1010 AC: Nuwmont 3: /Claransa's Travels/ Published Nuwmont 4: A Look at a New Continent Nuwmont 7: Aegos Becomes a Target Nuwmont 28: The Dinosaur-Riders Saddle Up Vatermont 14: /Bollathar's/ vs. /Claransa's/ Thaumont 11: A Barbarian Visits Nithia Thaumont 17: Sabotage at Demeulemeister, Ltd. Thaumont 25: Neatharum Contacts Alphatia Thaumont 28: Eriadna Demands a Show of Faith Flaurmont 1: Eriadna's Messengers Arrive Flaurmont 6: The Show of Faith Flaurmont 13: Empress Eriadna's Birthday Yarthmont 1: Day of Magic Yarthmont 4: Hiakrai Join Dinosaur-Riders Yarthmont 5: Claransa's One-Woman Show Yarthmont 7: Alphatia Sends Reconnaissance Mission Yarthmont 25: Alphatia vs. Oostdok Yarthmont 26: The Aurocks Fall Ill Yarthmont 28: Invitations to Protius' Games Vatermont 28: A Little Blood Goes a Long Way Klarmont 3: Expedition to the Pole Klarmont 21: Tibnuhati Comes Klarmont 23: Dinosaur-Riders Hit the Capital Klarmont 26: Ramost Contacts the Antalians Klarmont 27: Alphatians Attack Oostdok Klarmont 28: Heldanners Flee Oostdok Felmont 1: Heldanners Try Again Felmont 4: Neatharum Strikes Back Fyrmont 11: Jail-Break in Haldemar Fyrmont 20: Krogada Tries to Unite Beastmen Fyrmont 22: Queen Tafiri Tried for Treason Fyrmont 25: The Queen Meets Her Fate Ambyrmont 8: Alphatia Finds Stonehaven Ambyrmont 9: Antalians on the Great Bridge Ambyrmont 15: Children Abandon Pharaoh Ambyrmont 15: The Games of Protius Ambyrmont 16: Amber Flames in Ambur Ambyrmont 21: Expedition Reaches Known World Sviftmont 10: Gifts Sent to Dinosaur-Riders Sviftmont 11: Can't See a White Dragon in the Snow Eirmont 13: Alphatians and Neathari at Peace Eirmont 26: Azcans Unleash New Horror Kaldmont 3: Zeppelin Wars! Kaldmont 11: 2nd Stonehaven Bombardment Kaldmont 16: Shadow Elves Talk Kaldmont 19: Stonehaven Hit a Third Time Kaldmont 28: Day of Dread 1011 AC: Nuwmont 14: Stonehaven Abandoned Location: Stonehaven Outpost, Anathy Archipelage, HW. Description: After weeks of aerial bombardment by combined Alphatian and Neathar forces, Anna von Hendriks and her Heldannic Knights are forced to abandon Stonehaven. Using two /travel/ spells, Anna gets herself and six of her Knights to temporary safety on the island of Makai. The rest of her company take their chances with the remaining zeppelins from Oostdoc. But Anna doesn't just abandon them to their fate; she first /commune/s with Vanya, her patron Immortal, to determine the safest time for their departure. Consequently, the Knights catch the Alphatian and Neathar forces off guard. Only one zeppelin is destroyed; the others escape, scattering to the far reaches of the Hollow World. Vatermont 24: Graakhalinas Find Sanctuary Location: Deep within Mystara's crust, on the inner side of the Worldshield. Description: Graakhalian elves and gnolls fleeing from the humanoid invaders beneath the Plain of Fire discover a series of tunnels and caverns inhabited by creatures and plants very similar to their beloved Graakhalia. They also discover strange rocks they call /lavastones/. These black rocks absorb the heat of nearby lava streams and reflect it again as both heat and light - much like the /firestones/ of the Plain of Fire. After preliminary explorations, the Graakhalinas settle into their new home. What This Means: The Immortal Ka saw that the Graakhalian civilization had been destroyed by the humanoid invasion of their underground realm. He created a vast series of natural caverns close to the Worldshield (on the inward side) and populated them with unusual plant and animal species similar to those found in the original Graakhalia. Ka also made three convoluted shafts, each 500 miles deep, with reflecting surfaces to bring light and water from the Hollow World to the caves deep below. Lava pools and streams provide additional light, and the /lavastones/ can be moved to wherever their heat and light is needed. Ka then transported some Graakhalian survivors to this new realm. Unfortunately, he could save only 2,500 Graakhalians - 500 elves and 2,000 gnolls - of an original population of 25,000. Many Graakhalians have been killed by the humanoid invaders. Others died of accident or starvation while fleing the occupying humanoids. A few still wander Graakhalia in the outer world, hoping to find their brethren and somehow retake their beloved Graakhalia. Vatermont 26: Disease Breaks Out in Malpheggi Swamps Location: Malpheggi Swamps, Hollow World. Description: Lizardmen hunters in the Malpheggi Swamps come upon a sick and feverish lizardman. They take him to their camp and attempt to nurse him back to health. Tonight, he regains consciousness long enough to say that his entire village was stricken with a mysterious disease; he had been going for help when the disease struck him as well. He dies before dawn. What This Means: This is the start of an epidemic in the Malpheggi Swamps. The disease causes high fever, convulsions, and a loss of scales in lizardmen. The victim usually dies within a week unless magically /cure/d. Thaumont 16: Alphatian Skyships Arrive at North Polar Opening Location; North polar opening to the Hollow World. Description: The /Mastwalker/ and /Flying Fish/ arrive at the north polar opening today. They set down and begin the long journey through the /anti-magic/ region between Mystara's inner and outer worlds. The ships are equipped with sled runners and mighty golems (powered by an Immortal artifact) to pull them through the /anti-magic/ zone, but the journey won't be easy; fierce creatures inhabit the icy wastes between the worlds. Thaumont 21: The Pharaoh Takes a New Wife Thaumont 21: Malpheggi Youth Sees a Nithian Flaurmont 20: Imperial Palace Completed Flaurmont 23: Karameikan Expedition Leaves Farend Yarthmont 4: Expedition Leaves /Farseeker/ Yarthmont 10: Pharaoh to Oversee Canal Construction Klarmont 10: Polar Expedition Makes Good Progress Klarmont 28: Alphatian Skyships Return Felmont 1: Eriadna Renames Zandoria Felmont 7: Warbird Finds /Princess Ark/ Felmont 10: Pharaoh Reaches Sea of Yr Felmont 26: Karameikan Expedition Halts Fyrmont 2: Pharaoh Warned Fyrmont 3: von Klagendorf Receives Word Fyrmont 4: Expedition Presses On Fyrmont 6: Expedition's Magic Fails Fyrmont 9: Mutiny in the Sound of Yith Fyrmont 10: Pharaoh Takes Command Fyrmont 13: /Princess Ark/ Finds Ripstorm Ambyrmont 1: /Princess Ark/ Enters Hollow World Ambyrmont 5: Ballet Under the Red Sun Ambyrmont 8: /Princess Ark/ Arrives Ambyrmont 25: Malpheggi Epidemic Ends Sviftmont 4: Scouting Party Returns Sviftmont 11: Expedition in Trouble Sviftmont 22: Second Scouting Party Sviftmont 27: Heroes Honored Eirmont 4: Expedition Still in Trouble Eirmont 26: The Return of Quetzalcoatl? Eirmont 28: Polar Expedition Sees Light Kaldmont 3: The /Princess Ark/ to Return Kaldmont 27: Preparations for the Day of Dread Kaldmont 28: The Day of Dread Kaldmont 28: Warbirds Strike 1012 AC: Nuwmont 1: Reactions to the Day of Dread Nuwmont 1: Pursuit through the Void Nuwmont 7: Karameikan Expedition Halts Nuwmont 11: Pharaoh Presumed Dead Nuwmont 28: Pharaoh Ramose IV Sets Sail Vatermont 3: Warbirds Emerge Vatermont 11: Expedition's Magic Returns Vatermont 11: Senkha Declares Herself Pharaoh Vatermont 17: Pharaoh Enters Lothar Strait Vatermont 22: Pharaoh Reaches Lothar Thaumont 1: Pharaoh Confronts Traitor Thaumont 27: /Farseeker/ Sets Sail Yarthmont 2: Messengers Reach Senkha Yarthmont 3: Expedition Leaves Arctic Location: Beastmen Wastes, Northwestern Iciria, Hollow World Description: Following a frozen river south through the arctic wastelands of the Hollow World, the Karameikan explorers find an end to the ice at last. Below them lies a forested valley sheltered by hills to the east and a long escarpment to the northwest. They gratefully enter the valley, where some gather firewood while others take the dogs into the forest in search of game. What this Means: The expedition members must decide whether to return through the north polar opening (a prospect none of them relishes) or to press on The /scroll of communication/ they counted on to link themselves to the outer world no longer functions. (The Worldshield blocks the scroll's magic.) For any information they learn in the Hollow World to be of use to King Stefan, the Karameikans must find a way back to the surface world. Yarthmont 17: Ramose Receives Report Yarthmont 23: Expedition Meets Beastmen Location: Beastmen Wastes, Hollow World. Description: A band of ebastmen come upon the Karameikan explorers as they struggle southward through a great swamp. The Karameikans have never seen such a collection of odd humanoids before. The variations in skin color, body shape, and external details are impressive. One beastman is short and squat, with four horns curling from its skull; another is tall with scales and a spiked tail; yet another appears nearly human except for the luxurious golden fur covering its body. Startled by the beastmen's sudden appearance, the expedition members remain calm but alert. Within a few minutes it seems clear the beastmen are curious rather than hostile. One of the expedition's clerics attempts a /speak with monsters/ spell, but it seems to have no effect. The expedition's leader falls back on gestures and exaggerated body language to communicate friendly intent to the beastmen. After a period punctuated by puzzled grunts or exclamations of understanding, the beastmen signal the humans to follow, and lead them through the swamp to their village. Klarmont 16: Expedition Takes Leave Location: Beastmen Wastes, Hollow World. Description: After spending twenty-one sleeps with the Beastmen, the Karameikan explorers depart from their hosts. They take with them a rudimentary understanding of the Neathar language as well as food and supplies. They leave behind some small personal effects given in trade and friendship. Some of their dogs stays behind as well - the daughter of the Beastman chief fell in love with the friendly, face-licking creatures. Klarmont 23: Petty Nithian Noble Robbed! Felmont 3: Ramose Meets Old Friend Felmont 12: Karameikans Meet Azcans Location: Village of Pocahua, northeastern edge of the Azcan Empire, Hollow World. Description: The Karameikan explorers in the Hollow World come upon a small Azcan village. The village chief greets them with curiousity and invites them to dine with him. The Karameikans gladly accept. They spend a number of pleasant hours with the chief, feasting on fruits and nuts and exchanging information in the Neathar tongue. The expedition leader explains they came from a distant land, crossing the arctic wastelands on a mission of exploration. The chief, in turn, tells the expedition members of the greatness of the Azcan Empire, and of the magnificent cities and temples found closer to the Empire's center. When some of the Karameikans begin to politely hide their yawns behind their hands, the chief declares a sleeping period and invites his guests to use his own sleeping quarters. The chief's wife awakens them a short time later, whispering that they're in grave danger. The chief plans to give them to his overlord, and they will be slaves - or worse. They have barely enough time to escape before the chief returns with his men. 1013 AC: (Joshuan's Almanac)