Professional Documents
Culture Documents
Placesand Times......................................................4
Nations......................................................................5
Cities........................................................................7
Centersof Learning..................................................8
Locationsof Ill Repute.............................................9
Crimeand Punishment........................................... 10
Calendar and Holidays...........................................11
Dread Creatures.....................................................20
Money of Mystara................................................. 21
Factionsof Mystara................................................22
Racesand Heroes.................................................. 25
Racesof Mystara....................................................26
Classes of Mystara.................................................38
Archetypesof Mystara.............................................43
Backgrounds...........................................................64
NewFeats...............................................................70
Immortalsand Priests.............................................71
Immortals................................................................72
Domainsof theSpheres..........................................91
Spellsand Runes.....................................................96
Secret Craftsof Glantri..........................................97
Nordic Runes..........................................................106
NewSpells...............................................................109
Goodsand Services..................................................119
Magic ItemAvailability............................................120
Major Importsand Exports.......................................121
Markets, Guildsand NewEquipment........................123
Captain Quinn'sNautical Emporium.......................127
Tarla'sEpicurean Delights......................................132
v20
2
This star ted as a labor of love for catching up on the ear liest year s of my gam ing hobby, and it
just exploded into the m assive labor of love you ar e now r eading. I had no idea it w as going to
get this big, but things just kept com ing up and I had to put them in to be inclusive. I didn't get
it r ight on the fir st tr y, this is at least the 40th ver sion. I even had to change the pr ogr am I w as
using because it r apidly outstr ipped the w or d pr ocessor I had been using. It w asn't cheap, I
w as told ear ly to use all or iginal ar t and to keep it fr ee to dow nload. W hile I handled the
w r iting fr ee of char ge, the ar t had to be contr acted out, thankfully sever al of you helped
alleviate the cost. I tur ned this over to Reddit for playtesting, and after that fiasco to 5th
Edition D&D facebook page along w ith the var ious M ystar a Fan Pages. Together w e
ham m er ed out all the ar chetypes, feats and m iscellaneous r ules. I hope you enjoy it and
m aybe M ystar a one day w ill m ake a com e back officially.
This w or k is not a challenge to any copyr ight or tr adem ar ks held by any individual or
com pany. This is a conver sion fr om BECM I Dungeons and Dr agons to 5th Edition Dungeons
and Dr agons. This handbook is fr ee for any w ho w ish to dow nload it. M any thanks to Br uce
Hear d and the other author s of M ystar a for giving us the gr eatest setting for our adventur es.
All ar t is filler except w or ks by M ischa Jones, I w ill r eplace it as she finishes. This is a fan
w or k and is not for sale.
Wr iting and Layout: Glen Welch
Im m or tals Section: M ar co Delm onte
Illustr ations: M ischa Jones https://w w w.facebook .com /tehphr 33k, Heather Holcom b
Supr em e thanks to Br uce Hear d Dave Ar neson and Gar y Gygax, w ithout w hich this w ould
have never happened.
Special Thanks To: Glen Butcher , W 'r aa Butler , Daniele Cuocci, David Finch, Giuliano
M ichelon, Giovanni Paniccia, Robin Sm ith, Pieter Spealm an, Sam Stockdale
If anybody can help out fund new ar t please go her e: http://w w w.gofundm e.com /M ystar a
Placesand Times
4
Fi ve Sh i r es
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.
At r u agh i n Cl an s
Ki n gdom of I er en di
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.
Et h en gar Kh an at es
M i n r ot h ad Gu i l ds
Language: Ethengar
Language: Patois
5
Ki n gdom of Ost l an d
Em pi r e of Thyat i s
Language: Heldannic
Language: Thyatian
Ki n gdom of Rock h om e
Ki n gdom of Vest l an d
Language: Dw ar ven
Language: Heldannic
Em i r at es of Yl ar u am
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.
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.
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.
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
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
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
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
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
Kaldmont (Burymir)
1 Fir st Day of
W inter
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
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
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
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
20
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
Factions
Rank
K'iai (Sir )
Naiku (Knight)
10
Haku (Lor d)
25
50
M ???(King)
22
Dar ok i n Di pl om at i c Cor ps
M ot t o. By Vanya's W ill
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
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
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.
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.
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
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.
30
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
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
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.
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
Hi gh l y Cu r i ou s
W i l d Rak ast a
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.
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
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.
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.
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 .
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
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.
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
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
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
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
Sor cer er s
Rogu es
Ran ger s
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
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.
Gh ost Dan ce
Cou n t i n g Cou p
Lon g St r i de
43
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'.
Ex pl oi t Weak n ess
Su ck er Pu n ch
44
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 .
Fir e W izar d
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
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.
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.
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?
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
3r d
5th
9th
13th
17th
1st
3r d
5th
7th
9th
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
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
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 .
52
Level
1st
3r d
5th
7th
9th
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
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
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.
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.
Level
3r d
Ten et s of t h e Gr i f f on .
5th
9th
13th
17th
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.
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.
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.
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
Level
1st
3r d
5th
7th
9th
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
1st
3r d
5th
7th
9th
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.
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 .
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
I n vok e Spi r i t .
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
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 .
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
61
Tr eekeeper
W izar d Ar chetype
Sacr ed w izar ds of the Canolbar th for est,
Tr eekeeper s ar e r esponsible for m aintaining the
m agic of the gr eat for est. Though their pow er s
ar e ar cane, not divine, the elves ar e often
m istaken for dr uids. Their har m ony w ith
natur e is so gr eat they can change the ver y
clim ate ar ound them .
Tr eew al k er .
At 2nd level you ignor e difficult ter r ain w hile in
a for est.
W i se i n t h e Ol d Ways:
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
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
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
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.
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.
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
Bon u s Pr of i cen ci es
W hen you chose this ar chetype at 1st level you
becom e pr oficient in the Natur e and Sur vival
skills.
Un br i dl ed Pow er
Star ting at 6th level w hen you cast a spell using
the Em pow er ed Spell m etam agic option, you
can r er oll double the num ber of dice equal to
your Char ism a m odifier (m inim um of one).
Raw Pow er
Through the magic of my people I gain power.
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.
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
D8
Per son al i t y Tr ai t
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.
Duty
Drover
Cook
Guard
Master
Escort
Merchant
Scout
Tag Along
d6
I deal s
St abi l i t y: M y job is stable and that's the w ay I like it. (Law ful)
d6
Bon d
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 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
I m ake sur e to see if all the pr etty hin ar e doing okay ever y
day.
I take tim e to alw ays sm oke my pipe w hen I'm patr olling.
d6
I deal s
Feat u r e: Gu ar di an of t h e Sh i r es
d6
Bon d
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.
d6
Fl aw
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
d6
I deal s
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
I never knew one par ent, the one that r aised m e is my life.
d6
Fl aw
69
Sl ave
D8
Per son al i t y Tr ai t
d6
I deal s
For gi ven ess. You w ill not let those w ho w r onged you contr ol
you any fur ther. (Good)
d6
Bon d
d6
Fl aw
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
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
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.
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
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
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.
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
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
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
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.
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
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
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
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
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).
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
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
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
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
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
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
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
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
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
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,
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
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
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
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
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
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
VALERI AS
VANYA
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
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
3r d
5th
7th
9th
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
1st
3r d
5th
7th
9th
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
Enlarge/Reduce, Shield
3r d
5th
7th
Fabricate, Stoneskin
9th
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
3r d
5th
Clairvoyance, Sending
7th
Compulsion, Confusion
9th
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
1st
3r d
5th
Blink, Haste
7th
9th
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
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.
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
Pr er equ i si t es:
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
98
Cr aft Featur es
As a Cr aft M age, you gain the follow ing class
featur es.
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 .
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
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
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
4t h Ci r cl e of El em en t s
5t h Ci r cl e of El em en t s
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.
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
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
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
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.
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 .
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.
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
107
Rune/Nam e
Effect
Effect
Effect
Effect
Fehu/Cattle
Per m anently
announces your
ow ner ship of an item
w hen picked up.
Ur ur /Aur och
None
Thur s/Giant
None
As/Im m or tals
Center s a Protection
from Good and Evil in a
10' cir cle ar ound you.
None
Raidu/Jour ney
None
Kaunna/Fir e
None
None
Gefu/Giving
None
None
Wunju/Joy
None
Hagla/Cr uelty
None
None
Isar /Ice
Fr eezes a 10x10 ar ea of
w ater into ice thick
enough to hold your
w eight.
None
None
None
None
Ihw ar /Hunter
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 .
None
Algir /Elk
None
Sow elu/Sun
None
None
Tiw ar /War
None
Ber kana/Bir ch
None
Ehw ar /Hor se
None
M annar /M an
None
Lagur /Water
Ingw ar /Gr ow th
Causes vegetation to
gr ow r apidly in 15',
cr eating difficult
ter r ain.
None
None
None
Dagar /Day
None
109
NewSpells
Accou n t i n g
4th Level Divination (W izard)
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.
Cast i n g Ti m e: 1 m inute
Cast i n g Ti m e: 1 m inute
Com pon en t s: S
Du r at i on : Per m anent
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.
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
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
Cast i n g Ti m e: 5 m inutes
Cast i n g Ti m e: 1 m inute
Com pon en t s: V, S
Du r at i on : Per m anent
111
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.
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
Eval u at e
Dou se Fl am e
Cast i n g Ti m e: 1 Action
Du r at i on : Instantaneous
Du r at i on : Per m anent
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
Du r at i on : 1 Day
Cast i n g Ti m e: 1 hour
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 )
Du r at i on : 10 m inutes
113
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
Cast i n g Ti m e: 10 m inutes
Com pon en t s: V, S
Du r at i on : Instantaneous
Du r at i on : One day.
Hu n t i n g Pai n t
I n ven t or y
Cast i n g Ti m e: 10 m inutes
Du r at i on : 1 day
114
Or i en t at i on
Du r at i on : Instantaneous
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
Cast i n g Ti m e: 1 action
Cast i n g Ti m e: 10 m inutes
Du r at i on : 1 night
Du r at i on : 1 hour
Pr edi ct Weat h er
Oi l sk i n
Cast i n g Ti m e: 10 m inutes
Cast i n g Ti m e: 1 action
Du r at i on : Instantaneous
Du r at i on : 20 m inutes
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.
Si l ver Ton gu e
Du r at i on : Per m anent
Range: self
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.
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.
Th u n der dr u m
Cast i n g Ti m e: 1 action
Cast i n g Ti m e: 1 action
Com pon en t s: V, S
Du r at i on : 10 m inutes
Du r at i on : Instantaneous
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 )
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
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
Wat ch er
1st level Divination (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Wal l of Wood
Du r at i on : 1 hour.
Cast i n g Ti m e: 1 action
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.
Goodsand Services
120
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
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%
-20%
+30%
121
Notes Nation
Exports
Imports
Aasla
Alphatia
Akesoli
Darokin
Akorros
Darokin
Alfheim City
G, T
Alfheim
Alpha
P, G
Alphatia
Grain, Meat
Athenos
Darokin
Atruaghin
Atruaghin
Biazzan
Thyatis
Castellan
Soderfjord
Corunglain
Darokin
Cubia
Thyatis
Darokin City
Darokin
Rockhome
Dengar
Dunadale
Alphatia
Ethengar
Ethengar
Fabia
Thyatis
Filtot
Ierendi
Freiburg
Free City
Animals, Porcelain
Gapton
Minrothad
Glantri City
Glantri
Harbortown
Minrothad
Helskir
Alphatia
Dyes, Salt
Ierendi
Ierendi
Jaboor
Ylaruam
Karameikos
Kelvin
122
City
Notes
Nation
Imports
Exports
Kerendas
Thyatis
Kobos
Ierendi
Silk, Ivory
Glantri
Kopstar
Landfall
Alphatia
Hides, Monsters
Malfton
Minrothad
Minrothad
P, G
Minrothad
Newkirk
Alphatia
Dyes, Armor
Norrvik
Vestland
Oceansend
Alphatia
Seahome
Minrothad
Darokin
Selenica
Shireton
Five Shires
Soderfjord
Soderfjord
Wine, Armor
Specularum
Karameikos
Rockhome
Minrothad
Weapons
Ylaraum
Weapons, Cloth
Stahl
Stronghold
Surra-Man-Raa
Tameronikas
Thyatis
Tel Akbir
Thyatis
Tenobar
Darokin
Thyatis
Thyatis
Verdun
Minrothad
Glantri
Ostland
Yvoness
Zeaburg
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
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
15gp
3 lbs
50gp
20 lbs
8gp
7 lbs
5gp
4 lbs
15gp
8 lbs
3gp
5 lbs
5gp
22 lbs
50gp
8 lbs
3gp
1 lb
100gp
15 lbs
25gp
30 lbs
M ining Tools
10gp
25 lbs
2gp
4 lbs
1gp
6 lbs
25gp
10 lbs
10gp
10 lbs
65gp
120 lbs
15gp
4 lbs
25gp
18 lbs
45gp
7 lbs
35gp
6 lbs
4 lbs
Kasas
W histling 3 sp None
Ar r ow
lb.
Signal noise
only
126
Cost (GP) AC
HP
Descr iption
Bar bican
37,000
17
700
Battlem ent
500
17
50
Building, Wood
1500
15
40
Building, Stone
3000
17
60
100
20
35
Dr aw br idge
250
15
50
N/A
N/A
Gate, Wooden
1000
20
100
Gatehouse
6500
17
550
Keep, Squar e
75000
17
M oat, Unfilled
400
N/A
N/A
M oat, Filled
800
N/A
N/A
Tow er , Bastion
9000
17
300
Tow er , Round 1
30,000
17
350
Tow er , Round 2
15000
17
250
Wall, Castle
5000
17
500
Wall, Wood
1000
15
300
W indow , Open
10
N/A
N/A
W indow , Bar r ed
20
15
35
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)
131
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.
132
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
137
Cheeses
Ack aw i : An extr em ely popular cheese fr om Ylar uam , this sem i-har d cheese as a m ild salty taste
and holds up w ell in deser t heat. Ylar i view it as a snack m or e than a m eal por tion.
5lb W heel: 4gp, Wedge: 1ep.
Bel l i ssar i an Cr eam Ch eese: Popular Alphatian cheese, this tasty spr ead has been expor ted acr oss
the continent. Cheap, healthy and tasty, it is com m on in m ost m ajor cities.
3lb Loaf: 2gp
Br u n ost : A com m on cheese in the Nor ther n Reaches, Br unost is sw eet chew able cheese, per fect for
a m eal or just a snack on the tr ail.
4lb W heel: 8sp, Wedge: 1sp
Cr ossr oads Br an dy-Ch eese: A unique cheese fr om the Alphatian Isle of Ne'er -do-w ell, this cheese
actually has a high alcohol content. It can be used for cooking, but is usually just eaten plain.
3lb W heel: 10gp, Wedge 1ep.
Dam m e: Found m ainly w ith the Flaem ish of Glantr i, this extr em ely spicy cheese isn't popular
outside its pr incipality except as an ingr edient in som e dishes.
5lb W heel: 8gp, Wedge 2gp
Gl i m m er Ch eese: A tr anslucent cheese fr om Alfheim , this cheese is know n for a m elt in your
m outh flavor , and a str ong taste that lasts for sever al m inutes.
1lb Br ick: 6gp, 1 Slice: 2sp
Hat t i an Br i ck Ch eese: This bitter cheese is extr em ely har d, alm ost im possible to bit off a piece and
difficult to cut w ith a knife. It is m eant to be soaked in lager and chew ed over tim e.
5lb W heel: 4sp, Wedge: 3cp
Labn eh : A Ylar i cheese know n for its sm ooth flavor , it is extr em ely easy to m ake but som ew hat
difficult to expor t. Double pr ice for countr ies not adjacent to Ylar uam .
1lb Loaf: 3cp
M i m ol et t e: This popular cheese com es fr om New Aver oigne in Glantr i. It has a sw eet, nutty flavor ,
and tr anspor ts w ell. It is cur r ently enjoying incr eased popular ity in Dar okin.
2lb W heel: 6sp, Slice: 2cp
M oon h i l l Ni gh t Ch eese: This str ong, bitter cheese is bar ely know n outside the Shir es. It som ehow
gives hin w ho eat it 30' dar kvision for 1d6 hour s once per day. It has no affect on other r aces.
1lb W heel: 5gp, Slice: 1gp
Oscypek : This cheese fr om Kar am eikos is instantly r ecognized by its spindle shaped for m . A ver y
com m on cheese in Kar am eikos, it also tr anspor ts w ell for adventur er s.
Spindle: 3cp.
138
Pr i m : The spr eadable for m of Br unost, Pr im is found m ainly in the Nor ther n Reaches, but
tr anspor ts w ell enough to r each other m ar kets.
1lb Loaf: 2sp
Ru sh an : A ver y tough cheese fr om Ochalea, Rushan is m eant to be cover ed w ith sw eets or nuts so
the eater can savor it over tim e. Eating it plain is not advised.
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.
139
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
140
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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