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I wargame in 20mm, primarily using Command Decision 3, but have been tempted into other systems. I have a tendency to adapt CD to suit other periods with varied results! I take awful pictures and am at best an average modeller and painter, but hopefully quantity will have a quality all of its own.

Duke, Elector, King

Frank Chadwick's gaming group created ‘Duke, Elector, King’ (DEK) as a campaign system for wars between 18th century imagi-nations  using Volley and Bayonet (V&B) as the rules system for the resulting battles. (more details can be found here). The map used for their campaign was the map from TSR's Birthright campaign setting for AD&D. This got me thinking, that rather than use that map, I should use the map of the Known World from the D&D Mystera setting.


Source: https://www.worldanvil.com/w/mystara-greentalon



The original idea was to use the map and country descriptions from the  D&D adventure X10 "Red Arrow, Black Shield" (click here for an overview of X10) as the campaign background for my DEK campaign. The he map belo has been printed out on four A3 pages and will have additional settlements and other featured marked on it.

Map from X10 redrawn as at hex map at the Vaults of Pandius

However, the more I looked into finding a decent map, the more I felt that I could use the vast wealth of existing support material for Mystara to fully detail out a DEK campaign that would provide greater gaming opportunities. I have a number of the D&D Gazetteers for the known world nations, and the Vaults of Pandius - the Official Mystera homepage proides a huge amount of additional detail.  

The basic premise of DEK is that the nations in the campaign are all at least notionally part of the same empire, akin to the real world Holy Roman Empire. Given that this is not the case for the nations of Mystera's known world at the start point of the setting of 1000AC (AC standing for After Crowning of the first Thyatian Emperor), I decided to advance the setting to my DEK campaign's start point of 1750AC in order to allow nations to have become part of the Thyatian Empire at some stage in the past, but then to have achieved various degrees of autonomy since then.

The reduction of magic and the increase in technology in the intervening 750 years can be explained by a combination of hand waving it away and by using the approaches suggested in another AD&D source book: HR4: A Mighty Fortress Campaign Sourcebook - Which is an AD&D campaign setting book for setting games in the Elizabethan Age of 16th and 17th century Europe. It is quite useful for ideas on dealing with a low magic setting and the myths and popular beliefs relating to things magical. 

 Detailed online map of the known world cira 1000 AC Note that nation names and other details will vary in 1750AC.

Nations of the Known World 1750 AC

As I get around to it, more detail will be added to each entry.... each realm will get a brief blurb outlining its culture etc., and each province will have its advantages and disadvantages listed as per the DEK rules. Text is often paraphrased from entries in the Vault of Pandius.

1. Empire of Thyatis:

The Empire of Thyatis consists of a number of realms each of which consists of a number of provinces. The realms of the empire are all notionally under the rule of the Emperor in Thyatis City, but in practice it is only the provinces of the realm of the nation of Thyatis where imperial rule is unchallenged.

1.1 Nation of Thyatis .

Location: South of Ylaruam, East of Karameikos and Minrothad.

Area: 42,300 sq. mi. (95,175 km2)

Population: 5,400,000 of various races.

Languages: Thyatian Common (Thyatian, Heldann, Kerendan, and Tel Akbirian dialects). Many other languages are spoken within the Empire, especially in Thyatis City.

Coinage: Emperor (pp), lucin (gp), asterius (sp), and denarius (cp).

Taxes: 25% income tax collected quarterly (Va. 1, Ya. 1, Fy. 3, and Ei. 1). Thyatians abroad must still pay their taxes. Expensive and rare items are also taxed 25% of their worth. 5% sales tax on all but food and clothing.

Government Type: Monarchy influenced by elected Senate.

Industries: Agriculture, mining, warfare.

Duchy of Thyatis: Thyatis is the heart of the nation and Empire. It is the home of Thyatis City, the wealthiest, grandest, and most powerful city of Mystara. From here,  the Emperor decides on the fate of the Empire and the entire world. People of all races and cultures can be found in Thyatis City, as it boasts trade from around the world.

Duchy of Kantrium: Kantrium is a fertile duchy which is the home to farmers and fishermen. Kantrium is a historical site since it was the first dominion formed within Thyatis.

Duchy of MachetosMachetos consists of rich farmland which is now the main source of food for the Empire. 

Duchy of Kerendas: Kerendas is the centre for cavalry training and the source of the best horses within the Empire. The land is mostly grassland, and everyone in the duchy is horse-crazy.

Duchy of Tel Akbir: Tel Akbir is a grassy duchy inhabited by Thyatians of Ylari descent. The Legion is keeping a close eye out for Ylari spies in the area.

Duchy of  Retebius: Retebius is named after the legendary Knights of Retebius.

Duchy of Mositius: Mositius is an island duchy that is the centre of tourism for the Empire. There is an active volcano which releases strange mists unto the island, influencing the behaviours of the inhabitants.

Duchy of TerentiasTerentias is an island that was once hotly contested between Thyatis and Minrothad. The inhabitants don't seem to care one way or another, and focus their lives on pirating and sailing. So far, Terentias has remained part of Thyatis for the past 900 years.

County of Actius: (shipbuilding)

County of Hattias: Hattias is a county known for its racial intolerance. Hattias has rebelled several times against the Imperial family, and the city is now forbidden to build defensive walls.

County of Halathius: (gold mines)

County of Lucinius: (port)

County of Vyalia:

Barony of Biazzan: (algebra university)

Barony of Buhrohur: 

Protectorate of Carythion: (wealthy estates)

Protectorate of Scarlas: (scholars)

Protectorate of Borydos: (prison)

1.2 Kingdom of Karameikos

Location: East of Thyatis, west of the Five Shires, and south of Darokin and Aengmor.

Area: 46,750 sq. mi. (105,188 km2)

Population: 864,000

Languages: Thyatian Common, Traladaran, Quenya (Callarii, Vyalia, Alfheim and Erewan dialects). Thyatian is the official language of the nation.

Coinage: Royal (gp), crona (sp), and kopec (cp).

Taxes: Quarterly income tax of 25% for commoners and 20% for nobles. Sales tax of 5% as well as an import tax of 1%.

Government Type: Monarchy.

Industries: Logging, mining (gold and silver), agriculture.

Barony of Kelvin

Barony of Lunn

Barony of Threshold

Black Eagle Barony

Barony of Vorloi

Barony of Rugalov

1.3 Kingdom of Darokin

Location: West and north of the Five Shires.

Area: 68,964 sq. mi. (155,169 km2), not including the northern borderlands, which is only nominally under control of the Kingdom.

Population: 2,520,000 

Languages: Thyatian Common (Darokinian dialect), but many other languages are represented among the populace.

Coinage: Daro (gp), half-daro (ep), tendrid (sp), passim (cp). For transactions involving large amounts of money (larger than 500 daros), a CLOC - Certified Letter of Credit - is used.

Taxes: 5% of annual income (8% for incomes over 100,000 daros), collected annually on Thaumont 1. Every 5 years, a net worth tax is assessed; anyone whose income has increased since the last assessment must pay 5% of the gain in taxes. There is also a 3% sales tax.

Government Type: Monarchy

Industries: Agriculture, fishing, trade

1.4 The Principalities of Glantri

Location: North of Darokin, south of Wendar, west of the Ethengar Khanates.

Area: 116,650 sq. mi. (262,463 km2)

Population: 1,195,000

Languages: Thyatian Common (Glantrian dialect), Alphatian Common (Flaemish Dialect), Quenya (Belcadiz and Erewan dialects), Sylaire (also known as Averoignian), Traladaran (in Boldavia), Ethengarian and numerous other minor languages.

Coinage: Crown (pp), ducat (gp), sovereign (sp), penny (cp).

Taxes: Quarterly income tax of 10% as well as a hearth tax of 1 ducat per household. Also, almost every activity - including speaking in public, carrying weapons, wearing armour, etc. - requires a license of some sort with fees ranging up to 50 ducats a year for each activity.

Government Type: Autocracy, ruled by a council of nobles, whose voting power in the council is determined by their rank (prince, duke, count, etc.)

Industries: Various, as each principality specialises in something different. See below for details.

Principality of  Aalban: Aalban is a principality of plains and pastures. Despite this peaceful look, it is the most militaristic dominion of Glantri. Warriors and mercenaries are plentiful in the area, and the locals are renown for their remarkable siege weapons and equipment.

Principality of  Belcadiz: Belcadiz is a lightly forested area that serves as the home of the famous winemakers. Not only is their wine in high demand throughout Glantri, but so is their metalwork. Belcadizians are hot-tempered, easy to offend, and enjoy nothing better that a sword duel or two to try and prove their superiority.

Principality of  Bergdhoven: Bergdhoven, resting in northern Glantri, is relatively flat. It is a picturesque land with wild flowers growing almost everywhere. These flowers are the base of Bergdhoven's perfume and oil industry. They also attract scholars who need the rare flowers for rare or unique experiments.

Principality of  Boldavia: Boldavia is a word that causes many to shiver as that principality is often associated with rumours and legends of powerful undead and necromancers. The local Traladarans, who live in small villages among the craggy bluffs and forested hills, are a superstitious lot and are accredited with all the undead legends of the area that spread through Glantri.

Principality of  Blackhill: Blackhill is a leading producer of fruits, vegetables, horses and cattle. Lucrative natural resources such as oil, and blackstone provide the principality with trade revenue.

Principality of  Bramyra: Bramyra is a principality that was created to serve as the first line of defence should the Ethengarians decide to invade Glantri. There is nothing of note here except for the vast herds of sheep that roam the hills.

Principality of  Erewan: Erewan is the home of many famous poets, scribes, and artists. 

Principality of Klantyre: Klantyre, the famous fog-shrouded highlands, is best known for its vast herds of sheep that populate the steep hills of the Colossus foothills and thrive in the misty, dreary, cool climate. The sheep provide vast amounts of wool, lamb, and mutton. Klanytre is also known for its breweries, distilleries, and its unique whiskey.  Local farmers grow grains and potatoes.. traditional occupations as herders, farmers, loggers, woodworkers, brewers, and distillers

Principality of Krondahar: Krondahar is one of the most cultivated lands in Glantri. The locals are renown for their silk as well as their leather working.

Principality of Nouvelle Averoigne: Nouvelle Averoigne was famous as the home of the late Étienne d'Ambreville. It is also renown for its cuisine, and theatre plays that are so popular they often sell out months in advance. Nouvelle Averoigne is flat near the river, but gets significantly more hilly further inland.

Principality of Sablestone: Sablestone is home to Grand Master Haaskinz,of the University of Glantri. There is nothing much in this principality either, except for stubborn farmers who continuously demand that the rest of the world should just leave them alone.

1.5 Minrothad Guilds

Location: South of Karameikos, east of Ierendi and west of Thyatis.

Area: 8,120 sq. mi. (18,270 km2)

Population: 416,000 

Languages: Minrothaddan, Thyatian Common (known mainly for trade and business).

Coinage: Crona (gp), byd (ep), quert (sp), and plen (cp).

Taxes: Officially, guilds owe a 20% annual income tax, while individuals owe 10%. Yet, there are many extenuating circumstances which can reduce or increase the amount owed of which only Minrothaddan tax collectors can keep track of all of them. There is an 8% sales tax for local items, while all imported items (or services) have an 18% sales tax. Foreigners must also immediately pay a 20% income tax for all income earned while in the nation.

Government Type: Plutocracy; every guild master has a seat on the Council, with the most powerful guild master ruling over the council. 

Industries: Crafts, trade, and services.

1.6 Kingdom of Ierendi

Location: South of the Five Shires and Karameikos, west of the Minrothad Guilds.

Area: 17,240 sq. mi. (38,790 km2)

Population: 116,000 

Languages: Thyatian Common (Darokinian dialect; for trade and tourist business), Makai (native language).

Coinage: Pali (10 gp), geleva (1 gp), sana (sp), and cokip (cp). All foreign currency is also accepted.

Taxes: sales tax of 5% and annual poll tax of 10gp

Government Type: Constitutional Monarchy; power is held by elected members of noble families, while a king and queen act as figureheads. 

Industries: Tourism, fishing.

1.7 Kingdom of Ostland

Location: Off the coast of the Sea of Dawn, east of Vestland and south-east of Heldann.

Area: 8,920 sq. mi. (20,070 km2)

Population: 262,000 humans

Languages: Heldannic.

Coinage: Krona (gp), Eyrir (sp) and Oren (cp).

Taxes: Sales tax of 5% and annual poll tax of 5gp

Government Type: Monarchy.

Industries: Agriculture (grain, potatoes, and beets), fishing, logging, and trade.

1.8 Kingdom of Vestland

Location: South of Heldann, east of Ethengar, north of Soderfjord and west of Ostland.

Area: 21,060 sq. mi. (47,385 km2)

Population: 322,000 

Languages: Heldannic.

Coinage: Schilder (5 gp), guldan (gp), hellar (ep), floren (sp) and oren (cp).

Taxes: Sales tax of 5% and annual poll tax of 5gp. Additional revenue is raised from tolls to use roads and bridges

Government Type: Monarchy.

Industries: Logging, furs, fishing, and trade.

1.9 Kingdom of Sodderfjord

Location: South of Vestland, east of Rockhome, north of Ylaruam and southwest of Ostland.

Area: 31,060 sq. mi. (69,885 km2)

Population: 322,000 

Languages: Heldannic.

Coinage: Markka (gp), penne (ep), gundar (sp) and oren (cp).

Taxes: Sales tax of 5% and annual poll tax of 5gp. Additional revenue is raised from tolls to use roads and bridges. 

2. Emirates of Ylarum

Location: North of Thyatis, West of Rockhome and Darokin, South of Soderfjord.

Area: 54,180 sq. mi. (121,905 km2)

Population: 460,000 

Languages: Ylari (also known as Alasiyan).

Coinage: Dinar (gp), dirham (sp), and fal (cp).

Taxes: 10% sales tax. Also a monthly head tax according to social rank (peasants 1 cp, townsfolk and nomads 1 sp, merchants 1 gp, nobles 10 gp). Foreigners pay double the monthly head tax.

Government Type: Monarchy.

Industries: Textiles, horse breeding, mining, marble quarrying, glassmaking, and the cultivation of dates.

Emirate of Abbashan

Emirate of Alasiya 

Emirate of Dythestenia 

Emirate of Makistan

Emirate of Nicostenia

Emirate of Nithia

3. Ethengar Khanate

Location: Central plains area, north and west of Rockhome.

Area: 57,970 sq. mi. (130,433 km2)

Population: 425,000 

Languages: Ethengarian.

Coinage: All referred to as tangs. Coins of platinum, gold, electrum, silver and copper come in 1x, 5x and 10x their normal value denominations.

Taxes: None; all property belongs to the khan. Each year, on Sviftmont 23 (the Day of Counting), all families herds are returned to the main herd. On Flaurmont 15 (the Day of Blessings) the khan divides as he sees fit all herds and wealth among the families of the tribe.

Government Type: Nomadic tribes ruled by khans (chieftains), loosely allied under a Great Khan (king).

Industries: Cattle, horse-breeding.

4. Kingdom of Rockhome

Location: East of Darokin and Aengmor, south of Ethengar, west of the Northern Reaches and northwest of Ylaruam.

Area: 41,140 sq. mi. (92,565 km2)

Population: 100,000 

Languages: Dethek, Thyatian Common 

Coinage: Sun (10 gp), trader (1 gp), moon (10 sp), star (1 sp), and stone (cp).

Taxes: Annual (Kaldmont 1) 100% Income tax collected by clan, which is then redistributed by the clan head according to need and productivity. Roughly 35% of the collected sum is paid as taxes to the King. Foreigners have a 5% sales tax on all goods purchased in Rockhome, as well as a 25% income tax on all wages earned in Rockhome.

Government Type: Monarchy, heavily influenced by the nobility.

Industries: Mining (precious metals and iron), metalworking, stoneworking, crafts.

5. The Broken Lands

Location: South and south-east of Glantri, north of Darokin.

Area: 11,600 sq. mi. (26,100 km2)

Population: approx 5,000 

Languages: Thyatian Common (Darokinian dialect), Tharian Common (most dialects)

Coinage: Any, as all are stolen from neighbouring lands. No local coins are produced.

Taxes: Whatever a local leader can take.

Government Type: Anarchy

Industries: Limited agriculture, mining (of gold, copper, tin, and jade), and banditry  

6. Kingdom of Aengmor

Location: In eastern Darokin, north of the Five Shires and Karameikos.

Area: 17,950 sq. mi. (40,388 km2)

Population: 130,000 

Languages: Thyatian Common (Darokinian dialect), Quenya (Alfheim and other dialects)

Coinage: Bright (gp), Shine (sp), Glint (cp), Kalafi (variously rated at 10 gp, 50 gp and 100 gp).

Taxes: One fourteenth of an individual's earnings goes to the Temple of Rafiel and the King. Employers deduct this amount from the wages they pay and send it to the tax collector each month. Tax evasion is very rare in Aengmor.

Government Type: Monarchy

Industries: Military, mining (precious metals)

7. The Five Shires

Location: Along the south shore, west of Karameikos, east of Atruaghin territories.

Area: 10,660 sq. mi. (23,985 km2)

Population: 420,000

Languages: Thyatian Common (Darokinian dialect). Some sages can speak Lalor, an ancient language of the shires.

Coinage: Yellow (gp), Star (sp), Sunset (cp).

Taxes: Annual levy. Each year, the sheriffs determine what money and tasks need to be done to maintain their strongholds and towns. Clan members then share in cost and labour (according to their wealth) to accomplish these chores. This usually comes out to about 5 to 10% of their yearly income.

Government Type: Each shire is governed by a council of local notables who elect a sheriff for the shire. The sheriffs collectively form a council that run the country as a whole.

Industries: Agriculture, especially vegetables (peas, beans, radishes, mushrooms, carrots, onions, and asparagus).

Southshire: Southshire is the most settled region of the Five Shires. Its woodlands have long been turned into productive farmlands and many well-used roads crisscross the countryside.

Heartshire: Heartshire is a rural hill country that was once rich with mineral and metal deposits. Now, the mines are mostly depleted and the inhabitants are broiled up in industry. Almost everything is made or crafted here; everything but cloth, that is.

Highshire: Highshire is mostly wilderness, with high mountains, rolling hills, and dark forests. New mines have been opened in the area, and the local economy is on the rise.

Seashire: Seashire is characterised by its numerous ports and harbours. It is the wealthiest of the Shires because of its booming trade with other nations. Seashire boasts the largest towns in the Five Shires, including the capital Shireton, as well as Thantabbar. The numerous rocks and islands doting the Sea of Dread in Seashire's territory are also the most notorious pirate haven this side of the Old World.

Eastshire: Eastshire is, logically enough, the eastern-most shire. It is mostly farmlands that feed off the Wardle River. Eastshire is the land most often visited by outsiders.

8. Atruaghin Clans

Location: Along southern shore, west of Darokin and the Five Shires.

Area: 46,380 sq. mi. (104,355 km2), with 19,172 sq. mi. (43,137 km2) on the plateau itself.

Population: 230,000  (On the plateau: Bear Clan: 45,000; Elk Clan: 30,000; Horse Clan: 70,000. In the lowlands: Tiger Clan: 60,000; Turtle Clan: 25,000. )

Languages: Atruaghin, although each clan has its own dialect.

Coinage: Coinage is uncommon, as most use barter for goods. The few coins that do exist are called Cloud (5 sp) and Land (cp).

Taxes: None.

Government Type: Numerous independent tribes, each led by a chief and/or shaman, loosely collected into larger clans.

Industries: Trapping, fur production, leather production (especially Horse and Turtle clans), pottery and woven goods (Bear Clan), woodworking (Turtle Clan). The Tiger Clan is known for its raids into Darokin.

Lands of the children of the Horse

Lands of the children of the Bear

Lands of the children of the Elk

Lands of the children of the Tiger

Lands of the children of the Turtle

9. Heldann Freeholds

Location: North of Ethengar and Rockhome, east of Wendar.

Area: 25,000 sq. mi. (56,250 km2)

Population: 500,000 

Languages: Thyatian Common (Hattian dialect), Heldannic. 

Coinage: Groschen (pp), gelder (gp), erzer (ep), markschen (sp), and fenneg (cp).

Taxes: As determined by local authorities

Government Type: Semi feudal loose confederation of local communities

Industries: Agriculture (wheat, barley, and potatoes), mining (iron), sheep herding and fishing.

10. Kingdom of Wendar

Location: North of Glantri and Ethengar, south of Denagoth and west of the Heldannic Territories.

Area: 78,170 sq. mi. (175,883 km2)

Population: 800,000

Languages: Quenya (Genalleth and Alfheim dialects), Heldannic, Thyatian Common (Hattian dialect).

Coinage: Di (gp), on (sp), and teci (cp).

Taxes: 20% income tax, collected yearly.

Government Type: Monarchy.

Industries: Logging, agriculture (grows barely enough for its own use)

11. Hagiarchy of Hule

Location: North of the Savage Baronies and the Gulf of Hule, continent of Brun.

Area: 256,000 sq. mi. (576,000 km2)

Population: 2,000,000 

Languages: Hulean Common (several dialects).

Coinage: Lira (gp), kuru (sp) and piastre (cp).

Taxes: Net worth tax of 5% assessed every two years and an annual 10% tithe to the Holy Men of Hule. Hule's major roads also have toll gates every 24 miles charging 1 piastre per person and 2 piastres per large animal.

Government Type: Hagiarchy (ruled by Holy Men).

Industries: Agriculture, textile (fine cloth, wool), glasswork, trade,

12. Rajahstan of Sind

Location: West of the Atruaghin Territories, Darokin, south-west of Glantri.

Area: 200,000 sq. mi. (450,000 km2), of which Azadgal: 10,000 sq. mi. (22,500 km2); Baratkand: 32,500 sq. mi. (73,125 km2); Gunjab: 17,000 sq. mi. (38,250 km2); Jalawar: 13,500 sq. mi. (30,375 km2); Jhengal: 32,000 sq. mi. (72,000 km2); Kadesh: 20,500 sq. mi. (46,125 km2); Nagpuri: 13,000 sq. mi. (29,250 km2); Peshmir: 12,000 sq. mi. (27,000 km2); Putnabad: 11,000 sq. mi. (24,750 km2); Shajarkand: 25,000 sq. mi. (56,250 km2); and Sindrastan: 13,000 sq. mi. (29,250 km2).

Population: App. 1,100,0005  (Azadgal: 90,000; Baratkand: 80,000; Gunjab: 25,000; Jalawar: 130,000; Jhengal: 80,000; Kadesh: 60,000; Nagpuri: 120,000; Peshmir: 70,000; Putnabad: 150,000; Shahjarkand: 130,000; Sindrastan: 160,000)

Languages: Sindhi, some Thyatian Common (Darokinian dialect).

Coinage: Guru (25 gp), rupee (5 gp), bhani (2 ep), khundar (sp), piaster (cp).

Taxes: Each mumlyket imposes and collects its own taxes.

Government Type: Feudal monarchy (king and nobles called rajahs and maharajahs).

Industries: Agriculture, trade (salt, silk, cotton, rice, and especially tea).

Mumlyket of  Azadgal 

Mumlyket of  Baratkand

Mumlyket of  Gunjab

Mumlyket of Jalawar

Mumlyket of  Jhengal:

Mumlyket of  Kadesh:

Mumlyket of  Nagpuri

Mumlyket of Peshmir

Mumlyket of Putnabad:

Mumlyket of  Shahjarkand

Mumlyket of  Sindrastan


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