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  • Mythosan Calendars
  • Nomenclature
  • Birth Tables
  • Return of the Sylvari
  • Return of the Runir
  • Class Demographics
  • Class Titles
  • Monastic Orders
  • New Feat: Elven Ancestry
  • Notable Wines and Spirits
  • Gems and Ores
  • The Magic of Gemstones
  • Magic Items and Artifacts
  • Slavery
  • Ulthian Emperor Trivia
  • Alignment Map
  • Gazetteer of the Underworld
  • Expanded Rules for Economics
  • Town and City Demographics
  • Planar Cosmology
  • Magic in the Far Realms
  • Runegates
  • The Elder Gods
  • Shrines and Temples
  • Death and Resurrection
  • Detect Elven Blood
  • Elfmark
  • Open Runegate
  • Summon Shrine Guardian

r The World of Mythosa s


Mythosa Compendium, Volume I
By Bruce Gulke

Table of Contents
Chapter I: The World of Mythosa Chapter II: People of Mythosa Chapter III: Treasures of Mythosa Chapter IV: Kingdoms, Empires, & Other Realms Chapter V: Realms Beyond Chapter VI: Gods and Religion Appendix: New Spells Open Gaming License 2 11 19 30 50 55 58 60

Additional Credits
Editorial Assistance Teri Gulke Cover Illustration Bruce Gulke Interior Illustrations Bruce Gulke, Teri Gulke, Larry Elmore

©2007 by Bruce Gulke. All Rights Reserved. “d20 System” and the “d20 System Logo” are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 3.0. A copy of this license can be found at www.wizards.com/d20. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission. Artwork ©2007 by Bruce Gulke, with the following exceptions: • Artwork with the “Elmore” logo is ©2002 by Elmore Productions, Inc. • Artwork on pages 4, 6, 8, 11, 16, 22, 28, 31, 36, 50, 52, and 57, which are the property of Dover Publications, Inc. • Artwork on pages 20, 21, 24, 37, and 39, which are the property of Politically Incorrect Games. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the artwork or nonOGL material herein is prohibited without the express written permission of Bruce Gulke. This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This document is not affiliated with any other commercial publication.

First Printing April 2007


w w w . m y t h o s a . n e t

r The World of Mythosa s

Chapter I: The World of Mythosa

This chapter covers myriad topics about the world – calendars, language, and other general
noteworthy elements. The contents of this chapter are as follows: • • • • • • Mythosan Calendars Nomenclature Birth Tables Languages Languages by Region Top Ten Lists

religious meaning to someone; otherwise, for them each day is no different from the next. With the Ambian calendar, years are counted since the founding of the Ambian Republic (0 AR).

Imperial (Ulthian)
Though the Ulthian calendar was originally adapted from the Ambian calendar, its only recognizable similarity is that it has the same number of total days (364). The Imperial calendar consists of twelve months of thirty days each, and each month is divided into six five-day weeks. The names of the months come from the names of the first twelve emperors of Ulthia: Scordelos, Theres, Toresk, Agahst, Halember, Klas, Darfell, Vesmer, Malruik, Lyhtan, Jynval, and Ramas. The names of the weekdays are simply numerical: Firstday, Seconday, Thirdday, Fourthday, and Fifthday. Weeks are five days long as the number five is sacred to Azakhar. The equinoxes and solstices are Imperial holidays that are considered “outside” the normal calendar. Rather than make Theres, Halember, Vesmer, and Jynval thirty-one days long, each month “pauses” for a day after three weeks, then resumes for another three weeks afterward. As they are “outside” the normal calendar, these special days are not assigned weekday names either. The holidays are: Feast of the Iron Legions (Spring Equinox): A celebration of the Ulthian armies, the Feast of the Iron Legions marks the official start of the empire’s military campaigns. Triumph of the Flame (Summer Solstice): This day is marked by feasts and revels throughout the empire. It is the second most holy day of the year, venerating the fire aspects of the Azakhari religion. The culmination of the festivities is marked in each town and city by the immolation of an enemy of the empire, usually a prisoner taking during an earlier military campaign.

Mythosan Calendars
There are a variety of calendars used in Ryh’ardha. The most common is the Ambian, but it is by no means universal. Other popular methods for marking time include those used by the Skalnir, the Khazrani, Syrhaat, Ulthia, and the people of the Varghani Desert.

A legacy of the fallen republic, the Ambian calendar is the most widespread form of reckoning. Its popularity can be attributed to Zeldoran traders who have spread its use through Ryh’ardha as they have the Altaevian language. The Ambian calendar is based on the equinoxes and solstices. A season is delineated by an equinox or solstice and forty-five days before and after, resulting in a length of ninetyone days. A season is then further divided into three months, the first and last being thirty days long with the middle being thirty-one. In addition, the Ambian calendar divides its 364 days into fifty-two seven-day weeks. These days have been assigned special significance, from a day focused on commerce and trade to one concentrating on learning and knowledge. These special meanings are generally ignored by rural populations as well as the commoners within urban areas. Significance is attached to a day if it has


the Empress of Syrhaat. The people of the city kept the evil army at bay. Thoradag. or item which has great significance to the Dominion. On this day. This is the most important of those days. Validag. extravagant name. each day of the 364 in the year has an individual. but the plant is still honored in the Dominion’s calendar. every day of the year is a holiday to some degree. This day commemorates that event. Skalnir The Skalnir of the North Realms reckon time by two seasons – winter and summer. In effect. but the sheer number of invaders was such that it took the Syrhaati armies eight months to finally break through to Tamras and drive the aberrations back into the jungle. Usik. though they reckon time greater than days by “winters” (years) and “moons” (months). it contributed for many years to Syrhaat’s robust economy. Helgadag. Omam. Thus.or solar-based. It is used to laud the victories of the empire’s Iron Legions as well to mourn those who have fallen in service to the Imperium. It is 364-days long. A meeting may be scheduled for the “first day of the full moon in Taradah” or the “last night of the lesser [waning] crescent in Shafur”. Dhamwa. Naza. The days of the week are named Duridag. Khazrani The Khazrani have no formalized calendar. but the Varghani as a whole do not recognize the solstices or equinoxes as other cultures often do. Rather. Gifts are made to the emperor in the hopes that his prosperity will be reflected throughout the country. for that matter. with thirteen months of twenty-eight days each. Various tribes have their own holidays and traditions. if a Khazrani states that something will occur “three moons from now” he’s essentially referring to a time roughly three months into the future. These folk are known as the “Exalted” and are believed to continue their service to Azakhar in the afterlife. revolving around the phases of Ralos. a dark host of aberrations and their enslaved Viss’takh minions burst forth from the Uhntari Jungles and attempted to seize the southern city of Tamras. it marks the end of the Imperial campaigns before the onset of winter. Each week has its own name which corresponds to one of the twenty-six letters in the Skalnir runic alphabet. The months are named Atayar. Traditionally. and the faithful pray and sacrifice to Azakhar for good fortune during the remainder of the winter as well as in the year to come. Taradah. Examples of some of the days include: Day of the Ever-Blossoming Jasmine Lotus: The rare jasmine lotus was once a lucrative export of Syrhaat. the Varghani generally refer to the phase Ralos is in during a particular time. but they do not celebrate the equinoxes. nor is it seasonal. particularly when it is full. “Moons” refers to the phases of Ralos. the Khazrani culture 3 . It is neither lunar. Qashad. Hasiq. Each season is divided into twenty-six seven-day weeks. Day of the Eternally-Radiant Amaranthine Primarch: There are many days dedicated to the Primarch. Noridag. Rather. though how they are honored varies greatly. Shadah. Hasik. Khetmad. when divisions smaller than a month are required. and Aesidag. and corresponds to the Summer Solstice on the Ambian calendar. derived from some important event. Day of the Glorious Breaking of the Siege of Tamras: In 102 BAR. there is no concept of a “week”. all non-essential work and commerce in the Imperium ceases. person.r The World of Mythosa s Day of the Exalted (Autumnal Equinox): This holiday is celebrated in a rather solemn manner. The Imperial calendar starts counting from the year Scordelos I consolidated the principalities of Ulthia and established the country as an empire. Shafur. doesn't concern itself with time the same way other cultures do. Varghani The Varghani calendar is lunar-based. Night of the Emperor (Winter Solstice): The Night of the Emperor is the holiest day of the year in the Ulthian Empire (since it is the highest holiday in the Azakhari faith). Found only on the banks of the Bajar River where it flows through the Silverwood forest. Balodag. Days of the week are unnamed. Syrhaat Dominion The Syrhaati calendar is probably the most unusual of the civilized kingdoms. The meanings of the days are similar to those used in the Ambian calendar. With the southern Syrhaat peninsula virtually abandoned the jasmine lotus is no longer harvested. and Farus. It has no months or days of the week. There are no names for months or days. They recognize the solstices.

the given alignments are consistent with what is dominant in each region. most Syrhaati have adopted the Ambian calendar for practicality. Others who needed to follow the days carried with them a Roll of Days. While PCs and NPCs are not restricted to what is listed.r The World of Mythosa s During the height of the Syrhaat Dominion. “Primary Alignments” lists the alignments most common for the region in question. Ralynia Sahar Sarenland Shesada Spÿre Syrhaat Talek Pharos Talîsmarr Tarrvik Tazadir Tyr Aegas Ulthia Valnysia Valdahar Yar Zeldora Ralynian Saharite Saren Shesadan Spÿrran Syrhaati Pharossean Talîsmarran Tarrvish Tazadiri n/a (Sylvari) Ulthian Valnysian Valdaharran Yarrish Zelodran Nomenclature Adjectives used to describe when something – or someone – is from a particular kingdom are as follows: Aelorea Al’Sharaq Aldanor Amaristan Asyra Calythir Essengard Gharakaag Gothmoor Greyspire Ilmara Ivenmir Kharazgar Lhyrna Maar Maraada Malcythia Miradel Qet Aelorean Sharaqi Aldish Amari Asyrran Calythirran Essen n/a Gothic Greyspirran Ilmaran Ivenese n/a (Runic) Lhyrnic Maarite Maraadan Malcythian Miradese Qeshan For religions. The days of the ancient calendar have not been rejected entirely. committed the days to memory. some people. but now very few people – including the nobility – can recite each day from memory. In modern times. particularly the nobility. The Roll was a scroll listing each day of the year and its name. 4 . the following adjectives apply: Aadu Aaduan Aeryandris Aeryandrite Alyara Alyaran Azakhar Azakhari Baltur Balturran Dynera Dyneran Jhadara Jhadaran Lis Lissene Lyranis Lyranissene Rahl Rahlite Shaarizad Shaarizadi Birth Tables These tables are intended for those times when the DM wants to know where an NPC was born or when a player wishes to randomly determine where his character comes from. It was not unusual for commoners to have a Roll as well. and for many it was used as a tool to help them learn to read.

r The World of Mythosa s Region Aelorea Al’Sharaq Aldanor Amaristan Essengard Free Cities of Calythir Gharakaag Greyspire Harrstad Ilmara Ivenmir Kharazgar Khazrani Steppes Lhyrna Maar Malcythia Maraada Miradel Novaskora Old Irathia Qet Ralynia Sahar Sarenland Shesada Spÿre Syrhaat Talîsmarr Tarrvik (slave) Tauron Mountains Tazadir Tyr Aegas Uhntari Jungles Ulthia Valdahar Valnysia Varghani Desert Yar Zeldora Elsewhere Roll on Human column Human 1-2 3 4-6 7-9 10-13 14-17 18 19-21 22-25 26-27 28-31 32-35 36-38 39-40 41 42-45 46-48 49-53 54-56 57-61 62-64 65-66 67-71 72-75 76 77-79 51-87 80-82 83-86 87-88 89-90 91-94 95 96-98 99-100 Sylvari Runir HalfElf 1-2 3-4 5-6 7-9 10-12 26-50 7-11 26-27 28-66 12-16 67-70 13-22 23 24-26 27 28-62 63-64 65-67 68-69 70-71 72-74 75-78 79-82 83-86 87 88-89 90-91 92 93-94 95 88-92 93-97 98-100 78-83 84-85 86-100 96-97 98-99 100 58-60 61-100 30-33 34-38 39-43 44-48 8-11 12-15 16-19 20-24 12-16 17-21 22-26 27-29 6-7 17-39 51-53 3-5 6-11 6 21-25 1-5 HalfOrc 1-2 1-3 1-15 4-5 16-20 1-4 5-12 13-20 21-25 Viss’takh Taurok Primary Alignments LE/LN NE/CE N CN/N LN/G N CE/NE LN/LG N/NG NG/CG N/LN LG/NG CN/N LG/NG CN/NE NE/CE NE CG CE/CN NE/CE N/LE/NE CN/N N/CN N/LN/NE NG/N N/LN LN/N CG/NG N N/NG N/NE CG/CN/NG Any LE/NE LG/NG CN/CE Any NE/LE/N N/LN 40-43 44-45 46-50 71-72 73-77 49-52 53-57 25-28 29-52 53-57 54-58 59-88 89-92 93-97 58-82 83-97 98-99 100 98-99 100 Birth Table: Humans and Other Surface Races 5 .

water-based creatures Auran Air-based creatures Auroni Tauroks Celestial Good outsiders Dhazyni Dhazyra Draconic Kobolds. hobgoblins. lawful evil outsiders Isenati Varghani Kalumesh Barbarians of the Kalumesh clans Khazrani Khazrani Orc Orcs Runic Runir S’seric Sith’aal Sylvadriel Sylvari. travelers. dragons Drakdriel Drakari. giants Goblin Goblin. bugbears Gnoll Gnolls Ignan Fire-based creatures Iltanese People of Greater Ulthia Infernal Devils. chaotic evil outsiders Aesyrian Asyra. wizards Abyssal Demons. Amaristan Tarinic Ulthian nobility Terran Xorns. some halfelves Syrhaati Syrhaati Taracian People of the Emerald Coast.r The World of Mythosa s Primary Alignments LE/NE NE/LE LE/LN NE/CE LE LE/NE NE/CE - Region Den’tharas Nalithara Rath-Kaelin Shaansu’ul Shaithalial Varlolth Zhaure Elsewhere Roll on Human table Roll 1-13 14-28 29-39 40-55 56-66 67-84 85-97 98-99 100 Languages The languages recognized in Mythosa are summarized in the table below: Typical Speakers Sages. Common) explorers Aquan Kyree. sorcerers. Al’Sharaq Altaevian People of Ambia. (Trade merchants. earth-based creatures Underspeak Underworld Varinian Skalnir V’stalic Viss’takh Language Aanese Alphabet Aanese Gehennish Ardhani Hassitic Kyree Ari Sirylic Elysian None Draconic Ari Druidic Khadratic Runic Runic Hassitic V’stalic Hassitic Dissene Ardhani Khadratic Khadratic Runic Runic Sirylic Ari Ardhani Ardhani Hassitic Runic Runic Khadratic V’stalic Birth Table: Drakari (Dark Elves) 6 . Underworld Druidic Druids (only) Ghassani Barbarians of the Ghassan tribes Giant Ogres.

The other languages listed may be known if the given percentage is rolled (and their intelligence allows for it).r The World of Mythosa s Languages by Region The table below may be used to determine the language (or languages) known by the inhabitant of a particular region of Ryh’ardha. Region Aelorea Al’Sharaq Aldanor Amaristan Essengard Free Cities of Calythir Gharakaag Primary Secondary Language Languages Iltanese Altaevian (40%) Tarinic (10%) Isenati Aesyrian (40%) Altaevian (30%) Orc (30%) Taracian Altaevian (65%) Giant (10%) Taracian Altaevian (45%) Syrhaati (15%) V’Stalic (5%) Varinian Altaevian (45%) Auroni (15%) Giant (5%) Iltanese Altaevian (30%) Auroni (15%) Ghassani (20%) Khazrani (65%) n/a Altaevian (35%) Giant (15%) Goblin (25%) Orc (50%) Taracian (35%) Varinian Altaevian (40%) Draconic (5%) Auroni Altaevian (15%) Taracian Altaevian (65%) Isenati (40%) Varinian Altaevian (45%) Runic Altaevian (45%) Varinian (65%) Khazrani Altaevian (40%) Ghassani (35%) Iltanese (20%) Kalumesh (35%) Altaevian Iltanese (40%) Taracian (20%) Altaevian Taracian (30%) Varinian Giant (30%) Gnoll (75%) Goblin (25%) Region Maraada Miradel Novaskora Old Irathia Qet Ralynia Sahar Sarenland Shesada Spÿre Syrhaat Talîsmarr Tarrvik Tauron Mountains Tazadir Tyr Aegas Uhntari Jungles Greyspire Harrstad Ilmara Ivenmir Kharazgar Khazrani Steppes Lhyrna Maar Malcythia Ulthia Underworld Valdahar Valnysia Primary Secondary Language Languages Taracian Abyssal (20%) Altaevian (50%) Draconic (10%) Infernal (20%) Taracian Altaevian (55%) Sylvadriel (20%) Orc Giant (30%) Goblin (50%) n/a Gnoll (20%) Orc (50%) V’stalic (30%) Isenati Altaevian (35%) Taracian (20%) Taracian Altaevian (60%) Isenati Altaevian (35%) Taracian (20%) Altaevian Iltanese (20%) Isenati (20%) Taracian (35%) Isenati Altaevian (45%) Taracian (50%) Altaevian Aanese (15%) Draconic (20%) Taracian (10%) Syrhaati Altaevian (45%) Taracian (40%) Taracian Altaevian (75%) Aquan (15%) Giant Altaevian (30%) Varinian (25%) Auroni Altaevian (20%) Giant (35%) Isenati Altaevian (35%) Taracian (20%) Sylvadriel Altaevian (45%) Taracian (55%) n/a S’seric (40%) Syrhaati (15%) Taracian (10%) V’stalic (30%) Iltanese Altaevian (45%) Infernal (20%) Tarinic (35%) n/a Drakdriel (30%) Orc (40%) Underspeak (50%) Taracian Altaevian (55%) Syrhaati (75%) Iltanese Altaevian (20%) Khazrani (10%) 7 . The first language listed will be spoken by the character.

Ulthian city Ivenmir. 6. Popularity of the Gods by Number of Worshippers 1. rules in Greyspire 2. Saryntiera (silver). presented for those readers who would be interested in such bits of information. in western Aldanor Dhasara. 9. Mir’nagerys (silver). 6. 2. in Gharakaag Lor Elesna. Varthas’kiskora (red). 2. 5. capital of Ulthia Ilmara. dwells deep within Centiswood 8 . city-state on the eastern Ambian coast Shesada. 10. in the northern wilderlands 1. north of Malcythia 9. far northern city-state Aelor. Aurymragoth (gold). lives in the southern Indrus Mountains 10. lairs in the Dark Morass 5. capital of Aelorea The Ten Most Famous Ruins Top Ten Lists Herein is a list of various items of trivia. Andraathrux (undead). 8. Alyara Lyranis Azakhar Jadhara Baltur Shaarizad Aeryandris Dynera Aadu Black City of Wizardry. dwells in the southern Stone Curtain 7. north of the Uhntari Jungles 10. 4. in Gharakaag Lyranorr.r The World of Mythosa s Region Varghani Desert Yar Zeldora Primary Secondary Language Languages Isenati Aesyrian (10%) Altaevian (20%) Taracian (35%) Taracian Altaevian (35%) V’stalic (50%) Altaevian Iltanese (40%) Isenati (40%) Khazrani (40%) Syrhaati (30%) Taracian (50%) Varinian (30%) The Ten Largest Cities of the Known World (in order of population) 1. Malaeryx (blue). 4. 5. city-state in the Varghani Desert Valdahar. 8. Rel Eldara. 7. lairs in the central Grey Mountains 8. Radimôrradas (black). Mormagauth (red). 7. 3. lairs in the southern Varghani Mountains 3. found in the center of Thornwood Forest 9. dwells in the Spire of the Black Serpent 4. in the center of the Forest of the Forlorn 8. Ulthanium. 3. city-state in the Southern Kingdoms Urnsk. city-state on the Ambian coast Hadira. 4. The Ten Most Famous Dragons of Ryh’ardha 1. 3. city-state on the Emerald Coast Zeldora. north of the Qeshan Mountains Tyr Aegas. 2. Kaladauth (red). 7. Wintercrest. in the Grey Waste Asgarth Mor. Daurgorithax (blue). 6. 5. north of the Aelarion Forest Corathmyr. capital of Syrhaat Lhyrna. makes its home in northern Gharakaag 6. 9. Anaarum.

Zar-Adân. Maerlysa Gwynn. Almira Zayan. a sorceress of the Maraadaruling Blood of Aan 7. leader of the band of warriors that destroyed the Aetheric Collector in Marasinia 3. chief ruler of the city-state of Spÿre 4. Daemos. established the Kalumeks –the largest tribe of the Khazrani barbarians 9. a mysterious wizard who lives in the Crimson Labyrinth on Az’gotha 10. an insane sorcerer of immense power who wanders throughout Ryh’ardha 5. Kalu. Talîsmarran merchant fleet owner 7. head of the Ordos Arcanis Ex Imperium in Ulthia 6. Ur’Zaal. Saludain Cattan. a lich rumored to be lurking somewhere in the southern Varghani Desert 8. Lord Kilian Agathur. 9 . Ataris Galathorn. former ruler and Supreme Mystarch of Xolta-Moras 5. Janlis Trishal. Samir Ghatis.r The World of Mythosa s The Ten Wealthiest People in the World 1. Prelate of the Church of Aeryandris 3. Zewdye the Mad. ancient wizard responsible for teaching magic to the Quanyari 2. wizard indirectly responsible for the rise of the Ambian Republic 7. Emperor of Ulthia 2. Tharzi Sabru. Vasilaros. half-elven ranger whose spying was vital in keeping the Marasinian Empire from infiltrating the Ulthian Imperium 8. a powerful evoker who makes his home in southern Essengard 3. also known as the “Magehunter”. an evil archmage said to be hiding somewhere in Sarenland 9. The Crimson Archmage. Father Dominic Casimir. head of the Warlords of Khai 9. Marcus Ramas IX. head of House Argentus in Stalis 8. which lead to the establishment of the Qeshan Empire 4. Tazadiri drug lord 6. Valros Aldur Caslarin. ancient Sylvari king who led the Sylvari to victory over the Drakari in the elven civil war over 3000 years ago 6. Gabriela Aelenroth. an ancient lich who occupies the tower Corathmyr in northern Gharakaag 2. head of House Talamyr in Sarenton 10. Primarch of Syrhaat 4. Spÿrran abjurer Almira Zayan The Ten Most Powerful Magicians in the World 1. Calec Talamyr. Ulthian merchant prince 5. Morvalas the Destroyer. a mercenary wizard whose primary focus is hunting and killing other mages in the Varghani Desert and the Emerald Coast Ten of the Most Influential People in History 1. first prophet and priest of the god Adonhim 10. Erika Argentus. former slave who helped to liberate southern Khemsa. Lazaren. Sakhameht. Talleos Ral Anallir. Damma Aegis. who slew the demon prince Iabassu – Duke of Gehennim and liege of the demon lord Aesmadaevas – before he could enter the material plane. Ascara Merotus. Meron Swiftsea. Yulara Gaaratari. Otto the Ominous.

as well as the murder and defilement of dozens of priests. Antonius Malor. Maraadan war parties regularly striking at the outskirts of Valdahar 9. Arvo of the Steel Eye. Continuous skirmishes between Malcythia and their southern neighbors: Essengard. Malinos Sinistral. Haramis the Desert Viper. a Yarrish priestess of Shaarizad: Wanted for numerous assassinations 3. Alister the Wanton. an infamous pirate captain: Wanted for numerous acts of piracy. a bandit leader: Wanted for acts of banditry from Newhelm to Northgate The Ten Greatest Conflicts in Ryh’ardha 1. Tarrvish raiding bands harrassing their neighbor kingdoms 10. mainly rare. an evil ranger: Wanted for the wanton slaughter of innocent villagers in Ilmara. Rakzurr Blackclaw. and Miradel 8. Conner the Cruel. Marauding humanoids from Gharakaag attacking Aldanor. both of valuable possessions and daughters’ virtues 9. Recurrent clashes between the navies of Talîsmarr and Gharakaag pirates and slavers 7. Aldanor. a bandit leader: Wanted for acts of banditry and murder in the eastern Varghani Desert 8. Perpetual battle between the Ulthian Imperium and the humanoid tribes of Novaskora 4. Skirmishes between the cities of Calythir and the Khazrani barbarian tribes 6. Valnysian Raiders harrassing northern and eastern Ulthia Haramis the Desert Viper 10 . Greyspire. and Ivenmir 2. unique. Aelorea pursuing the destruction of magic through its naval “Inquisition Fleets” and their land-based “Missionary” counterparts 3. Maelia the Ebon Dancer. Slow. and murder 5. a half-elven master thief: Wanted for the theft of numerous goods.r The World of Mythosa s The Ten Most Wanted Criminals in the Emerald Coast 1. an ex-Wayfarer priest of Shaarizad: Wanted for spreading and furthering the worship of Shaarizad throughout the Emerald Coast 6. a half-orc Anarchista: Wanted for the desecration of numerous temples and shrines. and expensive art objects and magic items 10. Grazia Dorran. The White Raven. a rogue: Wanted by numerous noble houses for acts of theft. primarily female Lifebringers 2. and Ralynia 7. Ilmara. steady incursions of the Sith’aal from the Uhntari Jungles into Syrhaat 5. Miradel. head of head of the evil Great House: Wanted for various evil acts orchestrated in places such as Ilmara and Lhyrna 4.

Spÿrran wizards discovered a runegate about thirty miles north of their city in the Grey Mountains. Lhyrna. drawing upon a name in a well-known passage from a Aanese scroll in the Spÿrran library. They also found that it was located hundreds of miles to the east on an entirely different continent. pre-dating any known civilization. Eventually. Unfortunately for the wizards of Spÿre. The passage speaks of “…Iremzha of the Elders. Investigating the ruin proved to be extremely perilous due to the creatures that inhabited the city. Exploring the Runemaze beyond they found no dangers in the immediate vacinity. This led to speculation that the city had been built by one of the original Nine Tribes of Humanity. the Spÿrrans established a foothold in the ruins and were able to study them more with more care. the threat of Marasinia forced them to put their explorations on hold to deal with the sorcerous empire. While this isn’t true. the Sylvari have returned to the continent of Ryh’ardha. The wizards named the new continent Atharys. They named the city Iremzha. while the architecture of the city supported the theory that it once housed humans. the tribe which had built ships and sailed east. which was Aanese for “eastern wilderland. the city had not been built by humans but pre-dated their arrival and they had altered the place to fit them. never to be heard from again. However. most people believed the disease Marasinia unleashed on the Sylvari hit the entirety of their race at the same time. In other words.r People of Mythosa s Chapter II: People of Mythosa his chapter covers the races of Mythosa and information pertaining to their chosen professions. however. Some were familiar monsters common to Ryh’ardha while others had never been seen before. and Zeldora. Topics include: • • • • • • Return of the Sylvari Return of the Runir Class Demographics Class Titles Monastic Orders New Feat: Elven Ancestry T Return of the Sylvari Long thought to have been destroyed by the Marasinian Empire in 450 AR. A Runegate to a Distant Land Around the time of the Marasinian ascendancy. Initial sightings that were generally disbelieved have evolved into the quite visible establishment of elven embassies in the kingdoms of Miradel and Talîsmarr and the city-states of Ilmara. the 11 . The Attempt to Eradicate the Sylvari Until recently. This gate opened into a ruined city of unknown origin. more importantly they found another gate mere minutes away. What follows is the true history of the elves after their supposed destruction. While the Sylvari are by no means a common sight in the Emerald Coast their numbers are slowly growing. further study determined that it had been altered to accommodate human habitation. where their magic turned against them…” Who (or what) the Elders are and whether they were actually associated with the ruined city are still points of speculation to this day. The wizards were able to determine that the ruined city was quite ancient.

Eventually. Over time. but they still do not know what happened to these “secondary” inhabitants. The people of Elthanamir continue to study the ruins of Iremzha as well as similar ruins they’ve discovered on Atharys. Most believe this owed to the sorcerers needing to acquire more resources and components to continue their attack. There are a few humans and half-elves in Elthanamir as well. In a woodland near Iremzha they built a city they called Isilendel. The Sylvari population has also increased substantially as they became rather promiscuous after settling in to replenish their numbers. etc. they initially unleashed their disease against the three great Sylvari cities: Rel Eldara. in the months and years following their arrival. The Marasinians eventually learned of the exodus and attacked the throngs at the runegate.000 elves made it to Atharys.000 humans in the kingdom and about twice that many half-elves. Finally. They knew Ulthia from history. despite having fought against the Marasinians. were not included in the arrangement. Around this time. Aelorea was the next kingdom they encountered. some Sylvari wanted to travel back to Ryh’ardha to see the outcome of the wars with Marasinia.r People of Mythosa s Sylvari never challenged that belief. and myriad other hazards. the elves expanded and were able to carve an entire kingdom out of the new wilderness. the Sylvari knew they couldn’t be trusted. 12 . All are very old and of an origin they are still unable to discern. either from the disease or by being hunted down by the Mystarchs. – had to be abandoned in their cities. Lor Elesna. the Sylvari were able to settle their new homeland. but chose to proceed farther down along the coast to find a more amicable kingdom. wizards and others who were helping the elves and were trapped when the runegate was destroyed. but their meeting with the theocracy did not go well. assuming they had not been entirely looted in the past 200 years. Return of the Sylvari Eventually. multitudes perished due to the dangers of the new continent – alien diseases. Fortunately for the Sylvari.000. it was more advantageous to them to have as many people as possible believe that none of them survived. Almost all of the remaining elves on Ryh’ardha that didn't make it through died later. Like Iremzha. and Tyr Aegas. The elves that returned traveled by ship over 1600 miles across the Boundless Sea. Ships were built. Isilendel and the surrounding forest became home to the remaining Sylvari. There was then a delay before they struck at further elven settlements. Beside the fact they weren’t in a position to do so. They first arrived at the Ulthian Imperium. there are roughly 1. they brought as much with them as they could safely carry but the majority of elven culture – their art. this gave them some room to maneuver. crewed. they landed at The New Elven Homeland It is estimated that around 100. predatory beasts. as a result. This new kingdom was dubbed Elthanamir and at present is roughly the size of Aldanor. having been born within the last 190 years. there is evidence that they were inhabited and altered at a later time by humans (or humanoids). However. nor were any of the elven settlements in close proximity to them due to the risk of a bearer of the disease being brought along. tens of thousands of elves were saved and passed through the runegate. the elven archmages in Spÿre – knowing of the runegate to Atharys – devised a plan to allow the Sylvari to escape from the Marasinian genocide. Many of them inter-married with the elves so their numbers have dwindled. and set sail for Ryh’ardha. many of the elves of Elthanamir are quite young. sadly. Many also wanted to recover things that had been left behind in the cities and palaces. Journey to the Unknown Through the use of a great deal of teleportation magic. The three great cities. When the Mystarchs struck at the elves. in the battle that followed a number of elves sacrificed themselves to destroy the gate to save the rest of their people. the Spÿrran elves contacted Sylvari leaders and spellcasters in the smaller cities and settlements that had not yet been hit and plotted to bring as many elves as they could to and through the runegate. literature. With the help of those human wizards who could be spared from the war effort. who numbered around 60.

never to be seen again (this may have contributed to the belief that all the dwarves had left. had left their mountain homes over two millenia ago and traveled into the west. Examples include toughening of the skin (granting natural armor). They had a spiritual significance. a ritual was performed to bond a baby Runir to the stone. A Hearthstone was the literal representation of the Runir sense of family and community. The Disappearance Around 3500 BAR. The second ritual was a “coming of age” ceremony which a dwarf would participate in around the age of 40. However. Runir that became city elders – leaders of the dwarven communities – went through a third ritual which deepened their bonds with the Hearthstones even further. damage reduction against evil. Through magical rituals. The first was telepathy with others bonded to the stone – child or adult. improved skill with axes. 13 . or improved crafting ability. if they wished to. The Hearthstones Ages ago. This baptismal rite would grant little to the young dwarf but it gave them a connection to their fellow Runir. Return of the Runir For years it was generally accepted that the dwarven Runir. The horrible truth was that they had never left but had been imprisoned for centuries in their own cities. one of the original “Root Races” created by the gods. though of a more abstract nature than religious (the stones weren't objects of worship. Most of the elves that have returned are engaged in exploration and reclamation – venturing into the wilderness to see what has become of their fallen kingdoms and recover that which remains. The stones were also filled with a mystic energy that the Runir never entirely understood but which they learned to draw upon to grant them selves special powers. This rite would deepen a Runir's bond with the Hearthstone and grant them two special powers. They also are looking to see how likely it would be that other elves could return. and – more importantly. for instance). but as described below. the reason for this was quite different and terrible). Talîsmarr. The first time would take place during infancy. This assumption was proven false about 25 years ago by the Aaduan Devastation. The other power was selected by the dwarf and was usually a reflection of their personality or something intended to aid them in their profession. which inadvertently brought about the return of the Runir. The human tribes and fledgling kingdoms that had contact with the Runir found their cities and trading posts abandoned and those few that dwelt outside the dwarven domains left. enough information has been gathered to reconstruct what should be a relatively accurate history of that time for the Runir. The Sylvari may have been aware that something had happened to the Runir but they paid little heed to the dwarves and weren’t affected by their absence. never to be seen again. This bonding would occur twice during their lives for most dwarves. whether the disease persists and whether any major force exists that wishes to finish the task the Marasinians started. Initially the Sylvari came to Lhyrna but over time their ships found harbor in Zeldora. dwarves were bonded to the Hearthstones of their cities to bring them closer to their community and to allow them to utilize the stones’ energies.r People of Mythosa s Griffin’s Keep and were greeted warmly – if with a great deal of surprise – by the paladins of Lhyrna. the centers of dwarven cities were home to gargantuan stones known as Hearthstones. with no forewarning the dwarven race as a whole seemed to disappear. and Ilmara. The circumstances surrounding the imprisonment of the Runir as well as the details of their history prior to that event are sketchy due to reasons described below. granting them additional powers as well as greater responsibilities.

and Calythir (particularly Essengard. The Duergar While the Runir disappeared and were unseen for two millenia. it came at a horrific cost. Unfortunately. chaotic neutral. the dwarves still harbor a burning hatred against them since their Chaos Orbs were responsible for the catastrophe. while they learned to avoid Ulthia. Whatever the case. but it isn’t quite as strong as in the past. The latter soon learned that their best hopes lay with the people of Essengard. most of their race’s wisdom and knowledge was lost with the death of the adult population as well as the raiding and destruction of various dwarven cities. no one knows. The bonded adults and the community elders – who likely were even deeper in the Hearthstones – were killed. Greyspire. like the Sylvari. but there are a sizable number who are neutral good. the only Runir to survive the shattering of the Hearthstones were those who were farther from the center – those who had weaker bonds to the hearts of the stones. This situation would last for the next two thousand years The Runir Today Today. or chaotic evil. Most are still lawful good. there are no records of Duergar activity prior to 3500 BAR. They also still maintain a sense of community. Malcythia. either by finding fellow dwarves and banding together to establish new strongholds or by escaping to human territories. though there is rampant speculation. How this happened. most believe that the cause was the dwarves themselves. The Runir of today lack the special abilities of their forebears. As such. such was not the case for their evil counterparts – the Duergar. The surviving Runir did their best to protect one another. though they still possess traits such as darkvision and a knack for mining and craftsmanship. Game Information: Dwarves gain a +2 racial bonus to attack and damage rolls against priests and worshippers of Aadu. which offered only death or enslavement. one of the collective goals of the Runir is to recover as much of their lost lore and culture as they can. the Runir are a small but growing people. This can be seen in the morality and ethics of modern dwarves. 14 . The massive release of the Chaos Orbs’ malevolent energy shattered the Hearthstones throughout the ancient dwarven cities. In other words – only the children. who would undoubtedly disapprove of their descendants’ activities despite understanding their obvious necessity. tinkering with the stones to perhaps increase their power. There are even a few Runir who are neutral or lawful evil. in the past. However.r People of Mythosa s Unbeknownst to those outside the Runir cities. whereas the Runir of today are more likely to deviate from these beliefs. A sizable number managed to survive. however. but the majority of that was destroyed with the fall of Kyrantheum. Modern Runir are also far more promiscuous than their ancestors. The Release The Runir were released from the Hearthstones around 25 years ago as a result of the Aaduan Devastation. Despite the fact that this was not the goal of the Anarchista (as far as anyone knows). the Runir almost universally where lawful good. Unfortunately. the dwarves that had bonded with the Hearthstones and were within one or two days travel from their cities were drawn bodily into the magical rocks and placed into a kind of stasis. A wealth of dwarven lore had been plundered by Marasinia. or lawful neutral. chaotic good. Unfortunately. While this did grant the Runir their freedom. many fell prey to the dangers of the Underworld as well as hostile creatures and humanoids that had since occupied the ruined dwarven cities. while a few see a link between the construction of Aan and the disappearance since both happened roughly at the same time in history. the deeper they had been drawn into it. but virtually none that are neutral evil. the dwarves had become imprisoned inside the Hearthstones. with the older children protecting the younger and the eldest taking on the adult roles of leadership. However. Some believe that an enemy did something to the Hearthstones and imprisoned the Runir. and Tarrvik. which today boasts the largest population of dwarves outside of Kharazgar). the dwarves consider the followers of Aadu to be an even greater adversary. The goblinoid races have always been – and yet remain – enemies of the Runir. The more heavily bonded a dwarf was to a Hearthstone. as they were able to accomplish something far beyond what any other racial enemy had ever done – annhilation of the entire adult dwarven population.

orcs. This includes half-elves as well as half-orcs living in human communities. This loss drove those dwarves to despair as the link to their communities and extended Runic families disappeared. This was a moderately popular belief for some time. However. Slightly more than half of the people who are a given level advance to the next level.406 72.240. while highly experienced characters are rare.130 Total 8.. markedly different from the old.000 4. but not all Runir became Duergar.977 49. the corollary of the last assertion listed above is that roughly nine people in ten are of an NPC class (usually “commoner”).930 2.030 5. only disproved with the return of the “good” Runir. Rather.415 3.000.556 177. the same event also resulted in the severing of their bonds with the stones. Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 One per. In addition to the population numbers listed earlier. Certain classes require greater commitments than others and thus attract fewer adherents. Roughly one person per ten is a first-level character. but retirement is not uncommon.991 7.540 1. “classed” creatures that live outside the human kingdoms such as trolls. The classes and the percentage of adventurers belonging to each are listed below: 15 .718 10. But what defines “common” and “rare” as far as classes go? The table below gives a rough estimate of how many characters there are in the world of a particular level This table does not account for characters who are of one of the NPC classes. some were too far away and avoided the fate of their brethren.000 2.606 3.r People of Mythosa s which suggested – among other things – that the Runir had become the Duergar. and Runir is roughly 80.752 258.739.247.238 334. 10 19 36 67 127 239 451 851 1. (regardless of class or multi-class).191. They became a dark. Eventually. Lack of advancement is usually due to death. when most of the dwarves were pulled into the Hearthstones. Human and dwarven sages studying the matter have concluded that the original theory was partially correct – the Duergar were Runir.104 585 310 164 87 46 • • Class Demographics Low-level adventurers and mercenaries are common in Mythosa.805 919.000. and giants.315 93. Sylvari.200 1. these “grey” dwarves came together and formed a new culture.808 26.789 20.463 136. But that still left the questions of how the Duergar originated and why their appearance seemed to coincide with the disappearance of the Runir.356 38.000. brooding folk who abandoned their old ways for the path of evil. it may also be useful to know how classes are broken down by percentage. The table also does not account for non-human. The numbers are derived from the following assumptions: • The total population in the civilized realms of humans..016 631.064 478.083 1.398 13.

primarily because there is no temporal rank in the religion. Most of them are small groups with a handful of members and (ironically) little stability and less longevity. Wizards The naming conventions for wizards actually originated ages ago in the Order of the Obsidian Tower but came into common usage in the wizardly community over the years. as in “Honorable Master”. Note: Most Mythosan monks may multiclass on a limited basis. a rough estimate can be derived of how many characters of a particular class there are at a given level. Druids A druid’s title is “Ovate”. Those below list Class Titles Titles and forms of address are generally a product of social rank or membership in an organization rather than a product of one’s profession. characters are regularly dying and retiring as well as advancing in level. Teachers or other authority figures in an order have the title of “Master {Name}”. Monastic Orders There are dozens of monastic orders in Ryh’ardha. Wizards who can cast spells up to the third level of power are known as Initiates and are addressed as “Initiate {Name}”. Monks Monks are generally referred to as “Brother {Name}” or “Sister {Name}”. For Level 6 Barbarians. Wizards who have distinguished themselves by mastering spells of the seventh rank or higher have earned the title of Magus and the address of “Magus {Name}”. depending on the nature of their order. 16 . In addition.910. However. These are detailed below. or forms of address that are “unsanctioned” but are universally acknowledged. the correct form of address is “Honorable {Rank}”. There may be another…there might not be. as in “Ovate {Name}” Unlike clerics. Wizards who have gone beyond the nine ranks of spells are known as Paragons and are greeted with “Paragon {Name}”. By applying these percentages to the population table. These orders are detailed below. the Myrshae do not differentiate forms of address by rank. if you wanted to know how many Level 15 Wizards there were.104 by 2% (about 22). Those who can cast spells of the fourth to the sixth level of power are addressed in a like manner but are called Adepts.556 or 66. some of the adventuring classes have official titles. Just because a character is an 18th-level Sorcerer doesn’t mean that if she kills the other two she’ll be the only one. that boast hundreds or thousands of members and have the power to influence events across entire kingdoms. simply multiply 1. It must be remembered that these numbers are estimates. while the head of an order is addressed as “Grandmaster {Name}”. however. so specific people may not fall into a particular category for too long of a time. For instance.r People of Mythosa s Class Fighter Rogue Barbarian Ranger Cleric Bard Druid Paladin Sorcerer Wizard Monk Percentage 25 16 20 11 9 5 5 3 3 2 1 Clerics and Paladins Refer to the Divine and the Devoted supplements for ecclesiastic titles. the number is 20% times 334. If addressing a monk when their rank is known but their name is not. There are a few orders.

The monks of this order are known for their myriad tattoos. 17 . They do not seek out trouble. Like their Balturran counterparts – the Disciples of the Lion – the Iron Dragons are a religious society. Autarch-tu Indrana Vadra. It is rumored they are in league with the sorcerous Blood of Aan in Maraada as well. but when called upon by the outside world they will lend aid to causes they deem worthy of support. faithful and are working to establish that belief as fact. Essenmoor. Ivenmir. working to undermine Valdahar and accelerate the collapse of Syrhaat. Ilmara 1100 Cleric (Baltur). Iron Dragons Alignment: Monasteries: Lawful Evil Urnsk (primary). queen of Valdahar. Orders not listed here should be addressed by the DM. Ilidar. Z’haar (rumored) Membership: 450 Multiclassing: Fighter. and the Sith’aal of the southern jungles. the monks. The Bloodknights and Fists of Azakhar respect the Iron Dragons but consider them to be inferiors. The monks of this order are sworn enemies of the Iron Dragons. Most of their influence is invested in the political struggles of Amaristan but they have recently begun working to extend their power into the other Southern Kingdoms and even the Emerald Coast. They are also ardent scholars who have established monasteries outside Valdahar to help further their worldly knowledge. Syrhaat. rogue The Varghani Desert provides harsh training grounds for the Fists of the Desert Wind. almost directly east of Tazadir. Qet 800 Ranger Jade Serpent Alignment: Monasteries: Lawful Evil Haadarat (primary). Fists of the Desert Wind Alignment: Monasteries: Membership: Multiclassing: Lawful Good Shesada (primary). which are imbued with magical energy. Zeldora Membership: 3400 Multiclassing: Cleric (Azakhar). however. Painted Brotherhood Alignment: Monastery: Membership: Multiclassing: Lawful Neutral Qeshan Mountains 300 Sorcerer The Iron Dragons sect is the largest monastic order in the world. Sarenton. paladin of tyranny The Brotherhood of the Jade Serpent is one of the smallest of the major monastic orders but it is also one of the most ambitious. engimatic order headquartered in the Qeshan Mountains. Disciples of the Lion Alignment: Monasteries: Membership: Multiclassing: Lawful Good Lionsgate (primary). Khamir. The monks are Azakhari zealots and believe that enlightenment may only be achieved through a rigid adherence to a hierarchical structure which forgoes mercy and freedom. which keeps them in almost constant conflict with neighboring Maraada. The monks of the Ivory Flame are dedicated to preserving the safety and sovereignty of Valdahar. Khaarkuum. The power of the tattoos can be called upon to temporarily grant them special abilities beyond their standard monastic training. The Disciples of the Lion are not a secular organization like many other monastic orders. Zeldora Membership: 650 Multiclassing: Cleric (Aeryandris) The monks known as the Disciples of the Lion believe that perfection may only be attained through good works. is a member of this order. see themselves as the proper masters of Azakhar’s The Painted Brotherhood is a small. they have dedicated their lives to Baltur and believe that their special abilities are gifts granted them by the deity. To that end they have embarked on a crusade throughout Ryh’ardha to thwart evil in all its forms. paladin Ivory Flame Alignment: Monasteries: Lawful Neutral Valdahar (primary).r People of Mythosa s the classes with which multiclassing is allowed. The ascetic members of this order chose the desert to live and train in due to its unforgiving nature and its lack of distraction.

and a +2 racial bonus on saving throws against enchantment spells or effects. 18 . and Spot checks. Immazu Membership: 800 Multi-classing: Fighter. working against the Maraadans as well as Valdahar's Ivory Flame monks. a character with this feat has some elven traits due to having elven relatives somewhere in their ancestry.r People of Mythosa s Silk Lightning Alignment: Lawful Neutral Monasteries: Altesh (primary). Laharu. Benefit While not a half-elf. • +1 racial bonus on Listen. Special A human with Elven Ancestry is still considered a human for all effects related to race unless otherwise noted. One benefit from the list below may be selected when this feat is chosen: • Immunity to sleep spells and similar magical effects. who the Silk Lightning see as a negative influence on Syrhaat's longevity. They generally will be found in and around the Syrhaat peninsula. • Low-Light Vision: Same as a half-elf. ranger Syrhaat-based Silk Lightning restricts its membership to women only. • +2 racial bonus on Diplomacy and Gather Information checks. New Feat: Elven Ancestry Elven Ancestry [General] Prerequisites Character must be human. The sisters of this order are dedicated to preserving the Dominion despite the fact that it is in a steady decline. can only be taken at 1st level. Search.

It acts as a mild stimulant. Game Information: This wine has an exceptionally fine taste and is likely the best thing the drinker could ever consume. 300 gp/bottle (new) Notable Wines and Spirits Wine. the highly coveted Amareth is said to be the finest thing a person could ever taste. There are no special effects for elves or half-elves. The Ilendurran wine is not quite as potent as the original elven Calavaasel. Amareth Wine Amareth is perhaps the rarest of all rare wines. Interestingly. gnoll. other than the wonderful taste. Market Price: 1500 gp/bottle (elves: 2500 gp) Nine Days Dead Ale “Nine Days Dead” is the name of a particular brand of ale brewed by the Brimstone Brewery in the citystate of Ilmara. ogres. Market Price: 600 gp/bottle (original). but at the end of that time the effect is reversed for the following 30 minutes. and mead are common throughout the kingdoms. the better). but the potables listed below are particularly rare or unique. half-orcs. It is a light red wine with a wonderful. by the half-elven Ilendur family using recipes passed down from their Sylvari ancestors. he will be in a state of euphoria for 1 week (this state results in a +4 morale bonus to Will saves against effects dealing with fear. This chapter describes those listed below: • • • • Notable Wines and Spirits Gems and Ores The Magic of Gemstones Magic Items and Artifacts Calavaasel Calavaasel was once a common wine among the Sylvari. suggesting that either the original formula recipe was lost or a necessary ingredient is no longer available. Mythosa is not short of its treasures. and similar creatures who drink this wine must make a Fortitude save (DC 25). Orcs. It was originally made by the Sylvari. Game Information: Drinking a glass of “original” wine acts as the equivalent of 8 hours of rest. Nine Days Dead is one of the few human brews that the Runir consider worth drinking. the secret of making it disappeared with them (though the Sylvari have returned. ale. though that tends to be lessened if the ale is served with a rye bread (the darker. It is certainly an acquired taste. eliminating the need for sleep when consumed in small amounts. This hefty stout has gained enough popularity that the brewery exports barrels of it to various cities of the Emerald Coast. goblins. Found only in ancient hoards and private collections. or be struck dead. as it leaves a bitter aftertaste. as they produced a batch of Amareth only once every 25 years. Even before the elven exodus it was a rarity. Game Information: Consumption of a pint of this ale will grant the drinker +1 to rolls for attacks and saving throws for 30 minutes. the Tyr Aegas vintage tastes no different. or lizardfolk.r Treasures of Mythosa s Chapter III: Treasures of Mythosa From the mundane to the unique. with Zeldora being its biggest buyer. drinking a “new” bottle is the same as resting for 4 hours. Calavaasel is currently produced in Tyr Aegas and in the Miradese town of Highwood. Market Price: 400 gp/keg 19 . sweet taste. dwarf. and other negative feelings). minotaur. pain. Consuming a second bottle within the same period of time confers no benefits and causes the drinker to be dazed for 1d6 rounds. it seems the recipe has been lost or has not been brought out of Elthanamir). and the libation most likely to be shared with their non-elven brethren. but like almost all their wines. If a glass of it is imbibed by a human. but it is still quite popular.

Game Information: If an arcane spellcaster drinks a glass of this wine. but at the cost of leaving them exhausted after the effects of the drink wear off. which they distribute to Orcish warriors before major battles. Game Information: Consuming a glass of this wine will give the drinker immunity to magic sleep spells and effects. sometimes called “Delver’s Brew” by its original Runir makers. Market Price: 200 gp/bottle Tahku While the brutish Orcs do not recognize the goddess Alyara. half-orc. The ale is supposed to be very nutritious. Market Price: 600 gp/keg Thorgar Ale Thorgar ale is a heavy. with competitors using it to gain an edge in their battles. This may have been the purpose of the sadistic Marasinians’ experiments. Its use in gladitorial combat was banned in the Imperium. and low-light vision. though it seems rather harsh until one has grown used to it. Tyr Aegas has started producing Nythiral again. Market Price: 40 gp/keg Skahzim Skahzim is also known as “Gladiator’s Grog”. a +2 profane bonus to saves versus enchantment spells and effects. and has a nauseating smell which resembles the odor of stale sweat. Thorgar has a hearty taste. and other people in violent professions. kobold. Drinking another bottle while the first is still in effect does not confer additional bonuses. they must make a Fortitude save (DC 20). The Runir of 20 . Possession of Sylvanblood Wine is particularly offensive to Sylvari and half-elves. Market Price: 900 gp/bottle Sylvanblood Wine This loathsome beverage originated in western Marasinia. except that the drinker is exhausted rather than fatigued at the end of the rage. hobgoblin. Originally intended to be a dessert wine. while others find it repulsive. some tribes honor a minor deity they call “Goru-Tahk”. goblin. but it can be used to prolong the duration of the rage. and a -2 enhancement penalty to WIS and INT. it’s hard to say given the Marasinians’ twisted agendas. The “Gladiator’s Grog” originated in Ulthia’s fighting pits. they gain a +2 enhancement bonus to CON. rich drink. white wine was yet another elven creation. or just an unexpected side effect. It is a thick. as the name implies. Orcs and their kin savor this ale. adventurers. the Sylvari discovered that the wine augmented the magic of wizards (of any race) by lengthening the duration of their spells. heavy drink with a nutty smell and a most repugnant taste. or be blinded for 1 hour and nauseated for 3d6 rounds. These effects last for 24 hours. his spells will be treated as if they were prepared with the Extend Spell feat for the next hour. and was used by dwarves on extended explorations of the Underworld for sustenance. ogre. thick and full-bodied. who prefer to see any remaining stock destroyed. If drunk by another type of being. or orc. is the mingling of a typical red wine with the actual blood of elves. Sylvanblood Wine. Skahzim temporarily increases the drinker’s combat abilities.r Treasures of Mythosa s Nythiral Wine This light. These effects last for 1 hour. Shamans of Goru-Tahk periodically brew a vile ale dubbed “Tahku”. It was created by a group of sorcerers who performed experiments on captured Sylvari (prior to that race’s exodus). Game Information: A person who drinks a pint of this grog is affected in the same manner as a barbarian who has gone into a rage. This state is the same as that described in the PHB. Tahku is a yellowish-green in color. In these realms it tends to be purchased by warriors. Game Information: When a pint of this ale is quaffed by a bugbear. but it has since found its way to other kingdoms. Consumption of the wine confers some of the traits of the Sylvari on the drinker for a short time. Consuming this wine willingly while knowing its nature is an evil act. and the city-state of Spÿre still retains a large stock from the days prior to the Sylvari plague.

Drinking Val’Suul makes a person more agile and more charismatic for a short time. it is up to the DM to decide exactly what the person sees. Larger gems project a larger field. silver. Though the herbalist has been dead for many decades. Game Information: A pint of this potable grants the drinker a +2 enhancement bonus to DEX and a +4 enhancement bonus to CHR for 2 hours. but leaves them feeling weak and exhausted afterwards. iron. since jeweled oaks grow only in the Havenwood forest. though the duration is permanent. but actual glimpses of future happenings. The brew also has a medium addiction rating. and they continue to purchase the drink. the nature of which is left to the DM. The anti-magic Aeloreans. Market Price: 1000 gp/bottle Gems and Ores Most people are familiar with the typical gems and metals of the world: rubies. production of the mead continues to the present day. There are some earthen treasures. they will perceive a variety of visions. They are very rare. is an extremely rare gem. fortresses. that are substantially rarer or more unusual than these.r Treasures of Mythosa s Kharazgar are slowly starting to make new batches. An oakstone is the seed of a tree known as the jeweled oak. For some. but it is easily obtainable on the black market. Some people claim that the hallucinations seen during this time are not simply mental illusions. It was originally created by the herbalist Marduga in the city-state of Tazadir. It is a light drink with a milky consistency and a sharp taste. a piece of iryx will nullify magical effects used against it or which come near it. etc. and contain branch-like inclusions. for instance). The divinatory vision need not be something that relates to the character drinking the mead. It is about the size of an acorn. the many Dendrites there make their harvest quite dangerous. reddish-brown in color. Market Price: 200 gp/keg will happen within the next week (similar to a divination spell). prize iryx and use it to protect their cities. Again. the gem is not particularly valuable to most people. Note that this effect is only similar to the listed spells and is not the same thing (spells cannot be cast through the “vision” as can be done with scrying. crafted from fungi found in the Underworld. Game Information: An average-sized iryx gem projects a field around itself that is equivalent to the spell antimagic field. Val’Suul is illegal in most kingdoms. Market Price: 1000 gp (average-sized and assuming a buyer can be found) White Lotus Mead White Lotus Mead is the common name for “Marduga mead”. oakstones are not a product of the earth. most of it coming from plundered dwarven cities and strongholds. A third pint consumed within the same period results in the drinker being nauseated for 1d4+1 hours. rather. It is a source of magic-negating power. Because of this. however. a porous and opaque type of quartz. Afterwards. this tradeoff is acceptable. While some people are suspicious and even fearful of oakstones (believing they are 21 . but there is still a fairly ample supply of it available. but is as hard as a ruby. Game Information: Drinking a pint of this ale foregoes the need for food and water for a period of one week. Val’Suul Val’Suul is an addictive Drakari brew. The dark elves do not drink it themselves. During this hour. Oakstones are translucent. but of a tree. There is a 5% chance during this time that one of these visions will either reveal something that is currently happening (similar to a scrying spell) or something that Oakstone Unlike most gems. however. Market Price: 2400 gp/keg Iryx Iryx. A second pint consumed within seven days of the first yields no benefit. and soldiers. the enhancement bonuses disappear and the drinker suffers a -6 enhancement penalty to CON. they make it specifically for sale to surface-worlders. A glass of White Lotus mead puts the drinker in a hallucinogenic state for about an hour. Game Information: Drinking a glass of this mead will put a person into a trance-like state for one hour (treat this as being dazed). diamonds.

Soulstones occur naturally and cannot be crafted with Item Creation feats. Game Information: These gems are in the same value category as alexandrites and black pearls. It has the power to trap the soul of one who dies near it. Without this mineral. others prize the unique gems and pay handsomely for them. value varies if a soulstone is “filled”. If it is destroyed. is extremely useful in the creation of magic items. the strength depends on the level of the entity inside: moderate for 1-10 levels or HD. and a Break DC of 25. character levels may be drained from the gem to make the spell more difficult to avoid. In addition. however. rings. the stone crumbles into powder. No roll is necessary for raising or resurrecting a character whose soul is in a soulstone as it is not being returned from the afterlife. controlling an estimated 80% of the known orichalcum deposits and reserves. their monopoly has been threatened. In recent years. For each level drained. 22 . Most orichalcum deposits and reserves are in the hands of Zelradas. Game Information: Orichalcum may be used as a “power component” to offset or neutralize the XP cost of magic item creation. when it contains a soul. A soulstone has an aura of faint conjuration when empty. and overwhelming for 21 or higher. House Argentus has used some of their resources to develop orichalcum mines. Market Price: 1500 gp (empty). No time limit applies either. but they are not content with the growing threat of the Aeryandrites and House Argentus. and other items costs their creator a measure of his life force. Market Price: 2d4x100 gp (500 gp average) Orichalcum The rare ore orichalcum. Game Information: If a character dies while having a soulstone on his person. This has proven to be somewhat difficult so they have focused their efforts on orichalcum. To successfully accomplish this. armor. However. as it prevents the soul from passing on to the Far Realms. For the most part. If all the levels of a trapped soul are drained. primarily with control of who could be taught Item Creation feats. the soul is released and goes on to the afterlife in the standard fashion. A spellcaster may drain the life energy from a soul trapped in one of these gems to power their magic. used in a resurrection. once a customer of the House Zelradas. failure indicates that the levels are not drained and the spell DC is unaffected. the caster must make a Spellcraft check against DC 10 + 5 per level drained. it is easier for Zelradas to control the distribution of a physical product rather than contain the proliferation of knowledge. Powdered orichalcum allows a wizard to avoid this cost as it is consumed in the crafting rather than the wizard's experience. A soulstone has hardness 8. Zelradas still dominates the market. has become more proficient in locating and exploiting the ore. enchantments placed on weapons. The church of Aeryandris. Levels drained from a spirit in a soulstone that is later raised or resurrected are lost and cannot be regained with a restoration spell. evil spellcasters can also tap into the power of a spirit trapped in a soulstone and drain it for their own nefarious purposes. or drained by a spellcaster. more commonly known as “mana dust”. strong for 11-20. though the buyers will generally be restricted to evil spellcasters. Draining levels from a trapped soul is an evil act. Market Price: 5 gp per dram (average) Soulstone A soulstone is a magical gemstone that looks virtually identical to a diamond but which emanates a faint luminescence. While a spell is being cast. The orichalcum is consumed in the creation process. The artificers of Zelradas have tried to maintain a monopoly on the creation of magic items over the years. This hasn’t stopped mages from making magic items. the orichalcum trade in Ryh’ardha is controlled by House Zelradas. This can be a boon. though the condition of the body is still a factor. 10 hp.r Treasures of Mythosa s connected to the Shadrathu). but it discourages wanton creation due to the inherent cost when orichalcum is unavailable. his soul is trapped within until the gem is shattered. Every dram of orichalcum used in the item creation process is equivalent to one experience point. the DC of the spell increases by 2.

it is Enlarged again) Spell is Extended (as the metamagic feat. etc. etc. Effects that don’t make sense or wouldn’t apply should be re-rolled. all doors (unlocked. both as luxury items as well as components for certain magic.) within 50 feet of the caster swing open. but is centered on the caster (if the caster is already the center. and no slots/uses are expended Spell functions as normal. the effect below replaces the spell’s desired effect and components. Wildstone has little value beyond being a novelty due to its unpredictable nature. A wildstone gem generates a chaotic field around itself which causes magical effects to be warped and changed. unless it is Undead. Some spells listed refer to multiple spells (such as cure). Naturally. no effect) Spell functions as normal. locked. assume that the gemstone affects only that spell. are consumed and slots/uses expended as if the spell worked The spell does not function. if there is a single spell with the specific name listed. Note: When a specific spell is mentioned. If the effect listed does not directly bear on the spell cast. XP. When in doubt.) A random non-magical item within 50 feet of the caster is made permanently magical (randomly determine its new properties) A random magical item within 50 feet of the caster is made permanently non-magical Everything within 30 feet of the caster receives the effects of a heal spell. none if its components are lost. in which case it receives the effects of a harm spell Caster is instantly transported to an elemental plane (determined randomly) A dispel magic effect Roll twice on this table (re-roll additional results of 20) Market Price: 50 gp The Magic of Gemstones In addition to their inherent value. Each of the gems and precious stones that may be generated from the DMG is listed below along with any particular qualities it may possess. if already Maximized. sometimes in good ways. or the table below can be used. if a character possesses a stone that may help them in a situation but the player neglects to mention it (or is unaware). secret. it is Extended again) Spell is Heightened (as the metamagic feat. not directly damaging effect takes place (DM’s choice. XP. if already Extended. re-roll) Spell has a minimum duration of 1 turn. do not apply its effects after-the-fact. the character shouldn’t lose the gem if they didn’t receive its benefit. Spells cast within this area (including spell-like effects. but not supernatural or extraordinary abilities) are subject to the effects of the wildstone. all magic items currently within 50 feet of the caster glow brightly for 2d4 days.. some examples include: 16 17 18 19 20 grass and leaves sprout from the caster’s skin. 4 5 6 7 8 9 10 11 12 13 14 23 . not mass invisibility or greater invisibility. Swallowed gems are only effective for creatures of size Small or greater. 15 Game Information: An average-sized wildstone gem generates a magic-warping area with a 10-foot radius emanation with it at the center. are consumed and slots or uses are expended. invisibility refers to that spell. if already Enlarged. it is Empowered again) Spell is Enlarged (as the metamagic feat. Also. and no slots/ uses are expended All variable effects of the spell (anything based on a random roll) are minimized. the caster’s skin turns bright blue for 2d4 days. regardless of any feats that may have been used to enhance the spell (if any) Spell is Empowered (as the metamagic feat. It is nearly the opposite of iryx (described above). the effects of the gemstone in question apply only to that spell. For instance. Gaming Note: In the interest of expedience. other times in not-so-good ways. Simply assume that it did not “activate” for some reason. etc. sex of caster changes. all nonorganic. none if its components are lost. etc. gemstones possess other qualities as well. The DM may decide what those effects are. increases the effective spell level by one) Spell is Maximized (as the metamagic feat. swirled inclusions. even if its normal duration is instantaneous Caster polymorphs into a random creature A portal to the lower planes opens and a random evil outsider comes through (not under the caster’s control) Some bizarre.r Treasures of Mythosa s Wildstone Wildstone is a translucent form of reddish-colored quartz with multi-colored. d20 1 2 3 Result Nothing happens. non-magical material within 10 feet of the caster turns to dust. smaller creatures cannot swallow sufficiently sized gems at all. if already Empowered. any gem which must be swallowed is consumed by the magic it releases and will not “pass” to be used again. components.

he will receive a +1 circumstance bonus on his next Fortitude save to fight off the disease. Corundum. After its use. Chrysoprase: If swallowed while under the effect of an invisibility spell will extend the spell’s duration by twelve seconds (two rounds). rich purple: If the names of the sun and moon are carved into it and it is worn around the neck. if the drink is poisoned. green in magical light or the light of a flame). Aquamarine: Continually grants the bearer a +1 competence bonus on Swim checks. blue: When worn on a ring. Chrysoberyl: Grants a +1 circumstance bonus to Will saves against possession attempts. Amethyst: If dropped into an alcoholic drink will dissolve and negate the effects of the alcohol. will make one additional berry magical in the casting of a goodberry spell. Agate. an alexandrite loses all tint and becomes a worthless piece of glass. the imbiber receives a +1 circumstance bonus to his Fortitude saves against the poison. the citrine crumbles into valueless powder. Agate. provides a +1 resistance bonus to saves against spells and spell-like abilities. banded: Sleeping for a full night (eight hours) with a banded agate touching the head will restore one additional hit point beyond the standard one hit point per character level. adding a bloodstone as a material component will grant a +2 circumstance bonus to the caster level check (the bloodstone is consumed in the casting). Citrine: May be used to add a +2 competence bonus to a single Perform check. Corundum. fiery yellow: When worn next to the skin (as an earring or a ring). such as being the target of a magic jar spell. Upon the caster’s awakening. eye: An arcane spellcaster who sleeps with an eye agate touching his head only needs seven hours of sleep to be rested enough to cast his spells. Amber: If a person who has contracted a disease consumes honey mixed with ground amber. Using a powdered bloodstone in a Heal check to stop the wound’s blood loss will garner the same bonus. the gem crumbles into worthless dust (regardless of whether the attack hit). Azurite: Using paint mixed with an azurite grants a +1 competence bonus to Craft (painting) checks. confers a continual +2 circumstance bonus on Fortitude saves against poison. Alexandrite: Changes color if a shapechanger comes within 15 feet while not in its natural form (the stone changes to red in daylight. Carnelian: If added as a material component. 24 . The third time this happens. Additionally.r Treasures of Mythosa s Agate. Bloodstone: If someone is casting a cure or heal spell on a character suffering from an “infernal wound” (such as that inflicted by a bearded devil’s glaive). Chalcedony: Provides a +1 sacred bonus to AC for its bearer against skeletons and zombies. Only one such gem will grant this effect per invisibility casting. Regardless of success or failure. provides a continual +1 insight bonus to Knowledge checks. Diamond. Coral: Provides a +1 circumstance bonus to AC if the bearer is on (or in) a river or sea. It provides no bonus if the bearer is on a lake or other still body of water. After a character is attacked by such creatures. moss: If added as a material component. the chrysoberyl shatters into worthless fragments when the saving throw is rolled. the agate fades to nothingness. will extend the duration of a protection from evil spell by twelve seconds (two rounds).

will add 2 points of damage to any spell with the “electricity” descriptor. the garnet loses its luster and becomes a worthless stone. the bonus increases to +2. Garnet. After the first such time the bonus applies.r Treasures of Mythosa s Diamond. moisture will form on its surface if poison is present in the vessel’s contents. Jacinth: Striking a creature with a jacinth (requires a touch attack roll. grants darkvision (as the spell) for one hour. Garnet. After this time the opal turns to ash. brown-green: Will cause an extra point of damage on a successful hit if used as a sling bullet. Iolite: Provides the bearer with electricity resistance 1 (this resistance doesn’t stack). Jet: If added as a material component. and the jasper dissolves in the process. black: Provides its bearer a +4 circumstance bonus to saving throws versus the spells or spell-like abilities of outsiders when the wearer is a target. it shatters into dust. violet: If placed in the mouth of someone who is paralyzed. Diamond. a violet garnet will dissolve and act as a remove paralysis spell. Jasper: Drinking tea in which a jasper stone has been steeped adds a +1 circumstance bonus to the Fortutide save for avoiding a poison’s secondary damage. brown: If set into a drinking vessel. The garnet is destroyed whether it hits or not. 25 . Hematite: Can be used in the same manner as bloodstone. The tea must be consumed between the initial and secondary saves. After the first time the iolite’s resistance is used. pink: When worn on a ring. Golden yellow topaz: The first time fire is used against the bearer. the opal shatters into dust. red: When worn around the neck as a talisman or necklace. If the bearer is a noble with land holdings. Opal. canary: Provides a continual +2 insight bonus to skill checks based on Intelligence when worn in an amulet or necklace. blue-white: When worn as an earring (considered in the same group as hats or helmets). the jade vaporizes. It will also restore 1d8+3 hit points in the process. the topaz vaporizes. the circumstance bonus is +4. Moonstone: Provides a +2 circumstance bonus to bearer’s AC if attacked by a lycanthrope and then vaporizes. either melee or ranged) causes it to fall into a catatonic slumber for 3d6 X 10 minutes if it fails a Will save against DC 20. increases the number of projectiles affected to 55. This bonus begins the first time the bearer is subject to a “fire” spell and lasts for 2d6+2 rounds. Lapis lazuli: Grants a +1 morale bonus for one attack roll and then crumbles to dust. Jade: Provides its bearer a +1 circumstance bonus to saving throws versus the spells or spell-like abilities of evil creatures or NPCs when the wearer is a target. increases an affected creature’s chance to attack its nearest neighbor to 55%. Malachite: Provides a continual +2 sacred bonus to AC when worn by a child or a pregnant woman. confers a continual +3 competence bonus to Perform skill checks. Clear. grants electricity resistance 5. but only provides a +1 circumstance bonus. Onyx: If added as a material component to the song of discord spell. fire: Grants a +2 circumstance bonus to Reflex saves versus spells with the “fire” descriptor. Obsidian: If added as a material component to the keen edge spell. Emerald: Provides a continual +1 competence bonus to skill checks based on Wisdom. a topaz provides them with fire resistance 15. Diamond. Diamond. Garnet. One hour later. After the first such time the bonus applies.000 gp) bestow a +2 bonus. Constructs and undead are immune to this effect. Opal. At the end of this time. If the possessor was given the moonstone by his lover. as are creatures greater than 10 HD. bright green emeralds (those worth 5.

Peridot: If a person suffering from cackle fever. The quartz vaporizes after its use. rose: Grants a +1 circumstance bonus to Diplomacy checks made towards someone the bearer has a romantic interest in. and then squeezed between both hands. Deteriorates into dust after the first such use. golden: If swallowed. The spinel doesn’t neutralize any poison in the water but will negate any non-magical disease it may contain. Quartz. Red. black: Possessor receives a +3 circumstance bonus to saving throws against spells or spell-like abilities from the compulsion subschool (compulsion is a subschool of enchantment). Spinel. The peridot is dissolved in the process. Quartz. The save must be made while the character is in moonlight. After the first such time the bonus applies. The spell effects last for three rounds and the Will save DC is 12. Quartz. Quartz. Pearl. blue: Grants a continual +1 resistance bonus against hold spells and spell-like abilities. the stone transforms into a worthless piece of granite. but 2 in 6 chance of granting a +2 bonus. white: If powdered and added to a liquid. the drinker receives a +1 circumstance bonus on his next Fortitude save against a disease that was contracted through ingestion or inhalation. Quartz. red-brown: See Spinel.r Treasures of Mythosa s Opal. will restore the eyesight of the drinker (as the remove blindess spell). freshwater: Provides a +1 circumstance bonus to Will saves against enchantment spells or spell-like abilities for people or creatures with less than 2 levels or hit dice and who are good or neutral. after which the gem turns to worthless dust. white: If crushed and the powder put into a drink. will extend the duration of a lullaby spell by one round. deep green: If powdered and added to a liquid. he will receive a +1 circumstance bonus on their next Fortutide save against the disease. Pearl. Pearl. star rose: Same as rose quartz above. Rhodochrosite: Grants a +1 competence bonus to one Diplomacy check. grants a +1 circumstance bonus to the next Fortitude save made within the next four hours. pink: If crushed and the powder put into a drink. Spinel. black star: If touched to an item illuminated by light. blue: If added as a material component. red: Makes up to one gallon of water potable if crushed and sprinkled into it. Pearl. Sardonyx: Confers the effects of a sanctuary spell if swallowed (standard action). Sapphire. Sard: If added as a material component. daylight. or filth fever drinks tea in which a peridot has been steeped. Spinel. silver: If swallowed. grants a +1 circumstance bonus to the next Fortitude save made within the next four hours. it will dematerialize but grant the bearer the effects of an endure elements spell. Sapphire. smoky: Grants a +1 circumstance bonus against fear effects. The save must be made while the character is in sunlight. continual flame. or a similar spell. the black pearl loses its ebony hue and becomes a normal freshwater pearl (value 10 gp). demon fever. After the bonus is used. Pearl. Crumbles into worthless dust after use. Sapphire. blue star: Grants a continual +1 resistance bonus against spells and spell-like abilities with the “evil” descriptor. covered with desert sand or melted snow. deep blue: Acts as a knock spell when struck against a door or portal sealed with an arcane 26 . Pearl. will dispel the magic and return the item to its normal state. clear (rock crystal): If a rock crystal is held in the right hand. Spinel. This can be done three times. the drinker heals one point of damage. the drinker receives a +1 circumstance bonus on his next Fortitude save against a poison that was delivered through ingestion or inhalation. will extend the duration of a protection from good spell by twelve seconds (two rounds).

and saves to the bearer and all allies within a 30' radius who can see the banner. 70.000 gp (battle standard). Tourmaline: Adds a +1 circumstance bonus to saving throws against energy drain. 1 inch of common metal. When raised. and its treasures stolen by the raiders. The other was lost in 516 AR when Shukara raiders from the Skesgart Sea attacked and pillaged Celigast. formed of powered diamond and turquoise. Ruby. the banner confers the effect of a death ward spell to her allies as well. Turquoise: Will turn white (and worthless) if placed against the skin of a person who has contracted a disease. regardless of whether or not the bearer is actually hit. prayer. While four Codices are known to exist.000 gp (war banner). Each of these books is known as a Gold Codex and contains the essential prayers and myths of the Aeryandrite faith as well as a variety of magical powers. but it was stolen from them in 498 AR. the god Aeryandris gave a great tome to each of the four priests who founded his church. Weight 15 lb. the city’s temple of Aeryandris was looted and burned. Moderate enchantment and necromancy. the standard grants a +1 morale bonus on attack rolls. weapon or shield may be wielded in the hand holding the banner. The spinel is crushed into powder in the process. Of the other two. or 3 feet of wood or dirt). This item will not function if the bearer is not goodaligned. provides a +2 circumstance bonus to saving throws against necromancy for one hour. but doubles the bonuses and penalties (+2 and -2) and extends the effect to a 60’ radius. weapon damage rolls. at full speed if held in two. with the powers listed below: Magic Items and Artifacts Balturic Battle Standard This item is an azure gonfalon. When held by a paladin. The standard bearer can move at one-half speed if the banner is held in one hand. star: Becomes darker in hue if someone or something of opposite alignment to the bearer comes within 15 feet (this function does not manifest for bearers who are completely neutral and is blocked by 1 foot of stone. and the front cover is inlaid with the symbol of Aeryandris. The tourmaline turns to powder after it is used. the Balturic War Banner. Tiger eye: Provides a +1 dodge bonus to AC against creatures that have the “earth” type.r Treasures of Mythosa s lock spell. After the first attack by an “earth” creature. A more powerful version of this item. The text on each page appears to be silver etched into the plate. Enemies of the bearer suffer a -1 penalty on similar rolls. Zircon: Grants a +1 circumstance bonus to Reflex saves versus spells with the “fire” descriptor. while the other is in the Aeryandrite temple in Hadira. a thin sheet of lead. emblazoned with a gold Balturic Cross and attached to a 12’-tall pole. The covers of the Codex are slabs of mahogany covered with stretched blue dragon hide (the “gold” adjective refers to the book’s contents). one had been held by the Loremasters of Stalis. only the locations of two are known. The bearer can take a double move if the banner is held in two hands. No 27 . Craft Wondrous Item. The Gold Codex is a minor artifact. Ornate silver corner pieces and an elaborate silver clasp adorn the outside of the book. If powdered and consumed. Price 36. is often carried into battle by the Shields of Baltur. The Gold Codex is a large book measuring sixteen inches by twenty-four inches by three inches. Zircon turns to ash after being used in this fashion. even if the disease is still in its incubation period. but they cannot run. Its pages are plates made of gold. hammered to 1/32 inch thickness. The War Banner works in the same manner. The Gold Codex Ages ago. One is in the Golden Athenaeum in Zeldora. CL 7th. the tiger eye shatters into dust. death ward.

when a band of mercenaries recovered it for the White Temple of Shesada. while those specifically attacking the caravan/fleet suffer a -1 penalty to attack and damage rolls Neutral good. o If attacked. The cabal was successful in their attempt to stop the plague. This power will only work for someone who has Aeryandris as their patron. It appears in the language the person can read. o People and animals may exert themselves for up to 10 hours before there is a chance of fatigue setting in. The ritual drained the clerics of their life’s energies. • • • 28 . an ancient city-state in the southern Varghani. This ensures both the safety of the book as well as the veracity of the answer. Four weeks must be pass before this benefit can be received again. The knowledge bonus applies to checks based on existing fact – it is not divination. The Cup continuously radiates a soft white light. This power will only work for someone who has Aeryandris as his patron. Acolytes are the only ones allowed to use the books and thus ask the question for the supplicant.r Treasures of Mythosa s • Writing in the book is legible to anyone who is literate. The Codex radiates an aura equivalent to a magic circle against chaos in a 100 foot radius. It is currently in the possession of the Temple’s priesthood. neutral. It lay among the treasure of Neferetis’s tomb until recently. Because of this. but they chose to sacrifice themselves to save their people. The Cup of Khatra continually radiates an aura of hallowed goodness around itself.000 XP.000 XP permanently each time they attempt to peruse the book. Once per week. in addition. and neutral evil characters who do not have Aeryandris as their patron lose 1. Chaotic characters lose 3. large enough that it requires two hands to lift. those fighting specifically in defense of the caravan/fleet gain a +1 insight bonus to attack and damage rolls. The aura also acts as a true seeing within its area Studying the book for eight hours grants the reader a +10 insight bonus to Diplomacy skill checks for the following week. The five priests of the cabal have since been listed in the annals of Alyara’s saints. The same question when asked again by anyone (regardless of wording) will not be answered. or the one they are most familiar with if they are literate in multiple languages. This question may only be posed once.000 gp). Eight hours spent reading the book grants the reader a +30 insight bonus to a knowledge check for any one specific question. but shortly after. It is made of beaten gold with silver band along the rim. up to a 10’ radius. and animals in the group increases by 20%. people. the people and animals in the caravan/fleet are treated as having a +2 dodge bonus to AC. A subsequent war with the ancient Varghani queen Neferetis saw the city pillaged and the Cup seized. It was fashioned by a cabal of priests who served the goddess Nesheri (Alyara) to help stem an unnatural plague that was devastating their kingdom. o All intelligent members of the caravan or fleet are treated as having the alertness feat if they do not already possess it. the Acolytes in Zeldora and Hadira generally record answers that are received so they are able to refer to them again in the future. the Cup was lost. Eventually it found its way into the vaults of Karthys. The caravan/fleet receives the following benefits: o The speed of all vehicles. The Cup was created ages ago in one of the myriad realms that emerged from the collapse of Khemsa. a cleric of Aeryandris may use the Codex to bestow the Merchant’s Blessing. The outside of the cup is adorned with platinum glyphs and sixteen gems (each worth 3. • • The Cup of Khatra The Cup of Khatra is a large chalice. This benediction may be applied to a caravan or trading fleet and starts at the next sunset.

etc. at which time all of its abilities return. if water is drunk directly from the cup. a cure serious wounds potion (3d8+5) and a cure moderate wounds (2d8+3). Unfortunately. wooden haft topped with the skull of a frost giant. Fortunately for Alabrinun. With the assistance of other northern wizards as well as some remnants of half-forgotten 29 . dwarven runelore. It has the additional ability to destroy other artifacts. a cure critical wounds (4d8+7) potion and a cure light wounds potion (1d8+1). curing diseases even if a normal remove disease spell is ineffective against them. concerns elsewhere kept them occupied and subsequently kept the small northern kingdom free of their yoke (given that the Hammer could only destroy an item of great power once a century. with a bless effect for creatures of good alignment. the effort of creating the Hammer was too much for Njorask and his team and they were unable to make another before the Mystarchs’ assassins struck them down. up to and including cure critical wounds (normally not possible as it’s a 4th level spell). After it has done so. they are cured of all of them. Up to five levels of cure spells may be created. the Alabrines were lucky they need not face Marasinia a second time). The Hammer was created by an wizard named Njorask in the northern kingdom of Alabrinun during the early years of the Marasinian Empire. the hero was able to destroy the device the Mystarchs’ were using to control the fiendish elements of their soldiery. Game Statistics: The hammer is a +5 evil outsider bane. disruption. This power will also make the drinker immune to whatever ailment they were afflicted with for one year. In addition.r Treasures of Mythosa s The aura acts identically to a hallow spell. Possible combinations include five cure light wounds potions (1d8+1). thundering maul (refer to CW or another sourcebook as appropriate for statistics). This power will not work again for a drinker until a year’s time has passed. While they always intended to return to Alabrinun to finish what they started. the bands. but they will gain immunity only to one. The skull is bound in iron bands. and the haft are covered with glyphs and runes. the hammer becomes a simple maul +1 until 100 years have passed. If the drinker was suffering from multiple diseases. The Marasinians were encroaching on the northern kingdoms of the time and had augmented their armies of demons and men with great thaumaturgic war machines. Ordinary water can be poured into the cup and turned into potions once per week. In the ensuing battle. and it. iron shod. It may also be used to create potions. it will act as a remove disease spell on the drinker. The Hammer of Njorask The Hammer of Njorask is a large bludgeoning weapon consisting of a thick. a hero whose name is lost to history had the Hammer – given to him before the assassins arrived – and used it to great effect when the main Alabrine army met the Marasinians forces. either the most severe or one selected at random. The ensuing chaos forced the evil mages to retreat. Njorask crafted a large maul-like weapon which was intended to be a prototype for many others to use against the Marasinians’ devices.

as well as other regions of the world. but indentured servitude is more commonly practiced. Maraada: Legal and common. Malcythia: Legal and common. Essengard: Legal but uncommon. Captured wizards are never enslaved – they are always executed. Aldanor: Legal but uncommon. Miradel: Slavery is forbidden in Miradel and is an offense punishable by death. Khazragar: Slavery is illegal in the dwarven city. & Other Realms his chapter expands on the information about Ryh’ardha’s kingdoms and countries as presented in the Mythosa Gazetteer. 30 . Malcythian slaves are a mixed lot of humans. Gothmoor: Legal but only common in Vasterrak. but they don’t work to stop it either. Indentured servitude is legal but monitored closely to prevent abuse. Ilmara: Slavery is illegal in Ilmara. Kingdoms and City-States Aelorea: Legal and common. though its implementation varies from region to region. Al’Sharaq: Legal and rampant. they also double as a handy food supply. The lists below describe how slavery is viewed and practiced by the major kingdoms and states. Greyspire: Slavery is legal in Greyspire. The slave trade is a lucrative business in Gharakaag. various non-human races. and slavers are not discriminatory when it comes to those they seize or sell. Slavery Slavery is common throughout Ryh’ardha. The economy is based on a foundation of slavery. Maar: Legal and common. Most Aelorean slaves are captured enemies. Lhyrna: Same as Khazragar. and goblins. The noble houses here are notorious for cutting out the tongues of their slaves to prevent them from revealing information to political rivals. people perceived to be heretics. Temporary indentured servitude is more common than actual slavery. Those who worship Azakhar often have slaves. and slaves are one of the country’s primary exports. and the major religions. Included are the items below: • • • • • • Slavery Ulthian Emperor Trivia Alignment Map Gazetteer of the Underworld Expanded Rules for Economics Town and City Demographics T Asyra: Legal and common. orcs. The vampire Zeldros maintains a large contingent of slaves for servile work. Empires. but most Essens do not. Indentured servitude is legal but strongly discouraged. Most inhabitants of Aldanor lack the resources to buy or maintain slaves. and those serving some sort of penance for the church. Amaristan: Legal and common. Calythir: Legal but uncommon.r Kingdoms & Empires of Mythosa s Chapter IV: Kingdoms. Ivenmir: Legal but uncommon. Further details about Asyran slavery are unknown. Most Calythirrans find slavery distasteful and don’t engage in it themselves. Gnollish slaves are extremely rare. Gharakaag: Legal and rampant.

This has led to the rise of a rather lucrative business in “slave hunting”. Talek Pharos: Legal and common. Shesada: Legal and common. Indentured servitude is commonly practiced. They are usually captives of other races or Drakari from rival cities or houses. They usually just kill their enemies outright rather than placing them in fetters. It is unknown if the Pharosseans practice slavery within the confines of the rest of Talek Pharos. Indentured servitude is illegal. and they may own slaves themselves. or apprentices. They may marry freely within their station. though strongly discouraged by the White Temple. though indentured servitude is more common. Spÿre: Legal but uncommon. Syrhaat: Legal and common. Zeldora: Legal and common. Despite their station. Talîsmarr: Slavery is illegal in Talîsmarr. Many of Sarenland’s mercenary companies have members who sold themselves for a short period of time (usually one or two years) in order to provide for the well-being of their families. Tyr Aegas: Slavery is forbidden in Tyr Aegas and is an offense punishable by death. though such enslavement is usually temporary as the beast-men have a tendency to eat their thralls before long. particularly pleasure slaves. Syrhaati slaves have a number of rights. Slaves are generally not taken from the frost giant populace. Drakari: Slaves are common in Drakari settlements. The “master-to-slave” ratio tends to be higher among the Kylithians than 31 . though the latter generally consider themselves little more than slaves. That is to say it varies greatly by each individual and their beliefs. however. Tarrvik: Legal and common. The slave trade is a sizable part of the city-state’s economy. though shortterm indenture is not an uncommon punishment for lawbreaking. Valnysia: Legal and common. they’d rather eat people than enthrall them. Half-Elves: Half-elves view slavery in much the same way as humans do. The evil dragons usually don’t keep slaves. Most servile work in Spÿre is done via spells. Sarenland: Legal. at least in the Foreign Quarter. Kylithians: These aberrations are notorious for their large collections of slaves. slave escape attempts are common. constructs. Valdahar: Slavery is illegal in Valdahar. A clan’s slaves are always captured members of other clans or the spoils of raids against other regions like Calythir and Ulthia. are a major export of Sahar. Giants: Slaves are commonly kept by giant tribes and are usually from man-sized races. Non-Human Races Dhazyra: The Dhazyra are appalled by the concept of slavery.r Kingdoms & Empires of Mythosa s Ralynia: Legal and common. Slaves. though indentured servitude (usually on a ship’s crew) is common. Kragharim: The gnolls commonly keep slaves. they may be landowners. though with less severe penalties. Ulthia: Legal and common. though they generally don’t go out of their way to stop it. Tarat City-States: Legal and common. The dragon types that do keep slaves tend to be the green and blue. Dragons: The draconic attitude towards slavery generally depends on each individual. The good dragons tend to oppose it. Dràs: The Dràs are not opposed to slavery but they do not engage in it themselves. Yar: Legal and common. Due to the lawlessness that dominates Ralynia.

How her faithful deal with it is left to their discretion.r Kingdoms & Empires of Mythosa s the other races due to the mental control these creatures are able to exert over other beings. hower. since this is rarely the case – particularly with regards to the latter condition – Baltur and his clergy oppose slavery and actively work against it. Viss’takh: The Viss’takh keep slaves of other races. Sahuagin: These aquatic folk do not make slaves of others. Their resentment stems from having been created centuries ago to be a race of slave warriors. The 32 . Azakhar: Azakhar claims that slavery is not only acceptable. They use prisoners as subjects in their vile experiments. Tauroks: The Tauroks are vehemently opposed to slavery. Tritons: Tritons abhor slavery and actively work to thwart those who would support it. Dynera: Dynera claims that no intelligent being may truly own another intelligent being and thus is opposed to the concept of slavery. She does not fervently seek to eradicate it. In her eyes. Sith’aal: The snakemen do not employ slaves. however. Life as an orc slave is short and unpleasant due to the orcs’ abusive and brutal treatment of their thralls. and she strongly condemns its practice. then slavery is discouraged and other paths should be explored. Alyara: Slavery is repugnant and intolerable to Alyara. Some priests of Shaarizad engage in slave trading almost to the same degree as the Bloodknights of Azakhar. Stories about tritons attacking slaveships in the Ambian Sea and liberating their captives are not uncommon. Baltur: The Sacred Champion states that if a society finds slavery acceptable and a person enters into it willingly and with full knowledge of what they are doing. What happens to you and how you deal with it is your concern. Religions Aadu: Aadu doesn’t condone slavery but he doesn’t condemn it. Lyranis: Lyranis is vehemently opposed to slavery and actively works through his clergy to eradicate it wherever they can. even if they are a hated tribal enemy. He does advise that the use of slaves should be evaluated to make sure they are being used in the most efficient manner possible for a particular situation. but it is necessary for a civilized society to function. either. but her clergy and worshippers are free to act as they see fit in regards to slaves. she would prefer that those who engage in the activity stop of their own accord. They will never enslave a lizardman for any reason. Slave trading is a lucrative venture for most Azakhari temples. then it is tolerable. Orcs: Slavery is commonly practiced by orc tribes. or neither – is immaterial. If that is not the case. goddess does not actively seek to abolish it. The Mad God would prefer captives to be sacrificed to him rather than forced into servitude. They do not keep slaves themselves. Runir: The dwarves find slavery distasteful but generally do not try to stop it if it is done in accordance with a kingdom's laws. only meals. enslaving others. whatever befalls you – being enslaved. Sylvari: The elves cherish freedom above all else and neither keep slaves nor permit others to keep them if they can prevent it. Jhadara: The goddess of debauchery has no inclination for or against slavery. The Infernal Emperor has stated that every person has a role in society and for many that role is to be the property of others. Shaarizad: The Profane King ardently supports slavery. In such cases. Aeryandris: The god of fate has no objections to slavery. not hers. Viss’takh captives are simply executed. However.

The shortest was that of Lucius Scordelos II. 33 . and the most popular. who ruled the Imperium for three days in the middle of 626 AR before “accidentally” choking on a chicken bone and being succeeded by his brother. These are the same names as those given to the months of the Ulthian calendar. Darius Malruik III. Vesmer (Vesmer III the most recent). The most popular names include Scordelos (the most recent being Scordelos IV). Alignment Map The map on the following page is a general overview of regional orientation as regards alignment. it is traditional for emperors to take the name of one of the first twelve rulers of the Imperium. Malruik (Malruik V ruled before the current emperor). Ramas (the present-day emperor being Ramas IX). The longest Imperial reign was that of Davon Ramas V.r Kingdoms & Empires of Mythosa s Ulthian Emperor Trivia Wherein our resident sage Keldaryn pontificates on facts that we didn’t know and which we aren’t sure we cared about in the first place… Names of the Ulthian Emperors In the Ulthian Empire. who assumed the Ulthian throne in 536 AR at the age of 58 and ruled until 548 AR when he died from a withering disease he contracted in a military campaign against Valnysia. the average length of an emperor’s reign is about seven years. Lengths of an Ulthian Emperor’s Reign Due to the violent nature of Ulthia as well as the politics of rulership.

r Kingdoms & Empires of Mythosa s 34 .

Aberrant Caves: The caverns and tunnels of this part of the Underworld are literally infested with abnormal fungi and aberrations mutated beyond what is normal for them. Naturally. in many cases. There is also a large presence of sahuagin which continually clash with the Drakari of Shaansu’ul. second only to the Nethersea. it is simply those passages. it is also the longest as well as the widest. most go deeper into the earth while others work their way to the surface and connect with mountainous lairs or hillside caves. The Wyrmvault: These caverns under the southern Westtower Mountains are home to an unusually high number of white dragons. merrow. what follows is a collection of information brought back by those visitors (those that have been able to return). The Nethersea is the largest known expanse of water in the Underworld. This is by no means a complete mapping of the Underworld. It is home to numerous aquatic creatures including aboleths. and myriad subterranean hollows. It is considered a delicacy on the surface. To that end. The Nethersea: Deep under Valnysia and northern Ulthia lies a cavern of such size it dwarfs most surface kingdoms. Malcythian Underground: This area is considered to be a part of the principality of Malcythia. suffocation. It is home to numerous species of creatures (some intelligent. the threat of death has never stopped the determined. Way is too dangerous for commerce or safe travel for denizens of the sunlit world. It is one of the largest known bodies of water in the Underworld. The cavern is home to the Nethersea. cavern networks. the daring. this rocky network is a place undreamed of by most. chuuls. there is much that simply has not yet been discovered – at least by surface-dwellers – and therefore cannot be documented. It contains stunning geological wonders and vast quantities of metals and gems. Because of these tunnels. the pearls’ rarity makes them highly-valued among wealthy surface-worlders. tunnels. including two great wyrms. Thousands of smaller tunnels branch off from the Great Sunless Way. Like gorgonfish. C. and other things only possible when traversing a cave or passage beneath thousands of feet of rock. poisonous gases. under Novaskora and into the vast cave that holds the Nethersea.r Kingdoms & Empires of Mythosa s Gazetteer of the Underworld The earth beneath Mythosa is riddled with caverns. and other features of the subterranean realm that are most commonly known. journeying into the Underworld is more dangerous than venturing into the Ryh’ardhan wilderness. beneath the Varghani Desert. some not) as well as various fungal plant life. Thus. Major Geographical Features The Great Sunless Way: This is the Underworld’s most famous feature. ruins. B. There are also numerous Ar’drune wandering these caves. They are also the reason the 35 . Regions A. There are countless smaller passages that have been left unmapped. Their name comes from the peculiar. Collectively dubbed “the Underworld”. Lake Umbras: This freshwater lake is found in a large cavern beneath the Varghani Desert. Of course. and scrags. star-shaped blemishes that form on the surfaces of the pearls. Of all the known passages and tunnels. Lake Umbras is home to two treasures: the gorgonfish and the blackstar pearl. there are also dangers from cave-ins. It starts at the cavern containing Lake Umbras. It is home to numerous tribes of gnolls and hobgoblins. the Way is the primary means by which most underground creatures make their way to Ryh’ardha’s surface. it is not without its dangers. or the daft from seeking adventure. Likewise. lacedons. Blackstar pearls are created by oysters that inhabit the shallows of the lake. Besides the threat posed by various monsters and plants. the Underworld has seen its share of visitors. then twists and turns its way across the Ryh’ardhan continent beneath numerous mountain ranges until it emerges thousands of miles to the northeast. a huge subterranean body of water. Rather. The tuna-sized gorgonfish is a fish found only in this lake and is so-named for its aggressive nature as well as its petrifying bite (the gorgonfish can choose to “disable” this ability when it is hunting for food). many of which are a part of the Malcythian population.

As such. Dràs Caverns: This large cavern complex is located deep beneath the Aelarion Forest. the Orcfang Mountains are riddled with caves and passages that are populated by humanoid tribes. M. and other dangerous humanoids. 36 . Tazadir is doing just that in some areas. but despite numerous efforts the truth has yet to be uncovered. Light sources – both magical and non-magical – provide bright illumination to half their normal radius and no shadowy illumination at all (darkvision works normally. N. Black Ice Caves: This cavern complex is located beneath the western Icewall. It is controlled by the enigmatic Dràs. administered from their city in the western part of the caverns. Caverns of the Restless Dead: The caves and tunnels in this area are filled with Undead. this area is a relatively safe part of the Underworld. many of which can be cultivated and turned into narcotic substances. fungus cultivation. The cause of the unusual coloration is unknown but it is believed to be due to whatever is in the Pit of the Creeping Shadow. the bullmen have dug additional passages and chambers to create a very labyrinthine tunnel network. Whether they wander in from openings in Gothmoor or whether the Gothic dead come from somewhere in these caverns is unknown. they are the remains of the on-going war between the city and the fire giants to the south. and other purposes. both corporeal and non-. O. The whole of the area has been dubbed the “Icewall Passage” due to the myth of a tunnel that runs under the peaks and opens to a fabled kingdom of warmth and riches in the Frostlands. but it is common for the two sides to postpone their fight and act in concert against nonDrakari that may happen upon them. trolls. Icewall Passage: Deep beneath the Icewall Mountains a large and monster-infested tunnel network can be found. This story might not be a myth. Den’tharas Territory: Den’tharas. Legends claim that clerics (of any religion) go mad if they venture too deep into the passages here. L. Fungus Fields: The caves south of Deephaven are filled with a variety of fungi. H. In fact. Shaansu’ul Domains: The Drakari city of Shaansu’ul claims dominion over the islands in the eastern Nethersea. a Drakari city on the coast of the Nethersea lays claim to this area. G. Cathedral of Endless Night: The name of this cavern is derived from the peculiar way the rock here seems to absorb light rather than reflect it.r Kingdoms & Empires of Mythosa s I. The Cathedral is home to the Drakari city of Varlolth as well as a couple of small freshwater lakes. Because of the confusing nature of the area as well as diligent patrols by the Tauroks. J. There are exits to the surface in this area. There are virtually no dangerous creatures in this region due to the ruthless efficiency of the Dràs warriors. Taurok Territory: This region is dominated by Tauroks. Goblinoid/Humanoid Territory: The caverns and tunnels near Duglakh are filled with ogres. The city itself occupies the largest island while the rest are used for mining. The caves are rock but their surfaces are covered in ice with dark grey and black hues. Battlefields and scorched fungus tracts litter these caverns. orcs. Spells and magic items often work in unpredictable ways in these caves as well. primarily orcs. Drakari Territory: This large cavernous region beneath the Stone Curtain contains two Drakari cities. the area has heavy concentrations of dark elves. this is where the humanoids that occupy Novaskora originate. E. the city- D. Q. Groups of them will occasionally be encountered in combat due to the rivalry of the two cities. In addition to the natural formations found here. The Enigmatic Caves: A large stretch of the Great Sunless Way and the area bordering it is filled with an abnormally high number of aberrations and magical beasts. There are numerous Underworld entrances on the surface that lead to this area. F. however). K. Orc Caverns: As one might expect. Nalithara Domains: This large cavern complex is claimed by the Drakari city of Nalithara. P.

There are also numerous entrances to the surface world here. this large cave beneath the Lhyrnic coast is completely covered by what may be a single colony. Places of Interest 1. No one knows who was responsible for the non-Runic mines but most that come here are only concerned about the contents of the mines themselves. Though their distrust of one another is quite high. The Ossuaries: The caves and passages under northern Syrhaat are filled with Undead. This area of the Underworld is rich in 37 . but before he could organize a return trip to the Vault he mysteriously disappeared. sprawling city. The serpentmen are found throughout the tunnels and caves in this part of the Underworld. the results of Shaithal’s necromancers and their magic. floor. S. bridges. which suggests that W. The original inhabitants are long gone. who claimed to have found a surface entrance on a small island off the southern coast of Az’gotha. Others that followed after Verger verified what he said. R. the giant tribes have managed to maintain a loose alliance over the years. The layout of the city seems to be drawn from a madman’s nightmares.r Kingdoms & Empires of Mythosa s state harvests some of the fungi and uses them for the production of various drugs. promising great wealth to those who can extract them. The walls. Maanzethar Territory: This large cavern beneath the northern Ambian sea is controlled by the kylithians of Maanzethar. Unfortunately for them. but all those who survived the Vault and returned to speak of it disappeared shortly thereafter. Swarmlands: “Swarmlands” is the name given to the southern half of a large cavern complex west of Amaristan. or quickest. 2. the lake and the surrounding caves and tunnels are filled with dangerous creatures that have effectively prevented the exploitation of the mines for all but the bravest. ceiling. it is generally found in relatively small patches. and walkways. T. increasing their danger to the surrounding area. about fifty yards in diameter and of unknown depth. Enough people consider the Vault cursed that it is generally avoided today. Directly above the pit is a shaft that goes straight up through a mountainside in the Icewall. arches. Pit of the Creeping Shadow: The Pit is a vast hole in the floor of the Black Ice Caves. V. Only about a third are the work of the ancient Runir and only a few are actually exhausted. 3. They are currently at war with the dark elves of Nalithara. This underground metropolis consists of countless towering spires and minarets interconnected with multitudinous stairs. it has no obvious design but appears to have sprung from an architectural chaos. but aberrations and Undead have infiltrated the ruins over the years since their departure. Y. The treasure he brought back from his expedition appeared to validate his claims. The Viper’s Den: Explorers have thus dubbed this area due to its high population of Sith’aal. Great Fungus Cave: While fungus is common in the Underworld. Mining Tunnels: The walls of this great cavern are riddled with old mines. The numerous openings to the surface in this area may be contributing to the decline in the Dominion’s population. gems and precious metals. Fire Giant Caves: The caverns beneath the southern Varghani Mountains are home to large concentrations of fire giants. Ruined City of Labyrinths: Located under the northwestern wilderlands are the ruins of a huge. greenish-yellow fungus. toughest. X. Whether this phenomenon is natural or was somehow caused by the kylithians of nearby Maanzethar is a mystery. Verger claimed that the caverns contained riches beyond compare from the Second Age – and possibly earlier. However. and even the stalactites and stalagmites of this cave are carpeted with a semi-phosphorescent. The lake in the northern part of the cavern is populated with aboleths who are currently in league with the city’s mind lashers. Vault of the Ancients: This immense cavern network was named and partially mapped by the Ambian explorer Farquhar Verger. Roots of Ver’giryth: The roots of the Shadrathu Ver’giryth reportedly break through the ceiling of a huge cavern at this point in the Underworld. This region is infested with the bizarre creatures that survived the destruction of Letheshar and bred out of control. U.

r Kingdoms & Empires of Mythosa s
the Pit was formed by something that fell from the sky. The cavern ice nearest the pit is so dark as to be indistinguishable from obsidian; further from the pit the ice lightens in color and is merely a light grey at the far reaches of the cavern. 4. Minos Aegias: This is a large city complex built ages ago by the Tauroks after they arrived in the Tauron Mountains. It is considered the de facto “capital” of the Tauroks of the region and has subterranean connections with the Harrstad outpost. 5. Tomb of the First: The Tomb is a gargantuan mausoleum found in the Wyrmvault. The white dragons of the Wyrmvault claim that the tomb contains the bones of “the First”, a five-headed multi-hued dragon that was the progenitor of the chromatic dragons. The treasure of the Tomb is said to rival the combined hordes of all of dragonkind, but the truth of this is yet to be determined. 6. Rath-Kaelin: A Drakari city with a population of 7,000 (Drakari 90%, Other/slaves 9%, Other/nonslaves 1%; dominant alignments are LE and LN). It is governed by a council with members from the noble houses Vrynn, Liaal, and Ol’ress. The city is an enemy of Zhaure but for the most part the cities have kept their conflict limited to small skirmishes rather than full-scale war. Rath-Kaelin actually engages in some trade with Essengard and Greyspire; the Drakari of the city are not as evil as most of their brethren. are NE and CE). The ruler of Zhaure is a powerful dark elven wizard named Xantrin. It is a rival of Rath-Kaelin, but so far the two cities have not engaged in open warfare. Warbands from Zhaure are fond of traveling to the surface to skirmish with the knights of Essengard. 8. Varlolth: With a population of 10,000 (Drakari 82%, Other/slaves 15%, Other/non-slaves 3%; dominant alignments are LE and NE), Varlolth is the largest of the major Drakari cities. It is ostensibly ruled by a council of nobles from various houses, but the council always acts according to the wishes of the powerful House Da’Maer. It is rumored that the Shadaran cult Noctus Serpentis makes its home in Varlolth and that many members of House Da’Maer are part of the cult. 9. Duglakh: Duglakh is a ruined city found on the southern shore of the Nethersea. The city’s construction predates the Runir, though it is unclear who originally built it or why. In any case, the ruins are currently occupied by large tribes of orcs, ogres, and trolls. When they aren’t fighting each other, they attack Den’tharas to the east or raid ships from Shaansu’ul using vessels they’ve seized from the Drakari. 10. Shaansu’ul: Shaansu’ul is a larger Drakari city, having a population of about 9,000 (Drakari 88%, Other/slaves 10%, Other/non-slaves 2%; dominant alignments are NE and CE). The ruler of Shaansu’ul is Mal’Ur Valmijin, a powerful dark elven warlord who maintains his control over the city through the backing of a powerful circle of Drakari magi. Shaansu’ul maintains a large navy to protect against attacks from orcish raiders out of Duglakh and other hostile creatures inhabiting the Nethersea. Despite trade agreements with Den’tharas, the navy occasionally clashes with pirates from that city as well. 11. Den’tharas: 8,000 people (Drakari 72%, Other/slaves 26%, Other/non-slaves 2%; dominant alignments are LE and NE) inhabit this subterranean port city. Den’tharas is governed by the matriarchical House Ssinshar. It is supposedly a trading partner with the Drakari city of Shaansu’ul, but Ssinshar does little to pursue Drakari pirates that originate in Den’tharas and prey on its neighbor’s ships. It claims (perhaps truthfully) that most of the city’s forces are

7. Zhaure: Zhaure is a Drakari city with a population of 7,500 (Drakari 87%, Other/slaves 12%, Other/non-slaves 1%; dominant alignments


r Kingdoms & Empires of Mythosa s
occupied with repelling attacks from Duglakh, an orcish city to the west. 12. City of the Dràs: The half-human/half-demon Dràs have established an extensive settlement in this part of the Underworld. Little is known about the city as almost all who have come upon it have perished at the hands of the inhabitants. 13. Obelisk of the Ancients: When the explorer Farquhar Verger was searching the Vault of the Ancients, he came upon an obelisk in the center of the cavern complex. In his notes, he described the obelisk as being 100-150 feet tall, carved from a single piece of obsidian, and covered in glyphs. Verger copied a number of the glyphs to parchment for later study but his scrolls concerning the obelisk disappeared at the same time he did. 14. Maanzethar: Twisted architecture and the screams of experiment subjects mark the kylithian city of Maanzethar. The city has an estimated population of about 5,500, though less than half of the inhabitants are kylithians. The rest are prisoners, guests or visitors, or thrall warriors and servants who have been subjugated to the will of the mind lashers. 15. Nalithara: Nalithara has a population of 8,500 (Drakari 80%, Other/slaves 18%, Other/non-slaves 2%; dominant alignments are NE and LE). This number used to be much higher – Nalithara was once the largest known Drakari city. Their numbers have dwindled in recent years, however, due to what had been a losing war against the fire giant tribes to the south. A military coup by Zias Veldrin – the city’s top general – deposed the ineffectual ruling houses responsible for Nalithara’s heavy losses. While Veldrin hasn’t turned the tide of the conflict, he has managed to drive back the fire giant forces and prevent further destruction to the city and its territories. 16. Deephaven: Perched on the shore of Lake Umbras, Deephaven is a trading town (population: 1,000) known for dealing in things that can’t be found in places like Zeldora or even Blackport. Though filled with all matter of ruthless and brutal folk, Deephaven is quite orderly as a mercenary company known as the Silver Crescent is paid handsomely to maintain peace in the town. Most of Deephaven’s trade is with the denizens of the Underworld but they conduct a fair amount with the Tarat city-states. 17. Letheshar Ruins: Letheshar was once a Drakari city. Centuries ago, some of Letheshar’s wizards opened a gate to a previously-unknown plane. A strange species of extraplanar parasites poured out of the gate, overwhelmed the wizards, and infested the rest of the city. To prevent their further spread, the Drakari wizards who survived used their magic to obliterate Letheshar. Though they believe the gate was destroyed, some of the creatures apparently survived. They have been breeding rapidly and currently infest a large area of the Underworld surrounding the ruins. 18. Aasithi: The entirety of a short, wide tunnel in the western Viper’s Den has been made into a permanent settlement by the Sith’aal. Aasithi has a population of about 5,500 serpentmen as well as a few hundred creatures of various races used for torture and experimentation. The city appears to be a regional capital of sorts for the Sith’aal. 19. Valdengard: Located on the shore of a large subterranean lake are the ruins of a huge, sprawling city built centuries ago by the Runir. Valdengard was built deeper in the Underworld than was typical for Runic cities, but most sages believe the location was selected for its proximity to the lake as well as the abundance of metals and gems in the cavern. 20. Shaithal: This is the smallest of the known Drakari cities, with a population of 5,500 (Drakari 40%, Other/living slaves 19%, Other/non-living slaves 38%, Other/non-slaves 3%; dominant alignment is LE). Though small, Shaithal is highly feared, even by other Drakari. It is ruled by a cabal of dark elven necromancers known as the Seven Shards of Night, of which three (at least) are liches. Many of the city’s inhabitants are also necromancers and Shaithal is replete with mindless Undead who serve the Drakari.


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objets d’art – have their price rolled by the DM. wands. The table below shows how much will be offered for an item based on the number of attempts to sell it at an inflated price. the party is out 30 gp they might have had if they'd had an appraiser in their group. no takers. They can continue to do this as long as they wish. This value is the maximum price the item will garner in a sale. 41 . They lower their price by 10 gp and try to get 150 gp. and do not find a buyer. Again. the maximum anyone will now pay is 96 gp (120 x 80%). the lower the overall price they will get for the item. too high. and staves are double the cost they normally are in the DMG. art objects. Since the actual value is unknown. They have incorrectly assessed it to be worth 120 gp. so they go down to 90 gp. Items that don’t have a set price in the books – gems. and anything else worth more than 5000 gp Cost per Item 1 gp 5 gp 10 gp Attempts 1-3 4-6 7-8 9+ Maximum Offer 100% 80% 50% 10% Example 1: The party has found a platinum chain necklace that is worth 100 gp. the tourmaline finally sells. though again they are unsuccessful. At that. They decide to go for 130 gp. The cost may vary but the general standard is: Rarity Common (DC 12) Rare (DC 15) Exotic (DC 20+) Typical Items Mundane items. No one bites. however. and Scrolls Scrolls. This value must be acquired via the Appraise skill or by simple guessing (the actual value of an item will never be known for certain until the PCs try to sell it). it will sell. Staves. Selling Items of Variable Value In most cases a character selling items uses the standard rules from the core rulebooks. their potential buyers will attempt to take advantage of the situation and get as good of a deal as they can or simply try to get the PCs’ goods out of circulation so they don’t depress the overall market. Paying for an Appraisal For a fee the party may find an expert to appraise items for them. If it is higher. Example 2: The party has found a tourmaline that's worth 120 gp. They try 140 gp and no one buys it. value is. They lower their asking price to 110 gp and try again. gems and art objects of 100 gp or less Gems and art objects worth more than 100 gp but less than 5000 gp Gems. No one buys at 130. The reason for this is that if they don't know the value of what they have. no one will purchase the item. They have no idea what its actual If the value of the item exceeds a town's GP limit there will generally be no one in town who can appraise an item’s true value. As such. If they ask a price which is equal to the item’s value or lower. Unfortunately. They lower their price once more to 100 gp and this time they find a buyer and get 100 gp for their gem. this eventually becomes obvious to the people who do know the value of what they have. presumably lowering their price. PCs would be advised to seek a second opinion if an appraisal seems too low. the merchants in town suspect that these people are either ignorant or desperate to sell. the more offers the PCs make.r Kingdoms & Empires of Mythosa s Expanded Rules for Economics This section describes a system to simulate economics in Mythosa’s towns and cities. Wands. They ask 120 gp. Also. Again. roughly 25% of those appraising items will undervalue them (usually by 25-50%) in the hopes of buying them directly from the PCs and turning a tidy profit for themselves. So they start the sale at 160 gp. At this point. but the PCs may try again. though they “somehow” know that tourmalines tend to be worth 40-160 gp in increments of 10 gp. members may purchase those items at their normal cost. or simply have someone with a good Appraise skill in their group. it is possible that the PCs will ask for a higher or a lower amount than what the item is actually worth. In towns where a temple or magical order has a presence. The party drops their price to 110. The party “suspects” that they will make even less if they don’t get a buyer on their next attempt. Since 130 gp is the party’s fourth try.

r Kingdoms & Empires of Mythosa s Town and City Demographics The table on the following pages detail demographic information about the major settlements on Ryh’ardha. While it is common for a settlement to rely on a castle or stronghold of some type for defense. This represents all the money the town has available to purchase things. in this case the settlement is a castle or stronghold. Guildhouses are listed with their affiliation: • • • • ITS: Ilmara Thaumaturigcal Society OOT: Order of the Obsidian Tower OAI: Ordos Arcanis ex Imperium IND: Independent Religious presences are followed by the level of the highest-level cleric found there. villages. specifically those places that are categorized as no smaller than a Large Town. 42 . Additionally. Assets: The town’s assets in GP. Militia: The number of able-bodied forces that may be called up if needed. and the demographics of such settlements can easily be generated as needed. Population: Population of the settlement. these sorts of settlements tend to have higher guard and militia numbers. Guard: Size of the town/city guard (dedicated guardsmen). Large Towns marked with an asterisk (“*”) are Fortress-Towns. Hamlets. if assests run out. These are also the cities and towns that are shown on the main map of the known world. and small towns are not shown as detailing all of those would be a colossal effort. Includes all races who have a permanent residence there. no more purchases may be made. GP Limit: The limit of what the town can afford to buy or what they might have available to sell. The columns of the table are explained below: Name: Name of the Settlement Type: Abbreviation for the type of settlement: • • • • LT (Large Town) SC (Small City) LC (Large City) M (Metropolis) Magical Presence: Lists the settlement’s magical institutions – either a magical order’s guildhouse or a shrine or temple. A Fortress-Town is a settlement that is primarily a fortress or castle but is large enough and has a large enough “support” population to qualify as a Large Town.

500 43 214 • Jhadara Shrine (4) • Aeryandris Shrine (4) 336.000 61 305 • Azakhar Shrine (4) • Jhadara Temple (9) • Aeryandris Temple (9) 4.250 42 211 • Baltur Temple (9) 537.000 3.600 36 179 • Azakhar Temple (9) • Alyara Shrine (5) 640.240 2.584 4.550 26 130 • Jhadara Shrine (4) • Aeryandris Shrine (4) • Alyara Shrine (5) 4.000 3.450 34 169 • Jhadara Shrine (5) • Shaarizad Shrine (3) • Alyara Shrine (5) 652.500 85 426 • Jhadara Shrine (4) • Shaarizad Shrine (5) • Aeryandris Temple (9) 617.382.000 Name Abbala Aeldmont Type LT LT Pop.500 61 304 • Alyara Temple (10) • Baltur Temple (9) 43 .000 22 112 • Alyara Shrine (3) • Baltur Shrine (3) 342.000 Aldenmark LT* 4.000 Assets Guard Militia Magical Presence 645.000 3.575.000 3.000 3.892 8.280 2.215 3.070 15.540.597 3.000 Coreth SC 6.098 3.510 40.500 32 158 • Jhadara Shrine (5) 632.000 15.000 193 964 (Cathedral of the One Truth) (n/a) • Aeryandris Shrine (5) 733.350 2.150 4.800 49 245 • Jhadara Temple (9) • Aadu Temple (10) 6.000 3.700 21 105 • ITS Guildhouse • Alyara Shrine (4) 472.r Kingdoms & Empires of Mythosa s GP Limit 3.000 3.000 23 114 • Lis Monastery (Sepluchurum) (20) • Aeryandris Shrine (5) 389.383 4.250 412 1. 4.270 4.372 • Alyara Shrine (3) • Baltur Temple (10) • Aadu Temple (9) 507.000 45 225 • Lyranis Great Temple (Sacred Lodge) (14) • Adonhim Great Temple 38.000 3.500 Aelor Aethewell Akeron LC LT SC 19.000 3.552.000 Celigast SC 6.100 15.115 3.000 3.000 Alesunn Altesh Aranmor Aris Point Beren Blackport Bladeport Calstan Caros Carsus LT LT LT LT LT LT LT LT LT LT 3.000 43 215 • Jhadara Temple (9) • Alyara Shrine (5) 675.300 4.270 2.000 3.500 44 218 • Jhadara Shrine (4) • Alyara Temple (9) 314.

900 3.500 77 Esteria LT 3.000 3. Assets Guard Crucible Dassa LT* LT 2.000 544.670 100.100 7.000 306.774 10.899 3.000 337 Halldor SC 6.260 15.000 399.281 3.000 6.945.500 29 36 Greyspire SC 9.062.810 2.000 5.300 204 23 Essenmoor SC 7.660 2.500 416.830.440 2.000 3.000 3.000 434.500 68 Militia Magical Presence • ITS Guildhouse • Lyranis Shrine (5) 680 • Azakhar Shrine (5) • Alyara Shrine (5) 116 • Jhadara Shrine (5) • Aeryandris Temple (9) • Alyara Temple (9) 384 • Baltur Temple (9) • Lyranis Shrine (4) • OOT Guildhouse • Alyara Shrine (5) • Azakhar Shrine (4) 164 • Baltur Shrine (5) • Jhadara Shrine (5) • Aadu Shrine (4) 145 • Azakhar Shrine (5) • Shaarizad Temple (9) • Alyara Shrine (4) 182 • Lyranis Temple (9) • Aeryandris Temple (9) • Alyara Shrine (5) 463 • Baltur Temple (9) • OOT Guildhouse • Aadu Shrine (4) 887 • Jhadara Shrine (5) • Alyara Shrine (4) 937 • Baltur Temple (10) • Alyara Shrine (4) 139 • Lyranis Shrine (4) • Aadu Shrine (5) 522 • Alyara Temple (9) • Jhadara Temple (10) 145 • Azirakesh Shrine (n/a) • Aeryandris Temple (9) • Alyara Temple (10) 1.684 • Azakhar Shrine (4) • Jhadara Temple (10) • Lyranis Shrine (5) • Aadu Shrine (5) 338 • Azakhar Temple (9) • Shaarizad Shrine (4) 44 .000 348.350.850 266 281 28 104 29 Griffin's Keep LT* Grimhel Haadarat Haarghul LT SC LT Hadira M 33.630 3.750 15.000 168.000 15.670 15.r Kingdoms & Empires of Mythosa s GP Limit Name Type Pop.000 93 Greywall LT* 2.322 3.000 3.000 435.752.150 33 Gharkhaz Greyriver LT LT 2.000 492.000 5.000 421.040 2.000 3.

700 36 180 • Baltur Shrine (5) • Jhadara Temple (10) • Aeryandris Temple (9) • Alyara Shrine (5) 38.r Kingdoms & Empires of Mythosa s GP Limit 3.000 Khamir SC 9.000 91 456 • Azakhar Temple (9) • Lyranis Temple (9) • OOT Guildhouse • Aeryandris Temple (10) • Alyara Great Temple (Sanctuary of Light and Love) (17) 183.160 15.000 Helgard Highwood LT* LT 4.520 Haven LT* 3.000 366 1.000 Kaheri SC 7.000 Ilidar SC 9.400 40.880 3.832 • Baltur Temple (10) • ITS Guildhouse • Jhadara Shrine (5) • Lyranis Temple (10) • Alyara Temple (10) • Azakhar Shrine (4) 539.600 3.000 Ilmara M 36.000 3.000 194 970 • Azakhar Shrine (4) • Jhadara Temple (9) • Lyranis Shrine (5) 5.000 72 358 • Unknown • Aadu Shrine (4) • Aeryandris Shrine (4) 6.834.112 15.200.598 3.000 3.640 100.500 37 186 • Lyranis Shrine (5) • Aeryandris Shrine (5) • Alyara Temple (9) 6. 3.000 Name Halykos Harrstad Type LT LT* Pop.620 • Jhadara Shrine (4) • Shaarizad Shrine (5) • Alyara Temple (5) 556.000 Assets Guard Militia Magical Presence 540.000 352 1.000 93 463 • Alyara Shrine (5) • ITS Guildhouse • Jhadara Temple (9) 45 .260 15.000 36 180 • Azakhar Shrine (5) • Aadu Shrine (4) 528.710 3.000 Ivenmir LC 19.000 486 1.945.173 • Jhadara Shrine (5) • Lyranis Shrine (5) • Aeryandris Shrine (5) • Alyara Temple (9) 582.000 129 776 • Baltur Shrine (4) • Jhadara Shrine (4) • Lyranis Shrine (5) • Aadu Shrine (4) 729.000 Immazu LT 3.860 3.800.370.

000.000 235 119 Khemal SC 8.000 31.500 62 37 105 308 186 630 46 .602 40.000 3.000 3.000 15.000 720.500 558.000 15.000 6.000 15.143 Lionsgate LT* 4.150 3.900 40.175 595 • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • Aeryandris Shrine (4) Baltur Shrine (5) Aadu Shrine (4) Azakhar Temple (5) Shaarizad Shrine (9) Aadu Shrine (4) Azakhar Shrine (5) Jhadara Temple (10) Shaarizad Temple (9) Shaarizad Shrine (5) Aadu Shrine (4) Aadu Shrine (5) Shaarizad Shrine (4) Alyara Temple (10) Jhadara Temple (10) Lyranis Temple (9) Adonhim Temple (n/a) Aeryandris Temple (10) Alyara Temple (9) Baltur Great Temple (Hall of the Righteous) (17) Alyara Shrine (5) Baltur Temple (10) Lyranis Temple (10) OOT Guildhouse Aadu Shrine (4) Jhadara Temple (10) OOT Guildhouse Shaarizad Shrine (5) Azakhar Temple (9) Azakhar Temple (10) OAI Guildhouse Aeryandris Temple (9) Alyara Shrine (4) Baltur Temple (9) Lyranis Shrine (5) Azakhar Shrine (5) Aeryandris Temple (10) Alyara Shrine (5) IND Guildhouse Kharazgar Kharkuum LC SC 23.185.750 2.000 4.700.000 40.191 22.140.500 340.000 687.970 15.000 3.850 3.570 4.000 3.650 45.r Kingdoms & Empires of Mythosa s GP Limit Name Type Pop.000 8.500 90 449 Kherash Kyraal Laharu Lanelar Lhyrna LT LT SC LT LC 3.925.270 9.000 47.000 458 1.527 Maar Meravax Myridia LC LT SC 15.150 15.750 8.612.000 478.727.701.580 3. Assets Guard Militia Magical Presence • Lyranis Shrine (5) 1.000 3.580 3.000 38 23 96 32 229 188 114 479 160 1.500 156 48 116 779 240 580 Newhelm Noriya Northgate SC LT LT* 6.805 11.720 3.500 11.500 7.000 472.000 562.

500 105 Queensport SC 10.000 7.000 439.470 15.330 15.000 324.350 8.497.000 15.000 7.500 6.150.500 22 293 108 977 Sahar SC 11.000 5.989.600 44 82 37 218 410 185 Shesada LC 22.463.930 3.500 113 567 • • • • • • • • • • • • • • • • • • • • • • • • • • Sahzarem Samora LT LT 4.750 107 533 Ravillus Rusav LT LT* 2.752 3.r Kingdoms & Empires of Mythosa s GP Limit Name Type Pop.000 8.653 15.000 555.000 225 1.900 3.160 2.852.920.000 580.123 Silvenwater LT 2.200 3. Assets Guard Militia Magical Presence • Lyranis Shrine (5) 524 • • • • • • • • • • • • • Aeryandris Shrine (4) Jhadara Temple (9) Lyranis Shrine (5) Shaarizad Temple (9) Aeryandris Temple (9) Alyara Shrine (4) ITS Guildhouse Jhadara Temple (9) Lyranis Shrine (5) Azakhar Shrine (5) Azakhar Shrine (5) OAI Guildhouse Jhadara Great Temple (Sanctum of Fortune and Flesh) (17) Sel’Naga Shrine (n/a) Shaarizad Shrine (4) Shaarizad Temple (5) Aadu Shrine (4) Aadu Shrine (4) Jhadara Shrine (4) Shaarizad Shrine (5) Aeryandris Temple (10) Alyara Shrine (4) Azakhar Shrine (4) Baltur Shrine (5) OOT Guildhouse Unknown Aeryandris Shrine (4) Alyara Shrine (4) Jhadara Shrine (5) Lyranis Shrine (5) Adonhim Temple (n/a) Aeryandris Temple (9) Alyara Temple (10) Baltur Temple (10) ITS Guildhouse Jhadara Shrine (5) Lyranis Temple (10) Alyara Shrine (5) Lyranis Shrine (4) Qet SC 10.000 652.500 49 39 245 194 Sarenton SC 7.284 15.460 40.800 28 138 47 .000 735.000 3.000 44.704 3.000 73 364 Sathamon Seagate Sevasolta LT SC LT 4.870 3.000 3.000 412.000 3.

977 6.830 15.000 Stalis LC 18.344 15.500 38 192 • Azakhar Shrine (5) • Azakhar Temple (10) 7.r Kingdoms & Empires of Mythosa s GP Limit 3.250 98 488 • Azakhar Shrine (4) • Jhadara Shrine (5) • OOT Guildhouse • Aeryandris Shrine (5) • Alyara Shrine (5) 37.000 Stormgard LT 3.239 37.000 Assets Guard Militia Magical Presence 446.892 • Azakhar Great Temple 48 .250 92 462 • IND Guildhouse • Jhadara Temple (9) 189.000 15.000 Talek Pharos SC 10.000 378 1.500 66 329 • OAI Guildhouse • Aeryandris Temple (10) • Alyara Shrine (4) 7.230 • Alyara Shrine (4) • Baltur Shrine (4) • Jhadara Shrine (5) 38.000 Name Sindal Sinytus Type LT SC Pop.690 19.450 38 190 • Jhadara Shrine (5) • Lyranis Shrine (4) • Aeryandris Shrine (5) 7.590 40.000 40.000 103 517 • Alyara Temple (9) • Azakhar Shrine (5) • Aadu Shrine (5) • Aeryandris Temple (9) • Alyara Shrine (5) 8.180.313.550 30 149 • Azakhar Temple (9) • Azakhar Temple (10) 4.929.830 9.750 118 592 • Azakhar Shrine (4) • IND Guildhouse • Jhadara Temple (10) • Lyranis Temple (9) 574.164.845 15.000 Terrantia Tetrigrad Thornrift LT SC LT 3.927.751 15.000 Tazadir SC 11.000 3.000 3.150.883.500 369 1.000 186 930 • ITS Guildhouse • Jhadara Temple (9) • Lyranis Temple (10) • Aadu Shrine (5) 570.570 Spÿre SC 9.552 3.000 Ulem Ulthanium SC M 9. 2.758.000.500 35 176 • Jhadara Shrine (4) • Shaarizad Shrine (5) • Aeryandris Shrine (5) 553.000 Tir Naroth Tyr Aegas LT* LC 3.000 100.803 3.510 3.000 190 950 • Lyranis Shrine (5) • Aeryandris Temple (10) • Alyara Temple (10) 6.000 96 478 • OAI Guildhouse • Aadu Shrine (5) 526.

750 • Baltur Temple (9) • Jhadara Temple (9) • Lyranis Temple (10) • OOT Guildhouse • Shaarizad Shrine (5) • • Azirakesh Shrine (n/a) 568 • Shaarizad Shrine (5) 49 .750 40.r Kingdoms & Empires of Mythosa s GP Limit Name Type Pop.527 2.200 399.500.000 39.660 7.000 3.168 15.000 430.000 350 Z'haar SC 11.500 499.268.000 39.000 3.000 5.870 3.750 29 33 266 70 Zeldora M 35.787.000 375.000 5.054.500 91 Vasterrak SC 7.512. Assets Guard Urnsk Vagir LC LT* 19.328 2.000.000 8.376.025 3.500 40.050 15.350 15.000 198 Vanira SC 9.000 6.000 175.000 195 250 Valdahar LC 19.000 15.000 3.500 114 Militia Magical Presence (Citadel of Blood and Iron) (16) • OAI Guildhouse • Azakhar Temple (10) 976 • OAI Guildhouse • Jhadara Shrine (5) 833 • Lyranis Shrine (4) • Aeryandris Temple (10) • Alyara Temple (9) • Baltur Temple (9) 988 • ITS Guildhouse • Jhadara Shrine (5) • Lyranis Temple (9) • Aeryandris Temple (9) • Alyara Shrine (5) 453 • Jhadara Temple (9) • Lyranis Shrine (5) • Aadu Shrine (5) • Azakhar Temple (9) 358 • Pazaretu Shrine (n/a) • Shaarizad Temple (10) • Azatharu Shrine (n/a) 144 • Azirakesh Shrine (n/a) 166 • Azakhar Temple (9) • Jhadara Shrine (5) 887 • Lyranis Shrine (4) • Aeryandris Shrine (4) 351 • Alyara Temple (9) • Jhadara Temple (10) • Aadu Shrine (4) • Aeryandris Great Temple (Golden Athenaeum) (15) • Alyara Temple (10) • Azakhar Temple (9) 1.000 100.000 72 Vedal Westfaire Wulfhold Yidra LT LT LT* SC 2.

otherworldly realm that co-exists with the Material Realm. These are known to most folk. of all worlds. The dead that had a patron deity in life are sent on to their 50 . air. The elemental planes include the planes of earth. Here Lis judges each soul and determines its final destination. While other means may be used to enter the Astral Plane. They are discussed in this chapter. There are those that believe that other Material Realms exist as well. and the Astral Plane. The Astral Plane The Astral Plane (sometimes known as the Silver Curtain) surrounds the Near Realms and lies between them and the Far Realms. in the following sections: • • • Planar Cosmology Magic in the Far Realms Runegates The Near Realms The planar neighbors of the Material Realm are known as the Near Realms. They cannot be accessed without magical means – spells. a spirit is brought to a great hall – the Hall of the Dead. “parallel” (for want of a better term) to our own. his spirit leaves his body to stand at the foot of a silver path – the Bridge of Arall. and darkness. and thus is of paramount importance to its inhabitants as well as those who dwell outside of it. Upon entering Amenthyr. The Ethereal Plane is the misty. Like the Near Realms. though it would explain the existence of a number of unusual things in Mythosa.r Realms Beyond s Chapter V: Realms Beyond There are other worlds beyond the material plane of Mythosa. The raw material used for both the Material Realm and the Far Realms comes from the elemental planes. the sun. or core. usually from the stories told by clergy in describing the creation of the world. The truth of this is the source of great speculation. or portals said to be scattered across Mythosa. the Ethereal Plane. The Material Realm The world is part of what sages refer to as the Material Realm. it is rather difficult…unless one has died and is going on to a promised afterlife. though primarily through second-hand accounts. but it can also be accessed through death. the moons Ralos and Meera. fire. The spirit is compelled to travel across the bridge to Amenthyr. with the journey taking as many days as those that remain until the moon Meera is again full (which is why it is easier to raise or resurrect someone prior to this). Other realms of existence can be found outside its planar borders. magic items. Planar Cosmology Mythosa is but a single world in a wide cosmology. and everything else that can be seen in the day and night skies. center of the Astral Plane and home of the Elder Goddess Lis. light. This Realm includes Mythosa. water. and is home to ghosts and other unnatural creatures. When someone dies. At the other end of the bridge are the doors to the palace of Amenthyr. Though one can journey to these places. The Ethereal Plane is another place well-known to many people. The Material Realm is the center. only the dead ever see the Bridge of Arall. These planes include the elemental planes. magic is necessary to reach the Astral Plane.

If this destination is in the Far Realms. It is also a disquieting place. the The Far Realms The Far Realms are the outermost reaches of the planes. of course. however. crystal-blue oceans. and verdant woodlands. It is quite possible that dreams and “demiplanes” are related. with rolling meadows. Spirits in the Vault are eventually re-forged and returned to new bodies in the Material Realm. Sages also claim that small. Visitors from the Material Realm generally enter a Far Realm via the Astral Plane. 51 . Far from the Crystal City is the huge. some caves and wooded glades lead to Magannwyn on the neutral plane. There are three planes that make up the Far Realms: Elysium. Some believe that dreams are actually an unconscious shaping of reality in the Astral Plane. Many do so through magic. Lis sends the soul on to its final destination. Avadaen is to chaos and freedom as Vigilis is to structure and conformity. The core of lawfulness on the plane is the city of Myrias. It is during this time that a spirit can be retrieved with a raise dead. Everything in the city. bountiful place. surrounded and permeated by mists. Nexia is home to a great variety of otherworldly beings as well as the gods Aeryandris and Jhadara. Maledicium. There are also selfcontained regions within each Far Realm which may be altered by powerful beings who dwell there. though unlike Avadaen on Elysium.r Realms Beyond s god’s domain in the Far Realms. and places that are safe and places that are dangerous. After the 100 years are over. or true resurrection spell. where neither good nor evil hold sway. portals can be found to the cities of Vigilis and Dis. in Avadaen. Within each plane are areas of order and areas of chaos. It is a beautiful. Souls in the Vault. nor ugly like Dis in Maledicium – it is simply practical. fragile-looking metropolis. and is home to all manner of dark creatures. and playing host to everchanging forests. a soul remains in the Hall of the Dead for 100 years as judged by those in the Material Realm. The living may enter the Astral Plane as well. In the places that are most practical for them. and Nexia. and the spirits of those who died serving the causes of good. sprawling wilderness of Avadaen. Lying beyond the Astral Plane. the plane of evil. this wilderness can be dangerous (as dangerous as the wild places in the Material Realm). This plane is home to the gods Alyara. and home to countless numbers who serve good and order. resurrection. Certain caves and pools have portals that provide transport to Avadaen in Elysium and Gehennim in Maledicium. Myrias is neither beautiful like Vigilis. as well as hosts of angelic beings. though certain spells and rituals permit bypassing the Astral altogether. Magannwyn is a wilderland. It is a place very much like the Material Realm. self-contained realities – known as demiplanes – can be found in the Astral Plane as well. The plane is the ultimate stronghold of evil. the plane of goodness. Nexia is the plane of the balance. Though it seems like a relatively short time on the Astral Plane. such as deities or demon lords. there are portals to Nexia here. evil. Those who served good in life but disdained authority and organization generally find their way to Avadaen after death. It is a beautiful. and Lyranis. are lost forever. the spirit may still be recovered with a true resurrection spell. but some occasional project their spirits into the plane while they sleep. they represent the epitome of good. the plane of balance and neutrality. The greatest evils of the planes are found in Maledicium. The bastion of law on Elysium is the city of Vigilis. and mountains. Like Vigilis. It is also known as the Crystal City since it was built from a single. with an effort to make every construction contribute to the efficiency of the city’s populace. hills. Those few who have visited Magannwyn say that it is home to many fey. those that did not have a patron are relegated to the Soul Vault. It has areas that are scenic as well as areas that are unsightly. The wilderness realm of Magannwyn is the chaotic counterpart to Myrias. There are portals to the Nexian city of Myrias to be found in Vigilis as well. has been built to exacting standards according to their function. majestic mountains. immense crystal. Elysium is the realm of ultimate good. and that which lies between. celestial creatures. found in varying locations and with diverse intensities. from lanes to buildings. Baltur.

Neutral clerics have access to spell levels 0 to 6. Neutral clerics have access to spell levels 0 to 6. As such. Neutral clerics have access to spells of all levels. This area is known as the Outer Void. Azakhar.r Realms Beyond s foremost being demons and devils. The summaries below describe these effects. secular magic may work differently as well. They cannot be turned but they can be rebuked. otherwise the spell fails and the slot is used). Spells with the “evil” descriptor are automatically maximized. Spells with the “good” descriptor are impeded (a caster must succeed at a Spellcraft check DC 20 + spell level when casting. Undead are treated as having turn resistance +10. In addition. on Nexia. sprawling metropolis built from red-hot. a huge. and fewer still return. though few ever seek to go there. something does lie beyond them. Elysia • • • • • Good clerics have access to spells of all levels. It is a nightmarish monstrosity. As such. and it is said to be no more than a vast. otherwise the spell fails and the slot is used). Maledicium • • • • • Good clerics have access to spells of levels 0 to 3. there is little use of the portals here that lead to Magannwyn in Nexia. Their numbers are virtually infinite. rusting iron. and Shaarizad make their homes here. • 52 . Gehennim is a series of chasms. It is only accessible from the Far Realms (Astral travel cannot reach it). rifts. The demons of Maledicium can be found here. While most people would argue that the Far Realms comprise the outer reaches of the planes. Evil clerics have access to spells of levels 0 to 3. who make it their ultimate purpose to continue expansion of the city until it covers all of the Far Realms. for which many have dubbed it the Burning City. The essence of order in Maledicium is found in the city of Dis. There is speculation that other realms exist within the Void or even farther beyond. Evil clerics have access to spells of levels 0 to 6. but fortunately they spend most of their time fighting each other. devoid of anything of interest. Magic in the Far Realms Clerics who find themselves in the Far Realms will discover that the powers they may call upon work differently than when they are on the Material Plane. Evil clerics have access to spells of all levels. and caverns found amidst a broken. almost nothing is known about the Outer Void. • Nexia • The center of chaos in Maledicium is comprised of the Abyssal Pits of Gehennim. but no being from any of the planes has yet to verify that. may have been built for this reason. constantly warring amongst themselves or with neighboring regions. • • Good clerics have access to spells of levels 0 to 6. The farther a cleric is from her deity. Spells with the “good” descriptor are automatically maximized. Dis is home to many of the infernal plane’s devils. Spells with the “evil” descriptor are impeded (a caster must succeed at a Spellcraft check DC 20 + spell level when casting. The gods Aadu. Undead are treated as having turn resistance -10. The portals here that connect to Myrias. the harder it is for her god’s power to reach her. empty darkness. volcanic mountain range. They cannot be rebuked but they can be turned.

so anything bigger than a Large creature will have a difficult time making their way through the labyrinth. and other fell creatures from Maledicium. runegates are found in areas distant from civilization. most of which are copies of originals from the Second Age. while others are free-standing. Typically. Runegates inside the Runemaze require the spell to open in the same matter as those on the “other side”. Some are built into walls or passageways. There used to be a fair number in civilized areas. in ruins or subterranean caverns. What the colors mean is unknown. Numerous runes and glyphs are carved into the sides of the gates. and they were an enigma to those ancient kingdoms. No one knows who built the gates. Most people will either get lost or killed before finding a gate unguided. and Az’gothan empires. when travellers in the runemaze began to encounter demons. The locations of other gates in the Runemaze are found on rare and highly-guarded maps.r Realms Beyond s Runegates Runegates are magical portals that open into an extradimensional space and are designed to allow the rapid transportation of people and material across potentially vast distances. as people feared that if the Mystarchs unlocked the secrets of the runegates then they would easily overwhelm the continent (which is what ended up happening anyway). devils. the rooms provide a convenient place to camp or rest. people and objects may pass freely through it and magic may be cast through in either direction. Operation and Navigation Runegates work in a relatively straightforward manner: an open runegate spell cast at at a gate creates an opening to a stone labyrinth known as the “Runemaze”. There is still some travel involved (described later). For trips that take more than one day. These corridors are uniformly ten feet wide and ten feet high. believed to be a demiplane. but many of those were destroyed during the rise of the Marasinian Empire. The wizards of the time did not know if the fiends had come through runegates on their plane or whether the runemaze was itself on Maledicium and that plane’s evil denizens simply used it as a hunting ground. Egress from the Runemaze requires finding another gate within and using open runegate to activate it. even if a gate is found blindly there is no way of knowing where it opens or if it has been sealed from the other side. An open runegate will remain such for 30 minutes. but they are quite old – they are spoken of in the written remnants of the Khemsan. Satarite. They are generally empty and their purpose is as much as mystery as the labyrinth itself. There are rooms found in the Runemaze as well. their purpose has yet to be determined. They are large. Entering the Runemaze without a map or knowledgable guide is extremely risky. big enough to easily accommodate the passage of Large creatures. is filled with twisting passages and hallways. The sorcerer-kings of the Second Age made extensive use of the gates until about 1300 BAR. While travel of this sort is already possible via teleportation spells. but it is measured in hours or days rather than weeks or months. stone archways. for instance. runegates obviate the shortcomings of such magic (there are no weight limits. The Runemaze. though when a gate is active the runes are suffused with a red or green glow. runegates can be quite dangerous. more and 53 . nor is there a chance of deviation). Appearance Runegates vary little in appearance. after which it may be opened again with another casting of the open runegate spell. While a runegate is open. History and Dangers As convenient as they may be. if they are able to get through it at all. Over time.

• Physical Details Runegates can be physically destroyed. The gates weren’t opened. to “unseal” gates). heavily in some places. most people consider runegates to be too valuable to destroy. but it must be redirected to be used again. They sealed as many runegates as they could to prevent the chance of a demonic incursion into the world. Today. In 675 AR.r Realms Beyond s more evil outsiders were encountered to the point that the ancient sorcerers decided to abandon their use of the runegates. those aware of a runegate expect to reap their benefits at some future point when more of their secrets are revealed. most of the known runegates have been closed or sealed. Limited runegate use resumed in the Fourth Age after magic returned to the world. this is long enough for plenty of fell creatures from the dark plane to cross over into the Stair. there is a runegate found among the ruins of a forgotten wizard's tower.e. A runegate has a hardness of 25. Known Runegates For obvious reasons. The magic to seal a runegate is known to a select group of Spÿrran wizards who have taken it upon themselves to seal as many gates at they can. the wizards of the time developed magic that would “seal” the runegates. though not without great difficulty. a failed save effectively renders the gate useless. At best. Fortunately. 1620 hit points. • About 50 miles northwest of Bladeport. lightly or not at all elsewhere. For the most part. Ilmaran and Shesadan spies confirmed the existence of a runegate in the Maraadan outpost of Ankhara. Regardless of the methods that can be used. Efforts to penetrate the seal have thus far been unsuccessful. Southern Gharakaag is home to a cavern network known as the Abyssal Stair. Demons and devils did indeed roam the halls of the labyrinth. Heavily-guarded runegates exist in the city-state and its southern outpost and are used to facilitate commerce between Ambia and the Southern Kingdoms. • 54 . where runegates are known to exist: • The worst-kept secret of Zeldora is the link between it and Haven. The gate appears to have been sealed on the other side. a few miles north of the city of Z’harr. Anything crossing the threshold of a runegate when it is destroyed or subject to a successful disjunction is cast into the Astral Plane (no save). the gate appears to open only sporadically for brief periods…unfortunately.. but about a quarter of those who went into the Runemaze did not return. Since this is a feat which has yet to be realized. effectively preventing anything in the runemaze from exiting from a sealed gate. those who used the gates did so relatively safely. Deep within the bowels of the Stair is said to be a runegate that opens on its own to a room in the Runemaze that contains another gate which is permanently open to Maledicium. Generally. though a successful dispel magic against DC 28 will suppress an active gate for 1d4 rounds. Spell effects that destroy objects will not affect a runegate. There are a few places. They keep the knowledge of this power secret to prevent anyone from using it to learn the reverse (i. they determined Ankhara’s companion gate is in the southern Demonhaunt Forest. Usage stopped after the Demongate Wars of 658 AR as closing the gates the Ulthians had opened became a higher priority. the locations of most runegates are kept secret. steps may be taken to seal a gate to prevent any unwanted visitors from appearing. They stayed sealed until the Age of Chaos. however. Disjunction will “break” a runegate’s connection if it fails a Will save (+10 Will save bonus) – the gate will not be destroyed or become non-magical. but they could be from within the runemaze if the proper magic was used. Additionally. when the Aetheric Collector shattered the seals. Gathering scattered talk from the Maraadans in the outpost. and a break DC of 50.

They do not actually govern over any particular aspect of the world. and passivity (among other things). Countless aeons ago. the newborn will receive the god’s blessing. at least not to any great degree. Because of this. Rahl The Elder God Rahl is Lis’s counterpart. When the Lissene high priest dies. The Gatherers are lead by a single high priest (a level 20 cleric) who is Lis’s voice on the mortal plane. the world that preceded Mythosa. his soul does not travel on to the afterlife. masculinity. who has a group of people acting on her behalf on Mythosa. there are two other gods worth noting: Lis and Rahl. however. traveling from town to town and village to village. Her resprentation in the world is at a 55 . An order within the Gatherers seeks out this child and returns it to Sepluchurum. staffed by a small order of about fifty clerical monks known as Gatherers. Unfortunately for those seeking true resurrection. Lis Though such concepts are not directly applicable to the Elder Gods. This section provides general information about the gods and religion. but rather is reincarnated into the body of a newborn child. Unlike Lis. Rather. They populated it with various races. they are able to call upon the powers of their previous incarnation. While some aspects are attributed to each god. or forced to wait a considerable length of time. it is hoped that if he happens to be in their town at the time. immortality. who may or may not be the actual god himself. feminity. they sometimes are denied. Rahl does not have a fixed residence – he wanders about constantly. and those who treat him poorly suffer some ill fortune. they are recognized as the most powerful entities in existence. and the other deities worshipped throughout the world. This high priest is also the only cleric in the world who may cast true resurrection. the Elder Gods created Panthea. including the Myraphum – the beings that would eventually become Baltur. In addition. The nature of their residence in the mortal world is detailed below. the Elder Gods. Azakhar. the Elder Gods seem to see no need for worshippers or priests. Unlike the deities they created. The general theme is that those who treat Rahl well are rewarded. As such. Rahl’s transience has given rise to innumerable stories and myths detailing encounters with the god. Sepluchurum is a cloistered temple. including: • • • The Elder Gods Shrines and Temples Death and Resurrection place known as Sepluchurum. Rahl and Lis represent opposition – the ultimate balance between two antithetical concepts. The Elder Gods In addition to the nine gods described in the Divine and the Devoted series.r Gods and Religion s Chapter VI: Gods and Religion T he Divine and the Devoted sourcebooks cover the specifics of each of the major religions. disorder. and activity (among other things). It has also led to a not uncommon custom of treating any strangers in a town very well if a pregnant resident is due to give birth. this is more of a mortal impression of them rather than what they actually represent. ephemerality. order. It then takes five years or so for the child to gain self-awareness as to their nature. never staying too long in a single spot. At this time. a small monastery in the Amari town of Caros. Despite their power and suspected disinterest in the world. usually involving travelers meeting an unknown stranger on the road or at a wayside inn. Rahl and Lis both maintain a temporal presence on Mythosa. Because of Rahl’s association with birth and his habit of rewarding those who treat him well. mortals associate Lis with death. Rahl is represented by a single individual. he is commonly referred to as “the Stranger”. Rahl is said to represent birth.

dungeons. while the assistants will be clerics of Levels 1 or 2. no less than half that many guards. The names and locations of the known Great Temples. They range from simple. Each category is discussed below. vaults of relics. as well as the current prelate of each.r Gods and Religion s Shrines and Temples Places of worship in Mythosa vary based on culture and religion. Some Great Temples are actually large compounds consisting of many buildings. and Great Temples. there will be another room for their use. The head cleric is no higher than Level 5. catacombs. similar to a large castle or fortress. 56 . numbering as many as can be accommodated and trusted. These shrines generally consist of a single standing stone carved with druidic symbols and placed in the middle of a glade or clearing. A Great Temple is supervised by the prelate of the religion – the highest of high priests and the mortal leader of the church. Great Temples While each religion has a number of shrines and temples. and may be the home base of specialized orders of the faith. The staff of a shrine is comprised of the chief priest and potentially one or two assistants. and whatever else may be needed. but they may also contain extensive libraries. They contain a sanctuary as well as chambers for services offered by the temple. Temples Shrines Shrines are the smallest of the gods’ sacred and profane places. Shrines are located in numerous places such as: • • • • • Waysides along well-travelled routes and trails Villages or towns not large enough to warrant a temple Keeps of nobles and aristocrats The frontier near areas of symbolic or literal significance to the deity Basements. Shrines are the most common religious sites. The high priest of the temple will be Level 9 or 10 (higher-level clerics who aren't travellers are found at a religion’s Great Temple). Great Temples contain the chambers and trappings one would expect in a regular temple. Most cities will be home to at least one temple. If additional clerics staff the shrine. all of them are ancillaries to a Great Temple. a room for the presiding cleric. unattended shrines will sometimes be watched over by a shrine guardian. Prelates are clerics of Level 13 or higher. and any necessary nonclerical staff such as smiths. but for the most part. conventional wisdom suggests that a person stealing from a shrine may incur its deity's wrath. catacombs for deceased clergy. unattended. single-room buildings or grottoes to larger structures with three or four rooms. usually in the form of a locked strongbox or a hole in the floor or altar. They are generally single-roomed. The Great Temple of a church is its temporal seat and home to its greatest treasures and most powerful priests. Inhabited shrines usually consist of the sanctuary (the largest room in the building). and any number of other things relevent to a particular religion. They are never located in urban areas. While neither is a deterrent to someone committed to robbing the shrine. a spirit summoned by a cleric to handle routine maintenance and cleaning. Dyneric shrines are notably different from those of other gods. storage rooms. or similar folk. larger cities and metropolises often have several. they can be classified into three types: shrines. They will be in charge of 5-14 (3d4+2) clerics of Levels 1-6. roofed buildings. cooks. temples. It is common for a shrine to have some method of facilitating donations. A Great Temple will also be protected by a contingent of guards. clerical cells. In addition. and other hidden places (for evil gods) Temples are much larger than shrines. and far fewer in number. are listed in their respective sourcebooks. Their staff is comprised of 3d12+10 clerics of varied levels (though none higher than the prelate) and as many non-clerical staff to handle mundane tasks. The known locations of temples for each of the nine gods are listed in their respective sourcebooks. Unattended shrines are built by temples and maintained either by travelling clergy or the staff of the nearest occupied shrine or temple. with spartan ornamentation. and a third room for storage and miscellaneous use.

resurrection. A +2 modifier is applied if the spell is cast after Meera has been full. and is full for a single evening during that time. even that spell will not work. raising or resurrection is not guaranteed. A +2 modifier applies to the DC if the deceased’s patron deity is not the same as the caster’s god (or if the dead character has no patron). It should be obvious that even under optimal conditions. The higher the character’s level. In the end. their soul is slightly weakened. and the soul will be unretrievable. There is no automatic success on a 20 nor automatic failure on a 1. its soul – if it has one – begins its journey on the Bridge of Arall. That night. It is easier to pull back a soul if it is on the Bridge rather than retrieving it from Amethyr. Patron Deities While a dead person can be raised by any cleric. or true resurrection raises this value by 4 (as an example. there are three spells that can raise the dead: raise dead. Meera has a 24-day lunar cycle. The gods aren't in the business of performing selfless favors for their “competition” and thus aren’t as keen on bringing someone back who isn’t an adherent of their faith. This doesn’t preclude the possibility of being raised from the dead. if the cleric's deity is not the patron of the deceased. however. resurrection. Their arrival in Amenthyr is governed by Meera. all souls must find their rest in Lis’s halls. This is the base DC. The primary difference is that life force (levels) are not lost when someone is brought back. the chance of success is not automatic. the smaller of the world’s two moons. Eventually. A modifier is applied to the d20 roll based on the spell used as shown below: Raise dead Resurrection True resurrection +2 +4 +10 Location of the Soul In Mythosa. those on the Bridge arrive on its far side and the soul of the dead enters Amenthyr (whether Meera controls the journey or is simply a sign that it has finished is a topic of much theological debate). Optional: The DM may wish to make characters created higher than first level to have Resurrection score higher than 1 to reflect events that may have occurred earlier in their career. Additional attempts may be made if desired. though they function in a slightly different manner than what is standard. or true resurrection is cast on dead character. it is more difficult to bring them back. but each death makes it harder for the soul to return and eventually requires more powerful magic. 57 . some spells will have no chance of bringing a dead character back and eventually not even a true resurrection will work. based on the following factors: • • • The location of the soul in Astral Plane The patron deity of the deceased The number of times a person has been raised or resurrected Game Information: Whenever raise dead. The target DC of the d20 roll is based on a character’s Resurrection score. those who have died and come back numerous times will need no less than true resurrection to return from Amenthyr. Each time a person dies. and starts at 1 for a character that has never died. A d20 roll is made to see if the casting is successful. when a creature dies. a character that has died and been brought twice will have a Resurrection of 9). Failure means that the spell is used along with its components but the target remains dead. These spells exist in Mythosa. and true resurrection.r Gods and Religion s Death and Resurrection Among the clerical spell lists. the character is simply permanently dead. the greater the possibility they've died at least once. Each successful casting of raise dead. resurrection. These modifiers stack. At that point. Spiritual Endurance Death is hard on the soul.

M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: One year Saving Throw: No Spell Resistance: No This spell allows you to inscribe an elven glyph on a living being. a thin sheet of lead. The strength of the creature's ancestry will be detected as high if the creature is a half-elf.r Appendix A: New Spells s Appendix A: New Spells Detect Elven Blood Divination Level: Sor/Wiz 0 Components: V. + 5 ft. Ancestry further back than that is not enough to register. It cannot be seen with a detect magic spell. a half-elf. The glyphs that may be used are listed below: 58 . but 1 foot of stone. or 3 feet of wood or dirt blocks it. Note: The spell can penetrate barriers. Material Component: The caster must be a fullblooded elf or a half-elf. Background This spell was developed by the sorcerers of Maraada to help them in their nefarious quest to stamp out all traces of elven ancestry in Ryh’ardha. 1 inch of common metal. but it can be removed by the caster. S. true seeing. a gem of seeing. Elfmark Universal Level: Sor/Wiz 1 Components: V. If a person adorned with an elfmark is within sight of someone with elven blood (a full-blooded elf. or a robe of eyes likewise allows the user (of any race) to see an elfmark. Make a Spot check against the DC listed below: • Full-blooded elf: DC 10 • Half-elf: DC 15 • Elven Ancestry feat: DC 20 See invisibility. Half-elves trying to cast this spell must make a Spellcraft DC 30 check to be successful. The mark cannot be dispelled. moderate if one of their parents was a half-elf and weak if one of their grandparents was a half-elf. developed by the Sylvari to allow them to easily identify their friends and occasionally their enemies. the presence of the mark can be detected. S Casting Time: 1 action Range: Close (25 ft. though they will not understand what it means without prior knowledge of elven glyphs. or someone with the Elven Ancestry feat). Background This spell is a variant of arcane mark. The glyph is invisible and causes no harm to the being it is being placed on. The choice of glyph to be inscribed may be one of those listed below under “Background”. /2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: no This variant on detect poison allows the caster to determine whether a creature has traces of elven blood in them.

This spell will not work on a runegate that has been sealed. though it is bound to the shrine it is summoned in: shrine guardians can travel no further than 30 feet away from the exact point where they were summoned. 59 . shapeless servant Duration: 1 week/level Saving Throw: None Spell Resistance: No This spell is essentially a divine variant of unseen servant. Travel 5 Components: V. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). shapeless force that performs simple tasks for the maintenance of a shrine. This glyph marks someone who would be considered an enemy of the Sylvari. Its speed is 15 feet. mindless. The guardian can perform only one activity at a time. mending torn hangings or cracked vessels. or if the shrine is desecrated. The caster must be in physical contact with the gate for the spell to be cast. scattered at the base of the runegate prior to casting. The guardian cannot attack in any way. Open Runegate Transmutation Level: Sor/Wiz 5. A cleric receiving this signal will understand what it means. Summon Shrine Guardian Conjuration [Creation] Level: Clr 2 Components: V. If the guardian is destroyed. and any other simple job that contributes to keeping the shrine clean and presentable. A shrine guardian is an invisible. M Casting Time: 1 full round Range: Touch Target: A runegate Duration: One hour Saving Throw: None Spell Resistance: No This spell opens a runegate. DF Casting Time: 1 action Range: Close (25 ft. an inaudible. This glyph is not used lightly as it is a signal to other elves that they can place their trust in the marked person. It cannot be killed.r Appendix A: New Spells s Azaryn: Sylvadriel for “Enemy”. /2 levels) Target: One invisible. Material Component: 500 gp of silver dust. This includes cleaning dust and debris from floors and surfaces. S. though it doesn't reveal the location of the shrine. but it dissipates if it takes 6 points of damage from area attacks (against which it receives no saving throws). This glyph marks someone who is considered an ally of the Sylvari. magical signal will be sent out to any and all clerics of the shrine's religion within a 1-mile radius. Some of the more violent and paranoid elves will attack someone marked with Azaryn on sight. Valaris: Syvladriel for “Friend”. it is never allowed an attack roll. either into the Runemaze from a planar source or from the Runemaze to a planar destination. mindless. S. + 5 ft.

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