How to Explore the Known World of Mystara, the Most Detailed D&D Setting Ever

Publisher: Wizards of the Coast (previously TSR)

INTRODUCTION

Mystara is one of the oldest and most beloved campaign settings for Dungeons & Dragons, the world’s most popular role-playing game. Mystara was created in the late 1970s by a group of talented designers and writers, such as Dave Arneson, Tom Moldvay, Frank Mentzer, Aaron Allston, Bruce Heard, and many others. Mystara was originally designed as the default setting for the Basic and Expert sets of D&D, and later expanded and refined in the D&D Rules Cyclopedia and the Gazetteer series. Mystara is a rich and diverse world of fantasy and adventure, where history, mythology, and magic collide. Mystara is composed of several regions and realms, such as the Known World, the Hollow World, the Savage Coast, and the Outer World. Each region has its own history, culture, and magic, and is influenced by real-world historical analogues. Mystara also has a unique cosmology, where the world is hollow and contains another world inside, and where the gods are known as the Immortals. Mystara is a setting that offers endless possibilities for exploration, discovery, and fun.

In this article, we will focus on the most popular and detailed part of Mystara, the Known World. The Known World is the name given to the continent of Brun and its surrounding lands, where most of the action and adventure takes place. The Known World is home to a variety of nations and cultures, each with its own flavor and style. The Known World is also the setting for the 14 Gazetteers, a series of supplements that provide in-depth information and rules for each of the major regions of the Known World. The Gazetteers are considered by many fans to be the best source of information and inspiration for Mystara. We will provide a summary of each of the Gazetteers, and show you how to use them to create your own adventures and campaigns in the Known World.

If you are a fan of classic D&D, or if you are looking for a new and exciting setting to explore, you will love Mystara and the Known World. Join us as we take you on a journey through the 14 Gazetteers of Mystara, and show you how to explore the Known World, the most detailed D&D setting ever.

Exploring the Known World: A Guide to the Regions and Cultures of Mystara

The Known World is the name given to the continent of Brun and its surrounding lands, where most of the action and adventure takes place in Mystara. The Known World is roughly equivalent to Europe, North Africa, and the Middle East in size and shape, and covers an area of about 18 million square kilometers. The Known World is bordered by the Sea of Dread to the south, the Western Sea of Dawn to the west, the Eastern Sea of Dawn to the east, and the Icereach Range to the north. The Known World has a temperate climate, with four distinct seasons and a variety of terrains, such as forests, plains, hills, mountains, deserts, swamps, and islands.

The Known World is home to a variety of nations and cultures, each with its own flavor and style. The Known World is divided into four main regions: the Old World, the New World, the Savage Coast, and the Isle of Dawn. The Old World is the core of the Known World, where most of the established and civilized nations are located. The Old World is influenced by real-world historical analogues, such as ancient Greece, Rome, Egypt, Persia, Arabia, China, Japan, and India. The New World is the frontier of the Known World, where new and exotic lands are waiting to be explored. The New World is influenced by real-world historical analogues, such as the Americas, Africa, and Australia. The Savage Coast is a long and perilous stretch of land along the western coast of the Known World, where a mysterious red curse afflicts the inhabitants and the wildlife. The Savage Coast is influenced by real-world historical analogues, such as colonial Spain, France, England, and the Caribbean. The Isle of Dawn is a large and contested island in the Sea of Dawn, where the two rival empires of Thyatis and Alphatia vie for supremacy. The Isle of Dawn is influenced by real-world historical analogues, such as medieval Britain, Ireland, and Scandinavia.

The Known World is also the setting for the 14 Gazetteers, a series of supplements that provide in-depth information and rules for each of the major regions of the Known World. The Gazetteers are considered by many fans to be the best source of information and inspiration for Mystara. The Gazetteers cover the following regions:

  • Dawn of the Emperors: Thyatis and Alphatia: A boxed set that introduces the two rival empires that dominate the Known World, each with its own history, culture, and magic. It also features rules for playing Thyatian and Alphatian characters, such as the unique classes of the Gladiator and the Alphatian Wizard.
  • GAZ1 The Grand Duchy of Karameikos: A gazetteer that introduces the nation of Karameikos, a former Thyatian province that became an independent realm under the rule of Duke Stefan Karameikos. It explores the history, geography, politics, and culture of Karameikos, a land of contrasts where the native Traladarans and the immigrant Thyatians struggle to coexist. It also features rules for playing Karameikan characters, such as the unique class of the Forester.
  • GAZ2 The Emirates of Ylaruam: A gazetteer that introduces the nation of Ylaruam, a desert realm where the followers of the Eternal Truth worship the Immortal Al-Kalim. It explores the history, geography, politics, and culture of Ylaruam, a land of honor, piety, and wisdom. It also features rules for playing Ylari characters, such as the unique class of the Desert Rider.
  • GAZ3 The Principalities of Glantri: A gazetteer that introduces the nation of Glantri, a land of magic where powerful and eccentric wizards rule over a diverse and cosmopolitan society. It explores the history, geography, politics, and culture of Glantri, a land of intrigue, innovation, and decadence. It also features rules for playing Glantrian characters, such as the unique class of the Radiance Mage.
  • GAZ4 The Kingdom of Ierendi: A gazetteer that introduces the nation of Ierendi, a tropical paradise where adventure and romance await the visitors of the colorful and friendly islands. It explores the history, geography, politics, and culture of Ierendi, a land of freedom, fun, and hospitality. It also features rules for playing Ierendian characters, such as the unique class of the Swashbuckler.
  • GAZ5 The Elves of Alfheim: A gazetteer that introduces the nation of Alfheim, a forest realm where the noble and ancient elves live in harmony with nature and protect their secrets from outsiders. It explores the history, geography, politics, and culture of Alfheim, a land of beauty, magic, and mystery. It also features rules for playing Alfheimian characters, such as the unique class of the Treekeeper.
  • GAZ6 The Dwarves of Rockhome: A gazetteer that introduces the nation of Rockhome, a mountain stronghold where the proud and industrious dwarves forge their destiny and defend their heritage. It explores the history, geography, politics, and culture of Rockhome, a land of strength, honor, and tradition. It also features rules for playing Rockhome characters, such as the unique class of the Craft Priest.
  • GAZ7 The Northern Reaches: A gazetteer that introduces the nation of the Northern Reaches, a land of frost and fury where the fierce and warlike humanoids of the north raid and pillage the civilized lands. It explores the history, geography, politics, and culture of the Northern Reaches, a land of valor, glory, and savagery. It also features rules for playing Northern Reaches characters, such as the unique class of the Rune Mage.
  • GAZ8 The Five Shires: A gazetteer that introduces the nation of the Five Shires, a green and pleasant land where the cheerful and cunning halflings enjoy their simple and peaceful life. It explores the history, geography, politics, and culture of the Five Shires, a land of comfort, humor, and adventure. It also features rules for playing Five Shires characters, such as the unique class of the Sheriff.
  • GAZ9 The Minrothad Guilds: A gazetteer that introduces the nation of the Minrothad Guilds, a maritime nation where commerce and trade are the pillars of a prosperous and powerful society. It explores the history, geography, politics, and culture of the Minrothad Guilds, a land of wealth, cunning, and intrigue. It also features rules for playing Minrothad characters, such as the unique class of the Merchant Prince.
  • GAZ10 The Orcs of Thar: A gazetteer that introduces the nation of the Orcs of Thar, a barren wasteland where the savage and brutal orcs and their allies fight for survival and supremacy. It explores the history, geography, politics, and culture of the Orcs of Thar, a land of violence, chaos, and anarchy. It also features rules for playing Orcs of Thar characters, such as the unique class of the Beast Rider.
  • GAZ11 The Republic of Darokin: A gazetteer that introduces the nation of the Republic of Darokin, a wealthy and democratic nation where merchants and diplomats rule with wisdom and skill. It explores the history, geography, politics, and culture of the Republic of Darokin, a land of opportunity, freedom, and peace. It also features rules for playing Darokinian characters, such as the unique class of the Merchant.
  • GAZ12 The Golden Khan of Ethengar: A gazetteer that introduces the nation of the Golden Khan of Ethengar, a vast and wild steppe where the nomadic and proud horsemen follow the traditions of their ancestors and the will of their khan. It explores the history, geography, politics, and culture of the Golden Khan of Ethengar, a land of honor, courage, and loyalty. It also features rules for playing Ethengar characters, such as the unique class of the Shaman.
  • GAZ13 The Shadow Elves: A gazetteer that introduces the nation of the Shadow Elves, a dark and mysterious underworld where the secretive and enigmatic shadow elves worship the Radiance and plot against their surface cousins. It explores the history, geography, politics, and culture of the Shadow Elves, a land of darkness, magic, and mystery. It also features rules for playing Shadow Elf characters, such as the unique class of the Shaman.
  • GAZ14 The Atruaghin Clans: A gazetteer that introduces the nation of the Atruaghin Clans, a spiritual and diverse land where the native and tribal people live in harmony with the animals and the spirits. It explores the history, geography, politics, and culture of the Atruaghin Clans, a land of wisdom, nature, and adventure. It also features rules for playing Atruaghin characters, such as the unique class of the Totem Warrior.

The Continents of the Known World: A Brief Introduction to the Geography and History of Mystara

The Known World is composed of four main continents: Brun, Skothar, Davania, and Bellissaria. Each continent has its own geography, climate, and history, and is home to different peoples and cultures. Here is a brief description of each continent:

  • Brun: Brun is the largest and most populated continent of the Known World. It is located in the northern hemisphere, and covers most of the landmass of the Known World. Brun is divided into two main regions: the Old World and the New World. The Old World is the core of the Known World, where most of the established and civilized nations are located. The Old World is influenced by real-world historical analogues, such as ancient Greece, Rome, Egypt, Persia, Arabia, China, Japan, and India. The New World is the frontier of the Known World, where new and exotic lands are waiting to be explored. The New World is influenced by real-world historical analogues, such as the Americas, Africa, and Australia. Brun is bordered by the Sea of Dread to the south, the Western Sea of Dawn to the west, the Eastern Sea of Dawn to the east, and the Icereach Range to the north. Brun is also the setting for most of the Gazetteers, a series of supplements that provide in-depth information and rules for each of the major regions of the Known World.
  • Skothar: Skothar is the second largest continent of the Known World. It is located in the eastern hemisphere, and covers the eastern part of the landmass of the Known World. Skothar is mostly unexplored and unknown to the people of the Old World, and is shrouded in mystery and legend. Skothar is divided into two main regions: the eastern and the western. The eastern region is dominated by the empire of Yi Ti, a vast and ancient civilization that is based on real-world China. The western region is home to various nomadic and tribal peoples, such as the Ethengars, the Tangors, and the Jennites, who are based on real-world Mongols, Africans, and Native Americans. Skothar is bordered by the Eastern Sea of Dawn to the west, the Sea of Grass to the north, the Endworld Mountains to the east, and the Sea of Steam to the south.
  • Davania: Davania is the third largest continent of the Known World. It is located in the southern hemisphere, and covers the southern part of the landmass of the Known World. Davania is mostly uncharted and uninhabited, and is a land of wild and dangerous nature. Davania is divided into three main regions: the north, the south, and the central. The north region is the most accessible and civilized part of Davania, and is connected to Brun by the isthmus of Izonda. The north region is home to various nations and cultures, such as the Milenians, the Hinterlanders, and the Meghala Kimata, who are based on real-world Greeks, Celts, and Indians. The south region is the most remote and hostile part of Davania, and is separated from the rest of the continent by the Wall of Fire, a volcanic mountain range. The south region is home to various monstrous and primitive races, such as the troglodytes, the manscorpions, and the beastmen, who are based on real-world prehistoric creatures. The central region is the most diverse and mysterious part of Davania, and is a land of jungles, savannas, and deserts. The central region is home to various exotic and ancient peoples, such as the Yavdlom, the Mawa, and the Azcans, who are based on real-world Africans, Polynesians, and Aztecs. Davania is bordered by the Sea of Dread to the north, the Western Sea of Dawn to the west, the Eastern Sea of Dawn to the east, and the Southern Ocean to the south.
  • Bellissaria: Bellissaria is the smallest and least populated continent of the Known World. It is located in the eastern hemisphere, and covers a small island chain in the Sea of Dawn. Bellissaria is mostly controlled and colonized by the empire of Alphatia, a powerful and ancient civilization that is based on real-world Atlantis. Bellissaria is divided into several principalities, each ruled by a different Alphatian noble or wizard. Bellissaria is a land of magic, culture, and diversity, and is home to various races and peoples, such as the Alphatians, the Thothians, and the Ee’aar, who are based on real-world Atlanteans, Egyptians, and winged humanoids. Bellissaria is bordered by the Sea of Dawn to the north, west, and east, and the Sea of Steam to the south.

The Hollow World: A Living Museum of Mystara’s Past and Present

Inside the world of Mystara lies a hidden and mysterious surface, where the Immortals have preserved cultures and races that are near extinction on the outer world. This is the Hollow World, a living “cultural museum” for the planet, where the past and the present coexist and collide. The Hollow World was originally discovered by Ka the Preserver, an ancient Immortal who began life as a giant Carnosauria, who after finding it, decided to use the inner surface of the world as a refuge and preserve for creatures that were on the verge of becoming extinct in the ever-changing outer world. Since that time, this inner world has become a vast refuge for cultures and species that have become extinct or endangered on the surface of Mystara, such as the Nithians, the Blacklore Elves, the Azcans, and many more. It is also home to some unique and original cultures and races, such as the Beastmen, the Brutemen, the Kubbits, and the Krugel Orcs, who have evolved and adapted to the peculiar conditions of this inner world.

The environment and cosmology of this inner world are very different from the outer world. It is lit by an eternal red sun at the center of Mystara, which provides a constant and uniform light and heat to the inner world. It has no day or night cycle, no seasons, and no moon or stars. The magic system of this inner world is also very different from the outer world, due to the influence of the Immortals and the Radiance. It has a very limited and restricted magic, where only low-level spells are available, and many spells are non-functional or altered. The geography and climate of this inner world are also very different from the outer world, due to the curvature and rotation of Mystara. It has a reversed gravity, where the inner surface is always “down”, and the center of the world is always “up”. It has a reversed Coriolis effect, where the winds and currents flow in the opposite direction from the outer world. It has a very diverse and exotic flora and fauna, due to the preservation and adaptation of ancient and extinct species, such as dinosaurs, megafauna, and prehistoric plants.

The Hollow World is a fascinating and mysterious part of Mystara, where the past and the present coexist and collide. It is a setting that offers a unique and challenging experience for adventurers, explorers, and scholars, who can discover the secrets and wonders of the inner world, and interact with the diverse and colorful cultures and races that inhabit it. It is also a setting that poses a moral and ethical dilemma for visitors, who must respect and protect the delicate balance and stability of the inner world, and avoid interfering or disrupting the natural and cultural evolution of the Hollow World. It is a setting that invites curiosity, awe, and respect, and rewards those who seek to learn and understand the inner world, rather than exploit or dominate it.

The Immortals: The Divine Rulers of Mystara

The Immortals are the supreme beings of Mystara, who have ascended from mortality to divinity through various means. They are the most commonly worshipped deities among Mystara’s inhabitants, and they interfere in the affairs of the mortal world from their outer planes of existence. The Immortals have different goals and personalities, but they all share a common quest: gaining power and prestige within their spheres of influence. The spheres of influence are the five components of the multiverse that represent the purest sources of raw power and the most essential ingredients of existence. The spheres of influence are: Matter, Energy, Thought, Time, and Entropy. Each sphere has its own characteristics, objectives, and challenges, and each Immortal belongs to one of them. The spheres of influence are:

The Sphere of Matter: The Sphere of Physical Reality

The sphere of Matter is the sphere of physical reality, where the Immortals shape and manipulate the material aspects of the multiverse. The sphere of Matter is concerned with creation, preservation, and transformation of matter and energy. The sphere of Matter is the most stable and conservative of the spheres, and it seeks to maintain the balance and harmony of the multiverse. The sphere of Matter is opposed to the sphere of Entropy, which seeks to destroy and corrupt matter and energy. The Immortals of Matter are usually benevolent and lawful, and they favor the races and cultures that value order, tradition, and craftsmanship. Some of the Immortals of Matter are: Kagyar, Terra, Ka, and Ordana.

The Sphere of Energy: The Sphere of Magical Reality

The sphere of Energy is the sphere of magical reality, where the Immortals control and channel the mystical forces of the multiverse. The sphere of Energy is concerned with power, knowledge, and innovation of magic and technology. The sphere of Energy is the most dynamic and progressive of the spheres, and it seeks to expand and explore the multiverse. The sphere of Energy is opposed to the sphere of Time, which seeks to limit and regulate magic and technology. The Immortals of Energy are usually neutral and curious, and they favor the races and cultures that value freedom, discovery, and creativity.

The Sphere of Thought: The Sphere of Mental Reality

The sphere of Thought is the sphere of mental reality, where the Immortals influence and inspire the minds and souls of the multiverse. The sphere of Thought is concerned with emotion, morality, and culture of the living beings of the multiverse. The sphere of Thought is the most diverse and complex of the spheres, and it seeks to enrich and enlighten the multiverse. The sphere of Thought is opposed to the sphere of Matter, which seeks to constrain and define the living beings of the multiverse. The Immortals of Thought are usually good and compassionate, and they favor the races and cultures that value love, faith, and art.

The Sphere of Time: The Sphere of Temporal Reality

The sphere of Time is the sphere of temporal reality, where the Immortals govern and monitor the past, present, and future of the multiverse. The sphere of Time is concerned with history, destiny, and prophecy of the events and beings of the multiverse. The sphere of Time is the most mysterious and secretive of the spheres, and it seeks to preserve and reveal the multiverse. The sphere of Time is opposed to the sphere of Energy, which seeks to change and alter the multiverse. The Immortals of Time are usually lawful and wise, and they favor the races and cultures that value logic, discipline, and learning.

The Sphere of Entropy: The Sphere of Chaotic Reality

The sphere of Entropy is the sphere of chaotic reality, where the Immortals destroy and corrupt the other spheres of the multiverse. The sphere of Entropy is concerned with decay, death, and evil of the matter, energy, thought, and time of the multiverse. The sphere of Entropy is the most destructive and malevolent of the spheres, and it seeks to end and dominate the multiverse. The sphere of Entropy is opposed to all the other spheres, which seek to sustain and balance the multiverse. The Immortals of Entropy are usually evil and chaotic, and they favor the races and cultures that value violence, hatred, and suffering.

The Immortals are the divine rulers of Mystara, who have ascended from mortality to divinity through various means. They are the most commonly worshipped deities among Mystara’s inhabitants, and they interfere in the affairs of the mortal world from their outer planes of existence. The Immortals have different goals and personalities, but they all share a common quest: gaining power and prestige within their spheres of influence. The spheres of influence are the five components of the multiverse that represent the purest sources of raw power and the most essential ingredients of existence.