Sei sulla pagina 1di 179

Pl ayer's

Page Handb ook


Nations 5

Cities 22

Center s of Lear ning 23

Locations of Ill Repute 24

Cr im e and Punishm ent 25

Calendar s and Holidays 26

Dr ead Cr eatur es 35

M oney of M ystar a 36

Factions of M ystar a 37

Races of M ystar a 41

Classes of M ystar a 53

New Ar chetypes 58

Backgr ounds 82

New Feats 86

Im m or tals 88

Dom ains of the Spher es 109

Secr et Cr afts of Glantr i 115

Nor dic Runes 125

New Spells 128

M agic Item Availability 139

M ajor Im por ts and Expor ts 140

M ar kets and Guilds 142

New Equipm ent 144

Castle Constr uction 145

Captain Quinn's Nautical Em por itum 146

Tar la's Epicur ian Delights 151

M aps of M ystar a 161


2
This star ted as a labor of love for catching up on the ear liest year s of my gam ing hobby, and it
just exploded into the m assive effor t you ar e now r eading. I had no idea it w as going to get
this big, but things just kept com ing up and I had to put them in to be inclusive. I didn't get it
r ight on the fir st tr y, this is at least the 40th ver sion. I even had to change the pr ogr am I w as
using because it r apidly outstr ipped the w or d pr ocessor I had been using. It w asn't cheap, I
w as told ear ly to use all or iginal ar t and to keep it fr ee to dow nload. W hile I handled the
w r iting fr ee of char ge, the ar t had to be contr acted out, thankfully sever al of you helped
alleviate the cost. I tur ned this over to Reddit for playtesting, and after that fiasco to 5th
Edition D&D facebook page along w ith the var ious M ystar a Fan Pages. Together w e
ham m er ed out all the ar chetypes, feats and m iscellaneous r ules. I hope you enjoy it and
m aybe M ystar a one day w ill m ake an official com e back .

This w or k is not a challenge to any copyr ight or tr adem ar ks held by any individual or
com pany. This is a conver sion fr om BECM I Dungeons and Dr agons to 5th Edition Dungeons
and Dr agons. This handbook is fr ee for any w ho w ish to dow nload it. M any thanks to Br uce
Hear d and the other author s of M ystar a for giving us the gr eatest setting for our adventur es.
All ar t is filler except w or ks by ar tists denoted below , I w ill r eplace the filler as new ar t is
com pleted. This is a fan w or k and is not for sale.
Wr iting and Layout: Glen Welch
Im m or tals Section: M ar co Delm onte
Revised M aps by: Thor finn Tait
Illustr ations: M ischa Jones, Heather Holcom b, Keith Byer s, Rick Her shey
M ischa's Ar t Page: http://m ischacelfr um os.deviantar t.com /
No par t of this book is intended as a copyr ight challenge.

Supr em e thanks to Br uce Hear d, Dave Ar neson and Gar y Gygax, w ithout w hich this w ould
have never happened.
Special Thanks To: Glen Butcher , W 'r aa Butler , Daniele Cuocci, David Finch, Giuliano
M ichelon, Giovanni Paniccia, Robin Sm ith, Pieter Spealm an, Sam Stockdale
If anybody can help out fund new ar t please go her e: http://w w w.gofundm e.com /M ystar a

V27

3
Placesand Times

4
Alfheim
Alfheim has only one tr ue city, Alfheim Tow n.
Bar ely m or e than a tr ading post com par ed to
other capitols, all nations that have diplom atic
ties to Alfheim have their em bassy ther e.
Alfheim is know n for its m any high m agic ar eas,
w her e m onster s m agically appear and the fey
ar e found in gr eater num er than anyw her e else
Alfheim is divided in clans, each w ith w ith its
ow n ter r itor ies and goals.
Cl an s
Cl an Ch ossu m is the m ost open of the clans,
w elcom ing contact w ith outsider s. Chossum is
the m ost m er cantile of the clans, and pr ofits
gr eatly fr om tr ade w ith other nations.
Cl an Er en dyl is consider ed the r oyal clan, as the
Dor iath, the cur r ent king, is has blood ties to it.
Er endyl has the lar gest num ber of elves
involved in the gover nm ent of Alfheim .
Cl an Feadi l is the new est clan, and one of the
m ost xenophobic. Feadil believes str ongly in
r estr icting access to Alfheim to hum ans, though
oddly enough they get along w ell w ith dw ar ves.
Cl an Gr u n al f ar e the car etaker s of the
Canolbair th for est. They tend not just to the
Gover nm ent: M onar chy gr eat tr ees, but also ser ve as gam e w ar dens to
keep the anim al populations under contr ol.
Capitol: Alfheim Tow n
Cl an Lon g Ru n n er is the m ost insular of all the
Language: Elven clans, w anting nothing to do w ith outsider s, and
little to do w ith the other clans. They pr efer to
Size: 17,950 sq. m iles
use their clan nam e over their r eal nam e.
Alfheim is hom eland of the sylvan elves,
Cl an M eal i di l m aintains the vast histor y of
encom passing the entir ety of the Canolbair th
Alfheim . They have gr ow n a Hom e Tr ee just to
For est. Sur r ounded entir ely by the tr ading
hold all their scr olls. The m ost conser vative
nation of Dar okin, the elves m aintain cor dial
clan, even their dr ess style is ar chaic.
r elations w ith m ost of their neighbor s. The
Canolbair th For est is know n for its gigantic tr ees Cl an Red Ar r ow ser ves as the bulk of Alfheim 's
that the elves building their dw ellings in, as w ell m ilitar y. They ar e tor n betw een closing the
as being hom e to som e of the fier cest cr eatur es bor der s for pr otection and lear ning new tactics
in the know n w or ld. and str ategies fr om other nations.
5
Alphatia
Ki n gdom s
Al at i an s ar e a chain of islands unique in their
ow n w ay, those that ar en't far m land ar e a
univer sity, am usem ent par k or fr ee city.
Am bu r is know n for its actor s and
astr onom er s.
Aqu as is located at the bottom of the ocean
under a giant cr ystal dom e.
Ar ogan sa is the r ichest kingdom in Alphatia.
Bl ack h ear t , located in the hear t of Alphatia, is
w her e even the dar kest ar ts ar e toler ated.
Bl ack r ock is populated m ostly by slaves.
Fl oat i n g Ar flies tw o m iles over head, and can
be r eached only by m agic.
Gr een spu r is hom e to the lar gest naval base in
Alphatia.
Haven holds the lar gest por t, and is know n for
its toler ance of 'com m on' Alphatians.

Gover nm ent: M onar chy Li m n has the lar gest population of hum anoids
in the em pir e. Though savage, they ar e
Capitol: Sundsvall toler ated as long as they can cast m agic.
Language: Alphatian M er i an der is know n for its lar ge population of
alchem ists.
Size: 1,968,134 sq. m iles (continent)
Nor w or l d is the new est ter r itor y. It is looking
Alphatia is a m agical em pir e, located on the for settler s to tam e its fr igid w ilder ness.
continent of the sam e nam e. Com pr ised of
num er ous sem i-independent kingdom s, all Sh i ye-Law r is hom e to m ost of Alphatia's elves.
sw ear ing fealty to Em pr ess Er iadna. In Alphatia St on ew al l is the m ost populous kingdom ,
only those w ith m agical pow er ar e allow ed to m ainly for its toler ance tow ar ds com m oner s.
r ule, though dom ains far fr om the capitol w ave
St ou t f el l ow is populated m ostly by dw ar ves.
this r ule. M agic is ever yw her e in Alphatia.
Ships, buildings and even an entir e kingdom can Su r sh i el d by r oyal decr ee has no law s except
be seen flying high acr oss the sky. Those sur vival of the fittests.
w ithout m agic ar e seen as second class citizens, Th ot h i a is an ancient kingdom , w ith myster ious
no m atter how w ell their pedigr ee m ay r ead. or igins pr edating Alphatia.
Alphatia is com pr ised of num er ous kingdom s,
Ver t i l och is Ar iadne's per sonal kingdom ,
each w ith its ow n cultur e.
r estr icted by law to fantastic m ansions.
6
Atruaghin
w ith other nations is thr ough the Wor ld
Elevator , a m assive w inch that allow s access to
the plateau w ithout clim bing the steep sides.
Tr i bes
Bear Tr i be is located on the nor theaster n r im of
the plateau. They build their hom es dir ectly
into the face of the plateau, and have the m ost
contact w ith outsider s.
El k Tr i be live on the souther n bor der of the
plateau. They ar e gener ally a peaceful people,
w ith little contact w ith outsider s. They ar e
fantastic far m er s, gr ow ing both food and
tobacco.
Hor se Tr i be r oam the nor ther n half of the
plateau, her ding the buffalo that ar e com m on in
the ar ea. A w ar like tr ibe, the Hor se Tr ibe
spends a lar ge am ount of tim e fighting
hum anoids and the Tiger Tr ibe.
Ti ger Tr i be lives in the jungles southeast of the
plateau. An evil people, they ar e dom inated by
their pr iesthood in their eter nal quest for
Gover nm ent: Independent Tr ibes sacr ifices to their dar k Im m or tals.

Capitol: None Tu r t l e Tr i be live on the shor es south of the


plateau. They ar e the m ost advanced of the
Language: Atr uaghin tr ibes, spending m ost of their lives at sea
Size: 36,380 sq. m iles hunting their sacr ed w hales.

Located high atop the Atr uaghin Plateau, the Var i an t : If you choose Atr aughin as your
tr ibes of of the Atr uaghin clanholds ar e som e of nationality the follow ing r eplaces the hum an's
the m ost isolated people in the know n w or ld. ability scor e incr ease:
Com pr osed entir ely of hum ans, the people of the Abi l i t y Scor e I n cr ease: Raise your Str ength,
Atr uaghin clanholds ar e divided into five m ajor and Constitution by 1.
tr ibes. Lacking m etals in any gr eat num ber , the
Bon u s Pr of i ci en ci es: You have pr oficiency in
Atr uaghins have lear ned to shun ar m or and
Stealth and Sur vival.
tend to fight w ith the sim plest w eaons. Their
ability to live off the land and attack fr om out of Un ar m or ed Def en se. W hile you ar e not
now her e is legendar y. w ear ing any ar m or your ar m or class equals 10 +
your Constitution m odifier + Dexter ity m odifier.
Though they ar e isolated, som e have taken steps
You can use a shield and still gain the benefit.
to explor e the w or ld at lar ge. Their only contact
7
Broken Lands
old gr udges w ith var ious lands, and tur n to
r aiding if left unchecked. Thar know s his one
chance at gr eatness is keeping his hor de
or ganized long enough to str ike as one, he has to
avoid distr actions and keep his for ce as cohesive
as possible.
Ki n gdom s
Bu gbu r bi a is led by King Ohr 'r , and is gener ally
w ell m otivated. They hate the gnolls, but don't
go out of their w ay to cause tr ouble.
Hi gh Gobl i n y is one of the sm allest r egions in
the Br oken Lands. Queen Yazar despised Thar ,
but fear s him enough to not betr ay him .
Hobgobl an d is the m or tal enemy of Yellow
Or kia. Ever y m onth Hutai-Khan attacks, and
both sides fight until their num ber s ar e spent.
Kol is a staunch ally of Thar , and follow him
w ithout question. Kol is the best or ganized
kingdom , m odeled after Thyatis.
Ogr em oor is lead by King Alebane, a w anted
fugitive in Glantr i. They enjoy being fear ed by
all other kingdom s save the tr olls.
Gover nm ent: Dictator ship
Or cu s Rex is hom e to the m ost pow er ful of the
Capitol: Udhgar or c tr ibes. All other kingdom s fear the str ength
Language: M ost hum anoid tongues of Thar 's legions.
Red Or cl an d is extr em ely loyal to Thar after he
Size: 11,600 sq. m iles liber ated it fr om High Gobliny. The Supr em e
A blasted w asteland filled w ith thousands of Hool w as appointed chief by Thar him self.
hum anoids, the Br oken Lands ar e r uled w ith an Sou t h Gn ol l i st an is r uled by Nazim Pasha, w ho
ir on fist by the or c king Thar. He has or ganized im itates Ylar i custom s. The gnolls ar e
an ar my of or cs, gnolls, ogr es, tr olls, hobgoblins, constantly tr ying to star t tr ouble w ith bugbear s.
bugear s and tr olls into a for ce pow er ful enough
to thr eaten the sur r ounding nations. The Tr ol l h at t an is consider ed to be the w or st place
Br oken Lands ar e not habitable above gr ound, in the Br oken Lands. Only the toughness of the
so all ten nations of the Br oken Lands ar e tr olls, or their stupidity keep them fr om m oving.
situated w ell below the ear th. Yel l ow Or k i a is know n for their im itation of the
Thar has his hands full keeping his er stw hile Ethengar tr ibesm en. They ar e also know n for
allies in line. M any of the tr ibal leader s have their constant attacks on their neighbor s,
8
City of Stars
sum s am ong the shadow elves. Though m any
ar e cur ious about life outside of the City, they
ar e for bidden fr om leaving by the sham an that
r eceive the teachings of Rafiel. Shadow elf
adventur er s ar e extr em ely r ar e, but once they
have a taste of life on the sur face, they r ar ely go
back w illingly.
Bu i l di n gs of I n t er est
Hou se of M yst i c is the shop of Risar diel, a
for tune teller. She is str ange for a shadow elf,
dr essing in br ight clothes and speaking loudly.
Occasionally her pr edictions com e tr ue.
M af l ar el 's Em por i u m is the m ain sour ce for
sur face goods. No one know s how the ow ner is
able to get the goods, but people still buy them
despite his outr ageous pr ices.
Or c's W h i sk er s is a clandestine m eeting place
for young shadow elves. Her e they can hold
hands in pr ivate, dr ink alcoholic bever ages or
sm oke tobacco sm uggled in fr om the sur face.
Gover nm ent: Theocr acy
Qu an af el 's Th au m at u r gy is a m agic shop
Capitol: N/A specializing in second hand m agic item s.
Though expensive, his shop is often the only
Language: Elvish place you can find m agic item s in the city.
Size: 2,000 sq. m iles Tem pl e of Raf i el dom inates the city, both
liter ally and figur atively. No one but the
Located 600 m iles beneath Alfheim , her e the
sham an ar e allow ing into the tem ple. Her e the
m ajor ity of the shadow elves live. The elves live
sham an give the dictates that guide the shadow
in r itualistic dom inated lives, their w or ship of
elves' lives.
Rafiel dictates their entir e life fr om bir th to
death. The elves live sim ple and plain lives, Way of Tr ees is a gar den of sur face tr ees
har vesting fungus for food and patr olling the m agically enchanted to sur vive under gr ound. It
caver ns to fend of m onster attacks. The is consider ed the m ost beautiful par k in the city,
pr esence of Rafiel can be found ever yw her e in and the par k is alw ays cr ow ded w ith visitor s.
the city, as all shadow elves m em or ize his W h i sper i n g Wat er s is a lar ge m eeting place for
teachings fr om an ear ly age. shadow elves. Not used ver y often as the elves
The elves ar e fascinated by things sur face have no r eal need for inns, it pr im ar ily
dw eller s find com m on place. Things like functions as a convenient m eeting place.
candles, boots or fr esh fr uit dem and inor dinate
9
Darokin
thr ough char ity, the lazy ar e gener ally left to
star ve. The nation is dom inated by its guilds,
but the guilds ar e car eful not to inter fer e w ith
law ful tr ade and br ing the w r ath of the
gover nm ent dow n upon them . Dar okin
m aintains a lar ge cor ps of diplom atics to sm ooth
out tr ade issues w ith their fellow nations.
Ci t i es
Ak esol i is the w ester nm ost city in Dar okin, it is
the sm allest of the 'Six Cities' of Dar okin. It
dom inated the tr ade com ing in fr om the w est. It
does not pr oduce m uch, but acts as a stockpile of
item s enter ing and leaving the nation.
Ak or os is the sister city of Akesoli. It is located
on the easter n edge of Lake Am sor ak . It is one
of the m ajor cr ossr oads, w ith goods com ing in
fr om all dir ections and r outed to another por t.
At h en os is the lar gest por t, located at the cusp
of M alpheggi Bay. Her e goods fr om Dar okin
flow in and for eign goods com e fr om acr oss the
sea. It is definitely the m ost diver se city in the
nation.
Cor u n gl ai n is the city closest to the Br oken
Gover nm ent: Plutocr acy Lands. It is a w ell for tified city, as or c r aids
Capitol: Dar okin City fr om the nor thw est ar en't uncom m on.
Cor unglain is heavily m ilitar ized, w hich helps
Language: Dar okinian get the car avans to Ethengar and Glantr i
thr ough.
Size: 81,900 sq. m iles
Dar ok i n Ci t y is the hear t of the nation. The
The land of w ealth and tr ade, Dar okin is lar gest m er chant guilds oper ate her e, and it is
ar guably the r ichest nation in the Know n Wor ld. centr ally located for all the car avans. It is the
W ith lim ited access to the sea, Dar okin has built city of banks, no other city can claim the
an enor m ous econom ic em pir e m ainly thr ough econom ic pow er that lies w ithin its city w alls.
gr ound tr ade. They ar e one of the few nations
w ith diplom atic contacts in ever y other nation. Sel en i ca calls itself the easter n capitol. The
Though r uled by the r ichest citizens, they ar e lar gest city east of Alfheim , Selenica is the
sur pr isingly upw ar dly m obile. W ith their second lar gest city in Dar okin. Fier cely
economy as str ong as it is, only the infir m and independent, Selenica deals w ith the m ost
the lazy do not w or k . The infir m ar e helped for eign m ar ket of any city in Dar okin.
10
Ethengar
their spir it sham an to keep them safe. This is
not just super stition, the cur sed deser t they call
the Land of the Black Sands holds the Wor ld
M ountain, w her e the spir its m ay r oam the
w or ld fr eely.
Tr i bes
Bor t ak s spend their tim e tr ading and m aking
w ar. W hile they r estr ict them selves to sim ple
r aids, they know the tim e for all out w ar is near.
Kaer u t s ar e a once w ar like clan, but their
favor able position on the tr ade r outes
established by Golden Khan has tem per ed their
bloodlust w ith w ealth.
Ki yat s ar e the closest to Vestland, and as such
ar e entr usted to find out w hat can be know n
about their neighbor. Kiyat ar e know n for
pr efer r ing diplom acy to w ar.
M u r k i t s ar e the r uling tr ibe, lead by M oglai the
Golden Khan. They ar e the w ealthiest and
str ongest of the tr ibes, and ow e it all to M oglai's
leader ship.
Tai j i t s ar e tasked w ith keeping the tr ade r outes
open, w hich leads them into dir ect conflict w ith
Gover nm ent: Khanate
the hum anoids that r aid it, a task they r elish.
Capitol: Cour t of the Gr eat Khan Ui gh u r s ar e the m ost m ilitant of all the tr ibes,
they long for w ar w ith the Heldans. They ar e
Language: Ethengar ian
im patient at the build up of for ces and w ant
Size: 57,970 sq. m iles open w ar far e now.
The gr eat steppes of Ethengar ar e hom e to a Yak k as ar e one of the w ealthiest tr ibes, their
fier ce and nom adic people. Seven tr ibes united position on the bor der w ith Rockhom e is
under a single khan, the Ethengar ar e a w ar like advantageous and highly pr ofitable. Though
people looking for gr eater glor y. Ethengar is a initially for ced to follow the Golden Khan, his
hostile place, w ith little natur al r esour ces and gener osity have w on them over to his side.
har sh w inds that pr ovide no shelter. The Yu gat ai s ar e the poor est tr ibe, they ar e at
Ethengar ar e know n for their hor sem anship, constant w ar w ith goblin w olf r ider s that contest
their entir e cultur e is center ed ar ound the them for their gr azing land. They w er e the last
hor se. tr ibe to join M oglai, and ar e looked upon w ith
A deeply r eligious people, they follow advice of suspicion.
11
FiveShires
r etur ning and settling dow n.
Another inter esting aspect of the Shir es is the
hin have developed an alm ost sym biotic
r elationship w ith it. W hen thr eatened, som e
Hin can tap into the pow er of the land to
disr upted hostile m agic. This ability, called
Denial, is tied to the land. W hile not r eliable,
enough hin have lear ned to har ness it to m ake
w izar ds w ar y about casting spells ther e.
Sh i r es
East sh i r e is the m ost w ell know n of the Shir es,
sim ply because of the r oads leading to it. It
bor der s the Black Eagle Bar ony of Kar am eikos, a
sour ce of contention betw een the tw o nations.
Her e bor der tow ns ar e packed w ith foodstuffs
and w ar es r eady for sale.
Hear t sh i r e has a m ajor ity of the Shir e's m ines,
and is heavily defended in case of or c attacks
fr om the m ountains. It is consider ed r ustic,
Gover nm ent: Repr esentative even by hin standar ds. It's sm all population and
lack of tr ade cause the car avans to usually
Capitol: Shir etone ignor e it.
Language: Dar okinian, Thyatian, Hin Hi gh sh i r e is the Shir e's fr ontier. A dir ty,
industr ious ar ea, it is located on the m ountains
Size: 10,660 sq. m iles
to the nor th. Or c attack is a constant thr eat, and
A peaceful far m ing nation, the Five Shir es ar e the hin have incr eased the pr esence of both
the hom e of the tr anquil hin, or halflings. their guar d and their m ilitar y her e. Highshir e is
Com pr ised of r olling hills, fer tile far m land and not a place to be found unar m ed.
abundant for ests, the Shir es pr oduce far m or e
Seash i r e is the r ichest and m ost populous of the
food than even the hin could eat. Fought over
Shir es. M ost of the nation's por ts ar e her e, and
heavily in the past, the hin have liber ated their
ar e know n for their highly efficient docks. The
lands thr ee tim es fr om or cs, dw ar ves and
lar ge num ber of r etir ed adventur er s her e also
Thyatian invader s. The hin live w ithout the
ser ve to keep the r egion safe.
thr eat of w ar or invasion, and because of this
they have pr osper ed. Sou t h sh i r e is the oldest Shir e, and the m ost
pr oductive in ter m s of agr icultur e. Alm ost all of
W hile the Five Shir es is an ideal place to r aise a
the Shir e is given over to far m ing and r anching.
fam ily w ithout fear , for m any young hin it is
W ith the exception of Br am bler ose Wood,
extr em ely bor ing. These hin ar e called yallaren
Southshir e isn't know n for excitem ent.
and often head out to explor e the w or ld befor e
12
Glantri
other little law m aking ever gets done.
Par liam ent is located in the hear t of Glantr i City,
r enow ned for its canals and gondolas. W ith the
Gr eat School of M agic also located in the capitol,
it is one of the gr eatest sour ces of intr igue
know n.
Hou ses
Al h am br a ar e the hot blooded elves of the
south. They ar e extr em ely honor bound and
quick to take offense.
Cr ow n gu ar d cam e fr om another w or ld to
escape per secution. They ar e know n for their
secr ecy, as w ell as their haunted m oor s.
El l er ov yn ar e elves that em igr ated fr om
Alfheim . They have kept their love of natur e
and ar e know n for their sym pathy for Alfheim
I gor ov cam e fr om Tr aladar a to pur sue m agical
cr afts. It is know n for its appeasing natur e, but
is not w ell tr usted by the other houses.
Li n den is the oldest house in Glantr i. They have
Gover nm ent: M agocr acy no shor tage of enem ies as they hold gr udges
since the founding of Glantr i.
Capitol: Glantr i City
Ri t t er bu r g is com pr ised of a w edding of
Language: Thyatian, Alphatian, Elvish, Thyatian and Alphatian fam ilies. It is know n for
Ethengar ian, Tr aladar ian its m ilitar y com m ander s and its w ar like natur e.

Size: 89,713 sq. m iles Si l ver st on cam e fr om Alphatia, dur ing the
founding of Glantr i. Long r um or ed to have ties
A fr actious m agocr acy, Glantr i is extr em ely
to the em pir e, they do little to dispel the r um or s.
pow er ful, w ith m or e enem ies than any other
nation in the Know n Wor ld. Glantr i is at odds Si n gh abad descended fr om Ethengar ian stock,
w ith the Five Shir es, Rockholm and Ethengar , and is heavily distr usted because of it. They ar e
and toler ated ever yw her e else. They ar e know n oath sw or n to Glantr i, and have abided by it.
for exper im enting on hin and dw ar ves to lear n Si r ecch i a or iginally cam e to Glantr i fr om
about their anti-m agical capabilities, and they Thyatis as settler s. Notor iously par anoid, their
have banned cler ics and dr uids upon pain of love of poison is also extr em ely w ell know n.
death.
Syl ai r e cam e fr om the sam e w or ld as
Glantr i is r uled thr ough its Par liam ent, though Cr ow nguar d. Know n for bouts of m adness and
its ten Pr incipalities ar e so at odds w ith each lycanthr opy, they still ar e extr em ely pow er ful.
13
Ierendi
ships, cr eated by the fir e w izar ds of Honor
Island, have gave Ier endi the edge in naval
w ar far e. The ships have pr oven im per vious to
all dam age, and their ability to set enemy ships
aflam e fr om gr eat distances m ean m ost
captains tur n tail on sight.
I sl an ds
Al cove is spar sely populated, and know n for
being a base of pir ate oper ations. M any tour ists
com e her e to tr easur e hunt how ever.
Al oysi u s is the nation's penal colony. The
island is m iner al r ich, leading to a lar ge dw ar f
population. Tr opical disease is a pr oblem .
El egy is consider ed the sacr ed bur ial gr ound of
the M akai. Though it fell out of favor for year s
due to a cur se, the pr actice has r etur ned.
Fl et ch er is know n for its caves and agr icultur e.
M ost of the population live in the caves, and sell
cr ystals that spar k w hen str uck .
Hon or is hom e to the legendar y fir e w izar ds.
Gover nm ent: Constitutional M onar chy They ar e isolationists, though not hostile. They
Capitol: Ier endi City help castaw ays in tr ouble w hen needed.
I er en di is hom e to the gover nm ent buildings.
Language: Thyatian, M akai
The island also has the m ajor ity of the r esor ts
Size: 17,240 sq. m iles the idle r ich flock to dur ing the sum m er.

An island chain know n for its pleasant w eather , Roi st er is hom e to m ostly M akai. It is a sim ple
tr anqual beaches and r ecr eations, it is har d to island devoted to fishing and far m ing, and
im agine this nation of car efr ee islander s m ostly avoided by the tour ists.
possesses the m ost fear ed navy on the sea. Saf ar i is devoted entir ely to big gam e hunting
Com pr ised of ten islands, Ier endi is populated and m ock adventur es. Tw o lar ge par ks ser vice
by the native M akai and descendants of a the lar ge cr ow ds that com e for the spectacles.
Thyatian pr ison cam p. United in the hatr ed of
Ut t er is hom e to a lar ge gr oup of albinos.
the oppr essive Thyatians, the tw o gr oups united
Devoted to their studies, also cr eate lar ge
to cr eate m oder n Ier endi. The nation is unique
beautiful str uctur es as par t of their faith.
in its gover nm ent as the m onar chs ar e just
figur eheads, deter m ined by contest each year. W h i t e is a cur sed island populated by w hite
Real pow er is held by the Council of Lor ds, apes and m ad m onks. All that stay her e go m ad,
w hich is chosen by the islander s. Ier endi's fir e and no one know s the cause or the cur e.
14
Karameikos
done m uch to satisfy both the native
Tr aladar ans and the new ly settled Thyatians.
The Duchy is still w ild and untam ed, and w ill
take year s befor e the entir e nation is fully
settled.
Ci t i es
Cast el l an Keep is located on the bor der lands
betw een Kar am eikos and Rockhom e. It is near
a com plex of hum anoid filled caves, and looking
for her oic types to clear them out.
For t Doom is r un by Stefan's distant cousin
Bar on Ludw ig von Hendr icks. Hendr icks, w ith
the help of his w izar d Bar gle, r ule over the Black
Eagle Bar ony w ith a r eign of ter r or.
Hi gh f or ge is the lar gest gnom ish settlem ent in
the nation. The gnom es keep to them selves,
except w hen their car avans leave to br ing goods
to all par ts of Kar am eikos and beyond.
Kel v i n is one of the m ost im por tant tr ade cities
in Kar am eikos. Run by the highly com petent
Bar on Kelvin II, the city pr osper s fr om the tr ade
Gover nm ent: Gr and Duchy flow ing in and out of the nation.
Lu l n is on the edge of the Black Eagle Bar ony
Capitol: Specular um
and lives in constant fear of it. It is a peaceful
Language: Thyatian, Tr aladar an tow n, but exper iences fr equent r aids fr om the
Bar on's thugs and guar ds.
Size: 46,750 sq. m iles
Specu l ar u m is the capitol, nam ed for its m ir r or
For m er ly the Thyatian pr ovince of Tr aladar a, like bay. The city has its shar e of cultur al str ife,
Kar am eikos w as acquir ed by Gr and Duke Stefan but outr ight violence is r ar e. Under Stefan's
Kar am eikos by tr ading aw ay his ancestr al lands r ule it is actually becom ing quite w ealthy.
to be allow ed to r ule w ith autonomy. Duke
Stefan br ought m any of his kinfolk w ith him to Su l escu is a peaceful tow n, though it has a
help r ule, cr eating som e str ife w ith the native voluntar y cur few at dusk . M any villager s live in
Tr aladar an fam ilies alr eady pr esent. fear of Lor d Sulescu, fear ing him to be in league
w ith dar k for ces, but ther e is no pr oof of it.
Kar am eikos is a land divided by cultur es, the
Thyatians r ule over the num er ically super ior Th r esh ol d is a lar ge city for its size, as houses
Tr aladar ians. For tunately Duke Stefan is a ar e r equir ed to be spr ead out. It is a busy
highly com petent r uler , and his just natur e have logging com m unity, but alw ays in need of help
fr om adventur er s due m onster s in the w oods.
15
Minrothad Guilds
am ount of w izar ds, the M er chant Pr inces, to
give them an edge on sea and at the bazaar s.
I sl an ds
Al f ei sl e is a long and heavily w ooded isle, hom e
to the sea elves and som e w ood elves. The
str uctur es of ther e ar e all w or ks of ar t, and the
elves tr y and show off their skills by cr eating
m or e and m or e intr icate str uctur es fr om w ood.
Bl ack r ock I sl an d is hom e to the ver y active
volcano Halfpeak . It has little of inter est except
a sm all com m unity of mystics and a sm all
fishing village that har vests exotic sea cr eatur es
dr aw n to the heat.
Fi r e I sl an d is another island hom e to a live
volcano, only M ount Thym as is m uch m or e
active. Betw een the constant fog and m ist, few
ventur e close to the island. Ther e is r um or of a
pir ate base, but no one w ill get close to find out.
For t r ess I sl an d is hom e to an active volcano
and a lar ge population of dw ar ves. The dw ar ves
Gover nm ent: Plutocr acy use the volcano to cr eate high quality m etal
item s. Due to the hazar d of the volcano, the
Capitol: M inr othad City dw ar ves ar e left to w or k in peace.
Language: M inr othad, Elvish Open I sl e is hom e of the lar gest population of
hin outside the Shir es. The m ost exposed of the
Size: 8,120 sq. m iles
islands to stor m s, the hin's subm er ged houses
The m ost pow er ful naval tr ading nation, allow them to w eather the w or st of it. The cities
M inr othad is also the m ost r acial diver se ther e ar e neat and or der ly, as the hin pr efer.
countr ies. Elves, hum ans, hin and dw ar ves
Nor t h I sl an d is hom e to a single settlem ent due
w or k together to incr ease the w ealth of the
to its lack of a natur al har bor. The island is
nation, each tasked w ith a differ ent aspect of the
pr im ar ily used in em er gencies, and keeps a w ell
economy. M inr othad is r uled by its guilds, each
stocked for tr ess to help in disaster s. The tow n
guild dom inated by a differ ent r ace. It is hom e
also has a lar ge population of cler ics of all faiths.
to tw o clans of elves, and is consider ed by som e
to be the second elven nation. Tr ader 's I sl e is the lar gest island in the chain,
sur r ounded by the Nithian Reefs and shr ouded
M inr othad is not a m ilitar y pow er , it does have a
in fog, just getting to the island is a hazar d.
sizable navy and a sm all land for ce, but its
Her e you w ill find the m etr opolis of M inr othad
ability to field num ber s of m er cenar ies has kept
and the shanty of Har bor tow n.
hostiles at bay. M inr othad also uses a lar ge
16
Northern Reaches
fighting w ith each other , and occasionally
r aiding up and dow n the coast w hen they think
they can escape w ithout r eper cussions.
Nor thm en shar e their lands w ith a lar ge
num ber of dw ar ves, and ar e hom e to the
M odr igsw er g, a clan of m ad dw ar ves that cr eate
pow er ful yet cur sed m agical ar tifacts.
Nor thm en ar e fr equently found outside their
hom elands in sear ch of glor y, but just as often
the nobles of the nor ther n r eaches ar e looking
for adventur er s to handle the num er ous
m onster s that live in the m ountains.
Nat i on s
Ost l an d is r uled by King Hor d, a old and
tr adition bound king. His influence is split
betw een his chief advisor , the honor bound
pr iest of Odin Asgr im the Bow ed, and his new
w ife Yr sa. Yr sa r epr esents change in the w ay
Ostland is r un, and her and Asgr im butt heads
constantly. Ostland is r un like it alw ays w ays,
the old tr aditions r un deep her e. It is m ilitar ily
str ong, but socially stagnant.
Gover nm ent: M onar chy Soder f j or d is less a nation and m or e a gr oup of
allied nobles. It is the poor est and w eakest of
Capitol: Zeabur g (Ostland), Soder fjor d
the Nor ther n Reaches, splinter ed and divisive.
(Soder fjor d), Nor r vik (Vestland) Ragnar the Stout, the cur r ent w ar leader of
Language: Heldannic Soder fjor d is tr ying to unite the var ious jar ls
into a cohesive gover nm ent, but it is pr oving to
Size: 8,920 (Ostland), 31,060 be extr em ely difficult. W ith no centr al
(Soder fjor d), 21,060 (Vestland) sq. gover nm ent Soder fjor d collects no taxes and
m iles r aises no tr oops, keeping it poor and w eak .

The Nor ther n Reaches ar e actually thr ee nations Vest l an d is the m ost m oder n of the Nor ther n
shar ing a com m on cultur e. Each beholden to its Reaches. The nation has begun to m ove aw ay
w ar r ior r oots, the Nor ther n Reaches is a land of fr om just r aiding and m or e into tr ade and
har sh clim ates and m ountainous ter r ain. The com m er ce. It is ham per ed by the lar ge tr oll
lands ar e know n to har bor hum anoids of all population in its bor der s, som ething that has to
shapes and sizes, fr om kobolds to giants. The be addr essed befor e Vestland takes its place
people ar e deeply r eligious, follow ing the w ith the m oder n nations. It holds the place as
Aesthir pantheon. The nations ar e constantly the only nor ther n kingdom to suppor t w izar ds,
and it is the only one to have banned slaver y.
17
Rockhome
w izar ds their actions w ill not be toler ated.
Rockhom e cities ar e things of ar chitectur al
w onder , as the dw ar ves' natur al cr eative
abilities allow them to build in any dir ection
and often have gigantic m echanical contr aptions
allow ing gr eater access to their caver ns spr ead
thr oughout the city. The dw ar ves ar e or ganized
by clan, and the clan elder s advice the king
dir ectly. Rockhom e keeps diplom atic ties w ith
all the sur r ounding nations, even going as far as
Thyatis and even Alfheim , though that
r elationship is str ained because of m utual
distr ust. Cur r ently they ar e allied w ith Ethengar
tr aining its w ar r ior s in the w ay of seige
w eaponr y for use on Glantr i.
Cl an s
Bu h r odar ar e the r eligious caste of Rockhom e.
They ar e num er ically a sm all clan, but w ield
gr eat influence over the other clans.
Ever ast is the r uling clan. They ser ve the king
as diplom ats and bur eaucr ats, believing the king
is only as str ong as his w eakest ser vant.
Gover nm ent: M onar chy Hu r w ar f ar e zealous isolationists. They oppose
tr ade outside of Rockhom e, and seek to shut
Capitol: Dengar dow n the bor der s to other nations.
Language: Dw ar vish Sk ar r ad do m ost of the constr uction in
Rockhom e. They ar e consider ed untir ing
Size: 41,140 sq. m iles
w or ker s, even am ong other dw ar ves.
The kingdom of the dw ar ves, unchanging and
Syr k l i st ar e devoted to m ining. They ar e
static for centur ies. Rockhom e is split evenly
politically neutr al to all other clans, pr efer r ing
betw een those that live above gr ound and those
to ignor e ever ything but their w or k .
that live below. The dw ar ves ar e neutr al to
m ost other nations, as long as their car avans Tor k r est is heavily involved in the m ilitar y.
m ove unm olested they don't car e about exter nal They keep Rockhom e fr ee of hostiles, and
politics. Their one exception is their hatr ed of pr ovide m ilitar y aid to nations against Glantr i.
Glantr i, the w izar ds ar e know n for dissecting Wyr w ar f ar e the low est r egar ded clan, the
dw ar ves to find the sour ce of their m agical far m er s. Held in low r egar d by other clans, the
r esistance. In r etur n the dw ar ves often ally Wyr w ar f don't car e as long as they ar e left
w ith nations hostile to Glantr i to show the alone.
18
Serraine
Ser r aine's gover nm ent is technically a
dem ocr acy, but the city's bylaw s ar e so com plex
no one is r eally sur e how the gover nm ent
w or ks. Often they don't know w ho is r unning
for w hat, they just cast their vote and hope for
the best. Som ehow it w or ks.
Locat i on s of I n t er est
Lak e Gl i t t er l ode w as cr eated to keep the w ater
supply fr esh. It is a popular r ecr eation spot, and
is know n for its excellent fishing.
M u seu m of Cu l t u r e is an extr em ely biased
m useum of the histor y of Ser r aine. The
gnom ish clans fr equently change the displays to
show their side of the city's or igins.
M u seu m of Gn om i sh Cr af t s show cases the
m any contr aptions and inventions the city is
know n for. Gnom es sell sm all w onder s to
tour ists and childr en her e.
On yx Tow er is the hom e to Ser r aine's w izar ds.
Her e the m agic user s w or k to for tify the city's
Gover nm ent: Dem ocr acy enchantm ents, and defend it if need be.
Pl aza of Tr i u m ph is an open air par k that also
Capitol: N/A ser ves as the par ade gr ound for the pegataur s to
Language: Gnom ish per for m their aer ial for m ations.
Sci en ce Par k is another ar ea devoted to
Size: .6 sq. m iles
show ing off gnom ish inventions. Her e the
A m aster piece of science and m agic, Ser r aine is lar ger contr aptions ar e displayed to the public.
a flying city built by gnom es fr om lost
Sk ypi l ot Taver n is the favor ite taver n for
Blackm oor technology. The city flies ar ound the
Ser r aine's fighter pilots. Know n for its unusual
Know n Wor ld in set patter ns, tr ading
sm ell, you can find pilots br agging about their
m achiner y, ar t and finely cut gem s in exchange
exploits her e constantly.
for needed food and supplies. The city bustles
w ith all sor ts of flying cr eatur es, nagpa, har pies, Top Bal l i st a Fl yi n g Sch ool is w her e Ser r aine
pegataur , sphinxes and faenor e all have tr ains its air cr aft pilots to defend it fr om dr agon
substantial populations her e. The city has and hostile nations.
m ultiple par ks and attr actions that show off the Tu m bl i n g Fi el ds is another par k, only w ith a
gnom ish inventions, tour ism is a m ajor sour ce per m anent reverse gravity effect so the visitor s
of incom e of Ser r aine. float ar ound like dandelions.
19
Thyatis
show s their expansionist policies have not
changed. Thyatis is still one of the last nations
to em br ace slaver y, and their r eputation for
tr eacher y and intr igue is w ell deser ved.
Pr ov i n ces
Hat t i as is an island south of the m ainland.
Hattians ar e know n for their r acial pur ity, they
despise other r aces. Because of a past r ebellion
they ar e for bidden fr om building defenses.
Hi n t er l an ds ar e cur r ently being invaded by the
Thyatian legions. They ar e a pr oud w ar r ior
r ace, but their tactics fail against the highly
or ganized Thyatian legions.
Ker en das is know n for their hor ses, they
pr ovide m ost of the cavalr y suppor t for Thyatis.
Such is their love of equestr ian activities all
cities have to m ake space for hor ses.
Och al ea is an island being occupied by Thyatis.
They ar e fam ous for their unar m ed fighting
style and exotic foods. Their str ict sexual m or es
cause m any w om en to becom e adventur er s.
Pear l I sl an ds ar e another island under
Gover nm ent: M onar chy
occupation. Populated by ebony skinned
Capitol: Thyatis City natives, they ar e r egar ded for the devotion to
both physical and m ental per fection.
Language: Thyatian
Tel Ak bi r is the last of the nor ther n ter r itor ies.
Size: 42,300 sq. m iles (m ainland) Taken fr om Ylar uam , the Akbir have assim ilated
long ago. They ar e a laid back people, and have
Thyatis is the m ost pow er ful nation on the
little use for Thyatis' constant w ar r ing.
m ainland. At one point in its histor y it held half
the know n w or ld in its em pir e befor e being Thyat i s itself is r epr esented by r olling hills and
pushed back . W hile it is an em pir e in decline, it ver dant far m land. It consider s itself an
is still ver y m uch a for ce to be r eckoned w ith. extention of its capitol, and is easily the lar gest
city on the continent.
Thyatis is lead by Em per or Thincol I, w ho
per sonally tur ned the tide against Alphatia Vyal i a elves ar e content to be left alone, but is
w hen they invaded sever al decades back . He loyal to Thyatis in exchange for special
has tr ied to tur n the decline ar ound, w ith m ixed concessions in tr aining its soldier s. The elves
r esults. Thyatis still m aintains a str ong m ilitar y, gladly teach ar cane lor e for Thyatian gold.
and their cam paign against the Hinter lands
20
Ylaruam
r em oved fr om the nation.
Ylar uam r ight now is in the pr ocess of
m oder nizing its cultur e, sw itching fr om a
nom adic lifestyle to that of a ur ban cultur e is
still a bit of a shock to m ost Ylar i. M any of the
people r efuse to settle dow n, and keep to their
tr aditional lifestyles.
Em i r at es
Al asi ya is the hom e of the capitol city of
Ylar uam City. Alasiya is the m ost ur ban of all of
the pr ovinces, thought it does have a lar ge shar e
of nom ads as w ell. The natives her e pr ide
them selves on thier haggling skills.
Abbash an is gener ally hostile tow ar ds
for eigner s. The em ir is tr ying desper ately to
change that, as Abbashan is being left behind
econom ically by the other pr ovinces. Until
som ething changes, Abbashan w ill r em ain poor.
Ni t h i a is by far the poor est em ir ate in Ylar uam .
Her e the land seem s infer tile, the people r eject
the w or ds of Al-Kalim and the leader s ar e little
m or e than bandit lor ds. Ther e is a str ong and
Gover nm ent: M onar chy illegal tr ade sm uggling out ar tifacts.
Capitol: Ylar uam City M ak i st an is the br eadbasket of Ylar uam . The
soil is r ich and the cr ops ar e plentiful her e. The
Language: Ylar i
M akistani ar e m uch m or e laid back than their
Size: 54,180 sq. m iles countr ym en, they r efr ain fr om the aggr essive
haggling their nation is fam ous for.
A deeply r eligious people, the Ylar i honor the
Im m or tal Al-Kalim m or e than all other s. Their Ni cost en i a is w her e m ost of Ylar uam 's goods
cultur e and histor y ar e inescapably w r apped leave for other lands. The em ir ate is dotted w ith
ar ound his teachings. Ylar uam is also a land tr ading tow ns up and dow n its coast. It also has
divided, as his teachings have split the nation in the lar gest for ests in Ylar uam , but even then
a theological debate on how to inter pr et his their quality is poor com par ed to other nations.
teachings. The Pr eceptor s favor a m or e m oder n Dyt h est en i a is lar gely unpopulated except for
inter pr etation, and str ive to br ing Ylar uam in its capitol of Cr esiphon. The em ir ate is
line w ith its neighbor s. The Kin believe in a populated m ainly by nom ads, and the entir e
m or e conser vative inter pr etation, and believe r egion is infested w ith m onster s. The em ir ate
outsider s need to be tr eated w ith hostility and has r esor ted to sellsw or ds to solve its pr oblem s.
21
Citiesof Mystara
Al f h ei m Tow n set up in the in the m iddle of the Ser r ai n e is r ar ely seen but often talked about.
Canolbair th for est as a tr ading outpost, this A m agical flying city built by the Sky Gnom es, it
unofficial capitol of Alfheim is w hat m ost people tr avels the continent engaging in m ad
see w hen they visit the elven kingdom . W hile exper im ents and tr ading exotic m ater ials w ith
little gover ning is done her e, this is w her e other the nations below them .
nations set up their em bassies. Sh i r et on is the hear t of hin cultur e. Her e you
Ci t y of St ar s is the lar gest city of the Shadow you find a city w ith little bustle, no gr eat
Elves. Unknow n to outsider s, the entir e city is intr igues and a people w ho ar e content w ith
built in a pocket of r ever se gr avity on the r oof of life. M ost find the spr ead out city bor ing, but
a caver n. Sur r ounded by hostile envir onm ents the hin w ould not have it any other w ay.
and cr eatur es, it is a testam ent to the Shadow Soder f j or d is a poor tow n, r eflecting it's nations
Elves w ill to sur vive. for tunes. It is a spr aw ling m ess of poor ly
Dar ok i n Ci t y is the lar gest tr ade city on the constr ucted buildings w ith little or ganization.
m ainland. Hom e to the M er chant's Guild Hall, Its r eputation for being a danger ous place after
ther e is nothing you cannot buy in Dar okin City. dar k is ver y w ell deser ved.
The lar gest financier s also r eside her e, m aking Specu l ar u m is the capitol of Kar am eikos. It is a
this city an unr ivaled econom ic pow er house. blending of tw o cities and peoples. The older
Den gar is tw o cities in one. On the sur face is Tr aladar an cultur e is slow ly being r eplaced by
w her e the dw ar ves m eet w ith other r aces. But the new er Thyatian settler s. It is a fascinating
below gr ound is w her e ever ything happens. place to w atch the cultur es clash and m er ge.
Built by dw ar ves for dw ar ves just the size of it Thyat i s Ci t y is the lar gest city on the m ainland
m akes it intim idating for other r aces. and is the busiest as w ell. Ever ything in Thyatis
Gl an t r i Ci t y is the hear t of fr actious Glantr i, is bigger , fr om the slum s to the m ansions.
com pr ised of canals for str eets and bicker ing Constantly in m otion, ther e is nothing and no
w izar ds for citizens. M agic is the nor m her e, one you cannot find her e.
w her e even the m ost m undane tasks ar e Su n dsval l is the m agical capitol of Alphatia.
accom plished thr ough sor cer y. Her e the m ar velous is m undane, as skyships fill
I er en di is the scenic capitol of the island nation the air. Buildings float above the gr ound,
of the sam e nam e. Like the nation ar ound it, it r eachable only w ith m agic. It is a city built by
is a scenic m ar vel filled w ith r esor ts and w izar ds for w izar ds.
enter tainm ents. Ever ything happens at a Yl ar u am is a r elatively new city com par ed to
leisur ely pace, exactly as its people like it. the w or ld. Built by Al-Kalim , Ylar uam is an
M i n r ot h ad is the nautical tr ading pow er house. oddity of a nom adic cultur e in a long ter m
Set in a calder a, its pr otected position allow ed it settlem ent. Fam ed for its m ar kets and tem ples,
to flour ish as a tr ading por t. The city is filled it is not often fr iendly to outsider s.
w ith shops of all types, and it is one of the Zeabu r g, the capitol of Ostland is com pr ised of
lar gest shipbuilder s in the Know n Wor ld. ver y r ich nobles and ver y poor peasants. The
Nor v i k k is the pr ide of Vestland. It r epr esents city is m or e of a place for the ar my to cam p than
the nation's attem pt to becom e a m oder n state. for people to live. Only the pr esence of the King
Now m er chants have r eplaced w ar r ior s as the and his cour t keeps the city fr om being
m ost com m on sight, and new buildings ar e im pover ished.
being er ected on a r egular basis.

22
Centersof Learning
Col l ege of W i zar dr y is not as im pr essive as it I er en di Pu bl i c Sch ool is w her e the islander s go
sounds. Shadow elf sham an do not allow for a basic education. It is the only public school
w izar ds any for m al education, this sm all school for the entir e nation, but m or e than adequate for
in the City of Star s is in the back of a m agic the nation's population.
supply shop.
M eal i dor Li br ar y Tr ee is an actual tr ee, filled
Col l egi u m Ar can u m is the official school of w ith scr olls and books dating back thousands of
m agic in Thyatis. W hile not as im pr essive as year s. Exclusive to Clan M ealidor , few outside
other s of its type, it is still one of the lar gest. elves and even few er hum ans ar e allow ed entr y.
Dar ok i n Di pl om at i c Cor ps r uns a ser ies of Sch ool of Ar t in Ier endi is the lar gest bar dic
colleges to teach its new officer s how to negotiate school in the Know n Wor ld. W hile it teaches
w ith outsider s. It focuses heavily on languages, other ar ts, it is the m ain sour ce for classically
business, and for eign cultur e. It also teaches tr ained bar ds. Painter s, w r iter s and sculptor s
M er chant Pr inces spells r elated to finance. also flock to the school as w ell.
Edr ecor t 's Academ y of Th au m at u r gi cal Thyat i s Gr eat Li br ar y is the lar gest collection of
Sci en ce is an Alphatian r un school in Alfheim books and scr olls know n. W hile not a m agical
City. It is r un as a ser vice by its m aster w ho splits school, all things m undane and histor ical can be
his tim e betw een his appr entices and diplom acy. lear ned her e. It is open to the nobles of Thyatis
Gr eat Li br ar y of Ser r ai n e is the gr eatest and those w ith enough coin to gain entr y.
r epositor y of know ledge in the w or ld. Not just Tu t or i al Gu i l d is the lar gest school in M inr othad.
tom es, but m agical fonts of m em or ies, and W hile it teaches m any nautical tr ades, it is m ost
illusions of histor ical events. W hile expansive, fam ous for being the sour ce of m any M er chant
their undead libr ar ian is a bit w ar y of visitor s. Pr ince spells r elated to nautical tr ade.
Gr eat Sch ool of M agi c in Glantr i City is possibly Un i ver si t y of Su n dsval l at tw enty city blocks is
the m ost fam ous school in the Know n Wor ld. the unquestionably the lar gest univer sity know n.
Filled w ith w izar ds of all sor ts, fr om appr entices Ever y w izar d in Alphatia r eceives their tr aining
to ar chm ages, w ith r um or s of hidden lor e her e, w ith entir e w ings devoted to m agical
ever yw her e. r esear ch.
23
Locationsof Ill Repute
Bl ack Eagl e Bar on y at the w ester n edge of I t h el dow n Cast l e in the m iddle of Lake
Kar am eikos is hom e of For t Doom . Ther e Bar on Am sor ak, is a cur sed place. None in Dar okin
von Hendr icks ter r or izes all that live in his know w hat caused the keep to tw ist and bend,
dom ain w ith the help of the evil w izar d Bar gle. but all ther e hear d the scr eam s fr om w ithin.
Bl ack h ear t in the m iddle of Alphatia is a place Th e Lan d of Bl ack San d in Ethengar is a cur sed
w her e w izar ds gather to per for m dar k place. Nothing gr ow s ther e, no anim als cr oss
exper im ents. Nothing is for bidden her e, and the blackened deser t. W hen the w ind blow s
m agics of the w or st sor t ar e com m onplace. str ong fr om ther e, m adness follow s in its w ake.
Th e Br ok en Lan ds ar e an ar ea of badlands M al ph eggi Sw am p betw een Dar okin and the
bor der ing Dar okin and Glantr i. Her e the or c Shir es is a fetid m ar sh hom e to countless
king Thar plots w hat to do w ith his vast legions m onster s and unspeakable hor r or s. Rum or ed to
of evil hum anoids. be the sour ce of a gr eat cur se fr om long ago.
Hat t i as in the Em pir e of Thyatis is know n for Th or n br u sh in Alfheim is Bad M agic Spot
their fanatical hatr ed of outsider s. Believing w her e the plants gr ow gnar led and blackened.
them selves to be super ior to all other s, Hattians M onster s spontaneously appear her e and a
plot to br ing the lesser r aces under their r ule. constant vigil m ust alw ays be kept.
Hon or I sl an d is one of the tw o for bidden W h i t e I sl an d is the other for bidden island of
islands in Ier endi. Hom e to the enigm atic fir e Ier endi. Hom e to insane m onks and w hite apes,
w izar ds, they tur n aw ay all visitor s and enfor ce the island causes m adness to all that land ther e.
their isolation w ith their unsinkable fir e ships. No one know s the cause, or how to stop it.

24
Crimesand Punishment
Nation Assault Inciting Fr aud M ur der Slander Tax Theft Rape Tr eason
Riot Evasion
Alfheim Fine Fine Fine Exile Fine Exile Fine Exile Exile

Alphatia Fine Slavery Fine Fine or Fine Fine or Fine or Fine or Death or
Death Slavery Slavery Death Cursed

Atr uaghin Censure Not a Crime Censure Exile or Censure Not a Crime Not a Exile Exile or
Death Crime Death

Dar okin Fine Fine Fine Death Fine Fine Fine Death Death

Ethengar Caning Death Caning Death Caning Death Caning Death Death

Five Shir es Quest Quest Quest Quest or Quest Quest Quest Quest or Quest or
death Death Death

Glantr i Maiming Maiming Maiming Death Public Up to ten Maiming Sex Death
Flogging years Change

Ier endi Up to 3 Up to 3 Up to 4 Up to 30 Up to 4 Up to 4 Up to 4 Up to 30 Up to 30
years years years years years years years years years

Kar am eikos Up to 1 Up to 1 year Up to 6 1 year up to Up to 6 Up to 6 Up to 6 1 year up Death


year years death months years years to death

M inr othad Loss of Loss of Up to 20 Death Pilloried Flogging Loss of Death Death
hand tongue years Hand

Ostland Slavery Slavery Slavery Slavery or Beating Slavery or Slavery or Slavery Death
Death Beating Beating or death

Rockhom e Exile Exile Exile Life, Exile or Inactivity Inactivity Inactivity Life, Exile Life, Exile
Death or Death or Death

Soder fjor d Beating Beating or Beating Beating or Beating Beating or Beating Beating Death
Conscript Death death or Death

Thyatis Public 1 month up Public 1 month up Public 1 month up Public Public Death
Flogging to death Flogging to death Flogging to death Flogging Flogging

Vestland Fine or Fine or Fine Death or Public Public Fine or Death or Death
Conscript Conscript Conscript Flogging Flogging Conscript Flogging

Ylar uam Public Censure or Censure Death Censure Death Public Death Death
Flogging death Flogging

25
Mystara Calendar
Nuwmont (Nyxmir)
Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain
1 See Below 2 Spring Equinox 3 4 5 6 7

8 9 10 Ylaruam 11 12 13 14 Glantri Spring


Ashura' Shi'a Break

15 16 17 18 19 20 21

22 23 24 25 26 27 28

1 Nuw m ont- Var ious New Year s, Glantr i Good Spr ite Day

Vatermont (Amphimir)
1 See Below 2 3 4 5 6 7 See Below

8 9 10 M inr othad 11 12 13 14
Feast of the
Silver Pur ge

15 Alphatia 16 17 18 Glantr i 19 20 21 Pear l Islands


Closing Day M onster s Fair The Dr ow ning

22 23 Dar okin 24 25 26 27 28 Alphatia


Chancellor 's Extr a Day
Day

1 Vater m ont- Alphatia New Year , Ethengar W inter Festival


7 Vater m ont- Alphatia Land Fall Day, Ethengar Day of the Golden Khan

Thaumont (Alphamir)
1 See Below 2 3 4 5 6 7Alphatia
Landfall Day

8 9 10 Glantr i 11 12 13 14
Spr ing Br eak

15 See Below 16 17 Rockhom e 18 19 20 21


Car avan Day

22 23 24 25 Glantr i 26 27 28 Kar am eikos


Ar canum Day of the Dead

1 Thaum ont- Fir st Day of Spr ing, Ylar uam Independence Day, Shadow Elves Discover y Day, Ier endi
Rebir th
15 Thaum ont- Alphatia Opening Day, Ethengar W hite Hor se Cer em ony
26
Flaurmont (Sulamir)
Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain
1 Var ious Day of 2 3 Glantr i 4 5 6 7 Rockhom e
Adulthood Par liam ent Day Ar r angem ent
Day

8 9 10 M inr othad 11 12 13 Alphatia 14


M er chant Pr ince Er iadna's
Day Bir thday

15 Ethengar Day 16 Shir es Fir st 17 18 19 20 Glantr i 21 Dar okin


of Blessings Flow er ing Par ade Day M asked Ball

22 Thyatis 23 24 25 26 27 28
Em per or 's
Bir thday

16 Flaur m ont- Shir es Fir st Flow er ing, Ethengar Day of Par tings

Yarthmont (Sudmir)
1 Alphatia Day 2 3 4 5 6 7
of M agic

8 9 10 11 12 Ylar uam 13 14 Glantr i


M aw lid an Nabi Gondola Gam es

15 See Below 16 17 18 19 20 21 Rockhom e


Cler ic's For um

22 23 24 25 26 27 M inr othad 28
M inr othad Day

15 Yar thm ont- Alphatia How ling Day, Ethengar Day of Bir th Blessings

Klarmont (Vertmir)
1 See Below 2 3 4 5 6 7 Rockhom e
Weddings Day

8 9 10 11 12 Shadow Elves 13 14
The Rejection

15 See below 16 17 18 19 20 21

22 Shir es 23 24 25 26 27 See Below 28 See below


Unsheathing

1 Klar m ont- Fir st Day of Sum m er , Ier endi Fr eedom day and Cr ow n Tour ney, Kar am eikos Day of the
Str aw M en, Alfheim Ilsundal Day, Soder fjor d Thing
15 Klar m ont- Thyatis Days of the Hoof, Glantr i Night of the Red M oon, Ylar uam Laylat Al-Bar aa
27 Klar m ont- Ylar uam Lailat al M ir aj, M inr othad M inr oth Day
28 Klar m ont- Glantr i, Kar am eikos Night of Fir e

27
Felmont (Islamir)
Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain
1 Karameikos 2 3 4 5 6 Hattias Vanya's 7
Beast's Day Dance

8 9 10 11 12 13 14 See Below

15 See Below 16 Rockhome 17 18 19 20 21


Battle of Sardal
Pass

22 23 24 25 Glantri 26 27 See Below 28 Minrothad


Beggar's Hope Day of Silence

1 Felm ont- Kar am eikos Beast Day, Ier endi The Rebir th
14 Felm ont- Glantr i Fer ia de Tor os, Shadow Elves Cor ner stone Day
15 Felm ont- Thyatis Days of Valer ias, Alphatia Dogger el Days, Shir es High Sum m er , Ethengar
Gather ing
27 Felm ont- Ylar uam Lailat al Qadr , M inr othad All's Reckless Day

Fyrmont (Andrumir)
1 See Below 2 3 4 5 6

8 9 10 11 12 13 Dar okin Day 14

15 Glantr i 16 17 18 19 20 21
Vyonnese
Car nival

22 Ethengar 23 24 25 26 27 28
Gr eat Hor se Fair

1 Fyr m ont- Shir es Day of Her oes, Ylar uam 'Id al Fitr

Ambyrmont (Cyrpimir)
1 See Below 2 Ier endi 3 Rockhom e 4 5 6 7
Celebr ation of Show ing day
the Sea

8 9 10 11 12 13 14

15 16 17 Shadow 18 19 20 21
Elves M uster ing
Day

22 23 24 25 26 27 M inr othad 28
Bask Day

1 Am byr m ont- Fir st Day of Fall, Shir es Fast and Feast, Ethengar Fir st Day of Riding

28
Sviftmont (Hastmir)
Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain
1 2 3 4 5 6 See Below 7

8 See Below 9 10 11 12 13 Shadow Elves 14 Glantri


Tarasfir Birthday Raising of the
Walls

15 Darokin Great 16 17 18 19 20 21
Reckoning

22 23 Ethengar Day 24 Ethengar Day 25 26 27 28 Karameikos


of Counting of Naming Stefan's Birthday

6 Sviftm ont- Glantr i Best W ishes of Kr ondahar , Ethengar New Year


8 Sviftm ont- Thyatis Vanya's Day, Alphatia Star t of W ine Festival

Eirmont (Eimir)
1 Ethengar 2 3 4 5 Glantr i 6 Dar okin
Cr etia's Day Necr om antia Har vest Day

8 9 10 11 12 13 14

15 Ethengar 16 17 18 19 20 21
Night of Spir its

22 23 24 25 26 27 28

22 Eir m ont- Five Shir es The Reaping, Thyatis Pr otius' Day

Kaldmont (Burymir)
1 Fir st Day of 2 3 Ier endi, Days 4 5 6 7
W inter of Right

8 9 10 Ylar uam 'Id al 11 12 13 14 Glantr i Ice


Adha Gam es

15 See Below 16 17 18 19 20 21

22 23 M inr othad 24 25 26 27 See Below 28 Glantr i Bells


M idw inter of Fate
Festival

15 Kaldm ont- Thyatis Footm an's Gam es, Glantr i Boldavian Pr ocession, Ethengar Blessing of Golden
Khan
27 Kaldm ont- Glantr i Alexander Day, Ethengar Day of Law
28 Kaldm ont- End of Year , Glantr i Bells of Fate, Nor ther n Reaches Loki Day, M inr othad M idw inter
Festival

29
Cal en dar s of Ot h er Nat i on s

Ethengar Five Shir es Rockhom e Ylar uam

Am ai Clabbas* W har lin M uhar r am

Hiskm ai Vuuldir M or lin Safar

Yalm ai M aehin Hr alin* Rabi al Aw w al

Haim ai Odelin Hw yr lin Rabi al Thani*

Kevam ai Gondulr im Styr lin Jum ada'l Aw w al

Seim ai M ithintle Bahr lin Jum ada'l Thani

Lingm ai Goldaun Buhr lin Rajab

Tr ingm ai Fyr tal Klintlin Shaban


Dem ai Aum byr Bir r lin Ram adan
Chagai* Ssantiir Biflin Shaw w al
Rinpoch Tem biir Jhyr lin Dhu'l-Qadah
Kom ai Dauntil Kudlin Dhu'l-Hijjah

* Indicates star t of year.


Days of t h e Week
Thyatis Alphatia Ethengar Five Shir es Rockhom e Ylar uam

Lunadain M ajhur Xingqir i Lunadain Syhar dan Yaum al-ahad

Gr om dain Tijhur Xingqiyi Gr om dain Thr adan Yaum

Tser dain Wojur Xingqier Tser dain Evedan Yaum at-talit

M oldain Thajhur Xingqisi M oldain Dor fdan Yaum al-ar ba


Nytdain Flajhur Xingqisi Nytdain Duldan Yaum al-ham is

Loshdain Sejhur Xingqiw u Loshdain Sythdan Yaum

Soladain Lahjur Xingqiliu Soladain Fildan Yaum as-sabt

30
M inr othad Calendar Shadow Elves Calendar
The M inr othad Guilds use the Thyatian calendar The shadow elves divide their year into 14
for tr ade pur poses, but that their ow n calendar m onths of 24 days each. Each m onth takes its
for national date r eckoning. They divide their nam e fr om a ver se of the Refuge of Stone, an
year into 11 m onths of 30 days, each w ith five im por tant histor ical text. Ther e ar e no w eeks,
six-day w eeks. To balance the year , they add a and days ar e not nam ed. The shadow elves'
special six day w eek to the end. The cur r ent cur r ent year is 2116.
year is 311 by M inr othad Dating.
Gather ing (Nuw m ont 1-24)
Onm un (Nuw m ont 1-Vater m ont 2)
Nam e (Nuw m ont 25-Vater m ont 20)
Tom un (Vater m ont 3-Thaum ont 4)
Refuge (Vater m ont 21-Thaum ont 16)
Dr eim un (Thaum ont 5-Flaur m ont 6)
Sham an (Thaum ont 17-Flaur m ont 12)
Fir m un (Flaur m ont 7-Yar thm ont 8)
Cr ystal (Flaur m ont 13-Yar thm ont 8)
Bir m un (Yar thm ont 9-Klar m ont 10)
Bir th (Yar thm ont 9-Klar m ont 4)
Sagm un (Klar m ont 11-Felm ont 12)
Wander er s (Klar m ont 4-28)
Sebm un (Felm ont 13-Fyr m ont 14)
Tem ple (Felm ont 1-24)
Oxm un (Fyr m ont 15-Am byr m ont 16)
Food (Felm ont 25-Fyr m ont 20)
Nom un (Am byr m ont 17-Sviftm ont 18)
Days (Fyr m ont 21-Am byr m ont 16)
Decm un (Sviftm ont 19-Eir m ont 20)
Ar my (Am byr m ont 17-Sviftm ont 12)
Elfm un (Eir m ont 21-Kaldm ont 22)
King (Sviftm ont 13-Eir m ont 8)
M itw ok (Kaldm ont 23-28)
Other s (Eir m ont 9-Kaldm ont 4)
Bounty (Kaldm ont 5-28)
31
Holidaysof theKnown World

Al ex an der Day. Glantr ians hold an hour of Best W i sh es of Kr on dah ar . Native Ethengar in
silence then gather looking for a good om en. Glantr i celebr ate the new year.
Al l 's Reck l ess Day. M inr othad celebr ates the Bi r t h day of Tar asf i r . Shadow elves celebr ate
end of tax day w ith a no holds bar r ed par ty. thier fir st king w ith feasts and r evels.
An cest or 's Day. Alphatians set aside a table Bi r t h day of Th i n col I . Im per ial fam ily hosts
setting for dead ancestor s and visit gr aves. gam es and par ades and thr ow coins to the poor.
Ar can i u m . Four day fair in Glantr i to lear n new Bl essi n g of t h e Gol den Kh an . The Ethengar
spells, buy new m agic item s and m ingle. host gam es at the w inter cam p of their khan.
Ar r an gem en t s Day. Dw ar ves pr opose m ar r iage Bol dav i an Pr ocessi on . Peasants m ar ch the
tr aditionally on this day. str eets till daw n holding tor ches and gar lic.
Ash u r a' Sh i 'a. The Ylar i lose their r estr ained Car avan Day. Car avans leave Rockhom e, those
natur e and cut loose, alcohol is even toler ated. left behind feast and toast the m er chants.
Bask Day. A day of laziness, no one in Cel ebr at i on of t h e Sea. Ier endi tie their boats
M inr othad w or ks. together into a flotilla to host a m assive par ty.
Bat t l e of Sar dal Pass. Dw ar ves r elive their Ch an cel l or 's Day. Wor king holiday in
m ost fam ous battle w ith m ilitar y celebr ations. celebr ation of Dar okin's fir st Chancellor.
Beast s Day. Tr aladar ans dr ess up in costum e to Cl er i cs For u m . Pr iests of Kagyar m eet to
r em em ber defeating the beast m en of old. discuss pr oblem s and changes to their or der.
Beggar 's Hope. For one day beggar s in Glantr i Cl osi n g Day. Alphatians schools close, and the
ar e allow ed on the city str eets legally. childr en r etur n hom e.
Bel l s of Fat e. Glantr ians r ing bells all night to Cr et i a's Day. Ethengar play har m less pr anks on
w ar d aw ay even spir its. each other all day.
32
Dar ok i n Day. Dar okin closes all shops and Feast of t h e Si l ver Pu r ge. M inr othaddanss tell
celebr ates the bir thday of its founder. scar y stor ies and ar e gr ateful for good luck .
Dar ok i n M ask ed Bal l . Annual ball is held in the Fer i a de Tor os. Belcadiz elves r elease bulls in
capitol, w ith pr oceeds going to char ity. their str eets and r un alongside them .
Day of Adu l t h ood. Childr en r eaching the age of Fi r st Day of Ri di n g. Ethengar childr en r eceive
m ajor ity ar e pr esented as adults. their fir st hor se.
Day of Bi r t h Bl essi n gs. The sham an pr ay to the Fi r st Fl ow er i n g. Hin gather up seeds to be
W hite Hor se to w atch over the bir th of the foals. planted in the fall.
Day of Bl essi n gs. Tr ibal khans divide up their Foot m an 's Gam es. Week long celebr ation of
w ealth am ong their follow er s. w eaponsm ithing and w ar gam es.
Day of Cou n t i n g. Ethengar count their her ds to Fr eedom Day/Cr ow n Tou r n ey. Ier endi elects a
gain favor w ith the khan. new King and Queen w ith m uch fanfar e.
Day of Her oes. Hin spend the entir e day Gon dol a Gam es. Gondolier s host m ock jousts
cleaning up w ar m em or ials and battlefields. all day, no business is done.
Day of Law. Ethengar r ecite their law s given by Good Spr i t e Day. Glantr ians play har m less
Tubok, all cr im e is punishable by death. pr anks on each other all day.
Day of M agi c. Alphatia celebr ates w ith m agical Gr eat Hor se Fai r . For a w eek Ethengar
displays for the cr ow ds, m ost businesses close. w ar r ior s tr ade hor ses and sham an convene.
Day of Nam i n g an d Wel com i n g. Ethengar Har vest Day. Dar okinians dr ess up like
pr esent pr esent childr en and get engaged. far m er s and celebr ate the har vest.
Day of Par t i n gs. Ethengar tr ibes split up and go Hi gh Su m m er . For tw o w eeks the Hin feast and
their ow n w ays. per for m dr am as, bur ning a dead or c for luck .
Day of Si l en ce. Silence is m andated in How l i n g Day. Alphatians r un w ild, having just
M inr othad for one full day under legal penalty. one huge par ty.
Day of t h e Dead. Tr aladar ans clean their I ce Gam es. Glantr i City shuts dow n for thr ee
houses, then feast m er r ily at night. days of w inter gam es and balls.
Day of t h e Hoof . Ker endas host a w eek of 'I d al Adh a. Som ber day of r em em br ance and
equestr ian events. sacr ifice to the Im m or tals.
Day of t h e St r aw M an . Tr aladar ans bur n little 'I d al Fi t r . A childr en's holiday of gift giving and
str aw m en in effigy to absolve their sins. gener al m er r y m aking.
Day of Val er i as. Follow er s of Valer ias get I l su n dal Day. Celebr ating Ilsundal's ascension,
engaged, m ar r y or other w ise engage in tr ysts. each elf tr ibe holds a differ ent celebr ation.
Days of Ri gh t . Tr adition Ier endi day of I n depen den ce Day. A day of r em em br ance of
engagem ents and m ar r iage. those m ar tyr ed dr iving out for eign invader s.
Dogger el Days. Alphatian schools celebr ate Ki n g St ef an 's Bi r t h day. A day of par ades and
dr am a, m usic and other ar ts in a sponsor ed fair. m ilitar y gam es, w ith petty cr im es par doned.
Em pr ess Er i adn a's Bi r t h day. Nobles give gifts Lai l at al M i r aj . Holy day at the tem ple
to the Em pr ess or a coin to beggar s in her nam e. celebr ating Al-Kalim 's im m or tality.
33
Lai l at al Qadr . Ylar i pr ay at their hom es hoping Sh ow i n g Day. Dw ar ves get together to show off
to be blessed w ith good for tune. new w ar es and discuss new techniques.
Lan df al l Day. Solem n celebr ation of Alphatian Spr i n g Br eak . Glantr i students cut loose and
ar r ival in new w or ld. use spells to blow up ice in the canals.
Layl at Al -Bar aa. Dinner s ar e held w her e past Th e Cor n er st on e. Shadow elves celebr ate
slights ar e for given. cr eation of their tem ple by star ting new r epair s.
M aw l i d an Nabi . Cler ics spend the day telling Th e Di scover y. Shadow elves celebr ate
cr ow ds about Al-Kalim 's teaching. discover y of their hom e w ith songs and food.
M er ch an t Pr i n ce Day. W izar ds cr eate m agical Th e Dr ow n i n g. Pear l Islander s launch toy
fir ew or ks w hile par ents thr ow out old clothes. canoes w ith candles to appease the sea.
M i dw i n t er Fest i val . M inr othaddanss celebr ate Th e Fast an d t h e Feast . For tw elve days hin
w ith gift giving and m er r y m aking. fir st fast for six days then feast for six days.
M i n r ot h ad Day. Election day, celebr ated w ith Th e Gat h er i n g. Ethengar celebr ate sum m er by
r egattas and picnics. decor ating cam p w ith gar lands.
M on st er s' Fai r . M onster s ar e par aded thr ough Th e Reapi n g. Last hin holiday of the year w ith
Glantr i City on the w ay to the auction block . feasting, r om ance and r est.
M u st er i n g Day. Shadow Elves take a census and Th e Rebi r t h . Week long holiday in Ier endi
per for m m ilitar y dem onstr ations. alongside planting of new cr ops.
Necr om an t i a. Klantyr e celebr ates its fallen Th e Rej ect i on . Shadow elves fast to r eflect on
her oes, cleaning up gr aves and battlefields. their betr ayal by Alfheim .
New Year s. Typically celebr ates ar ound the Th e Th i n g. Soder fjor d jar ls m eet to enact new
continent w ith gift giving, par ades and festivals. law s and settle old scor es.
Ni gh t of Fi r e. Tr aladar ans ever yw her e go Th e Un sh eat h i n g. The Shir es r em em ber the
looking for lost tr easur e. Thyatian invasion by ar m ing them selves.
Ni gh t of Spi r i t s. Ethengar fast as the boundar y Van ya's Dan ce. Hattians and Heldannic Knights
betw een the spir it w or ld w eakens for a day. per for m r itual dances in full ar m or.
Ni gh t of t h e Red M oon . Glantr i w izar ds Van ya's Day. Thyatis celebr ates victor y by
celebr ate a r ed full m oon. Vanya w ith good natur ed duels and feasts.
Open i n g Day. Alphatian univer sities have their Vyon n ese Car n i val . New Aver oigne celebr ates
fir st day of class. w ith br ight costum es and loud noises.
Par ade Day. Glantr i ar my m ar ches in par ades Weddi n gs Day. The m ost popular day for
and hosts m ock gam es. dw ar ves to m ar r y.
Par l i am en t Day. Glantr i politicians take a day W h i t e Hor se Cer em on y. Sham ans sacr ifice a
off w or k . w hite hor se to pr otect her ds in the new year.
Pr ot i u s' Day. Celebr ated w ith cler ical r ituals W i n e Fest i val s. A w eek long w ine festival w ith
and quiet feasts. conskill checks and tastings.
Rai si n g t h e Wal l s. Glantr ian w izar ds tr y to one W i n t er Fest i val . For a w eek the Ethengar
up each other cr eating defenses for their city. com pete and feast.
34
Dreaded Creaturesof Mystara
Bl ack Bal l or Deadly Spher e is quite possibly the deadliest cr eatur e in the m ultiver se. A
featur eless black or b appr oxim ately 5' in diam eter , the Black Ball destr oys w hatever it
touches. Seem ingly ber eft of intelligence the cr eatur e m oves r andom ly disintegr ating
ever ything in its path. It's or igins and m otives ar e a com plete myster y.
The Br ai n Col l ect or , or Neh-thalggu in their ow n tongue, is an abom ination fr om the
Dem iplane of Nightm ar es. An am or phous body w ith four yellow or bs for eyes, six cr ab legs
and a r ow of shar p teeth, the Br ain Collector is beyond com pr ehension It exists to kill sentient
cr eatur es and take their br ains. The cr eatur e does not seem to even view its victim s as alive.
The Decapu s is an ar bor eal cr eatur e know n its its ten lim bs. Not m uch m or e than a tor so and
tentacles ending in shar p hooks, the Decapus lies in am bush above their pr ey. The cr eatur e
also m akes itself at hom e in abandoned buildings, hanging fr om the r after s. An aquatic
ver sion exists, floating w ith the tide and m enacing all it com es acr oss.
Dr agon n e ar e m agical cr eatur es w ith the head of a lion and the body of a gold dr agon. Found
alm ost anyw her e except ar ctic r egions, these solitar y hunter s ar e som e of the m ost dom inant
hunter s ar ound. Know n for their fear som e r oar and deadly attack, Dr agonne ar e often sought
by som e knights as m ounts. W hile difficult to tam e, they ar e loyal steeds if captur ed young.
Dr ol em s ar e a cr oss betw een a dr agon and a flesh golem . Cr eated by only the m ost pow er ful
w izar ds, Dr olem s ar e the height of golem cr afting. Extr em ely pow er ful, Dr olem s ar e im m une
to m ost m agic and m agic item s. Their one w eakness is their lack of intellegence. Living
dr agons hate them w ith a bur ning passion, attacking the Dr olem w ithout pause.
Hi vebr ood r epr esent one of the gr eatest thr eats in the Know n Wor ld. An insectoid r ace of
par asites, they infect captur ed sentient beings and tr ansfor m them into Hivebr ood. If left
unchecked Hivebr ood w ill com petely str ip an r egion of all its population and m ove on to the
next ar ea. Hivebr ood infestations ar e often m et w ith a m ilitar y r esponse.
M u j i n a ar e extr em ely str ong cr eatur es know n for their ability to change their face to m atch
their victim 's appear ance. M ujina's ow n face is sm ooth and featur eless. They often hir e out
as assassins, som ething they excel at. W hen the M ujina attacks, it typically show s its tr ue
for m to fr ighten its tar get. The M ujina's gr eat str ength allow s them to w ield gr eat sw or ds one
handed.
Nu ck al avee ar e disgusting centaur -like cr eatur es. W ith over sized heads and tr anspar ent
skin, they ar e dedicated to cr eating m iser y w her e they can. Com m only allied w ith fr ee w illed
undead, the Nuckalavee ar e a thr eat to the ver y envir onm ent they live in. Their m er e
pr esence kills off native fauna, tur ning their sw am ps into a lifeless bog.
Th ou l s w er e a m agical com bination of a ghoul, hobgoblin and tr oll. Despite their ghoulish
or igins Thouls ar e ver y m uch alive. W hile not a num er ous r ace, Thouls ar e know n for being
har d to kill and ar e often found hir ed as bodyguar ds to hobgoblins and other evil r aces.
Thouls m ake for vicious com batants, due to their ability to par alyze like a ghoul.

35
Coinsof theKnown World
Nation 1/100 CP 1/10 SP 1/2 EP 1 GP 5 PP

Alfheim Passim Tentr id Half Dar o Dar o Leaf (r ar e)

Alphatia Judge M ir r or N/A Cr ow n N/A

Atr uaghin Land Cloud N/A N/A N/A

Dar okin Passem Tentr id Half Dar o Dar o N/A

Ethengar Tang Tang Tang Tang Tang

Five Shir es Sunset Star N/A Yellow N/A

Glantr i Penny (5) Sover eign N/A Ducat Cr ow n (50)

Ier endi Cokip Sana N/A Geleva Pali (10)

Kar am eikos Kopec Cr ona N/A Royal N/A

M inr othad Plen Quer t Byd Cr ona N/A

Ostland Or en Eyr ir N/A Kr ona N/A

Rockhom e Stone Star N/A Tr ader /M oon Sun (10)

Soder fjor d Or en Gundar Penne M ar kka N/A

Thyatis Denar ius Aster ius N/A Lucin Em per or

Vestland Or en Flor en Hellar Guldan Schilder

Ylar uam Fal Dir ham N/A Dinar N/A

Special Cur r encies


Glantr i's Penny is w or th 5cp, the Cr ow n is enchanted platinum w or th 10pp. If the enchantm ent is
dispelled the coin is only w or th 1pp
Rockhom e's Sun is w or th 2pp, They have a silver tr ade coin they use w or th 1gp w ith other nations.
Ethengar 's Tang is m ultiple stam ped coins, each w or th 1, 5 or 10 of its r espective type.
Alfheim 's Leaf is a gold piece, but is consider ed collectible and w or th m or e than it's m etal content.
36
Factions
The nations of the Know n Wor ld ar e often at
Adven t u r er 's Soci et y
The Adventur er 's Society w as cr eated to help
select the r uling m onar chs of Ier endi by
r ecr uited the best adventur er s in the r ealm s.
each other s thr oats. It can be fr om an In or der to qualify to par ticipate, the Society
econom ic r ivalr y like Dar okin and M inr othad, r equir es its m em ber s to help the less
cultur al differ ences such as Rockhom e or for tunate and keep the for ces of evil at bay.
Alfheim , or even outr ight hatr ed like
W hile headquar ter ed in Ier endi City,
Ethengar and Glantr i. Because of the delicate
m em ber s of the Society can be found w her e
econom ic and tr ade str uctur e of the
ever they ar e needed m ost. Society Halls ar e
continent, open w ar far e is heavily fr ow ned
found anyw her e Ier endi has a pr esence, and
upon by the neutr al nations. M uch of the
in m ost lar ge tow ns as w ell.
conflict instead is done by pr oxy
or ganizations, leaving their sponsor s w ith a The Society is open about its goals, they
degr ee of deniability. r ew ar d their m em ber s w ith incr eased
benefits and fr ee passage on ships, in r etur n
This is just a par tial list of som e of the sm aller
the Society m em ber s have to per for m quests
factions active in M ystar a
to m ake the w or ld safer. Each m em ber is
- Br ot h er h ood of t h e Radi an ce. Pr o m agic r equir ed to under take tw o adventur es a
secr et society in Glantr i pr om oting the year w ithout r ew ar d to m aintain their
study of unknow n m agics. m em ber ship.
- El ven Li ber at i on Fr on t . Separ atist gr oup
M ot t o. Til All Ar e Safe
of Elves looking to br ing par t of Glantr i
under Alfheim contr ol. Bel i ef s. The Adventur er 's Society's beliefs
- Fi r e I sl an d W i zar ds. Reclusive gr oup of can be sum m ar ized as follow s:
pyr om ancer s in Ier endi devoted - The str ong m ust pr otect the w eak .
them selves to the study of the Elem ental - Ther e is no one unw or thy of pr otection.
Plane of Fir e. - Thr ough sacr ifice w e becom e gr eater.
- Kr on dar . The duly appointed
Goal s. Br ing stability thr oughout the lands.
peacekeeper s of the Five Shir es, their sole
Pr otect Ier endi fr om all enem ies.
pur pose to keep the nation tr anquil.
- St or m Sol di er s. The fanatical loyalists to Typi cal Qu est s. Dr ive m ar auding
the Thyatian r egion of Hattias. Their one hum anoids or br igands fr om an ar ea. Put
desir e is to keep their land r acially pur e. dow n undead thr eats.
- Th e Th or n s. Radical Dw ar ven social Renow n Rank
gr oup that tr ies to stir up tr ouble inside of
Alfheim . 1 K'iai (Sir )
- Vei l ed Soci et y. Highly or ganized gr oup of 3 Naiku (Knight)
extor tionists and thugs oper ating out of
10 Haku (Lor d)
Kar am eikos.
25 Keiki (Pr ince)

50 M ???(King)

37
Dar ok i n Di pl om at i c Cor ps Hel dan n i c Or der
One of the m ost r ecognizable institutions in The Heldannic Or der is the m ilitant w ing of
the Know n Wor ld, the Diplom atic Cor ps is the Chur ch of Vanya. They ar e devoted to
found in ever y countr y know n. Dedicated stam ping out chaos in all its for m s. The
to finding peaceful solutions to delicate Or der is less concer ned w ith good or evil
situations, the DDC helps m aintain a safe than it is about m aintaining or der. The
envir onm ent for Dar okin's tr ade goods. Or der despises anar chy, and r ather see a
countr y be lead by a despot than fall into
The DDC is view ed by m any to be a
disor der.
par tially neutr al ar biter for m any disputes,
offer ing m ediator s for local disputes for a The Heldannic Or der is looked on by
pr ice. If diplom acy fails, the DDC is nations w ith appr ehension. W hile they
author ized to use for ce to stabilize a fight against hum anoids w ith fer vor , they
situation. also w ill attem pt to depose w eak r uler s and
r eplace them w ith str ong w illed allies.
DDC m em ber s ar e technically em ployees
of the nation of Dar okin, though they w ill The Or der r ecr uits those it feels r epr esent
take anyone w ith talent. The Cor ps pays the law ful natur e of the or der. Anyone is
w ell, and is quick to defend its m em ber s w elcom e, but follow er s of Vanya ar e
fr om undo har m . favor ed.
M ot t o. We W ill Find a Way M ot t o. By Vanya's W ill
Bel i ef s. The Dar okin Diplom atic Cor ps Bel i ef s. The Heldannic Or der 's beliefs can
beliefs can be sum m ar ized as follow s: be sum m ar ized as follow s:
- Peace is m or e pr ofitable than conflict. - Only the law m atter s.
- If all else fails, m oney talks louder than - Chaos m ust be r eplaced w ith or der.
w or ds. - Those that cannot lead m ust be r eplaced
- Som etim es you have to r em ove the by those that can.
obstacle to obtain peace.
Goal s. M aintain law and or der. Spr ead the
Goal s. Lessen inter national tensions. Keep w or ship of Vanya.
the tr ade r outes open.
Typi cal Qu est s. Put dow n an upr ising,
Typi cal Qu est s. Settle ter r itor ial disputes. over thr ow a w eak r uler. Dr ive out a
Rem ove highw aym en fr om a tr ade r oute. hum anoid w ar par ty.

Renown Rank Renown Rank


1 Copper 1 Soldat
3 Silver 3 Doppelsoldat
10 Electrum 10 Fähnr ich
25 Gold 25 Hauptm ann
50 Platinum 50 Oberste

38
I r on Ri n g Ten Th ou san d Fi st s of t h e Kh an
The Ir on Ring is one of the m ost fear ed The Fists of the Khan is an or ganization
or ganizations in the Know n Wor ld. A for m ed in Ethengar to pr om ote the w or ship
secr etive and deadly gr oup of slaver s, they of the Im m or tals. Though their pr im ar y
w ill str ike anyw her e they can. Though tar get is the atheistic Glantr i, the Fists w ill
outlaw ed in ever y nation for their br utal tar get anyone w ho stands against the w ill of
tactics, they alw ays have a m ar ket for their the Im m or tals.
pr oduct. The Fists of the Khan is or ganized in a cell
The Ir on Ring is m or e than a sim ple str uctur e, w ith each gr oup independent of
thieves guild, their or ganization cr osses the other s and lead by a single Fist. The
bor der s and involves levels of coor dination Fists m aintain a vast spy netw or k to keep
unseen in other sim ilar gr oups. Often they other s fr om under m ining the w ill of the
w ill oper ate acr oss m ultiple bor der s for a Im m or tals.
single oper ation. A typical Fist m em ber can com e fr om any
M em ber s of the Ir on Ring ar e m em ber s w alk of life, all that is r equir ed is they m ust
for life. They ar e not allow ed outside w or k be deeply r eligious. W hile m ost Fist
w ithout per m ission, though they w ill keep m em ber s w or ship of of the thr ee patr on
up appear ances to m aintain their cover. Im m or tals of Ethengar , w or shipper s of
The Ir on does how ever pay extr em ely w ell. other Im m or tals ar e not uncom m on.
M ot t o. We Ow n You, Body and Soul M ot t o. The Im m or tals W ill It
Bel i ef s. The Ir on Ring beliefs can be Bel i ef s. The Ten Thousand Fists of the
sum m ar ized as follow s: Khan's beliefs can be sum m ar ized as
follow s:
- Any one w ho is not us is m eat.
- If violence doesn't w or k, you ar en't using - Tr ust the Im m or tals in All Things.
enough of it. - Disbeliever s m ust be m ade to believe.
- Pr ofit is the only m easur e of success. - The m or e br ought to see the tr uth the
better.
Goal s. Keep the slave tr ade going. Rem ove
and obstacle to the tr ade. Goal s. Spr ead the Wor ship of the
Im m or tals. Wor k to counter Glantr i.
Typi cal Qu est s. Scout a settlem ent for
str aggler s and w eaknesses. Rem ove r ivals Typi cal Qu est s. Set up a chur ch in a new
fr om your w ay. ar ea. Conver t the m asses to be devout.

Renown Rank Renown Rank


1 Brute 1 Khoobarak
3 Breaker 3 Gelung
10 Underboss 10 Getsul
25 Factor 25 Bandee
50 Overboss 50 Lama

39
Racesand Heroes

40
Racesof Mystara
Dw ar ven Su br ace elves have differ ent nam es in M ystar a.
Dw ar ves in the Know n Wor ld ar e separ ated Al l El ves i n M yst ar a l ose t h e Tr an ce abi l i t y.
betw een the dw ar ves that live deep
Syl van El ves
under gr ound in Rockhom e and those that live
above gr ound in var ious hum an cities. M ystar a Located in Alfheim , Glantr i and Kar am eikos
dw ar ves ar e highly r esistant to m agic, an ability m ainly, Sylvan elves ar e by far the m ost
given to them by the im m or tal Kagyar. This gift num er ous. Sylvan elf m ales tend to gr ow long
how ever leaves them w ithout the ability to use w hite bear ds late in life. They use the default
ar cane m agic. The M ystar a subr ace r eplaces Wood Elf Subr ace.
both the hill and m ountain dw ar f subr aces. Bel cadi z El ves
M yst ar a Dw ar f Located exclusively in Glantr i, Belcadiz ar e
Abi l i t y Scor e I n cr ease. Your Str ength scor e is know n for their fier y passions and extr avagant
incr eased by 1. clothing. Their m en ar e noted for spor ting
shor t thin bear ds. Belcadiz elves ar e shor ter
Dw ar ven Resi st an ce. You have advantage on
than nor m al elves, and possess dar ker skin and
all saving thr ow s ver sus m agic.
alm ost alw ays black hair , though br ow n and
Rest r i ct ed Cl asses. You cannot take the bar d, r ar ely r ed hair can be found. Belcadiz Elves
w izar d, or sor cer er classes. use the High Elf Subr ace w ith one var iance.
El ven Su br aces Bel cadi z Weapon Tr ai n i n g. You have
Elves in M ystar a ar e gr eatly var ied, being fr om pr oficiency w ith the r apier , shor t sw or d, shor t
tw o differ ent or igins. The Souther n elves bow and longbow.
em igr ated fr om Ever gr un befor e the Gr eat Rain Sh adow El ves
of Fir e. The shadow elves tr aveled
As a shadow elf you have lived your life
under gr ound to escape the disaster and settled
under gr ound w aiting for the r etur n of your
in lar ge caver ns under neath the continent.
people to the sur face. Your people w as split off
Another gr oup of elves, the Belcadiz cam e fr om
fr om the r est of your r ace in the Gr eat Rain of
another land far over the ocean. They ar e
Fir e and have spent thousands of year s
fur ther br oken dow n by w her e they settled.
under gr ound not know ing w hat w as left of the
Ther e ar e no Dr ow in M ystar a, sylvan and high
41
sur face w or ld. You com e fr om a deeply Abi l i t y Scor e I n cr ease: Your Intelligence scor e
r eligious people w ho ar e just now discover ing r aises by 1.
ther e ar e entir e civilizations above you. Bon u s Pr of i ci en cy. You have pr oficiency w ith
Shadow elves ar e know n for their pale skin and the Natur e skill.
light hair. Their ear s ar e lar ger than other Hi dden Tr ai l s: You can cast pass without trace
elves, it is a giveaw ay in the com pany of other s once using this tr ait. You r egain the ability to do
of their type. so after a shor t r est.
Abi l i t y Scor e I n cr ease: Your W isdom scor e is Hal f l i n g Su br ace
incr eased by 1.
The hin of M ystar a ar e a stout and pr oud r ace.
Bon u s Pr of i ci en cy: You ar e pr oficient in the They value fr eedom and fam ily m or e than
Religion skill. anything else. Fr equently attacked in the past,
El f Weapon Tr ai n i n g: You have pr oficiency the hin have becom e know n for their stealth.
w ith the long sw or d, shor t sw or d, cr ossbow and Located pr im ar ily in the Five Shir es, w ith a
spear. lar ge pr esence in M inr othad, the hin ar e on
fr iendly ter m s m ost nations and r aces save
Su per i or Dar k Vi si on : You can see in dar k or
Glantr i. They do possess on occasion the ability
tw ilight conditions up to ninety feet as if they
to counter m agic, based entir ely on their
w er e br ight daylight.
r elationship w ith the land of the Shir es. The
Sea El ves Hin subr ace r eplaces both the Stout and
The sea elves ar e a tr ibe of elves native to the Lightfoot subr aces.
M inr othad Guilds. They ar e know n for their Hi n
uncanny sense of dir ection, ingr ained fr om
Abi l i t y Scor e I n cr ease. Your Constitution scor e
year s at sea. They ar e an adventur ous people,
is incr eased by 1.
spending m or e of their tim e at sea than on land.
Ther e is som e m inor distr ust am ong sylvan Un obt r u si ve. You have pr oficiency in the
elves for a r esem blance to shadow elves, but the Stealth Skill.
sim ilar ity is pur ely coincidental. Gn om es
Abi l i t y Scor e I n cr ease: Your Intelligence scor e Gnom es ar e the only m ajor dem ihum an r ace
r aises by 1. w ithout a hom eland in the Know n Wor ld. They
El f Weapon Tr ai n i n g: You have pr oficiency do possess a giant flying city know n as Ser r aine,
w ith the long sw or d, r apier , long bow and but the m ajor ity of them live in settlem ents in
tr ident. the hum an and dw ar ven kingdom s. W hile not
know n for being the adventur ing type, som e
Bon u s Tool Pr of i ci en cy: You ar e pr oficient w ith
gnom es do set off to see the w or ld.
vehicles (w ater ).
Hill gnom es: Use for est gnom e subr ace
Sen se of Di r ect i on : You gain advantage on all
W isdom (Sur vival) tests you m ake for Sky gnom es: Use r ock gnom e subr ace
navigation. Hal f Races
Vyal i a El ves In M ystar a ther e ar e no half r aces. In the case
Located in Thyatis and Kar am eikos, the of a m ixed couple, the r ace of the child is the
r eclusive Vyalia ar e exper t for ester s, know n for r ace of the sam e sex par ent. Hum ans and
their ability to disappear into the for est w ithout dem ihum ans can inter br eed, as can hum ans
a tr ace. W hile they keep to them selves m ostly, and or cs. Som e r aces need m agical assistance to
the Em pir e of Thyatis has contr acted them on have childr en though, like hum ans and hin.
m ultiple occasions to teach the w ay of the M yst ar a does n ot h ave t i ef l i n gs, aasi m ar or
eldr itch knight to hum an soldier s. The Vyalia dr agon k i n . Hal f el ves an d h al f or cs t ak e on
other w ise stay by them selves, and ar e r em ote t h e r ace of a par en t , bu t can st i l l h ave
enough that the countr ies they live in leave ch i l dr en of t h e ot h er r ace.
them alone.
42
Human Ethnicities
Al asi yan s ar e the sm aller of the m ajor
ethnicities of Ylar uam , and ar e also pr esent in
ter r itor ies held by Thyatis. They ar e consider ed
a good natur ed people, m er ging the cultur es of
Thyatis and Ylar uam . They pr efer dialogue to
violence, and have adjusted their tr aditional
gar b for fashion and pr acticality over r eligious
r easons. They possess dusky skin and dar k hair.
Their native language is Thyatian.
Al ph at i an s ar e found in the Em pir e of Alphatia.
Extr em ely m agical, their land is r uled by
w izar ds. They have tw o distinct ethnic m ake
ups, the com m oner s have copper y color ed skin
and hair r anging fr om r ed to black . Noble
Alphatians have black hair and blue toned skin.
Native language is Alphatian
At r u agh i n ar e native to the plateau of the sam e
nam e. They ar e an isolated people and behind
other nations in ter m s of technology. They have
r eddish skin and black hair. Native language is
Atr uaghin
Aver oi gn e ar e found in Glantr i. They ar e fr om
another w or ld r esem bling that of Fr ance. They
have been plagued by lycanthr opy in the past, Fl aem i sh w er e the or iginal settler s of Glantr i,
and their nobles ar e know n for being ver y or iginally fr om Alphatia. They ar e a volatile
eccentr ic. They tend to have fair skin and people, descendants of the fir e w or shiper s of
blonde to br ow n hair. Native language is old. M any feel they ar e the r ightful r uler s of
Thyatian. Glantr i. Flaem ish have copper toned skin and
br ight r ed hair. Native language is Alphatian.
Dar ok i n is a m ixed r ace fr om all the var ious
peoples that have com e to live in the countr y of Hat t i an s ar e fr om an island off the coast of
the sam e nam e. They ar e a w ealthy and Thyatis. They w er e once an equal par t of the
industr ious people, built on tr ade. They tend to em pir e until an ill fated r evolt caused them to
have tan skin and dar k hair. Native language is be conquer ed again. They ar e know n for their
Dar okinian. r acism and super ior ity com plex. They tend to
have olive skin and hair r anging fr om light to
Et h en gar ar e pr oud w ar r ior s of the steppes on
dar k . The native language is Thyatian.
the Sea of Gr ass. They ar e nom adic and fam ily
or iented. It it said they lear ned to r ide befor e Hel dan n i c Fr eeholder s com e fr om the lands to
they lear ned to w alk . Ethengar have dar k the far nor th. They ar e fier cely independent to
copper toned skin and black hair and tend to be the point of being disor ganized. They have
of a slight build. Native Language is Ethengar. r esisted attem pts at conquest by Ethengar and
Ostland, and r efused to be assim iliated by the
43
other Nor ther n nations. Fr eeholder s have fair other people native to the island, Thothians
hair and pale skin. Their native language is have dar k skin and hair. Though they shar e the
Heldan. sam e language as the r eclusive Nithians of
Hi n t er l an der s r elish life, w hether they ar e Ylar uam , their cultur e is vastly differ ent. Native
fighting or car ousing. Their lands ar e at w ar language is Nithian.
w ith the Thyatian Em pir e, though som e of them Nor t h m en com pr ise the population of Ostland,
have changed sides. Hinter lander s value Vestland and Soder fjor d. They ar e a r ugged
individual achievem ent over all else. people, living in a har sh land. They ar e of a
Hinter lander s tend to be lar ger than other s, lar ge build, w ith fair hair and heavy bear ds.
w ith fair skin and hair that r anges fr om light to Native language is Heldan.
r ed. Native language is Thyatian.
Nu ar i ar e dar k skinned peoples fr om the Pear l
Jen n i t es fr om Ester hold ar e a conquer ed Islands. Conquer ed by Thyatis at the star t of the
people. Over r un by Alphatia and used for slave Em pir e, they have acclim ated w ith the Em pir e
labor the Jennites look to escape their w izar d w hile keeping their ow n cultur e. Nuar i str ive
over lor ds. Jennite ar e of aver age height but for per fection no m atter their task, they str ive to
lar ge build. They have dar k br ow n skin, w ith be gr eat w ar r ior s and scholar s. Nuar i have
dar k eyes. Native language is Alphatian. alm ost coal black eyes and black hair. Native
Kl an t yr e ar e found in Glantr i. They w er e language is Thyatian.
br ought over by the people that br ought over Och al ean s ar e a conquer ed people in the
the Aver oigne, fr om a land r esem bling Scotland. Em pir e of Thyatis. They ar e exotic com par ed to
They tend to be a haunted people w ith a lar ge the r est of the Em pir e, w ith yellow skin and
num ber of ghosts in their r egion. Klantyr e tend dar k hair. Ochaleans ar e know n for their
to be lar ger that nor m al hum ans, w ith pale skin ar tistr y, food and their unar m ed fighting styles.
and br ow n to r ed hair. Native language is Native language is Thyatian.
Thyatian
Thyat i an s ar e the m ajor ity in the Thyatian
M ak ai ar e the native islander s to Ier endi. em pir e, and have spr ead thr oughout the know n
Playful in tim es of peace, fear som e in tim es of w or ld. They ar e found in neighbor ing countr ies
w ar , the M akai never do som ething halfw ay. and as far aw ay as Ostland and Glantr i. They
They ar e a sim ple people, living off the vast ar e know n for their tr eacher ous politics.
bounty the isles have to offer. Their skin tone is Thyatians have a light olive skin tone and light
typically br onze, w ith str aight or extr em ely to dar k br ow n hair. They ar e know n for their
cur ly black hair. Native language is M akai. lar ge noses. Native language is Thyatian, w hich
M ak i st an i ar e the lar gest ethnic gr oup in is consider ed Com m on for m ost of the Know n
Ylar uam . A deeply r eligious people, they ar e Wor ld.
consider ed ster n and unfor giving by other Tr al adar an s ar e native to w hat is now the
cultur es. They w er e lar gely nom adic until Gr and Duchy of Kar am eikos. They ar e a
r ecently, w hen they began to for m cities. They super stitious people, living in a land plagued by
hold honor above all, and have str ict sex r oles. undead, invasions, and m onster s. They tend to
M akistani have br ow n skin and black hair and dr ess br ightly w hen they can affor d it. Their
tend to have a lot of body hair. Their native tastes r un sim ple, valuing function over for m .
language is Ylar i. Their hair tends to be dar k and their skin pale.
Th ot h i an s com e fr om the Isle of Daw n, unlike They ar e shor ter than other nationalities. Their
native tongue is Tr aladar an.
44
Lupin
A fier ce and nom adic people, the noble lupin
tr avel the w ilder ness in fam ily packs follow ing
the her ds they hunt. A fr iendly people, lupin
get along w ith hum ans and dem ihum ans,
though the canine r ace pr efer open spaces to
cr ow ded cities. Lupin ar e the natur al foe of
w er ew olves, hunting them w ithout m er cy w hen
found.

St ou t an d Ru gged
Lupin ar e cover ed head to toe in fur , though the
fur can be shor t to the point of bar ely cover ing
the skin, to thick and shaggy for the nor ther n
tr ibes. The heavier coated lupin for obvious
r easons avoid heavy ar m or. They tend to tr avel
light, and don't car r y a lot of possessions.
Excess equipm ent is given to the pack to be used
as needed.
Lupin value loyalty m or e than other r aces.
They ar e pack cr eatur es, to them the fam ily is
all im por tant. A lone lupin that is an outcast or
a sole sur vivor of his pack can go m ad fr om
loneliness. Lupin such as these tend to becom e
There is no glory to be had alone cub, true glory adventur er s to for m a new pack, and ar e
comes from the pack. Together we hunt, together fier cely loyal to their new found fam ily.
we prosper. All lupin know their roles, from the
Loyal t o a Fau l t
our swiftest scouts to our strongest warriors to
our wiliest trackers. You cannot fault another for Lupin packs ar e w ell know n and w elcom ed in
being bigger, nor can he fault you for being small m ost nations of the Know n Wor ld. They live off
of frame. Remember you can rely on his strength of the land, tr ading for w hat they need w ith the
to aid you as much as he must rely on your speed fur s and food they gather in their tr avels. W hile
to aid him. Differences are only weaknesses if they ar e not allied w ith any nation, lupin w ill
you do not work towards the same goal. not think tw ice about pr otecting innocents
Together we are stronger than alone. That is the under attack . The lupin packs ar e not
way of the lupin. associated w ith each other , but w hen they m eet
it is a tim e of celebr ation. M any betr othals ar e
-Horr the Scarred, lupin elder
cr eated this w ay to keep the pack's blood fr esh.

45
Lupin can be appr oached by var ious Bu l l Lu pi n
com m unities for tr ade, assistance or to hir e out The har diest of the lupin, the bull var ieties ar e
as m er cenar ies as needed. Often if a tow n is know n for their str ength and cour age.
beset by w er ew olves lupin w ill descend to r oot Consider ed the best w ar r ior s of the br eed, the
out their hated enemy. W hile they ar e w elcom e bull lupin ar e often found looking for tr ouble
in m ost par ts, lupin ar e nom ads and seldom w hen the pack ar r ives at a new hunting gr ound.
stay for long. W hen they com e to any ar ea w ith W hen the hound lupin find w er ew olves, the
am ple gam e, they w ill set up a tem por ar y bull lupin ar e the fir st to go in.
village to allow them to hunt for longer per iods
of tim e. Abi l i t y Scor e I n cr ease. Your Str ength
incr eases by 1.
Lon e Wol ves
Bu i l t f or Fi gh t i n g. You gain pr oficiency in the
Lupin often becom e adventur er s w hen they Intim idation skill.
have left a pack for w hat ever r eason. Som e
Hou n d Lu pi n
cubs gr ow enam or ed of the w or ld and w ish to
see m or e than w hat follow ing their pack can The scouts of the lupin, hound lupin ar e
offer. Other s ar e exiled for som e unspoken r esponsible for hunting dow n gam e and finding
cr im e, and other s ar e the only sur vivor s of som e new places to hunt. Their sense of sm ell is
gr eat catastr ophe. Regar dless of the r eason, the legendar y, and they ar e fear ed for the their
lupin bond w ith their fellow adventur er s like tenacity w hen they detect a foe.
fam ily. Abi l i t y Scor e I n cr ease. Your W isdom
Lupin Trait s incr eases by 1.

Abi l i t y Scor e I n cr ease. Your Constitution scor e Hei gh t en ed Sen se of Sm el l : You have
incr eases by 2. advantage on all Per ception skill checks using
sm ell.
Age: Lupin r each m atur ity quickly, ar ound 10
year s old. They live on aver age about 90 year s. Hu n t er Lu pi n

Al i gn m en t: M ost lupin ar e law ful in natur e, and One of the m ost num er ous types of lupin, the
m ost ar e good as w ell. hunter lupin ar e sm aller than other lupin, but
m ake up for it by being m uch m or e agile.
Si ze: Lupin aver age 5'5. They aver age 180lbs
Skilled w olf r ider s and know n for their ar cher y
fully gr ow n. Your size is m edium .
skills, they for m m ost of the lupin outr ider s on
Speed: Your base speed is 30 feet. the hunt.
Lan gu ages: You can speak, r ead and w r ite Abi l i t y Scor e I n cr ease. Your Dexter ity
Com m on and Lupin. incr eases by 1.
Dar k v i si on : You can see in the dar k 60'. Wol f Ri der . You ar e alw ays tr eated as having a
Keen Sen ses: You gain pr oficiency in the saddle w hen r iding a w olf or other canine.
Per ception skill.
Wer ew ol f An i m osi t y: You autom atically know
if som eone is a w er ew olf w hen looking at them ,
even if they ar e in hum an for m . Lupins ar e
im m une to the Cur se of Lycanthr opy.

46
Li t h e an d Agi l e
Rakasta ar e as var ied as lupin, but all r akasta
shar e an alm ost unnatur al gr ace. They ar e
extr em ely var ied in size, fr om ar ound 5' for the
dom estic r akasta to alm ost 7' tall for the gr eater
r akasta. Likew ise their w eight can be anyw her e
fr om 90lbs for the lither ver sions, to alm ost
500lbs for the lar gest gr eater r akasta.
Rakasta appear as fur r y hum anoids w ith feline
heads. The sm aller r akasta appear to have
heads of com m on house cats, w her e the lar gest
of r akasta have heads r esem bling lions or tiger s.
Their coats can be any var iety of color s, though
the gr eater r akasta often have coats sim ilar to
tiger s or leopar ds.

Fi ck l e Cr eat u r es
Rakasta tr avel in fam ily gr oups usually. They
ar e not tied dow n to the fam ily gr oup, but ow e
allegiance to their chief. M any of the r akasta
seek glor y on the battlefield, w hen their chief
does not pr ovide them w ith enough glor y they
Despite what you think I'm not a normally a w ill challenge the chief or seek it for
burglar. But if you want me in on your little them selves.
heist, I want double. Plus I get first pick of the Rakasta ar e know n for their fine cr aftsm anship,
loot and top billing on the wanted poster if the w hen they ar e not at w ar they tur n to m aking
guard starts looking for us. high quality w or ks of ar t. M any m er chants seek
Neulla M arta- Acquisitions Specialist them out for tr ade, br inging w eapons in
exchange for valuable fur s, jew elr y and
Rak ast a tapestr ies. Rakasta pr efer to tr ade r ather than
steal, ther e is no honor for them in r obber y.
Rakasta ar e a r ace of nom adic feline hum anoids
Hi gh l y Adapt abl e
that ar e found on the Isle of Dr ead and in par ts
of Thyatis. They ar e a w ar like r ace, pr iding Rakasta ar e found alm ost ever yw her e in the
them selves on their m ar tial skills. They ar e also Know n Wor ld. Though not the m ost num er ous
know n for their ar tistic natur e, w ith their of r aces, ther e ar e few places on the continent
potter y and ar t being quite collectible am ong they have not tr aveled. Rakasta pr efer w ide
the nobles of var ious hum an kingdom s. Rakasta open spaces like the Isle of Dr ead, but they ar e
tr avel in fam ily gr oups, alw ays looking for new not a r ar e site in m ajor cities either. The
pr ey. They ar e valued as tr ading par tner s r akasta on the m ainland tend to stay in the
am ong the Dar okin and M inr othad m er chant w ilder ness follow ing the gam e anim als.
pr inces.

47
M any r akasta have adapted to the var ious claw s. See w eapons on page 86.
envir onm ents. The solitar y gr eater r akasta tend Gr eat er Rak ast a
to be loner s, and can be found in higher
m ountains or deep for ests instead of w ith packs. The lar gest of the r akasta, gr eater r akasta ar e
Som e r akasta fall in love w ith the bustle of the solitar y hulking br utes. Unlike other r akasta
city and the fact m any find them exotic and the gr eater r akasta live alone, hunting pr ey for
instead r eside in the gr eat m etr opolises in them selves. They tend to be sur ly and
Glantr i or Thyatis. suspicious of outsider s. They can be found in
alm ost any type of w ilder ness, often as hunter s
Hi gh l y Cu r i ou s or r anger s.
Rakasta ar e w ell know n for their cur iosity, and Abi l i t y Scor e I n cr ease. Your Str ength incr eases
its ability to lead them into tr ouble. M any by 1.
r akasta gr ow tir ed of the pack life and seek out
Roar . You can spend your action to r oar. All
new fr iends to take them to m or e inter esting
enem ies w ithin 10' m ust m ake a W isdom save
places. W hile m any r akasta r etur n, som e
DC 8 + pr oficiency bonus + your Char ism a
becom e devoted to the adventur ing life and
m odifier or becom e fr ightened for 1d6+1
never settle dow n at all.
r ounds. You cannot use this ability again until
Rak ast a Abi l i t i es you take a shor t r est.
Abi l i t y Scor e I n cr ease. Your Dexter ity scor e W i l d Rak ast a
incr eases by 2.
The m ost com m on r akasta, w ild r akasta ar e
Age. Rakasta r each m atur ity ar ound 12 year s found in packs in secluded ar eas or w ide open
old. They live on aver age 90 year s. spaces. Know n for their ability to leap gr eat
Al i gn m en t : M ost r akasta ar e neutr al in distances, they sur pr ise their foes by closing
alignm ent. faster than thought possible.

Si ze. Rakasta ar e fr om 6-7' tall, and w eigh fr om Abi l i t y Scor e I n cr ease. Your Constitution
90 to 500 lbs. You ar e a m edium cr eatur es. incr eases by 1.

Speed. Your base speed is 35 feet. Pou n ce. W hen jum ping you double the distance
jum ped. You have advantage on all skill checks
Lan gu ages. You can speak, r ead and w r ite
w hen jum ping over obstacles or seeing if you
Com m on and Rakasta.
land on your feet.
Dar k v i si on . You can see in the dar k 90'.
Dom est i c Rak ast a
Fear of Wat er . W hen on a boat or w hen
Giving up living in the w ilds for the com for ts of
com pletely dr enched, you have disadvantage on
ur ban living, dom estic r akasta ar e an
attacks and skill checks until you get on land or
uncom m on sight in the lar ger cities. W hile they
dr y off.
have lost som e of the savager y of their kin, they
Cat f al l . You have r esistance to falling dam age. ar e also know n for their alm ost super natur al
Nat u r al Weapon s. Your claw s deal 1d4 points of luck .
slashing dam age, and ar e consider ed light Abi l i t y Scor e I n cr ease. Your Char ism a
w eapons. incr eases by 1.
Weapon Pr of i ci en cy. You have pr oficiency in Ni n e Li ves. You have advantage on death saving
the kasas, a for m of shor t sw or d they w ear as thr ow s.
48
Et h er eal an d Ti m el ess
The appear ance of the sidhe is as var ied as the
hum ans. Sidhe appear to be a hybr id of m an
and elf, though they ar e r elated to neither r ace.
They can usually pass as hum an easily. Sidhe
r ange fr om 5'8 to w ell over 6' on aver age,
though they tend to be of light build, w eighing
less than a hum an of sim ilar size. Hair color for
the sidhe can r ange fr om nor m al hum an color s
to unusual like dar k gr een or br ight pink . Their
eyes ar e the sam e w ay and can be any color and
need not even m atch. Sidhe ar e effectively
im m or tal, they do not age and if slain instead
r eincar nate back in the Good Kingdom .
Sidhe skin color tends to be the sam e shade of
hum ans, though they can go to extr em es, w ith
skin w hite as snow or black as onyx. Facial hair
is r ar e on sidhe m en, but not unhear d of. Both
sexes tend to ador n them selves w ith jew elr y, the
m or e extr avagant the better. Their clothing
r anges fr om sim ple fur s to gow ns finer than
w hat em per or s could even dr eam of.
Look at it! The light reflects off it so perfectly! Sidhe tr easur e things of beauty m or e than
Have you ever seen something so shiny? To think physical value. A w ell m ade etched glass w ould
this was made by nature, no craftsman shaped it, be w or th m or e to them than a chest of gold
no one designed it, it happened naturally. Just bullion. They ar e cr eatur es of passion and
left alone in this cave undisturbed until the em otion, and love ar t of all types, fr om dw ar ven
dragon made its layer right beside it. I call this histor y r ecitals to r ustic hin dances. They abhor
for my first share of the treasure, this pebble. ugliness, str ive for per fection in anything they
-Aurora Stargrove, sidhe Bard m ake.

Sidhe
St r an ger i n a St r an ge Lan d
In ages past tw o gr oups of im m or tals existed.
Despite their hum an appear ance, sidhe ar e
One becam e the Im m or tals vener ated by the
for eign to the Know n Wor ld. For them
cler ics. The other becam e the fey, w ith their
ever ything is extr em ely unusual. The lack of
ow n m agics ow ing no allegiance to the other
m agic, the static natur e ar ound them and the
Im m or tals. Sidhe ar e the m ost hum an of the fey
shor t lived cr eatur es they encounter intr igue
cr eatur es, a separ ate r ace of Im m or tals of
them . Sidhe ar e dr iven to exper ience all they
M ystar a. The sidhe ar e highly m agical
can in the nor m al w or ld. They ar e not attr acted
cr eatur es that ar e know n for their cur iosity of
by gold or pow er , but by new exper iences. A
m or tal r aces.
sidhe w ill agr ee to go on an adventur e that pays
nothing if it sounds exciting to her.
49
To outsider s the sidhe seem over ly gener ous but native land after death. The aver age sidhe
foolish. M or tals don't under stand the inhum an appear s fully gr ow n after 20 year s.
m otivations of the sidhe. They ar e im m or tal,
Al i gn m en t . M ost sidhe ar e chaotic by natur e,
they have no need for r iches or pow er. W hen
though their r uler s ar e law ful.
they r etur n to the Good Kingdom their stor ies
ar e their cur r ency. To the fey m em or ies ar e Si ze. Sidhe aver age 5'6 to over 6' tall and have a
coin and excitem ent it's ow n r ew ar d. lithe build. You ar e a m edium cr eatur e.
Speed. Your base speed is 30 feet.
El dr i t ch Or i gi n s
Lan gu ages. You can speak, r ead and w r ite
All sidhe com e fr om another r ealm they call the
Com m on, Elven and Fey.
Good Kingdom . The m ost w ell know n por tal is
in Alfheim , but other s exist. The Good Kingdom Et er n al Cr eat u r es. You ar e not a cr eatur es of
is a place w ithout tim e or death, w her e this w or ld, your m agic is your ow n, you have no
ever ything seem s to change but nothing tr uly use for the m agic of Im m or tals. You cannot gain
does. Ober on has been king for longer than take any class that gr ants Im m or tal m agic such
m an has w alked the face of the planet. The as cler ic, dr uid, r anger or paladin. You gener ate
sidhe have w atched m ountains r ise and fall, and your ow n m agic fr om your ties to the Good
it is no sur pr ise that m any of them get bor ed Kingdom , offer s of pow er fr om outside
w ith their im m or tal existence. influences ar e m eaningless to you, so you
cannot take levels in the w ar lock class.
Sidhe have existed since befor e the Im m or tals,
and as such need nothing fr om them Their Fey M agi c. At 2nd level, you gain the ability to
pow er com es fr om another r ealm , Im m or tal cast Illusion and Enchantm ent spells fr om the
m agics offer them nothing. Sidhe often blend in w izar d's spell list. Beginning 2nd level, and
w ith hum an societies, their neighbor s none the ever y tw o levels ther eafter , you can gain a one
w iser. Sidhe even get m ar r ied to tr y and lear n spell w ith a level equal to half your cur r ent
about love, but they ar e doom ed to w atch their level; you m ay cast each spell fr om this list once
spouse w ither and die fr om age. per long r est (use Char ism a as your spellcasting
ability). You lose this ability w hile w ear ing or
Ex pl or i n g t h e n ew w or l d
car r ying ir on.
Sidhe w hen enter ing the new w or ld tend to seek
Wat er Br eat h i n g. You can br eathe w ater as
out the lar gest population center they can find.
w ell as you can br eathe air.
M any becom e adventur er s because of the
excitem ent it br ings. Their lack of desir e for I r on Al l er gy. You cannot stand the touch of
w ealth cause m any to think them naive, but few ir on. You cannot cast spells w hile w ear ing or
under stand the myster ious cr eatur es w ell. Once touching ir on w eapons or ar m or. Item s w ith a
the sidhe has cir cled the globe a few tim es, they +2 enchantm ent or better ar e not consider ed to
r etur n to the Good Kingdom to shar e their tales. be m ade of ir on. You have dam age
vulner ability against ir on w eapons.
Si dh e Tr ai t s
Tr u e Fey. You ar e im m une to nonm agical
Abi l i t y Scor e I n cr ease. Your Char ism a diseases, can see other fey that ar e invisible and
incr eases by 2 and your Dexter ity incr eases by take dam age fr om holy w ater as if you w er e
1. undead. As you r eincar nate into a new for m ,
Age. Sidhe have no concept of age as they ar e an spells that r aise you fr om the dead do not w or k
im m or tal r ace, r eincar nating back in their unless cast w ithin ten m inutes of your death.
50
Tor t l e
Tor tles ar e a stoic and placid r ace, content to
live in their shor eline villages fishing. W ith
natur al heavy ar m or and nothing of r eal value,
m ost other r aces ar e content to leave them
alone. W hile they have few enem ies, Tor tles do
not go out of their w ay to m ake fr iends either.

Sl ow an d Pon der ou s
Tor tles have little in the w ay in var iety, they
have color ation r anging fr om br ow n to gr een
but ar e har d to tell apar t except for their shells.
Each tor tle shell is a unique patter n on the back,
and occasionally the Tor tles w ill paint them for
decor ation. The aver age tor tle stands 6' tall,
w eighing in at alm ost 700lbs or m or e.

Tor tles ar e r eptilian in natur e, w ith r ough scales


over m uch of their body. They have a thick shell
that is on par w ith heavy ar m or and gets
tougher as they age. Their faces have beaks for
m ouths, and also have lar ge over sized hands
and feet.

This is the life I tell you. No worries, no fretting.


Just fishing all day and lounging around in the
Bou n d by Tr adi t i on
sun. This is how a tortle is meant to live, leave all
the running around and worrying to the other Tor tles above all else value their peace and
races. Here we live in peace and harmony with quiet. M ost Tor tles live alone, fishing and
all other things. Just fishing and sunning. That's keeping their huts tidy. They ar e not know n for
the life. Of course if you feel obliged to take up being cr aftsm en or w ar r ior s. Tor tles far m
arms and go live a short brutal life before some com m unally, com ing together as a gr oup in
orc pries open your shell and eats you, that's up tim es of need. W hen w inter com es they often
to you. I won't stop you, who knows maybe the load up on w agons and head to w ar m er clim es.
change of scenery might do you some good. They W hile tor tles ar e know n as kind and car ing
are looking up at that keep for somebody to clean cr eatur es, they ar e not the m ost fr iendly. Rar ely
out some caves of goblins. You grab a club and w ill you find a tor tle going to tr ade w ith other
go head over there and sign up. M aybe you r aces, and alm ost never w ill you find one living
should do that, because if I catch you with my inside a city. Tor tles ar e happy w atching the
niece again, I'm gonna throw you in the ocean. w or ld go on w ithout them .
-Flash Yellowbeard, concerned uncle
51
Coast al Cr eat u r es incr eases by 2 and your W isdom scor e incr eases
by 1.
Tor tles ar e found exclusively on the shor es of
the m ainland and the islands in the Sea of Age. Tor tles r each m atur ity ar ound 5 year s old.
Dr ead. They build sm all fishing villages w her e They ar e a shor t lived r ace, only r eaching 50
they can also m aintain their far m s. They don't year s old on aver age.
build up for tifications but r ely on their natur al Al i gn m en t . Alm ost all tor tles ar e law ful in
ar m or and neighbor s to aid them in case they alignm ent.
ar e attacked. W hile m er chants m ay com e to
Si ze. Tor tles ar e usually 6' tall, and w eigh on
tr ade, tor tles ar e gener ally know n for their
aver age 700lbs. You ar e a m edium cr eatur e.
m eager existences.
Speed. Your base speed is 20 feet.
Tor tles do m aintain a for tified building for their
eggs. Her e the fem ale tor tles com e to lay their Lan gu ages. You can speak, r ead and w r ite
eggs, guar ded by older tor tle m ales. Once the Com m on and Tor tle.
eggs ar e laid the fem ales die shor tly ther e after , Nat u r al Ar m or . You have a har dened shell that
follow ed by the older m ale guar dians. The r est gives you gr eat pr otection. Your ar m or class
of the village then r aise the hatchlings w hen equals 10 + your Constitution m odifier + your
they em er ge. pr oficiency bonus. You can use a shield and still
Nat u r al Bor n Gu ar di an gain the benefit, but you cannot w ear any type
of ar m or.
For som e tor tles living solitar y bor ing lives until
they die isn't enough. They have to go out and Per son al Sh el t er . As a bonus action you can
m ake som ething of them selves, even if just w ithdr aw into your shell. This gives you +2 AC
br iefly. Once in a long w hile a tor tle w ill put and advantage on all saving thr ow s, but you ar e
dow n his hoe and fishing pole, pick up a consider ed blind until you spend another bonus
w eapon and go and tr y to m ake the w or ld a action to com e out of your shell.
better place. W hile not the m ost agile cr eatur es, I n cr eased Lu n g Capaci t y. You can hold your
they m ake excellent w ar r ior s because of their br eath for 2 hour s.
natur al str ength and heavy ar m or.
Cl u m sy. You do not add your Dexter ity to your
Tor t l e Tr ai t s Ar m or Class.
Abi l i t y Scor e I n cr ease. Your Str ength scor e

52
Bar bar i an s
Classesof Mystara Ther e is not a nation in the Know n Wor ld w her e
bar ds ar e not w elcom ed w ith open ar m s. Even
Skeggi Helfvir positioned himself carefully the m agic hating Ylar uam and Rockhom e
between the elven maiden he had just rescued appr eciate the tales and r ecitals of tr aveling
and the three trolls that had caught up with bar ds. Bar ds for m any ar eas ar e the only
them. He shouted at the elf to run as he pulled r eliable sour ce for new s or enter tainm ent,
his axes from his belt. He hoped she got far w hen a w ander ing m instr el ar r ives it becom es
enough away from the melee to be safe. His last alm ost like a holiday.
thought before his rage took hold was he wasn't
worried about the trolls hurting her, he was Bar dic colleges ar e r ar ely a physical location,
worried he would harm her on accident. often new techniques ar e lear ned by w or d of
m outh. How ever the nation of Ier endi fully
On the fur thest r eaches of the Know n Wor ld em br aces the w or ks of the bar ds and dedicates
w her e civilization ends is w her e you w ill find an actual college to teaching both the Colleges of
fier ce w ar r ior s in a str uggle for sur vival. Fr om Lor e and Valor.
the isolated Atr uaghin Plateau to the savage
Hinter lands at w ar w ith Thyatis to the
ber ser ker s that ar e ever pr esent in the Nor ther n
Reaches, bar bar ians can be found w aging w ar
M u si cal I n st r u m en t s
w ith foul cr eatur es and the elem ents. The type In addition to the com m on m usical instr um ents
of bar bar ians ar e heavily r egionally influenced. listed in chapter 5 "Equipm ent," of the Player 's
Ber ser ker s ar e alm ost never found outside the Handbook, bar ds in M ystar a play the follow ing
Nor ther n Reaches, other lands like Atr uaghin instr um ents:
and Ethengar lean m or e tow ar ds Totem
Ael et h r i a: A w oodw ind fr om Elven lands, the
War r ior s
aelethr ia is a long stick w ith lar ge air holes on
How ever w ith the spr ead of civilization the either end. The elf plays the instr um ent by
lifestyles of the bar bar ians ar e being r apidly spinning it ar ound w hile changing the
challenged. As nations like Vestland and pitch and tone by changing w her e the aelethr ia
Ylar uam look to m oder nize their lands, the is gr ipped.
law less tr ibes and savage w ar r ior s ar e being
Dvoden t si vk a: A tw o bar r elled flute found
pushed fur ther and fur ther aw ay.
com m only in Kar am eikos. Know n for its dual
Bar ds high pitched tone and usually played uptem po.

Dwarves are notoriously tough crowds. They Gr i ggor don : A dw ar ven w ar dr um consisting
don't dance, care little for displays of magic and nine dr um skins str etched over a com plex
their songs are tend to be monotone and tuneless. fr am e. The gr iggor don can cr eate anything
Fortunately Tim the Bard came prepared, a smart fr om a m ar ching beat up to the sound of an
bard knows his audience, and this audience was avalanche w hen played fast and loud enough.
about to be thrilled by a recital of the last fifteen K?au au : A shor t flute cr eated by the M akai and
generations of the Smithing Guildmaster's family fam ous for its haunting tune. Its m usic is
tree. consider ed extr em ely r om antic by M akai
53
w om en, and m any Toa ar e skilled in its use. Instead of cler ics w or shipping a single
M or i n Kh u u r : An Ethengar str inged Im m or tal, m any tim es cler ics instead w ill
instr um ent w ith tw o str ings that is played r epr esent the philosophy of the Spher es of
w ith a bow. Tr aditionally topped w ith the En er gy, En t r opy, M at t er , Th ou gh t or Ti m e.
im age of a hor se, it is consider ed good luck Pantheon w or ship is extr em ely com m on in
and its dr oning sound can be hear d w her e m ost nations of the Know n Wor ld.
ever Ethengar set up cam p. Sever al Im m or tals how ever have
Qan u n : A cour t instr um ent fr om Ylar uam , w or shipper s loyal to only them . Hi n M ast er s
this tr apezoidal shaped str inged instr um ent follow the High Her oes of the Five Shir es and
is played by plucking its tw enty six str ings ar e gr anted pr otective abilities in r etur n.
often four at a tim e, giving it a ver y full Kagyar r ew ar ds his dw ar ven cler ics w ith
sound, but m aking it extr em ely difficult to unpr ecedented r esistance to m agic. Rafiel's
lear n. Sh adow El f Sh am an have gr eater contr ol
over life and death in r etur n for ser vice to
Ri ppl est i ck : A com m on per cussion him . The Atr uaghin Sh am an i w or ship their
instr um ent found in the Five Shir es, it pantheon and tr ibal anim al spir its and ar e
consists of an w ooden boar d of var ying know n for their pow er ful r ituals.
thickness that r uns fr om the elbow to the
w r ist. The per for m er then uses tw o sticks Dr u i ds
held in the other hand to dr um out a fast Dr uids in the Know n Wor ld follow Im m or tals
paced r hythm . know n for their affiliation w ith natur e. They
Sal pi n x : A long Thyatian str aight hor n, the ar e found in ever y nation, all tr ying to
Salpinx has a bulb shaped end that gives it a pr eser ve the natur al or der. They ar e m ost
ver y loud and shar p sound. com m on in the elven nation of Alfheim , but
even the under gr ound nation of Rockhom e or
Sch ei t h ol t : A long and nar r ow str inged
the atheistic Glantr i has pockets of Dr uids.
instr um ent found am ong the Flaem en of
Glantr i. Can be played w ith a bow or The Cir cles ar e not or ganized gr oups but
plucked. r ather natur e w or shipper s w ith a shar ed
philosophy. M any dr uids in the sam e ar ea
Sn appyt aps: A gnom ish instr um ent of
w ill be par t of differ ent cir cles but w ill w or k
dubious r eputation, snappytaps ar e
together to pr otect the w ilder ness. Even the
essentially m usical shoes designed to m ake as
m ost desolate and r em ote ar eas have their
m uch noise as possible as they w alk . Each
ow n pr otecter s. Der v i sh es can be found in
pair is unique and so is the m usic they m ake.
the Ylar aum deser ts, m anifesting the fur y of
Cl er i cs the deser t's sand, w ind and heat. The Spi r i t
Sh am an of Ethengar spend their lives in
In M ystar a ther e no actual gods, but r ather
constant contact w ith the spir it w or ld,
fr om m or tals that have tr anscended after a
gaining pow er over m any other w or ldly
gr eat quest to join the r anks of the Im m or tals.
cr eatur es.
Each Im m or tal can gr ant spells, but ar e
r estr icted fr om dir ectly inter acting w ith Fi gh t er s
m or tals by their fellow Im m or tals.
Halvoric set the butt of his halberd firmly in

54
place as the wolf rider smashed into the pole lethality in a single w eapon.
arm. He quickly pulled the weapon free of
both the ground and dead goblin, and swung
M on k s
the blade right into the chest of another M or e com m only know n as M ystics in
approaching goblin. As the mercenary glanced M ystar a, m onks ar e an extr em ely r ar e sight.
around the battle field, he couldn't help but M ystics ar e know n to just a few ar eas, m ost of
smile for two reasons. His side was winning the cultur es ar ound the Know n Wor ld have
handedly, and that he was getting paid so well no idea they even exist. M ost consider the
for this. idea of an unar m ed w ar r ior suicidal, until
Fr om the gr ey hair ed veter ans of the they see one in action.
Nor ther n Reaches to the cold and tactical The m onastic tr aditions in M ystar a ar e
centur ions of Thyatis, fighter s ar e a constant lar gely r egional. The mystics that espouse the
no m atter w her e you go. Som ew her e Way of the Four Elem ents ar e found alm ost
som ething needs stabbing, and ther e ar e exclusively in Glantr i at their com pound in
alw ays people r eady to oblige. the village of Lham sa. Ther e the m onks lear n
Wor k is never far for a fighting type, as to incor por ate elem ental m agic into their
violence is a constant in m any nations. In attacks. The Way of the Shadow has a sinister
nations like Thyatis and the Nor ther n Reaches r eputation as it is m ostly know n for being
the w ar r ior is held up as an ideal. In em ployed by the assassins of the M aster of
Kar am eikos the untam ed w ilder ness holds Hule. The Way of the Open Hand is the m ost
m onster s galor e. The tr ading nations of w ell know n, as its pr actioner s com e fr om the
Dar okin and M inr othad alw ays need guar ds, island of Ochalea. The Thyatian dom ain's
and all nations bor der ing the Br oken Lands habit of stifling nonconfor m ists causes
needs ever y sw or d ar m they can get. num er ous m onks to tr avel the w or ld.
Alfheim cr eated the Eldr itch Knight, even Pal adi n s
today the ar chtype is extr em ely r ar e outside
of elves. Algo Rengate's eyes narrowed as he
approached the Thanatos cultists, his glaive
In m any nations differ ent fighting ar chetypes
clutched firmly ready to strike. He had finally
have em er ged because of r egional need or
tracked down the people responsible for all the
cultur al tr aditions. The Br aves of Atr uaghin
deaths along Vestland's southern border. Now
ar e m aster s of guer illa w ar far e, str iking fr om
they would learn that this area was protected.
am bush to fade into the w ilder ness. Ethengar
That evil will not go unpunished. That good
Hor se War r i or s per sonify their nation's love
was not always nice.
of cavalr y w ith their m ounted exper tise. The
Gal l ow gl ass of Glantr i stifle under the The Know n Wor ld is a danger ous place,
w izar ds' r ule. Pr i vat eer s found on M inr othad w her e bandits and m onster s w ait in the w ilds
and Eir endi ships r eady at a m om ent's notice and even in the cities cults and conspir acies
for ship to ship action. The Toa M ak ai ar e lur k . It is no sur pr ise that m any ar e dr aw n to
Ier endi's fear ed native w ar r ior s, their w ar r ole of the paladin. All types of paladins can
songs str iking fear in the hear ts of their be found, fr om those that follow the Oath of
enem ies. Weapon Speci al i st s ar e found in the Ancients in Alfheim to hin paladins
ever y nation, sacr ificing ver satility for follow ing the Oath of Devotion.

55
Tw o paladin or der s ar e r egionally exclusive Not all r ogues ar e com m on cr im inals though,
how ever. The Or der of t h e Gr i f f on the in the cour ts of Thyatis and Alphatia Rak es
m ilitant w ing of the Chur ch of Kar am eikos. ar e a com m on sight. Instead of gold or
Though of Thyatian or igin, they ar e beloved jew elr y, they use their social position to tr y
by the population as being fair m inded and and steal m inds or hear ts. Tr ou bl esh oot er s
devoted to the land and its people. The focus their effor ts on ancient r uins and lost
Hel dan n i c Kn i gh t s how ever ar e less tom bs, keeping an eye out for tr aps. Som e
altr uistic. Devoted w ar r ior s of the Im m or tal ar e sim ple gr aver obber s, w hile other s ar e
Vanya, the knights exist only for w ar. It is seasoned dungeon delver s.
their sw or n duty to w age w ar on Vanya's foes,
and she accepts nothing less than com plete
Sor cer er s
victor y fr om her follow er s. Subatai had many questions for the Glantri
mage. That the necromancer had made it so
Ran ger s far into Ethengar without notice was
W ith so m uch of the w or ld unm apped and disturbing. The Wokani wanted to know who
unchar ted r anger s ar e alw ays needed no helped the wizard, how many graves he had
m atter w her e they ar e. W hether explor ing defiled, and was he alone. Subatai also was
lost r uins in Kar am eikos, m apping tunnels for curious if the wizard was embarrassed by the
the shadow elves, or ser ving as Thyatian fact he was bested by an untrained sorcerer,
scouts in the Hinter lands, ther e is alw ays but that was something Subatai would never
som eone w illing to pay for a r anger 's ser vice. know, as smoking holes in the ground don't
Thyatis per sonifies the need for r anger s talk back.
thr ough their For est er s. Com pr ised entir ely M ystar a sor cer y is not like that of other
of Vyalia elves and their hum an pr oteges, settings. Ther e ar e no dr aconic sor cer er s or
they ar e know n for their incr edible speed and w ild m agic to take advantage of. Sor cer y is
stealth inside the for ests of Thyatis. W her e extr em ely r ar e as those bor n w ith it ar e m or e
ther e ar e people w illing to pay for the captur e geogr aphically isolated. Sor cer er s ar e the
of other s, Bou n t y Hu n t er s w ill alw ays have a m ost com m on in the nation of Glantr i, though
job w aiting for them . the shadow elves have a substantial num ber
as w ell.
Rogu es
Ther e ar e only tw o know n for m s of sor cer y in
W her e ther e ar e people ther e is w ealth, and M ystar a. Di sci pl es of t h e Radi an ce ar e
w her e ther e is w ealth ther e ar e r ogues. found alm ost exclusively in Glantr i,
Found ever yw her e possible, ther e is not a m anifesting the pow er of the Radiance, a
single nation that does not a a legion of m agical sour ce of ener gy far beneath the
cutpur ses, spies and bur glar s in its bor der s. ear th. Wok an i can channel pur e pr im al
M ost thieves belong to a guild, but ver y few m agic. Alm ost alw ays found on the fr inges of
guilds cr oss city bor der s, m uch less national society, these m agic user s use no for m al
ones. Som e nations like Ethengar and Ier endi tr aining, just r aw instinct.
pr ess thieves into ser vice w hen caught, w hile
other s like Glantr i take alm ost a sadistic
War l ock s
pleasur e in punishing them in hor r ific w ays. Despite a plethor a of Im m or tals influencing

56
the Know n Wor ld, ther e ar e alw ays those that her fr eedom .
seek pow er outside the nor m al channels.
Lok i gr ants boons w henever it pleases him .
For tunately for them ther e ar e other w or ldly
Alw ays looking to cr eate chaos and str ife, he
sour ces of ar cane pow er w aiting for them to
enjoys w atching people abuse their pow er
m ake a deal.
until it catches up w ith them .
War locks ar e extr em ely r ar e in M ystar a. The
Tal i t h a is inter ested only in self gr atification.
Im m or tals do not shar e pow er w illingly, and
She gr ants boons only if the per son
outside challenges ar e quickly dealt w ith.
petitioning for it helps out her plans in som e
Only the m ost pow er ful outsider s can offer a
w ay.
w ar lock pow er w ithout fear of r epr isal.
Th e Gr eat Ol d On e
Pat r on s i n M yst ar a
Ther e is a single sour ce of pow er fr om the
The beings that can offer pacts ar e few and
outer r ealm s that w ar locks appeal to, the
far betw een. In or der to get ar ound the w ill
Dim ension of Nightm ar es. Ther e w her e the
of the Im m or tals, the patr ons m ust be
law s of r eality have no m eaning ar e all sor ts
Im m or tals them selves, or pow er ful enough to
of fell cr eatur es. Ther e the Diabolus hold
defy them .
pow er in their ow n m ad w ay. Br ain
Ar ch f ey Collector s look for pr ey fr om r aces they don't
consider sentient. Only a tr uly desper ate
Ther e is but one ar chfey that gr ants pacts, the
w ar lock w ould tr y and seek pow er fr om the
Ar d Ri. The Ar d Ri is the high king of the fey,
nightm ar e r ealm .
cur r ently High King Ober on. Other fey
nobles can petition to gr ant a m or tal w ar lock W i zar ds
pow er s, but it Ober on that m ust consent to
Those that pr actice m agic hold an enor m ous
the m or tal's r equest. Ober on alr eady gr ants
am ount of pow er in m any par ts of the w or ld.
the sidhe fantastic pow er s, to gr ant a m or tal
The Em pir e of Alphatia is r uled by w izar ds, as
the sam e m agical boons as he does his ow n
ar e the Pr incipalities of Glantr i. Ever y nation
people is asking m uch of him . But
has som e sor t of w izar d's guild except the
occasionally he can be per suaded and the
w izar d hating Ylar aum and the m agic less
w ar lock is gr anted pow er at a pr ice.
dw ar ves of Rockhom e. W hether they ser ve
Th e Fi en d as r uler s or adviser s, the influence of w izar ds
The Im m or tals keep a constant vigil to keep can be found ever yw her e.
the influences of the low er planes out of Not all w izar ds ar e the studious types m ost
M ystar a. How ever the Im m or tals of the expect. In Alfheim the Tr eek eeper s m ix
Spher e of Entr opy ar e m or e than w illing to dr uidic lor e w ith ancient m agics to keep the
gr ant pow er to those that w ould m ake a pact Canolbair th for est healthy and w ell. The
w ith them . M er ch an t Pr i n ces of M inr othad and Dar okin
Dem ogor gon is the tw in souled Patr on of have sold their ser vices for coin. Enigm atic
Necr om ancy and W itchcr aft. Tr apped in a Fi r e W i zar ds devote their lives to study of
hidden tem ple in the Br oken Lands, she is flam es. Glantr i's pr inces have lear ned new
alw ays w illing to help in r etur n for obtaining for m s of m agic in the Secr et Cr afts, secr ets
they keep only for them selves.

57
NewMystara ClassOptions
Our sacred plateau is Gu er r i l l a War r i or
invaded. Outsiders
At 7th level if you ar e
have come to kill our
in no ar m or or light
children and take our
ar m or , w hen you
horses. But we will
m ake Dash action, you
stop them. We will kill
gain a bonus action to
them. We are the
use the Hide action.
children of Atruaghin
and we will let no one Gh ost W h o Wal k s
wrong us. Sharpen
At 10th level w hen you
your tomahawks and
attack w ith sur pr ise
ready your arrows, for
you gain tw o of the
today we hunt orc.
follow ing abilities at
Richard Stormcrow, the star t of your
Elk Brave r ound, at 15th level
you m ay pick a 3r d

Br ave -
option:
One additional attack .
- Additional die of
Fighter Ar chetype
dam age on attacks.
You w er e bor n in the - Cr itical on a 18, 19 or
lands of the m ighty 20.
Atr uaghin, to one of - Advantage on all
the gr eat tr ibes. You attacks.
follow the w ay of the - Bonus action to dash.
Bear , Elk, Hor se,
Tur tle or Tiger. You
Lon g St r i de
str ike fr om the At 15th level if you ar e
shadow s, unleashing your attacks then fading w ear ing no ar m or or light ar m or your speed is
back into the dar kness. incr eased by 10.
Restr iction: M ust be Atr uaghin. Gh ost Dan ce
At 18th level w hile you ar e w ear ing no ar m or or
Cou n t i n g Cou p light ar m or all r anged attacks tar geting you
have disadvantage.
At 3r d level once per com bat w hen you r educe
an intelligent opponent to 0hp you m ake take a
bonus action to m ar k the enemy to show it w as
you that defeated it. If you do next r ound you
gain a bonus Action Sur ge usable only in this
com bat.

58
Not all r anger s hunt inhum an m onster s, som e
seek out the m onster s of the sentient var iety.
Em ulating the Bounty Hunter m eans focusing
your talents on hunting intelligent pr ey, and
using your skills for hunting beasts for
stalking those w ith a pr ice on their head.

M ost Dan ger ou s Gam e


At 3r d level you have lear ned to apply the
tactics of hunting your favor ed enem ies to
specific individuals. You can declar e a
num ber of intelligent cr eatur es as your
bounties equal to your Intelligence m odifier
plus your pr oficiency bonus. They have to be
w anted by an individual or gr oup that has put
a bounty on them . You don't need to know
their nam e, just their position (the goblin
king of the Caves of Chaos, the lich lor d of
Blackw ood, etc). You can tr eat your bounties
as a favor ed enemy for tr acking pur poses and
you can detect them w ith pr im eval
aw ar eness. You can r eplace all captur ed or
killed bounties w ith a new ones after a long
r est.

Get t i n g Cl ose
At 7th level if you ar e w ithin 1 m ile of a
Rathor Irongut and company! Wasn't bounty and you ar e aw ar e of them your m ove
expecting you here, seriously I thought you incr eases by 5'. At level 14 the bonus
would have skipped around the open trails incr eases to 10'.
instead of walking right into my ambush. No
Ex pl oi t Weak n ess
matter, you're wanted on several counts of
brigandry, theft, assault, murder, and tax W hen you r each 11th level you add your
evasion. There's two ways we can handle this, pr oficiency bonus to all dam age you inflict
the easy way and my favorite way. Please say against your bounty.
the favorite way. Pretty please!
Su ck er Pu n ch
Geegi Hammerlander, M inrothad Bounty
At 15th level w hen you attack a bounty fr om
Hunter
sur pr ise, your fir st attack autom atically
inflicts m axim um dam age.
Bounty Hunter
Ranger Ar chetype
59
The Cir cle of the Der vish ar e the her m it
guar dians of the w ilds of Ylar uam . The or der
r ar ely gather s as a w hole, instead individuals
m eet to shar e insights. They em br ace the
har shness of the deser t, and view it as a test of
their faith. They lear n to conjur e the elem ents
of the deser t, the shifting sand, deadly heat and
sudden w hir lw inds.
The Der vish is found only in the deser t sands of
Ylar uam , though som e m aybe found to the West
in Sind. The Ylar i r ever e the Der vish as
possessor s of gr eat w isdom . The Der vish gives
up m any of his possessions for unpar alleled
m ovem ent and elem ental contr ol.
Restr iction: Native of Ylar uam only.
Yl ar u am Resi l i en ce. W hen you becom e a
Der vish at 2nd level you only need half as m uch
w ater a day to sur vive, and gain advantage
W isdom (Sur vival) tests involving extr em e heat.
Un ar m or ed Def en se. At 2nd level w hile you
ar e w ear ing no ar m or , your AC equals 10+ your
Dexter ity m odifier + your W isdom m odifier.
You can use a non-m etal shield and still gain
this benefit.
You can go that way if you wish ajaniib, I will not St ep Th r ou gh San d. At 6th level you m ay
be held responsible for your passing, but I will telepor t up to 30ft a num ber of tim es up equal
offer a prayer in your memory. If you wish to to your W isdom m odifier befor e needing a long
pass through the great sands and live, I or shor t r est. W hen using Step Thr ough Sand
recommend you acquire the services of a Dervish. you m ust be in deser t ter r ain. Any m etal ar m or
Only the hardiest of Ylari can live in this blasted or m etal item lar ger than a dagger is not
desert, only the Dervish thrive in it. tr anspor ted w ith you and stays behind.
-Aljari Al-Kaz, Ylari porter Bl ade of t h e Ci r cl e. At 10th level you m ay cast
Flam e Blade doing 3d6 fir e dam age a hit. The
Cir cle of the dam age incr eases to 5d6 at level 14. You m ay
do this a num ber of tim es equal to your W isdom
m odifier. Blade of the Cir cle does not take up a
Der vish spell slot. You r egain this ability after a shor t
r est.
Dr uid Cir cle
W h i r l i n g Der v i sh . You becom e a cyclone of
sand and w ind. At 14th level you m ay spend a
W ild Shape use to becom e an Air Elem ental.

60
tool. W hat is know n is that exposur e to it over
the year s has caused a new br eed of m age to
appear , one that can cr eate spells w ithout
m em or izing them and can alter m agic at w ill.
Restr ictions. Radiance Adept is r estr icted to
natives of Glantr i and shadow elves.

Pow er of Rad.
At 1st level you gener ate a num ber of Rad dice
equal to your Char ism a bonus after a long r est.
If you ar e in the boundar ies of Glantr i you
gener ate double the am ount and if w ithin
Glantr i City you gener ate tr iple the dice. You
lose the bonus dice if you leave the ar ea. You
can spend one Rad die to incr ease the dam age
of a spell by one die. You can also expend five
Rad dice to gain one sor cer y point. Gaining
sor cer y points this w ay m or e than once a day
causes one level of exhaustion for each point
gener ated past the fir st. The Rad dice last for 24
hour s, until spent or w hen you take a long r est.
You cannot gain Rad dice if you ar e on another
Power? You call that power? I am no mere
plane.
mage! You learn your spells through rote
memorization and study, they came naturally to Con t r ol Fl ow.
me! I command magic like no other! You At 6th level you autom atically lear n for fr ee all
struggle with your words while with a wave of r adiance spells as soon as you ar e able to cast
my hand I command the air to burn or your lungs them . You can gain tw o sor cer y points befor e
to become ash. Speak no more to me of gaining gaining exhaustion.
power old man. I am power.
Con t r ol Fl u x .
Seamus M cBannock, Disciple of the Radiance
At 14th level you can push your self to contr ol

Disciple of the the flow of m agic, optim izing the dam age yield
as the spell is r eleased. As a bonus action you
can spend 10 Rad dice to autom atically do

Radiance m axim um dam age on your next spell this tur n.

Con t r ol Fat e.
Sor cer er Or igin At 18th level you can channel your m agical
ener gy into adjusting the ver y w inds of for tune.
In the m agic steeped land of Glantr i and in the
As a r eaction w hen you fail a skill check or
subter r anean halls of the shadow elves lies a
saving thr ow you m ay spend Rad dice to m ake
str ange pow er called the Radiance. The elves
up the differ ence, You can only spend points
believe it a gift fr om the Im m or tals, w hile the
need to br ing the total up to the m inim um
atheist w izar ds of Glantr i view it as just another
needed to pass.
61
Fir e has alw ays had a lur e of its ow n. W izar ds
have sought its pow er for r easons var ying fr om
intellectual to r evenge. Fir e W izar ds can be
found acr oss the Know n Wor ld, fr om Glantr ian
nobility to evil w or shipper s of Alphaks to the
r eclusive Fir e W izar ds of Ier endi. All tr y and
use fir e for their ow n pur poses.

Pyr om an cer .
Beginning w hen you select this school at 2nd
level, the gold and tim e you m ust spend to copy
an spell that m anipulates fir e, cr eates fir e or
does fir e dam age is halved.

Bor n i n Fi r e.
W hen you r each 2nd level you gain im m unity to
fir e dam age fr om all non-m agical sour ces. At
6th level you becom e r esistant to fir e fr om
m agical sour ces, you becom e im m une to all
for m s of fir e at 14th level.

St i f l e t h e Bl aze.
At 6th level if you ar e caught in an ar ea effect
causing fir e dam age, you can choose to r educe
the dam age in the effect by a num ber of dice
equal to your w izar d level. The r educed
dam age applies to all cr eatur es in the ar ea of
affect. As a bonus action to can extinguish
nor m al fir es w ithin 30 feet.

Su m m on El em en t al .
W hen you r each 10th level you can conjur e a
Fire is the ultimate element. It scorches earth, fir e elem ental exactly as the spell. The
devours air, and evaporates water. It can save a elem ental is consider ed fr iendly, and if you lose
life or destroy a city. It is neither good or bad, it concentr ation the elem ental r etur ns to the
does nothing but feed. If you master the flame Plane of Fir e r ather than becom ing hostile. You
you have no equal except your brethren. Learn to r egain the use of this ability after a long r est.
shape the blaze and soon no one will stand in
your way. I n f er n o.

Pytor Seager, Flaemish Noble At 14th level you can choose to do m axim um
dam age w ith any spell of 5th level or low er that

Fir e W izar d does fir e dam age. You r egain the use of this
ability after a long r est.

W izar d School
62
Orcs. A full raiding party at least four dozen Restr ictions. Vyalian elves or Thyatian hum ans
judging by the tracks. Look to be heading to only, m ust have for est as their Natur al Explor er
Karameikos from the way they are heading. Go ter r ain.
on ahead and warn the others, we will need
Ex per t i se.
reinforcements
for this. Tell At 3r d level you gain
everyone the pr oficiency in the stealth
ambush is the skill if you did not alr eady
Crooked Tree have along w ith one other
Crossroads in skill fr om your initial
two hours. You star ting skill list. Your
know your pr oficiency bonus is doubled
place and you w hen m aking ability checks
know your using the stealth skill.
position. Don't El dr i t ch M agi cs.
start firing until
I do, and no At 7th level you m ay add
flashy magic to W izar d spells fr om the
give away your school of Illusion to your
location. We Ranger spell list. They ar e
can't risk them tr eated as Ranger spells and
crossing the do not r equir e a spellbook .
border and this You other w ise m ust m eet the
become an r equir em ents of the spells
bigger problem. including all com ponents

Septimus Altari, Tr eew al k er .


Thyatian At 11th level you gain a
Forester clim b speed equal to your
base m ove. W hen attacking
w ith a r anged w eapon, if you
ar e 10 feet or m or e above

For ester your tar get you gain advantage.

Seven Leagu e St r i der s.


Ranger Ar chetype At 15th level you can telepor t fr om your
location to any par t in the for est pr ovided that
Pr otector s of the Vyalia For est, For ester s ar e a
the beginning and end points lie w ithin the
secr etive gr oup of pr otector s inside of Thyatis.
sam e living for est. This is tr eated as a Tree
Char ged w ith keeping the Em pir e's savage
Stride spell, except the r ange is incr eased to any
enem ies at bay fr om acr oss the bor der s of
location inside the for est. You m ust take a long
Kar am eikos, For ester s str ike fr om am bush fr om
r est befor e using this featur e again.
the tr eetops. Nor m ally com pr ised of Vyalia
elves, Thyatis paid the elves a pr incely sum to
tr ain hum ans in the w ay of the For ester.
63
Gallow glass
Fighter Ar chetype
Bor n in a land that is r uled by w izar ds, the
gallow glass ar e the r ebels that seek to fr ee their
lands fr om M agocr acy. W ielding their gigantic
claym or e sw or ds, gallow glass char ge headlong
into danger. They ar e fear ed for their headlong
char ges, for they know they m ust quickly slay
their foes or die in a stor m of spellfir e. The
r ebel gr oup calling itsellf the Follow er s of the
Claym or e ar e w illing to take any w ar r ior that is
w illing to lear n its w ays, as such lupin, r akasta,
elves and even dw ar ves ar e not str anger s to
their num ber s.
Restr ictions. M ust be fr om the Klantyr e
pr incipality of Glantr i or a Follow er of the
Claym or e.

Cl aym or e.
At 3r d level w hen w ielding a gr eat sw or d the
w eapon loses the tw o handed pr oper ty.

I r on St om ach .
Fr om a com bination of diet and pur e
stubbor nness, you ar e less vulner able to toxins.
At 7th level you gain r esistance to poison.

Li n ebr eak er .
At 10th level w hen you use an action sur ge your
m ove is incr eased by 10 feet for your tur n.

Bl oodi ed.
The wizards force us to live like slaves, using us The fir st tim e you take dam age in com bat after
as fodder in their petty conflicts. W ho here has finishing a long r est, you gain a bonus action
not had a loved one taken to Crownguard never sur ge that m ust be used in the cur r ent com bat.
to be seen again? We are Klantyre, it is not our
lot in life to live in fear from the foul magics the Br aveh ear t .
cruel wizards use to rule us. I say we fight! W ho At 18th level if you ar e r educed to 0 hit points
here stands with me? A true warrior of you im m ediately use all your hit dice to heal
Klantyre? W ho here will be a gallowglass? exactly as if you had taken a shor t r est. This
Duncan M cIntyre, Follower of the Claymore ability r esets after a long r est.

64
Victor y. Do not stop until you ar e victor ious or
dead.
Loyalty. Never betr ay those that fight alongside
you.
Pr ow ess. War is life, be pr epar ed at all tim es.
Stoicism . Do not let other s know of your
tr oubles.
Ch an n el Di v i n i t y
W hen you take this oath at 3r d level, you gain
the follow ing to Channel Divinity options.
W i l l of Van ya. As an action you can invoke the
nam e of Vanya r em ove the stunned condition
fr om an ally w ithin 30'
Aegi s of Vi ct or y. As a bonus action you can give
one ally w ithin 30' advantage on their next
attack r oll this com bat.

Save your bluster for someone who cares


Au r a of Vi ct or y
burgomaster. Either oppose me or surrender, I W hen you r each 7th level you and all your allies
am not here to entertain idle threats. You have w ithin 10' of you can't be fr ightened w hile you
ar e conscious.
neither the will nor the strength to oppose me
and deception will avail you not. Vanya requires At 18th level the r ange of this aur a incr eases to
30 feet.
only victory, your survival is not her concern.
Bl essed of Van ya
Gunter Wulfson, Heldannic Knight
At 15th level Vanya char ges you w ith leading
her follow er s into battle and to gr eatness. You
Heldannic Knight ar e alw ays under the effect of a crusader's
mantle spell.
Paladin Oath Et er n al Ch am pi on
The sw or n r eligious or der of the Im m or tal At 20th level You can shr ug off dam age that
w ould easily fell lesser her oes. Using your
Vanya, the Heldannic Knights ar e know n for
action you gain the follow ing benefits for five
their pr ow ess at ar m s and their extr em e m inutes:
m ilitancy. The Knights ar e at constant w ar ,
- Resistance to all dam age types
w hether w ith the hum anoids that plague the - Advantage on all saving thr ow s.
nor th lands, the Ethengar nom ads or even their
Heldannic Knight Spells
fellow nor th lander s, it is the w ill of Vanya her
knights seek out conflict. Level Spells

Restr ictions: M ust be hum an of Heldannic 3r d Command, Compelled Duel


descent and w or ship Vanya.
5th Find Seed, M agic Weapon
Ten et s of Van ya.
9th Aura of Vitality, Elemental Weapon
Heldannic Knights cr ave battle in the nam e of
their patr on Im m or tal. They never show fear or 13th Death Ward, Staggering Smite
accept less than total sur r ender. They ar e a 17th Destructive Smite, Geas
str uctur ed or der , each Knight know s his place.
65
Im m or tals Nob Nar , Cober ham Shadow glint and
Br indor hin bequeathed cer tain hin w ith the
pow er to defend the Shir es fr om all enem ies.
M uch of the M aster 's pow er com es fr om the
land itself, though M aster s char ged w ith
pr otecting hin acr oss bor der s can fr eely tr avel
to pr otect their folk .
Restr iction. Cler ic m ust be a hin fr om the Five
Shir es.

Level Hin M aster Dom ain Spell

1st Locate Animals or Plants, Cure Wounds

3r d Calm Emotions, Locate Object

5th Beacon of Hope, Sending

7th Guardian of Faith, Locate Creature

9th Hallow, Greater Restoration

Ex t r a Sk i l l Pr of i ci en ci es.
At 1st level you gain pr oficiency in Natur e and
M edicine skills.

Ch an n el Di v i n i t y: Sen se Dan ger


It's good to see the raspberries are coming in
good this year! Bodes well for the Brandypot's Star ting at 2nd level you can spend use Channel
ales. So how is the missus? Got another one on Divinity to autom atically know the num ber and
the way? That's fantastic, what's that, number dir ection of all hostile cr eatur es in 120 feet..
eight now? M other was worried you that were En h an ced Den i al .
going to have a small family, just getting started
At 6th you can spend a Channel Divinity use as a
late that's all. Wait you smell that? Let me cast a
r eaction to add your W isdom m odifier to
spell real quick. As I suspected, gnolls over in the
another ally's saving thr ow against m agic that
rolling hills. Sigh, fetch me my hand axe, the one
you can see.
that catches on fire by itself, yes that one. Keep
the food warm for me, I don't want to miss Evasi on .
supper. At 8th level w hen you ar e subjected to an effect
Rose Cobblecreek, Hin M aster that allow s you to m ake a Dexter ity saving
thr ow to only take half dam age, you instead

Hin M aster take no dam age if you succeed on the saving


thr ow , and only half dam age if you fail.

Cler ic Dom ain Ti m el ess Body.


At 17th level you only age one year for ever y ten
The keeper s of the Five Shir es, the M aster s
that pass.
follow the hin pantheon of Im m or tals. The
66
Hor se War r ior
Fighter Ar chetype
The fear ed w ar r ior s of the Ethengar steppes,
Hor se War r ior s ar e unpar alleled in their
m aster y of m ounted com bat. Alm ost as one
w ith their hor se, they can fight at r ange or up
close fr om the saddle. W hile astr ide their hor se,
ther e ar e few that can m atch in the field of
com bat.
Restr ictions. Char acter m ust be Ethengar or
Atr uaghin and have pr oficiency w ith the Anim al
Handling skill.

Bor n i n t h e Saddl e.
At 3r d level you have advantage w hen attacking
w ith a shor tbow w hile m ounted.

No Hor se, No M an .
At 7th level your pr oficiency bonus is doubled
w hen using the Anim al Handling skill.

St eady M ou n t .
At 10th level your w eapon attacks w hile
m ounted against unm ounted cr eatur es m edium
size or sm aller scor e a cr itical hit on a 19 or 20.
Com bat Ri der .

Concentrate on your attack, for the Heldann, At 15th level you can spend a bonus action
Glantrian and orc will not hesitate to kill you. w hile you ar e m ounted you gain +2AC. W hile
You must strike quickly then fade. Do not present Com bat Rider is active you have disadvantage
your self as a target, pepper them with arrows on all attacks until you dism ount or spend
and only then, when they are exhausted beyond another bonus action to end the effect.
all measure, only then do you close in and kill. Fl u r r y of Deat h .
Fight as if you and your horse are one.
At 18th level w hile on hor seback if you scor e a
Damotai, Ethengar Horse Warrior hit against an enemy, you m ay im m ediately
m ake an attack against another enemy w ithin 5
feet of the or iginal tar get. The bonus attack
does not gener ate additional attacks.

67
Level Kagyar Dom ain Spell

1st Thunderous Smite, Bless

3r d Aid, Find Traps

5th Counterspell, M eld into Stone

7th Stone Shape, Stoneskin

9th Hold M onster, Wall of Stone

Restr iction. Cler ic m ust be a dw ar f.

Ar m s of Kagyar
At 1st level you gain pr oficiency in heavy ar m or ,
battle axe and w ar ham m er.

Ch an n el Di v i n i t y: Gi f t of Kagyar
This r eplaces the tur n undead ability.
At 2nd level you can use a bonus action to spend
a channel divinity use as a r eaction to use one of
the follow ing abilities:
You wish to threaten me mage? I am no mere - You ar e pr oficient w ith all saving thr ow s
peasant cowed by your feeble parlor trick. I am a against m agic for a r ound.
servant of Kagyar the Stone Lord. The very - You can dispel all spells of 3r d level or less
creator of the dwarven race. He knew of your on your self or an ally in 5 feet.
trickery and your spells and prepared his sons
Aegi s of Kagyar
well. Cast your magics wizard.
At 6th level you m ay use your r eaction to add
Cast them and die.
double your pr oficiency to saving thr ow s m ade
Ravena Hjellstjurm, Cleric of Kagyar against m agic.

Kagyar Dom ain Bl essi n g of Kagyar


At 8th level you m ay use a channel divinity to
Cler ic Dom ain give another ally advantage on saving thr ow s
Dw ar ves ar e tr aditionally m onotheistic, they against m agic. This effect lasts for 1 m inute per
tend to follow the teachings of their fir st your W isdom m odifier. This r eplaces the
Im m or tal. In r etur n Kagyar gives them pow er s Destr oy Undead affect, each level that w ould
unknow n by the other r aces. His cler ics pr ovide incr ease that ability instead allow s you to give
aid and com for t to his char ges, and bolster s the the Blessing to one m or e additional per son.
dw ar ven ar m ies w hen needed. Cler ics of Ch am pi on of Kagyar
Kagyar tr ade a cler ic's nor m al abilities against
the undead for peer less r esistance to m agic. At 17th level you have r esistance to spell
dam age.
68
You think you can take this village gnoll? I will W hen you take this oath at 3r d level, you gain
warn you that I alone stand vigil and while I the follow ing tw o Channel Divinity options.
draw breath not one of you will step foot inside. I Char destes' M er cy. At 3r d level the Paladin
possess the combined might of the Immortals. gains the ability to r em oves foul enchantm ents.
All you have a paltry few dozen minions. Enough The paladin m ay spend a Divine Channel use to
cast Lesser Restor ation like the spell.
banter, lay on.
Fur y of Tar astia. At 3r d level as an action you
Aliana Illescu, Or der of the Gr iffon can call on your or der 's
ancient enm ities. You m ay
Or der of spend a Divine Channel to
cause all evil hum anoids in
30' to m ake a Char ism a
the saving thr ow or have
disadvantage on attacks for a
num ber of tur ns equal to
Gr iffon your Char ism a m odifier.
Au r a of San ct i t y.
Paladin Oath Star ting at 7th level, you and
The knightly or der of the your allies w ithin 10ft of you
cannot be attacked by beasts
Chur ch of Kar am eikos,
unless pr ovoked by som eone
the Or der of the Gr iffon in the aur a or contr olled
is sw or n to pr otect the m agically. At 18th level this
people and land of aur a extends to 30ft.
Kar am eikos against all Bl essi n g of t h e
enem ies. They ar e a self I m m or t al s.
sacr ificing or der , using
At 15th level you ar e im m une
their pow er s gr anted by to Enchantm ent spells.
the Im m or tals to put them selves betw een
Par agon of Kar am ei k os.
danger and their char ge. Their selfless acts
have done m uch to br ing the divided people of At 20th level you invoke the pow er of the
patr ons Im m or tals of the chur ch. For one
Kar am eikos together as one.
m inute all enem ies that can see you m ust attack
Restr ictions. Char acter follow the Chur ch of only you, ignor ing other s. W hile under this
Kar am eikos. effect you gain one extr a attack, gain 5
tem por ar y hit points tim es your Char ism a
Ten et s of t h e Gr i f f on . m odifier and have advantage on all saving
The Or der of the Gr iffon ar e the sw or n thr ow s. Once you use this featur e, you can't use
pr otector s of the Gr and Duchy of Kar am eikos, it again until you finish a long r est.
pledging their lives to defend their countr y.
They ar e beloved in their hom eland, Level Or der of the Gr iffon Spells
em phasizing equality of all the people befor e
the eyes of the Im m or tals. 3r d Compelled Duel, Goodberry
Selflessness. Pr otect the w eak 5th Aid, Remove Curse
Justice. All ar e equal in the eyes of the law.
9th Glypph of Warding, Daylight
Char ity. Help the less for tunate w ith deeds
Succor. Heal the sick, and br eak foul m agics. 13th Locate Creature, Death Ward

Ch an n el Di v i n i t y 17th Circle of Power, Greater Restoration


69
There she is, 80 Pi r at e
degrees off port. Hal ves.
Lower the sails, At 7th level if
hoist the Roger and you ar e using
more speed! She'll the dueling,
not escape us today, tw o-w eapon
I want marines on fighting or
deck and prepare m ar iner fighting
boarders. A double styles you gain a
share to the first +1 bonus to your
sailor to set boots AC. This ability
upon her! M ages goes up by +1 at
and archers aloft, 11th and 20th
make sure the wind level.
is ours. Tonight we
shall adorn St eady As
ourselves with the Sh e Goes.
trappings of the
At 10th level if
Empress of Alphatia
you ar e in
herself! M inroth, I
com m and of a
love this job!
ship, all attack
-Aleera Vass, r olls using your
M inrothad Privateer ship's ar tiller y
have advantage.
You need not be
the one fir ing
the ar tiller y to gain this bonus.
Pr ivateer Boar der s Aw ay.
At 15th level w hile you ar e on boar d a ship you
Fighter Ar chetype gain an extr a use of your action sur ge and have
W hile M inr othad is w ell know n for it's advantage on initiative r olls. You r egain the
m er chants, they do issue Letter s of M ar que to bonus action sur ge after a long or shor t r est.
br ing in extr a r evenues. Com m anding these
Dr ead Pi r at e.
r aider s ar e the fear ed Pr ivateer s. Excelling at
naval com bat m or e than m er e sailor s, you ar e At 18th level once per com bat you m ay
r om anticized for your dar ing feats. announce your identity, all enem ies that can
hear and under stand you in 30 feet m ust m ake
Sea Legs. a Char ism a saving thr ow DC 8 + your Char ism a
At 3r d level you gain pr oficiency w ith M odifier + Pr oficiency or becom e Fr ightened for
Navigation tools, and pr oficiency w ith Vehicles a num ber of m inutes equal to your Char ism a
(w ater ). In addition you have advantage on all m odifier. The affected cr eatur es can m ake a
skill checks m ade to tr y and keep your balance. Char ism a saving thr ow at the end of each r ound
to r em ove the effect.
70
M er chant Pr ince
W izar d School
Dar okin and M inr othad live by their econom ic
str ength. They have to pr otect their tr ade
r outes by any m eans. Both nations have
em ployed a gr oup of w izar ds, the M er chant
Pr inces, to ensur e econom ic super ior ity. W hile
the w izar ds ar en't as focused on a school of
m agic as their counter par ts, in exchange they
have gr eater access to spells and specialized
tr aining in m agic item s.

Gr eat Li br ar y.
At 2nd level the cost to scr ibe all spells is
r educed by half. You gain an additional spell
ever y tim e you level up.

Appr ai ser .
At 2nd level you gain the ability to cast identify
w ithout using a spell slot or com ponents.

M er can t i l e Tr ai n i n g.
W hen you r each 6th level you add double your
w izar d level w hen r olling on the "r unning a
business" and "selling a m agic item " dow ntim e
char ts. You also gain pr oficiency in the Insight
skill.

Zon e of Tr u t h .
At 10th level any one attem pting to lie to you
m ust pass a Char ism a saving thr ow against your
There are those that say I have sold out for the spellcasting ability or be for ced to tell the w hole
lure of gold. People claim I have given up tr uth.
scholarly pursuits for a bag of coins dangled in Weal t h i s Pow er .
front of my face. Let me tell you what those coins
get me. Unrestricted access to one of the largest W hen you r each 14th level you can attune an
libraries in the world. Security I can trust to additional num ber of m agic item s equal to your
guard my laboratory when I am abroad. Every Intelligence bonus.
spell component I can possibly imagine available
with just a word. I might have sold out, but you
don't see me out shopping for bat guano either.
-Josephine DuM ont, Darokin M erchant Prince
71
Rake
Rogue Ar chetype
A com m on sight in the cour ts of Alphatia and
Thyatis, you r ely on your cunning and char m to
succeed. You tend to m ake your w ay thr ough
your w its and char m , though you quickly lear n
the finer ar ts of cour tly com bat.

Cou r t l y I n di scr et i on
Star ting at 3r d level, you halve the tim e needed
to don or doff light ar m or , w ith help you r educe
the tim e to a single r ound. W hen you r oll on the
car ousing char t dur ing your dow ntim e, r oll
tw ice and take the r esult of your choice.

Bon u s Pr of i ci en cy
At 3r d level you gain pr oficiency in the Histor y
and Religion skills

Soci al Bu t t er f l y
You can char m cr ow d so people ar e happy to aid
you escape or find som ething. W hen you ar e in
a gr oup of m or e than ten people you add your
Char ism a m odifier to Stealth, Per ception, or
Investigation Skill Checks.
You like it? It's a Belcadiz vintage, quite rare. I
Gl i b Speak er
picked it up on a trade mission there during my
stint in Darokin. Darokin? No I'm actually from At 13th level you ar e know n for your sm ooth
Kerandas, the Emperor wanted me to negotiate dem eanor. You gain pr oficiency in Char ism a
trade pacts with those plutocrats. You would saving thr ow s.
have been ashamed, their clothes were so last Ex t r a Pan ach e
season. I see you are enjoying your wine.
Darokin may have money but they have no taste At 17th level you can spend an action to inter act
for fashion. I see your robe is now on the floor. w ith a cr eatur e you shar e a language w ith. The
Well in the name of international relations I cr eatur e has to m ake Char ism a save against DC
accept your offer. On second thought that is your 8 + your Char ism a m odifier + Pr oficiency bonus.
husband coming home early, instead I shall take If the cr eatur e fails it becom es your choice of
my leave, through your window. Char m ed, Stunned or Fr ightened for a num ber
of m inutes equal to your Char ism a m odifier or
Agrippa Centauri, Thyatian Rake
until they take dam age. The cr eatur e can
attem pt a new save ever y m inute. You can use
Extr a Panache once per day per cr eatur e.
72
We offer praise to the wise Rafiel, for without him Im m or tal Rafiel
we would be lost. We wait for him to give us the
Restr iction. Shadow elf only.
sign to return to the surface, to take what is ours
and so bask in the glow of the sun once again. Sou l St on e Ch an n el l i n g.
We offer ourselves as his vessel as he has chosen At 1st level w hen you use a soulstone for your
us to be his faithful. Though the Soul Stones are spellcasting focus you can ignor e all other
race grows strong, and soon we shall return to com ponents of spells, including ones that have a
take our place among the nations above. m onetar y cost.
Taljaria, Life Shaman M ar k ed Sh am an .

Shadow Elf Sham an At 2nd level you can sense m agic up to 90' aw ay.
You cannot tell w hat kind it is
unless it is a soulstone, only its
Cler ic Ar chetype
pr esence.
The chosen of Rafiel,
Deat h Sh am an .
Sham an ar e keeper s of
the soul stones, the At 6th level you gain the duties to
sacr ed ar tifacts of the take the dead and the dying aw ay
Shadow Elves. W ith fr om the city. You gain
them they can cast advantage on Sur vival skill
pow er ful m agic though checks in an under gr ound ar ea.
they have to keep
Li f e Sh am an .
questing for m or e
pow er ful soul stones to At 8th level you gain the duties to
cast the m or e pow er ful car e for the sick and injur ed.
spells. A m ajor ity of W hen you cast a healing spell,
sham an ar e fem ale but you m ay r er oll any dice once and
not enough to m ake m ale take the higher of the tw o r olls.
sham an r ar e. Each Col or l ess Sh am an .
sham an is m ar ked w ith a
sym m etr ical pur ple At 17th level you gain the duties
bir thm ar k on their head, to r aise fr om the dead those
a sign of favor of the Rafiel still sees a need for. You
ar e able to keep fallen allies fr om
death's door and r etur n them to
Level Sham an Dom ain Spells the fight quickly. All allies
w ithin 30' of you have advantage on all death
1st Guiding Bolt, Healing Word
saves, and if they becom e stable can spend Hit
3r d Augury, Gentle Repose Dice to r egain hit points as if they had finished a
shor t r est. Som e one r evived in this m anner
5th Revivify, Speak with Dead
m ust take a long r est to benefit fr om the ability
7th Banishment, Death Ward again.
9th Commune, Raise Dead

73
Level Shamani Domain Spell

1st Animal Friendship, Speak W ith Animals

3r d Animal M essenger, Beast Sense

5th Conjure Animals, Spirit Guardian

7th Dominate Beast, Locate Creature

9th Commune with Nature, Geas

Restr iction. Atr uaghin only. Sham ani cannot


use Channel Divinity or dom ain abilities
w ear ing m etal ar m or. Sham ani cannot har m
anim als that ar e sacr ed to his tr ibe.

Sen se I l l n ess.
At 1st level the Sham ani can cast Detect Poison
and Disease w ithout using a spell slot.

Ch an n el Di v i n i t y: Nat u r e's Tou ch .


At 2nd level the Sham ani can spend a Divine
Channel use w hen casting a healing spell to
Wear this marking with pride young brave. For autom atically heal the m axim um am ount of
you are the chosen of our people. You will show dam age possible. Natur e's touch r eplaces the
courage! You will show ferocity! You will be Tur n Undead ability.
victorious! The spirits of our tribe ride to war
with you, let them guide you to your destiny. Nat u r e's Al l y.
Trust the spirits, trust mighty Atruaghin, for he At 6th level beasts w ill not attack you unless
has never led us astray. attacked fir st. This includes giant ver sions of
Tomas Fastclaw, Bear Shamani beasts. This pr otection does not extend to your
allies.

Sham ani Spi r i t Ri t u al .


At 8th level the Sham ani can spend a Channel
Cler ic Dom ain Divinity to cast any spell available as a r itual.
The sham ani cannot per for m Spir it Ritual again
The holy m en of the Atr uaghin Clans, the
until after a long r est. The sham ani does not
Sham ani lead their people into r ituals, pr ovide
need to have the spell m em or ized. This takes
for the sick and tend to the anim als. Though
the sam e am ount of tim e it w ould take to cast
they shun ar m or and the ability to tur n undead,
the r itual nor m ally.
Sham ani m ake up for it w ith unr ivaled healing
pow er s and r ituals. Sham ani ar e used by all the You lose the Destr oy Undead ability.
tr ibes of the Atr uaghin Clans, w hen they have to Spi r i t M ast er .
leave the plateau they br ing the pow er of their
totem s w ith them . At 17th All r ituals take half the tim e needed.

74
by 1. This cannot r aise your attr ibute above 20.
The spir it sham an can talk to the anim als of his
spir it guide's type at w ill.
(equivalents in par enthesis)
St r en gt h . Hor se (Dr aft), Eagle, Yak (Rhinocer os)
I n t el l i gen ce. (Haw k, Wolf, Snake (Constr ictor )
W i sdom . Ow l, Dog (M astiff ), Ger bil (Rat), Falcon
(Haw k)
Dex t er i t y. Tiger , Cat, M onkey (Baboon)
Con st i t u t i on . Cam el, Goat, Bear (Black)
Ch ar i sm a. Lion, Sw an (Vultur e), Cham eleon
(Lizar d)

I n vok e Spi r i t .
At 2nd level you tap into the teachings of your
spir it anim al. You lose the ability to shape
change but can spend a w ild shape to add your
No now is not the time for war. Horse has told pr oficiency bonus to all tests using your Guide's
me of a harsh winter coming. He strong and he is attr ibute for a num ber of hour s equal to your
fast, if he fears the coming snows then we must W isdom m odifier.
prepare for them and not waste energy on a war
we cannot finish. In the Spring when the snows
Rebu k e t h e Spi r i t s.
are melted, then Horse says we go to war. But At 6th level the you can for ce out unnatur al
first we must survive W inter. cr eatur es. The sham an can tur n spir its as if you
Uktai the Swift, Spirit Shaman w er e a cler ic of the sam e level. You use a w ild
shape use to activate this ability. You can

Spir it Sham an autom atically detect a spir it, even if it is


m agically disguised as som ething else.
Dr uid Cir cle Becom e t h e Gu i de.
Consider ed ter r ifying exam ples of the for eign At 8th level the Spir it Sham an can use a w ild
natur e of the Ethengar , their sham an ser ve as shape to assum e the shape of his spir it anim al.
their holy m en. W hile their shape changing The sham an can r etain the shape for a full day
abilities ar e lim ited com par ed to other dr uids, befor e r ever ting back .
their m aster y over anim als and cr eatur es not of
Tr avel t h e Spi r i t Real m s.
the pr im e m ater ial plane ar e unr ivaled.
At 14th the Spir it Sham an can cast Plane Shift,
Spi r i t Gu i de.
but only to the Beastlands, Ar bor ia or the
At 2nd level the sham an picks a spir it guide, or Dr eam land. The Spir it Sham an can r etur n back
the m or e pr ecisely the spir it guide picks him . to the pr im e m ater ial plane using this ability
The Spir it Sham an chooses a guide fr om the list again. The Spir it Sham an r egains the use of this
below , then r aises the cor r esponding attr ibute ability after a long r est.
75
their w ar r ior savager y. These heavily tattooed
w ar r ior s, called Toa, em br ace the ancient
fighting styles of their ancestor s. The Toa ar e
not m indless ber ser ker s fuelled by r age, their
pr ow ess com es fr om r itual and tr aining. Found
m ost com m only am ong the m ar ines of Ier endi
ships, the Toa ar e ter r ifying foes in m elee.
Restr ictions: M ust be M akai.

Hak a.
At 3r d level the you lear n the sacr ed w ar songs
of your people. To gain the benefit of the Haka
you m ust not be w ear ing any ar m or heavier
than light ar m or and m ust be using sim ple
m elee w eapons. You spend your action to
per for m a M akai w ar dance com plete w ith
chanting, for the r em ainder of the com bat you
have advantage on all attacks.. You cannot be
r estr ained or silenced to per for m this action.
You m ust m aintain concentr ation to use the
haka. You m ust take a shor t r est to use this
ability again. Star ting at 17th level you can
per for m tw o hakas befor e needing a r est. The
haka ends if you becom e unconscious.

Kara-kara this close to Ierendi? Those inbred Tr i bal Savager y.


savages must be getting desperate to try and At 7th level under the effects of the Haka you
attack our ship. Let's give those waterlogged now scor es a cr itical hit on a r oll of 18, 19 or 20.
orcs a reminder on why Ierendi rules the seas.
Ta M ok o.
M aster of the M arines, tell the Toa to start the
Haka. Show those swine men the true meaning At 10th level w hen you per for m the Haka you
of savagery. gain tem por ar y hit points equal to 3 tim es your
Str ength m odifier.
-Thana Koori, Ierendi Captain
War Son g.
Toa M akai The tur n after you per for m your Haka all allies
that could hear it gain advantage on attacks.
Fighter Ar chetype Sk u l l cr u sh er .
At 18th level w hile under the effects of the haka
you do m axim um dam age on cr itical hits.
M ost M akai of the Ier endi island ar e content
leading pastor al lives w ithout w or r y or conflict
on their native islands. A handful how ever long
of the old days w hen the M akai w er e know n for
76
Tr eekeeper
W izar d Ar chetype
Sacr ed w izar ds of the Canolbar th for est,
Tr eekeeper s ar e r esponsible for m aintaining the
m agic of the gr eat for est. Though their pow er s
ar e ar cane, not divine, the elves ar e often
m istaken for dr uids. Their har m ony w ith
natur e is so gr eat they can change the ver y
clim ate ar ound them .

Tr eew al k er .
At 2nd level you ignor e difficult ter r ain w hile in
a for est.

M agi c of t h e Can ol bar t h .


W hen you gain a new spell at 3r d level and
ever y other level after that you m ay lear n a
Dr uid spell instead. Only Tr eekeeper s can
scr ibe dr uid spells lear ned this w ay, and dr uid
spells can only be lear ned w hen you level up.

W i se i n t h e Ol d Ways:
At 6th level the you gain advantage on all
Friend squirrel please tell M aple Bark if she could
Anim al Handling, Natur e and M edicine skill
move so we may plant a new Sentinel Tree? I
checks. You gain the Sylvan language.
know she is stubborn but that is the best place for
the tree. Treants can move where they like, we Pr ot ect or of t h e Woods:
can only build our fortresses where needed. Of
At 10th level you can see thr ough tr ees as if they
course she will be cross, but tell her you are just
w er e not ther e, and can cast a spell w ithout
my messenger. She can talk to me directly if she
har m ing plants if they ar e caught in an ar ea of
would like. Now go, I have to memorize my spells
affect spell. You can cast spells as if tr ees w er e
of the day.
not in the w ay.
Brightleaf, Treekeeper of Alfheim
On e w i t h Nat u r e:
At 14th level you can cast speak with animal or
plant w ithout using a spell slot. You can cast
treewalk w ithout spending a spell slot once per
day.

77
spend your shar e of the loot. You have also
lear ned how to set off tr aps w ith a sim ple toss
of a stone to catch your enem ies in their
effects.

Eye For Tr ou bl e
Star ting at 3r d level your pr oficiency bonus
w ith Per ception or Thieves Tools is doubled
w hen m aking an ability check to spot or
disar m a tr ap.

Rever se En gi n eer i n g
Once you have r eached 3r d level, w hen you
have disabled a tr ap in a par ticular building
or dungeon, you have advantage to spot or
disar m all tr aps of the sam e type in the sam e
building or dungeon. For exam ple if you spot
and disable a hidden pit in the Tom b of
Hor r or s, you have advantage to spot all
fur ther hidden pits in the sam e dungeon.

St eady Han ds

I've got a pressure activated deadfall rigged to W hen you r each 9th level and use your
at least two load bearing rafters, both keyed to Thieves Tool to disable a tr ap, if you r oll less
a triple redundant counter weight that anyone than 15 on the die r oll, tr eat it as if you had
of you could set off while you take out the orcs. r olled a 15.
So I can drop what I'm doing and stab an orc Booby Tr ap
for you or I can sit here and do what you are
At 13th level you can tr igger tr aps up 30 feet
paying me quite handsomely to do. So I will
w ay if you know they ar e ther e. This r equir es
tell you what, you take care of the orcs, and I
you to spend an action and str ike the tr ap
will take care of the traps.
w ith an object to set it off. Anyone in the ar ea
Skexus Strangehat, Darokin Troubleshooter affected by the tr ap m ust save nor m ally or be
affected by the tr ap.

Tr oubleshooter Rol l W i t h I t
At 17th level if a tr ap is set off w ithin 30 feet
Rogue Ar chetype of you, as a r eaction you can m ake a full
You have spent all your tr aining lear ning the m ove befor e the tr ap's effects ar e applied. If
inner w or kings of tr aps and hazar ds com m on you ar e now outside of the tr aps ar ea of
in dungeons and r uins. You can disar m the effect, you avoid any ill effects.
m ost com plex m echanism s w ith your eyes
closed w hile thinking of how you ar e going to

78
M ar t i al Sk i l l
W hen you select this ar chetype at 3r d level
select one a single w eapon like long sw or d,
spear or gr eat axe. W hen ar e ar m ed w ith that
w eapon, you gain a benefit based on the
categor y and pr oper ties of the w eapon. The DC
of all saving thr ow s is your Str ength m odifier +
your Pr oficiency +8.
- 1 Han ded or Ver sat i l e/Si m pl e: You gain +2
dam age w ith the w eapon
- 2 Han ded/Si m pl e: You gain +2 dam age w ith
the w eapon.
- Ran ged/Si m pl e: Can attack w ithin 5' w ithout
penalty
- 1 Han ded or Ver sat i l e/M ar t i al : You gain +2
dam age w ith the w eapon
- 2 Han ded/M ar t i al : Extr a die of dam age.
- Ran ged/M ar t i al : You gain +2 dam age w ith
the w eapon
- Net : Counts as shield if w ielded in off hand.

Ex per t Abi l i t y
At 7th level your tr aining incr eases, allow ing
you to add the Exper t ability to your chosen
w eapon.
- 1 Han ded or Ver sat i l e/Si m pl e: If enemy is
sur pr ised or on a cr itical hit, ignor e all
A duel? You are challenging me to a duel? Over a dam age r esistance.
spilled drink? Sir, perhaps you do not know who I am
- 2 Han ded/Si m pl e: Extr a die of dam age.
but I seriously suggest you reconsider. I will buy you
- Ran ged/Si m pl e: Attacking at long r ange
another drink as an apology, I don't think you know
doesn't im pose disadvantage.
what you are getting into. No? You insist? Very well,
I just hope you didn't need that arm. - 1 Han ded or Ver sat i l e/M ar t i al : Extr a die of
dam age.
M organ Ironwolf, M aster at Arms
- 2 Han ded/M ar t i al : On a cr itical hit enemy
m ust m ake a Str ength or be knocked pr one,
Weapon Specialist enem ies tw o sizes lar ger than char acter ar e
im m une.
Fighter Ar chetype
- Ran ged/M ar t i al : Attacking at long r ange
Tr ained in the use of a single w eapon , you doesn't im pose disadvantage.
devote your entir e life to m aster ing a par ticular - Net : DC to escape net incr eases to 15.
style of fighting. As you im pr ove your tr aining
the lethality of your fighting style gr ow s beyond
m easur e.

79
M ast er Abi l i t y Gr an d M ast er Abi l i t y
At 10th level your tr aining incr eases, allow ing At 18th level your tr aining incr eases, allow ing
you to add the M aster ability to your chosen you to add the Gr and M aster ability to your
w eapon. chosen w eapon.
- 1 Han ded or Ver sat i l e/Si m pl e: Extr a die of - 1 Han ded or Ver sat i l e/Si m pl e: On a cr itical
dam age. hit enemy m ust m ake a Str ength save or be
- 2 Han ded/Si m pl e: On a cr itical hit enemy stunned for one r ound.
m ust m ake a Str ength save or be stunned for - 2 Han ded/Si m pl e: Extr a die of dam age.
one r ound. - Ran ged/Si m pl e: Extr a die of dam age.
- Ran ged/Si m pl e: You gain +2 dam age w ith - 1 Han ded/M ar t i al or Ver sat i l e: Extr a die of
the w eapon dam age.
- 1 Han ded or Ver sat i l e/M ar t i al : On a cr itical - 2 Han ded/M ar t i al : Cr itical hits deal
hit enemy m ust m ake a Str ength or be m axim um dam age and ignor e dam age
stunned for one r ound. r esistance.
- 2 Han ded/M ar t i al : Extr a die of dam age. - Ran ged/M ar t i al : On a cr itical hit apply
- Ran ged/M ar t i al : Extr a die of dam age. w eapon dam age to another enemy w ithin 5'
- Net : Anyone tr ying to escape has of or iginal tar get.
disadvantage. - Net : DC to escape net incr eases to 20.

80
Your m ethods r esem ble that m or e a tr ibal
sham an than an ar chm age, but no one confuses
the destr uction you can call for th.

Bon u s Pr of i cen ci es
W hen you chose this ar chetype at 1st level you
becom e pr oficient in the Natur e and Sur vival
skills.

Dar k Ton gu e of M agi c


Star ting at 1st level w hen you begin to cast a
spell you can ignor e the som atic and m ater ial
com ponents w ithout a cost. Ver bal com ponents
cannot be ignor ed, and any spell you cast gain a
Ver bal com ponent if it did not have one.

Un br i dl ed Pow er
Star ting at 6th level w hen you cast a spell using
the Em pow er ed Spell m etam agic option, you
can r er oll double the num ber of dice equal to
your Char ism a m odifier (m inim um of one).

Raw Pow er
Through the magic of my people I gain power. At 14th level you gain a num ber of bonus
Through the power of my clan I become stronger. sor cer y points equal to your Char ism a m odifier.
Through the strength of my ancestors I will You r egain any bonus sor cer y points spent after
prevail. W ith my victory, my people will endure. a long r est.
Speaks-W ith-Fire, Atruaghin Wokani

Un f et t er ed Sor cer y
Wokani At 18th level you can spend double a spell's level
in sor cer y points to do m axim um dam age w ith
Sor cer er Ar chetype that spell. You cannot add any m etam agic
Pr acticing an ancient m agic, your contr ol of options to the spell.
m agic is fr om r itual and tr adition, not study and
r ote. You lear ned your m agic fr om the w okani
befor e you, as the tr adition w as passed fr om
teacher to student. This is not a subtle or a
civilized m agic, it is loud and and it is savage.
81
oppor tunities dr y up if you stay too long, so you
Back gr ou n ds never settle dow n at any one location.

D8 Per son al i t y Tr ai t
Car avan Tr avel er
1 I have little patience for slow m over s
The life blood of the Know n Wor ld is tr ade.
2 I am alw ays scanning the hor izon
Acr oss the nations convoys of tr ader s set out to
br ing tr ade and w ealth to distant lands. You 3 I pr efer anim als to people

gr ew up as par t of the lar ge suppor t staff


4 I have a per sistent odor fr om the r oad
needed to m aintain the m ile long car avans,
w hether as a dr over , m er chant or guar d. 5 I have no r espect for slacker s

Sk i l l Pr of i ci en ci es: Anim al Handling, 6 I cannot stand those w ho com plain constantly

Per ception 7 I don't tr ust people I don't know.

Tool Pr of i ci en cy: Land Vehicle (Wagon). 8 I hum to myself constantly.

Lan gu age: One language of your choice. d6 I deal s

Equ i pm en t : Wor k clothes, w alking stick, block 1 Gr eed: The only r eason I do this is m oney (Evil)
and tackle, 50' hem p r ope, shovel, sledge 2 Du t y: I w as hir ed to do my job and that's w hat I w ill do.
ham m er. (Law ful)

Feat u r e: M er ch an t Con t act s 3 St abi l i t y: M y job is stable and that's the w ay I like it. (Law ful)

4 Tr avel : I w ant to see the w or ld. (Any)


Fr om your m any tr ips to var ious m ar kets in far
aw ay lands you know w her e to find alm ost 5 Fr eedom : I don't like being tied dow n to one place (Chaotic)

anything for tr ade. Though you ar e not a 6 Qu i et : I like to be left alone to my thoughts. (Any)
m em ber of them , you can instantly r ecognize
d6 Bon d
the m ar kings of the var ious m er chant guilds
you've encounter ed. 1 M y job is the r eason I keep going.

Su ggest ed Ch ar act er i st i cs 2 Those that tr avel w ith m e ar e my fam ily.

3 I r espect the guildm aster for backing m e up.


You have a bit of a nom adic str eak in you, but
not to the point of w ander lust. You know 4 I have a fam ily w aiting for m e w hen I get back .

5 Ther e's a bar m aid I alw ays m ake tim e to visit w hen I set out.
d8 Convoy Position
6 I tr ust the guar ds to keep us all safe, and I have their back
1 Drover w hen it com es tim e to get paid.

d6 Fl aw
2 Cook
1 I am a bit of loner.
3 Guard
2 I have a short temper with people.
4 Master
3 I tend to over analyze things for flaws.
5 Escort
4 I have little patience with people that make mistakes.
6 Merchant 5 I relate more to animals than people.

7 Scout 6 I tend to lose small things from the caravan like good drink.

8 Tag Along

82
Kr on dar D8 Per son al i t y Tr ai t

1 I tim e my r ounds to be near the best food dur ing m eals.


You ar e a one of the pr otector s of the Five
Shir es. Though nor m ally r eser ved for hin, they 2 I let the childr en play w ith my w histle as I patr ol.

do on occasion tr ust the position to tall folk they 3 I m ake dr unks sleep it off at the jail.
r espect and tr ust.
4 I patr ol at night looking for action.
You patr ol the shir es looking for tr oublem aker s
5 I m ake sur e to see if all the pr etty hin ar e doing okay ever y
and thr eats to the peace. W hile the hin day.
definition of tr oublem aker is a little tam e 6 I catch up on all the gossip ever y day.
com par ed to other nations, it is your
7 I take tim e to alw ays sm oke my pipe w hen I'm patr olling.
r esponsibility to see hom e those that have
dr unk too m uch, and escor t r ow dy childr en 8 I am never found w ithout som e sor t of snack .

back to their par ents.


The position is not all funny m om ents and
d6 I deal s
m or al lessons, m any hum anoids and m onster s
think the hin ar e easy pr ey because of their 1 Or der : Ever ybody has to obey the law. (Law ful)

sm all size. It is your duty to tur n back all 2 Pow er : Anybody w ho defies m e gets a cr ack on the head.
(Evil)
thr eats to your sw or n char ges.
3 M er cy: Ever ybody deser ves a second chance. (Good)
Sk i l l Pr of i ci en ci es: Insight, Investigation
Lan gu age: You speak hin. 4 Food: I never m iss a m eal. (Any)

Equ i pm en t : Top hat, unifor m , club, hooded


5 Fr i en dsh i p: I pr efer to be on good ter m s w ith ever ybody.
lanter n and flask of oil, tinder box and signal
(Good)
w histle.
6 Hu m or : I tr y to find w hat's funny in ever y situtation. (Good)
Feat u r e: Gu ar di an of t h e Sh i r es
The hin r espect the Kr ondar as keeper s of their
d6 Bon d
m uch loved peace, even if the Kr ondar is one of
the tall folk . You can expect to eat for fr ee at 1 M y tow n is under my pr otection.

m ost hin taver ns, and hin m er chants often offer 2 Ther e's a par ticular hin that has caught my eye.
you fr ee sam ples of their best fr uits w hile you 3 The taver n keeper goes out of her w ay to m ake sur e I get fed, I
ar e on patr ol. M any hin par ents w ill ow e you keep an extr a eye out for her building.

favor s for letting their childr en off w ith a 4 M y other Kr ondar ar e my fam ily.
w ar ning. 5 I m ake sur e all the childr en don't get into tr ouble.

Su ggest ed Ch ar act er i st i cs
6 I can't stand to see som eone dow n and out.
You ar e fir m but fr iendly. The Shir es is not a
d6 Fl aw
danger ous land, but the hin love their
1 I don't handle backtalk well.
tr anquility m or e than anything else. You ar e
sw or n to uphold the law , but you also have a lot 2 Sometimes I'm too soft.

of leew ay in how to pur sue it. Often tim es you 3 I'm always looking for trouble.

can let them off w ith a w ar ning, but if ther e is 4 I tend to enforce the law exactly as written.
actual physical danger you becom e dead
5 I let my friends slide when I shouldn't.
ser ious.
6 I let people bribe me with small gifts.
83
M i x ed Bl ood D8 Per son al i t y Tr ai t

1 I sw itch betw een my r acial languages on accident w hen


You w er e bor n of tw o r aces, a r ar ity in M ystar a.
talking to fr iends.
Though you only have the featur es of one of
your par ents, you have a bond w ith both of your 2 I am obsessed w ith tr ivia about my hidden her itage.

cultur es. You ar e accepted as the her itage of 3 I tr y not to m ention the fact I am m ixed r ace.
your appear ance, but you sur pr ise people w ith
4 I dr ess like the m em ber s of my other r ace.
your know ledge of your other par entage.
5 I go out of my w ay to m ake fr iends w ith people of my other
Choose r aces for your her itage, hum an and elf r ace.

ar e the m ost com m on but other com binations 6 I cannot stand pr ejudice of any sor t.
ar e not unhear d of, w ith the help of m agic even
7 I can't stand it w hen people assum e I know ever ything about
hum an and hin have happened. You have all both my cultur es.
the tr aits of one par ent, you ar e consider ed
8 I w ant to see the lands of my par ents.
their r ace for all pur poses. You have som e of
the behavior tr aits of the other par ent, a hin's d6 I deal s

hunger , an elf ' patience or a dw ar f 's gr uffness. 1 Cu r i osi t y: The w or ld is m eant to be explor ed. (Chaotic)

Sk i l l Pr of i ci en ci es: Histor y, Insight 2 Har m on y: We m ust all live together as one people to thr ive.
(Good)
Lan gu age: Your other par ent's language
3 Reven ge: I w as never given my due for my her itage, now I
Equ i pm en t : A piece of jew elr y (a heir loom fr om w ill take it. (Evil)

your par ents), 2 books about your r aces, set of 4 I sol at i on : I never fit in either cultur e, I just w ant to be left
com m on clothes, 5 sheets of paper , pen, ink . alone. (Any)

5 Fr i en dsh i p: No r eason you can't be a cheer ful sor t, after all,


Feat u r e: Best of Bot h Wor l ds
that's how your par ents m et! (Good)
As a half-br eed you ar e affor ded a bit m or e tr ust
6 Bi t t er : You never knew one par ent, leaving you alone in a
that people outside your r ace. W hile you m ight
w or ld that you didn't belong. (Evil)
not be tr usted com pletely by str anger s, your ar e
given the benefit of the doubt by m em ber s of d6 Bon d
both your r aces. A dw ar ven taver n m ight m ake 1 M y fr iends ar e my fam ily now.
your fr iends w ait outside w hile you ar e
2 I w as accepted openly by my village, I w ill never for get that.
per m itted entr ance, or you can enter a gr ove
3 I w as consider ed exotic, but ther e w as one that liked m e for
sacr ed to elves for a r itual because of your
w ho I w as.
her itage.
4 I never knew one par ent, the one that r aised m e is my life.
Su ggest ed Ch ar act er i st i cs 5 Though w e didn't shar e the sam e par ents, it didn't m atter to
my siblings.
Half br eeds ar e caught betw een tw o w or lds.
6 I pr om ised by fam ily I w ould do them pr oud.
Though they com pletely pass as one r ace, they
w ill fr equently car r y m em entos of their other d6 Fl aw

r ace. Their flaw s m ight be a pr efer ence of one 1 I hate one of my races.

r ace over another , or a denial of their hidden 2 My openness gets me into trouble.
her itage all together.
3 I tend to become obsessed with relics of my ancestors.

4 I don't want people to know about my mixed blood.

5 I trust members of my secret race too easily.

6 I tend to be quite indecisive.


84
Sl ave D8 Per son al i t y Tr ai t

1 I w ake up in the m iddle of the night fr om bad dr eam s.


You w er e ow ned by another sentient being.
Either in a land w her e slaver y is allow ed like 2 The sound of a w hip m akes m e flinch.
Thyatis or Alphatia, or kidnapped by a cr im inal 3 M y m aster w as kind, but I w ill never adm it that.
or ganization like the Ir on Ring, or taken by
4 If I'm not told w hat to do I don't know how to act.
hum anoids, you only r ecently r egained your
fr eedom . 5 I don't like taking or der s.

Choose w ho w as your m aster , either a noble 6 I hoar d little things so they can't be taken fr om m e.

fr om a nation w her e slaver y is allow ed, a cr im e 7 If str uck I fight back w ith all my m ight.
boss or a tr ibe of hum anoids that held you
8 I don't like to be touched.
pr isoner. They m ay have been kind, but m or e
d6 I deal s
than likely they w er e br utal. You know you w ill
never give up your fr eedom again how ever. 1 Abol i t i on . I w ill fr ee all that I find being held unjustly.
(Good)
You ar e fr ee now , and that is never going to
change. 2 Reven ge. Those that w r onged m e w ill pay in kind. (Evil)

Sk i l l Pr of i ci en ci es: Deception and Sur vival


3 Li ber t y. Now that I am fr ee, I w ill live my life as I see fit.
Tool Pr of i ci en ci es: One type of Ar tisan's tools (Chaotic)

Lan gu age: The language of your m aster. 4 Con f or m i t y. I need som eone giving m e or der s to m otivate
m e. (Law ful)
Equ i pm en t : One set of poor clothes, br oken 5 For gi ven ess. You w ill not let those w ho w r onged you contr ol
m anacles, a sm all per sonal heir loom blanket, you any fur ther. (Good)

sack, sm all pouch containing 10sp 6 Hedon i sm : You w er e denied your w ishes w hen you w er e in
bondage, now you w ill live it up. (Chaotic)
Feat u r e: Not a Nu m ber d6 Bon d

As a slave you per for m ed w hat ever task your 1 I ow e my life to the per son that liber ated m e.
m aster dem anded of you. Now that you ar e fr ee
2 M y br other s that toiled alongside m e get my undying loyalty.
you have let it be know n that you w ill not be
contr olled again. Because of your histor y ther e 3 Ther e w as a slave that taught m e to r ead, I sw ear I w ill them
and fr ee them .
ar e quite a few that give you a lot of leew ay.
4 M y m aster one day fr ee m e w ithout explanation. I w ill never
Thieves w ill not attem pt to cr oss an escaped pit
for get that.
fighter , and m any tem ples offer aid to those that
5 I sw or e my devotion to the noble that saw my m aster br ought
have suffer ed such as your self. You m ay not to justice.
w ant their aid, but it your s for the asking.
6 The only thing of value is the heir loom my m other left m e, it
never leaves my side.
Su ggest ed Ch ar act er i st i cs
d6 Fl aw
Slaves tend to be either w ithdr aw n or r esentful
1 Any attem pt to hold m e dow n w ill be m et w ith for ce.
of their past. Per haps your m aster still lives and
w ants you r etur ned. How you r espond is up to 2 I am par anoid my for m er m aster is still after m e.

you. Do you fight or do you flee? Does the sight 3 I hate the people of my m aster 's r ace.
of other s in chains r aise your ir e?
4 I r ar ely get a good night's sleep.

5 M y tem per gets the best of my w hen I'm for ced to do


som ething I don't w ant to do.

6 I left behind people I could have saved w hen I escaped


85
Denial
Restr iction: Hin only
NewFeats M aster Tr ader
You have the golden touch, all your endeavor s
Tapping into the m agic that is w oven into the seem to tur n a pr ofit. You never have a
ver y geogr aphy of the Five Shir es you can pr oblem finding buyer s for your spoils and
alter the flow of m agic thr ough sheer for ce of quickly lear n to spot a lie. You gain the
w ill.
follow ing benefits:
- As a r eaction you m ay attem pt to stop a
m agic spell as it is being cast. This is - Incr ease your Intelligence or Char ism a by
tr eated exactly as the spell Counter spell, 1, to a m axim um of 20.
w ith W isdom being used for deter m ining - W hen r olling on the Running a Business or
the your equivalent spellcasting ability. Selling a M agic Item char t in your dow n
W hether the Denial succeeds or fails, the
you take 1d4 dam age fr om the feat. If you tim e, r oll tw ice and take the higher r esult.
ar e disabled fr om this dam age, it has no - You know the value of any non-m agic item
effect on w hether the Denial succeeds or w ithin 10% of its actual value.
fails. Denial only w or ks inside the - Deception checks against you have
boundar ies of the Five Shir es. Once you disadvantage.
have used the Denial, you cannot m ake
another until you have com pleted a full Str ong M an
r est.
You have incr eased your physique thr ough a
Extr a Atunem ent str enuous r egim en of exer cise, allow ing you
Thr ough either ar cane tr aining or sheer for ce per for m am azing feats of str ength.
of w ill you have lear ned to attune m or e m agic
- Incr ease your Str ength by 1, to a
item s to your self. This feat can be taken
m axim um of 20.
m ultiple tim es, and its effect is cum ulative.
- You can use your Str ength m odifier in
- You m ay attune an additional thr ee m agic place of the nor m al m odifier for
item s. Intim idate, Acr obatics or Per for m ance
checks.
Str eet Fighter - You can w ield a tw o handed w eapon w ith
You ar e deadly w ith sm aller w eapons. one hand, you suffer disadvantage on all
attacks w ith it how ever.
- W hen attacking w ith a club, dagger or
- You ar e tr eated as one size lar ger w hen
sickle, if you r oll m axim um dam age on the
calculating encum br ance. (If using the
die you m ay double the w eapon dam age.
alter nate encum br ance m ethod instead
- You r oll an extr a die of dam age w hen you
incr ease the m ultiplier s to 10 and 15)
cr itically hit w ith a club, dagger or sickle.
- If you have sur pr ise, all attacks w ith a
club, dagger or sickle have advantage that
r ound.

86
Immortalsand Priests

87
The path of the Dynast is one of tim e. The her o
Im m or tals of M ystar a m ust pr ove them selves w or thy by building a
M ystar a does not have actual gods like other dynasty w or thy of an Im m or tal. This task
settings, cler ics vener ate the Im m or tals instead. r equir es the her o to establish a long lasting r ule
Im m or tals w er e once gr eat adventur er s that by the her o and descendants. The her o m ust
have epic quests and petitioning to past populate the r ealm w ith sufficient people and
Im m or tals tr anscended their m or tal for m to build a capitol for the new r ealm .
take their place for ever in the Outer Planes. The other challenge of the Dynast is they m ust
tr avel in tim e to help their descendants r etain
the r ealm built by the her o. The her o m ust
Each Im m or tal ser ves one of the five Spher es of quest for an ar tifact to accom plish this, then
Pow er , each Spher e r epr esents one of the they ar e w or thy of im m or tality.
distinct com ponents of the M ultiver se. Cler ics
of M ystar a can vener ate a specific Im m or tal,
and entir e pantheon or just a Spher e of Pow er. The Epic Her o m ust under go a ser ies of quests,
fir st to find a pow er ful ar tifact of Thought.
Then to destr oy an ar tifact of Entr opy. Then the
The Im m or tals hold each other in balance, none Epic Her o m ust cr eate a gr eat w eapon, tr ain a
m ay actively inter fer e w ith the w or ld w ithout w or thy successor and finally com plete an epic
r ebuke fr om other s. Instead the Im m or tals quest taking no less than five year s to
secr etly take m or tal guise to w alk the w or ld accom plish.
unnoticed. W hile their pow er is gr eatly
r educed w hen they do this, they ar e still
cr eatur es of im m ense pow er in their guise. The Par agon is a test of cr eation and conquest.
The her o m ust find an ar tifact of Thought, then
cr eate an entir ely unique m agical item that
The pr im ar y r ole of the Im m or tals is to keep r equir es at least one im possible com ponent.
balance am ong the Spher es. Each Spher e m ust Once those ar e finished the Par agon m ust tr ain
be kept in har m ony w ith the other s for the no few er than half a dozen appr entices and see
M ultiver se to continue. An im balance betw een them r ise in pow er. Finally the Par agon m ust
the Spher es can have catastr ophic r esults. The challenge and defeat all w izar ds w ith 1,000
Spher e of Entr opy stands apar t fr om the other s, m iles befor e they ar e eligible.
tr ying to cause the end of the M ultiver se so they
can r ecr eate the next w or ld in their im age.
The Polym ath dem ands its candidate par take a
quest for an ar tifact that w ill for ce the her o to
The other pur pose for Im m or tals is to sponsor quest for it sever al tim es. Each tim e the her o
m or tals that w ish to join them . It is not a easy attains the ar tifact the ar tifact r esets the her o
task, for m or e per ish than ever succeed. One back to 1st level of a differ ent class w ith no
cannot becom e an Im m or tal w ithout the help of m em or ies of the past lives. The her o m ust then
a sponsor , and ther e is no guar antee a m or tal find the ar tifact again w ith a par ty w ith at least
w ill ever gain a sponsor. Once a m or tal has four differ ent classes, until the four th tim e
obtained a sponsor they m ust par take of a task w hen all m em or ies and levels ar e r etur ned.
to pr ove the m or tal is indeed w or thy. Then the candidate m ust build an m onum ent of
their achievem ent.
88
Pr om inent Im m or tals bear d, r iding on a per fect Alasiyan stallion
AHAM ANNI TURTLERI DER
w ielding his scim itar.
Patroness of the Clan of the Turtle
Al-Kalim is at the sam e tim e a m er ciless w ar r ior
Ahm anni is a beautiful, tall and slim and a m er ciful sage, a possessed dr eam er and a
copper -skinned w om an, w ith long black hair r ealistic scholar. He is
gather ed in a plait and toler ant tow ar ds diver sity
colour ful paints on her face. and for eign custom s, but he
She usually car r ies a har poon can pr ove stiff and
and is dr essed in sim ple unfor giving w hen it com es to
clothes of doeskin. Often the safety of his pr otégés and
appear ing near the sea, she is follow er s and w hen his
alw ays pr eceded by a bank of teachings ar e scor ned. His
fog fr om w hich she em er ges follow er s act m uch the sam e,
standing on her feet in a w ith som e zealots r eaching
canoe that m oves at her peaks of blind intoler ance. He
com m and. pr eaches unity am ong his
Ahm anni is as unpr edictable faithful, the sanctity of life,
as the sea, changing by the and the pr otection of natur e
m om ent fr om gentle to (in par ticular of w ater as
im petuous. She is extr em ely sour ce of life), all teachings
faithful to Atr uaghin and is that com e fr om an existence
also a r eliable ally of Hattani led in places w her e death and
and M ahm atti, w hile dr ought ar e hated life
pr ofoundly hating Danel and com panions. For this r eason
Atzanteotl, w ho thr ow all Alasiyans follow the
constant attacks against her Eter nal Tr uth. Al-Kalim is a
people (the only tr ibe to not loyal ally of Pr otius w ho
live on the plateau of Atr uaghin), and any other sponsor ed his ascension, and he feels in debt
Im m or tal patr ons of the hum anoids. tow ar ds the Old M an of the Sea, since he has not
yet kept his pr om ise to m ake the Alasiyan Deser t
AL-KALI M
a lush gar den in his honour. He is in per petual
The Peacemaker, Patron of Ylaruam, Holy conflict w ith Zugzul and Ranivor us, w ho
Prophet of the Eternal Truth, Patron of Tactics br ought and still br ing chaos and destr uction
and Warfare. am ong the Ylar i w ith their m achinations and
Al-kalim ?s pr im ar y for m is of an elder ly hum an the use of their follow er s (M agicians and
patr iar ch w ear ing poor cler ical r obes, w ith a Gnolls).
fir m outlook, w ise and intelligent eyes, and a ALPHAKS
long w hite bear d. His second m anifestation
Hui Da-Zhi, The Roaring Demon, Patron of
for m is that of a youthful dashing deser t w ar r ior
Hatred, Lord of Oppression, Bane of Alphatia
w ith a haw k?s nose and a w ell tr im m ed black
89
Alphaks is a 10' tall hor ned dem on w ith huge She's a staunch ally of Razud, Kor yis, and
black bat w ings, holding a gr eatsw or d in his Palar tar kan (the other good-aligned
r ight hand and a bar bed w hip in his left. Alphatian im m or tals), and has befr iended
both Guidar ezzo and Lor nasen (w ho shar e
Alphaks is an intelligent and cultur ed
her love for har m ony, ar ts and beauty) and
cr eatur e but he is extr em ely egocentr ic and
the Shaper 's pacifism . Her only enem ies ar e
pr one to m aniacal fits of r age. He consider s
Alphaks and Talitha, the banes of the
him self a disciple of Thanatos, but he lacks
Alphatians.
his patr on's patience and cor r uptive
char ism a, so he often tr ies to cor r upt m or tals ASTERI US
using br ute for ce, violence and thr eat. W hen
Belnos, Hermod, Kudesha,The M erchant,
he becom es extr em ely fur ious, he expr esses
M urtijai, Zephyr, Patron of Trade and M oney,
his fr ustr ation w ith open acts of m ass
Patron of Communication, Protector of
destr uction and m assacr es. He is a m er ciless
M erchants and Thieves
enemy of all Alphatian Im m or tals (Alphatia,
Razud, Kor yis and Palar tar kan) and a bitter Aster ius appear s to be a stocky m iddle-aged
r ival of Or cus, w ith w hom he com petes for m an w ith jet-black hair w ear ing an ancient
the cr ow n of Pr ince of Destr uction. He has no r obe, spor ting a keen eyesight and an ever
stable alliances (even Thanatos alienated pr esent beguiling sm ile.
him ), even if he som etim es likes to cooper ate Aster ius is extr em ely fr iendly and char m ing
w ith Talitha to tor m ent and destr oy the at fir st sight, but he hides a danger ous side
Alphatians. that he r ar ely show s. This helps him achieve
ALPHATI A his goals by taking his enem ies by sur pr ise.
He consider s him self the univer sal patr on of
Yao-Lan Zi, Patroness of Alphatia, Patroness of thieves and m er chants because they ar e tw o
Arts, Lady of Harmony sides of the sam e coin, even though he
Alphatia is a beautiful copper -skinned despises the evil ones w ho act m er ely for self
Alphatian w om an clad in a sim ple w hite gr atification or for envy (for this r eason he
tunic, lacking jew eller y and shoes hates Talitha w ith passion). He is also
(em bodying sim ple Beauty). associated w ith tr aveller s and those w ho
br ing infor m ation, since know ledge is a
Alphatia is not inter ested in conquest or
pr iceless good on M ystar a. His m ost loyal ally
pow er (unlike the m ajor ity of the Alphatian
is his old patr on, Kor otiku, and Aster ius can
nobles), but she is fascinated by beauty and
count also Ixion and Valer ias am ong his
ar ts, som ething she tr ies to pr eser ve w ith all
fr iends, since they shar e his centur ies old
her effor ts. She's a convinced pacifist, but she
cr usade against their com m on enemy
does not hesitate to use str ength to defend her
Thanatos.
follow er s and the Alphatian Em pir e. She is in
favour of a defensive w ar but counter s any ATRUAGHI N
kind of im per ialism or w ar for conquest,
Quetzalcoatl, Father of the Atruaghin Clans,
since she is convinced that an expansionistic
Patron of Good and W isdom, Saviour of the
for eign policy distr acts the Alphatians fr om
Azcans
their tr ue goal: the study of m agic and ar t in
all their for m s. Atr uaghin usually appear s as a m iddle-aged

90
copper -skinned hum an w ith w ise dar k eyes r espect for law and justice. This is the r eason
and a haw k's nose, w ear ing a w ar bonnet he has gather ed so m any follow er s and allies
ador ned w ith colour ful plum es on his head. all ar ound the w or ld.
He alter natively takes on the for m of a 7 feet
ATZANTEOTL
tall w ell-m uscled w ar r ior sur r ounded by
flam es. Ivaldi, M enlil, Skorpios. Patron of Corruption
and Treachery
Despite all battles and w ar s he fought,
Atr uaghin has alw ays been char acter ised by Atzanteotl?s fir st for m is that of a char m ing
his m eekness, m er cy and patience. In fact, elven adventur er w ith a shady outlook (pale
after decades spent w ander ing ar ound the com plexion and sly sm ile) w ear ing black
w or ld, he cam e to under stand that tr ue clothes. His second m anifestation for m is that
str ength com es fr om know ledge and of a jet-black feather ed viper w ith an elf 's
deter m ination. He pr efer s dialogue as a w ay face and tw o ar m s concealed under the
to solve any m atter , even though he w ings.
under stands that som etim es br ute for ce is the Atzanteotl is fascinated by the pr ocess of
only thing that som e people listen to. He cor r uption and he especially loves to see how
r efuses to use deceit or lies to r each his goals, any kind-hear ted per son can fall into the
and has alw ays been a shining exam ple of abyss of Evil and r egr et thanks to his
m achinations. Often, he loses inter est in one
pr oject and star ts looking for new w ays to
spr ead evil. His final goal is the com plete
annihilation of life on the outer w or ld, and
especially the destr uction of all elves.

BRI NDORHI N
Patron of Halflings, High Hero and Protector
of the Five Shires, Patron of Abundance
Br indor hin is an elder ly hin w ith a noble
appear ance and a still str ong physique, w ith
cur ly w hite hair and long gr eying sidebur ns,
clad in r ich gar m ents but bar efoot, alw ays
sm oking his favour ite pipe and flashing an
assur ing and w ar m sm ile.
Br indor hin/Gunzuth is a m er r y but pr agm atic
im m or tal, deeply fond of tr aditions and law s.
He loves life deeply and teaches his
w or shipper s to enjoy the fr uits of the ear th
and their job w ithout tr ying to find cheap or
unlaw ful w ays to gain m or e w ealth. The
gr eatest tr easur e for any halfling is in fact the
safety of his hom e and the love of his fam ily.
Cober ham and Nob Nar ar e his tw o
91
insepar able allies, together w ith his pr otégé, the Blackflam e and lear ning about its or igins
Finidel. He str ongly opposes the im m or tal and pow er s, inviting all his follow er s to
patr ons of goblins and or cs, r em em ber ing the handle these myster ies w ith car e and secr ecy.
suffer ing that the hin endur ed at the hands of He's a loyal fr iend of Br indor hin, w ho shar ed
these hum anoids befor e his r ise to pow er. w ith him the epic deeds of the Tim e of
Her oes, and finds Nob Nar and Raven the
CHARDASTES
per fect em bodim ent of the typical m er r y and
Patron of Medicine and Healing easygoing hin. He has a deep r espect for Ixion
Char dastes appear s to be a tall m an of a noble and Noum ena, although he cannot r eally
postur e, high cheekbones, deep black eyes, a count them am ong his allies. His only
r eceding chin, and a snub nose. He is alw ays enem ies ar e the im m or tal patr ons of or cs and
clean shaven, w ear ing a long w hite linen r obe goblins.
of Nithian taste and holding a sm all silver bell CRETI A
in his left hand.
Patron of Jokes, Lord of Trouble and Chaos,
Char dastes is pr incipled, patient, and Patron of War, The Troublestarter
com pletely obsessed w ith pr otecting life,
w hich he holds as the gr eatest myster y of Cr etia is a hum an w ith sallow skin, alw ays
univer se. For this r eason he hates death and intent to get about and to sm ile, w ith dar ting
destr uction w ith passion, m aking undeath the black eyes and often exagger ated and far cical
outm ost for m of aber r ation to his eyes (and m ovem ent; he is m uch attached to his clothes
those of his follow er s). He teaches his m ade up fr om a patchw or k of m any styles,
follow er s to pr otect life at all costs and to m ater ials and colour s, and a r apier at his
r espect the natur al life-cycle. He encour ages belt.
them to study the secr ets of the hum an body Now Cr etia is totally dedicated to the
and soul to better under stand their natur e philosophy of Chaos, w hich for him
and cur e them . r epr esents the only w ay for avoiding the
cor r uption and the stasis gener ated by Or der.
His attention is par ticular ly concentr ated on
COBERHAM SHADOWGLI NT the Ethengar ians. Ever y now and then, he
Patron of Hin, Protector of the Five Shires, w ill place pr oblem s and obstacles in their
First M aster r oad. This is to spur them on in such a w ay
that it incr eases their diver sity and allow s
Cober ham appear s as a m iddle sized hin clad
them to r em ain active and pr osper ous. He is
all in black, w ith an aur a of blackflam es
w or shipped by the Ethengar ians as the
constantly flicker ing ar ound him , w hich
br inger of chaos and jokes, and is fur ther the
obscur es his featur es. His only unm istakable
patr on of w ar intended as an instr um ent of
featur e of his visage is his silver -spar kling
lasting change. Today he is tr ying to expand
eyes and his m agnetic gaze.
his philosophy into the lands of the Nor th,
Cober ham is as w ise as he is silent. He loves w her e he has clashed w ith the absolute or der
to ponder the deep issues of the M ultiver se im posed by Vanya and For setta.
and to study all unique and innovative for m s
DANEL TI GERSTRI PES
of m agic. He has never stopped exam ining

92
Patron of the Clan of the Tiger Im m or tal that thr eatens the cultur es she
Danel is a slim hum an w ith obvious pr otects.
m usculatur e, quick speed, and gr aceful EI RYNDUL
m ovem ents like those of a panther. He has slit
Eyris, Shaibuth, the Adventurer, Patron of
eyes like those of a cat (ver tical pupils and
Cleverness, Patron of Shiye-Lawr, Patron of
gold-str eaked ir ises); his body is cover ed by
Adventure
long healed scar s sim ilar to the str ipes of a
tiger. He w ear s a sim ple, shor t, sleeveless Eir yndul is a tall elf w ith long silver hair and
tunic and a shor t sw or d at his belt. a ver y sm ar t outlook, clad w ith r oyal r obes
and w ear ing a golden cr ow n engr aved w ith
The hate and r ancour that Atzanteotl has
fr olicking sylvan beings.
m ade gr ow w ithin him have er ased any
scr uples or sense of com passion that once Eir yndul likes to taunt the other Im m or tals
lived in Danel. He is now becom ing a cr uel w ith pr anks and tr icks car efully planned to
and sadistic Im m or tal, w ho doesn?t lose any em bar r ass them w ithout hur ting them . He
oppor tunity to induce suffer ing on m or tals indulges in these jokes tar geting especially
for r evenge over the fate he has endur ed. M ealiden and Ilsundal. He is also fam ous for
his r om antic escapades both w ith m or tals
DI ULANNA and im m or tals. For this sam e r eason he has a
Arduinna, Patroness of W ill and Courage, heated r ivalr y against Valer ias, guilty of
Patroness of Hunting r efusing m or e than one of his advances and
Diulanna is a young w om an w ith a ser ious, r idiculing him in fr ont of the other
alm ost sever e expr ession, w ith clear skin and im m or tals. To avenge him self he sponsor ed
long fier y r ed hair , dr essed in a shor t hide Kythr ia, a young im m or tal so sim ilar to
tunic, a loincloth, a pair of ankle boots of Valer ias in m any w ays and a for m er cler ic of
leather and a hair band m ade fr om a lion?s the goddess of love, w hom the goddess had
pelt, w ielding a shor t stone-tipped spear (a r epudiated out of jealousy. He is also in
typical Thyatian look) com petition w ith Har r ow , a young im m or tal
of the Nightm ar e Dim ension w ho hinder ed
Diulanna is the patr oness of w ill, cour age, his plans too m any tim es and is now
fr eedom of action and thought, especially thr eatening his author ity on the Daendur
am ong m inor ities, in par ticular w or king elves. Har r ow is also an ally of Loki in Hule,
against the oppr essive m achinations of and Eir yndul consider s this the w or st of his
Rathanos. Diulanna is a w ild and fr ee spir it, sins, since Loki r epr esents the negative face
and asks gr eat deter m ination and sacr ifice of of Eir yndul: an im m or tal that uses clever ness
her follow er s since she never subm itted to and deceit to br ing destr uction.
the injustices and w ill of despots. Diulanna
also gr eatly loves the hunt, of w hich she is the FORSETTA
r itualistic patr oness for var ious cultur es. Her Porewit, Patron of Law and Justice, Patron of
m ost faithful allies ar e Tar astia and Patur a, as Loyalty, Patron of Vestland
they adm ir e her deter m ination and have a
For setta is a tall blonde Nor se m an w ith a
com m on hatr ed for Rathanos, and his m entor
noble and calm attitude, w ear ing a w hite
Kor otiku. She despises Rathanos and ever y
plate m ail and holding a polished r ound

93
shield w ith his left ar m and a golden sceptr e Antalian blood. He also took the Kogolor
w ith four lar ge r ubies (sym bol of the Law ) in dw ar ves (w hom he had m et in his m or tal life)
his r ight hand. under his pr otection after Kagyar dum ped
them in the Hollow Wor ld, as w ell as the
For setta is an honest and peaceable im m or tal,
Icevale Elves. He is cur r ently Odin's tr usted
w ho pur sues his goals of Or der and Justice
advisor and has m any follow er s am ong the
w ith near obsessive str ength. He thinks that
nor thm en as patr on of br aver y in battle,
Law s and Codes of
tactics, loyalty, and
conduct ar e the only
fr iendship. Given
w ay to give or der to the
the legends of his
w or ld and the only
r om antic pr ow ess,
things that can br ing
he is also know n as
har m ony to m or tals,
god of vir ility and
w hich in tur n can lead
fer tility, and his cult
them to social pr ogr ess.
is often associated
For setta does not
w ith the cycle of
appr ove the chaotic
seasons and
teachings of Cr etia, and
agr icultur e in
he ar gued a lot w ith
gener al. Fr ey is
him in the past,
par ticular ly liked by
although he does not
the low er classes
consider him a tr ue
because he
enemy like Loki, Hel,
advocates avoiding
and Vanya.
fighting w henever
FREY possible (contr ar y to
Brian, Fredar, Jarilo, the com m on w ar like
Patron of Friendship m entality of the
and Fertility, Odin's nor thm en), and if a
Tactician fight is unavoidable,
it is better to use w isdom , cunning, and
Fr ey is a tall blond Antalian w ith a char m ing
boldness than r aw for ce to pr evail.
outlook and a lithe figur e (he fights m or e
w ith clever ness than w ith r aw for ce). He's FREYA
dr essed in typical nor thm an's clothes (chain Brianna, Fredara, Lada, Patroness of Love and
m ail, longsw or d at his side, hor ned helm and Beauty, Patroness of Family and Fertility,
a pelt cloak). Fr ey is alw ays accom panied by M istress of Seidh, Keeper of Souls
his golden m agical boar , Gullinbur sti, w hich
Fr eya is a tall blonde Antalian w om an of
he r ides w hen char ging into battle, and he
unsur passed beauty, w ith a slender but
ow ns Skipbladnir , a m agical ship that can be
cur vaceous body, clad in typical Nor se clothes
folded to becom e so tiny that it fits in his
(chain m ail, shor t sw or d and sickle at her
pockets.
belt, lam bskin cloak on her shoulder s). Fr eya
After his ascension, Fr edar becam e know n is never seen w ithout her beloved m agical
am ong the nor thm en as Fr ey, pr otector of the necklace, Br isingam en, an ar tifact cr afted for
94
her by the finest dw ar ven ar tisans, and she Wayland and Ilm ar inen (tw o pioneer s in the
loves to com b her hair into tw o long br aids field of inventions like him ) and w ith Fr ey
decor ated w ith jew els. and Fr eya (to pr otect the Kogolor s).
After her ascension Fr edar a becam e know n HALAV
am ong the nor thm en as Fr eya. She also took
Redhair, Svetovid, Vidar, Patron of Warfare,
the Icevale elves and the Kogolor dw ar ves
Patron of Weaponsmiths, Patron of Traladara,
(w hom she had helped dur ing her m or tal life)
Patron of Kendach, Protector of M ilenia, Bane
under her pr otection. Fr eyja likes to be
of the Humanoids
sur r ounded by beautiful things and to show
her ow n beauty w ithout hidden goals. She is Halav is a w ell-m uscled r ed-hair ed hum an
not a m anipulator , but r ather she enjoys her w ar r ior w ith a golden cr ow n, w ear ing a
sensuality and has a ver y open and br onze cuir ass and w ielding a shor tsw or d.
passionate char acter. Fr eya has deep feelings Halav is a fier ce enemy of all im m or tal
for her br other Fr ey and her patr on Odin, patr ons of hum anoids, w ith the exception of
w hom she consider s as her father. She has a Kar aash, w hom he r espects gr eatly for his
str ong follow ing am ong the nor thm en as tactical skills and honour on the battlefield.
patr oness of w ar r ior w om en, fer tility, beauty, He also despises Vanya for the hatr ed she
love and sexuality, and Seidh (pr ophecy). show s tow ar ds his pr otégés (the M ilenians),
GARAL GLI TTERLODE and tr ies to hinder her plans w henever they
thr eaten the M ilenians or the Tr aldar s.
Garl Glittergold, Patron of Gnomes, Patron of
Invention and Crafts, Supreme Technician
Gar al appear s to be a sm all dw ar f-like being HATTANI STONECLAW
w ith a long thin nose, hair y sidebur ns and Patron of the Clan of the Bear
eyebr ow s, unkem pt hair and keen eyes, w ith
Hattani is a tall and im posing, cooper -skinned
a m er r y attitude, alw ays w ear ing colour ful
hum an w ith a w ell defined body in per fect
but a bit dir ty clothes and car r ying a toolkit.
condition, w ith a w ise-looking face and
Gar al is an industr ious per son and is alw ays squar e featur es m ar ked by w ar paint and
doing som ething, usually per for m ing sever al long black hair gather ed into a ponytail. He
differ ent tasks at the sam e tim e to avoid w ear s at his neck a talism an w ith the claw s of
w asting tim e. He is extr em ely pr ecise as w ell a bear hanging fr om a str ip of leather and
as ingenious and has been blessed w ith a alw ays hefting a w ar ham m er w ith a stone
cr eative spir it not com m on even am ong head decor ated w ith eagle feather s, w hile his
im m or tals. He hates both Kur tulm ak only other clothes ar e his deer skin tr ouser s
(r esponsible for destr oying the gnom ish and boots.
r ealm of Falun in the Soder fjor d r egion) and
Hattani is sim ilar to Atr uaghin, ver y r eflective
Ranivor us (w hich r epr esents the r esult of an
and just, but ver y quick to act and m or e
aber r ant cr ossbr eed betw een gnom es and
exper t in the tactics of w ar than his patr on,
tr olls). His only fr iend and ally is his for m er
w ho he ser ves w ith unw aver ing devotion. He
patr on Kagyar , w hom he still r egar ds as a
feels m or e pity than anger for Danel,
m aster cr aftsm an to be pr aised and im itated.
r ecalling that once he w as a just and capable
In the past he has also cooper ated w ith

95
leader , and concentr ates all his r ancour visions about the com ing of the Ragnar ok, but
against Atzanteotl. she does not intend to play along w ith the
r ole that Odin's pr ophecy assigned her (she
HEL
w ill be killed by one of Odin's sons). Instead,
Erel, Kala, Nyt,Hiisi, M arzanna, Patroness of she is tr ying to elim inate m ost of the Aesir
Reincarnation, Keeper of the Netherworld, befor e the Ragnar ok com es, in or der to gain
Queen of Ice and Shadow the upper hand.
Hel appear s as an extr em ely pale w om an I LSUNDAL THE W I SE
w ith a split face. One half is totally
featur eless, w hile the other half is Ayodhya, Dain, Tiuz, the Guide, Laksman, Sita,
br eathtakingly beautiful. She is clad in Tapio,
jet-black sim ple clothes. Patron of Elves
Hel has plots going on all over the M ultiver se, Ilsundal is an elder ly elf w ith a w ise gaze,
and she's gr eatly fear ed by m or tals w ho know w hose hair colour and gar m ents change
her. Together w ith Thanatos, she's the m ost accor ding to the fashion of the elves he
pow er ful im m or tal of the Spher e of Entr opy, appear s to (he r epr esents them all after all).
and they com pete fier cely for dom ination.
Ilsundal is a patient and thoughtful im m or tal
She is fascinated by the cycle of life and
blessed w ith gr eat sensitivity and w isdom . All
death, by the juxtaposition of Good and Evil.
the centur ies spent as elf fir st and im m or tal
She does not believe that death shall pr evail after w ar ds only incr eased his quiet char acter
in the end, as Thanatos hopes, but r ather she and his slow and studied habits. Now he
believes in the cosm ic or der w hich gives Law show s the m ost ser aphic calm even in the
and Chaos their place and tim e in the cycle of m iddle of the m ost fur ious of battles. He
things. She know s that Law 's pr edom inance alw ays w atches over his follow er s and
over the univer se is near ing its end, and that assur es that the elves still hold to the ancient
it's just a m atter of tim e befor e she achieves sylvan w ays and don't abuse of the know ledge
her final goal and br ings Ragnar ok to the and ar cane ar ts they m aster. Ilsundal's m ost
M ultiver se. After that, Entr opy w ill r ule and tr usted fr iend and ally is M ealiden, the fir st
she'll be the sole Queen of the univer se. For king of Alfheim w ho alw ays guar ds his
this r eason it is of par am ount im por tance patr on. Ilsundal is also a good ally of Calitha
that she r eincar nates evil beings into and Or dana, w ho shar e his love for natur e
new bor n cr eatur es, incr easing the chaos and the elven r ace. He loathes Atzanteotl and
factor in the cosm os and acceler ate Ragnar ok . Idr is, tw o im m or tals bent on destr oying and
Hel is par ticular ly obsessed w ith shadow s cor r upting the elven r ace, and m ust alw ays
and cold ener gies, w hich she feels closely be on w atch against the evil schem es of these
r esem ble her ow n soul. For this r eason she Entr opic im m or tals.
has m or e follow er s in ar eas w her e cold and I XI ON
dar kness abound. Hel's only ally is Loki, even
Ayazi/Himayeti/Aksyri, Dazbog, Horon, Idu,
if their cooper ation is not constant. She is
Orisis, Otzitiotl, Pyrak, Pyro, Solarios, Father
Odin's sw or n enemy, and opposes the w hole
Sun, Tabak, Tubak the Lawgiver, Tyr,
pantheon of the Aesir. She agr ees w ith Odin's
Warruntam, Xi-Yang, Lord of Light and Energy

96
Ixion appear s as a contem plative,
m ale w hose r ace thoughtful, w ise, and
changes depending lenient. His m ost
on those w ho obser ve tr usted allies ar e
him . No m atter w hich Valer ias (his eter nal
r ace he belongs to, soul-m ate, despite all
how ever , he has the quar r els that
alw ays a long m ane m ar k their
of shining golden r elationship),
hair , flam ing eyelids Aster ius (the m ost
and his skin tone has clever and m er ciless
a golden hue. He enemy of Entr opy),
w ear s a golden silk and Ka (w ho shar es
r obe and car r ies a Ixion's goal of
flam ing sw or d at his pr otecting univer sal
belt, and alw ays balance and the
m oves ar ound on a Hollow Wor ld). His
giant flying flam ing m ost hated enem ies
w heel. on the other hand ar e
Ixion is the em bodim ent of the sun in all its the m ost pow er ful and r uthless am ong the
glor y, and he has been w or shipped by Entr opics, w hich is to say Thanatos, Hel, and
m or tals since the beginning of tim e as patr on Atzanteotl.
of light, life, and the natur al or der of the KAGYAR THE ARTI SAN
univer se opposed to chaos and death. As
Belsamas, Ka? Gar, M odsognir, Nin? Agar,
Tubak the Law giver , he is r ever ed for his
Flasheyes, Pater, Ptahr, Patron of Dwarves,
ability to r ule w ith the w isdom of com m on
Patron of Craftsmen, Protector of M iners
sense r ather than thr ough ir on law s. Ixion
pr om otes know ledge as a m eans to r each Kagyar is a sinew y hum an of aver age statur e,
salvation: the w ise m en ar e those w ho leave w ith a shor t, black, vainly w ell kept chin
the dar kness of ignor ance to gaze upon the bear d, gr eying black hair , sm all hollow eyes
light of know ledge (another aspect of his r ole that bur n w ith the flam e of cr eativity, dr essed
as "light-bear er "). He str ives for the victor y of in a sim ple tunic of w hite linen, w ith a tur ban
the positive spher es (led by Ener gy) over the on his head (or the dr aw n hood), a m edallion
negative influence of Entr opy. He does not at his neck that holds his sym bol and w ith a
like str ict codes or law s, so the only r ules he ham m er and a chisel at his belt.
pr eaches to his faithful ar e to oppose Entr opy Kagyar is the patr on of cr aftsm en and the
and its follow er s, to m aintain peace thr ough dw ar ven r ace, and has little inter est in
ever y m eans (even w ith w ar ), and to alw ays anything else. He can gr ant gr eat inspir ation
pay him due w or ship. to any individual w ho dem onstr ates an innate
Ixion em bodies per fectly the spher e of talent for ar ts and cr afts, but tends to becom e
Ener gy: full passion and vigour , ir onic, distant and disinter ested in anything else,
hot-tem per ed and alw ays in m otion, but also even if he is infur iated w hen assisting in the

97
destr uction of gr eat natur al or ar tificial num er ous centur ies of slow and constant
w or ks. His only tr ue ally is Gar al, w ho he gr ow th. He becam e the faithful com panion of
consider s a br other for their sim ilar ities. He Djaea after her ascension, shar ing her
occasionally collabor ates w ith Ka, Wayland, inter ests and r eflective natur e. At the
and Polunius on am bitious pr ojects that affect m om ent he is par ticular ly car eful in
the Spher e of M atter or ar t in gener al, but m onitor ing the flow of tim e in or der to
hasn?t for m ed w ith them a bond that w ould pr event cr eation of destabilising par adoxes in
define them as fr iends or faithful allies. the Pr im e Plane. M or eover , he is the m ost
Kagyar has no par ticular enem ies, save for inter ested am ong the Im m or tals at
any Entr opics sw or n to destr uction and to the r esear ching the tr uth about the existence of
hum anoids (Or cus and Jam m udar u) that have the Old Ones, as w ell as discover ing the
often inter fer ed w ith his plans. hidden myster y that is behind the
disappear ance of the pr evious gener ation of
KHORONUS
Im m or tals. He is pr eoccupied by the fact that
Fu Shi Liu, Naabu, Father Time, Keeper of the any catastr ophic event that had br ought
Gates of Time, Patron of History and about their disappear ance could happen
Philosophy again in the futur e.
Khor onus is a tall hum an of a solem n KOROTI KU
attitude, so old he appear s ageless yet w ithout
Guan Zi? You, The Shapechanger, Saimpt
being elder ly or hunchbacked, w ith long
Renard, The Supreme Spider, Yehm, The Cheat,
w hite hair and an equally long w hite bear d,
Patron of the Pear Islands and the Tanagoro,
dr essed in a r egal though sim ple tunic.
Patron of Spiders
In the cour se of m illennia Khor onus has
A lar ge black spider com ically plum p w ith the
alw ays tr ied to spur on the m or tals, especially
sm iling face of a hum an w ith negr o tr aits.
gover nm ent leader s, to car efully consider
The second for m is that of a tall Tanagor o,
their ow n r esponsibility to use w isdom and
stately and elegant, dr essed in the r oyal dr ess
far sightedness in their decisions. He favour s
typical of the Tanagor o (the fur of a lion or
the bir th of differ ent philosophic academ ies
tiger ) and the usual scor nful gr in that he
in w hich peacefully ar gue of politics and good
never loses.
gover nm ent. He alw ays car efully ponder s any
pr oblem befor e taking a decision, a fact Kor otiku is patr on of the non-evil ar achnids
w hich often exasper ates his equals, those (in contr ast w ith Ar achne Pr im e), guile and
w ho instead w ant quicker and r esolute jokes that induce r eflection, and for this hates
decisions. M or eover , he exhor ts the faithful, Loki, w ho instead cr eates destr uctive and evil
and their allies, to patient dialogue befor e jokes sole to induce pain and chaos, and is a
acting, in the conviction that it is easier and heated r ival of M asauw u and Har r ow (once
m or e useful to r esolve the pr oblem s w ith his pupil and now ally of Loki), m aster s of
dialectics r ather than w ith the br each of those illusions that he seeks to sm ash.
tr ust. His shr ew d and extr em ely bur lesque
He is univer sally r ecognised as the patr on of char acter m akes him a tr ue and pr oper
w isdom and the myster ies of Tim e, of w hich volcano of ideas and r esour ces. His objective
he becam e the supr em e hier ar ch after to dr ive other s to use their intellect to sur vive

98
and pr osper , to discr edit clichés and dem olish to a cr eed that says that it is possible to
the illusions, and to r econsider the values of r esolve all pr oblem s and disagr eem ent w ith
the society in w hich they live and to never do dialogue. For this he is not gr eatly follow ed
the pr edictable. They should accom plish by the ar dent and chaotic Alphatians, and is
these things by any m eans (the m or e am using not closely w atched even by the m or e
vehem ent and w ar like Im m or tals. His only
allies ar e Alphatia, Guidar ezzo, the Shaper ,
and Razud (the thir d m or e on and off ), w hile
all the Entr opic br inger s of chaos and
destr uction ar e his enem ies; in par ticular
Alphaks, w ho he?s know n since both w er e
m or tal and w ho he has never for given for the
devastation caused to Old Alphatia.

LOKI
Bozdogan, Farbautides, Lokar, Veles, Patron of
Hule, Prince of Lies and Deceit
Loki typically appear s as a pale skinned
Antalian w ith r ed hair , haw k?s nose and a
m aliciously clever gaze, w ear ing sim ple
Antalian gar m ents of anim al pelts.
and em bar r assing, the better ). Even if at fir st Loki is a m aster of deceit and tr eacher y. His
sight it seem s that his behaviour is ir r ational goal is to set his enem ies?against each other
and w ithout aim , in r eality Kor otiku alw ays to pr ovoke destr uction and suffer ing, and he
has a ver y pr ecise plan in m ind, and any of often succeeds in his attem pt thanks to his
his actions ar e dir ected to stim ulate thinking gr eat m anipulation skills.
in m or tals and in his Im m or tal equals (even if He especially likes to pr etend to be r eady for
m ost of them ar e not able to pr ofit fr om the r edem ption, lur ing good-w illed im m or tals to
ingenuity of their str atagem s). His cult finds befr iend him and fight for his cause, and then
pr oselytes especially am ong shr ew d he betr ays their tr ust in the m ost cr itical
adventur er s, m or e astute thieves, and m om ents. Loki does not actively seek new
r eckless and independent cor sair s. follow er s as m any other Im m or tals do, since
KORYI S he is par ticular ly insensitive to the pr ayer s of
his w or shipper s, as he believes that all people
Patron of Peace and Prosperity, Patron of
w ill follow his w ay eventually. In fact, he
Ochalea
believes that all m or tals have a natur al
Kor yis is a pur e Alphatian of gaunt physique, tendency tow ar ds evil and selfishness, and
w ith a pallid com plexion and hollow cheeks, the m ost evident pr oof of this is that the
w ear ing a sim ple tunic and an air of w or ld is so r ipe w ith tr eacher y and deceit
deter m ination and suffer ing. that causes the m or tals?constant dow nfall. So
Kor yis is the typical pacifist, faithful to the he sim ply teaches his follow er s to incr ease
or der that r ejects any cutting instr um ent and entr opy in the w or ld and act for their ow n

99
gain at the sam e tim e, and this can only be cause and occasionally cooper ates w ith
done by becom ing m aster m anipulator s in Zir chev, as both shar e a love for the w oods
or der to avoid being deceived fir st. and w oodland cr eatur es. He hates Atzanteotl,
the nem esis of all sur face elves, and fights all
Loki is constantly w eaving his plots and
Ilsundal?s enem ies.
deceits against Im m or tals and m or tals alike,
par ticular ly as patr on of Hule. Over the M I NROTH
centur ies, he has becom e an enemy of Odin
Patron of M inrothad, Patron of Hope and
(because of his alliance w ith Hel), Thor (w ho
Prosperity
he opposed dur ing his m or tal life and r ise to
im m or tality), Fr ey and Fr eyja (w hose M inr oth is a 30 year old athletic hum an w ith
goodness and loyalty he finds nauseous), black bear d & m oustache, shor t jet-black hair
Eir yndul and Kor otiku (w ho despise him for tied w ith a leather cir clet, a typical Nithian
using cunning and deceit for destr uctive nose, tanned skin, spar kling eyes full of hope,
pur poses). He also likes to tor m ent and w ear ing sailor 's clothes and a br onze cuir ass
r idicule Stodos, Lor d of Ice and another ally w ith a silver ed m ace tied at his belt.
of Hel, but she does not consider this r ivalr y a M inr oth is a w ise and good w illed Im m or tal,
tr ue enm ity and leaves them to bicker like w ho occasionally sends his follow er s om ens
sm all childr en. to inspir e them to peaceful cooper ation. He
M EALI DEN STARWATCHER pr efer s to w atch over their lives w ithout
inter fer ing and teach them that the best w ay
The Guardian, M ilan, The Red Arrow, Patron of to happiness is thr ough self-esteem ,
Alfheim, Caretaker of the Elves, Patron of dedication to one?s w or k, and hope. Hope is
Explorers and Adventurers the centr al point of M inr othism : the faithful
M ealiden appear s as a young w ar r ior elf w ith m ust hope for a better futur e cr eated by the
a dar ing sm ile. He is clad in pr actical hunting chosen of M inr oth, a life w her e only those
clothes of sylvan hues. He alw ays car r ies a w ho w or k w ith honesty and passion can
longbow on his back and has m any spar ks becom e w ealthy and attain tr ue happiness.
hover ing ar ound his head, the speed of w hich
NOB NAR
indicate his m ood ? they m ove slow ly w hen
he is calm and quickly w hen he?s agitated Patron of Halflings, Protector of the Five
Shires, Patron of Adventurers and Audacity
M ealiden is Ilsundal?s chief ally and
bodyguar d, the ever -w atchful car etaker of the Nob Nar appear s as a young halfling in the
Alfheim er s and of all those elves w ho pr im e of his life. He is little m or e than a
w or ship him . Since he took on the m etr e tall but has a lean and stately physique
r esponsibility of pr otecting and saving his w ith sun-tanned skin. His long, black hair is
kinsm en little r em ains of the br isk and gather ed at the nape of his neck . His astute,
m ocking char acter he had dur ing his youth. unintim idating eyes and a cynical and
He is a ser ious and str ong-w illed Im m or tal der isive sm ile on his face pr oclaim his
now , but he has not lost his love for tr oubadour spir it and his big m outh. He
adventur e and epic challenges, and he show s w ear s sim ple tr aveller s clothing, and at his
a pr efer ence for bold and light-spir ited side w ear s his faithful Zanna (a m agic r apier
adventur er s. He is utter ly loyal to Ilsundal?s der ived fr om the tooth of a dr agon).

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Nob Nar has never lost his vocation for w isdom thr ough exper ience, and to keep in
enter taining and im possible adventur e, and touch w ith the w or ld ar ound them . He ur ges
he w atches w ith favour all those individuals his follow er s to becom e w ise and fair leader s,
that r isk their lives to follow dr eam s of glor y follow the exam ple of vir tue and justice of the
and for the good of the next. He is a faithful m or e enlightened r uler s, savour the joys of
ally of Br indor hin and Cober ham , w ith w ho life and lear n fr om their m istakes instead of
he is busy w atching over the w elfar e of the living as her m its. He sur r ounds him self w ith
hin of the Five Shir es. He has never stopped a gr oup of im m or tals he has sponsor ed or
adm ir ing and helping his patr on, Sinbad, w ho helped dur ing their quests for im m or tality,
is ever ything Nob Nar the so-called Aesir and
aspir es to be. Since Ásynjur , w ho m ake up
becom ing im m or tal, m ost of the nor thm en?s
he has developed a pantheon. He?s also
str ong attr action for allied w ith another
Ar nelee, a w om an gr oup of Im m or tals w ho
given of gr eat cour age ar e know n as the Vanir
and astuteness and by the follow er s of the
w ho shar es his Antalian Cult.
passion for His tw o enem ies ar e Hel
adventur e. and Loki. Hel is his
ODI N opposite, w ho
r eincar nates souls of
Wotan, Viuden,
evildoer s to spr ead chaos
Taranos, Zephyr,
and evil in the w or ld as
Amon, He W ho
m uch as he r eincar nates
Watches, Grammaton,
the good souls to r ally
Jumal, Oloron, Father
m or e cham pions. Loki is
Sky, Perun, Patron of
one of the Aesir , but he?s
the Northlands, Patron
doom ed to betr ay
of Fair Rulership and
ever yone m uch like he did w ith his for m er
Nobility, Lord of Sky and W inds
patr on Rathanos. Despite know ing and
Odin appear s to be an elder ly bear ded m an for etelling this, Odin insists in keeping him
w ear ing an eyepatch over his left eye, w ith am ong his ?childr en?, and close by w her e he
br oad shoulder s but an ar ched back, clad in can keep an eye on him .
gr ey dusty clothes, w ith an old hat and cloak,
holding a long spear w hile w alking w ith a
ORDANA
staff. His tw o r avens, Hugin and M unin, M other Forest, Thendara, Breig, Tawnia, Uì,
alw ays follow him and he often appear s Patroness of Sylvan Races, M other of the Elves
r iding his mythical eight-legged flying hor se, Or dana m anifests her self in var ious for m s,
Sleipnir. accor ding to the cultur es she is r ever ed by.
Odin teaches his follow er s to use their w its - M other For est / Uì : An im posing and
and intelligence in life, seek know ledge and ver dant oak tr eant.

101
- Thendar a / Taw nia : A beautiful elven w ar r ior cler ics, of those w ho defend besieged
m aiden w ith long flow ing hair and settlem ents, and of Tr aldar s and M ilenians
em er ald gr een skin clad w ith (and their descendants) all ar ound the w or ld.
w oodsm an clothes. She is often in open disagr eem ent w ith Vanya
- Or dana / Br eig: A char m ing dr yad w ith because of Vanya?s disposition for conquer ing
em er ald gr een hair and eyes, clad in a anything (including Kar am eikos), and
sim ple thin tunic m ade w ith the leaves because Vanya is sw or n enemy of the
of differ ent tr ees. M ilenians. She also despises Leptar (aka
Hir cism us) w ho played a lar ge par t in the
Or dana is a for ce of natur e, and she em bodies
collapse of the last Tr aldar cities.
the m ajesty and tim eless str ength of for ests
and w oodland r aces. For this r eason, she PROTI US
view s her self as pr otector of all the r aces that
Ahti, M anadyn, M anwara, Nithys, Father
dw ell in, r espect, and love the for est. On the
Ocean, The Spuming Nooga, Old M an of the
other hand, she passionately opposes all
Sea, Sovereign of the Oceans and Water,
those civilizations that destr oy w oodland
Patron of Sailors, Protector of M arine Fauna
ar eas or m indlessly use fir e (thus, she
consider s Rathanos and Zugzul her enem ies). The r ace of Pr otius?s m anifestation for m
Despite losing m any follow er s to the elven var ies based on each type of follow er that
im m or tals, she consider s Ilsundal, Lor nasen w or ships him , but all (hum an, tr iton, m er r ow ,
and Calitha loyal allies, and she know s she etc.) shar e cer tain char acter istics. He alw ays
can alw ays count on the Kor r igans? appear s w ith the tr aits of a m ale individual of
pr otection, on Zir chev?s aid, and on Ka?s advanced age, w ith a bear d, m oustache, and
w isdom . hair of gr eenish algae, w ith a nude body or
enveloped by algae that constantly dr ips salt
PETRA w ater , and a tr ident held in his fist. His face is
Warden of Traladara, Patroness of Defenders, m er cur ial: at one tim e, he is calm and
Patroness of Besieged Cities ser aphic, then suddenly he is happy, only to
get angr y the next m om ent, passing to
Petr a is a petite w om an w ith a light
alter nate stages of r eflection or deter m ined
com plexion and shor t dar k hair w ho spor ts a
by his fixed expr ession. His other
deter m ined and sever e countenance. She
m anifestation for m s ar e a gr eat dolphin of
w ear s an ancient br onze cuir ass of Tr aldar or
r em ar kable intelligence and gigantic w hale.
M ilenian tr adition and w ields a r ound shield
on her left ar m and a heavy m ace in her r ight For m illions of year s Pr otius has em bodied
hand. the sea in all its aspects: beauty, abundance,
unpr edictability, danger , vastness, r iches, and
Petr a is a ver y pr actical im m or tal w ho
myster y. Dur ing the evolution of the species,
doesn?t like nonsense and tr ivialities. She
he has alw ays pr esided and w atched over the
does not feel pity for those w ho do not have
oceans; causing stor m s and calm ing the
the cour age to challenge fate and adver sity
oceans at his w ill in or der to m ake m or tals
and pr efer instead to cr y and m our n. She
under stand just one thing: that he is the
pr efer s those char acter s that go on despite
unchallenged lor d of M ystar an w ater s, w hich
the har dships and never fear to face the
effectively is the only thing that m atter s to
im possible. Petr a is the patr oness of m any

102
him . Pr otius is a loner and doesn?t Rad is too kind-hear ted to take his enem ies
par ticular ly love the hum an or hum anoid ser iously.
r aces; not that he detests them : he sim ply has
RAFI EL
no inter est in their fate. Usually he r eceives
the pr ayer s of sailor s and fisher m en, and he Patron of the Shadowelves, Patron of Science
either listens to or ignor es them depending Rafiel is a m iddle-aged hum an w ith m eek
on his w him s. W hat he tr uly values and is outlook but a pier cing and cunning gaze. He
only inter ested in ar e the subaquatic r aces, w ear s a w hite tunic (a scientist?s apr on) and a
anim als (including those intelligent ones) and pair of spectacles.
plants. Even so, he can be per suaded to help a
Rafiel is a calm , w ise, and good w illed
land-based hum an or dem ihum an if it has
Im m or tal. It w as because of his extr em e
per for m ed par ticular ly gener ous acts tow ar ds
hum anity and sense of duty that he helped
the sea and the m ar ine beings that Pr otius
the Shadow elves sur vive their affliction and
pr otects.
that he becam e so attached to them . The 14
RAD Ver ses he gave them as his com m itm ents m ay
Etienne d?Ambreville, Patron of Glantri, Patron seem har sh at tim es, but they have helped
of M agic, Lord of Radiance pr otect the Shadow elves and allow ed them to
thr ive over the centur ies. His follow er s have
Rad appear s to be an elder ly m an w ith a long how ever alw ays consider ed him ster n and
w hite bear d, a gr uff outlook, but w ith keen sever e because of these r eligious tr aditions
and pier cing eyes, w ear ing a long r obe (such as the habit of abandoning the
em br oider ed w ith myster ious r unes and m alfor m ed babies in the upper tunnels and
m agical sym bols. chase off the elder ly elves), but this is only
Rad is br illiant, unpr edictable, lonely, and because they do not know the r easons behind
ter r ibly stubbor n. W hile he im per sonates these law s. In fact, Rafiel guides var ious
Etienne, he pr etends to be absent-m inded and hum anoids to find and r aise the m alfor m ed
gr uff, in or der to m ake other s believe he is Shadow elves as their babies, to pur ify the
senile, w hile his m ind is as keen as ever. Rad Shadow elf r ace of r adiation and infiltr ate his
enjoys teasing all those people he consider s follow er s am ong the hum anoids.
too pr oud or stiff-necked by using his typical His m ain inter est is the differ ent kinds of
Aver oignese ir ony. In par ticular , he ir r itates ener gies found thr oughout the M ultiver se, in
Ixion ever y tim e he can, since he has never par ticular the Radiance, and he has alw ays
acknow ledged his leader ship in his Spher e. secr etly studied that sam e ener gy w hich
This ir r ever ence for the im m or tal hier ar chy m ade him im m or tal. His m ost am bitious
obviously br ings him the sym pathy as w ell as pr oject is the constr uction of a nuclear
the hatr ed of m any fellow im m or tals. Rad?s r eactor know n as the Cham ber of the Spher es
ir r ever ent char acter is often the point of (sim ilar to the Beagle?s Nucleus) under the
m any debates w ithin the Spher e of Ener gy, Refuge of Stone, w ith the only pur pose of
w her e m any hot-headed im m or tals w ho w ant assur ing that all the pr inciples and scientific
to shake the hier ar chy and over thr ow the law s that he based his m or tal life on ar e still
r eigning im m or tals follow his exam ple. viable (a clear sign of an
Despite his stubbor nness and his boldness, obsessive-com pulsive per sonality). For this

103
sam e r eason, he is ver y inter ested in Rad?s fir e giants and self-appointed M aster of Fir e
r esear ches, and even if they ar e not allies, w ay befor e Rathanos r ose am ong the
they often collabor ate to fur ther their im m or tal r anks.
exper im ents.
TAHKATI STORM -TAM ER
Rafiel is a pacifist but he has alw ays used
Patron of the Clan of the Horse
ever y m eans to fight against Atzanteotl?s
influence over his people. Atzanteotl is his A copper -skinned hum an m uch sm aller than
only tr ue nem esis, and he?s held r esponsible nor m al, but w ith shoulder s so w ide and
for cor r upting m any Shadow elves (am ong m uscular the r esult is both im posing and
w hich ar e the Schattenalfen) to the cause of thr eatening. The sides of his head ar e shaven
Entr opy. and the r em aining hair is gather ed in a black
m ane sim ilar to that of a hor se, w hilst the r est
RATHANOS of his body is nude, except for a linen
Ra, Patron of Nithia, Lord of Fire loincloth held up by a belt that also holds the
Rathanos appear s to be a 7 foot tall hum anoid scalps of his enem ies, and a dagger car ved
m ade of blazing fir e, w ithout any distinctive fr om a buffalo?s hum or ous.
featur es. Since Atr uaghin becam e im m or tal, the tw o
Rathanos is obsessed w ith pow er and his have fr equently collabor ated, and even if they
m isogynist view of the univer se, w hich leads ar e not tr ue fr iends, they r espect each other
him system atically to oppose ever y fem ale and Tahkati is faithful to Atr uaghin. Because
im m or tal just for being fem ale (the sam e of his fier ce, haughty, and deter m ined
attitude is also pr esent in m any of his cler ics). char acter (w hich fr equently causes him to
Rathanos?s only inter est is the com plete r espond to any pr ovocation, placing him in
tr ansm utation of all m atter into ener gy, difficult situations) he doesn?t appr ove of
par ticular ly fir e. Atr uaghin?s calm and tem per ance, and
w ishes that Atr uaghin w ould be quicker and
He is constantly sear ching for a spell that w ill m or e decisive in pr om oting the cr usade
allow his follow er s to tr ansfor m into beings against the Entr opic Im m or tals and the Clans?
of pur e ener gy, m aking them indestr uctible enem ies.
and im m or tal. How ever , up to now his
r esear ch has not pr oduced the ultim ate spell, TARASTI A
and ther efor e he continues to push his Pax Bellanica, The Judge, Var, Ta Lai Si-Fa,
follow er s along this path, pr om ising them Patroness of Justice and Revenge, M istress of
that this is the only w ay they w ill achieve tr ue Truth and Order
im m or tality. If his plan ever happens, he w ill
A hum an fem ale w ith dar k, tanned skin, w ith
cr eate a nation of beings that w ill be bor n as
a squar e jaw , alw ays w ith a ser ious
m or tals and lear n as fast as only m or tals can
expr ession and an im passive air , she w ear s
do, but w ho w ill later becom e eter nal beings
black plate ar m our and car r ies at her side a
ser ving the cause of Ener gy.
black, executioner ?s axe.
Because of his char acter and goal, he is in
Tar astia is obsessed by the concept of Justice.
eter nal conflict w ith m any fem ale im m or tals
She helps those w ho pur sue a just vendetta,
(notably Tar astia) and w ith Zugzul, patr on of
but only if it concer ns an im por tant and
104
ser ious deed. She does not ur ge her faithful to r obes w ith dar k skin w ithout any par ticular
give out punishm ents that ar e sever er than r acial tr aits. Her expr ession is both ster n and
the cr im e, but she show s no m er cy w hen com passionate. The colour of her hair var ies
dealing w ith people w ho have deliber ately w ith the tim e of the day: r osy r ed at daw n,
ignor ed the law s. To her thinking, these ar e br ow n dur ing the m or ning and after noon,
the only pillar s that keep any society fr om blond at m idday and black fr om sunset until
falling into anar chy. Tar astia does not sunr ise.
appr ove of the m ethods of Kor yis and
Ter r a?s m ain inter est lies in the cr eation and
Alphatia, w hich ar e too peaceful and
pr otection of new living species, and she tr ies
per m issive in her view , even if she does not
har d to do this especially in those ar eas of the
consider them enem ies. Her r eal enem ies ar e
univer se w her e M atter dom inates. Ter r a
the chauvinist Rathanos and the br utish
over sees m any aspects of a planet?s or a
Jam m udar u. Her only ally is Diulanna, w ho
civilization?s life cycle and she is w or shipped
shar es Tar astia?s deter m ination and appetite
thr oughout the M ultiver se as Patr oness of
for justice.
Life, Bir th, and Fer tility. Even if she despises
the plots and intr igues m ost im m or tals spin
ever y day, she w ould do anything to pr otect
the inter ests of her ow n Spher e and to
tr ium ph over death and chaos.
Ter r a is extr em ely stubbor n and focused on
ancient law s and or der. She does not follow
new theor ies, nor does she pr om ote changes
fr om the pr im eval or der of the M ultiver se.
Or der and life m ust be pr otected at all costs.

THANATOS
Tha-to, Karr, The Grim Reaper, Old Nick,
Father of Demons, Darga, The Eternal One,
Patron of Death and Destruction
A hum anoid w r apped in dar k stained
bandages that hide his featur es, w ear ing a
w ide black r obe, w ith decom posed w ings on
his back and a black r usted scythe tightly
hold in his skeletal claw s.
Thanatos hates ever y kind of living for m , and
TERRA he consider s death as the only possible
Cay, Dun, Fr igg, M ader akka, M other Ear th, r em edy to the pestilence that the living
M agna M ater , M ar au-Ixuì, M okosz, M ut, spr ead thr ough the univer se. So, he tr ies to
Sum ag, Yam ag, Yam uga, Patr oness of Life and br ing death and destr uction ever yw her e: this
Fer tility w ay Chaos w ill r ule and death w ill be the
per fect state of the univer se.
A squat, hum an w om an clad in sim ple br ow n

105
He uses any and ever y w ay to attain his goals w ar r ior , and he dem ands his follow er s to stay
(both br ute for ce and com plex schem es), tr ue to his code of conduct based on honour ,
w hich m akes him the m ost active Entr opic cour age, and r espect for tr adition. Fear less
Im m or tal in the univer se. It doesn?t m atter and ever r eady for battle, Thor has an
how im por tant his goal is (w hether it affects easygoing char acter m ost of the tim e, even if
an individual or a w hole countr y); Thanatos he?s pr one to fits of r age w hen offended or
alw ays focuses all his effor ts to succeed w ith teased, som ething Loki loves to do w henever
m er ciless devotion, savour ing all of the they m eet.
individual m om ents of gr ief he causes to the Thor consider s all Aesir as his allies except
living tow ar ds the final ends. He often loves for Loki (w ho doesn?t m iss a chance to
to kill m or tals and assum e their identities to r idicule or tr ick him ), and he is often in
deceive his enem ies and per sonally push his leaguew ith Hym ir , the only giant im m or tal he
plans fur ther , but m ost of the tim e he has to gets along w ith (thanks to Hym ir ?s ability
r ely on the thousands of w or shipper s he has w ith liquor s and a few com m on adventur es
acr oss the M ultiver se to spin his w eb of they had w hile m or tals). He also consider s
w ickedness. Bar tziluth, Bem ar r is, and M adar ua (the only
Thanatos has no stable allies, but he never m or tals he sponsor ed to im m or tality) as his
hesitates to use other im m or tals as paw ns or thr ee childr en (M odi, M agni, and Thr ud
conscious (albeit tem por ar y) allies in his accor ding to Antalian legends); pr ecious allies
plots, and none of the alw ays r eady to obey his
im m or tals he sponsor ed com m ands. He hates Zugzul
w ould ever dar e to r efuse w ith a fier y passion because
his r equests. Thanatos has he?s patr on of all those evil
alw ays sur vived thanks to giants w ho fr equently
his incr edible cunning tor m ented his people, and he
and m er ciless soul, and, constantly w atches Hel?s m oves
because he know s has all because of her alliance w ith
the tim e in the Loki. He also opposes Kir anjo,
M ultiver se, he never w ho tr ied to influence the
needs to r ush his Nor se ber ser ker w ith his cult of
schem es. Gylgar id, and for this r eason he
beat him soundly in an open
THOR
im m or tal contest.
Donar, Donegal, Tuatis,
The General, The
VALERI AS
Thunderer, Dugong, Ashanti, Biao Hun Xi? Ai,
Patron of Warriors, Lord of Battle and Honour Girder-on of Weapons, Hathnor, Isiris, Shaya,
Sjofn, Vanu, Immortal of Love, Patroness of
A pow er fully built Antalian w ith fier y r ed
Passion and Desire, Lady of Charity, Protector
hair and bear d, w ear ing a chain m ail w ith a
of Lovers
typical Nor se hor ned helm and a huge
w ar ham m er at his belt. A m ost beautiful w om an w ho appear s to be of
the obser ver ?s r ace, dr essed in clothes of
Thor is the em bodim ent of the per fect

106
uniquely tasteful design and pr ecious jew els single br aid, w ear ing a r ed dr agonscale
typical of the cultur e to w hich she m anifests, ar m our , hor sem an?s clothes and spur s on the
besides a pair of golden ear r ings that boots, and car r ying a pair of w eapons alw ays
r epr esent the r ising sun, a gift of her lover fastened at the belt (long sw or d or shor t
Ixion. sw or d and spear ).
Valer ias is a ver y passionate Im m or tal and as Vanya is the per fect exam ple of a per son w ho
such, her tem per am ent is stor my, pr oud, and lived by leaps and bounds. Dur ing her m or tal
sanguine. She likes to m eddle in the affair s of life, she launched her self w ithout r estr aint
m or tals and is inclined to inter vene indir ectly into ever y w ar , battle, adventur e, challenge,
to help all those m or tals that affect her and even per sonal r elationships. As an
fantasy or dem onstr ate char m and char ism a. Im m or tal, she view s w ith favour all those
These r ushes of blood ar e how ever tr ansitor y, individuals w ho live their life to the m ax as
and so as suddenly as her inter est for a stor y she did her self. Vanya appr eciates above all
or an individual can bloom it can dim inish those follow er s w ho never hesitate w hen
equally r apidly w hen it gr ow s tr oublesom e or faced w ith danger , but ar e pr epar ed to test
pr edictable. Even her r om antic r elationship their faith and their for ce of w ill against
w ith Ixion, w hich has lasted since tim e im possible challenges. On the other hand, she
im m em or ial, suffer s disr uptions fr om tim e to despises cow ar dice and doesn?t hesitate to
tim e w hen Valer ias loses her head to punish cow ar ds and tr aitor s.
som eone else, but in the end she alw ays For Vanya, w ar is an ar t that m ust be
r etur ns to Ixion, w hen looking for stability. appr eciated, pr acticed and under taken
Despite being both the uncontested patr oness ser iously. She believes, in fact, that w ar and
of love and beauty, she has how ever r ecently conquest ar e the m ajor for ces that influence
began to feel a ser ious r ivalr y tow ar ds the histor y and cultur e of any society. War
Kythr ia, a young Im m or tal w ho w as once her tests people?s w illpow er and r esour cefulness,
pr iestess and w ho is now under the w her e only the best sur vive to im pr ove the
pr otection of Eir yndul (another Im m or tal that w or ld. Likew ise, conquest stim ulates
Valer ias detests for his unendur able pr ogr ess, since it br ings together differ ent
ar r ogance and his r epeated advances), w ho civilizations (the victor ious and the defeated
seeks to steal her place and her follow er s. ones) and for ces them to confr ont each other ,
Fur ther m or e, given his spir ited and unstable m ixing elem ents of both to gener ate new
char acter , she doesn?t suppor t the pedantr y of ideas, new possibilities, and new par adigm s.
Khor onus, often ending w ith her ar guing Vanya also know s that w ar br ings
w ith him . destr uction and desper ation, and that if the
VANYA conquer or is not w ise, the r isk of negating all
the benefits of the conquest w ith its
Belbion, Faña, the Grey Lady, the Inquisitor,
dysfunctions (tyr anny, abuse, and indolence
M atera, Varellya, Patroness of War and
w er e the m ar k of the M ilenian conquer or s to
Conquerors, Patroness of the Heldannic
her ) is high. Ther efor e, only those w ho
Knights, Patroness of the Kubitts
m aster the ar t of w ar w ill be capable of
A hum an w om an of m edium height w ith choosing the futur e of the w or ld, and for this
br ow n eyes and long br ow n hair w or n in a r eason, she tr ains her follow er s to cover this

107
r ole. clothes (gr een and br ow n) and w ith a
Vanya does not like to m aintain the status longbow on his shoulder s, usually
quo, since her vision of the w or ld r eflects her accom panied by a gr oup of sylvan cr eatur es
per sonality: ever or tam ed beasts.
changing and full of Zir chev has alw ays
possibilities, m uch like been an intr over t
any battle. She blesses and lonely type and,
the w inner s: she does not getting along
not car e the pur pose of w ith hum ans, he
the battle; she just ended up str iking a
car es for victor y and bond w ith anim als.
the glor y that com es He spent so m uch
w ith it. Vanya show s no tim e in the w oods
m er cy tow ar ds the that he befr iended
loser s or the w eak the intelligent sylvan
ones, and she does not cr eatur es (centaur s,
car e to pr om ote fey, tr eants, etc.) and
kingdom s or law s that gr ew to love this
w ill eventually led to lifestyle. For this
stagnation and r eason he is now a
ther efor e to indulgence patr on of outcasts
and sloth. She and pr eaches
encour ages battle and toler ance and r espect
w ar to str engthen her for fellow beings (be
follow er s and shape it a m an or
healthier futur e som ething else).
gener ations, so that the m or e skilled (not just
The later Tr aladar an legends distor ted the
the str onger ) w ill be victor ious.
facts and pr esented him only as a huntsm an
Rem em ber ing her distr ess under the and w oodsm an that had the gift of tam ing
M ilenians?yoke, Vanya has never for given ever y anim al he m et, m aking him patr on of
them and passionately fights against those the w oods. Zir chev has never done anything
Im m or tals w ho pr otect the M ilenians (Halav to change this view , am ong the Tr aldar s or in
and Petr a above all); adding to her enem ies Tr aladar a, as he likes their por tr ayal of him .
Rathanos because of his m ale chauvinist The Sylvan r aces how ever , have a better
pom posity. under standing of his r eal per sonality and
goals. He has m any allies, all am ong the
ZI RCHEV
natur e-or iented im m or tals (fir st and
The Huntsman, Leug, Uatumà, Protector of the for em ost Halav and Petr a), but only one r eal
Sylvan Races, Patron of Hunting enemy: Ruaidhr i, r esponsible for slaughter ing
A w ell-m uscled har dened hunter w ith a a w hole r ace of good-aligned lycanthr opes
char m ing look, clad in m im etic hunting (w er ehaw ks).

108
Can you feel it? Bon u s Can t r i p
Chaos and change
W hen you take this
all around you.
dom ain at 1st level, you
That is energy:
gain the shocking grasp
motion, progress
cantr ip if you don't
and power. If you
alr eady know it.
want power, that
is energy in all its Ch an n el Di v i n i t y:
forms. Through Al t er En er gy
energy lies
Star ting at 2nd level you
immortality, for
can spend use Channel
being immortal is
Divinity to change the
the greatest
ener gy type of a spell.
change of all.
W hen you cast a spell
Vandovar Allenas, you invoke your
Priest of Alphatia devotion to the
Im m or tals of Ener gy. If the spell has an ener gy

Ener gy dam age type you can alter it to another type.


The dam age types that can be changed fr om or
to ar e Cold, Fir e, Lightning, and Thunder.
Cler ic Dom ain
En er gy Bl eed
The Spher e of Ener gy is extr em ely dynam ic.
Ener gy seeks to cr eate m or e ener gy and activity, At 6th level the pow er you channel fr om the
and as such is closely tied to the elem ent of fir e Spher e of Ener gy begins to over pow er your
and the Chaotic alignm ent. Ener gy consum es spells. W hen you cast a dam aging spell, you
M atter , slow s Tim e and stim ulate Thought. It is add 1 point of dam age to each die you r oll. A
opposed to M atter 's attem pt to contr ol it, spell doing 5d6 dam age w ould do an addition 5
Thought's attem pts to define it and Tim e's points of dam age.
attem pts to outlast it. Di v i n e St r i k e
Redu ced Rest At 8th level you gain the ability to infuse your
At 1st level you finish a long r est in 4 hour s. w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack, you can cause the attack to
deal an extr a 1d8 dam age of the ener gy type of
your choice to the tar get. W hen you r each 14th
Level Ener gy Dom ain Spells level, the extr a dam age incr eases to 2d8. The
1st Flame Blade, Thunderwave ability is affected by Ener gy Bleed.

3r d Scorching Ray, Shatter Over pow er ed

5th Fireball, Lightning Bolt Star ting at 17th level w hen you cast a dam aging
spell, you cannot r oll less than a 3 on any of the
7th Ice Storm, Fire Shield dice. Tr eat all r olls of the dice low er than that
9th Animate Objects, Flame Strike as r oll of 3.
109
Bon u s Pr of i ci en cy
W hen you choose this dom ain at 1st level, you
gain pr oficiency in m ar tial w eapons.

Di sci pl e of Decay
Also star ting at 1st level, your inflict w ound
spells ar e m or e effective. W henever you use an
inflict w ound spell, the cr eatur e takes an
addition am ount of dam age equal to 2 + the
spells level.

Ch an n el Di v i n i t y: M i n or Hex
At 2nd level you can use your Channel Divinity
Life is pain, this is not to be disputed, as you live
to m ake other s m or e susceptible to m agic. As
you will suffer. Every one suffers. People grow
an action you pr esent your holy sym bol and
old and die, nations fall, races go extinct. But
select a tar get to be hexed. For 10 m inutes the
what if we could start anew? That is the promise
tar get has disadvantage on saving thr ow s, this
of Entropy. This world is flawed, the Immortals
effect im m ediately ends if you use the ability
that shaped it ruined it. We can be rid of them,
again dur ing the dur ation or the tar get fails a
we can be rid of everything. Watch the world
saving thr ow. A bless or r em ove cur se spell
burn, and build a perfect one from its ashes.
ends this effect im m ediately.
Sonya the One Eyed, Cleric of Hel
Di ssi pat e En er gy

Entr opy Star ting at 6th level w hen you take dam age
fr om any sour ce, r educe the dam age by the
num ber of dice. A sour ce doing 3d8 points of
Cler ic Dom ain dam age is r educed by 3 points befor e any other
Entr opy is the end of ever ything. Not associated m odifier s.
w ith any elem ent, Entr opy is m or e closely Di v i n e St r i k e
aligned w ith death and evil. Its sole pur pose is
the destr uction of the other four spher es. It is At 8th level you gain the ability to infuse your
the spher e of r ot and decay. Entr opy seeks to w eapon str ikes w ith divine ener gy. Once on
destr oy M atter , stagnate Tim e, dissipate Ener gy each of your tur ns w hen you hit a cr eatur e w ith
and stop Thought. This dom ain is pr im ar ily for a w eapon attack, you can cause the attack to
NPCs, ask your DM befor e selecting it. deal an extr a 1d8 necr otic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
Level Entr opy Dom ain Spells incr eases to 2d8.

1st Inflict Wounds, Bane Redu ce Pr obabi l i t y


3r d Crown of M adness, Darkness Star ting at 17th level all attacks against you
have disadvantage.
5th Bestow Curse, Fear

7th Blight, Phantasmal Killer

9th Dominate Person, M islead


110
Level M atter Dom ain Spells
1st Enlarge/Reduce, Shield
3r d Hold Person, Locate Object
5th Create Food and Water, M eld into
Stone
7th Fabricate, Stoneskin

9th Creation, Wall of Stone

Bon u s Pr of i ci en cy
At 1st level, you gain pr oficiency w ith heavy
ar m or.

Ch an n el Di v i n i t y: En du r an ce
Star ting at 2nd level you can spend use Channel
Divinity incr ease your stam ina. As an action
For anything to persevere it must stand on its you pr esent your holy sym bol and gain
own. Change for its own sake is doomed to fail, tem por ar y hit points equal to tw ice your
life must have purpose. That is the reason for W isdom bonus for one m inute.
M atter. If everything has a place, everything St eady as a Rock
knows its role. There is no more suffering, there
is no more struggle, every one will do what is Star ting at 6th level you gain pr oficiency in
expected of them and as a whole our people will Str ength saving thr ow s. In addition you have
prosper. advantage any attem pts to escape being
gr appled.
Grund Rockroar, M inister of M inrithism
Di v i n e St r i k e

M atter At 8th level you gain the ability to infuse your


w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
Cler ic Dom ain a w eapon attack, you can cause the attack to
The Spher e of M atter is stable and dur able. deal an extr a 1d8 bludgeoning dam age to the
M atter is the building block of all things. M atter tar get. W hen you r each 14th level, the extr a
is constantly tr ying to cr eate new for m s. M atter dam age incr eases to 2d8.
is tied to the elem ent of Ear th and the Law ful
I m pl acabl e Def en se
alignm ent. M atter r esists Tim e's attem pt to
change it, to channel Ener gy into a useful for m At 17th level you have r esistance to
and pr ovides or der to Thought. bludgeoning, pier cing and slashing dam age.

111
Level Thought Dom ain Spells

1st Comprehend Languages, Detect M agic

3r d Calm Emotions, Detect Thoughts

5th Clairvoyance, Sending

7th Compulsion, Confusion

9th Dream, M odify M emory

Bon u s Pr of i ci en cy
At 1st level, you gain pr oficiency in tw o of the
follow ing skills: Ar cana, Histor y, Insight or
Per ception.

Ch an n el Di v i n i t y: Tel epat hy
Star ting at 2nd level you can spend use Channel
Divinity to send a telepathic m essage. You can
send a m essage to any intelligent cr eatur e
Before it can be done it must be conceived. w ithin 120 feet of you. They w ill under stand
W ithout Thought there is nothing, matter cannot the m essage even if you do not shar e a com m on
be constructed, time cannot be measured, energy language.
cannot be utilized. W hen you walk the path of
Gen i u s
Thought you show yourself to be the true
visionary. Thought grows on its own, you just At 6th level you gain pr oficiency in Intelligence
provide the spark. Your ideas will craft this saving thr ow s.
world, your philosophies will spark debate and
Di v i n e St r i k e
discussion and create more thoughts to be
considered. Thought cannot be stopped as long At 8th level you gain the ability to infuse your
as someone wonders why? w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
Petrov Romanov, disciple of Zirchov
a w eapon attack, you can cause the attack to
deal an extr a 1d8 psychic dam age to the tar get.
Thought W hen you r each 14th level, the extr a dam age
incr eases to 2d8.
Cler ic Dom ain Savan t
The Spher e of Thought is m anipulative and At 17th level w hen you m ake an Intelligence
logical. Thought is the essence of the Im m or tals, ability check that lets you use your pr oficiency
it ser ves to categor ize all of existence. Thought bonus, you can tr eat a d20 r oll of 9 or low er as a
r epr esents r ealization, philosophy and 10.
under standing. Thought is tied to the elem ent
of Air but not any specific alignm ent. Thought
opposes the excesses of Ener gy, attem pts to
m anipulation Tim e and cr eate for m in M atter.
112
Level Tim e Dom ain Spells

1st Expeditious Retreat, Longstrider

3r d M irror Image, M isty Step

5th Blink, Haste

7th Arcane Eye, Divination

9th Legend Lore, M ass Cure Wounds

Bon u s Sk i l l
W hen you select this dom ain at 1st level you
gain pr oficiency w ith the Histor y skill.

Ch an n el Di v i n i t y: Sl ow Ti m e
Star ting at 2nd level you can spend use Channel
Divinity to slow the speed of attacks against you.
Until your next tur n all attacks against you have
disadvantage

Tem pu s Fu gi t
Beginning at 6th level, you can take an
Everything has its place, a time for its creation additional tur n im m ediately after your nor m al
and a time for its end. If nothing is created and if tur n in a r ound. You cannot use this ability
nothing ends, the world will stagnate. Time is the again until after a long or shor t r est.
judge of all things. Because of Time as things end
new things are created to replace them, the cycle Di v i n e St r i k e
of life continues. There is no end to time, there is At 8th level you gain the ability to infuse your
only the next moment. w eapon str ikes w ith divine ener gy. Once on
Galtar von Breck, High Priest of Vanya each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack, you can cause the attack to

Tim e deal an extr a 1d8 necr otic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
incr eases to 2d8.
Cler ic Dom ain
I m pr oved React i on
The Spher e of Tim e pr om otes change and
At 17th level you gain pr oficiency in Dexter ity
pr ogr ess. Tim e is constant, alw ays flow ing and
saving thr ow s.
ebbing for w ar d. Tim e r epr esents change and
r ebir th, teaching the futur e w ith the lessons of
the past. Tim e is tied to the elem ent of Water
and the Neutr al alignm ent. Tim e opposes
M atter 's r esistance to change, lessens Ener gy
over tim e, and teaches Thought the lessons of
histor y.
113
Spells and Runes

114
Secret Magical CraftsPrestigeClasses

Pr estige Class: Cr aft M age Pr er equ i si t es:


Deep in the halls of the Gr eat School of M agic in - I n t el l i gen ce 15. Cr aft M ages m ust be
Glantr i city r ar e m agics ar e taught. Using som e of the br ightest to lear n the secr et
m ethods they have gleaned fr om study of the cr afts.
Radiance, the w izar ds of Glantr i can use m agic - Pr of i ci en cy i n t h e Ar can a sk i l l .
in w ays unhear d of outside the nation. Such Know ledge of ar cane lor e is par am ount to
know ledge does not com e w ithout r isk, as the lear ning the secr et cr afts.
Radiance can have unusual effects on car eless - Pr of i ci en cy i n t h e Hi st or y sk i l l . The
w izar ds. secr et cr afts r equir e a lar ge am ount of
Cr af t M age r esear ch to lear n their secr ets.
- W i zar d or Di sci pl e of t h e Radi an ce
-Spel l Sl ot s per Spel l Level -
ch ar act er l evel 10. Only the m ost
Level Feat ures 1st 2nd 3rd pr om ising w izar ds can begin to lear n the
secr et cr afts.
1st 1st Circle 2 - - - I n v i t at i on by a Secr et Cr af t M en t or .
2nd 2nd Circle 3 - - One m ust be invited into the cir cles of the
secr et cr afts.
3rd 3rd Circle 4 2 -
- Pay t h e I n i t i at i on Cost s: Ever y level
4th 4th Circle 4 3 - r equir es a cost in r esour ces and tr aining
5th 5th Circle 4 3 2 to r each the next level of study.

115
Ti m e an d cost t o l ear n each Ci r cl e: High Illusion: Disguise kit, Gam ing set,
Fir st Cir cle: 7,000 gp/14 days calligr apher 's tools.

Second Cir cle: 28,000 gp/28 days High Necr om ancy: Poisoner 's kit, m ason's
tools, potter 's tools.
Thir d Cir cle: 63,000 gp/42 days
Cr yptom ancy: Calligr apher 's tools, m ason's
Four th Cir cle: 112,000 gp/56 days tools, w oodcar ver 's tools.
Fifth Cir cle: 175,000 gp/70 days W itchcr aft: Disguise kit, alchem ist's supplies,
poisoner 's kit.
Cr aft Featur es
Saving Thr ow s: None
As a Cr aft M age, you gain the follow ing class
featur es. Skills: None

Hit Points
Hit Dice: 1d6 per Cr aft M age level Ar can a Ch eck s
Hit Points per Level: 1d6 (or 4) + your Skill check: M any of the feats r equir e a skill
Constitution m odifier per cr aft m age level. check to activate. Unless other w ise stated, the
num ber of tim es a you can use a Cr aft feat
Pr oficiencies befor e needing a long r est is equal to your
Tools: By cr aft. Intelligence m odifier. Failed skill checks
count as uses.
Alchemy: Alchem ist's supplies, cook's
utensils, glassblow er 's tools. Cr itical Failur e

Dr acology: Light ar m or , leather w or ker 's tools, If the m age is r equir ed an Ar cana skill check
jew eler 's tools. for an effect and r olls a 1, r er oll the die. If the
r esult is another 1 then apply the Cr itical
Elem entalism : Alchem ist's supplies, m ason's
Failur e r esults descr ibed by the Feat.
tools, potter 's tools.

116
Al ch em y Cr itical Failur e: The tr ansfor m ation fails and
ever yone w ithin 20' takes 1d6 points of dam age
1st Ci r cl e of Al ch em y per pound of m ater ial being tr ansm uted. The
At 1st level you have lear ned the basics of lab is autom atically destr oyed.
alchemy, and gain the follow ing benefits:
4t h Ci r cl e of Al ch em y
- Find Com ponents: You m ay m ake a DC10
You have lear ned to channel ener gy into m agical
Ar cana check to know the r equir ed
devices and or ganic m atter.
ingr edients to r eplicate a potion. This
destr oys the potion in the pr ocess. - Tr anscend Ener gy: You can attem pt to focus
- Alchem ical Pr epar ation: You m ay cr eate any ener gy into m atter to cr eate one of the
com m on availability potion as a balm . This follow ing effects:
r equir es a DC15 Ar cana check and 1 hour of - Rechar ge an expended m agic item . Item is
w or k . The balm is good for 1d4 days r etur ned to it's nor m al status w ith its star ting
after w ar ds it separ ates and is useless. If the num ber of char ges.
the Ar cana check is failed the ingr edients ar e - Rever se the aging pr ocess. The r ecipient
lost and the you w ill need to m or e r ever sed 1 w eek of aging per level of the
ingr edients to tr y again. alchem ist. You can use this pr ocess on
your self.
2n d Ci r cl e of Al ch em y - Anim ate a golem . The golem had 1HD per
At 2nd level your alchem ical tr aining intensifies, level of the caster , cost to cr eate the golem is
you gain the follow ing abilities. the sam e as a r ar e m agic item .
- Raise the dead. A cor pse cannot be dead
- Find M agical Com ponents: You can identify
m or e than a num ber of days equal to the
m agical potions on a DC15 Ar cana check . In
caster 's level, it is tr eated as if it has r eceived
addition you can take a bonus action to
a r aise dead spell. In or der to use the pr ocess
identify the dam age type of any m agic item
the alchem ist m ust m ake a DC25 Ar cana
on a DC15 Per ception check .
check, and needs to take the skill check in an
- M agical Pr epar ation: You can now cr eate any
ar ea w ith a lar ge ener gy outbur st like a
potion up to uncom m on availability. These
lightning stor m . Alter natively you m ay
ar e cr eated at half the tim e and speed it
expend spells that do a com bined 60d6 points
w ould take to m ake the potion nor m ally, but
of dam age.
only lasts 1d4 after it is cr eated.
Cr itical Failur e: The lab explodes as above.
3r d Ci r cl e of Al ch em y
5t h Ci r cl e of Al ch em y
You can now begin to change m atter fr om one
substance to another. Your know ledge of alchemy is absolute, you can
now alter your ow n for m .
- Tr ansm ute M atter : You m ay alter one
non-living object to another non-living M utate Lifefor m : You can take on pr oper ties of
object. You m ay change 1lb of m ater ial per another cr eatur e or m ater ial. You can change
exper ience level. Yout can change the item into another cr eatur e, or just adapt par t of its
into another item of the sam e w eight, excess physiology. You m ake a DC20 Ar cana check as a
m ater ial is lost. The item 's value is w or th the bonus action and selects one of the follow ing
caster level x the w eight of the item . You effects:
m ust spend a day inside a fully stocked
labor ator y and m ake a DC20 Ar cana check .
117
- Gaseous Form: As the spell, but cannot effect fangs that have a r ange of 10' and attack as a
gear. dr agon bite attack of a dr agon w ith the hit
- True Polymorph: As the spell, but only dice equal or lesser to the char acter 's level.
cr eatur e to cr eatur e. The effect lasts five r ounds.
- Stoneskin: As the spell. - Dr agon Eye: You m uch m ake a DC20 Ar cana
check . For a num ber of r ounds equal to your
Dr acol ogy
level, the w izar d autom atically detects
1st Ci r cl e of Dr agon s invisible or polym or phed
dr agons.
You have begun to under stand
- Dr agon Cl aw : You m ust m ake a
the m agic of dr agons.
DC20 Ar cana check, if successful
- Dr agon Totem : Pick a dr agon your hands becom e claw s and
type, w hen you m akes a skill attack as a dr agon of the sam e
check using a cir cle of hit dice equal or lesser to his
dr agons feat, you m anifests level. This effect lasts one r ound
changes into the featur es of a per level.
dr agon of that color. - Dr agon Scal e: You m ust m ake a
- Pr otection fr om Dr agons: DC20 Ar cana check, if successful
You m ust m ake a DC15 your natur al ar m or class
Ar cana check to pr event a becom es equal to a dr agon w ith
dr agon fr om attacking you. equal or lesser hit dice than his
The effect is autom atic if you level. This ability last one r ound
ar e a higher total level than per class m age level.
the dr agon's hit dice, - Dr agon W i n g: You m ust m ake a
other w ise the dr agon m ake DC20 Ar cana check, if successful
m ake a w ill save against your you m anifest w ings of the
spell pow er to ignor e the chosen type, and can fly at the
effect. W hile the effect is speed of your chosen dr agon,
active the dr agon cannot your car r y w eight is 100lbs per
attack the w izar d or his char acter level. This ability lasts
par ty, including casting one r ound per cr aft m age level.
spells or using a br eath
w eapon. The dr agon can 3r d Ci r cl e of Dr agon s
com m unicate w ith you and You gain dr agon's br eath.
know s your exact location but cannot har m
- Dr agon Br eat h : You gain a br eath w eapon
you. The effect ends if you get m or e than 120'
identical to your chosen dr agon. The dam age
fr om the dr agon, or if you or a m em ber of his
is the sam e as a dr agon w ith equal or lesser
par ty attacks the dr agon or tr ies to steal fr om
hit dice to your char acter level. This ability
the dr agon.
can be used thr ee tim es befor e needing a long
2n d Ci r cl e of Dr agon s r est.
You have lear ned how to m anifest aspects of 4t h Ci r cl e of Dr agon s
dr agons.
You can bend the w ill of dr agons to your ow n.
- Dr agon Toot h : You m ust m ake a DC20 ar cana
- Dr agon M i gh t : You m ay attem pt to dom inate
check . If successful you can m anifest m agical
118
a dr agon, the dr agon m akes a saving thr ow elem entals have the m inim um am ount of hit
against the your spell pow er , if the dr agon points they could have. The elem entals w ill
fails to save tr eat the effect as a Dom inate per for m one task, and disappear after
M onster spell. The effect lasts 10 m inutes per finishing it. They also vanish after a num ber
your cr aft m age level. of days equal to your caster level.

5t h Ci r cl e of Dr agon s Cr itical Failur e: A elem ental of the r ival elem ent


appear s, hostile to you.
You can assum e the for m of a dr agon.
- Hi gh M ast er of Dr agon s: You m ay m ake a
3r d Ci r cl e of El em en t s
DC25 ar cana check, you can polym or phsinto a At 3r d level you can sum m on all sor ts of
Gr eat Wyr m var iant of the chosen dr agon. elem ental cr eatur es.
This effect lasts for 1d4 r ounds. - M ajor Conjur ation: As above, except you
Cr itical Failur e: A Gr eat Wyr m of your type sum m on any cr eatur e fr om the chosen
appear s in 3d10 m inutes and attacks. The Gr eat elem ental plane. That cr eatur e w ill per for m a
Wyr m has m axim um hit points. task exactly as above.

El em en t al i sm Cr itical Failur e: The cr eatur e ar r ives hostile


tow ar ds you.
1st Ci r cl e of El em en t s
4t h Ci r cl e of El em en t s
At 1st level you gain pr otection fr om your chosen
elem ent. At 4th level you gain even m or e elem ental
contr ol.
Pr otection fr om Elem ents: Pick an elem ental type
as your Elem ental focus. You gains the follow ing El em en t al M ast er y: You gain fur ther abilities
benefits depending on elem ent. based on their focus.

- Fir e: Resistant to Fir e dam age, can w alk over - Full Elem ental Contr ol: You m ay m ake a D20
lava w ithout har m for 90ft or 3 r ounds, ar cana check . If successful the you can cr eate
w hichever com es fir st. an elem ental out of appr opr iate m ater ials on
- Water : Resistant to Water dam age, can w alk hand. The new ly cr eated elem ental is
over w ater for 90ft or 3 r ounds, w hichever com pletely under the your contr ol.
com es fir st. - Fir e: You takes no dam age fr om heat, though
- Ear th: Resistant to dam age fr om Ear th still takes dam age as nor m al fr om fir e. The
dam age. Can w alk over quicksand, m ud or you can change the size of a fir e by 2ft per
cr um bling ledges for 90ft or 3 r ounds, r ound at w ill.
w hichever com es fir st. - Water : The you can m ake w ater be as still or
- Air : Resistant to dam age fr om Air dam age. r ough as a stor m equal to 3ft tim es your caster
Can w alk on clouds or clim b sm oke up for 90ft level. You can br eathe w ater at w ill, and has
or 3 r ounds, w hichever com es fir st. advantage on all sw im m ing checks, ignor ing
even cur r ents and w hir lpools.
2n d Ci r cl e of El em en t s - Ear th: The you can cast move earth w ithout
You can sum m on m inor elem entals. using a spell slot. You can never im m obilized
by being bur ied.
- M inor Conjur ation: You m ust m ake a DC15
- Air : The you can cast gust of wind w ithout
ar cana check . On a success the you sum m on
using a spell slot. All m issile attacks against
1d4 m inor elem entals of you focus. The
the you ar e at a disadvantage. The you take
119
no dam age or can be m oved by high w inds. - Hypnosis: You m ust m ake a DC10 Ar cana
Cr itical Failur e: The cr eated elem ental cr eatur e check . If successful the tar get m akes a
goes ber ser k, attacking all near by. w isdom save against the your spell casting
ability. If the tar get fails, they act as if they
5t h Ci r cl e of El em en t s ar e under a suggestion spell. The suggestion
At 5th level you can change for m into an cannot m ake the tar get violate their
elem ental. alignm ent or har m them selves. The effect
ends w hen tar get has per for m ed a task for
M etam or phosis: You m ust m ake an Ar cana D25
the Illusionist, taken dam age or the
check, if successful you becom e an elem ental of
Illusionist ends it. If the suggestion isn't clear
your focus. You r etain all spells and abilities. In
the effect autom atically fails. You r egains the
addition the you can tr avel to the elem ental
ability to use this after a shor t r est.
plane of your focus at w ill.
Cr itical Failur e: You ar e affected by the
Cr itical Failur e: An elem ental of the focus type
suggestion instead, w ith the sam e r estr ictions.
appear s w ith m axim um hit points hostile to you.
2n d Ci r cl e of Pen u m br a
At 2nd level you can now tam per w ith dr eam s.
- Dr eam Alter ation: You m ust m ake a DC12
Ar cana check against a sleeping tar get. The
tar get can be up to 1 m ile aw ay per caster
level. You can send a m essage or a
nightm ar e. If a m essage is sent the tar get
w akes up w ith the m essage fr esh in their
m ind. If a nightm ar e is sent, the tar get m ay
m ake a W isdom save vs. the your spell
casting ability. If successful nothing
happens. Other w ise the tar get does not
benefit fr om the r est. If the tar get can pass
tw o saving thr ow s in a r ow they ar e im m une
to your pow er Dr eam Alter ation m ay only be
used once per dr eam .
Cr itical Failur e: The sleeping tar get w akes up
w ith the know ledge of your identity.

3r d Ci r cl e of Pen u m br a
Star ting at 3r d level you can conjur e illusionar y
m onster s.
- Delir ium Tr em ens: You m ust m akes a DC15
Ar cana check, if successful a tar get w ithin
Pen u m br a 120' is attacked by an illusionar y m onster or
1st Ci r cl e of I l l u si on m onster s w ith a CR no gr eater than your
level. The cr eatur es exist only in the tar get's
At 1st level you have lear ned the ar t of
m ind, but the dam age dealt is r eal. The
hypnotism .
120
effect lasts until the illusionar y m onster is Th an at ol ogy
defeated, you end it, or br eaks concentr ation.
You r egains this ability after a long r est.
1st Ci r cl e of Th an at ol ogy

Cr itical Failur e: The illusion fails but you ar e Star ting at 1st level you lear n how to pr otect
unaw ar e of that. You can take no other actions your self again undead.
than attem pting to m aintain the failed illusion - Pr otection fr om Undead: You m ust m ake a
until they pass a DC20 Intelligence check at the DC10 Ar cana check . W hile this is active a
star t of each r ound. num ber of undead cr eatur es w ith CR up to
the your level cannot attack anyone w ithin
4t h Ci r cl e of Pen u m br a
10? of the your r itual. Cr eatur es w ith low er
At 4th level you lear n how to cr eate item s out of CRs ar e affected fir st. This pow er lasts until
shadow. the you m ove out of the cir cle, or som eone in
- Shadow Reality: You m ust m ake a DC20 the cir cle attacks.
Ar cana check, if successful you m ay Cr itical Failur e: The you cannot attack undead
dimension door fr om one shadow to another instead until you is attacked by one.
in sight, or becom e a non-cor por eal shadow.
W hile in the shadow you can cr eate
2n d Ci r cl e of Th an at ol ogy
im m ovable solid objects like stair s out of At 2nd level you have developed the ability to
shadow s. You can alter shadow s w ith in 1 contr ol the undead.
yar d per level.
- Contr ol Undead: You m ust m ake a DC15
Cr itical Failur e: You ar e instead tr anspor ted to Ar cana check . If successful he im m ediately
the Dim ension of Nightm ar es, w her e you m ust gains contr ol of undead w ithin 120' w ith a
find your ow n w ay back to safety. com bined CR equal to your level. This
undead can be contr olled or destr oyed at
5t h Ci r cl e of Pen u m br a
w ill. The effect ends at the r ise of the next
At 5th level you can cr eate your ow n str onghold full m oon. Liches ar e im m une to this affect.
fr om the Dr eam lands.
Cr itical Failur e: You fall under the contr ol of the
- Dr eam lands: You cr eate an inter dim ensional near est intelligent undead w ithin 120', or goes
str onghold in the Dim ension of Nightm ar es. catatonic for 1d8 hour s other w ise. You stay
This is tr eated exactly like M ordenkainen's under contr ol until the next full m oon or the
M agnificent M ansion, except the m ansion undead is destr oyed.
does not expir e. To entir e the str onghold you
m ust m ake a DC20 Ar cana check .
3r d Ci r cl e of Th an at ol ogy
- You can cr eate shadow cr eatur es w ith a CR W hen you r each 3r d level you gain the ability to
up to your level and send them fr om contr ol undeal.
str onghold on a m ission. This r equir es a
- Cr eate Undead: You can cr aft undead after a
DC25 Ar cana check . You can see thr ough
r itual. The r itual r equir es tw o w eeks of
their eyes and hear w hat they hear. They
r esear ch per challenge r ating, and 1000gp
w ill r em ain until the task is done or they ar e
per CR. Cor por eal undead need a fr esh
slain.
cor pse, incor por eal just a par t of a cor pse.
Cr itical Failur e: The cr eated cr eatur es go The actual r itual r equir es 1 hour per CR and
ber ser k instead and attack you. r equir es a Ar cana DC15 check, at the end the
undead is com pletely loyal to you, unlike
121
Contr ol Undead. Liches cannot be cr eated. and cannot be r esur r ected by any m eans.
Other w ise the Constitution r etur ns at the r ate of
Cr itical Failur e: You take 1d6 points of Necr otic
1 per long r est.
dam age per CR of the cr eatur e attem pted, plus
another d6 for each im m unity or special attack 5t h Ci r cl e of Necr om an cy
of the undead. This dam age ignor es any
W hen you r each the 5th level of Thanatology
r esistance or im m unities.
you obtain lichdom .

At t ai n Li ch dom
- The Necr om ancer under takes a r itual that
r equir es 20 w eeks to com plete, and costs
25,000gp. At the end of the r itual the
Necr om ancer m akes a DC25 Ar cana check . If
successful the caster im m ediately gains the
follow ing abilities fr om the Lich entr y in the
m onster m anual:
- Dam age Resistance: per lich
- Dam age Im m unity: per lich
- Condition Im m unity: per lich
- Tr uesight 120ft
- Legendar y Resistance 3/day
- Rejuvenation
- Par alyzing Touch
- Tur n Resistance
- Undead
Cr itical Failur e: The Lich is tur ned into a dem on
of the DM 's choice and is r em oved fr om the
gam eHigh .

Cr ypt om an cy
Runic m agic is extr em ely danger ous, the m or e
you use r unes the m or e likely ther e is a
catastr ophe. Each r une used past the fir st in a
given day incr eases the chance of a cr itical
4t h Ci r cl e of Th an at ol ogy failur e by 1. So the second tim e you check for a
Cr itical Failur e the failur e is confir m ed on a 2,
At 4th level you can attem pt to r aise the dead.
then 3, 4 etc.
- Raise Dead: You m ust m ake a DC20 Ar cana
Cr itical Failur e: Fir st attem pt that day: A stor m
check . If successful you can cast Tr ue
occur s in a 24 m ile ar ea center ed on you. No
Resur r ection w ithout spell com ponents.
tr avel is possible. The stor m lasts 1d12 hour s.
Cr itical Failur e: You loses 1 point of Constitution
Second attem pt that day: A earthquake occur s
for ever y level or Hit dice of the cr eatur e you
like the spell. The ear thquake has a 36 m iles
w as tr ying to r aise. If this r educes your
r adius center ed on the you. The ear thquake
Constitution to 0 the caster tur ns to a pile of ash
lasts for one m inute.
122
Thir d or m or e attem pt that day: The stor m and w eeks of study, 1000gp in cost and a DC15
the ear thquake both occur , and the r une is Investigation check .
r ipped fr om the m ind fr om your m ind and m ust
4t h Ci r cl e of Ru n es
be r elear ned.
At 4th level you have lear ned to bind m agic to
1st Ci r cl e of Ru n es item s.
At 1st level you lear n the tr ue nam es for - Runes of M agic: You lear n to bind spells to
com m on elem ents. item s. M ake a DC20 Ar cana check, if
- Rune of M atter : You lear n the tr ue nam e for successful the spell is bound to an item . The
a com m on m ater ial (gold, sand, glass, ir on). spell tr igger s w hen the item is used or picked
M ake a DC10 Ar cana check . If successful the up. Each spell r equir es a differ ent r une.
you can m old the m ater ial 1sq ft per caster Only one r une per item can inscr ibed, the
level. The m ater ial r etur ns to its nor m al r une is per m anent until activated or
shape in 1d4 r ounds. To acquir e a r une dispelled. The r une is invisible after casting.
r equir es 1 w eek of study, 100gp in cost and a You can bind cr eatur e nam es to ar eas to
DC10 Investigation check . pr event the cr eatur e fr om enter ing. You can
inscr ibe five r unes on a golem to activate it,
2n d Ci r cl e of Ru n es
at a m ater ial cost of 1,000gp per hit die.
At 2nd level you lear n to contr ol non m agical Acquir ing a r une r equir es 8 w eeks of study,
anim als. 2500gp in cost and a DC20 Investigation
- Rune of Life: Your lear n the tr ue nam e for a check .
non-m agical cr eatur e of anim al intelligence 5t h Ci r cl e of Ru n es
or low er. M ake a DC12 Ar cana check, if
Upon r eaching 5th level you have lear ned how
successful can take contr ol of the nam ed
to contr ol sentient cr eatur es thr ough their tr ue
cr eatur es, w ith a com bined CR equal to their
nam e.
level. You can see thr ough their eyes and
hear w hat they hear. The ability lasts for 1 - Tr uenam e: You lear n the tr ue nam e of an
hour. The anim al's actions ar e lim ited by its intelligent cr eatur e. This acts exactly as a
intelligence. To acquir e a r une r equir es 2 Rune of Life. You can r eplace spells the
w eeks of study, 500gp in cost and a DC12 tar get has m em or ized w ith your ow n, and
Investigation check . can cast the tar get's spells or inscr ibe them
in your spell book . To acquir e a r une
3r d Ci r cl e of Ru n es
r equir es 6 m onths of study, 5000gp in cost
Upon r eaching 3r d level you have lear ned to and a DC25 Investigation check .
contr ol the elem ents.
W i t ch cr af t
- Rune of Pow er : Your lear n the tr ue nam e for
Pen al t i es: After each feat is acquir ed the
a sour ce of ener gy, (fir e, cold, electr icity, etc). char acter loses 2 points of Char ism a
M ake a DC15 Ar cana check to incr ease or per m anently, to a m inim um of 3.
decr ease the dam age of a spell using that
1st Ci r cl e of W i t ch cr af t
ener gy by a num ber of dice equal to your
At 1st level you have lear ned to br ew potions
level. This cannot r educe dam age below 0 or
and char m those ar ound you w ith your w or ds.
incr ease it above 20d6. This m ay be done as
a r eaction. To acquir e a r une r equir es 4 - Br ew s and Potions: Identical to the Alchemy

123
1st cir cle ability Alchem ical Pr epar ation, ser ve your needs.
except the concoction is in the for m of a
- Spellbinding: M ake a DC15 Ar cana check,
potion. You do not get the incr eased
if successful you conjur e a num ber of
pr epar ation tim e like alchem ists how ever.
cr eatur es w hose com bined CR ar e equal to
Cr itical Failur e: The potion has the opposite the your level. The cr eatur es m ust be of
affect intended. the sam e alignm ent as you. The cr eatur es
- Silver Tongue: M aks a DC10 Ar cana check, ar e utter ly loyal to you, and you can see
if successful the you gain advantage on all thr ough their eyes. The cr eatur es last
per suasion r olls for one hour. until slain or dism issed.

Cr itical Failur e: You ar e incapable of Cr itical Failur e: Instead of appear ing, the
falsehoods, including by om ission for one cr eatur e takes over your body for an entir e
hour. day.

2n d Ci r cl e of W i t ch cr af t 4t h Ci r cl e of W i t ch cr af t
Star ting at 2nd level you have lear ned to cr aft W hen you r each 4th level you gain the ability
dolls to inflict cur ses upon your enem ies. to shapechange into lesser cr eatur es.

- Doll Cur se: You cr eate a pair of dolls that - Shapechange: M akes a DC15 Ar cana check
look like your victim , the pr ocess taking and can assum e the shape of a cr eatur e or
tw o days per level of the victim , r equir ing cr eatur es w hose com bined CR is equal or
you to place one doll in the victim 's hom e. less than your s. The cr eatur es cannot
If the doll is destr oyed all effects end. have m or e than 4HD each. In the case of
Each night you can per for m one of the m ultiple cr eatur es you becom es a single
follow ing actions by m aking a DC12 cr eatur e and contr ols the other s. Dam age
Ar cana check . dealt to a contr olled cr eatur e is dealt the
- Pain: The victim takes 1d6 dam age, not you w hen you r etur ns to nor m al for m .
r educed by anything. This ability lasts until you dispels it.
- Sickness: The victim becom e violently ill, Cr itical Failur e: You cannot r etur n to nor m al
no m agic can cur e the disease. for m , the effect m ust be dispelled nor m ally
- M adness: The victim m ust m ake a W isdom
Save vs. your Spellcasting Ability or lose a
5t h Ci r cl e of W i t ch cr af t
point of Constitution. The only w ay to W hen you r each the 5th level of W itchcr aft,
r estor e this loss is to find and destr oy the you have lear ned to take possession of other
doll. cr eatur es.
Cr itical Failur e: The doll is destr oyed and the Ultim ate Possession: On a DC25 Ar cana check
you suffer the effects of a Bestow Curse spell, the W itch m ay M agic Jar into an unw illing
effects up to the DM . The cur se is dispelled victim as per the spell. The victim m ust be of
nor m ally. equal or low er level but gets no save. You
W itches Char m : M akes a DC12 Ar cana m ay stay in the victim s body until you
check, if successful the Char m r estor es all lost decides to r elinquish contr ol. The victim is
Char ism a fr om the W itchcr aft Cir cle for 24 fully aw ar e of w hat is happening w hile
hour s. possessed. The w itch m ay cast her spells or
use any of the victim 's abilities w hile in
Cr itical Failur e: The w itch loses a per m anent possession.
point of Char ism a.
Cr itical Failur e:You possess the victim , but
your body dies. If you r elease contr ol or ar e
for ced out by a dispel m agic spell or sim ilar ,
3r d Ci r cl e of W i t ch cr af t you die.
At 3r d level you lear n to cr eate m inions to

124
Nor dic Rune Magic

In the old tales of Jar ls, ther e w er e given to the godr ic, you under go a r itual suicide. This
the gr eat lor ds of old w or ds of pow er by the puts you at 0 hit points. Then you m ust m ake
Im m or tals. The w or ds give those that use thr ee death saves w ith no healing or help
them tr em endous w isdom , str ength, w ealth fr om other s. Any non-m agical ability to
or a host of other gifts, but at a ter r ible cost. m odify deaths saves is allow ed. If you die
Each tim e a Nor thm an lear ns a new r une, then you cannot be r esur r ected. Other w ise
ther e is a ver y good chance they w ill per ish in you w ill aw aken in nine days fr om your near
the attem pt. Ther e is a gr eat cost to acquir ing death state. You then lose 1 point of
each r une. Constitution per m anently, but gain the
To acquir e a r une you m ust seek out a cler ic know ledge of a r une. You m ust m ake a DC15
of the Nor ther n Im m or tals, know n as a Char ism a saving thr ow , if successful you can
godr ic. You m ust then convince the godr ic to pick the r une you have lear ned, other w ise it
per for m the r itual to let them r equest is deter m ined at r andom .
know ledge fr om the Im m or tal. Dur ing the A r une has m ultiple uses. You can use
r itual you ar e ar e hung fr om a tr ee, bur ied each ability of the r une once befor e needing a
alive, left to the elem ents or other w ise placed long r est. The effect of the r une lasts for 10
in extr em e danger. Ther e the you w ill m inutes unless a spell effect or other w ise
r em ain for nine days. W hen the godr ic stated. If the r une allow s for a saving thr ow ,
r etur ns you w ill either aw aken, gr eatly you use your char ism a to deter m ine the DC of
w eakened fr om the or deal, or have died in the saving thr ow. Som e r unes have
the attem pt. It is a r isk m any ar e w illing to per m anent affects that tr igger autom atically.
take. Rune effects that tr igger im m ediately r esolve
To per for m the r itual you m ust w or ship of the upon being activated. The r une m ust be
Nor ther n im m or tals (Odin, Thor , Fr ey/Fr eya, applied to an item or a per son to activate.
For setti, Loki or Hel) and m ust contact the This take a full action. If the r une is applied
godr ic as above. If you ar e able to convince to an item , only the per son that ear ned the
r une can tr igger it.
125
Rune/Nam e Effect Effect Effect Effect

Fehu/Cattle You detect gr eatest Indicates dir ection to a Item of value is under Per m anently
am ount of tr easur e in specifically identified effect of nondetection announces your
90 feet cr eatur e spell for one day ow ner ship of an item
w hen picked up.

Ur ur /Aur och Causes hostile w ild Your str ength becom es All attacker s w ithin 30' None
anim al to becom e 18. w ill only attack you for
placid unless a w isdom the dur ation of effect.
save is m ade.

Thur s/Giant Per m anent advantage Hostile giant cr eatur e You enlarge like the None
on per suasion skill becom es stunned spell.
checks against giantish unless it can pass a
cr eatur es. saving thr ow at the
star t of each r ound

As/Im m or tals You gain True Sight like Center s a Protection You have advantage on None
spell from Good and Evil in a all saving thr ow s
10' cir cle ar ound you.

Raidu/Jour ney For next six hour s Can autom atically For the next six hour s None
autom atically aw aken if deter m ine w hich w ay is gain advantage on all
enemy or hostile your destination Constitution skill checks
cr eatur e appr oaches due to fatigue or
w ithin 100 ft. w eather conditions

Kaunna/Fir e For tw o hour s the r une The r une w ill bur n on a None None
w ill bur n on an item w eapon, dealing 3d4
like a tor ch, but not extr a fir e dam age. This
consum e the item . w ill not har m the
Rune goes out if w eapon.
subm er ged.

Gefu/Giving You gain advantage on You gain advantage on None None


any Per suasion skill Per suasion skill checks
checks to acquir e to com e to a peaceful
assistance agr eem ent.

Wunju/Joy You gain advantage on You gain advantage on Cr eatur es in 20' m ust None
Per for m skill checks in any Per suasion check to m ake Char ism a saving
fr ont of an audience acquir e aid thr ow or stop fighting

Hagla/Cr uelty Casts a lightning bolt Casts sleet stor m None None
like the spell, for 3d6 center ed on your self
dam age for 10 m inutes.

Isar /Ice Fr eezes a 10x10 ar ea of Casts Ice Storm w ithin None None
w ater into ice thick 60'. Dam age is 3d6.
enough to hold your
w eight.

Jar n/Fr uitful Natur e You detect poison of You detect spell None None
any type in food or com ponents or
dr ink alchem ical ingr edients
in 1 m ile.

Ihw ar /Hunter You gain advantage to W hen using Sur vival You autom atically pass None
hit w ith m issile skill to hunt, you can any attem pt to tr ack a
w eapons. autom atically captur e non-m agical anim al.
anim als alive.

126
Rune/Nam e Effect Effect Effect Effect

Pethr u/Unseen You ar e ignor ed by M essages w r itten w hile You know s of pr esence None
those w ithin 60' until the r une is activated ar e but cannot see invisible
effect ends or you invisible except to cr eatur es w ithin 60'
attack . r ecipient

Algir /Elk Your shield gains a +1 You gain advantage on You can cause one None
m agical bonus. savings thr ow s against attack against you to
m agic. m iss autom atically.

Sow elu/Sun One healing effect used You can cast revivify None None
heals the m axim um just like a cler ic.
am ount of dam age. The
r une then expir es.

Tiw ar /War You can autom atically You ar e im m une to fear Enem ies w ithin 10' None
do m axim um dam age for dur ation of r une. have disadvantage
w hen r olling, r une then testing for fear.
expir es.

Ber kana/Bir ch You cast Barkskin on You have r esistance You can im m ediately None
your self. against next sour ce of use any available hit
dam age dice for healing.

Ehw ar /Hor se You can see thr ough You autom atically pass Can sum m on specific None
your hor se's eyes. any Anim al Handling hor se w ithin one m ile if
skill checks w ith hor ses hor se know s you.

M annar /M an You im m ediately know s You can ask thr ee Instantly know the None
m otivation of one questions to a per son dir ection of the ow ner
str anger. that m ust be answ er ed of an item .
in full and tr uthfully.

Lagur /Water You can cast water You can float, Invoking the r une on a Using the r une on a
breathing. r egar dless of w eight, as ship keeps it fr om stick causes the stick to
w ell has hold up one sinking for one hour keep one per son afloat
per son. for 24 hour s.

Ingw ar /Gr ow th Causes vegetation to Causes a single item Casts enlarge on a single None
gr ow r apidly in 15', m ade out of a plant anim al.
cr eating difficult m ater ial to becom e 5x
ter r ain. lar ger.

Odala/Bir thr ight Another char acter You ignor e the next None None
im m ediately ignor es attack that w ould
one attack that w ould r educe them to 0 hit
r educe their hit points points. This effect does
to 0 not expir e until attack
is negated.

Dagar /Day Rune becom es br ight as Rune cr eates dar kness Char acter can see None
day for 200 feet. w ithin 120 feet of per fectly in the dar k for
Illum ination is tr eated char acter. 120 feet.
as dir ect sunlight.
127
Accou n t i n g
NewSpells At higher levels. W hen you cast this spell using
a spell slot of 4th level or higher , add 10 m inutes
4th Level Divination (W izard) to the dur ation for ever y level above 3r d.
Cast i n g Ti m e: 10 M inutes
Ran ge: 10 feet.
Car een
Com pon en t s: V, S, M (1 ledger w or th 10gp,
2nd level Transmutation (W izard)
consum ed)
Cast i n g Ti m e: 1 action
Du r at i on : Instantaneous
Ran ge: 100 feet
W hen cast on a r oom no bigger than 10x10x10,
this spell checks the m ath of ever y ledger , Com pon en t s: V, S, M (sand paper )
invoice, and sales slip in the ar ea. All er r or s ar e Du r at i on : Instantaneous
discover ed, em bezzling detected, and r ecor ds
balanced. Anything suspicious is r ecor ded in This spell r em oves all sea gr ow th fr om a 10x10
the ledger used as a com ponent. This spell is section of a ship. If used as a touch attack, the
taught only by the Dar okin M er chant's Guild victim takes 1d8+1 per caster level on a failed
and M inr othad Tutor ial Guild. saving thr ow. This spell is taught only by the
M inr othad Tutor ial Guild.

Bl each
Cal l u pon Radi an ce
Cantrip (W izard)
5th level Invocation (W izard, Sorcerer/Radiance)
Cast i n g Ti m e: 1 m inute ritual
Ran ge: Touch Cast i n g Ti m e: 1 m inute
Com pon en t s: S Ran ge: Self
Du r at i on : Instantaneous Com pon en t s: V, M (soul cr ystal)
W ith a touch you r em ove a stain fr om a cloth, Du r at i on : 10 m inutes per level
non-m agical w r iting fr om paper , or dye fr om
fabr ic. This spell is extr em ely popular w ith the The caster infuses him self w ith the pow er of the
students at the Gr eat School of M agic. Rad, gr anting him 1 Rad die per level. The
caster can spend the die w hen casting a spell to
change one die of dam age per char ge to it's
Cal m W i n ds m axim um value. The spell expir es at the end of
the dur ation or w hen all char ges ar e spent.
3th level Alteration (W izar d) W hen the spell is cast the caster m ust m ake a
Cast i n g Ti m e: 1 action DC 13 Constitution saving thr ow or becom e
exhausted, the DC goes up by tw o for ever y tim e
Ran ge: 360 yar ds
a Radiance spell has been cast since a long r est.
Com pon en t s: V, S, M (bit of sail cloth) This spell is consider ed extr em ely r ar e, casting
Du r at i on : 10 m inutes. it in public, especially in Glantr i or Alphatia w ill
dr aw all sor ts of unw anted attention.
W hen you cast this spell you change all w eather
affects on the w ind char t (Page 109 of the DM G)
fr om heavy to light. It has no effect on fog or
pr ecipitation. This spell is taught nor m ally only
by the M inr othad Tutor ial Guild.
128
Du r at i on : Instantaneous
By touching the w agon you can autom atically
detect w her e the w agon w as packed cor r ectly.
This spell does not guar antee the w agon w ill be
r epacked cor r ectly, just if it w as done r ight the
last tim e. The spell is taught only by the
Dar okin M er chant's Guild.

Cl ear Si gh t
1st level Divination (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: V, S
Du r at i on : Concentr ation
You can see to the hor izon as if it w er e ten feet
in fr ont of you. You ar e r estr icted by nor m al
conditions like fog or dar kness, and can only see
nor m ally or at m axim um r ange. Spells and
abilities that ar e in effect ar e not affected, so
spells like Tr ue Seeing ar e am plified by this
spell. This spell is nor m ally only available
thr ough the M inr othad Tutor ial School.
Ch eck Car avan
4th level Divination (W izard)
Cl i m at e
Cast i n g Ti m e: 1 hour
3rd level Transmutation (W izard)
Ran ge: 1 m ile
Cast i n g Ti m e: 1 hour
Com pon en t s: V, S, M (Cr ystal w or th 100 GP)
Ran ge: 30 feet
Du r at i on : Instantaneous
Com pon en t s: V, S, M (sm all jar of w ater )
This spell finds any flaw s in a car avan befor e it
leaves. Sick anim als, badly secur ed car go, or Du r at i on : Concentr ation, up to 1 day.
dam aged w agons, the spell w ill let the caster W hen cast this spell changes the clim ate in 1
know autom atically w hat is the pr oblem . The m ile per level. You can decide any tem per atur e
spell w ill w or k on car avans up to 100 w agons in fr om ar ctic to tr opical. The w eather w ill behave
length, but m ust be cast befor e they leave in the like the desir ed patter n for as long as the spell is
m or ning. It w ill only detect physical pr oblem s, active. Weather patter ns w ill for m slow ly, it is
not intentions. It w ill not tell you if the guar ds not an instantaneous effect.
ar e planning to r ob you. This is spell is only
taught by the Dar okin M er chant's Guild.
Cl ot h w al l
Ch eck Load 4th level Conjuration (W izard)

2nd level Divination (W izard) Cast i n g Ti m e: 5 m inutes

Cast i n g Ti m e: 1 m inute Ran ge: Self

Ran ge: Touch Com pon en t s: V, S, M (silver needle)

Com pon en t s: V, S Du r at i on : Instantaneous


129
A single sheet of cloth extr udes fr om your Cr eat e Ai r
hands, cr eating a single 30x30 non-m agical
cloth. If you have pr oficiency in Weaver 's Tools 3rd Level Conjuration (W izard)
you can shape the cloth into a shape like a tent Cast i n g Ti m e: 1 action
or a gar m ent. The cloth com es out a single
Ran ge: Self
color , and is tough and dur able. It cannot be
attached to anything w hen cast, it com es in a Com pon en t s: S, M (gr ain of sea salt)
pile on the gr ound. Du r at i on : Instantaneous
You cr eate enough fr esh air to fill a 10x10x10
Con t r ol Dest i n y r oom . The cr eated air displaces any gas ther e,
but heavier gases w ith displace the air after the
7th Level Enchantment casting. The air cr eated is not pow er ful enough
(W izard/Sorcerer/Radiance) to push anything other than gas.
Cast i n g Ti m e: 1 M inute At Higher Levels. W hen you cast this spell
Ran ge: Self using a spell slot of 4th level or higher , cr eate an
additional 10x10x10 section of air for each level
Com pon en t s: V, S
above 3r d.
Du r at i on : Concentr ation, up to 8 hour s.
W hen you cast Contr ol Destiny you gain a
num ber of Rad dice equal to your level. Until
Cr ow d Su m m on i n g
the spell expir es or w hen you r un out of char ges 2nd Level Enchantment (Bard, W izard)
w hen you have to m ake a saving thr ow you
Cast i n g Ti m e: 10 m inutes
autom atically pass the saving thr ow. Each
saving thr ow costs one char ge. Ran ge: 120' feet
W hen the spell is cast the caster m ust Com pon en t s: V, S, M (a piece of shiny cloth)
m ake a DC 15 Constitution saving thr ow or Du r at i on : Concentr ation, up to 1 hour
becom e exhausted, the DC goes up by tw o for
ever y tim e a Radiance spell has been cast since Cr ow ds ar e natur ally dr aw n to you w hile this
a long r est. This spell is consider ed extr em ely spell is active. Any test to gain attention fr om
r ar e, casting it in public, especially in Glantr i or people or selling a pr oduct have advantage. You
Alphatia w ill dr aw all sor ts of unw anted m ust have at least 50 people in the affected ar ea
attention. to cast this spell. It does not pr ohibit them fr om
leaving, but m akes you m uch m or e inter esting
to them . This spell is nor m ally taught only by
Cou n t Coi n s the Dar okin M er chant's Guild and M inr othad
Tutor ial Guild.
Cantrip Divination (W izard)
Cast i n g Ti m e: 1 action
Di sch ar ge
Ran ge: Touch
8th level Invocation (W izard/Sorcerer/Radiance)
Com pon en t s: V, S
Cast i n g Ti m e: 1 Action
Du r at i on : Instantaneous
Ran ge: 10' per char ge
W hen you touch a container and cast this spell
you instantly know n the num ber and quantify Com pon en t s: V, S
of the coins w ithin. This has no effect on Du r at i on : Instantaneous
anything other than m etal coins, and does not
tell you the nationality of the coins. This spell is You r elease all Radiance dice you still have fr om
taught only by the Dar okin M er chant's Guild other spells. This spell does 10 points of Radiant
and M inr othad Tutor ial Guild. dam age per die expended to a single tar get.
Dischar ge ignor es all dam age r esistance and
im m unity. A successful Dexter ity saving thr ow
130
halves the dam age. ends. If neither of the w izar ds is dead at the
end of tw o hour s, the shield dissolves,
W hen the spell is cast the caster m ust m ake a
disintegr ating all tr apped inside, no saves or
DC 16 Constitution saving thr ow or becom e
m agic r esistance allow ed. If w izar ds br ing
exhausted, the DC goes up by tw o for ever y tim e
gr oups w ith them , all pr esent m ust declar e their
a Radiance spell has been cast since a long r est.
loyalty. The spell ends w hen the last com batant
This spell is consider ed extr em ely r ar e, casting
of one side is dead.
it in public, especially in Glantr i or Alphatia,
w ill dr aw all sor ts of unw anted attention.

Eval u at e
Dou se Fl am e 1st Level Divination (W izard)
1st Level Abjuration (W izard) Ca sting Time: 1 action
Cast i n g Ti m e: 1 Action Ran ge: Touch
Ran ge: 10 feet Com pon en t s: V, S, M (1 platinum piece)
Com pon en t s: V, S, M (spr inkle of w ater ) Du r at i on : Instantaneous
Du r at i on : Instantaneous By touching an item you im m ediately know its
You im m ediately extinguish a 10x10 section of value in gold pieces. This spell r eveals nothing
non-m agical fir e. You even r em ove all heat, so other than m onetar y w or th. This spell is taught
ther e is no danger of the fir e r eigniting. This only by the Dar okin M er chant's Guild and
spell has no effect on m agical fir e or cr eatur es M inr othad Tutor ial Guild.
m ade of fir e.

At Higher Levels. W hen you cast this spell Em bezzl e


using a spell slot of 2th level or higher ,
extinguish an additional 10x10 section of fir e 4th Level Illusion (W izard)
for each level above 1st. Cast i n g Ti m e: 1 m inute
Ran ge: Touch
Du el -Sh i el d Com pon en t s: V, S, M (a touch of char coal)
8th Level Conjuration (W izard) Du r at i on : 1 Day
Cast i n g Ti m e: 1 hour After casting this on a docum ent or ledger , all
skill checks to check the m ath or see if m oney is
Ran ge: Self m issing is at a disadvantage. The em bezzle
Com pon en t s: V, S, M (r uby w or th 5,000 that is spell w ill only detect the deception if cast by a
cr ushed w hen spell is cast) higher level w izar d. This spell is taught only by
the Dar okin M er chant's Guild and M inr othad
Du r at i on : 2 hour s or death of w izar d.
Tutor ial Guild, though they ar e both loathe to
This spell r equir es tw o m ages to cast, each m ust adm it it.
know the spell. This is a spell unknow n outside
Alphatia, w hen it is cast it can only end w ith the
death of one of the w izar ds. It cr eates a dom e
60' in diam eter encom passing both w izar ds.
Nothing shor t of a w ish spell can br ing this
Eye of t h e Eagl e
shield dow n once cast. Nothing can penetr ate 5th level Enchantment (Cleric/Druid)
the shield fr om either dir ection.
Cast i n g Ti m e: 1 action
Ran ge: Touch
The shield is used for duels to the death,
Com pon en t s: V, S, M (eagle feather )
as soon as one of the w izar ds is slain the shield
131
Du r at i on : 10 m inutes Fi r e Gat e
W hile under the effect of this spell, if the per son 6th level Conjuration (Cleric)
affected by this spell r olls m axim um dam age
w ith an attack fr om a long or shor t bow , you Cast i n g Ti m e: 1 r ound
can r oll another die of the sam e type and add Ran ge: 10 feet
that dam age to the total. Continue doing so
Com pon en t s: V, S
until you do not r oll m axim um dam age on the
die. Du r at i on : Instantaneous
W hen you cast this you enter any bonfir e lar ge
enough to cover you com pletely. You take no
Fi r ebow
dam age fr om the fir e w hen you do this. You
3rd level Invocation (Cleric) m ay then telepor t to any fir e that you know of,
Cast i n g Ti m e: 1 action stepping out of the second fir e unscathed.

Ran ge: Touch


Com pon en t s: V, S, M (hickor y ash) Hu n t i n g Pai n t
Du r at i on : Concentr ation or until all the char ges 2nd level Enchantment (Cleric, Druid) ritual
ar e used. Cast i n g Ti m e: 30 m inutes
A long or shor t bow is char ged w ith 3 char ges. Ran ge: touch
W hen the ar cher shoots an ar r ow , he can use
any num ber of char ges. Each char ge adds 1d8 Com pon en t s: V, S, M (face paints)
to the dam age if the attack hits. If the attack Du r at i on : 1 day
m isses the char ges ar e lost. The spell expir es if
W hile the paint is w or n by the tar get, they ar e
all the char ges ar e spent.
under the effects of a bless spells and have
At Higher Levels. W hen you cast this spell advantage on all W isdom (Sur vival) tests. The
using a spell slot of 4th level or higher , add tw o bless effect ends once it is used, but but not the
additional char ges for each level above 3r d. skill advantage. If the bear er of the paint fails a
saving thr ow against a w ater based attack or is
subm er ged the spell ends. If cast as a r itual the
caster m ay tar get a num ber of people equal to
his caster level w ith this spell.

I gn or e Road
1st level Abjuration (W izard)
Cast i n g Ti m e: 10 m inutes
Ran ge: 100 feet
Com pon en t s: V, S, M (dir t fr om the r oad being
tr aveled on)
Du r at i on : 1 day
W hile under this spell car avans ar e able to
avoid holes, bad w eather and other pitfalls
along badly m aintained r oads. You have
advantage on all Anim al Handling or Vehicle:
Land skill checks you have to m ake w hen
testing to see how far you've tr aveled over land.
This spell is taught only by the Dar okin
M er chant's Guild.
132
Tutor ial Guild.
I n f u si on
6th level Enchantment (Cleric) Oi l sk i n
Cast i n g Ti m e: 10 m inutes 1st level Transmutation (W izard)
Ran ge: 10 feet Cast i n g Ti m e: 1 action
Com pon en t s: V, S, M (bit of buffalo dung) Ran ge: Touch
Du r at i on : One day. Com pon en t s: V, S, M (bit of eel skin)
You m ay cast this spell on a num ber of tar gets Du r at i on : 20 m inutes
equal to your cler ical level. W hile this spell is You cannot get w et by any m eans shor t of
active, each per son under its effect com plete im m er sion. Rain w ill not touch you,
autom atically passes their next saving thr ow. even w aves acr oss a ship w ill not get you w et.
The spell for them then expir es. The spell can You suffer no penalty tr ying to see in a stor m
expir e on one per son and stay active on because r ain does not get in your eyes. This
another. spell is taught only by the M inr othad Tutor ial
Guild.
I n ven t or y At Higher Levels. W hen you cast this spell
using a spell slot of 2th level or higher , the
3rd level Divination (W izard) dur ation incr eases 20 m inutes for each level
Cast i n g Ti m e: 10 m inutes above 1st.
Ran ge: Touch Or i en t at i on
Com pon en t s: V, S, M (sm all abacus) 1st level Divination (W izard, Ranger) ritual
Du r at i on : Instantaneous Cast i n g Ti m e: 1 action
You instantly know the contents and quantity of Ran ge: Self
any container , w agon or vessel that you touch.
You w ill know w hat is in it, but not anything Com pon en t s: S
m or e specific than w hat it is m ade of. You Du r at i on : Instantaneous
cannot detect if som ething is m agical inside.
You autom atically know w hich dir ection is
You w ill know a chest contains a sw or d, but not
nor th w hen you cast this. It does not tell you
if it is a the king's sw or d. This spell is taught
anything apar t fr om the or ientation.
only by the Dar okin M er chant's Guild and
M inr othad Tutor ial Guild.
Pr eci pi t at i on
Ni gh t w at ch 1st level Conjuration (W izard, Druid)
2nd level Enchantment (W izard) Cast i n g Ti m e: 10 m inutes
Cast i n g Ti m e: 1 action Ran ge: Self
Ran ge: Touch Com pon en t s: V, S, M (vial of pur e w ater )
Com pon en t s: V, S, M (bat's w ing) Du r at i on : 1 hour
Du r at i on : 1 night You cr eate a light pr ecipitation or r ain, snow ,
sleet or hail in a 120' diam eter center ed on
The affected cr eatur e can see in the dar k as w ell your self. The w eather isn't heavy enough to be
as he could see if it w as daylight, up to 200 feet. anything m or e than annoying. Fr ozen
After 200 feet ever ything appear s to be in a pr ecipitation w ill m elt in hotter tem per atur es
haze. This spell has no affect in daylight, or w hen it hits the gr ound.
inside or under gr ound. This spell is taught only
by the Dar okin M er chant's Guild and M inr othad
133
Pr edi ct Weat h er casting it in public, especially in Glantr i or
Alphatia w ill dr aw all sor ts of unw anted
Cantrip (W izard) attention.
Cast i n g Ti m e: 10 m inutes
Ran ge: 10 m iles
Rot
Com pon en t s: V, S, M (dir t fr om local ar ea)
2nd level Necromancy (W izard)
Du r at i on : Instantaneous
Cast i n g Ti m e: 1 action
You know w hat kind of w eather and of w hat
intensity it w ill occur in a 10 m ile diam eter Ran ge: Touch
ar ound you. You have a gener al idea w hen the Com pon en t s: V, S, M (bit of r ust)
w eather w ill ar r ive, and fr om w hat dir ection.
Du r at i on : Instantaneous
You cause a single non-m agic item to decay into
Qu i ck en Pace uselessness. The item m ust be able to be held in
your hand. Wood r ots, cloth becom es m oth
2nd level Enchantment (W izard)
eaten, m etal r usts. Item s held by another m ust
Cast i n g Ti m e: 10 m inutes be touched w ith an attack r oll, the ow ner of the
Ran ge: Self item can m ake a Dexter ity save to avoid the
item 's destr uction.
Com pon en t s: V, S, M (sm all w hip)
Du r at i on : 1 day
Sav i or Fai r e
Any hor se or w agon under your contr ol dur ing
this spell incr eases it over land tr avel by 2 m iles 2nd level Enchantment (Bard, W izard)
for daily tr avel. It has no effect on speed other Cast i n g Ti m e: 1 action
than total daily distance tr aveled. This spell is
taught only by the Dar okin M er chant's Guild. Ran ge: Self
At Higher Levels. W hen you cast this spell Com pon en t s: V, S, M (bit of cologne)
using a spell slot of 3r d level or higher , you m ay Du r at i on : 1 hour
extend the ability to another hor se or w agon
you can see. You instinctively know how not to em bar r ass
your self w hen in an unfam iliar setting. You
Ret ai n Pow er have advantage in skill checks to m ake fr iends
in locations w her e you ar e not fam iliar. You
7th level Enchantment
m ay not know the language but can get by being
(W izard/Sorcerer/Radiance)
a w allflow er or w ith hand gestur es. This spell is
Cast i n g Ti m e: 1 action nor m ally taught only by the Dar okin M er chant's
Ran ge: Self Guild and M inr othad Tutor ial Guild.

Com pon en t s: V, S, M (soul cr ystal) At Higher Levels. W hen you cast this spell
using a spell slot of 3r d level or higher , the
Du r at i on : Per m anent dur ation is incr eased by an hour for each level
You can r etain the Rad dice fr om Radiance above 2nd.
spells per m anently by casting this spell. You
can then spend the char ges w henever you w ish,
stor ing them indefinitely. The m or e Radiance Sea Legs
you stor e in your body the m or e difficult it 1st level Enchantment (W izard)
becom es to cast spells. Ever y five char ges of
Radiance you have stor ed counts gives a +2 to Cast i n g Ti m e: 1 action
the DC of any skill checks m ade to avoid fatigue Ran ge: Touch
fr om casting Radiance spells.
Com pon en t s: V, S, M (bit of lim e)
This spell is consider ed extr em ely r ar e,
134
Du r at i on : 1 hour This spell can affect a per son, a w agon, or a
W hile under the effects of the spell the tar get ship. W hile affected anyone tr ying to sear ch the
suffer s no penalties for m oving on a r ocking tar get for hidden contr aband has disadvantage
ship, and is im m une to seasickness and other on all Per ception skill checks. It does not m ake
ailm ents br ought on by being unaccustom ed to the car go invisible, but people ar e m or e likely to
ship life. This spell is taught only by the over look it. This spell is taught only by the
M inr othad Tutor ial Guild. Dar okin M er chant's Guild and M inr othad
Tutor ial Guild, but not openly.

Tar
1st level Conjuration (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (a sm all bit of tar )
Du r at i on : Per m anent
You cover a 50' r ope or 10x10 ar ea w ith tar. The
tar is sticky and w ill bur n if an open flam e is
applied to it. Tur pentine w ill r em ove it. You
can cast this spell offensively, if the tar get fails a
Dexter ity save they ar e cover ed in tar , and m ay
be set on fir e as nor m al.

Si l ver Ton gu e
2nd level Enchantment (Bard, W izard) Th or n spear
Casting Tim e: 1 action 1st level Conjuration (Cleric, Druid)
Range: self Cast i n g Ti m e: 1 action
Com ponents: V, S, M (silver piece) Ran ge: Self
Dur ation: 10 m inutes Com pon en t s: V, S, M (bit of m istletoe)
As long as you do not lie, you have advantage on Du r at i on : 1 m inute
all Per suasion skill checks. Om issions and You cr eate a 5' long m agical spear that does
exagger ations ar e per m itted, but if you tell a 3d10 dam age and can be thr ow n. The spear is
blatant falsehood the spell ends. Telling nor m al in all aspects, but disappear s after you
som eone ?This is the finest dagger in Dar okin? attack w ith it.
is acceptable, but not that it w as w ielded by
Halav him self. This spell is nor m ally taught
only by the Dar okin M er chant's Guild and Th u n der dr u m
M inr othad Tutor ial Guild.
3rd level Invocation (Cleric)
Cast i n g Ti m e: 1 action
Sm u ggl i n g
Ran ge: 120'
3rd level Illusion (W izard)
Com pon en t s: V, S, M (dr um )
Cast i n g Ti m e: 10 m inutes
Du r at i on : Instantaneous
Ran ge: Touch
Your dr um cr eates a deafening noise that dr ives
Com pon en t s: V, S, M (sm all electr um statue) enem ies aw ay. Cr eatur es, fr iend or foe, w ithin
Du r at i on : 1 day 10' of you ar e not affected. Cr eatur es CR1 or
less autom atically becom e fr ightened.. Other
135
cr eatur es m ust pass a W isdom saving thr ow or last check is a duel. You m ust fight an
becom e fr ightened. This spell has no effect on Em pyr ean loyal to the Spher e of Ener gy alone.
cr eatur es w ith m or e hit points than you. All If you succeed, you have becom e an Im m or tal, if
cr eatur es affected take Thunder dam age equal you fail your life for ce is used to pow er the
to your cler ic level. Radiance. If you achieve im m or tality your
W hile fr ightened by this spell, a cr eatur e char acter is r em oved fr om play to becom e a
m ust take the Dash action and m ove aw ay fr om pow er ful for ce in the Know n Wor ld.
you by the safest available r oute on each of its
tur ns, unless ther e is now her e to m ove. If the
cr eatur e ends its tur n in a location w her e it
Tr an sm u t e Wat er t o I ce
doesn't have live of sight to you, the cr eatur e 3rd level Transmutation (W izard)
can m ake a W isdom saving thr ow , on a
Cast i n g Ti m e: 1 m inute
successful save the spell ends for that cr eatur es.
Ran ge: 100 feet
Tr an scen d Li f e For ce
Com pon en t s: V, S
9th level Transmutation (W izard, Sorcerer,
Radiance) ritual Du r at i on : Per m anent
Cast i n g Ti m e: 2d12 hour s You change all w ater in a 10x10x10 ar ea to ice.
If cast at a r iver or ocean the spell w ill cr eate an
Ran ge: Self iceber g, w hich w ill be m oved by cur r ents as
Com pon en t s: V, S, M (100,000 gp w or th of exotic nor m al. The ice in non-m agical, and is tr eated
m ater ials as deter m ined by the DM ) as r ough ter r ain if on the gr ound.
Du r at i on : Per m anent
The ultim ate spell of the Radiance, this spell Tr u st
gives you a chance at becom ing an Im m or tal.
1st level Cantrip (W izard)
Just lear ning this spell should be the goal of an
entir e cam paign. The only w ay to acquir e the Cast i n g Ti m e: 1 action
spell is to lear n it fr om a Pr ince or Ar chduke of Ran ge: Self
Glantr i, be a m em ber of the Br other hood of the
Radiance, and have the sponsor ship of an Com pon en t s: S, M (silver piece)
Im m or tal of the Spher e of Ener gy. Du r at i on : 1 r ound
To cast the spell you m ust have 50 Your gain advantage on the next Deception
Radiance dice saved thr ough the Retain Pow er check you m ake befor e the spell expir es. This
spell. Once cast the you finds your self floating spell is nor m ally taught only by the Dar okin
befor e a golden door , w hich becom es m or e M er chant's Guild and M inr othad Tutor ial Guild.
difficult to r each as the caster tr ies. To r each
the door the caster m ust pass six skill checks in
the for m of saving thr ow s. You m ust save War p Wood
against each saving thr ow at DC25 to pr ove they
1st level Transmutation (W izard, Druid)
ar e w or thy. If you fail any of them you w ake up
in pain at the end of the spell. For 2d4 days you Cast i n g Ti m e: 1 action
have a 30% chance of spell failur e and cannot Ran ge: Touch
cast any Radiance spells for the dur ation. In
addition you m ust m ake a DC15 Constitution Com pon en t s: V, S, M (bit of w yr m w ood)
save or lose a point of Constitution per m anently. Du r at i on : Per m anent
If all the skill checks ar e passed, you find You cause a single non-m agic w ooden item to
your self on the other side of the door befor e an w ar p into uselessness. The item m ust be able to
Im m or tal of the Spher e of Ener gy. The be held in your hand. Item s held by another
Im m or tal w ill explain ever ything that has just m ust be touched w ith an attack r oll, the ow ner
happened, and the m eaning behind the of the item can m ake a Dexter ity save to avoid
Radiance. The Im m or tal w ill then explain the the item 's destr uction.
136
Ran ge: Touch
Wal l of Wood Com pon en t s: V, S, M (piece of ivy)
4th level Conjuration (Druid) Du r at i on : 1 hour.
Cast i n g Ti m e: 1 action W hen you cast this on a plant or local anim al,
any attem pt to m ove past the plant or anim al by
Ran ge: 120 feet another cr eatur e as least sm all size or above
Com pon en t s: V, S, M (hear tw ood of an oak) causes the plant or cr eatur e to sound a loud
keening noise, clear ly audible to all w ithing 60'.
Du r at i on : Concentr ation, up to 10 m inutes
Undead do not tr igger the effect, but invisible
A nonm agical w all of solid w ood spr ings into and flying cr eatur es do. This spell is nor m ally
existence at a point you choose w ithin r ange. only taught to Tr eekeeper s or For ester s.
The w all is 6 inches thick and is com posed of ten
At higher levels: W hen you cast this spell using
10-foot-by-10-foot panels. Each panel m ust be
a spell slot of 2th level or higher , extend the
contiguous w ith at least one other panel.
dur ation by 1 hour per 1 slot over 1st.
Alter natively, you can cr eate 10-foot-by-20-foot
panels that ar e only 3 inches thick .
If the w all cuts thr ough a cr eatur e?s space w hen Wat er y For m
it appear s, the cr eatur e is pushed to one side of 2nd level Transmutation (W izard) ritual
the w all (your choice). If a cr eatur e w ould be
sur r ounded on all sides by the w all (or the w all Cast i n g Ti m e: 1 m inute
and another solid sur face), that cr eatur e can Ran ge: Self
m ake a Dexter ity saving thr ow. On a success, it
can use its r eaction to m ove up to its speed so Com pon en t s: V, S, M (dr op of pur e w ater )
that it is no longer enclosed by the w all. Du r at i on : Concentr ation
The w all can have any shape you desir e, though You tr ansfor m into a volum e of w ater equal to
it can?t occupy the sam e space as a cr eatur e or your m ass. Your clothing and gear tr ansfor m s
object. The w all doesn?t need to be ver tical or w ith you, and you cannot be separ ated. W hile
r est on any fir m foundation. It m ust, how ever , you ar e in this state you can only be har m ed by
m er ge w ith and be solidly suppor ted by existing m agic w eapons, cannot attack, and m ove 1/3
w ooden suppor ts. Thus, you can use this spell to your nor m al speed. In addition you can br eath
br idge a chasm or cr eate a r am p. w ater nor m ally, but if you ar e in a body of
If you cr eate a span gr eater than 20 feet in w ater you m ove along w ith the w ater at the
length, you m ust halve the size of each panel to speed of the cur r ent.
cr eate suppor ts. You can cr udely shape the w all Wr at h of At r u agh i n
to cr eate cr enelations, battlem ents, and so on.
9th level invocation (cleric)
The w all is an object m ade of w ood that can be
dam aged and thus br eached. Each panel has AC Cast i n g Ti m e: 1 action
15 and 30 hit points per inch of thickness. Ran ge: 120 feet
Reducing a panel to 0 hit points destr oys it and
m ight cause connected panels to collapse at the Com pon en t s: V, S, M (m edicine pouch,
DM ?s discr etion. consum ed in the casting)

If you m aintain your concentr ation on this spell Du r at i on : Instantaneous


for its w hole dur ation, the w all becom es You br ing dow n the w r ath of the Im m or tal
per m anent and can?t be dispelled. Other w ise, Atr uaghin on your foes. Assign a num ber of
the w all disappear s w hen the spell ends. dice equal to tw ice your cler ic level to the
tar geted cr eatur es, the pool m ay be divided any
Wat ch er w ay you decided by you, it need not be the sam e
1st level Divination (W izard) dam age type per tar get. You can descr ibe each
affect, som e cr eatur e ar e hit by fir e, other s by
Cast i n g Ti m e: 1 action
lightning for exam ple.
137
Goodsand Services

138
M agical Item Availability
M ystar a is a w or ld r ich in m agic. M agical To find an item for pur chase, fir st calculate
devices ar e fair ly com m on, especially in the the var ious m odifier s for city size, location
m agocr acies of Alphatia and Glantr i. Other and item r ar ity. If the per centage is less than
nations like M inr othad and Dar okin ar e so 1% the item is not pr esent at your location.
involved in tr ading that anything can be Other w ise m ake the r oll to see if you can find
found for a pr ice. Indeed, in som e cities the item . Each r oll takes up one w eek of
m agic item s ar e openly haw ked to passer sby, dow n tim e. If you fail the r oll the w eek is
fr om the m undane tool to the exotic ar tifact. w asted. If you fail thr ee r olls looking for the
item , it is not pr esent at that location.
Item Rar ity
National M odifier s
Rar ity Base Cost Chance # Found
Nation Cost M odifier Bonus #
Com m on 75 40% 2d6
Alfheim +25% +20% 1d3
Uncom m on 300 gp 20% 1d6
Alphatia -10% +30% 1d6
Rar e 2250 gp 10% 1d3
Atr uaghin +500% -75% 0
Ver y Rar e 35000 gp 5% 1
Dar okin -20% +15% 1d6
Legendar y 50000+ GP 1% 1 Ever
Ethengar +50% -50% 0
City M odifier
Five Shir es -10% -20% 1d2
Size Population M odifier Bonus #
Glantr i -25% +40% 1d8
Settlem ent <500 -30% 0
Tow n <5000 -10% 0 Ier endi +30% -30% 0

City <20000 0 1 item Kar am eikos 0% 0% 0%


Capitol <50000 +10% 1d3 M inr othad +10% +25% 1d4
M etr opolis >50000 +20% 1d6
Ostland +30% -20% 0
Special M odifier s
Rockhom e +65% -40% 0
Featur e M odifier Bonus # Cost Ser r aine +100% +50% 0
Por t +10% 1d2 -10%
Soder fjor d +40% -50% 0
Tr ading Post +5% 0 +20%
Thyatis -15% -10% 1d6
M age's Guild +10% 1d3 +25%
Vestland +10% -10% 0
For eign Nation -20% 0 +30% Ylar uam +100% -50% 0

139
Major Importsand Exports
You have advantage tr ying sell m ajor im por ts or buy m ajor expor ts.
You have disadvantage tr ying to sell m ajor expor ts or buy m ajor im por ts.
City Notes Nation Exports Imports

Aasla P Alphatia Gems, Spices, Glass, Ivory, Common Metals Fish, Monsters, Books, Precious Metals, Silk

Akesoli Darokin Fish, Porcelain, Coffee, Tea Silk, Spices, Salt

Akorros Darokin Meat, Fish, Hides Cloth, Wine, Semi-precious stones

Alfheim City G, T Alfheim Precious Woods, Glass Rare Books, Wine

Alpha P, G Alphatia Grain, Meat Ivory, Wine, Tea, Coffee

Athenos P Darokin Meat, Gems, Spices, Ivory, Glass Monsters, Animals, Porcelain, Precious Woods

Atruaghin T Atruaghin Tobacco, Coffee, Tea, Horses Silk, Beer, Semi-precious stones

Biazzan Thyatis Spices, Coffee, Tea, Silk Rare Books, Ivory, Animals

Castellan Soderfjord Dyes, Semi-precious stones, Precious Woods Armor, Fish, Pottery

Corunglain Darokin Gems, Monsters, Semi-precious stones Weapons, Pottery, Hides

Cubia P Thyatis Pottery, Dyes, Horses Grain Meat, Hides

Darokin City G Darokin Grain, Ivory, Precious Woods, Silk Monsters, Gems, Precious Metals, Horses

Dengar Rockhome Armor, Gems, Weapons Grain, Tobacco, Animals

Dunadale P Alphatia Weapons, Monsters, Gems, Porcelain Coffee, Tea, Ivory, Grain, Glass

Ethengar T Ethengar Horses, Salt, Hides Weapons, Common Metals, Common Wood

Fabia P Thyatis Wine, Dyes, Animals Fish, Common Woods

Filtot P Ierendi Oil, Salt, Grain Meat, Monsters, Rare Books

Freiburg P Free City Animals, Porcelain Weapons, Armor, Oil

Gapton P Minrothad Textiles, Coffee, Tea Rare Books, Spices, Pottery

Glantri City G Glantri Rare Books, Monsters, Pottery Gems, Tobacco, Glass

Harbortown P Minrothad Fish, Dyes, Animals Spices, Meats, Wines

Helskir P Alphatia Dyes, Salt Fish, Hides, Coffee, Tea, Pottery

Ierendi P Ierendi Fish, Precious Metals Dyes, Cloth, Animals

Jaboor P Ylaruam Coffee, Tea, Oil, Glass Meat, Spices, Wine

Kelvin Karameikos Glass, Porcelain, Common Metals Grain, Ivory, Meat

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City Notes Nation Imports Exports

Kerendas P Thyatis Meat, Wine, Beer, Precious Woods Dyes, Common Wool, Oil, Grain

Kobos P Ierendi Hides, Monsters, Horses Silk, Ivory

Kopstar Glantri Oil, Dyes, Common Metals Precious Wood, Semi-Precious Stones, Spices

Landfall P Alphatia Hides, Monsters Grain, Coffee, Tea, Dyes

Malfton P Minrothad Spices, Oil, Porcelain, Grain Common Wood, Meat, Beer, Cloth

Minrothad P, G Minrothad Coffee, Tea, Grain, Fish, Dyes, Beer Precious Metals, Gems, Common Wood,
Pottery, Cloth

Newkirk P Alphatia Dyes, Armor Coffee, Tea, Gems, Porcelain

Norrvik P Vestland Silk, Salt, Weapons Ivory, Pottery, Cloth

Oceansend P Alphatia Rare Books, Common Woods Dyes, Salt, Silk

Seahome P Minrothad Common Wood, Precious Wood Silk, Dyes, Hides

Selenica Darokin Rare Books, Cloth, Precious Wood Dyes, Fish, Glass

Shireton P Five Shires Grain, Wine, Beer Coffee, Tea, Fish

Soderfjord P Soderfjord Common Wood, Grain Wine, Armor

Specularum P Karameikos Common Wood, Animals, Hides, Precious Weapons, Armor, Horses, Furs
Woods

Stahl Rockhome Monsters, Ivory, Previous Metals Meat, Silk, Textiles

Stronghold P Minrothad Weapons Grain, Precious Wood

Surra-Man-Raa Ylaraum Precious Metals, Rare Books, Monsters, Weapons, Cloth


Pottery

Tameronikas P Thyatis Coffee, Tea, Cloth, Animals Glass, Porcelain, Salt

Tel Akbir P Thyatis Coffee, Tea, Oil, Beer Hides, Cloth, Dyes

Tenobar P Darokin Fish, Cloth, Pottery Precious Metals, Salt, Hide

Thyatis P Thyatis Silk, Weapons, Armor, Horses Gems, Precious Metals, Spices, Oil, Furs

Verdun P Minrothad Common Wood, Precious Wood, Cloth, Dyes, Silk, Salt, Furs
Rare Books

Yvoness Glantri Textiles, Hides, Wine Silk, Beer, Meat

Zeaburg P Ostland Fish, Cloth, Textiles Common Woods, Meat

Notes: P: Por t G:M age's Guild T:Tr ading Post

141
Great Marketsof theKnown World

Al f h ei m is the only tr ue city in the nation of The Gr an d Bazaar of Ylar uam is a fr enzied
Alfheim . Built to concentr ate for eign tr ader s site for tr ading. Her e ever ything m ust be
in one location inside the elven kingdom , it is pur chased thr ough haggling, and coin is not
the best place to find elven goods. the only w ay to pur chases m er chandise.
At h en os Har bor in Dar okin is w her e you can Thyatis' Gr eat M ar k et is one of the busiest in
find alm ost anything, r egar dless of legality. the w or ld. Stalls str etch for m iles as ever y sor t
Busy day and night, the city in know n for it's of good or ser vice can be found her e if you
thr iving and open black m ar ket. look har d enough, not m atter the tim e.
The Cen t r al M ar k et in Dar okin City is possibly Stahl's M ar k et Di st r i ct is the best place to find
the lar gest m ar ket in the w or ld. Anything can the goods of Rockhom e. The m ar ket is the
be found her e, fr om m agical devices to w ild staging gr ound for the car avans, but item s can
anim als. Ever ything has a pr ice her e. be pur chased her e befor e they leave.
Glantr i's Open M ar k et is the place to pur chase M i n r ot h ad Ci t y is one lar ge m ar ket itself.
m agic item s. Pr oduced by the Gr eat School of Fr om the Low er and Upper M ar kets to Cr aft
M agic and local w izar ds, seem ingly ever ything Row , you ar e never far fr om a stor e fr ont in
for sale her e has som e sor t of dw oem er. this m er cantile haven.
The M ar k et of t h e Gol den Cou r t is Ethengar 's The Wor l d El evat or in Atr uaghin is a lift
only tr ue m ar ket. Ther e under heavy guar d constr ucted to m ove m er chants up the plateau.
m er chants can str ike deals w ith the nom ads to The Bear Tr ibe has set up a lar ge tr ading post
pur chase lar ge quantities of livestock . at the base to get goods befor e the other tr ibes.

142
Darokin Guilds Minrothad Guilds
Al -Azr ad. Located in Selenica, Al-Azr ad Cor ser . Set up by hum ans, Cor ser specializes
specializes in tr ade w ith Ylar uam . The guild in luxur y goods. W hile the guild actually
does actual little business w ith the r est of pr oduces ver y few pr oducts, the sheer cost of
Dar okin because of its distant location. them m akes the guild pr ofitable.
Cor u n . Based out of Cor unglain, Cor un El san . Set up by the w ater elves, Elsan is the
focuses on tr ading m er chandise str ictly lar gest ship building guild in M inr othad.
inside of Dar okin. Cor un is know n for it's Elsan m akes a lar ge am ount of m oney
pow er ful political connections. thr ough fishing and w haling.
Fr an i ch . The new est m ajor guild, Fr anich has Ham m er . Com pr ised of dw ar ves, Ham m er
no specialty and instead has inter ests in handles all tr ade dealing w ith m etal and
alm ost ever y type of com m er ce. As befits stone. The guild m akes the finest w eapons
their style, Fr anich is located in Dar okin City. and ar m or s thr ough a secr et pr ocess.
Hal l on i ca. Based in Selenica this is the M er cen ar i es. Actually the standing ar my for
dom inant house in the East. Hallonica M inr othad, the guild is found both on land
succeeds by being one of the m ost politically and in ships. The guild is a political one and
adept houses thr ough m utual diplom acy. is paid for its ser vices by the gover nm ent.
Li n t on . Located in the por t city of Athenos M i n r ot h ad. The nation of M inr othad uses a
Linton is the only nautical tr ade guild in guild str uctur e as its gover nm ent. Neutr al in
Dar okin. They ar e one of the r ichest guilds the affair s of other guilds, M inr othad is still
because of their gr eatly incr eased r ange. the m ost dom inant guild in the nation.
M au n t ea. The m ost pow er ful guild in Qu i ck h an d. A guild consisting of pr im ar ily
Dar okin, M auntea has set the standar d for hin, Quickhand deals w ith leather goods and
political pow er in Dar okin city for centur ies. fuelm aking. The guild also focuses on
M ost innovations have com e fr om M auntea. cr eating dishes and ar t objects fr om clay.
Pen n ydow n . Another guild based in Dar okin Ver di er . Pr im ar ily w ood elves, Ver nier
City, Pennydow n m akes its m oney on sheer specializes in all goods w ood and cloth.
volum e. W hile not of the best quality, their Ver dier also has a duty to handle agr icultur e,
pr oducts can be found ever yw her e. a duty they shar e w ith Guild Quickhand.
Ton ey. The sm allest of the gr eat houses, Sea M er ch an t s. A political guild com pr ised
Toney dom inates lake shipping out of Akesoli. of sailor s and dockhands, the Sea M er chant
Tr ading heavily w ith Glantr i and Atr uaghin, or M er chant Sailor 's guild handles the
Toney also specializes in agr icultur e. tr anspor t of all goods m ade in M inr othad.
Um bar t h . Though based in distant Akesoli, Tu t or i al . A com bination of sever al sm aller
Um bar th m akes its m oney by being the m ost guilds, the Tutor ial Guild handles all legal
w idespr ead guild. Tr ading w ith alm ost ever y pr oceedings and tr ains m er chant pr inces in
know n nation, Um bar th r eaches ever yw her e. the w ays of guild m agic.

143
Toolsand Equipment
M any adventur er s in M ystar a ar e tr ained in a tr ade or pr ofession befor e becom ing adventur er s.
For som e, especially in M inr othad and Dar okin, adventur ing is a m eans to acquir e m or e capitol for
a side business. Other adventur er s pick up use tr ades that help them m end or cr eate w eapons,
ar m or or even legal know ledge in cases of legal difficulties.
Weapon s
Item Cost Weight
Nam e Cost Dam age Wt. Pr oper ties
Advocacy Books 75gp 10 lbs
Cestus 1gp 1d4 1 lb. Finesse, Light
Ar m or er 's Tools 35gp 70 lbs
bludgeoning
Bar ge M aking Tools 35gp 7 lbs
Kasas 25gp 1d6 slashing 3 lb. Finesse, Light
Bow yer Tools 15gp 3 lbs

Builder 's Tools 50gp 20 lbs W histling 3 sp None ¼ Signal noise


Cabinetm aker 's Tools 8gp 7 lbs Ar r ow lb. only

Canvas M aker 's Tools 5gp 4 lbs

Car t M aker 's Tools 15gp 8 lbs

Cooper 's Tools 3gp 5 lbs

Far m er 's Tools 5gp 22 lbs

Financier 's Ledger s 50gp 8 lbs

Fletcher 's Tools 3gp 1 lb

Law yer 's Books 100gp 15 lbs

Lum ber jack's Tools 25gp 30 lbs

M ining Tools 10gp 25 lbs

Net M aker 's Tools 2gp 4 lbs

Rope M aker 's Tools 1gp 6 lbs

Saddle M aker 's 25gp 10 lbs

Shepher d's Tools 10gp 10 lbs

Shipw r ight's Tools 65gp 120 lbs

Tailor 's Tools 15gp 4 lbs

Tool M aker 's Tools 25gp 18 lbs

Tr ap M aker 's Tools 45gp 7 lbs

Wagon M aker 's 35gp 6 lbs

W heelw r ight's Tools 15gp 4 lbs


144
Castles and Str onghold Constr uction
Constr uction Cost (GP) AC HP Descr iption
Detail

Bar bican 37,000 17 700 Includes tw o tow er s (30'x20'), gatehouse, gate &
dr aw br idge

Battlem ent 500 17 50 Cr enelated Par apet 100'

Building, Wood 1500 15 40 Tw o-stor y, 120' of w alls, door s, stair s, floor s and r oof

Building, Stone 3000 17 60 Tw o-stor y, 120' of w alls, door s, stair s, floor s and r oof

Door , Exter ior - 100 20 35 Reinfor ced & Bar r ed (7'x5')


Wood or Stone

Dr aw br idge 250 15 50 Wooden Reinfor ced (10x20)

Dungeon Cor r idor 500 N/A N/A 10'x10'x10', stone flagged, stone w alls

Gate, Wooden 1000 20 100 Reinfor ced & Bar r ed, (10'x20')

Gatehouse 6500 17 550 Stone (20'x20'x30'), includes gate and por tcullis

Keep, Squar e 75000 17 2500 Stone (80'x60'x60)

M oat, Unfilled 400 N/A N/A Ditch (10' deep, 20' w ide, 100')

M oat, Filled 800 N/A N/A Canal (10' deep x 20' w ide, 100')

Tow er , Bastion 9000 17 300 Stone, half-r ound (30'x30')

Tow er , Round 1 30,000 17 350 W ide tow er , stone (30'x30')

Tow er , Round 2 15000 17 250 Nar r ow Tow er , stone (30'x20')

Wall, Castle 5000 17 500 Stone (20'x5'x100') w ith w alk and stair s

Wall, Wood 1000 15 300 Stockade (20'x5'x100') w ith w alk and stair s

W indow , Open 10 N/A N/A 3'x1', pr ovides cover

W indow , Bar r ed 20 15 35 3'x1', pr ovides cover


145
Captain Quinn's Nautical Empor ium
The pr ide of the Minr othad Islands is pr oud to of f er these f ine magical items
acquir ed af ter a lif etime of adventur e on the high seas. Each of these f ine
magic items w ill make any ship's captain's lif e so much easier , you'll w onder
how you got along w ithout them. Pr ices ar en't listed, because if you have to
ask, you can't af f or d it. Check us out in Harbortow n, the Old Tow n side.
Am u l et of Ti m ek eepi n g. For those you who know anything about navigation,
the only real way to know where you are going east to west is by keeping
accurate time. This beauty does exactly that. Use the command word and it
will keep accurate time no matter what.
W hile activated you know the exact tim e, and gain advantage on all skill
checks using navigator 's tools m ade on the open ocean for navigating.
(Uncom m on)
Bal an ce of Con ver si on . This beauty is a must for people trading in areas that
don't accept coins, or for cashing in gems without having to pay the jeweler's
fee. Simply put either coins or a gem on one side of the balance, say the magic
word, and the balance will turn coins into a gem of equal value or the gem into
coins of the gem's worth.
W hen activated the balance w ill tur n up to 1,000 coins (the balance only
holds 100 coins if not in a bag) in a gem of equal value. If a gem is placed on
the balance then the balance tr ansfor m s it into local coins of equal value.
The balance can be used up to thr ee tim es a day. (Rar e)
Bead of Dew. This one you'll want to stock up on. Perfect when you have to
stock up on your water supplies but your source of water is of a dubious
nature. Just drop one of these into a barrel of water, and you've instantly got
pure clean drinking water.
The bead w ill pur ify up to 100 gallons of w ater w hen places in the vessel
containing the w ater. The effect is per m anent, though the w ater m ay foul
nor m ally after w ar ds. This uses up the bead. (Com m on)
Cabi n et of Secu r i t y. A must for captains who don't like people meddling in
their affairs. The cabinet has several functions, and you'll use all of them. First
only you can open it without magic. Second it can't be moved unless you want
it to. Third, and most important, you can decide what drawers are visible when
people are looking through it.
The cabinet has thr ee effects, all tr igger ed w ith the com m and w or d. The fir st
effect causes Ar cane Lock to be cast on the cabinet. This lasts until its ow ner
uses the com m and w or d to deactivate it. The second pr events the cabinet
fr om being m oved. The only w ay to m ove the cabinet to take a section of the
floor w ith it. The last effect allow s the ow ner to cr eate an illusion that any
num ber of dr aw er s to appear as em pty shelves. Any of the effects can be
used as often as needed. (Rar e)
Ch al i ce of Det ect i on . This one is a true lifesaver. Nothing fancy about it, any
kind of poison is put into the chalice and it turns it into a frothy foul smelling
green liquid. You will instantly know that somebody is trying to drug you.
Then all you have to do is use the cat of nine tails to figure out who.
W hen a poison is placed in the chalice, the chalice tr ansfor m s the liquid
inside it to a gr een foul sm elling fluid. W hile it does not neutr alize the
146
poison, it is im possible to m iss the tr ansfor m ation. (Uncom m on)
Desk of St u dyi n g. For you M erchant Princes or other wizardly types, you
need this. The desk speeds up the time it takes to memorize spells from a few
hours to just a few minutes. W hile the desk to too large to take adventuring, it's
perfect in a captain's cabin.
W hen a w izar d sits at the desk to pr epar e spells, it only takes 1 m inute per
spell to pr epar e all the spells instead of 1 m inute per spell level. (Ver y Rar e)
Ear r i n g of Seam an sh i p. So you've got a landlubber that don't know the jib
from the head and you can't just throw him overboard. W ith this little gem
you'll make a salt out of him yet. Just stick it in his lobe and he'll automatically
know the difference between a rope and a line. If he ain't got his ears pierced
yet, well, that's why they made knives.
Wear ing the Ear r ing gives you pr oficiency in Vehicles (Water ). (Uncom m on)
Fi gu r eh ead of Pr ot ect i on . If you don't have one of these on your ship yer a
damned fool. This beauty will keep your ship from harm, no matter what.
Rocks, sea monsters, or ballista fire fire just scratches the paint. The only way
your ship is going to the deep is through sorcery, nothing else will touch it.
W hile attached to the bow of an ocean going ship, the ship gains Im m unity
(non-m agic attacks). (Legendar y)
Gaf f of Dock i n g. The best way to make money on the seas is to leave nothing
to chance. This item's effect isn't impressive, but the peace of mind it gives a
ship's captain is worth the price. Just touch the gaff to the ship or mooring you
are docking with and your ship will effortlessly slide along side it. Can also be
used for boarding actions, but you didn't hear that from me.
W hen touched to a dock or another ship, your ship w ill gently m ove along
side it, no check needed. (Com m on)
Gavel of Au t h or i t y. W hile a Captain's M ast is rarely a pleasant thing, with the
gavel at least they will listen to you. Just slam it down once and everyone
present will be captivated by your every word. Great for stopping mutinies
before they start.
W hen activated your Char ism a based skill checks have advantage for 10
m inutes. The Gavel can be used thr ee tim es per day. (Uncom m on)
Han dk er ch i ef of Fl i r t i n g. This one you will get a lot of use out of at parties
and soirees. Just wave it in front of your face, say the magic word and for the
next hour you will be the life of the ball. Ladies will find you irresistible, no
matter how bad your jokes.
W hen activated you have advantage on all Per suasion skill checks of a
r om antic natur e against char acter s of the opposite sex for one hour. The
Handker chief of Flir ting w or ks once per day. (Uncom m on)
Han dk er ch i ef of Len gt h s. This is a discrete but effective lifesaver. Looks like
an ordinary kerchief, but you say the command word and you can lengthen it
out for a couple hundred feet. Great when you need to make a quick get away
off a balcony or have to tie up some guard while you do a little ransacking.
The Handker chief w ill go fr om sever al inches long to up to 200 feet long
w hen you pull on it as you use the com m and w or d. The w eight w ill not
change, and the handker chief has the sam e toughness of silk r ope. It w ill
r etur n to nor m al size if you use the com m and w or d again, untying itself on
147
the opposite end if necessar y. (Uncom m on)
Ever f u l I n k w el l . If you're a penny pincher like myself, you'll love this magical
creation. It never runs out of ink, ever! Write your memoirs knowing you've
spent your last copper on ink. It won't even spill when tipped over! How can
you beat that kind of value?
The inkw ell never r uns out of ink w hen used w ith a pen. The ink is
non-m agical, and w ill only com e out w hen a pen is dipped in it. (Com m on)
I r on s of I m pr i son m en t . Sometimes you have to clap a man in irons. Knowing
our business, that man will usually know his way around a lock or two. So
what to do? Try these magical shackles. They work on command words, they
don't even have a lock! One word locks them in place, another word frees them.
Remember to take them off before you chuck the sorry bastard overboard.
The ir ons w hen activated lock in place as an Ar cane Lock until the other
com m and w or d unlocks them . The ir ons cannot be dam aged except by
m agic. (Uncom m on)
Ladl e of Dr i n k i n g. An absolute must for extending the life of your rum ration!
Just say the magic word and the ladle will refill itself ten times with what ever
beverage you just poured. M orale is much easier to maintain if they know the
booze is safe.
W hen activated the Ladle r efills up to ten tim es w ith a non-m agical bever age
that w as last in the ladle. The bever age is non-m agical, but has all the sam e
pr oper ties as the copied bever age. The copied bever age m ust be potable. The
Ladle can be used once per day. (Uncom m on)
Li br u m of Eval u at i on . W hen you are tired or just being lazy, this book will
turn the task of appraising your latest haul into a minor distraction. Just touch
the gem or jewelry to the blank page on the left, and the librum will give you a
description and monetary appraisal on the blank page on the right. Then just
turn the page and start with the next bit of loot. W hen the book is full, close it
up and start again the next day with all the pages pages magically wiped clean!
A Libr um of Evaluation com es w ith 80 + 2d20 pages. Touching a non-m agical
piece of jew elr y or gem causes the libr um to cast an evaluate spell on it, w ith
the r esults m agically w r itten on the opposite page. W hen the book is full, it
ceases to function for 24 hour s after w ar ds the book is w iped clean and can be
used again. (Uncom m on)
Por t abl e M ast . You will want several of these, trust me. Say you lose a mast in
a storm or to hostile action. Normally you are in dire straights, but with a
portable mast replacing the lost sail is a breeze. Just clear the damaged one out
of the way, place this pole and say the magic word. The pole will grow to
replace the missing mast, complete with fully rigged sails!
The por table m ast only w or ks on ships. W hen the com m and w or d is spoken
the 10' pole gr ow s to the size of the desir ed m ast, and even pr oduces sails and
r igging of the appr opr iate type. Saying the com m and w or d again r etur ns the
sail back to its nor m al shape. (Rar e)
Needl e of Sew i n g. Got this little treasure off an Ierendi captain in a game of
cards, along with everything she was wearing but her socks. This one is a real
time saver. Just touch it to what you need fixed, say the magic word and the
needle will stitch back up! Not just cloth, I've seen this thing sew back
splintered wood good a new. Your sailmaker will thank you for this one.
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The needle can be used to cast the mending cantr ip at w ill. (Com m on)
Oar of Row i n g. Another fantastic piece of nautical magic, the Oar will row by
itself with the strength of twenty men! Just put the business end in the water
and say the magic word and off you go. Now unless you want to go in circles,
you'll need twenty men on the other side of the boat as well. Or just just buy
two!
W hen the paddle is placed in the w ater the oar w ill r ow by itself as if pulled
by tw enty m en until the com m and w or d is spoken again. Unless an equal
am ount of r ow er s or another Oar of Row ing is on the opposite side of the
ship, the ship w ill go in cir cles. (Rar e)
Ar om at i c Pi pe. This is just a creature comfort, but a needed one. Place any
combustible material in the pipe, from tobacco to paper, say the command
word and the pipe will turn it into a lovely pipeweed with any flavor desired.
Turn torn up paper into the finest Belcadiz tobacco, or go for more exotic smells
like cherry wood or m int.
W hen the com m and w or d is spoken the pipe the pr oduces a flavor ed sm oke
of the sm oker 's choice. (Com m on)
Pol e of An gl i n g. If you need fresh fish for the crew, or you are fishing for
bigger game, this gem here is what you be needing. Bait the hook, cast the line,
and name your catch. As long as its near by you'll haul it without harm within
a minute. Best part it as long as it lives in the sea, you can catch it! Giant
crabs, sea serpents, merfolk, all can snatched from the sea with this beauty.
Yeah don't expect the mermaid to be happy to see you if you reel her in with
this.
The user nam es a sea cr eatur e and casts the line. If the cr eatur e is w ithin 1
m ile they w ill sw im to the line in 1d6 r ounds. Once the tar get has taken the
bait the pole w ill r eel them in w ithout har m . The pole w ill not w or k on
cr eatur es w ith 100hp or m or e, and any cr eatur e CR3 or higher can m ake a
Str ength save vs. DC10 to avoid the affects. The pole can be used thr ee tim es
a day, including failed attem pts.
Qu i l l of For ger y. W hile I'm not suggesting you partake of any illegal activities,
sometimes you need something authorized and the local authorities are asking
for a tad more than the going price for the service. W ith this dandy item, just
get a sample of their handwriting and you can make any form look perfectly
legal!
The Quill of For ger y r equir es a sam ple of the w r iting to be copied to be held
in the off hand. W hen activated you can per fectly copy the handw r iting of
the sam ple w ell enough to pass any scr utiny. The Quill can w r ite up to 100
w or ds per day befor e needing to r echar ge for 24 hour s. (Rar e)
Ru dder of Gu i dan ce. Any captain that doesn't have one of these on his ship is
a damned fool if you ask me. You put the rudder on your ship, say the
command word and your destination and the rudder will steer straight to the
destination, never once veering off course. If you have to take a detour, just say
the command word again and the ship is yours. Cuts down on the need for a
helmsman dramatically.
The Rudder of Guidance has to be installed on a ship to w or k . Once activated
the ship w ill not go off cour se, but w ill go the shor test w ay possible, even if
that r oute takes the ship thr ough inclem ent w eather or danger ous ar eas.
(Rar e)
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Soap of Wash i n g. You will thank me for this purchase later. Just put this bar
of soap in a bucket of water and for the next hour and stain the water touches is
instantly cleaned. Works on crew as well! Just line them up in a row and get to
washing, your nose will appreciate it!
Put the soap in a container of w ater , for the next hour any non-m agical stain
touched by the w ater is instantly cleaned. The soap is used up in the pr ocess.
(Com m on)
Spoon of M edi cat i on . So you've got a man down with an illness, before it
spreads to the rest of the crew get him back to shipshape with this dandy
charm. Just fill it with honey and shove the remedy down his throat, disease
cured!
To activate fill the spoon w ith honey and im bibe. The spoon w ill cur e all
non-m agical diseases. The spoon can be used once per day. (Com m on)
Tabl e of Pl en t y/Ban qu et s. This wonder is perfect for saving your ship's stores,
especially if your steward isn't the greatest cook in the world. Simply say the
command word and four meals will magically appear, complete with settings!
The food is adequate fare, and can be summoned three times a day. Now if you
have the gold, upgrade to the Table of Banquets to keep the entire ship happy.
Now the table will expand to feed up to 40 people, just like above. You'll need
the space of course, my suggestion is to use it above decks when possible as the
table will be 60' long. Best part, say the command word again and all the
scraps instantly vanish!
The Table of Plenty w ill m agically cr eate up to four m eals thr ee tim es a day,
com plete w ith place settings, candles and tablecloth. Anything m oved m or e
than 5' fr om the table vanishes. The Table of Banquets w ill also expand up to
60', w ith settings for four additional people per 5' expanded. The Table of
Banquets w ill r etur n to nor m al size w ith the com m and w or d again. It is
identical in all other pur poses as the Table of Plenty. (Rar e/Ver y Rar e)
Tom e of Tr an sl at i on . So you're ashore on the Isle of Dread and the village
chief is telling something and you don't know if he's offering you his daughter
or inviting you to be the main course at dinner. Well, worry no longer! Hold
open the Tome of Translation and all conversation will be translated into the
language of the reader. Works great until you realize the village chief can't
read.
W hen the Tom e is open all dialogue is tr anscr ibed into the language of the
per son being spoken to. The Tom e w ill r ecor d up to 300 pages of dialogue
befor e it slam s shut and r equir es 24 hour s to r echar ge, then it w ill open w ith
all pages blank again. (Uncom m on)
Xyl ogr aph . One problem you have with a lot of sailors is they can't write for
anything. This is the answer to your prayers! This seemingly boring square
piece of wood will sketch out everything you say with perfect spelling as soon
as you say the command word. Say it again and the grooves magically fill with
ink! Then just put a piece of parchment to it and you've got yourself a letter
that would make any scribe jealous.
W hen you say the com m and w or d the Xylogr aph r ecor ds ever ything said in
its pr esence by inscr ibing the w or ds onto its self. Activating it again fills the
gr ooves w ith m agical ink and you can use paper to m ake the dialogue into a
letter. You can also dr aw on it w ith just your finger , the Xylogr aph w ill shape
to for m your dr aw ing. The Xylogr aph can be used once per day.
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Tarla'sEpicurean Delights
After a successful career adventurering, I havesettled down and focused on my try loveof finefood and
drinks. NowI amableto offer you thewidest variety of beverages, cheesesand breadsfromacrossthe
known world. Perfect for dining with royalty or sea salts. With locationsin Darokin, Minrothad, Thyatis,
Alphatia and nowGlantri City, you arenever far away fromthebest foodsat thelowest prices.
Ask about dealson larger quantities.
W ines
Azu r e Lu n e de Vi n : A m agical br ew fr om the W izar ds of W ines, this fr uity br ight blue w ine m akes
its im biber aler t and ener getic, until the effect w ear s off and the full effect of the w ine kicks in.
(Rem ove one level of fatigue for four hour s at the end of the four hour s gain tw o levels of fatigue.)
Bottle: 20pp, Glass: 7pp (You m ay only benefit fr om a glass once per day)
Cava: A light, bubbly w ine m ade by the Belcadiz elves of Glantr i. The w ine of choice by them ,
consider ed a delicacy by vintner s.
Bottle: 8pp, Glass: 8gp
Ch am pagn e de l e St om p: Fr om the W izar d of W ines w iner y in New Aver oigne, de le Stom p is
consider ed one of their finest. A heady w ine, w ith a str ong distinct taste.
Bottle: 15pp, Glass: 3pp
Deepw ood Spi ce W i n e: A special blend fr om Clan Chossum , this one is unique as its r ich alm ost
bitter flavor is loved by hum ans and dw ar ves, but elves consider it a poor house w ine.
Bottle: 12pp, Glass: 12gp
Gl ow t r ee Fr u i t W i n e: Another im por t fr om Clan Chossum , this one is pr efer r ed by elves and has a
sm all dem and by Hin. To other s the str ong citr us flavor can be over w helm ing.
Bottle: 5pp, Glass: 1pp.
Hi gh Sh i r e M u l ber r y W i n e: A com m on w ine im por ted fr om the Shir es, the ber r y flavor on this
vintage is an acquir ed taste.
Bottle: 2pp, Glass: 2gp
I m per i al Spi ce W i n e: Fr om the Alphatian Em pir e, this m agically enhanced br ew can leave the
hear tiest dr inker in an alcoholic stupor after a single glass. (M ake a DC15 Constitution saving
thr ow or be stunned for 1d6 r ounds)
Bottle: 120pp, Glass: 14pp
M osi t i u s Label Red: One of the finest w ines pr oduced in the Thyatis Em pir e, a thick str ong bodied
w ine favor ed by Em per or Thincol him self.
Bottle: 20pp, Glass: 4pp

151
M osi t i u s Label W h i t e: Not as in dem and as Red Label, this light fr uity w ine is still extr em ely
popular in the Thyatis Em pir e.
Bottle: 16pp, Glass: 13gp
Nor w or l d I ce W i n e: A r ar e im por t fr om Alphatia, this obviously m agically enhanced w ine is cold
no m atter how long it has set out. A unique taste, this w ine is bought m or e for the novelty value.
Bottle: 20pp, Glass: 4pp
Pat x ar an : An acquir ed taste even am ong the Belcadiz elves, this bitter spiced w ine is consider ed
best ser ved w ith the zesty food you find am ong the Glantr ian Elves
Bottle: 2pp, Glass: 2gp
Pu r pl e Gr apesm ash #3: A m ass pr oduced w ine fr om the W izar ds of W ines in Boldovia, this w ine
can be found in m ost taver ns acr oss the know n w or ld.
Bottle: 1gp Glass: 2sp
Red Dr agon Cr u sh : A r ich hear ty w ine popular am ong adventur er s, this W izar ds of W ines
specialty is in gr eat dem and in M inr othad.
Bottle: 4pp, Glass: 1pp
San gr i a: The m ost com m on of the Belcadiz w ines, this fr uity blend is pr oduced in enough quantity
to m ake it to the tables of m ost taver ns in Glantr i and Dar okin.
Bottle: 2pp, Glass: 2gp
Si l ver Sel ect i on Sh er r y: A extr em ely com m on m ass pr oduced w ine fr om Dar okin, w hose pr im ar y
advantage is it w ill get you dr unk quickly and cheaply.
Bottle: 1gp, Glass: 2sp
Su n l ess Sea Bl u e: A dw ar ven w ine of unknow n or igin, this dar k blue tinted liquor is filled w ith
unusual but delicious flavor m aking it gr eatly in dem and. Dw ar ves seem to hate it though.
Bottle: 60pp, Glass: 12pp
Br a ndies
Al l 's Reck l ess Br an dy: Br ew ed but once a year on the holiday that gives it the nam e, this liquor is
gr eatly in dem and outside M inr othad as m ost of it is dr unk in a single day.
Bottle: 12pp, Glass: 3gp
Bl ack bot t om Por t : A br andy despite its nam e, this cheap quality Shir e dr ink is fam ous for tasting
better the m or e you dr ink it.
Bottle: 2gp Glass: 1sp
Qu or t w i z: A gnom ish br andy m ade fr om r utabagas and cauliflow er. A unique taste, usually dr unk
by other r aces on a dar e, then follow ed up w ith a chaser , tr aditionally w ith six shots of Wodka.
Bottle: 8gp, Glass: 1ep

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Ales, Beer s a nd M ea ds
Bl ack h ear t Dar k St ou t : One of the few things to com e out of that dar k land, this stout is a thick and
heady dr ink, w ith m or e than enough kick so you w on't need m or e than a few to for get the day.
Keg: 37gp, Pint: 3sp
Br ok en Lan ds St ou t : An extr em ely str ong beer com ing out of Dar okin, this one is thick enough to
m ake it a sipping beer. The str ong taste is not m eant to be taken all at once.
Keg: 6gp Pint: 5cp
Deep Dar k Pal e Al e: Sold in lim ited quantity by the dw ar ves of Rockhom e, this ale is sur pr isingly
sm ooth for a dw ar ven dr ink . W hile m uch m or e expensive, m ost think its w or th it.
Keg: 62gp Pint: 1ep
Gai t y Local Bl en d: The house br ew of Gaity Island in Alphatia, this beer is know n for its r ich taste,
m er ciful hangover s and over pr iced m ugs. You ar e paying for the nam e.
Keg: 124pp (124gp in Alphatia), Pint: 5gp (5sp in Gaity Island, 1gp in Alphatia)
Hat t i an Lager : W hile the people m aybe unpleasant, their beer is not. This lager is a r ich and
flavor ful blend that alw ays seem s to beg for another r ound.
Keg: 2pp, Pint 8cp
Jar l 's Al e: The com m on nam e of any num ber of ale pr oduced in the Soder fjor d Jar ldom s, this m ass
pr oduced bever age is typically found acr oss the r ealm s in taver ns ever yw her e.
Keg: 1pp, Pint: 4cp
Low Por t Al e: A com m on citr us tasting ale fr om M inr othad, this cheap str ong dr ink is ver y popular
w ith sailor s as they say it keeps scur vy aw ay.
Keg: 6gp, Pint: 4cp
M l ek o Bor su k Gol den Label : A sur pr isingly sm ooth and cr eamy m ead fr om the gnom es, this
r ecipe is kept secr et, though the dr inker s don't ask m any questions.
Keg :2pp, Pint 8cp
Och al ean Gi n ger Beer : Don't let the nam e fool you, this is a Thyatian br ew. M ade w ith a r ather
com plicated br ew ing pr ocess, this br ew has a shar p citr us taste that can sur pr ise you.
Keg: 2pp, Pint: 8cp
Ol d Tow n Lager : A new beer fr om Vestland, Old Tow n is alm ost clear br ew w ith a str ong kick but
flavor ful after taste.
Keg: 62gp, Pint: 1ep
Ross' Fi n est : The pr ide of Klantyr , this Glantr i br ew is the favor ite of Cr ow nguar d w ar r ior s, though
its thick body and extr em ely high alcohol content ar e too m uch for m any m en.
Keg: 7gp 1ep, Pint: 6cp

153
Ru by Dr agon St ou t : The str ongest beer m ade in the Shir es, this nutty stout w ill knock dw ar ves off
their stools, and leave them w ith a str ong w alnut sm ell on their br eath.
Keg: 1pp, Pint: 4cp
Tan gor : Low in flavor , but high in alcohol this cheap beer fr om the Isle of Daw n at least w ill let you
for get how bad it tastes w hen you w ake up.
Keg: 3gp, Pint 2cp
Tr al dar 's Ki ss: An extr em ely com m on, cheap and str ong beer fr om Kar am eikos, this is the beer for
som eone looking to get dr unk on a budget.
Keg: 4gp, Pint 3cp
Wyr w ar f Fu n gal M ead: A ver y unusual m ead fr om Rockhom e, m ade out of fer m ented
m ushr oom s. Dw ar ves m ay favor it, but it is a dr ink other s have to for ce them selves to like.
Keg: 6gp, Pint: 4cp
Zeabu r g Royal M ead: W ithout a doubt the best m ead pr oduced. This Ostland dr ink pr ovides the
r ight am ount of flavor com par ed to its kick . It's a dr ink to enjoy w ithout getting dr unk too quickly.
Keg: 6gp, Pint: 5cp
Spir its
Br am bl er ose Rose W h i sk ey: The best w hiskey fr om the Five Shir es, Br am bler ose is long
fer m ented in r ose w ood vats to give it a ver y distinctive taste. The flavor m akes it quite popular
Bottle: 7gp, Shot: 6sp
Cr ow n gu ar d Bl ack Label : W hile other lands pr efer w ine, the Klantyr e love their w hiskey.
Fer m ented for at least five year s, ther e is no w hiskey in the w or ld better know n than Black Label.
Bottle: 50gp, Shot: 4gp
Jen ev i r : A har sh liquor fr om Glantr i, only the Flaem ish dr ink this str aight. Alm ost ever yone else
m ixes it w ith a w eaker dr ink to lighten the kick .
Bottle: 12gp, Shot: 1gp
Ku m i s: An extr em ely unusual dr ink fr om Ethengar , m ar e's m ilk fer m ented w ith sugar. The taste is
highly exotic w ith a legendar y kick . W hile an acquir ed taste for other s the Ethengar love it.
Gour d: 4gp
Nal ew k i : A str ong fr uit liquor fr om Kar am eikos, this Tr aladar an staple has found a hom e in
Thyatis and elsew her e for it's pleasant flavor and m ild after taste.
Bottle: 16gp, Glass: 2gp
Sapaa: A fr uity liquor fr om the Pear l Islands, this is a m ajor expor t of Thyatis m ainly because of the
ease to br ew it. W hile not the best tasting liquor , it is one of the cheapest.
Bottle: 8sp, Glass: 2cp

154
Sea Sh i r e Bu m bo: The m ost popular r um am ong sailor s of Ier endi, M inr othad and the Shir es,
Bum bo is found on m ost ships. Sailor s pr efer its citr us base for keeping aw ay disease, and the
flavor helps.
Bottle: 4pp, Glass: 1pp
Wodk a: A com m on and cheap bever age fr om Kar am eikos, w odka is a staple in that nation as w ell
as gaining popular ity am ong the peasants in Thyatis and Glantr i.
Bottle: 1gp, Shot: 1cp
Non-Alcoholic
Al -Qah w a: A popular coffee fr om Ylar uam , this is m ixed w ith cinnam on for extr a flavor. Tr aded
heavily, w ith high dem and in Dar okin and the Shir es.
Pound: 10gp, Cup: 2sp
At ?y: A popular Ylar uam tea, this is gaining popular ity due to being br ew ed w ith m int leaves. Even
the stoic dw ar ves and Ethengar i have star ted buying it in bulk .
Pound: 15gp, Cup: 3sp
Her bat a: A Kar am eikos tea, her bata is an acquir ed taste. The local Tr aladar ans love it for its heavy
bitter taste, but it has not caught on it other lands.
Pound 3gp, Cup: 6cp
Kava: An Ier endi her b dr ink, the bitter dr ink is said to have m edicinal pr oper ties. Pr efer r ed by the
local M akai, visitor s to the islands tr y it m or e for its r eputation than its taste.
Glass: 5cp.
Qah w ah S?dah : The m ost com m on Ylar uam coffee by far , this str ong black blend is loved by
adventur er s for its low cost and ease of flavor ing.
Pound: 2gp, Cup 2: cp
Qu i ck h an d Br an d Cof f ee: The Shir e's attem pt to get in on the Ylar uam coffee m ar ket, Quickhand is
a m ild coffee, gr ow n in quantity in Highshir e. W hile not as str ong as Ylar i coffee, it is cheaper.
Pound: 1gp, Cup: 1cp
Veeqay's Laf f y Fi zz: Despite w hat you think, it's not a gnom ish dr ink . M ade for a r ogue bor n in
ancient tim es, this str ange fizzing dr ink actually tickles as you dr ink it. Popular w ith childr en.
Bottle: 4sp
Zh ? Ch á: A tea fr om Ochalea, Thyatis began expor ting it w hen Em per or Alexian I gr ew fond of it.
It can be br ew ed sever al w ays, fr om sw eet to bitter and in betw een.
Pound: 4gp, Cup: 3cp

155
Cheeses
Ack aw i : An extr em ely popular cheese fr om Ylar uam , this sem i-har d cheese as a m ild salty taste
and holds up w ell in deser t heat. Ylar i view it as a snack m or e than a m eal por tion.
5lb W heel: 4gp, Wedge: 1ep.
Bel l i ssar i an Cr eam Ch eese: Popular Alphatian cheese, this tasty spr ead has been expor ted acr oss
the continent. Cheap, healthy and tasty, it is com m on in m ost m ajor cities.
3lb Loaf: 2gp
Br u n ost : A com m on cheese in the Nor ther n Reaches, Br unost is a sw eet chew able cheese, per fect
for a m eal or just a snack on the tr ail.
4lb W heel: 8sp, Wedge: 1sp
Cr ossr oads Br an dy-Ch eese: A unique cheese fr om the Alphatian Isle of Ne'er -do-w ell, this cheese
actually has a high alcohol content. It can be used for cooking, but is usually just eaten plain.
3lb W heel: 10gp, Wedge 1ep.
Dam m e: Found m ainly w ith the Flaem ish of Glantr i, this extr em ely spicy cheese isn't popular
outside its pr incipality except as an ingr edient in som e dishes.
5lb W heel: 8gp, Wedge 2gp
Gl i m m er Ch eese: A tr anslucent cheese fr om Alfheim , this cheese is know n for a m elt in your
m outh flavor , and a str ong taste that lasts for sever al m inutes.
1lb Br ick: 6gp, 1 Slice: 2sp
Hat t i an Br i ck Ch eese: This bitter cheese is extr em ely har d, alm ost im possible to bit off a piece and
difficult to cut w ith a knife. It is m eant to be soaked in lager and chew ed over tim e.
5lb W heel: 4sp, Wedge: 3cp
Labn eh : A Ylar i cheese know n for its sm ooth flavor , it is extr em ely easy to m ake but som ew hat
difficult to expor t. Double pr ice for countr ies not adjacent to Ylar uam .
1lb Loaf: 3cp
M i m ol et t e: This popular cheese com es fr om New Aver oigne in Glantr i. It has a sw eet, nutty flavor ,
and tr anspor ts w ell. It is cur r ently enjoying incr eased popular ity in Dar okin.
2lb W heel: 6sp, Slice: 2cp
M oon h i l l Ni gh t Ch eese: This str ong, bitter cheese is bar ely know n outside the Shir es. It som ehow
gives hin w ho eat it 30' dar kvision for 1d6 hour s once per day. It has no affect on other r aces.
1lb W heel: 5gp, Slice: 1gp
Oscypek : This cheese fr om Kar am eikos is instantly r ecognized by its spindle shaped for m . A ver y
com m on cheese in Kar am eikos, it also tr anspor ts w ell for adventur er s.
Spindle: 3cp.

156
Pr i m : The spr eadable for m of Br unost, Pr im is found m ainly in the Nor ther n Reaches, but
tr anspor ts w ell enough to r each other m ar kets.
1lb Loaf: 2sp
Ru sh an : A ver y tough cheese fr om Ochalea, Rushan is m eant to be cover ed w ith sw eets or nuts so
the eater can savor it over tim e. Eating it plain is not advised.
¼lb Stick: 2cp.
Sat eek a Fan g Ch eese: This dur able cheese is found all over the Shir es and is expor ted to other
nations. A m ild, cr um bly cheese, it is par t of field r ations for m any ar m ies in the Know n Wor ld.
5lb W heel: 6sp, 1 Wedge: 3cp
Sel en i ca Gol d: One of Dar okin's m ost popular expor ts, this cheese is sem i har d until eaten then
alm ost m elts in your m outh. It is also extr em ely popular as a cooking ingr edient.
3lb W heel: 1gp, 1 Wedge: 2sp
Tw ar og: Another com m on Tr aladar an cheese, Tw ar og is a soft cr eamy cheese that does not tr avel
w ell, but is extr em ely easy to m ake. It is a staple in m any diets.
1lb Loaf: 5cp
Wek r an St on e Ch eese: A com m on cheese fr om Rockhom e, it lives up to its nam e. The cheese is
extr em ely har d, the dw ar f sucks on it to soften it, usually w hile he w or ks, r eleasing the flavor
slow ly.
10lb W heel: 8gp, 1 Slice: 1ep
Wer esk al ot Fi ve Year Ch eese: A difficult cheese to m ake, Wer eskalot Five Year is a str ong
extr em ely bitter cheese that is a m ajor cooking ingr edient in sever al nations. It is pr iced
accor dingly.
5lb W heel: 12gp. Slice: 1ep.
W h i t e Noso Ro?ec: An extr em ely str ong and unusual gnom ish cheese, it is consider ed an
expensive delicacy am ong the sm all folk . For other r aces, it is best eaten quickly.
5lb W heel: 3pp, Slice 1gp.
Br eads:
Bagu et t e: A thin cr ispy br ead fr om New Aver oigne, baguettes ar e long loafs of br ead usually eaten
along side br eakfast or lunch.
1 Loaf: 2cp.
Desem : Another Glantr i br ead, Desem is found in Ber gdhoven. Desem is a tangy br ead, often
spiced to the desir es of the Flaem ish living ther e. It has found som e popular ity as a novelty food.
1 Loaf: 4cp.

157
Favar o Deep Gr ai n : A popular Shir e br ead, Favar o has a thick taste to it, and is extr em ely chew y.
The hin use som e spices to give it a tangy textur e, incr easing its dem and.
1 Loaf: 7cp.
Kh u bz: The staple br ead of the Ylar i, Khubz is a slightly leavened flat br ead that is used to ser ve
other food w ith. In par ts of Ylar uam it has r eplaced plates and bow ls entir ely.
5 Loafs 1cp.
Ku bl at z Spi ced Br ead: A gnom ish delicacy, Kublatz is spiced w ith cinnam on, saffr on, cayenne,
gar lic, pepper m int, ginger and tw elve other spices. Best eaten quickly.
1 Loaf: 2sp
Lef se: A flaky flat br ead com m on to the Nor ther n Reaches. Tr aditional uses is to w r ap other foods
in it and eat ever ything together. Catching on in Rockhom e and Ethengar.
5 Loafs: 1cp
Lon g Br ead: An expor ted staple fr om Alfheim , this bland tasting br ead w ould not be popular
except for the fact it never spoils, m aking it in dem and w ith sailor s and adventur er s.
1 Loaf: 8sp
Lu ci an Sal t Br ead: A com m on staple fr om Seashir e, Salt Br ead does not go bad easily, w hile the
taste leaves m uch to be desir ed, sailor s cannot pass up its longevity.
12 Biscuits: 1cp
M al l ow f er n Dar k W h eat : Another Shir e br ead, M allow fer n is know n for its full taste and
satisfying natur e. It does not take m uch to fill a stom ach, and the flavor is quite enjoyable as w ell.
1 Loaf: 8sp
M an ch eco: Baked by the elves of Belcadiz, this br ead is cooked w ith nuts and fr uits inside, giving it
a ver y pleasant taste. It is one of the few delicacies of Belcadiz the other pr inces enjoy.
1 Loaf: 1ep
M an t ou : A sw eat br ead fr om the Thyatis pr ovince of Ochalea, M antou is m eant to be filled w ith
other tr eats. It is com m only ser ved as a pastr y filled w ith sw eet m eats or candies.
1 Loaf: 3cp
M u l l : The people of Klantyr e love str ength, and their br ead is no exception. W ith a ver y distinctive
flavor and loaded w ith fr uit, M ull is ver y m uch a food of it's land.
1 Loaf: 7cp
Pan em : Possibly the m ost com m on br ead in the Know n Wor ld, this basic Thyatian br ead is given
out fr eely to its people. Know n for being extr em ely easy to m ake, it is a staple ever yw her e.
5 Loaves: 1cp

158
Pl ai n Br ei d: Another br ead of Klantyr e, Br eid is a sim ple br ead, though chew y and ar om atic. The
people of Klantyr e bake the loafs tall, so fam ilies can put m or e food w ith them .
1 Loaf: 4cp
Reedl e Br ead: A com m on br ead found in Dar okin, Reedle m akes it r ye br ead baked w ith com m on
nuts. It is found in taver ns acr oss the nation.
1 Loaf: 2cp
Sh adow gat e W h i t e Br ead: The m ost com m on br ead m ade in the Five Shir es. W hile the taste is
nothing special, the hin pr oduce it in enough quantities that it is found of peasant tables
ever yw her e.
1 Loaf: 1cp
Sk yf yr M i l l et Loaf : An extr em ely low quality br ead found in Alphatia, this is w hat passes for food
for the Jennite slaves. Flavor less and har d, it's only r edeem ing quality is it is extr em ely cheap to
m ake.
10 Loaves: 1cp
St on ebr ead: This flaky br ead is a popular expor t fr om Alphatia. Long lasting, w ith a distinctive
but not unpleasant taste, it is a com m on choice for adventur er r ations.
1 Loaf: 3cp
St r eel Ri ver Fl at Br ead: A failed attem pt at Dar okin to copy the br eads of Ylar uam , the Flat br ead
is used as a br eakfast food w ith any host of spr eads.
1 Loaf: 2cp
Th an t abbar Fest i val Br ead: A r ecipe that w on sever al cooking contests in a r ow , this is a sw eet
br ead cooked w ith a nutty glaze sw ir led inside. Consider ed a tr eat for childr en.
1 Loaf: 6cp
Th r esh ol d Sal t ed Ch el b: A com m on br ead in Kar am eikos, Chelb is a sour dough that is used for all
for m s of cooking, One pr actice is to scoop out the ends to m ake a bow l for soup.
1 Loaf: 2cp
Tor t i l l a: This Belcadiz specialty as a flatbr ead m ade fr om finely gr ound flour. Per fect for w r apping
up your m eal into just a few single bites, it is per fect for the adventur er on the go.
5 Tor tillas: 2sp
Vest l an d Zw ei back : This tw ice cooked br ead is com m on in the Nor ther n Reaches. It tr anspor ts
w ell, and can be dipped in jam s to ser ve as a snack . Popular w ith par ents of teething childr en.
2 Sticks: 1cp
Wyr w ar f Fu n gal Br ead: A br ead m ade by dw ar ves fr om fungus. It has a str ange taste, and a
linger ing after taste as w ell. Dw ar ves seem to the only r ace that can stom ach it.
1 Loaf: 4cp

159
Ex ot i c Speci al t i es
Al h am br a Gol d Sn u f f : A extr avagance am ong the nobles, this finely gr ound tobacco causes a
r elaxing feel w hen you w ant it, w ithout the need for lighting a pipe or a cigar.
1 Tin: 8gp
Ci gar : M ade w ith fine Belcadiz tobacco leaves, these exquisite sm oking tr easur es ar e tr easur ed by
gentr y ever yw her e. Per fect for celebr ations, they go w ell w ith any of our br andies.
1 Cigar : 4gp
Cocoa: This bean can be tur ned into any num ber of tr eats, and the taste is bor der line addictive.
Im por ted fr om an unknow n location by M inr othad, this delicacy is taking the continent by stor m .
1 lb Bag: 50gp
Locu m : A popular specialty fr om fr om the finer confectioner s of Thyatis, Locum is m ade w ith dates
w r apped in a sw eetened gel then cover ed in pow der ed sugar. Extr em ely popular w ith the nobles.
1 Tin (20 pieces): 4gp
M ok t aar : A str ange dw ar ven tr eat, this is the for m of a har d candy popular am ong its m iner s.
Instead of being sw eet, it tastes of a var iety of m eat pr oducts. A single M oktaar candy lasts for
about six hour s.
1 Pack (six pieces): 6sp
Pem m i can : Fr om the Atr uaghin plateau com es this sm oked bison delicacy. Pow der ed and
flavor ed w ith a var iety of ber r ies, this high ener gy r ation is per fect for adventur er s on long
ter m quests.
1 Pouch: 8sp
Pepper pot 's Pr i sm at i c Taf f y: A tr eat fr om the Shir es, this candy consists of a foot long str ing of
sticky taffy of var ious color s. The delight is that each of the seven color s is a differ ent flavor.
1 Piece: 1cp
Pi pew eed: Gr ow n in m any var ieties acr oss the Five Shir es, w hile a staple am ong the hin, pipe
sm oking is not as com m on in other countr ies. For those that possess the habit, please specify br and
w hen or der ing.
Com m on Quality 1lb pouch: 8sp. Good Quality 1lb pouch: 2gp. Excellent Quality 1lb pouch: 1pp.
Pipe: 1 ep.
Qu azzi di n gs (Candied): A gnom ish confection, The Quazziding is a extr em ely bitter fr uit w hen
candied m akes for one of the m ost unique tastes of extr em e bitter ness and tar t sw eetness.
1 Jar (5 fr uits): 1ep
Tabl et : Fr om the Pr incipality of Cr ow nguar d com es this cr um bly tr eat. M ade w ith butter , eggs and
sugar and flavor ed w ith w hisky. Consider ed a delicacy by the Klantyr e w ar r ior s, and it tr avels
w ell.
1 Half-Pound Br ick: 3sp

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