Thunder Rift Project

Post/Author/DateTimePost
#1

havard

Sep 04, 2005 15:34:25
Hello again,
In this thread I hope to further examine the region of Thunder Rift. I hope to eventually create a mini-gazetteer for the valley, and hopefully this thread will help me do that. Any feedback, comments, questions and/or criticism is most welcome

First a few clarifications:

What is Thunder Rift?
Thunder Rift is a small isolated valley, named after the characteristic thunderous roar that can sometimes be heard throughout the valley. Despite its small size, Thunder Rift is home to a wide range of peoples and creatures and has a rich history, full of wonders, glory, conflicts, violence and tragedy.

The Thunder Rift Project
In the spring of 2004 a group of us were discussing Thunder Rift on the Mystara Mailinglist. What follows is my attempt to reconciliate some of the ideas that appeared there. Some of the people involved in the discussions were Giampaolo Agosta, Chris Cherrington, Aaron Harper and Andrew Theisen. They, and others whose names I have forgotten, deserve credit for their ideas and contributions that made this project possible.

Where is Thunder Rift?
Several suggestions have been made to where Thunder Rift should be located. In Norwold, in a pocket dimension parallel to Mystara, or perhaps not even anywhere near Mystara at all. I have settled on placing Thunder Rift in the northeastern part of Darokin, near Rockhome and the Dwarfgate Mountains. The following assumes this to be the location of Thunder Rift.
#2

havard

Sep 04, 2005 15:45:35
Thunder Rift Timeline

BC ca 4000: Rise of Blackmoor
On Skothar, the Kingdom of Blackmoor begins its meteoric rise in power. The colony of New Thonia is founded in what will become The Known World. One Blackmoorian city is founded near what will become the Canolbarth Forest. This city explores the connections with the Plane of Water, and brings in creatures who are at ease with the aquatic element, such as Froglin as slaves. (See CM6 Legacy of Blood and DAB: Dave Arneson’s Blackmoor).

Some Froglin escape and make their way into Thunder Rift. They eventually evolve into Newts (Knight of Newts).


BC ca 3000: The Great Rain of Fire
The Blackmoor Civilization is destroyed in a Cataclysmic event.

BC 1500: Hutaakan Era.
The Immortal Pflarr creates the Hutaakans and places them in mountainious regions of the Known World. (HW Boxed Set)

Some Hutaakans settle in Thunder Rift. They soon establish contact with the Hutaakans of Traladara, opening a Magical Gate in the northern mountains of Thunder Rift leading to those lands (near the modern day village of Bywater in Karameikos). (Escape from Thunder Rift)

Hutaakan Clerics pull Ashai Monolith from the sky. The monolith is a holy artifact from the lands of Ashai on the moon of Patera. Centuries later, Rakasta from Ashai will come looking for the Monolith. The Hutaakans use the inherent invisibility magic found in the rock to create a protective spell around the valley, keeping it hidden from outsiders. Unfortunately, it is too late. One group of invaders have already located the valley... (Extrapolated from Rage of Rakasta).

BC 1000: Gnoll Invasions
Gnolls enter the valley destroying the Hutaakan civilization in the valley. Failing to find a way out of the valley, the Gnolls then turn upon themselves, leaving only scattered Gnoll settlements of Gnolls alive. (Extrapolation)

Dwarves are plagued by the Humanoid Tribal movements around this time. (Rockhome Gaz). The dwarves of Rockhome send out groups of explorers in search for new fortifications to push the humanoid invaders off.

BC 900: Enter the Dwarves.
The dwarven explorers find their way into Thunder Rift
These Dwarves, lead by King Farolas (“Wreck-gravel”) were a minor family of miners from the Syrklist Clan. They settle in the northern hills which they name after their king.
(Thunder Rift).

BC 850: Humanoids
Orcs, Goblins and Kobolds enter the valley. They are relatively small of number, but grow slowly. (Thunder Rift)

811-803 BC: Halflings arrive
Clanstrife of Shaerdon in the Five Shires. A group of Halfling refugees fleeing the civil war travel north onto the plains of Darokin. (Five Shires Gaz)

Some settle in the Emerlas region in what will become the northern Canolbarth Forest (O2, Blade of Vengance, Gaz 5). Others find their way into Thunder Rift Valley. (Thunder Rift.)

BC 800: Elves Arrive
Mealiden’s elven migration enters the Known World and settle on the steppes of Darokin. (Gaz 5). Some elves break off from the main group and discover the valley of Thunder Rift where they settle. (Thunder Rift).

The leading Clan of the Elves are the Silvercrests, their leader wielding the Silver Sword, a gift from the magical Faedorne and their Silver Warriors.
(Extrapolation from Quest for the Silver Sword and AC 9 Creature Catalogue).

BC 800
By now, Elves, dwarves and Halflings have entered the valley. Elves and dwarves keep to themselves and distrust between the races grows. (Thunder Rift)

BC 790: Rift Wars
Rift Wars: Bloody wars rage between elves and dwarves, lasting probably for a century. Orcs and goblins raid both sides, blaming it on the other races. (Thunder Rift)

BC 690: Wars’ End
Rift wars come to an end when elves and dwarves unite against Orc and Goblin forces. Orcs are driven back into the Burning Hills. Dwarves now retreat to their settlements in the Farolas Hills and the elves in the southern Gauntlin Forest. The two races have suffered heavy losses and actively avoid contact with each other. (Thunder Rift)

BC 670
The Traladaran Witch-lord Aristicles, constructs his Red Granite Tower, south of modern day Penhaligon. Nearby he discovers the ancient Hutaakan Gate leading to Thunder Rift. He takes over the Hutaakan underground chambers surrounding the Gate, using his magic to protect this area from invaders. As dwarves enter the mountains, the Witch-lord begins terrorizing the newcomers with help from mercenaries brought in from Traladara. (Escape from Thunder Rift)

BC 680
The dwarves establish Hearth Home. King Farolas goes in search of Aristicles, exploring the deepest mountain caverns, eventually discovering the Hutaakan Gate. Aristicles flees through the gate with Farolas in pursuit. Farolas catches Aristicles in his Red Granite Tower and the two kill each other in the battle which follows. On the Thunder Rift side, the dwarves of Hearth Home obey Farolas’ last order that the doors leading to the chamber containing the gate, never be opened again. (Escape from Thunder Rift)

BC 500: Humans arrive.
In the east, the Nithian Empire is destroyed by the immortals. People surviving the destruction of that empire begin looking for new lands.

Humans enter Thunder Rift. They build castles and towns, taking over large portions of the valley. (Thunder Rift)

BC 502
Humans encounter the other races of the valley. Tensions between elves, dwarves and men again threaten to cause war, but this is avoided as goblins and orcs return forcing the three races to unite against these races. Humans earn the respect and friendship of the two other races, but distrust between elves and dwarves continue. (Thunder Rift)

AC 0
A strange plague spreads to Thunder Rift, but affects only the good races. Eventually the most powerful human clerics manage to turn the plague away, and the humans manage to fight off another wave of humanoid attacks. (Thunder Rift)

Elsewhere, the first Emperor of Thyatis is crowned. (DotE among others).

AC 50 (AQ 0) Rise of the Quadrial:
The historic Council of Isle is founded with representatives of all races. The council founds the Quadrivial, a group of heroes containing one representative from each race. Representing the Dwarves was Thragat Orc’s-blood. The elves sent the legendary Wizard Archeress Thessandria Starshine. From the Humans came Father Patrius Timoris the Cleric and Gray Raven the Thief. From the Halflings came the twin warriors Korian and Dorian. (Thunder Rift)

This is the beginning of the Thunder Rift timeline AQ, After Quadrial.

AC 70
The dragon known as Ash the Red attacks Torlynn. It is defeated and slain by the heroes of the Quadrial, but only after slaying Korian the Halfling and Gray Raven. (ThunderRift)

AC 100
Thragat and Thessandria, former heroes of the first Quadrial announce their marriage. The two are killed before the pregnant Thessandria can give birth to her Elf-Dwarf child. An Elf-Dwarf consipiracy is suspected. Since then, all hostilities between the races have ceased. (Thunder Rift)

AC 100-200
The human community grows. Sir Jameson the Defender establishes a fighter’s academy south of the Farolas hills. Mages establish their sanctuary in the Upper Grasslands in what will be known as Wizardspire. Temples are built in Melinir, and Thieves’ Guilds are established in Melinir and Torlynn (though only the one in Melnir would survive). (Thunder Rift)

The Wizards of Wizardspire give the Scepter of Truth to the Town’s Coucil of Kleine. (Assault on Raven’s Ruin, extrapolation).

AC 200
Barrik’s Keep, near Torlynn is attacked by Goblin hordes. The Keep would have been destroyed had it not been transported into the future relocated in the Hollow World. (Warriors of the Eternal Sun) Barrik’s descendants take over his lands.

Horned Hills are overrun by Goblins. To fend against this, humans begin the construction of Castle Kraal. (Knight of Newts)

AC 200 The Goblin Wars
The Castle of Barrik, near Torlynn is attacked by Goblin hordes. (Knight of Newts)

The Baron of Barrik and his men are believed to have been killed and only ruins are left of the Castle. However, in fact the Castle and its inhabitants are brought into the Hollow World by the Immortal Ka, appearing there 800 years later. (Warriors of the Eternal Sun)

Barrik’s descendants take over his lands. (Knight of Newts)

Horned Hills are also overrun by Goblins. To fend against this, humans begin the construction of Castle Kraal. (Knight of Newts)

AC 300
Henrik van Decken joins the Hattian rebellion against the Thyatians. (Phantom Ship)

AC 302
Castle Kraal has served dutifully for a century, but now rumors of decadence among Kraal’s warriors begins to spread. (Knight of Newts)

AC 309
A new commander is placed in charge of Castle Kraal. She begins turning things around, but before she has a chance to set things right, the Castle is destroyed. A traitor among the warriors’ ranks uses the artifact known as the Orb of Kraal to sink the castle, killing most of the inhabitants. The rest are killed by encroaching Newts. The Orb of Kraal is lost in the swamp, and though it is said to have lost its magic, it may still hold the key to raising the Castle from the swamps. (Knight of Newts).

Rumours of magic being used against the warriors creates tension and distrust been Academy Warriors and Wizards. This is the seed of terrible things to happen between Warriors and Wizards centuries later.

AC 313
Hattian rebellion against the Thyatians crushed. Henrik van Decken flees to Minrothad, where he obtains a ship of his own and becomes a successful merchant seaman. (Phantom Ship)

AC 320
Henrik van Decken and his crew attempt to make a treacherous crossing around the Serpent Peninsula (in the “teeth” between Yavdlom and the Serpent Peninsula). They fail and are cursed to repeat their journey for eternity. (Phantom Ship)

AC 350
The King of Melinir and his sons travel to meet the eldest son’s betrothed in Kleine. However, the King’s Barge is destroyed after sailing too close to the Plunging Catatract and is lost on the bottom of Lake Ostrel. Since then, elected Mayors have been the official rulers of Melinir (Thunder Rift).

AC 400
Wizards in Thunder Rift, working with dimensional magicks beyond their control, inadvertedly summon van Decken’s ghost ship to Thunder Rift. (Phantom Ship)

AC 900
Elladin becomes lord of the Silvercrest Clan.

AC 970 Sword vs. Wand:
The warriors of Jameson’s Academy have never forgotten the incident of Castle Kraal, remembered now as “the pride of the Academy”, and they have always since blamed the mages of Wizardspire for what happened. After centuries of hatred between the two groups, the mages of Wizardspire go to war against the warriors of Sir Jameson’s Academy. The mages unleash devastating magic that turn their enemies land into what will be known as the Gloomfens. The Wizard believed to be mainly responsible for this dreaded spell is known as the Mad Mage. (Thunder Rift)

Soon after, Sir Jameson’s spirit rises as a Specter and takes control over parts of the Academy Ruins. Sir Mathew, Sir Jameson’s second in command also becomes a walking dead. (Haunted Tower)

AC 971
One year later, a group of warriors infiltrate the Wizardspire and kill every last Wizard there. (Thunder Rift). The group is lead by a warrior known as the Black Knight. He flees into the swamps where he forms the Assasins’ Academy. The Mad Mage is believed to have survived this attack, however. (Sword and Shield)

AC 975
A vampire named Lord Ursus Longmane moves into the Tower of the old Fighter’s Academy Ruins. (Haunted Tower)

AC 980
The Wizard of Barrik, last of the Wizards of Wizardspire dies. He is a descendant of Baron Barrik who was spirited into the Hollow World centuries earlier, and the Wizard’s Tower has been built on the ruins of his ancestor’s keep, near Torlynn. Upon his death, the tower is left empty. (Quest for the Silver Sword).

AC 981
Argyl, son of the Black Knight, is born. He is the last scion of the Fighters’ Academy. (Sword and Shield)

AC 990
The Wizard Chambrin of Karameikos studies the ancient scrolls of the Witch-lord Aristicles, retrieved at Aristicles Red Granite Tower. He learns about the gate leading to Thunder Rift and discovers the gate itself, but finds that he lacks the means to activate it. Chambrin has for a long time been considered an enemy of the Callarii elves, and while examining the gate, he is attacked by a group of elves lead by Ezrathanawel “Ezra” the Elf-lord. The magic of Chambrin and Ezra interfere with the magic of the Gate, accidentally teleporting Chambrin to an unknown location in Thunder Rift. Chambrin begins looking for the Thunder Rift side of the gate and his activities soon earn him the enmity of the Dwarves of Thunder Rift. (Escape from Thunder Rift).

AC 993
Baur joins the Kleine Town Council. (Assault on Raven’s Ruin, extrapolation)

AC 995
On the invisible moon of Patera, the Shoguns of Ashai have long been advocates of a return to Myoshiman isolationism, and have often found themselves at odds with the expansionist tendencies of the ruling Kitamuran emperors. Recently the confict broke into all-out war when the Kitamuran elisted their dragon allies to put pressure on the Ashai Shogunate. Many Ashai were forced to flee their province. Drawn by the moon-rock of the Monolith, they discover Thunder Rift and settle down on the Wailing Plateau in the Gauntlin Forest. (Rage of Rakasta).

AC 997
The Wererat Keshute comes to Thunder Rift from parts unknown. He discovers the abandoned tower of the Wizard Barrik.
Lights spotted in Barrik’s Tower. (Quest for the Silver Sword)

AC 998
The infamous Thief, known as Raven, commissions goblin servants to build him a new keep. Raven is believed to be a descendant of the Quadrial hero known as Gray Raven. Once the keep is complete, he drives them off into the hills once more. (Raven’s Ruin)

The Burgomaster of Torlynn dispatches mercenaries to investigate the situation in Barrik’s tower. They never return. A mysterious (and unreasonable) winter begins to set around Torlynn. (Quest for the Silver Sword)

Raven disappears from Thunder Rift. Most people are not too disappointed to see him vanish, save that his keep becomes overrun with goblins who raid nearby villages. Niloc the Hobgoblin gains leadership of the goblins. (Raven’s Ruin)

The Wizard known as Pickman the Sage, begins investigating the Castle Kraal disaster in the service of the Mayor of Melinir (Knight of Newts)

AC 1000
The Thunder Rift Modules are set around this time. Gazetteer Era. The D&D gazetteers are set around this time.

The Castle of Barrik that was believed to have been destroyed in the Goblin Wars, appears in the Valley of the Eternal Sun in the Hollow World. There, the Baron of Barrik and his men learn that they have been brought to that world by the Immortal Ka to save the Hollow World from a terrible danger. (Warriors of the Eternal Sun).

AC 1001
Elsewhere, in Karameikos, Penhaligon is made a Barony.

The legendary Thief, Raven, returns to Thunder Rift, much to the disappointment of the people of Kleine. (Assault on Raven’s Ruins).

AC 1002
Dwarves of Farolas capture the wizard Chambrin. He manages to escape, fleeing deeper into their mountains until he discovers what he was looking for all along: The Hutaakan Gate. He uses it to escape to Karameikos. (Escape from Thunder Rift.)

The events of Escape from Thunder Rift are recommended to be set only days after this event.

AC 1002 The Tainted Sword
Abelaats appear in Penhaligon. The dragon Verdilith wrecks havoc on Bywater, also destroying Artisticles’ Red Granite Tower on the way. With the help of Johauna Menhir, Sir Fain Flinn regains his honor at the Penhaligon court and sets out to kill his nemesis, the green dragon Verdilith. (Detailed in novel The Tainted Sword, effects can also be seen in Escape from Thunder Rift.)

Some Abelaats find their way into Thunder Rift. (non-canon).

AC 1003-1009 Wrath of the Immortals
Wrath of the Immortals: Conflicts between the Immortals sets the Known World in turmoil, changing its face forever. Thunder Rift seems unaffected by these events.

AC 1003 The Dragon’s Tomb
Johauna Menhir learns more about the Abelaats who plague Karameikos. Johauna slays Verdilith. Fain Flinn is ressurrected and embarks on the path to Immortality with the aid of Braddock, the dwarf. A gate is opened to the Abelaat homeworld into Karameikan Armstead. Karameikan Armstead destroyed. (Detailed in the novel the Dragons Tomb)

AC 1004 The Fall of Magic
Massive Abelaat invasions of Karameikos. Penhaligon destroyed. Baroness Arteris barely escapes. With the help of the Immortal Flinn, Johauna Menhir stops the invasions. (Detailed in the novel The Fall of Magic.)

AC 1005
Johauna Menhir discovers the gate to Thunder Rift and enters the Valley, believing all her friends back in Karameikos to be dead. She takes up hunting down the Abelaat who made their way into the valley, and spreads the faith of the Immortal Flinn and the code of Chivalry to Thunder Rift’s inhabitants. (non-canon.)

Reconstruction of Penhaligon begins. (Extrapolation from The Fall of Magic and K:KoA.)

AC 1009
Reconstruction of Penhaligon is completed, but it loses its baronial status, and is now once again only considered an estate. (Extrapolation from Penhaligon Trilogy and K:KoA).

AC1010
The present
#3

zombiegleemax

Sep 05, 2005 10:32:52
Nice work on the timeline. I like having Thunder Rift a physically attached place in Mystara. It's easier to tie into campaigns that way, for low level characters at least.
#4

havard

Sep 05, 2005 12:37:17
Nice work on the timeline. I like having Thunder Rift a physically attached place in Mystara. It's easier to tie into campaigns that way, for low level characters at least.

Thanks! I also felt that it made the most sense having TR be physically a part of Mystara since there were so few (if any?) advantages of making it a pocket plane, micro dimension or whatnot.

For the timeline I had to make a few hard decisions. Some may notice that many of the events have been pushed forward in time compared to the final versions posted over a year ago.

I am also interested in hearing what people think of the tie-ins with Warriors of the Eternal Sun, the Penhaligon Trilogy and the Blackmoor references (through CM6 mostly).

I'll be posting more later on including a map that is more or less finnished at the moment.

Håvard
#5

omote

Sep 06, 2005 10:54:11
Nice job so far! I love Thunder Rift, and always thought it had a ton of potential. I especially love seeing how differnt DMs popular the valley, and their story on the how's and why's of it's seclusion. Keep up the good work, I'll be keeping up to date.

...............................................Omote
FPQ
#6

zombiegleemax

Sep 06, 2005 16:01:26
I've always preferred having it in a pocket dimension, since otherwise it seems too much like handwaving to say it's near-impossible to get out of. (Unless there's a spell over the whole place, or something.) Anyone who moves into the valley in your timeline could simply stumble on a natural gate that closes after them.
#7

zombiegleemax

Sep 06, 2005 18:38:38
In my settings for campaigns, Thunder Rift is similiar to what is described here. A secluded valley in the mountains. I also have some portals that allow some to stumble into it scattered throughout the known world. I have it usually set up where it is very difficult to get out of unless you find a portal back out. There are no trails through the mountains in my campaigns. Only portals and caves.
#8

havard

Sep 07, 2005 6:17:10
Nice job so far! I love Thunder Rift, and always thought it had a ton of potential. I especially love seeing how differnt DMs popular the valley, and their story on the how's and why's of it's seclusion. Keep up the good work, I'll be keeping up to date.

Thanks! I love getting feedback, positive and negative, so keep it coming as I make updates.

I've always preferred having it in a pocket dimension, since otherwise it seems too much like handwaving to say it's near-impossible to get out of. (Unless there's a spell over the whole place, or something.) Anyone who moves into the valley in your timeline could simply stumble on a natural gate that closes after them.

I felt the problem with having TR be a pocket dimension was that it would become so detached from overall Mystara that it would be of little interest to us Mystara fans. At least that was how I felt about Thunder Rift before I realized it could be brought a little closer...

I see your point about making it difficult for people to leave the valley though, which I think should be an issue. Do we have any other ways to achieve the same effect without making it a separate dimension?

In my settings for campaigns, Thunder Rift is similiar to what is described here. A secluded valley in the mountains. I also have some portals that allow some to stumble into it scattered throughout the known world. I have it usually set up where it is very difficult to get out of unless you find a portal back out. There are no trails through the mountains in my campaigns. Only portals and caves.

The Trails are specifically mentioned in the TR supplement. They are protected by creatures who will be a considerable challenge for characters of the levels that TR is designed for though. If you want to use TR in the same way for mid or high level characters I can see how you would change it though.

OTOH, I think it could be interesting to see how things would develop if TR eventually did open up for more contact with the rest of the Known World though...

Håvard
#9

zombiegleemax

Sep 07, 2005 17:23:47
The Trails are specifically mentioned in the TR supplement. They are protected by creatures who will be a considerable challenge for characters of the levels that TR is designed for though. If you want to use TR in the same way for mid or high level characters I can see how you would change it though.

OTOH, I think it could be interesting to see how things would develop if TR eventually did open up for more contact with the rest of the Known World though...

Håvard

Interesting point there about guarded trails. I just removed them for convience, but this might be a better idea. Something I can add to my current campaign if my players ever venture that way. And contact outside the TR? That would be interesting to see how it develops. Good call Havard.
#10

havard

Sep 09, 2005 7:26:17
Thanks again for the feedback

What follows is a brief description of the Races of Thunder Rift:

Races of Thunder Rift

Humans – The Valleyfolk
The first Humans to arrive in Thunder Rift around BC 500 were probably of Traladaran origin. However, in the years to follow, small numbers of other ethnic groups have entered, making the humans of Thunder Rift into population with a wide variety of ethnic backgrounds, the result being a culture, not unlike that of nearby Darokin, even though the Valley has no contact with the Republic on any regular basis. The major human settlements are the villages of Melnir and Torlynn.

Elves – The Gauntlin
The Elves of Thunder Rift, sometimes referred to as the Gauntlin Elves are of the same stock as the elves of Alfheim. They worship Ilsundal, Mealiden and Eyrindul. Their ruling family is the Silvercrest Clan, a clan favored by the Faedorne spirits who dwell on the Shining Isles. The power of the elves is said to be rising in Thunder Rift now that the legendary Silver Sword once again is in the hands of the Silvercrests.

Dwarves – The Farolas
The Dwarves of Thunder Rift arrived around BC 900, lead by the legendary hero, King Farolas. They were a minor family of the Syrklists of Rockhome, but have since adopted the name Farolas as their Clan name. Other minor clans also live side by side with the Farolas Dwarves in the hills bearing the same name.

Halflings
The Halflings were once refugees fleeing from conflict in what later became the Five Shires. It is unlikely that they have their own Crucible of Blackflame. The Halflings of Thunder Rift live in the hillsides surrounding human lands, seemingly getting along with all the other races.

Rakasta – The Ashai
The Ashai arrived only a few years ago, being driven from their provinces in the Myoshiman Empire on the invisible moon of Patera. They have currently settled on the Wailing Plateau in the Gauntlin Forest, but have not yet made much contact with outsiders.

Dwelfs
Is it possible that elves and dwarves could produce offspring? Thargat at Thessandria, heroes of the First Quadrial were married and Thessandria was pregnant with Thargat’s child when they were both assasinated, most likely as a result of a Dwarf Elf conspiracy since both races were so disgusted by the relationship. After this, noone has hear of more attempts to bring Dwelfs to life...

Edit: Human entry updated
#11

zombiegleemax

Sep 09, 2005 23:25:52
Dwelfs? Interesting. I wonder what that would be like. Anything like a halfling?
#12

havard

Sep 11, 2005 9:06:56
Dwelfs? Interesting. I wonder what that would be like. Anything like a halfling?

Maybe?
I'm actually undecided to how to portray these guys. Heck, they may not even exist, but since the Elf-Dwarf pregnancy was made into such a big deal in the TR sourcebook, I'd love to stat it out. I think they should have pointed ears and beards, but I am open to other suggestions.

What do people think?

Håvard
#13

havard

Sep 12, 2005 9:29:53
While I give you some time to think about that, here is a map I've made of Thunder Rift. I might change this later on since I keep discovering ways to improve these, but let me know what you think so far:

IMAGE(http://home.nvg.org/~hoc/TR03.JPG)

Dimensions:
Ca: 12x18 miles

North is up.


Håvard
#14

havard

Sep 13, 2005 9:03:43
No comments on the map yet?

Well, here is some more stuff!

Denizens of Thunder Rift

In addition to the Major Races, many other creatures also dwell within the Valley....

Newts
This ancient lizard race lives in the swamps near Torlynn. They have a strong dislike for humans, but get along well with Lizardmen. The origins of this race is unknown, though there are rumors that they have been in the valley since the Age of Blackmoor. The Newts worship Stodos, Lord of the Icy Wastes (See MSOLO1 for more on Stodos.)

Gnolls
Gnolls arrived in Thunder Rift as early as during the Great Gnoll Invasions. Since then, their numbers have dwindled, mainly due to internal strife, but many Gnolls still live in the valley. The northern parts of the Gauntlin Forest are still under Gnoll control, in spite of elven efforts.

Bugbears
Bugbears entered Thunder Rift during the Humanoid migrations.

Hobgoblins
Hobgoblins entered Thunder Rift along with many other Humanoid races during the Humanoid migrations. Many are found in the southern parts of the valley, and some are in the service of the Black Knight.

Centaurs
Centaurs are found in the Brichtwood, along with Unicorns and other sylvan races (Fauns, Dryads, Fairies). Centaurs also roam the Great Grasslands of the valley. Centaurs worship their patron Immortal Chiron as well as other Sylvan Immortals. They get along well with elves and humans, but have little contact with dwarves.

Lizardfolk
Lizardmen are found in the Marshwoods and the Black Swamp area, and often work alongside Newts, an other lizardfolk race thriving in the same kinds of environment.

Trolls
Trolls are said to live in the Black Swamps. It is unknown whether they act on their own or whether they have made an alliance with the Black Knight.

Ogres
Ogres are belived to live in the Grakken forest, but never leave the borders of the forests.

Undead
Undead creatures can be found in many places of Thunder Rift, especially in the Marshwoods, the Gloomfens and around Wizardspire. Vampires, Wraiths and others are belived to be found here.

Dragons
Few dragons are known to live in Thunder Rift, but a Red dragon, whom the locals refer to as Scortch controls the Bone hills.

Gakkarak Treant
Gakkaraks are the distant and sinister cousins of Treants. A powerful Gakkarak Druid is believed to reside within the Grakken Forest. Perghaps he is responsibe for the strange rumours of Ogres dwelling within those lands. The Gakkarak is an enemy of the Sylvan creatures of the Brichtwoods.

Minotaurs
A band of Minotaurs control the Horned Hills, which lead to one of the exits of Thunder Rift. Their control over the hills is due to Three Minotaur heroes who supposedly have a Manticore ally. The Minotaurs probably entered the valley around the same time as many of the other humanoid races did.

Orcs
In addition to the Goblins, this race represents the main humanoid population in Thunder Rift. Many can be found in the Farolas Hills and in the Great Grasslands.

Goblins
As Orcs, but these creatures are found mainly in the Burning Hills. They have had many conflicts wit the Legendary Thief known as Raven who once made his home within these hills and now is rumoured to have returned.

Kobolds
These tiny creatures arrived around the same time as the Goblins and the Orcs. They live in the mountians are hill areas of Thunder Rift.

New Monsters
  • Dwelf
  • Newt (see Knight of Newts)
  • Ratling (See Quest for the Silver Sword)
  • Spider, White Widow (See Quest for the Silver Sword)
  • Golem, Ice (See Quest for the Silver Sword)
  • Golem, Armor (See Quest for the Silver Sword)
  • Beetle, Spitting (See Quest for the Silver Sword)
  • Galumph (See Assault on Raven’s Ruin)
  • Rakasta Warrior (see Rage of the Rakasta)
  • Rakasta Ninja (see Rage of the Rakasta)
  • Bamboo Golem (see Rage of the Rakasta)
  • Ebon Tiger (see Rage of the Rakasta)
  • Abelaat (See the Penhaligon Trilogy)


I dont own The Phanton Ship, Sword and Shield and the TSR Promotional modules (Trouble Below, Palace of Dread and Red Hand Trail) so if these have more creatures or other interesting information, do let me know!

Comments or thoughts on any of this?

Håvard
#15

gazza555

Sep 13, 2005 9:41:26
No comments on the map yet?

OK, I'll bite, it's a very nice map, but what about a scale?
I dont own The Phanton Ship, Sword and Shield and the TSR Promotional modules (Trouble Below, Palace of Dread and Red Hand Trail) so if these have more creatures or other interesting information, do let me know!

The only modules I have are the Thunder Rift module itself and two (of the three?) boxed sets each containing three adventures - 'Palace of Dread' and 'Red Hand Trail' IIRC (one about dragons the other about orcs, goblins etc). I'll check them and let you know.

Regards,
Gary
#16

Hugin

Sep 13, 2005 10:05:31
Gary beat me to the scale question, but I was also wondering if you've plotted out where the valley lies yet. Oh, and I do like the look of those maps you've created. I'm assuming that north points directly up, right? (I used to have Thunder Rift but I can't seem to find it anywhere! I hate that! )
#17

havard

Sep 14, 2005 3:35:57
The only modules I have are the Thunder Rift module itself and two (of the three?) boxed sets each containing three adventures - 'Palace of Dread' and 'Red Hand Trail' IIRC (one about dragons the other about orcs, goblins etc). I'll check them and let you know.

Could these be The Goblin's Lair or The Haunted Tower? The Third boxed set is the Dragon's Den, but it is not set in Thunder Rift. (It was set in Karameikos, but then the names were changed, though not enough for anyone not to recognize what they originally were designed to be).

Can you check which ones contain which adventures?

Gary beat me to the scale question, but I was also wondering if you've plotted out where the valley lies yet. Oh, and I do like the look of those maps you've created. I'm assuming that north points directly up, right? (I used to have Thunder Rift but I can't seem to find it anywhere! I hate that! )

I'm glad you like them!

Okay, since you both asked its only fair that I answer the questions about the map. I'll update the map later and include this info, but ill just give you a written answer now while we wait:



Dimensions:
Ca: 12x18 miles

Meaning ca 2 eight mile hexes north south and ca 1,5 eight mile hexes east west.

Up is north. ;)

Where is Thunder Rift?

Thunder Rift can be anywhere. The locations that have been suggested for it are:

• Another dimension or pocket plane
• Norwold
• Northeastern Darokin

I have decided upon using the last location, mostly because it brings it closer to where most people’s campaigns are likely to be set, thus making Thunder Rift more accessible. It can easily be changed to any of the above suggested locations or elsewhere entirely should you wish it. However my Thunder Rift Timeline and other material will assume this location.

IMAGE(http://home.nvg.org/~hoc/trlocation.jpg)

So, there it is
#18

gazza555

Sep 14, 2005 4:44:32
Could these be The Goblin's Lair or The Haunted Tower? The Third boxed set is the Dragon's Den, but it is not set in Thunder Rift. (It was set in Karameikos, but then the names were changed, though not enough for anyone not to recognize what they originally were designed to be).

The two I've got are The Goblin's Lair and The Dragons Den.

Can you check which ones contain which adventures?

The Dragon's Den contains - Wild Dragon Den, Wyrmhaven, and League of the Red Serpent.

The Goblin's Lair (IIRC) contains the three adventures you mentioned earlier - Trouble Below, Palace of Dread and Red Hand Trail.

I don't have any details on The Haunted Tower - maybe someone else can help. ;)

Regards,
Gary
#19

havard

Sep 14, 2005 8:44:10
The two I've got are The Goblin's Lair and The Dragons Den.


The Dragon's Den contains - Wild Dragon Den, Wyrmhaven, and League of the Red Serpent.

The Goblin's Lair (IIRC) contains the three adventures you mentioned earlier - Trouble Below, Palace of Dread and Red Hand Trail.

I don't have any details on The Haunted Tower - maybe someone else can help. ;)

I own Dragon's Den, and I think I can get to borrow The Haunted Tower from someone. The most essential parts from The Haunted Tower are actually already incorporated into the Timeline.

I'm very interested in what info the Goblin's Lair adventures may hold. I'm guessing they are set in the Burning Hills?

Here is a list of products related to Thunder Rift

Thunder Rift Material
Thunder Rift Campaign Setting
Assault on Raven’s Ruin
Sword and Shield
Rage of the Rakasta
The Phantom Ship
The Silver Sword
Escape from Thunder Rift
1076 The Goblin's Lair
1081 The Haunted Tower
3 promotional adventures from TSR: Trouble Below, Palace of Dread and Red Hand Trail, all within the northeastern section of Thunder Rift

References have been made to many other Mystara products in Thread:

Modules:
CM8: Legacy of Blood
MSOLO1: Blizzard Pass
O2: Blade of Vengance

D&D Novels
Tainted Sword (novel)
Fall of Magic (novel)
The Dragon’s Tomb (novel)
D&D/AD&D/D20 Supplements
Gaz 1: Grand Duchy of Karameikos
Gaz 5: Elves of Alfheim
Gaz8: The Five Shires
DAB Dave Arneson’s Blackmoor (D20 supplement)
AC9 - Creature Catalogue
Creature Catalogue
Monsterous Compendium: The Mystara Appendix
Boxed Set: Karameikos: Kingdom of Adventure

Computer Games
Warriors of the Eternal Sun (CRPG)
#20

graywolf-elm

Sep 14, 2005 11:22:33
I like where you've located this, it fits in for my campaign as well. I like what you've put together here.

GW
#21

zombiegleemax

Sep 14, 2005 18:07:37
Nice location there. I usually placed it on the mountain range between Karameikos and Darokin, but this is a good location and I think I'll use yours from now on. Makes it more remote.
#22

Cthulhudrew

Sep 14, 2005 20:08:48
Nice location there. I usually placed it on the mountain range between Karameikos and Darokin, but this is a good location and I think I'll use yours from now on. Makes it more remote.

I'd probably move it a hex or two up on the map Havard posted, just because at the 8 mile scale, that particular hex is very close to Fort Hobart (which patrols there regularly) but I definitely agree that's about the right area for it.
#23

Hugin

Sep 14, 2005 20:46:46
I'd probably move it a hex or two up on the map Havard posted, just because at the 8 mile scale, that particular hex is very close to Fort Hobart (which patrols there regularly) but I definitely agree that's about the right area for it.

I'd have to agree with Andrew on this. North a little more and in to the Altan Tepes. It doesn't have to be far if the valley has no true pass that leads to it. Magical detection may be the greatest enemy of the valley's secrecy.
#24

gazza555

Sep 15, 2005 4:40:59
Hi Håvard,

I've found two of the Goblin Lair adventures. Yes they are set in/around the Burning Hills. Naturally all the handouts including the map are in the one that I can't find. Hopefully it will turn up.

'Trouble Below' Adventure

Set in the dwarven keep of Hearth-Home.
Ruled by Lord Ragni
The only other NPC's 'named' are Cook and the Mayor of Kleine

There are tombs to the following dwarves
Lord Hargun
Lord Burgrim
Lord Burin (actually a false tomb - burin is a dwarven word for a stone cutting tool)
Lord Durgan
Lord Gargin the Mad

Monsters
Goblins
Yellow Mold
Skeletons
Wight
Wood Golems
Lord Ragni and Dwarf guards (if pc's try to rob the treasury) - there are effectively an unlimited amount of guards.
Air Elemental
Ghoul
Gargoyle

Wandering Monsters
Normal Bats
Fire Beetle
Carrion Crawler
Goblin
Gray Ooze
Normal Rats
Giant Rats
Rock Python Snake
Dire Wolf - although for 3.0/3.5 use worg's - dire wolves will munch the party.

'Palace of Dread' Adventure

Set in goblin lair (in an old gnome burrow-town), and involving an alliance between the goblins and a hobgoblin tribe and also a bugbear tribe.

NPC's
Mayor of Kleine
Gnome slaves

Monsters
Goblins
Carrion Crawler
Fire Beetles
Giant Rats
Dire Wolves (again for 3.0/3.5 use worg's)
Bugbears
Hobgoblins

Wandering Monsters
Normal Bats
Fire Beetles
Bugbears
Giant Centipedes
Gnomes
Goblins
Hobgoblins
Giant Rats

Hope that helps a little.
Regards,
Gary
#25

havard

Sep 15, 2005 5:44:02
I'd have to agree with Andrew on this. North a little more and in to the Altan Tepes. It doesn't have to be far if the valley has no true pass that leads to it. Magical detection may be the greatest enemy of the valley's secrecy.

I think you guys have a point. I'll se if I can get a revised/alternative version of the map made and uploaded ASAP. Thanks for the suggestion!

As for magical detection, I am inclined to suggest that there are wards placed on the entire valley to keep it isolated. I'm not sure exactly what their effects should be, but I believe that they were placed there by the Hutaakans and that they are probably related to the Great Monolith.

The monolith, as it has been postulated, is a rock from the Invisible Moon, and has through magical means been enchanted to make its light twisting effect hide the valley from sight by flying creatures and people scaling the mountains. They will most likely only see more mountains where the valley actually is hidden. Sort of like that bridge in Indiana Jones III.

This effect might also work against magical detection, what do you guys think? This didn't prevent creatures like Scortch the Red Dragon to find his way into the valley however.

I also think the wards could have some effects that prevent people from leaving the valley through flying...

Thoughts on this?

Håvard
#26

havard

Sep 15, 2005 6:04:46
Hi Håvard,

I've found two of the Goblin Lair adventures. Yes they are set in/around the Burning Hills. Naturally all the handouts including the map are in the one that I can't find. Hopefully it will turn up.

Sorry to hear that Gary. anyway, what you have just posted is awesome! I can see lots of things here that I have much use for.

'Trouble Below' Adventure

Set in the dwarven keep of Hearth-Home.
Ruled by Lord Ragni
The only other NPC's 'named' are Cook and the Mayor of Kleine

There are tombs to the following dwarves
Lord Hargun
Lord Burgrim
Lord Burin (actually a false tomb - burin is a dwarven word for a stone cutting tool)
Lord Durgan
Lord Gargin the Mad

Interesting. In Escape from Thunder Rift, Otaras Stoneson is mentioned as the Leader of the Dwarves (in Hearth-Home). Either Lord Ragni died or was degraded between these adventures. Perhaps they are Clanmasters of different clans and the clans take turns as leaders for the Farolas Dwarves?

Do you remember the name of the Mayor of Kleine?
These other dwarves from the tombs also provide interesting information that can be put into the timeline, especially if we assume that they are former leaders of Hearth-home.

Monsters
Goblins
Yellow Mold
Skeletons
Wight
Wood Golems
Lord Ragni and Dwarf guards (if pc's try to rob the treasury) - there are effectively an unlimited amount of guards.
Air Elemental
Ghoul
Gargoyle

Wandering Monsters
Normal Bats
Fire Beetle
Carrion Crawler
Goblin
Gray Ooze
Normal Rats
Giant Rats
Rock Python Snake
Dire Wolf - although for 3.0/3.5 use worg's - dire wolves will munch the party.

AFAIK these are all already described in the RC. Not sure if they all have 3E equivalents though. Also they provide some ideas for what creatures can be found within the valley...

'Palace of Dread' Adventure

Set in goblin lair (in an old gnome burrow-town), and involving an alliance between the goblins and a hobgoblin tribe and also a bugbear tribe.

NPC's
Mayor of Kleine
Gnome slaves

Monsters
Goblins
Carrion Crawler
Fire Beetles
Giant Rats
Dire Wolves (again for 3.0/3.5 use worg's)
Bugbears
Hobgoblins

Wandering Monsters
Normal Bats
Fire Beetles
Bugbears
Giant Centipedes
Gnomes
Goblins
Hobgoblins
Giant Rats

The most important thing I could see here is the reference to Gnomes. There were no previous mentions of gnomes in any of the other supplements so I wasn't sure they even existed. Most likely most of the valley's Gnome population has been subjugated by the Goblins. Some may have escaped and made it to Kleine though.

Bugbears are known to roam the northern part of Gauntlin, along with their rivals the Gnolls, so it is understandable that some have made it into the Bone hills, trying their luck with the Goblins and Hobgoblins instead. The Bone hills have also been 'safer' for humanoids lately in the time when Raven had 'disappeared' from the valley.

Håvard
#27

zombiegleemax

Sep 15, 2005 17:29:52
Funny how you mention Raven's "dissappearance." In one of my older campaigns, my players resuced him and then convinced him to join up with them. I made him an NPC and allowed the players to control him most of the time. Funny how he actually became a major character in that campaign, too.


I think you guys have a point. I'll se if I can get a revised/alternative version of the map made and uploaded ASAP. Thanks for the suggestion!

As for magical detection, I am inclined to suggest that there are wards placed on the entire valley to keep it isolated. I'm not sure exactly what their effects should be, but I believe that they were placed there by the Hutaakans and that they are probably related to the Great Monolith.

The monolith, as it has been postulated, is a rock from the Invisible Moon, and has through magical means been enchanted to make its light twisting effect hide the valley from sight by flying creatures and people scaling the mountains. They will most likely only see more mountains where the valley actually is hidden. Sort of like that bridge in Indiana Jones III.

This effect might also work against magical detection, what do you guys think? This didn't prevent creatures like Scortch the Red Dragon to find his way into the valley however.

I also think the wards could have some effects that prevent people from leaving the valley through flying...

Thoughts on this?

Håvard

I like the ideas for wards. Maybe the dragon tried to land on one of the mountains and fell through, and that is when found the valley. It might seem real until you try to touch the fake mountains and then you pass through, maybe with a bit of pain involved caused by the ward to keep too many from easily flying in or out. I wouldn't put it past the Hutaakans to set it up that way. Magical detection would only find mountains, just like the way Ulimwengu works in the Serpant Peninsula.
#28

havard

Sep 16, 2005 6:39:09
Funny how you mention Raven's "dissappearance." In one of my older campaigns, my players resuced him and then convinced him to join up with them. I made him an NPC and allowed the players to control him most of the time. Funny how he actually became a major character in that campaign, too.

Raven is actually one of my favorite Thunder Rift NPCs. He seems to be the archetypical gentleman master thief. I loved how in the module Raven's Ruin, it was stated that Raven didn't mind if the PCs took some of the items they had found in his Keep, since he was thankful for them having rescued him, and if needed any of them, he could always steal them back.

I'd love to hear about the things that happened to him IYC!

I like the ideas for wards. Maybe the dragon tried to land on one of the mountains and fell through, and that is when found the valley. It might seem real until you try to touch the fake mountains and then you pass through, maybe with a bit of pain involved caused by the ward to keep too many from easily flying in or out. I wouldn't put it past the Hutaakans to set it up that way. Magical detection would only find mountains, just like the way Ulimwengu works in the Serpant Peninsula.

The Dragon Scortch actually came to the valley when he heard his cousin Ash had been killed (by the first Quadrial). So he was looking for the valley. But perhaps when he actually did discover it, it was mostly by accident afterall. Or perhaps there is some flaw in the ward, that can be taken advantage of if you know where to find it?

Håvard
#29

zombiegleemax

Sep 17, 2005 9:25:28
The flaw is a good option, that way once players find the Valley, they to might be able to relocate easier again. Maybe knowing it is really there will allow you to pass the illusion and not knowing would allow you to stand on it. Well maybe not, I don't know. Maybe the fake mountains are too steep to actually stand on so no one would really attempt it, but as you said, Scortch was actually looking for it so he might have been able to find which mountains are the fake ones and pass through.

Raven in that campaign...well when rescued by the players, the thief in the group convinced him to join up and they could start a huge guild in Darokin where money flows like water. Raven agreed and left the valley with them. Eventually that player took over controlling Raven and he played both thieves. The characters became like brothers and worked together to undermine the current thieves guild in Darokin and eventually overthrow it. Then Raven began making political connections by giving "gifts" to the wealthies people and promising to leave alone their businesses for a payment. A sort of pay for protection agianst his guild. The wealthy men didn't realize Raven and Swiftfoot (the players original thief) were working together. They did know that Swiftfoot was now running the guild, but he was always travelling about with a bunch of adventurers. Or so they thought. At this time in the campaign, he made a third character which was a mystic from Sind and he was using him for the major adventures with the group and only used Raven and Swiftfoot when the party was travelling in western Darokin. Eventually their guild spread into other countries like Karameikos, Sind, Glantri, Thyatis, Vestland, Ylaruam, Heldann and the Soderfjord Jarldoms. Once his mystic reached name level, he returned to Sind and started using his thieves again. Raven eventually reached Immortality in that campaign. I can't remember which sphere though. That's a bit cloudy, it was several years ago. Raven helped them in the Wrath of the Immortals too. Mostly just played a thief. He also stole from the other players on several occasions, but when the items were missed and they came at him he would deny stealing them, and then return them while they weren't looking and accuse them of just not looking hard enough for it. That was rather funny. Sometimes he would use the item (like potions or scrolls) before anyone would realize what happened. He would deny stealing their stuff of course, and would offer a healing potion if needed, as long as he had spares.
#30

havard

Sep 20, 2005 10:11:16
Sorry it took me so long to respond to this one:

The flaw is a good option, that way once players find the Valley, they to might be able to relocate easier again. Maybe knowing it is really there will allow you to pass the illusion and not knowing would allow you to stand on it. Well maybe not, I don't know. Maybe the fake mountains are too steep to actually stand on so no one would really attempt it, but as you said, Scortch was actually looking for it so he might have been able to find which mountains are the fake ones and pass through.

Good idea! If someone are actively searching for the Valley, they could probably see through the illusion. Perhaps there would be a saving throw or int check involved, but a powerful and intelligent creature like a dragon would have no problem seeing through it once he knew what he was looking for. The same thing probably allowed Ash to leave and enter the valley in the past when communicating with his cousin (Scortch). As is the dragon that was killed by the Quadrial in AC 70 btw. Come to think of it, if scortch and Ash ever talked it would make Scortch over 900 years. Not sure how long dragons live in Mystara, but I'd have to check if that makes sense with his size category. Hopefully I wont have to change the timeline in this respect.


Raven the Master Thief

Raven in that campaign...well when rescued by the players, the thief in the group convinced him to join up and they could start a huge guild in Darokin where money flows like water. Raven agreed and left the valley with them. Eventually that player took over controlling Raven and he played both thieves. The characters became like brothers and worked together to undermine the current thieves guild in Darokin and eventually overthrow it. Then Raven began making political connections by giving "gifts" to the wealthies people and promising to leave alone their businesses for a payment. A sort of pay for protection agianst his guild. The wealthy men didn't realize Raven and Swiftfoot (the players original thief) were working together. They did know that Swiftfoot was now running the guild, but he was always travelling about with a bunch of adventurers. Or so they thought. At this time in the campaign, he made a third character which was a mystic from Sind and he was using him for the major adventures with the group and only used Raven and Swiftfoot when the party was travelling in western Darokin. Eventually their guild spread into other countries like Karameikos, Sind, Glantri, Thyatis, Vestland, Ylaruam, Heldann and the Soderfjord Jarldoms. Once his mystic reached name level, he returned to Sind and started using his thieves again. Raven eventually reached Immortality in that campaign. I can't remember which sphere though. That's a bit cloudy, it was several years ago. Raven helped them in the Wrath of the Immortals too. Mostly just played a thief. He also stole from the other players on several occasions, but when the items were missed and they came at him he would deny stealing them, and then return them while they weren't looking and accuse them of just not looking hard enough for it. That was rather funny. Sometimes he would use the item (like potions or scrolls) before anyone would realize what happened. He would deny stealing their stuff of course, and would offer a healing potion if needed, as long as he had spares.

Cool story! I think it fits very well with how I've envisioned Raven. There are some things I am wondering about about this character though:
  • What is his relation to Gray Raven, the Thief of the first Quadrial?
  • If he is somehow related to Gray Raven, how does Raven feel about Scortch, cousin of the dragon who killed his ancestor?
  • Why is Raven living up there in the Bone Hills (See map) anyway?
  • What kinds of things does he usually steal? I sort of picture him stealing mostly art objects from rich people and leaving the poor alone. Half-way Robin Hood. Kinda.


Thoughts?

Håvard
#31

zombiegleemax

Sep 20, 2005 17:59:44
Raven the Master Thief
Cool story! I think it fits very well with how I've envisioned Raven. There are some things I am wondering about about this character though:
  • What is his relation to Gray Raven, the Thief of the first Quadrial?
  • If he is somehow related to Gray Raven, how does Raven feel about Scortch, cousin of the dragon who killed his ancestor?
  • Why is Raven living up there in the Bone Hills (See map) anyway?
  • What kinds of things does he usually steal? I sort of picture him stealing mostly art objects from rich people and leaving the poor alone. Half-way Robin Hood. Kinda.


Thoughts?

Håvard

[*]Hmm, the relation to Gray Raven. I would say it is so distant due to being almost 1000 years later that he may not be a derect descendant, but maybe his ancestor was the brother of Gray Raven and he grew up listening to stories about him, which had been carried down by each generation.
[*]I would think his feeling about Scortch would be minimal, aside from wanting to kill a dragon who would be harboring vast treasures. He may have attempted small raids on the dragon's lair and made away with small amounts of treasure that the dragon could never figure out how he did it or that it was even Raven.
[*]I would think that is a strange place myself for a thief, but maybe he didn't mind traveling and decided on building his new home in a secluded spot that few would travel, so he only had to worry about the occasional adventure party, something he should easily be able to handle. He is rather crafty. After seeing the movie Ocean's 12, the villian (forgot his name, but he was French) reminded me of Raven and how I always pictured him. Proud, cocky and yet able to hide those emotions while he steals everything a fat merchant owns.
[*]I agree. I didn't think of him as Robin Hood, not quite, but having rich taste and always wanting the best of everything. So of course the poor would not be his targets, they were to easy and the payoff wasn't worth the trouble. He would rather steal something that was worth enough to buy a small town and then he would keep it and show it off to visitors in his home. Maybe he has an alias or two or three that he would buy homes with and pretned to be a wealthy merchant and sometime steal form himself so other rich people didn't get suspicious.

Hope this helps a little.
#32

havard

Sep 21, 2005 6:01:33
Hmm, the relation to Gray Raven. I would say it is so distant due to being almost 1000 years later that he may not be a derect descendant, but maybe his ancestor was the brother of Gray Raven and he grew up listening to stories about him, which had been carried down by each generation.

Perhaps Gray Raven is simply the most famous Thief ever to have lived in the valley. The current Raven, as you suggest, grew up with the stories of the master thief, and adopted his name, trying to accomplish what he did. Ofcourse, since many people view Gray Raven as a hero, who sacrificed himself for the Valley, they see this as an insult, making them like Raven even less.

I would think his feeling about Scortch would be minimal, aside from wanting to kill a dragon who would be harboring vast treasures. He may have attempted small raids on the dragon's lair and made away with small amounts of treasure that the dragon could never figure out how he did it or that it was even Raven.

Scortch lives on the on the other side of the valley from Raven, but you're right, he could have managed to steal some items from the Dragon. Would be fun too, if the PCs took some stuff from Raven's Keep and the Dragon came looking for the items...

Also, the Dragon might associate the name with one of those responsible for slaying his cousin, which might work to infuriate him. This might be what Raven is hoping for too...

I would think that is a strange place myself for a thief, but maybe he didn't mind traveling and decided on building his new home in a secluded spot that few would travel, so he only had to worry about the occasional adventure party, something he should easily be able to handle. He is rather crafty. After seeing the movie Ocean's 12, the villian (forgot his name, but he was French) reminded me of Raven and how I always pictured him. Proud, cocky and yet able to hide those emotions while he steals everything a fat merchant owns.

I know the one you are talking about. Perhaps a mix of him and Thomas Crown (Brosnan version) or something. An eccentric gentleman thief. Perhaps this eccentricity could explain his secluded residence. And ofcourse the fact that most people hate his guts. Also, he forced or tricked the goblins in the area to build his keep for him, before chasing them off. Smart guy

Håvard
#33

gazza555

Sep 21, 2005 6:18:30
Found the map to Goblin's Lair but still not the Red Hand Trail module. My campaign notes don't help either as I set the adventures in Karameikos.

From the Map
Trouble Below is set in/below Hearth-Home
Red Hand Trail is set about 1/2 mile west of Raven's Ruins
Palace of Dread is set about 1 mile north of Raven's Ruins

Regards,
Gary
#34

havard

Sep 21, 2005 6:31:16
Found the map to Goblin's Lair but still not the Red Hand Trail module. My campaign notes don't help either as I set the adventures in Karameikos.

From the Map
Trouble Below is set in/below Hearth-Home
Red Hand Trail is set about 1/2 mile west of Raven's Ruins
Palace of Dread is set about 1 mile north of Raven's Ruins

Thanks!

Maybe I should create some more detailed maps of those regions...

Håvard
#35

havard

Sep 22, 2005 8:57:39
Thunder Rift Population

I have previously mentioned the various races and creatures living within the valley, but I have some trouble with figuring out the population of the valley, and deciding whether I should make changes to canon on this issue.

For the demihuman settlements, I have found no numbers indicated for the population. The human settlements OTOH, are a different matter.

In the introductory pages of the TR book, the human settlements of TR are referred to as villages
  • Change the population according to size category. 3E and the RC both have population limtis for a place to be called town or city etc. Ofcourse, the valley isn't all that big in the first place.
  • Torlynn and Melinir were larger settlements in the past, but as the wars and disasters of TRs dramatic history have run their course, the once great towns and cities are reduced to mere villages. Torlynn is specifically mentioned as having had a larger population before the events in the Silver Sword module.


Thoughts?

Håvard
#36

gazza555

Sep 22, 2005 9:52:46
Here's a scan of the Goblin's Lair map.

IMAGE(http://img141.imageshack.us/img141/9461/goblinslair4ah.jpg)



Regards,
Gary
#37

havard

Sep 23, 2005 9:05:26
Here's a scan of the Goblin's Lair map.

IMAGE(http://photobucket.com/albums/b275/GaryDavies/?action=view&current=GoblinsLair.jpg)

Now why does that appear as a link not an image?

Thanks! No idea why it doesnt appear as an image. I downloaded it though, so its all good

Håvard
#38

gazza555

Sep 23, 2005 9:54:10
Thanks!

That's ok.
No idea why it doesnt appear as an image.

It may be because it's a query to a database rather than a direct link, but as you can access it - it doesn't really matter.

Regards,
Gary
#39

gazza555

Sep 26, 2005 9:17:24
Changed image from Photobucket.com to Imageshack.com and the image now correctly displays

Imageshack quite handily gives you the code to copy and paste into your post.

Regards,
Gary
#40

gazza555

Sep 28, 2005 3:48:48
Thoughts?

Well on page 16 of Thunder Rift Melinir is said to be home to about 200 people (both human and demihuman) and as it's the largest settlement we can use it as a guide.

Going by the number of buildings in Torlynn (and allowing for some outlying farms) I would say it used to have a population of between 80 and 120. It's probably currently 20 or so (I don't have Quest for the SIlver Sword - maybe it has more on this)

Again, going by the number of building, I would say Kleine has a population of about the same 80 - 120 (again allowing for outlying farms). About 95% human?

I would say that in the entire of Thunder Rift the are about 400-500 humans.

As for demihumans...
200-300 Elves
50-100 Dwarfs (although in 'Trouble Below' there were unlimited numbers if they had to fight the PCs)
50-60 Halflings
30-40 Gnomes
1 Dwelf (possibly 1 or 2 others)

Comments?

Regards,
Gary
#41

iramus

Sep 28, 2005 15:30:39
Hi there.

I've just picked up a copy of Thunder Rift along with three modules. Looking at the map for Thunder Rift I personally find it unrealistic that the whole area is only around 15 miles X 24 miles. That's probably the size of a small forest in most worlds, yet we are expected to believe that there are a dozen or so differing regions within this compacted area. Also, the population figures for the area are way too small. Example - the 'city' of Melinir pop 200.

I'm hoping to start a campaign using Thunder Rift in the near future. I intend multiplying the map size by 5, making the area covered aproximately 120 miles x 75 miles. Unfortunately this area will be far too big to place upon the map of Mystara's Known World where you have indicated. Therefore I'll probably go for the 'parallel dimension' idea, with Thunder Rift linked by several portals to other worlds.

I also intend multiplying the populations by ten. So, for example, Melinir will be a city with around 2000 inhabitants.
#42

iramus

Sep 28, 2005 16:19:07
I have it usually set up where it is very difficult to get out of unless you find a portal back out. There are no trails through the mountains in my campaigns. Only portals and caves.

That's how I envisage it.
#43

iramus

Sep 28, 2005 16:25:41
I felt the problem with having TR be a pocket dimension was that it would become so detached from overall Mystara that it would be of little interest to us Mystara fans. At least that was how I felt about Thunder Rift before I realized it could be brought a little closer...

I see your point about making it difficult for people to leave the valley though, which I think should be an issue. Do we have any other ways to achieve the same effect without making it a separate dimension?

As long as you have specific links to Mystara (like the Traldaran decendants and Hukataans) within the valley the connection is valid I.M.O.
#44

iramus

Sep 29, 2005 17:42:03
Havard.

I've just picked up on this old thread at Dragonsfoot forum. I found this post particularly interesting.

Posted By Carl Q -

Interstingly, The Escape from TR mod is what made me think that TR wasn't on the same world -or even the same universe - as the known World. The idea of an enclosed valley which forms the whole world - and one where no-one ever goes beyond 5th level! - smacks of Immortal interference to me. I placed TR in an Outer Plane, and treated it as an "immortal experiment".

Relevant Digression Dept: Anyone remember the module IM3, The Best of Intentions? One of the NPC Immortals, Mazikeen, owned a series of interconnected Outer Planes, each of which hosted one of his experiments. One of these was a 36-level "dungeon" of near-infinite width, in which mortals could only reach the next "level" by amassing enough experience to reach the next experience level. It's a funky idea, especially for those of us who remember when dungeon crawling was all there was...the raison d'etre for this was, if one of Mazikeen's mortal "mice" managed to achieve Immortality at the end of the dungeon, it would become their "Home Plane", rather than the Prime (the Immortal Boxed Set, you'll recall, stated that no Immortal could physically visit their Home Plane in Immortal form, only in their original "mortal" state).

Well, that's how I treated TR; as a controlled environment.

#45

havard

Oct 02, 2005 13:23:00
I was in Stockholm for a few days and just got back, but its good to see that this thread is still active!

Well on page 16 of Thunder Rift Melinir is said to be home to about 200 people (both human and demihuman) and as it's the largest settlement we can use it as a guide.

Going by the number of buildings in Torlynn (and allowing for some outlying farms) I would say it used to have a population of between 80 and 120. It's probably currently 20 or so (I don't have Quest for the SIlver Sword - maybe it has more on this)

Again, going by the number of building, I would say Kleine has a population of about the same 80 - 120 (again allowing for outlying farms). About 95% human?

I would say that in the entire of Thunder Rift the are about 400-500 humans.

As for demihumans...
200-300 Elves
50-100 Dwarfs (although in 'Trouble Below' there were unlimited numbers if they had to fight the PCs)
50-60 Halflings
30-40 Gnomes
1 Dwelf (possibly 1 or 2 others)

Comments?

This is interesting. Your calculations make alot of sense, even though the numbers are much lower than the ones I've been working on, even in the latest reduced version.

I think perhaps the demihuman population should be a bit larger than what you've listed though. Perhaps enough for each race to match the humans. Possibly except for the gnomes...

I think you are right about Kleine being mostly human, perhaps with some Gnomes added. Melinir is said to have a larger percentage of other races, though these could include visitors as well as permanent residents. Lots of halflings in that area though.

Also, I need to figure out the Rakasta population. Not sure how big the Ashai clan really is.

More on this later...

Håvard
#46

havard

Oct 02, 2005 13:35:31
Hi there.
I've just picked up a copy of Thunder Rift along with three modules. Looking at the map for Thunder Rift I personally find it unrealistic that the whole area is only around 15 miles X 24 miles. That's probably the size of a small forest in most worlds, yet we are expected to believe that there are a dozen or so differing regions within this compacted area. Also, the population figures for the area are way too small. Example - the 'city' of Melinir pop 200.

I've had similar thoughts myself. It can easily be changed though. Not sure if I should do that for my gazetteer though...

I'm hoping to start a campaign using Thunder Rift in the near future. I intend multiplying the map size by 5, making the area covered aproximately 120 miles x 75 miles. Unfortunately this area will be far too big to place upon the map of Mystara's Known World where you have indicated. Therefore I'll probably go for the 'parallel dimension' idea, with Thunder Rift linked by several portals to other worlds.

Well, the paralell dimension idea works, but it means making Thunder Rift less accessible for Mystarans. I'd be interested in hearing how it will affect your campaign though and how that all develops

I also intend multiplying the populations by ten. So, for example, Melinir will be a city with around 2000 inhabitants.

Another reasonable suggestion, especially when you increase the size of the area. I think for the gaz I'll leave it as is, but perhaps put in a note about possible alterations...

Håvard
#47

iramus

Oct 02, 2005 18:45:58
I'm a a bit of a disadvantage with my planning because I don't have all the Gazetteers or Thunder Rift modules.

I'd be grateful if somebody could give me some plot background on the module "Escape From Thunder Rift".

For example -

What is the characters mission in the module?
How does the portal work/what does it look like?
Why are the dwarves so intent on guarding the portal?

I've also been looking at the map of the Known World and wonder if you'd considered placing the valley in the mountain region south of Glantri? The region could accomodate an enlaged Rift Region and also I believe that the Rakasta's are mentioned in the module Castle Amber, which would only be a few hexes north of the valley entrance. Therefore the Rakasta who have migrated into the valley would only need to travel a short distance by foot from their original home within the Glantri region.

I've also thought of a plotline for the character Nicholas Maybrush. What if, using his financial muscle as persuasion, he convinces the people of Thunder Rift to fortify the narrow nortern pass into the valley, citing some non-existant danger that threatens the entire Rift region. Of couse he'll provide most of the costs (via a loan) to help fund the building of this subtle imprisonment and recruit the large group of mercenaries who will man the fort. The costs would be recovered from heavy taxation of the population and any cargoes entering or leaving the valley (using the taxes to recruit yet more mercenaries and perhaps an as yet unrevealed Humanoid force). However, the demi-human population refuses to play ball. When they fail to pay up he engineers the disbandment of the Quadrial (a real bummer if a P.C has just achieved this status!) and prepares for war agaist the 'lazy, ungrateful, self centred demi-humans who need to be taught a lesson they'll never forget' . . . . .

Anyway, hope my ideas may be of some assistance.

Regards Iramus.
#48

havard

Oct 03, 2005 11:40:33
What is the characters mission in the module?
How does the portal work/what does it look like?
Why are the dwarves so intent on guarding the portal?

The characters are hired by the dwarves to look for the wizard Chambryn who has been terrorizing the dwarves and then when he was captured, escaped through the portal. The portal looks like a pool of water within an elaborately designed chamber deep inside the dwarven realm. On the Karameikan side it is simply a pool of water. To pass through either way, a key is needed, but I cant remember what the key is.

The dwarves guard the portal because it was the last order they received from their first ruler, Farolas before he chased the wizard Aristicles through the gate and never returned. Farolas killed Aristicles on the Karameikan side, but what happened to him is a mystery.

I've also been looking at the map of the Known World and wonder if you'd considered placing the valley in the mountain region south of Glantri? The region could accomodate an enlaged Rift Region and also I believe that the Rakasta's are mentioned in the module Castle Amber, which would only be a few hexes north of the valley entrance. Therefore the Rakasta who have migrated into the valley would only need to travel a short distance by foot from their original home within the Glantri region.

South of Glantri...do you mean on the Darokinian side? The problem with that is that that area will be destroyed during WotI, which would sort of suck for those who are using that campaign...

The Rakasta could be from Glantri, but the Rakasta of Thunder Rift are clearly japanese-ish. So unless your Glantrian Rakasta have a japanese style culture, that could be a problem. Unless you wanna change teh TR ones ofcourse.


I've also thought of a plotline for the character Nicholas Maybrush. What if, using his financial muscle as persuasion, he convinces the people of Thunder Rift to fortify the narrow nortern pass into the valley, citing some non-existant danger that threatens the entire Rift region. Of couse he'll provide most of the costs (via a loan) to help fund the building of this subtle imprisonment and recruit the large group of mercenaries who will man the fort. The costs would be recovered from heavy taxation of the population and any cargoes entering or leaving the valley (using the taxes to recruit yet more mercenaries and perhaps an as yet unrevealed Humanoid force). However, the demi-human population refuses to play ball. When they fail to pay up he engineers the disbandment of the Quadrial (a real bummer if a P.C has just achieved this status!) and prepares for war agaist the 'lazy, ungrateful, self centred demi-humans who need to be taught a lesson they'll never forget' . . . . .

Sounds like an interesting plot idea! I hadn't really looked that much at Maybrush before. It sounds like a very likely way for the situation in the valley to develope, and it brings back the tension between the races which is very dominant in the region.

Anyway, hope my ideas may be of some assistance.

Ofcourse they are! Its much more fun to do this when you have some people to share your ideas with

Håvard
#49

iramus

Oct 04, 2005 16:29:19
Another thunder Rift question if I may.

I've noticed that boxed sets 'Goblin's Lair' and 'The Haunted Tower' are available on E-Bay, and I was wondering if anybody thinks they are actually worth buying?

Thanks in advance.
#50

havard

Oct 04, 2005 16:45:44
Another thunder Rift question if I may.

I've noticed that boxed sets 'Goblin's Lair' and 'The Haunted Tower' are available on E-Bay, and I was wondering if anybody thinks they are actually worth buying?

Hmmm....the boxes are cool because they are so big, excellent for keeping stuff in. Poster sized dungeons arent really my thing, but if you like that sort of thing they are pretty cool. The adventures themselves are nothing special, though they add some light to the Thunder Rift setting, thought not all that much either.

So it depends how much they'd cost. I wouldn't spend too much money on them though, even though Ive come to like Thunder Rift...

Håvard
#51

Traianus_Decius_Aureus

Oct 04, 2005 16:50:24
Just letting you guys know that the next few monster conversions will be coming from the Thunder Rift modules. Last night kicked things off with the the Spitting Beetle. I should be posting one per night, although the baseball playoffs may slow things down a bit
#52

iramus

Oct 04, 2005 16:51:49
Hmmm....the boxes are cool because they are so big, excellent for keeping stuff in. Poster sized dungeons arent really my thing, but if you like that sort of thing they are pretty cool. The adventures themselves are nothing special, though they add some light to the Thunder Rift setting, thought not all that much either.

So it depends how much they'd cost. I wouldn't spend too much money on them though, even though Ive come to like Thunder Rift...

Håvard

Little info on the valley, mods that are nothing special . . . . . I'll probably give them a miss and concentrate on completing my Gazetteer collection instead.

Thank again for the info Havard.
#53

havard

Oct 05, 2005 8:45:16
Little info on the valley, mods that are nothing special . . . . . I'll probably give them a miss and concentrate on completing my Gazetteer collection instead.

If it is a question of getting those mods or the gazetteers, there is really no question. Getting as many gaz's as possible should be your priority. Those are just superb!

Håvard
#54

havard

Oct 05, 2005 8:59:17
Just letting you guys know that the next few monster conversions will be coming from the Thunder Rift modules. Last night kicked things off with the the Spitting Beetle. I should be posting one per night, although the baseball playoffs may slow things down a bit

Brilliant! I was never that good at monster conversions anyway. That really helps. Mind if I use them in my TR gazetteer when it gets completed? Credits will be given ofcourse.

Håvard
#55

Traianus_Decius_Aureus

Oct 05, 2005 9:56:42
Brilliant! I was never that good at monster conversions anyway. That really helps. Mind if I use them in my TR gazetteer when it gets completed? Credits will be given ofcourse.

Håvard

No problems if you want to use them for your gazetteer. I post the conversions so people can use them

I look forward to seeing your gazetteer!
#56

havard

Oct 05, 2005 9:59:05
No problems if you want to use them for your gazetteer. I post the conversions so people can use them

I look forward to seeing your gazetteer!

Excellent! I am looking forward to seeing more TR monsters converted. They were mostly forgotten by the Mystara community since so few people bothered to buy the modules so it is great to see them make a reappearance here

Håvard
#57

havard

Oct 10, 2005 11:24:33
Newts of Thunder Rift

Newts have been living in Thunder Rift for centuries. Some sages believe that they are the descendants of slaves brought to this part of the world by the wizards of Blackmoor, who used them in work related to aquatic research.

Today most newts are found in the swamps of Thunder Rift, especially in the Black Swamp. Many are also found near the ruins of Castle Kraal.

Appearance:
The newts are a race of bipedal, frog-like amphibians that inhabit swamps, moors, and other dank places. They are covered with smooth, mottled, olive green hide. They can vary from smaller than the average human to about seven feet tall. Their faces resemble those of enormous frogs, with wide mouths and large, bulbous eyes; their feet and hands are webbed. They do not wear clothing, but will use non-metallic, non-heavy armor, and shields.

IMAGE(http://www.comicseek.com/Marvel-Characters-Th/Frog-Man.jpg)

Society:
Newts tend to disrupt ecosystems rather than fill a niche. They do not have the intelligence to harvest their food supplies sensibly and will fish and hunt in an area unitl its resources are exhausted, and then move on to a new territory. They hate men, elves, dwarves and other humans and will attack them on sight. Fortunately, they prefer to dwell in isolated regions far from humanoid settlements. A few newts have surpassed the race's general tendencies and have sucessfully integrated themselves with humans. These rare Renegade Newts are cast out of the tribal society as "human lovers." They are hunted, slaughtered, and fed to the crocodiles for their demented behavior.
Newts generally do not adventure to gain treasure. When found outside the extended family foundation, newts are either hunting or looking for a place for a family group to live; extended families are divided whenever the population outgrows its current location

Religion: Most newts worship Stodos the Froglord

Language: Newts have their own language, called Newt, which is related to Draconic. The Newts of Thunder Rift also speak Common (Darokin Dialect).

Clothing: Newts prefer only light clothing if any, though many wear belts with poaches to have a place to stash their equipment and valuables. Most Newts abhor the usage of armor, though some of the Renegade Newts have taken after humans and wear some armor, especially chainmain. Some even have chainmail suits especially crafted for them, allowing them to feel less hindered by the weight of such gear.

New Equipment: Newt Chainmail
This modified chainmail is created to accomodate the newt's special disdain for heavy and warm armor. It is lighter and allows for more air to help keep the Newt cool, even in combat situations. When worn, the Newt does not suffer his normal -4 penalty for wearing armor, but still loses his Leap Ability.

New Feat: Newt Knight
Requirement: Newt, must have become accustomed to living among humans, wis 13+
You are a true Knight of Newts. You are able to overcome your disdain for armor. A Newt Knight does not suffer the normal -4 penalty for wearing metallic armor. If wearing special Newt Chainmail, he can even retain his Leap Ability.
Normal: Newts suffer a -4 penalty to combat rolls while wearing metallic armor, and lose their Leap Ability.

Newt monster and PC stats:
#58

Cthulhudrew

Oct 10, 2005 17:02:11
IMAGE(http://www.comicseek.com/Marvel-Characters-Th/Frog-Man.jpg)

Hey! That's the fabulous Frog-Man! I remember that guy!
#59

Cthulhudrew

Oct 10, 2005 20:22:52
Just going over your timeline, and my saved messages from the TR discussion on the MML from last year. Looks like you dropped the idea of the Farolas dwarves coming from Jhyrrad that was discussed. I assume this is because of the information that came to light about Farolas' personal history with portals and such, but was wondering if it might have been due to lack of timeline info on the Jhyrrad front? I just noticed one of the posts had a request for info from you, but it doesn't seem to have been followed up on.

If that's the case, I found the relevant Jhyrrad info in Gaz6- it was settled c.1600 BC, as a goldmining village, but an earthquake opened up tunnels stretching to the Broken Lands (likely the tunnel complex the Tangut orcs live in along the southern edge of Ethengar) and the dwarves were wiped out by orc raiders sometime after 1400 BC (the mine was played out within 200 years, and the village began a slow decline until the sudden incident, so sometime after 1400).

Don't know if you can tie this in with the TR timeline or not, or if you want to, but thought I'd post it for you to look at.
#60

havard

Oct 11, 2005 10:26:11
Hey! That's the fabulous Frog-Man! I remember that guy!

Heh, just couldn't resist. Its probably not the best illustration of the Newts, but the comic book guy in me told me to use this pic. Didn't the Frog-Man team up with Toad and some other of Spiderman's more pathetic enemies for a while?

Just going over your timeline, and my saved messages from the TR discussion on the MML from last year. Looks like you dropped the idea of the Farolas dwarves coming from Jhyrrad that was discussed. I assume this is because of the information that came to light about Farolas' personal history with portals and such, but was wondering if it might have been due to lack of timeline info on the Jhyrrad front? I just noticed one of the posts had a request for info from you, but it doesn't seem to have been followed up on.

Hmmm... looks like I've lost some of the emails from the old discussion. I only had some references linking them to the Syrklist. I must have missed that post comepletely for some reason...

If that's the case, I found the relevant Jhyrrad info in Gaz6- it was settled c.1600 BC, as a goldmining village, but an earthquake opened up tunnels stretching to the Broken Lands (likely the tunnel complex the Tangut orcs live in along the southern edge of Ethengar) and the dwarves were wiped out by orc raiders sometime after 1400 BC (the mine was played out within 200 years, and the village began a slow decline until the sudden incident, so sometime after 1400).

Don't know if you can tie this in with the TR timeline or not, or if you want to, but thought I'd post it for you to look at.

Thanks for posting this!

It would be interesting to tie in with the timeline. I have the dwarves enter no earlier than BC 900 though. That date is rather arbitrary, though I link it to two facts: (1)The humanoid movements in Rockhome around BC 1000, and Farolas' battle with Aristicles. The latter is not specified, but I'm not sure it should happen too early. OTOH, Farolas doesn't neccesarily even have to be one of the original dwarven settlers. My only reasoning for making him one is that his gave the name to the hills. However, since Hearth Home wasnt built untill later, perhaps Farolas also came along at a later time?

Thoughts?

Håvard
#61

iramus

Oct 11, 2005 18:12:20
Personally I still think the size of the Thunder Rift valley needs enlarging vastly to make it realistic.

For example, take the Farolas Hills, a region supposedly savagely fought over by the Dwarves and Orcs. Using the official map scale this hotly desputed territory is only aprox 6 miles x 2 miles in size. How on earth are hundreds of orcs and dwarves supposed to inhabit such a small area?

Also I've downloaded the "Escape From thunder Rift" module and it states that the adventurers have to travel, at a "rapid pace" on horseback, for several days before they reach Hearth-Home. Infact, using the map scale in the original Thunder Rift module the whole vally could be traversed on horseback within a day!

I.M.C I now intend having The Rift in a 'homebrew' campaign (I've done a rough outline of the setting) but with portals to 'The Known World', where I intend 'shepherding' the P.C's when they outgrow Thunder Rift itself.

I'm also toying with the idea of having a dimensional portal between the monolith mentioned in the module 'Journey To The Rock' and the monolith within Thunder Rift. This allows the wizard Chambrin to have originated in Karameikos, portal himself through the Monolith (Journey To The Rock) and become stranded within the Rift. He does some research and discovers rumours of a portal guarded by the dwarven fortress at Hearth-Home. Traveling to the Farolas Hills he recruits the orcs yet despite several battles he fails to oust the dwarves from their stronghold. Therefore he resorts to plan B, which leads us to the "Escape From Thunder Rift" module . . . .
#62

havard

Oct 12, 2005 6:09:24
Personally I still think the size of the Thunder Rift valley needs enlarging vastly to make it realistic.

For example, take the Farolas Hills, a region supposedly savagely fought over by the Dwarves and Orcs. Using the official map scale this hotly desputed territory is only aprox 6 miles x 2 miles in size. How on earth are hundreds of orcs and dwarves supposed to inhabit such a small area?

I see your point. From what I could figure out from the map it is more like 18x12 miles though. That said, it is still way too small if whats in the books is taken at face value.

The problem with making it too big however, is that then it won't fit in within the Known World, which is what I'll be basing the gaz on. I'll include suggestions about how to enlarge the valley both in size and population though, perhaps I'll also add something about alternate locations (On Mystara and elsewhere).

I'm also toying with the idea of having a dimensional portal between the monolith mentioned in the module 'Journey To The Rock' and the monolith within Thunder Rift. This allows the wizard Chambrin to have originated in Karameikos, portal himself through the Monolith (Journey To The Rock) and become stranded within the Rift. He does some research and discovers rumours of a portal guarded by the dwarven fortress at Hearth-Home. Traveling to the Farolas Hills he recruits the orcs yet despite several battles he fails to oust the dwarves from their stronghold. Therefore he resorts to plan B, which leads us to the "Escape From Thunder Rift" module . . . .

I like the idea of tying it to the Rock. I already have another theory on the Monolith though, but yours is also pretty good.

As for Chambrin, he was accidentally teleported into the valley during a fight with Callarii elves. This is described in the Alternative Beginning part of Escape, and I extrapolated from there in my timeline.

Håvard
#63

iramus

Oct 12, 2005 6:46:21
As for Chambrin, he was accidentally teleported into the valley during a fight with Callarii elves. This is described in the Alternative Beginning part of Escape, and I extrapolated from there in my timeline.

Håvard

I must have missed that bit! ;)
#64

gazza555

Oct 12, 2005 6:57:03
As for Chambrin, he was accidentally teleported into the valley during a fight with Callarii elves. This is described in the Alternative Beginning part of Escape, and I extrapolated from there in my timeline.

Also I've downloaded the "Escape From thunder Rift" module

I must have missed that bit! ;)

Assuming it's in the ESD. ;)

Regards,
Gary
#65

havard

Oct 13, 2005 6:55:04
I must have missed that bit! ;)

It is actually quite hard to find, and I was very pleased when I found it, since it is the only official possible explaination for why Chamrin is in Thunder Rift when he clearly comes from Karameikos. He had everything set up in the Red Granite Tower afterall.

The Red Granite Tower is interesting BTW. It was briefly mentioned in the Penhaligon Trilogy, but was then never mentioned again, probably the author was forced to include certain elements that would later be used in modules like Escape from Thunder Rift.

In the novels, Dayin the Half-Abelaat is discovered near the Tower. Most likely the tower is destroyed by the Abelaats, also encountered in the same area, shortly before the story begins. They are drawn to magic afterall. This probably occurs some time after Chambrin left for Thunder Rift.

Bywater, also encountered in the module, was ofcourse the village under the protection of Sir Fain Flinn, which was destroyed by the dragon Verdilith during the course of the first novel, and is still in ruins during the events of Escape from Thunder Rift.

Those are my thoughts on using those facts in the timeline.

Håvard
#66

iramus

Oct 14, 2005 13:03:53
Have I got the character levels right for these Thunder Rift Modules?


Sword And Shield - 1 character, 1st to 3rd level.

Rage Of The Rakasta - 1 character, 2nd to 4th level.

The Knight Of Newts - 4-6 characters, 1st-2nd level.

Quest For The Silver Sword - 4-6 characters, 2nd-3rd level.

Assault On Raven's Ruin - 4-6 characters, 2nd-3rd level.

In The Phantom's Wake - 4-6 characters, 3rd-5th level.

Haunted Tower Boxed Set (Fighter's Academy, Tower Of Evil, Lair Of The Vampire Lord) - 4-6 characters, 3rd-5th level.

Goblin's Lair Boxed Set (Trouble Below, Palace Of Dread) - 4-6 characters, 3rd-5th level. (???)

Dragon's Den Boxed Set - ??????????????????????
#67

iramus

Oct 22, 2005 10:32:07
Brain-Storming help needed!

Grakken Woods - "Strangely, the ogres have never emerged from the forest in the memory of anyone living in Sanctuary. No one seems to know the cause of this, but it is a fact that they have not yet devastated the surrounding lands. Some rumors say that the ogres do not guard against intrusion into their forest, but that they protect against something leaving. The legends, alas, are strangely quiet about the nature of this menace."

Any ideas on what the ogres might be protecting?

Also, any ideas for what resides in 'The Dark Pit' - Some kind of mega-dungeon perhaps?

Finally 'The Whispering Cave' which lies north of Melinir. Is this the mine where the bandits controled by Nicholas Maybrush reside or is it another place altogether?
#68

Hugin

Oct 22, 2005 20:58:22
Brain-Storming help needed!
...
Any ideas on what the ogres might be protecting?

It could be that the 'ogres' are just 'bogeymen' in this old legend. Using the discussion of a druid Gakarak in these woods from another thread, it could be that well over a generation ago this Gakarak slowly killed off the small number of ogres that were using these woods as a protective home to retreat to after raiding homesteads.

The truth may be that no one has actually ventured very far into the woods, and the one who did should not have stepped between that bear cub and his mother! ;)

I'm not sure about 'The Dark Pit' but it could be the thing the Gakarak is there to study or even protect nature against.
#69

havard

Oct 23, 2005 9:39:41
Brain-Storming help needed!

Grakken Woods - "Strangely, the ogres have never emerged from the forest in the memory of anyone living in Sanctuary. No one seems to know the cause of this, but it is a fact that they have not yet devastated the surrounding lands. Some rumors say that the ogres do not guard against intrusion into their forest, but that they protect against something leaving. The legends, alas, are strangely quiet about the nature of this menace."

Any ideas on what the ogres might be protecting?

In my version, the Ogres are indeed history. I like Hugin's idea with how they were killed off or driven away. This is an important reference though, since it shows us that there are indeed Ogres in Thunder Rift, even if they arent in Grakken anymore.

IMC Grakken is ruled by a powerful Gakarak (see conversion Thread) Druid. He has been the ruler of these woods for centuries, since he rebelled against the Unicorn who rules the Brichtwoods. The Gakarak's name is indeed Grakken, like his forest and the Unicorn's name is Brichthoof. (Or are there any official names given?)

Also, any ideas for what resides in 'The Dark Pit' - Some kind of mega-dungeon perhaps?

It might indeed be some Mega Dungeon there, but I especially see this place as a link to the Hollow World. Perhaps it is a way to the Valley of Eternal Sun (See Warrior's of the Eternal Sun CRPG), which is ruled by Duke Barrik, who originates from Thunder Rift.

Finally 'The Whispering Cave' which lies north of Melinir. Is this the mine where the bandits controled by Nicholas Maybrush reside or is it another place altogether?

I'd say yes, though it could be home of something worse down there too...I'm open to suggestions here though...

Håvard
#70

havard

Oct 24, 2005 3:36:14
In my version, the Ogres are indeed history. I like Hugin's idea with how they were killed off or driven away. This is an important reference though, since it shows us that there are indeed Ogres in Thunder Rift, even if they arent in Grakken anymore.

IMC Grakken is ruled by a powerful Gakarak (see conversion Thread) Druid. He has been the ruler of these woods for centuries, since he rebelled against the Unicorn who rules the Brichtwoods. The Gakarak's name is indeed Grakken, like his forest and the Unicorn's name is Brichthoof. (Or are there any official names given?)

Grrr... The Unicorn's name is actually Bran ap Seamus. Brichthoof or Brighthoof are rather nicknames for him IMC.

BTW, I see the conflict between Grakken and Bran as a source of a schisma within the Druidic society of the valley, leading to two schools of druids, one considerably darker than the other, which is mainly concerned with the beauty of nature.

Thoughts on this?

How to handle various druidic societes in OD&D vs 3E? I see Eberron's Druidic societies as something we could borrow from for the 3E version...not sure about OD&D though, might want to keep it rules light I guess....

Håvard
#71

havard

Oct 25, 2005 8:50:45
Druids of Thunder Rift
When Grakken broke away from the Brichtwoods, it created a schisma between the Druids of Thunder Rift. Now, Druids of the Valley follow one of two druidic philosophies. One group is known as the Followers of Sylvan Splendour, the others are the Grimwood Druids.

The Followers of Sylvan Splendour
These Druids remained loyal to the Unicorn Lord (Bran) of Brichtwood. They seek to protect nature at all cost, and are deeply concerned with keeping, especially forested areas beautiful and and protect it from human and demihuman influence. They are generally friendly towards the civilized races and are often sought out by these for advice or healing. They often find allies from the Sylvan races like Centaurs, Satyrs, Dryads and Fey. Their animal companions are usually wolves or hawks.

Their leader is Bran ap Seamus, the Unicorn Lord, a perfectly white unicorn with a pure ivory horn protuding from his forehead. He is a noble and good leader, though he can be quite uncompromising when it comes to the defence of his home forest.

The secret Cairn of the Followers of Sylvan Splendour is located deep within the Brichtwoods and is often attended by The Unicorn Lord himself. All Thunder Rift Druids gather there at midwinter and midsummer, and there are other lesser gatherings throughout the year.

Alignment: N or NG (3E), N (OD&D)
Special Feats (3E): May chose the Ashbound Feat from the Eberron Sourcebook, if the DM allows it.
Animal Companion: Hawk or Wolf.

The Grimwood Druids
These Druids follow the teaching of Grakken the Forest Brooder. They have a darker view of the relations between the civilized races and nature, and view most outsiders as a threat to the woods. Not all Grimwood Druids are as misanthropic as Grakken though, and many walk among humans, but they are more often feared than loved. They often drape in dark shredded heavy cloaks and wield huge black sicle-like weapons. Their animal companions are often vermin (Rats, spiders) or Ravens.

Their leader is Grakken the Gakarak, a sinister Treeman. He welcomes his druids into his forest, but noone else, and he does not hesitate to using violence to ensure this.

The Secret Cairn of the Grimwood Druids is found in the middle of Grakken Forest, in a circle of Black Marble stones. Like the Brichtwood Druids, the Grimwood Druids of Thunder Rift all gather here at Midwinter and Midsummer as well as for minor gatherings throughout the year.

Alignment: N or NE (3E), N (OD&D)
Special Feats (3E): May chose the Child of Winter Feat from the Eberron Sourcebook, if the DM allows it.
Animal Companions (3E): Vermin (any) or Raven.

Thoughts?

Håvard
#72

iramus

Oct 30, 2005 2:53:35
Havard,

Have you given any thought to the titles of nobility used in Thunder Rift? Who awards these titles?

For example - Sir Jameson in the 'Haunted Tower', the first level knights in the module 'Sword and Shield', and the tombs of the Dwarven Lords in the adventure 'Trouble Below'.

With the Dwarves, perhaps all the nobles were gradually wiped during the Rift Wars and subsequent wars with the humanoids. Now the leading dwarf is elected by a council of elders and awarded the title of 'Keeper Of The Gate'?
#73

havard

Oct 30, 2005 11:42:11
Havard,

Have you given any thought to the titles of nobility used in Thunder Rift? Who awards these titles?

For example - Sir Jameson in the 'Haunted Tower', the first level knights in the module 'Sword and Shield', and the tombs of the Dwarven Lords in the adventure 'Trouble Below'.

With the Dwarves, perhaps all the nobles were gradually wiped during the Rift Wars and subsequent wars with the humanoids. Now the leading dwarf is elected by a council of elders and awarded the title of 'Keeper Of The Gate'?

Hi Iramus, as usual you point out important things that I havent really thought too much about!

Noble titles are usually given by royalty or at least by other nobles. I think there must have been kings in the past, as there were nobles. The old capital Melinir was probably the seat of the king. It may even have been named after one of the first kings. (Capitals usually are). As you suggest, I think the kings and most lines of nobility among humans have been wiped out. Many were probably killed when the Gloomfens were created.

I'd say dwarves still have some form of nobility, though with most dwarves, it is tied to the clans. Clan Masters are still considered nobles, though there is no king, and the clan masters elect the Keeper of the Gate (Cool idea!)

With the elves, there are still a few noble families left such as the Silvercrests who I suspect is the ruling family of the Gauntlin elves these days...

What do you think?

Håvard
#74

iramus

Nov 01, 2005 17:12:55
What do you think?

Håvard

Good stuff.

Perhaps the first king was killed under the Plunging Cataract at Lake Ostrel, along with his heirs.

With no obvious solution to claims to the throne the few Lords who had been awarded titles decided to do away with the monarchy, instead instituting the "Council Of Lords", who established the Fighter's Acadamy. Perhaps this was the institution that caused the resentment between the "Swords" and "Spells" which resulted in war between warriors and mages.
#75

havard

Nov 04, 2005 3:21:04
Good stuff.

Perhaps the first king was killed under the Plunging Cataract at Lake Ostrel, along with his heirs.

With no obvious solution to claims to the throne the few Lords who had been awarded titles decided to do away with the monarchy, instead instituting the "Council Of Lords", who established the Fighter's Acadamy. Perhaps this was the institution that caused the resentment between the "Swords" and "Spells" which resulted in war between warriors and mages.

Cool ideas!

I like linking the tale of the King of Thunder Rift with the story of the Plunging Cataract. I never really found a good explaination to the story of the royal treasure lost down there. It might not neccesarily have been the first king, but definately the last one (at least so far).

The council of Lords is also a good idea, and connecting them with the Fighter's Academy (I still hate that name) helps explain why those warriors had noble titles (retained in Undeath). This would also explain, as you suggest a political ambition of the Academy which could in part explain their increased tension with the mages....

Keep those ideas coming!

Håvard
#76

zombiegleemax

Nov 16, 2005 16:52:51
Wow, I'm really amazed and excited to see this discussion. Sorry it's taken me so long to chime in, I only just noticed the topic now. I'm one of the editors who worked on Thunder Rift for TSR back in the day, and I'm glad to see people remain interested in the setting. I always thought it was not only a great introductory campaign, but a really good quick-start space for experienced gamers, since it's a super-fast learning curve with some great adventure hooks.

The truth is, though, TSR was not terribly organized at the time (or, let's be honest, at any time) and the work you've done here in organizing information is possibly more than TSR did before it first started producing Thunder Rift adventures and novels. For example, I had to edit Escape From Thunder Rift without ever seeing the first Penhaligon novel, which I didn't get until after the gaming adventure had already gone to press, even though the two products are presumably linked.

A few quick points for right now, and then I'll chime back in as time goes on.

-- Thunder Rift was always conceived to be some part of Mystara, though it was never decided, even unofficially, exactly where that would be, to preserve the "drop it in anywhere" quality of the setting. Personally, I always liked the idea of it being on one of Mystara's other continents (not the "Known World"), and that would make the gateway to Karameikos that much more important. But that's just my preference, and it doesn't have any more canon than anything someone else might come up with.

-- The size problem (for example, whether it takes "several days hard riding" to cross a particular area) is something that we regularly encountered but never resolved, not only in Thunder Rift but in many TSR products at the time. Writers/designers often weren't given the backgrounds they needed to keep things properly consistent, were sometimes given hex maps without the scale drawn in, etc. For example, on another product I worked on, the writer was given a Greyhawk map that he thought was 1 mile per hex, and wrote the adventure (in which the party has to cross a certain area in a limited amount of time) with that scale in mind. Once I got the adventure for editing, I discovered that the hex map he was given actually had a scale of... 24 miles per hex, which meant that just the road trip part of the adventure would take about two years of game time. That kind of stuff happened with TSR products all the time.

Anyway, I'd be happy to be of any assistance that I can, and I'd be thrilled to see this effort continue to go forward.

Best regards,

Andrew Steven Harris
#77

havard

Nov 17, 2005 3:49:50
Andrew,
Thanks for commenting on this thread! It is always interesting to hear from the people who have been involved with actually creating the material that we are discussing.

Some points that caught my interest:
1) Connection with Mystara
I find it a pleasant surprise that the Mystara connection was something intended all along. It never made sense to me for the OD&D line to launch a completely new setting at that point, especially if it was to start out as a micro setting, so easily included into Mystara. Your idea of TR being on one of the other continents (Skothar or Davania), could have potential, but at the same time given that the TR cultures are fairly standard fantasy ones it seems likely that the races would be from the Known World, since although the other continents were not very detailed it would be assumed that the people living there would be quite different in terms of culture and appearance.

2)Escape from Thunder Rift. There are indeed several references to the first Penhaligon novel (Tainted Sword) in Escape from Thunder Rift. Most notably the village of Bywater (just recently havoced by the dragon Verdilith), the Red Granite Tower (Its appearance in the novel made little sense at the time, though I suspect something may have been cut out from the novel there), and the Abelaat stones. I wish there had been an Abelaat or two in the module as well, so we could at least have seen official stats for them. As you can see, I have made several connections between the novels and TR in the timeline above.

3)Size of Thunder Rift.
The size issue is complicated. Again, I liked seeing the TSR perspective on this. This problem relates not only to TR, but also to the Known World, which many feel is way too small. With this project, I feel stuck between the demands for larger setting, both from fans and to justify the events involved, and the fact that if I change too much of canon, many people wont like it of that reason. Also, since I want to have TR within the Known World (as it makes it more accessible), it cant be too big.

By the way, any other thoughts, ideas or secrets about Thunder Rift you want to reveal or even rumours about the other designers/editors involved is much appreciated!

Håvard
#78

havard

Nov 21, 2005 9:19:42
The Hollow World Connection

Thunder Rift is also connected to the Hollow World. The main connection is through the dungeons below the Pit, an extremely dangerous place, and it is said that the corridors of that dungeon change like a cluster of serpents (giving it the name the Serpent Caverns), making it even more difficult to navigate. Rumour has it that those dungeons contain a secret path leading to another world.

The rumours are true. The unique nature of the Serpent Caverns allow a quick path to the Hollow World. Unfortunately, the fact that these halls constantly change make it very difficult to use them on a regular basis. Those who make it and survive the horrors within, find their way to the Caves of Ka in the Hollow World, a network of caves leading into the Valley of the Eternal Sun. (See map in this post from a different thread.

The Valley of the Eternal Sun was recently settled in by time travellers from Thunder Rifts past. The Duke of Barrik (See the Timeline) was kidnapped along with his castle, which used to lay near Melinir when the area was invaded by Goblins. Had not the Immortal Ka intervened, Duke Barrik and his men would have been killed. Instead, they were transported into the Hollow World, where Ka had other use for them. The Valley of the Eternal Sun also serves as a preservation of the time of Thunder Rift's grander past within the Hollow World.

Note: Duke Barrik and the Valley of the Eternal Sun are taken from the Arcade Game: Warriors of the Eternal Sun. The connection with Thunder Rift was hinted at in the module Secret of the Silver Sword in which a Keep named Barrik Keep was featured. I asummed the (now dead) Wizard Barrik who formerly owned the Keep was a descendant of the Duke of Barrik from the Arcade Game. Only ruins must have been left of the Castle, and the Barrik family only rebuilt parts of it forming the new keep, which again eventually was overtaken by monsters (Ratlings).

Håvard
#79

iramus

Nov 25, 2005 14:23:20
Wow, I'm really amazed and excited to see this discussion.

Great to have some input from someone connected with the actual products.

Thunder Rift was always conceived to be some part of Mystara, though it was never decided, even unofficially, exactly where that would be, to preserve the "drop it in anywhere" quality of the setting. Personally, I always liked the idea of it being on one of Mystara's other continents (not the "Known World"), and that would make the gateway to Karameikos that much more important. But that's just my preference, and it doesn't have any more canon than anything someone else might come up with.

Was their ever any official (as in TSR) ideas on what kind of races/nations populated the other two continents? I personally quite like the idea of placing Thunder Rift on one of them. It gives alot more importance to the portal guarded by the Dwarves of Hearth-Home.

The size problem (for example, whether it takes "several days hard riding" to cross a particular area) is something that we regularly encountered but never resolved, not only in Thunder Rift but in many TSR products at the time.

The size problem is my biggest bugbear about attempting to force Thunder Rift into the 'Known World' region. As I've already stated on this thread the official minute size of The Rift makes a mockery of the supposed information supplied within the history and the modules. Take for example the Ruins of Graal in the module 'Knights Of Newts'. If I remember correctly it supposedly, at one time, housed 1000 troops and 100 magic users who guarded against the humanoid hordes in the south!
#80

iramus

Dec 02, 2005 17:37:22
A question for kidradical.

As "The Haunted Tower" boxed set deals with the ruins of the Fighter's Academy, was their ever any 'official' thoughts as to what evils currently reside in Wizardspire?
#81

havard

Dec 06, 2005 4:20:12
A question for kidradical.

As "The Haunted Tower" boxed set deals with the ruins of the Fighter's Academy, was their ever any 'official' thoughts as to what evils currently reside in Wizardspire?

Good question, I would like to hear kidradical's reply to this one too.
There was a mention of The Mad Mage of Wizardspire in "The Haunted Tower", so I suppose we have something to work on there. A Lich perhaps?

Håvard
#82

iramus

Dec 07, 2005 17:52:15
A Lich perhaps?

Håvard

I had exactly the same thought!
#83

zombiegleemax

Dec 21, 2005 22:24:54
Andrew,
Thanks for commenting on this thread! It is always interesting to hear from the people who have been involved with actually creating the material that we are discussing.

Some points that caught my interest:
1) Connection with Mystara
I find it a pleasant surprise that the Mystara connection was something intended all along. It never made sense to me for the OD&D line to launch a completely new setting at that point, especially if it was to start out as a micro setting, so easily included into Mystara. Your idea of TR being on one of the other continents (Skothar or Davania), could have potential, but at the same time given that the TR cultures are fairly standard fantasy ones it seems likely that the races would be from the Known World, since although the other continents were not very detailed it would be assumed that the people living there would be quite different in terms of culture and appearance.
...
3)Size of Thunder Rift.
The size issue is complicated. Again, I liked seeing the TSR perspective on this. This problem relates not only to TR, but also to the Known World, which many feel is way too small. With this project, I feel stuck between the demands for larger setting, both from fans and to justify the events involved, and the fact that if I change too much of canon, many people wont like it of that reason. Also, since I want to have TR within the Known World (as it makes it more accessible), it cant be too big.

By the way, any other thoughts, ideas or secrets about Thunder Rift you want to reveal or even rumours about the other designers/editors involved is much appreciated!

Håvard

Sorry I've been away, I'll try to visit more frequently. (Nice work on the Hollow World connection, by the way.)

In response to your comments:

While it's true that the other Mystaran continents could indeed contain very different cultures (like Maztica and the Realms), there's no reason to think that the rest of the world has to be so different that Thunder Rift couldn't fit right in. Think, for example, of the similarities between Ansalon and Taladas in the Dragonlance campaign. (In fact, it seems that on Mystara, many of those unusual cultures are in the planet's past, and so ended up in Hollow World.)

Putting Thunder Rift on one of Mystara's other continents would, to some extent, solve the size issue that you're talking about, and as I said it would make the gateway to Karameikos that much more important. Again, just some thoughts--nothing canonical about them.

As for Thunder Rift rumors, etc., it's quite difficult to remember--it's been a long time. (Are you looking for tidbits like "where did the name Stoneson come from", or more developmental stuff?) I can tell you that one of the reasons the setting didn't get fleshed out as thoroughly as some of us would have liked is that TSR didn't want it to be.

Remember, these adventures and modules were designed with the new gamer in mind: TSR wanted it to be an introductory setting that, as soon as the players got familiar with the game, would immediately lead them to the other well-supported TSR game worlds. (And thus, you see a module like "Escape From Thunder Rift", which TSR reasoned would be the most widely played of the group, since it came with the DM's screen; the story actually sent the PCs directly into a different pre-existing TSR product line, right in the adventure itself. TSR's idea was that the players themselves would migrate there as well.)

From an economic standpoint, I can understand (and even agree with) this approach completely, since it does make more sense to send the players to a well-established game world with loads of already-published products, rather than have to develop yet another "standard" fantasy campaign from scratch. But strictly from a creator's standpoint, you couldn't help but get a bit of a "make it good, but not too good" feeling.

Great to have some input from someone connected with the actual products.

Was their ever any official (as in TSR) ideas on what kind of races/nations populated the other two continents? I personally quite like the idea of placing Thunder Rift on one of them.

Oh, for sure, I'm certain there were all sorts of different thoughts (including mine) on what kind of races/nations you'd find on Mystara's other contintents. But until someone was actually hired to write or design them, none of them would really be considered, as you put it, "official", or any more canonical as something that I would have had in mind. Sometimes, two different sets of thoughts even make it into official published products, which is how you end up with a Blackmoor in Greyhawk and a Blackmoor in Mystara, both with Temples of the Frog, at the same time.

If you asked me which designer whose unpublished ideas I thought would be closest to canonical on Mystara, I'd have to far and away choose Aaron Allston -- not only an extremely talented writer and creator, but the author of the D&D Rules Cyclopedia (one of the best products TSR ever published), along with the first Wizard's Almanac, a number of the gazetteers (Karameikos, Rockhome and the Dawn of the Emperors box) and the Wrath of the Immortals and Hollow World boxed sets as well.

I also think he did work on The Principalities of Glantri gazetteer and the sequel to X2, Return to Castle Amberville -- all of which pretty much covers some of the best stuff to be found in the Mystara campaign, IMHO. (Yes, Bruce Heard's Princess Ark stuff was great, but it didn't really address the parts of the Known World that come to mind when people think about Mystara -- although, then again, Bruce was in fact TSR's project manager for both Thunder Rift and Mystara at the time, so maybe his ideas could be considered close to "official" as well.)

And, come to think of it, I remember at one point being given a map, way back when, showing all sorts of racial and cultural migrations over the centuries for all of Mystara's continents. I think that made it into the Princess Ark boxed set, but someone else would have to check up on that for me. That might be a good place to start in deducing what you might find on the other continents.

A question for kidradical.

As "The Haunted Tower" boxed set deals with the ruins of the Fighter's Academy, was their ever any 'official' thoughts as to what evils currently reside in Wizardspire?

There probably never was any official developmental work done on Wizardspire, though it's possible the idea originated from a location already developed in a designer's home campaign -- as you might imagine, that kind of borrowing/referencing happened all the time.

I like the idea of a lich, though as just a guess it's perhaps not what TSR would have gone with if they had chosen to develop it further; remember, these products were for new players, which generally means lower-level PCs and DMs without the experience to run a powerful NPC like a lich. (Yes, I know, Dragon's Den had a couple of dragons in it, but if you're publishing an introduction to Dungeons & Dragons, you gotta include some dragons in the dungeon.)

Then again, a Mad Mage capable of creating the Gloomfens would be a tough opponent as well, and the lich idea does fit quite nicely into the storyline, so I don't see why people should feel reluctant to take it in that direction, if that's what they wanted.

Pax,

Andrew Steven Harris
#84

bobsan

Dec 28, 2005 10:20:48
Wow. Talk about ironic.

Recently, we put our usual FR campaign on hold (As one player needed time off) and decided on a new campaign for the time being. digging through some old books, I came across my old Mystara stuff, as well as Thunder Rift, and decided to have the game there.

My old stomping ground.

Just yesterday, one of my players came across this thread and directed me here. It's amazing to see just how much has actually been done with this small suppliment and how much it's grown.

Saves me some work too ^_^

To comment on what I've read her thusfar:

Location: While I hadn't fully settle on a location myself, my inital place was in the Cruth Mountains along the Darokin/Karamiekos border. This was only because of the rivers that flow out of the mountain. and through TR. Though I see nothing wrong with the location it's in now.

Map: Wow! ::Saves Map:: Nice job! I too have a slight problem with the actual scale/size of TR as well. though I've done nothing to actually correct that yet.

Fluff: I'm a fluff fan. I love reading details about places that make them seem more realistic, like many of the older FR products. To that end, I actually decided to start something akin to the Volo's guides. In fact, as both parody and homage to my FR fandom, I started Valenthamp's Guide to the Known World. My own parody (and in homege) of Volo's Guides showing you where to go, what to see, and what to avoid in the Known World.

When I decided to do this, I decided to start with TR. I've always thought it to be an interesting supplement and wanted more for it.

If you all would be so kind, my current draft, which is still incomplete, is also still just a rough draft. My only info to go on is the main TR book, Assault on Raven's Ruin, and Sword and Shield.

I'll post what I currently have here and what I have yet to do. Any help you all can offer is appreciated.

Since I JUST started, I've only got some info on Kleine (As that's where I'm starting my current campaign).
#85

bobsan

Dec 28, 2005 10:51:46
Here's the beginning bit of my new project. A few things to please keep in mind though.

1. This is an incomplete rough draft. It's something I do while at work between phone calls. So sometimes the writing may be off or not sound right. Once I get the rough done (Per area), I'll try and re-work it.

2. I only have 3 suppliments to go off of. TR main book, Sword and Shield, and Ravens Ruin. If anyone has corrections I need to make, please tell me ASAP so I can fix them. Especially if other supplements name townfolk I'm thing I have to make up.

3. My initial place to set TR was in the mountains between Darokin and Karamiekos. Hence why I may refer to Karameikos on occasion. Ultimately, I'll may go with where you all feel it fits. But that concern is for another time.

4. I've also taken the liberty of making some assumptions based on what I have so far read. Please comment on any of these before I go into more detail on em ^_^

5. Given that is has been ages since I'd stepped foot in Mystara and my supply of Gazeteers is few, am I correct in asusming that Norwald is something akin to a Viking culture?
--------------------------------------------------------------------------------------------------------

Valenthamp’s Guide to

IMAGE(http://www.geocities.com/jubei_ishikawa/valenthamp.jpg)

The Known World
Book 1 - The Thunder Rift



Introduction By Valenthamp
Welcome one and all to Valenthamp’s Guide to Mystara. I imagine that many of you have never heard of me and this comes as no surprise. Being new to this world of yours, I have yet to make a fine name for myself and ingratiate myself upon you, the populace. Though I imagine there may be a few people who are familiar with a certain cousin of mine (who shall remain nameless so as not to sully my own, soon-to-exist, good name) who has done this exact thing in my native world of Faerun. I would hope you would look past such short-comings and place more faith in me than my lineage normally would allow.
Hereditary problems aside, I am here today to begin our journey across the lands Mystara and show those who wish to see more where to go, what to see, and what to avoid!
We begin in a place known only as Thunder Rift, a wild and dangerous land located in the northern reaches of the country of Karameikos .


Kleine
Ah Kleine!
Never have I been to a village so quiet and cozy that I would be so tempted to settle down and retire from this grand life of mine. And most likely, I’m sure my cousin would laugh if he heard such a statement from me. In fact, were it not for the wanderlust and curiosity of the world around us that my bloodline suffers from, I would have done just that, retiring to this quiet hamlet to live out the rest of my days.
The small village of Keline is located in northernmost reaches of Thunder Rift, along Lake Ostrel. Being a small agricultural community, Kleine has little to offer adventurers in the way of large supply shops, smiths, and the like. It does have a small general store as well as an excellent leatherworker. Kleine is also not without its own charm. The village offers a nice quiet rest from the excitement and stress of travelling while still providing the more adventuous type with plenty to do.
Caravans regularly traveling down the river towards Torlynn and Melinir usually require guards to protect them form orc raiders and bandits. These caravans are always glad to see decent adventurers arrive in town for this reason alone. Those looking for such work can usually find it by speaking with the locale Wharfmaster, Kestrel Olen.

An Overall Look at Kleine
The faints booms of the Plunging Cataracts are usually what newcomers to Kleine recall first when converstaions turn to the small hamlet. Despite its close proximity to the falls, the noise is quite faint, echoing more into the higher regions than across the lake. The shores along Lake Ostrel have been shorn up with larger rocks, mainly to prevent flooding in the spring months. The faint booms and lapping waves give Kleine a rather serene and tranquil feel.
As one approaches the village along the Drake River, the most noticable sight is the large watch tower along the village’ southern side. This tower is used primarily to warn the vilagers of any incoming orc attacks and houses what there is of the local militia. According to the villagers, the tower itself was here when the first settlers came to this region. No one knows its origins or if it was part of a larger structure. It serves its purpose as the village’s protector and that is all that matters to them.
While most structures in Kleine are built from wood, some of the odler structures are stoneworked buildings. A rare site in such a small village. The building of these stone homes was, in part, payment for Kleine’s services in the shipping dwarven goods form Hearth-home to southern settlements along the Drake River.
One might think such stone structures to be quite chilly in the colder months. However, when the buildings were designed, they were built combining both dwarven and gnomish engineering. A heating system was incorporated into the buildings to allow heated water to travel throughout the building via a series of pipes. While this is an amazing marvel of dwarven/gnomish craftsmanship, the system within the remaining stone buildings is getting old and any sudden blows to the main water heater might set off a large explosion. Apparently, several buildings were lost due to this fault years ago.

Trade
While primarily an agricultural community, Kleine is also the hub of trade for the northern part of Thunder Rift. Many agricultural and leather goods are sent down the Drake River to places like Torlynn and Melinir while Kleine imports steel goods and other necessary items. Kleine still exports goods from the Dwarven settlement of Heart-home. However, with the sudden resurgence of the orc hoards in the Farolas Hills, the road between the two settlements has become a bit too dangerous and most caravans are unwilling to risk their necks for better profits.
Tis a shame really as many of the dwarven crafted items are quite exquisite. Their armor is top notch1 and many of their stoneworks are truly a sight to behold. On rare occasions, a well armed dwarven caravan will make its way to Kleine to sell off what goods they’ve produced. However, most caravans from Kleine never make the journey to Hearth-home as they are usually not as well protected. On occasion, as with the caravans that travel downriver, adventurers will be hired to escort a small wagon or two to the dwarven settlement to keep good relations.

1 Author’s Note: Hearth-home is the only place in Thunder Rift to aquire any masterwork items. The Dwarves are usually on friendly terms with most races and are willing to take custom orders for items not normally made for dwarven hands.

Worship
There is one church located in Kleine dedicated to the Earth Mother, Terra. The church is tended to by Sister Remia, a former adventurer and one of the only powerful defenders of Kleine. A peacful and accepting woman, Sister Remia tends to promote tollerance and acceptance of others in her sermons. However, despite her peaceful beliefs, she is not above defending her home and friends when a threat arises.

Faires
When it comes to festivities, Kleine holds very few as grand as The Festival of Talan; a celebration held in the spring to honor those who initially settled Kleine ages ago. While the celebration is primarily to honor of the leader of that expedition, Talan Amliir, folks from as far as Melinir make the trek up the Drake River to sell wares or just to enjoy the hospitality Kleine is known for. The festival usually sets up along the northern part of town, in the fields along Lake Ostrel, and is always a sea of vibrant colors from all sorts of merchant tents. Even the Dwarves of Hearth-home and the Elves of Gauntlin Forest visit the fair to sell wares and enjoy the good times (Though they tend to keep to opposite ends of the fair grounds).
The festival lasts for three days, after which, on the evening of the third day, Sister Remia performs a ritual to the Immortal Terra, thanking her for the bountiful times they have had and for continued peace and prosperity.

Places of Interest in Kleine.

Shops
Salias’s General Store
This small store is the only supply store Kleine has to offer. The shop deals in only the basic of wares2, though the shopkeep Salias (A halfling of the Five Shires) is capapble of placing orders for folk for equipment from Melinir of Torlynn. He is also the main contact and shipper of dwarven goods from Hearth-home.

2 Author’s Note: Any equipment form the PHB except for alchemical equipment can usually be purchased here. Salias rarely has weapons and armor on hand though there’s a 20% chance he might have something bought from a passerby or left over from a recent dwarven caravan. If dwarven goods are present, they are to be considered masterwork items and the price will be increased by the standard 300gp as per the PHB.

Taverns
The Melodious Harpy
The Harpy is one of the remaining buildings in Kleine built from dwarven stone, yet it lacks the heating system most other stone buildings are known for. The Harpy boasts a large taproom, that can usually fit most of the village proper, and a fireplace Oswald had built years ago. He claims that while a heated building would be nice to have, there’s just something about a roaring fire that relaxes a person.
The décor of the tavern is simple yet tasteful. Oswald Dottier, a native of Norwald, has given the place a northerner touch with various thick tapestries and several stuffed animal heads he claims to have killed himself giving the taproom the overall feel of an old Norwald lodge. The only other part to this simple structure, save the cellar, is the kitchen which Oswald usually refuses to let non-employees into. He’s proud of his culinary skills and claims many techniques he uses were secrets passed down through the Dottier line; secrets ment only for his eyes and his apprentice (should he ever take one).
The food at the Harpy is the real treat. Oswald’s claims about his cooking talents are more than just boastful proclamations. His most famous dish is fish sauteed in a garlic basil sauce and flavored with a spice he claims is found only in the north. One bite can warm even the coldest of people without being too spicy. It’s a popular dish, especially in the wintertime when the cold winds blow in from the mountains. It’s usually served with a side of similarly spiced potatos and greens. Highly recommended and decently priced at 1 gold a plate.
As for beverages, Oswald keeps a hearty supply of ales and meads on tap in the cellar. Occasionally he might get something a bit lighter on the palette, but heavier brews is what he tends to serve (at 5 copper a piece)
All in all, the Harpy is a popular place for farmers and townfolks to gather, especially in the winter months, and has even become the regular town hall for the village.

--------------------------------------------------------------------------------------------------------

Things I still need to do for this entry:
1. Add more detail to the General Store's owner Salias.
2. Detail other townfolk
3. Add details about the inn
4. Throw in other little details
#86

iramus

Jan 01, 2006 12:41:12
Keep the posts coming bobsan!

I intend basing my campaign around the Melinir region. I'll post any ideas as they come to me.
#87

iramus

Jan 01, 2006 13:09:39
Question for all.

If you were to place Thunder Rift on another continent in Mystara (apart from Brun) which location would you personally choose?

Currently I'm toying with the idea of the Brazol Range on Davania.
#88

rhialto

Jan 01, 2006 18:00:22
If anyone can draw a grid on that thunder rift map, I can convert it into my VR system.
#89

havard

Jan 02, 2006 14:03:24
Keep the posts coming bobsan!

I intend basing my campaign around the Melinir region. I'll post any ideas as they come to me.

Seconded! Wow, its good to see people are picking up on this topic! I'll get back to specific comments later, but I have really been enjoying the fluff parts! Keep them coming!

Kidradical: I will also have more comments on your latest post, so dont go away, we love having you here

Håvard
#90

Cthulhudrew

Feb 09, 2006 21:10:58
Was flipping through Thunder Rift earlier, and noticed something interesting- on page 24, under the Gloomfens/Wizardspire entry, it mentions that the secret of Wizardspire will be explored in the upcoming "In the Phantom's Wake" adventure. Unfortunately, the actual "In the Phantom's Wake" takes place on a ghost ship, and has very little to do with Thunder Rift at all. I wonder if this was a typo, and the entry was supposed to refer to a different adventure, or if the actual plot of In the Phantom's Wake simply changed after publication (or both projects were being worked on concurrently, and there was miscommunication).

Too bad, because I'd have much preferred to see something about Wizardspire as opposed to the rather bland Phantom's Wake.
#91

havard

Feb 13, 2006 6:58:46
Was flipping through Thunder Rift earlier, and noticed something interesting- on page 24, under the Gloomfens/Wizardspire entry, it mentions that the secret of Wizardspire will be explored in the upcoming "In the Phantom's Wake" adventure. Unfortunately, the actual "In the Phantom's Wake" takes place on a ghost ship, and has very little to do with Thunder Rift at all. I wonder if this was a typo, and the entry was supposed to refer to a different adventure, or if the actual plot of In the Phantom's Wake simply changed after publication (or both projects were being worked on concurrently, and there was miscommunication).

Too bad, because I'd have much preferred to see something about Wizardspire as opposed to the rather bland Phantom's Wake.

I had also noticed this. I dont own ItPW myself, so I was only basing myself on the information you gave on the MML when I created those parts of the Timeline. I suppose it is possible that they had forgotten about this when the adventure was created, or that noone could come up with a good adventure for Wizardspire so they threw in the Ghost Ship thing as a last ditch after it was too late to change the title.

I certainly think that the Mad Mage of Wizardspire (as he was referred as somewhere) is an undead of some form still haunting that mountain. Perhaps when he is defeated the Gloomfens will return to their original state also?

Håvard
#92

havard

Mar 28, 2006 4:49:27
Over at Dragonsfoot, we are discussing the usage of the Warriors of the Eternal Sun (WOTES) CRPG as a basis for an RPG adventure. Although there werent too many comments on in before, I have included references to that game in this thread, specifically in the timeline, linking Barrik's Castle from WOTES to Barrik Keep from Curse of the Silver Sword. Does anyone here have any thoughts on this?

Håvard
#93

omote

Mar 28, 2006 11:05:17
I like the linking of Barrik's Castle to the WARRIORS OF THE ETERNAL SUN game very much (excellent work havard ) . As I stated over in the DF forums, I think it is entirely plausible for THUNDER RIFT to be the pen and paper "sequel" to WOTES. Considering the simlarities from the CRPG and the mentioning of "Barrik Keep" in Curse of the Silver Sword, I think this makes sense.

However this line of thinking falls outside THE THUNDER RIFT PROJECT of this thread. My thoughts would lie with Thunder Rift clearly being located in the south-west portion of the World Spine mountains, in the area near the Oltec territories in the Hollow World.

For the sake of this great thread, I will leave my thoughts regarding this on the DF forums as not to cloud the work you've presented here.

...............................................Omote
FPQ
#94

Cthulhudrew

Apr 27, 2006 20:10:21
Some more Thunder Rift information for this project.

From Dungeon #41, the adventure "A Way With Words", we get a new location in TR:

"...[T]he tiny village of Edgewater, a small town located in Thunder Rift on the northern edge of Lake Ganif, halfway between the city of Melinir and the East Drake River's delta to the Black Swamps."

Hm. Described as a village and a town in the same sentence. I'd assume it's just a village, since it's so tiny.

Edgewater was built around a library, "the sole legacy of a group of monks, the Koholorian Brotherhood, who were dedicated to the preservation of knowledge."

That's all the information, really, outside of the adventure itself (which doesn't expand upon TR any further). Thought I'd mention it, though, for the sake of the TR Project.
#95

thorf

Apr 28, 2006 0:38:55
"...[T]he tiny village of Edgewater, a small town located in Thunder Rift on the northern edge of Lake Ganif, halfway between the city of Melinir and the East Drake River's delta to the Black Swamps."

Hm. Described as a village and a town in the same sentence. I'd assume it's just a village, since it's so tiny.

It's amazing how often this particular problem crops up in TSR books. I've found numerous instances of it in my re-reading lately - mostly involving city/town rather than village/town, though. I think the best explanation is that the word "town" is often used in a very loose sense to mean "settlement".

But in this case it's qualified with the adjective "small", which makes it really strange. There's no explaining it away this time, it's a mistake plain and simple. I agree with you Andrew that it sounds like the tiny village description is the intended one.
#96

zombiegleemax

Apr 28, 2006 1:02:13
I have 2 questions about TR:
1) Where is it placed in Mystara? Ok,it is not placed, so: where did you place it in Mystara?

2) Thorf, will you ever draw a Thorf-style map of TR?

If I get positive answers in both my questions, maybe I'll introduce TR in my Mystara! :D
#97

havard

Apr 28, 2006 3:26:02
I have 2 questions about TR:
1) Where is it placed in Mystara? Ok,it is not placed, so: where did you place it in Mystara?

According to Andrew Steven Harris (kidradical on these boards) who worked as an editor on some of the modules, Thunder Rift was always meant to be set in Mystara, though the exact location was never defined. The module Escape from Thunder Rift strengthens the tie to Mystara. This project uses the mountains of Darokin as a default location for TR. Other suggested locations are also possible.

2) Thorf, will you ever draw a Thorf-style map of TR?

Yes, please?

If I get positive answers in both my questions, maybe I'll introduce TR in my Mystara! :D

Håvard
#98

havard

Apr 28, 2006 3:51:28
Some more Thunder Rift information for this project.

From Dungeon #41, the adventure "A Way With Words", we get a new location in TR:

"...[T]he tiny village of Edgewater, a small town located in Thunder Rift on the northern edge of Lake Ganif, halfway between the city of Melinir and the East Drake River's delta to the Black Swamps."

Hm. Described as a village and a town in the same sentence. I'd assume it's just a village, since it's so tiny.

Thanks for providing the exact location Andrew! It is interesting to note what Thorf says; that TSR often confused expressions regarding settlements. This seems particularly true for TR. Since it was too small to show up on the regular TR map, Edgewater must be positively tiny (even for a village), though the generally low population of TR settlements makes it noteworthy nonetheless.

Edgewater was built around a library, "the sole legacy of a group of monks, the Koholorian Brotherhood, who were dedicated to the preservation of knowledge."

The Koholorian Brotherhood caught my interest too. This could provide some suggestion for Monk/Mystic PCs in Thunder Rift, though from the text it sounds like the order is now extinct? Perhaps some offshoot branch of the order still exists, possibly based around the library?
Håvard
#99

havard

May 22, 2006 7:29:39
Here is another thing that I have been going back and forth on.

Ethicity and religion within the Thunder Rift.

Ethnically, humans seem to be a good mix of people, just like the Darokinians. However, other fan material has stressed the Traladaran immigrants to the valley as having a strong cultural impact on the valley. This would allow us to use the Traladaran Three as the main immortals active in the valley.

The alternative is making up a pantheon.

How do people feel about this?

Håvard
#100

gazza555

May 22, 2006 10:19:41
I would suggest a pantheon with the Traldaran Three included. Also, Kagyar and one or two of the elvish Immortals and to balance it out Wogar and related Immortals and maybe Orcus.

I suggest keeping the pantheon fairly small, perhaps 10 or so Immortals.

Regards
Gary
#101

havard

May 23, 2006 9:49:29
I would suggest a pantheon with the Traldaran Three included. Also, Kagyar and one or two of the elvish Immortals and to balance it out Wogar and related Immortals and maybe Orcus.

I suggest keeping the pantheon fairly small, perhaps 10 or so Immortals.

How about this list as one for Immortals worshipped in Thunder Rift:

Halav -Valleyfolk, Fighters
Petra -Valleyfolk
Zirchev -Valleyfolk, Wizards
Flinn (New Immortal, Post WotI) -Chivalry

Ilsundal -Elves
Mealiden Elves
Kagyar -Dwarves

Ordana -Brichtwood Druids
Djaea - Grimwood (Grakken) Druids

Orcus -Orcs, Goblins, Gnolls, Minotaurs, Ratlings
Demogorgon -Lizardmen, Newts, Dragons, Kobolds

Thoughts: I've been making changes even as I am writing this. The original though was as said to focus on the Traladaran Three, due to possible historical reasons. However, as I am writing, Im realizing the need to focus on the following:
* Conflict between Fighters and Wizards
* Elves, Dwarves, Humans
* The two Druidic Traditions
* Monster Races
* The Black Knight and his followers.

Not sure how well this is reflected in the above. Suggestions are very much welcome!

Håvard

Håvard
#102

zombiegleemax

May 31, 2006 0:38:47
Another fitting place for Thunder Rift would be within the Thunder Mountains of the Adri Varma Plateau, from the orange-cover B3: Palace of the Silver Princess. Here's the text describing the mountains, which lie along Glantri's northwest border:

"These low pine-covered mountains see the sunlight infrequently. Most of the time thick storm clouds linger on the mountain tops - clouds that often erupt into violent thunder storms. An evil wizardess is rumored to live in the mountains in a giant hollow oak she uses as a lab. It is believed that it is she who keeps the thunder storms alive, partly because she fears the light and partly because it keeps away the curious. Local people don't recall anyone ever going into the mountains, and if anyone ever did, they never returned to tell about it."

Shane Henry
#103

havard

Jun 02, 2006 7:58:09
Another fitting place for Thunder Rift would be within the Thunder Mountains of the Adri Varma Plateau, from the orange-cover B3: Palace of the Silver Princess. Here's the text describing the mountains, which lie along Glantri's northwest border:

"These low pine-covered mountains see the sunlight infrequently. Most of the time thick storm clouds linger on the mountain tops - clouds that often erupt into violent thunder storms. An evil wizardess is rumored to live in the mountains in a giant hollow oak she uses as a lab. It is believed that it is she who keeps the thunder storms alive, partly because she fears the light and partly because it keeps away the curious. Local people don't recall anyone ever going into the mountains, and if anyone ever did, they never returned to tell about it."

Shane Henry

Cool idea Shane!
Thunder Rift officially is not plagued by Thunder, but gains its name by the Thunderous Roar of the Great Cataract resounding throughout the valley. Still, Gulluvia would be a viable location for Thunder Rift.

Håvard
#104

havard

Jun 02, 2006 8:00:30
Thunder Rift Resized:

I seem to have made a mistake when I looked at the size of TR earlier. This is a better estimation to the size of the valley:

26,7 cm/2,5x2=21,3 miles east-west
20,2cm/2,5x4=32,3 miles north south
Area: 688 sq miles

That means the valley covers around the size of a 24 hex mile, rather than an 8 mile hex as previously stated.

Håvard
#105

silversai

Jun 02, 2006 12:44:49
xxxxxxxxxxxxxxxxxx
#106

havard

Jun 06, 2006 12:05:14
xxxxxxxxxxxxxxxxxx

You rang, sir? :P

Håvard
#107

silversai

Jun 06, 2006 12:15:10
I had a general question this subject, but no one responded to the post. The title of the post is "A Question about the Thunder Rift Setting" and here's the info: I need some help i just downloaded the T. Rift campaign from the paizo. com and I want to create campaign based on the modules that we recommended for the setting? I'm wondering how some Dm's are incorprating the T. Rift modules in there campaigns, and what events, hooks, rumors, and current events have been made, any suggestions would be honored.

SS
#108

havard

Jun 08, 2006 6:48:15
I had a general question this subject, but no one responded to the post. The title of the post is "A Question about the Thunder Rift Setting" and here's the info: I need some help i just downloaded the T. Rift campaign from the paizo. com and I want to create campaign based on the modules that we recommended for the setting? I'm wondering how some Dm's are incorprating the T. Rift modules in there campaigns, and what events, hooks, rumors, and current events have been made, any suggestions would be honored.

Hope you found something of use in this thread. I have posted most of my thoughts here. More coming shortly...(ta-da!)

Håvard
#109

havard

Jun 08, 2006 7:31:38
Almanac Entry Part 1:
Thunder Rift
Location: Northeastern Darokin
Area: ca. 688 sq. miles
Population: ca 20,000 Humans and Demi-humans (ca 50% humans, 10% Dwarves, 15% Elves, 20% Halflings, 5% Rakasta, 1% Gnomes). Due to the valley’s violent history, only 10% of the population can be found in the major settlements. A large number of humanoids and other strange creatures also make their home within Thunder Rift.
Languages: Common (Riftspeak dialect), Dwarven (Rockhome dialect), Elven (Alfheim dialect), Myoshiman
Coinages: Quadrivial (Gold), Wand (Silver), Sword (cp)
Government Type: Varies by settlement.

Industries: Most people of Thunder Rift rely on agriculture and husbandry.
Description:
Thunder Rift has a history of greatness and power. But it is also a history of much hatred, violence and destruction. The once large towns and cities have been reduced to mere villages. Castles, built in ages of glory past lay in ruins.

Kleine (village) population ca 150
Resting on the southern shore of Lake Ostrel, Kleine is a small village of fishermen and farmers. It is ruled by the Kleine Village Council and is home mainly to humans and a few gnomes. Dwarves from the Farolas hills are also often seen in the village. Councilman Baur (NM/Human Ari 2) is the main spokesman of the Village Council.

Melinir (city) population: ca 200
This walled city was once the capital of Thunder Rift. Humans and demihumans walk the streets of this village. Located in the northern shore of Lake Ganif is still be center of trade in the valley. The Tower of Mage Isle is also technically part of the city. It remains the center of the Quadrial. Mayor Valum (F9/Human Ftr9) is the ruler of the city.

Torlynn (abandoned town) population: ca 50
Torlynn was once a large town, but now only a few people remain. After the pests that had taken over Barrik’s Tower had been driven out recently, the village is experiencing a slow growth once again. Burgomeister Gustovan (NM/Human Ari 3) is the ruler of Torlynn.

Edgewater (village) population: ca 40
This tiny village was founded by a group of monks known as the Kohlorian Brotherhood. The library of Edgewater is the only thing left of this mystic order.
(see Dungeon #41)

Hearth-Home: (Village) populartion: ca 300
This is the main Dwarven Settlement in Thunder Rift, and seat of the Farolas Clan. It is located deep in the mountains overseeing the Farolas hills. Lord Otaras Stoneson (D9, Dwarf Ftr9) is the ruler of Hearth-Home.

Silvercrest: (Village) population: ca 500 Located in the southern part of the Gauntlin Forest, this Elven Clanhold is the only elven settlement of any size in the Valley. It is the home of the Silvercrest Clan which have been the rulers of the Gauntlin Elves for centuries. Lord Elladin Silvercrest (E9/Elf Ftr5, Wiz4) is the current ruler of Silvercrest.

Artarashai (New Ashai): (Village) Population: ca. 200 This village is the only known Rakasta settlement in the Valley. It is located on the Wailing Plateau, and was founded only a few years back when the Rakasta first arrived in the valley as refugees from the Ashai region of Myoshima. Daymio Kamaggi (R5/Rakasta Ftr5) is the current ruler of New Ashai. (More details in Rage of the Rakasta)
#110

gazza555

Jun 08, 2006 8:47:29
Almanac Entry Part 1:...

Very good, I look forward to seeing the rest.

One point, though, I would have waited until next week (after the 12th) before posting it. I guess you can always post it again, after it disappears ;)

Regards
Gary
#111

havard

Jun 08, 2006 9:00:36
Very good, I look forward to seeing the rest.

One point, though, I would have waited until next week (after the 12th) before posting it. I guess you can always post it again, after it disappears ;)

Regards
Gary

Yeah, I will repost it, with part 2 on Monday

Håvard
#112

silversai

Jun 08, 2006 12:50:41
Thanks Havard for your entry, im wondering has anyone done a conversion on the original T. Rift modules with using the D20 system or 3.5 rules. I'm not trying to be lazy, but if someone has already done this why not share the wealth.

SS
#113

havard

Jun 09, 2006 3:36:18
Thanks Havard for your entry, im wondering has anyone done a conversion on the original T. Rift modules with using the D20 system or 3.5 rules. I'm not trying to be lazy, but if someone has already done this why not share the wealth.

AFAIK, no full conversions have been made (let me know if I'm wrong!), but most of the monsters from the modules have been converted in this thread:
http://boards1.wizards.com/showthread.php?t=459254

Håvard
#114

silversai

Jun 09, 2006 18:08:03
Thanks for your reply, and i'm looking foward to your 2nd entry on the almanac.....
#115

havard

Jun 10, 2006 15:17:39
Thanks for your reply, and i'm looking foward to your 2nd entry on the almanac.....

I'm glad someone is finding what I'm writing useful

Håvard
#116

havard

Jun 13, 2006 10:01:12
Alamanac entry part 2 has been delayed since WotC hasnt gotten around to upgrading the boards yet.

Håvard
#117

thorf

Jun 13, 2006 10:09:13
It seems that they're having problems with the new boards. They've said that they may be delayed another day, but it sounds like it might be a little longer. It would be awful if they brought the new boards online and everything crashed repeatedly...

They are also saying that these old boards will be left up throughout July, so we should be able to access them to copy stuff over even if people post stuff up to the last minute.

Probably the best thing to do is to just keep on posting and ignore the situation with the boards.
#118

havard

Jun 13, 2006 10:19:00
Probably the best thing to do is to just keep on posting and ignore the situation with the boards.

Okay then

Thunder Rift Almanac Entry Part 2


Notable Sites
Here are some sites worth note within the valley.

Barrik’s Keep: Built upon the ruins of Duke Barrik’s Castle, which was destroyed back in the goblin wars, Barrik’s Keep itself now finds itself in shambles after the death of the wizard who made his home there. Recently, the keep has become the home of various sinister creatures, including a tribe of Ratlings. It is located just north of Torlynn.

Brichtwood: The Brichtwood is a lovely forest to the south of the Gloomfens. It is home to many sylvan creatures including the unicorn Bran ap Seamus (unicorn/unicorn Drd4). A tribe of Centaurs also work to protect the forest.

Gauntlin Forest: This vast wood covers nearly a quarter of Thunder Rift. The northern part of the Forest is claimed by Gnolls, Bugbears and other humanoids. The southern part is controlled by the Gauntlin elves under the leadership of the Silvercrest clan.

Grakken Wood: This dark sinister wood-realm is a dreadful contrast to the Brichtwoods. Many strange and terrible creatures dwell here. The master of the woods is Lord Grakken, a Gakkarak Druid (Gakkarak/Gakkarak Drd 2)

Keep of the Black Knight: Deep in the Southern Swamps lays the Keep of the Black Knight. It was founded by the only survivor of the massacre of Jameson’s Academy, a tormented soul who swore revenge on the world. It is the secret base of an Assasin’s Guild, and home to various humanoids. Its ruler, the current Black Knight is Sir Argyl (F10/Human Ftr6/Black-guard 4).

Marshwoods: A wet marshland forest filled with ruins of old settlements and various failed attempts to farm the marshes. The Marshwoods are home to a large number of lizardmen and other swamp creatures. A large number of undead are also encountered in these marshlands under the leadership of Unchard Tonsha (Wight, HD4)

The Black Swamps: Bordering on the Marshwoods, the Black Swamp I filled with quagmires and other dangerous swamp-like terrain. Somewhere within the swamps lays the ruins of the legendary Castle Kraal.

The Bone Hills: A jagged, bleak landscape in the southwestern corner of Thunder Rift protects one of the lost exits from the valley. Unfortunately, the red dragon Scortch (Huge Red Dragon) has made it his home.

The Burning Hills: The hills of the northeastern part of Thunder Rift swarm with Goblins, Hobgoblins and Kobolds. Direwolves are also frequently spotted in this dangerous area. The Bone Hills are also the home of the legendary Master Thief, Raven (T9/Human Rog9).

The Dark Pit: Surrounded by humanoid settlements, this wide hole in the ground is the entrance to a vast network of caves guarded by powerful monsters. Secretly, it is an entrance to the Hollow World, leading directly to the Valley of the Eternal Sun.

The Gloomfens: This was once the location of Sir Jameson’s Academy of Combat (AKA The Fighters’ Academy), but has been turned into a cursed poisonous swampland. Terrible undead are said to reside within the ruins of the Academy.

The Horned Hills: These hills guards one of the few known entrances and exits to the valley. The Horned Hills are controlled by a tribe of Minotaurs who extract some toll from caravans travelling through the area on their way to or from Melinir.

The Monolith: Another mystery of the valley is the huge black monolith. This is actually the Monolith of Ashai, a rock from Mystara’s invisible moon, which lends some of its light bending magic to keeping the valley a secret to outsiders.

Wizardspire: This mountainous fortress was once the center of magical learning of Thunder Rift. After the tragic conflict with the warriors of Jameson’s Academy, it was believed that all of the Wizardspire mages had been killed. However, there are now rumours of a survivor, known as the Mad Mage (Lich/Lich Wiz13) who is said to be able to control armies of undead.

The Wailing Plateau: This huge piece of rock rests within Gnoll controlled parts of Thunder Rift. However, Gnolls keep away from this area, possibly due to the shrieking sounds emitting from the holes in the rock. The Wailing Plateau is now home to the Rakasta of Artarashai.

The Plunging Cataract: The Thunderous roar of the Plunging Cataract that can be heard throughout Thunder Rift is what gives its name to the valley. It is rumoured that the last King of Thunder Rift travelled across Lake Ostrel when his barged sailed too close to the Cataract and was sunk, it and its treasure still remaining below the waters.

Mage Island: Mage Island lays at the center of Lake Ganif. It is the original home of most of Thunder Rift’s magic-users. It is said that the great library there contains one of the greatest collections of arcane lore in the world. The Island is owned by Master Geoffrey (MU7/Human Wiz7), a centuries old wizard.

Raven’s Ruin: In the Burning Hills lays the fortifications known as Raven’s Ruin, home to the legendary Master Thief, Raven.

The Ruins of Kraal: Deep in the Black Swamps lays the ruins of Castle Kraal. Humans have abandoned the area since the Castle mysteriously sank into the swamps. The Ruins have become home to the lizard-like race of Newts.

Melinir Mines: The hills surrounding Melinir contain a large number of mines originally built by dwarves. These mines have now become taken over by brigands. Legends of the area say that the mines are also home to a race of supernatural beings whose eternal sleep has been undisturbed until now.

The Whistling Cave: Miners have always stayed away from this part of the Melinir Hills. The wind blowing through the numerous entrances of the cave creates an eerie whistling sound, giving the Cave its name. To this day, no one knows what horrors the Cave really holds.

The Haunted Tower: The spirit of Sir Jameson the Defender remains in the ruins of his old Academy, deep within the Gloomfens. Other undead are also said to dwell in this area. Recently, a vampire named Lord Ursus Longmane has also been said to have moved into the Haunted Tower.

Håvard
#119

silversai

Jun 13, 2006 12:27:04
Thanks for part 2 and I hope there's a part 3.
#120

havard

Jun 14, 2006 4:22:36
Thanks for part 2 and I hope there's a part 3.

No problem!
There is a part 3, though it isn't quite finished yet. I will post it when I have filled in the missing details. I hope to have it ready over the weekend.

Meanwhile, let me know if anyone has ideas for the first two parts.

Oh, by the way, if you havent noticed yet, stats for NPCs are given in the format: Classic/3.5E

Håvard
#121

silversai

Jun 14, 2006 13:31:00
xxxxxxxxxx
#122

silversai

Jun 14, 2006 13:33:35
Thanks for the update!!!! I like your 2 first installments they give you a basic feel of the T.Rift setting. One of things that i would like to see are what modification did you make to your campaign or did you base the Rift on the Almanac part 2 information. Here's a few examples-did you increase the town size for Melinir or what is the Quadrial up to lately. What is Scorch's plans to increase his territory.

SS
#123

havard

Jun 18, 2006 7:47:58
Thanks for the update!!!! I like your 2 first installments they give you a basic feel of the T.Rift setting. One of things that i would like to see are what modification did you make to your campaign or did you base the Rift on the Almanac part 2 information. Here's a few examples-did you increase the town size for Melinir or what is the Quadrial up to lately. What is Scorch's plans to increase his territory.

Population:
I will need to check the TR guide just to make sure, but IIRC the population size of Melinir remains unchanged from the official information. Other settlements are derived from Melinir; it is listed as the largest human settlement. I decided to make the total population of TR quite large compared to the total populartion of the known settlements. I figured that wars and dramatic episodes throughout TR's history has lead to most people being driven from the towns and are now living in tiny villages of no more than 50 people in each village.

Quadrial: Good question. Any suggestions?

Scortch's Plans: I'm assuming he would be interested in finding the lost dragon treasure of his cousin Ash. Ofcourse, he doesn't know that Ash has returned as an Undead Dragon who has sworn revenge on the Quadrial...

Håvard
#124

silversai

Jun 19, 2006 14:33:57
Thanks for responding to H, I having been trying to compose a few concepts based on TR's history and make the setting a little more modern. The main hurdle is actually based of your almanac entrys because there's some major villians in the setting that I would like to use i.e the vampire, the mad lich, the black knight, and Scorch and how to incorporate them into the setting and whats there purpose in the TR, plus create the TR modules into an adventure path, but speed up the time period and events to be more current.

For example my idea for Scorch was to have him starting kidnapping wizard types and bards and interrogating them for the lost treasure items.

2nd idea was to have a natural disaster happen in the Rift that casues the heroes to hook up with the Quadrial.

3rd idea for the Quadrial was that Raven has turned evil from a powerful item or artifact that he stole years ago, and his motive is to destory the remaining Q members. The Q starts to see members come up missing, so the hire the Pc's to investagate. (possibile hook charmed by the Mad Mage)

Also I was thinking of expanding Mage Island a little. Geoferry is tired of people just coming to the library, so being a business man he wants to attract more adventures to the island. Some of his business ventures he wants to put in motion an Adventure's guild, musuem, and a possible wizards academy, and abonded ruins from the war....

Well here's my suggestions, if you have any ideas let me know.......

SS
#125

havard

Jun 21, 2006 8:14:37
For example my idea for Scorch was to have him starting kidnapping wizard types and bards and interrogating them for the lost treasure items.

Thats a good idea, and should be an excellent starting point for an adventure. Geoffrey of Mage Island and Pickman the Wizard are both likely to be concerned about a situation like that and could hire the PCs to investigate. I see Scortch as a rather cowardly type though, he will probably only kidnap wizard types he is sure he can handle.

2nd idea was to have a natural disaster happen in the Rift that casues the heroes to hook up with the Quadrial.

What kind of a disaster? An earthquake perhaps? Or perhaps the Gloomfens are expanding?

3rd idea for the Quadrial was that Raven has turned evil from a powerful item or artifact that he stole years ago, and his motive is to destory the remaining Q members. The Q starts to see members come up missing, so the hire the Pc's to investagate. (possibile hook charmed by the Mad Mage)

I like Raven alot. It would be cool if you establish him as an ally of the party first, so they are more likely to realize that he has been charmed once they realize he is behind it all. Note that Raven is a powerful character so this will be a challenging task for a low-level party.

Also I was thinking of expanding Mage Island a little. Geoferry is tired of people just coming to the library, so being a business man he wants to attract more adventures to the island. Some of his business ventures he wants to put in motion an Adventure's guild, musuem, and a possible wizards academy, and abonded ruins from the war....

Mage Island is an ideal place for something like this. Training wizards and adventurers to help making Thunder Rift a more safe place. Ofcourse, this could bring up painful memories of the Wizards of Wizardspire and their fate among its enemies, such as the Black Knight and his asassins...

Håvard
#126

phoenixmcl

Feb 21, 2007 13:19:47
I've brought it back!

So how many TR adventures were found in Dungeon?
#127

havard

Feb 22, 2007 13:13:54
I've brought it back!

So how many TR adventures were found in Dungeon?

Good to see this old thread back!

I haven't heard anything of TR adventures in Dungeon, but if there were any, I would like to know about that as well.

Oh yeah, if anyone feels like making a hex map of TR, that would be nice

Havard
#128

phoenixmcl

Feb 22, 2007 14:57:26
Hey I don't know if anybody looked but the Dragon Quest box set contains three adventures set in Torlynn. It also introduces Gustovan. (Quest for the silver sword.) "Torlynn is a small village set in a quiet, hilly area near the mountains. The heroes have lived here for many years and think of Torlynn as home."--I guess it is like a small Threshold.

Adventures include:
dwarven mine containing eisenmond (magical metal ore)
Searching for the Eisenkern (which turns out to be a magical 2-handed sword called Jamnar)
Fighting Estorax Rex (a red dragon)

I don't have the cards with me, but I remember they did contain information about equipment and characters. Maybe some info there too. I'll keep looking.

#129

phoenixmcl

Feb 23, 2007 13:30:28
I'm doing this in sections I hope it helps the GAZ. The Dragon Quest adventures are pretty weak so unless you want alot of cardboard monsters I wouldn't recomend.

This is based on canon material (Dragon Quest Adventure Book) in my own retelling.

The Dragon Quest

Long ago dwarves mined the mountains which over look the modern day village of Torlynn. The dwarves mined a powerful ore that was used to make magical weapons. This ore was called the eisenmond (i-sen-mond).
As they dug deep into the mountain they awakened a red dragon by the name of Estorax Rex. Estorax Rex led a war between his lizard man worshippers and the dwarves. After losing many, the dwarves were able to imprison Estorax Rex and his cult with the power of a large magical nugget of eisenmond called the Eisenkern. Eisenkern was placed at the seal of the gate in the hands of a statue referred to the dwarfs as the “Stone King”. The dwarves left the mountain for future prospects believing the dragon sealed for good.
:fight!:
#130

phoenixmcl

Feb 23, 2007 13:32:16
The Eisenmond Blade

1000 A.C. The Minotaur Dabokia and his humanoid gang learn about the power of Eisenkern. Seeking to make a weapon of great strength Dabokia steals the nugget of ore and returns it to his ruined castle nestled in the thick woods two days ride from Torlynn. Dabokia smiths the ore into a magical two handed sword called Jamnar.

Dabokia the Minotaur: AC 6; HD 6; hp 30; MV 120’ (40’); #AT 1 1 gore/ 1 bite or 1 weapon (Jamnar); Dmg 1d6/ 1d6 or by weapon type +2; Save Fighter 6; ML 12; AL Chaotic
Dabokia will begin combat by attempting to bum rushing the closet opponent with his gore. He then will try and bite that same opponent. After that he will use his weapon, Jamnar.

Jamnar: two-handed sword 1d10 +2, +4 against dragons
When a dragon is near Jamnar glows bright blue. If Estorax Rex is ever killed Jamnar will melt into a pool of worthless metal because of the spell cast on the nugget it was made from, Eisenkern.
#131

phoenixmcl

Feb 23, 2007 13:33:39
Jaws of Flame

Once Dabokia stole the Eisenkern the spell was weakened. Estorax Rex and his lizard men immediately begin tunneling out of the mountain lair. Creating a giant hole in the side of the peak Estorax Rex escapes and immediately terrorizes Torlynn. Demanding all of the town’s gold and treasure, Estorax Rex takes Stephanie a town local hostage and returns to his cave to await tribune in two days.

Estorax Rex the Red Dragon; played as a small red dragon. (Original adventure was for third level adventures.) Spells: fear, shocking grasp and slow.
Estorax Rex is a talking dragon. He is ruthless and enjoys killing almost as much as treasure. In order to increase his treasure he will go to any lengths from hostages to extortion. He prefers ripping adventures limb to limb and roasting them with his breath than spell casting. Estorax Rex is the preverbal cat to the cat and mouse game. His lair is often protected by lizard men who worship him like a god. These guards make it difficult to enter his lair while he is asleep.

Stephanie of Torlynn; No special stats play as commoner. AL Lawful.
Stephanie is a local town beauty and damsel and distress. She will fall madly in love with her rescuer.

#132

phoenixmcl

Feb 23, 2007 13:37:07
A Call to Glory

These are things that are inferred about Thunder Rift by the Dragon Quest adventures.

- They have an autumn like season with deciduous trees that loose their leaves near Torlynn.
- Burgomaster Gustovan is fat and heavy with a thick mustache and uses a monocle. He talks slow, heavy voice with a thick accent. (German?)
-Dwarvish runes are the same whether ancient or modern.
-eisenmond is a glowing iron that amplifies magic spells placed on them (Blue Steel?)
- Thunder Rift Minotaurs have smithing abilities powerful enough to make magic weapons.
- There is a forest two days ride from Torlynn. I don’t have the Thunder Rift module yet but I think that means a couple of things for the size of the valley. It is either 64 miles from Torlynn to the northern tip of the Gauntlin Forest (riding horse forest) or it is 68 miles from Torlynn to the edge of Bright Woods (riding horse hills and forest).
- The mountains near Torlynn are sleeping volcanoes. They are not active or dormant. They have hot springs and lava flowing on the inside.

Hope these inputs help the project. This really is based on TSR material. I think we can treat the Dragon Quest adventures kind of like how GAZ 1 delt with B6 and not kill off the dragon just trap him by returning the sword to the "Stone King". Hope it helps.
#133

phoenixmcl

Feb 27, 2007 14:53:16
As much as the Quadrail is a big title I think it would be interesting to give it a "big fish in little bowl" type appraoch.

Assuming the Council still meets at Mage Isle perhaps something along the lines of the old martial arts movie "The Circle of Iron" could be applied:

A legend is spread about Thunder Rift that the Quadrial secretly meet on Mage Island and are preparing for immortality. Most of the time, Quadrial members die before training is complete and have to be replaced with another set that is granted a chance to achieve immortality. This is a monastery island where no is allowed except for future Quadrial inductees and a few select mages that serve them.
One day adventures are asked to compete for a chance to become Quadrial. After proving themselves champions of the four races they set out as a group on a chain of quest. Perhaps finally dealing with Scorch (in some way) at the end of the quest. After finally crossing the lake and entering the monastery they finally are given the opportunity to meet the current "Quadrial" and the head of the "library of infinate knowledge" Geoffrey. Geoffrey will insit they join and deticate their life to the duties of the Quadrial. In the end the mages of the monastery will attempt to convince the adventures that "immortality" is only legendary. Geoffrey will try to convience them saying, "it really means that one's name will always be remember if they stay and to take the place of the current Quadrial". If the adventures decline they can go on for further adventures and perhaps an actual quest for immortality (always under the watchful eye of the Mages of the Isle to ensure their secret doesn't get out.)
:angelhide
#134

havard

Feb 28, 2007 8:27:00
Hey,
thanks for posting these great ideas! I especially like the part about Eisenkern. There are way too few magical minerals that we know about for Mystara. It seems a little too similar to Mithril for my tastes, but perhaps we could make it a little different?

I was surprised at the mention of yet another Dragon in Thunder Rift. I always thought there would just be a few of them. Is this one related to some of the other dragons?

Havard
#135

phoenixmcl

Mar 02, 2007 12:55:11
Lizard Men in Thunder Rift are strange for Mystara outside of the Hollow World (Malpheggi). This maybe another reason to show Thunder Rift as a civilization cut off from the rest of Mystara. But we should be careful to assume that it doesn't have contact with other lands. (Will post about this later.) This would put their migration some where before 500 BC. This means lizard men arrive before humans. This also explains why in "Dragon Quest" the city of Torlynn has no history of the Dragon sealed in the mountain. Lizard men being prevalent to Thunder Rift, also means the Nithians never entered the valley. (Lizard men were largely relegated to hidden swamps, secluded valleys... HW DM sourcebook p9)
Strangely though, the history of the geography suggest it maybe a glacier valley. Assuming it is placed properly by Havard, the cataclysmic change brought about by the Blackmoor Device did a number on Thunder Rift. The ice might even have still been present when the Hutaakans arrived. If it is true that the areas are dormant volcanoes as noted in "Dragon Quest" then we can also assume that land shifting may be manipulative to some of the valley area. So all that said a summary of possible events can be added to Havard's time line (Havard check dates after the war I think 670 and 680 should be switched.)

3,000 BC- Blackmoor device explodes.

1,500 BC- Hutaakans enter the valley finding it a soggy wet yet fertile land. A discovery of the Eisenmond and its ability to intensify magic leads to tapping the natural power of the ore all ready rooted in the heart of the mountains. With the connection between Eisenmond and the monolith the Hutaakans are able to seal off the valley from outsides.

1,000 BC- The invasion of the Gnolls force the Hataakans to leave the valley. As the Hutaakans leave the valley their protective spell weakens. From this point on Thunder Rift is given it's "thunder" sound from the weakening of the magic stored in the Eisenmond ore that is found in the mountains. This also creates large electrical storms around the peaks of the mountains. The valley is no longer invisible but erratic electrical-storms prevent airship or explorers to cross over the peaks.

689 BC- Lizard men arrive and find the swamps a refuge. With the war over no one notices the lizard men's actions. They bring a red dragon hatchling and raise it in a lair in the base of the mountains near modern day Torlynn. The hatchling is worshiped by the lizard men as the incarnation of Ka.

670 BC- While the Dwarves are searching for Aristicles they stumble across a vein of Eisenmond. They begin mining it.

675 BC- Lizard men begin spying on the Dwarven shipping routes from their mine near modern day Torlynn.

677 BC- Lizard men make their first assault on the Dwarf mine. Dwarves fight back the invaders.

678 BC- Estorax Rex begins raiding the land for treasure.

680 BC- With the assistance of Estorax Rex (the Red Dragon) the lizard men tunnel from the lair at the base of the mountain to the connecting mines. The surprise attack takes the dwarven miners off guard…many dwarves are lost. With limited reinforcements from Hearth Home the decision is to use the Eisenmond within the mountain to seal the dragon and his followers in the mountain. The Eisenkern is enchanted with similar magic the Hataakan used to seal of Thunder Rift.

600 BC- Lizard men have breed out any generation of knowledge of the Temple of Ka or its master trapped inside the mountain.
#136

iramus

Aug 12, 2007 17:41:46
A hand drawn, hexed map of the Melinor region. One hex equals a mile if you're using the cannon scale but each hex equals five miles in my version of Thunder Rift.

IMAGE(http://www.faceparty.com/pb/1991/images/leighgionaire_28687491.jpg)

My original is rather larger than the image shown here but I'm computer inept. If it's of any use to anybody I could e-mail the map.
#137

havard

Aug 14, 2007 8:39:48
A hand drawn, hexed map of the Melinor region. One hex equals a mile if you're using the cannon scale but each hex equals five miles in my version of Thunder Rift.

IMAGE(http://www.faceparty.com/pb/1991/images/leighgionaire_28687491.jpg)

My original is rather larger than the image shown here but I'm computer inept. If it's of any use to anybody I could e-mail the map.

Very nice!

Please send me one. My email adress is havardfaa (at) yahoo (dot) no

Havard
#138

iramus

Aug 14, 2007 18:47:49
Very nice!

Please send me one.

Havard

Done.
#139

phoenixmcl

Aug 19, 2007 13:29:07
A long time ago I asked about Dungeon adventures

FYI

Dungeon 41 has the only TR adventure printed.
"A Way with Words"
A great adventure that includes Gnomes, Bards, Kobolds and the Black Swamp. It also introduces Edgewater, a town not listed in the TR book.

Also "Old Man Katan and the Mushroom Band" is awsome (even though it is generic setting)

Both of these adventures are HEAVY into role playing and puzzle solving. Very little hack n' slash.


I'm sure everyone else knows about this so I won't go on. In the future I amgoing to post reviews of all the TR modules because very little info is found on the net.
#140

havard

Aug 19, 2007 14:14:36
Thanks Phoenix!

I'm looking forward to your reviews. I think I may get back to this project now and see if I cant make a little pdf out of it so more people will enjoy Thunder Rift.

Edgewater needs to be included for sure.

My original idea was to make quite a bit of the project a 3E conversion, but now I'm thinking I may keep it very rules light.

Havard
#141

phoenixmcl

Aug 21, 2007 14:35:48
Before starting on the reviews I am posting info on Edgewater. (Dungeon 41 Woodruff/ Beach "A Way With Words" TSR)

Edgewater

Halfway between the Melinir and the East Drake River's delta to the Black Swamps lies the small town of Edgewater. Peaceful and quiet the town is centered around its most distinguising feature, a library. This library was built by an order of monks known as the Kohlorian Brotherhood Among Bards and scholars that seek the tomes held within the libraries studies Harfur Glumtoes, a gnomish archaeologist. About two miles north west of Edgewater lies Rhiannon the bards playhouse. Rhiannon lives in a circular house build around a large oak. Rhiannons taste for the dramatic have left her songs depressing and unpopular with critics and the citizens of Thunder Rift.
#142

phoenixmcl

Aug 21, 2007 14:57:46
Please note I will not be rating any of these reviews because I strongly believe that an adventure is only as good as the players and DM make it. The following info will contain spoils out of need to give DMs an idea before they purchase the product. If these reviews need more info please tell me. I will keep this format so that fans can know what they need to before buying or breaking that seal on almost 20 year old stuff.

Dungeons & Dragons: Sword and Shield by John Terra

Levels 1-3 for 1-4 characters

What you get; adventure module, battlemap of the Black Knight's Keep and card stock miniatures of mounted knights.

Synopsis: The Black Knight kidnaps two members of your village. You go undercover as a Knight or the companion to a Knight (Sir Tristram). Between jousting matches (which you actually take part in) you must search the castle for your kidnapped villagers. It is possible to get caught, join the Black Knight or defeat the Black Knight and win the villagers back. This adventure keeps the PCs on their toes with lots of action than just dungeon crawl. Expected play time 4 - 6 hours.

Notable Thunder Rift locations: Avenal, the keep of the Black Knight.

Notable TR past info: More history on the Wizard-Warrior war. (Assassin-fighters)

Notable NPCs: Argyl, the Black Knight and his butler Revit and his Cleric Perin.
Six knights of Thunder Rift. Sir Tristram.

Notable Monsters: None
#143

havard

Oct 28, 2007 9:55:54
Phoenixmcl, I never got around to thanking you for your latest contributions to this thread, but they have actually proved very useful

Some more ideas for TR has been popping up in discussions in other threads, but I thought I would try and post some of them here. First of all, I have been rethinking the location of TR in the Known World. My current suggestion is moving it to northeastern Karameikos, northeast of Castellan Keep a.k.a the Keep on the Borderlands.

Here's a quick map merging work by Thorfinn Tait with my own as an illustration:

IMAGE(http://home.nvg.org/~hoc/TRinKarameikos.jpg)

This will mean that the two exits from TR will be shifted slightly. The one in the horned hills will now lead to Ylaruam and the one in the Bone hills leads to Karameikos by way of Castellan Keep. Since both exits are well guarded they are almost never used. There is some trade with Ylaruam though, carefully guarded by those in control in the Horned Hills.

I'd like to further emphasize the Karameikos connection by suggesting that there is a large presence of Traladarans there, though Darokinians have also made their way into the valley. The religion will be mainly the Church of Traladara though (as others have suggested in the past) at least for the humans (And probably Halflings). Dwarves are still clearly of Rockhome stock and Elves remain Alfheimish. Rakastas still hail from Myoshima.


Some other things:
I'm hereby declaring the Vale part of Thunder Rift. The Vale is a subsetting made for the "Dungeons and Dragons: The Adventure Begins Now" game published in the late 90s. It features a small town called Haven (original right?) and a valley surrounding it. Im considering locating Haven, or Valehaven as I am renaming it in the northeastern corner of Thunder Rift.

I am also working on a map to include Edgewater from Dungeon #41 and Valehaven in Thunder Rift.

Havard
#144

phoenixmcl

Oct 28, 2007 13:35:20
I was trying to look at that adventure for "The adventure begins". That's the box set that comes with the TSR dice bag and has a dragon on the cover right?

As far a placing Thunder Rift in the Known World area I just have a couple of questions. First off Thunder Rift is somewhere on Mystara and I think we all can agree to that. Now I'm not sure if the debate on which continent is settle and I think the community should play with this idea.

I agree with Brun on the grounds that Thunder Rift is so similar to the Brun cultures that placing it on another continent would just degrade the possible diversity of the world. Especially since Brun is so diverse in itself.

I've always thought that Thunder Rift should exist somewhere south of Rockhome, west of Ylaruam, east of Darokin and north of Karameikos; probably in the Altan Tepes. In the TSR maps there is a small valley shown below the Larodar and Nithia Rivers. I don't own GAZ 9 so I don't have too much info about Rockhome.

This is also a good place because it is an area of dead space in the Known World. By placing this there it also makes Thunder Rift's east trade trail link up to Parsa. This also allows "the Jade Hair" to be used along with the TR products.

Thunder Rift is often thought of as isolated. Yet there is nothing in the Thunder Rift materials that state it is cut off from the rest of the world. In fact the TR Accessory encourages trade travel along the east trail. It is just highly dangerous and needs adventurers. The towns of Thunder Rift are self governed. This is common in small rural communities. Just because no one would have interest in the Thunder Rift valley wouldn't mean that Rifters wouldn't be interested in the outside community. For example if you have ever lived in a rural town you might often know people who have made trips to New York City. But very few New Yorkers actually care where Monowi, Nebraska is. No offense to the one person that lives there, I'm sure it is GREAT, just like Thunder Rift.

Ethnically it also puts the Dwarves in the north not far from Rockhome. Why the elves would migrate from Alfheim we can assume what ever. Perhaps the original forest area was more powerful like the Brightwood. Humans live anywhere and Halflings aren't short to follow. Neither humans nor Halflings are too concerned with maintaining cultural heritage if they have been rooted for a descent amount of time. For example when the humans came they could have had the same technology that they had when they got there. I think it would be more interesting to have the humans be Ylaruanian/Thyatian mix. Having the Black Night in the south near the Ylaruan border gives it a Austrian Hungarian feel to the Rift.

In my home campaign for TR there is a barbarian group that lives with wild horses in the south of thunder rift. (This gave a technologically weak group of people for the Black Knight to raid and bother.) I've still got to play with their culture a bit. I'm thinking a primitive southern Russian **** thing. Of course that is all just to fill blank space on the TR map and deal with plot holes in the adventures.

My focus was to stay away from Traldar society because this makes the portal jump to Bywater far more interesting.

So I don't know that's just my two cents.
#145

havard

Nov 19, 2007 14:16:22
I got into a real Photoshop map making frenzy this weekend. Here is a new one for Thunder Rift:

IMAGE(http://home.nvg.org/~hoc/TR09.jpg)

This version assumes the recent Karameikos location for the map.

Locations marked in red are from the D&D Fast-Play Game and related modules.

Other new locations:
* Edgewater: From Dungeon #41 (Kudos Phoenixmcl!)
* Stonefast: From the Zanzer Tam's Dungeon adventure.

Havard
#146

eldritchepidemic

Jan 10, 2009 17:05:01
I have lots of stuff for my home campaign.

I spent a bit of time fleshing out all of the Thunder Rift NPCs. Would anyone like them?

I could upload the entire folder somewhere so that everyone can peruse it. Is there any place particular that people would prefer?
#147

havard

Jan 11, 2009 6:54:57
I have lots of stuff for my home campaign.

I spent a bit of time fleshing out all of the Thunder Rift NPCs. Would anyone like them?

I could upload the entire folder somewhere so that everyone can peruse it. Is there any place particular that people would prefer?

I would definately be interested!

The people over at the Thunder Rift forum might be interested as well:
http://www.thepiazza.org.uk/bb/viewforum.php?f=45

Havard
#148

eldritchepidemic

Jan 11, 2009 14:13:50
I tried registering on The Piazza forums, but they won't send me an "activation e-mail". I checked all my filters and such, and it's not being filtered out as spam. I'll try and figure out how to contact them.

Anyway, most of what I have is way too large to post there. Some NPC descriptions are up to five or more pages. I was using it as an outlet while writing my thesis.

I have included the "Dragon's Den" box stuff as being part of Thunder Rift, just because it was in my home campaign. I vandalized your map to show how they might fit together. I'll send it to you, or post it.

Anyway, I'll look for a file hosting site, and upload the whole folder. If you want, I can also just send it to you, or anybody else that wants it.

Just so you know, I didn't think I would be sharing this stuff outside my gaming group, so there was no thought given to citation, or copywrite. Muchos has been borrowed (or stolen) from official TSR products (the direct copying of text for example), and the Vaults of Pandius. I don't know if there will be any issues with that.

Eldritchepidemic
#149

havard

Jan 12, 2009 13:15:02
I tried registering on The Piazza forums, but they won't send me an "activation e-mail". I checked all my filters and such, and it's not being filtered out as spam. I'll try and figure out how to contact them.

I'll contact Ashtagon, the guy in charge about this.

Anyway, most of what I have is way too large to post there. Some NPC descriptions are up to five or more pages. I was using it as an outlet while writing my thesis.

I have included the "Dragon's Den" box stuff as being part of Thunder Rift, just because it was in my home campaign. I vandalized your map to show how they might fit together. I'll send it to you, or post it.

Anyway, I'll look for a file hosting site, and upload the whole folder. If you want, I can also just send it to you, or anybody else that wants it.

Just so you know, I didn't think I would be sharing this stuff outside my gaming group, so there was no thought given to citation, or copywrite. Muchos has been borrowed (or stolen) from official TSR products (the direct copying of text for example), and the Vaults of Pandius. I don't know if there will be any issues with that.

I'll PM you so you can send it to me. Usually its a good idea to give people credit if you want to make things available on a website at least.

Havard
#150

eldritchepidemic

Jan 13, 2009 3:21:43
Sounds good.

As for fixing all of my citations, I'll start on that maybe next weekend. There maybe a lot to do.

Eldritchepidemic

PS: Did I mention that the package will include some heavily vandalised versions of your TR maps?
#151

havard

Jan 14, 2009 9:10:23
Sounds good.

As for fixing all of my citations, I'll start on that maybe next weekend. There maybe a lot to do.

Looking forward to it. I suppose you might also get away with just providing the names of all the contributers on top of the document...

PS: Did I mention that the package will include some heavily vandalised versions of your TR maps?

That's fine! I am curious to see what changes you have made

Havard
#152

eldritchepidemic

Jan 15, 2009 22:23:32
I have uploaded al of my Thunder Rift folders "as they are". Take a look.

I will see how much editing I can get around to on the weekend. If there is anything that you are particularly interested in, tell me, and they will be done first.

Until then:
Eldritchepidemic
#153

eldritchepidemic

Jan 17, 2009 20:27:28
I cracked open my black box with "Escape from Zanzer's Dungeon", on the "Dragon Cards", but I can't find these NPCs on the cards. Where did they come from?

- Barab: A swordsmith’s apprentice
- Carok: The delivery boy of an armorer
- Dent: A Street urchin
- Fura: A scullery maid
- Hector: Assistant to a local cleric
- Jala: A dancing girl.
- Nuggin: The green-grocer’s son
- Pike: A helper in Kleine’s militia.

I did, however, find some other cards that must have come from one of the other boxed sets (The Goblins Lair, The Dragon's Den, The Haunted Tower). They several other NPCs, or possible player characters. The cards are small, about the size of playing cards or "baseball cards", and yellow(ish).

I have organized them into like groups based upon how the info is presented on the cards.

The characters are:

From the Goblin's Lair box:
Hagrim Flintfist: Dwarf
Hikaru the Quick: Thief
Hugo Brandywine: Halfling
Rissiel Stillglade: Elf
Bryn the Pious: Cleric
Ariel Dreamweave: Magic-User
Corina Ravenshield: Fighter
The Goblin King: The Goblin King of the Red Hand Tribe

From The Haunted Tower box:
Kelvin Grimhaven: Fighter
Torin Grimbeard: Dwarf
Clarissa Tremaine: Cleric
Corelon Oakthorn: Elf
Scarlet Rifkin: Thief
Lonil Drethor: Magic-User (has a picture of kender?)

From the Dragon's Lair box:
Grochek Hammerfist: Dwarf (has a "Dragon Bane Rune Axe")
Jared O'loria: Fighter
Reverend Elin: Cleric
Ren Wardo: Magic-User
Talina: Thief
Cara Windwright: Elf
Sam Barleyman: Halfling

If anybody wants the info, I can either type in what's written and send it, or scan the cards, if they want to see the images (or whatever won't violate copywrite).
#154

havard

Jan 20, 2009 10:42:47
Still no luck with downloading your files, even resorting to using IE.

Sure there is no way you can cut and paste them into the forum?

Havard
#155

eldritchepidemic

Jan 20, 2009 17:04:19
Maybe, but not anytime soon.

Most stuff is multiple pages, and there are a lot of documents. I went through and fleshed out every single Thunder Rift NPC presented in any of the products, except for those ones I can't find.

I looked into seeing if I could host the files on my uni's FTP server (then I could just paste a download link), but they would only be there for three days, and that might not be enough time. Unfortunately, I spent a long time waiting to get through the automated phone system, to finally told that the office was closed, trying to get an address to upload to. I suspect that there might not actually be anyone at the desk.

I tried using box.net, but they have a very limited upload size. Using them would take a long time.

Anyway, I will leave the files where they are for for now. I know Microsoft sucks, but they have a useful upload and download size. I just accessed the files through a different account, and it works well.

Sorry for the inconvenience.

While I'm here...

Where did you find these NPCs? I went through the Dragon cards, but I didn't see them. Which cards are they on?

- Barab: A swordsmith’s apprentice
- Carok: The delivery boy of an armorer
- Dent: A Street urchin
- Fura: A scullery maid
- Hector: Assistant to a local cleric
- Jala: A dancing girl.
- Nuggin: The green-grocer’s son
- Pike: A helper in Kleine’s militia.

Thanks for all your great work!
Eldritchepidemic
#156

havard

Jan 21, 2009 5:50:10
- Barab: A swordsmith’s apprentice
- Carok: The delivery boy of an armorer
- Dent: A Street urchin
- Fura: A scullery maid
- Hector: Assistant to a local cleric
- Jala: A dancing girl.
- Nuggin: The green-grocer’s son
- Pike: A helper in Kleine’s militia.

They may have been from the Classic D&D box edition, rather than the one with the cards. I believe those were presented as possible backgrounds for the PCs rather than actual NPCs. They were definately part of the Zanzer's Dungeon adventure. I'll see if I can find them later.

Havard
#157

eldritchepidemic

Jan 21, 2009 21:45:38
Woops

I think I screwed up the folder permissions. Everybody in the “D&D” category has full permission to edit the folder, but for some reason, your name had different permissions (view). This is dumb, as you’re the only name in that folder.

Anyway, problem fixed.

Sorry for wasting your time.
Eldritchepidemic
#158

havard

Jan 23, 2009 7:55:46
I was able to download them now thanks! Impressive amount of work! This will take some time reading through...

You said modified versions of my map is in there somewhere?

Havard
#159

eldritchepidemic

Jan 23, 2009 16:08:08
Here is link to it.

http://cid-eab7b3c2378b3f63.skydrive.live.com/self.aspx/Images/Campaign%20Thunder%20Rift.bmp

You should be able to download it.

There is a lot of campaign specific stuff in their. I hope you can find something useful as you sort through it.

Both the intro adventure from the red box (Basic Set), and the Dragon's Lair box have been stuck in the Rift.

I merged Zanzer with Bargle, the vampire from The Haunted Tower box (The Vampire's Lair), and the wizard form Escape from Thunder Rift. I was trying to minimise the number of NPC's the players had to keep track of, as everyone was doing university and work in the early new millennium when I ran this.

Same thing happened to Vilbert (from the last Dragon's Lair adventure), and Pickman. Hence Vilbert Pickman. I updated him with someone's idea about the name, and made mention of it in his file. He is influenced by Pickman from Pickman's Model by Lovecraft, and the "Tooth Fairy" from Red Dragon (the movie). He might be one of favorite (and remembered NPCs); he became a great, totally insane, wererat-turned ghoul.

The relationship between the baker, the baker's wife, Zanzer Tem, and Perin the priest worked really well.

Nobody in my gaming group was interested in being a magic-user (I was annoyed by that), so Geoffry didn't get fleshed out, other than that he was Alphatian (and Alphatian's where like the Sidhe from PC1).

The Melinir Temple had to be completely fleshed out, as the PCs kind-of moved in there.

The stuff on the map from The Dragon's Lair became ontology from an earlier feudal period in Darokin, and fleshed out the feud between the feudalists and the democrats/ warriors and wizards.

Thats all I can think of for now. I will attach an outline of the adventure path/ plot, so the map will make sense.

Thanks for your time:
Eldritchepidemic
#160

eldritchepidemic

Jan 23, 2009 16:19:49
Here is the adventure path/ plot summery.

https://cid-eab7b3c2378b3f63.skydrive.live.com/self.aspx/Thunder%20Rift/Thunder%20Rift%20Adventure%20Path%20and%20Plot%20Summery.doc

Warning: it is full of spelling mistakes and such. I never thought anyone else would ever read this, and I have a lot of work to do before my girlfriend gets home, so I don't have time to edit it tonight.
#161

havard

Jan 25, 2009 12:16:33
Thanks!

Havard
#162

eldritchepidemic

Feb 04, 2009 10:59:03
Hey. It's me again.

I was wondering if you where able to get any of the stuff I put up, and if any of it might be useful.

Thanks for your time, and all of your work:
EldritchEpidemic