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The Known World

FOR USE WITH


GREEN RONIN GAMES

The Known World


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

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


Version: 1.2
Names and concepts herein are copyrighted by their respective owners and this does not constitute a challenge to the
ownership of said names and concepts. The unique text of this document is copyrighted (C)2010 and this document is
produced for fans personal use and may not be bought or sold.

Table of Contents
Introduction
Chapter 1 - Characters
Character Creation Options
Class Options
Cleric
Elven Mage
Backgrounds
Dwarf
Elf
Halfling
Human
New Focuses & Talents
Specializations
Chapter 2 - Gear
Armor
Weapons
Adventuring Equipment
Chapter 3 - Magic
Magical Actions
Spell List
New Spells
Ritual Magic
Rituals
Magic Items
Durability of Magic Items
Magical Services
Chapter 4 - Setting Overview
The Known World
Splintered Alphatia
Darokin
Daro Burgher
Master Trader
Five Shires, The
Knight Hero
Glantri
Belcadiz Elf
Settled Ethengarian
Ierendi
Ierendi Pirate
Hin Pirate
Karameikos
Minrothad Guilds, The
Water Elf
Merchant Prince
The Northern Reaches
Vestland
Soderfjord Jarldoms
Ostland

Rockhome
Thyatis
Ylaruam
Ylari Alasiyan
The Extant Regions
Aengmor
Atruaghin Clans, The
Broken Lands
Ethengar Khanate
Central Brun
Northern Brun
Heldannic Territories
Wendar
Savage Coast
Chapter 5 - The Immortals
Popular Immortals
Local Immortals
Dark Immortals
Chapter 6 - Rewards
Treasure
Magic Items
Temporary Items
Permanent Items
Armor
Weapons
Wands, Staves and Rings
Wondrous Items
Art Credits
Appendices
House Rules
Bestiary - A Handful of Adversaries
Ghoul
Goblin Skirmisher
Goblin Chief
Goblin Skulker
Hill Giant
Kobold Ambusher
Kobold Witch
Ogre
Orc
Wolf
Languages of the Known World
Conversion Notes
Character Sheet

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Introduction
Theres always just been something beyond
nostalgia that has drawn me back to the
Mystara setting time after time. I went
through phases of obsession, racking up a
collection of box sets for Dark Sun,
Planescape, Ravenloft, and even fan favorite
Al-Qadim, but it is the Known World that I
have eagerly wanted to play more times than
not, whether as a game master or a player.

beyond an overview you have to provide


yourself. At some point in the future,
perhaps with help, a more complete Setting
may be generated, or consolidated for the
world.
As such, this is my Mystara, not the setting
of a particular rules edition, or a particular
gazetteer series. Some things have been kept
more or less verbatim, , others altered as
holdovers from my 4E project, (such as the
Five Shires), still others were replaced
entirely with other fan works I admired,
such as John Biles Ierendi. This is very much
the Mystara I would produce if given the job
today, not when the first module was
penned.

Ive constructed rules tweaks and


background for running Mystara with TSRs
ill-fated Dragonlance SAGA system. I delved
lightly into contributing fan-areas to the
world in Original D&D statistics. I
contributed lightly to the D&D 3E
conversion of Mystara in the early days. I
was excited by the premise of regional feats
and using prestige classes to simulate the
effect of becoming a Paladin after starting
your career as some other class. When
Fourth Edition came out I went further and
not as far afield, re-envisioning the Known
World as a 4th Edition campaign setting.

Some things will be somewhat different


because I either forgot something, couldnt
make it fit, or didnt care to include it in the
first place (the Hollow World would be its
own conversion effort). I may have even
made some blatant mistakes.

Then I looked at the Dragon Age RPG. I got


into it because of the console/computer
role-playing game by BioWare, but when I
looked at it closely, it appeared to be a
modern invention directly inspired by the
original rules. The Adventure Game Engine,
the system that powers Dragon Age, is solid
enough in my mind to proceed with a
conversion effort.

I will explain my philosophy, and hopefully


you wont need a play by play of whats not
a verbatim conversion. I have converted
with an eye to original spirit first, and rules
second. I dont intend to have a
mathematical conversion of every
character / monster / spell or magic item.
Where possible, Ive included some of my
thought process in each chapter
introduction.

And this is my version of that conversion. It


is not a full game, nor a full setting. With the
thousands of pages of material in print, plus
more available on the web I feel that the
actual setting of Mystara is already fairly
well represented. I have provided everything
you need to get started playing given a copy
of the Dragon Age rules, but anything

As far as scope is concerned, this volume is


concerned with the Known World and
covers creating characters native to that
region of Brun, (the continent) and
campaigning in the Known World countries
and environs. If a character background is

available only in a single nation, it is


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

Chapter 1 - Characters
Ethos

Character Creation Options

Dragon Age makes an assumption that the ethos


of a character is buried underneath multiple
levels of selfless or selfish characterizations.
Even the most despicable traitor has his reasons
for his deplorable actions and not every priest or
leader is altruistic in their insistence that the
wounded be healed. The Mystaran Known
World setting however views these
philosophical stances as important enough to
categorize most of the worlds intelligent
inhabitants accordingly. This is even more
important when dealing with the Immortals and
their extraplanar servants.

Character History Focus


In the interest of improving 1st level play, player
characters may select a focus for free before
applying their class choices. However, if they go
this route, they must create an anecdote or
character history note about the character that
highlights that focus. This may be a focus
available to their background, but must be
explained in a non-traditional way if it is.
Example: Tim is creating a traladaran mage, and he
wants the Dexterity (Legerdemain) focus. His
background doesnt even allow for this possibility.
Rather than waiting until 3rd level, he takes the focus
for free now, and writes up an account of how he
spent more time learning from street performers than
he did in learning the history and advanced theories
of magic. When he writes up his background further,
he fleshes this aspect out as well, coming up with the
name of a mentor, and contact.

In reconciling the lack of alignment in Dragon


Age with the highly typed alignment of the
original game, I have created certain tags rather
than utilizing the Law / Chaos axis.
Characters may have multiple tags. Various
characters who fall into the same categories will
likely have completely different degrees of
philosophical fervor for these characterizations.
Together, these characterizations define a
characters ethos.

Example: Rory is creating a dwarven warrior, and he


wants the Strength (Smithing) focus. Any dwarf may
roll that result on their background table, but Rory
rolled Weapon Group: Axes and +1 Willpower. He
must come up with an anecdote of how he learned
to smith that is more unique than I was apprenticed
to a smith.

Altruistic: An altruistic individual is


compassionate, and takes action because it is
the kind or right thing to do. An altruist may
respect laws but is not afraid to break them for a

good cause. Altruists rebel against corrupt


government and tyrants alike. The reasons for
these actions are known only to the altruistic.
Cruel: A cruel individual enjoys seeing others in
pain. This says nothing of their personal code or
ability to empathize with others. Typically
attempts to change such an individual with
reason or appeals to a better nature are doomed
to fail. The only constant with the cruel is that
they enjoy the misfortune of others.
Harmonious: A harmonious person desires
parity, balance and fairness everywhere. They
tend to act sparingly, choosing to impact others
very little unless in an environment of extremes.
Some are most concerned with societal
harmony, and others with fairness. Some are
motivated to raise the lot of the disadvantaged.
Others dont get involved until the
disadvantaged rebel against the authorities.
Honorable: An honorable individual acts
according to a set of rules, often defined by his
society. He acts loyally toward authority figures.
He seeks order within his society. He may use
the law to his advantage, or disregard the spirit
of the law. However, he obeys the letter of it.
Whether this is because of beliefs or to maintain
legal superiority it is true regardless.
Independent: An independent wants the
freedom to run his life as he sees fit. He may
bend a knee in respect to an authority figure, but
will never show true deference to a dictator who
is affecting his quality of life. Independents may
depend on others or be loners, but tend to value
freedom, especially their personal freedom,
above all else.
Mercenary: The Mercenary is out to improve his
or her own lot in life. They will break
agreements, cheat, lie, steal, intimidate or even
kill to get what they feel they deserve. Ambition
or greed can drive them from moral ambiguity to
depravity. Even at the lowest levels, a mercenary
can be enticed to betrayal far easier than most
other characters.
Unaligned: If a character is none of the above,
he is unaligned and therefore believes in live
and let live. If offered enough compensation, an
unaligned individual might do anything. He may
be moral or amoral. Unless being personally
oppressed the unaligned will do very little about
perceived injustice.

Clerics and Ethos


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

Class Options
Regarding classes, Mystara needs a few class
modifications or insertions to feel right to me.
Clerics, holy warriors who channel power into
spells, and Elven mages who can cast in melee
while wearing armor.
Furthermore, there needed to be a clear divide
between divine magic and arcane magic.
Magical healing has always been the province of
divine magic in Mystara, and clerics also had
the bulk of buff and debuff spells.
Mages: Be certain to check the Spell List in
Chapter 3 - Magic. Many spells from the Dragon
Age Players Guide are now exclusive to Clerics.
Others may have changed School.
After looking at clerics, I then looked at Rakes,
Elves and a few other classes from the
gazetteers. I decided that some of them didnt
need creation notes. After all, you can interpret
a backstab as a precision strike, thus, Rakes are
just rogues. Given new information about
Dragon Age Set 2, I retooled elves as a
Specialization, and did the same with Paladins,
and several other class progressions.
Then I turned my attention to Mystics and
decided that I wasnt going to detail them right
now. Some of these classes will likely depend on

spells from the clerical spells list. You can gain


more spells through talents and class powers.
Clerics figure spellpower based on their
Willpower (Faith), but cast spells using Magic
and the appropriate focus. Clerics ignore strain
while casting spells in armor, but must brandish
a holy symbol to cast spells. A mere image of
the holy symbol is nonfunctional, but symbols
sculpted in armor or shields work well and glow
faintly when spells are cast.
Mana Points: You use mana to power your
spells. You start with a number of mana points
equal to 10 + Magic + 1d6 and you gain Magic
+ 1d6 more whenever you gain a new level. You
must keep track of your current mana points,
this is a measure of how much magical power is
at your command at any given time. You spend
mana points when you cast spells. You can
regain them through rest, meditation and prayer.
Starting Talent: You become a novice in one of
the following talents: Armor Training, Chirurgy,
or Command.

information about AGE that is not yet released,


and others just dont fit a basic set feel. Then I
looked at AD&D Barbarians, Bards and Rangers
and decided that again they didnt need creation
notes. Barbarians are Warriors, Bards are Rogues
and Rangers can be either.
If you dont see enough options in the Dragon
Age Players Guide or in this chapter to create
the character you want, youll have to be patient
for the e-release of Adventures Afar, the
sourcebook covering niche backgrounds, more
classes, and new magics.

Cleric
The Cleric is a spellcasting champion of an
Ethos or a particular Immortal. They use the
power of the world itself to produce their
miracles, and unlike mages are not affected by
the strain of casting in armor. They also have
access to spells of generally different effect.

LEVEL 2
Signature Weapon: You gain training in a
weapon group associated with your Immortals
favored weapon, or local ethical tradition. If
your tradition uses a Bludgeon or Staff weapon
you gain a Focus for that particular weapon
group instead to reflect your devotionally
motivated training. This signature weapon
functions as a holy symbol when brandished.

PRIMARY ABILITIES
Communication, Cunning, and Willpower
SECONDARY ABILITIES
Constitution, Dexterity, Magic, Perception, and
Strength
STARTING HEALTH
25 + Constitution + 1d6
WEAPON GROUPS
Bludgeons, Brawling, Staves

LEVEL 3
New Talent: You become a novice in a new
talent or gain a degree in a talent you already
have.

CLASS POWERS
Clerics gain the following powers at the
specified level.

LEVEL 4
New Spell: You gain one new spell.
Stunt Bonus: You can gather your faith to protect
yourself while casting. You can perform the
Mana Shield spell stunt for 2 stunt points instead
of the usual 3.

LEVEL 1
Clerical Training: This is the most important of
the Cleric's powers. It allows a cleric to cast
clerical spells, that are the stand out feature of
the class. Choose Light, Shadow or neither when
you make your character. Light clerics receive
Heal, Rebuke and 2 other spells from the
clerical spells list. Shadow receive Control
Undead, Drain Life and 2 other spells from the
clerical spells list. An aspected cleric may not
normally select a spell from the opposite list.
Those who choose neither may choose any 3

LEVEL 5
New Talent: You become a novice in a new
talent or gain a degree in a talent you already
have.

LEVEL 6
New Specialization: You may choose one
specialization for your class. You gain the novice
degree of its specialization talent.

New Spell: You gain one new spell.

from a Light ethos and lose faith often become


neutral ethos clerics. Those who give in to hubris
become Shadow ethos clerics. Those who betray
their faith and comrades often become clerics of
a specific evil immortal.

LEVEL 7
New Ability Focus: You now gain one of the
following ability focuses:
Communication (Persuasion),
Cunning (Religious Lore), or
Willpower (Self-Discipline)

Often clerics are only tempted by immortals and


their direct servants. Rarely does a cleric literally
betray what
he once whole-heartedly stood
for
in order to gain riches or
political power, and those that
do are often full of hubris.

New Talent: You become a


novice in a new talent or
gain a degree in a talent
you already have.

LEVEL 8

When a cleric shifts ethos, he is


given the opportunity to exchange
spells that are tied to their old ethos
or immortal for ones offered by their
new ethos or immortal. This is a
continual process over time. At the
moment of their conversion, they may
exchange 2 spells. After that, they are
limited in opportunities to once
every 3 months, or once at each
level up opportunity. At these
opportunities, clerics who
have converted may
exchange one spell each
time, or two if their
shift is from one polar
extreme to the opposite
side.

New Specialization
Talent: You gain the journeyman
degree in the specialization
talent you gained at level 6.
Potent Channeler: You may use
the Puissant Casting spell stunt
for one less stunt point, with a
minimum cost of 1.

LEVEL 9
New Talent: You become a
novice in a new talent or gain a degree
in a talent you already have.

LEVEL 10
New Specialization Talent: You gain the
master degree in the specialization talent
you gained at level 6.
New Spell: You gain one new spell.

This is deliberate, because it takes


time for a cleric who faithfully served darkness
to unlearn the cruelty that is required to cast a
spell such as Weakness or Drain Life. His
intentions may be honorable, but it isn't second
nature to him, at least not yet. Likewise, a cleric
who lost faith in a good power may be slow to
unlearn the automatic compassion required to
cast Heal, even if devoting himself to a chaotic
immortal of war and destruction.

Cleric Talents
The following Talents are also Cleric talents.
Armor Training
Command
Weapon and Shield Style
Clerics may take all Universal talents, (that is
ones that list Mage, Rogue, Warrior as a
requirement).

This is encouraged because spells of an opposite


ethos would be subject to the mana surcharge
associated with casting spells of another
character type. See Casting Barred Spells in the
House Rules appendix.

Forsaking One's Ethos


Whether through hubris, loss of faith, or outright
betrayal, clerics sometimes forsake their
immortal or ethos. When this happens they do
not suddenly stop being clerics, rather they
become clerics of a new ethos. Those who go

Backgrounds

Elven Mages

There are many diverse Backgrounds in Mystara,


as it is a setting fleshed out over the course of
decades. Presented below will be the most
common backgrounds with a nod to diversity. If
a particular background would not be
appropriate for adventurers, there may be notes
about the people it represents, but not a full
background.

Elven tradition warrior-mages are adept at


casting spells while encumbered by armor, and
are capable of moving around the battlefield
from open war to guerilla tactics. Of all the
elven adventurers discovered in the known
world, Elven Mages are some of the most
memorable. In Thyatis, the Vyalia Elves have
forged an alliance with select humans, inducting
them into the clan and teaching them their ways
as warrior-mages.

Region specific backgrounds will be presented


in the pages about the nation or region. In an
effort not to muddy the waters, variant
backgrounds will be avoided as much as
possible. By this decision, the lot of Thyatian
nobility and free men is not sufficiently different
to warrant two different backgrounds.

Elven Mages either begin their careers as Mages


or as Warriors. When selecting a Specialization,
mages select the Forester Specialization, and
Warriors select the Bladesinger Specialization.
The player will have to decide which side
appeals to their character more, as they are
specific examples of the warrior-mage.

Only if the outlook and upbringing of a subpeople is significantly different, such as


hinterlanders, or pearl islanders, would those be
written up separately. These backgrounds will be
listed with the region, rather than in this section.

Elven Mage Focuses


Elven Mages are encouraged to take the
following focuses: Cunning (Arcane Lore),
Cunning (Cultural Lore), Cunning (Natural Lore),
Dexterity (Stealth), Magic (Primal), Magic
(Spirit), Perception (Seeing), and Perception
(Tracking).

Option
Because characters have to have specific
background hooks to even be eligible for these
Specializations, the GM may offer some
concessions before level 6.
Novice Foresters ignore 1 pt of Strain, and
deal full damage when wielding a heavy
blade or bow.
Novice Bladesingers have 5 mana, and
can perform the Cantrip,
Counterspell and Detect Magic
actions. The warrior must choose his
eventual Bladesinger Magic schools now
to cast cantrips. When they become 6th
Level, they gain an additional 5+ Magic
+ 1d6 mana points.

Backgrounds and Class Choice

Dwarf

Any background can become any class if the


background story is well thought out. However,
listed classes are those that are tolerated by the
people of the predominant culture. If mage or
cleric is not listed, then training in such a class
may not be available locally, or it may lead to
scorn. Such a character would be an outcast, or
would have been forced to travel far afield to
receive training.

The settled but industrious dwarves originate in


Rockhome. There are perhaps three times as
many dwarves throughout the world as could
realistically live in Rockhome in comfort, not
counting offshoot colonies such as the
Mordriswerg, who were originally exiled as
criminals. Still, the dwarven race sees Rockhome
as its ancestral home, a culturally important
location and homeland.

To emphasize this, characters who take a class


outside those offered by their background apply
all the standard modifiers, but instead of rolling
on the table from the background must choose a
single ability focus. This choice is possible from
any focus in the game, as it represents the
character dedicating his effort to mastering one
field without help from mentors, comrades or
local resources.

If you wish to play a Dwarf you have several


options for origin. Dwarves of Rockhome often
have to interact with other races to conduct
trade of their fine crafted goods, and caravan
guards are often needed for this. The Dwarven
guard often travel throughout Rockhomes
territory as well. There are dwarven enclaves in
most settled human lands, almost exclusively in
the larger cities and capitals, but they exist as
good neighbors conducting their business and
keeping primarily to themselves. Lastly, there are
offshoots of the Rockhome dwarves living in
colonies rivaling Rockhome in terms of local
history and sense of home. This included the
Stoutfellow enclave in Alphatia before the
sinking of the continent. The most infamous of
these, Mordrigswerg, is located in the
Northern Reaches under the mountain
ranges.

Example: Fred wants to create a dwarven mage


named Owlin. Dwarves are resistant to magic, and
have a hard time shaping it because of this. Because
of the cultural prominence of the iconic dwarven
warrior, magic is seen as a cowardly combat skill.
Owlin must eschew training with axes, and learning
how to smith in order to find and memorize many
long tracts on magic, which he
undoubtedly had to
steal or trade away
precious resources for.
Fred chooses Cunning
(Arcane Lore) as his focus
and makes his character
a mage.

Rockhome Denwarf
Dwarves, or denwarf as they call
themselves, are from Rockhome but
have spread slowly throughout the
continent, such that there is a dwarven
enclave or merchants delegation in every
major city in the Known World. Denwarf
clerics are subtle and disguise
themselves as warriors among outsiders,
making exceptions only to openly heal
the sick and dying who are dwarfriends
or have done a great service to the
denwarf.

Playing a Rockhome Denwarf


If you choose to play a denwarf, modify your
character as follows:
Add 1 to your Constitution ability.
Pick one of the following ability focuses:
Constitution (Stamina) or Cunning
(Evalutation)
You have Dark Vision, which allows you to see
up to 30 yards in darkness without a light
source.
You are Magic Resistant. You must add +2 to
any Constitution or Willpower resistance test
versus arcane spells, magical diseases, magical
breath weapons etc. Furthermore, you may not
choose to fail such a test. Lastly, a dwarf mage
must subtract 2 from all arcane spellcasting
checks.
You can speak and read Dengar, (dwarven),
and a local human tongue.
Your Speed is equal to 8 + Dexterity (minus
armor penalty if applicable).
Choose a class. You can play cleric, rogue or
warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

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

Rockhome Denwarf
2d6 Benefit
2
+1 Willpower
3-4
Focus: Willpower (Courage)
5
Weapon Group: Axes*
6
Focus: Constitution (Drinking)
7-8
+1 Cunning
9
Focus: Cunning (Engineering)
10-11 Focus: Strength (Smithing)
12
+1 Strength
*
If the class you choose provides this
already, you can take the focus: Strength (Axes)
instead.

Rockhome Emigres
2d6 Benefit
2
+1 Cunning
3-4
Focus: Willpower (Self-Discipline)
5
Focus: Strength (Smithing)
6
Focus: Strength (Axes)
7-8
+1 Willpower
9
Focus: Cunning (Evaluation)
10-11 Focus: Cunning (Engineering)
12
+1 Strength

Elf

nature on the outskirts of nearby human


settlements. They prefer to live in the forest near
several villages or small towns than in cities, but
those who have no choice, such as the elves of
Darokin, make do and serve as jovial neighbors
interspersing themselves throughout the
population. This strategy is to prevent them all
being rounded up or dying in some catastrophe
because they are forced to live in unusual
surroundings. Instead of enclaves or ghettos,
they live right alongside their neighbors and
consider themselves citizens of the nations they
live in, and members of some nebulous fey
peoples nation with much less tenacity.

Elves are a fey mortal people, first ushered to


civilization by the immortal Ordana, but who
worship other immortals, typically those raised
from the fey peoples themselves. They live deep
in the wilds in harmony with nature, using their
ancestral command of magic to improve the
forest and keep it from dying out.
The long history of the Elves begins in time
immemorial when the Fey peoples of Evergrun
were scattered by the great rain of fire. They fled
the continent of their birth, Davania, to a place
of relative safety in what is now northern Brun
called the Sylvan Realm. The Sylvan Realms too
died, forcing another migration. Amidst all this
death, the Elves were the fey people who settled
in various places in the known world and
returned to what their histories refer to as the
Forest Way. To this day it is uncertain to non-fey
scholars if the Sylvan Realm was a terrestrial
place, or simply a section of the outer planes
that touched on Northern Brun millennia
ago.

Some elves revere, rather than worship, Eiryndul


the trickster. Some revere Calithia Starbrow as
well, particularly in the Minrothad Guilds. In
general, elves take a religious stance that fits
somewhere between fear, love and admiration
and ambition. It is not unusual for an elf to
aspire to immortality at the end of their long
lifespan, nor is it unusual for
them to simply desire to
leave their mark on the world
in a less literal sense of
immortality.

The largest collection of fey peoples in


Mystara are the elves, and they are known
by their clans. Despite this, recent events
have forced the elves of Alfheim out of their
longstanding home. Furthermore, the ShiyeLawr were the primary fey peoples of
Alphatia before the continent sunk in the
aftermath of the cataclysmic War of
Immortals. Thus many elves are nomads or
refugees, traveling Brun to find a new place
to experience life for a decade or two before
moving on once again.
The elven nation of Wendar has accepted a
large portion of these refugees and is the only
fey nation that stands on its own in the
modern world. Clans of Elves in Karameikos,
Thyatis and most other nations live in a fashion
similar to the old Alfheim lifestyle, complete
with Trees of Life, but they are subservient to
the overall demands of the nations they exist
within.
Elves outside of Wendar live in harmony with

7-8
+1 Communication
9
Focus: Dexterity (Stealth)
10-11 Weapon Group: Bows**
12
+1 Perception
*
If your class already provides this, you
gain Focus: Strength (Heavy Blades) instead.
**
If your class already provides this, you
gain Focus: Dexterity (Bows) instead.

Clan Elf
Some Elves still live in the traditional style that is
characteristic of lost Alfheim. Called alfund, or
more commonly forest elves, they refer to
themselves as Clan Elves because each group
traces their community founding to an
individual in ancient times. Clan Elves revere
Trees of Life, and live a somewhat isolated
existence. However, there are only a few
remaining Trees of Life, and those who keep the
traditions in the wilds are often more withdrawn
and xenophobic to intruders. The elves of Clan
Ellerovyn (Glantri), Clan Callarii (Karameikos),
and the Alfheim refugees living in the wilds are
prime examples of Clan Elves. These elves have
fair hair and skin, but are not as pale as most
sylvan elves.

City Elf
City Elves are those who have lived among other
races long enough to adapt. This background
covers young Alfheim refugees growing to
adulthood in Darokin, the sheltered remnants of
the Shiye-Lawr who escaped the sinking
continent of Alphatia, and Elves who have long
consider themselves citizens of large human
cities throughout the Known World. Physically
city elves are indistinguishable from clan elves.

Note: Although they tend to be taller and have dark


hair, Shiye-Lawr elves (from Alphatian territories) use
the clan or city elf background.

Playing a City Elf


If you choose to play a city elf, modify your
character as follows:
Add 1 to your Communication ability.
Pick one of the following ability focuses:
Communication (Etiquette) or Willpower (SelfDiscipline).
You have Night Vision, which allows you to
see clearly at night. Reduce low-light, and
night time penalties by 1.
You are resistant to Charm, Sleep, and
Paralysis effects. Add your Magic ability, if
positive, to all resistance tests against these
effects.
You can speak and read Elven and a local
human tongue.
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Playing a Clan Elf


If you choose to play a clan elf, modify your
character as follows:
Add 1 to your Magic ability.
Pick one of the following ability focuses:
Communication (Etiquette) or Perception
(Seeing).
You have Night Vision, which allows you to
see clearly at night. Reduce low-light, and
night time penalties by 1.
You are resistant to Charm, Sleep, and
Paralysis effects. Add your Magic ability, if
positive, to all resistance tests against these
effects.
You can speak and read Elven and a local
human tongue.
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

City Elf
2d6 Benefit
2
+1 Perception
3-4
Focus: Dexterity (Calligraphy)
5
Focus: Cunning (Cultural Lore)
6
Focus: Perception (Searching)
7-8
+1 Dexterity

Clan Elf
2d6 Benefit
2
+1 Dexterity
3-4
Weapon Group: Heavy Blades*
5
Focus: Cunning (Natural Lore)
6
Focus: Perception (Tracking)

10

9
Focus: Communication (Etiquette)
10-11 Weapon Group: Spears*
12
+1 Strength
If your class already provides this, you gain
Focus: Strength (Spears) instead.

9
Focus: Perception (Empathy)
10-11 Focus: Cunning (Historical Lore)
12
+1 Cunning

Sylvan Elf
Sylvan elves are those who have retained the
original elven culture once possessed by the
legendary realm of grunland. They have a clan
culture as well, but sylvan elves practice a life of
harmony within nature, but not one tied to it.
They settle where they please and protect their
borders, but they do not plant Trees of Life,
focusing their magics instead on more all
inclusive endeavors. The elves of Wendar (Clan
Geffronell), as well as Clan Verdier of
Minrothad, Clan Trueflower of the Isle of Dawn,
Clan Vyalia of Thyatis and Karameikos and Clan
Graakhalia of Sind follow this tradition. Sylvan
elves possess pale skin, and light colored hair
with red being the darkest color normally seen.

Half-Elf
Half-Elves are the somewhat rare offspring of a
union between human and elf.
The majority of half-elves in the Known World
are born in Thyatis, where the elven population
has long lived in harmony in the area. A new
group is growing in Darokin after the fall of
Alfeim and the resulting diaspora leading to
Elves entrenching themselves as Darokinian
refugees and close neighbors of the humans.
The next most common concentration of halfelves exist in kingdoms like Karameikos that
have established elven enclaves with friendly
histories, and among the Shiye-Lawr, who have
encouraged the inclusion of more children to
their ranks from all sources, not just fey partners.

Playing a Sylvan Elf


If you choose to play a sylvan elf, modify your
character as follows:
Add 1 to your Dexterity.
Pick one of the following ability focuses:
Dexterity (Stealth) or Perception (Seeing).
You have Night Vision, which allows you to
see clearly at night. Reduce low-light, and
night time penalties by 1.
You are resistant to Charm, Sleep, and
Paralysis effects. Add your Magic ability, if
positive, to all resistance tests against these
effects.
You can speak and read Elven and a local
human tongue.
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Half-elves may look like elves with human


features, but as far as background goes they are
truly a mixture of both. Apply the standard
modifiers of the Elf background with the rolled
benefits of the human background.

Halfling
The hin, termed halflings by other races at
times, hail from all over, as they have no formal
countries of their own. After arriving in Brun
from Davania, they tried country building, only
to have their homes invaded and their people
enslaved. They would free themselves and some
other conqueror would appear, until the last
time, when they were conquered by orcs. They
made a discovery in the mines they were
condemned to, and rose up from slavery to
remove their oppressors and many scattered to
the winds.

Sylvan Elf
2d6 Benefit
2
+1 Cunning
3-4
Focus: Cunning (Natural Lore)
5
Focus: Cunning (Arcane Lore)
6
Focus: Perception (Tracking)
7-8
+1 Perception

Several clans eventually made something of the


area known as Five Shires, where they wander,
intermingle and help each other in a land of
plenty with few economic resources worth

11

Playing a Settled Hin


If you choose to play a settled hin, modify your
character as follows:
Add 1 to your Dexterity ability.
Pick one of the following ability focuses:
Dexterity (Stealth) or Dexterity (Thrown)
You can speak and read Thyatian (Darokin
dialect).
Your Speed is equal to 8 + Dexterity (minus
armor penalty if applicable).
Choose a class. You can play cleric, rogue or
warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

stealing. The hin recognize family ties out to


three levels, their immediate family, their
extended family, and their clan. When
introducing themselves to non-hin they use their
family names, but when introducing themselves
to hin outside their clan they use their clan
names.
The hin of the Shires did not scatter, but instead
decided that they would build a haven, not a
country per se, but a sanctuary for their race.
There are about 100 hin clans within the Five
Shires, each one dedicated to the defense of
their kind. Hin of the shires are more settled
than traditional hin, but they also travel as
merchants, adventurers and sailors.
The majority of hin actually come from just
about everywhere humans live. If there are
waterways in the nation, the hin travel them in
small to medium sized numbers. Other hin
travel in groups of wagons called caravans. The
largest grouping of them exist in the Five Shires,
but this is overall smaller than the number of hin
living outside the Shires.

Settled Hin
2d6 Benefit
2
+1 Communication
3-4
Focus: Communication (Persuasion)
5
Focus: Dexterity (Initiative)
6
Focus: Willpower (Courage)
7-8
+1 Willpower
9
Focus: Perception (Hearing)
10-11 Focus: Strength (Climbing)
12
+1 Perception

Because of this, hin of the Shires have picked up


a few characteristics and personality traits that to
their eyes distinguish themselves from non-shires
hin. To an outsider, there arent enough
differences in dialect, manner or custom to tell
them apart, but a Shires hin can actually tell you
which family a neighbor hails from based on
speech and behaviors.

Wandering Hin
The most commonly encountered hin are
the nomadic family groups that
travel everywhere by land, or
by river boat throughout the
Known World. The curious
nature of these people, love
for mischief and the cultural
deemphasis of property
sometimes leads to things
disappearing in their wake. These
hin actually consider it
noteworthy if a target can be
tricked into giving up value for
dross, but arent above
appropriating things they need or
want in other ways. Wandering
hin are seen as curiosities, hard
working drifters who can help out
for a time, and plagues to order.
It all depends on what the
last hin to visit got up to.

Note: Any member of this race can substitute the


Thrown weapon group for the Bows group. Learning
to use slings is a cultural pastime.

Settled Hin
Settled hin, of which those of the Five Shires are
the pre-eminent example, tend to be just as
curious as their nomadic cousins, but they also
more industrious and likely to fight for what
belongs to them. Rather than seeing possessions
as mere tools, or a measure of the owners
cleverness in acquiring something from the big
people, they consider them an indicator of hard
work and accomplishment.

12

Human

Playing a Wandering Hin


If you choose to play a wandering hin, modify
your character as follows:
Add 1 to your Dexterity ability.
Pick one of the following ability focuses:
Dexterity (Stealth) or Dexterity (Light Blades)
You can speak and read a local human tongue.
Your speed is equal to 8 + Dexterity (minus
armor penalty if applicable).
Choose a class. You can play rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Humans are quite diverse in the Known World,


but they ultimately descend from a limited
number of stocks.
Alphatians and Flaems are humans descended
from otherworldly magical travelers. Flaemish
have a ruddy complexion, while Alphatians
appear more pale. Both of these cultures have
origins on another world.
Oltecs include the Atruaghin Clans, the
Ethengarians, and the Nithians. They have a
yellowish or ruddy skin color, and dark hair
which tends to be straight rather than curly.
Tangentially related to them are the Ochaleans,
a variant alphatian race and culture.

Wandering Hin
2d6 Benefit
2
+1 Perception
3-4
Focus: Communication (Deception)
5
Focus: Cunning (Evaluation)
6
Focus: Dexterity (Legerdemain)
7-8
+1 Constitution
9
Focus: Dexterity (Thrown)
10-11 Focus: Constitution (Stamina)
+1 Communication
12

Tanagoro include the Tanagoro from Davania,


Tangor Men, Nuari and Yavi. They have dark
brown skin, dark eyes, and dark curly hair.
Antalians include the
th peoples of Norwold and
the Northern Reaches.
Reach They are pale and have a
propensity for red and blond hair. Notably they
trace their ancestry
ancest to a local hero named
Heldann, and are also known by the name
Heldanner.
the Thonians,
Neathar include
in
Milenian
Milenians (Traladarans and Thyatians),
Makai and
an the Sindhi, as well as the
Alasiyans.
Alasiyan
There are also the Klantyrian and
Averoignia
Averoignian peoples, which superficially
resemble the Milenian peoples or the
but have radically
Antalian peoples,
p
different language and history due to
origin on another world known as
Laterre.
Laterr

13

Cypri

Alphatians

The common alphatian denizens of the world


have an olive toned skin, normal hair colors,
and almond shaped eyes of gold, green, hazel or
amber. They are also defined by the lack of the
magical spark that used to define every
alphatian. While they can learn magic, it is not
effortless for them, putting them behind pure
alphatians in classrooms. This difficulty in
competition discourages many of them from
becoming mages.

The humans who settled and conquered much


of the Known World have now suffered through
the loss of their ancestral homeland on Mystara,
but their traditions and practices remain. They
are divided into two stocks, the pale skinned
Pure Alphatians and the copper-skinned Cypri,
or common alphatians.

Pure Alphatian
These Alphatians have very pale skin, and often
black hair. Their eye colors are often black, blue
or violet. These Alphatians were born on the
mainland and settled in the outskirts of the old
empire, or simply fled there now that the
continent is gone. Historically they have been
uninterested in mingling with other races and
their class-based society Is proof of this. All pure
alphatians have an easy time learning magic, as
it is literally within their blood.

Playing a Cypri Alphatian


If you choose to play a cypri alphatian, modify
your character as follows:
Add 1 to your Communication ability.
Pick one of the following ability focuses:
Cunning (Cultural Lore) or Communication
(Bargaining)
You can speak and read Alphatian.
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Playing a Pure Alphatian


If you choose to play a pure alphatian, modify
your character as follows:
Add 1 to your Magic ability.
Pick one of the following ability focuses:
Communication (Persuasion) or Cunning
(Arcane Lore).
You can speak and read Alphatian.
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Cypri Alphatian
2d6 Roll Benefit
2
+1 Perception
3-4
Focus: Dexterity (Light Blade)
5
Focus: Cunning (Navigation)
6
Focus: Cunning (Historical Lore)
7-8
+1 Constitution
9
Focus: Communication (Etiquette)
10-11
Focus: Communication (Persuasion)
12
+1 Cunning

Pure Alphatian
2d6 Roll Benefit
2
+1 Communication
3-4
Focus: Dexterity (Calligraphy)
5
Focus: Cunning (Historical Lore)
6
Focus: Dexterity (Light Blade)
7-8
+1 Cunning
9
Focus: Willpower (Self-Discipline)
10-11
Focus: Cunning (Research)
12
+1 Dexterity

Heldanner
The people of the northern reaches and beyond
are a strong, resilient race of humans. They have
pale skin and bright colored hair, having more
blondes and red-heads than dark haired people
amongst them. They are a self-reliant people
with a history of raiding others to supplement
their meager survival. Because of this lifestyle,
the study of magic has traditionally been
deemed the craft of the cowardly and weak.
Magic traditionally has done nothing to eek
crops from the harsh land, and little to bring

14

more game, so the warriors of this people do not


trust it in the one area in which it excels, battle.

together. If you get the same result twice, re-roll


until you get something different.

Playing a Heldanner Clansman


If you choose to play a heldanner, modify your
character as follows:
Add 1 to your Strength ability.
Pick one of the following ability focuses:
Constitution (Stamina) or Willpower (Courage)
You can speak Heldannic.
Choose a class. You can play cleric, rogue or
warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Thyatian
2d6 Roll
2
3-4
5
6
7-8
9
10-11
12

Benefit
+1 Cunning
Focus: Communication (Deception)
Focus: Willpower (Self-Discipline)
Focus: Dexterity (Light Blade)
+1 Perception
Focus: Perception (Empathy)
Focus: Cunning (Historical Lore)
+1 Strength

Traladaran
The Traladarans, descendants of the native
Traldar tribe of legend, tend to be fairly small
(men average 5 feet, 9 inches, and women 5
feet, 3 inches) and light of build. Their
complexions are pale, their eyes brown, and
their hair dark (deep brown to black). They are a
hardy people, and self-reliant.

Heldanner Clansman
2d6 Roll Benefit
2
+1 Willpower
3-4
Focus: Strength (Axes)
5
Focus: Cunning (Navigation)
6
Focus: Constitution (Rowing)
7-8
+1 Constitution
9
Focus: Strength (Bludgeons)
10-11
Focus: Constitution (Drinking)
12
+1 Cunning

Playing a Traladaran
If you choose to play a traladaran, modify your
character as follows:
Add 1 to your Constitution ability.
Pick one of the following ability focuses:
Constitution (Stamina) or Willpower (Courage)
You can speak and read a human tongue
(Traladaran, Thyatian, or Alphatian).
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Thyatian
Thyatians are men with a light olive skin tone,
hair ranging from light to dark brown and eyes
usually brown in coloration, with blue not being
uncommon. They tend be of average height and
solid build. Wide brows and prominent noses
are common. Thyatians are found all over the
Known World, but originate from the Empire of
Thyatis.
Playing a Thyatian
If you choose to play a thyatian, modify your
character as follows:
Add 1 to your Communication ability.
Pick one of the following ability focuses:
Communication (Etiquette) or Cunning
(Military Lore)
You can speak and read Thyatian.
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice

Traladaran
2d6 Roll
2
3-4
5
6
7-8
9
Handling)
10-11
12

15

Benefit
+1 Cunning
Focus: Communication (Bargaining)
Focus: Cunning (Religious Lore)
Focus: Willpower (Faith)
+1 Willpower
Focus: Communication (Animal
Focus: Cunning (Engineering)
+1 Communication

Journeyman: Your knowledge of Divination


magic is profound. When you cast a Divination
spell, its cost in mana points is reduced by 1, to
a minimum of 1. You also gain one new
Divination spell.
Master: Your magical prowess is so attuned that
you can cast the Reveal spell without spending
mana points. Whenever you must cast a
Divination spell through a scrying barrier of any
sort, you gain +1 to your roll to bypass the
barrier. You also gain one new Divination spell.

New Focuses & Talents


New Focuses
Thrown (Dexterity): Using slings, bolas,
chakrum, boomerangs and other thrown ranged
weapons. It also covers improvised weapons
such as rocks. The Thrown Weapon Style talent
applies to this weapon group.

New Talents

Light Magic
Commune Magic

Classes: Cleric
Requirement: You must have the Magic (Light)
focus.
Your command of the Light shines through you
like a beacon.
Novice: You are charismatically persuasive to
people unswayed by dark emotions. If you speak
for a minimum of 5 minutes, you gain a +1
bonus to all Communication (Persuasion) checks
made against people who are not dedicated to
darkness or evil.
Journeyman: Your connection to the Light is
strong. When you cast a Light spell, its cost in
mana points is reduced by 1, to a minimum of 1.
You also gain one new Light spell.
Master: You can project an aura of divine
energies about your melee weapon with an
Activate action. This does +2 damage to the next
target hit by that weapon, dealing an additional
d6 of damage to supernatural creatures
vulnerable to radiant damage. This aura fades
after the damage is dealt, but you may spend 1
mana point to deal extra damage to the second
target of a Lightning Strike or Dual Strike stunt.
You also gain one new Light spell.

Classes: Cleric
Requirement: You must have the Magic
(Commune) focus.
You have learned to discern omens with ease.
Novice: You can sense portents that others
dismiss. When events of great significance to
your character's deepest desires and primary
goals occur, you get a feeling about it. The GM
must describe this feeling by stating at least a
one-word mood (unease, relief, or confusion),
and the goal or desire so affected.
Journeyman: Your knowledge of Commune
magic is deep. When you cast a Commune
spell, its cost in mana points is reduced by 1, to
a minimum of 1. You also gain one new
Commune spell.
Master: You gain knowledge of imminent
danger, with a +2 to Perception tests to avoid
surprise and backstab attempts targeted at you.
You may also re-roll a failed Perception test
linked to avoiding an armed trap, but you must
accept the second roll. You also gain one new
Commune spell.

Divination Magic
Classes: Mage
Requirement: You must have the Magic
(Divination) focus.
You have mastered the keys to arcane
information gathering.
Novice: You can see things hidden to most with
ease. You can sense the general presence of
invisible creatures and objects, and see at night
with eyes equivalent to a cat. You only take
darkness penalties to actions in no light.

Miracle Magic
Classes: Cleric
Requirement: You must have the Magic (Miracle)
focus.
Your strength in the performance of miracles is
staggering.
Novice: You can summon a glowing, incorporeal
holy symbol which appears about your person at
will. It glows gently, providing illumination like
dim moonlight in a 10 yard radius. This symbol
always manifests in the same location (in your

16

dominant hand, above your forehead, or floating


above or about your person) and you are not in
control of its movements. While you may
summon the holy symbol at will, it does not
remain for indefinite periods.
Journeyman: Your piety knows few bounds.
When you cast a Miracle spell, its cost in mana
points is reduced by 1, to a minimum of 1. You
also gain one new Miracle spell.
Master: The divine energy flows through you
like a river. When you cast a Miracle spell on a
target, they take a -1 penalty to their resistance
test versus your Spellpower. You also gain one
new Miracle spell.

Specializations
The rules for specializations are introduced in
Dragon Age Set 2. In preparation for that, and
given the generous pre-release information, I
have developed the following specializations
that are appropriate for a high fantasy campaign
such as Mystara. The following specializations
from Set 2 are appropriate for this game.
Assassin: Trained killers are common throughout
the civilized regions of the Known World. Some
commit murder, others are monster hunters.
Bard: Throughout the world there are musicians
with an adventurers traits.

Shadow Magic
Classes: Cleric
Requirement: You must have the Magic
(Shadow) focus.
Your power is steeped in the Dark forces of the
divine.
Novice: You have a condemning stare and a
menacing aura about you at all times. When you
use the Intimidation ability focus you can
choose to use Willpower or Communication
instead of your Strength. You also suffer less
penalties in dim or dark conditions. Your
penalties are 1 point less severe.
Journeyman: You have attained a oneness with
shadow that allows you to efficiently produce its
effects. When you cast a Shadow spell, its cost
in mana points is reduced by 1, to a minimum of
1. You also gain one new Shadow spell.
Master: Your presence brims with misfortune for
others. Anyone or anything making an opposed
roll against you suffers a -1 penalty. You also
gain one new Shadow spell.

Berserker: Berserkers are common in the


Northern Reaches, but they can be found in
other cultures as well.
Champion: As Knights are common, military
commanders in the same mold are also
common throughout the Known World.
Duelist: Common in Darokin and Glantri
(particularly in Belcadiz), rapier duelists are
some of the flashiest combatants around.

New Specializations
Bladesinger
Warrior Specialization

Elven swordsmen often learn combat magic


early in their fighting careers. Some learn to
magically aid themselves and their allies, while
others learn damaging spells to harm the enemy.
These warriors, known as Bladesingers, learn the
ways of melee and magic to the point that the
two become interchangeable options whenever
they fight. In terms of style, bladesingers tend to
favor light or heavy blades, singly or paired and
rarely use a shield. Their sinuous movements
both threaten opponents and avoid incoming
blows as they fight.

17

Bladesinger Talent
Class: Warrior
Requirement: You must have Strength and Magic
3 or higher and be trained by Elves.
You have learned the mystic warrior tradition of the
Elves, gaining magic and the ability to weave magic
and skill into a potent offensive mix.

Novice: You gain the ability to cast spells as a


Mage with 10 + Magic + 1d6 Mana points to
start. You gain Magic + 1d3 mana each level
hereafter. You only have access to two schools of
magic and must choose them now. You reduce
the Strain of any armor you wear by 2. Learn
two spells to start with.
Journeyman: You can use the Fast Casting spell
stunt to perform a mundane action instead of
casting a spell. This action must require a major
or minor action, and can include making an
attack. If this second action rolls doubles it does
not generate stunt points. You reduce the Strain
of any armor you wear by 3, instead of 2. You
also gain one new spell.
Master: Reflexive Casting Stunt: You can cast a
spell requiring a major or minor action after
hitting a foe with a non-magical attack. This is a
combat stunt that costs 4 stunt points, and the
spell cast cannot have a mana point cost greater
than 5. You also gain one new spell.

Journeyman: You are able to convince many


people at once. When you use the Sway the
Crowd stunt, it costs you 1 SP instead of 2.
Master: As you work miracles in the name of
your ethos, you convert others to your cause.
You may use the Stunned Silence or Sway the
Crowd stunts when casting a beneficial spell.

Faithspeaker
Cleric specialization

Some clerics do more than fight to defend the


faithful, or heal the sick. Some clerics strive to
gain converts to their philosophy from decisive
action and charismatic words. These clerics are
known as faithspeakers. They can be found in
temples, and on street corners. They use their
gifts to provide succor, and relief for the
populations they minister to. The most powerful
gift they can provide however is peace of mind.

Forester
Mage Specialization

Elven mages often master formal weapons


training by joining the Foresters. Foresters are
potent mages, but with little warning they can
enter the fray and deal crippling damage to the
enemy in melee or ranged combat. Foresters
favor the traditional weapons of their people,
often heavy blades, bows or spears.

Faithspeaker Talent
Class: Cleric
Requirement: You must have Communication
and Willpower 3 or higher.

Forester Talent
Class: Mage
Requirement: You must have Dexterity and
Magic 3 or higher and be trained by Elves.

You have learned how to express your faith openly,


and infectiously.

You have learned the Elven tradition of mastering


personal combat using your magic.

Novice: Your faith is infectious and mighty. You


can add your Willpower to one Communication
test per scene.

Novice: You learn a new weapon group of your


choice (although Heavy Blade and Bow are

18

cannot attack you for half your Willpower in


rounds (rounded down).
Master: You may always substitute your
Willpower for Magic except when casting spells
or rituals. This includes when resting to reclaim
mana, determining spell effects, and figuring the
Imposing Spell TN.

preferred) and you can use Magic to satisfy the


minimum Strength requirement of any weapon.
You reduce the Strain of any armor you wear by
3.
Journeyman: You can enter Combat Magic mode
by taking an activate action. While in this mode,
you add Magic instead of Strength to your
damage with melee weapons. However, any
spell you cast has its mana point cost increased
by 2. You can end usage of Combat Magic with
another activate action. You ignore the penalty
to Dexterity when wearing Leather or Mail
armor.
Master: You learn a new weapon group of your
choice. When using a ranged weapon in
Combat Magic mode, you now add damage
equal to your Magic or 3, whichever is lower.
While in Combat Magic mode, at the beginning
of your turn as a free action you can expend up
to 3 mana points to increase your Defense or
next attack roll on a one for one basis. You are
limited to a maximum of 3 mana, but can split it
between offense and defense, and if you use a
stunt to make 2 attacks you can expend an
additional 1 mana to increase your hit chance of
the second attack.

Loremaster
Mage Specialization

Mages who indulge in scholarly pursuits often


discover esoteric facts that aid them throughout
their adventuring careers. These are the mages
that can find the way past riddles written by long
dead cultures, open doors locked with intricate
puzzles, and discover the weaknesses of
monsters long forgotten in common lore. If you
have questions, a loremaster can find the
answers for you.

Holy Beacon
Cleric specialization

Some clerics become exemplars of their faith


rather than shepherds of it. These clerics always
act with an aura of divine power and
unshakeable faith. When they perform spells
their allies and enemies take note, as the divine
power flows through them in abundance.

Holy Beacon Talent


Class: Cleric
Requirement: You must have Constitution and
Willpower 3 or higher.
You have learned how to channel the powers of the
divine in potent ways

Novice: When you use the Fast Casting stunt


with a Light or Shadow school spell, you can do
so for 3 SP instead of the normal 4.
Journeyman: Your inner devotion shines through
in your hours of need. When you use the
Imposing Spell stunt, supernatural creatures
opposed to your Ethos which fail their test

19

Journeyman: You gain the Smite power and gain


one new spell.
Smite: Expend 3 Mana. As a free action, you can
deal your Willpower as additional penetrating
damage against one foe you strike in melee
combat. Your smite is either Radiant or Necrotic,
depending on your ethos.
Master: You gain the Protect the Faithful power
and gain one new spell.
Protect the Faithful: You can expend 4 mana to
interpose yourself between enemies and allies,
drawing foes to you. Make a Strength
(Intimidate) test as a Minor action. All enemies
that you designate within 10 yards of you must
succeed at a Willpower (Self-Discipline) test
against your generated total or must target you
instead of another target until the beginning of
your next turn. This power takes the full
attention of enemies and only area effect attacks
have a danger of affecting your allies if it works.

Loremaster Talent
Class: Mage
Requirement: You must have Cunning and
Magic 3 or higher.
You have learned to apply knowledge in
unconventional ways, aiding in your spellcasting and
problem solving.

Novice: A Loremaster may spend a minute


observing his surroundings and then make a
Cunning test utilizing a related Lore focus. If he
succeeds he learns a minor secret about the
environment, analyzes an enemy or otherwise
gains knowledge that is readily available, but is
not evident or obvious.
Journeyman: Once per session the loremaster
can cast a spell he does not have for which he
has an appropriate Magic focus. He also has +1
bonus on all Cunning (Research) tests related to
an appropriate Lore focus he already has.
Master: Once per session the loremaster can
generate stunt points equal to his Cunning or 4
whichever is lower. This is only applicable to a
roll that generated no stunt points.

Paladin
Warrior Specialization

Warriors dedicated to a holy, or unholy, cause.


se.
Paladins are men and women of unshakeable
faith that give their lives in service to an ideal or
priestly order. In exchange for this life of
constant battle against his order's enemies, hee
learns certain powers fueled by divine energies
ies
and gains the ability to cast a small number off
divine spells.

Paladin Talent
Class: Warrior
Requirement: You must have Strength and
Willpower 3 or higher.
You have dedicated yourself to a Clerical Order as a
strong protector and learned many divine powers.

Novice: You gain the ability to cast spells as a


Cleric with 10 + Magic + 1d6 Mana points to
start. You gain Magic + 1d3 mana each level
hereafter. You only have access to the Miracle
school and either the Light or Shadow school
(dependent upon ethos). You learn either the
Heal and Rebuke spells or the Control Undead
ad
and Drain Life spells, depending on school
access.

20

Ranger

Ruin Raider

Rogue Specialization

Rogue Specialization

Rangers are woodsmen, self-reliant scouts, and


warriors of the wilds. They learn to fight in
heavier armor, while retaining their stealth and
speed, and become supreme trackers. The most
advanced also gain a friend from the animal
kingdom, a trustworthy companion that aids
them in all their endeavors.

A rogue who spends a lot of time in dungeons,


ruins and other dangerous locales looking for
treasure becomes a ruin raider. These souls are
brave enough to bet their lives, but while they
may seem cavalier, they are never truly reckless.
Long training allows them to think on their feet,
and manipulate their environments, whether six
levels below ground or on the city streets.

Ranger Talent
Ruin Raider Talent

Class: Rogue
Requirement: You must have Constitution and
Dexterity 3 or higher.

Class: Rogue
Requirement: You must have Cunning and
Dexterity 3 or higher

You have learned the path of the fighting woodsman,


gaining the abilities to fight in harmony with nature.

You have learned to be the essence of adaptability,


gained a sixth sense about traps and become an
ga
expert dungeon delver.

Novice: You can move in mail without p


penalty.
ty
You may ignore armor penalty to Dexterity
including Speed when wearing
mail. You are
thy natural animals, and
especially liked by healthy
are
they will not attack you unless they
hungry and eat meat, orr you attack
them.
Journeyman: You are an
ed tracker
extremely accomplished
ed
and may re-roll all failed
sts,
Perception (Tracking) tests,
cond
but must accept the second
result.
Master: If you have an
animal companion it is
loyal to you beyond
simple training, and it
knows your mind. You may
ur
issue commands to your
companion without
making noise (it can
follow gestures), and will
respond to cues based on
res as
your feelings and desires
aiting
well, such as silently waiting
when you would rather keep
them back as a secret or
h
attacking when you wish
someone harm.

Novice:
If you fail a Dexterity (Lock
Novi
Picking) or Dexterity (Traps) test, you may
Pick
roll again but must keep the second result.
Jour
Journeyman:
You can use The Upper
Ha stunt for 3 SP instead of 4.
Hand
Ma
Master:
You can attempt to find a
cr
criminal
element contact with a
su
successful
Communication
(Inv
(Investigation)
test. The GM will set the
TN based on how fast you need to make
contact, and the level of civilization where
cont
you are lo
looking. The contact will be neutral
towards you,
yo and will even hear you out if he
has reason to dislike you, but he has no loyalty
towards you
yo until you prove yourself useful to
him. You are also able to improvise any
necessary tool required to perform the Lock
Picking, aand Traps Dexterity focuses without
penalties.

Warmage
Warmag
Specialization
Mage Speci

Many mages
mag seek power, and the strongest of
these often perform on the battlefield as
warmages
warmages. A warmage summons incredible
arcane energies
ene
every time he engages in a
contest of life and death, crushing his foes
with magical power, deflecting incoming
dama and affecting foes in larger groups
damage
or further away. In short, he commands
th shape of the battlefield.
the

21

Warmage Talent
Class: Mage
Requirement: You must have Dexterity and
Magic 3 or higher.
The epitome of the battlefield mage, you can go toe
to toe with other mages or skirmish groups and
triumph.

Novice: You can use the Mighty Spell stunt for


1 SP instead of 2. Gain one spell that does
damage.
Journeyman: You can use the Mana Shield
stunt for 2 SP instead of 3.
Master: You can double the range of a
single target spell or cone spell effect, or
double the radius of a circular spell area.

Warpriest
Cleric Specialization

Every clerical order must defend its


beliefs, but some clerics practice for war.
Warpriests inspire their allies, and crush their
enemies by singular uses of their divine power.

exceedingly hard to manipulate with fighting


tricks, and they display competence at one-onone and group combat that few can match.

Warpriest Talent

Weapon Master Talent


Class: Warrior
Requirement: You must have Constitution and
Strength 3 or higher.

Class: Cleric
Requirements: You must have Strength and
Willpower 3 or higher.

You have dedicated yourself to mastering one


weapon and in doing so have mastered personal
combat as well.

You have learned to focus your fervor on all


battlefields, large or small.

Novice: When you cast area effect spells


(whether on your allies or enemies), it inspires
your allies. All allies within 10 yards of your
position while you cast your spell gain +1 on all
actions on their next turn.
Journeyman: Your enemies fear you, and with
good reason. Whenever your foes are forced to
make a Willpower (Morale) check in your
presence, they suffer a -2 to the roll.
Master: When you cast area effect spells
(whether on your allies or enemies), it terrifies
your foes. All foes within 12 yards of the effect
of your spell must make Willpower (Morale)
checks. Those who fail hesitate and cannot
attack until the beginning of your next turn.

Novice: Choose one of your weapon groups.


You gain a +1 bonus to hit, and a +1 bonus to
damage with all such weapons. Also, all of your
weapons become unlikely to break or
malfunction after a month in your care.
Journeyman: If you would be disarmed, or
knocked prone while wielding your chosen
weapon type, you may make a Strength (Might)
test versus the attack total. The stunt is canceled
if you succeed.
Master: You can take the measure of an
opponent in a few passes during combat. With
an Activate action you can designate a foe
which you have engaged as Wide Open. A Wide
Open enemy suffers a -1 penalty to hit you for
the remainder of the encounter. You can only
designate an enemy as Wide Open once per
combat, and you may only have one opponent
Wide Open at a time.

Weapon Master
Warrior Specialization

Some warriors master a weapon of choice rather


than branching out into other areas. These men
and women, known as Weapon Masters, are

22

Chapter 2 - Equipment
Thrown Group
Bola: A cord with two heavy weights on each
end, designed to be swung overhead and
released to wrap around and club the target.
Bolas used in the normal way deal static damage
of 1d6, but usually entangle targets. Targets hit
by bolas must make a Dexterity (Acrobatics) test
versus TN 10+the users Dexterity (Thrown) or
become entangled. The Strength (Might) or
Dexterity (Legerdemain) TN to free oneself from

Currency
Currency in D&D and thus Mystara has a
different scale, all costs presented are tuned to
the scale in the Dragon Age rules. Translate 1 gp
from printed D&D texts into 100 coppers before
using it with these costs. From coppers you can
convert to silvers or gold on the 100 coppers = 1
silver and 100 silver equals 1 gold scale of
Dragon Age.

New Armor Descriptions

Weapons

Laminar Armor: Often referred to as splinted


mail (splint mail) and banded mail armor.
Laminar armor is composed of metal strips worn
horizontally across the upper body.

Weapon

Armor Penalty

Cost

Scale Mail

-2

50 sp

Laminar

-3

60 sp

Cost

Flail

1d6+1#

10 sp

Heavy Flail

1d6+4#

18 sp

Bows Group (Dexterity)*


Hand Crossbow
1d6+2
Thrown Group (Dexterity)*
Bola
1d6#
0
Sling
1d6+1
-1
Spears Group (Strength)
Great Lance
2d6+2
2
Halberd
2d6
1
Jousting Lance
1d6+3#
1
Poleaxe
2d6+1
1
Trident
1d6+3#
0
War Lance
2d6#
1
Unique Weapons
Blowgun
-#
-

Armor
mo
Armor Rating

Min. Str

Bludgeons Group (Strength)

Scale Mail Armor: Scale Mail is a precursor to


chain, as it is made of overlapping metal scales
sewn onto a leather jerkin.

Armor

Damage

New Weapon Descriptions


Bludgeons Group
Flail: A club and a haft separated by a length of
chain. The flail ignores 1 point of shield bonus.
Heavy Flail: A spiked head and a haft separated
by a length of chain. The heavy flail ignores 2
points of shield bonus.

16 sp
7 sp
80 cp
24 sp
18 sp
12 sp
17 sp
15 sp
26 sp
4 sp

* Weapons from these groups add Perception instead


of Strength to damage.
# See description for damage notes.

Bow Group
Hand Crossbow: A small mechanized bow with
a trigger in the grip. Some hand crossbows are
collapsible, or capable of being assembled with
a few rounds of action.

Miss
Missile
Weapon
ap
Ranges
an
Weapon

Short

Long

Reload

Blowgun

4 yards

8 yards

Minor Action

Bola

8 yards

16 yards Major Action

Hand
Crossbow
Sling

23

10 yards 20 yards Minor Action


18 yards 36 yards Minor Action

does no damage if it hits, but a drug or poison


must then be
overcome.

an entangling bola is 14, but each attempt takes


the characters entire turn.
Sling: a strip of leather with a cup on the end,
designed to be swung above the head until a
rock or bullet can be released.

Optional Weapon Rules


The special effect rules for weapons can be
simplified as follows.

Spears Group
Great Lance: An extremely long war lance, that
must be used two handed on foot or with a
mount on the barding of the charger.
Halberd: A halberd is a long weapon with a
broad axehead with a spike on the top, and a
hook on the back used for both thrusting and
chopping at opponents. The axe head and hook
aid in disarming enemies, and the stout shaft
keeps foes at a distance.
Jousting Lance: A long wooden weapon meant
to be used from horseback, with a built-in guard
near the haft and a blunted end. It deals 1d6
damage if the guard end is used as a club.
Poleaxe: A two-handed weapon consisting of an
axehead on the end of a long pole, they are
often used as chopping weapons but are also
good at disarming opponents.
Trident: A long piercing weapon with three
barbed points instead of a single spearhead.
They are hard to remove once thrust into an
opponent.
Any subject that takes damage from a trident
strike is grappled. If the grappled opponent
breaks free the trident is torn from the users
grasp or the opponent is ripped free, taking
damage. Anyone that removes a trident without
making a TN 12 Cunning (Healing) check
causes the skewered creature an additional 1d6
damage.
War Lance: A lance that comes to a point, and
sometimes made of iron rather than wood. These
weapons are meant to pierce or buffet
opponents on the field of war. It deals 1d6
damage if the guard end is used as a club.

Bola: Bolas always entangle when they hit, and


bound targets may free themselves as per the
text.
Flails: Flails gain +1 to hit instead of ignoring
shield bonuses.
Trident: Tridents never skewer targets and
grapple them, they do however deal 1d6+4
Damage instead of 1d6+3.

Adventuring Equipment
Grappling Hook: A 3 or 4 pronged hook made
to be attached to rope and swung up to catch on
limbs, walls etc.
Holy Water: A vial of water blessed by an
experienced cleric as a weapon against
Supernatural Creatures (deals 1d6 damage)
Mirror: Made of polished brass or steel, a mirror
can be used to look around corners, examine
suspicious rooms, and fight creatures with gaze
attacks.
Ritual Ink: This ink is used to transcribe rituals, it
is water proof once it dries, and has metallic
flakes in it to allow it to readable in even poor
lighting.
Adventurers Gaar

Unique Weapons
Blowgun: A Blowgun is a hollow pipe, often
made from bamboo, which is used to blow a
dart at a target. It is not a weapon in the
traditional sense and requires a Perception
(Blowgun) test to hit the target. Half the targets
Armor Rating (rounded down) adds to their
Defense for the purpose of determining a hit. It

24

Gear

Cost

Grappling Hook

24 sp

Holy Water

35 sp

Mirror

7 sp

Ritual Ink

20 sp

Chapter 3 - Magic
increase the opponents Difficulty. They are
limited in how much mana they can spend to
their own Magic rating.

New Magical Actions


These are new actions that are only possible for
spellcasters to perform. If the action references a
specific class, only a member of that class may
perform the action.

If the opponent still succeeds but the die total is


exact, the spell still works, but goes awry, or a
different nearby target is chosen by the
countering mage. If the countering mages roll is
less than the Difficulty the spell occurs without
modification. Lastly, if the spell was cast on the
countering mage, he or she automatically
forfeits any Dexterity (Acrobatics) resistance roll
he might have had.

Cantrip
Mages can expend a single Mana point as a
minor action to produce a minor effect in line
with spells they already know. This is much like
starting a small fire in the hand after learning the
Primal Magic talent. There is no Magic roll
required, but the effect cannot be more useful
than handling a simple chore for the mage, and
the effect ends if the mage ceases concentration,
is distracted, hurt, or casts a spell. It can be used
to perform, so a mage could use a Cantrip
action with a Communication (Perform) check.

Furthermore, the countering mage suffers a -1 to


all actions on his or her next turn. This penalty is
not cumulative, no matter how many spells he
may counter in a single turn.

Spells
Detect Magic
Unknown or Uncommon Spells

All spellcasters can detect magic using their


Magic ability as a minor action. The Target
Number is determined by the GM, typically the
higher the spellpower rating of the spell, the
lower the difficulty. Characters who roll a 4-6 on
the dragon die on this roll often learn what
School of magic is in play as well. The GM may
tell a player that their character can sense
something when they are otherwise not busy,
but is encouraged to wait for players to spend
the action during combat, or other highly tense
scenes.

The following spells dont fit the D&D mold of


High Fantasy and Mystara as generally known
spells: Glyph of Paralysis, Mana Drain, Mind
Blast, Spell Wisp, Walking Bomb as well as all
spells introduced in Set 2 that are not listed on
the following page. These may still appear as
signature spells of individual mages, but they are
not commonly known.

Modified Spell Schools


Many of the spells in the Dragon Age game have
had their magic school changed, and a
significant number of spells appear in two
schools. This is to reinforce the idea that healing
is primarily the province of clerics and combat
magics and transformative magics are primarily
the province of mages. See the tables on the
following page for the schools to which all spells
belong in the Mystara game world.

Counterspell
Mages can attempt to spoil a spell as it is cast by
a fellow arcane caster. This is a free action, and
must be declared before the final effects of the
casters spell are known, including whether he
or she succeeded in the casting.
First, the mage makes a Magic test (with any
applicable specialization) versus the opponent's
Spell Difficulty + 3. If this roll succeeds, the
mage can spend mana on a 1 for 1 basis to

25

Light
Noxious Cloud
Plant Growth
Rock Armor*
Summon Creature
Summon Swarm

Divine Spells
Commune School
Common Tongue
Find the Path
Query
Sense Ideology
Telepathy

Divination School
Arcane Eye
Hear Thoughts
Query
Reveal
Telepathy

Light School
Divine Weapon
Fervor
Greater Rebuke
Heroic Aura
Heroic Offense
Immolate
Light
Rebuke

Entropy School
Daze
Drain Life
Horror
Illusion
Invisibility
Obscuring Darkness
Paralyze
Phantasm
Sleep
Weakness

Miracle School
Corruption
Dispel Magic
Earthquake
Group Heal
Heal
Invigorate
Paralyze
Purification
Rock Armor
Spell Shield

Primal School
Cone of Cold
Earthquake
Fireball
Flame Blast
Gust of Wind
Ice Storm
Lightning
Shards
Shock
Stonefist
Winters Grasp

Shadow School
Control Undead
Daze
Drain Life
Horror
Negative Burst
Negative Flow
Obscuring Darkness
Vulnerability Hex
Weakness

Spirit School
Arcane Bolt
Arcane Shield
Charm Being
Control Undead
Dispel Magic
Fly
Levitate
Spell Shield

Arcane Spells
Creation School
Beastform
Beastform Curse
Cat Eyes
Haste
Heroic Aura
Heroic Offense

* This spell from Dragon Age Set 1 has a new


magical school for mages.

26

while this spell is affecting you. This includes its


attacks, modes of travel, armor rating, and
bonuses to ability tests. This also means that you
do not appear to be a magical animal while
transformed, unless under the influence of other
spells. This spell lasts for an hour, although the
caster may prematurely end the spell at any
time. It also lapses if you lose consciousness or
fall asleep via natural means. You can extend the
spell for another hour by expending 2 Mana
points. This process takes only a Minor action,
but sparks as magical to those who can detect
such things. The target number for this spell is
equal to 10 plus the Constitution of the animal
being mimicked.

New Spell Descriptions


Arcane Eye
Magic School: Divination
Spell Type: Utility; Mana Cost: 3-6 MP
Casting Time: Major Action
Target Number: 13
Test: None
You create an invisible, intangible, magical
sensor that you can maneuver at will. The sensor
appears anywhere within 30 yards of your
position and it can move at a rate equal to twice
your Speed, ignoring physical barriers. You must
use an Activate action to maneuver it, and you
must use an Activate action to sense events at its
location with better than blurry sight. You may
look, hear or smell through the sensor replacing
that sense for you at your present location, but
you may only use one sense at a time.
Perceptive individuals may notice they are being
observed. It is a TN 18 Perception (Seeing) test
to detect the sensor if it is not in motion, and a
TN 16 test to detect it while it is moving. This
spell lasts for 15 minutes and its duration can be
extended by 5 minutes for an additional Mana
Point, up to a maximum duration of 30 minutes.

Beastform Curse
Magic School: Creation
Spell Type: Attack; Mana Cost: 6 MP
Casting Time: Major Action
Target Number: 15
Test: Willpower (Self-Discipline) vs. Spellpower
Requirement: Creation Magic (Journeyman)
You select a target within 6 yards and transform
it. The target must succeed at a Willpower (SelfDiscipline) test versus your Spellpower or be
transformed into an animal form you are familiar
with. You have no limitations in choice of form,
but it does not alter the creature
subtype. The target adopts the
physical abilities, Speed, physical
powers and attacks of the animal
form, but keeps its Health total. If the
creature possessed a natural armor
ra
rating
they retain the best of half their
Ar
Armor
Rating (rounded normally) or
the new form's Armor Rating. The target
is inc
incapable of speech while so
transf
transformed
but may communicate in
other ways, such as writing in the dust
with a paw. This spell lasts indefinitely,
and must be cast again to reverse the
spell
sp or it must be dispelled via ritual.
Those
under this spells effects radiate
Th
altera
alteration
magic.

Beastform
Magic School: Creation
Spell Type: Enhancement; Mana Cost: 4-6 MP
Casting Time: Major Action
Target Number: variable (10 + Constitution)
onstitution)
Test: None
Requirement: Creation Magic (Novice)
Novice)
You exchange your form for that of a
natural creature. After a brief period
od
of concentration and intonation of
the correct words you shift
immediately into the desired
shape. You can become any
animal species you have
previously seen before, but you
always assume the same
appearance when in this form,
including markings in fur, featherss or
scales. When wearing the form of the animal
your Constitution, Dexterity and Strength scores
are replaced by those of the animal. You gain all
powers the animal has and lose all of your own

27

Casting Time: Minor Action


Target Number: 10
Test: None
The caster becomes able to understand the
speech of all those around him for the duration
of one hour. In addition, when he speaks his
words are understood by all those hearing him.
This spell does not make the caster a native
speaker, nor may he read any language he does
not know. This spell is effective on sentient
creatures and animals, but not both at the same
time. The caster may use the Activate action to
switch from speaking to animals to sentients and
vice versa.

Cat Eyes
Magic School: Creation
Spell Type: Enhancement; Mana Cost: 1 MP
Casting Time: Minor Acton
Target Number: 11
Test: None
You grant a being you can touch the eyes of a
cat, transforming their pupils and granting them
night vision. The target character ignores 2
points of penalties due to lighting conditions.
This spell lasts for half an hour.

Charm Being
Magic School: Spirit
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower
You may target a single creature within 6 yards.
This target must succeed at a Willpower (SelfDsicipline) test versus your Spellpower or
automatically comes to believe he or she owes
you his or her loyalty. This spell does not
overcome any language barriers that exist
between you and the subject. An affected
subject must honor all reasonable requests and
will protect the caster according to their own
personality. If you betray this trust the subject
immediately breaks the spell. Attacking the
subject, attacking something/someone they hold
dear, or making a request against everything
they stand for breaks trust. Targets that break free
realize they have been ensorcelled, and may
take appropriate actions.

Cone of Cold
Magic School: Primal
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 12
Test: Dexterity (Acrobatics) vs. Spellpower
Requirement: Winter's Grasp or Primal Magic
(Novice)
You project a cone of bone-chilling frost that is 8
yards long and 3 yards wide. Creatures caught in
the chilling blast must succeed at a Dexterity
(Acrobatics) test versus your Spellpower or take
2d6 + Magic penetrating damage. For a number
of rounds equal to the Dragon Die, affected
characters take 1d6 penetrating damage and
suffer a -3 penalty to Speed. If the test succeeds
the target takes penetrating damage equal to 1d6
+ Magic, but is unaffected by the ongoing chill.
Targets killed by Cone of Cold are frozen solid.

Control Undead

The spell lasts for one week per point of your


Magic ability, but subjects may make a
resistance test at the beginning of each week.
You may choose to free your subjects, in which
case they do not know that they were
ensorcelled. This spell will not affect targets who
are already charmed. This is not a flashy spell,
and it can be subtly cast with a successful
Communication (Deception) or Dexterity
(Legerdemain) test.

Magic School: Shadow / Spirit


Spell Type: Attack; Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower
All undead creatures within 6 yards must
succeed at a Willpower (Self-Discipline) test
versus your Spellpower or be controlled. A
maximum number of undead equal to your Will
ability + the result of the Dragon Die become
your minions, and the closest undead which fail
this check must be selected first. You
immediately know which undead are under your
sway, and which are uncontrolled by you. Those

Common Tongue
Magic School: Commune
Spell Type: Enhancement; Mana Cost: 3 MP

28

that fail their test must treat you favorably and


follow orders loyally for the duration of the
encounter. This does not mean that they are truly
loyal, and intelligent undead may attempt
indirect betrayal. Language is not a barrier, as
the spell makes your will known to them. You
need to use a Minor action to issue a single
order, and you may only order a single group
with one action. Thus, if you need to issue
specific orders to one undead, while others are
ordered to do something different that requires 2
minor actions. Undead creatures that succeed at
this test are unaffected by further instances of
this spell for the rest of the encounter. Undead
creatures that fail this roll by 5 or more are tied
to the caster's will indefinitely.

Divine Weapon
Magic School: Light
Spell Type: Enhancement; Mana Cost: 2-3 MP
Casting Time: Major Action
Target Number: 12
Test: None
Requirement: Light Magic (Novice)
You create a version of your orders signature
weapon made of radiant energy. It has the same
properties as a real weapon, but missile
weapons load ammunition as soon they are
fired, and thrown weapons automatically return
to your hand after each attack. It deals the
normal damage for a weapon of its type, but
instead of adding your Strength, it adds your
Willpower in penetrating Radiant damage. The
weapon lasts for 1 minute (4 rounds), but you
may extend it another minute by spending
another mana point.

Corruption
Magic School: Miracle
Spell Type: Attack; Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 14
Test: None
Requirement: Miracle Magic (Journeyman)
You can summon up the divine force to lace
edible food, potable liquid or garments with a
poison or disease that you are previously aware
of through first hand observation. This change is
permanent and can only be reversed through
extensive testing and alchemy, or the
Purification spell. The poison or disease
manifests as a normal example of the type, and
may not be a magical poison or disease. You are
not immune to the conjured vitriol, and if the
disease spreads through the air, or physical
contact, you may become infected.

Fervor
Magic School: Light
Spell Type: Enhancement; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12
Test: None
Willing friendly targets within a 5 yard radius of
the caster gain a fervor that propels them
through battle. This spell provides +1 bonus to
Defense, +1 bonus to attack rolls, and a +2
bonus to Willpower checks. These bonuses do
not stack with other Miracle spells. This spell
lasts for the total of 3 plus the value of the
Dragon Die in rounds.

Find the Path


Magic School: Commune
Spell Type: Utility; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 10
Test: None
You may call out the name of a location or point
to a destination within sight and you will know
the direction to take and the rough distance
involved to get there. The higher the Dragon Die
result, the easier and or more direct the path is.
This spell lasts for an hour, but cannot lead you
to more than one location per casting of the

Dispel Magic
Magic School: Miracle / Spirit
Requirement: None

29

spell. Lastly, this spell only works with places.


Mobile vehicles are not viable targets.

charge. If you do not use any actions to fly you


begin to fall.

Fireball

Group Heal

Magic School: Primal


Spell Type: Attack; Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 13
Test: Dexterity (Acrobatics) vs. Spellpower
You create a fiery missile that flies out at high
speed only to burst into a large conflagration
where it impacts. You propel the fiery core up to
20 yards away, where it bursts into a ball of red
hot flame with a radius of 3 yards. Anything
caught within that radius must make a Dexterity
(Acrobatics) test versus your Spellpower or take
3d6 + Magic damage. Those that fail by 5 or
more also catch on fire, and take 1d6 damage
per round until they are put out. If a subject in
the target area is successful at the resistance test,
they take only 2d6 penetrating damage.

Magic School: Miracle


Requirement: Heal

Gust of Wind
Magic School: Primal
Spell Type: Defense; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 13
Test: Strength (Might) vs. Spellpower
You summon up a mighty blast of wind that
bowls enemies over. Every other round,
beginning on the round you cast the spell, a
blast of wind surges forward. Enemies within 6
yards must make a successful Strength (Might)
test versus your Spellpower or be pushed 2 yards
away from you and knocked prone. You can
maintain this spell by spending 1 MP at the
beginning of each turn and using an Activate
action. For twice the initial Mana Cost the wind
is constant throughout the duration.

Greater Rebuke
Magic School: Light
Spell Type: Attack; Mana Cost: 9 MP
Casting Time: Major Action
Target Number: 15
Test: Willpower (Morale) vs. Spellpower
Requirement: Rebuke
You summon the power of radiant energy and
flare it at nearby supernatural creatures. All
supernatural creatures within 6 yards radius of
the caster must succeed at a Willpower (Morale)
test versus your Spellpower or be affected by
radiant energy. Targets that fail this test must
break off combat and run. This is a magical
compulsion that overrides Howling Madness or
similar powers. All affected creatures take
2d6+Magic in radiant penetrating damage.
Undead that fail the Willpower test by more
than 5, take double damage. Target creatures
that make their Willpower check take only
1d6+3 penetrating damage, and are unaffected
by rebuke effects for the rest of the encounter.

Fly
Magic School: Spirit
Spell Type: Utility; Mana Cost: 6+ MP
Casting Time: Major Action
Target Number: 14
Test: None
Requirement: Spirit Magic (Novice)
You, or a willing target you can touch, gains the
ability to fly. When flying the character's
movement Speed is equal to 10 + your Magic
(Spirit) ability plus focus. This spell lasts for half
an hour, and may be extended by another half
hour of duration for an additional 2 mana
points. You can take a minor action to move or
hover, or a major action to move twice as far or

30

Haste

Ice Storm

Magic School: Creation


Spell Type: Utility; Mana Cost: 3-6 MP
Casting Time: Major Action
Target Number: 13
Test: None
Requirement: Creation Magic (Novice)
You attach a thread of magical energy to a
number of beings equal to twice your Magic
within 5 yards of you. You can designate yourself
as one of the affected beings. Each of these
individuals gains a +1 bonus to Speed and an
action bonus. A character under the effects of
Haste can either take one major and two minor
actions per round, or two different major actions
per round. This spell does not affect spellcasting.
Haste lasts for one minute, but can be extended
an additional minute for 3 MP on the round it
would expire.

Magic School: Primal


Spell Type: Attack; Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 13
Test: Constitution (Stamina) vs. Spellpower
You summon up an instant blizzard that freezes
an area with radius equal to twice your Magic in
yards anywhere within 25 yards of your position.
Those caught within the area of effect must
succeed at a Constitution (Stamina) test versus
your Spellpower or suffer 2d6+1 penetrating
damage and suffer a -2 penalty to Speed and all
actions the next round. Each round after the first
characters within the area must make another
Constitution (Stamina) test versus your
Spellpower or suffer 1d6+1 penetrating damage
and continue to suffer the -2 penalty to Speed
and all actions. Ice Storm lasts a number of
rounds equal to your Magic ability, and targets
killed by it are frozen solid.

Hear Thoughts
Magic School: Divination
Spell Type: Enhancement; Mana Cost: 1+ MP
Casting Time: Minor Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower
You can hear the thoughts of one creature within
20 yards of you. The targeted being must
succeed at Willpower (Self-Discipline) test
versus your Spellpower or you hear everything
they think about until the end of the next turn.
Once initiated the spell may be maintained for 1
mana point per round. The spell does not
translate words or sounds, but it does show
images of anything the being imagines. Use of
this spell on a subject you are bargaining with,
persuading or otherwise interacting with may
provide a significant bonus.

Illusion
Magic School: Entropy
Spell Type: Utility; Mana Cost: 3-9 MP
Casting Time: Minor Action
Target Number: 14
Test: Perception (Seeing) vs. Spellpower
Requirement: Entropy Magic (Journeyman)
You can cover a square area equal to your
Magic in yards on each side with an illusion.
This effect can also be centered on a being or
object as long as the subject fits within your
affected area. You and any allies you designate
are immune to the illusion. Anyone immune to
the illusion may choose to interact with the
illusion by making a Communication
(Deception) to fool onlookers.
When subjects arrive within 40 yards of the area
they must succeed at a Perception (Seeing) test
versus your Spellpower or they fully believe the
illusion. However, seeing the illusion for what it
is does not dispel it to the same degree as those
who were designated at casting time. Anything
obscured by the illusion is still obscured to the
point that it cannot be accurately determined
how big it is, or what it truly is.

Heroic Aura
Magic School: Creation / Light
Requirement: None

Horror
Magic School: Entropy / Shadow
Requirement: Entropy Magic (Novice) or
Shadow Magic (Novice)

31

The illusion itself need not be static, but it will


only interact with those playing along or those
ose
who are fully affected by it. The illusion may
ay not
be of a creature or monster, but can effectively
vely
tures
make whatever lies beneath invisible. Creatures
who are unaffected by the illusion that are not
playing along would then become invisible as
rect or
well, as would any structures they might erect
gh
alter. This spell's effects last for a day, although
additional days of duration can be obtained for
1 additional mana point per day at the time of
casting. Up to 6 additional days can be
st
obtained in this fashion before the spell must
be fully renewed. You can cancel the illusion
n at
any time.

Invisibility
Magic School: Entropy
Spell Type: Defense; Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 14
Test: None
Requirement: Entropy (Novice)
You layer magic over yourself or a willing target,
arget,
making them invisible as long as nothing pierces
ierces
the aura. This invisibility is absolute, but it does
nothing to affect hearing, smell or other
senses. As this spell affects vision, the detect
ct
magic action will only reveal the presence
of the invisible character, not their form or
location. Enemies aware of your presence can
attack you, and certain spells or supernatural
abilities will reveal you. Any sudden movement
(attacking, being successfully hit by an attack,
running, etc. cancels the spell. This spell
otherwise lasts for an hour.

fire damage each round at the end of its turn


until the flames are put out. This spell will affect
creatures and objects that do not burn, but in
such a case the fire damage is resisted normally
and the target does not catch fire. Particularly
flammable objects such as plant matter or
creatures vulnerable to fire may begin to blaze,
gaining a die of ongoing fire damage each round
after the initial 1d6 of ongoing damage. If
augmented by Mighty Spell, the caster chooses
whether the bonus die deals radiant or fire
damage.

Immolate
Magic School: Miracle
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 12
Test: Willpower (Faith) vs. Spellpower
Requirement: Miracle Magic (Novice)
You call on your connection to power to force a
single target within 20 yards to spark into flame.
The target must succeed at a Willpower (Faith)
test versus your Spellpower or suffer 1d6 of
radiant penetrating damage and 2d6 fire
damage. The target also lights aflame, taking 1d6

Invigorate
Magic School: Light
Requirement: Light Magic (Novice)

Levitate
Requirement: Spirit Magic (Novice)

32

Light

Negative Flow

Magic School: Creation / Light


Spell Type: Utility; Mana Cost: 3 MP
Casting Time: Minor Action
Target Number: 10
Test: None or Dexterity (Acrobatics) vs.
Spellpower
This spell allows you to create a glowing ball of
light, in whatever color you desire, although the
default color is white, which hovers over and
moves with your hand, attaches to one end of an
object, or hovers immobile anywhere within 10
yards of you. This ball gives off light equivalent
to a lantern, but the glow is steady and does not
flicker. You may attempt to attach the glowing
light to a subject's eyes or an object not in the
control of yourself or an ally. In this case, the
target must succeed at a Dexterity (Acrobatics)
test versus your Spellpower or be blinded while
the spell is in effect. If the target succeeds the
light hovers in place near the target, but is not
attached. This spell lasts for an hour, but you
may terminate it at any time.

Magic School: Shadow


Spell Type: Enhancement/Attack; Mana Cost: 8
MP
Casting Time: Major Action
Target Number: 14
Test: Constitution (Stamina) vs. Spellpower
You create a font of necrotic energy in an area
radiating out from you for a number of yards
equal to twice your Magic. It has no effect on
unliving, non-undead targets. Allies within this
area gain a +1 bonus to all their actions,
including attacks, and heal their Constitution in
Health (minimum of 1) at the end of each round,
if they are within the radius of effect. Undead
gain Health inside the affected area regardless of
ally status. Enemy targets must succeed at a
Constitution (Stamina) test versus your
Spellpower or suffer a -1 penalty to all actions,
including attacks. This spell lasts for the duration
of the encounter. After being affected by this
spell, any living creature besides yourself is
unable to heal by any means for 30 minutes.
Longterm use can be detrimental to living
creatures.

Negative Burst
Magic School: Entropy / Shadow
Spell Type: Attack; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 12
Test: Constitution (Stamina) vs Spellpower
You create an arc of necrotic energy that sweeps
forward to lance through a cone shaped space 5
yards long and 3 yards wide. All targets in the
area must succeed at a Constitution (Stamina)
test versus your Spellpower or suffer 1d6+Magic
penetrating damage. All living creatures feel
sickly after the attack and suffer a -1 penalty to
all actions until the beginning of your next turn.
Note, this spell heals undead by the same
amount rather than harming them.

Noxious Cloud
Magic School: Creation
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 13
Test: Constitution (Stamina) vs. Spellpower
Requirement: Creation Magic (Journeyman)
You create a cloud of noxious odors that fills an
area with radius equal to your Magic ability in
yards. This cloud ignores all but the strongest
winds. You can move the cloud 2 yards with a
Minor action each round. The cloud is heavy
and will sink into any area of lower elevation.
You may end the spell early as a free action,
causing it to diminish in radius by 2 yards each
round until gone. All air-breathing creatures
caught in the cloud must succeed at a
Constitution (Stamina) test versus your
Spellpower or suffer 2d6 + Magic in penetrating
damage each round, and a -2 penalty to all
actions. Those who make the resistance test each
round only suffer -1 penalty to all actions and
take 2 penetrating damage. Noxious Cloud lasts
for 1 minute (4 rounds).

33

phantasm may originate anywhere you can see


within 8 yards. All of your allies are
automatically immune to this effect, and see the
phantasm as a transparent threat. All others in
the area must succeed at a Willpower (SelfDiscipline) test versus your Spellpower or treat
the creature or hazard as real. Characters
damaged by the creature or hazard can die from
this effect. You can decide exactly what the
phantasm appears to be, but the Game Master
controls its actions. Phantasm normally lasts as
long as you continue to devote a Minor action to
its maintenance, however you may spend an
additional 2 Mana Points at the time of casting
to give it a duration of 5 minutes. Those who see
through the illusion may use interaction rolls to
give comrades a second resistance test.

Obscuring Darkness
Magic School: Entropy / Shadow
Spell Type: Attack; Mana Cost: 1 MP
Casting Time: Minor Action
Target Number: 10
Test: None
You create a 10 yard radius globe of darkness
that you can center anywhere within 15 yards of
your present location. The darkness is
considered total, but you can see as if it were
merely dim lighting, suffering a -1 to your tests.

Paralyze
Magic School: Entropy / Shadow
Requirement: Entropy Magic (Journeyman) or
Shadow Magic (Journeyman)

Petrify
Magic School: Creation
Spell Type: Attack; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 13
Test: Constitution (Stamina) vs. Spellpower
Requirement: Creation Magic (Journeyman)
You can slowly but surely turn a single target
within twice your Magic ability in yards to
immobile stone. The target must succeed at a
Constitution (Stamina) test versus your
Spellpower or gain a number of stone tokens
dependent upon your Dragon Die result. On a
result of 3 or less, the target is afflicted with one
stone token. On a result of 4 or 5, the target is
afflicted with two tokens. On a result of 6, the
target is afflicted with three tokens. Each token
serves as a -1 penalty to Dexterity for the
creature. If the target ever has a number of
tokens equal to or greater than its Constitution, it
turns permanently into stone. Tokens disappear
at a rate of one token per 10 minutes.

Plant Growth
Magic School: Creation
Spell Type: Enhancement; Mana Cost: 2
Casting Time: Major Action
Target Number: 12
Test: None (Strength (Might) vs. Spellpower)
You cause an explosion of plant growth in the
immediate area. You can cause brambles, vines,
and bushes to grow four months worth in a few
seconds inside a square area with sides equal to
your Magic ability in yards. Anyone caught
inside the zone must succeed at a Dexterity
(Acrobatics) test versus TN 13 or be trapped.
Anyone trapped must succeed at a Strength

Phantasm
Magic School: Entropy
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 14
Test: Willpower (Self-Discipline) vs Spellpower
You can create an illusionary beast or damaging
hazard no bigger in size than a circle with a
radius equal to your Magic ability in yards. The

34

You summon the power of radiant energy and


flare it at nearby supernatural creatures. Target
creatures within 4 yards of the caster must
succeed at a Willpower (Morale) test versus
your Spellpower or be affected by radiant
energy. Targets that fail this test must break off
combat and run. This is a magical compulsion
that overrides Howling Madness. Furthermore,
affected creatures take 1d6+Magic in
penetrating damage. Undead that fail the
Willpower check by more than 5, take twice
damage. Creatures that successfully make their
Willpower check take no damage, and are
unaffected by rebuke effects for the rest of the
encounter.

(Might) test versus your Spellpower to free


themselves, and is otherwise immobilized and
unable to take Major or Minor actions. This spell
can also be used to grow crops in the blink of an
eye. If applied to tree seeds multiple times, a
tree can be grown as well.

Purification
Magic School: Miracle
Spell Type: Defense; Mana Cost: 3 MP
Casting Time: Minor Action
Target Number: 14
Test: None
Requirement: Miracle Magic (Novice)
You can remove impurities from food, water, and
environmental sources. This includes the effects
of poison or disease if the source is not naturally
poisonous or disease ridden. Each source must
be purified individually, although an entire table
full of food and drink can be purified at once. If
a source is both poisoned and disease ridden,
one casting of this spell removes the poison first,
and a second casting will remove disease. In this
case you know that further impurity remains.

Reveal
Magic School: Divination
Spell Type: Utility; Mana Cost: 3 MP
Casting Time: Minor Action
Target Number: 12
Test: None
You can create a magically heightened
awareness of your immediate surroundings that
can show you the hidden. A willing target,
yourself or someone you can touch, enters this
state which lasts for 6 plus the value of the
Dragon Die in rounds. While so affected, the
subject gains a +2 bonus to Perception
(Searching) checks, and +2 to all opposed
checks made against Communication
(Deception), and Communication (Disguise).
You also gain a +2 to any roll to sense invisible
targets or see through illusions. If you succeed
you can see the target clearly.

Query
Magic School: Commune / Divination
Spell Type: Utility; Mana Cost: 6 MP
Casting Time: 1 minute
Target Number: 13
Test: None
You can ask greater powers a number of yes or
no questions equal to half your Magic ability
(rounded down). The powers will give you a
truthful answer to each question, based on the
current situation when asked. You can ask your
questions any time during which the spell is
active, you need not ask them all at once, but
any unasked questions are lost when the spell
ends. Query lasts for a number of minutes equal
to your Magic ability.

Sense Ideology
Magic School: Commune
Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 12
Test: Willpower (Self-Discipline) vs. Spellpower
You can sense whether people are generally
supportive of, against or not interested in your
moral stance and ideology. You can pick a single
target within 5 yards. The target must succeed at
a Willpower (Self-Discipline) test versus your
Spellpower or you gain valuable insights about
their moral stance. The game master must tell
you whether they support, are indifferent to, or

Rebuke
Magic School: Light
Spell Type: Attack; Mana Cost: 5 MP
Casting Time: Major Action
Target Number: 13
Test: Willpower (Morale) vs. Spellpower

35

oppose what you stand for. The source need not


know who you are or what you stand for for this
effect to occur, it is determined by the response
they would take if they did know.

location. If the subject fails the test it arrives at


its best speed, and although you cannot control
the creatures actions, you can implant a dislike
of your enemies in its mind.

Shards

Summon Swarm

Magic School: Primal


Spell Type: Attack; Mana Cost: 2 MP
Target Number: 11
Test: Dexterity (Acrobatics) vs. Spellpower
You create a spray of sharp rock that arcs out
from your position to lacerate all targets within a
cone 5 yards long by 3 yards wide that do not
succeed at a Dexterity (Acrobatics) test versus
your Spellpower. Targets who are hit take 1d6 +
Magic in damage.

Magic School: Creation


Spell Type: Attack; Mana Cost: 4 MP
Casting Time: Major Action
Target Number: 13
Test: Constitution (Stamina) vs. Spellpower
You summon a swarm of flying vermin that
assault a single target within sight.This target
must succeed at a Constitution (Stamina) test
versus your Spellpower or suffer a -1 penalty to
all actions and take 1d6 damage at the end of
each round. Those who succeed at this test only
suffer a -1 penalty to all actions as the insects
bite at him incessantly. If the target drops
unconscious or dies the swarm will attack the
nearest enemy within 6 yards on the following
round, which will need to test versus
Spellpower. The spell lasts for a number of
rounds equal to your Magic ability, minimum of
1 round, and is ineffectual on nonliving targets,
and those with natural Armor 6 or more.

Sleep
Magic School: Entropy
Spell Type: Attack; Mana Cost: 3 MP
Casting Time: Major Action
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower
You overcome a group of subjects with lethargy
and sleep. All enemy targets in an area 3 yards
in radius within twice your Magic in yards
distance must succeed at a Willpower (SelfDiscipline) test versus your Spellpower or
become affected. Those who fail to resist
immediately fall into a magical sleep, from
which they can only be woken if they take 3 or
more damage in a single blow. They remain
asleep for your Magic ability in rounds, with a
minimum of 1 round. Even those who succeed
at resisting the spell are somewhat affected, as
they suffer a -2 penalty to Dexterity for the same
time period.

Telepathy
Magic School: Commune / Divination
Spell Type: Utility; Mana Cost: 4 MP
Target Number: 10
Test: Willpower (Self-Discipline) vs. Spellpower
You create a magical linkage between yourself
and a familiar being. The other party can be
anywhere, but the spell fails if they are on
another world or plane. Targets that are
unwilling to be contacted must fail at a
Willpower (Self-Discipline) test versus your
Spellpower for the spell to work. While the spell
is in effect you can communicate fluently,
ignoring language barriers. Telepathy lasts for
one minute (4 rounds) and may be extended an
another minute by spending an additional mana
point. Unwilling targets get a new resistance test
with each extension.

Summon Creature
Magic School: Creation
Spell Type: Utility; Mana Cost: 4
Casting Time: Major Action
Target Number: 13
Test: Willpower (Self-Discipline) vs Spellpower
Requirement: Creation Magic (Journeyman)
You can name a creature of a broad type, and
the GM tests Willpower (Self-Discipline) versus
your Spellpower to determine if you bring a
creature within half a miles distance to your

36

Ritual Magic

Divine Rituals

Rituals are complete manuals to casting a


complex spell. They take dedication to unravel,
understand and recreate and they often take a
great amount of resources to purchase, have
longer casting times, and arent learned so much
as performed. While rituals belong to Magical
Schools and cost mana, they are not learned as
spells, but rather acquired. The instructions for a
ritual may be copied, but the required inks or
inlay materials are expensive, costing a third of
the cost to buy the manual outright. If a
character attempts to perform a ritual without
their scroll, grimoire, or handbook, they suffer a
-3 penalty on each roll.

Commune School
Dowsing
Forbiddance
Object History
Scrying
Spirit Tracking
Truth-Hearing
Vision

Light School
Consecration
Endure
Summon Outsider

Miracle School
Boon
Control Weather
Cure Ailment
Gate Spell
Pass Obstacle
Raise Dead
Remove Magic
Shelter

The major difference between a spell and a


ritual is that casting a ritual is an Advanced Test.
Rituals have both a TN and a Threshold, and the
casting time listed is the amount of time that
passes per action. If a roll is necessary, a ritual
must be performed uninterrupted. If the caster
stops casting because of fatigue, interruptions or
running out of mana then the ritual fizzles. The
mana cost of a ritual is paid per casting action.
All rituals fizzle if two tests are failed in a row,
but most rituals may be reattempted.

Shadow School
Animate Dead
Desecration
Spirit Wrack
Summon Outsider

Even though all rituals are advanced actions,


GMs do not need to call for rolls at all times.
Only require rolls when the amount of time
spent is important, there are consequences for
failure or the character is under duress. There are
rarely any consequences for failing to cast a
ritual, so given unlimited time any caster should
succeed. When there is no need for a roll, but
mana expenditure is important, a ritual takes a
number of actions to succeed equal to the
Threshold divided by 3, (rounded normally). In
situations where the characters are ambushed or
the situation changes, the GM may say that a
certain Threshold total has already been
achieved as the clock begins ticking.

Arcane Rituals
Creation School
Endure
Summon Outsider
Water Breathing

Divination School
Dowsing
Object History
Scrying
Spirit Tracking
Vision

Entropy School
Animate Dead
Gate Spell
Pass Obstacle

Example: the Knock Ritual has a Casting Time of 1


Major Action, a variable TN, and a Threshold of 5. It
is an easy ritual meant to replace a mundane task,
but the TN is based on the difficulty of the lock. The
caster could get lucky and achieve the required
threshold on one roll, or require 5 attempts.

37

once per caster on any given corpse. If it refuses


to animate, that caster may never attempt it
again.

Primal School
Control Weather
Element Sculpting
Shelter

Spirit School
Arcane Lock
Forbiddance
Knock
Magic Circle
Remove Magic
Spirit Wrack
Ward of Warning

Undead

TN

Zombie

10

Mana Cost
(Total)
2 (6)

Skeleton

11

3 (9)

Wight

12

4 (12)

Shade

13

5 (15)

Vampire

14

6 (18)

Ritual Descriptions
Arcane Lock
Magic School: Spirit
Ritual Type: Utility; Mana Cost: 2 MP (10 total)
Casting Time: Minor Action
Target Number: 10; Threshold: 15
Test: None
Value: 150 sp
The Arcane Lock is a ritual designed to
p
create a phantom
force that holds a
do window, or other opening
portal, door,
that has a covering closed. It does not
significant improve the durability of the
significantly
door, or the frame, but it does provide a
slight bonus in the form of 2 Armor Rating
fo the affected
affect object. When the ritual is
for
numb of individuals may be named
cast, a number
eq
equal
to tthe Mages Magic times 2. These
individu can open the door without
individuals
addition effort. Anybody not initially
additional
design
designated
must overcome a Strength
(Might test versus the Mages
(M
(Might)
Spellp
Spellpower.
By default this rituals
effect last for a month. If a valuable
effects
gems
gemstone
is sacrificed when casting
sp
the spell,
the lock is permanent.

Note: Rituals with static mana costs include a


mana cost total based on the average number of
actions required to perform.

Animate Dead
Magic School: Entropy / Shadow
Ritual Type: Utility; Mana Cost: Varies
Casting Time: Ten Minutes
inutes
Target Number: Varies;
ies; Threshold: 10
Test: none
Value: 15 gp
Casters use this ritual to create undead
soldiers. When successful
cessful the
undead created are
permanently created and
posed to
permanently predisposed
follow all orders the caster
st as
presents to them. Just
ndead
with the Control Undead
ders
spell, the casters orders
essly
are interpreted flawlessly
o
and without regard to
uiring
language barrier requiring
on per
instead a minor action
rn
order (without concern
d
for how many undead
are ordered at once).
empt
The caster may attempt
to animate multiple
undead at once, each
ch
body beyond the first
raises the Mana Cost
his
by 1 on each roll. This
sed
ritual may only be used

Boon
Magic
Ma
School: Miracle
Ritual
Ritu Type: Utility; Mana Cost: 2
MP (10 total)
Casting
Cast
Time: Major Action
Target
Targ Number: 13; Threshold: 15
Test:
Test None
Value:
Va
75 sp
You
Yo make an appeal to the higher

38

4) Plants in a consecrated area dedicated to


nature, agriculture or growth (from the casting
clerics beliefs) grow better, are hardy enough to
resist drought, pestilence etc., and vermin such
as locusts are repelled from them instead of
attracted by the bountiful harvest.

powers and they bring forth a gift for you if


successful. You can ask for sustenance, drinking
water, or a miraculous healing beyond the
capacity of spells such as curing deformity or a
crippling injury. You can also ask for the fertility
of a crop, or a person seeking an heir. Whatever
the need, the request will be answered in some
way if successful. You may only use this ritual
once per day, no matter what is asked for.
Note: It is recommended that this ritual be tested
each time it is invoked, because of its high
difficulty, and retry limitations.

Control Weather
Magic School: Primal
Ritual Type: Utility; Mana Cost: 2 MP (10 total)
Casting Time: Ten Minutes
Target Number: 13; Threshold: 15
Test: None
Value: 3 gp
You can use this ritual to shape and direct the
weather in an area with radius equal to your
Magic in miles. The effects of this ritual are
always centered on the location you perform it
at. You can choose any natural weather
conditional normally possible in the area for the
given time of year. The weather forms within 8
hours of your casting, so generally only limited
changes are possible. You can alter prevailing
temperature by about 20 degrees, and cause it to
begin or cease to precipitate. You can cause an
overcast sky to clear, or darken to storm
conditions, or similarly make a clear day into a
cloudy one, or a dark sky more calm.

Consecration
Magic School: Light
Ritual Type: Enhancement; Mana Cost: 2 MP (6
total)
Casting Time: Major Action
Target Number: 10; Threshold: 10
Test: None*
Value: 2 gp
Consecration applies a holy aura to an area,
with various effects. If consecrating previously
unconsecrated ground, then the area becomes
holy. If consecrating a desecrated area, it simply
becomes normal, effectively defeating that
previous ritual. Consecration affects a radius
equal to 20 times the clerics Magic ability + 1
in yards, e.g. a Cleric with Magic 2 can
consecrate an area 60 yards in radius.
Consecration is permanent until desecrated via
the ritual or major instances of profane activity.

Multiple ritual invocations over multiple days


can extend the effect, creating dramatic shifts in
the weather in time. Regardless you do not
control the weathers effects, such as directing
lightning strikes or razing settlements with high
winds. Once you have set it in motion, it follows
its natural course.

1) Consecration provides the following bonuses


to any creature allied with the beliefs of the
casting cleric:
+1 to all non-combat, non-spellcasting Ability
tests.
+2 to Willpower (Morale) tests.

Cure Ailment
Magic School: Miracle
Ritual Type: Utility; Mana Cost: 2 MP (6 total)
Casting Time: One Minute
Target Number: Varies; Threshold: 10
Test: None
Value: 175 sp
Cure Ailment allows the cleric to remove
poison, a disease, or detrimental condition from
a single person. The effects are immediate, but
only one ailment is removed per casting. Also, if
the ritual fails, it cannot be tried again for a day.
The TN for the ritual is equal to the Poisons

2) All creatures allied against the casting clerics


beliefs have the following penalties:
-2 applied to any test result when there is a 1
on the Dragon Die.
-2 to Willpower (Morale) tests.
3) Supernatural creatures that are not allied with
the clerics beliefs may not even enter the area,
although they may launch ranged attacks into it.

39

resistance TN minus 2, the Diseases resistance


TN, or 16 if removing lameness, blindness,
deafness etc.

Dowsing
Magic School: Commune / Divination
Ritual Type: Utility; Mana Cost: 2 MP (4 total)
Casting Time: 1 Minute
Target Number: 12; Threshold: 5
Test: None
Value: 75 sp
This ritual finds the nearest example or
specimen of a broad type, such as the nearest
predatory mammal, or nearest specimen of a
specific animal type such as brown bear, nearest
humanoid of a certain race, nearest source of
water, etc. Any outwardly observable trait,
regardless of whether a normal human can
determine the trait, is a valid search criteria.
Traits that can only be determined by knowledge
of a subject or its actions are invalid criteria. This
includes training, whether something is
poisonous, etc. The ritual forms a map in the
casters head, and he is kept abreast of the
subjects location even as it moves. It may also
be used to briefly locate all targets that match a
similar broad type within half a mile of the
caster.

Desecration
Magic School: Shadow
Ritual Type: Enhancement; Mana Cost: 2 MP (6
total)
Casting Time: Major Action
Target Number: 10; Threshold: 10
Test: None*
Value: 2 gp
Desecration suffuses an area with necrotic
energy, a feeling of unholiness or dread. If
desecrating previously consecrated ground, then
the area becomes normal, effectively defeating
the previous ritual. If desecrating unconsecrated
ground, the area becomes unholy in minutes.
Desecration affects a radius equal to 20 times
the clerics Magic ability + 1 in yards, e.g. a
Cleric with Magic 3 can desecrate an area 80
yards in radius. Desecration is semi-permanent,
dissipating over decades unless consecrated via
the ritual, although ongoing profane activity will
keep the desecrated status alive.

Element Sculpting
1) Desecration provides the following bonuses
to any creature allied with the beliefs of the
casting cleric:
Gain an additional +1 Health whenever they
heal.
+2 to Willpower (Courage) tests.

Magic School: Primal


Ritual Type: Utility; Mana Cost: 1 MP (2 total)
Casting Time: Major Action
Target Number: 13; Threshold: 5
Test: None
Value: 45 sp
This ritual allows you to alter, shape and move
liquid or solid natural elements in your
immediate vicinity. The ritual allows you to
move material with an effective Strength equal
to twice your Magic. Material moved at your
whim does so over the ground, it will not
levitate unless turned into a mist. You can mold
solids as if they were soft clay, shaping them as
you direct. The GM may require a Magic
(Primal) test to create a particular result,
especially if fine or artistic details are involved.
You can alter the temperature of the
manipulated material, and the moisture content
as well. The change occurs too slowly to be used
as an attack, and the alterations are permanent,
although water turned into ice will still melt.

2) All creatures allied against the casting clerics


beliefs have the following penalties:
-1 applied to any non-combat, nonspellcasting Abiilty tests.
-1 to Defense.
3) Supernatural creatures that are not allied with
the clerics beliefs may not even enter the area,
although they may launch ranged attacks into it.
4) Plant life within a desecrated area begins to
die, or become twisted. The casting cleric can
choose to mask this particular effect when
performing the ritual, but plants merely appear
to be healthy. They offer no sustenance or
medicinal properties.

40

Forbiddance wards a structure, or area no larger


than 20 yards by 20 yards against magical
spying. Any attempt beyond mundane means to
spy on the warded area automatically fail. The
inside of the ward appears to be completely
black, no sound or imagery is available to
displaced or telescopic senses, and scrying fails
outright. Forbiddance is a permanent effect.

Endure
Magic School: Creation / Light
Ritual Type: Defense; Mana Cost: 3 MP (9 total)
Casting Time: Major Action
Target Number: 11; Threshold: 10
Test: None
Value: 1 gp
You can perform Endure to make a group of
willing subjects within your Magic in yards
resistant to a single form of unusual harm.
Choose cold, heat, electricity, acid, or poison.
For the one hour duration of the ritual, each
character is immune to normal damage and
discomfort caused by the chosen source. Each
affected character also takes half damage from
magical or exceptional examples of that source.

Gate Spell
Magic School: Entropy / Miracle
Ritual Type: Utility; Mana Cost: 5 MP
Casting Time: 1 Minute
Target Number: 14; Threshold: Varies
Test: None
Value: 50 gp
You use the ritual to magically link a prepared
gate to another location far away. This location
may be a prepared gate on the same world,
another world, another plane. For additional
time and expenditure of mana, the destination
can be an unprepared landing location, as long
as it Is known in detail to the caster. The gate
opens a vertical hole in space through which
people can pass if the prepared gateway is
vertically oriented, or simply transports everyone
standing upon it if horizontal. A vertical gate, or
open doorway can remain open for up to one
minute per point of the casters Magic ability, but
it closes as soon as the caster wills it.
Destination
Same Continent

Threshol
d
5

Same World

10

Another World

15

Other Plane

20

No Prepared Exit Gate

+5

Knock

Forbiddance

Magic School: Spirit


Ritual Type: Utility; Mana Cost: 2 MP (4 total)
Casting Time: Major Action
Target Number: Varies; Threshold: 5
Test: None
Value: 45 sp
You use the ritual to force open a locked door,
window or container. It does not matter whether

Magic School: Commune / Spirit


Ritual Type: Defense; Mana Cost: 3 MP (9 total)
Casting Time: Ten Minutes
Target Number: 13; Threshold: 10
Test: None
Value: 4 gp

41

object you pick up, if it has any significantly


emotional events in its past will cause you to
have a vivid daydream recounting the events as
the one who used the object. There is some leeway in what should be considered emotionally
significant enough to leave impressions behind,
but generally historical events of great pomp and
circumstance, events of pathos or national pride,
rage or regret fueled actions, and so forth.

the barrier is held by a puzzle lock, a key lock,


magical power or is barred on the other side, at
the successful completion of the ritual the
locked barrier is overcome. If it is a mundane
lock, the Target Number is equal to that required
for Dexterity (Lock Picking) to overcome. If it is
a puzzle lock the Target Number is equal to the
Cunning (Research) Target Number + 2 or 14 if
no Target Number was assigned. If it is barred
the spell Target Number is equal to the Strength
(Might) Target Number required to break it
down. If it is held by magic power, the Target
Number is equal to the effect set by the
opposing caster. In the case of defeating a
magical lock, a permanently enchanted lock is
only bypassed the one time; and the barrier
locks itself immediately the next time it closes.

Pass Obstacle
Magic School: Entropy / Miracle
Ritual Type: Utility; Mana Cost: 3 MP (6 total)
Casting Time: Major Action
Target Number: 14; Threshold: 5
Test: none
Value: 3 gp
This ritual allows you to pass immaterially
through any barrier. You can bring a number of
beings and their possessions with you equal to
twice your Magic ability, but they must all be in
physical contact with one another and with you.
This effect lasts until you have all passed the
wall or obstruction and then immediately
ceases. If you would end up in a dangerous
environment, you can turn back as long as your
entire body has not entered the open space. You
can attempt a Perception (Seeing) test in order to
avoid materializing in a closed water, or an acid
filled space for example.

Magic Circle
Magic School: Spirit
Ritual Type: Defense; Mana Cost: 3 MP (9 total)
Casting Time: Major Action
Target Number: 11; Threshold: 10
Test: None
Value: 80 sp
When you perform this ritual you name a type of
creature, and upon the conclusion of the
casting, that creature type is barred from
approaching the warded area. Magic Circle
affects a circular area 4 yards in radius.
Creatures of the chosen type, either undead,
dragons, beasts or other supernatural creatures
(outsiders), are unable to cross the line
represented by the circle. Those inside the circle
are also given a +3 Defense bonus versus any
direct attack of such a creature, with area attacks
being deflected around the perimeter. The magic
circle unfortunately does nothing to thwart
indirect attacks, or gaze based powers.

Raise Dead
Magic School: Miracle
Ritual Type: Utility; Mana Cost: 7 MP (35 total)
Casting Time: 1 Minute
Target Number: 15; Threshold: 15
Test: None
Value: 75 gp
This ritual reaches across the void and pulls the
spirit of a being back into his or her body, heals
their most grievous wounds and breathes life
back into him or her. This is not only a difficult
ritual to perform, but it is costly to the caster in
terms of mana. The caster is required to have the
body of the being being raised, for the being to
have died before his or her time, and to at least
know their common name. When successful the
ritual leaves the being alive, with a single health
point, and a -1 penalty to all actions that lasts
for a month of game time.

Object History
Magic School: Commune / Divination
Ritual Type: Utility; Mana Cost: 2 MP (4 total)
Casting Time: One Minute
Target Number: 14; Threshold: 5
Test: none
Value: 65 sp
For a number of minutes equal to twice your
Magic ability, you can handle objects and
experience past events central to them. Each

42

noticeable, requiring
quiring only a TN 17
Perception (Seeing)
Seeing) test to
notice. The scrying
rying sensor is
incorporeal to most damage,
but magic will destroy it
it upon
contact.

While it does mend rends, gouges and


reattaches flesh, this ritual will not replace
completely missing tissue, so limbs that are not
present at the time the ritual is cast are not
recreated. Obviously the corpse of the being
must be reasonably intact, and include the head
and torso to have any success with this ritual.
Lastly, this ritual may only be attempted a
number of times on the same corpse equal to
the beings Willpower score, although it can
always be attempted once. If successful the body
is no longer considered a corpse, which resets
the count on this limitation.

Remove Magic
Magic School: Miracle / Spirit
Ritual Type: Utility; Mana Cost: 2 MP
Casting Time: Major Action
Target Number: 12; Threshold: Effect TN + 5
Test: None
Value: 5 gp
With this ritual it is possible to dispel an
indefinite duration magical effect or curse. The
Threshold is equal to the Spellpower or Effect's
TN plus 5. If the caster fails two ritual tests in a
row the ritual is ruined, and must be begun
anew. However, you may only attempt the ritual
once per day per target spell/ritual.

Shelter
Magic School: Miracle / Primal
Ritual Type: Utility; Mana Cost: 1 MP (3 total)
Casting Time: One Minute
Target Number: 12; Threshold: 10
Test: None
Value: 250 sp
You create a shimmering dome of force, up to 6
yards across and up to 3 yards high at the center.
The atmosphere within the dome is cool, dry,
and comfortable, regardless of the weather and
conditions outside. Precipitation and debris are
kept outside the dome, and you can control the
light level inside from shade to as bright as a
lantern. The shelter lasts for up to 12 hours, or
until you dismiss it. You can maintain a number
of shelters equal to your Willpower ability at
once, but each additional shelter raises the
Target Number by 2.

Scrying
Magic School: Commune / Divination
Ritual Type: Utility; Mana Cost: 3 MP (9 total)
Casting Time: 10 Minutes
Target Number: 11; Threshold: 10
Test: None
Value: 9 gp
You can spy upon any locale you are familiar
with, or can name. In the case of sub-locations,
you need to be aware that they exist in order to
scry those locations. When you are forced to
name a location, the ritual will only observe one
location per casting. You and anyone in your
immediate vicinity may observe all events
currently transpiring at the target location, and
you can clearly hear and see as if you were
watching from a vantage point. This effect is
fairly unnoticeable, although creatures and
beings that can detect magic can detect this
ritual. However, when scrying upon locations in
other planes, the sensor is much more

Spirit Tracking
Magic School: Commune / Divination
Ritual Type: Utility; Mana Cost: 2 MP (4 total)
Casting Time: 1 Minute
Target Number: 12; Threshold: 5
Test: Willpower (Self-Discipline) vs. Spellpower
Value: 3 gp
You extend a multitude of strands of power and
awareness in order to find a specific person,
creature, or item which must succeed at a
Willpower (Self-Discipline) test or be
discovered. If this test fails the strand has

43

attached itself to that being or thing, providing


you a straight line direction and a general sense
of distance. The target realizes something
magical is happening, and if familiar with the
caster knows who is casting the spell. If the
target succeeds at the resistance test, the caster
still gets an immediate bearing to the target, but
that is all as the linkage fades. The effects last
until you sleep for an hour or more. While the
link exists, you can use an Activate action to
gain a bearing once again, including direction
and approximate distance. This ritual may not be
cast on the same subject more than once in a
days time.

Spirit Wrack
Magic School: Shadow / Spirit
Ritual Type: Attack; Mana Cost: 3 MP (6 total)
Casting Time: Major Action
Target Number: 15; Threshold: 5
Test: Willpower (Self-Discipline) vs. Spellpower
Value: 10 gp
This ritual constricts the motion of a known
target and inflicts terrible pain when performed
in the beings presence. Spirit Wrack is effective
on intelligent undead, supernatural creatures
such as outsiders, dragons, and even people, but
to function on a physical entity native to the
plane of origin, you need a portion of the targets
body on hand as a component. The target must
succeed on a Willpower (Self-Discipline) test
against your Spellpower or it is held fast. Then
whenever you ask a question or make a
demand, it must succeed at another test or
answer your question, or capitulate to your
demand. While affected, the target cannot move
of its own accord, and feels like it is wrapped in
incredibly tight chains that burn its very core
each time you choose pain. Physical beings that
are released after an hour or more of being
tortured by this ritual are treated as being 2d6
Health away from 0, although it is all from pain
and exhaustion, not physical damage. Spirit
Wrack holds the victim trapped for up to 8
hours, although the caster must concentrate to
cause pain.

Summon Outsider
Magic School: Creation / Light / Shadow
Ritual Type: Utility; Mana Cost: 4 MP (12 total)
Casting Time: Ten Minutes
Target Number: 13; Threshold: 10
Test: Willpower (Self-Discipline) vs. Spellpower
Value: 45 sp
You use this ritual to summon a being from
another Plane. Each guidebook for this ritual
covers a specific type of entity, such as an
Elemental, versus an Aerial Servant or a Djinni
(all of which hail from the Plane of Air), or an
Archon or Malfera (which hail from outer
planes). The target specimen of the ritual must
make a Willpower (Self-Discipline) test versus
your Spellpower or immediately appear before
you. The summoned outsider must obey your
commands until the next sunrise or sunset,
whichever is furthest away, at which point it
returns automatically to its home plane. If it is
killed before the duration elapses, it returns alive
to its home plane. Intelligent outsiders can
attempt to bargain with you for longer periods of

44

service, and while the letter of the bargain is


enforced by the rituals effects, twisting of the
intent of the agreement is allowed. Creatures
can understand the caster because of the ritual,
but not all outsiders can speak the casters
language.

Ward of Warning
Magic School: Spirit
Ritual Type: Defense; Mana Cost: 2 MP (6 total)
Casting Time: One Minute
Target Number: 10; Threshold: 10
Test: None
Value: 40 sp
This ritual once performed correctly sets up a
perimeter of either a circle 15 yards in radius, or
encompass a single structure and 2 yards
beyond its walls. Any threatening creature that
approaches the warded area immediately sets off
a warning that all beings who were safely inside
the ward can hear. The warning sound can be of
any type as long as it is not speech. Bells are the
most common, while wild animals, or trumpets
are equally known. This ritual detects murderous
intent, supernatural creatures, and rabid
animals. It wont detect a curious beast that isnt
planning to make the inhabitants into a meal,
and it wont detect a peaceful visitor who turns
violent given a reason once inside. Mindless
creatures that harm people by their very
existence however are detected, despite their
lack of harmful intent.

Truth-Hearing
Magic School: Commune
Ritual Type: Enhancement; Mana Cost: 1 MP (2
total)
Casting Time: Minor Action
Target Number: varies; Threshold: 5
Test: None
Value: 50 sp
You can perform this ritual on a target in your
immediate presence, but it affects yourself, and
for the duration of the effect you gain a subtle
signal whenever the target speaks the truth, and
a stronger signal whenever they tell the
complete truth as they know it. The Target
Number is equal to 10 plus the subjects
Willpower plus Self-Discipline focus. If you fail
two rolls in a row, the ritual fails. This ritual may
only be attempted once per week on the same
subject, and it lasts for half an hour.

Water Breathing
Vision

Magic School: Creation


Ritual Type: Enhancement; Mana Cost: 2 MP (6
total)
Casting Time: Major Action
Target Number: 11; Threshold: 10
Test: None
Value: 50 sp
You can perform this ritual to alter a group of
willing subjects present to be able to breathe
underwater. The number of beings affected is
equal in number to twice your Magic ability. The
effects of the ritual last for an hour.

Magic School: Commune / Divination


Ritual Type: Utility; Mana Cost: 2 MP (10 total)
Casting Time: One Minute
Target Number: 11; Threshold: 15
Test: None
Value: 2 gp
You use the ritual formula to enter a trancelike
state and experience a daydream. You may let
the higher powers or fate determine what you
see, or you may ask a single question. The
answer to this question will play out in the
daydream, whether the events unfolding take
place in the past, present or future. The
daydream may even be a chain of related but
separate events. A non-specific vision may be
more chaotic and disjointed, but may cover
multiple events which could lead to information
the caster did not even know he or she should
learn.

Magic Items
There are many common and several iconic
magic items in the Known World. There are
magic weapons which aid in the slaying of
enemies, armors that have unusual properties in
addition to providing protection for the wearer,
rings that provide specific benefits, wands that
enhance a mages basic abilities of arcane lance
and spellcasting, and staves which enhance

45

silver per mana spent. For example, the Vision


ritual costs an average of 32 silver as a service,
while Raise Dead costs 820 silver on average.

those same abilities but in different ways. There


are also a host of known wondrous items, which
careful research can lead to the proper manner
of use, as well as the secrets of their
construction. Plus a veritable slew of magic
potions, ointments, and one-time use scrolls.

Hiring a caster (hourly)


Hiring a spellcaster to perform to the best of his
ability for an hour costs 45 silver pieces,
although some will charge twice this depending
on the effort you intend to have them expend.

Durability of Magic Items


Some magic items, or the containers of such
items, by their very nature, are not very durable.
For example, if the vial holding a potion breaks,
the potion is useless even though it hasnt been
damaged itself. Likewise, the vellum a portable
spell is imbued into can easily burn. However,
when an item is enchanted and it is already a
somewhat durable item, such as a chair, a
mes more so.
weapon, armor or shield, it becomes
The difficulty to permanently damage
amage any
durable magic item is 4 higher than
han for a normal
item of its type. So if it is a TN 12
2 Strength
(Might) test to destroy a normal staff,
taff, it is a TN
16 Strength (Might) test to destroyy a magic staff.
Part of this enchantment relates to
o maintenance
as well. A magic blade will not get rusty unless
immersed in water (likely sea water)
ter) for months
or even years. However, in normal
mal conditions It
ver
can be easily hung on a wall, never
oiled and not suffer that fate.

Hiring a caster (retainer)


Hiring a spellcaster as a contract employee for a
month costs 30 gold, although highly
experienced casters cost more. Hiring a caster
for outright dangerous duties, such as fighting on
a war front, or any other task that risks their life
immediately costs 45 gold or more per month.

Magical Services
Just like other skilled workers, you
ou
can pay a spellcaster money to obtain
btain
magical services and advice. The least
expensive proposition is buying a spell,
eping the
while the most expensive is keeping
caster on retainer. In the case of guild
mages or clerical orders, often thee fee is
paid or donated to the governing
organization rather than to the caster
directly.

Buying a spell
Paying for someone to cast a single
gle spell costs
pent.
5 silver pieces per mana point spent.

Buying a ritual
Hiring a spellcaster to perform a ritual for you
as a service costs 1/10th of the cost
ost to
purchase the ritual manual outright,
ght, plus 2

46

Chapter 4 - Setting Overview


Alphatia by detractors, is the remaining portion
of the Alphatian Empire, once a sprawling nation
that spread its influence across two continents.
Recently a cataclysm sunk the continent of
Alphatia, on which the empire was based. With
citizens desperately trying to escape to
communities on the Isle of Dawn and
throughout eastern Brun, the formerly satellite
states of the Empire were suddenly all that was
left of their civilization.

The Known World


The Known World region is the southeastern
portion of the continent of Brun. In terms of
coverage, it doesnt cover even a third of that
continent, but it is peopled with races and
nations that have had the most influence on the
events that have swept over this part of the
world.
Note: If a section on Iconic Armor or Weapons
is absent from a nation entry, it means there is
no cultural or economic bias towards any
particular equipment.
nt.

Alone among greater powers, the Emperor


Zandor immediately banded the former client
states together, in an aattempt to pool their
his sovereignty. The
resources and cement
ce
leaders of tthe client states placed
hope that Thyatis in particular
their ho
among global powers would
amon
retreat to rebuild and afford
retr
them time to do the same.
Aside from a push by Thyatis
As
to conquer the Isle of
Dawn,
this is what
Da
occurred.
oc

The New
Alphatian
Confederate
Empire
Ruler: Loose alliance
nce
of former Alphatian
colonies and
territories
Government: Various
us
monarchies and republics
epublics
Capital: No formal capital,
formal meetings occur
cur in each
country in a set pattern
tern
Languages: Alphatian
ian (official), Elven
(Shiye-Lawr dialect)

Thothia
fought back and
Th
after
afte bitter fighting reclaimed
several
seve formerly Alphatian
s
client states
on the Isle of Dawn.
yea since, the Alphatian
In the years
Empire, and Za
Zandor, were deposed, and
the NACE, or Splinte
Splintered Alphatia as some
nations refer to them, have managed to
stabilize and begin the difficult task of building a
workable society. Given their vast differences in
outlook, itself a holdover for how the Empire
allowed its client states to govern themselves,
this has proven to be a difficult task.

Rumors, Lore and


nd Places of Interest:
It is believed that the city of Sea Shield still
exists under the waves in the wake of the
sinking of the alphatian continent, but they
have not been heard from in a decade.
The Kingdom of Floating Ar is composed of
flying cities and mountains.
The various kingdoms maintain the remnants
of Alphatias flying ship navy and jealously
guard them as a resource.

Common Races:
The common races of Alphatia are numerous,
including Alphatian humans, Nithian humans,
city elves, dwarves, halflings and other human
ethnicities.

History:
The New Alphatian Confederate Empire, also
known as the Alphatian League, or Splintered

47

Again the elves of Alfheim aided the humans by


backing one of the three candidates for rulership
of Darokin, and offering aid if the humans
would acknowledge their choice. Corwyn
Attleson was able to quickly unite the bickering
factions under his banner with the help of his
elvish backers, and succeeded in driving the
orcs back. Over the next few centuries, the
Attleson dynasty purged Darokin of all orc
threats.

Common Classes:
As overt magic users were afforded nobility
status in the Alphatian Empire, the most
prominent of adventurers were mages, followed
by clerics. With the current emphasis on
survival, and the loss of several academies in
every craft and guild, adventurers of more
mundane classes are now just as common, if not
more so, than their inherently magical
counterparts. The most prominent members of
society in the league are still mages and clerics,
but the rise of knights of the crown, as well as
well known sneak thieves has placed several
potent members of nearly every class in high
positions in society.

Eventually, the era of Darokin kings came to an


end when Santhral II died without an heir. For
the next two centuries, most towns and villages
governed themselves. The people began to look
to wealthy landowners for leadership, as it was
they who maintained roads and such, even if
only in their own best interests. Thus, wealthy
businessmen began to gain much power. In 927
AC, merchants and businessmen founded the
Republic of Darokin for mutual economic gain.

The Republic of Darokin


Ruler: Chancellor Corwyn Mauntea
Government: Plutocracy
Capital: Darokin City
Languages: Thyatian (Darokin dialect)

Common Races:

Rumors, Lore and Places of Interest

Darokin humans, clan and city elves, dwarves,


halflings, and orcs hail from Darokin in great
numbers.

The nation of Aengmor (formerly Alfheim) lies


completely within the borders of the Republic
of Darokin. It is currently a wasteland that few
enter, and is not under Darokin rule.
The citizens choose their officials in elections.
Eligibility for office is determined by the
candidates wealth.
Itheldown Island, in Lake Amsorak, is the site
of Itheldown Castle. The ruins of the castle are
rumored to be the source of a curse that
plagues shipping from time to time.

Common Classes:
There are members of every class from Darokin.
The primary darokin adventurer is one who
guards caravans, making warriors fairly
common. However, the occasional rogue or
mage is found wandering for Darokins interests.

Iconic Weapons
ns:
ns
Rapiers and other dueling weapons are
extremely popular in Darokin. Adventurers favor
a wide variety of weapons however because
their primary opponents are monsters and
raiding humanoids.

History:
Early on, this region was settled primarily by
orcs and human tribes. Not surprising, the orcs
were a constant nuisance. With the help of the
Alfheim elves, a human clan called Eastwind
came to begin uniting the humans while
claiming territory from the orcs. In the first
century AC, Ansel Darokin became the first of
the Eastwind kings. His dynasty was to end with
the death of his grandson in 87 AC. With no heir
to the throne, the humans were too disorganized
to fend off the vengeful orc hordes.

Daro
The Daro, descendants of traldar clans that
colonized the area millennia ago, tend to be
small and slight or stocky. Average height for
men is 5 feet, 9 inches and women is 5 feet, 4
inches. They have pale complexions, brown or
green eyes being the most common, and dark
hair is most common as well.

48

normally. You begin with a bank of Mana Points


equal to 10 + Magic + 1d6. Whenever you gain
a level you also gain 1d3 + Magic in Mana
Points.
Journeyman: You can employ a craft focus to
forge a substitution for any item or artifact you
have time to analyze. This is a Cunning
(Evaluation) advanced test with a Threshold of
10, 15, or 25 (depending on the quality of the
item) with each roll taking 15 minutes. Once the
item has been analyzed, you produce an exact
physical copy of the item if your crafting test
results in an item of the same quality.
Master: You can make progress in your
endeavors with low resources and always glean
every ounce of lore out of your research. You
can use the Object of your Attention stunt for 2
SP instead of 3, and the Resources at Hand stunt
for 3 SP instead of 4.

Playing a Daro Burgher


If you choose to play a daro burgher, modify
your character as follows:
Add 1 to your Communication ability.
Pick one of the following ability focuses:
Communication (Bargaining) or Dexterity
(Light Blades)
You can speak and read Thyatian (Darokin
dialect).
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.
Daro Burgher
2d6 Benefit
2
+1 Cunning
3-4
Focus: Cunning (Evaluation)
5
Focus: Cunning (Navigation)
6
Focus: Perception (Searching)
7-8
+1 Constitution
9
Focus: Constitution (Stamina)
10-11 Focus: Communication (Persuasion)
12
+1 Perception

The Five Shires


Ruler: A council of Sheriffs
Government: The Sheriffs are the leaders of each
clan, elected for their skill in administration or
leadership. It is not necessarily a hereditary
position.
Capital: There is no formal capital, but the
largest community is Shireton.
Languages: Thyatian, some scholars speak and
read Lalor (ancient halfling tongue)

Master Trader of Darokin


Universal Specialization

Darokin has cultivated bargaining, trading and


diplomacy to a high art form, leading to a class
of adventurers, merchants and craftsmen that
can handle negotiations with any intelligent
being, and wheedle down the cost of doing
business as far as is possible. Often called
master traders, these individuals have a head for
business deals, and they can apply this skill to
any endeavor he finds himself involved with.

Rumors, Lore and Places of Interest:

Master Trader Talent

History:

The Black Spire Mountains are rumored to be


rich with precious metals and gems.
The hin have harnessed a power known as
Blackflame, and can draw on that power to
create magical items.
The hin, despite their small stature and good
nature, are very capable of defending
themselves from invaders.

Class: Any
Requirement: Cunning and Perception 3 or
more, must be from or trained in Darokin.

The history of the hin, called "halflings" by


humans, has been one of bitter hardship and
strife. Since their arrival in the area now called
the Five Shires, the hin have been invaded and
enslaved several times by orcs, and even by
greedy dwarves on one occasion. Each time, the
hin would rise against their oppressors stronger

The sharp eyed master trader keeps his mind open to


opportunities everywhere.

Novice: You know how to drive a hard bargain.


You can use the Tower of Will stunt for 3 SP
instead of 4. You gain the power to perform
arcane rituals, although you must acquire them

49

than before, until they could hold their ground


against any would-be invader.

Many attempts at invasion have been made by


man and orc alike since then, but the longoppressed hin have turned them all back,
including the last one in AC 989 by Baron
Ludwig von Hendriks of Karameikos. In
particular, the actions of the Black Eagle Baron
serve to drive public opinion of Karameikos to
the lowest levels. Only Glantri, and Thyatis are
held in lower regard, and thus the hin have the
best relations with nations of the Known World
that do not share borders with them with one
exception, Darokin.

After the Third Rising, when the hin finally


defeated the orcs, began a time of rebuilding
known as The Time of Heroes. During this
period many hin rose to hero status by
reclaiming fringe territories from orcs, human
raiders, and dwarven colonists. Once the
invaders were repulsed, the clans began to
squabble over the sudden plenty at their
disposal. To prevent the clans from squabbling
over travel rights or other petty issues, the Elders
chose a leader to handle defense and rule of the
people. This leader was Gunzath the Clanless,
who served until his death in BC 572.

The Five Shires are not a nation as most others


consider it, they are a collection of roving
communities with large scattered settlements
near the rivers. There are roads crisscrossing the
interior, but few that cross the border. Along
these land and river ways are hin families
traveling and living off the land. The hin of the
settlements seem rustic, until someone threatens
a roving hin family or scouts see trouble coming
over the borders. Then they all rise to the
common defense. Hin sailors generally travel the
seas from wanderlust and a desire to see new
sites, but the hin ships near the Shires patrol the
waters and keep invaders out as well.

While impartial because he had no clan of his


own, Gunzath's dying wish was that the smallest
clans absorb scattered families without clans
and care for themselves equally. These clans
were able to find a balance, with the least
populated clans absorbing the most families. The
clans made alliances and became tied together,
and each group of clans were given the duty to
protect an area of land called a shire from
invasion. There are five of these regions in all,
thus they began referring to themselves as the
Hin of the Five Shires.

50

You have been brought into the fold of the


resourceful heroes of the Shires.

It is much easier for a merchant to encounter a


wandering family to trade with than to find a
specific settlement deep in the interior. The
rolling hills, general lack of roads, and
numerous rivers of the Shires make this the case.

Novice: You can manipulate enemies, taking


advantage of your size and harmless
appearance. You can use the Taunt stunt for 1 SP
instead of 2. You gain the power to move in
Leather armor without penalty to Speed.
Journeyman: Knight Heroes cultivate a watchful
eye, and you can use the Advantageous
Positioning stunt for one less SP, minimum of 1,
and The Upper Hand stunt for 2 SP instead of 3.
You gain the power to move in Mail armor
without penalty to Speed.
Master: While many dismiss the hin as harmless
children, but you have learned how to be taken
seriously by all. Once per session you can
generate a number of Stunt points equal to your
Willpower (maximum of 5), for a roll that
generated no stunt points.

Common Races:
The only people native to this area are settled
hin, clan elves and traladaran humans. Other
races visit but rarely settle in.

Common Classes:
The majority of the hin adventurers are rogues
and warriors. There are also numerous clerics
and druids, and a handful of mages from the
Five Shires, but these are not nearly as common.
Heroes are often referred to as Knight Heroes or
Guardians. There are also many Hin Masters
(druids and their mentees) protecting the land
and the people from the wilderness.

The Principalities of Glantri


Ruler: A council of Wizard-Princes
Government: Magocracy
Capital: Glantri City
Languages: Thyatian (Glantri dialect, official
language), Alphatian (Fleamish dialect), Elvish
(Belcadiz and Erewan dialects), Traladaran (in
Boldavia), Averoignian, Ethengarian

Iconic Armor:
Chain, Scale and Leather armors are very
common.

Iconic Weapons:
Sling and short sword are the weapons most
closely associated with halfling adventurers.

Knight Hero of the Five Shires


Warrior Specialization

Knight Hero status is awarded to adventurers


who put the interests of their people first and
foremost. Unlike the sheriffs who think first of
their clans, the masters who patrol the wilds,
and the mysterious Keepers who maintain the
history and faith of the hin, the Knight Hero is
an exemplar of Shire hin values, a resourceful
protector in times of trouble, and a strong
weapon in times of war. As a group they learn
enhanced mobility, and to make the best use of
their environment, and the temperaments of
their foes.

Rumors, Lore and Places of Interest:


The Great School of Magic is heralded as the
finest wizard college on the continent
(although some other schools would disagree).
Glantri City has few streets; traveling across
town is usually done via gondolas on the city's
network of canals.

Knight Hero Talent


Class: Warrior
Requirement: You must have Perception and
Willpower of 3 or higher and be a Five Shires
halfling, by birth or settlement.

51

accurately cover in this overview.

Numerous wizards have towers and lairs


throughout the countryside.

Common Races:
Flaemish humans (use the Pure Alphatian
background), alphatian humans, ethengarian
humans, laterren humans (again use the Pure
Alphatian background), traladaran humans,
Belcadiz elves, and clan elves (the Erewan) all
make up the melting pot of Glantri. Dwarves
were persecuted here in the past, and a fair
amount of overt racism still exists. Thus, the
stout people rarely set foot inside the borders of
Glantri. Likewise, Halflings have been
discriminated against and kidnapped for
experimentation and will not often set foot
inside the countrys borders. Humans with rare
ancestries are also evidenced here, known as
Progeny.

History:
Several centuries ago, humans calling
themselves Flaemish settled the region now
known as Glantri, and built the city of Braejr.
About 300 years ago, as foreign settlers began
coming to the area in large numbers, frictions
between the Flaemish and the settlers escalated
gradually. Finally, the frictions exploded into
war.
During this time, an Alphatian wizard and
warlord named Halzunthram arrived and sided
with the coalition of settlers, preventing the
fragile coalition from being destroyed. The
region was divided into three provinces, ruled
over by a council. Halzunthram executed a
coup and took control of that council.

Common Classes:
Mages, warriors and rogues are extremely
common, with mages being the most prominent
of the three classes even if not the most
numerous. Clerics are disliked, and were
outlawe Rogues are more
originally outlawed.
common among the elves, specializing in
rapiers
wielding rapiers.

Infuriated, the elven and human settlers sided


with the Flaems in revolt against the Alphatian
wizard. This went on to become the Forty Years
War. During this time a plague struck
uck the
region, afflicting almost half the population.
The pestilence was blamed on newly-arrived
ewly-arrived
dwarven settlers, who were systematically
matically
hunted down and expelled from the area.

Belcadiz Elf
Belc

During one of the dwarf-hunts, Lord


ord
Alexander Glantri ambushed
Halzunthram, and the Forty Years War
was over. The city of Braejr was renamed
enamed
Glantri City in Lord Alexander's honor.
onor.
The Republic of Glantri was formed.
ed.
ary
In the year 858 AC, a parliamentary
session called the Light of Rad reserved
served
the right to rule for wizards only, and
granted the rulers the hereditary title
tle of
Prince. Outraged, the established
nobility revolted but were crushed
ed
within a year. The Wizard-Princes
have ruled unchallenged to this day.
Note: For those interested in making
Glantrian characters, I direct you to
the original gazetteer or the 2E box
set. Glantri is a rich milieu of
European and fantasy cultures I cant

while

52

The Be
Belcadiz elves, being the first
non-hu
non-humans
to settle in the Glantri
region
region, and the first elves to live
there for a long period of time.
Over the long centuries since that
time the Elves witnessed the
time,
foun
founding
of the Principalities and
have been part of the country
ever since. Their culture is freeflowi and encapsulates a fiery
flowing
pass
passion, both in love and life and
t
in their
personal honor. Their
se
self-confidence
is often
mi
mistaken
for arrogance, and
th lust for life is mistaken
their
sh
for shortsightedness.
Most elves,
includ
including
the Erewan, consider the
Belc
Belcadiz
to be humanized
offs
offshoots that are not true-elves,
the majority of the Belcadiz

themselves right behind Glantri itself in


importance, although it is believed they share
sentiments with the Khanate. Many cultural
practices are kept alive by the ethengarians
when they can get away with them, such as
concubines and multiple wives for the Prince of
Krondahar, beast hunts to celebrate great days,
and traditional ethengarian clothing.

ignore other elves in favor of their human


neighbors. Belcadiz elves are swarthy in skin
tone, and have dark hair and vibrant eyes. They
can easily grow facial hair, but this is assumed to
be due to long time pairings with humans.

Playing a Belcadiz Elf


If you choose to play a belcadiz elf, modify your
character as follows:
Add 1 to your Dexterity.
Pick one of the following ability focuses:
Communication (Seduction) or Dexterity
(Dueling).
You have Night Vision, which allows you to
see clearly at night. Reduce low-light, and
night time penalties by 1.
You are resistant to Charm, Sleep, and
Paralysis effects. Add your Magic ability, if
positive, to all resistance tests against these
effects.
You can speak and read Elven and Thyatian
(Glantri dialect).
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Playing a Settled Ethengarian


If you choose to play a settled ethengarian,
modify your character as follows:
Add 1 to your Constitution ability.
Pick one of the following ability focuses:
Cunning (Cultural Lore) or Perception
(Searching)
You can speak and read Thyatian (glantri
dialect) and speak Ethengarian.
Choose a class. You can play mage, rogue or
warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.
Settled Ethengarian
2d6 Benefit
2
+1 Willpower
3-4
Focus: Communication (Animal
Handling)
5
Focus: Cunning (Arcane Lore)
6
Focus: Constitution (Stamina)
7-8
+1 Magic
9
Focus: Dexterity (Crafting)
10-11 Focus: Cunning (Research)
12
+1 Cunning

Belcadiz Elf
2d6 Benefit
2
+1 Cunning
3-4
Weapon Group: Dueling*
5
Focus: Strength (Jumping)
6
Focus: Perception (Empathy)
7-8
+1 Communication
9
Focus: Strength (Intimidation)
10-11 Focus: Constitution (Stamina)
12
+1 Perception
*
If your class already provides this, you
gain Focus: Dexterity (Dueling) or Dexterity
(Initiative) instead.

The Kingdom of Ierendi


Ruler: King Palfrit and Queen Marianne
Government: Non-Hereditary Monarchy
Capital: Ierendi
Languages: Thyatian (common), Makai

Settled Ethengarian

Rumors, Lore and Places of Interest:

The ethengarians native to Glantri are refugees


and expatriates who chose to leave their
homeland behind for the right to learn and
practice magic as they chose. They fit most
closely to the glantrian mold of placing

The Castle of Ierendi, home of the King and


Queen, is constructed of many ramshackle
structures built around a fort.
Ierendi has many islands, each with its own
flavor and vices, although few of them are safe

53

for the unwary. Numerous diversions are


available for the visiting mainlander.
Ierendi is said to have one of the finest navies
in the world, though not the largest. They have
been reported to have defeated the Thyatian
Navy in the past.

The station of King and Queen has never been


hereditary. Instead, a tournament is held every 5
years to crown the Pirate King. The Conclave of
Pirates oversees the games. Despite there being
few rules, it is often the only time all the pirate
captains choose to be honorable.

History:

Common Races:

Reportedly, Ierendi was founded by Thyatis


creating a penal colony in 571 AC, although the
local makai and hin people will regard this
legend with good-natured contempt. For the
makai Ierendi began in slavery to a now dead
empire, war with hin colonists, war with
Thyatian conquerors, and then slavery under
pirate rule. The local hin tell a similar story but
are unaware of the initial slavery of the makai.

Makai and Thyatian humans, hin, city elves and


dwarves.

Common Classes:
Rogues and warriors, particularly pirates are
prominent in Ierendi, although all are in
evidence. Particularly because the contest for
the kingship draws pirates of all stripe, and
mages and clerics can make excellent pirates
too.

In 586 AC, the Thyatian Empire cemented its


hold on the island group. However, the local hin
engage them in guerilla war for 30 years and the
prisoners revolted and drove the Thyatians out in
600 AC. The leader, known as Mad Creeg,
named himself King of Ierendi.

Iconic Armor:
Light armor tends to be worn here due to the
climate, but stubborn warriors walk about in
mail armor, usually stolen and in poor
condition.

Ierendi Pirates
The Thyatian prisoners who settled in Ierendi
developed into a background of their own. They
have the same appearance and complexion of
Thyatians, but the lifestyle of the isles, and the
rough and tumble nature of the dominant
culture has led them to be very different in
capabilties.

Playing an Ierendi Pirate


If you choose to play an Ierendi pirate, modify
your character as follows:
Add 1 to your Strength ability.
Pick one of the following ability focuses:
Constitution (Drinking) or Strength (Might).
You can speak Ierendi and speak and read
Thyatian.
Choose a class. You can play mage, rogue, or
warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

54

Ierendi Pirate
2d6 Benefit
2
+1 Constitution
3-4
Focus: Perception (Seeing)
5
Focus: Strength (Climbing)
6
Focus: Constitution (Swimming)
7-8
+1 Dexterity
9
Weapon Group: Light Blades*
10-11 Focus: Cunning (Navigation)
12
+1 Perception
* If the class you choose provides this already,
you can take the focus Dexterity (Light Blades)
instead.

Hin Pirates
After hundreds of years facing starvation, and
subjugation at the hands of others, the hin of
Ierendi are of a markedly different stripe than
those on the mainland.

Playing a Hin Pirate

The Kingdom of Karameikos

If you choose to play a hin pirate, modify your


character as follows:
Add 1 to your Dexterity ability.
Pick one of the following ability focuses:
Constitution (Drinking) or Dexterity (Light
Blades)
You can speak and read Thyatian (Darokin
dialect).
Your speed is equal to 8 + Dexterity (minus
armor penalty if applicable).
Choose a class: You can play rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Ruler: King Stephan Karameikos III


Government: Monarchy
Capital: Specularum
Languages: Thyatian (official), Traladaran, Elvish
(Callari and Vyalia dialects)

Rumors, Lore and Places of Interest:


Specularum is named for the mirror-like
reflective quality of its harbor.
The Black Eagle Barony is reported to be a
dismal and evil place, ruled by the Duke's
allegedly mad cousin, Baron Ludwig von
Hendriks. Rumors have it that orcs, goblins
and other foul creatures roam freely about the
place.
The forests of the nation are still largely
unsettled, and hence, unexplored. Most
villages have legends of ancient ruins haunted
by spirits of the past, or tales of werewolves or
other creatures roaming the woods.

Hin Pirate
2d6 Benefit
2
+1 Strength
3-4
Focus: Strength (Climbing)
5
Focus: Cunning (Evaluation)
6
Focus: Constitution (Swimming)
7-8
+1 Constitution
9
Focus: Dexterity (Initiative)
10-11 Focus: Dexterity (Stealth)
12
+1 Perception

History:
According to local lore, centuries ago the region
was inhabited by a people known as the Traldar.
Living in city-states, they had no centralized
government. At some point, an invasion of
"beast-men" descended upon the region,
threatening to wipe out the human population.

55

humans. There is also a contingent of dwarves


and rock gnomes in Highforge, and a
community of clan elves (the Callarii) and a
community of sylvan elves (the Vyalia).

From one of the Traldar villages rose a King by


the name of Halav Red Hair. King Halav was
able to unite the various Traldar tribes under his
rulership to repel the beast-man invaders. He
had help from a Traldar Queen named Petra,
and a huntsman named Zirchev.

Common Classes:
Clerics, mages, rogues, and warriors are widely
represented in Karameikos.

During the final battle of the war, King Halav


and the King of the beast-men killed each other
in a duel. The beast-men, without their leader,
fled the area. It is said during Halav's funeral,
the Immortals took up Halav, Zirchev and Petra
into their ranks, and the Traldar looked to
rebuilding their lives.

The Minrothad Guilds


Ruler: Guild Master Oran Meditor
Government: Syndicicracy
Capital: Minrothad
Languages: Minrothad Patois, Elvish (Meditor/
Verdier dialect)

In A.C. 900 the Empire of Thyatis claimed all of


the area, now populated by the Traldar
descendants who called themselves Traladara,
by sending troops to the trading port of
Marilinev. The Thyatian conquerors re-named
the city Specularum.

Rumors, Lore and Places of Interest:


The Merchant-Princes of Minrothad practice a
unique craft of sea magic.
The Guilds hold power over all aspects of life
and business in Minrothad.
Minrothad merchant-ships are a familiar sight
in ports throughout the world.
A fair amount of piracy is conducted in the
waters of this region.

In A.C. 970, in the Duchy of Machetos within


the Thyatian Empire, Stephan Karameikos III
made a proposition to the Emperor. He offered
the Emperor his ancestral lands in Machetos in
trade for the lands of the Traladara and a decree
of autonomy. The Emperor accepted, and Duke
Stephan Karameikos III arrived in Specularum to
rule his new subjects. He has sat on the throne
ever since.

History:
The Alfasser, or Water Elves, claim to be the
original settlers of the Minrothad Isles. They say
they migrated to the area around the same time
as the cataclysm known as the Great Rain of
Fire, thousands of years ago.
Humans later came to the islands, bringing the
concepts of slavery, and the plague of
lycanthropy along with them. Over the years,
halfling slaves were introduced to the islands,
and were later freed with the help of the elves.
Dwarves, seeking refuge from the Years of
Infamy in Glantri, were lured to settle in
Minrothad by the trade guilds to provide fine
metalworking and similar crafts not found
previously. Now, all races are welcome in
Minrothad.

Common Races:
Traladaran humans make up the bulk of the
population, followed by hybrid TraladaranThyatian humans and thyatian

The Minrothad Guilds have grown to become a


major economic power in this region of the
known world. In fact, during a confrontation
between the Empire of Thyatis and the Empire of
Alphatia, Minrothad traders carried troops,
supplies and plunder for both sides in the

56

conflict with carefully negotiated contracts to


maintain their neutrality.

You are resistant to Charm, Sleep, and


Paralysis effects. Add your Magic ability, if
positive, to all resistance tests against these
effects.
You can speak and read Elven and Minrothad
Patois.
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Common Races:
The most common groups are sylvan elves (the
Verdier) and water elves (the Meditor). There are
also groups of halflings, dwarves and various
human races present.

Common Classes:
The most common classes are rogue and
warrior, but all are in evidence.

Water Elf
2d6 Benefit
2
+1 Strength
3-4
Focus: Constitution (Stamina)
5
Focus: Perception (Hearing)
6
Weapon Group: Heavy Blades*
7-8
+1 Perception
9
Focus: Strength (Climbing)
10-11 Focus: Constitution (Swimming)
12
+1 Communication
*
If your class already provides this, you
gain Focus: Strength (Heavy Blades) instead.

Iconic Armor:
Leather armor is commonly worn by those who
wear armor, as metal armor is a detriment to
those needing to swim, and the captains and
merchant-princes set fashion trends in the
Guilds.

Iconic Weapons:
Swords are quite common, with nearly every
captain owning a long sword or a short sword,
even if they are not formally trained in its usage.

Water Elf

Merchant Prince of the Minrothad


Guilds

The Meditor Clan elves, also known as alfasser,


or more commonly water elves, were the first to
settle the Minrothad Isles. They have been called
to the sea as sailors for so long that they have
applied the normal elven magical bent to life at
sea, creating Sea Magic. When other peoples
came to the area, they shared this knowledge
with them after forming a bond of brotherhood
and nationhood. Water elves have the same pale
skin and light colored hair (silver is fairly
representative) common to many clan elves.

Rogue or Warrior Specialization

The leaders of the guilds of Minrothad are


known as the Merchant Princes. These
individuals have become captains of industry
through business savvy, mental acumen,
outstanding bravery, inspired leadership, or
dazzling talent. The men and women who have
been welcomed into this fold are taught many
secrets, including the school of Sea Magic
pioneered by the Water Elves.

Playing a Water Elf

Merchant Prince Talent

If you choose to play a water elf, modify your


character as follows:
Add 1 to your Dexterity.
Pick one of the following ability focuses:
Communication (Bargaining) or Cunning
(Navigation).
You have Night Vision, which allows you to
see clearly at night. Reduce low-light, and
night time penalties by 1.

Class: Rogue, Warrior


Requirement: You must have Cunning and
Magic of 3 or higher and have earned high
status within a guild of Minrothad.
You have learned the secret sea magics of the
Merchant Princes of Minrothad.

Novice: You gain the power to cast Arcane spells


with access to spells of the Sea Magic discipline.
You can cast spells and gain the ability to apply

57

focuses in Magic to non-academic tests. You


begin with a bank of Mana Points equal to 10 +
Magic + 1d6. Whenever you gain a level you
also gain 1d3 + Magic in Mana Points. Lastly,
you learn 2 Sea Magic spells.
Journeyman: You have learned to enter Sea
Casting Mode. You must be on a vessel at sea or
inside the effects of a severe seaborne storm to
enter this mode. Sea Casting mode lowers the
strain for Sea Magic spells by 2, but suppresses
all non-Magic focuses while it is in effect. You
learn 2 additional Sea Magic spells.
Master: You have mastered the sea, and cannot
drown. Some twist of fate will bring you to
flotsam or shore before death may take you.
When you wash up you have lost all but 3d6
Health. You learn an additional 2 Sea Magic
spells.

The Northern Reaches


The region known as the Northern Reaches is
actually three distinct groupings of heldanner
peoples, the Kingdom of Vestland, the Soderfjord
Jarldoms and the Kingdom of Ostland. They are
in terms of character a coastal modern nation, a
coastal feudal society, and an island based
feudal raiding culture.

The Kingdom of Vestland


Ruler: King Harald Gudmundson
Government: Monarchy
Capital: Norrvik
Languages: Heldannic

Rumors, Lore and Places of Interest:


Vestland is by far the most "modern" of the
Northman nations, with a growing middleclass and a successful economy.
Trollheim is a wild and unsettled area
occupied by trolls for centuries, recent
attempts at colonizing this region have met
with disaster.
The city of Norrvik has a great secular and
magical college.

Sea Magic spells: Find the Path, Gust of Wind,


Lightning, Purification, Summon Creature.,
Wind Weaving.
Sea Magic rituals: Control Weather, Dowsing,
Element Sculpting, Scrying, Shelter, Ward of
Warning

History:
This area was largely unsettled when Ostland
colonists arrived in the sixth century AC. They
found a harsh country threatened by trolls and
giants. The Ostlanders joined with the local
tribes to secure their frontiers from monstrous
attacks.
For over a century the Vestland colonies
remained under rule of Ostland kings. But
greedy demands for tribute and indifference to
requests for military aid against the trolls and
giants caused the jarls and freemen of Vestland
to declare independence from Ostland.
Ottar the Just, a descendant of Eirik Cnute, led
the Vestlanders in rebellion. Frustrated by the
formidable resistance of the rebels, King
Finnbogi of Ostland launched an ill-conceived
invasion. Denied supplies by Vestland raiders,
Finnbogi's campaign turned into a disaster at the
Battle of Bridleford, where the king and many of
his jarls were captured. The descendants of King

58

The Sodervirk is a defensive wall currently


being constructed in cooperation of the local
jarls and dominions.
The Ostfold Scarp is a spectacular series of
300 to 500 foot cliffs overlooking the ocean
where the Gnollheim Hills and the Hardanger
Mountain Range meet the open sea.

Ottar continue to rely on a strong yeomanry to


defend Vestland's security.

Common Races:
Heldanner humans, denwarf dwarves

Common Classes:
While warriors are romanticized, especially in
the homes of the jarls, all classes are present.
Furthermore, there is a formal school of magical
arts named Uppsala College, training the
uncommon mages who hail from this land.

History:
For the past three centuries this region has been
divided into a number of minor nations, each
ruled by a powerful clan. From time to time, one
jarl would overrun several neighboring
territories and proclaim himself king. The other
jarls would then get together and thoroughly
trounce the upstart.

Iconic Armor:
Chain mail is the height of status and protection
readily available in Vestland.

At the Council of Soderfjord in 950 AC,


representatives of the most powerful clans
signed the Treaty of Allied Dominions, forming
the Nordharter Defense League. This action
was seen as necessary to prevent the region
from eventually being overtaken by Ostland or
Thyatis. All who signed, and their
descendants, are sworn to answer the
summons of the "war leader," who is chosen
by a Council of the Great Jarls. This treaty
provides for the mutual defense of all the
dominions held by those who signed the
treaty.

Iconic Weapons:
The sword is the iconic weapon of Vestland,

Common Races:
Heldanner humans, although Castellan has
many foreigners, especially dwarves.

Common Classes:
Warriors are paramount in the Jarldoms,
clerics are respected, and as a people they are
tolerant, although barely, of rogues and
mages.

The Soderfjord Jarldoms


Ruler: The Nordharter Defense League
Government: Alliance of petty monarchs
Capital: Soderfjord
Languages: Heldannic

Iconic Armor:
Chain mail and leather armor are ubiquitous in
Soderfjord, with chain being the choice of a true
warrior.

Rumors, Lore and Places of Interest:


The Nordharter Defense League meets twice a
year in Soderfjord to appoint or confirm a war
leader, who is in charge of defense of
Soderfjord from outside threats.

Iconic Weapons:
Axes, long swords, mauls, short swords, daggers,
and spears are common, with the sword being

59

the most iconic. Bows are in ready use as ranged


weapons.

Common Races:

The Kingdom of Ostland

Common Classes:

Ruler: King Hord Dark-Eye


Government: Monarchy
Capital: Zeaburg
Languages: Heldannic

The only common class is warrior. Rogues exist


but style themselves warriors, finding the enemy,
sending up signals and charging when the main
force arrives. Mages are disdained for being
powerful but dishonorable, on a lower level
than the thief who steals things via guile and
trickery, and clerics, while revered, are
uncommon.

Heldanner humans

Rumors, Lore and Places of Interest:


The longships of Hord Dark-Eye make up one
of the most powerful navies in the north.
The King of Ostland is allied with Thyatis, and
often campaigns in the Emperor's name in
Norwold and the Isle of Dawn.
Worship of Odin and Thor is established law.

Iconic Armor:
Heavy leather hide and chain mail are the
traditional armors of this land, shields are also
common.

History:
Iconic Weapons:

For centuries, this collection of islands was


home to various clans of barbarians. Each clan
of Northmen fought with every other clan for
sport or loot, until the late 5th century AC. At
this time, a powerful Zealand clan consolidated
power through strength in war and shrewdness
in diplomacy.

Axes, long swords, mauls, short swords, daggers,


and spears are all common weapons. Bows are
not frowned upon, but rarely a specialty,
primarily because of the effect saltwater has on
bow strings and bodies.

This clan established the first king of Ostland,


Cnute Bearchest. King Cnute was a powerful
warrior and competent general, with a sure
grasp of both land and sea tactics. The
descendants of Cnute remain in power to this
day.
However, within a century the cousins of the
ruling king in Vestland rebelled and gained
independence. Rather than reclaim that holding,
the kings turned their attentions to the southern
lands raiding the coastal jarldoms and the
alphatian colonies.
Motivated by their neighbors in Soderfjord
allying with Ylaruam and Vestland, the
Ostlanders allied with Thyatis. Because of this
relationship, not only do the Ostlanders
regularly campaign in Norwold in the name of
Thyatis, but they have established a handful of
colonies in the north of the Isle of Dawn.

60

most important conflict was the Battle of Sardal


Pass in 492 BC. This marked the defeat of an
army of orcs, and the securing of Rockhome's
borders. This is year 0 on the dwarven calendar.
400 years into his reign, Denwarf discovered a
vast cavern and commanded a city be built. He
called it Dengar, which means "Rockhome". He
then set off to explore the vast caverns below the
mountain and was never seen again by dwarven
eyes.
Over the centuries, later kings sent out dwarves
into the surrounding nations to colonize, and
today dwarven communities can be found in
most of the nations of Mystara, with the
exception of Glantri. In Glantri, they were
blamed for spreading a plague and were
ruthlessly persecuted by the humans. The
dwarves know this time as the Years of Infamy.

The Kingdom of Rockhome

Common Races:

Ruler: King Everast XV


Government: Monarchy
Capital: Dengar
Languages: Dwarvish (Rockhome dialect),
Thyatian

Rockhome Denwarf and rock gnomes are the


only races who have settled here in great
numbers

Common Classes:
Warriors are most common, followed by clerics
and rogues. The former being respected but
fairly uncommon, and the latter being mostly
tolerated if they operate as anything but
courtiers or military scouts. Mages are highly
disdained amongst the culture, primarily
because of their inherent magic resistance
making it difficult for them to practice magic.

Rumors, Lore and Places of Interest:


The city of Dengar is partly constructed in a
vast cavern complex at the foot of Point
Everast.
Dwarves are highly sought after as craftsmen
for their work in stone architecture, sculpture,
and metallurgy. In fact, the Imperial Palace in
Thyatis was designed by a dwarven architect
from Rockhome.

Iconic Armor:
Chain mail and plate are common, with magical
mail being the most iconic.

History:
Long ago atop Point Everast, the Immortal
Kagyar took a boulder and fashioned it into the
first dwarf. He called his creation Denwarf,
which means "Rockborn". Denwarf was the first
dwarf, and their first king as well.

Iconic Weapons:
Axes, mauls, and swords are common, with the
axe being the most iconic.

As Denwarf and his dwarven followers explored


their mountain home, they encountered other
races; goblins, hill giants, orcs and others. These
were eventually pushed out of the mountains as
Denwarf led his people to build a nation. The

61

Common Races:

The Empire of Thyatis

Thyatian humans, rockhome emigres dwarves,


sylvan elves (Vyalia in Thyatis proper, and
Trueflower on the Isle of Dawn), clan elves
(Shiye-lawr on the Isle of Dawn), and halflings
(mostly wandering hin or shire hin tradesmen).
There are also numerous human backgrounds
not yet detailed in this empire, including
hattians, alasiyans, hinterlanders, nithians,
ochalean and nuari. For now use the thyatian,
ylari alasiyan, heldanner clansman, cypri
alphatian, cypri alphatian and traladaran
backgrounds for each respectively.

Ruler: Emperor Thincol Torion I


Government: Monarchy
Capital: Thyatis City
Languages: Thyatian (official), Elvish (Vyalia
dialect), various local tongues spoken in subject
territories

Rumors, Lore and Places of Interest:


Bloodsport is common in Thyatis, and the
Gladiatorial Games are a popular spectator
event. The Emperor himself is a former
gladiator.
The Duchy of Retebius is the headquarters of
the Retebius Air Fleet, a branch of the Imperial
military that is trained in air combat and
equipped with flying mounts.

Common Classes:
Warriors, clerics, mages and rogues are all in
equal prominence in Thyatis. The emperors have
always been pragmatic, and although warriors
are romanticized as are the legions themselves,
those who serve the Empire or simply make a
name for themselves within it come from all
stripes. Druids are somewhat common in the
wilderness and spies are valued as well by all
levels of society.

History:
Long ago, three brother-kings led their tribes
from the southern continent, to the continent of
Brun. The kings were Thyatis, Kerendas and
Hattias, and the cities they built still bear their
names.

Iconic Armor:

But in BC 192, the Alphatians came to conquer


the Thyatian tribes. The Thyatians fought back
admirably, but were worn down eventually by
the Alphatian wizards. During that time, the
Alphatians taught the tribesmen letters, art,
music and even magic. But the Thyatians were
seething in their restraints.

Light plate and laminar armor are perhaps the


most iconic battledress in the Empire. Armor of
every kind and description is available, but the
legions wear laminar armor.

Iconic Weapons:
The weapons of a legionnaire are the short
sword, the long sword, the throwing spear and
the spear. These are of iconic status, although
adventurers use every weapon known.

In BC 2, an Alphatian-trained Thyatian wizard


named Lucinius Trenzantenbium and Thyatian
general Zendrolion Tatriokanitas managed to
lead a successful revolt against the Alphatian
wizards and their armies. Afterward, Zendrolion
killed Lucinius, claiming Alphatian magics had
driven the wizard mad, and crowned himself
Emperor. This is year 0 on the Thyatian calendar.
Throughout the years, Thyatis has sought to
expand. This has brought them into conflict with
Ylaruam to the north, Ierendi to the west, and
Alphatia on the Isle of Dawn, just to name a few.
Currently, the Empire is actively campaigning on
the southern continent, slowly conquering the
tribes of the Hinterlands.

62

(descended from ethengarians), cypri alphatians


and thyatians also live here in great number,
typically hailing from ancestral homes of a
particular city or region. The nithians and
makistani tend to live the traditional tribal life,
and should be created like alasiyani in all
regards except physical appearance and
personality tendencies.

The Emirates of Ylaruam


Ruler: Sultan Ali Ben Faisal
Government: Monarchy
Capital: Ylaruam
Languages: Ylari

Rumors, Lore and Places of Interest:


The vast majority of the Emirates of Ylaruam is
covered by the Alasiyan Desert. This desert
stretches from the east near the coast, all the
way to the western-most border and is
occasionally broken by oasis.
Everyone here follows the Nahmeh, a book
written by the immortal Al-Kalim, wether a
cleric, a rogue, warrior or mage, everyone is
expected to progress according to its
teachings.

Common Classes:
Warriors, and rogues are most common but
clerics and mages are popular adventurers as
well. Mages who study fire magics and
necromancy are looked upon as evil, and not
tolerated. There is a group of desert hermits
known as dervishes, but they are somewhat rare.
All adventurers following the Way of the Warrior
are expected to know how to ride, and fight
effectively from horseback regardless of their
class.

History:
For centuries this area has been home to various
tribes of nomadic desert dwellers, and the hazar,
or "house-dwellers". These two factions often
fought for resources in the harsh environment.
This went on for many years.
The arrival of both Alphatian and Thyatian forces
interrupted the way of life for these nomadic
people, as both empires established colonies
and built cities in the area. The two great
empires also fought each other for control of the
region, sweeping aside the people of the
Alasiyan Desert. For centuries the scattered
tribes of nomads tried in vain to rid their lands of
the hated foreigners.
Then, about 200 years ago, came a prophet by
the name of Suleiman Al-Kalim. Al-Kalim was
able to unite the emirs of the various tribes into
a force to be reckoned with. Over the next few
decades, both the Thyatians and Alphatians were
driven out. The Confederated Tribes of the
Emirates of Ylaruam was founded. Al-Kalim
guided his people until his death 100 years ago.
He left behind a text called the Nahmeh, which
is the foundation of Ylari society.

Common Races:
Alasiyani are the most common and have set the
cultural norm for this nation. Nithians, makistani

63

Iconic Armor:

The Extant Regions

Padded armor and chain mail are the most


common protection encountered in the
Emirates, with heavier armor eschewed primarily
because of the desert heat. Shields are also very
common among warriors.

The Colony of Aengmor


Ruler: Unknown governor
Government: Semi-Autonomous Puppet State
Capital: Rafielton (the only settlement)
Languages: Elvish (shadow elf dialect)

Iconic Weapons:
The scimitar (curved short sword), or the
falchion (a curved bastard sword), is the most
iconic weapon, but warriors are generally
expected to know how to use a spear, lance, and
a bow.

Rumors, Lore and Places of Interest:

Ylari Alasiyan
Alasiyans are dark complected men with
sharp facial features. They tend to be tall and
have dark hair which is often worn shoulder
length, and sport neatly trimmed and closely
shorn facial hair. Many men pull their hair
back and cover their heads with a traditional
headwrap known as a keffiah.

Playing a Ylari Alasiyan


If you choose to play a Ylari Alasiyan, modify
your character as follows:
Add 1 to your Willpower ability.
Pick one of the following ability focuses:
Communication (Etiquette) or Cunning
(Religious Lore)
You can speak and read Alasiyan.
Choose a class. You can play cleric, mage,
rogue or warrior.
Roll twice on the following table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
until you get something different.

Canolbarth forest is now home to strange


monsters unseen on the surface anywhere in
recorded history.
The Shadow Elves dont live in Aengmor so
much as keep it as a staging area. Apparently
the entire population lives in caves or
underground, despite holding the entire forest.
Shadow Elves are extremely xenophobic and
isolationist, but at the same time hate other
races and nations for the prosperity they enjoy.
Through all this they are extremely religious
people, more so than most real elves.

Ylari Alasiyan
2d6 Benefit
2
+1 Communication
3-4
Focus: Willpower (Faith)
5
Focus: Constitution (Stamina)
6
Focus: Dexterity (Riding)
7-8
+1 Constitution
9
Focus: Cunning (Historical Lore)
10-11Focus: Strength (Heavy Blades)
12
+1 Perception

History:
Aengmor is the name given the fallen kingdom
of Alfheim by the Shadow Elves who invaded
from below in AC 1007. Canolbarth forest has
been mutated by the Shadow Elves lack of care
and errant magic, which may or may not be
attributable to the Shadow Elves, into a dreary
and even more dangerous place.
The Shadow Elves have pushed Darokin almost
continually since securing Aengmors borders.

64

They have made demands, kidnapped dear


personages, and made mock invasions of the
lands surrounding their forest. There are rumors
that Aengmor is the home of multiple clans of
Shadow Elves, clans that normally do not live
near each other and have different culture,
although they share the worship of Rafiel.

Common Races:
The only race common to Aengmor is the
Shadow Elf race.

Common Classes:
Shadow Elves are warriors, mages, rogues and
clerics (who are called shamans of rafiel) with
warriors being the most common. Almost all
shadow elf warriors become bladesingers when
they advance far enough.

Iconic Armor:
Shadow Elves tend to wear chain mail or leather
armor.

Iconic Weapons:
Swords, both long and short are favored among
the Shadow Elves. Crossbows and javelins are
favored over long bows, primarily as a hold-over
from underground life.

The Atruaghin Clans


Ruler: Each Clan has its own Chief
Government: No centralized government
Capital: There is no formal capital
Languages: Atruaghin (by clan)

Outsiders usually know very little about the


lands of Atruaghin. Mostly because of the
tremendous physical obstacle the Plateau
makes. What is known comes from the oral
history of tribal elders.

Rumors, Lore and Places of Interest:


Legend has it that long ago the tribes were very
disorganized and warlike, often fighting each
other for land. But at some point, a man known
as Atruaghin came to them and managed to
unite the various tribes, bringing peace and
prosperity to the land. His followers began to
call themselves Atruaghins Children.

The Atruaghin Plateau is rumored to have been


raised by Atruaghin himself, to isolate and
protect his people from invasion.
The Plateau can be accessed from Darokin via
an "elevator" constructed by the Mercantile
Engineering League of Darokin, with the
permission of the nearby tribes.
The Children of Atruaghin have little contact
with the outside world, so their culture and
technology have remained unchanged for
centuries.

Eventually, Atruaghin left to embark on some


personal quest and did not return for several
generations. In his absence, his Children were
conquered and enslaved by orcs. On his return,
he led the Children in revolt against their orcish

History:

65

masters, and used powerful magics to raise the


Plateau, so that the tribes may never know the
yoke of slavery again.

The Broken Lands


Ruler: King Thar
Government: Feudal monarchy
Capital: Unknown
Languages: Orcish (common), most humanoid
tongues

After that, Atruaghin is said to have joined the


ranks of the Immortals, and to this day he still
visits his Children to inform them of his wishes.

Common Races:

Rumors, Lore and Places of Interest:

The only races common to the Atruaghin Plateau


are the Children of Atruahgin, a human people.

Two important trade routes run through the


area. One runs between the Republic of
Darokin and Glantri, the other runs between
Darokin and Ethengar.

Common Classes:
The most common classes among the tribes are
rogues and warriors. Druids and mages exist, but
are not nearly as common. None of these
classes tends to wear metal armor if they
originate in the Clans.

History:
For centuries, this region has been a haven for
orcs, goblins, trolls and other humanoid tribes.
There have been numerous conflicts between
the tribes and the surrounding human
populations, and among the tribes themselves.
In fact, orc armies are believed to have held
territory in the Five Shires, Ethengar, and the
Atruaghin lands in centuries past.

Iconic Armor:
Leather and hide armor and light shields are all
the natives have ready access to.

Iconic Weapons:
Two-handed Spear (horse clan), maul (bear
clan), Throwing Spear (turtle clan), short sword
(tiger clan, poison is common), short bow, battle
axe, and daggers.

About 25 years ago, an orc calling himself King


Thar united the various tribes under his
rulership. Many of the nations bordering the
Broken Lands are concerned about this threat,
especially Darokin. The Republic of Darokin
relies heavily on trade with Glantri, which is
frequently disrupted by attacks against merchant
caravans, which must pass through the Broken
Lands to reach their destinations.

Common Races:
Orcs, kobolds, gnolls, ogres and goblinoids of
all stripe dominate this land of bitter survival.

Common Classes:
The majority of humanoids here are warriors or
druids, termed shamans, with a smattering of
mages. The occasional rogue is birthed here as
well, but they are not valued.

Iconic Armor:
Leather and chain armors are the most common,
often being created by patching suits together
from fallen foes or skinning animals and sewing
hides.

66

In 984 AC, however, Moglai Khan united the


Murkit tribes under his banner, thus beginning
his rise to Golden Khan. He soon wiped out the
Maghur and Hajik clans. Then he lent his
warriors to other clans in their battles in
exchange for swearing loyalty to him. In this
manner he was able to quickly unite all of the
clans under his rule. Now, with the clans no
longer permitted to make war on one another,
Moglai the Golden Khan has begun the slow
process of modernizing this nomadic nation.

The Ethengar Khanates


Ruler: Moglai the Golden Khan
Government: Monarchy
Capital: The Golden Court (location varies)
Languages: Ethengar

Rumors, Lore and Places of Interest:


The people of Ethengar are nomads and do not
build cities. Instead, they roam about the
plains and make temporary camps.
Warriors of Ethengar fight almost entirely from
horseback, and are superb horsemen who can
fire a bow at full gallop with deadly accuracy.

Some are concerned about Moglai's


consolidation of power, as the Ethengarians have
attempted invasion of Glantri in the past. They
are also reported to have completely leveled a
city just over the border in the Heldann
Freeholds in response to Antalian settlers
encroaching on their territory.

History:
For centuries, these wind-swept steppe lands
have been home to nomadic horsemen. They
would follow their herds across the landscape in
search of grazing land. Often, this would lead to
fighting amongst the clans as each vied for rights
to the best of the grasslands.

Common Races:
Ethengar humans are the only people common
in this region.

Each of the clans in Ethengar is ruled by a Khan.


Historically, there have been several attempts by
some to claim the title of Khan of all Ethengar.
These reigns were usually short-lived, as
someone would assassinate the ruler, and then
the clans would fight amongst themselves for
succession until they exhausted themselves. The
clans would then return to their previous
wandering existence.

Common Classes:
The majority of the horse warriors are warriors
or rogues, but there are druids, and mages as
well. Clerics are rare. The emphasis on riding,
and shooting from horseback leave most of the
fighting classes looking for that specialization in
armament and training.

67

currently stand independently or as part of the


Alphatian League, while others fight regional
battles or have been so isolated that they have
no concept of the nations of the Known World
region and less interest in international politics.

Iconic Armors:
Lamellar armor (scale armor) is quite popular
here.

Iconic Weapons:
Hand axe, longspear, scimitar (a curved short
sword), short bow, and spear are all weapons of
the horse nomads.

Two of these nations, the Heldannic Territories


and the Kingdom of Wendar are of particular
note because they are highly involved in trade
and diplomacy with the nations of the eastern
Brun.

Central Brun
To the west of Darokin, over the mountains, lies
a vast wasteland known as the Great Waste
which encompasses the Sind Desert. The
Rajahstan of Sind exists on the southeast edge of
the desert, southwest of Glantri and west of the
Atruaghin Clans along a great river, and has at
turns been a trading partner and foe to the
Known World nations.

The Heldannic Territories


Ruler: Herr Wulf von Klagendorf
Government: Theocracy
Capital: Freiburg
Languages: Thyatian, Heldannic
Rumors, Lore and Places of Interest:
The people of the Heldannic Territories await a
modern day Heldan to unify them and take
back their country.
The Heldannic Knights have a means of
transportation which accounts for their
appearances all over the continent.
The Order of Vanya has multiple branches,
some dedicated to what others consider
righteousness, some dedicated to expurgating
supernatural evil.

The most mysterious country known about in


this region is the Empire of Hule which appears
to be xenophobic. Hule lies across the waste in
a somewhat fertile land far to the west. Despite
this reputation, the merchants of Darokin
maintain trade routes to Hule. Even further
southwest lies the Serpent Peninsula which is the
home of unusual nations including Yavldom, an
oligarchy rumored to be ruled by prophetic
seers.

History:
Up until 950 AC, the Heldann Freeholds were a
region more than a country, peopled by
primitive antalians organized in family units
rather than as feudal groupings or as a kingdom.
Nearly sixty years ago, knights from the island of
Hattias took the area by force. These men and
wome
women, too intolerant to remain in Thyatis,
sought out a promised land of their own as
reward for serving the immortal Vanya.

Northern Brun
To the north of even the Northern Reaches along
the coast and inland are many lands mostly
peopled by antalians. Some of these nations are
involved with the world stage, having been part
of the Alphatian
Empire, and

After es
establishing a foothold and solidifying their
grasp, the Knights turned their attentions to
other nations. They have begun a pogrom of
wo exploration and conquest, avoiding
world
some powers, influencing others and
atta
attacking
still others. The conflict with the
Et
Ethengarians
to the south is particularly
re
regular,
as the Heldannic Knights seek to
su
subjugate
the fierce nomads that for

68

centuries before had raided into the Freeholds.

The Kingdom of Wendar


Ruler: King Gylharen the Wizard-King
Government: Monarchy
Capital: Wendar City
Languages: Elven

Common Races:
Hattians (Thyatian humans) make up the ruling
class, the common people are antalians
(heldanner humans) but they are so oppressed
they barely resemble their brethren in the
Northern Reaches and throughout the North.
There are a few enclaves of dwarves, established
long ago as a colony by Rockhome, gnomes,
and halflings. None but the dwarves are treated
with respect and it is but grudging respect for
the dwarves.

Rumors, Lore and Places of Interest:


It is rumored that through the worship of the
Church of the Elvenstar that the land itself
hampers invaders.
The Forest of Bounty is an exceptional hunting
ground, but also a dangerous place.
Adventurers destroyed the Lich Anorion, but
his tower still stands and is a blight of undead
evil haunting the land.

Common Classes:
The knights are commonly Warriors or Clerics,
with an emphasis on warriors becoming
Paladins, but there are rogues and mages as
well. The native people may be of any class
except mage, and clerics must either worship
Vanya or hide their faith.

History:
Elves settled in these lands in the distant past,
struggling with the inhabitants of nearby
Denagoth, and more peaceful antalian
immigrants. Their history was a cycle of clashes
until the 2nd Century AC when the hero
Wendar, an elf with human ancestry, brought
forth the Elvenstar, a magical jewel. He founded
the Wendar League, an alliance of elves and
humans, around a city named after him. Over
time the kingdom grew up around the city. Next
the people allied with the Korrigans, Chevals
and Pegataurs, all fey peoples, which led to a
stronger nation.
n

Iconic Armor:
The Knights wear plate armor, while the
commoners tend to have hide or scale mail.
Iconic Weapons:
The Knights prefer standard weapons of war:
swords, axes, spears etc.

In the 7th Century AC, the Wendarians


be
became overconfident and started
ca
campaigns
against the Flaems of
Gl
Glantri,
the Denagothian and the nearby
huma
humanoids
tribes, eventually losing the
Elvenstar
Elvens and descending into darkness.
One of Wendars descendants, Gillforon
recovered
the Elvenstar in the early 9th
recove
Century
AC, and re-founded the kingdom.
Cent
By the 940 AC he and his descendants
reunited the peoples of Wendar and fended off
another assault
as
from Denagoth.
In recent years the people of Wendar have
de with compassion to the losses of their
responded
cousins in Alfheim, and the leader of that nation
in exile has joined the court of King Gylharen as

69

a friend and ally with a large population of his


people.

The Savage Coast


The Savage Coast is a coastal region along the
southwestern area of Brun, far to the west of
even Sind. Little is known of the area, except
rumors brought back by Alphatian Skyship
captains before the sinking of the Empire. It is
presumed that Hule has some influence in this
region based on proximity.

Common Races:
The people of this land are the Wendar elves,
and Antalian (heldanner) humans. There are also
many Alfheim elves in exile living here as
immigrants.
Common Classes:
Warriors, Rogues, Mages and Clerics are all
found in Wendar.
Iconic Armor:
Wendarians wear scale mail unless girding for
true war, as they have access to plate armor as
well.
Iconic Weapons:
The people of Wendar favor the spear and the
sword.

Chapter 5 - The Immortals


Immortals are similar to, but unlike gods in other
settings. The Immortals of Mystara are unaging,
extremely powerful and entirely fallible. They
can be killed in the right circumstances, their
works can be just as temporary as those of
mortals, and they are as ambitious, capricious,
vain and vengeful as mortals. This is due to the
vast majority of immortals being exceptional
individuals who ascended from mortal stock and
brought their hopes, fears and desires with them.

existence simply by manifesting on Mystara


bodily. So most lesser immortals spy on events
either invisibly and incorporeally, or scry down
on the mortal realms. They then send visions or
answer spells and rituals to guide mortals loyal
to their goals in the directions they would have
them go.
Even a high immortal tends to choose these
techniques for dealing with the mortal realm
because the days when one of them could walk
about bodily shaping creatures or entire races is
over. Most times the high immortals get together
for just one reason, and that is to obliterate an
entire people who have grown to reach too high
and too far from the face of Mystara.

To put them more at arms length in my game, I


have given them incentive not to interfere so
constantly on the world. In the original property,
there are hundreds of Immortals. I have pared
this down to a small group of well known
immortals and several less influential immortals.
So there may be one immortal of beast men
races, but he is served by lesser immortals who
were orcs, trolls, goblins, etc.

While the immortals have created a pact to let


mortals rule their own lives and guide them
rather than control them utterly, the Evil
immortals seek every way possible to undermine
the spirit of that pact. Other immortals who
managed to ascend without a patron, have been
rogue in this respect as well.

These beings are still fantastically powerful


compared to mortals, but unless they are willing
to act through mortals, they risk their own

70

For the purposes of this campaign immortals are


classified as Greater Patrons, Lesser Patrons, and
Immortals, the last group being somewhat akin
to unaging, hard to kill, masters of several
disciplines including magic.

That said, if an immortal uses his full powers on


Mystara and is caught directly interfering by
other immortals, they are sanctioned or
diminished because the immortals follow a code
of general noninterference. That said, almost all
immortals interfere in at least indirect ways, they
simply strive not to be caught doing so in a
disruptive way. Even the evil immortals tend to
act through visions, dreamsendings, and
outsider or mortal agents because it leads to a
civil existence.

Immortal Traits
Immortals exist as disembodied energy that is
tied to an outer planar estate. When in this
condition they can scry without error bypassing
all interference any place on Mystara. Immortals
also obtain a vague sense of the general wellbeing of people they choose to watch. Lesser
and Greater Patrons have a link to their
empowered priests, enabling them to judge
actions and the need for action. Immortals may
choose to influence mortals in multiple ways,
most notably by sending a vision, causing an
omen, or sending an agent.

Popular Immortals
Some immortals are well known everywhere,
whether by their preferred name or not. These
immortals have wide-spread churches and
influence in numerous places throughout the
Known World.

Immortals can choose to manifest on Mystara in


the form of a mortal with any appearance they
desire. However, if they use their immortal
godlike powers on any mortal, or reveal
themselves to be immortal it can have
repercussions. The most basic limitations of
direct interference are that all of their attention
is trapped in their mortal body, and certain
attacks can not only destroy the mortal guise,
but also the immortals essence. Only the most
powerful immortals can recover from such an
attack. A Lesser Patron might be insensate and
discorporated for up to three centuries while a
lesser immortal would certainly be completely
destroyed.

Asterius
Greater Patron of Thought
Unaligned
Gender: Male
Sacred Weapon: Dagger
Symbol: The Moon
Asterius is the patron of thieves,
travelers, merchants, gamblers and
elegant speakers. He is concerned with
proper trade as well as the unlawful
movement of goods and money. He is worshipped
primarily in Darokin, but also in Thyatis and by a
majority of the Hin people, although not within the
Five Shires. His priests advocate fair play, as their
immortal admires the wit and daring required to
accomplish difficult thefts, but abhors the actions of
those who steal from the poor. His priests rarely stay
in one place and often serve as arbiters, translators,
moneychangers, diplomats and explorers.

As far as immortal capabilities go: all immortals


can support divine casters, and reproduce the
effects of spells and rituals immediately and
without error. They can also manipulate the
weather, cause natural disasters and so forth. The
only thing they cannot do is directly control the
minds of mortals. Lesser Patrons can alter reality
and change the descendants of existing creatures
with general facility. As previously stated they
have a link to their casters. Greater Patrons can
create new creatures wholesale. Immortals that
work together can mimic or stymie the works of
more powerful immortals.

71

Djaea, Mother Preserver

Ixion the Sun-Prince

Greater Patron of Matter

Greater Patron of Energy

Altruistic
Gender: Female
Sacred Weapon: Maul
Symbol: A large white stone encircled by a
serpent

Honorable
Gender: Male
Sacred Weapon: Greatsword
Symbol: a flaming wheel
Ixion is associated with the Sun and lifee
giving fire and has worshippers in everyy
corner of the world. He proposes a desire for piece
but harshness in war. His light also brings strength to
the weak and health to the injured, while rooting out
and destroying darkness and evil. He is known as
Tubak in Ethengar. Known as the father of centaurs,
many fey revere him as well.

Djaea is interested in the survival of worlds, and


sometimes that means life is championed and
sometimes that means entire empires are wiped from
the face of the world. Her primary worshippers are
researchers, usually mages, who seek to understand
why disasters occur and how to minimize or avoid
them altogether.

Ka the Preserver, the Amber


Serpent

Halav Red Hair


Immortal of Thought
Honorable
Gender: Male
Sacred Weapon: Long Sword
Symbol: a sword laid upon an anvil

Greater Patron of Matter


Honorable
Gender: Male
Sacred Weapon: None
Symbol: an amber colored cuoatl.

Halav is the patron of valor and the need to


overcome evil. He is worshipped by the Traladaran
people as an ascended hero, but he is known and
revered by many throughout Darokin and portions of
Thyatis. His clerics are always championing a cause
or a crusade against evil or injustice and the church is
dedicated to keeping monstrous humanoids from
overrunning civilization. The majority of his followers
are warriors, and every one of his temples has
practice space for aspiring fighters to hone their craft.
In remote areas they are built as fortresses.

Ka is the patron of the lizard


humanoids but also the pursuit of
knowledge and self-enlightenment. He is
widely worshipped by scribes and librarians.

Kagyar Flasheyes, the Artisan


Greater Patron of Matter
Honorable
Gender: Male
Sacred Weapon: Maul
Symbol: a crossed hammer and chisel

Ilsundal

ves.
Kagyar is the patron of the denwarf dwarves.
He is a champion of law and proper action
n
and his clerics turn against those that seek to
corrupt society into evil. He also is the patron of the
forge and artisans and many craftsmen worship him.

Greater Patron of Energy


gy
Altruistic
Gender: Male
Sacred Weapon: Longbow
Symbol: Silhouette of the Tree
of Life

Khoronus, Father Time

Ilsundal is the patron of the Clan


Elves, their savior in distant history. His
worshippers include most foresters, and others
dedicated to the wilderness. He is revered by most
high minded elves.

Greater Patron of Time


Harmonious
Gender: Male
Sacred Weapon: Scythe (polearm)
Symbol: an hourglass
Khoronus is the immortal patron of
planning for the future and the force
of fate. His worshippers involve
themselves in teaching lessons to the rulers of

72

stand on ones own. He was quite popular


throughout the Alphatian Empire, and enjoys worship
throughout the remnants of that vast group of
nations.

empires, the primary one being that in Time, their


ambitions are meaningless. They also advocate
considering all options before committing to a path.

Korotiku the Spider, the Trickster


Greater Patron of Thought

Tarastia

Independent
Gender: Male
Sacred Weapon: Dagger
Symbol: A black spider
silhouette

Greater Patron of Energy

Korotiku is a trickster immortal thatt


promotes quick and efficient
ry
thinking, primarily through trickery
or overcoming obstacles without
physical violence. He is the patron of
rogues,
especially in the Pearl Islands, but not thieves. Clever
warriors also revere The Spider in the Pearl Islands
and Tangor. His popularity from the priests utilizing
pranks to force people to think about things fully has
garnered him worship throughout the corners of the
Thyatian Empire, even though Thyatis itself does not
concern itself with his worship. Korotikus followers
often ally themselves to the interests of Asterius and
Eirynduls churches when they cross paths.

Tarastia is a Thyatian immortal and she


concerns herself with justice, revenge, and
punishment. She is the patroness of law
w and
her followers advocate a strict code of laws
which emphasizes punishment according to the
severity of the crime. She is also worshipped by those
who have been wronged in the pursuit of just
revenge, rather than vengeful action.

Honorable
Gender: Female
Sacred Weapon: Battle Axe
Symbol: a Black headsman's axe

Valerias, Patroness of Love


e
Greater Patron of Matter
Altruistic
Gender: Female
Sacred Weapon: Short sword
Symbol: A delicate rose with extra long
ong
and sharp thorns

Ordana, Forest Mother


Greater Patron of Time

Valerias is worshipped everywhere as the


imary
patroness of passionate love, but holds primary
importance in Thyatis. Her worshippers are
often romantics and those in the midst of new love.

Harmonious
Gender: Female
Sacred Weapon: oaken club
Symbol: an oak leaf
Ordana is worshipped by those
concerned about nature, and by certain group
groups of fey
peoples, primarily the Minrothad clans. Among the
fey peoples, she is known as Thendara. She is often
revered by druids of all stripes, for her role as the
forest mother. Her role in the history of the fey
peoples says that she created them. Her followers
include hunters, farmers some gnomes and hin.

Local Immortals
These immortals have limited followings in the
Known World and may not even be known
about outside the place the faith originated.
Alternatively they are ancient and ubiquitous,
but have no influence across the greater part of
the Known World. There are many more
immortals of this class of notoriety.

Razud the Uncaring


Greater Patron of Energy
Harmonius
Gender: Male
Sacred Weapon: Quarterstaff
Symbol: The Granite Tree - a tree made entirely
of stone
Razud is the patron of magic itself. Most of his
worshippers maintain a neutral stance on the use of
force and believe in self-sufficiency and the bravery to

73

Al-Kalim, Patron of the Eternal


Truth

Chardastes
Immortal of Time
Altruistic
Gender: Male
Sacred Weapon: Quarterstaff
Symbol: a bell

Immortal of Time
Unaligned
Gender: Male
Sacred Weapon: Scimitar
(short sword)
Symbol: A palm in the desert
with a moon rising behind it.

Chardastes is an immortal honored especially by the


Traladaran peoples of Karameikos, but with small
followings in Darokin and other areas. He is the
patron of doctors and healers and is concerned with
knowledge and medicine. Chardastes is revered by
the infirm, their caretakers and healers.

Al-Kalim is the immortal of truth


and civilization to the peoples of Ylaruam. Some
wizards and fighters revere him outside Ylaruam,
where worship of the Eternal Truth and him as its
prophet is considered the orthodox religion.

Diulanna
a, Patroness of Will
Immortal of Thought
Altruistic
Gender: Female
Sacred Weapon: Spear
Symbol: A spear thrust clean through a boulder

Alphatia
Immortal of Energy
Altruistic
Gender: Female
Sacred Weapon: Quarterstaff
Symbol: A glowing shield with paints dabbed on
it like an artists palette.

Diulanna is a patroness of heroes, particularly the


strong willed, so while she is worshipped and
respected by many, few serve her directly or live up
to her ideals. Her faith originated in Thyatis and
because of their campaigns of conquest her worship
has bloomed in the Hinterlands. All clerics of
Diulanna are female, and must remain pure. They are
often said to be wed to their devotions. Scouts, and
hunters often revere Diulanna.

Alphatia is the immortal who was the patroness of the


Alphatian empire. While the empire sunk beneath the
ocean waves in a cataclysm, she is still revered by
pacifists, performers and the Alphatian peoples who
survived the destruction of their homeland. She
represents magical knowledge and artistry with an
emphasis on peaceful study. Her followers oppose
imperialistic war policies as counterproductive.

Eiryndul
Lesser Patron of Energy
Independent
Gender: Male
Sacred Weapon: Short Sword
Symbol: A white, smiling set of
teeth against a black background

Calitha Starbrow
Immortal of Time
Unaligned
Gender: Female
Sacred Weapon: Trident
Symbol: A giant pearl lying in nacre

Eiryndul is the patron of the Fey peoples, including


the Elves. He also is the patron of mischief and is
revered by unrepentant tricksters and pranksters
everywhere. The philosophy he teaches is that life is
meant to be happy and entertaining. The majority of
his elven worshippers were within the Alphatian
empire and thus are now throughout Splintered
Alphatia. Many rogues pay him tribute as
Olidammara.

Calitha Starbrow is the patroness of the sea-elves of


Minrothad and is worshipped by them along with
sailors and fishermen of all races in the region seeking
protection on the open seas. Calithas clerics present
a caring demeanor to ocean travelers and fishermen,
not one of elemental indifference.

74

Frey

Mealiden Starwatcher, the Red


Arrow

Immortal of Thought
Altruistic
Gender: Male
Sacred Weapon: Greatsword
Symbol: An ice blue greatsword

Lesser Patron of Energy


Altruistic
Gender: Male
Sacred Weapon: Longbow
Symbol: A rainbow with a star above and below
its arch.

a.
Frey is often paired with the Immortal Freyja.
He is the patron of the common antalians.
His clerics advocate that the people avoid
war when possible and fight intelligently
when it is unavoidable. Frey is also the
patron of love and friendship. Weapons are
banned inside his temples and bloodshed
inside is considered a strong offense.

Mealiden is the patron of martial prowess, restrained


with wisdom. He is also a patron of music. An
immortal of the elven peoples, he is known as
Ilsundals right hand man. Archers who know of him
often venerate Mealiden, as well as scouts and
rangers among the elven people.

Freyja

Noumena

Immortal of Thouht

Greater Patron of Thought

Altruistic
Gender: Female
Sacred Weapon: Long Sword
Symbol: A Falcon

Harmonious
Gender: Male
Sacred Weapon: Short Sword
Symbol: A Game Board

Freyja is often paired with the Immortal


al
ve
Frey. She is the patroness of sensual love
and magic among the antalian peoples. Her most
ardent worshippers are exuberant, passionate and
accepting of diversity. Many northern mages worship
Freyja, some going so far as to become faith leaders.
Her followers also study the arts of war, and are ready
for when battle finds them.

Noumena is the patron of


ed
puzzles, and knowledge inherited
by the Thotians from their Nithian
an ancestors.
His priests are kings, nobility and the advisors to
kings. Almost all of his male clerics shave their heads.
Along with worship of Osiris and Isis, Noumena
serves as the leader of the Thotian people.

Odin, the All-Father a.k.a.Viuden

Koryis

Greater Patron of Thought


ght

Immortal of Thought

Honorable
Gender: Male
Sacred Weapon: Longspear
Symbol: Silhouette of two
ravens facing with a mans
head between them as they
whisper in his ears

Honorable
Gender: Male
Sacred Weapon: mace
Symbol: a hand held palm outward
in a sign of peace.
Koryis is the patron of peace and
prosperity. He sponsors trade and the rule
le
of law in the interests of coexistence and progress. He
is primarily worshipped by surviving Alphatians,
especially in Norwold and Ochalea but has a strong
following in Darokin as well. Weapons and fighting
are considered heinous insults inside his holy places,
and peaceful negotiation is the preferred solution for
all conflicts.

Odin is the most powerful immortal worshipped by


the peoples of the Northern Reaches. He is also
worshipped in the Hinterlands, where he is known as
Viuden, and in Antalia. His priests are advocates of
wisdom, using intelligence to appreciate life, and try
to teach kings to rule wisely. They also preach selfreliance because the divine favor of Odin is known to
turn from kings in the midst of battle. His followers
include warriors and leaders. Odins priests are gifted
with rune magic in the Northern Reaches. Because of
his position as father of all, Odins temples are often

75

filled with the rambunctious sounds of banqueting


and carousing.

Rathanos
Greater Patron of Energy
Unaligned
Gender: Male
Sacred Weapon: Great Club
Symbol: A burning sword

Petra
Immortal of Time
Honorable
Gender: Female
Sacred Weapon: Throwing Spear
Symbol: An owl embossed on a
circular shield

Rathanos is worshipped primarily in Thonia,


with small followings everywhere. He is
concerned primarily with fire magic, the
beauty of chaos and has a surprisingly large
segment of wizard followers. What philosophers and
sages worship him are often sought for their
knowledge and insight, but they are often
unpredictable as well and given a wide birth.

rans
Petra is highly revered by the Traladarans
in Karameikos as an ascended hero. She concerns
herself with wisdom, crafts, civilization and war so
her followers look to her for defense and civil justice.
Many fighters, judges and constables in Karameikos
worship Petra.

Thor the Thunderer


Greater Patron of Energy

Protiuss, the Old Man of the Sea

Altruistic
Gender: Male
Sacred Weapon: Maul
Symbol: a Maul

Greater Patron of Time


Unaligned
Gender: Male
Sacred Weapon: Trident
Symbol: A Trident

Thor is the patron of war to the people


eople of the
Northern Reaches and warriors in other Antalian
countries as well. His clerics preach that violent
storms are necessary because they tear down weak
structures and wash away detritus. Thors followers
are ever ready to defend their homes or take up the
call for conquest, but they carouse to relax, making
the interior of his temples raucous places. This
attitude of lax battlereadiness but berserker fury when
engaged characterizes the followers of Thor.

eans,
Protius is worshipped along coasts of oceans,
seas, lakes and rivers especially in Ierendi,
di,
the Northern Reaches, Thyatis, and Ylaruam.
am.
Despite this he shows little interest in the lives
of his landborn worshippers. Sea captains, sailors and
fishermen call for his aid. He is referred to as the
Spuming Nooga in the Northern Reaches.

Rad

Vanya

Lesser Patron of Energy

Lesser Patron of Time

Unaligned
Gender: Male
Sacred Weapon: Mace
res
Symbol: 3 connected hemispheres
which form a triangle

Unaligned
Gender: Female
Sacred Weapon: Long Sword
Symbol: A vertical spear with two
short swords placed over it parallel to
each other.

Rad is the immortal of the radiance, and serves as a


guidepost for the common people of Glantri. He is
not worshipped and his clerics do not proselytize, in
fact they are called Shepherds of Rad, not clerics. He
is also concerned with self-reliance, inquisitive study
and magic in general. Little enough is known about
Rad as his activities are very secretive.

Vanya is the patron of unbridled war and


ry. She
conquest and the personification of victory.
pire
was widely worshipped in the Thyatian Empire
as the driving force of their military victories,
but the majority of her most fervent worshippers, the
Heldannic Knights, left to conquer their own country.

76

Zirchev

Atzanteotl

Immortal of Energy

Greater Patron of Entropy

Unaligned
Gender: Male
Sacred Weapon: Long bow
Symbol: A hawk riding on the shoulders of a
wolf

Mercenary
Gender: Male
Sacred Weapon: Short sword
Symbol: Silhouette of a black,
winged viper

Zirchev, is a traldar immortal, worshipped primarily in


Karameikos, and on the fringes of forest settlements.
He is primarily concerned with the welfare of the fey
peoples and the sylvan creatures. He also concerns
himself with social outcasts.

Atzanteotl is best known in the


Known World in the Broken
Lands. He is the patron of the
humanoid tribes living in Oenkmar, but he likes
nothing better than when civil war and infighting
occurs. His followers often fight amongst each other
for supremacy, and betrayal is a skill cultivated to
high art by them. The ones who can be patient
enough to deceive an innocent and turn them down
the dark paths are most respected by Atzanteotl, but
as he views all of his worshippers as toys, that is not
saying much.

Dark Immortals
Dark Immortals, often called Evil Immortals, are
those that belong to the Sphere of Entropy, or
champion cultures or ideas at odds with the
prevailing civilizations in the Known World.
Some of them are alien, others indifferent to the
human-centric worldview, and others oppose all
life and would see chaos and destruction reign.
Just as there are many more local immortals,
there are many more dark immortals than those
listed here.

Demogorgon, the Bane of Souls


Greater Patron of Entropy
Cruel
Gender: Both
Sacred Weapon: Heavy flail
Symbol: A black pentacle on
a red field
Demogorgon is a dual-natured
being, with both a male and a
female personality. It is known as the Dark Lady and
The Lizard King being the patroness of corruption,
deceit and witchery and the patron of necromancy
and destruction in each aspect respectively.
Demogorgons priests hide their doings from sight
and only come out from hiding once it is too late.
They offer rewards to others to corrupt them to
service, or simply to manipulate them into starting a
domino effect. They specialize in demoralizing or
torturing the minds of innocents before killing them,
and work towards total destruction, rather than
massacre.

Alphaks, the Roaring Fiend


Lesser Patron of Entropy
Cruel
Gender: Male
Sacred Weapon: Long Sword
(also Whip or Scourge)
Symbol: A horned skull on a
flaming background shaped like a
phoenix.
Alphaks is an immortal of chaos and
destruction dedicated to the total destruction of
Alphatia. Since the sinking of the continent his
worshippers have been sowing strife and discord in
general. He is typically worshipped by twisted
warriors and wizards out for the end of civilization.
His cult grew to some prominence in Thyatis when
the cold war was still fully alive between the two
empires. Now that there is no outside threat for the
cultists to assail and their activities have become
damaging to the mother country, the Thyatians have
begun rooting them out in earnest.

77

Hel

Masauwu

Greater Patron of Entropy

Greater Patron of Entropy

Mercenary
Gender: Female
Sacred Weapon: Mace
Symbol: A black throne with
human skulls atop the back

Mercenary
Gender: Male
Sacred Weapon: Short Sword
Symbol: a Y-shaped junction or fork
Masauwu is a corruptor, a tempter, a
diplomat out to obfuscate the actions of his
compatriots or have his enemies hand him
exactly what he desires. The clerics of Masauwu often
pretend to be clerics of other powers, or simple
diplomats. They offer to arbitrate matters or smooth
over relations, but they always end up using
subterfuge to create a bigger problem for at least one
side in the future.

Hel is the patroness of death, evil,


secret knowledge, and Entropy
itself. She is worshipped positively
by evil warriors, and worshipped
negatively by most of the peoples of the Northern
Reaches. She is a patron of the Frost Giants and evil
shapeshifters, and is thus worshipped in Norwold, the
Northern Reaches, and Sind (where her followers
have secretly conquered much of the nation).
Everything her followers do is working towards the
end of Days, when she says the world will give rise to
a new one based around Entropy.

Nyx, Our Lady of Darkness


Greater Patron of Entropy
Independent
Gender: Female
Sacred Weapon: Mace
Symbol: a solar eclipse

Lokii, the Prince of Deceit


Greater Patron of Entropy
Mercenary
Gender: Male
Sacred Weapon: Dagger
Symbol: a beautiful goblet filled with a noisome,
vile liquid

Nyx is worshipped throughout the


known world in secret, in the
underground of Thyatis, Darokin,
Splintered Alphatia. She is the patron of undeath,
night, darkness, shadow, necromancy, magic and
secrets. Her followers are often necromancers or
undeath fetishists, as they work towards making
undeath the natural state of all beings on Mystara.
They also revel in the night and the absence of light.
Clerics of Nyx will control undead, but do not use
them as slaves.

Loki is the patron of mischief and betrayal to the


peoples of the Northern Reaches, he is also
consumed with finding out secrets and wholesale
destruction. He is known as Bozdogan to the
Huleans, and Farbautides to wicked Thyatians, and is
worshipped by assassins and robbers. Lokis clerics
are out for their own gain, and do not actively recruit
worshippers for their immortal. It is believed that
every lie or deceit that leads to real harm to a group
of people fuels Loki more than reverent prayer ever
could.

Orcus the Black Prince,


ce, Master of
the Dead
y
Greater Patron of Entropy
Cruel
Gender: Male
Sacred Weapon: Whip
Symbol: A goats head with rams
ams horns
Orcus name is most often heard in attempts
to frighten children. His followers are not as evident
as parents pretend they are, but they are always
working towards destruction on a grand scale. There
are underground cults dedicated to Orcus in Thyatis,
the Isle of Dawn, and Karameikos. Orcus promotes
war, especially those sparked by hatred and rash
vengeance, because war damages both sides and
unwarranted responses lead to further wars later.

78

Orcus isnt extremely subtle, and neither are the


clerics or warriors who follow him. As Orcus is a
patron of undead and lycanthropes, his followers
include members from both creature types plus
necromancers around the world.

Talitha
Greater Patron of Entropy
Cruel
Gender: Female
Sacred Weapon: Dagger
Symbol: A crying child
Talitha is worshipped through the
remnants of Alphatia as the patron
of greed, malice and theft. She has
no strictures for her clerics, but
prefers self-gratification, satisfying envy, theft and
murder to wholesale slaughter or simple deceit. In the
end, her followers strive to do things themselves,
rather than to trick others into doing them at their
command, and hear their names cursed if they
happen to be seen about their exploits.

Thanatos the Eternal


One
Greater Patron of
Entropy
Cruel
Gender: Male
Sacred Weapon: Scythe
Symbol: A black scythe
te
Thanatos is interested in the absolute
obliteration of all life in the multiverse. He has
had a hand in nearly every major disaster known in
history, and is always fomenting destruction, death
and corruption. Fast or slow, all things tend towards
death, and Thanatos will push them along, whether
by inches or miles. His worshippers, nihilists, do their
part like cogs in a clock tower mechanism.

79

Chapter 6 - Rewards
art pieces because they are more portable and
again, provide an aesthetic.

Treasure
Mystaran creatures that horde treasure tend to
do so with an eye to magic items, items of
exceptional quality, art pieces, gems and
coinage. Non-sentient creatures will only have
meager treasure unless they are attracted to
shiny things, as only the treasure on their victims
bodies will make it back to their lairs for
consumption. For this reason, unintelligent
undead never have any treasure because they
are too brainless to drag a corpse anywhere or
pick anything off of it, the same can be said of
brainless creatures like worms or oozes,
although the chance of finding treasure in giant
worm droppings is higher than nil.

In general, dont skimp on giving adventurers


gold pieces, just dont give them the amount
listed in D&D adventures. In math terms, you
can convert 100 gold into 1 Dragon Age gold,
and one D&D gold coin into one Dragon Age
silver coin. Convert 1 D&D silver coin into 10
Dragon Age coppers. 1 electrum piece converts
into 50 Dragon Age copper and 1 platinum
piece converts into 5 Dragon Age silver. So if an
adventure written for D&D says that a creature
has 25,000 gold you should give your party 250
gold instead. It is still a fortune, but the partys
pack animals and the games economy will
thank you.

Some creatures covet coinage, and while the


GM is encouraged to only give out treasure in
amounts according to the Dragon Age scale.
One gold piece equals 100 silver pieces and 1
silver piece equals 100 copper pieces, with
silver pieces being the rank and file currency of
the realm in Dragon Age. Dragons and giants
have the power to acquire hordes of gold, the
means to collect it because of their strength, and
the greed to desire it for its luster and value. A
giant may have a small chest (small for it) full of
gold coins, and a dragon may have a veritable
horde of gold coinage on which to lay. When
adventurers slay a dragon, they often dont cart
the gold coins anywhere because its too
impractical. Unless the dragon lives somewhere
completely inhospitable, its more practical to
build a fortress right no the site, and use the
horde as a treasury.

Magic Items
Mages, Clerics, and artificers craft magic items
on an ongoing basis. The best craft the best
items, while the common practitioners craft the
common run of the mill variety. The value of
each item is listed, not because magic items are
only available for sale, but because it represents
a resale cost higher than the cost of creating the
item oneself in terms of materials. Often to
create a powerful magical item, extremely rare
materials are necessary. The variety present in
the average economic bazaar meant for the
nobility means that these values should be
considered averages.

Temporary Items
Imbibing a potion or putting on an ointment is
an Activate action. Utilizing two potions with
ongoing effects causes the character to become
sick for half an hour and both effects to cease.
The standard duration for a potion, unless
specifically listed, is between 1 and 2 hours.
Roll a d6, and multiply the result by 10 minutes.
That added to the base of one hour gives you the
duration. When sipping an unknown potion, the
feeling of the effect comes over the character for

Creatures that should appear fabulously wealthy,


but are not as strong as the aforementioned
giants and dragons, often covet gems and works
of art instead. This is particularly true if they do
not have a lair but rather a base of operations.
Intelligent undead are more likely to collect art
because it has just as much value, but provides
an aesthetic in the environment they spend
centuries or millennia in. Likewise, humanoid
enemies are likely to convert gold into gems and

80

can control the spell immediately upon release,


but not any further. Attempting this is a full
round action. Portable spells cost varying
amounts, a fair rate is the cost to hire the caster
for one hour on retainer
er or the
going rate of the ritual casting.
Once a portable spell is
successfully activated it ceases
to be a magical item.
Value: Half the cost of
the service.

at most 2 rounds, but he or she gains no further


benefits.

Egg of Wonder
An Egg of Wonder is a potent magical item that
when thrown to the ground or otherwise
cracked by deliberate action births a beast that
obeys the every whim of the user. The magical
beast cannot speak, but will obey every verbal
command. The creature will exist for one hour.
Eggs of wonder will not break by accident and
are nigh invulnerable in that context. It is
unknown what is inside the Egg until it breaks
open. If a magical beast emerges from the egg it
has all the powers of a real beast of its type
except that gaze attacks become touch based.
Value: 1 gp per egg

Potion of Agility

Animal

This potion gives the character


aracter that
imbibes it a +1 bonus to Dexterity for the rest of
the encounter. When first imbibed the character
will feel light on their feet and capable when
moving about.
Value: 50 sp

Choose a magical beast

Potion of Animal Control

Boar

Panther (Big Cat)

Giant Ferret

Black Bear

Draco Lizard

This potion gives the character that imbibes it


the ability to interact with animals without
penalty, and provides a +1 bonus to
Communication (Animal Handling) tests. When
first imbibed the character will understand
animal sounds intuitively.
Value: 12 sp

Wolf

Gorilla

10

Giant Eagle

11

Tiger

12

Choose a magical beast

2d6

Potion of Delusion

This ointment when rubbed on the eyelids


allows the character to see Invisible objects
plainly.
Value: 20 sp

This potion forces the imbiber to believe he is


under the effect of another potion, but has no
actual benefits. There is no test to break the
illusion, but each person may be deluded into
believing they have a different potion, so the
GM should randomly decide for each sipper
what the potion pretends to be. When first
imbibed the character feels whatever effect he
would expect from whatever potion this one is
pretending to be in his mind.
Value: 50 sp (apparent)

Portable Spell

Potion of Elemental Resistance

A portable spell is a scroll, runestone or other


piece of writing with the effects of a spell or
ritual embedded in it. Any spell that does not
require continued direction can be prepared in
this manner, and the user need only succeed at a
Magic test versus TN 12 to invoke it. The user

This potion gives the imbiber the power to


ignore 5 points of damage from a specific
source. When discovered the GM will determine
whether it resists Fire, Cold or Electricity. When
first imbibed the character feels the barest hint of
the element he is resistant to.

Ointment of Seeing

81

Value: 40 sp

Potion of Invisibility
Potion of Ethereality

The person who drinks this potion becomes


invisible for the duration. If the imbiber casts a
spell or makes an attack she becomes visible.
When first imbibed the character turns invisible,
if this is a tasting and not a full drinking of the
potion the character becomes visible again
almost immediately.
Value: 50 sp

This potion allows the imbiber to become


ethereal. He can use an Activate action to return
to normal and back to an ethereal state
throughout the duration of the potion. When first
imbibed the character becomes ethereal and
will pass through objects he is not holding or
carrying at the time the potion is imbibed.
Value: 2 gp

Potion of Speech
Potion of Fortitude

The imbiber may understand all languages


in the tongue
heard, and may communicate
c
heard to any listener.
liste
This provides a full
working knowledg
knowledge of the language so that there
are no misunders
misunderstandings. This knowledge fades
when the potion does. When first imbibed the
un
character can understand
all language heard, if
there is any to be heard.
Value: 10 sp

The imbiber of this potion gains


ns a +2 bonus to
Constitution for the rest of the encounter. When
ls well rested and
first imbibed the character feels
healthy.
Value: 40 sp

Potion of Freedom
The person who imbibes this potion cannot be
affected by paralysis affects, whether
hether by the
spell Paralyze, or supernatural powers.
y test
Furthermore, he gains +2 to any
to escape a grapple or
bed
entanglement. When first imbibed
the character feels limber, but
restless.
Value: 65 sp

Potion of Water Breathing


The one who imbibes this potion gains
the abil
ability to breath water. When first
imbibe
imbibed the character feels a
calm
lm
calming
chill over their body and
theirr body glistens with a mist-worth
of wat
at all over.
water
Value
e 30 sp
Value:

Potion of Giant Strength


Spider-Climbing Ointment
Spider

The one who imbibes this potion


ion
gains +2 Damage in melee combat
ombat and
increases the range of all thrown
own weapons
by 2 for short range and 4 yards
ds for long range.
She also gains a +4 bonus on Strength (Might)
tests. When first imbibed the character feels
physically mighty.
Value: 80 sp

This ointm
ointment when applied to the palms
allows the character to move along walls
and
an
d ce
ceil
ceilings
ilings as If he were a spider. He
il
temporarily gains the Wall-crawling ability.
Value: 10 sp

Permanent Items

Potion of Healing

Mages, and to a lesser extent clerics often create


magic items. Alchemists, that is people with the
Cunning (Brewing) and Cunning (Arcane Lore)
focuses can also make temporary items. When a
mage or cleric crafts a magic item they are
devoting a significant investment of time and
mana to a task that requires a superior quality
item to begin with.

This potion heals the person who drinks it by


either curing poison, removing paralysis, or
gaining 1d6+3 Health. It cures the most life
threatening issue, it does not perform all three
functions. When first imbibed the character feels
a warmth in their stomach that spreads to their
entire body.
Value: 8 sp

82

rest of the day, that means it is unusable until the


user next rises. If the user was using it first thing
in the morning, it becomes usable upon waking
the next day. If the user was using it shortly
before dusk, but stays up through the night
before going to sleep in the morning, the item is
useless until they awaken in the afternoon.

It is not the province of pcs who are currently on


adventures. If your PCs wish to craft magic
items, it takes 25 days devoted to create
anything basic (your standard magic weapon), or
six times that for anything amazing (Staff of
Wizardry). A character who is crafting a magic
item may not go on adventures, do research, or
manage a domain. Anything of this nature that
occurs interrupts the process, which the
character must resume to finish the item.

Cursed Items
There are many cursed items in the world. Some
are meant as red herrings to distract or punish
would-be thieves from making off with the
prized possessions of the crafters. Others are
designed expressly to sow chaos in the world by
cruel wizards and clerics. In some cases, items
acquire a curse. In much the same way that an
item can acquire power via the significance of
the events it was used in, sometimes an item can
become cursed if put to particularly nefarious
use or a powerful curse is laid upon it.

Simultaneous Magic Item limits


Each character may own several magic items
and may use many simultaneously. Some
thinking may be required to determine what can
be used simultaneously at the same time. It
helps if you think of magic items as being
jealous of one another.
If you wear two or more magic rings on the
same hand, neither works. If you wear two
magical amulets, neither works. If you wear a
magical helm and a magical circlet, neither of
them will work. If you wear a magical wrist
charm with a magical gauntlet and a magical
bracer, then none of them will work.

Aside from potions of delusion and other


temporary items with an undesirable effect,
cursed items all have the same flaw. Whether
their magical nature is otherwise beneficial or
not, they cannot be removed or discarded. That
is the owner is compelled to keep the item on
their person, and in the case of jewelry, outside
force cannot remove the cursed item without
damaging the wearer.

This is especially true if you have an intelligent


magical weapon, as they are jealous of anything
else that is classified as a weapon in the same
category of melee or ranged weapon.

Temporary Power Loss

The compulsion is so strong that a character


with a cursed magic weapon will not choose to
use any other weapon of the same class, even if
another weapon is more logical or more
powerful in the given situation. Furthermore,
attempts to steal the item are met with fearsome
resistance unless the owner is completely
unaware. Even if the owner of a cursed dagger
would rather cast it away, he cannot let it be
stolen from him if he sees the thief in action.

Some items have a pool of magical energy that


can deplete through constant use. These items
always ask the user to roll 1d6 to determine if
this happens or not. You may substitute the
Dragon Die of the action using the item, or roll a
die separately. Either way, if it comes up a 1, the
item temporarily loses power. When an item is
rendered inert or its power is expended for the

GMs should never randomly roll up a cursed


item, as the side effects on the campaigns story
or as a derailment can be large. Just like every
dragon should be placed for a reason, each
cursed item should likewise be placed for a
reason to prevent it taking over the limelight for
an inordinate time.

You can really only ignore this rule with armor.


Magical armor often comes with a magical helm
as part of a matching set, but if you find a
wondrous helm you can wear both at the same
time. Likewise with magical armor and cloaks,
magical armor and a shield, or magical armor
and bracers or gauntlets.

83

Magical Armor

Rank

Magic Armor is a common adventuring tool and


comes in all types, including cloth robes or
padded armor (both of which are suitable for
mages to wear) and varies between Lesser Magic
Armor and Greater Magic Armor. Shields are
treated as armor and follow these guidelines,
except that bonuses to Armor Penalty are
bonuses to Armor Rating instead.

Lesser Armor

Bonuses

Value

+1 Defense bonus

30x

+1 Defense, -1 Armor Penalty

50x

+2 Defense, -1 Armor Penalty

75x

+2 Defense, -2 Armor Penalty

200x

+3 Defense, -2 Armor Penalty

300x

+3 Defense, -3 Armor Penalty

500x

resist the effects of any curse. If he makes the


test with a total of 5 or more than the TN, he is
immune to the curse for the rest of the
encounter. This power is always on.
Healing: The wearer heals an additional amount
of Health equal to his Constitution ability
whenever he recovers health, whether from
taking a breather, drinking a potion or the
ministrations of others. If he were to wear the
armor while sleeping he heals to full in one
night, no matter how much Health he is missing,
however this suit is no more comfortable than
any other armor. This power is always available.
Quickness: The wearer gains the ability to use
two different Major actions per turn, or an
additional Minor action each turn. This effect
lasts for 10 minutes.
Shock: This armor may be charged or
neutralized with an Activate action. When
charged, any creature that hits the wearer takes
their Dragon Die in penetrating damage from
electricity. This power is always available.

Lesser Armor has the following traits, the ranking


of which is determined by the GM. Typically if
armor penalty would be reduced below 0 by the
modifier, such as Rank 4 or higher Heavy
Leather, that armor is very rare.
Value: Lesser Armor increases the armors value
by a factor depending on Rank.
Example: Rank 1 Heavy Leather Armor has a value of
9 gp.

Greater Armor
Greater Armor has a Rank and also a special
power which may be used with an Activate
action. Each time it is used roll 1d6, and if the
result is a 1, then the armors power is expended
for the rest of the day. It still functions as a Lesser
Armor. This does not apply to powers that
specify they are always on.
Value: Greater Armor costs six (6) times as much
as the corresponding ranked Lesser Armor
Absorption: When affected by a Life Draining
attack, such as the Drain Life spell or the
Draining Touch or Draining Aura power, the
wearer only take half the normal damage. This
power is always on.
Ethereality: The wearer becomes ethereal and
remains so for up to one hour. The wearer may
use an Activate action to become normal or
tion. After this
ethereal throughout the duration.
oses this
duration expires the armor loses
power for the rest of the day.
Flight: The wearer who
activates this power gains a
Fly 12 movement rating.
Blessed Grace: The wearer of
this armor gains a +2 bonus to

Magical Weapons
Magical Weapons are some of the most
common items found or commissioned and
come in every type. They vary between Lesser,
Greater, and Intelligent. Intelligent weapons are
not covered in this volume, please reference
Adventures Afar.

Lesser Weapons
Less
Less
Lesser Weapons have the following traits,
the ranking of which is determined by
the GM.
Value: Lesser Weapons increase the
we
weapons value by a factor depending
on Rank.

84

Example: Rank 1 Long Sword has a value of 4.5 gp.

Finding: This weapon reproduces the effect of


the Dowsing ritual, pointing towards the nearest
object or creature type.
Quickness: The weapon can reproduce the effect
of Haste on the wearer, giving them a second
Major action (that must be different from their
first) or an additional Minor action each turn.
This lasts for 3 minutes. After the duration ends
roll 1d6, and if the result is a 1 the weapon
functions as a Lesser Weapon for the rest of the
day.
Shadowed: This weapon can be commanded to
dim the area. It lowers lighting conditions by 1
step (daylight to dusk, dusk to moonlight,
moonlight to darkness) within 10 yards. This
effect is subtle. Watchers do not immediately
notice something is wrong. Furthermore at all
ng
times it deals an additional 2 penetrating
ecrotic
damage to all targets it hits from necrotic
energy. Shadowed lasts for 3
minutes. After 3 minutes roll 1d6,
and if the result is a 1 the weapon
cannot dim for the rest of the day.
Sunbright: This weapon can be
commanded to shine with the
radiance of daylight. It lights the
area as a large lantern, and deals
an additional 2 penetrating damage
from radiant energy to all targets it
at
hits. Many supernatural creatures that
are vulnerable to radiant damage will
take an extra 1d6 penetrating damage. Sunbright
lasts for 3 minutes. After 3 minutes roll 1d6, and
if the result is a 1 the weapon functions as a
Lesser Weapon for the rest of the day. When
Sunbright is active, the wielder may inflict
Blindness on a target instead of Knocking them
prone. This gives the affected target a -1 penalty
to all actions until the end of your next turn.
Warning: This weapon is constructed to alert the
user to the approaching presence of specific
types of creatures. It vibrates until readied, at
which point it will dimly glow increasing in
brightness until the creatures arrives. The glow
when in close quarters with the creatures is as
bright as a torch. The bearer can change the
creature type by spending a minute in
meditation with the weapon in the morning,
otherwise it continues to sense for the same type
as yesterday. The GM will determine what

Greater Weapons
Greater Weapons have a Rank and also a special
power which may be used with an Activate
action unless specified as always on.
Value: Greater Weapons cost five (5) times as
much as Lesser Weapons of corresponding rank.
Bane: A bane weapon earns an extra 2 stunt
points when its wearer rolls doubles against a
particular class of foe from this list: Beasts,
Dragons, Dwarves, Feyfolk (Elves and Fey
creatures), Giants, Goblinoids, Humans, Orcs,
Outsiders, Undead, Vermin (insects, arachnids,
centipedes, etc.) When the wielder uses this
weapon to perform the Lethal Blow or Mighty
Blow stunts against the appropriate foe, the extra
damage it deals is penetrating. These powers are
always in effect. The GM will determine what
foe the weapon is bane against when the
weapon is discovered.
Defender: A defender weapon can use its Attack
bonus normally, or give it to the wielder as a
Defense bonus as a free action. The weapon can
Rank

Bonuses

Value

+1 Attack bonus

25x

+1 Attack, +1 Damage

35x

+2 Attack, +1 Damage

50x

+2 Attack, +3 Damage

125

+3 Attack, +3 Damage

200x

+3 Attack, +5 Damage

400x

only switch from offense to defense or vice versa


once per round.
Elemental: An elemental weapon inflicts an
additional amount of damage based on its
element: Cold and Shock weapons deal 2
penetrating damage, while Corrosive and Fire
weapons deal +1d6 damage. When the Lethal
Blow, Might Blow, or Pierce Armor stunts are
used with this weapon, it flares dealing 2 extra
penetrating damage to the target. These powers
are always in effect. The GM will determine
what element the weapon has when it is
discovered.

85

Value: 110 gp

creature type it is currently sensing when it is


discovered.

Wand of Negation

Wands, Staves and Rings

This wand fuels Counterspell attempts.


Arcane Lances made with this wand
are dangerous to fellow casters. Enemy
casters hit with the arcane lance suffer a -1
to all Magic actions until the end of your
ur
next turn.
Value: 150 gp

A magic wand is an implement that provides


mana points for the purpose of casting certain
spells. When used with an Arcane Lance, it also
provides a secondary effect. When found roll
2d6+3, this is the amount of mana that is
embedded in the wand. This amount replenishes
itself once daily after 8 hours of disuse.

Staff of Air
A magic staff aids in the use of certain spells,
and if intended for mages bolsters an arcane
lance. They also serve as magical weapons. All
staves are usable by all casters unless otherwise
noted.

This staff provides a +1 bonus to the casting


sting
and Spellpower of Air or Electricity based
ed
Primal spells. Any arcane lance made with
this staff carries an electrical charge and deals
+2 penetrating damage and can hit targets at up
to 20 yards away. The bearer ignores 4 damage
from electricity while holding the staff and the
staff shocks enemies on contract for an
additional +2 penetrating electricity damage.
Value: 800 gp

Rings are a common class of wondrous item.


They are often potent, and are prevalent enough
in variations that they are detailed here. Rings
are usable by anyone, but are often of particular
use to mages or clerics.

Staff of Earth
Wand of Cold

This staff provides a +1 bonus to the casting and


Spellpower of Earth based Primal spells. Any
arcane lance or attack made with this staff can
easily fragment, so the uses can use the Dual
Strike stunt for 3 SP instead of 4. The bearer
ignores 6 damage from rocks and earth based
strikes while holding the staff and the staff deals
+2 damage to targets it hits, and is considered to
be made of rock for the purpose of bypassing
enemy defenses.
Value: 800 gp

This wand fuels castings of Winters Grasp, and


Cone of Cold. Arcane Lances made with this
wand become freezing, dealing +2 penetrating
damage to any targets hit.
Value: 110 gp

Wand of Fire
This wand fuels castings of Flame Blast and
Fireball. Arcane Lances made with this wand
become fiery, dealing +4 damage to any targets
hit.
Value: 110 gp

Staff of Fire
This staff provides a +1 bonus to the casting and
Spellpower of Fire-based Primal spells. Any
arcane lance made with this staff deals +3
damage and sets the target on fire if the Dragon
Die is 5 or better. The bearer ignores 6 damage
from fire while holding the staff and the staff
flares into flame when striking targets for an
additional +3 fire damage.
Value: 800 gp

Wand of Illusion
This wand fuels castings of Daze and Phantasm.
Arcane Lances made with this wand become
elusive and hard to avoid, gaining a +2 to hit.
Value: 70 gp

Wand of Lightning Bolts


This wand fuels castings of Shock and Lightning.
Arcane Lances made with this wand become
extremely long range, able to hit targets up to 25
yards away.

86

staff is insidious, and the user can use the Pierce


Armor stunt for 1 SP instead of 2. The bearer
deals +3 damage to enemies hit with the staff.
Value: 800 gp

Staff of Light
This staff provides a +1 bonus to the casting and
Spellpower of all Light spells. It can also create a
Light spell effect at will. The bearer ignores 2
damage from all magic while holding the staff
and the staff does an additional +2 penetrating
damage on a successful strike. This is a normal
staff to all but divine casters.
Value: 1800 gp

Staff of Wizardry
This staff provides a +1 bonus to the casting and
Spellpower of all Entropy and Spirit spells. Any
arcane lance made with this staff deals +2
penetrating damage and is highly flexible. The
bearer can use the Disarm stunt for 1 SP instead
of 2, or the Lightning Attack stunt for 2 SP
instead of 3 when making an arcane lance
attack. The bearer ignores 2 damage from all
magic while holding the staff and the staff deals
the bearers Magic ability in additional damage
on a successful strike. This is a normal staff to all
but arcane casters.
Value: 2000 gp

Staff of Miracles
This staff gives a +1 bonus to the casting and
Spellpower of all Miracle spells. The bearer
gains +1 Defense and deals +2 penetrating
damage when striking with this staff.
Value: 500 gp

Staff of Power
This staff provides a +1 bonus to the casting and
Spellpower of Fireball, Lightning and Ice Storm
spells. It can also create a Light or Levitate spell
effect at will. Lastly, the bearer deals +2
penetrating damage when striking targets. This is
a normal staff to all but arcane casters.
Value: 1200 gp

Ring of Energy Resistance


The ring wearer ignores 5 damage from a
specific source. When discovered the GM will
determine whether it resists Fire, Cold or
Electricity.
Value: 120 gp

Staff of Shadows

Ring of Holiness

This staff provides a +1 bonus to the casting and


Spellpower of all Shadow spells. The bearer
gains +1 to hit and deals +2 penetrating damage
when striking with this staff.
Value: 1200 gp

This ring provides 1 extra mana per character


Level to a divine caster who wears it. The wearer
uses the rings mana points first when casting
spells each day, and once per day after an 8
hour period of inactivity the ring regains its
mana points.
Value: 700 gp

Staff of Water
This staff provides a +1 bonus to the casting and
Spellpower of Water or Cold based Primal
spells. Any arcane lance made with this staff is
forceful like a wave, and the user can use the
Knock Prone stunt for 1 SP instead of 2 when
making an arcane lance attack. The bearer
ignores 8 damage from cold/ice while holding
the staff and the staff freezes enemies it hits for
an additional +2 penetrating cold damage.
Value: 800 gp

Ring of Invisibility
The ring wearer can use an Activate action to
become invisible as per the spell Invisibility,
including the conditions for becoming visible
prematurely. After each invocation of the ring,
roll a d6. If the result is 1, the ring becomes inert
for the rest of the day.
Value: 200 gp

Staff of Withering

Ring of Protection

This staff provides a +1 bonus to the casting and


Spellpower of Daze, Mass Paralyze, Paralyze,
and Weakness spells. Any attack made with this

The owner of this ring gains Defense while the


ring is worn. When discovered the GM will
determine the level of protection: +2, +3 or +4.

87

Value: 20 gp, 80 gp or 180 gp

Wondrous Items
With the exception of rods, most wondrous
items are items of clothing, jewelry besides
rings or trinkets. All wondrous items are
considered durable, no matter their material
construction.

Ring of Spells
This ring provides 1 extra mana per character
Level to an arcane caster who wears it. The
wearer uses the rings mana points first when
casting spells each day, and once per day after
an 8 hour period of inactivity the ring regains its
mana points.
Value: 700 gp

Rods
A rod is a wondrous magical item that must be
carried or brandished to have effect. They can
also be used as weapons of the Bludgeons or
Staves group.

Ring of Seeing
Once per day the wearer of the ring can use an
Activate action to automatically cast the spell
Reveal upon him or herself.
Value: 220 gp

Amulet of Privacy
The wearer of this amulet may not be magically
observed. No magical effect of the Divination or
Commune schools that must directly affect a
target to glean information works on the wearer
when the wearer is the target. This extends to
magics such as Common Tongue which affects
the minds of the cleric and all listeners. This
does not stop the effect from occurring, but any
image or sound coming from the person of the
wearer is obfuscated.
Value: 350 gp

Ring of Spell Storing


The ring can store spells and release them later
at the wearers command. Each ring has a
limited capacity of 3+1d3 spells, and a caster
can choose to cast a spell into the ring to fill one
storage slot. When worn the wearer
instinctively knows what each spell is, and
how the spell works when released. The
user need only use an Activate action, and
any targets must test against the original
casters Spellpower if a resistance test is
allowed.
Value: 1000 gp

Bag of Devouring
A bag of devouring is a cursed bag of holding.
It functions like a bag of holding but has a
serious flaw. Anything held inside the bag for
more than a week has a chance of being
disintegrated by the bag itself. Roll 1d6 for each
stored item once per week, on a 1 the bag
consumes the item.
Value: 74 gp (apparent)

Ring of Spell Turning


The ring wearer can reflect any spell targeted
upon his person back at the original caster. If it
is an area effect spell, the wearer and anything
behind him is unaffected, and a line of spell
effect hits the caster. After each invocation of the
ring, roll a d6. If the result is 1, the ring becomes
inert for the rest of the day.
Value: 500 gp

Bag of Holding
A bag of holding is a special transportation
device that can hold in other-dimensional space
any object small enough to pass through the
opening. Once it is holding 1000 lbs. worth of
goods it will not accept any more. Only
inanimate objects may be stored inside the bag
of holding, and things stored inside such a bag
are not affected by time. Food and drink do not
spoil, books do not decay, etc. The user can see
a mental picture of everything stored inside
when he inserts his hand inside the opening.
Value: 74 gp

Ring of Telekinesis
The ring wearer can use an Activate action to
move objects as if they were under the influence
of a Levitate spell. After each invocation of the
ring, roll a d6. If the result is 1, the ring becomes
inert for the rest of the day.
Value: 375 gp

88

overcome the Spellpower of attacks affecting an


area he is inside.
Value: 75 gp

Boots of Elvenkind
The wearer becomes as silent as the gentle wind
through the leaves as long as he keeps his
tongue and leaves little trace. Anyone making
Perception (Hearing) and Perception (Tracking)
tests versus the wearer suffers a -2 penalty.
Value: 25 gp

Broom of Flying
This broom can be invoked with an Activate
action. Once active it bears one individual and
one passenger aloft at a Speed of 20, (or Speed
15 with 2 persons onboard). It has excellent
maneuverability and the user is treated as a
flying creature with the ability to hover.
Value: 170 gp

Boots of Speed
The wearer of these boots adds +3 to his Speed.
If the wearer makes an Activate action, he gains
+5 to Constitution (Stamina) tests related to
running for a period of 12 hours, but he must
rest for an entire day afterwards to recover from
exhaustion.
Value: 60 gp

Circlet of Persuasion
This silver headband makes the wearer more
personable and charismatic. It gives the wearer a
+1 bonus on Communication (Persuasion) and
Communication (Seduction) tests.
Value: 45 gp

Boots of Traveling and Leaping


The wearer of these boots is never tired from
walking anywhere, and can make prodigious
leaps. They always provide a +1 bonus to
Strength (Jumping) tests, and +3 bonus to
Constitution (Stamina) tests due to walking, and
he may use an Activate action to leap 5 yards
straight up or 10 yards in distance.
Value: 55 gp

Cloak of Elvenkind
The wearer becomes
es expertly camouflaged
uts the hood over
when he or she puts
its their
their head and limits
nents making
movement. Opponents
Perception (Seeing)) tests versus
the wearer take a -3 penalty.
ndered void
This penalty is rendered
until the end of the
earer
encounter if the wearer
n.
uses a Major action.
Value: 25 gp

Boots of the Winterlands


The wearer of these boots is able to move upon
the surface of snow without disturbing it as if it
were dry flat ground. Furthermore the cold does
not bother him.
Value: 25 gp

Crystal Ball
A crystal ball is a scrying implement. It
subtracts 1 from the
he mana cost of any
ination spell or ritual cast
Commune or Divination
using it. Furthermore, it allows the user to
surpass a single requirement, such as needing a
piece of the target to cast a ritual or spell, or
provides a +2 bonus to Spellpower.
Value: 200 gp

Bracers of Defense
The wearer of this item gains a Defense bonus
while they are worn. When discovered the GM
will determine the level of protection: +1, +2 or
+3.
Value: 40 gp, 160 gp or 360 gp

Brooch of Protection
Broo
The wearer
we
of this brooch gains
Defens against magic attack
Defense
while it is worn. The wearer gains
a +1 bonus
bon to overcome the
Spellpower of attacks
directed solely at his
person, and a +2 bonus to

Displacer Cloak
The wearer of a displacer cloak appears to be
standing slightly off to the side from where they
truly are. This works out to +2 Defense versus
ranged fire and a 1 in 6 chance that a melee

89

significantly. This occurs the first time he dons


the helm each day if he is not yet cursed, and
once cursed the effect persists even when the
helm is not worn, and only ceases if a Dispel
Magic ritual is cast upon the cursed individual.
Cured individuals remember their actions while
cursed.

attack will miss. (If the Dragon Die of the attack


is 1, it misses regardless of the roll).
Value: 240 gp

Drums of Panic
These kettle drums have no effect on those
within 7 yards when played, but anyone beyond
that but within earshot (about 40 yards) must
succeed at a Willpower (Morale) check versus
TN 13 or run away unable to return to the
location for 30 minutes.
Value: 300 gp

If the wearer is primarily Altruistic they become


Cruel, or vice versa. If they are primarily
Honorable they become Mercenary, or vice
versa. If they are primarily Harmonious they
become Independent and vice versa. Even those
who are unaligned are affected, as they must
choose to become either Independent or
Harmonious.
Value: 300 gp (apparent)

Flying Carpet
This device can be invoked using an Activate
action. Once active it will carry up to 600 lbs of
weight that is laid upon its surface through the
air with a Speed of 25. It may hover, but is not
any more maneuverable than a cart or carriage.
Value: 600 gp

Helm of Reading
The helm of reading enables the wearer to
comprehend any written word or symbol. This
occurs at all times, and although he cannot
necessarily identify the script, or reproduce the
letters elsewhere he comprehends the meaning
exactly and instantly.
Value: 135 gp

Gauntlets of Ogre Power


The wearer of these gauntlets deals +1 Damage
in melee combat, increases the range of all
thrown weapons by 1 for short range and 2 for
long range, and gains a +2 bonus on Strength
(Might) tests.
Value: 40 gp

Helm of Telepathy

The wearer of this large belt gains +2 Damage in


melee combat, increases the range of all thrown
weapons by 2 for short range and 4 for long
range, and gains a +4 bonus on Strength (Might)
tests.
Value: 80 gp

The Helm of Telepathy has two functions it can


send messages the wearer designates to any one
creature within 30 yards. That creature may also
respond if desired. It can also cast Hear
Thoughts on the wearer. After Hear Thoughts has
been used roll 1d6. On a 1, the Helm is
rendered inert for the rest of the day.
Value: 270 gp

Headband of Intellect

Horn of Blasting

Girdle of Giant Strength

This item appears to be a normal horn or


trumpet. However when blown a cone of
amazing sonic power erupts from the end.
Anything within the area 15 yard long and 3
yard wide at the end takes 3d6 damage and
must succeed at a Constitution (Stamina) test
ve
versus TN 13 or be deafened for 10 minutes.
Blowing the horn renders it inert for 10 minutes.
Value: 200 gp

The wearer of this gem studded headband gains


broad intelligence. It provides a bonus to all
Cunning tests. The GM must determine
the level of the bonus when it is
discovered: +1, +2 or +3.
Value: 40 gp, 160 gp or 360 gp

Helm of Personality Changing


The wearer of the helm of personality changing
must succeed at a Willpower (Self-Discipline)
test versus TN 16 or be cursed to alter their ethos

90

Lamp of Long Burning

Rod of Cancellation

This appears to be a normal hooded lantern,


including a metal body, a reservoir for oil, and
shutters. When filled with oil and lit normally it
will shed light without consuming the oil.
However, if the flame is ever doused by water
the lamp becomes completely non-magical.
Value: 10 gp (3 gp to re-enchant it)

A rod of cancellation can render any normal


magical object touched by it completely nonmagical. To use it the holder must make an
Activate action for this purpose, after which it
becomes nonmagical itself. Any special magical
objects such as Artifacts are exempt from this
effect, but they cease to be magical for a day. It
otherwise can be used as a mace, but has no
other special properties.
Value: 110 gp

Medallion of ESP
When the wearer uses an Activate action to use
the Medallion, it casts Hear Thoughts upon the
wearer. The Spellpower of the device
ce
equals the crafters at the time of item
em
sed
creation. After the Medallion is used
ered
roll 1d6. On a 1, the item is rendered
inert for the rest of the day.
Value: 120 gp

Rod of Parrying
Ro
A rod of parrying can be used as a mace that
pr
provides
a +2 bonus to Hit and deals 2d6+3
da
damage.
However, when the user makes an
Ac
Activate action to use the rods power it provides
a +4 bonus to Defense against melee attacks
wh
when using the Defend action but a -3 penalty
to any other Major action. Deactivating the rods
po
power is a free action.
Value: 70 gp

Pouch of Security
d
A pouch of security that is activated
when put on ones person will make a loud plea
in the voice of its creator when it is stolen. It will
persist in this alarm for an hour, but it may be
silenced by the owner via a command word. The
only way to steal an activated pouch is to
temporarily or permanently remove its magical
enchantment. Note, if the pouch is given to
someone else freely or left lying out it
deactivates.
Value: 17 gp

Rope of Climbing
The rope of climbing is to all appearances a
normal 33 yard rope, but if someone holding it
uses an Activate action, it comes alive and will
scale up walls and secure itself to a handhold, or
tie area at the height of its full length. It does not
matter how sheer the surface is as long as there
is something for it to tie itself to. With a second
Activate action it will release itself.
Value: 40 gp

Quill of Copying
A quill of copying when activated will make an
exact copy of a document. It will work until the
length of the document is fully copied, or it runs
out of ink or paper. The two copies are
indistinguishable from one another, including
any blemishes the original has or any quirks or
tells in the handwriting or drawings, as long as
only one color of ink is used throughout. The
quill will wait for ten minutes if it runs out of ink
or paper, and if more supplies are not
forthcoming deactivates at that time. It can
resume with another activation.
Value: 20 gp

Scarab of Protection
This item has 2d6 charges when found, or 12 if
crafted. When the wearer of this scarab brooch
is the target of a curse, the scarab automatically
prevents them from being affected by the curse
for an entire encounter, and loses one charge.
When it is out of charges it becomes simply a
pleasant decorative item. It cannot be recharged
by any means short of a Wish.
Value: 180 gp

91

classic illustrators who have defined the art of


products such as these, and others are extremely
talented artists on their way to greatness.

Art Credits
I must acknowledge and call attention to the
wonderful artists I have appropriated the work of
for this netbook. I did not ask permission to use
the art found herein, but could not fathom laying
out this entire document without art sprinkled
throughout. In some cases I do not know the
name of the original artist, but as far as I know
the work of the following is laid out amongst
these many pages.

Miguel Coimbra
Thomas L. Denmark
Dany Frolich
Randy Gallegos
Brian Hagan
Tim Hildebrandt
Jon Hodgson
Benjamin S. Hunter
Igor Kieryluk
Doug Kovacs
Dal Lago
Todd Lockwood
Howard Lyon
Angus McBride
Barry J Northern
William O'Connor
T. Jordan Peacock
Steve Prescott
Dave Stokes
Francis Tsai
Jun Wen
Sam Wood
Kieran Yanner
and of course

Larry Elmore
I am not making any attempt to obtain material
compensation for this work, and although I have
manipulated imagery to suit the project style I
have attempted to use each work in a way that
highlights its artistic strong points. If you are
impressed by any of the art in this book, please
search for these artists names yourself. Some are

92

Appendices
House Rules

original effect, the mage must learn it as a


separate spell.

Elevated Defense

Casting Barred Spells


Whenever a character learns a spell outside their
list, or continues casting a spell after a
fundamental change that makes it a barred spell,
they must pay an extra 2 mana points on top of
the normal cost. Unless they are developing the
spell on their own, there should be a minor
quest involved as well.

Defense is figured with a base of 11. All of the


adversary statistics in this book are figured in
this fashion because this book is meant for my
own campaign.

Mage Spell Descriptors


Mages can be quite diverse, so without writing
twelve more spells to encompass that diversity,
the following rule applies in my campaigns. It
encompasses some advice written in an article
by Bruce Heard.

New Stunts
Spell Stunts
5
Maximized Spell: You replace 1d6 in the
spell description with a result of 6. This may not
replace the Dragon Die in a casting roll if there
is anything else that can be replaced.

Corrosive Damage
When a mage learns a spell that deals Fire
damage, he can instead designate that it deals
Corrosive damage. The element for Corrosive
spells is Water, so only items that enhance
Primal (Water) magic enhance these spells after
the change in designation. Whenever the mage
casts this spell it uses the new Elemental effect
and to use the spell with the original effect, the
mage must learn it as a separate spell.

Overland Movement
When not worrying about combat positioning
and maneuvering, all creatures can move at 3
times their listed speed (5 times if flying).
Multiply land Speed by 0.4 to get mph,
multiplying that base by 2 or 3 if the character is
jogging or running full-tilt.

Sonic Damage
When a mage learns the spells Gust of Wind,
Cone of Cold, Ice Storm, Daze, Paralyze or Mass
Paralyze, he can instead designate them as Sonic
effects instead of Air, Cold, or Mental. The
element for Sonic spells is Force, so only items
that enhance Spirit magic enhance these spells
after the change in designation. Whenever the
mage casts this spell it uses the new Elemental
effect and to use the spell with the original
effect, the mage must learn it as a separate spell.

Flying Speed is multiplied by 0.68 instead.

Arcane Bolt

When a power, spell, ritual, or magic item refers


to affecting supernatural creatures it affects all of
the above types equally. When a power, spell,
ritual, or magic item deals extra damage to
supernatural creatures vulnerable to radiant
energy or necrotic energy, the origin of the

Supernatural Creatures
Throughout the book the term supernatural
creature is used. This is specifically different
from a classification of monster, which is a
catchall, and dragon or giant, which are tight
descriptors. A supernatural creature has the
planar, or undead descriptors, although select
Fey also count as supernatural creatures.

The arcane bolt spell can be learned as a Primal


spell of any effect descriptor. This does not
change the spell effect in any way. Whenever
the mage casts this spell it uses the new
Elemental effect and to use the spell with the

93

sometimes understand language but usually do


not have the ability to speak.
Humanoid: The creature is a sentient being akin
to a human. It can process language, and often
is a social creature. It also needs the basics of
life, sustenance, air and sleep.
Monster: The creature is some other form of
living or spiritual monster, and is separated from
beasts by its utter alien strangeness, or its
capacity for language. Rarely can a monster be
tamed and trained, and Animal Handling is not
enough to break one.
Plant: The creature is a supernatural or
monstrous plant and if immobile is not
optimized to live outside the environment it
normally grows in.

creature must be considered. All fiends and


undead are vulnerable to radiant damage. Weak
celestials are vulnerable to necrotic damage,
while most devas are resilient against it.
Elemental creatures treat both damage sources
as normal.
If a cleric thinks to brandish their holy symbol
versus any supernatural creature that creature
may be intimidated by it. Likewise, any ward or
spell effective against one type of supernatural
creatures such as fiends can be effective on
other types of supernatural creatures, but
because it is less certain the GM should give the
non-target creatures up to a +2 bonus on their
resistance tests. If they fail the test then they are
affected fully.

Subtype Descriptors
Aberrant: The creature is an alien creature that
can only have originated on some other plane,
through raw magic, or immortal influence. This
category includes things without organs, or
organs that don't make sense to scholars present
in the world. Aberrant can also refer to a
creature that was natural and has since been
mutated by magical means.
Draconic: The creature is a dragon or is related
closely to them. These are reptilian beasts with a
magical nature, and often with a breath weapon
or supernatural attack. Thinking creatures of this
type always speak Dragon as their common
language, but can learn others, even if they
cannot vocalize them.
Elemental: The creature is an outsider native to
one of the districts of the Elemental Plane. It is
inherently strong versus its native element and
weak to its polar opposite. Thinking creatures of
this type always speak Elemental Common as
their language, but can learn others, even if they
cannot vocalize them.
Fey: The creature is an outsider native to the
Dreamlands or a Prime Plane descendent of
such creatures, and is considered a fairy being.
Many fey have supernatural powers, but not all
particularly the prime plane natives.
Giant: The creature has abnormal size for its
type. True Giants, speak giantish, but have
dialects as well. Most true giants favor throwing
objects and weapons at targets, although some

Bestiary
A Handful of Adversaries
The Black Bear, Giant Rat, and the Giant Spider
from the Dragon Age Gamemasters Guide are
perfectly suitable without modification in a
Mystaran setting. The Hurlock makes a fine
Bugbear, and the Shade fits the Shadow well.
Below you will find statistics for Ghouls,
Goblins, Hill Giants, Kobolds, Ogres, Orcs, and
Wolves.

New Information
Origin
Adversaries have an origin which is meant to
give the GM hints about the type of creature and
its basic existence without denoting everything
in powers. It also serves as information regarding
spell or ritual susceptibility.
Beast: The creature is an animal, whether it has
magical origins, magical powers etc. it's still an
animal. It has no concept of language, and can
be trained via Animal Handling.
Construct: The creature is a created being.
Usually created by a spell or higher power, these
creatures are tireless, do not require sustenance
or air and generally loyal to their creators. They

94

The threat class of opponents is not meant to be


a system in and of itself. GMs still need to judge
their own encounter, and mixing enemies from
different threat classes may or may not make the
entire encounter much more difficult. As with
everything in a role-playing game this is just a
guideline.

have magical prowess and prefer throwing


magical missiles instead.
Planar: The creature is an outsider native to one
or more outer planes. Encountered because they
were summoned, or because they were sent by
higher powers, all Planar beings have
supernatural capabilities. All Planar beings
speak a native tongue unique to their plane of
origin, but most thinking Planar beings possess
the ability to comprehend tongues or cast the
Common Tongue spell upon themselves. Few
planar creatures need to eat, drink or sleep.
Undead: The creature was once living, and is
now a monster of undeath. Unthinking undead
understand language but do not speak
meaningfully. Thinking undead are just like the
living, although most undead are consumed
with a hatred for the living, or an obsession with
something from their life. As they are dead, they
have no need for traditional food, water, air or
other sustenance. Their animus also allows them
to see in the dark. Some undead need rest, and
others wander in search of the living at all times.

Stat Block Format


The stat block includes some shorthand
designed to move especially common sentences
out of the powers sections.
Sense Keywords
Dark Vision : The creature can see perfectly

in total darkness.
Dark Vision (-1 in light): The creature can
see perfectly in total darkness but suffers a
penalty to most actions in bright light.
Dark Vision X yards: The creature can see
perfectly out to a certain distance in total
darkness. Their vision dims within 10 yards
beyond the listed distance.
Night Vision: The creature lowers penalties by 1
in low light and night conditions.

Threat Class
Threat Class is an indicator used to determine a
rough party level danger. A group of 4 characters
of the appropriate level should have little trouble
facing down one or two threats in the
corresponding class. An equal group number
increases the class by one, being outnumbered 2
to 1 increases the threat by 2 grades. Thus, four
class E threats are a class D threat while eight
are a class C threat.

Descriptions
In most cases, thinking individuals will have
their ethos worded in their description. If such is
the case, the word will be italicized. Text that
applies to choices such as spells and post
combat effects are listed here as well. As much
as possible, each creatures natural habitat and
motivations will be included in the description.

Threat class is rated with ascending letter grades


that correspond to character levels thusly.
E = Levels 1-2
D = Levels 3-5
C = Levels 6-9
B = Levels 10-14
A = Levels 15+
The Grade A is somewhat of an exception as it
encompasses the widest grouping of levels and
play type. Thus a single Grade A threat may
overwhelm a party of 15th level characters.

95

Ghoul

Grade D

Undead Humanoid
Defense 13, AR 0
Health 30, Speed 10
Senses Dark Vision (-1 penalty)
-2 Communication
+4 Constitution (Stamina)
+1 Cunning
+2 Dexterity
+2 Magic
+0 Perception (Smelling)
+3 Strength (Claws, Intimidation)
+2 Willpower
Melee Bite +2 (1d3+3), Claws +5 (1d6+5)
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Brawling
Powers
Flesh Knitting: Ghouls gain Health equal to damage
dealt when they bite an incapacitated foe or corpse.
This will kill an unconscious enemy.
Howling Madness: Ghouls automatically pass any
Willpower (Morale) tests.
Touch Attack [Paralyze]: Any living non-fey creature
(includes Elves) must test Willpower (SelfDiscipline) : TN 12 or be paralyzed for 1d3 rounds.

Goblin Skirmisher

Ghouls are horrible undead monstrosities, that


appear to be slightly desiccated corpses that view
everything around them with an ardent hunger. The
hint of animal cunning in their eyes shows all that
they are far from mindless, which makes them scarier
still.

Grade E

Humanoid
Defense 12, AR 3
Health 17, Speed 9
Senses Dark Vision 30 yards
+0 Communication
+0 Constitution
+1 Cunning (Evaluation)
+1 Dexterity (Light Blades, Stealth)
+0 Magic
+2 Perception (Searching)
+1 Strength (Climbing)
+0 Willpower
Melee Dagger +3 (1d6+2)
Ranged Short Bow +1 (1d6+3, 16/32 yards)
Favored Stunts: Pierce Armor and Skirmish.
Weapon Groups: Bows, Brawling and Light Blades
Equipment: Dagger, Light Leather

Those with advanced knowledge of ghouls have good


reason to be afraid. The merest touch of a ghoul can
cause the subject to be paralyzed, frozen in place for
a nearly a minute. A pack of ghouls will often
descend on a party of adventurers or normal people
and paralyze all of them.
Once every target is incapacitated they will each
choose a target and begin to feed. When they are far
from living prey, ghouls will dig up corpses and
indulge in the dead flesh. The only flesh they will
avoid is plant matter and undead flesh.

Goblins are forest or cave dwelling diminutive


humanoids with green or dark grey skin. They are the
size of halflings or gnomes, but their ferocious nature
makes them a threat to larger creatures.. They tend to
be manic in combat, harassing larger creatures if they
think there is something to gain. They are most
deadly in large numbers, and small hordes of goblins
will raid towns, torch buildings and murder
townspeople for no reason other than they can make

96

off with a small supply of food or gold. Goblins make


mercenary choices however, and for the promise of
riches or power will tie their fortunes to others. They
are also somewhat cowardly and will run if the tide
turns against them. Goblins speak Goblin, but may
also know orc, or any human tongue.

Goblin Chief

Goblin Skulker

Grade E

Humanoid
Defense 13, AR 3
Health 17, Speed 10
Senses Dark Vision 30 yards
+0 Communication
+0 Constitution
+1 Cunning (Evaluation)
+2 Dexterity (Bows, Stealth)
+0 Magic
+2 Perception (Searching, Tracking)
+0 Strength (Climbing)
+1 Willpower
Melee Dagger +2 (1d6+1)
Ranged Short Bow +4 (1d6+3, 16/32 yards)
Favored Stunts: Pierce Armor and Seize the Initiative.
Weapon Groups: Bows, Brawling and Light Blades
Talents: Archery Style (N), Scouting (N)
Equipment: Dagger, Light Leather, Short Bow

Grade D

Humanoid
Defense 14, AR 4 (-1 penalty)
Health 25, Speed 9
Senses Dark Vision 30 yards
+2 Communication
+1 Constitution
+1 Cunning (Evaluation)
+2 Dexterity (Brawling, Stealth)
+0 Magic
+2 Perception (Searching)
+2 Strength (Climbing, Spears)
+2 Willpower (Morale)
Melee Dagger +2 (1d6+3)
Ranged Throwing Spear +4 (1d6+5, 8/16 yards)
Favored Stunts: Pierce Armor and Skirmish.
Weapon Groups: Brawling, Light Blades and Spears
Talents: Armor Training (N), Command (J)
Equipment: Throwing Spear, Dagger, Light Shield,
Heavy Leather

Goblins skirmishers are often suicidally bold and


rarely concerned with stealth after theyve
encountered their unsuspecting targets until theyve
encountered the enemy. Goblin scouts however are
more reserved. The most skilled of these scouts are
warriors who have learned to be quiet and strike from
the shadows. They are known as skulkers and
primarily serve the orders of the chieftains.

The most cunning and tenacious goblins advance to


lead the tribes of small humanoids. These warriors
have the best gear present, and often use javelins or
spears as their weapon of choice, standing out in the
open on the battlefield. Their courage allows their
fellows to be driven into a great frenzy and attack
ins are concerned with the
without fear. Most chieftains
e, so they often will try to
wellbeing of the entire tribe,
negotiate from a position of strength. They are also
ow much po
powe
wer
we
smart enough to know how
power
their group of goblins reallyy has and will
drive hard bargains or lie as
ls to
necessary to get their goals
come to fruition.

97

Hill Giant

limbs are thick and they cover their bodies with the
furs of bears and other large animals.

Grade C

Giant Humanoid
Defense 11, AR 7
Health 70, Speed 12
Senses Night Vision
+0 Communication
+5 Constitution (Stamina)
-1 Cunning
+1 Dexterity (Thrown)
+0 Magic
+2 Perception (Smelling)
+8 Strength (Intimidation, Might)
+3 Willpower
Melee Club +8 (3d6+8)
Ranged Rock +3 (2d6+8, 30/60 yards)
Favored Stunts: Dual Strike and Mighty Blow.
Weapon Groups: Brawling, Bludgeons and Thrown
weapons
Talents: Armor Training (N)
Equipment: Light Leather, Massive Club

Although they have a reputation for being dense, hill


giants are very perceptive and have long memories. If
left alive they remember how they were tricked
before. In terms of personalty, most hill giants are
cruel, and adopt the mentality of bullies. Few hill
giants are industrious enough to farm for themselves
or conduct true animal husbandry. They might raise a
lone bear cub or wolf as a pet, but they wont raise
livestock. All hill giants speak Giantish, but many
also master a pidgin or full command of the
prevailing human language. This is primarily so that
they can make demands of humans in the area, but
occasionally you will find giants living peaceful but
isolated lives. Giantish has its own runic alphabet,
but few hill giants can read.

Hill Giants are the least threatening of the true giants,


but that does not make them easy opponents. Rather
they are the dangerous creatures that are the tip of
the iceberg of giant strength and power. Hill giants
look like stocky primitive humans that stand twelve
feet tall and have shoulders seven feet wide. Their

98

Kobold Ambusher

Kobold witches tend to learn one spell that mimics


dragon breath such as flame burst, shock, cone of
acid (flame burst), Winters Grasp, and later on Cone
of Cold, Noxious Cloud, Lightning, Fireball, etc. Then
they concentrate on utility magic or more subtle
spells, such as Obscuring Darkness. Most of the
Kobolds priests are actually witches rather than
shamans. They learn the lore of Kurtulmak, the
entropic immortal patron of Kobolds, and wreak
havoc in that name.

Grade E

Humanoid
Defense 13, AR 2
Health 16, Speed 10
Senses Dark Vision 30 yards
+0 Communication
-1 Constitution
+1 Cunning
+2 Dexterity (Initiative, Traps)
+1 Magic
+1 Perception (Searching, Smelling)
+0 Strength (Spears)
-1 Willpower
Melee Bite +2 (1d6), Dagger +0 (1d6+1
(halved))
Ranged Throwing Spear +2 (1d6+3, 8/16
yards)
Favored Stunts: Defensive Stance and Seize
the Initiative.
Weapon Groups: Brawling and Spears
Equipment: Dagger, Throwing Spear
Kobolds are burrowing, reptilian humanoids of
small, lean stature. They are cowardly when
factors are against them, (especially numbers or
size and apparent power of opponents). They
set traps in their tunnels and use guerilla tactics
extensively. Because of their natural assets they
are never truly disarmed, but kobolds without an
advantage run at the earliest opportunity. Kobolds
ds
speak draconic, although they can learn other
languages.

Kobold Witch

Grade D

Humanoid
Defense 13, AR 2
Health 16, Mana 9, Speed 10
Senses Dark Vision 30 yards
+0 Communication
-1 Constitution
+1 Cunning
+2 Dexterity (Initiative)
+2 Magic (Arcane Lance)
+1 Perception (Smelling)
+0 Strength (Intimidation)
-1 Willpower
Melee Bite +2 (1d6), Dagger +2 (1d6+1 (halved))
Ranged Arcane Lance +4 (1d6+2, 16 yards)
Favored Stunts: Mana Shield and Skillful Casting.
Weapon Groups: Brawling and Light Blades
Powers
Spells (1): Arcane, Spellpower 12, 3 spells
Equipment: Dagger

99

Ogre

and big tusks that protrude from their bottom lips.


Most orcs have profound bellies, but to assume they
are in poor condition is often the death of many
would-be adventurers. They are prolific breeders and
squabble amongst themselves for status and territory,
until their numbers grow so large they must raid
nearby civilized areas in an attempt to sate their lust
for food and baser desires. The raiding culture is
ingrained in the cruel orcs and they view a death in
battle as a desirable one, although like most bullies
theyd rather not die if possible.

Grade D

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

Orcs always gather in hunting groups and are never


encountered alone unless gathering food in the
wilderness or as the result of a poorly executed raid.
They make their homes in all climes and environs,
from marshes and swamps, to arid wastelands. If they
move into cold climes they slay animals and make
thick clothing, if they move to a hot climate they
wear the minimal for survival. Orcs are not very
modest, although they arent as dumb as most people
believe them to be either. There are orc shamans,
who have mastered divine magic and orc witches,
who use arcane magic. As orc culture is based on the
right of the leaders to rule by personal might, orc war
chieftains and kings are often brutally powerful.

Ogres are giantish oafs that appear to be nine foot tall


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

Orc Warrior

Orcs speak their own language, but also have


dialects between tribes and regions. Most orcs dont
care about learning
human
languages, but some
care enough to
learn what their
potential
enemies
converse
about. Such an
orc may know
any humanoid
tongue.

Grade E

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

100

Wolf

Grade E

Languages of the Known World

Beast
Defense 14, AR 0
Health 25, Speed 15
Senses Night Vision
+0 Communication
+2 Constitution (Running)
-1 Cunning
+3 Dexterity (Bite, Stealth)
+0 Magic
+2 Perception (Smelling, Tracking)
+2 Strength (Jumping)
+0 Willpower
Melee Bite +5 (1d6+2)
Favored Stunts: Knock Prone and Pack Tactics.
Pack Tactics: 2 SP, As part of a group, a wolf can
allow another wolf to attack the same target as a free
action if it is close enough to do so.

The languages of the campaign setting are presented


below. Each language that has an alphabet will have
that alphabet written in parentheses behind the name
of the tongue itself. Languages of creatures that are
highly isolated, such as Kna and Rakasta, are not
included.
Alasiyan (Alasiyan Script)
Alphatian (Draconic Script)
Anglaise (Laterran Script)
Antalian Heldanner (Antalian Runes)
Atruaghin
Draconic (Draconic Script)
Dengar (Dwarven Runes)
Elemental (Elemental Script)
Elven (Elven Script)
Ethengarian
Giantish (Giantish Runes)
Goblin
Gnollish
Kaelic (Laterran Script)
Lalor (Lalor Script)
Makai (Neathar Runes)
Lizardfolk Shazak
Ochalean (Ochalean Script)
Orcish
Shadowspeak
Sindhi (Oltec Script)
Sylaire (Laterran Script)
Thar Speech (Dwarven Runes)
Thothian (Nithian Script)
Thyatian (Thyatian Script)
Traladaran (Thyatian Script)
Urduk (Neathar Runes)

Wolves are canine predators with excellent senses of


smell. Alone, a wolf is rarely a threat to an adventurer
unless it has a disease, such as rabies, which it can
spread. An entire pack of wolves however is a threat
to much larger creatures such as bears, or a group of
adventurers. Packs are often led by an Alpha wolf
which is often tougher than the others. Wolves live in
hills, forests and mountainous regions, even living in
extremely cold climes.

Some of the above are rare but encountered enough


within the Known World that they are included
above. These include the Laterran tongues, and the
Sindhi ones (Sindhi and Urduk). Thar Speech is a
particular variant of Orcish that has been codified
and set to letters, primarily so that Thar can rule his
people with greater efficiency. Others while
uncommon throughout the known world are wide
spread, such as Shadowspeak, the common language
of the Shadowdeep.
For those wishing to use their knowledge of a
languages alphabet to suss out writing penned in
another tongue, there is a penalty dependent upon
how different the tongue is from languages they
already know. For example, Traladaran and Thyatian
are linked by Milenian heritage so it isnt too difficult.

101

Attack Ranks as levels, and convert all of their levels


one to one. Thus a 14th level fighter is a 12th level
warrior, but an 8th Level Halfling with Attack Rank D
is an 11th level rogue, and a 10th Level Elf with
Attack Rank D is an 11th level mage.

Thar Speech and Dengar are widely different, despite


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

Advance the character as normal, choosing focuses,


talents and ability increases.
Only convert characters who are involved in combat
in adventures. Gazetteers have a habit of giving every
character statistics, even characters you would
normally never engage in combat like the King of a
country. In a situation where someone might engage
in combat, but not very often, such as King Stefan
Karameikos, the story should rule, not the dice.
However, nobody is stopping you from doing the
work.

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

-2
-1
0
1
2
3
4

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

Convert Charisma to Communication, Intelligence


into Cunning and Magic (favoring one over the other
depending on the characters background or class),
and Wisdom into Perception and Willpower (again
favoring one of the two). The other attributes match
up exactly.

3rd Edition Dungeons & Dragons


Many of the concepts in the conversion process have
been explained for the purposes of the Original
game, and have not been repeated.

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

Attributes into Abilities


3-4
5-7
8-10
11-13
14-15
16-17
18-19
20-21

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

-2
-1
0
1
2
3
4
5 and so on.

Convert the attributes to the corresponding abilities


as above.

Skills to Focuses

Level

Give the character a focus for any skill he would


succeed at with an average or poor roll. Mostly skew
towards background and believability.

Convert the OD&D character level up to 12 one to


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

102

Class
The 3rd edition game follows the same advice here
with a few notes required. Rangers convert as rogues
if they are not front-line fighters, otherwise as
warriors. Bards convert as Rogues, and Monks
convert as Rogues or Fighters based on their fighting
style. This will be solved with the addition of the
Mystic class in a later volume. Ignore the spellcasting
abilities of part-time casters such as Paladins. Look at
the multi-classing breakdown to help determine any
specialization powers the character might have, but
ignore it for choosing the characters class.

Level
Convert the character level over directly. If an
NPC ally is a 14th level Fighter in D&D, they are
a 14th level Warrior in AGE. Again, characters
who should not be involved in fights shouldnt
have statistics. Give characters with levels above
20 extra focuses, Health, Mana points etc.
Follow the same process of choosing level up
benefits corresponding to the characters level.

Items
Because of the greater breadth of items available
in 3rd Edition, convert what you can by purpose
and ignore the rest. The rules for item pluses to
Ranks is the same here.

- Fin -

103

Name
Background
Age
Level

Class
Homeland
Experience Points

Gender
Speed

Defense

Armor
Rating

A.G.E.

Worn armor:
Armor Penalty:

Health

Communication

Magic

Constitution

Perception

Cunning

Strength

Dexterity

Willpower

Languages

Mana
Total

Weapon

Attack Roll

Total

Damage

Range

Class Powers & Talents

Equipment and Money

Gold

Silver

Copper

Concept, Goals & Ties


Name

School

Mana

Cast Time

TN

Test

SP Cost

Puissant Casting

1-3

Skillful Casting

2[

Mighty Spell

2[

Mana Shield

3[

Fast Casting

4[

Imposing Spell

4[

Maximized Spell

5[

Spellpower

Spells
Name

Spell Stunts

Result

Concept, Goals & Ties

Stunts
Name

Type

SP cost

Name

Type

SP cost

Skirmish

Combat

1+

Efficient Search

Explore

2[

Stay Aware

Combat

Speedy Search

Explore

2[

Rapid Reload

Combat

That Makes Me Wonder

Explore

3[

Knock Prone

Combat

2[

The Object of your


Attention

Explore

3[

Defensive Stance

Combat

2[

The Upper Hand

Explore

4[

Disarm

Combat

2[

Resources at Hand

Explore

4[

Mighty Blow

Combat

2[

With a Flourish

Explore

4[

Pierce Armor

Combat

2[

Bon Mot

Roleplay

Taunt

Combat

2[

And Another Thing

Roleplay

Threaten

Combat

2[

Sway the Crowd

Roleplay

2[

Lightning Attack

Combat

3[

Stunned Silence

Roleplay

2[

Dual Strike

Combat

4[

Flirt

Roleplay

3[

Seize the Initiative

Combat

4[

Jest

Roleplay

3[

Lethal Blow

Combat

5[

Tower of Will

Roleplay

4[

Advantageous Positioning

Explore

Enrage

Roleplay

5[

Series
The Known World
Mystara, the Dungeons &
Dragons game world first
defined in the box set era,
returns for use with the
Adventure Game Engine in this
core supplement covering the
Known World and its environs.
Explore Karameikos frontier!
Ferret out intrigue in Glantri!
Fight for Thyatis!
Travel the world!
Everything you need to make
characters for the most common
Mystaran archetypes is
included, including a new class,
backgrounds, new talents,
specializations, new magic
spells & magic items, an
overview of the setting and a
small bestiary of beginning tier
to advanced foes.

FOR USE WITH


GREEN RONIN GAMES

Requires the Dragon Age Roleplaying Game Box Set,


and original D&D Gazetteers or Mystara Second Edition
Box Sets.