* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Ideas on relocating Ylaruam and the Ethengar Khanates Started at 08-13-07 11:16 AM by Akiyama Visit at http://forums.gleemax.com/showthread.php?t=905031 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Akiyama Date : 08-13-07 11:16 AM Thread Title : Ideas on relocating Ylaruam and the Ethengar Khanates From the thread Results of the poll about your Mystaran tastes (http://forums.gleemax.com/showthread.php?t=820750) QUESTION 3: Which place (or places) of Mystara would you like to be moved elsewhere on the maps? And where would you place it (them)? 13 - Ethengar moved (of which: 7 - to Central Brun, 3 - to a "wider area", 2 - to Skothar/Jen, 1 - to Western Brun) 11 - Ylaruam moved (of which: 5 - to Sind, 2 - to Thothia/Great Escarpment, 1 - to Davania) 8 - Atruaghin moved (of which: 3 - "faraway", 1 - to Davania, 1 - to Savage Coast, 1 - to Skothar) 7 - Northern Reaches moved (of which: 5 - to Norwold and 2 - away from Ylaruam) 5 - Alphatia back to the Outer World 2 - Savage Coast moved (of which: 1 - on a Mystaran moon, 1 - nearer to the Known World) Other answers: 9 Just an idea . . . How about relocating Ylaruam to the Great Waste region? I've always felt that not only is it in the wrong place, but it's far too small. Arabian-style deserts ought to be big! Having some towns in the Great Waste region would "connect" the Known World to the Savage Coast, making it more convenient for characters to move between the two areas. What to put in it's place? I suggest moving Littonia into the north-eastern part of that area. Then give the rest of the area a Russian-style culture and make it part of the Thyatian Empire. I know some people think of Karameikos as being Russian, but I've always thought of it as having more of a Romanian/Balkan character. Perhaps keep the Makistani as a Tatar-style culture. Also, perhaps make the Kerendan culture into a Ukrainian/Cossack one. This would change the feel of this part of the Known World and make mainland Thyatis into more of a Russian empire with a Byzantine core. Thyatis would be a bit larger, as befits its status as an Empire. Moving on to the Ethengar Khanates, I think they should be moved to the North of Sind, where the Adri-Varma Plateau is now. Keep the western part of this region as a grassland area, perhaps mixing in a few different types of terrain such as badlands, barrens, and hills, and have it be the domain of humanoid tribes such as the Gostai goblins (in the ex-Yugatai lands), Tangut orcs (in the ex-Yakka lands), Hooplat Hobgoblins and Ogres (west of the Dol-Anur river) and the Krugel Horde, relocated here from the Hollow World (in the ex-Yugatai, Kaerut and Taijit areas). More potential humanoid allies/subjects for King Thar! Turn the north-eastern part into a mountainous area and relocate the Kogolor Dwarves here from the Hollow World. As for the south-eastern area, separating the Kogolor Dwarves from the Rockhome Dwarves, well, before I bought my first Gazetteer and became a fan of the Known World, I had based my non-Krynn campaign around a city-state called Irilian. This was part of an AD&D adventure called The Rising of the Dark, published in White Dwarf magazine issues 42-47. I've always liked Irilian, and originally put it to the north-west of Glantri, but it would fit nicely in this area, I think. From White Dwarf: 500 years ago, when Irilian was a collection of hovels beside a ford on the river Iril, gems were discovered in nearby clay beds. Irilian then grew rapidly to it's present size, aquiring a reputation as one of the richest ad most powerful city-states in the area. It attracted many adventurers as well as the attention of the large humanoid tribes to the north who tried to sack it several times before being virtually wiped out in the Damner Batayle, the final battle in a 15 year war. A century ago the gems failed and Irilian started to decay: its land and possessions were sold off or occupied and its power declined, now extending a bare 5 miles from the city. Perhaps Irilian should be renamed Kandai and located on the Kandai river. It doesn't say what the population is, but probably quite small for a city - based on the size of the city map, and taking into account that the population has shrunk to the extent that a lot of the houses are abandoned and boarded up I would guess 5000. Generally, the city has an atmosphere of poverty and decaying grandeur. The population are somewhat narrow minded and selfish (probably N or CN in alignment), and suspicious of foreigners and non-humans. Dwarves are particularly disliked! It has a culture similar to that of medieval England, with names, street names etc. having a "middle-english" feel. Many of the streets are named after types of gems. Only a small area of the surrounding countryside was shown, it shows plains to one side of the city, and hills and forests to the other side. I would guess there must be quite a few independent villages nearby. The adventure mentions nearby humanoid tribes - the Gnarshuz and Daughqa orcs, the Kuzg goblins, the Tulus hobgoblins and the Fethi bugbears. There are also kobolds, gnolls, ogres and hill-giants in the area, and a powerful tribe of elves called the Daoine (they tend to have spell-casting abilities and high charisma, and to be at least 3rd level). There is a single paved road leading away from the city, and various trails. The Irilian gods are: Dauthrman - god of peaceful death and quiet journeys. NG. His clerics hate undead. Esrif - God of battle. His clerics seek to die in battle. They tend not to live very long. Felthu - Goddess of fertility. "Felthu is very popular, because of the orgiastic rites which accompany her services. Her clerics practice Sacred Prostitution, offering their bodies for Felthu's greater glory". Forgiefanus - Goddess of mercy and healing. Her clerics run a hospital, an orphanage and an almshouse in the city. They are pacifists, but they are so popular that anyone who attacks one will probably be torn apart by an angry mob. Lagu - God of law. The clerics of Lagu appear to be a crusading order, with a fortress in the city. They are unpopular because they are quite puritanical and they wish to convert everyone to their faith. In the adventure, their leader turns out to be not quite as devout as he appears. Laidhanas - Goddess of the family. Laidhanas is the supreme deity and her cleics are very highly regarded. Also, Juel, god of gems, Fanwe, goddess of the elements and Cahecubo, goddess of the seasons. I would suggest subsitituting Odin for Laidhanas, Chardastes for both Dauthrman and Forgiefanas, Freyja for Felthu and Thor for Esrif. Replace the clerics of Lagu with the Heldannic Knights, unpopular foreigners. Substitute Djaea for Cahecubo. Not sure about Juel, perhaps Macroblan in another form? Fanwe doesn't seem very important, perhaps substitute Frey to complete the set of Northern Reaches immortals? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : havard Date : 08-14-07 09:48 AM Thread Title : Re: Ideas on relocating Ylaruam and the Ethengar Khanates I dont see why that wouldnt work. IMC I wouldnt want to change the terrain though. I have opted for a similar sollution as you for Ethengar and Ylaruam, but instead of saying that they have never been there, I make the changes part of the post AC1000 timeline. The Ethengars are driven out of their lands by Heldannic Knights from the north and humanoids from the south, effectively dividing the grasslands between themselves. Ylaruam is conquered by Thyatis after increased Ylarii agression following WotI. As the curse of the lands is lifted the terrain here shifts from desert to rocky plains. The majority of the people become decadent and lose sight of Al-Kalims way. Those true to the Eternal Truth emigrate in search of a new Desert Garden. Obviously as time passes, there may even be a return to the AC1000 situation again, but only time will tell. Your country of Irilian sounds interesting, but I would find another location for it. :) Havard -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Morphail_o Date : 08-14-07 11:15 AM Thread Title : Re: Ideas on relocating Ylaruam and the Ethengar Khanates I also moved Ylaruam into the great waste, close to Sind. I didn't change the terrain at all, but I assumed the alasian (eastern) desert is not as harsh as other parts of the GW such as the burning wastes of Grakhalia. It does make a lot of sense that the alaysian nomads are traders between Hule and the city states on one side and Sind and Darokyn on the other (maintaining the strong Ylari influence on Darokin). As for were Ylaruam was I just squashed everybody together, so Sodrfjord, Darokyn, Thyatis and Rockhome all had more land. I moved the mongol-like Ethengar into the Adri Varma plateu (to keep the Glantri vs Ethengar element) and also to get them closer to the "land of the great Khan". I kept the name Ethengar for fierce Neather humans and orc hoards in the north central KW. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 09:24 AM.