Page
Placesand Times......................................................4 Nations......................................................................5 Cities........................................................................7 Centersof Learning..................................................8 Locationsof Ill Repute.............................................9 Crimeand Punishment........................................... 10 Calendar and Holidays...........................................11 Dread Creatures.....................................................20 Money of Mystara................................................. 21 Factionsof Mystara................................................22 Racesand Heroes.................................................. 25 Racesof Mystara....................................................26 Classes of Mystara.................................................38 Archetypesof Mystara.............................................43 Backgrounds...........................................................64 NewFeats...............................................................70 Immortalsand Priests.............................................71 Immortals................................................................72 Domainsof theSpheres..........................................91 Spellsand Runes.....................................................96 Secret Craftsof Glantri..........................................97 Nordic Runes..........................................................106 NewSpells...............................................................109 Goodsand Services..................................................119 Magic ItemAvailability............................................120 Major Importsand Exports.......................................121 Markets, Guildsand NewEquipment........................123 Captain Quinn'sNautical Emporium.......................127 Tarla'sEpicurean Delights......................................132 v20 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 labor of love 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 a com e back officially. 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 M ischa Jones, I w ill r eplace it as she finishes. 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 Illustr ations: M ischa Jones https://w w w.facebook .com /tehphr 33k, Heather Holcom b 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
3
Placesand Times 4
Nationsand Peoplesof Mystara Ki n gdom of Al f h ei m
Fi ve Sh i r es
Com pr ised entir ely of the gr eat for est of Canolbar th, Alfheim is the r esettled hom eland of the Sylvan elves. Steeped in myster y, the elves keep to them selves w ith the exception of a single tr ading city.
The hom eland of the hin, the Shir es ar e r ich in agr icultur e and cultur e. The population enjoys their pastor al life, but w ill defend to the death if pr ovoked.
Language: Elven
Em pi r e of Al ph at i a Located on the continent of the sam e nam e, Alphatia is a pow er ful m agocr acy w her e w izar ds contr ol all aspects of gover nm ent and those w ithout the ar t ar e second class citizens.
Language: Hin
Pr i n ci pal i t i es of Gl an t r i A splinter ed m agocr acy, Glantr i is hom e to a var iety of cultur es and peoples, all devoted to im pr oving their position thr ough m agic. Extr em ely pow er ful, but highly fr actious.
Language: Alphatian, Nithian
Languages: Thyatis, Alphatian, Belcadiz, Elven, Aver oigne, Flaem ish, Ethengar , Klantyr e
At r u agh i n Cl an s
Ki n gdom of I er en di
Isolated fr om the r est of the Know n Wor ld, the five tr ibes of Atr uaghin ar e content to be left alone to their hunts. A deeply spir itual people, the clans r ever e the Im m or tals m or e than any.
A peaceful m ar itim e nation, this chain of islands has becom e one of the m ost popular tour ist attr actions for the w ealthy. Their love of adventur er s goes a gr eat w ay to keep their nation safe.
Language: Atr uaghin
Repu bl i c of Dar ok i n One of the tw o m ajor tr ading pow er s of M ystar a, Dar okin is a functional plutocr acy populated by an extr em ely har d w or king people. W hile possessing a m ighty ar my, Dar okin pr efer s diplom acy.
Languages: M akai
Gr an d Du chy of Kar am ei k os The new est nation, am icably split fr om Thyatis, Kar am eikos is an untam ed land still being settled. Scar cely populated, it is filled w ith thr eats both know n and unknow n.
Language: Dar okin
Languages: Tr aladar an, Thyatian
Et h en gar Kh an at es
M i n r ot h ad Gu i l ds
A w ar like people now r eunited under a Golden Khan, the Ethengar people ar e skilled hor sem en, and consum m ate w ar r ior s. W hen united they pr esent a ter r ifying foe.
The second gr eat tr ading pow er , M inr othad is an elven island nation that w elcom es hum ans, dw ar ves and hin into their business. The undisputed pow er house in over seas tr ade, w ith a bit of pir acy for fun.
Language: Ethengar
Language: Patois 5
Ki n gdom of Ost l an d
Em pi r e of Thyat i s
The m ost pow er ful of the Nor ther n Reaches, Ostland is the m ost aggr essive as w ell. Though w eaker than they used to be, they like to r em ind the other Nor ther n nations of their pow er.
The m ost pow er ful em pir e on the m ainland, Thyatis' influence is felt thr oughout the continent. Though w eakened by stagnation, it is still the m ost pow er ful m ilitar y for ce
Language: Heldannic
Language: Thyatian
Ki n gdom of Rock h om e
Ki n gdom of Vest l an d
Found deep under gr ound, the Dw ar ves r un Rockhom e as they alw ays have. Slow to change, slow to pr ogr ess Rockhom e has few fr iends and few enem ies. Just the w ay the dw ar ves like it.
The m ost m oder n of the Nor ther n Reaches, Vestland has put behind its r aiding histor y and has settled on becom ing an econom ic pow er once it has secur ed its ow n bor der s.
Language: Dw ar ven
Language: Heldannic
Soder f j or d Jar l dom s
Em i r at es of Yl ar u am
Less a nation than a gr oup of allied m inor nobles, Soder fjor d is a land tr apped in the past. Politically w eak and hopeless divided, Soder fjor d is looking for a str ong leader to unite them .
A deeply r eligious deser t kingdom , Ylar uam has thr ow n off the yoke of tw o em pir es and is in the m iddle of a spir itual debate on its ow n futur e. Language: Ylar i
Language: Heldannic
6
Citiesof Mystara Al f h ei m Ci t y set up in the in the m iddle of the Canolbar th for est as a tr ading outpost, this unofficial capitol of Alfheim is w hat m ost people see w hen they visit the elven kingdom . W hile little gover ning is done her e, this is w her e other nations set up their em bassies. Ci t y of St ar s is the lar gest city of the Shadow Elves. Unknow n to outsider s, the entir e city is built in a pocket of r ever se gr avity on the r oof of a caver n. Sur r ounded by hostile envir onm ents and cr eatur es, it is a testam ent to the Shadow Elves w ill to sur vive. Dar ok i n Ci t y is the lar gest tr ade city on the m ainland. Hom e to the M er chant's Guild Hall, ther e is nothing you cannot buy in Dar okin City. The lar gest financier s also r eside her e, m aking this city an unr ivaled econom ic pow er house. Den gar is tw o cities in one. On the sur face is w her e the dw ar ves m eet w ith other r aces. But below gr ound is w her e ever ything happens. Built by dw ar ves for dw ar ves just the size of it m akes it intim idating for other r aces. Gl an t r i Ci t y is the hear t of the fr actious Glantr i, com pr ised of canals for str eets and bicker ing w izar ds for citizens. M agic is the nor m her e, w her e even the m ost m undane tasks ar e accom plished thr ough sor cer y. I er en di is the scenic capitol of the island nation of the sam e nam e. Like the nation ar ound it, it is a scenic m ar vel filled w ith r esor ts and enter tainm ents. Ever ything happens at a leisur ely pace, exactly as its people like it. M i n r ot h ad is the nautical tr ading pow er house. Set in a calder a, its pr otected position allow ed it to flour ish as a tr ading por t. The city is filled w ith shops of all types, and it is one of the lar gest shipbuilder s in the Know n Wor ld. Nor v i k k is the pr ide of Vestland. It r epr esents the nation's attem pt to becom e a m oder n state. Now m er chants have r eplaced w ar r ior s as the m ost com m on sight, and new buildings ar e being er ected on a r egular basis.
Ser r ai n e is r ar ely seen but often talked about. A m agical flying city built by the Sky Gnom es, it tr avels the continent engaging in m ad exper im ents and tr ading exotic m ater ials w ith the nations below them . Sh i r et on is the hear t of hin cultur e. Her e you you find a city w ith little bustle, no gr eat intr igues and a people w ho ar e content w ith life. M ost find the spr ead out city bor ing, but the hin w ould not have it any other w ay. Soder f j or d is a poor tow n, r eflecting it's nations for tunes. It is a spr aw ling m ess of poor ly constr ucted buildings w ith little or ganization. Its r eputation for being a danger ous place to be after dar k is ver y w ell deser ved. Specu l ar u m is the capitol of Kar am eikos. It is a blending of tw o cities and peoples. The older Tr aladar an cultur e is slow ly being r eplaced by the new er Thyatian settler s. It is a fascinating place to w atch the cultur es clash and m er ge. Thyat i s Ci t y is the lar gest city on the m ainland and is the busiest as w ell. Ever ything in Thyatis is bigger , fr om the slum s to the m ansions. Constantly in m otion, ther e is nothing and no one you cannot find her e. Su n dsval l is the m agical capitol of Alphatia. Her e the m ar velous is m undane, as skyships fill the air. Buildings float above the gr ound, r eachable only w ith m agic. It is a city built by w izar ds for w izar ds. Yl ar u am is a r elatively new city com par ed to the w or ld. Built by Al-Kalim , Ylar uam is a oddity of a nom adic cultur e in one place. Fam ed for its m ar kets and tem ples, it is not often fr iendly to outsider s. Zeabu r g, the capitol of Ostland is com pr ised of ver y r ich nobles and ver y poor peasants. The city is m or e of a place for the ar my to cam p than for people to live. Only the pr esence of the King and his cour t keeps the city fr om being im pover ished.
7
Centersof Learning Col l ege of W i zar dr y is not as im pr essive as it sounds. Shadow Elf sham an do not allow w izar ds any for m al education, this sm all school in the City of Star s is in the back of a m agic supply shop. Col l egi u m Ar can u m is the official school of m agic in Thyatis. W hile not as im pr essive as other s of its type, it is still one of the lar gest.
I er en di Pu bl i c Sch ool is the w her e the islander s go for a basic education. It is the only public school for the entir e nation, but m or e than adequate for the entir e population. M eal i dor Li br ar y Tr ee is an actual tr ee, filled w ith scr olls and books dating back thousands of year s. Exclusive to Clan M ealidor , few outside 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 un 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 Aur um ancer s 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 Alhheim 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 and those w ith enough coin to gain entr y. Gr eat Li br ar y of Ser r ai n e is the gr eatest 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. scr olls and books, but m agical fonts of m em or ies, W hile it teaches m any nautical tr ades, it is m ost illusions of histor ical events. Though expansive, fam ous for being the sour ce of m any their undead libr ar ian is a bit picky w ith visitor s. Aur um ancer spells r elated to nautical tr ade. Gr eat Sch ool of M agi c in Glantr i City is possibly the m ost fam ous school in the Know n Wor ld. Filled w ith w izar ds of all sor ts, fr om appr entices to ar chm ages, w ith r um or s of hidden lor e ever yw her e.
Un i ver si t y of Su n dsval l at tw enty city blocks is the unquestionably the lar gest univer sity know n. Ever y w izar d in Alphatia r eceives their tr aining her e, w ith entir e w ings devoted to m agical r esear ch. 8
Locationsof Ill Repute Bl ack Eagl e Bar on y at the w ester n edge of Kar am eikos is hom e of For t Doom . Ther e Bar on von Hendr icks ter r or izes all that live in his dom ain w ith the help of the evil w izar d Bar gle.
I t h el dow n Cast l e in the m iddle of Lake Am sor ak, is a cur sed place. None in Dar okin know w hat caused the keep to tw ist and bend, 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 w her e w izar ds gather to per for m dar k exper im ents. Nothing is for bidden her e, and m agics of the w or st sor t ar e com m onplace.
Th e Lan d of Bl ack San d in Ethengar is a cur sed place. Nothing gr ow s ther e, no anim als cr oss the blackened deser t. W hen the w ind blow s str ong though, m adness follow s in its w ake.
Th e Br ok en Lan ds ar e an ar ea of Badlands bor der ing Dar okin and Glantr i. Her e the or c king Thar plots w hat to do w ith his vast legions of evil hum anoids.
M al ph eggi Sw am p betw een Dar okin and the Shir es is a fetid m ar sh hom e to countless m onster s and unspeakable hor r or s. Rum or ed to 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 their fanatical hatr ed of outsider s. Believing them selves to be super ior to all other s, Hattians plot to br ing the lesser r aces under their r ule.
Th or n br u sh in Alfheim is Bad M agic Spot w her e the plants gr ow gnar led and blackened. M onster s spontaneously appear her e and a constant vigil m ust alw ays be kept.
Hon or I sl an d is one of the tw o for bidden islands in Ier endi. Hom e to enigm atic fir e w izar ds, they tur n aw ay all visitor s and enfor ce their isolation w ith their unsinkable fir e ships.
W h i t e I sl an d is the other for bidden island of Ier endi. Hom e to insane m onks and w hite apes, the island causes m adness to all that land ther e. No one know s the cause, or how to stop it. 9
Crimesand Punishment Nation
Assault
Inciting Riot
Fr aud
M ur der
Slander
Tax Evasion
Theft
Rape
Tr eason
Alfheim
Fine
Fine
Fine
Exile
Fine
Exile
Fine
Exile
Exile
Alphatia
Fine
Slavery
Fine
Fine or Death
Fine
Fine or Slavery
Fine or Slavery
Fine or Death
Death or Cursed
Atr uaghin
Censure
Not a Crime
Censure
Exile or Death
Censure
Not a Crime
Not a Crime
Exile
Exile or 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 death
Quest
Quest
Quest
Quest or Death
Quest or Death
Glantr i
Maiming
Maiming
Maiming
Death
Public Flogging
Up to ten years
Maiming
Sex Change
Death
Ier endi
Up to 3 years
Up to 3 years
Up to 4 years
Up to 30 years
Up to 4 years
Up to 4 years
Up to 4 years
Up to 30 years
Up to 30 years
Up to 1 year
Up to 6 years
1 year up to death
Up to 6 months
Up to 6 years
Up to 6 years
1 year up to death
Death
Kar am eikos Up to 1 year
M inr othad
Loss of hand
Loss of tongue
Up to 20 years
Death
Pilloried
Flogging
Loss of Hand
Death
Death
Ostland
Slavery
Slavery
Slavery
Slavery or Death
Beating
Slavery or Beating
Slavery or Beating
Slavery or death
Death
Rockhom e
Exile
Exile
Exile
Life, Exile or Death
Inactivity
Inactivity
Inactivity
Life, Exile or Death
Life, Exile or Death
Soder fjor d
Beating
Beating or Conscript
Beating
Beating or Death
Beating
Beating or death
Beating
Beating or Death
Death
Thyatis
Public Flogging
1 month up to death
Public Flogging
1 month up to death
Public Flogging
1 month up to death
Public Flogging
Public Flogging
Death
Vestland
Fine or Conscript
Fine or Conscript
Fine
Death or Conscript
Public Flogging
Public Flogging
Fine or Conscript
Death or Flogging
Death
Ylar uam
Public Flogging
Censure or death
Censure
Death
Censure
Death
Public Flogging
Death
Death
10
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 Ashura' Shi'a
11
12
13
14 Glantri Spring 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 Feast of the Silver Pur ge
11
12
13
14
15 Alphatia Closing Day
16
17
18 Glantr i M onster s Fair
19
20
21 Pear l Islands The Dr ow ning
22
23 Dar okin Chancellor 's Day
24
25
26
27
28 Alphatia Extr a 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 Spr ing Br eak
11
12
13
14
15 See Below
16
17 Rockhom e Car avan Day
18
19
20
21
22
23
24
25 Glantr i Ar canum
26
27
28 Kar am eikos 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 11
Flaurmont (Sulamir) Lunadain Gromdain Tserdain
Nytdain
Moldain
Loshdain Soladain
1 Var ious Day of Adulthood
2
3 Glantr i Par liam ent Day
4
5
6
7 Rockhom e Ar r angem ent Day
8
9
10 M inr othad M er chant Pr ince Day
11
12
13 Alphatia Er iadna's Bir thday
14
15 Ethengar Day of Blessings
16 Shir es Fir st Flow er ing
17
18
19
20 Glantr i Par ade Day
21 Dar okin M asked Ball
22 Thyatis Em per or 's Bir thday
23
24
25
26
27
28
16 Flaur m ont- Shir es Fir st Flow er ing, Ethengar Day of Par tings
Yarthmont (Sudmir) 1 Alphatia Day of M agic
2
3
4
5
6
7
8
9
10
11
12 Ylar uam M aw lid an Nabi
13
14 Glantr i 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 M inr othad Day
28
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 The Rejection
13
14
15 See below
16
17
18
19
20
21
22 Shir es Unsheathing
23
24
25
26
27 See Below
28 See below
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 12
Felmont (Islamir) Lunadain Gromdain Tserdain
Nytdain
Moldain
Loshdain Soladain
1 Karameikos Beast's Day
2
3
4
5
6 Hattias Vanya's Dance
7
8
9
10
11
12
13
14 See Below
15 See Below
16 Rockhome Battle of Sardal Pass
17
18
19
20
21
22
23
24
25 Glantri Beggar's Hope
26
27 See Below
28 Minrothad 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 Vyonnese Car nival
16
17
18
19
20
21
22 Ethengar Gr eat Hor se Fair
23
24
25
26
27
28
1 Fyr m ont- Shir es Day of Her oes, Ylar uam 'Id al Fitr
Ambyrmont (Cyrpimir) 1 See Below
2 Ier endi Celebr ation of the Sea
3 Rockhom e Show ing day
4
5
6
7
8
9
10
11
12
13
14
15
16
17 Shadow Elves M uster ing Day
18
19
20
21
22
23
24
25
26
27 M inr othad Bask Day
28
1 Am byr m ont- Fir st Day of Fall, Shir es Fast and Feast, Ethengar Fir st Day of Riding
13
Sviftmont (Hastmir) Lunadain Gromdain Tserdain
Nytdain
Moldain
Loshdain Soladain
1
2
3
4
5
6 See Below
7
8 See Below
9
10
11
12
13 Shadow Elves Tarasfir Birthday
14 Glantri Raising of the Walls
15 Darokin Great Reckoning
16
17
18
19
20
21
22
23 Ethengar Day of Counting
24 Ethengar Day of Naming
25
26
27
28 Karameikos 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 Cr etia's Day
2
3
4
5 Glantr i Necr om antia
6 Dar okin Har vest Day
8
9
10
11
12
13
14
15 Ethengar Night of Spir its
16
17
18
19
20
21
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 W inter
2
3 Ier endi, Days of Right
4
5
6
7
8
9
10 Ylar uam 'Id al Adha
11
12
13
14 Glantr i Ice Gam es
15 See Below
16
17
18
19
20
21
22
23 M inr othad M idw inter Festival
24
25
26
27 See Below
28 Glantr i Bells of Fate
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 14
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
15
M inr othad Calendar
Shadow Elves Calendar
The M inr othad Guilds use the Thyatian calendar for tr ade pur poses, but that their ow n calendar for national date r eckoning. They divide their year into 11 m onths of 30 days, each w ith five six-day w eeks. To balance the year , they add a special six day w eek to the end. The cur r ent year is 311 by M inr othad Dating.
The shadow elves divide their year into 14 m onths of 24 days each. Each m onth takes its nam e fr om a ver se of the Refuge of Stone, an im por tant histor ical text. Ther e ar e no w eeks, and days ar e not nam ed. The shadow elves' cur r ent year is 2116.
Onm un (Nuw m ont 1-Vater m ont 2) Tom un (Vater m ont 3-Thaum ont 4) Dr eim un (Thaum ont 5-Flaur m ont 6) Fir m un (Flaur m ont 7-Yar thm ont 8) Bir m un (Yar thm ont 9-Klar m ont 10) Sagm un (Klar m ont 11-Felm ont 12) Sebm un (Felm ont 13-Fyr m ont 14) Oxm un (Fyr m ont 15-Am byr m ont 16) Nom un (Am byr m ont 17-Sviftm ont 18) Decm un (Sviftm ont 19-Eir m ont 20) Elfm un (Eir m ont 21-Kaldm ont 22) M itw ok (Kaldm ont 23-28)
Gather ing (Nuw m ont 1-24) Nam e (Nuw m ont 25-Vater m ont 20) Refuge (Vater m ont 21-Thaum ont 16) Sham an (Thaum ont 17-Flaur m ont 12) Cr ystal (Flaur m ont 13-Yar thm ont 8) Bir th (Yar thm ont 9-Klar m ont 4) Wander er s (Klar m ont 4-28) Tem ple (Felm ont 1-24) Food (Felm ont 25-Fyr m ont 20) Days (Fyr m ont 21-Am byr m ont 16) Ar my (Am byr m ont 17-Sviftm ont 12) King (Sviftm ont 13-Eir m ont 8) Other s (Eir m ont 9-Kaldm ont 4) Bounty (Kaldm ont 5-28) 16
Holidaysof theKnown World
Al ex an der Day. Glantr ians hold an hour of silence then gather looking for a good om en.
Best W i sh es of Kr on dah ar . Native Ethengar in Glantr i celebr ate the new year.
Al l 's Reck l ess Day. M inr othad celebr ates the end of tax day w ith a no holds bar r ed par ty.
Bi r t h day of Tar asf i r . Shadow elves celebr ate thier fir st king w ith feasts and r evels.
An cest or 's Day. Alphatians set aside a table setting for dead ancestor s and visit gr aves.
Bi r t h day of Th i n col I . Im per ial fam ily hosts 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 spells, buy new m agic item s and m ingle.
Bl essi n g of t h e Gol den Kh an . The Ethengar 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 tr aditionally on this day.
Bol dav i an Pr ocessi on . Peasants m ar ch the 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 natur e and cut loose, alcohol is even toler ated.
Car avan Day. Car avans leave Rockhom e, those left behind feast and toast the m er chants.
Bask Day. A day of laziness, no one in M inr othad w or ks.
Cel ebr at i on of t h e Sea. Ier endi tie their boats 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 m ost fam ous battle w ith m ilitar y celebr ations.
Ch an cel l or 's Day. Wor king holiday in celebr ation of Dar okin's fir st Chancellor.
Beast s Day. Tr aladar ans dr ess up in costum e to r em em ber defeating the beast m en of old.
Cl er i cs For u m . Pr iests of Kagyar m eet to discuss pr oblem s and changes to their or der.
Beggar 's Hope. For one day beggar s in Glantr i ar e allow ed on the city str eets legally.
Cl osi n g Day. Alphatians schools close, and the childr en r etur n hom e.
Bel l s of Fat e. Glantr ians r ing bells all night to w ar d aw ay even spir its.
Cr et i a's Day. Ethengar play har m less pr anks on each other all day. 17
Dar ok i n Day. Dar okin closes all shops and celebr ates the bir thday of its founder.
Feast of t h e Si l ver Pu r ge. M inr othaddians tell 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 capitol, w ith pr oceeds going to char ity.
Fer i a de Tor os. Belcadiz elves r elease bulls in their str eets and r un alongside them .
Day of Adu l t h ood. Childr en r eaching the age of m ajor ity ar e pr esented as adults.
Fi r st Day of Ri di n g. Ethengar childr en r eceive their fir st hor se.
Day of Bi r t h Bl essi n gs. The sham an pr ay to the W hite Hor se to w atch over the bir th of the foals.
Fi r st Fl ow er i n g. Hin gather up seeds to be planted in the fall.
Day of Bl essi n gs. Tr ibal khans divide up their w ealth am ong their follow er s.
Foot m an 's Gam es. Week long celebr ation of w eaponsm ithing and w ar gam es.
Day of Cou n t i n g. Ethengar count their her ds to gain favor w ith the khan.
Fr eedom Day/Cr ow n Tou r n ey. Ier endi elects a new King and Queen w ith m uch fanfar e.
Day of Her oes. Hin spend the entir e day cleaning up w ar m em or ials and battlefields.
Gon dol a Gam es. Gondolier s host m ock jousts all day, no business is done.
Day of Law. Ethengar r ecite their law s given by Tubok, all cr im e is punishable by death.
Good Spr i t e Day. Glantr ians play har m less pr anks on each other all day.
Day of M agi c. Alphatia celebr ates w ith m agical displays for the cr ow ds, m ost businesses close.
Gr eat Hor se Fai r . For a w eek Ethengar 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 pr esent pr esent childr en and get engaged.
Har vest Day. Dar okinians dr ess up like far m er s and celebr ate the har vest.
Day of Par t i n gs. Ethengar tr ibes split up and go their ow n w ays.
Hi gh Su m m er . For tw o w eeks the Hin feast and 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 M inr othad for one full day under legal penalty.
How l i n g Day. Alphatians r un w ild, having just one huge par ty.
Day of t h e Dead. Tr aladar ans clean their houses, then feast m er r ily at night.
I ce Gam es. Glantr i City shuts dow n for thr ee days of w inter gam es and balls.
Day of t h e Hoof . Ker endas host a w eek of equestr ian events.
'I d al Adh a. Som ber day of r em em br ance and sacr ifice to the Im m or tals.
Day of t h e St r ay M an . Tr aladar ans bur n little str aw m en in effigy to absolve their sins.
'I d al Fi t r . A childr en's holiday of giftgiving and gener ally m er r y m aking.
Day of Val er i as. Follow er s of Valer ias get engaged, m ar r y or other w ise engage in tr ysts.
I l su n dal Day. Celebr ating Ilsundal's ascension, each elf tr ibe holds a differ ent celebr ation.
Days of Ri gh t . Tr adition Ier endi day of engagem ents and m ar r iage.
I n depen den ce Day. A day of r em em br ance of those m ar tyr ed dr iving out for eign invader s.
Dogger el Days. Alphatian schools celebr ate dr am a, m usic and other ar ts in a sponsor ed fair.
Ki n g St ef an 's Bi r t h day. A day of par ades and 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 to the Em pr ess or a coin to beggar s in her nam e.
Lai l at al M i r aj . Holy day at the tem ple celebr ating Al-Kalim 's im m or tality. 18
Lai l at al Qadr . Ylar i pr ay at their hom es hoping to be blessed w ith good for tune.
Sh ow i n g Day. Dw ar ves get together to show off new w ar es and discuss new techniques.
Lan df al l Day. Solem n celebr ation of Alphatian ar r ival in new w or ld.
Spr i n g Br eak . Glantr i students cut loose and use spells to blow up ice in the canals.
Layl at Al -Bar aa. Dinner s ar e held w her e past slights ar e for given.
Th e Cor n er st on e. Shadow Elves celebr ate 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 cr ow ds about Al-Kalim 's teaching.
Th e Di scover y. Shadow Elves celebr ate 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 fir ew or ks w hile par ents thr ow out old clothes.
Th e Dr ow n i n g. Pear l Islander s launch toy canoes w ith candles to appease the sea.
M i dw i n t er Fest i val . M inr othaddians celebr ate w ith gift giving and m er r y m aking.
Th e Fast an d t h e Feast . For tw elve days hin 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 r egattas and picnics.
Th e Gat h er i n g. Ethengar celebr ate sum m er by decor ating cam p w ith gar lands.
M on st er s' Fai r . M onster s ar e par aded thr ough Glantr i City on the w ay to the auction block .
Th e Reapi n g. Last hin holiday of the year w ith feasting, r om ance and r est.
M u st er i n g Day. Shadow Elves take a census and per for m m ilitar y dem onstr ations.
Th e Rebi r t h . Week long holiday in Ier endi alongside planting of new cr ops.
Necr om an t i a. Klantyr e celebr ates its fallen her oes, cleaning up gr aves and battlefields.
Th e Rej ect i on . Shadow Elves fast to r eflect on their betr ayal by Alfheim .
New Year s. Typically celebr ates ar ound the continent w ith gift giving, par ades and festivals.
Th e Th i n g. Soder fjor d Jar ls m eet to enact new law s and settle old scor es.
Ni gh t of Fi r e. Tr aladar ans ever yw her e go looking for lost tr easur e.
Th e Un sh eat h i n g. The Shir es r em em ber the Thyatian invasion by ar m ing them selves.
Ni gh t of Spi r i t s. Ethengar fast as the boundar y betw een the spir it w or ld w eakens for a day.
Van ya's Dan ce. Hattians and Heldannic Knights 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 celebr ate a r ed full m oon.
Van ya's Day. Thyatis celebr ates victor y by Vanya w ith good natur ed duels and feasts.
Open i n g Day. Alphatian univer sities have their fir st day of class.
Vyon n ese Car n i val . New Aver oigne celebr ates w ith br ight costum es and loud noises.
Par ade Day. Glantr i ar my m ar ches in par ades and hosts m ock gam es.
Weddi n gs Day. The m ost popular day for dw ar ves to m ar r y.
Par l i am en t Day. Glantr i politicians take a day off w or k .
W h i t e Hor se Cer em on y. Sham ans sacr ifice a 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 and quiet feasts.
W i n e Fest i val s. A w eek long w ine festival w ith conskill checks and tastings.
Rai si n g t h e Wal l s. Glantr ian w izar ds tr y to one up each other cr eating defenses for their city.
W i n t er Fest i val . For a w eek the Ethengar com pete and feast. 19
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 ythiing 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. And 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 steads 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, and the fact that 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 ar ea 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 hir e out often as assassins, som ething they excel at. W hen the M ujina attacks, it often 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.
20
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. 21
Factions
The nations of the Know n Wor ld ar e often at each other s thr oats. It can be fr om an econom ic r ivalr y like Dar okin and M inr othad, cultur al differ ences such as Rockhom e or Alfheim , or even outr ight hatr ed like Ethengar and Glantr i. Because of the delicate econom ic and tr ade str uctur e of the continent, open w ar far e is heavily fr ow ned upon by the neutr al nations. M uch of the conflict instead is done by pr oxy or ganizations, leaving their sponsor s w ith a degr ee of deniability. This is just a par tial list of som e of the sm aller factions active in M ystar a - Br ot h er h ood of t h e Radi an ce. Pr o m agic secr et society in Glantr i pr om oting the study of unknow n m agics. - El ven Li ber at i on Fr on t . Separ atist gr oup of Elves looking to br ing par t of Glantr i under Alfheim contr ol. - Fi r e I sl an d W i zar ds. Reclusive gr oup pyr om ancer s in Ier endi devoted them selves to the study of the Elem ental Plane of Fir e. - Kr on dar . The duly appointed peacekeeper s of the Five Shir es, their sole pur pose to keep the nation tr anquil. - St or m Sol di er s. The fanatical loyalists to the Thyatian r egion of Hattias. Their one desir e is to keep their land r acially pur e. - Th e Th or n s. Radical Dw ar ven social gr oup that tr ies to stir up tr ouble inside of Alfheim . - Vei l ed Soci et y. Highly or ganized gr oup of extor tionists and thugs oper ating out of Kar am eikos.
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. In or der to qualify to par ticipate, the Society r equir es its m em ber s to help the less for tunate and keep the for ces of evil at bay. W hile headquar ter ed in Ier endi City, m em ber s of the Society can be found w her e ever they ar e needed m ost. Society Halls ar e found any w her e Ier endi has a pr esence, and in m ost lar ge tow ns as w ell. The Society is open about its goals, they r ew ar d their m em ber s w ith incr eased benefits and fr ee passage on ships, in r etur n the Society m em ber s have to per for m quests to m ake the w or ld safer. Each m em ber is r equir ed to under take tw o adventur er s a year w ithout r ew ar d to m aintain their m em ber ship. M ot t o. Til All Ar e Safe Bel i ef s. The Adventur er 's Society's beliefs can be sum m ar ized as follow s: - The str ong m ust pr otect the w eak . - Ther e is no one unw or thy of pr otection. - Thr ough sacr ifice w e becom e gr eater. Goal s. Br ing stability thr oughout the lands. Pr otect Ier endi fr om all enem ies. Typi cal Qu est s. Dr ive m ar auding hum anoids or br igands fr om an ar ea. Put dow n undead thr eats. Renow n
Rank
1
K'iai (Sir )
3
Naiku (Knight)
10
Haku (Lor d)
25
Keiki (Pr ince)
50
M ???(King) 22
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 Know n Wor ld, the Diplom atic Cor ps is found in ever y countr y know n. Dedicated to finding peaceful solutions to delicate situations, the DDC helps m aintain a safe envir onm ent for Dar okin's tr ade goods.
The Heldannic Or der is the m ilitant w ing of the Chur ch of Vanya. They ar e devoted to stam ping out chaos in all its for m s. The Or der is less concer ned w ith good or evil than it is about m aintaining or der. The Or der despises anar chy, and r ather see a countr y be lead by a despot than fall into disor der.
The DDC is view ed by m any to be a par tially neutr al ar biter for m any disputes, offer ing m ediator s for local disputes for a pr ice. If diplom acy fails, the DDC is author ized to use for ce to stabilize a situation. DDC m em ber s ar e technically em ployees of the nation of Dar okin, though they w ill take anyone w ith talent. The Cor ps pays w ell, and is quick to defend its m em ber s fr om undo har m .
The Heldannic Or der is looked on by nations w ith appr ehension. W hile they fight against hum anoids w ith fer vor , they also w ill attem pt to depose w eak r uler s and r eplace them w ith str ong w illed allies. The Or der r ecr uits those it feels r epr esent the law ful natur e of the or der. Anyone is w elcom e, but follow er s of Vanya ar e 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 beliefs can be sum m ar ized as follow s:
Bel i ef s. The Heldannic Or der 's beliefs can be sum m ar ized as follow s:
- Peace is m or e pr ofitable than conflict. - If all else fails, m oney talks louder than w or ds. - Som etim es you have to r em ove the obstacle to obtain peace. Goal s. Lessen inter national tensions. Keep the tr ade r outes open.
- Only the law m atter s. - Chaos m ust be r eplaced w ith or der. - Those that cannot lead m ust be r eplaced by those that can. Goal s. M aintain law and or der. Spr ead the w or ship of Vanya.
Typi cal Qu est s. Settle ter r itor ial disputes. Rem ove highw aym en fr om a tr ade r oute.
Typi cal Qu est s. Put dow n an upr ising, over thr ow a w eak r uler. Dr ive out a 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 23
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 or ganizations in the Know n Wor ld. A secr etive and deadly gr oup of slaver s, they w ill str ike anyw her e they can. Though outlaw ed in ever y nation for their br utal tactics, they alw ays have a m ar ket for their pr oduct.
The Fists of the Khan is an or ganization for m ed in Ethengar to pr om ote the w or ship of the Im m or tals. Though their pr im ar y tar get is the atheistic Glantr i, the Fists w ill tar get anyone w ho stands against the w ill of the Im m or tals.
The Ir on Ring is m or e than a sim ple thieves guild, their or ganization cr ossed bor der s and involves levels of coor dination unseen in other sim ilar gr oups. Often they w ill oper ate acr oss m ultiple bor der s for a single oper ation.
The Fists of the Khan is or ganized in a cell str uctur e, w ith each gr oup independent of the other s and lead by a single Fist. The Fists m aintain a vast spy netw or k to keep other s fr om under m ining the w ill of the Im m or tals.
M em ber s of the Ir on Ring ar e m em ber s for life. They ar e not allow ed outside w or k w ithout per m ission, though they w ill keep up appear ances to m aintain their cover. The Ir on does how ever pay extr em ely w ell.
A typical Fist m em ber can com e fr om any w alk of life, all that is r equir ed is they m ust be deeply r eligious. W hile m ost Fist m em ber s w or ship of of the thr ee patr on Im m or tals of Ethengar , w or shipper s of 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 sum m ar ized as follow s:
Bel i ef s. The Ten Thousand Fists of the 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 enough of it. - Pr ofit is the only m easur e of success. Goal s. Keep the slave tr ade going. Rem ove and obstacle to the tr ade. Typi cal Qu est s. Scout a settlem ent for str aggler s and w eaknesses. Rem ove r ivals fr om your w ay.
- Tr ust the Im m or tals in All Things. - Disbeliever s m ust be m ade to believe. - The m or e br ought to see the tr uth the better.. Goal s. Spr ead the Wor ship of the Im m or tals. Wor k to counter Glantr i. Typi cal Qu est s. Set up a chur ch in a new 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 24
Racesand Heroes
25
Racesof Mystara Dw ar ven Su br ace
Al l El ves i n M yst ar a l ose t h e Tr an ce abi l i t y.
Dw ar ves in the Know n Wor ld ar e separ ated betw een the dw ar ves that live deep under gr ound in Rockhom e and those that live above gr ound in var ious hum an cities. M ystar a dw ar ves ar e highly r esistant to m agic, an ability given to them by the im m or tal Kagyar. This gift how ever leaves them w ithout the ability to use ar cane m agic.
Syl van El ves
M yst ar a Dw ar f Abi l i t y Scor e I n cr ease. Your str ength scor e is incr eased by 1. Dw ar ven Resi st an ce. You have advantage on all saving thr ow s ver sus m agic. Rest r i ct ed Cl asses. You cannot take the bar d, w izar d, or sor cer er classes. El ven Su br aces Elves in M ystar a ar e gr eatly var ied, being fr om tw o differ ent or igins. The Souther n elves em igr ated fr om Ever gr un befor e the Gr eat Rain of Fir e. The shadow elves tr aveled under gr ound to escape the disaster and settled in lar ge caver ns under neath the continent. Another gr oup of elves, the Belcadiz cam e fr om another land far over the ocean. They ar e fur ther br oken dow n by w her e they settled. Ther e ar e no Dr ow in M ystar a.
Located in Alfheim , Glantr i and Kar am eikos m ainly, Sylvan elves ar e by far the m ost num er ous. Sylvan elf m ales tend to gr ow long w hite bear ds late in life. They use the default Wood Elf Subr ace. Bel cadi z El ves Located exclusively in Glantr i, Belcadiz ar e know n for their fier y passions and extr avagant clothing. Their m en ar e noted for spor ting shor t thin bear ds. Belcadiz Elves ar e shor ter than nor m al elves, and possess dar ker skin and alm ost alw ays black hair , though br ow n and r ar ely r ed hair can be found. Belcadiz Elves use the High Elf Subr ace w ith one var iance. Bel cadi z Weapon Tr ai n i n g. You have pr oficiency w ith the r apier , shor t sw or d, shor t bow and longbow. Sh adow El ves As a Shadow Elf you have lived your life under gr ound w aiting for the r etur n of your people to the sur face. Your people w as split off fr om the r est of your r ace in the Gr eat Rain of Fir e and have spent thousands of year s under gr ound not know ing w hat w as left of the sur face w or ld. You com e fr om a deeply r eligious people w ho ar e just now discover ing 26
ther e ar e entir e civilizations above you. Shadow elves ar e know n for their pale skin and light hair. Their ear s ar e lar ger than other elves, it is a giveaw ay in the com pany of other s of their type.
Hi dden Tr ai l s: You can cast Pass W ithout Tr ace once using this tr ait. You r egain the ability to do so after a shor t r est.
Abi l i t y Scor e I n cr ease: Your w isdom scor e is incr eased by 1.
The hin of M ystar a ar e a stout and pr oud r ace. They value fr eedom and fam ily m or e than anything else. Fr equently attacked in the past, the hin have becom e know n for their stealth. Located pr im ar ily in the Five Shir es, w ith a 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 Glantr i. They do possess on occasion the ability to counter m agic, based entir ely on their r elationship w ith the land of the Shir es.
El f Weapon Tr ai n i n g: You have pr oficiency w ith the long sw or d, shor t sw or d, cr ossbow and spear. Su per i or Dar k Vi si on : You can see in dar k or tw ilight conditions up to ninety feet as if they w er e br ight daylight. Sea El ves The Sea Elves ar e a tr ibe of elves native to the M inr othad Guilds. They ar e know n for their uncanny sense of dir ection, ingr ained fr om year s at sea. They ar e an adventur ous people, 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 elves for a r esem blance to Shadow Elves, but the sim ilar ity is pur ely coincidental. Abi l i t y Scor e I n cr ease: Your intelligence scor e r aises by 1. El f Weapon Tr ai n i n g: You have pr oficiency w ith the long sw or d, r apier , long bow and tr ident. Bon u s Tool Pr of i ci en cy: You ar e pr oficient w ith vehicles (w ater ). Sen se of Di r ect i on : You gain advantage on all W isdom (Sur vival) tests you m ake for navigation. Vyal i a El ves Located in Thyatis and Kar am eikos, the r eclusive Vyalia ar e exper t for ester s, know n for their ability to disappear into the for est w ithout a tr ace. W hile they keep to them selves m ostly, the Em pir e of Thyatis has contr acted them on m ultiple occasions to teach the w ay of the Eldr itch Knight to hum an soldier s. The Vyalia other w ise stay by them selves, and ar e r em ote enough that the countr ies they live in leave them alone.
Hal f l i n g Su br ace
Hi n Abi l i t y Scor e I n cr ease. Your Constitution scor e is incr eased by 1. Un obt u si ve. You have pr oficiency in the Stealth Skill. Gn om es Gnom es ar e the only m ajor dem ihum an r ace w ithout a hom eland in the Know n Wor ld. They do possess a giant flying city know n as Ser r aine, but the m ajor ity of them live in settlem ents in the hum an and dw ar ven kingdom s. W hile not know n for being the adventur ing type, som e gnom es do set off to see the w or ld. Hill Gnom es: Use For est Gnom e subr ace Sky Gnom es: Use Rock Gnom e subr ace Hal f Races In M ystar a ther e ar e no half r aces. In the case of a m ixed couple, the r ace of the child is the r ace of the sam e sex par ent. Hum ans and dem ihum ans can inter br eed, as can hum ans and or cs. Som e r aces need m agical assistance to have childr en though, like hum ans and hin. M yst ar a does n ot h ave t i ef l i n gs, aasi m ar or dr agon k i n . Hal f el ves an d h al f or cs t ak e on t h e r ace of a par en t , bu t can st i l l h ave ch i l dr en of t h e ot h er r ace.
Abi l i t y Scor e I n cr ease: Your intelligence scor e r aises by 1. Bon u s Pr of i ci en cy. You have pr oficiency w ith the Natur e skill. 27
Human Ethnicities Al asi yan s ar e the sm aller of the m ajor ethnicities of Ylar uam , and one of the 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, and 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 Var i an t : If you choose Atr aughin as your r ace the follow ing r eplaces the hum an's ability scor e incr ease. Abi l i t y Scor e I n cr ease: Raise your Str ength, and Constitution by 1. Bon u s Pr of i ci en ci es: You have pr oficiency in Stealth and Sur vival. Un ar m or ed Def en se. W hile you ar e not w ear ing any ar m or your ar m or class equals 10 + your Constitution m odifier + Dexter ity m odifier. You can use a shield and still gain the benefit. 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, and their nobles ar e know n for being ver y eccentr ic. They tend to have fair skin and blonde to br ow n hair. Native language is
Aver oigne. 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 the sam e nam e. They ar e a w ealthy and industr ious people, built on tr ade. They tend to have tan skin and dar k hair. Native language is Dar okin. Et h en gar ar e pr oud w ar r ior s of the steppes on 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 they lear ned to w alk . Ethengar have dar k copper toned skin and black hair and tend to be of a slight build. Native Language is Ethengar. Fl aem i sh w er e the or iginal settler s of Glantr i, or iginally fr om Alphatia. They ar e a volatile people, descendants of the fir e w or shiper s of old. M any feel they ar e the r ightful r uler s of Glantr i. Flaem ish have copper toned skin and br ight r ed hair. Native language is Flaem ish. Hat t i an s ar e fr om an island off the coast of Thyatis. They w er e once an equal par t of the em pir e until an ill fated r evolt caused them to be conquer ed again. They ar e know n for their r acism and super ior ity com plex. They tend to have olive skin and hair r anging fr om light to dar k . The native language is Thyatian. Hel dan n i c Fr eeholder s com e fr om the lands to the far nor th. They ar e fier cely independent to the point of being disor ganized. They have r esisted attem pts at conquest by Ethengar and 28
Ostland, and r efused to be m er ged by the other Nor ther n nations. Fr eeholder s have fair hair and pale skin. Their native language is Heldan. Hi n t er l an der s r elish life, w her e they ar e fighting or car ousing. Their lands ar e at w ar w ith the Thyatian Em pir e, though som e of them have changed sides. Hinter lander s value individual achievem ent over all else. Hinter lander s tend to be lar ger than other s, w ith fair skin and hair that r anges fr om light to r ed. Native language is Thyatian.
other people native to the island, Thothians have dar k skin and hair. Though they shar e the sam e language as the r eclusive Nithians of Ylar uam , their cultur e is vastly differ ence. Native language is Nithian. Nor t h m en com pr ise the population of Ostland, Vestland and Soder fjor d. They ar e a r ugged people, living in a har sh land. They ar e of a lar ge build, w ith fair hair and heavy bear ds. Native language is Heldan.
Jen n i t es fr om Ester hold ar e a conquer ed people. Over r un by Alphatia and used for slave labor the Jennites look to escape their w izar d over lor ds. Jennite ar e of aver age height but lar ge build. They have dar k br ow n skin, w ith dar k eyes. Native language is Alphatian.
Nu ar i ar e dar k skinned peoples fr om the Pear l Islands. Conquer ed by Thyatis at the star t of the Em pir e, they have acclim ated w ith the Em pir e w hile keeping their ow n cultur e. Nuar i str ive for per fection no m atter their task, they str ive to be gr eat w ar r ior s and scholar s. Nuar i have alm ost coal black eyes and black hair. Native language is Thyatian.
Kl an t yr e ar e found in Glantr i. They w er e br ought over by the people that br ought over the Aver oigne, a land r esem bling Scotland. They tend to be a haunted people w ith a lar ge num ber of ghosts in their r egion. Klantyr e tend to be lar ger that nor m al hum ans, w ith pale skin and br ow n to r ed hair. Native language is Klantyr e
Och al ean s ar e a conquer ed people in the Em pir e of Thyatis. They ar e exotic com par ed to the r est of the Em pir e, w ith yellow skin and dar k hair. Ochaleans ar e know n for their ar tistr y, food and their unar m ed fighting styles. Native language is Thyatian.
M ak ai ar e the native islander s to Ier endi. Playful in tim es of peace, fear som e in tim es of w ar , the M akai never do som ething halfw ay. They ar e a sim ple people, living off the vast bounty the isles have to offer. Their skin tone is typically br onze, w ith str aight or extr em ely cur ly black hair. Native language is Thyatian. M ak i st an i ar e the lar gest ethnic gr oup in Ylar uam . A deeply r eligious people, they ar e consider ed ster n and unfor giving by other cultur es. They w er e lar gely nom adic until r ecently, w hen they began to for m cities. They hold honor above all, and have str ict sex r oles. M akistani have br ow n skin and black hair and tend to have a lot of hair. Their native language is Ylar i. Th ot h i an s com e fr om the Isle of Daw n, unlike
Thyat i an s ar e the m ajor ity in the Thyatian em pir e, and have spr ead thr oughout the know n w or ld. They ar e found in neighbor ing countr ies and as far aw ay as Ostland and Glantr i. They ar e know n for their tr eacher ous natur es, but m ostly inside of Thyatis. Thyatians have a light olive skin tone and light to dar k br ow n hair. They ar e know n for their lar ge noses. Native language is Thyatian, w hich is consider ed Com m on for M ystar a. Tr al adar an s ar e native to w hat is now the Gr and Duchy of Kar am eikos. They ar e a super stitious people, living in a land plagued by undead, invasions, and m onster s. They tend to dr ess br ightly w hen they can affor d it. Their tastes r un sim ple, valuing function over for m . Their hair tends to be dar k and their skin pale. They ar e shor ter than other nationalities. Their native tongue is Tr aladar an. 29
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 outcast or a sole sur vivor of his pack can go m ad fr om loneliness. Lupin such as these tend to becom e adventur er s to for m a new pack, and ar e fier cely loyal to their new found fam ily. There is no glory to be had alone cub, true glory comes from the pack. Together we hunt, together we prosper. All lupin know their roles, from the our swiftest scouts to our strongest warriors to our wiliest trackers. You cannot fault another for being bigger, nor can he fault you for being small of frame. Remember you can rely on his strength to aid you as much as he must rely on your speed to aid him. Differences are only weaknesses if you do not work towards the same goal. Together we are stronger than alone. That is the way of the lupin.
Loyal t o a Fau l t Lupin packs ar e w ell know n and w elcom ed in m ost nations of the Know n Wor ld. They live off of the land, tr ading for w hat they need w ith the fur s and food they gather in their tr avels. W hile they ar e not allied w ith any nation, lupin w ill not think tw ice about pr otecting innocents under attack . The lupin packs ar e not 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 cr eated this w ay to keep the pack's blood fr esh.
-Horr the Scarred, lupin Elder
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Lupin can be appr oached by var ious com m unities for tr ade, assistance or to hir e out as m er cenar ies as needed. Often if a tow n is beset by w er ew olves lupin w ill descend to r oute out their hated enemy. W hile they ar e w elcom e in m ost par ts, lupin ar e nom ads and seldom stay for long. W hen they com e to any ar ea w ith am ple gam e, they w ill set up a tem por ar y village to allow them to hunt for longer per iods of tim e.
Lon e Wol ves Lupin often becom e adventur er s w hen they have left a pack for w hat ever r eason. Som e 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 offer. Other s ar e exiled for som e unspoken cr im e, and other s ar e the only sur vivor s of som e gr eat catastr ophe. Regar dless of the r eason, the lupin bond w ith their fellow adventur er s like fam ily.
Lupin Trait s Abi l i t y Scor e I n cr ease. Your Constitution scor e incr eases by 2. Age: Lupin r each m atur ity quickly, ar ound 10 year s old. They live on aver age about 90 year s.
Bu l l Lu pi n The har diest of the lupin, the Bull var ieties ar e know n for their str ength and cour age. Consider ed the best w ar r ior s of the br eed, the bull lupin ar e often found looking for tr ouble w hen the pack ar r ives at a new hunter gr ound. W hen the hound lupin find w er ew olves, the bull lupin ar e the fir st to go in. Abi l i t y Scor e I n cr ease. Your str ength incr eases by 1. Bu i l t f or Fi gh t i n g. You gain pr oficiency in the Intim idation skill. Hou n d Lu pi n The scouts of the lupin, hound lupin ar e r esponsible for hunting dow n gam e and finding new places to hunt. Their sense of sm ell is legendar y, and they ar e fear ed for the their tenacity w hen they detect a foe. Abi l i t y Scor e I n cr ease. Your w isdom incr eases by 1. Hei gh t en ed Sen se of Sm el l : You have advantage on all Per ception skill checks using sm ell. Hu n t er Lu pi n
Speed: Your base speed is 30 feet.
One of the m ost num er ous types of lupin, the hunter lupin ar e sm aller than other lupin, but m ake up for it by being m uch m or e agile. Skilled w olf r ider s and know n for their ar cher y skills, they for m m ost of the lupin outr ider s on the hunt.
Lan gu ages: You can speak, r ead and w r ite Com m on and Lupin
Abi l i t y Scor e I n cr ease. Your Dexter ity 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 saddle w hen r iding a w olf or other canine.
Al i gn m en t: M ost lupin ar e law ful in natur e, and m ost ar e good as w ell. Si ze: Lupin aver age 5'5. They aver age 180lbs fully gr ow n. Your size is m edium .
Keen Sen ses: You gain pr oficiency in the 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 .
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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 Rakasta to alm ost 7' tall for the gr eater Rakasta. 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 Rakasta. 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
Despite what you think I'm not a normally a burglar. But if you want me in on your little heist, I want double. Plus I get first pick of the loot and top billing on the wanted poster if the guard starts looking for us. Neulla M arta- Acquisitions Specialist
Rak ast a Rakasta ar e a r ace of nom adic feline hum anoids 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 them selves on their m ar tial skills. They ar e also know n for their ar tistic natur e, w ith their potter y and ar t being quite collectible am ong the nobles of var ious hum an kingdom s. Rakasta tr avel in fam ily gr oups, alw ays looking for new pr ey. They ar e valued as tr ading par tner s am ong the Dar okin and M inr othad m er chant pr inces.
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 w ill challenge the chief or seek it for them selves. Rakasta ar e know n for their fine cr aftsm anship, w hen they ar e not at w ar they tur n to m aking high quality w or ks of ar t. M any m er chants seek them out for tr ade, br inging w eapons in exchange for valuable fur s, jew elr y and tapestr ies. Rakasta pr efer to tr ade r ather than steal, ther e is no honor for them in r obber y.
Hi gh l y Adapt abl e Rakasta ar e found alm ost ever yw her e in the Know n Wor ld. Though not the m ost num er ous of r aces, ther e ar e few places on the continent they have not tr aveled. Rakasta pr efer w ide open spaces like the Isle of Dr ead, but they ar e not a r ar e site in m ajor cities either. The r akasta on the m ainland tend to stay in the w ilder ness follow ing the gam e anim als.
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M any r akasta have adapted to the var ious envir onm ents. The solitar y gr eater r akasta tend to be loner s, and can be found in higher m ountains or deep for ests instead of w ith packs. Som e r akasta fall in love w ith the bustle of the city and the fact m any find them exotic and instead r eside in the gr eat m etr opolises in Glantr i or Thyatis.
Hi gh l y Cu r i ou s
Gr eat er Rak ast a The lar gest of the r akasta, gr eater r akasta ar e solitar y hulking br utes. Unlike other r akasta the gr eater r akasta live alone, hunting pr ey for them selves. They tend to be sur ly and suspicious of outsider s. They can be found in alm ost any type of w ilder ness, often as hunter s or r anger s. Abi l i t y Scor e I n cr ease. Your Str ength incr eases by 1.
Rakasta ar e w ell know n for their cur iosity, and its ability to lead them into tr ouble. M any r akasta gr ow tir ed of the pack life and seek out new fr iends to take them to m or e inter esting places. W hile m any r akasta r etur n, som e becom e devoted to the adventur ing life and never settle dow n at all.
Roar . You can spend your action to r oar. All enem ies w ithin 10' m ust m ake a W isdom save DC 8 + pr oficiency bonus + your Char ism a m odifier or becom e fr ightened for 1d6+1 r ounds. You cannot use this ability again until you take a shor t r est.
Rak ast a Abi l i t i es
W i l d Rak ast a
Abi l i t y Scor e I n cr ease. Your Dexter ity scor e incr eases by 2.
The m ost com m on r akasta, w ild r akasta ar e found in packs in secluded ar eas or w ide open spaces. Know n for their ability to leap gr eat distances, they sur pr ise their foes by closing faster than thought possible.
Age. Rakasta r each m atur ity ar ound 12 year s old. They live on aver age 90 year s. Al i gn m en t : M ost r akasta ar e neutr al in alignm ent. Si ze. Rakasta ar e fr om 6-7' tall, but only w eight ar ound 150lbs. You ar e a m edium cr eatur es. Speed. Your base speed is 35 feet. Lan gu ages. You can speak, r ead and w r ite Com m on and Rakasta Dar k v i si on . You can see in the dar k 90' Fear of Wat er . W hen on a boat or w hen com pletely dr enched, you have disadvantage to attacks until you get on land or dr y off. Cat f al l . You have r esistance to falling dam age. Nat u r al Weapon s. Your claw s deal 1d4 points of slashing dam age, and ar e consider ed light w eapons. Weapon Pr of i ci en cy. You have pr oficiency in the Kasas, a for m of shor t sw or d they w ear as claw s. See w eapons on page 86.
Abi l i t y Scor e I n cr ease. Your Constitution incr eases by 1. Pou n ce. W hen jum ping you double the distance jum ped. You have advantage on all skill checks w hen jum ping over obstacles or seeing if you land on your feet. Dom est i c Rak ast a Giving up living in the w ilds for the com for ts of ur ban living, dom estic r akasta ar e an uncom m on sight in the lar ger cities. W hile they have lost som e of the savager y of their kin, they ar e also know n for their alm ost super natur al luck . Abi l i t y Scor e I n cr ease. Your Char ism a incr eases by 1. Ni n e Li ves. You have advantage on death saving thr ow s.
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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! Have you ever seen something so shiny? To think this was made by nature, no craftsman shaped it, no one designed it, it happened naturally. Just left alone in this cave undisturbed until the dragon made its layer right beside it. I call this for my first share of the treasure, this pebble. -Aurora Stargrove, sidhe Bard
Sidhe In ages past tw o gr oups of im m or tals existed. One becam e the Im m or tals vener ated by the cler ics. The other becam e the fey, w ith their ow n m agics ow ing no allegiance to the other Im m or tals. The m ost hum an of the fey cr eatur es, a separ ate r ace of Im m or tals of M ystar a. The sidhe ar e highly m agical cr eatur es that ar e know n for their cur iosity of m or tal r aces. possessing it r obs them of their m agical abilities.
Sidhe tr easur e things of beauty m or e than physical value. A w ell m ade etched glass w ould be w or th m or e to them than a chest of gold bullion. They ar e cr eatur es of passion and em otion, and love ar t of all types, fr om dw ar ven histor y r ecitals to r ustic hin dances. They abhor ugliness, str ive for per fection in anything they m ake.
St r an ger i n a St r an ge Lan d Despite their hum an appear ance, sidhe ar e for eign to the Know n Wor ld. For them ever ything is extr em ely unusual. The lack of m agic, the static natur e ar ound them and the shor t lived cr eatur es they encounter intr igue them . Sidhe ar e dr iven to exper ience all they can in nor m al w or ld. They ar e not attr acted by gold or pow er , but by new exper iences. A sidhe w ill agr ee to go on an adventur e that pays nothing if it sounds exciting to her. 34
To outsider s the sidhe seem over ly gener ous but foolish. They don't under stand the inhum an m otivations of the sidhe. They ar e im m or tal, they have no need for r iches or pow er. W hen 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 coin and excitem ent it's ow n r ew ar d.
El dr i t ch Or i gi n s All sidhe com e fr om another r ealm called they call the Good Kingdom . The m ost w ell know n por tal is in Alfheim , but other s exist. The Dr eam land is a place w ithout tim e or death, w her e ever ything seem s to change but nothing tr uly does. Ober on has been king for longer than m an has w alked the face of the planet. The sidhe have w atched m ountains r ise and fall, and it is no sur pr ise that m any of them get bor ed w ith their im m or tal existence. Sidhe have existed since befor e the Im m or tals, and as such need nothing fr om them Their pow er com es fr om another r ealm , Im m or tal m agics over them nothing.. Sidhe often blend in w ith hum an societies, their neighbor s none the w iser. Sidhe even get m ar r ied to tr y and lear n about love, but they ar e doom ed to w atch their spouse w ither and die fr om age.
Ex pl or i n g t h e n ew w or l d Sidhe w hen enter ing the new w or ld tend to seek out the lar ge population center they can find. M any becom e adventur es because of the excitem ent it br ings. Their lack of desir e for w ealth cause m any to think them naive, but few under stand the myster ious cr eatur es w ell. Once the sidhe has cir cled the globe a few tim es, they r etur n to the Good Kingdom to shar e their tales.
Si dh e Tr ai t s Abi l i t y Scor e I n cr ease. Your Char ism a incr eases by 2 and your Dexter ity incr eases by 1.
native land after death. The aver age sidhe appear s fully gr ow n after 20 year s. Al i gn m en t . M ost sidhe ar e chaotic by natur e, though their r uler s ar e law ful. Evil sidhe ar e consider ed unseelie and shunned. Si ze. Sidhe aver age 5'6 to over 6' tall and have a lithe build. You ar e a m edium cr eatur e. Speed. Your base speed is 30 feet. Lan gu ages. You can speak, r ead and w r ite Com m on, Elven and Fey Et er n al Cr eat u r es. Sidhe ar e not cr eatur es of this w or ld, their m agic is their ow n, they cannot use Im m or tal's m agic. You cannot gain take any class that gr ants Im m or tal m agic such as cler ic, dr uid, r anger or paladin. As High King Ober on alr eady gr ants them fey m agic m agic, they cannot becom e w ar locks. Fey M agi c. Star ting at level 2 and ever y other level after that, you m ay select a spell fr om the Enchantm ent or Illusion schools. The spell level m ust be half the sidhe's level. you m ay cast that spell once w ithout needing com ponents. You r egain the ability to cast the spell after a long r est. Wat er Br eat h i n g. You can br eathe w ater as w ell as it can br eathe air. I r on Al l er gy. You cannot stand the touch of ir on. You cannot cast spells w hile w ear ing or touching m etal w eapons or ar m or. Item s w ith a +2 enchantm ent or better ar e not consider ed to be m ade of ir on. You have dam age vulner ability against ir on w eapons. Tr u e Fey. You ar e im m une to nonm agical diseases, can see other fey that ar e invisible and take dam age fr om holy w ater as if they w er e undead. As you r eincar nate into a new for m , spells that r aise you fr om the dead do not w or k unless cast w ithin ten m inutes of the your death.
Age. Sidhe have no concept of age as they ar e an im m or tal r ace, r eincar nating back in their 35
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 heavy shell that in on par w ith heavy ar m or. 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 sun. This is how a tortle is meant to live, leave all the running around and worrying to the other races. Here we live in peace and harmony with all other things. Just fishing and sunning. That's the life. Of course if you feel obliged to take up arms and go live a short brutal life before some orc pries open your shell and eats you, that's up to you. I won't stop you, who know maybe the change of scenery might do you some good. They are looking up at that keep for somebody to clean out some caves of goblins. You grab a club and go head over there and sign up. M aybe you should do that, because if I catch you with my niece again, I'm gonna throw you in the ocean.
Bou n d by Tr adi t i on Tor tles above all else value their peace and quiet. M ost Tor tles live alone, fishing and keeping their huts tidy. They ar e not know n for being cr aftsm en or w ar r ior s. Tor tles far m com m unally, com ing together as a gr oup in tim es of need. W hen w inter com es often they load up on w agons and head to w ar m er clim es. W hile tor tles ar e know n as kind and car ing cr eatur es, they ar e not the m ost fr iendly. Rar ely w ill you find a tor tle going to tr ade w ith other r aces, and alm ost never w ill you find one living inside a city. Tor tles ar e happy w atching the w or ld go on by them .
-Flash Yellowbeard, concerned uncle 36
Coast al Cr eat u r es Tor tles ar e found exclusively on the shor es of the m ainland and the islands in the Sea of Dr ead. They build sm all fishing villages w her e they can also m aintain their far m s. They don't build up for tifications but r ely on their natur al ar m or and neighbor s to aid them in case they ar e attacked. W hile m er chants m ay com e to tr ade, tor tles ar e gener ally know n for their m eager existences. Tor tles do m aintain a for tified building for their eggs. Her e the fem ale tor tles com e to lay their eggs, guar ded by older tor tle m ales. Once the eggs ar e laid the fem ales die shor tly ther e after , follow ed by the older m ale guar dians. The r est of the village then r aises the hatchlings w hen they em er ge. Nat u r al Bor n Gu ar di an For som e tor tles living solitar y bor ing lives until they die isn't enough. They have to go out and m ake som ething of them selves, even if just br iefly. Once in a long w hile a tor tle w ill put dow n his hoe and fishing pole, pick up a w eapon and go and tr y to m ake the w or ld a better place. W hile not the m ost agile cr eatur es, they m ake excellent w ar r ior s because of their natur al str ength and heavy ar m or. Tor t l e Tr ai t s
incr eases by 2 and your W isdom scor e incr eases by 1. Age. Tor tles r each m atur ity ar ound 5 year s old. They ar e a shor t lived r ace, only r eaching 50 year s old on aver age. Al i gn m en t . Alm ost all tor tles ar e law ful in alignm ent. Si ze. Tor tles ar e usually 6' tall, and w eight on aver age 700lbs. You ar e a m edium cr eatur e. Speed. Your base speed is 20 feet. Lan gu ages. You can speak, r ead and w r ite Com m on and Tor tle. Nat u r al Ar m or . You have a har dened shell that gives you gr eat pr otection. Your ar m or class equals 10 + your Constitution m odifier + your pr oficiency bonus. You can use a shield and still gain the benefit, but you cannot w ear any type of ar m or. Per son al Sh el t er . As a bonus action the you can w ithdr aw into his shell. This gives you +2 AC and advantage on all saving thr ow s, but you ar e consider ed blind until you spend another bonus action to com e out of your shell. I n cr eased Lu n g Capaci t y. You can hold your br eath for 2 hour s. Cl u m sy. You do not add your Dexter ity to your Ar m or Class.
Abi l i t y Scor e I n cr ease. Your Str ength scor e
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Classesof Mystara Bar bar i an s Skeggi Helfvir positioned himself carefully between the elven maiden he had just rescued and the three trolls that had caught up with them. He shouted at the elf to run as he pulled his axes from his belt. He hoped she got far enough way from the melee to be safe. His last thought before his rage took hold was he wasn't worried about the trolls hurting her, he was worried he would harm her on accident. On the fur thest r eaches of the Know n Wor ld w her e civilization ends is w her e you w ill find fier ce w ar r ior s in a str uggle for sur vival. Fr om 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 th Reaches, bar bar ians can be found w aging w ar w ith foul cr eatur es and the elem ents. The type of bar bar ians ar e heavily r egionally influenced. Ber ser ker s ar e alm ost never found outside the Nor ther n Reaches, other lands like Atr uaghin and Ethengar lean m or e tow ar ds Totem War r ior s How ever w ith the spr ead of civilization the lifestyles of the bar bar ians ar e being challenged. As nations like Vestland and Ylar uam look to m oder nize their lands, the law less tr ibes and savage w ar r ior s ar e being pushed fur ther and fur ther aw ay.
Bar ds Dwarves are notoriously tough crowds. They don't dance, care little for displays of magic and their songs are tend to be monotone and tuneless. Fortunately Tim the Bard came prepared, a smart bard knows his audience, and this audience was about to be thrilled by a recital of the last fifteen generations of the Smithing Guildmaster's family tree.
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 the m agic hating Ylar uam and Rockhom e appr eciate the tales and r ecitals of tr aveling bar ds. Bar ds for m any ar eas ar e the only r eliable sour ce for new s or enter tainm ent, w hen a w ander ing m instr el ar r ives it becom es alm ost like a holiday. Bar dic colleges ar e r ar ely a physical location, often new techniques ar e lear ned by w or d of m outh. How ever the nation of Ier endi fully em br aces the w or ks of the bar ds and dedicates an actual college to teaching both the Colleges of Lor e and Valor.
M u si cal I n st r u m en t s In addition to the com m on m usical instr um ents listed in chapter 5 "Equipm ent," of the Player 's Handbook, bar ds in M ystar a play the follow ing instr um ents: Ael et h r i a: A w oodw ind fr om Elven lands, the aelethr ia is a long stick w ith lar ge air holes on either end. The elf plays the instr um ent by r apidly spinning it ar ound w hile changing the pitch and tone by changing w her e the aelethr ia is gr ipped. Dvoden t si vk a: A tw o bar r elled flute found com m only in Kar am eikos. Know n for its dual high pitched tone and usually played uptem po. Gr i ggor don : A dw ar ven w ar dr um consisting nine dr um skins str etched over a com plex fr am e. The gr iggor don can cr eate anything fr om a m ar ching beat up to the sound of an avalanche w hen played fast and loud enough. K?au au : A shor t flute cr eated by the M akai and fam ous for its haunting tune. Its m usic is consider ed extr em ely r om antic by M akai 38
w om en, and m any Toa ar e skilled in its use. M or i n Kh u u r : An Ethengar str inged instr um ent w ith tw o str ings that is played w ith a bow. Tr aditionally topped w ith the im age of a hor se, it is consider ed good luck and its dr oning sound can be hear d w her e ever Ethengar set up cam p. Qan u n : A cour t instr um ent fr om Ylar uam , this tr apezoid shaped str inged instr um ent is played by plucking its tw enty six str ings often four at a tim e, giving it a ver y full sound, but m aking it extr em ely difficult to lear n. Ri ppl est i ck : A com m on per cussion instr um ent found in the Five Shir es, it consists of an w ooden boar d of var ying thickness that r uns fr om the elbow to the w r ist. The per for m er then uses tw o sticks held in the other hand to dr um out a fast paced r hythm . Sal pi n x : A long Thyatian str aight hor n, the Salpinx has a bulb shaped end that gives it a ver y loud and shar p sound. Sch ei t h ol t : A long and nar r ow str inged instr um ent found am ong the Flaem en of Glantr i. Can be played w ith a bow or plucked. Sn appyt aps: A gnom ish instr um ent of dubious r eputation, snappytaps ar e essentially m usical shoes designed to m ake as m uch noise as possible as they w alk . Each pair is unique and so is the m usic they m ake.
Cl er i cs In M ystar a ther e no actual gods, but r ather fr om m or tals that have tr anscended after a gr eat quest to join the r anks of the Im m or tals. Each Im m or tal can gr ant spells, but ar e r estr icted fr om dir ectly inter acting w ith m or tals by their fellow Im m or tals. Instead of cler ics w or shipping a single
Im m or tal, m any tim es cler ics instead w ill r epr esent the philosophy of the Spher es of En er gy, En t r opy, M at t er , Th ou gh t or Ti m e. Pantheon w or ship is extr em ely com m on in m ost nations of the Know n Wor ld. Sever al Im m or tals how ever have w or shipper s loyal to only them . Hi n M ast er s follow the High Her oes of the Five Shir es and ar e gr anted pr otective abilities in r etur n. Kagyar r ew ar ds his dw ar ven cler ics w ith unpr ecedented r esistance to m agic. Rafiel's Shadow Elf Sham an have gr eater contr ol over life and death in r etur n for ser vice to him . The Atr uaghin Sh am an i w or ship their pantheon and tr ibal anim al spir its and ar e know n for their pow er ful r ituals.
Dr u i ds Dr uids in the Know n Wor ld follow Im m or tals know n for their affiliation w ith natur e. They ar e found in ever y nation, all tr ying to pr eser ve the natur al or der. They ar e m ost com m on in the elven nation of Alfheim , but even the under gr ound nation of Rockhom e or the atheistic Glantr i has pockets of Dr uids. The Cir cles ar e not or ganized gr oups but r ather natur e w or shipper s w ith a shar ed philosophy. M any dr uids in the sam e ar ea w ill be par t of differ ent cir cles but w ill w or k together to pr otect the w ilder ness. Even the m ost desolate and r em ote ar eas has their ow n pr otecter s. Der v i sh es can be found in the Ylar aum deser ts, m anifesting the fur y of the deser t's sand, w ind and heat. The Spi r i t Sh am an of Ethengar spend their lives in constant contact w ith the spir it w or ld, gaining pow er over m any other w or ldly cr eatur es.
Fi gh t er s Halvoric set the butt of his halberd firmly in place as the wolf rider smashed into the pole 39
arm. Halvoric quickly pulled the weapon free of both the ground and dead goblin, and swung the blade right into the chest of another approaching goblin. As the mercenary glanced around the battle field, he couldn't help but smile for two reasons. His side was winning handedly, and that he was getting paid so well for this. Fr om the gr ey hair ed veter ans of the Nor ther n Reaches to the cold and tactical centur ions of Thyatis, fighter s ar e a constant no m atter w her e you go. Som ew her e som ething needs stabbing, and ther e ar e alw ays people r eady to oblige. Wor k is never far for a fighting type, as violence is a constant in m any nations. In nations like Thyatis and the Nor ther n Reaches the w ar r ior is held up as an ideal. In Kar am eikos the untam ed w ilder ness holds m onster s galor e. The tr ading nations of Dar okin and M inr othad alw ays need guar ds, and ever y nation bor der ing the Br oken Lands needs ever y sw or d ar m they can get. Alfheim cr eated the Eldr itch Knight, even today the ar chtype is extr em ely r ar e outside of elves. In m any nations differ ent fighting ar chetypes have em er ged because of r egional need or cultur al tr aditions. The Br aves of Atr uaghin ar e m aster s of guer illa w ar far e, str iking fr om am bush to fade into the w ilder ness. Ethengar Hor se War r i or s per sonify their nation's love of cavalr y w ith their m ounted exper tise. Pr i vat eer s found on M inr othad and Eir endi ships r eady at a m om ent's notice for ship to ship action. The Toa M ak ai ar e Ier endi's fear ed native w ar r ior s, their w ar songs str iking fear in the hear ts of their enem ies. Weapon Speci al i st s ar e found in ever y nation, sacr ificing ver satility for lethality in a single w eapon.
M on k s M or e com m only know n as M ystics in M ystar a, m onks ar e an extr em ely r ar e sight. M ystics ar e know n to just a few ar eas, m ost of the cultur es ar ound the Know n Wor ld have no idea they even exist. M ost consider the idea of an unar m ed w ar r ior suicidal, until they see one in action. The m onastic tr aditions in M ystar a ar e lar gely r egional. The mystics that expouse the Way of the Four Elem ents ar e found alm ost exclusively in Glantr i at their com pound in the village of Lham sa. Ther e the m onks lear n to incor por ate elem ental m agic into their attacks. The Way of the Shadow has a sinister r eputation as it is m ostly know n for being em ployed by the assassins of the M aster of Hule. The Way of the Open Hand is the m ost w ell know n, as its pr actioner s com e fr om the island of Ochalea. The Thyatian dom ain habit of stifling nonconfor m ists cause num er ous m onks to tr avel the w or ld.
Pal adi n s Algo Rengate's eyes narrowed as he approached the Thanatos cultists, his glaive clutched firmly ready to strike. He had finally tracked down the people responsible for all the deaths along Vestland's southern border. Now they would learn that this area was protected. That evil will not go unpunished. That good was not always nice. The Know n Wor ld is a danger ous place, w her e bandits and m onster s w ait in the w ilds and even in the cities cults and conspir acies lur k . It is no sur pr ise that m any ar e dr aw n to r ole of the paladin. All types of paladins can be found, fr om those that follow the Oath of the Ancients in Alfheim to Hin paladins follow ing the Oath of Devotion. 40
Tw o paladin or der s ar e r egionally exclusive how ever. The Or der of t h e Gr i f f on the m ilitant w ing of the Chur ch of Kar am eikos. Though of Thyatian or igin, they ar e beloved by the population as being fair m inded and devoted to the land and its people. The Hel dan n i c Kn i gh t s how ever ar e less altr uistic. The sw or n w ar r ior s of the Im m or tal Vanya, the knights exist only for w ar. It is their sw or n duty to w age w ar on Vanya's foes, and she accepts nothing less than com plete victor y fr om her follow er s.
Not all r ogues ar e com m on cr im inals though, in the cour ts of Thyatis and Alphatia Rak es ar e a com m on sight. Instead of gold or jew elr y, they use their social position to tr y and steal m inds or hear ts. Tr ou bl esh oot er s focus their effor ts on ancient r uins and lost tom bs, keeping an eye out for tr aps. Som e ar e sim ple gr aver obber s, w hile other s ar e seasoned dungeon delver s.
Sor cer er s
W ith so m uch of the w or ld unm apped and unchar ted r anger s ar e alw ays needed no m atter w her e they ar e. W hether explor ing lost r uins in Kar am eikos, m apping tunnels for the Shadow Elves, or ser ving as Thyatian scouts in the Hinter lands, ther e is alw ays som eone w illing to pay for a r anger 's ser vice.
Subatai had many questions for the Glantri mage. That the necromancer had made it so far into Ethengar without notice was disturbing. The Wokani wanted to know who help the wizard, how many graves he had defiled, and was he alone. Subatai also was curious if the wizard was embarrassed by the fact he was best by an untrained sorcerer, but that was something Subatai would never know, as smoking holes in the ground don't talk back.
Thyatis per sonifies the need for r anger s thr ough their For est er s. Com pr ised entir ely of Vyalia elves and their hum an pr oteges, they ar e know n for their incr edible speed and stealth inside the for ests of Thyatia. W her e ther e ar e people w illing to pay for the captur e of other s, Bou n t y Hu n t er s w ill alw ays have a job w aiting for them .
M ystar a sor cer y is not like that of other settings. Ther e ar e no dr aconic sor cer er s or w ild m agic to take advantage of. Sor cer y is extr em ely r ar e as those bor n w ith it ar e m or e geogr aphical located. Sor cer er s ar e the m ost com m on in the nation of Glantr i, though 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 M ystar a. Di sci pl es of t h e Radi an ce ar e found alm ost exclusively in Glantr i, m anifesting the pow er of the Radiance, a m agical sour ce of ener gy far beneath the ear th. Wok an i can channel pur e pr im al m agic. Alm ost alw ays found on the fr inges of society, these m agic user s have no for m al tr aining, just r aw instinct.
Ran ger s
W her e ther e ar e people ther e is w ealth, and w her e ther e is w ealth ther e ar e r ogues. Found ever yw her e possible, ther e is not a single nation that does not a a legion of cutpur ses, spies and bur glar s in its bor der s. M ost thieves belong to a guild, but ver y few guilds cr oss city bor der s, m uch less national ones. Som e nations like Ethengar and Ier endi pr ess thieves into ser vice w hen caught, w hile other s like Glantr i take alm ost a sadistic pleasur e in punishing them in hor r ific w ays.
War l ock s Despite plethor a of Im m or tals influencing the Know n Wor ld, ther e ar e alw ays those that 41
seek pow er outside the nor m al channels. For tunately for them ther e ar e other w or ldly sour ces of ar cane pow er w aiting for them to m ake a deal.
Lok i gr ants boons w henever it pleases him . Alw ays looking to cr eate chaos and str ife, he enjoys w atching people abuse their pow er until it catches up w ith them .
War locks ar e extr em ely r ar e in M ystar a. The Im m or tals do not shar e pow er w illingly, and outside challenges ar e quickly dealt w ith. Only the m ost pow er ful outsider s can offer w ar lock's pow er w ithout fear of r epr isal.
Tal i t h a is inter ested only in self gr atification. She gr ants boons only if the per son petitioning for it helps out her plans in som e w ay.
Pat r on s i n M yst ar a The beings that can offer pacts ar e few and far betw een. In or der to get ar ound the w ill of the Im m or tals, the patr ons m ust be Im m or tals them selves, or pow er ful enough to defy them .
Ar ch f ey Ther e is but one ar chfey that gr ants pacts, the Ar d Ri. The Ar d Ri is the high king of the fey, cur r ently High King Ober on. Other fey nobles can petition to gr ant a m or tal w ar lock pow er s, but it Ober on that m ust consent to the m or tal's r equest. Ober on alr eady gr ants the sidhe fantastic pow er s, to gr ant a m or tal the sam e m agical boons as he does his ow n people is asking m uch of him . But occassionally he can be per suaded and the w ar lock is gr anted pow er at a pr ice.
Th e Fi en d The Im m or tals keep a constant vigil to keep the influences of the low er planes out of M ystar a. How ever the Im m or tals of the Spher e of Entr opy ar e m or e than w illing to gr ant pow er to those that w ould m ake a pact w ith them . Dem ogor gon is the tw in souled Patr on of Necr om ancy and W itchcr aft. Tr apped in a hidden tem ple in the Br oken Lands, she is alw ays w illing to help in r etur n for obtaining her fr eedom .
Th e Gr eat Ol d On e Ther e is a single sour ce of pow er fr om the outer r ealm s that w ar locks appeal to, the Dim ension of Nightm ar es. Ther e w her e the law s of r eality have no m eaning ar e all sor ts of fell cr eatur es. Ther e the Diabolus hold pow er in their ow n m ad w ay. Br ain Collector s look for pr ey fr om r aces they don't consider sentient. Only a tr uly desper ate w ar lock w ould tr y and seek pow er fr om the nightm ar e r ealm .
W i zar ds Those that pr actice m agic hold an enor m ous am ount of pow er in m any par ts of the w or ld. The Em pir e of Alphatia is r uled by w izar ds, as ar e the Pr incipalities of Glantr i. Ever y nation has som e sor t of w izar d's guild except the w izar d hating Ylar aum and the m agicless dw ar ves of Rockhom e. W hether they ser ve as r uler s or advisor s, the influence of w izar ds can be found ever yw her e. Not all w izar ds ar e the studious types m ost exper ience. In Alfheim the Tr eek eeper s m ix dr uidic lor e w ith ancient m agics to keep the Canolbair th for est healthy and w ell. Glantr i's pr inces have lear ned new for m s of m agic in the Secr et Cr afts, secr ets they keep only for them selves.
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NewMystara ClassOptions Our sacred plateau is invaded. Outsiders have come to kill our children and take our horses. But we will stop them. We will kill them. We are the children of Atruaghin and we will let no one wrong us. Sharpen your tomahawks and ready your arrows, for today we hunt orc.
Gu er r i l l a War r i or At 7th level if you ar e in no ar m or or light ar m or , w hen you m ake Dash action, you gain a bonus action to use the Hide action.
Gh ost W h o Wal k s At 10th level w hen you attack w ith sur pr ise you gain tw o of the follow ing abilities at the star t of the r ound r ound, at 15th level you m ay pick a 3r d option:
Richard Stormcrow, Elk Brave
Br ave Fighter Ar chetype
-
1 additional attack Additional die of dam age on attacks. Cr itical on a 18, 19 or 20. Advantage on all attacks Bonus action to dash.
You w er e bor n in the lands of the m ighty Atr uaghin, to one of the gr eat tr ibes. You follow the w ay of the Bear , Elk, Hor se, Tur tle or Tiger. You str ike fr om the shadow s, unleashing your attacks then fading back into the dar kness.
At 15th level if you ar e w ear ing no ar m or or light ar m or your speed is incr eased by 10.
Restr iction: M ust be Atr uaghin.
Gh ost Dan ce
Cou n t i n g Cou p
At 18th level w hile you ar e w ear ing no ar m or or light ar m or all r anged attacks tar geting you have disadvantage.
-
Lon g St r i de
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 tur n you gain a bonus Action Sur ge usable only in this com bat.
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Rathor Irongut and company! Wasn't expecting you here, seriously I thought you would have skipped around the open trails instead of walk right into my ambush. No matter, you're wanted on several counts of brigandry, theft, assault, murder, and tax evasion. There's two ways we can handle this, the easy way and my favorite way. Please say the favorite way. Pretty please!
equal to your Intelligence modifier plus your proficiency 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). W hile they ar e your tar get you can tr eat them 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 pr ey w ith a new ones after a long r est.
Geegi Hammerlander, M inrothad Bounty Hunter
Bounty Hunter Ranger Ar chetype
Get t i n g Cl ose At 7th level if you ar e w ithin 1 m ile of a pr ey your m ove incr eases by 5'. At level 14 the bonus incr eases to 10'.
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 and stalking those w ith a pr ice on their head.
Ex pl oi t Weak n ess
M ost Dan ger ou s Gam e
At 15th level w hen you attack a tar get fr om sur pr ise, your fir st attack autom atically inflicts m axim um dam age.
At 3r d you have lear ned to apply w hat you have lear ned hunting your favor ed enem ies to specific individuals. You can declare a number of intelligent creatures as your targets
W hen you r each 11th level you add your pr oficiency bonus to all dam age you inflict against your tar gets.
Su ck er Pu n ch
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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 them 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 on extr em e heat checks. 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 be held responsible for your passing, but I will offer a prayer in your memory. If you wish to pass through the great sands and live, I recommend you acquire the services of a Dervish. Only the hardiest of Ylari can live in this blasted desert, only the Dervish thrive in it.
St ep Th r ou gh San d. At 6th level you m ay telepor t up to 30ft a num ber of tim es up to your W isdom m odifier befor e needing a long or shor t r est. W hen using Step Thr ough Sand you m ust be in deser t ter r ain. Any m etal ar m or or m etal item lar ger than a dagger is not 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 dam age incr eases to 5d6 at level 14. You m ade 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 spell slot. You r egain this ability after a shor t r est.
Cir cle of the Der vish 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. 45
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.
Ar can e Vi si on . 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. Power? You call that power? I am no mere mage! You learn your spells through rote memorization and study, they came naturally to me! I command magic like no other! You struggle with your words while with a wave of my hand I command the air to burn or your lungs to become ash. Speak no more to me of gaining power old man. I am power. Seamus M cBannock, Disciple of the Radiance
Disciple of the Radiance Sor cer er Or igin In the m agic steeped land of Glantr i and in the subter r anean hall of the Shadow Elves lies a str ange pow er called the Radiance. The elves believe it a gift fr om the Im m or tals, w hile the atheist w izar ds of Glantr i view it as just another
Con t r ol Fl ow. At 6th level you autom atically lear n all r adiance spells as you ar e able to cast them . You can gain tw o sor cer y points befor e gaining exhaustion now.
Con t r ol Fl u x . At 14th level you can push your self to contr ol 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 m axim um dam age on your next spell this tur n.
Con t r ol Fat e. At 18th level you can channel your m agical ener gy into adjusting the ver y w inds of for tune. As a r eaction w hen you fail a skill check or saving thr ow you m ay spend the differ ence in Rad dice to m ake up the differ ence, You can only spend points need to br ing the total up to the m inim um needed to pass.
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W izar d School 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.
Su m m on El em en t al .
Fire is the ultimate element. It scorches earth, devours air, and evaporates water. It can save a life or destroy a city. It is neither good or bad, it does nothing but feed. If you master the flame you have no equal except your brethren. Learn to shape the blaze and soon no one will stand in your way. Pytor Seager, Flaemish Noble
Fir e W izar d
W hen you r each 10th level you can conjur e a fir e elem ental exactly as the spell. The elem ental is consider ed fr iendly, and if you lose concentr ation the elem ental r etur ns to the Plane of Fir e r ather than becom ing hostile. You r egain the use of this ability after a long r est.
I n f er n o. At 14th level you can choose to do m axim um dam age w ith any spell of 5th level or low er that does fir e dam age. You r egain the use of this ability after a long r est.
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Orcs. A full raiding party at least four dozen judging by the tracks. Look to be heading to Karameikos from the way they are heading. Go on ahead and warn the others, we will need reinforcements for this. Tell everyone the ambush is a the Crooked Tree Crossroads in two hours. You know your place and you known your position. Don't start firing until I do, and no flashy magic to give away your location. We can't risk them crossing the border and this become an bigger problem. Septimus Altari, Thyatian Forester
For ester Ranger Ar chetype Pr otector s of the Vyalia For est, For ester s ar e a secr etive gr oup of pr otector s inside of Thyatis. Char ged w ith keeping the Em pir e's savage enem ies at bay fr om acr oss the bor der s of Kar am eikos, For ester s str ike fr om am bush fr om the tr eetops. Nor m ally com pr ised of Vyalia elves, Em per or Thincol paid the elves a pr incely sum to tr ain hum ans in the w ay of the For ester.
Restr ictions. Vyalian elves or Thyatian hum ans only, m ust have for est as their Natur al Explor er ter r ain.
Ex per t i se. At 3r d level you gain pr oficiency in the stealth skill if you did not alr eady have along w ith one other skill fr om your initial star ting skill list.. Your pr oficiency bonus is doubled w hen m aking ability checks use the stealth skill.
El dr i t ch M agi cs. At 7th level you m ay add W izar d spells fr om the school of Illusion to your Ranger spell list. They ar e tr eated as Ranger spells and do not r equir e a spellbook . You other w ise m ust m eet the r equir em ents of the spells including all com ponents
Tr eew al k er . At 11th level you gain a clim b speed equal to your base m ove. W hen attacking w ith a r anged w eapon, if you ar e 10' or m or e above your tar get you gain advantage.
Seven Leagu e St r i der s. At 15th level you can telepor t fr om location to any par t in the for est pr ovided that the beginning and end points lie w ithin the sam e living for est. This is tr eated as a Tree Stride spell, except the r ange is incr eased to any location inside the for est. You m ust take a long r est befor e using this featur e again.
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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. Restr ictions. M ust be fr om the Klantyr e pr incipality of Glantr i
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 ness, 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 fir st tim e you take dam age in com bat after taking a long r est, you gain a bonus action sur ge that m ust be used in the cur r ect com bat.
Br aveh ear t . The wizards force us to live like slaves, using us as fodder in their petty conflicts. W ho here has not had a loved one taken to Crownguard never to be seen again? We are Klantyre, it is not our lot in life to live in fear from the foul magics the cruel wizards use to rule us. I say we fight! W ho here stands with me? A true warrior of Klantyre? W ho here will be a gallowglass?
At 18th level if you ar e r educed to 0 hit points you im m ediately use all your hit dice to heal exactly as if you had taken a shor t r est. This ability r esets after a long r est.
Duncan M cIntyre, Follower of the Claymore 49
highly str uctur ed or der , each Knight know s his place. 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 burgomaster. Either oppose me or surrender, I am not here to entertain idle threats. You have neither the will nor the strength to oppose me and deception will avail you not. Vanya requires only victory, your survival is not her concern. Gunter Wulfson, Heldannic Knight
Heldannic Knight Paladin Oath The sw or n r eligious or der of the Im m or tal Vanya, the Heldannic Knights ar e know n for their pr ow ess at ar m s and their extr em e m ilitancy. The Knights ar e at constant w ar , w hether w ith the hum anoids that plague the nor th lands, the Ethengar nom ads or even their fellow nor th lander s, it is the w ill of Vanya her knights seek out conflict.
Au r a of Vi ct or y W hen you r each 7th level you and all your allies w ithin 10' of you can't be fr ightened w hile you ar e conscious. At 18th level the r ange of this aur a incr eases to 30 feet.
Bl essed of Van ya At 15th level Vanya char ges you w ith leading her follow er s into battle and to gr eatness. You ar e alw ays under the effect of a crusader's mantle spell.
Et er n al Ch am pi on At 20th level You can shr ug off dam age that w ould easily fell lesser her oes. Using your action you gain the follow ing benefits for five m inutes: - Resistance to all dam age types - Advantage on all saving thr ow s. Heldannic Knight Spells Level Spells
Restr ictions: M ust be hum an of Heldannic descent and w or ship Vanya.
3r d
Command, Compelled Duel
5th
Branding Smite, M agic Weapon
Ten et s of Van ya.
9th
Blinding Smite, Elemental Weapon
Heldannic Knights cr ave battle in the nam e of their patr on Im m or tal. They never show fear or accept less than total sur r ender. They ar e a
13th
Death Ward, Staggering Smite
17th
Destructive Smite, Banishing Smite 50
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, only pow er ful M aster s can leave the shir e and still m anifest their pow er s at full str ength. 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
M ast er Si gh t . At 2nd level you gain 120' dar kvision.
Ex t r a Sk i l l Pr of i ci en ci es. It's good to the raspberries are coming in good this year! Bodes well for the Brandypot's ales. So how is the missus? Got another one on the way? That's fantastic, what's that, number eight now? M other was worried you that were going to have a small family, just getting started late that's all. Wait you smell that? Let me cast a spell real quick. As I suspected, gnolls over in the rolling hills. Sigh, fetch me my hand axe, the one that catches on fire by itself, yes that one. Keep the food warm for me, I don't want to miss supper. Rose Cobblecreek, Hin M aster
Hin M aster Cler ic Dom ain The keeper s of the Five Shir es, the M aster s follow the hin pantheon of Im m or tals. The Im m or tals Nob Nar , Cober ham Shadow glint and
At 2nd level you gain pr oficiency in Natur e and M edicine skills.
En h an ced Den i al . At 6th you can spend a Channel Divinity use as a r eaction to add your W isdom m odifier to another ally's saving thr ow against m agic that you can see.
Evasi on . At 8th level w hen you ar e subjected to an effect that allow s you to m ake a Dexter ity saving thr ow to only take half dam age, you instead toake no dam age if you succeed on the saving thr ow , and only half dam age if you fail.
Ti m el ess Body. At 17th level you only age one year for ever y ten that pass.
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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 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, Glantrian and orc will not hesitate to kill you. You must strike quickly then fade. Do not present your self as a target, pepper them with arrows and only then, when they are exhausted beyond all measure, only then do you close in and kill. Fight as if you and your horse are one. Damotai, Ethengar Horse Warrior
At 15th level you can spend a bonus action w hile you ar e m ounted you gain +2AC. W hile Com bat Rider is active you have disadvantage on all attacks until you dism ount or spend another bonus action to end the effect. Fl u r r y of Deat h . At 18th level w hile on hor seback if you scor e a hit against an enemy, you m ay im m ediately m ake an attack against another enemy w ithin 5' of the or iginal tar get. The bonus attack does not gener ate additional attacks.
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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
Ar m s of Kagyar At 1st level you gain pr oficiency in Heavy Ar m or , Battle Axe and War ham m er.
Gi f t of Kagyar This r eplaces the tur n undead ability. At 2nd level you can use a bonus action to spend channel divinity use as a r eaction to use one of the follow ing abilities: - You ar e pr oficient w ith all saving thr ow s against m agic for a r ound. - You can dispel all spells of 3r d level or less on your self or an ally in 5'. You wish to threaten me mage? I am no mere peasant cowed by your feeble parlor trick. I am a servant of Kagyar the Stone Lord. The very creator of the dwarven race. He knew of your trickery and your spells and prepared his sons well. Cast your magics wizard. Cast them and die. Rolf Dargez, Cleric of Kagyar
Kagyar Dom ain Cler ic Dom ain Dw ar ves ar e tr aditionally m onotheistic, they tend to follow the teachings of their fir st Im m or tal. In r etur n Kagyar gives them pow er s unknow n by the other r aces. Despite not having the nor m al abilities against undead other cler ics have, their r esistance to m agic is peer less.
Aegi s of Kagyar At 6th level you use your r eaction to add double your pr oficiency to saving thr ow s m ade against m agic.
Bl essi n g of Kagyar At 8th level you m ay use a channel divinity to give another ally advantage on saving thr ow s against m agic. This effect lasts for 1 m inute X your W isdom m odifier. This r eplaces the Destr oy undead affect, each level that w ould incr ease that ability instead allow s you to give the Blessing to one m or e additional per son.
Ch am pi on of Kagyar At 17th level you have r esistance to spell dam age.
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Selflessness. Pr otect the w eak Justice. All ar e equal in the eyes of the law. Char ity. Help the less for tunate w ith deeds Succor. Heal the sick, and br eak foul m agics.
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. Char destes' M er cy. At 3r d level the Paladin gains the ability to r em oves foul enchantm ents. The paladin m ay spend a Divine Channel use to cast Lesser Restor ation like the spell.
You think you can take this village gnoll? I will warn you that I alone stand vigil and will I draw breath not one of you will step foot inside. I possess the combined might of the Immortals. All you have a paltry few dozen minions. Enough banter, lay on. Aliana Illescu, Or der of the Gr iffon
Or der of the Gr iffon Paladin Oath The knightly or der of the Chur ch of Kar am eikos, the Or der of the Gr iffon is sw or n to pr otect the people and land of Kar am eikos against all enem ies. They ar e a self sacr ificing or der , using their pow er s gr anted by the Im m or tals to put them selves betw een danger and their char ge. Their selfless acts have done m uch to br ing the divided people of Kar am eikos together as one.
Fur y of Tar astia. At 3r d level as an action you can call on your or der 's ancient enm ities. You m ay spend a Divine Channel to cause all evil hum anoids in 30' to m ake a Char ism a save or have disadvantage on attacks for a num ber of tur ns equal to your Char ism a m odifier.
Au r a of San ct i t y. Star ting at 7th level, you and fr iendly cr eatur es w ithin 10ft of you cannot be attacked by beasts unless pr ovoked by som eone in the aur a. At 18th level this aur a extends to 30ft.
Bl essi n g of t h e I m m or t al s. At 15th level you ar e im m une to Enchantm ent spells.
Par agon of Kar am ei k os. At 20th level you invoke the pow er of the patr ons Im m or tals of the chur ch. For one m inute all enem ies that can see you m ust attack only you, ignor ing other s. W hile under this effect you gain one extr a attack, gain 5 tem por ar y hit points X your Char ism a m odifier and have advantage on all saving thr ow s. Once you use this featur e, you can't use it again until you finish a long r est.
Restr ictions. Char acter follow the Chur ch of Kar am eikos.
Level
Or der of the Gr iffon Spells
3r d
Compelled Duel, Goodberry
Ten et s of t h e Gr i f f on .
5th
Aid, Remove Curse
9th
Glypph of Warding, Daylight
13th
Locate Creature, Death Ward
17th
Circle of Power, Greater Restoration
The Or der of the Gr iffon ar e the sw or n pr otector s of the Gr and Duchy of Kar am eikos, pledging their lives to defend their countr y. They ar e beloved in their hom eland, em phasizing equality of all the people befor e the eyes of the Im m or tals.
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Pr ivateer Fighter Ar chetype W hile M inr othad is w ell know n for it's m er chants, they do issue Letter s of M ar que to br ing in extr a r evenues. Com m anding these 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 r om anticized for your dar ing feats.
Sea Legs. At 3r d level you gain pr oficiency w ith Navigation tools, and pr oficiency w ith Vehicles (w ater ). In addition you have advantage on all skill checks m ade to tr y and keep your balance.
Pi r at e Hal ves. At 7th level if you ar e using the dueling, tw o-w eapon fighting or m ar iner fighting styles you gain a +1 bonus to your AC. This ability goes up by +1 at 11th and 20th level.
St eady As Sh e Goes. At 10th level if you ar e in com m and of a ship, all attack r olls using your ship's ar tiller y have advantage. You need not be the one fir ing the ar tiller y to gain this bonus.
Boar der s Aw ay.
There she is, 80 degrees off port. Lower the sails, hoist the Roger and more speed! She'll not escape us today, I want marines on deck and prepare boarders. A double share to the first sailor to set boots upon her! M ages and archers aloft, make sure the wind is ours. Tonight we shall adorn ourselves with the trappings of the Empress of Alphatia herself! M inroth, I love this job! -Aleera Vass, M inrothad Privateer
At 15th level w hile you ar e on boar d a ship you gain an extr a use of your action sur ge and have advantage on initiative r olls. You r egain the bonus action sur ge after a long or shor t r est.
Dr ead Pi r at e. At 18th level once per com bat you m ay announce your identity, all enem ies that can hear and under stand you in 30 feet m ust m ake a Char ism a saving thr ow DC 8 + your Char ism a M odifier + Pr oficiency or becom e Fr ightened for a num ber of m inutes equal to your Char ism a m odifier. The affected cr eatur es can m ake a Char ism a saving thr ow at the end of each r ound to r em ove the effect. 55
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 .
There are those that say I have sold out for the lure of gold. People claim I have given up scholarly pursuits for a bag of coins dangled in front of my face. Let me tell you what those coins get me. Unrestricted access to one of the largest libraries in the world. Security I can trust to guard my laboratory when I am abroad. Every 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.
At 10th level any one attem pting to lie to you m ust pass a Char ism a saving thr ow against your spellcasting ability or be for ced to tell the w hole tr uth.
Weal t h i s Pow er . W hen you r each 14th level you can attain an additional num ber of m agic item s equal to your Intelligence bonus.
-Josephine DuM ont, Darokin M erchant Prince 56
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 picked it up on a trade mission there during my stint in Darokin. Darokin? No I'm actually from Kerandas, the Emperor wanted me to negotiate trade pacts with those plutocrats. You would have been ashamed, their clothes were so last season. I see you are enjoying your wine. Darokin may have money but they have no taste for fashion. I see your robe is now on the floor. Well in the name of international relations I accept your offer. On second thought that is your husband coming home early, instead I shall take my leave, through your window. Agrippa Centauri, Thyatian Rake
Gl i b Speak er At 13th level you ar e know n for your sm ooth dem eanor. You gain pr oficiency in Char ism a saving thr ow s.
Ex t r a Pan ach e At 17th level you can spend an action to inter act w ith a cr eatur e you shar e a language w ith. The cr eatur e has to m ake Char ism a save against DC 8 + your Char ism a m odifier + Pr oficiency bonus. If the cr eatur e fails it becom es your choice of Char m ed, Stunned or Fr ightened for a num ber of m inutes equal to your Char ism a m odifier or 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. 57
We offer praise to the wise Rafiel, for without him we would be lost. We wait for him to give us the sign to return to the surface, to take what is ours and so bask in the glow of the sun once again. We offer ourselves as his vessel as he has chosen us to be his faithful. Though the Soul Stones are race grows strong, and soon we shall return to take our place among the nations above. Taljaria, Life Shaman
Shadow Elf Sham an Cler ic Ar chetype The chosen of Rafiel, Sham an ar e keeper s of the soul stones, the sacr ed ar tifacts of the Shadow Elves. W ith them they can cast pow er ful m agic though they have to keep questing for m or e pow er ful soul stones to cast the m or e pow er ful spells. A m ajor ity of sham an ar e fem ale but not enough to m ake m ale sham an r ar e. Each sham an is m ar ked w ith a sym m etr ical pur ple bir thm ar k on their head, a sign of favor of the
Level
Sham an Dom ain Spells
1st
Guiding Bolt, Healing Word
3r d
Augury, Gentle Repose
5th
Revivify, Speak with Dead
7th
Banishment, Death Ward
9th
Commune, Raise Dead
Im m or tal Rafiel Restr iction. Shadow elf only.
Sou l St on e Ch an n el l i n g. At 1st level w hen you use a soulstone for your spellcasting focus you can ignor e all other com ponents of spells, including ones that have a m onetar y cost.
M ar k ed Sh am 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 pr esence.
Deat h Sh am an . At 6th level you gain the duties to take the dead and the dying aw ay fr om the city. You gain advantage on Sur vival skill checks in an under gr ound ar ea.
Li f e Sh am an . At 8th level you gain the duties to car e for the sick and injur ed. W hen you cast a healing spell, you m ay r er oll any dice once and take the higher of the tw o r olls.
Col or l ess Sh am an . At 17th level you gain the duties to r aise fr om the dead those 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 the fight quickly. All allies w ithin 30' of you have advantage on all death saves, and if they becom e stable can spend Hit 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 m ust take a long r est to benefit fr om the ability again.
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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 2nd level the Sham ani can cast Detect Poison and Disease w ithout using a spell slot.
Nat u r e's Tou ch .
Wear this marking with pride young brave. For you are the chosen of our people. You will show courage! You will show ferocity! You will be victorious! The spirits of our tribe ride to war with you, let them guide you to your destiny. Trust the spirits, trust mighty Atruaghin, for he has never led us astray. Tomas Fastclaw, Bear Shamani
Sham ani Cler ic Dom ain The holy m en of the Atr uaghin Clans, the Sham ani lead their people into r ituals, pr ovide for the sick and tend to the anim als. Though they shun ar m or and the ability to tur n undead, 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 tr ibes of the Atr uaghin Clans, w hen they have to leave the plateau they br ing the pow er of their totem s w ith them .
At 2nd level the Sham ani can spend a Divine Channel use w hen casting a healing spell to autom atically heal the m axim um am ount of dam age possible. Natur e's touch r eplaces the Tur n Undead ability.
Nat u r e's Al l y. At 6th level beasts w ill attack you unless attacked fir st. This includes giant ver sions of beasts. This pr otection does not extend to your allies.
Spi r i t Ri t u al . At 8th level the Sham ani can spend a Channel Divinity to cast any spell available as a r itual. The sham ani cannot per for m Spir it Ritual again until after a long r est. The sham ani does not need to have the spell m em or ized. This takes the sam e am ount of tim e it w ould take to cast the r itual nor m ally. You lose the Destr oy Undead ability.
Spi r i t M ast er . At 17th All r ituals take half the tim e needed. 59
by 1. 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 .
No now is not the time for war. Horse has told me of a harsh winter coming. He strong and he is fast, if he fears the coming snows then we must prepare for them and not waste energy on a war we cannot finish. In the Spring when the snows are melted, then Horse says we go to war. But first we must survive W inter. Uktai the Swift, Spirit Shaman
Spir it Sham an Dr uid Cir cle Consider ed ter r ifying exam ples of the for eign natur e of the Ethengar , their sham an ser ve as their holy m en. W hile their shape changing abilities ar e lim ited com par ed to other dr uids, their m aster y over anim als and cr eatur es not of the pr im e m ater ial plane ar e unr ivaled.
Spi r i t Gu i de. At 2nd level the sham an picks a spir it guide, or the m or e pr ecisely the spir it guide picks him . The Spir it Sham an chooses a guide fr om the list below , then r aises the cor r esponding attr ibute
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 pr oficiency bonus to all tests using your Guide's attr ibute for a num ber of hour s equal to your W isdom m odifier.
Rebu k e t h e Spi r i t s. At 6th level the Spir it Sham an can for ce out unnatur al cr eatur es. The sham an can tur n fiend, celestial and fey cr eatur es as if he w er e a cler ic of the sam e level. The sham an uses his w ild shape uses to activate this ability. The Spir it Sham an can tell if cr eatur es ar e fey, fiend or celestial as w ell just by looking at them .
Becom e t h e Gu i de. At 8th level the Spir it Sham an can use a w ild shape to assum e the shape of his spir it anim al. The sham an can r etain the shape for a full day befor e r ever ting back .
Tr avel t h e Spi r i t Real m s. At 14th the Spir it Sham an can cast Plane Shift, but only to the Beastlands, Ar bor ia or the Dr eam land. The Spir it Sham an can r etur n back to the pr im e m ater ial plane using this ability again. The Spir it Sham an r egains the use of this ability after a long r est. 60
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 m ust spend a full 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 savages must be getting desperate to try and attack our ship. Let's give those waterlogged orcs a remember on why no one attacks us. M aster of the M arines, tell the Toa to start the Haka. Show those swine men the true meaning of savagery. -Thana Koori, Ierendi Captain
Toa M akai Fighter Ar chetype
Tr i bal Savager y. At 7th level under the effects of the Haka you now scor es a cr itical hit on a r oll of 18, 19 or 20.
Ta M ok o. At 10th level w hen you per for m the Haka you gain tem por ar y hit points equal to 3 X your Str ength m odifier.
War Son g. The r ound after you per for m your Haka all allies that could hear it gain advantage on attacks.
Sk u l l cr u sh er . 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
At 18th level w hile under the effects of the haka you do m axim um dam age on cr itical hits.
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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: Friend squirrel please tell M aple Bark if she could move so we may plant a new Sentinel Tree? I know she is stubborn but that is the best place for the tree. Treants can move where they like, we can only build our fortresses where needed. Of course she will be cross, but tell her you are just my messenger. She can talk to me directly if she would like. Now go, I have to memorize my spells of the day. Brightleaf, Treekeeper of Alfheim
At 6th level the you gain advantage on all Anim al Handling, Natur e and M edicine skill checks. You gain the Sylvan language.
Pr ot ect or of t h e Woods: At 10th level you can see thr ough tr ees as if they w er e not ther e, and can cast a spell w ithout har m ing plants if they ar e caught in an ar ea of affect spell. You can cast spells as if tr ees w er e not in the w ay.
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.
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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 at least two load bearing rafters, both keyed to a triple redundant counter weight that anyone of you could set off while you take out the orcs. So I can drop wait I'm doing and stab an orc for you or I can sit here and do what you are paying me quite handsomely to do. So I will tell you what, you take care of the orcs, and I will take care of the traps. Skexus Strangehat, Darokin Troubleshooter
Tr oubleshooter Rogue Ar chetype You have spent all your tr aining lear ning the inner w or kings of tr aps and hazar ds com m on in dungeons and r uins. You can disar m the m ost com plex m echanism s w ith your eyes closed w hile thinking of how you ar e going to
W hen you r each 9th level w hen you use your Thieves Tool to disable a tr ap, if you r oll less than 15 on the die r oll, tr eat it as if you had r olled a 15.
Booby Tr ap At 13th level you can tr igger tr aps up 30 feet w ay if you know they ar e ther e. This r equir es you to spend an action and str ike the tr ap w ith an object to set it off. Anyone in the ar ea affected by the tr ap m ust save nor m ally or be affected by the tr ap.
Rol l W i t h I t At 17th level if a tr ap is set off w ithin 30 feet of you, as a r eaction you can m ake a full m ove befor e the tr ap's effects ar e applied. If you ar e now outside of the tr aps ar ea of effect, you avoid any ill effects.
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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.
A duel? You are challenging me to a duel? Over a spilled drink? Sir, perhaps you do not know who I am but I seriously suggest you reconsider. I will buy you another drink as an apology, I don't think you know what you are getting into. No? You insist? Very well, I just hope you didn't need that arm. M organ Ironwolf, M aster at Arms
Weapon Specialist Fighter Ar chetype Tr ained in the use of a single w eapon , you devote your entir e life to m aster ing a par ticular style of fighting. As you im pr ove your tr aining the lethality of your fighting style gr ow s beyond m easur e.
- 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 dam age r esistance. - 2 Han ded/Si m pl e: Extr a die of dam age. - Ran ged/Si m pl e: Attacking at long r ange doesn't im pose disadvantage. - 1 Han ded or Ver sat i l e/M ar t i al : Extr a die of dam age. - 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, enem ies tw o sizes lar ger than char acter ar e im m une. - Ran ged/M ar t i al : Attacking at long r ange doesn't im pose disadvantage. - Net : DC to escape net incr eases to 15.
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M ast er Abi l i t y At 10th level your tr aining incr eases, allow ing you to add the M aster ability to your chosen w eapon. - 1 Han ded or Ver sat i l e/Si m pl e: Extr a die of dam age. - 2 Han ded/Si m pl e: On a cr itical hit enemy m ust m ake a Str ength save or be stunned for one r ound. - Ran ged/Si m pl e: You gain +2 dam age w ith the w eapon - 1 Han ded or Ver sat i l e/M ar t i al : On a cr itical hit enemy m ust m ake a Str ength or be stunned for one r ound. - 2 Han ded/M ar t i al : Extr a die of dam age. - Ran ged/M ar t i al : Extr a die of dam age. - Net : Anyone tr ying to escape has disadvantage.
Gr an d M ast er Abi l i t y At 18th level your tr aining incr eases, allow ing you to add the Gr and M aster ability to your chosen w eapon. - 1 Han ded or Ver sat i l e/Si m pl e: On a cr itical hit enemy m ust m ake a Str ength save or be stunned for one r ound. - 2 Han ded/Si m pl e: Extr a die of dam age. - Ran ged/Si m pl e: Extr a die of dam age. - 1 Han ded/M ar t i al or Ver sat i l e: Extr a die of dam age. - 2 Han ded/M ar t i al : Cr itical hits deal m axim um dam age and ignor e dam age r esistance. - Ran ged/M ar t i al : On a cr itical hit apply w eapon dam age to another enemy w ithin 5' of or iginal tar get. - Net : DC to escape net incr eases to 20.
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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. Through the power of my clan I become stronger. Through the strength of my ancestors I will prevail. W ith my victory, my people will endure.
At 14th level you gain a num ber of bonus sor cer y points equal to your Char ism a m odifier. You r egain any bonus sor cer y points spent after a long r est.
Speaks-W ith-Fire, Atruaghin Wokani
Wokani Sor cer er Ar chetype Pr acticing an ancient m agic, your contr ol of 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.
Un f et t er ed Sor cer y 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 that spell. You cannot add any m etam agic options to the spell.
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Car avan Tr avel er
D8
Per son al i t y Tr ai t
The life blood of the Know n Wor ld is tr ade. Acr oss the nations convoys of tr ader s set out to br ing tr ade and w ealth to distant lands. You gr ew up as par t of the lar ge suppor t staff needed to m aintain the m ile long car avans, w hether as a dr over , m er chant or guar d.
1
I have little patience for slow m over s
2
I am alw ays scanning the hor izon
3
I pr efer anim als to people
4
I have a per sistent odor fr om the r oad
5
I have no r espect for slacker s
6
I cannot stand those w ho com plain constantly
7
I don't tr ust people I don't know.
8
I hum to myself constantly.
Sk i l l Pr of i ci en ci es: Anim al Handling, Per ception Tool Pr of i ci en cy: Land Vehicle (Wagon). Lan gu age: One language of your choice. Equ i pm en t : Wor k clothes, w alking stick, block and tackle, 50' hem p r ope, shovel, sledge ham m er. Feat u r e: M er ch an t Con t act s 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 anything for tr ade. Though you ar e not a m em ber of them , you can instantly r ecognize the m ar kings of the var ious m er chant guilds you've encounter ed.
Su ggest ed Ch ar act er i st i cs You have a bit of a nom adic str eak in you, but not to the point of w ander lust. You know oppor tunities dr y up if you stay too long, so you never settle dow n at any one location.
Con voy Posi t i on d8
Duty
1
Drover
2
Cook
3
Guard
4
Master
5
Escort
6
Merchant
7
Scout
8
Tag Along
d6
I deal s
1
Gr eed: The only r eason I do this is m oney (Evil)
2
Du t y: I w as hir ed to do my job and that's w hat I w ill do. (Law ful)
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)
5
Fr eedom : I don't like being tied dow n to one place (Chaotic)
6
Qu i et : I like to be left alone to my thoughts. (Any)
d6
Bon d
1
M y job is the r eason I keep going.
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.
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.
6
I tr ust the guar ds to keep us all safe, and I have their back w hen it com es tim e to get paid. d6
Fl aw
1
I am a bit of loner.
2
I have a short temper with people.
3
I tend to over analyze things for flaws.
4
I have little patience with people that make mistakes.
5
I relate more to animals than people.
6
I tend to lose small things from the caravan like good drink.
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Kr on dar
D8
Per son al i t y Tr ai t
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 do on occasion tr ust the position to tall folk they r espect and tr ust.
1
I tim e my r ounds to be near the best food dur ing m eals.
2
I let the childr en play w ith my w histle as I patr ol.
3
I m ake dr unks sleep it off at the jail.
4
I patr ol at night looking for action.
5
I m ake sur e to see if all the pr etty hin ar e doing okay ever y day.
6
I catch up on all the gossip ever y day.
7
I take tim e to alw ays sm oke my pipe w hen I'm patr olling.
8
I am never found w ithout som e sor t of snack .
You patr ol the shir es looking for tr oublem aker s and thr eats to the peace. W hile the hin definition of tr oublem aker is a little tam e com par ed to other nations, it is your r esponsibility to see hom e those that have dr unk too m uch, and escor t r ow dy childr en back to their par ents. The position is not all funny m om ents and m or al lessons, m any hum anoids and m onster s think the hin ar e easy pr ey because of their sm all size. It is your duty to tur n back all thr eats to your sw or n char ges.
d6
I deal s
1
Or der : Ever ybody has to obey the law. (Law ful)
2
Pow er : Anybody w ho defies m e gets a cr ack on the head. (Evil)
3
M er cy: Ever ybody deser ves a second chance. (Good)
4
Food: I never m iss a m eal. (Any)
Equ i pm en t : Top hat, unifor m , club, hooded lanter n and flask of oil, tinder box and signal w histle.
5
Fr i en dsh i p: I pr efer to be on good ter m s w ith ever ybody. (Good)
Feat u r e: Gu ar di an of t h e Sh i r es
6
Hu m or : I tr y to find w hat's funny in ever y situtation. (Good)
Sk i l l Pr of i ci en ci es: Insight, Investigation Lan gu age: You speak hin.
The hin r espect the Kr ondar as keeper s of their m uch loved peace, even if the Kr ondar is one of the tall folk . You can expect to eat for fr ee at m ost hin taver ns, and hin m er chants often offer you fr ee sam ples of their best fr uits w hile you ar e on patr ol. M any hin par ents w ill ow e you favor s for letting their childr en off w ith a w ar ning.
d6
Bon d
1
M y tow n is under my pr otection.
2
Ther e's a par ticular hin that has caught my eye.
3
The taver n keeper goes out of her w ay to m ake sur e I get fed, I keep an extr a eye out for her building.
4
M y other Kr ondar ar e my fam ily.
5
I m ake sur e all the childr en don't get into tr ouble.
6
I can't stand to see som eone dow n and out.
d6
Fl aw
1
I don't handle backtalk well.
2
Sometimes I'm too soft.
3
I'm always looking for trouble.
4
I tend to enforce the law exactly as written.
5
I let my friends slide when I shouldn't.
6
I let people bribe me with small gifts.
Su ggest ed Ch ar act er i st i cs You ar e fir m but fr iendly. The Shir es is not a danger ous land, but the hin love their tr anquility m or e than anything else. You ar e sw or n to uphold the law , but you also have a lot of leew ay in how to pur sue it. Often tim es you can let them off w ith a w ar ning, but if ther e is actual physical danger you becom e dead ser ious.
68
M i x ed Bl ood
D8
Per son al i t y Tr ai t
You w er e bor n of tw o r aces, a r ar ity in M ystar a. Though you only have the featur es of one of your par ents, you have a bond w ith both of your cultur es. You ar e accepted as the her itage of your appear ance, but you sur pr ise people w ith your know ledge of your other par entage.
1
I sw itch betw een my r acial languages on accident w hen talking to fr iends.
2
I am obsessed w ith tr ivia about my hidden her itage.
3
I tr y not to m ention the fact I am m ixed r ace.
4
I dr ess like the m em ber s of my other r ace.
5
I go out of my w ay to m ake fr iends w ith people of my other r ace.
6
I cannot stand pr ejudice of any sor t.
7
I can't stand it w hen people assum e I know ever ything about both my cultur es.
8
I w ant to see the lands of my par ents.
d6
I deal s
1
Cu r i osi t y: The w or ld is m eant to be explor ed. (Chaotic)
2
Har m on y: We m ust all live together as one people to thr ive. (Good)
3
Reven ge: I w as never given my due for my her itage, now I w ill take it. (Evil)
4
I sol at i on : I never fit in either cultur e, I just w ant to be left alone. (Any)
5
Fr i en dsh i p: No r eason you can't be a cheer ful sor t, after all, that's how your par ents m et! (Good)
6
Bi t t er : You never knew one par ent, leaving you alone in a w or ld that you didn't belong. (Evil)
Choose r aces for your her itage, hum an and elf ar e the m ost com m on but other com binations ar e not unhear d of, w ith the help of m agic even hum an and hin have happened. You have all the tr aits of one par ent, you ar e consider ed their r ace for all pur poses. You have som e of the behavior tr aits of the other par ent, a hin's hunger , an elf ' patience or a dw ar f 's gr uffness. Sk i l l Pr of i ci en ci es: Histor y, Insight Lan gu age: Your other par ent's language Equ i pm en t : A piece of jew elr y (a heir loom fr om your par ents), 2 books about your r aces, set of com m on clothes, 5 sheets of paper , pen, ink . Feat u r e: Best of Bot h Wor l ds As a half-br eed you ar e affor ded a bit m or e tr ust that people outside your r ace. W hile you m ight 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 both your r aces. A dw ar ven taver n m ight m ake your fr iends w ait outside w hile you ar e per m itted entr ance, or you can enter a gr ove sacr ed to elves for a r itual because of your her itage.
Su ggest ed Ch ar act er i st i cs Half br eeds ar e caught betw een tw o w or lds. Though they com pletely pass as one r ace, they w ill fr equently car r y m em entos of their other r ace. Their flaw s m ight be a pr efer ence of one r ace over another , or a denial of their hidden her itage all together.
d6
Bon d
1
M y fr iends ar e my fam ily now.
2
I w as accepted openly by my village, I w ill never for get that.
3
I w as consider ed exotic, but ther e w as one that liked m e for w ho I w as.
4
I never knew one par ent, the one that r aised m e is my life.
5
Though w e didn't shar e the sam e par ents, it didn't m atter to my siblings.
6
I pr om ised by fam ily I w ould do them pr oud.
d6
Fl aw
1
I hate one of my races.
2
My openness gets me into trouble.
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.
69
Sl ave
D8
Per son al i t y Tr ai t
You w er e ow ned by another sentient being. Either in a land w her e slaver y is allow ed like Thyatis or Alphatia, or kidnapped by a cr im inal or ganization like the Ir on Ring, or taken by hum anoids, you only r ecently r egained your fr eedom .
1
I w ake up in the m iddle of the night fr om bad dr eam s.
2
The sound of a w hip m akes m e flinch.
3
M y m aster w as kind, but I w ill never adm it that.
4
If I'm not told w hat to do I don't know how to act.
5
I don't like taking or der s.
Choose w ho w as your m aster , either a noble fr om a nation w her e slaver y is allow ed, a cr im e boss or a tr ibe of hum anoids that held you pr isoner. They m ay have been kind, but m or e than likely they w er e br utal. You know you w ill never give up your fr eedom again how ever. You ar e fr ee now , and that is never going to change.
6
I hoar d little things so they can't be taken fr om m e.
7
If str uck I fight back w ith all my m ight.
8
I don't like to be touched.
d6
I deal s
1
Abol i t i on . I w ill fr ee all that I find being held unjustly. (Good)
2
Reven ge. Those that w r onged m e w ill pay in kind. (Evil)
3
Li ber t y. Now that I am fr ee, I w ill live my life as I see fit. (Chaotic)
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)
5
For gi ven ess. You w ill not let those w ho w r onged you contr ol you any fur ther. (Good)
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)
Sk i l l Pr of i ci en ci es: Deception and Sur vival Tool Pr of i ci en ci es: One type of Ar tisan's tools Lan gu age: The language of your m aster. Equ i pm en t : One set of poor clothes, br oken m anacles, a sm all per sonal heir loom blanket, sack, sm all pouch containing 10sp
Feat u r e: Not a Nu m ber As a slave you per for m ed w hat ever task your m aster dem anded of you. Now that you ar e fr ee you have let it be know n that you w ill not be contr olled again. Because of your histor y ther e ar e quite a few that give you a lot of leew ay. Thieves w ill not attem pt to cr oss an escaped pit fighter , and m any tem ples offer aid to those that have suffer ed such as your self. You m ay not w ant their aid, but it your s for the asking.
d6
Bon d
1
I ow e my life to the per son that liber ated m e.
2
M y br other s that toiled alongside m e get my undying loyalty.
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 .
4
M y m aster one day fr ee m e w ithout explanation. I w ill never for get that.
5
I sw or e my devotion to the noble that saw my m aster br ought to justice.
6
The only thing of value is the heir loom my m other left m e, it never leaves my side.
d6
Fl aw
1
Any attem pt to hold m e dow n w ill be m et w ith for ce.
2
I am par anoid my for m er m aster is still after m e.
3
I hate the people of my m aster 's r ace.
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
Su ggest ed Ch ar act er i st i cs Slaves tend to be either w ithdr aw n or r esentful of their past. Per haps your m aster still lives and w ants you r etur ned. How you r espond is up to you. Do you fight or do you flee? Does the sight of other s in chains r aise your ir e?
70
Denial
NewFeats
Restr iction: Hin only Tapping into the m agic that is w oven into the ver y geogr aphy of the Five Shir es you can alter the flow of m agic thr ough sheer for ce of w ill. - As a r eaction you m ay attem pt to stop a m agic spell as it is being cast. This is tr eated exactly as the spell Counter spell, w ith W isdom being used for deter m ining the your equivalent spellcasting ability. W hether the Denial succeeds or fails, the you take 1d4 dam age fr om the feat. If you ar e disabled fr om this dam age, it has no effect on w hether the Denial succeeds or fails. Denial only w or ks inside the boundar ies of the Five Shir es. Once you have used the Denial, you cannot m ake another until you have com pleted a full r est.
Extr a Atunem ent Thr ough either ar cane tr aining or sheer for ce of w ill you have lear ned to attune m or e m agic item s to your self. This feat can be taken m ultiple tim es, and its effect is cum ulative. - You m ay attune an additional thr ee m agic tim es.
Knife Fighter You ar e deadly w ith sm aller w eapons. - W hen attacking w ith a club, dagger or sickle, if you r oll m axim um dam age on the die you m ay double the w eapon dam age. - You r oll an extr a die of dam age w hen you 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.
M aster Tr ader
You have the golden touch, all your endeavor s seem to tur n a pr ofit. You never have a pr oblem finding buyer s for your spoils and quickly lear n to spot a lie. You gain the follow ing benefits: - Incr ease your Intelligence or Char ism a by 1, to a m axim um of 20. - W hen r olling on the Running a Business or Selling a M agic Item char t in your dow n tim e, r oll tw ice and take the higher r esult. - You know the value of any non-m agic item w ithin 10% of its actual value. - Deception checks against you have disadvantage.
Str ong M an You have incr eased your physique thr ough a str enuous r egim en of exer cise, allow ing you per for m am azing feats of str ength. - Incr ease your Str ength by 1, to a m axim um of 20. - You can use your Str ength m odifier in place of the nor m al m odifier for Intim idate, Acr obatics or Per for m ance checks. - You can w ield a tw o handed w eapon w ith one hand, you suffer disadvantage on all attacks w ith it how ever. - You ar e tr eated as one size lar ger w hen calculating encum br ance. (If using the alter nate encum br ance m ethod instead incr ease the m ultiplier s to 10 and 15)
71
Immortalsand Priests 72
Im m or tals of M ystar a M ystar a does not have actual gods like other settings, cler ics vener ate the Im m or tals instead. Im m or tals w er e once gr eat adventur er s that have epic quests and petitioning to past Im m or tals tr anscended their m or tal for m to take their place for ever in the Outer Planes.
Each Im m or tal ser ves one of the five Spher es of Pow er , each Spher e r epr esents one of the 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 Im m or tals hold each other in balance, none m ay actively inter fer e w ith the w or ld w ithout r ebuke fr om other s. Instead the Im m or tals secr etly take m or tal guise to w alk the w or ld 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 pr im ar y r ole of the Im m or tals is to keep balance am ong the Spher es. Each Spher e m ust be kept in har m ony w ith the other s for the M ultiver se to continue. An im balance betw een the Spher es can have catastr ophic r esults. The Spher e of Entr opy stands apar t fr om the other s, tr ying to cause the end of the M ultiver se to they can r ecr eate the next w or ld in their im age.
The other pur pose for Im m or tals is to sponsor m or tals that w ish to join them . It is not a easy task, for m or e per ish than ever succeed. One cannot becom e an Im m or tal w ithout the help of a sponsor , and ther e is no guar antee a m or tal w ill ever gain a sponsor. Once a m or al has obtained a sponsor they m ust par take of a task to pr ove the m or tal is indeed w or thy.
The path of the Dynast is one of tim e. The her o m ust pr ove them selves w or thy by building a dynasty w or thy of an Im m or tal. This task r equir es the her o to establish a long lasting r ule by the her o and descendants. The her o m ust populate the r ealm w ith sufficient people and build a capitol for the new r ealm . 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 quest for an ar tifact to accom plish this, then they ar e w or thy of im m or tality.
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 Epic Her o m ust cr eate a gr eat w eapon, tr ain a w or thy successor and finally com plete an epic quest taking no less than five year s to accom plish.
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 r equir es at least one im possible com ponent. Once those ar e finished the Par agon m ust tr ain no few er than half a dozen appr entices and see them r ise in pow er. Finally the Par agon m ust challenge and defeat all w izar ds w ith 1,000 m iles befor e they ar e eligible.
The Polym ath dem ands its candidate par take a quest for an ar tifact that w ill for ce the her o to quest for it sever al tim es. Each tim e the her o attains the ar tifact the ar tifact r esets the her o back to 1st level of a differ ent class w ith no m em or ies of the past lives. The her o m ust then find the ar tifact again w ith a par ty w ith at least four differ ent classes, until the four th tim e w hen all m em or ies and levels ar e r etur ned. Then the candidate m ust build an m onum ent of their achievem ent. 73
Pr om inent Im m or tals AHAM ANNI TURTLERI DER Patroness of the Clan of the Turtle Ahm anni is a beautiful, tall and slim copper -skinned w om an, w ith long black hair gather ed in a plait and colour ful paints on her face. She usually car r ies a har poon and is dr essed in sim ple clothes of doeskin. Often appear ing near the sea, she is alw ays pr eceded by a bank of fog fr om w hich she em er ges standing on her feet in a canoe that m oves at her com m and. Ahm anni is as unpr edictable as the sea, changing by the m om ent fr om gentle to im petuous. She is extr em ely faithful to Atr uaghin and is also a r eliable ally of Hattani and M ahm atti, w hile pr ofoundly hating Danel and Atzanteotl, w ho thr ow constant attacks against her people (the only tr ibe to not live on the plateau of Atr uaghin), and any other Im m or tal patr ons of the hum anoids.
AL-KALI M The Peacemaker, Patron of Ylaruam, Holy Prophet of the Eternal Truth, Patron of Tactics and Warfare. Al-kalim ?s pr im ar y for m is of an elder ly hum an patr iar ch w ear ing poor cler ical r obes, w ith a fir m outlook, w ise and intelligent eyes, and a long w hite bear d. His second m anifestation for m is that of a youthful dashing deser t w ar r ior w ith a haw k?s nose and a w ell tr im m ed black bear d, r iding on a per fect Alasiyan stallion w ielding his scim itar. Al-Kalim is at the sam e tim e a m er ciless w ar r ior and a m er ciful sage, a possessed dr eam er and a r ealistic scholar. He is toler ant tow ar ds diver sity and for eign custom s, but he can pr ove stiff and unfor giving w hen it com es to the safety of his pr otégés and follow er s and w hen his teachings
ar e scor ned. His follow er s act m uch the sam e, w ith som e zealots r eaching peaks of blind intoler ance. He pr eaches unity am ong his faithful, the sanctity of life, and the pr otection of natur e (in par ticular of w ater as sour ce of life), all teachings that com e fr om an existence led in places w her e death and dr ought ar e hated life com panions. For this r eason all Alasiyans follow the Eter nal Tr uth. Al-Kalim is a loyal ally of Pr otius w ho sponsor ed his ascension, and he feels in debt 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 a lush gar den in his honour. He is in per petual conflict w ith Zugzul and Ranivor us, w ho br ought and still br ing chaos and destr uction am ong the Ylar i w ith their m achinations and the use of their follow er s (M agicians and Gnolls).
ALPHAKS Hui Da-Zhi, The Roaring Demon, Patron of Hatred, Lord of Oppression, Bane of Alphatia Alphaks is a 10' tall hor ned dem on w ith huge black bat w ings, holding a gr eatsw or d in his r ight hand and a bar bed w hip in his left. Alphaks is an intelligent and cultur ed cr eatur e but he is extr em ely egocentr ic and pr one to m aniacal fits of r age. He consider s him self a disciple of Thanatos, but he lacks his patr on's patience and cor r uptive char ism a, so he often tr ies to cor r upt m or tals using br ute for ce, violence and thr eat. W hen he becom es extr em ely fur ious, he expr esses his fr ustr ation w ith open acts of m ass destr uction and m assacr es. He is a m er ciless enemy of all Alphatian Im m or tals (Alphatia, Razud, Kor yis and Palar tar kan) and a bitter r ival of Or cus, w ith w hom he com petes for the cr ow n of Pr ince of Destr uction. He has no stable alliances (even Thanatos alienated him ), even if he som etim es 74
likes to cooper ate w ith Talitha to tor m ent and destr oy the Alphatians.
ALPHATI A Yao-Lan Zi, Patroness of Alphatia, Patroness of Arts, Lady of Harmony Alphatia is a beautiful copper -skinned Alphatian w om an clad in a sim ple w hite tunic, lacking jew eller y and shoes (em bodying sim ple Beauty). Alphatia is not inter ested in conquest or pow er (unlike the m ajor ity of the Alphatian nobles), but she is fascinated by beauty and ar ts, som ething she tr ies to pr eser ve w ith all her effor ts. She's a convinced pacifist, but she does not hesitate to use str ength to defend her follow er s and the Alphatian Em pir e. She is in favour of a defensive w ar but counter s any kind of im per ialism or w ar for conquest, since she is convinced that an expansionistic for eign policy distr acts the Alphatians fr om their tr ue goal: the study of m agic and ar t in all their for m s. She's a staunch ally of Razud, Kor yis, and Palar tar kan (the other good-aligned Alphatian im m or tals), and has befr iended both Guidar ezzo and Lor nasen (w ho shar e her love for har m ony, ar ts and beauty) and the Shaper 's pacifism . Her only enem ies ar e Alphaks and Talitha, the banes of the Alphatians.
ASTERI US Belnos, Hermod, Kudesha,The M erchant, M urtijai, Zephyr, Patron of Trade and M oney, Patron of Communication, Protector of M erchants and Thieves Aster ius appear s to be a stocky m iddle-aged m an w ith jet-black hair w ear ing an ancient r obe, spor ting a keen eyesight and an ever pr esent beguiling sm ile.
Aster ius is extr em ely fr iendly and char m ing at fir st sight, but he hides a danger ous side that he r ar ely show s. This helps him achieve his goals by taking his enem ies by sur pr ise. He consider s him self the univer sal patr on of thieves and m er chants because they ar e tw o sides of the sam e coin, even though he despises the evil ones w ho act m er ely for self gr atification or for envy (for this r eason he hates Talitha w ith passion). He is also associated w ith tr aveller s and those w ho br ing infor m ation, since know ledge is a pr iceless good on M ystar a. His m ost loyal ally is his old patr on, Kor otiku, and Aster ius can count also Ixion and Valer ias am ong his fr iends, since they shar e his centur ies old cr usade against their com m on enemy Thanatos.
ATRUAGHI N Quetzalcoatl, Father of the Atruaghin Clans, Patron of Good and W isdom, Saviour of the Azcans Atr uaghin usually appear s as a m iddle-aged copper -skinned hum an w ith w ise dar k eyes and a haw k's nose, w ear ing a w ar bonnet ador ned w ith colour ful plum es on his head. He alter natively takes on the for m of a 7 feet tall w ell-m uscled w ar r ior sur r ounded by flam es. Despite all battles and w ar s he fought, Atr uaghin has alw ays been char acter ised by his m eekness, m er cy and patience. In fact, after decades spent w ander ing ar ound the w or ld, he cam e to under stand that tr ue str ength com es fr om know ledge and deter m ination. He pr efer s dialogue as a w ay to solve any m atter , even though he under stands that som etim es br ute for ce is the only thing that som e people listen to. He r efuses to use deceit or lies to r each his goals, and has alw ays been a shining exam ple of 75
r espect for law and justice. This is the r eason he has gather ed so m any follow er s and allies all ar ound the w or ld.
ATZANTEOTL Ivaldi, M enlil, Skorpios. Patron of Corruption and Treachery Atzanteotl?s fir st for m is that of a char m ing elven adventur er w ith a shady outlook (pale com plexion and sly sm ile) w ear ing black clothes. His second m anifestation for m is that of a jet-black feather ed viper w ith an elf 's face and tw o ar m s concealed under the w ings. Atzanteotl is fascinated by the pr ocess of cor r uption and he especially loves to see how any kind-hear ted per son can fall into the 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
insepar able allies, together w ith his pr otégé, Finidel. He str ongly opposes the im m or tal patr ons of goblins and or cs, r em em ber ing the suffer ing that the hin endur ed at the hands of these hum anoids befor e his r ise to pow er.
CHARDASTES Patron of Medicine and Healing Char dastes appear s to be a tall m an of a noble postur e, high cheekbones, deep black eyes, a r eceding chin, and a snub nose. He is alw ays clean shaven, w ear ing a long w hite linen r obe of Nithian taste and holding a sm all silver bell in his left hand. Char dastes is pr incipled, patient, and com pletely obsessed w ith pr otecting life, w hich he holds as the gr eatest myster y of univer se. For this r eason he hates death and destr uction w ith passion, m aking undeath the outm ost for m of aber r ation to his eyes (and those of his follow er s). He teaches his follow er s to pr otect life at all costs and to r espect the natur al life-cycle. He encour ages them to study the secr ets of the hum an body and soul to better under stand their natur e and cur e them .
COBERHAM SHADOWGLI NT Patron of Hin, Protector of the Five Shires, First M aster Cober ham appear s as a m iddle sized hin clad all in black, w ith an aur a of blackflam es constantly flicker ing ar ound him , w hich obscur es his featur es. His only unm istakable featur e of his visage is his silver -spar kling eyes and his m agnetic gaze. Cober ham is as w ise as he is silent. He loves to ponder the deep issues of the M ultiver se and to study all unique and innovative for m s of m agic. He has never stopped exam ining 76
the Blackflam e and lear ning about its or igins and pow er s, inviting all his follow er s to handle these myster ies w ith car e and secr ecy. He's a loyal fr iend of Br indor hin, w ho shar ed w ith him the epic deeds of the Tim e of Her oes, and finds Nob Nar and Raven the per fect em bodim ent of the typical m er r y and easygoing hin. He has a deep r espect for Ixion and Noum ena, although he cannot r eally count them am ong his allies. His only enem ies ar e the im m or tal patr ons of or cs and goblins.
CRETI A Patron of Jokes, Lord of Trouble and Chaos, Patron of War, The Troublestarter Cr etia is a hum an w ith sallow skin, alw ays intent to get about and to sm ile, w ith dar ting black eyes and often exagger ated and far cical m ovem ent; he is m uch attached to his clothes m ade up fr om a patchw or k of m any styles, m ater ials and colour s, and a r apier at his belt. Now Cr etia is totally dedicated to the philosophy of Chaos, w hich for him 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 the Ethengar ians. Ever y now and then, he w ill place pr oblem s and obstacles in their r oad. This is to spur them on in such a w ay that it incr eases their diver sity and allow s them to r em ain active and pr osper ous. He is w or shipped by the Ethengar ians as the br inger of chaos and jokes, and is fur ther the patr on of w ar intended as an instr um ent of lasting change. Today he is tr ying to expand his philosophy into the lands of the Nor th, w her e he has clashed w ith the absolute or der im posed by Vanya and For setta.
DANEL TI GERSTRI PES
Patron of the Clan of the Tiger Danel is a slim hum an w ith obvious m usculatur e, quick speed, and gr aceful m ovem ents like those of a panther. He has slit eyes like those of a cat (ver tical pupils and gold-str eaked ir ises); his body is cover ed by long healed scar s sim ilar to the str ipes of a tiger. He w ear s a sim ple, shor t, sleeveless tunic and a shor t sw or d at his belt. The hate and r ancour that Atzanteotl has m ade gr ow w ithin him have er ased any scr uples or sense of com passion that once lived in Danel. He is now becom ing a cr uel and sadistic Im m or tal, w ho doesn?t lose any oppor tunity to induce suffer ing on m or tals for r evenge over the fate he has endur ed.
DI ULANNA Arduinna, Patroness of W ill and Courage, Patroness of Hunting Diulanna is a young w om an w ith a ser ious, alm ost sever e expr ession, w ith clear skin and long fier y r ed hair , dr essed in a shor t hide tunic, a loincloth, a pair of ankle boots of leather and a hair band m ade fr om a lion?s pelt, w ielding a shor t stone-tipped spear (a typical Thyatian look) Diulanna is the patr oness of w ill, cour age, fr eedom of action and thought, especially am ong m inor ities, in par ticular w or king against the oppr essive m achinations of Rathanos. Diulanna is a w ild and fr ee spir it, and asks gr eat deter m ination and sacr ifice of her follow er s since she never subm itted to the injustices and w ill of despots. Diulanna also gr eatly loves the hunt, of w hich she is the r itualistic patr oness for var ious cultur es. Her m ost faithful allies ar e Tar astia and Patur a, as they adm ir e her deter m ination and have a com m on hatr ed for Rathanos, and his m entor Kor otiku. She despises Rathanos and ever y 77
Im m or tal that thr eatens the cultur es she pr otects.
EI RYNDUL Eyris, Shaibuth, the Adventurer, Patron of Cleverness, Patron of Shiye-Lawr, Patron of Adventure Eir yndul is a tall elf w ith long silver hair and
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 fr olicking sylvan beings. Eir yndul likes to taunt the other Im m or tals w ith pr anks and tr icks car efully planned to em bar r ass them w ithout hur ting them . He indulges in these jokes tar geting especially M ealiden and Ilsundal. He is also fam ous for his r om antic escapades both w ith m or tals and im m or tals. For this sam e r eason he has a heated r ivalr y against Valer ias, guilty of r efusing m or e than one of his advances and r idiculing him in fr ont of the other im m or tals. To avenge him self he sponsor ed Kythr ia, a young im m or tal so sim ilar to Valer ias in m any w ays and a for m er cler ic of the goddess of love, w hom the goddess had r epudiated out of jealousy. He is also in com petition w ith Har r ow , a young im m or tal of the Nightm ar e Dim ension w ho hinder ed his plans too m any tim es and is now thr eatening his author ity on the Daendur elves. Har r ow is also an ally of Loki in Hule, and Eir yndul consider s this the w or st of his sins, since Loki r epr esents the negative face of Eir yndul: an im m or tal that uses clever ness and deceit to br ing destr uction.
FORSETTA Porewit, Patron of Law and Justice, Patron of Loyalty, Patron of Vestland For setta is a tall blonde Nor se m an w ith a noble and calm attitude, w ear ing a w hite plate m ail and holding a polished r ound
shield w ith his left ar m and a golden sceptr e w ith four lar ge r ubies (sym bol of the Law ) in his r ight hand. For setta is an honest and peaceable im m or tal, w ho pur sues his goals of Or der and Justice w ith near obsessive str ength. He thinks that Law s and Codes of conduct ar e the only w ay to give or der to the w or ld and the only things that can br ing har m ony to m or tals, w hich in tur n can lead them to social pr ogr ess. For setta does not appr ove the chaotic teachings of Cr etia, and he ar gued a lot w ith him in the past, although he does not consider him a tr ue enemy like Loki, Hel, and Vanya.
FREY Brian, Fredar, Jarilo, Patron of Friendship and Fertility, Odin's Tactician Fr ey is a tall blond Antalian w ith a char m ing outlook and a lithe figur e (he fights m or e w ith clever ness than w ith r aw for ce). He's dr essed in typical nor thm an's clothes (chain m ail, longsw or d at his side, hor ned helm and a pelt cloak). Fr ey is alw ays accom panied by his golden m agical boar , Gullinbur sti, w hich he r ides w hen char ging into battle, and he ow ns Skipbladnir , a m agical ship that can be folded to becom e so tiny that it fits in his pockets. After his ascension, Fr edar becam e know n am ong the nor thm en as Fr ey, pr otector of the Antalian blood. He also took the Kogolor dw ar ves (w hom he had m et in his m or tal life) under his pr otection after Kagyar dum ped them in the Hollow Wor ld, as w ell as the Icevale Elves. He is cur r ently Odin's tr usted advisor and has m any follow er s am ong the nor thm en as patr on of br aver y in battle, tactics, loyalty, and fr iendship. Given the legends of his r om antic pr ow ess, he is also know n as god of vir ility and fer tility, and his 78
cult is often associated w ith the cycle of seasons and agr icultur e in gener al. Fr ey is par ticular ly liked by the low er classes because he advocates avoiding fighting w henever possible (contr ar y to the com m on w ar like m entality of the nor thm en), and if a fight is unavoidable, it is better to use w isdom , cunning, and boldness than r aw for ce to pr evail.
FREYA Brianna, Fredara, Lada, Patroness of Love and Beauty, Patroness of Family and Fertility, M istress of Seidh, Keeper of Souls Fr eya is a tall blonde Antalian w om an of unsur passed beauty, w ith a slender but cur vaceous body, clad in typical Nor se clothes (chain m ail, shor t sw or d and sickle at her belt, lam bskin cloak on her shoulder s). Fr eya is never seen w ithout her beloved m agical necklace, Br isingam en, an ar tifact cr afted for her by the finest dw ar ven ar tisans, and she loves to com b her hair into tw o long br aids decor ated w ith jew els. After her ascension Fr edar a becam e know n am ong the nor thm en as Fr eya. She also took the Icevale elves and the Kogolor dw ar ves (w hom she had helped dur ing her m or tal life) under her pr otection. Fr eyja likes to be sur r ounded by beautiful things and to show her ow n beauty w ithout hidden goals. She is not a m anipulator , but r ather she enjoys her sensuality and has a ver y open and passionate char acter. Fr eya has deep feelings for her br other Fr ey and her patr on Odin, w hom she consider s as her father. She has a str ong follow ing am ong the nor thm en as patr oness of w ar r ior w om en, fer tility, beauty, love and sexuality, and Seidh (pr ophecy).
GARAL GLI TTERLODE 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 w ith a long thin nose, hair y sidebur ns and eyebr ow s, unkem pt hair and keen eyes, w ith a m er r y attitude, alw ays w ear ing colour ful but a bit dir ty clothes and car r ying a toolkit. Gar al is an industr ious per son and is alw ays doing som ething, usually per for m ing sever al differ ent tasks at the sam e tim e to avoid w asting tim e. He is extr em ely pr ecise as w ell as ingenious and has been blessed w ith a cr eative spir it not com m on even am ong im m or tals. He hates both Kur tulm ak (r esponsible for destr oying the gnom ish r ealm of Falun in the Soder fjor d r egion) and Ranivor us (w hich r epr esents the r esult of an aber r ant cr ossbr eed betw een gnom es and tr olls). His only fr iend and ally is his for m er patr on Kagyar , w hom he still r egar ds as a m aster cr aftsm an to be pr aised and im itated. In the past he has also cooper ated w ith Wayland and Ilm ar inen (tw o pioneer s in the field of inventions like him ) and w ith Fr ey and Fr eya (to pr otect the Kogolor s).
HALAV Redhair, Svetovid, Vidar, Patron of Warfare, Patron of Weaponsmiths, Patron of Traladara, Patron of Kendach, Protector of M ilenia, Bane of the Humanoids Halav is a w ell-m uscled r ed-hair ed hum an w ar r ior w ith a golden cr ow n, w ear ing a br onze cuir ass and w ielding a shor tsw or d. Halav is a fier ce enemy of all im m or tal patr ons of hum anoids, w ith the exception of Kar aash, w hom he r espects gr eatly for his tactical skills and honour on the battlefield. He also despises Vanya for the hatr ed she show s tow ar ds his pr otégés (the M ilenians), and tr ies to hinder her plans w henever they thr eaten the M ilenians or the Tr aldar s. 79
HATTANI STONECLAW Patron of the Clan of the Bear Hattani is a tall and im posing, cooper -skinned hum an w ith a w ell defined body in per fect condition, w ith a w ise-looking face and squar e featur es m ar ked by w ar paint and long black hair gather ed into a ponytail. He w ear s at his neck a talism an w ith the claw s of a bear hanging fr om a str ip of leather and alw ays hefting a w ar ham m er w ith a stone head decor ated w ith eagle feather s, w hile his only other clothes ar e his deer skin tr ouser s and boots. Hattani is sim ilar to Atr uaghin, ver y r eflective and just, but ver y quick to act and m or e exper t in the tactics of w ar than his patr on, w ho he ser ves w ith unw aver ing devotion. He feels m or e pity than anger for Danel, r ecalling that once he w as a just and capable leader , and concentr ates all his r ancour against Atzanteotl.
HEL Erel, Kala, Nyt,Hiisi, M arzanna, Patroness of Reincarnation, Keeper of the Netherworld, Queen of Ice and Shadow Hel appear s as an extr em ely pale w om an w ith a split face. One half is totally featur eless, w hile the other half is br eathtakingly beautiful. She is clad in jet-black sim ple clothes. Hel has plots going on all over the M ultiver se, and she's gr eatly fear ed by m or tals w ho know her. Together w ith Thanatos, she's the m ost pow er ful im m or tal of the Spher e of Entr opy, and they com pete fier cely for dom ination. She is fascinated by the cycle of life and death, by the juxtaposition of Good and Evil. She does not believe that death shall pr evail
in the end, as Thanatos hopes, but r ather she believes in the cosm ic or der w hich gives Law and Chaos their place and tim e in the cycle of things. She know s that Law 's pr edom inance over the univer se is near ing its end, and that it's just a m atter of tim e befor e she achieves her final goal and br ings Ragnar ok to the M ultiver se. After that, Entr opy w ill r ule and she'll be the sole Queen of the univer se. For this r eason it is of par am ount im por tance that she r eincar nates evil beings into new bor n cr eatur es, incr easing the chaos factor in the cosm os and acceler ate Ragnar ok . Hel is par ticular ly obsessed w ith shadow s and cold ener gies, w hich she feels closely r esem ble her ow n soul. For this r eason she has m or e follow er s in ar eas w her e cold and dar kness abound. Hel's only ally is Loki, even if their cooper ation is not constant. She is Odin's sw or n enemy, and opposes the w hole pantheon of the Aesir. She agr ees w ith Odin's visions about the com ing of the Ragnar ok, but she does not intend to play along w ith the r ole that Odin's pr ophecy assigned her (she w ill be killed by one of Odin's sons). Instead, she is tr ying to elim inate m ost of the Aesir befor e the Ragnar ok com es, in or der to gain the upper hand.
I LSUNDAL THE W I SE Ayodhya, Dain, Tiuz, the Guide, Laksman, Sita, Tapio, Patron of Elves Ilsundal is an elder ly elf w ith a w ise gaze, w hose hair colour and gar m ents change accor ding to the fashion of the elves he appear s to (he r epr esents them all after all). Ilsundal is a patient and thoughtful im m or tal blessed w ith gr eat sensitivity and w isdom . All the centur ies spent as elf fir st and im m or tal after w ar ds only incr eased his quiet char acter 80
and his slow and studied habits. Now he show s the m ost ser aphic calm even in the m iddle of the m ost fur ious of battles. He alw ays w atches over his follow er s and assur es that the elves still hold to the ancient sylvan w ays and don't abuse of the know ledge and ar cane ar ts they m aster. Ilsundal's m ost tr usted fr iend and ally is M ealiden, the fir st king of Alfheim w ho alw ays guar ds his patr on. Ilsundal is also a good ally of Calitha and Or dana, w ho shar e his love for natur e and the elven r ace. He loathes Atzanteotl and Idr is, tw o im m or tals bent on destr oying and cor r upting the elven r ace, and m ust alw ays be on w atch against the evil schem es of these Entr opic im m or tals.
I XI ON Ayazi/Himayeti/Aksyri, Dazbog, Horon, Idu, Orisis, Otzitiotl, Pyrak, Pyro, Solarios, Father Sun, Tabak, Tubak the Lawgiver, Tyr, Warruntam, Xi-Yang, Lord of Light and Energy Ixion appear s as a m ale w hose r ace changes depending on those w ho obser ve him . No m atter w hich r ace he belongs to, how ever , he has alw ays a long m ane of shining golden hair , flam ing eyelids and his skin tone has a golden hue. He w ear s a golden silk r obe and car r ies a flam ing sw or d at his belt, and alw ays m oves ar ound on a giant flying flam ing w heel. Ixion is the em bodim ent of the sun in all its glor y, and he has been w or shipped by m or tals since the beginning of tim e as patr on of light, life, and the natur al or der of the univer se opposed to chaos and death. As Tubak the Law giver , he is r ever ed for his ability to r ule w ith the w isdom of com m on sense r ather than thr ough ir on law s. Ixion pr om otes know ledge as a m eans to r each salvation: the w ise m en ar e those w ho leave the dar kness of ignor ance to gaze upon the
light of know ledge (another aspect of his r ole as "light-bear er "). He str ives for the victor y of the positive spher es (led by Ener gy) over the negative influence of Entr opy. He does not like str ict codes or law s, so the only r ules he pr eaches to his faithful ar e to oppose Entr opy and its follow er s, to m aintain peace thr ough ever y m eans (even w ith w ar ), and to alw ays pay him due w or ship. Ixion em bodies per fectly the spher e of Ener gy: full passion and vigour , ir onic, hot-tem per ed and alw ays in m otion, but also contem plative, thoughtful, w ise, and lenient. His m ost tr usted allies ar e Valer ias (his eter nal soul-m ate, despite all the quar r els that m ar k their r elationship), Aster ius (the m ost clever and m er ciless enemy of Entr opy), and Ka (w ho shar es Ixion's goal of pr otecting univer sal balance and the Hollow Wor ld). His m ost hated enem ies on the other hand ar e the m ost pow er ful and r uthless am ong the Entr opics, w hich is to say Thanatos, Hel, and Atzanteotl.
KAGYAR THE ARTI SAN Belsamas, Ka? Gar, M odsognir, Nin? Agar, Flasheyes, Pater, Ptahr, Patron of Dwarves, Patron of Craftsmen, Protector of M iners Kagyar is a sinew y hum an of aver age statur e, w ith a shor t, black, vainly w ell kept chin bear d, gr eying black hair , sm all hollow eyes that bur n w ith the flam e of cr eativity, dr essed in a sim ple tunic of w hite linen, w ith a tur ban on his head (or the dr aw n hood), a m edallion at his neck that holds his sym bol and w ith a ham m er and a chisel at his belt. Kagyar is the patr on of cr aftsm en and the dw ar ven r ace, and has little inter est in anything else. He can gr ant gr eat inspir ation to any individual w ho dem onstr ates an innate talent for ar ts and cr afts, but tends to becom e distant and disinter ested in anything else, 81
even if he is infur iated w hen assisting in the destr uction of gr eat natur al or ar tificial w or ks. His only tr ue ally is Gar al, w ho he consider s a br other for their sim ilar ities. He occasionally collabor ates w ith Ka, Wayland, and Polunius on am bitious pr ojects that affect the Spher e of M atter or ar t in gener al, but hasn?t for m ed w ith them a bond that w ould define them as fr iends or faithful allies. Kagyar has no par ticular enem ies, save for any Entr opics sw or n to destr uction and to the hum anoids (Or cus and Jam m udar u) that have often inter fer ed w ith his plans.
KHORONUS Fu Shi Liu, Naabu, Father Time, Keeper of the Gates of Time, Patron of History and Philosophy Khor onus is a tall hum an of a solem n attitude, so old he appear s ageless yet w ithout being elder ly or hunchbacked, w ith long w hite hair and an equally long w hite bear d, dr essed in a r egal though sim ple tunic. In the cour se of m illennia Khor onus has alw ays tr ied to spur on the m or tals, especially gover nm ent leader s, to car efully consider their ow n r esponsibility to use w isdom and far sightedness in their decisions. He favour s the bir th of differ ent philosophic academ ies in w hich peacefully ar gue of politics and good gover nm ent. He alw ays car efully ponder s any pr oblem befor e taking a decision, a fact w hich often exasper ates his equals, those w ho instead w ant quicker and r esolute decisions. M or eover , he exhor ts the faithful, and their allies, to patient dialogue befor e acting, in the conviction that it is easier and m or e useful to r esolve the pr oblem s w ith dialectics r ather than w ith the br each of tr ust. He is univer sally r ecognised as the patr on of w isdom and the myster ies of Tim e, of w hich
he becam e the supr em e hier ar ch after num er ous centur ies of slow and constant gr ow th. He becam e the faithful com panion of Djaea after her ascension, shar ing her inter ests and r eflective natur e. At the m om ent he is par ticular ly car eful in m onitor ing the flow of tim e in or der to pr event cr eation of destabilising par adoxes in the Pr im e Plane. M or eover , he is the m ost inter ested am ong the Im m or tals at r esear ching the tr uth about the existence of the Old Ones, as w ell as discover ing the hidden myster y that is behind the disappear ance of the pr evious gener ation of Im m or tals. He is pr eoccupied by the fact that any catastr ophic event that had br ought about their disappear ance could happen again in the futur e.
KOROTI KU Guan Zi? You, The Shapechanger, Saimpt Renard, The Supreme Spider, Yehm, The Cheat, Patron of the Pear Islands and the Tanagoro, Patron of Spiders A lar ge black spider com ically plum p w ith the sm iling face of a hum an w ith negr o tr aits. The second for m is that of a tall Tanagor o, stately and elegant, dr essed in the r oyal dr ess typical of the Tanagor o (the fur of a lion or tiger ) and the usual scor nful gr in that he never loses. Kor otiku is patr on of the non-evil ar achnids (in contr ast w ith Ar achne Pr im e), guile and jokes that induce r eflection, and for this hates Loki, w ho instead cr eates destr uctive and evil jokes sole to induce pain and chaos, and is a heated r ival of M asauw u and Har r ow (once his pupil and now ally of Loki), m aster s of those illusions that he seeks to sm ash. His shr ew d and extr em ely bur lesque char acter m akes him a tr ue and pr oper volcano of ideas and r esour ces. His objective 82
to dr ive other s to use their intellect to sur vive and pr osper , to discr edit clichés and dem olish the illusions, and to r econsider the values of the society in w hich they live and to never do the pr edictable. They should accom plish these things by any m eans (the m or e am using and em bar r assing, the better ). Even if at fir st sight it seem s that his behaviour is ir r ational and w ithout aim , in r eality Kor otiku alw ays has a ver y pr ecise plan in m ind, and any of his actions ar e dir ected to stim ulate thinking in m or tals and in his Im m or tal equals (even if m ost of them ar e not able to pr ofit fr om the ingenuity of their str atagem s). His cult finds pr oselytes especially am ong shr ew d adventur er s, m or e astute thieves, and r eckless and independent cor sair s.
KORYI S Patron of Peace and Prosperity, Patron of Ochalea Kor yis is a pur e Alphatian of gaunt physique, w ith a pallid com plexion and hollow cheeks, w ear ing a sim ple tunic and an air of deter m ination and suffer ing. Kor yis is the typical pacifist, faithful to the or der that r ejects any cutting instr um ent and to a cr eed that says that it is possible to r esolve all pr oblem s and disagr eem ent w ith dialogue. For this he is not gr eatly follow ed by the ar dent and chaotic Alphatians, and is 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. Loki is a m aster of deceit and tr eacher y. His goal is to set his enem ies?against each other to pr ovoke destr uction and suffer ing, and he often succeeds in his attem pt thanks to his gr eat m anipulation skills. He especially likes to pr etend to be r eady for r edem ption, lur ing good-w illed im m or tals to befr iend him and fight for his cause, and then he betr ays their tr ust in the m ost cr itical m om ents. Loki does not actively seek new follow er s as m any other Im m or tals do, since he is par ticular ly insensitive to the pr ayer s of his w or shipper s, as he believes that all people w ill follow his w ay eventually. In fact, he believes that all m or tals have a natur al tendency tow ar ds evil and selfishness, and the m ost evident pr oof of this is that the w or ld is so r ipe w ith tr eacher y and deceit that causes the m or tals?constant dow nfall. So he sim ply teaches his follow er s to incr ease entr opy in the w or ld and act for their ow n gain at the sam e tim e, and this can only be done by becom ing m aster m anipulator s in or der to avoid being deceived fir st. Loki is constantly w eaving his plots and deceits against Im m or tals and m or tals alike, par ticular ly as patr on of Hule. Over the centur ies, he has becom e an enemy of Odin (because of his alliance w ith Hel), Thor (w ho he opposed dur ing his m or tal life and r ise to im m or tality), Fr ey and Fr eyja (w hose goodness and loyalty he finds nauseous), Eir yndul and Kor otiku (w ho despise him for using cunning and deceit for destr uctive pur poses). He also likes to tor m ent and 83
r idicule Stodos, Lor d of Ice and another ally of Hel, but she does not consider this r ivalr y a tr ue enm ity and leaves them to bicker like sm all childr en.
M EALI DEN STARWATCHER The Guardian, M ilan, The Red Arrow, Patron of Alfheim, Caretaker of the Elves, Patron of Explorers and Adventurers M ealiden appear s as a young w ar r ior elf w ith a dar ing sm ile. He is clad in pr actical hunting clothes of sylvan hues. He alw ays car r ies a longbow on his back and has m any spar ks hover ing ar ound his head, the speed of w hich indicate his m ood ? they m ove slow ly w hen he is calm and quickly w hen he?s agitated M ealiden is Ilsundal?s chief ally and bodyguar d, the ever -w atchful car etaker of the Alfheim er s and of all those elves w ho w or ship him . Since he took on the r esponsibility of pr otecting and saving his kinsm en little r em ains of the br isk and m ocking char acter he had dur ing his youth. He is a ser ious and str ong-w illed Im m or tal now , but he has not lost his love for adventur e and epic challenges, and he show s a pr efer ence for bold and light-spir ited adventur er s. He is utter ly loyal to Ilsundal?s cause and occasionally cooper ates w ith Zir chev, as both shar e a love for the w oods and w oodland cr eatur es. He hates Atzanteotl, the nem esis of all sur face elves, and fights all Ilsundal?s enem ies.
M I NROTH Patron of M inrothad, Patron of Hope and Prosperity M inr oth is a 30 year old athletic hum an w ith black bear d & m oustache, shor t jet-black hair tied w ith a leather cir clet, a typical Nithian nose, tanned skin, spar kling eyes full of hope, w ear ing sailor 's clothes and a br onze cuir ass
w ith a silver ed m ace tied at his belt. M inr oth is a w ise and good w illed Im m or tal, w ho occasionally sends his follow er s om ens to inspir e them to peaceful cooper ation. He pr efer s to w atch over their lives w ithout inter fer ing and teach them that the best w ay to happiness is thr ough self-esteem , dedication to one?s w or k, and hope. Hope is the centr al point of M inr othism : the faithful m ust hope for a better futur e cr eated by the chosen of M inr oth, a life w her e only those w ho w or k w ith honesty and passion can becom e w ealthy and attain tr ue happiness.
NOB NAR Patron of Halflings, Protector of the Five Shires, Patron of Adventurers and Audacity Nob Nar appear s as a young halfling in the pr im e of his life. He is little m or e than a m etr e tall but has a lean and stately physique w ith sun-tanned skin. His long, black hair is gather ed at the nape of his neck . His astute, unintim idating eyes and a cynical and der isive sm ile on his face pr oclaim his tr oubadour spir it and his big m outh. He w ear s sim ple tr aveller s clothing, and at his side w ear s his faithful Zanna (a m agic r apier der ived fr om the tooth of a dr agon). Nob Nar has never lost his vocation for enter taining and im possible adventur e, and he w atches w ith favour all those individuals that r isk their lives to follow dr eam s of glor y and for the good of the next. He is a faithful ally of Br indor hin and Cober ham , w ith w ho he is busy w atching over the w elfar e of the hin of the Five Shir es. He has never stopped adm ir ing and helping his patr on, Sinbad, w ho is ever ything Nob Nar aspir es to be. Since becom ing im m or tal, he has developed a str ong attr action for Ar nelee, a w om an given of gr eat cour age and astuteness and w ho shar es his passion for adventur e. 84
ODI N
ORDANA
Wotan, Viuden, Taranos, Zephyr, Amon, He W ho Watches, Grammaton, Jumal, Oloron, Father Sky, Perun, Patron of the Northlands, Patron of Fair Rulership and Nobility, Lord of Sky and W inds
M other Forest, Thendara, Breig, Tawnia, Uì, Patroness of Sylvan Races, M other of the Elves
Odin appear s to be an elder ly bear ded m an w ear ing an eyepatch over his left eye, w ith br oad shoulder s but an ar ched back, clad in gr ey dusty clothes, w ith an old hat and cloak, holding a long spear w hile w alking w ith a staff. His tw o r avens, Hugin and M unin, alw ays follow him and he often appear s r iding his mythical eight-legged flying hor se, Sleipnir. Odin teaches his follow er s to use their w its and intelligence in life, seek know ledge and w isdom thr ough exper ience, and to keep in touch w ith the w or ld ar ound them . He ur ges his follow er s to becom e w ise and fair leader s, follow the exam ple of vir tue and justice of the m or e enlightened r uler s, savour the joys of life and lear n fr om their m istakes instead of living as her m its. He sur r ounds him self w ith a gr oup of im m or tals he has sponsor ed or helped dur ing their quests for im m or tality, the so-called Aesir and Ásynjur , w ho m ake up m ost of the nor thm en?s pantheon. He?s also allied w ith another gr oup of Im m or tals w ho ar e know n as the Vanir by the follow er s of the Antalian Cult. His tw o enem ies ar e Hel and Loki. Hel is his opposite, w ho r eincar nates souls of evildoer s to spr ead chaos and evil in the w or ld as m uch as he r eincar nates the good souls to r ally m or e cham pions. Loki is one of the Aesir , but he?s doom ed to betr ay ever yone m uch like he did w ith his for m er patr on Rathanos. Despite know ing and for etelling this, Odin insists in keeping him am ong his ?childr en?, and close by w her e he can keep an eye on him .
Or dana m anifests her self in var ious for m s, accor ding to the cultur es she is r ever ed by. -
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M other For est / Uì : An im posing and ver dant oak tr eant. Thendar a / Taw nia : A beautiful elven m aiden w ith long flow ing hair and em er ald gr een skin clad w ith w oodsm an clothes. Or dana / Br eig: A char m ing dr yad w ith em er ald gr een hair and eyes, clad in a sim ple thin tunic m ade w ith the leaves of differ ent tr ees.
Or dana is a for ce of natur e, and she em bodies the m ajesty and tim eless str ength of for ests and w oodland r aces. For this r eason, she view s her self as pr otector of all the r aces that dw ell in, r espect, and love the for est. On the other hand, she passionately opposes all those civilizations that destr oy w oodland ar eas or m indlessly use fir e (thus, she consider s Rathanos and Zugzul her enem ies). Despite losing m any follow er s to the elven im m or tals, she consider s Ilsundal, Lor nasen and Calitha loyal allies, and she know s she can alw ays count on the Kor r igans? pr otection, on Zir chev?s aid, and on Ka?s w isdom .
PETRA Warden of Traladara, Patroness of Defenders, Patroness of Besieged Cities Petr a is a petite w om an w ith a light com plexion and shor t dar k hair w ho spor ts a deter m ined and sever e countenance. She w ear s an ancient br onze cuir ass of Tr aldar or 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 hand. 85
Petr a is a ver y pr actical im m or tal w ho doesn?t like nonsense and tr ivialities. She does not feel pity for those w ho do not have the cour age to challenge fate and adver sity and pr efer instead to cr y and m our n. She pr efer s those char acter s that go on despite the har dships and never fear to face the im possible. Petr a is the patr oness of m any w ar r ior cler ics, of those w ho defend besieged settlem ents, and of Tr aldar s and M ilenians (and their descendants) all ar ound the w or ld. She is often in open disagr eem ent w ith Vanya because of Vanya?s disposition for conquer ing anything (including Kar am eikos), and because Vanya is sw or n enemy of the M ilenians. She also despises Leptar (aka Hir cism us) w ho played a lar ge par t in the collapse of the last Tr aldar cities.
PROTI US Ahti, M anadyn, M anwara, Nithys, Father Ocean, The Spuming Nooga, Old M an of the Sea, Sovereign of the Oceans and Water, Patron of Sailors, Protector of M arine Fauna The r ace of Pr otius?s m anifestation for m var ies based on each type of follow er that w or ships him , but all (hum an, tr iton, m er r ow , etc.) shar e cer tain char acter istics. He alw ays appear s w ith the tr aits of a m ale individual of advanced age, w ith a bear d, m oustache, and hair of gr eenish algae, w ith a nude body or enveloped by algae that constantly dr ips salt w ater , and a tr ident held in his fist. His face is m er cur ial: at one tim e, he is calm and ser aphic, then suddenly he is happy, only to get angr y the next m om ent, passing to alter nate stages of r eflection or deter m ined by his fixed expr ession. His other m anifestation for m s ar e a gr eat dolphin of r em ar kable intelligence and gigantic w hale. For m illions of year s Pr otius has em bodied the sea in all its aspects: beauty, abundance,
unpr edictability, danger , vastness, r iches, and myster y. Dur ing the evolution of the species, he has alw ays pr esided and w atched over the oceans; causing stor m s and calm ing the oceans at his w ill in or der to m ake m or tals under stand just one thing: that he is the unchallenged lor d of M ystar an w ater s, w hich effectively is the only thing that m atter s to him . Pr otius is a loner and doesn?t par ticular ly love the hum an or hum anoid r aces; not that he detests them : he sim ply has no inter est in their fate. Usually he r eceives the pr ayer s of sailor s and fisher m en, and he either listens to or ignor es them depending on his w him s. W hat he tr uly values and is only inter ested in ar e the subaquatic r aces, anim als (including those intelligent ones) and plants. Even so, he can be per suaded to help a land-based hum an or dem ihum an if it has per for m ed par ticular ly gener ous acts tow ar ds the sea and the m ar ine beings that Pr otius pr otects.
RAD Etienne d?Ambreville, Patron of Glantri, Patron of M agic, Lord of Radiance Rad appear s to be an elder ly m an w ith a long w hite bear d, a gr uff outlook, but w ith keen and pier cing eyes, w ear ing a long r obe em br oider ed w ith myster ious r unes and m agical sym bols. Rad is br illiant, unpr edictable, lonely, and ter r ibly stubbor n. W hile he im per sonates Etienne, he pr etends to be absent-m inded and gr uff, in or der to m ake other s believe he is senile, w hile his m ind is as keen as ever. Rad enjoys teasing all those people he consider s too pr oud or stiff-necked by using his typical Aver oignese ir ony. In par ticular , he ir r itates Ixion ever y tim e he can, since he has never acknow ledged his leader ship in his Spher e. This ir r ever ence for the im m or tal hier ar chy 86
obviously br ings him the sym pathy as w ell as the hatr ed of m any fellow im m or tals. Rad?s ir r ever ent char acter is often the point of m any debates w ithin the Spher e of Ener gy, w her e m any hot-headed im m or tals w ho w ant to shake the hier ar chy and over thr ow the r eigning im m or tals follow his exam ple. Despite his stubbor nness and his boldness, Rad is too kind-hear ted to take his enem ies ser iously.
RAFI EL Patron of the Shadowelves, Patron of Science Rafiel is a m iddle-aged hum an w ith m eek outlook but a pier cing and cunning gaze. He w ear s a w hite tunic (a scientist?s apr on) and a pair of spectacles. Rafiel is a calm , w ise, and good w illed Im m or tal. It w as because of his extr em e hum anity and sense of duty that he helped the Shadow elves sur vive their affliction and that he becam e so attached to them . The 14 Ver ses he gave them as his com m itm ents m ay seem har sh at tim es, but they have helped pr otect the Shadow elves and allow ed them to thr ive over the centur ies. His follow er s have how ever alw ays consider ed him ster n and sever e because of these r eligious tr aditions (such as the habit of abandoning the m alfor m ed babies in the upper tunnels and chase off the elder ly elves), but this is only because they do not know the r easons behind these law s. In fact, Rafiel guides var ious hum anoids to find and r aise the m alfor m ed Shadow elves as their babies, to pur ify the Shadow elf r ace of r adiation and infiltr ate his follow er s am ong the hum anoids. His m ain inter est is the differ ent kinds of ener gies found thr oughout the M ultiver se, in par ticular the Radiance, and he has alw ays secr etly studied that sam e ener gy w hich m ade him im m or tal. His m ost am bitious
pr oject is the constr uction of a nuclear r eactor know n as the Cham ber of the Spher es (sim ilar to the Beagle?s Nucleus) under the Refuge of Stone, w ith the only pur pose of assur ing that all the pr inciples and scientific law s that he based his m or tal life on ar e still viable (a clear sign of an obsessive-com pulsive per sonality). For this sam e r eason, he is ver y inter ested in Rad?s r esear ches, and even if they ar e not allies, they often collabor ate to fur ther their exper im ents. Rafiel is a pacifist but he has alw ays used ever y m eans to fight against Atzanteotl?s influence over his people. Atzanteotl is his only tr ue nem esis, and he?s held r esponsible for cor r upting m any Shadow elves (am ong w hich ar e the Schattenalfen) to the cause of Entr opy.
RATHANOS Ra, Patron of Nithia, Lord of Fire Rathanos appear s to be a 7 foot tall hum anoid m ade of blazing fir e, w ithout any distinctive featur es. Rathanos is obsessed w ith pow er and his m isogynist view of the univer se, w hich leads him system atically to oppose ever y fem ale im m or tal just for being fem ale (the sam e attitude is also pr esent in m any of his cler ics). Rathanos?s only inter est is the com plete tr ansm utation of all m atter into ener gy, par ticular ly fir e. He is constantly sear ching for a spell that w ill allow his follow er s to tr ansfor m into beings of pur e ener gy, m aking them indestr uctible and im m or tal. How ever , up to now his r esear ch has not pr oduced the ultim ate spell, and ther efor e he continues to push his follow er s along this path, pr om ising them that this is the only w ay they w ill achieve tr ue 87
im m or tality. If his plan ever happens, he w ill cr eate a nation of beings that w ill be bor n as m or tals and lear n as fast as only m or tals can do, but w ho w ill later becom e eter nal beings ser ving the cause of Ener gy.
A hum an fem ale w ith dar k, tanned skin, w ith a squar e jaw , alw ays w ith a ser ious expr ession and an im passive air , she w ear s black plate ar m our and car r ies at her side a black, executioner ?s axe.
Because of his char acter and goal, he is in eter nal conflict w ith m any fem ale im m or tals (notably Tar astia) and w ith Zugzul, patr on of fir e giants and self-appointed M aster of Fir e w ay befor e Rathanos r ose am ong the im m or tal r anks.
Tar astia is obsessed by the concept of Justice. She helps those w ho pur sue a just vendetta, but only if it concer ns an im por tant and ser ious deed. She does not ur ge her faithful to give out punishm ents that ar e sever er than the cr im e, but she show s no m er cy w hen dealing w ith people w ho have deliber ately ignor ed the law s. To her thinking, these ar e the only pillar s that keep any society fr om falling into anar chy. Tar astia does not appr ove of the m ethods of Kor yis and Alphatia, w hich ar e too peaceful and per m issive in her view , even if she does not consider them enem ies. Her r eal enem ies ar e the chauvinist Rathanos and the br utish Jam m udar u. Her only ally is Diulanna, w ho shar es Tar astia?s deter m ination and appetite for justice.
TAHKATI STORM -TAM ER Patron of the Clan of the Horse A copper -skinned hum an m uch sm aller than nor m al, but w ith shoulder s so w ide and m uscular the r esult is both im posing and thr eatening. The sides of his head ar e shaven 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 of his body is nude, except for a linen loincloth held up by a belt that also holds the scalps of his enem ies, and a dagger car ved fr om a buffalo?s hum or ous. Since Atr uaghin becam e im m or tal, the tw o have fr equently collabor ated, and even if they ar e not tr ue fr iends, they r espect each other and Tahkati is faithful to Atr uaghin. Because of his fier ce, haughty, and deter m ined char acter (w hich fr equently causes him to r espond to any pr ovocation, placing him in difficult situations) he doesn?t appr ove of Atr uaghin?s calm and tem per ance, and w ishes that Atr uaghin w ould be quicker and m or e decisive in pr om oting the cr usade against the Entr opic Im m or tals and the Clans? enem ies.
TARASTI A Pax Bellanica, The Judge, Var, Ta Lai Si-Fa, Patroness of Justice and Revenge, M istress of Truth and Order
TERRA Cay, Dun, Fr igg, M ader akka, M other Ear th, M agna M ater , M ar au-Ixuì, M okosz, M ut, Sum ag, Yam ag, Yam uga, Patr oness of Life and Fer tility A squat, hum an w om an clad in sim ple br ow n r obes w ith dar k skin w ithout any par ticular r acial tr aits. Her expr ession is both ster n and com passionate. The colour of her hair var ies w ith the tim e of the day: r osy r ed at daw n, br ow n dur ing the m or ning and after noon, blond at m idday and black fr om sunset until sunr ise. Ter r a?s m ain inter est lies in the cr eation and pr otection of new living species, and she tr ies har d to do this especially in those ar eas of the univer se w her e M atter dom inates. Ter r a over sees m any aspects of a planet?s or a 88
civilization?s life cycle and she is w or shipped thr oughout the M ultiver se as Patr oness of 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 he consider s death as the only possible r em edy to the pestilence that the living spr ead thr ough the univer se. So, he tr ies to br ing death and destr uction ever yw her e: this w ay Chaos w ill r ule and death w ill be the per fect state of the univer se. He uses any and ever y w ay to attain his goals (both br ute for ce and com plex schem es), w hich m akes him the m ost active Entr opic Im m or tal in the univer se. It doesn?t m atter how im por tant his goal is (w hether it affects an individual or a w hole countr y); Thanatos alw ays focuses all his effor ts to succeed w ith m er ciless devotion, savour ing all of the individual m om ents of gr ief he causes to the living tow ar ds the final ends. He often loves to kill m or tals and assum e their identities to deceive his enem ies and per sonally push his
plans fur ther , but m ost of the tim e he has to r ely on the thousands of w or shipper s he has acr oss the M ultiver se to spin his w eb of w ickedness. Thanatos has no stable allies, but he never hesitates to use other im m or tals as paw ns or conscious (albeit tem por ar y) allies in his plots, and none of the im m or tals he sponsor ed w ould ever dar e to r efuse his r equests. Thanatos has alw ays sur vived thanks to his incr edible cunning and m er ciless soul, and, because he know s has all the tim e in the M ultiver se, he never needs to r ush his schem es.
THOR Donar, Donegal, Tuatis, The General, The Thunderer, Dugong, Patron of Warriors, Lord of Battle and Honour A pow er fully built Antalian w ith fier y r ed hair and bear d, w ear ing a chain m ail w ith a typical Nor se hor ned helm and a huge w ar ham m er at his belt. Thor is the em bodim ent of the per fect w ar r ior , and he dem ands his follow er s to stay tr ue to his code of conduct based on honour , cour age, and r espect for tr adition. Fear less and ever r eady for battle, Thor has an easygoing char acter m ost of the tim e, even if he?s pr one to fits of r age w hen offended or teased, som ething Loki loves to do w henever they m eet. Thor consider s all Aesir as his allies except for Loki (w ho doesn?t m iss a chance to r idicule or tr ick him ), and he is often in leaguew ith Hym ir , the only giant im m or tal he gets along w ith (thanks to Hym ir ?s ability w ith liquor s and a few com m on adventur es they had w hile m or tals). He also consider s Bar tziluth, Bem ar r is, and M adar ua (the only m or tals he sponsor ed to im m or tality) as his 89
thr ee childr en (M odi, M agni, and Thr ud accor ding to Antalian legends); pr ecious allies alw ays r eady to obey his com m ands. He hates Zugzul w ith a fier y passion because he?s patr on of all those evil giants w ho fr equently tor m ented his people, and he constantly w atches Hel?s m oves because of her alliance w ith Loki. He also opposes Kir anjo, w ho tr ied to influence the Nor se ber ser ker w ith his cult of Gylgar id, and for this r eason he beat him soundly in an open im m or tal contest.
began to feel a ser ious r ivalr y tow ar ds Kythr ia, a young Im m or tal w ho w as once her pr iestess and w ho is now under the pr otection of Eir yndul (another Im m or tal that Valer ias detests for his unendur able ar r ogance and his r epeated advances), w ho seeks to steal her place and her follow er s. Fur ther m or e, given his spir ited and unstable char acter , she doesn?t suppor t the pedantr y of Khor onus, often ending w ith her ar guing w ith him .
VALERI AS
VANYA
Ashanti, Biao Hun Xi? Ai, Girder-on of Weapons, Hathnor, Isiris, Shaya, Sjofn, Vanu, Immortal of Love, Patroness of Passion and Desire, Lady of Charity, Protector of Lovers
Belbion, Faña, the Grey Lady, the Inquisitor, M atera, Varellya, Patroness of War and Conquerors, Patroness of the Heldannic Knights, Patroness of the Kubitts
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 uniquely tasteful design and pr ecious jew els typical of the cultur e to w hich she m anifests, besides a pair of golden ear r ings that r epr esent the r ising sun, a gift of her lover Ixion.
A hum an w om an of m edium height w ith br ow n eyes and long br ow n hair w or n in a single br aid, w ear ing a r ed dr agonscale ar m our , hor sem an?s clothes and spur s on the boots, and car r ying a pair of w eapons alw ays fastened at the belt (long sw or d or shor t sw or d and spear ).
Valer ias is a ver y passionate Im m or tal and as such, her tem per am ent is stor my, pr oud, and sanguine. She likes to m eddle in the affair s of m or tals and is inclined to inter vene indir ectly to help all those m or tals that affect her fantasy or dem onstr ate char m and char ism a. These r ushes of blood ar e how ever tr ansitor y, and so as suddenly as her inter est for a stor y or an individual can bloom it can dim inish equally r apidly w hen it gr ow s tr oublesom e or pr edictable. Even her r om antic r elationship w ith Ixion, w hich has lasted since tim e im m em or ial, suffer s disr uptions fr om tim e to tim e w hen Valer ias loses her head to som eone else, but in the end she alw ays r etur ns to Ixion, w hen looking for stability.
Vanya is the per fect exam ple of a per son w ho lived by leaps and bounds. Dur ing her m or tal life, she launched her self w ithout r estr aint into ever y w ar , battle, adventur e, challenge, and even per sonal r elationships. As an Im m or tal, she view s w ith favour all those individuals w ho live their life to the m ax as she did her self. Vanya appr eciates above all those follow er s w ho never hesitate w hen faced w ith danger , but ar e pr epar ed to test their faith and their for ce of w ill against im possible challenges. On the other hand, she despises cow ar dice and doesn?t hesitate to punish cow ar ds and tr aitor s.
Despite being both the uncontested patr oness of love and beauty, she has how ever r ecently
For Vanya, w ar is an ar t that m ust be appr eciated, pr acticed and under taken ser iously. She believes, in fact, that w ar and conquest ar e the m ajor for ces that influence 90
the histor y and cultur e of any society. War tests people?s w illpow er and r esour cefulness, w her e only the best sur vive to im pr ove the w or ld. Likew ise, conquest stim ulates pr ogr ess, since it br ings together differ ent civilizations (the victor ious and the defeated ones) and for ces them to confr ont each other , m ixing elem ents of both to gener ate new ideas, new possibilities, and new par adigm s. Vanya also know s that w ar br ings destr uction and desper ation, and that if the conquer or is not w ise, the r isk of negating all the benefits of the conquest w ith its dysfunctions (tyr anny, abuse, and indolence w er e the m ar k of the M ilenian conquer or s to her ) is high. Ther efor e, only those w ho m aster the ar t of w ar w ill be capable of choosing the futur e of the w or ld, and for this r eason, she tr ains her follow er s to cover this r ole. Vanya does not like to m aintain the status quo, since her vision of the w or ld r eflects her per sonality: ever changing and full of possibilities, m uch like any battle. She blesses the w inner s: she does not car e the pur pose of the battle; she just car es for victor y and the glor y that com es w ith it. Vanya show s no m er cy tow ar ds the loser s or the w eak ones, and she does not car e to pr om ote kingdom s or law s that w ill eventually led to stagnation and ther efor e to indulgence and sloth. She encour ages battle and w ar to str engthen her follow er s and shape healthier futur e gener ations, so that the m or e skilled (not just the str onger ) w ill be victor ious. Rem em ber ing her distr ess under the M ilenians?yoke, Vanya has never for given them and passionately fights against those Im m or tals w ho pr otect the M ilenians (Halav and Petr a above all); adding to her enem ies Rathanos because of his m ale chauvinist pom posity.
ZI RCHEV The Huntsman, Leug, Uatumà, Protector of the Sylvan Races, Patron of Hunting A w ell-m uscled har dened hunter w ith a char m ing look, clad in m im etic hunting clothes (gr een and br ow n) and w ith a longbow on his shoulder s, usually accom panied by a gr oup of sylvan cr eatur es or tam ed beasts. Zir chev has alw ays been an intr over t and lonely type and, not getting along w ith hum ans, he ended up str iking a bond w ith anim als. He spent so m uch tim e in the w oods that he befr iended the intelligent sylvan cr eatur es (centaur s, fey, tr eants, etc.) and gr ew to love this lifestyle. For this r eason he is now a patr on of outcasts and pr eaches toler ance and r espect for fellow beings (be it a m an or som ething else). The later Tr aladar an legends distor ted the facts and pr esented him only as a huntsm an and w oodsm an that had the gift of tam ing ever y anim al he m et, m aking him patr on of the w oods. Zir chev has never done anything to change this view , am ong the Tr aldar s or in Tr aladar a, as he likes their por tr ayal of him . The Sylvan r aces how ever , have a better under standing of his r eal per sonality and goals. He has m any allies, all am ong the natur e-or iented im m or tals (fir st and for em ost Halav and Petr a), but only one r eal enemy: Ruaidhr i, r esponsible for slaughter ing a w hole r ace of good-aligned lycanthr opes (w er ehaw ks).
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Redu ced Rest At 1st level you finish a long r est in 4 hour s.
Bon u s Can t r i p W hen you take this dom ain at 1st level, you gain the shocking grasp cantr ip if you don't alr eady know it.
Al t er En er gy
Can you feel it? Chaos and change all around you. That is energy: motion, progress and power. If you want power, that is energy in all its forms. Through energy lies immortality, for being immortal is the greatest change of all. Vandovar Allenas, Priest of Alphatia
Ener gy Cler ic Dom ain 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, and as such is closely tied to the elem ent of fir e and the Chaotic alignm ent. Ener gy consum es M atter , slow s Tim e and stim ulate Thought. It is opposed to M atter 's attem pt to contr ol it, Thought's attem pts to define it and Tim e's attem pts to outlast it. Level Ener gy Dom ain Spells 1st
Flame Blade, Thunderwave
3r d
Scorching Ray, Shatter
5th
Fireball, Lightning Bolt
7th
Ice Storm, Fire Shield
9th
Animate Objects, Flame Strike
Star ting at 2nd level you can spend use Channel Divinity to change the ener gy type of a spell. W hen you cast a spell you invoke your devotion to the Im m or tals of Ener gy. If the spell has an 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.
En er gy Bl eed At 6th level the pow er you channel fr om the Spher e of Ener gy begins to over pow er your spells. W hen you cast a dam aging spell, you add 1 point of dam age to each die you r oll. A spell doing 5d6 dam age w ould do an addition 5 points of dam age.
Di v i n e St r i k e 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 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, the extr a dam age incr eases to 2d8. The ability is affected by Ener gy Bleed.
Over pow er ed 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 dice. Tr eat all r olls of the dice low er than that as r oll of 3.
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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.
M i n or Hex Life is pain, this is not to be disputed, as you live you will suffer. Every one suffers. People grow old and die, nations fall, races go extinct. But what if we could start anew? That is the promise of Entropy. This world is flawed, the Immortals that shaped it ruined it. We can be rid of them, we can be rid of everything. Watch the world burn, and build a perfect one from its ashes. Sonya the One Eyed, Cleric of Hel
Entr opy Cler ic Dom ain Entr opy is the end of ever ything. Not associated w ith any elem ent, Entr opy is m or e closely aligned w ith death and evil. Its sole pur pose is the destr uction of the other four spher es. It is the spher e of r ot and decay. Entr opy seeks to destr oy M atter , stagnate Tim e, dissipate Ener gy and stop Thought. This dom ain is pr im ar ily for NPCs, ask your DM befor e selecting it. Level
Entr opy Dom ain Spells
1st
Inflict Wounds, Bane
3r d
Crown of M adness, Darkness
5th
Bestow Curse, Fear
7th
Blight, Phantasmal Killer
9th
Dominate Person, M islead
At 2nd level you can use your Channel Divinity to m ake other s m or e susceptible to m agic. As an action you pr esent your holy sym bol and select a tar get to be hexed. For 10 m inutes the tar get has disadvantage on saving thr ow s, this effect im m ediately ends if you use the ability again dur ing the dur ation. A bless or r em ove cur se spell ends this effect im m ediately.
Di ssi pat e En er gy 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 dam age is r educed by 3 points befor e any other m odifier s.
Di v i n e St r i k e 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 a w eapon attack, you can cause the attack to 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.
Redu ce Pr obabi l i t y Star ting at 17th level all attacks against you have disadvantage.
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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.
En du r an ce Also at 1st level ever y tim e you gain a level you gain 1 addition hit point. For anything to persevere it must stand on its own. Change for its own sake is doomed to fail, life must have purpose. That is the reason for M atter. If everything has a place, everything knows its role. There is no more suffering, there is no more struggle, every one will do what is expected of them and as a whole our people will prosper. Grund Rockroar, M inister of M inrithism
M atter Cler ic Dom ain The Spher e of M atter is stable and dur able. M atter is the building block of all things. M atter is constantly tr ying to cr eate new for m s. M atter is tied to the elem ent of Ear th and the Law ful alignm ent. M atter r esists Tim e's attem pt to change it, to channel Ener gy into a useful for m and pr ovides or der to Thought.
St eady as a Rock Star ting at 6th level you gain pr oficiency in Str ength saving thr ow s. In addition you have advantage any attem pts to escape being gr appled.
Di v i n e St r i k e 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 a w eapon attack, you can cause the attack to deal an extr a 1d8 bludgeoning dam age to the tar get. W hen you r each 14th level, the extr a dam age incr eases to 2d8.
I m pl acabl e Def en se At 17th level you have r esistance to bludgeoning, pier cing and slashing dam age.
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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.
Bon u s Can t r i p W hen you choose this dom ain at 1st level, you gain the message cantr ip if you don't alr eady know it. Befor e it can be done it m ust be conceived. W ithout Thought ther e is nothing, m atter cannot be constr ucted, tim e cannot be m easur ed, ener gy cannot be utilized. W hen you w alk the path of Thought you show your self to be the tr ue visionar y. Thought gr ow s on its ow n, you just pr ovide the spar k . Your ideas w ill cr aft this w or ld, your philosophies w ill spar k debate and discussion and cr eate m or e thoughts to be consider ed. Thought cannot be stopped as long as som eone w onder s w hy? Petr ov Rom anov, disciple of Zir chov
Thought Cler ic Dom ain The Spher e of Thought is m anipulative and logical. Thought is the essence of the Im m or tals, it ser ves to categor ize all of existence. Thought r epr esents r ealization, philosophy and 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.
Deep Th i n k er At 6th level you gain pr oficiency in Intelligence saving thr ow s.
Di v i n e St r i k e 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 a w eapon attack, you can cause the attack to deal an extr a 1d8 psychic dam age to the tar get. W hen you r each 14th level, the extr a dam age incr eases to 2d8.
Savan t At 17th level w hen you m ake an Intelligence ability check that lets you use your pr oficiency bonus, you can tr eat a d20 r oll of 9 or low er as a 10.
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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.
Sen se Ti m e At 1st level you alw ays know exactly w hat tim e of day it is.
Tem pu s Fu gi t
Everything has its place, a time for its creation and a time for its end. If nothing is created and if nothing ends, the world will stagnate. Time is the judge of all things. Because of Time as things end new things are created to replace them, the cycle of life continues. There is no end to time, there is only the next moment. Galtar von Breck, High Priest of Vanya
Tim e Cler ic Dom ain The Spher e of Tim e pr om otes change and pr ogr ess. Tim e is constant, alw ays flow ing and 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.
Beginning at 6th level, you can take an additional tur n im m ediately after your nor m al tur n in a r ound. You cannot use this ability again until after a long or shor t r est.
Di v i n e St r i k e 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 a w eapon attack, you can cause the attack to 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.
I m pr oved React i on At 17th level you gain pr oficiency in Dexter ity saving thr ow s.
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Spells and Runes 97
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 Glantr i city r ar e m agics ar e taught. Using m ethods they have gleaned fr om study of the Radiance, the w izar ds of Glantr i can use m agic in w ays unhear d of outside the nation. Such know ledge does not com e w ithout r isk, as the Radiance can have unusual effects on car eless w izar ds.
-
-
-
Cr af t M age -Spel l Sl ot s per Spel l Level Level
Feat ures
1st
2nd
3rd
1st
1st Circle
2
-
-
2nd
2nd Circle
3
-
-
3rd
3rd Circle
4
2
-
4th
4th Circle
4
3
-
5th
5th Circle
4
3
2
-
-
-
I n t el l i gen ce 15. Cr aft M ages m ust be som e of the br ightest to lear n the secr et cr afts. Pr of i ci en cy i n t h e Ar can a sk i l l . Know ledge of ar cane lor e is par am ount to lear ning the secr et cr afts. Pr of i ci en cy i n t h e Hi st or y sk i l l . The secr et cr afts r equir e a lar ge am ount of 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 ch ar act er l evel 10. Only the m ost pr om ising w izar ds can begin to lear n the secr et cr afts. I n v i t at i on by a Secr et Cr af t M en t or . One m ust be invited into the cir cles of the secr et cr afts. Pay t h e I n i t i at i on Cost s: Ever y level r equir es a cost in r esour ces and tr aining to r each the next level of study.
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Ti m e an d cost t o l ear n each Ci r cl e: Fir st Cir cle: 7,000 gp/14 days Second Cir cle: 28,000 gp/28 days Thir d Cir cle: 63,000 gp/42 days Four th Cir cle: 112,000 gp/56 days Fifth Cir cle: 175,000 gp/70 days
Cr aft Featur es As a Cr aft M age, you gain the follow ing class featur es.
High Illusion: Disguise kit, Gam ing set, calligr apher 's tools. High Necr om ancy: Poisoner 's kit, m ason's tools, potter 's tools. Cr yptom ancy: Calligr apher 's tools, m ason's tools, w oodcar ver 's tools. W itchcr aft: Disguise kit, alchem ist's supplies, poisoner 's kit. Saving Thr ow s: None Skills: None
Hit Points Hit Dice: 1d6 per Cr aft M age level Hit Points per Level: 1d6 (or 4) + your Constitution m odifier per cr aft m age level.
Pr oficiencies Tools: By cr aft. Alchemy: Alchem ist's supplies, cook's utensils, glassblow er 's tools. Dr acology: Light ar m or , leather w or ker 's tools, jew eler 's tools. Elem entalism : Alchem ist's supplies, m ason's tools, potter 's tools.
Ar can a Ch eck s Skill check: M any of the feats r equir e a skill check to activate. Unless other w ise stated, the num ber of tim es a you can use a Cr aft feat befor e needing a long r est is equal to your Intelligence m odifier. Failed skill checks count as uses. Cr itical Failur e If the m age is r equir ed an Ar cana skill check 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 Failur e r esults descr ibed by the Feat.
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Al ch em y 1st Ci r cl e of Al ch em y At 1st level you have lear ned the basics of alchemy, and gain the follow ing benefits: - Find Com ponents: You m ay m ake a DC10 Ar cana check to know the r equir ed ingr edients to r eplicate a potion. This destr oys the potion in the pr ocess. - Alchem ical Pr epar ation: You m ay cr eate any com m on availability potion as a balm . This r equir es a DC15 Ar cana check and 1 hour of w or k . The balm is good for 1d4 days after w ar ds it separ ates and is useless. If the the Ar cana check is failed the ingr edients ar e lost and the you w ill need to m or e ingr edients to tr y again.
2n d Ci r cl e of Al ch em y At 2nd level your alchem ical tr aining intensifies, you gain the follow ing abilities. - Find M agical Com ponents: You can identify m agical potions on a DC15 Ar cana check . In addition you can take a bonus action to identify the dam age type of any m agic item on a DC15 Per ception check . - M agical Pr epar ation: You can now cr eate any potion up to uncom m on availability. These ar e cr eated at half the tim e and speed it w ould take to m ake the potion nor m ally, but only lasts 1d4 after it is cr eated.
3r d Ci r cl e of Al ch em y You can now begin to change m atter fr om one substance to another. - Tr ansm ute M atter : You m ay alter one non-living object to another non-living object. You m ay change 1lb of m ater ial per exper ience level. Yout can change the item into another item of the sam e w eight, excess m ater ial is lost. The item 's value is w or th the caster level x the w eight of the item . You m ust spend a day inside a fully stocked labor ator y and m ake a DC20 Ar cana check .
Cr itical Failur e: The tr ansfor m ation fails and ever yone w ithin 20' takes 1d6 points of dam age per pound of m ater ial being tr ansm uted. The lab is autom atically destr oyed.
4t h Ci r cl e of Al ch em y You have lear ned to channel ener gy into m agical devices and or ganic m atter. - Tr anscend Ener gy: You can attem pt to focus ener gy into m atter to cr eate one of the follow ing effects: - Rechar ge an expended m agic item . Item is r etur ned to it's nor m al status w ith its star ting num ber of char ges. - Rever se the aging pr ocess. The r ecipient r ever sed 1 w eek of aging per level of the alchem ist. You can use this pr ocess on your self. - Anim ate a golem . The golem had 1HD per level of the caster , cost to cr eate the golem is the sam e as a r ar e m agic item . - Raise the dead. A cor pse cannot be dead m or e than a num ber of days equal to the caster 's level, it is tr eated as if it has r eceived a r aise dead spell. In or der to use the pr ocess the alchem ist m ust m ake a DC25 Ar cana check, and needs to take the skill check in an ar ea w ith a lar ge ener gy outbur st like a lightning stor m . Alter natively you m ay expend spells that do a com bined 60d6 points of dam age. Cr itical Failur e: The lab explodes as above.
5t h Ci r cl e of Al ch em y Your know ledge of alchemy is absolute, you can now alter your ow n for m . M utate Lifefor m : You can take on pr oper ties of another cr eatur e or m ater ial. You can change into another cr eatur e, or just adapt par t of its physiology. You m ake a DC20 Ar cana check as a bonus action and selects one of the follow ing effects:
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- Gaseous Form: As the spell, but cannot effect gear. - True Polymorph: As the spell, but only cr eatur e to cr eatur e. - Stoneskin: As the spell.
Dr acol ogy 1st Ci r cl e of Dr agon s You have begun to under stand the m agic of dr agons. - Dr agon Totem : Pick a dr agon type, w hen you m akes a skill check using a cir cle of dr agons feat, you m anifests changes into the featur es of a dr agon of that color. - Pr otection fr om Dr agons: You m ust m ake a DC15 Ar cana check to pr event a dr agon fr om attacking you. The effect is autom atic if you ar e a higher total level than the dr agon's hit dice, other w ise the dr agon m ake m ake a w ill save against your spell pow er to ignor e the effect. W hile the effect is active the dr agon cannot attack the w izar d or his par ty, including casting spells or using a br eath w eapon. The dr agon can com m unicate w ith you and know s your exact location but cannot har m you. The effect ends if you get m or e than 120' fr om the dr agon, or if you or a m em ber of his par ty attacks the dr agon or tr ies to steal fr om the dr agon.
2n d Ci r cl e of Dr agon s You have lear ned how to m anifest aspects of dr agons. - Dr agon Toot h : You m ust m ake a DC20 ar cana check . If successful you can m anifest m agical fangs that have a r ange of 10' and attack as a dr agon bite attack of a dr agon w ith the hit dice equal or lesser to the char acter 's level. The effect lasts five r ounds. - Dr agon Eye: You m uch m ake a DC20 Ar cana check . For a num ber of r ounds equal to your level, the w izar d autom atically detects invisible or polym or phed dr agons. - Dr agon Cl aw : You m ust m ake a DC20 Ar cana
check, if successful your hands becom e claw s and attack as a dr agon of the sam e hit dice equal or lesser to his level. This effect lasts one r ound per level. - Dr agon Scal e: You m ust m ake a DC20 Ar cana check, if successful your natur al ar m or class becom es equal to a dr agon w ith equal or lesser hit dice than his level. This ability last one r ound per class m age level. - Dr agon W i n g: You m ust m ake a DC20 Ar cana check, if successful you m anifest w ings of the chosen type, and can fly at the speed of your chosen dr agon, your car r y w eight is 100lbs per char acter level. This ability lasts one r ound per cr aft m age level.
3r d Ci r cl e of Dr agon s You gain dr agon's br eath. - Dr agon Br eat h : You gain a br eath w eapon identical to your chosen dr agon. The dam age is the sam e as a dr agon w ith equal or lesser hit dice to your char acter level. This ability can be used thr ee tim es befor e needing a long r est.
4t h Ci r cl e of Dr agon s You can bend the w ill of dr agons to your ow n. - Dr agon M i gh t : You m ay attem pt to dom inate a dr agon, the dr agon m akes a saving thr ow against the your spell pow er , if the dr agon fails to save tr eat the effect as a Dom inate M onster spell. The effect lasts 10 m inutes per your cr aft m age level.
5t h Ci r cl e of Dr agon s 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 DC25 ar cana check, you can polym or phsinto a Gr eat Wyr m var iant of the chosen dr agon. This effect lasts for 1d4 r ounds. Cr itical Failur e: A Gr eat Wyr m of your type appear s in 3d10 m inutes and attacks. The Gr eat Wyr m has m axim um hit points. 101
El em en t al i sm 1st Ci r cl e of El em en t s
Cr itical Failur e: The cr eatur e ar r ives hostile tow ar ds you.
4t h Ci r cl e of El em en t s
At 1st level you gain pr otection fr om your chosen At 4th level you gain even m or e elem ental elem ent. 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 based on their focus. benefits depending on elem ent. - Full Elem ental Contr ol: You m ay m ake a D20 - Fir e: Resistant to Fir e dam age, can w alk over ar cana check . If successful the you can cr eate lava w ithout har m for 90ft or 3 r ounds, an elem ental out of appr opr iate m ater ials on w hichever com es fir st. hand. The new ly cr eated elem ental is - Water : Resistant to Water dam age, can w alk com pletely under the your contr ol. over w ater for 90ft or 3 r ounds, w hichever - Fir e: You takes no dam age fr om heat, though com es fir st. still takes dam age as nor m al fr om fir e. The - Ear th: Resistant to dam age fr om Ear th you can change the size of a fir e by 2ft per dam age. Can w alk over quicksand, m ud or r ound at w ill. cr um bling ledges for 90ft or 3 r ounds, - Water : The you can m ake w ater be as still or w hichever com es fir st. r ough as a stor m equal to 3ft tim es your caster - Air : Resistant to dam age fr om Air dam age. level. You can br eathe w ater at w ill, and has Can w alk on clouds or clim b sm oke up for 90ft advantage on all sw im m ing checks, ignor ing or 3 r ounds, w hichever com es fir st. 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 using a spell slot. You can never im m obilized You can sum m on m inor elem entals. 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 elem entals have the m inim um am ount of hit no dam age or can be m oved by high w inds. points they could have. The elem entals w ill Cr itical Failur e: The cr eated elem ental cr eatur e per for m one task, and disappear after finishing it. They also vanish after a num ber goes ber ser k, attacking all near by. of days equal to your caster level.
5t h Ci r cl e of El em en t s
Cr itical Failur e: A elem ental of the r ival elem ent At 5th level you can change for m into an appear s, hostile to you. elem ental.
3r d Ci r cl e of El em en t s At 3r d level you can sum m on all sor ts of elem ental cr eatur es.
M etam or phosis: You m ust m ake an Ar cana D25 check, if successful you becom e an elem ental of your focus. You r etain all spells and abilities. In addition the you can tr avel to the elem ental plane of your focus at w ill.
- M ajor Conjur ation: As above, except you sum m on any cr eatur e fr om the chosen elem ental plane. That cr eatur e w ill per for m a Cr itical Failur e: An elem ental of the focus type appear s w ith m axim um hit points hostile to you. task exactly as above. 102
Pen u m br a 1st Ci r cl e of I l l u si on At 1st level you have lear ned the ar t of hypnotism . - Hypnosis: You m ust m ake a DC10 Ar cana check . If successful the tar get m akes a w isdom save against the your spell casting ability. If the tar get fails, they act as if they ar e under a suggestion spell. The suggestion cannot m ake the tar get violate their alignm ent or har m them selves. The effect ends w hen tar get has per for m ed a task for the Illusionist, taken dam age or the Illusionist ends it. If the suggestion isn't clear the effect autom atically fails. You r egains the ability to use this after a shor t r est. Cr itical Failur e: You ar e affected by the suggestion instead, w ith the sam e r estr ictions.
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 120' is attacked by an illusionar y m onster or m onster s w ith a CR no gr eater than your level. The cr eatur es exist only in the tar get's m ind, but the dam age dealt is r eal. The effect lasts until the illusionar y m onster is defeated, you end it, or br eaks concentr ation. You r egains this ability after a long r est. Cr itical Failur e: The illusion fails but you ar e unaw ar e of that. You can take no other actions than attem pting to m aintain the failed illusion until they pass a DC20 Intelligence check at the star t of each r ound.
4t h Ci r cl e of Pen u m br a At 4th level you lear n how to cr eate item s out of shadow. - Shadow Reality: You m ust m ake a DC20 Ar cana check, if successful you m ay dimension door fr om one shadow to another in sight, or becom e a non-cor por eal shadow. W hile in the shadow you can cr eate im m ovable solid objects like stair s out of shadow s. You can alter shadow s w ith in 1 yar d per level. Cr itical Failur e: You ar e instead tr anspor ted to the Dim ension of Nightm ar es, w her e you m ust find your ow n w ay back to safety.
5t h Ci r cl e of Pen u m br a At 5th level you can cr eate your ow n str onghold fr om the Dr eam lands. - Dr eam lands: You cr eate an inter dim ensional str onghold in the Dim ension of Nightm ar es. This is tr eated exactly like M ordenkainen's M agnificent M ansion, except the m ansion does not expir e. To entir e the str onghold you m ust m ake a DC20 Ar cana check . - You can cr eate shadow cr eatur es w ith a CR up to your level and send them fr om str onghold on a m ission. This r equir es a DC25 Ar cana check . You can see thr ough their eyes and hear w hat they hear. They 103
w ill r em ain until the task is done or they ar e slain. Cr itical Failur e: The cr eated cr eatur es go ber ser k instead and attack you.
Th an at ol ogy 1st Ci r cl e of Th an at ol ogy Star ting at 1st level you lear n how to pr otect your self again undead. - Pr otection fr om Undead: You m ust m ake a DC10 Ar cana check . W hile this is active a num ber of undead cr eatur es w ith CR up to the your level cannot attack anyone w ithin 10? of the your r itual. Cr eatur es w ith low er CRs ar e affected fir st. This pow er lasts until the you m ove out of the cir cle, or som eone in the cir cle attacks. Cr itical Failur e: The you cannot attack undead instead until you is attacked by one.
2n d Ci r cl e of Th an at ol ogy At 2nd level you have developed the ability to contr ol the undead. - Contr ol Undead: You m ust m ake a DC15 Ar cana check . If successful he im m ediately gains contr ol of undead w ithin 120' w ith a com bined CR equal to your level. This undead can be contr olled or destr oyed at w ill. The effect ends at the r ise of the next full m oon. Liches ar e im m une to this affect. Cr itical Failur e: You fall under the contr ol of the near est intelligent undead w ithin 120', or goes catatonic for 1d8 hour s other w ise. You stay under contr ol until the next full m oon or the undead is destr oyed.
3r d Ci r cl e of Th an at ol ogy W hen you r each 3r d level you gain the ability to contr ol undeal. - Cr eate Undead: You can cr aft undead after a r itual. The r itual r equir es tw o w eeks of r esear ch per challenge r ating, and 1000gp
per CR. Cor por eal undead need a fr esh cor pse, incor por eal just a par t of a cor pse. The actual r itual r equir es 1 hour per CR and r equir es a Ar cana DC15 check, at the end the undead is com pletely loyal to you, unlike Contr ol Undead. Liches cannot be cr eated. Cr itical Failur e: You take 1d6 points of Necr otic dam age per CR of the cr eatur e attem pted, plus another d6 for each im m unity or special attack of the undead. This dam age ignor es any r esistance or im m unities.
4t h Ci r cl e of Th an at ol ogy At 4th level you can attem pt to r aise the dead. - Raise Dead: You m ust m ake a DC20 Ar cana check . If successful you can cast Tr ue Resur r ection w ithout spell com ponents. Cr itical Failur e: You loses 1 point of Constitution for ever y level or Hit dice of the cr eatur e you w as tr ying to r aise. If this r educes your Constitution to 0 the caster tur ns to a pile of ash and cannot be r esur r ected by any m eans. Other w ise the Constitution r etur ns at the r ate of 1 per long r est.
5t h Ci r cl e of Necr om an cy W hen you r each the 5th level of Thanatology 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 104
- 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 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, then 3, 4 etc. Cr itical Failur e: Fir st attem pt that day: A stor m occur s in a 24 m ile ar ea center ed on you. No tr avel is possible. The stor m lasts 1d12 hour s. Second attem pt that day: A earthquake occur s like the spell. The ear thquake has a 36 m iles r adius center ed on the you. The ear thquake lasts for one m inute. Thir d or m or e attem pt that day: The stor m and the ear thquake both occur , and the r une is r ipped fr om the m ind fr om your m ind and m ust be r elear ned.
1st Ci r cl e of Ru n es At 1st level you lear n the tr ue nam es for com m on elem ents. - Rune of M atter : You lear n the tr ue nam e for a com m on m ater ial (gold, sand, glass, ir on). M ake a DC10 Ar cana check . If successful the you can m old the m ater ial 1sq ft per caster level. The m ater ial r etur ns to its nor m al shape in 1d4 r ounds. To acquir e a r une r equir es 1 w eek of study, 100gp in cost and a DC10 Investigation check .
2n d Ci r cl e of Ru n es At 2nd level you lear n to contr ol non m agical anim als.
or low er. M ake a DC12 Ar cana check, if successful can take contr ol of the nam ed cr eatur es, w ith a com bined CR equal to their level. You can see thr ough their eyes and hear w hat they hear. The ability lasts for 1 hour. The anim al's actions ar e lim ited by its intelligence. To acquir e a r une r equir es 2 w eeks of study, 500gp in cost and a DC12 Investigation check .
3r d Ci r cl e of Ru n es Upon r eaching 3r d level you have lear ned to contr ol the elem ents. - Rune of Pow er : Your lear n the tr ue nam e for a sour ce of ener gy, (fir e, cold, electr icity, etc). M ake a DC15 Ar cana check to incr ease or decr ease the dam age of a spell using that ener gy by a num ber of dice equal to your level. This cannot r educe dam age below 0 or incr ease it above 20d6. This m ay be done as a r eaction. To acquir e a r une r equir es 4 w eeks of study, 1000gp in cost and a DC15 Investigation check .
4t h Ci r cl e of Ru n es At 4th level you have lear ned to bind m agic to item s. - Runes of M agic: You lear n to bind spells to item s. M ake a DC20 Ar cana check, if successful the spell is bound to an item . The spell tr igger s w hen the item is used or picked up. Each spell r equir es a differ ent r une. Only one r une per item can inscr ibed, the r une is per m anent until activated or dispelled. The r une is invisible after casting. You can bind cr eatur e nam es to ar eas to pr event the cr eatur e fr om enter ing. You can inscr ibe five r unes on a golem to activate it, at a m ater ial cost of 1,000gp per hit die. Acquir ing a r une r equir es 8 w eeks of study, 2500gp in cost and a DC20 Investigation check .
- Rune of Life: Your lear n the tr ue nam e for a non-m agical cr eatur e of anim al intelligence 105
5t h Ci r cl e of Ru n es Upon r eaching 5th level you have lear ned how to contr ol sentient cr eatur es thr ough their tr ue nam e. - Tr uenam e: You lear n the tr ue nam e of an intelligent cr eatur e. This acts exactly as a Rune of Life. You can r eplace spells the tar get has m em or ized w ith your ow n, and can cast the tar get's spells or inscr ibe them in your spell book . To acquir e a r une r equir es 6 m onths of study, 5000gp in cost and a DC25 Investigation check .
W i t ch cr af t Pen al t i es: After each feat is acquir ed the char acter loses 2 points of Char ism a per m anently, to a m inim um of 3.
1st Ci r cl e of W i t ch cr af t At 1st level you have lear ned to br ew potions and char m those ar ound you w ith your w or ds. - Br ew s and Potions: Identical to the Alchemy 1st cir cle ability Alchem ical Pr epar ation, except the concoction is in the for m of a potion. You do not get the incr eased pr epar ation tim e like alchem ists how ever. Cr itical Failur e: The potion has the opposite affect intended. - Silver Tongue: M aks a DC10 Ar cana check, if successful the you gain advantage on all per suasion r olls for one hour. Cr itical Failur e: You ar e incapable of falsehoods, including by om ission for one hour.
2n d Ci r cl e of W i t ch cr af t Star ting at 2nd level you have lear ned to cr aft dolls to inflict cur ses upon your enem ies. - Doll Cur se: You cr eate a pair of dolls that look like your victim , the pr ocess taking tw o days per level of the victim , r equir ing you to place one doll in the victim 's hom e. If the doll is destr oyed all effects end. Each night you can per for m one of the follow ing actions by m aking a DC12 Ar cana check . - Pain: The victim takes 1d6 dam age, not r educed by anything.
- Sickness: The victim becom e violently ill, no m agic can cur e the disease. - M adness: The victim m ust m ake a W isdom Save vs. your Spellcasting Ability or lose a point of Constitution. The only w ay to r estor e this loss is to find and destr oy the doll. Cr itical Failur e: The doll is destr oyed and the you suffer the effects of a Bestow Curse spell, effects up to the DM . The cur se is dispelled nor m ally. W itches Char m : M akes a DC12 Ar cana check, if successful the Char m r estor es all lost Char ism a fr om the W itchcr aft Cir cle for 24 hour s. Cr itical Failur e: The w itch loses a per m anent point of Char ism a.
3r d Ci r cl e of W i t ch cr af t At 3r d level you lear n to cr eate m inions to ser ve your needs. - Spellbinding: M ake a DC15 Ar cana check, if successful you conjur e a num ber of cr eatur es w hose com bined CR ar e equal to the your level. The cr eatur es m ust be of the sam e alignm ent as you. The cr eatur es ar e utter ly loyal to you, and you can see thr ough their eyes. The cr eatur es last until slain or dism issed. Cr itical Failur e: Instead of appear ing, the cr eatur e takes over your body for an entir e day.
4t h Ci r cl e of W i t ch cr af t W hen you r each 4th level you gain the ability to shapechange into lesser cr eatur es. - Shapechange: M akes a DC15 Ar cana check and can assum e the shape of a cr eatur e or cr eatur es w hose com bined CR is equal or less than your s. The cr eatur es cannot have m or e than 4HD each. In the case of m ultiple cr eatur es you becom es a single cr eatur e and contr ols the other s. Dam age dealt to a contr olled cr eatur e is dealt the you w hen you r etur ns to nor m al for m . This ability lasts until you dispels it. Cr itical Failur e: You cannot r etur n to nor m al for m , the effect m ust be dispelled nor m ally 106
5t h Ci r cl e of W i t ch cr af t W hen you r each the 5th level of W itchcr aft, you have lear ned to take possession of other cr eatur es. Ultim ate Possession: On a DC25 Ar cana check the W itch m ay M agic Jar into an unw illing victim as per the spell. The victim m ust be of equal or low er level but gets no save. You m ay stay in the victim s body until you
decides to r elinquish contr ol. The victim is fully aw ar e of w hat is happening w hile possessed. The w itch m ay cast her spells or use any of the victim 's abilities w hile in possession. 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 , you die.
Nor dic Rune Magic In the old tales of Jar ls, ther e w er e given to the gr eat lor ds of old w or ds of pow er by the Im m or tals. The w or ds give those that use them tr em endous w isdom , str ength, w ealth or a host of other gifts, but at a ter r ible cost. Each tim e a Nor thm an lear ns a new r une, ther e is a ver y good chance they w ill per ish in the attem pt. Ther e is a gr eat cost to acquir ing each r une. To acquir e a r une you m ust seek out a cler ic of the Nor ther n Im m or tals, know n as a godr ic. You m ust then convince the godr ic to per for m the r itual to let them r equest know ledge fr om the Im m or tal. Dur ing the r itual the ar e ar e hung fr om a tr ee, bur ied alive, left to the elem ents or other w ise placed in extr em e danger. Ther e the char acter w ill r em ain for nine days. W hen the Godr ic r etur ns you w ill either aw aken, gr eatly w eakened fr om the or deal, or have died in the attem pt. It is a r isk m any ar e w illing to take. To per for m the r itual you m ust w or ship of the Nor ther n im m or tals (Odin, Thor , Fr ey/Fr eya, Loki or Hel) and m ust contact the Godr ic as above. If you ar e able to convince the Godr ic helps you under goe a r itual suicide. This puts you at 0 hit points. Then you m ust m ake
thr ee death saves w ith no healing or help fr om other s. Any non-m agical ability to m odify deaths saves is allow ed. If you die then you cannot be r esur r ected. Other w ise you w ill aw aken in nine days fr om your near death state. You then lose 1 point of Constitution per m anently, but gain the know ledge of a r une. You m ust m ake a DC15 Char ism a save, if successful you can pick the r une you have lear ned, other w ise it is deter m ined at r andom . A r une has m ultiple uses. You can use each ability of the r une once befor e needing a long r est. The effect of the r une lasts for 10 m inutes unless a spell effect or other w ise stated. If the r une allow s for a saving thr ow , you use your char ism a to deter m ine the DC of the saving thr ow. Som e r unes have per m anent affects that tr igger autom atically. Rune effects that tr igger im m ediately r esolve upon being activated. The r une m ust be applied to an item or a per son to activate. This take a full action.
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Rune/Nam e
Effect
Effect
Effect
Effect
Fehu/Cattle
You detect gr eatest am ount of tr easur e in 90ft.
Indicates dir ection to a specifically identified cr eatur e
Item of value is under effect of nondetection spell for one day
Per m anently announces your ow ner ship of an item w hen picked up.
Ur ur /Aur och
Causes hostile w ild anim al to becom e placid unless a w isdom save is m ade.
Your str ength becom es 18.
All attacker s w ithin 30' w ill only attack your char acter for dur ation of effect.
None
Thur s/Giant
Per m anent advantage on per suasion skill checks against giantish cr eatur es.
Hostile giant cr eatur e becom es stunned unless it can pass a saving thr ow at the star t of each r ound
Char acter enlarges like the spell.
None
As/Im m or tals
Gr ants True Sight like spell
Center s a Protection from Good and Evil in a 10' cir cle ar ound you.
You have advantage on all saving thr ow s
None
Raidu/Jour ney
For next six hour s autom atically aw aken if enemy or hostile cr eatur e appr oaches
Can autom atically deter m ine w hich w ay is your destination
For the next six hour s gain advantage on all Constitution skill checks due to fatigue or
None
Kaunna/Fir e
For tw o hour s the r une w ill bur n on an item like a tor ch, but not consum e the item . Rune goes out if subm er ged.
The r une w ill bur n on a w eapon, dealing 3d4 extr a fir e dam age. This w ill not har m the w eapon.
None
None
Gefu/Giving
You gain advantage on any Per suasion skill checks to acquir e assistance
You gain advantage on Per suasion skill checks to com e to a peaceful agr eem ent.
None
None
Wunju/Joy
You gain advantage on Per for m skill checks in fr ont of an audience
You gain advantage on any Per suasion check to acquir e aid
Cr eatur es in 20' m ust m ake Char ism a saving thr ow or stop fighting
None
Hagla/Cr uelty
Casts a lightning bolt like the spell, for 3d6 dam age
Casts sleet stor m center ed on your self for 10 m inutes.
None
None
Isar /Ice
Fr eezes a 10x10 ar ea of w ater into ice thick enough to hold your w eight.
Casts Ice Storm w ithin 60'. Dam age is 3d6.
None
None
Jar n/Fr uitful Natur e
You detect poison of any type in food or dr ink
You detect spell com ponents or alchem ical ingr edients in 1 m ile.
None
None
Ihw ar /Hunter
You gain advantage to hit w ith m issile w eapons.
W hen using Sur vival skill to hunt, you can autom atically captur e anim als alive.
You autom atically pass any attem pt to tr ack a non-m agical anim al.
None
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Rune/Nam e
Effect
Effect
Effect
Effect
Pethr u/Unseen
You ar e ignor ed by those w ithin 60' until effect ends or you attack .
M essages w r itten w hile the r une is activated ar e invisible except to r ecipient
You know s of pr esence but cannot see invisible cr eatur es w ithin 60'
None
Algir /Elk
Your shield gains a +1 m agical bonus.
You gain advantage on savings thr ow s against m agic.
You can cause one attack against him to m iss autom atically.
None
Sow elu/Sun
One healing effect used heals the m axim um am ount of dam age. The r une then expir es.
You can cast Revivify just like a cler ic.
None
None
Tiw ar /War
You can autom atically do m axim um dam age w hen r olling, r une then expir es.
You ar e im m une to fear for dur ation of r une.
Enem ies w ithin 10' have disadvantage testing for fear.
None
Ber kana/Bir ch
You cast Barkskin on your self.
You have r esistance against next sour ce of dam age
You can im m ediately use any available hit dice for healing.
None
Ehw ar /Hor se
You can see thr ough your hor se's eyes.
You autom atically passes any Anim al Handling skill checks w ith hor ses
Can sum m on specific hor se w ithin one m ile if hor se know char acter.
None
M annar /M an
You im m ediately know s m otivation of one str anger.
You can ask thr ee questions to a per son that m ust be answ er ed in full and tr uthfully.
Instantly know the dir ection of the ow ner of an item .
None
Lagur /Water
You can cast water br eathing.
You can float, r egar dless of w eight, as w ell has hold up one per son.
Invoking the r une on a ship keeps it fr om sinking for 10 m inutes x 1d6.
Using the r une on a stick causes the stick to keep one per son afloat for 24 hour s.
Ingw ar /Gr ow th
Causes vegetation to gr ow r apidly in 15', cr eating difficult ter r ain.
Causes a single item m ade out of a plant m ater ial to becom e 5x lar ger.
Casts enlarge on a single anim al.
None
Odala/Bir thr ight
Another char acter im m ediately ignor es one attack that w ould r educe their hit points to 0
You ignor e the next attack that w ould r educe them to 0 hit points. This effect does not expir e until attack is negated.
None
None
Dagar /Day
Rune becom es br ight as day for 200'. Illum ination is tr eated as dir ect sunlight.
Rune cr eates dar kness w ithin 120' of char acter.
Char acter can see per fectly in the dar k for 120'
None
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NewSpells Accou n t i n g 4th Level Divination (W izard)
At higher levels. W hen you cast this spell using a spell slot of 4th level or higher , add 10 m inutes 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. Com pon en t s: V, S, M (1 ledger w or th 10gp, consum ed) Du r at i on : Instantaneous W hen cast on a r oom no bigger than 10x10x10, this spell checks the m ath of ever y ledger , invoice, and sales slip in the ar ea. All er r or s ar e discover ed, em bezzling detected, and r ecor ds balanced. Anything suspicious is r ecor ded in the ledger used as a com ponent. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.
Bl each Cantrip (W izard)
Car een 2nd level Transmutation (W izard) Cast i n g Ti m e: 1 action Ran ge: 100 feet Com pon en t s: V, S, M (sand paper ) Du r at i on : Per m anent This spell r em oves all sea gr ow th fr om a 10x10 section of a ship. If used as a touch attack, the victim takes 1d8+1 per caster level on a failed saving thr ow. This spell is taught only by the M inr othad Tutor ial Guild.
Cal l u pon Radi an ce
Cast i n g Ti m e: 1 m inute
5th level Invocation (W izard, Sorcerer/Radiance) 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 : Per m anent
Com pon en t s: V, M (soul cr ystal)
W ith a touch you r em ove a stain fr om a cloth, 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 students at the Gr eat School of M agic.
Du r at i on : 10 m inutes per level
Cal m W i n ds 3th level Alteration (W izar d) Cast i n g Ti m e: 1 action Ran ge: 360 yar ds Com pon en t s: V, S, M (bit of sail cloth) Du r at i on : 10 m inutes. 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.
The caster infuses him self w ith the pow er of the 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 m axim um value. The spell expir es at the end of the dur ation or w hen all char ges ar e spent. W hen the spell is cast the caster m ust m ake a DC 13 Constitution saving thr ow or becom e exhausted, the DC goes up by tw o for ever y tim e a Radiance spell has been cast since a long r est. This spell is consider ed extr em ely r ar e, casting it in public, especially in Glantr i or Alphatia w ill dr aw all sor ts of unw anted attention.
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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
Ch eck Car avan 4th level Divination (W izard) Cast i n g Ti m e: 1 hour Ran ge: 1 m ile Com pon en t s: V, S, M (Cr ystal w or th 100 GP) Du r at i on : Instantaneous This spell finds any flaw s in a car avan befor e it leaves. Sick anim als, badly secur ed car go, or dam aged w agons, the spell w ill let the caster know autom atically w hat is the pr oblem . The spell w ill w or k on car avans up to 100 w agons in length, but m ust be cast befor e they leave in the m or ning. It w ill only detect physical pr oblem s, not intentions. It w ill not tell you if the guar ds ar e planning to r ob you. This is spell is only taught by the Dar okin M er chant's Guild.
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.
Cl i m at e 3rd level Transmutation (W izard) Cast i n g Ti m e: 1 hour Ran ge: 30 feet Com pon en t s: V, S, M (sm all jar of w ater ) Du r at i on : 1 hour per level W hen cast this spell changes the clim ate in 1 m ile per level. You can decide any clim ate fr om ar ctic to tr opical. The w eather w ill behave like the desir ed patter n for as long as the spell is active. Weather patter ns w ill for m slow ly, it is not an instantaneous effect.
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 : Per m anent 111
A single sheet of cloth extr udes fr om your hands, cr eating a single 30x30 non-m agical cloth. If you have pr oficiency in Weaver 's Tools you can shape the cloth into a shape like a tent or a gar m ent. The cloth com es out a single color , and is tough and dur able. It cannot be attached to anything w hen cast, it com es in a pile on the gr ound.
Cr eat e Ai r 3rd Level Conjuration (W izard) Cast i n g Ti m e: 1 action Ran ge: Self Com pon en t s: S, M (gr ain of sea salt) Du r at i on : Per m anent
Con t r ol Dest i n y 7th Level Enchantment (W izard/Sorcerer/Radiance) Cast i n g Ti m e: 1 M inute Ran ge: Self Com pon en t s: V, S 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 the spell expir es or w hen you r un out of char ges w hen you have to m ake a saving thr ow you autom atically pass the saving thr ow. Each saving thr ow costs one char ge. W hen the spell is cast the caster m ust m ake a DC 15 Constitution saving thr ow or becom e exhausted, the DC goes up by tw o for ever y tim e a Radiance spell has been cast since a long r est. This spell is consider ed extr em ely r ar e, casting it in public, especially in Glantr i or Alphatia w ill dr aw all sor ts of unw anted attention.
Cou n t Coi n s Cantrip Divination (W izard) Cast i n g Ti m e: 1 action Ran ge: Touch Com pon en t s: V, S Du r at i on : Instantaneous W hen you touch a container and cast this spell you instantly know n the num ber and quantify of the coins w ithin. This has no effect on anything other than m etal coins, and does not tell you the nationality of the coins. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.
You cr eate enough fr esh air to fill a 10x10x10 r oom . The cr eated air displaces any gas ther e, but heavier gases w ith displace the air after the casting. The air cr eated is not pow er ful enough to push anything other than gas. At Higher Levels. W hen you cast this spell using a spell slot of 4th level or higher , cr eate an additional 10x10x10 section of air for each level above 3r d.
Cr ow d Su m m on i n g 2nd Level Enchantment (Bard, W izard) Cast i n g Ti m e: 10 m inutes Ran ge: 120' feet Com pon en t s: V, S, M (a piece of shiny cloth) Du r at i on : Concentr ation, up to 1 hour Cr ow ds ar e natur ally dr aw n to you w hile this spell is active. Any test to gain attention fr om people or selling a pr oduct have advantage. You m uch have at least 50 people in the affected ar ea 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 the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.
Di sch ar ge 8th level Invocation (W izard/Sorcerer/Radiance) Cast i n g Ti m e: 1 Action Ran ge: 10' per char ge Com pon en t s: V, S Du r at i on : Instantaneous You r elease all Radiance dice you still have fr om other spells. This spell does 10 points of Radiant dam age per die expended to a single tar get. Dischar ge ignor es all dam age r esistance and 112
im m unity. A successful Dexter ity saving thr ow halves the dam age. W hen the spell is cast the caster m ust m ake a DC 16 Constitution saving thr ow or becom e exhausted, the DC goes up by tw o for ever y tim e a Radiance spell has been cast since a long r est. This spell is consider ed extr em ely r ar e, casting it in public, especially in Glantr i or Alphatia, w ill dr aw all sor ts of unw anted attention.
as soon as one of the w izar ds is slain the shield ends. If neither of the w izar ds is dead at the end of tw o hour s, the shield dissolves, disintegr ating all tr apped inside, no saves or m agic r esistance allow ed. If w izar ds br ing gr oups w ith them , all pr esent m ust declar e their loyalty. The spell ends w hen the last com batant of one side is dead.
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 : Per m anent
By touching an item you im m ediately know its value in gold pieces. This spell r eveals nothing other than m onetar y w or th. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.
You im m ediately extinguish a 10x10 section of non-m agical fir e. You even r em ove all heat, so ther e is no danger of the fir e r eigniting. This spell has no effect on m agical fir e or cr eatur es m ade of fir e. At Higher Levels. W hen you cast this spell using a spell slot of 2th level or higher , extinguish an additional 10x10 section of fir e for each level above 1st.
Em bezzl e 4th Level Illusion (W izard) 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 m issing is at a disadvantage. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild, though they ar e both loathe to adm it it.
Ran ge: Self Com pon en t s: V, S, M (r uby w or th 5,000 that is cr ushed w hen spell is cast) Du r at i on : 2 hour s or death of w izar d. This spell r equir es tw o m ages to cast, each m ust 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 shield dow n once cast. Nothing can penetr ate the shield fr om either dir ection.
Eye of t h e Eagl e 5th level Enchantment (Cleric/Druid) Cast i n g Ti m e: 1 action Ran ge: Touch Com pon en t s: V, S, M (eagle feather )
The shield is used for duels to the death,
Du r at i on : 10 m inutes 113
W hile under the effect of this spell, if the per son affected by this spell r olls m axim um dam age w ith an attack fr om a long or shor t bow , you can r oll another die of the sam e type and add that dam age to the total. Continue doing so until you do not r oll m axim um dam age on the die.
W hile the paint is w or n by the tar get, they ar e under the effects of a bless spells and have advantage on all W isdom (Sur vival) tests. The bless effect ends once it is used, but but not the 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.
Fi r ebow 3rd level Invocation (Cleric) Cast i n g Ti m e: 1 action Ran ge: Touch Com pon en t s: V, S, M (hickor y ash) Du r at i on : 1 r ound/level or until all the char ges ar e used. A long or shor t bow is char ged w ith 3 char ges. W hen the ar cher shoots an ar r ow , he can use any num ber of char ges. Each char ge adds 1d8 to the dam age if the attack hits. If the attack m isses the char ges ar e lost. The spell expir es if all the char ges ar e spent. At Higher Levels. W hen you cast this spell using a spell slot of 4th level or higher , add tw o additional char ges for each level above 3r d.
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.
Fi r e Gat e 5th level Conjuration (Cleric)
I n f u si on
Cast i n g Ti m e: 1 r ound
6th level Enchantment (Cleric)
Ran ge: 10 feet
Cast i n g Ti m e: 10 m inutes
Com pon en t s: V, S
Ran ge: 10 feet
Du r at i on : Instantaneous
Com pon en t s: V, S, M (bit of buffalo dung)
W hen you cast this you enter any bonfir e lar ge enough to cover you com pletely. You take no dam age fr om the fir e w hen you do this. You m ay then telepor t to any fir e that you know of, stepping out of the second fir e unscathed.
Du r at i on : One day.
Hu n t i n g Pai n t
You m ay cast this spell on a num ber of tar gets equal to your cler ical level. W hile this spell is active, each per son under its effect autom atically passes their next saving thr ow. The spell for them then expir es. The spell can expir e on one per son and stay active on another.
2nd level Enchantment (Cleric, Druid) ritual Cast i n g Ti m e: 30 m inutes
I n ven t or y
Ran ge: touch
3rd level Divination (W izard)
Com pon en t s: V, S, M (face paints)
Cast i n g Ti m e: 10 m inutes
Du r at i on : 1 day
114
Ran ge: Touch Com pon en t s: V, S, M (sm all abacus)
Or i en t at i on
Du r at i on : Instantaneous
Cantrip Divination (W izard, Ranger)
You instantly know the contents and quantity of any container , w agon or vessel that you touch. You w ill know w hat is in it, but not anything m or e specific than w hat it is m ade of. You cannot detect if som ething is m agical inside. You w ill know a chest contains a sw or d, but not if it is a the king's sw or d. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.
Cast i n g Ti m e: 1 action Ran ge: Self Com pon en t s: S Du r at i on : Instantaneous You autom atically know w hich dir ection is nor th w hen you cast this. It does not tell you anything apar t fr om the or ientation.
Ni gh t w at ch
Pr eci pi t at i on
2nd level Enchantment (W izard)
1st level Conjuration (W izard, Druid)
Cast i n g Ti m e: 1 action
Cast i n g Ti m e: 10 m inutes
Ran ge: Touch
Ran ge: Self
Com pon en t s: V, S, M (bat's w ing)
Com pon en t s: V, S, M (vial of pur e w ater )
Du r at i on : 1 night
Du r at i on : 1 hour
The affected cr eatur e can see in the dar k as w ell as he could see if it w as daylight, up to 200 feet. After 200 feet ever ything appear s to be in a haze. This spell has no affect in daylight, or inside or under gr ound. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.
You cr eate a light pr ecipitation or r ain, snow , sleet or hail in a 120' diam eter center ed on your self. The w eather isn't heavy enough to be anything m or e than annoying. Fr ozen pr ecipitation w ill m elt in hotter tem per atur es w hen it hits the gr ound.
Pr edi ct Weat h er Oi l sk i n
2nd level Cantrip (W izard)
1st level Transmutation (W izard)
Cast i n g Ti m e: 10 m inutes
Cast i n g Ti m e: 1 action
Ran ge: 10 m iles
Ran ge: Touch
Com pon en t s: V, S, M (dir t fr om local ar ea)
Com pon en t s: V, S, M (bit of eel skin)
Du r at i on : Instantaneous
Du r at i on : 20 m inutes
You know w hat kind of w eather and of w hat intensity it w ill occur in a 10 m ile diam eter ar ound you. You have a gener al idea w hen the w eather w ill ar r ive, and fr om w hat dir ection.
You cannot get w et by any m eans shor t of com plete im m er sion. Rain w ill not touch you, even w aves acr oss a ship w ill not get you w et. You suffer no penalty tr ying to see in a stor m because r ain does not get in your eyes. This spell is taught only by the M inr othad Tutor ial Guild. At Higher Levels. W hen you cast this spell using a spell slot of 2th level or higher , the dur ation incr eases 20 m inutes for each level above 1st.
Qu i ck en Pace 2nd level Enchantment (W izard) Cast i n g Ti m e: 10 m inutes Ran ge: Self Com pon en t s: V, S, M (sm all w hip) 115
Du r at i on : 1 day 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 for daily tr avel. It has no effect on speed other than total daily distance tr aveled. This spell is taught only by the Dar okin M er chant's Guild. At Higher Levels. W hen you cast this spell using a spell slot of 3r d level or higher , you m ove an addition 2 m iles for each level above 2nd.
Ret ai n Pow er 7th level Enchantment (W izard/Sorcerer/Radiance) Cast i n g Ti m e: 1 action Ran ge: Self Com pon en t s: V, S, M (soul cr ystal) Du r at i on : Per m anent You can r etain the Rad dice fr om Radiance 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 you stor e in your body the m or e difficult it becom es to cast spells. Ever y five char ges of Radiance you have stor ed counts gives a +2 to the DC of any skill checks m ade to avoid fatigue fr om casting Radiance spells. This spell is consider ed extr em ely r ar e, casting it in public, especially in Glantr i or Alphatia w ill dr aw all sor ts of unw anted attention.
Rot
Sav i or Fai r e 2nd level Enchantment (Bard, W izard) Cast i n g Ti m e: 1 action Ran ge: Self Com pon en t s: V, S, M (bit of cologne) Du r at i on : 1 hour You instinctively know how not to em bar r ass your self w hen in an unfam iliar setting. You have advantage in skill checks to m ake fr iends in locations w her e you ar e not fam iliar. You m ay not know the language but can get by being a w allflow er or w ith hand gestur es. This spell is nor m ally taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild. At Higher Levels. W hen you cast this spell using a spell slot of 3r d level or higher , the dur ation is incr eased by an hour for each level above 2nd.
Sea Legs 1st level Enchantment (W izard) Cast i n g Ti m e: 1 action Ran ge: Touch Com pon en t s: V, S, M (bit of lim e) Du r at i on : 1 hour W hile under the effects of the spell the tar get suffer s no penalties for m oving on a r ocking ship, and is im m une to seasickness and other ailm ents br ought on by being unaccustom ed to ship life. This spell is taught only by the M inr othad Tutor ial Guild.
2nd level Necromancy (W izard) Cast i n g Ti m e: 1 action
Si l ver Ton gu e
Ran ge: Touch
2nd level Enchantment (Bard, W izard)
Com pon en t s: V, S, M (bit of r ust)
Casting Tim e: 1 action
Du r at i on : Per m anent
Range: self
You cause a single non-m agic item to decay into uselessness. The item m ust be able to be held in your hand. Wood r ots, cloth becom es m oth eaten, m etal r usts. Item s held by another m ust be touched w ith an attack r oll, the ow ner of the item can m ake a Dexter ity save to avoid the item 's destr uction.
Com ponents: V, S, M (silver piece) Dur ation: 10 m inutes As long as you do not lie, you have advantage on all Per suasion skill checks. Om issions and exagger ations ar e per m itted, but if you tell a blatant falsehood the spell ends. Telling 116
som eone ?This is the finest dagger in Dar okin? 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 M inr othad Tutor ial Guild.
Sm u ggl i n g
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.
3rd level Illusion (W izard) Cast i n g Ti m e: 10 m inutes Ran ge: Touch Com pon en t s: V, S, M (sm all electr um statue) Du r at i on : 1 day This spell can affect a per son, a w agon, or a ship. W hile affected anyone tr ying to sear ch the tar get for hidden contr aband has disadvantage on all Per ception skill checks. It does not m ake the car go invisible, but people ar e m or e likely to over look it. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild, but not openly.
Th or n spear 1st level Conjuration (Cleric, Druid) Cast i n g Ti m e: 1 action Ran ge: Self Com pon en t s: V, S, M (bit of m istletoe) Du r at i on : 1 m inute You cr eate a 5' long m agical spear that does 3d10 dam age and can be thr ow n. The spear is nor m al in all aspects, but disappear s after you attack w ith it.
Tal k t o Sea Cr eat u r es
Th u n der dr u m
1st level Divination (W izard) ritual
3rd level Invocation (Cleric)
Cast i n g Ti m e: 1 action
Cast i n g Ti m e: 1 action
Ran ge: Self
Ran ge: 120'
Com pon en t s: V, S
Com pon en t s: V, S, M (dr um )
Du r at i on : 10 m inutes
Du r at i on : Instantaneous
You gain the ability to com pr ehend and ver bally com m unicate w ith sea cr eatur es for the dur ation. The know ledge and aw ar eness of m any beasts is lim ited to their intelligence, but at a m inim um beasts can give you infor m ation about near by locations and m onster s, including w hatever they can per ceive or have per ceived w ithin the past day. You m ight be able to per suade a sea cr eatur e to per for m a sm all favor for you, at the DM 's discr etion. This spell is taught only by the M inr othad Tutor ial Guild.
Your dr um cr eates a deafening noise that dr ives enem ies aw ay. Cr eatur es, fr iend or foe, w ithin 10' of you ar e not affected. Cr eatur es CR1 or less autom atically becom e fr ightened.. Other cr eatur es m ust pass a W isdom saving thr ow or becom e fr ightened. This spell has no effect on cr eatur es w ith m or e hit points than you. All cr eatur es affected take Thunder dam age equal to your cler ic level.
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 )
W hile fr ightened by this spell, a cr eatur e m ust take the Dash action and m ove aw ay fr om 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 doesn't have live of sight to you, the cr eatur e can m ake a W isdom saving thr ow , on a successful save the spell ends for that cr eatur es.
Tr an scen d Li f e For ce 9th level Transmutation (W izard, Sorcerer, 117
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 iceber g, w hich w ill be m oved by cur r ents as nor m al. The ice in non-m agical, and is tr eated as r ough ter r ain if on the gr ound.
Ran ge: Self Com pon en t s: V, S, M (100,000 gp w or th of exotic m ater ials as deter m ined by the DM ) Du r at i on : Per m anent The ultim ate spell of the Radiance, this spell gives you a chance at becom ing an Im m or tal. Just lear ning this spell should be the goal of an entir e cam paign. The only w ay to acquir e the spell is to lear n it fr om a Pr ince or Ar chduke of Glantr i, be a m em ber of the Br other hood of the Radiance, and have the sponsor ship of an Im m or tal of the Spher e of Ener gy. To cast the spell you m ust have 50 Radiance dice saved thr ough the Retain Pow er spell. Once cast the you finds your self floating befor e a golden door , w hich becom es m or e 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 against each saving thr ow at DC25 to pr ove they 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 have a 30% chance of spell failur e and cannot cast any Radiance spells for the dur ation. In addition you m ust m ake a DC15 Constitution save or lose a point of Constitution per m anently. If all the skill checks ar e passed, you find your self on the other side of the door befor e an Im m or tal of the Spher e of Ener gy. The Im m or tal w ill explain ever ything that has just happened, and the m eaning behind the Radiance. The Im m or tal w ill then explain the last check is a duel. You m ust fight an Em pyr ean loyal to the Spher e of Ener gy alone. If you succeed, you have becom e an Im m or tal, if you fail your life for ce is used to pow er the Radiance. If you achieve im m or tality your char acter is r em oved fr om play to becom e a pow er ful for ce in the Know n Wor ld.
Tr u st 1st level Cantrip (W izard) Cast i n g Ti m e: 1 action Ran ge: Self Com pon en t s: S, M (silver piece) Du r at i on : 1 r ound Your gain advantage on the next Deception check you m ake befor e the spell expir es. This spell is nor m ally taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild. War p Wood 1st level Transmutation (W izard, Druid) Cast i n g Ti m e: 1 action Ran ge: Touch Com pon en t s: V, S, M (bit of w yr m w ood) Du r at i on : Per m anent You cause a single non-m agic w ooden item to w ar p into uselessness. The item m ust be able to be held in your hand. Item s held by another m ust be touched w ith an attack r oll, the ow ner of the item can m ake a Dexter ity save to avoid the item 's destr uction. Wat er y For m 2nd level Transmutation (W izard) ritual Cast i n g Ti m e: 1 m inute Ran ge: Self Com pon en t s: V, S, M (dr op of pur e w ater )
Tr an sm u t e Wat er t o I ce 3rd level Transmutation (W izard) Cast i n g Ti m e: 1 m inute Ran ge: 100 feet Com pon en t s: V, S
Du r at i on : Concentr ation You tr ansfor m into a volum e of w ater equal to your m ass. Your clothing and gear tr ansfor m s w ith you, and you cannot be separ ated. W hile you ar e in this state you can only be har m ed by m agic w eapons, cannot attack, and m ove 1/3 118
your nor m al speed. In addition you can br eath w ater nor m ally, but if you ar e in a body of w ater you m ove along w ith the w ater at the speed of the cur r ent.
Wat ch er 1st level Divination (W izard) Cast i n g Ti m e: 1 action 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 another cr eatur e as least sm all size or above causes the plant or cr eatur e to sound a loud keening noise, clear ly audible to all w ithing 60'. Undead do not tr igger the effect, but invisible and flying cr eatur es do. This spell is nor m ally only taught to Tr eekeeper s or For ester s.
Ran ge: 120 feet Com pon en t s: V, S, M (hear tw ood of an oak) Du r at i on : Concentr ation, up to 10 m inutes A nonm agical w all of solid w ood spr ings into existence at a point you choose w ithin r ange. The w all is 6 inches thick and is com posed of ten 10-foot-by-10-foot panels. Each panel m ust be contiguous w ith at least one other panel. 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 it appear s, the cr eatur e is pushed to one side of 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 and another solid sur face), that cr eatur e can 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 that it is no longer enclosed by the w all. The w all can have any shape you desir e, though it can?t occupy the sam e space as a cr eatur e or object. The w all doesn?t need to be ver tical or r est on any fir m foundation. It m ust, how ever , m er ge w ith and be solidly suppor ted by existing w ooden suppor ts. Thus, you can use this spell to br idge a chasm or cr eate a r am p. If you cr eate a span gr eater than 20 feet in length, you m ust halve the size of each panel to cr eate suppor ts. You can cr udely shape the w all to cr eate cr enelations, battlem ents, and so on.
At higher levels: W hen you cast this spell using a spell slot of 2th level or higher , extend the dur ation by 1 hour per 1 slot over 1st.
Wr at h of At r u agh i n 9th level invocation (cleric) Cast i n g Ti m e: 1 action Ran ge: 120 feet Com pon en t s: V, S, M (m edicine pouch, consum ed in the casting) Du r at i on : Instantaneous You br ing dow n the w r ath of the Im m or tal Atr uaghin on your foes. Assign a num ber of dice equal to tw ice your cler ic level to the tar geted cr eatur es, the pool m ay be divided any w ay you decided by you, it need not be the sam e 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 lightning for exam ple.
The w all is an object m ade of w ood that can be dam aged and thus br eached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destr oys it and m ight cause connected panels to collapse at the DM ?s discr etion. If you m aintain your concentr ation on this spell for its w hole dur ation, the w all becom es per m anent and can?t be dispelled. Other w ise, the w all disappear s w hen the spell ends. 119
Goodsand Services 120
M agical Item Availability M ystar a is a w or ld r ich in m agic. M agical devices ar e fair ly com m on, especially in the m agocr acies of Alphatia and Glantr i. Other nations like M inr othad and Dar okin ar e so involved in tr ading that anything can be found for a pr ice. Indeed, in som e cities m agic item s ar e openly haw ked to passer sby, fr om the m undane tool to the exotic ar tifact. Item Rar ity
To find an item for pur chase, fir st calculate the var ious m odifier s for city size, location and item r ar ity. If the per centage is less than 1% the item is not pr esent at your location. Other w ise m ake the r oll to see if you can find the item . Each r oll takes up one w eek of dow n tim e. If you fail the r oll the w eek is w asted. If you fail thr ee r olls looking for the item , it is not pr esent at that location. National M odifier s
Rar ity
Base Cost
Chance
# Found
Com m on
75
40%
2d6
Uncom m on
300 gp
20%
1d6
Rar e
2250 gp
10%
1d3
Ver y Rar e
35000 gp
5%
1
Legendar y
50000+ GP
1%
1 Ever
Nation
Cost
M odifier
Bonus #
Alfheim
+25%
+20%
1d3
Alphatia
-10%
+30%
1d6
Atr uaghin
+500%
-75%
0
Dar okin
-20%
+15%
1d6
Ethengar
+50%
-50%
0
Five Shir es
-10%
-20%
1d2
Glantr i
-25%
+40%
1d8
City M odifier Size
Population M odifier Bonus #
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
Rockhom e
+65%
-40%
0
Ser r aine
+100%
+50%
0
Soder fjor d
+40%
-50%
0
Thyatis
-15%
-10%
1d6
Vestland
+10%
-10%
0
Ylar uam
+100%
-50%
0
Special M odifier s Featur e
M odifier
Bonus #
Cost
Por t
+10%
1d2
-10%
Tr ading Post
+5%
0
+20%
M age's Guild
+10%
1d3
+25%
For eign Nation
-20%
0
+30%
121
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
Rockhome
Armor, Gems, Weapons
Grain, Tobacco, Animals
Dengar 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
Karameikos
Glass, Porcelain, Common Metals
Grain, Ivory, Meat
Kelvin
122
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
Glantri
Oil, Dyes, Common Metals
Precious Wood, Semi-Precious Stones, Spices
Kopstar 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
Darokin
Rare Books, Cloth, Precious Wood
Dyes, Fish, Glass
Selenica 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 Woods
Weapons, Armor, Horses, Furs
Rockhome
Monsters, Ivory, Previous Metals
Meat, Silk, Textiles
Minrothad
Weapons
Grain, Precious Wood
Ylaraum
Precious Metals, Rare Books, Monsters, Pottery
Weapons, Cloth
Stahl Stronghold
P
Surra-Man-Raa
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, Rare Books
Dyes, Silk, Salt, Furs
Glantri
Textiles, Hides, Wine
Silk, Beer, Meat
Ostland
Fish, Cloth, Textiles
Common Woods, Meat
Yvoness Zeaburg
P
Notes: P: Por t G:M age's Guild T:Tr ading Post 123
Great Marketsof theKnown World
Al f h ei m is the only tr ue city in the nation of Alfheim . Built to concentr ate for eign tr ader s in one location inside the elven kingdom , it is the best place to find elven goods.
The Gr an d Bazaar of Ylar uam is a fr enzied site for tr ading. Her e ever ything m ust be pur chased thr ough haggling, and coin is not 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 find alm ost anything, r egar dless of legality. Busy day and night, the city in know n for it's thr iving and open black m ar ket.
Thyatis' Gr eat M ar k et is one of the busiest in the w or ld. Stalls str etch for m iles as ever y sor t of good or ser vice can be found her e if you 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. 124
Darokin Guilds
Minrothad Guilds
Al -Azr ad. Located in Selenica, Al-Azr ad specializes in tr ade w ith Ylar uam . The guild does actual little business w ith the r est of Dar okin because of its distant location.
Cor ser . Set up by hum ans, Cor ser specializes in luxur y goods. W hile the guild actually pr oduces ver y few pr oducts, the sheer cost of them m akes the guild pr ofitable.
Cor u n . Based out of Cor unglain, Cor un focuses on tr ading m er chandise str ictly inside of Dar okin. Cor un is know n for it's pow er ful political connections.
El san . Set up by the w ater elves, Elsan is the lar gest ship building guild in M inr othad. Elsan m akes a lar ge am ount of m oney thr ough fishing and w haling.
Fr an i ch . The new est m ajor guild, Fr anich has no specialty and instead has inter ests in alm ost ever y type of com m er ce. As befits their style, Fr anich is located in Dar okin City.
Ham m er . Com pr ised of dw ar ves, Ham m er handles all tr ade dealing w ith m etal and stone. The guild m akes the finest w eapons and ar m or s thr ough a secr et pr ocess.
Hal l on i ca. Based in Selenica this is the dom inant house in the East. Hallonica succeeds by being one of the m ost politically adept houses thr ough m utual diplom acy.
M er cen ar i es. Actually the standing ar my for M inr othad, the guild is found both on land and in ships. The guild is a political one and is paid for its ser vices by the gover nm ent.
Li n t on . Located in the por t city of Athenos Linton is the only nautical tr ade guild in Dar okin. They ar e one of the r ichest guilds because of their gr eatly incr eased r ange.
M i n r ot h ad. The nation of M inr othad uses a guild str uctur e as its gover nm ent. Neutr al in the affair s of other guilds, M inr othad is still the m ost dom inant guild in the nation.
M au n t ea. The m ost pow er ful guild in Dar okin, M auntea has set the standar d for political pow er in Dar okin city for centur ies. M ost innovations have com e fr om M auntea.
Qu i ck h an d. A guild consisting of pr im ar ily hin, Quickhand deals w ith leather goods and fuelm aking. The guild also focuses on cr eating dishes and ar t objects fr om clay.
Pen n ydow n . Another guild based in Dar okin City, Pennydow n m akes its m oney on sheer volum e. W hile not of the best quality, their pr oducts can be found ever yw her e.
Ver di er . Pr im ar ily w ood elves, Ver nier specializes in all goods w ood and cloth. Ver dier also has a duty to handle agr icultur e, a duty they shar e w ith Guild Quickhand.
Ton ey. The sm allest of the gr eat houses, Toney dom inates lake shipping out of Akesoli. Tr ading heavily w ith Glantr i and Atr uaghin, Toney also specializes in agr icultur e.
Sea M er ch an t s. A political guild com pr ised of sailor s and dockhands, the Sea M er chant or M er chant Sailor 's guild handles the tr anspor t of all goods m ade in M inr othad.
Um bar t h . Though based in distant Akesoli, Um bar th m akes its m oney by being the m ost w idespr ead guild. Tr ading w ith alm ost ever y know n nation, Um bar th r eaches ever yw her e.
Tu t or i al . A com bination of sever al sm aller guilds, the Tutor ial Guild handles all legal pr oceedings and tr ains guild w izar ds in the w ays of guild m agic.
125
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
Bow yer Tools
15gp
3 lbs
Builder 's Tools
50gp
20 lbs
Cabinetm aker 's Tools
8gp
7 lbs
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
Kasas
25gp 1d6 slashing
W histling 3 sp None Ar r ow
3 lb. Finesse, Light
¼ lb.
Signal noise only
126
Castles and Str onghold Constr uction Constr uction Detail
Cost (GP) AC
HP
Descr iption
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 Wood or Stone
100
20
35
Reinfor ced & Bar r ed (7'x5')
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 127
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 128
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 Aurumancers 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 tur n 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 1 tur n. 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 129
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. 130
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) 131
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) Xylogr 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. 132
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 4 hour s at the end of 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 taste 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 save 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
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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 Glantr i City, 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 W i n 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
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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
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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 Veequ ay'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
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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 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.
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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.
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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 dishes 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
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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 conskill checks 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
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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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