r The World of Mythosa s

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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

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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.

Ambian
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

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Various tribes have their own holidays and traditions. Taradah. The people of the city kept the evil army at bay. Shadah. but the Varghani as a whole do not recognize the solstices or equinoxes as other cultures often do. Skalnir The Skalnir of the North Realms reckon time by two seasons – winter and summer. but they do not celebrate the equinoxes. “Moons” refers to the phases of Ralos. particularly when it is full. and Aesidag. The Imperial calendar starts counting from the year Scordelos I consolidated the principalities of Ulthia and established the country as an empire. Qashad. Each week has its own name which corresponds to one of the twenty-six letters in the Skalnir runic alphabet. This is the most important of those days. Khetmad. This day commemorates that event. Validag. Dhamwa.or solar-based. Day of the Eternally-Radiant Amaranthine Primarch: There are many days dedicated to the Primarch. Rather. 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. Hasiq. Omam. 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). 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. Each season is divided into twenty-six seven-day weeks. 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. though how they are honored varies greatly. it marks the end of the Imperial campaigns before the onset of winter. Gifts are made to the emperor in the hopes that his prosperity will be reflected throughout the country. Thoradag. Shafur. it contributed for many years to Syrhaat’s robust economy. and corresponds to the Summer Solstice on the Ambian calendar. each day of the 364 in the year has an individual. when divisions smaller than a month are required. 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. for that matter. nor is it seasonal. It has no months or days of the week. The days of the week are named Duridag. Noridag. Helgadag. These folk are known as the “Exalted” and are believed to continue their service to Azakhar in the afterlife. though they reckon time greater than days by “winters” (years) and “moons” (months). They recognize the solstices. every day of the year is a holiday to some degree. In effect. the Empress of Syrhaat. The months are named Atayar. 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”. With the southern Syrhaat peninsula virtually abandoned the jasmine lotus is no longer harvested. person. Days of the week are unnamed. The meanings of the days are similar to those used in the Ambian calendar. Found only on the banks of the Bajar River where it flows through the Silverwood forest. Day of the Glorious Breaking of the Siege of Tamras: In 102 BAR. It is 364-days long. It is neither lunar. Thus. Rather. Traditionally. revolving around the phases of Ralos. there is no concept of a “week”. On this day. all non-essential work and commerce in the Imperium ceases. 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. Syrhaat Dominion The Syrhaati calendar is probably the most unusual of the civilized kingdoms. Varghani The Varghani calendar is lunar-based. There are no names for months or days. 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. the Khazrani culture 3 . Naza. extravagant name. but the plant is still honored in the Dominion’s calendar. Hasik. and Farus. doesn't concern itself with time the same way other cultures do. Balodag. with thirteen months of twenty-eight days each. Khazrani The Khazrani have no formalized calendar.r The World of Mythosa s Day of the Exalted (Autumnal Equinox): This holiday is celebrated in a rather solemn manner. Usik. derived from some important event. or item which has great significance to the Dominion.

and for many it was used as a tool to help them learn to read. the given alignments are consistent with what is dominant in each region. 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. some people. In modern times. The Roll was a scroll listing each day of the year and its name. 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. The days of the ancient calendar have not been rejected entirely. While PCs and NPCs are not restricted to what is listed.r The World of Mythosa s During the height of the Syrhaat Dominion. Others who needed to follow the days carried with them a Roll of Days. 4 . most Syrhaati have adopted the Ambian calendar for practicality. It was not unusual for commoners to have a Roll as well. “Primary Alignments” lists the alignments most common for the region in question. committed the days to memory. particularly the nobility. but now very few people – including the nobility – can recite each day from memory.

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 .

Al’Sharaq Altaevian People of Ambia. lawful evil outsiders Isenati Varghani Kalumesh Barbarians of the Kalumesh clans Khazrani Khazrani Orc Orcs Runic Runir S’seric Sith’aal Sylvadriel Sylvari. Amaristan Tarinic Ulthian nobility Terran Xorns. wizards Abyssal Demons. (Trade merchants. water-based creatures Auran Air-based creatures Auroni Tauroks Celestial Good outsiders Dhazyni Dhazyra Draconic Kobolds. bugbears Gnoll Gnolls Ignan Fire-based creatures Iltanese People of Greater Ulthia Infernal Devils. some halfelves Syrhaati Syrhaati Taracian People of the Emerald Coast. chaotic evil outsiders Aesyrian Asyra. dragons Drakdriel Drakari. giants Goblin Goblin. hobgoblins. Common) explorers Aquan Kyree. sorcerers. travelers. Underworld Druidic Druids (only) Ghassani Barbarians of the Ghassan tribes Giant Ogres. 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 .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.

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. The other languages listed may be known if the given percentage is rolled (and their intelligence allows for it).

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

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

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

the threat of Marasinia forced them to put their explorations on hold to deal with the sorcerous empire.r People of Mythosa s Chapter II: People of Mythosa his chapter covers the races of Mythosa and information pertaining to their chosen professions. Unfortunately for the wizards of Spÿre. The passage speaks of “…Iremzha of the Elders. which was Aanese for “eastern wilderland. 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 . Spÿrran wizards discovered a runegate about thirty miles north of their city in the Grey Mountains. 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. However. Eventually. drawing upon a name in a well-known passage from a Aanese scroll in the Spÿrran library. the city had not been built by humans but pre-dated their arrival and they had altered the place to fit them. 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. The wizards named the new continent Atharys. 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. while the architecture of the city supported the theory that it once housed humans. While this isn’t true. They also found that it was located hundreds of miles to the east on an entirely different continent. They named the city Iremzha. most people believed the disease Marasinia unleashed on the Sylvari hit the entirety of their race at the same time. however. the Sylvari have returned to the continent of Ryh’ardha. The Attempt to Eradicate the Sylvari Until recently. the Spÿrrans established a foothold in the ruins and were able to study them more with more care. Exploring the Runemaze beyond they found no dangers in the immediate vacinity. never to be heard from again. This led to speculation that the city had been built by one of the original Nine Tribes of Humanity. In other words. Investigating the ruin proved to be extremely perilous due to the creatures that inhabited the city. This gate opened into a ruined city of unknown origin. Some were familiar monsters common to Ryh’ardha while others had never been seen before. further study determined that it had been altered to accommodate human habitation. the tribe which had built ships and sailed east. pre-dating any known civilization. more importantly they found another gate mere minutes away. A Runegate to a Distant Land Around the time of the Marasinian ascendancy. and Zeldora. Lhyrna.

but their meeting with the theocracy did not go well.000 elves made it to Atharys. assuming they had not been entirely looted in the past 200 years. Eventually. tens of thousands of elves were saved and passed through the runegate. they brought as much with them as they could safely carry but the majority of elven culture – their art. and myriad other hazards. There was then a delay before they struck at further elven settlements. Lor Elesna.000 humans in the kingdom and about twice that many half-elves. were not included in the arrangement. but they still do not know what happened to these “secondary” inhabitants. Around this time. despite having fought against the Marasinians. there are roughly 1. When the Mystarchs struck at the elves. Many of them inter-married with the elves so their numbers have dwindled. Isilendel and the surrounding forest became home to the remaining Sylvari. it was more advantageous to them to have as many people as possible believe that none of them survived. either from the disease or by being hunted down by the Mystarchs. Ships were built. crewed. but chose to proceed farther down along the coast to find a more amicable kingdom. multitudes perished due to the dangers of the new continent – alien diseases. Beside the fact they weren’t in a position to do so. Fortunately for the Sylvari. Like Iremzha. Journey to the Unknown Through the use of a great deal of teleportation magic. The elves that returned traveled by ship over 1600 miles across the Boundless Sea. who numbered around 60. etc. the Sylvari were able to settle their new homeland. there is evidence that they were inhabited and altered at a later time by humans (or humanoids). Many also wanted to recover things that had been left behind in the cities and palaces. Return of the Sylvari Eventually. – had to be abandoned in their cities. wizards and others who were helping the elves and were trapped when the runegate was destroyed. 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. many of the elves of Elthanamir are quite young. The Marasinians eventually learned of the exodus and attacked the throngs at the runegate. in the battle that followed a number of elves sacrificed themselves to destroy the gate to save the rest of their people. Aelorea was the next kingdom they encountered. The three great cities. they landed at The New Elven Homeland It is estimated that around 100. and set sail for Ryh’ardha. They first arrived at the Ulthian Imperium. Finally. and Tyr Aegas. With the help of those human wizards who could be spared from the war effort. the elven archmages in Spÿre – knowing of the runegate to Atharys – devised a plan to allow the Sylvari to escape from the Marasinian genocide. 12 . However. as a result. they initially unleashed their disease against the three great Sylvari cities: Rel Eldara. This new kingdom was dubbed Elthanamir and at present is roughly the size of Aldanor. The Sylvari population has also increased substantially as they became rather promiscuous after settling in to replenish their numbers. There are a few humans and half-elves in Elthanamir as well. They knew Ulthia from history. the elves expanded and were able to carve an entire kingdom out of the new wilderness. Over time. In a woodland near Iremzha they built a city they called Isilendel. All are very old and of an origin they are still unable to discern. sadly. literature.r People of Mythosa s Sylvari never challenged that belief. some Sylvari wanted to travel back to Ryh’ardha to see the outcome of the wars with Marasinia. in the months and years following their arrival. the Sylvari knew they couldn’t be trusted.000. Almost all of the remaining elves on Ryh’ardha that didn't make it through died later. having been born within the last 190 years. The people of Elthanamir continue to study the ruins of Iremzha as well as similar ruins they’ve discovered on Atharys. predatory beasts. Most believe this owed to the sorcerers needing to acquire more resources and components to continue their attack. this gave them some room to maneuver. 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.

Through magical rituals. and Ilmara. The Disappearance Around 3500 BAR. 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. They had a spiritual significance. whether the disease persists and whether any major force exists that wishes to finish the task the Marasinians started. with no forewarning the dwarven race as a whole seemed to disappear. but as described below. The first time would take place during infancy. They also are looking to see how likely it would be that other elves could return. 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. a ritual was performed to bond a baby Runir to the stone. or improved crafting ability. The first was telepathy with others bonded to the stone – child or adult. A Hearthstone was the literal representation of the Runir sense of family and community. 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. and – more importantly. though of a more abstract nature than religious (the stones weren't objects of worship. 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. This assumption was proven false about 25 years ago by the Aaduan Devastation. improved skill with axes. Initially the Sylvari came to Lhyrna but over time their ships found harbor in Zeldora. for instance). damage reduction against evil. never to be seen again. 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. 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. 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. However. The horrible truth was that they had never left but had been imprisoned for centuries in their own cities. This rite would deepen a Runir's bond with the Hearthstone and grant them two special powers. Examples include toughening of the skin (granting natural armor). The second ritual was a “coming of age” ceremony which a dwarf would participate in around the age of 40. Runir that became city elders – leaders of the dwarven communities – went through a third ritual which deepened their bonds with the Hearthstones even further. Return of the Runir For years it was generally accepted that the dwarven Runir. if they wished to. Talîsmarr. This baptismal rite would grant little to the young dwarf but it gave them a connection to their fellow Runir.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. 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 reason for this was quite different and terrible). This bonding would occur twice during their lives for most dwarves. 13 . granting them additional powers as well as greater responsibilities. one of the original “Root Races” created by the gods. The Hearthstones Ages ago. enough information has been gathered to reconstruct what should be a relatively accurate history of that time for the Runir. which inadvertently brought about the return of the Runir.

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

“classed” creatures that live outside the human kingdoms such as trolls.240. Eventually. Sylvari.315 93.000.606 3. Slightly more than half of the people who are a given level advance to the next level. brooding folk who abandoned their old ways for the path of evil.718 10. Rather. Certain classes require greater commitments than others and thus attract fewer adherents. This loss drove those dwarves to despair as the link to their communities and extended Runic families disappeared.. the same event also resulted in the severing of their bonds with the stones.130 Total 8. when most of the dwarves were pulled into the Hearthstones.463 136.991 7. markedly different from the old.540 1.r People of Mythosa s which suggested – among other things – that the Runir had become the Duergar.808 26.030 5.977 49. only disproved with the return of the “good” Runir.. They became a dark. Roughly one person per ten is a first-level character.016 631.238 334.789 20. these “grey” dwarves came together and formed a new culture.200 1. 10 19 36 67 127 239 451 851 1. Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 One per. but retirement is not uncommon. The table also does not account for non-human.000 4.406 72.805 919.739. and Runir is roughly 80. some were too far away and avoided the fate of their brethren. In addition to the population numbers listed earlier. Human and dwarven sages studying the matter have concluded that the original theory was partially correct – the Duergar were Runir.398 13.247. This was a moderately popular belief for some time. The classes and the percentage of adventurers belonging to each are listed below: 15 .556 177.000 2. However.000. But that still left the questions of how the Duergar originated and why their appearance seemed to coincide with the disappearance of the Runir.104 585 310 164 87 46 • • Class Demographics Low-level adventurers and mercenaries are common in Mythosa. Lack of advancement is usually due to death. while highly experienced characters are rare. The numbers are derived from the following assumptions: • The total population in the civilized realms of humans. (regardless of class or multi-class). the corollary of the last assertion listed above is that roughly nine people in ten are of an NPC class (usually “commoner”).752 258.356 38.083 1.415 3.000.064 478. 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. but not all Runir became Duergar. This includes half-elves as well as half-orcs living in human communities. orcs. it may also be useful to know how classes are broken down by percentage.191. and giants.930 2.

910. There are a few orders. so specific people may not fall into a particular category for too long of a time.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. or forms of address that are “unsanctioned” but are universally acknowledged. primarily because there is no temporal rank in the religion. If addressing a monk when their rank is known but their name is not. Note: Most Mythosan monks may multiclass on a limited basis. For Level 6 Barbarians. Wizards who can cast spells up to the third level of power are known as Initiates and are addressed as “Initiate {Name}”. 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”. a rough estimate can be derived of how many characters of a particular class there are at a given level. In addition. However. simply multiply 1. 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. that boast hundreds or thousands of members and have the power to influence events across entire kingdoms. Those who can cast spells of the fourth to the sixth level of power are addressed in a like manner but are called Adepts. Teachers or other authority figures in an order have the title of “Master {Name}”. Druids A druid’s title is “Ovate”. the correct form of address is “Honorable {Rank}”. Monks Monks are generally referred to as “Brother {Name}” or “Sister {Name}”. while the head of an order is addressed as “Grandmaster {Name}”. 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.104 by 2% (about 22). It must be remembered that these numbers are estimates. depending on the nature of their order. There may be another…there might not be. characters are regularly dying and retiring as well as advancing in level. 16 . as in “Ovate {Name}” Unlike clerics. Monastic Orders There are dozens of monastic orders in Ryh’ardha. For instance. 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}”. Wizards who have gone beyond the nine ranks of spells are known as Paragons and are greeted with “Paragon {Name}”. Most of them are small groups with a handful of members and (ironically) little stability and less longevity. These orders are detailed below. the Myrshae do not differentiate forms of address by rank. however. These are detailed below. By applying these percentages to the population table. if you wanted to know how many Level 15 Wizards there were. some of the adventuring classes have official titles.556 or 66. the number is 20% times 334.

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

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

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

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

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

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

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

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

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

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

but they cannot run. or 3 feet of wood or dirt). hammered to 1/32 inch thickness. The text on each page appears to be silver etched into the plate. the Balturic War Banner. When held by a paladin. and saves to the bearer and all allies within a 30' radius who can see the banner. one had been held by the Loremasters of Stalis. Turquoise: Will turn white (and worthless) if placed against the skin of a person who has contracted a disease. but doubles the bonuses and penalties (+2 and -2) and extends the effect to a 60’ radius. The covers of the Codex are slabs of mahogany covered with stretched blue dragon hide (the “gold” adjective refers to the book’s contents). the banner confers the effect of a death ward spell to her allies as well. After the first attack by an “earth” creature. A more powerful version of this item. the god Aeryandris gave a great tome to each of the four priests who founded his church. and the front cover is inlaid with the symbol of Aeryandris. The standard bearer can move at one-half speed if the banner is held in one hand. One is in the Golden Athenaeum in Zeldora. even if the disease is still in its incubation period. Price 36. a thin sheet of lead. is often carried into battle by the Shields of Baltur. No 27 .r Treasures of Mythosa s lock spell. The Gold Codex Ages ago. CL 7th. Tourmaline: Adds a +1 circumstance bonus to saving throws against energy drain. at full speed if held in two. When raised.000 gp (war banner).000 gp (battle standard). while the other is in the Aeryandrite temple in Hadira. Ornate silver corner pieces and an elaborate silver clasp adorn the outside of the book. Tiger eye: Provides a +1 dodge bonus to AC against creatures that have the “earth” type. Ruby. The War Banner works in the same manner. provides a +2 circumstance bonus to saving throws against necromancy for one hour. weapon or shield may be wielded in the hand holding the banner. regardless of whether or not the bearer is actually hit. The Gold Codex is a large book measuring sixteen inches by twenty-four inches by three inches. formed of powered diamond and turquoise. This item will not function if the bearer is not goodaligned. 1 inch of common metal. death ward. Craft Wondrous Item. Of the other two. Weight 15 lb. Enemies of the bearer suffer a -1 penalty on similar rolls. Zircon turns to ash after being used in this fashion. emblazoned with a gold Balturic Cross and attached to a 12’-tall pole. While four Codices are known to exist. the standard grants a +1 morale bonus on attack rolls. and its treasures stolen by the raiders. weapon damage rolls. The tourmaline turns to powder after it is used. 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. Zircon: Grants a +1 circumstance bonus to Reflex saves versus spells with the “fire” descriptor. prayer. the tiger eye shatters into dust. only the locations of two are known. If powdered and consumed. The bearer can take a double move if the banner is held in two hands. The Gold Codex is a minor artifact. with the powers listed below: Magic Items and Artifacts Balturic Battle Standard This item is an azure gonfalon. The spinel is crushed into powder in the process. the city’s temple of Aeryandris was looted and burned. Moderate enchantment and necromancy. The other was lost in 516 AR when Shukara raiders from the Skesgart Sea attacked and pillaged Celigast. 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. Its pages are plates made of gold. but it was stolen from them in 498 AR. 70.

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

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

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

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

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

it is traditional for emperors to take the name of one of the first twelve rulers of the Imperium. 33 . The shortest was that of Lucius Scordelos II. the average length of an emperor’s reign is about seven years. Ramas (the present-day emperor being Ramas IX). Vesmer (Vesmer III the most recent). and the most popular. 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. 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. Darius Malruik III. Alignment Map The map on the following page is a general overview of regional orientation as regards alignment.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. Lengths of an Ulthian Emperor’s Reign Due to the violent nature of Ulthia as well as the politics of rulership. Malruik (Malruik V ruled before the current emperor). The longest Imperial reign was that of Davon Ramas V. These are the same names as those given to the months of the Ulthian calendar. The most popular names include Scordelos (the most recent being Scordelos IV).

r Kingdoms & Empires of Mythosa s 34 .

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

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

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

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

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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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40

Wands. The party “suspects” that they will make even less if they don’t get a buyer on their next attempt. though they “somehow” know that tourmalines tend to be worth 40-160 gp in increments of 10 gp. no one will purchase the item. As such. presumably lowering their price. the party is out 30 gp they might have had if they'd had an appraiser in their group. They lower their asking price to 110 gp and try again. it is possible that the PCs will ask for a higher or a lower amount than what the item is actually worth. value is. objets d’art – have their price rolled by the DM. Items that don’t have a set price in the books – gems. no takers. Example 2: The party has found a tourmaline that's worth 120 gp. They lower their price by 10 gp and try to get 150 gp. Again. If they ask a price which is equal to the item’s value or lower. They try 140 gp and no one buys it. or simply have someone with a good Appraise skill in their group. PCs would be advised to seek a second opinion if an appraisal seems too low. gems and art objects of 100 gp or less Gems and art objects worth more than 100 gp but less than 5000 gp Gems. Unfortunately. 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. wands. They decide to go for 130 gp. the maximum anyone will now pay is 96 gp (120 x 80%). but the PCs may try again. The cost may vary but the general standard is: Rarity Common (DC 12) Rare (DC 15) Exotic (DC 20+) Typical Items Mundane items. 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). so they go down to 90 gp. 41 . So they start the sale at 160 gp. Again. Staves. the merchants in town suspect that these people are either ignorant or desperate to sell. however. Paying for an Appraisal For a fee the party may find an expert to appraise items for them. Since 130 gp is the party’s fourth try. 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 drops their price to 110. No one bites. They lower their price once more to 100 gp and this time they find a buyer and get 100 gp for their gem. the tourmaline finally sells. this eventually becomes obvious to the people who do know the value of what they have.r Kingdoms & Empires of Mythosa s Expanded Rules for Economics This section describes a system to simulate economics in Mythosa’s towns and cities. Selling Items of Variable Value In most cases a character selling items uses the standard rules from the core rulebooks. the more offers the PCs make. Since the actual value is unknown. and staves are double the cost they normally are in the DMG. They ask 120 gp. and do not find a buyer. art objects. 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. They have incorrectly assessed it to be worth 120 gp. members may purchase those items at their normal cost. At this point. the lower the overall price they will get for the item. it will sell. too high. In towns where a temple or magical order has a presence. No one buys at 130. If it is higher. This value is the maximum price the item will garner in a sale. 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. 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. Also. They can continue to do this as long as they wish. and Scrolls Scrolls. though again they are unsuccessful. At that. The reason for this is that if they don't know the value of what they have.

no more purchases may be made. Population: Population of the settlement. if assests run out. Hamlets.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. Additionally. and small towns are not shown as detailing all of those would be a colossal effort. Militia: The number of able-bodied forces that may be called up if needed. This represents all the money the town has available to purchase things. While it is common for a settlement to rely on a castle or stronghold of some type for defense. 42 . 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. villages. Large Towns marked with an asterisk (“*”) are Fortress-Towns. specifically those places that are categorized as no smaller than a Large Town. these sorts of settlements tend to have higher guard and militia numbers. 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. Includes all races who have a permanent residence there. These are also the cities and towns that are shown on the main map of the known world. and the demographics of such settlements can easily be generated as needed. Guard: Size of the town/city guard (dedicated guardsmen). 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. in this case the settlement is a castle or stronghold. Assets: The town’s assets in GP.

000 43 215 • Jhadara Temple (9) • Alyara Shrine (5) 675.600 36 179 • Azakhar Temple (9) • Alyara Shrine (5) 640.000 15.500 32 158 • Jhadara Shrine (5) 632.500 85 426 • Jhadara Shrine (4) • Shaarizad Shrine (5) • Aeryandris Temple (9) 617.000 3.000 3.550 26 130 • Jhadara Shrine (4) • Aeryandris Shrine (4) • Alyara Shrine (5) 4.800 49 245 • Jhadara Temple (9) • Aadu Temple (10) 6.350 2.383 4.450 34 169 • Jhadara Shrine (5) • Shaarizad Shrine (3) • Alyara Shrine (5) 652.597 3.552.000 3.000 3.240 2.500 Aelor Aethewell Akeron LC LT SC 19.280 2.000 3.250 412 1.000 Alesunn Altesh Aranmor Aris Point Beren Blackport Bladeport Calstan Caros Carsus LT LT LT LT LT LT LT LT LT LT 3.382.215 3.510 40.000 193 964 (Cathedral of the One Truth) (n/a) • Aeryandris Shrine (5) 733.r Kingdoms & Empires of Mythosa s GP Limit 3.500 61 304 • Alyara Temple (10) • Baltur Temple (9) 43 .584 4. 4.700 21 105 • ITS Guildhouse • Alyara Shrine (4) 472.000 45 225 • Lyranis Great Temple (Sacred Lodge) (14) • Adonhim Great Temple 38.000 3.000 3.000 23 114 • Lis Monastery (Sepluchurum) (20) • Aeryandris Shrine (5) 389.000 3.540.500 43 214 • Jhadara Shrine (4) • Aeryandris Shrine (4) 336.270 2.000 Name Abbala Aeldmont Type LT LT Pop.000 3.372 • Alyara Shrine (3) • Baltur Temple (10) • Aadu Temple (9) 507.300 4.000 3.098 3.270 4.000 Aldenmark LT* 4.000 3.250 42 211 • Baltur Temple (9) 537.115 3.000 22 112 • Alyara Shrine (3) • Baltur Shrine (3) 342.000 Assets Guard Militia Magical Presence 645.000 Coreth SC 6.500 44 218 • Jhadara Shrine (4) • Alyara Temple (9) 314.000 61 305 • Azakhar Shrine (4) • Jhadara Temple (9) • Aeryandris Temple (9) 4.000 Celigast SC 6.892 8.070 15.150 4.100 15.575.

810 2.000 3.630 3.500 29 36 Greyspire SC 9.670 100.062.260 15.300 204 23 Essenmoor SC 7.850 266 281 28 104 29 Griffin's Keep LT* Grimhel Haadarat Haarghul LT SC LT Hadira M 33.670 15.000 434.322 3.000 5.830.000 399.000 15.500 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. Assets Guard Crucible Dassa LT* LT 2.000 3.000 435.900 3.500 77 Esteria LT 3.000 93 Greywall LT* 2.752.000 3.000 337 Halldor SC 6.000 421.500 416.000 544.440 2.684 • Azakhar Shrine (4) • Jhadara Temple (10) • Lyranis Shrine (5) • Aadu Shrine (5) 338 • Azakhar Temple (9) • Shaarizad Shrine (4) 44 .100 7.000 6.899 3.750 15.000 5.040 2.774 10.000 3.350.000 492.945.r Kingdoms & Empires of Mythosa s GP Limit Name Type Pop.281 3.000 168.000 348.150 33 Gharkhaz Greyriver LT LT 2.000 3.660 2.000 306.

173 • Jhadara Shrine (5) • Lyranis Shrine (5) • Aeryandris Shrine (5) • Alyara Temple (9) 582.000 366 1.000 36 180 • Azakhar Shrine (5) • Aadu Shrine (4) 528.000 3.370.160 15.000 93 463 • Alyara Shrine (5) • ITS Guildhouse • Jhadara Temple (9) 45 .000 Ivenmir LC 19.000 352 1.860 3.880 3.600 3.200.834.r Kingdoms & Empires of Mythosa s GP Limit 3.520 Haven LT* 3.000 Khamir SC 9.000 3.000 194 970 • Azakhar Shrine (4) • Jhadara Temple (9) • Lyranis Shrine (5) 5.000 Ilidar SC 9.598 3.800.640 100.700 36 180 • Baltur Shrine (5) • Jhadara Temple (10) • Aeryandris Temple (9) • Alyara Shrine (5) 38.620 • Jhadara Shrine (4) • Shaarizad Shrine (5) • Alyara Temple (5) 556.000 Kaheri SC 7.000 91 456 • Azakhar Temple (9) • Lyranis Temple (9) • OOT Guildhouse • Aeryandris Temple (10) • Alyara Great Temple (Sanctuary of Light and Love) (17) 183. 3.000 Helgard Highwood LT* LT 4.000 Immazu LT 3.400 40.000 Name Halykos Harrstad Type LT LT* Pop.500 37 186 • Lyranis Shrine (5) • Aeryandris Shrine (5) • Alyara Temple (9) 6.000 129 776 • Baltur Shrine (4) • Jhadara Shrine (4) • Lyranis Shrine (5) • Aadu Shrine (4) 729.112 15.945.000 Assets Guard Militia Magical Presence 540.000 Ilmara M 36.000 72 358 • Unknown • Aadu Shrine (4) • Aeryandris Shrine (4) 6.710 3.000 486 1.832 • Baltur Temple (10) • ITS Guildhouse • Jhadara Shrine (5) • Lyranis Temple (10) • Alyara Temple (10) • Azakhar Shrine (4) 539.260 15.

570 4.000 6.970 15.150 15.000 47.000 235 119 Khemal SC 8.143 Lionsgate LT* 4.000.000 8.500 340.500 90 449 Kherash Kyraal Laharu Lanelar Lhyrna LT LT SC LT LC 3.r Kingdoms & Empires of Mythosa s GP Limit Name Type Pop.720 3.000 3.150 3.000 38 23 96 32 229 188 114 479 160 1.527 Maar Meravax Myridia LC LT SC 15.727.000 3.500 156 48 116 779 240 580 Newhelm Noriya Northgate SC LT LT* 6.612.000 3.750 2.000 720.925.000 562.185.580 3.000 458 1.000 15.000 15.000 15.000 4.000 3.191 22.000 687.500 11.500 62 37 105 308 186 630 46 .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 23.500 558.805 11.900 40.140.270 9.580 3.500 7.602 40.000 472.850 3.000 40.000 478.000 3.750 8.700. Assets Guard Militia Magical Presence • Lyranis Shrine (5) 1.650 45.000 31.701.

000 439.150.463.497.000 3.704 3.460 40.500 113 567 • • • • • • • • • • • • • • • • • • • • • • • • • • Sahzarem Samora LT LT 4.900 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.r Kingdoms & Empires of Mythosa s GP Limit Name Type Pop.000 5.160 2.500 49 39 245 194 Sarenton SC 7.930 3.470 15.000 324.000 15.000 8.600 44 82 37 218 410 185 Shesada LC 22.200 3.000 7.752 3.920.870 3.123 Silvenwater LT 2.000 7.000 73 364 Sathamon Seagate Sevasolta LT SC LT 4.330 15.000 580.000 652.800 28 138 47 .000 735.350 8.653 15.500 6.000 44.750 107 533 Ravillus Rusav LT LT* 2.500 22 293 108 977 Sahar SC 11.989.000 3.500 105 Queensport SC 10.284 15.000 3.000 555.000 412.000 225 1.852.

929.510 3.000 378 1.000 100.000 103 517 • Alyara Temple (9) • Azakhar Shrine (5) • Aadu Shrine (5) • Aeryandris Temple (9) • Alyara Shrine (5) 8.927.250 92 462 • IND Guildhouse • Jhadara Temple (9) 189.000 Stormgard LT 3.180.500 369 1.000 Terrantia Tetrigrad Thornrift LT SC LT 3.500 35 176 • Jhadara Shrine (4) • Shaarizad Shrine (5) • Aeryandris Shrine (5) 553.313.830 15.000 Talek Pharos SC 10.750 118 592 • Azakhar Shrine (4) • IND Guildhouse • Jhadara Temple (10) • Lyranis Temple (9) 574.590 40.239 37.000 Name Sindal Sinytus Type LT SC Pop.230 • Alyara Shrine (4) • Baltur Shrine (4) • Jhadara Shrine (5) 38.977 6.830 9.845 15. 2.892 • Azakhar Great Temple 48 .000 Tir Naroth Tyr Aegas LT* LC 3.000.751 15.344 15.550 30 149 • Azakhar Temple (9) • Azakhar Temple (10) 4.250 98 488 • Azakhar Shrine (4) • Jhadara Shrine (5) • OOT Guildhouse • Aeryandris Shrine (5) • Alyara Shrine (5) 37.000 40.803 3.500 38 192 • Azakhar Shrine (5) • Azakhar Temple (10) 7.000 15.552 3.164.000 96 478 • OAI Guildhouse • Aadu Shrine (5) 526.758.570 Spÿre SC 9.883.000 3.000 186 930 • ITS Guildhouse • Jhadara Temple (9) • Lyranis Temple (10) • Aadu Shrine (5) 570.000 Stalis LC 18.690 19.000 Ulem Ulthanium SC M 9.r Kingdoms & Empires of Mythosa s GP Limit 3.150.500 66 329 • OAI Guildhouse • Aeryandris Temple (10) • Alyara Shrine (4) 7.000 3.450 38 190 • Jhadara Shrine (5) • Lyranis Shrine (4) • Aeryandris Shrine (5) 7.000 190 950 • Lyranis Shrine (5) • Aeryandris Temple (10) • Alyara Temple (10) 6.000 Assets Guard Militia Magical Presence 446.000 Tazadir SC 11.

050 15.750 40.350 15.750 • Baltur Temple (9) • Jhadara Temple (9) • Lyranis Temple (10) • OOT Guildhouse • Shaarizad Shrine (5) • • Azirakesh Shrine (n/a) 568 • Shaarizad Shrine (5) 49 .168 15.000 72 Vedal Westfaire Wulfhold Yidra LT LT LT* SC 2.000 195 250 Valdahar LC 19.000 5.527 2.000 430.200 399.500 114 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 3.660 7.500 40.500 499.000 100.000 3.000 6.870 3.328 2.000 5.r Kingdoms & Empires of Mythosa s GP Limit Name Type Pop.000 3. Assets Guard Urnsk Vagir LC LT* 19.500.000 39.500 91 Vasterrak SC 7.000 350 Z'haar SC 11.054.000 198 Vanira SC 9.376.000 175.000 375.000 39.750 29 33 266 70 Zeldora M 35.025 3.000 15.512.787.268.000 8.000.

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

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

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

What the colors mean is unknown. Over time. Most people will either get lost or killed before finding a gate unguided. There used to be a fair number in civilized areas. if they are able to get through it at all. While travel of this sort is already possible via teleportation spells. These corridors are uniformly ten feet wide and ten feet high. for instance. 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. runegates obviate the shortcomings of such magic (there are no weight limits. There is still some travel involved (described later). but they are quite old – they are spoken of in the written remnants of the Khemsan. but many of those were destroyed during the rise of the Marasinian Empire. Some are built into walls or passageways. They are large. after which it may be opened again with another casting of the open runegate spell. Typically. devils. their purpose has yet to be determined. Appearance Runegates vary little in appearance. and Az’gothan empires. is filled with twisting passages and hallways. big enough to easily accommodate the passage of Large creatures. stone archways. but it is measured in hours or days rather than weeks or months. While a runegate is open. believed to be a demiplane. so anything bigger than a Large creature will have a difficult time making their way through the labyrinth. The Runemaze. No one knows who built the gates.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. though when a gate is active the runes are suffused with a red or green glow. Satarite. The sorcerer-kings of the Second Age made extensive use of the gates until about 1300 BAR. For trips that take more than one day. people and objects may pass freely through it and magic may be cast through in either direction. They are generally empty and their purpose is as much as mystery as the labyrinth itself. and they were an enigma to those ancient kingdoms. runegates can be quite dangerous. Numerous runes and glyphs are carved into the sides of the gates. and other fell creatures from Maledicium. There are rooms found in the Runemaze as well. The locations of other gates in the Runemaze are found on rare and highly-guarded maps. 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). History and Dangers As convenient as they may be. nor is there a chance of deviation). the rooms provide a convenient place to camp or rest. Entering the Runemaze without a map or knowledgable guide is extremely risky. Runegates inside the Runemaze require the spell to open in the same matter as those on the “other side”. 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. in ruins or subterranean caverns. runegates are found in areas distant from civilization. most of which are copies of originals from the Second Age. 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”. Egress from the Runemaze requires finding another gate within and using open runegate to activate it. when travellers in the runemaze began to encounter demons. while others are free-standing. more and 53 . An open runegate will remain such for 30 minutes.

Efforts to penetrate the seal have thus far been unsuccessful. those aware of a runegate expect to reap their benefits at some future point when more of their secrets are revealed. the wizards of the time developed magic that would “seal” the runegates. to “unseal” gates). 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. those who used the gates did so relatively safely. steps may be taken to seal a gate to prevent any unwanted visitors from appearing. effectively preventing anything in the runemaze from exiting from a sealed gate. though a successful dispel magic against DC 28 will suppress an active gate for 1d4 rounds. Since this is a feat which has yet to be realized. there is a runegate found among the ruins of a forgotten wizard's tower. The gates weren’t opened. Ilmaran and Shesadan spies confirmed the existence of a runegate in the Maraadan outpost of Ankhara. Usage stopped after the Demongate Wars of 658 AR as closing the gates the Ulthians had opened became a higher priority. this is long enough for plenty of fell creatures from the dark plane to cross over into the Stair.. Known Runegates For obvious reasons. In 675 AR. At best. Additionally. when the Aetheric Collector shattered the seals. They stayed sealed until the Age of Chaos. Today. Heavily-guarded runegates exist in the city-state and its southern outpost and are used to facilitate commerce between Ambia and the Southern Kingdoms.e. most of the known runegates have been closed or sealed. where runegates are known to exist: • The worst-kept secret of Zeldora is the link between it and Haven. 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). but they could be from within the runemaze if the proper magic was used. • About 50 miles northwest of Bladeport. Limited runegate use resumed in the Fourth Age after magic returned to the world. Regardless of the methods that can be used. a few miles north of the city of Z’harr. They keep the knowledge of this power secret to prevent anyone from using it to learn the reverse (i. and a break DC of 50. Generally. Southern Gharakaag is home to a cavern network known as the Abyssal Stair. most people consider runegates to be too valuable to destroy. lightly or not at all elsewhere. Demons and devils did indeed roam the halls of the labyrinth.r Realms Beyond s more evil outsiders were encountered to the point that the ancient sorcerers decided to abandon their use of the runegates. Spell effects that destroy objects will not affect a runegate. They sealed as many runegates as they could to prevent the chance of a demonic incursion into the world. heavily in some places. though not without great difficulty. 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. however. A runegate has a hardness of 25. • 54 . Gathering scattered talk from the Maraadans in the outpost. The gate appears to have been sealed on the other side. the gate appears to open only sporadically for brief periods…unfortunately. Fortunately. • Physical Details Runegates can be physically destroyed. but it must be redirected to be used again. the locations of most runegates are kept secret. There are a few places. a failed save effectively renders the gate useless. For the most part. but about a quarter of those who went into the Runemaze did not return. 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. they determined Ankhara’s companion gate is in the southern Demonhaunt Forest. 1620 hit points.

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

unattended. a spirit summoned by a cleric to handle routine maintenance and cleaning. They are generally single-roomed. They are never located in urban areas. It is common for a shrine to have some method of facilitating donations. Prelates are clerics of Level 13 or higher. If additional clerics staff the shrine. with spartan ornamentation.r Gods and Religion s Shrines and Temples Places of worship in Mythosa vary based on culture and religion. while the assistants will be clerics of Levels 1 or 2. no less than half that many guards. and any necessary nonclerical staff such as smiths. dungeons. cooks. Most cities will be home to at least one temple. single-room buildings or grottoes to larger structures with three or four rooms. The names and locations of the known Great Temples. 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. 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. They will be in charge of 5-14 (3d4+2) clerics of Levels 1-6. and whatever else may be needed. A Great Temple is supervised by the prelate of the religion – the highest of high priests and the mortal leader of the church. Inhabited shrines usually consist of the sanctuary (the largest room in the building). but they may also contain extensive libraries. vaults of relics. and far fewer in number. While neither is a deterrent to someone committed to robbing the shrine. roofed buildings. conventional wisdom suggests that a person stealing from a shrine may incur its deity's wrath. Great Temples While each religion has a number of shrines and temples. Dyneric shrines are notably different from those of other gods. there will be another room for their use. are listed in their respective sourcebooks. 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). catacombs. A Great Temple will also be protected by a contingent of guards. In addition. The staff of a shrine is comprised of the chief priest and potentially one or two assistants. unattended shrines will sometimes be watched over by a shrine guardian. and any number of other things relevent to a particular religion. similar to a large castle or fortress. and other hidden places (for evil gods) Temples are much larger than shrines. clerical cells. Shrines are the most common religious sites. Unattended shrines are built by temples and maintained either by travelling clergy or the staff of the nearest occupied shrine or temple. 56 . and a third room for storage and miscellaneous use. Temples Shrines Shrines are the smallest of the gods’ sacred and profane places. usually in the form of a locked strongbox or a hole in the floor or altar. They contain a sanctuary as well as chambers for services offered by the temple. Great Temples contain the chambers and trappings one would expect in a regular temple. They range from simple. The known locations of temples for each of the nine gods are listed in their respective sourcebooks. but for the most part. and Great Temples. 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. and may be the home base of specialized orders of the faith. catacombs for deceased clergy. or similar folk. The head cleric is no higher than Level 5. larger cities and metropolises often have several. as well as the current prelate of each. Some Great Temples are actually large compounds consisting of many buildings. all of them are ancillaries to a Great Temple. The Great Temple of a church is its temporal seat and home to its greatest treasures and most powerful priests. they can be classified into three types: shrines. a room for the presiding cleric. temples. Each category is discussed below. storage rooms.

In the end. At that point. the greater the possibility they've died at least once. the chance of success is not automatic. raising or resurrection is not guaranteed. Meera has a 24-day lunar cycle. if the cleric's deity is not the patron of the deceased. however. a character that has died and been brought twice will have a Resurrection of 9). their soul is slightly weakened. 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). and the soul will be unretrievable. That night. resurrection. and is full for a single evening during that time. Spiritual Endurance Death is hard on the soul. Their arrival in Amenthyr is governed by Meera. A d20 roll is made to see if the casting is successful. It should be obvious that even under optimal conditions.r Gods and Religion s Death and Resurrection Among the clerical spell lists. and starts at 1 for a character that has never died. These modifiers stack. 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. and true resurrection. 57 . Failure means that the spell is used along with its components but the target remains dead. or true resurrection raises this value by 4 (as an example. all souls must find their rest in Lis’s halls. when a creature dies. The primary difference is that life force (levels) are not lost when someone is brought back. 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). 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. even that spell will not 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. Each successful casting of raise dead. Patron Deities While a dead person can be raised by any cleric. These spells exist in Mythosa. Each time a person dies. its soul – if it has one – begins its journey on the Bridge of Arall. there are three spells that can raise the dead: raise dead. it is more difficult to bring them back. Additional attempts may be made if desired. 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. This doesn’t preclude the possibility of being raised from the dead. the smaller of the world’s two moons. There is no automatic success on a 20 nor automatic failure on a 1. A +2 modifier is applied if the spell is cast after Meera has been full. It is easier to pull back a soul if it is on the Bridge rather than retrieving it from Amethyr. the character is simply permanently dead. though they function in a slightly different manner than what is standard. The higher the character’s level. Eventually. This is the base DC. or true resurrection is cast on dead character. some spells will have no chance of bringing a dead character back and eventually not even a true resurrection will work. those who have died and come back numerous times will need no less than true resurrection to return from Amenthyr. but each death makes it harder for the soul to return and eventually requires more powerful magic. resurrection. resurrection. The target DC of the d20 roll is based on a character’s Resurrection score.

developed by the Sylvari to allow them to easily identify their friends and occasionally their enemies. The strength of the creature's ancestry will be detected as high if the creature is a half-elf. Elfmark Universal Level: Sor/Wiz 1 Components: V. S Casting Time: 1 action Range: Close (25 ft. It cannot be seen with a detect magic spell. The choice of glyph to be inscribed may be one of those listed below under “Background”. Half-elves trying to cast this spell must make a Spellcraft DC 30 check to be successful. a thin sheet of lead. 1 inch of common metal. 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. S. true seeing. moderate if one of their parents was a half-elf and weak if one of their grandparents was a half-elf. or 3 feet of wood or dirt blocks it. 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. a gem of seeing. The glyphs that may be used are listed below: 58 . but it can be removed by the caster. but 1 foot of stone. Note: The spell can penetrate barriers. + 5 ft. or a robe of eyes likewise allows the user (of any race) to see an elfmark. a half-elf. The glyph is invisible and causes no harm to the being it is being placed on. the presence of the mark can be detected. The mark cannot be dispelled. Background This spell is a variant of arcane mark. 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. though they will not understand what it means without prior knowledge of elven glyphs. or someone with the Elven Ancestry feat). Ancestry further back than that is not enough to register.r Appendix A: New Spells s Appendix A: New Spells Detect Elven Blood Divination Level: Sor/Wiz 0 Components: V. Material Component: The caster must be a fullblooded elf or a half-elf. /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. If a person adorned with an elfmark is within sight of someone with elven blood (a full-blooded elf.

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

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