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Page

Placesand Times......................................................4
Nations......................................................................5
Cities........................................................................7
Centersof Learning..................................................8
Locationsof Ill Repute.............................................9
Crimeand Punishment........................................... 10
Calendar and Holidays...........................................11
Dread Creatures.....................................................20
Money of Mystara................................................. 21
Factionsof Mystara................................................22
Racesand Heroes.................................................. 25
Racesof Mystara....................................................26
Classes of Mystara.................................................38
Archetypesof Mystara.............................................43
Backgrounds...........................................................64
NewFeats...............................................................70
Immortalsand Priests.............................................71
Immortals................................................................72
Domainsof theSpheres..........................................91
Spellsand Runes.....................................................96
Secret Craftsof Glantri..........................................97
Nordic Runes..........................................................106
NewSpells...............................................................109
Goodsand Services..................................................119
Magic ItemAvailability............................................120
Major Importsand Exports.......................................121
Markets, Guildsand NewEquipment........................123
Captain Quinn'sNautical Emporium.......................127
Tarla'sEpicurean Delights......................................132
v20
2

This star ted as a labor of love for catching up on the ear liest year s of my gam ing hobby, and it
just exploded into the m assive labor of love you ar e now r eading. I had no idea it w as going to
get this big, but things just kept com ing up and I had to put them in to be inclusive. I didn't get
it r ight on the fir st tr y, this is at least the 40th ver sion. I even had to change the pr ogr am I w as
using because it r apidly outstr ipped the w or d pr ocessor I had been using. It w asn't cheap, I
w as told ear ly to use all or iginal ar t and to keep it fr ee to dow nload. W hile I handled the
w r iting fr ee of char ge, the ar t had to be contr acted out, thankfully sever al of you helped
alleviate the cost. I tur ned this over to Reddit for playtesting, and after that fiasco to 5th
Edition D&D facebook page along w ith the var ious M ystar a Fan Pages. Together w e
ham m er ed out all the ar chetypes, feats and m iscellaneous r ules. I hope you enjoy it and
m aybe M ystar a one day w ill m ake a com e back officially.
This w or k is not a challenge to any copyr ight or tr adem ar ks held by any individual or
com pany. This is a conver sion fr om BECM I Dungeons and Dr agons to 5th Edition Dungeons
and Dr agons. This handbook is fr ee for any w ho w ish to dow nload it. M any thanks to Br uce
Hear d and the other author s of M ystar a for giving us the gr eatest setting for our adventur es.
All ar t is filler except w or ks by M ischa Jones, I w ill r eplace it as she finishes. This is a fan
w or k and is not for sale.
Wr iting and Layout: Glen Welch
Im m or tals Section: M ar co Delm onte
Illustr ations: M ischa Jones https://w w w.facebook .com /tehphr 33k, Heather Holcom b
Supr em e thanks to Br uce Hear d Dave Ar neson and Gar y Gygax, w ithout w hich this w ould
have never happened.
Special Thanks To: Glen Butcher , W 'r aa Butler , Daniele Cuocci, David Finch, Giuliano
M ichelon, Giovanni Paniccia, Robin Sm ith, Pieter Spealm an, Sam Stockdale
If anybody can help out fund new ar t please go her e: http://w w w.gofundm e.com /M ystar a

Placesand Times
4

Nationsand Peoplesof Mystara


Ki n gdom of Al f h ei m

Fi ve Sh i r es

Com pr ised entir ely of the gr eat for est of


Canolbar th, Alfheim is the r esettled hom eland
of the Sylvan elves. Steeped in myster y, the
elves keep to them selves w ith the exception of a
single tr ading city.

The hom eland of the hin, the Shir es ar e r ich in


agr icultur e and cultur e. The population enjoys
their pastor al life, but w ill defend to the death if
pr ovoked.

Language: Elven

Em pi r e of Al ph at i a
Located on the continent of the sam e nam e,
Alphatia is a pow er ful m agocr acy w her e
w izar ds contr ol all aspects of gover nm ent and
those w ithout the ar t ar e second class citizens.

Language: Hin

Pr i n ci pal i t i es of Gl an t r i
A splinter ed m agocr acy, Glantr i is hom e to a
var iety of cultur es and peoples, all devoted to
im pr oving their position thr ough m agic.
Extr em ely pow er ful, but highly fr actious.

Language: Alphatian, Nithian

Languages: Thyatis, Alphatian, Belcadiz, Elven,


Aver oigne, Flaem ish, Ethengar , Klantyr e

At r u agh i n Cl an s

Ki n gdom of I er en di

Isolated fr om the r est of the Know n Wor ld, the


five tr ibes of Atr uaghin ar e content to be left
alone to their hunts. A deeply spir itual people,
the clans r ever e the Im m or tals m or e than any.

A peaceful m ar itim e nation, this chain of islands


has becom e one of the m ost popular tour ist
attr actions for the w ealthy. Their love of
adventur er s goes a gr eat w ay to keep their
nation safe.

Language: Atr uaghin

Repu bl i c of Dar ok i n
One of the tw o m ajor tr ading pow er s of
M ystar a, Dar okin is a functional plutocr acy
populated by an extr em ely har d w or king
people. W hile possessing a m ighty ar my,
Dar okin pr efer s diplom acy.

Languages: M akai

Gr an d Du chy of Kar am ei k os
The new est nation, am icably split fr om Thyatis,
Kar am eikos is an untam ed land still being
settled. Scar cely populated, it is filled w ith
thr eats both know n and unknow n.

Language: Dar okin

Languages: Tr aladar an, Thyatian

Et h en gar Kh an at es

M i n r ot h ad Gu i l ds

A w ar like people now r eunited under a Golden


Khan, the Ethengar people ar e skilled hor sem en,
and consum m ate w ar r ior s. W hen united they
pr esent a ter r ifying foe.

The second gr eat tr ading pow er , M inr othad is


an elven island nation that w elcom es hum ans,
dw ar ves and hin into their business. The
undisputed pow er house in over seas tr ade, w ith
a bit of pir acy for fun.

Language: Ethengar

Language: Patois
5

Ki n gdom of Ost l an d

Em pi r e of Thyat i s

The m ost pow er ful of the Nor ther n Reaches,


Ostland is the m ost aggr essive as w ell. Though
w eaker than they used to be, they like to r em ind
the other Nor ther n nations of their pow er.

The m ost pow er ful em pir e on the m ainland,


Thyatis' influence is felt thr oughout the
continent. Though w eakened by stagnation, it is
still the m ost pow er ful m ilitar y for ce

Language: Heldannic

Language: Thyatian

Ki n gdom of Rock h om e

Ki n gdom of Vest l an d

Found deep under gr ound, the Dw ar ves r un


Rockhom e as they alw ays have. Slow to change,
slow to pr ogr ess Rockhom e has few fr iends and
few enem ies. Just the w ay the dw ar ves like it.

The m ost m oder n of the Nor ther n Reaches,


Vestland has put behind its r aiding histor y and
has settled on becom ing an econom ic pow er
once it has secur ed its ow n bor der s.

Language: Dw ar ven

Language: Heldannic

Soder f j or d Jar l dom s

Em i r at es of Yl ar u am

Less a nation than a gr oup of allied m inor


nobles, Soder fjor d is a land tr apped in the past.
Politically w eak and hopeless divided,
Soder fjor d is looking for a str ong leader to unite
them .

A deeply r eligious deser t kingdom , Ylar uam has


thr ow n off the yoke of tw o em pir es and is in the
m iddle of a spir itual debate on its ow n futur e.
Language: Ylar i

Language: Heldannic

Citiesof Mystara
Al f h ei m Ci t y set up in the in the m iddle of the
Canolbar th for est as a tr ading outpost, this
unofficial capitol of Alfheim is w hat m ost people
see w hen they visit the elven kingdom . W hile
little gover ning is done her e, this is w her e other
nations set up their em bassies.
Ci t y of St ar s is the lar gest city of the Shadow
Elves. Unknow n to outsider s, the entir e city is
built in a pocket of r ever se gr avity on the r oof of
a caver n. Sur r ounded by hostile envir onm ents
and cr eatur es, it is a testam ent to the Shadow
Elves w ill to sur vive.
Dar ok i n Ci t y is the lar gest tr ade city on the
m ainland. Hom e to the M er chant's Guild Hall,
ther e is nothing you cannot buy in Dar okin City.
The lar gest financier s also r eside her e, m aking
this city an unr ivaled econom ic pow er house.
Den gar is tw o cities in one. On the sur face is
w her e the dw ar ves m eet w ith other r aces. But
below gr ound is w her e ever ything happens.
Built by dw ar ves for dw ar ves just the size of it
m akes it intim idating for other r aces.
Gl an t r i Ci t y is the hear t of the fr actious Glantr i,
com pr ised of canals for str eets and bicker ing
w izar ds for citizens. M agic is the nor m her e,
w her e even the m ost m undane tasks ar e
accom plished thr ough sor cer y.
I er en di is the scenic capitol of the island nation
of the sam e nam e. Like the nation ar ound it, it
is a scenic m ar vel filled w ith r esor ts and
enter tainm ents. Ever ything happens at a
leisur ely pace, exactly as its people like it.
M i n r ot h ad is the nautical tr ading pow er house.
Set in a calder a, its pr otected position allow ed it
to flour ish as a tr ading por t. The city is filled
w ith shops of all types, and it is one of the
lar gest shipbuilder s in the Know n Wor ld.
Nor v i k k is the pr ide of Vestland. It r epr esents
the nation's attem pt to becom e a m oder n state.
Now m er chants have r eplaced w ar r ior s as the
m ost com m on sight, and new buildings ar e
being er ected on a r egular basis.

Ser r ai n e is r ar ely seen but often talked about.


A m agical flying city built by the Sky Gnom es, it
tr avels the continent engaging in m ad
exper im ents and tr ading exotic m ater ials w ith
the nations below them .
Sh i r et on is the hear t of hin cultur e. Her e you
you find a city w ith little bustle, no gr eat
intr igues and a people w ho ar e content w ith
life. M ost find the spr ead out city bor ing, but
the hin w ould not have it any other w ay.
Soder f j or d is a poor tow n, r eflecting it's nations
for tunes. It is a spr aw ling m ess of poor ly
constr ucted buildings w ith little or ganization.
Its r eputation for being a danger ous place to be
after dar k is ver y w ell deser ved.
Specu l ar u m is the capitol of Kar am eikos. It is a
blending of tw o cities and peoples. The older
Tr aladar an cultur e is slow ly being r eplaced by
the new er Thyatian settler s. It is a fascinating
place to w atch the cultur es clash and m er ge.
Thyat i s Ci t y is the lar gest city on the m ainland
and is the busiest as w ell. Ever ything in Thyatis
is bigger , fr om the slum s to the m ansions.
Constantly in m otion, ther e is nothing and no
one you cannot find her e.
Su n dsval l is the m agical capitol of Alphatia.
Her e the m ar velous is m undane, as skyships fill
the air. Buildings float above the gr ound,
r eachable only w ith m agic. It is a city built by
w izar ds for w izar ds.
Yl ar u am is a r elatively new city com par ed to
the w or ld. Built by Al-Kalim , Ylar uam is a
oddity of a nom adic cultur e in one place.
Fam ed for its m ar kets and tem ples, it is not
often fr iendly to outsider s.
Zeabu r g, the capitol of Ostland is com pr ised of
ver y r ich nobles and ver y poor peasants. The
city is m or e of a place for the ar my to cam p than
for people to live. Only the pr esence of the King
and his cour t keeps the city fr om being
im pover ished.

Centersof Learning
Col l ege of W i zar dr y is not as im pr essive as it
sounds. Shadow Elf sham an do not allow
w izar ds any for m al education, this sm all school
in the City of Star s is in the back of a m agic
supply shop.
Col l egi u m Ar can u m is the official school of
m agic in Thyatis. W hile not as im pr essive as
other s of its type, it is still one of the lar gest.

I er en di Pu bl i c Sch ool is the w her e the islander s


go for a basic education. It is the only public
school for the entir e nation, but m or e than
adequate for the entir e population.
M eal i dor Li br ar y Tr ee is an actual tr ee, filled
w ith scr olls and books dating back thousands of
year s. Exclusive to Clan M ealidor , few outside
elves and even few er hum ans ar e allow ed entr y.

Dar ok i n Di pl om at i c Cor ps r un a ser ies of


Sch ool of Ar t in Ier endi is the lar gest bar dic
colleges to teach its new officer s how to negotiate school in the Know n Wor ld. W hile it teaches
w ith outsider s. It focuses heavily on languages, other ar ts, it is the m ain sour ce for classically
business and for eign cultur e. It also teaches
tr ained bar ds. Painter s, w r iter s and sculptor s
Aur um ancer s spells r elated to finance.
also flock to the school as w ell.
Edr ecor t 's Academ y of Th au m at u r gi cal
Thyat i s Gr eat Li br ar y is the lar gest collection of
Sci en ce is an Alphatian r un school in Alhheim
books and scr olls know n. W hile not a m agical
City. It is r un as a ser vice by its M aster w ho splits school, all things m undane and histor ical can be
his tim e betw een his appr entices and diplom acy. lear ned her e. It is open to the nobles of Thyatis
and those w ith enough coin to gain entr y.
Gr eat Li br ar y of Ser r ai n e is the gr eatest
r epositor y of know ledge in the w or ld. Not just
Tu t or i al Gu i l d is the lar gest school in M inr othad.
scr olls and books, but m agical fonts of m em or ies, W hile it teaches m any nautical tr ades, it is m ost
illusions of histor ical events. Though expansive, fam ous for being the sour ce of m any
their undead libr ar ian is a bit picky w ith visitor s. Aur um ancer spells r elated to nautical tr ade.
Gr eat Sch ool of M agi c in Glantr i City is possibly
the m ost fam ous school in the Know n Wor ld.
Filled w ith w izar ds of all sor ts, fr om appr entices
to ar chm ages, w ith r um or s of hidden lor e
ever yw her e.

Un i ver si t y of Su n dsval l at tw enty city blocks is


the unquestionably the lar gest univer sity know n.
Ever y w izar d in Alphatia r eceives their tr aining
her e, w ith entir e w ings devoted to m agical
r esear ch.
8

Locationsof Ill Repute


Bl ack Eagl e Bar on y at the w ester n edge of
Kar am eikos is hom e of For t Doom . Ther e Bar on
von Hendr icks ter r or izes all that live in his
dom ain w ith the help of the evil w izar d Bar gle.

I t h el dow n Cast l e in the m iddle of Lake


Am sor ak, is a cur sed place. None in Dar okin
know w hat caused the keep to tw ist and bend,
but all ther e hear d the scr eam s fr om w ithin.

Bl ack h ear t in the m iddle of Alphatia is a place


w her e w izar ds gather to per for m dar k
exper im ents. Nothing is for bidden her e, and
m agics of the w or st sor t ar e com m onplace.

Th e Lan d of Bl ack San d in Ethengar is a cur sed


place. Nothing gr ow s ther e, no anim als cr oss
the blackened deser t. W hen the w ind blow s
str ong though, m adness follow s in its w ake.

Th e Br ok en Lan ds ar e an ar ea of Badlands
bor der ing Dar okin and Glantr i. Her e the or c
king Thar plots w hat to do w ith his vast legions
of evil hum anoids.

M al ph eggi Sw am p betw een Dar okin and the


Shir es is a fetid m ar sh hom e to countless
m onster s and unspeakable hor r or s. Rum or ed to
be the sour ce of a gr eat cur se fr om long ago.

Hat t i as in the Em pir e of Thyatis is know n for


their fanatical hatr ed of outsider s. Believing
them selves to be super ior to all other s, Hattians
plot to br ing the lesser r aces under their r ule.

Th or n br u sh in Alfheim is Bad M agic Spot


w her e the plants gr ow gnar led and blackened.
M onster s spontaneously appear her e and a
constant vigil m ust alw ays be kept.

Hon or I sl an d is one of the tw o for bidden


islands in Ier endi. Hom e to enigm atic fir e
w izar ds, they tur n aw ay all visitor s and enfor ce
their isolation w ith their unsinkable fir e ships.

W h i t e I sl an d is the other for bidden island of


Ier endi. Hom e to insane m onks and w hite apes,
the island causes m adness to all that land ther e.
No one know s the cause, or how to stop it.
9

Crimesand Punishment
Nation

Assault

Inciting
Riot

Fr aud

M ur der

Slander

Tax
Evasion

Theft

Rape

Tr eason

Alfheim

Fine

Fine

Fine

Exile

Fine

Exile

Fine

Exile

Exile

Alphatia

Fine

Slavery

Fine

Fine or
Death

Fine

Fine or
Slavery

Fine or
Slavery

Fine or
Death

Death or
Cursed

Atr uaghin

Censure

Not a Crime

Censure

Exile or
Death

Censure

Not a Crime

Not a
Crime

Exile

Exile or
Death

Dar okin

Fine

Fine

Fine

Death

Fine

Fine

Fine

Death

Death

Ethengar

Caning

Death

Caning

Death

Caning

Death

Caning

Death

Death

Five Shir es

Quest

Quest

Quest

Quest or
death

Quest

Quest

Quest

Quest or
Death

Quest or
Death

Glantr i

Maiming

Maiming

Maiming

Death

Public
Flogging

Up to ten
years

Maiming

Sex
Change

Death

Ier endi

Up to 3
years

Up to 3
years

Up to 4
years

Up to 30
years

Up to 4
years

Up to 4
years

Up to 4
years

Up to 30
years

Up to 30
years

Up to 1 year

Up to 6
years

1 year up to
death

Up to 6
months

Up to 6
years

Up to 6
years

1 year up
to death

Death

Kar am eikos Up to 1
year

M inr othad

Loss of
hand

Loss of
tongue

Up to 20
years

Death

Pilloried

Flogging

Loss of
Hand

Death

Death

Ostland

Slavery

Slavery

Slavery

Slavery or
Death

Beating

Slavery or
Beating

Slavery or
Beating

Slavery
or death

Death

Rockhom e

Exile

Exile

Exile

Life, Exile or
Death

Inactivity

Inactivity

Inactivity

Life, Exile
or Death

Life, Exile
or Death

Soder fjor d

Beating

Beating or
Conscript

Beating

Beating or
Death

Beating

Beating or
death

Beating

Beating
or Death

Death

Thyatis

Public
Flogging

1 month up
to death

Public
Flogging

1 month up
to death

Public
Flogging

1 month up
to death

Public
Flogging

Public
Flogging

Death

Vestland

Fine or
Conscript

Fine or
Conscript

Fine

Death or
Conscript

Public
Flogging

Public
Flogging

Fine or
Conscript

Death or
Flogging

Death

Ylar uam

Public
Flogging

Censure or
death

Censure

Death

Censure

Death

Public
Flogging

Death

Death

10

Mystara Calendar
Nuwmont (Nyxmir)
Lunadain Gromdain Tserdain

Moldain

Nytdain

Loshdain Soladain

1 See Below

2 Spring Equinox

10 Ylaruam
Ashura' Shi'a

11

12

13

14 Glantri Spring
Break

15

16

17

18

19

20

21

22

23

24

25

26

27

28

1 Nuw m ont- Var ious New Year s, Glantr i Good Spr ite Day

Vatermont (Amphimir)
1 See Below

7 See Below

10 M inr othad
Feast of the
Silver Pur ge

11

12

13

14

15 Alphatia
Closing Day

16

17

18 Glantr i
M onster s Fair

19

20

21 Pear l Islands
The Dr ow ning

22

23 Dar okin
Chancellor 's
Day

24

25

26

27

28 Alphatia
Extr a Day

1 Vater m ont- Alphatia New Year , Ethengar W inter Festival


7 Vater m ont- Alphatia Land Fall Day, Ethengar Day of the Golden Khan

Thaumont (Alphamir)
1 See Below

7Alphatia
Landfall Day

10 Glantr i
Spr ing Br eak

11

12

13

14

15 See Below

16

17 Rockhom e
Car avan Day

18

19

20

21

22

23

24

25 Glantr i
Ar canum

26

27

28 Kar am eikos
Day of the Dead

1 Thaum ont- Fir st Day of Spr ing, Ylar uam Independence Day, Shadow Elves Discover y Day, Ier endi
Rebir th
15 Thaum ont- Alphatia Opening Day, Ethengar W hite Hor se Cer em ony
11

Flaurmont (Sulamir)
Lunadain Gromdain Tserdain

Nytdain

Moldain

Loshdain Soladain

1 Var ious Day of


Adulthood

3 Glantr i
Par liam ent Day

7 Rockhom e
Ar r angem ent
Day

10 M inr othad
M er chant Pr ince
Day

11

12

13 Alphatia
Er iadna's
Bir thday

14

15 Ethengar Day
of Blessings

16 Shir es Fir st
Flow er ing

17

18

19

20 Glantr i
Par ade Day

21 Dar okin
M asked Ball

22 Thyatis
Em per or 's
Bir thday

23

24

25

26

27

28

16 Flaur m ont- Shir es Fir st Flow er ing, Ethengar Day of Par tings

Yarthmont (Sudmir)
1 Alphatia Day
of M agic

10

11

12 Ylar uam
M aw lid an Nabi

13

14 Glantr i
Gondola Gam es

15 See Below

16

17

18

19

20

21 Rockhom e
Cler ic's For um

22

23

24

25

26

27 M inr othad
M inr othad Day

28

15 Yar thm ont- Alphatia How ling Day, Ethengar Day of Bir th Blessings

Klarmont (Vertmir)
1 See Below

7 Rockhom e
Weddings Day

10

11

12 Shadow Elves
The Rejection

13

14

15 See below

16

17

18

19

20

21

22 Shir es
Unsheathing

23

24

25

26

27 See Below

28 See below

1 Klar m ont- Fir st Day of Sum m er , Ier endi Fr eedom day and Cr ow n Tour ney, Kar am eikos Day of the
Str aw M en, Alfheim Ilsundal Day, Soder fjor d Thing
15 Klar m ont- Thyatis Days of the Hoof, Glantr i Night of the Red M oon, Ylar uam Laylat Al-Bar aa
27 Klar m ont- Ylar uam Lailat al M ir aj, M inr othad M inr oth Day
28 Klar m ont- Glantr i, Kar am eikos Night of Fir e
12

Felmont (Islamir)
Lunadain Gromdain Tserdain

Nytdain

Moldain

Loshdain Soladain

1 Karameikos
Beast's Day

6 Hattias Vanya's
Dance

10

11

12

13

14 See Below

15 See Below

16 Rockhome
Battle of Sardal
Pass

17

18

19

20

21

22

23

24

25 Glantri
Beggar's Hope

26

27 See Below

28 Minrothad
Day of Silence

1 Felm ont- Kar am eikos Beast Day, Ier endi The Rebir th
14 Felm ont- Glantr i Fer ia de Tor os, Shadow Elves Cor ner stone Day
15 Felm ont- Thyatis Days of Valer ias, Alphatia Dogger el Days, Shir es High Sum m er , Ethengar
Gather ing
27 Felm ont- Ylar uam Lailat al Qadr , M inr othad All's Reckless Day

Fyrmont (Andrumir)
1 See Below

10

11

12

13 Dar okin Day

14

15 Glantr i
Vyonnese
Car nival

16

17

18

19

20

21

22 Ethengar
Gr eat Hor se Fair

23

24

25

26

27

28

1 Fyr m ont- Shir es Day of Her oes, Ylar uam 'Id al Fitr

Ambyrmont (Cyrpimir)
1 See Below

2 Ier endi
Celebr ation of
the Sea

3 Rockhom e
Show ing day

10

11

12

13

14

15

16

17 Shadow
Elves M uster ing
Day

18

19

20

21

22

23

24

25

26

27 M inr othad
Bask Day

28

1 Am byr m ont- Fir st Day of Fall, Shir es Fast and Feast, Ethengar Fir st Day of Riding

13

Sviftmont (Hastmir)
Lunadain Gromdain Tserdain

Nytdain

Moldain

Loshdain Soladain

6 See Below

8 See Below

10

11

12

13 Shadow Elves
Tarasfir Birthday

14 Glantri
Raising of the
Walls

15 Darokin Great
Reckoning

16

17

18

19

20

21

22

23 Ethengar Day
of Counting

24 Ethengar Day
of Naming

25

26

27

28 Karameikos
Stefan's Birthday

6 Sviftm ont- Glantr i Best W ishes of Kr ondahar , Ethengar New Year


8 Sviftm ont- Thyatis Vanya's Day, Alphatia Star t of W ine Festival

Eirmont (Eimir)
1 Ethengar
Cr etia's Day

5 Glantr i
Necr om antia

6 Dar okin
Har vest Day

10

11

12

13

14

15 Ethengar
Night of Spir its

16

17

18

19

20

21

22

23

24

25

26

27

28

22 Eir m ont- Five Shir es The Reaping, Thyatis Pr otius' Day

Kaldmont (Burymir)
1 Fir st Day of
W inter

3 Ier endi, Days


of Right

10 Ylar uam 'Id al


Adha

11

12

13

14 Glantr i Ice
Gam es

15 See Below

16

17

18

19

20

21

22

23 M inr othad
M idw inter
Festival

24

25

26

27 See Below

28 Glantr i Bells
of Fate

15 Kaldm ont- Thyatis Footm an's Gam es, Glantr i Boldavian Pr ocession, Ethengar Blessing of Golden
Khan
27 Kaldm ont- Glantr i Alexander Day, Ethengar Day of Law
28 Kaldm ont- End of Year , Glantr i Bells of Fate, Nor ther n Reaches Loki Day, M inr othad M idw inter
Festival
14

Cal en dar s of Ot h er Nat i on s


Ethengar

Five Shir es

Rockhom e

Ylar uam

Am ai

Clabbas*

W har lin

M uhar r am

Hiskm ai

Vuuldir

M or lin

Safar

Yalm ai

M aehin

Hr alin*

Rabi al Aw w al

Haim ai

Odelin

Hw yr lin

Rabi al Thani*

Kevam ai

Gondulr im

Styr lin

Jum ada'l Aw w al

Seim ai

M ithintle

Bahr lin

Jum ada'l Thani

Lingm ai

Goldaun

Buhr lin

Rajab

Tr ingm ai

Fyr tal

Klintlin

Shaban

Dem ai

Aum byr

Bir r lin

Ram adan

Chagai*

Ssantiir

Biflin

Shaw w al

Rinpoch

Tem biir

Jhyr lin

Dhu'l-Qadah

Kom ai

Dauntil

Kudlin

Dhu'l-Hijjah

* Indicates star t of year.


Days of t h e Week
Thyatis

Alphatia

Ethengar

Five Shir es

Rockhom e

Ylar uam

Lunadain

M ajhur

Xingqir i

Lunadain

Syhar dan

Yaum al-ahad

Gr om dain

Tijhur

Xingqiyi

Gr om dain

Thr adan

Yaum

Tser dain

Wojur

Xingqier

Tser dain

Evedan

Yaum at-talit

M oldain

Thajhur

Xingqisi

M oldain

Dor fdan

Yaum al-ar ba

Nytdain

Flajhur

Xingqisi

Nytdain

Duldan

Yaum al-ham is

Loshdain

Sejhur

Xingqiw u

Loshdain

Sythdan

Yaum

Soladain

Lahjur

Xingqiliu

Soladain

Fildan

Yaum as-sabt

15

M inr othad Calendar

Shadow Elves Calendar

The M inr othad Guilds use the Thyatian calendar


for tr ade pur poses, but that their ow n calendar
for national date r eckoning. They divide their
year into 11 m onths of 30 days, each w ith five
six-day w eeks. To balance the year , they add a
special six day w eek to the end. The cur r ent
year is 311 by M inr othad Dating.

The shadow elves divide their year into 14


m onths of 24 days each. Each m onth takes its
nam e fr om a ver se of the Refuge of Stone, an
im por tant histor ical text. Ther e ar e no w eeks,
and days ar e not nam ed. The shadow elves'
cur r ent year is 2116.

Onm un (Nuw m ont 1-Vater m ont 2)


Tom un (Vater m ont 3-Thaum ont 4)
Dr eim un (Thaum ont 5-Flaur m ont 6)
Fir m un (Flaur m ont 7-Yar thm ont 8)
Bir m un (Yar thm ont 9-Klar m ont 10)
Sagm un (Klar m ont 11-Felm ont 12)
Sebm un (Felm ont 13-Fyr m ont 14)
Oxm un (Fyr m ont 15-Am byr m ont 16)
Nom un (Am byr m ont 17-Sviftm ont 18)
Decm un (Sviftm ont 19-Eir m ont 20)
Elfm un (Eir m ont 21-Kaldm ont 22)
M itw ok (Kaldm ont 23-28)

Gather ing (Nuw m ont 1-24)


Nam e (Nuw m ont 25-Vater m ont 20)
Refuge (Vater m ont 21-Thaum ont 16)
Sham an (Thaum ont 17-Flaur m ont 12)
Cr ystal (Flaur m ont 13-Yar thm ont 8)
Bir th (Yar thm ont 9-Klar m ont 4)
Wander er s (Klar m ont 4-28)
Tem ple (Felm ont 1-24)
Food (Felm ont 25-Fyr m ont 20)
Days (Fyr m ont 21-Am byr m ont 16)
Ar my (Am byr m ont 17-Sviftm ont 12)
King (Sviftm ont 13-Eir m ont 8)
Other s (Eir m ont 9-Kaldm ont 4)
Bounty (Kaldm ont 5-28)
16

Holidaysof theKnown World

Al ex an der Day. Glantr ians hold an hour of


silence then gather looking for a good om en.

Best W i sh es of Kr on dah ar . Native Ethengar in


Glantr i celebr ate the new year.

Al l 's Reck l ess Day. M inr othad celebr ates the


end of tax day w ith a no holds bar r ed par ty.

Bi r t h day of Tar asf i r . Shadow elves celebr ate


thier fir st king w ith feasts and r evels.

An cest or 's Day. Alphatians set aside a table


setting for dead ancestor s and visit gr aves.

Bi r t h day of Th i n col I . Im per ial fam ily hosts


gam es and par ades and thr ow coins to the poor.

Ar can i u m . Four day fair in Glantr i to lear n new


spells, buy new m agic item s and m ingle.

Bl essi n g of t h e Gol den Kh an . The Ethengar


host gam es at the w inter cam p of their khan.

Ar r an gem en t s Day. Dw ar ves pr opose m ar r iage


tr aditionally on this day.

Bol dav i an Pr ocessi on . Peasants m ar ch the


str eets till daw n holding tor ches and gar lic.

Ash u r a' Sh i 'a. The Ylar i lose their r estr ained


natur e and cut loose, alcohol is even toler ated.

Car avan Day. Car avans leave Rockhom e, those


left behind feast and toast the m er chants.

Bask Day. A day of laziness, no one in


M inr othad w or ks.

Cel ebr at i on of t h e Sea. Ier endi tie their boats


together into a flotilla to host a m assive par ty.

Bat t l e of Sar dal Pass. Dw ar ves r elive their


m ost fam ous battle w ith m ilitar y celebr ations.

Ch an cel l or 's Day. Wor king holiday in


celebr ation of Dar okin's fir st Chancellor.

Beast s Day. Tr aladar ans dr ess up in costum e to


r em em ber defeating the beast m en of old.

Cl er i cs For u m . Pr iests of Kagyar m eet to


discuss pr oblem s and changes to their or der.

Beggar 's Hope. For one day beggar s in Glantr i


ar e allow ed on the city str eets legally.

Cl osi n g Day. Alphatians schools close, and the


childr en r etur n hom e.

Bel l s of Fat e. Glantr ians r ing bells all night to


w ar d aw ay even spir its.

Cr et i a's Day. Ethengar play har m less pr anks on


each other all day.
17

Dar ok i n Day. Dar okin closes all shops and


celebr ates the bir thday of its founder.

Feast of t h e Si l ver Pu r ge. M inr othaddians tell


scar y stor ies and ar e gr ateful for good luck .

Dar ok i n M ask ed Bal l . Annual ball is held in the


capitol, w ith pr oceeds going to char ity.

Fer i a de Tor os. Belcadiz elves r elease bulls in


their str eets and r un alongside them .

Day of Adu l t h ood. Childr en r eaching the age of


m ajor ity ar e pr esented as adults.

Fi r st Day of Ri di n g. Ethengar childr en r eceive


their fir st hor se.

Day of Bi r t h Bl essi n gs. The sham an pr ay to the


W hite Hor se to w atch over the bir th of the foals.

Fi r st Fl ow er i n g. Hin gather up seeds to be


planted in the fall.

Day of Bl essi n gs. Tr ibal khans divide up their


w ealth am ong their follow er s.

Foot m an 's Gam es. Week long celebr ation of


w eaponsm ithing and w ar gam es.

Day of Cou n t i n g. Ethengar count their her ds to


gain favor w ith the khan.

Fr eedom Day/Cr ow n Tou r n ey. Ier endi elects a


new King and Queen w ith m uch fanfar e.

Day of Her oes. Hin spend the entir e day


cleaning up w ar m em or ials and battlefields.

Gon dol a Gam es. Gondolier s host m ock jousts


all day, no business is done.

Day of Law. Ethengar r ecite their law s given by


Tubok, all cr im e is punishable by death.

Good Spr i t e Day. Glantr ians play har m less


pr anks on each other all day.

Day of M agi c. Alphatia celebr ates w ith m agical


displays for the cr ow ds, m ost businesses close.

Gr eat Hor se Fai r . For a w eek Ethengar


w ar r ior s tr ade hor ses and sham an convene.

Day of Nam i n g an d Wel com i n g. Ethengar


pr esent pr esent childr en and get engaged.

Har vest Day. Dar okinians dr ess up like


far m er s and celebr ate the har vest.

Day of Par t i n gs. Ethengar tr ibes split up and go


their ow n w ays.

Hi gh Su m m er . For tw o w eeks the Hin feast and


per for m dr am as, bur ning a dead or c for luck .

Day of Si l en ce. Silence is m andated in


M inr othad for one full day under legal penalty.

How l i n g Day. Alphatians r un w ild, having just


one huge par ty.

Day of t h e Dead. Tr aladar ans clean their


houses, then feast m er r ily at night.

I ce Gam es. Glantr i City shuts dow n for thr ee


days of w inter gam es and balls.

Day of t h e Hoof . Ker endas host a w eek of


equestr ian events.

'I d al Adh a. Som ber day of r em em br ance and


sacr ifice to the Im m or tals.

Day of t h e St r ay M an . Tr aladar ans bur n little


str aw m en in effigy to absolve their sins.

'I d al Fi t r . A childr en's holiday of giftgiving and


gener ally m er r y m aking.

Day of Val er i as. Follow er s of Valer ias get


engaged, m ar r y or other w ise engage in tr ysts.

I l su n dal Day. Celebr ating Ilsundal's ascension,


each elf tr ibe holds a differ ent celebr ation.

Days of Ri gh t . Tr adition Ier endi day of


engagem ents and m ar r iage.

I n depen den ce Day. A day of r em em br ance of


those m ar tyr ed dr iving out for eign invader s.

Dogger el Days. Alphatian schools celebr ate


dr am a, m usic and other ar ts in a sponsor ed fair.

Ki n g St ef an 's Bi r t h day. A day of par ades and


m ilitar y gam es, w ith petty cr im es par doned.

Em pr ess Er i adn a's Bi r t h day. Nobles give gifts


to the Em pr ess or a coin to beggar s in her nam e.

Lai l at al M i r aj . Holy day at the tem ple


celebr ating Al-Kalim 's im m or tality.
18

Lai l at al Qadr . Ylar i pr ay at their hom es hoping


to be blessed w ith good for tune.

Sh ow i n g Day. Dw ar ves get together to show off


new w ar es and discuss new techniques.

Lan df al l Day. Solem n celebr ation of Alphatian


ar r ival in new w or ld.

Spr i n g Br eak . Glantr i students cut loose and


use spells to blow up ice in the canals.

Layl at Al -Bar aa. Dinner s ar e held w her e past


slights ar e for given.

Th e Cor n er st on e. Shadow Elves celebr ate


cr eation of their tem ple by star ting new r epair s.

M aw l i d an Nabi . Cler ics spend the day telling


cr ow ds about Al-Kalim 's teaching.

Th e Di scover y. Shadow Elves celebr ate


discover y of their hom e w ith songs and food.

M er ch an t Pr i n ce Day. W izar ds cr eate m agical


fir ew or ks w hile par ents thr ow out old clothes.

Th e Dr ow n i n g. Pear l Islander s launch toy


canoes w ith candles to appease the sea.

M i dw i n t er Fest i val . M inr othaddians celebr ate


w ith gift giving and m er r y m aking.

Th e Fast an d t h e Feast . For tw elve days hin


fir st fast for six days then feast for six days.

M i n r ot h ad Day. Election day, celebr ated w ith


r egattas and picnics.

Th e Gat h er i n g. Ethengar celebr ate sum m er by


decor ating cam p w ith gar lands.

M on st er s' Fai r . M onster s ar e par aded thr ough


Glantr i City on the w ay to the auction block .

Th e Reapi n g. Last hin holiday of the year w ith


feasting, r om ance and r est.

M u st er i n g Day. Shadow Elves take a census and


per for m m ilitar y dem onstr ations.

Th e Rebi r t h . Week long holiday in Ier endi


alongside planting of new cr ops.

Necr om an t i a. Klantyr e celebr ates its fallen


her oes, cleaning up gr aves and battlefields.

Th e Rej ect i on . Shadow Elves fast to r eflect on


their betr ayal by Alfheim .

New Year s. Typically celebr ates ar ound the


continent w ith gift giving, par ades and festivals.

Th e Th i n g. Soder fjor d Jar ls m eet to enact new


law s and settle old scor es.

Ni gh t of Fi r e. Tr aladar ans ever yw her e go


looking for lost tr easur e.

Th e Un sh eat h i n g. The Shir es r em em ber the


Thyatian invasion by ar m ing them selves.

Ni gh t of Spi r i t s. Ethengar fast as the boundar y


betw een the spir it w or ld w eakens for a day.

Van ya's Dan ce. Hattians and Heldannic Knights


per for m r itual dances in full ar m or.

Ni gh t of t h e Red M oon . Glantr i w izar ds


celebr ate a r ed full m oon.

Van ya's Day. Thyatis celebr ates victor y by


Vanya w ith good natur ed duels and feasts.

Open i n g Day. Alphatian univer sities have their


fir st day of class.

Vyon n ese Car n i val . New Aver oigne celebr ates


w ith br ight costum es and loud noises.

Par ade Day. Glantr i ar my m ar ches in par ades


and hosts m ock gam es.

Weddi n gs Day. The m ost popular day for


dw ar ves to m ar r y.

Par l i am en t Day. Glantr i politicians take a day


off w or k .

W h i t e Hor se Cer em on y. Sham ans sacr ifice a


w hite hor se to pr otect her ds in the new year.

Pr ot i u s' Day. Celebr ated w ith cler ical r ituals


and quiet feasts.

W i n e Fest i val s. A w eek long w ine festival w ith


conskill checks and tastings.

Rai si n g t h e Wal l s. Glantr ian w izar ds tr y to one


up each other cr eating defenses for their city.

W i n t er Fest i val . For a w eek the Ethengar


com pete and feast.
19

Dreaded Creaturesof Mystara


Bl ack Bal l or Deadly Spher e is quite possibly the deadliest cr eatur e in the m ultiver se. A
featur eless black or b appr oxim ately 5' in diam eter , the Black Ball destr oys w hatever it
touches. Seem ingly ber eft of intelligence the cr eatur e m oves r andom ly disintegr ating
ever ythiing in its path. It's or igins and m otives ar e a com plete myster y.
The Br ai n Col l ect or , or Neh-thalggu in their ow n tongue, is an abom ination fr om the
Dem iplane of Nightm ar es. An am or phous body w ith four yellow or bs for eyes, six cr ab legs
and a r ow of shar p teeth, the Br ain Collector is beyond com pr ehension It exists to kill sentient
cr eatur es and take their br ains. The cr eatur e does not seem to even view its victim s as alive.
The Decapu s is an ar bor eal cr eatur e know n its its ten lim bs. Not m uch m or e than a tor so and
tentacles ending in shar p hooks, the Decapus lies in am bush above their pr ey. The cr eatur e
also m akes itself at hom e in abandoned buildings, hanging fr om the r after s. And aquatic
ver sion exists, floating w ith the tide and m enacing all it com es acr oss.
Dr agon n e ar e m agical cr eatur es w ith the head of a lion and the body of a gold dr agon. Found
alm ost anyw her e except ar ctic r egions, these solitar y hunter s ar e som e of the m ost dom inant
hunter s ar ound. Know n for their fear som e r oar and deadly attack, Dr agonne ar e often sought
by som e knights as m ounts. W hile difficult to tam e, they ar e loyal steads if captur ed young.
Dr ol em s ar e a cr oss betw een a dr agon and a flesh golem . Cr eated by only the m ost pow er ful
w izar ds, Dr olem s ar e the height of golem cr afting. Extr em ely pow er ful, Dr olem s ar e im m une
to m ost m agic and m agic item s. Their one w eakness is their lack of intellegence, and the fact
that living dr agons hate them w ith a bur ning passion, attacking the Dr olem w ithout pause.
Hi vebr ood r epr esent one of the gr eatest thr eats in the Know n Wor ld. An insectoid r ace of
par asites, they infect captur ed sentient beings and tr ansfor m them into Hivebr ood. If left
unchecked Hivebr ood w ill com petely str ip an ar ea of all its population and m ove on to the
next ar ea. Hivebr ood infestations ar e often m et w ith a m ilitar y r esponse.
M u j i n a ar e extr em ely str ong cr eatur es know n for their ability to change their face to m atch
their victim 's appear ance. M ujina's ow n face is sm ooth and featur eless. They hir e out often
as assassins, som ething they excel at. W hen the M ujina attacks, it often show s its tr ue for m to
fr ighten its tar get. The M ujina's gr eat str ength allow s them to w ield gr eat sw or ds one handed.
Nu ck al avee ar e disgusting centaur -like cr eatur es. W ith over sized heads and tr anspar ent
skin, they ar e dedicated to cr eating m iser y w her e they can. Com m only allied w ith fr ee w illed
undead, the Nuckalavee ar e a thr eat to the ver y envir onm ent they live in. Their m er e
pr esence kills off native fauna, tur ning their sw am ps into a lifeless bog.
Th ou l s w er e a m agical com bination of a ghoul, hobgoblin and tr oll. Despite their ghoulish
or igins Thouls ar e ver y m uch alive. W hile not a num er ous r ace, Thouls ar e know n for being
har d to kill and ar e often found hir ed as bodyguar ds to hobgoblins and other evil r aces.
Thouls m ake for vicious com batants, due to their ability to par alyze like a ghoul.

20

Coinsof theKnown World


Nation

1/100 CP

1/10 SP

1/2 EP

1 GP

5 PP

Alfheim

Passim

Tentr id

Half Dar o

Dar o

Leaf (r ar e)

Alphatia

Judge

M ir r or

N/A

Cr ow n

N/A

Atr uaghin

Land

Cloud

N/A

N/A

N/A

Dar okin

Passem

Tentr id

Half Dar o

Dar o

N/A

Ethengar

Tang

Tang

Tang

Tang

Tang

Five Shir es

Sunset

Star

N/A

Yellow

N/A

Glantr i

Penny (5)

Sover eign

N/A

Ducat

Cr ow n (50)

Ier endi

Cokip

Sana

N/A

Geleva

Pali (10)

Kar am eikos

Kopec

Cr ona

N/A

Royal

N/A

M inr othad

Plen

Quer t

Byd

Cr ona

N/A

Ostland

Or en

Eyr ir

N/A

Kr ona

N/A

Rockhom e

Stone

Star

N/A

Tr ader /M oon

Sun (10)

Soder fjor d

Or en

Gundar

Penne

M ar kka

N/A

Thyatis

Denar ius

Aster ius

N/A

Lucin

Em per or

Vestland

Or en

Flor en

Hellar

Guldan

Schilder

Ylar uam

Fal

Dir ham

N/A

Dinar

N/A

Special Cur r encies


Glantr i's Penny is w or th 5cp, the Cr ow n is enchanted platinum w or th 10pp. If the enchantm ent is
dispelled the coin is only w or th 1pp
Rockhom e's Sun is w or th 2pp, They have a silver tr ade coin they use w or th 1gp w ith other nations.
Ethengar 's Tang is m ultiple stam ped coins, each w or th 1, 5 or 10 of its r espective type.
Alfheim 's Leaf is a gold piece, but is consider ed collectible and w or th m or e than it's m etal content.
21

Factions

The nations of the Know n Wor ld ar e often at


each other s thr oats. It can be fr om an
econom ic r ivalr y like Dar okin and M inr othad,
cultur al differ ences such as Rockhom e or
Alfheim , or even outr ight hatr ed like
Ethengar and Glantr i. Because of the delicate
econom ic and tr ade str uctur e of the
continent, open w ar far e is heavily fr ow ned
upon by the neutr al nations. M uch of the
conflict instead is done by pr oxy
or ganizations, leaving their sponsor s w ith a
degr ee of deniability.
This is just a par tial list of som e of the sm aller
factions active in M ystar a
- Br ot h er h ood of t h e Radi an ce. Pr o m agic
secr et society in Glantr i pr om oting the
study of unknow n m agics.
- El ven Li ber at i on Fr on t . Separ atist gr oup
of Elves looking to br ing par t of Glantr i
under Alfheim contr ol.
- Fi r e I sl an d W i zar ds. Reclusive gr oup
pyr om ancer s in Ier endi devoted
them selves to the study of the Elem ental
Plane of Fir e.
- Kr on dar . The duly appointed
peacekeeper s of the Five Shir es, their sole
pur pose to keep the nation tr anquil.
- St or m Sol di er s. The fanatical loyalists to
the Thyatian r egion of Hattias. Their one
desir e is to keep their land r acially pur e.
- Th e Th or n s. Radical Dw ar ven social
gr oup that tr ies to stir up tr ouble inside of
Alfheim .
- Vei l ed Soci et y. Highly or ganized gr oup of
extor tionists and thugs oper ating out of
Kar am eikos.

Adven t u r er 's Soci et y


The Adventur er 's Society w as cr eated to help
select the r uling m onar chs of Ier endi by
r ecr uited the best adventur er s in the r ealm s.
In or der to qualify to par ticipate, the Society
r equir es its m em ber s to help the less
for tunate and keep the for ces of evil at bay.
W hile headquar ter ed in Ier endi City,
m em ber s of the Society can be found w her e
ever they ar e needed m ost. Society Halls ar e
found any w her e Ier endi has a pr esence,
and in m ost lar ge tow ns as w ell.
The Society is open about its goals, they
r ew ar d their m em ber s w ith incr eased
benefits and fr ee passage on ships, in r etur n
the Society m em ber s have to per for m quests
to m ake the w or ld safer. Each m em ber is
r equir ed to under take tw o adventur er s a
year w ithout r ew ar d to m aintain their
m em ber ship.
M ot t o. Til All Ar e Safe
Bel i ef s. The Adventur er 's Society's beliefs
can be sum m ar ized as follow s:
- The str ong m ust pr otect the w eak .
- Ther e is no one unw or thy of pr otection.
- Thr ough sacr ifice w e becom e gr eater.
Goal s. Br ing stability thr oughout the lands.
Pr otect Ier endi fr om all enem ies.
Typi cal Qu est s. Dr ive m ar auding
hum anoids or br igands fr om an ar ea. Put
dow n undead thr eats.
Renow n

Rank

K'iai (Sir )

Naiku (Knight)

10

Haku (Lor d)

25

Keiki (Pr ince)

50

M ???(King)
22

Dar ok i n Di pl om at i c Cor ps

Hel dan n i c Or der

One of the m ost r ecognizable institutions in


the Know n Wor ld, the Diplom atic Cor ps is
found in ever y countr y know n. Dedicated
to finding peaceful solutions to delicate
situations, the DDC helps m aintain a safe
envir onm ent for Dar okin's tr ade goods.

The Heldannic Or der is the m ilitant w ing of


the Chur ch of Vanya. They ar e devoted to
stam ping out chaos in all its for m s. The
Or der is less concer ned w ith good or evil
than it is about m aintaining or der. The
Or der despises anar chy, and r ather see a
countr y be lead by a despot than fall into
disor der.

The DDC is view ed by m any to be a


par tially neutr al ar biter for m any disputes,
offer ing m ediator s for local disputes for a
pr ice. If diplom acy fails, the DDC is
author ized to use for ce to stabilize a
situation.
DDC m em ber s ar e technically em ployees
of the nation of Dar okin, though they w ill
take anyone w ith talent. The Cor ps pays
w ell, and is quick to defend its m em ber s
fr om undo har m .

The Heldannic Or der is looked on by


nations w ith appr ehension. W hile they
fight against hum anoids w ith fer vor , they
also w ill attem pt to depose w eak r uler s and
r eplace them w ith str ong w illed allies.
The Or der r ecr uits those it feels r epr esent
the law ful natur e of the or der. Anyone is
w elcom e, but follow er s of Vanya ar e
favor ed.

M ot t o. We W ill Find a Way

M ot t o. By Vanya's W ill

Bel i ef s. The Dar okin Diplom atic Cor ps


beliefs can be sum m ar ized as follow s:

Bel i ef s. The Heldannic Or der 's beliefs can


be sum m ar ized as follow s:

- Peace is m or e pr ofitable than conflict.


- If all else fails, m oney talks louder than
w or ds.
- Som etim es you have to r em ove the
obstacle to obtain peace.
Goal s. Lessen inter national tensions. Keep
the tr ade r outes open.

- Only the law m atter s.


- Chaos m ust be r eplaced w ith or der.
- Those that cannot lead m ust be r eplaced
by those that can.
Goal s. M aintain law and or der. Spr ead the
w or ship of Vanya.

Typi cal Qu est s. Settle ter r itor ial disputes.


Rem ove highw aym en fr om a tr ade r oute.

Typi cal Qu est s. Put dow n an upr ising,


over thr ow a w eak r uler. Dr ive out a
hum anoid w ar par ty.

Renown

Rank

Renown

Rank

Copper

Soldat

Silver

Doppelsoldat

10

Electrum

10

Fhnr ich

25

Gold

25

Hauptm ann

50

Platinum

50

Oberste
23

I r on Ri n g

Ten Th ou san d Fi st s of t h e Kh an

The Ir on Ring is one of the m ost fear ed


or ganizations in the Know n Wor ld. A
secr etive and deadly gr oup of slaver s, they
w ill str ike anyw her e they can. Though
outlaw ed in ever y nation for their br utal
tactics, they alw ays have a m ar ket for their
pr oduct.

The Fists of the Khan is an or ganization


for m ed in Ethengar to pr om ote the w or ship
of the Im m or tals. Though their pr im ar y
tar get is the atheistic Glantr i, the Fists w ill
tar get anyone w ho stands against the w ill of
the Im m or tals.

The Ir on Ring is m or e than a sim ple


thieves guild, their or ganization cr ossed
bor der s and involves levels of coor dination
unseen in other sim ilar gr oups. Often they
w ill oper ate acr oss m ultiple bor der s for a
single oper ation.

The Fists of the Khan is or ganized in a cell


str uctur e, w ith each gr oup independent of
the other s and lead by a single Fist. The
Fists m aintain a vast spy netw or k to keep
other s fr om under m ining the w ill of the
Im m or tals.

M em ber s of the Ir on Ring ar e m em ber s


for life. They ar e not allow ed outside w or k
w ithout per m ission, though they w ill keep
up appear ances to m aintain their cover.
The Ir on does how ever pay extr em ely w ell.

A typical Fist m em ber can com e fr om any


w alk of life, all that is r equir ed is they m ust
be deeply r eligious. W hile m ost Fist
m em ber s w or ship of of the thr ee patr on
Im m or tals of Ethengar , w or shipper s of
other Im m or tals ar e not uncom m on.

M ot t o. We Ow n You, Body and Soul

M ot t o. The Im m or tals W ill It

Bel i ef s. The Ir on Ring beliefs can be


sum m ar ized as follow s:

Bel i ef s. The Ten Thousand Fists of the


Khan's beliefs can be sum m ar ized as
follow s:

- Any one w ho is not us is m eat.


- If violence doesn't w or k, you ar en't using
enough of it.
- Pr ofit is the only m easur e of success.
Goal s. Keep the slave tr ade going. Rem ove
and obstacle to the tr ade.
Typi cal Qu est s. Scout a settlem ent for
str aggler s and w eaknesses. Rem ove r ivals
fr om your w ay.

- Tr ust the Im m or tals in All Things.


- Disbeliever s m ust be m ade to believe.
- The m or e br ought to see the tr uth the
better..
Goal s. Spr ead the Wor ship of the
Im m or tals. Wor k to counter Glantr i.
Typi cal Qu est s. Set up a chur ch in a new
ar ea. Conver t the m asses to be devout.

Renown

Rank

Renown

Rank

Brute

Khoobarak

Breaker

Gelung

10

Underboss

10

Getsul

25

Factor

25

Bandee

50

Overboss

50

Lama
24

Racesand Heroes

25

Racesof Mystara
Dw ar ven Su br ace

Al l El ves i n M yst ar a l ose t h e Tr an ce abi l i t y.

Dw ar ves in the Know n Wor ld ar e separ ated


betw een the dw ar ves that live deep
under gr ound in Rockhom e and those that live
above gr ound in var ious hum an cities. M ystar a
dw ar ves ar e highly r esistant to m agic, an ability
given to them by the im m or tal Kagyar. This gift
how ever leaves them w ithout the ability to use
ar cane m agic.

Syl van El ves

M yst ar a Dw ar f
Abi l i t y Scor e I n cr ease. Your str ength scor e is
incr eased by 1.
Dw ar ven Resi st an ce. You have advantage on
all saving thr ow s ver sus m agic.
Rest r i ct ed Cl asses. You cannot take the bar d,
w izar d, or sor cer er classes.
El ven Su br aces
Elves in M ystar a ar e gr eatly var ied, being fr om
tw o differ ent or igins. The Souther n elves
em igr ated fr om Ever gr un befor e the Gr eat Rain
of Fir e. The shadow elves tr aveled
under gr ound to escape the disaster and settled
in lar ge caver ns under neath the continent.
Another gr oup of elves, the Belcadiz cam e fr om
another land far over the ocean. They ar e
fur ther br oken dow n by w her e they settled.
Ther e ar e no Dr ow in M ystar a.

Located in Alfheim , Glantr i and Kar am eikos


m ainly, Sylvan elves ar e by far the m ost
num er ous. Sylvan elf m ales tend to gr ow long
w hite bear ds late in life. They use the default
Wood Elf Subr ace.
Bel cadi z El ves
Located exclusively in Glantr i, Belcadiz ar e
know n for their fier y passions and extr avagant
clothing. Their m en ar e noted for spor ting
shor t thin bear ds. Belcadiz Elves ar e shor ter
than nor m al elves, and possess dar ker skin and
alm ost alw ays black hair , though br ow n and
r ar ely r ed hair can be found. Belcadiz Elves
use the High Elf Subr ace w ith one var iance.
Bel cadi z Weapon Tr ai n i n g. You have
pr oficiency w ith the r apier , shor t sw or d, shor t
bow and longbow.
Sh adow El ves
As a Shadow Elf you have lived your life
under gr ound w aiting for the r etur n of your
people to the sur face. Your people w as split off
fr om the r est of your r ace in the Gr eat Rain of
Fir e and have spent thousands of year s
under gr ound not know ing w hat w as left of the
sur face w or ld. You com e fr om a deeply
r eligious people w ho ar e just now discover ing
26

ther e ar e entir e civilizations above you.


Shadow elves ar e know n for their pale skin and
light hair. Their ear s ar e lar ger than other
elves, it is a giveaw ay in the com pany of other s
of their type.

Hi dden Tr ai l s: You can cast Pass W ithout Tr ace


once using this tr ait. You r egain the ability to do
so after a shor t r est.

Abi l i t y Scor e I n cr ease: Your w isdom scor e is


incr eased by 1.

The hin of M ystar a ar e a stout and pr oud r ace.


They value fr eedom and fam ily m or e than
anything else. Fr equently attacked in the past,
the hin have becom e know n for their stealth.
Located pr im ar ily in the Five Shir es, w ith a
lar ge pr esence in M inr othad, the hin ar e on
fr iendly ter m s m ost nations and r aces save
Glantr i. They do possess on occasion the ability
to counter m agic, based entir ely on their
r elationship w ith the land of the Shir es.

El f Weapon Tr ai n i n g: You have pr oficiency


w ith the long sw or d, shor t sw or d, cr ossbow and
spear.
Su per i or Dar k Vi si on : You can see in dar k or
tw ilight conditions up to ninety feet as if they
w er e br ight daylight.
Sea El ves
The Sea Elves ar e a tr ibe of elves native to the
M inr othad Guilds. They ar e know n for their
uncanny sense of dir ection, ingr ained fr om
year s at sea. They ar e an adventur ous people,
spending m or e of their tim e at sea than on land.
Ther e is som e m inor distr ust am ong Sylvan
elves for a r esem blance to Shadow Elves, but the
sim ilar ity is pur ely coincidental.
Abi l i t y Scor e I n cr ease: Your intelligence scor e
r aises by 1.
El f Weapon Tr ai n i n g: You have pr oficiency
w ith the long sw or d, r apier , long bow and
tr ident.
Bon u s Tool Pr of i ci en cy: You ar e pr oficient w ith
vehicles (w ater ).
Sen se of Di r ect i on : You gain advantage on all
W isdom (Sur vival) tests you m ake for
navigation.
Vyal i a El ves
Located in Thyatis and Kar am eikos, the
r eclusive Vyalia ar e exper t for ester s, know n for
their ability to disappear into the for est w ithout
a tr ace. W hile they keep to them selves m ostly,
the Em pir e of Thyatis has contr acted them on
m ultiple occasions to teach the w ay of the
Eldr itch Knight to hum an soldier s. The Vyalia
other w ise stay by them selves, and ar e r em ote
enough that the countr ies they live in leave
them alone.

Hal f l i n g Su br ace

Hi n
Abi l i t y Scor e I n cr ease. Your Constitution scor e
is incr eased by 1.
Un obt u si ve. You have pr oficiency in the Stealth
Skill.
Gn om es
Gnom es ar e the only m ajor dem ihum an r ace
w ithout a hom eland in the Know n Wor ld. They
do possess a giant flying city know n as Ser r aine,
but the m ajor ity of them live in settlem ents in
the hum an and dw ar ven kingdom s. W hile not
know n for being the adventur ing type, som e
gnom es do set off to see the w or ld.
Hill Gnom es: Use For est Gnom e subr ace
Sky Gnom es: Use Rock Gnom e subr ace
Hal f Races
In M ystar a ther e ar e no half r aces. In the case
of a m ixed couple, the r ace of the child is the
r ace of the sam e sex par ent. Hum ans and
dem ihum ans can inter br eed, as can hum ans
and or cs. Som e r aces need m agical assistance to
have childr en though, like hum ans and hin.
M yst ar a does n ot h ave t i ef l i n gs, aasi m ar or
dr agon k i n . Hal f el ves an d h al f or cs t ak e on
t h e r ace of a par en t , bu t can st i l l h ave
ch i l dr en of t h e ot h er r ace.

Abi l i t y Scor e I n cr ease: Your intelligence scor e


r aises by 1.
Bon u s Pr of i ci en cy. You have pr oficiency w ith
the Natur e skill.
27

Human Ethnicities
Al asi yan s ar e the sm aller of the m ajor
ethnicities of Ylar uam , and one of the ter r itor ies
held by Thyatis. They ar e consider ed a good
natur ed people, m er ging the cultur es of Thyatis
and Ylar uam . They pr efer dialogue to violence,
and have adjusted their tr aditional gar b for
fashion and pr acticality over r eligious r easons.
They possess dusky skin and dar k hair. Their
native language is Thyatian.
Al ph at i an s ar e found in the Em pir e of Alphatia.
Extr em ely m agical, their land is r uled by
w izar ds. They have tw o distinct ethnic m ake
ups, the com m oner s have copper y color ed skin
and hair r anging fr om r ed, and black . Noble
Alphatians have black hair and blue toned skin.
Native language is Alphatian
At r u agh i n ar e native to the plateau of the sam e
nam e. They ar e an isolated people and behind
other nations in ter m s of technology. They have
r eddish skin and black hair. Native language is
Atr uaghin
Var i an t : If you choose Atr aughin as your r ace
the follow ing r eplaces the hum an's ability scor e
incr ease.
Abi l i t y Scor e I n cr ease: Raise your Str ength,
and Constitution by 1.
Bon u s Pr of i ci en ci es: You have pr oficiency in
Stealth and Sur vival.
Un ar m or ed Def en se. W hile you ar e not
w ear ing any ar m or your ar m or class equals 10
+ your Constitution m odifier + Dexter ity
m odifier. You can use a shield and still gain the
benefit.
Aver oi gn e ar e found in Glantr i. They ar e fr om
another w or ld r esem bling that of Fr ance. They
have been plagued by lycanthr opy in the past,
and their nobles ar e know n for being ver y
eccentr ic. They tend to have fair skin and
blonde to br ow n hair. Native language is

Aver oigne.
Dar ok i n is a m ixed r ace fr om all the var ious
peoples that have com e to live in the countr y of
the sam e nam e. They ar e a w ealthy and
industr ious people, built on tr ade. They tend to
have tan skin and dar k hair. Native language is
Dar okin.
Et h en gar ar e pr oud w ar r ior s of the steppes on
the Sea of Gr ass. They ar e nom adic and fam ily
or iented. It it said they lear ned to r ide befor e
they lear ned to w alk . Ethengar have dar k
copper toned skin and black hair and tend to be
of a slight build. Native Language is Ethengar.
Fl aem i sh w er e the or iginal settler s of Glantr i,
or iginally fr om Alphatia. They ar e a volatile
people, descendants of the fir e w or shiper s of
old. M any feel they ar e the r ightful r uler s of
Glantr i. Flaem ish have copper toned skin and
br ight r ed hair. Native language is Flaem ish.
Hat t i an s ar e fr om an island off the coast of
Thyatis. They w er e once an equal par t of the
em pir e until an ill fated r evolt caused them to
be conquer ed again. They ar e know n for their
r acism and super ior ity com plex. They tend to
have olive skin and hair r anging fr om light to
dar k . The native language is Thyatian.
Hel dan n i c Fr eeholder s com e fr om the lands to
the far nor th. They ar e fier cely independent to
the point of being disor ganized. They have
r esisted attem pts at conquest by Ethengar and
28

Ostland, and r efused to be m er ged by the other


Nor ther n nations. Fr eeholder s have fair hair
and pale skin. Their native language is Heldan.
Hi n t er l an der s r elish life, w her e they ar e
fighting or car ousing. Their lands ar e at w ar
w ith the Thyatian Em pir e, though som e of them
have changed sides. Hinter lander s value
individual achievem ent over all else.
Hinter lander s tend to be lar ger than other s,
w ith fair skin and hair that r anges fr om light to
r ed. Native language is Thyatian.

other people native to the island, Thothians


have dar k skin and hair. Though they shar e the
sam e language as the r eclusive Nithians of
Ylar uam , their cultur e is vastly differ ence.
Native language is Nithian.
Nor t h m en com pr ise the population of Ostland,
Vestland and Soder fjor d. They ar e a r ugged
people, living in a har sh land. They ar e of a
lar ge build, w ith fair hair and heavy bear ds.
Native language is Heldan.

Jen n i t es fr om Ester hold ar e a conquer ed


people. Over r un by Alphatia and used for slave
labor the Jennites look to escape their w izar d
over lor ds. Jennite ar e of aver age height but
lar ge build. They have dar k br ow n skin, w ith
dar k eyes. Native language is Alphatian.

Nu ar i ar e dar k skinned peoples fr om the Pear l


Islands. Conquer ed by Thyatis at the star t of the
Em pir e, they have acclim ated w ith the Em pir e
w hile keeping their ow n cultur e. Nuar i str ive
for per fection no m atter their task, they str ive to
be gr eat w ar r ior s and scholar s. Nuar i have
alm ost coal black eyes and black hair. Native
language is Thyatian.

Kl an t yr e ar e found in Glantr i. They w er e


br ought over by the people that br ought over
the Aver oigne, a land r esem bling Scotland.
They tend to be a haunted people w ith a lar ge
num ber of ghosts in their r egion. Klantyr e tend
to be lar ger that nor m al hum ans, w ith pale skin
and br ow n to r ed hair. Native language is
Klantyr e

Och al ean s ar e a conquer ed people in the


Em pir e of Thyatis. They ar e exotic com par ed to
the r est of the Em pir e, w ith yellow skin and
dar k hair. Ochaleans ar e know n for their
ar tistr y, food and their unar m ed fighting styles.
Native language is Thyatian.

M ak ai ar e the native islander s to Ier endi.


Playful in tim es of peace, fear som e in tim es of
w ar , the M akai never do som ething halfw ay.
They ar e a sim ple people, living off the vast
bounty the isles have to offer. Their skin tone is
typically br onze, w ith str aight or extr em ely
cur ly black hair. Native language is Thyatian.
M ak i st an i ar e the lar gest ethnic gr oup in
Ylar uam . A deeply r eligious people, they ar e
consider ed ster n and unfor giving by other
cultur es. They w er e lar gely nom adic until
r ecently, w hen they began to for m cities. They
hold honor above all, and have str ict sex r oles.
M akistani have br ow n skin and black hair and
tend to have a lot of hair. Their native language
is Ylar i.
Th ot h i an s com e fr om the Isle of Daw n, unlike

Thyat i an s ar e the m ajor ity in the Thyatian


em pir e, and have spr ead thr oughout the know n
w or ld. They ar e found in neighbor ing countr ies
and as far aw ay as Ostland and Glantr i. They
ar e know n for their tr eacher ous natur es, but
m ostly inside of Thyatis. Thyatians have a light
olive skin tone and light to dar k br ow n hair.
They ar e know n for their lar ge noses. Native
language is Thyatian, w hich is consider ed
Com m on for M ystar a.
Tr al adar an s ar e native to w hat is now the
Gr and Duchy of Kar am eikos. They ar e a
super stitious people, living in a land plagued by
undead, invasions, and m onster s. They tend to
dr ess br ightly w hen they can affor d it. Their
tastes r un sim ple, valuing function over for m .
Their hair tends to be dar k and their skin pale.
They ar e shor ter than other nationalities. Their
native tongue is Tr aladar an.
29

Lupin
A fier ce and nom adic people, the noble lupin
tr avel the w ilder ness in fam ily packs follow ing
the her ds they hunt. A fr iendly people, lupin
get along w ith hum ans and dem ihum ans,
though the canine r ace pr efer open spaces to
cr ow ded cities. Lupin ar e the natur al foe of
w er ew olves, hunting them w ithout m er cy w hen
found.

St ou t an d Ru gged
Lupin ar e cover ed head to toe in fur , though the
fur can be shor t to the point of bar ely cover ing
the skin, to thick and shaggy for the nor ther n
tr ibes. The heavier coated lupin for obvious
r easons avoid heavy ar m or. They tend to tr avel
light, and don't car r y a lot of possessions.
Excess equipm ent is given to the pack to be used
as needed.
Lupin value loyalty m or e than other r aces.
They ar e pack cr eatur es, to them the fam ily is
all im por tant. A lone lupin that is outcast or a
sole sur vivor of his pack can go m ad fr om
loneliness. Lupin such as these tend to becom e
adventur er s to for m a new pack, and ar e
fier cely loyal to their new found fam ily.
There is no glory to be had alone cub, true glory
comes from the pack. Together we hunt, together
we prosper. All lupin know their roles, from the
our swiftest scouts to our strongest warriors to
our wiliest trackers. You cannot fault another for
being bigger, nor can he fault you for being small
of frame. Remember you can rely on his strength
to aid you as much as he must rely on your speed
to aid him. Differences are only weaknesses if
you do not work towards the same goal.
Together we are stronger than alone. That is the
way of the lupin.

Loyal t o a Fau l t
Lupin packs ar e w ell know n and w elcom ed in
m ost nations of the Know n Wor ld. They live off
of the land, tr ading for w hat they need w ith the
fur s and food they gather in their tr avels. W hile
they ar e not allied w ith any nation, lupin w ill
not think tw ice about pr otecting innocents
under attack . The lupin packs ar e not
associated w ith each other , but w hen they m eet
it is a tim e of celebr ation. M any betr othals ar e
cr eated this w ay to keep the pack's blood fr esh.

-Horr the Scarred, lupin Elder

30

Lupin can be appr oached by var ious


com m unities for tr ade, assistance or to hir e out
as m er cenar ies as needed. Often if a tow n is
beset by w er ew olves lupin w ill descend to r oute
out their hated enemy. W hile they ar e w elcom e
in m ost par ts, lupin ar e nom ads and seldom
stay for long. W hen they com e to any ar ea w ith
am ple gam e, they w ill set up a tem por ar y
village to allow them to hunt for longer per iods
of tim e.

Lon e Wol ves


Lupin often becom e adventur er s w hen they
have left a pack for w hat ever r eason. Som e
cubs gr ow enam or ed of the w or ld and w ish to
see m or e than w hat follow ing their pack can
offer. Other s ar e exiled for som e unspoken
cr im e, and other s ar e the only sur vivor s of som e
gr eat catastr ophe. Regar dless of the r eason, the
lupin bond w ith their fellow adventur er s like
fam ily.

Lupin Trait s
Abi l i t y Scor e I n cr ease. Your Constitution scor e
incr eases by 2.
Age: Lupin r each m atur ity quickly, ar ound 10
year s old. They live on aver age about 90 year s.

Bu l l Lu pi n
The har diest of the lupin, the Bull var ieties ar e
know n for their str ength and cour age.
Consider ed the best w ar r ior s of the br eed, the
bull lupin ar e often found looking for tr ouble
w hen the pack ar r ives at a new hunter gr ound.
W hen the hound lupin find w er ew olves, the
bull lupin ar e the fir st to go in.
Abi l i t y Scor e I n cr ease. Your str ength
incr eases by 1.
Bu i l t f or Fi gh t i n g. You gain pr oficiency in the
Intim idation skill.
Hou n d Lu pi n
The scouts of the lupin, hound lupin ar e
r esponsible for hunting dow n gam e and finding
new places to hunt. Their sense of sm ell is
legendar y, and they ar e fear ed for the their
tenacity w hen they detect a foe.
Abi l i t y Scor e I n cr ease. Your w isdom incr eases
by 1.
Hei gh t en ed Sen se of Sm el l : You have
advantage on all Per ception skill checks using
sm ell.
Hu n t er Lu pi n

Speed: Your base speed is 30 feet.

One of the m ost num er ous types of lupin, the


hunter lupin ar e sm aller than other lupin, but
m ake up for it by being m uch m or e agile.
Skilled w olf r ider s and know n for their ar cher y
skills, they for m m ost of the lupin outr ider s on
the hunt.

Lan gu ages: You can speak, r ead and w r ite


Com m on and Lupin

Abi l i t y Scor e I n cr ease. Your Dexter ity


incr eases by 1.

Dar k v i si on : You can see in the dar k 60'

Wol f Ri der . You ar e alw ays tr eated as having a


saddle w hen r iding a w olf or other canine.

Al i gn m en t: M ost lupin ar e law ful in natur e, and


m ost ar e good as w ell.
Si ze: Lupin aver age 5'5. They aver age 180lbs
fully gr ow n. Your size is m edium .

Keen Sen ses: You gain pr oficiency in the


Per ception skill.
Wer ew ol f An i m osi t y: You autom atically know
if som eone is a w er ew olf w hen looking at them ,
even if they ar e in hum an for m .

31

Li t h e an d Agi l e
Rakasta ar e as var ied as lupin, but all r akasta
shar e an alm ost unnatur al gr ace. They ar e
extr em ely var ied in size, fr om ar ound 5' for the
dom estic Rakasta to alm ost 7' tall for the gr eater
Rakasta. Likew ise their w eight can be
anyw her e fr om 90lbs for the lither ver sions, to
alm ost 500lbs for the lar gest Gr eater Rakasta.
Rakasta appear as fur r y hum anoids w ith feline
heads. The sm aller r akasta appear to have
heads of com m on house cats, w her e the lar gest
of r akasta have heads r esem bling lions or tiger s.
Their coats can be any var iety of color s, though
the gr eater r akasta often have coats sim ilar to
tiger s or leopar ds.

Fi ck l e Cr eat u r es

Despite what you think I'm not a normally a


burglar. But if you want me in on your little
heist, I want double. Plus I get first pick of the
loot and top billing on the wanted poster if the
guard starts looking for us.
Neulla M arta- Acquisitions Specialist

Rak ast a
Rakasta ar e a r ace of nom adic feline hum anoids
that ar e found on the Isle of Dr ead and in par ts
of Thyatis. They ar e a w ar like r ace, pr iding
them selves on their m ar tial skills. They ar e also
know n for their ar tistic natur e, w ith their
potter y and ar t being quite collectible am ong
the nobles of var ious hum an kingdom s. Rakasta
tr avel in fam ily gr oups, alw ays looking for new
pr ey. They ar e valued as tr ading par tner s
am ong the Dar okin and M inr othad m er chant
pr inces.

Rakasta tr avel in fam ily gr oups usually. They


ar e not tied dow n to the fam ily gr oup, but ow e
allegiance to their chief. M any of the r akasta
seek glor y on the battlefield, w hen their chief
does not pr ovide them w ith enough glor y they
w ill challenge the chief or seek it for
them selves.
Rakasta ar e know n for their fine cr aftsm anship,
w hen they ar e not at w ar they tur n to m aking
high quality w or ks of ar t. M any m er chants seek
them out for tr ade, br inging w eapons in
exchange for valuable fur s, jew elr y and
tapestr ies. Rakasta pr efer to tr ade r ather than
steal, ther e is no honor for them in r obber y.

Hi gh l y Adapt abl e
Rakasta ar e found alm ost ever yw her e in the
Know n Wor ld. Though not the m ost num er ous
of r aces, ther e ar e few places on the continent
they have not tr aveled. Rakasta pr efer w ide
open spaces like the Isle of Dr ead, but they ar e
not a r ar e site in m ajor cities either. The
r akasta on the m ainland tend to stay in the
w ilder ness follow ing the gam e anim als.

32

M any r akasta have adapted to the var ious


envir onm ents. The solitar y gr eater r akasta tend
to be loner s, and can be found in higher
m ountains or deep for ests instead of w ith packs.
Som e r akasta fall in love w ith the bustle of the
city and the fact m any find them exotic and
instead r eside in the gr eat m etr opolises in
Glantr i or Thyatis.

Hi gh l y Cu r i ou s

Gr eat er Rak ast a


The lar gest of the r akasta, gr eater r akasta ar e
solitar y hulking br utes. Unlike other r akasta
the gr eater r akasta live alone, hunting pr ey for
them selves. They tend to be sur ly and
suspicious of outsider s. They can be found in
alm ost any type of w ilder ness, often as hunter s
or r anger s.
Abi l i t y Scor e I n cr ease. Your Str ength incr eases
by 1.

Rakasta ar e w ell know n for their cur iosity, and


its ability to lead them into tr ouble. M any
r akasta gr ow tir ed of the pack life and seek out
new fr iends to take them to m or e inter esting
places. W hile m any r akasta r etur n, som e
becom e devoted to the adventur ing life and
never settle dow n at all.

Roar . You can spend your action to r oar. All


enem ies w ithin 10' m ust m ake a W isdom save
DC 8 + pr oficiency bonus + your Char ism a
m odifier or becom e fr ightened for 1d6+1
r ounds. You cannot use this ability again until
you take a shor t r est.

Rak ast a Abi l i t i es

W i l d Rak ast a

Abi l i t y Scor e I n cr ease. Your Dexter ity scor e


incr eases by 2.

The m ost com m on r akasta, w ild r akasta ar e


found in packs in secluded ar eas or w ide open
spaces. Know n for their ability to leap gr eat
distances, they sur pr ise their foes by closing
faster than thought possible.

Age. Rakasta r each m atur ity ar ound 12 year s


old. They live on aver age 90 year s.
Al i gn m en t : M ost r akasta ar e neutr al in
alignm ent.
Si ze. Rakasta ar e fr om 6-7' tall, but only w eight
ar ound 150lbs. You ar e a m edium cr eatur es.
Speed. Your base speed is 35 feet.
Lan gu ages. You can speak, r ead and w r ite
Com m on and Rakasta
Dar k v i si on . You can see in the dar k 90'
Fear of Wat er . W hen on a boat or w hen
com pletely dr enched, you have disadvantage to
attacks until you get on land or dr y off.
Cat f al l . You have r esistance to falling dam age.
Nat u r al Weapon s. Your claw s deal 1d4 points of
slashing dam age, and ar e consider ed light
w eapons.
Weapon Pr of i ci en cy. You have pr oficiency in
the Kasas, a for m of shor t sw or d they w ear as
claw s. See w eapons on page 86.

Abi l i t y Scor e I n cr ease. Your Constitution


incr eases by 1.
Pou n ce. W hen jum ping you double the distance
jum ped. You have advantage on all skill checks
w hen jum ping over obstacles or seeing if you
land on your feet.
Dom est i c Rak ast a
Giving up living in the w ilds for the com for ts of
ur ban living, dom estic r akasta ar e an
uncom m on sight in the lar ger cities. W hile they
have lost som e of the savager y of their kin, they
ar e also know n for their alm ost super natur al
luck .
Abi l i t y Scor e I n cr ease. Your Char ism a
incr eases by 1.
Ni n e Li ves. You have advantage on death saving
thr ow s.

33

Et h er eal an d Ti m el ess
The appear ance of the sidhe is as var ied as the
hum ans. Sidhe appear to be a hybr id of m an
and elf, though they ar e r elated to neither r ace.
They can usually pass as hum an easily. Sidhe
r ange fr om 5'8 to w ell over 6' on aver age,
though they tend to be of light build, w eighing
less than a hum an of sim ilar size. Hair color for
the sidhe can r ange fr om nor m al hum an color s
to unusual like dar k gr een or br ight pink . Their
eyes ar e the sam e w ay and can be any color and
need not even m atch. Sidhe ar e effectively
im m or tal, they do not age and if slain instead
r eincar nate back in the Good Kingdom .
Sidhe skin color tends to be the sam e shade of
hum ans, though they can go to extr em es, w ith
skin w hite as snow or black as onyx. Facial hair
is r ar e on sidhe m en, but not unhear d of. Both
sexes tend to ador n them selves w ith jew elr y, the
m or e extr avagant the better. Their clothing
r anges fr om sim ple fur s to gow ns finer than
w hat em per or s could even dr eam of.
Look at it! The light reflects off it so perfectly!
Have you ever seen something so shiny? To think
this was made by nature, no craftsman shaped it,
no one designed it, it happened naturally. Just
left alone in this cave undisturbed until the
dragon made its layer right beside it. I call this
for my first share of the treasure, this pebble.
-Aurora Stargrove, sidhe Bard

Sidhe
In ages past tw o gr oups of im m or tals existed.
One becam e the Im m or tals vener ated by the
cler ics. The other becam e the fey, w ith their
ow n m agics ow ing no allegiance to the other
Im m or tals. The m ost hum an of the fey
cr eatur es, a separ ate r ace of Im m or tals of
M ystar a. The sidhe ar e highly m agical
cr eatur es that ar e know n for their cur iosity of
m or tal r aces. possessing it r obs them of their
m agical abilities.

Sidhe tr easur e things of beauty m or e than


physical value. A w ell m ade etched glass w ould
be w or th m or e to them than a chest of gold
bullion. They ar e cr eatur es of passion and
em otion, and love ar t of all types, fr om dw ar ven
histor y r ecitals to r ustic hin dances. They abhor
ugliness, str ive for per fection in anything they
m ake.

St r an ger i n a St r an ge Lan d
Despite their hum an appear ance, sidhe ar e
for eign to the Know n Wor ld. For them
ever ything is extr em ely unusual. The lack of
m agic, the static natur e ar ound them and the
shor t lived cr eatur es they encounter intr igue
them . Sidhe ar e dr iven to exper ience all they
can in nor m al w or ld. They ar e not attr acted by
gold or pow er , but by new exper iences. A sidhe
w ill agr ee to go on an adventur e that pays
nothing if it sounds exciting to her.
34

To outsider s the sidhe seem over ly gener ous but


foolish. They don't under stand the inhum an
m otivations of the sidhe. They ar e im m or tal,
they have no need for r iches or pow er. W hen
they r etur n to the Good Kingdom their stor ies
ar e their cur r ency. To the fey m em or ies ar e
coin and excitem ent it's ow n r ew ar d.

El dr i t ch Or i gi n s
All sidhe com e fr om another r ealm called they
call the Good Kingdom . The m ost w ell know n
por tal is in Alfheim , but other s exist. The
Dr eam land is a place w ithout tim e or death,
w her e ever ything seem s to change but nothing
tr uly does. Ober on has been king for longer
than m an has w alked the face of the planet. The
sidhe have w atched m ountains r ise and fall, and
it is no sur pr ise that m any of them get bor ed
w ith their im m or tal existence.
Sidhe have existed since befor e the Im m or tals,
and as such need nothing fr om them Their
pow er com es fr om another r ealm , Im m or tal
m agics over them nothing.. Sidhe often blend in
w ith hum an societies, their neighbor s none the
w iser. Sidhe even get m ar r ied to tr y and lear n
about love, but they ar e doom ed to w atch their
spouse w ither and die fr om age.

Ex pl or i n g t h e n ew w or l d
Sidhe w hen enter ing the new w or ld tend to seek
out the lar ge population center they can find.
M any becom e adventur es because of the
excitem ent it br ings. Their lack of desir e for
w ealth cause m any to think them naive, but few
under stand the myster ious cr eatur es w ell. Once
the sidhe has cir cled the globe a few tim es, they
r etur n to the Good Kingdom to shar e their tales.

Si dh e Tr ai t s
Abi l i t y Scor e I n cr ease. Your Char ism a
incr eases by 2 and your Dexter ity incr eases by
1.

native land after death. The aver age sidhe


appear s fully gr ow n after 20 year s.
Al i gn m en t . M ost sidhe ar e chaotic by natur e,
though their r uler s ar e law ful. Evil sidhe ar e
consider ed unseelie and shunned.
Si ze. Sidhe aver age 5'6 to over 6' tall and have a
lithe build. You ar e a m edium cr eatur e.
Speed. Your base speed is 30 feet.
Lan gu ages. You can speak, r ead and w r ite
Com m on, Elven and Fey
Et er n al Cr eat u r es. Sidhe ar e not cr eatur es of
this w or ld, their m agic is their ow n, they cannot
use Im m or tal's m agic. You cannot gain take any
class that gr ants Im m or tal m agic such as cler ic,
dr uid, r anger or paladin. As High King Ober on
alr eady gr ants them fey m agic m agic, they
cannot becom e w ar locks.
Fey M agi c. Star ting at level 2 and ever y other
level after that, you m ay select a spell fr om the
Enchantm ent or Illusion schools. The spell level
m ust be half the sidhe's level. you m ay cast that
spell once w ithout needing com ponents. You
r egain the ability to cast the spell after a long
r est.
Wat er Br eat h i n g. You can br eathe w ater as
w ell as it can br eathe air.
I r on Al l er gy. You cannot stand the touch of
ir on. You cannot cast spells w hile w ear ing or
touching m etal w eapons or ar m or. Item s w ith a
+2 enchantm ent or better ar e not consider ed to
be m ade of ir on. You have dam age
vulner ability against ir on w eapons.
Tr u e Fey. You ar e im m une to nonm agical
diseases, can see other fey that ar e invisible and
take dam age fr om holy w ater as if they w er e
undead. As you r eincar nate into a new for m ,
spells that r aise you fr om the dead do not w or k
unless cast w ithin ten m inutes of the your
death.

Age. Sidhe have no concept of age as they ar e an


im m or tal r ace, r eincar nating back in their
35

Tor t l e
Tor tles ar e a stoic and placid r ace, content to
live in their shor eline villages fishing. W ith
natur al heavy ar m or and nothing of r eal value,
m ost other r aces ar e content to leave them
alone. W hile they have few enem ies, Tor tles do
not go out of their w ay to m ake fr iends either.

Sl ow an d Pon der ou s
Tor tles have little in the w ay in var iety, they
have color ation r anging fr om br ow n to gr een
but ar e har d to tell apar t except for their shells.
Each tor tle shell is a unique patter n on the back,
and occasionally the Tor tles w ill paint them for
decor ation. The aver age tor tle stands 6' tall,
w eighing in at alm ost 700lbs or m or e.

Tor tles ar e r eptilian in natur e, w ith r ough scales


over m uch of their body. They have a heavy
shell that in on par w ith heavy ar m or. Their
faces have beaks for m ouths, and also have
lar ge over sized hands and feet.
This is the life I tell you. No worries, no fretting.
Just fishing all day and lounging around in the
sun. This is how a tortle is meant to live, leave all
the running around and worrying to the other
races. Here we live in peace and harmony with
all other things. Just fishing and sunning. That's
the life. Of course if you feel obliged to take up
arms and go live a short brutal life before some
orc pries open your shell and eats you, that's up
to you. I won't stop you, who know maybe the
change of scenery might do you some good. They
are looking up at that keep for somebody to clean
out some caves of goblins. You grab a club and
go head over there and sign up. M aybe you
should do that, because if I catch you with my
niece again, I'm gonna throw you in the ocean.

Bou n d by Tr adi t i on
Tor tles above all else value their peace and
quiet. M ost Tor tles live alone, fishing and
keeping their huts tidy. They ar e not know n for
being cr aftsm en or w ar r ior s. Tor tles far m
com m unally, com ing together as a gr oup in
tim es of need. W hen w inter com es often they
load up on w agons and head to w ar m er clim es.
W hile tor tles ar e know n as kind and car ing
cr eatur es, they ar e not the m ost fr iendly. Rar ely
w ill you find a tor tle going to tr ade w ith other
r aces, and alm ost never w ill you find one living
inside a city. Tor tles ar e happy w atching the
w or ld go on by them .

-Flash Yellowbeard, concerned uncle


36

Coast al Cr eat u r es
Tor tles ar e found exclusively on the shor es of
the m ainland and the islands in the Sea of
Dr ead. They build sm all fishing villages w her e
they can also m aintain their far m s. They don't
build up for tifications but r ely on their natur al
ar m or and neighbor s to aid them in case they
ar e attacked. W hile m er chants m ay com e to
tr ade, tor tles ar e gener ally know n for their
m eager existences.
Tor tles do m aintain a for tified building for their
eggs. Her e the fem ale tor tles com e to lay their
eggs, guar ded by older tor tle m ales. Once the
eggs ar e laid the fem ales die shor tly ther e after ,
follow ed by the older m ale guar dians. The r est
of the village then r aises the hatchlings w hen
they em er ge.
Nat u r al Bor n Gu ar di an
For som e tor tles living solitar y bor ing lives until
they die isn't enough. They have to go out and
m ake som ething of them selves, even if just
br iefly. Once in a long w hile a tor tle w ill put
dow n his hoe and fishing pole, pick up a
w eapon and go and tr y to m ake the w or ld a
better place. W hile not the m ost agile cr eatur es,
they m ake excellent w ar r ior s because of their
natur al str ength and heavy ar m or.
Tor t l e Tr ai t s

incr eases by 2 and your W isdom scor e incr eases


by 1.
Age. Tor tles r each m atur ity ar ound 5 year s old.
They ar e a shor t lived r ace, only r eaching 50
year s old on aver age.
Al i gn m en t . Alm ost all tor tles ar e law ful in
alignm ent.
Si ze. Tor tles ar e usually 6' tall, and w eight on
aver age 700lbs. You ar e a m edium cr eatur e.
Speed. Your base speed is 20 feet.
Lan gu ages. You can speak, r ead and w r ite
Com m on and Tor tle.
Nat u r al Ar m or . You have a har dened shell that
gives you gr eat pr otection. Your ar m or class
equals 10 + your Constitution m odifier + your
pr oficiency bonus. You can use a shield and still
gain the benefit, but you cannot w ear any type
of ar m or.
Per son al Sh el t er . As a bonus action the you can
w ithdr aw into his shell. This gives you +2 AC
and advantage on all saving thr ow s, but you ar e
consider ed blind until you spend another bonus
action to com e out of your shell.
I n cr eased Lu n g Capaci t y. You can hold your
br eath for 2 hour s.
Cl u m sy. You do not add your Dexter ity to your
Ar m or Class.

Abi l i t y Scor e I n cr ease. Your Str ength scor e

37

Classesof Mystara
Bar bar i an s
Skeggi Helfvir positioned himself carefully
between the elven maiden he had just rescued
and the three trolls that had caught up with
them. He shouted at the elf to run as he pulled
his axes from his belt. He hoped she got far
enough way from the melee to be safe. His last
thought before his rage took hold was he wasn't
worried about the trolls hurting her, he was
worried he would harm her on accident.
On the fur thest r eaches of the Know n Wor ld
w her e civilization ends is w her e you w ill find
fier ce w ar r ior s in a str uggle for sur vival. Fr om
the isolated Atr uaghin Plateau to the savage
Hinter lands at w ar w ith Thyatis to the
ber ser ker s that ar e ever pr esent in the Nor th
Reaches, bar bar ians can be found w aging w ar
w ith foul cr eatur es and the elem ents. The type
of bar bar ians ar e heavily r egionally influenced.
Ber ser ker s ar e alm ost never found outside the
Nor ther n Reaches, other lands like Atr uaghin
and Ethengar lean m or e tow ar ds Totem
War r ior s
How ever w ith the spr ead of civilization the
lifestyles of the bar bar ians ar e being
challenged. As nations like Vestland and
Ylar uam look to m oder nize their lands, the
law less tr ibes and savage w ar r ior s ar e being
pushed fur ther and fur ther aw ay.

Bar ds
Dwarves are notoriously tough crowds. They
don't dance, care little for displays of magic and
their songs are tend to be monotone and tuneless.
Fortunately Tim the Bard came prepared, a smart
bard knows his audience, and this audience was
about to be thrilled by a recital of the last fifteen
generations of the Smithing Guildmaster's family
tree.

Ther e is not a nation in the Know n Wor ld w her e


bar ds ar e not w elcom ed w ith open ar m s. Even
the m agic hating Ylar uam and Rockhom e
appr eciate the tales and r ecitals of tr aveling
bar ds. Bar ds for m any ar eas ar e the only
r eliable sour ce for new s or enter tainm ent,
w hen a w ander ing m instr el ar r ives it becom es
alm ost like a holiday.
Bar dic colleges ar e r ar ely a physical location,
often new techniques ar e lear ned by w or d of
m outh. How ever the nation of Ier endi fully
em br aces the w or ks of the bar ds and dedicates
an actual college to teaching both the Colleges of
Lor e and Valor.

M u si cal I n st r u m en t s
In addition to the com m on m usical instr um ents
listed in chapter 5 "Equipm ent," of the Player 's
Handbook, bar ds in M ystar a play the follow ing
instr um ents:
Ael et h r i a: A w oodw ind fr om Elven lands, the
aelethr ia is a long stick w ith lar ge air holes on
either end. The elf plays the instr um ent by
r apidly spinning it ar ound w hile changing the
pitch and tone by changing w her e the aelethr ia
is gr ipped.
Dvoden t si vk a: A tw o bar r elled flute found
com m only in Kar am eikos. Know n for its dual
high pitched tone and usually played uptem po.
Gr i ggor don : A dw ar ven w ar dr um consisting
nine dr um skins str etched over a com plex
fr am e. The gr iggor don can cr eate anything
fr om a m ar ching beat up to the sound of an
avalanche w hen played fast and loud enough.
K?au au : A shor t flute cr eated by the M akai and
fam ous for its haunting tune. Its m usic is
consider ed extr em ely r om antic by M akai
38

w om en, and m any Toa ar e skilled in its use.


M or i n Kh u u r : An Ethengar str inged
instr um ent w ith tw o str ings that is played
w ith a bow. Tr aditionally topped w ith the
im age of a hor se, it is consider ed good luck
and its dr oning sound can be hear d w her e
ever Ethengar set up cam p.
Qan u n : A cour t instr um ent fr om Ylar uam ,
this tr apezoid shaped str inged instr um ent is
played by plucking its tw enty six str ings often
four at a tim e, giving it a ver y full sound, but
m aking it extr em ely difficult to lear n.
Ri ppl est i ck : A com m on per cussion
instr um ent found in the Five Shir es, it
consists of an w ooden boar d of var ying
thickness that r uns fr om the elbow to the
w r ist. The per for m er then uses tw o sticks
held in the other hand to dr um out a fast
paced r hythm .
Sal pi n x : A long Thyatian str aight hor n, the
Salpinx has a bulb shaped end that gives it a
ver y loud and shar p sound.
Sch ei t h ol t : A long and nar r ow str inged
instr um ent found am ong the Flaem en of
Glantr i. Can be played w ith a bow or
plucked.
Sn appyt aps: A gnom ish instr um ent of
dubious r eputation, snappytaps ar e
essentially m usical shoes designed to m ake as
m uch noise as possible as they w alk . Each
pair is unique and so is the m usic they m ake.

Cl er i cs
In M ystar a ther e no actual gods, but r ather
fr om m or tals that have tr anscended after a
gr eat quest to join the r anks of the Im m or tals.
Each Im m or tal can gr ant spells, but ar e
r estr icted fr om dir ectly inter acting w ith
m or tals by their fellow Im m or tals.
Instead of cler ics w or shipping a single

Im m or tal, m any tim es cler ics instead w ill


r epr esent the philosophy of the Spher es of
En er gy, En t r opy, M at t er , Th ou gh t or Ti m e.
Pantheon w or ship is extr em ely com m on in
m ost nations of the Know n Wor ld.
Sever al Im m or tals how ever have
w or shipper s loyal to only them . Hi n M ast er s
follow the High Her oes of the Five Shir es and
ar e gr anted pr otective abilities in r etur n.
Kagyar r ew ar ds his dw ar ven cler ics w ith
unpr ecedented r esistance to m agic. Rafiel's
Shadow Elf Sham an have gr eater contr ol over
life and death in r etur n for ser vice to him .
The Atr uaghin Sh am an i w or ship their
pantheon and tr ibal anim al spir its and ar e
know n for their pow er ful r ituals.

Dr u i ds
Dr uids in the Know n Wor ld follow Im m or tals
know n for their affiliation w ith natur e. They
ar e found in ever y nation, all tr ying to
pr eser ve the natur al or der. They ar e m ost
com m on in the elven nation of Alfheim , but
even the under gr ound nation of Rockhom e or
the atheistic Glantr i has pockets of Dr uids.
The Cir cles ar e not or ganized gr oups but
r ather natur e w or shipper s w ith a shar ed
philosophy. M any dr uids in the sam e ar ea
w ill be par t of differ ent cir cles but w ill w or k
together to pr otect the w ilder ness. Even the
m ost desolate and r em ote ar eas has their ow n
pr otecter s. Der v i sh es can be found in the
Ylar aum deser ts, m anifesting the fur y of the
deser t's sand, w ind and heat. The Spi r i t
Sh am an of Ethengar spend their lives in
constant contact w ith the spir it w or ld,
gaining pow er over m any other w or ldly
cr eatur es.

Fi gh t er s
Halvoric set the butt of his halberd firmly in
place as the wolf rider smashed into the pole
39

arm. Halvoric quickly pulled the weapon free


of both the ground and dead goblin, and
swung the blade right into the chest of another
approaching goblin. As the mercenary glanced
around the battle field, he couldn't help but
smile for two reasons. His side was winning
handedly, and that he was getting paid so well
for this.
Fr om the gr ey hair ed veter ans of the
Nor ther n Reaches to the cold and tactical
centur ions of Thyatis, fighter s ar e a constant
no m atter w her e you go. Som ew her e
som ething needs stabbing, and ther e ar e
alw ays people r eady to oblige.
Wor k is never far for a fighting type, as
violence is a constant in m any nations. In
nations like Thyatis and the Nor ther n Reaches
the w ar r ior is held up as an ideal. In
Kar am eikos the untam ed w ilder ness holds
m onster s galor e. The tr ading nations of
Dar okin and M inr othad alw ays need guar ds,
and ever y nation bor der ing the Br oken Lands
needs ever y sw or d ar m they can get.
Alfheim cr eated the Eldr itch Knight, even
today the ar chtype is extr em ely r ar e outside
of elves.
In m any nations differ ent fighting ar chetypes
have em er ged because of r egional need or
cultur al tr aditions. The Br aves of Atr uaghin
ar e m aster s of guer illa w ar far e, str iking fr om
am bush to fade into the w ilder ness. Ethengar
Hor se War r i or s per sonify their nation's love
of cavalr y w ith their m ounted exper tise.
Pr i vat eer s found on M inr othad and Eir endi
ships r eady at a m om ent's notice for ship to
ship action. The Toa M ak ai ar e Ier endi's
fear ed native w ar r ior s, their w ar songs
str iking fear in the hear ts of their enem ies.
Weapon Speci al i st s ar e found in ever y
nation, sacr ificing ver satility for lethality in a
single w eapon.

M on k s
M or e com m only know n as M ystics in
M ystar a, m onks ar e an extr em ely r ar e sight.
M ystics ar e know n to just a few ar eas, m ost of
the cultur es ar ound the Know n Wor ld have
no idea they even exist. M ost consider the
idea of an unar m ed w ar r ior suicidal, until
they see one in action.
The m onastic tr aditions in M ystar a ar e
lar gely r egional. The mystics that expouse
the Way of the Four Elem ents ar e found
alm ost exclusively in Glantr i at their
com pound in the village of Lham sa. Ther e
the m onks lear n to incor por ate elem ental
m agic into their attacks. The Way of the
Shadow has a sinister r eputation as it is
m ostly know n for being em ployed by the
assassins of the M aster of Hule. The Way of
the Open Hand is the m ost w ell know n, as its
pr actioner s com e fr om the island of Ochalea.
The Thyatian dom ain habit of stifling
nonconfor m ists cause num er ous m onks to
tr avel the w or ld.

Pal adi n s
Algo Rengate's eyes narrowed as he
approached the Thanatos cultists, his glaive
clutched firmly ready to strike. He had finally
tracked down the people responsible for all the
deaths along Vestland's southern border. Now
they would learn that this area was protected.
That evil will not go unpunished. That good
was not always nice.
The Know n Wor ld is a danger ous place,
w her e bandits and m onster s w ait in the w ilds
and even in the cities cults and conspir acies
lur k . It is no sur pr ise that m any ar e dr aw n to
r ole of the paladin. All types of paladins can
be found, fr om those that follow the Oath of
the Ancients in Alfheim to Hin paladins
follow ing the Oath of Devotion.
40

Tw o paladin or der s ar e r egionally exclusive


how ever. The Or der of t h e Gr i f f on the
m ilitant w ing of the Chur ch of Kar am eikos.
Though of Thyatian or igin, they ar e beloved
by the population as being fair m inded and
devoted to the land and its people. The
Hel dan n i c Kn i gh t s how ever ar e less
altr uistic. The sw or n w ar r ior s of the
Im m or tal Vanya, the knights exist only for
w ar. It is their sw or n duty to w age w ar on
Vanya's foes, and she accepts nothing less
than com plete victor y fr om her follow er s.

Not all r ogues ar e com m on cr im inals though,


in the cour ts of Thyatis and Alphatia Rak es
ar e a com m on sight. Instead of gold or
jew elr y, they use their social position to tr y
and steal m inds or hear ts. Tr ou bl esh oot er s
focus their effor ts on ancient r uins and lost
tom bs, keeping an eye out for tr aps. Som e
ar e sim ple gr aver obber s, w hile other s ar e
seasoned dungeon delver s.

Sor cer er s

W ith so m uch of the w or ld unm apped and


unchar ted r anger s ar e alw ays needed no
m atter w her e they ar e. W hether explor ing
lost r uins in Kar am eikos, m apping tunnels for
the Shadow Elves, or ser ving as Thyatian
scouts in the Hinter lands, ther e is alw ays
som eone w illing to pay for a r anger 's ser vice.

Subatai had many questions for the Glantri


mage. That the necromancer had made it so
far into Ethengar without notice was
disturbing. The Wokani wanted to know who
help the wizard, how many graves he had
defiled, and was he alone. Subatai also was
curious if the wizard was embarrassed by the
fact he was best by an untrained sorcerer, but
that was something Subatai would never know,
as smoking holes in the ground don't talk back.

Thyatis per sonifies the need for r anger s


thr ough their For est er s. Com pr ised entir ely
of Vyalia elves and their hum an pr oteges,
they ar e know n for their incr edible speed and
stealth inside the for ests of Thyatia. W her e
ther e ar e people w illing to pay for the captur e
of other s, Bou n t y Hu n t er s w ill alw ays have a
job w aiting for them .

M ystar a sor cer y is not like that of other


settings. Ther e ar e no dr aconic sor cer er s or
w ild m agic to take advantage of. Sor cer y is
extr em ely r ar e as those bor n w ith it ar e m or e
geogr aphical located. Sor cer er s ar e the m ost
com m on in the nation of Glantr i, though the
Shadow Elves have a substantial num ber as
w ell.

Rogu es

Ther e ar e only tw o know n for m s of sor cer y in


M ystar a. Di sci pl es of t h e Radi an ce ar e
found alm ost exclusively in Glantr i,
m anifesting the pow er of the Radiance, a
m agical sour ce of ener gy far beneath the
ear th. Wok an i can channel pur e pr im al
m agic. Alm ost alw ays found on the fr inges of
society, these m agic user s have no for m al
tr aining, just r aw instinct.

Ran ger s

W her e ther e ar e people ther e is w ealth, and


w her e ther e is w ealth ther e ar e r ogues.
Found ever yw her e possible, ther e is not a
single nation that does not a a legion of
cutpur ses, spies and bur glar s in its bor der s.
M ost thieves belong to a guild, but ver y few
guilds cr oss city bor der s, m uch less national
ones. Som e nations like Ethengar and Ier endi
pr ess thieves into ser vice w hen caught, w hile
other s like Glantr i take alm ost a sadistic
pleasur e in punishing them in hor r ific w ays.

War l ock s
Despite plethor a of Im m or tals influencing the
Know n Wor ld, ther e ar e alw ays those that
41

seek pow er outside the nor m al channels.


For tunately for them ther e ar e other w or ldly
sour ces of ar cane pow er w aiting for them to
m ake a deal.

Lok i gr ants boons w henever it pleases him .


Alw ays looking to cr eate chaos and str ife, he
enjoys w atching people abuse their pow er
until it catches up w ith them .

War locks ar e extr em ely r ar e in M ystar a. The


Im m or tals do not shar e pow er w illingly, and
outside challenges ar e quickly dealt w ith.
Only the m ost pow er ful outsider s can offer
w ar lock's pow er w ithout fear of r epr isal.

Tal i t h a is inter ested only in self gr atification.


She gr ants boons only if the per son
petitioning for it helps out her plans in som e
w ay.

Pat r on s i n M yst ar a
The beings that can offer pacts ar e few and
far betw een. In or der to get ar ound the w ill
of the Im m or tals, the patr ons m ust be
Im m or tals them selves, or pow er ful enough to
defy them .

Ar ch f ey
Ther e is but one ar chfey that gr ants pacts, the
Ar d Ri. The Ar d Ri is the high king of the fey,
cur r ently High King Ober on. Other fey
nobles can petition to gr ant a m or tal w ar lock
pow er s, but it Ober on that m ust consent to
the m or tal's r equest. Ober on alr eady gr ants
the sidhe fantastic pow er s, to gr ant a m or tal
the sam e m agical boons as he does his ow n
people is asking m uch of him . But
occassionally he can be per suaded and the
w ar lock is gr anted pow er at a pr ice.

Th e Fi en d
The Im m or tals keep a constant vigil to keep
the influences of the low er planes out of
M ystar a. How ever the Im m or tals of the
Spher e of Entr opy ar e m or e than w illing to
gr ant pow er to those that w ould m ake a pact
w ith them .
Dem ogor gon is the tw in souled Patr on of
Necr om ancy and W itchcr aft. Tr apped in a
hidden tem ple in the Br oken Lands, she is
alw ays w illing to help in r etur n for obtaining
her fr eedom .

Th e Gr eat Ol d On e
Ther e is a single sour ce of pow er fr om the
outer r ealm s that w ar locks appeal to, the
Dim ension of Nightm ar es. Ther e w her e the
law s of r eality have no m eaning ar e all sor ts
of fell cr eatur es. Ther e the Diabolus hold
pow er in their ow n m ad w ay. Br ain
Collector s look for pr ey fr om r aces they don't
consider sentient. Only a tr uly desper ate
w ar lock w ould tr y and seek pow er fr om the
nightm ar e r ealm .

W i zar ds
Those that pr actice m agic hold an enor m ous
am ount of pow er in m any par ts of the w or ld.
The Em pir e of Alphatia is r uled by w izar ds, as
ar e the Pr incipalities of Glantr i. Ever y nation
has som e sor t of w izar d's guild except the
w izar d hating Ylar aum and the m agicless
dw ar ves of Rockhom e. W hether they ser ve
as r uler s or advisor s, the influence of w izar ds
can be found ever yw her e.
Not all w izar ds ar e the studious types m ost
exper ience. In Alfheim the Tr eek eeper s m ix
dr uidic lor e w ith ancient m agics to keep the
Canolbair th for est healthy and w ell. Glantr i's
pr inces have lear ned new for m s of m agic in
the Secr et Cr afts, secr ets they keep only for
them selves.

42

NewMystara ClassOptions
Our sacred plateau is
invaded. Outsiders
have come to kill our
children and take our
horses. But we will
stop them. We will kill
them. We are the
children of Atruaghin
and we will let no one
wrong us. Sharpen
your tomahawks and
ready your arrows, for
today we hunt orc.

Gu er r i l l a War r i or
At 7th level if you ar e
in no ar m or or light
ar m or , w hen you
m ake Dash action, you
gain a bonus action to
use the Hide action.

Gh ost W h o Wal k s
At 10th level w hen you
attack w ith sur pr ise
you gain tw o of the
follow ing abilities at
the star t of the r ound
r ound, at 15th level
you m ay pick a 3r d
option:

Richard Stormcrow,
Elk Brave

Br ave
Fighter Ar chetype

1 additional attack
Additional die of
dam age on attacks.
Cr itical on a 18, 19 or
20.
Advantage on all
attacks
Bonus action to dash.

You w er e bor n in the


lands of the m ighty
Atr uaghin, to one of
the gr eat tr ibes. You
follow the w ay of the
Bear , Elk, Hor se,
Tur tle or Tiger. You
str ike fr om the
shadow s, unleashing your attacks then fading
back into the dar kness.

At 15th level if you ar e


w ear ing no ar m or or light ar m or your speed is
incr eased by 10.

Restr iction: M ust be Atr uaghin.

Gh ost Dan ce

Cou n t i n g Cou p

At 18th level w hile you ar e w ear ing no ar m or or


light ar m or all r anged attacks tar geting you
have disadvantage.

Lon g St r i de

At 3r d level once per com bat w hen you r educe


an intelligent opponent to 0hp you m ake take a
bonus action to m ar k the enemy to show it w as
you that defeated it. If you do next tur n you gain
a bonus Action Sur ge usable only in this com bat.

43

Rathor Irongut and


company! Wasn't
expecting you here,
seriously I thought you
would have skipped
around the open trails
instead of walk right
into my ambush. No
matter, you're wanted
on several counts of
brigandry, theft,
assault, murder, and
tax evasion. There's
two ways we can
handle this, the easy
way and my favorite
way. Please say the
favorite way. Pretty
please!

equal to your
Intelligence modifier
plus your proficiency
bonus. They have to
be w anted by an
individual or gr oup
that has put a bounty
on them . You don't
need to know their
nam e, just their
position (the goblin
king of the caves of
chaos, the lich lor d of
Blackw ood, etc).
W hile they ar e your
tar get you can tr eat
them as a favor ed
enemy for tr acking
pur poses and you can
detect them w ith
pr im eval aw ar eness.
You can r eplace all
captur ed or killed
pr ey w ith a new ones
after a long r est.

Geegi Hammerlander,
M inrothad Bounty
Hunter

Bounty
Hunter
Ranger Ar chetype

Get t i n g Cl ose
At 7th level if you ar e w ithin 1 m ile of a pr ey
your m ove incr eases by 5'. At level 14 the
bonus incr eases to 10'.

Not all r anger s hunt inhum an m onster s, som e


seek out the m onster s of the sentient var iety.
Em ulating the Bounty Hunter m eans focusing
your talents on hunting intelligent pr ey, and
using your skills for hunting beasts and
stalking those w ith a pr ice on their head.

Ex pl oi t Weak n ess

M ost Dan ger ou s Gam e

At 15th level w hen you attack a tar get fr om


sur pr ise, your fir st attack autom atically
inflicts m axim um dam age.

At 3r d you have lear ned to apply w hat you


have lear ned hunting your favor ed enem ies
to specific individuals. You can declare a
number of intelligent creatures as your targets

W hen you r each 11th level you add your


pr oficiency bonus to all dam age you inflict
against your tar gets.

Su ck er Pu n ch

44

The Cir cle of the Der vish ar e the her m it


guar dians of the w ilds of Ylar uam . The or der
r ar ely gather s as a w hole, instead individuals
m eet to shar e insights. They em br ace the
har shness of the deser t, and view it as a test of
their faith. They lear n to conjur e the elem ents
of the deser t, the shifting sand, deadly heat and
sudden w hir lw inds.
The Der vish is found only in the deser t sands of
Ylar uam , though som e m aybe found to the West
in Sind. The Ylar i r ever e them as possessor s of
gr eat w isdom . The Der vish gives up m any of his
possessions for unpar alleled m ovem ent and
elem ental contr ol.
Restr iction: Native of Ylar uam only.
Yl ar u am Resi l i en ce. W hen you becom e a
Der vish at 2nd level you only need half as m uch
w ater a day to sur vive, and gain advantage on
extr em e heat checks.
Un ar m or ed Def en se. At 2nd level w hile you
ar e w ear ing no ar m or , your AC equals 10+ your
Dexter ity m odifier + your W isdom m odifier.
You can use a non m etal shield and still gain
this benefit.
You can go that way if you wish ajaniib, I will not
be held responsible for your passing, but I will
offer a prayer in your memory. If you wish to
pass through the great sands and live, I
recommend you acquire the services of a Dervish.
Only the hardiest of Ylari can live in this blasted
desert, only the Dervish thrive in it.

St ep Th r ou gh San d. At 6th level you m ay


telepor t up to 30ft a num ber of tim es up to your
W isdom m odifier befor e needing a long or shor t
r est. W hen using Step Thr ough Sand you m ust
be in deser t ter r ain. Any m etal ar m or or m etal
item lar ger than a dagger is not tr anspor ted
w ith you and stays behind.

-Aljari Al-Kaz, Ylari porter

Bl ade of t h e Ci r cl e. At 10th level you m ay cast


Flam e Blade doing 3d6 fir e dam age a hit. The
dam age incr eases to 5d6 at level 14. You m ade
do this a num ber of tim es equal to your W isdom
m odifier. Blade of the Cir cle does not take up a
spell slot. You r egain this ability after a shor t
r est.

Cir cle of the


Der vish
Dr uid Cir cle

W h i r l i n g Der v i sh . You becom e a cyclone of


sand and w ind. At 14th level you m ay spend a
W ild Shape use to becom e an Air Elem ental.
45

tool. W hat is know n is that exposur e to it over


the year s has caused a new br eed of m age to
appear , one that can cr eate spells w ithout
m em or izing them and can alter m agic at w ill.
Restr ictions. Radiance Adept is r estr icted to
natives of Glantr i and Shadow Elves.

Ar can e Vi si on .
At 1st level you gener ate a num ber of Rad dice
equal to your Char ism a bonus after a long r est.
If you ar e in the boundar ies of Glantr i you
gener ate double the am ount and if w ithin
Glantr i City you gener ate tr iple the dice. You
lose the bonus dice if you leave the ar ea. You
can spend one Rad die to incr ease the dam age
of a spell by one die. You can also expend five
Rad dice to gain one sor cer y point. Gaining
sor cer y points this w ay m or e than once a day
causes one level of exhaustion for each point
gener ated past the fir st. The Rad dice last for 24
hour s, until spent or w hen you take a long r est.
Power? You call that power? I am no mere
mage! You learn your spells through rote
memorization and study, they came naturally to
me! I command magic like no other! You
struggle with your words while with a wave of
my hand I command the air to burn or your lungs
to become ash. Speak no more to me of gaining
power old man. I am power.
Seamus M cBannock, Disciple of the Radiance

Disciple of the
Radiance
Sor cer er Or igin
In the m agic steeped land of Glantr i and in the
subter r anean hall of the Shadow Elves lies a
str ange pow er called the Radiance. The elves
believe it a gift fr om the Im m or tals, w hile the
atheist w izar ds of Glantr i view it as just another

Con t r ol Fl ow.
At 6th level you autom atically lear n all r adiance
spells as you ar e able to cast them . You can gain
tw o sor cer y points befor e gaining exhaustion
now.

Con t r ol Fl u x .
At 14th level you can push your self to contr ol
the flow of m agic, optim izing the dam age yield
as the spell is r eleased. As a bonus action you
can spend 10 Rad dice to autom atically do
m axim um dam age on your next spell this tur n.

Con t r ol Fat e.
At 18th level you can channel your m agical
ener gy into adjusting the ver y w inds of for tune.
As a r eaction w hen you fail a skill check or
saving thr ow you m ay spend the differ ence in
Rad dice to m ake up the differ ence, You can
only spend points need to br ing the total up to
the m inim um needed to pass.

46

W izar d School
Fir e has alw ays had a lur e of its ow n. W izar ds
have sought its pow er for r easons var ying fr om
intellectual to r evenge. Fir e W izar ds can be
found acr oss the Know n Wor ld, fr om Glantr ian
nobility to evil w or shipper s of Alphaks to the
r eclusive Fir e W izar ds of Ier endi. All tr y and
use fir e for their ow n pur poses.

Pyr om an cer .
Beginning w hen you select this school at 2nd
level, the gold and tim e you m ust spend to copy
an spell that m anipulates fir e, cr eates fir e or
does fir e dam age is halved.

Bor n i n Fi r e.
W hen you r each 2nd level you gain im m unity to
fir e dam age fr om all non-m agical sour ces. At
6th level you becom e r esistant to fir e fr om
m agical sour ces, you becom e im m une to all
for m s of fir e at 14th level.

St i f l e t h e Bl aze.
At 6th level if you ar e caught in an ar ea effect
causing fir e dam age, you can choose to r educe
the dam age in the effect by a num ber of dice
equal to your w izar d level. The r educed
dam age applies to all cr eatur es in the ar ea of
affect.

Su m m on El em en t al .

Fire is the ultimate element. It scorches earth,


devours air, and evaporates water. It can save a
life or destroy a city. It is neither good or bad, it
does nothing but feed. If you master the flame
you have no equal except your brethren. Learn to
shape the blaze and soon no one will stand in
your way.
Pytor Seager, Flaemish Noble

Fir e W izar d

W hen you r each 10th level you can conjur e a


fir e elem ental exactly as the spell. The
elem ental is consider ed fr iendly, and if you lose
concentr ation the elem ental r etur ns to the
Plane of Fir e r ather than becom ing hostile. You
r egain the use of this ability after a long r est.

I n f er n o.
At 14th level you can choose to do m axim um
dam age w ith any spell of 5th level or low er that
does fir e dam age. You r egain the use of this
ability after a long r est.

47

Orcs. A full raiding party at least four dozen


judging by the tracks. Look to be heading to
Karameikos from the way they are heading. Go
on ahead and warn the others, we will need
reinforcements
for this. Tell
everyone the
ambush is a the
Crooked Tree
Crossroads in
two hours. You
know your
place and you
known your
position. Don't
start firing until
I do, and no
flashy magic to
give away your
location. We
can't risk them
crossing the
border and this
become an
bigger problem.
Septimus Altari,
Thyatian
Forester

For ester
Ranger Ar chetype
Pr otector s of the Vyalia For est, For ester s ar e a
secr etive gr oup of pr otector s inside of Thyatis.
Char ged w ith keeping the Em pir e's savage
enem ies at bay fr om acr oss the bor der s of
Kar am eikos, For ester s str ike fr om am bush fr om
the tr eetops. Nor m ally com pr ised of Vyalia
elves, Em per or Thincol paid the elves a pr incely
sum to tr ain hum ans in the w ay of the For ester.

Restr ictions. Vyalian elves or Thyatian hum ans


only, m ust have for est as their Natur al Explor er
ter r ain.

Ex per t i se.
At 3r d level you gain
pr oficiency in the stealth
skill if you did not alr eady
have along w ith one other
skill fr om your initial
star ting skill list.. Your
pr oficiency bonus is doubled
w hen m aking ability checks
use the stealth skill.

El dr i t ch M agi cs.
At 7th level you m ay add
W izar d spells fr om the
school of Illusion to your
Ranger spell list. They ar e
tr eated as Ranger spells and
do not r equir e a spellbook .
You other w ise m ust m eet the
r equir em ents of the spells
including all com ponents

Tr eew al k er .
At 11th level you gain a
clim b speed equal to your
base m ove. W hen attacking
w ith a r anged w eapon, if you
ar e 10' or m or e above your
tar get you gain advantage.

Seven Leagu e St r i der s.


At 15th level you can telepor t fr om location to
any par t in the for est pr ovided that the
beginning and end points lie w ithin the sam e
living for est. This is tr eated as a Tree Stride
spell, except the r ange is incr eased to any
location inside the for est. You m ust take a long
r est befor e using this featur e again.

48

Gallow glass
Fighter Ar chetype
Bor n in a land that is r uled by w izar ds, the
gallow glass ar e the r ebels that seek to fr ee their
lands fr om M agocr acy. W ielding their gigantic
claym or e sw or ds, gallow glass char ge headlong
into danger. They ar e fear ed for their headlong
char ges, for they know they m ust quickly slay
their foes or die in a stor m of spellfir e.
Restr ictions. M ust be fr om the Klantyr e
pr incipality of Glantr i

Cl aym or e.
At 3r d level w hen w ielding a gr eat sw or d the
w eapon loses the tw o handed pr oper ty.

I r on St om ach .
Fr om a com bination of diet and pur e
stubbor ness, you ar e less vulner able to toxins.
At 7th level you gain r esistance to poison.

Li n ebr eak er .
At 10th level w hen you use an action sur ge your
m ove is incr eased by 10 feet for your tur n.

Bl oodi ed.
The fir st tim e you take dam age in com bat after
taking a long r est, you gain a bonus action sur ge
that m ust be used in the cur r ect com bat.

Br aveh ear t .
The wizards force us to live like slaves, using us
as fodder in their petty conflicts. W ho here has
not had a loved one taken to Crownguard never
to be seen again? We are Klantyre, it is not our
lot in life to live in fear from the foul magics the
cruel wizards use to rule us. I say we fight! W ho
here stands with me? A true warrior of
Klantyre? W ho here will be a gallowglass?

At 18th level if you ar e r educed to 0 hit points


you im m ediately use all your hit dice to heal
exactly as if you had taken a shor t r est. This
ability r esets after a long r est.

Duncan M cIntyre, Follower of the Claymore


49

highly str uctur ed or der , each Knight know s his


place.
Victor y. Do not stop until you ar e victor ious or
dead.
Loyalty. Never betr ay those that fight alongside
you.
Pr ow ess. War is life, be pr epar ed at all tim es.
Stoicism . Do not let other s know of your
tr oubles.

Ch an n el Di v i n i t y
W hen you take this oath at 3r d level, you gain
the follow ing to Channel Divinity options.
W i l l of Van ya. As an action you can invoke the
nam e of Vanya r em ove the stunned condition
fr om an ally w ithin 30'
Aegi s of Vi ct or y. As a bonus action you can give
one ally w ithin 30' advantage on their next
attack r oll this com bat.
Save your bluster for someone who cares
burgomaster. Either oppose me or surrender, I
am not here to entertain idle threats. You have
neither the will nor the strength to oppose me
and deception will avail you not. Vanya requires
only victory, your survival is not her concern.
Gunter Wulfson, Heldannic Knight

Heldannic Knight
Paladin Oath
The sw or n r eligious or der of the Im m or tal
Vanya, the Heldannic Knights ar e know n for
their pr ow ess at ar m s and their extr em e
m ilitancy. The Knights ar e at constant w ar ,
w hether w ith the hum anoids that plague the
nor th lands, the Ethengar nom ads or even their
fellow nor th lander s, it is the w ill of Vanya her
knights seek out conflict.

Au r a of Vi ct or y
W hen you r each 7th level you and all your allies
w ithin 10' of you can't be fr ightened w hile you
ar e conscious.
At 18th level the r ange of this aur a incr eases to
30 feet.

Bl essed of Van ya
At 15th level Vanya char ges you w ith leading
her follow er s into battle and to gr eatness. You
ar e alw ays under the effect of a crusader's
mantle spell.

Et er n al Ch am pi on
At 20th level You can shr ug off dam age that
w ould easily fell lesser her oes. Using your
action you gain the follow ing benefits for five
m inutes:
- Resistance to all dam age types
- Advantage on all saving thr ow s.
Heldannic Knight Spells
Level Spells

Restr ictions: M ust be hum an of Heldannic


descent and w or ship Vanya.

3r d

Command, Compelled Duel

5th

Branding Smite, M agic Weapon

Ten et s of Van ya.

9th

Blinding Smite, Elemental Weapon

Heldannic Knights cr ave battle in the nam e of


their patr on Im m or tal. They never show fear or
accept less than total sur r ender. They ar e a

13th

Death Ward, Staggering Smite

17th

Destructive Smite, Banishing Smite


50

Br indor hin bequeathed cer tain hin w ith the


pow er to defend the Shir es fr om all enem ies.
M uch of the M aster 's pow er com es fr om the
land itself, only pow er ful M aster s can leave the
shir e and still m anifest their pow er s at full
str ength.
Restr iction. Cler ic m ust be a hin fr om the Five
Shir es.
Level

Hin M aster Dom ain Spell

1st

Locate Animals or Plants, Cure Wounds

3r d

Calm Emotions, Locate Object

5th

Beacon of Hope, Sending

7th

Guardian of Faith, Locate Creature

9th

Hallow, Greater Restoration

M ast er Si gh t .
At 2nd level you gain 120' dar kvision.

Ex t r a Sk i l l Pr of i ci en ci es.
It's good to the raspberries are coming in good
this year! Bodes well for the Brandypot's ales. So
how is the missus? Got another one on the way?
That's fantastic, what's that, number eight now?
M other was worried you that were going to have
a small family, just getting started late that's all.
Wait you smell that? Let me cast a spell real
quick. As I suspected, gnolls over in the rolling
hills. Sigh, fetch me my hand axe, the one that
catches on fire by itself, yes that one. Keep the
food warm for me, I don't want to miss supper.
Rose Cobblecreek, Hin M aster

Hin M aster
Cler ic Dom ain
The keeper s of the Five Shir es, the M aster s
follow the hin pantheon of Im m or tals. The
Im m or tals Nob Nar , Cober ham Shadow glint and

At 2nd level you gain pr oficiency in Natur e and


M edicine skills.

En h an ced Den i al .
At 6th you can spend a Channel Divinity use as a
r eaction to add your W isdom m odifier to
another ally's saving thr ow against m agic that
you can see.

Evasi on .
At 8th level w hen you ar e subjected to an effect
that allow s you to m ake a Dexter ity saving
thr ow to only take half dam age, you instead
toake no dam age if you succeed on the saving
thr ow , and only half dam age if you fail.

Ti m el ess Body.
At 17th level you only age one year for ever y ten
that pass.

51

Hor se War r ior


Fighter Ar chetype
The fear ed w ar r ior s of the Ethengar steppes,
Hor se War r ior s ar e unpar alleled in their
m aster y of m ounted com bat. Alm ost as one
w ith their hor se, they can fight at r ange or up
close fr om the saddle. W hile astr ide their hor se,
ther e ar e few that can m atch in the field of
com bat.
Restr ictions. Char acter m ust be Ethengar and
have pr oficiency w ith the Anim al Handling skill.

Bor n i n t h e Saddl e.
At 3r d level you have advantage w hen attacking
w ith a shor tbow w hile m ounted..

No Hor se, No M an .
At 7th level your pr oficiency bonus is doubled
w hen using the Anim al Handling skill.

St eady M ou n t .
At 10th level your w eapon attacks w hile
m ounted against unm ounted cr eatur es m edium
size or sm aller scor e a cr itical hit on a 19 or 20.
Com bat Ri der .

Concentrate on your attack, for the Heldann,


Glantrian and orc will not hesitate to kill you.
You must strike quickly then fade. Do not present
your self as a target, pepper them with arrows
and only then, when they are exhausted beyond
all measure, only then do you close in and kill.
Fight as if you and your horse are one.
Damotai, Ethengar Horse Warrior

At 15th level you can spend a bonus action


w hile you ar e m ounted you gain +2AC. W hile
Com bat Rider is active you have disadvantage
on all attacks until you dism ount or spend
another bonus action to end the effect.
Fl u r r y of Deat h .
At 18th level w hile on hor seback if you scor e a
hit against an enemy, you m ay im m ediately
m ake an attack against another enemy w ithin 5'
of the or iginal tar get. The bonus attack does not
gener ate additional attacks.

52

Level

Kagyar Dom ain Spell

1st

Thunderous Smite, Bless

3r d

Aid, Find Traps

5th

Counterspell, M eld into Stone

7th

Stone Shape, Stoneskin

9th

Hold M onster, Wall of Stone

Ar m s of Kagyar
At 1st level you gain pr oficiency in Heavy
Ar m or , Battle Axe and War ham m er.

Gi f t of Kagyar
This r eplaces the tur n undead ability.
At 2nd level you can use a bonus action to spend
channel divinity use as a r eaction to use one of
the follow ing abilities:
- You ar e pr oficient w ith all saving thr ow s
against m agic for a r ound.
- You can dispel all spells of 3r d level or less
on your self or an ally in 5'.
You wish to threaten me mage? I am no mere
peasant cowed by your feeble parlor trick. I am a
servant of Kagyar the Stone Lord. The very
creator of the dwarven race. He knew of your
trickery and your spells and prepared his sons
well. Cast your magics wizard.
Cast them and die.
Rolf Dargez, Cleric of Kagyar

Kagyar Dom ain


Cler ic Dom ain
Dw ar ves ar e tr aditionally m onotheistic, they
tend to follow the teachings of their fir st
Im m or tal. In r etur n Kagyar gives them pow er s
unknow n by the other r aces. Despite not having
the nor m al abilities against undead other cler ics
have, their r esistance to m agic is peer less.

Aegi s of Kagyar
At 6th level you use your r eaction to add double
your pr oficiency to saving thr ow s m ade against
m agic.

Bl essi n g of Kagyar
At 8th level you m ay use a channel divinity to
give another ally advantage on saving thr ow s
against m agic. This effect lasts for 1 m inute X
your W isdom m odifier. This r eplaces the
Destr oy undead affect, each level that w ould
incr ease that ability instead allow s you to give
the Blessing to one m or e additional per son.

Ch am pi on of Kagyar
At 17th level you have r esistance to spell
dam age.

53

Selflessness. Pr otect the w eak


Justice. All ar e equal in the eyes of the law.
Char ity. Help the less for tunate w ith deeds
Succor. Heal the sick, and br eak foul m agics.

Ch an n el Di v i n i t y
W hen you take this oath at 3r d level, you gain
the follow ing to Channel Divinity options.
Char destes' M er cy. At 3r d level the Paladin
gains the ability to r em oves foul enchantm ents.
The paladin m ay spend a Divine Channel use to
cast Lesser Restor ation like the spell.

You think you can take this village gnoll? I will


warn you that I alone stand vigil and will I draw
breath not one of you will step foot inside. I
possess the combined might of the Immortals.
All you have a paltry few dozen minions. Enough
banter, lay on.
Aliana Illescu, Or der of the Gr iffon

Or der of the Gr iffon


Paladin Oath
The knightly or der of the Chur ch of Kar am eikos,
the Or der of the Gr iffon is sw or n to pr otect the
people and land of Kar am eikos against all
enem ies. They ar e a self sacr ificing or der , using
their pow er s gr anted by the Im m or tals to put
them selves betw een danger and their char ge.
Their selfless acts have done m uch to br ing the
divided people of Kar am eikos together as one.

Fur y of Tar astia. At 3r d level as an action you


can call on your or der 's ancient enm ities. You
m ay spend a Divine Channel to cause all evil
hum anoids in 30' to m ake a Char ism a save or
have disadvantage on attacks for a num ber of
tur ns equal to your Char ism a m odifier.

Au r a of San ct i t y.
Star ting at 7th level, you and fr iendly cr eatur es
w ithin 10ft of you cannot be attacked by beasts
unless pr ovoked by som eone in the aur a. At
18th level this aur a extends to 30ft.

Bl essi n g of t h e I m m or t al s.
At 15th level you ar e im m une to Enchantm ent
spells.

Par agon of Kar am ei k os.


At 20th level you invoke the pow er of the
patr ons Im m or tals of the chur ch. For one
m inute all enem ies that can see you m ust attack
only you, ignor ing other s. W hile under this
effect you gain one extr a attack, gain 5
tem por ar y hit points X your Char ism a m odifier
and have advantage on all saving thr ow s. Once
you use this featur e, you can't use it again until
you finish a long r est.

Restr ictions. Char acter follow the Chur ch of


Kar am eikos.

Level

Or der of the Gr iffon Spells

3r d

Compelled Duel, Goodberry

Ten et s of t h e Gr i f f on .

5th

Aid, Remove Curse

9th

Glypph of Warding, Daylight

13th

Locate Creature, Death Ward

17th

Circle of Power, Greater Restoration

The Or der of the Gr iffon ar e the sw or n


pr otector s of the Gr and Duchy of Kar am eikos,
pledging their lives to defend their countr y.
They ar e beloved in their hom eland,
em phasizing equality of all the people befor e
the eyes of the Im m or tals.

54

Pr ivateer
Fighter Ar chetype
W hile M inr othad is w ell know n for it's
m er chants, they do issue Letter s of M ar que to
br ing in extr a r evenues. Com m anding these
r aider s ar e the fear ed Pr ivateer s. Excelling at
naval com bat m or e than m er e sailor s, you ar e
r om anticized for your dar ing feats.

Sea Legs.
At 3r d level you gain pr oficiency w ith
Navigation tools, and pr oficiency w ith Vehicles
(w ater ). In addition you have advantage on all
skill checks m ade to tr y and keep your balance.

Pi r at e Hal ves.
At 7th level if you ar e using the dueling,
tw o-w eapon fighting or m ar iner fighting styles
you gain a +1 bonus to your AC. This ability goes
up by +1 at 11th and 20th level.

St eady As Sh e Goes.
At 10th level if you ar e in com m and of a ship, all
attack r olls using your ship's ar tiller y have
advantage. You need not be the one fir ing the
ar tiller y to gain this bonus.

Boar der s Aw ay.

There she is, 80 degrees off port. Lower the sails,


hoist the Roger and more speed! She'll not escape
us today, I want marines on deck and prepare
boarders. A double share to the first sailor to set
boots upon her! M ages and archers aloft, make
sure the wind is ours. Tonight we shall adorn
ourselves with the trappings of the Empress of
Alphatia herself! M inroth, I love this job!
-Aleera Vass, M inrothad Privateer

At 15th level w hile you ar e on boar d a ship you


gain an extr a use of your action sur ge and have
advantage on initiative r olls. You r egain the
bonus action sur ge after a long or shor t r est.

Dr ead Pi r at e.
At 18th level once per com bat you m ay
announce your identity, all enem ies that can
hear and under stand you in 30 feet m ust m ake
a Char ism a saving thr ow DC 8 + your Char ism a
M odifier + Pr oficiency or becom e Fr ightened for
a num ber of m inutes equal to your Char ism a
m odifier. The affected cr eatur es can m ake a
Char ism a saving thr ow at the end of each r ound
to r em ove the effect.
55

M er chant Pr ince
W izar d School
Dar okin and M inr othad live by their econom ic
str ength. They have to pr otect their tr ade
r outes by any m eans. Both nations have
em ployed a gr oup of w izar ds, the M er chant
Pr inces, to ensur e econom ic super ior ity. W hile
the w izar ds ar en't as focused on a school of
m agic as their counter par ts, in exchange they
have gr eater access to spells and specialized
tr aining in m agic item s.

Gr eat Li br ar y.
At 2nd level the cost to scr ibe all spells is
r educed by half. You gain an additional spell
ever y tim e you level up.

Appr ai ser .
At 2nd level you gain the ability to cast identify
w ithout using a spell slot or com ponents.

M er can t i l e Tr ai n i n g.
W hen you r each 6th level you add double your
w izar d level w hen r olling on the "r unning a
business" and "selling a m agic item " dow ntim e
char ts. You also gain pr oficiency in the Insight
skill.

Zon e of Tr u t h .

There are those that say I have sold out for the
lure of gold. People claim I have given up
scholarly pursuits for a bag of coins dangled in
front of my face. Let me tell you what those coins
get me. Unrestricted access to one of the largest
libraries in the world. Security I can trust to
guard my laboratory when I am abroad. Every
spell component I can possibly imagine available
with just a word. I might have sold out, but you
don't see me out shopping for bat guano either.

At 10th level any one attem pting to lie to you


m ust pass a Char ism a saving thr ow against your
spellcasting ability or be for ced to tell the w hole
tr uth.

Weal t h i s Pow er .
W hen you r each 14th level you can attain an
additional num ber of m agic item s equal to your
Intelligence bonus.

-Josephine DuM ont, Darokin M erchant Prince


56

Rake
Rogue Ar chetype
A com m on sight in the cour ts of Alphatia and
Thyatis, you r ely on your cunning and char m to
succeed. You tend to m ake your w ay thr ough
your w its and char m , though you quickly lear n
the finer ar ts of cour tly com bat.

Cou r t l y I n di scr et i on
Star ting at 3r d level, you halve the tim e needed
to don or doff light ar m or , w ith help you r educe
the tim e to a single r ound. W hen you r oll on the
car ousing char t dur ing your dow ntim e, r oll
tw ice and take the r esult of your choice.

Bon u s Pr of i ci en cy
At 3r d level you gain pr oficiency in the Histor y
and Religion skills

Soci al Bu t t er f l y
You can char m cr ow d so people ar e happy to aid
you escape or find som ething. W hen you ar e in
a gr oup of m or e than ten people you add your
Char ism a m odifier to Stealth, Per ception, or
Investigation Skill Checks.
You like it? It's a Belcadiz vintage, quite rare. I
picked it up on a trade mission there during my
stint in Darokin. Darokin? No I'm actually from
Kerandas, the Emperor wanted me to negotiate
trade pacts with those plutocrats. You would
have been ashamed, their clothes were so last
season. I see you are enjoying your wine.
Darokin may have money but they have no taste
for fashion. I see your robe is now on the floor.
Well in the name of international relations I
accept your offer. On second thought that is your
husband coming home early, instead I shall take
my leave, through your window.
Agrippa Centauri, Thyatian Rake

Gl i b Speak er
At 13th level you ar e know n for your sm ooth
dem eanor. You gain pr oficiency in Char ism a
saving thr ow s.

Ex t r a Pan ach e
At 17th level you can spend an action to inter act
w ith a cr eatur e you shar e a language w ith. The
cr eatur e has to m ake Char ism a save against DC
8 + your Char ism a m odifier + Pr oficiency bonus.
If the cr eatur e fails it becom es your choice of
Char m ed, Stunned or Fr ightened for a num ber
of m inutes equal to your Char ism a m odifier or
until they take dam age. The cr eatur e can
attem pt a new save ever y m inute. You can use
Extr a Panache once per day per cr eatur e.
57

We offer praise to the wise Rafiel, for without him


we would be lost. We wait for him to give us the
sign to return to the surface, to take what is ours
and so bask in the glow of the sun once again.
We offer ourselves as his vessel as he has chosen
us to be his faithful. Though the Soul Stones are
race grows strong, and soon we shall return to
take our place among the nations above.
Taljaria, Life Shaman

Shadow Elf Sham an


Cler ic Ar chetype
The chosen of Rafiel,
Sham an ar e keeper s of
the soul stones, the
sacr ed ar tifacts of the
Shadow Elves. W ith
them they can cast
pow er ful m agic though
they have to keep
questing for m or e
pow er ful soul stones to
cast the m or e pow er ful
spells. A m ajor ity of
sham an ar e fem ale but
not enough to m ake m ale
sham an r ar e. Each
sham an is m ar ked w ith a
sym m etr ical pur ple
bir thm ar k on their head,
a sign of favor of the

Level

Sham an Dom ain Spells

1st

Guiding Bolt, Healing Word

3r d

Augury, Gentle Repose

5th

Revivify, Speak with Dead

7th

Banishment, Death Ward

9th

Commune, Raise Dead

Im m or tal Rafiel
Restr iction. Shadow elf only.

Sou l St on e Ch an n el l i n g.
At 1st level w hen you use a soulstone for your
spellcasting focus you can ignor e all other
com ponents of spells, including ones that have a
m onetar y cost.

M ar k ed Sh am an .
At 2nd level you can sense m agic up to 90' aw ay.
You cannot tell w hat kind it is
unless it is a soulstone, only its
pr esence.

Deat h Sh am an .
At 6th level you gain the duties to
take the dead and the dying aw ay
fr om the city. You gain
advantage on Sur vival skill
checks in an under gr ound ar ea.

Li f e Sh am an .
At 8th level you gain the duties to
car e for the sick and injur ed.
W hen you cast a healing spell,
you m ay r er oll any dice once and
take the higher of the tw o r olls.

Col or l ess Sh am an .
At 17th level you gain the duties
to r aise fr om the dead those
Rafiel still sees a need for. You
ar e able to keep fallen allies fr om
death's door and r etur n them to
the fight quickly. All allies
w ithin 30' of you have advantage on all death
saves, and if they becom e stable can spend Hit
Dice to r egain hit points as if they had finished a
shor t r est. Som e one r evived in this m anner
m ust take a long r est to benefit fr om the ability
again.

58

Level

Shamani Domain Spell

1st

Animal Friendship, Speak W ith Animals

3r d

Animal M essenger, Beast Sense

5th

Conjure Animals, Spirit Guardian

7th

Dominate Beast, Locate Creature

9th

Commune with Nature, Geas

Restr iction. Atr uaghin only. Sham ani cannot


use Channel Divinity or dom ain abilities
w ear ing m etal ar m or. Sham ani cannot har m
anim als that ar e sacr ed to his tr ibe.

Sen se I l l n ess.
At 2nd level the Sham ani can cast Detect Poison
and Disease w ithout using a spell slot.

Nat u r e's Tou ch .

Wear this marking with pride young brave. For


you are the chosen of our people. You will show
courage! You will show ferocity! You will be
victorious! The spirits of our tribe ride to war
with you, let them guide you to your destiny.
Trust the spirits, trust mighty Atruaghin, for he
has never led us astray.
Tomas Fastclaw, Bear Shamani

Sham ani
Cler ic Dom ain
The holy m en of the Atr uaghin Clans, the
Sham ani lead their people into r ituals, pr ovide
for the sick and tend to the anim als. Though
they shun ar m or and the ability to tur n undead,
Sham ani m ake up for it w ith unr ivaled healing
pow er s and r ituals. Sham ani ar e used by all the
tr ibes of the Atr uaghin Clans, w hen they have to
leave the plateau they br ing the pow er of their
totem s w ith them .

At 2nd level the Sham ani can spend a Divine


Channel use w hen casting a healing spell to
autom atically heal the m axim um am ount of
dam age possible. Natur e's touch r eplaces the
Tur n Undead ability.

Nat u r e's Al l y.
At 6th level beasts w ill attack you unless
attacked fir st. This includes giant ver sions of
beasts. This pr otection does not extend to your
allies.

Spi r i t Ri t u al .
At 8th level the Sham ani can spend a Channel
Divinity to cast any spell available as a r itual.
The sham ani cannot per for m Spir it Ritual again
until after a long r est. The sham ani does not
need to have the spell m em or ized. This takes
the sam e am ount of tim e it w ould take to cast
the r itual nor m ally.
You lose the Destr oy Undead ability.

Spi r i t M ast er .
At 17th All r ituals take half the tim e needed.
59

by 1. The spir it sham an can talk to the anim als


of his spir it guide's type at w ill.
(equivalents in par enthesis)
St r en gt h . Hor se (Dr aft), Eagle, Yak (Rhinocer os)
I n t el l i gen ce. (Haw k, Wolf, Snake (Constr ictor )
W i sdom . Ow l, Dog (M astiff ), Ger bil (Rat), Falcon
(Haw k)
Dex t er i t y. Tiger , Cat, M onkey (Baboon)
Con st i t u t i on . Cam el, Goat, Bear (Black)
Ch ar i sm a. Lion, Sw an (Vultur e), Cham eleon
(Lizar d)

I n vok e Spi r i t .

No now is not the time for war. Horse has told


me of a harsh winter coming. He strong and he is
fast, if he fears the coming snows then we must
prepare for them and not waste energy on a war
we cannot finish. In the Spring when the snows
are melted, then Horse says we go to war. But
first we must survive W inter.
Uktai the Swift, Spirit Shaman

Spir it Sham an
Dr uid Cir cle
Consider ed ter r ifying exam ples of the for eign
natur e of the Ethengar , their sham an ser ve as
their holy m en. W hile their shape changing
abilities ar e lim ited com par ed to other dr uids,
their m aster y over anim als and cr eatur es not of
the pr im e m ater ial plane ar e unr ivaled.

Spi r i t Gu i de.
At 2nd level the sham an picks a spir it guide, or
the m or e pr ecisely the spir it guide picks him .
The Spir it Sham an chooses a guide fr om the list
below , then r aises the cor r esponding attr ibute

At 2nd level you tap into the teachings of your


spir it anim al. You lose the ability to shape
change but can spend a w ild shape to add your
pr oficiency bonus to all tests using your Guide's
attr ibute for a num ber of hour s equal to your
W isdom m odifier.

Rebu k e t h e Spi r i t s.
At 6th level the Spir it Sham an can for ce out
unnatur al cr eatur es. The sham an can tur n
fiend, celestial and fey cr eatur es as if he w er e a
cler ic of the sam e level. The sham an uses his
w ild shape uses to activate this ability. The
Spir it Sham an can tell if cr eatur es ar e fey, fiend
or celestial as w ell just by looking at them .

Becom e t h e Gu i de.
At 8th level the Spir it Sham an can use a w ild
shape to assum e the shape of his spir it anim al.
The sham an can r etain the shape for a full day
befor e r ever ting back .

Tr avel t h e Spi r i t Real m s.


At 14th the Spir it Sham an can cast Plane Shift,
but only to the Beastlands, Ar bor ia or the
Dr eam land. The Spir it Sham an can r etur n back
to the pr im e m ater ial plane using this ability
again. The Spir it Sham an r egains the use of this
ability after a long r est.
60

their w ar r ior savager y. These heavily tattooed


w ar r ior s, called Toa, em br ace the ancient
fighting styles of their ancestor s. The Toa ar e
not m indless ber ser ker s fuelled by r age, their
pr ow ess com es fr om r itual and tr aining. Found
m ost com m only am ong the m ar ines of Ier endi
ships, the Toa ar e ter r ifying foes in m elee.
Restr ictions: M ust be M akai.

Hak a.
At 3r d level the you lear n the sacr ed w ar songs
of your people. To gain the benefit of the Haka
you m ust not be w ear ing any ar m or heavier
than light ar m or and m ust be using sim ple
m elee w eapons. You m ust spend a full action to
per for m a M akai w ar dance com plete w ith
chanting, for the r em ainder of the com bat you
have advantage on all attacks.. You cannot be
r estr ained or silenced to per for m this action.
You m ust m aintain concentr ation to use the
haka. You m ust take a shor t r est to use this
ability again. Star ting at 17th level you can
per for m tw o hakas befor e needing a r est. The
haka ends if you becom e unconscious.
Kara-kara this close to Ierendi? Those inbred
savages must be getting desperate to try and
attack our ship. Let's give those waterlogged
orcs a remember on why no one attacks us.
M aster of the M arines, tell the Toa to start the
Haka. Show those swine men the true meaning
of savagery.
-Thana Koori, Ierendi Captain

Toa M akai
Fighter Ar chetype

Tr i bal Savager y.
At 7th level under the effects of the Haka you
now scor es a cr itical hit on a r oll of 18, 19 or 20.

Ta M ok o.
At 10th level w hen you per for m the Haka you
gain tem por ar y hit points equal to 3 X your
Str ength m odifier.

War Son g.
The r ound after you per for m your Haka all
allies that could hear it gain advantage on
attacks.

Sk u l l cr u sh er .
M ost M akai of the Ier endi island ar e content
leading pastor al lives w ithout w or r y or conflict
on their native islands. A handful how ever long
of the old days w hen the M akai w er e know n for

At 18th level w hile under the effects of the haka


you do m axim um dam age on cr itical hits.

61

Tr eekeeper
W izar d Ar chetype
Sacr ed w izar ds of the Canolbar th for est,
Tr eekeeper s ar e r esponsible for m aintaining the
m agic of the gr eat for est. Though their pow er s
ar e ar cane, not divine, the elves ar e often
m istaken for dr uids. Their har m ony w ith
natur e is so gr eat they can change the ver y
clim ate ar ound them .

Tr eew al k er .
At 2nd level you ignor e difficult ter r ain w hile in
a for est.

M agi c of t h e Can ol bar t h .


W hen you gain a new spell at 3r d level and
ever y other level after that you m ay lear n a
Dr uid spell instead. Only Tr eekeeper s can
scr ibe dr uid spells lear ned this w ay, and dr uid
spells can only be lear ned w hen you level up.

W i se i n t h e Ol d Ways:
Friend squirrel please tell M aple Bark if she could
move so we may plant a new Sentinel Tree? I
know she is stubborn but that is the best place for
the tree. Treants can move where they like, we
can only build our fortresses where needed. Of
course she will be cross, but tell her you are just
my messenger. She can talk to me directly if she
would like. Now go, I have to memorize my spells
of the day.
Brightleaf, Treekeeper of Alfheim

At 6th level the you gain advantage on all


Anim al Handling, Natur e and M edicine skill
checks. You gain the Sylvan language.

Pr ot ect or of t h e Woods:
At 10th level you can see thr ough tr ees as if they
w er e not ther e, and can cast a spell w ithout
har m ing plants if they ar e caught in an ar ea of
affect spell. You can cast spells as if tr ees w er e
not in the w ay.

On e w i t h Nat u r e:
At 14th level you can cast speak with animal or
plant w ithout using a spell slot. You can cast
treewalk w ithout spending a spell slot once per
day.

62

spend your shar e of the loot. You have also


lear ned how to set off tr aps w ith a sim ple toss
of a stone to catch your enem ies in their
effects.

Eye For Tr ou bl e
Star ting at 3r d level your pr oficiency bonus
w ith Per ception or Thieves Tools is doubled
w hen m aking an ability check to spot or
disar m a tr ap.

Rever se En gi n eer i n g
Once you have r eached 3r d level, w hen you
have disabled a tr ap in a par ticular building
or dungeon, you have advantage to spot or
disar m all tr aps of the sam e type in the sam e
building or dungeon. For exam ple if you spot
and disable a hidden pit in the Tom b of
Hor r or s, you have advantage to spot all
fur ther hidden pits in the sam e dungeon.

St eady Han ds
I've got a pressure activated deadfall rigged to
at least two load bearing rafters, both keyed to
a triple redundant counter weight that anyone
of you could set off while you take out the orcs.
So I can drop wait I'm doing and stab an orc
for you or I can sit here and do what you are
paying me quite handsomely to do. So I will
tell you what, you take care of the orcs, and I
will take care of the traps.
Skexus Strangehat, Darokin Troubleshooter

Tr oubleshooter
Rogue Ar chetype
You have spent all your tr aining lear ning the
inner w or kings of tr aps and hazar ds com m on
in dungeons and r uins. You can disar m the
m ost com plex m echanism s w ith your eyes
closed w hile thinking of how you ar e going to

W hen you r each 9th level w hen you use your


Thieves Tool to disable a tr ap, if you r oll less
than 15 on the die r oll, tr eat it as if you had
r olled a 15.

Booby Tr ap
At 13th level you can tr igger tr aps up 30 feet
w ay if you know they ar e ther e. This r equir es
you to spend an action and str ike the tr ap
w ith an object to set it off. Anyone in the ar ea
affected by the tr ap m ust save nor m ally or be
affected by the tr ap.

Rol l W i t h I t
At 17th level if a tr ap is set off w ithin 30 feet
of you, as a r eaction you can m ake a full
m ove befor e the tr ap's effects ar e applied. If
you ar e now outside of the tr aps ar ea of
effect, you avoid any ill effects.

63

M ar t i al Sk i l l
W hen you select this ar chetype at 3r d level
select one a single w eapon like long sw or d,
spear or gr eat axe. W hen ar e ar m ed w ith that
w eapon, you gain a benefit based on the
categor y and pr oper ties of the w eapon. The DC
of all saving thr ow s is your Str ength m odifier +
your Pr oficiency +8.
- 1 Han ded or Ver sat i l e/Si m pl e: You gain +2
dam age w ith the w eapon
- 2 Han ded/Si m pl e: You gain +2 dam age w ith
the w eapon.
- Ran ged/Si m pl e: Can attack w ithin 5' w ithout
penalty
- 1 Han ded or Ver sat i l e/M ar t i al : You gain +2
dam age w ith the w eapon
- 2 Han ded/M ar t i al : Extr a die of dam age.
- Ran ged/M ar t i al : You gain +2 dam age w ith
the w eapon
- Net : Counts as shield if w ielded in off hand.

Ex per t Abi l i t y
At 7th level your tr aining incr eases, allow ing
you to add the Exper t ability to your chosen
w eapon.

A duel? You are challenging me to a duel? Over a


spilled drink? Sir, perhaps you do not know who I am
but I seriously suggest you reconsider. I will buy you
another drink as an apology, I don't think you know
what you are getting into. No? You insist? Very well,
I just hope you didn't need that arm.
M organ Ironwolf, M aster at Arms

Weapon Specialist
Fighter Ar chetype
Tr ained in the use of a single w eapon , you
devote your entir e life to m aster ing a par ticular
style of fighting. As you im pr ove your tr aining
the lethality of your fighting style gr ow s beyond
m easur e.

- 1 Han ded or Ver sat i l e/Si m pl e: If enemy is


sur pr ised or on a cr itical hit, ignor e all
dam age r esistance.
- 2 Han ded/Si m pl e: Extr a die of dam age.
- Ran ged/Si m pl e: Attacking at long r ange
doesn't im pose disadvantage.
- 1 Han ded or Ver sat i l e/M ar t i al : Extr a die of
dam age.
- 2 Han ded/M ar t i al : On a cr itical hit enemy
m ust m ake a Str ength or be knocked pr one,
enem ies tw o sizes lar ger than char acter ar e
im m une.
- Ran ged/M ar t i al : Attacking at long r ange
doesn't im pose disadvantage.
- Net : DC to escape net incr eases to 15.

64

M ast er Abi l i t y
At 10th level your tr aining incr eases, allow ing
you to add the M aster ability to your chosen
w eapon.
- 1 Han ded or Ver sat i l e/Si m pl e: Extr a die of
dam age.
- 2 Han ded/Si m pl e: On a cr itical hit enemy
m ust m ake a Str ength save or be stunned for
one r ound.
- Ran ged/Si m pl e: You gain +2 dam age w ith
the w eapon
- 1 Han ded or Ver sat i l e/M ar t i al : On a cr itical
hit enemy m ust m ake a Str ength or be
stunned for one r ound.
- 2 Han ded/M ar t i al : Extr a die of dam age.
- Ran ged/M ar t i al : Extr a die of dam age.
- Net : Anyone tr ying to escape has
disadvantage.

Gr an d M ast er Abi l i t y
At 18th level your tr aining incr eases, allow ing
you to add the Gr and M aster ability to your
chosen w eapon.
- 1 Han ded or Ver sat i l e/Si m pl e: On a cr itical
hit enemy m ust m ake a Str ength save or be
stunned for one r ound.
- 2 Han ded/Si m pl e: Extr a die of dam age.
- Ran ged/Si m pl e: Extr a die of dam age.
- 1 Han ded/M ar t i al or Ver sat i l e: Extr a die of
dam age.
- 2 Han ded/M ar t i al : Cr itical hits deal
m axim um dam age and ignor e dam age
r esistance.
- Ran ged/M ar t i al : On a cr itical hit apply
w eapon dam age to another enemy w ithin 5'
of or iginal tar get.
- Net : DC to escape net incr eases to 20.

65

Your m ethods r esem ble that m or e a tr ibal


sham an than an ar chm age, but no one confuses
the destr uction you can call for th.

Bon u s Pr of i cen ci es
W hen you chose this ar chetype at 1st level you
becom e pr oficient in the Natur e and Sur vival
skills.

Dar k Ton gu e of M agi c


Star ting at 1st level w hen you begin to cast a
spell you can ignor e the som atic and m ater ial
com ponents w ithout a cost. Ver bal com ponents
cannot be ignor ed, and any spell you cast gain a
Ver bal com ponent if it did not have one.

Un br i dl ed Pow er
Star ting at 6th level w hen you cast a spell using
the Em pow er ed Spell m etam agic option, you
can r er oll double the num ber of dice equal to
your Char ism a m odifier (m inim um of one).

Raw Pow er
Through the magic of my people I gain power.
Through the power of my clan I become stronger.
Through the strength of my ancestors I will
prevail. W ith my victory, my people will endure.

At 14th level you gain a num ber of bonus


sor cer y points equal to your Char ism a m odifier.
You r egain any bonus sor cer y points spent after
a long r est.

Speaks-W ith-Fire, Atruaghin Wokani

Wokani
Sor cer er Ar chetype
Pr acticing an ancient m agic, your contr ol of
m agic is fr om r itual and tr adition, not study and
r ote. You lear ned your m agic fr om the w okani
befor e you, as the tr adition w as passed fr om
teacher to student. This is not a subtle or a
civilized m agic, it is loud and and it is savage.

Un f et t er ed Sor cer y
At 18th level you can spend double a spell's level
in sor cer y points to do m axim um dam age w ith
that spell. You cannot add any m etam agic
options to the spell.

66

Car avan Tr avel er

D8

Per son al i t y Tr ai t

The life blood of the Know n Wor ld is tr ade.


Acr oss the nations convoys of tr ader s set out to
br ing tr ade and w ealth to distant lands. You
gr ew up as par t of the lar ge suppor t staff
needed to m aintain the m ile long car avans,
w hether as a dr over , m er chant or guar d.

I have little patience for slow m over s

I am alw ays scanning the hor izon

I pr efer anim als to people

I have a per sistent odor fr om the r oad

I have no r espect for slacker s

I cannot stand those w ho com plain constantly

I don't tr ust people I don't know.

I hum to myself constantly.

Sk i l l Pr of i ci en ci es: Anim al Handling,


Per ception
Tool Pr of i ci en cy: Land Vehicle (Wagon).
Lan gu age: One language of your choice.
Equ i pm en t : Wor k clothes, w alking stick, block
and tackle, 50' hem p r ope, shovel, sledge
ham m er.
Feat u r e: M er ch an t Con t act s
Fr om your m any tr ips to var ious m ar kets in far
aw ay lands you know w her e to find alm ost
anything for tr ade. Though you ar e not a
m em ber of them , you can instantly r ecognize
the m ar kings of the var ious m er chant guilds
you've encounter ed.

Su ggest ed Ch ar act er i st i cs
You have a bit of a nom adic str eak in you, but
not to the point of w ander lust. You know
oppor tunities dr y up if you stay too long, so you
never settle dow n at any one location.

Con voy Posi t i on


d8

Duty

Drover

Cook

Guard

Master

Escort

Merchant

Scout

Tag Along

d6

I deal s

Gr eed: The only r eason I do this is m oney (Evil)

Du t y: I w as hir ed to do my job and that's w hat I w ill do.


(Law ful)

St abi l i t y: M y job is stable and that's the w ay I like it. (Law ful)

Tr avel : I w ant to see the w or ld. (Any)

Fr eedom : I don't like being tied dow n to one place (Chaotic)

Qu i et : I like to be left alone to my thoughts. (Any)

d6

Bon d

M y job is the r eason I keep going.

Those that tr avel w ith m e ar e my fam ily.

I r espect the guildm aster for backing m e up.

I have a fam ily w aiting for m e w hen I get back .

Ther e's a bar m aid I alw ays m ake tim e to visit w hen I set out.

I tr ust the guar ds to keep us all safe, and I have their back
w hen it com es tim e to get paid.
d6

Fl aw

I am a bit of loner.

I have a short temper with people.

I tend to over analyze things for flaws.

I have little patience with people that make mistakes.

I relate more to animals than people.

I tend to lose small things from the caravan like good drink.

67

Kr on dar

D8

Per son al i t y Tr ai t

You ar e a one of the pr otector s of the Five


Shir es. Though nor m ally r eser ved for hin, they
do on occasion tr ust the position to tall folk they
r espect and tr ust.

I tim e my r ounds to be near the best food dur ing m eals.

I let the childr en play w ith my w histle as I patr ol.

I m ake dr unks sleep it off at the jail.

I patr ol at night looking for action.

I m ake sur e to see if all the pr etty hin ar e doing okay ever y
day.

I catch up on all the gossip ever y day.

I take tim e to alw ays sm oke my pipe w hen I'm patr olling.

I am never found w ithout som e sor t of snack .

You patr ol the shir es looking for tr oublem aker s


and thr eats to the peace. W hile the hin
definition of tr oublem aker is a little tam e
com par ed to other nations, it is your
r esponsibility to see hom e those that have
dr unk too m uch, and escor t r ow dy childr en
back to their par ents.
The position is not all funny m om ents and
m or al lessons, m any hum anoids and m onster s
think the hin ar e easy pr ey because of their
sm all size. It is your duty to tur n back all
thr eats to your sw or n char ges.

d6

I deal s

Or der : Ever ybody has to obey the law. (Law ful)

Pow er : Anybody w ho defies m e gets a cr ack on the head.


(Evil)

M er cy: Ever ybody deser ves a second chance. (Good)

Food: I never m iss a m eal. (Any)

Equ i pm en t : Top hat, unifor m , club, hooded


lanter n and flask of oil, tinder box and signal
w histle.

Fr i en dsh i p: I pr efer to be on good ter m s w ith ever ybody.


(Good)

Feat u r e: Gu ar di an of t h e Sh i r es

Hu m or : I tr y to find w hat's funny in ever y situtation. (Good)

Sk i l l Pr of i ci en ci es: Insight, Investigation


Lan gu age: You speak hin.

The hin r espect the Kr ondar as keeper s of their


m uch loved peace, even if the Kr ondar is one of
the tall folk . You can expect to eat for fr ee at
m ost hin taver ns, and hin m er chants often offer
you fr ee sam ples of their best fr uits w hile you
ar e on patr ol. M any hin par ents w ill ow e you
favor s for letting their childr en off w ith a
w ar ning.

d6

Bon d

M y tow n is under my pr otection.

Ther e's a par ticular hin that has caught my eye.

The taver n keeper goes out of her w ay to m ake sur e I get fed, I
keep an extr a eye out for her building.

M y other Kr ondar ar e my fam ily.

I m ake sur e all the childr en don't get into tr ouble.

I can't stand to see som eone dow n and out.

d6

Fl aw

I don't handle backtalk well.

Sometimes I'm too soft.

I'm always looking for trouble.

I tend to enforce the law exactly as written.

I let my friends slide when I shouldn't.

I let people bribe me with small gifts.

Su ggest ed Ch ar act er i st i cs
You ar e fir m but fr iendly. The Shir es is not a
danger ous land, but the hin love their
tr anquility m or e than anything else. You ar e
sw or n to uphold the law , but you also have a lot
of leew ay in how to pur sue it. Often tim es you
can let them off w ith a w ar ning, but if ther e is
actual physical danger you becom e dead
ser ious.

68

M i x ed Bl ood

D8

Per son al i t y Tr ai t

You w er e bor n of tw o r aces, a r ar ity in M ystar a.


Though you only have the featur es of one of
your par ents, you have a bond w ith both of your
cultur es. You ar e accepted as the her itage of
your appear ance, but you sur pr ise people w ith
your know ledge of your other par entage.

I sw itch betw een my r acial languages on accident w hen


talking to fr iends.

I am obsessed w ith tr ivia about my hidden her itage.

I tr y not to m ention the fact I am m ixed r ace.

I dr ess like the m em ber s of my other r ace.

I go out of my w ay to m ake fr iends w ith people of my other


r ace.

I cannot stand pr ejudice of any sor t.

I can't stand it w hen people assum e I know ever ything about


both my cultur es.

I w ant to see the lands of my par ents.

d6

I deal s

Cu r i osi t y: The w or ld is m eant to be explor ed. (Chaotic)

Har m on y: We m ust all live together as one people to thr ive.


(Good)

Reven ge: I w as never given my due for my her itage, now I


w ill take it. (Evil)

I sol at i on : I never fit in either cultur e, I just w ant to be left


alone. (Any)

Fr i en dsh i p: No r eason you can't be a cheer ful sor t, after all,


that's how your par ents m et! (Good)

Bi t t er : You never knew one par ent, leaving you alone in a


w or ld that you didn't belong. (Evil)

Choose r aces for your her itage, hum an and elf


ar e the m ost com m on but other com binations
ar e not unhear d of, w ith the help of m agic even
hum an and hin have happened. You have all
the tr aits of one par ent, you ar e consider ed
their r ace for all pur poses. You have som e of
the behavior tr aits of the other par ent, a hin's
hunger , an elf ' patience or a dw ar f 's gr uffness.
Sk i l l Pr of i ci en ci es: Histor y, Insight
Lan gu age: Your other par ent's language
Equ i pm en t : A piece of jew elr y (a heir loom fr om
your par ents), 2 books about your r aces, set of
com m on clothes, 5 sheets of paper , pen, ink .
Feat u r e: Best of Bot h Wor l ds
As a half-br eed you ar e affor ded a bit m or e tr ust
that people outside your r ace. W hile you m ight
not be tr usted com pletely by str anger s, your ar e
given the benefit of the doubt by m em ber s of
both your r aces. A dw ar ven taver n m ight m ake
your fr iends w ait outside w hile you ar e
per m itted entr ance, or you can enter a gr ove
sacr ed to elves for a r itual because of your
her itage.

Su ggest ed Ch ar act er i st i cs
Half br eeds ar e caught betw een tw o w or lds.
Though they com pletely pass as one r ace, they
w ill fr equently car r y m em entos of their other
r ace. Their flaw s m ight be a pr efer ence of one
r ace over another , or a denial of their hidden
her itage all together.

d6

Bon d

M y fr iends ar e my fam ily now.

I w as accepted openly by my village, I w ill never for get that.

I w as consider ed exotic, but ther e w as one that liked m e for


w ho I w as.

I never knew one par ent, the one that r aised m e is my life.

Though w e didn't shar e the sam e par ents, it didn't m atter to


my siblings.

I pr om ised by fam ily I w ould do them pr oud.

d6

Fl aw

I hate one of my races.

My openness gets me into trouble.

I tend to become obsessed with relics of my ancestors.

I don't want people to know about my mixed blood.

I trust members of my secret race too easily.

I tend to be quite indecisive.

69

Sl ave

D8

Per son al i t y Tr ai t

You w er e ow ned by another sentient being.


Either in a land w her e slaver y is allow ed like
Thyatis or Alphatia, or kidnapped by a cr im inal
or ganization like the Ir on Ring, or taken by
hum anoids, you only r ecently r egained your
fr eedom .

I w ake up in the m iddle of the night fr om bad dr eam s.

The sound of a w hip m akes m e flinch.

M y m aster w as kind, but I w ill never adm it that.

If I'm not told w hat to do I don't know how to act.

I don't like taking or der s.

Choose w ho w as your m aster , either a noble


fr om a nation w her e slaver y is allow ed, a cr im e
boss or a tr ibe of hum anoids that held you
pr isoner. They m ay have been kind, but m or e
than likely they w er e br utal. You know you w ill
never give up your fr eedom again how ever.
You ar e fr ee now , and that is never going to
change.

I hoar d little things so they can't be taken fr om m e.

If str uck I fight back w ith all my m ight.

I don't like to be touched.

d6

I deal s

Abol i t i on . I w ill fr ee all that I find being held unjustly.


(Good)

Reven ge. Those that w r onged m e w ill pay in kind. (Evil)

Li ber t y. Now that I am fr ee, I w ill live my life as I see fit.


(Chaotic)

Con f or m i t y. I need som eone giving m e or der s to m otivate


m e. (Law ful)

For gi ven ess. You w ill not let those w ho w r onged you contr ol
you any fur ther. (Good)

Hedon i sm : You w er e denied your w ishes w hen you w er e in


bondage, now you w ill live it up. (Chaotic)

Sk i l l Pr of i ci en ci es: Deception and Sur vival


Tool Pr of i ci en ci es: One type of Ar tisan's tools
Lan gu age: The language of your m aster.
Equ i pm en t : One set of poor clothes, br oken
m anacles, a sm all per sonal heir loom blanket,
sack, sm all pouch containing 10sp

Feat u r e: Not a Nu m ber


As a slave you per for m ed w hat ever task your
m aster dem anded of you. Now that you ar e fr ee
you have let it be know n that you w ill not be
contr olled again. Because of your histor y ther e
ar e quite a few that give you a lot of leew ay.
Thieves w ill not attem pt to cr oss an escaped pit
fighter , and m any tem ples offer aid to those that
have suffer ed such as your self. You m ay not
w ant their aid, but it your s for the asking.

d6

Bon d

I ow e my life to the per son that liber ated m e.

M y br other s that toiled alongside m e get my undying loyalty.

Ther e w as a slave that taught m e to r ead, I sw ear I w ill them


and fr ee them .

M y m aster one day fr ee m e w ithout explanation. I w ill never


for get that.

I sw or e my devotion to the noble that saw my m aster br ought


to justice.

The only thing of value is the heir loom my m other left m e, it


never leaves my side.

d6

Fl aw

Any attem pt to hold m e dow n w ill be m et w ith for ce.

I am par anoid my for m er m aster is still after m e.

I hate the people of my m aster 's r ace.

I r ar ely get a good night's sleep.

M y tem per gets the best of my w hen I'm for ced to do


som ething I don't w ant to do.

I left behind people I could have saved w hen I escaped

Su ggest ed Ch ar act er i st i cs
Slaves tend to be either w ithdr aw n or r esentful
of their past. Per haps your m aster still lives and
w ants you r etur ned. How you r espond is up to
you. Do you fight or do you flee? Does the sight
of other s in chains r aise your ir e?

70

Denial

NewFeats

Restr iction: Hin only


Tapping into the m agic that is w oven into the
ver y geogr aphy of the Five Shir es you can
alter the flow of m agic thr ough sheer for ce of
w ill.
- As a r eaction you m ay attem pt to stop a
m agic spell as it is being cast. This is
tr eated exactly as the spell Counter spell,
w ith W isdom being used for deter m ining
the your equivalent spellcasting ability.
W hether the Denial succeeds or fails, the
you take 1d4 dam age fr om the feat. If you
ar e disabled fr om this dam age, it has no
effect on w hether the Denial succeeds or
fails. Denial only w or ks inside the
boundar ies of the Five Shir es. Once you
have used the Denial, you cannot m ake
another until you have com pleted a full
r est.

Extr a Atunem ent


Thr ough either ar cane tr aining or sheer for ce
of w ill you have lear ned to attune m or e m agic
item s to your self. This feat can be taken
m ultiple tim es, and its effect is cum ulative.
- You m ay attune an additional thr ee m agic
tim es.

Knife Fighter
You ar e deadly w ith sm aller w eapons.
- W hen attacking w ith a club, dagger or
sickle, if you r oll m axim um dam age on the
die you m ay double the w eapon dam age.
- You r oll an extr a die of dam age w hen you
cr itically hit w ith a club, dagger or sickle.
- If you have sur pr ise, all attacks w ith a
club, dagger or sickle have advantage that
r ound.

M aster Tr ader

You have the golden touch, all your endeavor s


seem to tur n a pr ofit. You never have a
pr oblem finding buyer s for your spoils and
quickly lear n to spot a lie. You gain the
follow ing benefits:
- Incr ease your Intelligence or Char ism a by
1, to a m axim um of 20.
- W hen r olling on the Running a Business or
Selling a M agic Item char t in your dow n
tim e, r oll tw ice and take the higher r esult.
- You know the value of any non-m agic item
w ithin 10% of its actual value.
- Deception checks against you have
disadvantage.

Str ong M an
You have incr eased your physique thr ough a
str enuous r egim en of exer cise, allow ing you
per for m am azing feats of str ength.
- Incr ease your Str ength by 1, to a
m axim um of 20.
- You can use your Str ength m odifier in
place of the nor m al m odifier for
Intim idate, Acr obatics or Per for m ance
checks.
- You can w ield a tw o handed w eapon w ith
one hand, you suffer disadvantage on all
attacks w ith it how ever.
- You ar e tr eated as one size lar ger w hen
calculating encum br ance. (If using the
alter nate encum br ance m ethod instead
incr ease the m ultiplier s to 10 and 15)

71

Immortalsand Priests
72

Im m or tals of M ystar a
M ystar a does not have actual gods like other
settings, cler ics vener ate the Im m or tals instead.
Im m or tals w er e once gr eat adventur er s that
have epic quests and petitioning to past
Im m or tals tr anscended their m or tal for m to
take their place for ever in the Outer Planes.

Each Im m or tal ser ves one of the five Spher es of


Pow er , each Spher e r epr esents one of the
distinct com ponents of the M ultiver se. Cler ics
of M ystar a can vener ate a specific Im m or tal,
and entir e pantheon or just a Spher e of Pow er.

The Im m or tals hold each other in balance, none


m ay actively inter fer e w ith the w or ld w ithout
r ebuke fr om other s. Instead the Im m or tals
secr etly take m or tal guise to w alk the w or ld
unnoticed. W hile their pow er is gr eatly
r educed w hen they do this, they ar e still
cr eatur es of im m ense pow er in their guise.

The pr im ar y r ole of the Im m or tals is to keep


balance am ong the Spher es. Each Spher e m ust
be kept in har m ony w ith the other s for the
M ultiver se to continue. An im balance betw een
the Spher es can have catastr ophic r esults. The
Spher e of Entr opy stands apar t fr om the other s,
tr ying to cause the end of the M ultiver se to they
can r ecr eate the next w or ld in their im age.

The other pur pose for Im m or tals is to sponsor


m or tals that w ish to join them . It is not a easy
task, for m or e per ish than ever succeed. One
cannot becom e an Im m or tal w ithout the help of
a sponsor , and ther e is no guar antee a m or tal
w ill ever gain a sponsor. Once a m or al has
obtained a sponsor they m ust par take of a task
to pr ove the m or tal is indeed w or thy.

The path of the Dynast is one of tim e. The her o


m ust pr ove them selves w or thy by building a
dynasty w or thy of an Im m or tal. This task
r equir es the her o to establish a long lasting r ule
by the her o and descendants. The her o m ust
populate the r ealm w ith sufficient people and
build a capitol for the new r ealm .
The other challenge of the Dynast is they m ust
tr avel in tim e to help their descendants r etain
the r ealm built by the her o. The her o m ust
quest for an ar tifact to accom plish this, then
they ar e w or thy of im m or tality.

The Epic Her o m ust under go a ser ies of quests,


fir st to find a pow er ful ar tifact of Thought.
Then to destr oy an ar tifact of Entr opy. Then the
Epic Her o m ust cr eate a gr eat w eapon, tr ain a
w or thy successor and finally com plete an epic
quest taking no less than five year s to
accom plish.

The Par agon is a test of cr eation and conquest.


The her o m ust find an ar tifact of Thought, then
cr eate an entir ely unique m agical item that
r equir es at least one im possible com ponent.
Once those ar e finished the Par agon m ust tr ain
no few er than half a dozen appr entices and see
them r ise in pow er. Finally the Par agon m ust
challenge and defeat all w izar ds w ith 1,000
m iles befor e they ar e eligible.

The Polym ath dem ands its candidate par take a


quest for an ar tifact that w ill for ce the her o to
quest for it sever al tim es. Each tim e the her o
attains the ar tifact the ar tifact r esets the her o
back to 1st level of a differ ent class w ith no
m em or ies of the past lives. The her o m ust then
find the ar tifact again w ith a par ty w ith at least
four differ ent classes, until the four th tim e
w hen all m em or ies and levels ar e r etur ned.
Then the candidate m ust build an m onum ent of
their achievem ent.
73

Pr om inent Im m or tals
AHAM ANNI TURTLERI DER
Patroness of the Clan of the Turtle
Ahm anni is a beautiful, tall and slim
copper -skinned w om an, w ith long black hair
gather ed in a plait and colour ful paints on her
face. She usually car r ies a har poon and is
dr essed in sim ple clothes of doeskin. Often
appear ing near the sea, she is alw ays pr eceded
by a bank of fog fr om w hich she em er ges
standing on her feet in a canoe that m oves at
her com m and.
Ahm anni is as unpr edictable as the sea,
changing by the m om ent fr om gentle to
im petuous. She is extr em ely faithful to
Atr uaghin and is also a r eliable ally of Hattani
and M ahm atti, w hile pr ofoundly hating Danel
and Atzanteotl, w ho thr ow constant attacks
against her people (the only tr ibe to not live on
the plateau of Atr uaghin), and any other
Im m or tal patr ons of the hum anoids.

AL-KALI M
The Peacemaker, Patron of Ylaruam, Holy
Prophet of the Eternal Truth, Patron of Tactics
and Warfare.
Al-kalim ?s pr im ar y for m is of an elder ly hum an
patr iar ch w ear ing poor cler ical r obes, w ith a
fir m outlook, w ise and intelligent eyes, and a
long w hite bear d. His second m anifestation
for m is that of a youthful dashing deser t w ar r ior
w ith a haw k?s nose and a w ell tr im m ed black
bear d, r iding on a per fect Alasiyan stallion
w ielding his scim itar.
Al-Kalim is at the sam e tim e a m er ciless w ar r ior
and a m er ciful sage, a possessed dr eam er and a
r ealistic scholar. He is toler ant tow ar ds diver sity
and for eign custom s, but he can pr ove stiff and
unfor giving w hen it com es to the safety of his
pr otgs and follow er s and w hen his teachings

ar e scor ned. His follow er s act m uch the sam e,


w ith som e zealots r eaching peaks of blind
intoler ance. He pr eaches unity am ong his
faithful, the sanctity of life, and the pr otection of
natur e (in par ticular of w ater as sour ce of life),
all teachings that com e fr om an existence led in
places w her e death and dr ought ar e hated life
com panions. For this r eason all Alasiyans follow
the Eter nal Tr uth. Al-Kalim is a loyal ally of
Pr otius w ho sponsor ed his ascension, and he
feels in debt tow ar ds the Old M an of the Sea,
since he has not yet kept his pr om ise to m ake
the Alasiyan Deser t a lush gar den in his honour.
He is in per petual conflict w ith Zugzul and
Ranivor us, w ho br ought and still br ing chaos
and destr uction am ong the Ylar i w ith their
m achinations and the use of their follow er s
(M agicians and Gnolls).

ALPHAKS
Hui Da-Zhi, The Roaring Demon, Patron of
Hatred, Lord of Oppression, Bane of Alphatia
Alphaks is a 10' tall hor ned dem on w ith huge
black bat w ings, holding a gr eatsw or d in his
r ight hand and a bar bed w hip in his left.
Alphaks is an intelligent and cultur ed cr eatur e
but he is extr em ely egocentr ic and pr one to
m aniacal fits of r age. He consider s him self a
disciple of Thanatos, but he lacks his patr on's
patience and cor r uptive char ism a, so he often
tr ies to cor r upt m or tals using br ute for ce,
violence and thr eat. W hen he becom es
extr em ely fur ious, he expr esses his fr ustr ation
w ith open acts of m ass destr uction and
m assacr es. He is a m er ciless enemy of all
Alphatian Im m or tals (Alphatia, Razud, Kor yis
and Palar tar kan) and a bitter r ival of Or cus,
w ith w hom he com petes for the cr ow n of Pr ince
of Destr uction. He has no stable alliances (even
Thanatos alienated him ), even if he som etim es
74

likes to cooper ate w ith Talitha to tor m ent and


destr oy the Alphatians.

ALPHATI A
Yao-Lan Zi, Patroness of Alphatia, Patroness of
Arts, Lady of Harmony
Alphatia is a beautiful copper -skinned
Alphatian w om an clad in a sim ple w hite
tunic, lacking jew eller y and shoes
(em bodying sim ple Beauty).
Alphatia is not inter ested in conquest or
pow er (unlike the m ajor ity of the Alphatian
nobles), but she is fascinated by beauty and
ar ts, som ething she tr ies to pr eser ve w ith all
her effor ts. She's a convinced pacifist, but she
does not hesitate to use str ength to defend her
follow er s and the Alphatian Em pir e. She is in
favour of a defensive w ar but counter s any
kind of im per ialism or w ar for conquest,
since she is convinced that an expansionistic
for eign policy distr acts the Alphatians fr om
their tr ue goal: the study of m agic and ar t in
all their for m s.
She's a staunch ally of Razud, Kor yis, and
Palar tar kan (the other good-aligned
Alphatian im m or tals), and has befr iended
both Guidar ezzo and Lor nasen (w ho shar e
her love for har m ony, ar ts and beauty) and
the Shaper 's pacifism . Her only enem ies ar e
Alphaks and Talitha, the banes of the
Alphatians.

ASTERI US
Belnos, Hermod, Kudesha,The M erchant,
M urtijai, Zephyr, Patron of Trade and M oney,
Patron of Communication, Protector of
M erchants and Thieves
Aster ius appear s to be a stocky m iddle-aged
m an w ith jet-black hair w ear ing an ancient
r obe, spor ting a keen eyesight and an ever
pr esent beguiling sm ile.

Aster ius is extr em ely fr iendly and char m ing


at fir st sight, but he hides a danger ous side
that he r ar ely show s. This helps him achieve
his goals by taking his enem ies by sur pr ise.
He consider s him self the univer sal patr on of
thieves and m er chants because they ar e tw o
sides of the sam e coin, even though he
despises the evil ones w ho act m er ely for self
gr atification or for envy (for this r eason he
hates Talitha w ith passion). He is also
associated w ith tr aveller s and those w ho
br ing infor m ation, since know ledge is a
pr iceless good on M ystar a. His m ost loyal ally
is his old patr on, Kor otiku, and Aster ius can
count also Ixion and Valer ias am ong his
fr iends, since they shar e his centur ies old
cr usade against their com m on enemy
Thanatos.

ATRUAGHI N
Quetzalcoatl, Father of the Atruaghin Clans,
Patron of Good and W isdom, Saviour of the
Azcans
Atr uaghin usually appear s as a m iddle-aged
copper -skinned hum an w ith w ise dar k eyes
and a haw k's nose, w ear ing a w ar bonnet
ador ned w ith colour ful plum es on his head.
He alter natively takes on the for m of a 7 feet
tall w ell-m uscled w ar r ior sur r ounded by
flam es.
Despite all battles and w ar s he fought,
Atr uaghin has alw ays been char acter ised by
his m eekness, m er cy and patience. In fact,
after decades spent w ander ing ar ound the
w or ld, he cam e to under stand that tr ue
str ength com es fr om know ledge and
deter m ination. He pr efer s dialogue as a w ay
to solve any m atter , even though he
under stands that som etim es br ute for ce is the
only thing that som e people listen to. He
r efuses to use deceit or lies to r each his goals,
and has alw ays been a shining exam ple of
75

r espect for law and justice. This is the r eason


he has gather ed so m any follow er s and allies
all ar ound the w or ld.

ATZANTEOTL
Ivaldi, M enlil, Skorpios. Patron of Corruption
and Treachery
Atzanteotl?s fir st for m is that of a char m ing
elven adventur er w ith a shady outlook (pale
com plexion and sly sm ile) w ear ing black
clothes. His second m anifestation for m is that
of a jet-black feather ed viper w ith an elf 's
face and tw o ar m s concealed under the
w ings.
Atzanteotl is fascinated by the pr ocess of
cor r uption and he especially loves to see how
any kind-hear ted per son can fall into the
abyss of Evil and r egr et thanks to his
m achinations. Often, he loses inter est in one
pr oject and star ts looking for new w ays to
spr ead evil. His final goal is the com plete
annihilation of life on the outer w or ld, and
especially the destr uction of all elves.

BRI NDORHI N
Patron of Halflings, High Hero and Protector
of the Five Shires, Patron of Abundance
Br indor hin is an elder ly hin w ith a noble
appear ance and a still str ong physique, w ith
cur ly w hite hair and long gr eying sidebur ns,
clad in r ich gar m ents but bar efoot, alw ays
sm oking his favour ite pipe and flashing an
assur ing and w ar m sm ile.
Br indor hin/Gunzuth is a m er r y but pr agm atic
im m or tal, deeply fond of tr aditions and law s.
He loves life deeply and teaches his
w or shipper s to enjoy the fr uits of the ear th
and their job w ithout tr ying to find cheap or
unlaw ful w ays to gain m or e w ealth. The
gr eatest tr easur e for any halfling is in fact the
safety of his hom e and the love of his fam ily.
Cober ham and Nob Nar ar e his tw o

insepar able allies, together w ith his pr otg,


Finidel. He str ongly opposes the im m or tal
patr ons of goblins and or cs, r em em ber ing the
suffer ing that the hin endur ed at the hands of
these hum anoids befor e his r ise to pow er.

CHARDASTES
Patron of Medicine and Healing
Char dastes appear s to be a tall m an of a noble
postur e, high cheekbones, deep black eyes, a
r eceding chin, and a snub nose. He is alw ays
clean shaven, w ear ing a long w hite linen r obe
of Nithian taste and holding a sm all silver bell
in his left hand.
Char dastes is pr incipled, patient, and
com pletely obsessed w ith pr otecting life,
w hich he holds as the gr eatest myster y of
univer se. For this r eason he hates death and
destr uction w ith passion, m aking undeath the
outm ost for m of aber r ation to his eyes (and
those of his follow er s). He teaches his
follow er s to pr otect life at all costs and to
r espect the natur al life-cycle. He encour ages
them to study the secr ets of the hum an body
and soul to better under stand their natur e
and cur e them .

COBERHAM SHADOWGLI NT
Patron of Hin, Protector of the Five Shires,
First M aster
Cober ham appear s as a m iddle sized hin clad
all in black, w ith an aur a of blackflam es
constantly flicker ing ar ound him , w hich
obscur es his featur es. His only unm istakable
featur e of his visage is his silver -spar kling
eyes and his m agnetic gaze.
Cober ham is as w ise as he is silent. He loves
to ponder the deep issues of the M ultiver se
and to study all unique and innovative for m s
of m agic. He has never stopped exam ining
76

the Blackflam e and lear ning about its or igins


and pow er s, inviting all his follow er s to
handle these myster ies w ith car e and secr ecy.
He's a loyal fr iend of Br indor hin, w ho shar ed
w ith him the epic deeds of the Tim e of
Her oes, and finds Nob Nar and Raven the
per fect em bodim ent of the typical m er r y and
easygoing hin. He has a deep r espect for Ixion
and Noum ena, although he cannot r eally
count them am ong his allies. His only
enem ies ar e the im m or tal patr ons of or cs and
goblins.

CRETI A
Patron of Jokes, Lord of Trouble and Chaos,
Patron of War, The Troublestarter
Cr etia is a hum an w ith sallow skin, alw ays
intent to get about and to sm ile, w ith dar ting
black eyes and often exagger ated and far cical
m ovem ent; he is m uch attached to his clothes
m ade up fr om a patchw or k of m any styles,
m ater ials and colour s, and a r apier at his
belt.
Now Cr etia is totally dedicated to the
philosophy of Chaos, w hich for him
r epr esents the only w ay for avoiding the
cor r uption and the stasis gener ated by Or der.
His attention is par ticular ly concentr ated on
the Ethengar ians. Ever y now and then, he
w ill place pr oblem s and obstacles in their
r oad. This is to spur them on in such a w ay
that it incr eases their diver sity and allow s
them to r em ain active and pr osper ous. He is
w or shipped by the Ethengar ians as the
br inger of chaos and jokes, and is fur ther the
patr on of w ar intended as an instr um ent of
lasting change. Today he is tr ying to expand
his philosophy into the lands of the Nor th,
w her e he has clashed w ith the absolute or der
im posed by Vanya and For setta.

DANEL TI GERSTRI PES

Patron of the Clan of the Tiger


Danel is a slim hum an w ith obvious
m usculatur e, quick speed, and gr aceful
m ovem ents like those of a panther. He has slit
eyes like those of a cat (ver tical pupils and
gold-str eaked ir ises); his body is cover ed by
long healed scar s sim ilar to the str ipes of a
tiger. He w ear s a sim ple, shor t, sleeveless
tunic and a shor t sw or d at his belt.
The hate and r ancour that Atzanteotl has
m ade gr ow w ithin him have er ased any
scr uples or sense of com passion that once
lived in Danel. He is now becom ing a cr uel
and sadistic Im m or tal, w ho doesn?t lose any
oppor tunity to induce suffer ing on m or tals
for r evenge over the fate he has endur ed.

DI ULANNA
Arduinna, Patroness of W ill and Courage,
Patroness of Hunting
Diulanna is a young w om an w ith a ser ious,
alm ost sever e expr ession, w ith clear skin and
long fier y r ed hair , dr essed in a shor t hide
tunic, a loincloth, a pair of ankle boots of
leather and a hair band m ade fr om a lion?s
pelt, w ielding a shor t stone-tipped spear (a
typical Thyatian look)
Diulanna is the patr oness of w ill, cour age,
fr eedom of action and thought, especially
am ong m inor ities, in par ticular w or king
against the oppr essive m achinations of
Rathanos. Diulanna is a w ild and fr ee spir it,
and asks gr eat deter m ination and sacr ifice of
her follow er s since she never subm itted to
the injustices and w ill of despots. Diulanna
also gr eatly loves the hunt, of w hich she is the
r itualistic patr oness for var ious cultur es. Her
m ost faithful allies ar e Tar astia and Patur a, as
they adm ir e her deter m ination and have a
com m on hatr ed for Rathanos, and his m entor
Kor otiku. She despises Rathanos and ever y
77

Im m or tal that thr eatens the cultur es she


pr otects.

EI RYNDUL
Eyris, Shaibuth, the Adventurer, Patron of
Cleverness, Patron of Shiye-Lawr, Patron of
Adventure
Eir yndul is a tall elf w ith long silver hair and

a ver y sm ar t outlook, clad w ith r oyal r obes


and w ear ing a golden cr ow n engr aved w ith
fr olicking sylvan beings.
Eir yndul likes to taunt the other Im m or tals
w ith pr anks and tr icks car efully planned to
em bar r ass them w ithout hur ting them . He
indulges in these jokes tar geting especially
M ealiden and Ilsundal. He is also fam ous for
his r om antic escapades both w ith m or tals
and im m or tals. For this sam e r eason he has a
heated r ivalr y against Valer ias, guilty of
r efusing m or e than one of his advances and
r idiculing him in fr ont of the other
im m or tals. To avenge him self he sponsor ed
Kythr ia, a young im m or tal so sim ilar to
Valer ias in m any w ays and a for m er cler ic of
the goddess of love, w hom the goddess had
r epudiated out of jealousy. He is also in
com petition w ith Har r ow , a young im m or tal
of the Nightm ar e Dim ension w ho hinder ed
his plans too m any tim es and is now
thr eatening his author ity on the Daendur
elves. Har r ow is also an ally of Loki in Hule,
and Eir yndul consider s this the w or st of his
sins, since Loki r epr esents the negative face
of Eir yndul: an im m or tal that uses clever ness
and deceit to br ing destr uction.

FORSETTA
Porewit, Patron of Law and Justice, Patron of
Loyalty, Patron of Vestland
For setta is a tall blonde Nor se m an w ith a
noble and calm attitude, w ear ing a w hite
plate m ail and holding a polished r ound

shield w ith his left ar m and a golden sceptr e


w ith four lar ge r ubies (sym bol of the Law ) in
his r ight hand.
For setta is an honest and peaceable im m or tal,
w ho pur sues his goals of Or der and Justice
w ith near obsessive str ength. He thinks that
Law s and Codes of conduct ar e the only w ay
to give or der to the w or ld and the only things
that can br ing har m ony to m or tals, w hich in
tur n can lead them to social pr ogr ess.
For setta does not appr ove the chaotic
teachings of Cr etia, and he ar gued a lot w ith
him in the past, although he does not
consider him a tr ue enemy like Loki, Hel, and
Vanya.

FREY
Brian, Fredar, Jarilo, Patron of Friendship and
Fertility, Odin's Tactician
Fr ey is a tall blond Antalian w ith a char m ing
outlook and a lithe figur e (he fights m or e
w ith clever ness than w ith r aw for ce). He's
dr essed in typical nor thm an's clothes (chain
m ail, longsw or d at his side, hor ned helm and
a pelt cloak). Fr ey is alw ays accom panied by
his golden m agical boar , Gullinbur sti, w hich
he r ides w hen char ging into battle, and he
ow ns Skipbladnir , a m agical ship that can be
folded to becom e so tiny that it fits in his
pockets.
After his ascension, Fr edar becam e know n
am ong the nor thm en as Fr ey, pr otector of the
Antalian blood. He also took the Kogolor
dw ar ves (w hom he had m et in his m or tal life)
under his pr otection after Kagyar dum ped
them in the Hollow Wor ld, as w ell as the
Icevale Elves. He is cur r ently Odin's tr usted
advisor and has m any follow er s am ong the
nor thm en as patr on of br aver y in battle,
tactics, loyalty, and fr iendship. Given the
legends of his r om antic pr ow ess, he is also
know n as god of vir ility and fer tility, and his
78

cult is often associated w ith the cycle of


seasons and agr icultur e in gener al. Fr ey is
par ticular ly liked by the low er classes
because he advocates avoiding fighting
w henever possible (contr ar y to the com m on
w ar like m entality of the nor thm en), and if a
fight is unavoidable, it is better to use
w isdom , cunning, and boldness than r aw
for ce to pr evail.

FREYA
Brianna, Fredara, Lada, Patroness of Love and
Beauty, Patroness of Family and Fertility,
M istress of Seidh, Keeper of Souls
Fr eya is a tall blonde Antalian w om an of
unsur passed beauty, w ith a slender but
cur vaceous body, clad in typical Nor se clothes
(chain m ail, shor t sw or d and sickle at her
belt, lam bskin cloak on her shoulder s). Fr eya
is never seen w ithout her beloved m agical
necklace, Br isingam en, an ar tifact cr afted for
her by the finest dw ar ven ar tisans, and she
loves to com b her hair into tw o long br aids
decor ated w ith jew els.
After her ascension Fr edar a becam e know n
am ong the nor thm en as Fr eya. She also took
the Icevale elves and the Kogolor dw ar ves
(w hom she had helped dur ing her m or tal life)
under her pr otection. Fr eyja likes to be
sur r ounded by beautiful things and to show
her ow n beauty w ithout hidden goals. She is
not a m anipulator , but r ather she enjoys her
sensuality and has a ver y open and
passionate char acter. Fr eya has deep feelings
for her br other Fr ey and her patr on Odin,
w hom she consider s as her father. She has a
str ong follow ing am ong the nor thm en as
patr oness of w ar r ior w om en, fer tility, beauty,
love and sexuality, and Seidh (pr ophecy).

GARAL GLI TTERLODE


Garl Glittergold, Patron of Gnomes, Patron of

Invention and Crafts, Supreme Technician


Gar al appear s to be a sm all dw ar f-like being
w ith a long thin nose, hair y sidebur ns and
eyebr ow s, unkem pt hair and keen eyes, w ith
a m er r y attitude, alw ays w ear ing colour ful
but a bit dir ty clothes and car r ying a toolkit.
Gar al is an industr ious per son and is alw ays
doing som ething, usually per for m ing sever al
differ ent tasks at the sam e tim e to avoid
w asting tim e. He is extr em ely pr ecise as w ell
as ingenious and has been blessed w ith a
cr eative spir it not com m on even am ong
im m or tals. He hates both Kur tulm ak
(r esponsible for destr oying the gnom ish
r ealm of Falun in the Soder fjor d r egion) and
Ranivor us (w hich r epr esents the r esult of an
aber r ant cr ossbr eed betw een gnom es and
tr olls). His only fr iend and ally is his for m er
patr on Kagyar , w hom he still r egar ds as a
m aster cr aftsm an to be pr aised and im itated.
In the past he has also cooper ated w ith
Wayland and Ilm ar inen (tw o pioneer s in the
field of inventions like him ) and w ith Fr ey
and Fr eya (to pr otect the Kogolor s).

HALAV
Redhair, Svetovid, Vidar, Patron of Warfare,
Patron of Weaponsmiths, Patron of Traladara,
Patron of Kendach, Protector of M ilenia, Bane
of the Humanoids
Halav is a w ell-m uscled r ed-hair ed hum an
w ar r ior w ith a golden cr ow n, w ear ing a
br onze cuir ass and w ielding a shor tsw or d.
Halav is a fier ce enemy of all im m or tal
patr ons of hum anoids, w ith the exception of
Kar aash, w hom he r espects gr eatly for his
tactical skills and honour on the battlefield.
He also despises Vanya for the hatr ed she
show s tow ar ds his pr otgs (the M ilenians),
and tr ies to hinder her plans w henever they
thr eaten the M ilenians or the Tr aldar s.
79

HATTANI STONECLAW
Patron of the Clan of the Bear
Hattani is a tall and im posing, cooper -skinned
hum an w ith a w ell defined body in per fect
condition, w ith a w ise-looking face and
squar e featur es m ar ked by w ar paint and
long black hair gather ed into a ponytail. He
w ear s at his neck a talism an w ith the claw s of
a bear hanging fr om a str ip of leather and
alw ays hefting a w ar ham m er w ith a stone
head decor ated w ith eagle feather s, w hile his
only other clothes ar e his deer skin tr ouser s
and boots.
Hattani is sim ilar to Atr uaghin, ver y r eflective
and just, but ver y quick to act and m or e
exper t in the tactics of w ar than his patr on,
w ho he ser ves w ith unw aver ing devotion. He
feels m or e pity than anger for Danel,
r ecalling that once he w as a just and capable
leader , and concentr ates all his r ancour
against Atzanteotl.

HEL
Erel, Kala, Nyt,Hiisi, M arzanna, Patroness of
Reincarnation, Keeper of the Netherworld,
Queen of Ice and Shadow
Hel appear s as an extr em ely pale w om an
w ith a split face. One half is totally
featur eless, w hile the other half is
br eathtakingly beautiful. She is clad in
jet-black sim ple clothes.
Hel has plots going on all over the M ultiver se,
and she's gr eatly fear ed by m or tals w ho know
her. Together w ith Thanatos, she's the m ost
pow er ful im m or tal of the Spher e of Entr opy,
and they com pete fier cely for dom ination.
She is fascinated by the cycle of life and
death, by the juxtaposition of Good and Evil.
She does not believe that death shall pr evail

in the end, as Thanatos hopes, but r ather she


believes in the cosm ic or der w hich gives Law
and Chaos their place and tim e in the cycle of
things. She know s that Law 's pr edom inance
over the univer se is near ing its end, and that
it's just a m atter of tim e befor e she achieves
her final goal and br ings Ragnar ok to the
M ultiver se. After that, Entr opy w ill r ule and
she'll be the sole Queen of the univer se. For
this r eason it is of par am ount im por tance
that she r eincar nates evil beings into
new bor n cr eatur es, incr easing the chaos
factor in the cosm os and acceler ate Ragnar ok .
Hel is par ticular ly obsessed w ith shadow s
and cold ener gies, w hich she feels closely
r esem ble her ow n soul. For this r eason she
has m or e follow er s in ar eas w her e cold and
dar kness abound. Hel's only ally is Loki, even
if their cooper ation is not constant. She is
Odin's sw or n enemy, and opposes the w hole
pantheon of the Aesir. She agr ees w ith Odin's
visions about the com ing of the Ragnar ok, but
she does not intend to play along w ith the
r ole that Odin's pr ophecy assigned her (she
w ill be killed by one of Odin's sons). Instead,
she is tr ying to elim inate m ost of the Aesir
befor e the Ragnar ok com es, in or der to gain
the upper hand.

I LSUNDAL THE W I SE
Ayodhya, Dain, Tiuz, the Guide, Laksman, Sita,
Tapio,
Patron of Elves
Ilsundal is an elder ly elf w ith a w ise gaze,
w hose hair colour and gar m ents change
accor ding to the fashion of the elves he
appear s to (he r epr esents them all after all).
Ilsundal is a patient and thoughtful im m or tal
blessed w ith gr eat sensitivity and w isdom . All
the centur ies spent as elf fir st and im m or tal
after w ar ds only incr eased his quiet char acter
80

and his slow and studied habits. Now he


show s the m ost ser aphic calm even in the
m iddle of the m ost fur ious of battles. He
alw ays w atches over his follow er s and
assur es that the elves still hold to the ancient
sylvan w ays and don't abuse of the know ledge
and ar cane ar ts they m aster. Ilsundal's m ost
tr usted fr iend and ally is M ealiden, the fir st
king of Alfheim w ho alw ays guar ds his
patr on. Ilsundal is also a good ally of Calitha
and Or dana, w ho shar e his love for natur e
and the elven r ace. He loathes Atzanteotl and
Idr is, tw o im m or tals bent on destr oying and
cor r upting the elven r ace, and m ust alw ays
be on w atch against the evil schem es of these
Entr opic im m or tals.

I XI ON
Ayazi/Himayeti/Aksyri, Dazbog, Horon, Idu,
Orisis, Otzitiotl, Pyrak, Pyro, Solarios, Father
Sun, Tabak, Tubak the Lawgiver, Tyr,
Warruntam, Xi-Yang, Lord of Light and Energy
Ixion appear s as a m ale w hose r ace changes
depending on those w ho obser ve him . No
m atter w hich r ace he belongs to, how ever , he
has alw ays a long m ane of shining golden
hair , flam ing eyelids and his skin tone has a
golden hue. He w ear s a golden silk r obe and
car r ies a flam ing sw or d at his belt, and
alw ays m oves ar ound on a giant flying
flam ing w heel.
Ixion is the em bodim ent of the sun in all its
glor y, and he has been w or shipped by
m or tals since the beginning of tim e as patr on
of light, life, and the natur al or der of the
univer se opposed to chaos and death. As
Tubak the Law giver , he is r ever ed for his
ability to r ule w ith the w isdom of com m on
sense r ather than thr ough ir on law s. Ixion
pr om otes know ledge as a m eans to r each
salvation: the w ise m en ar e those w ho leave
the dar kness of ignor ance to gaze upon the

light of know ledge (another aspect of his r ole


as "light-bear er "). He str ives for the victor y of
the positive spher es (led by Ener gy) over the
negative influence of Entr opy. He does not
like str ict codes or law s, so the only r ules he
pr eaches to his faithful ar e to oppose Entr opy
and its follow er s, to m aintain peace thr ough
ever y m eans (even w ith w ar ), and to alw ays
pay him due w or ship.
Ixion em bodies per fectly the spher e of
Ener gy: full passion and vigour , ir onic,
hot-tem per ed and alw ays in m otion, but also
contem plative, thoughtful, w ise, and lenient.
His m ost tr usted allies ar e Valer ias (his
eter nal soul-m ate, despite all the quar r els
that m ar k their r elationship), Aster ius (the
m ost clever and m er ciless enemy of Entr opy),
and Ka (w ho shar es Ixion's goal of pr otecting
univer sal balance and the Hollow Wor ld). His
m ost hated enem ies on the other hand ar e the
m ost pow er ful and r uthless am ong the
Entr opics, w hich is to say Thanatos, Hel, and
Atzanteotl.

KAGYAR THE ARTI SAN


Belsamas, Ka? Gar, M odsognir, Nin? Agar,
Flasheyes, Pater, Ptahr, Patron of Dwarves,
Patron of Craftsmen, Protector of M iners
Kagyar is a sinew y hum an of aver age statur e,
w ith a shor t, black, vainly w ell kept chin
bear d, gr eying black hair , sm all hollow eyes
that bur n w ith the flam e of cr eativity, dr essed
in a sim ple tunic of w hite linen, w ith a tur ban
on his head (or the dr aw n hood), a m edallion
at his neck that holds his sym bol and w ith a
ham m er and a chisel at his belt.
Kagyar is the patr on of cr aftsm en and the
dw ar ven r ace, and has little inter est in
anything else. He can gr ant gr eat inspir ation
to any individual w ho dem onstr ates an innate
talent for ar ts and cr afts, but tends to becom e
distant and disinter ested in anything else,
81

even if he is infur iated w hen assisting in the


destr uction of gr eat natur al or ar tificial
w or ks. His only tr ue ally is Gar al, w ho he
consider s a br other for their sim ilar ities. He
occasionally collabor ates w ith Ka, Wayland,
and Polunius on am bitious pr ojects that affect
the Spher e of M atter or ar t in gener al, but
hasn?t for m ed w ith them a bond that w ould
define them as fr iends or faithful allies.
Kagyar has no par ticular enem ies, save for
any Entr opics sw or n to destr uction and to the
hum anoids (Or cus and Jam m udar u) that have
often inter fer ed w ith his plans.

KHORONUS
Fu Shi Liu, Naabu, Father Time, Keeper of the
Gates of Time, Patron of History and
Philosophy
Khor onus is a tall hum an of a solem n
attitude, so old he appear s ageless yet w ithout
being elder ly or hunchbacked, w ith long
w hite hair and an equally long w hite bear d,
dr essed in a r egal though sim ple tunic.
In the cour se of m illennia Khor onus has
alw ays tr ied to spur on the m or tals, especially
gover nm ent leader s, to car efully consider
their ow n r esponsibility to use w isdom and
far sightedness in their decisions. He favour s
the bir th of differ ent philosophic academ ies
in w hich peacefully ar gue of politics and good
gover nm ent. He alw ays car efully ponder s any
pr oblem befor e taking a decision, a fact
w hich often exasper ates his equals, those
w ho instead w ant quicker and r esolute
decisions. M or eover , he exhor ts the faithful,
and their allies, to patient dialogue befor e
acting, in the conviction that it is easier and
m or e useful to r esolve the pr oblem s w ith
dialectics r ather than w ith the br each of
tr ust.
He is univer sally r ecognised as the patr on of
w isdom and the myster ies of Tim e, of w hich

he becam e the supr em e hier ar ch after


num er ous centur ies of slow and constant
gr ow th. He becam e the faithful com panion of
Djaea after her ascension, shar ing her
inter ests and r eflective natur e. At the
m om ent he is par ticular ly car eful in
m onitor ing the flow of tim e in or der to
pr event cr eation of destabilising par adoxes in
the Pr im e Plane. M or eover , he is the m ost
inter ested am ong the Im m or tals at
r esear ching the tr uth about the existence of
the Old Ones, as w ell as discover ing the
hidden myster y that is behind the
disappear ance of the pr evious gener ation of
Im m or tals. He is pr eoccupied by the fact that
any catastr ophic event that had br ought
about their disappear ance could happen
again in the futur e.

KOROTI KU
Guan Zi? You, The Shapechanger, Saimpt
Renard, The Supreme Spider, Yehm, The Cheat,
Patron of the Pear Islands and the Tanagoro,
Patron of Spiders
A lar ge black spider com ically plum p w ith the
sm iling face of a hum an w ith negr o tr aits.
The second for m is that of a tall Tanagor o,
stately and elegant, dr essed in the r oyal dr ess
typical of the Tanagor o (the fur of a lion or
tiger ) and the usual scor nful gr in that he
never loses.
Kor otiku is patr on of the non-evil ar achnids
(in contr ast w ith Ar achne Pr im e), guile and
jokes that induce r eflection, and for this hates
Loki, w ho instead cr eates destr uctive and evil
jokes sole to induce pain and chaos, and is a
heated r ival of M asauw u and Har r ow (once
his pupil and now ally of Loki), m aster s of
those illusions that he seeks to sm ash.
His shr ew d and extr em ely bur lesque
char acter m akes him a tr ue and pr oper
volcano of ideas and r esour ces. His objective
82

to dr ive other s to use their intellect to sur vive


and pr osper , to discr edit clichs and dem olish
the illusions, and to r econsider the values of
the society in w hich they live and to never do
the pr edictable. They should accom plish
these things by any m eans (the m or e am using
and em bar r assing, the better ). Even if at fir st
sight it seem s that his behaviour is ir r ational
and w ithout aim , in r eality Kor otiku alw ays
has a ver y pr ecise plan in m ind, and any of
his actions ar e dir ected to stim ulate thinking
in m or tals and in his Im m or tal equals (even if
m ost of them ar e not able to pr ofit fr om the
ingenuity of their str atagem s). His cult finds
pr oselytes especially am ong shr ew d
adventur er s, m or e astute thieves, and
r eckless and independent cor sair s.

KORYI S
Patron of Peace and Prosperity, Patron of
Ochalea
Kor yis is a pur e Alphatian of gaunt physique,
w ith a pallid com plexion and hollow cheeks,
w ear ing a sim ple tunic and an air of
deter m ination and suffer ing.
Kor yis is the typical pacifist, faithful to the
or der that r ejects any cutting instr um ent and
to a cr eed that says that it is possible to
r esolve all pr oblem s and disagr eem ent w ith
dialogue. For this he is not gr eatly follow ed
by the ar dent and chaotic Alphatians, and is
not closely w atched even by the m or e
vehem ent and w ar like Im m or tals. His only
allies ar e Alphatia, Guidar ezzo, the Shaper ,
and Razud (the thir d m or e on and off ), w hile
all the Entr opic br inger s of chaos and
destr uction ar e his enem ies; in par ticular
Alphaks, w ho he?s know n since both w er e
m or tal and w ho he has never for given for the
devastation caused to Old Alphatia.

LOKI

Bozdogan, Farbautides, Lokar, Veles, Patron of


Hule, Prince of Lies and Deceit
Loki typically appear s as a pale skinned
Antalian w ith r ed hair , haw k?s nose and a
m aliciously clever gaze, w ear ing sim ple
Antalian gar m ents of anim al pelts.
Loki is a m aster of deceit and tr eacher y. His
goal is to set his enem ies?against each other
to pr ovoke destr uction and suffer ing, and he
often succeeds in his attem pt thanks to his
gr eat m anipulation skills.
He especially likes to pr etend to be r eady for
r edem ption, lur ing good-w illed im m or tals to
befr iend him and fight for his cause, and then
he betr ays their tr ust in the m ost cr itical
m om ents. Loki does not actively seek new
follow er s as m any other Im m or tals do, since
he is par ticular ly insensitive to the pr ayer s of
his w or shipper s, as he believes that all people
w ill follow his w ay eventually. In fact, he
believes that all m or tals have a natur al
tendency tow ar ds evil and selfishness, and
the m ost evident pr oof of this is that the
w or ld is so r ipe w ith tr eacher y and deceit
that causes the m or tals?constant dow nfall. So
he sim ply teaches his follow er s to incr ease
entr opy in the w or ld and act for their ow n
gain at the sam e tim e, and this can only be
done by becom ing m aster m anipulator s in
or der to avoid being deceived fir st.
Loki is constantly w eaving his plots and
deceits against Im m or tals and m or tals alike,
par ticular ly as patr on of Hule. Over the
centur ies, he has becom e an enemy of Odin
(because of his alliance w ith Hel), Thor (w ho
he opposed dur ing his m or tal life and r ise to
im m or tality), Fr ey and Fr eyja (w hose
goodness and loyalty he finds nauseous),
Eir yndul and Kor otiku (w ho despise him for
using cunning and deceit for destr uctive
pur poses). He also likes to tor m ent and
83

r idicule Stodos, Lor d of Ice and another ally


of Hel, but she does not consider this r ivalr y a
tr ue enm ity and leaves them to bicker like
sm all childr en.

M EALI DEN STARWATCHER


The Guardian, M ilan, The Red Arrow, Patron of
Alfheim, Caretaker of the Elves, Patron of
Explorers and Adventurers
M ealiden appear s as a young w ar r ior elf w ith
a dar ing sm ile. He is clad in pr actical hunting
clothes of sylvan hues. He alw ays car r ies a
longbow on his back and has m any spar ks
hover ing ar ound his head, the speed of w hich
indicate his m ood ? they m ove slow ly w hen
he is calm and quickly w hen he?s agitated
M ealiden is Ilsundal?s chief ally and
bodyguar d, the ever -w atchful car etaker of the
Alfheim er s and of all those elves w ho
w or ship him . Since he took on the
r esponsibility of pr otecting and saving his
kinsm en little r em ains of the br isk and
m ocking char acter he had dur ing his youth.
He is a ser ious and str ong-w illed Im m or tal
now , but he has not lost his love for
adventur e and epic challenges, and he show s
a pr efer ence for bold and light-spir ited
adventur er s. He is utter ly loyal to Ilsundal?s
cause and occasionally cooper ates w ith
Zir chev, as both shar e a love for the w oods
and w oodland cr eatur es. He hates Atzanteotl,
the nem esis of all sur face elves, and fights all
Ilsundal?s enem ies.

M I NROTH
Patron of M inrothad, Patron of Hope and
Prosperity
M inr oth is a 30 year old athletic hum an w ith
black bear d & m oustache, shor t jet-black hair
tied w ith a leather cir clet, a typical Nithian
nose, tanned skin, spar kling eyes full of hope,
w ear ing sailor 's clothes and a br onze cuir ass

w ith a silver ed m ace tied at his belt.


M inr oth is a w ise and good w illed Im m or tal,
w ho occasionally sends his follow er s om ens
to inspir e them to peaceful cooper ation. He
pr efer s to w atch over their lives w ithout
inter fer ing and teach them that the best w ay
to happiness is thr ough self-esteem ,
dedication to one?s w or k, and hope. Hope is
the centr al point of M inr othism : the faithful
m ust hope for a better futur e cr eated by the
chosen of M inr oth, a life w her e only those
w ho w or k w ith honesty and passion can
becom e w ealthy and attain tr ue happiness.

NOB NAR
Patron of Halflings, Protector of the Five
Shires, Patron of Adventurers and Audacity
Nob Nar appear s as a young halfling in the
pr im e of his life. He is little m or e than a
m etr e tall but has a lean and stately physique
w ith sun-tanned skin. His long, black hair is
gather ed at the nape of his neck . His astute,
unintim idating eyes and a cynical and
der isive sm ile on his face pr oclaim his
tr oubadour spir it and his big m outh. He
w ear s sim ple tr aveller s clothing, and at his
side w ear s his faithful Zanna (a m agic r apier
der ived fr om the tooth of a dr agon).
Nob Nar has never lost his vocation for
enter taining and im possible adventur e, and
he w atches w ith favour all those individuals
that r isk their lives to follow dr eam s of glor y
and for the good of the next. He is a faithful
ally of Br indor hin and Cober ham , w ith w ho
he is busy w atching over the w elfar e of the
hin of the Five Shir es. He has never stopped
adm ir ing and helping his patr on, Sinbad, w ho
is ever ything Nob Nar aspir es to be. Since
becom ing im m or tal, he has developed a
str ong attr action for Ar nelee, a w om an given
of gr eat cour age and astuteness and w ho
shar es his passion for adventur e.
84

ODI N

ORDANA

Wotan, Viuden, Taranos, Zephyr, Amon, He


W ho Watches, Grammaton, Jumal, Oloron,
Father Sky, Perun, Patron of the Northlands,
Patron of Fair Rulership and Nobility, Lord of
Sky and W inds

M other Forest, Thendara, Breig, Tawnia, U,


Patroness of Sylvan Races, M other of the Elves

Odin appear s to be an elder ly bear ded m an


w ear ing an eyepatch over his left eye, w ith
br oad shoulder s but an ar ched back, clad in
gr ey dusty clothes, w ith an old hat and cloak,
holding a long spear w hile w alking w ith a
staff. His tw o r avens, Hugin and M unin,
alw ays follow him and he often appear s
r iding his mythical eight-legged flying hor se,
Sleipnir.
Odin teaches his follow er s to use their w its
and intelligence in life, seek know ledge and
w isdom thr ough exper ience, and to keep in
touch w ith the w or ld ar ound them . He ur ges
his follow er s to becom e w ise and fair leader s,
follow the exam ple of vir tue and justice of the
m or e enlightened r uler s, savour the joys of
life and lear n fr om their m istakes instead of
living as her m its. He sur r ounds him self w ith
a gr oup of im m or tals he has sponsor ed or
helped dur ing their quests for im m or tality,
the so-called Aesir and synjur , w ho m ake up
m ost of the nor thm en?s pantheon. He?s also
allied w ith another gr oup of Im m or tals w ho
ar e know n as the Vanir by the follow er s of
the Antalian Cult.
His tw o enem ies ar e Hel and Loki. Hel is his
opposite, w ho r eincar nates souls of evildoer s
to spr ead chaos and evil in the w or ld as m uch
as he r eincar nates the good souls to r ally
m or e cham pions. Loki is one of the Aesir , but
he?s doom ed to betr ay ever yone m uch like he
did w ith his for m er patr on Rathanos. Despite
know ing and for etelling this, Odin insists in
keeping him am ong his ?childr en?, and close
by w her e he can keep an eye on him .

Or dana m anifests her self in var ious for m s,


accor ding to the cultur es she is r ever ed by.
-

M other For est / U : An im posing and


ver dant oak tr eant.
Thendar a / Taw nia : A beautiful elven
m aiden w ith long flow ing hair and
em er ald gr een skin clad w ith
w oodsm an clothes.
Or dana / Br eig: A char m ing dr yad w ith
em er ald gr een hair and eyes, clad in a
sim ple thin tunic m ade w ith the leaves
of differ ent tr ees.

Or dana is a for ce of natur e, and she em bodies


the m ajesty and tim eless str ength of for ests
and w oodland r aces. For this r eason, she
view s her self as pr otector of all the r aces that
dw ell in, r espect, and love the for est. On the
other hand, she passionately opposes all
those civilizations that destr oy w oodland
ar eas or m indlessly use fir e (thus, she
consider s Rathanos and Zugzul her enem ies).
Despite losing m any follow er s to the elven
im m or tals, she consider s Ilsundal, Lor nasen
and Calitha loyal allies, and she know s she
can alw ays count on the Kor r igans?
pr otection, on Zir chev?s aid, and on Ka?s
w isdom .

PETRA
Warden of Traladara, Patroness of Defenders,
Patroness of Besieged Cities
Petr a is a petite w om an w ith a light
com plexion and shor t dar k hair w ho spor ts a
deter m ined and sever e countenance. She
w ear s an ancient br onze cuir ass of Tr aldar or
M ilenian tr adition and w ields a r ound shield
on her left ar m and a heavy m ace in her r ight
hand.
85

Petr a is a ver y pr actical im m or tal w ho


doesn?t like nonsense and tr ivialities. She
does not feel pity for those w ho do not have
the cour age to challenge fate and adver sity
and pr efer instead to cr y and m our n. She
pr efer s those char acter s that go on despite
the har dships and never fear to face the
im possible. Petr a is the patr oness of m any
w ar r ior cler ics, of those w ho defend besieged
settlem ents, and of Tr aldar s and M ilenians
(and their descendants) all ar ound the w or ld.
She is often in open disagr eem ent w ith Vanya
because of Vanya?s disposition for conquer ing
anything (including Kar am eikos), and
because Vanya is sw or n enemy of the
M ilenians. She also despises Leptar (aka
Hir cism us) w ho played a lar ge par t in the
collapse of the last Tr aldar cities.

PROTI US
Ahti, M anadyn, M anwara, Nithys, Father
Ocean, The Spuming Nooga, Old M an of the
Sea, Sovereign of the Oceans and Water,
Patron of Sailors, Protector of M arine Fauna
The r ace of Pr otius?s m anifestation for m
var ies based on each type of follow er that
w or ships him , but all (hum an, tr iton, m er r ow ,
etc.) shar e cer tain char acter istics. He alw ays
appear s w ith the tr aits of a m ale individual of
advanced age, w ith a bear d, m oustache, and
hair of gr eenish algae, w ith a nude body or
enveloped by algae that constantly dr ips salt
w ater , and a tr ident held in his fist. His face is
m er cur ial: at one tim e, he is calm and
ser aphic, then suddenly he is happy, only to
get angr y the next m om ent, passing to
alter nate stages of r eflection or deter m ined
by his fixed expr ession. His other
m anifestation for m s ar e a gr eat dolphin of
r em ar kable intelligence and gigantic w hale.
For m illions of year s Pr otius has em bodied
the sea in all its aspects: beauty, abundance,

unpr edictability, danger , vastness, r iches, and


myster y. Dur ing the evolution of the species,
he has alw ays pr esided and w atched over the
oceans; causing stor m s and calm ing the
oceans at his w ill in or der to m ake m or tals
under stand just one thing: that he is the
unchallenged lor d of M ystar an w ater s, w hich
effectively is the only thing that m atter s to
him . Pr otius is a loner and doesn?t
par ticular ly love the hum an or hum anoid
r aces; not that he detests them : he sim ply has
no inter est in their fate. Usually he r eceives
the pr ayer s of sailor s and fisher m en, and he
either listens to or ignor es them depending
on his w him s. W hat he tr uly values and is
only inter ested in ar e the subaquatic r aces,
anim als (including those intelligent ones) and
plants. Even so, he can be per suaded to help a
land-based hum an or dem ihum an if it has
per for m ed par ticular ly gener ous acts tow ar ds
the sea and the m ar ine beings that Pr otius
pr otects.

RAD
Etienne d?Ambreville, Patron of Glantri, Patron
of M agic, Lord of Radiance
Rad appear s to be an elder ly m an w ith a long
w hite bear d, a gr uff outlook, but w ith keen
and pier cing eyes, w ear ing a long r obe
em br oider ed w ith myster ious r unes and
m agical sym bols.
Rad is br illiant, unpr edictable, lonely, and
ter r ibly stubbor n. W hile he im per sonates
Etienne, he pr etends to be absent-m inded and
gr uff, in or der to m ake other s believe he is
senile, w hile his m ind is as keen as ever. Rad
enjoys teasing all those people he consider s
too pr oud or stiff-necked by using his typical
Aver oignese ir ony. In par ticular , he ir r itates
Ixion ever y tim e he can, since he has never
acknow ledged his leader ship in his Spher e.
This ir r ever ence for the im m or tal hier ar chy
86

obviously br ings him the sym pathy as w ell as


the hatr ed of m any fellow im m or tals. Rad?s
ir r ever ent char acter is often the point of
m any debates w ithin the Spher e of Ener gy,
w her e m any hot-headed im m or tals w ho w ant
to shake the hier ar chy and over thr ow the
r eigning im m or tals follow his exam ple.
Despite his stubbor nness and his boldness,
Rad is too kind-hear ted to take his enem ies
ser iously.

RAFI EL
Patron of the Shadowelves, Patron of Science
Rafiel is a m iddle-aged hum an w ith m eek
outlook but a pier cing and cunning gaze. He
w ear s a w hite tunic (a scientist?s apr on) and a
pair of spectacles.
Rafiel is a calm , w ise, and good w illed
Im m or tal. It w as because of his extr em e
hum anity and sense of duty that he helped
the Shadow elves sur vive their affliction and
that he becam e so attached to them . The 14
Ver ses he gave them as his com m itm ents m ay
seem har sh at tim es, but they have helped
pr otect the Shadow elves and allow ed them to
thr ive over the centur ies. His follow er s have
how ever alw ays consider ed him ster n and
sever e because of these r eligious tr aditions
(such as the habit of abandoning the
m alfor m ed babies in the upper tunnels and
chase off the elder ly elves), but this is only
because they do not know the r easons behind
these law s. In fact, Rafiel guides var ious
hum anoids to find and r aise the m alfor m ed
Shadow elves as their babies, to pur ify the
Shadow elf r ace of r adiation and infiltr ate his
follow er s am ong the hum anoids.
His m ain inter est is the differ ent kinds of
ener gies found thr oughout the M ultiver se, in
par ticular the Radiance, and he has alw ays
secr etly studied that sam e ener gy w hich
m ade him im m or tal. His m ost am bitious

pr oject is the constr uction of a nuclear


r eactor know n as the Cham ber of the Spher es
(sim ilar to the Beagle?s Nucleus) under the
Refuge of Stone, w ith the only pur pose of
assur ing that all the pr inciples and scientific
law s that he based his m or tal life on ar e still
viable (a clear sign of an
obsessive-com pulsive per sonality). For this
sam e r eason, he is ver y inter ested in Rad?s
r esear ches, and even if they ar e not allies,
they often collabor ate to fur ther their
exper im ents.
Rafiel is a pacifist but he has alw ays used
ever y m eans to fight against Atzanteotl?s
influence over his people. Atzanteotl is his
only tr ue nem esis, and he?s held r esponsible
for cor r upting m any Shadow elves (am ong
w hich ar e the Schattenalfen) to the cause of
Entr opy.

RATHANOS
Ra, Patron of Nithia, Lord of Fire
Rathanos appear s to be a 7 foot tall hum anoid
m ade of blazing fir e, w ithout any distinctive
featur es.
Rathanos is obsessed w ith pow er and his
m isogynist view of the univer se, w hich leads
him system atically to oppose ever y fem ale
im m or tal just for being fem ale (the sam e
attitude is also pr esent in m any of his cler ics).
Rathanos?s only inter est is the com plete
tr ansm utation of all m atter into ener gy,
par ticular ly fir e.
He is constantly sear ching for a spell that w ill
allow his follow er s to tr ansfor m into beings
of pur e ener gy, m aking them indestr uctible
and im m or tal. How ever , up to now his
r esear ch has not pr oduced the ultim ate spell,
and ther efor e he continues to push his
follow er s along this path, pr om ising them
that this is the only w ay they w ill achieve tr ue
87

im m or tality. If his plan ever happens, he w ill


cr eate a nation of beings that w ill be bor n as
m or tals and lear n as fast as only m or tals can
do, but w ho w ill later becom e eter nal beings
ser ving the cause of Ener gy.

A hum an fem ale w ith dar k, tanned skin, w ith


a squar e jaw , alw ays w ith a ser ious
expr ession and an im passive air , she w ear s
black plate ar m our and car r ies at her side a
black, executioner ?s axe.

Because of his char acter and goal, he is in


eter nal conflict w ith m any fem ale im m or tals
(notably Tar astia) and w ith Zugzul, patr on of
fir e giants and self-appointed M aster of Fir e
w ay befor e Rathanos r ose am ong the
im m or tal r anks.

Tar astia is obsessed by the concept of Justice.


She helps those w ho pur sue a just vendetta,
but only if it concer ns an im por tant and
ser ious deed. She does not ur ge her faithful to
give out punishm ents that ar e sever er than
the cr im e, but she show s no m er cy w hen
dealing w ith people w ho have deliber ately
ignor ed the law s. To her thinking, these ar e
the only pillar s that keep any society fr om
falling into anar chy. Tar astia does not
appr ove of the m ethods of Kor yis and
Alphatia, w hich ar e too peaceful and
per m issive in her view , even if she does not
consider them enem ies. Her r eal enem ies ar e
the chauvinist Rathanos and the br utish
Jam m udar u. Her only ally is Diulanna, w ho
shar es Tar astia?s deter m ination and appetite
for justice.

TAHKATI STORM -TAM ER


Patron of the Clan of the Horse
A copper -skinned hum an m uch sm aller than
nor m al, but w ith shoulder s so w ide and
m uscular the r esult is both im posing and
thr eatening. The sides of his head ar e shaven
and the r em aining hair is gather ed in a black
m ane sim ilar to that of a hor se, w hilst the r est
of his body is nude, except for a linen
loincloth held up by a belt that also holds the
scalps of his enem ies, and a dagger car ved
fr om a buffalo?s hum or ous.
Since Atr uaghin becam e im m or tal, the tw o
have fr equently collabor ated, and even if they
ar e not tr ue fr iends, they r espect each other
and Tahkati is faithful to Atr uaghin. Because
of his fier ce, haughty, and deter m ined
char acter (w hich fr equently causes him to
r espond to any pr ovocation, placing him in
difficult situations) he doesn?t appr ove of
Atr uaghin?s calm and tem per ance, and
w ishes that Atr uaghin w ould be quicker and
m or e decisive in pr om oting the cr usade
against the Entr opic Im m or tals and the Clans?
enem ies.

TARASTI A
Pax Bellanica, The Judge, Var, Ta Lai Si-Fa,
Patroness of Justice and Revenge, M istress of
Truth and Order

TERRA
Cay, Dun, Fr igg, M ader akka, M other Ear th,
M agna M ater , M ar au-Ixu, M okosz, M ut,
Sum ag, Yam ag, Yam uga, Patr oness of Life and
Fer tility
A squat, hum an w om an clad in sim ple br ow n
r obes w ith dar k skin w ithout any par ticular
r acial tr aits. Her expr ession is both ster n and
com passionate. The colour of her hair var ies
w ith the tim e of the day: r osy r ed at daw n,
br ow n dur ing the m or ning and after noon,
blond at m idday and black fr om sunset until
sunr ise.
Ter r a?s m ain inter est lies in the cr eation and
pr otection of new living species, and she tr ies
har d to do this especially in those ar eas of the
univer se w her e M atter dom inates. Ter r a
over sees m any aspects of a planet?s or a
88

civilization?s life cycle and she is w or shipped


thr oughout the M ultiver se as Patr oness of
Life, Bir th, and Fer tility. Even if she despises
the plots and intr igues m ost im m or tals spin
ever y day, she w ould do anything to pr otect
the inter ests of her ow n Spher e and to
tr ium ph over death and chaos.
Ter r a is extr em ely stubbor n and focused on
ancient law s and or der. She does not follow
new theor ies, nor does she pr om ote changes
fr om the pr im eval or der of the M ultiver se.
Or der and life m ust be pr otected at all costs.

THANATOS
Tha-to, Karr, The Grim Reaper, Old Nick,
Father of Demons, Darga, The Eternal One,
Patron of Death and Destruction
A hum anoid w r apped in dar k stained
bandages that hide his featur es, w ear ing a
w ide black r obe, w ith decom posed w ings on
his back and a black r usted scythe tightly
hold in his skeletal claw s.
Thanatos hates ever y kind of living for m , and
he consider s death as the only possible
r em edy to the pestilence that the living
spr ead thr ough the univer se. So, he tr ies to
br ing death and destr uction ever yw her e: this
w ay Chaos w ill r ule and death w ill be the
per fect state of the univer se.
He uses any and ever y w ay to attain his goals
(both br ute for ce and com plex schem es),
w hich m akes him the m ost active Entr opic
Im m or tal in the univer se. It doesn?t m atter
how im por tant his goal is (w hether it affects
an individual or a w hole countr y); Thanatos
alw ays focuses all his effor ts to succeed w ith
m er ciless devotion, savour ing all of the
individual m om ents of gr ief he causes to the
living tow ar ds the final ends. He often loves
to kill m or tals and assum e their identities to
deceive his enem ies and per sonally push his

plans fur ther , but m ost of the tim e he has to


r ely on the thousands of w or shipper s he has
acr oss the M ultiver se to spin his w eb of
w ickedness.
Thanatos has no stable allies, but he never
hesitates to use other im m or tals as paw ns or
conscious (albeit tem por ar y) allies in his
plots, and none of the im m or tals he
sponsor ed w ould ever dar e to r efuse his
r equests. Thanatos has alw ays sur vived
thanks to his incr edible cunning and
m er ciless soul, and, because he know s has all
the tim e in the M ultiver se, he never needs to
r ush his schem es.

THOR
Donar, Donegal, Tuatis, The General, The
Thunderer, Dugong, Patron of Warriors, Lord
of Battle and Honour
A pow er fully built Antalian w ith fier y r ed
hair and bear d, w ear ing a chain m ail w ith a
typical Nor se hor ned helm and a huge
w ar ham m er at his belt.
Thor is the em bodim ent of the per fect
w ar r ior , and he dem ands his follow er s to stay
tr ue to his code of conduct based on honour ,
cour age, and r espect for tr adition. Fear less
and ever r eady for battle, Thor has an
easygoing char acter m ost of the tim e, even if
he?s pr one to fits of r age w hen offended or
teased, som ething Loki loves to do w henever
they m eet.
Thor consider s all Aesir as his allies except
for Loki (w ho doesn?t m iss a chance to
r idicule or tr ick him ), and he is often in
leaguew ith Hym ir , the only giant im m or tal he
gets along w ith (thanks to Hym ir ?s ability
w ith liquor s and a few com m on adventur es
they had w hile m or tals). He also consider s
Bar tziluth, Bem ar r is, and M adar ua (the only
m or tals he sponsor ed to im m or tality) as his
89

thr ee childr en (M odi, M agni, and Thr ud


accor ding to Antalian legends); pr ecious allies
alw ays r eady to obey his com m ands. He hates
Zugzul w ith a fier y passion because he?s
patr on of all those evil giants w ho fr equently
tor m ented his people, and he constantly
w atches Hel?s m oves because of her alliance
w ith Loki. He also opposes Kir anjo, w ho tr ied
to influence the Nor se ber ser ker w ith his cult
of Gylgar id, and for this r eason he beat him
soundly in an open im m or tal contest.

began to feel a ser ious r ivalr y tow ar ds


Kythr ia, a young Im m or tal w ho w as once her
pr iestess and w ho is now under the
pr otection of Eir yndul (another Im m or tal that
Valer ias detests for his unendur able
ar r ogance and his r epeated advances), w ho
seeks to steal her place and her follow er s.
Fur ther m or e, given his spir ited and unstable
char acter , she doesn?t suppor t the pedantr y of
Khor onus, often ending w ith her ar guing
w ith him .

VALERI AS

VANYA

Ashanti, Biao Hun Xi? Ai, Girder-on of


Weapons, Hathnor, Isiris, Shaya, Sjofn, Vanu,
Immortal of Love, Patroness of Passion and
Desire, Lady of Charity, Protector of Lovers

Belbion, Faa, the Grey Lady, the Inquisitor,


M atera, Varellya, Patroness of War and
Conquerors, Patroness of the Heldannic
Knights, Patroness of the Kubitts

A m ost beautiful w om an w ho appear s to be of


the obser ver ?s r ace, dr essed in clothes of
uniquely tasteful design and pr ecious jew els
typical of the cultur e to w hich she m anifests,
besides a pair of golden ear r ings that
r epr esent the r ising sun, a gift of her lover
Ixion.

A hum an w om an of m edium height w ith


br ow n eyes and long br ow n hair w or n in a
single br aid, w ear ing a r ed dr agonscale
ar m our , hor sem an?s clothes and spur s on the
boots, and car r ying a pair of w eapons alw ays
fastened at the belt (long sw or d or shor t
sw or d and spear ).

Valer ias is a ver y passionate Im m or tal and as


such, her tem per am ent is stor my, pr oud, and
sanguine. She likes to m eddle in the affair s of
m or tals and is inclined to inter vene indir ectly
to help all those m or tals that affect her
fantasy or dem onstr ate char m and char ism a.
These r ushes of blood ar e how ever tr ansitor y,
and so as suddenly as her inter est for a stor y
or an individual can bloom it can dim inish
equally r apidly w hen it gr ow s tr oublesom e or
pr edictable. Even her r om antic r elationship
w ith Ixion, w hich has lasted since tim e
im m em or ial, suffer s disr uptions fr om tim e to
tim e w hen Valer ias loses her head to
som eone else, but in the end she alw ays
r etur ns to Ixion, w hen looking for stability.

Vanya is the per fect exam ple of a per son w ho


lived by leaps and bounds. Dur ing her m or tal
life, she launched her self w ithout r estr aint
into ever y w ar , battle, adventur e, challenge,
and even per sonal r elationships. As an
Im m or tal, she view s w ith favour all those
individuals w ho live their life to the m ax as
she did her self. Vanya appr eciates above all
those follow er s w ho never hesitate w hen
faced w ith danger , but ar e pr epar ed to test
their faith and their for ce of w ill against
im possible challenges. On the other hand, she
despises cow ar dice and doesn?t hesitate to
punish cow ar ds and tr aitor s.

Despite being both the uncontested patr oness


of love and beauty, she has how ever r ecently

For Vanya, w ar is an ar t that m ust be


appr eciated, pr acticed and under taken
ser iously. She believes, in fact, that w ar and
conquest ar e the m ajor for ces that influence
90

the histor y and cultur e of any society. War


tests people?s w illpow er and r esour cefulness,
w her e only the best sur vive to im pr ove the
w or ld. Likew ise, conquest stim ulates
pr ogr ess, since it br ings together differ ent
civilizations (the victor ious and the defeated
ones) and for ces them to confr ont each other ,
m ixing elem ents of both to gener ate new
ideas, new possibilities, and new par adigm s.
Vanya also know s that w ar br ings
destr uction and desper ation, and that if the
conquer or is not w ise, the r isk of negating all
the benefits of the conquest w ith its
dysfunctions (tyr anny, abuse, and indolence
w er e the m ar k of the M ilenian conquer or s to
her ) is high. Ther efor e, only those w ho
m aster the ar t of w ar w ill be capable of
choosing the futur e of the w or ld, and for this
r eason, she tr ains her follow er s to cover this
r ole.
Vanya does not like to m aintain the status
quo, since her vision of the w or ld r eflects her
per sonality: ever changing and full of
possibilities, m uch like any battle. She blesses
the w inner s: she does not car e the pur pose of
the battle; she just car es for victor y and the
glor y that com es w ith it. Vanya show s no
m er cy tow ar ds the loser s or the w eak ones,
and she does not car e to pr om ote kingdom s
or law s that w ill eventually led to stagnation
and ther efor e to indulgence and sloth. She
encour ages battle and w ar to str engthen her
follow er s and shape healthier futur e
gener ations, so that the m or e skilled (not just
the str onger ) w ill be victor ious.
Rem em ber ing her distr ess under the
M ilenians?yoke, Vanya has never for given
them and passionately fights against those
Im m or tals w ho pr otect the M ilenians (Halav
and Petr a above all); adding to her enem ies
Rathanos because of his m ale chauvinist
pom posity.

ZI RCHEV
The Huntsman, Leug, Uatum, Protector of the
Sylvan Races, Patron of Hunting
A w ell-m uscled har dened hunter w ith a
char m ing look, clad in m im etic hunting
clothes (gr een and br ow n) and w ith a
longbow on his shoulder s, usually
accom panied by a gr oup of sylvan cr eatur es
or tam ed beasts.
Zir chev has alw ays been an intr over t and
lonely type and, not getting along w ith
hum ans, he ended up str iking a bond w ith
anim als. He spent so m uch tim e in the w oods
that he befr iended the intelligent sylvan
cr eatur es (centaur s, fey, tr eants, etc.) and
gr ew to love this lifestyle. For this r eason he
is now a patr on of outcasts and pr eaches
toler ance and r espect for fellow beings (be it
a m an or som ething else).
The later Tr aladar an legends distor ted the
facts and pr esented him only as a huntsm an
and w oodsm an that had the gift of tam ing
ever y anim al he m et, m aking him patr on of
the w oods. Zir chev has never done anything
to change this view , am ong the Tr aldar s or in
Tr aladar a, as he likes their por tr ayal of him .
The Sylvan r aces how ever , have a better
under standing of his r eal per sonality and
goals. He has m any allies, all am ong the
natur e-or iented im m or tals (fir st and
for em ost Halav and Petr a), but only one r eal
enemy: Ruaidhr i, r esponsible for slaughter ing
a w hole r ace of good-aligned lycanthr opes
(w er ehaw ks).

91

Redu ced Rest


At 1st level you finish a long r est in 4 hour s.

Bon u s Can t r i p
W hen you take this dom ain at 1st level, you gain
the shocking grasp cantr ip if you don't alr eady
know it.

Al t er En er gy

Can you feel it? Chaos and change all around you.
That is energy: motion, progress and power. If you
want power, that is energy in all its forms. Through
energy lies immortality, for being immortal is the
greatest change of all.
Vandovar Allenas, Priest of Alphatia

Ener gy
Cler ic Dom ain
The Spher e of Ener gy is extr em ely dynam ic.
Ener gy seeks to cr eate m or e ener gy and activity,
and as such is closely tied to the elem ent of fir e
and the Chaotic alignm ent. Ener gy consum es
M atter , slow s Tim e and stim ulate Thought. It is
opposed to M atter 's attem pt to contr ol it,
Thought's attem pts to define it and Tim e's
attem pts to outlast it.
Level Ener gy Dom ain Spells
1st

Flame Blade, Thunderwave

3r d

Scorching Ray, Shatter

5th

Fireball, Lightning Bolt

7th

Ice Storm, Fire Shield

9th

Animate Objects, Flame Strike

Star ting at 2nd level you can spend use Channel


Divinity to change the ener gy type of a spell.
W hen you cast a spell you invoke your devotion
to the Im m or tals of Ener gy. If the spell has an
ener gy dam age type you can alter it to another
type. The dam age types that can be changed
fr om or to ar e Cold, Fir e, Lightning, and
Thunder.

En er gy Bl eed
At 6th level the pow er you channel fr om the
Spher e of Ener gy begins to over pow er your
spells. W hen you cast a dam aging spell, you
add 1 point of dam age to each die you r oll. A
spell doing 5d6 dam age w ould do an addition 5
points of dam age.

Di v i n e St r i k e
At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack, you can cause the attack to
deal an extr a 1d8 dam age of the ener gy type of
your choice to the tar get. W hen you r each 14th
level, the extr a dam age incr eases to 2d8. The
ability is affected by Ener gy Bleed.

Over pow er ed
Star ting at 17th level w hen you cast a dam aging
spell, you cannot r oll less than a 3 on any of the
dice. Tr eat all r olls of the dice low er than that
as r oll of 3.

92

Bon u s Pr of i ci en cy
W hen you choose this dom ain at 1st level, you
gain pr oficiency in m ar tial w eapons.

Di sci pl e of Decay
Also star ting at 1st level, your inflict w ound
spells ar e m or e effective. W henever you use an
inflict w ound spell, the cr eatur e takes an
addition am ount of dam age equal to 2 + the
spells level.

M i n or Hex
Life is pain, this is not to be disputed, as you live
you will suffer. Every one suffers. People grow
old and die, nations fall, races go extinct. But
what if we could start anew? That is the promise
of Entropy. This world is flawed, the Immortals
that shaped it ruined it. We can be rid of them,
we can be rid of everything. Watch the world
burn, and build a perfect one from its ashes.
Sonya the One Eyed, Cleric of Hel

Entr opy
Cler ic Dom ain
Entr opy is the end of ever ything. Not associated
w ith any elem ent, Entr opy is m or e closely
aligned w ith death and evil. Its sole pur pose is
the destr uction of the other four spher es. It is
the spher e of r ot and decay. Entr opy seeks to
destr oy M atter , stagnate Tim e, dissipate Ener gy
and stop Thought. This dom ain is pr im ar ily for
NPCs, ask your DM befor e selecting it.
Level

Entr opy Dom ain Spells

1st

Inflict Wounds, Bane

3r d

Crown of M adness, Darkness

5th

Bestow Curse, Fear

7th

Blight, Phantasmal Killer

9th

Dominate Person, M islead

At 2nd level you can use your Channel Divinity


to m ake other s m or e susceptible to m agic. As
an action you pr esent your holy sym bol and
select a tar get to be hexed. For 10 m inutes the
tar get has disadvantage on saving thr ow s, this
effect im m ediately ends if you use the ability
again dur ing the dur ation. A bless or r em ove
cur se spell ends this effect im m ediately.

Di ssi pat e En er gy
Star ting at 6th level w hen you take dam age
fr om any sour ce, r educe the dam age by the
num ber of dice. A sour ce doing 3d8 points of
dam age is r educed by 3 points befor e any other
m odifier s.

Di v i n e St r i k e
At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack, you can cause the attack to
deal an extr a 1d8 necr otic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
incr eases to 2d8.

Redu ce Pr obabi l i t y
Star ting at 17th level all attacks against you
have disadvantage.

93

Level M atter Dom ain Spells


1st

Enlarge/Reduce, Shield

3r d

Hold Person, Locate Object

5th

Create Food and Water, M eld into


Stone

7th

Fabricate, Stoneskin

9th

Creation, Wall of Stone

Bon u s Pr of i ci en cy
At 1st level, you gain pr oficiency w ith heavy
ar m or.

En du r an ce
Also at 1st level ever y tim e you gain a level you
gain 1 addition hit point.
For anything to persevere it must stand on its
own. Change for its own sake is doomed to fail,
life must have purpose. That is the reason for
M atter. If everything has a place, everything
knows its role. There is no more suffering, there
is no more struggle, every one will do what is
expected of them and as a whole our people will
prosper.
Grund Rockroar, M inister of M inrithism

M atter
Cler ic Dom ain
The Spher e of M atter is stable and dur able.
M atter is the building block of all things. M atter
is constantly tr ying to cr eate new for m s. M atter
is tied to the elem ent of Ear th and the Law ful
alignm ent. M atter r esists Tim e's attem pt to
change it, to channel Ener gy into a useful for m
and pr ovides or der to Thought.

St eady as a Rock
Star ting at 6th level you gain pr oficiency in
Str ength saving thr ow s. In addition you have
advantage any attem pts to escape being
gr appled.

Di v i n e St r i k e
At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack, you can cause the attack to
deal an extr a 1d8 bludgeoning dam age to the
tar get. W hen you r each 14th level, the extr a
dam age incr eases to 2d8.

I m pl acabl e Def en se
At 17th level you have r esistance to
bludgeoning, pier cing and slashing dam age.

94

Level Thought Dom ain Spells


1st

Comprehend Languages, Detect M agic

3r d

Calm Emotions, Detect Thoughts

5th

Clairvoyance, Sending

7th

Compulsion, Confusion

9th

Dream, M odify M emory

Bon u s Pr of i ci en cy
At 1st level, you gain pr oficiency in tw o of the
follow ing skills: Ar cana, Histor y, Insight or
Per ception.

Bon u s Can t r i p
W hen you choose this dom ain at 1st level, you
gain the message cantr ip if you don't alr eady
know it.
Befor e it can be done it m ust be conceived.
W ithout Thought ther e is nothing, m atter
cannot be constr ucted, tim e cannot be
m easur ed, ener gy cannot be utilized. W hen you
w alk the path of Thought you show your self to
be the tr ue visionar y. Thought gr ow s on its
ow n, you just pr ovide the spar k . Your ideas w ill
cr aft this w or ld, your philosophies w ill spar k
debate and discussion and cr eate m or e thoughts
to be consider ed. Thought cannot be stopped as
long as som eone w onder s w hy?
Petr ov Rom anov, disciple of Zir chov

Thought
Cler ic Dom ain
The Spher e of Thought is m anipulative and
logical. Thought is the essence of the Im m or tals,
it ser ves to categor ize all of existence. Thought
r epr esents r ealization, philosophy and
under standing. Thought is tied to the elem ent
of Air but not any specific alignm ent. Thought
opposes the excesses of Ener gy, attem pts to
m anipulation Tim e and cr eate for m in M atter.

Deep Th i n k er
At 6th level you gain pr oficiency in Intelligence
saving thr ow s.

Di v i n e St r i k e
At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack, you can cause the attack to
deal an extr a 1d8 psychic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
incr eases to 2d8.

Savan t
At 17th level w hen you m ake an Intelligence
ability check that lets you use your pr oficiency
bonus, you can tr eat a d20 r oll of 9 or low er as a
10.

95

Level

Tim e Dom ain Spells

1st

Expeditious Retreat, Longstrider

3r d

M irror Image, M isty Step

5th

Blink, Haste

7th

Arcane Eye, Divination

9th

Legend Lore, M ass Cure Wounds

Bon u s Sk i l l
W hen you select this dom ain at 1st level you
gain pr oficiency w ith the Histor y skill.

Sen se Ti m e
At 1st level you alw ays know exactly w hat tim e
of day it is.

Tem pu s Fu gi t

Everything has its place, a time for its creation


and a time for its end. If nothing is created and if
nothing ends, the world will stagnate. Time is the
judge of all things. Because of Time as things end
new things are created to replace them, the cycle
of life continues. There is no end to time, there is
only the next moment.
Galtar von Breck, High Priest of Vanya

Tim e
Cler ic Dom ain
The Spher e of Tim e pr om otes change and
pr ogr ess. Tim e is constant, alw ays flow ing and
ebbing for w ar d. Tim e r epr esents change and
r ebir th, teaching the futur e w ith the lessons of
the past. Tim e is tied to the elem ent of Water
and the Neutr al alignm ent. Tim e opposes
M atter 's r esistance to change, lessens Ener gy
over tim e, and teaches Thought the lessons of
histor y.

Beginning at 6th level, you can take an


additional tur n im m ediately after your nor m al
tur n in a r ound. You cannot use this ability
again until after a long or shor t r est.

Di v i n e St r i k e
At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack, you can cause the attack to
deal an extr a 1d8 necr otic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
incr eases to 2d8.

I m pr oved React i on
At 17th level you gain pr oficiency in Dexter ity
saving thr ow s.

96

Spells and Runes


97

Secret Magical CraftsPrestigeClasses

Pr estige Class: Cr aft M age

Pr er equ i si t es:

Deep in the halls of the Gr eat School of M agic in


Glantr i city r ar e m agics ar e taught. Using
m ethods they have gleaned fr om study of the
Radiance, the w izar ds of Glantr i can use m agic
in w ays unhear d of outside the nation. Such
know ledge does not com e w ithout r isk, as the
Radiance can have unusual effects on car eless
w izar ds.

Cr af t M age
-Spel l Sl ot s per Spel l Level Level

Feat ures

1st

2nd

3rd

1st

1st Circle

2nd

2nd Circle

3rd

3rd Circle

4th

4th Circle

5th

5th Circle

I n t el l i gen ce 15. Cr aft M ages m ust be


som e of the br ightest to lear n the secr et
cr afts.
Pr of i ci en cy i n t h e Ar can a sk i l l .
Know ledge of ar cane lor e is par am ount to
lear ning the secr et cr afts.
Pr of i ci en cy i n t h e Hi st or y sk i l l . The
secr et cr afts r equir e a lar ge am ount of
r esear ch to lear n their secr ets.
W i zar d or Di sci pl e of t h e Radi an ce
ch ar act er l evel 10. Only the m ost
pr om ising w izar ds can begin to lear n the
secr et cr afts.
I n v i t at i on by a Secr et Cr af t M en t or .
One m ust be invited into the cir cles of the
secr et cr afts.
Pay t h e I n i t i at i on Cost s: Ever y level
r equir es a cost in r esour ces and tr aining
to r each the next level of study.

98

Ti m e an d cost t o l ear n each Ci r cl e:


Fir st Cir cle: 7,000 gp/14 days
Second Cir cle: 28,000 gp/28 days
Thir d Cir cle: 63,000 gp/42 days
Four th Cir cle: 112,000 gp/56 days
Fifth Cir cle: 175,000 gp/70 days

Cr aft Featur es
As a Cr aft M age, you gain the follow ing class
featur es.

High Illusion: Disguise kit, Gam ing set,


calligr apher 's tools.
High Necr om ancy: Poisoner 's kit, m ason's
tools, potter 's tools.
Cr yptom ancy: Calligr apher 's tools, m ason's
tools, w oodcar ver 's tools.
W itchcr aft: Disguise kit, alchem ist's supplies,
poisoner 's kit.
Saving Thr ow s: None
Skills: None

Hit Points
Hit Dice: 1d6 per Cr aft M age level
Hit Points per Level: 1d6 (or 4) + your
Constitution m odifier per cr aft m age level.

Pr oficiencies
Tools: By cr aft.
Alchemy: Alchem ist's supplies, cook's
utensils, glassblow er 's tools.
Dr acology: Light ar m or , leather w or ker 's tools,
jew eler 's tools.
Elem entalism : Alchem ist's supplies, m ason's
tools, potter 's tools.

Ar can a Ch eck s
Skill check: M any of the feats r equir e a skill
check to activate. Unless other w ise stated, the
num ber of tim es a you can use a Cr aft feat
befor e needing a long r est is equal to your
Intelligence m odifier. Failed skill checks
count as uses.
Cr itical Failur e
If the m age is r equir ed an Ar cana skill check
for an effect and r olls a 1, r er oll the die. If the
r esult is another 1 then apply the Cr itical
Failur e r esults descr ibed by the Feat.

99

Al ch em y
1st Ci r cl e of Al ch em y
At 1st level you have lear ned the basics of
alchemy, and gain the follow ing benefits:
- Find Com ponents: You m ay m ake a DC10
Ar cana check to know the r equir ed
ingr edients to r eplicate a potion. This
destr oys the potion in the pr ocess.
- Alchem ical Pr epar ation: You m ay cr eate any
com m on availability potion as a balm . This
r equir es a DC15 Ar cana check and 1 hour of
w or k . The balm is good for 1d4 days
after w ar ds it separ ates and is useless. If the
the Ar cana check is failed the ingr edients ar e
lost and the you w ill need to m or e
ingr edients to tr y again.

2n d Ci r cl e of Al ch em y
At 2nd level your alchem ical tr aining intensifies,
you gain the follow ing abilities.
- Find M agical Com ponents: You can identify
m agical potions on a DC15 Ar cana check . In
addition you can take a bonus action to
identify the dam age type of any m agic item
on a DC15 Per ception check .
- M agical Pr epar ation: You can now cr eate any
potion up to uncom m on availability. These
ar e cr eated at half the tim e and speed it
w ould take to m ake the potion nor m ally, but
only lasts 1d4 after it is cr eated.

3r d Ci r cl e of Al ch em y
You can now begin to change m atter fr om one
substance to another.
- Tr ansm ute M atter : You m ay alter one
non-living object to another non-living
object. You m ay change 1lb of m ater ial per
exper ience level. Yout can change the item
into another item of the sam e w eight, excess
m ater ial is lost. The item 's value is w or th the
caster level x the w eight of the item . You
m ust spend a day inside a fully stocked
labor ator y and m ake a DC20 Ar cana check .

Cr itical Failur e: The tr ansfor m ation fails and


ever yone w ithin 20' takes 1d6 points of dam age
per pound of m ater ial being tr ansm uted. The
lab is autom atically destr oyed.

4t h Ci r cl e of Al ch em y
You have lear ned to channel ener gy into m agical
devices and or ganic m atter.
- Tr anscend Ener gy: You can attem pt to focus
ener gy into m atter to cr eate one of the
follow ing effects:
- Rechar ge an expended m agic item . Item is
r etur ned to it's nor m al status w ith its star ting
num ber of char ges.
- Rever se the aging pr ocess. The r ecipient
r ever sed 1 w eek of aging per level of the
alchem ist. You can use this pr ocess on
your self.
- Anim ate a golem . The golem had 1HD per
level of the caster , cost to cr eate the golem is
the sam e as a r ar e m agic item .
- Raise the dead. A cor pse cannot be dead
m or e than a num ber of days equal to the
caster 's level, it is tr eated as if it has r eceived
a r aise dead spell. In or der to use the pr ocess
the alchem ist m ust m ake a DC25 Ar cana
check, and needs to take the skill check in an
ar ea w ith a lar ge ener gy outbur st like a
lightning stor m . Alter natively you m ay
expend spells that do a com bined 60d6 points
of dam age.
Cr itical Failur e: The lab explodes as above.

5t h Ci r cl e of Al ch em y
Your know ledge of alchemy is absolute, you can
now alter your ow n for m .
M utate Lifefor m : You can take on pr oper ties of
another cr eatur e or m ater ial. You can change
into another cr eatur e, or just adapt par t of its
physiology. You m ake a DC20 Ar cana check as a
bonus action and selects one of the follow ing
effects:

100

- Gaseous Form: As the spell, but cannot effect


gear.
- True Polymorph: As the spell, but only
cr eatur e to cr eatur e.
- Stoneskin: As the spell.

Dr acol ogy
1st Ci r cl e of Dr agon s
You have begun to under stand the m agic of
dr agons.
- Dr agon Totem : Pick a dr agon type, w hen you
m akes a skill check using a cir cle of dr agons
feat, you m anifests changes into the featur es
of a dr agon of that color.
- Pr otection fr om Dr agons: You m ust m ake a
DC15 Ar cana check to pr event a dr agon fr om
attacking you. The effect is autom atic if you
ar e a higher total level than the dr agon's hit
dice, other w ise the dr agon m ake m ake a w ill
save against your spell pow er to ignor e the
effect. W hile the effect is active the dr agon
cannot attack the w izar d or his par ty,
including casting spells or using a br eath
w eapon. The dr agon can com m unicate w ith
you and know s your exact location but cannot
har m you. The effect ends if you get m or e
than 120' fr om the dr agon, or if you or a
m em ber of his par ty attacks the dr agon or
tr ies to steal fr om the dr agon.

2n d Ci r cl e of Dr agon s
You have lear ned how to m anifest aspects of
dr agons.
- Dr agon Toot h : You m ust m ake a DC20 ar cana
check . If successful you can m anifest m agical
fangs that have a r ange of 10' and attack as a
dr agon bite attack of a dr agon w ith the hit
dice equal or lesser to the char acter 's level.
The effect lasts five r ounds.
- Dr agon Eye: You m uch m ake a DC20 Ar cana
check . For a num ber of r ounds equal to your
level, the w izar d autom atically detects
invisible or polym or phed dr agons.
- Dr agon Cl aw : You m ust m ake a DC20 Ar cana

check, if successful your hands becom e claw s


and attack as a dr agon of the sam e hit dice
equal or lesser to his level. This effect lasts
one r ound per level.
- Dr agon Scal e: You m ust m ake a DC20 Ar cana
check, if successful your natur al ar m or class
becom es equal to a dr agon w ith equal or
lesser hit dice than his level. This ability last
one r ound per class m age level.
- Dr agon W i n g: You m ust m ake a DC20 Ar cana
check, if successful you m anifest w ings of the
chosen type, and can fly at the speed of your
chosen dr agon, your car r y w eight is 100lbs
per char acter level. This ability lasts one
r ound per cr aft m age level.

3r d Ci r cl e of Dr agon s
You gain dr agon's br eath.
- Dr agon Br eat h : You gain a br eath w eapon
identical to your chosen dr agon. The dam age
is the sam e as a dr agon w ith equal or lesser
hit dice to your char acter level. This ability
can be used thr ee tim es befor e needing a long
r est.

4t h Ci r cl e of Dr agon s
You can bend the w ill of dr agons to your ow n.
- Dr agon M i gh t : You m ay attem pt to dom inate
a dr agon, the dr agon m akes a saving thr ow
against the your spell pow er , if the dr agon
fails to save tr eat the effect as a Dom inate
M onster spell. The effect lasts 10 m inutes per
your cr aft m age level.

5t h Ci r cl e of Dr agon s
You can assum e the for m of a dr agon.
- Hi gh M ast er of Dr agon s: You m ay m ake a
DC25 ar cana check, you can polym or phsinto a
Gr eat Wyr m var iant of the chosen dr agon.
This effect lasts for 1d4 r ounds.
Cr itical Failur e: A Gr eat Wyr m of your type
appear s in 3d10 m inutes and attacks. The Gr eat
Wyr m has m axim um hit points.
101

El em en t al i sm
1st Ci r cl e of El em en t s

Cr itical Failur e: The cr eatur e ar r ives hostile


tow ar ds you.

4t h Ci r cl e of El em en t s

At 1st level you gain pr otection fr om your chosen


At 4th level you gain even m or e elem ental
elem ent.
contr ol.
Pr otection fr om Elem ents: Pick an elem ental type
as your Elem ental focus. You gains the follow ing El em en t al M ast er y: You gain fur ther abilities
based on their focus.
benefits depending on elem ent.
- Full Elem ental Contr ol: You m ay m ake a D20
- Fir e: Resistant to Fir e dam age, can w alk over
ar cana check . If successful the you can cr eate
lava w ithout har m for 90ft or 3 r ounds,
an elem ental out of appr opr iate m ater ials on
w hichever com es fir st.
hand. The new ly cr eated elem ental is
- Water : Resistant to Water dam age, can w alk
com pletely under the your contr ol.
over w ater for 90ft or 3 r ounds, w hichever
- Fir e: You takes no dam age fr om heat, though
com es fir st.
still takes dam age as nor m al fr om fir e. The
- Ear th: Resistant to dam age fr om Ear th
you can change the size of a fir e by 2ft per
dam age. Can w alk over quicksand, m ud or
r ound at w ill.
cr um bling ledges for 90ft or 3 r ounds,
- Water : The you can m ake w ater be as still or
w hichever com es fir st.
r ough as a stor m equal to 3ft tim es your caster
- Air : Resistant to dam age fr om Air dam age.
level. You can br eathe w ater at w ill, and has
Can w alk on clouds or clim b sm oke up for 90ft
advantage on all sw im m ing checks, ignor ing
or 3 r ounds, w hichever com es fir st.
even cur r ents and w hir lpools.
2n d Ci r cl e of El em en t s
- Ear th: The you can cast move earth w ithout
using a spell slot. You can never im m obilized
You can sum m on m inor elem entals.
by being bur ied.
- M inor Conjur ation: You m ust m ake a DC15
- Air : The you can cast gust of wind w ithout
ar cana check . On a success the you sum m on
using a spell slot. All m issile attacks against
1d4 m inor elem entals of you focus. The
the you ar e at a disadvantage. The you take
elem entals have the m inim um am ount of hit
no dam age or can be m oved by high w inds.
points they could have. The elem entals w ill
Cr itical Failur e: The cr eated elem ental cr eatur e
per for m one task, and disappear after
finishing it. They also vanish after a num ber goes ber ser k, attacking all near by.
of days equal to your caster level.

5t h Ci r cl e of El em en t s

Cr itical Failur e: A elem ental of the r ival elem ent


At 5th level you can change for m into an
appear s, hostile to you.
elem ental.

3r d Ci r cl e of El em en t s
At 3r d level you can sum m on all sor ts of
elem ental cr eatur es.

M etam or phosis: You m ust m ake an Ar cana D25


check, if successful you becom e an elem ental of
your focus. You r etain all spells and abilities. In
addition the you can tr avel to the elem ental plane
of your focus at w ill.

- M ajor Conjur ation: As above, except you


sum m on any cr eatur e fr om the chosen
elem ental plane. That cr eatur e w ill per for m a Cr itical Failur e: An elem ental of the focus type
appear s w ith m axim um hit points hostile to you.
task exactly as above.
102

Pen u m br a
1st Ci r cl e of I l l u si on
At 1st level you have lear ned the ar t of
hypnotism .
- Hypnosis: You m ust m ake a DC10 Ar cana
check . If successful the tar get m akes a
w isdom save against the your spell casting
ability. If the tar get fails, they act as if they
ar e under a suggestion spell. The suggestion
cannot m ake the tar get violate their
alignm ent or har m them selves. The effect
ends w hen tar get has per for m ed a task for
the Illusionist, taken dam age or the
Illusionist ends it. If the suggestion isn't clear
the effect autom atically fails. You r egains the
ability to use this after a shor t r est.
Cr itical Failur e: You ar e affected by the
suggestion instead, w ith the sam e r estr ictions.

2n d Ci r cl e of Pen u m br a
At 2nd level you can now tam per w ith dr eam s.
- Dr eam Alter ation: You m ust m ake a DC12
Ar cana check against a sleeping tar get. The
tar get can be up to 1 m ile aw ay per caster
level. You can send a m essage or a
nightm ar e. If a m essage is sent the tar get
w akes up w ith the m essage fr esh in their
m ind. If a nightm ar e is sent, the tar get m ay
m ake a W isdom save vs. the your spell
casting ability. If successful nothing
happens. Other w ise the tar get does not
benefit fr om the r est. If the tar get can pass
tw o saving thr ow s in a r ow they ar e im m une
to your pow er Dr eam Alter ation m ay only be
used once per dr eam .
Cr itical Failur e: The sleeping tar get w akes up
w ith the know ledge of your identity.

3r d Ci r cl e of Pen u m br a
Star ting at 3r d level you can conjur e illusionar y
m onster s.
- Delir ium Tr em ens: You m ust m akes a DC15

Ar cana check, if successful a tar get w ithin


120' is attacked by an illusionar y m onster or
m onster s w ith a CR no gr eater than your
level. The cr eatur es exist only in the tar get's
m ind, but the dam age dealt is r eal. The
effect lasts until the illusionar y m onster is
defeated, you end it, or br eaks concentr ation.
You r egains this ability after a long r est.
Cr itical Failur e: The illusion fails but you ar e
unaw ar e of that. You can take no other actions
than attem pting to m aintain the failed illusion
until they pass a DC20 Intelligence check at the
star t of each r ound.

4t h Ci r cl e of Pen u m br a
At 4th level you lear n how to cr eate item s out of
shadow.
- Shadow Reality: You m ust m ake a DC20
Ar cana check, if successful you m ay
dimension door fr om one shadow to another
in sight, or becom e a non-cor por eal shadow.
W hile in the shadow you can cr eate
im m ovable solid objects like stair s out of
shadow s. You can alter shadow s w ith in 1
yar d per level.
Cr itical Failur e: You ar e instead tr anspor ted to
the Dim ension of Nightm ar es, w her e you m ust
find your ow n w ay back to safety.

5t h Ci r cl e of Pen u m br a
At 5th level you can cr eate your ow n str onghold
fr om the Dr eam lands.
- Dr eam lands: You cr eate an inter dim ensional
str onghold in the Dim ension of Nightm ar es.
This is tr eated exactly like M ordenkainen's
M agnificent M ansion, except the m ansion
does not expir e. To entir e the str onghold you
m ust m ake a DC20 Ar cana check .
- You can cr eate shadow cr eatur es w ith a CR
up to your level and send them fr om
str onghold on a m ission. This r equir es a
DC25 Ar cana check . You can see thr ough
their eyes and hear w hat they hear. They
103

w ill r em ain until the task is done or they ar e


slain.
Cr itical Failur e: The cr eated cr eatur es go
ber ser k instead and attack you.

Th an at ol ogy
1st Ci r cl e of Th an at ol ogy
Star ting at 1st level you lear n how to pr otect
your self again undead.
- Pr otection fr om Undead: You m ust m ake a
DC10 Ar cana check . W hile this is active a
num ber of undead cr eatur es w ith CR up to
the your level cannot attack anyone w ithin
10? of the your r itual. Cr eatur es w ith low er
CRs ar e affected fir st. This pow er lasts until
the you m ove out of the cir cle, or som eone in
the cir cle attacks.
Cr itical Failur e: The you cannot attack undead
instead until you is attacked by one.

2n d Ci r cl e of Th an at ol ogy
At 2nd level you have developed the ability to
contr ol the undead.
- Contr ol Undead: You m ust m ake a DC15
Ar cana check . If successful he im m ediately
gains contr ol of undead w ithin 120' w ith a
com bined CR equal to your level. This
undead can be contr olled or destr oyed at
w ill. The effect ends at the r ise of the next
full m oon. Liches ar e im m une to this affect.
Cr itical Failur e: You fall under the contr ol of the
near est intelligent undead w ithin 120', or goes
catatonic for 1d8 hour s other w ise. You stay
under contr ol until the next full m oon or the
undead is destr oyed.

3r d Ci r cl e of Th an at ol ogy
W hen you r each 3r d level you gain the ability to
contr ol undeal.
- Cr eate Undead: You can cr aft undead after a
r itual. The r itual r equir es tw o w eeks of
r esear ch per challenge r ating, and 1000gp

per CR. Cor por eal undead need a fr esh


cor pse, incor por eal just a par t of a cor pse.
The actual r itual r equir es 1 hour per CR and
r equir es a Ar cana DC15 check, at the end the
undead is com pletely loyal to you, unlike
Contr ol Undead. Liches cannot be cr eated.
Cr itical Failur e: You take 1d6 points of Necr otic
dam age per CR of the cr eatur e attem pted, plus
another d6 for each im m unity or special attack
of the undead. This dam age ignor es any
r esistance or im m unities.

4t h Ci r cl e of Th an at ol ogy
At 4th level you can attem pt to r aise the dead.
- Raise Dead: You m ust m ake a DC20 Ar cana
check . If successful you can cast Tr ue
Resur r ection w ithout spell com ponents.
Cr itical Failur e: You loses 1 point of Constitution
for ever y level or Hit dice of the cr eatur e you
w as tr ying to r aise. If this r educes your
Constitution to 0 the caster tur ns to a pile of ash
and cannot be r esur r ected by any m eans.
Other w ise the Constitution r etur ns at the r ate of
1 per long r est.

5t h Ci r cl e of Necr om an cy
W hen you r each the 5th level of Thanatology
you obtain lichdom .

At t ai n Li ch dom
- The Necr om ancer under takes a r itual that
r equir es 20 w eeks to com plete, and costs
25,000gp. At the end of the r itual the
Necr om ancer m akes a DC25 Ar cana check . If
successful the caster im m ediately gains the
follow ing abilities fr om the Lich entr y in the
m onster m anual:
- Dam age Resistance: per lich
- Dam age Im m unity: per lich
- Condition Im m unity: per lich
- Tr uesight 120ft
- Legendar y Resistance 3/day
- Rejuvenation
- Par alyzing Touch
104

- Tur n Resistance
- Undead
Cr itical Failur e: The Lich is tur ned into a dem on
of the DM 's choice and is r em oved fr om the
gam eHigh .

Cr ypt om an cy
Runic m agic is extr em ely danger ous, the m or e
you use r unes the m or e likely ther e is a
catastr ophe. Each r une used past the fir st in a
given day incr eases the chance of a cr itical
failur e by 1. So the second tim e you check for a
Cr itical Failur e the failur e is confir m ed on a 2,
then 3, 4 etc.
Cr itical Failur e: Fir st attem pt that day: A stor m
occur s in a 24 m ile ar ea center ed on you. No
tr avel is possible. The stor m lasts 1d12 hour s.
Second attem pt that day: A earthquake occur s
like the spell. The ear thquake has a 36 m iles
r adius center ed on the you. The ear thquake
lasts for one m inute.
Thir d or m or e attem pt that day: The stor m and
the ear thquake both occur , and the r une is
r ipped fr om the m ind fr om your m ind and m ust
be r elear ned.

1st Ci r cl e of Ru n es
At 1st level you lear n the tr ue nam es for
com m on elem ents.
- Rune of M atter : You lear n the tr ue nam e for
a com m on m ater ial (gold, sand, glass, ir on).
M ake a DC10 Ar cana check . If successful the
you can m old the m ater ial 1sq ft per caster
level. The m ater ial r etur ns to its nor m al
shape in 1d4 r ounds. To acquir e a r une
r equir es 1 w eek of study, 100gp in cost and a
DC10 Investigation check .

2n d Ci r cl e of Ru n es
At 2nd level you lear n to contr ol non m agical
anim als.

or low er. M ake a DC12 Ar cana check, if


successful can take contr ol of the nam ed
cr eatur es, w ith a com bined CR equal to their
level. You can see thr ough their eyes and
hear w hat they hear. The ability lasts for 1
hour. The anim al's actions ar e lim ited by its
intelligence. To acquir e a r une r equir es 2
w eeks of study, 500gp in cost and a DC12
Investigation check .

3r d Ci r cl e of Ru n es
Upon r eaching 3r d level you have lear ned to
contr ol the elem ents.
- Rune of Pow er : Your lear n the tr ue nam e for
a sour ce of ener gy, (fir e, cold, electr icity, etc).
M ake a DC15 Ar cana check to incr ease or
decr ease the dam age of a spell using that
ener gy by a num ber of dice equal to your
level. This cannot r educe dam age below 0 or
incr ease it above 20d6. This m ay be done as
a r eaction. To acquir e a r une r equir es 4
w eeks of study, 1000gp in cost and a DC15
Investigation check .

4t h Ci r cl e of Ru n es
At 4th level you have lear ned to bind m agic to
item s.
- Runes of M agic: You lear n to bind spells to
item s. M ake a DC20 Ar cana check, if
successful the spell is bound to an item . The
spell tr igger s w hen the item is used or picked
up. Each spell r equir es a differ ent r une.
Only one r une per item can inscr ibed, the
r une is per m anent until activated or
dispelled. The r une is invisible after casting.
You can bind cr eatur e nam es to ar eas to
pr event the cr eatur e fr om enter ing. You can
inscr ibe five r unes on a golem to activate it,
at a m ater ial cost of 1,000gp per hit die.
Acquir ing a r une r equir es 8 w eeks of study,
2500gp in cost and a DC20 Investigation
check .

- Rune of Life: Your lear n the tr ue nam e for a


non-m agical cr eatur e of anim al intelligence
105

5t h Ci r cl e of Ru n es
Upon r eaching 5th level you have lear ned how
to contr ol sentient cr eatur es thr ough their tr ue
nam e.
- Tr uenam e: You lear n the tr ue nam e of an
intelligent cr eatur e. This acts exactly as a
Rune of Life. You can r eplace spells the
tar get has m em or ized w ith your ow n, and
can cast the tar get's spells or inscr ibe them
in your spell book . To acquir e a r une
r equir es 6 m onths of study, 5000gp in cost
and a DC25 Investigation check .

W i t ch cr af t
Pen al t i es: After each feat is acquir ed the
char acter loses 2 points of Char ism a
per m anently, to a m inim um of 3.

1st Ci r cl e of W i t ch cr af t
At 1st level you have lear ned to br ew potions
and char m those ar ound you w ith your w or ds.
- Br ew s and Potions: Identical to the Alchemy
1st cir cle ability Alchem ical Pr epar ation,
except the concoction is in the for m of a
potion. You do not get the incr eased
pr epar ation tim e like alchem ists how ever.
Cr itical Failur e: The potion has the opposite
affect intended.
- Silver Tongue: M aks a DC10 Ar cana check, if
successful the you gain advantage on all
per suasion r olls for one hour.
Cr itical Failur e: You ar e incapable of falsehoods,
including by om ission for one hour.

2n d Ci r cl e of W i t ch cr af t
Star ting at 2nd level you have lear ned to cr aft
dolls to inflict cur ses upon your enem ies.
- Doll Cur se: You cr eate a pair of dolls that
look like your victim , the pr ocess taking tw o
days per level of the victim , r equir ing you to
place one doll in the victim 's hom e. If the
doll is destr oyed all effects end. Each night
you can per for m one of the follow ing actions
by m aking a DC12 Ar cana check .
- Pain: The victim takes 1d6 dam age, not
r educed by anything.

- Sickness: The victim becom e violently ill, no


m agic can cur e the disease.
- M adness: The victim m ust m ake a W isdom
Save vs. your Spellcasting Ability or lose a
point of Constitution. The only w ay to
r estor e this loss is to find and destr oy the
doll.
Cr itical Failur e: The doll is destr oyed and the
you suffer the effects of a Bestow Curse spell,
effects up to the DM . The cur se is dispelled
nor m ally.
W itches Char m : M akes a DC12 Ar cana check,
if successful the Char m r estor es all lost
Char ism a fr om the W itchcr aft Cir cle for 24
hour s.
Cr itical Failur e: The w itch loses a per m anent
point of Char ism a.

3r d Ci r cl e of W i t ch cr af t
At 3r d level you lear n to cr eate m inions to ser ve
your needs.
- Spellbinding: M ake a DC15 Ar cana check, if
successful you conjur e a num ber of
cr eatur es w hose com bined CR ar e equal to
the your level. The cr eatur es m ust be of the
sam e alignm ent as you. The cr eatur es ar e
utter ly loyal to you, and you can see thr ough
their eyes. The cr eatur es last until slain or
dism issed.
Cr itical Failur e: Instead of appear ing, the
cr eatur e takes over your body for an entir e day.

4t h Ci r cl e of W i t ch cr af t
W hen you r each 4th level you gain the ability to
shapechange into lesser cr eatur es.
- Shapechange: M akes a DC15 Ar cana check
and can assum e the shape of a cr eatur e or
cr eatur es w hose com bined CR is equal or
less than your s. The cr eatur es cannot have
m or e than 4HD each. In the case of m ultiple
cr eatur es you becom es a single cr eatur e and
contr ols the other s. Dam age dealt to a
contr olled cr eatur e is dealt the you w hen
you r etur ns to nor m al for m . This ability
lasts until you dispels it.
Cr itical Failur e: You cannot r etur n to nor m al
for m , the effect m ust be dispelled nor m ally
106

5t h Ci r cl e of W i t ch cr af t
W hen you r each the 5th level of W itchcr aft,
you have lear ned to take possession of other
cr eatur es.
Ultim ate Possession: On a DC25 Ar cana check
the W itch m ay M agic Jar into an unw illing
victim as per the spell. The victim m ust be of
equal or low er level but gets no save. You
m ay stay in the victim s body until you

decides to r elinquish contr ol. The victim is


fully aw ar e of w hat is happening w hile
possessed. The w itch m ay cast her spells or
use any of the victim 's abilities w hile in
possession.
Cr itical Failur e:You possess the victim , but
your body dies. If you r elease contr ol or ar e
for ced out by a dispel m agic spell or sim ilar ,
you die.

Nor dic Rune Magic


In the old tales of Jar ls, ther e w er e given to
the gr eat lor ds of old w or ds of pow er by the
Im m or tals. The w or ds give those that use
them tr em endous w isdom , str ength, w ealth
or a host of other gifts, but at a ter r ible cost.
Each tim e a Nor thm an lear ns a new r une,
ther e is a ver y good chance they w ill per ish in
the attem pt. Ther e is a gr eat cost to acquir ing
each r une.
To acquir e a r une you m ust seek out a cler ic
of the Nor ther n Im m or tals, know n as a
godr ic. You m ust then convince the godr ic to
per for m the r itual to let them r equest
know ledge fr om the Im m or tal. Dur ing the
r itual the ar e ar e hung fr om a tr ee, bur ied
alive, left to the elem ents or other w ise placed
in extr em e danger. Ther e the char acter w ill
r em ain for nine days. W hen the Godr ic
r etur ns you w ill either aw aken, gr eatly
w eakened fr om the or deal, or have died in
the attem pt. It is a r isk m any ar e w illing to
take.
To per for m the r itual you m ust w or ship of the
Nor ther n im m or tals (Odin, Thor , Fr ey/Fr eya,
Loki or Hel) and m ust contact the Godr ic as
above. If you ar e able to convince the Godr ic
helps you under goe a r itual suicide. This puts
you at 0 hit points. Then you m ust m ake

thr ee death saves w ith no healing or help


fr om other s. Any non-m agical ability to
m odify deaths saves is allow ed. If you die
then you cannot be r esur r ected. Other w ise
you w ill aw aken in nine days fr om your near
death state. You then lose 1 point of
Constitution per m anently, but gain the
know ledge of a r une. You m ust m ake a DC15
Char ism a save, if successful you can pick the
r une you have lear ned, other w ise it is
deter m ined at r andom .
A r une has m ultiple uses. You can use
each ability of the r une once befor e needing a
long r est. The effect of the r une lasts for 10
m inutes unless a spell effect or other w ise
stated. If the r une allow s for a saving thr ow ,
you use your char ism a to deter m ine the DC of
the saving thr ow. Som e r unes have
per m anent affects that tr igger autom atically.
Rune effects that tr igger im m ediately r esolve
upon being activated. The r une m ust be
applied to an item or a per son to activate.
This take a full action.

107

Rune/Nam e

Effect

Effect

Effect

Effect

Fehu/Cattle

You detect gr eatest


am ount of tr easur e in
90ft.

Indicates dir ection to a


specifically identified
cr eatur e

Item of value is under


effect of nondetection
spell for one day

Per m anently
announces your
ow ner ship of an item
w hen picked up.

Ur ur /Aur och

Causes hostile w ild


anim al to becom e
placid unless a w isdom
save is m ade.

Your str ength becom es


18.

All attacker s w ithin 30'


w ill only attack your
char acter for dur ation
of effect.

None

Thur s/Giant

Per m anent advantage


on per suasion skill
checks against giantish
cr eatur es.

Hostile giant cr eatur e


becom es stunned
unless it can pass a
saving thr ow at the
star t of each r ound

Char acter enlarges like


the spell.

None

As/Im m or tals

Gr ants True Sight like


spell

Center s a Protection
from Good and Evil in a
10' cir cle ar ound you.

You have advantage on


all saving thr ow s

None

Raidu/Jour ney

For next six hour s


autom atically aw aken if
enemy or hostile
cr eatur e appr oaches

Can autom atically


deter m ine w hich w ay is
your destination

For the next six hour s


gain advantage on all
Constitution skill checks
due to fatigue or

None

Kaunna/Fir e

For tw o hour s the r une


w ill bur n on an item
like a tor ch, but not
consum e the item .
Rune goes out if
subm er ged.

The r une w ill bur n on a


w eapon, dealing 3d4
extr a fir e dam age. This
w ill not har m the
w eapon.

None

None

Gefu/Giving

You gain advantage on


any Per suasion skill
checks to acquir e
assistance

You gain advantage on


Per suasion skill checks
to com e to a peaceful
agr eem ent.

None

None

Wunju/Joy

You gain advantage on


Per for m skill checks in
fr ont of an audience

You gain advantage on


any Per suasion check to
acquir e aid

Cr eatur es in 20' m ust


m ake Char ism a saving
thr ow or stop fighting

None

Hagla/Cr uelty

Casts a lightning bolt


like the spell, for 3d6
dam age

Casts sleet stor m


center ed on your self
for 10 m inutes.

None

None

Isar /Ice

Fr eezes a 10x10 ar ea of
w ater into ice thick
enough to hold your
w eight.

Casts Ice Storm w ithin


60'. Dam age is 3d6.

None

None

Jar n/Fr uitful Natur e

You detect poison of


any type in food or
dr ink

You detect spell


com ponents or
alchem ical ingr edients
in 1 m ile.

None

None

Ihw ar /Hunter

You gain advantage to


hit w ith m issile
w eapons.

W hen using Sur vival


skill to hunt, you can
autom atically captur e
anim als alive.

You autom atically pass


any attem pt to tr ack a
non-m agical anim al.

None

108

Rune/Nam e

Effect

Effect

Effect

Effect

Pethr u/Unseen

You ar e ignor ed by
those w ithin 60' until
effect ends or you
attack .

M essages w r itten w hile


the r une is activated ar e
invisible except to
r ecipient

You know s of pr esence


but cannot see invisible
cr eatur es w ithin 60'

None

Algir /Elk

Your shield gains a +1


m agical bonus.

You gain advantage on


savings thr ow s against
m agic.

You can cause one


attack against him to
m iss autom atically.

None

Sow elu/Sun

One healing effect used


heals the m axim um
am ount of dam age. The
r une then expir es.

You can cast Revivify


just like a cler ic.

None

None

Tiw ar /War

You can autom atically


do m axim um dam age
w hen r olling, r une then
expir es.

You ar e im m une to fear


for dur ation of r une.

Enem ies w ithin 10'


have disadvantage
testing for fear.

None

Ber kana/Bir ch

You cast Barkskin on


your self.

You have r esistance


against next sour ce of
dam age

You can im m ediately


use any available hit
dice for healing.

None

Ehw ar /Hor se

You can see thr ough


your hor se's eyes.

You autom atically


passes any Anim al
Handling skill checks
w ith hor ses

Can sum m on specific


hor se w ithin one m ile if
hor se know char acter.

None

M annar /M an

You im m ediately know s


m otivation of one
str anger.

You can ask thr ee


questions to a per son
that m ust be answ er ed
in full and tr uthfully.

Instantly know the


dir ection of the ow ner
of an item .

None

Lagur /Water

You can cast water


br eathing.

You can float,


r egar dless of w eight, as
w ell has hold up one
per son.

Invoking the r une on a


ship keeps it fr om
sinking for 10 m inutes x
1d6.

Using the r une on a


stick causes the stick to
keep one per son afloat
for 24 hour s.

Ingw ar /Gr ow th

Causes vegetation to
gr ow r apidly in 15',
cr eating difficult
ter r ain.

Causes a single item


m ade out of a plant
m ater ial to becom e 5x
lar ger.

Casts enlarge on a single


anim al.

None

Odala/Bir thr ight

Another char acter


im m ediately ignor es
one attack that w ould
r educe their hit points
to 0

You ignor e the next


attack that w ould
r educe them to 0 hit
points. This effect does
not expir e until attack
is negated.

None

None

Dagar /Day

Rune becom es br ight as


day for 200'.
Illum ination is tr eated
as dir ect sunlight.

Rune cr eates dar kness


w ithin 120' of char acter.

Char acter can see


per fectly in the dar k for
120'

None

109

NewSpells
Accou n t i n g
4th Level Divination (W izard)

At higher levels. W hen you cast this spell using


a spell slot of 4th level or higher , add 10 m inutes
to the dur ation for ever y level above 3r d.

Cast i n g Ti m e: 10 M inutes
Ran ge: 10 feet.
Com pon en t s: V, S, M (1 ledger w or th 10gp,
consum ed)
Du r at i on : Instantaneous
W hen cast on a r oom no bigger than 10x10x10,
this spell checks the m ath of ever y ledger ,
invoice, and sales slip in the ar ea. All er r or s ar e
discover ed, em bezzling detected, and r ecor ds
balanced. Anything suspicious is r ecor ded in
the ledger used as a com ponent. This spell is
taught only by the Dar okin M er chant's Guild
and M inr othad Tutor ial Guild.

Bl each
Cantrip (W izard)

Car een
2nd level Transmutation (W izard)
Cast i n g Ti m e: 1 action
Ran ge: 100 feet
Com pon en t s: V, S, M (sand paper )
Du r at i on : Per m anent
This spell r em oves all sea gr ow th fr om a 10x10
section of a ship. If used as a touch attack, the
victim takes 1d8+1 per caster level on a failed
saving thr ow. This spell is taught only by the
M inr othad Tutor ial Guild.

Cal l u pon Radi an ce

Cast i n g Ti m e: 1 m inute

5th level Invocation (W izard, Sorcerer/Radiance)


ritual

Ran ge: Touch

Cast i n g Ti m e: 1 m inute

Com pon en t s: S

Ran ge: Self

Du r at i on : Per m anent

Com pon en t s: V, M (soul cr ystal)

W ith a touch you r em ove a stain fr om a cloth,


non-m agical w r iting fr om paper , or dye fr om
fabr ic. This spell is extr em ely popular w ith the
students at the Gr eat School of M agic.

Du r at i on : 10 m inutes per level

Cal m W i n ds
3th level Alteration (W izar d)
Cast i n g Ti m e: 1 action
Ran ge: 360 yar ds
Com pon en t s: V, S, M (bit of sail cloth)
Du r at i on : 10 m inutes.
W hen you cast this spell you change all w eather
affects on the w ind char t (Page 109 of the DM G)
fr om heavy to light. It has no effect on fog or
pr ecipitation. This spell is taught nor m ally only
by the M inr othad Tutor ial Guild.

The caster infuses him self w ith the pow er of the


Rad, gr anting him 1 Rad die per level. The
caster can spend the die w hen casting a spell to
change one die of dam age per char ge to it's
m axim um value. The spell expir es at the end of
the dur ation or w hen all char ges ar e spent.
W hen the spell is cast the caster m ust m ake a
DC 13 Constitution saving thr ow or becom e
exhausted, the DC goes up by tw o for ever y tim e
a Radiance spell has been cast since a long r est.
This spell is consider ed extr em ely r ar e, casting
it in public, especially in Glantr i or Alphatia w ill
dr aw all sor ts of unw anted attention.

110

Du r at i on : Instantaneous
By touching the w agon you can autom atically
detect w her e the w agon w as packed cor r ectly.
This spell does not guar antee the w agon w ill be
r epacked cor r ectly, just if it w as done r ight the
last tim e. The spell is taught only by the
Dar okin M er chant's Guild.

Cl ear Si gh t
1st level Divination (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: V, S
Du r at i on : Concentr ation

Ch eck Car avan


4th level Divination (W izard)
Cast i n g Ti m e: 1 hour
Ran ge: 1 m ile
Com pon en t s: V, S, M (Cr ystal w or th 100 GP)
Du r at i on : Instantaneous
This spell finds any flaw s in a car avan befor e it
leaves. Sick anim als, badly secur ed car go, or
dam aged w agons, the spell w ill let the caster
know autom atically w hat is the pr oblem . The
spell w ill w or k on car avans up to 100 w agons in
length, but m ust be cast befor e they leave in the
m or ning. It w ill only detect physical pr oblem s,
not intentions. It w ill not tell you if the guar ds
ar e planning to r ob you. This is spell is only
taught by the Dar okin M er chant's Guild.

You can see to the hor izon as if it w er e ten feet


in fr ont of you. You ar e r estr icted by nor m al
conditions like fog or dar kness, and can only see
nor m ally or at m axim um r ange. Spells and
abilities that ar e in effect ar e not affected, so
spells like Tr ue Seeing ar e am plified by this
spell. This spell is nor m ally only available
thr ough the M inr othad Tutor ial School.

Cl i m at e
3rd level Transmutation (W izard)
Cast i n g Ti m e: 1 hour
Ran ge: 30 feet
Com pon en t s: V, S, M (sm all jar of w ater )
Du r at i on : 1 hour per level
W hen cast this spell changes the clim ate in 1
m ile per level. You can decide any clim ate fr om
ar ctic to tr opical. The w eather w ill behave like
the desir ed patter n for as long as the spell is
active. Weather patter ns w ill for m slow ly, it is
not an instantaneous effect.

Cl ot h w al l
Ch eck Load

4th level Conjuration (W izard)

2nd level Divination (W izard)

Cast i n g Ti m e: 5 m inutes

Cast i n g Ti m e: 1 m inute

Ran ge: Self

Ran ge: Touch

Com pon en t s: V, S, M (silver needle)

Com pon en t s: V, S

Du r at i on : Per m anent
111

A single sheet of cloth extr udes fr om your


hands, cr eating a single 30x30 non-m agical
cloth. If you have pr oficiency in Weaver 's Tools
you can shape the cloth into a shape like a tent
or a gar m ent. The cloth com es out a single
color , and is tough and dur able. It cannot be
attached to anything w hen cast, it com es in a
pile on the gr ound.

Cr eat e Ai r
3rd Level Conjuration (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: S, M (gr ain of sea salt)
Du r at i on : Per m anent

Con t r ol Dest i n y
7th Level Enchantment
(W izard/Sorcerer/Radiance)
Cast i n g Ti m e: 1 M inute
Ran ge: Self
Com pon en t s: V, S
Du r at i on : Concentr ation, up to 8 hour s.
W hen you cast Contr ol Destiny you gain a
num ber of Rad dice equal to your level. Until
the spell expir es or w hen you r un out of char ges
w hen you have to m ake a saving thr ow you
autom atically pass the saving thr ow. Each
saving thr ow costs one char ge.
W hen the spell is cast the caster m ust
m ake a DC 15 Constitution saving thr ow or
becom e exhausted, the DC goes up by tw o for
ever y tim e a Radiance spell has been cast since
a long r est. This spell is consider ed extr em ely
r ar e, casting it in public, especially in Glantr i or
Alphatia w ill dr aw all sor ts of unw anted
attention.

Cou n t Coi n s
Cantrip Divination (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S
Du r at i on : Instantaneous
W hen you touch a container and cast this spell
you instantly know n the num ber and quantify
of the coins w ithin. This has no effect on
anything other than m etal coins, and does not
tell you the nationality of the coins. This spell is
taught only by the Dar okin M er chant's Guild
and M inr othad Tutor ial Guild.

You cr eate enough fr esh air to fill a 10x10x10


r oom . The cr eated air displaces any gas ther e,
but heavier gases w ith displace the air after the
casting. The air cr eated is not pow er ful enough
to push anything other than gas.
At Higher Levels. W hen you cast this spell
using a spell slot of 4th level or higher , cr eate an
additional 10x10x10 section of air for each level
above 3r d.

Cr ow d Su m m on i n g
2nd Level Enchantment (Bard, W izard)
Cast i n g Ti m e: 10 m inutes
Ran ge: 120' feet
Com pon en t s: V, S, M (a piece of shiny cloth)
Du r at i on : Concentr ation, up to 1 hour
Cr ow ds ar e natur ally dr aw n to you w hile this
spell is active. Any test to gain attention fr om
people or selling a pr oduct have advantage. You
m uch have at least 50 people in the affected
ar ea to cast this spell. It does not pr ohibit them
fr om leaving, but m akes you m uch m or e
inter esting to them . This spell is nor m ally
taught only by the Dar okin M er chant's Guild
and M inr othad Tutor ial Guild.

Di sch ar ge
8th level Invocation (W izard/Sorcerer/Radiance)
Cast i n g Ti m e: 1 Action
Ran ge: 10' per char ge
Com pon en t s: V, S
Du r at i on : Instantaneous
You r elease all Radiance dice you still have fr om
other spells. This spell does 10 points of Radiant
dam age per die expended to a single tar get.
Dischar ge ignor es all dam age r esistance and
112

im m unity. A successful Dexter ity saving thr ow


halves the dam age.
W hen the spell is cast the caster m ust m ake a
DC 16 Constitution saving thr ow or becom e
exhausted, the DC goes up by tw o for ever y tim e
a Radiance spell has been cast since a long r est.
This spell is consider ed extr em ely r ar e, casting
it in public, especially in Glantr i or Alphatia,
w ill dr aw all sor ts of unw anted attention.

as soon as one of the w izar ds is slain the shield


ends. If neither of the w izar ds is dead at the
end of tw o hour s, the shield dissolves,
disintegr ating all tr apped inside, no saves or
m agic r esistance allow ed. If w izar ds br ing
gr oups w ith them , all pr esent m ust declar e their
loyalty. The spell ends w hen the last com batant
of one side is dead.

Eval u at e
Dou se Fl am e

1st Level Divination (W izard)

1st Level Abjuration (W izard)

Ca sting Time: 1 action

Cast i n g Ti m e: 1 Action

Ran ge: Touch

Ran ge: 10 feet

Com pon en t s: V, S, M (1 platinum piece)

Com pon en t s: V, S, M (spr inkle of w ater )

Du r at i on : Instantaneous

Du r at i on : Per m anent

By touching an item you im m ediately know its


value in gold pieces. This spell r eveals nothing
other than m onetar y w or th. This spell is taught
only by the Dar okin M er chant's Guild and
M inr othad Tutor ial Guild.

You im m ediately extinguish a 10x10 section of


non-m agical fir e. You even r em ove all heat, so
ther e is no danger of the fir e r eigniting. This
spell has no effect on m agical fir e or cr eatur es
m ade of fir e.
At Higher Levels. W hen you cast this spell
using a spell slot of 2th level or higher ,
extinguish an additional 10x10 section of fir e
for each level above 1st.

Em bezzl e
4th Level Illusion (W izard)
Cast i n g Ti m e: 1 m inute
Ran ge: Touch

Du el -Sh i el d

Com pon en t s: V, S, M (a touch of char coal)

8th Level Conjuration (W izard)

Du r at i on : 1 Day

Cast i n g Ti m e: 1 hour

After casting this on a docum ent or ledger , all


skill checks to check the m ath or see if m oney is
m issing is at a disadvantage. This spell is
taught only by the Dar okin M er chant's Guild
and M inr othad Tutor ial Guild, though they ar e
both loathe to adm it it.

Ran ge: Self


Com pon en t s: V, S, M (r uby w or th 5,000 that is
cr ushed w hen spell is cast)
Du r at i on : 2 hour s or death of w izar d.
This spell r equir es tw o m ages to cast, each m ust
know the spell. This is a spell unknow n outside
Alphatia, w hen it is cast it can only end w ith the
death of one of the w izar ds. It cr eates a dom e
60' in diam eter encom passing both w izar ds.
Nothing shor t of a w ish spell can br ing this
shield dow n once cast. Nothing can penetr ate
the shield fr om either dir ection.

Eye of t h e Eagl e
5th level Enchantment (Cleric/Druid)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (eagle feather )

The shield is used for duels to the death,

Du r at i on : 10 m inutes
113

W hile under the effect of this spell, if the per son


affected by this spell r olls m axim um dam age
w ith an attack fr om a long or shor t bow , you
can r oll another die of the sam e type and add
that dam age to the total. Continue doing so
until you do not r oll m axim um dam age on the
die.

W hile the paint is w or n by the tar get, they ar e


under the effects of a bless spells and have
advantage on all W isdom (Sur vival) tests. The
bless effect ends once it is used, but but not the
skill advantage. If the bear er of the paint fails a
saving thr ow against a w ater based attack or is
subm er ged the spell ends. If cast as a r itual the
caster m ay tar get a num ber of people equal to
his caster level w ith this spell.

Fi r ebow
3rd level Invocation (Cleric)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (hickor y ash)
Du r at i on : 1 r ound/level or until all the char ges
ar e used.
A long or shor t bow is char ged w ith 3 char ges.
W hen the ar cher shoots an ar r ow , he can use
any num ber of char ges. Each char ge adds 1d8
to the dam age if the attack hits. If the attack
m isses the char ges ar e lost. The spell expir es if
all the char ges ar e spent.
At Higher Levels. W hen you cast this spell
using a spell slot of 4th level or higher , add tw o
additional char ges for each level above 3r d.

I gn or e Road
1st level Abjuration (W izard)
Cast i n g Ti m e: 10 m inutes
Ran ge: 100 feet
Com pon en t s: V, S, M (dir t fr om the r oad being
tr aveled on)
Du r at i on : 1 day
W hile under this spell car avans ar e able to
avoid holes, bad w eather and other pitfalls
along badly m aintained r oads. You have
advantage on all Anim al Handling or Vehicle:
Land skill checks you have to m ake w hen
testing to see how far you've tr aveled over land.
This spell is taught only by the Dar okin
M er chant's Guild.

Fi r e Gat e
5th level Conjuration (Cleric)

I n f u si on

Cast i n g Ti m e: 1 r ound

6th level Enchantment (Cleric)

Ran ge: 10 feet

Cast i n g Ti m e: 10 m inutes

Com pon en t s: V, S

Ran ge: 10 feet

Du r at i on : Instantaneous

Com pon en t s: V, S, M (bit of buffalo dung)

W hen you cast this you enter any bonfir e lar ge


enough to cover you com pletely. You take no
dam age fr om the fir e w hen you do this. You
m ay then telepor t to any fir e that you know of,
stepping out of the second fir e unscathed.

Du r at i on : One day.

Hu n t i n g Pai n t

You m ay cast this spell on a num ber of tar gets


equal to your cler ical level. W hile this spell is
active, each per son under its effect
autom atically passes their next saving thr ow.
The spell for them then expir es. The spell can
expir e on one per son and stay active on
another.

2nd level Enchantment (Cleric, Druid) ritual


Cast i n g Ti m e: 30 m inutes

I n ven t or y

Ran ge: touch

3rd level Divination (W izard)

Com pon en t s: V, S, M (face paints)

Cast i n g Ti m e: 10 m inutes

Du r at i on : 1 day

114

Ran ge: Touch


Com pon en t s: V, S, M (sm all abacus)

Or i en t at i on

Du r at i on : Instantaneous

Cantrip Divination (W izard, Ranger)

You instantly know the contents and quantity of


any container , w agon or vessel that you touch.
You w ill know w hat is in it, but not anything
m or e specific than w hat it is m ade of. You
cannot detect if som ething is m agical inside.
You w ill know a chest contains a sw or d, but not
if it is a the king's sw or d. This spell is taught
only by the Dar okin M er chant's Guild and
M inr othad Tutor ial Guild.

Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: S
Du r at i on : Instantaneous
You autom atically know w hich dir ection is
nor th w hen you cast this. It does not tell you
anything apar t fr om the or ientation.

Ni gh t w at ch

Pr eci pi t at i on

2nd level Enchantment (W izard)

1st level Conjuration (W izard, Druid)

Cast i n g Ti m e: 1 action

Cast i n g Ti m e: 10 m inutes

Ran ge: Touch

Ran ge: Self

Com pon en t s: V, S, M (bat's w ing)

Com pon en t s: V, S, M (vial of pur e w ater )

Du r at i on : 1 night

Du r at i on : 1 hour

The affected cr eatur e can see in the dar k as w ell


as he could see if it w as daylight, up to 200 feet.
After 200 feet ever ything appear s to be in a
haze. This spell has no affect in daylight, or
inside or under gr ound. This spell is taught only
by the Dar okin M er chant's Guild and M inr othad
Tutor ial Guild.

You cr eate a light pr ecipitation or r ain, snow ,


sleet or hail in a 120' diam eter center ed on
your self. The w eather isn't heavy enough to be
anything m or e than annoying. Fr ozen
pr ecipitation w ill m elt in hotter tem per atur es
w hen it hits the gr ound.

Pr edi ct Weat h er
Oi l sk i n

2nd level Cantrip (W izard)

1st level Transmutation (W izard)

Cast i n g Ti m e: 10 m inutes

Cast i n g Ti m e: 1 action

Ran ge: 10 m iles

Ran ge: Touch

Com pon en t s: V, S, M (dir t fr om local ar ea)

Com pon en t s: V, S, M (bit of eel skin)

Du r at i on : Instantaneous

Du r at i on : 20 m inutes

You know w hat kind of w eather and of w hat


intensity it w ill occur in a 10 m ile diam eter
ar ound you. You have a gener al idea w hen the
w eather w ill ar r ive, and fr om w hat dir ection.

You cannot get w et by any m eans shor t of


com plete im m er sion. Rain w ill not touch you,
even w aves acr oss a ship w ill not get you w et.
You suffer no penalty tr ying to see in a stor m
because r ain does not get in your eyes. This
spell is taught only by the M inr othad Tutor ial
Guild.
At Higher Levels. W hen you cast this spell
using a spell slot of 2th level or higher , the
dur ation incr eases 20 m inutes for each level
above 1st.

Qu i ck en Pace
2nd level Enchantment (W izard)
Cast i n g Ti m e: 10 m inutes
Ran ge: Self
Com pon en t s: V, S, M (sm all w hip)
115

Du r at i on : 1 day
Any hor se or w agon under your contr ol dur ing
this spell incr eases it over land tr avel by 2 m iles
for daily tr avel. It has no effect on speed other
than total daily distance tr aveled. This spell is
taught only by the Dar okin M er chant's Guild.
At Higher Levels. W hen you cast this spell
using a spell slot of 3r d level or higher , you
m ove an addition 2 m iles for each level above
2nd.

Ret ai n Pow er
7th level Enchantment
(W izard/Sorcerer/Radiance)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: V, S, M (soul cr ystal)
Du r at i on : Per m anent
You can r etain the Rad dice fr om Radiance
spells per m anently by casting this spell. You
can then spend the char ges w henever you w ish,
stor ing them indefinitely. The m or e Radiance
you stor e in your body the m or e difficult it
becom es to cast spells. Ever y five char ges of
Radiance you have stor ed counts gives a +2 to
the DC of any skill checks m ade to avoid fatigue
fr om casting Radiance spells.
This spell is consider ed extr em ely r ar e,
casting it in public, especially in Glantr i or
Alphatia w ill dr aw all sor ts of unw anted
attention.

Rot

Sav i or Fai r e
2nd level Enchantment (Bard, W izard)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: V, S, M (bit of cologne)
Du r at i on : 1 hour
You instinctively know how not to em bar r ass
your self w hen in an unfam iliar setting. You
have advantage in skill checks to m ake fr iends
in locations w her e you ar e not fam iliar. You
m ay not know the language but can get by being
a w allflow er or w ith hand gestur es. This spell is
nor m ally taught only by the Dar okin M er chant's
Guild and M inr othad Tutor ial Guild.
At Higher Levels. W hen you cast this spell
using a spell slot of 3r d level or higher , the
dur ation is incr eased by an hour for each level
above 2nd.

Sea Legs
1st level Enchantment (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (bit of lim e)
Du r at i on : 1 hour
W hile under the effects of the spell the tar get
suffer s no penalties for m oving on a r ocking
ship, and is im m une to seasickness and other
ailm ents br ought on by being unaccustom ed to
ship life. This spell is taught only by the
M inr othad Tutor ial Guild.

2nd level Necromancy (W izard)


Cast i n g Ti m e: 1 action

Si l ver Ton gu e

Ran ge: Touch

2nd level Enchantment (Bard, W izard)

Com pon en t s: V, S, M (bit of r ust)

Casting Tim e: 1 action

Du r at i on : Per m anent

Range: self

You cause a single non-m agic item to decay into


uselessness. The item m ust be able to be held in
your hand. Wood r ots, cloth becom es m oth
eaten, m etal r usts. Item s held by another m ust
be touched w ith an attack r oll, the ow ner of the
item can m ake a Dexter ity save to avoid the
item 's destr uction.

Com ponents: V, S, M (silver piece)


Dur ation: 10 m inutes
As long as you do not lie, you have advantage on
all Per suasion skill checks. Om issions and
exagger ations ar e per m itted, but if you tell a
blatant falsehood the spell ends. Telling
116

som eone ?This is the finest dagger in Dar okin?


is acceptable, but not that it w as w ielded by
Halav him self. This spell is nor m ally taught
only by the Dar okin M er chant's Guild and
M inr othad Tutor ial Guild.

Sm u ggl i n g

Du r at i on : Per m anent
You cover a 50' r ope or 10x10 ar ea w ith tar. The
tar is sticky and w ill bur n if an open flam e is
applied to it. Tur pentine w ill r em ove it. You
can cast this spell offensively, if the tar get fails a
Dexter ity save they ar e cover ed in tar , and m ay
be set on fir e as nor m al.

3rd level Illusion (W izard)


Cast i n g Ti m e: 10 m inutes
Ran ge: Touch
Com pon en t s: V, S, M (sm all electr um statue)
Du r at i on : 1 day
This spell can affect a per son, a w agon, or a
ship. W hile affected anyone tr ying to sear ch the
tar get for hidden contr aband has disadvantage
on all Per ception skill checks. It does not m ake
the car go invisible, but people ar e m or e likely to
over look it. This spell is taught only by the
Dar okin M er chant's Guild and M inr othad
Tutor ial Guild, but not openly.

Th or n spear
1st level Conjuration (Cleric, Druid)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: V, S, M (bit of m istletoe)
Du r at i on : 1 m inute
You cr eate a 5' long m agical spear that does
3d10 dam age and can be thr ow n. The spear is
nor m al in all aspects, but disappear s after you
attack w ith it.

Tal k t o Sea Cr eat u r es

Th u n der dr u m

1st level Divination (W izard) ritual

3rd level Invocation (Cleric)

Cast i n g Ti m e: 1 action

Cast i n g Ti m e: 1 action

Ran ge: Self

Ran ge: 120'

Com pon en t s: V, S

Com pon en t s: V, S, M (dr um )

Du r at i on : 10 m inutes

Du r at i on : Instantaneous

You gain the ability to com pr ehend and ver bally


com m unicate w ith sea cr eatur es for the
dur ation. The know ledge and aw ar eness of
m any beasts is lim ited to their intelligence, but
at a m inim um beasts can give you infor m ation
about near by locations and m onster s, including
w hatever they can per ceive or have per ceived
w ithin the past day. You m ight be able to
per suade a sea cr eatur e to per for m a sm all
favor for you, at the DM 's discr etion. This spell
is taught only by the M inr othad Tutor ial Guild.

Your dr um cr eates a deafening noise that dr ives


enem ies aw ay. Cr eatur es, fr iend or foe, w ithin
10' of you ar e not affected. Cr eatur es CR1 or
less autom atically becom e fr ightened.. Other
cr eatur es m ust pass a W isdom saving thr ow or
becom e fr ightened. This spell has no effect on
cr eatur es w ith m or e hit points than you. All
cr eatur es affected take Thunder dam age equal
to your cler ic level.

Tar
1st level Conjuration (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (a sm all bit of tar )

W hile fr ightened by this spell, a cr eatur e


m ust take the Dash action and m ove aw ay fr om
you by the safest available r oute on each of its
tur ns, unless ther e is now her e to m ove. If the
cr eatur e ends its tur n in a location w her e it
doesn't have live of sight to you, the cr eatur e
can m ake a W isdom saving thr ow , on a
successful save the spell ends for that cr eatur es.

Tr an scen d Li f e For ce
9th level Transmutation (W izard, Sorcerer,
117

Radiance) ritual

Du r at i on : Per m anent

Cast i n g Ti m e: 2d12 hour s

You change all w ater in a 10x10x10 ar ea to ice.


If cast at a r iver or ocean the spell w ill cr eate an
iceber g, w hich w ill be m oved by cur r ents as
nor m al. The ice in non-m agical, and is tr eated
as r ough ter r ain if on the gr ound.

Ran ge: Self


Com pon en t s: V, S, M (100,000 gp w or th of exotic
m ater ials as deter m ined by the DM )
Du r at i on : Per m anent
The ultim ate spell of the Radiance, this spell
gives you a chance at becom ing an Im m or tal.
Just lear ning this spell should be the goal of an
entir e cam paign. The only w ay to acquir e the
spell is to lear n it fr om a Pr ince or Ar chduke of
Glantr i, be a m em ber of the Br other hood of the
Radiance, and have the sponsor ship of an
Im m or tal of the Spher e of Ener gy.
To cast the spell you m ust have 50
Radiance dice saved thr ough the Retain Pow er
spell. Once cast the you finds your self floating
befor e a golden door , w hich becom es m or e
difficult to r each as the caster tr ies. To r each
the door the caster m ust pass six skill checks in
the for m of saving thr ow s. You m ust save
against each saving thr ow at DC25 to pr ove they
ar e w or thy. If you fail any of them you w ake up
in pain at the end of the spell. For 2d4 days you
have a 30% chance of spell failur e and cannot
cast any Radiance spells for the dur ation. In
addition you m ust m ake a DC15 Constitution
save or lose a point of Constitution per m anently.
If all the skill checks ar e passed, you find
your self on the other side of the door befor e an
Im m or tal of the Spher e of Ener gy. The
Im m or tal w ill explain ever ything that has just
happened, and the m eaning behind the
Radiance. The Im m or tal w ill then explain the
last check is a duel. You m ust fight an
Em pyr ean loyal to the Spher e of Ener gy alone.
If you succeed, you have becom e an Im m or tal, if
you fail your life for ce is used to pow er the
Radiance. If you achieve im m or tality your
char acter is r em oved fr om play to becom e a
pow er ful for ce in the Know n Wor ld.

Tr u st
1st level Cantrip (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: S, M (silver piece)
Du r at i on : 1 r ound
Your gain advantage on the next Deception
check you m ake befor e the spell expir es. This
spell is nor m ally taught only by the Dar okin
M er chant's Guild and M inr othad Tutor ial Guild.
War p Wood
1st level Transmutation (W izard, Druid)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (bit of w yr m w ood)
Du r at i on : Per m anent
You cause a single non-m agic w ooden item to
w ar p into uselessness. The item m ust be able to
be held in your hand. Item s held by another
m ust be touched w ith an attack r oll, the ow ner
of the item can m ake a Dexter ity save to avoid
the item 's destr uction.
Wat er y For m
2nd level Transmutation (W izard) ritual
Cast i n g Ti m e: 1 m inute
Ran ge: Self
Com pon en t s: V, S, M (dr op of pur e w ater )

Tr an sm u t e Wat er t o I ce
3rd level Transmutation (W izard)
Cast i n g Ti m e: 1 m inute
Ran ge: 100 feet
Com pon en t s: V, S

Du r at i on : Concentr ation
You tr ansfor m into a volum e of w ater equal to
your m ass. Your clothing and gear tr ansfor m s
w ith you, and you cannot be separ ated. W hile
you ar e in this state you can only be har m ed by
m agic w eapons, cannot attack, and m ove 1/3
118

your nor m al speed. In addition you can br eath


w ater nor m ally, but if you ar e in a body of
w ater you m ove along w ith the w ater at the
speed of the cur r ent.

Wat ch er
1st level Divination (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch

Wal l of Wood

Com pon en t s: V, S, M (piece of ivy)

4th level Conjuration (Druid)

Du r at i on : 1 hour.

Cast i n g Ti m e: 1 action

W hen you cast this on a plant or local anim al,


any attem pt to m ove past the plant or anim al by
another cr eatur e as least sm all size or above
causes the plant or cr eatur e to sound a loud
keening noise, clear ly audible to all w ithing 60'.
Undead do not tr igger the effect, but invisible
and flying cr eatur es do. This spell is nor m ally
only taught to Tr eekeeper s or For ester s.

Ran ge: 120 feet


Com pon en t s: V, S, M (hear tw ood of an oak)
Du r at i on : Concentr ation, up to 10 m inutes
A nonm agical w all of solid w ood spr ings into
existence at a point you choose w ithin r ange.
The w all is 6 inches thick and is com posed of ten
10-foot-by-10-foot panels. Each panel m ust be
contiguous w ith at least one other panel.
Alter natively, you can cr eate 10-foot-by-20-foot
panels that ar e only 3 inches thick .
If the w all cuts thr ough a cr eatur e?s space w hen
it appear s, the cr eatur e is pushed to one side of
the w all (your choice). If a cr eatur e w ould be
sur r ounded on all sides by the w all (or the w all
and another solid sur face), that cr eatur e can
m ake a Dexter ity saving thr ow. On a success, it
can use its r eaction to m ove up to its speed so
that it is no longer enclosed by the w all.
The w all can have any shape you desir e, though
it can?t occupy the sam e space as a cr eatur e or
object. The w all doesn?t need to be ver tical or
r est on any fir m foundation. It m ust, how ever ,
m er ge w ith and be solidly suppor ted by existing
w ooden suppor ts. Thus, you can use this spell to
br idge a chasm or cr eate a r am p.
If you cr eate a span gr eater than 20 feet in
length, you m ust halve the size of each panel to
cr eate suppor ts. You can cr udely shape the w all
to cr eate cr enelations, battlem ents, and so on.

At higher levels: W hen you cast this spell using


a spell slot of 2th level or higher , extend the
dur ation by 1 hour per 1 slot over 1st.

Wr at h of At r u agh i n
9th level invocation (cleric)
Cast i n g Ti m e: 1 action
Ran ge: 120 feet
Com pon en t s: V, S, M (m edicine pouch,
consum ed in the casting)
Du r at i on : Instantaneous
You br ing dow n the w r ath of the Im m or tal
Atr uaghin on your foes. Assign a num ber of
dice equal to tw ice your cler ic level to the
tar geted cr eatur es, the pool m ay be divided any
w ay you decided by you, it need not be the sam e
dam age type per tar get. You can descr ibe each
affect, som e cr eatur e ar e hit by fir e, other s by
lightning for exam ple.

The w all is an object m ade of w ood that can be


dam aged and thus br eached. Each panel has AC
15 and 30 hit points per inch of thickness.
Reducing a panel to 0 hit points destr oys it and
m ight cause connected panels to collapse at the
DM ?s discr etion.
If you m aintain your concentr ation on this spell
for its w hole dur ation, the w all becom es
per m anent and can?t be dispelled. Other w ise,
the w all disappear s w hen the spell ends.
119

Goodsand Services
120

M agical Item Availability


M ystar a is a w or ld r ich in m agic. M agical
devices ar e fair ly com m on, especially in the
m agocr acies of Alphatia and Glantr i. Other
nations like M inr othad and Dar okin ar e so
involved in tr ading that anything can be
found for a pr ice. Indeed, in som e cities
m agic item s ar e openly haw ked to passer sby,
fr om the m undane tool to the exotic ar tifact.
Item Rar ity

To find an item for pur chase, fir st calculate


the var ious m odifier s for city size, location
and item r ar ity. If the per centage is less than
1% the item is not pr esent at your location.
Other w ise m ake the r oll to see if you can find
the item . Each r oll takes up one w eek of
dow n tim e. If you fail the r oll the w eek is
w asted. If you fail thr ee r olls looking for the
item , it is not pr esent at that location.
National M odifier s

Rar ity

Base Cost

Chance

# Found

Com m on

75

40%

2d6

Uncom m on

300 gp

20%

1d6

Rar e

2250 gp

10%

1d3

Ver y Rar e

35000 gp

5%

Legendar y

50000+ GP

1%

1 Ever

Nation

Cost

M odifier

Bonus #

Alfheim

+25%

+20%

1d3

Alphatia

-10%

+30%

1d6

Atr uaghin

+500%

-75%

Dar okin

-20%

+15%

1d6

Ethengar

+50%

-50%

Five Shir es

-10%

-20%

1d2

Glantr i

-25%

+40%

1d8

City M odifier
Size

Population M odifier Bonus #

Settlem ent

<500

-30%

Tow n

<5000

-10%

Ier endi

+30%

-30%

City

<20000

1 item

Kar am eikos

0%

0%

0%

Capitol

<50000

+10%

1d3

M inr othad

+10%

+25%

1d4

M etr opolis

>50000

+20%

1d6
Ostland

+30%

-20%

Rockhom e

+65%

-40%

Ser r aine

+100%

+50%

Soder fjor d

+40%

-50%

Thyatis

-15%

-10%

1d6

Vestland

+10%

-10%

Ylar uam

+100%

-50%

Special M odifier s
Featur e

M odifier

Bonus #

Cost

Por t

+10%

1d2

-10%

Tr ading Post

+5%

+20%

M age's Guild

+10%

1d3

+25%

For eign Nation

-20%

+30%

121

Major Importsand Exports


You have advantage tr ying sell m ajor im por ts or buy m ajor expor ts.
You have disadvantage tr ying to sell m ajor expor ts or buy m ajor im por ts.
City

Notes Nation

Exports

Imports

Aasla

Alphatia

Gems, Spices, Glass, Ivory, Common Metals

Fish, Monsters, Books, Precious Metals, Silk

Akesoli

Darokin

Fish, Porcelain, Coffee, Tea

Silk, Spices, Salt

Akorros

Darokin

Meat, Fish, Hides

Cloth, Wine, Semi-precious stones

Alfheim City

G, T

Alfheim

Precious Woods, Glass

Rare Books, Wine

Alpha

P, G

Alphatia

Grain, Meat

Ivory, Wine, Tea, Coffee

Athenos

Darokin

Meat, Gems, Spices, Ivory, Glass

Monsters, Animals, Porcelain, Precious Woods

Atruaghin

Atruaghin

Tobacco, Coffee, Tea, Horses

Silk, Beer, Semi-precious stones

Biazzan

Thyatis

Spices, Coffee, Tea, Silk

Rare Books, Ivory, Animals

Castellan

Soderfjord

Dyes, Semi-precious stones, Precious Woods

Armor, Fish, Pottery

Corunglain

Darokin

Gems, Monsters, Semi-precious stones

Weapons, Pottery, Hides

Cubia

Thyatis

Pottery, Dyes, Horses

Grain Meat, Hides

Darokin City

Darokin

Grain, Ivory, Precious Woods, Silk

Monsters, Gems, Precious Metals, Horses

Rockhome

Armor, Gems, Weapons

Grain, Tobacco, Animals

Dengar
Dunadale

Alphatia

Weapons, Monsters, Gems, Porcelain

Coffee, Tea, Ivory, Grain, Glass

Ethengar

Ethengar

Horses, Salt, Hides

Weapons, Common Metals, Common Wood

Fabia

Thyatis

Wine, Dyes, Animals

Fish, Common Woods

Filtot

Ierendi

Oil, Salt, Grain

Meat, Monsters, Rare Books

Freiburg

Free City

Animals, Porcelain

Weapons, Armor, Oil

Gapton

Minrothad

Textiles, Coffee, Tea

Rare Books, Spices, Pottery

Glantri City

Glantri

Rare Books, Monsters, Pottery

Gems, Tobacco, Glass

Harbortown

Minrothad

Fish, Dyes, Animals

Spices, Meats, Wines

Helskir

Alphatia

Dyes, Salt

Fish, Hides, Coffee, Tea, Pottery

Ierendi

Ierendi

Fish, Precious Metals

Dyes, Cloth, Animals

Jaboor

Ylaruam

Coffee, Tea, Oil, Glass

Meat, Spices, Wine

Karameikos

Glass, Porcelain, Common Metals

Grain, Ivory, Meat

Kelvin

122

City

Notes

Nation

Imports

Exports

Kerendas

Thyatis

Meat, Wine, Beer, Precious Woods

Dyes, Common Wool, Oil, Grain

Kobos

Ierendi

Hides, Monsters, Horses

Silk, Ivory

Glantri

Oil, Dyes, Common Metals

Precious Wood, Semi-Precious Stones, Spices

Kopstar
Landfall

Alphatia

Hides, Monsters

Grain, Coffee, Tea, Dyes

Malfton

Minrothad

Spices, Oil, Porcelain, Grain

Common Wood, Meat, Beer, Cloth

Minrothad

P, G

Minrothad

Coffee, Tea, Grain, Fish, Dyes, Beer

Precious Metals, Gems, Common Wood,


Pottery, Cloth

Newkirk

Alphatia

Dyes, Armor

Coffee, Tea, Gems, Porcelain

Norrvik

Vestland

Silk, Salt, Weapons

Ivory, Pottery, Cloth

Oceansend

Alphatia

Rare Books, Common Woods

Dyes, Salt, Silk

Seahome

Minrothad

Common Wood, Precious Wood

Silk, Dyes, Hides

Darokin

Rare Books, Cloth, Precious Wood

Dyes, Fish, Glass

Selenica
Shireton

Five Shires

Grain, Wine, Beer

Coffee, Tea, Fish

Soderfjord

Soderfjord

Common Wood, Grain

Wine, Armor

Specularum

Karameikos

Common Wood, Animals, Hides, Precious


Woods

Weapons, Armor, Horses, Furs

Rockhome

Monsters, Ivory, Previous Metals

Meat, Silk, Textiles

Minrothad

Weapons

Grain, Precious Wood

Ylaraum

Precious Metals, Rare Books, Monsters,


Pottery

Weapons, Cloth

Stahl
Stronghold

Surra-Man-Raa

Tameronikas

Thyatis

Coffee, Tea, Cloth, Animals

Glass, Porcelain, Salt

Tel Akbir

Thyatis

Coffee, Tea, Oil, Beer

Hides, Cloth, Dyes

Tenobar

Darokin

Fish, Cloth, Pottery

Precious Metals, Salt, Hide

Thyatis

Thyatis

Silk, Weapons, Armor, Horses

Gems, Precious Metals, Spices, Oil, Furs

Verdun

Minrothad

Common Wood, Precious Wood, Cloth,


Rare Books

Dyes, Silk, Salt, Furs

Glantri

Textiles, Hides, Wine

Silk, Beer, Meat

Ostland

Fish, Cloth, Textiles

Common Woods, Meat

Yvoness
Zeaburg

Notes: P: Por t G:M age's Guild T:Tr ading Post


123

Great Marketsof theKnown World

Al f h ei m is the only tr ue city in the nation of


Alfheim . Built to concentr ate for eign tr ader s
in one location inside the elven kingdom , it is
the best place to find elven goods.

The Gr an d Bazaar of Ylar uam is a fr enzied


site for tr ading. Her e ever ything m ust be
pur chased thr ough haggling, and coin is not
the only w ay to pur chases m er chandise.

At h en os Har bor in Dar okin is w her e you can


find alm ost anything, r egar dless of legality.
Busy day and night, the city in know n for it's
thr iving and open black m ar ket.

Thyatis' Gr eat M ar k et is one of the busiest in


the w or ld. Stalls str etch for m iles as ever y sor t
of good or ser vice can be found her e if you
look har d enough, not m atter the tim e.

The Cen t r al M ar k et in Dar okin City is possibly Stahl's M ar k et Di st r i ct is the best place to find
the lar gest m ar ket in the w or ld. Anything can the goods of Rockhom e. The m ar ket is the
be found her e, fr om m agical devices to w ild
staging gr ound for the car avans, but item s can
anim als. Ever ything has a pr ice her e.
be pur chased her e befor e they leave.
Glantr i's Open M ar k et is the place to pur chase M i n r ot h ad Ci t y is one lar ge m ar ket itself.
m agic item s. Pr oduced by the Gr eat School of Fr om the Low er and Upper M ar kets to Cr aft
M agic and local w izar ds, seem ingly ever ything Row , you ar e never far fr om a stor e fr ont in
for sale her e has som e sor t of dw oem er.
this m er cantile haven.
The M ar k et of t h e Gol den Cou r t is Ethengar 's The Wor l d El evat or in Atr uaghin is a lift
only tr ue m ar ket. Ther e under heavy guar d
constr ucted to m ove m er chants up the plateau.
m er chants can str ike deals w ith the nom ads to The Bear Tr ibe has set up a lar ge tr ading post
pur chase lar ge quantities of livestock .
at the base to get goods befor e the other tr ibes.
124

Darokin Guilds

Minrothad Guilds

Al -Azr ad. Located in Selenica, Al-Azr ad


specializes in tr ade w ith Ylar uam . The guild
does actual little business w ith the r est of
Dar okin because of its distant location.

Cor ser . Set up by hum ans, Cor ser specializes


in luxur y goods. W hile the guild actually
pr oduces ver y few pr oducts, the sheer cost of
them m akes the guild pr ofitable.

Cor u n . Based out of Cor unglain, Cor un


focuses on tr ading m er chandise str ictly
inside of Dar okin. Cor un is know n for it's
pow er ful political connections.

El san . Set up by the w ater elves, Elsan is the


lar gest ship building guild in M inr othad.
Elsan m akes a lar ge am ount of m oney
thr ough fishing and w haling.

Fr an i ch . The new est m ajor guild, Fr anich has


no specialty and instead has inter ests in
alm ost ever y type of com m er ce. As befits
their style, Fr anich is located in Dar okin City.

Ham m er . Com pr ised of dw ar ves, Ham m er


handles all tr ade dealing w ith m etal and
stone. The guild m akes the finest w eapons
and ar m or s thr ough a secr et pr ocess.

Hal l on i ca. Based in Selenica this is the


dom inant house in the East. Hallonica
succeeds by being one of the m ost politically
adept houses thr ough m utual diplom acy.

M er cen ar i es. Actually the standing ar my for


M inr othad, the guild is found both on land
and in ships. The guild is a political one and
is paid for its ser vices by the gover nm ent.

Li n t on . Located in the por t city of Athenos


Linton is the only nautical tr ade guild in
Dar okin. They ar e one of the r ichest guilds
because of their gr eatly incr eased r ange.

M i n r ot h ad. The nation of M inr othad uses a


guild str uctur e as its gover nm ent. Neutr al in
the affair s of other guilds, M inr othad is still
the m ost dom inant guild in the nation.

M au n t ea. The m ost pow er ful guild in


Dar okin, M auntea has set the standar d for
political pow er in Dar okin city for centur ies.
M ost innovations have com e fr om M auntea.

Qu i ck h an d. A guild consisting of pr im ar ily


hin, Quickhand deals w ith leather goods and
fuelm aking. The guild also focuses on
cr eating dishes and ar t objects fr om clay.

Pen n ydow n . Another guild based in Dar okin


City, Pennydow n m akes its m oney on sheer
volum e. W hile not of the best quality, their
pr oducts can be found ever yw her e.

Ver di er . Pr im ar ily w ood elves, Ver nier


specializes in all goods w ood and cloth.
Ver dier also has a duty to handle agr icultur e,
a duty they shar e w ith Guild Quickhand.

Ton ey. The sm allest of the gr eat houses,


Toney dom inates lake shipping out of Akesoli.
Tr ading heavily w ith Glantr i and Atr uaghin,
Toney also specializes in agr icultur e.

Sea M er ch an t s. A political guild com pr ised


of sailor s and dockhands, the Sea M er chant
or M er chant Sailor 's guild handles the
tr anspor t of all goods m ade in M inr othad.

Um bar t h . Though based in distant Akesoli,


Um bar th m akes its m oney by being the m ost
w idespr ead guild. Tr ading w ith alm ost ever y
know n nation, Um bar th r eaches ever yw her e.

Tu t or i al . A com bination of sever al sm aller


guilds, the Tutor ial Guild handles all legal
pr oceedings and tr ains guild w izar ds in the
w ays of guild m agic.

125

Toolsand Equipment
M any adventur er s in M ystar a ar e tr ained in a tr ade or pr ofession befor e becom ing adventur er s.
For som e, especially in M inr othad and Dar okin, adventur ing is a m eans to acquir e m or e capitol for
a side business. Other adventur er s pick up use tr ades that help them m end or cr eate w eapons,
ar m or or even legal know ledge in cases of legal difficulties.
Weapon s
Item
Cost
Weight
Nam e
Cost Dam age
Wt. Pr oper ties
Advocacy Books
75gp
10 lbs
Cestus
1gp 1d4
1 lb. Finesse, Light
Ar m or er 's Tools
35gp
70 lbs
bludgeoning
Bar ge M aking Tools

35gp

7 lbs

Bow yer Tools

15gp

3 lbs

Builder 's Tools

50gp

20 lbs

Cabinetm aker 's Tools

8gp

7 lbs

Canvas M aker 's Tools

5gp

4 lbs

Car t M aker 's Tools

15gp

8 lbs

Cooper 's Tools

3gp

5 lbs

Far m er 's Tools

5gp

22 lbs

Financier 's Ledger s

50gp

8 lbs

Fletcher 's Tools

3gp

1 lb

Law yer 's Books

100gp

15 lbs

Lum ber jack's Tools

25gp

30 lbs

M ining Tools

10gp

25 lbs

Net M aker 's Tools

2gp

4 lbs

Rope M aker 's Tools

1gp

6 lbs

Saddle M aker 's

25gp

10 lbs

Shepher d's Tools

10gp

10 lbs

Shipw r ight's Tools

65gp

120 lbs

Tailor 's Tools

15gp

4 lbs

Tool M aker 's Tools

25gp

18 lbs

Tr ap M aker 's Tools

45gp

7 lbs

Wagon M aker 's

35gp

6 lbs

W heelw r ight's Tools 15gp

4 lbs

Kasas

25gp 1d6 slashing

W histling 3 sp None
Ar r ow

3 lb. Finesse, Light

lb.

Signal noise
only

126

Castles and Str onghold Constr uction


Constr uction
Detail

Cost (GP) AC

HP

Descr iption

Bar bican

37,000

17

700

Includes tw o tow er s (30'x20'), gatehouse, gate &


dr aw br idge

Battlem ent

500

17

50

Cr enelated Par apet 100'

Building, Wood

1500

15

40

Tw o-stor y, 120' of w alls, door s, stair s, floor s and r oof

Building, Stone

3000

17

60

Tw o-stor y, 120' of w alls, door s, stair s, floor s and r oof

Door , Exter ior Wood or Stone

100

20

35

Reinfor ced & Bar r ed (7'x5')

Dr aw br idge

250

15

50

Wooden Reinfor ced (10x20)

Dungeon Cor r idor 500

N/A

N/A

10'x10'x10', stone flagged, stone w alls

Gate, Wooden

1000

20

100

Reinfor ced & Bar r ed, (10'x20')

Gatehouse

6500

17

550

Stone (20'x20'x30'), includes gate and por tcullis

Keep, Squar e

75000

17

2500 Stone (80'x60'x60)

M oat, Unfilled

400

N/A

N/A

Ditch (10' deep, 20' w ide, 100')

M oat, Filled

800

N/A

N/A

Canal (10' deep x 20' w ide, 100')

Tow er , Bastion

9000

17

300

Stone, half-r ound (30'x30')

Tow er , Round 1

30,000

17

350

W ide tow er , stone (30'x30')

Tow er , Round 2

15000

17

250

Nar r ow Tow er , stone (30'x20')

Wall, Castle

5000

17

500

Stone (20'x5'x100') w ith w alk and stair s

Wall, Wood

1000

15

300

Stockade (20'x5'x100') w ith w alk and stair s

W indow , Open

10

N/A

N/A

3'x1', pr ovides cover

W indow , Bar r ed

20

15

35

3'x1', pr ovides cover


127

Captain Quinn's Nautical Empor ium


The pr ide of the Minr othad Islands is pr oud to of f er these f ine magical items
acquir ed af ter a lif etime of adventur e on the high seas. Each of these f ine
magic items w ill make any ship's captain's lif e so much easier , you'll w onder
how you got along w ithout them. Pr ices ar en't listed, because if you have to
ask, you can't af f or d it. Check us out in Harbortow n, the Old Tow n side.
Am u l et of Ti m ek eepi n g. For those you who know anything about navigation,
the only real way to know where you are going east to west is by keeping
accurate time. This beauty does exactly that. Use the command word and it
will keep accurate time no matter what.
W hile activated you know the exact tim e, and gain advantage on all skill
checks using navigator 's tools m ade on the open ocean for navigating.
(Uncom m on)
Bal an ce of Con ver si on . This beauty is a must for people trading in areas that
don't accept coins, or for cashing in gems without having to pay the jeweler's
fee. Simply put either coins or a gem on one side of the balance, say the magic
word, and the balance will turn coins into a gem of equal value or the gem into
coins of the gem's worth.
W hen activated the balance w ill tur n up to 1,000 coins (the balance only
holds 100 coins if not in a bag) in a gem of equal value. If a gem is placed on
the balance then the balance tr ansfor m s it into local coins of equal value.
The balance can be used up to thr ee tim es a day. (Rar e)
Bead of Dew. This one you'll want to stock up on. Perfect when you have to
stock up on your water supplies but your source of water is of a dubious
nature. Just drop one of these into a barrel of water, and you've instantly got
pure clean drinking water.
The bead w ill pur ify up to 100 gallons of w ater w hen places in the vessel
containing the w ater. The effect is per m anent, though the w ater m ay foul
nor m ally after w ar ds. This uses up the bead. (Com m on)
Cabi n et of Secu r i t y. A must for captains who don't like people meddling in
their affairs. The cabinet has several functions, and you'll use all of them. First
only you can open it without magic. Second it can't be moved unless you want
it to. Third, and most important, you can decide what drawers are visible when
people are looking through it.
The cabinet has thr ee effects, all tr igger ed w ith the com m and w or d. The fir st
effect causes Ar cane Lock to be cast on the cabinet. This lasts until its ow ner
uses the com m and w or d to deactivate it. The second pr events the cabinet
fr om being m oved. The only w ay to m ove the cabinet to take a section of the
floor w ith it. The last effect allow s the ow ner to cr eate an illusion that any
num ber of dr aw er s to appear as em pty shelves. Any of the effects can be
used as often as needed. (Rar e)
Ch al i ce of Det ect i on . This one is a true lifesaver. Nothing fancy about it, any
kind of poison is put into the chalice and it turns it into a frothy foul smelling
green liquid. You will instantly know that somebody is trying to drug you.
Then all you have to do is use the cat of nine tails to figure out who.
W hen a poison is placed in the chalice, the chalice tr ansfor m s the liquid
inside it to a gr een foul sm elling fluid. W hile it does not neutr alize the
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poison, it is im possible to m iss the tr ansfor m ation. (Uncom m on)


Desk of St u dyi n g. For you Aurumancers or other wizardly types, you need
this. The desk speeds up the time it takes to memorize spells from a few hours
to just a few minutes. W hile the desk to too large to take adventuring, it's
perfect in a captain's cabin.
W hen a w izar d sits at the desk to pr epar e spells, it only takes 1 tur n to
pr epar e all the spells instead of 1 m inute per spell level. (Ver y Rar e)
Ear r i n g of Seam an sh i p. So you've got a landlubber that don't know the jib
from the head and you can't just throw him overboard. W ith this little gem
you'll make a salt out of him yet. Just stick it in his lobe and he'll automatically
know the difference between a rope and a line. If he ain't got his ears pierced
yet, well, that's why they made knives.
Wear ing the Ear r ing gives you pr oficiency in Vehicles (Water ). (Uncom m on)
Fi gu r eh ead of Pr ot ect i on . If you don't have one of these on your ship yer a
damned fool. This beauty will keep your ship from harm, no matter what.
Rocks, sea monsters, or ballista fire fire just scratches the paint. The only way
your ship is going to the deep is through sorcery, nothing else will touch it.
W hile attached to the bow of an ocean going ship, the ship gains Im m unity
(non-m agic attacks). (Legendar y)
Gaf f of Dock i n g. The best way to make money on the seas is to leave nothing
to chance. This item's effect isn't impressive, but the peace of mind it gives a
ship's captain is worth the price. Just touch the gaff to the ship or mooring you
are docking with and your ship will effortlessly slide along side it. Can also be
used for boarding actions, but you didn't hear that from me.
W hen touched to a dock or another ship, your ship w ill gently m ove along
side it, no check needed. (Com m on)
Gavel of Au t h or i t y. W hile a Captain's M ast is rarely a pleasant thing, with the
gavel at least they will listen to you. Just slam it down once and everyone
present will be captivated by your every word. Great for stopping mutinies
before they start.
W hen activated your Char ism a based skill checks have advantage for 1 tur n.
The Gavel can be used thr ee tim es per day. (Uncom m on)
Han dk er ch i ef of Fl i r t i n g. This one you will get a lot of use out of at parties
and soirees. Just wave it in front of your face, say the magic word and for the
next hour you will be the life of the ball. Ladies will find you irresistible, no
matter how bad your jokes.
W hen activated you have advantage on all Per suasion skill checks of a
r om antic natur e against char acter s of the opposite sex for one hour. The
Handker chief of Flir ting w or ks once per day. (Uncom m on)
Han dk er ch i ef of Len gt h s. This is a discrete but effective lifesaver. Looks like
an ordinary kerchief, but you say the command word and you can lengthen it
out for a couple hundred feet. Great when you need to make a quick get away
off a balcony or have to tie up some guard while you do a little ransacking.
The Handker chief w ill go fr om sever al inches long to up to 200 feet long
w hen you pull on it as you use the com m and w or d. The w eight w ill not
change, and the handker chief has the sam e toughness of silk r ope. It w ill
r etur n to nor m al size if you use the com m and w or d again, untying itself on
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the opposite end if necessar y. (Uncom m on)


Ever f u l I n k w el l . If you're a penny pincher like myself, you'll love this magical
creation. It never runs out of ink, ever! Write your memoirs knowing you've
spent your last copper on ink. It won't even spill when tipped over! How can
you beat that kind of value?
The inkw ell never r uns out of ink w hen used w ith a pen. The ink is
non-m agical, and w ill only com e out w hen a pen is dipped in it. (Com m on)
I r on s of I m pr i son m en t . Sometimes you have to clap a man in irons. Knowing
our business, that man will usually know his way around a lock or two. So
what to do? Try these magical shackles. They work on command words, they
don't even have a lock! One word locks them in place, another word frees them.
Remember to take them off before you chuck the sorry bastard overboard.
The ir ons w hen activated lock in place as an Ar cane Lock until the other
com m and w or d unlocks them . The ir ons cannot be dam aged except by
m agic. (Uncom m on)
Ladl e of Dr i n k i n g. An absolute must for extending the life of your rum ration!
Just say the magic word and the ladle will refill itself ten times with what ever
beverage you just poured. M orale is much easier to maintain if they know the
booze is safe.
W hen activated the Ladle r efills up to ten tim es w ith a non-m agical bever age
that w as last in the ladle. The bever age is non-m agical, but has all the sam e
pr oper ties as the copied bever age. The copied bever age m ust be potable. The
Ladle can be used once per day. (Uncom m on)
Li br u m of Eval u at i on . W hen you are tired or just being lazy, this book will
turn the task of appraising your latest haul into a minor distraction. Just touch
the gem or jewelry to the blank page on the left, and the librum will give you a
description and monetary appraisal on the blank page on the right. Then just
turn the page and start with the next bit of loot. W hen the book is full, close it
up and start again the next day with all the pages pages magically wiped clean!
A Libr um of Evaluation com es w ith 80 + 2d20 pages. Touching a non-m agical
piece of jew elr y or gem causes the libr um to cast an evaluate spell on it, w ith
the r esults m agically w r itten on the opposite page. W hen the book is full, it
ceases to function for 24 hour s after w ar ds the book is w iped clean and can be
used again. (Uncom m on)
Por t abl e M ast . You will want several of these, trust me. Say you lose a mast in
a storm or to hostile action. Normally you are in dire straights, but with a
portable mast replacing the lost sail is a breeze. Just clear the damaged one out
of the way, place this pole and say the magic word. The pole will grow to
replace the missing mast, complete with fully rigged sails!
The por table m ast only w or ks on ships. W hen the com m and w or d is spoken
the 10' pole gr ow s to the size of the desir ed m ast, and even pr oduces sails and
r igging of the appr opr iate type. Saying the com m and w or d again r etur ns the
sail back to its nor m al shape. (Rar e)
Needl e of Sew i n g. Got this little treasure off an Ierendi captain in a game of
cards, along with everything she was wearing but her socks. This one is a real
time saver. Just touch it to what you need fixed, say the magic word and the
needle will stitch back up! Not just cloth, I've seen this thing sew back
splintered wood good a new. Your sailmaker will thank you for this one.
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The needle can be used to cast the mending cantr ip at w ill. (Com m on)
Oar of Row i n g. Another fantastic piece of nautical magic, the Oar will row by
itself with the strength of twenty men! Just put the business end in the water
and say the magic word and off you go. Now unless you want to go in circles,
you'll need twenty men on the other side of the boat as well. Or just just buy
two!
W hen the paddle is placed in the w ater the oar w ill r ow by itself as if pulled
by tw enty m en until the com m and w or d is spoken again. Unless an equal
am ount of r ow er s or another Oar of Row ing is on the opposite side of the
ship, the ship w ill go in cir cles. (Rar e)
Ar om at i c Pi pe. This is just a creature comfort, but a needed one. Place any
combustible material in the pipe, from tobacco to paper, say the command
word and the pipe will turn it into a lovely pipeweed with any flavor desired.
Turn torn up paper into the finest Belcadiz tobacco, or go for more exotic smells
like cherry wood or m int.
W hen the com m and w or d is spoken the pipe the pr oduces a flavor ed sm oke
of the sm oker 's choice. (Com m on)
Pol e of An gl i n g. If you need fresh fish for the crew, or you are fishing for
bigger game, this gem here is what you be needing. Bait the hook, cast the line,
and name your catch. As long as its near by you'll haul it without harm within
a minute. Best part it as long as it lives in the sea, you can catch it! Giant
crabs, sea serpents, merfolk, all can snatched from the sea with this beauty.
Yeah don't expect the mermaid to be happy to see you if you reel her in with
this.
The user nam es a sea cr eatur e and casts the line. If the cr eatur e is w ithin 1
m ile they w ill sw im to the line in 1d6 r ounds. Once the tar get has taken the
bait the pole w ill r eel them in w ithout har m . The pole w ill not w or k on
cr eatur es w ith 100hp or m or e, and any cr eatur e CR3 or higher can m ake a
Str ength save vs. DC10 to avoid the affects. The pole can be used thr ee tim es
a day, including failed attem pts.
Qu i l l of For ger y. W hile I'm not suggesting you partake of any illegal activities,
sometimes you need something authorized and the local authorities are asking
for a tad more than the going price for the service. W ith this dandy item, just
get a sample of their handwriting and you can make any form look perfectly
legal!
The Quill of For ger y r equir es a sam ple of the w r iting to be copied to be held
in the off hand. W hen activated you can per fectly copy the handw r iting of
the sam ple w ell enough to pass any scr utiny. The Quill can w r ite up to 100
w or ds per day befor e needing to r echar ge for 24 hour s. (Rar e)
Ru dder of Gu i dan ce. Any captain that doesn't have one of these on his ship is
a damned fool if you ask me. You put the rudder on your ship, say the
command word and your destination and the rudder will steer straight to the
destination, never once veering off course. If you have to take a detour, just say
the command word again and the ship is yours. Cuts down on the need for a
helmsman dramatically.
The Rudder of Guidance has to be installed on a ship to w or k . Once activated
the ship w ill not go off cour se, but w ill go the shor test w ay possible, even if
that r oute takes the ship thr ough inclem ent w eather or danger ous ar eas.
(Rar e)
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Soap of Wash i n g. You will thank me for this purchase later. Just put this bar
of soap in a bucket of water and for the next hour and stain the water touches is
instantly cleaned. Works on crew as well! Just line them up in a row and get to
washing, your nose will appreciate it!
Put the soap in a container of w ater , for the next hour any non-m agical stain
touched by the w ater is instantly cleaned. The soap is used up in the pr ocess.
(Com m on)
Spoon of M edi cat i on . So you've got a man down with an illness, before it
spreads to the rest of the crew get him back to shipshape with this dandy
charm. Just fill it with honey and shove the remedy down his throat, disease
cured!
To activate fill the spoon w ith honey and im bibe. The spoon w ill cur e all
non-m agical diseases. The spoon can be used once per day. (Com m on)
Tabl e of Pl en t y/Ban qu et s. This wonder is perfect for saving your ship's stores,
especially if your steward isn't the greatest cook in the world. Simply say the
command word and four meals will magically appear, complete with settings!
The food is adequate fare, and can be summoned three times a day. Now if you
have the gold, upgrade to the Table of Banquets to keep the entire ship happy.
Now the table will expand to feed up to 40 people, just like above. You'll need
the space of course, my suggestion is to use it above decks when possible as the
table will be 60' long. Best part, say the command word again and all the
scraps instantly vanish!
The Table of Plenty w ill m agically cr eate up to four m eals thr ee tim es a day,
com plete w ith place settings, candles and tablecloth. Anything m oved m or e
than 5' fr om the table vanishes. The Table of Banquets w ill also expand up to
60', w ith settings for four additional people per 5' expanded. The Table of
Banquets w ill r etur n to nor m al size w ith the com m and w or d again. It is
identical in all other pur poses as the Table of Plenty. (Rar e/Ver y Rar e)
Tom e of Tr an sl at i on . So you're ashore on the Isle of Dread and the village
chief is telling something and you don't know if he's offering you his daughter
or inviting you to be the main course at dinner. Well, worry no longer! Hold
open the Tome of Translation and all conversation will be translated into the
language of the reader. Works great until you realize the village chief can't
read.
W hen the Tom e is open all dialogue is tr anscr ibed into the language of the
per son being spoken to. The Tom e w ill r ecor d up to 300 pages of dialogue
befor e it slam s shut and r equir es 24 hour s to r echar ge, then it w ill open w ith
all pages blank again. (Uncom m on)
Xylogr aph. One problem you have with a lot of sailors is they can't write for
anything. This is the answer to your prayers! This seemingly boring square
piece of wood will sketch out everything you say with perfect spelling as soon
as you say the command word. Say it again and the grooves magically fill with
ink! Then just put a piece of parchment to it and you've got yourself a letter
that would make any scribe jealous.
W hen you say the com m and w or d the Xylogr aph r ecor ds ever ything said in
its pr esence by inscr ibing the w or ds onto its self. Activating it again fills the
gr ooves w ith m agical ink and you can use paper to m ake the dialogue into a
letter. You can also dr aw on it w ith just your finger , the Xylogr aph w ill shape
to for m your dr aw ing. The Xylogr aph can be used once per day.
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Tarla'sEpicurean Delights
After a successful career adventurering, I havesettled down and focused on my try loveof finefood and
drinks. NowI amableto offer you thewidest variety of beverages, cheesesand breadsfromacrossthe
known world. Perfect for dining with royalty or sea salts. With locationsin Darokin, Minrothad, Thyatis,
Alphatia and nowGlantri City, you arenever far away fromthebest foodsat thelowest prices.
Ask about dealson larger quantities.
W ines
Azu r e Lu n e de Vi n : A m agical br ew fr om the W izar ds of W ines, this fr uity br ight blue w ine m akes
its im biber aler t and ener getic, until the effect w ear s off and the full effect of the w ine kicks in.
(Rem ove one level of fatigue for 4 hour s at the end of four hour s gain tw o levels of fatigue.)
Bottle: 20pp, Glass: 7pp (You m ay only benefit fr om a glass once per day)
Cava: A light, bubbly w ine m ade by the Belcadiz elves of Glantr i. The w ine of choice by them ,
consider ed a delicacy by vintner s.
Bottle: 8pp, Glass: 8gp
Ch am pagn e de l e St om p: Fr om the W izar d of W ines w iner y in New Aver oigne, de le Stom p is
consider ed one of their finest. A heady w ine, w ith a str ong distinct taste.
Bottle: 15pp, Glass: 3pp
Deepw ood Spi ce W i n e: A special blend fr om Clan Chossum , this one is unique as its r ich alm ost
bitter flavor is loved by hum ans and dw ar ves, but elves consider it a poor house w ine.
Bottle: 12pp, Glass: 12gp
Gl ow t r ee Fr u i t W i n e: Another im por t fr om Clan Chossum , this one is pr efer r ed by elves and has a
sm all dem and by Hin. To other s the str ong citr us flavor can be over w helm ing.
Bottle: 5pp, Glass: 1pp.
Hi gh Sh i r e M u l ber r y W i n e: A com m on w ine im por ted fr om the Shir es, the ber r y taste on this
vintage is an acquir ed taste.
Bottle: 2pp, Glass: 2gp
I m per i al Spi ce W i n e: Fr om the Alphatian Em pir e, this m agically enhanced br ew can leave the
hear tiest dr inker in an alcoholic stupor after a single glass. (M ake a DC15 Constitution save or be
stunned for 1d6 r ounds)
Bottle: 120pp, Glass: 14pp
M osi t i u s Label Red: One of the finest w ines pr oduced in the Thyatis Em pir e, a thick str ong bodied
w ine favor ed by Em per or Thincol him self.
Bottle: 20pp, Glass: 4pp

133

M osi t i u s Label W h i t e: Not as in dem and as Red Label, this light fr uity w ine is still extr em ely
popular in the Thyatis Em pir e.
Bottle: 16pp, Glass: 13gp
Nor w or l d I ce W i n e: A r ar e im por t fr om Alphatia, this obviously m agically enhanced w ine is cold
no m atter how long it has set out. A unique taste, this w ine is bought m or e for the novelty value.
Bottle: 20pp, Glass: 4pp
Pat x ar an : An acquir ed taste even am ong the Belcadiz elves, this bitter spiced w ine is consider ed
best ser ved w ith the zesty food you find am ong the Glantr ian Elves
Bottle: 2pp, Glass: 2gp
Pu r pl e Gr apesm ash #3: A m ass pr oduced w ine fr om the W izar ds of W ines in Glantr i City, this
w ine can be found in m ost taver ns acr oss the know n w or ld.
Bottle: 1gp Glass: 2sp
Red Dr agon Cr u sh : A r ich hear ty w ine popular am ong adventur er s, this W izar ds of W ines
specialty is in gr eat dem and in M inr othad.
Bottle: 4pp, Glass: 1pp
San gr i a: The m ost com m on of the Belcadiz w ines, this fr uity blend is pr oduced in enough quantity
to m ake it to the tables of m ost taver ns in Glantr i and Dar okin.
Bottle: 2pp, Glass: 2gp
Si l ver Sel ect i on Sh er r y: A extr em ely com m on m ass pr oduced w ine fr om Dar okin, w hose pr im ar y
advantage is it w ill get you dr unk quickly and cheaply.
Bottle: 1gp, Glass: 2sp
Su n l ess Sea Bl u e W i n e: A dw ar ven w ine of unknow n or igin, this dar k blue tinted liquor is filled
w ith unusual but delicious flavor m aking it gr eatly in dem and. Dw ar ves seem to hate it though.
Bottle: 60pp, Glass: 12pp

Br a ndies
Al l 's Reck l ess Br an dy: Br ew ed but once a year on the holiday that gives it the nam e, this liquor is
gr eatly in dem and outside M inr othad as m ost of it is dr unk in a single day.
Bottle: 12pp, Glass: 3gp
Bl ack bot t om Por t : A br andy despite its nam e, this cheap quality Shir e dr ink is fam ous for tasting
better the m or e you dr ink it.
Bottle: 2gp Glass: 1sp
Qu or t w i z: A gnom ish br andy m ade fr om r utabagas and cauliflow er. A unique taste, usually dr unk
by other r aces on a dar e, then follow ed up w ith a chaser , tr aditionally w ith six shots of Wodka.
Bottle: 8gp, Glass: 1ep

134

Ales, Beer s a nd M ea ds
Bl ack h ear t Dar k St ou t : One of the few things to com e out of that dar k land, this stout is a thick and
heady dr ink, w ith m or e than enough kick so you w on't need m or e than a few to for get the day.
Keg: 37gp, Pint: 3sp
Br ok en Lan ds St ou t : An extr em ely str ong beer com ing out of Dar okin, this one is thick enough to
m ake it a sipping beer. The str ong taste is not m eant to be taken all at once.
Keg: 6gp Pint: 5cp
Deep Dar k Pal e Al e: Sold in lim ited quantity by the dw ar ves of Rockhom e, this ale is sur pr isingly
sm ooth for a dw ar ven dr ink . W hile m uch m or e expensive, m ost think its w or th it.
Keg: 62gp Pint: 1ep
Gai t y Local Bl en d: The house br ew of Gaity Island in Alphatia, this beer is know n for its r ich taste,
m er ciful hangover s and over pr iced m ugs. You ar e paying for the nam e.
Keg: 124pp (124gp in Alphatia), Pint: 5gp (5sp in Gaity Island, 1gp in Alphatia)
Hat t i an Lager : W hile the people m aybe unpleasant, their beer is not. This lager is a r ich and
flavor ful blend that alw ays seem s to beg for another r ound.
Keg: 2pp, Pint 8cp
Jar l 's Al e: The com m on nam e of any num ber of ale pr oduced in the Soder fjor d Jar ldom s, this m ass
pr oduced bever age is typically found acr oss the r ealm s in taver ns ever yw her e.
Keg: 1pp, Pint: 4cp
Low Por t Al e: A com m on citr us tasting ale fr om M inr othad, this cheap str ong dr ink is ver y popular
w ith sailor s as they say it keeps scur vy aw ay.
Keg: 6gp, Pint: 4cp
M l ek o Bor su k Gol den Label : A sur pr isingly sm ooth and cr eamy m ead fr om the gnom es, this
r ecipe is kept secr et, though the dr inker s don't ask m any questions.
Keg :2pp, Pint 8cp
Och al ean Gi n ger Beer : Don't let the nam e fool you, this is a Thyatian br ew. M ade w ith a r ather
com plicated br ew ing pr ocess, this br ew has a shar p citr us taste that can sur pr ise you.
Keg: 2pp, Pint: 8cp
Ol d Tow n Lager : A new beer fr om Vestland, Old Tow n is alm ost clear br ew w ith a str ong kick but
flavor ful after taste.
Keg: 62gp, Pint: 1ep
Ross' Fi n est : The pr ide of Klantyr , this Glantr i br ew is the favor ite of Cr ow nguar d w ar r ior s, though
its thick body and extr em ely high alcohol content ar e too m uch for m any m en.
Keg: 7gp 1ep, Pint: 6cp

135

Ru by Dr agon St ou t : The str ongest beer m ade in the Shir es, this nutty stout w ill knock dw ar ves off
their stools, and leave them w ith a str ong w alnut sm ell on their br eath.
Keg: 1pp, Pint: 4cp
Tan gor : Low in flavor , but high in alcohol this cheap beer fr om the Isle of Daw n at least w ill let you
for get how bad it tastes w hen you w ake up.
Keg: 3gp, Pint 2cp
Tr al dar 's Ki ss: An extr em ely com m on, cheap and str ong beer fr om Kar am eikos, this is the beer for
som eone looking to get dr unk on a budget.
Keg: 4gp, Pint 3cp
Wyr w ar f Fu n gal M ead: A ver y unusual m ead fr om Rockhom e, m ade out of fer m ented
m ushr oom s. Dw ar ves m ay favor it, but it is a dr ink other s have to for ce them selves to like.
Keg: 6gp, Pint: 4cp
Zeabu r g Royal M ead: W ithout a doubt the best m ead pr oduced. This Ostland dr ink pr ovides the
r ight am ount of flavor com par ed to its kick . It's a dr ink to enjoy w ithout getting dr unk too quickly.
Keg: 6gp, Pint: 5cp

Spir its
Br am bl er ose Rose W h i sk ey: The best w hiskey fr om the Five Shir es, Br am bler ose is long
fer m ented in r ose w ood vats to give it a ver y distinctive taste. The flavor m akes it quite popular
Bottle: 7gp, Shot: 6sp
Cr ow n gu ar d Bl ack Label : W hile other lands pr efer w ine, the Klantyr e love their w hiskey.
Fer m ented for at least five year s, ther e is no w hiskey in the w or ld better know n than Black Label.
Bottle: 50gp, Shot: 4gp
Jen ev i r : A har sh liquor fr om Glantr i, only the Flaem ish dr ink this str aight. Alm ost ever yone else
m ixes it w ith a w eaker dr ink to lighten the kick .
Bottle: 12gp, Shot: 1gp
Ku m i s: An extr em ely unusual dr ink fr om Ethengar , m ar e's m ilk fer m ented w ith sugar. The taste is
highly exotic w ith a legendar y kick . W hile an acquir ed taste for other s the Ethengar love it.
Gour d: 4gp
Nal ew k i : A str ong fr uit liquor fr om Kar am eikos, this Tr aladar an staple has found a hom e in
Thyatis and elsew her e for it's pleasant flavor and m ild after taste.
Bottle: 16gp, Glass: 2gp
Sapaa: A fr uity liquor fr om the Pear l Islands, this is a m ajor expor t of Thyatis m ainly because of the
ease to br ew it. W hile not the best tasting liquor , it is one of the cheapest.
Bottle: 8sp, Glass: 2cp

136

Sea Sh i r e Bu m bo: The m ost popular r um am ong sailor s of Ier endi, M inr othad and the Shir es,
Bum bo is found on m ost ships. Sailor s pr efer its citr us base for keeping aw ay disease, and the
flavor helps.
Bottle: 4pp, Glass: 1pp
Wodk a: A com m on and cheap bever age fr om Kar am eikos, w odka is a staple in that nation as w ell
as gaining popular ity am ong the peasants in Thyatis and Glantr i.
Bottle: 1gp, Shot: 1cp

Non-Alcoholic
Al -Qah w a: A popular coffee fr om Ylar uam , this is m ixed w ith cinnam on for extr a flavor. Tr aded
heavily, w ith high dem and in Dar okin and the Shir es.
Pound: 10gp, Cup: 2sp
At ?y: A popular Ylar uam tea, this is gaining popular ity due to being br ew ed w ith m int leaves. Even
the stoic dw ar ves and Ethengar i have star ted buying it in bulk .
Pound: 15gp, Cup: 3sp
Her bat a: A Kar am eikos tea, her bata is an acquir ed taste. The local Tr aladar ans love it for its heavy
bitter taste, but it has not caught on it other lands.
Pound 3gp, Cup: 6cp
Kava: An Ier endi her b dr ink, the bitter dr ink is said to have m edicinal pr oper ties. Pr efer r ed by the
local M akai, visitor s to the islands tr y it m or e for its r eputation than its taste.
Glass: 5cp.
Qah w ah S?dah : The m ost com m on Ylar uam coffee by far , this str ong black blend is loved by
adventur er s for its low cost and ease of flavor ing.
Pound: 2gp, Cup 2: cp
Qu i ck h an d Br an d Cof f ee: The Shir e's attem pt to get in on the Ylar uam coffee m ar ket, Quickhand is
a m ild coffee, gr ow n in quantity in Highshir e. W hile not as str ong as Ylar i coffee, it is cheaper.
Pound: 1gp, Cup: 1cp
Veequ ay's Laf f y Fi zz: Despite w hat you think, it's not a gnom ish dr ink . M ade for a r ogue bor n in
ancient tim es, this str ange fizzing dr ink actually tickles as you dr ink it. Popular w ith childr en.
Bottle: 4sp
Zh ? Ch : A tea fr om Ochalea, Thyatis began expor ting it w hen Em per or Alexian I gr ew fond of it.
It can be br ew ed sever al w ays, fr om sw eet to bitter and in betw een.
Pound: 4gp, Cup: 3cp

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Cheeses
Ack aw i : An extr em ely popular cheese fr om Ylar uam , this sem i-har d cheese as a m ild salty taste
and holds up w ell in deser t heat. Ylar i view it as a snack m or e than a m eal por tion.
5lb W heel: 4gp, Wedge: 1ep.
Bel l i ssar i an Cr eam Ch eese: Popular Alphatian cheese, this tasty spr ead has been expor ted acr oss
the continent. Cheap, healthy and tasty, it is com m on in m ost m ajor cities.
3lb Loaf: 2gp
Br u n ost : A com m on cheese in the Nor ther n Reaches, Br unost is sw eet chew able cheese, per fect for
a m eal or just a snack on the tr ail.
4lb W heel: 8sp, Wedge: 1sp
Cr ossr oads Br an dy-Ch eese: A unique cheese fr om the Alphatian Isle of Ne'er -do-w ell, this cheese
actually has a high alcohol content. It can be used for cooking, but is usually just eaten plain.
3lb W heel: 10gp, Wedge 1ep.
Dam m e: Found m ainly w ith the Flaem ish of Glantr i, this extr em ely spicy cheese isn't popular
outside its pr incipality except as an ingr edient in som e dishes.
5lb W heel: 8gp, Wedge 2gp
Gl i m m er Ch eese: A tr anslucent cheese fr om Alfheim , this cheese is know n for a m elt in your
m outh flavor , and a str ong taste that lasts for sever al m inutes.
1lb Br ick: 6gp, 1 Slice: 2sp
Hat t i an Br i ck Ch eese: This bitter cheese is extr em ely har d, alm ost im possible to bit off a piece and
difficult to cut w ith a knife. It is m eant to be soaked in lager and chew ed over tim e.
5lb W heel: 4sp, Wedge: 3cp
Labn eh : A Ylar i cheese know n for its sm ooth flavor , it is extr em ely easy to m ake but som ew hat
difficult to expor t. Double pr ice for countr ies not adjacent to Ylar uam .
1lb Loaf: 3cp
M i m ol et t e: This popular cheese com es fr om New Aver oigne in Glantr i. It has a sw eet, nutty flavor ,
and tr anspor ts w ell. It is cur r ently enjoying incr eased popular ity in Dar okin.
2lb W heel: 6sp, Slice: 2cp
M oon h i l l Ni gh t Ch eese: This str ong, bitter cheese is bar ely know n outside the Shir es. It som ehow
gives hin w ho eat it 30' dar kvision for 1d6 hour s once per day. It has no affect on other r aces.
1lb W heel: 5gp, Slice: 1gp
Oscypek : This cheese fr om Kar am eikos is instantly r ecognized by its spindle shaped for m . A ver y
com m on cheese in Kar am eikos, it also tr anspor ts w ell for adventur er s.
Spindle: 3cp.

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Pr i m : The spr eadable for m of Br unost, Pr im is found m ainly in the Nor ther n Reaches, but
tr anspor ts w ell enough to r each other m ar kets.
1lb Loaf: 2sp
Ru sh an : A ver y tough cheese fr om Ochalea, Rushan is m eant to be cover ed w ith sw eets or nuts so
the eater can savor it over tim e. Eating it plain is not advised.
lb Stick: 2cp.
Sat eek a Fan g Ch eese: This dur able cheese is found all over the Shir es and is expor ted to other
nations. A m ild, cr um bly cheese, it is par t of field r ations for m any ar m ies in the Know n Wor ld.
5lb W heel: 6sp, 1 Wedge: 3cp
Sel en i ca Gol d: One of Dar okin's m ost popular expor ts, this cheese is sem i har d until eaten then
alm ost m elts in your m outh. It is also extr em ely popular as a cooking ingr edient.
3lb W heel: 1gp, 1 Wedge: 2sp
Tw ar og: Another com m on Tr aladar an cheese, Tw ar og is a soft cr eamy cheese that does not tr avel
w ell, but is extr em ely easy to m ake. It is a staple in m any diets.
1lb Loaf: 5cp
Wek r an St on e Ch eese: A com m on cheese fr om Rockhom e, it lives up to its nam e. The cheese is
extr em ely har d, the dw ar f sucks on it to soften it, usually w hile he w or ks, r eleasing the flavor
slow ly.
10lb W heel: 8gp, 1 Slice: 1ep
Wer esk al ot Fi ve Year Ch eese: A difficult cheese to m ake, Wer eskalot Five Year is a str ong
extr em ely bitter cheese that is a m ajor cooking ingr edient in sever al nations. It is pr iced
accor dingly.
5lb W heel: 12gp. Slice: 1ep.
W h i t e Noso Ro?ec: An extr em ely str ong and unusual gnom ish cheese, it is consider ed an
expensive delicacy am ong the sm all folk . For other r aces, it is best eaten quickly.
5lb W heel: 3pp, Slice 1gp.

Br eads:
Bagu et t e: A thin cr ispy br ead fr om New Aver oigne, baguettes ar e long loafs of br ead usually eaten
along side br eakfast or lunch.
1 Loaf: 2cp.
Desem : Another Glantr i br ead, Desem is found in Ber gdhoven. Desem is a tangy br ead, often
spiced to the desir es of the Flaem ish living ther e. It has found som e popular ity as a novelty food.
1 Loaf: 4cp.

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Favar o Deep Gr ai n : A popular Shir e br ead, Favar o has a thick taste to it, and is extr em ely chew y.
The hin use som e spices to give it a tangy textur e, incr easing its dem and.
1 Loaf: 7cp.
Kh u bz: The staple br ead of the Ylar i, Khubz is a slightly leavened flat br ead that is used to ser ve
other food w ith. In par ts of Ylar uam it has r eplaced dishes entir ely.
5 Loafs 1cp.
Ku bl at z Spi ced Br ead: A gnom ish delicacy, Kublatz is spiced w ith cinnam on, saffr on, cayenne,
gar lic, pepper m int, ginger and tw elve other spices. Best eaten quickly.
1 Loaf: 2sp
Lef se: A flaky flat br ead com m on to the Nor ther n Reaches. Tr aditional uses is to w r ap other foods
in it and eat ever ything together. Catching on in Rockhom e and Ethengar.
5 Loafs: 1cp
Lon g Br ead: An expor ted staple fr om Alfheim , this bland tasting br ead w ould not be popular
except for the fact it never spoils, m aking it in dem and w ith sailor s and adventur er s.
1 Loaf: 8sp
Lu ci an Sal t Br ead: A com m on staple fr om Seashir e, Salt Br ead does not go bad easily, w hile the
taste leaves m uch to be desir ed, sailor s cannot pass up its longevity.
12 Biscuits: 1cp
M al l ow f er n Dar k W h eat : Another Shir e br ead, M allow fer n is know n for its full taste and
satisfying natur e. It does not take m uch to fill a stom ach, and the flavor is quite enjoyable as w ell.
1 Loaf: 8sp
M an ch eco: Baked by the elves of Belcadiz, this br ead is cooked w ith nuts and fr uits inside, giving it
a ver y pleasant taste. It is one of the few delicacies of Belcadiz the other pr inces enjoy.
1 Loaf: 1ep
M an t ou : A sw eat br ead fr om the Thyatis pr ovince of Ochalea, M antou is m eant to be filled w ith
other tr eats. It is com m only ser ved as a pastr y filled w ith sw eet m eats or candies.
1 Loaf: 3cp
M u l l : The people of Klantyr e love str ength, and their br ead is no exception. W ith a ver y distinctive
flavor and loaded w ith fr uit, M ull is ver y m uch a food of it's land.
1 Loaf: 7cp
Pan em : Possibly the m ost com m on br ead in the Know n Wor ld, this basic Thyatian br ead is given
out fr eely to its people. Know n for being extr em ely easy to m ake, it is a staple ever yw her e.
5 Loaves: 1cp

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Pl ai n Br ei d: Another br ead of Klantyr e, Br eid is a sim ple br ead, though chew y and ar om atic. The
people of Klantyr e bake the loafs tall, so fam ilies can put m or e food w ith them .
1 Loaf: 4cp
Reedl e Br ead: A com m on br ead found in Dar okin, Reedle m akes it r ye br ead baked w ith com m on
nuts. It is found in taver ns acr oss the nation.
1 Loaf: 2cp
Sh adow gat e W h i t e Br ead: The m ost com m on br ead m ade in the Five Shir es. W hile the taste is
nothing special, the hin pr oduce it in enough quantities that it is found of peasant tables
ever yw her e.
1 Loaf: 1cp
Sk yf yr M i l l et Loaf : An extr em ely low quality br ead found in Alphatia, this is w hat passes for food
for the Jennite slaves. Flavor less and har d, it's only r edeem ing quality is it is extr em ely cheap to
m ake.
10 Loaves: 1cp
St on ebr ead: This flaky br ead is a popular expor t fr om Alphatia. Long lasting, w ith a distinctive
but not unpleasant taste, it is a com m on choice for adventur er r ations.
1 Loaf: 3cp
St r eel Ri ver Fl at Br ead: A failed attem pt at Dar okin to copy the br eads of Ylar uam , the Flat br ead
is used as a br eakfast food w ith any host of spr eads.
1 Loaf: 2cp
Th an t abbar Fest i val Br ead: A r ecipe that w on sever al cooking conskill checks in a r ow , this is a
sw eet br ead cooked w ith a nutty glaze sw ir led inside. Consider ed a tr eat for childr en.
1 Loaf: 6cp
Th r esh ol d Sal t ed Ch el b: A com m on br ead in Kar am eikos, Chelb is a sour dough that is used for all
for m s of cooking, One pr actice is to scoop out the ends to m ake a bow l for soup.
1 Loaf: 2cp
Tor t i l l a: This Belcadiz specialty as a flatbr ead m ade fr om finely gr ound flour. Per fect for w r apping
up your m eal into just a few single bites, it is per fect for the adventur er on the go.
5 Tor tillas: 2sp
Vest l an d Zw ei back : This tw ice cooked br ead is com m on in the Nor ther n Reaches. It tr anspor ts
w ell, and can be dipped in jam s to ser ve as a snack . Popular w ith par ents of teething childr en.
2 Sticks: 1cp
Wyr w ar f Fu n gal Br ead: A br ead m ade by dw ar ves fr om fungus. It has a str ange taste, and a
linger ing after taste as w ell. Dw ar ves seem to the only r ace that can stom ach it.
1 Loaf: 4cp

141

Ex ot i c Speci al t i es
Al h am br a Gol d Sn u f f : A extr avagance am ong the nobles, this finely gr ound tobacco causes a
r elaxing feel w hen you w ant it, w ithout the need for lighting a pipe or a cigar.
1 Tin: 8gp
Ci gar : M ade w ith fine Belcadiz tobacco leaves, these exquisite sm oking tr easur es ar e tr easur ed by
gentr y ever yw her e. Per fect for celebr ations, they go w ell w ith any of our br andies.
1 Cigar : 4gp
Cocoa: This bean can be tur ned into any num ber of tr eats, and the taste is bor der line addictive.
Im por ted fr om an unknow n location by M inr othad, this delicacy is taking the continent by stor m .
1 lb Bag: 50gp
Locu m : A popular specialty fr om fr om the finer confectioner s of Thyatis, Locum is m ade w ith dates
w r apped in a sw eetened gel then cover ed in pow der ed sugar. Extr em ely popular w ith the nobles.
1 Tin (20 pieces): 4gp
M ok t aar : A str ange dw ar ven tr eat, this is the for m of a har d candy popular am ong its m iner s.
Instead of being sw eet, it tastes of a var iety of m eat pr oducts. A single M oktaar candy lasts for
about six hour s.
1 Pack (six pieces): 6sp
Pem m i can : Fr om the Atr uaghin plateau com es this sm oked bison delicacy. Pow der ed and
flavor ed w ith a var iety of ber r ies, this high ener gy r ation is per fect for adventur er s on long
ter m quests.
1 Pouch: 8sp
Pepper pot 's Pr i sm at i c Taf f y: A tr eat fr om the Shir es, this candy consists of a foot long str ing of
sticky taffy of var ious color s. The delight is that each of the seven color s is a differ ent flavor.
1 Piece: 1cp
Pi pew eed: Gr ow n in m any var ieties acr oss the Five Shir es, w hile a staple am ong the hin, pipe
sm oking is not as com m on in other countr ies. For those that possess the habit, please specify br and
w hen or der ing.
Com m on Quality 1lb pouch: 8sp. Good Quality 1lb pouch: 2gp. Excellent Quality 1lb pouch: 1pp.
Pipe: 1 ep.
Qu azzi di n gs (Candied): A gnom ish confection, The Quazziding is a extr em ely bitter fr uit w hen
candied m akes for one of the m ost unique tastes of extr em e bitter ness and tar t sw eetness.
1 Jar (5 fr uits): 1ep
Tabl et : Fr om the Pr incipality of Cr ow nguar d com es this cr um bly tr eat. M ade w ith butter , eggs and
sugar and flavor ed w ith w hisky. Consider ed a delicacy by the Klantyr e w ar r ior s, and it tr avels
w ell.
1 Half-Pound Br ick: 3sp

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