Principalities of Glantri: Glantri is a magocracy; that is, the princes and princesses who rule the state are all high level magic-users. They live in Glantri City most of the time, though each ruler also has a castle hidden in some remote wilderness area. Actually, the rulers are more concerned with magical research than with ruling. Most decisions are left to the princely stewards and the various local councils of elders. The princes and princesses do not trust each other and live in a state of uneasy truce. In the face of invasion or rebellion, however, they arequick to unite. In extreme emergencies, they select one of their number as “dictator,” who serves for one year.
Ruler: A council of Wizard-Princes
Government: Magocracy
Capital: Glantri City
Languages: Thyatian (common), Alphatian (Fleamish dialect), Elvish (Belcadiz and Erewan dialects), Traladaran (in Boldavia), Averoignian, Ethengarian

Ethengar Khanate: The Ethengar are nomadic herdersof horses, cattle, andgoats. They are divided into small family clans. The clans usually raid and quarrel with each other, but a powerful leader (khan) occasionally emerges to unite the entire Ethengar people into a strong “nation.” However, when a khan dies, there is rarely an heir strong enough to hold the Ethengar together. Their nation then breaks apart, and the family clans begin warring with each other once more. Their culture
is similar to that of the horsemen of the central Asian steppes (Huns, Mongols, Maygars, Turks, and so on).
Ruler: Moglai the Golden Khan
Government: Monarchy
Capital: The Golden Court (location varies)
Languages: Ethengarian

Heldann Freeholds: The Heldann are a barbaric, fair-haired people who hunt, fish, and raise crops on isolated farms. They are related to the people of the northeastern kingdoms, but, among themselves, they acknowledge no ruler higher than the individual household leader. Their culture is very similar to that of medieval Iceland. Today it is the province of the Knights of the Heldannic Order, a religious military order once created by the Church of Vanya. For the native Heldanners, it is a bloody occupation of their home. For the Knights, it is a land granted to them by Vanya herself.
Ruler: Grand Master Wulf von Klagendorf
Government: Military theocracy
Capital: Freiburgi
Languages: Heldannic

The Northern Reaches: Kingdom of Vestland, Kingdom of Ostland, and the Soderfjord Jarldoms: Each of these northeastern states is composed of many petty “kingdoms” that are loosely united under one ruler. In Vestland and Ostland the underchiefs are called “kings”; in Soderfjord they are known as “jarls” (pronounced “yarls”). The people of these kingdoms highly value individualism, physical strength, and prowess in combat. They live mainly by fishing and by occasional raids on nearby coastal villages. Besides being fierce warriors, these people are explorers without equal, ranging far and wide in their wooden longships. Their culture resembles that of the Vikings.

Ruler: King Hord Dark-Eye
Government: Monarchy
Capital: Zeaburg
Languages: Heldannic

Ruler: King Harald Gudmundson
Government: Monarchy
Capital: Norrvik
Languages: Heldannic

Soderfjord Jarldoms
Ruler: The Nordharter Defense League
Government: Alliance of petty monarchs
Capital: Soderfjord
Languages: Heldannic

The Broken Lands: The “broken lands” are an area of rocky badlands and old volcanic lava beds. The land is extremely wild, and is inhabited mainly by outcasts and monsters.
Ruler: King Thar
Government: Feudal monarchy
Capital: Unknown
Languages: Orcish (common), most humanoid tongues

Republicof Darokin: This republic is centered around the capital, Darokin. Its wealth is based on trade from Lake Amsorak (the large inland lake), the Streel river, the eastern caravan route, and sea trade filtering in through the Malpheggi swamp. Darokin is a plutocracy; that is, the government is run by the wealthiest merchant families. The culture resembles that of Venice or Genoa in medieval Italy.
Ruler: Chancellor Corwyn Mauntea
Government: Plutocracy
Capital: Darokin City
Languages: Darokinian

Rockhome Homeland to the dwarves. It stretches throughout the southern Altan Tepe mountain range. The dwarves have built and maintained a road through the mountains for caravans. They charge toll from all who pass.
Ruler: King Everast XV
Government: Monarchy
Capital: Dengar
Languages: Dwarvish (Rockhome dialect), Thyatian

Alfheim: As the name implies, Alfheim is the homeland of the elves. The elven king rules thegreat forest of Canolbarth. Because Canolbarth is tended by the elves, it is far larger than a natural forest in this area would normally be. The Republic of Darokin pays the elves to protect the caravan route through the forest to Selenica.
Ruler: King Doriath Erendyl
Government: Monarchy
Capital: Alfheim Town
Languages: Elvish (Alfheim dialect)

Emirate of Ylaruam: Ylaruam is built in the midst of the largest oasis in the Alasiyan desert. It is the center of caravan routes crossing from north to south and from east to west, and is controlled by the Emir of Ylaruam and his royal family. The culture is similar to that of the Arabic desert states or the Central Asian city-states of Palmyra, Damascus, and Samarkand.
Ruler: Sultan Ali Ben Faisal
Government: Monarchy
Capital: Ylaruam
Languages: Ylari

Atruaghin Clans: These grassy plateau, forest, and hilly regions next to the sea are inhabited by herders, hunters, and fishermen who live in small villages. All the villagers claim to have descended from the ancient hero Atruaghin. If threatened by war, they unite temporarily under an elected leader.
Ruler: No recognized ruler higher than tribal Chiefs
Government: No centralized government
Capital: There is no formal capital
Languages: Atruaghin (by clan)

The Five Shires: This is the homeland of the halflings. The area is ruled by a council of five sheriffs; each controls a shire. Four times a year the sheriffs meet at a great feast and decide shire wide policy by vote.
Ruler: A Council of Five Sheriffs
Government: The Sheriffs are appointed by a Council of Elders, made up from the Elders of each clan.
Capital: Shireton
Languages: Darokin, Thyatian, some scholars speak Lalor (ancient halfling tongue)

Grand Duchy of Karameikos: This part of the continent is a wild and unsettled land claimed by Duke Stefan Karameikos the Third. In reality, little of the land is under the duke’s control. Large areas are overrun by monsters and hostile humanoids.
Ruler: Duke Stephan Karameikos III
Government: Monarchy
Capital: Specularum
Languages: Thyatian (official), Traladaran, Elvish (Callari and Vyalia dialects)

Kingdom of Ierendi: This kingdom sports a magnificent royal palace carved from pure white coral. The king and queen of the land are usually popular adventurer heroes; however, they are without true power and serve only as figureheads. Actual rule is held by certain aristocratic families (making Ierendi an oligarchy).
Ruler: King Palfrit and Queen Marianne (as of AC 1000)
Government: Constitutional monarchy
Capital: Ierendi
Languages: Thyatian (common), Makai, Darokinian (especially halflings)

Minrothad Guilds: The Minrothad islandcluster is a syndicracy: the government is run by the heads of the various trading guilds. Minrothad is closely allied with Thyatis.
Ruler: Guild Master Oran Meditor
Government: Syndicicracy
Capital: Minrothad
Languages: Minrothad Patoi, Elvish (Meditor/Verdier dialect)

Thyatis: The empire of Thyatis is an autocracy. The emperor holds absolute power, but his decisions must allow for the desires of powerful nobles and for the threat of mob riots over unfavourable laws. The city of Thyatis is built beside a large canal that separates the southern peninsula from the mainland, making the city a major trade centre. The Thyatic culture is similar to the culture of the medieval Byzantine empire.
Ruler: Emperor Thincol Torion I
Government: Monarchy
Capital: Thyatis City
Languages: Thyatian (official), Elvish (Vyalia dialect), various local tongues spoken in subject territories

Thanegioth Archipelago: The archipelago is a cluster of islands about 1,000miles from thecoast of the main continent. What little knowledge that is available about Thanegioth is buried in myth and superstition.

The Empire of Alphatia Empire controlled by wizards. Legend has it that the Alphatians are originally from another world, where all citizens were wizards. But a war between two rival schools of magic tore their home asunder. The victors eventually traveled to Mystara to rebuild their shattered empire. It is said that the surviving losers eventually found their way to Glantri. In their expansion, they came into contact with the Thyatians.

Conflicts arose, and eventually Alphatia saw fit to solve the problem by conquering the Thyatian tribes. In a quick and violent campaign Alphatia succeeded in subjugating the Thyatians. Eventually, the Thyatians were able to regain their independence, and to this day are still a thorn in Alphatia’s collective side, as both empires have squabbled over territories in Norwold, the Isle of Dawn, and even in Ylaruam.

Originally, nearly all Alphatians were spellcasters, but after the migration to Mystara, the percentage of the population with the ability to wield magic has dropped. Despite this, Alphatia still has one of the highest concentrations of wizards in the world.
Ruler: Empress Eriadna the Wise
Government: Monarchy
Capital: Sundsvall
Languages: Alphatian (official), Elvish (Shiye-Lawr dialect), Dwarvish (Denwarf-Hurgon dialect)


Mystara and the Path to Immortality enluki steventhompson