/Threshold_14.pdf,
the central nations (Darokin, Alfheim, Glantri and Ethengar) in
Threshold issue #15 http://pandius.com/Threshold_15.pdf,
the eastern nations (Ylaruam, Rockhome and the Northern Reaches) in
Threshold issue #16 http://pandius.com/Threshold_16.pdf,
and the west (Atruaghin, Sind and Adri Varma) in Threshold issue #18
http://pandius.com/Threshold_18.pdf,
and is completed with the north in this issue. See the introduction
of the first article of this series for a full explanation of the
population maps and the purpose of these articles.
[Image:
Known World
Populations]
http://pandius.com/Known_world_populations.png
[Image: Map key Populations]
Yellow:
Settled lands, high human (or halfling) density, average 75 humans
(or halflings) per square mile.
Orange: Borderlands, low
human or halfling population, average 25 people per square mile. May
contain other races also, average 2.5 people per square mile.
Purple: Humanoids, giants and others, average 25 per
square mile. May also contain a small number of humans, average 1.2
per square mile.
Green: Elves, average 20 per square mile.
May also contain small numbers of fairies, average 2.5 per square
mile.
Dark green: Elven borderlands, average 10 elves per
square mile. Should also contain fairies, average 10 per square
mile.
Brown: Dwarves and/or gnomes, average 70 per square
mile. Each hex should be inhabited by 4,000-5,000 dwarves and/or
gnomes with very low numbers of other creatures, if any.
Dark
Brown: Dwarven borderlands, average 15 dwarves and/or gnomes per
square mile. Should contain also humanoids and other races, average
15 per square mile.
Blue: Lupins or Rakasta, average 40
per square mile.
Yellow-green: Humans and elves of Wendar,
average 50 per square mile.
Gold: Wendar borderlands,
average 20 humans and elves per square mile. May also contain
fairies, average 5 per square mile.
As
this series of articles deals with the Known World nations, this last
installment will describe in detail only the wilderness of the
Heldannic lands and Wendar, partially describe the wilderlands of
Denagoth and only marginally touch upon southern Norwold. The lands
of Norwold have in fact already been extensively described by Simone
Neri and others in Threshold issue #6, #7 and #8. There are no
detailed canon sources on the Heldannic Lands, Wendar and Denagoth,
which were only partially described in module X11 Saga of the Shadow
Lord, and then in the Wrath of the Immortals boxed set, The Poor
Wizard’s Almanac I, II and III and Joshuan’s Almanac. As
the planned official Gazetteer of these nations never materialized,
fans developed them after the Mystara line was discontinued, and
JTR/Oldawg created fan gazetteers for Wendar, Denagoth and other
nearby nations. My map above only shows the Heldannic territories,
including some regions of southern Norwold conquered by the Heldannic
knights after the Wrath of the Immortals, and only the southern part
of Denagoth.
As can be seen in the map, the north of the Known
World is mostly borderlands and wilderlands. Only the central region
of the Heldannic lands, the main roads and the major towns, is marked
in yellow as settled territory comprising about 90 hexes, of
which 75 is in the Heldannic lands with the rest in Southern Norwold
and Denagoth. This area has a human population of about 360,000
people. Southern Denagoth should have a population of only 10,000
humans in settled areas (Geron and some other villages) and Southern
Norwold about 60,000 (Landfall and some other towns). The borderlands
in orange are much more extensive in all three nations, 150 hexes in
southern Norwold, 35 in southern Denagoth and 350 in Heldannic lands,
with a population respectively of 240,000; 60,000 and 560,000 humans,
respectively with other people, mostly lupins, rakasta, giants and
humanoids, living in these lands with numbers of about 25,000, 5,000
and 55,000 people respectively.
The regions depicted in blue
are those inhabited mostly by lupins, which are quite numerous in
Heldannic territories and southern Norwold. There are 240 such hexes
in southern Norwold and 45 in Heldannic territories for populations
of respectively 500,000 and 100,000 lupins and about 50,000 and
20,000 humans. From the canon information in Dragon Magazine #237,
Átila Pires dos Santos’ History of the Lupins from
Threshold Magazine issue #2, and the articles by Giampaolo Agosta and
Simone Neri in Threshold issue #7 (see below in area 7 of The North)
the lupins in southern Norwold are mostly Foxfolk and Heldann
shepherds, while in Heldannic territories the main breeds are the
native Heldann shepherds, Gnomish Snoutzers and Great Dogges, and the
Das Hund and Doggerman which came from Hattia with the Heldannic
Knights.
The wilderlands, shown in purple, are extensive
in southern Denagoth with about 1,200 hexes and a population of
2,000,000 people, mostly bugbears, gnolls, ogres, thouls, trolls and
giants with a minority of humans, troglodytes, yetis and other
humanoids. The former elven lands of Geffron, shown in green,
are now under heavy humanoid and Denagothian attack and are inhabited
by about 115,000 elves and fairies fighting for their existence.
The
wilderlands of southern Norwold, mostly in the west, number about 300
hexes inhabited mainly by gnolls, giants, trolls and thouls with some
yeti, fairies and mountain rakasta, for a total of 500,000 people.
The Heldannic territories also have about 300 hexes of wilderlands
inhabited by 500,000 people, mostly giants, sasquatches, trolls,
orcs, thouls, goblins and bugbears with minorities of humans and
lupins.
The total population of this area of the North would then
be about 1,000,000 humans, 150,000 lupins, 50,000 giants, 350,000
humanoids and 50,000 other creatures in Heldannic territories;
100,000 humans, 100,000 elves 100,000 giants, 200,000 other creatures
and 2,000,000 humanoids in southern Denagoth; 350,000 humans, 50,000
giants, 50,000 rakasta, 50,000 elves, 500,000 lupins, 400,000
humanoids in Southern Norwold. My estimation of the population of
Heldannic lands is, as usual, higher than the one given in the Poor
Wizard’s Almanac of 320,000 human inhabitants, and higher than
Simone Neri, who in his Demografia Mystariana1
estimated about 616,000 inhabitants, mostly humans with some small
minorities of other races. As explained in the previous articles of
this series, I prefer to assume a much higher population density,
particularly for non-human races.
[Image:
North Wilderlands]
http://pandius.com/North_wilderlands.png
Area:
100 x 50 miles, or 5,000 square miles.
Days to cross2:
4-7 days through the pass, normally it is possible to cover only 8-12
miles per day due to the difficult terrain.
Intelligent
inhabitants: probably up to 125,000 (cloud, mountain and hill giants,
ogres and other humanoids, sasquatches, geonids, gremlins, harpies,
faenare, troglodytes, brutemen, werecreatures, and at least 80
dragons), with extensive underground areas.
[Image:
Mengul mountains]
Caption: Mengul mountains seen
from Wendar
In
Canon products:
- The Poor Wizard’s Almanac lists
humanoids of all sorts in Denagoth, and dragons, elks, deers, moose,
wolves, bears, boars, mountain lions, wyverns and some isolated elven
communities, cut from contact with the rest of the world.
-
Brulefer appears in X11 Saga of the Shadow Lord as the guardian of
the pass paid by Teriak himself. The castle of the Cloud Giant is the
next location. Azor the giant is not necessarily hostile to the
party. Random encounters in the Mengul mountains include Brulefer
himself polymorphed into an old hermit, human brigands, followers of
Idris, ogres, orcs and undead.
In Fan productions:
-
The Denagoth section in the Vaults of Pandius
http://pandius.com/denagoth.html
contains the Denizens of Denagoth gazetteer (Gaz F2) edited by JTR
http://pandius.com/denagoth.zip,
the Map of Wendar and Denagoth, 1000 AC from X11 by Thorfinn Tait and
other fan sources on the region.
- See also my article Who’s
Who in the Wyrmsteeth part 2 in Threshold issue #9 for more info
about Brulefer and the dragons of Denagoth.
- In the Fan Almanacs
from 1014 to 1019 AC http://pandius.com/alm.html
a series of events take place in Denagoth, with the Alfheim refugees
in Wendar trying to bring aid to the Geffronell elves, encountering
many setbacks and difficulties.
Area:
200 x 200 miles, or 40,000 square miles.
Days to cross: 16-18
days, normally it is possible to cover only 12 miles per day due to
the thick forest.
Intelligent inhabitants: probably up to
1,000,000 (elves, fairies, centaurs, gnolls, bugbears and other
humanoids, gremlins, harpies, troglodytes, werecreatures, and at
least 500 dragons), with possible underground areas.
[Image:
Elven sentry post hidden in the forest]
Caption:
Elven sentry post hidden in the forest
In
Canon products:
- In X11 Saga of the Shadow Lord the
former forest of the Geffronell elves is infested by gnolls and
bugbears and in Drax Tallen only the corpse of the gold dragon
Auragentus remains, while the ruins are inhabited by goblins,
hobgoblins and undead.
In Fan productions:
-
In the Denizens of Denagoth gazetteer edited by JTR, Auragentus is
alive until 1011 AC, but this could also happen later depending on
the time in which the DM wish to play the events of X11. The ruins of
Drax Tallen are still mostly occupied by goblins, hobgoblins and
undead, while the Geffronell survive in the eastern part of the
woods.
- About the History of the Geffronell see also Threshold
issue #10 and #17 and the links indicated in area 1 above.
Area:
500 x 112 miles, or 56,000 square miles.
Days to cross: More than
60 days lengthways along the mountains or 14 days across them,
normally it is possible to cover only 8 miles per day due to the
difficult terrain.
Intelligent inhabitants: probably up to
1,400,000 (giants, ogres, thouls, hobgoblins, bugbears, gnolls, orcs
and other humanoids, sasquatches, mountain rakasta, gremlins,
harpies, faenare, brutemen, troglodytes, werecreatures, and at least
800 dragons), with extensive underground areas.
[Image:
Peaks of the Southern Mengul]
Caption: Peaks of the
Southern Mengul
In
Canon products:
- In X11 only the eastern part is
described, see area 1.
In Fan productions:
-
In the Denizens of Denagoth gazetteer edited by JTR, the mountains
are indicated as 11,000 feet tall and bears, wolves, mountain lions,
dragons, ogres, beholders, wyverns, giants, goblins, orcs,
hobgoblins, thouls, undead and brigands listed as typical dwellers.
Area:
Three different regions of about 15, 25 and 32 x 80 miles, or about
6,000 square miles.
Days to cross: From 2 to 7 days, normally it
is possible to cover only 12 miles per day due to the difficult
terrain.
Intelligent inhabitants: probably up to 150,000 (humans,
giants, trolls, ogres, thouls, hobgoblins, bugbears, gnolls, orcs and
other humanoids, mountain rakasta, gremlins, harpies, faenare,
brutemen, troglodytes, werecreatures, and at least 90 dragons), with
extensive underground areas.
[Image:
Tower in Eisenturm]
Caption: Tower in Eisenturm
In
Canon products:
- Heldannic lands are mostly described
in the Wrath of the Immortals boxed set, where the Knights of Vanya
rise to the centre of the Known World’ stage, and in the Poor
Wizard’s Almanacs. In the Almanacs common fauna of the
Heldannic Territories is elks, moose, bears, boars, wolves, snow
apes, hill, stone, mountain and frost giants, dragons, gnolls, hags,
werecreatures, frost salamanders, giant weasels and yetis.
- In
the Poor Wizard’s Almanacs the Heldannic Order begins its
conquest of southern Norwold in 1010 AC, taking Landfall, then going
on to Oceansend too, but the knights encounter strong opposition from
the Wyrmsteeth dragons and Norwold and are divided by the spread of
the Heldannic Inquisition.
In Fan productions:
-
In the Heldannic Order gazetteer (Gaz F7) edited by JTR
http://pandius.com/The_Heldannic_Knights.pdf,
the mountains are indicated as 11,000 feet tall and bears, wolves,
mountain lions, dragons, ogres, beholders, wyverns, giants, goblins,
orcs, hobgoblins, thouls, undead and brigands listed as typical
dwellers.
- In the gazetteer, the Frug Hak trolls control the
foothills north of Grauenberg and a tribe of hobgoblins live west of
Eisenturm. Orcs and bugbears live near the Glantrian border.
Sphinxes have been spotted in the Sudbergen region. Fauna is listed
on page 18 of the Heldannic Order gazetteer.
- In the Heldann
section of the Vault of Pandius http://pandius.com/heldann.html
more resources can be found, including many articles by Bruce Heard,
who originally designed the Knights of Vanya.
- In the Fan
Almanacs from 1014 to 1019 AC http://pandius.com/alm.html
more events involve the Heldannic lands, with Oceansend taken and
lost and eventually a civil war among two factions of the knights.
Area:
120 x 80 miles, or about 10,000 square miles.
Days to cross: 12
days east - west and 8-10 days north - south, normally it is possible
to cover only 10 miles per day due to the difficult terrain.
Intelligent inhabitants: probably up to 240,000 (humans, giants,
trolls, ogres, thouls, hobgoblins, bugbears, gnolls, orcs and other
humanoids, minotaurs, mountain rakasta, gremlins, harpies, faenare,
brutemen, troglodytes, werecreatures, and at least 150 dragons), with
extensive underground areas.
[Image:
Heldannic Order fortress in Grunturm]
Caption:
Heldannic Order fortress in Grunturm
In
Canon products:
- See area 1 above.
In
Fan productions:
- In the Heldannic Order gazetteer
edited by JTR, the area is inhabited by a small barbarian nation,
claiming to be troll-born. The region has also the Cult of Gylgarid,
the minotaur immortal, hidden in Lake Erid, and is infested by trolls
from Vestland’s Trollheim Hills. The region is also inhabited
by ogres, orcs, bugbears, thouls and hobgoblins. Sphinxes have been
spotted in the region too.
Area:
Ostbergen and Upper Elben about 40 x 80 miles, or 3,200 square miles
each.
Days to cross: From 5 to 10 days, normally it is possible to
cover only 8 miles per day due to the difficult terrain.
Intelligent
inhabitants: probably up to 85,000 (giants, lupins, trolls, ogres,
thouls, hobgoblins, thouls, bugbears, gnolls, orcs and other
humanoids, mountain rakasta, gremlins, harpies, faenare, nixies and
other fairy folk, brutemen, werecreatures, and at least 120 dragons),
with extensive underground areas.
[Image:
Traditional old Heldann church]
Caption: Traditional
old Heldann church
In
Canon products:
- See area 1 above.
In
Fan productions:
- In the Heldannic Order gazetteer
edited by JTR, the Gagur Hak trolls dominate the hill country north
of the Elber, while the Memphic Howlers gnolls live near the
Altenwald. Along the coast there is also the faerie court of Queen
Hildur, a nixie. Hill giants of the Thorn-Kogr Clan form a dangerous
and aggressive enemy for those living in Heldland, and some stone
giants also inhabit the foothills in the Heldland area.
Area:
160 x 80 miles, or 13,000 square miles each.
Days to cross: From
20 to 10 days, normally it is possible to cover only 8 miles per day
due to the difficult terrain.
Intelligent inhabitants: probably
up to 320,000 (lupins, elves, gnolls and other humanoids, rakasta,
harpies, faenare, fairy folk, werecreatures, and at least 200
dragons), with possible underground areas.
[Image:
Bisons in the forest]
Caption: Bisons in the forest
In
Canon products:
- See area 1 above.
In
Fan productions:
- In the Streets of Landfall gazetteer
(Gaz F8) edited by JTR, the forest is inhabited mostly by gnolls,
elves and foxfolk lupins.
- In The Skaufskogr and Beyond article
by Giampaolo Agosta in Threshold issue #7 the region is described in
detail and inhabited mostly by elves and foxfolk lupins, while
rakasta live mostly in the mountains north of the forest.
[Image:
Wendar Populations]
http://pandius.com/Wendar_people.png
In
Wendar only some hexes on the road to Heldann are depicted in yellow
indicating a predominantly human population. There are only about 18
such hexes which should contain a population of 80,000 people, mostly
humans with some elves, half elves3
and gnomes.
The borderlands in orange are only those
inhabited mostly by humans, with some half elves, elves, gnomes and
humanoids. There are 85 hexes with about 25 inhabitants per square
miles, hence 135,000 people.
Wendar has true wilderlands, in
purple, only around its borders, mountainous regions normally
inhabited by humanoids, giants and yetis, with a density of 25 people
per square miles. There are 192 such hexes with 300,000 inhabitants.
The areas indicated in yellow-green, only the main
cities and major roads, are settled in equal parts by humans, half
elves and elves, with an average population of 50 people per square
mile and a total of about 485,000 people in 152 hexes.
The areas
indicated in gold are the Wendar borderlands, with an average
population of 20 humans or elves per square mile. This is the most of
central Wendar, for a total of 790 hexes and 1,000,000 inhabitants,
of which 700,000 humans and 300,000 elves. These regions should also
contain about 100,000 fairies, average less than 5 per square miles,
and 100,000 humanoids.
The areas indicated in green are
inhabited mostly by elves, with an average density of about 20 people
per square mile. They may also contain small numbers of fairies,
average 2.5 per square mile, so having a population of about 250,000
elves and 25,000 fairies in 190 hexes.
The areas indicated in
dark green are elven borderlands, with average population of
10 elves and 10 fairies per square miles, so the 275 such hexes
contain about 175,000 elves and 175,000 fairies.
Finally the
regions in brown are inhabited mostly by gnomes, with
significant minorities of lupins, dwarves and humans, with an average
population of 50 people per square miles. There are 60 such hexes for
a total population of 120,000 gnomes, 30,000 dwarves, 30,000 lupins
and 10,000 humans.
Note that lupins are not indicated as living
in Wendar in canon and most fan sources, but given their presence in
Heldann and Glantri, it is fair to assume, as Simone Neri did in his
Demografia, that the Heldann shepherds, Gnomish Snoutzers, Foxfolk
and other breeds should be present in the nation.
The total
population of Wendar should then amount to 1,145,000 humans, 970,000
elves, 130,000 gnomes, 35,000 dwarves, 35,000 lupins, 300,000
humanoids, 350,000 fairies and other people. This number is much
higher than the one given in the Poor Wizard’s Almanac, 442,000
people including Alfheim refugees, and also higher than Simone Neri’s
estimation of almost 700,000 people. Still I think it makes sense
given the extension of the nation and the fact it was inhabited by
elves continuously for almost five thousand years. Even if for most
of its history Wendar was not unified and slowly humans became the
majority, it was still one of the more stable and peaceful nations of
the Known World through history. For simplicity’s sake
half-elves are counted equally among elves and humans, but they
should number in about 300,000. These people may appear mostly as
elves or humans, with various degrees of interbreeding depending on
their parentage.
Note also that the 78,170 square miles indicated
in the Poor Wizard’s Almanac do not fit with the extension of
the territory of Wendar as presented in the Gazetteer of Wendar by
JTR. The extension of Wendar should be about 112,000 square miles,
similar to the 107,000 square miles estimated by Simone Neri in his
Demografia. Such a territory could easily support up to 1,500
dragons.
[Image:
Wendar Wilderlands]
http://pandius.com/Wendar_wilderlands.png
Area:
100 x 40 miles, or 4,000 square miles.
Days to cross4:
10 days north - south or 4 days east - west, normally it is possible
to cover only 10 miles per day due to the thick forest.
Intelligent
inhabitants: probably up to 80,000 (fairy folk, elves, werecreatures,
and at least 50 dragons), with possible underground areas.
[Image:
Edge of the forest with farming field]
Caption: Edge
of the forest with farming field
In
Canon products:
- The Poor Wizard’s Almanac lists
as creatures living in Wendar bears, boars, giant centipedes, elks,
horses, mountain lions, moose, giant slugs, snakes, stirges, giant
weasels and wolves. As intelligent creatures, centaurs, bugbears,
dragons, dryads, werecreatures, ogres, treants, trolls, unicorns,
and yetis.
- Joshuan’s Almanac contains a short description
of Wendar by a priestess of Odin from the Northern Reaches, saying
that Wendar was often attacked by orcs and monsters from the northern
lands.
- In the Almanacs some events are described for the years
1010-1013 AC, in particular the recovering of the Elvenstar stolen by
agents of the Shadow Lord, the discovery of magical fruits in the
Wendarian forest, and a plague hitting the nation.
- The module
X11 Saga of the Shadow Lord begin in Wendar city with an encounter
with King Gylharen and soon proceed to Denagoth to retrieve the
stolen Elvenstar.
In Fan production:
-
The Gazetteer of Wendar (Gaz F1) edited by JTR creatures of the
Forest are boars, deers, elks, dryads, elves, porcupines, giant
snails, skunks, werefoxes and wolves.
- Many other resources
about Wendar can be found in the dedicated page on the Vaults of
Pandius http://pandius.com/wendar.html.
- Note that the Enhanced map of the Kingdom of Wendar by Thorfinn
Tait http://pandius.com/wendar-8.png
contains more locations developed by fan than those in the map of Gaz
F1. The locations of the Korrigans’ shrine also differ. I have
used Thorfinn’s location in my map and here in the
descriptions.
- In Wendar: A Mini Gazetteer by several authors
http://pandius.com/wendrgaz.html,
the positions of the shrines also differ from the other fan sources.
- The shrine of the Spring Maiden, one of the nine Korrigans, is
in the region and there maidens benefit of improved summoning of
woodland protectors such as actaeons and unicorns and improved
protection spells.
- In the Fan Almanacs
http://pandius.com/alm.html
events are described for the years 1014-1019 AC, in particular
tension between Alfheim refugees and the native population, a crusade
of elves in Denagoth to help the Geffronell, guided by the Alfheim
refugees, the kidnapping of Bensarian and his replacement with an
impostor, the murder of King Gylharen and the short rule of Wendar by
the impersonator of Bensarian until the powerful wizard regains
control.
- In Simone Neri’s Demografia Mystariana other
intelligent races living in Wendar beyond human, elves and half elves
are centaurs, lupins, gnomes, bugbears, fairy folk,
faeries5,
sasquatches, faenare, dwarves, ogres, trolls, werecreatures,
halflings, gremlins, ents and chevalle.
Area:
250 x 20 miles, or 5,000 square miles.
Days to cross: 15-17 days
north - south or 1-2 days east - west, normally it is possible to
cover only 12-16 miles per day due to the irregular terrain.
Intelligent inhabitants: probably up to 100,000 (death demons,
troglodytes, humanoids, gremlins, werecreatures, and at least 60
dragons), with underground areas.
In
Canon products:
- See area 1 above
In
Fan production:
- In the Gazetteer of Wendar edited by
JTR creatures of the Western Borderlands are brown dragons, elves,
humans, spitting cobras, death demons, and troglodytes. The Tower of
Anorion is described on page 20 and its history elsewhere.
3
- The Forest of Hope
Area:
40 x 48 miles, or 2,000 square miles.
Days to cross: 5 days north
- south or 6 days east - west, normally it is possible to cover only
8 miles per day due to the thick forest.
Intelligent inhabitants:
probably up to 40,000 (bugbears and humanoids, spiders, troglodytes,
gremlins, fairy folk, elves, werecreatures and at least 30 dragons),
with underground areas.
In
Canon products:
- See area 1 above
In
Fan production:
- The region has the Shrine of the
Silent Hunter which increases magic missile damage, statue,
contingency, and instant death spells, reduces all “flashy”
or noisy spells (such as fireball or lightning bolt).
4 - Dark Woods of Baamor
Area:
200 x 20 miles, or 4,000 square miles.
Days to cross: 2 days north
- south or 20 days east - west, normally it is possible to cover only
10 miles per day due to the irregular terrain and thick forest.
Intelligent inhabitants: probably up to 80,000 (nuckalavee,
frogmen, centaurs, humanoids and at least 60 dragons), with
underground areas.
[Image:
Dark woods]
Caption: The Dark Woods
In
Canon products:
- See area 1 above
In
Fan production:
- In the Gazetteer of Wendar edited by
JTR, Baamor is an evil spirit supposedly imprisoned by the Korrigans
in ancient times and the area is avoided. Centaurs however live in
Aebhyrn Lwnn. A dangerous nuckalavee controls part of the region.
Actaeons and frogmen are also listed as intelligent creatures which
can be encountered, and owl bears, dire wolves, killer frogs and
giant insects as monsters. More details about the region are also in
Gazetteer F3 The Northern Wildlands, edited by JTR.
- In the
Timeline for Wendar-Denagoth-Ghyr-Northern Wildlands by Marco
Dalmonte http://pandius.com/nor_time.html
the Tenth Shrine, dedicated to the Black Wing (Idris) is also here.
Such a location is probably unknown to the Wendarian government and
would be controlled by Denagothians agents, clerics of Idris and
dragons of the Onyx Ring. See my article Who’s Who in the
Wyrmsteeth part 2, in Threshold Magazine issue 9 for description and
references about the Onyx Ring. See also the description of the
Korrigans and Idris in the Codex Immortalis by Marco Dalmonte
http://pandius.com/korrigan.html.
5
- The Laughing Woods
Area:
40 x 40 miles, or 1,600 square miles.
Days to cross: 5 days north
- south or east - west, normally it is possible to cover only 8 miles
per day due to the thick forest.
Intelligent inhabitants:
probably up to 30,000 (fairy folk, elves, gnomes, undead and at least
25 dragons), with underground areas.
In
Canon products:
- See area 1 above
In
Fan production:
- In the Gazetteer of Wendar edited by
JTR the ruins of Amoleth, an elven city destroyed by giants, are
infested with undead. The region is also inhabited by elves, humans,
gnomes, cold drakes, and fairy folk. Bynflaare Hall is a haven for
monasteries and abbeys.
- In the region there is the Shrine of
the Verdant Virgin (Caretaker in JTR’s Gaz), which increases
plant affecting spells and decreases fire spells.
6 - The Enchanted Forest
Area:
48 x 48 miles, or 2,300 square miles.
Days to cross: 6 days north
- south or east - west, normally it is possible to cover only 8 miles
per day due to the thick forest.
Intelligent inhabitants:
probably up to 45,000 (fairy folk, elves and at least 35 dragons),
with underground areas.
[Image:
Unicorn with maiden]
Caption: Unicorn with maiden
In
Canon products:
- See area 1 above
In
Fan production:
- In the Gazetteer of Wendar edited by
JTR the Korrigan is an actual magical creature which lives in the
forest, protected by elves and fairies. In other fan sources the
forest is just inhabited by fairy folk.
7
- The Scarlet Groves
Area:
32 x 40 miles, or 1,300 square miles.
Days to cross: 2 days on the
road or 4-5 outside it, normally it is possible to cover only 8 miles
per day outside the road due to the thick forest.
Intelligent
inhabitants: probably up to 25,000 (fairy folk, elves, undead and at
least 20 dragons), with possible underground areas.
[Image:
Red oak]
Caption: Red Oak
In
Canon products:
- See area 1 above
In
Fan production:
- In the Gazetteer of Wendar edited by
JTR undead can be encountered in the region, probably due to the many
battles fought in the area.
- The Shrine of the Fiery Champion
gives a 50% increase in fire magic, reduces air, water, earth and
cold magic.
8 - Forest of a Thousand Butterflies
Area:
60 x 40 miles, or 2,300 square miles.
Days to cross: 7 days east -
west or 5 days north - south, normally it is possible to cover only 8
miles per day outside the road due to the thick forest.
Intelligent
inhabitants: probably up to 45,000 (fairy folk, elves, and at least
25 dragons), with possible underground areas.
[Image:
Butterflies in the forest]
Caption: Butterflies in
the forest
In
Canon products:
- See area 1 above
In
Fan production:
- The region is named as such only in
Thorfinn’s map and I haven’t found other references about
the region. A forest with the same name however exists in the real
world Mexico.
- The Shrine of the Divine Singer (Rainbow Singer
in JTR’s Gaz) increases charm and illusion spells, decreases
weather, wind and lightning spells.
9-10 - Kevar hills and mountains
Areas:
64 x 32 miles, or 2,100 square miles north, 160 x 24 miles, or 3,800
square miles.
Days to cross: 4-8 days through the northern region,
3-20 days through the southern region, normally it is possible to
cover only 8 miles per day outside the road due to the irregular
terrain.
Intelligent inhabitants: probably up to 40,000 in the
northern region (humanoids, humans, elves, undead and at least 30
dragons), and 75,000 in the southern region (humanoids, giants and at
least 60 dragons) with extensive underground areas.
[Image:
Kevar hills from the mountains]
Caption: Kevar hills
from the mountains
In
Canon products:
- See area 1 above.
In
Fan production:
- In the Gazetteer of Wendar edited by
JTR, Bensarian’s Hermitage is located in the northern Kevar
area and described on page 16. Creatures listed in the region are
brigands, blue dragons, orcs, stirges, thouls, dire wolves, elves,
humans, timber rattlers, trolls, vampires, nosferatu, wyverns, archer
bushes and vampire roses. Hvollsvatn is inhabited mostly by
Heldanners. The creatures of the Wendarian Range are snow and white
apes, wolves, mountain lions, dragons (all colors), giant ferrets,
gremlins, sasquatches, beholders (deep underground), wyverns, and
frost giants.
- The Shrine of the Lore Mistress in in the
northern Kevar, possibly the Silver Carver in JTR’s Gaz which
increases enchantment and shaping spells, and decreases movement
spells.
- The Shrine of the Merciful Healer in the southern Kevar
hills doubles healing spells, including remove disease and restore,
and reduces all injurious magic.
11 - Forest of Shadows
Area:
128 x 32 miles, or 4,100 square miles.
Days to cross: 16 days east
- west or 4 days north - south, normally it is possible to cover only
8 miles per day outside the road due to the thick forest.
Intelligent inhabitants: probably up to 80,000 (fairy folk,
elves, werecreatures, gremlins, humanoids, humans and at least 70
dragons), with possible underground areas.
In
Canon products:
- See area 1 above.
In
Fan production:
- In the Gazetteer of Wendar edited by
JTR, creatures listed in the region are black bears, boars, giant
centipedes, giant ferrets, werewolves, werebears, wereboars, timber
rattlers, wyverns, archer bushes, vampire roses, gremlins, and
dragons.
- The Shrine of the Soul Keeper is in the forest,
possibly the Eternal Wanderer in JTR’s Gaz which increases all
travel spells and decreases healing magic.
- Shadowmere is a
secret sanctuary of the Old One known only to dragons and their
allies, created in the Dragonlord trilogy of books, see also my
article Who’s Who in the Wyrmsteeth part 2 in Threshold issue
#9 for more references.
12 - Wendarian Foothills
Area:
56 x 10 miles, or 600 square miles.
Days to cross: 6 days east -
west or 1 day north - south, normally it is possible to cover only 10
miles per day outside the road due to the irregular terrain.
Intelligent inhabitants: probably up to 10,000 (halflings,
dwarves, fairy folk, werecreatures, gremlins, humanoids, humans and
up to 10 dragons), with possible underground areas.
[Image:
Everway tower]
Caption: Everway tower
In
Canon products:
- See area 1 above.
In
Fan production:
- In the Gazetteer of Wendar edited by
JTR, creatures listed in the region are boars, humans, dwarves,
halflings, gremlins, timber rattlers. The town of Dawnblossom-Qvar
was established by a group of halflings and dwarves who escaped the
towers of Glantrian wizards during the Years of Infamy.
- The
Shrine of the Dreaming Seer is here, which increases divinations and
illusions and decreases all other spells.
[Table:
Total population]
The UnKnown World Trail Map Part I (Threshold issue #13) |
|||||
|
Karameikos |
Five Shires |
Minrothad |
Ierendi |
Thyatis |
Humans |
500,000 |
4,000 |
200,000 |
375,000 |
3,100,000 |
Elves |
95,000 |
5,000 |
170,000 |
1,000 |
40,000 |
Dwarves |
10,000 |
5,000 |
25,000 |
2,000 |
60,000 |
Gnomes |
30,000 |
1,000 |
5,000 |
1,000 |
10,000 |
Hin |
10,000 |
550,000 |
50,000 |
20,000 |
15,000 |
Lupins |
5,000 |
10,000 |
5,000 |
2,000 |
220,000 |
Rakasta |
0 |
0 |
0 |
500 |
1,000 |
Humanoids |
350,000 |
60,000 |
5,000 |
20,000 |
500,000 |
Giants |
50,000 |
5,000 |
5,000 |
20,000 |
250,000 |
Others |
70,000 |
60,000 |
70,000 |
300,000 |
250,000 |
Total |
1,120,000 |
736,000 |
535,000 |
741,500 |
4,446,000 |
The UnKnown World Trail Map Part II (Threshold issue #14) |
|||
|
Broken Lands |
Shadowlands |
Near Shadowdeep |
Humans |
9,000 |
500 |
5,000 |
Elves |
500 |
550,000 |
50,000 |
Dwarves |
500 |
500 |
150,000 |
Gnomes |
500 |
500 |
200,000 |
Hin |
500 |
0 |
5,000 |
Lupins |
1,000 |
0 |
5,000 |
Rakasta |
0 |
0 |
0 |
Humanoids |
485,000 |
200,000 |
1,000,000 |
Giants |
18,000 |
0 |
5,000 |
Others |
117,000 |
300,000 |
1,000,000 |
Total |
632,000 |
1,051,500 |
2,420,000 |
The UnKnown World Trail Map Part III (Threshold issue #15) |
||||
|
Darokin |
Alfheim |
Ethengar |
Glantri |
Humans |
2,630,000 |
15,000 |
1,000,000 |
2,000,000 |
Elves |
25,000 |
405,000 |
1,000 |
210,000 |
Dwarves |
15,000 |
1,000 |
5,000 |
0 |
Gnomes |
5,000 |
1,000 |
1,000 |
1,000 |
Hin |
10,000 |
3,000 |
1,000 |
0 |
Lupins |
15,000 |
2,000 |
5,000 |
130,000 |
Rakasta |
500 |
0 |
0 |
10,000 |
Humanoids |
550,000 |
5,000 |
300,000 |
500,000 |
Giants |
50,000 |
0 |
0 |
100,000 |
Others |
250,000 |
155,000 |
150,000 |
500,000 |
Total |
3,550,500 |
587,000 |
1,463,000 |
3,451,000 |
The UnKnown World Trail Map Part IV (Threshold issue #16) |
|||||
|
Ylaruam |
Rockhome |
Ostland |
Vestland |
Soderfjord |
Humans |
700,000 |
10,000 |
270,000 |
400,000 |
420,000 |
Elves |
500 |
500 |
0 |
500 |
500 |
Dwarves |
25,000 |
990,000 |
20,000 |
70,000 |
55,000 |
Gnomes |
5,000 |
200,000 |
1,000 |
5,000 |
5,000 |
Hin |
5,000 |
1,000 |
0 |
1,000 |
1,000 |
Lupins |
25,000 |
2,000 |
45,000 |
15,000 |
5,000 |
Rakasta |
0 |
0 |
0 |
0 |
0 |
Humanoids |
145,000 |
600,000 |
0 |
190,000 |
325,000 |
Giants |
10,000 |
20,000 |
5,000 |
25,000 |
25,000 |
Others |
45,000 |
100,000 |
10,000 |
10,000 |
100,000 |
Total |
960,500 |
1,923,500 |
351,000 |
716,500 |
936,500 |
The UnKnown World Trail Map Part V (Threshold issue #18) |
|||
|
Atruaghin |
Sind - Jaibul |
Adri Varma |
Humans |
730,000 |
2,135,000 |
1,150,000 |
Elves |
500 |
3,000 |
5,000 |
Dwarves |
500 |
5,000 |
20,000 |
Gnomes |
500 |
1,000 |
5,000 |
Hin |
500 |
3,000 |
10,000 |
Lupins |
50,000 |
200,000 |
300,000 |
Rakasta |
1,000 |
100,000 |
200,000 |
Humanoids |
450,000 |
1,500,000 |
1,400,000 |
Giants |
1,000 |
200,000 |
100,000 |
Others |
600,000 |
2,000,000 |
2,400,000 |
Total |
1,834,000 |
6,147,000 |
5,590,000 |
The UnKnown World Trail Map Part VI (Threshold issue #19) |
||||
|
South Denagoth |
Landfall region |
Heldann |
Wendar |
Humans |
100,000 |
350,000 |
1,000,000 |
1,140,000 |
Elves |
100,000 |
50,000 |
1,000 |
970,000 |
Dwarves |
1,000 |
5,000 |
2,000 |
35,000 |
Gnomes |
1,000 |
500 |
500 |
130,000 |
Hin |
1,000 |
5,000 |
2,000 |
6,000 |
Lupins |
1,000 |
500,000 |
150,000 |
35,000 |
Rakasta |
500 |
50,000 |
500 |
0 |
Humanoids |
2,000,000 |
400,000 |
350,000 |
300,000 |
Giants |
100,000 |
50,000 |
50,000 |
50,000 |
Others |
200,000 |
100,000 |
50,000 |
350,000 |
Total |
2,504,500 |
1,510,500 |
1,606,000 |
3,016,000 |
Whole Known World |
% |
|
Humans |
18,279,500 |
38,22% |
Elves |
2,684,000 |
5,61% |
Dwarves |
1,502,500 |
3,14% |
Gnomes |
610,500 |
1,28% |
Hin |
700,000 |
1,46% |
Lupins |
1,728,000 |
3,61% |
Rakasta |
364,000 |
0,76% |
Humanoids |
11,635,000 |
24,33% |
Giants |
1,139,000 |
2,38% |
Others |
9,187,000 |
19,21% |
Total |
47,827,500 |
100,00% |
I
have already explained the reasons why I decided to have higher
population figures than those previously indicated in canon and fan
works, what’s more interesting to me after all this series of
articles however are the high numbers of non humans in the Known
World and their percentage in respect to the human population, as
shown in the table above. Even if my calculations are based on
personal preferences and many fan sources, some important points
should be considered that, in my opinion, could help Dungeon Masters
develop the less known regions of the Known World:
- Lupins were
added in the Known World only after the Gazetteers, yet if we
consider the territories inhabited by them as indicated in Bruce
Heard’s article and successive fan works, their total
population, even if very different from nation to nation, could be
higher than the KW populations of dwarves, gnomes and hin. Their
absence in the Gazetteers could be explained by the fact that the KW
populations are relatively reclusive.
- Even if gnomes were
mostly nominated only in Gazetteer 1 and 7, later PC2 Top Ballista
and other canon and fan sources indicate that their KW population
should not be negligible.
- Humanoid tribes dominate extensive
territories, so they should be quite numerous, and a real threat to
human nations in many areas.
- From the “monsters”
list in various canon sources and the extension of wilderlands
regions in the KW, several ancient creatures, in particular giants,
fairies, lizardmen and troglodytes, sasquatches, brutemen and others
should be relatively numerous and even predominant in certain areas,
as detailed in each wilderland.
- Even if the Known World appears
to be dominated by human nations, their real control on their own
territories is partial, thin and fragile.
Obviously each DM will
have her/his own ideas about the “numbers”, the important
point of these articles was just to show how much of the Known World
is still Unknown, and therefore a possible haven (or final rest) for
many adventurers!
This section to be used by Layout
|
[Image:
Ancient map]
|
|
|
[Image:
Known World Populations]
|
https://drive.google.com/open?id=0B4FkxRFtCZ22alVTYUNxZUhlLXM |
|
[Image:
Map key Populations]
|
https://drive.google.com/open?id=0B4FkxRFtCZ22ZFMwX2pMZEhuaEk |
|
[Image:
North Populations]
|
https://drive.google.com/open?id=0B4FkxRFtCZ22YVJGOFp2NnZ1NjA |
|
[Image:
North Wilderlands]
|
https://drive.google.com/open?id=0B4FkxRFtCZ22OFIwSUJPRklhWGc |
|
[Image:
Mengul mountains]
|
|
|
[Image:
Elven sentry post hidden in the forest]
|
|
|
[Image: Peaks
of the Southern Mengul] |
|
|
[Image: Tower
in Eisenturm] |
|
|
[Image:
Heldannic Order fortress in Grunturm] |
|
|
[Image:
Traditional old Heldann church] |
|
|
[Image: Bisons
in the forest] |
|
|
[Image: Wendar
Populations] |
https://drive.google.com/open?id=0B4FkxRFtCZ22T2E4TGFJNVg0N0U |
|
[Image: Wendar
Wilderlands] |
https://drive.google.com/open?id=0B4FkxRFtCZ22N2lkQ3J1X3piVzg |
|
[Image: Edge of
the forest with farming field] |
|
|
[Image: Dark
woods] |
|
|
[Image: Unicorn
with maiden] |
|
|
[Image: Red
oak] |
|
|
[Image:
Butterflies in the forest] |
|
|
[Image: Kevar
hills from the mountains] |
|
|
[Image: Everway
tower] |
1Available here: http://www.kofn.net/download/ambientazioni/demografiaMystariana.pdf in Italian only, but part of it was updated and translated in English in Threshold issue #1 http://pandius.com/Threshold_1.pdf and #3 http://pandius.com/Threshold_3.pdf. About Norwold, see also the extensive work by Simone Neri and Giampaolo Agosta in Threshold issue #6, #7 and #8
2By foot with light encumbrance. However as this refers to difficult wilderlands, often without trails, the movement rate on horses should not be much different. Note also that the chance of getting lost in these areas, unless the PCs have a good map or a good guide, should be very high, so the actual travel time could easily double.
3Early Mystara canon had no half-elves, as Gazetteer 5 The Elves of Alfheim stated that the two races could interbreed, but the offspring was either a full human or a full elf. However later half-elves were introduced in the Savage Coast, both in the Voyages of the Princess Ark and later also in the AD&D Savage Coast products, and also mentioned in other canon products such as Glantri: Kingdom of Magic boxed set. Here I will follow later canon and assume half-elves exist.
4By foot with light encumbrance. However as this refers to difficult wilderlands, often without trails, the movement rate on horses should not be much different. Note also that the chance of getting lost in these areas, unless the PCs have a good map or a good guide, should be very high, so the actual travel time could easily double.
5Not one of the fairy folk races detailed in PC1 Tall Tales of the Wee Folk but demihumans living “in air and clouds” detailed in the Master Set, DM booklet on page 30 and Rules Cyclopedia on page 177. Probably could be considered fairy folks as well.