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The Unknown World Trail map - part 2 (Broken Lands and Shadowlands)

by Francesco Defferrari from Threshold Magazine issue 14

The Unknown World Trail map


Part II, Broken Lands, Shadowlands and Shadowdeep

by Francesco Defferrari (Sturm)


A guide to the wilderlands of the Shadowdeep


This article follows a first instalment detailing the south east of the Known World (Karameikos, Five Shires, Ierendi, Minrothad and Thyatis) in Threshold issue #13: http://pandius.com/Threshold_13.pdf. See the introduction of the first article of this series for a full explanation of the purpose of these articles, which will eventually cover the whole Known World.
Before moving to the other surface nations, we will look at the Broken Lands, the Shadowlands and the Shadowdeep of the Known World, in line with the theme of this issue.
In another article written by me in this same issue, “Through the Shadowdeep, From Karameikos to the Hollow World”, I have imagined up to 50 different underground levels or layers (but regions would be a better term) from the surface world to the Hollow World. Here however I will examine only the four levels nearest to the Known World surface. All four should be considered part of an Upperdeep macro-region comprising the levels which maintain, in a way or another, close relations with the surface of the Known World.

The First layer (The Dungeon level)

Populations and density


The first level of the Shadowdeep is composed of dungeons, tombs, mines and natural caves, at a depth usually no more than 100 feet (30 meters) below ground. It is composed of a myriad of tunnels and caves all around the Known World, often forming small complexes. A map is not provided because most of these dungeons are relatively small in extension and generally not continuous, so it’s not possible to travel this level without returning to the surface.
There are many different kind of inhabitants on this level, from normal animals to monster to intelligent beings, such as humanoids, brutemen, lizardmen and many others. Some may be also haunted by undead, or occupied by bandits or werecreatures. Many will simply be empty and abandoned.
For a quick reference, the DM could decide randomly what kind of underground locations each 8 mile hex contains:


Random dungeon generator

- Roll 1d10 for the number of underground locations in the hex.
- Roll 1d4 to decide the type: 1 Tomb 2 Mine 3 Natural Cave 4 Building with dungeon
- Roll 1d6 to determine the extension: 1 level only, up to ten rooms (1-2), 2 levels, and/or up to 20 rooms (3), 3-5 levels, and/or up to 50 rooms (4), megadungeon with 10 levels and 100 rooms (6).
- Roll 1d4 to determine if occupied by living beings (1-2) or empty (3-4, could still contain treasures, information, objects, documents, traps, constructs or undead). If more than one level, this roll could be repeated for each level.
- If previous result was 1-2, roll 1d4 to determine if occupied by humans (1, bandits, rebels or werecreatures), humanoids (2), unintelligent monsters (3) or normal/giant animals (4). If bigger than a few rooms, this roll may be repeated as many times as the DM desires.
- Roll also 1d100: there is a 20% chance (or more if the DM wants) that the dungeon has a passage leading down to the second layer of the Shadowdeep.

The average population of dungeon inhabitants should be quite low, around 100 creatures in a 8 mile hex, but obviously a hex containing extensive underground locations could have up to 1,000 dungeon inhabitants or more.
On a national level, the population of intelligent “dungeon dwellers” is however quite relevant: for example in Karameikos, considering 100 creatures for each 8 mile hex, there could be up to 50,000 of them, a figure that could be added to the total population number already detailed in the previous issue of Threshold, or included in it.


Upper Broken Lands

Populations and density



I will discuss the Upper Broken Lands here because due to its nature, the region should have extensive dungeons, mostly dug by the humanoids over the centuries by enlarging natural caves or reusing old structures. For a detailed view of the Upper Broken Lands, see the wonderful 1 mile per hex map of the region made by Robin D1, who also delves into the topic with an article in this very issue.
Here I will just suppose which regions of the Upper Broken Lands could be considered heavily settled by humanoids and which regions should be considered wilderlands, similar to what I did in the last issue (#13) about the south eastern nations of the Known World.
In the last issue, the Broken lands were depicted as wilderlands as they are inhabited only by humanoids and other creatures, but in this issue, using Robin’s wonderful maps and her research as the main resource, we will look a bit closer.
In Gazetteer 10, The Orcs of Thar, populations are quite low, given at about 3,000 bugbears, 3,000 goblins, 2,500 hobgoblins, 3,700 kobolds, 2,200 ogres, 7,500 orcs, 1,500 gnolls and 1,000 trolls, so less than 25,000 in the Upper and Lower Broken Lands. Oenkmar is said to have 18,000 inhabitants, including 9,000 orcs, 4,500 goblins and the rest other humanoids and giants. The Poor Wizard’s Almanacs give the same figure for Oenkmar and 39,000 inhabitants in the Broken Lands, including the new Great Crater. The Demografia Mystariana2 by Simone Neri gives a population of over 60,000 inhabitants, including 1,500 faenare, 1,000 lizardmen, 790 humans (of which about 690 slaves and 100 brigands and spies), 300 troglodytes, 200 giants, 150 manscorpions and 100 elven slaves, mostly from Glantri.

All these estimations calculate a very low population density in the Broken Lands, much less than 1 intelligent inhabitant per square mile. As explained in the previous issue, I prefer a much higher density, which I would estimate at about 18 intelligent creatures per square mile.
The Broken Lands would then have a population of more than 600,000 intelligent inhabitants, with huge variations between the Upper and the Lower, and the different regions.
In canon sources, Gazetteer 10 doesn’t have a list of monsters, but the Poor Wizard’s Almanacs mention as unintelligent monsters goat, sheep, giant ants, rock baboons, giant lizards, giant rats, giant scorpions and giant spiders. The monsters listed in the Gazetteer 6, The Dwarves of Rockhome and Gazetteer 8, The Five Shires, should be appropriate also for the Upper Broken Lands: beholders, vampires, oozes, giant bats, white apes, doppleganger and mujina, devil swine, feywings, gargoyles, ghouls, black hags, haunts, lich, wererats, manscorpions, nightgleet, owl bears, rockfangs, seergars, skeletons, snakes, stirges, visions, wights. Sheldon Morris’ Monstrous Atlas for the Broken Lands3 has also a more extensive list of the creatures of the Broken Lands including among the intelligent beings also thouls, leprechauns, metamorphs and werewolves.
Humanoids should be the most common intelligent inhabitants of the Broken lands, followed by faenare, drakes, giants, lizardmen, troglodytes, manscorpions, humans, werecreatures, shapeshifters and dark fairies. This choice of inhabitants comes also from the history of the region which was developed mostly by fans and summarized by me in Threshold issue #124. Before the humanoids, the area should have been inhabited by lizardmen, troglodytes, giants and fairies, elves. It makes sense that some of them, particularly giants, fairies and reptilians, are still present in the region.
The Upper Broken Lands should also be able to support about 300 dragons5.

In the description below I consider normally only the main humanoid race of the territory but, as described in Gazetteer 10, normally each land is inhabited also by some members of all the other humanoid races, in different proportions. For example in Bugburbia goblins and hobgoblins are quite common, and in Kol there are also gnolls and orcs. Races which hate each other (orcs hate hobgoblins, goblins hate kobolds, bugbears hate gnolls, ogres hate trolls) are normally very uncommon in the territory of their main enemy.
Upper Ogremoor is a region of cliffs, mountains, glacier and yaks. The region supports about 40,000 inhabitants, roughly 30,000 ogres and the rest is divided between faenare, giants and others6.
Upper Orcus Rex is a region of cliffs, canyons, crags and mountain goats with a population of 30,000 orcs and 5,000 others, mostly troglodytes and giants7.
Upper Bugburbia is the region bordering Glantri, mostly a region of rocky hills and mountains with a height between 4,200 and 6,000 feet. The Vesubia here flows into a deep canyon filled with giant rhododendrons and thick mosses. Most of the bugbear population lives in the hills nearest to the border with Glantri. The region should be able to support 25,000 intelligent inhabitants, including 20,000 bugbears and 5,000 other creatures, probably giants, faenare, frostdrakes and other fairies, maybe some troglodytes. The biggest wilderland should the area of Mount Barbia, inhabited by frost drakes. The old elven ruin of Trammelant is inhabited by undead8.
Upper Gobliny is another region of hills and mountains which also contains the wilderlands of Zyrd and Kalazyrd. The great fortress of Akrass9 is the capital of the region, which is the home of 40,000 intelligent inhabitants, including 35,000 goblins and 5,000 others, mostly giants, faenare, dark fairies and troglodytes.
Upper Hobgobland is dominated by the grassy plateau of Akkila’s Throne and has about 22,000 intelligent inhabitants, mostly hobgoblins with some troglodytes, caymen10, manscorpions and dark fairies. The left part of the Muck is also considered part of it, and said to be inhabited by the weakest hordes in Gazetteer 10.
Upper Yellow Orkia is mostly a salt desert which becomes a marsh toward the river, inhabited by 20,000 orcs with some giants, troglodytes and others. The Muck is a true wilderland which the yellow orcs claim in name only, inhabited by up to 10,000 trolls, lizardmen, troglodytes and caymen.
Upper Gnollistan is a dry region dominated by the rocky desert of the Sun’s Anvil plateau. It has a population of 35,000, including 30,000 gnoll and 5,000 manscorpions, giants, rockmen, geonids, galeb duhr and others11.
Upper Kol is a region of forested hills, with many geysers and tar pits, able to support about 30,000 inhabitants, mostly kobolds with some hill giants, manscorpions, troglodytes and dark fairies12.

Upper Red Orcland is a region of broken terrain and bushes dominated by the deserted plateau of Natoka’s grave. It has about 30,000 inhabitants, 25,000 orcs and 5,000 manscorpions, giants, troglodytes and mudmen13.
Upper Trollhattan is a swampy depression concealed by mountains and a permanent fog. The swamp is inhabited by trolls and swamp horrors and can support a population of 10,000 inhabitants, even if canon indicated only 200 trolls. The DM should decide the true numbers and if the swamp could also be inhabited by lizardmen, troglodytes and caymen14. The rest of Trollhattan, the mountains surrounding the depression, can support 10,000 other inhabitants, mostly faenare, drakes and giants.

The final count of the population of the Upper Broken Lands should be 245,000 humanoids (30,000 ogres, 35,000 goblins, 30,000 grey orcs, 20,000 bugbears, 20,000 hobgoblins, 15,000 yellow orcs, 30,000 gnolls, 25,000 kobolds, 25,000 red orcs, 15,000 trolls), and approximately 15,000 giants, 10,000 faenare, 10,000 troglodytes, 2,500 lizardmen, 2,500 caymen, 4,000 manscorpions, 5,000 drakes, 4,000 dark fairies (redcaps, gremlins, hags and others) and shapeshifters (metamorph, mujina, doppelganger and others), 2,000 humans and werecreatures, 5,000 rockmen, mudmen, geonids and galeb duhr, for a total of more than 300,000 intelligent inhabitants.


The Wilderlands of the Upper Broken Lands


Broken lands wilderlands

http://pandius.com/Brokenlandspopulations.png

1 - The Yak’s Spur and the Valley of Khyr

Mountains do belong to ogres but do not belong to ogres. Them birdmen and them giants live here. They barter us weapons and things, we barter them yaks and things. Stubborn ogre chiefs sometimes makes war with giants, but them strong. Wiser chiefs pay them, as good they are at throwing rocks”
- Gungim, ogre warrior.

Area: 64 x 32 miles, or 1,600 square miles.
Days to cross15: 20 days east-west or 15 days north-south, normally it is possible to cover only 3 miles per day due to the treacherous terrain.
Intelligent inhabitants: probably up to 30,000 (humanoids, giants, faenare, troglodytes, trolls, drakes and at least 25 dragons, including Pasvrost, Kal-Tejung-fer, and Ijsh-ergg-koud16, with extensive underground areas.

In Canon products and Fan productions:
- Gazetteer 10 gives only a brief description of the mountains on page 8 of the Player’s guide. PC2 Top Ballista mentions faenare on page 6 of the DM Booklet.
- Robin’s 1 mile per hex map of the Broken Lands details the Valley of Khyr and the Yak’s Spur:
http://pandius.com/broken.html#maps. See also this post about the faenare: http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=16302&p=182774. Robin places the location of the Tower of Doom from the namesake videogame after 1014 AC, as suggested in that game, north of the Yak’s Spur.

2 - The Barbia mountain

Little cold dragons, big cold dragons, nasty giants and magical creatures. Not a place a bugbear wishes to be, unless he is rot in the head like those humans who go around causing troubles”
- Kurum, bugbear warrior.

Area: 16 x 16 miles, or 250 square miles.
Days to cross: 5 days east-west or north-south, normally it is possible to cover only 3 miles per day due to the treacherous terrain.
Intelligent inhabitants: probably up to 5,000 (drakes, fairies, faenare, giants and at least 4 dragons), with extensive underground areas.

In Canon products and Fan productions:
- Robin’s 1 mile per hex map of the Broken Lands details the mountain, which is also described in this post http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=180665 .

3 - The Plateau of Zyrd

A petrified forest, haunted they say. And an old monastery abandoned long ago by crazy humans. Top only for the shamans. Still we bring the goats on the slopes often, because there is always good grass. Not staying in the night in any case.”
- Ashela, goblin goat herder and gatherer.

Area: 15 x 7 miles, or 100 square miles.
Days to cross: 2 days east-west or 5 days north-south, normally it is possible to cover only 3 miles per day due to the treacherous terrain.
Intelligent inhabitants: probably up to 2,000 (goblins, faenare, troglodytes, drakes, undead and at least 3 dragons (under the control of Gurmarmirmiar), with extensive underground areas.

In Canon products and Fan productions:
- The Plateau appears in the adventure HWA1 Nightwail as the seat of the abandoned Barleycorn monastery, founded by monks who tried to teach agriculture to goblins.
- Robin’s 1 mile per hex map of the Broken Lands details the Plateau, which is also described in this post:
http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=180665#p181599

4 - Mount Kalazyrd and the Ashen plains

The great rumbling mountain is sacred to Kala, mistress of the earth and the underworld, she who created the goblins to punish the impious races.”
- Jahila, goblin shaman.

Area: 40 x 10 miles, or 400 square miles.
Days to cross: 3 days east-west or 13 days north-south17, normally it is possible to cover only 3 miles per day due to the very treacherous terrain.
Intelligent inhabitants: probably up to 7,000 (goblins, giants, troglodytes, undead and at least 5 dragons), with extensive underground areas.

In Canon products and Fan productions:
- Robin’s 1 mile per hex map of the Broken Lands details the volcano, which is also described in this post http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=180766.

5 - The Muck

It’s a damn swamp that even orcs and hobgoblins avoid. That should tell you everything you need to know about it.”
- Joris, Darokian caravan guard.

Area: 32 x 24 miles, or 700 square miles.
Days to cross: 10 days east-west or 7 days north-south, normally it is possible to cover only 3 miles per day due to the treacherous terrain.
Intelligent inhabitants: probably up to 12,000 (orcs, hobgoblins, trolls, caymen, lizardmen, troglodytes, undead and at least 11 dragons (including Asthimahl and Gjullgaraah), with extensive underground areas.

In Canon products and Fan productions:
- Robin’s 1 mile per hex map of the Broken Lands details the Muck, with some locations described in this post: http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=184855.

6 - The Sun’s Anvil and the volcanoes

It is our home, but the south west is forbidden land, inhabited by ancient dead, giants and creatures of fire. Gnoll warriors go there if they hope to gain great treasures and great fame. Some succeed, but many do not return”
- Ahuas, gnoll shaman, teaching whelps.

Area: 40 x 24 miles, or 500 square miles.
Days to cross: 13 days east-west or 7 days north-south, normally it is possible to cover only 3 miles per day due to the treacherous terrain.
Intelligent inhabitants: probably up to 9,000 (giants, elementals, manscorpions, gnolls, undead and at least 7 dragons), with extensive underground areas.

In Canon products and Fan productions:
- Robin’s 1 mile per hex map of the Broken Lands details the area, with the Mountain That Died described in this post: http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=184348 and the twin volcanoes here: http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=182872.

7 - Natoka’s grave Plateau

An important place for our people, where young warriors can earn feathers, or die trying.”
- Tall Horse, red orc warrior.

Area: 32 x 24 miles, or 650 square miles.
Days to cross: 7 days east-west or 10 days north-south, normally it is possible to cover only 3 miles per day due to the treacherous terrain.
Intelligent inhabitants: probably up to 12,000 (orcs, giants, mudmen, troglodytes, manscorpions and at least 10 dragons), with extensive underground areas.

In Canon products and Fan productions:
- Robin’s 1 mile per hex map of the Broken Lands details the area, with mudmen described in this post:http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=179706.


The Second layer (The Dwarven level)

Populations and density


I will call this second layer the Dwarven level because dwarves and gnomes are its most famous inhabitants, but the true population of this layer is quite diverse.
This layer should include all the Shadowdeep locations at a depth between 100 and 800 feet below ground, so from 30 to 245 meters. Typically these regions could be reached from the surface in no more than an hour of walking.
The map below indicates the populations which are known to inhabit different regions of this layer under the Known World, from the Sind desert to the Sea of Dawn.
As this level is not very deep, the waters indicated in dark blue are the regions in which the surface seas reach down to this level. The pressure of the deep sea could flood the layer if not blocked by solid rocks or maybe some sort of strange magical effect, so normally should be impossible for the inhabitants of this layer to reach the surface by swimming up. The waters in light blue are instead Shadowdeep seas, with the surface of the water enclosed under the rocks of this level.

Shadowdeep second layer

http://pandius.com/Shadowdeep-700feet.png

The region really controlled by dwarves and gnomes is just below Rockhome and northern Karameikos, and not even the whole extension of these areas. In fact, even if this is not common knowledge among Mystara’s surface people and not even among the inhabitants of this very layer, the true master of this level are dragons. The dragon realms of the surface18 extend well beyond it, down to the dungeons in their domains (the first layer) and down to this second layer of the Shadowdeep and beyond.
Beside the dragons many other intelligent creatures inhabit this layer of the Shadowdeep.
The letters in red indicate the approximate location of Lower Dengar (D) under Rockhome, Highforge/Eveskyr (E) under Karameikos, Makrast (M) under Thyatis, all cities inhabited by dwarves and gnomes that should probably be all connected. Also in red Cynidicea19 (C] and Barimoor’s citadel20 (B) in Ylaruam, which also should have a connection between them.
The region under Rockhome and the Altan Tepes mountains in Karameikos and Thyatis should be inhabited mostly by dwarves and gnomes, but humanoids, giants and other races could also be present in this area. This layer of Karameikos’ underdeep is detailed in my other article in this same issue of Threshold, Through the Shadowdeep.
For example, a nation like Karameikos could have up to 12,500 square miles of underground regions in this layer of the Shadowdeep, inhabited by up to 100.000 intelligent creatures.
Such underground regions will not always be composed by huge caverns miles long and miles wide, but more often by series of interconnected caves divided by huge walls and columns21.
As a general rule for the DM, it could be assumed that each surface nation has underground locations in this layer of the Shadowdeep up to ⅕ to ¼ of its territory under the sun, and the density of intelligent inhabitants is less than 10 people per square miles.
Rockhome could then have 10.000 square miles of underground territories in this layer, able to support at least 100.000 inhabitants (or more, as dwarves should be particularly well organized to life under the earth).
This layer should be inhabited by more or less the same monster and intelligent creatures mentioned for the previous level, but in particular it contains the following populations:
In the west Middle Graakhalia22 dominates the Sind desert (Upper Graakhalia is instead located in the first layer of the Shadowdeep), while the mysterious Black Mountains have extensive underground locations inhabited by humanoids, manscorpions, brutemen and other creatures.
Humanoids dominated by dragons populate this level of the Shadowdeep in most of the north, particularly in the Adri Varma plateau, Glantri and Denagoth. The inhabitants of Wendar’s Shadowdeep at this level, if any exist, are unknown.
Troglodytes contaminated by the Radiance23 are rumoured to live under Southern Glantri.
Mysterious spirits dwell in the caves under Ethengar and trolls range from the Northern Reaches to the Broken Lands, which are dominated at this layer by Upper Gnollistan.
Grey orcs and goblins populate the underground area of Darokin, shapeshifters of various kinds hide deep under Sind and red orcs under the Atruaghin plateau, which also hides the mysterious ancient ruins of Intua24.
Annwyn25, the realm of dark fairies, lies under Alfheim, while Rockhome and the Altan Tepes mountains are mostly inhabited by dwarves and gnomes. The reclusive Modrigswerg inhabit the caverns of Svartwerg26 in the Northern Reaches, bordering gnoll territories.
Ylaruam’s Shadowdeep, beside Cynidicea and Barimoor’s citadel, already mentioned above, hides also in this layer the ancient and cursed ruins of Nithia.
Giants, particularly hill, stone, frost and fire giants, have underground adobes in several regions of the Known World, such as Norwold, Denagoth, Heldann Territories, the Imperial territories of Thyatis and many regions of the Black Mountains, Northern Sind and the Sind desert.
This layer of the Shadowdeep under Thyatis should be dominated by wererats27, while the Cruth Mountains between Karameikos and the Five Shires is inhabited by brutemen, troglodytes, manscorpions and humanoids.
A large area of this layer between the Malpheggi swamp and the Blight swamp, so including all the southern coast of Darokin, the Five Shires and Western Karameikos is inhabited by a relevant number of lizardmen, troglodytes and caymen.
This layer of the Shadowdeep under Ierendi and Minrothad mostly contains ancient ruins inhabited by undead28 and some lizardmen. The many volcanic regions of the islands often reach down here, and are inhabited by fire giants and fire creatures.
Lastly, the underground seas of this layer are often the domain of the deep knas29 in the southernmost regions of the Known World.


The Wilderlands of the Lower Gnollistan


Lower Gnollistan30 is included here as it the region of the lower Broken Lands nearest to the surface, thus belonging to this second layer of the Shadowdeep. Lower Gnollistan is about 1,700 square miles and can support up to 30,000 intelligent inhabitants.
The northern part of the cavern is a 32 x 20 mile region of quartz pillars and stalactites mostly inhabited by manscorpions, geonids and other earth creatures.

The south is 50 x 20 miles of desert infested by black puddings and quicksands, with a huge sinkhole, the main area inhabited by gnolls, with some manscorpions.

The west is a 24 x 24 mile mudbank and fungal forest near the Oued Ashuma river, inhabited by trolls, troglodytes, gnolls and some water and earth creatures.

The Third layer (The Humanoid level)

Populations and density


I will call this third layer the Humanoid level because the Lower Broken Lands are its most important region, but in this layer too the whole population is quite diverse.
This layer should include all the Shadowdeep locations at a depth between 800 and 2,000 feet below ground, so from 250 to 600 meters. Typically these regions could be reached from the surface in about one to three hours of walking.
The map below indicates the populations which are known to inhabit different regions of this layer under the Known World, from the Sind desert to the Sea of Dawn.
The dark blue seas are those which are connected to the surface, as the sea in these region is so deep to reach this layer of the Shadowdeep. As explained above, the deep sea cannot be directly connected to the layer unless the DM wishes to have some magical effect preventing the sea from flooding it.

Shadowdeep third layer

http://pandius.com/Shadowdeep-1300feet.png

The dragon realms mentioned in the layer above have also some degree of control on these regions, depending on the area and the individual dragon.
Humanoids dominate indeed many regions of this level of the Shadowdeep, not only under the Broken Lands, Glantri, the Northern Reaches, Sind and Atruaghin lands but also in the northern Sind desert, the Adri Varma plateau, Karameikos and Thyatis.
The region of Deep Hollow is described in the article by Agathokles in this same issue of Threshold, with all its common inhabitants.
Other intelligent races which have a relevant presence in this level of the Shadowdeep are minotaurs in some regions of Karameikos and Thyatis, manscorpions under the Cruth mountains, aranea under Alfheim. Ancient ruins belonging to long dead civilizations, like Mogreth, Intua and Taymora31 can be found on this layer under Ierendi, Minrothad, Ylaruam and Atruaghin lands. Troglodytes inhabit the region corresponding to the surface area between the Malpheggi and the Bligh Swamp, including the southern Shires. Lower Graakhalia dominates the Sind desert, surrounded by more humanoid domains.
As in the above layer, the DM could assume that each surface nation has underground locations up to ⅕ to ¼ of its territory under the sun, and a density of intelligent inhabitants less than 10 people per square miles.
Therefore for example Sind could have as many as 50,000 square miles of Shadowdeep in this level and a population of 500,000 intelligent creatures, probably red orcs, ogres, giants, brutemen, caymen, gatormen, troglodytes, aranea, shapeshifters and others.

The Wilderlands of the Lower Broken Lands

The Lower Broken lands32 are included here as the most relevant region of this level of the Shadowdeep, at least in the Known World, except for Lower Gnollistan which has been described in the level above as it is less deep than the others.

Each ones of the territories described below can normally support from 15 to 20 dragons of different varieties33. Some of these dragons avoid the humanoids, while others try to control or influence them. Almost all of them have servants and minions. If not humanoids, then members of the other races which inhabit this layer of the Shadowdeep.

The fact that the Broken Lands were created in 1700 BC by a cataclysm related to the Radiance still present in Glantri (see Gazetteer 3 and 10, and Threshold issue #12), leaves to the DM ample room to include in these underground territories a variety of mutated and strange monsters, like the intelligent insects I have included below.

I have also included several werecreatures, as I think both humans and humanoids infected by the affliction could be likely to seek refuge and alliances in such a land. Some of these werecreatures could have formed their own secluded communities, while other are probably employed as shock troops by humanoid hordes.

The lava flow in which Oenkmar floats and which runs through this region of the Shadowdeep has its own unique inhabitants, such as lava fish, lava lizards, lava oozes, fire beetles, fire giants, flame salamanders and other fire elementals.
The many underground rivers and lakes of this region have their own special inhabitants too, such as lizardmen, caymen, frogfolks, trolls, nixies and sprites on the shores and many kinds of giant fish, leeches, toads, crabs and termites in the waters, with intelligent creatures such as deep knas and hresha-rhak34.

Lower Ogremoor is the largest cavern complex of the lower Broken lands, 100 x 30 miles crossed by two rivers and occupied by a vast fungal forest and some more arid lands. The area of about 3,000 square miles can sustain up to 50,000 intelligent inhabitants. The arid lands are mostly inhabited by ogres, hill giants and manscorpions, while the fungal forest has ogres, troglodytes, frogfolks, myconids and werebats.
Lower Trollhattan is a cave of about 45 x 45 miles with continuous rain, a shallow lake and arid sand near the lava flow, inhabited by trolls, troglodytes, frogfolks, myconids and other intelligent fungus, with some fire creatures near the lava flow. The region supports up to 25,000 intelligent inhabitants, including some aquatic creatures.
Lower Orcus Rex is a rocky cave with some fungal jungles and a beach on the lava flow, inhabited by orcs with some troglodytes, manscorpions, wereboars, werewolves and myconids. It’s a 42 x 42 mile cave which can sustain up to 35,000 inhabitants.
Lower Bugburbia is mostly a thick and humid fungus forest with some more rocky regions, roughly 40 x 40 miles, able to support up to 25,000 inhabitants, mostly bugbears with some myconids, troglodytes, werebears and giant locusts (including an intelligent breed of them).
Lower Gobliny has a fungus forest along the Bugbur river and more rocky areas far from it. It has also an arid land toward the lava lake which contains Oenkmar. It’s about 40 x 40 miles and can support up to 25,000 inhabitants, mostly goblins with myconids, manscorpions, troglodytes, wereboars, devil swine and intelligent giant slugs.

Lower Hobgobland is a relatively arid land of 50 x 40 miles, able to support about 35,000 intelligent creatures, mostly hobgoblins with some other humanoids, manscorpions, myconids, wererats and werebears.

Lower Yellow Orkia is a humid land dominated by a big lake and a fungus forest of about 60 x 15 miles able to support around 25,000 intelligent inhabitants, mostly orcs with some trolls, myconids, lizardmen, gatormen and caymen. The lake is also inhabited by aquatic creatures, including deep knas, nixies and water elementals.
Lower Kol is a region of 50 x 40 miles which includes an arid land near the lava flow, thick with purple worms, a fungus forest along the Kol-Dahk river and a more rocky area to the south. The territory can support 40,000 inhabitants, mostly kobolds with myconids, troglodytes, manscorpions and some elementals.

Lower Red Orcland is a region of 60 x 30 miles with about 35,000 inhabitants, mostly red orcs with mudmen, troglodytes, myconids and a particular breed of faenare similar to the local cave birds.

The total population of the Lower Broken Lands should be of 230,000 humanoids (35,000 ogres, 15,000 trolls, 30,000 grey orcs, 20,000 bugbears, 20,000 goblins, 30,000 hobgoblins, 15,000 yellow orcs, 35,000 kobolds, 30,000 red orcs) and 85,000 other intelligent creatures (3,000 giants, 7,000 manscorpions, 11,000 troglodytes, 5,000 frogfolks, 12,000 myconids and 2,000 werebats, 2,000 wereboars and devil swine, 1,000 werewolves, 2,000 werebears, 5,000 elementals, 5,000 deep knas, 3,000 lizardmen, 1,000 gatormen, 1,000 caymen, 5,000 hresha-rhak, 5,000 intelligent locusts, 5,000 intelligent slugs, 5,000 nixies and other fairies, 1,000 mudmen, 4,000 faenare).

The final count of the population of the whole Broken Lands, Upper and Lower, should be 485,000 humanoids (65,000 ogres, 55,000 goblins, 60,000 grey orcs, 40,000 bugbears, 50,000 hobgoblins, 40,000 yellow orcs, 55,000 gnolls, 60,000 kobolds, 55,000 red orcs, 30,000 trolls), and approximately 18,000 giants, 14,000 faenare, 21,000 troglodytes, 5,500 lizardmen, 5,000 frogfolks, 3,500 caymen, 1,000 gatormen, 11,000 manscorpions, 5,000 drakes, 4,000 dark fairies (redcaps, gremlins, hags and others) and shapeshifters (metamorph, mujina, doppelganger and others) 2,000 humans, 8,000 werecreatures, 6,000 rockmen, mudmen, geonids and galeb duhr, 5,000 elementals, 12,000 myconids, 10,000 intelligent insects, 10,000 deep knas and hresha-rhak, 5,000 nixie and other aquatic creatures, for a total of more than 630,000 intelligent inhabitants.


The Fourth layer (The Shadowelves level)

Populations and density


The fourth level of the Shadowdeep is also the last level of the Upperdeep, the region which still maintains a kind of relationship with the surface. The level below this one, as we will see in the other article by me, Through the Shadowdeep, are much more detached from the lands under the sun.
This layer should include all the Shadowdeep locations at a depth between 2,000 and 6,000 feet below ground, so from 600 to 1,800 meters, more than one mile. Typically these regions could be reached from the surface in about a day of walking or more.
The map below indicates the populations which are known to inhabit different regions of this layer under the Known World, from the Sind desert to the Sea of Dawn.
The dark blue seas are those which are connected to the surface, as the surface sea in these region is so deep to reach these regions of the shadowdeep. These regions of deep sea are however isolated from the layer as explained above.

Shadowdeep fourth layer

http://pandius.com/Shadowdeep-5000feet.png

The Shadowelves are the most famous inhabitants of this level, but they are not the only one. Dragon realms of the surface normally do not exercise their power so deep, unless the DM wishes so or wants to use some dragon breeds which lives in the Shadowdeep. Geonids and rockmen are common inhabitants all around the Shadowelven lands. Beholders also live in this layer and the one above, particularly in the region under Rockhome and nearby lands.
Medusas and Thouls are common in this layer of the Shadowdeep under Denagoth, while the mysterious dark elves35 of the Northern Reaches have their realm of Svartalfheim in this area. The true nature of these dark elves is unknown, as they seem unrelated to Shadowelves and unknown to them, but they could be related to dark fairies.
Deep hutaakans live under Ylaruam, Hivebroods under Thyatis and Karameikos and Deep Glaurants under the Five Shires. Aranea live below the Atruaghin lands, while under the Black Mountains and the Sind desert there are populations of bargda, nagpa, myconids and fire giants. All these populations are quite reclusive and normally have few relations with the surface, if any. The same has been true for many centuries also for the shadowelves, if not for their desire to return to the surface from whence they came.

Populations and density of the Shadowlands


Shadowlands populations

http://pandius.com/Shadowlands_people.png



The Shadowlands, home of the shadowelves, cover a vast area of this layer of the Shadowdeep. According to Gazetteer 13 “the shadow elves, spread out over their underground expanse, number about 550,000, with more than half of these concentrated in the clans’ four major cities”. This contradicts the reasoning I made in the previous issue (and that Simone Neri did in Threshold issue #1 in his Demography of Karameikos article about the fact that city population in a Renaissance level nation should be a way lower than the rural population. However I am willing to consider the Shadowlands an exception due to their particular nature. We can image the environment of the shadowdeep as particularly unforgiving and so it makes some sense that intelligent creatures will gather in big population centres and venture outside only for some hours of the day. Still, as the population of the City of the Stars cavern is given at 250,000 people, the total shadowelves population could easily be higher than the figure given in the Gazetteer, and reach one million people.
In the map above I have highlighted in yellow the civilized areas, as in the Known World map in the previous issue of Threshold. Such areas are less than 50 hexes, so cover some 3,200 square miles. If more than half of the total shadowelven population lives there, this means such hexes have a density of about 95 people per square miles, not so crowded considering than many real world nations have a much higher density. The total shadowelven population of such civilized areas should be over 350,000 people. Besides the shadowelven farm animals, such as giant slugs and skinwings, only some small wild animals should live in these regions, and probably no monster nor other intelligent races. Every one of these hexes should have a major shadowelven city or town and several villages, with roads and some forts.
The hexes highlighted in orange are borderlands, where typically there is a shadowelven road or path, mines, small villages or forts. Such areas are inhabited but the density is much lower and many wild animals and monsters may be present. The borderlands are more than 210 hexes, an area of more than 13,000 square miles, with a density of about 15 people per square mile and around 200.000 shadowelven inhabitants.

The hexes in purple are wilderlands, inhabited by wild animals, monsters and some intelligent creatures. Among these, geonids and humanoids are mentioned in the Gazetteer, but many others could live in the Shadowlands, such as troglodytes, frogfolks, deep knas, dark fairies, undead, werebats and wererats, brutemen, myconids, intelligent giant insects, beholders and any other creature mentioned for the layers above. The wilderlands area cover more than 500 hexes and should be about 35,00036 square miles, and therefore able to support a population of about 500,000 more intelligent creatures even with a very low density of less than 15 people per square miles.
The normal monsters37 mentioned in the Gazetteer are albino lizards, skitterlings, steam bats, cave snakes, cold-water piranha, giant frogs, giant catfish, giant amoebas, giant eels, freshwater termites, fyrsnaca, water weirds, black puddings, carrion crawlers, gelatinous cubes, (wild) giant slugs, giant leeches, grey oozes, ochre jellies, basilisks, caeciliae, geonids, giant scorpions, hypnosnakes, purple and red worms, rock pythons, ropers, slime worms, spiders and tuatara lizards. Giant slugs, skinwings, fungi and the boneless are also described as special creatures typical of the Shadowlands.

Depending on how much the DM likes the idea of underground dragons, the Shadowlands could easily support more than 500 of them.
Suggestions about the possible other intelligent creatures are given below, in the short descriptions of the wild regions of the Shadowlands.



The Wilderlands of the Shadowlands

1 - Cerlian, Bethlandor and Caerlinyl Caverns

“Our bastion of Darkleaf in theory control these caverns, but except for the occasional miners and adventurers few shadowelves ever come here, or know they exist. But they are inhabited by a huge variety of slugs, oozes, giant insects, lizards, skinwings, fungus and other more dangerous creatures, like efreets, elementals, strange humanoids and constructs.”
- Ymaharel, shadow elf soldier posted in the bastion.

Area: Approx. 64, 32 and 48 mile wide caverns, or 4,500 square miles.
Days to cross38: 15, 7 and 12 days, normally it is possible to cover only 4 miles per day due to the treacherous terrain.
Intelligent inhabitants: probably up to 65,000 (shadowelves, humanoids, geonids, rockmen, myconids, fire giants, efreets, elementals, troglodytes, drakes and others).

In Canon products and Fan productions:
- Gazetteer 1339 does not describe these caverns at all. Nor any fan sources40 has ever mentioned them.

2 - New Grunland and Fairbrow Caverns

“A great fungus forest which has plenty of food to be gathered. It also has plenty of native inhabitants, such as myconids, drakes, gremlins and lots of animals and monsters. It’s best to negotiate with the intelligent inhabitants to obtain aid and information about the unintelligent and dangerous ones”
- Lyhinyriel, Porador shaman.

Area: Approx. 40 and 112 miles wide caverns, or 5,000 square miles.
Days to cross: 10 and 28 days, normally it is possible to cover only 4 miles per day due to the treacherous terrain.
Intelligent inhabitants: 50,000 shadowelves and up to 40,000 others (humanoids, geonids, rockmen, myconids, fire giants, efreets, elementals, troglodytes, drakes and others).

In Canon products and Fan productions:
- Gazetteer 13 does not describe these caverns beyond the main city.
- The adventure “Contraband” in the Gazetteer mentions that the North Sojourner river is plagued by water elementals, there are minor monsters and humanoids on the road and mentions a fungal drug traffic between the capital and New Grunland.
- Thorfinn Tait made a detailed 2 mph map of New Grunland which is stored here in the Vault of Pandius:
http://pandius.com/m_ngrunl.html. See also his comments about the tags of Jelden and New Grunland in the main map of the Shadowlands: http://pandius.com/m_selft.html

3 - Caetel, Mistpoint and Estereth caverns

“The north eastern periphery of the Shadowlands has two towns, a tower and plenty of mines and food. It is also far from the centre, so a favourite hiding place for anyone who disagree with the government or the shamans. There are also some wizards around, as the rumour says the region has gates to other planes of existence. All things considered, an interesting place to visit, if you are brave enough”
- Kehisyriel, shadow elf merchant.

Area: Approx. 64, 40 and 96 miles wide caverns, or 6,500 square miles.
Days to cross: 16, 10 and 24 days, normally it is possible to cover only 4 miles per day due to the treacherous terrain.
Intelligent inhabitants: Up to 100,000 intelligent creatures (humanoids, geonids, rockmen, myconids, fire giants, efreets, elementals, troglodytes, drakes and others).

In Canon products and Fan productions:
- Gazetteer 13 does not describe these caverns, and no fan source has ever mentioned them.

4 - Ebon cavern and the Joran’s Path

“The centre of the Shadowlands and the most inhabited area, but still with its wild lands on the west. Joran’s cave, Sharaen cave, the Jorfyn depression, the Fire Dragon mountain, the Jorlinrath cave and the Boiling lake are all interesting places relatively near to the capital. Usually we have deals and trade with the various creatures which live in these places, and so they do not prey on caravans. Usually”
- Faefiriel, Dendronel guard.

Area: Approx. 56 miles wide cavern, or 2,000 square miles and a 350 miles long path with at least 2,000 square miles of other caverns.
Days to cross: 7 days to cross Ebon cavern, from 30 to 45 days to walk all the path.
Intelligent inhabitants: 250,000 shadowelves and up to 50,000 others (geonids, rockmen, myconids, fire elementals, frogfolk, troglodytes, drakes and others).

In Canon products and Fan productions:
- Gazetteer 13 describes Ebon cavern and the capital city, which lies on the reversed gravity at the top of the cavern. Briefly described are also the acidic Ebon lake, the towns Dendronel and Pilinyl and other features of the cavern, including the dangerous south west where often fire elementals, flame salamanders and many kind of giant worms can be encountered.
- The Boiling lake is also briefly described but the other minor caverns and Joran’s Path are not detailed.
- See the detailed 2 mph map of the Ebon cave by Thorfinn Tait stored here at the Vault of Pandius:
http://pandius.com/m_ctystr.html


5 - Desrii, Shesunden and Continual rain caverns


“An important path goes through these lands, connecting the City of the Stars to Losetrel. The soldiers of Desrii Castle patrol the path as best as they can but the region is wild, so most prefer to go through the Dragon lake”
- Shesinaell, guide and adventurer.

Area: Approx. 16, 40 and 40 miles wide caverns, or 2,500 square miles.
Days to cross: From 20 to 30 days following the path.
Intelligent inhabitants: Up to 50,000 inhabitants (shadowelves, geonids, rockmen, myconids, fire giants, efreets, elementals, troglodytes, drakes and others).

In Canon products and Fan productions:
- The Cavern of Continual Rain is described in the Gazetteer as a peculiar place which radiates magic and is inhabited by big grey puddings.
- The adventure “Follow the Patsy” in the Gazetteer has the suggested location in this area. Rare fungus, giant slugs, undead and golems are given as possible encounters.
- See note by Thorfinn Tait in the Shadowlands map here in the Vault of Pandius:
http://pandius.com/m_selft.html about Shesunden cave.

6 - Dunedea and Renathys caverns

“Two important cities which lay at the centre of the ideal triangle formed by the capital, Alfmyr and Losetrel, so they benefit from some trade. But you do not have to travel very far from them to find interesting wild regions of the Shadowlands, with their interesting inhabitants.”
- Kafalen, adventurer.

Area: Approx. 64 and 56 miles wide caverns, or 4,000 square miles.
Days to cross: 10 and 7 days approximately.
Intelligent inhabitants: Up to 65,000 inhabitants (shadowelves, geonids, rockmen, myconids, fire giants, efreets, fire and water elementals, deep knas, werebats, frogfolk, lizardmen, troglodytes, drakes and others).

In Canon products and Fan productions:
- The Dragon lake is described in the Gazetteer as inhabited by a Dragon turtle and steam bats.
- The adventure “Something Rotten in the Warrens” has the PCs reach Dragon Lake where they meet Water elemental drakes and the Dragon turtle is awakening.

7 - Alfmyr and the Shards

“Our land is blessed by Rafiel with an abundance of soul crystal that other regions of the Shadowlands cannot match. For this reason many of the Felestyr clan think we should be given much more respect by the other clans, the Celebryl in particular”
- Lawieylo, Felestyr shaman.

Area: Approx. 48 and 48 miles wide caverns, or 1,500 square miles, plus countless tunnels.
Days to cross: 6-7 days to cross one of the caverns east-west.
Intelligent inhabitants: 30,000 shadowelves and up to 20,000 others (geonids, rockmen, myconids, elementals, troglodytes, drakes and others).

In Canon products and Fan productions:
- The Soul Mines of Alfmyr are briefly described in the Gazetteer.
- Alfmyr is briefly mentioned in the fan Almanac of 1015 AC here in the Vault of Pandius:
http://pandius.com/1015svi.html#svi13b

8 - Losetrel cavern and the Warrens

“Losetrel is rich. We have the spider silk obviously but also several mines and connection to the surface world of the bright yellow light. Opportunely disguised, we have ways to trade with humans and obtain their interesting merchandise. Then there are also the many interesting things and treasures that can be found in the Warrens. But frankly I think the wildest mines, the forest of spiders and the surface, terrifying as they may be, are way less dangerous. Because such places have not the Boneless. You risk only your life, and not your soul”
- Keryliesti, Gelbalf trader and adventurer.

Area: Approx. a 96 miles wide cavern and hundreds of miles of Warrens, or 3,500 square miles.
Days to cross: At least 12 days on the known paths, or twice outside of them.
Intelligent inhabitants: 30,000 shadowelves and up to 35,000 others (aranea, geonids, rockmen, myconids, elementals, undead, troglodytes, drakes and others).

In Canon products and Fan productions:
- Losetrel is briefly described in Gazetteer as the production centre of spider silk.
- The Warrens are described in the Gazetteer as a place infested by the terrible Boneless and many monsters. It is however rumoured to contain “the tomb of an ancient human warrior bedecked with fabulous magical weapons and wealth”, and “a hidden passage which leads down to the very centre of the world”.
- The adventure “Something Rotten in the Warrens” is set here, mentioning boneless worms and surface elves.
- Sean Meaney made a detailed 2 mph map of the Warrens which is stored here in the Vault of Pandius:
http://pandius.com/warrens.png
- The Forest of Spiders is described in the Gazetteer as inhabited by giant fungus, spiders, rock rats, centipedes and lizards. Aranea are also present.
- The adventure “Spider Hunt!” in the Gazetteer takes place around Losetrel.
- Events involving Losetrel with an invasion of Shattenalfen and aranea were included in the Fan Almanac of 1015 AC stored in the Vault of Pandius, se here:
http://pandius.com/1015kal.html#kal5 and here: http://pandius.com/1015eir.html#eir24
- Andrew Theisen here in the Vault of Pandius
http://pandius.com/shadregn.html imaged Annwn, the underground home of the fey races and the court of Gwynn-ap Nudd, king of the fey of Annwn, as located in the Forest of Spiders near Losetrel, but I prefer to place most of it in a larger location below Alfheim in the Dwarven level, see map of the second layer of the Shadowdeep above.


9 - Durdael and the Desert of Lost Souls

“Durdael is well connected to Losetrel and Jeredor, but few dare to take the northern path, even if it is the shortest route to Dunedea, Renathys and Alfmyr. The desert has some curse, or magical effect which drives travellers mad. It is also full of undead. Many adventurers have explored it, never to return”
- Sheilyeilo, Durdael vendor.

Area: Approx. a 160 miles wide cavern, or 8,000 square miles.
Days to cross: At least 22 days to cross all the cavern from the north to Durdael, following the path. More if exploring the wilds outside it.
Intelligent inhabitants: Up to 120,000 inhabitants (shadowelves, undead, geonids, rockmen, myconids, elementals, troglodytes, drakes and others).

In Canon products and Fan productions:
- Gazetteer 13 does not describe the city and its cavern.
- The adventure “Crown of Corruption” in the Gazetteer is set in the Desert of Lost Souls with undead and the evil artefact. The Desert is also described earlier in the Gazetteer.
- In the article “Treasure chest of Mystara Ideas” in the Vaults of Pandius, a young Shadow-Elf maiden G'wynaphaerr of Selinae is mentioned in the adventure seed 103:
http://pandius.com/mtrchest.html

10 - Jeredor cavern


“The cavern is considered a periphery by many shadowelves, but due to its connection to the southern mines, Alfmyr and its route to the surface, it is considered very important by the army and mostly by us, because exactly over it lays Alfheim, the promised land our cousin stole from us, and then refused to share with us. The land that will be ours one day! ”
-Xilitectli, Serpent’s Eyes instructor, to recruits.

Area: Approx. 96 miles wide cavern, or 5,500 square miles.
Days to cross: 10-12 days following the beaten paths or more outside them.
Intelligent inhabitants: Up to 80,000 inhabitants (shadowelves, geonids, rockmen, myconids, elementals, troglodytes, aranea, drakes and others).

In Canon products and Fan productions:
- Gazetteer 13 does not describe these regions.
- Rick Aucoin created a campaign which partially takes place in this region now stored in the Vault of Pandius here
http://pandius.com/rodsvn.html, here http://pandius.com/rodsvn2.html and here http://pandius.com/rodsvn3.html

11 - Dannadare and Thirith caverns

“The extreme south east of the Shadowlands is a dangerous region which is sometimes attacked by humanoids from above, deep glaurants from below and several other hostile creatures and monsters. But daring miners do venture in it for the richness in metal and, sometimes, even crystals. Always alert at the minimal sound from the Belfry of Thirith, warning of a new invasion. I’ve done it for a few years. It was an exciting life, maybe a bit too exciting”
- Kaylimaren, Jeredor smith.

Area: Approx. 25 and 80 miles wide caverns, or 5,000 square miles.
Days to cross: 10 and 28 days, normally it is possible to cover only 4 miles per day due to the treacherous terrain.
Intelligent inhabitants: Up to 75,000 inhabitants (shadowelves, humanoids, deep glaurants, geonids, rockmen, myconids, elementals, troglodytes, drakes and others).

In Canon products and Fan productions:
- Gazetteer 13 does not describe these caverns.
- Roger Burns developed the Cavern of Thirith, including also a race of intelligent amphibians, the Shli-Laska here in the Vault of Pandius:
http://pandius.com/thirith.html
- Jim Bobb detailed a shadowelf adventurer from Arlirath here in the Vault of Pandius:
http://pandius.com/arminath.html

12 - Mylandiel, Illith, Balthys, Shelinsan, Dorgaer, Dalial and Elsunrath caves

“The caverns south of Durdael are rich in metals of many kind and have also some gems, so miners and traders are willing to travel the long way to reach this region. The village of Balthis is the most remote settlement of the whole Shadowlands. A place inhabited by brave shadowelves, who have to fight for survival every day”
-Cathiros, officer in the Pillar of Melawae.

Area: From 16 to 48 miles wide caverns, or 7,000 square miles.
Days to cross: More than 50 days to walk the whole circle of trails.
Intelligent inhabitants: Up to 100,000 (shadowelves, humanoids, deep glaurants geonids, rockmen, myconids, elementals, troglodytes, drakes and others).

In Canon products and Fan productions:
- Gazetteer 13 does not describe these caverns, and no fan sources has ever mentioned them.



1Discussion and work in progress of Robin’s map can be found here on The Piazza: http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&start=125#p180665

2 Available here: http://www.kofn.net/download/ambientazioni/demografiaMystariana.pdf in Italian only, but part of it was updated and translated in English in Threshold issue #1 and #3.

3Stored here http://pandius.com/ma_brok.html in the Vault of Pandius.

4See the article Past Ages of the Known World from page 22 http://pandius.com/Threshold_12.pdf

5See this post on The Piazza by Robin on dragons in the Broken Lands: http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=183080

6Some more details in a post by Robin here http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=180235

7More details in this post and the following one by Robin here http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=185143

8See this post http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=180665 by Robin and this thread http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=16319 by Gecko and her for more about Upper Bugburbia

9See this post by Robin http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=181063 for Akrass and the nearby Steel Bridge.

See Threshold issue #11 here http://pandius.com/Threshold_11.pdf#page=207 about the Troll Queen and this post about the Skull of the Dragon King: http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=183634

10See this post by Robin http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=178133 and the following ones for her and Gecko’s ideas about this region.

11See also this post by Robin http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=184855 and previous ones for more about Gnollistan.

12See this post by Robin http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=185317 about the Crooked hills of Kol.

13Described by Robin in this post http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=179706

14More about trolls also in Robin’s posts here http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=181862, here http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=16037&p=180081 and here http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=15023&p=179330

15By foot with light encumbrance. However as this refers to difficult wilderlands, often without trails, the movement rate on horses should not be much different. As the area has great variation in altitude and terrain, traversing it with horse is near to impossible (you have to hoist the horse up on several occasions), and with a wheeled carriage totally impossible. the only trail going through the region over the western part of the glacier, is used with sleds. Note also that the chance of getting lost in these areas, unless the PCs have a good map or a good guide, should be very high, so the actual travel time could easily be double.

16See note 5.

17Going without horse or wagon is faster than with. There are some trails known to the humanoids if PCs can find a guide.

18See Who is Who in the Wyrmsteeth part II in Threshold issue #9 for a description of these dragons or Bruce Heard original article stored in the Vaults here:http://pandius.com/whoswho.html.

19See the Dungeon Master’s Guide to Cynidicea in the Vaults: http://pandius.com/cynidgaz.html

20See Gazetteer 2 The Emirates of Ylaruam.

21See also the comments by Thorfinn Tait about underground locations in his replica map of the Shadowlands here: http://pandius.com/m_selft.html

22See Champions of Mystara Boxed set for more information.

23This and other ideas for this layer were discussed in the Mystara community over the years, see the first page and notes 1 and 2 in my article Through the Shadowdeep in this same issue.

24About Intua, see the work done by John Calvin here: http://pandius.com/kworld_h.html, here http://pandius.com/intua.html, here http://www.thepiazza.org.uk/bb/viewtopic.php?f=63&t=3954 and in Threshold issue #12: http://pandius.com/Threshold_12.pdf

25See PC1 Tall Tales of the Wee Folk.

26About them see Gazetteer 7 The Northern Reaches and these information compiled by Giulio Caroletti: http://pandius.com/modrig3.html. Also the Shimmering Lands Gazetteer by John Calvin: http://pandius.com/shimland.html is relevant for them. The name Svartwerg for the underground territory they currently inhabit was invented by me here.

27Mentioned in PC4 Night Howlers.

28See also the article Undead of Elegy Island in Threshold issue #13 http://pandius.com/Threshold_13.pdf and the article The Darkness Beneath in Threshold issue #3 http://pandius.com/Threshold_3.pdf

29The idea of these creatures, inspired by the normal kna of PC3 The Sea People and by sahuagins, was mentioned by Havard in this thread on the Piazza: http://www.thepiazza.org.uk/bb/viewtopic.php?f=3&t=16750&p=18673

30See the replica map by Thorfinn Tait here in the Vaults: http://pandius.com/m_broken.html

31See Threshold issue #12 http://pandius.com/Threshold_12.pdf and the 2300 BC setting on the Vault of Pandius http://pandius.com/kworld_h.html and the Piazza http://www.thepiazza.org.uk/bb/viewforum.php?f=63.

32See the replica map by Thorfinn Tait here in the Vaults: http://pandius.com/m_broken.html

33See my article Who’s who in the Wyrmsteeth part II in Threshold issue #9 for more possible types of dragons which can live under the earth.

34See note 27 about the deep knas and Agathokles’ article in this same issue about the Hresha-rhak, created by Geoff Gander here: http://www.pandius.com/ubbeth.html. Deep Knas and Hresha-rhak could also be considered the Mystaran versions of the more famous Sahuagins and Kuo-Toa.

35Mentioned in Gazetteer 7 The Northern Reaches, see here an article by Andrew Theisen in the Vault of Pandius: http://pandius.com/svartalf.html

36Note that the figure of 500,000 square miles given in the Poor Wizard’s Almanac must have an excessive 0 as the whole Shadowlands map, even not taking into account the areas of solid rock, is no more than 150,000 square miles.

37See also the Monstrous Atlas of the Shadowlands compiled by Sheldon Morris and stored here in the Vault of Pandius: http://pandius.com/ma_shad.html

38By foot with light encumbrance. However as this refers to difficult underground terrain, the movement rate on any kind of creature should not be much different. Note also that the chance of getting lost in these areas, unless the PCs have a good map or a good guide, should be very high, so the actual travel time could easily double.

39A html and pdf copy of the Gazetteer, which was released by TSR, can be found here on the Vault of Pandius: http://pandius.com/shadow.html

40The above link of note 36 contains also most of the fan work done on the Shadowlands.