DN D5 e Mystara PHB2 [PDF]

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Zitiervorschau

Page

Pl ayer's Handb ook

Nations

5

Cities

22

Center s of Lear ning

23

Locations of Ill Repute

24

Cr im e and Punishm ent

25

Calendar s and Holidays

26

Dr ead Cr eatur es

35

M oney of M ystar a

36

Factions of M ystar a

37

Races of M ystar a

41

Classes of M ystar a

53

New Ar chetypes

58

Backgr ounds

82

New Feats

86

Im m or tals

88

Dom ains of the Spher es

109

Secr et Cr afts of Glantr i

115

Nor dic Runes

125

New Spells

128

M agic Item Availability

139

M ajor Im por ts and Expor ts

140

M ar kets and Guilds

142

New Equipm ent

144

Castle Constr uction

145

Captain Quinn's Nautical Em por itum

146

Tar la's Epicur ian Delights

151

M aps of M ystar a

161 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 effor t 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 an official com e back . 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 ar tists denoted below , I w ill r eplace the filler as new ar t is com pleted. 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 Revised M aps by: Thor finn Tait Illustr ations: M ischa Jones, Heather Holcom b, Keith Byer s, Rick Her shey M ischa's Ar t Page: http://m ischacelfr um os.deviantar t.com / No par t of this book is intended as a copyr ight challenge. 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 V27

3

Placesand Times 4

Alfheim Alfheim has only one tr ue city, Alfheim Tow n. Bar ely m or e than a tr ading post com par ed to other capitols, all nations that have diplom atic ties to Alfheim have their em bassy ther e. Alfheim is know n for its m any high m agic ar eas, w her e m onster s m agically appear and the fey ar e found in gr eater num er than anyw her e else Alfheim is divided in clans, each w ith w ith its ow n ter r itor ies and goals. Cl an s Cl an Ch ossu m is the m ost open of the clans, w elcom ing contact w ith outsider s. Chossum is the m ost m er cantile of the clans, and pr ofits gr eatly fr om tr ade w ith other nations. Cl an Er en dyl is consider ed the r oyal clan, as the Dor iath, the cur r ent king, is has blood ties to it. Er endyl has the lar gest num ber of elves involved in the gover nm ent of Alfheim . Cl an Feadi l is the new est clan, and one of the m ost xenophobic. Feadil believes str ongly in r estr icting access to Alfheim to hum ans, though oddly enough they get along w ell w ith dw ar ves.

Gover nm ent: M onar chy Capitol: Alfheim Tow n Language: Elven Size: 17,950 sq. m iles Alfheim is hom eland of the sylvan elves, encom passing the entir ety of the Canolbair th For est. Sur r ounded entir ely by the tr ading nation of Dar okin, the elves m aintain cor dial r elations w ith m ost of their neighbor s. The Canolbair th For est is know n for its gigantic tr ees that the elves building their dw ellings in, as w ell as being hom e to som e of the fier cest cr eatur es in the know n w or ld.

Cl an Gr u n al f ar e the car etaker s of the Canolbair th for est. They tend not just to the gr eat tr ees, but also ser ve as gam e w ar dens to keep the anim al populations under contr ol. Cl an Lon g Ru n n er is the m ost insular of all the clans, w anting nothing to do w ith outsider s, and little to do w ith the other clans. They pr efer to use their clan nam e over their r eal nam e. Cl an M eal i di l m aintains the vast histor y of Alfheim . They have gr ow n a Hom e Tr ee just to hold all their scr olls. The m ost conser vative clan, even their dr ess style is ar chaic. Cl an Red Ar r ow ser ves as the bulk of Alfheim 's m ilitar y. They ar e tor n betw een closing the bor der s for pr otection and lear ning new tactics and str ategies fr om other nations. 5

Alphatia Ki n gdom s Al at i an s ar e a chain of islands unique in their ow n w ay, those that ar en't far m land ar e a univer sity, am usem ent par k or fr ee city. Am bu r is know n for its actor s and astr onom er s. Aqu as is located at the bottom of the ocean under a giant cr ystal dom e. Ar ogan sa is the r ichest kingdom in Alphatia. Bl ack h ear t , located in the hear t of Alphatia, is w her e even the dar kest ar ts ar e toler ated. Bl ack r ock is populated m ostly by slaves. Fl oat i n g Ar flies tw o m iles over head, and can be r eached only by m agic. Gr een spu r is hom e to the lar gest naval base in Alphatia. Haven holds the lar gest por t, and is know n for its toler ance of 'com m on' Alphatians.

Gover nm ent: M onar chy Capitol: Sundsvall Language: Alphatian Size: 1,968,134 sq. m iles (continent) Alphatia is a m agical em pir e, located on the continent of the sam e nam e. Com pr ised of num er ous sem i-independent kingdom s, all sw ear ing fealty to Em pr ess Er iadna. In Alphatia only those w ith m agical pow er ar e allow ed to r ule, though dom ains far fr om the capitol w ave this r ule. M agic is ever yw her e in Alphatia. Ships, buildings and even an entir e kingdom can be seen flying high acr oss the sky. Those w ithout m agic ar e seen as second class citizens, no m atter how w ell their pedigr ee m ay r ead. Alphatia is com pr ised of num er ous kingdom s, each w ith its ow n cultur e.

Li m n has the lar gest population of hum anoids in the em pir e. Though savage, they ar e toler ated as long as they can cast m agic. M er i an der is know n for its lar ge population of alchem ists. Nor w or l d is the new est ter r itor y. It is looking for settler s to tam e its fr igid w ilder ness. Sh i ye-Law r is hom e to m ost of Alphatia's elves. St on ew al l is the m ost populous kingdom , m ainly for its toler ance tow ar ds com m oner s. St ou t f el l ow is populated m ostly by dw ar ves. Su r sh i el d by r oyal decr ee has no law s except sur vival of the fittests. Th ot h i a is an ancient kingdom , w ith myster ious or igins pr edating Alphatia. Ver t i l och is Ar iadne's per sonal kingdom , r estr icted by law to fantastic m ansions.

6

Atruaghin w ith other nations is thr ough the Wor ld Elevator , a m assive w inch that allow s access to the plateau w ithout clim bing the steep sides. Tr i bes Bear Tr i be is located on the nor theaster n r im of the plateau. They build their hom es dir ectly into the face of the plateau, and have the m ost contact w ith outsider s. El k Tr i be live on the souther n bor der of the plateau. They ar e gener ally a peaceful people, w ith little contact w ith outsider s. They ar e fantastic far m er s, gr ow ing both food and tobacco. Hor se Tr i be r oam the nor ther n half of the plateau, her ding the buffalo that ar e com m on in the ar ea. A w ar like tr ibe, the Hor se Tr ibe spends a lar ge am ount of tim e fighting hum anoids and the Tiger Tr ibe.

Gover nm ent: Independent Tr ibes Capitol: None Language: Atr uaghin Size: 36,380 sq. m iles Located high atop the Atr uaghin Plateau, the tr ibes of of the Atr uaghin clanholds ar e som e of the m ost isolated people in the know n w or ld. Com pr osed entir ely of hum ans, the people of the Atr uaghin clanholds ar e divided into five m ajor tr ibes. Lacking m etals in any gr eat num ber , the Atr uaghins have lear ned to shun ar m or and tend to fight w ith the sim plest w eaons. Their ability to live off the land and attack fr om out of now her e is legendar y. Though they ar e isolated, som e have taken steps to explor e the w or ld at lar ge. Their only contact

Ti ger Tr i be lives in the jungles southeast of the plateau. An evil people, they ar e dom inated by their pr iesthood in their eter nal quest for sacr ifices to their dar k Im m or tals. Tu r t l e Tr i be live on the shor es south of the plateau. They ar e the m ost advanced of the tr ibes, spending m ost of their lives at sea hunting their sacr ed w hales. Var i an t : If you choose Atr aughin as your nationality 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. 7

Broken Lands old gr udges w ith var ious lands, and tur n to r aiding if left unchecked. Thar know s his one chance at gr eatness is keeping his hor de or ganized long enough to str ike as one, he has to avoid distr actions and keep his for ce as cohesive as possible. Ki n gdom s Bu gbu r bi a is led by King Ohr 'r , and is gener ally w ell m otivated. They hate the gnolls, but don't go out of their w ay to cause tr ouble. Hi gh Gobl i n y is one of the sm allest r egions in the Br oken Lands. Queen Yazar despised Thar , but fear s him enough to not betr ay him . Hobgobl an d is the m or tal enemy of Yellow Or kia. Ever y m onth Hutai-Khan attacks, and both sides fight until their num ber s ar e spent. Kol is a staunch ally of Thar , and follow him w ithout question. Kol is the best or ganized kingdom , m odeled after Thyatis.

Gover nm ent: Dictator ship

Capitol: Udhgar Language: M ost hum anoid tongues Size: 11,600 sq. m iles A blasted w asteland filled w ith thousands of hum anoids, the Br oken Lands ar e r uled w ith an ir on fist by the or c king Thar. He has or ganized an ar my of or cs, gnolls, ogr es, tr olls, hobgoblins, bugear s and tr olls into a for ce pow er ful enough to thr eaten the sur r ounding nations. The Br oken Lands ar e not habitable above gr ound, so all ten nations of the Br oken Lands ar e situated w ell below the ear th. Thar has his hands full keeping his er stw hile allies in line. M any of the tr ibal leader s have

Ogr em oor is lead by King Alebane, a w anted fugitive in Glantr i. They enjoy being fear ed by all other kingdom s save the tr olls. Or cu s Rex is hom e to the m ost pow er ful of the or c tr ibes. All other kingdom s fear the str ength of Thar 's legions. Red Or cl an d is extr em ely loyal to Thar after he liber ated it fr om High Gobliny. The Supr em e Hool w as appointed chief by Thar him self. Sou t h Gn ol l i st an is r uled by Nazim Pasha, w ho im itates Ylar i custom s. The gnolls ar e constantly tr ying to star t tr ouble w ith bugbear s. Tr ol l h at t an is consider ed to be the w or st place in the Br oken Lands. Only the toughness of the tr olls, or their stupidity keep them fr om m oving. Yel l ow Or k i a is know n for their im itation of the Ethengar tr ibesm en. They ar e also know n for their constant attacks on their neighbor s, 8

City of Stars sum s am ong the shadow elves. Though m any ar e cur ious about life outside of the City, they ar e for bidden fr om leaving by the sham an that r eceive the teachings of Rafiel. Shadow elf adventur er s ar e extr em ely r ar e, but once they have a taste of life on the sur face, they r ar ely go back w illingly. Bu i l di n gs of I n t er est Hou se of M yst i c is the shop of Risar diel, a for tune teller. She is str ange for a shadow elf, dr essing in br ight clothes and speaking loudly. Occasionally her pr edictions com e tr ue. M af l ar el 's Em por i u m is the m ain sour ce for sur face goods. No one know s how the ow ner is able to get the goods, but people still buy them despite his outr ageous pr ices. Or c's W h i sk er s is a clandestine m eeting place for young shadow elves. Her e they can hold hands in pr ivate, dr ink alcoholic bever ages or sm oke tobacco sm uggled in fr om the sur face.

Gover nm ent: Theocr acy Capitol: N/A Language: Elvish Size: 2,000 sq. m iles Located 600 m iles beneath Alfheim , her e the m ajor ity of the shadow elves live. The elves live in r itualistic dom inated lives, their w or ship of Rafiel dictates their entir e life fr om bir th to death. The elves live sim ple and plain lives, har vesting fungus for food and patr olling the caver ns to fend of m onster attacks. The pr esence of Rafiel can be found ever yw her e in the city, as all shadow elves m em or ize his teachings fr om an ear ly age. The elves ar e fascinated by things sur face dw eller s find com m on place. Things like candles, boots or fr esh fr uit dem and inor dinate

Qu an af el 's Th au m at u r gy is a m agic shop specializing in second hand m agic item s. Though expensive, his shop is often the only place you can find m agic item s in the city. Tem pl e of Raf i el dom inates the city, both liter ally and figur atively. No one but the sham an ar e allow ing into the tem ple. Her e the sham an give the dictates that guide the shadow elves' lives. Way of Tr ees is a gar den of sur face tr ees m agically enchanted to sur vive under gr ound. It is consider ed the m ost beautiful par k in the city, and the par k is alw ays cr ow ded w ith visitor s. W h i sper i n g Wat er s is a lar ge m eeting place for shadow elves. Not used ver y often as the elves have no r eal need for inns, it pr im ar ily functions as a convenient m eeting place. 9

Darokin thr ough char ity, the lazy ar e gener ally left to star ve. The nation is dom inated by its guilds, but the guilds ar e car eful not to inter fer e w ith law ful tr ade and br ing the w r ath of the gover nm ent dow n upon them . Dar okin m aintains a lar ge cor ps of diplom atics to sm ooth out tr ade issues w ith their fellow nations. Ci t i es Ak esol i is the w ester nm ost city in Dar okin, it is the sm allest of the 'Six Cities' of Dar okin. It dom inated the tr ade com ing in fr om the w est. It does not pr oduce m uch, but acts as a stockpile of item s enter ing and leaving the nation. Ak or os is the sister city of Akesoli. It is located on the easter n edge of Lake Am sor ak . It is one of the m ajor cr ossr oads, w ith goods com ing in fr om all dir ections and r outed to another por t. At h en os is the lar gest por t, located at the cusp of M alpheggi Bay. Her e goods fr om Dar okin flow in and for eign goods com e fr om acr oss the sea. It is definitely the m ost diver se city in the nation.

Gover nm ent: Plutocr acy Capitol: Dar okin City Language: Dar okinian Size: 81,900 sq. m iles The land of w ealth and tr ade, Dar okin is ar guably the r ichest nation in the Know n Wor ld. W ith lim ited access to the sea, Dar okin has built an enor m ous econom ic em pir e m ainly thr ough gr ound tr ade. They ar e one of the few nations w ith diplom atic contacts in ever y other nation. Though r uled by the r ichest citizens, they ar e sur pr isingly upw ar dly m obile. W ith their economy as str ong as it is, only the infir m and the lazy do not w or k . The infir m ar e helped

Cor u n gl ai n is the city closest to the Br oken Lands. It is a w ell for tified city, as or c r aids fr om the nor thw est ar en't uncom m on. Cor unglain is heavily m ilitar ized, w hich helps get the car avans to Ethengar and Glantr i thr ough. Dar ok i n Ci t y is the hear t of the nation. The lar gest m er chant guilds oper ate her e, and it is centr ally located for all the car avans. It is the city of banks, no other city can claim the econom ic pow er that lies w ithin its city w alls. Sel en i ca calls itself the easter n capitol. The lar gest city east of Alfheim , Selenica is the second lar gest city in Dar okin. Fier cely independent, Selenica deals w ith the m ost for eign m ar ket of any city in Dar okin. 10

Ethengar their spir it sham an to keep them safe. This is not just super stition, the cur sed deser t they call the Land of the Black Sands holds the Wor ld M ountain, w her e the spir its m ay r oam the w or ld fr eely. Tr i bes Bor t ak s spend their tim e tr ading and m aking w ar. W hile they r estr ict them selves to sim ple r aids, they know the tim e for all out w ar is near. Kaer u t s ar e a once w ar like clan, but their favor able position on the tr ade r outes established by Golden Khan has tem per ed their bloodlust w ith w ealth. Ki yat s ar e the closest to Vestland, and as such ar e entr usted to find out w hat can be know n about their neighbor. Kiyat ar e know n for pr efer r ing diplom acy to w ar. M u r k i t s ar e the r uling tr ibe, lead by M oglai the Golden Khan. They ar e the w ealthiest and str ongest of the tr ibes, and ow e it all to M oglai's leader ship.

Gover nm ent: Khanate Capitol: Cour t of the Gr eat Khan Language: Ethengar ian Size: 57,970 sq. m iles The gr eat steppes of Ethengar ar e hom e to a fier ce and nom adic people. Seven tr ibes united under a single khan, the Ethengar ar e a w ar like people looking for gr eater glor y. Ethengar is a hostile place, w ith little natur al r esour ces and har sh w inds that pr ovide no shelter. The Ethengar ar e know n for their hor sem anship, their entir e cultur e is center ed ar ound the hor se. A deeply r eligious people, they follow advice of

Tai j i t s ar e tasked w ith keeping the tr ade r outes open, w hich leads them into dir ect conflict w ith the hum anoids that r aid it, a task they r elish. Ui gh u r s ar e the m ost m ilitant of all the tr ibes, they long for w ar w ith the Heldans. They ar e im patient at the build up of for ces and w ant open w ar far e now. Yak k as ar e one of the w ealthiest tr ibes, their position on the bor der w ith Rockhom e is advantageous and highly pr ofitable. Though initially for ced to follow the Golden Khan, his gener osity have w on them over to his side. Yu gat ai s ar e the poor est tr ibe, they ar e at constant w ar w ith goblin w olf r ider s that contest them for their gr azing land. They w er e the last tr ibe to join M oglai, and ar e looked upon w ith suspicion. 11

FiveShires r etur ning and settling dow n. Another inter esting aspect of the Shir es is the hin have developed an alm ost sym biotic r elationship w ith it. W hen thr eatened, som e Hin can tap into the pow er of the land to disr upted hostile m agic. This ability, called Denial, is tied to the land. W hile not r eliable, enough hin have lear ned to har ness it to m ake w izar ds w ar y about casting spells ther e. Sh i r es East sh i r e is the m ost w ell know n of the Shir es, sim ply because of the r oads leading to it. It bor der s the Black Eagle Bar ony of Kar am eikos, a sour ce of contention betw een the tw o nations. Her e bor der tow ns ar e packed w ith foodstuffs and w ar es r eady for sale.

Gover nm ent: Repr esentative Capitol: Shir etone Language: Dar okinian, Thyatian, Hin Size: 10,660 sq. m iles A peaceful far m ing nation, the Five Shir es ar e the hom e of the tr anquil hin, or halflings. Com pr ised of r olling hills, fer tile far m land and abundant for ests, the Shir es pr oduce far m or e food than even the hin could eat. Fought over heavily in the past, the hin have liber ated their lands thr ee tim es fr om or cs, dw ar ves and Thyatian invader s. The hin live w ithout the thr eat of w ar or invasion, and because of this they have pr osper ed. W hile the Five Shir es is an ideal place to r aise a fam ily w ithout fear , for m any young hin it is extr em ely bor ing. These hin ar e called yallaren and often head out to explor e the w or ld befor e

Hear t sh i r e has a m ajor ity of the Shir e's m ines, and is heavily defended in case of or c attacks fr om the m ountains. It is consider ed r ustic, even by hin standar ds. It's sm all population and lack of tr ade cause the car avans to usually ignor e it. Hi gh sh i r e is the Shir e's fr ontier. A dir ty, industr ious ar ea, it is located on the m ountains to the nor th. Or c attack is a constant thr eat, and the hin have incr eased the pr esence of both their guar d and their m ilitar y her e. Highshir e is not a place to be found unar m ed. Seash i r e is the r ichest and m ost populous of the Shir es. M ost of the nation's por ts ar e her e, and ar e know n for their highly efficient docks. The lar ge num ber of r etir ed adventur er s her e also ser ve to keep the r egion safe. Sou t h sh i r e is the oldest Shir e, and the m ost pr oductive in ter m s of agr icultur e. Alm ost all of the Shir e is given over to far m ing and r anching. W ith the exception of Br am bler ose Wood, Southshir e isn't know n for excitem ent. 12

Glantri other little law m aking ever gets done. Par liam ent is located in the hear t of Glantr i City, r enow ned for its canals and gondolas. W ith the Gr eat School of M agic also located in the capitol, it is one of the gr eatest sour ces of intr igue know n. Hou ses Al h am br a ar e the hot blooded elves of the south. They ar e extr em ely honor bound and quick to take offense. Cr ow n gu ar d cam e fr om another w or ld to escape per secution. They ar e know n for their secr ecy, as w ell as their haunted m oor s. El l er ov yn ar e elves that em igr ated fr om Alfheim . They have kept their love of natur e and ar e know n for their sym pathy for Alfheim I gor ov cam e fr om Tr aladar a to pur sue m agical cr afts. It is know n for its appeasing natur e, but is not w ell tr usted by the other houses.

Gover nm ent: M agocr acy Capitol: Glantr i City Language: Thyatian, Alphatian, Elvish, Ethengar ian, Tr aladar ian Size: 89,713 sq. m iles A fr actious m agocr acy, Glantr i is extr em ely pow er ful, w ith m or e enem ies than any other nation in the Know n Wor ld. Glantr i is at odds w ith the Five Shir es, Rockholm and Ethengar , and toler ated ever yw her e else. They ar e know n for exper im enting on hin and dw ar ves to lear n about their anti-m agical capabilities, and they have banned cler ics and dr uids upon pain of death. Glantr i is r uled thr ough its Par liam ent, though its ten Pr incipalities ar e so at odds w ith each

Li n den is the oldest house in Glantr i. They have no shor tage of enem ies as they hold gr udges since the founding of Glantr i. Ri t t er bu r g is com pr ised of a w edding of Thyatian and Alphatian fam ilies. It is know n for its m ilitar y com m ander s and its w ar like natur e. Si l ver st on cam e fr om Alphatia, dur ing the founding of Glantr i. Long r um or ed to have ties to the em pir e, they do little to dispel the r um or s. Si n gh abad descended fr om Ethengar ian stock, and is heavily distr usted because of it. They ar e oath sw or n to Glantr i, and have abided by it. Si r ecch i a or iginally cam e to Glantr i fr om Thyatis as settler s. Notor iously par anoid, their love of poison is also extr em ely w ell know n. Syl ai r e cam e fr om the sam e w or ld as Cr ow nguar d. Know n for bouts of m adness and lycanthr opy, they still ar e extr em ely pow er ful. 13

Ierendi ships, cr eated by the fir e w izar ds of Honor Island, have gave Ier endi the edge in naval w ar far e. The ships have pr oven im per vious to all dam age, and their ability to set enemy ships aflam e fr om gr eat distances m ean m ost captains tur n tail on sight. I sl an ds Al cove is spar sely populated, and know n for being a base of pir ate oper ations. M any tour ists com e her e to tr easur e hunt how ever. Al oysi u s is the nation's penal colony. The island is m iner al r ich, leading to a lar ge dw ar f population. Tr opical disease is a pr oblem . El egy is consider ed the sacr ed bur ial gr ound of the M akai. Though it fell out of favor for year s due to a cur se, the pr actice has r etur ned. Fl et ch er is know n for its caves and agr icultur e. M ost of the population live in the caves, and sell cr ystals that spar k w hen str uck .

Gover nm ent: Constitutional M onar chy

Capitol: Ier endi City Language: Thyatian, M akai Size: 17,240 sq. m iles An island chain know n for its pleasant w eather , tr anqual beaches and r ecr eations, it is har d to im agine this nation of car efr ee islander s possesses the m ost fear ed navy on the sea. Com pr ised of ten islands, Ier endi is populated by the native M akai and descendants of a Thyatian pr ison cam p. United in the hatr ed of the oppr essive Thyatians, the tw o gr oups united to cr eate m oder n Ier endi. The nation is unique in its gover nm ent as the m onar chs ar e just figur eheads, deter m ined by contest each year. Real pow er is held by the Council of Lor ds, w hich is chosen by the islander s. Ier endi's fir e

Hon or is hom e to the legendar y fir e w izar ds. They ar e isolationists, though not hostile. They help castaw ays in tr ouble w hen needed. I er en di is hom e to the gover nm ent buildings. The island also has the m ajor ity of the r esor ts the idle r ich flock to dur ing the sum m er. Roi st er is hom e to m ostly M akai. It is a sim ple island devoted to fishing and far m ing, and m ostly avoided by the tour ists. Saf ar i is devoted entir ely to big gam e hunting and m ock adventur es. Tw o lar ge par ks ser vice the lar ge cr ow ds that com e for the spectacles. Ut t er is hom e to a lar ge gr oup of albinos. Devoted to their studies, also cr eate lar ge beautiful str uctur es as par t of their faith. W h i t e is a cur sed island populated by w hite apes and m ad m onks. All that stay her e go m ad, and no one know s the cause or the cur e. 14

Karameikos done m uch to satisfy both the native Tr aladar ans and the new ly settled Thyatians. The Duchy is still w ild and untam ed, and w ill take year s befor e the entir e nation is fully settled. Ci t i es Cast el l an Keep is located on the bor der lands betw een Kar am eikos and Rockhom e. It is near a com plex of hum anoid filled caves, and looking for her oic types to clear them out. For t Doom is r un by Stefan's distant cousin Bar on Ludw ig von Hendr icks. Hendr icks, w ith the help of his w izar d Bar gle, r ule over the Black Eagle Bar ony w ith a r eign of ter r or. Hi gh f or ge is the lar gest gnom ish settlem ent in the nation. The gnom es keep to them selves, except w hen their car avans leave to br ing goods to all par ts of Kar am eikos and beyond.

Gover nm ent: Gr and Duchy

Capitol: Specular um Language: Thyatian, Tr aladar an Size: 46,750 sq. m iles For m er ly the Thyatian pr ovince of Tr aladar a, Kar am eikos w as acquir ed by Gr and Duke Stefan Kar am eikos by tr ading aw ay his ancestr al lands to be allow ed to r ule w ith autonomy. Duke Stefan br ought m any of his kinfolk w ith him to help r ule, cr eating som e str ife w ith the native Tr aladar an fam ilies alr eady pr esent. Kar am eikos is a land divided by cultur es, the Thyatians r ule over the num er ically super ior Tr aladar ians. For tunately Duke Stefan is a highly com petent r uler , and his just natur e have

Kel v i n is one of the m ost im por tant tr ade cities in Kar am eikos. Run by the highly com petent Bar on Kelvin II, the city pr osper s fr om the tr ade flow ing in and out of the nation. Lu l n is on the edge of the Black Eagle Bar ony and lives in constant fear of it. It is a peaceful tow n, but exper iences fr equent r aids fr om the Bar on's thugs and guar ds. Specu l ar u m is the capitol, nam ed for its m ir r or like bay. The city has its shar e of cultur al str ife, but outr ight violence is r ar e. Under Stefan's r ule it is actually becom ing quite w ealthy. Su l escu is a peaceful tow n, though it has a voluntar y cur few at dusk . M any villager s live in fear of Lor d Sulescu, fear ing him to be in league w ith dar k for ces, but ther e is no pr oof of it. Th r esh ol d is a lar ge city for its size, as houses ar e r equir ed to be spr ead out. It is a busy logging com m unity, but alw ays in need of help fr om adventur er s due m onster s in the w oods. 15

Minrothad Guilds am ount of w izar ds, the M er chant Pr inces, to give them an edge on sea and at the bazaar s. I sl an ds Al f ei sl e is a long and heavily w ooded isle, hom e to the sea elves and som e w ood elves. The str uctur es of ther e ar e all w or ks of ar t, and the elves tr y and show off their skills by cr eating m or e and m or e intr icate str uctur es fr om w ood. Bl ack r ock I sl an d is hom e to the ver y active volcano Halfpeak . It has little of inter est except a sm all com m unity of mystics and a sm all fishing village that har vests exotic sea cr eatur es dr aw n to the heat. Fi r e I sl an d is another island hom e to a live volcano, only M ount Thym as is m uch m or e active. Betw een the constant fog and m ist, few ventur e close to the island. Ther e is r um or of a pir ate base, but no one w ill get close to find out.

Gover nm ent: Plutocr acy

Capitol: M inr othad City Language: M inr othad, Elvish Size: 8,120 sq. m iles The m ost pow er ful naval tr ading nation, M inr othad is also the m ost r acial diver se countr ies. Elves, hum ans, hin and dw ar ves w or k together to incr ease the w ealth of the nation, each tasked w ith a differ ent aspect of the economy. M inr othad is r uled by its guilds, each guild dom inated by a differ ent r ace. It is hom e to tw o clans of elves, and is consider ed by som e to be the second elven nation. M inr othad is not a m ilitar y pow er , it does have a sizable navy and a sm all land for ce, but its ability to field num ber s of m er cenar ies has kept hostiles at bay. M inr othad also uses a lar ge

For t r ess I sl an d is hom e to an active volcano and a lar ge population of dw ar ves. The dw ar ves use the volcano to cr eate high quality m etal item s. Due to the hazar d of the volcano, the dw ar ves ar e left to w or k in peace. Open I sl e is hom e of the lar gest population of hin outside the Shir es. The m ost exposed of the islands to stor m s, the hin's subm er ged houses allow them to w eather the w or st of it. The cities ther e ar e neat and or der ly, as the hin pr efer. Nor t h I sl an d is hom e to a single settlem ent due to its lack of a natur al har bor. The island is pr im ar ily used in em er gencies, and keeps a w ell stocked for tr ess to help in disaster s. The tow n also has a lar ge population of cler ics of all faiths. Tr ader 's I sl e is the lar gest island in the chain, sur r ounded by the Nithian Reefs and shr ouded in fog, just getting to the island is a hazar d. Her e you w ill find the m etr opolis of M inr othad and the shanty of Har bor tow n. 16

Northern Reaches fighting w ith each other , and occasionally r aiding up and dow n the coast w hen they think they can escape w ithout r eper cussions. Nor thm en shar e their lands w ith a lar ge num ber of dw ar ves, and ar e hom e to the M odr igsw er g, a clan of m ad dw ar ves that cr eate pow er ful yet cur sed m agical ar tifacts. Nor thm en ar e fr equently found outside their hom elands in sear ch of glor y, but just as often the nobles of the nor ther n r eaches ar e looking for adventur er s to handle the num er ous m onster s that live in the m ountains. Nat i on s Ost l an d is r uled by King Hor d, a old and tr adition bound king. His influence is split betw een his chief advisor , the honor bound pr iest of Odin Asgr im the Bow ed, and his new w ife Yr sa. Yr sa r epr esents change in the w ay Ostland is r un, and her and Asgr im butt heads constantly. Ostland is r un like it alw ays w ays, the old tr aditions r un deep her e. It is m ilitar ily str ong, but socially stagnant.

Gover nm ent: M onar chy

Capitol: Zeabur g (Ostland), Soder fjor d (Soder fjor d), Nor r vik (Vestland) Language: Heldannic Size: 8,920 (Ostland), 31,060 (Soder fjor d), 21,060 (Vestland) sq. m iles The Nor ther n Reaches ar e actually thr ee nations shar ing a com m on cultur e. Each beholden to its w ar r ior r oots, the Nor ther n Reaches is a land of har sh clim ates and m ountainous ter r ain. The lands ar e know n to har bor hum anoids of all shapes and sizes, fr om kobolds to giants. The people ar e deeply r eligious, follow ing the Aesthir pantheon. The nations ar e constantly

Soder f j or d is less a nation and m or e a gr oup of allied nobles. It is the poor est and w eakest of the Nor ther n Reaches, splinter ed and divisive. Ragnar the Stout, the cur r ent w ar leader of Soder fjor d is tr ying to unite the var ious jar ls into a cohesive gover nm ent, but it is pr oving to be extr em ely difficult. W ith no centr al gover nm ent Soder fjor d collects no taxes and r aises no tr oops, keeping it poor and w eak . Vest l an d is the m ost m oder n of the Nor ther n Reaches. The nation has begun to m ove aw ay fr om just r aiding and m or e into tr ade and com m er ce. It is ham per ed by the lar ge tr oll population in its bor der s, som ething that has to be addr essed befor e Vestland takes its place w ith the m oder n nations. It holds the place as the only nor ther n kingdom to suppor t w izar ds, and it is the only one to have banned slaver y. 17

Rockhome w izar ds their actions w ill not be toler ated. Rockhom e cities ar e things of ar chitectur al w onder , as the dw ar ves' natur al cr eative abilities allow them to build in any dir ection and often have gigantic m echanical contr aptions allow ing gr eater access to their caver ns spr ead thr oughout the city. The dw ar ves ar e or ganized by clan, and the clan elder s advice the king dir ectly. Rockhom e keeps diplom atic ties w ith all the sur r ounding nations, even going as far as Thyatis and even Alfheim , though that r elationship is str ained because of m utual distr ust. Cur r ently they ar e allied w ith Ethengar tr aining its w ar r ior s in the w ay of seige w eaponr y for use on Glantr i. Cl an s Bu h r odar ar e the r eligious caste of Rockhom e. They ar e num er ically a sm all clan, but w ield gr eat influence over the other clans. Ever ast is the r uling clan. They ser ve the king as diplom ats and bur eaucr ats, believing the king is only as str ong as his w eakest ser vant.

Gover nm ent: M onar chy

Capitol: Dengar Language: Dw ar vish Size: 41,140 sq. m iles The kingdom of the dw ar ves, unchanging and static for centur ies. Rockhom e is split evenly betw een those that live above gr ound and those that live below. The dw ar ves ar e neutr al to m ost other nations, as long as their car avans m ove unm olested they don't car e about exter nal politics. Their one exception is their hatr ed of Glantr i, the w izar ds ar e know n for dissecting dw ar ves to find the sour ce of their m agical r esistance. In r etur n the dw ar ves often ally w ith nations hostile to Glantr i to show the

Hu r w ar f ar e zealous isolationists. They oppose tr ade outside of Rockhom e, and seek to shut dow n the bor der s to other nations. Sk ar r ad do m ost of the constr uction in Rockhom e. They ar e consider ed untir ing w or ker s, even am ong other dw ar ves. Syr k l i st ar e devoted to m ining. They ar e politically neutr al to all other clans, pr efer r ing to ignor e ever ything but their w or k . Tor k r est is heavily involved in the m ilitar y. They keep Rockhom e fr ee of hostiles, and pr ovide m ilitar y aid to nations against Glantr i. Wyr w ar f ar e the low est r egar ded clan, the far m er s. Held in low r egar d by other clans, the Wyr w ar f don't car e as long as they ar e left alone. 18

Serraine Ser r aine's gover nm ent is technically a dem ocr acy, but the city's bylaw s ar e so com plex no one is r eally sur e how the gover nm ent w or ks. Often they don't know w ho is r unning for w hat, they just cast their vote and hope for the best. Som ehow it w or ks. Locat i on s of I n t er est Lak e Gl i t t er l ode w as cr eated to keep the w ater supply fr esh. It is a popular r ecr eation spot, and is know n for its excellent fishing. M u seu m of Cu l t u r e is an extr em ely biased m useum of the histor y of Ser r aine. The gnom ish clans fr equently change the displays to show their side of the city's or igins. M u seu m of Gn om i sh Cr af t s show cases the m any contr aptions and inventions the city is know n for. Gnom es sell sm all w onder s to tour ists and childr en her e.

Gover nm ent: Dem ocr acy

Capitol: N/A Language: Gnom ish Size: .6 sq. m iles A m aster piece of science and m agic, Ser r aine is a flying city built by gnom es fr om lost Blackm oor technology. The city flies ar ound the Know n Wor ld in set patter ns, tr ading m achiner y, ar t and finely cut gem s in exchange for needed food and supplies. The city bustles w ith all sor ts of flying cr eatur es, nagpa, har pies, pegataur , sphinxes and faenor e all have substantial populations her e. The city has m ultiple par ks and attr actions that show off the gnom ish inventions, tour ism is a m ajor sour ce of incom e of Ser r aine.

On yx Tow er is the hom e to Ser r aine's w izar ds. Her e the m agic user s w or k to for tify the city's enchantm ents, and defend it if need be. Pl aza of Tr i u m ph is an open air par k that also ser ves as the par ade gr ound for the pegataur s to per for m their aer ial for m ations. Sci en ce Par k is another ar ea devoted to show ing off gnom ish inventions. Her e the lar ger contr aptions ar e displayed to the public. Sk ypi l ot Taver n is the favor ite taver n for Ser r aine's fighter pilots. Know n for its unusual sm ell, you can find pilots br agging about their exploits her e constantly. Top Bal l i st a Fl yi n g Sch ool is w her e Ser r aine tr ains its air cr aft pilots to defend it fr om dr agon and hostile nations. Tu m bl i n g Fi el ds is another par k, only w ith a per m anent reverse gravity effect so the visitor s float ar ound like dandelions. 19

Thyatis show s their expansionist policies have not changed. Thyatis is still one of the last nations to em br ace slaver y, and their r eputation for tr eacher y and intr igue is w ell deser ved. Pr ov i n ces Hat t i as is an island south of the m ainland. Hattians ar e know n for their r acial pur ity, they despise other r aces. Because of a past r ebellion they ar e for bidden fr om building defenses. Hi n t er l an ds ar e cur r ently being invaded by the Thyatian legions. They ar e a pr oud w ar r ior r ace, but their tactics fail against the highly or ganized Thyatian legions. Ker en das is know n for their hor ses, they pr ovide m ost of the cavalr y suppor t for Thyatis. Such is their love of equestr ian activities all cities have to m ake space for hor ses. Och al ea is an island being occupied by Thyatis. They ar e fam ous for their unar m ed fighting style and exotic foods. Their str ict sexual m or es cause m any w om en to becom e adventur er s.

Gover nm ent: M onar chy

Capitol: Thyatis City Language: Thyatian Size: 42,300 sq. m iles (m ainland) Thyatis is the m ost pow er ful nation on the m ainland. At one point in its histor y it held half the know n w or ld in its em pir e befor e being pushed back . W hile it is an em pir e in decline, it is still ver y m uch a for ce to be r eckoned w ith. Thyatis is lead by Em per or Thincol I, w ho per sonally tur ned the tide against Alphatia w hen they invaded sever al decades back . He has tr ied to tur n the decline ar ound, w ith m ixed r esults. Thyatis still m aintains a str ong m ilitar y, and their cam paign against the Hinter lands

Pear l I sl an ds ar e another island under occupation. Populated by ebony skinned natives, they ar e r egar ded for the devotion to both physical and m ental per fection. Tel Ak bi r is the last of the nor ther n ter r itor ies. Taken fr om Ylar uam , the Akbir have assim ilated long ago. They ar e a laid back people, and have little use for Thyatis' constant w ar r ing. Thyat i s itself is r epr esented by r olling hills and ver dant far m land. It consider s itself an extention of its capitol, and is easily the lar gest city on the continent. Vyal i a elves ar e content to be left alone, but is loyal to Thyatis in exchange for special concessions in tr aining its soldier s. The elves gladly teach ar cane lor e for Thyatian gold. 20

Ylaruam r em oved fr om the nation. Ylar uam r ight now is in the pr ocess of m oder nizing its cultur e, sw itching fr om a nom adic lifestyle to that of a ur ban cultur e is still a bit of a shock to m ost Ylar i. M any of the people r efuse to settle dow n, and keep to their tr aditional lifestyles. Em i r at es Al asi ya is the hom e of the capitol city of Ylar uam City. Alasiya is the m ost ur ban of all of the pr ovinces, thought it does have a lar ge shar e of nom ads as w ell. The natives her e pr ide them selves on thier haggling skills. Abbash an is gener ally hostile tow ar ds for eigner s. The em ir is tr ying desper ately to change that, as Abbashan is being left behind econom ically by the other pr ovinces. Until som ething changes, Abbashan w ill r em ain poor.

Gover nm ent: M onar chy

Capitol: Ylar uam City Language: Ylar i Size: 54,180 sq. m iles A deeply r eligious people, the Ylar i honor the Im m or tal Al-Kalim m or e than all other s. Their cultur e and histor y ar e inescapably w r apped ar ound his teachings. Ylar uam is also a land divided, as his teachings have split the nation in a theological debate on how to inter pr et his teachings. The Pr eceptor s favor a m or e m oder n inter pr etation, and str ive to br ing Ylar uam in line w ith its neighbor s. The Kin believe in a m or e conser vative inter pr etation, and believe outsider s need to be tr eated w ith hostility and

Ni t h i a is by far the poor est em ir ate in Ylar uam . Her e the land seem s infer tile, the people r eject the w or ds of Al-Kalim and the leader s ar e little m or e than bandit lor ds. Ther e is a str ong and illegal tr ade sm uggling out ar tifacts. M ak i st an is the br eadbasket of Ylar uam . The soil is r ich and the cr ops ar e plentiful her e. The M akistani ar e m uch m or e laid back than their countr ym en, they r efr ain fr om the aggr essive haggling their nation is fam ous for. Ni cost en i a is w her e m ost of Ylar uam 's goods leave for other lands. The em ir ate is dotted w ith tr ading tow ns up and dow n its coast. It also has the lar gest for ests in Ylar uam , but even then their quality is poor com par ed to other nations. Dyt h est en i a is lar gely unpopulated except for its capitol of Cr esiphon. The em ir ate is populated m ainly by nom ads, and the entir e r egion is infested w ith m onster s. The em ir ate has r esor ted to sellsw or ds to solve its pr oblem s. 21

Citiesof Mystara Al f h ei m Tow n set up in the in the m iddle of the Canolbair 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 fr actious Glantr i, com pr ised of canals for str eets and bicker ing w izar ds for citizens. M agic is the nor m her e, w her e even the m ost m undane tasks ar e accom plished thr ough sor cer y. I er en di is the scenic capitol of the island nation of the sam e nam e. Like the nation ar ound it, it is a scenic m ar vel filled w ith r esor ts and enter tainm ents. Ever ything happens at a leisur ely pace, exactly as its people like it. M i n r ot h ad is the nautical tr ading pow er house. Set in a calder a, its pr otected position allow ed it to flour ish as a tr ading por t. The city is filled w ith shops of all types, and it is one of the lar gest shipbuilder s in the Know n Wor ld. Nor v i k k is the pr ide of Vestland. It r epr esents the nation's attem pt to becom e a m oder n state. Now m er chants have r eplaced w ar r ior s as the m ost com m on sight, and new buildings ar e being er ected on a r egular basis.

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

22

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

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

Dar ok i n Di pl om at i c Cor ps r uns a ser ies of Sch ool of Ar t in Ier endi is the lar gest bar dic colleges to teach its new officer s how to negotiate school in the Know n Wor ld. W hile it teaches w ith outsider s. It focuses heavily on languages, other ar ts, it is the m ain sour ce for classically business, and for eign cultur e. It also teaches tr ained bar ds. Painter s, w r iter s and sculptor s M er chant Pr inces spells r elated to finance. also flock to the school as w ell. Edr ecor t 's Academ y of Th au m at u r gi cal Thyat i s Gr eat Li br ar y is the lar gest collection of Sci en ce is an Alphatian r un school in Alfheim books and scr olls know n. W hile not a m agical City. It is r un as a ser vice by its m aster w ho splits school, all things m undane and histor ical can be his tim e betw een his appr entices and diplom acy. lear ned her e. It is open to the nobles of Thyatis and those w ith enough coin to gain entr y. Gr eat Li br ar y of Ser r ai n e is the gr eatest r epositor y of know ledge in the w or ld. Not just tom es, but m agical fonts of m em or ies, and illusions of histor ical events. W hile expansive, their undead libr ar ian is a bit w ar y of visitor s.

Tu t or i al Gu i l d is the lar gest school in M inr othad. W hile it teaches m any nautical tr ades, it is m ost fam ous for being the sour ce of m any M er chant Pr ince spells r elated to nautical tr ade.

Gr eat Sch ool of M agi c in Glantr i City is possibly the m ost fam ous school in the Know n Wor ld. Filled w ith w izar ds of all sor ts, fr om appr entices to ar chm ages, w ith r um or s of hidden lor e ever yw her e.

Un i ver si t y of Su n dsval l at tw enty city blocks is the unquestionably the lar gest univer sity know n. Ever y w izar d in Alphatia r eceives their tr aining her e, w ith entir e w ings devoted to m agical r esear ch. 23

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

I t h el dow n Cast l e in the m iddle of Lake Am sor ak, is a cur sed place. None in Dar okin know w hat caused the keep to tw ist and bend, but all ther e hear d the scr eam s fr om w ithin.

Bl ack h ear t in the m iddle of Alphatia is a place w her e w izar ds gather to per for m dar k exper im ents. Nothing is for bidden her e, and m agics of the w or st sor t ar e com m onplace.

Th e Lan d of Bl ack San d in Ethengar is a cur sed place. Nothing gr ow s ther e, no anim als cr oss the blackened deser t. W hen the w ind blow s str ong fr om ther e, m adness follow s in its w ake.

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

M al ph eggi Sw am p betw een Dar okin and the Shir es is a fetid m ar sh hom e to countless m onster s and unspeakable hor r or s. Rum or ed to be the sour ce of a gr eat cur se fr om long ago.

Hat t i as in the Em pir e of Thyatis is know n for their fanatical hatr ed of outsider s. Believing them selves to be super ior to all other s, Hattians plot to br ing the lesser r aces under their r ule.

Th or n br u sh in Alfheim is Bad M agic Spot w her e the plants gr ow gnar led and blackened. M onster s spontaneously appear her e and a constant vigil m ust alw ays be kept.

Hon or I sl an d is one of the tw o for bidden islands in Ier endi. Hom e to the enigm atic fir e w izar ds, they tur n aw ay all visitor s and enfor ce their isolation w ith their unsinkable fir e ships.

W h i t e I sl an d is the other for bidden island of Ier endi. Hom e to insane m onks and w hite apes, the island causes m adness to all that land ther e. No one know s the cause, or how to stop it. 24

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

25

Mystara Calendar Nuwmont (Nyxmir) Lunadain Gromdain Tserdain

Moldain

Nytdain

Loshdain Soladain

1 See Below

2 Spring Equinox

3

4

5

6

7

8

9

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

2

3

4

5

6

7 See Below

8

9

10 M inr othad Feast of the Silver Pur ge

11

12

13

14

15 Alphatia Closing Day

16

17

18 Glantr i M onster s Fair

19

20

21 Pear l Islands The Dr ow ning

22

23 Dar okin Chancellor 's Day

24

25

26

27

28 Alphatia Extr a Day

1 Vater m ont- Alphatia New Year , Ethengar W inter Festival 7 Vater m ont- Alphatia Land Fall Day, Ethengar Day of the Golden Khan

Thaumont (Alphamir) 1 See Below

2

3

4

5

6

7Alphatia Landfall Day

8

9

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 26

Flaurmont (Sulamir) Lunadain Gromdain Tserdain

Nytdain

Moldain

Loshdain Soladain

1 Var ious Day of Adulthood

2

3 Glantr i Par liam ent Day

4

5

6

7 Rockhom e Ar r angem ent Day

8

9

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

2

3

4

5

6

7

8

9

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

2

3

4

5

6

7 Rockhom e Weddings Day

8

9

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 27

Felmont (Islamir) Lunadain Gromdain Tserdain

Nytdain

Moldain

Loshdain Soladain

1 Karameikos Beast's Day

2

3

4

5

6 Hattias Vanya's Dance

7

8

9

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

2

3

4

5

6

8

9

10

11

12

13 Dar okin Day

14

15 Glantr i Vyonnese Car nival

16

17

18

19

20

21

22 Ethengar Gr eat Hor se Fair

23

24

25

26

27

28

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

Ambyrmont (Cyrpimir) 1 See Below

2 Ier endi Celebr ation of the Sea

3 Rockhom e Show ing day

4

5

6

7

8

9

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

28

Sviftmont (Hastmir) Lunadain Gromdain Tserdain

Nytdain

Moldain

Loshdain Soladain

1

2

3

4

5

6 See Below

7

8 See Below

9

10

11

12

13 Shadow Elves Tarasfir Birthday

14 Glantri Raising of the Walls

15 Darokin Great Reckoning

16

17

18

19

20

21

22

23 Ethengar Day of Counting

24 Ethengar Day of Naming

25

26

27

28 Karameikos Stefan's Birthday

6 Sviftm ont- Glantr i Best W ishes of Kr ondahar , Ethengar New Year 8 Sviftm ont- Thyatis Vanya's Day, Alphatia Star t of W ine Festival

Eirmont (Eimir) 1 Ethengar Cr etia's Day

2

3

4

5 Glantr i Necr om antia

6 Dar okin Har vest Day

8

9

10

11

12

13

14

15 Ethengar Night of Spir its

16

17

18

19

20

21

22

23

24

25

26

27

28

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

Kaldmont (Burymir) 1 Fir st Day of W inter

2

3 Ier endi, Days of Right

4

5

6

7

8

9

10 Ylar uam 'Id al Adha

11

12

13

14 Glantr i Ice Gam es

15 See Below

16

17

18

19

20

21

22

23 M inr othad M idw inter Festival

24

25

26

27 See Below

28 Glantr i Bells of Fate

15 Kaldm ont- Thyatis Footm an's Gam es, Glantr i Boldavian Pr ocession, Ethengar Blessing of Golden Khan 27 Kaldm ont- Glantr i Alexander Day, Ethengar Day of Law 28 Kaldm ont- End of Year , Glantr i Bells of Fate, Nor ther n Reaches Loki Day, M inr othad M idw inter Festival 29

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

Five Shir es

Rockhom e

Ylar uam

Am ai

Clabbas*

W har lin

M uhar r am

Hiskm ai

Vuuldir

M or lin

Safar

Yalm ai

M aehin

Hr alin*

Rabi al Aw w al

Haim ai

Odelin

Hw yr lin

Rabi al Thani*

Kevam ai

Gondulr im

Styr lin

Jum ada'l Aw w al

Seim ai

M ithintle

Bahr lin

Jum ada'l Thani

Lingm ai

Goldaun

Buhr lin

Rajab

Tr ingm ai

Fyr tal

Klintlin

Shaban

Dem ai

Aum byr

Bir r lin

Ram adan

Chagai*

Ssantiir

Biflin

Shaw w al

Rinpoch

Tem biir

Jhyr lin

Dhu'l-Qadah

Kom ai

Dauntil

Kudlin

Dhu'l-Hijjah

* Indicates star t of year. Days of t h e Week Thyatis

Alphatia

Ethengar

Five Shir es

Rockhom e

Ylar uam

Lunadain

M ajhur

Xingqir i

Lunadain

Syhar dan

Yaum al-ahad

Gr om dain

Tijhur

Xingqiyi

Gr om dain

Thr adan

Yaum

Tser dain

Wojur

Xingqier

Tser dain

Evedan

Yaum at-talit

M oldain

Thajhur

Xingqisi

M oldain

Dor fdan

Yaum al-ar ba

Nytdain

Flajhur

Xingqisi

Nytdain

Duldan

Yaum al-ham is

Loshdain

Sejhur

Xingqiw u

Loshdain

Sythdan

Yaum

Soladain

Lahjur

Xingqiliu

Soladain

Fildan

Yaum as-sabt

30

M inr othad Calendar

Shadow Elves Calendar

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

The shadow elves divide their year into 14 m onths of 24 days each. Each m onth takes its nam e fr om a ver se of the Refuge of Stone, an im por tant histor ical text. Ther e ar e no w eeks, and days ar e not nam ed. The shadow elves' cur r ent year is 2116.

Onm un (Nuw m ont 1-Vater m ont 2) Tom un (Vater m ont 3-Thaum ont 4) Dr eim un (Thaum ont 5-Flaur m ont 6) Fir m un (Flaur m ont 7-Yar thm ont 8) Bir m un (Yar thm ont 9-Klar m ont 10) Sagm un (Klar m ont 11-Felm ont 12) Sebm un (Felm ont 13-Fyr m ont 14) Oxm un (Fyr m ont 15-Am byr m ont 16) Nom un (Am byr m ont 17-Sviftm ont 18) Decm un (Sviftm ont 19-Eir m ont 20) Elfm un (Eir m ont 21-Kaldm ont 22) M itw ok (Kaldm ont 23-28)

Gather ing (Nuw m ont 1-24) Nam e (Nuw m ont 25-Vater m ont 20) Refuge (Vater m ont 21-Thaum ont 16) Sham an (Thaum ont 17-Flaur m ont 12) Cr ystal (Flaur m ont 13-Yar thm ont 8) Bir th (Yar thm ont 9-Klar m ont 4) Wander er s (Klar m ont 4-28) Tem ple (Felm ont 1-24) Food (Felm ont 25-Fyr m ont 20) Days (Fyr m ont 21-Am byr m ont 16) Ar my (Am byr m ont 17-Sviftm ont 12) King (Sviftm ont 13-Eir m ont 8) Other s (Eir m ont 9-Kaldm ont 4) Bounty (Kaldm ont 5-28) 31

Holidaysof theKnown World

Al ex an der Day. Glantr ians hold an hour of silence then gather looking for a good om en.

Best W i sh es of Kr on dah ar . Native Ethengar in Glantr i celebr ate the new year.

Al l 's Reck l ess Day. M inr othad celebr ates the end of tax day w ith a no holds bar r ed par ty.

Bi r t h day of Tar asf i r . Shadow elves celebr ate thier fir st king w ith feasts and r evels.

An cest or 's Day. Alphatians set aside a table setting for dead ancestor s and visit gr aves.

Bi r t h day of Th i n col I . Im per ial fam ily hosts gam es and par ades and thr ow coins to the poor.

Ar can i u m . Four day fair in Glantr i to lear n new spells, buy new m agic item s and m ingle.

Bl essi n g of t h e Gol den Kh an . The Ethengar host gam es at the w inter cam p of their khan.

Ar r an gem en t s Day. Dw ar ves pr opose m ar r iage tr aditionally on this day.

Bol dav i an Pr ocessi on . Peasants m ar ch the str eets till daw n holding tor ches and gar lic.

Ash u r a' Sh i 'a. The Ylar i lose their r estr ained natur e and cut loose, alcohol is even toler ated.

Car avan Day. Car avans leave Rockhom e, those left behind feast and toast the m er chants.

Bask Day. A day of laziness, no one in M inr othad w or ks.

Cel ebr at i on of t h e Sea. Ier endi tie their boats together into a flotilla to host a m assive par ty.

Bat t l e of Sar dal Pass. Dw ar ves r elive their m ost fam ous battle w ith m ilitar y celebr ations.

Ch an cel l or 's Day. Wor king holiday in celebr ation of Dar okin's fir st Chancellor.

Beast s Day. Tr aladar ans dr ess up in costum e to r em em ber defeating the beast m en of old.

Cl er i cs For u m . Pr iests of Kagyar m eet to discuss pr oblem s and changes to their or der.

Beggar 's Hope. For one day beggar s in Glantr i ar e allow ed on the city str eets legally.

Cl osi n g Day. Alphatians schools close, and the childr en r etur n hom e.

Bel l s of Fat e. Glantr ians r ing bells all night to w ar d aw ay even spir its.

Cr et i a's Day. Ethengar play har m less pr anks on each other all day. 32

Dar ok i n Day. Dar okin closes all shops and celebr ates the bir thday of its founder.

Feast of t h e Si l ver Pu r ge. M inr othaddanss tell scar y stor ies and ar e gr ateful for good luck .

Dar ok i n M ask ed Bal l . Annual ball is held in the capitol, w ith pr oceeds going to char ity.

Fer i a de Tor os. Belcadiz elves r elease bulls in their str eets and r un alongside them .

Day of Adu l t h ood. Childr en r eaching the age of m ajor ity ar e pr esented as adults.

Fi r st Day of Ri di n g. Ethengar childr en r eceive their fir st hor se.

Day of Bi r t h Bl essi n gs. The sham an pr ay to the W hite Hor se to w atch over the bir th of the foals.

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

Day of Bl essi n gs. Tr ibal khans divide up their w ealth am ong their follow er s.

Foot m an 's Gam es. Week long celebr ation of w eaponsm ithing and w ar gam es.

Day of Cou n t i n g. Ethengar count their her ds to gain favor w ith the khan.

Fr eedom Day/Cr ow n Tou r n ey. Ier endi elects a new King and Queen w ith m uch fanfar e.

Day of Her oes. Hin spend the entir e day cleaning up w ar m em or ials and battlefields.

Gon dol a Gam es. Gondolier s host m ock jousts all day, no business is done.

Day of Law. Ethengar r ecite their law s given by Tubok, all cr im e is punishable by death.

Good Spr i t e Day. Glantr ians play har m less pr anks on each other all day.

Day of M agi c. Alphatia celebr ates w ith m agical displays for the cr ow ds, m ost businesses close.

Gr eat Hor se Fai r . For a w eek Ethengar w ar r ior s tr ade hor ses and sham an convene.

Day of Nam i n g an d Wel com i n g. Ethengar pr esent pr esent childr en and get engaged.

Har vest Day. Dar okinians dr ess up like far m er s and celebr ate the har vest.

Day of Par t i n gs. Ethengar tr ibes split up and go their ow n w ays.

Hi gh Su m m er . For tw o w eeks the Hin feast and per for m dr am as, bur ning a dead or c for luck .

Day of Si l en ce. Silence is m andated in M inr othad for one full day under legal penalty.

How l i n g Day. Alphatians r un w ild, having just one huge par ty.

Day of t h e Dead. Tr aladar ans clean their houses, then feast m er r ily at night.

I ce Gam es. Glantr i City shuts dow n for thr ee days of w inter gam es and balls.

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

'I d al Adh a. Som ber day of r em em br ance and sacr ifice to the Im m or tals.

Day of t h e St r aw M an . Tr aladar ans bur n little str aw m en in effigy to absolve their sins.

'I d al Fi t r . A childr en's holiday of gift giving and gener al m er r y m aking.

Day of Val er i as. Follow er s of Valer ias get engaged, m ar r y or other w ise engage in tr ysts.

I l su n dal Day. Celebr ating Ilsundal's ascension, each elf tr ibe holds a differ ent celebr ation.

Days of Ri gh t . Tr adition Ier endi day of engagem ents and m ar r iage.

I n depen den ce Day. A day of r em em br ance of those m ar tyr ed dr iving out for eign invader s.

Dogger el Days. Alphatian schools celebr ate dr am a, m usic and other ar ts in a sponsor ed fair.

Ki n g St ef an 's Bi r t h day. A day of par ades and m ilitar y gam es, w ith petty cr im es par doned.

Em pr ess Er i adn a's Bi r t h day. Nobles give gifts to the Em pr ess or a coin to beggar s in her nam e.

Lai l at al M i r aj . Holy day at the tem ple celebr ating Al-Kalim 's im m or tality. 33

Lai l at al Qadr . Ylar i pr ay at their hom es hoping to be blessed w ith good for tune.

Sh ow i n g Day. Dw ar ves get together to show off new w ar es and discuss new techniques.

Lan df al l Day. Solem n celebr ation of Alphatian ar r ival in new w or ld.

Spr i n g Br eak . Glantr i students cut loose and use spells to blow up ice in the canals.

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

Th e Cor n er st on e. Shadow elves celebr ate cr eation of their tem ple by star ting new r epair s.

M aw l i d an Nabi . Cler ics spend the day telling cr ow ds about Al-Kalim 's teaching.

Th e Di scover y. Shadow elves celebr ate discover y of their hom e w ith songs and food.

M er ch an t Pr i n ce Day. W izar ds cr eate m agical fir ew or ks w hile par ents thr ow out old clothes.

Th e Dr ow n i n g. Pear l Islander s launch toy canoes w ith candles to appease the sea.

M i dw i n t er Fest i val . M inr othaddanss celebr ate w ith gift giving and m er r y m aking.

Th e Fast an d t h e Feast . For tw elve days hin fir st fast for six days then feast for six days.

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

Th e Gat h er i n g. Ethengar celebr ate sum m er by decor ating cam p w ith gar lands.

M on st er s' Fai r . M onster s ar e par aded thr ough Glantr i City on the w ay to the auction block .

Th e Reapi n g. Last hin holiday of the year w ith feasting, r om ance and r est.

M u st er i n g Day. Shadow Elves take a census and per for m m ilitar y dem onstr ations.

Th e Rebi r t h . Week long holiday in Ier endi alongside planting of new cr ops.

Necr om an t i a. Klantyr e celebr ates its fallen her oes, cleaning up gr aves and battlefields.

Th e Rej ect i on . Shadow elves fast to r eflect on their betr ayal by Alfheim .

New Year s. Typically celebr ates ar ound the continent w ith gift giving, par ades and festivals.

Th e Th i n g. Soder fjor d jar ls m eet to enact new law s and settle old scor es.

Ni gh t of Fi r e. Tr aladar ans ever yw her e go looking for lost tr easur e.

Th e Un sh eat h i n g. The Shir es r em em ber the Thyatian invasion by ar m ing them selves.

Ni gh t of Spi r i t s. Ethengar fast as the boundar y betw een the spir it w or ld w eakens for a day.

Van ya's Dan ce. Hattians and Heldannic Knights per for m r itual dances in full ar m or.

Ni gh t of t h e Red M oon . Glantr i w izar ds celebr ate a r ed full m oon.

Van ya's Day. Thyatis celebr ates victor y by Vanya w ith good natur ed duels and feasts.

Open i n g Day. Alphatian univer sities have their fir st day of class.

Vyon n ese Car n i val . New Aver oigne celebr ates w ith br ight costum es and loud noises.

Par ade Day. Glantr i ar my m ar ches in par ades and hosts m ock gam es.

Weddi n gs Day. The m ost popular day for dw ar ves to m ar r y.

Par l i am en t Day. Glantr i politicians take a day off w or k .

W h i t e Hor se Cer em on y. Sham ans sacr ifice a w hite hor se to pr otect her ds in the new year.

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

W i n e Fest i val s. A w eek long w ine festival w ith conskill checks and tastings.

Rai si n g t h e Wal l s. Glantr ian w izar ds tr y to one up each other cr eating defenses for their city.

W i n t er Fest i val . For a w eek the Ethengar com pete and feast. 34

Dreaded Creaturesof Mystara Bl ack Bal l or Deadly Spher e is quite possibly the deadliest cr eatur e in the m ultiver se. A featur eless black or b appr oxim ately 5' in diam eter , the Black Ball destr oys w hatever it touches. Seem ingly ber eft of intelligence the cr eatur e m oves r andom ly disintegr ating ever ything in its path. It's or igins and m otives ar e a com plete myster y. The Br ai n Col l ect or , or Neh-thalggu in their ow n tongue, is an abom ination fr om the Dem iplane of Nightm ar es. An am or phous body w ith four yellow or bs for eyes, six cr ab legs and a r ow of shar p teeth, the Br ain Collector is beyond com pr ehension It exists to kill sentient cr eatur es and take their br ains. The cr eatur e does not seem to even view its victim s as alive. The Decapu s is an ar bor eal cr eatur e know n its its ten lim bs. Not m uch m or e than a tor so and tentacles ending in shar p hooks, the Decapus lies in am bush above their pr ey. The cr eatur e also m akes itself at hom e in abandoned buildings, hanging fr om the r after s. An aquatic ver sion exists, floating w ith the tide and m enacing all it com es acr oss. Dr agon n e ar e m agical cr eatur es w ith the head of a lion and the body of a gold dr agon. Found alm ost anyw her e except ar ctic r egions, these solitar y hunter s ar e som e of the m ost dom inant hunter s ar ound. Know n for their fear som e r oar and deadly attack, Dr agonne ar e often sought by som e knights as m ounts. W hile difficult to tam e, they ar e loyal steeds if captur ed young. Dr ol em s ar e a cr oss betw een a dr agon and a flesh golem . Cr eated by only the m ost pow er ful w izar ds, Dr olem s ar e the height of golem cr afting. Extr em ely pow er ful, Dr olem s ar e im m une to m ost m agic and m agic item s. Their one w eakness is their lack of intellegence. Living dr agons hate them w ith a bur ning passion, attacking the Dr olem w ithout pause. Hi vebr ood r epr esent one of the gr eatest thr eats in the Know n Wor ld. An insectoid r ace of par asites, they infect captur ed sentient beings and tr ansfor m them into Hivebr ood. If left unchecked Hivebr ood w ill com petely str ip an r egion of all its population and m ove on to the next ar ea. Hivebr ood infestations ar e often m et w ith a m ilitar y r esponse. M u j i n a ar e extr em ely str ong cr eatur es know n for their ability to change their face to m atch their victim 's appear ance. M ujina's ow n face is sm ooth and featur eless. They often hir e out as assassins, som ething they excel at. W hen the M ujina attacks, it typically show s its tr ue for m to fr ighten its tar get. The M ujina's gr eat str ength allow s them to w ield gr eat sw or ds one handed. Nu ck al avee ar e disgusting centaur -like cr eatur es. W ith over sized heads and tr anspar ent skin, they ar e dedicated to cr eating m iser y w her e they can. Com m only allied w ith fr ee w illed undead, the Nuckalavee ar e a thr eat to the ver y envir onm ent they live in. Their m er e pr esence kills off native fauna, tur ning their sw am ps into a lifeless bog. Th ou l s w er e a m agical com bination of a ghoul, hobgoblin and tr oll. Despite their ghoulish or igins Thouls ar e ver y m uch alive. W hile not a num er ous r ace, Thouls ar e know n for being har d to kill and ar e often found hir ed as bodyguar ds to hobgoblins and other evil r aces. Thouls m ake for vicious com batants, due to their ability to par alyze like a ghoul. 35

Coinsof theKnown World Nation

1/100 CP

1/10 SP

1/2 EP

1 GP

5 PP

Alfheim

Passim

Tentr id

Half Dar o

Dar o

Leaf (r ar e)

Alphatia

Judge

M ir r or

N/A

Cr ow n

N/A

Atr uaghin

Land

Cloud

N/A

N/A

N/A

Dar okin

Passem

Tentr id

Half Dar o

Dar o

N/A

Ethengar

Tang

Tang

Tang

Tang

Tang

Five Shir es

Sunset

Star

N/A

Yellow

N/A

Glantr i

Penny (5)

Sover eign

N/A

Ducat

Cr ow n (50)

Ier endi

Cokip

Sana

N/A

Geleva

Pali (10)

Kar am eikos

Kopec

Cr ona

N/A

Royal

N/A

M inr othad

Plen

Quer t

Byd

Cr ona

N/A

Ostland

Or en

Eyr ir

N/A

Kr ona

N/A

Rockhom e

Stone

Star

N/A

Tr ader /M oon

Sun (10)

Soder fjor d

Or en

Gundar

Penne

M ar kka

N/A

Thyatis

Denar ius

Aster ius

N/A

Lucin

Em per or

Vestland

Or en

Flor en

Hellar

Guldan

Schilder

Ylar uam

Fal

Dir ham

N/A

Dinar

N/A

Special Cur r encies Glantr i's Penny is w or th 5cp, the Cr ow n is enchanted platinum w or th 10pp. If the enchantm ent is dispelled the coin is only w or th 1pp Rockhom e's Sun is w or th 2pp, They have a silver tr ade coin they use w or th 1gp w ith other nations. Ethengar 's Tang is m ultiple stam ped coins, each w or th 1, 5 or 10 of its r espective type. Alfheim 's Leaf is a gold piece, but is consider ed collectible and w or th m or e than it's m etal content. 36

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

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

Rank

1

K'iai (Sir )

3

Naiku (Knight)

10

Haku (Lor d)

25

Keiki (Pr ince)

50

M ???(King) 37

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

Hel dan n i c Or der

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

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

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

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

M ot t o. We W ill Find a Way

M ot t o. By Vanya's W ill

Bel i ef s. The Dar okin Diplom atic Cor ps beliefs can be sum m ar ized as follow s:

Bel i ef s. The Heldannic Or der 's beliefs can be sum m ar ized as follow s:

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

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

Typi cal Qu est s. Settle ter r itor ial disputes. Rem ove highw aym en fr om a tr ade r oute.

Typi cal Qu est s. Put dow n an upr ising, over thr ow a w eak r uler. Dr ive out a hum anoid w ar par ty.

Renown

Rank

Renown

Rank

1

Copper

1

Soldat

3

Silver

3

Doppelsoldat

10

Electrum

10

Fähnr ich

25

Gold

25

Hauptm ann

50

Platinum

50

Oberste 38

I r on Ri n g

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

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

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

The Ir on Ring is m or e than a sim ple thieves guild, their or ganization cr osses bor der s and involves levels of coor dination unseen in other sim ilar gr oups. Often they w ill oper ate acr oss m ultiple bor der s for a single oper ation.

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

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

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

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

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

Bel i ef s. The Ir on Ring beliefs can be sum m ar ized as follow s:

Bel i ef s. The Ten Thousand Fists of the Khan's beliefs can be sum m ar ized as follow s:

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

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

Renown

Rank

Renown

Rank

1

Brute

1

Khoobarak

3

Breaker

3

Gelung

10

Underboss

10

Getsul

25

Factor

25

Bandee

50

Overboss

50

Lama 39

Racesand Heroes

40

Racesof Mystara Dw ar ven Su br ace

elves have differ ent nam es in M ystar a.

Dw ar ves in the Know n Wor ld ar e separ ated betw een the dw ar ves that live deep under gr ound in Rockhom e and those that live above gr ound in var ious hum an cities. M ystar a dw ar ves ar e highly r esistant to m agic, an ability given to them by the im m or tal Kagyar. This gift how ever leaves them w ithout the ability to use ar cane m agic. The M ystar a subr ace r eplaces both the hill and m ountain dw ar f subr aces.

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

M yst ar a Dw ar f

Located exclusively in Glantr i, Belcadiz ar e know n for their fier y passions and extr avagant clothing. Their m en ar e noted for spor ting shor t thin bear ds. Belcadiz elves ar e shor ter than nor m al elves, and possess dar ker skin and alm ost alw ays black hair , though br ow n and r ar ely r ed hair can be found. Belcadiz Elves use the High Elf Subr ace w ith one var iance.

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, sylvan and high

Syl van El ves Located in Alfheim , Glantr i and Kar am eikos m ainly, Sylvan elves ar e by far the m ost num er ous. Sylvan elf m ales tend to gr ow long w hite bear ds late in life. They use the default Wood Elf Subr ace. Bel cadi z El ves

Bel cadi z Weapon Tr ai n i n g. You have pr oficiency w ith the r apier , shor t sw or d, shor t bow and longbow. Sh adow El ves As a shadow elf you have lived your life under gr ound w aiting for the r etur n of your people to the sur face. Your people w as split off fr om the r est of your r ace in the Gr eat Rain of Fir e and have spent thousands of year s under gr ound not know ing w hat w as left of the 41

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

Abi l i t y Scor e I n cr ease: Your Intelligence scor e r aises by 1. Bon u s Pr of i ci en cy. You have pr oficiency w ith the Natur e skill. Hi dden Tr ai l s: You can cast pass without trace once using this tr ait. You r egain the ability to do so after a shor t r est. Hal f l i n g Su br ace The hin of M ystar a ar e a stout and pr oud r ace. They value fr eedom and fam ily m or e than anything else. Fr equently attacked in the past, the hin have becom e know n for their stealth. Located pr im ar ily in the Five Shir es, w ith a lar ge pr esence in M inr othad, the hin ar e on fr iendly ter m s m ost nations and r aces save Glantr i. They do possess on occasion the ability to counter m agic, based entir ely on their r elationship w ith the land of the Shir es. The Hin subr ace r eplaces both the Stout and Lightfoot subr aces. Hi n Abi l i t y Scor e I n cr ease. Your Constitution scor e is incr eased by 1. Un obt r 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 r ock 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. 42

Human Ethnicities Al asi yan s ar e the sm aller of the m ajor ethnicities of Ylar uam , and ar e also pr esent in 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 to 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 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 Thyatian. 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 okinian. 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 Alphatian. 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 Ostland, and r efused to be assim iliated by the 43

other Nor ther n nations. Fr eeholder s have fair hair and pale skin. Their native language is Heldan. Hi n t er l an der s r elish life, w hether they ar e fighting or car ousing. Their lands ar e at w ar w ith the Thyatian Em pir e, though som e of them have changed sides. Hinter lander s value individual achievem ent over all else. Hinter lander s tend to be lar ger than other s, w ith fair skin and hair that r anges fr om light to r ed. Native language is Thyatian. Jen n i t es fr om Ester hold ar e a conquer ed people. Over r un by Alphatia and used for slave labor the Jennites look to escape their w izar d over lor ds. Jennite ar e of aver age height but lar ge build. They have dar k br ow n skin, w ith dar k eyes. Native language is Alphatian. Kl an t yr e ar e found in Glantr i. They w er e br ought over by the people that br ought over the Aver oigne, fr om a land r esem bling Scotland. They tend to be a haunted people w ith a lar ge num ber of ghosts in their r egion. Klantyr e tend to be lar ger that nor m al hum ans, w ith pale skin and br ow n to r ed hair. Native language is Thyatian M ak ai ar e the native islander s to Ier endi. Playful in tim es of peace, fear som e in tim es of w ar , the M akai never do som ething halfw ay. They ar e a sim ple people, living off the vast bounty the isles have to offer. Their skin tone is typically br onze, w ith str aight or extr em ely cur ly black hair. Native language is M akai. M ak i st an i ar e the lar gest ethnic gr oup in Ylar uam . A deeply r eligious people, they ar e consider ed ster n and unfor giving by other cultur es. They w er e lar gely nom adic until r ecently, w hen they began to for m cities. They hold honor above all, and have str ict sex r oles. M akistani have br ow n skin and black hair and tend to have a lot of body hair. Their native language is Ylar i. Th ot h i an s com e fr om the Isle of Daw n, unlike

other people native to the island, Thothians have dar k skin and hair. Though they shar e the sam e language as the r eclusive Nithians of Ylar uam , their cultur e is vastly differ ent. Native language is Nithian. Nor t h m en com pr ise the population of Ostland, Vestland and Soder fjor d. They ar e a r ugged people, living in a har sh land. They ar e of a lar ge build, w ith fair hair and heavy bear ds. Native language is Heldan. Nu ar i ar e dar k skinned peoples fr om the Pear l Islands. Conquer ed by Thyatis at the star t of the Em pir e, they have acclim ated w ith the Em pir e w hile keeping their ow n cultur e. Nuar i str ive for per fection no m atter their task, they str ive to be gr eat w ar r ior s and scholar s. Nuar i have alm ost coal black eyes and black hair. Native language is Thyatian. Och al ean s ar e a conquer ed people in the Em pir e of Thyatis. They ar e exotic com par ed to the r est of the Em pir e, w ith yellow skin and dar k hair. Ochaleans ar e know n for their ar tistr y, food and their unar m ed fighting styles. Native language is Thyatian. Thyat i an s ar e the m ajor ity in the Thyatian em pir e, and have spr ead thr oughout the know n w or ld. They ar e found in neighbor ing countr ies and as far aw ay as Ostland and Glantr i. They ar e know n for their tr eacher ous politics. Thyatians have a light olive skin tone and light to dar k br ow n hair. They ar e know n for their lar ge noses. Native language is Thyatian, w hich is consider ed Com m on for m ost of the Know n Wor ld. Tr al adar an s ar e native to w hat is now the Gr and Duchy of Kar am eikos. They ar e a super stitious people, living in a land plagued by undead, invasions, and m onster s. They tend to dr ess br ightly w hen they can affor d it. Their tastes r un sim ple, valuing function over for m . Their hair tends to be dar k and their skin pale. They ar e shor ter than other nationalities. Their native tongue is Tr aladar an. 44

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.

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. -Horr the Scarred, lupin elder

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 an 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.

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.

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

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

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

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

Speed: Your base speed is 30 feet.

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

Lan gu ages: You can speak, r ead and w r ite Com m on and Lupin.

Abi l i t y Scor e I n cr ease. Your Dexter ity incr eases by 1.

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

Wol f Ri der . You ar e alw ays tr eated as having a saddle w hen r iding a w olf or other canine.

Al i gn m en t: M ost lupin ar e law ful in natur e, and m ost ar e good as w ell. Si ze: Lupin aver age 5'5. They aver age 180lbs fully gr ow n. Your size is m edium .

Keen Sen ses: You gain pr oficiency in the Per ception skill. Wer ew ol f An i m osi t y: You autom atically know if som eone is a w er ew olf w hen looking at them , even if they ar e in hum an for m . Lupins ar e im m une to the Cur se of Lycanthr opy.

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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 r akasta to alm ost 7' tall for the gr eater r akasta. 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 r akasta. Rakasta appear as fur r y hum anoids w ith feline heads. The sm aller r akasta appear to have heads of com m on house cats, w her e the lar gest of r akasta have heads r esem bling lions or tiger s. Their coats can be any var iety of color s, though the gr eater r akasta often have coats sim ilar to tiger s or leopar ds.

Fi ck l e Cr eat u r es

Despite what you think I'm not a normally a burglar. But if you want me in on your little heist, I want double. Plus I get first pick of the loot and top billing on the wanted poster if the guard starts looking for us. Neulla M arta- Acquisitions Specialist

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

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

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

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

Hi gh l y Cu r i ou s Rakasta ar e w ell know n for their cur iosity, and its ability to lead them into tr ouble. M any r akasta gr ow tir ed of the pack life and seek out new fr iends to take them to m or e inter esting places. W hile m any r akasta r etur n, som e becom e devoted to the adventur ing life and never settle dow n at all. Rak ast a Abi l i t i es Abi l i t y Scor e I n cr ease. Your Dexter ity scor e incr eases by 2.

claw s. See w eapons on page 86. Gr eat er Rak ast a The lar gest of the r akasta, gr eater r akasta ar e solitar y hulking br utes. Unlike other r akasta the gr eater r akasta live alone, hunting pr ey for them selves. They tend to be sur ly and suspicious of outsider s. They can be found in alm ost any type of w ilder ness, often as hunter s or r anger s. Abi l i t y Scor e I n cr ease. Your Str ength incr eases by 1. Roar . You can spend your action to r oar. All enem ies w ithin 10' m ust m ake a W isdom save DC 8 + pr oficiency bonus + your Char ism a m odifier or becom e fr ightened for 1d6+1 r ounds. You cannot use this ability again until you take a shor t r est. W i l d Rak ast a

Al i gn m en t : M ost r akasta ar e neutr al in alignm ent.

The m ost com m on r akasta, w ild r akasta ar e found in packs in secluded ar eas or w ide open spaces. Know n for their ability to leap gr eat distances, they sur pr ise their foes by closing faster than thought possible.

Si ze. Rakasta ar e fr om 6-7' tall, and w eigh fr om 90 to 500 lbs. You ar e a m edium cr eatur es.

Abi l i t y Scor e I n cr ease. Your Constitution incr eases by 1.

Speed. Your base speed is 35 feet.

Pou n ce. W hen jum ping you double the distance jum ped. You have advantage on all skill checks w hen jum ping over obstacles or seeing if you land on your feet.

Age. Rakasta r each m atur ity ar ound 12 year s old. They live on aver age 90 year s.

Lan gu ages. You can speak, r ead and w r ite Com m on and Rakasta. Dar k v i si on . You can see in the dar k 90'. Fear of Wat er . W hen on a boat or w hen com pletely dr enched, you have disadvantage on attacks and skill checks until you get on land or dr y off. Cat f al l . You have r esistance to falling dam age. Nat u r al Weapon s. Your claw s deal 1d4 points of slashing dam age, and ar e consider ed light w eapons. Weapon Pr of i ci en cy. You have pr oficiency in the kasas, a for m of shor t sw or d they w ear as

Dom est i c Rak ast a Giving up living in the w ilds for the com for ts of ur ban living, dom estic r akasta ar e an uncom m on sight in the lar ger cities. W hile they have lost som e of the savager y of their kin, they ar e also know n for their alm ost super natur al luck . Abi l i t y Scor e I n cr ease. Your Char ism a incr eases by 1. Ni n e Li ves. You have advantage on death saving thr ow s. 48

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. Sidhe ar e 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.

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

St r an ger i n a St r an ge Lan d Despite their hum an appear ance, sidhe ar e for eign to the Know n Wor ld. For them ever ything is extr em ely unusual. The lack of m agic, the static natur e ar ound them and the shor t lived cr eatur es they encounter intr igue them . Sidhe ar e dr iven to exper ience all they can in the 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. 49

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

El dr i t ch Or i gi n s All sidhe com e fr om another r ealm they call the Good Kingdom . The m ost w ell know n por tal is in Alfheim , but other s exist. The Good Kingdom 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 offer 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 gest population center they can find. M any becom e adventur er s 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. Age. Sidhe have no concept of age as they ar e an im m or tal r ace, r eincar nating back in their

native land after death. The aver age sidhe appear s fully gr ow n after 20 year s. Al i gn m en t . M ost sidhe ar e chaotic by natur e, though their r uler s ar e law ful. Si ze. Sidhe aver age 5'6 to over 6' tall and have a lithe build. You ar e a m edium cr eatur e. Speed. Your base speed is 30 feet. Lan gu ages. You can speak, r ead and w r ite Com m on, Elven and Fey. Et er n al Cr eat u r es. You ar e not a cr eatur es of this w or ld, your m agic is your ow n, you have no use for the m agic of Im m or tals. You cannot gain take any class that gr ants Im m or tal m agic such as cler ic, dr uid, r anger or paladin. You gener ate your ow n m agic fr om your ties to the Good Kingdom , offer s of pow er fr om outside influences ar e m eaningless to you, so you cannot take levels in the w ar lock class. Fey M agi c. At 2nd level, you gain the ability to cast Illusion and Enchantm ent spells fr om the w izar d's spell list. Beginning 2nd level, and ever y tw o levels ther eafter , you can gain a one spell w ith a level equal to half your cur r ent level; you m ay cast each spell fr om this list once per long r est (use Char ism a as your spellcasting ability). You lose this ability w hile w ear ing or car r ying ir on. Wat er Br eat h i n g. You can br eathe w ater as w ell as you can br eathe air. I r on Al l er gy. You cannot stand the touch of ir on. You cannot cast spells w hile w ear ing or touching ir on w eapons or ar m or. Item s w ith a +2 enchantm ent or better ar e not consider ed to be m ade of ir on. You have dam age vulner ability against ir on w eapons. Tr u e Fey. You ar e im m une to nonm agical diseases, can see other fey that ar e invisible and take dam age fr om holy w ater as if you w er e undead. As you r eincar nate into a new for m , spells that r aise you fr om the dead do not w or k unless cast w ithin ten m inutes of your death. 50

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

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

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

Bou n d by Tr adi t i on Tor tles above all else value their peace and quiet. M ost Tor tles live alone, fishing and keeping their huts tidy. They ar e not know n for being cr aftsm en or w ar r ior s. Tor tles far m com m unally, com ing together as a gr oup in tim es of need. W hen w inter com es they often 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 w ithout them .

-Flash Yellowbeard, concerned uncle 51

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 aise the hatchlings w hen they em er ge. Nat u r al Bor n Gu ar di an For som e tor tles living solitar y bor ing lives until they die isn't enough. They have to go out and m ake som ething of them selves, even if just br iefly. Once in a long w hile a tor tle w ill put dow n his hoe and fishing pole, pick up a w eapon and go and tr y to m ake the w or ld a better place. W hile not the m ost agile cr eatur es, they m ake excellent w ar r ior s because of their natur al str ength and heavy ar m or. Tor t l e Tr ai t s

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

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

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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 away 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 ther n Reaches, bar bar ians can be found w aging w ar w ith foul cr eatur es and the elem ents. The type of bar bar ians ar e heavily r egionally influenced. Ber ser ker s ar e alm ost never found outside the Nor ther n Reaches, other lands like Atr uaghin and Ethengar lean m or e tow ar ds Totem War r ior s How ever w ith the spr ead of civilization the lifestyles of the bar bar ians ar e being challenged. As nations like Vestland and Ylar uam look to m oder nize their lands, the law less tr ibes and savage w ar r ior s ar e being pushed fur ther and fur ther aw ay.

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

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

M u si cal I n st r u m en t s In addition to the com m on m usical instr um ents listed in chapter 5 "Equipm ent," of the Player 's Handbook, bar ds in M ystar a play the follow ing instr um ents: Ael et h r i a: A w oodw ind fr om Elven lands, the aelethr ia is a long stick w ith lar ge air holes on either end. The elf plays the instr um ent by r apidly spinning it ar ound w hile changing the pitch and tone by changing w her e the aelethr ia is gr ipped. Dvoden t si vk a: A tw o bar r elled flute found com m only in Kar am eikos. Know n for its dual high pitched tone and usually played uptem po. Gr i ggor don : A dw ar ven w ar dr um consisting nine dr um skins str etched over a com plex fr am e. The gr iggor don can cr eate anything fr om a m ar ching beat up to the sound of an avalanche w hen played fast and loud enough. K?au au : A shor t flute cr eated by the M akai and fam ous for its haunting tune. Its m usic is consider ed extr em ely r om antic by M akai 53

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

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

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

Dr u i ds Dr uids in the Know n Wor ld follow Im m or tals know n for their affiliation w ith natur e. They ar e found in ever y nation, all tr ying to pr eser ve the natur al or der. They ar e m ost com m on in the elven nation of Alfheim , but even the under gr ound nation of Rockhom e or the atheistic Glantr i has pockets of Dr uids. The Cir cles ar e not or ganized gr oups but r ather natur e w or shipper s w ith a shar ed philosophy. M any dr uids in the sam e ar ea w ill be par t of differ ent cir cles but w ill w or k together to pr otect the w ilder ness. Even the m ost desolate and r em ote ar eas have 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 54

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

lethality in a single w eapon.

M on k s M or e com m only know n as M ystics in M ystar a, m onks ar e an extr em ely r ar e sight. M ystics ar e know n to just a few ar eas, m ost of the cultur es ar ound the Know n Wor ld have no idea they even exist. M ost consider the idea of an unar m ed w ar r ior suicidal, until they see one in action. The m onastic tr aditions in M ystar a ar e lar gely r egional. The mystics that espouse 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's habit of stifling nonconfor m ists causes 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. 55

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

Ran ger s W ith so m uch of the w or ld unm apped and unchar ted r anger s ar e alw ays needed no m atter w her e they ar e. W hether explor ing lost r uins in Kar am eikos, m apping tunnels for the shadow elves, or ser ving as Thyatian scouts in the Hinter lands, ther e is alw ays som eone w illing to pay for a r anger 's ser vice. Thyatis per sonifies the need for r anger s thr ough their For est er s. Com pr ised entir ely of Vyalia elves and their hum an pr oteges, they ar e know n for their incr edible speed and stealth inside the for ests of Thyatis. W her e ther e ar e people w illing to pay for the captur e of other s, Bou n t y Hu n t er s w ill alw ays have a job w aiting for them .

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

Not all r ogues ar e com m on cr im inals though, in the cour ts of Thyatis and Alphatia Rak es ar e a com m on sight. Instead of gold or jew elr y, they use their social position to tr y and steal m inds or hear ts. Tr ou bl esh oot er s focus their effor ts on ancient r uins and lost tom bs, keeping an eye out for tr aps. Som e ar e sim ple gr aver obber s, w hile other s ar e seasoned dungeon delver s.

Sor cer er s Subatai had many questions for the Glantri mage. That the necromancer had made it so far into Ethengar without notice was disturbing. The Wokani wanted to know who helped the wizard, how many graves he had defiled, and was he alone. Subatai also was curious if the wizard was embarrassed by the fact he was bested by an untrained sorcerer, but that was something Subatai would never know, as smoking holes in the ground don't talk back. M ystar a sor cer y is not like that of other settings. Ther e ar e no dr aconic sor cer er s or w ild m agic to take advantage of. Sor cer y is extr em ely r ar e as those bor n w ith it ar e m or e geogr aphically isolated. Sor cer er s ar e the m ost com m on in the nation of Glantr i, though the shadow elves have a substantial num ber as w ell. Ther e ar e only tw o know n for m s of sor cer y in M ystar a. Di sci pl es of t h e Radi an ce ar e found alm ost exclusively in Glantr i, m anifesting the pow er of the Radiance, a m agical sour ce of ener gy far beneath the ear th. Wok an i can channel pur e pr im al m agic. Alm ost alw ays found on the fr inges of society, these m agic user s use no for m al tr aining, just r aw instinct.

War l ock s Despite a plethor a of Im m or tals influencing 56

the Know n Wor ld, ther e ar e alw ays those that seek pow er outside the nor m al channels. For tunately for them ther e ar e other w or ldly sour ces of ar cane pow er w aiting for them to m ake a deal. War locks ar e extr em ely r ar e in M ystar a. The Im m or tals do not shar e pow er w illingly, and outside challenges ar e quickly dealt w ith. Only the m ost pow er ful outsider s can offer a w ar lock pow er w ithout fear of r epr isal.

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 occasionally 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 . Lok i gr ants boons w henever it pleases him . Alw ays looking to cr eate chaos and str ife, he enjoys w atching people abuse their pow er until it catches up w ith them . Tal i t h a is inter ested only in self gr atification. She gr ants boons only if the per son petitioning for it helps out her plans in som e w ay.

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 agic less dw ar ves of Rockhom e. W hether they ser ve as r uler s or adviser 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 expect. 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. The M er ch an t Pr i n ces of M inr othad and Dar okin have sold their ser vices for coin. Enigm atic Fi r e W i zar ds devote their lives to study of flam es. 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. 57

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 your r ound, at 15th level you m ay pick a 3r d option:

Richard Stormcrow, Elk Brave

Br ave Fighter Ar chetype

-

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

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

At 15th level if you ar e w ear ing no ar m or or light ar m or your speed is incr eased by 10.

Restr iction: M ust be Atr uaghin.

Gh ost Dan ce

Cou n t i n g Cou p

At 18th level w hile you ar e w ear ing no ar m or or light ar m or all r anged attacks tar geting you have disadvantage.

-

Lon g St r i de

At 3r d level once per com bat w hen you r educe an intelligent opponent to 0hp you m ake take a bonus action to m ar k the enemy to show it w as you that defeated it. If you do next r ound you gain a bonus Action Sur ge usable only in this com bat. 58

Not all r anger s hunt inhum an m onster s, som e seek out the m onster s of the sentient var iety. Em ulating the Bounty Hunter m eans focusing your talents on hunting intelligent pr ey, and using your skills for hunting beasts for stalking those w ith a pr ice on their head.

M ost Dan ger ou s Gam e At 3r d level you have lear ned to apply the tactics of hunting your favor ed enem ies to specific individuals. You can declar e a num ber of intelligent cr eatur es as your bounties equal to your Intelligence m odifier plus your pr oficiency 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). You can tr eat your bounties 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 bounties w ith a new ones after a long r est.

Get t i n g Cl ose Rathor Irongut and company! Wasn't expecting you here, seriously I thought you would have skipped around the open trails instead of walking right into my ambush. No matter, you're wanted on several counts of brigandry, theft, assault, murder, and tax evasion. There's two ways we can handle this, the easy way and my favorite way. Please say the favorite way. Pretty please! Geegi Hammerlander, M inrothad Bounty Hunter

Bounty Hunter

At 7th level if you ar e w ithin 1 m ile of a bounty and you ar e aw ar e of them your m ove incr eases by 5'. At level 14 the bonus incr eases to 10'.

Ex pl oi t Weak n ess W hen you r each 11th level you add your pr oficiency bonus to all dam age you inflict against your bounty.

Su ck er Pu n ch At 15th level w hen you attack a bounty fr om sur pr ise, your fir st attack autom atically inflicts m axim um dam age.

Ranger Ar chetype 59

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

St ep Th r ou gh San d. At 6th level you m ay telepor t up to 30ft a num ber of tim es up equal to your W isdom m odifier befor e needing a long or shor t r est. W hen using Step Thr ough Sand you m ust be in deser t ter r ain. Any m etal ar m or or m etal item lar ger than a dagger is not tr anspor ted w ith you and stays behind.

-Aljari Al-Kaz, Ylari porter

Bl ade of t h e Ci r cl e. At 10th level you m ay cast Flam e Blade doing 3d6 fir e dam age a hit. The dam age incr eases to 5d6 at level 14. You m ay do this a num ber of tim es equal to your W isdom m odifier. Blade of the Cir cle does not take up a spell slot. You r egain this ability after a shor t r est.

Cir cle of the Der vish Dr uid Cir cle

W h i r l i n g Der v i sh . You becom e a cyclone of sand and w ind. At 14th level you m ay spend a W ild Shape use to becom e an Air Elem ental. 60

tool. W hat is know n is that exposur e to it over the year s has caused a new br eed of m age to appear , one that can cr eate spells w ithout m em or izing them and can alter m agic at w ill. Restr ictions. Radiance Adept is r estr icted to natives of Glantr i and shadow elves.

Pow er of Rad.

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 halls 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

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. You cannot gain Rad dice if you ar e on another plane.

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

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 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. 61

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. As a bonus action to can extinguish nor m al fir es w ithin 30 feet.

Su m m on El em en t al . Fire is the ultimate element. It scorches earth, devours air, and evaporates water. It can save a life or destroy a city. It is neither good or bad, it does nothing but feed. If you master the flame you have no equal except your brethren. Learn to shape the blaze and soon no one will stand in your way. Pytor Seager, Flaemish Noble

Fir e W izar d

W hen you r each 10th level you can conjur e a fir e elem ental exactly as the spell. The elem ental is consider ed fr iendly, and if you lose concentr ation the elem ental r etur ns to the Plane of Fir e r ather than becom ing hostile. You r egain the use of this ability after a long r est.

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

W izar d School 62

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

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

Restr ictions. Vyalian elves or Thyatian hum ans only, m ust have for est as their Natur al Explor er ter r ain.

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

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

63

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. The r ebel gr oup calling itsellf the Follow er s of the Claym or e ar e w illing to take any w ar r ior that is w illing to lear n its w ays, as such lupin, r akasta, elves and even dw ar ves ar e not str anger s to their num ber s. Restr ictions. M ust be fr om the Klantyr e pr incipality of Glantr i or a Follow er of the Claym or e.

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 nness, 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 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? Duncan M cIntyre, Follower of the Claymore

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

Br aveh ear t . At 18th level if you ar e r educed to 0 hit points you im m ediately use all your hit dice to heal exactly as if you had taken a shor t r est. This ability r esets after a long r est. 64

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

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

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

Ten et s of Van ya. Heldannic Knights cr ave battle in the nam e of their patr on Im m or tal. They never show fear or accept less than total sur r ender. They ar e a str uctur ed or der , each Knight know s his place.

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

Command, Compelled Duel

5th

Find Seed, M agic Weapon

9th

Aura of Vitality, Elemental Weapon

13th

Death Ward, Staggering Smite

17th

Destructive Smite, Geas 65

Im m or tals Nob Nar , Cober ham Shadow glint and Br indor hin bequeathed cer tain hin w ith the pow er to defend the Shir es fr om all enem ies. M uch of the M aster 's pow er com es fr om the land itself, though M aster s char ged w ith pr otecting hin acr oss bor der s can fr eely tr avel to pr otect their folk . Restr iction. Cler ic m ust be a hin fr om the Five Shir es. Level

Hin M aster Dom ain Spell

1st

Locate Animals or Plants, Cure Wounds

3r d

Calm Emotions, Locate Object

5th

Beacon of Hope, Sending

7th

Guardian of Faith, Locate Creature

9th

Hallow, Greater Restoration

Ex t r a Sk i l l Pr of i ci en ci es. At 1st level you gain pr oficiency in Natur e and M edicine skills. It's good to see 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

Ch an n el Di v i n i t y: Sen se Dan ger Star ting at 2nd level you can spend use Channel Divinity to autom atically know the num ber and dir ection of all hostile cr eatur es in 120 feet..

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 take 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. 66

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

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

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

St eady M ou n t . At 10th level your w eapon attacks w hile m ounted against unm ounted cr eatur es m edium size or sm aller scor e a cr itical hit on a 19 or 20. Com bat Ri der . Concentrate on your attack, for the Heldann, Glantrian and orc will not hesitate to kill you. You must strike quickly then fade. Do not present your self as a target, pepper them with arrows and only then, when they are exhausted beyond all measure, only then do you close in and kill. Fight as if you and your horse are one. Damotai, Ethengar Horse Warrior

At 15th level you can spend a bonus action w hile you ar e m ounted you gain +2AC. W hile Com bat Rider is active you have disadvantage on all attacks until you dism ount or spend another bonus action to end the effect. Fl u r r y of Deat h . At 18th level w hile on hor seback if you scor e a hit against an enemy, you m ay im m ediately m ake an attack against another enemy w ithin 5 feet of the or iginal tar get. The bonus attack does not gener ate additional attacks.

67

Level

Kagyar Dom ain Spell

1st

Thunderous Smite, Bless

3r d

Aid, Find Traps

5th

Counterspell, M eld into Stone

7th

Stone Shape, Stoneskin

9th

Hold M onster, Wall of Stone

Restr iction. Cler ic m ust be a dw ar f.

Ar m s of Kagyar At 1st level you gain pr oficiency in heavy ar m or , battle axe and w ar ham m er.

Ch an n el Di v i n i t y: Gi f t of Kagyar This r eplaces the tur n undead ability. At 2nd level you can use a bonus action to spend a channel divinity use as a r eaction to use one of the follow ing abilities: 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. Ravena Hjellstjurm, Cleric of Kagyar

Kagyar Dom ain Cler ic Dom ain Dw ar ves ar e tr aditionally m onotheistic, they tend to follow the teachings of their fir st Im m or tal. In r etur n Kagyar gives them pow er s unknow n by the other r aces. His cler ics pr ovide aid and com for t to his char ges, and bolster s the dw ar ven ar m ies w hen needed. Cler ics of Kagyar tr ade a cler ic's nor m al abilities against the undead for peer less r esistance to m agic.

- 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 feet.

Aegi s of Kagyar At 6th level you m ay 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 per 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. 68

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

Or der of the Gr iffon

W hen you take this oath at 3r d level, you gain the follow ing tw o Channel Divinity options. Char destes' M er cy. At 3r d level the Paladin gains the ability to r em oves foul enchantm ents. The paladin m ay spend a Divine Channel use to cast Lesser Restor ation like the spell. Fur y of Tar astia. At 3r d level as an action you can call on your or der 's ancient enm ities. You m ay spend a Divine Channel to cause all evil hum anoids in 30' to m ake a Char ism a saving thr ow or have disadvantage on attacks for a num ber of tur ns equal to your Char ism a m odifier.

Au r a of San ct i t y. Paladin Oath The knightly or der of the Chur ch of Kar am eikos, the Or der of the Gr iffon is sw or n to pr otect the people and land of Kar am eikos against all enem ies. They ar e a self sacr ificing or der , using their pow er s gr anted by the Im m or tals to put them selves betw een danger and their char ge. Their selfless acts have done m uch to br ing the divided people of Kar am eikos together as one. Restr ictions. Char acter follow the Chur ch of Kar am eikos. Ten et s of t h e Gr i f f on . The Or der of the Gr iffon ar e the sw or n pr otector s of the Gr and Duchy of Kar am eikos, pledging their lives to defend their countr y. They ar e beloved in their hom eland, em phasizing equality of all the people befor e the eyes of the Im m or tals.

Star ting at 7th level, you and your allies w ithin 10ft of you cannot be attacked by beasts unless pr ovoked by som eone in the aur a or contr olled m agically. At 18th level this aur a extends to 30ft.

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

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

Or der of the Gr iffon Spells

3r d

Compelled Duel, Goodberry

5th

Aid, Remove Curse

9th

Glypph of Warding, Daylight

Succor. Heal the sick, and br eak foul m agics.

13th

Locate Creature, Death Ward

Ch an n el Di v i n i t y

17th

Circle of Power, Greater Restoration

Selflessness. Pr otect the w eak Justice. All ar e equal in the eyes of the law. Char ity. Help the less for tunate w ith deeds

69

There she is, 80 degrees off port. Lower the sails, hoist the Roger and more speed! She'll not escape us today, I want marines on deck and prepare boarders. A double share to the first sailor to set boots upon her! M ages and archers aloft, make sure the wind is ours. Tonight we shall adorn ourselves with the trappings of the Empress of Alphatia herself! M inroth, I love this job!

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

-Aleera Vass, M inrothad Privateer

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.

the ar tiller y to gain this bonus.

Boar der s Aw ay. At 15th level w hile you ar e on boar d a ship you gain an extr a use of your action sur ge and have advantage on initiative r olls. You r egain the bonus action sur ge after a long or shor t r est.

Dr ead Pi r at e. At 18th level once per com bat you m ay announce your identity, all enem ies that can hear and under stand you in 30 feet m ust m ake a Char ism a saving thr ow DC 8 + your Char ism a M odifier + Pr oficiency or becom e Fr ightened for a num ber of m inutes equal to your Char ism a m odifier. The affected cr eatur es can m ake a Char ism a saving thr ow at the end of each r ound to r em ove the effect. 70

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

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

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

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

Zon e of Tr u t h .

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

At 10th level any one attem pting to lie to you m ust pass a Char ism a saving thr ow against your spellcasting ability or be for ced to tell the w hole tr uth.

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

-Josephine DuM ont, Darokin M erchant Prince 71

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. 72

We offer praise to the wise Rafiel, for without him we would be lost. We wait for him to give us the sign to return to the surface, to take what is ours and so bask in the glow of the sun once again. We offer ourselves as his vessel as he has chosen us to be his faithful. Though the Soul Stones are race grows strong, and soon we shall return to take our place among the nations above. Taljaria, Life Shaman

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

Level

Sham an Dom ain Spells

1st

Guiding Bolt, Healing Word

3r d

Augury, Gentle Repose

5th

Revivify, Speak with Dead

7th

Banishment, Death Ward

9th

Commune, Raise Dead

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

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

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

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

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

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

73

Level

Shamani Domain Spell

1st

Animal Friendship, Speak W ith Animals

3r d

Animal M essenger, Beast Sense

5th

Conjure Animals, Spirit Guardian

7th

Dominate Beast, Locate Creature

9th

Commune with Nature, Geas

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

Sen se I l l n ess. At 1st level the Sham ani can cast Detect Poison and Disease w ithout using a spell slot.

Ch an n el Di v i n i t y: Nat u r e's Tou ch .

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

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

At 2nd level the Sham ani can spend a Divine Channel use w hen casting a healing spell to autom atically heal the m axim um am ount of dam age possible. Natur e's touch r eplaces the Tur n Undead ability.

Nat u r e's Al l y. At 6th level beasts w ill not 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. 74

by 1. This cannot r aise your attr ibute above 20. The spir it sham an can talk to the anim als of his spir it guide's type at w ill. (equivalents in par enthesis) St r en gt h . Hor se (Dr aft), Eagle, Yak (Rhinocer os) I n t el l i gen ce. (Haw k, Wolf, Snake (Constr ictor ) W i sdom . Ow l, Dog (M astiff ), Ger bil (Rat), Falcon (Haw k) Dex t er i t y. Tiger , Cat, M onkey (Baboon) Con st i t u t i on . Cam el, Goat, Bear (Black) Ch ar i sm a. Lion, Sw an (Vultur e), Cham eleon (Lizar d)

I n vok e Spi r i t .

No now is not the time for war. Horse has told me of a harsh winter coming. He strong and he is fast, if he fears the coming snows then we must prepare for them and not waste energy on a war we cannot finish. In the Spring when the snows are melted, then Horse says we go to war. But first we must survive W inter. Uktai the Swift, Spirit Shaman

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

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

At 2nd level you tap into the teachings of your spir it anim al. You lose the ability to shape change but can spend a w ild shape to add your pr oficiency bonus to all tests using your Guide's attr ibute for a num ber of hour s equal to your W isdom m odifier.

Rebu k e t h e Spi r i t s. At 6th level the you can for ce out unnatur al cr eatur es. The sham an can tur n spir its as if you w er e a cler ic of the sam e level. You use a w ild shape use to activate this ability. You can autom atically detect a spir it, even if it is m agically disguised as som ething else.

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

Tr avel t h e Spi r i t Real m s. At 14th the Spir it Sham an can cast Plane Shift, but only to the Beastlands, Ar bor ia or the Dr eam land. The Spir it Sham an can r etur n back to the pr im e m ater ial plane using this ability again. The Spir it Sham an r egains the use of this ability after a long r est. 75

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

Hak a. At 3r d level the you lear n the sacr ed w ar songs of your people. To gain the benefit of the Haka you m ust not be w ear ing any ar m or heavier than light ar m or and m ust be using sim ple m elee w eapons. You spend your 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 reminder on why Ierendi rules the seas. 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

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

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 tim es your Str ength m odifier.

War Son g. The tur n 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 . At 18th level w hile under the effects of the haka you do m axim um dam age on cr itical hits.

76

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

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

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

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

At 6th level the you gain advantage on all Anim al Handling, Natur e and M edicine skill checks. You gain the Sylvan language.

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

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

77

spend your shar e of the loot. You have also lear ned how to set off tr aps w ith a sim ple toss of a stone to catch your enem ies in their effects.

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

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

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

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

W hen you r each 9th level and use your Thieves Tool to disable a tr ap, if you r oll less than 15 on the die r oll, tr eat it as if you had r olled a 15.

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

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

78

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

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

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

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

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

79

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.

80

Your m ethods r esem ble that m or e a tr ibal sham an than an ar chm age, but no one confuses the destr uction you can call for th.

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

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

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

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

At 14th level you gain a num ber of bonus sor cer y points equal to your Char ism a m odifier. You r egain any bonus sor cer y points spent after a long r est.

Speaks-W ith-Fire, Atruaghin Wokani

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

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

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Back gr ou n ds

oppor tunities dr y up if you stay too long, so you never settle dow n at any one location. D8

Per son al i t y Tr ai t

1

I have little patience for slow m over s

2

I am alw ays scanning the hor izon

3

I pr efer anim als to people

4

I have a per sistent odor fr om the r oad

5

I have no r espect for slacker s

6

I cannot stand those w ho com plain constantly

7

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

Tool Pr of i ci en cy: Land Vehicle (Wagon).

8

I hum to myself constantly.

Lan gu age: One language of your choice.

d6

I deal s

1

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

2

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

Feat u r e: M er ch an t Con t act s

3

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

Fr om your m any tr ips to var ious m ar kets in far aw ay lands you know w her e to find alm ost anything for tr ade. Though you ar e not a m em ber of them , you can instantly r ecognize the m ar kings of the var ious m er chant guilds you've encounter ed.

4

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

5

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

6

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

Car avan Tr avel er The life blood of the Know n Wor ld is tr ade. Acr oss the nations convoys of tr ader s set out to br ing tr ade and w ealth to distant lands. You gr ew up as par t of the lar ge suppor t staff needed to m aintain the m ile long car avans, w hether as a dr over , m er chant or guar d. Sk i l l Pr of i ci en ci es: Anim al Handling, Per ception

Equ i pm en t : Wor k clothes, w alking stick, block and tackle, 50' hem p r ope, shovel, sledge ham m er.

d6

Bon d

1

M y job is the r eason I keep going.

Su ggest ed Ch ar act er i st i cs

2

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

You have a bit of a nom adic str eak in you, but not to the point of w ander lust. You know

3

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

4

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

5

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

6

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

d8

Convoy Position

1

Drover

2

Cook

3

Guard

4

Master

5

Escort

6

Merchant

7

Scout

8

Tag Along

d6

Fl aw

1

I am a bit of loner.

2

I have a short temper with people.

3

I tend to over analyze things for flaws.

4

I have little patience with people that make mistakes.

5

I relate more to animals than people.

6

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

82

Kr on dar

D8

Per son al i t y Tr ai t

You ar e a one of the pr otector s of the Five Shir es. Though nor m ally r eser ved for hin, they do on occasion tr ust the position to tall folk they r espect and tr ust.

1

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

2

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

3

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

4

I patr ol at night looking for action.

5

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

6

I catch up on all the gossip ever y day.

7

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

8

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

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

d6

I deal s

1

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

2

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

3

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

4

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

Equ i pm en t : Top hat, unifor m , club, hooded lanter n and flask of oil, tinder box and signal w histle.

5

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

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

6

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

Sk i l l Pr of i ci en ci es: Insight, Investigation Lan gu age: You speak hin.

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

d6

Bon d

1

M y tow n is under my pr otection.

2

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

3

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.

4

M y other Kr ondar ar e my fam ily.

5

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

6

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

d6

Fl aw

1

I don't handle backtalk well.

2

Sometimes I'm too soft.

3

I'm always looking for trouble.

4

I tend to enforce the law exactly as written.

5

I let my friends slide when I shouldn't.

6

I let people bribe me with small gifts.

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

83

M i x ed Bl ood

D8

Per son al i t y Tr ai t

You w er e bor n of tw o r aces, a r ar ity in M ystar a. Though you only have the featur es of one of your par ents, you have a bond w ith both of your cultur es. You ar e accepted as the her itage of your appear ance, but you sur pr ise people w ith your know ledge of your other par entage.

1

I sw itch betw een my r acial languages on accident w hen talking to fr iends.

2

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

3

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

4

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

5

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

6

I cannot stand pr ejudice of any sor t.

7

I can't stand it w hen people assum e I know ever ything about both my cultur es.

8

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

d6

I deal s

1

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

2

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

3

Reven ge: I w as never given my due for my her itage, now I w ill take it. (Evil)

4

I sol at i on : I never fit in either cultur e, I just w ant to be left alone. (Any)

5

Fr i en dsh i p: No r eason you can't be a cheer ful sor t, after all, that's how your par ents m et! (Good)

6

Bi t t er : You never knew one par ent, leaving you alone in a w or ld that you didn't belong. (Evil)

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

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

d6

Bon d

1

M y fr iends ar e my fam ily now.

2

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

3

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

4

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

5

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

6

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

d6

Fl aw

1

I hate one of my races.

2

My openness gets me into trouble.

3

I tend to become obsessed with relics of my ancestors.

4

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

5

I trust members of my secret race too easily.

6

I tend to be quite indecisive.

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Sl ave

D8

Per son al i t y Tr ai t

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

1

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

2

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

3

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

4

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

5

I don't like taking or der s.

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

6

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

7

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

8

I don't like to be touched.

d6

I deal s

1

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

2

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

3

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

4

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

5

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

6

Hedon i sm : You w er e denied your w ishes w hen you w er e in bondage, now you w ill live it up. (Chaotic)

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

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

d6

Bon d

1

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

2

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

3

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

4

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

5

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

6

The only thing of value is the heir loom my m other left m e, it never leaves my side.

d6

Fl aw

1

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

2

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

3

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

4

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

5

M y tem per gets the best of my w hen I'm for ced to do som ething I don't w ant to do.

6

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

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

85

Denial

NewFeats

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

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

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

M aster Tr ader

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

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

86

Immortalsand Priests 87

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

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

The Im m or tals hold each other in balance, none m ay actively inter fer e w ith the w or ld w ithout r ebuke fr om other s. Instead the Im m or tals secr etly take m or tal guise to w alk the w or ld unnoticed. W hile their pow er is gr eatly r educed w hen they do this, they ar e still cr eatur es of im m ense pow er in their guise.

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

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

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

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

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

The Polym ath dem ands its candidate par take a quest for an ar tifact that w ill for ce the her o to quest for it sever al tim es. Each tim e the her o attains the ar tifact the ar tifact r esets the her o back to 1st level of a differ ent class w ith no m em or ies of the past lives. The her o m ust then find the ar tifact again w ith a par ty w ith at least four differ ent classes, until the four th tim e w hen all m em or ies and levels ar e r etur ned. Then the candidate m ust build an m onum ent of their achievem ent. 88

Pr om inent Im m or tals AHAM ANNI TURTLERI DER

bear d, r iding on a per fect Alasiyan stallion w ielding his scim itar.

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

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

ALPHAKS Hui Da-Zhi, The Roaring Demon, Patron of Hatred, Lord of Oppression, Bane of Alphatia 89

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 likes to cooper ate w ith Talitha to tor m ent and destr oy the Alphatians.

ALPHATI A Yao-Lan Zi, Patroness of Alphatia, Patroness of Arts, Lady of Harmony Alphatia is a beautiful copper -skinned Alphatian w om an clad in a sim ple w hite tunic, lacking jew eller y and shoes (em bodying sim ple Beauty). Alphatia is not inter ested in conquest or pow er (unlike the m ajor ity of the Alphatian nobles), but she is fascinated by beauty and ar ts, som ething she tr ies to pr eser ve w ith all her effor ts. She's a convinced pacifist, but she does not hesitate to use str ength to defend her follow er s and the Alphatian Em pir e. She is in favour of a defensive w ar but counter s any kind of im per ialism or w ar for conquest, since she is convinced that an expansionistic for eign policy distr acts the Alphatians fr om their tr ue goal: the study of m agic and ar t in all their for m s.

She's a staunch ally of Razud, Kor yis, and Palar tar kan (the other good-aligned Alphatian im m or tals), and has befr iended both Guidar ezzo and Lor nasen (w ho shar e her love for har m ony, ar ts and beauty) and the Shaper 's pacifism . Her only enem ies ar e Alphaks and Talitha, the banes of the Alphatians.

ASTERI US Belnos, Hermod, Kudesha,The M erchant, M urtijai, Zephyr, Patron of Trade and M oney, Patron of Communication, Protector of M erchants and Thieves Aster ius appear s to be a stocky m iddle-aged m an w ith jet-black hair w ear ing an ancient r obe, spor ting a keen eyesight and an ever pr esent beguiling sm ile. Aster ius is extr em ely fr iendly and char m ing at fir st sight, but he hides a danger ous side that he r ar ely show s. This helps him achieve his goals by taking his enem ies by sur pr ise. He consider s him self the univer sal patr on of thieves and m er chants because they ar e tw o sides of the sam e coin, even though he despises the evil ones w ho act m er ely for self gr atification or for envy (for this r eason he hates Talitha w ith passion). He is also associated w ith tr aveller s and those w ho br ing infor m ation, since know ledge is a pr iceless good on M ystar a. His m ost loyal ally is his old patr on, Kor otiku, and Aster ius can count also Ixion and Valer ias am ong his fr iends, since they shar e his centur ies old cr usade against their com m on enemy Thanatos.

ATRUAGHI N Quetzalcoatl, Father of the Atruaghin Clans, Patron of Good and W isdom, Saviour of the Azcans Atr uaghin usually appear s as a m iddle-aged 90

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

r espect for law and justice. This is the r eason he has gather ed so m any follow er s and allies all ar ound the w or ld.

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

BRI NDORHI N Patron of Halflings, High Hero and Protector of the Five Shires, Patron of Abundance Br indor hin is an elder ly hin w ith a noble appear ance and a still str ong physique, w ith cur ly w hite hair and long gr eying sidebur ns, clad in r ich gar m ents but bar efoot, alw ays sm oking his favour ite pipe and flashing an assur ing and w ar m sm ile. Br indor hin/Gunzuth is a m er r y but pr agm atic im m or tal, deeply fond of tr aditions and law s. He loves life deeply and teaches his w or shipper s to enjoy the fr uits of the ear th and their job w ithout tr ying to find cheap or unlaw ful w ays to gain m or e w ealth. The gr eatest tr easur e for any halfling is in fact the safety of his hom e and the love of his fam ily. Cober ham and Nob Nar ar e his tw o 91

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

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

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

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

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

DANEL TI GERSTRI PES 92

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

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

Im m or tal that thr eatens the cultur es she pr otects.

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

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

FORSETTA Porewit, Patron of Law and Justice, Patron of Loyalty, Patron of Vestland For setta is a tall blonde Nor se m an w ith a noble and calm attitude, w ear ing a w hite plate m ail and holding a polished r ound 93

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

FREY Brian, Fredar, Jarilo, Patron of Friendship and Fertility, Odin's Tactician Fr ey is a tall blond Antalian w ith a char m ing outlook and a lithe figur e (he fights m or e w ith clever ness than w ith r aw for ce). He's dr essed in typical nor thm an's clothes (chain m ail, longsw or d at his side, hor ned helm and a pelt cloak). Fr ey is alw ays accom panied by his golden m agical boar , Gullinbur sti, w hich he r ides w hen char ging into battle, and he ow ns Skipbladnir , a m agical ship that can be folded to becom e so tiny that it fits in his pockets. After his ascension, Fr edar becam e know n am ong the nor thm en as Fr ey, pr otector of the

Antalian blood. He also took the Kogolor dw ar ves (w hom he had m et in his m or tal life) under his pr otection after Kagyar dum ped them in the Hollow Wor ld, as w ell as the Icevale Elves. He is cur r ently Odin's tr usted advisor and has m any follow er s am ong the nor thm en as patr on of br aver y in battle, tactics, loyalty, and fr iendship. Given the legends of his r om antic pr ow ess, he is also know n as god of vir ility and fer tility, and his cult is often associated w ith the cycle of seasons and agr icultur e in gener al. Fr ey is par ticular ly liked by the low er classes because he advocates avoiding fighting w henever possible (contr ar y to the com m on w ar like m entality of the nor thm en), and if a fight is unavoidable, it is better to use w isdom , cunning, and boldness than r aw for ce to pr evail.

FREYA Brianna, Fredara, Lada, Patroness of Love and Beauty, Patroness of Family and Fertility, M istress of Seidh, Keeper of Souls Fr eya is a tall blonde Antalian w om an of unsur passed beauty, w ith a slender but cur vaceous body, clad in typical Nor se clothes (chain m ail, shor t sw or d and sickle at her belt, lam bskin cloak on her shoulder s). Fr eya is never seen w ithout her beloved m agical necklace, Br isingam en, an ar tifact cr afted for 94

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.

Wayland and Ilm ar inen (tw o pioneer s in the field of inventions like him ) and w ith Fr ey and Fr eya (to pr otect the Kogolor s).

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

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

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 otégés (the M ilenians), and tr ies to hinder her plans w henever they thr eaten the M ilenians or the Tr aldar s.

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 95

leader , and concentr ates all his r ancour against Atzanteotl.

HEL Erel, Kala, Nyt,Hiisi, M arzanna, Patroness of Reincarnation, Keeper of the Netherworld, Queen of Ice and Shadow Hel appear s as an extr em ely pale w om an w ith a split face. One half is totally featur eless, w hile the other half is br eathtakingly beautiful. She is clad in jet-black sim ple clothes. Hel has plots going on all over the M ultiver se, and she's gr eatly fear ed by m or tals w ho know her. Together w ith Thanatos, she's the m ost pow er ful im m or tal of the Spher e of Entr opy, and they com pete fier cely for dom ination. She is fascinated by the cycle of life and death, by the juxtaposition of Good and Evil. She does not believe that death shall pr evail in the end, as Thanatos hopes, but r ather she believes in the cosm ic or der w hich gives Law and Chaos their place and tim e in the cycle of things. She know s that Law 's pr edom inance over the univer se is near ing its end, and that it's just a m atter of tim e befor e she achieves her final goal and br ings Ragnar ok to the M ultiver se. After that, Entr opy w ill r ule and she'll be the sole Queen of the univer se. For this r eason it is of par am ount im por tance that she r eincar nates evil beings into new bor n cr eatur es, incr easing the chaos factor in the cosm os and acceler ate Ragnar ok . Hel is par ticular ly obsessed w ith shadow s and cold ener gies, w hich she feels closely r esem ble her ow n soul. For this r eason she has m or e follow er s in ar eas w her e cold and dar kness abound. Hel's only ally is Loki, even if their cooper ation is not constant. She is Odin's sw or n enemy, and opposes the w hole pantheon of the Aesir. She agr ees w ith Odin's

visions about the com ing of the Ragnar ok, but she does not intend to play along w ith the r ole that Odin's pr ophecy assigned her (she w ill be killed by one of Odin's sons). Instead, she is tr ying to elim inate m ost of the Aesir befor e the Ragnar ok com es, in or der to gain the upper hand.

I LSUNDAL THE W I SE Ayodhya, Dain, Tiuz, the Guide, Laksman, Sita, Tapio, Patron of Elves Ilsundal is an elder ly elf w ith a w ise gaze, w hose hair colour and gar m ents change accor ding to the fashion of the elves he appear s to (he r epr esents them all after all). Ilsundal is a patient and thoughtful im m or tal blessed w ith gr eat sensitivity and w isdom . All the centur ies spent as elf fir st and im m or tal after w ar ds only incr eased his quiet char acter and his slow and studied habits. Now he show s the m ost ser aphic calm even in the m iddle of the m ost fur ious of battles. He alw ays w atches over his follow er s and assur es that the elves still hold to the ancient sylvan w ays and don't abuse of the know ledge and ar cane ar ts they m aster. Ilsundal's m ost tr usted fr iend and ally is M ealiden, the fir st king of Alfheim w ho alw ays guar ds his patr on. Ilsundal is also a good ally of Calitha and Or dana, w ho shar e his love for natur e and the elven r ace. He loathes Atzanteotl and Idr is, tw o im m or tals bent on destr oying and cor r upting the elven r ace, and m ust alw ays be on w atch against the evil schem es of these Entr opic im m or tals.

I XI ON Ayazi/Himayeti/Aksyri, Dazbog, Horon, Idu, Orisis, Otzitiotl, Pyrak, Pyro, Solarios, Father Sun, Tabak, Tubak the Lawgiver, Tyr, Warruntam, Xi-Yang, Lord of Light and Energy 96

Ixion appear s as a m ale w hose r ace changes depending on those w ho obser ve him . No m atter w hich r ace he belongs to, how ever , he has alw ays a long m ane of shining golden hair , flam ing eyelids and his skin tone has a golden hue. He w ear s a golden silk r obe and car r ies a flam ing sw or d at his belt, and alw ays m oves ar ound on a giant flying flam ing w heel. Ixion is the em bodim ent of the sun in all its glor y, and he has been w or shipped by m or tals since the beginning of tim e as patr on of light, life, and the natur al or der of the univer se opposed to chaos and death. As Tubak the Law giver , he is r ever ed for his ability to r ule w ith the w isdom of com m on sense r ather than thr ough ir on law s. Ixion pr om otes know ledge as a m eans to r each salvation: the w ise m en ar e those w ho leave the dar kness of ignor ance to gaze upon the light of know ledge (another aspect of his r ole as "light-bear er "). He str ives for the victor y of the positive spher es (led by Ener gy) over the negative influence of Entr opy. He does not like str ict codes or law s, so the only r ules he pr eaches to his faithful ar e to oppose Entr opy and its follow er s, to m aintain peace thr ough ever y m eans (even w ith w ar ), and to alw ays pay him due w or ship. Ixion em bodies per fectly the spher e of Ener gy: full passion and vigour , ir onic, hot-tem per ed and alw ays in m otion, but also

contem plative, thoughtful, w ise, and lenient. His m ost tr usted allies ar e Valer ias (his eter nal soul-m ate, despite all the quar r els that m ar k their r elationship), Aster ius (the m ost clever and m er ciless enemy of Entr opy), and Ka (w ho shar es Ixion's goal of pr otecting univer sal balance and the Hollow Wor ld). His m ost hated enem ies on the other hand ar e the m ost pow er ful and r uthless am ong the Entr opics, w hich is to say Thanatos, Hel, and Atzanteotl.

KAGYAR THE ARTI SAN Belsamas, Ka? Gar, M odsognir, Nin? Agar, Flasheyes, Pater, Ptahr, Patron of Dwarves, Patron of Craftsmen, Protector of M iners Kagyar is a sinew y hum an of aver age statur e, w ith a shor t, black, vainly w ell kept chin bear d, gr eying black hair , sm all hollow eyes that bur n w ith the flam e of cr eativity, dr essed in a sim ple tunic of w hite linen, w ith a tur ban on his head (or the dr aw n hood), a m edallion at his neck that holds his sym bol and w ith a ham m er and a chisel at his belt. Kagyar is the patr on of cr aftsm en and the dw ar ven r ace, and has little inter est in anything else. He can gr ant gr eat inspir ation to any individual w ho dem onstr ates an innate talent for ar ts and cr afts, but tends to becom e distant and disinter ested in anything else, even if he is infur iated w hen assisting in the 97

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

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

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

KOROTI KU Guan Zi? You, The Shapechanger, Saimpt Renard, The Supreme Spider, Yehm, The Cheat, Patron of the Pear Islands and the Tanagoro, Patron of Spiders A lar ge black spider com ically plum p w ith the sm iling face of a hum an w ith negr o tr aits. The second for m is that of a tall Tanagor o, stately and elegant, dr essed in the r oyal dr ess typical of the Tanagor o (the fur of a lion or tiger ) and the usual scor nful gr in that he never loses. Kor otiku is patr on of the non-evil ar achnids (in contr ast w ith Ar achne Pr im e), guile and jokes that induce r eflection, and for this hates Loki, w ho instead cr eates destr uctive and evil jokes sole to induce pain and chaos, and is a heated r ival of M asauw u and Har r ow (once his pupil and now ally of Loki), m aster s of those illusions that he seeks to sm ash. His shr ew d and extr em ely bur lesque char acter m akes him a tr ue and pr oper volcano of ideas and r esour ces. His objective to dr ive other s to use their intellect to sur vive 98

and pr osper , to discr edit clichés and dem olish the illusions, and to r econsider the values of the society in w hich they live and to never do the pr edictable. They should accom plish these things by any m eans (the m or e am using

to a cr eed that says that it is possible to r esolve all pr oblem s and disagr eem ent w ith dialogue. For this he is not gr eatly follow ed by the ar dent and chaotic Alphatians, and is not closely w atched even by the m or e vehem ent and w ar like Im m or tals. His only allies ar e Alphatia, Guidar ezzo, the Shaper , and Razud (the thir d m or e on and off ), w hile all the Entr opic br inger s of chaos and destr uction ar e his enem ies; in par ticular Alphaks, w ho he?s know n since both w er e m or tal and w ho he has never for given for the devastation caused to Old Alphatia.

LOKI Bozdogan, Farbautides, Lokar, Veles, Patron of Hule, Prince of Lies and Deceit Loki typically appear s as a pale skinned Antalian w ith r ed hair , haw k?s nose and a m aliciously clever gaze, w ear ing sim ple Antalian gar m ents of anim al pelts. and em bar r assing, the better ). Even if at fir st sight it seem s that his behaviour is ir r ational and w ithout aim , in r eality Kor otiku alw ays has a ver y pr ecise plan in m ind, and any of his actions ar e dir ected to stim ulate thinking in m or tals and in his Im m or tal equals (even if m ost of them ar e not able to pr ofit fr om the ingenuity of their str atagem s). His cult finds pr oselytes especially am ong shr ew d adventur er s, m or e astute thieves, and r eckless and independent cor sair s.

KORYI S Patron of Peace and Prosperity, Patron of Ochalea Kor yis is a pur e Alphatian of gaunt physique, w ith a pallid com plexion and hollow cheeks, w ear ing a sim ple tunic and an air of deter m ination and suffer ing. Kor yis is the typical pacifist, faithful to the or der that r ejects any cutting instr um ent and

Loki is a m aster of deceit and tr eacher y. His goal is to set his enem ies?against each other to pr ovoke destr uction and suffer ing, and he often succeeds in his attem pt thanks to his gr eat m anipulation skills. He especially likes to pr etend to be r eady for r edem ption, lur ing good-w illed im m or tals to befr iend him and fight for his cause, and then he betr ays their tr ust in the m ost cr itical m om ents. Loki does not actively seek new follow er s as m any other Im m or tals do, since he is par ticular ly insensitive to the pr ayer s of his w or shipper s, as he believes that all people w ill follow his w ay eventually. In fact, he believes that all m or tals have a natur al tendency tow ar ds evil and selfishness, and the m ost evident pr oof of this is that the w or ld is so r ipe w ith tr eacher y and deceit that causes the m or tals?constant dow nfall. So he sim ply teaches his follow er s to incr ease entr opy in the w or ld and act for their ow n 99

gain at the sam e tim e, and this can only be done by becom ing m aster m anipulator s in or der to avoid being deceived fir st. Loki is constantly w eaving his plots and deceits against Im m or tals and m or tals alike, par ticular ly as patr on of Hule. Over the centur ies, he has becom e an enemy of Odin (because of his alliance w ith Hel), Thor (w ho he opposed dur ing his m or tal life and r ise to im m or tality), Fr ey and Fr eyja (w hose goodness and loyalty he finds nauseous), Eir yndul and Kor otiku (w ho despise him for using cunning and deceit for destr uctive pur poses). He also likes to tor m ent and r idicule Stodos, Lor d of Ice and another ally of Hel, but she does not consider this r ivalr y a tr ue enm ity and leaves them to bicker like sm all childr en.

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

cause and occasionally cooper ates w ith Zir chev, as both shar e a love for the w oods and w oodland cr eatur es. He hates Atzanteotl, the nem esis of all sur face elves, and fights all Ilsundal?s enem ies.

M I NROTH Patron of M inrothad, Patron of Hope and Prosperity M inr oth is a 30 year old athletic hum an w ith black bear d & m oustache, shor t jet-black hair tied w ith a leather cir clet, a typical Nithian nose, tanned skin, spar kling eyes full of hope, w ear ing sailor 's clothes and a br onze cuir ass w ith a silver ed m ace tied at his belt. M inr oth is a w ise and good w illed Im m or tal, w ho occasionally sends his follow er s om ens to inspir e them to peaceful cooper ation. He pr efer s to w atch over their lives w ithout inter fer ing and teach them that the best w ay to happiness is thr ough self-esteem , dedication to one?s w or k, and hope. Hope is the centr al point of M inr othism : the faithful m ust hope for a better futur e cr eated by the chosen of M inr oth, a life w her e only those w ho w or k w ith honesty and passion can becom e w ealthy and attain tr ue happiness.

NOB NAR Patron of Halflings, Protector of the Five Shires, Patron of Adventurers and Audacity Nob Nar appear s as a young halfling in the pr im e of his life. He is little m or e than a m etr e tall but has a lean and stately physique w ith sun-tanned skin. His long, black hair is gather ed at the nape of his neck . His astute, unintim idating eyes and a cynical and der isive sm ile on his face pr oclaim his tr oubadour spir it and his big m outh. He w ear s sim ple tr aveller s clothing, and at his side w ear s his faithful Zanna (a m agic r apier der ived fr om the tooth of a dr agon). 100

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.

ODI N Wotan, Viuden, Taranos, Zephyr, Amon, He W ho Watches, Grammaton, Jumal, Oloron, Father Sky, Perun, Patron of the Northlands, Patron of Fair Rulership and Nobility, Lord of Sky and W inds Odin appear s to be an elder ly bear ded m an w ear ing an eyepatch over his left eye, w ith br oad shoulder s but an ar ched back, clad in gr ey dusty clothes, w ith an old hat and cloak, holding a long spear w hile w alking w ith a staff. His tw o r avens, Hugin and M unin, alw ays follow him and he often appear s r iding his mythical eight-legged flying hor se, Sleipnir. Odin teaches his follow er s to use their w its and intelligence in life, seek know ledge and

w isdom thr ough exper ience, and to keep in touch w ith the w or ld ar ound them . He ur ges his follow er s to becom e w ise and fair leader s, follow the exam ple of vir tue and justice of the m or e enlightened r uler s, savour the joys of life and lear n fr om their m istakes instead of living as her m its. He sur r ounds him self w ith a gr oup of im m or tals he has sponsor ed or helped dur ing their quests for im m or tality, the so-called Aesir and Ásynjur , w ho m ake up m ost of the nor thm en?s pantheon. He?s also allied w ith another gr oup of Im m or tals w ho ar e know n as the Vanir by the follow er s of the Antalian Cult. His tw o enem ies ar e Hel and Loki. Hel is his opposite, w ho r eincar nates souls of evildoer s to spr ead chaos and evil in the w or ld as m uch as he r eincar nates the good souls to r ally m or e cham pions. Loki is one of the Aesir , but he?s doom ed to betr ay ever yone m uch like he did w ith his for m er patr on Rathanos. Despite know ing and for etelling this, Odin insists in keeping him am ong his ?childr en?, and close by w her e he can keep an eye on him .

ORDANA M other Forest, Thendara, Breig, Tawnia, Uì, Patroness of Sylvan Races, M other of the Elves Or dana m anifests her self in var ious for m s, accor ding to the cultur es she is r ever ed by. -

M other For est / Uì : An im posing and ver dant oak tr eant. 101

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

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

PETRA Warden of Traladara, Patroness of Defenders, Patroness of Besieged Cities Petr a is a petite w om an w ith a light com plexion and shor t dar k hair w ho spor ts a deter m ined and sever e countenance. She w ear s an ancient br onze cuir ass of Tr aldar or M ilenian tr adition and w ields a r ound shield on her left ar m and a heavy m ace in her r ight hand. Petr a is a ver y pr actical im m or tal w ho doesn?t like nonsense and tr ivialities. She does not feel pity for those w ho do not have the cour age to challenge fate and adver sity and pr efer instead to cr y and m our n. She pr efer s those char acter s that go on despite the har dships and never fear to face the im possible. Petr a is the patr oness of m any

w ar r ior cler ics, of those w ho defend besieged settlem ents, and of Tr aldar s and M ilenians (and their descendants) all ar ound the w or ld. She is often in open disagr eem ent w ith Vanya because of Vanya?s disposition for conquer ing anything (including Kar am eikos), and because Vanya is sw or n enemy of the M ilenians. She also despises Leptar (aka Hir cism us) w ho played a lar ge par t in the collapse of the last Tr aldar cities.

PROTI US Ahti, M anadyn, M anwara, Nithys, Father Ocean, The Spuming Nooga, Old M an of the Sea, Sovereign of the Oceans and Water, Patron of Sailors, Protector of M arine Fauna The r ace of Pr otius?s m anifestation for m var ies based on each type of follow er that w or ships him , but all (hum an, tr iton, m er r ow , etc.) shar e cer tain char acter istics. He alw ays appear s w ith the tr aits of a m ale individual of advanced age, w ith a bear d, m oustache, and hair of gr eenish algae, w ith a nude body or enveloped by algae that constantly dr ips salt w ater , and a tr ident held in his fist. His face is m er cur ial: at one tim e, he is calm and ser aphic, then suddenly he is happy, only to get angr y the next m om ent, passing to alter nate stages of r eflection or deter m ined by his fixed expr ession. His other m anifestation for m s ar e a gr eat dolphin of r em ar kable intelligence and gigantic w hale. For m illions of year s Pr otius has em bodied the sea in all its aspects: beauty, abundance, unpr edictability, danger , vastness, r iches, and myster y. Dur ing the evolution of the species, he has alw ays pr esided and w atched over the oceans; causing stor m s and calm ing the oceans at his w ill in or der to m ake m or tals under stand just one thing: that he is the unchallenged lor d of M ystar an w ater s, w hich effectively is the only thing that m atter s to 102

him . Pr otius is a loner and doesn?t par ticular ly love the hum an or hum anoid r aces; not that he detests them : he sim ply has no inter est in their fate. Usually he r eceives the pr ayer s of sailor s and fisher m en, and he either listens to or ignor es them depending on his w him s. W hat he tr uly values and is only inter ested in ar e the subaquatic r aces, anim als (including those intelligent ones) and plants. Even so, he can be per suaded to help a land-based hum an or dem ihum an if it has per for m ed par ticular ly gener ous acts tow ar ds the sea and the m ar ine beings that Pr otius pr otects.

RAD Etienne d?Ambreville, Patron of Glantri, Patron of M agic, Lord of Radiance Rad appear s to be an elder ly m an w ith a long w hite bear d, a gr uff outlook, but w ith keen and pier cing eyes, w ear ing a long r obe em br oider ed w ith myster ious r unes and m agical sym bols. Rad is br illiant, unpr edictable, lonely, and ter r ibly stubbor n. W hile he im per sonates Etienne, he pr etends to be absent-m inded and gr uff, in or der to m ake other s believe he is senile, w hile his m ind is as keen as ever. Rad enjoys teasing all those people he consider s too pr oud or stiff-necked by using his typical Aver oignese ir ony. In par ticular , he ir r itates Ixion ever y tim e he can, since he has never acknow ledged his leader ship in his Spher e. This ir r ever ence for the im m or tal hier ar chy obviously br ings him the sym pathy as w ell as the hatr ed of m any fellow im m or tals. Rad?s ir r ever ent char acter is often the point of m any debates w ithin the Spher e of Ener gy, w her e m any hot-headed im m or tals w ho w ant to shake the hier ar chy and over thr ow the r eigning im m or tals follow his exam ple. Despite his stubbor nness and his boldness,

Rad is too kind-hear ted to take his enem ies ser iously.

RAFI EL Patron of the Shadowelves, Patron of Science Rafiel is a m iddle-aged hum an w ith m eek outlook but a pier cing and cunning gaze. He w ear s a w hite tunic (a scientist?s apr on) and a pair of spectacles. Rafiel is a calm , w ise, and good w illed Im m or tal. It w as because of his extr em e hum anity and sense of duty that he helped the Shadow elves sur vive their affliction and that he becam e so attached to them . The 14 Ver ses he gave them as his com m itm ents m ay seem har sh at tim es, but they have helped pr otect the Shadow elves and allow ed them to thr ive over the centur ies. His follow er s have how ever alw ays consider ed him ster n and sever e because of these r eligious tr aditions (such as the habit of abandoning the m alfor m ed babies in the upper tunnels and chase off the elder ly elves), but this is only because they do not know the r easons behind these law s. In fact, Rafiel guides var ious hum anoids to find and r aise the m alfor m ed Shadow elves as their babies, to pur ify the Shadow elf r ace of r adiation and infiltr ate his follow er s am ong the hum anoids. His m ain inter est is the differ ent kinds of ener gies found thr oughout the M ultiver se, in par ticular the Radiance, and he has alw ays secr etly studied that sam e ener gy w hich m ade him im m or tal. His m ost am bitious pr oject is the constr uction of a nuclear r eactor know n as the Cham ber of the Spher es (sim ilar to the Beagle?s Nucleus) under the Refuge of Stone, w ith the only pur pose of assur ing that all the pr inciples and scientific law s that he based his m or tal life on ar e still viable (a clear sign of an obsessive-com pulsive per sonality). For this 103

sam e r eason, he is ver y inter ested in Rad?s r esear ches, and even if they ar e not allies, they often collabor ate to fur ther their exper im ents. Rafiel is a pacifist but he has alw ays used ever y m eans to fight against Atzanteotl?s influence over his people. Atzanteotl is his only tr ue nem esis, and he?s held r esponsible for cor r upting m any Shadow elves (am ong w hich ar e the Schattenalfen) to the cause of Entr opy.

RATHANOS Ra, Patron of Nithia, Lord of Fire Rathanos appear s to be a 7 foot tall hum anoid m ade of blazing fir e, w ithout any distinctive featur es. Rathanos is obsessed w ith pow er and his m isogynist view of the univer se, w hich leads him system atically to oppose ever y fem ale im m or tal just for being fem ale (the sam e attitude is also pr esent in m any of his cler ics). Rathanos?s only inter est is the com plete tr ansm utation of all m atter into ener gy, par ticular ly fir e. He is constantly sear ching for a spell that w ill allow his follow er s to tr ansfor m into beings of pur e ener gy, m aking them indestr uctible and im m or tal. How ever , up to now his r esear ch has not pr oduced the ultim ate spell, and ther efor e he continues to push his follow er s along this path, pr om ising them that this is the only w ay they w ill achieve tr ue im m or tality. If his plan ever happens, he w ill cr eate a nation of beings that w ill be bor n as m or tals and lear n as fast as only m or tals can do, but w ho w ill later becom e eter nal beings ser ving the cause of Ener gy. Because of his char acter and goal, he is in eter nal conflict w ith m any fem ale im m or tals (notably Tar astia) and w ith Zugzul, patr on of

fir e giants and self-appointed M aster of Fir e w ay befor e Rathanos r ose am ong the im m or tal r anks.

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

TARASTI A Pax Bellanica, The Judge, Var, Ta Lai Si-Fa, Patroness of Justice and Revenge, M istress of Truth and Order A hum an fem ale w ith dar k, tanned skin, w ith a squar e jaw , alw ays w ith a ser ious expr ession and an im passive air , she w ear s black plate ar m our and car r ies at her side a black, executioner ?s axe. Tar astia is obsessed by the concept of Justice. She helps those w ho pur sue a just vendetta, but only if it concer ns an im por tant and 104

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

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

THANATOS Tha-to, Karr, The Grim Reaper, Old Nick, Father of Demons, Darga, The Eternal One, Patron of Death and Destruction A hum anoid w r apped in dar k stained bandages that hide his featur es, w ear ing a w ide black r obe, w ith decom posed w ings on his back and a black r usted scythe tightly hold in his skeletal claw s.

TERRA Cay, Dun, Fr igg, M ader akka, M other Ear th, M agna M ater , M ar au-Ixuì, 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

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. 105

He uses any and ever y w ay to attain his goals (both br ute for ce and com plex schem es), w hich m akes him the m ost active Entr opic Im m or tal in the univer se. It doesn?t m atter how im por tant his goal is (w hether it affects an individual or a w hole countr y); Thanatos alw ays focuses all his effor ts to succeed w ith m er ciless devotion, savour ing all of the individual m om ents of gr ief he causes to the living tow ar ds the final ends. He often loves to kill m or tals and assum e their identities to deceive his enem ies and per sonally push his plans fur ther , but m ost of the tim e he has to r ely on the thousands of w or shipper s he has acr oss the M ultiver se to spin his w eb of w ickedness. Thanatos has no stable allies, but he never hesitates to use other im m or tals as paw ns or conscious (albeit tem por ar y) allies in his plots, and none of the im m or tals he sponsor ed w ould ever dar e to r efuse his r equests. Thanatos has alw ays sur vived thanks to his incr edible cunning and m er ciless soul, and, because he know s has all the tim e in the M ultiver se, he never needs to r ush his schem es.

THOR Donar, Donegal, Tuatis, The General, The Thunderer, Dugong, Patron of Warriors, Lord of Battle and Honour A pow er fully built Antalian w ith fier y r ed hair and bear d, w ear ing a chain m ail w ith a typical Nor se hor ned helm and a huge w ar ham m er at his belt. Thor is the em bodim ent of the per fect

w ar r ior , and he dem ands his follow er s to stay tr ue to his code of conduct based on honour , cour age, and r espect for tr adition. Fear less and ever r eady for battle, Thor has an easygoing char acter m ost of the tim e, even if he?s pr one to fits of r age w hen offended or teased, som ething Loki loves to do w henever they m eet. Thor consider s all Aesir as his allies except for Loki (w ho doesn?t m iss a chance to r idicule or tr ick him ), and he is often in leaguew ith Hym ir , the only giant im m or tal he gets along w ith (thanks to Hym ir ?s ability w ith liquor s and a few com m on adventur es they had w hile m or tals). He also consider s Bar tziluth, Bem ar r is, and M adar ua (the only m or tals he sponsor ed to im m or tality) as his thr ee childr en (M odi, M agni, and Thr ud accor ding to Antalian legends); pr ecious allies alw ays r eady to obey his com m ands. He hates Zugzul w ith a fier y passion because he?s patr on of all those evil giants w ho fr equently tor m ented his people, and he constantly w atches Hel?s m oves because of her alliance w ith Loki. He also opposes Kir anjo, w ho tr ied to influence the Nor se ber ser ker w ith his cult of Gylgar id, and for this r eason he beat him soundly in an open im m or tal contest.

VALERI AS Ashanti, Biao Hun Xi? Ai, Girder-on of Weapons, Hathnor, Isiris, Shaya, Sjofn, Vanu, Immortal of Love, Patroness of Passion and Desire, Lady of Charity, Protector of Lovers A m ost beautiful w om an w ho appear s to be of the obser ver ?s r ace, dr essed in clothes of 106

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

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

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

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

Despite being both the uncontested patr oness of love and beauty, she has how ever r ecently began to feel a ser ious r ivalr y tow ar ds Kythr ia, a young Im m or tal w ho w as once her pr iestess and w ho is now under the pr otection of Eir yndul (another Im m or tal that Valer ias detests for his unendur able ar r ogance and his r epeated advances), w ho seeks to steal her place and her follow er s. Fur ther m or e, given his spir ited and unstable char acter , she doesn?t suppor t the pedantr y of Khor onus, often ending w ith her ar guing w ith him .

VANYA Belbion, Faña, the Grey Lady, the Inquisitor, M atera, Varellya, Patroness of War and Conquerors, Patroness of the Heldannic Knights, Patroness of the Kubitts A hum an w om an of m edium height w ith br ow n eyes and long br ow n hair w or n in a

For Vanya, w ar is an ar t that m ust be appr eciated, pr acticed and under taken ser iously. She believes, in fact, that w ar and conquest ar e the m ajor for ces that influence the histor y and cultur e of any society. War tests people?s w illpow er and r esour cefulness, w her e only the best sur vive to im pr ove the w or ld. Likew ise, conquest stim ulates pr ogr ess, since it br ings together differ ent civilizations (the victor ious and the defeated ones) and for ces them to confr ont each other , m ixing elem ents of both to gener ate new ideas, new possibilities, and new par adigm s. Vanya also know s that w ar br ings destr uction and desper ation, and that if the conquer or is not w ise, the r isk of negating all the benefits of the conquest w ith its dysfunctions (tyr anny, abuse, and indolence w er e the m ar k of the M ilenian conquer or s to her ) is high. Ther efor e, only those w ho m aster the ar t of w ar w ill be capable of choosing the futur e of the w or ld, and for this r eason, she tr ains her follow er s to cover this 107

r ole. Vanya does not like to m aintain the status quo, since her vision of the w or ld r eflects her per sonality: ever changing and full of possibilities, m uch like any battle. She blesses the w inner s: she does not car e the pur pose of the battle; she just car es for victor y and the glor y that com es w ith it. Vanya show s no m er cy tow ar ds the loser s or the w eak ones, and she does not car e to pr om ote kingdom s or law s that w ill eventually led to stagnation and ther efor e to indulgence and sloth. She encour ages battle and w ar to str engthen her follow er s and shape healthier futur e gener ations, so that the m or e skilled (not just the str onger ) w ill be victor ious. Rem em ber ing her distr ess under the M ilenians?yoke, Vanya has never for given them and passionately fights against those Im m or tals w ho pr otect the M ilenians (Halav and Petr a above all); adding to her enem ies Rathanos because of his m ale chauvinist pom posity.

ZI RCHEV The Huntsman, Leug, Uatumà, 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).

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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.

Redu ced Rest

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.

Ch an n el Di v i n i t y: Al t er En er gy Star ting at 2nd level you can spend use Channel Divinity to change the ener gy type of a spell. W hen you cast a spell you invoke your devotion to the Im m or tals of Ener gy. If the spell has an ener gy dam age type you can alter it to another type. The dam age types that can be changed fr om or to ar e Cold, Fir e, Lightning, and Thunder.

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

Di v i n e St r i k e

1st

Flame Blade, Thunderwave

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.

3r d

Scorching Ray, Shatter

Over pow er ed

5th

Fireball, Lightning Bolt

7th

Ice Storm, Fire Shield

9th

Animate Objects, Flame Strike

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.

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

Level Ener gy Dom ain Spells

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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.

Ch an n el Di v i n i t y: 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.

At 2nd level you can use your Channel Divinity to m ake other s m or e susceptible to m agic. As an action you pr esent your holy sym bol and select a tar get to be hexed. For 10 m inutes the tar get has disadvantage on saving thr ow s, this effect im m ediately ends if you use the ability again dur ing the dur ation or the tar get fails a saving thr ow. A bless or r em ove cur se spell ends this effect im m ediately.

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

Di v i n e St r i k e

Level

Entr opy Dom ain Spells

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.

1st

Inflict Wounds, Bane

Redu ce Pr obabi l i t y

3r d

Crown of M adness, Darkness

5th

Bestow Curse, Fear

Star ting at 17th level all attacks against you have disadvantage.

7th

Blight, Phantasmal Killer

9th

Dominate Person, M islead 110

Level M atter Dom ain Spells 1st

Enlarge/Reduce, Shield

3r d

Hold Person, Locate Object

5th

Create Food and Water, M eld into Stone

7th

Fabricate, Stoneskin

9th

Creation, Wall of Stone

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

Ch an n el Di v i n i t y: En du r an ce

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

Star ting at 2nd level you can spend use Channel Divinity incr ease your stam ina. As an action you pr esent your holy sym bol and gain tem por ar y hit points equal to tw ice your W isdom bonus for one m inute.

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

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.

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.

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Level Thought Dom ain Spells 1st

Comprehend Languages, Detect M agic

3r d

Calm Emotions, Detect Thoughts

5th

Clairvoyance, Sending

7th

Compulsion, Confusion

9th

Dream, M odify M emory

Bon u s Pr of i ci en cy At 1st level, you gain pr oficiency in tw o of the follow ing skills: Ar cana, Histor y, Insight or Per ception.

Ch an n el Di v i n i t y: Tel epat hy

Before it can be done it must be conceived. W ithout Thought there is nothing, matter cannot be constructed, time cannot be measured, energy cannot be utilized. W hen you walk the path of Thought you show yourself to be the true visionary. Thought grows on its own, you just provide the spark. Your ideas will craft this world, your philosophies will spark debate and discussion and create more thoughts to be considered. Thought cannot be stopped as long as someone wonders why? Petrov Romanov, disciple of Zirchov

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.

Star ting at 2nd level you can spend use Channel Divinity to send a telepathic m essage. You can send a m essage to any intelligent cr eatur e w ithin 120 feet of you. They w ill under stand the m essage even if you do not shar e a com m on language.

Gen i u s 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.

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Level

Tim e Dom ain Spells

1st

Expeditious Retreat, Longstrider

3r d

M irror Image, M isty Step

5th

Blink, Haste

7th

Arcane Eye, Divination

9th

Legend Lore, M ass Cure Wounds

Bon u s Sk i l l W hen you select this dom ain at 1st level you gain pr oficiency w ith the Histor y skill.

Ch an n el Di v i n i t y: Sl ow Ti m e Star ting at 2nd level you can spend use Channel Divinity to slow the speed of attacks against you. Until your next tur n all attacks against you have disadvantage

Tem pu s Fu gi t Everything has its place, a time for its creation and a time for its end. If nothing is created and if nothing ends, the world will stagnate. Time is the judge of all things. Because of Time as things end new things are created to replace them, the cycle of life continues. There is no end to time, there is only the next moment. Galtar von Breck, High Priest of Vanya

Tim e Cler ic Dom ain The Spher e of Tim e pr om otes change and pr ogr ess. Tim e is constant, alw ays flow ing and ebbing for w ar d. Tim e r epr esents change and r ebir th, teaching the futur e w ith the lessons of the past. Tim e is tied to the elem ent of Water and the Neutr al alignm ent. Tim e opposes M atter 's r esistance to change, lessens Ener gy over tim e, and teaches Thought the lessons of histor y.

Beginning at 6th level, you can take an additional tur n im m ediately after your nor m al tur n in a r ound. You cannot use this ability again until after a long or shor t r est.

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

I m pr oved React i on At 17th level you gain pr oficiency in Dexter ity saving thr ow s.

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Spells and Runes 114

Secret Magical CraftsPrestigeClasses

Pr estige Class: Cr aft M age

Pr er equ i si t es:

Deep in the halls of the Gr eat School of M agic in Glantr i city r ar e m agics ar e taught. Using m ethods they have gleaned fr om study of the Radiance, the w izar ds of Glantr i can use m agic in w ays unhear d of outside the nation. Such know ledge does not com e w ithout r isk, as the Radiance can have unusual effects on car eless w izar ds.

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Cr af t M age -Spel l Sl ot s per Spel l Level Level

Feat ures

1st

2nd

3rd

1st

1st Circle

2

-

-

2nd

2nd Circle

3

-

-

3rd

3rd Circle

4

2

-

4th

4th Circle

4

3

-

5th

5th Circle

4

3

2

-

-

-

I n t el l i gen ce 15. Cr aft M ages m ust be som e of the br ightest to lear n the secr et cr afts. Pr of i ci en cy i n t h e Ar can a sk i l l . Know ledge of ar cane lor e is par am ount to lear ning the secr et cr afts. Pr of i ci en cy i n t h e Hi st or y sk i l l . The secr et cr afts r equir e a lar ge am ount of r esear ch to lear n their secr ets. W i zar d or Di sci pl e of t h e Radi an ce ch ar act er l evel 10. Only the m ost pr om ising w izar ds can begin to lear n the secr et cr afts. I n v i t at i on by a Secr et Cr af t M en t or . One m ust be invited into the cir cles of the secr et cr afts. Pay t h e I n i t i at i on Cost s: Ever y level r equir es a cost in r esour ces and tr aining to r each the next level of study.

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Ti m e an d cost t o l ear n each Ci r cl e: Fir st Cir cle: 7,000 gp/14 days Second Cir cle: 28,000 gp/28 days Thir d Cir cle: 63,000 gp/42 days Four th Cir cle: 112,000 gp/56 days Fifth Cir cle: 175,000 gp/70 days

Cr aft Featur es As a Cr aft M age, you gain the follow ing class featur es.

High Illusion: Disguise kit, Gam ing set, calligr apher 's tools. High Necr om ancy: Poisoner 's kit, m ason's tools, potter 's tools. Cr yptom ancy: Calligr apher 's tools, m ason's tools, w oodcar ver 's tools. W itchcr aft: Disguise kit, alchem ist's supplies, poisoner 's kit. Saving Thr ow s: None Skills: None

Hit Points Hit Dice: 1d6 per Cr aft M age level Hit Points per Level: 1d6 (or 4) + your Constitution m odifier per cr aft m age level.

Pr oficiencies Tools: By cr aft. Alchemy: Alchem ist's supplies, cook's utensils, glassblow er 's tools. Dr acology: Light ar m or , leather w or ker 's tools, jew eler 's tools. Elem entalism : Alchem ist's supplies, m ason's tools, potter 's tools.

Ar can a Ch eck s Skill check: M any of the feats r equir e a skill check to activate. Unless other w ise stated, the num ber of tim es a you can use a Cr aft feat befor e needing a long r est is equal to your Intelligence m odifier. Failed skill checks count as uses. Cr itical Failur e If the m age is r equir ed an Ar cana skill check for an effect and r olls a 1, r er oll the die. If the r esult is another 1 then apply the Cr itical Failur e r esults descr ibed by the Feat.

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Al ch em y 1st Ci r cl e of Al ch em y At 1st level you have lear ned the basics of alchemy, and gain the follow ing benefits: - Find Com ponents: You m ay m ake a DC10 Ar cana check to know the r equir ed ingr edients to r eplicate a potion. This destr oys the potion in the pr ocess. - Alchem ical Pr epar ation: You m ay cr eate any com m on availability potion as a balm . This r equir es a DC15 Ar cana check and 1 hour of w or k . The balm is good for 1d4 days after w ar ds it separ ates and is useless. If the the Ar cana check is failed the ingr edients ar e lost and the you w ill need to m or e ingr edients to tr y again.

2n d Ci r cl e of Al ch em y At 2nd level your alchem ical tr aining intensifies, you gain the follow ing abilities. - Find M agical Com ponents: You can identify m agical potions on a DC15 Ar cana check . In addition you can take a bonus action to identify the dam age type of any m agic item on a DC15 Per ception check . - M agical Pr epar ation: You can now cr eate any potion up to uncom m on availability. These ar e cr eated at half the tim e and speed it w ould take to m ake the potion nor m ally, but only lasts 1d4 after it is cr eated.

3r d Ci r cl e of Al ch em y You can now begin to change m atter fr om one substance to another. - Tr ansm ute M atter : You m ay alter one non-living object to another non-living object. You m ay change 1lb of m ater ial per exper ience level. Yout can change the item into another item of the sam e w eight, excess m ater ial is lost. The item 's value is w or th the caster level x the w eight of the item . You m ust spend a day inside a fully stocked labor ator y and m ake a DC20 Ar cana check .

Cr itical Failur e: The tr ansfor m ation fails and ever yone w ithin 20' takes 1d6 points of dam age per pound of m ater ial being tr ansm uted. The lab is autom atically destr oyed.

4t h Ci r cl e of Al ch em y You have lear ned to channel ener gy into m agical devices and or ganic m atter. - Tr anscend Ener gy: You can attem pt to focus ener gy into m atter to cr eate one of the follow ing effects: - Rechar ge an expended m agic item . Item is r etur ned to it's nor m al status w ith its star ting num ber of char ges. - Rever se the aging pr ocess. The r ecipient r ever sed 1 w eek of aging per level of the alchem ist. You can use this pr ocess on your self. - Anim ate a golem . The golem had 1HD per level of the caster , cost to cr eate the golem is the sam e as a r ar e m agic item . - Raise the dead. A cor pse cannot be dead m or e than a num ber of days equal to the caster 's level, it is tr eated as if it has r eceived a r aise dead spell. In or der to use the pr ocess the alchem ist m ust m ake a DC25 Ar cana check, and needs to take the skill check in an ar ea w ith a lar ge ener gy outbur st like a lightning stor m . Alter natively you m ay expend spells that do a com bined 60d6 points of dam age. Cr itical Failur e: The lab explodes as above.

5t h Ci r cl e of Al ch em y Your know ledge of alchemy is absolute, you can now alter your ow n for m . M utate Lifefor m : You can take on pr oper ties of another cr eatur e or m ater ial. You can change into another cr eatur e, or just adapt par t of its physiology. You m ake a DC20 Ar cana check as a bonus action and selects one of the follow ing effects:

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- Gaseous Form: As the spell, but cannot effect gear. - True Polymorph: As the spell, but only cr eatur e to cr eatur e. - Stoneskin: As the spell.

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Dr acol ogy 1st Ci r cl e of Dr agon s You have begun to under stand the m agic of dr agons.

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fangs that have a r ange of 10' and attack as a dr agon bite attack of a dr agon w ith the hit dice equal or lesser to the char acter 's level. The effect lasts five r ounds. Dr agon Eye: You m uch m ake a DC20 Ar cana check . For a num ber of r ounds equal to your level, the w izar d autom atically detects invisible or polym or phed dr agons. Dr agon Cl aw : You m ust m ake a DC20 Ar cana check, if successful your hands becom e claw s and attack as a dr agon of the sam e hit dice equal or lesser to his level. This effect lasts one r ound per level. Dr agon Scal e: You m ust m ake a DC20 Ar cana check, if successful your natur al ar m or class becom es equal to a dr agon w ith equal or lesser hit dice than his level. This ability last one r ound per class m age level. Dr agon W i n g: You m ust m ake a DC20 Ar cana check, if successful you m anifest w ings of the chosen type, and can fly at the speed of your chosen dr agon, your car r y w eight is 100lbs per char acter level. This ability lasts one r ound per cr aft m age level.

- 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 3r d Ci r cl e of Dr agon s w eapon. The dr agon can com m unicate w ith you and You gain dr agon's br eath. know s your exact location but cannot har m - Dr agon Br eat h : You gain a br eath w eapon you. The effect ends if you get m or e than 120' identical to your chosen dr agon. The dam age fr om the dr agon, or if you or a m em ber of his is the sam e as a dr agon w ith equal or lesser par ty attacks the dr agon or tr ies to steal fr om hit dice to your char acter level. This ability the dr agon. can be used thr ee tim es befor e needing a long 2n d Ci r cl e of Dr agon s r est. You have lear ned how to m anifest aspects of dr agons.

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 Toot h : You m ust m ake a DC20 ar cana - Dr agon M i gh t : You m ay attem pt to dom inate check . If successful you can m anifest m agical 118

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.

elem entals have the m inim um am ount of hit points they could have. The elem entals w ill per for m one task, and disappear after finishing it. They also vanish after a num ber of days equal to your caster level. Cr itical Failur e: A elem ental of the r ival elem ent appear s, hostile to you.

3r d Ci r cl e of El em en t s

- 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 At 3r d level you can sum m on all sor ts of elem ental cr eatur es. Gr eat Wyr m var iant of the chosen dr agon. This effect lasts for 1d4 r ounds. - M ajor Conjur ation: As above, except you 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.

El em en t al i sm 1st Ci r cl e of El em en t s

sum m on any cr eatur e fr om the chosen elem ental plane. That cr eatur e w ill per for m a task exactly as above. Cr itical Failur e: The cr eatur e ar r ives hostile tow ar ds you.

4t h Ci r cl e of El em en t s

At 1st level you gain pr otection fr om your chosen At 4th level you gain even m or e elem ental elem ent. contr ol. Pr otection fr om Elem ents: Pick an elem ental type as your Elem ental focus. You gains the follow ing El em en t al M ast er y: You gain fur ther abilities based on their focus. benefits depending on elem ent. - Full Elem ental Contr ol: You m ay m ake a D20 - Fir e: Resistant to Fir e dam age, can w alk over ar cana check . If successful the you can cr eate lava w ithout har m for 90ft or 3 r ounds, an elem ental out of appr opr iate m ater ials on w hichever com es fir st. hand. The new ly cr eated elem ental is - Water : Resistant to Water dam age, can w alk com pletely under the your contr ol. over w ater for 90ft or 3 r ounds, w hichever - Fir e: You takes no dam age fr om heat, though com es fir st. still takes dam age as nor m al fr om fir e. The - Ear th: Resistant to dam age fr om Ear th you can change the size of a fir e by 2ft per dam age. Can w alk over quicksand, m ud or r ound at w ill. cr um bling ledges for 90ft or 3 r ounds, - Water : The you can m ake w ater be as still or w hichever com es fir st. r ough as a stor m equal to 3ft tim es your caster - Air : Resistant to dam age fr om Air dam age. level. You can br eathe w ater at w ill, and has Can w alk on clouds or clim b sm oke up for 90ft advantage on all sw im m ing checks, ignor ing or 3 r ounds, w hichever com es fir st. even cur r ents and w hir lpools. 2n d Ci r cl e of El em en t s - Ear th: The you can cast move earth w ithout using a spell slot. You can never im m obilized You can sum m on m inor elem entals. by being bur ied. - M inor Conjur ation: You m ust m ake a DC15 - Air : The you can cast gust of wind w ithout ar cana check . On a success the you sum m on using a spell slot. All m issile attacks against 1d4 m inor elem entals of you focus. The the you ar e at a disadvantage. The you take 119

no dam age or can be m oved by high w inds. Cr itical Failur e: The cr eated elem ental cr eatur e goes ber ser k, attacking all near by.

5t h Ci r cl e of El em en t s At 5th level you can change for m into an elem ental. M etam or phosis: You m ust m ake an Ar cana D25 check, if successful you becom e an elem ental of your focus. You r etain all spells and abilities. In addition the you can tr avel to the elem ental plane of your focus at w ill. Cr itical Failur e: An elem ental of the focus type appear s w ith m axim um hit points hostile to you.

- 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.

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 .

- Delir ium Tr em ens: You m ust m akes a DC15 Ar cana check, if successful a tar get w ithin 120' is attacked by an illusionar y m onster or m onster s w ith a CR no gr eater than your level. The cr eatur es exist only in the tar get's m ind, but the dam age dealt is r eal. The 120

effect lasts until the illusionar y m onster is defeated, you end it, or br eaks concentr ation. You r egains this ability after a long r est. Cr itical Failur e: The illusion fails but you ar e unaw ar e of that. You can take no other actions than attem pting to m aintain the failed illusion until they pass a DC20 Intelligence check at the star t of each r ound.

4t h Ci r cl e of Pen u m br a At 4th level you lear n how to cr eate item s out of shadow. - Shadow Reality: You m ust m ake a DC20 Ar cana check, if successful you m ay dimension door fr om one shadow to another in sight, or becom e a non-cor por eal shadow. W hile in the shadow you can cr eate im m ovable solid objects like stair s out of shadow s. You can alter shadow s w ith in 1 yar d per level. Cr itical Failur e: You ar e instead tr anspor ted to the Dim ension of Nightm ar es, w her e you m ust find your ow n w ay back to safety.

5t h Ci r cl e of Pen u m br a At 5th level you can cr eate your ow n str onghold fr om the Dr eam lands. - Dr eam lands: You cr eate an inter dim ensional str onghold in the Dim ension of Nightm ar es. This is tr eated exactly like M ordenkainen's M agnificent M ansion, except the m ansion does not expir e. To entir e the str onghold you m ust m ake a DC20 Ar cana check . - You can cr eate shadow cr eatur es w ith a CR up to your level and send them fr om str onghold on a m ission. This r equir es a DC25 Ar cana check . You can see thr ough their eyes and hear w hat they hear. They w ill r em ain until the task is done or they ar e slain. Cr itical Failur e: The cr eated cr eatur es go ber ser k instead and attack you.

Th an at ol ogy 1st Ci r cl e of Th an at ol ogy Star ting at 1st level you lear n how to pr otect your self again undead. - Pr otection fr om Undead: You m ust m ake a DC10 Ar cana check . W hile this is active a num ber of undead cr eatur es w ith CR up to the your level cannot attack anyone w ithin 10? of the your r itual. Cr eatur es w ith low er CRs ar e affected fir st. This pow er lasts until the you m ove out of the cir cle, or som eone in the cir cle attacks. Cr itical Failur e: The you cannot attack undead instead until you is attacked by one.

2n d Ci r cl e of Th an at ol ogy At 2nd level you have developed the ability to contr ol the undead. - Contr ol Undead: You m ust m ake a DC15 Ar cana check . If successful he im m ediately gains contr ol of undead w ithin 120' w ith a com bined CR equal to your level. This undead can be contr olled or destr oyed at w ill. The effect ends at the r ise of the next full m oon. Liches ar e im m une to this affect. Cr itical Failur e: You fall under the contr ol of the near est intelligent undead w ithin 120', or goes catatonic for 1d8 hour s other w ise. You stay under contr ol until the next full m oon or the undead is destr oyed.

3r d Ci r cl e of Th an at ol ogy W hen you r each 3r d level you gain the ability to contr ol undeal. - Cr eate Undead: You can cr aft undead after a r itual. The r itual r equir es tw o w eeks of r esear ch per challenge r ating, and 1000gp per CR. Cor por eal undead need a fr esh cor pse, incor por eal just a par t of a cor pse. The actual r itual r equir es 1 hour per CR and r equir es a Ar cana DC15 check, at the end the undead is com pletely loyal to you, unlike 121

Contr ol Undead. Liches cannot be cr eated. Cr itical Failur e: You take 1d6 points of Necr otic dam age per CR of the cr eatur e attem pted, plus another d6 for each im m unity or special attack of the undead. This dam age ignor es any r esistance or im m unities.

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 - 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

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

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. 122

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. - Rune of Life: Your lear n the tr ue nam e for a non-m agical cr eatur e of anim al intelligence or low er. M ake a DC12 Ar cana check, if successful can take contr ol of the nam ed cr eatur es, w ith a com bined CR equal to their level. You can see thr ough their eyes and hear w hat they hear. The ability lasts for 1 hour. The anim al's actions ar e lim ited by its intelligence. To acquir e a r une r equir es 2 w eeks of study, 500gp in cost and a DC12 Investigation check .

3r d Ci r cl e of Ru n es Upon r eaching 3r d level you have lear ned to contr ol the elem ents. - Rune of Pow er : Your lear n the tr ue nam e for a sour ce of ener gy, (fir e, cold, electr icity, etc). M ake a DC15 Ar cana check to incr ease or decr ease the dam age of a spell using that ener gy by a num ber of dice equal to your level. This cannot r educe dam age below 0 or incr ease it above 20d6. This m ay be done as a r eaction. To acquir e a r une r equir es 4

w eeks of study, 1000gp in cost and a DC15 Investigation check .

4t h Ci r cl e of Ru n es At 4th level you have lear ned to bind m agic to item s. - Runes of M agic: You lear n to bind spells to item s. M ake a DC20 Ar cana check, if successful the spell is bound to an item . The spell tr igger s w hen the item is used or picked up. Each spell r equir es a differ ent r une. Only one r une per item can inscr ibed, the r une is per m anent until activated or dispelled. The r une is invisible after casting. You can bind cr eatur e nam es to ar eas to pr event the cr eatur e fr om enter ing. You can inscr ibe five r unes on a golem to activate it, at a m ater ial cost of 1,000gp per hit die. Acquir ing a r une r equir es 8 w eeks of study, 2500gp in cost and a DC20 Investigation check .

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 123

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.

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: You ar e incapable of falsehoods, including by om ission for one hour.

Cr itical Failur e: Instead of appear ing, the cr eatur e takes over your body for an entir e day.

2n d Ci r cl e of W i t ch cr af t

4t h 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.

W hen you r each 4th level you gain the ability to shapechange into lesser cr eatur es.

- Doll Cur se: You cr eate a pair of dolls that look like your victim , the pr ocess taking tw o days per level of the victim , r equir ing you to place one doll in the victim 's hom e. If the doll is destr oyed all effects end. Each night you can per for m one of the follow ing actions by m aking a DC12 Ar cana check . - Pain: The victim takes 1d6 dam age, not r educed by anything. - Sickness: The victim becom e violently ill, no m agic can cur e the disease. - M adness: The victim m ust m ake a W isdom Save vs. your Spellcasting Ability or lose a point of Constitution. The only w ay to r estor e this loss is to find and destr oy the doll.

- 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: The doll is destr oyed and the you suffer the effects of a Bestow Curse spell, effects up to the DM . The cur se is dispelled nor m ally. W itches Char m : M akes a DC12 Ar cana check, if successful the Char m r estor es all lost Char ism a fr om the W itchcr aft Cir cle for 24 hour s. Cr itical Failur e: The w itch loses a per m anent point of Char ism a.

3r d Ci r cl e of W i t ch cr af t

Cr itical Failur e: You cannot r etur n to nor m al for m , the effect m ust be dispelled nor m ally

5t h Ci r cl e of W i t ch cr af t W hen you r each the 5th level of W itchcr aft, you have lear ned to take possession of other cr eatur es. Ultim ate Possession: On a DC25 Ar cana check the W itch m ay M agic Jar into an unw illing victim as per the spell. The victim m ust be of equal or low er level but gets no save. You m ay stay in the victim s body until you decides to r elinquish contr ol. The victim is fully aw ar e of w hat is happening w hile possessed. The w itch m ay cast her spells or use any of the victim 's abilities w hile in possession. Cr itical Failur e:You possess the victim , but your body dies. If you r elease contr ol or ar e for ced out by a dispel m agic spell or sim ilar , you die.

At 3r d level you lear n to cr eate m inions to 124

Nor dic Rune Magic

In the old tales of Jar ls, ther e w er e given to the gr eat lor ds of old w or ds of pow er by the Im m or tals. The w or ds give those that use them tr em endous w isdom , str ength, w ealth or a host of other gifts, but at a ter r ible cost. Each tim e a Nor thm an lear ns a new r une, ther e is a ver y good chance they w ill per ish in the attem pt. Ther e is a gr eat cost to acquir ing each r une. To acquir e a r une you m ust seek out a cler ic of the Nor ther n Im m or tals, know n as a godr ic. You m ust then convince the godr ic to per for m the r itual to let them r equest know ledge fr om the Im m or tal. Dur ing the r itual you ar e ar e hung fr om a tr ee, bur ied alive, left to the elem ents or other w ise placed in extr em e danger. Ther e the you w ill r em ain for nine days. W hen the godr ic r etur ns you w ill either aw aken, gr eatly w eakened fr om the or deal, or have died in the attem pt. It is a r isk m any ar e w illing to take. To per for m the r itual you m ust w or ship of the Nor ther n im m or tals (Odin, Thor , Fr ey/Fr eya, For setti, Loki or Hel) and m ust contact the godr ic as above. If you ar e able to convince

the godr ic, you under go a r itual suicide. This puts you at 0 hit points. Then you m ust m ake thr ee death saves w ith no healing or help fr om other s. Any non-m agical ability to m odify deaths saves is allow ed. If you die then you cannot be r esur r ected. Other w ise you w ill aw aken in nine days fr om your near death state. You then lose 1 point of Constitution per m anently, but gain the know ledge of a r une. You m ust m ake a DC15 Char ism a saving thr ow , if successful you can pick the r une you have lear ned, other w ise it is deter m ined at r andom . A r une has m ultiple uses. You can use each ability of the r une once befor e needing a long r est. The effect of the r une lasts for 10 m inutes unless a spell effect or other w ise stated. If the r une allow s for a saving thr ow , you use your char ism a to deter m ine the DC of the saving thr ow. Som e r unes have per m anent affects that tr igger autom atically. Rune effects that tr igger im m ediately r esolve upon being activated. The r une m ust be applied to an item or a per son to activate. This take a full action. If the r une is applied to an item , only the per son that ear ned the r une can tr igger it. 125

Rune/Nam e

Effect

Effect

Effect

Effect

Fehu/Cattle

You detect gr eatest am ount of tr easur e in 90 feet

Indicates dir ection to a specifically identified cr eatur e

Item of value is under effect of nondetection spell for one day

Per m anently announces your ow ner ship of an item w hen picked up.

Ur ur /Aur och

Causes hostile w ild anim al to becom e placid unless a w isdom save is m ade.

Your str ength becom es 18.

All attacker s w ithin 30' w ill only attack you for the dur ation of effect.

None

Thur s/Giant

Per m anent advantage on per suasion skill checks against giantish cr eatur es.

Hostile giant cr eatur e becom es stunned unless it can pass a saving thr ow at the star t of each r ound

You enlarge like the spell.

None

As/Im m or tals

You gain True Sight like spell

Center s a Protection from Good and Evil in a 10' cir cle ar ound you.

You have advantage on all saving thr ow s

None

Raidu/Jour ney

For next six hour s autom atically aw aken if enemy or hostile cr eatur e appr oaches w ithin 100 ft.

Can autom atically deter m ine w hich w ay is your destination

For the next six hour s gain advantage on all Constitution skill checks due to fatigue or w eather conditions

None

Kaunna/Fir e

For tw o hour s the r une w ill bur n on an item like a tor ch, but not consum e the item . Rune goes out if subm er ged.

The r une w ill bur n on a w eapon, dealing 3d4 extr a fir e dam age. This w ill not har m the w eapon.

None

None

Gefu/Giving

You gain advantage on any Per suasion skill checks to acquir e assistance

You gain advantage on Per suasion skill checks to com e to a peaceful agr eem ent.

None

None

Wunju/Joy

You gain advantage on Per for m skill checks in fr ont of an audience

You gain advantage on any Per suasion check to acquir e aid

Cr eatur es in 20' m ust m ake Char ism a saving thr ow or stop fighting

None

Hagla/Cr uelty

Casts a lightning bolt like the spell, for 3d6 dam age

Casts sleet stor m center ed on your self for 10 m inutes.

None

None

Isar /Ice

Fr eezes a 10x10 ar ea of w ater into ice thick enough to hold your w eight.

Casts Ice Storm w ithin 60'. Dam age is 3d6.

None

None

Jar n/Fr uitful Natur e

You detect poison of any type in food or dr ink

You detect spell com ponents or alchem ical ingr edients in 1 m ile.

None

None

Ihw ar /Hunter

You gain advantage to hit w ith m issile w eapons.

W hen using Sur vival skill to hunt, you can autom atically captur e anim als alive.

You autom atically pass any attem pt to tr ack a non-m agical anim al.

None

126

Rune/Nam e

Effect

Effect

Effect

Effect

Pethr u/Unseen

You ar e ignor ed by those w ithin 60' until effect ends or you attack .

M essages w r itten w hile the r une is activated ar e invisible except to r ecipient

You know s of pr esence but cannot see invisible cr eatur es w ithin 60'

None

Algir /Elk

Your shield gains a +1 m agical bonus.

You gain advantage on savings thr ow s against m agic.

You can cause one attack against you to m iss autom atically.

None

Sow elu/Sun

One healing effect used heals the m axim um am ount of dam age. The r une then expir es.

You can cast revivify just like a cler ic.

None

None

Tiw ar /War

You can autom atically do m axim um dam age w hen r olling, r une then expir es.

You ar e im m une to fear for dur ation of r une.

Enem ies w ithin 10' have disadvantage testing for fear.

None

Ber kana/Bir ch

You cast Barkskin on your self.

You have r esistance against next sour ce of dam age

You can im m ediately use any available hit dice for healing.

None

Ehw ar /Hor se

You can see thr ough your hor se's eyes.

You autom atically pass any Anim al Handling skill checks w ith hor ses

Can sum m on specific hor se w ithin one m ile if hor se know s you.

None

M annar /M an

You im m ediately know s m otivation of one str anger.

You can ask thr ee questions to a per son that m ust be answ er ed in full and tr uthfully.

Instantly know the dir ection of the ow ner of an item .

None

Lagur /Water

You can cast water breathing.

You can float, r egar dless of w eight, as w ell has hold up one per son.

Invoking the r une on a ship keeps it fr om sinking for one hour

Using the r une on a stick causes the stick to keep one per son afloat for 24 hour s.

Ingw ar /Gr ow th

Causes vegetation to gr ow r apidly in 15', cr eating difficult ter r ain.

Causes a single item m ade out of a plant m ater ial to becom e 5x lar ger.

Casts enlarge on a single anim al.

None

Odala/Bir thr ight

Another char acter im m ediately ignor es one attack that w ould r educe their hit points to 0

You ignor e the next attack that w ould r educe them to 0 hit points. This effect does not expir e until attack is negated.

None

None

Dagar /Day

Rune becom es br ight as day for 200 feet. Illum ination is tr eated as dir ect sunlight.

Rune cr eates dar kness w ithin 120 feet of char acter.

Char acter can see per fectly in the dar k for 120 feet.

None

127

NewSpells Accou n t i n g 4th Level Divination (W izard)

At higher levels. W hen you cast this spell using a spell slot of 4th level or higher , add 10 m inutes to the dur ation for ever y level above 3r d.

Cast i n g Ti m e: 10 M inutes Ran ge: 10 feet. Com pon en t s: V, S, M (1 ledger w or th 10gp, consum ed) Du r at i on : Instantaneous W hen cast on a r oom no bigger than 10x10x10, this spell checks the m ath of ever y ledger , invoice, and sales slip in the ar ea. All er r or s ar e discover ed, em bezzling detected, and r ecor ds balanced. Anything suspicious is r ecor ded in the ledger used as a com ponent. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.

Bl each Cantrip (W izard)

Car een 2nd level Transmutation (W izard) Cast i n g Ti m e: 1 action Ran ge: 100 feet Com pon en t s: V, S, M (sand paper ) Du r at i on : Instantaneous This spell r em oves all sea gr ow th fr om a 10x10 section of a ship. If used as a touch attack, the victim takes 1d8+1 per caster level on a failed saving thr ow. This spell is taught only by the M inr othad Tutor ial Guild.

Cal l u pon Radi an ce

Cast i n g Ti m e: 1 m inute

5th level Invocation (W izard, Sorcerer/Radiance) ritual

Ran ge: Touch

Cast i n g Ti m e: 1 m inute

Com pon en t s: S

Ran ge: Self

Du r at i on : Instantaneous

Com pon en t s: V, M (soul cr ystal)

W ith a touch you r em ove a stain fr om a cloth, non-m agical w r iting fr om paper , or dye fr om fabr ic. This spell is extr em ely popular w ith the students at the Gr eat School of M agic.

Du r at i on : 10 m inutes per level

Cal m W i n ds 3th level Alteration (W izar d) Cast i n g Ti m e: 1 action Ran ge: 360 yar ds Com pon en t s: V, S, M (bit of sail cloth) Du r at i on : 10 m inutes. W hen you cast this spell you change all w eather affects on the w ind char t (Page 109 of the DM G) fr om heavy to light. It has no effect on fog or pr ecipitation. This spell is taught nor m ally only by the M inr othad Tutor ial Guild.

The caster infuses him self w ith the pow er of the Rad, gr anting him 1 Rad die per level. The caster can spend the die w hen casting a spell to change one die of dam age per char ge to it's m axim um value. The spell expir es at the end of the dur ation or w hen all char ges ar e spent. W hen the spell is cast the caster m ust m ake a DC 13 Constitution saving thr ow or becom e exhausted, the DC goes up by tw o for ever y tim e a Radiance spell has been cast since a long r est. This spell is consider ed extr em ely r ar e, casting it in public, especially in Glantr i or Alphatia w ill dr aw all sor ts of unw anted attention.

128

Du r at i on : Instantaneous By touching the w agon you can autom atically detect w her e the w agon w as packed cor r ectly. This spell does not guar antee the w agon w ill be r epacked cor r ectly, just if it w as done r ight the last tim e. The spell is taught only by the Dar okin M er chant's Guild.

Cl ear Si gh t 1st level Divination (W izard) Cast i n g Ti m e: 1 action Ran ge: Self Com pon en t s: V, S Du r at i on : Concentr ation

Ch eck Car avan 4th level Divination (W izard) Cast i n g Ti m e: 1 hour Ran ge: 1 m ile Com pon en t s: V, S, M (Cr ystal w or th 100 GP) Du r at i on : Instantaneous This spell finds any flaw s in a car avan befor e it leaves. Sick anim als, badly secur ed car go, or dam aged w agons, the spell w ill let the caster know autom atically w hat is the pr oblem . The spell w ill w or k on car avans up to 100 w agons in length, but m ust be cast befor e they leave in the m or ning. It w ill only detect physical pr oblem s, not intentions. It w ill not tell you if the guar ds ar e planning to r ob you. This is spell is only taught by the Dar okin M er chant's Guild.

You can see to the hor izon as if it w er e ten feet in fr ont of you. You ar e r estr icted by nor m al conditions like fog or dar kness, and can only see nor m ally or at m axim um r ange. Spells and abilities that ar e in effect ar e not affected, so spells like Tr ue Seeing ar e am plified by this spell. This spell is nor m ally only available thr ough the M inr othad Tutor ial School.

Cl i m at e 3rd level Transmutation (W izard) Cast i n g Ti m e: 1 hour Ran ge: 30 feet Com pon en t s: V, S, M (sm all jar of w ater ) Du r at i on : Concentr ation, up to 1 day. W hen cast this spell changes the clim ate in 1 m ile per level. You can decide any tem per atur e fr om ar ctic to tr opical. The w eather w ill behave like the desir ed patter n for as long as the spell is active. Weather patter ns w ill for m slow ly, it is not an instantaneous effect.

Cl ot h w al l Ch eck Load

4th level Conjuration (W izard)

2nd level Divination (W izard)

Cast i n g Ti m e: 5 m inutes

Cast i n g Ti m e: 1 m inute

Ran ge: Self

Ran ge: Touch

Com pon en t s: V, S, M (silver needle)

Com pon en t s: V, S

Du r at i on : Instantaneous 129

A single sheet of cloth extr udes fr om your hands, cr eating a single 30x30 non-m agical cloth. If you have pr oficiency in Weaver 's Tools you can shape the cloth into a shape like a tent or a gar m ent. The cloth com es out a single color , and is tough and dur able. It cannot be attached to anything w hen cast, it com es in a pile on the gr ound.

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

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 : Instantaneous You cr eate enough fr esh air to fill a 10x10x10 r oom . The cr eated air displaces any gas ther e, but heavier gases w ith displace the air after the casting. The air cr eated is not pow er ful enough to push anything other than gas. At Higher Levels. W hen you cast this spell using a spell slot of 4th level or higher , cr eate an additional 10x10x10 section of air for each level above 3r d.

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 ust 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 im m unity. A successful Dexter ity saving thr ow 130

halves the dam age. W hen the spell is cast the caster m ust m ake a DC 16 Constitution saving thr ow or becom e exhausted, the DC goes up by tw o for ever y tim e a Radiance spell has been cast since a long r est. This spell is consider ed extr em ely r ar e, casting it in public, especially in Glantr i or Alphatia, w ill dr aw all sor ts of unw anted attention.

ends. If neither of the w izar ds is dead at the end of tw o hour s, the shield dissolves, disintegr ating all tr apped inside, no saves or m agic r esistance allow ed. If w izar ds br ing gr oups w ith them , all pr esent m ust declar e their loyalty. The spell ends w hen the last com batant of one side is dead.

Eval u at e Dou se Fl am e

1st Level Divination (W izard)

1st Level Abjuration (W izard)

Ca sting Time: 1 action

Cast i n g Ti m e: 1 Action

Ran ge: Touch

Ran ge: 10 feet

Com pon en t s: V, S, M (1 platinum piece)

Com pon en t s: V, S, M (spr inkle of w ater )

Du r at i on : Instantaneous

Du r at i on : Instantaneous

By touching an item you im m ediately know its value in gold pieces. This spell r eveals nothing other than m onetar y w or th. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.

You im m ediately extinguish a 10x10 section of non-m agical fir e. You even r em ove all heat, so ther e is no danger of the fir e r eigniting. This spell has no effect on m agical fir e or cr eatur es m ade of fir e. At Higher Levels. W hen you cast this spell using a spell slot of 2th level or higher , extinguish an additional 10x10 section of fir e for each level above 1st.

Em bezzl e 4th Level Illusion (W izard) Cast i n g Ti m e: 1 m inute Ran ge: Touch

Du el -Sh i el d

Com pon en t s: V, S, M (a touch of char coal)

8th Level Conjuration (W izard)

Du r at i on : 1 Day

Cast i n g Ti m e: 1 hour

After casting this on a docum ent or ledger , all skill checks to check the m ath or see if m oney is m issing is at a disadvantage. The em bezzle spell w ill only detect the deception if cast by a higher level w izar d. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild, though they ar e both loathe to adm it it.

Ran ge: Self Com pon en t s: V, S, M (r uby w or th 5,000 that is cr ushed w hen spell is cast) Du r at i on : 2 hour s or death of w izar d. This spell r equir es tw o m ages to cast, each m ust know the spell. This is a spell unknow n outside Alphatia, w hen it is cast it can only end w ith the death of one of the w izar ds. It cr eates a dom e 60' in diam eter encom passing both w izar ds. Nothing shor t of a w ish spell can br ing this shield dow n once cast. Nothing can penetr ate the shield fr om either dir ection.

Eye of t h e Eagl e 5th level Enchantment (Cleric/Druid) Cast i n g Ti m e: 1 action Ran ge: Touch

The shield is used for duels to the death, as soon as one of the w izar ds is slain the shield

Com pon en t s: V, S, M (eagle feather ) 131

Du r at i on : 10 m inutes

Fi r e Gat e

W hile under the effect of this spell, if the per son affected by this spell r olls m axim um dam age w ith an attack fr om a long or shor t bow , you can r oll another die of the sam e type and add that dam age to the total. Continue doing so until you do not r oll m axim um dam age on the die.

6th level Conjuration (Cleric)

Fi r ebow 3rd level Invocation (Cleric) Cast i n g Ti m e: 1 action

Cast i n g Ti m e: 1 r ound Ran ge: 10 feet Com pon en t s: V, S Du r at i on : Instantaneous W hen you cast this you enter any bonfir e lar ge enough to cover you com pletely. You take no dam age fr om the fir e w hen you do this. You m ay then telepor t to any fir e that you know of, stepping out of the second fir e unscathed.

Ran ge: Touch Com pon en t s: V, S, M (hickor y ash)

Hu n t i n g Pai n t

Du r at i on : Concentr ation or until all the char ges ar e used.

2nd level Enchantment (Cleric, Druid) ritual

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.

Cast i n g Ti m e: 30 m inutes Ran ge: touch Com pon en t s: V, S, M (face paints) Du r at i on : 1 day W hile the paint is w or n by the tar get, they ar e under the effects of a bless spells and have advantage on all W isdom (Sur vival) tests. The bless effect ends once it is used, but but not the skill advantage. If the bear er of the paint fails a saving thr ow against a w ater based attack or is subm er ged the spell ends. If cast as a r itual the caster m ay tar get a num ber of people equal to his caster level w ith this spell.

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. 132

Tutor ial Guild.

I n f u si on 6th level Enchantment (Cleric)

Oi l sk i n

Cast i n g Ti m e: 10 m inutes

1st level Transmutation (W izard)

Ran ge: 10 feet

Cast i n g Ti m e: 1 action

Com pon en t s: V, S, M (bit of buffalo dung)

Ran ge: Touch

Du r at i on : One day.

Com pon en t s: V, S, M (bit of eel skin)

You m ay cast this spell on a num ber of tar gets equal to your cler ical level. W hile this spell is active, each per son under its effect autom atically passes their next saving thr ow. The spell for them then expir es. The spell can expir e on one per son and stay active on another.

Du r at i on : 20 m inutes

I n ven t or y Cast i n g Ti m e: 10 m inutes

At Higher Levels. W hen you cast this spell using a spell slot of 2th level or higher , the dur ation incr eases 20 m inutes for each level above 1st.

Ran ge: Touch

Or i en t at i on

Com pon en t s: V, S, M (sm all abacus)

1st level Divination (W izard, Ranger) ritual

Du r at i on : Instantaneous

Cast i n g Ti m e: 1 action

You instantly know the contents and quantity of any container , w agon or vessel that you touch. You w ill know w hat is in it, but not anything m or e specific than w hat it is m ade of. You cannot detect if som ething is m agical inside. You w ill know a chest contains a sw or d, but not if it is a the king's sw or d. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.

Ran ge: Self

3rd level Divination (W izard)

You cannot get w et by any m eans shor t of com plete im m er sion. Rain w ill not touch you, even w aves acr oss a ship w ill not get you w et. You suffer no penalty tr ying to see in a stor m because r ain does not get in your eyes. This spell is taught only by the M inr othad Tutor ial Guild.

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.

Pr eci pi t at i on Ni gh t w at ch

1st level Conjuration (W izard, Druid)

2nd level Enchantment (W izard)

Cast i n g Ti m e: 10 m inutes

Cast i n g Ti m e: 1 action

Ran ge: Self

Ran ge: Touch

Com pon en t s: V, S, M (vial of pur e w ater )

Com pon en t s: V, S, M (bat's w ing)

Du r at i on : 1 hour

Du r at i on : 1 night

You cr eate a light pr ecipitation or r ain, snow , sleet or hail in a 120' diam eter center ed on your self. The w eather isn't heavy enough to be anything m or e than annoying. Fr ozen pr ecipitation w ill m elt in hotter tem per atur es w hen it hits the gr ound.

The affected cr eatur e can see in the dar k as w ell as he could see if it w as daylight, up to 200 feet. After 200 feet ever ything appear s to be in a haze. This spell has no affect in daylight, or inside or under gr ound. This spell is taught only by the Dar okin M er chant's Guild and M inr othad

133

Pr edi ct Weat h er Cantrip (W izard)

casting it in public, especially in Glantr i or Alphatia w ill dr aw all sor ts of unw anted attention.

Cast i n g Ti m e: 10 m inutes Ran ge: 10 m iles Com pon en t s: V, S, M (dir t fr om local ar ea) Du r at i on : Instantaneous You know w hat kind of w eather and of w hat intensity it w ill occur in a 10 m ile diam eter ar ound you. You have a gener al idea w hen the w eather w ill ar r ive, and fr om w hat dir ection.

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) 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 ay extend the ability to another hor se or w agon you can see.

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.

Rot 2nd level Necromancy (W izard) Cast i n g Ti m e: 1 action Ran ge: Touch Com pon en t s: V, S, M (bit of r ust) Du r at i on : Instantaneous You cause a single non-m agic item to decay into uselessness. The item m ust be able to be held in your hand. Wood r ots, cloth becom es m oth eaten, m etal r usts. Item s held by another m ust be touched w ith an attack r oll, the ow ner of the item can m ake a Dexter ity save to avoid the item 's destr uction.

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)

This spell is consider ed extr em ely r ar e, 134

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.

This spell can affect a per son, a w agon, or a ship. W hile affected anyone tr ying to sear ch the tar get for hidden contr aband has disadvantage on all Per ception skill checks. It does not m ake the car go invisible, but people ar e m or e likely to over look it. This spell is taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild, but not openly.

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 ) 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.

Si l ver Ton gu e 2nd level Enchantment (Bard, W izard)

Th or n spear

Casting Tim e: 1 action

1st level Conjuration (Cleric, Druid)

Range: self

Cast i n g Ti m e: 1 action

Com ponents: V, S, M (silver piece)

Ran ge: Self

Dur ation: 10 m inutes

Com pon en t s: V, S, M (bit of m istletoe)

As long as you do not lie, you have advantage on all Per suasion skill checks. Om issions and exagger ations ar e per m itted, but if you tell a blatant falsehood the spell ends. Telling som eone ?This is the finest dagger in Dar okin? is acceptable, but not that it w as w ielded by Halav him self. This spell is nor m ally taught only by the Dar okin M er chant's Guild and M inr othad Tutor ial Guild.

Du r at i on : 1 m inute

Sm u ggl i n g 3rd level Illusion (W izard) Cast i n g Ti m e: 10 m inutes Ran ge: Touch Com pon en t s: V, S, M (sm all electr um statue) Du r at i on : 1 day

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 3rd level Invocation (Cleric) Cast i n g Ti m e: 1 action Ran ge: 120' Com pon en t s: V, S, M (dr um ) Du r at i on : Instantaneous Your dr um cr eates a deafening noise that dr ives enem ies aw ay. Cr eatur es, fr iend or foe, w ithin 10' of you ar e not affected. Cr eatur es CR1 or less autom atically becom e fr ightened.. Other 135

cr eatur es m ust pass a W isdom saving thr ow or becom e fr ightened. This spell has no effect on cr eatur es w ith m or e hit points than you. All cr eatur es affected take Thunder dam age equal to your cler ic level. W hile fr ightened by this spell, a cr eatur e m ust take the Dash action and m ove aw ay fr om you by the safest available r oute on each of its tur ns, unless ther e is now her e to m ove. If the cr eatur e ends its tur n in a location w her e it doesn't have live of sight to you, the cr eatur e can m ake a W isdom saving thr ow , on a successful save the spell ends for that cr eatur es.

Tr an scen d Li f e For ce 9th level Transmutation (W izard, Sorcerer, Radiance) ritual Cast i n g Ti m e: 2d12 hour s Ran ge: Self Com pon en t s: V, S, M (100,000 gp w or th of exotic m ater ials as deter m ined by the DM )

last check is a duel. You m ust fight an Em pyr ean loyal to the Spher e of Ener gy alone. If you succeed, you have becom e an Im m or tal, if you fail your life for ce is used to pow er the Radiance. If you achieve im m or tality your char acter is r em oved fr om play to becom e a pow er ful for ce in the Know n Wor ld.

Tr 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 : Per m anent You change all w ater in a 10x10x10 ar ea to ice. If cast at a r iver or ocean the spell w ill cr eate an iceber g, w hich w ill be m oved by cur r ents as nor m al. The ice in non-m agical, and is tr eated as r ough ter r ain if on the gr ound.

Du r at i on : Per m anent The ultim ate spell of the Radiance, this spell gives you a chance at becom ing an Im m or tal. Just lear ning this spell should be the goal of an entir e cam paign. The only w ay to acquir e the spell is to lear n it fr om a Pr ince or Ar chduke of Glantr i, be a m em ber of the Br other hood of the Radiance, and have the sponsor ship of an Im m or tal of the Spher e of Ener gy. To cast the spell you m ust have 50 Radiance dice saved thr ough the Retain Pow er spell. Once cast the you finds your self floating befor e a golden door , w hich becom es m or e difficult to r each as the caster tr ies. To r each the door the caster m ust pass six skill checks in the for m of saving thr ow s. You m ust save against each saving thr ow at DC25 to pr ove they ar e w or thy. If you fail any of them you w ake up in pain at the end of the spell. For 2d4 days you have a 30% chance of spell failur e and cannot cast any Radiance spells for the dur ation. In addition you m ust m ake a DC15 Constitution save or lose a point of Constitution per m anently. If all the skill checks ar e passed, you find your self on the other side of the door befor e an Im m or tal of the Spher e of Ener gy. The Im m or tal w ill explain ever ything that has just happened, and the m eaning behind the Radiance. The Im m or tal w ill then explain the

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. 136

Ran ge: Touch

Wal l of Wood

Com pon en t s: V, S, M (piece of ivy)

4th level Conjuration (Druid)

Du r at i on : 1 hour.

Cast i n g Ti m e: 1 action

W hen you cast this on a plant or local anim al, any attem pt to m ove past the plant or anim al by another cr eatur e as least sm all size or above causes the plant or cr eatur e to sound a loud keening noise, clear ly audible to all w ithing 60'. Undead do not tr igger the effect, but invisible and flying cr eatur es do. This spell is nor m ally only taught to Tr eekeeper s or For ester s.

Ran ge: 120 feet Com pon en t s: V, S, M (hear tw ood of an oak) Du r at i on : Concentr ation, up to 10 m inutes A nonm agical w all of solid w ood spr ings into existence at a point you choose w ithin r ange. The w all is 6 inches thick and is com posed of ten 10-foot-by-10-foot panels. Each panel m ust be contiguous w ith at least one other panel. Alter natively, you can cr eate 10-foot-by-20-foot panels that ar e only 3 inches thick . If the w all cuts thr ough a cr eatur e?s space w hen it appear s, the cr eatur e is pushed to one side of the w all (your choice). If a cr eatur e w ould be sur r ounded on all sides by the w all (or the w all and another solid sur face), that cr eatur e can m ake a Dexter ity saving thr ow. On a success, it can use its r eaction to m ove up to its speed so that it is no longer enclosed by the w all. The w all can have any shape you desir e, though it can?t occupy the sam e space as a cr eatur e or object. The w all doesn?t need to be ver tical or r est on any fir m foundation. It m ust, how ever , m er ge w ith and be solidly suppor ted by existing w ooden suppor ts. Thus, you can use this spell to br idge a chasm or cr eate a r am p. If you cr eate a span gr eater than 20 feet in length, you m ust halve the size of each panel to cr eate suppor ts. You can cr udely shape the w all to cr eate cr enelations, battlem ents, and so on. The w all is an object m ade of w ood that can be dam aged and thus br eached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destr oys it and m ight cause connected panels to collapse at the DM ?s discr etion. If you m aintain your concentr ation on this spell for its w hole dur ation, the w all becom es per m anent and can?t be dispelled. Other w ise, the w all disappear s w hen the spell ends.

Wat ch er 1st level Divination (W izard) Cast i n g Ti m e: 1 action

At higher levels: W hen you cast this spell using a spell slot of 2th level or higher , extend the dur ation by 1 hour per 1 slot over 1st. 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 ) 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 your nor m al speed. In addition you can br eath w ater nor m ally, but if you ar e in a body of w ater you m ove along w ith the w ater at the speed of the cur r ent.

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. 137

Goodsand Services 138

M agical Item Availability M ystar a is a w or ld r ich in m agic. M agical devices ar e fair ly com m on, especially in the m agocr acies of Alphatia and Glantr i. Other nations like M inr othad and Dar okin ar e so involved in tr ading that anything can be found for a pr ice. Indeed, in som e cities m agic item s ar e openly haw ked to passer sby, fr om the m undane tool to the exotic ar tifact. Item Rar ity

To find an item for pur chase, fir st calculate the var ious m odifier s for city size, location and item r ar ity. If the per centage is less than 1% the item is not pr esent at your location. Other w ise m ake the r oll to see if you can find the item . Each r oll takes up one w eek of dow n tim e. If you fail the r oll the w eek is w asted. If you fail thr ee r olls looking for the item , it is not pr esent at that location. National M odifier s

Rar ity

Base Cost

Chance

# Found

Com m on

75

40%

2d6

Uncom m on

300 gp

20%

1d6

Rar e

2250 gp

10%

1d3

Ver y Rar e

35000 gp

5%

1

Legendar y

50000+ GP

1%

1 Ever

Nation

Cost

M odifier

Bonus #

Alfheim

+25%

+20%

1d3

Alphatia

-10%

+30%

1d6

Atr uaghin

+500%

-75%

0

Dar okin

-20%

+15%

1d6

Ethengar

+50%

-50%

0

Five Shir es

-10%

-20%

1d2

Glantr i

-25%

+40%

1d8

City M odifier Size

Population M odifier Bonus #

Settlem ent