HWQ1: The Milenian Scepter

Official Game Adventure

by Anthony Herring

For 4 to 6 characters, levels 6 to 8

CIVIL WAR

Unrest. Turmoil. Rebellion. As above, so below - the cataclysmic events of the Wrath of the Immortals echo throughout the HOLLOW WORLD® setting. The Milenian Empire, with its classical Greek culture, has not escaped. Already the streets are unsafe, and the omens are getting worse . . .
The emperor is dead . . . long live the emperor! But is the new emperor a man of the people, or a tool in the hands of malevolent powers? Walk carefully, for no stranger is safe upon the streets these days, and adventurers least of all!
The mood of the capital city is turning ugly. Minions of the new emperor look on uncaring, while citizens disappear and philosophers fall to heedless mobs. The old emperor's elite guards are disbanded and scattered. Disorder reigns, and restless citizens threaten open revolt.
And yet . . . a whisper is heard. Civil war can be averted. An ancient artifact, the Milenian Scepter, can rally those who would serve the Empire best. But the Scepter has been lost for generations, and who can say where it might be?
The trail leads into the depths of the city, and across a dangerous wilderness to a forgotten oracle. For the lucky and the bold, perhaps it will lead to . . .

THE MILENIAN SCEPTER

©1992 TSR, Inc.

HWR1: Sons of Azca

Official Game Accessory

for all levels of play

by John Nephew

HEART OF
DARKNESS

In the Hollow World, one civilization above all others is known as the fiercest , most dangerous race, to be avoided as much as possible: the Azcans.
Are they truly cannibals, given to performing sacrifices as entertainment? Is their architecture really some of the most extraordinary in all the Hollow World? Is there any truth to the rumor that there is some connection between the Azcans and the outer world tribes of the Atruaghin Clans? Are there any pleasant qualities about this warrior race?

Read the book, and find out for yourself.

Copyright © 1991 TSR, Inc.

HWR2: Kingdom of Nithia

Official Game Accessory

for all levels of play

by Blake Mobley with Newton Ewell

MAGIC
AND
MYSTERY

The Nithians have long been the stuff of legend on the outer world; they are a little less mysterious in the Hollow World. Ruled by powerful pharoahs, said by some to be Immortals in mortal form, they are the most changeless of all the cultures in this realm.
What are the fabled powers of the Nithian pyramids? Is there still a relationship between the Haptans and the Tanagoro tribes? Do the tales of fabulous floating chariots drawn by fiery beasts contain more than a kernel of truth? The answers to these and many more questions are contained in these pages.

Copyright © 1991 TSR, Inc.

HWR3: The Milenian Empire

Official Game Accessory

for all levels of play

by Anthony Herring

IMPERIAL
INTRIGUE

Once a great people in the Known World, the Milenians now administer a mighty Empire in the Hollow World. Loosely inspired by classical Greece, this is a nation of philosophers, oracles, architects, and mighty pikemen in a strange land where Citizens elect their own leaders, and ultimately the Emperor himself.
A society as political as Milenia cannot avoid intrigue, and the land is rife with conspiracies. From the would-be Kings to the lowly slaves, to the dark, grasping servants of chaos. It seems everyone in Milenia belongs to one secret society or another.
But even on the surface, there's plenty of drama: from the legendary Acropolis to the eccentricAcademy of the Arcane in Corisa, adventure calls you to the Milenian Empire!

©1992 TSR Inc.

Hollow World Campaign Set

by Aaron Allston

THE KNOWN
WORLD: IT ISN'T FLAT,
BUT IT IS HOLLOW!

Within the sphere of the Known World is another world, the Hollow World. There your characters will meet ancient Nithians, long disappeared from the surface world and thought extinct: Blacklore Elves, living in a magical valley and served by automatons - devices that take care of everything, from serving their food to trimming their grass: Azcans, terrifying, war-mongering natives whose taste for battle extends even into their favorite game - the losers always die - and many more. Monsters abound as well, from dinosaurs to aurochs.

In the Hollow World, the sun never sets. Magic works differently than it does "outside" - some spells don't work at all. And quite often, getting in is much, much easier than getting out.

IN THIS BOX YOU WILL FIND:

©1990 TSR, Inc.