The Known World

FOR USE WITH GREEN RONIN GAMES’

The Known World
Core Rules Supplement
an Adaptation of Wizards of the Coast’s Known World setting for use with Green Ronin’s Adventure Game Engine Design: Byron D. Molix System Design and Development: Chris Pramas, et al
This is a derivative fan production work based on the original work by E. Gary Gygax and Dave Arneson, and developed by Aaron Allston, Brian Blume, Ann Dupuis, Anne C. Gray, Bruce Heard, Frank Mentzer, Tom Moldvay, Steve Perrin, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim Ward and Jean Wells among others.

Truly a Labor of Love entered into on May 5th, 2010.

Names and concepts herein are copyrighted by their respective owners and this does not constitute a challenge to the ownership of said names and concepts. The unique text of this document is copyrighted (C)2010 and this document is produced for fans’ personal use and may not be bought or sold.

Table of Contents
Introduction Chapter 1 - Characters Character Creation Options Class Options Cleric Elven Mage Backgrounds Dwarf Elf Halfling Human New Focuses & Talents Specializations Chapter 2 - Gear Armor Weapons Adventuring Equipment Chapter 3 - Magic Magical Actions Spell List New Spells Ritual Magic Rituals Magic Items Durability of Magic Items Magical Services Chapter 4 - Setting Overview The Known World Splintered Alphatia Darokin Daro Burgher Master Trader Five Shires, The Knight Hero Glantri Belcadiz Elf Settled Ethengarian Ierendi Ierendi Pirate Hin Pirate Karameikos Minrothad Guilds, The Water Elf Merchant Prince The Northern Reaches Vestland Soderfjord Jarldoms Ostland 1 2 3 4 6 7 9 11 13 16 17 23 24 25 26 27 37 45 46 47 48 49 51 52 53 54 55 56 57 58 59 60 Rockhome Thyatis Ylaruam Ylari Alasiyan The Extant Regions Aengmor Atruaghin Clans, The Broken Lands Ethengar Khanate Central Brun Northern Brun Heldannic Territories Wendar Savage Coast Chapter 5 - The Immortals Popular Immortals Local Immortals Dark Immortals Chapter 6 - Rewards Treasure Magic Items Temporary Items Permanent Items Armor Weapons Wands, Staves and Rings Wondrous Items Art Credits Appendices House Rules Bestiary - A Handful of Adversaries Ghoul Goblin Skirmisher Goblin Chief Goblin Skulker Hill Giant Kobold Ambusher Kobold Witch Ogre Orc Wolf Languages of the Known World Conversion Notes Character Sheet 61 62 63 64 65 66 67 68 69 70 71 74 77 80

83 84 85 86 88 92 93 94 96 97 98 99 100 101 102

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Introduction
There’s always just been something beyond nostalgia that has drawn me back to the Mystara setting time after time. I went through phases of obsession, racking up a collection of box sets for Dark Sun, Planescape, Ravenloft, and even fan favorite Al-Qadim, but it is the Known World that I have eagerly wanted to play more times than not, whether as a game master or a player. I’ve constructed rules tweaks and background for running Mystara with TSR’s ill-fated Dragonlance SAGA system. I delved lightly into contributing fan-areas to the world in Original D&D statistics. I contributed lightly to the D&D 3E conversion of Mystara in the early days. I was excited by the premise of regional feats and using prestige classes to simulate the effect of becoming a Paladin after starting your career as some other class. When Fourth Edition came out I went further and not as far afield, re-envisioning the Known World as a 4th Edition campaign setting. Then I looked at the Dragon Age RPG. I got into it because of the console/computer role-playing game by BioWare, but when I looked at it closely, it appeared to be a modern invention directly inspired by the original rules. The Adventure Game Engine, the system that powers Dragon Age, is solid enough in my mind to proceed with a conversion effort. And this is my version of that conversion. It is not a full game, nor a full setting. With the thousands of pages of material in print, plus more available on the web I feel that the actual setting of Mystara is already fairly well represented. I have provided everything you need to get started playing given a copy of the Dragon Age rules, but anything 1 beyond an overview you have to provide yourself. At some point in the future, perhaps with help, a more complete Setting may be generated, or consolidated for the world. As such, this is my Mystara, not the setting of a particular rules edition, or a particular gazetteer series. Some things have been kept more or less verbatim, , others altered as holdovers from my 4E project, (such as the Five Shires), still others were replaced entirely with other fan works I admired, such as John Biles’ Ierendi. This is very much the Mystara I would produce if given the job today, not when the first module was penned. Some things will be somewhat different because I either forgot something, couldn’t make it fit, or didn’t care to include it in the first place (the Hollow World would be its own conversion effort). I may have even made some blatant mistakes. I will explain my philosophy, and hopefully you won’t need a play by play of what’s not a verbatim conversion. I have converted with an eye to original spirit first, and rules second. I don’t intend to have a mathematical conversion of every character / monster / spell or magic item. Where possible, I’ve included some of my thought process in each chapter introduction. As far as scope is concerned, this volume is concerned with the Known World and covers creating characters native to that region of Brun, (the continent) and campaigning in the Known World countries and environs. If a character background is

available only in a single nation, it is detailed with that nation. In some nations, such as Thyatis, further backgrounds have been held back to the companion volume Adventures Afar. Others will not be introduced until that volume simply because the country itself seems to be more genre specific and less core Mystaran. The Atruaghin Clans and Ethengar are specific examples of this latter group of backgrounds.

Chapter 1 - Characters
Character Creation Options
Character History Focus
In the interest of improving 1st level play, player characters may select a focus for free before applying their class choices. However, if they go this route, they must create an anecdote or character history note about the character that highlights that focus. This may be a focus available to their background, but must be explained in a non-traditional way if it is.
Example: Tim is creating a traladaran mage, and he wants the Dexterity (Legerdemain) focus. His background doesn’t even allow for this possibility. Rather than waiting until 3rd level, he takes the focus for free now, and writes up an account of how he spent more time learning from street performers than he did in learning the history and advanced theories of magic. When he writes up his background further, he fleshes this aspect out as well, coming up with the name of a mentor, and contact. Example: Rory is creating a dwarven warrior, and he wants the Strength (Smithing) focus. Any dwarf may roll that result on their background table, but Rory rolled Weapon Group: Axes and +1 Willpower. He must come up with an anecdote of how he learned to smith that is more unique than “I was apprenticed to a smith”.

Ethos
Dragon Age makes an assumption that the ethos of a character is buried underneath multiple levels of selfless or selfish characterizations. Even the most despicable traitor has his reasons for his deplorable actions and not every priest or leader is altruistic in their insistence that the wounded be healed. The Mystaran Known World setting however views these philosophical stances as important enough to categorize most of the world’s intelligent inhabitants accordingly. This is even more important when dealing with the Immortals and their extraplanar servants. In reconciling the lack of alignment in Dragon Age with the highly typed alignment of the original game, I have created certain tags rather than utilizing the Law / Chaos axis. Characters may have multiple tags. Various characters who fall into the same categories will likely have completely different degrees of philosophical fervor for these characterizations. Together, these characterizations define a character’s ethos. Altruistic: An altruistic individual is compassionate, and takes action because it is the kind or right thing to do. An altruist may respect laws but is not afraid to break them for a

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good cause. Altruists rebel against corrupt government and tyrants alike. The reasons for these actions are known only to the altruistic. Cruel: A cruel individual enjoys seeing others in pain. This says nothing of their personal code or ability to empathize with others. Typically attempts to change such an individual with reason or appeals to a better nature are doomed to fail. The only constant with the cruel is that they enjoy the misfortune of others. Harmonious: A harmonious person desires parity, balance and fairness everywhere. They tend to act sparingly, choosing to impact others very little unless in an environment of extremes. Some are most concerned with societal harmony, and others with fairness. Some are motivated to raise the lot of the disadvantaged. Others don’t get involved until the disadvantaged rebel against the authorities. Honorable: An honorable individual acts according to a set of rules, often defined by his society. He acts loyally toward authority figures. He seeks order within his society. He may use the law to his advantage, or disregard the spirit of the law. However, he obeys the letter of it. Whether this is because of beliefs or to maintain legal superiority it is true regardless. Independent: An independent wants the freedom to run his life as he sees fit. He may bend a knee in respect to an authority figure, but will never show true deference to a dictator who is affecting his quality of life. Independents may depend on others or be loners, but tend to value freedom, especially their personal freedom, above all else. Mercenary: The Mercenary is out to improve his or her own lot in life. They will break agreements, cheat, lie, steal, intimidate or even kill to get what they feel they deserve. Ambition or greed can drive them from moral ambiguity to depravity. Even at the lowest levels, a mercenary can be enticed to betrayal far easier than most other characters. Unaligned: If a character is none of the above, he is unaligned and therefore believes in live and let live. If offered enough compensation, an unaligned individual might do anything. He may be moral or amoral. Unless being personally oppressed the unaligned will do very little about perceived injustice.

Clerics and Ethos While ethos is optional for other player character classes, clerics must choose ethos characteristics when they are created, and these characteristics remain important throughout their career. Even if their ethos is unaligned, they must choose because it affects their initial spell list, and how extraplanar entities interact with them. Altruistic, and Honorable characteristics are tied to the Light School. Cruel and Mercenary are tied to the Shadow School. Harmonious, Independent and Unaligned are neutral in ethos. When a class, specialization or talent refers to a neutral ethos this is what is meant.

Class Options

Regarding classes, Mystara needs a few class modifications or insertions to feel right to me. Clerics, holy warriors who channel power into spells, and Elven mages who can cast in melee while wearing armor. Furthermore, there needed to be a clear divide between divine magic and arcane magic. Magical healing has always been the province of divine magic in Mystara, and clerics also had the bulk of “buff” and “debuff” spells. After looking at clerics, I then looked at Rakes, Elves and a few other classes from the gazetteers. I decided that some of them didn’t need creation notes. After all, you can interpret a backstab as a precision strike, thus, Rakes are just rogues. Given new information about Dragon Age Set 2, I retooled elves as a Specialization, and did the same with Paladins, and several other class progressions. Then I turned my attention to Mystics and decided that I wasn’t going to detail them right now. Some of these classes will likely depend on information about AGE that is not yet released, and others just don’t fit a “basic set” feel. Then I looked at AD&D Barbarians, Bards and Rangers and decided that again they didn’t need creation

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but symbols sculpted in armor or shields work well and glow faintly when spells are cast. An aspected cleric may not normally select a spell from the opposite list. and unlike mages are not affected by the strain of casting in armor. Cleric The Cleric is a spellcasting champion of an Ethos or a particular Immortal. Light clerics receive Heal. They also have access to spells of generally different effect. and Willpower SECONDARY ABILITIES Constitution. Clerical Training: This is the most important of the Cleric's powers. You spend mana points when you cast spells. You can gain more spells through talents and class powers. Magic. CLASS POWERS LEVEL 1 Clerics gain the following powers at the specified level. You can regain them through rest. and Strength STARTING HEALTH 25 + Constitution + 1d6 WEAPON GROUPS Bludgeons. LEVEL 3 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. If your tradition uses a Bludgeon or Staff weapon you gain a Focus for that particular weapon group instead to reflect your devotionally motivated training. They use the power of the world itself to produce their miracles. Choose Light. Stunt Bonus: You can gather your faith to protect yourself while casting. more classes. the sourcebook covering niche backgrounds. PRIMARY ABILITIES Communication. Perception. LEVEL 5 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. Starting Talent: You become a novice in one of the following talents: Armor Training. You start with a number of mana points equal to 10 + Magic + 1d6 and you gain Magic + 1d6 more whenever you gain a new level. this is a measure of how much magical power is at your command at any given time. and new magics. This signature weapon functions as a holy symbol when brandished. Brawling. Cunning. LEVEL 2 Signature Weapon: You gain training in a weapon group associated with your Immortal’s favored weapon. Drain Life and 2 other spells from the clerical spells list. A mere image of the holy symbol is nonfunctional. but must brandish a holy symbol to cast spells. but cast spells using Magic and the appropriate focus. You must keep track of your current mana points. Staves while casting spells in armor. Those who choose neither may choose any 3 spells from the clerical spells list. Mana Points: You use mana to power your spells. that are the stand out feature of the class. or Command. It allows a cleric to cast clerical spells. If you don’t see enough options in the Dragon Age Player’s Guide or in this chapter to create the character you want. 4 . or local ethical tradition. Rebuke and 2 other spells from the clerical spells list. You can perform the Mana Shield spell stunt for 2 stunt points instead of the usual 3. meditation and prayer. Barbarians are Warriors. Shadow receive Control Undead.notes. you’ll have to be patient for the e-release of Adventures Afar. Chirurgy. LEVEL 6 New Specialization: You may choose one specialization for your class. Clerics figure spellpower based on their Willpower (Faith). You gain the novice degree of its specialization talent. New Spell: You gain one new spell. Shadow or neither when you make your character. Bards are Rogues and Rangers can be either. Dexterity. Clerics ignore strain LEVEL 4 New Spell: You gain one new spell.

When a cleric shifts ethos. or outright betrayal. Cleric Talents The following Talents are also Cleric talents. Forsaking One's Ethos Whether through hubris. Those who go from a Light ethos and lose faith often become neutral ethos clerics. Warrior” as a requirement). LEVEL 8 New Specialization Talent: You gain the journeyman degree in the specialization talent you gained at level 6. Those who give in to hubris 5 . or Willpower (Self-Discipline) New Talent: You become a novice in a new talent or gain a degree in a talent you already have. a cleric who lost faith in a good power may be slow to unlearn the automatic compassion required to cast Heal. clerics sometimes forsake their immortal or ethos. he is given the opportunity to exchange spells that are tied to their old ethos or immortal for ones offered by their new ethos or immortal. Rarely does a cleric literally betray what he once whole-heartedly stood for in order to gain riches or political power. they may exchange 2 spells. or two if their shift is from one polar extreme to the opposite side. See Casting Barred Spells in the House Rules appendix. After that. Those who betray their faith and comrades often become clerics of a specific evil immortal. Cunning (Religious Lore). Rogue. because it takes time for a cleric who faithfully served darkness to unlearn the cruelty that is required to cast a spell such as Weakness or Drain Life. they are limited in opportunities to once every 3 months. New Spell: You gain one new spell. At the moment of their conversion. This is a continual process over time. or once at each level up opportunity. Often clerics are only tempted by immortals and their direct servants. clerics who have converted may exchange one spell each time. This is deliberate. become Shadow ethos clerics. This is encouraged because spells of an opposite ethos would be subject to the mana surcharge associated with casting spells of another character type. Armor Training Command Weapon and Shield Style Clerics may take all Universal talents. (that is ones that list “Mage. with a minimum cost of 1.LEVEL 7 New Ability Focus: You now gain one of the following ability focuses: Communication (Persuasion). at least not yet. even if devoting himself to a chaotic immortal of war and destruction. loss of faith. LEVEL 10 New Specialization Talent: You gain the master degree in the specialization talent you gained at level 6. When this happens they do not suddenly stop being clerics. His intentions may be honorable. At these opportunities. and those that do are often full of hubris. Potent Channeler: You may use the Puissant Casting spell stunt for one less stunt point. rather they become clerics of a new ethos. LEVEL 9 New Talent: You become a novice in a new talent or gain a degree in a talent you already have. but it isn't second nature to him. Likewise.

variant backgrounds will be avoided as much as possible. they gain an additional 5+ Magic + 1d6 mana points. Cunning (Cultural Lore). Elven Mages either begin their careers as Mages or as Warriors. the GM may offer some concessions before level 6. but not a full background. The warrior must choose his eventual Bladesinger Magic schools now to cast cantrips. inducting them into the clan and teaching them their ways as warrior-mages. • Novice Bladesingers have 5 mana. and Perception (Tracking). Elven Mage Focuses Elven Mages are encouraged to take the following focuses: Cunning (Arcane Lore). By this decision. If a particular background would not be appropriate for adventurers. the Vyalia Elves have forged an alliance with select humans. Magic (Primal). as it is a setting fleshed out over the course of decades. and are capable of moving around the battlefield from open war to guerilla tactics. mages select the Forester Specialization. and can perform the Cantrip. would those be written up separately. Only if the outlook and upbringing of a subpeople is significantly different. In Thyatis. In an effort not to muddy the waters. Cunning (Natural Lore). These backgrounds will be listed with the region. When they become 6th Level. or pearl islanders. as they are specific examples of the warrior-mage. Dexterity (Stealth). Of all the elven adventurers discovered in the known world.Elven Mages Elven tradition warrior-mages are adept at casting spells while encumbered by armor. Counterspell and Detect Magic actions. Perception (Seeing). and Warriors select the Bladesinger Specialization. the lot of Thyatian nobility and free men is not sufficiently different to warrant two different backgrounds. there may be notes about the people it represents. Magic (Spirit). Elven Mages are some of the most memorable. Region specific backgrounds will be presented in the pages about the nation or region. Backgrounds There are many diverse Backgrounds in Mystara. such as hinterlanders. and deal full damage when wielding a heavy blade or bow. • Novice Foresters ignore 1 pt of Strain. The player will have to decide which side appeals to their character more. 6 . When selecting a Specialization. Presented below will be the most common backgrounds with a nod to diversity. Option Because characters have to have specific background hooks to even be eligible for these Specializations. rather than in this section.

but instead of rolling on the table from the background must choose a single ability focus. Lastly. Owlin must eschew training with axes. This included the Stoutfellow enclave in Alphatia before the sinking of the continent. the dwarven race sees Rockhome as it’s ancestral home. comrades or local resources. there are offshoots of the Rockhome dwarves living in colonies rivaling Rockhome in terms of local history and sense of home. or denwarf as they call themselves. listed classes are those that are tolerated by the people of the predominant culture. who were originally exiled as criminals. as it represents the character dedicating his effort to mastering one field without help from mentors. Still. Dwarf The settled but industrious dwarves originate in Rockhome. or would have been forced to travel far afield to receive training. but they exist as good neighbors conducting their business and keeping primarily to themselves. If you wish to play a Dwarf you have several options for origin. making exceptions only to openly heal the sick and dying who are dwarfriends or have done a great service to the denwarf. is located in the Northern Reaches under the mountain ranges. There are dwarven enclaves in most settled human lands. Rockhome Denwarf Dwarves. and learning how to smith in order to find and memorize many long tracts on magic. not counting offshoot colonies such as the Mordriswerg. The most infamous of these. If mage or cleric is not listed. Dwarves are resistant to magic. such that there is a dwarven enclave or merchants delegation in every major city in the Known World. Dwarves of Rockhome often have to interact with other races to conduct trade of their fine crafted goods. The Dwarven guard often travel throughout Rockhome’s territory as well. and have a hard time shaping it because of this. Mordrigswerg. Such a character would be an outcast. and caravan guards are often needed for this. magic is seen as a cowardly combat skill. which he undoubtedly had to steal or trade away precious resources for. 7 . Example: Fred wants to create a dwarven mage named Owlin. However. Fred chooses Cunning (Arcane Lore) as his focus and makes his character a mage. characters who take a class outside those offered by their background apply all the standard modifiers.Backgrounds and Class Choice Any background can become any class if the background story is well thought out. This choice is possible from any focus in the game. To emphasize this. a culturally important location and homeland. Denwarf clerics are subtle and disguise themselves as warriors among outsiders. then training in such a class may not be available locally. almost exclusively in the larger cities and capitals. Because of the cultural prominence of the iconic dwarven warrior. There are perhaps three times as many dwarves throughout the world as could realistically live in Rockhome in comfort. are from Rockhome but have spread slowly throughout the continent. or it may lead to scorn.

Roll 2d6 and add the dice together. Rockhome Emigres 2d6 Benefit 2 +1 Cunning 3-4 Focus: Willpower (Self-Discipline) 5 Focus: Strength (Smithing) 6 Focus: Strength (Axes) 7-8 +1 Willpower 9 Focus: Cunning (Evaluation) 10-11 Focus: Cunning (Engineering) 12 +1 Strength 8 . You can play cleric. which allows you to see up to 30 yards in darkness without a light source. rogue or warrior. magical breath weapons etc. modify your character as follows: • Add 1 to your Constitution ability. • Pick one of the following ability focuses: Constitution (Stamina) or Communication (Bargaining) • You have Dark Vision. If you get the same result twice. re-roll until you get something different. Lastly. magical breath weapons etc. • You can speak and read Dengar. a dwarf mage must subtract 2 from all arcane spellcasting checks. • Pick one of the following ability focuses: Constitution (Stamina) or Cunning (Evalutation) • You have Dark Vision. • You are Magic Resistant. which allows you to see up to 30 yards in darkness without a light source. If you get the same result twice. magical diseases. Furthermore. Roll twice on the following table for additional benefits. a dwarf mage must subtract 2 from all arcane spellcasting checks. you can take the focus: Strength (Axes) instead. have slightly different upbringings and often wish to make a name for themselves among their own enclave or colony. as well as among the races around themselves. Lastly. Furthermore. you may not choose to fail such a test. Roll twice on the following table for additional benefits. magical diseases. (dwarven). You must add +2 to any Constitution or Willpower resistance test versus arcane spells. and a local human tongue. Roll 2d6 and add the dice together. You must add +2 to any Constitution or Willpower resistance test versus arcane spells. You can play cleric. • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable). modify your character as follows: • Add 1 to your Constitution ability. • Choose a class. Playing a Rockhome Emigres If you choose to play a Rockhome Emigres. • You can speak and read Dengar. re-roll until you get something different. Rockhome Emigres Dwarves who have emigrated to foreign lands. • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable). • Choose a class. you may not choose to fail such a test. • You are Magic Resistant. Rockhome Denwarf 2d6 Benefit 2 +1 Willpower 3-4 Focus: Willpower (Courage) 5 Weapon Group: Axes* 6 Focus: Constitution (Drinking) 7-8 +1 Cunning 9 Focus: Cunning (Engineering) 10-11 Focus: Strength (Smithing) 12 +1 Strength * If the class you choose provides this already. (dwarven). and a local human tongue. rogue or warrior.Playing a Rockhome Denwarf If you choose to play a denwarf.

using their ancestral command of magic to improve the forest and keep it from dying out. Some revere Calithia Starbrow as well. They prefer to live in the forest near several villages or small towns than in cities. rather than worship. They live deep in the wilds in harmony with nature. To this day it is uncertain to non-fey scholars if the Sylvan Realm was a terrestrial place. Clans of Elves in Karameikos.Elf Elves are a fey mortal people. The elven nation of Wendar has accepted a large portion of these refugees and is the only fey nation that stands on its own in the modern world. elves take a religious stance that fits somewhere between fear. recent events have forced the elves of Alfheim out of their longstanding home. particularly in the Minrothad Guilds. or simply a section of the outer planes that touched on Northern Brun millennia ago. Amidst all this death. The Sylvan Realms too died. nor is it unusual for them to simply desire to leave their mark on the world in a less literal sense of immortality. and members of some nebulous fey peoples nation with much less tenacity. In general. typically those raised from the fey peoples themselves. This strategy is to prevent them all being rounded up or dying in some catastrophe because they are forced to live in unusual surroundings. Eiryndul the trickster. Davania. It is not unusual for an elf to aspire to immortality at the end of their long lifespan. but who worship other immortals. the ShiyeLawr were the primary fey peoples of Alphatia before the continent sunk in the aftermath of the cataclysmic War of Immortals. 9 . complete with Trees of Life. Instead of enclaves or ghettos. The largest collection of fey peoples in Mystara are the elves. make do and serve as jovial neighbors interspersing themselves throughout the population. The long history of the Elves begins in time immemorial when the Fey peoples of Evergrun were scattered by the great rain of fire. but they are subservient to the overall demands of the nations they exist within. traveling Brun to find a new place to experience life for a decade or two before moving on once again. the Elves were the fey people who settled in various places in the known world and returned to what their histories refer to as “the Forest Way”. They fled the continent of their birth. they live right alongside their neighbors and consider themselves citizens of the nations they live in. Furthermore. Thyatis and most other nations live in a fashion similar to the old Alfheim lifestyle. and they are known by their clans. first ushered to civilization by the immortal Ordana. but those who have no choice. forcing another migration. such as the elves of Darokin. Elves outside of Wendar live in harmony with nature on the outskirts of nearby human settlements. Despite this. Some elves revere. love and admiration and ambition. to a place of relative safety in what is now northern Brun called the Sylvan Realm. Thus many elves are nomads or refugees.

7-8 +1 Communication 9 Focus: Dexterity (Stealth) 10-11 Weapon Group: Bows** 12 +1 Perception * If your class already provides this. or more commonly forest elves. to all resistance tests against these effects. If you get the same result twice. Note: Although they tend to be taller and have dark hair. • You can speak and read Elven and a local human tongue. and Paralysis effects. and those who keep the traditions in the wilds are often more withdrawn and xenophobic to intruders. This background covers young Alfheim refugees growing to adulthood in Darokin. to all resistance tests against these effects. mage. you gain Focus: Dexterity (Bows) instead. they refer to themselves as Clan Elves because each group traces their community founding to an individual in ancient times. and night time penalties by 1. • You have Night Vision. Clan Callarii (Karameikos).Clan Elf Some Elves still live in the traditional style that is characteristic of lost Alfheim. you gain Focus: Strength (Heavy Blades) instead. Sleep. ** If your class already provides this. there are only a few remaining Trees of Life. Add your Magic ability. and Paralysis effects. Roll 2d6 and add the dice together. if positive. Reduce low-light. However. which allows you to see clearly at night. You can play cleric. Clan Elves revere Trees of Life. • Choose a class. and live a somewhat isolated existence. The elves of Clan Ellerovyn (Glantri). modify your character as follows: • Add 1 to your Magic ability. • Pick one of the following ability focuses: Communication (Etiquette) or Willpower (SelfDiscipline). re-roll until you get something different. You can play cleric. the sheltered remnants of the Shiye-Lawr who escaped the sinking continent of Alphatia. modify your character as follows: • Add 1 to your Communication ability. • You are resistant to Charm. These elves have fair hair and skin. Add your Magic ability. and the Alfheim refugees living in the wilds are prime examples of Clan Elves. • Choose a class. if positive. If you get the same result twice. rogue or warrior. Sleep. Playing a City Elf If you choose to play a city elf. which allows you to see clearly at night. but are not as pale as most sylvan elves. Clan Elf 2d6 Benefit 2 +1 Dexterity 3-4 Weapon Group: Heavy Blades* 5 Focus: Cunning (Natural Lore) 6 Focus: Perception (Tracking) 10 . Shiye-Lawr elves (from Alphatian territories) use the clan or city elf background. re-roll until you get something different. Reduce low-light. City Elf 2d6 Benefit 2 +1 Perception 3-4 Focus: Dexterity (Calligraphy) 5 Focus: Cunning (Cultural Lore) 6 Focus: Perception (Searching) 7-8 +1 Dexterity Playing a Clan Elf If you choose to play a clan elf. rogue or warrior. Roll 2d6 and add the dice together. mage. Physically city elves are indistinguishable from clan elves. Roll twice on the following table for additional benefits. • You can speak and read Elven and a local human tongue. • You have Night Vision. • Pick one of the following ability focuses: Communication (Etiquette) or Perception (Seeing). Called alfund. • You are resistant to Charm. and Elves who have long consider themselves citizens of large human cities throughout the Known World. and night time penalties by 1. Roll twice on the following table for additional benefits. City Elf City Elves are those who have lived among other races long enough to adapt.

The elves of Wendar (Clan Geffronell). You can play cleric. Half-elves may look like elves with human features. but not one tied to it. and rose up from slavery to remove their oppressors and many scattered to the winds. After arriving in Brun from Davania. • You are resistant to Charm. but they do not plant Trees of Life. They would free themselves and some other conqueror would appear. • Pick one of the following ability focuses: Dexterity (Stealth) or Perception (Seeing). and among the Shiye-Lawr. and Paralysis effects. A new group is growing in Darokin after the fall of Alfeim and the resulting diaspora leading to Elves entrenching themselves as Darokinian refugees and close neighbors of the humans. Apply the standard modifiers of the Elf background with the rolled benefits of the human background. and night time penalties by 1. as well as Clan Verdier of Minrothad. where they wander. Reduce low-light. Half-Elf Half-Elves are the somewhat rare offspring of a union between human and elf. termed “halflings” by other races at times. they tried country building. re-roll until you get something different. which allows you to see clearly at night. They made a discovery in the mines they were condemned to. • You have Night Vision. and light colored hair with red being the darkest color normally seen. Halfling The hin. modify your character as follows: • Add 1 to your Dexterity. • Choose a class. not just fey partners. as they have no formal countries of their own. Several clans eventually made something of the area known as Five Shires. Roll 2d6 and add the dice together. Playing a Sylvan Elf If you choose to play a sylvan elf. If you get the same result twice. Sleep. focusing their magics instead on more all inclusive endeavors. when they were conquered by orcs. Sylvan Elf 2d6 Benefit 2 +1 Cunning 3-4 Focus: Cunning (Natural Lore) 5 Focus: Cunning (Arcane Lore) 6 Focus: Perception (Tracking) 7-8 +1 Perception 9 Focus: Communication (Etiquette) 10-11 Weapon Group: Spears* 12 +1 Strength If your class already provides this. but sylvan elves practice a life of harmony within nature. intermingle and help each other in a land of plenty with few economic resources worth 11 . where the elven population has long lived in harmony in the area. only to have their homes invaded and their people enslaved. The majority of half-elves in the Known World are born in Thyatis. mage. • You can speak and read Elven and a local human tongue. Clan Vyalia of Thyatis and Karameikos and Clan Graakhalia of Sind follow this tradition. They have a clan culture as well. but as far as background goes they are truly a mixture of both. if positive. hail from all over. Sylvan elves possess pale skin. who have encouraged the inclusion of more children to their ranks from all sources. rogue or warrior. They settle where they please and protect their borders.9 Focus: Perception (Empathy) 10-11 Focus: Cunning (Historical Lore) 12 +1 Cunning Sylvan Elf Sylvan elves are those who have retained the original elven culture once possessed by the legendary realm of grunland. Clan Trueflower of the Isle of Dawn. to all resistance tests against these effects. until the last time. you gain Focus: Strength (Spears) instead. The next most common concentration of halfelves exist in kingdoms like Karameikos that have established elven enclaves with friendly histories. Roll twice on the following table for additional benefits. Add your Magic ability.

Roll 2d6 and add the dice together. but aren’t above appropriating things they need or want in other ways. Playing a Settled Hin If you choose to play a settled hin. The hin of the Shires did not scatter. hin of the Shires have picked up a few characteristics and personality traits that to their eyes distinguish themselves from non-shires hin. Other hin travel in groups of wagons called caravans. • Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable). manner or custom to tell them apart. adventurers and sailors. modify your character as follows: • Add 1 to your Dexterity ability. You can play cleric. Rather than seeing possessions as mere tools. Hin of the shires are more settled than traditional hin. but a sanctuary for their race. but instead decided that they would build a haven. The hin recognize family ties out to three levels. and plagues to order. The majority of hin actually come from just about everywhere humans live. Roll twice on the following table for additional benefits. rogue or warrior. each one dedicated to the defense of their kind. their extended family. but a Shires hin can actually tell you which family a neighbor hails from based on speech and behaviors. If you get the same result twice. or a measure of the owner’s cleverness in acquiring something from the big people. re-roll until you get something different. • Choose a class. tend to be just as curious as their nomadic cousins. and their clan. These hin actually consider it noteworthy if a target can be tricked into giving up value for dross. hard working drifters who can help out for a time. of which those of the Five Shires are the pre-eminent example. but they also more industrious and likely to fight for what belongs to them. or by river boat throughout the Known World. there aren’t enough differences in dialect. but when introducing themselves to hin outside their clan they use their clan names. not a country per se. The largest grouping of them exist in the Five Shires. Wandering hin are seen as curiosities. Learning to use slings is a cultural pastime. the hin travel them in small to medium sized numbers. When introducing themselves to non-hin they use their family names. they consider them an indicator of hard work and accomplishment. If there are waterways in the nation. 12 . There are about 100 hin clans within the Five Shires. but this is overall smaller than the number of hin living outside the Shires. but they also travel as merchants.stealing. To an outsider. • Pick one of the following ability focuses: Dexterity (Stealth) or Dexterity (Thrown) • You can speak and read Thyatian (Darokin dialect). Settled Hin 2d6 Benefit 2 +1 Communication 3-4 Focus: Communication (Persuasion) 5 Focus: Dexterity (Initiative) 6 Focus: Willpower (Courage) 7-8 +1 Willpower 9 Focus: Perception (Hearing) 10-11 Focus: Strength (Climbing) 12 +1 Perception Wandering Hin The most commonly encountered hin are the nomadic family groups that travel everywhere by land. It all depends on what the last hin to visit got up to. Settled Hin Settled hin. The curious nature of these people. Because of this. love for mischief and the cultural deemphasis of property sometimes leads to things disappearing in their wake. their immediate family. Note: Any member of this race can substitute the Thrown weapon group for the Bows group.

There are also the Klantyrian and Averoignian peoples. Tangentially related to them are the Ochaleans. and are also known by the name Heldanner. and dark curly hair. Neathar include the Thonians. dark eyes.Playing a Wandering Hin If you choose to play a wandering hin. but they ultimately descend from a limited number of stocks. Alphatians and Flaems are humans descended from otherworldly magical travelers. re-roll until you get something different. • Pick one of the following ability focuses: Dexterity (Stealth) or Dexterity (Light Blades) • You can speak and read a local human tongue. Roll twice on the following table for additional benefits. modify your character as follows: • Add 1 to your Dexterity ability. Flaemish have a ruddy complexion. Roll 2d6 and add the dice together. • Your speed is equal to 8 + Dexterity (minus armor penalty if applicable). You can play rogue or warrior. Tangor Men. 13 . Wandering Hin 2d6 Benefit 2 +1 Perception 3-4 Focus: Communication (Deception) 5 Focus: Cunning (Evaluation) 6 Focus: Dexterity (Legerdemain) 7-8 +1 Constitution 9 Focus: Dexterity (Thrown) 10-11 Focus: Constitution (Stamina) 12 +1 Communication Human Humans are quite diverse in the Known World. • Choose a class. Nuari and Yavi. Makai and the Sindhi. They are pale and have a propensity for red and blond hair. Notably they trace their ancestry to a local hero named Heldann. and dark hair which tends to be straight rather than curly. as well as the Alasiyans. Both of these cultures have origins on another world. a variant alphatian race and culture. Milenians (Traladarans and Thyatians). If you get the same result twice. which superficially resemble the Milenian peoples or the Antalian peoples. Antalians include the peoples of Norwold and the Northern Reaches. They have a yellowish or ruddy skin color. and the Nithians. Tanagoro include the Tanagoro from Davania. the Ethengarians. while Alphatians appear more pale. but have radically different language and history due to origin on another world known as Laterre. They have dark brown skin. Oltecs include the Atruaghin Clans.

modify your character as follows: • Add 1 to your Magic ability. Historically they have been uninterested in mingling with other races and their class-based society Is proof of this. • Choose a class. Playing a Pure Alphatian If you choose to play a pure alphatian. but their traditions and practices remain. Cypri Alphatian 2d6 Roll Benefit 2 +1 Perception 3-4 Focus: Dexterity (Light Blade) 5 Focus: Cunning (Navigation) 6 Focus: Cunning (Historical Lore) 7-8 +1 Constitution 9 Focus: Communication (Etiquette) 10-11 Focus: Communication (Persuasion) 12 +1 Cunning The humans who settled and conquered much of the Known World have now suffered through the loss of their ancestral homeland on Mystara. as it is literally within their blood. You can play cleric. re-roll until you get something different. • You can speak and read Alphatian. Magic traditionally has done nothing to eek crops from the harsh land. re-roll until you get something different. Roll 2d6 and add the dice together. Pure Alphatian 2d6 Roll Benefit 2 +1 Communication 3-4 Focus: Dexterity (Calligraphy) 5 Focus: Cunning (Historical Lore) 6 Focus: Dexterity (Light Blade) 7-8 +1 Cunning 9 Focus: Willpower (Self-Discipline) 10-11 Focus: Cunning (Research) 12 +1 Dexterity Heldanner The people of the northern reaches and beyond are a strong. While they can learn magic. • Choose a class. • Pick one of the following ability focuses: Cunning (Cultural Lore) or Communication (Bargaining) • You can speak and read Alphatian. • Pick one of the following ability focuses: Communication (Persuasion) or Cunning (Arcane Lore). blue or violet. having more blondes and red-heads than dark haired people amongst them. Their eye colors are often black. the pale skinned Pure Alphatians and the copper-skinned Cypri. resilient race of humans. Roll twice on the following table for additional benefits. mage. If you get the same result twice.Alphatians Cypri The common alphatian denizens of the world have an olive toned skin. This difficulty in competition discourages many of them from becoming mages. mage. the study of magic has traditionally been deemed the craft of the cowardly and weak. They have pale skin and bright colored hair. green. They are divided into two stocks. and little to bring 14 . Roll 2d6 and add the dice together. rogue or warrior. Because of this lifestyle. rogue or warrior. Pure Alphatian These Alphatians have very pale skin. Playing a Cypri Alphatian If you choose to play a cypri alphatian. modify your character as follows: • Add 1 to your Communication ability. If you get the same result twice. They are also defined by the lack of the magical spark that used to define every alphatian. putting them behind pure alphatians in classrooms. You can play cleric. it is not effortless for them. normal hair colors. and often black hair. and almond shaped eyes of gold. All pure alphatians have an easy time learning magic. They are a self-reliant people with a history of raiding others to supplement their meager survival. hazel or amber. Roll twice on the following table for additional benefits. or common alphatians. or simply fled there now that the continent is gone. These Alphatians were born on the mainland and settled in the outskirts of the old empire.

descendants of the native Traldar tribe of legend. mage. Their complexions are pale. • Pick one of the following ability focuses: Constitution (Stamina) or Willpower (Courage) • You can speak and read a human tongue (Traladaran. If you get the same result twice. Playing a Thyatian If you choose to play a thyatian. You can play cleric. If you get the same result twice. and women 5 feet. Roll 2d6 and add the dice together. re-roll until you get something different. so the warriors of this people do not trust it in the one area in which it excels. Roll twice on the following table for additional benefits. Thyatian 2d6 Roll 2 3-4 5 6 7-8 9 10-11 12 Benefit +1 Cunning Focus: Communication (Deception) Focus: Willpower (Self-Discipline) Focus: Dexterity (Light Blade) +1 Perception Focus: Perception (Empathy) Focus: Cunning (Historical Lore) +1 Strength Traladaran The Traladarans. mage.more game. modify your character as follows: • Add 1 to your Strength ability. • Choose a class. and self-reliant. tend to be fairly small (men average 5 feet. If you get the same result twice. Roll 2d6 and add the dice 15 . Traladaran 2d6 Roll 2 3-4 5 6 7-8 9 Handling) 10-11 12 Benefit +1 Cunning Focus: Communication (Bargaining) Focus: Cunning (Religious Lore) Focus: Willpower (Faith) +1 Willpower Focus: Communication (Animal Focus: Cunning (Engineering) +1 Communication Thyatian Thyatians are men with a light olive skin tone. and their hair dark (deep brown to black). 9 inches. with blue not being uncommon. Roll 2d6 and add the dice together. hair ranging from light to dark brown and eyes usually brown in coloration. Heldanner Clansman 2d6 Roll Benefit 2 +1 Willpower 3-4 Focus: Strength (Axes) 5 Focus: Cunning (Navigation) 6 Focus: Constitution (Rowing) 7-8 +1 Constitution 9 Focus: Strength (Bludgeons) 10-11 Focus: Constitution (Drinking) 12 +1 Cunning together. modify your character as follows: Add 1 to your Communication ability. rogue or warrior. You can play cleric. re-roll until you get something different. Roll twice on the following table for additional benefits. modify your character as follows: • Add 1 to your Constitution ability. re-roll until you get something different. rogue or warrior. You can play cleric. Playing a Heldanner Clansman If you choose to play a heldanner. Roll twice on the following table for additional benefits. Playing a Traladaran If you choose to play a traladaran. but originate from the Empire of Thyatis. They tend be of average height and solid build. Wide brows and prominent noses are common. Thyatian. 3 inches) and light of build. rogue or warrior. • Pick one of the following ability focuses: Constitution (Stamina) or Willpower (Courage) • You can speak Heldannic. They are a hardy people. Thyatians are found all over the Known World. • Choose a class. or Alphatian). • Choose a class. battle. • Pick one of the following ability focuses: Communication (Etiquette) or Cunning (Military Lore) • You can speak and read Thyatian. their eyes brown.

Whenever you must cast a Divination spell through a scrying barrier of any sort. You have mastered the keys to arcane information gathering. You only take darkness penalties to actions in no light. You also gain one new Commune spell. It also covers improvised weapons such as rocks. The GM must describe this feeling by stating at least a one-word mood (unease. you get a feeling about it. If you speak for a minimum of 5 minutes. When you cast a Light spell. Novice: You can see things hidden to most with ease. When you cast a Divination spell. relief. to a minimum of 1. Journeyman: Your knowledge of Commune magic is deep. You may also re-roll a failed Perception test linked to avoiding an armed trap. its cost in mana points is reduced by 1. You also gain one new Divination spell. Light Magic Classes: Cleric Requirement: You must have the Magic (Light) focus. You also gain one new Divination spell. You can sense the general presence of invisible creatures and objects. This symbol always manifests in the same location (in your 16 . its cost in mana points is reduced by 1. to a minimum of 1. you gain a +1 bonus to all Communication (Persuasion) checks made against people who are not dedicated to darkness or evil. Master: You gain knowledge of imminent danger. Miracle Magic Classes: Cleric Requirement: You must have the Magic (Miracle) focus. dealing an additional d6 of damage to supernatural creatures vulnerable to radiant damage. Novice: You can summon a glowing. Novice: You are charismatically persuasive to people unswayed by dark emotions. When you cast a Commune spell. but you may spend 1 mana point to deal extra damage to the second target of a Lightning Strike or Dual Strike stunt. The Thrown Weapon Style talent applies to this weapon group. Your strength in the performance of miracles is staggering. Divination Magic Classes: Mage Requirement: You must have the Magic (Divination) focus. This does +2 damage to the next target hit by that weapon. Master: Your magical prowess is so attuned that you can cast the Reveal spell without spending mana points. you gain +1 to your roll to bypass the barrier. providing illumination like dim moonlight in a 10 yard radius. Your command of the Light shines through you like a beacon. You also gain one new Light spell. Journeyman: Your knowledge of Divination magic is profound. This aura fades after the damage is dealt. When events of great significance to your character's deepest desires and primary goals occur. Novice: You can sense portents that others dismiss. You have learned to discern omens with ease.New Focuses & Talents New Focuses Thrown (Dexterity): Using slings. its cost in mana points is reduced by 1. incorporeal holy symbol which appears about your person at will. chakrum. bolas. You also gain one new Commune spell. and see at night with eyes equivalent to a cat. or confusion). and the goal or desire so affected. You also gain one new Light spell. It glows gently. Journeyman: Your connection to the Light is strong. with a +2 to Perception tests to avoid surprise and backstab attempts targeted at you. but you must accept the second roll. New Talents Commune Magic Classes: Cleric Requirement: You must have the Magic (Commune) focus. to a minimum of 1. Master: You can project an aura of divine energies about your melee weapon with an Activate action. boomerangs and other thrown ranged weapons.

Some commit murder. New Specializations Bladesinger Warrior Specialization Elven swordsmen often learn combat magic early in their fighting careers. Journeyman: You have attained a oneness with shadow that allows you to efficiently produce its effects. Duelist: Common in Darokin and Glantri (particularly in Belcadiz). Bard: Throughout the world there are musicians with an adventurer’s traits. Your penalties are 1 point less severe. Specializations The rules for specializations are introduced in Dragon Age Set 2. In terms of style. bladesingers tend to favor light or heavy blades. While you may summon the holy symbol at will. Assassin: Trained killers are common throughout the civilized regions of the Known World. When you cast a Miracle spell on a target. Shadow Magic Classes: Cleric Requirement: You must have the Magic (Shadow) focus. I have developed the following specializations that are appropriate for a high fantasy campaign such as Mystara. military commanders in the same mold are also common throughout the Known World. In preparation for that. The following specializations from Set 2 are appropriate for this game. Berserker: Berserkers are common in the Northern Reaches. they take a -1 penalty to their resistance test versus your Spellpower. Champion: As Knights are common. while others learn damaging spells to harm the enemy. others are monster hunters.dominant hand. Novice: You have a condemning stare and a menacing aura about you at all times. to a minimum of 1. learn the ways of melee and magic to the point that the two become interchangeable options whenever they fight. You also suffer less penalties in dim or dark conditions. Some learn to magically aid themselves and their allies. You also gain one new Miracle spell. it does not remain for indefinite periods. When you cast a Miracle spell. but they can be found in other cultures as well. or floating above or about your person) and you are not in control of its movements. Journeyman: Your piety knows few bounds. Master: The divine energy flows through you like a river. Anyone or anything making an opposed roll against you suffers a -1 penalty. to a minimum of 1. singly or paired and rarely use a shield. known as Bladesingers. These warriors. Master: Your presence brims with misfortune for others. rapier duelists are some of the flashiest combatants around. 17 . You also gain one new Shadow spell. You also gain one new Miracle spell. Their sinuous movements both threaten opponents and avoid incoming blows as they fight. You also gain one new Shadow spell. above your forehead. Your power is steeped in the Dark forces of the divine. its cost in mana points is reduced by 1. When you cast a Shadow spell. and given the generous pre-release information. When you use the Intimidation ability focus you can choose to use Willpower or Communication instead of your Strength. its cost in mana points is reduced by 1.

Novice: Your faith is infectious and mighty. This is a combat stunt that costs 4 stunt points. instead of 2. When you use the Sway the Crowd stunt. Forester Mage Specialization Faithspeaker Talent Class: Cleric Requirement: You must have Communication and Willpower 3 or higher. This action must require a major or minor action. The most powerful gift they can provide however is peace of mind. You have learned the Elven tradition of mastering personal combat using your magic. often heavy blades. They can be found in temples. Faithspeaker Cleric specialization Some clerics do more than fight to defend the faithful. gaining magic and the ability to weave magic and skill into a potent offensive mix. You may use the Stunned Silence or Sway the Crowd stunts when casting a beneficial spell. Learn two spells to start with. and on street corners. Some clerics strive to gain converts to their philosophy from decisive action and charismatic words. and infectiously. or heal the sick. You reduce the Strain of any armor you wear by 2. Novice: You gain the ability to cast spells as a Mage with 10 + Magic + 1d6 Mana points to start. You also gain one new spell. Foresters favor the traditional weapons of their people. Foresters are potent mages. and can include making an attack. you convert others to your cause. Forester Talent Class: Mage Requirement: You must have Dexterity and Magic 3 or higher and be trained by Elves. Journeyman: You are able to convince many people at once. Elven mages often master formal weapons training by joining the Foresters.Bladesinger Talent Class: Warrior Requirement: You must have Strength and Magic 3 or higher and be trained by Elves. and the spell cast cannot have a mana point cost greater than 5. Journeyman: You can use the Fast Casting spell stunt to perform a mundane action instead of casting a spell. You also gain one new spell. You reduce the Strain of any armor you wear by 3. These clerics are known as faithspeakers. Novice: You learn a new weapon group of your choice (although Heavy Blade and Bow are 18 . it costs you 1 SP instead of 2. If this second action rolls doubles it does not generate stunt points. and relief for the populations they minister to. You have learned how to express your faith openly. Master: As you work miracles in the name of your ethos. You have learned the mystic warrior tradition of the Elves. Master: Reflexive Casting Stunt: You can cast a spell requiring a major or minor action after hitting a foe with a non-magical attack. You only have access to two schools of magic and must choose them now. bows or spears. You gain Magic + 1d3 mana each level hereafter. but with little warning they can enter the fray and deal crippling damage to the enemy in melee or ranged combat. They use their gifts to provide succor. You can add your Willpower to one Communication test per scene.

cannot attack you for half your Willpower in rounds (rounded down). as the divine power flows through them in abundance. When using a ranged weapon in Combat Magic mode. and figuring the Imposing Spell TN. whichever is lower. Loremaster Mage Specialization Mages who indulge in scholarly pursuits often discover esoteric facts that aid them throughout their adventuring careers. You have learned how to channel the powers of the divine in potent ways Novice: When you use the Fast Casting stunt with a Light or Shadow school spell. You can end usage of Combat Magic with another activate action. While in this mode. at the beginning of your turn as a free action you can expend up to 3 mana points to increase your Defense or next attack roll on a one for one basis. These are the mages that can find the way past riddles written by long dead cultures. Holy Beacon Cleric specialization Some clerics become exemplars of their faith rather than shepherds of it. open doors locked with intricate puzzles.preferred) and you can use Magic to satisfy the minimum Strength requirement of any weapon. supernatural creatures opposed to your Ethos which fail their test 19 . but can split it between offense and defense. Holy Beacon Talent Class: Cleric Requirement: You must have Constitution and Willpower 3 or higher. Journeyman: Your inner devotion shines through in your hours of need. Journeyman: You can enter Combat Magic mode by taking an activate action. When you use the Imposing Spell stunt. While in Combat Magic mode. you now add damage equal to your Magic or 3. These clerics always act with an aura of divine power and unshakeable faith. you can do so for 3 SP instead of the normal 4. This includes when resting to reclaim mana. any spell you cast has its mana point cost increased by 2. and discover the weaknesses of monsters long forgotten in common lore. determining spell effects. you add Magic instead of Strength to your damage with melee weapons. Master: You learn a new weapon group of your choice. However. If you have questions. You ignore the penalty to Dexterity when wearing Leather or Mail armor. You are limited to a maximum of 3 mana. When they perform spells their allies and enemies take note. and if you use a stunt to make 2 attacks you can expend an additional 1 mana to increase your hit chance of the second attack. Master: You may always substitute your Willpower for Magic except when casting spells or rituals. You reduce the Strain of any armor you wear by 3. a loremaster can find the answers for you.

cause. Novice: A Loremaster may spend a minute observing his surroundings and then make a Cunning test utilizing a related Lore focus. You learn either the Heal and Rebuke spells or the Control Undead and Drain Life spells. Master: Once per session the loremaster can generate stunt points equal to his Cunning or 4 whichever is lower. depending on your ethos. analyzes an enemy or otherwise gains knowledge that is readily available. Paladin Warrior Specialization Warriors dedicated to a holy. Journeyman: You gain the Smite power and gain one new spell. Your smite is either Radiant or Necrotic.Loremaster Talent Class: Mage Requirement: You must have Cunning and Magic 3 or higher. You have dedicated yourself to a Clerical Order as a strong protector and learned many divine powers. All enemies that you designate within 10 yards of you must succeed at a Willpower (Self-Discipline) test against your generated total or must target you instead of another target until the beginning of your next turn. aiding in your spellcasting and problem solving. This power takes the full attention of enemies and only area effect attacks have a danger of affecting your allies if it works. 20 . He also has +1 bonus on all Cunning (Research) tests related to an appropriate Lore focus he already has. Smite: Expend 3 Mana. Paladins are men and women of unshakeable faith that give their lives in service to an ideal or priestly order. Master: You gain the Protect the Faithful power and gain one new spell. You gain Magic + 1d3 mana each level hereafter. Paladin Talent Class: Warrior Requirement: You must have Strength and Willpower 3 or higher. you can deal your Willpower as additional penetrating damage against one foe you strike in melee combat. but is not evident or obvious. Make a Strength (Intimidate) test as a Minor action. This is only applicable to a roll that generated no stunt points. depending on school access. Journeyman: Once per session the loremaster can cast a spell he does not have for which he has an appropriate Magic focus. drawing foes to you. As a free action. If he succeeds he learns a minor secret about the environment. he learns certain powers fueled by divine energies and gains the ability to cast a small number of divine spells. Protect the Faithful: You can expend 4 mana to interpose yourself between enemies and allies. Novice: You gain the ability to cast spells as a Cleric with 10 + Magic + 1d6 Mana points to start. You have learned to apply knowledge in unconventional ways. In exchange for this life of constant battle against his order's enemies. You only have access to the Miracle school and either the Light or Shadow school (dependent upon ethos). or unholy.

you may roll again but must keep the second result. These souls are brave enough to bet their lives. or you attack them. and manipulate their environments. You are also able to improvise any necessary tool required to perform the Lock Picking. and they will not attack you unless they are hungry and eat meat. a trustworthy companion that aids them in all their endeavors. You are especially liked by healthy natural animals. You have learned to be the essence of adaptability. The GM will set the TN based on how fast you need to make contact. they are never truly reckless. In short. self-reliant scouts. You may issue commands to your companion without making noise (it can follow gestures). Journeyman: You are an extremely accomplished tracker and may re-roll all failed Perception (Tracking) tests. such as silently waiting when you would rather keep them back as a secret or attacking when you wish someone harm. but must accept the second result. and the strongest of these often perform on the battlefield as warmages. You may ignore armor penalty to Dexterity including Speed when wearing mail. and the level of civilization where you are looking. The contact will be neutral towards you. Novice: You can move in mail without penalty. gaining the abilities to fight in harmony with nature. gained a sixth sense about traps and become an expert dungeon delver. and it knows your mind. Master: You can attempt to find a criminal element contact with a successful Communication (Investigation) test. 21 . ruins and other dangerous locales looking for treasure becomes a ruin raider. Warmage Mage Specialization Many mages seek power. The most advanced also gain a friend from the animal kingdom. A warmage summons incredible arcane energies every time he engages in a contest of life and death. and warriors of the wilds. Novice: If you fail a Dexterity (Lock Picking) or Dexterity (Traps) test.Ranger Rogue Specialization Ruin Raider Rogue Specialization Rangers are woodsmen. and Traps Dexterity focuses without penalties. Long training allows them to think on their feet. deflecting incoming damage and affecting foes in larger groups or further away. Ranger Talent Class: Rogue Requirement: You must have Constitution and Dexterity 3 or higher. crushing his foes with magical power. Ruin Raider Talent Class: Rogue Requirement: You must have Cunning and Dexterity 3 or higher You have learned the path of the fighting woodsman. while retaining their stealth and speed. whether six levels below ground or on the city streets. but while they may seem cavalier. he commands the shape of the battlefield. Journeyman: You can use The Upper Hand stunt for 3 SP instead of 4. They learn to fight in heavier armor. but he has no loyalty towards you until you prove yourself useful to him. A rogue who spends a lot of time in dungeons. Master: If you have an animal companion it is loyal to you beyond simple training. and become supreme trackers. and will respond to cues based on your feelings and desires as well. and will even hear you out if he has reason to dislike you.

22 . it inspires your allies. Journeyman: Your enemies fear you. known as Weapon Masters. You have dedicated yourself to mastering one weapon and in doing so have mastered personal combat as well. or knocked prone while wielding your chosen weapon type. and a +1 bonus to damage with all such weapons. Journeyman: You can use the Mana Shield stunt for 2 SP instead of 3. all of your weapons become unlikely to break or malfunction after a month in your care. Warpriest Cleric Specialization Every clerical order must defend its beliefs. You can only designate an enemy as Wide Open once per combat. You have learned to focus your fervor on all battlefields. they suffer a -2 to the roll. you can go toe to toe with other mages or skirmish groups and triumph. All foes within 12 yards of the effect of your spell must make Willpower (Morale) checks. Master: When you cast area effect spells (whether on your allies or enemies). Master: You can double the range of a single target spell or cone spell effect. A Wide Open enemy suffers a -1 penalty to hit you for the remainder of the encounter. You gain a +1 bonus to hit. Also. and crush their enemies by singular uses of their divine power. large or small. exceedingly hard to manipulate with fighting tricks. or double the radius of a circular spell area. it terrifies your foes. With an Activate action you can designate a foe which you have engaged as Wide Open. These men and women. Master: You can take the measure of an opponent in a few passes during combat. and you may only have one opponent Wide Open at a time. Whenever your foes are forced to make a Willpower (Morale) check in your presence. Weapon Master Talent Class: Warrior Requirement: You must have Constitution and Strength 3 or higher. you may make a Strength (Might) test versus the attack total. Those who fail hesitate and cannot attack until the beginning of your next turn. and they display competence at one-onone and group combat that few can match.Warmage Talent Class: Mage Requirement: You must have Dexterity and Magic 3 or higher. Novice: You can use the Mighty Spell stunt for 1 SP instead of 2. The stunt is canceled if you succeed. Journeyman: If you would be disarmed. Warpriests inspire their allies. but some clerics practice for war. Gain one spell that does damage. Novice: When you cast area effect spells (whether on your allies or enemies). The epitome of the battlefield mage. and with good reason. Weapon Master Warrior Specialization Some warriors master a weapon of choice rather than branching out into other areas. are Novice: Choose one of your weapon groups. Warpriest Talent Class: Cleric Requirements: You must have Strength and Willpower 3 or higher. All allies within 10 yards of your position while you cast your spell gain +1 on all actions on their next turn.

Weapon Flail Heavy Flail Weapons Damage 1d6+1# 1d6+4# Min. Bolas used in the normal way deal static damage of 1d6. Translate 1 gp from printed D&D texts into 100 coppers before using it with these costs. Some hand crossbows are collapsible. Scale Mail Armor: Scale Mail is a precursor to chain. Missile Weapon Ranges Weapon Short Long Reload Blowgun Bola Hand Crossbow Sling 4 yards 8 yards 8 yards Minor Action 16 yards Major Action 10 yards 20 yards Minor Action 18 yards 36 yards Minor Action 23 . Targets hit by bolas must make a Dexterity (Acrobatics) test versus TN 10+the user’s Dexterity (Thrown) or become entangled. From coppers you can convert to silvers or gold on the 100 coppers = 1 silver and 100 silver equals 1 gold scale of Dragon Age. The heavy flail ignores 2 points of shield bonus. The flail ignores 1 point of shield bonus. Thrown Group Bola: A cord with two heavy weights on each end. Heavy Flail: A spiked head and a haft separated by a length of chain. Str 0 1 Cost 10 sp 18 sp Bludgeons Group (Strength) Armor Armor Armor Rating Armor Penalty Cost Scale Mail Laminar 5 6 -2 -3 50 sp 60 sp New Weapon Descriptions Bludgeons Group Flail: A club and a haft separated by a length of chain.Chapter 2 . all costs presented are tuned to the scale in the Dragon Age rules. or capable of being assembled with a few rounds of action. Bow Group Hand Crossbow: A small mechanized bow with a trigger in the grip. # See description for damage notes. as it is made of overlapping metal scales sewn onto a leather jerkin. but usually entangle targets. The Strength (Might) or Dexterity (Legerdemain) TN to free oneself from New Armor Descriptions Laminar Armor: Often referred to as splinted mail (splint mail) and banded mail armor.Equipment Currency Currency in D&D and thus Mystara has a different scale. Laminar armor is composed of metal strips worn horizontally across the upper body. designed to be swung overhead and released to wrap around and club the target. Bows Group (Dexterity)* Hand Crossbow 1d6+2 Thrown Group (Dexterity)* Bola 1d6# 0 Sling 1d6+1 -1 Spears Group (Strength) Great Lance 2d6+2 2 Halberd 2d6 1 Jousting Lance 1d6+3# 1 Poleaxe 2d6+1 1 Trident 1d6+3# 0 War Lance 2d6# 1 Unique Weapons Blowgun -# - 16 sp 7 sp 80 cp 24 sp 18 sp 12 sp 17 sp 15 sp 26 sp 4 sp * Weapons from these groups add Perception instead of Strength to damage.

and a hook on the back used for both thrusting and chopping at opponents. Poleaxe: A two-handed weapon consisting of an axehead on the end of a long pole. with a built-in guard near the haft and a blunted end. and the stout shaft keeps foes at a distance. Trident: A long piercing weapon with three barbed points instead of a single spearhead. These weapons are meant to pierce or buffet opponents on the field of war. Sling: a strip of leather with a cup on the end. and has metallic flakes in it to allow it to readable in even poor lighting. Optional Weapon Rules The special effect rules for weapons can be simplified as follows. Holy Water: A vial of water blessed by an experienced cleric as a weapon against Supernatural Creatures (deals 1d6 damage) Mirror: Made of polished brass or steel. Halberd: A halberd is a long weapon with a broad axehead with a spike on the top. they are often used as chopping weapons but are also good at disarming opponents. walls etc. Any subject that takes damage from a trident strike is grappled. Adventuring Equipment Grappling Hook: A 3 or 4 pronged hook made to be attached to rope and swung up to catch on limbs. The axe head and hook aid in disarming enemies. examine suspicious rooms. It does no damage if it hits. they do however deal 1d6+4 Damage instead of 1d6+3. often made from bamboo. but a drug or poison must then be overcome. They are hard to remove once thrust into an opponent. and sometimes made of iron rather than wood.an entangling bola is 14. and fight creatures with gaze attacks. Flails: Flails gain +1 to hit instead of ignoring shield bonuses. Half the target’s Armor Rating (rounded down) adds to their Defense for the purpose of determining a hit. It is not a weapon in the traditional sense and requires a Perception (Blowgun) test to hit the target. Trident: Tridents never skewer targets and grapple them. Spears Group Great Lance: An extremely long war lance. It deals 1d6 damage if the guard end is used as a club. but each attempt takes the character’s entire turn. Anyone that removes a trident without making a TN 12 Cunning (Healing) check causes the skewered creature an additional 1d6 damage. Bola: Bolas always entangle when they hit. If the grappled opponent breaks free the trident is torn from the user’s grasp or the opponent is ripped free. It deals 1d6 damage if the guard end is used as a club. which is used to blow a dart at a target. Adventurer’s Gaar Gear Grappling Hook Holy Water Mirror Ritual Ink Cost 24 sp 35 sp 7 sp 20 sp 24 . Ritual Ink: This ink is used to transcribe rituals. it is water proof once it dries. taking damage. that must be used two handed on foot or with a mount on the barding of the charger. Jousting Lance: A long wooden weapon meant to be used from horseback. and bound targets may free themselves as per the text. Unique Weapons Blowgun: A Blowgun is a hollow pipe. a mirror can be used to look around corners. designed to be swung above the head until a rock or bullet can be released. War Lance: A lance that comes to a point.

Lastly. but is encouraged to wait for players to spend the action during combat. the mage can spend mana on a 1 for 1 basis to 25 . If the action references a specific class. If the countering mage’s roll is less than the Difficulty the spell occurs without modification.Chapter 3 . no matter how many spells he may counter in a single turn. and a significant number of spells appear in two schools. only a member of that class may perform the action. the lower the difficulty. The Target Number is determined by the GM. If this roll succeeds. but goes awry. This is much like starting a small fire in the hand after learning the Primal Magic talent. increase the opponent’s Difficulty. he or she automatically forfeits any Dexterity (Acrobatics) resistance roll he might have had. Mind Blast. Detect Magic All spellcasters can detect magic using their Magic ability as a minor action. the mage makes a Magic test (with any applicable specialization) versus the opponent's Spell Difficulty + 3. This is to reinforce the idea that healing is primarily the province of clerics and combat magics and transformative magics are primarily the province of mages. the countering mage suffers a -1 to all actions on his or her next turn. is distracted. Characters who roll a 4-6 on the dragon die on this roll often learn what School of magic is in play as well. and must be declared before the final effects of the caster’s spell are known. They are limited in how much mana they can spend to their own Magic rating. the spell still works. This penalty is not cumulative. Furthermore. Spells Unknown or Uncommon Spells The following spells don’t fit the D&D mold of High Fantasy and Mystara as generally known spells: Glyph of Paralysis. Walking Bomb as well as all spells introduced in Set 2 that are not listed on the following page. hurt. or a different nearby target is chosen by the countering mage. There is no Magic roll required. It can be used to perform. The GM may tell a player that their character can sense something when they are otherwise not busy. or other highly tense scenes. typically the higher the spellpower rating of the spell. or casts a spell. Counterspell Mages can attempt to spoil a spell as it is cast by a fellow arcane caster. Modified Spell Schools Many of the spells in the Dragon Age game have had their magic school changed. These may still appear as signature spells of individual mages. including whether he or she succeeded in the casting. First. and the effect ends if the mage ceases concentration.Magic New Magical Actions These are new actions that are only possible for spellcasters to perform. so a mage could use a Cantrip action with a Communication (Perform) check. if the spell was cast on the countering mage. but the effect cannot be more useful than handling a simple chore for the mage. See the tables on the following page for the schools to which all spells belong in the Mystara game world. This is a free action. If the opponent still succeeds but the die total is exact. but they are not commonly known. Mana Drain. Cantrip Mages can expend a single Mana point as a minor action to produce a minor effect in line with spells they already know. Spell Wisp.

26 .Divine Spells Commune School • Common Tongue • Find the Path • Query • Sense Ideology • Telepathy • Light • Noxious Cloud • Plant Growth • Rock Armor* • Summon Creature • Summon Swarm • Arcane Eye • Hear Thoughts • Query • Reveal • Telepathy Divination School Light School • Divine Weapon • Fervor • Greater Rebuke • Heroic Aura • Heroic Offense • Immolate • Light • Rebuke • Corruption • Dispel Magic • Earthquake • Group Heal • Heal • Invigorate • Paralyze • Purification • Rock Armor • Spell Shield Entropy School • Daze • Drain Life • Horror • Illusion • Invisibility • Obscuring Darkness • Paralyze • Phantasm • Sleep • Weakness Miracle School Primal School • Cone of Cold • Earthquake • Fireball • Flame Blast • Gust of Wind • Ice Storm • Lightning • Shards • Shock • Stonefist • Winter’s Grasp Shadow School • Control Undead • Daze • Drain Life • Horror • Negative Burst • Negative Flow • Obscuring Darkness • Vulnerability Hex • Weakness Spirit School Arcane Spells Creation School • Beastform • Beastform Curse • Cat Eyes • Haste • Heroic Aura • Heroic Offense • Arcane Bolt • Arcane Shield • Charm Being • Control Undead • Dispel Magic • Fly • Levitate • Spell Shield * This spell from Dragon Age Set 1 has a new magical school for mages.

Perceptive individuals may notice they are being observed. although the caster may prematurely end the spell at any time. You gain all powers the animal has and lose all of your own 27 . Beastform Magic School: Creation Spell Type: Enhancement. You must use an Activate action to maneuver it. Mana Cost: 4-6 MP Casting Time: Major Action Target Number: variable (10 + Constitution) Test: None Requirement: Creation Magic (Novice) You exchange your form for that of a natural creature. but you always assume the same appearance when in this form. but sparks as magical to those who can detect such things. The target number for this spell is equal to 10 plus the Constitution of the animal being mimicked. When wearing the form of the animal your Constitution. armor rating. You can become any animal species you have previously seen before. magical sensor that you can maneuver at will. This includes its attacks. and must be cast again to reverse the spell or it must be dispelled via ritual. The target adopts the physical abilities. If the creature possessed a natural armor rating they retain the best of half their Armor Rating (rounded normally) or the new form's Armor Rating. modes of travel. and a TN 16 test to detect it while it is moving. such as writing in the dust with a paw. physical powers and attacks of the animal form. and you must use an Activate action to sense events at its location with better than blurry sight. intangible. This spell lasts for 15 minutes and its duration can be extended by 5 minutes for an additional Mana Point. but you may only use one sense at a time. Beastform Curse Magic School: Creation Spell Type: Attack. and bonuses to ability tests. Mana Cost: 6 MP Casting Time: Major Action Target Number: 15 Test: Willpower (Self-Discipline) vs. This process takes only a Minor action. The target is incapable of speech while so transformed but may communicate in other ways. You can extend the spell for another hour by expending 2 Mana points. while this spell is affecting you. Spellpower Requirement: Creation Magic (Journeyman) You select a target within 6 yards and transform it. but it does not alter the creature subtype. It also lapses if you lose consciousness or fall asleep via natural means. Dexterity and Strength scores are replaced by those of the animal. This spell lasts indefinitely. The target must succeed at a Willpower (SelfDiscipline) test versus your Spellpower or be transformed into an animal form you are familiar with. Speed. up to a maximum duration of 30 minutes. You may look. This also means that you do not appear to be a magical animal while transformed.New Spell Descriptions Arcane Eye Magic School: Divination Spell Type: Utility. The sensor appears anywhere within 30 yards of your position and it can move at a rate equal to twice your Speed. Those under this spell’s effects radiate alteration magic. feathers or scales. hear or smell through the sensor replacing that sense for you at your present location. including markings in fur. ignoring physical barriers. but keeps its Health total. It is a TN 18 Perception (Seeing) test to detect the sensor if it is not in motion. After a brief period of concentration and intonation of the correct words you shift immediately into the desired shape. unless under the influence of other spells. You have no limitations in choice of form. This spell lasts for an hour. Mana Cost: 3-6 MP Casting Time: Major Action Target Number: 13 Test: None You create an invisible.

Mana Cost: 4 MP Casting Time: Major Action Target Number: 12 Test: Dexterity (Acrobatics) vs. If you betray this trust the subject immediately breaks the spell. Creatures caught in the chilling blast must succeed at a Dexterity (Acrobatics) test versus your Spellpower or take 2d6 + Magic penetrating damage. and which are uncontrolled by you. and it can be subtly cast with a successful Communication (Deception) or Dexterity (Legerdemain) test. when he speaks his words are understood by all those hearing him. or making a request against everything they stand for breaks trust. This target must succeed at a Willpower (SelfDsicipline) test versus your Spellpower or automatically comes to believe he or she owes you his or her loyalty. attacking something/someone they hold dear. Mana Cost: 1 MP Casting Time: Minor Acton Target Number: 11 Test: None You grant a being you can touch the eyes of a cat. Control Undead Magic School: Shadow / Spirit Spell Type: Attack. Mana Cost: 5 MP Casting Time: Major Action Target Number: 12 Test: Willpower (Self-Discipline) vs. but subjects may make a resistance test at the beginning of each week. If the test succeeds the target takes penetrating damage equal to 1d6 + Magic. You may choose to free your subjects. This spell is effective on sentient creatures and animals. and may take appropriate actions. This is not a flashy spell. A maximum number of undead equal to your Will ability + the result of the Dragon Die become your minions. Cone of Cold Magic School: Primal Spell Type: Attack. affected characters take 1d6 penetrating damage and suffer a -3 penalty to Speed. Spellpower All undead creatures within 6 yards must succeed at a Willpower (Self-Discipline) test versus your Spellpower or be controlled. Targets killed by Cone of Cold are frozen solid. Casting Time: Minor Action Target Number: 10 Test: None The caster becomes able to understand the speech of all those around him for the duration of one hour. and the closest undead which fail this check must be selected first. You immediately know which undead are under your sway. The caster may use the Activate action to switch from speaking to animals to sentients and vice versa. Charm Being Magic School: Spirit Spell Type: Attack. The target character ignores 2 points of penalties due to lighting conditions. Those Common Tongue Magic School: Commune Spell Type: Enhancement. Spellpower Requirement: Winter's Grasp or Primal Magic (Novice) You project a cone of bone-chilling frost that is 8 yards long and 3 yards wide. Mana Cost: 3 MP 28 . Attacking the subject. transforming their pupils and granting them night vision. but is unaffected by the ongoing chill. An affected subject must honor all reasonable requests and will protect the caster according to their own personality. For a number of rounds equal to the Dragon Die. This spell lasts for half an hour. nor may he read any language he does not know. Spellpower You may target a single creature within 6 yards. Mana Cost: 4 MP Casting Time: Major Action Target Number: 12 Test: Willpower (Self-Discipline) vs.Cat Eyes Magic School: Creation Spell Type: Enhancement. In addition. This spell does not make the caster a native speaker. The spell lasts for one week per point of your Magic ability. This spell does not overcome any language barriers that exist between you and the subject. This spell will not affect targets who are already charmed. in which case they do not know that they were ensorcelled. but not both at the same time. Targets that break free realize they have been ensorcelled.

It has the same properties as a real weapon. Find the Path Magic School: Commune Spell Type: Utility. and thrown weapons automatically return to your hand after each attack. These bonuses do not stack with other Miracle spells. as the spell makes your will known to them. This change is permanent and can only be reversed through extensive testing and alchemy. The poison or disease manifests as a normal example of the type. you may become infected. The weapon lasts for 1 minute (4 rounds). but missile weapons load ammunition as soon they are fired. and intelligent undead may attempt indirect betrayal. while others are ordered to do something different that requires 2 minor actions. Mana Cost: 4 MP Casting Time: Major Action Target Number: 10 Test: None You may call out the name of a location or point to a destination within sight and you will know the direction to take and the rough distance involved to get there. the easier and or more direct the path is. This spell lasts for the total of 3 plus the value of the Dragon Die in rounds. Language is not a barrier. The higher the Dragon Die result.that fail their test must treat you favorably and follow orders loyally for the duration of the encounter. Undead creatures that succeed at this test are unaffected by further instances of this spell for the rest of the encounter. or the Purification spell. This spell provides +1 bonus to Defense. and if the disease spreads through the air. and you may only order a single group with one action. Mana Cost: 3 MP Casting Time: Major Action Target Number: 12 Test: None Willing friendly targets within a 5 yard radius of the caster gain a fervor that propels them through battle. This spell lasts for an hour. but cannot lead you to more than one location per casting of the Dispel Magic Magic School: Miracle / Spirit Requirement: None 29 . or physical contact. but instead of adding your Strength. and may not be a magical poison or disease. potable liquid or garments with a poison or disease that you are previously aware of through first hand observation. You are not immune to the conjured vitriol. Mana Cost: 5 MP Casting Time: Major Action Target Number: 14 Test: None Requirement: Miracle Magic (Journeyman) You can summon up the divine force to lace edible food. but you may extend it another minute by spending another mana point. It deals the normal damage for a weapon of its type. it adds your Willpower in penetrating Radiant damage. +1 bonus to attack rolls. Corruption Magic School: Miracle Spell Type: Attack. Fervor Magic School: Light Spell Type: Enhancement. Thus. This does not mean that they are truly loyal. Mana Cost: 2-3 MP Casting Time: Major Action Target Number: 12 Test: None Requirement: Light Magic (Novice) You create a version of your order’s signature weapon made of radiant energy. Undead creatures that fail this roll by 5 or more are tied to the caster's will indefinitely. if you need to issue specific orders to one undead. Divine Weapon Magic School: Light Spell Type: Enhancement. and a +2 bonus to Willpower checks. You need to use a Minor action to issue a single order.

Enemies within 6 yards must make a successful Strength (Might) test versus your Spellpower or be pushed 2 yards away from you and knocked prone. This is a magical compulsion that overrides Howling Madness or similar powers. You can maintain this spell by spending 1 MP at the beginning of each turn and using an Activate action. Undead that fail the Willpower test by more than 5. Fireball Magic School: Primal Spell Type: Attack. beginning on the round you cast the spell. and take 1d6 damage per round until they are put out. Fly Magic School: Spirit Spell Type: Utility. they take only 2d6 penetrating damage. If a subject in the target area is successful at the resistance test. Target creatures that make their Willpower check take only 1d6+3 penetrating damage. Mana Cost: 9 MP Casting Time: Major Action Target Number: 15 Test: Willpower (Morale) vs. take double damage. All supernatural creatures within 6 yards radius of the caster must succeed at a Willpower (Morale) test versus your Spellpower or be affected by radiant energy. Spellpower Requirement: Rebuke You summon the power of radiant energy and flare it at nearby supernatural creatures.spell. Mana Cost: 3 MP Casting Time: Major Action Target Number: 13 Test: Strength (Might) vs. Mobile vehicles are not viable targets. Greater Rebuke Magic School: Light Spell Type: Attack. and may be extended by another half hour of duration for an additional 2 mana points. Spellpower You create a fiery missile that flies out at high speed only to burst into a large conflagration where it impacts. charge. this spell only works with places. Anything caught within that radius must make a Dexterity (Acrobatics) test versus your Spellpower or take 3d6 + Magic damage. Every other round. You propel the fiery core up to 20 yards away. Spellpower You summon up a mighty blast of wind that bowls enemies over. or a willing target you can touch. This spell lasts for half an hour. You can take a minor action to move or hover. Targets that fail this test must break off combat and run. Mana Cost: 5 MP Casting Time: Major Action Target Number: 13 Test: Dexterity (Acrobatics) vs. Group Heal Magic School: Miracle Requirement: Heal Gust of Wind Magic School: Primal Spell Type: Defense. Mana Cost: 6+ MP Casting Time: Major Action Target Number: 14 Test: None Requirement: Spirit Magic (Novice) You. Those that fail by 5 or more also catch on fire. and are unaffected by rebuke effects for the rest of the encounter. gains the ability to fly. or a major action to move twice as far or 30 . When flying the character's movement Speed is equal to 10 + your Magic (Spirit) ability plus focus. where it bursts into a ball of red hot flame with a radius of 3 yards. If you do not use any actions to fly you begin to fall. a blast of wind surges forward. Lastly. For twice the initial Mana Cost the wind is constant throughout the duration. All affected creatures take 2d6+Magic in radiant penetrating damage.

Each round after the first characters within the area must make another Constitution (Stamina) test versus your Spellpower or suffer 1d6+1 penetrating damage and continue to suffer the -2 penalty to Speed and all actions. Those caught within the area of effect must succeed at a Constitution (Stamina) test versus your Spellpower or suffer 2d6+1 penetrating damage and suffer a -2 penalty to Speed and all actions the next round. Spellpower You summon up an instant blizzard that freezes an area with radius equal to twice your Magic in yards anywhere within 25 yards of your position. Anyone immune to the illusion may choose to interact with the illusion by making a Communication (Deception) to fool onlookers. Spellpower Requirement: Entropy Magic (Journeyman) You can cover a square area equal to your Magic in yards on each side with an illusion. but can be extended an additional minute for 3 MP on the round it would expire. You and any allies you designate are immune to the illusion. Once initiated the spell may be maintained for 1 mana point per round. or what it truly is. This spell does not affect spellcasting. This effect can also be centered on a being or object as long as the subject fits within your affected area. Mana Cost: 1+ MP Casting Time: Minor Action Target Number: 12 Test: Willpower (Self-Discipline) vs. Spellpower You can hear the thoughts of one creature within 20 yards of you. Haste lasts for one minute. Mana Cost: 3-9 MP Casting Time: Minor Action Target Number: 14 Test: Perception (Seeing) vs. Each of these individuals gains a +1 bonus to Speed and an action bonus. Use of this spell on a subject you are bargaining with. but it does show images of anything the being imagines. When subjects arrive within 40 yards of the area they must succeed at a Perception (Seeing) test versus your Spellpower or they fully believe the illusion. Illusion Magic School: Entropy Spell Type: Utility. You can designate yourself as one of the affected beings. The targeted being must succeed at Willpower (Self-Discipline) test versus your Spellpower or you hear everything they think about until the end of the next turn. Hear Thoughts Magic School: Divination Spell Type: Enhancement. Anything obscured by the illusion is still obscured to the point that it cannot be accurately determined how big it is. and targets killed by it are frozen solid. However. The spell does not translate words or sounds. persuading or otherwise interacting with may provide a significant bonus. Mana Cost: 5 MP Casting Time: Major Action Target Number: 13 Test: Constitution (Stamina) vs. Heroic Aura Magic School: Creation / Light Requirement: None Horror Magic School: Entropy / Shadow Requirement: Entropy Magic (Novice) or Shadow Magic (Novice) 31 . Ice Storm lasts a number of rounds equal to your Magic ability. or two different major actions per round. Ice Storm Magic School: Primal Spell Type: Attack. A character under the effects of Haste can either take one major and two minor actions per round. Mana Cost: 3-6 MP Casting Time: Major Action Target Number: 13 Test: None Requirement: Creation Magic (Novice) You attach a thread of magical energy to a number of beings equal to twice your Magic within 5 yards of you.Haste Magic School: Creation Spell Type: Utility. seeing the illusion for what it is does not dispel it to the same degree as those who were designated at casting time.

gaining a die of ongoing fire damage each round after the initial 1d6 of ongoing damage. Immolate Magic School: Miracle Spell Type: Attack. As this spell affects vision. but can effectively make whatever lies beneath invisible. The target must succeed at a Willpower (Faith) test versus your Spellpower or suffer 1d6 of radiant penetrating damage and 2d6 fire damage. as would any structures they might erect or alter. Particularly flammable objects such as plant matter or creatures vulnerable to fire may begin to blaze. the detect magic action will only reveal the presence of the invisible character.The illusion itself need not be static. Creatures who are unaffected by the illusion that are not playing along would then become invisible as well. being successfully hit by an attack. making them invisible as long as nothing pierces the aura. Up to 6 additional days can be obtained in this fashion before the spell must be fully renewed. The illusion may not be of a creature or monster. the caster chooses whether the bonus die deals radiant or fire damage. although additional days of duration can be obtained for 1 additional mana point per day at the time of casting. taking 1d6 fire damage each round at the end of its turn until the flames are put out. Mana Cost: 4 MP Casting Time: Major Action Target Number: 12 Test: Willpower (Faith) vs. This invisibility is absolute. smell or other senses. This spell's effects last for a day. running. but in such a case the fire damage is resisted normally and the target does not catch fire. This spell otherwise lasts for an hour. You can cancel the illusion at any time. but it does nothing to affect hearing. Enemies aware of your presence can attack you. If augmented by Mighty Spell. Spellpower Requirement: Miracle Magic (Novice) You call on your connection to power to force a single target within 20 yards to spark into flame. Mana Cost: 5 MP Casting Time: Major Action Target Number: 14 Test: None Requirement: Entropy (Novice) You layer magic over yourself or a willing target. but it will only interact with those playing along or those who are fully affected by it. Any sudden movement (attacking. The target also lights aflame. Invisibility Magic School: Entropy Spell Type: Defense. not their form or location. This spell will affect creatures and objects that do not burn. and certain spells or supernatural abilities will reveal you. Invigorate Magic School: Light Requirement: Light Magic (Novice) Levitate Requirement: Spirit Magic (Novice) 32 . cancels the spell. etc.

Spellpower You create a font of necrotic energy in an area radiating out from you for a number of yards equal to twice your Magic. This ball gives off light equivalent to a lantern. attaches to one end of an object. Spellpower This spell allows you to create a glowing ball of light. but you may terminate it at any time. although the default color is white. if they are within the radius of effect. This spell lasts for an hour. any living creature besides yourself is unable to heal by any means for 30 minutes. Negative Burst Magic School: Entropy / Shadow Spell Type: Attack. Negative Flow Magic School: Shadow Spell Type: Enhancement/Attack. You may attempt to attach the glowing light to a subject's eyes or an object not in the control of yourself or an ally. This cloud ignores all but the strongest winds. Spellpower Requirement: Creation Magic (Journeyman) You create a cloud of noxious odors that fills an area with radius equal to your Magic ability in yards. and a -2 penalty to all actions. Mana Cost: 8 MP Casting Time: Major Action Target Number: 14 Test: Constitution (Stamina) vs. This spell lasts for the duration of the encounter. Undead gain Health inside the affected area regardless of ally status. Note. which hovers over and moves with your hand. including attacks. After being affected by this spell. causing it to diminish in radius by 2 yards each round until gone. but is not attached. Mana Cost: 3 MP Casting Time: Major Action Target Number: 12 Test: Constitution (Stamina) vs Spellpower You create an arc of necrotic energy that sweeps forward to lance through a cone shaped space 5 yards long and 3 yards wide. and heal their Constitution in Health (minimum of 1) at the end of each round. or hovers immobile anywhere within 10 yards of you. but the glow is steady and does not flicker. Noxious Cloud lasts for 1 minute (4 rounds). Allies within this area gain a +1 bonus to all their actions. Noxious Cloud Magic School: Creation Spell Type: Attack. The cloud is heavy and will sink into any area of lower elevation. It has no effect on unliving. All living creatures feel sickly after the attack and suffer a -1 penalty to all actions until the beginning of your next turn. in whatever color you desire. the target must succeed at a Dexterity (Acrobatics) test versus your Spellpower or be blinded while the spell is in effect. All air-breathing creatures caught in the cloud must succeed at a Constitution (Stamina) test versus your Spellpower or suffer 2d6 + Magic in penetrating damage each round. non-undead targets. including attacks. In this case. Longterm use can be detrimental to living creatures. If the target succeeds the light hovers in place near the target. All targets in the area must succeed at a Constitution (Stamina) test versus your Spellpower or suffer 1d6+Magic penetrating damage. Mana Cost: 3 MP Casting Time: Minor Action Target Number: 10 Test: None or Dexterity (Acrobatics) vs. 33 . Mana Cost: 4 MP Casting Time: Major Action Target Number: 13 Test: Constitution (Stamina) vs. Those who make the resistance test each round only suffer -1 penalty to all actions and take 2 penetrating damage. this spell heals undead by the same amount rather than harming them. You can move the cloud 2 yards with a Minor action each round.Light Magic School: Creation / Light Spell Type: Utility. Enemy targets must succeed at a Constitution (Stamina) test versus your Spellpower or suffer a -1 penalty to all actions. You may end the spell early as a free action.

Mana Cost: 2 Casting Time: Major Action Target Number: 12 Test: None (Strength (Might) vs.Obscuring Darkness Magic School: Entropy / Shadow Spell Type: Attack. and bushes to grow four month’s worth in a few seconds inside a square area with sides equal to your Magic ability in yards. Those who see through the illusion may use interaction rolls to give comrades a second resistance test. Anyone trapped must succeed at a Strength Phantasm Magic School: Entropy Spell Type: Attack. Mana Cost: 1 MP Casting Time: Minor Action Target Number: 10 Test: None You create a 10 yard radius globe of darkness that you can center anywhere within 15 yards of your present location. it turns permanently into stone. Paralyze Magic School: Entropy / Shadow Requirement: Entropy Magic (Journeyman) or Shadow Magic (Journeyman) phantasm may originate anywhere you can see within 8 yards. On a result of 3 or less. On a result of 4 or 5. but you can see as if it were merely dim lighting. Phantasm normally lasts as long as you continue to devote a Minor action to its maintenance. Plant Growth Magic School: Creation Spell Type: Enhancement. but the Game Master controls its actions. the target is afflicted with three tokens. Spellpower) You cause an explosion of plant growth in the immediate area. Tokens disappear at a rate of one token per 10 minutes. and see the phantasm as a transparent threat. however you may spend an additional 2 Mana Points at the time of casting to give it a duration of 5 minutes. The 34 . Characters damaged by the creature or hazard can die from this effect. Anyone caught inside the zone must succeed at a Dexterity (Acrobatics) test versus TN 13 or be trapped. the target is afflicted with two tokens. suffering a -1 to your tests. Spellpower Requirement: Creation Magic (Journeyman) You can slowly but surely turn a single target within twice your Magic ability in yards to immobile stone. Mana Cost: 3 MP Casting Time: Major Action Target Number: 13 Test: Constitution (Stamina) vs. You can decide exactly what the phantasm appears to be. All of your allies are automatically immune to this effect. All others in the area must succeed at a Willpower (SelfDiscipline) test versus your Spellpower or treat the creature or hazard as real. Petrify Magic School: Creation Spell Type: Attack. The darkness is considered total. If the target ever has a number of tokens equal to or greater than its Constitution. The target must succeed at a Constitution (Stamina) test versus your Spellpower or gain a number of stone tokens dependent upon your Dragon Die result. vines. On a result of 6. Each token serves as a -1 penalty to Dexterity for the creature. Mana Cost: 4 MP Casting Time: Major Action Target Number: 14 Test: Willpower (Self-Discipline) vs Spellpower You can create an illusionary beast or damaging hazard no bigger in size than a circle with a radius equal to your Magic ability in yards. the target is afflicted with one stone token. You can cause brambles.

You also gain a +2 to any roll to sense invisible targets or see through illusions. Each source must be purified individually. Mana Cost: 6 MP Casting Time: 1 minute Target Number: 13 Test: None You can ask greater powers a number of “yes or no” questions equal to half your Magic ability (rounded down). This is a magical compulsion that overrides Howling Madness. Targets that fail this test must break off combat and run. affected creatures take 1d6+Magic in penetrating damage. and a second casting will remove disease. Mana Cost: 4 MP Casting Time: Major Action Target Number: 12 Test: Willpower (Self-Discipline) vs. Mana Cost: 3 MP Casting Time: Minor Action Target Number: 12 Test: None You can create a magically heightened awareness of your immediate surroundings that can show you the hidden. While so affected. enters this state which lasts for 6 plus the value of the Dragon Die in rounds. you need not ask them all at once. Furthermore. Target creatures within 4 yards of the caster must succeed at a Willpower (Morale) test versus your Spellpower or be affected by radiant energy. and are unaffected by rebuke effects for the rest of the encounter. Mana Cost: 5 MP Casting Time: Major Action Target Number: 13 Test: Willpower (Morale) vs.(Might) test versus your Spellpower to free themselves. yourself or someone you can touch. although an entire table full of food and drink can be purified at once. The powers will give you a truthful answer to each question. Spellpower 35 . This spell can also be used to grow crops in the blink of an eye. the subject gains a +2 bonus to Perception (Searching) checks. a tree can be grown as well. Query Magic School: Commune / Divination Spell Type: Utility. Undead that fail the Willpower check by more than 5. one casting of this spell removes the poison first. If a source is both poisoned and disease ridden. Creatures that successfully make their Willpower check take no damage. and Communication (Disguise). or Rebuke Magic School: Light Spell Type: Attack. Mana Cost: 3 MP Casting Time: Minor Action Target Number: 14 Test: None Requirement: Miracle Magic (Novice) You can remove impurities from food. and environmental sources. against or not interested in your moral stance and ideology. Spellpower You can sense whether people are generally supportive of. but any unasked questions are lost when the spell ends. You summon the power of radiant energy and flare it at nearby supernatural creatures. based on the current situation when asked. and +2 to all opposed checks made against Communication (Deception). Reveal Magic School: Divination Spell Type: Utility. If applied to tree seeds multiple times. Query lasts for a number of minutes equal to your Magic ability. You can ask your questions any time during which the spell is active. The game master must tell you whether they support. In this case you know that further impurity remains. Sense Ideology Magic School: Commune Spell Type: Attack. water. If you succeed you can see the target clearly. This includes the effects of poison or disease if the source is not naturally poisonous or disease ridden. take twice damage. The target must succeed at a Willpower (Self-Discipline) test versus your Spellpower or you gain valuable insights about their moral stance. and is otherwise immobilized and unable to take Major or Minor actions. A willing target. You can pick a single target within 5 yards. are indifferent to. Purification Magic School: Miracle Spell Type: Defense.

Mana Cost: 4 MP Casting Time: Major Action Target Number: 13 Test: Constitution (Stamina) vs. The spell lasts for a number of rounds equal to your Magic ability. Spellpower You create a spray of sharp rock that arcs out from your position to lacerate all targets within a cone 5 yards long by 3 yards wide that do not succeed at a Dexterity (Acrobatics) test versus your Spellpower. and is ineffectual on nonliving targets. you can implant a dislike of your enemies in its mind.This target must succeed at a Constitution (Stamina) test versus your Spellpower or suffer a -1 penalty to all actions and take 1d6 damage at the end of each round. Targets that are unwilling to be contacted must fail at a Willpower (Self-Discipline) test versus your Spellpower for the spell to work. The source need not know who you are or what you stand for for this effect to occur. Those who fail to resist immediately fall into a magical sleep. Sleep Magic School: Entropy Spell Type: Attack. with a minimum of 1 round. minimum of 1 round. Telepathy lasts for one minute (4 rounds) and may be extended an another minute by spending an additional mana point. and those with natural Armor 6 or more. Targets who are hit take 1d6 + Magic in damage. Spellpower You create a magical linkage between yourself and a familiar being. Summon Swarm Magic School: Creation Spell Type: Attack. Even those who succeed at resisting the spell are somewhat affected. If the subject fails the test it arrives at its best speed. They remain asleep for your Magic ability in rounds. which will need to test versus Spellpower. ignoring language barriers. Summon Creature Magic School: Creation Spell Type: Utility. Unwilling targets get a new resistance test with each extension. Mana Cost: 4 MP Target Number: 10 Test: Willpower (Self-Discipline) vs. from which they can only be woken if they take 3 or more damage in a single blow. Spellpower You overcome a group of subjects with lethargy and sleep. All enemy targets in an area 3 yards in radius within twice your Magic in yards distance must succeed at a Willpower (SelfDiscipline) test versus your Spellpower or become affected. Shards Magic School: Primal Spell Type: Attack. The other party can be anywhere. Spellpower You summon a swarm of flying vermin that assault a single target within sight. If the target drops unconscious or dies the swarm will attack the nearest enemy within 6 yards on the following round. Mana Cost: 4 Casting Time: Major Action Target Number: 13 Test: Willpower (Self-Discipline) vs Spellpower Requirement: Creation Magic (Journeyman) You can name a creature of a broad type. Mana Cost: 3 MP Casting Time: Major Action Target Number: 13 Test: Willpower (Self-Discipline) vs. it is determined by the response they would take if they did know. location. Those who succeed at this test only suffer a -1 penalty to all actions as the insects bite at him incessantly. While the spell is in effect you can communicate fluently. Mana Cost: 2 MP Target Number: 11 Test: Dexterity (Acrobatics) vs. and the GM tests Willpower (Self-Discipline) versus your Spellpower to determine if you bring a creature within half a mile’s distance to your 36 .oppose what you stand for. as they suffer a -2 penalty to Dexterity for the same time period. but the spell fails if they are on another world or plane. and although you cannot control the creature’s actions. Telepathy Magic School: Commune / Divination Spell Type: Utility.

They take dedication to unravel. If the caster stops casting because of fatigue. or handbook. a ritual takes a number of actions to succeed equal to the Threshold divided by 3. The major difference between a spell and a ritual is that casting a ritual is an Advanced Test. grimoire. and aren’t learned so much as performed. understand and recreate and they often take a great amount of resources to purchase. but most rituals may be reattempted. If a roll is necessary. All rituals fizzle if two tests are failed in a row. GMs do not need to call for rolls at all times. interruptions or running out of mana then the ritual fizzles. While rituals belong to Magical Schools and cost mana. have longer casting times. or require 5 attempts. Divine Rituals Commune School • Dowsing • Forbiddance • Object History • Scrying • Spirit Tracking • Truth-Hearing • Vision Light School • Consecration • Endure • Summon Outsider Miracle School • Boon • Control Weather • Cure Ailment • Gate Spell • Pass Obstacle • Raise Dead • Remove Magic • Shelter Shadow School • Animate Dead • Desecration • Spirit Wrack • Summon Outsider Arcane Rituals Creation School • Endure • Summon Outsider • Water Breathing • Dowsing • Object History • Scrying • Spirit Tracking • Vision • Animate Dead • Gate Spell • Pass Obstacle Divination School Entropy School 37 . but mana expenditure is important. The caster could get lucky and achieve the required threshold on one roll. so given unlimited time any caster should succeed. (rounded normally). they suffer a -3 penalty on each roll. but the required inks or inlay materials are expensive. When there is no need for a roll. In situations where the characters are ambushed or the situation changes. Rituals have both a TN and a Threshold. a variable TN. but the TN is based on the difficulty of the lock. a ritual must be performed uninterrupted. Example: the Knock Ritual has a Casting Time of 1 Major Action. the GM may say that a certain Threshold total has already been achieved as the clock begins ticking.Ritual Magic Rituals are complete manuals to casting a complex spell. Even though all rituals are advanced actions. If a character attempts to perform a ritual without their scroll. It is an easy ritual meant to replace a mundane task. and a Threshold of 5. costing a third of the cost to buy the manual outright. they are not learned as spells. and the casting time listed is the amount of time that passes per action. There are rarely any consequences for failing to cast a ritual. The instructions for a ritual may be copied. there are consequences for failure or the character is under duress. The mana cost of a ritual is paid per casting action. but rather acquired. Only require rolls when the amount of time spent is important.

the caster’s orders are interpreted flawlessly and without regard to language barrier requiring instead a minor action per order (without concern for how many undead are ordered at once). a number of individuals may be named equal to the Mage’s Magic times 2. Anybody not initially designated must overcome a Strength (Might) test versus the Mage’s Spellpower. By default this ritual’s effects last for a month. The caster may attempt to animate multiple undead at once. Boon Magic School: Miracle Ritual Type: Utility. Threshold: 10 Test: none Value: 15 gp Casters use this ritual to create undead soldiers. When successful the undead created are permanently created and permanently predisposed to follow all orders the caster presents to them.Primal School • Control Weather • Element Sculpting • Shelter Undead Zombie Skeleton Wight Shade Vampire TN 10 11 12 13 14 Mana Cost (Total) 2 (6) 3 (9) 4 (12) 5 (15) 6 (18) Spirit School • Arcane Lock • Forbiddance • Knock • Magic Circle • Remove Magic • Spirit Wrack • Ward of Warning Arcane Lock Magic School: Spirit Ritual Type: Utility. This ritual may only be used once per caster on any given corpse. You 38 . drinking water. You can ask for sustenance. or a miraculous healing beyond the capacity of spells such as curing deformity or a crippling injury. Just as with the Control Undead spell. Threshold: 15 Test: None Value: 75 sp You make an appeal to the higher powers and they bring forth a gift for you if successful. Ritual Descriptions Animate Dead Magic School: Entropy / Shadow Ritual Type: Utility. each body beyond the first raises the Mana Cost by 1 on each roll. the lock is permanent. Mana Cost: 2 MP (10 total) Casting Time: Major Action Target Number: 13. Threshold: 15 Test: None Value: 150 sp The Arcane Lock is a ritual designed to create a phantom force that holds a portal. door. It does not significantly improve the durability of the door. These individuals can open the door without additional effort. If a valuable gemstone is sacrificed when casting the spell. window. Mana Cost: 2 MP (10 total) Casting Time: Minor Action Target Number: 10. or other opening that has a covering closed. but it does provide a slight bonus in the form of 2 Armor Rating for the affected object. that caster may never attempt it again. If it refuses to animate. When the ritual is cast. or the frame. Mana Cost: Varies Casting Time: Ten Minutes Target Number: Varies.

the request will be answered in some way if successful. 4) Plants in a consecrated area dedicated to nature. If consecrating previously unconsecrated ground. or a dark sky more calm. it follows its natural course. You may only use this ritual once per day. but only one ailment is removed per casting. creating dramatic shifts in the weather in time. so generally only limited changes are possible. If consecrating a desecrated area. or a person seeking an heir. The weather forms within 8 hours of your casting. Mana Cost: 2 MP (10 total) Casting Time: Major Action Target Number: 10. and cause it to begin or cease to precipitate. and retry limitations. Note: It is recommended that this ritual be tested each time it is invoked. and vermin such Cure Ailment Magic School: Miracle Ritual Type: Utility. pestilence etc. or 16 if removing lameness. Consecration affects a radius equal to 20 times the cleric’s Magic ability + 1 in yards. • -2 to Willpower (Morale) tests. as locusts are repelled from them instead of attracted by the bountiful harvest. a disease. if the ritual fails. Multiple ritual invocations over multiple days can extend the effect. with various effects. 39 . agriculture or growth (from the casting cleric’s beliefs) grow better. the Disease’s resistance TN. no matter what is asked for. 1) Consecration provides the following bonuses to any creature allied with the beliefs of the casting cleric: • +1 to all non-combat.can also ask for the fertility of a crop. blindness. Consecration is permanent until desecrated via the ritual or major instances of profane activity.. Control Weather Magic School: Primal Ritual Type: Utility. then the area becomes holy.g. it simply becomes normal. The effects of this ritual are always centered on the location you perform it at. Threshold: 10 Test: None* Value: 2 gp Consecration applies a holy aura to an area. e. Once you have set it in motion. • +2 to Willpower (Morale) tests. You can cause an overcast sky to clear. effectively defeating that previous ritual. Regardless you do not control the weather’s effects. it cannot be tried again for a day. although they may launch ranged attacks into it. are hardy enough to resist drought. 3) Supernatural creatures that are not allied with the cleric’s beliefs may not even enter the area. Threshold: 10 Test: None Value: 175 sp Cure Ailment allows the cleric to remove poison. Threshold: 15 Test: None Value: 3 gp You can use this ritual to shape and direct the weather in an area with radius equal to your Magic in miles. You can choose any natural weather conditional normally possible in the area for the given time of year. Whatever the need. Mana Cost: 2 MP (6 total) Casting Time: One Minute Target Number: Varies. non-spellcasting Ability tests. You can alter prevailing temperature by about 20 degrees. because of its high difficulty. Mana Cost: 2 MP (10 total) Casting Time: Ten Minutes Target Number: 13. such as directing lightning strikes or razing settlements with high winds. The effects are immediate. The TN for the ritual is equal to the Poison’s resistance TN minus 2. a Cleric with Magic 2 can consecrate an area 60 yards in radius. or similarly make a clear day into a cloudy one. or detrimental condition from a single person. or darken to storm conditions. Consecration Magic School: Light Ritual Type: Enhancement. 2) All creatures allied against the casting cleric’s beliefs have the following penalties: • -2 applied to any test result when there is a 1 on the Dragon Die. deafness etc. Also.

The casting cleric can choose to mask this particular effect when performing the ritual. Threshold: 10 Test: None* Value: 2 gp Desecration suffuses an area with necrotic energy. the area becomes unholy in minutes. The ritual forms a map in the caster’s head. and the alterations are permanent. The GM may require a Magic (Primal) test to create a particular result. The change occurs too slowly to be used as an attack. nonspellcasting Abiilty tests. Any outwardly observable trait. shape and move liquid or solid natural elements in your immediate vicinity. You can mold solids as if they were soft clay. a Cleric with Magic 3 can desecrate an area 80 yards in radius. such as the nearest predatory mammal. dissipating over decades unless consecrated via the ritual. They offer no sustenance or medicinal properties. 4) Plant life within a desecrated area begins to die. 40 . whether something is poisonous. or become twisted. Element Sculpting Magic School: Primal Ritual Type: Utility. etc. especially if fine or artistic details are involved. Material moved at your whim does so over the ground. Mana Cost: 2 MP (4 total) Casting Time: 1 Minute Target Number: 12. it will not levitate unless turned into a mist. Mana Cost: 1 MP (2 total) Casting Time: Major Action Target Number: 13. e. regardless of whether a normal human can determine the trait. Mana Cost: 2 MP (10 total) Casting Time: Major Action Target Number: 10. Traits that can only be determined by knowledge of a subject or its actions are invalid criteria. effectively defeating the previous ritual. shaping them as you direct. 1) Desecration provides the following bonuses to any creature allied with the beliefs of the casting cleric: • Gain an additional +1 Health whenever they heal. is a valid search criteria.g. and he is kept abreast of the subject’s location even as it moves. Threshold: 5 Test: None Value: 45 sp This ritual allows you to alter. nearest humanoid of a certain race. This includes training. nearest source of water. Desecration is semi-permanent. then the area becomes normal. although ongoing profane activity will keep the desecrated status alive. You can alter the temperature of the manipulated material. although water turned into ice will still melt. Dowsing Magic School: Commune / Divination Ritual Type: Utility. • +2 to Willpower (Courage) tests. 2) All creatures allied against the casting cleric’s beliefs have the following penalties: • -1 applied to any non-combat. although they may launch ranged attacks into it. a feeling of unholiness or dread.Desecration Magic School: Shadow Ritual Type: Enhancement. The ritual allows you to move material with an effective Strength equal to twice your Magic. and the moisture content as well. or nearest specimen of a specific animal type such as brown bear. If desecrating unconsecrated ground. Threshold: 5 Test: None Value: 75 sp This ritual finds the nearest example or specimen of a broad type. It may also be used to briefly locate all targets that match a similar broad type within half a mile of the caster. etc. If desecrating previously consecrated ground. • -1 to Defense. Desecration affects a radius equal to 20 times the cleric’s Magic ability + 1 in yards. but plants merely appear to be healthy. 3) Supernatural creatures that are not allied with the cleric’s beliefs may not even enter the area.

and scrying fails outright. or poison. It does not matter whether 41 . Mana Cost: 2 MP (4 total) Casting Time: Major Action Target Number: Varies. Destination Same Continent Same World Another World Other Plane No Prepared Exit Gate Threshol d 5 10 15 20 +5 Forbiddance Magic School: Commune / Spirit Ritual Type: Defense. each character is immune to normal damage and discomfort caused by the chosen source. no sound or imagery is available to displaced or telescopic senses. as long as it Is known in detail to the caster. Choose cold. the destination can be an unprepared landing location. This location may be a prepared gate on the same world. Forbiddance wards a structure. Each affected character also takes half damage from magical or exceptional examples of that source. For the one hour duration of the ritual. Any attempt beyond mundane means to spy on the warded area automatically fail. window or container. Threshold: 10 Test: None Value: 4 gp Knock Magic School: Spirit Ritual Type: Utility. acid. or area no larger than 20 yards by 20 yards against magical spying.Endure Magic School: Creation / Light Ritual Type: Defense. another world. The inside of the ward appears to be completely black. heat. Threshold: 5 Test: None Value: 45 sp You use the ritual to force open a locked door. For additional time and expenditure of mana. but it closes as soon as the caster wills it. or simply transports everyone standing upon it if horizontal. electricity. Mana Cost: 3 MP (9 total) Casting Time: Major Action Target Number: 11. Mana Cost: 5 MP Casting Time: 1 Minute Target Number: 14. another plane. Threshold: Varies Test: None Value: 50 gp You use the ritual to magically link a prepared gate to another location far away. Forbiddance is a permanent effect. Threshold: 10 Test: None Value: 1 gp You can perform Endure to make a group of willing subjects within your Magic in yards resistant to a single form of unusual harm. The gate opens a vertical hole in space through which people can pass if the prepared gateway is vertically oriented. Mana Cost: 3 MP (9 total) Casting Time: Ten Minutes Target Number: 13. or open doorway can remain open for up to one minute per point of the caster’s Magic ability. Gate Spell Magic School: Entropy / Miracle Ritual Type: Utility. A vertical gate.

Threshold: 5 Test: none Value: 65 sp For a number of minutes equal to twice your Magic ability. Raise Dead Magic School: Miracle Ritual Type: Utility. and the barrier locks itself immediately the next time it closes. you can turn back as long as your entire body has not entered the open space. Object History Magic School: Commune / Divination Ritual Type: Utility. There is some leeway in what should be considered emotionally significant enough to leave impressions behind. If it is a puzzle lock the Target Number is equal to the Cunning (Research) Target Number + 2 or 14 if no Target Number was assigned. Each 42 . You can attempt a Perception (Seeing) test in order to avoid materializing in a closed water. either undead. a key lock. with area attacks being deflected around the perimeter. a permanently enchanted lock is only bypassed the one time. If you would end up in a dangerous environment. events of pathos or national pride. Mana Cost: 3 MP (9 total) Casting Time: Major Action Target Number: 11. Mana Cost: 3 MP (6 total) Casting Time: Major Action Target Number: 14. In the case of defeating a magical lock. If it is a mundane lock. Magic Circle affects a circular area 4 yards in radius. magical power or is barred on the other side. at the successful completion of the ritual the locked barrier is overcome. Threshold: 5 Test: none Value: 3 gp This ritual allows you to pass immaterially through any barrier. Magic Circle Magic School: Spirit Ritual Type: Defense. If it is held by magic power. When successful the ritual leaves the being alive. for the being to have died before his or her time. Those inside the circle are also given a +3 Defense bonus versus any direct attack of such a creature. but generally historical events of great pomp and circumstance. The magic circle unfortunately does nothing to thwart indirect attacks. If it is barred the spell Target Number is equal to the Strength (Might) Target Number required to break it down. with a single health point. beasts or other supernatural creatures (outsiders). that creature type is barred from approaching the warded area. the Target Number is equal to that required for Dexterity (Lock Picking) to overcome. dragons.the barrier is held by a puzzle lock. or an acid filled space for example. you can handle objects and experience past events central to them. This is not only a difficult ritual to perform. object you pick up. and a -1 penalty to all actions that lasts for a month of game time. Creatures of the chosen type. rage or regret fueled actions. and upon the conclusion of the casting. Threshold: 15 Test: None Value: 75 gp This ritual reaches across the void and pulls the spirit of a being back into his or her body. Mana Cost: 2 MP (4 total) Casting Time: One Minute Target Number: 14. Threshold: 10 Test: None Value: 80 sp When you perform this ritual you name a type of creature. but they must all be in physical contact with one another and with you. and to at least know their common name. This effect lasts until you have all passed the wall or obstruction and then immediately ceases. if it has any significantly emotional events in its past will cause you to have a vivid daydream recounting the events as the one who used the object. You can bring a number of beings and their possessions with you equal to twice your Magic ability. are unable to cross the line represented by the circle. heals their most grievous wounds and breathes life back into him or her. but it is costly to the caster in terms of mana. The caster is required to have the body of the being being raised. Mana Cost: 7 MP (35 total) Casting Time: 1 Minute Target Number: 15. Pass Obstacle Magic School: Entropy / Miracle Ritual Type: Utility. or gaze based powers. and so forth. the Target Number is equal to the effect set by the opposing caster.

but each additional shelter raises the Target Number by 2. the ritual will only observe one location per casting. or can name. The scrying sensor is incorporeal to most damage. Obviously the corpse of the being must be reasonably intact. the sensor is much more Spirit Tracking Magic School: Commune / Divination Ritual Type: Utility. However. If successful the body is no longer considered a corpse. noticeable. Mana Cost: 2 MP Casting Time: Major Action Target Number: 12. The atmosphere within the dome is cool. Threshold: 10 Test: None Value: 9 gp You can spy upon any locale you are familiar with. Threshold: Effect TN + 5 Test: None Value: 5 gp With this ritual it is possible to dispel an indefinite duration magical effect or curse. Spellpower Value: 3 gp You extend a multitude of strands of power and awareness in order to find a specific person. although creatures and beings that can detect magic can detect this ritual. You can maintain a number of shelters equal to your Willpower ability at once. Mana Cost: 1 MP (2 total) Casting Time: One Minute Target Number: 12. Shelter Magic School: Miracle / Primal Ritual Type: Utility. If this test fails the strand has 43 . you need to be aware that they exist in order to scry those locations. and must be begun anew. so limbs that are not present at the time the ritual is cast are not recreated. when scrying upon locations in other planes.While it does mend rends. Threshold: 10 Test: None Value: 250 sp You create a shimmering dome of force. this ritual will not replace completely missing tissue. but magic will destroy it upon contact. requiring only a TN 17 Perception (Seeing) test to notice. dry. Threshold: 5 Test: Willpower (Self-Discipline) vs. gouges and reattaches flesh. you may only attempt the ritual once per day per target spell/ritual. However. although it can always be attempted once. Mana Cost: 2 MP (6 total) Casting Time: 1 Minute Target Number: 12. and include the head and torso to have any success with this ritual. In the case of sub-locations. creature. The Threshold is equal to the Spellpower or Effect's TN plus 5. Scrying Magic School: Commune / Divination Ritual Type: Utility. up to 6 yards across and up to 3 yards high at the center. this ritual may only be attempted a number of times on the same corpse equal to the being’s Willpower score. and you can control the light level inside from shade to as bright as a lantern. When you are forced to name a location. or item which must succeed at a Willpower (Self-Discipline) test or be discovered. which resets the count on this limitation. Lastly. regardless of the weather and conditions outside. Precipitation and debris are kept outside the dome. You and anyone in your immediate vicinity may observe all events currently transpiring at the target location. or until you dismiss it. This effect is fairly unnoticeable. and comfortable. If the caster fails two ritual tests in a row the ritual is ruined. Mana Cost: 3 MP (9 total) Casting Time: 10 Minutes Target Number: 11. The shelter lasts for up to 12 hours. and you can clearly hear and see as if you were watching from a vantage point. Remove Magic Magic School: Miracle / Spirit Ritual Type: Utility.

The target specimen of the ritual must make a Willpower (Self-Discipline) test versus your Spellpower or immediately appear before you. Mana Cost: 4 MP (12 total) Casting Time: Ten Minutes Target Number: 13. the caster still gets an immediate bearing to the target. but that is all as the linkage fades. or capitulate to your demand. it must succeed at another test or answer your question. Threshold: 10 Test: Willpower (Self-Discipline) vs. Each guidebook for this ritual covers a specific type of entity. although it is all from pain and exhaustion. The effects last until you sleep for an hour or more. dragons. supernatural creatures such as outsiders. Spirit Wrack holds the victim trapped for up to 8 hours. Spellpower Value: 45 sp You use this ritual to summon a being from another Plane. such as an Elemental. you can use an Activate action to gain a bearing once again. it returns alive to its home plane. the target cannot move of its own accord. This ritual may not be cast on the same subject more than once in a day’s time. at which point it returns automatically to its home plane. providing you a straight line direction and a general sense of distance. Summon Outsider Magic School: Creation / Light / Shadow Ritual Type: Utility. While the link exists. and if familiar with the caster knows who is casting the spell. or an Archon or Malfera (which hail from outer planes). whichever is furthest away. Threshold: 5 Test: Willpower (Self-Discipline) vs. Spirit Wrack Magic School: Shadow / Spirit Ritual Type: Attack. Mana Cost: 3 MP (6 total) Casting Time: Major Action Target Number: 15. including direction and approximate distance. If the target succeeds at the resistance test. The summoned outsider must obey your commands until the next sunrise or sunset. Intelligent outsiders can attempt to bargain with you for longer periods of 44 . versus an Aerial Servant or a Djinni (all of which hail from the Plane of Air). and feels like it is wrapped in incredibly tight chains that burn its very core each time you choose pain.attached itself to that being or thing. and even people. you need a portion of the target’s body on hand as a component. but to function on a physical entity native to the plane of origin. not physical damage. Spirit Wrack is effective on intelligent undead. although the caster must concentrate to cause pain. The target realizes something magical is happening. Then whenever you ask a question or make a demand. The target must succeed on a Willpower (Self-Discipline) test against your Spellpower or it is held fast. Physical beings that are released after an hour or more of being tortured by this ritual are treated as being 2d6 Health away from 0. If it is killed before the duration elapses. Spellpower Value: 10 gp This ritual constricts the motion of a known target and inflicts terrible pain when performed in the being’s presence. While affected.

present or future. while wild animals. armors that have unusual properties in addition to providing protection for the wearer. and staves which enhance 45 . Mana Cost: 2 MP (6 total) Casting Time: One Minute Target Number: 11. Mana Cost: 2 MP (6 total) Casting Time: Major Action Target Number: 11. This ritual detects murderous intent. and it won’t detect a peaceful visitor who turns violent given a reason once inside. twisting of the intent of the agreement is allowed.service. Threshold: 10 Test: None Value: 50 sp You can perform this ritual to alter a group of willing subjects present to be able to breathe underwater. or encompass a single structure and 2 yards beyond its walls. but it affects yourself. Threshold: 10 Test: None Value: 40 sp This ritual once performed correctly sets up a perimeter of either a circle 15 yards in radius. wands that enhance a mage’s basic abilities of arcane lance and spellcasting. whether the events unfolding take place in the past. It won’t detect a curious beast that isn’t planning to make the inhabitants into a meal. Threshold: 15 Test: None Value: 2 gp You use the ritual formula to enter a trancelike state and experience a daydream. This ritual may only be attempted once per week on the same subject. The effects of the ritual last for an hour. You may let the higher powers or fate determine what you see. If you fail two rolls in a row. Truth-Hearing Magic School: Commune Ritual Type: Enhancement. and a stronger signal whenever they tell the complete truth as they know it. Bells are the most common. Mana Cost: 1 MP (3 total) Casting Time: Minor Action Target Number: varies. There are magic weapons which aid in the slaying of enemies. and rabid animals. A non-specific vision may be more chaotic and disjointed. the ritual fails. and it lasts for half an hour. but may cover multiple events which could lead to information the caster did not even know he or she should learn. The number of beings affected is equal in number to twice your Magic ability. The warning sound can be of any type as long as it is not speech. despite their lack of harmful intent. or you may ask a single question. Mindless creatures that harm people by their very existence however are detected. Magic Items There are many common and several iconic magic items in the Known World. Mana Cost: 2 MP (x total) Casting Time: One Minute Target Number: 10. Any threatening creature that approaches the warded area immediately sets off a warning that all beings who were safely inside the ward can hear. and while the letter of the bargain is enforced by the ritual’s effects. Threshold: 5 Test: None Value: 50 sp You can perform this ritual on a target in your immediate presence. Creatures can understand the caster because of the ritual. but not all outsiders can speak the caster’s language. rings that provide specific benefits. and for the duration of the effect you gain a subtle signal whenever the target speaks the truth. or trumpets are equally known. The Target Number is equal to 10 plus the subject’s Willpower plus Self-Discipline focus. Vision Magic School: Commune / Divination Ritual Type: Utility. Ward of Warning Magic School: Spirit Ritual Type: Defense. supernatural creatures. Water Breathing Magic School: Creation Ritual Type: Enhancement. The daydream may even be a chain of related but separate events. The answer to this question will play out in the daydream.

A magic blade will not get rusty unless immersed in water (likely sea water) for months or even years. a weapon. never oiled and not suffer that fate. are not very durable. For example. and one-time use scrolls. The difficulty to permanently damage any durable magic item is 4 higher than for a normal item of its type. Part of this enchantment relates to maintenance as well. Plus a veritable slew of magic potions. the potion is useless even though it hasn’t been damaged itself. Buying a ritual Hiring a spellcaster to perform a ritual for you as a service costs 1/10th of the cost to purchase the ritual manual outright. the vellum a portable spell is imbued into can easily burn. However. There are also a host of known wondrous items. Magical Services Just like other skilled workers. armor or shield. such as a chair. Hiring a caster (retainer) Hiring a spellcaster as a contract employee for a month costs 30 gold. such as fighting on a war front. The least expensive proposition is buying a spell. it becomes more so. the Vision ritual costs an average of 32 silver as a service. Hiring a caster for outright dangerous duties. Durability of Magic Items Some magic items. if the vial holding a potion breaks. although highly experienced casters cost more. silver per mana spent. So if it is a TN 12 Strength (Might) test to destroy a normal staff. For example. while the most expensive is keeping the caster on retainer. In the case of guild mages or clerical orders. Buying a spell Paying for someone to cast a single spell costs 5 silver pieces per mana point spent. you can pay a spellcaster money to obtain magical services and advice. although some will charge twice this depending on the effort you intend to have them expend. by their very nature. in normal conditions It can be easily hung on a wall. However. it is a TN 16 Strength (Might) test to destroy a magic staff. Hiring a caster (hourly) Hiring a spellcaster to perform to the best of his ability for an hour costs 45 silver pieces. or any other task that risks their life immediately costs 45 gold or more per month. while Raise Dead costs 820 silver on average.those same abilities but in different ways. often the fee is paid or donated to the governing organization rather than to the caster directly. Likewise. when an item is enchanted and it is already a somewhat durable item. ointments. which careful research can lead to the proper manner of use. or the containers of such items. plus 2 46 . as well as the secrets of their construction.

it doesn’t cover even a third of that continent. the Emperor Zandor immediately banded the former client states together. this has proven to be a difficult task. including Alphatian humans. have managed to stabilize and begin the difficult task of building a workable society. it means there is no cultural or economic bias towards any particular equipment. or Splintered 47 .Chapter 4 . formal meetings occur in each country in a set pattern Languages: Alphatian (official). Aside from a push by Thyatis to conquer the Isle of Dawn. also known as the Alphatian League.Setting Overview The Known World The Known World region is the southeastern portion of the continent of Brun. and the NACE. Alphatia by detractors. this is what occurred. With citizens desperately trying to escape to communities on the Isle of Dawn and throughout eastern Brun. Nithian humans. The New Alphatian Confederate Empire Ruler: Loose alliance of former Alphatian colonies and territories Government: Various monarchies and republics Capital: No formal capital. Elven (Shiye-Lawr dialect) Rumors. the Alphatian Empire. In terms of coverage. Note: If a section on Iconic Armor or Weapons is absent from a nation entry. Lore and Places of Interest: • It is believed that the city of Sea Shield still exists under the waves in the wake of the sinking of the alphatian continent. the formerly satellite states of the Empire were suddenly all that was left of their civilization. The leaders of the client states placed their hope that Thyatis in particular among global powers would retreat to rebuild and afford them time to do the same. but it is peopled with races and nations that have had the most influence on the events that have swept over this part of the world. History: The New Alphatian Confederate Empire. In the years since. were deposed. but they have not been heard from in a decade. halflings and other human ethnicities. and Zandor. Alone among greater powers. on which the empire was based. Given their vast differences in outlook. dwarves. itself a holdover for how the Empire allowed its client states to govern themselves. • The Kingdom of Floating Ar is composed of flying cities and mountains. Thothia fought back and after bitter fighting reclaimed several formerly Alphatian client states on the Isle of Dawn. Common Races: The common races of Alphatia are numerous. Recently a cataclysm sunk the continent of Alphatia. once a sprawling nation that spread its influence across two continents. or Splintered Alphatia as some nations refer to them. • The various kingdoms maintain the remnants of Alphatia’s flying ship navy and jealously guard them as a resource. city elves. is the remaining portion of the Alphatian Empire. in an attempt to pool their resources and cement his sovereignty.

• Itheldown Island. The primary darokin adventurer is one who guards caravans. most towns and villages governed themselves. the occasional rogue or mage is found wandering for Darokin’s interests. clan and city elves. and is not under Darokin rule. In 927 AC. Average height for men is 5 feet. Again the elves of Alfheim aided the humans by backing one of the three candidates for rulership of Darokin. The Republic of Darokin Ruler: Chancellor Corwyn Mauntea Government: Plutocracy Capital: Darokin City Languages: Thyatian (Darokin dialect) Rumors. With no heir to the throne. the orcs were a constant nuisance. halflings. and dark hair is most common as well. Ansel Darokin became the first of the Eastwind kings. • The citizens choose their officials in elections. dwarves. making warriors fairly common. the most prominent of adventurers were mages. It is currently a wasteland that few enter. but the rise of knights of the crown. and succeeded in driving the orcs back. Thus. as it was they who maintained roads and such. 48 . brown or green eyes being the most common. Daro The Daro. the Attleson dynasty purged Darokin of all orc threats. His dynasty was to end with the death of his grandson in 87 AC. followed by clerics. if not more so. 9 inches and women is 5 feet. The most prominent members of society in the league are still mages and clerics.Common Classes: As overt magic users were afforded nobility status in the Alphatian Empire. as well as well known sneak thieves has placed several potent members of nearly every class in high positions in society. and orcs hail from Darokin in great numbers. With the current emphasis on survival. the humans were too disorganized to fend off the vengeful orc hordes. and the loss of several academies in every craft and guild. descendants of traldar clans that colonized the area millennia ago. They have pale complexions. 4 inches. The ruins of the castle are rumored to be the source of a curse that plagues shipping from time to time. even if only in their own best interests. The people began to look to wealthy landowners for leadership. Not surprising. In the first century AC. Corwyn Attleson was able to quickly unite the bickering factions under his banner with the help of his elvish backers. Eligibility for office is determined by the candidate’s wealth. However. Iconic Weapons: Rapiers and other dueling weapons are extremely popular in Darokin. is the site of Itheldown Castle. Eventually. a human clan called Eastwind came to begin uniting the humans while claiming territory from the orcs. Lore and Places of Interest • The nation of Aengmor (formerly Alfheim) lies completely within the borders of the Republic of Darokin. merchants and businessmen founded the Republic of Darokin for mutual economic gain. Adventurers favor a wide variety of weapons however because their primary opponents are monsters and raiding humanoids. tend to be small and slight or stocky. in Lake Amsorak. this region was settled primarily by orcs and human tribes. adventurers of more mundane classes are now just as common. Over the next few centuries. Common Races: Darokin humans. With the help of the Alfheim elves. than their inherently magical counterparts. History: Early on. wealthy businessmen began to gain much power. Common Classes: There are members of every class from Darokin. For the next two centuries. the era of Darokin kings came to an end when Santhral II died without an heir. and offering aid if the humans would acknowledge their choice.

and wheedle down the cost of doing business as far as is possible. Daro Burgher 2d6 Benefit 2 +1 Cunning 3-4 Focus: Cunning (Evaluation) 5 Focus: Cunning (Navigation) 6 Focus: Perception (Searching) 7-8 +1 Constitution 9 Focus: Constitution (Stamina) 10-11 Focus: Communication (Persuasion) 12 +1 Perception normally. trading and diplomacy to a high art form. and even by greedy dwarves on one occasion. you produce an exact physical copy of the item if your crafting test results in an item of the same quality. some scholars speak and read Lalor (ancient halfling tongue) Rumors. You can use the Object of your Attention stunt for 2 SP instead of 3. Lore and Places of Interest: • The Black Spire Mountains are rumored to be rich with precious metals and gems. You can play cleric. re-roll until you get something different. The Five Shires Master Trader of Darokin Universal Specialization Darokin has cultivated bargaining. rogue or warrior. Master: You can make progress in your endeavors with low resources and always glean every ounce of lore out of your research. modify your character as follows: • Add 1 to your Communication ability. You begin with a bank of Mana Points equal to 10 + Magic + 1d6. Novice: You know how to drive a hard bargain. despite their small stature and good nature. merchants and craftsmen that can handle negotiations with any intelligent being. Each time. must be from or trained in Darokin. these individuals have a head for business deals. Since their arrival in the area now called the Five Shires. Whenever you gain a level you also gain 1d3 + Magic in Mana Points. • Pick one of the following ability focuses: Communication (Bargaining) or Dexterity (Light Blades) • You can speak and read Thyatian (Darokin dialect). You gain the power to perform arcane rituals. Once the item has been analyzed. You can use the Tower of Will stunt for 3 SP instead of 4. Capital: There is no formal capital. Master Trader Talent Class: Any Requirement: Cunning and Perception 3 or more. the hin have been invaded and enslaved several times by orcs. called "halflings" by humans. Roll 2d6 and add the dice together. • The hin have harnessed a power known as Blackflame. Roll twice on the following table for additional benefits. leading to a class of adventurers. mage. If you get the same result twice. Often called master traders. but the largest community is Shireton. • The hin. and can draw on that power to create magical items. and they can apply this skill to any endeavor he finds himself involved with. and the Resources at Hand stunt for 3 SP instead of 4.Playing a Daro Burgher If you choose to play a daro burgher. This is a Cunning (Evaluation) advanced test with a Threshold of 10. Journeyman: You can employ a craft focus to forge a substitution for any item or artifact you have time to analyze. Ruler: A council of Sheriffs Government: The Sheriffs are the leaders of each clan. has been one of bitter hardship and strife. or 25 (depending on the quality of the item) with each roll taking 15 minutes. are very capable of defending themselves from invaders. elected for their skill in administration or leadership. • Choose a class. It is not necessarily a hereditary position. 15. History: The history of the hin. the hin would rise against their oppressors stronger The sharp eyed master trader keeps his mind open to opportunities everywhere. Languages: Thyatian. although you must acquire them 49 .

There are five of these regions in all. The clans made alliances and became tied together.than before. This leader was Gunzath the Clanless. and thus the hin have the best relations with nations of the Known World that do not share borders with them with one exception. and dwarven colonists. they are a collection of roving communities with large scattered settlements near the rivers. including the last one in AC 989 by Baron Ludwig von Hendriks of Karameikos. but few that cross the border. Along these land and river ways are hin families traveling and living off the land. the Elders chose a leader to handle defense and rule of the people. 50 . Only Glantri. Once the invaders were repulsed. until someone threatens a roving hin family or scouts see trouble coming over the borders. the actions of the Black Eagle Baron serve to drive public opinion of Karameikos to the lowest levels. While impartial because he had no clan of his own. To prevent the clans from squabbling over travel rights or other petty issues. and each group of clans were given the duty to protect an area of land called a shire from invasion. Many attempts at invasion have been made by man and orc alike since then. Gunzath's dying wish was that the smallest clans absorb scattered families without clans and care for themselves equally. the clans began to squabble over the sudden plenty at their disposal. but the hin ships near the Shires patrol the waters and keep invaders out as well. The hin of the settlements seem rustic. when the hin finally defeated the orcs. thus they began referring to themselves as the Hin of the Five Shires. The Five Shires are not a nation as most others consider it. During this period many hin rose to hero status by reclaiming fringe territories from orcs. After the Third Rising. human raiders. who served until his death in BC 572. In particular. and Thyatis are held in lower regard. but the longoppressed hin have turned them all back. began a time of rebuilding known as The Time of Heroes. Then they all rise to the common defense. There are roads crisscrossing the interior. until they could hold their ground against any would-be invader. Darokin. Hin sailors generally travel the seas from wanderlust and a desire to see new sites. These clans were able to find a balance. with the least populated clans absorbing the most families.

but these are not nearly as common. Alphatian (Fleamish dialect). Once per session you can generate a number of Stunt points equal to your Willpower (maximum of 5). Ethengarian Knight Hero of the Five Shires Warrior Specialization Knight Hero status is awarded to adventurers who put the interests of their people first and foremost. the Knight Hero is an exemplar of Shire hin values. Master: While many dismiss the hin as harmless children. The rolling hills. Rumors. a resourceful protector in times of trouble. Iconic Weapons: Sling and short sword are the weapons most closely associated with halfling adventurers. Ruler: A council of Wizard-Princes Government: Magocracy Capital: Glantri City Languages: Thyatian (Glantri dialect. Common Races: The only people native to this area are settled hin. for a roll that generated no stunt points. You can use the Taunt stunt for 1 SP instead of 2. and The Upper Hand stunt for 2 SP instead of 3. official language). Knight Hero Talent Class: Warrior Requirement: You must have Perception and Willpower of 3 or higher and be a Five Shires halfling. Other races visit but rarely settle in. There are also many Hin Masters (druids and their mentees) protecting the land and the people from the wilderness. and the temperaments of their foes. and a strong weapon in times of war. • Glantri City has few streets. You have been brought into the fold of the resourceful heroes of the Shires. You gain the power to move in Mail armor without penalty to Speed. Scale and Leather armors are very common. Lore and Places of Interest: • The Great School of Magic is heralded as the finest wizard college on the continent (although some other schools would disagree).It is much easier for a merchant to encounter a wandering family to trade with than to find a specific settlement deep in the interior. traveling across town is usually done via gondolas on the city's network of canals. but you have learned how to be taken seriously by all. taking advantage of your size and harmless appearance. Elvish (Belcadiz and Erewan dialects). Unlike the sheriffs who think first of their clans. and a handful of mages from the Five Shires. general lack of roads. As a group they learn enhanced mobility. The Principalities of Glantri Iconic Armor: Chain. Novice: You can manipulate enemies. Common Classes: The majority of the hin adventurers are rogues and warriors. There are also numerous clerics and druids. and numerous rivers of the Shires make this the case. and the mysterious Keepers who maintain the history and faith of the hin. Heroes are often referred to as Knight Heroes or Guardians. the masters who patrol the wilds. Traladaran (in Boldavia). and you can use the Advantageous Positioning stunt for one less SP. clan elves and traladaran humans. by birth or settlement. 51 . minimum of 1. You gain the power to move in Leather armor without penalty to Speed. Journeyman: Knight Heroes cultivate a watchful eye. Averoignian. and to make the best use of their environment.

and built the city of Braejr. Clerics are disliked. The city of Braejr was renamed Glantri City in Lord Alexander's honor. and granted the rulers the hereditary title of Prince. Outraged. Glantri is a rich milieu of European and fantasy cultures I can’t Common Races: Flaemish humans (use the Pure Alphatian background). both in love and life and in their personal honor. a parliamentary session called the Light of Rad reserved the right to rule for wizards only. During this time a plague struck the region. humans calling themselves Flaemish settled the region now known as Glantri. consider the Belcadiz to be humanized offshoots that are not true-elves. Likewise. Lord Alexander Glantri ambushed Halzunthram. Note: For those interested in making Glantrian characters. being the first non-humans to settle in the Glantri region. Common Classes: Mages. In the year 858 AC. the elven and human settlers sided with the Flaems in revolt against the Alphatian wizard. who were systematically hunted down and expelled from the area. ruled over by a council. an Alphatian wizard and warlord named Halzunthram arrived and sided with the coalition of settlers. Thus. This went on to become the Forty Years War. Most elves. The Wizard-Princes have ruled unchallenged to this day. Halzunthram executed a coup and took control of that council. Their self-confidence is often mistaken for arrogance. the stout people rarely set foot inside the borders of Glantri. Finally. as foreign settlers began coming to the area in large numbers. Dwarves were persecuted here in the past. accurately cover in this overview. while The Belcadiz elves. with mages being the most prominent of the three classes even if not the most numerous. and were originally outlawed. Belcadiz elves. warriors and rogues are extremely common. During this time. During one of the dwarf-hunts. ethengarian humans. The Republic of Glantri was formed. I direct you to the original gazetteer or the 2E box set. frictions between the Flaemish and the settlers escalated gradually. afflicting almost half the population. laterren humans (again use the Pure Alphatian background). History: Several centuries ago. The region was divided into three provinces. alphatian humans. and a fair amount of overt racism still exists. Humans with rare ancestries are also evidenced here. The pestilence was blamed on newly-arrived dwarven settlers. the Elves witnessed the founding of the Principalities and have been part of the country ever since. the majority of the Belcadiz Belcadiz Elf 52 . specializing in wielding rapiers. the frictions exploded into war. the established nobility revolted but were crushed within a year. and the Forty Years War was over. known as Progeny.• Numerous wizards have towers and lairs throughout the countryside. including the Erewan. and clan elves (the Erewan) all make up the melting pot of Glantri. Over the long centuries since that time. and their lust for life is mistaken for shortsightedness. and the first elves to live there for a long period of time. Halflings have been discriminated against and kidnapped for experimentation and will not often set foot inside the country’s borders. Infuriated. Rogues are more common among the elves. traladaran humans. About 300 years ago. Their culture is freeflowing and encapsulates a fiery passion. preventing the fragile coalition from being destroyed.

• You are resistant to Charm. although few of them are safe 53 . which allows you to see clearly at night. and traditional ethengarian clothing. Roll 2d6 and add the dice together. You can play mage. beast hunts to celebrate great days. If you get the same result twice. If you get the same result twice. and Paralysis effects. • Pick one of the following ability focuses: Communication (Seduction) or Dexterity (Dueling). Roll twice on the following table for additional benefits. such as concubines and multiple wives for the Prince of Krondahar. You can play cleric. modify your character as follows: • Add 1 to your Dexterity. Playing a Settled Ethengarian If you choose to play a settled ethengarian. • Pick one of the following ability focuses: Cunning (Cultural Lore) or Perception (Searching) • You can speak and read Thyatian (glantri dialect) and speak Ethengarian. you gain Focus: Dexterity (Dueling) or Dexterity (Initiative) instead. Sleep. • Choose a class. They can easily grow facial hair. • You can speak and read Elven and Thyatian (Glantri dialect). They fit most closely to the glantrian mold of placing Rumors. each with its own flavor and vices. and night time penalties by 1. but this is assumed to be due to long time pairings with humans.ignore other elves in favor of their human neighbors. Many cultural practices are kept alive by the ethengarians when they can get away with them. Playing a Belcadiz Elf If you choose to play a belcadiz elf. mage. if positive. re-roll until you get something different. re-roll until you get something different. Belcadiz elves are swarthy in skin tone. Reduce low-light. and have dark hair and vibrant eyes. Belcadiz Elf 2d6 Benefit 2 +1 Cunning 3-4 Weapon Group: Dueling* 5 Focus: Strength (Jumping) 6 Focus: Perception (Empathy) 7-8 +1 Communication 9 Focus: Strength (Intimidation) 10-11 Focus: Constitution (Stamina) 12 +1 Perception * If your class already provides this. is constructed of many ramshackle structures built around a fort. Add your Magic ability. Lore and Places of Interest: • The Castle of Ierendi. modify your character as follows: • Add 1 to your Constitution ability. Makai Settled Ethengarian The ethengarians native to Glantri are refugees and expatriates who chose to leave their homeland behind for the right to learn and practice magic as they chose. • Choose a class. home of the King and Queen. Settled Ethengarian 2d6 Benefit 2 +1 Willpower 3-4 Focus: Communication (Animal Handling) 5 Focus: Cunning (Arcane Lore) 6 Focus: Constitution (Stamina) 7-8 +1 Magic 9 Focus: Dexterity (Crafting) 10-11 Focus: Cunning (Research) 12 +1 Cunning The Kingdom of Ierendi Ruler: King Palfrit and Queen Marianne Government: Non-Hereditary Monarchy Capital: Ierendi Languages: Thyatian (common). • You have Night Vision. although it is believed they share sentiments with the Khanate. Roll twice on the following table for additional benefits. themselves right behind Glantri itself in importance. rogue or warrior. to all resistance tests against these effects. Roll 2d6 and add the dice together. • Ierendi has many islands. rogue or warrior.

known as Mad Creeg. although all are in evidence. usually stolen and in poor condition. However. Playing an Ierendi Pirate If you choose to play an Ierendi pirate. but stubborn warriors walk about in mail armor. Instead. Ierendi was founded by Thyatis creating a penal colony in 571 AC. it is often the only time all the pirate captains choose to be honorable. The Conclave of Pirates oversees the games. They have been reported to have defeated the Thyatian Navy in the past. Common Classes: Rogues and warriors. Ierendi Pirates The Thyatian prisoners who settled in Ierendi developed into a background of their own. Common Races: Makai and Thyatian humans. • Ierendi is said to have one of the finest navies in the world. Particularly because the contest for the kingship draws pirates of all stripe. • Pick one of the following ability focuses: Constitution (Drinking) or Strength (Might). and the rough and tumble nature of the dominant culture has led them to be very different in capabilties. Roll twice on the following table for additional benefits. war with hin colonists. war with Thyatian conquerors. Iconic Armor: Light armor tends to be worn here due to the climate. though not the largest. Numerous diversions are available for the visiting mainlander. or warrior. In 586 AC. The leader. The local hin tell a similar story but are unaware of the initial slavery of the makai. named himself King of Ierendi. re-roll until you get something different. Roll 2d6 and add the dice together. Despite there being few rules. For the makai Ierendi began in slavery to a now dead empire. but the lifestyle of the isles. particularly pirates are prominent in Ierendi.for the unwary. History: Reportedly. The station of King and Queen has never been hereditary. rogue. a tournament is held every 5 years to crown the Pirate King. and then slavery under pirate rule. city elves and dwarves. modify your character as follows: • Add 1 to your Strength ability. although the local makai and hin people will regard this legend with good-natured contempt. • Choose a class. You can play mage. If you get the same result twice. the Thyatian Empire cemented its hold on the island group. They have the same appearance and complexion of Thyatians. • You can speak Ierendi and speak and read Thyatian. the local hin engage them in guerilla war for 30 years and the prisoners revolted and drove the Thyatians out in 600 AC. hin. and mages and clerics can make excellent pirates too. 54 .

At some point. you can take the focus Dexterity (Light Blades) instead. or tales of werewolves or other creatures roaming the woods. modify your character as follows: • Add 1 to your Dexterity ability. an invasion of "beast-men" descended upon the region. goblins and other foul creatures roam freely about the place. they had no centralized government. History: According to local lore. re-roll until you get something different. unexplored. centuries ago the region was inhabited by a people known as the Traldar. Playing a Hin Pirate If you choose to play a hin pirate. • Pick one of the following ability focuses: Constitution (Drinking) or Dexterity (Light Blades) • You can speak and read Thyatian (Darokin dialect). Lore and Places of Interest: • Specularum is named for the mirror-like reflective quality of its harbor. ruled by the Duke's allegedly mad cousin. • Your speed is equal to 8 + Dexterity (minus armor penalty if applicable). Roll 2d6 and add the dice together. threatening to wipe out the human population. Hin Pirate 2d6 Benefit 2 +1 Strength 3-4 Focus: Strength (Climbing) 5 Focus: Cunning (Evaluation) 6 Focus: Constitution (Swimming) 7-8 +1 Constitution 9 Focus: Dexterity (Initiative) 10-11 Focus: Dexterity (Stealth) 12 +1 Perception The Kingdom of Karameikos Ruler: King Stephan Karameikos III Government: Monarchy Capital: Specularum Languages: Thyatian (official). and subjugation at the hands of others. Rumors have it that orcs. • The forests of the nation are still largely unsettled. and hence. Roll twice on the following table for additional benefits.Ierendi Pirate 2d6 Benefit 2 +1 Constitution 3-4 Focus: Perception (Seeing) 5 Focus: Strength (Climbing) 6 Focus: Constitution (Swimming) 7-8 +1 Dexterity 9 Weapon Group: Light Blades* 10-11 Focus: Cunning (Navigation) 12 +1 Perception * If the class you choose provides this already. Baron Ludwig von Hendriks. the hin of Ierendi are of a markedly different stripe than those on the mainland. If you get the same result twice. Hin Pirates After hundreds of years facing starvation. Traladaran. • The Black Eagle Barony is reported to be a dismal and evil place. 55 . • Choose a class: You can play rogue or warrior. Elvish (Callari and Vyalia dialects) Rumors. Living in city-states. Most villages have legends of ancient ruins haunted by spirits of the past.

From one of the Traldar villages rose a King by the name of Halav Red Hair. History: The Alfasser. He had help from a Traldar Queen named Petra. and Duke Stephan Karameikos III arrived in Specularum to rule his new subjects. the Immortals took up Halav. • The Guilds hold power over all aspects of life and business in Minrothad. Lore and Places of Interest: • The Merchant-Princes of Minrothad practice a unique craft of sea magic. In A. and the plague of lycanthropy along with them. Over the years. now populated by the Traldar descendants who called themselves Traladara. in the Duchy of Machetos within the Thyatian Empire. King Halav and the King of the beast-men killed each other in a duel. thousands of years ago. 970. The Emperor accepted. The beast-men. fled the area. and warriors are widely represented in Karameikos. and the Traldar looked to rebuilding their lives.C. by sending troops to the trading port of Marilinev. seeking refuge from the Years of Infamy in Glantri. The Minrothad Guilds have grown to become a major economic power in this region of the known world. Stephan Karameikos III made a proposition to the Emperor. and a huntsman named Zirchev. Humans later came to the islands. They say they migrated to the area around the same time as the cataclysm known as the Great Rain of Fire. rogues. Zirchev and Petra into their ranks.C. followed by hybrid TraladaranThyatian humans and thyatian 56 . humans. In fact. 900 the Empire of Thyatis claimed all of the area. In A. or Water Elves. bringing the concepts of slavery. mages. during a confrontation between the Empire of Thyatis and the Empire of Alphatia. • A fair amount of piracy is conducted in the waters of this region. King Halav was able to unite the various Traldar tribes under his rulership to repel the beast-man invaders. without their leader. Minrothad traders carried troops. The Minrothad Guilds Ruler: Guild Master Oran Meditor Government: Syndicicracy Capital: Minrothad Languages: Minrothad Patois. claim to be the original settlers of the Minrothad Isles. were lured to settle in Minrothad by the trade guilds to provide fine metalworking and similar crafts not found previously. • Minrothad merchant-ships are a familiar sight in ports throughout the world. supplies and plunder for both sides in the Common Races: Traladaran humans make up the bulk of the population. Elvish (Meditor/ Verdier dialect) Rumors. halfling slaves were introduced to the islands. During the final battle of the war. The Thyatian conquerors re-named the city Specularum. He has sat on the throne ever since. There is also a contingent of dwarves and rock gnomes in Highforge. and were later freed with the help of the elves. all races are welcome in Minrothad. and a community of clan elves (the Callarii) and a community of sylvan elves (the Vyalia). He offered the Emperor his ancestral lands in Machetos in trade for the lands of the Traladara and a decree of autonomy. Common Classes: Clerics. It is said during Halav's funeral. Dwarves. Now.

Common Classes: The most common classes are rogue and warrior. creating Sea Magic. Reduce low-light. Common Races: The most common groups are sylvan elves (the Verdier) and water elves (the Meditor). • You can speak and read Elven and Minrothad Patois. These individuals have become captains of industry through business savvy. re-roll until you get something different. or dazzling talent. You can play cleric. You have learned the secret sea magics of the Merchant Princes of Minrothad. if positive. • You have Night Vision. they shared this knowledge with them after forming a bond of brotherhood and nationhood. to all resistance tests against these effects.conflict with carefully negotiated contracts to maintain their neutrality. or more commonly water elves. Sleep. The men and women who have been welcomed into this fold are taught many secrets. Merchant Prince of the Minrothad Guilds Rogue or Warrior Specialization The leaders of the guilds of Minrothad are known as the Merchant Princes. which allows you to see clearly at night. modify your character as follows: • Add 1 to your Dexterity. Water elves have the same pale skin and light colored hair (silver is fairly representative) common to many clan elves. but all are in evidence. • Choose a class. Iconic Armor: Leather armor is commonly worn by those who wear armor. • Pick one of the following ability focuses: Communication (Bargaining) or Cunning (Navigation). Novice: You gain the power to cast Arcane spells with access to spells of the Sea Magic discipline. • You are resistant to Charm. Merchant Prince Talent Class: Rogue. including the school of Sea Magic pioneered by the Water Elves. When other peoples came to the area. as metal armor is a detriment to those needing to swim. Add your Magic ability. Iconic Weapons: Swords are quite common. dwarves and various human races present. Roll twice on the following table for additional benefits. also known as alfasser. Playing a Water Elf If you choose to play a water elf. were the first to settle the Minrothad Isles. even if they are not formally trained in its usage. Warrior Requirement: You must have Cunning and Magic of 3 or higher and have earned high status within a guild of Minrothad. Water Elf 2d6 Benefit 2 +1 Strength 3-4 Focus: Constitution (Stamina) 5 Focus: Perception (Hearing) 6 Weapon Group: Heavy Blades* 7-8 +1 Perception 9 Focus: Strength (Climbing) 10-11 Focus: Constitution (Swimming) 12 +1 Communication * If your class already provides this. rogue or warrior. You can cast spells and gain the ability to apply 57 . They have been called to the sea as sailors for so long that they have applied the normal elven magical bent to life at sea. If you get the same result twice. outstanding bravery. There are also groups of halflings. and the captains and merchant-princes set fashion trends in the Guilds. mental acumen. and night time penalties by 1. mage. inspired leadership. Roll 2d6 and add the dice together. with nearly every captain owning a long sword or a short sword. you gain Focus: Strength (Heavy Blades) instead. Water Elf The Meditor Clan elves. and Paralysis effects.

Ward of Warning The Northern Reaches The region known as the Northern Reaches is actually three distinct groupings of heldanner peoples. • Trollheim is a wild and unsettled area occupied by trolls for centuries. Lightning. Summon Creature. Gust of Wind. with a growing middleclass and a successful economy. led the Vestlanders in rebellion. They found a harsh country threatened by trolls and giants. The Kingdom of Vestland Ruler: King Harald Gudmundson Government: Monarchy Capital: Norrvik Languages: Heldannic Rumors. King Finnbogi of Ostland launched an ill-conceived invasion. Journeyman: You have learned to enter Sea Casting Mode. Element Sculpting. and an island based feudal raiding culture. The descendants of King 58 . a coastal feudal society. Sea Magic spells: Find the Path. You learn an additional 2 Sea Magic spells. The Ostlanders joined with the local tribes to secure their frontiers from monstrous attacks. Sea Casting mode lowers the strain for Sea Magic spells by 2. You learn 2 additional Sea Magic spells. you learn 2 Sea Magic spells. Sea Magic rituals: Control Weather. Some twist of fate will bring you to flotsam or shore before death may take you. Whenever you gain a level you also gain 1d3 + Magic in Mana Points. Wind Weaving. a descendant of Eirik Cnute. the Soderfjord Jarldoms and the Kingdom of Ostland. Shelter. You begin with a bank of Mana Points equal to 10 + Magic + 1d6. Denied supplies by Vestland raiders. Frustrated by the formidable resistance of the rebels. where the king and many of his jarls were captured. For over a century the Vestland colonies remained under rule of Ostland kings. But greedy demands for tribute and indifference to requests for military aid against the trolls and giants caused the jarls and freemen of Vestland to declare independence from Ostland..focuses in Magic to non-academic tests. Master: You have mastered the sea. You must be on a vessel at sea or inside the effects of a severe seaborne storm to enter this mode. and cannot drown. When you wash up you have lost all but 3d6 Health. Lore and Places of Interest: • Vestland is by far the most "modern" of the Northman nations. Purification. the Kingdom of Vestland. History: This area was largely unsettled when Ostland colonists arrived in the sixth century AC. recent attempts at colonizing this region have met with disaster. but suppresses all non-Magic focuses while it is in effect. They are in terms of character a coastal modern nation. Ottar the Just. Lastly. Dowsing. Finnbogi's campaign turned into a disaster at the Battle of Bridleford. • The city of Norrvik has a great secular and magical college. Scrying.

Ottar continue to rely on a strong yeomanry to defend Vestland's security. although barely. representatives of the most powerful clans signed the Treaty of Allied Dominions. and as a people they are tolerant. • The Sodervirk is a defensive wall currently being constructed in cooperation of the local jarls and dominions. of rogues and mages. Iconic Armor: Chain mail is the height of status and protection readily available in Vestland. Iconic Armor: Chain mail and leather armor are ubiquitous in Soderfjord. forming the Nordharter Defense League. mauls. and their descendants." who is chosen by a Council of the Great Jarls. At the Council of Soderfjord in 950 AC. Iconic Weapons: The sword is the iconic weapon of Vestland. are sworn to answer the summons of the "war leader. long swords. Rumors. especially dwarves. daggers. each ruled by a powerful clan. clerics are respected. Furthermore. short swords. Common Races: Heldanner humans. training the uncommon mages who hail from this land. although Castellan has many foreigners. one jarl would overrun several neighboring territories and proclaim himself king. denwarf dwarves Common Classes: While warriors are romanticized. Common Classes: The Soderfjord Jarldoms Ruler: The Nordharter Defense League Government: Alliance of petty monarchs Capital: Soderfjord Languages: Heldannic Warriors are paramount in the Jarldoms. History: For the past three centuries this region has been divided into a number of minor nations. with the sword being 59 . who is in charge of defense of Soderfjord from outside threats. all classes are present. and spears are common. especially in the homes of the jarls. with chain being the choice of a true warrior. All who signed. • The Ostfold Scarp is a spectacular series of 300 to 500 foot cliffs overlooking the ocean where the Gnollheim Hills and the Hardanger Mountain Range meet the open sea. Common Races: Heldanner humans. From time to time. Iconic Weapons: Axes. This treaty provides for the mutual defense of all the dominions held by those who signed the treaty. there is a formal school of magical arts named Uppsala College. This action was seen as necessary to prevent the region from eventually being overtaken by Ostland or Thyatis. Lore and Places of Interest: • The Nordharter Defense League meets twice a year in Soderfjord to appoint or confirm a war leader. The other jarls would then get together and thoroughly trounce the upstart.

but rarely a specialty. Because of this relationship. but they have established a handful of colonies in the north of the Isle of Dawn. shields are also common. the kings turned their attentions to the southern lands raiding the coastal jarldoms and the alphatian colonies. this collection of islands was home to various clans of barbarians. History: For centuries. However. mauls. long swords. • The King of Ostland is allied with Thyatis. 60 .the most iconic. while revered. Rumors. At this time. the Ostlanders allied with Thyatis. and often campaigns in the Emperor's name in Norwold and the Isle of Dawn. Common Races: Heldanner humans The Kingdom of Ostland Ruler: King Hord Dark-Eye Government: Monarchy Capital: Zeaburg Languages: Heldannic Common Classes: The only common class is warrior. within a century the cousins of the ruling king in Vestland rebelled and gained independence. not only do the Ostlanders regularly campaign in Norwold in the name of Thyatis. with a sure grasp of both land and sea tactics. Lore and Places of Interest: • The longships of Hord Dark-Eye make up one of the most powerful navies in the north. primarily because of the effect saltwater has on bow strings and bodies. Rather than reclaim that holding. Bows are in ready use as ranged weapons. and spears are all common weapons. finding the enemy. This clan established the first king of Ostland. Cnute Bearchest. daggers. and clerics. • Worship of Odin and Thor is established law. on a lower level than the thief who steals things via guile and trickery. Motivated by their neighbors in Soderfjord allying with Ylaruam and Vestland. a powerful Zealand clan consolidated power through strength in war and shrewdness in diplomacy. The descendants of Cnute remain in power to this day. Mages are disdained for being powerful but dishonorable. until the late 5th century AC. sending up signals and charging when the main force arrives. Rogues exist but style themselves warriors. King Cnute was a powerful warrior and competent general. Iconic Armor: Heavy leather hide and chain mail are the traditional armors of this land. Each clan of Northmen fought with every other clan for sport or loot. are uncommon. Iconic Weapons: Axes. short swords. Bows are not frowned upon.

Lore and Places of Interest: • The city of Dengar is partly constructed in a vast cavern complex at the foot of Point Everast. they were blamed for spreading a plague and were ruthlessly persecuted by the humans. mauls. and the latter being mostly tolerated if they operate as anything but courtiers or military scouts. Denwarf was the first dwarf. He called it Dengar. they encountered other races. orcs and others. the Immortal Kagyar took a boulder and fashioned it into the first dwarf. The dwarves know this time as the Years of Infamy. which means "Rockborn". followed by clerics and rogues. As Denwarf and his dwarven followers explored their mountain home. and metallurgy. with the axe being the most iconic. • Dwarves are highly sought after as craftsmen for their work in stone architecture. The former being respected but fairly uncommon. Mages are highly disdained amongst the culture. History: Long ago atop Point Everast. goblins. He then set off to explore the vast caverns below the mountain and was never seen again by dwarven eyes. with magical mail being the most iconic. The Iconic Weapons: Axes. Over the centuries. and today dwarven communities can be found in most of the nations of Mystara. 61 . These were eventually pushed out of the mountains as Denwarf led his people to build a nation. Thyatian Common Races: Rockhome Denwarf and rock gnomes are the only races who have settled here in great numbers Common Classes: Warriors are most common. the Imperial Palace in Thyatis was designed by a dwarven architect from Rockhome. He called his creation Denwarf. In fact. and their first king as well. and swords are common. In Glantri. hill giants. Denwarf discovered a vast cavern and commanded a city be built. Iconic Armor: Chain mail and plate are common. This marked the defeat of an army of orcs. The Kingdom of Rockhome Ruler: King Everast XV Government: Monarchy Capital: Dengar Languages: Dwarvish (Rockhome dialect). which means "Rockhome".most important conflict was the Battle of Sardal Pass in 492 BC. Rumors. primarily because of their inherent magic resistance making it difficult for them to practice magic. 400 years into his reign. sculpture. This is year 0 on the dwarven calendar. later kings sent out dwarves into the surrounding nations to colonize. and the securing of Rockhome's borders. with the exception of Glantri.

Iconic Weapons: The weapons of a legionnaire are the short sword. hinterlanders. Druids are somewhat common in the wilderness and spies are valued as well by all levels of society. Kerendas and Hattias. sylvan elves (Vyalia in Thyatis proper. clerics. Lore and Places of Interest: • Bloodsport is common in Thyatis. The Emperor himself is a former gladiator. three brother-kings led their tribes from the southern continent. Ierendi to the west. Currently. including hattians. Elvish (Vyalia dialect). For now use the thyatian. Common Classes: Warriors. Armor of every kind and description is available. mages and rogues are all in equal prominence in Thyatis. and Trueflower on the Isle of Dawn). the Alphatians came to conquer the Thyatian tribes. ylari alasiyan. those who serve the Empire or simply make a name for themselves within it come from all stripes. the Empire is actively campaigning on the southern continent. the Alphatians taught the tribesmen letters. and the cities they built still bear their names. Iconic Armor: Light plate and laminar armor are perhaps the most iconic battledress in the Empire. and the Gladiatorial Games are a popular spectator event. In BC 2. but the legions wear laminar armor. The kings were Thyatis. There are also numerous human backgrounds not yet detailed in this empire. slowly conquering the tribes of the Hinterlands. art. and Alphatia on the Isle of Dawn. Throughout the years. Thyatis has sought to expand. History: Long ago. the long sword. nithians. an Alphatian-trained Thyatian wizard named Lucinius Trenzantenbium and Thyatian general Zendrolion Tatriokanitas managed to lead a successful revolt against the Alphatian wizards and their armies. rockhome emigres dwarves. These are of iconic status. This is year 0 on the Thyatian calendar. and halflings (mostly wandering hin or shire hin tradesmen). alasiyans. During that time. claiming Alphatian magics had driven the wizard mad. heldanner clansman. and crowned himself Emperor. But the Thyatians were seething in their restraints. and although warriors are romanticized as are the legions themselves. but were worn down eventually by the Alphatian wizards. music and even magic. various local tongues spoken in subject territories Rumors. But in BC 192. This has brought them into conflict with Ylaruam to the north. just to name a few. cypri alphatian and traladaran backgrounds for each respectively. cypri alphatian. ochalean and nuari. Zendrolion killed Lucinius.The Empire of Thyatis Common Races: Thyatian humans. • The Duchy of Retebius is the headquarters of the Retebius Air Fleet. a branch of the Imperial military that is trained in air combat and equipped with flying mounts. Afterward. The Thyatians fought back admirably. The emperors have always been pragmatic. the throwing spear and the spear. Ruler: Emperor Thincol Torion I Government: Monarchy Capital: Thyatis City Languages: Thyatian (official). to the continent of Brun. clan elves (Shiye-lawr on the Isle of Dawn). although adventurers use every weapon known. 62 .

sweeping aside the people of the Alasiyan Desert. as both empires established colonies and built cities in the area. cypri alphatians and thyatians also live here in great number. The arrival of both Alphatian and Thyatian forces interrupted the way of life for these nomadic people. and fight effectively from horseback regardless of their class. typically hailing from ancestral homes of a particular city or region. came a prophet by the name of Suleiman Al-Kalim. wether a cleric. There is a group of desert hermits known as dervishes. makistani 63 . a rogue. Common Races: Alasiyani are the most common and have set the cultural norm for this nation. and not tolerated. Mages who study fire magics and necromancy are looked upon as evil. both the Thyatians and Alphatians were driven out. He left behind a text called the Nahmeh. Al-Kalim guided his people until his death 100 years ago. Common Classes: Warriors. but they are somewhat rare. Al-Kalim was able to unite the emirs of the various tribes into a force to be reckoned with. All adventurers following the Way of the Warrior are expected to know how to ride. The two great empires also fought each other for control of the region. or "house-dwellers". These two factions often fought for resources in the harsh environment. Nithians. The Confederated Tribes of the Emirates of Ylaruam was founded. The nithians and makistani tend to live the traditional tribal life. • Everyone here follows the Nahmeh. everyone is expected to progress according to its teachings. warrior or mage. For centuries the scattered tribes of nomads tried in vain to rid their lands of the hated foreigners. and the hazar.The Emirates of Ylaruam Ruler: Sultan Ali Ben Faisal Government: Monarchy Capital: Ylaruam Languages: Ylari Rumors. History: For centuries this area has been home to various tribes of nomadic desert dwellers. Lore and Places of Interest: • The vast majority of the Emirates of Ylaruam is covered by the Alasiyan Desert. and should be created like alasiyani in all regards except physical appearance and personality tendencies. This went on for many years. Over the next few decades. and rogues are most common but clerics and mages are popular adventurers as well. Then. This desert stretches from the east near the coast. which is the foundation of Ylari society. all the way to the western-most border and is occasionally broken by oasis. (descended from ethengarians). a book written by the immortal Al-Kalim. about 200 years ago.

• Choose a class. • Pick one of the following ability focuses: Communication (Etiquette) or Cunning (Religious Lore) • You can speak and read Alasiyan. more so than most “real” elves. into a dreary and even more dangerous place. or the falchion (a curved bastard sword). Many men pull their hair back and cover their heads with a traditional headwrap known as a keffiah. lance. re-roll until you get something different. and sport neatly trimmed and closely shorn facial hair. mage. with heavier armor eschewed primarily because of the desert heat. despite holding the entire forest. modify your character as follows: • Add 1 to your Willpower ability. • The Shadow Elves don’t live in Aengmor so much as keep it as a staging area. History: Aengmor is the name given the fallen kingdom of Alfheim by the Shadow Elves who invaded from below in AC 1007. is the most iconic weapon. The Shadow Elves have pushed Darokin almost continually since securing Aengmor’s borders. Playing a Ylari Alasiyan If you choose to play a Ylari Alasiyan. which may or may not be attributable to the Shadow Elves. Roll twice on the following table for additional benefits. The Extant Regions The Colony of Aengmor Ruler: Unknown governor Government: Semi-Autonomous Puppet State Capital: Rafielton (the only settlement) Languages: Elvish (shadow elf dialect) Iconic Weapons: The scimitar (curved short sword). but at the same time hate other races and nations for the prosperity they enjoy. Canolbarth forest has been mutated by the Shadow Elves’ lack of care and errant magic. Lore and Places of Interest: Ylari Alasiyan Alasiyans are dark complected men with sharp facial features. but warriors are generally expected to know how to use a spear. Roll 2d6 and add the dice together. They tend to be tall and have dark hair which is often worn shoulder length. • Shadow Elves are extremely xenophobic and isolationist. rogue or warrior. You can play cleric. Shields are also very common among warriors. Ylari Alasiyan 2d6 Benefit 2 +1 Communication 3-4 Focus: Willpower (Faith) 5 Focus: Constitution (Stamina) 6 Focus: Dexterity (Riding) 7-8 +1 Constitution 9 Focus: Cunning (Historical Lore) 10-11Focus: Strength (Heavy Blades) 12 +1 Perception • Canolbarth forest is now home to strange monsters unseen on the surface anywhere in recorded history. 64 . If you get the same result twice. Through all this they are extremely religious people. Apparently the entire population lives in caves or underground.Iconic Armor: Padded armor and chain mail are the most common protection encountered in the Emirates. Rumors. and a bow.

kidnapped dear personages. Iconic Weapons: Swords. mages. What is known comes from the oral history of tribal elders. so their culture and technology have remained unchanged for centuries. with the permission of the nearby tribes. Iconic Armor: Shadow Elves tend to wear chain mail or leather armor. primarily as a hold-over from underground life. clans that normally do not live near each other and have different culture. Lore and Places of Interest: • The Atruaghin Plateau is rumored to have been raised by Atruaghin himself. Common Races: The only race common to Aengmor is the Shadow Elf race. • The Children of Atruaghin have little contact with the outside world. His followers began to call themselves Atruaghin’s Children. The Atruaghin Clans Ruler: Each Clan has its own Chief Government: No centralized government Capital: There is no formal capital Languages: Atruaghin (by clan) Rumors. There are rumors that Aengmor is the home of multiple clans of Shadow Elves.They have made demands. Almost all shadow elf warriors become bladesingers when they advance far enough. Atruaghin left to embark on some personal quest and did not return for several generations. bringing peace and prosperity to the land. Eventually. On his return. often fighting each other for land. In his absence. • The Plateau can be accessed from Darokin via an "elevator" constructed by the Mercantile Engineering League of Darokin. both long and short are favored among the Shadow Elves. although they share the worship of Rafiel. Outsiders usually know very little about the lands of Atruaghin. Common Classes: Shadow Elves are warriors. his Children were conquered and enslaved by orcs. But at some point. rogues and clerics (who are called shamans of rafiel) with warriors being the most common. and made mock invasions of the lands surrounding their forest. Crossbows and javelins are favored over long bows. Mostly because of the tremendous physical obstacle the Plateau makes. to isolate and protect his people from invasion. a man known as Atruaghin came to them and managed to unite the various tribes. Legend has it that long ago the tribes were very disorganized and warlike. he led the Children in revolt against their orcish History: 65 .

short bow. Atruaghin is said to have joined the ranks of the Immortals. termed shamans. and among the tribes themselves. orc armies are believed to have held territory in the Five Shires.masters. but are not nearly as common. Druids and mages exist. often being created by patching suits together from fallen foes or skinning animals and sewing hides. short sword (tiger clan. with a smattering of mages. Rumors. most humanoid tongues Common Races: The only races common to the Atruaghin Plateau are the Children of Atruahgin. but they are not valued. and to this day he still visits his Children to inform them of his wishes. The Broken Lands Ruler: King Thar Government: Feudal monarchy Capital: Unknown Languages: Orcish (common). and used powerful magics to raise the Plateau. In fact. The occasional rogue is birthed here as well. poison is common). Iconic Armor: Leather and hide armor and light shields are all the natives have ready access to. Throwing Spear (turtle clan). Common Classes: The most common classes among the tribes are rogues and warriors. There have been numerous conflicts between the tribes and the surrounding human populations. goblins. Ethengar. battle axe. Many of the nations bordering the Broken Lands are concerned about this threat. The Republic of Darokin relies heavily on trade with Glantri. ogres and goblinoids of all stripe dominate this land of bitter survival. an orc calling himself King Thar united the various tribes under his rulership. kobolds. this region has been a haven for orcs. gnolls. the other runs between Darokin and Ethengar. and daggers. which must pass through the Broken Lands to reach their destinations. One runs between the Republic of Darokin and Glantri. Iconic Armor: Leather and chain armors are the most common. so that the tribes may never know the yoke of slavery again. Lore and Places of Interest: • Two important trade routes run through the area. Common Classes: The majority of humanoids here are warriors or druids. Iconic Weapons: Two-handed Spear (horse clan). which is frequently disrupted by attacks against merchant caravans. About 25 years ago. 66 . a human people. and the Atruaghin lands in centuries past. After that. None of these classes tends to wear metal armor if they originate in the Clans. Common Races: Orcs. trolls and other humanoid tribes. especially Darokin. History: For centuries. maul (bear clan).

Lore and Places of Interest: • The people of Ethengar are nomads and do not build cities. thus beginning his rise to Golden Khan. Instead. they roam about the plains and make temporary camps. The emphasis on riding. They would follow their herds across the landscape in search of grazing land. These reigns were usually short-lived. these wind-swept steppe lands have been home to nomadic horsemen. In this manner he was able to quickly unite all of the clans under his rule. Common Races: Ethengar humans are the only people common in this region. Often. Clerics are rare. Moglai Khan united the Murkit tribes under his banner. as someone would assassinate the ruler. He soon wiped out the Maghur and Hajik clans. Historically. and mages as well. but there are druids. • Warriors of Ethengar fight almost entirely from horseback. and then the clans would fight amongst themselves for succession until they exhausted themselves. Each of the clans in Ethengar is ruled by a Khan. and shooting from horseback leave most of the fighting classes looking for that specialization in armament and training. Now. 67 . Then he lent his warriors to other clans in their battles in exchange for swearing loyalty to him. however.The Ethengar Khanates Ruler: Moglai the Golden Khan Government: Monarchy Capital: The Golden Court (location varies) Languages: Ethengar Rumors. there have been several attempts by some to claim the title of Khan of all Ethengar. Moglai the Golden Khan has begun the slow process of modernizing this nomadic nation. with the clans no longer permitted to make war on one another. Some are concerned about Moglai's consolidation of power. and are superb horsemen who can fire a bow at full gallop with deadly accuracy. In 984 AC. Common Classes: The majority of the horse warriors are warriors or rogues. They are also reported to have completely leveled a city just over the border in the Heldann Freeholds in response to Antalian settlers encroaching on their territory. The clans would then return to their previous wandering existence. this would lead to fighting amongst the clans as each vied for rights to the best of the grasslands. as the Ethengarians have attempted invasion of Glantri in the past. History: For centuries.

influencing others and attacking still others. Hule lies across the waste in a somewhat fertile land far to the west. avoiding some powers. The Rajahstan of Sind exists on the southeast edge of the desert. Nearly sixty years ago. too intolerant to remain in Thyatis. some dedicated to expurgating supernatural evil. having been part of the Alphatian Empire. Iconic Weapons: Hand axe. as the Heldannic Knights seek to subjugate the fierce nomads that for Northern Brun To the north of even the Northern Reaches along the coast and inland are many lands mostly peopled by antalians. and has at turns been a trading partner and foe to the Known World nations. peopled by primitive antalians organized in family units rather than as feudal groupings or as a kingdom. knights from the island of Hattias took the area by force. short bow. • The Order of Vanya has multiple branches. while others fight regional battles or have been so isolated that they have no concept of the nations of the Known World region and less interest in international politics. The Heldannic Territories Ruler: Herr Wulf von Klagendorf Government: Theocracy Capital: Freiburg Languages: Thyatian. Even further southwest lies the Serpent Peninsula which is the home of unusual nations including Yavldom. some dedicated to what others consider righteousness. the merchants of Darokin maintain trade routes to Hule. the Heldann Freeholds were a region more than a country. Heldannic Rumors. currently stand independently or as part of the Alphatian League. sought out a promised land of their own as reward for serving the immortal Vanya. They have begun a pogrom of world exploration and conquest. Two of these nations. the Knights turned their attentions to other nations. The most mysterious country known about in this region is the Empire of Hule which appears to be xenophobic. History: Up until 950 AC. southwest of Glantri and west of the Atruaghin Clans along a great river. Central Brun To the west of Darokin. Despite this reputation.Iconic Armors: Lamellar armor (scale armor) is quite popular here. lies a vast wasteland known as the Great Waste which encompasses the Sind Desert. an oligarchy rumored to be ruled by prophetic seers. over the mountains. scimitar (a curved short sword). The conflict with the Ethengarians to the south is particularly regular. Some of these nations are involved with the world stage. Lore and Places of Interest: • The people of the Heldannic Territories await a modern day Heldan to unify them and take back their country. These men and women. After establishing a foothold and solidifying their grasp. and spear are all weapons of the horse nomads. longspear. • The Heldannic Knights have a means of transportation which accounts for their appearances all over the continent. the Heldannic Territories and the Kingdom of Wendar are of particular note because they are highly involved in trade and diplomacy with the nations of the eastern Brun. and 68 .

Common Races: Hattians (Thyatian humans) make up the ruling class. • Adventurers destroyed the Lich Anorion. Their history was a cycle of clashes until the 2nd Century AC when the hero Wendar. The Kingdom of Wendar Ruler: King Gylharen the Wizard-King Government: Monarchy Capital: Wendar City Languages: Elven Rumors. Iconic Weapons: The Knights prefer standard weapons of war: swords. and the leader of that nation in exile has joined the court of King Gylharen as 69 . Next the people allied with the Korrigans. eventually losing the Elvenstar and descending into darkness. In the 7th Century AC. In recent years the people of Wendar have responded with compassion to the losses of their cousins in Alfheim. One of Wendar’s descendants. and more peaceful antalian immigrants. Iconic Armor: The Knights wear plate armor. brought forth the Elvenstar. an elf with human ancestry. and re-founded the kingdom. and halflings. He founded the Wendar League. established long ago as a colony by Rockhome. but his tower still stands and is a blight of undead evil haunting the land. • The Forest of Bounty is an exceptional hunting ground. with an emphasis on warriors becoming Paladins. By the 940 AC he and his descendants reunited the peoples of Wendar and fended off another assault from Denagoth. but also a dangerous place. a magical jewel. which led to a stronger nation. around a city named after him. an alliance of elves and humans. but there are rogues and mages as well. the Wendarians became overconfident and started campaigns against the Flaems of Glantri. while the commoners tend to have hide or scale mail. Over time the kingdom grew up around the city. gnomes. all fey peoples. and clerics must either worship Vanya or hide their faith. None but the dwarves are treated with respect and it is but grudging respect for the dwarves. History: Elves settled in these lands in the distant past. axes. Common Classes: The knights are commonly Warriors or Clerics. struggling with the inhabitants of nearby Denagoth. Lore and Places of Interest: • It is rumored that through the worship of the Church of the Elvenstar that the land itself hampers invaders. Gillforon recovered the Elvenstar in the early 9th Century AC.centuries before had raided into the Freeholds. the Denagothian and the nearby humanoids tribes. spears etc. There are a few enclaves of dwarves. Chevals and Pegataurs. The native people may be of any class except mage. the common people are antalians (heldanner humans) but they are so oppressed they barely resemble their brethren in the Northern Reaches and throughout the North.

Common Races: The people of this land are the Wendar elves. Mages and Clerics are all found in Wendar. and Antalian (heldanner) humans. Common Classes: Warriors. So there may be one immortal of beast men races. or scry down on the mortal realms. extremely powerful and entirely fallible. trolls. etc. vain and vengeful as mortals. except rumors brought back by Alphatian Skyship captains before the sinking of the Empire. but he is served by lesser immortals who were orcs. Rogues. as they have access to plate armor as well. This is due to the vast majority of immortals being exceptional individuals who ascended from mortal stock and brought their hopes. Other immortals who managed to ascend without a patron. To put them more at arms length in my game. Iconic Armor: Wendarians wear scale mail unless girding for true war. While the immortals have created a pact to let mortals rule their own lives and guide them rather than control them utterly. but unlike gods in other settings. Chapter 5 . 70 . Iconic Weapons: The people of Wendar favor the spear and the sword.The Immortals Immortals are similar to. These beings are still fantastically powerful compared to mortals. but unless they are willing to act through mortals. there are hundreds of Immortals. goblins. the Evil immortals seek every way possible to undermine the spirit of that pact. Most times the high immortals get together for just one reason. have been rogue in this respect as well. fears and desires with them. they risk their own existence simply by manifesting on Mystara bodily. The Immortals of Mystara are unaging. I have given them incentive not to interfere so constantly on the world. and they are as ambitious. Even a high immortal tends to choose these techniques for dealing with the mortal realm because the days when one of them could walk about bodily shaping creatures or entire races is over. There are also many Alfheim elves in exile living here as immigrants. They can be killed in the right circumstances. and that is to obliterate an entire people who have grown to reach too high and too far from the face of Mystara. Little is known of the area. It is presumed that Hule has some influence in this region based on proximity. In the original property. far to the west of even Sind. their works can be just as temporary as those of mortals. The Savage Coast The Savage Coast is a coastal region along the southwestern area of Brun.a friend and ally with a large population of his people. They then send visions or answer spells and rituals to guide mortals loyal to their goals in the directions they would have them go. capricious. So most lesser immortals spy on events either invisibly and incorporeally. I have pared this down to a small group of well known immortals and several less influential immortals.

translators. they are sanctioned or diminished because the immortals follow a code of general noninterference.For the purposes of this campaign immortals are classified as Greater Patrons. That said. Immortal Traits Immortals exist as disembodied energy that is tied to an outer planar estate. and outsider or mortal agents because it leads to a civil existence. A Lesser Patron might be insensate and discorporated for up to three centuries while a lesser immortal would certainly be completely destroyed. 71 . As far as immortal capabilities go: all immortals can support divine casters. The most basic limitations of direct interference are that all of their attention is trapped in their mortal body. as their immortal admires the wit and daring required to accomplish difficult thefts. moneychangers. The only thing they cannot do is directly control the minds of mortals. Popular Immortals Some immortals are well known everywhere. He is worshipped primarily in Darokin. Greater Patrons can create new creatures wholesale. When in this condition they can scry without error bypassing all interference any place on Mystara. or reveal themselves to be immortal it can have repercussions. but also in Thyatis and by a majority of the Hin people. and reproduce the effects of spells and rituals immediately and without error. Immortals may choose to influence mortals in multiple ways. He is concerned with proper trade as well as the unlawful movement of goods and money. merchants. Immortals also obtain a vague sense of the general wellbeing of people they choose to watch. whether by their preferred name or not. They can also manipulate the weather. These immortals have wide-spread churches and influence in numerous places throughout the Known World. Only the most powerful immortals can recover from such an attack. However. His priests rarely stay in one place and often serve as arbiters. the last group being somewhat akin to unaging. but abhors the actions of those who steal from the poor. Immortals can choose to manifest on Mystara in the form of a mortal with any appearance they desire. Lesser Patrons. As previously stated they have a link to their casters. and Immortals. diplomats and explorers. although not within the Five Shires. almost all immortals interfere in at least indirect ways. Lesser Patrons can alter reality and change the descendants of existing creatures with general facility. That said. they simply strive not to be caught doing so in a disruptive way. Asterius Greater Patron of Thought Unaligned Gender: Male Sacred Weapon: Dagger Symbol: The Moon Asterius is the patron of thieves. and certain attacks can not only destroy the mortal guise. if they use their immortal godlike powers on any mortal. dreamsendings. or sending an agent. if an immortal uses his full powers on Mystara and is caught directly interfering by other immortals. masters of several disciplines including magic. hard to kill. cause natural disasters and so forth. enabling them to judge actions and the need for action. but also the immortal’s essence. Immortals that work together can mimic or stymie the works of more powerful immortals. His priests advocate fair play. most notably by sending a vision. travelers. Even the evil immortals tend to act through visions. Lesser and Greater Patrons have a link to their empowered priests. causing an omen. gamblers and elegant speakers.

Ka is the patron of the lizard humanoids but also the pursuit of knowledge and self-enlightenment. He is worshipped by the Traladaran people as an ascended hero. who seek to understand why disasters occur and how to minimize or avoid them altogether. He is revered by most high minded elves. His clerics are always championing a cause or a crusade against evil or injustice and the church is dedicated to keeping monstrous humanoids from overrunning civilization. usually mages. Mother Preserver Greater Patron of Matter Altruistic Gender: Female Sacred Weapon: Maul Symbol: A large white stone encircled by a serpent Ixion the Sun-Prince Honorable Gender: Male Sacred Weapon: Greatsword Symbol: a flaming wheel Greater Patron of Energy Djaea is interested in the survival of worlds. the Amber Serpent Greater Patron of Matter Honorable Gender: Male Sacred Weapon: None Symbol: an amber colored cuoatl. He is widely worshipped by scribes and librarians.Djaea. Known as the father of centaurs. Father Time Greater Patron of Time Harmonious Gender: Male Sacred Weapon: Scythe (polearm) Symbol: an hourglass Khoronus is the immortal patron of planning for the future and the force of fate. His worshippers include most foresters. but he is known and revered by many throughout Darokin and portions of Thyatis. Halav is the patron of valor and the need to overcome evil. the Artisan Greater Patron of Matter Honorable Gender: Male Sacred Weapon: Maul Symbol: a crossed hammer and chisel Ilsundal Greater Patron of Energy Altruistic Gender: Male Sacred Weapon: Longbow Symbol: Silhouette of the Tree of Life Kagyar is the patron of the denwarf dwarves. His light also brings strength to the weak and health to the injured. their savior in distant history. Ixion is associated with the Sun and life giving fire and has worshippers in every corner of the world. He also is the patron of the forge and artisans and many craftsmen worship him. and every one of his temples has practice space for aspiring fighters to hone their craft. and others dedicated to the wilderness. He is known as Tubak in Ethengar. The majority of his followers are warriors. many fey revere him as well. He is a champion of law and proper action and his clerics turn against those that seek to corrupt society into evil. Her primary worshippers are researchers. Ilsundal is the patron of the Clan Elves. and sometimes that means life is championed and sometimes that means entire empires are wiped from the face of the world. His worshippers involve themselves in teaching lessons to the rulers of 72 . He proposes a desire for piece but harshness in war. while rooting out and destroying darkness and evil. In remote areas they are built as fortresses. Halav Red Hair Immortal of Thought Honorable Gender: Male Sacred Weapon: Long Sword Symbol: a sword laid upon an anvil Ka the Preserver. Kagyar Flasheyes. Khoronus.

Korotiku’s followers often ally themselves to the interests of Asterius’ and Eiryndul’s churches when they cross paths. Ordana is worshipped by those concerned about nature. Among the fey peoples. for her role as the forest mother. Korotiku the Spider. Her worshippers are often romantics and those in the midst of new love. the Trickster Greater Patron of Thought Independent Gender: Male Sacred Weapon: Dagger Symbol: A black spider silhouette Tarastia Greater Patron of Energy Honorable Gender: Female Sacred Weapon: Battle Axe Symbol: a Black headsman's axe Korotiku is a trickster immortal that promotes quick and efficient thinking. and punishment. They also advocate considering all options before committing to a path. Razud the Uncaring Greater Patron of Energy Harmonius Gender: Male Sacred Weapon: Quarterstaff Symbol: The Granite Tree .a tree made entirely of stone Razud is the patron of magic itself. He is the patron of rogues. the primary one being that in Time. Forest Mother Greater Patron of Time Harmonious Gender: Female Sacred Weapon: oaken club Symbol: an oak leaf Valerias is worshipped everywhere as the patroness of passionate love. but holds primary importance in Thyatis. primarily through trickery or overcoming obstacles without physical violence. Alternatively they are ancient and ubiquitous. His popularity from the priests utilizing pranks to force people to think about things fully has garnered him worship throughout the corners of the Thyatian Empire. and by certain groups of fey peoples. She is the patroness of law and her followers advocate a strict code of laws which emphasizes punishment according to the severity of the crime. There are many more immortals of this class of notoriety. primarily the Minrothad clans.empires. Her followers include hunters. even though Thyatis itself does not concern itself with his worship. Tarastia is a Thyatian immortal and she concerns herself with justice. She is also worshipped by those who have been wronged in the pursuit of just revenge. farmers some gnomes and hin. Clever warriors also revere The Spider in the Pearl Islands and Tangor. Most of his worshippers maintain a neutral stance on the use of force and believe in self-sufficiency and the bravery to 73 . and enjoys worship throughout the remnants of that vast group of nations. but have no influence across the greater part of the Known World. revenge. but not thieves. He was quite popular throughout the Alphatian Empire. Her role in the history of the fey peoples says that she created them. their ambitions are meaningless. rather than vengeful action. Valerias. she is known as Thendara. She is often revered by druids of all stripes. Local Immortals These immortals have limited followings in the Known World and may not even be known about outside the place the faith originated. stand on one’s own. especially in the Pearl Islands. Patroness of Love Greater Patron of Matter Altruistic Gender: Female Sacred Weapon: Short sword Symbol: A delicate rose with extra long and sharp thorns Ordana.

Many rogues pay him tribute as Olidammara. Scouts. Chardastes is an immortal honored especially by the Traladaran peoples of Karameikos. Alphatia is the immortal who was the patroness of the Alphatian empire. their caretakers and healers. where worship of the Eternal Truth and him as its prophet is considered the orthodox religion. smiling set of teeth against a black background Calitha Starbrow Immortal of Time Unaligned Gender: Female Sacred Weapon: Trident Symbol: A giant pearl lying in nacre Calitha Starbrow is the patroness of the sea-elves of Minrothad and is worshipped by them along with sailors and fishermen of all races in the region seeking protection on the open seas. All clerics of Diulanna are female. including the Elves. Diulanna. Diulanna is a patroness of heroes. Eiryndul is the patron of the Fey peoples. He is the patron of doctors and healers and is concerned with knowledge and medicine. so while she is worshipped and respected by many. not one of elemental indifference. Her faith originated in Thyatis and because of their campaigns of conquest her worship has bloomed in the Hinterlands. Patron of the Eternal Truth Immortal of Time Unaligned Gender: Male Sacred Weapon: Scimitar (short sword) Symbol: A palm in the desert with a moon rising behind it.Al-Kalim. few serve her directly or live up to her ideals. Chardastes is revered by the infirm. Eiryndul Lesser Patron of Energy Independent Gender: Male Sacred Weapon: Short Sword Symbol: A white. Some wizards and fighters revere him outside Ylaruam. particularly the strong willed. She represents magical knowledge and artistry with an emphasis on peaceful study. He also is the patron of mischief and is revered by unrepentant tricksters and pranksters everywhere. Patroness of Will Immortal of Thought Altruistic Gender: Female Sacred Weapon: Spear Symbol: A spear thrust clean through a boulder Alphatia Immortal of Energy Altruistic Gender: Female Sacred Weapon: Quarterstaff Symbol: A glowing shield with paints dabbed on it like an artist’s palette. but with small followings in Darokin and other areas. and must remain pure. Calitha’s clerics present a caring demeanor to ocean travelers and fishermen. While the empire sunk beneath the ocean waves in a cataclysm. and hunters often revere Diulanna. performers and the Alphatian peoples who survived the destruction of their homeland. 74 . They are often said to be wed to their devotions. Her followers oppose imperialistic war policies as counterproductive. The philosophy he teaches is that life is meant to be happy and entertaining. The majority of his elven worshippers were within the Alphatian empire and thus are now throughout Splintered Alphatia. she is still revered by pacifists. Chardastes Immortal of Time Altruistic Gender: Male Sacred Weapon: Quarterstaff Symbol: a bell Al-Kalim is the immortal of truth and civilization to the peoples of Ylaruam.

and peaceful negotiation is the preferred solution for all conflicts. Because of his position as father of all. the Red Arrow Lesser Patron of Energy Altruistic Gender: Male Sacred Weapon: Longbow Symbol: A rainbow with a star above and below its arch. Mealiden is the patron of martial prowess. They also preach selfreliance because the divine favor of Odin is known to turn from kings in the midst of battle. He sponsors trade and the rule of law in the interests of coexistence and progress. using intelligence to appreciate life. Odin’s priests are gifted with rune magic in the Northern Reaches. and are ready for when battle finds them. Almost all of his male clerics shave their heads. He is also a patron of music. and in Antalia. Frey is often paired with the Immortal Freyja. He is also worshipped in the Hinterlands. where he is known as Viuden. especially in Norwold and Ochalea but has a strong following in Darokin as well. His priests are kings. Her followers also study the arts of war. Koryis Odin. He is primarily worshipped by surviving Alphatians. Odin’s temples are often 75 . His followers include warriors and leaders.a. Archers who know of him often venerate Mealiden. and try to teach kings to rule wisely.Viuden Greater Patron of Thought Honorable Gender: Male Sacred Weapon: Longspear Symbol: Silhouette of two ravens facing with a man’s head between them as they whisper in his ears Immortal of Thought Honorable Gender: Male Sacred Weapon: mace Symbol: a hand held palm outward in a sign of peace. Her most ardent worshippers are exuberant. Noumena is the patron of puzzles. Odin is the most powerful immortal worshipped by the peoples of the Northern Reaches. Many northern mages worship Freyja. Frey is also the patron of love and friendship. nobility and the advisors to kings. restrained with wisdom. Along with worship of Osiris and Isis. An immortal of the elven peoples. Weapons are banned inside his temples and bloodshed inside is considered a strong offense. the All-Father a. She is the patroness of sensual love and magic among the antalian peoples.k. Weapons and fighting are considered heinous insults inside his holy places. Noumena serves as the leader of the Thotian people. His priests are advocates of wisdom. Koryis is the patron of peace and prosperity. He is the patron of the common antalians. as well as scouts and rangers among the elven people. Freyja Immortal of Thouht Altruistic Gender: Female Sacred Weapon: Long Sword Symbol: A Falcon Noumena Greater Patron of Thought Harmonious Gender: Male Sacred Weapon: Short Sword Symbol: A Game Board Freyja is often paired with the Immortal Frey. he is known as Ilsundal’s right hand man. His clerics advocate that the people avoid war when possible and fight intelligently when it is unavoidable. and knowledge inherited by the Thotians from their Nithian ancestors. some going so far as to become faith leaders.Frey Immortal of Thought Altruistic Gender: Male Sacred Weapon: Greatsword Symbol: An ice blue greatsword Mealiden Starwatcher. passionate and accepting of diversity.

lakes and rivers especially in Ierendi. crafts. Rad is the immortal of the radiance. making the interior of his temples raucous places. the Old Man of the Sea Greater Patron of Time Unaligned Gender: Male Sacred Weapon: Trident Symbol: A Trident Greater Patron of Energy Protius is worshipped along coasts of oceans. the Northern Reaches. His clerics preach that violent storms are necessary because they tear down weak structures and wash away detritus. civilization and war so her followers look to her for defense and civil justice. in fact they are called Shepherds of Rad. Despite this he shows little interest in the lives of his landborn worshippers. but they carouse to relax. He is also concerned with self-reliance. Rathanos is worshipped primarily in Thonia. Rad Lesser Patron of Energy Unaligned Gender: Male Sacred Weapon: Mace Symbol: 3 connected hemispheres which form a triangle Vanya Lesser Patron of Time Unaligned Gender: Female Sacred Weapon: Long Sword Symbol: A vertical spear with two short swords placed over it parallel to each other. judges and constables in Karameikos worship Petra. but they are often unpredictable as well and given a wide birth. the Heldannic Knights. Many fighters. He is not worshipped and his clerics do not proselytize.filled with the rambunctious sounds of banqueting and carousing. Vanya is the patron of unbridled war and conquest and the personification of victory. left to conquer their own country. the beauty of chaos and has a surprisingly large segment of wizard followers. Thor’s followers are ever ready to defend their homes or take up the call for conquest. She concerns herself with wisdom. inquisitive study and magic in general. sailors and fishermen call for his aid. Thor is the patron of war to the people of the Northern Reaches and warriors in other Antalian countries as well. He is referred to as the Spuming Nooga in the Northern Reaches. Thor the Thunderer Altruistic Gender: Male Sacred Weapon: Maul Symbol: a Maul Protius. Thyatis. with small followings everywhere. Rathanos Greater Patron of Energy Unaligned Gender: Male Sacred Weapon: Great Club Symbol: A burning sword Petra Immortal of Time Honorable Gender: Female Sacred Weapon: Throwing Spear Symbol: An owl embossed on a circular shield Petra is highly revered by the Traladarans in Karameikos as an ascended hero. not clerics. 76 . and serves as a guidepost for the common people of Glantri. She was widely worshipped in the Thyatian Empire as the driving force of their military victories. seas. He is concerned primarily with fire magic. and Ylaruam. Sea captains. What philosophers and sages worship him are often sought for their knowledge and insight. Little enough is known about Rad as his activities are very secretive. but the majority of her most fervent worshippers. This attitude of lax battlereadiness but berserker fury when engaged characterizes the followers of Thor.

They offer rewards to others to corrupt them to service. and work towards total destruction. often called Evil Immortals. He is primarily concerned with the welfare of the fey peoples and the sylvan creatures. It is known as the Dark Lady and The Lizard King being the patroness of corruption. worshipped primarily in Karameikos. The ones who can be patient enough to deceive an innocent and turn them down the dark paths are most respected by Atzanteotl. and betrayal is a skill cultivated to high art by them. but as he views all of his worshippers as toys. and on the fringes of forest settlements. His cult grew to some prominence in Thyatis when the cold war was still fully alive between the two empires. and others oppose all life and would see chaos and destruction reign. 77 . Alphaks is an immortal of chaos and destruction dedicated to the total destruction of Alphatia. Dark Immortals Dark Immortals. Some of them are alien. Demogorgon’s priests hide their doings from sight and only come out from hiding once it is too late. Demogorgon is a dual-natured being. His followers often fight amongst each other for supremacy.Zirchev Immortal of Energy Unaligned Gender: Male Sacred Weapon: Long bow Symbol: A hawk riding on the shoulders of a wolf Atzanteotl Greater Patron of Entropy Mercenary Gender: Male Sacred Weapon: Short sword Symbol: Silhouette of a black. They specialize in demoralizing or torturing the minds of innocents before killing them. there are many more dark immortals than those listed here. Just as there are many more local immortals. the Bane of Souls Greater Patron of Entropy Cruel Gender: Both Sacred Weapon: Heavy flail Symbol: A black pentacle on a red field Alphaks. winged viper Zirchev. He is typically worshipped by twisted warriors and wizards out for the end of civilization. He is the patron of the humanoid tribes living in Oenkmar. the Roaring Fiend Lesser Patron of Entropy Cruel Gender: Male Sacred Weapon: Long Sword (also Whip or Scourge) Symbol: A horned skull on a flaming background shaped like a phoenix. rather than massacre. is a traldar immortal. Since the sinking of the continent his worshippers have been sowing strife and discord in general. or champion cultures or ideas at odds with the prevailing civilizations in the Known World. Now that there is no outside threat for the cultists to assail and their activities have become damaging to the mother country. others indifferent to the human-centric worldview. Atzanteotl is best known in the Known World in the Broken Lands. are those that belong to the Sphere of Entropy. or simply to manipulate them into starting a domino effect. but he likes nothing better than when civil war and infighting occurs. that is not saying much. He also concerns himself with social outcasts. Demogorgon. the Thyatians have begun rooting them out in earnest. with both a male and a female personality. deceit and witchery and the patron of necromancy and destruction in each aspect respectively.

Nyx is worshipped throughout the known world in secret. darkness. because war damages both sides and unwarranted responses lead to further wars later. shadow. There are underground cults dedicated to Orcus in Thyatis. a diplomat out to obfuscate the actions of his compatriots or have his enemies hand him exactly what he desires. Orcus the Black Prince. necromancy. and Entropy itself. vile liquid Loki is the patron of mischief and betrayal to the peoples of the Northern Reaches. and Farbautides to wicked Thyatians. especially those sparked by hatred and rash vengeance. She is a patron of the Frost Giants and evil shapeshifters. They also revel in the night and the absence of light. His followers are not as evident as parents pretend they are. and worshipped negatively by most of the peoples of the Northern Reaches. he is also consumed with finding out secrets and wholesale destruction. The clerics of Masauwu often pretend to be clerics of other powers.Hel Greater Patron of Entropy Mercenary Gender: Female Sacred Weapon: Mace Symbol: A black throne with human skulls atop the back Masauwu Greater Patron of Entropy Mercenary Gender: Male Sacred Weapon: Short Sword Symbol: a Y-shaped junction or fork Hel is the patroness of death. She is the patron of undeath. night. when she says the world will give rise to a new one based around Entropy. but do not use them as slaves. and is thus worshipped in Norwold. 78 . Darokin. but they always end up using subterfuge to create a bigger problem for at least one side in the future. a tempter. She is worshipped positively by evil warriors. and Karameikos. or simple diplomats. Loki’s clerics are out for their own gain. in the underground of Thyatis. evil. magic and secrets. and Sind (where her followers have secretly conquered much of the nation). Our Lady of Darkness Greater Patron of Entropy Independent Gender: Female Sacred Weapon: Mace Symbol: a solar eclipse Loki. as they work towards making undeath the natural state of all beings on Mystara. secret knowledge. and is worshipped by assassins and robbers. It is believed that every lie or deceit that leads to real harm to a group of people fuels Loki more than reverent prayer ever could. They offer to arbitrate matters or smooth over relations. but they are always working towards destruction on a grand scale. the Northern Reaches. Orcus promotes war. Everything her followers do is working towards the end of Days. Clerics of Nyx will control undead. Nyx. Her followers are often necromancers or undeath fetishists. He is known as Bozdogan to the Huleans. and do not actively recruit worshippers for their immortal. Master of the Dead Greater Patron of Entropy Cruel Gender: Male Sacred Weapon: Whip Symbol: A goat’s head with ram’s horns Orcus’ name is most often heard in attempts to frighten children. the Prince of Deceit Greater Patron of Entropy Mercenary Gender: Male Sacred Weapon: Dagger Symbol: a beautiful goblet filled with a noisome. the Isle of Dawn. Masauwu is a corruptor. Splintered Alphatia.

malice and theft. and Thanatos will push them along. satisfying envy. Thanatos the Eternal One Greater Patron of Entropy Cruel Gender: Male Sacred Weapon: Scythe Symbol: A black scythe Thanatos is interested in the absolute obliteration of all life in the multiverse. Talitha Greater Patron of Entropy Cruel Gender: Female Sacred Weapon: Dagger Symbol: A crying child Talitha is worshipped through the remnants of Alphatia as the patron of greed. 79 . As Orcus is a patron of undead and lycanthropes. nihilists. but prefers self-gratification. He has had a hand in nearly every major disaster known in history. his followers include members from both creature types plus necromancers around the world. rather than to trick others into doing them at their command.Orcus isn’t extremely subtle. all things tend towards death. She has no strictures for her clerics. her followers strive to do things themselves. and neither are the clerics or warriors who follow him. whether by inches or miles. death and corruption. theft and murder to wholesale slaughter or simple deceit. and hear their names cursed if they happen to be seen about their exploits. do their part like cogs in a clock tower mechanism. His worshippers. In the end. Fast or slow. and is always fomenting destruction.

is between 1 and 2 hours. The value of each item is listed. provide an aesthetic. but are not as strong as the aforementioned giants and dragons. items of exceptional quality. It is still a fortune. For this reason.Rewards Treasure Mystaran creatures that horde treasure tend to do so with an eye to magic items.Chapter 6 . don’t skimp on giving adventurers gold pieces. as only the treasure on their victims bodies will make it back to their lairs for consumption. One gold piece equals 100 silver pieces and 1 silver piece equals 100 copper pieces. and one D&D gold coin into one Dragon Age silver coin. and use the horde as a treasury. Clerics. with silver pieces being the rank and file currency of the realm in Dragon Age. humanoid enemies are likely to convert gold into gems and art pieces because they are more portable and again. Dragons and giants have the power to acquire hordes of gold. and a dragon may have a veritable horde of gold coinage on which to lay. but the party’s pack animals and the game’s economy will thank you. but provides an aesthetic in the environment they spend centuries or millennia in. you can convert 100 gold into 1 Dragon Age gold. gems and coinage. and artificers craft magic items on an ongoing basis. and multiply the result by 10 minutes. although the chance of finding treasure in giant worm droppings is higher than nil. unless specifically listed. Creatures that should appear fabulously wealthy. Utilizing two potions with ongoing effects causes the character to become sick for half an hour and both effects to cease. A giant may have a small chest (small for it) full of gold coins. art pieces. Some creatures covet coinage. Often to create a powerful magical item. it’s more practical to build a fortress right no the site. and while the GM is encouraged to only give out treasure in amounts according to the Dragon Age scale. just don’t give them the amount listed in D&D adventures. When adventurers slay a dragon. Unless the dragon lives somewhere completely inhospitable. The variety present in the average economic bazaar meant for the nobility means that these values should be considered averages. and the greed to desire it for its luster and value. In math terms. not because magic items are only available for sale. extremely rare materials are necessary. So if an adventure written for D&D says that a creature has 25. Temporary Items Imbibing a potion or putting on an ointment is an Activate action.000 gold you should give your party 250 gold instead. but because it represents a resale cost higher than the cost of creating the item oneself in terms of materials. Roll a d6. while the common practitioners craft the common run of the mill variety. the same can be said of brainless creatures like worms or oozes. Magic Items Mages. Intelligent undead are more likely to collect art because it has just as much value. they often don’t cart the gold coins anywhere because it’s too impractical. 1 electrum piece converts into 50 Dragon Age copper and 1 platinum piece converts into 5 Dragon Age silver. The standard duration for a potion. the feeling of the effect comes over the character for 80 . When sipping an unknown potion. Convert 1 D&D silver coin into 10 Dragon Age coppers. In general. This is particularly true if they do not have a lair but rather a base of operations. the means to collect it because of their strength. That added to the base of one hour gives you the duration. Non-sentient creatures will only have meager treasure unless they are attracted to shiny things. Likewise. unintelligent undead never have any treasure because they are too brainless to drag a corpse anywhere or pick anything off of it. often covet gems and works of art instead. The best craft the best items.

Value: 1 gp per egg 2d6 2 3 4 5 6 7 8 9 10 11 12 Animal Choose a magical beast Boar Panther (Big Cat) Giant Ferret Black Bear Draco Lizard Wolf Gorilla Giant Eagle Tiger Choose a magical beast can control the spell immediately upon release. but has no actual benefits. Eggs of wonder will not break by accident and are nigh invulnerable in that context. Value: 50 sp (apparent) Ointment of Seeing This ointment when rubbed on the eyelids allows the character to see Invisible objects plainly. The creature will exist for one hour. and provides a +1 bonus to Communication (Animal Handling) tests. Attempting this is a full round action. runestone or other piece of writing with the effects of a spell or ritual embedded in it. but not any further. The user Potion of Elemental Resistance This potion gives the imbiber the power to ignore 5 points of damage from a specific source. Value: 12 sp Potion of Delusion This potion forces the imbiber to believe he is under the effect of another potion. When first imbibed the character feels whatever effect he would expect from whatever potion this one is pretending to be in his mind. When discovered the GM will determine whether it resists Fire. 81 . When first imbibed the character will feel light on their feet and capable when moving about. Once a portable spell is successfully activated it ceases to be a magical item. It is unknown what is inside the Egg until it breaks open. Potion of Agility This potion gives the character that imbibes it a +1 bonus to Dexterity for the rest of the encounter. so the GM should randomly decide for each sipper what the potion pretends to be. Portable spells cost varying amounts. and the user need only succeed at a Magic test versus TN 12 to invoke it. but each person may be deluded into believing they have a different potion. but he or she gains no further benefits. There is no test to break the illusion. Any spell that does not require continued direction can be prepared in this manner. When first imbibed the character will understand animal sounds intuitively. a fair rate is the cost to hire the caster for one hour on retainer or the going rate of the ritual casting. Value: 20 sp Portable Spell A portable spell is a scroll. If a magical beast emerges from the egg it has all the powers of a real beast of its type except that gaze attacks become touch based. The magical beast cannot speak. but will obey every verbal command. Cold or Electricity.at most 2 rounds. Value: Half the cost of the service. Value: 50 sp Potion of Animal Control This potion gives the character that imbibes it the ability to interact with animals without penalty. When first imbibed the character feels the barest hint of the element he is resistant to. Egg of Wonder An Egg of Wonder is a potent magical item that when thrown to the ground or otherwise cracked by deliberate action births a beast that obeys the every whim of the user.

When first imbibed the character feels well rested and healthy. Value: 80 sp Spider-Climbing Ointment This ointment when applied to the palms allows the character to move along walls and ceilings as If he were a spider. If the imbiber casts a spell or makes an attack she becomes visible. When first imbibed the character feels physically mighty. When first imbibed the character turns invisible. or supernatural powers. He temporarily gains the Wall-crawling ability. When first imbibed the character feels a calming chill over their body and their body glistens with a mist-worth of water all over. Value: 10 sp Potion of Freedom The person who imbibes this potion cannot be affected by paralysis affects. 82 . if this is a tasting and not a full drinking of the potion the character becomes visible again almost immediately. This knowledge fades when the potion does. He can use an Activate action to return to normal and back to an ethereal state throughout the duration of the potion. Value: 30 sp Potion of Giant Strength The one who imbibes this potion gains +2 Damage in melee combat and increases the range of all thrown weapons by 2 for short range and 4 yards for long range. Value: 2 gp Potion of Invisibility The person who drinks this potion becomes invisible for the duration. that is people with the Cunning (Brewing) and Cunning (Arcane Lore) focuses can also make temporary items. Value: 40 sp Potion of Speech The imbiber may understand all languages heard. When first imbibed the character can understand all language heard. he gains +2 to any test to escape a grapple or entanglement. or gaining 1d6+3 Health. if there is any to be heard. Furthermore. and to a lesser extent clerics often create magic items. removing paralysis. Value: 10 sp Potion of Healing This potion heals the person who drinks it by either curing poison. Value: 65 sp Potion of Water Breathing The one who imbibes this potion gains the ability to breath water.Value: 40 sp Potion of Ethereality This potion allows the imbiber to become ethereal. When first imbibed the character becomes ethereal and will pass through objects he is not holding or carrying at the time the potion is imbibed. When first imbibed the character feels a warmth in their stomach that spreads to their entire body. it does not perform all three functions. Value: 50 sp Potion of Fortitude The imbiber of this potion gains a +2 bonus to Constitution for the rest of the encounter. When a mage or cleric crafts a magic item they are devoting a significant investment of time and mana to a task that requires a superior quality item to begin with. She also gains a +4 bonus on Strength (Might) tests. This provides a full working knowledge of the language so that there are no misunderstandings. but restless. Alchemists. It cures the most life threatening issue. whether by the spell Paralyze. Value: 8 sp Permanent Items Mages. and may communicate in the tongue heard to any listener. When first imbibed the character feels limber.

outside force cannot remove the cursed item without damaging the wearer. or magical armor and bracers or gauntlets. that means it is unusable until the user next rises. and in the case of jewelry. neither works. neither works. if it comes up a 1. GMs should never randomly roll up a cursed item. Magical armor often comes with a magical helm as part of a matching set. If you wear two magical amulets. Furthermore. You can really only ignore this rule with armor. In some cases. each cursed item should likewise be placed for a reason to prevent it taking over the limelight for an inordinate time. Temporary Power Loss Some items have a pool of magical energy that can deplete through constant use. it becomes usable upon waking the next day. Cursed Items Simultaneous Magic Item limits Each character may own several magic items and may use many simultaneously. but stays up through the night before going to sleep in the morning. as the side effects on the campaign’s story or as a derailment can be large. Aside from potions of delusion and other temporary items with an undesirable effect. Either way. Just like every dragon should be placed for a reason. If the user was using it shortly before dusk. attempts to steal the item are met with fearsome resistance unless the owner is completely unaware. or manage a domain.It is not the province of pcs who are currently on adventures. Anything of this nature that occurs interrupts the process. Even if the owner of a cursed dagger would rather cast it away. That is the owner is compelled to keep the item on their person. it takes 25 days devoted to create anything basic (your standard magic weapon). Some are meant as red herrings to distract or punish would-be thieves from making off with the prized possessions of the crafters. rest of the day. the item temporarily loses power. or six times that for anything amazing (Staff of Wizardry). These items always ask the user to roll 1d6 to determine if this happens or not. When an item is rendered inert or its power is expended for the 83 . A character who is crafting a magic item may not go on adventures. items acquire a curse. magical armor and a shield. even if another weapon is more logical or more powerful in the given situation. sometimes an item can become cursed if put to particularly nefarious use or a powerful curse is laid upon it. Likewise with magical armor and cloaks. If your PCs wish to craft magic items. If you wear a magical helm and a magical circlet. or roll a die separately. If you wear two or more magic rings on the same hand. Whether their magical nature is otherwise beneficial or not. This is especially true if you have an intelligent magical weapon. cursed items all have the same flaw. neither of them will work. In much the same way that an item can acquire power via the significance of the events it was used in. It helps if you think of magic items as being jealous of one another. If you wear a magical wrist charm with a magical gauntlet and a magical bracer. which the character must resume to finish the item. Others are designed expressly to sow chaos in the world by cruel wizards and clerics. as they are jealous of anything else that is classified as a weapon in the same category of melee or ranged weapon. Some thinking may be required to determine what can be used simultaneously at the same time. do research. they cannot be removed or discarded. the item is useless until they awaken in the afternoon. There are many cursed items in the world. then none of them will work. The compulsion is so strong that a character with a cursed magic weapon will not choose to use any other weapon of the same class. but if you find a wondrous helm you can wear both at the same time. he cannot let it be stolen from him if he sees the thief in action. If the user was using it first thing in the morning. You may substitute the Dragon Die of the action using the item.

drinking a potion or the ministrations of others. If he were to wear the armor while sleeping he heals to full in one night. This does not apply to powers that specify they are always on. please reference Adventures Afar. no matter how much Health he is missing. such as the Drain Life spell or the Draining Touch or Draining Aura power. 84 . -3 Armor Penalty Value 30x 50x 75x 200x 300x 500x Lesser Armor Lesser Armor has the following traits. Intelligent weapons are not covered in this volume. This effect lasts for 10 minutes. The wearer may use an Activate action to become normal or ethereal throughout the duration. or an additional Minor action each turn. -1 Armor Penalty +2 Defense. except that bonuses to Armor Penalty are bonuses to Armor Rating instead. This power is always available. whether from taking a breather. This power is always available. Rank 1 2 3 4 5 6 Bonuses +1 Defense bonus +1 Defense. If he makes the test with a total of 5 or more than the TN. Greater. Example: Rank 1 Heavy Leather Armor has a value of 9 gp.Magical Armor Magic Armor is a common adventuring tool and comes in all types. Blessed Grace: The wearer of this armor gains a +2 bonus to resist the effects of any curse. any creature that hits the wearer takes their Dragon Die in penetrating damage from electricity. the ranking of which is determined by the GM. After this duration expires the armor loses this power for the rest of the day. This power is always on. Each time it is used roll 1d6. Typically if armor penalty would be reduced below 0 by the modifier. then the armor’s power is expended for the rest of the day. This power is always on. They vary between Lesser. -2 Armor Penalty +3 Defense. and Intelligent. Ethereality: The wearer becomes ethereal and remains so for up to one hour. -2 Armor Penalty +3 Defense. When charged. Magical Weapons Magical Weapons are some of the most common items found or commissioned and come in every type. he is immune to the curse for the rest of the encounter. that armor is very rare. however this suit is no more comfortable than any other armor. Shock: This armor may be charged or neutralized with an Activate action. It still functions as a Lesser Armor. Quickness: The wearer gains the ability to use two different Major actions per turn. Value: Greater Armor costs six (6) times as much as the corresponding ranked Lesser Armor Absorption: When affected by a Life Draining attack. Value: Lesser Weapons increase the weapon’s value by a factor depending on Rank. Lesser Weapons Lesser Weapons have the following traits. the wearer only take half the normal damage. Greater Armor Greater Armor has a Rank and also a special power which may be used with an Activate action. Value: Lesser Armor increases the armor’s value by a factor depending on Rank. Healing: The wearer heals an additional amount of Health equal to his Constitution ability whenever he recovers health. including cloth robes or padded armor (both of which are suitable for mages to wear) and varies between Lesser Magic Armor and Greater Magic Armor. Shields are treated as armor and follow these guidelines. Flight: The wearer who activates this power gains a Fly 12 movement rating. the ranking of which is determined by the GM. -1 Armor Penalty +2 Defense. such as Rank 4 or higher Heavy Leather. and if the result is a 1.

Example: Rank 1 Long Sword has a value of 4. the extra damage it deals is penetrating. Feyfolk (Elves and Fey creatures). The GM will determine what element the weapon has when it is discovered. Quickness: The weapon can reproduce the effect of Haste on the wearer. arachnids.5 gp. These powers are always in effect. Many supernatural creatures that are vulnerable to radiant damage will take an extra 1d6 penetrating damage. The glow when in close quarters with the creatures is as bright as a torch. and if the result is a 1 the weapon cannot dim for the rest of the day. Dwarves. Value: Greater Weapons cost five (5) times as much as Lesser Weapons of corresponding rank. Sunbright lasts for 3 minutes. The weapon can Rank 1 2 3 4 5 6 Bonuses +1 Attack bonus +1 Attack. These powers are always in effect. at which point it will dimly glow increasing in brightness until the creatures arrives. This gives the affected target a -1 penalty to all actions until the end of your next turn. It lights the area as a large lantern. or give it to the wielder as a Defense bonus as a free action. Elemental: An elemental weapon inflicts an additional amount of damage based on its element: Cold and Shock weapons deal 2 penetrating damage. otherwise it continues to sense for the same type as yesterday. Outsiders. Bane: A bane weapon earns an extra 2 stunt points when its wearer rolls doubles against a particular class of foe from this list: Beasts. Furthermore at all times it deals an additional 2 penetrating damage to all targets it hits from necrotic energy. and if the result is a 1 the weapon functions as a Lesser Weapon for the rest of the day. Humans. dusk to moonlight. This lasts for 3 minutes. After 3 minutes roll 1d6. After the duration ends roll 1d6. and if the result is a 1 the weapon functions as a Lesser Weapon for the rest of the day. giving them a second Major action (that must be different from their first) or an additional Minor action each turn. It vibrates until readied. Shadowed: This weapon can be commanded to dim the area. pointing towards the nearest object or creature type. Finding: This weapon reproduces the effect of the Dowsing ritual. Shadowed lasts for 3 minutes. After 3 minutes roll 1d6. This effect is subtle. Greater Weapons Greater Weapons have a Rank and also a special power which may be used with an Activate action unless specified as always on. Warning: This weapon is constructed to alert the user to the approaching presence of specific types of creatures. +1 Damage +2 Attack. The GM will determine what 85 . Giants. When Sunbright is active. The bearer can change the creature type by spending a minute in meditation with the weapon in the morning. and deals an additional 2 penetrating damage from radiant energy to all targets it hits. When the Lethal Blow. Undead. it flares dealing 2 extra penetrating damage to the target. +5 Damage Value 25x 35x 50x 125 200x 400x only switch from offense to defense or vice versa once per round. etc. +3 Damage +3 Attack. Vermin (insects. Goblinoids. the wielder may inflict Blindness on a target instead of Knocking them prone. Defender: A defender weapon can use its Attack bonus normally.) When the wielder uses this weapon to perform the Lethal Blow or Mighty Blow stunts against the appropriate foe. Orcs. Might Blow. +3 Damage +3 Attack. Dragons. The GM will determine what foe the weapon is bane against when the weapon is discovered. Sunbright: This weapon can be commanded to shine with the radiance of daylight. or Pierce Armor stunts are used with this weapon. +1 Damage +2 Attack. while Corrosive and Fire weapons deal +1d6 damage. moonlight to darkness) within 10 yards. Watchers do not immediately notice something is wrong. It lowers lighting conditions by 1 step (daylight to dusk. centipedes.

Staff of Air This staff provides a +1 bonus to the casting and Spellpower of Air or Electricity based Primal spells. dealing +4 damage to any targets hit. Value: 800 gp Wand of Cold This wand fuels castings of Winter’s Grasp. The bearer ignores 6 damage from fire while holding the staff and the staff flares into flame when striking targets for an additional +3 fire damage. Value: 800 gp Wand of Illusion This wand fuels castings of Daze and Phantasm. dealing +2 penetrating damage to any targets hit. so the uses can use the Dual Strike stunt for 3 SP instead of 4. Arcane Lances made with this wand are dangerous to fellow casters. and if intended for mages bolsters an arcane lance. They are often potent. and are prevalent enough in variations that they are detailed here. The bearer ignores 6 damage from rocks and earth based strikes while holding the staff and the staff deals +2 damage to targets it hits. Value: 150 gp A magic wand is an implement that provides mana points for the purpose of casting certain spells. The bearer ignores 4 damage from electricity while holding the staff and the staff shocks enemies on contract for an additional +2 penetrating electricity damage. Enemy casters hit with the arcane lance suffer a -1 to all Magic actions until the end of your next turn. Value: 70 gp Wand of Lightning Bolts This wand fuels castings of Shock and Lightning. but are often of particular use to mages or clerics. Value: 800 gp Wand of Fire This wand fuels castings of Flame Blast and Fireball. Arcane Lances made with this wand become freezing. 86 . Arcane Lances made with this wand become fiery. All staves are usable by all casters unless otherwise noted. When used with an Arcane Lance. Value: 110 gp Staff of Earth This staff provides a +1 bonus to the casting and Spellpower of Earth based Primal spells. When found roll 2d6+3. it also provides a secondary effect. Rings are a common class of wondrous item. and Cone of Cold. A magic staff aids in the use of certain spells. this is the amount of mana that is embedded in the wand. able to hit targets up to 25 yards away. Any arcane lance or attack made with this staff can easily fragment. Value: 110 gp Wands. Any arcane lance made with this staff deals +3 damage and sets the target on fire if the Dragon Die is 5 or better. Staves and Rings Wand of Negation This wand fuels Counterspell attempts. This amount replenishes itself once daily after 8 hours of disuse. Rings are usable by anyone. They also serve as magical weapons.creature type it is currently sensing when it is discovered. Value: 110 gp Staff of Fire This staff provides a +1 bonus to the casting and Spellpower of Fire-based Primal spells. Any arcane lance made with this staff carries an electrical charge and deals +2 penetrating damage and can hit targets at up to 20 yards away. and is considered to be made of rock for the purpose of bypassing enemy defenses. Arcane Lances made with this wand become extremely long range. gaining a +2 to hit. Arcane Lances made with this wand become elusive and hard to avoid.

The bearer ignores 2 damage from all magic while holding the staff and the staff deals the bearer’s Magic ability in additional damage on a successful strike. The bearer gains +1 Defense and deals +2 penetrating damage when striking with this staff. Value: 120 gp Staff of Shadows This staff provides a +1 bonus to the casting and Spellpower of all Shadow spells. This is a normal staff to all but arcane casters. Paralyze. If the result is 1. It can also create a Light spell effect at will. After each invocation of the ring. Any attack made with this Ring of Protection The owner of this ring gains Defense while the ring is worn. This is a normal staff to all but divine casters. When discovered the GM will determine the level of protection: +2. Lastly. Value: 2000 gp Staff of Miracles This staff gives a +1 bonus to the casting and Spellpower of all Miracle spells. Value: 500 gp Staff of Power This staff provides a +1 bonus to the casting and Spellpower of Fireball. The bearer gains +1 to hit and deals +2 penetrating damage when striking with this staff. Value: 800 gp Staff of Wizardry This staff provides a +1 bonus to the casting and Spellpower of all Entropy and Spirit spells. the ring becomes inert for the rest of the day. This is a normal staff to all but arcane casters. Value: 1800 gp staff is insidious. or the Lightning Attack stunt for 2 SP instead of 3 when making an arcane lance attack. The bearer can use the Disarm stunt for 1 SP instead of 2. and the user can use the Pierce Armor stunt for 1 SP instead of 2. Any arcane lance made with this staff is forceful like a wave. the bearer deals +2 penetrating damage when striking targets.Staff of Light This staff provides a +1 bonus to the casting and Spellpower of all Light spells. Cold or Electricity. Mass Paralyze. including the conditions for becoming visible prematurely. and Weakness spells. The wearer uses the ring’s mana points first when casting spells each day. When discovered the GM will determine whether it resists Fire. The bearer ignores 8 damage from cold/ice while holding the staff and the staff freezes enemies it hits for an additional +2 penetrating cold damage. +3 or +4. Value: 1200 gp Ring of Holiness This ring provides 1 extra mana per character Level to a divine caster who wears it. It can also create a Light or Levitate spell effect at will. and the user can use the Knock Prone stunt for 1 SP instead of 2 when making an arcane lance attack. Value: 200 gp Staff of Withering This staff provides a +1 bonus to the casting and Spellpower of Daze. and once per day after an 8 hour period of inactivity the ring regains its mana points. 87 . The bearer ignores 2 damage from all magic while holding the staff and the staff does an additional +2 penetrating damage on a successful strike. Value: 800 gp Ring of Invisibility The ring wearer can use an Activate action to become invisible as per the spell Invisibility. Value: 1200 gp Ring of Energy Resistance The ring wearer ignores 5 damage from a specific source. The bearer deals +3 damage to enemies hit with the staff. Lightning and Ice Storm spells. Value: 700 gp Staff of Water This staff provides a +1 bonus to the casting and Spellpower of Water or Cold based Primal spells. Any arcane lance made with this staff deals +2 penetrating damage and is highly flexible. roll a d6.

worth of goods it will not accept any more. no matter their material construction. Value: 1000 gp Bag of Devouring A bag of devouring is a cursed bag of holding. Only inanimate objects may be stored inside the bag of holding.Value: 20 gp. After each invocation of the ring. Value: 700 gp With the exception of rods. Value: 74 gp Ring of Telekinesis The ring wearer can use an Activate action to move objects as if they were under the influence of a Levitate spell. If the result is 1. and once per day after an 8 hour period of inactivity the ring regains its mana points. The wearer uses the ring’s mana points first when casting spells each day. most wondrous items are items of clothing. Rods Ring of Seeing Once per day the wearer of the ring can use an Activate action to automatically cast the spell Reveal upon him or herself. Anything held inside the bag for more than a week has a chance of being disintegrated by the bag itself. the ring becomes inert for the rest of the day. books do not decay. It functions like a bag of holding but has a serious flaw. on a 1 the bag consumes the item. the ring becomes inert for the rest of the day. The user can see a mental picture of everything stored inside when he inserts his hand inside the opening. If it is an area effect spell. and things stored inside such a bag are not affected by time. When worn the wearer instinctively knows what each spell is. but any image or sound coming from the person of the wearer is obfuscated. Food and drink do not spoil. This does not stop the effect from occurring. Value: 375 gp 88 . All wondrous items are considered durable. and a line of spell effect hits the caster. They can also be used as weapons of the Bludgeons or Staves group. Amulet of Privacy The wearer of this amulet may not be magically observed. Value: 74 gp (apparent) Ring of Spell Turning The ring wearer can reflect any spell targeted upon his person back at the original caster. This extends to magics such as Common Tongue which affects the minds of the cleric and all listeners. and how the spell works when released. Roll 1d6 for each stored item once per week. No magical effect of the Divination or Commune schools that must directly affect a target to glean information works on the wearer when the wearer is the target. roll a d6. 80 gp or 180 gp Wondrous Items Ring of Spells This ring provides 1 extra mana per character Level to an arcane caster who wears it. Value: 500 gp Bag of Holding A bag of holding is a special transportation device that can hold in other-dimensional space any object small enough to pass through the opening. Once it is holding 1000 lbs. the wearer and anything behind him is unaffected. If the result is 1. roll a d6. After each invocation of the ring. Value: 350 gp Ring of Spell Storing The ring can store spells and release them later at the wearer’s command. The user need only use an Activate action. Each ring has a limited capacity of 3+1d3 spells. and any targets must test against the original caster’s Spellpower if a resistance test is allowed. etc. and a caster can choose to cast a spell into the ring to fill one storage slot. jewelry besides rings or trinkets. Value: 220 gp A rod is a wondrous magical item that must be carried or brandished to have effect.

and a +2 bonus to Displacer Cloak The wearer of a displacer cloak appears to be standing slightly off to the side from where they truly are. (or Speed 15 with 2 persons onboard). such as needing a piece of the target to cast a ritual or spell. +2 or +3. If the wearer makes an Activate action. Value: 55 gp Cloak of Elvenkind The wearer becomes expertly camouflaged when he or she puts the hood over their head and limits their movement. It subtracts 1 from the mana cost of any Commune or Divination spell or ritual cast using it. or provides a +2 bonus to Spellpower. Furthermore. Value: 45 gp Boots of Traveling and Leaping The wearer of these boots is never tired from walking anywhere. and +3 bonus to Constitution (Stamina) tests due to walking. Value: 170 gp Boots of Speed The wearer of these boots adds +3 to his Speed. Value: 60 gp Circlet of Persuasion This silver headband makes the wearer more personable and charismatic. It has excellent maneuverability and the user is treated as a flying creature with the ability to hover. Value: 25 gp Boots of the Winterlands The wearer of these boots is able to move upon the surface of snow without disturbing it as if it were dry flat ground. he gains +5 to Constitution (Stamina) tests related to running for a period of 12 hours. Opponents making Perception (Seeing) tests versus the wearer take a -3 penalty. When discovered the GM will determine the level of protection: +1. They always provide a +1 bonus to Strength (Jumping) tests. but he must rest for an entire day afterwards to recover from exhaustion. Furthermore the cold does not bother him. Value: 25 gp overcome the Spellpower of attacks affecting an area he is inside. and he may use an Activate action to leap 5 yards straight up or 10 yards in distance. and can make prodigious leaps. This penalty is rendered void until the end of the encounter if the wearer uses a Major action. 160 gp or 360 gp Brooch of Protection The wearer of this brooch gains Defense against magic attack while it is worn. Value: 75 gp Broom of Flying This broom can be invoked with an Activate action. It gives the wearer a +1 bonus on Communication (Persuasion) and Communication (Seduction) tests. Anyone making Perception (Hearing) and Perception (Tracking) tests versus the wearer suffers a -2 penalty. Value: 200 gp Bracers of Defense The wearer of this item gains a Defense bonus while they are worn. The wearer gains a +1 bonus to overcome the Spellpower of attacks directed solely at his person. it allows the user to surpass a single requirement.Boots of Elvenkind The wearer becomes as silent as the gentle wind through the leaves as long as he keeps his tongue and leaves little trace. Once active it bears one individual and one passenger aloft at a Speed of 20. This works out to +2 Defense versus ranged fire and a 1 in 6 chance that a melee 89 . Value: 25 gp Crystal Ball A crystal ball is a scrying implement. Value: 40 gp.

Value: 135 gp Gauntlets of Ogre Power The wearer of these gauntlets deals +1 Damage in melee combat. +2 or +3. and although he cannot necessarily identify the script. Value: 240 gp Drums of Panic These kettle drums have no effect on those within 7 yards when played. If the wearer is primarily Altruistic they become Cruel. Value: 270 gp Girdle of Giant Strength The wearer of this large belt gains +2 Damage in melee combat. and gains a +4 bonus on Strength (Might) tests. It may hover. It can also cast Hear Thoughts on the wearer. However when blown a cone of amazing sonic power erupts from the end. Value: 40 gp Helm of Telepathy The Helm of Telepathy has two functions it can send messages the wearer designates to any one creature within 30 yards. it misses regardless of the roll). Value: 40 gp. Once active it will carry up to 600 lbs of weight that is laid upon its surface through the air with a Speed of 25. The GM must determine the level of the bonus when it is discovered: +1. or reproduce the letters elsewhere he comprehends the meaning exactly and instantly. or vice versa. (If the Dragon Die of the attack is 1. but is not any more maneuverable than a cart or carriage. the Helm is rendered inert for the rest of the day. and gains a +2 bonus on Strength (Might) tests. or vice versa. Value: 80 gp Headband of Intellect The wearer of this gem studded headband gains broad intelligence. Value: 600 gp Helm of Reading The helm of reading enables the wearer to comprehend any written word or symbol. Value: 300 gp (apparent) Flying Carpet This device can be invoked using an Activate action. and only ceases if a Dispel Magic ritual is cast upon the cursed individual. If they are primarily Honorable they become Mercenary. increases the range of all thrown weapons by 2 for short range and 4 for long range. Blowing the horn renders it inert for 10 minutes. Anything within the area 15 yard long and 3 yard wide at the end takes 3d6 damage and must succeed at a Constitution (Stamina) test versus TN 13 or be deafened for 10 minutes. It provides a bonus to all Cunning tests. Cured individuals remember their actions while cursed. Value: 300 gp significantly. but anyone beyond that but within earshot (about 40 yards) must succeed at a Willpower (Morale) check versus TN 13 or run away unable to return to the location for 30 minutes. This occurs at all times. as they must choose to become either Independent or Harmonious. and once cursed the effect persists even when the helm is not worn. increases the range of all thrown weapons by 1 for short range and 2 for long range.attack will miss. Value: 200 gp Helm of Personality Changing The wearer of the helm of personality changing must succeed at a Willpower (Self-Discipline) test versus TN 16 or be cursed to alter their ethos 90 . That creature may also respond if desired. On a 1. This occurs the first time he dons the helm each day if he is not yet cursed. If they are primarily Harmonious they become Independent and vice versa. 160 gp or 360 gp Horn of Blasting This item appears to be a normal horn or trumpet. After Hear Thoughts has been used roll 1d6. Even those who are unaligned are affected.

Note. or tie area at the height of its full length. Value: 20 gp Scarab of Protection This item has 2d6 charges when found. but has no other special properties. or it runs out of ink or paper. To use it the holder must make an Activate action for this purpose. When the wearer of this scarab brooch is the target of a curse. but it may be silenced by the owner via a command word. Any special magical objects such as Artifacts are exempt from this effect. including any blemishes the original has or any quirks or tells in the handwriting or drawings. When filled with oil and lit normally it will shed light without consuming the oil. Value: 120 gp Rod of Parrying A rod of parrying can be used as a mace that provides a +2 bonus to Hit and deals 2d6+3 damage. It otherwise can be used as a mace. but if someone holding it uses an Activate action. Value: 17 gp Rope of Climbing The rope of climbing is to all appearances a normal 33 yard rope. After the Medallion is used roll 1d6. as long as only one color of ink is used throughout. Value: 40 gp Quill of Copying A quill of copying when activated will make an exact copy of a document. It does not matter how sheer the surface is as long as there is something for it to tie itself to. However. It cannot be recharged by any means short of a Wish. and loses one charge. It can resume with another activation. With a second Activate action it will release itself. a reservoir for oil. or 12 if crafted. but they cease to be magical for a day. On a 1. and if more supplies are not forthcoming deactivates at that time. it casts Hear Thoughts upon the wearer. When it is out of charges it becomes simply a pleasant decorative item. the item is rendered inert for the rest of the day. Value: 70 gp Pouch of Security A pouch of security that is activated when put on ones person will make a loud plea in the voice of its creator when it is stolen. However.Lamp of Long Burning This appears to be a normal hooded lantern. Value: 180 gp 91 . The Spellpower of the device equals the crafter’s at the time of item creation. The only way to steal an activated pouch is to temporarily or permanently remove its magical enchantment. The quill will wait for ten minutes if it runs out of ink or paper. Value: 10 gp (3 gp to re-enchant it) Rod of Cancellation A rod of cancellation can render any normal magical object touched by it completely nonmagical. Value: 110 gp Medallion of ESP When the wearer uses an Activate action to use the Medallion. if the pouch is given to someone else freely or left lying out it deactivates. It will persist in this alarm for an hour. it comes alive and will scale up walls and secure itself to a handhold. It will work until the length of the document is fully copied. and shutters. including a metal body. The two copies are indistinguishable from one another. if the flame is ever doused by water the lamp becomes completely non-magical. the scarab automatically prevents them from being affected by the curse for an entire encounter. Deactivating the rod’s power is a free action. when the user makes an Activate action to use the rod’s power it provides a +4 bonus to Defense against melee attacks when using the Defend action but a -3 penalty to any other Major action. after which it becomes nonmagical itself.

Some are 92 . If you are impressed by any of the art in this book. Hunter • Igor Kieryluk • Doug Kovacs • Dal Lago • Todd Lockwood • Howard Lyon • Angus McBride • Barry J Northern • William O'Connor • T. classic illustrators who have defined the art of products such as these. Denmark • Dany Frolich • Randy Gallegos • Brian Hagan • Tim Hildebrandt • Jon Hodgson • Benjamin S.Art Credits I must acknowledge and call attention to the wonderful artists I have appropriated the work of for this netbook. but could not fathom laying out this entire document without art sprinkled throughout. In some cases I do not know the name of the original artist. • Miguel Coimbra • Thomas L. please search for these artist’s names yourself. I did not ask permission to use the art found herein. Jordan Peacock • Steve Prescott • Dave Stokes • Francis Tsai • Jun Wen • Sam Wood • Kieran Yanner and of course • Larry Elmore I am not making any attempt to obtain material compensation for this work. and although I have manipulated imagery to suit the project style I have attempted to use each work in a way that highlights its artistic strong points. and others are extremely talented artists on their way to greatness. but as far as I know the work of the following is laid out amongst these many pages.

Whenever the mage casts this spell it uses the new Elemental effect and to use the spell with the original effect. Whenever the mage casts this spell it uses the new Elemental effect and to use the spell with the original effect. Corrosive Damage When a mage learns a spell that deals Fire damage. The element for Sonic spells is Force. Supernatural Creatures Throughout the book the term supernatural creature is used. This is specifically different from a classification of monster. the following rule applies in my campaigns. multiplying that base by 2 or 3 if the character is jogging or running full-tilt. which is a catchall. Cone of Cold. the mage must learn it as a separate spell. he can instead designate that it deals Corrosive damage. or Mental. When a power. Casting Barred Spells Mage Spell Descriptors Mages can be quite diverse. and dragon or giant. so only items that enhance Spirit magic enhance these spells after the change in designation. or undead descriptors. Flying Speed is multiplied by 0. ritual. Cold. although select Fey also count as supernatural creatures.4 to get mph. When a power. Paralyze or Mass Paralyze. there should be a minor quest involved as well. spell. Overland Movement When not worrying about combat positioning and maneuvering. or magic item refers to affecting supernatural creatures it affects all of the above types equally. Sonic Damage When a mage learns the spells Gust of Wind. so without writing twelve more spells to encompass that diversity. spell. Daze. so only items that enhance Primal (Water) magic enhance these spells after the change in designation. Whenever a character learns a spell outside their list. or magic item deals extra damage to supernatural creatures vulnerable to radiant energy or necrotic energy. A supernatural creature has the planar. Multiply land Speed by 0. original effect. the mage must learn it as a separate spell. which are tight descriptors. he can instead designate them as Sonic effects instead of Air.68 instead. or continues casting a spell after a fundamental change that makes it a barred spell. This does not change the spell effect in any way. Unless they are developing the spell on their own.Appendices House Rules Elevated Defense Defense is figured with a base of 11. All of the adversary statistics in this book are figured in this fashion because this book is meant for my own campaign. Ice Storm. the mage must learn it as a separate spell. ritual. all creatures can move at 3 times their listed speed (5 times if flying). This may not replace the Dragon Die in a casting roll if there is anything else that can be replaced. they must pay an extra 2 mana points on top of the normal cost. the origin of the Arcane Bolt The arcane bolt spell can be learned as a Primal spell of any effect descriptor. New Stunts Spell Stunts 5 Maximized Spell: You replace 1d6 in the spell description with a result of 6. It encompasses some advice written in an article by Bruce Heard. Whenever the mage casts this spell it uses the new Elemental effect and to use the spell with the 93 . The element for Corrosive spells is Water.

It can process language. Fey: The creature is an outsider native to the Dreamlands or a Prime Plane descendent of such creatures. Below you will find statistics for Ghouls. and the Shade fits the Shadow well. and often with a breath weapon or supernatural attack.creature must be considered. They 94 . and the Giant Spider from the Dragon Age Gamemaster’s Guide are perfectly suitable without modification in a Mystaran setting. Thinking creatures of this type always speak Dragon as their common language. it's still an animal. but have dialects as well. It also serves as information regarding spell or ritual susceptibility. but can learn others. If they fail the test then they are affected fully. and Animal Handling is not enough to break one. The Hurlock makes a fine Bugbear. Kobolds. even if they cannot vocalize them. It is inherently strong versus its native element and weak to its polar opposite. Hill Giants. Giant: The creature has abnormal size for its type. Usually created by a spell or higher power. sustenance. Beast: The creature is an animal. It has no concept of language. Many fey have supernatural powers. True Giants. magical powers etc. these creatures are tireless. do not require sustenance or air and generally loyal to their creators. any ward or spell effective against one type of supernatural creatures such as fiends can be effective on other types of supernatural creatures. or immortal influence. air and sleep. Monster: The creature is some other form of living or spiritual monster. Orcs. If a cleric thinks to brandish their holy symbol versus any supernatural creature that creature may be intimidated by it. and is separated from beasts by its utter alien strangeness. Thinking creatures of this type always speak Elemental Common as their language. Bestiary A Handful of Adversaries The Black Bear. Subtype Descriptors Aberrant: The creature is an alien creature that can only have originated on some other plane. or its capacity for language. Weak celestials are vulnerable to necrotic damage. but not all particularly the prime plane natives. whether it has magical origins. sometimes understand language but usually do not have the ability to speak. Plant: The creature is a supernatural or monstrous plant and if immobile is not optimized to live outside the environment it normally grows in. Humanoid: The creature is a sentient being akin to a human. This category includes things without organs. These are reptilian beasts with a magical nature. Ogres. and Wolves. but can learn others. even if they cannot vocalize them. through raw magic. and is considered a fairy being. Elemental: The creature is an outsider native to one of the districts of the Elemental Plane. but because it is less certain the GM should give the non-target creatures up to a +2 bonus on their resistance tests. although some New Information Origin Adversaries have an origin which is meant to give the GM hints about the type of creature and it’s basic existence without denoting everything in powers. Most true giants favor throwing objects and weapons at targets. Aberrant can also refer to a creature that was natural and has since been mutated by magical means. It also needs the basics of life. or organs that don't make sense to scholars present in the world. and often is a social creature. Construct: The creature is a created being. Rarely can a monster be tamed and trained. Draconic: The creature is a dragon or is related closely to them. Goblins. and can be trained via Animal Handling. Elemental creatures treat both damage sources as normal. All fiends and undead are vulnerable to radiant damage. Likewise. while most devas are resilient against it. Giant Rat. speak giantish.

Unthinking undead understand language but do not speak meaningfully. four class E threats are a class D threat while eight are a class C threat. they have no need for traditional food. As with everything in a role-playing game this is just a guideline. E = Levels 1-2 D = Levels 3-5 C = Levels 6-9 B = Levels 10-14 A = Levels 15+ The Grade A is somewhat of an exception as it encompasses the widest grouping of levels and play type. Encountered because they were summoned. If such is the case. Their vision dims within 10 yards beyond the listed distance. Thus. An equal group number increases the class by one.have magical prowess and prefer throwing magical missiles instead. Descriptions In most cases. Threat class is rated with ascending letter grades that correspond to character levels thusly. Night Vision: The creature lowers penalties by 1 in low light and night conditions. and is now a monster of undeath. Thinking undead are just like the living. Text that applies to choices such as spells and post combat effects are listed here as well. As they are dead. Sense Keywords Dark Vision ∞: The creature can see perfectly Threat Class Threat Class is an indicator used to determine a rough party level danger. Some undead need rest. or an obsession with something from their life. Undead: The creature was once living. and mixing enemies from different threat classes may or may not make the entire encounter much more difficult. Their animus also allows them to see in the dark. air or other sustenance. Stat Block Format The stat block includes some shorthand designed to move especially common sentences out of the powers sections. GMs still need to judge their own encounter. The threat class of opponents is not meant to be a system in and of itself. All Planar beings speak a native tongue unique to their plane of origin. As much as possible. but most thinking Planar beings possess the ability to comprehend tongues or cast the Common Tongue spell upon themselves. 95 . the word will be italicized. drink or sleep. A group of 4 characters of the appropriate level should have little trouble facing down one or two threats in the corresponding class. Dark Vision ∞ (-1 in light): The creature can see perfectly in total darkness but suffers a penalty to most actions in bright light. and others wander in search of the living at all times. in total darkness. although most undead are consumed with a hatred for the living. being outnumbered 2 to 1 increases the threat by 2 grades. thinking individuals will have their ethos worded in their description. each creature’s natural habitat and motivations will be included in the description. or because they were sent by higher powers. water. Thus a single Grade A threat may overwhelm a party of 15th level characters. Planar: The creature is an outsider native to one or more outer planes. all Planar beings have supernatural capabilities. Dark Vision X yards: The creature can see perfectly out to a certain distance in total darkness. Few planar creatures need to eat.

AR 3 Health 17. Howling Madness: Ghouls automatically pass any Willpower (Morale) tests. which makes them scarier still. ghouls will dig up corpses and indulge in the dead flesh. When they are far from living prey. They are most deadly in large numbers. Speed 9 Senses Dark Vision 30 yards +0 Communication +0 Constitution +1 Cunning (Evaluation) +1 Dexterity (Light Blades. Intimidation) +2 Willpower Melee Bite +2 (1d3+3). Those with advanced knowledge of ghouls have good reason to be afraid.Ghoul Undead Humanoid Defense 13. Weapon Groups: Bows. The hint of animal cunning in their eyes shows all that they are far from mindless. Ghouls are horrible undead monstrosities. 16/32 yards) Favored Stunts: Pierce Armor and Skirmish. and small hordes of goblins will raid towns. Light Leather Goblins are forest or cave dwelling diminutive humanoids with green or dark grey skin. They tend to be manic in combat. Brawling and Light Blades Equipment: Dagger. Weapon Groups: Brawling Powers Flesh Knitting: Ghouls gain Health equal to damage dealt when they bite an incapacitated foe or corpse. This will kill an unconscious enemy. A pack of ghouls will often descend on a party of adventurers or normal people and paralyze all of them. Claws +5 (1d6+5) Favored Stunts: Knock Prone and Mighty Blow. The merest touch of a ghoul can cause the subject to be paralyzed. torch buildings and murder townspeople for no reason other than they can make Grade E 96 . Stealth) +0 Magic +2 Perception (Searching) +1 Strength (Climbing) +0 Willpower Melee Dagger +3 (1d6+2) Ranged Short Bow +1 (1d6+3. that appear to be slightly desiccated corpses that view everything around them with an ardent hunger. The only flesh they will avoid is plant matter and undead flesh. frozen in place for a nearly a minute. but their ferocious nature makes them a threat to larger creatures. harassing larger creatures if they think there is something to gain.. Once every target is incapacitated they will each choose a target and begin to feed. Touch Attack [Paralyze]: Any living non-fey creature (includes Elves) must test Willpower (SelfDiscipline) : TN 12 or be paralyzed for 1d3 rounds. They are the size of halflings or gnomes. Speed 10 Senses Dark Vision ∞ (-1 penalty) -2 Communication +4 Constitution (Stamina) +1 Cunning +2 Dexterity +2 Magic +0 Perception (Smelling) +3 Strength (Claws. AR 0 Health 30. Grade D Goblin Skirmisher Humanoid Defense 12.

off with a small supply of food or gold. and often use javelins or spears as their weapon of choice. and for the promise of riches or power will tie their fortunes to others. AR 4 (-1 penalty) Health 25. Weapon Groups: Brawling. Command (J) Equipment: Throwing Spear. Heavy Leather The most cunning and tenacious goblins advance to lead the tribes of small humanoids. Goblins make mercenary choices however. Scouting (N) Equipment: Dagger. Their courage allows their fellows to be driven into a great frenzy and attack without fear. Goblins speak Goblin. Goblin Skulker Goblin Chief Humanoid Defense 14. Weapon Groups: Bows. Speed 9 Senses Dark Vision 30 yards +2 Communication +1 Constitution +1 Cunning (Evaluation) +2 Dexterity (Brawling. Light Leather. but may also know orc. They are known as skulkers and primarily serve the orders of the chieftains. Short Bow Goblins skirmishers are often suicidally bold and rarely concerned with stealth after they’ve encountered their unsuspecting targets until they’ve encountered the enemy. Light Shield. standing out in the open on the battlefield. Dagger. Grade E 97 . Brawling and Light Blades Talents: Archery Style (N). Light Blades and Spears Talents: Armor Training (N). They are also smart enough to know how much power their group of goblins really has and will drive hard bargains or lie as necessary to get their goals to come to fruition. Speed 10 Senses Dark Vision 30 yards +0 Communication +0 Constitution +1 Cunning (Evaluation) +2 Dexterity (Bows. Grade D Humanoid Defense 13. Spears) +2 Willpower (Morale) Melee Dagger +2 (1d6+3) Ranged Throwing Spear +4 (1d6+5. Stealth) +0 Magic +2 Perception (Searching. Most chieftains are concerned with the wellbeing of the entire tribe. 8/16 yards) Favored Stunts: Pierce Armor and Skirmish. Goblin scouts however are more reserved. or any human tongue. They are also somewhat cowardly and will run if the tide turns against them. The most skilled of these scouts are warriors who have learned to be quiet and strike from the shadows. AR 3 Health 17. 16/32 yards) Favored Stunts: Pierce Armor and Seize the Initiative. These warriors have the best gear present. Stealth) +0 Magic +2 Perception (Searching) +2 Strength (Climbing. so they often will try to negotiate from a position of strength. Tracking) +0 Strength (Climbing) +1 Willpower Melee Dagger +2 (1d6+1) Ranged Short Bow +4 (1d6+3.

Massive Club Hill Giants are the least threatening of the true giants. They might raise a lone bear cub or wolf as a pet.Hill Giant Giant Humanoid Defense 11. hill giants are very perceptive and have long memories. most hill giants are cruel. 30/60 yards) Favored Stunts: Dual Strike and Mighty Blow. Hill giants look like stocky primitive humans that stand twelve feet tall and have shoulders seven feet wide. but they won’t raise livestock. All hill giants speak Giantish. Rather they are the dangerous creatures that are the tip of the iceberg of giant strength and power. Might) +3 Willpower Melee Club +8 (3d6+8) Ranged Rock +3 (2d6+8. If left alive they remember how they were tricked before. This is primarily so that they can make demands of humans in the area. 98 . but few hill giants can read. Bludgeons and Thrown weapons Talents: Armor Training (N) Equipment: Light Leather. Weapon Groups: Brawling. Their Grade C limbs are thick and they cover their bodies with the furs of bears and other large animals. and adopt the mentality of bullies. Speed 12 Senses Night Vision +0 Communication +5 Constitution (Stamina) -1 Cunning +1 Dexterity (Thrown) +0 Magic +2 Perception (Smelling) +8 Strength (Intimidation. Few hill giants are industrious enough to farm for themselves or conduct true animal husbandry. but that does not make them easy opponents. Giantish has its own runic alphabet. Although they have a reputation for being dense. In terms of personalty. but many also master a pidgin or full command of the prevailing human language. but occasionally you will find giants living peaceful but isolated lives. AR 7 Health 70.

8/16 yards) Favored Stunts: Defensive Stance and Seize the Initiative. Lightning. shock. and wreak havoc in that name. AR 2 Health 16. etc. but kobolds without an advantage run at the earliest opportunity. Spellpower 12. and later on Cone of Cold. Weapon Groups: Brawling and Light Blades Powers Spells (1): Arcane. Kobold Witch Humanoid Defense 13. Winter’s Grasp. Traps) +1 Magic +1 Perception (Searching. Dagger +2 (1d6+1 (halved)) Ranged Arcane Lance +4 (1d6+2. cone of acid (flame burst). They are cowardly when factors are against them. Fireball. Speed 10 Senses Dark Vision 30 yards +0 Communication -1 Constitution +1 Cunning +2 Dexterity (Initiative. the entropic immortal patron of Kobolds. Noxious Cloud. They learn the lore of Kurtulmak. Most of the Kobold’s priests are actually witches rather than shamans. Dagger +0 (1d6+1 (halved)) Ranged Throwing Spear +2 (1d6+3. They set traps in their tunnels and use guerilla tactics extensively. although they can learn other languages. Then they concentrate on utility magic or more subtle spells. such as Obscuring Darkness. 3 spells Equipment: Dagger Grade D 99 . Speed 10 Senses Dark Vision 30 yards +0 Communication -1 Constitution +1 Cunning +2 Dexterity (Initiative) +2 Magic (Arcane Lance) +1 Perception (Smelling) +0 Strength (Intimidation) -1 Willpower Melee Bite +2 (1d6). Throwing Spear Grade E Kobold witches tend to learn one spell that mimics dragon breath such as flame burst. Smelling) +0 Strength (Spears) -1 Willpower Melee Bite +2 (1d6). 16 yards) Favored Stunts: Mana Shield and Skillful Casting. lean stature. AR 2 Health 16. reptilian humanoids of small. Kobolds speak draconic. (especially numbers or size and apparent power of opponents). Mana 9. Kobolds are burrowing. Weapon Groups: Brawling and Spears Equipment: Dagger.Kobold Ambusher Humanoid Defense 13. Because of their natural assets they are never truly disarmed.

Ogre

Giant Humanoid Defense 10, AR 6 Health 40, Speed 11 Senses Night Vision +0 Communication +4 Constitution -1 Cunning +0 Dexterity +0 Magic +0 Perception +6 Strength +1 Willpower Melee Club +6 (1d6+9) Favored Stunts: Knock Prone and Dual Strike. Weapon Groups: Brawling and Bludgeons Equipment: Light Leather, Two-Handed Club

Grade D

and big tusks that protrude from their bottom lips. Most orcs have profound bellies, but to assume they are in poor condition is often the death of many would-be adventurers. They are prolific breeders and squabble amongst themselves for status and territory, until their numbers grow so large they must raid nearby civilized areas in an attempt to sate their lust for food and baser desires. The raiding culture is ingrained in the cruel orcs and they view a death in battle as a desirable one, although like most bullies they’d rather not die if possible. Orcs always gather in hunting groups and are never encountered alone unless gathering food in the wilderness or as the result of a poorly executed raid. They make their homes in all climes and environs, from marshes and swamps, to arid wastelands. If they move into cold climes they slay animals and make thick clothing, if they move to a hot climate they wear the minimal for survival. Orcs are not very modest, although they aren’t as dumb as most people believe them to be either. There are orc shamans, who have mastered divine magic and orc witches, who use arcane magic. As orc culture is based on the right of the leaders to rule by personal might, orc war chieftains and kings are often brutally powerful. Orcs speak their own language, but also have dialects between tribes and regions. Most orcs don’t care about learning human languages, but some care enough to learn what their potential enemies converse about. Such an orc may know any humanoid tongue.

Ogres are giantish oafs that appear to be nine foot tall humanoids with distorted faces. They often resemble goblinoids, or have the hint of bestial ancestry, but a small number are bald and resemble giants. Like most giants or bigger goblinoids, ogres are cruel, killing to cause suffering or from perceived hatred, not because they have to. Unlike their true giant cousins, most Ogres speak orc, goblin, or a human language depending on where they live, and who lives with them. Ogres often congregate with goblinoids or orcs because their strength is respected.

Orc Warrior

Humanoid Defense 12, AR 4 (-1 penalty) Health 22, Speed 10 Senses Night Vision -1 Communication +2 Constitution (Running) +0 Cunning +1 Dexterity (Brawling) +0 Magic +1 Perception (Searching) +3 Strength (Axes) +2 Willpower Melee Battle Axe +5 (2d6+3), Dagger -1 (1d6+4 (halved)) Favored Stunts: Knock Prone and Mighty Blow. Weapon Groups: Axes, Brawling and Bludgeons Talents: Armor Training (N), Weapon and Shield Style (N) Equipment: Battle Axe, Heavy Leather Orcs are savage humanoids that have greyish green skin, big ears, large porcine noses, a lack of body hair

Grade E

100

Wolf

Beast Defense 14, AR 0 Health 25, Speed 15 Senses Night Vision +0 Communication +2 Constitution (Running) -1 Cunning +3 Dexterity (Bite, Stealth) +0 Magic +2 Perception (Smelling, Tracking) +2 Strength (Jumping) +0 Willpower Melee Bite +5 (1d6+2) Favored Stunts: Knock Prone and Pack Tactics. Pack Tactics: 2 SP, As part of a group, a wolf can allow another wolf to attack the same target as a free action if it is close enough to do so. Wolves are canine predators with excellent senses of smell. Alone, a wolf is rarely a threat to an adventurer unless it has a disease, such as rabies, which it can spread. An entire pack of wolves however is a threat to much larger creatures such as bears, or a group of adventurers. Packs are often led by an Alpha wolf which is often tougher than the others. Wolves live in hills, forests and mountainous regions, even living in extremely cold climes.

Grade E

Languages of the Known World
The languages of the campaign setting are presented below. Each language that has an alphabet will have that alphabet written in parentheses behind the name of the tongue itself. Languages of creatures that are highly isolated, such as Kna and Rakasta, are not included. Alasiyan (Alasiyan Script) Alphatian (Draconic Script) Anglaise (Laterran Script) Antalian “Heldanner” (Antalian Runes) Atruaghin Draconic (Draconic Script) Dengar (Dwarven Runes) Elemental (Elemental Script) Elven (Elven Script) Ethengarian Giantish (Giantish Runes) Goblin Gnollish Kaelic (Laterran Script) Lalor (Lalor Script) Makai (Neathar Runes) Lizardfolk “Shazak” Ochalean (Ochalean Script) Orcish Shadowspeak Sindhi (Oltec Script) Sylaire (Laterran Script) Thar Speech (Dwarven Runes) Thothian (Nithian Script) Thyatian (Thyatian Script) Traladaran (Thyatian Script) Urduk (Neathar Runes) Some of the above are rare but encountered enough within the Known World that they are included above. These include the Laterran tongues, and the Sindhi ones (Sindhi and Urduk). Thar Speech is a particular variant of Orcish that has been codified and set to letters, primarily so that Thar can rule his people with greater efficiency. Others while uncommon throughout the known world are wide spread, such as Shadowspeak, the common language of the Shadowdeep. For those wishing to use their knowledge of a language’s alphabet to suss out writing penned in another tongue, there is a penalty dependent upon how different the tongue is from languages they already know. For example, Traladaran and Thyatian are linked by Milenian heritage so it isn’t too difficult.

101

Thar Speech and Dengar are widely different, despite their common alphabet. Many languages of the rest of Brun are not included above, including the languages of Hule, Yavldom, and the Savage Coast. Likewise, the undersea tongues are ignored for the purposes of the chart, as it primarily covers languages a citizen of the Known World may have at least heard of with some regularity.

Attack Ranks as levels, and convert all of their levels one to one. Thus a 14th level fighter is a 12th level warrior, but an 8th Level Halfling with Attack Rank D is an 11th level rogue, and a 10th Level Elf with Attack Rank D is an 11th level mage. Advance the character as normal, choosing focuses, talents and ability increases. Only convert characters who are involved in combat in adventures. Gazetteers have a habit of giving every character statistics, even characters you would normally never engage in combat like the King of a country. In a situation where someone might engage in combat, but not very often, such as King Stefan Karameikos, the story should rule, not the dice. However, nobody is stopping you from doing the work.

Conversion Notes
Original Dungeons & Dragons
Attributes into Abilities
3 4-5 6-8 9-11 12-14 15-17 18 -2 -1 0 1 2 3 4

Items

Convert Charisma to Communication, Intelligence into Cunning and Magic (favoring one over the other depending on the character’s background or class), and Wisdom into Perception and Willpower (again favoring one of the two). The other attributes match up exactly.

I have done a great deal of work converting many items and item powers over to this game already, but in general for the vast variety of weapons and armor that appear in OD&D product, convert weapon pluses into Ranks one to one. Convert armor pluses into Ranks at the next highest rank, thus a +3 Armor is a Rank 4 Armor.

3rd Edition Dungeons & Dragons
Many of the concepts in the conversion process have been explained for the purposes of the Original game, and have not been repeated.

Skills to Focuses

If a character has a D&D Skill, give them the corresponding focus, otherwise give them any Focus that makes sense.

Attributes into Abilities
3-4 5-7 8-10 11-13 14-15 16-17 18-19 20-21 -2 -1 0 1 2 3 4 5 and so on.

Class

There are only four class choices available, so convert any divine caster as a cleric, any arcane caster as a mage, and any nimble fighter or character with thief abilities as a rogue. All others are warriors. Again this may vary; some halflings will be rogues and some warriors, depending on how they fight. Others vary simply because my world is different. For example, Hin Masters and Treekeepers begin as druids in my version of the setting.

Convert the attributes to the corresponding abilities as above.

Level

Skills to Focuses

Convert the OD&D character level up to 12 one to one, then advance by 1/3, rounding down. So from levels 13 to 36, divide the number above 12 by 3, round down and add to 12. Treat Demi-Human

Give the character a focus for any skill he would succeed at with an average or poor roll. Mostly skew towards background and believability.

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and Monks convert as Rogues or Fighters based on their fighting style. Level Convert the character level over directly. . convert what you can by purpose and ignore the rest. Health. If an NPC ally is a 14th level Fighter in D&D. Look at the multi-classing breakdown to help determine any specialization powers the character might have. but ignore it for choosing the character’s class. This will be solved with the addition of the Mystic class in a later volume. they are a 14th level Warrior in AGE. otherwise as warriors.Class The 3rd edition game follows the same advice here with a few notes required. Items Because of the greater breadth of items available in 3rd Edition. Again. Rangers convert as rogues if they are not front-line fighters. characters who should not be involved in fights shouldn’t have statistics. The rules for item pluses to Ranks is the same here. Bards convert as Rogues. Ignore the spellcasting abilities of part-time casters such as Paladins. Mana points etc. Follow the same process of choosing level up benefits corresponding to the character’s level. Give characters with levels above 20 extra focuses.Fin - 103 .

Name Background Age Level Gender Speed Defense Armor Rating Class Homeland Experience Points Worn armor: Armor Penalty: Magic Health Total A. Mana Total Communication Constitution Perception Cunning Strength Dexterity Willpower Languages Weapon Attack Roll Damage Range Class Powers & Talents Equipment and Money Gold Silver Copper .G.E.

Concept. Goals & Ties Name Spell Stunts SP Cost 1-3 2[ 2[ 3[ 4[ 4[ 5[ ] ] ] ] ] ] Puissant Casting Skillful Casting Mighty Spell Mana Shield Fast Casting Imposing Spell Maximized Spell Spells Name School Mana Cast Time TN Spellpower Test Result .

Concept. Goals & Ties Stunts Name Skirmish Stay Aware Rapid Reload Knock Prone Defensive Stance Disarm Mighty Blow Pierce Armor Taunt Threaten Lightning Attack Dual Strike Seize the Initiative Lethal Blow Advantageous Positioning Type Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Combat Explore SP cost 1+ 1 1 2[ 2[ 2[ 2[ 2[ 2[ 2[ 3[ 4[ 4[ 5[ 1 ] ] ] ] ] ] ] ] ] ] ] Name Efficient Search Speedy Search That Makes Me Wonder The Object of your Attention The Upper Hand Resources at Hand With a Flourish Bon Mot And Another Thing Sway the Crowd Stunned Silence Flirt Jest Tower of Will Enrage Type Explore Explore Explore Explore Explore Explore Explore Roleplay Roleplay Roleplay Roleplay Roleplay Roleplay Roleplay Roleplay SP cost 2[ 2[ 3[ 3[ 4[ 4[ 4[ 1 1 2[ 2[ 3[ 3[ 4[ 5[ ] ] ] ] ] ] ] ] ] ] ] ] ] .

and original D&D Gazetteers or Mystara Second Edition Box Sets. the Dungeons & Dragons game world first defined in the box set era. . new magic spells & magic items. an overview of the setting and a small bestiary of beginning tier to advanced foes. specializations. Explore Karameikos’ frontier! Ferret out intrigue in Glantri! Fight for Thyatis! Travel the world! Everything you need to make characters for the most common Mystaran archetypes is included.Series The Known World Mystara. including a new class. returns for use with the Adventure Game Engine in this core supplement covering the Known World and its environs. FOR USE WITH GREEN RONIN GAMES’ Requires the Dragon Age Roleplaying Game Box Set. backgrounds. new talents.

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