Travel and the Larger World

All starting characters must be from Eastmarch. Future characters after your first may be from anywhere in the world. That being said, the world beyond Eastmarch plays little role in the Mystwood game. Indeed, most Chronicles are concerned only with the doings of the forest of Mystwood itself, the kingdom of Navarre forming no more than backdrop and context for the player's adventures.

Outside of Eastmarch, Navarre is divided into two other Duchies- those of Flanders and of l’Isle, the seat of the king. In addition, along the Oceanus Occidentalis (Western Ocean) is the March of Bretony, within living history a kingdom in its own right merged with Navarre by marriage. Navarre also claims the lands of Normandia and Gascon, but these claims are the root of much of the strife between Navarre and Albion.

Travelers’ tales of distant lands are always popular, and though most folk's understanding of geography is hazy at best, here are some things commonly known. Most who have travelled beyond the Kingdom have taken the little used East Road to the League, a group of many different petty nations and free towns within vast forests. Rothenburg is the first of these along the road, and the only one known to most. The East road is so dangerous, only well-armed caravans travel it. Most of these coming to Navarre bear treasures from distant Thule, particularly certain magical components very rare elsewhere, in exchange for gold, weapons, and armor. These goods, in turn, are needed to defend the League cities from the hordes of Chaos-following barbarians who dwell all around them. The people of the League are much the same as those of Navarre, though hardened by their struggle with the Chaos followers of Danemark and Teutonia, and little given to mercy.

It is said to the northwest, across the Narrow Sea, Albion shares her island with Pictland, a land of somewhat primitive clans locked in petty wars amongst themselves. Beyond Albion lies Eire, land of fables. To the distant north, far into the Oceanus Occidentalis, squats the farthest land, the island of Ultima Thule, born of the fires of the earth.

Further east, beyond the League, lies the vast nation of Teutonia. Once led by goodly knights, long ago those same warriors fell one by one to Chaos, and now Teutonia is the mightiest nation of Chaos in the known world. It was they who led the vast Chaotic armies which drove the barons of Cairnwoods and Luceval from what is now the Mystwood. This Chaos horde caused the nations of Tilea, Burgundy, Albion and Navarre to leave aside their conflicts for a time to unite, however briefly, and drive them back. The dark knights of Teutonia have since bided their time, marshalled their forces, and quarreled amongst themselves, dreaming of a day when a new and charismatic ruler will rise to take control of the forces of Chaos once more.

Beyond Teutonia are the lands of Lituany, last bastion of civilization before the vastnesses of Thule, and Novogorond, the league of great traders famed for their Wall and for their petty rivalries. It is from Novogorond that most trade caravans begin the long, well guarded overland trade down through northern Teutonia and the League toward Navarre.

Caravans must dare the dangerous road through such lands and the Mystwood because the sea is closed to them- the hostile folk of Skandia bar the way. Though the Skandians are not wholly given over to Chaos, they none the less are easily seduced by it, lacking a proper church, and are warlike in the best of times. In Skandia lie three strong kingdoms, Norroway, Kvenland, and Karelia. The many Jarls, petty kings, and war-chiefs of those lands take ship to raid Albion, Fenwyck and the League when they are not fighting each other, and will not let any merchant pass through their seas without heavy payment. Across the Maer Suebicum from Skandia proper squats Danemark, where since time immemorial those Skandians devoted to Chaos have established their footholds before raiding Navarre, the League, and Albion.

Skandians do not generally speak the common tongue, making them strange and foreign to the people of Navarre.

To the south and east of Navarre lie many kingdoms. The nearest of these is Burgundy, a land much like Navarre, though warmer and wealthier. Further south are the many city-states of Tilea- Milan, Venezia, Roma, Tarant, and the great nation of Napoli. Still further to the west can be found the ever-warring states of Illyria, also called Carpathia, a mountainous land of small villages much troubled by the Undead.

Further south lies Hellas, said to be the birthplace of civilization; and Byzantium, the remnant of the Empire with its eponymous capital where Asia meets Europa, the greatest city of the world, seat of the Emperor and of the Church.

To the distant southwest, the Kingdom of Aaragon is said to be land of great chivalry with peerless knights. North of Aaragon, however, is the land of Vasqony, a land wholly given to Chaos, whose raiders are quick to attack Bretony and L’Isle when given the chance. The Vasques neither speak the Common tongue, nor allow worshippers of the Three to live if captured.

Across the Middle Sea is Khenti, land of great serpents, prehuman ruins, and cyclops. Along the north coast of Khenti is the lawless land of Barbary, home of vicious pirates. Aegyptus, tomb-haunted waste of the ancient world, is in the northeast of Khenti, and between Europa, Thule, and Khenti are the deserts of Araby, of which many wonderful tales are told. In the Middle Sea itself are the isles of Corsica, famed in Roman times as the summer home of emperors, and Nuragia, a strange land of heretics who worship Chaos as readily as the Three.

Lastly, it is said far beyond the trackless lands of Thule lay the three great nations of Asia, Cathay, Hind, and Scythia, though next to nothing is known of them, other than their names and tales of almost unbelievably strange wonders.