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Blackmoor - Wikipedia (ING)

Fuente:

http://en.wikipedia.org/wiki/Blackmoor

Información:

Blackmoor

From Wikipedia, the free encyclopedia
This article is about the fantasy campaign setting. For the goldfish type, see Black Moor. For other uses of the term Blackmoor/Blackmore, see Blackmore (disambiguation).
Blackmoor
Blackmoor logo.png
Designer(s)Dave Arneson
Publisher(s)Tactical Studies Rules (TSR),Zeitgeist Games
Publication date1970s - present
Genre(s)Fantasy
System(s)Dungeons & Dragonsd20
Blackmoor is a fantasy role-playing game campaign setting generally associated with the game Dungeons & Dragons. It originally evolved in the early 1970s as the personal setting of Dave Arneson, the co-creator of Dungeons & Dragons, first as a setting for Arneson's miniature wargames, then as an early testing ground for what would become D&D. Blackmoor is one of the longest continuously played fantasy role-playing campaigns in existence.

Early history[edit]

Blackmoor evolved from Arneson's wargaming sessions, after he began to expand them to include ideas from The Lord of the Rings and Dark Shadows.[1] Arneson applied the Fantasy Supplement rules from the Chainmail game to dungeon exploration in Blackmoor.[1] Blackmoor was a campaign with an endless series of progression, encouraging cooperative play to succeed.[1]
The origins of the Blackmoor setting lie in the Castle & Crusade Society, a medieval-focused subgroup of the International Federation of Wargaming which was initially driven byGary Gygax. Dave Arneson was among the first to join the Society, in April 1970, and many other members of his Twin Cities gaming group would follow, including Duane Jenkins, Bill Hoyt, Ed Werncke, Mike Carr and Marshall Hoegfeldt. Within months, the leadership of the Society had decided to form a fictional "Great Kingdom," with parcels of land awarded to, and contested by, members of the organization. Arneson assumed responsibility for the far northern reaches of the Great Kingdom, and it was there that he began to stage medieval games that led up to the Blackmoor setting. An announcement in Arneson's fanzine Corner of the Table describes the first game in the campaign, one built on the model of Dave Wesely's "Braunstein" series of games:
There will be a medieval "Braustein" April 17, 1971 at the home of Dave Arneson from 1300 hrs to 2400 hrs with refreshments being available on the usual basis.... It will feature mythical creatures and a Poker game under the Troll's bridge between sunup and sundown.[2]
The next issue of Corner of the Table promised "the start of the 'Black Moors' battle reports, a series dealing with the perils of living in Medieval Europe."[2] Initially, Blackmoor functioned as an ongoing multiplayer wargame, pitting the forces of good against evil in a campaign structure largely focused on economics. The Barony of Blackmoor formed the centerpiece of the game, and the various players attached to it (the "Blackmoor Bunch") represented the forces of good. Duane Jenkins, for example, ruled the Northern Marches as Sir Jenkins, and Mike Carr played a village priest, the Bishop of Blackmoor. Early descriptions of the activities of the Blackmoor campaign circulated in a news sheet called theBlackmoor Gazette and Rumormonger.[3] Players became increasingly drawn to the innovative dungeon exploration mechanic that Arneson invented; by 1972, that had become a major focus of the game. As demand for Blackmoor increased, Arneson fielded out refereeing duties to other players in his local circle.
In the summer of 1972, Arneson famously wrote an article detailing "Facts about Black Moor" for Domesday Book #13, which brought his innovations to the attention of the rest of the Castle & Crusade Society. That fall, Arneson demonstrated the game for Gygax, and work on Dungeons & Dragons commenced. As rule development proceeded, the Blackmoor campaign continued, and began coordinating with a parallel campaign known as Greyhawk run out of Lake Geneva by Gygax and his circle.[4] After the publication ofDungeons & Dragons, the Blackmoor campaign continued, but as a number of key participants (including Arneson) left Minneapolis to work in Lake Geneva, play of the campaign grew more sporadic.

Original publication[edit]


The original Blackmoorsupplement (TSR, Inc., 1975)
The original Blackmoor product was published by Tactical Studies Rules (TSR) in 1975, as the second supplement to D&D (the first beingGreyhawk). The booklet was named for the original role-playing campaign world by Dave Arneson, who also wrote this booklet.[5] It added rules, monsters, treasure, and the first published role-playing game adventure, the "Temple of the Frog," a scenario from the Loch Gloomen section of the Blackmoor campaign.[6] Other than the "Temple of the Frog," however, Blackmoor did not include any information on the Blackmoor setting itself.

First Fantasy Campaign[edit]


First Fantasy Campaign (Judges Guild), 1977
Written by Dave Arneson and published by Judges Guild in 1977, First Fantasy Campaign added information on the actual Blackmoor campaign setting. It included baronies, citadels, history of leaders and details on the Blackmoor dungeon. It also contained additional rules for creating lairs, character interests and vocations.[7]
The First Fantasy Campaign anthologizes material produced at various stages of the Blackmoor campaign, from Scenario 3 (1972) up to the Blackmoor dungeons Arneson commonly ran at conventions in 1976. Only a relatively small amount of original material, primarily link text, was written specifically for the First Fantasy Campaign, though all maps and some connected illustrations were redrawn and relettered by the Judges Guild's Bob Bledsaw. Thus, the First Fantasy Campaign is a rich repository of pre-Dungeons & Dragons material which preserves original rules and camapaign events. For example, it contains the entirety of the "Facts about Black Moor" article from Domesday Book #13.[8] It also contains circa-1972 price lists as well as rules dating from the exile of the Blackmoor Bunch to Loch Gloomen late in 1972.

DA module series[edit]

See also: DA module series
DA Expansion Modules
CodeTitle
DA1Adventures in Blackmoor
DA2Temple of the Frog
DA3City of the Gods
DA4The Duchy of Ten
Though Arneson left TSR in the early 1980s, Blackmoor remained a part of D&D lore and was referred to in many later supplements. In a subsequent re-release of the world of Greyhawk for the Advanced Dungeons & Dragons game, an Arctic region of mysterious black ice in the northwestern area of the map was called Blackmoor. However, Arneson's Blackmoor would become integral to a different setting and rules-system, those of the Basic Dungeons & Dragons game.
For various reasons, TSR published two different versions of their flagship game line. Over the course of several supplements, the Basic Dungeons & Dragons developed its own campaign setting, referred to at first simply as the Known World and later as Mystara. When the history of Mystara was codified, it was established that Arneson's Blackmoor had existed in the world's distant past, achieved a technologically advanced civilization and then destroyed itself in a global catastrophe that shifted the planet's axis.
Though its influence was now central to at least one of TSR's published worlds, the actual setting of Blackmoor as Arneson described it had yet to be presented. This was finally remedied in the mid-1980s through the DA series of expansion modules, which carried a party of adventurers into Mystara's past to visit Blackmoor. The first of these, DA1 Adventures in Blackmoor, described in general the geography and politics of Blackmoor and the means by which the characters travel there. DA2 Temple of the Frog expanded the scenario that had appeared in the original Blackmoor supplement. DA3 City of the Gods explored the starship crashed near the Kingdom of Blackmoor, from which the setting's intentional anachronisms derived. DA4 The Duchy of Ten dealt with a horde of invading barbarians, but was the only work not derived from Dave Arneson's original campaign notes. A fifth installment, DA5 City of Blackmoor, was announced but was never written or published.
Though there were no further direct explorations of Blackmoor, later Mystara products continued to make reference to it. For instance, The Wrath of the Immortals, an epic adventure which described a massive war involving both heaven and earth, climaxes with the discovery of the preserved control room from the starship that had crashed near Blackmoor millennia ago.

d20 System[edit]

After the Basic D&D game and its Mystara setting were discontinued, Zeitgeist Games, where Arneson worked prior to his death, produced an updated d20 System version of Blackmoor, Dave Arneson's Blackmoor Campaign Setting, published by Goodman Games in 2004.[9] Goodman and Zeitgeist also produced a Blackmoor d20 adventure module,Dave Arneson's Blackmoor: The Redwood Scar (2004) and sourcebook, Dave Arneson's Blackmoor: The Wizards Cabal (2005). In 2006 Zeigteist Games started publishing new books on their own. The 2006 release calendar includes a softcover reprint (with added content) of Dave Arneson's Blackmoor Campaign Setting, a hardcover version of theDungeons of Castle BlackmoorPlayer's Guide to Blackmoor, and the adventure Temple of the Frog (which had a sneak preview event at Gen Con 2007).

Dave Arneson's Blackmoor: The MMRPG[edit]

There is also an ongoing massively multiplayer role playing game campaign organized by Zeitgeist games, which is similar in form to the Living Campaigns organized by theRPGA.[10] The version of the campaign for D&D 3.5 ended in February 2009 at Megacon with a version of the campaign for D&D 4th Edition expected to launch at Gen Con 2009. The episodes for the MMRPG are available for free to play at home and at Gaming conventions such as Gen Con and Megacon.
Megacon is Blackmoor's home convention, where the new season is kicked off each year.[clarification needed]

4th Edition[edit]

In 2008 Code Monkey Publishing announced that it had reached a deal with Zeitgeist Games to be the publisher of Blackmoor in the new Wizards of the Coast 4th Edition ofDungeons & Dragons. The currently announced plans for Blackmoor in 4th Edition include a reprinting of the 3.5 Blackmoor core book using 4th edition mechanics and a series of three books set after a time jump of unknown length.[11]

References[edit]

  1. Jump up to:a b c Tresca, Michael J. (2010), The Evolution of Fantasy Role-Playing Games, McFarland, pp. 61–62, ISBN 078645895X
  2. Jump up to:a b Peterson, Jon (2012). Playing at the World. San Diego CA: Unreason Press. p. 65. ISBN 978-0615642048.
  3. Jump up^ Blackmoor Gazette and Rumormonger #1 at the Playing at the World blog, retrieved May 2013
  4. Jump up^ Peterson, Jon (2012). Playing at the World. San Diego CA: Unreason Press. p. 75. ISBN 978-0615642048.
  5. Jump up^ Thumbnail Analysis - Blackmoor, Don LowryPanzerfaust and Campaign #72 (Panzerfaust Publications, 1976)
  6. Jump up^ Review of Dungeons & Dragons Supplement II: Blackmoor, Scott Casper (2006), retrieved March 2008
  7. Jump up^ First Fantasy Campaign at acaeum.com
  8. Jump up^ Arneson, Dave (1977). First Fantasy Campaign. Decatur IL: Judges Guild. p. 25.
  9. Jump up^ 3rd Edition Publishing Announcement '6/27/04 - Blackmoor is off to the printer and on track for a Gen Con release! If you want to be one of the first to get your hands on this beauty, be sure to place your preorder now!' Goodman Games 'Past News' page, retrieved January 2010
  10. Jump up^ What is Dave Arneson's Blackmoor: The MMRPG? Dave Arneson's Blackmoor the MMRPG homepage, retrieved January 2010
  11. Jump up^ 4th Edition Publishing Announcement

External links[edit]

Mystara - Wikipedia (ING)

Fuente:

http://en.wikipedia.org/wiki/Mystara

Información:

Mystara

From Wikipedia, the free encyclopedia
Mystara
Ms-logo.png
Designer(s)Dave CookFrank MentzerBruce HeardAaron AllstonAnn Dupuiset al.
Publisher(s)TSR Hobbies, Inc.TSR, Inc.
Publication date1980-1995
Genre(s)Fantasy
System(s)Dungeons & Dragons, AD&D 2nd Edition
Mystara is a campaign setting for the Dungeons & Dragons fantasy role playing game. Although it has officially been dropped from production by its creators, many fans continue to develop this fantasy setting jointly, continuing its original theme of group development.

Development[edit]

It originated as the Known World, a semi-generic setting used in early adventure modules, first mentioned in the Module X1, Isle of Dread,[1] which was expanded upon in various D&D modules and sources, particularly a series of Gazeteers.
Mystara began as several semi-independent projects by different teams of writers who were each assigned to the task of developing different cultures and nations that would exist in the fantasy world that was supported by Dungeons & Dragons at the time. Their work was gathered and compiled, blended, and combined to form a fantasy world, Mystara.
The D&D Gazetteer series details the game's Known World setting. Each Gazetteer treats one nation or empire, and has three basic elements: cultural and geographic background, features, and adventures. The cultural and geographic campaign background section offers a brief history and timeline for each nation; basic geography, climate, and ecology; and, fundamental social and political concepts of the region. Each Gazetteer also offers a list of scenario ideas appropriate to the campaign setting.[2]
Trenton Webb for the British Arcane RPG magazine described Mystara as "a traditional Tolkienesque world".[3]

Mystara Planet[edit]

Mystara's outer surface consists of three principal land masses: the continent of Brun, the continent of Skothar, and the continent of Davania, plus the island continent of Alphatia (up to AC 1010). In the officially published material, the Known World concentrated on the eastern portion of Brun along with the lands of the Sea of Dawn. The continents of Mystara resemble those of the earth approximately 135 million years ago.
The inhabitants of Mystara are diverse: humans of all races can be found here, along with myriad creatures such as elvesdwarveshalflingsorcs, and dragons.[4]
Some of the notable nations of Mystara include the Thyatian Empire, the Grand Duchy of Karameikos, the Principalities of Glantri, the merchant-run Republic of Darokin, the Emirates of Ylaruam, the Dwarven nation of Rockhome, The elven Kingdom of Alfheim, Halfling lands of the Five Shires[4] and the chaotic Alphatian Empire.[5]

The continent of Brun[edit]

The most commonly known land mass on Mystara's outer surface is actually a tiny portion of the continent of Brun itself. In the officially published material, the Known World concentrated on the eastern portion of Brun along with the lands of the Sea of Dawn.[4]

The Known World[edit]

The Known World has cultures and a level of technological development that resemble the Europe of our Earth around the 15th century, but without gunpowder. Nations of the known world display a great range of government types. Some nations are populated entirely by demihumans and/or humanoids. By common convention, the boundaries of the "Known World" are those covered in the world map as originally published in the module X1, The Isle of Dread,[4] plus Norwold, the Isle of Dawn, and (pre Wrath of the Immortals) Alphatia.[5]
As the name implies, the "Known World" covers the most notable nations of Mystara, the ones most commonly used in Mystara-based campaigns and featured in fiction (both officially published "canon" and fan-based). It includes the Thyatian Empire, which could be compared to Byzantine Empire; the Grand Duchy of Karameikos (which includes the town of Threshold, the default setting of many classic D&D adventures), comparable to medieval southeastern Europe; the Principalities of Glantri, which is similar to medieval western Europe, ruled by wizard-princes; the Ethengar Khanate, a Mongol-like society; the merchant-run Republic of Darokin, which is based somewhat loosely on the mercantile states of Medieval Italy; the Emirates of Ylaruam which have an Arabic flavor; the Heldannic Territories, ruled by an order of religious Knights devoted to the Immortal Vanya, similar to the Teutonic Knights; the Atruaghin Clans, which have an Amerindian feel; the nation of Sind, based on India during the rule of the Mughals; the Northern Reaches Kingdoms of Ostland, Vestland, the Soderfjord Jarldoms, based on Scandinavian kingdoms at various periods of history; the Dwarven nation of Rockhome; the elven Kingdom of Alfheim; the Halfling lands of the Five Shires;[4] and the Alphatian Empire, ruled by wizards and other spellcasters.[5]
To the distant Northwest of the "Known World", across the Great Waste, lays the mysterious lands of Hule, ruled by Hosadus, also known as "The Master". Also on the periphery of the Known World are the Kingdoms of Wendar[4] and Denagoth, the first an elven-dominated nation and the latter a mountainous and dark realm of evil, with ill-intentions towards Wendar. The Adri Varma lies between Sind, Wendar, the Great Waste, and The Black Mountains, forming the northern border of Glantri and defining the northwestern limits of the region.

The Savage Coast[edit]

Mystara includes the Savage Coast, a coastal area located in the south central part of the Brun continent, to the south and west of Hule. This part of Mystara is affected by theRed Curse, a sinister enchantment which eventually kills its inhabitants through mutation unless the (fictional) metal cinnabryl is worn in contact with the body. This area was published in its own boxed set entitled Red Steel, and later republished on-line as the Savage Coast. Its swashbuckling flavor is very different from that of the "Known World", closer in atmosphere to that of the Age of Exploration than the fantasy middle-ages/renaissance tone of the Known World. The Savage Coast is complete with gunpowder ("Smokepowder") weaponry.[6][7]
The specifics of the "Red Curse", which include mutilation of the body and extreme degeneration of physical and mental health, also tend to keep the inhabitants of the Savage Coast within the region, as debilitating effects result if they leave the cursed area.[6][7]

The continent of Davania[edit]

Even though most of the Known World civilizations historically originated from this part of the planet, it did not see much development while the Mystara product line was still in production. The only major appearance of the continent was in Dragon magazine, where parts of it were sketched out during the Voyage of the Princess Ark series, by Known World Product Manager Bruce Heard.
In recent years, many Mystara fans have been turning their attention to Davania with fan-made material.

The continent of Skothar[edit]

Very little was officially developed for this part of Mystara. Ever since the Mystara product line was discontinued, fans have created their own material for this part of Mystara.

The Hollow World[edit]

Main article: Hollow World
Mystara is a hollow planet, with a habitable surface on its interior called the Hollow World.[4] This world is lit by an eternal red sun at the center of Mystara, and serves as a "cultural museum," preserving the societies that have become extinct in the outer world. The existence of the Hollow World is not, in general, known to the inhabitants of the outer world. The poles are actually huge, subtly curving holes that allow passage between the outer and inner world, although it is a long, hard trek through a cold, unlit, stormy and anti-magic area. The curvature of the holes is so subtle that explorers from either surface do not notice the transition until after it is already made, causing quite a shock for most.

Moons[edit]

Two moons orbit the planet. Matera is a moon much like our own, whose phases govern lycanthropy (werewolves, werebears, etc.).[4] Only the Immortals inhabit Matera. They live in a city, Pandius, where they can meet and watch over Mystara. Patera, or Myoshima to its inhabitants, is an invisible moon that cannot be seen from Mystara. Patera's inhabitants have a culture similar to that of medieval Japan.

Blackmoor[edit]

Mystara (like Greyhawk) also incorporated the Blackmoor setting by placing it in the world's distant past. Blackmoor evolved from a feudal kingdom into a highly advanced civilization, using more and more powerful—and destructive—technology. It ended itself in an apocalyptic explosion so devastating that it changed the climate and geography of the planet as a whole.

Mystara video games[edit]

Video games set in Mystara include the Capcom arcade Beat 'em up/role-playing video games Dungeons & Dragons: Tower of Doom (1993) and Dungeons & Dragons: Shadow over Mystara (1996). Other Mystara video games are: Dungeons & Dragons: Warriors of the Eternal Sun (Sega Genesis, 1992), Fantasy Empires (PC, 1993), and Order of the Griffon (TurboGrafx 16, 1992).

Novels[edit]

First Quest[edit]

Dragonlord Chronicles[edit]

Penhaligon Trilogy[edit]

Source material[edit]

Notable adventure modules[edit]

CodeTitleLevelsAuthor(s)PublishedNotes
X1The Isle of Dread3–7David Cook
Tom Moldvay
1980Introduces the Known World, the most notable nations of Mystara, and the Sea of Dread and the Thanegioth Archipelago to the south.
X4Master of the Desert Nomads6–9David Cook1983Expands the world to the west with the introduction of the Sind Desert and the Great Waste.
X5Temple of Death6–10David Cook1983Introduces the land of Hule, further expanding the world to the west.
X6Quagmire!4–10Merle M. Rasmussen1984First adventure in the Serpent Peninsula, south of Sind.
X9The Savage Coast4–10Merle M. Rasmussen
Jackie Rasmussen
Anne C. Gray
1985Introduces the Savage Coast, southwest of Hule.
X10Red Arrow, Black Shield10–14Michael S. Dobson1985The politics of the most notable nations and areas of the Known World are further expanded in this adventure.
X11Saga of the Shadow Lord5–9Stephen Bourne1986Introduces the Kingdoms of Wendar and Denagoth, north of the most notable nations.
CM1Test of the Warlords15+Douglas Niles1984First major adventure in the land of Norwold, northeast of the most notable nations.
M5Talons of Night20–25Paul Jaquays1987Adventure in the Isle of Dawn, within the Alphatian Empire.

Dungeons & Dragons Gazetteers[edit]

CodeTitleAuthor(s)PublishedNotes
GAZ1The Grand Duchy of KarameikosAaron Allston1987
GAZ2The Emirates of YlaruamKen Rolston1987
GAZ3The Principalities of GlantriBruce Heard1987
GAZ4The Kingdom of IerendiAnne Gray McCready1987
GAZ5The Elves of AlfheimSteve Perrin1988
GAZ6The Dwarves of RockhomeAaron Allston1988
GAZ7The Northern ReachesKen Rolston1988
GAZ8The Five ShiresEd Greenwood1988
GAZ9The Minrothad GuildsDeborah Christian
Kim Eastland
1988
GAZ10The Orcs of TharBruce Heard1988Includes Orc Wars boardgame
GAZ11The Republic of DarokinScott Haring1989
GAZ12The Golden Khan of EthengarJim Bambra1989
GAZ13The Shadow ElvesCarl Sargent
Gary Thomas
1990
GAZ14The Atruaghin ClansWilliam W. Connors1991
Dawn of the Emperors: Thyatis and AlphatiaAaron Allston1989Boxed set; includes AD&D 2nd Edition conversion

Dungeons & Dragons Creature Crucible[edit]

CodeTitleAuthor(s)PublishedNotes
PC1Tall Tales of the Wee FolkJohn Nephew1989
PC2Top BallistaCarl Sargent1989
PC3The Sea PeopleJim Bambra1990
PC4Night HowlersAnn Dupuis1992Adapatable to AD&D 2nd Edition

Dungeons & Dragons Hollow World[edit]

CodeTitleAuthor(s)PublishedNotes
Hollow World Campaign SetAaron Allston1990Boxed Set
HWR1Sons of AzcaJohn Nephew1991Accessory
HWR2Kingdom of NithiaBlake Mobley, Newton Ewell1991Accessory
HWR3The Milenian EmpireAnthony Herring1992Accessory
HWA1NightwailAllen Varney1990Adventure
HWA2NightrageAllen Varney1990Adventure
HWA3NightstormAllen Varney1991Adventure
HWQ1The Milenian ScepterAnthony Herring1992Adventure

Advanced Dungeons & Dragons Mystara[edit]

CodeTitleAuthor(s)PublishedNotes
Karameikos: Kingdom of AdventureJeff GrubbAaron AllstonThomas M. Reid1994Boxed Set
Glantri: Kingdom of MagicMonte CookBruce A. Heard1995Boxed Set
Hail the HeroesTim Beach1994Adventure Boxed Set
Night of the VampireL. Richard Baker III1994Adventure Boxed Set
Mark of AmberAaron Allston, Jeff Grubb and John D. Rateliff1995Adventure Boxed Set
Player's Survival KitJohn D. Rateliff1995Accessory
Dungeon Master Survival KitSteven Schend1995Accessory
Poor Wizard's Almanac III & Books of FactsAnn Dupuis1994Accessory
Joshuan's Almanac & Book of FactsAnn Dupuis, Elizabeth Tornabene1995Accessory
Mystara Monstrous Compendium AppendixJohn Nephew, John Terra, Skip Williams, Teeuwynn Woodruff1994Accessory

Advanced Dungeons & Dragons Red Steel[edit]

CodeTitleAuthor(s)PublishedNotes
Red Steel Campaign ExpansionTim Beach1994Accessory
Savage BaroniesTim Beach1995Accessory & Adventure

Advanced Dungeons & Dragons Odyssey: Savage Coast[edit]

CodeTitleAuthor(s)PublishedNotes
Savage Coast Campaign BookTim Beach, Bruce Heard1996Accessory
Savage Coast: Orc's HeadNicky Rea1996Accessory
Savage Coast Monstrous Compendium AppendixLoren L. Coleman, Ted James, Thomas Zuvich1996Accessory

References[edit]

  1. Jump up^ Cook, DavidTom Moldvay (1981). The Isle of DreadTSR, Inc. ISBN 0-935696-30-X.
  2. Jump up^ Rolston, Ken (January 1988). "Role-playing Reviews". Dragon (Lake Geneva, Wisconsin: TSR, Inc.) (#129): 83–84.
  3. Jump up^ Webb, Trenton (March 1996). "Games Reviews". Arcane (Future Publishing) (4): 70.
  4. Jump up to:a b c d e f g h Grubb, JeffAaron Allston; Thomas M. Reid (1994). Karameikos: Kingdom of Adventure. TSR, Inc. ISBN 1-56076-853-3.
  5. Jump up to:a b c Allston, Aaron (1989). Dawn of the Emperors: Thyatis and Alphatia. TSR, Inc. ISBN 0-88038-736-X.
  6. Jump up to:a b Beach, Tim (1994). Red Steel Campaign Expansion. TSR, Inc. ISBN 1-56076-895-9.
  7. Jump up to:a b Beach, Tim; Bruce Heard (1996). Savage Coast Campaign Book. TSR, Inc. ISBN 0-7869-0379-1.
  8. Jump up^ Kenson, Stephen (March 1999). "Profiles: J. Robert King". Dragon (Renton, WashingtonWizards of the Coast) (#257): 120.

External links[edit]

  • Vaults of Pandius Official Campaign Website with most of the current fan based projects
  • Cyclopedia Mystara Mystara in more detail including genealogies, areas, known people, etc.