Friday 21 December 2018

Happy Holidays 2018-2019


Happy Newyear and Fine Yuletiden everybody 

(21-12-2018 23;53CET wintersolstice, party till midnight 02-01-2019)



Due these holidays my mapping, writing and compiling projects are on a temporary hold.
I will continue after my Birthday (03-01)

Even when Google + dies You'll find my works here in this Blog
My maps and artwork on Deviantart and the research and discussions on The Piazza

I wish you all the best
Without your help and cooperation I could never create What I did.
Thanx to all of you
Robin

Monday 26 November 2018

The Great School of Magic
Something bugged me a long time ago. It was the Gazetteer 3 Principalities of Glantri; a really outstanding work by our beloved Bruce Heard, our Mystara Spirit. The book gave us stacks of intense, and usable information. Yet it also gave some incomplete material. The AD&D2 adaptation of Mystara and the Glantri Kingdom of Magic, Wrath of the Immortals, Poor Wizard Almanacs, Castle Amber, DM Survival Guide and Players Survival Guide, added some more information, but holes stayed, or more were created due the awful AD&D2 conversion of GKoM. Many flaws have crept in, and areas left open. Areas you actually need in playing the Great School of Magic in Glantri on Mystara, BECMI style (or actually any D&D style)!!

I searched and searched, found and compiled, not only from the canon sources, but also with the help of some fan work. I earlier had created some Isometric maps of the Great School of Magic In Glantri City based on the initial interior cover map of the GSM. in 2016 I rediscovered these maps, and decided to make two more Isometric maps from other directions, enabling the Great School of Magic to be viewed from all directions. With this, more detail came on about the inside, and following the canon sources together with architectural laws for stability, strength, and consistency I now even created the inside floor plans, first in pencil, later clarifying with Windows Paint. Rereading all the canon and fanon sources, more information was added, a timeline came forth, and the various uses canonically of the rooms made even more clarity. 
Using the interior maps that came forth after the creation of the Isometric maps and using architectural sanity, I thus created the Great School of Magic of Glantri as presented canonically in the Mystara various compiled sources(including many more small bits & pieces from fans). I continued to stray further…and deeper, higher…a strange habit I know, but it brings even more clarity and depth, but specifically multidimensional reality. I expanded the Magical Circles, to bring more magic in the world. I also took many items and spells from other D&D sources, and some self-created to bring more magic use and feel.
without further ado; I am now ready to present you Glantri Great School of Magic In detail …and scent, and touch, and sight, and magic, and material, and use ….etc, as best I could compile and create together in 17.5 months of continuous work. 

One interactive PDF book; where each link clicked (with CTRL at the same time) directs you to sources of information. 
Each door is thus attached to a link within the document leading towards the room which door you have chosen, making it almost as if you really wandering through the whole structure.

55 maps and cutthroughs; including 3 Isometric maps of GSM, 1 Sideview Of GSM, 1 readjusted map of GSM Gaz3, 
several section maps of GSM, 6 Historic Maps of Redfen and Braejr, 2 future maps of Principalities of Glantri, 
1 cutthrough of the GSM with Shell of Darkness growth explained, 
408 new or adjusted spells (adjusted from AD&D2 to BECMI, or really new self-created), 
Expansion on the various secret craft mages of Glantri, 
Detailed information on elementals & invisible Stalkers & Faenare & Griffons, 
several New creatures,
100 new Magical items(adjusted from AD&D2 to BECMI, or really new self-created), 
1 Major Artifact with full campaign, 1 major dimensional room, 
common use of Dimension Doors (various types), 
34 stone colors/types, 23 Skills (new and older) updated and expanded, 
8 Diseases & afflictions, 
Information on mage Courtyard Arena battles, 
Several useful tables, 
The future of Glantri and the Radiance, 
74 adventure suggestions attached to the locations, 
and a lot more interesting stuff, secret stuff, wondrous stuff and obscure stuff...spread over 19 levels, 2 major locations, and hundreds of rooms and other areas.

in total 555 pages, 41.6 MB. 


All this you will find in "Glantri Great School of Magic in Detail".
see here too; http://pandius.com/gsomdtl.html for all combined maps

So have fun and enjoy this Compilation book.

Saturday 8 September 2018


The Wonderful World of Mystara

A Manuscript about the Natural Magical World of Mystara

Chapter 8

Through the Hills of Maghyar-Orzag

As penned down by Salechaam Deraan
Darokin Maghyar-Orzag Region 1014 AC, 5th  Yarthmont






























Now it is my turn to write down all that happens. First repair the flaws of our female elf….; the region we travel in, is not Inlashar, maybe it had been so in the past, yet we Dwarves (and the locals of the hamlet of Estobrun) know it is actually named Maghyar-Orzag.  This was a group of humans as far as we know, (at least they are now, which lived in these mountains before the Great Rain of Fire. They had contact with old dwarven tribes in the mountains of Rockhome, and  several Dwarves must have lived amongst them; sharing their knowledge. This we know as the Maghyar learned  a dwarven based rune script named; székely–maghyar rovásírás which up to today is used on maps and road signs. So is  the local scripture for the hamlet Estobrun. Although clearly Dwarvish in origin, they totally mixed up the signs, and created several new ones. For example the rune they use for ‘r’ is actually the dwarven rune for ‘h’. Yet we must keep in mind, these are mere humans, not knowing the importance of the power of the runes. As such it is only writing, and none of these bear any magical powers. The name Orzag means ores; which implies the people here derived (and some still do) delve for ores in the broken lands or hills of the region. Though not gold, or platinum, electrum is found here in justifiable amounts to set up a trade.


After leaving Estobrun we followed the existing trail towards the east. The Calor’s Spur of the Dwarfgate mountains most western edge peaked over and through the gates. At least now we were heading to normal mountains. I don’t like all this greenery; it feels as if something—a vile Orc, stinkin’ kobold or some’tin worse—looks from the various creepy corners. The scents are overwhelming, not to speak of the many animal sounds. Separim holds the reigns, while Gaston studies. I don’t know where Straddle is, he regularly leaves the wagon to forage in the neighbourhood. T’is good he has Row with him. I don’t like the region…hmm…I tend to repeat myself. The heavy pine forest became hilly forest. A forest used by the locals to regularly cut trees; many stumps can be seen, where trees have stood. I already noticed a small herd of deer. The leading bull has a nice rack of antlers to put on the wall…pity we’re not huntin’. We passed an abandoned settlement  a few hundred yards of the road south. There was no sign, yet many tracks of humanoids; these must have been the reason the humans grouped together or fled. I grab Mahawudi and polish his cutting edge to a sheen.
Gaston somewhat later steared away from the track going north; “look thewe are wuins of a lawge village. That must be Maghyaw, the main settlement of the wegion. Lets take a look, we awe explowews aftew all”.
Here we could see again one of the strongholds of Inlashar, as it was called the Land of Fortresses. It was old, and damaged. Nature has made it into a ruin, and the visiting humanoids and travellers passing by helped a hand. All we could was map the ruin and but it into storage. No valuables could be found here without going deeper. All we could discover were washin’ basins to clean the electrum. Yet none of the metal was found…probably taken by others. The ruin was located at 1578’ above sea-level as the magical altimeter revealed.


 After a two hours of foraging, and exploration (and grazing for the animals), we continued, yet not back to the trail, instead we went north. Moving slower, and more careful, we traversed the hills. In a patch of dead trees we saw the evening shade of the Gnollistan plateaux darkening the region. We had to find a safe spot to go through the night. The landscape suddenly changed. Though eroded into hills, this was a region which had been a mountain long ago. Yes, here a mountain “died” in the east the steep sharp edge of Calors Spur revealed, it had been part of the Dwarfgate Mountain chain long ago. Large pieces still revealed how the mountain must have been disintegrated. This shrapnel has become the broken lands of the area. The line between hills and former mountain was thus clear we could even place it on the map as a brown line; to the south the normal hills, to the north the broken lands, eroded into hills with clear sharp stones and rocks revealing it had been once a mountain. The altimeter revealed we were at 2035’ altitude. The area was very hard to traverse with the wagon. And already two miles into the ruged terrain we had to stop. One of the spoke of a wheel broke. Not a great problem, yet we needed to make a new one and replace it, this would cost us time. Time we did not had, as the nearby humanoids often went through here traces revealed. We decided to set up camp.  Gaston levitated up to map the region, yet returned invisible; he must have seen something. “Fwiends we must be vewy caweful. Thewe is a Gnoll Camp on the othew sude of the stweam two miles away”. “Gnolls!! Damn” I cursed. We now had to set up Nightwatch to prevent surprise attacks. These dangerous humanoids are intelligent, and evil to the bone. Gaston helped with the use of a powerful Mass Invisibility, and Detect Invisible spells (also cast by Separim) enabled us to see. That means no fire tonight, no warm meal, and trying to keep silent. The creek revealed traces of Gnoll filth floating by. We had luck on our side. The night was warm, warmer than expected. No encounters, except a very annoying night owl.



Latest chapter;

Chapter 7

Interlude;
Geomorphological History of the Broken Lands 1

Following Chapters;

Wednesday 5 September 2018

The Historic Evolution of Glantri City.

As my research continued on Mystara, I had to compile and create the  hitory of Glantri City into a single one source. There was canon (Gazetteer 3, Glantri Kingdom of Magic, Adventure Test of Darkness,) and fanon of excellent work(Mystara 3050,Mystara 2300), yet it did not seem to be a whole. I added all these together, and used time to make the temporal connections. With a creative mind and input I thus created, for all of you to enjoy ;

Expanded History Redfen/Braejr/Glantri

Redfen, the capital of the New Blackmoor region. Braejr, the important central city and later capital of the Flaemish nation. Glantri, the proud capital of the combined nations of Glantri.
3500 BC               The great Kingdom of Blackmoor located a large resource of natural gas on the continent of Brun along the barren edges of the Northern ice, and soon harvested this as fuel. The location is called Redfen Foundry, as the area is a large wetland (fens) between the merging of two red glacial rivers. But as the soft wetlands were already subjected to regular flooding, and rising waters, the structures made of magical stone (armoured concrete) slowly but irresistibly sank into the soft ground.
Map 1    Redfen foundry & village 3470-3452 BC                      Blackmoor Era


Many artificial terps have been created in the marsh to enable the valuable gas below to be gained. Also used for various other means. Upon the sinking of the original structures, new structures were built, using the older versions as basement and foundation. Factory enlarged. Second Drilling Tower Created.
In the North the Elven section on artificial trees made of wood, as if a forest. Lots of plants added around the housing and on the roofs. In the south two-tiered brick street housing for the humans. On the ground floor mostly various shops. In the east, the farmers, with extensive farms, wooden buildings. The sinking continued in a 2nd and 3rd layer of sinking structures. The factory already suffered severe sinking in the last 30 years of existence.


Map 2    Redfen foundry & village 3452-3435 BC                      Blackmoor Era

Second Drill Tower disaster in 3452 BC. Locals feel as if there is no end to the sinking. 2nd gas chamber reached in 3450BC.
The religious movement has gained more power and enforced a pyramid-shaped temple on the factory grounds (out of respect to the fallen they say.
The factory is now totally underground, yet plans for expansions on the surface are already made. High stone walls are created to protect the gas drill area as it further sinks. The area seems to become a large pit enclosed with walls. The Idea is to cover everything with newer constructions. The storage balls used for the gas have now been completely inundated by the wet ground, leaving only the top access available. These are emptied, by the vessels, in these years.
In 3447BC a giant Obelisk, broken in three pieces is found and brought to the factory (as only this has machines able to transport it), placed north on the bare ground of the sunken 3rd level. The item is researched extensively, until even these slowly sink into the ground.
The bringing of this obelisk ignited anti religious sentiment, and also the beginning of a movement towards nature and its sources. These two dogmas will collide often in the future, and slowly progress towards extremes.
Many additional artificial terps have been created in the Northern marsh and the shores have been forced towards the water. However, due to the rivers and the hills the water keeps coming. The underground is very weak, and all structures sink slowly into the ground. Upon the Brick structures new ones are created, abandoning the sunken ones, or giving them to the poor. Some streets-ends or other sections are covered by the newer constructions, becoming a sort of underground streets (sections). Sunken wooden structures on the farmers section are simply removed, and replaced.
A 4th layer (Layer -2) is build on sunken 3rd layer (Layer -3), and on the discovered Obelisk pieces.
The Elven section is completely overhauled; the foundation of a large wooden eco-housing-project has begun for the elves, enabling more people to live on a smaller surface. The population has expanded significantly, and the older terps south west have been used to create more two-tiered brick street housing for the humans.
An observatory is created on the central island. And a large church/temple in the new living section for humans (and others). The devout, think their faith would protect them from any harm; the truth followed a few years thereafter. Due to its massive size and height this structure sank with a foot each year. This infuriated the faithful, who deemed the Astronomy observatory as dangerous infidels causing this to happen (they only saw the sinking after the observatory was build, so this must have been the cause; as far as they could see).
The elves and other nature lovers, politically succeed to refrain from using Radiance magical energy in the city (except the Gas drill & Refinery complex). The village (soon city was no longer a unity, but has become a broken cohabitation. And although similar to real World societies of 2000, it was filled with Elven hippies, expansion futurists, common workfolk desiring to live at least a ‘normal’ life, and religious fanatics deemed to destroy the Beastmen, Giants and dragons with which Blackmoor is in regular conflicts with.
Around 3440BC the 5th layer (Layer -1) build upon the 4th layer (Layer -2), some sections abandoned; at 3445 BC the locals finally notice slower sinking; 1st gas chamber depleted, 3rd (lowest) gas chamber reached.
In 3434BC the Astronomy tower was severely damaged in an arson fire, suspects were found in the religious followers, but no proof could be found.

Map 3    Redfen City 3435 BC-3050 BC                       Blackmoor Era

Several more artificial terps have been created in the Northern marsh and the shore has been forced south towards the water. The underground is very weak, and all structures sink slowly into it. The seasonal inundation washes away all ground placed in attempts to fill up the marshland. Finally the Blackmoor people try learning something on water management. This was done in phases, which each city section on a different time. First the Human section was enclosed in a dam wall made of pine trees, the area was levelled, and the lower structure later covered underneath a layer of armoured concrete. All these sunken layers (of the whole city) were thus covered and made into great foundation blocks with the use of magical stone and (armoured) concrete. Many people are forced to relocate…again…and again. This also enforced the farmers to relocate outside the city, yet here they gained larger landmasses to use. Mass farming and producing was thus introduced. The lower sections underground were officially abandoned, yet secretly used several decades later to hide during war, safety alarms, or to hide illegal activities of any kind. On top of the Foundations industries and living apartments were created of 1 to 4 stories high. All these were made of lighter carbon, steel framed glass structures, sometimes with added plastics.
The same procedure was done at the foundry earlier. Here machinery was now built on top and below mostly to delve or work with the gas, which was located in deep rock chambers 1500’, 4000’ and 10.000’ below. The highest building was the stone (armoured concrete) tower seven tiers high, which dominated the city. This tower incorporated the drill and pumps further down. This mostly square drill tower is finally stabilized and finished; Transportation of the gas begins now by pipe, magic and trucks & vessels. Note; the tower known as the Olde Keep is thus dating from before the Rain of Fire. Formerly a gas-drill factory but wrongfully assumed by the later generations of Glantrians as being an old keep, and mentioned as thus here.
The roads were intelligent plastic roads with integral information systems, accessible to all who thread upon them.  The religious movement intended to go even beyond that and gain access to who thread where and when and why. Yet this privacy break was refused by the New Blackmoor political system. This might have been allowed in Blackmoor, this free colony was not going to do this.

Already in 3435BC the beginning was laid for the creation of the quintogonal Radiance Line Station, in an enclose pine tree dam around the partially destroyed astronomy tower. It was rumoured that the Observatory was not torn down, but infused in the massive concrete construction of the station. The base (thus the station itself) structure is made of the standard reinforced “magical created stone” (armoured concrete) in a very very thick fashion. As such it would be nearly impervious to destruction.   This structure is thus formidable, it could have survived the blast of the past (GRoF and the Blaze of Fire). It also has three clearly elevated access portals (North, Southeast, and West).
The 1750 apartments on top of the station were made of “magical created stone” (armoured concrete), carbon, plastic, and steel and have been totally covered in decorative stone, metal, plastics or carbon fibres.
In 3202BC the 721’ top of the Hightower was reached.
The Radiance Line Station Hightower Apartments where released to the commoners in 3181BC, to highest being the most expensive.
The Radiance Line Station was activated in 3178BC, with only the western line unfinished (actually it was finished, but political issues refrained enabling public access to these locations, as such this line was never set in active use).
The purple lines on the map of New Blackmoor (New Blackmoor Map made by Sturm) are Radiance lines, not a true train but a technomagic transport system in which wagons moved through purple force tunnels between 100 and 180 feet up in the air. These would appear only when a wagon passed so the line would be physically composed only of big stations, such as the one in Redfen/Glantri and a pillar on each mile. Ruins of such pillars could still exist in 1000AC+. There is one such a pillar in the Broken Lands (called the Obelisk in the Careanna region of the Broken lands. There is a stone door in the basement; the now defunct magical passage into the transport system on top) and the Dovestone tower (located on this map Alfheim-1-Mile-East south-west corner), and mentioned here; piazza which was named Fenhold in 3050BC. Presumed it was originally also a station --a minor one but still.
Most of the pillars in 1000AC+ would have been destroyed, plundered for stones, re-used (as road segments for example in Darokin), sunken whole or partially in the ground, disintegrated by erosion, overgrown, etc, yet it is best to assume some of them would still exist. What could still remain in existence up to 1000AC, and maybe even used with advanced magic. 
In Glantri City several secrions of these obscure obelisk pillars have been found. One in the mud of the Safe Conduct, One interred into the Tower of Sighs as a stability to one of the walls, one is interred into the city walls north west, the others are lost (probably sunk in the mud of Glantri’s canals.
In 3177BC two harbours are created to enhance commerce in the region of New Blackmoor using the Rivers as conduits. Robotic vessels are used, having no personnel on board.
The regular wars with other races enforce the citizens  of the New Blackmoor  Colony to create a Fortress, which also functions as a military construction factory.
The city greatly increased in population and size. As the technomagic and radiance (or RCC) energy is spreading in use, more resistance groups arise attempting to stop pollution and other adverse effects of the Radiance.
In 3094 BC The Blackmoor government begins the construction of a nuclear missile site next to the Fortress (against any offending nations) by drilling in the thus far reasonably stable Great Rock location of Redfen (what later became the Alexander Plaza.)

In 3065 BC the foundry in Redfen notices the gas reserves slowly become depleted and many small quakes cause damage to the local structures, and even the Great Rock started sinking. Lower sections were closed off either by government, or simply inundate. The missile site is abandoned, due to the risk.
The New Blackmoor colony on the continent of Brun along the barren edges of the Northern ice now designated Redfen as its capital city. As the population slowly became more environmental friendly, only a few structures were made of stone (as these dated 400-450 years earlier), the most were made of local wood, and only a few of plastics, metals or carbon-fibres. In 3050BC the city was finished, and held a population of over 150.000 people and the same number of commuters.  The gas pipes used earlier were removed and recycled. Several other factories have been created to enable the use of the gas and other resources drawn in the region (Crystals, Oil, Petroleum, various Ores and minerals and even natural sources of magic. All were transformed in the city of Redfen into various technomagical items. About 30% was used locally, the rest was sold and transported elsewhere over the realm of Blackmoor.

Map 4    3000 BC-450AC                                                Stodos era

3000 BC 1 Nuwmont: The Great Rain of Fire. Some Blackmoor prototype matter/antimatter engines explode, shifting the world’s axis 45 degrees anti-clockwise. Blackmoor shifts 10 degrees to the north, becoming the frozen wastes of Norwold (southern Great Bay shore), and its civilisation destroyed (not quite North Pole). It is submerged by ocean then set in ice. Ice sheets begin to recede from SE Brun (500 year process). One of the most dangerous of the Blackmoor devices (The RCC collider) is buried intact under the hills which eventually become the Broken Lands.
Redfen is ruined in the infernal blaze from the remaining gas of the three gas chambers. Only a few stone structures remain, much of the remaining metal corroded away in the centuries following or was plundered and all other material literally burned away. The RCC machinery in the south was still in its try-out phase, when the Great Rain of Fire disaster struck. All over Mystara machines exploded that were connected to the Technomantic reactor, many people perished in an instant, cities, and villages were blown away in large mushroom clouds. It is unknown to the locals why this shape, maybe the technomagic worked like a fungus, a disease; It is unknown why this shape, maybe the technomagic worked like a fungus, a disease; at least it brought a Wasting Disease which falls over the planet, causing mutations, death and global cultural regression for many centuries. At the RCC machine in the south, only the outside controlling towers suffered from the explosions, the machinery below survived, intact, and active until 1700 BC. 

The Hightower structure on top of the Radiance Line Station was totally destroyed in the GRoF disaster, and became the Great Hill. This partial destruction would have covered most of the lower concrete structure in a heap of debris, which in time was added with layers of vegetation and earth, totally obscuring the anything covered.
The New Blackmoor Colony is forgotten and overrun by Beastmen, refugee Frogmen and Barbarians.
These primitives soon all followed the Immortal Stodos, and chose this region (as ordained by their Immortal as the best area), and have added simple structures on top of it. This would have been their ‘capital’, especially with their pit of sacrifice (Joining the Frog) nearby (on ALexander Plaza). All the other ‘islands’ were used as primitive farms and hunting grounds within the ruins. This whole culture would have been similar to the city of the Frog in DA2 Temple of the Frog, yet here the Frogmen rule, and the settlements are only a few (for the weak humans barbarians and beastmen. Many humans, young Giants, humanoids are captured to be slaughtered, eaten or at best "Joining the Frog". The Great Hill is the main settlement and adorned with many huts for all. there is a large hut on top where the Froglord (always a high ranking Clergy) rules with 'iron' talons (ie iron fist). The few remaining Radiance Line pillars were named as the teeth of Stodos. It was long unknown to these primitives there were more further away. In the ages following, they all sank in the ground, topples of disintegrated over time.
The “New temple”, as it was named before the disaster had exposed itself to large amounts of Entropic energy and evil thoughts, and several bodies later resurfaced as ghouls. the froggies (as the locals are known) stay away from them, and set up patrol paths to prevent the city. 

Between 395 AC & 470 AC, the Flaems found settlements at Graez, Linden, Nordeen, Traagen, Beraan, Braastar and Terreja, and the Duchy of Aalban is founded. Ryde Aalstren was part of the founding populace of Graez.
The ruins of Redfen were discovered by the Flaems after a series of disturbing massacres and kidnappings all over the region. A threatening tribe of evil barbarian/froglike humanoid mixture of followers of Stodos was eradicated after a series of wars. In 445AC a large comp\ny of Flaems trying to enter the region from the west were defeated by the barbarians. In 450AC a massive army of Flaems with their magical powers (together with their support by the Overlord) gave the overhand. Most barbarians fled west, the few surviving frogfolk to the north (
they were sighted in the marshlands north of Wendar a year later). Horrendous sacrifices were discovered after the battle, and the Shaft on the large rock (currently at 9’ above the water) was closed off with large slabs of stone (this would later become Alexander Plaza, stone froglike relief carvings give proof of this now extinct culture). The slow removal of often strange molten and burned debris had begun. Slowly the flat  artificial 'magical' stone surfaces (the concrete foundations of Redfen) became open to use, people settled to help, and these became the first new settlers of the new village Braejr in 450AC. This ended the Realm of centuries of Stodos.

Map 5    450 AC-829AC Braejr                                                      FWA era

At the urging of the Fire Wizards, the Flaems build the city of Braejr at the confluence of the Aalban (now Vesubian) and Areste (now Isoile) Rivers in the Highlands, on the elevated stone ruins of the former city of Redfen.
Braejr is Built, from the debris found, on the weird flat artificial stones, or by using the many trees in the area. The forest in the north will thus be totally consumed by 850AC. The vegetation, ruins and debris was slowly removed and used to create a more stable underground for the city of Braejr.
The Archduke (an elected representative among the seven dukes; his role was created to reduce the internal conflicts among the dukes) relocates his capital from Braastar to Braejr. Within 13 years the city contains; the purple Archduke’s Palace on top of the large Hill (later the Great Library), a large group of high towers (later the Parliament Building), the Fire Wizard’s Academy (FWA) (where the GSM eventually will come to be), the ruin of a fortress, a large plaza with a horrific hole in the middle closed off by the Flaems (the former sacrificial rock of the barbaric followers of Stodos), and already several other structures, including most towers still existing in 1000AC+.
Between 451AC-455 AC the FWA contains; the Large round tower (later Headmaster’s tower), the hexagonal tower FWA1 (later Archives Tower), the rectangular tower FWA2 (later Museum of Monsterology), the eastern round tower of Torean DeMask and the former Teacher’s Lodge and warehouse date from the early FWA era. The rest of the school area was still mostly a park on remaining ruins of the former Blackmoor Factory.
The FWA incorporated the (what was assumed to be) old keep as a study tower to better control the Radiance. (The Fire Wizards learned of the Radiance before their arrival on Mystara, and were the initial researchers of the Radiance, but did not use its powers yet. As of 500 AC they don’t know its origins, its scope and its major uses. Those which knew perished in the Barbarian or Dragon Wars). Smithies, warehouses and shops spring up in the southern district of the city (currently the Merchants, Port, Entertainment and Westside Quarters).
The large hill would had been very alluring to make a Palace of the Archduke on top of it (which is the purple section on the map). While building this structure they discovered the hidden chambers below. An immense cathedral-like chamber of impossible size in their architecture (they knew this would collapse if they would have built this). They assumed it must have had something to do with the magical force deep underground (the Radiance which they were aware of). The water which had come in over ages, had corroded, and overgrown the inside. Here they discovered strange signs of metal, almost still intact. Their magic helped in reading these. Sings mentioned terms as; Southfall, Dawncity, (unreadable), Grassdale, Ethesh, Sunland, Anur Lake or Southfall, Tudaka, Lowkeep, (unreadable),  Blackpeak, Fenhold, (unreadable), Sunland,  Anur Lake, or Ritestad, (6 unreadable), Uthorrad.  A 4th sign just had the text; Conduit to Torelai, Eokai, Maharia, Sun Sea; Under Construction. All these signs pointed to huge arches in the north, southeast and west. In front of these arches large egg-shaded chambers were heaped, in a disarray fashion, and others neatly in a row. Anywhere along the former Radiance Line several of these shuttles (plastic/carbon/metal) survived and are used as housing by humanoids (Broken Lands) or have been transformed onto carriages as wagons for horses or magic. (The original transport was more or less like this with larger shuttles for goods.). The arches within the underground cathedral-like structure appeared to be huge doors of metal and stone, impervious to any attempts at damaging or opening. They also discovered strange machinery (computers) which somehow were nearly undamaged. They succeeded to feed it with large amounts of magic, and one of these machines sprung to life(and unwittingly triggered an energy charging connection to the Radiance; responsible for the drain of 1 rad per year); with that it opened a large magical portal on the northern and south-eastern arches at 40’ height. The metal bridges and other construction had collapsed in the many years of corrosion, making these gates inaccessible. The research of the Flaems continued in the following decades, until they learned the spell Teleportation. This spell was able to penetrate the internal “magics’ (programming) of the weird machine, and overlap the technomagic programming with this powerful spell.
In the original programming was inscribed the exact location of each destination. As the conduits no longer exist, the programming combines the inset Teleport spell and activates the conduit entry gates. Here the magic and technology fuse together enabling a one-way teleport without failure to the prescribed destinations (only in the original description). The wooden scaffolding they had created in front of the gate enabled them not only to touch the magical field, but access it. Carefully they experimented, sending objects, animals and later heroic Flaems into the field. Often with dramatic consequences; either they arrived too high and fell to their death, or they arrived in an enclosed structure without means if returning or escape (Fenhold for example). As several designations were unreadable these could not be used. Nobody could return from any of the locations without using a Teleport the normal way (i.e. having a well-known location) and then return normally from there.
The discovered locations led to the following destinations;
Grassdale led into some forgotten ruins on World Mountain Ethengar, the region is very dangerous in many ways possible.
Fenhold led to inside Dovestone Tower Darokin, only a Dimensional Door on top added with an active Fly or Levitation spell enables escape of the structure, see map Alfheim-1-Mile-East.
Blackpeak led to an empty wasteland 40’above the ground so an active Fly or Levitation spell enables safe landing or into an open tower in an obscure forgotten city named Tuma which does sometimes reappear in North Karameikos.
Lowkeep led into the ancient and mostly severe damaged sections of Stronghold on Fortress Island Minrothad.
Tudaka led to the open sea northeast of Old Nenthead volcano (Halfpeak) 3 hexes southeast of the whirlpool in Minrothad,  so an active Fly or Levitation spell or a flotation device of any kind and directional/location knowledge enables survival
Southfall led on to a crossroad trail with statues on the island Teki Nura Ria,
Dawncity led into an ancient stone Tower (long used as a Lighthouse, since 1000AC abandoned) in Tel-Akbir  Thyatis.
Ritestad led into the ancient tower of Ritterburg in Aalban, Glantri
Uthorrad led into a tower in the middle of the humanoid infested ruins of Urzud Minor in Gallanor in the far northern Borean_Valley 
Anur Lake led to the obscure ruins west of the Mucks and east of the Humanoid village Xigaze in  the Broken_Lands_East .
Ethesh led to 50’ above a main crossroad in the encampment of Bargha in Ethengar, so an active Fly or Levitation spell enables safe landing, yet other means of security advise are either legal documents (and then still you are not safe completely) or a invisibility or other means not being seen or detected. This is enemy country, so thread carefully.
All the other locations (unnamed) do not lead to anything, except instant death on an obscure unknown location (according FWA dated Speak with Dead and Commune spells.  Over the decades following, the empty inside structure became thus freed and recognizable, the gates were cut open and new doors were created for access. Inside the structure was cleaned and altered. Gigantic wooden bookshelves were created (70’ high almost reaching to the ceiling), with movable scaffolding and later magical levitation platforms movable on command, Thus the Great Library came to be.
Up to this day (1000AC+) the Great Library enables mages to be transported to any of the given locations. The system however is severely restricted due the risks at the arrival locations involved. Legal documents and waivers are needed beforehand and the allowance of the Head master of the GSM. This was used in the Great War of 1004-1010AC to great benefits, but also problems.   There has no record of an entry ever been registered, yet it is unknown if existing towers on the receiving end have similar machinery surviving, which could be altered similarly as before, enabling a two-way transportation between the locations possible. Not only political and xenophobic borders need to be bypassed to allow such an action, if possible at all. Many locations know do not even have remaining structures or machinery.
The ‘canals’ are mostly fully filled with marshland, mud and regularly flooded by raised river levels. This gives Braejr its second name; The Mudpot. Hated by everyone, despised by visitors; the stench of the marshlands and its mosquitoes is only stopped by winter. The many towers are envied by outsiders, by outrageous design, or the simple fact there are so many. The many wooden bridges and boardwalks enable all areas to be reached, yet rarely with clean feet. It is common for visitors to fall and become covered in mud. The lack of hygiene and safer water management would become a boon to the plague in the years of Infamy (802-828AC).  Braastar & Braejr are free cities under the Archduke’s control.
Most ruins and natural debris is collected and tossed into these marshlands, in massive wastedumps, in an attempt to increase building space for housing. The water inflow from the east is reduced as the East Marsh flow is dammed off enforcing the water to follow te Aalban River. Several creeks coming from the northern slopes are closed off, or going underground by disintegration and baked pipes. However, due to the rivers and the creeks from the northern hills the water keeps coming. The underground is very weak, and all debris sinks almost as fast as it is deposited. It is only until 845AC, when this sinking stabilizes somewhat, enabling, new islands to be created.
The former fortress is destroyed like most others, yet its sturdyness enabled it to remain in existence as a ruin with enough shape and material to rebuild the whole structure by the Flaems in 488-493AC.
750 AC  FWA Braejr. Soon the area became too small for its use and a larger rectangular-like shape was created around the great round tower. Upon the large round tower two small hexagonal towers were created to distinguish it in size, meaning and importance from the other towers. The map given here is of this year.
828 AC  Forty Years War End, Severe damages to Braejr and the FWA buildings. Many of the typical Braejr towers were destroyed.

Glantri City           829 AC-current                                   GSM era

In 829 AC Lord Alexander Glantri summons the nobles of the land to Braejr and founds the Republic of Glantri and reforms the council. The city of Braejr is renamed Glantri in his honour.
Beginning in 844 AC of removing the former garden and debris all over the city from the 40 years war, the building of new houses and shops for the commoners (mostly of wood; stone only for the wealthy) and creation of the plans for the new Great School of Magic (GSM) Main building, and opening the canals with the use of (Earth and Water) Elementals, between the existing “magical created stone” (armoured concrete) foundations and thus created the canals we know now to be typically Glantri City. The expansion of the city starts with the many residents coming to the city. Between 829AC and 875, the number of citizens quadrupled.
Houses in the city are often build on poles beside- and on -the stone foundation, minimizing the width of the canals, and maximizing the living/working area. Even outside the city many take residence, mostly in simple wooden cottages, some villas however do exist.
845 AC -875 AC  Construction of the Great School of Magic around and on the former Fire Wizard’s Academy. The latest additions in 875 AC were the kitchen, dining halls, griffon stable, and guardhouse. The old Redfen tower (also known as the Olde Keep), within the incorporation into the GSM, became the tower of secret experiments, due its sturdiness. This year a sudden earthquake lowered the GSM by 3 inches within a few minutes. Several buildings in the city became destroyed, and severe damages to the GSM lower Levels. The Teacher’s Lodge in the GSM is destroyed by fire. One year later the Griffin stables and Warehouse expansion are finished on the ruins of the former Teacher’s Lodge.

Glantri City           Current-1751AC                                                Dark era


In the beginning (1016AC), the darkness covered only a surface radius of 490’and being 12’ within the centre at the GSM. Within the city most of it was no higher thana few feet. However, as the canals are 5’ below the ground level of the buildings (aka upon the Concrete), the darkness has become a great handicap. Many people intend to move to the areas north of the city, yet after  severe pressure from the council most return as soon as light can be used again. As the city has a diameter of about 2000 feet (0.66 miles), it is enveloped in the darkness very soon. The 20’ high outer wall of the city is fully enveloped in the year  1020, and with that most of the city, but the higher building near the walls. The Shroud underneath the 49’ thich Shell of Darkness enables light (see Shell of Darkness Effects as per ToD) and is already releasing the outer wall to the shroud in 1023AC.  This means most commoners were temporarily relocated, and then returned to their homes (with severe political/legal pressure). Of course many move to other settlements nearby, and do not return, yet most accept the pressure to return, and find there is stil life possible in the city (although in a perpetual creepy shrouded darkness).
Travelling in and out of the city has become difficult and with ropes, and guidelines or similar systems people are steered through the Shell of Darkness  without accidents (mostly).
The city of Glantri at High Noon since 1024AC
The first years the life is almost as it was before in the city; magical light (although dimmed) makes life easier, and trade and other business possible as before.
After about 10 years, Glantrians within the city have lost all tanning from the sun, and have become pale skinned humans. Even darker skinned guests have lost much of their color. They do not suffer anything harmful from the sun as its healthy rays seem to penetrate the sphere without effect; it is only the light-intensity and the rays affecting undead which are barred from passing the Shell.

Since 1080AC there is however another reason for paleness growing, combined with an overall weakness. As more vampires have settled within the protective darkness, they also fed upon the locals. This has been accepted by the Glantrian Princess (of which several powerful ones are undead themselves) with one rule; Humans may not be drained or fed upon more than once a week, to enable them to recover, and a Forget or Charm spell, Hypnosis or similar way of wiping the memory and/or controlling the citizens is applied. There is however a growing fear, and resentment

Site Interdite Mortellement                               1751 AC+             New era
The GSM Dependance far away from former Glantri City in 1752AC
1751 AC; The surface radius of effect was now 5990’ =1996yrd (1.135 mile) from the GSM and roughly every 3.72’ from the GSM the height of the darkness sphere is 1’ lower.  Then the last Rad was used by some unknown Radiance user, causing the final disaster of Glantri (See The Explosion of the Nucleusof Spheres (ENS) in detail). Nothing remained of the city, except a flooded molten disintegrated section of the planet, resembling nothing of any of its former settlers. Several miles from the city, the fires burn for the first years, leaving an image like the piture here. Affected undead or mutates might roam about, hence the whole region is cordoned off and make almost inaccessible to outsiders. Beyond the Site Interdite Mortellement, life restarts, having many memories used of how Glantri was before, yet now somewhere else. The nation has been broken apart, as most Principalities last their rulers and means of control, and/or have been exchanged in rulership.