Professional Documents
Culture Documents
Placesand Times......................................................4
Nations......................................................................5
Cities........................................................................7
Centersof Learning..................................................8
Locationsof Ill Repute.............................................9
Crimeand Punishment........................................... 10
Calendar and Holidays...........................................11
Dread Creatures.....................................................20
Money of Mystara................................................. 21
Factionsof Mystara................................................22
Racesand Heroes.................................................. 25
Racesof Mystara....................................................26
Classes of Mystara.................................................38
Archetypesof Mystara.............................................43
Backgrounds...........................................................64
NewFeats...............................................................70
Immortalsand Priests.............................................71
Immortals................................................................72
Domainsof theSpheres..........................................91
Spellsand Runes.....................................................96
Secret Craftsof Glantri..........................................97
Nordic Runes..........................................................106
NewSpells...............................................................109
Goodsand Services..................................................119
Magic ItemAvailability............................................120
Major Importsand Exports.......................................121
Markets, Guildsand NewEquipment........................123
Captain Quinn'sNautical Emporium.......................127
Tarla'sEpicurean Delights......................................132
v20
2
This star ted as a labor of love for catching up on the ear liest year s of my gam ing hobby, and it
just exploded into the m assive labor of love you ar e now r eading. I had no idea it w as going to
get this big, but things just kept com ing up and I had to put them in to be inclusive. I didn't get
it r ight on the fir st tr y, this is at least the 40th ver sion. I even had to change the pr ogr am I w as
using because it r apidly outstr ipped the w or d pr ocessor I had been using. It w asn't cheap, I
w as told ear ly to use all or iginal ar t and to keep it fr ee to dow nload. W hile I handled the
w r iting fr ee of char ge, the ar t had to be contr acted out, thankfully sever al of you helped
alleviate the cost. I tur ned this over to Reddit for playtesting, and after that fiasco to 5th
Edition D&D facebook page along w ith the var ious M ystar a Fan Pages. Together w e
ham m er ed out all the ar chetypes, feats and m iscellaneous r ules. I hope you enjoy it and
m aybe M ystar a one day w ill m ake a com e back officially.
This w or k is not a challenge to any copyr ight or tr adem ar ks held by any individual or
com pany. This is a conver sion fr om BECM I Dungeons and Dr agons to 5th Edition Dungeons
and Dr agons. This handbook is fr ee for any w ho w ish to dow nload it. M any thanks to Br uce
Hear d and the other author s of M ystar a for giving us the gr eatest setting for our adventur es.
All ar t is filler except w or ks by M ischa Jones, I w ill r eplace it as she finishes. This is a fan
w or k and is not for sale.
Wr iting and Layout: Glen Welch
Im m or tals Section: M ar co Delm onte
Illustr ations: M ischa Jones https://w w w.facebook .com /tehphr 33k, Heather Holcom b
Supr em e thanks to Br uce Hear d Dave Ar neson and Gar y Gygax, w ithout w hich this w ould
have never happened.
Special Thanks To: Glen Butcher , W 'r aa Butler , Daniele Cuocci, David Finch, Giuliano
M ichelon, Giovanni Paniccia, Robin Sm ith, Pieter Spealm an, Sam Stockdale
If anybody can help out fund new ar t please go her e: http://w w w.gofundm e.com /M ystar a
3
Placesand Times
4
Nationsand Peoplesof Mystara
Ki n gdom of Al f h ei m Fi ve Sh i r es
Com pr ised entir ely of the gr eat for est of The hom eland of the hin, the Shir es ar e r ich in
Canolbar th, Alfheim is the r esettled hom eland agr icultur e and cultur e. The population enjoys
of the Sylvan elves. Steeped in myster y, the their pastor al life, but w ill defend to the death if
elves keep to them selves w ith the exception of a pr ovoked.
single tr ading city. Language: Hin
Language: Elven
Pr i n ci pal i t i es of Gl an t r i
Em pi r e of Al ph at i a A splinter ed m agocr acy, Glantr i is hom e to a
Located on the continent of the sam e nam e, var iety of cultur es and peoples, all devoted to
Alphatia is a pow er ful m agocr acy w her e im pr oving their position thr ough m agic.
w izar ds contr ol all aspects of gover nm ent and Extr em ely pow er ful, but highly fr actious.
those w ithout the ar t ar e second class citizens. Languages: Thyatis, Alphatian, Belcadiz, Elven,
Language: Alphatian, Nithian Aver oigne, Flaem ish, Ethengar , Klantyr e
At r u agh i n Cl an s Ki n gdom of I er en di
Isolated fr om the r est of the Know n Wor ld, the A peaceful m ar itim e nation, this chain of islands
five tr ibes of Atr uaghin ar e content to be left has becom e one of the m ost popular tour ist
alone to their hunts. A deeply spir itual people, attr actions for the w ealthy. Their love of
the clans r ever e the Im m or tals m or e than any. adventur er s goes a gr eat w ay to keep their
nation safe.
Language: Atr uaghin
Languages: M akai
Repu bl i c of Dar ok i n
One of the tw o m ajor tr ading pow er s of
Gr an d Du chy of Kar am ei k os
M ystar a, Dar okin is a functional plutocr acy The new est nation, am icably split fr om Thyatis,
populated by an extr em ely har d w or king Kar am eikos is an untam ed land still being
people. W hile possessing a m ighty ar my, settled. Scar cely populated, it is filled w ith
Dar okin pr efer s diplom acy. thr eats both know n and unknow n.
Language: Dar okin Languages: Tr aladar an, Thyatian
Et h en gar Kh an at es M i n r ot h ad Gu i l ds
A w ar like people now r eunited under a Golden The second gr eat tr ading pow er , M inr othad is
Khan, the Ethengar people ar e skilled hor sem en, an elven island nation that w elcom es hum ans,
and consum m ate w ar r ior s. W hen united they dw ar ves and hin into their business. The
pr esent a ter r ifying foe. undisputed pow er house in over seas tr ade, w ith
a bit of pir acy for fun.
Language: Ethengar
Language: Patois
5
Ki n gdom of Ost l an d Em pi r e of Thyat i s
The m ost pow er ful of the Nor ther n Reaches, The m ost pow er ful em pir e on the m ainland,
Ostland is the m ost aggr essive as w ell. Though Thyatis' influence is felt thr oughout the
w eaker than they used to be, they like to r em ind continent. Though w eakened by stagnation, it is
the other Nor ther n nations of their pow er. still the m ost pow er ful m ilitar y for ce
Language: Heldannic Language: Thyatian
6
Citiesof Mystara
Al f h ei m Ci t y set up in the in the m iddle of the Ser r ai n e is r ar ely seen but often talked about.
Canolbar th for est as a tr ading outpost, this A m agical flying city built by the Sky Gnom es, it
unofficial capitol of Alfheim is w hat m ost people tr avels the continent engaging in m ad
see w hen they visit the elven kingdom . W hile exper im ents and tr ading exotic m ater ials w ith
little gover ning is done her e, this is w her e other the nations below them .
nations set up their em bassies. Sh i r et on is the hear t of hin cultur e. Her e you
Ci t y of St ar s is the lar gest city of the Shadow you find a city w ith little bustle, no gr eat
Elves. Unknow n to outsider s, the entir e city is intr igues and a people w ho ar e content w ith
built in a pocket of r ever se gr avity on the r oof of life. M ost find the spr ead out city bor ing, but
a caver n. Sur r ounded by hostile envir onm ents the hin w ould not have it any other w ay.
and cr eatur es, it is a testam ent to the Shadow Soder f j or d is a poor tow n, r eflecting it's nations
Elves w ill to sur vive. for tunes. It is a spr aw ling m ess of poor ly
Dar ok i n Ci t y is the lar gest tr ade city on the constr ucted buildings w ith little or ganization.
m ainland. Hom e to the M er chant's Guild Hall, Its r eputation for being a danger ous place to be
ther e is nothing you cannot buy in Dar okin City. after dar k is ver y w ell deser ved.
The lar gest financier s also r eside her e, m aking Specu l ar u m is the capitol of Kar am eikos. It is a
this city an unr ivaled econom ic pow er house. blending of tw o cities and peoples. The older
Den gar is tw o cities in one. On the sur face is Tr aladar an cultur e is slow ly being r eplaced by
w her e the dw ar ves m eet w ith other r aces. But the new er Thyatian settler s. It is a fascinating
below gr ound is w her e ever ything happens. place to w atch the cultur es clash and m er ge.
Built by dw ar ves for dw ar ves just the size of it Thyat i s Ci t y is the lar gest city on the m ainland
m akes it intim idating for other r aces. and is the busiest as w ell. Ever ything in Thyatis
Gl an t r i Ci t y is the hear t of the fr actious Glantr i, is bigger , fr om the slum s to the m ansions.
com pr ised of canals for str eets and bicker ing Constantly in m otion, ther e is nothing and no
w izar ds for citizens. M agic is the nor m her e, one you cannot find her e.
w her e even the m ost m undane tasks ar e Su n dsval l is the m agical capitol of Alphatia.
accom plished thr ough sor cer y. Her e the m ar velous is m undane, as skyships fill
I er en di is the scenic capitol of the island nation the air. Buildings float above the gr ound,
of the sam e nam e. Like the nation ar ound it, it r eachable only w ith m agic. It is a city built by
is a scenic m ar vel filled w ith r esor ts and w izar ds for w izar ds.
enter tainm ents. Ever ything happens at a Yl ar u am is a r elatively new city com par ed to
leisur ely pace, exactly as its people like it. the w or ld. Built by Al-Kalim , Ylar uam is a
M i n r ot h ad is the nautical tr ading pow er house. oddity of a nom adic cultur e in one place.
Set in a calder a, its pr otected position allow ed it Fam ed for its m ar kets and tem ples, it is not
to flour ish as a tr ading por t. The city is filled often fr iendly to outsider s.
w ith shops of all types, and it is one of the Zeabu r g, the capitol of Ostland is com pr ised of
lar gest shipbuilder s in the Know n Wor ld. ver y r ich nobles and ver y poor peasants. The
Nor v i k k is the pr ide of Vestland. It r epr esents city is m or e of a place for the ar my to cam p than
the nation's attem pt to becom e a m oder n state. for people to live. Only the pr esence of the King
Now m er chants have r eplaced w ar r ior s as the and his cour t keeps the city fr om being
m ost com m on sight, and new buildings ar e im pover ished.
being er ected on a r egular basis.
7
Centersof Learning
Col l ege of W i zar dr y is not as im pr essive as it I er en di Pu bl i c Sch ool is the w her e the islander s
sounds. Shadow Elf sham an do not allow go for a basic education. It is the only public
w izar ds any for m al education, this sm all school school for the entir e nation, but m or e than
in the City of Star s is in the back of a m agic adequate for the entir e population.
supply shop.
M eal i dor Li br ar y Tr ee is an actual tr ee, filled
Col l egi u m Ar can u m is the official school of w ith scr olls and books dating back thousands of
m agic in Thyatis. W hile not as im pr essive as year s. Exclusive to Clan M ealidor , few outside
other s of its type, it is still one of the lar gest. elves and even few er hum ans ar e allow ed entr y.
Dar ok i n Di pl om at i c Cor ps r un a ser ies of Sch ool of Ar t in Ier endi is the lar gest bar dic
colleges to teach its new officer s how to negotiate school in the Know n Wor ld. W hile it teaches
w ith outsider s. It focuses heavily on languages, other ar ts, it is the m ain sour ce for classically
business and for eign cultur e. It also teaches tr ained bar ds. Painter s, w r iter s and sculptor s
Aur um ancer s spells r elated to finance. also flock to the school as w ell.
Edr ecor t 's Academ y of Th au m at u r gi cal Thyat i s Gr eat Li br ar y is the lar gest collection of
Sci en ce is an Alphatian r un school in Alhheim books and scr olls know n. W hile not a m agical
City. It is r un as a ser vice by its M aster w ho splits school, all things m undane and histor ical can be
his tim e betw een his appr entices and diplom acy. lear ned her e. It is open to the nobles of Thyatis
Gr eat Li br ar y of Ser r ai n e is the gr eatest and those w ith enough coin to gain entr y.
r epositor y of know ledge in the w or ld. Not just Tu t or i al Gu i l d is the lar gest school in M inr othad.
scr olls and books, but m agical fonts of m em or ies, W hile it teaches m any nautical tr ades, it is m ost
illusions of histor ical events. Though expansive, fam ous for being the sour ce of m any
their undead libr ar ian is a bit picky w ith visitor s. Aur um ancer spells r elated to nautical tr ade.
Gr eat Sch ool of M agi c in Glantr i City is possibly Un i ver si t y of Su n dsval l at tw enty city blocks is
the m ost fam ous school in the Know n Wor ld. the unquestionably the lar gest univer sity know n.
Filled w ith w izar ds of all sor ts, fr om appr entices Ever y w izar d in Alphatia r eceives their tr aining
to ar chm ages, w ith r um or s of hidden lor e her e, w ith entir e w ings devoted to m agical
ever yw her e. r esear ch.
8
Locationsof Ill Repute
Bl ack Eagl e Bar on y at the w ester n edge of I t h el dow n Cast l e in the m iddle of Lake
Kar am eikos is hom e of For t Doom . Ther e Bar on Am sor ak, is a cur sed place. None in Dar okin
von Hendr icks ter r or izes all that live in his know w hat caused the keep to tw ist and bend,
dom ain w ith the help of the evil w izar d Bar gle. but all ther e hear d the scr eam s fr om w ithin.
Bl ack h ear t in the m iddle of Alphatia is a place Th e Lan d of Bl ack San d in Ethengar is a cur sed
w her e w izar ds gather to per for m dar k place. Nothing gr ow s ther e, no anim als cr oss
exper im ents. Nothing is for bidden her e, and the blackened deser t. W hen the w ind blow s
m agics of the w or st sor t ar e com m onplace. str ong though, m adness follow s in its w ake.
Th e Br ok en Lan ds ar e an ar ea of Badlands M al ph eggi Sw am p betw een Dar okin and the
bor der ing Dar okin and Glantr i. Her e the or c Shir es is a fetid m ar sh hom e to countless
king Thar plots w hat to do w ith his vast legions m onster s and unspeakable hor r or s. Rum or ed to
of evil hum anoids. be the sour ce of a gr eat cur se fr om long ago.
Hat t i as in the Em pir e of Thyatis is know n for Th or n br u sh in Alfheim is Bad M agic Spot
their fanatical hatr ed of outsider s. Believing w her e the plants gr ow gnar led and blackened.
them selves to be super ior to all other s, Hattians M onster s spontaneously appear her e and a
plot to br ing the lesser r aces under their r ule. constant vigil m ust alw ays be kept.
Hon or I sl an d is one of the tw o for bidden W h i t e I sl an d is the other for bidden island of
islands in Ier endi. Hom e to enigm atic fir e Ier endi. Hom e to insane m onks and w hite apes,
w izar ds, they tur n aw ay all visitor s and enfor ce the island causes m adness to all that land ther e.
their isolation w ith their unsinkable fir e ships. No one know s the cause, or how to stop it.
9
Crimesand Punishment
Nation Assault Inciting Fr aud M ur der Slander Tax Theft Rape Tr eason
Riot Evasion
Alfheim Fine Fine Fine Exile Fine Exile Fine Exile Exile
Alphatia Fine Slavery Fine Fine or Fine Fine or Fine or Fine or Death or
Death Slavery Slavery Death Cursed
Atr uaghin Censure Not a Crime Censure Exile or Censure Not a Crime Not a Exile Exile or
Death Crime Death
Dar okin Fine Fine Fine Death Fine Fine Fine Death Death
Ethengar Caning Death Caning Death Caning Death Caning Death Death
Five Shir es Quest Quest Quest Quest or Quest Quest Quest Quest or Quest or
death Death Death
Glantr i Maiming Maiming Maiming Death Public Up to ten Maiming Sex Death
Flogging years Change
Ier endi Up to 3 Up to 3 Up to 4 Up to 30 Up to 4 Up to 4 Up to 4 Up to 30 Up to 30
years years years years years years years years years
M inr othad Loss of Loss of Up to 20 Death Pilloried Flogging Loss of Death Death
hand tongue years Hand
Ostland Slavery Slavery Slavery Slavery or Beating Slavery or Slavery or Slavery Death
Death Beating Beating or death
Rockhom e Exile Exile Exile Life, Exile or Inactivity Inactivity Inactivity Life, Exile Life, Exile
Death or Death or Death
Soder fjor d Beating Beating or Beating Beating or Beating Beating or Beating Beating Death
Conscript Death death or Death
Thyatis Public 1 month up Public 1 month up Public 1 month up Public Public Death
Flogging to death Flogging to death Flogging to death Flogging Flogging
Vestland Fine or Fine or Fine Death or Public Public Fine or Death or Death
Conscript Conscript Conscript Flogging Flogging Conscript Flogging
Ylar uam Public Censure or Censure Death Censure Death Public Death Death
Flogging death Flogging
10
Mystara Calendar
Nuwmont (Nyxmir)
Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain
1 See Below 2 Spring Equinox 3 4 5 6 7
15 16 17 18 19 20 21
22 23 24 25 26 27 28
1 Nuw m ont- Var ious New Year s, Glantr i Good Spr ite Day
Vatermont (Amphimir)
1 See Below 2 3 4 5 6 7 See Below
8 9 10 M inr othad 11 12 13 14
Feast of the
Silver Pur ge
Thaumont (Alphamir)
1 See Below 2 3 4 5 6 7Alphatia
Landfall Day
8 9 10 Glantr i 11 12 13 14
Spr ing Br eak
1 Thaum ont- Fir st Day of Spr ing, Ylar uam Independence Day, Shadow Elves Discover y Day, Ier endi
Rebir th
15 Thaum ont- Alphatia Opening Day, Ethengar W hite Hor se Cer em ony
11
Flaurmont (Sulamir)
Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain
1 Var ious Day of 2 3 Glantr i 4 5 6 7 Rockhom e
Adulthood Par liam ent Day Ar r angem ent
Day
22 Thyatis 23 24 25 26 27 28
Em per or 's
Bir thday
16 Flaur m ont- Shir es Fir st Flow er ing, Ethengar Day of Par tings
Yarthmont (Sudmir)
1 Alphatia Day 2 3 4 5 6 7
of M agic
22 23 24 25 26 27 M inr othad 28
M inr othad Day
15 Yar thm ont- Alphatia How ling Day, Ethengar Day of Bir th Blessings
Klarmont (Vertmir)
1 See Below 2 3 4 5 6 7 Rockhom e
Weddings Day
8 9 10 11 12 Shadow Elves 13 14
The Rejection
15 See below 16 17 18 19 20 21
1 Klar m ont- Fir st Day of Sum m er , Ier endi Fr eedom day and Cr ow n Tour ney, Kar am eikos Day of the
Str aw M en, Alfheim Ilsundal Day, Soder fjor d Thing
15 Klar m ont- Thyatis Days of the Hoof, Glantr i Night of the Red M oon, Ylar uam Laylat Al-Bar aa
27 Klar m ont- Ylar uam Lailat al M ir aj, M inr othad M inr oth Day
28 Klar m ont- Glantr i, Kar am eikos Night of Fir e
12
Felmont (Islamir)
Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain
1 Karameikos 2 3 4 5 6 Hattias Vanya's 7
Beast's Day Dance
8 9 10 11 12 13 14 See Below
1 Felm ont- Kar am eikos Beast Day, Ier endi The Rebir th
14 Felm ont- Glantr i Fer ia de Tor os, Shadow Elves Cor ner stone Day
15 Felm ont- Thyatis Days of Valer ias, Alphatia Dogger el Days, Shir es High Sum m er , Ethengar
Gather ing
27 Felm ont- Ylar uam Lailat al Qadr , M inr othad All's Reckless Day
Fyrmont (Andrumir)
1 See Below 2 3 4 5 6
15 Glantr i 16 17 18 19 20 21
Vyonnese
Car nival
22 Ethengar 23 24 25 26 27 28
Gr eat Hor se Fair
1 Fyr m ont- Shir es Day of Her oes, Ylar uam 'Id al Fitr
Ambyrmont (Cyrpimir)
1 See Below 2 Ier endi 3 Rockhom e 4 5 6 7
Celebr ation of Show ing day
the Sea
8 9 10 11 12 13 14
15 16 17 Shadow 18 19 20 21
Elves M uster ing
Day
22 23 24 25 26 27 M inr othad 28
Bask Day
1 Am byr m ont- Fir st Day of Fall, Shir es Fast and Feast, Ethengar Fir st Day of Riding
13
Sviftmont (Hastmir)
Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain
1 2 3 4 5 6 See Below 7
15 Darokin Great 16 17 18 19 20 21
Reckoning
Eirmont (Eimir)
1 Ethengar 2 3 4 5 Glantr i 6 Dar okin
Cr etia's Day Necr om antia Har vest Day
8 9 10 11 12 13 14
15 Ethengar 16 17 18 19 20 21
Night of Spir its
22 23 24 25 26 27 28
Kaldmont (Burymir)
1 Fir st Day of 2 3 Ier endi, Days 4 5 6 7
W inter of Right
15 See Below 16 17 18 19 20 21
15 Kaldm ont- Thyatis Footm an's Gam es, Glantr i Boldavian Pr ocession, Ethengar Blessing of Golden
Khan
27 Kaldm ont- Glantr i Alexander Day, Ethengar Day of Law
28 Kaldm ont- End of Year , Glantr i Bells of Fate, Nor ther n Reaches Loki Day, M inr othad M idw inter
Festival
14
Cal en dar s of Ot h er Nat i on s
15
M inr othad Calendar Shadow Elves Calendar
The M inr othad Guilds use the Thyatian calendar The shadow elves divide their year into 14
for tr ade pur poses, but that their ow n calendar m onths of 24 days each. Each m onth takes its
for national date r eckoning. They divide their nam e fr om a ver se of the Refuge of Stone, an
year into 11 m onths of 30 days, each w ith five im por tant histor ical text. Ther e ar e no w eeks,
six-day w eeks. To balance the year , they add a and days ar e not nam ed. The shadow elves'
special six day w eek to the end. The cur r ent cur r ent year is 2116.
year is 311 by M inr othad Dating.
Gather ing (Nuw m ont 1-24)
Onm un (Nuw m ont 1-Vater m ont 2)
Nam e (Nuw m ont 25-Vater m ont 20)
Tom un (Vater m ont 3-Thaum ont 4)
Refuge (Vater m ont 21-Thaum ont 16)
Dr eim un (Thaum ont 5-Flaur m ont 6)
Sham an (Thaum ont 17-Flaur m ont 12)
Fir m un (Flaur m ont 7-Yar thm ont 8)
Cr ystal (Flaur m ont 13-Yar thm ont 8)
Bir m un (Yar thm ont 9-Klar m ont 10)
Bir th (Yar thm ont 9-Klar m ont 4)
Sagm un (Klar m ont 11-Felm ont 12)
Wander er s (Klar m ont 4-28)
Sebm un (Felm ont 13-Fyr m ont 14)
Tem ple (Felm ont 1-24)
Oxm un (Fyr m ont 15-Am byr m ont 16)
Food (Felm ont 25-Fyr m ont 20)
Nom un (Am byr m ont 17-Sviftm ont 18)
Days (Fyr m ont 21-Am byr m ont 16)
Decm un (Sviftm ont 19-Eir m ont 20)
Ar my (Am byr m ont 17-Sviftm ont 12)
Elfm un (Eir m ont 21-Kaldm ont 22)
King (Sviftm ont 13-Eir m ont 8)
M itw ok (Kaldm ont 23-28)
Other s (Eir m ont 9-Kaldm ont 4)
Bounty (Kaldm ont 5-28)
16
Holidaysof theKnown World
Al ex an der Day. Glantr ians hold an hour of Best W i sh es of Kr on dah ar . Native Ethengar in
silence then gather looking for a good om en. Glantr i celebr ate the new year.
Al l 's Reck l ess Day. M inr othad celebr ates the Bi r t h day of Tar asf i r . Shadow elves celebr ate
end of tax day w ith a no holds bar r ed par ty. thier fir st king w ith feasts and r evels.
An cest or 's Day. Alphatians set aside a table Bi r t h day of Th i n col I . Im per ial fam ily hosts
setting for dead ancestor s and visit gr aves. gam es and par ades and thr ow coins to the poor.
Ar can i u m . Four day fair in Glantr i to lear n new Bl essi n g of t h e Gol den Kh an . The Ethengar
spells, buy new m agic item s and m ingle. host gam es at the w inter cam p of their khan.
Ar r an gem en t s Day. Dw ar ves pr opose m ar r iage Bol dav i an Pr ocessi on . Peasants m ar ch the
tr aditionally on this day. str eets till daw n holding tor ches and gar lic.
Ash u r a' Sh i 'a. The Ylar i lose their r estr ained Car avan Day. Car avans leave Rockhom e, those
natur e and cut loose, alcohol is even toler ated. left behind feast and toast the m er chants.
Bask Day. A day of laziness, no one in Cel ebr at i on of t h e Sea. Ier endi tie their boats
M inr othad w or ks. together into a flotilla to host a m assive par ty.
Bat t l e of Sar dal Pass. Dw ar ves r elive their Ch an cel l or 's Day. Wor king holiday in
m ost fam ous battle w ith m ilitar y celebr ations. celebr ation of Dar okin's fir st Chancellor.
Beast s Day. Tr aladar ans dr ess up in costum e to Cl er i cs For u m . Pr iests of Kagyar m eet to
r em em ber defeating the beast m en of old. discuss pr oblem s and changes to their or der.
Beggar 's Hope. For one day beggar s in Glantr i Cl osi n g Day. Alphatians schools close, and the
ar e allow ed on the city str eets legally. childr en r etur n hom e.
Bel l s of Fat e. Glantr ians r ing bells all night to Cr et i a's Day. Ethengar play har m less pr anks on
w ar d aw ay even spir its. each other all day.
17
Dar ok i n Day. Dar okin closes all shops and Feast of t h e Si l ver Pu r ge. M inr othaddians tell
celebr ates the bir thday of its founder. scar y stor ies and ar e gr ateful for good luck .
Dar ok i n M ask ed Bal l . Annual ball is held in the Fer i a de Tor os. Belcadiz elves r elease bulls in
capitol, w ith pr oceeds going to char ity. their str eets and r un alongside them .
Day of Adu l t h ood. Childr en r eaching the age of Fi r st Day of Ri di n g. Ethengar childr en r eceive
m ajor ity ar e pr esented as adults. their fir st hor se.
Day of Bi r t h Bl essi n gs. The sham an pr ay to the Fi r st Fl ow er i n g. Hin gather up seeds to be
W hite Hor se to w atch over the bir th of the foals. planted in the fall.
Day of Bl essi n gs. Tr ibal khans divide up their Foot m an 's Gam es. Week long celebr ation of
w ealth am ong their follow er s. w eaponsm ithing and w ar gam es.
Day of Cou n t i n g. Ethengar count their her ds to Fr eedom Day/Cr ow n Tou r n ey. Ier endi elects a
gain favor w ith the khan. new King and Queen w ith m uch fanfar e.
Day of Her oes. Hin spend the entir e day Gon dol a Gam es. Gondolier s host m ock jousts
cleaning up w ar m em or ials and battlefields. all day, no business is done.
Day of Law. Ethengar r ecite their law s given by Good Spr i t e Day. Glantr ians play har m less
Tubok, all cr im e is punishable by death. pr anks on each other all day.
Day of M agi c. Alphatia celebr ates w ith m agical Gr eat Hor se Fai r . For a w eek Ethengar
displays for the cr ow ds, m ost businesses close. w ar r ior s tr ade hor ses and sham an convene.
Day of Nam i n g an d Wel com i n g. Ethengar Har vest Day. Dar okinians dr ess up like
pr esent pr esent childr en and get engaged. far m er s and celebr ate the har vest.
Day of Par t i n gs. Ethengar tr ibes split up and go Hi gh Su m m er . For tw o w eeks the Hin feast and
their ow n w ays. per for m dr am as, bur ning a dead or c for luck .
Day of Si l en ce. Silence is m andated in How l i n g Day. Alphatians r un w ild, having just
M inr othad for one full day under legal penalty. one huge par ty.
Day of t h e Dead. Tr aladar ans clean their I ce Gam es. Glantr i City shuts dow n for thr ee
houses, then feast m er r ily at night. days of w inter gam es and balls.
Day of t h e Hoof . Ker endas host a w eek of 'I d al Adh a. Som ber day of r em em br ance and
equestr ian events. sacr ifice to the Im m or tals.
Day of t h e St r ay M an . Tr aladar ans bur n little 'I d al Fi t r . A childr en's holiday of giftgiving and
str aw m en in effigy to absolve their sins. gener ally m er r y m aking.
Day of Val er i as. Follow er s of Valer ias get I l su n dal Day. Celebr ating Ilsundal's ascension,
engaged, m ar r y or other w ise engage in tr ysts. each elf tr ibe holds a differ ent celebr ation.
Days of Ri gh t . Tr adition Ier endi day of I n depen den ce Day. A day of r em em br ance of
engagem ents and m ar r iage. those m ar tyr ed dr iving out for eign invader s.
Dogger el Days. Alphatian schools celebr ate Ki n g St ef an 's Bi r t h day. A day of par ades and
dr am a, m usic and other ar ts in a sponsor ed fair. m ilitar y gam es, w ith petty cr im es par doned.
Em pr ess Er i adn a's Bi r t h day. Nobles give gifts Lai l at al M i r aj . Holy day at the tem ple
to the Em pr ess or a coin to beggar s in her nam e. celebr ating Al-Kalim 's im m or tality.
18
Lai l at al Qadr . Ylar i pr ay at their hom es hoping Sh ow i n g Day. Dw ar ves get together to show off
to be blessed w ith good for tune. new w ar es and discuss new techniques.
Lan df al l Day. Solem n celebr ation of Alphatian Spr i n g Br eak . Glantr i students cut loose and
ar r ival in new w or ld. use spells to blow up ice in the canals.
Layl at Al -Bar aa. Dinner s ar e held w her e past Th e Cor n er st on e. Shadow Elves celebr ate
slights ar e for given. cr eation of their tem ple by star ting new r epair s.
M aw l i d an Nabi . Cler ics spend the day telling Th e Di scover y. Shadow Elves celebr ate
cr ow ds about Al-Kalim 's teaching. discover y of their hom e w ith songs and food.
M er ch an t Pr i n ce Day. W izar ds cr eate m agical Th e Dr ow n i n g. Pear l Islander s launch toy
fir ew or ks w hile par ents thr ow out old clothes. canoes w ith candles to appease the sea.
M i dw i n t er Fest i val . M inr othaddians celebr ate Th e Fast an d t h e Feast . For tw elve days hin
w ith gift giving and m er r y m aking. fir st fast for six days then feast for six days.
M i n r ot h ad Day. Election day, celebr ated w ith Th e Gat h er i n g. Ethengar celebr ate sum m er by
r egattas and picnics. decor ating cam p w ith gar lands.
M on st er s' Fai r . M onster s ar e par aded thr ough Th e Reapi n g. Last hin holiday of the year w ith
Glantr i City on the w ay to the auction block . feasting, r om ance and r est.
M u st er i n g Day. Shadow Elves take a census and Th e Rebi r t h . Week long holiday in Ier endi
per for m m ilitar y dem onstr ations. alongside planting of new cr ops.
Necr om an t i a. Klantyr e celebr ates its fallen Th e Rej ect i on . Shadow Elves fast to r eflect on
her oes, cleaning up gr aves and battlefields. their betr ayal by Alfheim .
New Year s. Typically celebr ates ar ound the Th e Th i n g. Soder fjor d Jar ls m eet to enact new
continent w ith gift giving, par ades and festivals. law s and settle old scor es.
Ni gh t of Fi r e. Tr aladar ans ever yw her e go Th e Un sh eat h i n g. The Shir es r em em ber the
looking for lost tr easur e. Thyatian invasion by ar m ing them selves.
Ni gh t of Spi r i t s. Ethengar fast as the boundar y Van ya's Dan ce. Hattians and Heldannic Knights
betw een the spir it w or ld w eakens for a day. per for m r itual dances in full ar m or.
Ni gh t of t h e Red M oon . Glantr i w izar ds Van ya's Day. Thyatis celebr ates victor y by
celebr ate a r ed full m oon. Vanya w ith good natur ed duels and feasts.
Open i n g Day. Alphatian univer sities have their Vyon n ese Car n i val . New Aver oigne celebr ates
fir st day of class. w ith br ight costum es and loud noises.
Par ade Day. Glantr i ar my m ar ches in par ades Weddi n gs Day. The m ost popular day for
and hosts m ock gam es. dw ar ves to m ar r y.
Par l i am en t Day. Glantr i politicians take a day W h i t e Hor se Cer em on y. Sham ans sacr ifice a
off w or k . w hite hor se to pr otect her ds in the new year.
Pr ot i u s' Day. Celebr ated w ith cler ical r ituals W i n e Fest i val s. A w eek long w ine festival w ith
and quiet feasts. conskill checks and tastings.
Rai si n g t h e Wal l s. Glantr ian w izar ds tr y to one W i n t er Fest i val . For a w eek the Ethengar
up each other cr eating defenses for their city. com pete and feast.
19
Dreaded Creaturesof Mystara
Bl ack Bal l or Deadly Spher e is quite possibly the deadliest cr eatur e in the m ultiver se. A
featur eless black or b appr oxim ately 5' in diam eter , the Black Ball destr oys w hatever it
touches. Seem ingly ber eft of intelligence the cr eatur e m oves r andom ly disintegr ating
ever ythiing in its path. It's or igins and m otives ar e a com plete myster y.
The Br ai n Col l ect or , or Neh-thalggu in their ow n tongue, is an abom ination fr om the
Dem iplane of Nightm ar es. An am or phous body w ith four yellow or bs for eyes, six cr ab legs
and a r ow of shar p teeth, the Br ain Collector is beyond com pr ehension It exists to kill sentient
cr eatur es and take their br ains. The cr eatur e does not seem to even view its victim s as alive.
The Decapu s is an ar bor eal cr eatur e know n its its ten lim bs. Not m uch m or e than a tor so and
tentacles ending in shar p hooks, the Decapus lies in am bush above their pr ey. The cr eatur e
also m akes itself at hom e in abandoned buildings, hanging fr om the r after s. And aquatic
ver sion exists, floating w ith the tide and m enacing all it com es acr oss.
Dr agon n e ar e m agical cr eatur es w ith the head of a lion and the body of a gold dr agon. Found
alm ost anyw her e except ar ctic r egions, these solitar y hunter s ar e som e of the m ost dom inant
hunter s ar ound. Know n for their fear som e r oar and deadly attack, Dr agonne ar e often sought
by som e knights as m ounts. W hile difficult to tam e, they ar e loyal steads if captur ed young.
Dr ol em s ar e a cr oss betw een a dr agon and a flesh golem . Cr eated by only the m ost pow er ful
w izar ds, Dr olem s ar e the height of golem cr afting. Extr em ely pow er ful, Dr olem s ar e im m une
to m ost m agic and m agic item s. Their one w eakness is their lack of intellegence, and the fact
that living dr agons hate them w ith a bur ning passion, attacking the Dr olem w ithout pause.
Hi vebr ood r epr esent one of the gr eatest thr eats in the Know n Wor ld. An insectoid r ace of
par asites, they infect captur ed sentient beings and tr ansfor m them into Hivebr ood. If left
unchecked Hivebr ood w ill com petely str ip an ar ea of all its population and m ove on to the
next ar ea. Hivebr ood infestations ar e often m et w ith a m ilitar y r esponse.
M u j i n a ar e extr em ely str ong cr eatur es know n for their ability to change their face to m atch
their victim 's appear ance. M ujina's ow n face is sm ooth and featur eless. They hir e out often
as assassins, som ething they excel at. W hen the M ujina attacks, it often show s its tr ue for m to
fr ighten its tar get. The M ujina's gr eat str ength allow s them to w ield gr eat sw or ds one handed.
Nu ck al avee ar e disgusting centaur -like cr eatur es. W ith over sized heads and tr anspar ent
skin, they ar e dedicated to cr eating m iser y w her e they can. Com m only allied w ith fr ee w illed
undead, the Nuckalavee ar e a thr eat to the ver y envir onm ent they live in. Their m er e
pr esence kills off native fauna, tur ning their sw am ps into a lifeless bog.
Th ou l s w er e a m agical com bination of a ghoul, hobgoblin and tr oll. Despite their ghoulish
or igins Thouls ar e ver y m uch alive. W hile not a num er ous r ace, Thouls ar e know n for being
har d to kill and ar e often found hir ed as bodyguar ds to hobgoblins and other evil r aces.
Thouls m ake for vicious com batants, due to their ability to par alyze like a ghoul.
20
Coinsof theKnown World
Nation 1/100 CP 1/10 SP 1/2 EP 1 GP 5 PP
50 M ???(King)
22
Dar ok i n Di pl om at i c Cor ps Hel dan n i c Or der
One of the m ost r ecognizable institutions in The Heldannic Or der is the m ilitant w ing of
the Know n Wor ld, the Diplom atic Cor ps is the Chur ch of Vanya. They ar e devoted to
found in ever y countr y know n. Dedicated stam ping out chaos in all its for m s. The
to finding peaceful solutions to delicate Or der is less concer ned w ith good or evil
situations, the DDC helps m aintain a safe than it is about m aintaining or der. The
envir onm ent for Dar okin's tr ade goods. Or der despises anar chy, and r ather see a
countr y be lead by a despot than fall into
The DDC is view ed by m any to be a
disor der.
par tially neutr al ar biter for m any disputes,
offer ing m ediator s for local disputes for a The Heldannic Or der is looked on by
pr ice. If diplom acy fails, the DDC is nations w ith appr ehension. W hile they
author ized to use for ce to stabilize a fight against hum anoids w ith fer vor , they
situation. also w ill attem pt to depose w eak r uler s and
r eplace them w ith str ong w illed allies.
DDC m em ber s ar e technically em ployees
of the nation of Dar okin, though they w ill The Or der r ecr uits those it feels r epr esent
take anyone w ith talent. The Cor ps pays the law ful natur e of the or der. Anyone is
w ell, and is quick to defend its m em ber s w elcom e, but follow er s of Vanya ar e
fr om undo har m . favor ed.
M ot t o. We W ill Find a Way M ot t o. By Vanya's W ill
Bel i ef s. The Dar okin Diplom atic Cor ps Bel i ef s. The Heldannic Or der 's beliefs can
beliefs can be sum m ar ized as follow s: be sum m ar ized as follow s:
- Peace is m or e pr ofitable than conflict. - Only the law m atter s.
- If all else fails, m oney talks louder than - Chaos m ust be r eplaced w ith or der.
w or ds. - Those that cannot lead m ust be r eplaced
- Som etim es you have to r em ove the by those that can.
obstacle to obtain peace.
Goal s. M aintain law and or der. Spr ead the
Goal s. Lessen inter national tensions. Keep w or ship of Vanya.
the tr ade r outes open.
Typi cal Qu est s. Put dow n an upr ising,
Typi cal Qu est s. Settle ter r itor ial disputes. over thr ow a w eak r uler. Dr ive out a
Rem ove highw aym en fr om a tr ade r oute. hum anoid w ar par ty.
23
I r on Ri n g Ten Th ou san d Fi st s of t h e Kh an
The Ir on Ring is one of the m ost fear ed The Fists of the Khan is an or ganization
or ganizations in the Know n Wor ld. A for m ed in Ethengar to pr om ote the w or ship
secr etive and deadly gr oup of slaver s, they of the Im m or tals. Though their pr im ar y
w ill str ike anyw her e they can. Though tar get is the atheistic Glantr i, the Fists w ill
outlaw ed in ever y nation for their br utal tar get anyone w ho stands against the w ill of
tactics, they alw ays have a m ar ket for their the Im m or tals.
pr oduct. The Fists of the Khan is or ganized in a cell
The Ir on Ring is m or e than a sim ple str uctur e, w ith each gr oup independent of
thieves guild, their or ganization cr ossed the other s and lead by a single Fist. The
bor der s and involves levels of coor dination Fists m aintain a vast spy netw or k to keep
unseen in other sim ilar gr oups. Often they other s fr om under m ining the w ill of the
w ill oper ate acr oss m ultiple bor der s for a Im m or tals.
single oper ation. A typical Fist m em ber can com e fr om any
M em ber s of the Ir on Ring ar e m em ber s w alk of life, all that is r equir ed is they m ust
for life. They ar e not allow ed outside w or k be deeply r eligious. W hile m ost Fist
w ithout per m ission, though they w ill keep m em ber s w or ship of of the thr ee patr on
up appear ances to m aintain their cover. Im m or tals of Ethengar , w or shipper s of
The Ir on does how ever pay extr em ely w ell. other Im m or tals ar e not uncom m on.
M ot t o. We Ow n You, Body and Soul M ot t o. The Im m or tals W ill It
Bel i ef s. The Ir on Ring beliefs can be Bel i ef s. The Ten Thousand Fists of the
sum m ar ized as follow s: Khan's beliefs can be sum m ar ized as
follow s:
- Any one w ho is not us is m eat.
- If violence doesn't w or k, you ar en't using - Tr ust the Im m or tals in All Things.
enough of it. - Disbeliever s m ust be m ade to believe.
- Pr ofit is the only m easur e of success. - The m or e br ought to see the tr uth the
better..
Goal s. Keep the slave tr ade going. Rem ove
and obstacle to the tr ade. Goal s. Spr ead the Wor ship of the
Im m or tals. Wor k to counter Glantr i.
Typi cal Qu est s. Scout a settlem ent for
str aggler s and w eaknesses. Rem ove r ivals Typi cal Qu est s. Set up a chur ch in a new
fr om your w ay. ar ea. Conver t the m asses to be devout.
24
Racesand Heroes
25
Racesof Mystara
Dw ar ven Su br ace Al l El ves i n M yst ar a l ose t h e Tr an ce abi l i t y.
Dw ar ves in the Know n Wor ld ar e separ ated Syl van El ves
betw een the dw ar ves that live deep
Located in Alfheim , Glantr i and Kar am eikos
under gr ound in Rockhom e and those that live
m ainly, Sylvan elves ar e by far the m ost
above gr ound in var ious hum an cities. M ystar a
num er ous. Sylvan elf m ales tend to gr ow long
dw ar ves ar e highly r esistant to m agic, an ability
w hite bear ds late in life. They use the default
given to them by the im m or tal Kagyar. This gift
Wood Elf Subr ace.
how ever leaves them w ithout the ability to use
ar cane m agic. Bel cadi z El ves
M yst ar a Dw ar f Located exclusively in Glantr i, Belcadiz ar e
know n for their fier y passions and extr avagant
Abi l i t y Scor e I n cr ease. Your str ength scor e is
clothing. Their m en ar e noted for spor ting
incr eased by 1.
shor t thin bear ds. Belcadiz Elves ar e shor ter
Dw ar ven Resi st an ce. You have advantage on than nor m al elves, and possess dar ker skin and
all saving thr ow s ver sus m agic. alm ost alw ays black hair , though br ow n and
Rest r i ct ed Cl asses. You cannot take the bar d, r ar ely r ed hair can be found. Belcadiz Elves
w izar d, or sor cer er classes. use the High Elf Subr ace w ith one var iance.
St ou t an d Ru gged
Lupin ar e cover ed head to toe in fur , though the
fur can be shor t to the point of bar ely cover ing
the skin, to thick and shaggy for the nor ther n
tr ibes. The heavier coated lupin for obvious
r easons avoid heavy ar m or. They tend to tr avel
light, and don't car r y a lot of possessions.
Excess equipm ent is given to the pack to be used
as needed.
Lupin value loyalty m or e than other r aces.
They ar e pack cr eatur es, to them the fam ily is
all im por tant. A lone lupin that is outcast or a
sole sur vivor of his pack can go m ad fr om
loneliness. Lupin such as these tend to becom e
adventur er s to for m a new pack, and ar e
fier cely loyal to their new found fam ily.
30
Lupin can be appr oached by var ious Bu l l Lu pi n
com m unities for tr ade, assistance or to hir e out
The har diest of the lupin, the Bull var ieties ar e
as m er cenar ies as needed. Often if a tow n is
know n for their str ength and cour age.
beset by w er ew olves lupin w ill descend to r oute
Consider ed the best w ar r ior s of the br eed, the
out their hated enemy. W hile they ar e w elcom e
bull lupin ar e often found looking for tr ouble
in m ost par ts, lupin ar e nom ads and seldom
w hen the pack ar r ives at a new hunter gr ound.
stay for long. W hen they com e to any ar ea w ith
W hen the hound lupin find w er ew olves, the
am ple gam e, they w ill set up a tem por ar y
bull lupin ar e the fir st to go in.
village to allow them to hunt for longer per iods
of tim e. Abi l i t y Scor e I n cr ease. Your str ength
incr eases by 1.
Lon e Wol ves
Bu i l t f or Fi gh t i n g. You gain pr oficiency in the
Lupin often becom e adventur er s w hen they Intim idation skill.
have left a pack for w hat ever r eason. Som e
Hou n d Lu pi n
cubs gr ow enam or ed of the w or ld and w ish to
see m or e than w hat follow ing their pack can The scouts of the lupin, hound lupin ar e
offer. Other s ar e exiled for som e unspoken r esponsible for hunting dow n gam e and finding
cr im e, and other s ar e the only sur vivor s of som e new places to hunt. Their sense of sm ell is
gr eat catastr ophe. Regar dless of the r eason, the legendar y, and they ar e fear ed for the their
lupin bond w ith their fellow adventur er s like tenacity w hen they detect a foe.
fam ily. Abi l i t y Scor e I n cr ease. Your w isdom incr eases
Lupin Trait s by 1.
Abi l i t y Scor e I n cr ease. Your Constitution scor e Hei gh t en ed Sen se of Sm el l : You have
incr eases by 2. advantage on all Per ception skill checks using
sm ell.
Age: Lupin r each m atur ity quickly, ar ound 10
year s old. They live on aver age about 90 year s. Hu n t er Lu pi n
Al i gn m en t: M ost lupin ar e law ful in natur e, and One of the m ost num er ous types of lupin, the
m ost ar e good as w ell. hunter lupin ar e sm aller than other lupin, but
m ake up for it by being m uch m or e agile.
Si ze: Lupin aver age 5'5. They aver age 180lbs
Skilled w olf r ider s and know n for their ar cher y
fully gr ow n. Your size is m edium .
skills, they for m m ost of the lupin outr ider s on
Speed: Your base speed is 30 feet. the hunt.
Lan gu ages: You can speak, r ead and w r ite Abi l i t y Scor e I n cr ease. Your Dexter ity
Com m on and Lupin incr eases by 1.
Dar k v i si on : You can see in the dar k 60' Wol f Ri der . You ar e alw ays tr eated as having a
Keen Sen ses: You gain pr oficiency in the saddle w hen r iding a w olf or other canine.
Per ception skill.
Wer ew ol f An i m osi t y: You autom atically know
if som eone is a w er ew olf w hen looking at them ,
even if they ar e in hum an for m .
31
Li t h e an d Agi l e
Rakasta ar e as var ied as lupin, but all r akasta
shar e an alm ost unnatur al gr ace. They ar e
extr em ely var ied in size, fr om ar ound 5' for the
dom estic Rakasta to alm ost 7' tall for the gr eater
Rakasta. Likew ise their w eight can be
anyw her e fr om 90lbs for the lither ver sions, to
alm ost 500lbs for the lar gest Gr eater Rakasta.
Rakasta appear as fur r y hum anoids w ith feline
heads. The sm aller r akasta appear to have
heads of com m on house cats, w her e the lar gest
of r akasta have heads r esem bling lions or tiger s.
Their coats can be any var iety of color s, though
the gr eater r akasta often have coats sim ilar to
tiger s or leopar ds.
Fi ck l e Cr eat u r es
Rakasta tr avel in fam ily gr oups usually. They
ar e not tied dow n to the fam ily gr oup, but ow e
allegiance to their chief. M any of the r akasta
seek glor y on the battlefield, w hen their chief
does not pr ovide them w ith enough glor y they
Despite what you think I'm not a normally a w ill challenge the chief or seek it for
burglar. But if you want me in on your little them selves.
heist, I want double. Plus I get first pick of the Rakasta ar e know n for their fine cr aftsm anship,
loot and top billing on the wanted poster if the w hen they ar e not at w ar they tur n to m aking
guard starts looking for us. high quality w or ks of ar t. M any m er chants seek
Neulla M arta- Acquisitions Specialist them out for tr ade, br inging w eapons in
exchange for valuable fur s, jew elr y and
Rak ast a tapestr ies. Rakasta pr efer to tr ade r ather than
steal, ther e is no honor for them in r obber y.
Rakasta ar e a r ace of nom adic feline hum anoids
Hi gh l y Adapt abl e
that ar e found on the Isle of Dr ead and in par ts
of Thyatis. They ar e a w ar like r ace, pr iding Rakasta ar e found alm ost ever yw her e in the
them selves on their m ar tial skills. They ar e also Know n Wor ld. Though not the m ost num er ous
know n for their ar tistic natur e, w ith their of r aces, ther e ar e few places on the continent
potter y and ar t being quite collectible am ong they have not tr aveled. Rakasta pr efer w ide
the nobles of var ious hum an kingdom s. Rakasta open spaces like the Isle of Dr ead, but they ar e
tr avel in fam ily gr oups, alw ays looking for new not a r ar e site in m ajor cities either. The
pr ey. They ar e valued as tr ading par tner s r akasta on the m ainland tend to stay in the
am ong the Dar okin and M inr othad m er chant w ilder ness follow ing the gam e anim als.
pr inces.
32
M any r akasta have adapted to the var ious Gr eat er Rak ast a
envir onm ents. The solitar y gr eater r akasta tend The lar gest of the r akasta, gr eater r akasta ar e
to be loner s, and can be found in higher solitar y hulking br utes. Unlike other r akasta
m ountains or deep for ests instead of w ith packs. the gr eater r akasta live alone, hunting pr ey for
Som e r akasta fall in love w ith the bustle of the them selves. They tend to be sur ly and
city and the fact m any find them exotic and suspicious of outsider s. They can be found in
instead r eside in the gr eat m etr opolises in alm ost any type of w ilder ness, often as hunter s
Glantr i or Thyatis. or r anger s.
Hi gh l y Cu r i ou s Abi l i t y Scor e I n cr ease. Your Str ength incr eases
Rakasta ar e w ell know n for their cur iosity, and by 1.
its ability to lead them into tr ouble. M any Roar . You can spend your action to r oar. All
r akasta gr ow tir ed of the pack life and seek out enem ies w ithin 10' m ust m ake a W isdom save
new fr iends to take them to m or e inter esting DC 8 + pr oficiency bonus + your Char ism a
places. W hile m any r akasta r etur n, som e m odifier or becom e fr ightened for 1d6+1
becom e devoted to the adventur ing life and r ounds. You cannot use this ability again until
never settle dow n at all. you take a shor t r est.
Rak ast a Abi l i t i es W i l d Rak ast a
Abi l i t y Scor e I n cr ease. Your Dexter ity scor e The m ost com m on r akasta, w ild r akasta ar e
incr eases by 2. found in packs in secluded ar eas or w ide open
Age. Rakasta r each m atur ity ar ound 12 year s spaces. Know n for their ability to leap gr eat
old. They live on aver age 90 year s. distances, they sur pr ise their foes by closing
faster than thought possible.
Al i gn m en t : M ost r akasta ar e neutr al in
alignm ent. Abi l i t y Scor e I n cr ease. Your Constitution
incr eases by 1.
Si ze. Rakasta ar e fr om 6-7' tall, but only w eight
ar ound 150lbs. You ar e a m edium cr eatur es. Pou n ce. W hen jum ping you double the distance
jum ped. You have advantage on all skill checks
Speed. Your base speed is 35 feet.
w hen jum ping over obstacles or seeing if you
Lan gu ages. You can speak, r ead and w r ite land on your feet.
Com m on and Rakasta
Dom est i c Rak ast a
Dar k v i si on . You can see in the dar k 90'
Giving up living in the w ilds for the com for ts of
Fear of Wat er . W hen on a boat or w hen ur ban living, dom estic r akasta ar e an
com pletely dr enched, you have disadvantage to uncom m on sight in the lar ger cities. W hile they
attacks until you get on land or dr y off. have lost som e of the savager y of their kin, they
Cat f al l . You have r esistance to falling dam age. ar e also know n for their alm ost super natur al
luck .
Nat u r al Weapon s. Your claw s deal 1d4 points of
slashing dam age, and ar e consider ed light Abi l i t y Scor e I n cr ease. Your Char ism a
w eapons. incr eases by 1.
Weapon Pr of i ci en cy. You have pr oficiency in Ni n e Li ves. You have advantage on death saving
the Kasas, a for m of shor t sw or d they w ear as thr ow s.
claw s. See w eapons on page 86.
33
Et h er eal an d Ti m el ess
The appear ance of the sidhe is as var ied as the
hum ans. Sidhe appear to be a hybr id of m an
and elf, though they ar e r elated to neither r ace.
They can usually pass as hum an easily. Sidhe
r ange fr om 5'8 to w ell over 6' on aver age,
though they tend to be of light build, w eighing
less than a hum an of sim ilar size. Hair color for
the sidhe can r ange fr om nor m al hum an color s
to unusual like dar k gr een or br ight pink . Their
eyes ar e the sam e w ay and can be any color and
need not even m atch. Sidhe ar e effectively
im m or tal, they do not age and if slain instead
r eincar nate back in the Good Kingdom .
Sidhe skin color tends to be the sam e shade of
hum ans, though they can go to extr em es, w ith
skin w hite as snow or black as onyx. Facial hair
is r ar e on sidhe m en, but not unhear d of. Both
sexes tend to ador n them selves w ith jew elr y, the
m or e extr avagant the better. Their clothing
r anges fr om sim ple fur s to gow ns finer than
w hat em per or s could even dr eam of.
Look at it! The light reflects off it so perfectly! Sidhe tr easur e things of beauty m or e than
Have you ever seen something so shiny? To think physical value. A w ell m ade etched glass w ould
this was made by nature, no craftsman shaped it, be w or th m or e to them than a chest of gold
no one designed it, it happened naturally. Just bullion. They ar e cr eatur es of passion and
left alone in this cave undisturbed until the em otion, and love ar t of all types, fr om dw ar ven
dragon made its layer right beside it. I call this histor y r ecitals to r ustic hin dances. They abhor
for my first share of the treasure, this pebble. ugliness, str ive for per fection in anything they
-Aurora Stargrove, sidhe Bard m ake.
Sidhe
St r an ger i n a St r an ge Lan d
In ages past tw o gr oups of im m or tals existed.
Despite their hum an appear ance, sidhe ar e
One becam e the Im m or tals vener ated by the
for eign to the Know n Wor ld. For them
cler ics. The other becam e the fey, w ith their
ever ything is extr em ely unusual. The lack of
ow n m agics ow ing no allegiance to the other
m agic, the static natur e ar ound them and the
Im m or tals. The m ost hum an of the fey
shor t lived cr eatur es they encounter intr igue
cr eatur es, a separ ate r ace of Im m or tals of
them . Sidhe ar e dr iven to exper ience all they
M ystar a. The sidhe ar e highly m agical
can in nor m al w or ld. They ar e not attr acted by
cr eatur es that ar e know n for their cur iosity of
gold or pow er , but by new exper iences. A sidhe
m or tal r aces. possessing it r obs them of their
w ill agr ee to go on an adventur e that pays
m agical abilities.
nothing if it sounds exciting to her.
34
To outsider s the sidhe seem over ly gener ous but native land after death. The aver age sidhe
foolish. They don't under stand the inhum an appear s fully gr ow n after 20 year s.
m otivations of the sidhe. They ar e im m or tal,
Al i gn m en t . M ost sidhe ar e chaotic by natur e,
they have no need for r iches or pow er. W hen
though their r uler s ar e law ful. Evil sidhe ar e
they r etur n to the Good Kingdom their stor ies
consider ed unseelie and shunned.
ar e their cur r ency. To the fey m em or ies ar e
coin and excitem ent it's ow n r ew ar d. Si ze. Sidhe aver age 5'6 to over 6' tall and have a
lithe build. You ar e a m edium cr eatur e.
El dr i t ch Or i gi n s
Speed. Your base speed is 30 feet.
All sidhe com e fr om another r ealm called they
Lan gu ages. You can speak, r ead and w r ite
call the Good Kingdom . The m ost w ell know n
Com m on, Elven and Fey
por tal is in Alfheim , but other s exist. The
Dr eam land is a place w ithout tim e or death, Et er n al Cr eat u r es. Sidhe ar e not cr eatur es of
w her e ever ything seem s to change but nothing this w or ld, their m agic is their ow n, they cannot
tr uly does. Ober on has been king for longer use Im m or tal's m agic. You cannot gain take any
than m an has w alked the face of the planet. The class that gr ants Im m or tal m agic such as cler ic,
sidhe have w atched m ountains r ise and fall, and dr uid, r anger or paladin. As High King Ober on
it is no sur pr ise that m any of them get bor ed alr eady gr ants them fey m agic m agic, they
w ith their im m or tal existence. cannot becom e w ar locks.
Sidhe have existed since befor e the Im m or tals, Fey M agi c. Star ting at level 2 and ever y other
and as such need nothing fr om them Their level after that, you m ay select a spell fr om the
pow er com es fr om another r ealm , Im m or tal Enchantm ent or Illusion schools. The spell level
m agics over them nothing.. Sidhe often blend in m ust be half the sidhe's level. you m ay cast that
w ith hum an societies, their neighbor s none the spell once w ithout needing com ponents. You
w iser. Sidhe even get m ar r ied to tr y and lear n r egain the ability to cast the spell after a long
about love, but they ar e doom ed to w atch their r est.
spouse w ither and die fr om age. Wat er Br eat h i n g. You can br eathe w ater as
Ex pl or i n g t h e n ew w or l d w ell as it can br eathe air.
Sidhe w hen enter ing the new w or ld tend to seek I r on Al l er gy. You cannot stand the touch of
out the lar ge population center they can find. ir on. You cannot cast spells w hile w ear ing or
M any becom e adventur es because of the touching m etal w eapons or ar m or. Item s w ith a
excitem ent it br ings. Their lack of desir e for +2 enchantm ent or better ar e not consider ed to
w ealth cause m any to think them naive, but few be m ade of ir on. You have dam age
under stand the myster ious cr eatur es w ell. Once vulner ability against ir on w eapons.
the sidhe has cir cled the globe a few tim es, they Tr u e Fey. You ar e im m une to nonm agical
r etur n to the Good Kingdom to shar e their tales. diseases, can see other fey that ar e invisible and
take dam age fr om holy w ater as if they w er e
Si dh e Tr ai t s
undead. As you r eincar nate into a new for m ,
Abi l i t y Scor e I n cr ease. Your Char ism a spells that r aise you fr om the dead do not w or k
incr eases by 2 and your Dexter ity incr eases by unless cast w ithin ten m inutes of the your
1. death.
Age. Sidhe have no concept of age as they ar e an
im m or tal r ace, r eincar nating back in their
35
Tor t l e
Tor tles ar e a stoic and placid r ace, content to
live in their shor eline villages fishing. W ith
natur al heavy ar m or and nothing of r eal value,
m ost other r aces ar e content to leave them
alone. W hile they have few enem ies, Tor tles do
not go out of their w ay to m ake fr iends either.
Sl ow an d Pon der ou s
Tor tles have little in the w ay in var iety, they
have color ation r anging fr om br ow n to gr een
but ar e har d to tell apar t except for their shells.
Each tor tle shell is a unique patter n on the back,
and occasionally the Tor tles w ill paint them for
decor ation. The aver age tor tle stands 6' tall,
w eighing in at alm ost 700lbs or m or e.
37
Bar bar i an s
Classesof Mystara Ther e is not a nation in the Know n Wor ld w her e
bar ds ar e not w elcom ed w ith open ar m s. Even
Skeggi Helfvir positioned himself carefully the m agic hating Ylar uam and Rockhom e
between the elven maiden he had just rescued appr eciate the tales and r ecitals of tr aveling
and the three trolls that had caught up with bar ds. Bar ds for m any ar eas ar e the only
them. He shouted at the elf to run as he pulled r eliable sour ce for new s or enter tainm ent,
his axes from his belt. He hoped she got far w hen a w ander ing m instr el ar r ives it becom es
enough way from the melee to be safe. His last alm ost like a holiday.
thought before his rage took hold was he wasn't
worried about the trolls hurting her, he was Bar dic colleges ar e r ar ely a physical location,
worried he would harm her on accident. often new techniques ar e lear ned by w or d of
m outh. How ever the nation of Ier endi fully
On the fur thest r eaches of the Know n Wor ld em br aces the w or ks of the bar ds and dedicates
w her e civilization ends is w her e you w ill find an actual college to teaching both the Colleges of
fier ce w ar r ior s in a str uggle for sur vival. Fr om Lor e and Valor.
the isolated Atr uaghin Plateau to the savage
Hinter lands at w ar w ith Thyatis to the
ber ser ker s that ar e ever pr esent in the Nor th
Reaches, bar bar ians can be found w aging w ar
M u si cal I n st r u m en t s
w ith foul cr eatur es and the elem ents. The type In addition to the com m on m usical instr um ents
of bar bar ians ar e heavily r egionally influenced. listed in chapter 5 "Equipm ent," of the Player 's
Ber ser ker s ar e alm ost never found outside the Handbook, bar ds in M ystar a play the follow ing
Nor ther n Reaches, other lands like Atr uaghin instr um ents:
and Ethengar lean m or e tow ar ds Totem
Ael et h r i a: A w oodw ind fr om Elven lands, the
War r ior s
aelethr ia is a long stick w ith lar ge air holes on
How ever w ith the spr ead of civilization the either end. The elf plays the instr um ent by
lifestyles of the bar bar ians ar e being r apidly spinning it ar ound w hile changing the
challenged. As nations like Vestland and pitch and tone by changing w her e the aelethr ia
Ylar uam look to m oder nize their lands, the is gr ipped.
law less tr ibes and savage w ar r ior s ar e being
Dvoden t si vk a: A tw o bar r elled flute found
pushed fur ther and fur ther aw ay.
com m only in Kar am eikos. Know n for its dual
Bar ds high pitched tone and usually played uptem po.
Dwarves are notoriously tough crowds. They Gr i ggor don : A dw ar ven w ar dr um consisting
don't dance, care little for displays of magic and nine dr um skins str etched over a com plex
their songs are tend to be monotone and tuneless. fr am e. The gr iggor don can cr eate anything
Fortunately Tim the Bard came prepared, a smart fr om a m ar ching beat up to the sound of an
bard knows his audience, and this audience was avalanche w hen played fast and loud enough.
about to be thrilled by a recital of the last fifteen K?au au : A shor t flute cr eated by the M akai and
generations of the Smithing Guildmaster's family fam ous for its haunting tune. Its m usic is
tree. consider ed extr em ely r om antic by M akai
38
w om en, and m any Toa ar e skilled in its use. Im m or tal, m any tim es cler ics instead w ill
M or i n Kh u u r : An Ethengar str inged r epr esent the philosophy of the Spher es of
instr um ent w ith tw o str ings that is played En er gy, En t r opy, M at t er , Th ou gh t or Ti m e.
w ith a bow. Tr aditionally topped w ith the Pantheon w or ship is extr em ely com m on in
im age of a hor se, it is consider ed good luck m ost nations of the Know n Wor ld.
and its dr oning sound can be hear d w her e Sever al Im m or tals how ever have
ever Ethengar set up cam p. w or shipper s loyal to only them . Hi n M ast er s
Qan u n : A cour t instr um ent fr om Ylar uam , follow the High Her oes of the Five Shir es and
this tr apezoid shaped str inged instr um ent is ar e gr anted pr otective abilities in r etur n.
played by plucking its tw enty six str ings often Kagyar r ew ar ds his dw ar ven cler ics w ith
four at a tim e, giving it a ver y full sound, but unpr ecedented r esistance to m agic. Rafiel's
m aking it extr em ely difficult to lear n. Shadow Elf Sham an have gr eater contr ol over
life and death in r etur n for ser vice to him .
Ri ppl est i ck : A com m on per cussion The Atr uaghin Sh am an i w or ship their
instr um ent found in the Five Shir es, it pantheon and tr ibal anim al spir its and ar e
consists of an w ooden boar d of var ying know n for their pow er ful r ituals.
thickness that r uns fr om the elbow to the
w r ist. The per for m er then uses tw o sticks Dr u i ds
held in the other hand to dr um out a fast Dr uids in the Know n Wor ld follow Im m or tals
paced r hythm . know n for their affiliation w ith natur e. They
Sal pi n x : A long Thyatian str aight hor n, the ar e found in ever y nation, all tr ying to
Salpinx has a bulb shaped end that gives it a pr eser ve the natur al or der. They ar e m ost
ver y loud and shar p sound. com m on in the elven nation of Alfheim , but
even the under gr ound nation of Rockhom e or
Sch ei t h ol t : A long and nar r ow str inged
the atheistic Glantr i has pockets of Dr uids.
instr um ent found am ong the Flaem en of
Glantr i. Can be played w ith a bow or The Cir cles ar e not or ganized gr oups but
plucked. r ather natur e w or shipper s w ith a shar ed
philosophy. M any dr uids in the sam e ar ea
Sn appyt aps: A gnom ish instr um ent of
w ill be par t of differ ent cir cles but w ill w or k
dubious r eputation, snappytaps ar e
together to pr otect the w ilder ness. Even the
essentially m usical shoes designed to m ake as
m ost desolate and r em ote ar eas has their ow n
m uch noise as possible as they w alk . Each
pr otecter s. Der v i sh es can be found in the
pair is unique and so is the m usic they m ake.
Ylar aum deser ts, m anifesting the fur y of the
Cl er i cs deser t's sand, w ind and heat. The Spi r i t
Sh am an of Ethengar spend their lives in
In M ystar a ther e no actual gods, but r ather
constant contact w ith the spir it w or ld,
fr om m or tals that have tr anscended after a
gaining pow er over m any other w or ldly
gr eat quest to join the r anks of the Im m or tals.
cr eatur es.
Each Im m or tal can gr ant spells, but ar e
r estr icted fr om dir ectly inter acting w ith Fi gh t er s
m or tals by their fellow Im m or tals.
Halvoric set the butt of his halberd firmly in
Instead of cler ics w or shipping a single place as the wolf rider smashed into the pole
39
arm. Halvoric quickly pulled the weapon free M on k s
of both the ground and dead goblin, and
swung the blade right into the chest of another M or e com m only know n as M ystics in
approaching goblin. As the mercenary glanced M ystar a, m onks ar e an extr em ely r ar e sight.
around the battle field, he couldn't help but M ystics ar e know n to just a few ar eas, m ost of
smile for two reasons. His side was winning the cultur es ar ound the Know n Wor ld have
handedly, and that he was getting paid so well no idea they even exist. M ost consider the
for this. idea of an unar m ed w ar r ior suicidal, until
they see one in action.
Fr om the gr ey hair ed veter ans of the
Nor ther n Reaches to the cold and tactical The m onastic tr aditions in M ystar a ar e
centur ions of Thyatis, fighter s ar e a constant lar gely r egional. The mystics that expouse
no m atter w her e you go. Som ew her e the Way of the Four Elem ents ar e found
som ething needs stabbing, and ther e ar e alm ost exclusively in Glantr i at their
alw ays people r eady to oblige. com pound in the village of Lham sa. Ther e
the m onks lear n to incor por ate elem ental
Wor k is never far for a fighting type, as m agic into their attacks. The Way of the
violence is a constant in m any nations. In Shadow has a sinister r eputation as it is
nations like Thyatis and the Nor ther n Reaches m ostly know n for being em ployed by the
the w ar r ior is held up as an ideal. In assassins of the M aster of Hule. The Way of
Kar am eikos the untam ed w ilder ness holds the Open Hand is the m ost w ell know n, as its
m onster s galor e. The tr ading nations of pr actioner s com e fr om the island of Ochalea.
Dar okin and M inr othad alw ays need guar ds, The Thyatian dom ain habit of stifling
and ever y nation bor der ing the Br oken Lands nonconfor m ists cause num er ous m onks to
needs ever y sw or d ar m they can get. tr avel the w or ld.
Alfheim cr eated the Eldr itch Knight, even
today the ar chtype is extr em ely r ar e outside Pal adi n s
of elves.
Algo Rengate's eyes narrowed as he
In m any nations differ ent fighting ar chetypes approached the Thanatos cultists, his glaive
have em er ged because of r egional need or clutched firmly ready to strike. He had finally
cultur al tr aditions. The Br aves of Atr uaghin tracked down the people responsible for all the
ar e m aster s of guer illa w ar far e, str iking fr om deaths along Vestland's southern border. Now
am bush to fade into the w ilder ness. Ethengar they would learn that this area was protected.
Hor se War r i or s per sonify their nation's love That evil will not go unpunished. That good
of cavalr y w ith their m ounted exper tise. was not always nice.
Pr i vat eer s found on M inr othad and Eir endi
The Know n Wor ld is a danger ous place,
ships r eady at a m om ent's notice for ship to
w her e bandits and m onster s w ait in the w ilds
ship action. The Toa M ak ai ar e Ier endi's
and even in the cities cults and conspir acies
fear ed native w ar r ior s, their w ar songs
lur k . It is no sur pr ise that m any ar e dr aw n to
str iking fear in the hear ts of their enem ies.
r ole of the paladin. All types of paladins can
Weapon Speci al i st s ar e found in ever y
be found, fr om those that follow the Oath of
nation, sacr ificing ver satility for lethality in a
the Ancients in Alfheim to Hin paladins
single w eapon.
follow ing the Oath of Devotion.
40
Tw o paladin or der s ar e r egionally exclusive Not all r ogues ar e com m on cr im inals though,
how ever. The Or der of t h e Gr i f f on the in the cour ts of Thyatis and Alphatia Rak es
m ilitant w ing of the Chur ch of Kar am eikos. ar e a com m on sight. Instead of gold or
Though of Thyatian or igin, they ar e beloved jew elr y, they use their social position to tr y
by the population as being fair m inded and and steal m inds or hear ts. Tr ou bl esh oot er s
devoted to the land and its people. The focus their effor ts on ancient r uins and lost
Hel dan n i c Kn i gh t s how ever ar e less tom bs, keeping an eye out for tr aps. Som e
altr uistic. The sw or n w ar r ior s of the ar e sim ple gr aver obber s, w hile other s ar e
Im m or tal Vanya, the knights exist only for seasoned dungeon delver s.
w ar. It is their sw or n duty to w age w ar on
Vanya's foes, and she accepts nothing less
Sor cer er s
than com plete victor y fr om her follow er s. Subatai had many questions for the Glantri
mage. That the necromancer had made it so
Ran ger s far into Ethengar without notice was
W ith so m uch of the w or ld unm apped and disturbing. The Wokani wanted to know who
unchar ted r anger s ar e alw ays needed no help the wizard, how many graves he had
m atter w her e they ar e. W hether explor ing defiled, and was he alone. Subatai also was
lost r uins in Kar am eikos, m apping tunnels for curious if the wizard was embarrassed by the
the Shadow Elves, or ser ving as Thyatian fact he was best by an untrained sorcerer, but
scouts in the Hinter lands, ther e is alw ays that was something Subatai would never know,
som eone w illing to pay for a r anger 's ser vice. as smoking holes in the ground don't talk back.
Thyatis per sonifies the need for r anger s M ystar a sor cer y is not like that of other
thr ough their For est er s. Com pr ised entir ely settings. Ther e ar e no dr aconic sor cer er s or
of Vyalia elves and their hum an pr oteges, w ild m agic to take advantage of. Sor cer y is
they ar e know n for their incr edible speed and extr em ely r ar e as those bor n w ith it ar e m or e
stealth inside the for ests of Thyatia. W her e geogr aphical located. Sor cer er s ar e the m ost
ther e ar e people w illing to pay for the captur e com m on in the nation of Glantr i, though the
of other s, Bou n t y Hu n t er s w ill alw ays have a Shadow Elves have a substantial num ber as
job w aiting for them . w ell.
41
seek pow er outside the nor m al channels. Lok i gr ants boons w henever it pleases him .
For tunately for them ther e ar e other w or ldly Alw ays looking to cr eate chaos and str ife, he
sour ces of ar cane pow er w aiting for them to enjoys w atching people abuse their pow er
m ake a deal. until it catches up w ith them .
War locks ar e extr em ely r ar e in M ystar a. The Tal i t h a is inter ested only in self gr atification.
Im m or tals do not shar e pow er w illingly, and She gr ants boons only if the per son
outside challenges ar e quickly dealt w ith. petitioning for it helps out her plans in som e
Only the m ost pow er ful outsider s can offer w ay.
w ar lock's pow er w ithout fear of r epr isal.
Th e Gr eat Ol d On e
Pat r on s i n M yst ar a Ther e is a single sour ce of pow er fr om the
The beings that can offer pacts ar e few and outer r ealm s that w ar locks appeal to, the
far betw een. In or der to get ar ound the w ill Dim ension of Nightm ar es. Ther e w her e the
of the Im m or tals, the patr ons m ust be law s of r eality have no m eaning ar e all sor ts
Im m or tals them selves, or pow er ful enough to of fell cr eatur es. Ther e the Diabolus hold
defy them . pow er in their ow n m ad w ay. Br ain
Collector s look for pr ey fr om r aces they don't
Ar ch f ey
consider sentient. Only a tr uly desper ate
Ther e is but one ar chfey that gr ants pacts, the w ar lock w ould tr y and seek pow er fr om the
Ar d Ri. The Ar d Ri is the high king of the fey, nightm ar e r ealm .
cur r ently High King Ober on. Other fey
nobles can petition to gr ant a m or tal w ar lock W i zar ds
pow er s, but it Ober on that m ust consent to Those that pr actice m agic hold an enor m ous
the m or tal's r equest. Ober on alr eady gr ants am ount of pow er in m any par ts of the w or ld.
the sidhe fantastic pow er s, to gr ant a m or tal The Em pir e of Alphatia is r uled by w izar ds, as
the sam e m agical boons as he does his ow n ar e the Pr incipalities of Glantr i. Ever y nation
people is asking m uch of him . But has som e sor t of w izar d's guild except the
occassionally he can be per suaded and the w izar d hating Ylar aum and the m agicless
w ar lock is gr anted pow er at a pr ice. dw ar ves of Rockhom e. W hether they ser ve
Th e Fi en d as r uler s or advisor s, the influence of w izar ds
can be found ever yw her e.
The Im m or tals keep a constant vigil to keep
the influences of the low er planes out of Not all w izar ds ar e the studious types m ost
M ystar a. How ever the Im m or tals of the exper ience. In Alfheim the Tr eek eeper s m ix
Spher e of Entr opy ar e m or e than w illing to dr uidic lor e w ith ancient m agics to keep the
gr ant pow er to those that w ould m ake a pact Canolbair th for est healthy and w ell. Glantr i's
w ith them . pr inces have lear ned new for m s of m agic in
the Secr et Cr afts, secr ets they keep only for
Dem ogor gon is the tw in souled Patr on of them selves.
Necr om ancy and W itchcr aft. Tr apped in a
hidden tem ple in the Br oken Lands, she is
alw ays w illing to help in r etur n for obtaining
her fr eedom .
42
NewMystara ClassOptions
Our sacred plateau is Gu er r i l l a War r i or
invaded. Outsiders
At 7th level if you ar e
have come to kill our
in no ar m or or light
children and take our
ar m or , w hen you
horses. But we will
m ake Dash action, you
stop them. We will kill
gain a bonus action to
them. We are the
use the Hide action.
children of Atruaghin
and we will let no one Gh ost W h o Wal k s
wrong us. Sharpen
At 10th level w hen you
your tomahawks and
attack w ith sur pr ise
ready your arrows, for
you gain tw o of the
today we hunt orc.
follow ing abilities at
Richard Stormcrow, the star t of the r ound
Elk Brave r ound, at 15th level
you m ay pick a 3r d
Br ave -
option:
1 additional attack
- Additional die of
Fighter Ar chetype
dam age on attacks.
You w er e bor n in the - Cr itical on a 18, 19 or
lands of the m ighty 20.
Atr uaghin, to one of - Advantage on all
the gr eat tr ibes. You attacks
follow the w ay of the - Bonus action to dash.
Bear , Elk, Hor se,
Tur tle or Tiger. You
Lon g St r i de
str ike fr om the At 15th level if you ar e
shadow s, unleashing your attacks then fading w ear ing no ar m or or light ar m or your speed is
back into the dar kness. incr eased by 10.
Restr iction: M ust be Atr uaghin. Gh ost Dan ce
At 18th level w hile you ar e w ear ing no ar m or or
Cou n t i n g Cou p light ar m or all r anged attacks tar geting you
have disadvantage.
At 3r d level once per com bat w hen you r educe
an intelligent opponent to 0hp you m ake take a
bonus action to m ar k the enemy to show it w as
you that defeated it. If you do next tur n you gain
a bonus Action Sur ge usable only in this com bat.
43
Rathor Irongut and equal to your
company! Wasn't Intelligence modifier
expecting you here, plus your proficiency
seriously I thought you bonus. They have to
would have skipped be w anted by an
around the open trails individual or gr oup
instead of walk right that has put a bounty
into my ambush. No on them . You don't
matter, you're wanted need to know their
on several counts of nam e, just their
brigandry, theft, position (the goblin
assault, murder, and king of the caves of
tax evasion. There's chaos, the lich lor d of
two ways we can Blackw ood, etc).
handle this, the easy W hile they ar e your
way and my favorite tar get you can tr eat
way. Please say the them as a favor ed
favorite way. Pretty enemy for tr acking
please! pur poses and you can
Geegi Hammerlander, detect them w ith
M inrothad Bounty pr im eval aw ar eness.
Hunter You can r eplace all
captur ed or killed
pr ey w ith a new ones
Bounty after a long r est.
Get t i n g Cl ose
Hunter At 7th level if you ar e w ithin 1 m ile of a pr ey
your m ove incr eases by 5'. At level 14 the
Ranger Ar chetype bonus incr eases to 10'.
44
The Cir cle of the Der vish ar e the her m it
guar dians of the w ilds of Ylar uam . The or der
r ar ely gather s as a w hole, instead individuals
m eet to shar e insights. They em br ace the
har shness of the deser t, and view it as a test of
their faith. They lear n to conjur e the elem ents
of the deser t, the shifting sand, deadly heat and
sudden w hir lw inds.
The Der vish is found only in the deser t sands of
Ylar uam , though som e m aybe found to the West
in Sind. The Ylar i r ever e them as possessor s of
gr eat w isdom . The Der vish gives up m any of his
possessions for unpar alleled m ovem ent and
elem ental contr ol.
Restr iction: Native of Ylar uam only.
Yl ar u am Resi l i en ce. W hen you becom e a
Der vish at 2nd level you only need half as m uch
w ater a day to sur vive, and gain advantage on
extr em e heat checks.
Un ar m or ed Def en se. At 2nd level w hile you
ar e w ear ing no ar m or , your AC equals 10+ your
Dexter ity m odifier + your W isdom m odifier.
You can use a non m etal shield and still gain
this benefit.
You can go that way if you wish ajaniib, I will not St ep Th r ou gh San d. At 6th level you m ay
be held responsible for your passing, but I will telepor t up to 30ft a num ber of tim es up to your
offer a prayer in your memory. If you wish to W isdom m odifier befor e needing a long or shor t
pass through the great sands and live, I r est. W hen using Step Thr ough Sand you m ust
recommend you acquire the services of a Dervish. be in deser t ter r ain. Any m etal ar m or or m etal
Only the hardiest of Ylari can live in this blasted item lar ger than a dagger is not tr anspor ted
desert, only the Dervish thrive in it. w ith you and stays behind.
-Aljari Al-Kaz, Ylari porter Bl ade of t h e Ci r cl e. At 10th level you m ay cast
Flam e Blade doing 3d6 fir e dam age a hit. The
Cir cle of the dam age incr eases to 5d6 at level 14. You m ade
do this a num ber of tim es equal to your W isdom
m odifier. Blade of the Cir cle does not take up a
Der vish spell slot. You r egain this ability after a shor t
r est.
Dr uid Cir cle
W h i r l i n g Der v i sh . You becom e a cyclone of
sand and w ind. At 14th level you m ay spend a
W ild Shape use to becom e an Air Elem ental.
45
tool. W hat is know n is that exposur e to it over
the year s has caused a new br eed of m age to
appear , one that can cr eate spells w ithout
m em or izing them and can alter m agic at w ill.
Restr ictions. Radiance Adept is r estr icted to
natives of Glantr i and Shadow Elves.
Ar can e Vi si on .
At 1st level you gener ate a num ber of Rad dice
equal to your Char ism a bonus after a long r est.
If you ar e in the boundar ies of Glantr i you
gener ate double the am ount and if w ithin
Glantr i City you gener ate tr iple the dice. You
lose the bonus dice if you leave the ar ea. You
can spend one Rad die to incr ease the dam age
of a spell by one die. You can also expend five
Rad dice to gain one sor cer y point. Gaining
sor cer y points this w ay m or e than once a day
causes one level of exhaustion for each point
gener ated past the fir st. The Rad dice last for 24
hour s, until spent or w hen you take a long r est.
Con t r ol Fat e.
Radiance At 18th level you can channel your m agical
ener gy into adjusting the ver y w inds of for tune.
Sor cer er Or igin As a r eaction w hen you fail a skill check or
saving thr ow you m ay spend the differ ence in
In the m agic steeped land of Glantr i and in the
Rad dice to m ake up the differ ence, You can
subter r anean hall of the Shadow Elves lies a
only spend points need to br ing the total up to
str ange pow er called the Radiance. The elves
the m inim um needed to pass.
believe it a gift fr om the Im m or tals, w hile the
atheist w izar ds of Glantr i view it as just another
46
W izar d School
Fir e has alw ays had a lur e of its ow n. W izar ds
have sought its pow er for r easons var ying fr om
intellectual to r evenge. Fir e W izar ds can be
found acr oss the Know n Wor ld, fr om Glantr ian
nobility to evil w or shipper s of Alphaks to the
r eclusive Fir e W izar ds of Ier endi. All tr y and
use fir e for their ow n pur poses.
Pyr om an cer .
Beginning w hen you select this school at 2nd
level, the gold and tim e you m ust spend to copy
an spell that m anipulates fir e, cr eates fir e or
does fir e dam age is halved.
Bor n i n Fi r e.
W hen you r each 2nd level you gain im m unity to
fir e dam age fr om all non-m agical sour ces. At
6th level you becom e r esistant to fir e fr om
m agical sour ces, you becom e im m une to all
for m s of fir e at 14th level.
St i f l e t h e Bl aze.
At 6th level if you ar e caught in an ar ea effect
causing fir e dam age, you can choose to r educe
the dam age in the effect by a num ber of dice
equal to your w izar d level. The r educed
dam age applies to all cr eatur es in the ar ea of
affect.
Su m m on El em en t al .
W hen you r each 10th level you can conjur e a
fir e elem ental exactly as the spell. The
Fire is the ultimate element. It scorches earth, elem ental is consider ed fr iendly, and if you lose
devours air, and evaporates water. It can save a concentr ation the elem ental r etur ns to the
life or destroy a city. It is neither good or bad, it Plane of Fir e r ather than becom ing hostile. You
does nothing but feed. If you master the flame r egain the use of this ability after a long r est.
you have no equal except your brethren. Learn to
shape the blaze and soon no one will stand in I n f er n o.
your way. At 14th level you can choose to do m axim um
Pytor Seager, Flaemish Noble dam age w ith any spell of 5th level or low er that
does fir e dam age. You r egain the use of this
47
Orcs. A full raiding party at least four dozen Restr ictions. Vyalian elves or Thyatian hum ans
judging by the tracks. Look to be heading to only, m ust have for est as their Natur al Explor er
Karameikos from the way they are heading. Go ter r ain.
on ahead and warn the others, we will need
Ex per t i se.
reinforcements
for this. Tell At 3r d level you gain
everyone the pr oficiency in the stealth
ambush is a the skill if you did not alr eady
Crooked Tree have along w ith one other
Crossroads in skill fr om your initial
two hours. You star ting skill list.. Your
know your pr oficiency bonus is doubled
place and you w hen m aking ability checks
known your use the stealth skill.
position. Don't El dr i t ch M agi cs.
start firing until
I do, and no At 7th level you m ay add
flashy magic to W izar d spells fr om the
give away your school of Illusion to your
location. We Ranger spell list. They ar e
can't risk them tr eated as Ranger spells and
crossing the do not r equir e a spellbook .
border and this You other w ise m ust m eet the
become an r equir em ents of the spells
bigger problem. including all com ponents
Cl aym or e.
At 3r d level w hen w ielding a gr eat sw or d the
w eapon loses the tw o handed pr oper ty.
I r on St om ach .
Fr om a com bination of diet and pur e
stubbor ness, you ar e less vulner able to toxins.
At 7th level you gain r esistance to poison.
Li n ebr eak er .
At 10th level w hen you use an action sur ge your
m ove is incr eased by 10 feet for your tur n.
Bl oodi ed.
The fir st tim e you take dam age in com bat after
taking a long r est, you gain a bonus action sur ge
that m ust be used in the cur r ect com bat.
Br aveh ear t .
At 18th level if you ar e r educed to 0 hit points
The wizards force us to live like slaves, using us you im m ediately use all your hit dice to heal
as fodder in their petty conflicts. W ho here has exactly as if you had taken a shor t r est. This
not had a loved one taken to Crownguard never ability r esets after a long r est.
to be seen again? We are Klantyre, it is not our
lot in life to live in fear from the foul magics the
cruel wizards use to rule us. I say we fight! W ho
here stands with me? A true warrior of
Klantyre? W ho here will be a gallowglass?
Duncan M cIntyre, Follower of the Claymore
49
highly str uctur ed or der , each Knight know s his
place.
Victor y. Do not stop until you ar e victor ious or
dead.
Loyalty. Never betr ay those that fight alongside
you.
Pr ow ess. War is life, be pr epar ed at all tim es.
Stoicism . Do not let other s know of your
tr oubles.
Ch an n el Di v i n i t y
W hen you take this oath at 3r d level, you gain
the follow ing to Channel Divinity options.
W i l l of Van ya. As an action you can invoke the
nam e of Vanya r em ove the stunned condition
fr om an ally w ithin 30'
Aegi s of Vi ct or y. As a bonus action you can give
one ally w ithin 30' advantage on their next
attack r oll this com bat.
Save your bluster for someone who cares
Au r a of Vi ct or y
burgomaster. Either oppose me or surrender, I
W hen you r each 7th level you and all your allies
am not here to entertain idle threats. You have
w ithin 10' of you can't be fr ightened w hile you
neither the will nor the strength to oppose me ar e conscious.
and deception will avail you not. Vanya requires
At 18th level the r ange of this aur a incr eases to
only victory, your survival is not her concern. 30 feet.
Gunter Wulfson, Heldannic Knight Bl essed of Van ya
At 15th level Vanya char ges you w ith leading
Heldannic Knight her follow er s into battle and to gr eatness. You
ar e alw ays under the effect of a crusader's
mantle spell.
Paladin Oath
Et er n al Ch am pi on
The sw or n r eligious or der of the Im m or tal
At 20th level You can shr ug off dam age that
Vanya, the Heldannic Knights ar e know n for w ould easily fell lesser her oes. Using your
their pr ow ess at ar m s and their extr em e action you gain the follow ing benefits for five
m ilitancy. The Knights ar e at constant w ar , m inutes:
w hether w ith the hum anoids that plague the - Resistance to all dam age types
nor th lands, the Ethengar nom ads or even their - Advantage on all saving thr ow s.
fellow nor th lander s, it is the w ill of Vanya her Heldannic Knight Spells
Level Spells
knights seek out conflict.
Restr ictions: M ust be hum an of Heldannic 3r d Command, Compelled Duel
descent and w or ship Vanya. 5th Branding Smite, M agic Weapon
Ten et s of Van ya. 9th Blinding Smite, Elemental Weapon
Heldannic Knights cr ave battle in the nam e of 13th Death Ward, Staggering Smite
their patr on Im m or tal. They never show fear or
accept less than total sur r ender. They ar e a 17th Destructive Smite, Banishing Smite
50
Br indor hin bequeathed cer tain hin w ith the
pow er to defend the Shir es fr om all enem ies.
M uch of the M aster 's pow er com es fr om the
land itself, only pow er ful M aster s can leave the
shir e and still m anifest their pow er s at full
str ength.
Restr iction. Cler ic m ust be a hin fr om the Five
Shir es.
M ast er Si gh t .
At 2nd level you gain 120' dar kvision.
Ex t r a Sk i l l Pr of i ci en ci es.
It's good to the raspberries are coming in good
At 2nd level you gain pr oficiency in Natur e and
this year! Bodes well for the Brandypot's ales. So
M edicine skills.
how is the missus? Got another one on the way?
That's fantastic, what's that, number eight now? En h an ced Den i al .
M other was worried you that were going to have At 6th you can spend a Channel Divinity use as a
a small family, just getting started late that's all. r eaction to add your W isdom m odifier to
Wait you smell that? Let me cast a spell real another ally's saving thr ow against m agic that
quick. As I suspected, gnolls over in the rolling you can see.
hills. Sigh, fetch me my hand axe, the one that
catches on fire by itself, yes that one. Keep the Evasi on .
food warm for me, I don't want to miss supper. At 8th level w hen you ar e subjected to an effect
Rose Cobblecreek, Hin M aster that allow s you to m ake a Dexter ity saving
thr ow to only take half dam age, you instead
Ti m el ess Body.
Cler ic Dom ain
At 17th level you only age one year for ever y ten
The keeper s of the Five Shir es, the M aster s
that pass.
follow the hin pantheon of Im m or tals. The
Im m or tals Nob Nar , Cober ham Shadow glint and
51
Hor se War r ior
Fighter Ar chetype
The fear ed w ar r ior s of the Ethengar steppes,
Hor se War r ior s ar e unpar alleled in their
m aster y of m ounted com bat. Alm ost as one
w ith their hor se, they can fight at r ange or up
close fr om the saddle. W hile astr ide their hor se,
ther e ar e few that can m atch in the field of
com bat.
Restr ictions. Char acter m ust be Ethengar and
have pr oficiency w ith the Anim al Handling skill.
Bor n i n t h e Saddl e.
At 3r d level you have advantage w hen attacking
w ith a shor tbow w hile m ounted..
No Hor se, No M an .
At 7th level your pr oficiency bonus is doubled
w hen using the Anim al Handling skill.
St eady M ou n t .
At 10th level your w eapon attacks w hile
m ounted against unm ounted cr eatur es m edium
size or sm aller scor e a cr itical hit on a 19 or 20.
Com bat Ri der .
At 15th level you can spend a bonus action
Concentrate on your attack, for the Heldann, w hile you ar e m ounted you gain +2AC. W hile
Glantrian and orc will not hesitate to kill you. Com bat Rider is active you have disadvantage
You must strike quickly then fade. Do not present on all attacks until you dism ount or spend
your self as a target, pepper them with arrows another bonus action to end the effect.
and only then, when they are exhausted beyond Fl u r r y of Deat h .
all measure, only then do you close in and kill.
At 18th level w hile on hor seback if you scor e a
Fight as if you and your horse are one.
hit against an enemy, you m ay im m ediately
Damotai, Ethengar Horse Warrior m ake an attack against another enemy w ithin 5'
of the or iginal tar get. The bonus attack does not
gener ate additional attacks.
52
Level Kagyar Dom ain Spell
Ar m s of Kagyar
At 1st level you gain pr oficiency in Heavy
Ar m or , Battle Axe and War ham m er.
Gi f t of Kagyar
This r eplaces the tur n undead ability.
At 2nd level you can use a bonus action to spend
channel divinity use as a r eaction to use one of
the follow ing abilities:
- You ar e pr oficient w ith all saving thr ow s
against m agic for a r ound.
- You can dispel all spells of 3r d level or less
on your self or an ally in 5'.
Aegi s of Kagyar
You wish to threaten me mage? I am no mere
peasant cowed by your feeble parlor trick. I am a At 6th level you use your r eaction to add double
servant of Kagyar the Stone Lord. The very your pr oficiency to saving thr ow s m ade against
creator of the dwarven race. He knew of your m agic.
trickery and your spells and prepared his sons Bl essi n g of Kagyar
well. Cast your magics wizard.
At 8th level you m ay use a channel divinity to
Cast them and die. give another ally advantage on saving thr ow s
Rolf Dargez, Cleric of Kagyar against m agic. This effect lasts for 1 m inute X
your W isdom m odifier. This r eplaces the
Kagyar Dom ain Destr oy undead affect, each level that w ould
incr ease that ability instead allow s you to give
Cler ic Dom ain the Blessing to one m or e additional per son.
Dw ar ves ar e tr aditionally m onotheistic, they Ch am pi on of Kagyar
tend to follow the teachings of their fir st
At 17th level you have r esistance to spell
Im m or tal. In r etur n Kagyar gives them pow er s
dam age.
unknow n by the other r aces. Despite not having
the nor m al abilities against undead other cler ics
have, their r esistance to m agic is peer less.
53
Selflessness. Pr otect the w eak
Justice. All ar e equal in the eyes of the law.
Char ity. Help the less for tunate w ith deeds
Succor. Heal the sick, and br eak foul m agics.
Ch an n el Di v i n i t y
W hen you take this oath at 3r d level, you gain
the follow ing to Channel Divinity options.
Char destes' M er cy. At 3r d level the Paladin
gains the ability to r em oves foul enchantm ents.
The paladin m ay spend a Divine Channel use to
cast Lesser Restor ation like the spell.
Fur y of Tar astia. At 3r d level as an action you
can call on your or der 's ancient enm ities. You
m ay spend a Divine Channel to cause all evil
hum anoids in 30' to m ake a Char ism a save or
have disadvantage on attacks for a num ber of
You think you can take this village gnoll? I will tur ns equal to your Char ism a m odifier.
warn you that I alone stand vigil and will I draw Au r a of San ct i t y.
breath not one of you will step foot inside. I Star ting at 7th level, you and fr iendly cr eatur es
possess the combined might of the Immortals. w ithin 10ft of you cannot be attacked by beasts
All you have a paltry few dozen minions. Enough unless pr ovoked by som eone in the aur a. At
banter, lay on. 18th level this aur a extends to 30ft.
Sea Legs.
At 3r d level you gain pr oficiency w ith
Navigation tools, and pr oficiency w ith Vehicles
(w ater ). In addition you have advantage on all
skill checks m ade to tr y and keep your balance.
Pi r at e Hal ves.
At 7th level if you ar e using the dueling,
tw o-w eapon fighting or m ar iner fighting styles
you gain a +1 bonus to your AC. This ability goes
up by +1 at 11th and 20th level.
St eady As Sh e Goes.
At 10th level if you ar e in com m and of a ship, all
attack r olls using your ship's ar tiller y have
advantage. You need not be the one fir ing the
ar tiller y to gain this bonus.
Gr eat Li br ar y.
At 2nd level the cost to scr ibe all spells is
r educed by half. You gain an additional spell
ever y tim e you level up.
Appr ai ser .
At 2nd level you gain the ability to cast identify
w ithout using a spell slot or com ponents.
M er can t i l e Tr ai n i n g.
W hen you r each 6th level you add double your
w izar d level w hen r olling on the "r unning a
business" and "selling a m agic item " dow ntim e
char ts. You also gain pr oficiency in the Insight
skill.
Zon e of Tr u t h .
At 10th level any one attem pting to lie to you
m ust pass a Char ism a saving thr ow against your
There are those that say I have sold out for the spellcasting ability or be for ced to tell the w hole
lure of gold. People claim I have given up tr uth.
scholarly pursuits for a bag of coins dangled in Weal t h i s Pow er .
front of my face. Let me tell you what those coins
get me. Unrestricted access to one of the largest W hen you r each 14th level you can attain an
libraries in the world. Security I can trust to additional num ber of m agic item s equal to your
guard my laboratory when I am abroad. Every Intelligence bonus.
spell component I can possibly imagine available
with just a word. I might have sold out, but you
don't see me out shopping for bat guano either.
-Josephine DuM ont, Darokin M erchant Prince
56
Rake
Rogue Ar chetype
A com m on sight in the cour ts of Alphatia and
Thyatis, you r ely on your cunning and char m to
succeed. You tend to m ake your w ay thr ough
your w its and char m , though you quickly lear n
the finer ar ts of cour tly com bat.
Cou r t l y I n di scr et i on
Star ting at 3r d level, you halve the tim e needed
to don or doff light ar m or , w ith help you r educe
the tim e to a single r ound. W hen you r oll on the
car ousing char t dur ing your dow ntim e, r oll
tw ice and take the r esult of your choice.
Bon u s Pr of i ci en cy
At 3r d level you gain pr oficiency in the Histor y
and Religion skills
Soci al Bu t t er f l y
You can char m cr ow d so people ar e happy to aid
you escape or find som ething. W hen you ar e in
a gr oup of m or e than ten people you add your
Char ism a m odifier to Stealth, Per ception, or
Investigation Skill Checks.
You like it? It's a Belcadiz vintage, quite rare. I
Gl i b Speak er
picked it up on a trade mission there during my
stint in Darokin. Darokin? No I'm actually from At 13th level you ar e know n for your sm ooth
Kerandas, the Emperor wanted me to negotiate dem eanor. You gain pr oficiency in Char ism a
trade pacts with those plutocrats. You would saving thr ow s.
have been ashamed, their clothes were so last Ex t r a Pan ach e
season. I see you are enjoying your wine.
Darokin may have money but they have no taste At 17th level you can spend an action to inter act
for fashion. I see your robe is now on the floor. w ith a cr eatur e you shar e a language w ith. The
Well in the name of international relations I cr eatur e has to m ake Char ism a save against DC
accept your offer. On second thought that is your 8 + your Char ism a m odifier + Pr oficiency bonus.
husband coming home early, instead I shall take If the cr eatur e fails it becom es your choice of
my leave, through your window. Char m ed, Stunned or Fr ightened for a num ber
of m inutes equal to your Char ism a m odifier or
Agrippa Centauri, Thyatian Rake
until they take dam age. The cr eatur e can
attem pt a new save ever y m inute. You can use
Extr a Panache once per day per cr eatur e.
57
We offer praise to the wise Rafiel, for without him Im m or tal Rafiel
we would be lost. We wait for him to give us the
Restr iction. Shadow elf only.
sign to return to the surface, to take what is ours
and so bask in the glow of the sun once again. Sou l St on e Ch an n el l i n g.
We offer ourselves as his vessel as he has chosen At 1st level w hen you use a soulstone for your
us to be his faithful. Though the Soul Stones are spellcasting focus you can ignor e all other
race grows strong, and soon we shall return to com ponents of spells, including ones that have a
take our place among the nations above. m onetar y cost.
Taljaria, Life Shaman M ar k ed Sh am an .
Shadow Elf Sham an At 2nd level you can sense m agic up to 90' aw ay.
You cannot tell w hat kind it is
unless it is a soulstone, only its
Cler ic Ar chetype
pr esence.
The chosen of Rafiel,
Deat h Sh am an .
Sham an ar e keeper s of
the soul stones, the At 6th level you gain the duties to
sacr ed ar tifacts of the take the dead and the dying aw ay
Shadow Elves. W ith fr om the city. You gain
them they can cast advantage on Sur vival skill
pow er ful m agic though checks in an under gr ound ar ea.
they have to keep
Li f e Sh am an .
questing for m or e
pow er ful soul stones to At 8th level you gain the duties to
cast the m or e pow er ful car e for the sick and injur ed.
spells. A m ajor ity of W hen you cast a healing spell,
sham an ar e fem ale but you m ay r er oll any dice once and
not enough to m ake m ale take the higher of the tw o r olls.
sham an r ar e. Each Col or l ess Sh am an .
sham an is m ar ked w ith a
sym m etr ical pur ple At 17th level you gain the duties
bir thm ar k on their head, to r aise fr om the dead those
a sign of favor of the Rafiel still sees a need for. You
ar e able to keep fallen allies fr om
death's door and r etur n them to
Level Sham an Dom ain Spells the fight quickly. All allies
w ithin 30' of you have advantage on all death
1st Guiding Bolt, Healing Word
saves, and if they becom e stable can spend Hit
3r d Augury, Gentle Repose Dice to r egain hit points as if they had finished a
shor t r est. Som e one r evived in this m anner
5th Revivify, Speak with Dead
m ust take a long r est to benefit fr om the ability
7th Banishment, Death Ward again.
9th Commune, Raise Dead
58
Level Shamani Domain Spell
Sen se I l l n ess.
At 2nd level the Sham ani can cast Detect Poison
and Disease w ithout using a spell slot.
59
by 1. The spir it sham an can talk to the anim als
of his spir it guide's type at w ill.
(equivalents in par enthesis)
St r en gt h . Hor se (Dr aft), Eagle, Yak (Rhinocer os)
I n t el l i gen ce. (Haw k, Wolf, Snake (Constr ictor )
W i sdom . Ow l, Dog (M astiff ), Ger bil (Rat), Falcon
(Haw k)
Dex t er i t y. Tiger , Cat, M onkey (Baboon)
Con st i t u t i on . Cam el, Goat, Bear (Black)
Ch ar i sm a. Lion, Sw an (Vultur e), Cham eleon
(Lizar d)
I n vok e Spi r i t .
At 2nd level you tap into the teachings of your
spir it anim al. You lose the ability to shape
change but can spend a w ild shape to add your
pr oficiency bonus to all tests using your Guide's
No now is not the time for war. Horse has told attr ibute for a num ber of hour s equal to your
me of a harsh winter coming. He strong and he is W isdom m odifier.
fast, if he fears the coming snows then we must
prepare for them and not waste energy on a war
Rebu k e t h e Spi r i t s.
we cannot finish. In the Spring when the snows At 6th level the Spir it Sham an can for ce out
are melted, then Horse says we go to war. But unnatur al cr eatur es. The sham an can tur n
first we must survive W inter. fiend, celestial and fey cr eatur es as if he w er e a
Uktai the Swift, Spirit Shaman cler ic of the sam e level. The sham an uses his
w ild shape uses to activate this ability. The
Hak a.
At 3r d level the you lear n the sacr ed w ar songs
of your people. To gain the benefit of the Haka
you m ust not be w ear ing any ar m or heavier
than light ar m or and m ust be using sim ple
m elee w eapons. You m ust spend a full action to
per for m a M akai w ar dance com plete w ith
chanting, for the r em ainder of the com bat you
have advantage on all attacks.. You cannot be
r estr ained or silenced to per for m this action.
You m ust m aintain concentr ation to use the
haka. You m ust take a shor t r est to use this
ability again. Star ting at 17th level you can
per for m tw o hakas befor e needing a r est. The
haka ends if you becom e unconscious.
Sk u l l cr u sh er .
At 18th level w hile under the effects of the haka
M ost M akai of the Ier endi island ar e content
you do m axim um dam age on cr itical hits.
leading pastor al lives w ithout w or r y or conflict
on their native islands. A handful how ever long
of the old days w hen the M akai w er e know n for
61
Tr eekeeper
W izar d Ar chetype
Sacr ed w izar ds of the Canolbar th for est,
Tr eekeeper s ar e r esponsible for m aintaining the
m agic of the gr eat for est. Though their pow er s
ar e ar cane, not divine, the elves ar e often
m istaken for dr uids. Their har m ony w ith
natur e is so gr eat they can change the ver y
clim ate ar ound them .
Tr eew al k er .
At 2nd level you ignor e difficult ter r ain w hile in
a for est.
W i se i n t h e Ol d Ways:
At 6th level the you gain advantage on all
Friend squirrel please tell M aple Bark if she could
Anim al Handling, Natur e and M edicine skill
move so we may plant a new Sentinel Tree? I
checks. You gain the Sylvan language.
know she is stubborn but that is the best place for
the tree. Treants can move where they like, we Pr ot ect or of t h e Woods:
can only build our fortresses where needed. Of
At 10th level you can see thr ough tr ees as if they
course she will be cross, but tell her you are just
w er e not ther e, and can cast a spell w ithout
my messenger. She can talk to me directly if she
har m ing plants if they ar e caught in an ar ea of
would like. Now go, I have to memorize my spells
affect spell. You can cast spells as if tr ees w er e
of the day.
not in the w ay.
Brightleaf, Treekeeper of Alfheim
On e w i t h Nat u r e:
At 14th level you can cast speak with animal or
plant w ithout using a spell slot. You can cast
treewalk w ithout spending a spell slot once per
day.
62
spend your shar e of the loot. You have also
lear ned how to set off tr aps w ith a sim ple toss
of a stone to catch your enem ies in their
effects.
Eye For Tr ou bl e
Star ting at 3r d level your pr oficiency bonus
w ith Per ception or Thieves Tools is doubled
w hen m aking an ability check to spot or
disar m a tr ap.
Rever se En gi n eer i n g
Once you have r eached 3r d level, w hen you
have disabled a tr ap in a par ticular building
or dungeon, you have advantage to spot or
disar m all tr aps of the sam e type in the sam e
building or dungeon. For exam ple if you spot
and disable a hidden pit in the Tom b of
Hor r or s, you have advantage to spot all
fur ther hidden pits in the sam e dungeon.
St eady Han ds
I've got a pressure activated deadfall rigged to W hen you r each 9th level w hen you use your
at least two load bearing rafters, both keyed to Thieves Tool to disable a tr ap, if you r oll less
a triple redundant counter weight that anyone than 15 on the die r oll, tr eat it as if you had
of you could set off while you take out the orcs. r olled a 15.
So I can drop wait I'm doing and stab an orc Booby Tr ap
for you or I can sit here and do what you are
At 13th level you can tr igger tr aps up 30 feet
paying me quite handsomely to do. So I will
w ay if you know they ar e ther e. This r equir es
tell you what, you take care of the orcs, and I
you to spend an action and str ike the tr ap
will take care of the traps.
w ith an object to set it off. Anyone in the ar ea
Skexus Strangehat, Darokin Troubleshooter affected by the tr ap m ust save nor m ally or be
affected by the tr ap.
Tr oubleshooter Rol l W i t h I t
At 17th level if a tr ap is set off w ithin 30 feet
Rogue Ar chetype of you, as a r eaction you can m ake a full
You have spent all your tr aining lear ning the m ove befor e the tr ap's effects ar e applied. If
inner w or kings of tr aps and hazar ds com m on you ar e now outside of the tr aps ar ea of
in dungeons and r uins. You can disar m the effect, you avoid any ill effects.
m ost com plex m echanism s w ith your eyes
closed w hile thinking of how you ar e going to
63
M ar t i al Sk i l l
W hen you select this ar chetype at 3r d level
select one a single w eapon like long sw or d,
spear or gr eat axe. W hen ar e ar m ed w ith that
w eapon, you gain a benefit based on the
categor y and pr oper ties of the w eapon. The DC
of all saving thr ow s is your Str ength m odifier +
your Pr oficiency +8.
- 1 Han ded or Ver sat i l e/Si m pl e: You gain +2
dam age w ith the w eapon
- 2 Han ded/Si m pl e: You gain +2 dam age w ith
the w eapon.
- Ran ged/Si m pl e: Can attack w ithin 5' w ithout
penalty
- 1 Han ded or Ver sat i l e/M ar t i al : You gain +2
dam age w ith the w eapon
- 2 Han ded/M ar t i al : Extr a die of dam age.
- Ran ged/M ar t i al : You gain +2 dam age w ith
the w eapon
- Net : Counts as shield if w ielded in off hand.
Ex per t Abi l i t y
At 7th level your tr aining incr eases, allow ing
you to add the Exper t ability to your chosen
w eapon.
- 1 Han ded or Ver sat i l e/Si m pl e: If enemy is
sur pr ised or on a cr itical hit, ignor e all
A duel? You are challenging me to a duel? Over a dam age r esistance.
spilled drink? Sir, perhaps you do not know who I am
- 2 Han ded/Si m pl e: Extr a die of dam age.
but I seriously suggest you reconsider. I will buy you
- Ran ged/Si m pl e: Attacking at long r ange
another drink as an apology, I don't think you know
doesn't im pose disadvantage.
what you are getting into. No? You insist? Very well,
I just hope you didn't need that arm. - 1 Han ded or Ver sat i l e/M ar t i al : Extr a die of
dam age.
M organ Ironwolf, M aster at Arms
- 2 Han ded/M ar t i al : On a cr itical hit enemy
m ust m ake a Str ength or be knocked pr one,
Weapon Specialist enem ies tw o sizes lar ger than char acter ar e
im m une.
Fighter Ar chetype
- Ran ged/M ar t i al : Attacking at long r ange
Tr ained in the use of a single w eapon , you doesn't im pose disadvantage.
devote your entir e life to m aster ing a par ticular - Net : DC to escape net incr eases to 15.
style of fighting. As you im pr ove your tr aining
the lethality of your fighting style gr ow s beyond
m easur e.
64
M ast er Abi l i t y Gr an d M ast er Abi l i t y
At 10th level your tr aining incr eases, allow ing At 18th level your tr aining incr eases, allow ing
you to add the M aster ability to your chosen you to add the Gr and M aster ability to your
w eapon. chosen w eapon.
- 1 Han ded or Ver sat i l e/Si m pl e: Extr a die of - 1 Han ded or Ver sat i l e/Si m pl e: On a cr itical
dam age. hit enemy m ust m ake a Str ength save or be
- 2 Han ded/Si m pl e: On a cr itical hit enemy stunned for one r ound.
m ust m ake a Str ength save or be stunned for - 2 Han ded/Si m pl e: Extr a die of dam age.
one r ound. - Ran ged/Si m pl e: Extr a die of dam age.
- Ran ged/Si m pl e: You gain +2 dam age w ith - 1 Han ded/M ar t i al or Ver sat i l e: Extr a die of
the w eapon dam age.
- 1 Han ded or Ver sat i l e/M ar t i al : On a cr itical - 2 Han ded/M ar t i al : Cr itical hits deal
hit enemy m ust m ake a Str ength or be m axim um dam age and ignor e dam age
stunned for one r ound. r esistance.
- 2 Han ded/M ar t i al : Extr a die of dam age. - Ran ged/M ar t i al : On a cr itical hit apply
- Ran ged/M ar t i al : Extr a die of dam age. w eapon dam age to another enemy w ithin 5'
- Net : Anyone tr ying to escape has of or iginal tar get.
disadvantage. - Net : DC to escape net incr eases to 20.
65
Your m ethods r esem ble that m or e a tr ibal
sham an than an ar chm age, but no one confuses
the destr uction you can call for th.
Bon u s Pr of i cen ci es
W hen you chose this ar chetype at 1st level you
becom e pr oficient in the Natur e and Sur vival
skills.
Un br i dl ed Pow er
Star ting at 6th level w hen you cast a spell using
the Em pow er ed Spell m etam agic option, you
can r er oll double the num ber of dice equal to
your Char ism a m odifier (m inim um of one).
Raw Pow er
Through the magic of my people I gain power. At 14th level you gain a num ber of bonus
Through the power of my clan I become stronger. sor cer y points equal to your Char ism a m odifier.
Through the strength of my ancestors I will You r egain any bonus sor cer y points spent after
prevail. W ith my victory, my people will endure. a long r est.
Speaks-W ith-Fire, Atruaghin Wokani
Un f et t er ed Sor cer y
Wokani At 18th level you can spend double a spell's level
in sor cer y points to do m axim um dam age w ith
Sor cer er Ar chetype that spell. You cannot add any m etam agic
Pr acticing an ancient m agic, your contr ol of options to the spell.
m agic is fr om r itual and tr adition, not study and
r ote. You lear ned your m agic fr om the w okani
befor e you, as the tr adition w as passed fr om
teacher to student. This is not a subtle or a
civilized m agic, it is loud and and it is savage.
66
Car avan Tr avel er D8 Per son al i t y Tr ai t
br ing tr ade and w ealth to distant lands. You 3 I pr efer anim als to people
gr ew up as par t of the lar ge suppor t staff
4 I have a per sistent odor fr om the r oad
needed to m aintain the m ile long car avans,
w hether as a dr over , m er chant or guar d. 5 I have no r espect for slacker s
Feat u r e: M er ch an t Con t act s 3 St abi l i t y: M y job is stable and that's the w ay I like it. (Law ful)
Fr om your m any tr ips to var ious m ar kets in far 4 Tr avel : I w ant to see the w or ld. (Any)
aw ay lands you know w her e to find alm ost 5 Fr eedom : I don't like being tied dow n to one place (Chaotic)
anything for tr ade. Though you ar e not a
6 Qu i et : I like to be left alone to my thoughts. (Any)
m em ber of them , you can instantly r ecognize
the m ar kings of the var ious m er chant guilds d6 Bon d
You have a bit of a nom adic str eak in you, but 3 I r espect the guildm aster for backing m e up.
not to the point of w ander lust. You know 4 I have a fam ily w aiting for m e w hen I get back .
oppor tunities dr y up if you stay too long, so you
5 Ther e's a bar m aid I alw ays m ake tim e to visit w hen I set out.
never settle dow n at any one location.
6 I tr ust the guar ds to keep us all safe, and I have their back
w hen it com es tim e to get paid.
1 I am a bit of loner.
d8 Duty
2 I have a short temper with people.
1 Drover
3 I tend to over analyze things for flaws.
2 Cook
4 I have little patience with people that make mistakes.
3 Guard
5 I relate more to animals than people.
4 Master 6 I tend to lose small things from the caravan like good drink.
5 Escort
6 Merchant
7 Scout
8 Tag Along
67
Kr on dar D8 Per son al i t y Tr ai t
do on occasion tr ust the position to tall folk they 3 I m ake dr unks sleep it off at the jail.
r espect and tr ust.
4 I patr ol at night looking for action.
You patr ol the shir es looking for tr oublem aker s
5 I m ake sur e to see if all the pr etty hin ar e doing okay ever y
and thr eats to the peace. W hile the hin day.
definition of tr oublem aker is a little tam e 6 I catch up on all the gossip ever y day.
com par ed to other nations, it is your
7 I take tim e to alw ays sm oke my pipe w hen I'm patr olling.
r esponsibility to see hom e those that have
dr unk too m uch, and escor t r ow dy childr en 8 I am never found w ithout som e sor t of snack .
sm all size. It is your duty to tur n back all 2 Pow er : Anybody w ho defies m e gets a cr ack on the head.
(Evil)
thr eats to your sw or n char ges.
3 M er cy: Ever ybody deser ves a second chance. (Good)
Sk i l l Pr of i ci en ci es: Insight, Investigation
Lan gu age: You speak hin. 4 Food: I never m iss a m eal. (Any)
m ost hin taver ns, and hin m er chants often offer 2 Ther e's a par ticular hin that has caught my eye.
you fr ee sam ples of their best fr uits w hile you 3 The taver n keeper goes out of her w ay to m ake sur e I get fed, I
ar e on patr ol. M any hin par ents w ill ow e you keep an extr a eye out for her building.
favor s for letting their childr en off w ith a 4 M y other Kr ondar ar e my fam ily.
w ar ning. 5 I m ake sur e all the childr en don't get into tr ouble.
Su ggest ed Ch ar act er i st i cs
6 I can't stand to see som eone dow n and out.
You ar e fir m but fr iendly. The Shir es is not a
d6 Fl aw
danger ous land, but the hin love their
1 I don't handle backtalk well.
tr anquility m or e than anything else. You ar e
sw or n to uphold the law , but you also have a lot 2 Sometimes I'm too soft.
of leew ay in how to pur sue it. Often tim es you 3 I'm always looking for trouble.
can let them off w ith a w ar ning, but if ther e is 4 I tend to enforce the law exactly as written.
actual physical danger you becom e dead
5 I let my friends slide when I shouldn't.
ser ious.
6 I let people bribe me with small gifts.
68
M i x ed Bl ood D8 Per son al i t y Tr ai t
cultur es. You ar e accepted as the her itage of 3 I tr y not to m ention the fact I am m ixed r ace.
your appear ance, but you sur pr ise people w ith
4 I dr ess like the m em ber s of my other r ace.
your know ledge of your other par entage.
5 I go out of my w ay to m ake fr iends w ith people of my other
Choose r aces for your her itage, hum an and elf r ace.
ar e the m ost com m on but other com binations 6 I cannot stand pr ejudice of any sor t.
ar e not unhear d of, w ith the help of m agic even
7 I can't stand it w hen people assum e I know ever ything about
hum an and hin have happened. You have all both my cultur es.
the tr aits of one par ent, you ar e consider ed
8 I w ant to see the lands of my par ents.
their r ace for all pur poses. You have som e of
the behavior tr aits of the other par ent, a hin's d6 I deal s
hunger , an elf ' patience or a dw ar f 's gr uffness. 1 Cu r i osi t y: The w or ld is m eant to be explor ed. (Chaotic)
Sk i l l Pr of i ci en ci es: Histor y, Insight 2 Har m on y: We m ust all live together as one people to thr ive.
(Good)
Lan gu age: Your other par ent's language
3 Reven ge: I w as never given my due for my her itage, now I
Equ i pm en t : A piece of jew elr y (a heir loom fr om w ill take it. (Evil)
your par ents), 2 books about your r aces, set of 4 I sol at i on : I never fit in either cultur e, I just w ant to be left
com m on clothes, 5 sheets of paper , pen, ink . alone. (Any)
r ace. Their flaw s m ight be a pr efer ence of one 1 I hate one of my races.
r ace over another , or a denial of their hidden 2 My openness gets me into trouble.
her itage all together.
3 I tend to become obsessed with relics of my ancestors.
Choose w ho w as your m aster , either a noble 6 I hoar d little things so they can't be taken fr om m e.
fr om a nation w her e slaver y is allow ed, a cr im e 7 If str uck I fight back w ith all my m ight.
boss or a tr ibe of hum anoids that held you
8 I don't like to be touched.
pr isoner. They m ay have been kind, but m or e
d6 I deal s
than likely they w er e br utal. You know you w ill
never give up your fr eedom again how ever. 1 Abol i t i on . I w ill fr ee all that I find being held unjustly.
(Good)
You ar e fr ee now , and that is never going to
change. 2 Reven ge. Those that w r onged m e w ill pay in kind. (Evil)
Lan gu age: The language of your m aster. 4 Con f or m i t y. I need som eone giving m e or der s to m otivate
m e. (Law ful)
Equ i pm en t : One set of poor clothes, br oken 5 For gi ven ess. You w ill not let those w ho w r onged you contr ol
m anacles, a sm all per sonal heir loom blanket, you any fur ther. (Good)
sack, sm all pouch containing 10sp 6 Hedon i sm : You w er e denied your w ishes w hen you w er e in
bondage, now you w ill live it up. (Chaotic)
Feat u r e: Not a Nu m ber d6 Bon d
As a slave you per for m ed w hat ever task your 1 I ow e my life to the per son that liber ated m e.
m aster dem anded of you. Now that you ar e fr ee
2 M y br other s that toiled alongside m e get my undying loyalty.
you have let it be know n that you w ill not be
contr olled again. Because of your histor y ther e 3 Ther e w as a slave that taught m e to r ead, I sw ear I w ill them
and fr ee them .
ar e quite a few that give you a lot of leew ay.
4 M y m aster one day fr ee m e w ithout explanation. I w ill never
Thieves w ill not attem pt to cr oss an escaped pit
for get that.
fighter , and m any tem ples offer aid to those that
5 I sw or e my devotion to the noble that saw my m aster br ought
have suffer ed such as your self. You m ay not to justice.
w ant their aid, but it your s for the asking.
6 The only thing of value is the heir loom my m other left m e, it
never leaves my side.
Su ggest ed Ch ar act er i st i cs
d6 Fl aw
Slaves tend to be either w ithdr aw n or r esentful
1 Any attem pt to hold m e dow n w ill be m et w ith for ce.
of their past. Per haps your m aster still lives and
w ants you r etur ned. How you r espond is up to 2 I am par anoid my for m er m aster is still after m e.
you. Do you fight or do you flee? Does the sight 3 I hate the people of my m aster 's r ace.
of other s in chains r aise your ir e?
4 I r ar ely get a good night's sleep.
71
Immortalsand Priests
72
The path of the Dynast is one of tim e. The her o
Im m or tals of M ystar a m ust pr ove them selves w or thy by building a
M ystar a does not have actual gods like other dynasty w or thy of an Im m or tal. This task
settings, cler ics vener ate the Im m or tals instead. r equir es the her o to establish a long lasting r ule
Im m or tals w er e once gr eat adventur er s that by the her o and descendants. The her o m ust
have epic quests and petitioning to past populate the r ealm w ith sufficient people and
Im m or tals tr anscended their m or tal for m to build a capitol for the new r ealm .
take their place for ever in the Outer Planes. The other challenge of the Dynast is they m ust
tr avel in tim e to help their descendants r etain
the r ealm built by the her o. The her o m ust
Each Im m or tal ser ves one of the five Spher es of quest for an ar tifact to accom plish this, then
Pow er , each Spher e r epr esents one of the they ar e w or thy of im m or tality.
distinct com ponents of the M ultiver se. Cler ics
of M ystar a can vener ate a specific Im m or tal,
and entir e pantheon or just a Spher e of Pow er. The Epic Her o m ust under go a ser ies of quests,
fir st to find a pow er ful ar tifact of Thought.
Then to destr oy an ar tifact of Entr opy. Then the
The Im m or tals hold each other in balance, none Epic Her o m ust cr eate a gr eat w eapon, tr ain a
m ay actively inter fer e w ith the w or ld w ithout w or thy successor and finally com plete an epic
r ebuke fr om other s. Instead the Im m or tals quest taking no less than five year s to
secr etly take m or tal guise to w alk the w or ld accom plish.
unnoticed. W hile their pow er is gr eatly
r educed w hen they do this, they ar e still
cr eatur es of im m ense pow er in their guise. The Par agon is a test of cr eation and conquest.
The her o m ust find an ar tifact of Thought, then
cr eate an entir ely unique m agical item that
The pr im ar y r ole of the Im m or tals is to keep r equir es at least one im possible com ponent.
balance am ong the Spher es. Each Spher e m ust Once those ar e finished the Par agon m ust tr ain
be kept in har m ony w ith the other s for the no few er than half a dozen appr entices and see
M ultiver se to continue. An im balance betw een them r ise in pow er. Finally the Par agon m ust
the Spher es can have catastr ophic r esults. The challenge and defeat all w izar ds w ith 1,000
Spher e of Entr opy stands apar t fr om the other s, m iles befor e they ar e eligible.
tr ying to cause the end of the M ultiver se to they
can r ecr eate the next w or ld in their im age.
The Polym ath dem ands its candidate par take a
quest for an ar tifact that w ill for ce the her o to
The other pur pose for Im m or tals is to sponsor quest for it sever al tim es. Each tim e the her o
m or tals that w ish to join them . It is not a easy attains the ar tifact the ar tifact r esets the her o
task, for m or e per ish than ever succeed. One back to 1st level of a differ ent class w ith no
cannot becom e an Im m or tal w ithout the help of m em or ies of the past lives. The her o m ust then
a sponsor , and ther e is no guar antee a m or tal find the ar tifact again w ith a par ty w ith at least
w ill ever gain a sponsor. Once a m or al has four differ ent classes, until the four th tim e
obtained a sponsor they m ust par take of a task w hen all m em or ies and levels ar e r etur ned.
to pr ove the m or tal is indeed w or thy. Then the candidate m ust build an m onum ent of
their achievem ent.
73
Pr om inent Im m or tals ar e scor ned. His follow er s act m uch the sam e,
AHAM ANNI TURTLERI DER
w ith som e zealots r eaching peaks of blind
Patroness of the Clan of the Turtle intoler ance. He pr eaches unity am ong his
Ahm anni is a beautiful, tall and slim faithful, the sanctity of life, and the pr otection of
copper -skinned w om an, w ith long black hair natur e (in par ticular of w ater as sour ce of life),
gather ed in a plait and colour ful paints on her all teachings that com e fr om an existence led in
face. She usually car r ies a har poon and is places w her e death and dr ought ar e hated life
dr essed in sim ple clothes of doeskin. Often com panions. For this r eason all Alasiyans follow
appear ing near the sea, she is alw ays pr eceded the Eter nal Tr uth. Al-Kalim is a loyal ally of
by a bank of fog fr om w hich she em er ges Pr otius w ho sponsor ed his ascension, and he
standing on her feet in a canoe that m oves at feels in debt tow ar ds the Old M an of the Sea,
her com m and. since he has not yet kept his pr om ise to m ake
the Alasiyan Deser t a lush gar den in his honour.
Ahm anni is as unpr edictable as the sea,
He is in per petual conflict w ith Zugzul and
changing by the m om ent fr om gentle to
Ranivor us, w ho br ought and still br ing chaos
im petuous. She is extr em ely faithful to
and destr uction am ong the Ylar i w ith their
Atr uaghin and is also a r eliable ally of Hattani
m achinations and the use of their follow er s
and M ahm atti, w hile pr ofoundly hating Danel
(M agicians and Gnolls).
and Atzanteotl, w ho thr ow constant attacks
against her people (the only tr ibe to not live on ALPHAKS
the plateau of Atr uaghin), and any other
Hui Da-Zhi, The Roaring Demon, Patron of
Im m or tal patr ons of the hum anoids.
Hatred, Lord of Oppression, Bane of Alphatia
AL-KALI M Alphaks is a 10' tall hor ned dem on w ith huge
The Peacemaker, Patron of Ylaruam, Holy black bat w ings, holding a gr eatsw or d in his
Prophet of the Eternal Truth, Patron of Tactics r ight hand and a bar bed w hip in his left.
and Warfare. Alphaks is an intelligent and cultur ed cr eatur e
Al-kalim ?s pr im ar y for m is of an elder ly hum an but he is extr em ely egocentr ic and pr one to
patr iar ch w ear ing poor cler ical r obes, w ith a m aniacal fits of r age. He consider s him self a
fir m outlook, w ise and intelligent eyes, and a disciple of Thanatos, but he lacks his patr on's
long w hite bear d. His second m anifestation patience and cor r uptive char ism a, so he often
for m is that of a youthful dashing deser t w ar r ior tr ies to cor r upt m or tals using br ute for ce,
w ith a haw k?s nose and a w ell tr im m ed black violence and thr eat. W hen he becom es
bear d, r iding on a per fect Alasiyan stallion extr em ely fur ious, he expr esses his fr ustr ation
w ielding his scim itar. w ith open acts of m ass destr uction and
m assacr es. He is a m er ciless enemy of all
Al-Kalim is at the sam e tim e a m er ciless w ar r ior
Alphatian Im m or tals (Alphatia, Razud, Kor yis
and a m er ciful sage, a possessed dr eam er and a
and Palar tar kan) and a bitter r ival of Or cus,
r ealistic scholar. He is toler ant tow ar ds diver sity
w ith w hom he com petes for the cr ow n of Pr ince
and for eign custom s, but he can pr ove stiff and
of Destr uction. He has no stable alliances (even
unfor giving w hen it com es to the safety of his
Thanatos alienated him ), even if he som etim es
pr otégés and follow er s and w hen his teachings
74
likes to cooper ate w ith Talitha to tor m ent and Aster ius is extr em ely fr iendly and char m ing
destr oy the Alphatians. at fir st sight, but he hides a danger ous side
that he r ar ely show s. This helps him achieve
ALPHATI A
his goals by taking his enem ies by sur pr ise.
Yao-Lan Zi, Patroness of Alphatia, Patroness of He consider s him self the univer sal patr on of
Arts, Lady of Harmony thieves and m er chants because they ar e tw o
Alphatia is a beautiful copper -skinned sides of the sam e coin, even though he
Alphatian w om an clad in a sim ple w hite despises the evil ones w ho act m er ely for self
tunic, lacking jew eller y and shoes gr atification or for envy (for this r eason he
(em bodying sim ple Beauty). hates Talitha w ith passion). He is also
associated w ith tr aveller s and those w ho
Alphatia is not inter ested in conquest or
br ing infor m ation, since know ledge is a
pow er (unlike the m ajor ity of the Alphatian
pr iceless good on M ystar a. His m ost loyal ally
nobles), but she is fascinated by beauty and
is his old patr on, Kor otiku, and Aster ius can
ar ts, som ething she tr ies to pr eser ve w ith all
count also Ixion and Valer ias am ong his
her effor ts. She's a convinced pacifist, but she
fr iends, since they shar e his centur ies old
does not hesitate to use str ength to defend her
cr usade against their com m on enemy
follow er s and the Alphatian Em pir e. She is in
Thanatos.
favour of a defensive w ar but counter s any
kind of im per ialism or w ar for conquest, ATRUAGHI N
since she is convinced that an expansionistic Quetzalcoatl, Father of the Atruaghin Clans,
for eign policy distr acts the Alphatians fr om Patron of Good and W isdom, Saviour of the
their tr ue goal: the study of m agic and ar t in Azcans
all their for m s.
Atr uaghin usually appear s as a m iddle-aged
She's a staunch ally of Razud, Kor yis, and copper -skinned hum an w ith w ise dar k eyes
Palar tar kan (the other good-aligned and a haw k's nose, w ear ing a w ar bonnet
Alphatian im m or tals), and has befr iended ador ned w ith colour ful plum es on his head.
both Guidar ezzo and Lor nasen (w ho shar e He alter natively takes on the for m of a 7 feet
her love for har m ony, ar ts and beauty) and tall w ell-m uscled w ar r ior sur r ounded by
the Shaper 's pacifism . Her only enem ies ar e flam es.
Alphaks and Talitha, the banes of the
Alphatians. Despite all battles and w ar s he fought,
Atr uaghin has alw ays been char acter ised by
ASTERI US his m eekness, m er cy and patience. In fact,
Belnos, Hermod, Kudesha,The M erchant, after decades spent w ander ing ar ound the
M urtijai, Zephyr, Patron of Trade and M oney, w or ld, he cam e to under stand that tr ue
Patron of Communication, Protector of str ength com es fr om know ledge and
M erchants and Thieves deter m ination. He pr efer s dialogue as a w ay
to solve any m atter , even though he
Aster ius appear s to be a stocky m iddle-aged
under stands that som etim es br ute for ce is the
m an w ith jet-black hair w ear ing an ancient
only thing that som e people listen to. He
r obe, spor ting a keen eyesight and an ever
r efuses to use deceit or lies to r each his goals,
pr esent beguiling sm ile.
and has alw ays been a shining exam ple of
75
r espect for law and justice. This is the r eason insepar able allies, together w ith his pr otégé,
he has gather ed so m any follow er s and allies Finidel. He str ongly opposes the im m or tal
all ar ound the w or ld. patr ons of goblins and or cs, r em em ber ing the
suffer ing that the hin endur ed at the hands of
ATZANTEOTL
these hum anoids befor e his r ise to pow er.
Ivaldi, M enlil, Skorpios. Patron of Corruption
and Treachery
CHARDASTES
Atzanteotl?s fir st for m is that of a char m ing Patron of Medicine and Healing
elven adventur er w ith a shady outlook (pale Char dastes appear s to be a tall m an of a noble
com plexion and sly sm ile) w ear ing black postur e, high cheekbones, deep black eyes, a
clothes. His second m anifestation for m is that r eceding chin, and a snub nose. He is alw ays
of a jet-black feather ed viper w ith an elf 's clean shaven, w ear ing a long w hite linen r obe
face and tw o ar m s concealed under the of Nithian taste and holding a sm all silver bell
w ings. in his left hand.
Atzanteotl is fascinated by the pr ocess of Char dastes is pr incipled, patient, and
cor r uption and he especially loves to see how com pletely obsessed w ith pr otecting life,
any kind-hear ted per son can fall into the w hich he holds as the gr eatest myster y of
abyss of Evil and r egr et thanks to his univer se. For this r eason he hates death and
m achinations. Often, he loses inter est in one destr uction w ith passion, m aking undeath the
pr oject and star ts looking for new w ays to outm ost for m of aber r ation to his eyes (and
spr ead evil. His final goal is the com plete those of his follow er s). He teaches his
annihilation of life on the outer w or ld, and follow er s to pr otect life at all costs and to
especially the destr uction of all elves. r espect the natur al life-cycle. He encour ages
them to study the secr ets of the hum an body
BRI NDORHI N
and soul to better under stand their natur e
Patron of Halflings, High Hero and Protector and cur e them .
of the Five Shires, Patron of Abundance
Br indor hin is an elder ly hin w ith a noble
appear ance and a still str ong physique, w ith
COBERHAM SHADOWGLI NT
cur ly w hite hair and long gr eying sidebur ns, Patron of Hin, Protector of the Five Shires,
clad in r ich gar m ents but bar efoot, alw ays First M aster
sm oking his favour ite pipe and flashing an Cober ham appear s as a m iddle sized hin clad
assur ing and w ar m sm ile. all in black, w ith an aur a of blackflam es
Br indor hin/Gunzuth is a m er r y but pr agm atic constantly flicker ing ar ound him , w hich
im m or tal, deeply fond of tr aditions and law s. obscur es his featur es. His only unm istakable
He loves life deeply and teaches his featur e of his visage is his silver -spar kling
w or shipper s to enjoy the fr uits of the ear th eyes and his m agnetic gaze.
and their job w ithout tr ying to find cheap or Cober ham is as w ise as he is silent. He loves
unlaw ful w ays to gain m or e w ealth. The to ponder the deep issues of the M ultiver se
gr eatest tr easur e for any halfling is in fact the and to study all unique and innovative for m s
safety of his hom e and the love of his fam ily. of m agic. He has never stopped exam ining
Cober ham and Nob Nar ar e his tw o
76
the Blackflam e and lear ning about its or igins Patron of the Clan of the Tiger
and pow er s, inviting all his follow er s to Danel is a slim hum an w ith obvious
handle these myster ies w ith car e and secr ecy. m usculatur e, quick speed, and gr aceful
He's a loyal fr iend of Br indor hin, w ho shar ed m ovem ents like those of a panther. He has slit
w ith him the epic deeds of the Tim e of eyes like those of a cat (ver tical pupils and
Her oes, and finds Nob Nar and Raven the gold-str eaked ir ises); his body is cover ed by
per fect em bodim ent of the typical m er r y and long healed scar s sim ilar to the str ipes of a
easygoing hin. He has a deep r espect for Ixion tiger. He w ear s a sim ple, shor t, sleeveless
and Noum ena, although he cannot r eally tunic and a shor t sw or d at his belt.
count them am ong his allies. His only
enem ies ar e the im m or tal patr ons of or cs and The hate and r ancour that Atzanteotl has
goblins. m ade gr ow w ithin him have er ased any
scr uples or sense of com passion that once
CRETI A lived in Danel. He is now becom ing a cr uel
Patron of Jokes, Lord of Trouble and Chaos, and sadistic Im m or tal, w ho doesn?t lose any
Patron of War, The Troublestarter oppor tunity to induce suffer ing on m or tals
for r evenge over the fate he has endur ed.
Cr etia is a hum an w ith sallow skin, alw ays
intent to get about and to sm ile, w ith dar ting DI ULANNA
black eyes and often exagger ated and far cical Arduinna, Patroness of W ill and Courage,
m ovem ent; he is m uch attached to his clothes Patroness of Hunting
m ade up fr om a patchw or k of m any styles,
m ater ials and colour s, and a r apier at his Diulanna is a young w om an w ith a ser ious,
belt. alm ost sever e expr ession, w ith clear skin and
long fier y r ed hair , dr essed in a shor t hide
Now Cr etia is totally dedicated to the tunic, a loincloth, a pair of ankle boots of
philosophy of Chaos, w hich for him leather and a hair band m ade fr om a lion?s
r epr esents the only w ay for avoiding the pelt, w ielding a shor t stone-tipped spear (a
cor r uption and the stasis gener ated by Or der. typical Thyatian look)
His attention is par ticular ly concentr ated on
the Ethengar ians. Ever y now and then, he Diulanna is the patr oness of w ill, cour age,
w ill place pr oblem s and obstacles in their fr eedom of action and thought, especially
r oad. This is to spur them on in such a w ay am ong m inor ities, in par ticular w or king
that it incr eases their diver sity and allow s against the oppr essive m achinations of
them to r em ain active and pr osper ous. He is Rathanos. Diulanna is a w ild and fr ee spir it,
w or shipped by the Ethengar ians as the and asks gr eat deter m ination and sacr ifice of
br inger of chaos and jokes, and is fur ther the her follow er s since she never subm itted to
patr on of w ar intended as an instr um ent of the injustices and w ill of despots. Diulanna
lasting change. Today he is tr ying to expand also gr eatly loves the hunt, of w hich she is the
his philosophy into the lands of the Nor th, r itualistic patr oness for var ious cultur es. Her
w her e he has clashed w ith the absolute or der m ost faithful allies ar e Tar astia and Patur a, as
im posed by Vanya and For setta. they adm ir e her deter m ination and have a
com m on hatr ed for Rathanos, and his m entor
DANEL TI GERSTRI PES Kor otiku. She despises Rathanos and ever y
77
Im m or tal that thr eatens the cultur es she shield w ith his left ar m and a golden sceptr e
pr otects. w ith four lar ge r ubies (sym bol of the Law ) in
his r ight hand.
EI RYNDUL
For setta is an honest and peaceable im m or tal,
Eyris, Shaibuth, the Adventurer, Patron of
w ho pur sues his goals of Or der and Justice
Cleverness, Patron of Shiye-Lawr, Patron of
w ith near obsessive str ength. He thinks that
Adventure
Law s and Codes of conduct ar e the only w ay
Eir yndul is a tall elf w ith long silver hair and to give or der to the w or ld and the only things
a ver y sm ar t outlook, clad w ith r oyal r obes that can br ing har m ony to m or tals, w hich in
and w ear ing a golden cr ow n engr aved w ith tur n can lead them to social pr ogr ess.
fr olicking sylvan beings. For setta does not appr ove the chaotic
Eir yndul likes to taunt the other Im m or tals teachings of Cr etia, and he ar gued a lot w ith
w ith pr anks and tr icks car efully planned to him in the past, although he does not
em bar r ass them w ithout hur ting them . He consider him a tr ue enemy like Loki, Hel, and
indulges in these jokes tar geting especially Vanya.
M ealiden and Ilsundal. He is also fam ous for FREY
his r om antic escapades both w ith m or tals
Brian, Fredar, Jarilo, Patron of Friendship and
and im m or tals. For this sam e r eason he has a
Fertility, Odin's Tactician
heated r ivalr y against Valer ias, guilty of
r efusing m or e than one of his advances and Fr ey is a tall blond Antalian w ith a char m ing
r idiculing him in fr ont of the other outlook and a lithe figur e (he fights m or e
im m or tals. To avenge him self he sponsor ed w ith clever ness than w ith r aw for ce). He's
Kythr ia, a young im m or tal so sim ilar to dr essed in typical nor thm an's clothes (chain
Valer ias in m any w ays and a for m er cler ic of m ail, longsw or d at his side, hor ned helm and
the goddess of love, w hom the goddess had a pelt cloak). Fr ey is alw ays accom panied by
r epudiated out of jealousy. He is also in his golden m agical boar , Gullinbur sti, w hich
com petition w ith Har r ow , a young im m or tal he r ides w hen char ging into battle, and he
of the Nightm ar e Dim ension w ho hinder ed ow ns Skipbladnir , a m agical ship that can be
his plans too m any tim es and is now folded to becom e so tiny that it fits in his
thr eatening his author ity on the Daendur pockets.
elves. Har r ow is also an ally of Loki in Hule, After his ascension, Fr edar becam e know n
and Eir yndul consider s this the w or st of his am ong the nor thm en as Fr ey, pr otector of the
sins, since Loki r epr esents the negative face Antalian blood. He also took the Kogolor
of Eir yndul: an im m or tal that uses clever ness dw ar ves (w hom he had m et in his m or tal life)
and deceit to br ing destr uction. under his pr otection after Kagyar dum ped
FORSETTA them in the Hollow Wor ld, as w ell as the
Icevale Elves. He is cur r ently Odin's tr usted
Porewit, Patron of Law and Justice, Patron of
advisor and has m any follow er s am ong the
Loyalty, Patron of Vestland
nor thm en as patr on of br aver y in battle,
For setta is a tall blonde Nor se m an w ith a tactics, loyalty, and fr iendship. Given the
noble and calm attitude, w ear ing a w hite legends of his r om antic pr ow ess, he is also
plate m ail and holding a polished r ound know n as god of vir ility and fer tility, and his
78
cult is often associated w ith the cycle of Invention and Crafts, Supreme Technician
seasons and agr icultur e in gener al. Fr ey is Gar al appear s to be a sm all dw ar f-like being
par ticular ly liked by the low er classes w ith a long thin nose, hair y sidebur ns and
because he advocates avoiding fighting eyebr ow s, unkem pt hair and keen eyes, w ith
w henever possible (contr ar y to the com m on a m er r y attitude, alw ays w ear ing colour ful
w ar like m entality of the nor thm en), and if a but a bit dir ty clothes and car r ying a toolkit.
fight is unavoidable, it is better to use
w isdom , cunning, and boldness than r aw Gar al is an industr ious per son and is alw ays
for ce to pr evail. doing som ething, usually per for m ing sever al
differ ent tasks at the sam e tim e to avoid
FREYA w asting tim e. He is extr em ely pr ecise as w ell
Brianna, Fredara, Lada, Patroness of Love and as ingenious and has been blessed w ith a
Beauty, Patroness of Family and Fertility, cr eative spir it not com m on even am ong
M istress of Seidh, Keeper of Souls im m or tals. He hates both Kur tulm ak
(r esponsible for destr oying the gnom ish
Fr eya is a tall blonde Antalian w om an of
r ealm of Falun in the Soder fjor d r egion) and
unsur passed beauty, w ith a slender but
Ranivor us (w hich r epr esents the r esult of an
cur vaceous body, clad in typical Nor se clothes
aber r ant cr ossbr eed betw een gnom es and
(chain m ail, shor t sw or d and sickle at her
tr olls). His only fr iend and ally is his for m er
belt, lam bskin cloak on her shoulder s). Fr eya
patr on Kagyar , w hom he still r egar ds as a
is never seen w ithout her beloved m agical
m aster cr aftsm an to be pr aised and im itated.
necklace, Br isingam en, an ar tifact cr afted for
In the past he has also cooper ated w ith
her by the finest dw ar ven ar tisans, and she
Wayland and Ilm ar inen (tw o pioneer s in the
loves to com b her hair into tw o long br aids
field of inventions like him ) and w ith Fr ey
decor ated w ith jew els.
and Fr eya (to pr otect the Kogolor s).
After her ascension Fr edar a becam e know n
am ong the nor thm en as Fr eya. She also took
HALAV
the Icevale elves and the Kogolor dw ar ves Redhair, Svetovid, Vidar, Patron of Warfare,
(w hom she had helped dur ing her m or tal life) Patron of Weaponsmiths, Patron of Traladara,
under her pr otection. Fr eyja likes to be Patron of Kendach, Protector of M ilenia, Bane
sur r ounded by beautiful things and to show of the Humanoids
her ow n beauty w ithout hidden goals. She is Halav is a w ell-m uscled r ed-hair ed hum an
not a m anipulator , but r ather she enjoys her w ar r ior w ith a golden cr ow n, w ear ing a
sensuality and has a ver y open and br onze cuir ass and w ielding a shor tsw or d.
passionate char acter. Fr eya has deep feelings
for her br other Fr ey and her patr on Odin, Halav is a fier ce enemy of all im m or tal
w hom she consider s as her father. She has a patr ons of hum anoids, w ith the exception of
str ong follow ing am ong the nor thm en as Kar aash, w hom he r espects gr eatly for his
patr oness of w ar r ior w om en, fer tility, beauty, tactical skills and honour on the battlefield.
love and sexuality, and Seidh (pr ophecy). He also despises Vanya for the hatr ed she
show s tow ar ds his pr otégés (the M ilenians),
GARAL GLI TTERLODE and tr ies to hinder her plans w henever they
Garl Glittergold, Patron of Gnomes, Patron of thr eaten the M ilenians or the Tr aldar s.
79
in the end, as Thanatos hopes, but r ather she
believes in the cosm ic or der w hich gives Law
HATTANI STONECLAW
and Chaos their place and tim e in the cycle of
Patron of the Clan of the Bear things. She know s that Law 's pr edom inance
Hattani is a tall and im posing, cooper -skinned over the univer se is near ing its end, and that
hum an w ith a w ell defined body in per fect it's just a m atter of tim e befor e she achieves
condition, w ith a w ise-looking face and her final goal and br ings Ragnar ok to the
squar e featur es m ar ked by w ar paint and M ultiver se. After that, Entr opy w ill r ule and
long black hair gather ed into a ponytail. He she'll be the sole Queen of the univer se. For
w ear s at his neck a talism an w ith the claw s of this r eason it is of par am ount im por tance
a bear hanging fr om a str ip of leather and that she r eincar nates evil beings into
alw ays hefting a w ar ham m er w ith a stone new bor n cr eatur es, incr easing the chaos
head decor ated w ith eagle feather s, w hile his factor in the cosm os and acceler ate Ragnar ok .
only other clothes ar e his deer skin tr ouser s Hel is par ticular ly obsessed w ith shadow s
and boots. and cold ener gies, w hich she feels closely
Hattani is sim ilar to Atr uaghin, ver y r eflective r esem ble her ow n soul. For this r eason she
and just, but ver y quick to act and m or e has m or e follow er s in ar eas w her e cold and
exper t in the tactics of w ar than his patr on, dar kness abound. Hel's only ally is Loki, even
w ho he ser ves w ith unw aver ing devotion. He if their cooper ation is not constant. She is
feels m or e pity than anger for Danel, Odin's sw or n enemy, and opposes the w hole
r ecalling that once he w as a just and capable pantheon of the Aesir. She agr ees w ith Odin's
leader , and concentr ates all his r ancour visions about the com ing of the Ragnar ok, but
against Atzanteotl. she does not intend to play along w ith the
r ole that Odin's pr ophecy assigned her (she
HEL w ill be killed by one of Odin's sons). Instead,
Erel, Kala, Nyt,Hiisi, M arzanna, Patroness of she is tr ying to elim inate m ost of the Aesir
Reincarnation, Keeper of the Netherworld, befor e the Ragnar ok com es, in or der to gain
Queen of Ice and Shadow the upper hand.
Hel has plots going on all over the M ultiver se, Ilsundal is an elder ly elf w ith a w ise gaze,
and she's gr eatly fear ed by m or tals w ho know w hose hair colour and gar m ents change
her. Together w ith Thanatos, she's the m ost accor ding to the fashion of the elves he
pow er ful im m or tal of the Spher e of Entr opy, appear s to (he r epr esents them all after all).
and they com pete fier cely for dom ination. Ilsundal is a patient and thoughtful im m or tal
She is fascinated by the cycle of life and blessed w ith gr eat sensitivity and w isdom . All
death, by the juxtaposition of Good and Evil. the centur ies spent as elf fir st and im m or tal
She does not believe that death shall pr evail after w ar ds only incr eased his quiet char acter
80
and his slow and studied habits. Now he light of know ledge (another aspect of his r ole
show s the m ost ser aphic calm even in the as "light-bear er "). He str ives for the victor y of
m iddle of the m ost fur ious of battles. He the positive spher es (led by Ener gy) over the
alw ays w atches over his follow er s and negative influence of Entr opy. He does not
assur es that the elves still hold to the ancient like str ict codes or law s, so the only r ules he
sylvan w ays and don't abuse of the know ledge pr eaches to his faithful ar e to oppose Entr opy
and ar cane ar ts they m aster. Ilsundal's m ost and its follow er s, to m aintain peace thr ough
tr usted fr iend and ally is M ealiden, the fir st ever y m eans (even w ith w ar ), and to alw ays
king of Alfheim w ho alw ays guar ds his pay him due w or ship.
patr on. Ilsundal is also a good ally of Calitha Ixion em bodies per fectly the spher e of
and Or dana, w ho shar e his love for natur e Ener gy: full passion and vigour , ir onic,
and the elven r ace. He loathes Atzanteotl and hot-tem per ed and alw ays in m otion, but also
Idr is, tw o im m or tals bent on destr oying and contem plative, thoughtful, w ise, and lenient.
cor r upting the elven r ace, and m ust alw ays His m ost tr usted allies ar e Valer ias (his
be on w atch against the evil schem es of these eter nal soul-m ate, despite all the quar r els
Entr opic im m or tals. that m ar k their r elationship), Aster ius (the
I XI ON m ost clever and m er ciless enemy of Entr opy),
and Ka (w ho shar es Ixion's goal of pr otecting
Ayazi/Himayeti/Aksyri, Dazbog, Horon, Idu,
univer sal balance and the Hollow Wor ld). His
Orisis, Otzitiotl, Pyrak, Pyro, Solarios, Father
m ost hated enem ies on the other hand ar e the
Sun, Tabak, Tubak the Lawgiver, Tyr,
m ost pow er ful and r uthless am ong the
Warruntam, Xi-Yang, Lord of Light and Energy
Entr opics, w hich is to say Thanatos, Hel, and
Ixion appear s as a m ale w hose r ace changes Atzanteotl.
depending on those w ho obser ve him . No
m atter w hich r ace he belongs to, how ever , he
KAGYAR THE ARTI SAN
has alw ays a long m ane of shining golden Belsamas, Ka? Gar, M odsognir, Nin? Agar,
hair , flam ing eyelids and his skin tone has a Flasheyes, Pater, Ptahr, Patron of Dwarves,
golden hue. He w ear s a golden silk r obe and Patron of Craftsmen, Protector of M iners
car r ies a flam ing sw or d at his belt, and Kagyar is a sinew y hum an of aver age statur e,
alw ays m oves ar ound on a giant flying w ith a shor t, black, vainly w ell kept chin
flam ing w heel. bear d, gr eying black hair , sm all hollow eyes
Ixion is the em bodim ent of the sun in all its that bur n w ith the flam e of cr eativity, dr essed
glor y, and he has been w or shipped by in a sim ple tunic of w hite linen, w ith a tur ban
m or tals since the beginning of tim e as patr on on his head (or the dr aw n hood), a m edallion
of light, life, and the natur al or der of the at his neck that holds his sym bol and w ith a
univer se opposed to chaos and death. As ham m er and a chisel at his belt.
Tubak the Law giver , he is r ever ed for his Kagyar is the patr on of cr aftsm en and the
ability to r ule w ith the w isdom of com m on dw ar ven r ace, and has little inter est in
sense r ather than thr ough ir on law s. Ixion anything else. He can gr ant gr eat inspir ation
pr om otes know ledge as a m eans to r each to any individual w ho dem onstr ates an innate
salvation: the w ise m en ar e those w ho leave talent for ar ts and cr afts, but tends to becom e
the dar kness of ignor ance to gaze upon the distant and disinter ested in anything else,
81
even if he is infur iated w hen assisting in the he becam e the supr em e hier ar ch after
destr uction of gr eat natur al or ar tificial num er ous centur ies of slow and constant
w or ks. His only tr ue ally is Gar al, w ho he gr ow th. He becam e the faithful com panion of
consider s a br other for their sim ilar ities. He Djaea after her ascension, shar ing her
occasionally collabor ates w ith Ka, Wayland, inter ests and r eflective natur e. At the
and Polunius on am bitious pr ojects that affect m om ent he is par ticular ly car eful in
the Spher e of M atter or ar t in gener al, but m onitor ing the flow of tim e in or der to
hasn?t for m ed w ith them a bond that w ould pr event cr eation of destabilising par adoxes in
define them as fr iends or faithful allies. the Pr im e Plane. M or eover , he is the m ost
Kagyar has no par ticular enem ies, save for inter ested am ong the Im m or tals at
any Entr opics sw or n to destr uction and to the r esear ching the tr uth about the existence of
hum anoids (Or cus and Jam m udar u) that have the Old Ones, as w ell as discover ing the
often inter fer ed w ith his plans. hidden myster y that is behind the
disappear ance of the pr evious gener ation of
KHORONUS
Im m or tals. He is pr eoccupied by the fact that
Fu Shi Liu, Naabu, Father Time, Keeper of the any catastr ophic event that had br ought
Gates of Time, Patron of History and about their disappear ance could happen
Philosophy again in the futur e.
Khor onus is a tall hum an of a solem n KOROTI KU
attitude, so old he appear s ageless yet w ithout
Guan Zi? You, The Shapechanger, Saimpt
being elder ly or hunchbacked, w ith long
Renard, The Supreme Spider, Yehm, The Cheat,
w hite hair and an equally long w hite bear d,
Patron of the Pear Islands and the Tanagoro,
dr essed in a r egal though sim ple tunic.
Patron of Spiders
In the cour se of m illennia Khor onus has
A lar ge black spider com ically plum p w ith the
alw ays tr ied to spur on the m or tals, especially
sm iling face of a hum an w ith negr o tr aits.
gover nm ent leader s, to car efully consider
The second for m is that of a tall Tanagor o,
their ow n r esponsibility to use w isdom and
stately and elegant, dr essed in the r oyal dr ess
far sightedness in their decisions. He favour s
typical of the Tanagor o (the fur of a lion or
the bir th of differ ent philosophic academ ies
tiger ) and the usual scor nful gr in that he
in w hich peacefully ar gue of politics and good
never loses.
gover nm ent. He alw ays car efully ponder s any
pr oblem befor e taking a decision, a fact Kor otiku is patr on of the non-evil ar achnids
w hich often exasper ates his equals, those (in contr ast w ith Ar achne Pr im e), guile and
w ho instead w ant quicker and r esolute jokes that induce r eflection, and for this hates
decisions. M or eover , he exhor ts the faithful, Loki, w ho instead cr eates destr uctive and evil
and their allies, to patient dialogue befor e jokes sole to induce pain and chaos, and is a
acting, in the conviction that it is easier and heated r ival of M asauw u and Har r ow (once
m or e useful to r esolve the pr oblem s w ith his pupil and now ally of Loki), m aster s of
dialectics r ather than w ith the br each of those illusions that he seeks to sm ash.
tr ust. His shr ew d and extr em ely bur lesque
He is univer sally r ecognised as the patr on of char acter m akes him a tr ue and pr oper
w isdom and the myster ies of Tim e, of w hich volcano of ideas and r esour ces. His objective
82
to dr ive other s to use their intellect to sur vive Bozdogan, Farbautides, Lokar, Veles, Patron of
and pr osper , to discr edit clichés and dem olish Hule, Prince of Lies and Deceit
the illusions, and to r econsider the values of Loki typically appear s as a pale skinned
the society in w hich they live and to never do Antalian w ith r ed hair , haw k?s nose and a
the pr edictable. They should accom plish m aliciously clever gaze, w ear ing sim ple
these things by any m eans (the m or e am using Antalian gar m ents of anim al pelts.
and em bar r assing, the better ). Even if at fir st
sight it seem s that his behaviour is ir r ational Loki is a m aster of deceit and tr eacher y. His
and w ithout aim , in r eality Kor otiku alw ays goal is to set his enem ies?against each other
has a ver y pr ecise plan in m ind, and any of to pr ovoke destr uction and suffer ing, and he
his actions ar e dir ected to stim ulate thinking often succeeds in his attem pt thanks to his
in m or tals and in his Im m or tal equals (even if gr eat m anipulation skills.
m ost of them ar e not able to pr ofit fr om the He especially likes to pr etend to be r eady for
ingenuity of their str atagem s). His cult finds r edem ption, lur ing good-w illed im m or tals to
pr oselytes especially am ong shr ew d befr iend him and fight for his cause, and then
adventur er s, m or e astute thieves, and he betr ays their tr ust in the m ost cr itical
r eckless and independent cor sair s. m om ents. Loki does not actively seek new
follow er s as m any other Im m or tals do, since
KORYI S
he is par ticular ly insensitive to the pr ayer s of
Patron of Peace and Prosperity, Patron of his w or shipper s, as he believes that all people
Ochalea w ill follow his w ay eventually. In fact, he
Kor yis is a pur e Alphatian of gaunt physique, believes that all m or tals have a natur al
w ith a pallid com plexion and hollow cheeks, tendency tow ar ds evil and selfishness, and
w ear ing a sim ple tunic and an air of the m ost evident pr oof of this is that the
deter m ination and suffer ing. w or ld is so r ipe w ith tr eacher y and deceit
that causes the m or tals?constant dow nfall. So
Kor yis is the typical pacifist, faithful to the
he sim ply teaches his follow er s to incr ease
or der that r ejects any cutting instr um ent and
entr opy in the w or ld and act for their ow n
to a cr eed that says that it is possible to
gain at the sam e tim e, and this can only be
r esolve all pr oblem s and disagr eem ent w ith
done by becom ing m aster m anipulator s in
dialogue. For this he is not gr eatly follow ed
or der to avoid being deceived fir st.
by the ar dent and chaotic Alphatians, and is
not closely w atched even by the m or e Loki is constantly w eaving his plots and
vehem ent and w ar like Im m or tals. His only deceits against Im m or tals and m or tals alike,
allies ar e Alphatia, Guidar ezzo, the Shaper , par ticular ly as patr on of Hule. Over the
and Razud (the thir d m or e on and off ), w hile centur ies, he has becom e an enemy of Odin
all the Entr opic br inger s of chaos and (because of his alliance w ith Hel), Thor (w ho
destr uction ar e his enem ies; in par ticular he opposed dur ing his m or tal life and r ise to
Alphaks, w ho he?s know n since both w er e im m or tality), Fr ey and Fr eyja (w hose
m or tal and w ho he has never for given for the goodness and loyalty he finds nauseous),
devastation caused to Old Alphatia. Eir yndul and Kor otiku (w ho despise him for
using cunning and deceit for destr uctive
LOKI pur poses). He also likes to tor m ent and
83
r idicule Stodos, Lor d of Ice and another ally w ith a silver ed m ace tied at his belt.
of Hel, but she does not consider this r ivalr y a M inr oth is a w ise and good w illed Im m or tal,
tr ue enm ity and leaves them to bicker like w ho occasionally sends his follow er s om ens
sm all childr en. to inspir e them to peaceful cooper ation. He
M EALI DEN STARWATCHER pr efer s to w atch over their lives w ithout
inter fer ing and teach them that the best w ay
The Guardian, M ilan, The Red Arrow, Patron of
to happiness is thr ough self-esteem ,
Alfheim, Caretaker of the Elves, Patron of
dedication to one?s w or k, and hope. Hope is
Explorers and Adventurers
the centr al point of M inr othism : the faithful
M ealiden appear s as a young w ar r ior elf w ith m ust hope for a better futur e cr eated by the
a dar ing sm ile. He is clad in pr actical hunting chosen of M inr oth, a life w her e only those
clothes of sylvan hues. He alw ays car r ies a w ho w or k w ith honesty and passion can
longbow on his back and has m any spar ks becom e w ealthy and attain tr ue happiness.
hover ing ar ound his head, the speed of w hich
indicate his m ood ? they m ove slow ly w hen
NOB NAR
he is calm and quickly w hen he?s agitated Patron of Halflings, Protector of the Five
Shires, Patron of Adventurers and Audacity
M ealiden is Ilsundal?s chief ally and
bodyguar d, the ever -w atchful car etaker of the Nob Nar appear s as a young halfling in the
Alfheim er s and of all those elves w ho pr im e of his life. He is little m or e than a
w or ship him . Since he took on the m etr e tall but has a lean and stately physique
r esponsibility of pr otecting and saving his w ith sun-tanned skin. His long, black hair is
kinsm en little r em ains of the br isk and gather ed at the nape of his neck . His astute,
m ocking char acter he had dur ing his youth. unintim idating eyes and a cynical and
He is a ser ious and str ong-w illed Im m or tal der isive sm ile on his face pr oclaim his
now , but he has not lost his love for tr oubadour spir it and his big m outh. He
adventur e and epic challenges, and he show s w ear s sim ple tr aveller s clothing, and at his
a pr efer ence for bold and light-spir ited side w ear s his faithful Zanna (a m agic r apier
adventur er s. He is utter ly loyal to Ilsundal?s der ived fr om the tooth of a dr agon).
cause and occasionally cooper ates w ith Nob Nar has never lost his vocation for
Zir chev, as both shar e a love for the w oods enter taining and im possible adventur e, and
and w oodland cr eatur es. He hates Atzanteotl, he w atches w ith favour all those individuals
the nem esis of all sur face elves, and fights all that r isk their lives to follow dr eam s of glor y
Ilsundal?s enem ies. and for the good of the next. He is a faithful
M I NROTH ally of Br indor hin and Cober ham , w ith w ho
he is busy w atching over the w elfar e of the
Patron of M inrothad, Patron of Hope and
hin of the Five Shir es. He has never stopped
Prosperity
adm ir ing and helping his patr on, Sinbad, w ho
M inr oth is a 30 year old athletic hum an w ith is ever ything Nob Nar aspir es to be. Since
black bear d & m oustache, shor t jet-black hair becom ing im m or tal, he has developed a
tied w ith a leather cir clet, a typical Nithian str ong attr action for Ar nelee, a w om an given
nose, tanned skin, spar kling eyes full of hope, of gr eat cour age and astuteness and w ho
w ear ing sailor 's clothes and a br onze cuir ass shar es his passion for adventur e.
84
ODI N ORDANA
Wotan, Viuden, Taranos, Zephyr, Amon, He M other Forest, Thendara, Breig, Tawnia, Uì,
W ho Watches, Grammaton, Jumal, Oloron, Patroness of Sylvan Races, M other of the Elves
Father Sky, Perun, Patron of the Northlands,
Or dana m anifests her self in var ious for m s,
Patron of Fair Rulership and Nobility, Lord of
accor ding to the cultur es she is r ever ed by.
Sky and W inds
- M other For est / Uì : An im posing and
Odin appear s to be an elder ly bear ded m an
ver dant oak tr eant.
w ear ing an eyepatch over his left eye, w ith
- Thendar a / Taw nia : A beautiful elven
br oad shoulder s but an ar ched back, clad in
m aiden w ith long flow ing hair and
gr ey dusty clothes, w ith an old hat and cloak,
em er ald gr een skin clad w ith
holding a long spear w hile w alking w ith a
w oodsm an clothes.
staff. His tw o r avens, Hugin and M unin,
- Or dana / Br eig: A char m ing dr yad w ith
alw ays follow him and he often appear s
em er ald gr een hair and eyes, clad in a
r iding his mythical eight-legged flying hor se,
sim ple thin tunic m ade w ith the leaves
Sleipnir.
of differ ent tr ees.
Odin teaches his follow er s to use their w its
Or dana is a for ce of natur e, and she em bodies
and intelligence in life, seek know ledge and
the m ajesty and tim eless str ength of for ests
w isdom thr ough exper ience, and to keep in
and w oodland r aces. For this r eason, she
touch w ith the w or ld ar ound them . He ur ges
view s her self as pr otector of all the r aces that
his follow er s to becom e w ise and fair leader s,
dw ell in, r espect, and love the for est. On the
follow the exam ple of vir tue and justice of the
other hand, she passionately opposes all
m or e enlightened r uler s, savour the joys of
those civilizations that destr oy w oodland
life and lear n fr om their m istakes instead of
ar eas or m indlessly use fir e (thus, she
living as her m its. He sur r ounds him self w ith
consider s Rathanos and Zugzul her enem ies).
a gr oup of im m or tals he has sponsor ed or
Despite losing m any follow er s to the elven
helped dur ing their quests for im m or tality,
im m or tals, she consider s Ilsundal, Lor nasen
the so-called Aesir and Ásynjur , w ho m ake up
and Calitha loyal allies, and she know s she
m ost of the nor thm en?s pantheon. He?s also
can alw ays count on the Kor r igans?
allied w ith another gr oup of Im m or tals w ho
pr otection, on Zir chev?s aid, and on Ka?s
ar e know n as the Vanir by the follow er s of
w isdom .
the Antalian Cult.
PETRA
His tw o enem ies ar e Hel and Loki. Hel is his
opposite, w ho r eincar nates souls of evildoer s Warden of Traladara, Patroness of Defenders,
to spr ead chaos and evil in the w or ld as m uch Patroness of Besieged Cities
as he r eincar nates the good souls to r ally Petr a is a petite w om an w ith a light
m or e cham pions. Loki is one of the Aesir , but com plexion and shor t dar k hair w ho spor ts a
he?s doom ed to betr ay ever yone m uch like he deter m ined and sever e countenance. She
did w ith his for m er patr on Rathanos. Despite w ear s an ancient br onze cuir ass of Tr aldar or
know ing and for etelling this, Odin insists in M ilenian tr adition and w ields a r ound shield
keeping him am ong his ?childr en?, and close on her left ar m and a heavy m ace in her r ight
by w her e he can keep an eye on him . hand.
85
Petr a is a ver y pr actical im m or tal w ho unpr edictability, danger , vastness, r iches, and
doesn?t like nonsense and tr ivialities. She myster y. Dur ing the evolution of the species,
does not feel pity for those w ho do not have he has alw ays pr esided and w atched over the
the cour age to challenge fate and adver sity oceans; causing stor m s and calm ing the
and pr efer instead to cr y and m our n. She oceans at his w ill in or der to m ake m or tals
pr efer s those char acter s that go on despite under stand just one thing: that he is the
the har dships and never fear to face the unchallenged lor d of M ystar an w ater s, w hich
im possible. Petr a is the patr oness of m any effectively is the only thing that m atter s to
w ar r ior cler ics, of those w ho defend besieged him . Pr otius is a loner and doesn?t
settlem ents, and of Tr aldar s and M ilenians par ticular ly love the hum an or hum anoid
(and their descendants) all ar ound the w or ld. r aces; not that he detests them : he sim ply has
She is often in open disagr eem ent w ith Vanya no inter est in their fate. Usually he r eceives
because of Vanya?s disposition for conquer ing the pr ayer s of sailor s and fisher m en, and he
anything (including Kar am eikos), and either listens to or ignor es them depending
because Vanya is sw or n enemy of the on his w him s. W hat he tr uly values and is
M ilenians. She also despises Leptar (aka only inter ested in ar e the subaquatic r aces,
Hir cism us) w ho played a lar ge par t in the anim als (including those intelligent ones) and
collapse of the last Tr aldar cities. plants. Even so, he can be per suaded to help a
land-based hum an or dem ihum an if it has
PROTI US
per for m ed par ticular ly gener ous acts tow ar ds
Ahti, M anadyn, M anwara, Nithys, Father the sea and the m ar ine beings that Pr otius
Ocean, The Spuming Nooga, Old M an of the pr otects.
Sea, Sovereign of the Oceans and Water,
Patron of Sailors, Protector of M arine Fauna
RAD
Etienne d?Ambreville, Patron of Glantri, Patron
The r ace of Pr otius?s m anifestation for m
of M agic, Lord of Radiance
var ies based on each type of follow er that
w or ships him , but all (hum an, tr iton, m er r ow , Rad appear s to be an elder ly m an w ith a long
etc.) shar e cer tain char acter istics. He alw ays w hite bear d, a gr uff outlook, but w ith keen
appear s w ith the tr aits of a m ale individual of and pier cing eyes, w ear ing a long r obe
advanced age, w ith a bear d, m oustache, and em br oider ed w ith myster ious r unes and
hair of gr eenish algae, w ith a nude body or m agical sym bols.
enveloped by algae that constantly dr ips salt Rad is br illiant, unpr edictable, lonely, and
w ater , and a tr ident held in his fist. His face is ter r ibly stubbor n. W hile he im per sonates
m er cur ial: at one tim e, he is calm and Etienne, he pr etends to be absent-m inded and
ser aphic, then suddenly he is happy, only to gr uff, in or der to m ake other s believe he is
get angr y the next m om ent, passing to senile, w hile his m ind is as keen as ever. Rad
alter nate stages of r eflection or deter m ined enjoys teasing all those people he consider s
by his fixed expr ession. His other too pr oud or stiff-necked by using his typical
m anifestation for m s ar e a gr eat dolphin of Aver oignese ir ony. In par ticular , he ir r itates
r em ar kable intelligence and gigantic w hale. Ixion ever y tim e he can, since he has never
For m illions of year s Pr otius has em bodied acknow ledged his leader ship in his Spher e.
the sea in all its aspects: beauty, abundance, This ir r ever ence for the im m or tal hier ar chy
86
obviously br ings him the sym pathy as w ell as pr oject is the constr uction of a nuclear
the hatr ed of m any fellow im m or tals. Rad?s r eactor know n as the Cham ber of the Spher es
ir r ever ent char acter is often the point of (sim ilar to the Beagle?s Nucleus) under the
m any debates w ithin the Spher e of Ener gy, Refuge of Stone, w ith the only pur pose of
w her e m any hot-headed im m or tals w ho w ant assur ing that all the pr inciples and scientific
to shake the hier ar chy and over thr ow the law s that he based his m or tal life on ar e still
r eigning im m or tals follow his exam ple. viable (a clear sign of an
Despite his stubbor nness and his boldness, obsessive-com pulsive per sonality). For this
Rad is too kind-hear ted to take his enem ies sam e r eason, he is ver y inter ested in Rad?s
ser iously. r esear ches, and even if they ar e not allies,
they often collabor ate to fur ther their
RAFI EL
exper im ents.
Patron of the Shadowelves, Patron of Science
Rafiel is a pacifist but he has alw ays used
Rafiel is a m iddle-aged hum an w ith m eek ever y m eans to fight against Atzanteotl?s
outlook but a pier cing and cunning gaze. He influence over his people. Atzanteotl is his
w ear s a w hite tunic (a scientist?s apr on) and a only tr ue nem esis, and he?s held r esponsible
pair of spectacles. for cor r upting m any Shadow elves (am ong
Rafiel is a calm , w ise, and good w illed w hich ar e the Schattenalfen) to the cause of
Im m or tal. It w as because of his extr em e Entr opy.
hum anity and sense of duty that he helped RATHANOS
the Shadow elves sur vive their affliction and
Ra, Patron of Nithia, Lord of Fire
that he becam e so attached to them . The 14
Ver ses he gave them as his com m itm ents m ay Rathanos appear s to be a 7 foot tall hum anoid
seem har sh at tim es, but they have helped m ade of blazing fir e, w ithout any distinctive
pr otect the Shadow elves and allow ed them to featur es.
thr ive over the centur ies. His follow er s have Rathanos is obsessed w ith pow er and his
how ever alw ays consider ed him ster n and m isogynist view of the univer se, w hich leads
sever e because of these r eligious tr aditions him system atically to oppose ever y fem ale
(such as the habit of abandoning the im m or tal just for being fem ale (the sam e
m alfor m ed babies in the upper tunnels and attitude is also pr esent in m any of his cler ics).
chase off the elder ly elves), but this is only Rathanos?s only inter est is the com plete
because they do not know the r easons behind tr ansm utation of all m atter into ener gy,
these law s. In fact, Rafiel guides var ious par ticular ly fir e.
hum anoids to find and r aise the m alfor m ed
Shadow elves as their babies, to pur ify the He is constantly sear ching for a spell that w ill
Shadow elf r ace of r adiation and infiltr ate his allow his follow er s to tr ansfor m into beings
follow er s am ong the hum anoids. of pur e ener gy, m aking them indestr uctible
and im m or tal. How ever , up to now his
His m ain inter est is the differ ent kinds of r esear ch has not pr oduced the ultim ate spell,
ener gies found thr oughout the M ultiver se, in and ther efor e he continues to push his
par ticular the Radiance, and he has alw ays follow er s along this path, pr om ising them
secr etly studied that sam e ener gy w hich that this is the only w ay they w ill achieve tr ue
m ade him im m or tal. His m ost am bitious
87
im m or tality. If his plan ever happens, he w ill A hum an fem ale w ith dar k, tanned skin, w ith
cr eate a nation of beings that w ill be bor n as a squar e jaw , alw ays w ith a ser ious
m or tals and lear n as fast as only m or tals can expr ession and an im passive air , she w ear s
do, but w ho w ill later becom e eter nal beings black plate ar m our and car r ies at her side a
ser ving the cause of Ener gy. black, executioner ?s axe.
Because of his char acter and goal, he is in Tar astia is obsessed by the concept of Justice.
eter nal conflict w ith m any fem ale im m or tals She helps those w ho pur sue a just vendetta,
(notably Tar astia) and w ith Zugzul, patr on of but only if it concer ns an im por tant and
fir e giants and self-appointed M aster of Fir e ser ious deed. She does not ur ge her faithful to
w ay befor e Rathanos r ose am ong the give out punishm ents that ar e sever er than
im m or tal r anks. the cr im e, but she show s no m er cy w hen
dealing w ith people w ho have deliber ately
TAHKATI STORM -TAM ER
ignor ed the law s. To her thinking, these ar e
Patron of the Clan of the Horse the only pillar s that keep any society fr om
A copper -skinned hum an m uch sm aller than falling into anar chy. Tar astia does not
nor m al, but w ith shoulder s so w ide and appr ove of the m ethods of Kor yis and
m uscular the r esult is both im posing and Alphatia, w hich ar e too peaceful and
thr eatening. The sides of his head ar e shaven per m issive in her view , even if she does not
and the r em aining hair is gather ed in a black consider them enem ies. Her r eal enem ies ar e
m ane sim ilar to that of a hor se, w hilst the r est the chauvinist Rathanos and the br utish
of his body is nude, except for a linen Jam m udar u. Her only ally is Diulanna, w ho
loincloth held up by a belt that also holds the shar es Tar astia?s deter m ination and appetite
scalps of his enem ies, and a dagger car ved for justice.
fr om a buffalo?s hum or ous. TERRA
Since Atr uaghin becam e im m or tal, the tw o Cay, Dun, Fr igg, M ader akka, M other Ear th,
have fr equently collabor ated, and even if they M agna M ater , M ar au-Ixuì, M okosz, M ut,
ar e not tr ue fr iends, they r espect each other Sum ag, Yam ag, Yam uga, Patr oness of Life and
and Tahkati is faithful to Atr uaghin. Because Fer tility
of his fier ce, haughty, and deter m ined
A squat, hum an w om an clad in sim ple br ow n
char acter (w hich fr equently causes him to
r obes w ith dar k skin w ithout any par ticular
r espond to any pr ovocation, placing him in
r acial tr aits. Her expr ession is both ster n and
difficult situations) he doesn?t appr ove of
com passionate. The colour of her hair var ies
Atr uaghin?s calm and tem per ance, and
w ith the tim e of the day: r osy r ed at daw n,
w ishes that Atr uaghin w ould be quicker and
br ow n dur ing the m or ning and after noon,
m or e decisive in pr om oting the cr usade
blond at m idday and black fr om sunset until
against the Entr opic Im m or tals and the Clans?
sunr ise.
enem ies.
Ter r a?s m ain inter est lies in the cr eation and
TARASTI A
pr otection of new living species, and she tr ies
Pax Bellanica, The Judge, Var, Ta Lai Si-Fa, har d to do this especially in those ar eas of the
Patroness of Justice and Revenge, M istress of univer se w her e M atter dom inates. Ter r a
Truth and Order over sees m any aspects of a planet?s or a
88
civilization?s life cycle and she is w or shipped plans fur ther , but m ost of the tim e he has to
thr oughout the M ultiver se as Patr oness of r ely on the thousands of w or shipper s he has
Life, Bir th, and Fer tility. Even if she despises acr oss the M ultiver se to spin his w eb of
the plots and intr igues m ost im m or tals spin w ickedness.
ever y day, she w ould do anything to pr otect
Thanatos has no stable allies, but he never
the inter ests of her ow n Spher e and to
hesitates to use other im m or tals as paw ns or
tr ium ph over death and chaos.
conscious (albeit tem por ar y) allies in his
Ter r a is extr em ely stubbor n and focused on plots, and none of the im m or tals he
ancient law s and or der. She does not follow sponsor ed w ould ever dar e to r efuse his
new theor ies, nor does she pr om ote changes r equests. Thanatos has alw ays sur vived
fr om the pr im eval or der of the M ultiver se. thanks to his incr edible cunning and
Or der and life m ust be pr otected at all costs. m er ciless soul, and, because he know s has all
the tim e in the M ultiver se, he never needs to
THANATOS
r ush his schem es.
Tha-to, Karr, The Grim Reaper, Old Nick,
Father of Demons, Darga, The Eternal One,
THOR
Patron of Death and Destruction Donar, Donegal, Tuatis, The General, The
A hum anoid w r apped in dar k stained Thunderer, Dugong, Patron of Warriors, Lord
bandages that hide his featur es, w ear ing a of Battle and Honour
w ide black r obe, w ith decom posed w ings on A pow er fully built Antalian w ith fier y r ed
his back and a black r usted scythe tightly hair and bear d, w ear ing a chain m ail w ith a
hold in his skeletal claw s. typical Nor se hor ned helm and a huge
Thanatos hates ever y kind of living for m , and w ar ham m er at his belt.
he consider s death as the only possible Thor is the em bodim ent of the per fect
r em edy to the pestilence that the living w ar r ior , and he dem ands his follow er s to stay
spr ead thr ough the univer se. So, he tr ies to tr ue to his code of conduct based on honour ,
br ing death and destr uction ever yw her e: this cour age, and r espect for tr adition. Fear less
w ay Chaos w ill r ule and death w ill be the and ever r eady for battle, Thor has an
per fect state of the univer se. easygoing char acter m ost of the tim e, even if
He uses any and ever y w ay to attain his goals he?s pr one to fits of r age w hen offended or
(both br ute for ce and com plex schem es), teased, som ething Loki loves to do w henever
w hich m akes him the m ost active Entr opic they m eet.
Im m or tal in the univer se. It doesn?t m atter Thor consider s all Aesir as his allies except
how im por tant his goal is (w hether it affects for Loki (w ho doesn?t m iss a chance to
an individual or a w hole countr y); Thanatos r idicule or tr ick him ), and he is often in
alw ays focuses all his effor ts to succeed w ith leaguew ith Hym ir , the only giant im m or tal he
m er ciless devotion, savour ing all of the gets along w ith (thanks to Hym ir ?s ability
individual m om ents of gr ief he causes to the w ith liquor s and a few com m on adventur es
living tow ar ds the final ends. He often loves they had w hile m or tals). He also consider s
to kill m or tals and assum e their identities to Bar tziluth, Bem ar r is, and M adar ua (the only
deceive his enem ies and per sonally push his m or tals he sponsor ed to im m or tality) as his
89
thr ee childr en (M odi, M agni, and Thr ud began to feel a ser ious r ivalr y tow ar ds
accor ding to Antalian legends); pr ecious allies Kythr ia, a young Im m or tal w ho w as once her
alw ays r eady to obey his com m ands. He hates pr iestess and w ho is now under the
Zugzul w ith a fier y passion because he?s pr otection of Eir yndul (another Im m or tal that
patr on of all those evil giants w ho fr equently Valer ias detests for his unendur able
tor m ented his people, and he constantly ar r ogance and his r epeated advances), w ho
w atches Hel?s m oves because of her alliance seeks to steal her place and her follow er s.
w ith Loki. He also opposes Kir anjo, w ho tr ied Fur ther m or e, given his spir ited and unstable
to influence the Nor se ber ser ker w ith his cult char acter , she doesn?t suppor t the pedantr y of
of Gylgar id, and for this r eason he beat him Khor onus, often ending w ith her ar guing
soundly in an open im m or tal contest. w ith him .
VALERI AS VANYA
Ashanti, Biao Hun Xi? Ai, Girder-on of Belbion, Faña, the Grey Lady, the Inquisitor,
Weapons, Hathnor, Isiris, Shaya, Sjofn, Vanu, M atera, Varellya, Patroness of War and
Immortal of Love, Patroness of Passion and Conquerors, Patroness of the Heldannic
Desire, Lady of Charity, Protector of Lovers Knights, Patroness of the Kubitts
A m ost beautiful w om an w ho appear s to be of A hum an w om an of m edium height w ith
the obser ver ?s r ace, dr essed in clothes of br ow n eyes and long br ow n hair w or n in a
uniquely tasteful design and pr ecious jew els single br aid, w ear ing a r ed dr agonscale
typical of the cultur e to w hich she m anifests, ar m our , hor sem an?s clothes and spur s on the
besides a pair of golden ear r ings that boots, and car r ying a pair of w eapons alw ays
r epr esent the r ising sun, a gift of her lover fastened at the belt (long sw or d or shor t
Ixion. sw or d and spear ).
Valer ias is a ver y passionate Im m or tal and as Vanya is the per fect exam ple of a per son w ho
such, her tem per am ent is stor my, pr oud, and lived by leaps and bounds. Dur ing her m or tal
sanguine. She likes to m eddle in the affair s of life, she launched her self w ithout r estr aint
m or tals and is inclined to inter vene indir ectly into ever y w ar , battle, adventur e, challenge,
to help all those m or tals that affect her and even per sonal r elationships. As an
fantasy or dem onstr ate char m and char ism a. Im m or tal, she view s w ith favour all those
These r ushes of blood ar e how ever tr ansitor y, individuals w ho live their life to the m ax as
and so as suddenly as her inter est for a stor y she did her self. Vanya appr eciates above all
or an individual can bloom it can dim inish those follow er s w ho never hesitate w hen
equally r apidly w hen it gr ow s tr oublesom e or faced w ith danger , but ar e pr epar ed to test
pr edictable. Even her r om antic r elationship their faith and their for ce of w ill against
w ith Ixion, w hich has lasted since tim e im possible challenges. On the other hand, she
im m em or ial, suffer s disr uptions fr om tim e to despises cow ar dice and doesn?t hesitate to
tim e w hen Valer ias loses her head to punish cow ar ds and tr aitor s.
som eone else, but in the end she alw ays For Vanya, w ar is an ar t that m ust be
r etur ns to Ixion, w hen looking for stability. appr eciated, pr acticed and under taken
Despite being both the uncontested patr oness ser iously. She believes, in fact, that w ar and
of love and beauty, she has how ever r ecently conquest ar e the m ajor for ces that influence
90
the histor y and cultur e of any society. War
tests people?s w illpow er and r esour cefulness,
w her e only the best sur vive to im pr ove the
ZI RCHEV
w or ld. Likew ise, conquest stim ulates The Huntsman, Leug, Uatumà, Protector of the
pr ogr ess, since it br ings together differ ent Sylvan Races, Patron of Hunting
civilizations (the victor ious and the defeated
A w ell-m uscled har dened hunter w ith a
ones) and for ces them to confr ont each other ,
char m ing look, clad in m im etic hunting
m ixing elem ents of both to gener ate new
clothes (gr een and br ow n) and w ith a
ideas, new possibilities, and new par adigm s.
longbow on his shoulder s, usually
Vanya also know s that w ar br ings accom panied by a gr oup of sylvan cr eatur es
destr uction and desper ation, and that if the or tam ed beasts.
conquer or is not w ise, the r isk of negating all
Zir chev has alw ays been an intr over t and
the benefits of the conquest w ith its
lonely type and, not getting along w ith
dysfunctions (tyr anny, abuse, and indolence
hum ans, he ended up str iking a bond w ith
w er e the m ar k of the M ilenian conquer or s to
anim als. He spent so m uch tim e in the w oods
her ) is high. Ther efor e, only those w ho
that he befr iended the intelligent sylvan
m aster the ar t of w ar w ill be capable of
cr eatur es (centaur s, fey, tr eants, etc.) and
choosing the futur e of the w or ld, and for this
gr ew to love this lifestyle. For this r eason he
r eason, she tr ains her follow er s to cover this
is now a patr on of outcasts and pr eaches
r ole.
toler ance and r espect for fellow beings (be it
Vanya does not like to m aintain the status a m an or som ething else).
quo, since her vision of the w or ld r eflects her
The later Tr aladar an legends distor ted the
per sonality: ever changing and full of
facts and pr esented him only as a huntsm an
possibilities, m uch like any battle. She blesses
and w oodsm an that had the gift of tam ing
the w inner s: she does not car e the pur pose of
ever y anim al he m et, m aking him patr on of
the battle; she just car es for victor y and the
the w oods. Zir chev has never done anything
glor y that com es w ith it. Vanya show s no
to change this view , am ong the Tr aldar s or in
m er cy tow ar ds the loser s or the w eak ones,
Tr aladar a, as he likes their por tr ayal of him .
and she does not car e to pr om ote kingdom s
The Sylvan r aces how ever , have a better
or law s that w ill eventually led to stagnation
under standing of his r eal per sonality and
and ther efor e to indulgence and sloth. She
goals. He has m any allies, all am ong the
encour ages battle and w ar to str engthen her
natur e-or iented im m or tals (fir st and
follow er s and shape healthier futur e
for em ost Halav and Petr a), but only one r eal
gener ations, so that the m or e skilled (not just
enemy: Ruaidhr i, r esponsible for slaughter ing
the str onger ) w ill be victor ious.
a w hole r ace of good-aligned lycanthr opes
Rem em ber ing her distr ess under the (w er ehaw ks).
M ilenians?yoke, Vanya has never for given
them and passionately fights against those
Im m or tals w ho pr otect the M ilenians (Halav
and Petr a above all); adding to her enem ies
Rathanos because of his m ale chauvinist
pom posity.
91
Redu ced Rest
At 1st level you finish a long r est in 4 hour s.
Bon u s Can t r i p
W hen you take this dom ain at 1st level, you gain
the shocking grasp cantr ip if you don't alr eady
know it.
Al t er En er gy
Star ting at 2nd level you can spend use Channel
Divinity to change the ener gy type of a spell.
W hen you cast a spell you invoke your devotion
to the Im m or tals of Ener gy. If the spell has an
ener gy dam age type you can alter it to another
type. The dam age types that can be changed
fr om or to ar e Cold, Fir e, Lightning, and
Can you feel it? Chaos and change all around you.
Thunder.
That is energy: motion, progress and power. If you
want power, that is energy in all its forms. Through En er gy Bl eed
energy lies immortality, for being immortal is the
At 6th level the pow er you channel fr om the
greatest change of all.
Spher e of Ener gy begins to over pow er your
Vandovar Allenas, Priest of Alphatia spells. W hen you cast a dam aging spell, you
add 1 point of dam age to each die you r oll. A
The Spher e of Ener gy is extr em ely dynam ic. At 8th level you gain the ability to infuse your
Ener gy seeks to cr eate m or e ener gy and activity, w eapon str ikes w ith divine ener gy. Once on
and as such is closely tied to the elem ent of fir e each of your tur ns w hen you hit a cr eatur e w ith
and the Chaotic alignm ent. Ener gy consum es a w eapon attack, you can cause the attack to
M atter , slow s Tim e and stim ulate Thought. It is deal an extr a 1d8 dam age of the ener gy type of
opposed to M atter 's attem pt to contr ol it, your choice to the tar get. W hen you r each 14th
Thought's attem pts to define it and Tim e's level, the extr a dam age incr eases to 2d8. The
attem pts to outlast it. ability is affected by Ener gy Bleed.
Over pow er ed
Level Ener gy Dom ain Spells
Star ting at 17th level w hen you cast a dam aging
1st Flame Blade, Thunderwave
spell, you cannot r oll less than a 3 on any of the
3r d Scorching Ray, Shatter dice. Tr eat all r olls of the dice low er than that
as r oll of 3.
5th Fireball, Lightning Bolt
Di sci pl e of Decay
Also star ting at 1st level, your inflict w ound
spells ar e m or e effective. W henever you use an
inflict w ound spell, the cr eatur e takes an
addition am ount of dam age equal to 2 + the
spells level.
M i n or Hex
At 2nd level you can use your Channel Divinity
Life is pain, this is not to be disputed, as you live
to m ake other s m or e susceptible to m agic. As
you will suffer. Every one suffers. People grow
an action you pr esent your holy sym bol and
old and die, nations fall, races go extinct. But
select a tar get to be hexed. For 10 m inutes the
what if we could start anew? That is the promise
tar get has disadvantage on saving thr ow s, this
of Entropy. This world is flawed, the Immortals
effect im m ediately ends if you use the ability
that shaped it ruined it. We can be rid of them,
again dur ing the dur ation. A bless or r em ove
we can be rid of everything. Watch the world
cur se spell ends this effect im m ediately.
burn, and build a perfect one from its ashes.
Sonya the One Eyed, Cleric of Hel Di ssi pat e En er gy
Star ting at 6th level w hen you take dam age
Entr opy fr om any sour ce, r educe the dam age by the
num ber of dice. A sour ce doing 3d8 points of
dam age is r educed by 3 points befor e any other
Cler ic Dom ain m odifier s.
Entr opy is the end of ever ything. Not associated Di v i n e St r i k e
w ith any elem ent, Entr opy is m or e closely
aligned w ith death and evil. Its sole pur pose is At 8th level you gain the ability to infuse your
the destr uction of the other four spher es. It is w eapon str ikes w ith divine ener gy. Once on
the spher e of r ot and decay. Entr opy seeks to each of your tur ns w hen you hit a cr eatur e w ith
destr oy M atter , stagnate Tim e, dissipate Ener gy a w eapon attack, you can cause the attack to
and stop Thought. This dom ain is pr im ar ily for deal an extr a 1d8 necr otic dam age to the tar get.
NPCs, ask your DM befor e selecting it. W hen you r each 14th level, the extr a dam age
incr eases to 2d8.
Level Entr opy Dom ain Spells
Redu ce Pr obabi l i t y
1st Inflict Wounds, Bane
Star ting at 17th level all attacks against you
3r d Crown of M adness, Darkness have disadvantage.
Bon u s Pr of i ci en cy
At 1st level, you gain pr oficiency w ith heavy
ar m or.
En du r an ce
Also at 1st level ever y tim e you gain a level you
gain 1 addition hit point.
For anything to persevere it must stand on its St eady as a Rock
own. Change for its own sake is doomed to fail,
life must have purpose. That is the reason for Star ting at 6th level you gain pr oficiency in
M atter. If everything has a place, everything Str ength saving thr ow s. In addition you have
knows its role. There is no more suffering, there advantage any attem pts to escape being
is no more struggle, every one will do what is gr appled.
expected of them and as a whole our people will Di v i n e St r i k e
prosper.
At 8th level you gain the ability to infuse your
Grund Rockroar, M inister of M inrithism w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
94
Level Thought Dom ain Spells
Bon u s Pr of i ci en cy
At 1st level, you gain pr oficiency in tw o of the
follow ing skills: Ar cana, Histor y, Insight or
Per ception.
Bon u s Can t r i p
W hen you choose this dom ain at 1st level, you
gain the message cantr ip if you don't alr eady
know it.
Befor e it can be done it m ust be conceived.
Deep Th i n k er
W ithout Thought ther e is nothing, m atter
cannot be constr ucted, tim e cannot be At 6th level you gain pr oficiency in Intelligence
m easur ed, ener gy cannot be utilized. W hen you saving thr ow s.
w alk the path of Thought you show your self to
Di v i n e St r i k e
be the tr ue visionar y. Thought gr ow s on its
ow n, you just pr ovide the spar k . Your ideas w ill At 8th level you gain the ability to infuse your
cr aft this w or ld, your philosophies w ill spar k w eapon str ikes w ith divine ener gy. Once on
debate and discussion and cr eate m or e thoughts each of your tur ns w hen you hit a cr eatur e w ith
to be consider ed. Thought cannot be stopped as a w eapon attack, you can cause the attack to
long as som eone w onder s w hy? deal an extr a 1d8 psychic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
Petr ov Rom anov, disciple of Zir chov
incr eases to 2d8.
Thought Savan t
At 17th level w hen you m ake an Intelligence
ability check that lets you use your pr oficiency
Cler ic Dom ain
bonus, you can tr eat a d20 r oll of 9 or low er as a
The Spher e of Thought is m anipulative and 10.
logical. Thought is the essence of the Im m or tals,
it ser ves to categor ize all of existence. Thought
r epr esents r ealization, philosophy and
under standing. Thought is tied to the elem ent
of Air but not any specific alignm ent. Thought
opposes the excesses of Ener gy, attem pts to
m anipulation Tim e and cr eate for m in M atter.
95
Level Tim e Dom ain Spells
Bon u s Sk i l l
W hen you select this dom ain at 1st level you
gain pr oficiency w ith the Histor y skill.
Sen se Ti m e
At 1st level you alw ays know exactly w hat tim e
of day it is.
Tem pu s Fu gi t
Beginning at 6th level, you can take an
additional tur n im m ediately after your nor m al
tur n in a r ound. You cannot use this ability
Everything has its place, a time for its creation again until after a long or shor t r est.
and a time for its end. If nothing is created and if
nothing ends, the world will stagnate. Time is the Di v i n e St r i k e
judge of all things. Because of Time as things end At 8th level you gain the ability to infuse your
new things are created to replace them, the cycle w eapon str ikes w ith divine ener gy. Once on
of life continues. There is no end to time, there is each of your tur ns w hen you hit a cr eatur e w ith
only the next moment. a w eapon attack, you can cause the attack to
Galtar von Breck, High Priest of Vanya deal an extr a 1d8 necr otic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
I m pr oved React i on
Cler ic Dom ain At 17th level you gain pr oficiency in Dexter ity
saving thr ow s.
The Spher e of Tim e pr om otes change and
pr ogr ess. Tim e is constant, alw ays flow ing and
ebbing for w ar d. Tim e r epr esents change and
r ebir th, teaching the futur e w ith the lessons of
the past. Tim e is tied to the elem ent of Water
and the Neutr al alignm ent. Tim e opposes
M atter 's r esistance to change, lessens Ener gy
over tim e, and teaches Thought the lessons of
histor y.
96
Spells and Runes
97
Secret Magical CraftsPrestigeClasses
98
Ti m e an d cost t o l ear n each Ci r cl e: High Illusion: Disguise kit, Gam ing set,
Fir st Cir cle: 7,000 gp/14 days calligr apher 's tools.
Second Cir cle: 28,000 gp/28 days High Necr om ancy: Poisoner 's kit, m ason's
tools, potter 's tools.
Thir d Cir cle: 63,000 gp/42 days
Cr yptom ancy: Calligr apher 's tools, m ason's
Four th Cir cle: 112,000 gp/56 days tools, w oodcar ver 's tools.
Fifth Cir cle: 175,000 gp/70 days W itchcr aft: Disguise kit, alchem ist's supplies,
poisoner 's kit.
Cr aft Featur es
Saving Thr ow s: None
As a Cr aft M age, you gain the follow ing class
featur es. Skills: None
Hit Points
Hit Dice: 1d6 per Cr aft M age level Ar can a Ch eck s
Hit Points per Level: 1d6 (or 4) + your Skill check: M any of the feats r equir e a skill
Constitution m odifier per cr aft m age level. check to activate. Unless other w ise stated, the
num ber of tim es a you can use a Cr aft feat
Pr oficiencies befor e needing a long r est is equal to your
Tools: By cr aft. Intelligence m odifier. Failed skill checks
count as uses.
Alchemy: Alchem ist's supplies, cook's
utensils, glassblow er 's tools. Cr itical Failur e
Dr acology: Light ar m or , leather w or ker 's tools, If the m age is r equir ed an Ar cana skill check
jew eler 's tools. for an effect and r olls a 1, r er oll the die. If the
r esult is another 1 then apply the Cr itical
Elem entalism : Alchem ist's supplies, m ason's
Failur e r esults descr ibed by the Feat.
tools, potter 's tools.
99
Al ch em y Cr itical Failur e: The tr ansfor m ation fails and
ever yone w ithin 20' takes 1d6 points of dam age
1st Ci r cl e of Al ch em y per pound of m ater ial being tr ansm uted. The
At 1st level you have lear ned the basics of lab is autom atically destr oyed.
alchemy, and gain the follow ing benefits:
4t h Ci r cl e of Al ch em y
- Find Com ponents: You m ay m ake a DC10
You have lear ned to channel ener gy into m agical
Ar cana check to know the r equir ed
devices and or ganic m atter.
ingr edients to r eplicate a potion. This
destr oys the potion in the pr ocess. - Tr anscend Ener gy: You can attem pt to focus
- Alchem ical Pr epar ation: You m ay cr eate any ener gy into m atter to cr eate one of the
com m on availability potion as a balm . This follow ing effects:
r equir es a DC15 Ar cana check and 1 hour of - Rechar ge an expended m agic item . Item is
w or k . The balm is good for 1d4 days r etur ned to it's nor m al status w ith its star ting
after w ar ds it separ ates and is useless. If the num ber of char ges.
the Ar cana check is failed the ingr edients ar e - Rever se the aging pr ocess. The r ecipient
lost and the you w ill need to m or e r ever sed 1 w eek of aging per level of the
ingr edients to tr y again. alchem ist. You can use this pr ocess on
your self.
2n d Ci r cl e of Al ch em y - Anim ate a golem . The golem had 1HD per
At 2nd level your alchem ical tr aining intensifies, level of the caster , cost to cr eate the golem is
you gain the follow ing abilities. the sam e as a r ar e m agic item .
- Raise the dead. A cor pse cannot be dead
- Find M agical Com ponents: You can identify
m or e than a num ber of days equal to the
m agical potions on a DC15 Ar cana check . In
caster 's level, it is tr eated as if it has r eceived
addition you can take a bonus action to
a r aise dead spell. In or der to use the pr ocess
identify the dam age type of any m agic item
the alchem ist m ust m ake a DC25 Ar cana
on a DC15 Per ception check .
check, and needs to take the skill check in an
- M agical Pr epar ation: You can now cr eate any
ar ea w ith a lar ge ener gy outbur st like a
potion up to uncom m on availability. These
lightning stor m . Alter natively you m ay
ar e cr eated at half the tim e and speed it
expend spells that do a com bined 60d6 points
w ould take to m ake the potion nor m ally, but
of dam age.
only lasts 1d4 after it is cr eated.
Cr itical Failur e: The lab explodes as above.
3r d Ci r cl e of Al ch em y
5t h Ci r cl e of Al ch em y
You can now begin to change m atter fr om one
substance to another. Your know ledge of alchemy is absolute, you can
now alter your ow n for m .
- Tr ansm ute M atter : You m ay alter one
non-living object to another non-living M utate Lifefor m : You can take on pr oper ties of
object. You m ay change 1lb of m ater ial per another cr eatur e or m ater ial. You can change
exper ience level. Yout can change the item into another cr eatur e, or just adapt par t of its
into another item of the sam e w eight, excess physiology. You m ake a DC20 Ar cana check as a
m ater ial is lost. The item 's value is w or th the bonus action and selects one of the follow ing
caster level x the w eight of the item . You effects:
m ust spend a day inside a fully stocked
labor ator y and m ake a DC20 Ar cana check .
100
- Gaseous Form: As the spell, but cannot effect check, if successful your hands becom e claw s
gear. and attack as a dr agon of the sam e hit dice
- True Polymorph: As the spell, but only equal or lesser to his level. This effect lasts
cr eatur e to cr eatur e. one r ound per level.
- Stoneskin: As the spell. - Dr agon Scal e: You m ust m ake a DC20 Ar cana
check, if successful your natur al ar m or class
Dr acol ogy
becom es equal to a dr agon w ith equal or
1st Ci r cl e of Dr agon s lesser hit dice than his level. This ability last
one r ound per class m age level.
You have begun to under stand the m agic of
- Dr agon W i n g: You m ust m ake a DC20 Ar cana
dr agons.
check, if successful you m anifest w ings of the
- Dr agon Totem : Pick a dr agon type, w hen you chosen type, and can fly at the speed of your
m akes a skill check using a cir cle of dr agons chosen dr agon, your car r y w eight is 100lbs
feat, you m anifests changes into the featur es per char acter level. This ability lasts one
of a dr agon of that color. r ound per cr aft m age level.
- Pr otection fr om Dr agons: You m ust m ake a
DC15 Ar cana check to pr event a dr agon fr om 3r d Ci r cl e of Dr agon s
attacking you. The effect is autom atic if you You gain dr agon's br eath.
ar e a higher total level than the dr agon's hit
- Dr agon Br eat h : You gain a br eath w eapon
dice, other w ise the dr agon m ake m ake a w ill
identical to your chosen dr agon. The dam age
save against your spell pow er to ignor e the
is the sam e as a dr agon w ith equal or lesser
effect. W hile the effect is active the dr agon
hit dice to your char acter level. This ability
cannot attack the w izar d or his par ty,
can be used thr ee tim es befor e needing a long
including casting spells or using a br eath
r est.
w eapon. The dr agon can com m unicate w ith
you and know s your exact location but cannot 4t h Ci r cl e of Dr agon s
har m you. The effect ends if you get m or e You can bend the w ill of dr agons to your ow n.
than 120' fr om the dr agon, or if you or a
m em ber of his par ty attacks the dr agon or - Dr agon M i gh t : You m ay attem pt to dom inate
tr ies to steal fr om the dr agon. a dr agon, the dr agon m akes a saving thr ow
against the your spell pow er , if the dr agon
2n d Ci r cl e of Dr agon s fails to save tr eat the effect as a Dom inate
You have lear ned how to m anifest aspects of M onster spell. The effect lasts 10 m inutes per
dr agons. your cr aft m age level.
- Fir e: Resistant to Fir e dam age, can w alk over - Full Elem ental Contr ol: You m ay m ake a D20
lava w ithout har m for 90ft or 3 r ounds, ar cana check . If successful the you can cr eate
w hichever com es fir st. an elem ental out of appr opr iate m ater ials on
- Water : Resistant to Water dam age, can w alk hand. The new ly cr eated elem ental is
over w ater for 90ft or 3 r ounds, w hichever com pletely under the your contr ol.
com es fir st. - Fir e: You takes no dam age fr om heat, though
- Ear th: Resistant to dam age fr om Ear th still takes dam age as nor m al fr om fir e. The
dam age. Can w alk over quicksand, m ud or you can change the size of a fir e by 2ft per
cr um bling ledges for 90ft or 3 r ounds, r ound at w ill.
w hichever com es fir st. - Water : The you can m ake w ater be as still or
- Air : Resistant to dam age fr om Air dam age. r ough as a stor m equal to 3ft tim es your caster
Can w alk on clouds or clim b sm oke up for 90ft level. You can br eathe w ater at w ill, and has
or 3 r ounds, w hichever com es fir st. advantage on all sw im m ing checks, ignor ing
even cur r ents and w hir lpools.
2n d Ci r cl e of El em en t s - Ear th: The you can cast move earth w ithout
You can sum m on m inor elem entals. using a spell slot. You can never im m obilized
by being bur ied.
- M inor Conjur ation: You m ust m ake a DC15
- Air : The you can cast gust of wind w ithout
ar cana check . On a success the you sum m on
using a spell slot. All m issile attacks against
1d4 m inor elem entals of you focus. The
the you ar e at a disadvantage. The you take
elem entals have the m inim um am ount of hit
no dam age or can be m oved by high w inds.
points they could have. The elem entals w ill
per for m one task, and disappear after Cr itical Failur e: The cr eated elem ental cr eatur e
finishing it. They also vanish after a num ber goes ber ser k, attacking all near by.
of days equal to your caster level.
5t h Ci r cl e of El em en t s
Cr itical Failur e: A elem ental of the r ival elem ent
At 5th level you can change for m into an
appear s, hostile to you.
elem ental.
3r d Ci r cl e of El em en t s M etam or phosis: You m ust m ake an Ar cana D25
At 3r d level you can sum m on all sor ts of check, if successful you becom e an elem ental of
elem ental cr eatur es. your focus. You r etain all spells and abilities. In
addition the you can tr avel to the elem ental plane
- M ajor Conjur ation: As above, except you
of your focus at w ill.
sum m on any cr eatur e fr om the chosen
elem ental plane. That cr eatur e w ill per for m a Cr itical Failur e: An elem ental of the focus type
task exactly as above. appear s w ith m axim um hit points hostile to you.
102
Pen u m br a Ar cana check, if successful a tar get w ithin
120' is attacked by an illusionar y m onster or
1st Ci r cl e of I l l u si on m onster s w ith a CR no gr eater than your
At 1st level you have lear ned the ar t of level. The cr eatur es exist only in the tar get's
hypnotism . m ind, but the dam age dealt is r eal. The
effect lasts until the illusionar y m onster is
- Hypnosis: You m ust m ake a DC10 Ar cana
defeated, you end it, or br eaks concentr ation.
check . If successful the tar get m akes a
You r egains this ability after a long r est.
w isdom save against the your spell casting
ability. If the tar get fails, they act as if they Cr itical Failur e: The illusion fails but you ar e
ar e under a suggestion spell. The suggestion unaw ar e of that. You can take no other actions
cannot m ake the tar get violate their than attem pting to m aintain the failed illusion
alignm ent or har m them selves. The effect until they pass a DC20 Intelligence check at the
ends w hen tar get has per for m ed a task for star t of each r ound.
the Illusionist, taken dam age or the
4t h Ci r cl e of Pen u m br a
Illusionist ends it. If the suggestion isn't clear
the effect autom atically fails. You r egains the At 4th level you lear n how to cr eate item s out of
ability to use this after a shor t r est. shadow.
Cr itical Failur e: You ar e affected by the - Shadow Reality: You m ust m ake a DC20
suggestion instead, w ith the sam e r estr ictions. Ar cana check, if successful you m ay
dimension door fr om one shadow to another
2n d Ci r cl e of Pen u m br a in sight, or becom e a non-cor por eal shadow.
At 2nd level you can now tam per w ith dr eam s. W hile in the shadow you can cr eate
im m ovable solid objects like stair s out of
- Dr eam Alter ation: You m ust m ake a DC12
shadow s. You can alter shadow s w ith in 1
Ar cana check against a sleeping tar get. The
yar d per level.
tar get can be up to 1 m ile aw ay per caster
level. You can send a m essage or a Cr itical Failur e: You ar e instead tr anspor ted to
nightm ar e. If a m essage is sent the tar get the Dim ension of Nightm ar es, w her e you m ust
w akes up w ith the m essage fr esh in their find your ow n w ay back to safety.
m ind. If a nightm ar e is sent, the tar get m ay
5t h Ci r cl e of Pen u m br a
m ake a W isdom save vs. the your spell
casting ability. If successful nothing At 5th level you can cr eate your ow n str onghold
happens. Other w ise the tar get does not fr om the Dr eam lands.
benefit fr om the r est. If the tar get can pass - Dr eam lands: You cr eate an inter dim ensional
tw o saving thr ow s in a r ow they ar e im m une str onghold in the Dim ension of Nightm ar es.
to your pow er Dr eam Alter ation m ay only be This is tr eated exactly like M ordenkainen's
used once per dr eam . M agnificent M ansion, except the m ansion
Cr itical Failur e: The sleeping tar get w akes up does not expir e. To entir e the str onghold you
w ith the know ledge of your identity. m ust m ake a DC20 Ar cana check .
- You can cr eate shadow cr eatur es w ith a CR
3r d Ci r cl e of Pen u m br a up to your level and send them fr om
Star ting at 3r d level you can conjur e illusionar y str onghold on a m ission. This r equir es a
m onster s. DC25 Ar cana check . You can see thr ough
their eyes and hear w hat they hear. They
- Delir ium Tr em ens: You m ust m akes a DC15
103
w ill r em ain until the task is done or they ar e per CR. Cor por eal undead need a fr esh
slain. cor pse, incor por eal just a par t of a cor pse.
The actual r itual r equir es 1 hour per CR and
Cr itical Failur e: The cr eated cr eatur es go
r equir es a Ar cana DC15 check, at the end the
ber ser k instead and attack you.
undead is com pletely loyal to you, unlike
Th an at ol ogy Contr ol Undead. Liches cannot be cr eated.
1st Ci r cl e of Th an at ol ogy Cr itical Failur e: You take 1d6 points of Necr otic
dam age per CR of the cr eatur e attem pted, plus
Star ting at 1st level you lear n how to pr otect
another d6 for each im m unity or special attack
your self again undead.
of the undead. This dam age ignor es any
- Pr otection fr om Undead: You m ust m ake a r esistance or im m unities.
DC10 Ar cana check . W hile this is active a
num ber of undead cr eatur es w ith CR up to 4t h Ci r cl e of Th an at ol ogy
the your level cannot attack anyone w ithin At 4th level you can attem pt to r aise the dead.
10? of the your r itual. Cr eatur es w ith low er
- Raise Dead: You m ust m ake a DC20 Ar cana
CRs ar e affected fir st. This pow er lasts until
check . If successful you can cast Tr ue
the you m ove out of the cir cle, or som eone in
Resur r ection w ithout spell com ponents.
the cir cle attacks.
Cr itical Failur e: You loses 1 point of Constitution
Cr itical Failur e: The you cannot attack undead
for ever y level or Hit dice of the cr eatur e you
instead until you is attacked by one.
w as tr ying to r aise. If this r educes your
2n d Ci r cl e of Th an at ol ogy Constitution to 0 the caster tur ns to a pile of ash
and cannot be r esur r ected by any m eans.
At 2nd level you have developed the ability to
Other w ise the Constitution r etur ns at the r ate of
contr ol the undead.
1 per long r est.
- Contr ol Undead: You m ust m ake a DC15
Ar cana check . If successful he im m ediately 5t h Ci r cl e of Necr om an cy
gains contr ol of undead w ithin 120' w ith a W hen you r each the 5th level of Thanatology
com bined CR equal to your level. This you obtain lichdom .
undead can be contr olled or destr oyed at
w ill. The effect ends at the r ise of the next
At t ai n Li ch dom
full m oon. Liches ar e im m une to this affect. - The Necr om ancer under takes a r itual that
r equir es 20 w eeks to com plete, and costs
Cr itical Failur e: You fall under the contr ol of the
25,000gp. At the end of the r itual the
near est intelligent undead w ithin 120', or goes
Necr om ancer m akes a DC25 Ar cana check . If
catatonic for 1d8 hour s other w ise. You stay
successful the caster im m ediately gains the
under contr ol until the next full m oon or the
follow ing abilities fr om the Lich entr y in the
undead is destr oyed.
m onster m anual:
3r d Ci r cl e of Th an at ol ogy - Dam age Resistance: per lich
W hen you r each 3r d level you gain the ability to - Dam age Im m unity: per lich
contr ol undeal. - Condition Im m unity: per lich
- Tr uesight 120ft
- Cr eate Undead: You can cr aft undead after a
- Legendar y Resistance 3/day
r itual. The r itual r equir es tw o w eeks of
- Rejuvenation
r esear ch per challenge r ating, and 1000gp
- Par alyzing Touch
104
- Tur n Resistance or low er. M ake a DC12 Ar cana check, if
- Undead successful can take contr ol of the nam ed
cr eatur es, w ith a com bined CR equal to their
Cr itical Failur e: The Lich is tur ned into a dem on
level. You can see thr ough their eyes and
of the DM 's choice and is r em oved fr om the
hear w hat they hear. The ability lasts for 1
gam eHigh .
hour. The anim al's actions ar e lim ited by its
Cr ypt om an cy intelligence. To acquir e a r une r equir es 2
Runic m agic is extr em ely danger ous, the m or e w eeks of study, 500gp in cost and a DC12
you use r unes the m or e likely ther e is a Investigation check .
catastr ophe. Each r une used past the fir st in a 3r d Ci r cl e of Ru n es
given day incr eases the chance of a cr itical
Upon r eaching 3r d level you have lear ned to
failur e by 1. So the second tim e you check for a
contr ol the elem ents.
Cr itical Failur e the failur e is confir m ed on a 2,
then 3, 4 etc. - Rune of Pow er : Your lear n the tr ue nam e for
a sour ce of ener gy, (fir e, cold, electr icity, etc).
Cr itical Failur e: Fir st attem pt that day: A stor m
M ake a DC15 Ar cana check to incr ease or
occur s in a 24 m ile ar ea center ed on you. No
decr ease the dam age of a spell using that
tr avel is possible. The stor m lasts 1d12 hour s.
ener gy by a num ber of dice equal to your
Second attem pt that day: A earthquake occur s level. This cannot r educe dam age below 0 or
like the spell. The ear thquake has a 36 m iles incr ease it above 20d6. This m ay be done as
r adius center ed on the you. The ear thquake a r eaction. To acquir e a r une r equir es 4
lasts for one m inute. w eeks of study, 1000gp in cost and a DC15
Thir d or m or e attem pt that day: The stor m and Investigation check .
the ear thquake both occur , and the r une is
4t h Ci r cl e of Ru n es
r ipped fr om the m ind fr om your m ind and m ust
be r elear ned. At 4th level you have lear ned to bind m agic to
item s.
1st Ci r cl e of Ru n es
- Runes of M agic: You lear n to bind spells to
At 1st level you lear n the tr ue nam es for item s. M ake a DC20 Ar cana check, if
com m on elem ents. successful the spell is bound to an item . The
- Rune of M atter : You lear n the tr ue nam e for spell tr igger s w hen the item is used or picked
a com m on m ater ial (gold, sand, glass, ir on). up. Each spell r equir es a differ ent r une.
M ake a DC10 Ar cana check . If successful the Only one r une per item can inscr ibed, the
you can m old the m ater ial 1sq ft per caster r une is per m anent until activated or
level. The m ater ial r etur ns to its nor m al dispelled. The r une is invisible after casting.
shape in 1d4 r ounds. To acquir e a r une You can bind cr eatur e nam es to ar eas to
r equir es 1 w eek of study, 100gp in cost and a pr event the cr eatur e fr om enter ing. You can
DC10 Investigation check . inscr ibe five r unes on a golem to activate it,
at a m ater ial cost of 1,000gp per hit die.
2n d Ci r cl e of Ru n es
Acquir ing a r une r equir es 8 w eeks of study,
At 2nd level you lear n to contr ol non m agical 2500gp in cost and a DC20 Investigation
anim als. check .
- Rune of Life: Your lear n the tr ue nam e for a
non-m agical cr eatur e of anim al intelligence
105
5t h Ci r cl e of Ru n es - Sickness: The victim becom e violently ill, no
m agic can cur e the disease.
Upon r eaching 5th level you have lear ned how - M adness: The victim m ust m ake a W isdom
to contr ol sentient cr eatur es thr ough their tr ue Save vs. your Spellcasting Ability or lose a
nam e. point of Constitution. The only w ay to
r estor e this loss is to find and destr oy the
- Tr uenam e: You lear n the tr ue nam e of an doll.
intelligent cr eatur e. This acts exactly as a Cr itical Failur e: The doll is destr oyed and the
Rune of Life. You can r eplace spells the you suffer the effects of a Bestow Curse spell,
tar get has m em or ized w ith your ow n, and effects up to the DM . The cur se is dispelled
can cast the tar get's spells or inscr ibe them nor m ally.
in your spell book . To acquir e a r une W itches Char m : M akes a DC12 Ar cana check,
r equir es 6 m onths of study, 5000gp in cost if successful the Char m r estor es all lost
and a DC25 Investigation check . Char ism a fr om the W itchcr aft Cir cle for 24
hour s.
W i t ch cr af t Cr itical Failur e: The w itch loses a per m anent
Pen al t i es: After each feat is acquir ed the point of Char ism a.
char acter loses 2 points of Char ism a
per m anently, to a m inim um of 3.
3r d Ci r cl e of W i t ch cr af t
1st Ci r cl e of W i t ch cr af t
At 3r d level you lear n to cr eate m inions to ser ve
At 1st level you have lear ned to br ew potions your needs.
and char m those ar ound you w ith your w or ds.
- Spellbinding: M ake a DC15 Ar cana check, if
- Br ew s and Potions: Identical to the Alchemy successful you conjur e a num ber of
1st cir cle ability Alchem ical Pr epar ation, cr eatur es w hose com bined CR ar e equal to
except the concoction is in the for m of a the your level. The cr eatur es m ust be of the
potion. You do not get the incr eased sam e alignm ent as you. The cr eatur es ar e
pr epar ation tim e like alchem ists how ever. utter ly loyal to you, and you can see thr ough
Cr itical Failur e: The potion has the opposite their eyes. The cr eatur es last until slain or
affect intended. dism issed.
- Silver Tongue: M aks a DC10 Ar cana check, if Cr itical Failur e: Instead of appear ing, the
successful the you gain advantage on all cr eatur e takes over your body for an entir e day.
per suasion r olls for one hour.
4t h Ci r cl e of W i t ch cr af t
Cr itical Failur e: You ar e incapable of falsehoods,
W hen you r each 4th level you gain the ability to
including by om ission for one hour.
shapechange into lesser cr eatur es.
2n d Ci r cl e of W i t ch cr af t - Shapechange: M akes a DC15 Ar cana check
Star ting at 2nd level you have lear ned to cr aft and can assum e the shape of a cr eatur e or
dolls to inflict cur ses upon your enem ies. cr eatur es w hose com bined CR is equal or
less than your s. The cr eatur es cannot have
- Doll Cur se: You cr eate a pair of dolls that
m or e than 4HD each. In the case of m ultiple
look like your victim , the pr ocess taking tw o
cr eatur es you becom es a single cr eatur e and
days per level of the victim , r equir ing you to
contr ols the other s. Dam age dealt to a
place one doll in the victim 's hom e. If the
contr olled cr eatur e is dealt the you w hen
doll is destr oyed all effects end. Each night
you r etur ns to nor m al for m . This ability
you can per for m one of the follow ing actions
lasts until you dispels it.
by m aking a DC12 Ar cana check .
- Pain: The victim takes 1d6 dam age, not Cr itical Failur e: You cannot r etur n to nor m al
r educed by anything. for m , the effect m ust be dispelled nor m ally
106
5t h Ci r cl e of W i t ch cr af t decides to r elinquish contr ol. The victim is
fully aw ar e of w hat is happening w hile
W hen you r each the 5th level of W itchcr aft, possessed. The w itch m ay cast her spells or
you have lear ned to take possession of other use any of the victim 's abilities w hile in
cr eatur es. possession.
Ultim ate Possession: On a DC25 Ar cana check Cr itical Failur e:You possess the victim , but
the W itch m ay M agic Jar into an unw illing your body dies. If you r elease contr ol or ar e
victim as per the spell. The victim m ust be of for ced out by a dispel m agic spell or sim ilar ,
equal or low er level but gets no save. You you die.
m ay stay in the victim s body until you
107
Rune/Nam e Effect Effect Effect Effect
Fehu/Cattle You detect gr eatest Indicates dir ection to a Item of value is under Per m anently
am ount of tr easur e in specifically identified effect of nondetection announces your
90ft. cr eatur e spell for one day ow ner ship of an item
w hen picked up.
Ur ur /Aur och Causes hostile w ild Your str ength becom es All attacker s w ithin 30' None
anim al to becom e 18. w ill only attack your
placid unless a w isdom char acter for dur ation
save is m ade. of effect.
Thur s/Giant Per m anent advantage Hostile giant cr eatur e Char acter enlarges like None
on per suasion skill becom es stunned the spell.
checks against giantish unless it can pass a
cr eatur es. saving thr ow at the
star t of each r ound
As/Im m or tals Gr ants True Sight like Center s a Protection You have advantage on None
spell from Good and Evil in a all saving thr ow s
10' cir cle ar ound you.
Raidu/Jour ney For next six hour s Can autom atically For the next six hour s None
autom atically aw aken if deter m ine w hich w ay is gain advantage on all
enemy or hostile your destination Constitution skill checks
cr eatur e appr oaches due to fatigue or
Kaunna/Fir e For tw o hour s the r une The r une w ill bur n on a None None
w ill bur n on an item w eapon, dealing 3d4
like a tor ch, but not extr a fir e dam age. This
consum e the item . w ill not har m the
Rune goes out if w eapon.
subm er ged.
Wunju/Joy You gain advantage on You gain advantage on Cr eatur es in 20' m ust None
Per for m skill checks in any Per suasion check to m ake Char ism a saving
fr ont of an audience acquir e aid thr ow or stop fighting
Hagla/Cr uelty Casts a lightning bolt Casts sleet stor m None None
like the spell, for 3d6 center ed on your self
dam age for 10 m inutes.
Isar /Ice Fr eezes a 10x10 ar ea of Casts Ice Storm w ithin None None
w ater into ice thick 60'. Dam age is 3d6.
enough to hold your
w eight.
Jar n/Fr uitful Natur e You detect poison of You detect spell None None
any type in food or com ponents or
dr ink alchem ical ingr edients
in 1 m ile.
Ihw ar /Hunter You gain advantage to W hen using Sur vival You autom atically pass None
hit w ith m issile skill to hunt, you can any attem pt to tr ack a
w eapons. autom atically captur e non-m agical anim al.
anim als alive.
108
Rune/Nam e Effect Effect Effect Effect
Pethr u/Unseen You ar e ignor ed by M essages w r itten w hile You know s of pr esence None
those w ithin 60' until the r une is activated ar e but cannot see invisible
effect ends or you invisible except to cr eatur es w ithin 60'
attack . r ecipient
Algir /Elk Your shield gains a +1 You gain advantage on You can cause one None
m agical bonus. savings thr ow s against attack against him to
m agic. m iss autom atically.
Sow elu/Sun One healing effect used You can cast Revivify None None
heals the m axim um just like a cler ic.
am ount of dam age. The
r une then expir es.
Tiw ar /War You can autom atically You ar e im m une to fear Enem ies w ithin 10' None
do m axim um dam age for dur ation of r une. have disadvantage
w hen r olling, r une then testing for fear.
expir es.
Ber kana/Bir ch You cast Barkskin on You have r esistance You can im m ediately None
your self. against next sour ce of use any available hit
dam age dice for healing.
Ehw ar /Hor se You can see thr ough You autom atically Can sum m on specific None
your hor se's eyes. passes any Anim al hor se w ithin one m ile if
Handling skill checks hor se know char acter.
w ith hor ses
M annar /M an You im m ediately know s You can ask thr ee Instantly know the None
m otivation of one questions to a per son dir ection of the ow ner
str anger. that m ust be answ er ed of an item .
in full and tr uthfully.
Lagur /Water You can cast water You can float, Invoking the r une on a Using the r une on a
br eathing. r egar dless of w eight, as ship keeps it fr om stick causes the stick to
w ell has hold up one sinking for 10 m inutes x keep one per son afloat
per son. 1d6. for 24 hour s.
Ingw ar /Gr ow th Causes vegetation to Causes a single item Casts enlarge on a single None
gr ow r apidly in 15', m ade out of a plant anim al.
cr eating difficult m ater ial to becom e 5x
ter r ain. lar ger.
Odala/Bir thr ight Another char acter You ignor e the next None None
im m ediately ignor es attack that w ould
one attack that w ould r educe them to 0 hit
r educe their hit points points. This effect does
to 0 not expir e until attack
is negated.
Dagar /Day Rune becom es br ight as Rune cr eates dar kness Char acter can see None
day for 200'. w ithin 120' of char acter. per fectly in the dar k for
Illum ination is tr eated 120'
as dir ect sunlight.
109
Accou n t i n g
NewSpells At higher levels. W hen you cast this spell using
a spell slot of 4th level or higher , add 10 m inutes
4th Level Divination (W izard) to the dur ation for ever y level above 3r d.
Cast i n g Ti m e: 10 M inutes
Ran ge: 10 feet.
Car een
Com pon en t s: V, S, M (1 ledger w or th 10gp,
2nd level Transmutation (W izard)
consum ed)
Cast i n g Ti m e: 1 action
Du r at i on : Instantaneous
Ran ge: 100 feet
W hen cast on a r oom no bigger than 10x10x10,
this spell checks the m ath of ever y ledger , Com pon en t s: V, S, M (sand paper )
invoice, and sales slip in the ar ea. All er r or s ar e Du r at i on : Per m anent
discover ed, em bezzling detected, and r ecor ds
balanced. Anything suspicious is r ecor ded in This spell r em oves all sea gr ow th fr om a 10x10
the ledger used as a com ponent. This spell is section of a ship. If used as a touch attack, the
taught only by the Dar okin M er chant's Guild victim takes 1d8+1 per caster level on a failed
and M inr othad Tutor ial Guild. saving thr ow. This spell is taught only by the
M inr othad Tutor ial Guild.
Bl each
Cal l u pon Radi an ce
Cantrip (W izard)
5th level Invocation (W izard, Sorcerer/Radiance)
Cast i n g Ti m e: 1 m inute ritual
Ran ge: Touch Cast i n g Ti m e: 1 m inute
Com pon en t s: S Ran ge: Self
Du r at i on : Per m anent Com pon en t s: V, M (soul cr ystal)
W ith a touch you r em ove a stain fr om a cloth, Du r at i on : 10 m inutes per level
non-m agical w r iting fr om paper , or dye fr om
fabr ic. This spell is extr em ely popular w ith the The caster infuses him self w ith the pow er of the
students at the Gr eat School of M agic. Rad, gr anting him 1 Rad die per level. The
caster can spend the die w hen casting a spell to
change one die of dam age per char ge to it's
Cal m W i n ds m axim um value. The spell expir es at the end of
the dur ation or w hen all char ges ar e spent.
3th level Alteration (W izar d) W hen the spell is cast the caster m ust m ake a
Cast i n g Ti m e: 1 action DC 13 Constitution saving thr ow or becom e
exhausted, the DC goes up by tw o for ever y tim e
Ran ge: 360 yar ds
a Radiance spell has been cast since a long r est.
Com pon en t s: V, S, M (bit of sail cloth) This spell is consider ed extr em ely r ar e, casting
Du r at i on : 10 m inutes. it in public, especially in Glantr i or Alphatia w ill
dr aw all sor ts of unw anted attention.
W hen you cast this spell you change all w eather
affects on the w ind char t (Page 109 of the DM G)
fr om heavy to light. It has no effect on fog or
pr ecipitation. This spell is taught nor m ally only
by the M inr othad Tutor ial Guild.
110
Du r at i on : Instantaneous
By touching the w agon you can autom atically
detect w her e the w agon w as packed cor r ectly.
This spell does not guar antee the w agon w ill be
r epacked cor r ectly, just if it w as done r ight the
last tim e. The spell is taught only by the
Dar okin M er chant's Guild.
Cl ear Si gh t
1st level Divination (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: V, S
Du r at i on : Concentr ation
You can see to the hor izon as if it w er e ten feet
in fr ont of you. You ar e r estr icted by nor m al
conditions like fog or dar kness, and can only see
nor m ally or at m axim um r ange. Spells and
abilities that ar e in effect ar e not affected, so
spells like Tr ue Seeing ar e am plified by this
spell. This spell is nor m ally only available
thr ough the M inr othad Tutor ial School.
Ch eck Car avan
4th level Divination (W izard)
Cl i m at e
Cast i n g Ti m e: 1 hour
3rd level Transmutation (W izard)
Ran ge: 1 m ile
Cast i n g Ti m e: 1 hour
Com pon en t s: V, S, M (Cr ystal w or th 100 GP)
Ran ge: 30 feet
Du r at i on : Instantaneous
Com pon en t s: V, S, M (sm all jar of w ater )
This spell finds any flaw s in a car avan befor e it
leaves. Sick anim als, badly secur ed car go, or Du r at i on : 1 hour per level
dam aged w agons, the spell w ill let the caster W hen cast this spell changes the clim ate in 1
know autom atically w hat is the pr oblem . The m ile per level. You can decide any clim ate fr om
spell w ill w or k on car avans up to 100 w agons in ar ctic to tr opical. The w eather w ill behave like
length, but m ust be cast befor e they leave in the the desir ed patter n for as long as the spell is
m or ning. It w ill only detect physical pr oblem s, active. Weather patter ns w ill for m slow ly, it is
not intentions. It w ill not tell you if the guar ds not an instantaneous effect.
ar e planning to r ob you. This is spell is only
taught by the Dar okin M er chant's Guild.
Cl ot h w al l
Ch eck Load 4th level Conjuration (W izard)
Eval u at e
Dou se Fl am e 1st Level Divination (W izard)
1st Level Abjuration (W izard) Ca sting Time: 1 action
Cast i n g Ti m e: 1 Action Ran ge: Touch
Ran ge: 10 feet Com pon en t s: V, S, M (1 platinum piece)
Com pon en t s: V, S, M (spr inkle of w ater ) Du r at i on : Instantaneous
Du r at i on : Per m anent By touching an item you im m ediately know its
You im m ediately extinguish a 10x10 section of value in gold pieces. This spell r eveals nothing
non-m agical fir e. You even r em ove all heat, so other than m onetar y w or th. This spell is taught
ther e is no danger of the fir e r eigniting. This only by the Dar okin M er chant's Guild and
spell has no effect on m agical fir e or cr eatur es M inr othad Tutor ial Guild.
m ade of fir e.
Fi r e Gat e
5th level Conjuration (Cleric) I n f u si on
Cast i n g Ti m e: 1 r ound 6th level Enchantment (Cleric)
Ran ge: 10 feet Cast i n g Ti m e: 10 m inutes
Com pon en t s: V, S Ran ge: 10 feet
Du r at i on : Instantaneous Com pon en t s: V, S, M (bit of buffalo dung)
W hen you cast this you enter any bonfir e lar ge Du r at i on : One day.
enough to cover you com pletely. You take no You m ay cast this spell on a num ber of tar gets
dam age fr om the fir e w hen you do this. You equal to your cler ical level. W hile this spell is
m ay then telepor t to any fir e that you know of, active, each per son under its effect
stepping out of the second fir e unscathed. autom atically passes their next saving thr ow.
The spell for them then expir es. The spell can
expir e on one per son and stay active on
Hu n t i n g Pai n t another.
2nd level Enchantment (Cleric, Druid) ritual
Cast i n g Ti m e: 30 m inutes I n ven t or y
Ran ge: touch 3rd level Divination (W izard)
Com pon en t s: V, S, M (face paints) Cast i n g Ti m e: 10 m inutes
Du r at i on : 1 day
114
Ran ge: Touch
Com pon en t s: V, S, M (sm all abacus) Or i en t at i on
Du r at i on : Instantaneous Cantrip Divination (W izard, Ranger)
You instantly know the contents and quantity of Cast i n g Ti m e: 1 action
any container , w agon or vessel that you touch.
You w ill know w hat is in it, but not anything Ran ge: Self
m or e specific than w hat it is m ade of. You Com pon en t s: S
cannot detect if som ething is m agical inside.
Du r at i on : Instantaneous
You w ill know a chest contains a sw or d, but not
if it is a the king's sw or d. This spell is taught You autom atically know w hich dir ection is
only by the Dar okin M er chant's Guild and nor th w hen you cast this. It does not tell you
M inr othad Tutor ial Guild. anything apar t fr om the or ientation.
Ni gh t w at ch Pr eci pi t at i on
2nd level Enchantment (W izard) 1st level Conjuration (W izard, Druid)
Cast i n g Ti m e: 1 action Cast i n g Ti m e: 10 m inutes
Ran ge: Touch Ran ge: Self
Com pon en t s: V, S, M (bat's w ing) Com pon en t s: V, S, M (vial of pur e w ater )
Du r at i on : 1 night Du r at i on : 1 hour
The affected cr eatur e can see in the dar k as w ell You cr eate a light pr ecipitation or r ain, snow ,
as he could see if it w as daylight, up to 200 feet. sleet or hail in a 120' diam eter center ed on
After 200 feet ever ything appear s to be in a your self. The w eather isn't heavy enough to be
haze. This spell has no affect in daylight, or anything m or e than annoying. Fr ozen
inside or under gr ound. This spell is taught only pr ecipitation w ill m elt in hotter tem per atur es
by the Dar okin M er chant's Guild and M inr othad w hen it hits the gr ound.
Tutor ial Guild.
Pr edi ct Weat h er
Oi l sk i n 2nd level Cantrip (W izard)
1st level Transmutation (W izard) Cast i n g Ti m e: 10 m inutes
Cast i n g Ti m e: 1 action Ran ge: 10 m iles
Ran ge: Touch Com pon en t s: V, S, M (dir t fr om local ar ea)
Com pon en t s: V, S, M (bit of eel skin) Du r at i on : Instantaneous
Du r at i on : 20 m inutes You know w hat kind of w eather and of w hat
You cannot get w et by any m eans shor t of intensity it w ill occur in a 10 m ile diam eter
com plete im m er sion. Rain w ill not touch you, ar ound you. You have a gener al idea w hen the
even w aves acr oss a ship w ill not get you w et. w eather w ill ar r ive, and fr om w hat dir ection.
You suffer no penalty tr ying to see in a stor m
because r ain does not get in your eyes. This
spell is taught only by the M inr othad Tutor ial Qu i ck en Pace
Guild. 2nd level Enchantment (W izard)
At Higher Levels. W hen you cast this spell Cast i n g Ti m e: 10 m inutes
using a spell slot of 2th level or higher , the
dur ation incr eases 20 m inutes for each level Ran ge: Self
above 1st. Com pon en t s: V, S, M (sm all w hip)
115
Du r at i on : 1 day
Any hor se or w agon under your contr ol dur ing Sav i or Fai r e
this spell incr eases it over land tr avel by 2 m iles
for daily tr avel. It has no effect on speed other 2nd level Enchantment (Bard, W izard)
than total daily distance tr aveled. This spell is Cast i n g Ti m e: 1 action
taught only by the Dar okin M er chant's Guild.
Ran ge: Self
At Higher Levels. W hen you cast this spell
Com pon en t s: V, S, M (bit of cologne)
using a spell slot of 3r d level or higher , you
m ove an addition 2 m iles for each level above Du r at i on : 1 hour
2nd. You instinctively know how not to em bar r ass
your self w hen in an unfam iliar setting. You
have advantage in skill checks to m ake fr iends
Ret ai n Pow er in locations w her e you ar e not fam iliar. You
7th level Enchantment m ay not know the language but can get by being
(W izard/Sorcerer/Radiance) a w allflow er or w ith hand gestur es. This spell is
nor m ally taught only by the Dar okin M er chant's
Cast i n g Ti m e: 1 action
Guild and M inr othad Tutor ial Guild.
Ran ge: Self
At Higher Levels. W hen you cast this spell
Com pon en t s: V, S, M (soul cr ystal) using a spell slot of 3r d level or higher , the
Du r at i on : Per m anent dur ation is incr eased by an hour for each level
above 2nd.
You can r etain the Rad dice fr om Radiance
spells per m anently by casting this spell. You
can then spend the char ges w henever you w ish, Sea Legs
stor ing them indefinitely. The m or e Radiance
you stor e in your body the m or e difficult it 1st level Enchantment (W izard)
becom es to cast spells. Ever y five char ges of Cast i n g Ti m e: 1 action
Radiance you have stor ed counts gives a +2 to
Ran ge: Touch
the DC of any skill checks m ade to avoid fatigue
fr om casting Radiance spells. Com pon en t s: V, S, M (bit of lim e)
This spell is consider ed extr em ely r ar e, Du r at i on : 1 hour
casting it in public, especially in Glantr i or W hile under the effects of the spell the tar get
Alphatia w ill dr aw all sor ts of unw anted suffer s no penalties for m oving on a r ocking
attention. ship, and is im m une to seasickness and other
ailm ents br ought on by being unaccustom ed to
ship life. This spell is taught only by the
Rot M inr othad Tutor ial Guild.
2nd level Necromancy (W izard)
Cast i n g Ti m e: 1 action Si l ver Ton gu e
Ran ge: Touch 2nd level Enchantment (Bard, W izard)
Com pon en t s: V, S, M (bit of r ust) Casting Tim e: 1 action
Du r at i on : Per m anent Range: self
You cause a single non-m agic item to decay into Com ponents: V, S, M (silver piece)
uselessness. The item m ust be able to be held in
your hand. Wood r ots, cloth becom es m oth Dur ation: 10 m inutes
eaten, m etal r usts. Item s held by another m ust As long as you do not lie, you have advantage on
be touched w ith an attack r oll, the ow ner of the all Per suasion skill checks. Om issions and
item can m ake a Dexter ity save to avoid the exagger ations ar e per m itted, but if you tell a
item 's destr uction. blatant falsehood the spell ends. Telling
116
som eone ?This is the finest dagger in Dar okin? Du r at i on : Per m anent
is acceptable, but not that it w as w ielded by You cover a 50' r ope or 10x10 ar ea w ith tar. The
Halav him self. This spell is nor m ally taught tar is sticky and w ill bur n if an open flam e is
only by the Dar okin M er chant's Guild and applied to it. Tur pentine w ill r em ove it. You
M inr othad Tutor ial Guild. can cast this spell offensively, if the tar get fails a
Dexter ity save they ar e cover ed in tar , and m ay
be set on fir e as nor m al.
Sm u ggl i n g
3rd level Illusion (W izard)
Cast i n g Ti m e: 10 m inutes
Th or n spear
1st level Conjuration (Cleric, Druid)
Ran ge: Touch
Cast i n g Ti m e: 1 action
Com pon en t s: V, S, M (sm all electr um statue)
Ran ge: Self
Du r at i on : 1 day
Com pon en t s: V, S, M (bit of m istletoe)
This spell can affect a per son, a w agon, or a
ship. W hile affected anyone tr ying to sear ch the Du r at i on : 1 m inute
tar get for hidden contr aband has disadvantage You cr eate a 5' long m agical spear that does
on all Per ception skill checks. It does not m ake 3d10 dam age and can be thr ow n. The spear is
the car go invisible, but people ar e m or e likely to nor m al in all aspects, but disappear s after you
over look it. This spell is taught only by the attack w ith it.
Dar okin M er chant's Guild and M inr othad
Tutor ial Guild, but not openly.
Tal k t o Sea Cr eat u r es Th u n der dr u m
1st level Divination (W izard) ritual 3rd level Invocation (Cleric)
Cast i n g Ti m e: 1 action Cast i n g Ti m e: 1 action
Ran ge: Self Ran ge: 120'
Com pon en t s: V, S Com pon en t s: V, S, M (dr um )
Du r at i on : 10 m inutes Du r at i on : Instantaneous
You gain the ability to com pr ehend and ver bally Your dr um cr eates a deafening noise that dr ives
com m unicate w ith sea cr eatur es for the enem ies aw ay. Cr eatur es, fr iend or foe, w ithin
dur ation. The know ledge and aw ar eness of 10' of you ar e not affected. Cr eatur es CR1 or
m any beasts is lim ited to their intelligence, but less autom atically becom e fr ightened.. Other
at a m inim um beasts can give you infor m ation cr eatur es m ust pass a W isdom saving thr ow or
about near by locations and m onster s, including becom e fr ightened. This spell has no effect on
w hatever they can per ceive or have per ceived cr eatur es w ith m or e hit points than you. All
w ithin the past day. You m ight be able to cr eatur es affected take Thunder dam age equal
per suade a sea cr eatur e to per for m a sm all to your cler ic level.
favor for you, at the DM 's discr etion. This spell W hile fr ightened by this spell, a cr eatur e
is taught only by the M inr othad Tutor ial Guild. m ust take the Dash action and m ove aw ay fr om
you by the safest available r oute on each of its
tur ns, unless ther e is now her e to m ove. If the
Tar cr eatur e ends its tur n in a location w her e it
1st level Conjuration (W izard) doesn't have live of sight to you, the cr eatur e
can m ake a W isdom saving thr ow , on a
Cast i n g Ti m e: 1 action successful save the spell ends for that cr eatur es.
Ran ge: Touch
Tr an scen d Li f e For ce
Com pon en t s: V, S, M (a sm all bit of tar )
9th level Transmutation (W izard, Sorcerer,
117
Radiance) ritual Du r at i on : Per m anent
Cast i n g Ti m e: 2d12 hour s You change all w ater in a 10x10x10 ar ea to ice.
If cast at a r iver or ocean the spell w ill cr eate an
Ran ge: Self
iceber g, w hich w ill be m oved by cur r ents as
Com pon en t s: V, S, M (100,000 gp w or th of exotic nor m al. The ice in non-m agical, and is tr eated
m ater ials as deter m ined by the DM ) as r ough ter r ain if on the gr ound.
Du r at i on : Per m anent
The ultim ate spell of the Radiance, this spell Tr u st
gives you a chance at becom ing an Im m or tal.
Just lear ning this spell should be the goal of an 1st level Cantrip (W izard)
entir e cam paign. The only w ay to acquir e the Cast i n g Ti m e: 1 action
spell is to lear n it fr om a Pr ince or Ar chduke of
Glantr i, be a m em ber of the Br other hood of the Ran ge: Self
Radiance, and have the sponsor ship of an Com pon en t s: S, M (silver piece)
Im m or tal of the Spher e of Ener gy.
Du r at i on : 1 r ound
To cast the spell you m ust have 50
Your gain advantage on the next Deception
Radiance dice saved thr ough the Retain Pow er
check you m ake befor e the spell expir es. This
spell. Once cast the you finds your self floating
spell is nor m ally taught only by the Dar okin
befor e a golden door , w hich becom es m or e
M er chant's Guild and M inr othad Tutor ial Guild.
difficult to r each as the caster tr ies. To r each
the door the caster m ust pass six skill checks in
the for m of saving thr ow s. You m ust save War p Wood
against each saving thr ow at DC25 to pr ove they
ar e w or thy. If you fail any of them you w ake up 1st level Transmutation (W izard, Druid)
in pain at the end of the spell. For 2d4 days you Cast i n g Ti m e: 1 action
have a 30% chance of spell failur e and cannot
cast any Radiance spells for the dur ation. In Ran ge: Touch
addition you m ust m ake a DC15 Constitution Com pon en t s: V, S, M (bit of w yr m w ood)
save or lose a point of Constitution per m anently.
Du r at i on : Per m anent
If all the skill checks ar e passed, you find
You cause a single non-m agic w ooden item to
your self on the other side of the door befor e an
w ar p into uselessness. The item m ust be able to
Im m or tal of the Spher e of Ener gy. The
be held in your hand. Item s held by another
Im m or tal w ill explain ever ything that has just
m ust be touched w ith an attack r oll, the ow ner
happened, and the m eaning behind the
of the item can m ake a Dexter ity save to avoid
Radiance. The Im m or tal w ill then explain the
the item 's destr uction.
last check is a duel. You m ust fight an
Em pyr ean loyal to the Spher e of Ener gy alone.
If you succeed, you have becom e an Im m or tal, if Wat er y For m
you fail your life for ce is used to pow er the
Radiance. If you achieve im m or tality your 2nd level Transmutation (W izard) ritual
char acter is r em oved fr om play to becom e a Cast i n g Ti m e: 1 m inute
pow er ful for ce in the Know n Wor ld.
Ran ge: Self
Com pon en t s: V, S, M (dr op of pur e w ater )
Tr an sm u t e Wat er t o I ce Du r at i on : Concentr ation
3rd level Transmutation (W izard)
You tr ansfor m into a volum e of w ater equal to
Cast i n g Ti m e: 1 m inute your m ass. Your clothing and gear tr ansfor m s
Ran ge: 100 feet w ith you, and you cannot be separ ated. W hile
you ar e in this state you can only be har m ed by
Com pon en t s: V, S m agic w eapons, cannot attack, and m ove 1/3
118
your nor m al speed. In addition you can br eath Wat ch er
w ater nor m ally, but if you ar e in a body of
w ater you m ove along w ith the w ater at the 1st level Divination (W izard)
speed of the cur r ent. Cast i n g Ti m e: 1 action
Ran ge: Touch
Wal l of Wood Com pon en t s: V, S, M (piece of ivy)
4th level Conjuration (Druid) Du r at i on : 1 hour.
Cast i n g Ti m e: 1 action W hen you cast this on a plant or local anim al,
any attem pt to m ove past the plant or anim al by
Ran ge: 120 feet
another cr eatur e as least sm all size or above
Com pon en t s: V, S, M (hear tw ood of an oak) causes the plant or cr eatur e to sound a loud
Du r at i on : Concentr ation, up to 10 m inutes keening noise, clear ly audible to all w ithing 60'.
Undead do not tr igger the effect, but invisible
A nonm agical w all of solid w ood spr ings into and flying cr eatur es do. This spell is nor m ally
existence at a point you choose w ithin r ange. only taught to Tr eekeeper s or For ester s.
The w all is 6 inches thick and is com posed of ten
10-foot-by-10-foot panels. Each panel m ust be At higher levels: W hen you cast this spell using
contiguous w ith at least one other panel. a spell slot of 2th level or higher , extend the
Alter natively, you can cr eate 10-foot-by-20-foot dur ation by 1 hour per 1 slot over 1st.
panels that ar e only 3 inches thick .
If the w all cuts thr ough a cr eatur e?s space w hen Wr at h of At r u agh i n
it appear s, the cr eatur e is pushed to one side of
the w all (your choice). If a cr eatur e w ould be 9th level invocation (cleric)
sur r ounded on all sides by the w all (or the w all Cast i n g Ti m e: 1 action
and another solid sur face), that cr eatur e can
Ran ge: 120 feet
m ake a Dexter ity saving thr ow. On a success, it
can use its r eaction to m ove up to its speed so Com pon en t s: V, S, M (m edicine pouch,
that it is no longer enclosed by the w all. consum ed in the casting)
The w all can have any shape you desir e, though Du r at i on : Instantaneous
it can?t occupy the sam e space as a cr eatur e or You br ing dow n the w r ath of the Im m or tal
object. The w all doesn?t need to be ver tical or Atr uaghin on your foes. Assign a num ber of
r est on any fir m foundation. It m ust, how ever , dice equal to tw ice your cler ic level to the
m er ge w ith and be solidly suppor ted by existing tar geted cr eatur es, the pool m ay be divided any
w ooden suppor ts. Thus, you can use this spell to w ay you decided by you, it need not be the sam e
br idge a chasm or cr eate a r am p. dam age type per tar get. You can descr ibe each
If you cr eate a span gr eater than 20 feet in affect, som e cr eatur e ar e hit by fir e, other s by
length, you m ust halve the size of each panel to lightning for exam ple.
cr eate suppor ts. You can cr udely shape the w all
to cr eate cr enelations, battlem ents, and so on.
The w all is an object m ade of w ood that can be
dam aged and thus br eached. Each panel has AC
15 and 30 hit points per inch of thickness.
Reducing a panel to 0 hit points destr oys it and
m ight cause connected panels to collapse at the
DM ?s discr etion.
If you m aintain your concentr ation on this spell
for its w hole dur ation, the w all becom es
per m anent and can?t be dispelled. Other w ise,
the w all disappear s w hen the spell ends.
119
Goodsand Services
120
M agical Item Availability
M ystar a is a w or ld r ich in m agic. M agical To find an item for pur chase, fir st calculate
devices ar e fair ly com m on, especially in the the var ious m odifier s for city size, location
m agocr acies of Alphatia and Glantr i. Other and item r ar ity. If the per centage is less than
nations like M inr othad and Dar okin ar e so 1% the item is not pr esent at your location.
involved in tr ading that anything can be Other w ise m ake the r oll to see if you can find
found for a pr ice. Indeed, in som e cities the item . Each r oll takes up one w eek of
m agic item s ar e openly haw ked to passer sby, dow n tim e. If you fail the r oll the w eek is
fr om the m undane tool to the exotic ar tifact. w asted. If you fail thr ee r olls looking for the
item , it is not pr esent at that location.
Item Rar ity
National M odifier s
Rar ity Base Cost Chance # Found
Nation Cost M odifier Bonus #
Com m on 75 40% 2d6
Alfheim +25% +20% 1d3
Uncom m on 300 gp 20% 1d6
Alphatia -10% +30% 1d6
Rar e 2250 gp 10% 1d3
Atr uaghin +500% -75% 0
Ver y Rar e 35000 gp 5% 1
Dar okin -20% +15% 1d6
Legendar y 50000+ GP 1% 1 Ever
Ethengar +50% -50% 0
City M odifier
Five Shir es -10% -20% 1d2
Size Population M odifier Bonus #
Glantr i -25% +40% 1d8
Settlem ent <500 -30% 0
Tow n <5000 -10% 0 Ier endi +30% -30% 0
121
Major Importsand Exports
You have advantage tr ying sell m ajor im por ts or buy m ajor expor ts.
You have disadvantage tr ying to sell m ajor expor ts or buy m ajor im por ts.
City Notes Nation Exports Imports
Aasla P Alphatia Gems, Spices, Glass, Ivory, Common Metals Fish, Monsters, Books, Precious Metals, Silk
Athenos P Darokin Meat, Gems, Spices, Ivory, Glass Monsters, Animals, Porcelain, Precious Woods
Atruaghin T Atruaghin Tobacco, Coffee, Tea, Horses Silk, Beer, Semi-precious stones
Biazzan Thyatis Spices, Coffee, Tea, Silk Rare Books, Ivory, Animals
Castellan Soderfjord Dyes, Semi-precious stones, Precious Woods Armor, Fish, Pottery
Darokin City G Darokin Grain, Ivory, Precious Woods, Silk Monsters, Gems, Precious Metals, Horses
Dunadale P Alphatia Weapons, Monsters, Gems, Porcelain Coffee, Tea, Ivory, Grain, Glass
Ethengar T Ethengar Horses, Salt, Hides Weapons, Common Metals, Common Wood
Glantri City G Glantri Rare Books, Monsters, Pottery Gems, Tobacco, Glass
122
City Notes Nation Imports Exports
Kerendas P Thyatis Meat, Wine, Beer, Precious Woods Dyes, Common Wool, Oil, Grain
Kopstar Glantri Oil, Dyes, Common Metals Precious Wood, Semi-Precious Stones, Spices
Malfton P Minrothad Spices, Oil, Porcelain, Grain Common Wood, Meat, Beer, Cloth
Minrothad P, G Minrothad Coffee, Tea, Grain, Fish, Dyes, Beer Precious Metals, Gems, Common Wood,
Pottery, Cloth
Selenica Darokin Rare Books, Cloth, Precious Wood Dyes, Fish, Glass
Specularum P Karameikos Common Wood, Animals, Hides, Precious Weapons, Armor, Horses, Furs
Woods
Tel Akbir P Thyatis Coffee, Tea, Oil, Beer Hides, Cloth, Dyes
Thyatis P Thyatis Silk, Weapons, Armor, Horses Gems, Precious Metals, Spices, Oil, Furs
Verdun P Minrothad Common Wood, Precious Wood, Cloth, Dyes, Silk, Salt, Furs
Rare Books
123
Great Marketsof theKnown World
Al f h ei m is the only tr ue city in the nation of The Gr an d Bazaar of Ylar uam is a fr enzied
Alfheim . Built to concentr ate for eign tr ader s site for tr ading. Her e ever ything m ust be
in one location inside the elven kingdom , it is pur chased thr ough haggling, and coin is not
the best place to find elven goods. the only w ay to pur chases m er chandise.
At h en os Har bor in Dar okin is w her e you can Thyatis' Gr eat M ar k et is one of the busiest in
find alm ost anything, r egar dless of legality. the w or ld. Stalls str etch for m iles as ever y sor t
Busy day and night, the city in know n for it's of good or ser vice can be found her e if you
thr iving and open black m ar ket. look har d enough, not m atter the tim e.
The Cen t r al M ar k et in Dar okin City is possibly Stahl's M ar k et Di st r i ct is the best place to find
the lar gest m ar ket in the w or ld. Anything can the goods of Rockhom e. The m ar ket is the
be found her e, fr om m agical devices to w ild staging gr ound for the car avans, but item s can
anim als. Ever ything has a pr ice her e. be pur chased her e befor e they leave.
Glantr i's Open M ar k et is the place to pur chase M i n r ot h ad Ci t y is one lar ge m ar ket itself.
m agic item s. Pr oduced by the Gr eat School of Fr om the Low er and Upper M ar kets to Cr aft
M agic and local w izar ds, seem ingly ever ything Row , you ar e never far fr om a stor e fr ont in
for sale her e has som e sor t of dw oem er. this m er cantile haven.
The M ar k et of t h e Gol den Cou r t is Ethengar 's The Wor l d El evat or in Atr uaghin is a lift
only tr ue m ar ket. Ther e under heavy guar d constr ucted to m ove m er chants up the plateau.
m er chants can str ike deals w ith the nom ads to The Bear Tr ibe has set up a lar ge tr ading post
pur chase lar ge quantities of livestock . at the base to get goods befor e the other tr ibes.
124
Darokin Guilds Minrothad Guilds
Al -Azr ad. Located in Selenica, Al-Azr ad Cor ser . Set up by hum ans, Cor ser specializes
specializes in tr ade w ith Ylar uam . The guild in luxur y goods. W hile the guild actually
does actual little business w ith the r est of pr oduces ver y few pr oducts, the sheer cost of
Dar okin because of its distant location. them m akes the guild pr ofitable.
Cor u n . Based out of Cor unglain, Cor un El san . Set up by the w ater elves, Elsan is the
focuses on tr ading m er chandise str ictly lar gest ship building guild in M inr othad.
inside of Dar okin. Cor un is know n for it's Elsan m akes a lar ge am ount of m oney
pow er ful political connections. thr ough fishing and w haling.
Fr an i ch . The new est m ajor guild, Fr anich has Ham m er . Com pr ised of dw ar ves, Ham m er
no specialty and instead has inter ests in handles all tr ade dealing w ith m etal and
alm ost ever y type of com m er ce. As befits stone. The guild m akes the finest w eapons
their style, Fr anich is located in Dar okin City. and ar m or s thr ough a secr et pr ocess.
Hal l on i ca. Based in Selenica this is the M er cen ar i es. Actually the standing ar my for
dom inant house in the East. Hallonica M inr othad, the guild is found both on land
succeeds by being one of the m ost politically and in ships. The guild is a political one and
adept houses thr ough m utual diplom acy. is paid for its ser vices by the gover nm ent.
Li n t on . Located in the por t city of Athenos M i n r ot h ad. The nation of M inr othad uses a
Linton is the only nautical tr ade guild in guild str uctur e as its gover nm ent. Neutr al in
Dar okin. They ar e one of the r ichest guilds the affair s of other guilds, M inr othad is still
because of their gr eatly incr eased r ange. the m ost dom inant guild in the nation.
M au n t ea. The m ost pow er ful guild in Qu i ck h an d. A guild consisting of pr im ar ily
Dar okin, M auntea has set the standar d for hin, Quickhand deals w ith leather goods and
political pow er in Dar okin city for centur ies. fuelm aking. The guild also focuses on
M ost innovations have com e fr om M auntea. cr eating dishes and ar t objects fr om clay.
Pen n ydow n . Another guild based in Dar okin Ver di er . Pr im ar ily w ood elves, Ver nier
City, Pennydow n m akes its m oney on sheer specializes in all goods w ood and cloth.
volum e. W hile not of the best quality, their Ver dier also has a duty to handle agr icultur e,
pr oducts can be found ever yw her e. a duty they shar e w ith Guild Quickhand.
Ton ey. The sm allest of the gr eat houses, Sea M er ch an t s. A political guild com pr ised
Toney dom inates lake shipping out of Akesoli. of sailor s and dockhands, the Sea M er chant
Tr ading heavily w ith Glantr i and Atr uaghin, or M er chant Sailor 's guild handles the
Toney also specializes in agr icultur e. tr anspor t of all goods m ade in M inr othad.
Um bar t h . Though based in distant Akesoli, Tu t or i al . A com bination of sever al sm aller
Um bar th m akes its m oney by being the m ost guilds, the Tutor ial Guild handles all legal
w idespr ead guild. Tr ading w ith alm ost ever y pr oceedings and tr ains guild w izar ds in the
know n nation, Um bar th r eaches ever yw her e. w ays of guild m agic.
125
Toolsand Equipment
M any adventur er s in M ystar a ar e tr ained in a tr ade or pr ofession befor e becom ing adventur er s.
For som e, especially in M inr othad and Dar okin, adventur ing is a m eans to acquir e m or e capitol for
a side business. Other adventur er s pick up use tr ades that help them m end or cr eate w eapons,
ar m or or even legal know ledge in cases of legal difficulties.
Weapon s
Item Cost Weight
Nam e Cost Dam age Wt. Pr oper ties
Advocacy Books 75gp 10 lbs
Cestus 1gp 1d4 1 lb. Finesse, Light
Ar m or er 's Tools 35gp 70 lbs
bludgeoning
Bar ge M aking Tools 35gp 7 lbs
Kasas 25gp 1d6 slashing 3 lb. Finesse, Light
Bow yer Tools 15gp 3 lbs
Bar bican 37,000 17 700 Includes tw o tow er s (30'x20'), gatehouse, gate &
dr aw br idge
Building, Wood 1500 15 40 Tw o-stor y, 120' of w alls, door s, stair s, floor s and r oof
Building, Stone 3000 17 60 Tw o-stor y, 120' of w alls, door s, stair s, floor s and r oof
Dungeon Cor r idor 500 N/A N/A 10'x10'x10', stone flagged, stone w alls
Gate, Wooden 1000 20 100 Reinfor ced & Bar r ed, (10'x20')
Gatehouse 6500 17 550 Stone (20'x20'x30'), includes gate and por tcullis
M oat, Unfilled 400 N/A N/A Ditch (10' deep, 20' w ide, 100')
M oat, Filled 800 N/A N/A Canal (10' deep x 20' w ide, 100')
Wall, Castle 5000 17 500 Stone (20'x5'x100') w ith w alk and stair s
Wall, Wood 1000 15 300 Stockade (20'x5'x100') w ith w alk and stair s
133
M osi t i u s Label W h i t e: Not as in dem and as Red Label, this light fr uity w ine is still extr em ely
popular in the Thyatis Em pir e.
Bottle: 16pp, Glass: 13gp
Nor w or l d I ce W i n e: A r ar e im por t fr om Alphatia, this obviously m agically enhanced w ine is cold
no m atter how long it has set out. A unique taste, this w ine is bought m or e for the novelty value.
Bottle: 20pp, Glass: 4pp
Pat x ar an : An acquir ed taste even am ong the Belcadiz elves, this bitter spiced w ine is consider ed
best ser ved w ith the zesty food you find am ong the Glantr ian Elves
Bottle: 2pp, Glass: 2gp
Pu r pl e Gr apesm ash #3: A m ass pr oduced w ine fr om the W izar ds of W ines in Glantr i City, this
w ine can be found in m ost taver ns acr oss the know n w or ld.
Bottle: 1gp Glass: 2sp
Red Dr agon Cr u sh : A r ich hear ty w ine popular am ong adventur er s, this W izar ds of W ines
specialty is in gr eat dem and in M inr othad.
Bottle: 4pp, Glass: 1pp
San gr i a: The m ost com m on of the Belcadiz w ines, this fr uity blend is pr oduced in enough quantity
to m ake it to the tables of m ost taver ns in Glantr i and Dar okin.
Bottle: 2pp, Glass: 2gp
Si l ver Sel ect i on Sh er r y: A extr em ely com m on m ass pr oduced w ine fr om Dar okin, w hose pr im ar y
advantage is it w ill get you dr unk quickly and cheaply.
Bottle: 1gp, Glass: 2sp
Su n l ess Sea Bl u e W i n e: A dw ar ven w ine of unknow n or igin, this dar k blue tinted liquor is filled
w ith unusual but delicious flavor m aking it gr eatly in dem and. Dw ar ves seem to hate it though.
Bottle: 60pp, Glass: 12pp
Br a ndies
Al l 's Reck l ess Br an dy: Br ew ed but once a year on the holiday that gives it the nam e, this liquor is
gr eatly in dem and outside M inr othad as m ost of it is dr unk in a single day.
Bottle: 12pp, Glass: 3gp
Bl ack bot t om Por t : A br andy despite its nam e, this cheap quality Shir e dr ink is fam ous for tasting
better the m or e you dr ink it.
Bottle: 2gp Glass: 1sp
Qu or t w i z: A gnom ish br andy m ade fr om r utabagas and cauliflow er. A unique taste, usually dr unk
by other r aces on a dar e, then follow ed up w ith a chaser , tr aditionally w ith six shots of Wodka.
Bottle: 8gp, Glass: 1ep
134
Ales, Beer s a nd M ea ds
Bl ack h ear t Dar k St ou t : One of the few things to com e out of that dar k land, this stout is a thick and
heady dr ink, w ith m or e than enough kick so you w on't need m or e than a few to for get the day.
Keg: 37gp, Pint: 3sp
Br ok en Lan ds St ou t : An extr em ely str ong beer com ing out of Dar okin, this one is thick enough to
m ake it a sipping beer. The str ong taste is not m eant to be taken all at once.
Keg: 6gp Pint: 5cp
Deep Dar k Pal e Al e: Sold in lim ited quantity by the dw ar ves of Rockhom e, this ale is sur pr isingly
sm ooth for a dw ar ven dr ink . W hile m uch m or e expensive, m ost think its w or th it.
Keg: 62gp Pint: 1ep
Gai t y Local Bl en d: The house br ew of Gaity Island in Alphatia, this beer is know n for its r ich taste,
m er ciful hangover s and over pr iced m ugs. You ar e paying for the nam e.
Keg: 124pp (124gp in Alphatia), Pint: 5gp (5sp in Gaity Island, 1gp in Alphatia)
Hat t i an Lager : W hile the people m aybe unpleasant, their beer is not. This lager is a r ich and
flavor ful blend that alw ays seem s to beg for another r ound.
Keg: 2pp, Pint 8cp
Jar l 's Al e: The com m on nam e of any num ber of ale pr oduced in the Soder fjor d Jar ldom s, this m ass
pr oduced bever age is typically found acr oss the r ealm s in taver ns ever yw her e.
Keg: 1pp, Pint: 4cp
Low Por t Al e: A com m on citr us tasting ale fr om M inr othad, this cheap str ong dr ink is ver y popular
w ith sailor s as they say it keeps scur vy aw ay.
Keg: 6gp, Pint: 4cp
M l ek o Bor su k Gol den Label : A sur pr isingly sm ooth and cr eamy m ead fr om the gnom es, this
r ecipe is kept secr et, though the dr inker s don't ask m any questions.
Keg :2pp, Pint 8cp
Och al ean Gi n ger Beer : Don't let the nam e fool you, this is a Thyatian br ew. M ade w ith a r ather
com plicated br ew ing pr ocess, this br ew has a shar p citr us taste that can sur pr ise you.
Keg: 2pp, Pint: 8cp
Ol d Tow n Lager : A new beer fr om Vestland, Old Tow n is alm ost clear br ew w ith a str ong kick but
flavor ful after taste.
Keg: 62gp, Pint: 1ep
Ross' Fi n est : The pr ide of Klantyr , this Glantr i br ew is the favor ite of Cr ow nguar d w ar r ior s, though
its thick body and extr em ely high alcohol content ar e too m uch for m any m en.
Keg: 7gp 1ep, Pint: 6cp
135
Ru by Dr agon St ou t : The str ongest beer m ade in the Shir es, this nutty stout w ill knock dw ar ves off
their stools, and leave them w ith a str ong w alnut sm ell on their br eath.
Keg: 1pp, Pint: 4cp
Tan gor : Low in flavor , but high in alcohol this cheap beer fr om the Isle of Daw n at least w ill let you
for get how bad it tastes w hen you w ake up.
Keg: 3gp, Pint 2cp
Tr al dar 's Ki ss: An extr em ely com m on, cheap and str ong beer fr om Kar am eikos, this is the beer for
som eone looking to get dr unk on a budget.
Keg: 4gp, Pint 3cp
Wyr w ar f Fu n gal M ead: A ver y unusual m ead fr om Rockhom e, m ade out of fer m ented
m ushr oom s. Dw ar ves m ay favor it, but it is a dr ink other s have to for ce them selves to like.
Keg: 6gp, Pint: 4cp
Zeabu r g Royal M ead: W ithout a doubt the best m ead pr oduced. This Ostland dr ink pr ovides the
r ight am ount of flavor com par ed to its kick . It's a dr ink to enjoy w ithout getting dr unk too quickly.
Keg: 6gp, Pint: 5cp
Spir its
Br am bl er ose Rose W h i sk ey: The best w hiskey fr om the Five Shir es, Br am bler ose is long
fer m ented in r ose w ood vats to give it a ver y distinctive taste. The flavor m akes it quite popular
Bottle: 7gp, Shot: 6sp
Cr ow n gu ar d Bl ack Label : W hile other lands pr efer w ine, the Klantyr e love their w hiskey.
Fer m ented for at least five year s, ther e is no w hiskey in the w or ld better know n than Black Label.
Bottle: 50gp, Shot: 4gp
Jen ev i r : A har sh liquor fr om Glantr i, only the Flaem ish dr ink this str aight. Alm ost ever yone else
m ixes it w ith a w eaker dr ink to lighten the kick .
Bottle: 12gp, Shot: 1gp
Ku m i s: An extr em ely unusual dr ink fr om Ethengar , m ar e's m ilk fer m ented w ith sugar. The taste is
highly exotic w ith a legendar y kick . W hile an acquir ed taste for other s the Ethengar love it.
Gour d: 4gp
Nal ew k i : A str ong fr uit liquor fr om Kar am eikos, this Tr aladar an staple has found a hom e in
Thyatis and elsew her e for it's pleasant flavor and m ild after taste.
Bottle: 16gp, Glass: 2gp
Sapaa: A fr uity liquor fr om the Pear l Islands, this is a m ajor expor t of Thyatis m ainly because of the
ease to br ew it. W hile not the best tasting liquor , it is one of the cheapest.
Bottle: 8sp, Glass: 2cp
136
Sea Sh i r e Bu m bo: The m ost popular r um am ong sailor s of Ier endi, M inr othad and the Shir es,
Bum bo is found on m ost ships. Sailor s pr efer its citr us base for keeping aw ay disease, and the
flavor helps.
Bottle: 4pp, Glass: 1pp
Wodk a: A com m on and cheap bever age fr om Kar am eikos, w odka is a staple in that nation as w ell
as gaining popular ity am ong the peasants in Thyatis and Glantr i.
Bottle: 1gp, Shot: 1cp
Non-Alcoholic
Al -Qah w a: A popular coffee fr om Ylar uam , this is m ixed w ith cinnam on for extr a flavor. Tr aded
heavily, w ith high dem and in Dar okin and the Shir es.
Pound: 10gp, Cup: 2sp
At ?y: A popular Ylar uam tea, this is gaining popular ity due to being br ew ed w ith m int leaves. Even
the stoic dw ar ves and Ethengar i have star ted buying it in bulk .
Pound: 15gp, Cup: 3sp
Her bat a: A Kar am eikos tea, her bata is an acquir ed taste. The local Tr aladar ans love it for its heavy
bitter taste, but it has not caught on it other lands.
Pound 3gp, Cup: 6cp
Kava: An Ier endi her b dr ink, the bitter dr ink is said to have m edicinal pr oper ties. Pr efer r ed by the
local M akai, visitor s to the islands tr y it m or e for its r eputation than its taste.
Glass: 5cp.
Qah w ah S?dah : The m ost com m on Ylar uam coffee by far , this str ong black blend is loved by
adventur er s for its low cost and ease of flavor ing.
Pound: 2gp, Cup 2: cp
Qu i ck h an d Br an d Cof f ee: The Shir e's attem pt to get in on the Ylar uam coffee m ar ket, Quickhand is
a m ild coffee, gr ow n in quantity in Highshir e. W hile not as str ong as Ylar i coffee, it is cheaper.
Pound: 1gp, Cup: 1cp
Veequ ay's Laf f y Fi zz: Despite w hat you think, it's not a gnom ish dr ink . M ade for a r ogue bor n in
ancient tim es, this str ange fizzing dr ink actually tickles as you dr ink it. Popular w ith childr en.
Bottle: 4sp
Zh ? Ch á: A tea fr om Ochalea, Thyatis began expor ting it w hen Em per or Alexian I gr ew fond of it.
It can be br ew ed sever al w ays, fr om sw eet to bitter and in betw een.
Pound: 4gp, Cup: 3cp
137
Cheeses
Ack aw i : An extr em ely popular cheese fr om Ylar uam , this sem i-har d cheese as a m ild salty taste
and holds up w ell in deser t heat. Ylar i view it as a snack m or e than a m eal por tion.
5lb W heel: 4gp, Wedge: 1ep.
Bel l i ssar i an Cr eam Ch eese: Popular Alphatian cheese, this tasty spr ead has been expor ted acr oss
the continent. Cheap, healthy and tasty, it is com m on in m ost m ajor cities.
3lb Loaf: 2gp
Br u n ost : A com m on cheese in the Nor ther n Reaches, Br unost is sw eet chew able cheese, per fect for
a m eal or just a snack on the tr ail.
4lb W heel: 8sp, Wedge: 1sp
Cr ossr oads Br an dy-Ch eese: A unique cheese fr om the Alphatian Isle of Ne'er -do-w ell, this cheese
actually has a high alcohol content. It can be used for cooking, but is usually just eaten plain.
3lb W heel: 10gp, Wedge 1ep.
Dam m e: Found m ainly w ith the Flaem ish of Glantr i, this extr em ely spicy cheese isn't popular
outside its pr incipality except as an ingr edient in som e dishes.
5lb W heel: 8gp, Wedge 2gp
Gl i m m er Ch eese: A tr anslucent cheese fr om Alfheim , this cheese is know n for a m elt in your
m outh flavor , and a str ong taste that lasts for sever al m inutes.
1lb Br ick: 6gp, 1 Slice: 2sp
Hat t i an Br i ck Ch eese: This bitter cheese is extr em ely har d, alm ost im possible to bit off a piece and
difficult to cut w ith a knife. It is m eant to be soaked in lager and chew ed over tim e.
5lb W heel: 4sp, Wedge: 3cp
Labn eh : A Ylar i cheese know n for its sm ooth flavor , it is extr em ely easy to m ake but som ew hat
difficult to expor t. Double pr ice for countr ies not adjacent to Ylar uam .
1lb Loaf: 3cp
M i m ol et t e: This popular cheese com es fr om New Aver oigne in Glantr i. It has a sw eet, nutty flavor ,
and tr anspor ts w ell. It is cur r ently enjoying incr eased popular ity in Dar okin.
2lb W heel: 6sp, Slice: 2cp
M oon h i l l Ni gh t Ch eese: This str ong, bitter cheese is bar ely know n outside the Shir es. It som ehow
gives hin w ho eat it 30' dar kvision for 1d6 hour s once per day. It has no affect on other r aces.
1lb W heel: 5gp, Slice: 1gp
Oscypek : This cheese fr om Kar am eikos is instantly r ecognized by its spindle shaped for m . A ver y
com m on cheese in Kar am eikos, it also tr anspor ts w ell for adventur er s.
Spindle: 3cp.
138
Pr i m : The spr eadable for m of Br unost, Pr im is found m ainly in the Nor ther n Reaches, but
tr anspor ts w ell enough to r each other m ar kets.
1lb Loaf: 2sp
Ru sh an : A ver y tough cheese fr om Ochalea, Rushan is m eant to be cover ed w ith sw eets or nuts so
the eater can savor it over tim e. Eating it plain is not advised.
¼lb Stick: 2cp.
Sat eek a Fan g Ch eese: This dur able cheese is found all over the Shir es and is expor ted to other
nations. A m ild, cr um bly cheese, it is par t of field r ations for m any ar m ies in the Know n Wor ld.
5lb W heel: 6sp, 1 Wedge: 3cp
Sel en i ca Gol d: One of Dar okin's m ost popular expor ts, this cheese is sem i har d until eaten then
alm ost m elts in your m outh. It is also extr em ely popular as a cooking ingr edient.
3lb W heel: 1gp, 1 Wedge: 2sp
Tw ar og: Another com m on Tr aladar an cheese, Tw ar og is a soft cr eamy cheese that does not tr avel
w ell, but is extr em ely easy to m ake. It is a staple in m any diets.
1lb Loaf: 5cp
Wek r an St on e Ch eese: A com m on cheese fr om Rockhom e, it lives up to its nam e. The cheese is
extr em ely har d, the dw ar f sucks on it to soften it, usually w hile he w or ks, r eleasing the flavor
slow ly.
10lb W heel: 8gp, 1 Slice: 1ep
Wer esk al ot Fi ve Year Ch eese: A difficult cheese to m ake, Wer eskalot Five Year is a str ong
extr em ely bitter cheese that is a m ajor cooking ingr edient in sever al nations. It is pr iced
accor dingly.
5lb W heel: 12gp. Slice: 1ep.
W h i t e Noso Ro?ec: An extr em ely str ong and unusual gnom ish cheese, it is consider ed an
expensive delicacy am ong the sm all folk . For other r aces, it is best eaten quickly.
5lb W heel: 3pp, Slice 1gp.
Br eads:
Bagu et t e: A thin cr ispy br ead fr om New Aver oigne, baguettes ar e long loafs of br ead usually eaten
along side br eakfast or lunch.
1 Loaf: 2cp.
Desem : Another Glantr i br ead, Desem is found in Ber gdhoven. Desem is a tangy br ead, often
spiced to the desir es of the Flaem ish living ther e. It has found som e popular ity as a novelty food.
1 Loaf: 4cp.
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Favar o Deep Gr ai n : A popular Shir e br ead, Favar o has a thick taste to it, and is extr em ely chew y.
The hin use som e spices to give it a tangy textur e, incr easing its dem and.
1 Loaf: 7cp.
Kh u bz: The staple br ead of the Ylar i, Khubz is a slightly leavened flat br ead that is used to ser ve
other food w ith. In par ts of Ylar uam it has r eplaced dishes entir ely.
5 Loafs 1cp.
Ku bl at z Spi ced Br ead: A gnom ish delicacy, Kublatz is spiced w ith cinnam on, saffr on, cayenne,
gar lic, pepper m int, ginger and tw elve other spices. Best eaten quickly.
1 Loaf: 2sp
Lef se: A flaky flat br ead com m on to the Nor ther n Reaches. Tr aditional uses is to w r ap other foods
in it and eat ever ything together. Catching on in Rockhom e and Ethengar.
5 Loafs: 1cp
Lon g Br ead: An expor ted staple fr om Alfheim , this bland tasting br ead w ould not be popular
except for the fact it never spoils, m aking it in dem and w ith sailor s and adventur er s.
1 Loaf: 8sp
Lu ci an Sal t Br ead: A com m on staple fr om Seashir e, Salt Br ead does not go bad easily, w hile the
taste leaves m uch to be desir ed, sailor s cannot pass up its longevity.
12 Biscuits: 1cp
M al l ow f er n Dar k W h eat : Another Shir e br ead, M allow fer n is know n for its full taste and
satisfying natur e. It does not take m uch to fill a stom ach, and the flavor is quite enjoyable as w ell.
1 Loaf: 8sp
M an ch eco: Baked by the elves of Belcadiz, this br ead is cooked w ith nuts and fr uits inside, giving it
a ver y pleasant taste. It is one of the few delicacies of Belcadiz the other pr inces enjoy.
1 Loaf: 1ep
M an t ou : A sw eat br ead fr om the Thyatis pr ovince of Ochalea, M antou is m eant to be filled w ith
other tr eats. It is com m only ser ved as a pastr y filled w ith sw eet m eats or candies.
1 Loaf: 3cp
M u l l : The people of Klantyr e love str ength, and their br ead is no exception. W ith a ver y distinctive
flavor and loaded w ith fr uit, M ull is ver y m uch a food of it's land.
1 Loaf: 7cp
Pan em : Possibly the m ost com m on br ead in the Know n Wor ld, this basic Thyatian br ead is given
out fr eely to its people. Know n for being extr em ely easy to m ake, it is a staple ever yw her e.
5 Loaves: 1cp
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Pl ai n Br ei d: Another br ead of Klantyr e, Br eid is a sim ple br ead, though chew y and ar om atic. The
people of Klantyr e bake the loafs tall, so fam ilies can put m or e food w ith them .
1 Loaf: 4cp
Reedl e Br ead: A com m on br ead found in Dar okin, Reedle m akes it r ye br ead baked w ith com m on
nuts. It is found in taver ns acr oss the nation.
1 Loaf: 2cp
Sh adow gat e W h i t e Br ead: The m ost com m on br ead m ade in the Five Shir es. W hile the taste is
nothing special, the hin pr oduce it in enough quantities that it is found of peasant tables
ever yw her e.
1 Loaf: 1cp
Sk yf yr M i l l et Loaf : An extr em ely low quality br ead found in Alphatia, this is w hat passes for food
for the Jennite slaves. Flavor less and har d, it's only r edeem ing quality is it is extr em ely cheap to
m ake.
10 Loaves: 1cp
St on ebr ead: This flaky br ead is a popular expor t fr om Alphatia. Long lasting, w ith a distinctive
but not unpleasant taste, it is a com m on choice for adventur er r ations.
1 Loaf: 3cp
St r eel Ri ver Fl at Br ead: A failed attem pt at Dar okin to copy the br eads of Ylar uam , the Flat br ead
is used as a br eakfast food w ith any host of spr eads.
1 Loaf: 2cp
Th an t abbar Fest i val Br ead: A r ecipe that w on sever al cooking conskill checks in a r ow , this is a
sw eet br ead cooked w ith a nutty glaze sw ir led inside. Consider ed a tr eat for childr en.
1 Loaf: 6cp
Th r esh ol d Sal t ed Ch el b: A com m on br ead in Kar am eikos, Chelb is a sour dough that is used for all
for m s of cooking, One pr actice is to scoop out the ends to m ake a bow l for soup.
1 Loaf: 2cp
Tor t i l l a: This Belcadiz specialty as a flatbr ead m ade fr om finely gr ound flour. Per fect for w r apping
up your m eal into just a few single bites, it is per fect for the adventur er on the go.
5 Tor tillas: 2sp
Vest l an d Zw ei back : This tw ice cooked br ead is com m on in the Nor ther n Reaches. It tr anspor ts
w ell, and can be dipped in jam s to ser ve as a snack . Popular w ith par ents of teething childr en.
2 Sticks: 1cp
Wyr w ar f Fu n gal Br ead: A br ead m ade by dw ar ves fr om fungus. It has a str ange taste, and a
linger ing after taste as w ell. Dw ar ves seem to the only r ace that can stom ach it.
1 Loaf: 4cp
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Ex ot i c Speci al t i es
Al h am br a Gol d Sn u f f : A extr avagance am ong the nobles, this finely gr ound tobacco causes a
r elaxing feel w hen you w ant it, w ithout the need for lighting a pipe or a cigar.
1 Tin: 8gp
Ci gar : M ade w ith fine Belcadiz tobacco leaves, these exquisite sm oking tr easur es ar e tr easur ed by
gentr y ever yw her e. Per fect for celebr ations, they go w ell w ith any of our br andies.
1 Cigar : 4gp
Cocoa: This bean can be tur ned into any num ber of tr eats, and the taste is bor der line addictive.
Im por ted fr om an unknow n location by M inr othad, this delicacy is taking the continent by stor m .
1 lb Bag: 50gp
Locu m : A popular specialty fr om fr om the finer confectioner s of Thyatis, Locum is m ade w ith dates
w r apped in a sw eetened gel then cover ed in pow der ed sugar. Extr em ely popular w ith the nobles.
1 Tin (20 pieces): 4gp
M ok t aar : A str ange dw ar ven tr eat, this is the for m of a har d candy popular am ong its m iner s.
Instead of being sw eet, it tastes of a var iety of m eat pr oducts. A single M oktaar candy lasts for
about six hour s.
1 Pack (six pieces): 6sp
Pem m i can : Fr om the Atr uaghin plateau com es this sm oked bison delicacy. Pow der ed and
flavor ed w ith a var iety of ber r ies, this high ener gy r ation is per fect for adventur er s on long
ter m quests.
1 Pouch: 8sp
Pepper pot 's Pr i sm at i c Taf f y: A tr eat fr om the Shir es, this candy consists of a foot long str ing of
sticky taffy of var ious color s. The delight is that each of the seven color s is a differ ent flavor.
1 Piece: 1cp
Pi pew eed: Gr ow n in m any var ieties acr oss the Five Shir es, w hile a staple am ong the hin, pipe
sm oking is not as com m on in other countr ies. For those that possess the habit, please specify br and
w hen or der ing.
Com m on Quality 1lb pouch: 8sp. Good Quality 1lb pouch: 2gp. Excellent Quality 1lb pouch: 1pp.
Pipe: 1 ep.
Qu azzi di n gs (Candied): A gnom ish confection, The Quazziding is a extr em ely bitter fr uit w hen
candied m akes for one of the m ost unique tastes of extr em e bitter ness and tar t sw eetness.
1 Jar (5 fr uits): 1ep
Tabl et : Fr om the Pr incipality of Cr ow nguar d com es this cr um bly tr eat. M ade w ith butter , eggs and
sugar and flavor ed w ith w hisky. Consider ed a delicacy by the Klantyr e w ar r ior s, and it tr avels
w ell.
1 Half-Pound Br ick: 3sp
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