Threshold 7
Threshold 7
Threshold 7
pandius.com
thepiazza.org.uk
Issue Contents
Issue 7
Editorial................................................................1
This Issue s Contributors......................................3
Call for Contributors............................................4
A Travellers Guide to Norwold............................5
The Great Land Rush of Norwold.....................124
The Skaufskogr and Beyond.............................144
Land and Races of Leeha..................................172
In the name of the Dragon...............................186
The Grouzhina Flood......................................207
Dark secrets of Ieronyx....................................216
Times Travels...................................................233
Artwork Sources and Credits............................235
Next Issue.........................................................246
Issue #7
Editorial
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Editorial
Editorial Credits
Editor-in-Chief, Issue 7:
Francesco Defferrari (Sturm)
Layout:
Allan Palmer (AllanP)
Art:
I. Calvin
John Calvin
Giampaolo Agosta (Agathokles)
Cartography:
Thorfinn Tait (Thorf)
Francesco Defferrari (Sturm)
JTR (OldDawg)
Giampaolo Agosta (Agathokles)
Simone Neri (Zendrolion)
Robin Dijkema
Thanks To: The Mystara Community, for your support, hard work, and dedication to Mystara.
The aims of Threshold magazine:
to provide a venue for community members to present material
to promote the Vaults of Pandius and the material there
to increase the exposure of existing and new articles
to encourage authors to revisit and revitalise existing articles
to motivate interest in Mystara in general
Issues #1 to #6 of THRESHOLD - the
Mystata Magazine, is available for
download from the Vaults of Pandius
website.
Also available at the same location are
higher resolution versions of the maps
that were included in the issues PDF,
allowing greater detail to be viewed.
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GENERAL OVERVIEW
The Norwold region encompasses the whole
north-eastern corner of Brun, just north of
the Known World and east of the Borean
valley. The regions borders are marked by
the Alphatian Sea and the Strait of Helskir to
the east, by Norzee to the north, by the
Borean Range, the Icereach Range, and the
Mengul Mountains to the west, and by the
Heldland River and the Eastern Mengul
Mountains to the south. To the south-west,
things are more blurred - some consider
Wendar and the Northern Wildlands to be
part of the Norwold region, while others
assert that those realms do not belong to this
area. Whatever the case, Norwold is a huge
region which dwarfs the more populous
Known World in size.
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A SHORT HISTORY OF
NORWOLD
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Reign (AC)
596-628
628-659
659-679
679-714
714-726
726-741
741-766
766-792
792-822
822-838
838-863
863-882
882-889
889-894
894-...
Kings of Denagoth
Nalla
Gereth
Landru
Dallovan
Ranyn
Ranak
Beldan
Garlan
Kingdom fragmented
Landryn
Kingdom fragmented
Notes
Icereacher warlord.
Elder son of Nebunar.
Son of Arus.
Son of Ankarus.
Grandson of Kalidor.
Sister of Arathon.
Son of Sandryn.
Son of Telles.
Nephew of Thalis.
Younger brother of Naren.
Son of Halvan.
Son of Gallathon.
Son of Mirimar.
Younger brother of Vespen.
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B en s arian received th e
from th e
el ves of th e Great F ores t of Geffron after th e
s ag e g ave th e el ves th e evil
for
s afek eepin g an d offered to write th e h is tory of
th e el ven fol k ; th e
h ad b een in turn
dis covered b y Prin ce H al van of Es s uria durin g
th e con s truction of th e Drax Tal l en Maus ol eum,
an d del ivered to B en s arian after H al van
s ucceeded h is b roth er on th e th ron e. A ccordin g
to X 1 1 Sag a of th e Sh adow Lord, th e
con s truction of th e Maus ol eum took pl ace more
th an on e h un dred y ears b efore th e even ts of th e
adven ture, an d th en H al van k ept th e
for y ears b efore as cen din g to th e th ron e.
Ob vious l y th is wh ol e ch ain of even ts h as to tak e
pl ace b efore B en s arian b es tows th e
on
Gy l h aren . A s a s ide n ote, X 1 1 reveal s th at th e
is ol der th an th e el ves an d of
un k n own orig in ; th e artefact was g iven th is
n ame b y B en s arian - wh ich may even mean th at
if th e artefact appeared at oth er times durin g
W en dars pas t, it did s o un der a differen t n ame
an d g uis e.
3 5 A ccordin g to Poor W iz ards A l man ac I , pag e
8 8 , th e artefact was b es towed b y B en s arian on
Gy l h aren ab out 2 0 0 y ears ag o; th is is n ot
con s is ten t with th e date foun d at pag e 1 1 4 of
th e s ame b ook l et, wh en th e even t is s aid to
h ave h appen ed aroun d th e Y ear 9 0 0 . Th e
timel in e pres en ted h ere as s umes th en th at two
s eparate b es towin g even ts h appen ed, b ut does
n ot g o furth er on to detail th e reas on b eh in d
th at.
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I mmortal ity .
Th e town s foun dation date is foun d in its
en try in Poor W iz ards A l man ac I , pag e 4 9 .
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INHABITANTS
In this chapter we will meet the most
important human and non-human cultures
and races of Norwold, and give a brief
account of some of the minor ones.
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Heldanners
The descendants of the ancient southern
Antalians have at different times in history
been called Nordurlanders and, since the 8th
century AC, Heldanners. The Heldanners
who live in Norwold are of the same stock of
the native people of the nowadays Heldannic
Territories, and share their same hatred for
the Knights of Vanya. In Norwold, they dwell
in the lands which lay south and east of the
Hettafjall Mountains and of Lirovkas Alps, up
to the Mrkskog and the Oceansend area in
the north.
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Norwolders
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I n GA Z F 1 0 Th e K in g dom of K aarjal a (b y
J TR ) th e I mmortal Mattarak k a is iden tified with
Terra, l eavin g un an s wered th e is s ue of a cul t of
Djaea h in ted at in th e tex t; al s o in order to
differen tiate b etween Saamari an d Vaaran a, in
th is articl e Mattarak k a h as b een iden tified with
Djaea.
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skills. The Red Banner Viaskodas are seminomadic: they live in stable coastal villages
all along the coast of the Great Bay, but parts
of their clans leave them to hunt and follow
herds during spring and summer. They are
also quite skilled seamen aboard their boats,
which resemble smaller versions of the
Northman longships and which they use to
trade and to raid the coasts of the Great Bay.
The Red Banner tribes are distrustful of the
Lothbarth elves and leave them in peace, but
often clash against the Jotunheimr
humanoids and giants
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Elves
Fair elves are not natives of Norwold, nor are
they related to the elven clans who live in
Wendar and on the Denagothian Plateau.
They instead belong to the Shiye clan, and
are third- or fourth-generation descendants
of migrants from the Kingdom of Shiye-Lawr
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Halflings
Gnomes
Gnomes are not very numerous in Norwold,
and are found only in its southern reaches.
Most of them descend from gnomish
refugees who fled from the Hardanger
Mountains in the 4th-5th century BC or from
the eastern Wendarian Range after the
destruction of Torkyn Falls in AC 505.55 The
majority of Norwolds gnomes are found
scattered
among
various
woodland
communities all the way from Oceansend to
the Altenwald, with a greater number present
in the woods and hills around the Heldland
River; by outsiders, these gnomes are
labelled forest gnomes and have adapted to
a nature-oriented life. Other groups of more
traditional earth gnomes are instead found in
the Hettafjall, as well as in major human
settlements (like Landfall).
55
Th is even t is featured in th e
n ovel , b y T. Gun n ars s on .
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Centaurs
Lupins
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Rakastas
A variety of breeds of these feline humanoids
is scattered among the regions of Norwold,
mostly in wilderness or borderland areas not
too near the settlements of the humans.
Differently from the lupins, the rakastas are
not particularly friendly toward humans, and
they see the recent, renewed encroachment
of civilization in this part of the world as a
danger to their lifestyle.
The most aloof of the Norwold rakastas, the
snow pardastas live above the tree line in
the great mountain ranges of Norwold mostly in the Icereach and Borean ranges,
with sparse clans also found in the highest
spots of the Wyrmsteeth Range. They are
hunters and herders, and practice a
sedentary lifestyle, dwelling in small
mountain villages centred on caves and
fiercely competing with the few other
creatures that haunt their altitudes.
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Other Races
Many more intelligent races are found in
Norwold, even if their number and influence
do not allow them to feature among the most
prominent races of the region. What follows,
of course, does not exhaust the number of
potential dwellers of Norwold, but
represents only a brief listing of the
intelligent creatures most frequently spotted
in the region.
The vast forested valleys and hills of Norwold
host representatives of various woodlands
races, such as hsiaos, dryads, and fauns;
ancient groves of treants live in Norwolds
older forests. Members of the Good People
are represented as well, and more than one
fairy realm might be accessible through
Norwolds deepest glades, clearest waterfalls,
or similar spots.
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Norwolds wilderness
mountains and hills
are the habitat of
some peculiar races of
trolls. At least, the
human scholars call
these trolls, but they
are quite different
from the common,
Beastmen-descended
root trolls (as the three
Monstrum subraces are usually called). These
beings share instead a strong connection to
the elemental earth, tend to live in very small
family units or be solitary, are less aggressive
than the root trolls, and often go dormant
for a long time, becoming immobile and
assuming the appearance of the rocky
environment in which they dwell. Among
these troll races are the earth troll (a larger,
more durable, but less intelligent species),
the rock troll (a slow, powerful, and
peaceable species), and the giant troll (a
dumb, huge, and voracious breed). While the
scholars believe these three species of trolls
to be descended from common root trolls
tainted by elemental earth energies, the truth
might actually be the opposite - the root
trolls could be the result of the mix of the
Beastmen blood tainting these elemental-tied
creatures.
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Th e val l ey is cal l ed
b y th e
H el dan n ic K n ig h ts an d K n own W orl ders ; th e
Es s urian s cal l ed th is l arg e val l ey
, an d
th is n ame is s til l us ed b y th e peopl e of th e
Den ag oth ian Pl ateau.
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Th is pl ace is cal l ed
by
H el dan n ic K n ig h ts an d K n own W orl ders .
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Th e is l an d is cal l ed
b y H el dan n ics an d
K n own W orl ders .
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9. The Skogenvr,
the Scarlet Forest, and
the Peninsula of Err
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Th es e h il l s are cal l ed
an d K n own W orl ders .
b y H el dan n ics
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The valleys are the homeland of the seminomadic Icereacher clans, called the
Engherians in the old Essurian tongue. Being
followers of He Who Watches, they are in
good standing with the small successor
realms of Essuria in the north-eastern corner
of the Denagothian Plateau. The rarely used
trade route which reaches the domains of the
Denagothian Plateau from the Vatskiy Rodina
pass through Engherland, and represents a
land alternative to the route which goes
down the Vinisk River valley.
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North of the Lothbarth lies a wide, sparselyforested plain, interspersed with broken
terrain patches, low rocky crags, and ridges,
which is called the Crumpled Lands. This
area is the home of the Red Banner
Viaskodas, which stretches further to the
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SURROUNDING LANDS
Now that we have given a thorough look at
Norwold, we will briefly cast our attention
over the lands and realms which surround
this vast and untamed land.
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mostly),
demihumans,
giants,
and
humanoids (especially goblins, orcs, and
trolls), but many more monster races can be
found wandering in the streets of the capital,
Trollhattan, or in the countryside - even
lycanthropes and intelligent undead
monsters are tolerated here! Humans, while
present, are a minority.
Further south of Limn lies another small
realm, the Kingdom of Stonewall, one of the
most friendly realms of Alphatia as well as
one of the most densely-populated; the
kingdoms capital, Draco, is the largest city of
the empire. Differently from most other
places in the Alphatian mainland, Stonewalls
non-magical population is not oppressed by
the ruling spellcasters, and can lead a decent
life there. The kingdom, ruled by King
Koblan Dracodon with an easy hand, is
nevertheless one of the bases of the
Alphatian military, and the city is also the
main port from which migration to Norwold
is taking place.
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Modified Reaction
Roll Result
3 or less
4-6
7-9
10-11
12 or more
Effect
Lose 3 Favor Points
Lose 1 Favor Point
None
Gain 2 Favor Points
Gain 5 Favor Points
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Competition Clerics
Arcane
0
Joust*
Melee
Shooting
Wrestling
-**
Fighters
0
level +
Str or Dex
Magic-Users
level + Int
Thieves
-
level +
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Appearance
Favor Points
Hideous
-4
Ugly
-2
Unattractive
-1
Average
0
Attractive, pretty
+1
Handsome, beautiful,
+2
good-looking, comely
Very beautiful, very
+4
handsome, gorgeous
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Choosing a Location
After the choice order has been determined
according to the abovementioned four steps,
King Ericall will proceed to award dominions
to the claimants who have gathered the due
amount of Favor Points during the Spring Fair.
Example:
At the end of Step 4, Fergus the Justifier and
Bardeen Longwalker have the same number
of Favor Points, that is 21. The king looks at
their performance in the tournament, and
sees that both took part in the joust, scoring
the same amount of Favor Points (six).
Then, Ericall considers the private dealings
he had with both, and sees that Bardeen got
3 Favor Points and Fergus only 2 - so the
king allows Bardeen to choose his dominion
before Fergus, who goes after him.
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THE KINGDOM OF
NORWOLD
King Ericall has ruled for ten years, a large
stretch of this vast and wilderness
subcontinent. In those ten years, Ericall has
gathered a number of advisors and
bureaucrats to help him manage the burden
of ruling this huge and diverse land, divided
by massive geographical barriers - the
powerful rivers, the deep forests, the highest
mountains, and the cold tundras. Despite the
kings efforts, however, his success in this
process has been partial at best - also due to
the young Ericalls naivety, idealism, and lack
of experience.
The official borders of the Kingdom of
Norwold are shown in the accompanying
map, above, alongside independent realms
found within or at the borders of the
kingdom, the borders of the kingdoms
provinces, and those of existing fiefs before
the Great Land Rush.
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Province
Aquelera*
Azure Lake
Chermosar*
Coast of Rebirth*
Dashedar
Dashetyr
Enderover
Esendel-Mhirren*
Hidden Valley
Isles of the Strand
Kelmershyr
Landfall
Landrise
Lighthall
Ransarn
Sharnadar
Tranquil Coast*
Viaskaland
Wyrmsteeth
Governor
Aendim
Podo Hornblower
Alvaden Wildgaze
0
Kerana NJozee
Tralkar Fenn, Count of Hulgarholm
Lernal the Swill, Duke of Landfall
Beriak Alanira, Count of Draken
Theobold Redbeard, Count of Lighthall
Kerik, Count of Therimar
Teskithan
-
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Title
King
Duke
Count
Baron
Lord (Landed)
Lord
Knight
Status
Hereditary
Hereditary
Hereditary
Hereditary
Hereditary
Non-hereditary
Non-hereditary
Style of Address
Who May Grant It
Your (Royal) Majesty
The Alphatian Emperor
Your Grace
King
Your Lordship/Ladyship King, Duke
Your Lordship/ Ladyship King, Duke, Count
Sir/Dame
King, Duke, Count, Baron
Sir/Dame
King, Duke, Count, Baron
Sir/Dame
King, Duke, Count, Baron
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DWELLERS OF THE
SKAUFSKOGR
This section describes the native people, human
and non-human, of the Skaufskogr forest and the
neighbouring provinces, including the RansarnVinisk valley north-west of the Final Range.
NPC Statistics
Capsule statistics for the main NPCs of
the region are provided using both the
AD&D 2e rules, including character
kits (mostly from The Savage Coast
Campaign Setting), and BECMI,
including optional classes (see my
Adventuring in the Northlands
article in Threshold Issue 6 for an
overview of BECMI classes in
Norwold). The AD&D versions of the
NPCs are designed for a relatively lowlevel campaign, whereas the BECMI
D&D versions are designed to be
compatible with the classic Norwold
adventures, and in particular with
CM1 Test of the Warlords. Thus,
instead of using the standard
conversion rules between AD&D 2e
and BECMI D&D, most NPCs have a
wider level difference between the
two versions (10 levels, except for a
few cases where it does not make
sense).
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Fainrus
Population: 260
Prehistory
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Daemar
ca. 490 BC Gnomes fleeing the Hardanger
reach the Heldland, settling the
Schnauzwald.
Population: 170
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Population: 120
Location: Fainrus, Skaufskogr Hills
Glirvaen
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Brandaras
ca. 860 AC Foundation of Niur (on the
site of Landfall) as a trade port for
Essurias merchant king Gallathon.
Population: 140
868 AC Second Alphatian colonization
attempt in Norwold. Meredoth becomes
Lord of Todstein. Prince Gaernil of Shiye
Lawr guides the Alphatian attempt to
colonize southern Norwold. The Old Fort
is built.
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Aglarant
ogres and orcs. A warband of Heldann
Shepherd becomes known as Hrotgarmrklo, the Fang of Hrotgarmr.
Population: 150
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Sirraen
port of Lighthall and the city of Alpha.
Elsewhere, heroes undertake the Quest for
the Heartstone. Guildmaster Dahnakriss
dies and is replaced by Guildmaster
Prosper at the head of Landfalls Thieves
Guild.
Population: 120
Location: Sirraen, Skaufskogr Hills
Clanmaster: Thoronthel (AD&D:
e,f,R6/Local Hero; BECMI: Elf Paladin
10/E)
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The Foxfolk
Gaerlind
Population: 210
Location: Cirlad, Habadorn
Clanmaster: Finnelor (AD&D e,f,0-level;
BECMI: Elf 9)
Treekeeper: Sidhiel (AD&D: e,f,P3 of
Lornasen; BECMI: Elf Cleric 13)
Clanholder: Eithel (AD&D: e,f,W6/Water
Elementalist; BECMI: Elf Wizard 16)
Typical NPC: Water Elementalist or
Archer.
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Balancers,
worshipping
a
pantheon
composed of Zirchev, Skauf-halli (Korotiku)
and the Night Hunter (Saimpt Loup).
Interaction
with
the
local
human
communities brought also the worship of
Frey and Freya.
Their small villages dot the area, and a major
druidic site can be found at the heart of the
Skaufskogr Hills. The remaining Foxfolk live
within the Taur Fainrus forest, or along the
course of the Sirraen. Each village takes the
name of a totem tree (e.g., the Birch village
or the Ash village).
Society
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Society
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Princes of Stamtral
Rada
Radoslav I
Yaro
Sveta
Radoslav II
Zivon
Boroda
Stano
900-927
927-928 (son)
928-931 (usurper)
931-935 (widow of Yaro)
935-943 (cousin of Radoslav I)
943-953 (son of Yaro and Sveta)
953-977 (usurper)
977-current (usurper)
Princes of Vyolstagrad
Volodya I
Volodymyr I
Volodya II
Yarok
Nevik I
Volodymyr II
Viacheslav
Vladimira
Volodya III
Nevik II
840-856
856-879 (son)
879-896 (son)
896-899 (usurper)
899-915 (nephew of Volodya II)
915-942 (son)
942-954 (grandson)
954-963 (daughter)
963-989 (son)
989-current (son)
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ATLAS OF THE
SKAUFSKOGR AND THE
RANSARN-VINISK
VALLEY
Lirovkas Alps
The mountain range north of the Skaufskogr
is mainly inhabited by mountain rakasta (the
Chogh Dene) and goblinoids (the eastern
Gnomstal goblins), although a small dwarven
clan, the Syrrak, has established a mining
outpost in the area. The highest peak of the
Lirovkas Alps is Catspaw Mountain, known
for being the place where Lornasen first
contacted her Immortal sponsor. Elven
clerics of Lornasen sometimes make a
pilgrimage from the Lothbarth Forest to the
mountain, seeking illumination and
communion with the Immortals.
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The Skarsholm
Both Upper and Lower Skarsholm have been
invaded by goblinoids from the Mengul
Mountains one year ago. In the past, the area
had a bad reputation several of the lower
wetlands were thought to hide the lair of
Skars, some kind of ogress (possibly even a
hag) feared by the few Heldanners and
Heldann Shepherds who lived here.
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Frodhulf Vale
Population: 500 Humans, 250 Heldann
Shepherds, 60 Foxfolk, 20 Elves
Settlements: Frodhulf Outpost (40), many
homesteads and several nomadic tribes.
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The Schnauzwald
The forested area west of the Heldland river
and north of the Forton river is mostly
inhabited by forest gnomes and Gnomish
Snoutzer lupins, although Heldanner
settlements are also present along the trade
routes and the Forton river itself. The largest
human community is the village of Isodhur,
which also has a sizable lupin population.
Gnome settlements are found in the hills
north of the village.
The Wolkenberg
This mountain range, known as Skfjall to
the local Antalian-descended folk, is
connected to Lirovkas Alps by a large tract of
rough, hilly, and heavily forested territory.
The area between the Wolkenberg and
Lirovkas Alps is lightly inhabited by an
independent, hardy folk of Heldanner
origins. The town of Saffir, nested in a very
defensible position in one of the valleys on
the flanks of Lirovkas Alps, is the only major
settlement of the region. It is a remnant of
The Finsterwald
The Finsterwald (Mrkskog in the local
Norwolder
language,
Morkskogr
in
Heldanner) is one of the major forests in
Norwold. This dense woodland is only
sparsely populated by centaurs of the Peseny
Hetmanate, who sometimes cross the Skejdar
river to hunt, and by Shiye elves. Small clans
of bugbears challenge the elves for
dominance of the woods, in an eternal
contest of stealth and archery prowess.
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Lair of Koldunya
Ershal-Kur
Hamarkis Cave
Lair of Nykur
Ekur-Naram
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Dragon Lairs
The dragon lairs marked on the map refer
only to huge dragons, whose ascension has
caused major upheavals in a large area
around the lair. There are, of course,
hundreds more large and small dragons in
the Wyrmsteeth. At least one dragon
ascended to the status of Immortal Guardian
in the Vatski Rodina area, causing the
transition of the Vatski to a sedentary
lifestyle. Due to the large number of dragons
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REFERENCES
The Italian MMB, Norwold Region
JTR, Map of Landfall and Kamminer Bay
JTR, Beyond the Final Range: The RansarnVinisk Valley
Khuzd, Ransarn Valley adventure/campaign
ideas
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by JTR
THE LAND
Leeha and its fellow halfling holdings are
situated around the westernmost extent of
the Great Bay of Norwold. It is a beautiful
region of gently rolling hills, forested plains,
and meadows populated by the shortfolk,
sedentary and semi-nomadic humans, and
scores or hundreds of humanoid and giant
tribes.
Most of the area is part of the Great Bays
Coastal Plain Lowlands, which extend over
150 miles westward. The Lowlands normally
run from sea-level to 150 feet in elevation,
but the western portions reach 200-300 feet
before yielding to the hills and mountains of
the Icereach. In addition, cliffs line several
segments of the coast, and local rises and
depressions are common.
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FORESTS
South of the White Bear are the White
Mountains, one of the largest sub-divisions of
the Icereach. These mountains continue into
the south and west for many leagues, and the
local mountains surpass 16,000 feet. A few
mountain giants live within the obscured
highlands, but frost and fire giants are more
common. The White Glacier is an ice covered
valley that opens out to the northern face of
the eastern mountains. These mountains are
particularly rich in gold and precious stones,
but the local dragons are extremely
territorial. Humans and halflings alike have
tales of parties that ventured too close to the
peaks near the White Glacier and suffered a
cruel demise at the claws of the beasts.
There are also dozens of migratory dragons
in the White Mountains that fly down into
the White Bear River Valley and the lowlands
south of the Catbergs during late spring and
summer, although those that stray into
Kiriakisss domain are typically slain by the
large female.
Finally, the Crumpled Lands are fractured
terrain between the Jotunheimr Hills and the
Rimatasz that were produced during the
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WATERWAYS
The Great Bay of Norwold dominates this
region of the continent. Before the the Great
Rain of Fire, the Bay was comprised of
several different large inland lakes. Its
current appearance is a product of rising
global sea-levels and the earth-shattering
magic of Alinor. Harbor seals, belugas, and
even the rare wayward sperm whale have
been spotted in the Bays open waters. The
waters are rich with sardines, squid and
other life.
The western extreme of the Bay is the Gulf of
Leeha, which the halflings refer to as the
Abbatarth Sound. Most of the Gulf was once
above sea-level, but the destruction of Alphia
collapsed the plain and tore open a deep
chasm into which the sea poured. The Great
Bays deepest point (2,674 feet) exists in the
Gulf midway between Port Hinly and
Goodfield.
Abbie and Bailey are the Great Bay
Monsters, legendary creatures of the Gulf
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OTHER LOCATIONS
Fogvail Swamp is a dark and murky place on
the Gulfs southern shoreline. It is often
shrouded in mist, and few dare enter. Pits of
quicksand are interleaved with peat bogs,
and all manner of denizens lurk behind the
swamps twisted and stunted trees. Nearer
the coast, the swamp converts into a salt
marsh with stagnant water infested with
insects.
The Saurian Saltmarsh is a small marshland
at the mouth of the Snakebite. It is the home
of cold-adapted lizards that are generally
active only from late spring to early autumn.
They then go dormant in large colonies after
the first frost and hibernate through winter.
The Kingdom of Alphia left ruins at several
sites in the region, including Galifron,
Echalia, and the now-submerged sea port of
Tarophina. In addition to these sites, traces
of Alphia can be found at other minor
locations.
Likewise, Miranda and Zyggamon are
remnants of Blackmoor culture. Human
barbarians now use Miranda as their summer
gathering point, ignorant of the locales
ancient history.
Hockey Town, Barrydwell and Maracope
were halfling communities destroyed by
fellow hinucks, frost giants and Catberg orcs,
respectively. Frost giants are also blamed for
the destruction of Sunnyville, but elder
halflings know that cannibalism was to
blame. The hinucks avoid these sites.
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SURROUNDING LANDS
CLIMATE AND
ENVIRONMENTAL NOTES
The western Bay has unusual seasonal
patterns with two springs and winters, and a
summer whose temperature spikes to levels
more appropriate to a tropical locale. These
climatic oddities come courtesy of the Great
Sampo, an artifact that keeps the Kingdom of
Kaarjala from freezing over2.
First winter normally begins Tembiir3 15,
with the temperature averaging 11 F (-12
C). Easterly winds pull moisture off of the
Bay to generate 4.5 inches of mixed
precipitation per month. The temperature
declines 1 degree (F) every two days into the
season until Dauntil 6, when a massive heat
front moves out of the north and settles over
2
3
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THE RACES
The western Bay region is lightly populated.
Collectively, humanoids form the largest
group of inhabitants and have strong
communities in the Catberg Hills, the
Greenwood, the Jotunheimr Hills, the
western mountains, and locations further
south. They are followed by the wide-ranging
human barbarians, the halflings of the Gulf,
and finally Foresthome elves. The halflings
are discussed in greater detail in the next
section. All other populations are discussed
here.
LANGUAGE
Second Spring starts 70 days later on Odelin
15. The thaw starts three weeks prior,
gaining 3 degrees a day until temperatures
naturally vary between 30-45 F (-1 to 7 C).
The rivers swell from the melting snow, and
flash floods are common. This period lasts 10
weeks through the solstice (Mithintle 28).
Summer lasts 8 weeks (Goldaun 1 Fyrtal
28). Temperatures rapidly reach 65-95 F (1835 C). The temperature spike is a
consequence of the Sampos venting. The
period is muggy, with rain and hail common.
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BARBARIANS
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Economy
The barbarians display a wide range of
activities, from herding sheep, goats, and
shaggy cattle, to smelting and weaving, even
to raiding and piracy along the coast. Neither
meta-group possesses its own currency, but
they understand its worth and use it as
necessary when dealing with other parties.
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Warfare
Both the Theorundians and Viaskodas favor
heavier, two-handed weapons, e.g. staves,
war hammers, mauls, great spears, bastard
swords, and two-handed swords. Missile
weapons are limited to capturing devices
such as bolas and nets, although the short
bow and javelin are used for hunting
purposes.
Armor is limited to various hide-based forms
of protection, but a few pieces of scale mail
can be found. Those wielding smaller
weapons often employ wooden shields on
the off-hand.
OTHER HUMANS
In addition to the native populations of
Norwold, humans from more civilized,
foreign lands have made their presence
known. Alphatians already have a small
community at Arboria, and there are many
Thyatian traders filtering up from the
southlands. Additionally, human adventurers
from a variety of nations are beginning to
flock to Leeha.
ELVES
Norwolds Foresthome elves were originally
part of the Shiye of Alphatia that fled in
dispute with their king. Their strongest
presence is on the oceanic coast, but a few
outposts have been established around the
Great Bay. These elves are secretive and
avoid contact with outsiders.
Present since AC 525, the elves of the north
coast number only a few hundred in total,
and not all have a mature Tree of Life. They
originally left their homes among
Oceansends Lornadiel clan to settle the
lands memorialized in the Ley of Lornasen, a
tale of their eponymous founder who
journeyed from Norwolds eastern shores to
locate the Sylvan Realm far to the west and
returned with the knowledge of the Tree of
Life.
Within the Ley are clues that Lornasen may
have seeded other Trees during her return,
and the Foresthome elves came to find them
and to plant their own. Most of the elven
families have now settled themselves in the
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REGIONAL HUMANOIDS
Tribes of goblins, orcs, and hill giants infest
the Catbergs and surrounding forests. The
orcs have been severely weakened in recent
conflicts with the halflings, and the goblins
are in the ascendence. In the north, hill and
frost giants dwell in the Jotunheimr Hills
along with trolls, bugbears, and orcs.
TOTAL POPULATION
SIZES
It is estimated that there are 15,000
Viaskodas including 900 members of the
Red Banner 22,500 Theorundians, and
1,550 elves in the western Bay area. Halflings
are thought to number 10,000 in total. They
are matched by 12,000 denizens of the
Catbergs, 6,000 in the Jotunheimr, and 5,500
under the direct control of Kriakriss.
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INTRODUCTION
Background and enemies
4
5
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MAPS
Among the Wyrmsteeth population
there are tensions, as in any other
nation, mostly due to the perceived
superiority of one race over another
or over religious issue, as the Church
of Pearl in recent years has hindered
the religious freedom of other faiths12.
Vassals and scions of chaotic dragons
could also have unresolved issues and
grudges with vassals and scions of
neutral and lawful dragons.
12
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ACT ONE
TEMPLE OF PEARL
IN WINDREACH
The adventure begins in the great temple of
Pearl in Windreach, the majestic capital of
the Wyrmsteeth kingdom. PCs will be
summoned by none other than the Dragon
King himself. The King9, is imposing and
majestic, and PCs should be properly
humbled before him. Hell explain to them
that the Rod has been stolen and to retrieve
it is most urgent and vital. They have been
chosen as known and capable adventurers,
and also because they are not dragons. The
King in fact fears that a cunning spellcaster,
as one may be among the thieves, could be
able to use the Rod against approaching
dragons of any breed, and doesnt want to
risk such an occurrence. Indeed over time
the dragons have modified the Rod,
expanding its power. Now the object can
control dragons of any colour, albeit at a
shorter range. The King will not share this
information with the PCs, fearing they could
be tempted to keep the Rod for themselves,
or that spies could be among them (and a
traitor could be among them if the DM
would allow so). Until the Rod is retrieved,
no dragon would come near it, so the PCs
cannot have aerial support. Apparently, and
strangely enough, the Heldannic Knights do
not have it either, so they have escaped from
the hiding place of the Rod by dog sleds10.
9
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Pursuit!
Ransarn Valley
As the PCs arrive in the snow covered valley,
they will immediately meet Jacob 'Raven'
Aloysius, First Legion Overlord and
Wereraven, with some soldiers. Jacob is hurt,
as are all his men, while others have been
killed by the thieves, who have escaped south
along the Ransarn river. Jacob will give the
PCs a first description of the thieves: a thin
and tattooed man, a grey-bearded man, a
lupin, a blond-haired female knight, two
young knights with brown beards, and one
bald and beardless knight. None of the
suspects wore Heldannic symbols but, as the
Heldann Territories are now at war with the
Wyrmsteeth kingdom, Heldannic knights are
the most likely candidates for the theft. Jacob
will also warn the PCs about the strength of
the thieves, as the Rod was kept in a
secluded and secret temple nearby, with
powerful guardians which have been easily
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Optional encounter #1
Undead!
To give the PCs an even more dramatic
chase, the DM may choose to include in the
first day an encounter with undead, that
could come either from Koldunya (if you use
the Skaufskogr map) or from Drax Ruthiss (if
you use JTRs map), an abandoned Essurian15
city. The undead could be a random
encounter, or have been sent by the Church
of Idris, Hel (if the DM desires another
complication), or Nyx. In the first case the
undead could be allied to the Denagoth party
(see below). In the latter case they could
offer their help to the PCs, as Koldunya could
wish to help the dragons in exchange for aid
against the Church of Idris.
14
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Vrodniki!
When the PCs reach the thicker woods near
the bank of the Ransarn they should be able
to see the Heldannic party not too much
ahead. But at this moment a new
complication will ensue: a large band (50 or
more) of red haired barbarians will come
from the forest, half of it pursuing the
Heldannic thieves, the other half stopping
the PCs.
These are Vantalian nomads, the Vrodniki.
Knyaz (duke) Korun of the Suva Voysko (the
owl host) will stop the PCs. Korun will
insist that the PCs join him, as he wants to
retrieve the artifact for the dragons, just like
them. The simple fact that he knows about
the theft should make PCs wary of him.
Indeed Korun was sent by Dominagon, a
powerful blue dragon who has recently
(secretly) decided to join the cause of Vitriol
and the Church of Idris. If Korun takes the
Rod he will later give it to Dominagon, wholl
probably go to Denagoth with it. Before the
PCs have to make a choice however another
host of about 20 warriors Vrodniki will
arrive. These are led by Knyaz Visok of the
Orao Voysko (Eagle host) and they are truly
sent by the Wyrmsteeth government.
Visok will accuse Korun of being a traitor16
(and rightly so), and the PCs will have to
decide which party they trust. Either way, the
two groups of nomads will start a fight that
will probably involve the PCs too. Jacob
'Raven' Aloysius could eventually arrive with
a host of Wyrmsteeth troops and stop the
fight. Hell scold both Knyaz for fighting
16
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ACT TWO
GNOMSDAL FOREST
AND GAP
In the Gnomsdal forest, the Heldann will be
able to cover only 16 miles a day, and
therefore it should take them 6 days to reach
the other Heldannic camp in the Gnomsal
gap, but theyll cover 32 miles in the last day,
anticipating the possibility of changing their
dogs (or horses) and so covering the distance
in only 5 days. If the PCs get too close, they
will send any encountered group of
Heldannic soldiers against them, as
explained in Encounter #5 below. The PCs
can probably maintain the same normal
speed on average, but the DM could roll a
constitution check to determine who is
gaining ground. If the PCs try to fly theyll be
attacked by warbirds18, and anyway they will
not be able to spot the Heldann from the air,
due to the Massmorph effect.
Even if there are legends of gnomes and fairy
creatures in this area, these woods are mostly
inhabited by goblins and hobgoblins who
arent very friendly with the Wyrmsteeth nor
with Oceansend and Norwold, but answer to
Dominagon. The Lirovkas Alps south of the
forest are also inhabited by clans of Mountain
rakasta and Mountain giants. Both have to
pay tribute to Dominagon to avoid
harassment by the dragon and his goblins,
but resent this and resent the Wyrmsteeth
government who does nothing to keep
Dominagon in check. They were trying to
establish an alliance with Oceansend and
Alpha, but now they have been cut off from
the rest of Norwold by the Heldann invasion.
Its hard to say now if theyll fight the
18
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Optional encounter #2
Goblins fight back!
Hegkogur
This goblin village is the first community
encountered after the ford of the Ransarn
river19. If the Heldann invasion has reached
this far, the village is now occupied by a vast
number of Heldannic troops and the goblins
have retired to the mountains to harass
them. All the valley should then be a war
zone, where the PCs should tread carefully,
as they cannot defeat all the Heldannic army
alone, and neither the local goblins. It
should be immediately obvious then that
Hegkogur has to be avoided. Fortunately, the
Heldannic thieves, even if they stopped to
rest for some hours, have every intention to
go further south, and the PCs can follow them.
Sh own in R ob in s an d J TR s maps b ut n ot
in cl uded in A g ath ok l es Sk aufs k og r map.
Optional encounter #3
People of the Mountains
Mountain rakasta of the Chogh Dene tribes
and some Mountain giants allied with them
are watching the Heldannic troops, fearing
they will eventually invade their mountains.
As written above, they distrust the
Wyrmsteeth kingdom that hasnt helped
them against Dominagon. Clever PCs could
be able to parley with them, promising help,
and obtain at least some assistance, shortcut
or direction to intercept the Heldannic party.
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Such parties will normally be composed of 34 experienced rakasta warriors (F3-5), a thief
(T5 or AD&D ranger) and a shaman (S5-8) or
chief (F6-10) and 1-2 Mountain giants (HD
13-20). The Norwold party (see below) could
be able to obtain the Rakasta assistance, if the
PCs are able to ally with them.
Optional encounter #4
Fair resistance
Fairy folk squads, mostly composed of
gremlins, pixies, pookas and satyrs are ready
to hinder the Heldann advance as soon as
they disturb the forest (such as cutting trees
to make large buildings20). Human druids
could also be among them, and treants. For
the moment probably fairy folk are just
keeping an eye on Heldann activities, but the
situation could escalate quickly. To protect
the forest, the fairies are ready to help the
goblins, with whom they have a long lasting
truce, but theyll also be open to an alliance
with Wyrmsteeth or Norwold, whatever party
guarantees more help in defending the
forest. If the Heldannic thieves encounter the
fairies however theyll be polite and
respectful with them, and the fairies will let
them pass.
Encounter #5
The Invasion
Heldann troops and some Mountain giant
mercenaries are quickly marching toward the
Ransarn river, and several groups are trying
20
Optional encounter #6
Norwolders
This party of adventurers have been sent by
King Ericall to spy the Heldann advance.
They know nothing of the Rod, but will try to
follow the Heldannic thieves nevertheless to
understand what theyre doing. If the
Heldann discover them, theyll try to kill
them or, failing that, theyll send another
Heldannic party as in encounter 5 against
them. If the PCs try to parley with them,
theyll be open to an alliance with the
Wyrmsteeth, as king Ericall by 1011 AC is
actively seeking a firm alliance with the
Dragon kingdom. The PCs are probably
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Gnomsdal Gap
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ACT THREE
SKARSHOLM
This region takes its name from Skars, some
kind of ogress (or possibly even a hag) feared
by the few Heldanners and Heldann
Shepherds who lived here21. Orcs and
hobgoblins partially conquered this area,
harassing the local humans, Heldann
Shepherds and Foxfolk lupins. The arrival of
the Heldann has therefore been seen as
fortuitous by these latter populations, who
have established with the Heldannic army
various degrees of cooperation, alliance or
truce.
All the region could well be considered full
enemy territory, and the PCs should try to
move as stealthy as possible.
It will take for the Heldann party five days to
reach the road that crosses the Skaufskogr
hill.
As in Act II, all the encounters below can be
played or randomly determined, both for the
Heldannic thieves and the PCs, as the DM
prefers.
Optional encounter #8
Lupins
Optional encounter #7
Orcs
Numerous parties of orcs (HD 1-5) with
possibly some ogres (HD 4-9), fire giants
(HD 11) and mountain giants (HD 12-15) are
roaming the area, staging guerrilla warfare
against Heldannic troops and supplies.
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Optional encounter #9
Denagothians
The Denagothian party is composed of a
Dragonborn warrior (son of Vitriol), a female
cleric of Idris, a human wizard, a human
warrior, a brute warrior, an orc warrior, an
ogre warrior, a goblin thief, and a thoul22.
Under the nominal leadership of the
Dragonborn, the party is in truth deeply
divided by Denagothian politics, with the
Dragonborn, the brute, the orc, ogre and the
thoul loyal to Vitriol, the female cleric and
the goblin to the Church of Idris, and the
human wizard and human warrior to the
Shadow Lord. Theyll present a unified front
however and it would be hard for the PCs to
play on their division, unless they already
have been in Denagoth and know the
situation of the country well. If the
Denagothians succeed in taking the Rod,
however, they could turn on one another
rather quickly once they have reached the
Gate of Henadin and thus are near to
Denagoth borders. When they encounter the
PCs for the first time theyll be friendly and
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ACT FOUR
SKAUFSKOGR HILLS
This region is mostly inhabited by lupins,
with some gnomes, elves and fairy folk
among them. Humans are rare and usually
are druids or rangers. The Heldann army has
to cross the hills going from Landfall to the
north, and the lupins, while at peace for the
moment, are quite worried.
The Heldannic party will cross the hills in
just two days, covering 32 miles on the
second day to reach Regjadur, where they
have fresh mounts waiting for them.
Encounter #12
More Heldannic soldiers
Encounter #11
Foxfolks
More than one group of Foxfolk lupins can
be encountered in the hills, so that the PCs
should meet at least one. Each group will
have at least a Foxfolk druid (D5-10), with
possibly a shaman (S3-9) too and the rest will
be composed by warriors and rangers (F2-8)
(or foresters in BECMI rules). Forest gnomes,
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Encounter #13
Regjadur
Encounter #14
Glantrians
The Glantrian party will be encountered just
south of Regjadur. Theyll try to stop the
Heldann, attacking them with certainty and
determination. The party is composed of
four wizards (two female), one thief and four
warriors (one female). Theyll be friendly
with the PCs, claiming to be representatives
of Western dragons, and willing to help. If
the Heldannic thieves have already been
defeated before, this group will follow the
PCs to take the Rod, but theyll always try to
befriend the PCs beforehand, and then theyll
try to steal the Rod during a rest or during
the night. They could also form a temporary
alliance with the Denagothians, if they get
the chance, but will eventually betray them.
They will fight the Alphatians on sight
however, and the Alphatians will do the same
with them.
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ACT FIVE
LANDFALL
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by Robin D
Grouzhina was originally created by Christian
Constantin in these articles available at the
Vaults of Pandius, and depicted in this map
(also available at the Vaults).
8 Yarthmont 1004 AC
Within the Kingdom of Grouzhina, several
miles East of Djuhra, near the Azhdakan
standing stones. Late Spring. It was dark that
night. The storm clouds blocked out the stars
again, yet no rain did fall for three days.
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9 Yarthmont 1004 AC
Marla looked up from her stand. Between
the chalked spires of Kouriani, the dark
green clouds in the South seemed as solid as
a rock, which became brighter for a moment
with each lightning burst crawling inside.
No sorcerer had been seen in Grouzhina
the last year, or several miles around, yet it
felt as if,
here her thoughts stopped, frozen. For less
than a mere blink of an eye, within the fluid
moment between two seconds she felt as
being adrift. The world around her seemed
to change. She saw fish and trees flying
through the air, sand and stone above and air
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10 Yarthmont 1004 AC
The Storm raged above Isiliath. Yet no drop
had fallen. Four days now. No strange magic,
no hard wind, no humanoids or dragons.
Nothing at all. Only the complete covering of
the sky. Blocking almost all daylight that
passed over the valley walls. Logan saw the
people, foreign as he was between them,
foreign they were to him. Most of them were
hauling crystals and crystallike sand in sacks
and carts. Yes, he was a foreigner. Far away
he came. His clergy ordained him to go to a
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11 Yartmont 1004,
Early morning
Marla had traveled by moose now. Horses
were way too expensive, and since moose
tended to function better in woodlands, this
tamed version would suffice. Or at least it has
too. With a bottom like a rock and pains in
her lower back she travelled day and night. It
was weird, as the moose was neither hungry
or thirsty, and did not get tired. As if
something important was to happen and the
beast knew it. Marla wished she had brought
her pillow, as the back of a moose was not
built to ride upon.
Then the first crystals could be seen. Single
elongated elliptical strands growing like
flowers from the ground. The Crystal Vale
was near. Very near. And then the glow of the
main source could be seen through the
crystalline trees. She halted the moose. But
as soon she grabbed her equipment, (the
tent from her grandfather, the dagger from
her sister, and the pouch with food from her
mother) the creature staggered back and ran
away, back into the north. The strings of the
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Lake Ishi
The mountain Fisher Amras was just south of
the great lake. He had said farewell to his
family, but couldnt understand why. His
thoughts were at first that the dangerous
climb to the lake could be his downfall, but
when he canoed over the lake he was sure it
was something else. Thousands of fish, were
jumping up from the water. A sight he had
never seen, carps as large as a horse were
jumping like a goldfish in hot water. Within
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Note;
mister goodytissue..
This is a local Grouzhina slang derived from
a small sentence Goody two-shoes, Local
meaning; A dandy rich individual, (hence the
tissues), presenting him/herself as overly
virtuous, and morally superior, at least in the
eyes of the user of this sentence.
Further see the Urban Dictionary definition.
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SECRETS OF KOSKATEP,
LEVEL 5
This level can be reached going down from
room 21 or 31 of Level 4 (Karrast, dwarven
gold, published in Issue 6 of Threshold
magazine). The PCs will find themselves in
Level 5, Ieronyx, a city inhabited by
followers of Nyx that later became part of the
hutaakan city of Ranekek and the red orc
city of Rak.
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1 - The Entrance.
This area of about 40x80 meters was the entrance
of the city in Keiros times, and a great statue of
Nyx dominated it. Destroyed by the hutaakans, it
was replaced with a mound made of hundreds of
skulls and bones by the orcs. The mound was
destroyed or decayed during the centuries, but
lately the undead orcs have rebuilt it with the
remains of dead adventurers. 1d10+3 undead
orcs usually roam this area, under the command of
Evra, a large undead female orc (nosferatu,
shaman 9) that has 2 hellhounds (HD5) as pets.
Evra is loyal to The Last One and will fight to the
death.
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The Darkers will disarm the trap and give final rest
to the orc females and children. Some of them
(1d6+1) will then start working here to clean and
renovate the place, but it will take months, or even
years to bring the palace to a new use.
4 - The Market.
This area of about 30x30 meters, once adorned by
statues and columns, was the main market of the
city during Lord Keiros times. The hutaakans used
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5 - The Temple.
This was the main temple of Nyx in Lord Keiros
times. The hutaakans desecrated it but did not
rededicate it to Pflarr, rather using it as storage and
treasury. The orcs however dedicated it to their
dark immortals during their time. The Darkers, the
ogres and the priests of Ixion that reached this
level later desecrated the temple again, but in the
last centuries The Last One rededicated it to
Thanatos. Now a great statue of the entropic
immortal dominates it and Juvur (C16 of Thanatos,
nosferatu) ministers in it with four orc
apprentices (C5-10 all nosferatu). Juvur also has 3
hellhounds, always kept in the temple as
guardians. The walls are now decorated with more
images of Thanatos.
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6 - The Theatre.
This area was the city theatre during Lord Keiros
times, the hutaakans abandoned it and the red orcs
utilized it as a fighting arena.
A group of incorporeal minions of The Last One
usually dwell here, this group may include any
number of wraiths (HD5), spectres (HD7),
phantoms (HD10) and ghosts (HD14) depending
on the PCs levels3. Hikros, a orc werewolf and
cleric of Thanatos (C13) is in charge of the
incorporeal undead in this area, and his job is also
to try to weaken the magical ward between this
level and the one above. He has two pet undead
giant scorpions (HD4 with ghoul touch).
(7) - The diary of Nuf, priest of Ssuma, is stored here along with a
bunch of other diaries and books
that do not interest the orcs very
much. There are also amulets and
many other red orc objects, some of
which can be magical if the DM
wishes.
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11 - The Garden.
This area was the beautiful garden of Lord Keiros
palace during his time. The hutaakans abandoned
it, while the orcs used it as a pen for dangerous
beasts. Now its just an open space of grey dust,
hardly recognizable as the former garden. Hakrag
(nosferatu, F12), the orc pet master at the time,
has been revived by The Last One and recently has
received a giant undead Caecilia (HD10, plus
mummys touch) as a gift. He has also 2 undead
orc apprentices (nosferatu, F5-6) and is now
working on reviving some remains of rust monsters.
He hates Dugoth and Vorokh of area 10.
Sometimes he pits his monsters against the trolls of
the two brothers for the amusement of the king
and the other orcs.
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12 - The Palace.
This was the palace of Lord Keiros at the height of
Ieronyx. The hutaakans used it for magic items
storage, then the orcs made it the abode of their
king Hyvrok. The king was slain here with his
shamans and bodyguards by the dwarves of
Wyrlum Lokar, but just a few days after he returned
from death as a spirit and began to infest the area.
Hyvrok was defeated two more times, but he
didnt find eternal rest and finally The Last One
brought him back from death again. Now he rules
again over Rak with a court of undead orc minions
(3d10+10 undead orcs from ghouls to vampires
are always here, including at least two nosferatu
orc shamans, level 9). Hyvrok is a HD20 Spirit
that can fight as a revenant but also leave his body
to escape or try to possess a victim (save at -1).
Hell wait for intruders to sit on his throne,
surrounded by his warriors. Hyvrok has a ring of
protection +2, a ring of counterspell with three
charges left and a wand of fireballs with 2 charges
left. Hell try to hit enemies from afar and will
escape if he sees that the battles goes bad for his
side, trying to reach more orcs in Area 8 and from
there the staircase leading down in Area 7.
Once Ieronyx had towers, but now only here in the
palace a second floor survives. It now contains the
sarcophagus and treasures of Hyvrok, who has
accumulated over the centuries a formidable stash
of weapons, armors, magical objects, gold, jewels
and much more. There are several traps protecting
the treasure, and 3 cockatrices (HD5) in the first
room up the stairs.
The Darkers will defeat Hyvrok and his minions
(but he may be able to escape to Level 6), then
theyll proceed to explore the palace, searching for
the tomb of Lord Keiros.
The Darkers in fact have gathered some clues
about the location of Lord Keiros tomb, during the
centuries, so theyll be able to find and revive him.
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13 - The Hill.
This steep hill once housed the most important
people of Ieronyx, but was abandoned in hutaakan
times and later became an area inhabited by
common orcs. The beautiful wall paintings that
once decorated the houses were mostly ruined by
6
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Times Travels
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Page 101: [Image: Sight of the Ljallenvals Mountains from the Sarkans
Plain]
Gulkana Glacier seen from Isabel Pass, about 12 miles north of
Paxson, Alaska, 2010 via Wikimedia Commons
Page 103: [Image: Sheep grazing on Itmaa Coast]
land: Ferry route Sdra Linjen from Kkar to Galtby,2004 via
Wikimedia Commons
Page 105: [Image: Lake Isojrvi, Kaarjala]
Koli, a ski resort in Finland, 2010 via Wikimedia Commons
Page 105: [Image: The Koleamaa taiga with the Karelides in the
background]
Picea glauca taiga, Denali Highway, Alaska, NOAA Photo by L.B.
Brubaker, 2007 via Wikimedia Commons
Page 107: [Image: A lake in the western Great Circle, under the
Thundering Peaks]
Caldera of Aniakchak Volcano, Aniakchak National Monument and
Preserve, Alaska, USA, 2005 via Wikimedia Commons
Page 111: [Image: The Valley of Icyclyn]
McKinley taken from the back of a Boeing 737 on an Alaska Airlines
flight from Red Dog Mine to Anchorage, 2003 via Wikimedia
Commons
Page 113 [Image: Summer in the Everwinter Lands]
Tundra bei Dudinka am Jenissej in Sibirien, Photo by Dr. Andreas
Hugentobler, 2000 via Wikimedia Commons
Page 114: [Image: Frosthavens southern coast during summer]
View on Scoresby Sund, East Greenland, Photo by Hannes Grobe,
2007 via Wikimedia Commons
Page 115: [Image: Norwold and surroundings]
Map of Norwold (non-hex), by Simone Neri (Zendrolion), 2014
[Used with permission; based on previous maps from D&D
Companion Set and LoZompatore]
Page 116: [Image: Nordersfjord in Vestland]
Fjord in Sunnmre, Norway, Photo by Erik A. Drabls, 2006 via
Wikimedia Commons
Page 117: [Image: A moor in Dunadale]
Brown Willy Bodmin Moor, Cornwall, Photo by Tom Corser, 2005
via Wikimedia Commons
Page 118: [Image: View of the Mengul Mountains from the ridge of the
Denagothian Plateau]
Am Fu der Geispitze die Obere Sporaalpe. Im Hintergrund die
Zimba in der Vandanser Steinwand, Photo by Friedrich Bhringer,
2011 via Wikimedia Commons
Page 119: [Image: A road to the City of Wendar from the north]
Black Forest track, Photo by Whatwouldiwant, 2014 via Wikimedia
Commons
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Next Issue
WARLORDS OF NORWOLD
Anticipated contents include:
Claim your own corner of
Norwold in the next issue of
Threshold magazine, or maybe
support the claim of an ally, or
fight against the claim of an
enemy, in another article that
will provide more companion
content to the mythical CM1
module that introduced Norwold
in Mystara.
Your Opinions?
The Editorial Team welcomes your feedback
on this issue of THRESHOLD are welcomed.
Please post your comments either by posting
in The Piazza Forums
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Submission Guidelines
Proposals
All proposal submissions can be sent by mail
to the editors at the following address
[email protected], and must be
received by the proposal deadline. The
Threshold editorial team will contact you
within 7 days of the proposal deadline
regarding the status of your proposal.
Submission proposals should be sent inline
in the mail, using the following subject format:
[ISSUE#][Proposal]<title of your article>
The mail content should include the following:
Proposed article title
The type of article being proposed (short
story, adventure, geographical location,
organization, etc...)
A one paragraph description of what the
article is about.
An estimated word count of the article
(articles should range anywhere from 1000
to 7000 words, depending on the type of
article submitted).
Manuscripts
Manuscripts should only be submitted after
you proposal has been accepted by the
Threshold editorial staff, and must be received
by the manuscript deadline. When submitting
a manuscript file, please use the following
naming convention:
threshold_#_your_title.<extension>
(extension: see below for recommended file
formats)
and the following subject format:
[ISSUE#][Manuscript]<title of your article>
The mail content should include the following:
The article title.
An attached document containing the
article contents.
The final word count of the article.
Issue #7
Exploring Norwold
Still lost in the Northlands? Do not worry, as this issue of Threshold
magazine features the most detailed description of Norwold and its
regions ever written for Mystara.
You will have the opportunity to learn more about Leeha and the
Skaufskogr, the southernmost region of Norwold, and will receive
a vital mission to defend the Dragon Kingdom of Wyrmsteeth from
the Heldann invasion.
You will also read about the terrible event of the great flood of
Grouzhina and will also discover more secrets of Koskatep, if
undead orcs do not eat you!
www.pandius.com