Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

From the Trail Maps


Glantrian Horoscope #

MonthStar Sign
NuwmontManticore
VatermontHydra
ThaumontCentaur
FlaurmontBasilisk
YarthmontChimera
KlarmontGorgon
FelmontGriffon
FyrmontDragon
AmbyrmontSalamander
SviftmontPegasus
EirmontWarrior
KaldmontGiant
Time of BirthAscendancy
Week #1 of monthSun
Week #2 of monthLand
Week #3 of monthSea
Week #4 of monthSky
Planet ConditionInfluence
Sun is upWinds of Law
Moon is upWinds of Chaos
Both up or downWinds of Wisdom

Birth during Twilight is an omen of great luck or hardship for newborns.

Example: One born in Thyatis at 4:50pm on the 4th Lunadain of Eirmont would live under the sign of the Sky Warrior. Winds of Wisdom govern his fate, with an omen of great luck or hardship to come in his life. Only Immortals would know more than this.


Solar Time #

TimePlace
10:00 AMSind Desert, central point
11:00 AMPort Tenobar, Known World
11:30 AMSpecularum, Known World
NoonThyatis, Known World
12:30 PMOceansend, Norwold
1:00 PMDunadale, Isle of Dawn
2:00 PMSundsvall, Central Alphatia

Thyatian Year: 12 months of 28 days, or 48 weeks of 7 days, or 336 days. Each month equals one full moon cycle.


Main Weather Chart #

Format: High / Low temperatures per season, with Precipitation/Fog indicators.

CityAltitudeWinterSpringSummerFall
Aasla300ft45 / 35 · P30/N1555 / 45 · P40/N3570 / 60 · P20/D3060 / 50 · P40/D20
Aegopoli0–100ft70 / 60 · P50/D1075 / 65 · P55/D0585 / 70 · P60/D0180 / 70 · P55/D05
Alfheim *250ft45 / 35 · P95/D1555 / 35 · P95/D1575 / 60 · P95/D1560 / 40 · P95/D15
Alpha **0–250ft35 / 20 · P40/N2540 / 30 · P45/N2055 / 45 · P30/N1545 / 35 · P45/N20
Atruaghin2,700ft55 / 30 · P30/D2065 / 50 · P35/D1585 / 70 · P20/D1070 / 55 · P35/D15
Corunglain1,800ft35 / 15 · P15/D1545 / 30 · P20/D2565 / 50 · P25/D3045 / 35 · P20/D25
Darokin1,200ft40 / 25 · P25/D1555 / 35 · P20/D1075 / 60 · P15/D1055 / 40 · P20/D15
Darokin (lower)1,200ft65 / 50 · P25/D3045 / 35 · P20/D25
Dengar/Evemur ***4,500ft25 / 15 · P15/D1545 / 30 · P20/D2550 / 40 · P25/D3040 / 35 · P20/D25
Dunadale0–250ft30 / 25 · P30/N1535 / 30 · P45/N35— · P20/D3040 / 35 · P45/D20
Ethengar1,800ft25 / 05 · P10/D1040 / 25 · P15/D1575 / 55 · P20/D1545 / 30 · P15/D15
Farend **0–150ft15 / 0 · P40/N2530 / 20 · P45/N2045 / 40 · P30/N1535 / 25 · P45/N20
Freiburg **0–200ft25 / 10 · P30/N1535 / 25 · P40/N3560 / 50 · P20/D3040 / 30 · P40/D20
Glantri City4,800ft25 / 15 · P15/D1545 / 30 · P20/D2565 / 50 · P25/D3050 / 35 · P20/D25
Helskir **0–100ft20 / 10 · P40/N2535 / 20 · P45/N2055 / 45 · P30/N1540 / 30 · P45/N20
Ierendi **0–100ft65 / 55 · P40/D1570 / 60 · P45/D1075 / 65 · P50/D0575 / 65 · P45/D10
Landfall **0–150ft25 / 15 · P40/N2535 / 25 · P45/N2055 / 45 · P30/N1540 / 30 · P45/N20
Minrothad **0–100ft65 / 55 · P40/D1570 / 60 · P45/D1075 / 65 · P50/D0570 / 60 · P45/D10
Newkirk0–200ft40 / 30 · P30/N1550 / 40 · P40/N3565 / 55 · P20/D3055 / 45 · P40/D20
Norrvik **0–250ft30 / 20 · P30/N1540 / 30 · P40/N3565 / 55 · P20/D3045 / 35 · P40/D20
Oceansend0–350ft20 / 15 · P40/N2535 / 20 · P45/N2050 / 40 · P30/N1540 / 25 · P45/N20
Sayr Ulan900ft45 / 35 · P20/D1570 / 60 · P15/D1095 / 80 · P10/D0575 / 65 · P15/D10
Selenica1,800ft40 / 25 · P25/D1555 / 35 · P20/D1075 / 60 · P15/D1040 / — · P20/D15
Shireton300ft45 / 35 · P20/N1555 / 45 · P35/N2070 / 60 · P20/D1560 / 50 · P30/D20
Soderfjord **0–100ft25 / 20 · P30/N1545 / 35 · P40/N3565 / 55 · P20/D3050 / 40 · P40/D20
Specularum150ft45 / 35 · P35/D1555 / 45 · P40/N3570 / 60 · P30/D3060 / 50 · P40/D20
Sundsvall700ft25 / 20 · P15/D1550 / 35 · P20/D2575 / 55 · P25/D3055 / 40 · P20/D25
Surra-Man-Raa500ft75 / 65 · P05/D0580 / 70 · P10/D10105 / 90 · P01/D0185 / 75 · P10/D05
Tel Akbir0–100ft65 / 55 · P20/D1570 / 60 · P25/D1085 / 75 · P15/D0575 / 65 · P25/D10
Thanegiothn/a70 / 65 · P40/D1075 / 65 · P55/D0585 / 70 · P65/D0180 / 70 · P55/D05
Thyatis150ft50 / 40 · P20/N1555 / 45 · P35/N2070 / 60 · P20/D1560 / 50 · P30/D20
Trollhattan **0–100ft25 / 15 · P40/N2540 / 30 · P45/N2055 / 45 · P30/N1545 / 35 · P45/N20
Wendar2,500ft35 / 20 · P25/D0560 / 45 · P40/D2575 / 55 · P15/D0565 / 50 · P45/D30
Ylaruam250ft70 / 50 · P15/D1075 / 55 · P10/D05110 / 80 · P05/D0195 / 65 · P10/D05
Zeaburg ** ***0–250ft35 / 25 · P40/N4550 / 40 · P50/N4065 / 55 · P30/N3055 / 45 · P50/N40

Altitude is already taken into account for temperatures in the listed cities.
* Only rains during night hours.
** On overcast days, fog lasts all day.
*** Add one to die roll on Wind Strength.


Precipitation Chart #

Die RollPrecipitationSnow AccumulationWind Strength
1–2Drizzle, or FlurriesTracesLittle or none
3–6Light Rain, or Snow1–6″ total*Moderate Breeze
7–9Heavy Rain, or Snow1″ per hour*Strong Breeze
10+Thunderstorm, or Snowstorm2″ per hour*High Winds

* Double snow accumulation in hilly areas; Triple in mountain areas.


Wind Variations (Roll 1d20) #

RollResult
1–11Dominant Wind as above
12–13Shift one, clockwise
14–15Shift one, counter-clockwise
16Shift two, clockwise
17Shift two, counter-clockwise
18Shift three, clockwise
19Shift three, counter-clockwise
20Opposite wind

Add 1 to Precipitation Roll when non-dominant wind blows from a coastal area within 50 miles (unless Dominant Wind for that region already does so). One shift equals 1 hexside.


Seasonal Trends (Optional — roll 1d10 once per season) #

d10Effect
1Very Cold: Temp −10, Precip +10%**
2–3Colder: Temp −5, Precip +5%**
4–7Seasonable: no change
8–9Warmer: Temp +5, Precip −5%**
10Very Hot: Temp +10, Precip −10%**

** Minimum Precipitation is 1%; maximum is 90% in all cases.


Highest Mountains #

Mountain Range & Rock TypeAvg. AltitudeHighest Peak & LocationPeak Altitude
Altan Tepes, Granite8,950ftMt Tarsus, Thyatis11,380ft
Black Peak Mnts, Basalt4,500ftMt Pavel, Karameikos5,800ft
Broken Lands, Sandstone10,000ftUnknown
Colossus Mnts, Schist18,500ftStoneface, Glantri24,350ft
Cruth Mnts, Hornblende4,000ftAdrian Peak, Karameikos5,250ft
Glantrian Alps, Schist20,250ftMt de Glace, Glantri25,100ft
Hardanger Range, Limestone10,000ftOdharjokull, Soderfjord15,750ft
Icereach Range, Gneiss14,000ftMt Einrick, Norwold21,050ft
Ierendi Uplands, Trachyte9,000ft**Mt Kikapua, Ierendi12,100ft
Kerothar Mnts, Granite19,740ftMt Eriadna, Alphatia24,450ft
Kurish Massif, Marlstone12,500ftUrapurda, Sind Region18,250ft
Makkres Range, Granite13,800ftSteel Fang, Rockhome15,720ft
Diamond Spurs, Feldspar4,500ft**Gold Needle, Minrothad5,200ft
Silver Sierras, Phyllite17,000ftAdruzzo, Darokin18,820ft
Wendarian Range, Basalt11,300ftMt Lea, Glantri16,550ft

* 16 miles away from foothills.
** Mountains form a ridge at the indicated altitude.


Trail & Road Conditions #

TypeKey Characteristics
Bad TrailsBarely visible; branch off into dead ends; dangerous sections (cliffs, narrow passages, unstable terrain). Treat as clear terrain for movement. Useless after heavy rain or snowfall of 3+ hours, or light rain of 6+ hours (requires a full week of clear weather to dry up). No bridges; no water sources, caravansaries, taverns, or safe camping sites. Rarely patrolled. Traffic: one very large, heavily armed caravan every two to four weeks.
Poor TrailsTreat as clear terrain for wagons after heavy rain of 6+ hours or light rain of 12+ hours. Bridges unsafe if any. Wide enough for two horses abreast. Very few water sources, caravansaries, taverns. Banditry and humanoid raids possible. Traffic: one medium-sized armed caravan every one or two weeks.
Fair TrailsTreat as poor trail after heavy rain/snowfall of 12+ hours. Requires four days of clear weather to dry up. Wide enough for six horses abreast. Occasional bridges; safe river fords. Some water sources, caravansaries, taverns. Minor banditry. Traffic: small or medium-sized caravans, possibly armed, every three or four days.
Good TrailsTreat as fair trail after heavy rain/snowfall of 12+ hours. Needs three days to dry up. Wide enough for twelve horses abreast. Bridges common or easily fordable rivers. Water sources, caravansaries, taverns commonly found. Patrolled once or twice a day. Traffic: caravans of any size, armed or not, up to one or two a day.

Roads #

TypeDescription
NoneNo known roads exist besides trails.
Unpaved RoadsLocal authorities or older maps may identify some highways as roads. Equivalent to trails one category better than usual local trails. If within one or two days’ horse ride of a town, equivalent to a Good Trail at best.
Partial RoadsSections ending/starting at cities (15,000+ inhabitants) are paved. Sections between two smaller centers are equivalent to Good Trails.
Paved RoadsCovered with stone slabs or cobblestone; unaffected by rain. One foot of accumulated snow renders road useless (one day of clear weather per foot of snow to clear). One or two patrols day and night. Water sources, caravansaries, small hamlets easily found. Bridges always available. Direction signals at intersections.
Major HighwaysPaved roads connecting at least one city of 15,000+ inhabitants. Wide enough for eight horses abreast. Banditry and humanoid raids very unlikely. Traffic: dozens of caravans of any sort or individual travellers every day.
Minor HighwaysPaved roads between two centers of fewer than 15,000 inhabitants. Wide enough for six horses. Banditry very rare. Traffic equivalent to a Good Trail with common individual travellers.

Major Navigable Rivers #

River & RegionFrom (down to)To
Amsorak, DarokinAkorrosDarokin
Elber, Heldann F.H.Mengul FthillsSea of Dawn
Great Flow, AlfheimMealidorAlfheim Town
Hrap, Rockhome **Lake KlintestEthengar
Isoile, GlantriVyonnesGlantri
Ithypool, ShiresFishtickleShireton
Landersfjord, Vestld.RanwoodSea of Dawn
Marsfjord, VestlandLandetsfjordSea of Dawn
Mesonian, ThyatisFoothillsVanya’s Girdle
Otofjord, SoderfjordWhiteheartSea of Dawn
Saltfjord, SoderfjordSortfeldSea of Dawn
Streel, DarokinCorunglainSea of Dread
Streel, Ethengar(any dir. within Ethengar)
Styrdal, Rockhome **Lake StahlEthengar
Vestfjord, VestlandRhoonaSea of Dawn
Vesubia, GlantriLeenzTrintan
Volaga, KarameikosKelvenSea of Dread

Alphatian Rivers:

River & RegionFromTo
Alphas (South)Adiach
Ambur (Northwest)Crystal LakeGulf of Qheodar
Fris (Far North)Shiell LakeGulf of Qheodar
Greenlake (South)VertilochAaslan Gulf
Llyn & EasthollowCitadelSea of Ester
Randel (Southeast)ErrolynRardish
Thera (Deep South)BigosArchport

* Halve navigation speed going up river.
** Strong current prevents going up river. Double speed going down river.


Traveling Rates #

Distance covered per day in miles.

Traveling ModeTrailClearHillsMountainsSandMuddy
Foot, no encumbrance3624161216×½
Foot, light encumbrance2412868×½
Foot, encumbered128646×½
Camel4832241632×¼
Donkey, Mule3624161216×½
Elephant36241288×½
Draft Horse24161288×½
Riding Horse7248362416×½
War Horse362416128×½
Oxen16121086×⅓
War Chariotas carriage −¼×⅔
Small Wagonas carriage −¼imp.(2)×⅔
Large Wagonas carriage −⅓imp.(2)×¾
Flying Mount72 miles per day (all terrain)
Flying Device120 miles per day (all terrain)
Galley, small90 miles per day
Galley, large/war72 miles per day
Longship90 miles per day
Raft12 miles per day; ½ against current, ×2 downriver
Riverboat36 miles per day; ½ against current, ×2 downriver
Sail Ship, small90 miles per day
Sail Ship, large72 miles per day

(1) Trails includes roads. Clear = flat solid terrain (grasslands, prairies, savanna) or calm waters. Hills = light forest. Mountain = broken terrain, heavy forest, forested hills, or any other difficult terrain. Mud penalty applies to other terrain except paved roads. Mud is equivalent to snow; snow does affect paved roads.
(2) Impassable. Wheeled vehicle either progresses very slowly or is immobilized.
(3) In muddy or snowy conditions apply the penalty for the vehicle rather than the carriage. Penalties are cumulative.


Common Travel Fares #

Travel ModePoint of DepartureFinal Destination1-Way FareTravel TimeMajor Scheduled Stops
SailingThyatisNorrvik49 gp19 daysTameronikas, Soderfjord
SailingThyatisMinrothad29 gp12 daysKerendas, Specularum
SailingSpecularumIerendi17 gp6 daysDirect
SailingNorrvikNewkirk32 gp12 daysZeaburg
CaravanDarokinNorrvik20 gp42 daysCorunglain, Ethengar
CaravanDarokinYlaruam13 gp27 daysSelenica
CaravanDarokinThyatis22 gp46 daysShireton, Specularum
CaravanAlfheimSayr Ulan25 gp49 daysDarokin, Akesoli*
Flying **GlantriIerendi390 gp9 daysCorunglain, Shireton
Flying **GlantriSpecularum300 gp8 daysAlfheim, Kelven
Flying **YlaruamNorrvik220 gp5 daysDengar
Flying **YlaruamThyatis140 gp5 daysBiazzan, Kerendas
Teleport ***GlantriThyatis800 gpInstantDirect
Teleport ***GlantriNorrvik580 gpInstantDirect
Teleport ***GlantriSpecularum560 gpInstantDirect
Teleport ***GlantriDarokin500 gpInstantDirect

* Includes sailing fee from Akorros to Akesoli.
** Glantri: magical kites — inquire at Movers Guild, Inc., 5 Market Place, Glantri City. Ylaruam: flying carpets — inquire at Bellerophon, Ltd., 201 Farid-Anh Wadis Road, PO-Chest 756, Ylaruam Town. Flying devices: ~120 miles/day; flying creatures: ~72 miles/day.
*** One way only. Reservations at Arcane Teleporters & Towers, 333 Raknar Garden, Glantri City. Minimum rate is 500 gp per teleportation.

Travel Fees:

  • Ship: 1 gp per 24 miles (includes food, hammock, up to 50 lbs luggage). Minimum 100 gp if personal cabin requested.
  • Caravan: 5 sp per 24 miles (includes food, seat on wagon, up to 50 lbs luggage).
  • Flying device: 5 gp per 24 miles (includes food and seating only). Minimum airfare 100 gp. Add 50 gp if flying above sea or lakes.
  • Teleportation: 20 gp per 24 miles (includes up to 50 lbs personal luggage).

Cargo Costs:

  • 1 gp per 24 miles per 50 lbs — cargo ships
  • 5 gp per 24 miles per 50 lbs — military vessels and flying devices
  • 1 sp per 24 miles per 50 lbs — caravans
  • 20 gp per 24 miles per 50 lbs — teleportation

Moon Appearances Over Thyatis #

WeekPhaseMonth #1Month #2Month #3
#1NM7:00 PM – 7:00 AM1:00 AM – 12:00 PM1:00 PM – 8:00 PM
#2FQ8:00 PM – 9:00 AM4:00 AM – 1:00 PM3:00 PM – 11:00 PM
#3FM9:00 PM – 10:00 AM7:00 AM – 3:00 PM5:00 PM – 2:00 AM
#4LQ11:00 PM – 11:00 AM10:00 AM – 5:00 PM6:00 PM – 5:00 AM

For each 10 degrees of latitude North of Thyatis, moon rises 20 minutes later and sets 20 minutes earlier. Reverse if going South of Thyatis.


Dominant Winds & Sea Currents #

RegionWindsCurrents
AegopoliNEE
AlfheimWn/a
Alphatia, UpperNW(*)
Alphatia, LowerSW(*)
AtruaghinWW
Broken LandsSWn/a
DarokinWW
EthengarNWn/a
Farend/QheodarNWW
Five ShiresSWW
GlantriNWn/a
Heldann F.H.SWS
IerendiWW
I. of Dawn, UpperNW(*)
I. of Dawn, LowerSW(*)
KarameikosSWW
MinrothadWNW
NorwoldNWS
OstlandWS
RockhomeWn/a
Sea of Dawn, Western(**)S
Sea of Dawn, Eastern(**)SE
Sea of Alphatia(**)S
Sea of Ester(**)N
Sind RegionNWSW
SoderfjordWS
ThanegiothNEE
Thyatis, east coastWNW
Thyatis, west coastWS
VestlandWS
WendarNWn/a
YlaruamWS

* Check appropriate seas for currents.
** Check appropriate coastal area for winds.


Imperial Thyatian Travelers Advisory #

Quotes and recommendations from Rufus Omnibus, gourmet critic and explorer extraordinaire. Included with the Gracious Permission of the Imperial Office of Transportation. In Thyatis, Year AC 988.

RegionCauseRecommendation
AlfheimElven snobbism at its worstJust ignore them, stay at Brutus’ Corner
AlphatiaDecadent empire, root of all chaosDon’t fraternize, do not annoy anyone there
Altan Tepe Mts.Humanoid raids, mountain stormsTravel quickly, be alert, keep dagger handy
AtruaghinUneducated scalp hunters, red antsBring worthless trinkets and bad beer
Broken LandsKiller orcs, earthquakes, voodooStick with caravan, don’t pick up gri-gris
Cruth Mts.Orcish raids and highway banditryCamp on northern side of Darokin trail
DarokinGreedy merchants, hidden taxesInquire about import duties at Consulate
EthengarFood is terrible, smelly nativesHold your nose in both cases
FarendPort freezes up for six monthsGo in summer, leave before fall
Five ShiresLow ceilings, legalized piracyWatch your head in both cases
GlantriClergy illegal, rampant lycanthropyDon’t pray out loud, avoid hairy people
Heldann F.H.Unstable region, constant warfareDon’t get involved, keep moving
IerendiBrawls, weirdos, sharks galoreStick with the tour leader (blue banner)
Kelven RoadOver-priced service-caravansariesBring own spare wagon wheel and food
LandfallCrock full of thieves, cutthroatsAvoid back alleys and cheesy taverns
LulnNasty Barony, major beggar hasslesGo around it, watch your pouch
MalpheggiMonsters, quicksands, no trailsJust don’t go, shoot anything on sight
MinrothadLegal extortion is a national hobbyOur stuff is better anyway
NithiaPoor, boring, desertic, weirdSend your in-laws on vacation
NorwoldWilderness, monster infestationsBring your army or join the Legion
OceansendBrashness at its pinnacle (almost)We can do it better anyway
OstlandCold, damp weather, always foggyBring your coat, find a guide
RockhomeDwarven racism at its worstBring money and gems, be shrewd
Sind RegionSanctimonious gurus, inhuman pietyDon’t sit with fakirs, be respectful
SoderfjordUnreliable laws, crude barbariansBring your sword, attach horns to helm
SpecularumShoddy ships, smugglers & muggersAvoid the port area and shady people
ThanegiothUnfriendly natives, mosquitoesBring experienced cleric or druid
ThyatisAnything and anyone has its priceNever trust anyone, especially your brother
VestlandPhony tollbooths manned by trollsDon’t brake for trolls, bring oil and torches
YlaruamFervent anti-Thyatis bigotryBe inconspicuous, don’t argue, don’t boast

Sunrise & Sunset #

Approx. LocationLatitudeWinter SunriseSpring SunriseSummer SunriseFall SunriseWinter SunsetSpring SunsetSummer SunsetFall Sunset
Farend60 North8:35 AM7:00 AM2:50 AM4:55 AM3:05 PM5:30 PM9:05 PM7:05 PM
Landfall40 North7:05 AM6:35 AM4:20 AM5:30 AM4:35 PM5:50 PM7:25 PM6:30 PM
Thyatis30 North6:40 AM6:25 AM5:00 AM5:35 AM5:00 PM6:00 PM7:25 PM6:25 PM
Thanegioth20 North6:25 AM6:20 AM5:20 AM5:45 AM6:00 PM6:05 PM6:55 PM6:15 PM

Twilight lasts 30 minutes before and after sunset and sunrise.


Currencies & Change #

NationPlatinumGoldElectrumSilverCopperOther
Alfheim *(Local coins are pieces of art, valuable souvenirs)Barter
Alphatia **Various = 50 gpCrown = 1 gpVarious = 1 cpMirror = 1 sp, Cloud = 5 spJudge = 1 cp, Land = 1 cpGems often traded
Atruaghinn/an/an/aBarter; gems also used
Darokin ***n/aDaro = 1 gp½Daro = 1 cpTendrid = 1 spPassem = 1 cpGems often traded
EthengarTang ****Tang ****Tang ****Tang ****Tang ****Barter as well
Five Shiresn/aYellow = 1 gpn/aStar = 1 spSunset = 1 cpSilver Bars 50 gp
GlantriCrown = 50 gpDucat = 1 gpn/aSovereign = 1 spPenny = 1 cpCrowns are magical
Heldann F.H.Groschen = 5 gpGelder = 1 gpErzer = 1 cpMarkschen = 1 spFenneg = 1 cpTrade laws not enforced
IerendiPali = 10 gpGeleva = 1 gpn/aSana = 1 spCokip = 1 cpPrefer foreign coins
Karameikosn/aRoyal = 1 gpn/aCrona = 1 spKopec = 1 cp
Minrothadn/aCrona = 1 gpByd = 1 cpQuert = 1 spPlen = 1 cp
Ostlandn/aKrona = 1 gpn/aEyrir = 1 spOren = 1 cp
Rockhomen/aSun = 10 gp, Trader = 1 gpn/aMoon = 10 sp, Star = 1 spStone = 1 cpGems often traded
SindGuru = 25 gpRupee = 5 gpBhani = 2 cpKhundar = 1 spPiaster = 1 cpGems often traded
Soderfjordn/aMarkka = 1 gpPenne = 1 cpGundar = 1 spOren = 1 cpTrade laws not enforced
Thyatis **Emperor = 5 gpLucin = 1 gpn/aAsterius = 1 spDenarius = 1 cpGems often traded
VestlandSchilder = 5 gpGuldan = 1 gpHellar = 1 cpFloren = 1 spOren = 1 cp
Ylaruamn/aDinar = 1 gpn/aDirham = 1 spFal = 1 cp

* Officially recognized currency is the Darokinian Piaster (or Golden Daro).
** Colonized territories may use different currency, but value is aligned on Metropolitan money. Imperial currency is legal in those places.
*** Large sums handled with Certified Letters of Credit. Daro also called Piaster.
**** Coins come in denominations of 1, 5, 10. Use Basic Metal Value.
n/a — This metal is not in use for local coinage. Use Basic Metal Value for foreign currency in this metal.

Basic Metal Values: 1 gp = 2 ep = 10 sp = 100 cp; 5 gp = 1 pp.
Tradeable Gems & Precious Stones: 100–500 gp each. Example: 5/100gm = 5 gems at 100 gp each.


Imperial Thyatian Calendar #

NM = New Moon · FQ = First Quarter · FM = Full Moon · LQ = Last Quarter
Each month is 28 days, divided into 4 weeks of 7 days.
Days of the week: Lunadain, Gromdain, Tserdain, Moldain, Nytdain, Loshdain, Soladain
Moon phases: Day 1 NM · Day 8 FQ · Day 15 FM · Day 22 LQ (consistent across all months)

MonthSeasonMoon Phases
1 — NuwmontEarly SpringDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
2 — VatermontMid SpringDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
3 — ThaumontLate SpringDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
4 — FlaurmontEarly SummerDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
5 — YarthmontMid SummerDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
6 — KlarmontLate SummerDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
7 — FelmontEarly FallDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
8 — FyrmontMid FallDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
9 — AmbyrmontLate FallDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
10 — SviftmontEarly WinterDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
11 — EirmontMid WinterDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ
12 — KaldmontLate WinterDay 1 NM, Day 8 FQ, Day 15 FM, Day 22 LQ

Major Universities #

LocationInstitution NameMost Illustrious Teachings
Aasla, AlphatiaEriadna HighMagic of the Air, astronomy
Biazzan, ThyatisUniversity of BiazzanAlgebra, Hollow World Theories
Camp Sodhor, Broken LandsThar’s LegionOrcish warfare (humanoids only)
Corunglain, DarokinUniversity of CorunSiege warfare, land-based exploration
Darokin City, DarokinDDC CompoundDiplomacy, global trading
Dengar, RockhomeSkarrad High SeminaryArchitecture, engineering
Evemur, RockhomeSyrklist ConservatoryMining, metallurgy, geology
Glantri City, GlantriGreat School of MagicMagic in all its forms
Harbortown, MinrothadSchool of HarbortownNavigation, commercial shipbuilding
Ierendi City, IerendiNaval AcademyNavigation, naval warfare
Retebius, ThyatisRetebius Air AcademyAir warfare, monster training
Leenz, GlantriDrachen ZentralMonster lore and hunting
Newkirk, Isle of DawnNewkirk HighSea exploration, linguistics
Norrvik, VestlandUppsala CollegeMagical runes, poetry
Rymskigrad, GlantriIgorov InstituteAncient history, necromancy
Sayr Ulan, SindUl-Nervi PalacePhilosophy, theology
Selenica, DarokinUniversity of Al-AzradEconomy, commerce, administration
Shireton, Five ShiresShireton Tea HouseLiterature, poetry, agriculture
Specularum, KarameikosMagicians’ Guild HallBasic magic & spell research
Stahl, RockhomeLyceum of Dwarven MagicDwarven magic crafting
Sundsvall, AlphatiaSundsvall UniversityUniversal Magic, Arcane Exploration
Thyatis City, ThyatisImperial AcademyLand warfare, diplomacy
Thyatis City, ThyatisCollege of Lucinius *Magical warfare & engineering
Trollhattan, AlphatiaLarge Grey HouseSpying, stealth, poisons
Vyonnes, GlantriBeaux Arts of VyonnesArt & entertainment
Ylaruam Town, YlaruamDream of the Desert Garden UniversityWater management, theology

* Also called Collegium Arcanum


Imperial Geopolitical Intelligence (Table 2) #

KingdomTotal Sq MileageTotal PopulationCommon People RevenuesKingdom Treasury*Peacetime Military*
Alfheim, elves17,950180,50010 sp/month18,0005,200 · 1%
Alphatia, metro.2,100,0005,800,000 (2)9 sp/month575,000 (1,8)215,000 · 70% (9)
Atruaghin46,380231,4005 sp/month11,5702,500 · 5%
Broken Lands, orcs11,60035,000 (2)raidingunknown20,000 · 80%
Darokin81,9001,228,50016 sp/month226,50029,000 · 5%
Ethengar57,970330,0005 sp/month16,5005,300 · 5%
Five Shires, hin10,660220,00012 sp/month26,4002,700 · 3% (4,10)
Glantri116,650780,00010 sp/month78,0006,880 · 25%
Heldann Freeholds46,750265,0004 sp/monthn/a25,500 · 5% (3)
Ierendi17,24062,50014 sp/month16,8006,500 · 10% (4)
Karameikos29,550280,0007 sp/month19,6002,000 · 25% (4)
Minrothad8,120131,30018 sp/month23,6002,100 · 70% (4)
Ostland8,920126,1006 sp/month7,6002,650 · 10% (5)
Rockhome, dwarves41,1401,000,0009 sp/month90,0004,750 · 1% (6)
Sind Region147,360549,8002 sp/month11,5003,400 · 30%
Soderfjord31,060160,5004 sp/month6,5003,600 · 5% (4,7)
Thanegioth, savages10,8006,000 (2)n/an/an/a · n/a
Thyatis, metro.42,3003,200,0008 sp/month300,000 (1,8)223,750 · 15% (9)
Vestland21,060161,0008 sp/month12,8001,800 · 35% (4)
Wendar, elves78,170416,2008 sp/month33,3002,100 · 15%
Ylaruam54,180230,0003 sp/month6,9002,860 · 5%

* Treasury: Monthly gold available; actual wealth equals ten times monthly available. Military: Most nations can levy 5–10% of their population in defensive militias. Peacetime armies are enlisted natives; percentages represent foreign mercenaries among local troops.

Notes: (1) Administrative situation too chaotic; figures uncertain. (2) Educated guesses based on explorers’ reports; Alphatia’s actual figures suspected to be three times greater. (3) Internal wars have raked this area. (4) Including naval combat personnel. Halfling and Longship rowers are combat troops. (5) Full contingent has standing orders to raid Alphatian interests. (6) An estimated 250,000+ troops can be levied for defense; none will leave Rockhome territory. (7) Troops divided among various rival Jarls; will unite against invasions. (8) Includes taxes from colonies; total natural resources unknown. (9) Does not include armies in colonies; rowers are convicted criminals or slaves. (10) Up to 132,000 halfling troops can be levied by local militias for major invasions; none will leave Five Shire soil.


Medical Advisory #

Area AffectedRecurrenceDiseaseSymptoms & Effects
Aloysius (Ierendi)PermanentMau-Mau Fever *Heavy sweating, pale skin and skin rashes; St, Co −3. Death if not cured in a month.
Altan TepesWinterBugbear Typhus **High fever, stupor alternating with delirium causing acute unpredictable berserk rages. Death if not cured in a week. Co −3, Ch −3, St +2. Highly infectious.
Black Eagle BaronyEvery 1d10 yearsGriffin Pox *Yellowish skin with red pimples; high fever; Ch −4; highly contagious (25% on contact).
Black PeaksSpringScum Variola *Pale skin, pustular eruptions, nausea; scummy attitude; death if not cured in a week.
Broken LandsFamine yearsYellow Orc Plague *Yellowish skin, violent hiccup and coughing; brown buboes cause deadly choke within a day.
Cruth MountainsMid WinterGoblin Measles *Small red pustules all over body. Larvae grow in pus; death if not cured in a week.
Dwarfgate MountainsUnpredictableDumdum Fever *Profuse drooling, runny nose/snout, gaping mouth; Intelligence −2d6 until cured. Can last a year.
Dwarven CavernsYears of warfareDwarven Bronchitis *High fever, coughing; Co −1d4; save vs. spell to avoid berserk rage at the sight of gold or gems.
Farend, LandfallFall & WinterLongship Pneumonia *Coughing, loss of balance, memory, and direction, sea sickness; cures itself after a month of mild fever.
Five ShiresEvery 1d10 yearsHin Eczema & Acne *Large pustules on face, skin rashes, and dandruff; ugly but harmless affliction; Ch −1d6 until cured.
GlantriFull MoonsLycanthropyTurns into drooling, raging beast on full moons. Needs special magical care to heal. Can be deadly.
Hardanger RangeUnpredictableKobold Flu **Coughing, loud sneezing, runny nose. St, Co, Ch −2; Dx −1d6 until cured. Can last a month.
Heldann FreeholdsEvery d% yearsBlack Plague **Pale skin, sweat, black swollen tongue, oozing buboes; all stats −1d6. Death within 1d6 days if not cured.
MalpheggiPermanentTroll’s Cholera **Gray-greenish skin with warts; pain, extreme weakness; St, Co −1d6. Cures itself in 1d4 days after a violent fever (roll 1d20 under Co or die in convulsions).
Sind DesertEarly FallGlubfly Debility *Caused by Glubfly sting during mating season. In, Wi, Ch −1d4. Lasts a week. Causes madness (save vs. spell).
Soderfjord MarshSummerGnoll’s Hepatitis *Violent abdominal pains, nausea, and convulsions. Co −1 per day until cured (not permanent). Can be deadly.
Soderfjord CityEvery 1d10 yearsBrain Rot **Sleeping disease; victim becomes uncouth and careless. Int −1 per day (permanent) until cured.
Southern AlphatiaDrought yearsPurulent Cataract *Caused by rare Alphatian dust affecting the eyes. Causes searing eye pains and blindness if not cured in a week.
Southern EthengarFamine YearsBubonic Catarrh **Purulent coughing affecting solely humans. Must be cured within a month to avoid choking with lung buboes.
Surra-Men-RaaReligious HolidaysMummy Rot, Leprosy *Caused by contact with old relics taken from infected graves. Rotting skin; death in a few days if not cured.
Thanegioth IslesPermanentDysentery, Malaria *Fever, weakness, diarrhea; nausea, delirium for Malaria. Death in both cases if not cured within a week.
Thyatis CityOvercrowdingSewers Typhoid **Violent headaches and intestinal pains; Death occurs in two weeks if not cured. Madness occurs in a week.
Ylaruam CoastDrought yearsDesert Meningitis *Loss of consciousness, head aches. Must be cured in a week to avoid death. Int −1 per day (not permanent).

* 1% chance of contracting this disease per week of exposure. Epidemic lasts 1d6 weeks.
** 10% chance of contracting this disease when exposed (check only once per epidemic). Epidemic lasts 1d4 months.

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Updated on May 5, 2026