Mystara
In 1974, Lawrence Schick and Tom Moldvay began building a fantasy world for their own Dungeons & Dragons game sessions. They called this creation the Known World. Their goal was to build a setting that other players could expand upon, inspired by H. P. Lovecraft's shared universe concept. By 1976, they had developed a large continent with fictionalized nations based on real-world historical cultures. Schick later joined TSR Hobbies as a designer for D&D and other games. He eventually became director of the Design Department and brought Moldvay into the company around 1983. At that time, the D&D Expert Set was under development. When told they could not use the existing Greyhawk setting because it was reserved for Advanced Dungeons & Dragons products, Schick and Moldvay received approval to use their Known World instead. The first published mention of their setting appeared in Module X1, The Isle of Dread, released in 1981. This module introduced the eastern portion of Brun along with islands of the Sea of Dawn. The name Mystara did not appear until September 1991, when Bruce Heard used it in the Letters section of Dragon magazine issue #173. Official products bearing the Mystara title only began appearing after the conversion to AD&D 2nd Edition in 1994.
The most commonly known land mass on Mystara's outer surface is only a tiny portion of Brun. In officially published material, the Known World concentrated on the eastern portion of Brun along with the islands of the Sea of Dawn. Nations within this region display a great range of government types. Some countries are populated entirely by demihumans or humanoids. The Thyatian Empire resembles the Byzantine Empire. The Grand Duchy of Karameikos includes the town of Threshold, which serves as the default setting for many classic D&D adventures. The Principalities of Glantri are ruled by wizard-princes. The Ethengar Khanate functions as a Mongol-like society. The merchant-run Republic of Darokin draws loose inspiration from medieval Italian mercantile states. The Emirates of Ylaruam exist alongside these powers. The Heldannic Territories are ruled by an order of religious knights similar to the Teutonic Order devoted to the Immortal Vanya. The Atruaghin Clans carry an Amerindian feel. The nation of Sind reflects the Mughal Empire. Northern Reaches Kingdoms include Ostland, Vestland, and the Soderfjord Jarldoms, based on various periods of Scandinavian history. To the distant Northwest lies Hule, ruled by Hosadus, also known as The Master. On the periphery stand the Kingdoms of Wendar and Denagoth, one elven-dominated and the other a dark mountainous realm with ill-intentions toward Wendar.
Mystara is a hollow planet with a habitable surface on its interior called the Hollow World. This inner world is inspired by conceptions like those novelized by Jules Verne. It is lit by an eternal red sun at the center of Mystara. The Hollow World serves as a cultural museum preserving societies that have become extinct in the outer world. These preserved cultures are based on Native American, Aztec, Viking, and ancient Rome models. The existence of the Hollow World remains generally unknown to inhabitants of the outer world. Two huge holes at the poles allow passage between the outer and inner worlds. These passages involve long, hard treks through cold, unlit, stormy, and anti-magic areas. The curvature of these holes is so subtle that explorers from either surface do not notice the transition until after it is already made. This causes quite a shock for most travelers. Two moons orbit the planet. Matera resembles our own moon, whose phases govern lycanthropy among werewolves and werebears. Only Immortals inhabit Matera, living in a city named Pandius where they can meet and watch over Mystara. Patera, or Myoshima to its inhabitants, is an invisible moon that cannot be seen from Mystara. Its people maintain a culture similar to medieval Japan.
By the mid-1990s, gamers' attention started shifting toward the second edition of Advanced Dungeons & Dragons and its official campaigns. Some Mystara adventures for AD&D were published between 1994 and 1996. Official support of the Mystara setting was eventually transitioned to the Official Fan Site system. The Vaults of Pandius fansite was selected to become the official site for the future third edition of Mystara. Wizards of Coast discontinued support by the time the game's third edition was released in 2000. Each part of the D&D Gazetteer series treats one nation or empire with three basic elements: cultural and geographic background, features, and adventures. The cultural and geographic campaign background section offers brief history and timeline for each nation along with basic geography, climate, ecology, and fundamental social and political concepts. Each Gazetteer also provides a list of scenario ideas appropriate to the campaign setting. Trenton Webb described Mystara as a traditional Tolkienesque world in the British Arcane RPG magazine. The first published information on the Savage Coast appeared in module X9 The Savage Coast for Dungeons & Dragons Expert Set. This region was later expanded in Dungeon magazine issues #6 and 7 from 1987 with the adventure Tortles of the Purple Sage.
Mystara includes the Savage Coast, a coastal area located in the south-central part of the Brun continent. It lies to the south and west of Hule. This area spans approximately 2000 miles west of the Known World. The region is affected by the Red Curse, a sinister enchantment that eventually kills its inhabitants through mutation unless fictional metal cinnabryl is worn in contact with the body. Specifics of the Red Curse include mutilation of the body and extreme degeneration of physical and mental health. Inhabitants are imprisoned within the cursed area because debilitating effects result if they leave it. The swashbuckling flavor of the Savage Coast differs greatly from that of the Known World. Its atmosphere aligns closer to the Age of Discovery than the fantasy middle-ages or renaissance tone found elsewhere. Gunpowder weaponry known as smokepowder completes this unique frontier setting. Two series in Dragon Magazine, The Princess Ark and the Known World Grimoire, described the Savage Coast in more detail. These articles were partially reprinted in the D&D game accessory Champions of Mystara released in 1993. In 1994, the setting was spun off into a campaign setting for Advanced Dungeons & Dragons 2nd Edition. This area appeared in its own boxed set entitled Red Steel and later republished online as the Savage Coast.
Unlike other D&D settings, Mystara had ascended immortal beings instead of gods. The Immortal Rules provided a guide for player characters who had transcended normal adventurer dynamics. These characters would now advance in ranks as they explored the multiverse system. Notes and sample plots for Immortal adventures and campaigns were included along with duties and responsibilities related to their new status in the Mystara setting. The Codex of the Immortals rulebook includes a chapter describing all the immortal NPCs in Mystara. The Immortals' Fury campaign adventure saga is set within this world. It also advanced the timeline to AC1010 and included an update to previous Immortal rules. Only Immortals inhabit Matera, living in a city named Pandius where they can meet and watch over Mystara. They govern the fate of the world through these specialized rules rather than traditional deities. This theological framework distinguishes Mystara from other fantasy role-playing game settings available during the same period.
After official support ended in 2000, fans turned their attention to maintaining the setting. Many Mystara fans have been turning their attention to Davania with fan-made material in recent years. Very little was officially developed for Skothar before discontinuation. Since then, fans have created their own material for this part of Mystara. The Vaults of Pandius website hosts most current fan-based projects including conversions to other editions. Cyclopedia Mystara provides additional detail including genealogies, areas, known people, and more. Five video games were set in Mystara spanning three different genres. Dungeons & Dragons: Order of the Griffon released for TurboGrafx-16 in 1992. Warriors of the Eternal Sun appeared on Sega Genesis that same year. Fantasy Empires launched as a strategy game for PC in 1993. Two arcade beat 'em up titles followed: Tower of Doom in 1993 and Shadow over Mystara in 1996. These two games are among the few D&D video games developed by a Japanese company called Capcom. Novels continued the legacy with works like Dark Knight of Karameikos published in October 1995 and The Black Vessel appearing in August 1996.
Continue Browsing
Common questions
When was the Mystara campaign setting first created by Lawrence Schick and Tom Moldvay?
Lawrence Schick and Tom Moldvay began building the fantasy world known as the Known World in 1974 for their own Dungeons & Dragons game sessions. The name Mystara did not appear until September 1991 when Bruce Heard used it in Dragon magazine issue 173.
What is the Hollow World of Mystara and how does it differ from the outer surface?
Mystara is a hollow planet with a habitable interior surface called the Hollow World that is lit by an eternal red sun at its center. This inner world serves as a cultural museum preserving societies extinct on the outer surface while two huge holes at the poles allow passage between the worlds through cold unlit stormy anti-magic areas.
Which nations make up the eastern portion of Brun in the Known World section of Mystara?
The eastern portion of Brun includes the Thyatian Empire which resembles the Byzantine Empire, the Grand Duchy of Karameikos containing Threshold, and the Principalities of Glantri ruled by wizard-princes. Other regions include the Ethengar Khanate functioning as a Mongol-like society, the Republic of Darokin inspired by medieval Italian mercantile states, and the Emirates of Ylaruam.
How does the Savage Coast region of Mystara affect inhabitants through the Red Curse?
The Savage Coast area spans approximately 2000 miles west of the Known World and is affected by the Red Curse which kills inhabitants through mutation unless they wear fictional metal cinnabryl. Specifics of this sinister enchantment include mutilation of the body and extreme degeneration of physical and mental health that imprison people within the cursed area if they leave it.
What unique theological system do Immortals use to govern Mystara instead of traditional gods?
Mystara features ascended immortal beings called Immortals who govern the fate of the world through specialized rules rather than traditional deities found in other fantasy role-playing game settings. Only Immortals inhabit Matera where they live in a city named Pandius to meet and watch over Mystara while advancing player characters into ranks exploring the multiverse system.