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Lost Jaibul and Other Dark Secrets - Mystaran–Ravenloft Crossover Continued

by Brian Rubinfeld from Threshold Magazine issue 30

On the Mists and Worlds Known

Ezra is an Immortal and I can prove it! Her origins are not rooted in some unknown land or world, but ancestral Traladara!—Bogdan Sokolov, a Heretical Priest hailing from Karameikos

And so, it continues! My last excursion to the demiplane of dread unveiled a few new domains containing various Mystaran villains. These are lands taken from the Atruaghin Plateau, the Northern Reaches, and Ylaruam. From the feedback I have been getting, the reception seems pretty good. I’d like to give a shout-out to the Piazza and the Fraternity of Shadows, for taking an interest in my little pet project. This time around, we dive into the ancient eras of Mystara, albeit after the fall of Blackmoor, near the islands south of the present-day Five Shires, via Taymora. Following this ancient land, is an examination of Blackmoor’s triumphant rise, and its fall to destruction. As for Jaibul’s1 fate? It remains just as enigmatic as the magical overlord controlling it in the material world. Truth be told, Ravenloft works best when not including “outside celebrities” from other settings–or rather, pre-existing characters from said settings. As such, the powerful mage operates in the background. Just as before, these new lands are twisted shades brought out as both the memories and sins of their respective Darklords. Jaibul remains only a remnant of the Black Rajah’s homeland, while a Blackmoorian colony has warped amidst new surroundings. By the grace of Immortals, a portion of Taymora was spared … but at what cost?

Continuing the background narration and meta-narrative, the Black Rajah continues to toil and languish in frustration and confusion. The world he knew has vanished, and few are willing to help. Even as his cronies pierce the veil of the mists and lurk among other domains, he is doomed. With current circumstances, one of the Black Rajah’s potential allies, Meredoth of Nebligtode, has many reservations supporting the fallen ruler. But more on this can be found below. Before continuing with this article, I suggest reading my prior contribution in THRESHOLD magazine #29, with the article “Beyond Nebligtode: Mystara in the Mists.” This gives details of three domains from the perspective of the Black Rajah of Jaibul. With Meredoth as narrator, this article will correct, expand, and elaborate details deserving their own examination. Hark, fair traveler of the Known World and beyond, are you prepared to return to the Dimension of Dread and face new forms of horror?

From the journals of Meredoth, Darklord of Nebligtode

“Most troubling, I have been given word another powerful mage seeks my guidance. Improbable. Concealed to this island retreat, but I am doomed to constant distraction. Merely another thing to ponder. As my knowledge of this “Black Rajah” increased, my suffering grew as well. He is an eccentric and dangerous character—a menace! As I understand, “Rajah” is a title granted to powerful mages deemed fit to rule. Yet it is a custom far removed from Norwold or Alphatia. This Jaibul is a relative of Sindhian powers. He proclaims devised schemes to defeat that which curses us. Fool! I am wizened by age and my own experience. I see little hope attempting to escape in whatever cursed land I have found myself. Eventually, caring too much only enables the mysterious source of this horror. The Rajah shall solve his own problems through such foolishness. I have more to contend with than the mania of some foreigner. Meanwhile, my subordinates collect information. A distraction, more than likely. However, this knowledge may reveal others who have vanished from our world as well. I have heard of the lands Atruaghin, Sind, Ylaruam, and the collective Northern Reaches. All of them have representative prisoners, besides myself. Yet, I dare not pry too deep into these mysteries, for we are already ill-fated. With regard to Sind, I have few notes and thoughts to relate.”

[Image: Black Rajah]

http://pandius.com/BlackRajah.png
Caption: The Black Rajah, original art by Linus Andersson https://www.artstation.com/nplillustration with frame by George von Zarovich/Mistfactor Press

On Lost Jaibul

Let us begin with the Black Rajah. A mage of considerable power, and one of several Maharajas loosely allied with the Kingdom of Sindh. My minions do much to collect information on him. Before this great curse, I knew of Jaibul amidst lengthy scrolls and endless tomes; volumes of the world beyond the Known World. As with those before him, Black Rajah was a title granted to a mage seen fit to rule, surely beneath the might of Alphatia. His aversion towards the Maharajah Maharajah—or the great king of kings—became a thing of notoriety, gradually earning the ire and disdain of nearby rulers. This led to direct conflict with the Maharajah of Putnabad, ally of the Maha Maharajah. Through use of magics and alchemical contamination, the waters were poisoned with a mesmerizing elixir. The effects leave subjects sluggish and feeble, susceptible to suggestion. The end goal; to remove Putnabad’s power, in a misguided attempt to grant the Black Rajah more. Through poison and power plays, the Black Rajah’s adversaries were made weak, thereby making them easy prey to his plots. His ruse was uncovered by Prince Haldemar of Haaken and the crew of The Princess Ark. Patriots in service to the all glorious Alphatia gathered clues of slain allies, tortured slaves, witness accounts, and written testimony. This evidence made a trail leading directly to the Black Rajah. Initially the damaged Princess Ark inadvertently disrupted a desert battle, resulting in the rescue of Prince Dharjee Ashupta of Jahore. After a brief time within Putnabad, a conspirator in allegiance to the Black Rajah was unmasked, further implicating the foul mage. It was revealed that the Black Rajah had mocked “The Pearl of Putnabad” before King Chandra; and thus, should Prince Ashupta fail to build a proper palace worthy of his king, he would lose royal title and all sense of honor. In his confrontation with the Ark’s crew, the Black Rajah was ultimately defeated and imprisoned. The Ark's crew deliberated about what to do with the villainous rajah, Prince Haldemar not wanting to keep the dangerous mage aboard his ship, when a boltman hastily threw him off the ship. Sensing danger below, the Obsidian Scorpion relic of Jaibul halted his descent; nonetheless a misty vapor enveloped him. Surely he was blessed by the Immortals, and given the chance to rule Jaibul once again! Yet, this place was not his Jaibul nor even Mystara. Though both doomed to rot in this twisted otherworld, knowledge of the Known World is still conveyed to me. By all means, the emergence of victims such as the Black Rajah is an opportunity for me to learn more of our true world… much more. But, what of this alternative Jaibul? Or should I say, Lost Jaibul?

Jaibul in this Otherworld is uncannily like its true manifestation. Many changes are subtle yet confusing. Much of the geography and settings look eerily similar to the original. However, everything else has changed. This infuriates the Black Rajah. In his mind, Jaibul was perfect; for he had made it so. Time, energy, and coin are needed for Jaibul to be restored to its former glory. But in his often delirious state, the Darklord cares not to act. This is of minor inconvenience compared to more pressing issues. He is confronted nightly by cruel dreams; those of conquest, where not only the Kingdom of Sindh, but also the nefarious Master of Hule cower before him. This vivid dream is always restlessly interrupted by distractions within the domain. The song of a bird, intrusion of a servant, or needs of his counselors drag him back to reality, sleep eluding him until the following night. This obsessive longing to return to the dream world, the Black Rajah now uses enhanced magics to protect him from outside disturbances. Disheveled and incoherent in his delirium, sanity and sense of reality slip through his grasp. His plight is reminiscent of the terrors suffered by another. A mage of repute, known as Hazlik the Red Wizard. Still, while Hazlik fears dreams, the Black Rajah desires them more than life itself. Rituals and countless alchemical concoctions indulge his desire to sleep. As such, Jaibul suffers from his neglect. Conversely, reality depresses him. Sindh is presently out of reach. Likewise, the Master wishes neither collaboration nor manipulation; overpowering either, is now impractical. There is only Jaibul, his land. Though he is not isolated upon some mist shrouded island, as new lands now surround him. As Jaibul’s woes compound, foreign enemies ply the Darklord’s borders, seeking his downfall.

There is plenty of corruption to be found in this Otherworld Jaibul. Cabals of mages compete for power, much as they did upon Mystara, as all manner of dark magics are employed against adversaries. Despite swearing loyalty to the rajah, their allegiance is tenuous at best, often hinging on outright betrayal. Some are enticed by subtle offers, borne on the wind by Arijanni. However; Arijanni masks his true nature. Only time will tell if the fiend is open to new allies. Moreover, others dream of taking the rajgaddi2. They see the Black Rajah's might faltering, floundering in his attempts to reclaim past glory. The usurpers only need wait for an opportunity to assassinate him, as his grip on reality fades. Even his “Chosen of Jaibul”3 muse over his deposition. Other powers surrounding the “Verdant Land,” “Steaming Wrath”, or “Steaming Lands”4 as the Rajah calls it, range from tolerant to disdainful towards this new menace. Trade syndicates have emerged to seize power as a result of the Darklord’s negligence. Many maintain trade in gold, oils, and slavery. Of the last, many are outsiders captured not long after arriving in this domain. Many guilds are run by aspiring slave lords, gaining advantage through endorsement of the almighty mage of the land. Curiously, many guild members gain magical gifts from outside of Jaibul. Despite these challenges to the Rajah's reign, the Magocracy of Jaibul remains independent from other powers, even more so than on the Prime Material. Reliance on powerful magic wards off forces from Sri Raji and Kalakeri —which may well be a dream of the Black Rajah — much how Sind was kept at bay upon Mystara. Time will tell if this kingdom is worth examination and alliance, or a threat to be extinguished. Still, Jaibul does not lack defense beyond magic; his soul isn’t the only one damned to this place. A vile underground market allows a slave trade to thrive. While there is more resistance to slave acquisition and trade, the Chosen still manage to obtain victims in Jaibul’s name. Surrounding realms expect the Darklord to curb or cease this practice; yet by the Black Rajah's desires, the trade has expanded to the black markets of bordering lands. Sri Raji and Kalakiri have also established criminal underground syndicates, harkening back to the dark olden days. The Chosen of Jaibul maintain remnants of a spy network, observing rival domains in the name of protecting the Black Rajah, albeit his fading ambitions. Though The Chosen still find themselves in service to their arcane master; their patience with him has begun to wear, as they wait on a man who vanishes for hours or days, often to his own fancies and depressive gratification.

My conclusion; this arcanist is unhinged and therefore incompetent … especially for my own designs. Those miraculously still loyal pose more threat, but only if I am discovered. For such a once powerful leader, his persistent pleading is ironic. His actions are more akin to groveling servant boy than leader. Let him scream within his dreamscape, for none can hear. I speculate his new masters lie within the Court of Dreams, from the mysterious Nightmare Lands.5 This assumes the Dimension of Nightmares has not consumed him first. A topic for a later date, as I have more important objectives. I hear those on the outside world aware of my fall from grace, use the opportunity to fabricate moral tales and twisted fables about me. Yet let them fear me; for not even Blackheart could handle my knowledge and power. Inferior Alphatians, all of them! But, this foolish rajah, astonishing, given the fact he is aware other victims are drawn from our world. This covets far more than Mystarans. Meanwhile, I possess more victims. Let them recall troubles upon the Known World and beyond, before their eternal imprisonment.

Reexamining the Black Rajah

The Bandit City of Ylar:

This charlatan researcher seems prone to mistakes and oversight; more concerned with lulling himself into a trance-like state through magic than uncovering arcane secrets. Or perhaps, lost within himself, his underlings do not share his devotion to accuracy. Utterly pathetic. The most glaring matter concerns the confusion of two sobriquets for the vicious clan of disguised werejackals. I am confident the clan cannot pierce my defenses; their secret is mine alone. Upon their homeworld of Terra, they are marked by the sins of Abdul Alhazred. This mad monk has connections to the profane and cosmic. This macabre work of passion and hysteria is known as “Al’Azif” or “The Necronomicon.” It is unknown if this unholy grimoire has found itself upon this land of "The Mists." Should this transpire, apocalyptic revelations may occur, if rumors pertaining to the strange book are true. Such admissions appear vague mutterings and crazed half-thoughts, lacking time to substantiate these rumors. But, what of this tainted Alhazred bloodline? Even now, these sins plague the realm of Ylar; a land remarkably similar to Ylaruam. However; Clan Zalafred is a misrepresentation coined by the Ylari after first encountering the self-styled “Clan Kalzafred” as they fled Pharazia. To reiterate, Clan Kalzafred is their "accurate" alias. It would seem native Abbashanni dialects confuse the nature of this new family of refugees. Regardless, the Black Rajah repeats this inaccuracy.

Another oversight heeds precise details regarding these Mystaran prisons. Each abode hosts some means of torment relevant to its grim victims’ sins. Yet what determines their fates? I know not, still talk of “Dark Powers,” insinuates the power of some Immortal. Insanity; pure Insanity!! Such things will only be mentioned in jest or as a proxy. To the best of my abilities, I will rectify these errors … if only for my own folly. As noted, errors exist regarding scrutiny of this Ylaruam fraud. First off, delving into Clan Alhazred -- distorted as Kalzafred -- indicates it was not a Ra-Hotep Shrine within this realm. On the contrary; one of his victims, a maddened high priestess to some forgotten Immortal, is trapped within. Her faith speaks of a long lost Nithia. Imprisoned since ancient times, she seeks revenge against both Ra-Hotep and the Black Rajah. With Ra-Hotep out of reach, the Black Rajah has become the focus of her ire. Unfortunately, she is oblivious to the fact she has also become just as much a monster as Ra-Hotep. It is likely by her influence the undead emerge to attack the forsaken Bandit City. According to the Bandit King, tales of the undead were far rarer during its day near Abbashan. Alongside these grievances, little description of the wretched city of rogues and scoundrels is found among long forgotten scrolls; described only as a dizzying and illogical urban labyrinth. Its construction is akin to the decks of a colossal sailing vessel. Though sand and stone comprise its structure, metallic beams support this impossible citadel. No true districts or wards subdivide the city; nonetheless, a bazaar is sculpted within the city’s center. The palace composes perhaps the most recognizable feature within this fortress city, furnished with lavish comforts stolen from across Ylaruam. Here the Bandit King often finds refuge, consumed by fear and suspicion towards all that surrounds him.

Vasfar:

Other Mystaran prisons were poorly conveyed by the mad sorcerer. Vasfar is a frigid waste resembling the winters of the Northern Reaches. Vasfar is a fabricated name though, unlike anything in the lexicons of Vestland, Ostland or Soderfjord. Such a land is far more familiar to me than Sind, Ylaruam or the Atruaghin Plateau. More than vengeful ice nymphs, accursed beasts, and cruel spirits threaten the Juletime,6 while putrid undead Draugr stalk the grounds near an eerie hermitage. Worst among Vasfar’s perils are giants haunting the frost biting winds. A far greater menace than the Rajah or the whole of Vasfar realizes. Thankfully, for most they are merely a tale, except those daring to tread into impenetrable storms and frozen winter forests. The simple and feebleminded call them “Dread Giants,” I cannot use such terms outside of jest. During violent blizzards, the giants traverse through the blinding winds and snow in search of quarry. Enormous lumbering humanoids, whose form and features are obscured by the merciless weather; abduct victims for either prey, servitude, or entertainment. Despite these brazen attacks, the Vasfar Giants are not foolish. Common hearsay claims they keep humans and demi-humans as slaves, which may be quite true; often degrading them to menagerie like exhibits for amusement. These chattel slaves are bred for labor or pleasure, taught only to carry out the extent of their assigned tasks. Instructed in the giants’ language, they are now unfamiliar with Mystaran human and demi-human languages. A solitary secret known to few on Mystara, one that should defy my knowledge, the Vasfar Giants now set their sights on another servitor race; the Modrigswerg or “Rot Dwarves.”

While far weaker clones than the real world race, these dwarves toil away; conducting vile and dark crafts in the giants’ service. Their abominable deeds are often coupled with a brutal sacrifice. Woe to the commissioner not ready to pay with their soul or through some ironic fate. The same fate awaits those foolish enough to wield rot dwarf relics. Slaves doomed to the unbearable conditions of the Rot Dwarves often perish, if they do not slip into insanity first, much like the dwarves themselves; unless becoming corrupted horrors like the Vasfar Giants. One need not seek out these creatures, for they find you. Unlike other giant servants, they are invulnerable to the snow, wind, and freezing temperatures of mountain blizzards. Capable of briefly emerging near settlements, lest their olden curse horrify and enrage outsiders as it has in their Mystaran home. Attempting to break through the jagged north mountains is a death sentence without guidance from the wicked giants or their dwarven minions, for only they know the way! It is said another prisoner dwells here. A former Ice Giant, known as Claeg, sealed the fate of the original Darklord. Myth alleges the desolate soul is buried deep within these mountains; forced to suffer this torment in a catatonic state; forever confined to his deep mountain prison. The fallen giant’s thoughts and emotions are believed to usher the giants through his conjured blizzard, effectively closing the borders of the mountain. The Ice Giant turned “Dread Giant” is not Vasfar’s Darklord and is likely the forsaken spirit of the prior Darklord’s machinations. I believe this to a degree, given what I know of domains and their Darklords. This giant is cursed, but is an unlikely inheritor of this land, as his curse does not reflect the nature of the current domain. Should he be purged, there will be no major revolution in this land, as savage storms will continue regardless. While Vasfar borders two lands to its east, its north, south, and western borders are met with nothing but void.

The giants and their mountain kingdom is cause for concern. But could the Darklord be the eccentric hermit Nils? The implication he is the mists’ prisoner is baffling, yet one I can humor. Nils’s existence is humble, living in a small homestead sufficient for a large family, but inhabited solely by him. Unforgiving weather constantly surrounds the hermitage, dying down to light snow flurries along the holding's boundary. The air continually lingers around freezing. A simple cottage sits contently upon a small slope; overlooking pens for hardy elk, goats, and cattle. Despite being the sole resident, Nils rarely emerges from his home; yet the animals seem well fed and cared for, as though the strange pall of death surrounding the land does not affect them. In fact, the implausible croft seems quite vibrant. Against all odds, even crops manage to survive the chill blustering down from the heights. Carts lie about, supposedly in preparation for an unexpected harvest. The ambience should feel inviting, especially because of the unexpected vitality, but is dreadfully uncanny in its current environment. This unseen influence apparently affects the unnatural exuberance of Nils as well. Despite looking truly ancient, he is still capable of great feats strenuous for a warrior half his age. His worst behavior arises when he is challenged by visitors, disputing stories of his mighty warrior past. Otherwise, he reluctantly offers brief hospitality amidst the brewing storm. Yet, this is no act of selflessness, as his guests are always delivered to the Draugr’s maw. Due to Nils’ curse, word of his achievements never travels far. Tales of great triumph are distorted into the mundane. His deeds are misremembered or forgotten entirely, or likely another story captivates the masses; assuming any traveling skalds aren’t killed by the draugr first. The Juletime horrors detract the Darklord’s focus; furthermore, the indifference of the undead towards him and his lively homestead puzzles me. No; angers me. The audacity of life against the mighty powers of necromancy!

Few of my spies survived their encounter with the cursed olden warrior, but he is surely a piece of the puzzle within Vasfar’s mysteries. The Rajah infers the hermit is similar to the Draugr; however, he refers to Nils as a “High Level Ancient Dead,” when using terms like “Haugbui” or “Gjenganger'' might better suit the hexed hermit. But, if he were a Darklord, what course shall I take? Could one empathize with his plight, elevating him beyond mediocrity? Gleaned from archaic manuscripts and forgotten tomes, I have discovered Nils was always an insecure and malignant narcissist. His undoing, the Egg of Coot’s dark influence. The Elder Demon penetrated Nils’ mind, exploiting fears of losing fame and glory at the hands of comrades. The hermit’s own journals speak to his woes. Back and forth, he wrestled with aiding the people of Vasfar or succumbing to Claeg’s schemes of vengeance. Ultimately, his test of redemption was a failure, like countless prisoners before him. Wretched Black Rajah, can you do nothing right! Confusing Nils with Lars Yoricksen! Yet, perhaps his misconception is almost pardonable. Both hail from similar lands, albeit distantly separated by time. Additionally, killing another Darklord often results in one inheriting the curse and domain. My studies of Invidia have taught me this, as this befell Invidia’s Witch Queen once taking the throne from frothing Baron Bakholis7. Nils was inconsequential prior to replacing Lars. Should one of the Chosen of Jaibul assassinate the Black Rajah, it is possible he will bequeath this same fate. Yet, I shall dwell on this domain and Darklord no longer, for there are other lands that require explanation.

Land of the Scarred Crags:

The Scarred Crags are the last domains described through vexing letters, convoluted notes, and general musings of this deluded madman. Much like their Atruaghin home, two tribes dwell upon a towering plateau. I doubt the two tribes dwelling here exist upon Mystara. The Opossum Tribe are this domain’s true inhabitants, while the Jaguar Tribe are outlanders of The Mists. Is the former tribe a creation of The Mists? The latter have built upon the plateau, erecting sacred shrines to their exalted Immortals. My spies succeeded where the Rajah’s failed, discovering the holy site of this land’s conquerors. A sinister temple, granted to a maniacal high priest with delusions of grandeur, crowns their architecture. Many morbid ceremonies are held there, sacrificing the tribe’s enemies as offerings to Danel, their patron Immortal. A stout stone structure cradles a pyramid jutting skyward. Beneath this vaunted ritual altar lay many concealed chambers and oratories for various purposes. Its depths contain holding cells for soldiersconversion into werejaguars, ritual grounds to appease Danel, and warded alcoves holding all matter of potent objects. The artifacts in service to the Great Spirit, are relics of the Opossum Tribe’s prior age. According to Opossum tribal shamans, daily worship promotes health, as well as a deeper connection to their original patron through dreams. In the current age, it is rather likely Danel… or his priests proselytizing the False History of The Mists.

Tribesmen claim communion with lesser spirits, or perhaps even the Great One. It’s possible their connection and faith have also led them to The Nightmare Lands, the very place likely haunting the Black Rajah. The Jaguar Tribe's shamans have destroyed a few Opossum Tribe relics and idols, to grasp their hidden secrets. For greater works, true artifacts, they research methods to nullify their effects. Cursed Darokinian weapons and armor are stowed here as well. Users of these entropy tainted artifacts often rapidly whither, which greatly intrigues the Darklord. However; his bestial side looks upon these mighty weapons, relics, and artifacts with a primordial fear. Members of the Jaguar Tribe are compelled to make daily pilgrimages to the temple grounds to give oblations. Rising from its unnatural escarpment, the temple is conspicuous, and a constant symbol of surveillance and oppression. Attempts to destroy the temple have failed, and rebellions have been quickly suppressed.

Atop the central structure sits a sturdy and ornate altar. Below this sacrificial altar are private cells for prayer and several hidden niches for the lycanthropic infected clergy. Likewise, there are secrets within a Darokinian outpost beyond rumors of a “dragon” lurking in the woods.8 Perhaps for this reason, the lost Elk Tribe village is placed upon the map, while ruins of the Darokinian settlers are ignored; as is the home of “the Dragon”. Just as the lost tribe's spirits were bound to the land, so were the failed settlers. Much of their garb and gear are still found within the ruins. While some Jaguar tribal warriors are unafraid of using enemy weapons, armor, and relics; most sense the deeply profane energies afflicting the discarded objects. The grounds are encircled with heptadecagon runic circles, each casting unique curses upon those who dare trespass. The mystical symbols’ origins are vague, purging knowledge of the Darokinians. It is said the curses were inscribed by the Immortals before the Opossum Tribe fell and The Mists rose to claim them. Perhaps this tribe was already part of the mists, before being revealed to the high priest. Regardless, no member of the Opossum Tribe willingly enters the ruins of trappers, loggers and traders. Those doing so are often outcast, escaping the false visions of their oppressive captors. However, lingering upon this forsaken land takes its toll. The soil is infertile, the water contaminated, and the wildlife feeble and insipid. Living around this blighted area has its consequences. Those who possess dark secrets are transformed just as the dark werebeast afflicted soldiers in service to the Jaguar Tribe. In fact, their bloodline hails from their opossum tribal namesake. The werepossum in human form appears disheveled and wiry, having frantic or sour temperaments. They would rather kill than infect another, preferring to keep the curse confined to their bloodline. In alternate forms, they keep juveniles close at all times. Individuals infected with the disease, not being members of werepossum families, are ostracized from the main tribe, living on the fringes of society in haunted ruins. Despite being outcasts, the werepossum families and rogue stragglers independently fight the Jaguar Tribe occupiers. However, like the opossum, intense trauma induces a state of torpor. Yet for the were-beasts, this lethargy takes effect upwards to one hour, during which time healing is greatly enhanced.

This prelude has been prolonged beyond intention, but this gathered information has proved advantageous. Hereafter, I will refrain from commenting on the Black Rajah's inconsistencies. 9 The agent “S” is more forthcoming than Azalin Rex anticipated; a foolish misstep. Her espionage provides even less reason to fully trust that Wizard-King. He is no ally. Azalin shall maintain his station of Darkon, as I uphold mine in Nebligtode. I have an incapacity towards Norwold. I speak of my own world, because I know success shall be mine, despite my imprisonment in this realm. May Azalin find this “Oerth”, and therefore never trouble me again. Thereafter learning new forms of magic, inferior to those of mighty Alphatia. I mock these endeavors. He may be master of the undying, but so am I; relinquishing living subordinates, undaunted by his secret order of lawmen and defenders, the “Kargatane”. Should Azalin try meddle into my affairs, he shall face far more enemies than the torments of Falkovnia! I hold many secrets to vanquish them, yet simply seek to break the curses that bind. Yet the Black Rajah may have uncovered truths too. I shall not muddle misleading evidence with confirmed fact(s). These realms of Mystaran past, are long buried and sentenced to obscurity.

[Image: Jahei’irias]

http://pandius.com/Jahei'irias.png
Caption: Jahei’irias, original art by Linus Andersson https://www.artstation.com/nplillustration with frame by George von Zarovich/Mistfactor Press

Tyoraam (Island of Terror/Sea of Sorrows)

Land of Origin: Taymora10 post BC 2300 (Mystaran Calendar);
Emerging 740 Barovian Calendar as an Island of Terror;
755 Barovian Calendar along the Sea of Sorrows
Leadership: Empress Jahei’irias of Tyoraam
Darklord: Jahei’irias, Daughter of Jadikira, C(E) Human Nosferatu Vampire Wizard 17
Curse: Suffers fear and anguish over Taymora’s fall and doom, through vivid visions each playing out differently. Likewise, her beauty was taken from her, as she is now a hideous and monstrous creature. Both of these things have driven her insane. Her distance and alienation also risks Tyoraam being taken from her clutches by rivals and false allies.
Population: 20,000
Encounters: (Common) cows/bulls, snakes, sharks, goats;
(Uncommon) nosferatu, zombies, madmen;
(Rare) gray philosophers, vampires of Thanatos, lycanthropes, fleshcraft abominations, giant snakes

[Map: Tyoraam]

http://pandius.com/Tyoraam.png

Tyoraam map description

The mainland is a literal island, surrounded by rocky shores as well as ruins towards the domain borders in the seas (The Sea of Sorrows). The land mass is perhaps 10 - 12 miles long; larger than the Scarred Crags, as the island chain takes up possibly 3 - 4 miles of water and land both north-by-northwest of the big island and southeast of it. Tyoraam contains various names more befitting of more modern Karameikos, Thyatis, and other potentially Hellenic inspired lands in Mystara; to show that this New Taymora is slowly moving from a Proto-Greek inspired culture to classical Greek, still retaining more of Taymoran aesthetic .


The island is a mostly flat sub-tropical land, especially towards its interior. Urban sprawl beyond the city-state, named after Tayma, can be found in the center of the island. It continues for several miles. Several smaller villages dot the nearby area. Likewise, the city of Ichthyo acts as a port on the northern side of the island, while the seas surrounding the island are turbulent and likely contain numerous shipwrecks. A mile or so from Ichthyo is a large temple to Tanit, which remains nearly intact despite the ages. Within the south western quadrant’s center, an emerging town stands in defiance of the undead rulership. The town of Ílios exists as the hub for the cult of Idu. It’s possible there was vampiric influence in the area, but was likely exterminated. However, blight has caused this settlement to noticeably wither. Several abandoned villages and towns dot the domain, especially in blight marked regions. Near the main city is also a lake known as The Sisters’ Lake, which has profound psychological effects on visitors.


Besides the two main urban areas, the region is mostly lush and filled with abundant natural life, despite necromancy dominating the land. However, there is an emergence of blighted areas in the domain, where life becomes tainted, sickly, and sterile. Manifestations of the undead. These signs are becoming a worry for the populace. Blight lands that haven’t been healed tend to exist in less populous areas. Often disappearing after being restored by the populace, they do not reappear elsewhere for some time. Currently, few exist.


Other smaller islands exist as part of an archipelago. Ulgraash is a deathly wasteland devoid of life. It is gray, practically ashen. It’s 4 miles southeast of the major island, with the coasts well guarded to prevent trespassers. The other is a small archipelago composed of mostly submerged seamounts relatively close together, but each too small to be their own island. On it lies a penal colony called Imlekiiug. It is 5 miles north-by-northwest of the main island. - From an anonymous Terran cartographer

Domain Description

Jaheir’irias, a vampire embraced by Jadikira, was set to preserve her sire’s bloodline and power. Jadikira sensed something wrong in Taymora’s future, yet was never fully certain. A plan of succession was enacted in secret in hope of ensuring the Vampire Queen’s power. However, Jahei’irias proved more self-absorbed than her superior. Despite her own talents of visions and soothsaying, she was oblivious to much of her present surroundings. This filled her sire, Jadikira, with contempt and great concern. The spawn could lead to the unraveling of her land. The Vampire Queen tolerated this, while Tamorazz continued to be a prominent and important facet of Taymoran culture and power. While Jaheir’irias lacked a prophecy as potent and mighty as the threat of Ghaeranatos’s forces upon early Taymora, she was still gifted incredible visions of her own. But one in particular terrified her. The doom of her people through a watery grave. Taymora is shaken to its core, sinking beneath the waves. Such a traumatic vision pushed her to learn manipulative charismatic arts from a gifted nosferatu [Mystaran nosferatu]11. However, these nosferatu differ from those in the Demiplane of Dread. Mystaran versions are more in touch with their humanity than other vampires, able to drink blood without fully draining their hosts. Likewise, they have an easier time of blending with mortal hosts, compared to other creatures of the night. It is hard to say if Jaheir’irias was as in touch with her human side, given her desire to exploit her divining abilities and compose boundless lies. Her flagrant abuse of divinations, charismatic wit, and natural beauty led to the ruination of many. Receiving no negative visions resulting from her actions, she persisted. Her final doom was the result of the destruction of a Temple of Light, her minions massacring all within. Her grim gifts robbed the people of hope, as she relished a sadistic joy before mists claimed her.

The Sea of Sorrows warns of this land as a backwards and degenerate place, seemingly lost in time despite the fact it has evolved from the Taymoran culture. Reaching it proves perilous, the mysterious journey a source of numerous seafaring tales. According to lore, a mistway connects the coasts of Valachan to Tyoraam. Prior to sailing beyond Valachan, the ruins of Taymoran civilization can be seen in the depths. However, Valachan is not the only domain where one can witness ruins. The Ichthyan Sea of the Broken Cog connects to Tyoraam, should sailors seek out sunken civilizations. Within these ruins, horrific undead and chondrichthyan monsters lurk. However; treasures and surviving relics reveal clues of what happened to the real Taymorans. Without prior knowledge of the domain, it is impossible to find. Bioluminescent algae dance upon the Sea of Sorrows, illuminating safe passage into Tyoraam. Venturing inside the ruins center requires their presence; revealing the taint of cursed wards and undead12.

The City-State of Tyoraam sits atop an island surrounded by dark oceanic waters. Warm currents along the southern Sea of Sorrows maintains the Taymoran climate, with many months intolerable in the oppressive heat. Salvagers and fishermen along the coastline claim distorted structures lay beneath the waters. Jaheir’irias fears all of Taymora has fallen; her dominion the sole remnant of its forgotten glory.13 The Tyoraam people remain resilient, persevering in the face of decline and hopelessness. Many still seek to overthrow the necrocracy that restrains their land. Even then, they endure as a pale shade of their Mystaran descendents. Much knowledge was lost in the time when the mists revealed the land. Lore regarding Taymora’s fall within this domain is purely False History, as the actual event transpired centuries after. The living exist in humiliation, seeking to exist beyond mere sustenance, at the mercy of their undead rulers. Much as the vampiric nosferatu act as parasites on the living, the cityfolk of Tayma tear down, scrap and repurpose whole districts in order to survive, to the humiliation of Jaheir’irias. Traditions like Blood Tributes continue, even as more living subjects rebel against it. This bloodlust pushes a thirst for decadence and luxury from the vampiric overlords, as faded glory and miasmic gloom hovers over all.

But, what of the land and its people? Their connection is blatant. From evading conquerors and performing dark rituals for survival, to their undead rulership. But just as signs of collapse were in the original Mystaran empire, the same persists in this domain. A False History tells a gruesome fate behind Sisters’ Lake, a body of water some miles south of the main city. Allegedly, another Vampire Priestess was slain by undead hunting rebels. The rebellion soon fell apart, as most were slain by other nosferatu in retaliation. A profound melancholy now haunts the area, afflicting living and undead alike. This isn’t the only sorrow to affect the masses. Their empress is regarded not with love and respect, but fear and horror. In many ways, she suffers in ways familiar to Count Strahd of Barovia. However, her corrupted gifts and form make her more monstrous than “The Devil Strahd.” Due to narratives of a mostly sunken kingdom, the people refer to her as “The Antediluvian.14” Few have ever interacted with her, as she is forced to act through proxies that she fears carry some ulterior agenda. Even worse for the High Priestess, many religious movements have sprung in reaction to the overbearing oppression of the undead. Idu, Mahes, and Protius rival Tanit and Thanatos. The Temple of Tanit by the fishing and port city of Icthy is seen just as much of a blight as it is seen as a place of honor.

The people of Tyoraam are born to endure much punishment and pain. Their ancestors were among those who willingly took part in the sacrificial rituals for survival. Openly, the people follow the holy orders of Tanit, daring not to speak out too boldly in the face of the nosferatu that lurk nearby. Traditions and values have been subtly bent towards the growing rebellion. The fashion of the era has begun to change, to reflect times advancing regardless of the stagnant rulers. While men and women still keep their hair neat, especially for higher classes, the styles reflect new attitudes. Braids that curl and connect have become popular among men and women alike, though it’s often longer for women. Nonetheless, tying it back was considered more proper. For the wardrobe, simple use of color was no longer enough. For the wealthier, elaborate patterns detailing a lineage was a prominent part of garb. The Tyoraami have likewise embraced newer techniques and technologies, pushing them into an Iron Age and eventually Classical culture15. This in particular unnerved the nosferatu, as wealthier merchants and more powerful mortals were openly challenging the old aristocracy. This has resulted in suppressive policies to ensure a traditional Taymoran garb, much to the discomfort of the denizens. Likewise, the symbology of snakes, blood, death and more have caused similar feelings. Beyond the land, sightings of foreign ships have brought not just uncertainty and concern, but also excitement for change. These ships and a wider sea marked the end of a 15 year seclusion, cut off by poisonous and dangerous mists. While most foreigners found the Tyoraami to be primitive and disturbing, mortals felt more emboldened through trade and outside contact. Minor embargoes have cut down on this trade, assuming sailors haven’t met their fate upon the rest of Tyoraam’s archipelago.

Two other islets and chains make up the rest of the domain. Ulgraash is a barren wasteland filled with undead. Tyoraam proper uses it as a piece of propaganda, a fate to those who question the protection of the High Priestess. Nothing grows on Ulgraash, nor does anything live there. It is gray in color and ashen looking. Those who spend too long battling the undead upon that island risk carrying a blight, which afflicts the soil and eventually other forms of life. Imlekiug, a name coined by an invading tribe, remains another place of horror. According to False History, this was a penal colony destroyed by its own prisoners after a successful revolt. In reality, it is a dumping ground for the shame and failures of the ancient empire, given new life in the Demiplane of Dread. The somewhat linked chain of islands are also dotted with Taymoran ruins, either salvaged for other purposes or left to rot. Among the fiercest of the prisoners is the Lukka, a form of lycanthrope magically engineered by followers of Nyx and used by the nosferatu. The former foot soldiers turned against their masters, resulting in their quarantine. Now they hunt other monsters and humanoids on the isle, unintentionally aiding the Darklord’s interests. Creating offspring or infecting new victims is rare, as the Lukka consider themselves to be a mistake and wish to die out naturally. Other problems come from all sorts of undead experiments and the results of fleshcrafting creations; abominations that are sickening to look at. After threats of warfare began to settle down, these sculpted tools of murder saw no further use. Rather than becoming a threat, they were confined to Imlekiug. Mundane rejects and exiles have been confined here for being too dangerous or seditious. Most of these humans and demihumans have gone mad within this prison. Some have proved lucky, making themselves leaders of these penal colony communes. They are immensely untrusting of non-Taymorans, assuming them to be mercenaries sent to slay them. Both of these places are little compared to Jahei’irias herself.

The Darklady Jahei’irias is no mere mad hag. Her powers of visions, deep foresight and more are perhaps legendary. While divination almost always fails within the mists or is greatly altered, she sees with a distinct clarity—all things present and future are known to her, as much as the Dark Powers allow. She’s also capable of unleashing mental attacks on those not initiated, causing paralysis, madness and death. However, her own strange powers and illness can sometimes cause her to go into psychotic fits, causing her to lose all perception of reality around her. And even then, she is still of a noble nosferatu bloodline. Her own strange bloodline powers have seemed to accidentally cannibalize her missing ‘sisters’,” perhaps as a boon from the “Dark Powers.” Such practice of consuming bloodlines and power, called Diablerie, is deeply forbidden and shunned by her own vampiric cadres. She has displayed the illusionary power of Lovanara and psychic power of Durjas, bloodlines and powers belonging to previous Vampire Queens. As such, she has gained power to weave disguises and craft fanciful tricks, but these fail when disguising herself magically. Likewise, she is capable of reading minds, seeking truth and rarely digging into the memories of her targets. She thinks of these as mere disciplines of the blood, due to her muddled mind barely able to recall the other Daughters of Taymora too well.

The nosferatu bloodline from Mystara is a bit different than that of Ravenloft. The true roots of the Taymoran nosferatu truly shine here, albeit twisted by the powers of The Mists. Those confined to this realm have been stripped of many bloodline powers, save for that of the Darklord and her former allies. Most of these nosferatu are closer to their contemporary Mystaran relatives in terms of power, but suffer curses and strife like other vampires in the Demiplane of Dread. The Mystaran nosferatu connection to their humanity is mostly lost in the mists, as they are as ravenous and overwhelmed by a sinister hunger. Likewise, they drain blood and deal damage akin to a Ravenloft nosferatu, on top of whatever residual Bloodline powers they might have. Like her fellow kindred, Jahei’irias has a presence that is unwelcoming towards life. Unlike other vampires in the mists, their touch doesn’t kill flora so much as warp it over time. Continuous exposure to an elder blooded vampire causes plant life to take a sickly grey tone, warping into forms that seem more threatening as well. The plants are also deadly to eat, resulting in regions called “blighted zones.” Fortunately, most farms have not been affected, but some have shown signs. Likewise, animal life in the area begins to act strange. Predators and prey alike have begun to thirst until drying into desiccated corpses. The only way around this is through blood. Some of the beasts have become full vampires, suffering dearly in the sunlight.

Closing the Domain: Those who attempt to flee begin to suffer delusional visions of apocalyptic calamity, becoming worse the more you think about all that is familiar to you. The effects of this damage health, requiring a saving throw or taking 6d6 damage per minute under the effects of the mental power, unless a successful save to resist is rolled. Regardless, this causes the victim to make a roll against madness. This ends if the victim retreats back towards the domain proper. Worse yet, their vulnerable state can leave them as easy prey for vampires patrolling near the edges of the domain.

[Image: Fleet Admiral Stefan P. Holden]

http://pandius.com/TheAdmiral.png
Caption: Fleet Admiral Stefan P. Holden, original art by Linus Andersson https://www.artstation.com/nplillustration with frame by George von Zarovich/Mistfactor Press


Darkheath (Island of Terror/Broken Cog Cluster)16

Land of Origin: Pre-Great Rain of Fire Blackmoor roughly BC 3450–3350 (Mystaran Calendar);
Emerging 755 Barovian Calendar as an Island of Terror;
759 Barovian Calendar along the Eastern Icthyos Sea (across from Zherisia and New Rockbaecche)
Leadership: Governor Reginald Higgins III
Darklord: Fleet Admiral Stefan P. Holden, Blackmoorian Imperial Navy, N(E) Human Fighter 11
Curse: Times of triumph and victory are always cut short by another tragedy or conflict. Also, despite retaining his handsome features well into his years, he cannot appreciate this. Every reflection, such as from a mirror or even a puddle, renders him as a beastman in a tattered version of his garb to taunt him.
Population: 7,000 (human and demihumans); unknown (beastmen and other monsters)
Encounters: (Common) beastmen (eastern Darkheath), elk, black bears;
(Uncommon) wolves, enemy soldiers (on the sea), mad scientists;
(Rare) beastmen (western Darkheath), gray philosophers, ghosts, zomborg, blighted dead17

[Map: Darkheath]

http://pandius.com/Darkheath.png

Darkheath Map Description

A remote island off the coast of the eastern Icthyan Sea (See also: Broken Cog Cluster). It’s to the east of Zherisia18 and slightly southeast of Rockbaecche. The coastline is beyond the domain border, but is sometimes visible.

The lands themselves are eventually cut off and are on the east side of the domain, which is far smaller than the west side. It’s possible that Darkheath isn’t an island at all, just a jutting landmass, like much of the Broken Cog Cluster. Much of the western side is more civil and hospitable, seeing numerous towns surrounding the near-coastal touching “New Blackmoor”. This capital city ranges for nearly 2 miles, with roads forking to the smaller towns and settlements under its watch. The further east one goes, the only occupation by Blackmoorians is from forts and then into outposts. Beyond that is a series of ruins, camps occupied by cultists and tribal grounds for the Beastmen. In the center is a war torn No Man’s Land, with wreckage strewn about, a glowing haze, flooded ditches and more. It’s not an evenly divided line, it’s rather jagged and goes through hills, streams, rivers and valleys. The no man’s land is the dividing point between a beastman containment zone and the rest of the colony. Despite the majority of land beyond west of the glowing no man’s land line (from radiance), much of it is not yet conquered. Most of this contains outposts and small settlements fortified by Blackmoorian soldiers. Preparations line the areas closest to the western side of the no man’s land border; makeshift walls, dug outs, trenches and well protected battle stations. In Beastman lands, there is a ruin called “The Chantry of Khoronus”.

South of New Blackmoor is Archilis Township, far more interested in coastal trade and related affairs. Timor’s Straight due east of Archilis, is running along a river that flows towards the western border of the “No Man’s Land”. A temple of Ixion is quite near the township. Due east a few miles is also the wreck of a construct of Thanatos, based on vague knowledge of the Age of the Wolf19. - From an anonymous cartographer

Domain Description

Darkheath has its roots in ancient Blackmoor, amidst the terrifying campaigns against beastmen, the Egg of Coot and other forces of chaotic terror. For one man, this could all be ended once and for all. The people of Blackmoor would be liberated and he would be deemed their champion. Fleet Admiral Stefan P. Holden won countless victories against these scourges of Blackmoor amidst this Beastman Crusade through superior tactics and impeccable leadership.20 All the same, he was vain and self-absorbed, always finding ways to admire himself or make matters focus solely on him instead. A treasured mirror within his manor was a perfect symbol of this. Despite his brilliance matching his ego, one final campaign would be his undoing. His mission was simple: help protect a recent Blackmoorian colony while fending off the ongoing evils of the beastmen and the other adversaries of the state. Unknown craft were docked near the colonial port. When hailed, the ship was revealed to be crewed by a mixture of beastmen and devotees to the Egg of Coot. Upon discovery, battle commenced. Holden, a brilliant but front-fighting man, dispatched a smaller covert ship to slip around the battle and travel to the island. The crew, well-armed and ready for action, was commanded to take the island back by force. After the vessels on the water were overpowered and the villages were cleared, a darker truth emerged. A mixture of illusion and enchantment revealed those slain to be brainwashed and disguised Blackmoorian colonists. Suspicious characters found nearby fled deeper into the territory, unveiling a tribe of beastmen. While unfriendly towards the Blackmoorians, the beastmen claimed no involvement. The humanoids were cut down by cannonfire from the bay and soldiers on land. Even those trying to flee were massacred without a second thought. Holden demanded further action from his superiors, who wearily granted it. The ships then began to patrol nearby waters, while soldiers deposited onto land were ordered to purge anything seemingly related to cults or beastmen, taking mages with them to dispel illusions. Many beastmen uninvolved with the politics or conflicts were found and exterminated over the course of days. Attempts at mutiny were squashed, as mortified sailors attempted to defect or rebel. Natives along the region were accused of Egg-cult worship and were likewise purged. As dust cleared, countless victims lay dead: Oltec, Azcan, independent beastmen, and various other victims. The admiral was crestfallen, collapsing in shock. He had orchestrated a pointless wave of death. While he didn’t regret removal of beastmen and other humanoids, the human deaths easily outnumbered that. Mists surrounded him, as he closed his eyes in despair, lying upon the deck of his ship. The mists parted as Holden emerged aboard his flagship, HMS Tide Turner, to find not Blackmoor or its Brun extension, but a new colony in need of his direction. Guilt and trauma still surrounded him, but this new site lifted his spirits … at first.

Darkheath, true to Blackmoorian history, has endured never-ending conflict with the beastmen that also inhabit the land, as well as heretical cultists, rogue Thonians and even new enemy powers. The purging crusades continue over into the Lands of the Mists, but with some twists all of their own. The beastmen of Ravenloft prove far more cunning, adaptable and technically savvy. More and more, they understand human customs, culture and most importantly of all; warfare. An inherent tie to entropy drives their hatred of the Blackmoorians, made worse by the history of massacres brought upon by their fearful enemy. However, some beastmen go mad from strange visions at seemingly random times; foreign and invasive memories of some possible past life. These visions are often attached to a specific person. Even the dark priests of the beastmen cannot fathom the meaning of this, but confine the afflicted until the “curse” placed upon them fades out. Brutish might is bolstered by a renewed interest in armor thanks to advancing firearms such as muskets and lock mechanism pistols. Even blueprints for weapons called repeating rifles and revolver pistols have emerged. By all means, they are almost as well armed as their more “civilized” adversaries. However, they lack the strange magitech associated with ancient Blackmoor. Upon Mystara, such wares prove dangerous and destructive, defying mundane logic to the same degree as the superior arcane arts. Battles with this magitech have led to consequences upon Darkheath. A sickening radiance has been unearthed along a no-man’s land between the colonist and beastman controlled territories. The sickly glow from this protruding earthly wound remains visible well into the night. Those who stay more than a brief moment often succumb to deadly illness. The beastmen are not immune, but seem to have a resistance to the poisoned ground. Little in the way of wildlife approaches the no-man’s-land.

Human threats prove just as dangerous as beastmen and environmental hazards do. Devotees of Entropy have become empowered to bring horror and harm. Even Thonian vessels join new ships to unleash campaigns of terror upon Darkheath’s watery borders. While the land of Darkheath prevails, they are often pyrrhic victories that bring shock rather than pride. Sages and scholars fear foreboding prophecies related to these mad works of artifice. The seers and prophets speak of doom befalling the domain of Darkheath and this “Broken Cog” landscape that it belongs to. One day, it will ignite in a radiant fire. This parallel is lost on the Blackmoorians, but the irony is no doubt known by The Mists’ prison wardens. This likely ties into mad apocalypse theories like the “Time of Unparalleled Darkness,” a cacophony of nonsense preached by the Church of Ezra.21 In regards to calamity, there is a very human truth behind the beastmen themselves; they weren’t necessarily in the domain when it first emerged, they were created. Darkheath citizens who die in service to the admiral or his army become reincarnated as new beastmen, resenting their death in their past life and seeking to retaliate. So far, the Darklord is none the wiser about this reincarnation process. As long as Holden continues to embrace his warmonger attitude, this problem will persist.

Further domestic threats bring strife to these New Blackmoorians. Minions in service to Entropic Immortals seek to topple the influence of other Immortals. These cultists are bolder, wielding powers to far greater degrees and skill. One victim of these Entropy cultists was the Chantry of Khoronus, now a ruin deep within beastman territory. The strange temple and surrounding abbey is a deeply haunted place, seemingly out of time. Anyone who trespasses is assaulted with violent and disturbing sequences of the past playing out, before fading back to the eerie wreck of the present. Likewise, phantasmal priests are liable to form and retaliate against intruders. While all communication with the motherland has been lost, a faith and nostalgic obsession pushes the people onward, albeit in a stagnant direction. And for the ghosts of the chantry, it is all they have become. These are no longer mere monks, but gray philosophers, tainted by their sudden deaths and the encroaching powers of Entropy. Vindictive thoughts, desires for revenge and musing on grim things have caused Malices to emerge into this Dimension of Dread. Joining the Entropic forces are Enhanced Clockwork Machine-Men of Thanatos, corruptions of the Automatons of Blackmoor. Built for raw aggression and unholy power, even the strongest of the military struggle to defeat them. However, there is a glimmer of hope. Beyond the Temple of Ixion, well east of Archilis Township, lies the wreckage of a Herald of Thanatos. These massive constructs brought destruction and created undead in their path, a testament to technomancy falling into the wrong hands. Despite being true to Blackmoor, the denizens here are a little more reluctant to actively dabble in or use technomancy, seeing how it has been easily manipulated by evil powers. Some of the more eccentric do their best to wield the arcane science in fascinating new directions. In time, some even find mistways to take them to other lands such as Alleigosto without crossing the water, or to ever distant mountains of Lamordia. Nonetheless, they seek to perfect the plans and workings of those before them. Often, these mad scientists are influenced by entities from beyond, feeding them ideas for things that should not yet exist if they should exist at all. These eccentric builders of magitech are not wholly held in contempt, but they are treated with caution. Still, the forces of Darkheath would rather coerce them to their side than let them fall in line with wicked entropy of Chaos or the heinous beastmen. As is, these crazed inventors have created clockworks-infused undead and other abominations. These threats often consume much of the Admiral’s time, tearing him away from his love of the sea. Furthermore, the eastern waters of the Ichtyan Sea are rife with pirates, mercenaries and war fleets threatening the Blackmoorians. Brigands, scoundrels and general faces of the Rogues’ Gallery bring torment to Darkheath for a variety of reasons. A mixture of Blackmoorians and foreigners, there seems to be a black market thriving off of poached Blackmoorian goods.

Despite these troubles, the people proudly retain their Blackmoorian identity. The lands of Darkheath are not only familiar to previous Blackmoorian colonies, but can be likened to Blackmoor itself. The climate is a temperate zone, with predominantly mild if very damp weather. Fishing towns in particular have denizens often grumbling over cold rains and foggy shorelines. Wildlife is not too different from the homeland or some familiar colonies along Brun. Game animals are in abundance on the western part of the island, which makes up the majority of the domain itself. The exception to this weather comes in the winter, with threats of harsh blizzards and whipping wind gusts. This does little to hamper the beastmen, but rival naval powers are kept at bay until conditions clear. Typically, shores are far calmer on the western portion of the island, should one travel between Darkheath and nearby lands westward. However, the eastern coast has more hostile waters, complete with damaging terrain and wreckage in abundance.

While contending with nature, customs continue as the day-to-day status quo attempts to be held in this foreign land. Fashions here seem antiquated next to the rest of the Broken Cog Cluster, but the colonists do not care. Their aesthetics would be somewhat in line with residents of Mordent22, but with some hints that seem to otherwise fit Zherisia. Powdered wings have all but left the public consciousness, save for in commemoration and special events. Well trimmed hair and fine head garments, such as bonnets or top hats, have become more prominent. Suits and gowns have likewise evolved, but retain much of their prior charm. Seemingly modern and anachronistic at the same time, many do not know what to make of these Blackmoorians. Along with a proper but plain-looking garb, it is common for men to trim their hair appropriately. Some are given leeway to wear longer hair, so long as it is kept neat and tied back. Women often wear their hair longer than the men, but are usually held to a similar reserved standard. In either case, citizens who display hair too freely or messily will be held in just as much contempt as if their garb was sloppy or ill put together. Despite the classical look, the colony prides itself on its industry, creating all sorts of wondrous technologies that easily rival or even surpass most of the domains in this cluster. The politics of the land are upheld by a Royal Governor in service to the king. Reginald Higgins III and his council act as the governing officials. Despite a mostly favorable view of the Royal Governor, all in turn pay reverence to King Alvin II of Blackmoor, unaware that any attempts to pay fealty to the Crown are lost to the mists. Olden religions dedicated to local Immortals like Ixion and Khoronus remain within Darkheath, with deeply conservative resistance to new faiths such as The Church of Ezra, which has migrated through Zherisia. The Temple of Ixion is one of the original remaining places of worship within the domain.

While Darkheath retains some former glory of Blackmoor, it also retains enemies on all sides. The Broken Cog Cluster, the land west of Darkheath, is a series of fractured colonial states all vying for control. The name Blackmoor is just another name in the Demiplane of Dread … another far-off land that brings misery to this one. Curiously, the nearby domain of Zherisia claims a common ancestry. This is likely False History, but has allowed for some level of peaceful trade, while waters aren’t rife with combat. The emergence of Darkheath has been beneficial, as the Zherisians have used them as an ally to keep the rivaling power of New Rockbaecche at bay. However, a false history paints the nearby nation of New Rockbaecche as the inheritors to Thonia. Few have challenged these twisted messages and propaganda. In truth, New Rockbaecche hails from the same world as its neighbor state of Alleigosto, neither are from Mystara. However, for the displaced Mystarans, both of these territories uncomfortably resemble some of the worst aspects of Thonia from their memory; Alleigosto socially and New Rockbaecche militarily. Due to craggy cliffs and built-up walled borders, another foreign land of Phyreshia is obscured from the island nation. In the case of Phyreshia, they find Darkheath distasteful but pose no threat of violence. New Rockbaecche has kept Darkheath’s struggling navy in check. Their casus belli or war justification, in far more tasteful non-Thyatian, comes from them blaming their plights and widespread illness on the Blackmoorians. Cultists of Entropy, the radiant no-man’s land and other evils are cited as the sources. Even under Holden’s command, he is challenged by superior opponents. For the time being, battles are just brief skirmishes, akin to a predator playing with its food. In truth, this hostile power has too many problems of its own to fully engage and invade Darkheath, but the Blackmoorian Imperial Navy is not aware of this.

Enough of the citizens, brigands, enemy soldiers and monsters; I shall turn attention to the cause of this realm. The Fleet Admiral retains a youthful vitality, attractiveness and athleticism not usually seen for a man into his later 40’s. It is also possible that he has stopped aging, but it is too soon to tell. Beneath attractive and vibrant looks, he is tortured soul who hides his shadow. He remains a ruthless and cruel military leader, even with a damaged ego. Holden’s reflection betrays him, taking the form of a beastman to mock his wicked behavior. Not only is it ghastly, but it seems to have a mind of its own. The creature taunts him at every chance. Those who catch a glimpse of the mirror creature remark that they’ve seen a demon and risk falling into madness. His overt hatred became self-loathing and terror. Even when he’s not battling with his ego, he fights a war on two fronts. Should he operate a brigantine through the Timor’s Straight in a beastmen campaign, Thonian or Rockbaecche forces will amass towards western domain waters. Should he set upon his flagship to fend off foreign invaders, threats of beastmen assaults will soon trouble him. And amidst that, various pawns of entropy, madmen and monsters will find ways to tug at the admiral all at the same time. Despite the endless conflict, he retains all who were loyal to the Blackmoorian cause before. At the slightest call for help, nearby Blackmoorians will leap in defense, regardless of what they have to arm themselves with. This zealous surge of national pride becomes uncanny and unnerving at times, something he cannot alter or stop.

Closing the Borders: When Fleet Admiral Holden decides to close the borders, ships will move along the misty borders, in the primary position to open fire upon a target. Should the interloper call a bluff, an assault will begin until the target makes it clear they wish to return. The ships will then recede into the mists. Even on the eastern peninsula side of the domain border, ships will fire cannons with frightful accuracy.

In Conclusion

This has been a most intriguing diversion, if only to outdo this false rival from Jaibul. Reality frightens him more than he should frighten reality. This exercise only proves my information gathering skills surpass the Rajah or even Azalin. Regardless, part of me shudders that other denizens of Mystara have fallen just as I have. It begs the question: how many more of them are there? And, what has caused these otherworldly “Mist” forces to keep grabbing us? Should I find myself lost in another one of these musings, then perhaps I’ll investigate this further. What strikes me as strange is how this dimension seeks to take the heinous and profane, plucking them out of time. I have garnered research on ancient commanders and raiders in Blackmoor and Skandaharia, both from places that should have long since been lost. My knowledge lies within half-understood texts, faded maps without context and few notes. Likewise, the ancient realm of Taymora was long lost well before my time, long since sunken as ruins near the Malpheggi Swamps. These lost secrets should have been scoured by the Immortals, but traces of them lingered within Mystara. What this Dimension of Dread is remains a mystery. It is best I don’t think too deeply about it, as I have my own rituals and research to return to. Likely this is another distraction set up by my dimensional captors, something to keep me from finishing my glorious work… Or worse, boredom or fatigue once again plaguing my ability to create. These distractions are not too different from some weary false maharajah of Jaibul, the mad mage king of Oerth, foolish Fraternity of Shadows intruders23 or any other contemptible characters. It would be in best interest to return to other forms of research, away from these cowards, thieves and fools.

And with that, thank you for reading my continued adventures into the Demiplane of Dread through the eyes of Mystarans. Likewise, huge thanks to Joseph Setorius for lending some major help in editing this article! Will there be further horrific crossover into Ravenloft? I can’t say for sure. But, I do hope you enjoyed this adventure as much as I did writing it.



1For more on Jaibul, look at DRAGON Magazine issue #169 and the ongoing adventures of “The Voyage of the Princess Ark”.

2An ornate throne used by rulers for important occasions.

3The Chosen of Jaibul comes from the Tome of Mystara article, “Espionage Organizations in Mystara

4For more on this reboot of the Verdant Lands Cluster, check out the Daemons & Deathrays blog for the Steaming Lands.

5Information on The Nightmare Lands and The Nightmare Court can be found in The AD&D 2e Nightmare Lands Boxed Set. If using this scenario in a solely Mystara campaign, as opposed to crossover scenarios, the Dimension of Nightmares could substitute for the Nightmare Lands.

6A winter holiday season within Vasfar, often filled with celebratory lights but also tales of grim monsters. It has no direct precedent in Soderfjord, Ostland or Vestland.

7More on this backstory for Invidia can be found in Ravenloft Gazetteer IV

8See article Beyond Neglitode from THRESHOLD Magazine #29


9A character in the 3e Ravenloft Gazetteer line who was essential to a metaplot surrounding Azalin Rex of Darkon.

10For more on Taymora, consult its entry in Historical Areas of the Outer World section of the Atlas resource at the Vaults of Pandius.

11Nosferatu Vampires can be found in AC9/DMR2 for BECMI or the Mystara Monstrous Appendix for AD&D 2E. This modern incarnation is close to the weakened form of most of the domain vampires.

12The undead and curses surrounding the border claim those who lack the awareness of their presence.

13According to the Mystara 2300 BC series, Taymora sinks by BC 1,750.

14Meaning from before the flood. Alternatively, absurdly archaic and old-fashioned.

15See also Ravenloft Cultural Levels

16For more on the Broken Cog Cluster, a series of domains with a dark steampunk theme, please see this article on the Daemons and Deathrays blog. This expands on the domains of Rockbaecche, Zherisia, Nosos, Alleigosto and Phyresha .

17Zomborg and blighted dead are found in THRESHOLD magazine #27, in the “Threats and Foes of Returned Blackmoor” article.

18For more information about it, see also https://ravenloft.fandom.com/wiki/Zherisia

19For more about ‘Age of the Wolf’, see info on Havard’s Blackmoor Blog here http://blackmoormystara.blogspot.com/2010/03/age-of-wolf-art-revealed.html

20This references James Mishler’s epic timeline of The Age of Blackmoor at the Vaults of Pandius.

21From The Evil Eye module, in which an apocalyptic event will befall the Demiplane starting 775 of the Barovian Calendar.

22For more on Mordent and other domains of dread, consult the AD&D 2E Ravenloft Domains of Dread hardcover.

23This refers to the altercation between Meredoth and an agent of the Fraternity of Shadows, as found in The Nocturnal Sea Gazetteer.