------------------------------------------------ MAIN WEATHER CHART Cities----------Altitude--------Winter--Spring--Summer--Fall--- Aasla 300ft 45 35 55 45 70 60 60 50 P30/N15 P40/N35 P20/D30 P40/D20 Aegopoli 0-100ft 70 60 75 65 85 70 80 70 P50/D10 P55/D05 P60/D01 P55/D05 Alfheim * 250ft 45 35 55 35 75 60 60 40 P95/D15 P95/D15 P95/D15 P95/D15 Alpha ** 0-250ft 35 20 40 30 55 45 45 35 P40/N25 P45/N20 P30/N15 P45/N20 Atruaghin 2,700ft 55 30 65 50 85 70 70 55 P30/D20 P35/D15 P20/D10 P35/D15 Corunglain 1,800ft 35 15 45 30 65 50 45 35 P15/D15 P20/D25 P25/D30 P20/D25 Darokin 1,200ft 40 25 55 35 75 60 55 40 P25/D15 P20/D25 P25/D30 P20/D25 Dengar/Evemur 4,500ft 25 15 45 30 65 50 45 35 *** P15/D15 P20/D25 P25/D30 P20/D25 Dunadale 0-250ft 30 25 35 30 50 40 40 35 P30/N15 P45/N35 P20/D30 P45/D20 Ethengar 1,800ft 25 05 40 25 75 55 45 30 P10/D10 P15/D15 P20/D15 P15/D15 Farend ** 0-150ft 15 0 30 20 45 40 35 25 P40/N25 P45/N20 P30/N15 P45/N20 Freiburg ** 0-200ft 25 10 35 25 60 50 40 30 P30/N15 P40/N35 P20/D30 P40/D20 Glantri City 4,800ft 25 15 45 30 65 50 50 35 P15/D15 P20/D25 P25/D30 P20/D25 Helskir ** 0-100ft 20 10 35 20 55 45 40 30 P40/N25 P45/N20 P30/N15 P45/N20 Ierendi ** 0-100ft 65 55 70 60 75 65 75 65 P40/D15 P45/D10 P50/D05 P45/D10 Landfall ** 0-150ft 25 15 35 25 55 45 40 30 P40/N25 P45/N20 P30/N15 P45/N20 Minrothad ** 0-100ft 65 55 70 60 75 65 70 60 P40/D15 P45/D10 P50/D05 P45/D10 Newkirk 0-200ft 40 30 50 40 65 55 55 45 P30/N15 P40/N35 P20/D30 P40/D20 Norrvik ** 0-250ft 30 20 40 30 65 55 45 35 P30/N15 P40/N35 P20/D30 P40/D20 Oceansend 0-350ft 20 15 35 20 50 40 40 25 P40/N25 P45/N20 P30/N15 P45/N20 Sayr Ulan 900ft 45 35 70 60 95 80 75 65 P20/D15 P15/D10 P10/D05 P15/D10 Selenica 1,800ft 40 25 55 35 75 60 40 ? P25/D15 P20/D10 P15/D10 P20/D15 Shireton 300ft 45 35 55 45 70 60 60 50 P20/N15 P35/N20 P20/D15 P30/D20 Soderfjord ** 0-100ft 25 20 45 35 65 55 50 40 P30/N15 P40/N35 P20/D30 P40/D20 Specularum 150ft 45 35 55 45 60 60 60 50 P35/D15 P40/N35 P30/D30 P40/D20 Sundsvall 700ft 25 20 50 35 75 55 55 40 P15/D15 P20/D25 P25/D30 P20/D25 Surra-Man-Raa 500ft 75 65 80 70 105 90 85 75 P05/D05 P10/D10 P01/D01 P10/D05 Tel Akbir 0-100ft 65 55 70 60 85 75 75 65 P20/D15 P25/D10 P15/D05 P25/D10 Thanegoith n/a 70 65 75 65 85 70 80 70 P40/D10 P55/D05 P65/D01 P55/D05 Thyatis 150ft 50 40 55 45 70 60 60 50 P20/N15 P35/N20 P20/D15 P30/D20 Trollhattan ** 0-100ft 25 15 40 30 55 45 45 35 P40/N25 P45/N20 P30/N15 P45/N20 Wendar 2,500ft 35 20 60 45 75 55 65 50 P25/D05 P40/D25 P15/D05 P45/D30 Ylaruam 250ft 70 50 75 55 110 80 95 65 P15/D10 P10/D05 P05/D01 P10/D05 Zeaburg 0-250ft 35 25 50 40 65 55 55 45 ** *** P40/N45 P50/N40 P30/N30 P50/N40 Altitude is already taken into account for temperatures in the listed cities. *: Only rains during night hours. **: On overcast days, fog lasts all day. ***: Add one to die roll on Wind Strength. ------------------------------------------------ CHECKING THE WEATHER Roll 1d%, and an extra d10. Then check the following: Hi-Lo Temperatures: Cross reference the season and city entries in the /Main Weather Chart/. The first line in the box indicates High and Low temperatures. High temperature is assumed to be early in the afternoon, Low temperature just before dawn. For more flecibility, add the result on the extra ten-sided die to Summer and Spring temperatures, or subtract from Fall and Winter temperatures. As an option, drop temperature 6 degrees for every 1,000' altitude in nearby mountain areas. /For Example:/ Winter temperature in Specularum any given day could be 45-35 degrees. The extra d10 scored a 7. On a winter day, temperatures would be 38-28. Precipitation: The second line in the box indicates the chance of Precipitation. P35 indicates a 35% chance of rain (on the percentile dice). if there is precipitation, temperature governs whether it is rain, melting snow, or snow. Adding the two dice indicates the duration of the precipitation in hours. The last digin in the percentile score indicates the intensity of the precipitation, if any (see /Precipitation Chart/ below); the extra ten-sided die always indicates wind strength, whether precipitation occurs or not. A roll of "00" indicates a Hurricane, Tornado, Damaging Hail, or some extreme temperatures for the region (up to the DM). Precipitation Chart Die Roll--Precipitation---------------Snow Accumulation--Wind Strength-- 1-2 Drizzle, or Flurries Traces Little or none 3-6 Light Rain, or Snow 1-6" total* Moderate Breeze 7-9 Heavy Rain, or Snow 1" per hour* Strong Breeze 10+ Thunderstorm, or Snowstorm 2" per hour* High Winds *: Double snow accumulation in hilly areas, triple snow accumulation in mountain areas. /For Example:/ Specularum in Winter has a P35. If the percentage dice roll is 30, rain occurs that day. The duration would be 3 + 10 = 13 hours. The last digit is 0 (10), indicating a thunderstorm (which will turn into a snowstorm when temperature falls below 30 degrees). The extra ten-sided die scored a 7, indicating a strong breeze. Timing Precipitation: Multiply the result on the ten-sided die by two. This indicates at what time precipitation starts (if any). Precipitation can carry over to the next day. The timing of the second day's precipitation should then be counted from the end of the previous day's precipitation, rather than the beginning hour of the day (12 am). If this moves the starting time of the second day's precipitation into the third day, then the second precipitation does not occur at all - the sky simply remains overcast during the second day. Check for the third day's weather normally. /For Example:/ Today's thunderstorm goes on for 13 hours, and the score on the ten-sided die was 7. The thunderstorm starts at 2 pm today, and lasts until 3 am tomorrow. If any precipitation occurs tomorrow, start counting from 3 am instead of 12 am. Fog: Check the number following the Precipitation Indicator in the chart. The letter D indicates Fog at dawn and dusk hours only. The letter N indicates fog during the night hours as well. The number that follows gives the percentage change of fog rising each day (switch the two percentile dice around to obtain a new percentage score). Multiplying the numbers on both dice gives the distance in feet to which vision is limited. Fog usually lasts 1d4 hours. Precipitation automatically ends any fog; freezing temperatures produce frost as well. /For Example:/ D15 means there is a 15% chance of fog at dusk and at sunrise. The original percentage score of 30 becomes 03 when switching the numbers on the dice - when multiplying the two dice scores, the reult becomes 30 (10x3=30). There was no precipitation at dawn that day, so an early morning fog rises and vision is limited to 30". Winds: If fog exists, then assume winds are absent during those hours. Otherwise, follow the result on the /Precipitation Chart/ (see above). High winds always indicate violent weather. Reduce temperature 10-15 (1d6+9) degrees when high winds are blowing. For example, high winds could turn a snowstorm into a blizzard (treat as Fog, as far as vision is concerned), or cause a storm at sea. Roll for winds at +1 when 24 miles or more away from any coast. Roll for winds again each time precipitation or fog status changes. Seasonal Trends (optional*) d10--Effect on Seasonal Weather----------- 1 Very Cold Temp. -10, Precip. +10%** 2-3 Colder Temp. -5, Precip. +5%** 4-7 Seasonable no change 8-9 Warmer Temp +5, Precip. -5%** 10 Very Hot Temp +10, Precip. -10%** *: Roll 1d10 on this chart once per season. **: Minimum Precipitation is 1%; maximum is 90% in all cases. ------------------------------------------------ WIND VARIATIONS* (Roll 1d20) 1-11: Dominant Wind as above 17: Shift two, counter-clockwise 12-13: Shift one, clockwise 18: Shift three, clockwise 14-15: Shift one, counter-clockwise 19: Shift three, counter-clockwise 16: Shift two, clockwise 20: Opposite wind *: Add 1 to Precipitation Roll when non-dominant wind blows from a coastal area within 50 miles (unless Dominant Wind for that region already does so). One shift equals 1 hexside. ------------------------------------------------ DOMINANT WINDS & SEA CURRENTS Region-------------Winds--Currents--Region----------------Winds--Currents Aegopoli NE E Minrothad W NW Alfheim W n/a Norwold NW S Alphatia, Upper NW (*) Ostland W S Alphatia, Lower SW (*) Rockhome W n/a Atruaghin W W Sea of Dawn, Western (**) S Broken Lands SW n/a Sea of Dawn, Eastern (**) SE Darokin W W Sea of Alphatia (**) S Ethengar NW n/a Sea of Ester (**) N Farend/Qheodar NW W Sind Region NW SW Five Shires SW W Soderfjord W S Glantri NW n/a Thanegioth NE E Heldann F.H. SW S Thyatis, east coast W NW Ierendi W W Thyatis, west coast W S I. of Dawn, Upper NW (*) Vestland W S I. of Dawn, Lower SW (*) Wendar NW n/a Karameikos SW W Ylaruam W S *: Check appropriate seas for currents **: Check appropriate coastal area for winds ------------------------------------------------ IMPERIAL THYATIAN TRAVELERS ADVISORY* Region Cause/Recommendations Alfheim Elven snobbism at its worst Just ignore them, stay at Brutus' Corner Alphatia Decadent empire, root of all chaos Don't fraternize, do not annoy anyone there Altan Tepe Mts. Humanoid rais, mountain storms Travel quickly, be alert, keep dagger handy Atruaghin Uneducated scalp hunters, red ants Bring worthless trinkets and bad beer Broken Lands Killer orcs, earthquakes, voodoo Stick with caravan, don't pick up gri-gris Cruth Mts. Orcish raids and highway banditry Camp on northern side of Darokin trail Darokin Greedy merchants, hidden taxes Inquire about import duties at Consulate Ethengar Food is terrible, smelly natives Hold your nose in both cases Farend Port freezes up for six months Go in summer, leave before fall Five Shires Low ceilings, legalized piracy Watch your head in both cases Glantri Clergy illegal, rampant lycanthropy Don't pray out loud, avoid hairy people Heldann F.H. Unstable region, constant warfare Don't get involved, keep moving Ierendi Brawls, weirdos, sharks galore Stick with the tour leader (blue banner) Kelven Road Over-priced service-caravansaries Bring own spare wagon wheel and food Landfall Crock full of thieves, cutthroats Avoid back alleys and cheesy taverns Luln Nasty Barony, major beggar hassles Go around it, watch your pouch Malpheggi Monsters, quicksands, no trails Just don't go, shoot anything on sight Minrothad Legal extortion is a national hobby Our stuff is better anyway Nithia Poor, boring, desertic, weird Send your in-laws on vacation Norwold Wilderness, monster infestations Bring your army or join the Legion Oceansend Brashness at its pinnacle (almost) We can do it better anyway Ostland Cold, damp weather, always foggy Bring your coat, find a guide Rockhome Dwarven racism at its worst Bring money and gems, be shrewd Sind Region Sanctimonious gurus, inhuman piety Don't sit with fakirs, be respectful Soderfjord Unreliable laws, crude barbarians Bring your sword, attach horns to helm Specularum Shoddy ships, smugglers & muggers Avoid the port area and shady people Thanegioth Unfriendly natives, mosquitoes Bring experienced cleric or druid Thyatis Anything and anyone has its price Never trust anyone, especially your brother Vestland Phony tollbooths manned by trolls Don't brake for trolls, bring oil and torches Ylaruam Fervent anti-Thyatis bigotry Be inconspicous, don't argue, don't boast * Quotes and recommendations from /Rufus Omnibus/, gourmet critic and explorer extraordinaire. Included here with the Gracious Permission of the Imperial Office of Transportation. /In Thyatis, Year AC 988./ ------------------------------------------------ SUNRISE & SUNSET Approx.-----Degrees--------------Sunrise------------ Location----Latitude--Winter--Spring--Summer--Fall-- Farend 60 North 8:35am 7:00am 2:50am 4:55am Landfall 50 North 7:05am 6:35am 4:35am 5:30am 40 North 6:50am 6:30am 4:50am 5:35am Glantri 37.5 N 6:45am 6:20am 4:55am 5:35am Thyatis 30 North 6:40am 6:25am 5:00am 5:35am Thanegioth 20 North 6:25am 6:20am 5:20am 5:45am 10 North 6:40am 6:05am 5:40am 5:50am Equator 0 5:55am 5:55am 5:55am 5:55am Approx.-----Degrees---------------Sunset------------ Location----Latitude--Winter--Spring--Summer--Fall-- Farend 60 North 3:05pm 5:30pm 9:05pm 7:05pm Landfall 50 North 4:35pm 5:50pm 7:25pm 6:30pm 40 North 4:50pm 5:55pm 7:10pm 6:25pm Glantri 37.5 N 4:55pm 5:55pm 7:05pm 6:25pm Thyatis 30 North 5:00pm 6:00pm 6:55pm 6:25pm Thanegioth 20 North 5:20pm 6:05pm 6:35pm 6:15pm 10 North 5:40pm 6:00pm 6:15pm 6:05pm Equator 0 5:55pm 5:55pm 5:55pm 5:55pm Twilight lasts 30 minutes before and after sunset and sunrise. ------------------------------------------------ COMMON TRAVEL FARES Travel----Point of----Final--------1 Way---Travel---Major Scheduled Stops Mode------Departure---Destination--Fare----Time-----(leave next sunrise) Sailing Thyatis Norrvik 49 gp 19 days Tameronikas, Soderfjord Thyatis Minrothad 29 gp 12 days Kerendas, Specularum Specularum Ierendi 17 gp 6 days direct Norrvik Newkirk 32 gp 12 days Zeaburg Caravan Darokin Norrvik 20 gp 42 days Corunglain, Ethengar Darokin Ylaruam 13 gp 27 days Selenica Darokin Thyatis 22 gp 46 days Shireton, Specularum Alfheim Sayr Ulan 25 gp 49 days Darokin, Akesoli* Flying Glantri** Ierendi 390 gp 9 days Corunglain, Shireton Glantri** Specularum 300 gp 8 days Alfheim, Kelven Ylaruam** Norrvik 220 gp 5 days Dengar Ylaruam** Thyatis 140 gp 4 days Biazzan, Kerendas Teleport Glantri*** Thyatis 800 gp instant direct Glantri*** Norrvik 580 gp instant direct Glantri*** Specularum 560 gp instant direct Glantri*** Darokin 500 gp instant direct *: Includes sailing fee from Akorros to Akesoli **: Glantri: /magical kites./ Send inquiries to /Movers Guild, Inc./ 5 Market Place, Glantri City. Ylaruam: /flying carpets./ Send Inquiries, to /Bellerophon, Ltd./ 201 Farid-Anh Wadis Road, PO-Chest 756, Ylaruam Town. Flying devices typically cover 120 miles per day; flying creatures about 72 miles a day. ***: One way only. Reservations at /Arcane Teleporters & Towers/ 333, Raknar Garden, Glantri City. Minimum rate is 500 gp for each /teleportation/. Travel Fees: 1 gp per 24 miles by ship (includes food, hammock & up to 50 lbs luggage). Minimum ship fare is 100 gp if personal cabin is requested. 5 sp per 24 miles by caravan (includes food, seat on wagon & up to 50 lbs luggage). 5 gp per 24 miles by flying defice (includes food and seating only). Minimum airfare is 100 gp in all cases. Add 50 gp if flying above sea or lakes. 20 gp per 24 miles by /teleportation/ (includes up to 50 lbs personal luggage). Cargo Costs: 1 gp per 24 miles, per 50 lbs cargo, on cargo ships. 5 gp per 24 miles, per 50 lbs cargo, on military vessels & flying devices. 1 sp per 24 miles, per 50 lbs cargo, on caravans. 20 gp per 24 miles, per 50 lbs cargo, by /teleportation/. ------------------------------------------------ MOON APPEARANCES OVER THYATIS ------------------- 1 Season ------------------ Week----Month #1---------Month #2--------Month #3------ #1 NM 7:00pm-7:00am 1:00am-12:00pm 1:00pm-8:00pm #2 FQ 8:00pm-9:00am 4:00am-1:00pm 3:00pm-11:00pm #3 FM 9:00pm-10:00am 7:00am-3:00pm 5:00pm-2:00am #4 LQ 11:00pm-11:00am 10:00am-5:00pm 6:00pm-5:00am For each 10 degrees of latitude North of Thyatis, moon rises 20 minutes later (earlier if South) and sets 20 minutes earlier (later if going South of Thyatis). ------------------------------------------------ HIGHEST MOUNTAINS Mountain--------------------Average*---Highest-------------------------- Range & Type of Rock--------Altitude---Peak & Location----------Altitude Altan Tepes, Granite 8,950ft Mt Tarsus, Thyatis 11,380ft Black Beak Mnts, Basalt 4,400ft Mt Pavel, Karameikos 5,800ft Broken Lands, Sandstone 10,000ft unknown Colossus Mnts, Schist 18,500ft Stoneface, Glantri 24,350ft Cruth Mnts, Hornblende 4,000ft Adrian Peak, Karameikos 5,250ft Glantrian Alps, Schist 20,250ft Mt de Glace, Glantri 25,100ft Hardanger Range, Limestone 10,000ft Odharjokull, Soderfjord 15,750ft Icereach Range, Gneiss 14,000ft Mt Einrick, Norwold 21,050ft Ierendi Uplands, Trachyte 9,000ft** Mt Kikapua, Ierendi 12,100ft Kerothar Mnts, Granite 19,740ft Mt Eriadna, Alphatia 24,450ft Kurish Massif, Marlstone 12,500ft Urapurda, Sind Region 18,250ft Makkres Range, Granite 13,800ft Steel Fang, Rockhome 15,720ft Diamond Spurs, Feldspar 4,500ft** Gold Needle, Minrothad 5,200ft Silver Sierras, Phyllite 17,000ft Adruzzo, Darokin 18,820ft Wendarian Range, Basalt 11,300ft Mt Lea, Glantri 16,550ft *: 16 miles away from foothills. **: Mountains form a ridge at the indicated altitude. ------------------------------------------------ TRAILS & ROAD CONDITIONS Region--------------Trails--Roads-- Alfheim Fair Unpaved Atruaghin Poor none Broken Lands Bad none Darokin, central Good Paved Darokin, eastern Fair Partial Darokin, northeast Bad none Darokin, southern Poor Partial Darokin, western Fair Unpaved Ethengar Poor Unpaved Five Shires Good Partial Glantri Fair Paved Heldann Freeholds Poor none Ierendi Fair Paved Isle of Dawn Fair Partial Karameikos Fair Partial Minrothad Fair Paved Norwold Poor none Ostland Poor none Rockhome Good Paved Sind Region Poor none Soderfjord Bad Unpaved Southern Alphatia Fair Partial Thyatis Good Paved Vestland Fair Partial Wendar Fair Paved Ylarum Poor Unpaved TRAILS: Bad Trails: barely visible; branch off occasionally into dead ends; dangerous sections (cliffs, narrow passages, unstable terrain); treat as clear terrain for movement; useless trail after any heavy rain or snowfall of 3 hours or more, or light rain of 6 hours ormore (requires a full week of clear weather to dry up); trail wide enough for two horses abreast; no bridge; no advisable water sources, saravansaries, taverns, or safe camping sites known near trail; rarely patrolled if at all; banditry and humanoid raids likely. Traffic: one very large, heavily armed caravan every two to four weeks. Poor Trails: treat as clear terrain for wagons or other wheeled transportation; otherwise treat as bad trail after any heavy rain or snowfall of 6 hours or more, or light rain of 12 hours or more, as far as movement, trail width, and patrols are concerned (six days of clear weather needed to dry up); bridges unsafe if any; trail wide enough for two horses abreast; very few water sources, caravansaries, tavers, or safe camping sites available near trail; patrolled once a week; banditry and humanoid raids possible. Traffic: one medium-sized caravan, armed, every one or two weeks. Fair Trails: treat as poor trail after heavy rain or snowfalls of 12 hours ormore for movement, width, and patrols (requires four days of clear weather to dry up); occasional bridges, safe river fords, trail wide enough for six horses abreast; some water sources, minor caravansaries, taverns, and camping sites available near trail; patrolled once every other day; some rare banditry. Traffic: small ormedium sized caravans, possibly armed, every three of four days. Good Trails: treat as fair trail after heavy rain or snowfalls of 12 hours or more for movement, width and patrols (needs three days of clear weather to dry up); bridges common, or easily fordable rivers; trail wide enough for twelve horses abreast; water sources, minor caravansaries, taverns, and camping sites commonly found on trail; patrolled once or twice a day. Traffic: caravans of any kinds and sizes, armed or not, up to one or two a day. ROADS None: no know roads exist, besides trails. Unpaved Roads: Local authorities orolder maps may identify some highways as roads; these are, however, trails one category better than the usual local trails. If a town is within one or two day's horse ride, that portion of highway is equivalent to a Good Trail (at best). Partial Roads: Sections of roads ending/starting at cities (centers of 15,000 inhabitants or more) are paved (see Paved Roads below); sections lying between two smaller centers are equivalent to Good Trails. Paved Roads: Highways covered with stone slabs or cobblestone, unaffected by rain. A foot of accumulated snow renders a road useless (a day of clear weather per accumulated foot of snow is required to clear a paved road). One or two patrols day and night. Water sources, caravansaries, small hamlets, easily found and reached from the road. Bridges always available on paved roads. Directions and road signals commonly found at intersections. Expect road works slowing traffic after winter in colder regions, or after serious downpours. Major Highways are paved roads connecting to at least one city (center fo 15,000 inhabitants or more). Wide enough for eight horses abreast. Banditry and humanoid raids very unlikely. Traffic: dozens of caravans of any sort or individual travellers every day. The remaining paved roads are called Minor Highways (any paved road stretching between two centers of less than 15,000 inhabitants). Wide enough for six horses. Banditry and humanoid raids very rare. Traffic equivalent to a Good Trail, with common individual travellers. ------------------------------------------------ MAJOR NAVIGABLE RIVERS River & Region From To * Amsorak, Darokin Akorros Darokin Elber, Heldann F.H. Mengul Fthills Sea of Dawn Great Flow, Alfheim Mealidor Alfheim Town Hrap, Rockhome ** Lake Klintest Ethengar Isoile, Glantri Vyonnes Glantri Ithypool, Shires Fishtickle Shireton Landersfjord, Vestld. Ranwood Sea of Dawn Marsfjord, Vestland Landersfjord Sea of Dawn Mesonian, Thyatis Foothills Vanya's Girdle Otofjord, Soderfjord Whiteheart Sea of Dawn Saltfjord, Soderfjord Sortfeld Sea of Dawn Streel, Darokin Corunglain Sea of Dread Streel, Ethengar (any dir. within Ethengar) Styrdal, Rockhome ** Lake Stahl Ethengar Vestfjord, Vestland Rhoona Sea of Dawn Vesubia, Glantri Leenz Trintan Volaga, Karameikos Kelven Sea of Dread ------- Alphatian Rivers ------- Alphas (South) Adiach Aasla Ambur (Northwest) Crystal Lake Gulf of Qheodar Fris (Far North) Shiell Lake Gulf of Qheodar Greenlake (South) Vertiloch Aaslan Gulf Llyn & Easthollow Citadel Sea of Ester Randel (Southeast) Errolyn Rardish Thera (Deep South) Bigos Archport *: Halve navigation speed going up river **: Strong current prevents going up river. Double speed going down river. ------------------------------------------------ TRAVELING RATES Traveling ------ Distance Covered per Day (1) ------- Mode---------------Trail--Clear--Hills--Mountains--Sand--Muddy Foot, no encumbr. 36 24 16 12 16 -1/2 Foot, lt encumbr. 24 12 8 6 8 -1/2 Foot, encumbered 12 8 6 4 6 -1/2 Camel 48 32 24 16 32 -1/4 Donkey, Mule 36 24 16 12 16 -1/2 Elephant 36 24 12 8 8 -1/2 Draft Horse 24 16 12 8 8 -1/2 Riding Horse 72 48 36 24 16 -1/2 War Horse 36 24 16 12 8 -1/2 Oxwn 16 12 10 8 6 -1/3 War Chariot (3) . as per carraige, minus 1/4 . -1/2 -2/3 Small Wagon (3) . as per carraige, minus 1/4 .imp(2) -2/3 Large Wagon (3) . as per carraige, minus 1/3 .imp(2) -3/4 Flying Mount ............ 72 miles per day ......................... Flying Device ........... 120 miles per day ......................... Galley, small ............ 90 miles per day ......................... Galley large/war ............ 72 miles per day ......................... Longship ............ 90 miles per day ......................... Raft . 12 miles per day, 1/2 against current, 2x downriver . Riverboat . 36 miles per day, 1/2 against current, 2x downriver . Sail Ship, small ............ 90 miles per day ......................... Sail Ship, large ............ 72 miles per day ......................... (1) Distance covered is given in miles. Trails includes roads. Clear includes any flat, solid terrain (grasslands, prairies, savanna, etc), Mountain is equivalent to broken terrain, heavy forest, forested hills, or any other difficult terrain. Apply the penalty for mud to other terrain if appropriate, except for paved roads. Mud is equivalent to snow; snow does affect paved roads. (2) Impassable. Wheeled vehicle either progress very slowly, or are immobilized. (3) In muddy or snowy conditions, apply the penalty given for the vehicle rather than the one appearing for the carraige. Penalties for wheeled vehicles and mud/snow are cumulative. Example: a war chariot pulled by a riding horse moves 16 miles per day on clear but muddy terrain. In the same condition a heavy wagon would move 12 miles per day. This assumes a sufficient number of pulling animals are included in the carriage. ------------------------------------------------ CURRENCIES & CHANGE Nations-------Platinum-------Gold---------Electrum--------------- Alfheim * (Local coins are pieces of art, valuable souvenirs) Alphatia ** Various: 50gp Crown: 1gp Various: 1ep Atruaghin Darokin *** Daro: 1gp 1/2Daro: 1ep Ethengar Tang: **** Tang: **** Tang: **** Five Shires Yellow: 1gp Glantri Crown: 50gp Ducat: 1gp Heldann F.H. Groschen: 5gp Gelder: 1gp Erzer: 1ep Ierendi Geleva: 1gp Karameikos Royal: 1gp Minrothad Crona: 1gp Byd: 1ep Ostland Krona: 1gp Rockhome Sun: 10gp Trader: 1gp Sind Guru: 25gp Rupee: 5gp Bhani: 2ep Soderfjord Markka: 1gp Penee: 1ep Thyatis ** Emperor: 5gp Lucin: 1gp Vestland Schilder: 5gp Guldan: 1gp Hellar: 1ep Ylaruam Dinar: 1gp Nation--------Silver----------Copper---------Other------------------ Alfheim * Barter Alphatia ** Mirror: 1sp Judge: 1cp Gems often traded Atruaghin Cloud: 5sp Land: 1cp Barter; gems also used Darokin *** Tendrid: 1sp Passem: 1cp Gems often traded Ethengar Tang: **** Tang: **** Barter as well Five Shires Star: 1sp Sunset: 1cp Silver Bars 50gp Glantri Sovereign: 1sp Penny: 1cp Crowns are magical Heldann F.H. Markschen: 1sp Fenneg: 1cp Trade laws not enforced Ierendi Sana: 1sp Cokip: 1cp Prefer foreign coins Karameikos Crona: 1sp Kopec: 1cp Minrothad Quert: 1sp Plen: 1cp Ostland Eyrir: 1sp Oren: 1cp Rockhome Moon: 10sp Stone: 1cp Gems often traded Star: 1sp Sind Khundar: 1sp Piaster: 1cp Gems often traded Soderfjord Gundar: 1sp Oren: 1cp Trade laws not enforced Thyatis ** Asterius: 1sp Denarius: 1cp Gems often traded Vestland Floren: 1sp Oren: 1cp Ylaruam Dirham: 1sp Fal: 1cp ------------------------------------------------ IMPERIAL THYATIAN CALENDAR Month 1: Nuwmont - Early Spring Month 2: Vatermont - Mid Spring Lunadain 1 NM 8 FQ 15 FM 22 LQ Lunadain 1 NM 8 FQ 15 FM 22 LQ Gromdain 2 9 16 23 Gromdain 2 9 16 23 Tserdain 3 10 17 24 Tserdain 3 10 17 24 Moldain 4 11 18 25 Moldain 4 11 18 25 Nytdain 5 12 19 26 Nytdain 5 12 19 26 Loshdain 6 13 20 27 Loshdain 6 13 20 27 Soladain 7 14 21 28 Soladain 7 14 21 28 Month 3: Thaumont - Late Spring Month 4: Flaurmont - Early Summer Lunadain 1 NM 8 FQ 15 FM 22 LQ Lunadain 1 NM 8 FQ 15 FM 22 LQ Gromdain 2 9 16 23 Gromdain 2 9 16 23 Tserdain 3 10 17 24 Tserdain 3 10 17 24 Moldain 4 11 18 25 Moldain 4 11 18 25 Nytdain 5 12 19 26 Nytdain 5 12 19 26 Loshdain 6 13 20 27 Loshdain 6 13 20 27 Soladain 7 14 21 28 Soladain 7 14 21 28 Month 5: Yarthmont - Mid Summer Month 6: Klarmont - Late Summer Lunadain 1 NM 8 FQ 15 FM 22 LQ Lunadain 1 NM 8 FQ 15 FM 22 LQ Gromdain 2 9 16 23 Gromdain 2 9 16 23 Tserdain 3 10 17 24 Tserdain 3 10 17 24 Moldain 4 11 18 25 Moldain 4 11 18 25 Nytdain 5 12 19 26 Nytdain 5 12 19 26 Loshdain 6 13 20 27 Loshdain 6 13 20 27 Soladain 7 14 21 28 Soladain 7 14 21 28 Month 7: Felmont - Early Fall Month 8: Fyrmont - Mid Fall Lunadain 1 NM 8 FQ 15 FM 22 LQ Lunadain 1 NM 8 FQ 15 FM 22 LQ Gromdain 2 9 16 23 Gromdain 2 9 16 23 Tserdain 3 10 17 24 Tserdain 3 10 17 24 Moldain 4 11 18 25 Moldain 4 11 18 25 Nytdain 5 12 19 26 Nytdain 5 12 19 26 Loshdain 6 13 20 27 Loshdain 6 13 20 27 Soladain 7 14 21 28 Soladain 7 14 21 28 Month 9: Ambyrmont - Late Fall Month 10: Sviftmont - Early Winter Lunadain 1 NM 8 FQ 15 FM 22 LQ Lunadain 1 NM 8 FQ 15 FM 22 LQ Gromdain 2 9 16 23 Gromdain 2 9 16 23 Tserdain 3 10 17 24 Tserdain 3 10 17 24 Moldain 4 11 18 25 Moldain 4 11 18 25 Nytdain 5 12 19 26 Nytdain 5 12 19 26 Loshdain 6 13 20 27 Loshdain 6 13 20 27 Soladain 7 14 21 28 Soladain 7 14 21 28 Month 11: Eirmont: Mid Winter Month 12: Kaldmont - Late Winter Lunadain 1 NM 8 FQ 15 FM 22 LQ Lunadain 1 NM 8 FQ 15 FM 22 LQ Gromdain 2 9 16 23 Gromdain 2 9 16 23 Tserdain 3 10 17 24 Tserdain 3 10 17 24 Moldain 4 11 18 25 Moldain 4 11 18 25 Nytdain 5 12 19 26 Nytdain 5 12 19 26 Loshdain 6 13 20 27 Loshdain 6 13 20 27 Soladain 7 14 21 28 Soladain 7 14 21 28 ------------------------------------------------ MONTHS OF THE YEAR Different cultures use different names for the twelve months of the year. Following are the best-known names for the months. Thyatis** Alphatia Five Shires Rockhome Ethengar Ylaruam --------- --------- ----------- -------- -------- -------------- 1 Nuwmont* Nyxmir Clabbas* Wharlin Amai Muharrain 2 Vatermont Amphimir Vuuldiir Morlin Hiskmai Safar 3 Thaumont Alphamir* Maebin Hralin* Yalmai Rabi al Awwal 4 Flaurmont Sulamir Odelin Hwyrlin Haimai Rabi al Thani* 5 Yarthmont Sudmir Gondulrim Styrlin Kevamai Jumada'l Awwal 6 Klarmont Vertmir Mithintle Bahrlin Seimai Jumada'l Thani 7 Felmont Islamir Goldaun Buhrlin Lingmai Rajab 8 Fyrmont Andrumir Fyrtal Klintlin Tringmai Shaban 9 Ambyrmont Cyprimir Aumbyr Birrlin Demai Ramadan 10 Sviftmont Hastmir Ssantiir Biflin Chagai* Shawwal 11 Eirmont Eirmir Tempiir Jhyrlin Rinpoch Dhu'l-Qadah 12 Kaldmont Burymir Dauntil Kuldlin Komai Dhu'l-Hijjah Sind --------- 1 Maagh 2 Phagun 3 Chait 4 Baisaakh* 5 Jeth 6 Asaarh 7 Sawan 8 Bhadon 9 Asin 10 Kartik 11 Aghan 12 Puus *: First day of year celebrated **: Karameikos uses the Thyatian calendar. Minrothad Guilds Calendar The Minrothad Guilds use the standard Thyatian calendar for trade purposes, but have their own calendar for national date-reckoning. Their year is calculated in six-day weeks and is divided up into eleven months of 30 days (five weeks) each, with a special six-day week tacked onto the end. The year 1000 AC is 300 by Minrotad dating. The Minrothad months are: Onmun (Nuwmont 1 - Vatermont 2) Tomun (Vatermont 3 - Thaumont 4) Dreimun (Thaumont 5 - Flaurmont 6) Firmun (Flaurmont 7 - Yarthmont 8) Birmun (Yarthmont 9 - Klarmont 10) Sagmun (Klarmont 11 - Felmont 12) Sebmun (Felmont 13 - Fyrmont 14) Oxmun (Fyrmont 15 - Ambyrmont 16) Nomun (Ambyrmont 17 - Sviftmont 18) Decmun (Sviftmont 19 - Eirmont 20) Elfmun (Eirmont 21 - Kaldmont 22) Add the extra week of Mitwok (Kaldmont 23 - 28) at the end. Shadow Elves Calendar The shadow elves and schattenalfen use an ancient calendar forgotten by other elves. The shadow elves year is divided into 14 months of 24 days each. The year 1000 AC is 2105 in the shadow elf calendar. The pale elves' months are: Gathering (Nuwmont 1 - 24) Name (Nuwmont 25 - Vatermont 20) Refuge (Vatermont 21 - Thaumont 16) Shaman (Thaumont 17 - Flaurmont 12) Crystal (Flaurmont 13 - Yarthmont 8) Birth (Yarthmont 9 - Klarmont 4) Wanderers (Klarmont 5 - 28) Temple (Felmont 1 - 24) Food (Felmont 25 - Fyrmont 20) Days (Fyrmont 21 - Ambyrmont 16) Army (Ambyrmont 17 - Sviftmont 12) King (Sviftmont 13 - Eirmont 8) Others (Eirmont 9 - Kaldmont 4) Bounty (Kaldmont 5 - 28) Days of the Week Likewise, though most Known World nations use Thyatis' days of the weeks, some don't; below are the best-known names for the weekdays. Thyatis* Alphatia Rockhome Ethengar Sind Ylaruam -------- -------- --------- --------- -------------- -------------- 1 Lunadain Majhur Syrhardan Xingqiri Som-bar Yaum al-ahad 2 Gromdain Tijhur Thradan Xingqiyi Mangal-bar Yaum al-athnen 3 Tserdain Wojhur Evedan Xingqier Budh-bar Yaum at-talit 4 Moldain Thajhur Dorfdan Xingqisan Brihaspati-bar Yaum al-arba 5 Nytdain Flajhur Duldan Xingqisi Sukra-bar Yaum al-hamis 6 Loshdain Sejhur Sythdan Xingqiwu Sanee-bar Yaum al-jum'at 7 Soladain Lajhur Fildan Xingqiliu Rabi-bar Yam as-sabt *: Karameikos and the Five Shires use the Thyatian names for the days of the week. ------------------------------------------------ MYSTARAN HOROSCOPE The people of Mystara practice a form of astrology which originated with the ancient Oltec Man races and later spread throughout the world - even to late-arriving races such as the Alphatians. With this astrological system, every month of the year corresponds to an animal or monster totem (a "star sign"). It is expected that a child born under one of the totem signs will acquire personality traits appropriate to that totem. These traits are goverened by the child's Ascendency and Influence. Date of Birth ------------- Month Star Sign --------- --------- Nuwmont Manticore Vatermont Hydra Thaumont Centaur Flaurmont Basilisk Yarthmont Chimera Klarmont Gorgon Felmont Griffon Fyrmont Dragon Ambyrmont Salamander Sviftmont Pegasus Eirmont Warrior Kaldmont Giant Week Ascendency ---- ---------- 1st Sun 2nd Land 3rd Sea 4th Sky Time of Day Influence -------------- --------- Sun is up Winds of Law Moon is up Winds of Chaos Both are up Winds of Wisdom Neither are up bodes either great luck or great hardship Traits of the Star Signs: Manticore: *Cunning, tempestuous, ardent, brave Hydra: Complex, selfish, shrewd, self-centered, resourceful Centaur: Lusty, *strong, vigorous, generous Basilisk: Lusty, tempestuous, robust, passionate, domineering Chimera: *Possessive, complex, *charismatic, confident Gorgon: *Reserved, *private, studious Griffon: *Warm, *practical, steadfast Dragon: *Ambitious, *cold, complex, *independent Salamander: *Calm, cold, *practical, selfish, simple, miserly Pegasus: Ambitious, family-oriented, *flighty, *imaginative, enterprising Warrior: Complex, cunning, practical, astute, efficient, courageous Giant: *Selfish, simple, *strong, stubborn Traits of the Ascendencies: Sun: Creative; Proud, authoritarian, predictable; leanings toward Lawful/Chaotic alignment Land: Earthy, steady, rational; leanings toward Neutral/Lawful alignment Sea: Restless; Creative, mercurial, unpredictable; leanings toward Chaotic/Neutral alignment Sky: Philosophical, versatile, tempestuous; no particular alignment leanings Winds of Influence Winds of Law: Fortify lawful temperaments; sway neutral dispositions toward good; curb chaotic personalities Winds of Chaos: Undermind lawful tendencies; sway neutral dispositions toward chaos; intensify chaotic behavior Winds of Wisdom: Temper all dispositions with prudence, caution, and common sense ------------------------------------------------