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The Known World


The Known World
Core Rules Supplement
an Adaptation of Wizards of the Coast’s Known World setting for use with Green Ronin’s
Adventure Game Engine

Design: Byron D. Molix

System Design and Development: Chris Pramas, et al

This is a derivative fan production work based on the original work by E. Gary Gygax and Dave
Arneson, and developed by Aaron Allston, Brian Blume, Ann Dupuis, Anne C. Gray, Bruce Heard,
Frank Mentzer, Tom Moldvay, Steve Perrin, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim
Ward and Jean Wells among others.

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

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

Introduction 1 Rockhome 61
Chapter 1 - Characters 2 Thyatis 62
Character Creation Options Ylaruam 63
Class Options 3 Ylari Alasiyan 64
Cleric 4 The Extant Regions
Elven Mage 6 Aengmor
Backgrounds Atruaghin Clans, The 65
Dwarf 7 Broken Lands 66
Elf 9 Ethengar Khanate 67
Halfling 11 Central Brun 68
Human 13 Northern Brun
New Focuses & Talents 16 Heldannic Territories
Specializations 17 Wendar 69
Chapter 2 - Gear 23 Savage Coast
Armor Chapter 5 - The Immortals 70
Weapons Popular Immortals 71
Adventuring Equipment 24 Local Immortals 74
Chapter 3 - Magic 25 Dark Immortals 77
Magical Actions Chapter 6 - Rewards 80
Spell List 26 Treasure
New Spells 27 Magic Items
Ritual Magic 37 Temporary Items
Rituals Permanent Items 83
Magic Items 45 Armor 84
Durability of Magic Items Weapons 85
Magical Services 46 Wands, Staves and Rings 86
Chapter 4 - Setting Overview 47 Wondrous Items 88
The Known World Art Credits 92
Splintered Alphatia Appendices 93
Darokin 48 House Rules
Daro Burgher 49 Bestiary - A Handful of Adversaries 94
Master Trader Ghoul 96
Five Shires, The Goblin Skirmisher
Knight Hero 51 Goblin Chief 97
Glantri Goblin Skulker
Belcadiz Elf 52 Hill Giant 98
Settled Ethengarian 53 Kobold Ambusher 99
Ierendi Kobold Witch
Ierendi Pirate 54 Ogre 100
Hin Pirate 55 Orc
Karameikos Wolf 101
Minrothad Guilds, The 56 Languages of the Known World
Water Elf 57 Conversion Notes 102
Merchant Prince Character Sheet
The Northern Reaches 58
Soderfjord Jarldoms 59
Ostland 60

There’s always just been something beyond beyond an overview you have to provide
nostalgia that has drawn me back to the yourself. At some point in the future,
Mystara setting time after time. I went perhaps with help, a more complete Setting
through phases of obsession, racking up a may be generated, or consolidated for the
collection of box sets for Dark Sun, world.
Planescape, Ravenloft, and even fan favorite
Al-Qadim, but it is the Known World that I As such, this is my Mystara, not the setting
have eagerly wanted to play more times than of a particular rules edition, or a particular
not, whether as a game master or a player. gazetteer series. Some things have been kept
more or less verbatim, , others altered as
I’ve constructed rules tweaks and holdovers from my 4E project, (such as the
background for running Mystara with TSR’s Five Shires), still others were replaced
ill-fated Dragonlance SAGA system. I delved entirely with other fan works I admired,
lightly into contributing fan-areas to the such as John Biles’ Ierendi. This is very much
world in Original D&D statistics. I the Mystara I would produce if given the job
contributed lightly to the D&D 3E today, not when the first module was
conversion of Mystara in the early days. I penned.
was excited by the premise of regional feats
and using prestige classes to simulate the Some things will be somewhat different
effect of becoming a Paladin after starting because I either forgot something, couldn’t
your career as some other class. When make it fit, or didn’t care to include it in the
Fourth Edition came out I went further and first place (the Hollow World would be its
not as far afield, re-envisioning the Known own conversion effort). I may have even
World as a 4th Edition campaign setting. made some blatant mistakes.

Then I looked at the Dragon Age RPG. I got I will explain my philosophy, and hopefully
into it because of the console/computer you won’t need a play by play of what’s not
role-playing game by BioWare, but when I a verbatim conversion. I have converted
looked at it closely, it appeared to be a with an eye to original spirit first, and rules
modern invention directly inspired by the second. I don’t intend to have a
original rules. The Adventure Game Engine, mathematical conversion of every
the system that powers Dragon Age, is solid character / monster / spell or magic item.
enough in my mind to proceed with a Where possible, I’ve included some of my
conversion effort. thought process in each chapter
And this is my version of that conversion. It
is not a full game, nor a full setting. With the As far as scope is concerned, this volume is
thousands of pages of material in print, plus concerned with the Known World and
more available on the web I feel that the covers creating characters native to that
actual setting of Mystara is already fairly region of Brun, (the continent) and
well represented. I have provided everything campaigning in the Known World countries
you need to get started playing given a copy and environs. If a character background is
of the Dragon Age rules, but anything

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

Chapter 1 - Characters
Character Creation Options Ethos
Dragon Age makes an assumption that the ethos
of a character is buried underneath multiple
Character History Focus
levels of selfless or selfish characterizations.
In the interest of improving 1st level play, player
Even the most despicable traitor has his reasons
characters may select a focus for free before
for his deplorable actions and not every priest or
applying their class choices. However, if they go
leader is altruistic in their insistence that the
this route, they must create an anecdote or
wounded be healed. The Mystaran Known
character history note about the character that
World setting however views these
highlights that focus. This may be a focus
philosophical stances as important enough to
available to their background, but must be
categorize most of the world’s intelligent
explained in a non-traditional way if it is.
inhabitants accordingly. This is even more
Example: Tim is creating a traladaran mage, and he important when dealing with the Immortals and
wants the Dexterity (Legerdemain) focus. His their extraplanar servants.
background doesn’t even allow for this possibility.
Rather than waiting until 3rd level, he takes the focus In reconciling the lack of alignment in Dragon
for free now, and writes up an account of how he Age with the highly typed alignment of the
spent more time learning from street performers than original game, I have created certain tags rather
he did in learning the history and advanced theories than utilizing the Law / Chaos axis.
of magic. When he writes up his background further,
he fleshes this aspect out as well, coming up with the Characters may have multiple tags. Various
name of a mentor, and contact. characters who fall into the same categories will
likely have completely different degrees of
Example: Rory is creating a dwarven warrior, and he philosophical fervor for these characterizations.
wants the Strength (Smithing) focus. Any dwarf may
Together, these characterizations define a
roll that result on their background table, but Rory
rolled Weapon Group: Axes and +1 Willpower. He character’s ethos.
must come up with an anecdote of how he learned
to smith that is more unique than “I was apprenticed Altruistic: An altruistic individual is
to a smith”. 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 Clerics and Ethos
these actions are known only to the altruistic. While ethos is optional for other player
Cruel: A cruel individual enjoys seeing others in character classes, clerics must choose ethos
pain. This says nothing of their personal code or characteristics when they are created, and these
ability to empathize with others. Typically characteristics remain important throughout
attempts to change such an individual with their career. Even if their ethos is unaligned, they
reason or appeals to a better nature are doomed must choose because it affects their initial spell
to fail. The only constant with the cruel is that list, and how extraplanar entities interact with
they enjoy the misfortune of others. them.
Harmonious: A harmonious person desires
parity, balance and fairness everywhere. They Altruistic, and Honorable characteristics are tied
tend to act sparingly, choosing to impact others to the Light School. Cruel and Mercenary are
very little unless in an environment of extremes. tied to the Shadow School. Harmonious,
Some are most concerned with societal Independent and Unaligned are neutral in ethos.
harmony, and others with fairness. Some are When a class, specialization or talent refers to a
motivated to raise the lot of the disadvantaged. neutral ethos this is what is meant.
Others don’t get involved until the
disadvantaged rebel against the authorities.
Honorable: An honorable individual acts Class Options
according to a set of rules, often defined by his Regarding classes, Mystara needs a few class
society. He acts loyally toward authority figures. modifications or insertions to feel right to me.
He seeks order within his society. He may use Clerics, holy warriors who channel power into
the law to his advantage, or disregard the spirit spells, and Elven mages who can cast in melee
of the law. However, he obeys the letter of it. while wearing armor.
Whether this is because of beliefs or to maintain
legal superiority it is true regardless. Furthermore, there needed to be a clear divide
Independent: An independent wants the between divine magic and arcane magic.
freedom to run his life as he sees fit. He may Magical healing has always been the province of
bend a knee in respect to an authority figure, but divine magic in Mystara, and clerics also had
will never show true deference to a dictator who the bulk of “buff” and “debuff” spells.
is affecting his quality of life. Independents may
depend on others or be loners, but tend to value After looking at clerics, I then looked at Rakes,
freedom, especially their personal freedom, Elves and a few other classes from the
above all else. gazetteers. I decided that some of them didn’t
Mercenary: The Mercenary is out to improve his need creation notes. After all, you can interpret
or her own lot in life. They will break a backstab as a precision strike, thus, Rakes are
agreements, cheat, lie, steal, intimidate or even just rogues. Given new information about
kill to get what they feel they deserve. Ambition Dragon Age Set 2, I retooled elves as a
or greed can drive them from moral ambiguity to Specialization, and did the same with Paladins,
depravity. Even at the lowest levels, a mercenary and several other class progressions.
can be enticed to betrayal far easier than most
other characters. Then I turned my attention to Mystics and
Unaligned: If a character is none of the above, decided that I wasn’t going to detail them right
he is unaligned and therefore believes in live now. Some of these classes will likely depend on
and let live. If offered enough compensation, an information about AGE that is not yet released,
unaligned individual might do anything. He may and others just don’t fit a “basic set” feel. Then I
be moral or amoral. Unless being personally looked at AD&D Barbarians, Bards and Rangers
oppressed the unaligned will do very little about and decided that again they didn’t need creation
perceived injustice.

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

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

This is encouraged because spells of an opposite

Forsaking One's Ethos ethos would be subject to the mana surcharge
Whether through hubris, loss of faith, or outright
associated with casting spells of another
betrayal, clerics sometimes forsake their
character type. See Casting Barred Spells in the
immortal or ethos. When this happens they do
House Rules appendix.
not suddenly stop being clerics, rather they
become clerics of a new ethos. Those who go
from a Light ethos and lose faith often become
neutral ethos clerics. Those who give in to hubris

Elven Mages There are many diverse Backgrounds in Mystara,
Elven tradition warrior-mages are adept at as it is a setting fleshed out over the course of
casting spells while encumbered by armor, and decades. Presented below will be the most
are capable of moving around the battlefield common backgrounds with a nod to diversity. If
from open war to guerilla tactics. Of all the a particular background would not be
elven adventurers discovered in the known appropriate for adventurers, there may be notes
world, Elven Mages are some of the most about the people it represents, but not a full
memorable. In Thyatis, the Vyalia Elves have background.
forged an alliance with select humans, inducting
them into the clan and teaching them their ways Region specific backgrounds will be presented
as warrior-mages. in the pages about the nation or region. In an
effort not to muddy the waters, variant
Elven Mages either begin their careers as Mages backgrounds will be avoided as much as
or as Warriors. When selecting a Specialization, possible. By this decision, the lot of Thyatian
mages select the Forester Specialization, and nobility and free men is not sufficiently different
Warriors select the Bladesinger Specialization. to warrant two different backgrounds.
The player will have to decide which side
appeals to their character more, as they are Only if the outlook and upbringing of a sub-
specific examples of the warrior-mage. people is significantly different, such as
hinterlanders, or pearl islanders, would those be
Elven Mage Focuses written up separately. These backgrounds will be
Elven Mages are encouraged to take the listed with the region, rather than in this section.
following focuses: Cunning (Arcane Lore),
Cunning (Cultural Lore), Cunning (Natural Lore),
Dexterity (Stealth), Magic (Primal), Magic
(Spirit), Perception (Seeing), and Perception

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

Playing a Rockhome Denwarf Rockhome Emigres
If you choose to play a denwarf, modify your Dwarves who have emigrated to foreign lands,
character as follows: have slightly different upbringings and often
• Add 1 to your Constitution ability. wish to make a name for themselves among
• Pick one of the following ability focuses: their own enclave or colony, as well as among
Constitution (Stamina) or Cunning the races around themselves.
• You have Dark Vision, which allows you to see Playing a Rockhome Emigres
up to 30 yards in darkness without a light If you choose to play a Rockhome Emigres,
source. modify your character as follows:
• You are Magic Resistant. You must add +2 to • Add 1 to your Constitution ability.
any Constitution or Willpower resistance test • Pick one of the following ability focuses:
versus arcane spells, magical diseases, magical Constitution (Stamina) or Communication
breath weapons etc. Furthermore, you may not (Bargaining)
choose to fail such a test. Lastly, a dwarf mage • You have Dark Vision, which allows you to see
must subtract 2 from all arcane spellcasting up to 30 yards in darkness without a light
checks. source.
• You can speak and read Dengar, (dwarven), • You are Magic Resistant. You must add +2 to
and a local human tongue. any Constitution or Willpower resistance test
• Your Speed is equal to 8 + Dexterity (minus versus arcane spells, magical diseases, magical
armor penalty if applicable). breath weapons etc. Furthermore, you may not
• Choose a class. You can play cleric, rogue or choose to fail such a test. Lastly, a dwarf mage
warrior. must subtract 2 from all arcane spellcasting
Roll twice on the following table for checks.
additional benefits. Roll 2d6 and add the dice • You can speak and read Dengar, (dwarven),
together. If you get the same result twice, re-roll and a local human tongue.
until you get something different. • Your Speed is equal to 8 + Dexterity (minus
armor penalty if applicable).
Rockhome Denwarf • Choose a class. You can play cleric, rogue or
2d6 Benefit warrior.
2 +1 Willpower Roll twice on the following table for
3-4 Focus: Willpower (Courage) additional benefits. Roll 2d6 and add the dice
5 Weapon Group: Axes* together. If you get the same result twice, re-roll
6 Focus: Constitution (Drinking) until you get something different.
7-8 +1 Cunning
9 Focus: Cunning (Engineering) Rockhome Emigres
10-11 Focus: Strength (Smithing) 2d6 Benefit
12 +1 Strength 2 +1 Cunning
* If the class you choose provides this 3-4 Focus: Willpower (Self-Discipline)
already, you can take the focus: Strength (Axes) 5 Focus: Strength (Smithing)
instead. 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
Elves are a fey mortal people, first ushered to
several villages or small towns than in cities, but
civilization by the immortal Ordana, but who
those who have no choice, such as the elves of
worship other immortals, typically those raised
Darokin, make do and serve as jovial neighbors
from the fey peoples themselves. They live deep
interspersing themselves throughout the
in the wilds in harmony with nature, using their
population. This strategy is to prevent them all
ancestral command of magic to improve the
being rounded up or dying in some catastrophe
forest and keep it from dying out.
because they are forced to live in unusual
surroundings. Instead of enclaves or ghettos,
The long history of the Elves begins in time
they live right alongside their neighbors and
immemorial when the Fey peoples of Evergrun
consider themselves citizens of the nations they
were scattered by the great rain of fire. They fled
live in, and members of some nebulous fey
the continent of their birth, Davania, to a place
peoples nation with much less tenacity.
of relative safety in what is now northern Brun
called the Sylvan Realm. The Sylvan Realms too
Some elves revere, rather than worship, Eiryndul
died, forcing another migration. Amidst all this
the trickster. Some revere Calithia Starbrow as
death, the Elves were the fey people who settled
well, particularly in the Minrothad Guilds. In
in various places in the known world and
general, elves take a religious stance that fits
returned to what their histories refer to as “the
somewhere between fear, love and admiration
Forest Way”. To this day it is uncertain to non-fey
and ambition. It is not unusual for an elf to
scholars if the Sylvan Realm was a terrestrial
aspire to immortality at the end of their long
place, or simply a section of the outer planes
lifespan, nor is it unusual for
that touched on Northern Brun millennia
them to simply desire to
leave their mark on the world
in a less literal sense of
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 Shiye-
Lawr 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

Elves outside of Wendar live in harmony with

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

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

stealing. The hin recognize family ties out to Playing a Settled Hin
three levels, their immediate family, their If you choose to play a settled hin, modify your
extended family, and their clan. When character as follows:
introducing themselves to non-hin they use their • Add 1 to your Dexterity ability.
family names, but when introducing themselves • Pick one of the following ability focuses:
to hin outside their clan they use their clan Dexterity (Stealth) or Dexterity (Thrown)
names. • You can speak and read Thyatian (Darokin
The hin of the Shires did not scatter, but instead • Your Speed is equal to 8 + Dexterity (minus
decided that they would build a haven, not a armor penalty if applicable).
country per se, but a sanctuary for their race. • Choose a class. You can play cleric, rogue or
There are about 100 hin clans within the Five warrior.
Shires, each one dedicated to the defense of Roll twice on the following table for
their kind. Hin of the shires are more settled additional benefits. Roll 2d6 and add the dice
than traditional hin, but they also travel as together. If you get the same result twice, re-roll
merchants, adventurers and sailors. until you get something different.

The majority of hin actually come from just Settled Hin

about everywhere humans live. If there are 2d6 Benefit
waterways in the nation, the hin travel them in 2 +1 Communication
small to medium sized numbers. Other hin 3-4 Focus: Communication (Persuasion)
travel in groups of wagons called caravans. The 5 Focus: Dexterity (Initiative)
largest grouping of them exist in the Five Shires, 6 Focus: Willpower (Courage)
but this is overall smaller than the number of hin 7-8 +1 Willpower
living outside the Shires. 9 Focus: Perception (Hearing)
10-11 Focus: Strength (Climbing)
Because of this, hin of the Shires have picked up 12 +1 Perception
a few characteristics and personality traits that to
their eyes distinguish themselves from non-shires Wandering Hin
hin. To an outsider, there aren’t enough The most commonly encountered hin are
differences in dialect, manner or custom to tell the nomadic family groups that
them apart, but a Shires hin can actually tell you travel everywhere by land, or
which family a neighbor hails from based on by river boat throughout the
speech and behaviors. Known World. The curious
nature of these people, love
Note: Any member of this race can substitute the for mischief and the cultural
Thrown weapon group for the Bows group. Learning deemphasis of property
to use slings is a cultural pastime. sometimes leads to things
disappearing in their wake. These
Settled Hin hin actually consider it
Settled hin, of which those of the Five Shires are noteworthy if a target can be
the pre-eminent example, tend to be just as tricked into giving up value for
curious as their nomadic cousins, but they also dross, but aren’t above
more industrious and likely to fight for what appropriating things they need or
belongs to them. Rather than seeing possessions want in other ways. Wandering
as mere tools, or a measure of the owner’s hin are seen as curiosities, hard
cleverness in acquiring something from the big working drifters who can help out
people, they consider them an indicator of hard for a time, and plagues to order.
work and accomplishment. It all depends on what the
last hin to visit got up to.

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

Neathar include the Thonians,

Milenians (Traladarans and Thyatians),
Makai and the Sindhi, as well as the

There are also the Klantyrian and

Averoignian peoples, which superficially
resemble the Milenian peoples or the
Antalian peoples, but have radically
different language and history due to
origin on another world known as

Alphatians Cypri
The humans who settled and conquered much The common alphatian denizens of the world
of the Known World have now suffered through have an olive toned skin, normal hair colors,
the loss of their ancestral homeland on Mystara, and almond shaped eyes of gold, green, hazel or
but their traditions and practices remain. They amber. They are also defined by the lack of the
are divided into two stocks, the pale skinned magical spark that used to define every
Pure Alphatians and the copper-skinned Cypri, alphatian. While they can learn magic, it is not
or common alphatians. effortless for them, putting them behind pure
alphatians in classrooms. This difficulty in
Pure Alphatian competition discourages many of them from
These Alphatians have very pale skin, and often becoming mages.
black hair. Their eye colors are often black, blue
or violet. These Alphatians were born on the Playing a Cypri Alphatian
mainland and settled in the outskirts of the old If you choose to play a cypri alphatian, modify
empire, or simply fled there now that the your character as follows:
continent is gone. Historically they have been • Add 1 to your Communication ability.
uninterested in mingling with other races and • Pick one of the following ability focuses:
their class-based society Is proof of this. All pure Cunning (Cultural Lore) or Communication
alphatians have an easy time learning magic, as (Bargaining)
it is literally within their blood. • You can speak and read Alphatian.
• Choose a class. You can play cleric, mage,
Playing a Pure Alphatian rogue or warrior.
If you choose to play a pure alphatian, modify Roll twice on the following table for
your character as follows: additional benefits. Roll 2d6 and add the dice
• Add 1 to your Magic ability. together. If you get the same result twice, re-roll
• Pick one of the following ability focuses: until you get something different.
Communication (Persuasion) or Cunning
(Arcane Lore). Cypri Alphatian
• You can speak and read Alphatian. 2d6 Roll Benefit
• Choose a class. You can play cleric, mage, 2 +1 Perception
rogue or warrior. 3-4 Focus: Dexterity (Light Blade)
Roll twice on the following table for 5 Focus: Cunning (Navigation)
additional benefits. Roll 2d6 and add the dice 6 Focus: Cunning (Historical Lore)
together. If you get the same result twice, re-roll 7-8 +1 Constitution
until you get something different. 9 Focus: Communication (Etiquette)
10-11 Focus: Communication (Persuasion)
Pure Alphatian 12 +1 Cunning
2d6 Roll Benefit
2 +1 Communication Heldanner
3-4 Focus: Dexterity (Calligraphy) The people of the northern reaches and beyond
5 Focus: Cunning (Historical Lore) are a strong, resilient race of humans. They have
6 Focus: Dexterity (Light Blade) pale skin and bright colored hair, having more
7-8 +1 Cunning blondes and red-heads than dark haired people
9 Focus: Willpower (Self-Discipline) amongst them. They are a self-reliant people
10-11 Focus: Cunning (Research) with a history of raiding others to supplement
12 +1 Dexterity 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

more game, so the warriors of this people do not together. If you get the same result twice, re-roll
trust it in the one area in which it excels, battle. until you get something different.

Playing a Heldanner Clansman Thyatian

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

Playing a Thyatian Traladaran

If you choose to play a thyatian, modify your 2d6 Roll Benefit
character as follows: 2 +1 Cunning
Add 1 to your Communication ability. 3-4 Focus: Communication (Bargaining)
• Pick one of the following ability focuses: 5 Focus: Cunning (Religious Lore)
Communication (Etiquette) or Cunning 6 Focus: Willpower (Faith)
(Military Lore) 7-8 +1 Willpower
• You can speak and read Thyatian. 9 Focus: Communication (Animal
• Choose a class. You can play cleric, mage, Handling)
rogue or warrior. 10-11 Focus: Cunning (Engineering)
Roll twice on the following table for 12 +1 Communication
additional benefits. Roll 2d6 and add the dice

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

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

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 Journeyman: You are able to convince many
combat stunt that costs 4 stunt points, and the people at once. When you use the Sway the
spell cast cannot have a mana point cost greater Crowd stunt, it costs you 1 SP instead of 2.
than 5. You also gain one new spell. Master: As you work miracles in the name of
your ethos, you convert others to your cause.
Faithspeaker You may use the Stunned Silence or Sway the
Cleric specialization Crowd stunts when casting a beneficial spell.
Some clerics do more than fight to defend the
faithful, or heal the sick. Some clerics strive to Forester
gain converts to their philosophy from decisive Mage Specialization
action and charismatic words. These clerics are Elven mages often master formal weapons
known as faithspeakers. They can be found in training by joining the Foresters. Foresters are
temples, and on street corners. They use their potent mages, but with little warning they can
gifts to provide succor, and relief for the enter the fray and deal crippling damage to the
populations they minister to. The most powerful enemy in melee or ranged combat. Foresters
gift they can provide however is peace of mind. favor the traditional weapons of their people,
often heavy blades, bows or spears.
Faithspeaker Talent
Class: Cleric Forester Talent
Requirement: You must have Communication Class: Mage
and Willpower 3 or higher. Requirement: You must have Dexterity and
You have learned how to express your faith openly, Magic 3 or higher and be trained by Elves.
and infectiously. You have learned the Elven tradition of mastering
Novice: Your faith is infectious and mighty. You personal combat using your magic.
can add your Willpower to one Communication Novice: You learn a new weapon group of your
test per scene. choice (although Heavy Blade and Bow are

preferred) and you can use Magic to satisfy the cannot attack you for half your Willpower in
minimum Strength requirement of any weapon. rounds (rounded down).
You reduce the Strain of any armor you wear by Master: You may always substitute your
3. Willpower for Magic except when casting spells
Journeyman: You can enter Combat Magic mode or rituals. This includes when resting to reclaim
by taking an activate action. While in this mode, mana, determining spell effects, and figuring the
you add Magic instead of Strength to your Imposing Spell TN.
damage with melee weapons. However, any
spell you cast has its mana point cost increased Loremaster
by 2. You can end usage of Combat Magic with Mage Specialization
another activate action. You ignore the penalty Mages who indulge in scholarly pursuits often
to Dexterity when wearing Leather or Mail discover esoteric facts that aid them throughout
armor. their adventuring careers. These are the mages
Master: You learn a new weapon group of your that can find the way past riddles written by long
choice. When using a ranged weapon in dead cultures, open doors locked with intricate
Combat Magic mode, you now add damage puzzles, and discover the weaknesses of
equal to your Magic or 3, whichever is lower. monsters long forgotten in common lore. If you
While in Combat Magic mode, at the beginning have questions, a loremaster can find the
of your turn as a free action you can expend up answers for you.
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.

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

Loremaster Talent Journeyman: You gain the Smite power and gain
Class: Mage one new spell.
Requirement: You must have Cunning and Smite: Expend 3 Mana. As a free action, you can
Magic 3 or higher. deal your Willpower as additional penetrating
You have learned to apply knowledge in damage against one foe you strike in melee
unconventional ways, aiding in your spellcasting and combat. Your smite is either Radiant or Necrotic,
problem solving. depending on your ethos.
Novice: A Loremaster may spend a minute Master: You gain the Protect the Faithful power
observing his surroundings and then make a and gain one new spell.
Cunning test utilizing a related Lore focus. If he Protect the Faithful: You can expend 4 mana to
succeeds he learns a minor secret about the interpose yourself between enemies and allies,
environment, analyzes an enemy or otherwise drawing foes to you. Make a Strength
gains knowledge that is readily available, but is (Intimidate) test as a Minor action. All enemies
not evident or obvious. that you designate within 10 yards of you must
Journeyman: Once per session the loremaster succeed at a Willpower (Self-Discipline) test
can cast a spell he does not have for which he against your generated total or must target you
has an appropriate Magic focus. He also has +1 instead of another target until the beginning of
bonus on all Cunning (Research) tests related to your next turn. This power takes the full
an appropriate Lore focus he already has. attention of enemies and only area effect attacks
Master: Once per session the loremaster can have a danger of affecting your allies if it works.
generate stunt points equal to his Cunning or 4
whichever is lower. This is only applicable to a
roll that generated no stunt points.

Warrior Specialization
Warriors dedicated to a holy, or unholy, cause.
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, he
learns certain powers fueled by divine energies
and gains the ability to cast a small number of
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
and Drain Life spells, depending on school

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

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
Novice: You can use the Mighty Spell stunt for
1 SP instead of 2. Gain one spell that does
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.

Cleric Specialization
Every clerical order must defend its
beliefs, but some clerics practice for war. exceedingly hard to manipulate with fighting
Warpriests inspire their allies, and crush their tricks, and they display competence at one-on-
enemies by singular uses of their divine power. one and group combat that few can match.

Warpriest Talent Weapon Master Talent

Class: Cleric Class: Warrior
Requirements: You must have Strength and Requirement: You must have Constitution and
Willpower 3 or higher. Strength 3 or higher.
You have dedicated yourself to mastering one
You have learned to focus your fervor on all
weapon and in doing so have mastered personal
battlefields, large or small.
combat as well.
Novice: When you cast area effect spells
Novice: Choose one of your weapon groups.
(whether on your allies or enemies), it inspires
You gain a +1 bonus to hit, and a +1 bonus to
your allies. All allies within 10 yards of your
damage with all such weapons. Also, all of your
position while you cast your spell gain +1 on all
weapons become unlikely to break or
actions on their next turn.
malfunction after a month in your care.
Journeyman: Your enemies fear you, and with
Journeyman: If you would be disarmed, or
good reason. Whenever your foes are forced to
knocked prone while wielding your chosen
make a Willpower (Morale) check in your
weapon type, you may make a Strength (Might)
presence, they suffer a -2 to the roll.
test versus the attack total. The stunt is canceled
Master: When you cast area effect spells
if you succeed.
(whether on your allies or enemies), it terrifies
Master: You can take the measure of an
your foes. All foes within 12 yards of the effect
opponent in a few passes during combat. With
of your spell must make Willpower (Morale)
an Activate action you can designate a foe
checks. Those who fail hesitate and cannot
which you have engaged as Wide Open. A Wide
attack until the beginning of your next turn.
Open enemy suffers a -1 penalty to hit you for
the remainder of the encounter. You can only
Weapon Master designate an enemy as Wide Open once per
Warrior Specialization
combat, and you may only have one opponent
Some warriors master a weapon of choice rather
Wide Open at a time.
than branching out into other areas. These men
and women, known as Weapon Masters, are

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

Bow Group
Missile Weapon Ranges
Hand Crossbow: A small mechanized bow with
a trigger in the grip. Some hand crossbows are Weapon Short Long Reload
collapsible, or capable of being assembled with Blowgun 4 yards 8 yards Minor Action
a few rounds of action.
Bola 8 yards 16 yards Major Action
Hand 10 yards 20 yards Minor Action
Sling 18 yards 36 yards Minor Action

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

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

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

New Spell Descriptions 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
Arcane Eye
do not appear to be a magical animal while
Magic School: Divination
transformed, unless under the influence of other
Spell Type: Utility; Mana Cost: 3-6 MP
spells. This spell lasts for an hour, although the
Casting Time: Major Action
caster may prematurely end the spell at any
Target Number: 13
time. It also lapses if you lose consciousness or
Test: None
fall asleep via natural means. You can extend the
You create an invisible, intangible, magical
spell for another hour by expending 2 Mana
sensor that you can maneuver at will. The sensor
points. This process takes only a Minor action,
appears anywhere within 30 yards of your
but sparks as magical to those who can detect
position and it can move at a rate equal to twice
such things. The target number for this spell is
your Speed, ignoring physical barriers. You must
equal to 10 plus the Constitution of the animal
use an Activate action to maneuver it, and you
being mimicked.
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 Beastform Curse
that sense for you at your present location, but Magic School: Creation
you may only use one sense at a time. Spell Type: Attack; Mana Cost: 6 MP
Perceptive individuals may notice they are being Casting Time: Major Action
observed. It is a TN 18 Perception (Seeing) test Target Number: 15
to detect the sensor if it is not in motion, and a Test: Willpower (Self-Discipline) vs. Spellpower
TN 16 test to detect it while it is moving. This Requirement: Creation Magic (Journeyman)
spell lasts for 15 minutes and its duration can be You select a target within 6 yards and transform
extended by 5 minutes for an additional Mana it. The target must succeed at a Willpower (Self-
Point, up to a maximum duration of 30 minutes. Discipline) 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
Magic School: Creation
subtype. The target adopts the
Spell Type: Enhancement; Mana Cost: 4-6 MP
physical abilities, Speed, physical
Casting Time: Major Action
powers and attacks of the animal
Target Number: variable (10 + Constitution)
form, but keeps its Health total. If the
Test: None
creature possessed a natural armor
Requirement: Creation Magic (Novice)
rating they retain the best of half their
You exchange your form for that of a
Armor Rating (rounded normally) or
natural creature. After a brief period
the new form's Armor Rating. The target
of concentration and intonation of
is incapable of speech while so
the correct words you shift
transformed but may communicate in
immediately into the desired
other ways, such as writing in the dust
shape. You can become any
with a paw. This spell lasts indefinitely,
animal species you have
and must be cast again to reverse the
previously seen before, but you
spell or it must be dispelled via ritual.
always assume the same
Those under this spell’s effects radiate
appearance when in this form,
alteration magic.
including markings in fur, feathers 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

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

The spell lasts for one week per point of your Control Undead
Magic ability, but subjects may make a Magic School: Shadow / Spirit
resistance test at the beginning of each week. Spell Type: Attack; Mana Cost: 5 MP
You may choose to free your subjects, in which Casting Time: Major Action
case they do not know that they were Target Number: 12
ensorcelled. This spell will not affect targets who Test: Willpower (Self-Discipline) vs. Spellpower
are already charmed. This is not a flashy spell, All undead creatures within 6 yards must
and it can be subtly cast with a successful succeed at a Willpower (Self-Discipline) test
Communication (Deception) or Dexterity versus your Spellpower or be controlled. A
(Legerdemain) test. maximum number of undead equal to your Will
ability + the result of the Dragon Die become
Common Tongue your minions, and the closest undead which fail
Magic School: Commune this check must be selected first. You
Spell Type: Enhancement; Mana Cost: 3 MP immediately know which undead are under your
sway, and which are uncontrolled by you. Those

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

spell. Lastly, this spell only works with places. charge. If you do not use any actions to fly you
Mobile vehicles are not viable targets. begin to fall.

Fireball Group Heal

Magic School: Primal Magic School: Miracle
Spell Type: Attack; Mana Cost: 5 MP Requirement: Heal
Casting Time: Major Action
Target Number: 13 Gust of Wind
Test: Dexterity (Acrobatics) vs. Spellpower Magic School: Primal
You create a fiery missile that flies out at high Spell Type: Defense; Mana Cost: 3 MP
speed only to burst into a large conflagration Casting Time: Major Action
where it impacts. You propel the fiery core up to Target Number: 13
20 yards away, where it bursts into a ball of red Test: Strength (Might) vs. Spellpower
hot flame with a radius of 3 yards. Anything You summon up a mighty blast of wind that
caught within that radius must make a Dexterity bowls enemies over. Every other round,
(Acrobatics) test versus your Spellpower or take beginning on the round you cast the spell, a
3d6 + Magic damage. Those that fail by 5 or blast of wind surges forward. Enemies within 6
more also catch on fire, and take 1d6 damage yards must make a successful Strength (Might)
per round until they are put out. If a subject in test versus your Spellpower or be pushed 2 yards
the target area is successful at the resistance test, away from you and knocked prone. You can
they take only 2d6 penetrating damage. 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
Fly flare it at nearby supernatural creatures. All
Magic School: Spirit supernatural creatures within 6 yards radius of
Spell Type: Utility; Mana Cost: 6+ MP the caster must succeed at a Willpower (Morale)
Casting Time: Major Action test versus your Spellpower or be affected by
Target Number: 14 radiant energy. Targets that fail this test must
Test: None break off combat and run. This is a magical
Requirement: Spirit Magic (Novice) compulsion that overrides Howling Madness or
You, or a willing target you can touch, gains the similar powers. All affected creatures take
ability to fly. When flying the character's 2d6+Magic in radiant penetrating damage.
movement Speed is equal to 10 + your Magic Undead that fail the Willpower test by more
(Spirit) ability plus focus. This spell lasts for half than 5, take double damage. Target creatures
an hour, and may be extended by another half that make their Willpower check take only
hour of duration for an additional 2 mana 1d6+3 penetrating damage, and are unaffected
points. You can take a minor action to move or by rebuke effects for the rest of the encounter.
hover, or a major action to move twice as far or

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

Heroic Aura When subjects arrive within 40 yards of the area

Magic School: Creation / Light they must succeed at a Perception (Seeing) test
Requirement: None versus your Spellpower or they fully believe the
illusion. However, seeing the illusion for what it
Horror is does not dispel it to the same degree as those
Magic School: Entropy / Shadow who were designated at casting time. Anything
Requirement: Entropy Magic (Novice) or obscured by the illusion is still obscured to the
Shadow Magic (Novice) point that it cannot be accurately determined
how big it is, or what it truly is.

The illusion itself need not be static, but it will
only interact with those playing along or those
who are fully affected by it. The illusion may not
be of a creature or monster, but can effectively
make whatever lies beneath invisible. Creatures
who are unaffected by the illusion that are not
playing along would then become invisible as
well, as would any structures they might erect or
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
obtained in this fashion before the spell must
be fully renewed. You can cancel the illusion at
any time.

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,
making them invisible as long as nothing pierces
the aura. This invisibility is absolute, but it does
nothing to affect hearing, smell or other
senses. As this spell affects vision, the detect
magic action will only reveal the presence
of the invisible character, not their form or
location. Enemies aware of your presence can fire damage each round at the end of its turn
attack you, and certain spells or supernatural until the flames are put out. This spell will affect
abilities will reveal you. Any sudden movement creatures and objects that do not burn, but in
(attacking, being successfully hit by an attack, such a case the fire damage is resisted normally
running, etc. cancels the spell. This spell and the target does not catch fire. Particularly
otherwise lasts for an hour. flammable objects such as plant matter or
creatures vulnerable to fire may begin to blaze,
Immolate gaining a die of ongoing fire damage each round
Magic School: Miracle after the initial 1d6 of ongoing damage. If
Spell Type: Attack; Mana Cost: 4 MP augmented by Mighty Spell, the caster chooses
Casting Time: Major Action whether the bonus die deals radiant or fire
Target Number: 12 damage.
Test: Willpower (Faith) vs. Spellpower
Requirement: Miracle Magic (Novice) Invigorate
You call on your connection to power to force a Magic School: Light
single target within 20 yards to spark into flame. Requirement: Light Magic (Novice)
The target must succeed at a Willpower (Faith)
test versus your Spellpower or suffer 1d6 of Levitate
radiant penetrating damage and 2d6 fire Requirement: Spirit Magic (Novice)
damage. The target also lights aflame, taking 1d6

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

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

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

oppose what you stand for. The source need not location. If the subject fails the test it arrives at
know who you are or what you stand for for this its best speed, and although you cannot control
effect to occur, it is determined by the response the creature’s actions, you can implant a dislike
they would take if they did know. of your enemies in its mind.

Shards Summon Swarm

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

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

Primal School
Undead TN Mana Cost
• Control Weather
• Element Sculpting Zombie 10 2 (6)
• Shelter Skeleton 11 3 (9)
Spirit School
• Arcane Lock Wight 12 4 (12)
• Forbiddance Shade 13 5 (15)
• Knock Vampire 14 6 (18)
• Magic Circle
• Remove Magic
Arcane Lock
• Spirit Wrack
Magic School: Spirit
• Ward of Warning
Ritual Type: Utility; Mana Cost: 2 MP (10 total)
Casting Time: Minor Action
Ritual Descriptions Target Number: 10; Threshold: 15
Test: None
Animate Dead Value: 150 sp
Magic School: Entropy / Shadow The Arcane Lock is a ritual designed to create a
Ritual Type: Utility; Mana Cost: Varies phantom force that holds a portal, door,
Casting Time: Ten Minutes window, or other opening that has a covering
Target Number: Varies; Threshold: 10 closed. It does not significantly improve the
Test: none durability of the door, or the frame, but it does
Value: 15 gp provide a slight bonus in the form of 2
Casters use this ritual to create undead soldiers. Armor Rating for the affected object.
When successful the undead created are When the ritual is cast, a number of
permanently created and permanently individuals may be named equal to the
predisposed to follow all orders the Mage’s Magic times 2. These individuals
caster presents to them. Just as with can open the door without additional
the Control Undead spell, the effort. Anybody not initially designated must
caster’s orders are interpreted overcome a Strength (Might) test versus the
flawlessly and without Mage’s Spellpower. By default this ritual’s
regard to language barrier effects last for a month. If a valuable
requiring instead a minor gemstone is sacrificed when casting the
action per order (without spell, the lock is permanent.
concern for how many
undead are ordered at Boon
once). The caster may Magic School: Miracle
attempt to animate Ritual Type: Utility; Mana Cost: 2 MP
multiple undead at once, (10 total)
each body beyond the Casting Time: Major Action
first raises the Mana Cost Target Number: 13; Threshold: 15
by 1 on each roll. This Test: None
ritual may only be used Value: 75 sp
once per caster on any You make an appeal to the higher
given corpse. If it powers and they bring forth a gift for
refuses to animate, that you if successful. You can ask for
caster may never sustenance, drinking water, or a
attempt it again. 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 as locusts are repelled from them instead of
person seeking an heir. Whatever the need, the attracted by the bountiful harvest.
request will be answered in some way if
successful. You may only use this ritual once per Control Weather
day, no matter what is asked for. Magic School: Primal
Note: It is recommended that this ritual be tested Ritual Type: Utility; Mana Cost: 2 MP (10 total)
each time it is invoked, because of its high Casting Time: Ten Minutes
difficulty, and retry limitations. Target Number: 13; Threshold: 15
Test: None
Consecration Value: 3 gp
Magic School: Light You can use this ritual to shape and direct the
Ritual Type: Enhancement; Mana Cost: 2 MP (10 weather in an area with radius equal to your
total) Magic in miles. The effects of this ritual are
Casting Time: Major Action always centered on the location you perform it
Target Number: 10; Threshold: 10 at. You can choose any natural weather
Test: None* conditional normally possible in the area for the
Value: 2 gp given time of year. The weather forms within 8
Consecration applies a holy aura to an area, hours of your casting, so generally only limited
with various effects. If consecrating previously changes are possible. You can alter prevailing
unconsecrated ground, then the area becomes temperature by about 20 degrees, and cause it to
holy. If consecrating a desecrated area, it simply begin or cease to precipitate. You can cause an
becomes normal, effectively defeating that overcast sky to clear, or darken to storm
previous ritual. Consecration affects a radius conditions, or similarly make a clear day into a
equal to 20 times the cleric’s Magic ability + 1 cloudy one, or a dark sky more calm.
in yards, e.g. a Cleric with Magic 2 can
consecrate an area 60 yards in radius. Multiple ritual invocations over multiple days
Consecration is permanent until desecrated via can extend the effect, creating dramatic shifts in
the ritual or major instances of profane activity. the weather in time. Regardless you do not
control the weather’s effects, such as directing
1) Consecration provides the following bonuses lightning strikes or razing settlements with high
to any creature allied with the beliefs of the winds. Once you have set it in motion, it follows
casting cleric: its natural course.
• +1 to all non-combat, non-spellcasting Ability
tests. Cure Ailment
• +2 to Willpower (Morale) tests. Magic School: Miracle
Ritual Type: Utility; Mana Cost: 2 MP (6 total)
2) All creatures allied against the casting cleric’s Casting Time: One Minute
beliefs have the following penalties: Target Number: Varies; Threshold: 10
• -2 applied to any test result when there is a 1 Test: None
on the Dragon Die. Value: 175 sp
• -2 to Willpower (Morale) tests. Cure Ailment allows the cleric to remove
poison, a disease, or detrimental condition from
3) Supernatural creatures that are not allied with a single person. The effects are immediate, but
the cleric’s beliefs may not even enter the area, only one ailment is removed per casting. Also, if
although they may launch ranged attacks into it. the ritual fails, it cannot be tried again for a day.
The TN for the ritual is equal to the Poison’s
4) Plants in a consecrated area dedicated to resistance TN minus 2, the Disease’s resistance
nature, agriculture or growth (from the casting TN, or 16 if removing lameness, blindness,
cleric’s beliefs) grow better, are hardy enough to deafness etc.
resist drought, pestilence etc., and vermin such

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

Endure Forbiddance wards a structure, or area no larger
Magic School: Creation / Light than 20 yards by 20 yards against magical
Ritual Type: Defense; Mana Cost: 3 MP (9 total) spying. Any attempt beyond mundane means to
Casting Time: Major Action spy on the warded area automatically fail. The
Target Number: 11; Threshold: 10 inside of the ward appears to be completely
Test: None black, no sound or imagery is available to
Value: 1 gp displaced or telescopic senses, and scrying fails
You can perform Endure to make a group of outright. Forbiddance is a permanent effect.
willing subjects within your Magic in yards
resistant to a single form of unusual harm. Gate Spell
Choose cold, heat, electricity, acid, or poison. Magic School: Entropy / Miracle
For the one hour duration of the ritual, each Ritual Type: Utility; Mana Cost: 5 MP
character is immune to normal damage and Casting Time: 1 Minute
discomfort caused by the chosen source. Each Target Number: 14; Threshold: Varies
affected character also takes half damage from Test: None
magical or exceptional examples of that source. 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 caster’s Magic ability, but
it closes as soon as the caster wills it.

Destination Threshol
Same Continent 5
Same World 10
Another World 15
Other Plane 20
No Prepared Exit Gate +5

Forbiddance Magic School: Spirit
Magic School: Commune / Spirit Ritual Type: Utility; Mana Cost: 2 MP (4 total)
Ritual Type: Defense; Mana Cost: 3 MP (9 total) Casting Time: Major Action
Casting Time: Ten Minutes Target Number: Varies; Threshold: 5
Target Number: 13; Threshold: 10 Test: None
Test: None Value: 45 sp
Value: 4 gp You use the ritual to force open a locked door,
window or container. It does not matter whether

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

While it does mend rends, gouges and noticeable, requiring only a TN 17
reattaches flesh, this ritual will not replace Perception (Seeing) test to
completely missing tissue, so limbs that are not notice. The scrying sensor is
present at the time the ritual is cast are not incorporeal to most damage,
recreated. Obviously the corpse of the being but magic will destroy it upon
must be reasonably intact, and include the head contact.
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 being’s 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 Shelter
Test: None Magic School: Miracle / Primal
Value: 5 gp Ritual Type: Utility; Mana Cost: 1 MP (2 total)
With this ritual it is possible to dispel an Casting Time: One Minute
indefinite duration magical effect or curse. The Target Number: 12; Threshold: 10
Threshold is equal to the Spellpower or Effect's Test: None
TN plus 5. If the caster fails two ritual tests in a Value: 250 sp
row the ritual is ruined, and must be begun You create a shimmering dome of force, up to 6
anew. However, you may only attempt the ritual yards across and up to 3 yards high at the center.
once per day per target spell/ritual. The atmosphere within the dome is cool, dry,
and comfortable, regardless of the weather and
Scrying conditions outside. Precipitation and debris are
Magic School: Commune / Divination kept outside the dome, and you can control the
Ritual Type: Utility; Mana Cost: 3 MP (9 total) light level inside from shade to as bright as a
Casting Time: 10 Minutes lantern. The shelter lasts for up to 12 hours, or
Target Number: 11; Threshold: 10 until you dismiss it. You can maintain a number
Test: None of shelters equal to your Willpower ability at
Value: 9 gp once, but each additional shelter raises the
You can spy upon any locale you are familiar Target Number by 2.
with, or can name. In the case of sub-locations,
you need to be aware that they exist in order to Spirit Tracking
scry those locations. When you are forced to Magic School: Commune / Divination
name a location, the ritual will only observe one Ritual Type: Utility; Mana Cost: 2 MP (6 total)
location per casting. You and anyone in your Casting Time: 1 Minute
immediate vicinity may observe all events Target Number: 12; Threshold: 5
currently transpiring at the target location, and Test: Willpower (Self-Discipline) vs. Spellpower
you can clearly hear and see as if you were Value: 3 gp
watching from a vantage point. This effect is You extend a multitude of strands of power and
fairly unnoticeable, although creatures and awareness in order to find a specific person,
beings that can detect magic can detect this creature, or item which must succeed at a
ritual. However, when scrying upon locations in Willpower (Self-Discipline) test or be
other planes, the sensor is much more discovered. If this test fails the strand has

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
day’s 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 being’s 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 Summon Outsider
plane of origin, you need a portion of the target’s Magic School: Creation / Light / Shadow
body on hand as a component. The target must Ritual Type: Utility; Mana Cost: 4 MP (12 total)
succeed on a Willpower (Self-Discipline) test Casting Time: Ten Minutes
against your Spellpower or it is held fast. Then Target Number: 13; Threshold: 10
whenever you ask a question or make a Test: Willpower (Self-Discipline) vs. Spellpower
demand, it must succeed at another test or Value: 45 sp
answer your question, or capitulate to your You use this ritual to summon a being from
demand. While affected, the target cannot move another Plane. Each guidebook for this ritual
of its own accord, and feels like it is wrapped in covers a specific type of entity, such as an
incredibly tight chains that burn its very core Elemental, versus an Aerial Servant or a Djinni
each time you choose pain. Physical beings that (all of which hail from the Plane of Air), or an
are released after an hour or more of being Archon or Malfera (which hail from outer
tortured by this ritual are treated as being 2d6 planes). The target specimen of the ritual must
Health away from 0, although it is all from pain make a Willpower (Self-Discipline) test versus
and exhaustion, not physical damage. Spirit your Spellpower or immediately appear before
Wrack holds the victim trapped for up to 8 you. The summoned outsider must obey your
hours, although the caster must concentrate to commands until the next sunrise or sunset,
cause pain. 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

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

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

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

Buying a spell
Paying for someone to cast a single spell costs
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 to
purchase the ritual manual outright, plus 2

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

Common Classes: Again the elves of Alfheim aided the humans by
As overt magic users were afforded nobility backing one of the three candidates for rulership
status in the Alphatian Empire, the most of Darokin, and offering aid if the humans
prominent of adventurers were mages, followed would acknowledge their choice. Corwyn
by clerics. With the current emphasis on Attleson was able to quickly unite the bickering
survival, and the loss of several academies in factions under his banner with the help of his
every craft and guild, adventurers of more elvish backers, and succeeded in driving the
mundane classes are now just as common, if not orcs back. Over the next few centuries, the
more so, than their inherently magical Attleson dynasty purged Darokin of all orc
counterparts. The most prominent members of threats.
society in the league are still mages and clerics,
but the rise of knights of the crown, as well as Eventually, the era of Darokin kings came to an
well known sneak thieves has placed several end when Santhral II died without an heir. For
potent members of nearly every class in high the next two centuries, most towns and villages
positions in society. governed themselves. The people began to look
to wealthy landowners for leadership, as it was
they who maintained roads and such, even if
The Republic of Darokin only in their own best interests. Thus, wealthy
Ruler: Chancellor Corwyn Mauntea
businessmen began to gain much power. In 927
Government: Plutocracy
AC, merchants and businessmen founded the
Capital: Darokin City
Republic of Darokin for mutual economic gain.
Languages: Thyatian (Darokin dialect)

Common Races:
Rumors, Lore and Places of Interest
Darokin humans, clan and city elves, dwarves,
• The nation of Aengmor (formerly Alfheim) lies
halflings, and orcs hail from Darokin in great
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. Common Classes:
Eligibility for office is determined by the There are members of every class from Darokin.
candidate’s wealth. The primary darokin adventurer is one who
• Itheldown Island, in Lake Amsorak, is the site guards caravans, making warriors fairly
of Itheldown Castle. The ruins of the castle are common. However, the occasional rogue or
rumored to be the source of a curse that mage is found wandering for Darokin’s interests.
plagues shipping from time to time.
Iconic Weapons:
History: Rapiers and other dueling weapons are
Early on, this region was settled primarily by extremely popular in Darokin. Adventurers favor
orcs and human tribes. Not surprising, the orcs a wide variety of weapons however because
were a constant nuisance. With the help of the their primary opponents are monsters and
Alfheim elves, a human clan called Eastwind raiding humanoids.
came to begin uniting the humans while
claiming territory from the orcs. In the first Daro
century AC, Ansel Darokin became the first of The Daro, descendants of traldar clans that
the Eastwind kings. His dynasty was to end with colonized the area millennia ago, tend to be
the death of his grandson in 87 AC. With no heir small and slight or stocky. Average height for
to the throne, the humans were too disorganized men is 5 feet, 9 inches and women is 5 feet, 4
to fend off the vengeful orc hordes. inches. They have pale complexions, brown or
green eyes being the most common, and dark
hair is most common as well.

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

Master Trader Talent History:

Class: Any The history of the hin, called "halflings" by
Requirement: Cunning and Perception 3 or humans, has been one of bitter hardship and
more, must be from or trained in Darokin. strife. Since their arrival in the area now called
The sharp eyed master trader keeps his mind open to the Five Shires, the hin have been invaded and
opportunities everywhere. enslaved several times by orcs, and even by
Novice: You know how to drive a hard bargain. greedy dwarves on one occasion. Each time, the
You can use the Tower of Will stunt for 3 SP hin would rise against their oppressors stronger
instead of 4. You gain the power to perform
arcane rituals, although you must acquire them

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

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

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

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

Settled Ethengarian Rumors, Lore and Places of Interest:

The ethengarians native to Glantri are refugees • The Castle of Ierendi, home of the King and
and expatriates who chose to leave their Queen, is constructed of many ramshackle
homeland behind for the right to learn and structures built around a fort.
practice magic as they chose. They fit most • Ierendi has many islands, each with its own
closely to the glantrian mold of placing flavor and vices, although few of them are safe

for the unwary. Numerous diversions are The station of King and Queen has never been
available for the visiting mainlander. hereditary. Instead, a tournament is held every 5
• Ierendi is said to have one of the finest navies years to crown the Pirate King. The Conclave of
in the world, though not the largest. They have Pirates oversees the games. Despite there being
been reported to have defeated the Thyatian few rules, it is often the only time all the pirate
Navy in the past. captains choose to be honorable.

History: Common Races:

Reportedly, Ierendi was founded by Thyatis Makai and Thyatian humans, hin, city elves and
creating a penal colony in 571 AC, although the dwarves.
local makai and hin people will regard this
legend with good-natured contempt. For the Common Classes:
makai Ierendi began in slavery to a now dead Rogues and warriors, particularly pirates are
empire, war with hin colonists, war with prominent in Ierendi, although all are in
Thyatian conquerors, and then slavery under evidence. Particularly because the contest for
pirate rule. The local hin tell a similar story but the kingship draws pirates of all stripe, and
are unaware of the initial slavery of the makai. mages and clerics can make excellent pirates
In 586 AC, the Thyatian Empire cemented its
hold on the island group. However, the local hin Iconic Armor:
engage them in guerilla war for 30 years and the Light armor tends to be worn here due to the
prisoners revolted and drove the Thyatians out in climate, but stubborn warriors walk about in
600 AC. The leader, known as Mad Creeg, mail armor, usually stolen and in poor
named himself King of Ierendi. 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

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
• Choose a class. You can play mage, rogue, or
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.

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)

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

From one of the Traldar villages rose a King by humans. There is also a contingent of dwarves
the name of Halav Red Hair. King Halav was and rock gnomes in Highforge, and a
able to unite the various Traldar tribes under his community of clan elves (the Callarii) and a
rulership to repel the beast-man invaders. He community of sylvan elves (the Vyalia).
had help from a Traldar Queen named Petra,
and a huntsman named Zirchev. Common Classes:
Clerics, mages, rogues, and warriors are widely
During the final battle of the war, King Halav represented in Karameikos.
and the King of the beast-men killed each other
in a duel. The beast-men, without their leader,
The Minrothad Guilds
fled the area. It is said during Halav's funeral,
Ruler: Guild Master Oran Meditor
the Immortals took up Halav, Zirchev and Petra
Government: Syndicicracy
into their ranks, and the Traldar looked to
Capital: Minrothad
rebuilding their lives.
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 Rumors, Lore and Places of Interest:
descendants who called themselves Traladara, • The Merchant-Princes of Minrothad practice a
by sending troops to the trading port of unique craft of sea magic.
Marilinev. The Thyatian conquerors re-named • The Guilds hold power over all aspects of life
the city Specularum. and business in Minrothad.
• Minrothad merchant-ships are a familiar sight
In A.C. 970, in the Duchy of Machetos within in ports throughout the world.
the Thyatian Empire, Stephan Karameikos III • A fair amount of piracy is conducted in the
made a proposition to the Emperor. He offered waters of this region.
the Emperor his ancestral lands in Machetos in History:
trade for the lands of the Traladara and a decree The Alfasser, or Water Elves, claim to be the
of autonomy. The Emperor accepted, and Duke original settlers of the Minrothad Isles. They say
Stephan Karameikos III arrived in Specularum to they migrated to the area around the same time
rule his new subjects. He has sat on the throne as the cataclysm known as the Great Rain of
ever since. Fire, thousands of years ago.

Common Races: Humans later came to the islands, bringing the

Traladaran humans make up the bulk of the concepts of slavery, and the plague of
population, followed by hybrid Traladaran- lycanthropy along with them. Over the years,
Thyatian humans and thyatian 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

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

conflict with carefully negotiated contracts to • You are resistant to Charm, Sleep, and
maintain their neutrality. Paralysis effects. Add your Magic ability, if
positive, to all resistance tests against these
Common Races: effects.
The most common groups are sylvan elves (the • You can speak and read Elven and Minrothad
Verdier) and water elves (the Meditor). There are Patois.
also groups of halflings, dwarves and various • Choose a class. You can play cleric, mage,
human races present. rogue or warrior.
Roll twice on the following table for
Common Classes: additional benefits. Roll 2d6 and add the dice
The most common classes are rogue and together. If you get the same result twice, re-roll
warrior, but all are in evidence. until you get something different.

Water Elf
Iconic Armor:
2d6 Benefit
Leather armor is commonly worn by those who
2 +1 Strength
wear armor, as metal armor is a detriment to
3-4 Focus: Constitution (Stamina)
those needing to swim, and the captains and
5 Focus: Perception (Hearing)
merchant-princes set fashion trends in the
6 Weapon Group: Heavy Blades*
7-8 +1 Perception
9 Focus: Strength (Climbing)
Iconic Weapons: 10-11 Focus: Constitution (Swimming)
Swords are quite common, with nearly every 12 +1 Communication
captain owning a long sword or a short sword, * If your class already provides this, you
even if they are not formally trained in its usage. gain Focus: Strength (Heavy Blades) instead.

Water Elf Merchant Prince of the Minrothad

The Meditor Clan elves, also known as alfasser,
or more commonly water elves, were the first to Guilds
Rogue or Warrior Specialization
settle the Minrothad Isles. They have been called
to the sea as sailors for so long that they have The leaders of the guilds of Minrothad are
applied the normal elven magical bent to life at known as the Merchant Princes. These
sea, creating Sea Magic. When other peoples individuals have become captains of industry
came to the area, they shared this knowledge through business savvy, mental acumen,
with them after forming a bond of brotherhood outstanding bravery, inspired leadership, or
and nationhood. Water elves have the same pale dazzling talent. The men and women who have
skin and light colored hair (silver is fairly been welcomed into this fold are taught many
representative) common to many clan elves. secrets, including the school of Sea Magic
pioneered by the Water Elves.
Playing a Water Elf
If you choose to play a water elf, modify your Merchant Prince Talent
character as follows: Class: Rogue, Warrior
Requirement: You must have Cunning and
• Add 1 to your Dexterity.
Magic of 3 or higher and have earned high
• Pick one of the following ability focuses:
Communication (Bargaining) or Cunning status within a guild of Minrothad.
You have learned the secret sea magics of the
Merchant Princes of Minrothad.
• You have Night Vision, which allows you to Novice: You gain the power to cast Arcane spells
see clearly at night. Reduce low-light, and
with access to spells of the Sea Magic discipline.
night time penalties by 1.
You can cast spells and gain the ability to apply

focuses in Magic to non-academic tests. You The Northern Reaches
begin with a bank of Mana Points equal to 10 + The region known as the Northern Reaches is
Magic + 1d6. Whenever you gain a level you actually three distinct groupings of heldanner
also gain 1d3 + Magic in Mana Points. Lastly, peoples, the Kingdom of Vestland, the Soderfjord
you learn 2 Sea Magic spells. Jarldoms and the Kingdom of Ostland. They are
Journeyman: You have learned to enter Sea in terms of character a coastal modern nation, a
Casting Mode. You must be on a vessel at sea or coastal feudal society, and an island based
inside the effects of a severe seaborne storm to feudal raiding culture.
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 The Kingdom of Vestland
learn 2 additional Sea Magic spells. Ruler: King Harald Gudmundson
Master: You have mastered the sea, and cannot Government: Monarchy
drown. Some twist of fate will bring you to Capital: Norrvik
flotsam or shore before death may take you. Languages: Heldannic
When you wash up you have lost all but 3d6
Health. You learn an additional 2 Sea Magic Rumors, Lore and Places of Interest:
spells. • Vestland is by far the most "modern" of the
Northman nations, with a growing middle-
Sea Magic spells: Find the Path, Gust of Wind, class and a successful economy.
Lightning, Purification, Summon Creature., • Trollheim is a wild and unsettled area
Wind Weaving. occupied by trolls for centuries, recent
Sea Magic rituals: Control Weather, Dowsing, attempts at colonizing this region have met
Element Sculpting, Scrying, Shelter, Ward of with disaster.
Warning • The city of Norrvik has a great secular and
magical college.

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

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

Ottar continue to rely on a strong yeomanry to • The Sodervirk is a defensive wall currently
defend Vestland's security. being constructed in cooperation of the local
jarls and dominions.
Common Races: • The Ostfold Scarp is a spectacular series of
Heldanner humans, denwarf dwarves 300 to 500 foot cliffs overlooking the ocean
where the Gnollheim Hills and the Hardanger
Common Classes: Mountain Range meet the open sea.
While warriors are romanticized, especially in
the homes of the jarls, all classes are present. History:
Furthermore, there is a formal school of magical For the past three centuries this region has been
arts named Uppsala College, training the divided into a number of minor nations, each
uncommon mages who hail from this land. ruled by a powerful clan. From time to time, one
jarl would overrun several neighboring
Iconic Armor: territories and proclaim himself king. The other
Chain mail is the height of status and protection jarls would then get together and thoroughly
readily available in Vestland. trounce the upstart.

At the Council of Soderfjord in 950 AC,

Iconic Weapons:
representatives of the most powerful clans
The sword is the iconic weapon of Vestland,
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

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
The Soderfjord Jarldoms mages.
Ruler: The Nordharter Defense League
Government: Alliance of petty monarchs
Capital: Soderfjord Iconic Armor:
Languages: Heldannic Chain mail and leather armor are ubiquitous in
Soderfjord, with chain being the choice of a true
Rumors, Lore and Places of Interest:
• The Nordharter Defense League meets twice a
year in Soderfjord to appoint or confirm a war Iconic Weapons:
leader, who is in charge of defense of Axes, long swords, mauls, short swords, daggers,
Soderfjord from outside threats. and spears are common, with the sword being

the most iconic. Bows are in ready use as ranged Common Races:
weapons. Heldanner humans

The Kingdom of Ostland Common Classes:

Ruler: King Hord Dark-Eye The only common class is warrior. Rogues exist
Government: Monarchy but style themselves warriors, finding the enemy,
Capital: Zeaburg sending up signals and charging when the main
Languages: Heldannic force arrives. Mages are disdained for being
powerful but dishonorable, on a lower level
Rumors, Lore and Places of Interest: than the thief who steals things via guile and
• The longships of Hord Dark-Eye make up one trickery, and clerics, while revered, are
of the most powerful navies in the north. uncommon.
• The King of Ostland is allied with Thyatis, and
often campaigns in the Emperor's name in Iconic Armor:
Norwold and the Isle of Dawn. Heavy leather hide and chain mail are the
• Worship of Odin and Thor is established law. traditional armors of this land, shields are also
For centuries, this collection of islands was Iconic Weapons:
home to various clans of barbarians. Each clan Axes, long swords, mauls, short swords, daggers,
of Northmen fought with every other clan for and spears are all common weapons. Bows are
sport or loot, until the late 5th century AC. At not frowned upon, but rarely a specialty,
this time, a powerful Zealand clan consolidated primarily because of the effect saltwater has on
power through strength in war and shrewdness bow strings and bodies.
in diplomacy.

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

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.

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

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
Ruler: King Everast XV Common Races:
Government: Monarchy Rockhome Denwarf and rock gnomes are the
Capital: Dengar only races who have settled here in great
Languages: Dwarvish (Rockhome dialect), numbers
Common Classes:
Rumors, Lore and Places of Interest: Warriors are most common, followed by clerics
• The city of Dengar is partly constructed in a and rogues. The former being respected but
vast cavern complex at the foot of Point fairly uncommon, and the latter being mostly
Everast. tolerated if they operate as anything but
• Dwarves are highly sought after as craftsmen courtiers or military scouts. Mages are highly
for their work in stone architecture, sculpture, disdained amongst the culture, primarily
and metallurgy. In fact, the Imperial Palace in because of their inherent magic resistance
Thyatis was designed by a dwarven architect making it difficult for them to practice magic.
from Rockhome.
Iconic Armor:
History: Chain mail and plate are common, with magical
Long ago atop Point Everast, the Immortal mail being the most iconic.
Kagyar took a boulder and fashioned it into the
first dwarf. He called his creation Denwarf, Iconic Weapons:
which means "Rockborn". Denwarf was the first Axes, mauls, and swords are common, with the
dwarf, and their first king as well. 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

The Empire of Thyatis Common Races:
Ruler: Emperor Thincol Torion I Thyatian humans, rockhome emigres dwarves,
Government: Monarchy sylvan elves (Vyalia in Thyatis proper, and
Capital: Thyatis City Trueflower on the Isle of Dawn), clan elves
Languages: Thyatian (official), Elvish (Vyalia (Shiye-lawr on the Isle of Dawn), and halflings
dialect), various local tongues spoken in subject (mostly wandering hin or shire hin tradesmen).
territories There are also numerous human backgrounds
not yet detailed in this empire, including
Rumors, Lore and Places of Interest: hattians, alasiyans, hinterlanders, nithians,
• Bloodsport is common in Thyatis, and the ochalean and nuari. For now use the thyatian,
Gladiatorial Games are a popular spectator ylari alasiyan, heldanner clansman, cypri
event. The Emperor himself is a former alphatian, cypri alphatian and traladaran
gladiator. backgrounds for each respectively.
• The Duchy of Retebius is the headquarters of
the Retebius Air Fleet, a branch of the Imperial Common Classes:
military that is trained in air combat and Warriors, clerics, mages and rogues are all in
equipped with flying mounts. equal prominence in Thyatis. The emperors have
always been pragmatic, and although warriors
History: are romanticized as are the legions themselves,
Long ago, three brother-kings led their tribes those who serve the Empire or simply make a
from the southern continent, to the continent of name for themselves within it come from all
Brun. The kings were Thyatis, Kerendas and stripes. Druids are somewhat common in the
Hattias, and the cities they built still bear their wilderness and spies are valued as well by all
names. levels of society.

But in BC 192, the Alphatians came to conquer Iconic Armor:

the Thyatian tribes. The Thyatians fought back Light plate and laminar armor are perhaps the
admirably, but were worn down eventually by most iconic battledress in the Empire. Armor of
the Alphatian wizards. During that time, the every kind and description is available, but the
Alphatians taught the tribesmen letters, art, legions wear laminar armor.
music and even magic. But the Thyatians were
seething in their restraints. Iconic Weapons:
The weapons of a legionnaire are the short
In BC 2, an Alphatian-trained Thyatian wizard sword, the long sword, the throwing spear and
named Lucinius Trenzantenbium and Thyatian the spear. These are of iconic status, although
general Zendrolion Tatriokanitas managed to adventurers use every weapon known.
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.

The Emirates of Ylaruam (descended from ethengarians), cypri alphatians
Ruler: Sultan Ali Ben Faisal and thyatians also live here in great number,
Government: Monarchy typically hailing from ancestral homes of a
Capital: Ylaruam particular city or region. The nithians and
Languages: Ylari makistani tend to live the traditional tribal life,
and should be created like alasiyani in all
regards except physical appearance and
Rumors, Lore and Places of Interest:
personality tendencies.
• 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 Common Classes:
way to the western-most border and is Warriors, and rogues are most common but
occasionally broken by oasis. clerics and mages are popular adventurers as
• Everyone here follows the Nahmeh, a book well. Mages who study fire magics and
written by the immortal Al-Kalim, wether a necromancy are looked upon as evil, and not
cleric, a rogue, warrior or mage, everyone is tolerated. There is a group of desert hermits
expected to progress according to its known as dervishes, but they are somewhat rare.
teachings. All adventurers following the Way of the Warrior
are expected to know how to ride, and fight
effectively from horseback regardless of their
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

Iconic Armor:
Padded armor and chain mail are the most The Extant Regions
common protection encountered in the
Emirates, with heavier armor eschewed primarily The Colony of Aengmor
because of the desert heat. Shields are also very Ruler: Unknown governor
common among warriors. Government: Semi-Autonomous Puppet State
Capital: Rafielton (the only settlement)
Iconic Weapons: Languages: Elvish (shadow elf dialect)
The scimitar (curved short sword), or the
falchion (a curved bastard sword), is the most Rumors, Lore and Places of Interest:
iconic weapon, but warriors are generally
expected to know how to use a spear, lance, and
a bow.

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: • Canolbarth forest is now home to strange
• Add 1 to your Willpower ability. monsters unseen on the surface anywhere in
• Pick one of the following ability focuses: recorded history.
Communication (Etiquette) or Cunning • The Shadow Elves don’t live in Aengmor so
(Religious Lore) much as keep it as a staging area. Apparently
• You can speak and read Alasiyan. the entire population lives in caves or
• Choose a class. You can play cleric, mage, underground, despite holding the entire forest.
rogue or warrior. • Shadow Elves are extremely xenophobic and
Roll twice on the following table for isolationist, but at the same time hate other
additional benefits. Roll 2d6 and add the dice races and nations for the prosperity they enjoy.
together. If you get the same result twice, re-roll Through all this they are extremely religious
until you get something different. people, more so than most “real” elves.

Ylari Alasiyan History:

2d6 Benefit Aengmor is the name given the fallen kingdom
2 +1 Communication of Alfheim by the Shadow Elves who invaded
3-4 Focus: Willpower (Faith) from below in AC 1007. Canolbarth forest has
5 Focus: Constitution (Stamina) been mutated by the Shadow Elves’ lack of care
6 Focus: Dexterity (Riding) and errant magic, which may or may not be
7-8 +1 Constitution attributable to the Shadow Elves, into a dreary
9 Focus: Cunning (Historical Lore) and even more dangerous place.
10-11Focus: Strength (Heavy Blades)
12 +1 Perception The Shadow Elves have pushed Darokin almost
continually since securing Aengmor’s borders.

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

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 Outsiders usually know very little about the
Government: No centralized government lands of Atruaghin. Mostly because of the
Capital: There is no formal capital tremendous physical obstacle the Plateau
Languages: Atruaghin (by clan) makes. What is known comes from the oral
history of tribal elders.
Rumors, Lore and Places of Interest:
• The Atruaghin Plateau is rumored to have been Legend has it that long ago the tribes were very
raised by Atruaghin himself, to isolate and disorganized and warlike, often fighting each
protect his people from invasion. other for land. But at some point, a man known
• The Plateau can be accessed from Darokin via as Atruaghin came to them and managed to
an "elevator" constructed by the Mercantile unite the various tribes, bringing peace and
Engineering League of Darokin, with the prosperity to the land. His followers began to
permission of the nearby tribes. call themselves Atruaghin’s Children.
• The Children of Atruaghin have little contact
with the outside world, so their culture and Eventually, Atruaghin left to embark on some
technology have remained unchanged for personal quest and did not return for several
centuries. generations. In his absence, his Children were
History: conquered and enslaved by orcs. On his return,
he led the Children in revolt against their orcish

masters, and used powerful magics to raise the The Broken Lands
Plateau, so that the tribes may never know the Ruler: King Thar
yoke of slavery again. Government: Feudal monarchy
Capital: Unknown
After that, Atruaghin is said to have joined the Languages: Orcish (common), most humanoid
ranks of the Immortals, and to this day he still tongues
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 • Two important trade routes run through the
are the Children of Atruahgin, a human people. area. One runs between the Republic of
Darokin and Glantri, the other runs between
Common Classes: Darokin and Ethengar.
The most common classes among the tribes are
rogues and warriors. Druids and mages exist, but History:
are not nearly as common. None of these For centuries, this region has been a haven for
classes tends to wear metal armor if they orcs, goblins, trolls and other humanoid tribes.
originate in the Clans. There have been numerous conflicts between
the tribes and the surrounding human
Iconic Armor: populations, and among the tribes themselves.
Leather and hide armor and light shields are all In fact, orc armies are believed to have held
the natives have ready access to. territory in the Five Shires, Ethengar, and the
Atruaghin lands in centuries past.
Iconic Weapons:
Two-handed Spear (horse clan), maul (bear About 25 years ago, an orc calling himself King
clan), Throwing Spear (turtle clan), short sword Thar united the various tribes under his
(tiger clan, poison is common), short bow, battle rulership. Many of the nations bordering the
axe, and daggers. 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

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

Iconic Armors: currently stand independently or as part of the
Lamellar armor (scale armor) is quite popular Alphatian League, while others fight regional
here. battles or have been so isolated that they have
no concept of the nations of the Known World
Iconic Weapons: region and less interest in international politics.
Hand axe, longspear, scimitar (a curved short
sword), short bow, and spear are all weapons of Two of these nations, the Heldannic Territories
the horse nomads. and the Kingdom of Wendar are of particular
note because they are highly involved in trade
and diplomacy with the nations of the eastern
Central Brun Brun.
To the west of Darokin, over the mountains, lies
a vast wasteland known as the Great Waste
which encompasses the Sind Desert. The The Heldannic Territories
Rajahstan of Sind exists on the southeast edge of Ruler: Herr Wulf von Klagendorf
the desert, southwest of Glantri and west of the Government: Theocracy
Atruaghin Clans along a great river, and has at Capital: Freiburg
turns been a trading partner and foe to the Languages: Thyatian, Heldannic
Known World nations.
Rumors, Lore and Places of Interest:
The most mysterious country known about in • The people of the Heldannic Territories await a
this region is the Empire of Hule which appears modern day Heldan to unify them and take
to be xenophobic. Hule lies across the waste in back their country.
a somewhat fertile land far to the west. Despite • The Heldannic Knights have a means of
this reputation, the merchants of Darokin transportation which accounts for their
maintain trade routes to Hule. Even further appearances all over the continent.
southwest lies the Serpent Peninsula which is the • The Order of Vanya has multiple branches,
home of unusual nations including Yavldom, an some dedicated to what others consider
oligarchy rumored to be ruled by prophetic righteousness, some dedicated to expurgating
seers. supernatural evil.

Northern Brun Up until 950 AC, the Heldann Freeholds were a
To the north of even the Northern Reaches along region more than a country, peopled by
the coast and inland are many lands mostly primitive antalians organized in family units
peopled by antalians. Some of these nations are rather than as feudal groupings or as a kingdom.
involved with the world stage, having been part Nearly sixty years ago, knights from the island of
of the Alphatian Empire, and Hattias took the area by force. These men and
women, too intolerant to remain in Thyatis,
sought out a promised land of their own as
reward for serving the immortal Vanya.

After establishing a foothold and solidifying their

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

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

In the 7th Century AC, the Wendarians

became overconfident and started
campaigns against the Flaems of
Glantri, the Denagothian and the nearby
humanoids tribes, eventually losing the
Elvenstar and descending into darkness.
One of Wendar’s descendants, Gillforon
recovered the Elvenstar in the early 9th
Century AC, and re-founded the kingdom.
By the 940 AC he and his descendants
reunited the peoples of Wendar and fended off
another assault from Denagoth.

In recent years the people of Wendar have

responded with compassion to the losses of their
cousins in Alfheim, and the leader of that nation
in exile has joined the court of King Gylharen as

a friend and ally with a large population of his The Savage Coast
people. The Savage Coast is a coastal region along the
southwestern area of Brun, far to the west of
Common Races: even Sind. Little is known of the area, except
The people of this land are the Wendar elves, rumors brought back by Alphatian Skyship
and Antalian (heldanner) humans. There are also captains before the sinking of the Empire. It is
many Alfheim elves in exile living here as presumed that Hule has some influence in this
immigrants. region based on proximity.
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

Iconic Weapons:
The people of Wendar favor the spear and the

Chapter 5 - The Immortals

Immortals are similar to, but unlike gods in other existence simply by manifesting on Mystara
settings. The Immortals of Mystara are unaging, bodily. So most lesser immortals spy on events
extremely powerful and entirely fallible. They either invisibly and incorporeally, or scry down
can be killed in the right circumstances, their on the mortal realms. They then send visions or
works can be just as temporary as those of answer spells and rituals to guide mortals loyal
mortals, and they are as ambitious, capricious, to their goals in the directions they would have
vain and vengeful as mortals. This is due to the them go.
vast majority of immortals being exceptional
individuals who ascended from mortal stock and Even a high immortal tends to choose these
brought their hopes, fears and desires with them. techniques for dealing with the mortal realm
because the days when one of them could walk
To put them more at arms length in my game, I about bodily shaping creatures or entire races is
have given them incentive not to interfere so over. Most times the high immortals get together
constantly on the world. In the original property, for just one reason, and that is to obliterate an
there are hundreds of Immortals. I have pared entire people who have grown to reach too high
this down to a small group of well known and too far from the face of Mystara.
immortals and several less influential immortals.
So there may be one immortal of beast men While the immortals have created a pact to let
races, but he is served by lesser immortals who mortals rule their own lives and guide them
were orcs, trolls, goblins, etc. rather than control them utterly, the Evil
immortals seek every way possible to undermine
These beings are still fantastically powerful the spirit of that pact. Other immortals who
compared to mortals, but unless they are willing managed to ascend without a patron, have been
to act through mortals, they risk their own rogue in this respect as well.

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

Djaea, Mother Preserver Ixion the Sun-Prince
Greater Patron of Matter Greater Patron of Energy
Altruistic Honorable
Gender: Female Gender: Male
Sacred Weapon: Maul Sacred Weapon: Greatsword
Symbol: A large white stone encircled by a Symbol: a flaming wheel
serpent Ixion is associated with the Sun and life
Djaea is interested in the survival of worlds, and giving fire and has worshippers in every
sometimes that means life is championed and corner of the world. He proposes a desire for piece
sometimes that means entire empires are wiped from but harshness in war. His light also brings strength to
the face of the world. Her primary worshippers are the weak and health to the injured, while rooting out
researchers, usually mages, who seek to understand and destroying darkness and evil. He is known as
why disasters occur and how to minimize or avoid Tubak in Ethengar. Known as the father of centaurs,
them altogether. many fey revere him as well.

Halav Red Hair Ka the Preserver, the Amber

Immortal of Thought Serpent
Honorable Greater Patron of Matter
Gender: Male Honorable
Sacred Weapon: Long Sword Gender: Male
Symbol: a sword laid upon an anvil Sacred Weapon: None
Halav is the patron of valor and the need to Symbol: an amber colored cuoatl.
overcome evil. He is worshipped by the Traladaran Ka is the patron of the lizard
people as an ascended hero, but he is known and humanoids but also the pursuit of
revered by many throughout Darokin and portions of knowledge and self-enlightenment. He is
Thyatis. His clerics are always championing a cause widely worshipped by scribes and librarians.
or a crusade against evil or injustice and the church is
dedicated to keeping monstrous humanoids from
overrunning civilization. The majority of his followers Kagyar Flasheyes, the Artisan
are warriors, and every one of his temples has Greater Patron of Matter
practice space for aspiring fighters to hone their craft. Honorable
In remote areas they are built as fortresses. Gender: Male
Sacred Weapon: Maul
Ilsundal Symbol: a crossed hammer and chisel
Greater Patron of Energy Kagyar is the patron of the denwarf dwarves.
He is a champion of law and proper action
and his clerics turn against those that seek to
Gender: Male
corrupt society into evil. He also is the patron of the
Sacred Weapon: Longbow forge and artisans and many craftsmen worship him.
Symbol: Silhouette of the Tree
of Life
Ilsundal is the patron of the Clan Khoronus, Father Time
Elves, their savior in distant history. His Greater Patron of Time
worshippers include most foresters, and others Harmonious
dedicated to the wilderness. He is revered by most Gender: Male
high minded elves. 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

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

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

Frey Mealiden Starwatcher, the Red
Immortal of Thought Arrow
Altruistic Lesser Patron of Energy
Gender: Male Altruistic
Sacred Weapon: Greatsword Gender: Male
Symbol: An ice blue greatsword Sacred Weapon: Longbow
Frey is often paired with the Immortal Freyja. Symbol: A rainbow with a star above and below
He is the patron of the common antalians.
its arch.
His clerics advocate that the people avoid
Mealiden is the patron of martial prowess, restrained
war when possible and fight intelligently
with wisdom. He is also a patron of music. An
when it is unavoidable. Frey is also the
immortal of the elven peoples, he is known as
patron of love and friendship. Weapons are
Ilsundal’s right hand man. Archers who know of him
banned inside his temples and bloodshed
often venerate Mealiden, as well as scouts and
inside is considered a strong offense.
rangers among the elven people.

Freyja Noumena
Immortal of Thouht Greater Patron of Thought
Gender: Female
Gender: Male
Sacred Weapon: Long Sword
Sacred Weapon: Short Sword
Symbol: A Falcon
Symbol: A Game Board
Freyja is often paired with the Immortal
Noumena is the patron of
Frey. She is the patroness of sensual love
puzzles, and knowledge inherited
and magic among the antalian peoples. Her most
by the Thotians from their Nithian ancestors.
ardent worshippers are exuberant, passionate and
His priests are kings, nobility and the advisors to
accepting of diversity. Many northern mages worship
kings. Almost all of his male clerics shave their heads.
Freyja, some going so far as to become faith leaders.
Along with worship of Osiris and Isis, Noumena
Her followers also study the arts of war, and are ready
serves as the leader of the Thotian people.
for when battle finds them.

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

Greater Patron of Thought
Immortal of Thought
Gender: Male
Gender: Male
Sacred Weapon: Longspear
Sacred Weapon: mace
Symbol: Silhouette of two
Symbol: a hand held palm outward
ravens facing with a man’s
in a sign of peace.
Koryis is the patron of peace and head between them as they
prosperity. He sponsors trade and the rule whisper in his ears
of law in the interests of coexistence and progress. He Odin is the most powerful immortal worshipped by
is primarily worshipped by surviving Alphatians, the peoples of the Northern Reaches. He is also
especially in Norwold and Ochalea but has a strong worshipped in the Hinterlands, where he is known as
following in Darokin as well. Weapons and fighting Viuden, and in Antalia. His priests are advocates of
are considered heinous insults inside his holy places, wisdom, using intelligence to appreciate life, and try
and peaceful negotiation is the preferred solution for to teach kings to rule wisely. They also preach self-
all conflicts. reliance because the divine favor of Odin is known to
turn from kings in the midst of battle. His followers
include warriors and leaders. Odin’s priests are gifted
with rune magic in the Northern Reaches. Because of
his position as father of all, Odin’s temples are often

filled with the rambunctious sounds of banqueting Rathanos
and carousing.
Greater Patron of Energy
Petra Gender: Male
Immortal of Time Sacred Weapon: Great Club
Honorable Symbol: A burning sword
Gender: Female Rathanos is worshipped primarily in Thonia,
Sacred Weapon: Throwing Spear with small followings everywhere. He is
Symbol: An owl embossed on a concerned primarily with fire magic, the
circular shield beauty of chaos and has a surprisingly large
Petra is highly revered by the Traladarans segment of wizard followers. What philosophers and
in Karameikos as an ascended hero. She concerns sages worship him are often sought for their
herself with wisdom, crafts, civilization and war so knowledge and insight, but they are often
her followers look to her for defense and civil justice. unpredictable as well and given a wide birth.
Many fighters, judges and constables in Karameikos
worship Petra. Thor the Thunderer
Greater Patron of Energy
Protius, the Old Man of the Sea Altruistic
Greater Patron of Time Gender: Male
Unaligned Sacred Weapon: Maul
Gender: Male Symbol: a Maul
Sacred Weapon: Trident Thor is the patron of war to the people of the
Symbol: A Trident Northern Reaches and warriors in other Antalian
Protius is worshipped along coasts of oceans, countries as well. His clerics preach that violent
seas, lakes and rivers especially in Ierendi, storms are necessary because they tear down weak
the Northern Reaches, Thyatis, and Ylaruam. structures and wash away detritus. Thor’s followers
Despite this he shows little interest in the lives are ever ready to defend their homes or take up the
of his landborn worshippers. Sea captains, sailors and call for conquest, but they carouse to relax, making
fishermen call for his aid. He is referred to as the the interior of his temples raucous places. This
Spuming Nooga in the Northern Reaches. attitude of lax battlereadiness but berserker fury when
engaged characterizes the followers of Thor.

Lesser Patron of Energy Vanya
Unaligned Lesser Patron of Time
Gender: Male Unaligned
Sacred Weapon: Mace Gender: Female
Symbol: 3 connected hemispheres Sacred Weapon: Long Sword
which form a triangle Symbol: A vertical spear with two
Rad is the immortal of the radiance, and serves as a short swords placed over it parallel to
guidepost for the common people of Glantri. He is each other.
not worshipped and his clerics do not proselytize, in Vanya is the patron of unbridled war and
fact they are called Shepherds of Rad, not clerics. He conquest and the personification of victory. She
is also concerned with self-reliance, inquisitive study was widely worshipped in the Thyatian Empire
and magic in general. Little enough is known about as the driving force of their military victories,
Rad as his activities are very secretive. but the majority of her most fervent worshippers, the
Heldannic Knights, left to conquer their own country.

Zirchev Atzanteotl
Immortal of Energy Greater Patron of Entropy
Unaligned Mercenary
Gender: Male Gender: Male
Sacred Weapon: Long bow Sacred Weapon: Short sword
Symbol: A hawk riding on the shoulders of a Symbol: Silhouette of a black,
wolf winged viper
Zirchev, is a traldar immortal, worshipped primarily in Atzanteotl is best known in the
Karameikos, and on the fringes of forest settlements. Known World in the Broken
He is primarily concerned with the welfare of the fey Lands. He is the patron of the
peoples and the sylvan creatures. He also concerns humanoid tribes living in Oenkmar, but he likes
himself with social outcasts. 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
Dark Immortals 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
Dark Immortals, often called Evil Immortals, are as he views all of his worshippers as toys, that is not
those that belong to the Sphere of Entropy, or saying much.
champion cultures or ideas at odds with the
prevailing civilizations in the Known World.
Some of them are alien, others indifferent to the Demogorgon, the Bane of Souls
human-centric worldview, and others oppose all Greater Patron of Entropy
life and would see chaos and destruction reign. Cruel
Just as there are many more local immortals, Gender: Both
there are many more dark immortals than those Sacred Weapon: Heavy flail
listed here. Symbol: A black pentacle on
a red field
Demogorgon is a dual-natured
Alphaks, the Roaring Fiend being, with both a male and a
Lesser Patron of Entropy female personality. It is known as the Dark Lady and
Cruel The Lizard King being the patroness of corruption,
Gender: Male deceit and witchery and the patron of necromancy
Sacred Weapon: Long Sword and destruction in each aspect respectively.
(also Whip or Scourge) Demogorgon’s priests hide their doings from sight
Symbol: A horned skull on a and only come out from hiding once it is too late.
They offer rewards to others to corrupt them to
flaming background shaped like a
service, or simply to manipulate them into starting a
domino effect. They specialize in demoralizing or
Alphaks is an immortal of chaos and
torturing the minds of innocents before killing them,
destruction dedicated to the total destruction of
and work towards total destruction, rather than
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.

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

Orcus isn’t 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.

Greater Patron of Entropy
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

Greater Patron of
Gender: Male
Sacred Weapon: Scythe
Symbol: A black scythe
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.

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

at most 2 rounds, but he or she gains no further can control the spell immediately upon release,
benefits. but not any further. Attempting this is a full
round action. Portable spells cost varying
Egg of Wonder amounts, a fair rate is the cost to hire the caster
An Egg of Wonder is a potent magical item that for one hour on retainer or the
when thrown to the ground or otherwise going rate of the ritual casting.
cracked by deliberate action births a beast that Once a portable spell is
obeys the every whim of the user. The magical successfully activated it ceases
beast cannot speak, but will obey every verbal to be a magical item.
command. The creature will exist for one hour. Value: Half the cost of
Eggs of wonder will not break by accident and the service.
are nigh invulnerable in that context. It is
unknown what is inside the Egg until it breaks Potion of Agility
open. If a magical beast emerges from the egg it This potion gives the character that
has all the powers of a real beast of its type imbibes it a +1 bonus to Dexterity for the rest of
except that gaze attacks become touch based. the encounter. When first imbibed the character
Value: 1 gp per egg will feel light on their feet and capable when
moving about.
2d6 Animal Value: 50 sp

2 Choose a magical beast Potion of Animal Control

3 Boar This potion gives the character that imbibes it
4 Panther (Big Cat) the ability to interact with animals without
penalty, and provides a +1 bonus to
5 Giant Ferret Communication (Animal Handling) tests. When
6 Black Bear first imbibed the character will understand
animal sounds intuitively.
7 Draco Lizard
Value: 12 sp
8 Wolf
9 Gorilla Potion of Delusion
This potion forces the imbiber to believe he is
10 Giant Eagle
under the effect of another potion, but has no
11 Tiger actual benefits. There is no test to break the
12 Choose a magical beast illusion, but each person may be deluded into
believing they have a different potion, so the
GM should randomly decide for each sipper
Ointment of Seeing what the potion pretends to be. When first
This ointment when rubbed on the eyelids imbibed the character feels whatever effect he
allows the character to see Invisible objects would expect from whatever potion this one is
plainly. pretending to be in his mind.
Value: 20 sp Value: 50 sp (apparent)

Portable Spell Potion of Elemental Resistance

A portable spell is a scroll, runestone or other This potion gives the imbiber the power to
piece of writing with the effects of a spell or ignore 5 points of damage from a specific
ritual embedded in it. Any spell that does not source. When discovered the GM will determine
require continued direction can be prepared in whether it resists Fire, Cold or Electricity. When
this manner, and the user need only succeed at a first imbibed the character feels the barest hint of
Magic test versus TN 12 to invoke it. The user the element he is resistant to.

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

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

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

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

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

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

Staff of Withering Ring of Protection

This staff provides a +1 bonus to the casting and The owner of this ring gains Defense while the
Spellpower of Daze, Mass Paralyze, Paralyze, ring is worn. When discovered the GM will
and Weakness spells. Any attack made with this determine the level of protection: +2, +3 or +4.

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

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

attack will miss. (If the Dragon Die of the attack significantly. This occurs the first time he dons
is 1, it misses regardless of the roll). the helm each day if he is not yet cursed, and
Value: 240 gp once cursed the effect persists even when the
helm is not worn, and only ceases if a Dispel
Drums of Panic Magic ritual is cast upon the cursed individual.
These kettle drums have no effect on those Cured individuals remember their actions while
within 7 yards when played, but anyone beyond cursed.
that but within earshot (about 40 yards) must
succeed at a Willpower (Morale) check versus If the wearer is primarily Altruistic they become
TN 13 or run away unable to return to the Cruel, or vice versa. If they are primarily
location for 30 minutes. Honorable they become Mercenary, or vice
Value: 300 gp versa. If they are primarily Harmonious they
become Independent and vice versa. Even those
Flying Carpet who are unaligned are affected, as they must
This device can be invoked using an Activate choose to become either Independent or
action. Once active it will carry up to 600 lbs of Harmonious.
weight that is laid upon its surface through the Value: 300 gp (apparent)
air with a Speed of 25. It may hover, but is not
any more maneuverable than a cart or carriage. Helm of Reading
Value: 600 gp The helm of reading enables the wearer to
comprehend any written word or symbol. This
Gauntlets of Ogre Power occurs at all times, and although he cannot
The wearer of these gauntlets deals +1 Damage necessarily identify the script, or reproduce the
in melee combat, increases the range of all letters elsewhere he comprehends the meaning
thrown weapons by 1 for short range and 2 for exactly and instantly.
long range, and gains a +2 bonus on Strength Value: 135 gp
(Might) tests.
Value: 40 gp Helm of Telepathy
The Helm of Telepathy has two functions it can
Girdle of Giant Strength send messages the wearer designates to any one
The wearer of this large belt gains +2 Damage in creature within 30 yards. That creature may also
melee combat, increases the range of all thrown respond if desired. It can also cast Hear
weapons by 2 for short range and 4 for long Thoughts on the wearer. After Hear Thoughts has
range, and gains a +4 bonus on Strength (Might) been used roll 1d6. On a 1, the Helm is
tests. rendered inert for the rest of the day.
Value: 80 gp Value: 270 gp

Headband of Intellect Horn of Blasting

The wearer of this gem studded headband gains This item appears to be a normal horn or
broad intelligence. It provides a bonus to all trumpet. However when blown a cone of
Cunning tests. The GM must determine amazing sonic power erupts from the end.
the level of the bonus when it is Anything within the area 15 yard long and 3
discovered: +1, +2 or +3. yard wide at the end takes 3d6 damage and
Value: 40 gp, 160 gp or 360 gp must succeed at a Constitution (Stamina) test
versus TN 13 or be deafened for 10 minutes.
Blowing the horn renders it inert for 10 minutes.
Helm of Personality Changing
Value: 200 gp
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

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

classic illustrators who have defined the art of
Art Credits products such as these, and others are extremely
talented artists on their way to greatness.
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 artist’s names yourself. Some are

original effect, the mage must learn it as a
House Rules separate spell.

Elevated Defense Casting Barred Spells

Defense is figured with a base of 11. All of the Whenever a character learns a spell outside their
adversary statistics in this book are figured in list, or continues casting a spell after a
this fashion because this book is meant for my fundamental change that makes it a barred spell,
own campaign. 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
Mage Spell Descriptors quest involved as well.
Mages can be quite diverse, so without writing
twelve more spells to encompass that diversity,
the following rule applies in my campaigns. It New Stunts
encompasses some advice written in an article Spell Stunts
by Bruce Heard. 5 Maximized Spell: You replace 1d6 in the
spell description with a result of 6. This may not
Corrosive Damage replace the Dragon Die in a casting roll if there
When a mage learns a spell that deals Fire is anything else that can be replaced.
damage, he can instead designate that it deals
Corrosive damage. The element for Corrosive Overland Movement
spells is Water, so only items that enhance When not worrying about combat positioning
Primal (Water) magic enhance these spells after and maneuvering, all creatures can move at 3
the change in designation. Whenever the mage times their listed speed (5 times if flying).
casts this spell it uses the new Elemental effect
and to use the spell with the original effect, the Multiply land Speed by 0.4 to get mph,
mage must learn it as a separate spell. 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, Flying Speed is multiplied by 0.68 instead.
Cone of Cold, Ice Storm, Daze, Paralyze or Mass
Paralyze, he can instead designate them as Sonic Supernatural Creatures
effects instead of Air, Cold, or Mental. The Throughout the book the term supernatural
element for Sonic spells is Force, so only items creature is used. This is specifically different
that enhance Spirit magic enhance these spells from a classification of monster, which is a
after the change in designation. Whenever the catchall, and dragon or giant, which are tight
mage casts this spell it uses the new Elemental descriptors. A supernatural creature has the
effect and to use the spell with the original planar, or undead descriptors, although select
effect, the mage must learn it as a separate spell. Fey also count as supernatural creatures.

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

The arcane bolt spell can be learned as a Primal to affecting supernatural creatures it affects all of
spell of any effect descriptor. This does not the above types equally. When a power, spell,
change the spell effect in any way. Whenever ritual, or magic item deals extra damage to
the mage casts this spell it uses the new supernatural creatures vulnerable to radiant
Elemental effect and to use the spell with the energy or necrotic energy, the origin of the

creature must be considered. All fiends and sometimes understand language but usually do
undead are vulnerable to radiant damage. Weak not have the ability to speak.
celestials are vulnerable to necrotic damage, Humanoid: The creature is a sentient being akin
while most devas are resilient against it. to a human. It can process language, and often
Elemental creatures treat both damage sources is a social creature. It also needs the basics of
as normal. life, sustenance, air and sleep.
Monster: The creature is some other form of
If a cleric thinks to brandish their holy symbol living or spiritual monster, and is separated from
versus any supernatural creature that creature beasts by its utter alien strangeness, or its
may be intimidated by it. Likewise, any ward or capacity for language. Rarely can a monster be
spell effective against one type of supernatural tamed and trained, and Animal Handling is not
creatures such as fiends can be effective on enough to break one.
other types of supernatural creatures, but Plant: The creature is a supernatural or
because it is less certain the GM should give the monstrous plant and if immobile is not
non-target creatures up to a +2 bonus on their optimized to live outside the environment it
resistance tests. If they fail the test then they are normally grows in.
affected fully.
Subtype Descriptors

Bestiary Aberrant: The creature is an alien creature that

can only have originated on some other plane,
A Handful of Adversaries through raw magic, or immortal influence. This
category includes things without organs, or
The Black Bear, Giant Rat, and the Giant Spider organs that don't make sense to scholars present
from the Dragon Age Gamemaster’s Guide are in the world. Aberrant can also refer to a
perfectly suitable without modification in a creature that was natural and has since been
Mystaran setting. The Hurlock makes a fine mutated by magical means.
Bugbear, and the Shade fits the Shadow well. Draconic: The creature is a dragon or is related
closely to them. These are reptilian beasts with a
Below you will find statistics for Ghouls, magical nature, and often with a breath weapon
Goblins, Hill Giants, Kobolds, Ogres, Orcs, and or supernatural attack. Thinking creatures of this
Wolves. type always speak Dragon as their common
language, but can learn others, even if they
cannot vocalize them.
New Information Elemental: The creature is an outsider native to
Origin one of the districts of the Elemental Plane. It is
Adversaries have an origin which is meant to inherently strong versus its native element and
give the GM hints about the type of creature and weak to its polar opposite. Thinking creatures of
it’s basic existence without denoting everything this type always speak Elemental Common as
in powers. It also serves as information regarding their language, but can learn others, even if they
spell or ritual susceptibility. cannot vocalize them.
Fey: The creature is an outsider native to the
Beast: The creature is an animal, whether it has Dreamlands or a Prime Plane descendent of
magical origins, magical powers etc. it's still an such creatures, and is considered a fairy being.
animal. It has no concept of language, and can Many fey have supernatural powers, but not all
be trained via Animal Handling. particularly the prime plane natives.
Construct: The creature is a created being. Giant: The creature has abnormal size for its
Usually created by a spell or higher power, these type. True Giants, speak giantish, but have
creatures are tireless, do not require sustenance dialects as well. Most true giants favor throwing
or air and generally loyal to their creators. They objects and weapons at targets, although some

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

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
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 (Self-
Discipline) : TN 12 or be paralyzed for 1d3 rounds.

Ghouls are horrible undead monstrosities, that Goblin Skirmisher Grade E

appear to be slightly desiccated corpses that view Humanoid
everything around them with an ardent hunger. The Defense 12, AR 3
hint of animal cunning in their eyes shows all that Health 17, Speed 9
they are far from mindless, which makes them scarier Senses Dark Vision 30 yards
still. +0 Communication
+0 Constitution
Those with advanced knowledge of ghouls have good +1 Cunning (Evaluation)
reason to be afraid. The merest touch of a ghoul can +1 Dexterity (Light Blades, Stealth)
cause the subject to be paralyzed, frozen in place for +0 Magic
a nearly a minute. A pack of ghouls will often +2 Perception (Searching)
descend on a party of adventurers or normal people +1 Strength (Climbing)
and paralyze all of them. +0 Willpower
Melee Dagger +3 (1d6+2)
Once every target is incapacitated they will each Ranged Short Bow +1 (1d6+3, 16/32 yards)
choose a target and begin to feed. When they are far Favored Stunts: Pierce Armor and Skirmish.
from living prey, ghouls will dig up corpses and Weapon Groups: Bows, Brawling and Light Blades
indulge in the dead flesh. The only flesh they will Equipment: Dagger, Light Leather
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

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

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

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

Kobold Ambusher Grade E Kobold witches tend to learn one spell that mimics
Humanoid dragon breath such as flame burst, shock, cone of
Defense 13, AR 2 acid (flame burst), Winter’s Grasp, and later on Cone
Health 16, Speed 10 of Cold, Noxious Cloud, Lightning, Fireball, etc. Then
Senses Dark Vision 30 yards they concentrate on utility magic or more subtle
+0 Communication spells, such as Obscuring Darkness. Most of the
-1 Constitution Kobold’s priests are actually witches rather than
+1 Cunning shamans. They learn the lore of Kurtulmak, the
+2 Dexterity (Initiative, Traps) entropic immortal patron of Kobolds, and wreak
+1 Magic havoc in that name.
+1 Perception (Searching, Smelling)
+0 Strength (Spears)
-1 Willpower
Melee Bite +2 (1d6), Dagger +0 (1d6+1
Ranged Throwing Spear +2 (1d6+3, 8/16
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
speak draconic, although they can learn other

Kobold Witch Grade D

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
Spells (1): Arcane, Spellpower 12, 3 spells
Equipment: Dagger

Ogre Grade D and big tusks that protrude from their bottom lips.
Giant Humanoid Most orcs have profound bellies, but to assume they
Defense 10, AR 6 are in poor condition is often the death of many
Health 40, Speed 11 would-be adventurers. They are prolific breeders and
Senses Night Vision squabble amongst themselves for status and territory,
+0 Communication until their numbers grow so large they must raid
+4 Constitution nearby civilized areas in an attempt to sate their lust
-1 Cunning for food and baser desires. The raiding culture is
+0 Dexterity ingrained in the cruel orcs and they view a death in
+0 Magic battle as a desirable one, although like most bullies
+0 Perception they’d rather not die if possible.
+6 Strength
+1 Willpower Orcs always gather in hunting groups and are never
Melee Club +6 (1d6+9) encountered alone unless gathering food in the
Favored Stunts: Knock Prone and Dual Strike. wilderness or as the result of a poorly executed raid.
Weapon Groups: Brawling and Bludgeons They make their homes in all climes and environs,
Equipment: Light Leather, Two-Handed Club from marshes and swamps, to arid wastelands. If they
move into cold climes they slay animals and make
Ogres are giantish oafs that appear to be nine foot tall thick clothing, if they move to a hot climate they
humanoids with distorted faces. They often resemble wear the minimal for survival. Orcs are not very
goblinoids, or have the hint of bestial ancestry, but a modest, although they aren’t as dumb as most people
small number are bald and resemble giants. Like believe them to be either. There are orc shamans,
most giants or bigger goblinoids, ogres are cruel, who have mastered divine magic and orc witches,
killing to cause suffering or from perceived hatred, who use arcane magic. As orc culture is based on the
not because they have to. Unlike their true giant right of the leaders to rule by personal might, orc war
cousins, most Ogres speak orc, goblin, or a human chieftains and kings are often brutally powerful.
language depending on where they live, and who
lives with them. Ogres often congregate with Orcs speak their own language, but also have
goblinoids or orcs because their strength is respected. dialects between tribes and regions. Most orcs don’t
care about learning human
languages, but some
Orc Warrior Grade E care enough to
learn what their
Defense 12, AR 4 (-1 penalty)
Health 22, Speed 10
Senses Night Vision
-1 Communication
about. Such an
+2 Constitution (Running)
orc may know
+0 Cunning
any humanoid
+1 Dexterity (Brawling)
+0 Magic
+1 Perception (Searching)
+3 Strength (Axes)
+2 Willpower
Melee Battle Axe +5 (2d6+3), Dagger -1 (1d6+4
Favored Stunts: Knock Prone and Mighty Blow.
Weapon Groups: Axes, Brawling and Bludgeons
Talents: Armor Training (N), Weapon and Shield Style
Equipment: Battle Axe, Heavy Leather

Orcs are savage humanoids that have greyish green

skin, big ears, large porcine noses, a lack of body hair

Wolf Grade E Languages of the Known World
Defense 14, AR 0 The languages of the campaign setting are presented
Health 25, Speed 15 below. Each language that has an alphabet will have
Senses Night Vision that alphabet written in parentheses behind the name
+0 Communication of the tongue itself. Languages of creatures that are
+2 Constitution (Running) highly isolated, such as Kna and Rakasta, are not
-1 Cunning included.
+3 Dexterity (Bite, Stealth)
+0 Magic Alasiyan (Alasiyan Script)
+2 Perception (Smelling, Tracking) Alphatian (Draconic Script)
+2 Strength (Jumping) Anglaise (Laterran Script)
+0 Willpower Antalian “Heldanner” (Antalian Runes)
Melee Bite +5 (1d6+2) Atruaghin
Favored Stunts: Knock Prone and Pack Tactics. Draconic (Draconic Script)
Pack Tactics: 2 SP, As part of a group, a wolf can Dengar (Dwarven Runes)
allow another wolf to attack the same target as a free Elemental (Elemental Script)
action if it is close enough to do so. Elven (Elven Script)
Wolves are canine predators with excellent senses of Giantish (Giantish Runes)
smell. Alone, a wolf is rarely a threat to an adventurer Goblin
unless it has a disease, such as rabies, which it can Gnollish
spread. An entire pack of wolves however is a threat Kaelic (Laterran Script)
to much larger creatures such as bears, or a group of Lalor (Lalor Script)
adventurers. Packs are often led by an Alpha wolf Makai (Neathar Runes)
which is often tougher than the others. Wolves live in Lizardfolk “Shazak”
hills, forests and mountainous regions, even living in Ochalean (Ochalean Script)
extremely cold climes. Orcish
Sindhi (Oltec Script)
Sylaire (Laterran Script)
Thar Speech (Dwarven Runes)
Thothian (Nithian Script)
Thyatian (Thyatian Script)
Traladaran (Thyatian Script)
Urduk (Neathar Runes)

Some of the above are rare but encountered enough

within the Known World that they are included
above. These include the Laterran tongues, and the
Sindhi ones (Sindhi and Urduk). Thar Speech is a
particular variant of Orcish that has been codified
and set to letters, primarily so that Thar can rule his
people with greater efficiency. Others while
uncommon throughout the known world are wide
spread, such as Shadowspeak, the common language
of the Shadowdeep.

For those wishing to use their knowledge of a

language’s alphabet to suss out writing penned in
another tongue, there is a penalty dependent upon
how different the tongue is from languages they
already know. For example, Traladaran and Thyatian
are linked by Milenian heritage so it isn’t too difficult.

Thar Speech and Dengar are widely different, despite Attack Ranks as levels, and convert all of their levels
their common alphabet. one to one. Thus a 14th level fighter is a 12th level
warrior, but an 8th Level Halfling with Attack Rank D
Many languages of the rest of Brun are not included is an 11th level rogue, and a 10th Level Elf with
above, including the languages of Hule, Yavldom, Attack Rank D is an 11th level mage.
and the Savage Coast. Likewise, the undersea tongues
are ignored for the purposes of the chart, as it Advance the character as normal, choosing focuses,
primarily covers languages a citizen of the Known talents and ability increases.
World may have at least heard of with some
regularity. Only convert characters who are involved in combat
in adventures. Gazetteers have a habit of giving every
character statistics, even characters you would
Conversion Notes normally never engage in combat like the King of a
country. In a situation where someone might engage
Original Dungeons & Dragons in combat, but not very often, such as King Stefan
Karameikos, the story should rule, not the dice.
Attributes into Abilities However, nobody is stopping you from doing the
3 -2 work.
4-5 -1
6-8 0 Items
9-11 1 I have done a great deal of work converting many
12-14 2 items and item powers over to this game already, but
15-17 3 in general for the vast variety of weapons and armor
18 4 that appear in OD&D product, convert weapon
pluses into Ranks one to one. Convert armor pluses
Convert Charisma to Communication, Intelligence into Ranks at the next highest rank, thus a +3 Armor
into Cunning and Magic (favoring one over the other is a Rank 4 Armor.
depending on the character’s background or class),
and Wisdom into Perception and Willpower (again
favoring one of the two). The other attributes match 3rd Edition Dungeons & Dragons
up exactly.
Many of the concepts in the conversion process have
been explained for the purposes of the Original
Skills to Focuses game, and have not been repeated.
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 -2
5-7 -1
Class 8-10 0
There are only four class choices available, so 11-13 1
convert any divine caster as a cleric, any arcane 14-15 2
caster as a mage, and any nimble fighter or character 16-17 3
with thief abilities as a rogue. All others are warriors. 18-19 4
Again this may vary; some halflings will be rogues 20-21 5 and so on.
and some warriors, depending on how they fight.
Others vary simply because my world is different. For Convert the attributes to the corresponding abilities
example, Hin Masters and Treekeepers begin as as above.
druids in my version of the setting.

Skills to Focuses
Level Give the character a focus for any skill he would
Convert the OD&D character level up to 12 one to succeed at with an average or poor roll. Mostly skew
one, then advance by 1/3, rounding down. So from towards background and believability.
levels 13 to 36, divide the number above 12 by 3,
round down and add to 12. Treat Demi-Human

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 character’s class.

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 shouldn’t
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 character’s level.

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 -

Name Class
Background Homeland
Age Gender Experience Points A.G.E.
Armor Worn armor: Health Mana
Level Speed Defense Total Total
Rating Armor Penalty:

Communication Magic

Constitution Perception

Cunning Strength

Dexterity Willpower

Languages Weapon Attack Roll Damage Range

Class Powers & Talents

Equipment and Money

Gold Silver Copper

Concept, Goals & Ties
Spell Stunts
Name SP Cost
Puissant Casting 1-3
Skillful Casting 2[ ]
Mighty Spell 2[ ]
Mana Shield 3[ ]
Fast Casting 4[ ]
Imposing Spell 4[ ]
Maximized Spell 5[ ]

Spells Spellpower

Name School Mana Cast Time TN Test Result

Concept, Goals & Ties


Name Type SP cost Name Type SP cost

Skirmish Combat 1+ Efficient Search Explore 2[ ]

Stay Aware Combat 1 Speedy Search Explore 2[ ]
Rapid Reload Combat 1 That Makes Me Wonder Explore 3[ ]
Knock Prone Combat 2[ ] The Object of your 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 1
Taunt Combat 2[ ] And Another Thing Roleplay 1
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 1 Enrage Roleplay 5[ ]
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

Requires the Dragon Age Roleplaying Game Box Set,

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