Escolar Documentos
Profissional Documentos
Cultura Documentos
Placesand Times......................................................3
Nations......................................................................4
Cities........................................................................6
Crimeand Punishment........................................... 7
Calendar and Holidays...........................................9
Money of Mystara................................................. 18
Races, Herosand Feats......................................... 19
Racesof Mystara....................................................20
Classesof Mystara..................................................38
Backgrounds...........................................................50
Feats.......................................................................52
Immortalsand Priests.............................................54
Immortals................................................................56
Domainsof theSpheres..........................................58
Spellsand Runes.....................................................57
Secret Craftsof Glantri..........................................64
Nordic Runes...........................................................72
NewSpells...............................................................75
Goodsand Services..................................................85
Captain Quinn'sNautical Emporium.......................87
Tarla'sEpicurean Delights.......................................92
This w or k is not a challenge to any copyr ight or tr adem ar ks held by any individual or com pany.
This is a conver sion fr om BECM I Dungeons and Dr agons to 5th Edition Dungeons and Dr agons.
This handbook is fr ee for any w ho w ish to dow nload it. M any thanks to Br uce Hear d and the other
author s of M ystar a for giving us the gr eatest setting for our adventur es. All ar t is filler except
w or ks by M ischa Jones, I w ill r eplace it as she finishes. This is a fan w or k and is not for sale.
Wr iting and Layout: Glen Welch
Illustr ations: M ischa Jones https://w w w.facebook .com /tehphr 33k
Special Thanks To: Glen Butcher, W 'r aa Butler, Daniele Cuocci, David Finch, Giuliano M ichelon,
Giovanni Paniccia, Pieter Spealm an, Sam Stockdale
If anybody can help out fund new ar t please go her e: http://w w w.gofundm e.com /M ystar a
2
Placesand Times
3
Fi ve Sh i r es
Language: Elven
Em pi r e of Al ph at i a
Located on the continent of the sam e nam e,
Alphatia is a pow er ful m agocr acy w her e
w izar ds contr ol all aspects of gover nm ent and
those w ithout the ar t ar e second class citizens.
Language: Hin
Pr i n ci pal i t i es of Gl an t r i
A splinter ed m agocr acy, Glantr i is hom e to a
var iety of cultur es and peoples, all devoted to
im pr oving their position thr ough m agic.
Extr em ely pow er ful, but highly fr actious.
At r u agh i n Cl an s
Ki n gdom of I er en di
Repu bl i c of Dar ok i n
One of the tw o m ajor tr ading pow er s of
M ystar a, Dar okin is a functional plutocr acy
populated by an extr em ely har d w or king
people. W hile possessing a m ighty ar my,
Dar okin pr efer s diplom acy.
Languages: M akai
Gr an d Du chy of Kar am ei k os
The new est nation, am icably split fr om Thyatis,
Kar am eikos is an untam ed land still being
settled. Scar cely populated, it is filled w ith
thr eats both know n and unknow n.
Et h en gar Kh an at es
M i n r ot h ad Gu i l ds
Language: Ethengar
Language: Patois
4
Ki n gdom of Ost l an d
Em pi r e of Thyat i s
Language: Heldannic
Language: Thyatian
Ki n gdom of Rock h om e
Ki n gdom of Vest l an d
Language: Dw ar ven
Language: Heldannic
Em i r at es of Yl ar u am
Language: Heldannic
Citiesof Mystara
Al f h ei m Ci t y set up in the in the m iddle of the
Canolbar th for est as a tr ading outpost, this
unofficial capitol of Alfheim is w hat m ost people
see w hen they visit the elven kingdom . W hile
little gover ning is done her e, this is w her e other
nations set up their em bassies.
Ci t y of St ar s is the lar gest city of the Shadow
Elves. Unknow n to outsider s, the entir e city is
built in a pocket of r ever se gr avity on the r oof of
a caver n. Sur r ounded by hostile envir onm ents
and cr eatur es, it is a testam ent to the Shadow
Elves w ill to sur vive.
Dar ok i n Ci t y is the lar gest tr ade city on the
m ainland. Hom e to the M er chant's Guild Hall,
ther e is nothing you cannot buy in Dar okin City.
The lar gest financier s also r eside her e, m aking
this city an unr ivaled econom ic pow er house.
Den gar is tw o cities in one. On the sur face is
w her e the dw ar ves m eet w ith other r aces. But
below gr ound is w her e ever ything happens.
Built by dw ar ves for dw ar ves just the size of it
m akes it intim idating for other r aces.
Gl an t r i Ci t y is the hear t of the fr actious Glantr i,
com pr ised of canals for str eets and bicker ing
w izar ds for citizens. M agic is the nor m her e,
w her e even the m ost m undane tasks ar e
accom plished thr ough sor cer y.
I er en di is the scenic capitol of the island nation
of the sam e nam e. Like the nation ar ound it, it
is a scenic m ar vel filled w ith r esor ts and
enter tainm ents. Ever ything happens at a
leisur ely pace, exactly as its people like it.
M i n r ot h ad is the nautical tr ading pow er house.
Set in a calder a, its pr otected position allow ed it
to flour ish as a tr ading por t. The city is filled
w ith shops of all types, and it is one of the
lar gest shipbuilder s in the Know n Wor ld.
Nor v i k k is the pr ide of Vestland. It r epr esents
the nation's attem pt to becom e a m oder n state.
Now m er chants have r eplaced w ar r ior s as the
m ost com m on sight, and new buildings ar e
being er ected on a r egular basis.
Centersof Learning
Col l ege of W i zar dr y is not as im pr essive as it
sounds. Shadow Elf sham an do not allow
w izar ds any for m al education, this sm all school
in the City of Star s is in the back of a m agic
supply shop.
Col l egi u m Ar can u m is the official school of
m agic in Thyatis. W hile not as im pr essive as
other s of its type, it is still one of the lar gest.
Crimesand Punishment
Nation
Assault
Inciting
Riot
Fr aud
M ur der
Slander
Tax
Evasion
Theft
Rape
Tr eason
Alfheim
Fine
Fine
Fine
Exile
Fine
Exile
Fine
Exile
Exile
Alphatia
Fine
Slavery
Fine
Fine or
Death
Fine
Fine or
Slavery
Fine or
Slavery
Fine or
Death
Death or
Cursed
Atr uaghin
Censure
Not a Crime
Censure
Exile or
Death
Censure
Not a Crime
Not a
Crime
Exile
Exile or
Death
Dar okin
Fine
Fine
Fine
Death
Fine
Fine
Fine
Death
Death
Ethengar
Caning
Death
Caning
Murder
Caning
Death
Caning
Death
Death
Five Shir es
Quest
Quest
Quest
Quest or
death
Quest
Quest
Quest
Quest or
Death
Quest or
Death
Glantr i
Maiming
Maiming
Maiming
Death
Public
Flogging
Up to ten
years
Maiming
Sex
Change
Death
Ier endi
Up to 3
years
Up to 3
years
Up to 4
years
Up to 30
years
Up to 4
years
Up to 4
years
Up to 4
years
Up to 30
years
Up to 30
years
Up to 1 year
Up to 6
years
1 year up to
death
Up to 6
months
Up to 6
years
Up to 6
years
1 year up
to death
Death
Kar am eikos Up to 1
year
M inr othad
Loss of
hand
Loss of
tongue
Up to 20
years
Death
Pilloried
Flogging
Loss of
Hand
Death
Death
Ostland
Slavery
Slavery
Slavery
Slavery or
Death
Beating
Slavery or
Beating
Slavery or
Beating
Slavery
or death
Death
Rockhom e
Exile
Exile
Exile
Life, Exile or
Death
Inactivity
Inactivity
Inactivity
Life, Exile
or Death
Life, Exile
or Death
Soder fjor d
Beating
Beating or
Conscript
Beating
Beating or
Death
Beating
Beating or
death
Beating
Beating
or Death
Death
Thyatis
Public
Flogging
1 month up
to death
Public
Flogging
1 month up
to death
Public
Flogging
1 month up
to death
Public
Flogging
Public
Flogging
Death
Vestland
Fine or
Conscript
Fine or
Conscript
Fine
Death or
Conscript
Public
Flogging
Public
Flogging
Fine or
Conscript
Death or
Flogging
Death
Ylar uam
Public
Flogging
Censure or
death
Censure
Death
Censure
Death
Public
Flogging
Death
Death
Mystara Calendar
Nuwmont (Nyxmir)
Lunadain Gromdain Tserdain
Moldain
Nytdain
Loshdain Soladain
1 See Below
2 Spring Equinox
10 Ylaruam
Ashura' Shi'a
11
12
13
14 Glantri Spring
Break
15
16
17
18
19
20
21
22
23
24
25
26
27
28
1 Nuw m ont- Var ious New Year s, Glantr i Good Spr ite Day
Vatermont (Amphimir)
1 See Below
7 See Below
10 M inr othad
Feast of the
Silver Pur ge
11
12
13
14
15 Alphatia
Closing Day
16
17
18 Glantr i
M onster s Fair
19
20
21 Pear l Islands
The Dr ow ning
22
23 Dar okin
Chancellor 's
Day
24
25
26
27
28 Alphatia
Extr a Day
Thaumont (Alphamir)
1 See Below
7Alphatia
Landfall Day
10 Glantr i
Spr ing Br eak
11
12
13
14
15 See Below
16
17 Rockhom e
Car avan Day
18
19
20
21
22
23
24
25 Glantr i
Ar canum
26
27
28 Kar am eikos
Day of the Dead
1 Thaum ont- Fir st Day of Spr ing, Ylar uam Independence Day, Shadow Elves Discover y Day, Ier endi
Rebir th
15 Thaum ont- Alphatia Opening Day, Ethengar W hite Hor se Cer em ony
9
Flaurmont (Sulamir)
Lunadain Gromdain Tserdain
Moldain
Nytdain
Loshdain Soladain
3 Glantr i
Par liam ent Day
7 Rockhom e
Ar r angem ent
Day
10 M inr othad
M er chant Pr ince
Day
11
12
13 Alphatia
Er iadna's
Bir thday
14
15 Ethengar Day
of Blessings
16 Shir es Fir st
Flow er ing
17
18
19
20 Glantr i
Par ade Day
21 Dar okin
M asked Ball
22 Thyatis
Em per or 's
Bir thday
23
24
25
26
27
28
16 Flaur m ont- Shir es Fir st Flow er ing, Ethengar Day of Par tings
Yarthmont (Sudmir)
1 Alphatia Day
of M agic
10
11
12 Ylar uam
M aw lid an Nabi
13
14 Glantr i
Gondola Gam es
15 See Below
16
17
18
19
20
21 Rockhom e
Cler ic's For um
22
23
24
25
26
27 M inr othad
M inr othad Day
28
15 Yar thm ont- Alphatia How ling Day, Ethengar Day of Bir th Blessings
Klarmont (Vertmir)
1 See Below
7 Rockhom e
Weddings Day
10
11
12 Shadow Elves
The Rejection
13
14
15 See below
16
17
18
19
20
21
22 Shir es
23
24
25
26
27 See Below
28 See below
1 Klar m ont- Fir st Day of Sum m er, Ier endi Fr eedom day and Cr ow n Tour ney, Kar am eikos Day of the
Str aw M en, Alfheim Ilsundal Day, Soder fjor d Thing
15 Klar m ont- Thyatis Days of the Hoof, Glantr i Night of the Red M oon, Ylar uam Laylat Al-Bar aa
27 Klar m ont- Ylar uam Lailat al M ir aj, M inr othad M inr oth Day
28 Klar m ont- Glantr i, Kar am eikos Night of Fir e
10
Felmont (Islamir)
Lunadain Gromdain Tserdain
Moldain
Nytdain
Loshdain Soladain
1 Karameikos
Beast's Day
6 Hattias Vanya's
Dance
10
11
12
13
14 See Below
15 See Below
16 Rockhome
Battle of Sardal
Pass
17
18
19
20
21
22
23
24
25 Glantri
Beggar's Hope
26
27 See Below
28 Minrothad
Day of Silence
1 Felm ont- Kar am eikos Beast Day, Ier endi The Rebir th
14 Felm ont- Glantr i Fer ia de Tor os, Shadow Elves Cor ner stone Day
15 Felm ont- Thyatis Days of Valer ias, Alphatia Dogger el Days, Shir es High Sum m er, Ethengar
Gather ing
27 Felm ont- Ylar uam Lailat al Qadr, M inr othad All's Reckless Day
Fyrmont (Andrumir)
1 See Below
10
11
12
14
15 Glantr i
Vyonnese
Car nival
16
17
18
19
20
21
22 Ethengar
Gr eat Hor se Fair
23
24
25
26
27
28
1 Fyr m ont- Shir es Day of Her oes, Ylar uam 'Id al Fitr
Ambyrmont (Cyrpimir)
1 See Below
2 Ier endi
Celebr ation of
the Sea
3 Rockhom e
Show ing day
10
11
12
13
14
15
16
17 Shadow
Elves M uster ing
Day
18
19
20
21
22
23
24
25
26
27 M inr othad
28
1 Am byr m ont- Fir st Day of Fall, Shir es Fast and Feast, Ethengar Fir st Day of Riding
11
Sviftmont (Hastmir)
Lunadain Gromdain Tserdain
Moldain
Nytdain
Loshdain Soladain
6 See Below
8 See Below
10
11
12
13 Shadow Elves
Tarasfir Birthday
14 Glantri
Raising of the
Walls
15 Darokin Great
Reckoning
16
17
18
19
20
21
22
23 Ethengar Day
of Counting
24 Ethengar Day
of Naming
25
26
27
28 Karameikos
Stefan's Birthday
Eirmont (Eimir)
1 Ethengar
Cr etia's Day
5 Glantr i
Necr om antia
6 Dar okin
Har vest Day
10
11
12
13
14
15 Ethengar
Night of Spir its
16
17
18
19
20
21
22
23
24
25
26
27
28
Kaldmont (Burymir)
1 Fir st Day of
W inter
11
12
13
14 Glantr i Ice
Gam es
15 See Below
16
17
18
19
20
21
22
23 M inr othad
M idw inter
Festival
24
25
26
27 See Below
28 Glantr i Bells
of Fate
15 Kaldm ont- Thyatis Footm an's Gam es, Glantr i Boldavian Pr ocession, Ethengar Blessing of Golden
Khan
27 Kaldm ont- Glantr i Alexander Day, Ethengar Day of Law
28 Kaldm ont- End of Year, Glantr i Bells of Fate, Nor ther n Reaches Loki Day, M inr othad M idw inter
Festival
12
Five Shir es
Rockhom e
Ylar uam
Am ai
Clabbas*
W har lin
M uhar r am
Hiskm ai
Vuuldir
M or lin
Safar
Yalm ai
M aehin
Hr alin*
Rabi al Aw w al
Haim ai
Odelin
Hw yr lin
Rabi al Thani*
Kevam ai
Gondulr im
Styr lin
Jum ada'l Aw w al
Seim ai
M ithintle
Bahr lin
Lingm ai
Goldaun
Buhr lin
Rajab
Tr ingm ai
Fyr tal
Klintlin
Shaban
Dem ai
Aum byr
Bir r lin
Ram adan
Chagai*
Ssantiir
Biflin
Shaw w al
Rinpoch
Tem biir
Jhyr lin
Dhu'l-Qadah
Kom ai
Dauntil
Kudlin
Dhu'l-Hijjah
Alphatia
Ethengar
Five Shir es
Rockhom e
Ylar uam
Lunadain
M ajhur
Xingqir i
Lunadain
Syhar dan
Yaum al-ahad
Gr om dain
Tijhur
Xingqiyi
Gr om dain
Thr adan
Yaum
Tser dain
Wojur
Xingqier
Tser dain
Evedan
Yaum at-talit
Nytdain
Flajhur
Xingqisi
Nytdain
Duldan
Yaum al-ham is
Loshdain
Sejhur
Xingqiw u
Loshdain
Sythdan
Yaum
Soladain
Lahjur
Xingqiliu
Soladain
Fildan
Yaum as-sabt
13
1/100 CP
1/10 SP
1/2 EP
1 GP
5 PP
Alfheim
Passim
Tentr id
Half Dar o
Dar o
Leaf (r ar e)
Alphatia
Judge
M ir r or
N/A
Cr ow n
N/A
Atr uaghin
Land
Cloud
N/A
N/A
N/A
Dar okin
Passem
Tentr id
Half Dar o
Dar o
N/A
Ethengar
Tang
Tang
Tang
Tang
Tang
Five Shir es
Sunset
Star
N/A
Yellow
N/A
Glantr i
Penny (5)
Sover eign
N/A
Ducat
Cr ow n (50)
Ier endi
Cokip
Sana
N/A
Geleva
Pali (10)
Kar am eikos
Kopec
Cr ona
N/A
Royal
N/A
M inr othad
Plen
Quer t
Byd
Cr ona
N/A
Ostland
Or en
Eyr ir
N/A
Kr ona
N/A
Rockhom e
Stone
Star
N/A
Tr ader /M oon
Sun (10)
Soder fjor d
Or en
Gundar
Penne
M ar kka
N/A
Thyatis
Denar ius
Aster ius
N/A
Lucin
Em per or
Vestland
Or en
Flor en
Hellar
Guldan
Schilder
Ylar uam
Fal
Dir ham
N/A
Dinar
N/A
19
Racesof Mystara
Dw ar ves
Ther e ar e no Dr ow in M ystar a.
Sylvan Elves
Located in Alfheim , Glantr i and Kar am eikos
m ainly, Sylvan elves ar e by far the m ost
num er ous. Sylvan elf m ales tend to gr ow long
w hite bear ds late in life. They use the default
Wood Elf Subr ace.
Bel cadi z El ves
Located exclusively in Glantr i, Belcadiz ar e
know n for their fier y passions and extr avagant
clothing. Their m en ar e noted for spor ting
shor t thin bear ds. Belcadiz Elves ar e shor ter
than nor m al elves, and possess dar ker skin and
alm ost alw ays black hair, though br ow n and
r ar ely r ed hair can be found. Belcadiz Elves
use the High Elf Subr ace w ith one var iance.
Bel cadi z Weapon Tr ai n i n g. You have
pr oficiency w ith the r apier, shor t sw or d, shor t
bow and longbow.
Sh adow El ves
As a Shadow Elf you have lived your life
under gr ound w aiting for the r etur n of your
people to the sur face. Your people w as split off
fr om the r est of your r ace in the Gr eat Rain of
Fir e and have spent thousands of year s
under gr ound not know ing w hat w as left of the
sur face w or ld. You com e fr om a deeply
20
r aises by 1.
Bon u s Pr of i ci en cy. You have pr oficiency w ith
the Natur e skill.
Hi dden Tr ai l s: You can cast Pass W ithout Tr ace
once using this tr ait. You r egain the ability to do
so after a shor t r est.
Hi n
The hin of M ystar a ar e a stout and pr oud r ace.
They value fr eedom and fam ily m or e than
anything else. Located pr im ar ily in the Five
Shir es, w ith a lar ge pr esence in M inr othad, the
hin ar e on fr iendly ter m s m ost nations and
r aces save Glantr i. They do possess on occasion
the ability to counter m agic, based entir ely on
their r elationship w ith the land of the Shir es.
Shir es and M inr othad hin use the Stout subr ace.
Lightfoot halfings ar e not found in M ystar a.
Gn om es
Gnom es ar e the only m ajor dem ihum an r ace
w ithout a hom eland in the Know n Wor ld. They
do possess a giant flying city know n as Ser r aine,
but the m ajor ity of them live in settlem ents in
the hum an and dw ar ven kingdom s. W hile not
know n for being the adventur ing type, som e
gnom es do set off to see the w or ld.
Hal f Races
Vyal i a El ves
Human Ethnicities
Al asi yan s ar e the sm aller of the m ajor ethnicities
of Ylar uam , and one of the ter r itor ies held by
Thyatis. They ar e consider ed a good natur ed
people, m er ging the cultur es of Thyatis and
Ylar uam . They pr efer dialogue to violence, and
have adjusted their tr aditional gar b for fashion
and pr acticality over r eligious r easons. They
possess dusky skin and dar k hair. Their native
language is Thyatian.
Al ph at i an s ar e found in the Em pir e of Alphatia.
Extr em ely m agical, their land is r uled by
w izar ds. They have tw o distinct ethnic m ake ups,
the com m oner s have copper y color ed skin and
hair r anging fr om r ed, and black . Noble
Alphatians have black hair and blue toned skin.
Native language is Alphatian
At r u agh i n ar e native to the plateau of the sam e
nam e. They ar e an isolated people and behind
other nations in ter m s of technology. They have
r eddish skin and black hair. Native language is
Atr uaghin.
Aver oi gn e ar e found in Glantr i. They ar e fr om
another w or ld r esem bling that of Fr ance. They
or iginally fr om Alphatia. They ar e a volatile
have been plagued by lycanthr opy in the past,
people, descendants of the fir e w or shiper s of old.
and their nobles ar e know n for being ver y
M any feel they ar e the r ightful r uler s of Glantr i.
eccentr ic. They tend to have fair skin and blonde
Flaem ish have copper toned skin and br ight r ed
to br ow n hair. Native language is Aver oigne.
hair. Native language is Flaem ish.
Dar ok i n is a m ixed r ace fr om all the var ious
Hat t i an s ar e fr om an island off the coast of
peoples that have com e to live in the countr y of
Thyatis. They w er e once an equal par t of the
the sam e nam e. They ar e a w ealthy and
em pir e until an ill fated r evolt caused them to be
industr ious people, built on tr ade. They tend to
conquer ed again. They ar e know n for their
have tan skin and dar k hair. Native language is
r acism and super ior ity com plex. They tend to
Dar okin.
have olive skin and hair r anging fr om light to
Et h en gar ar e pr oud w ar r ior s of the steppes on dar k . The native language is Thyatian.
the Sea of Gr ass. They ar e nom adic and fam ily
Hel dan n i c Fr eeholder s com e fr om the lands to
or iented. It it said they lear ned to r ide befor e
the far nor th. They ar e fier cely independent to
they lear ned to w alk . Ethengar have dar k copper
the point of being disor ganized. They have
toned skin and black hair and tend to be of a
r esisted attem pts at conquest by Ethengar and
slight build. Native Language is Ethengar.
Ostland, and r efused to be m er ged by the other
Fl aem i sh w er e the or iginal settler s of Glantr i,
Nor ther n nations. Fr eeholder s have fair hair
22
Lupin
A fier ce and nom adic people, the noble lupin
tr avel the w ilder ness in fam ily packs follow ing
the her ds they hunt. A fr iendly people, lupin
get along w ith hum ans and dem ihum ans,
though the canine r ace pr efer open spaces to
cr ow ded cities. Lupin ar e the natur al foe of
w er ew olves, hunting them w ithout m er cy w hen
found.
St ou t an d Ru gged
Lupin ar e cover ed head to toe in fur, though the
fur can be shor t to the point of bar ely cover ing
the skin, to thick and shaggy for the nor ther n
tr ibes. The heavier coated lupin for obvious
r easons avoid heavy ar m or. They tend to tr avel
light, and don't car r y a lot of possessions.
Excess equipm ent is given to the pack to be used
as needed.
Lupin value loyalty m or e than other
r aces. They ar e pack cr eatur es, to them the
fam ily is all im por tant. A lone lupin that is
outcast or a sole sur vivor of his pack can go m ad
fr om loneliness. Lupin such as these tend to
becom e adventur er s to for m a new pack , and
ar e fier cely loyal to their new found fam ily.
There is no glory to be had alone cub, true glory
comes from the pack. Together we hunt, together
we prosper. All lupin know their roles, from the
our swiftest scouts to our strongest warriors to
our wiliest trackers. You cannot fault another for
being bigger, nor can he fault you for being small
of frame. Remember you can rely on his strength
to aid you as much as he must rely on your speed
to aid him. Differences are only weaknesses if
you do not work towards the same goal.
Together we are stronger than alone. That is the
way of the lupin.
Loyal t o a Fau l t
Lupin packs ar e w ell know n and w elcom ed in
m ost nations of the Know n Wor ld. They live off
of the land, tr ading for w hat they need w ith the
fur s and food they gather in their tr avels. W hile
they ar e not allied w ith any nation, lupin w ill
not think tw ice about pr otecting innocents
under attack . The lupin packs ar e not
associated w ith each other, but w hen they m eet
it is a tim e of celebr ation. M any betr othals ar e
cr eated this w ay to keep the pack's blood fr esh.
24
Bu l l Lu pi n
The har diest of the lupin, the Bull var ieties ar e
know n for their str ength and cour age.
Consider ed the best w ar r ior s of the br eed, the
bull lupin ar e often found looking for tr ouble
w hen the pack ar r ives at a new hunter gr ound.
W hen the hound lupin find w er ew olves, the
bull lupin ar e the fir st to go in.
Abi l i t y Scor e I n cr ease. Your str ength
incr eases by 1.
Bu i l t f or Fi gh t i n g. Bull lupin gain pr oficiency
in the Intim idation skill.
Hou n d Lu pi n
The scouts of the lupin, hound lupin ar e
r esponsible for hunting dow n gam e and finding
new places to hunt. Their sense of sm ell is
legendar y, and they ar e fear ed for the their
tenacity w hen they detect a foe.
Lupin Trait s
Hu n t er Lu pi n
25
Li t h e an d Agi l e
Rakasta ar e as var ied as lupin, but all r akasta
shar e an alm ost unnatur al gr ace. They ar e
extr em ely var ied in size, fr om ar ound 5' for the
dom estic Rakasta to alm ost 7' tall for the gr eater
Rakasta. Likew ise their w eight can be
anyw her e fr om 90lbs for the lither ver sions, to
alm ost 500lbs for the lar gest Gr eater Rakasta.
Rakasta appear as fur r y hum anoids w ith feline
heads. The sm aller r akasta appear to have
heads of com m on house cats, w her e the lar gest
of r akasta have heads r esem bling lions or tiger s.
Their coats can be any var iety of color s, though
the gr eater r akasta often have coats sim ilar to
tiger s or leopar ds.
Fi ck l e Cr eat u r es
Rak ast a
Rakasta ar e a r ace of nom adic feline hum anoids
that ar e found on the Isle of Dr ead and in par ts
of Thyatis. They ar e a w ar like r ace, pr iding
them selves on their m ar tial skills. They ar e also
know n for their ar tistic natur e, w ith their
potter y and ar t being quite collectible am ong
the nobles of var ious hum an kingdom s. Rakasta
tr avel in fam ily gr oups, alw ays looking for new
pr ey. They ar e valued as tr ading par tner s
am ong the Dar okin and M inr othad m er chant
pr inces.
Hi gh l y Adapt abl e
Rakasta ar e found alm ost ever yw her e in the
Know n Wor ld. Though not the m ost num er ous
of r aces, ther e ar e few places on the continent
they have not tr aveled. Rakasta pr efer w ide
open spaces like the Isle of Dr ead, but they ar e
not a r ar e site in m ajor cities either. The
r akasta on the m ainland tend to stay in the
w ilder ness follow ing the gam e anim als.
26
Hi gh l y Cu r i ou s
Rakasta ar e w ell know n for their cur iosity, and
its ability to lead them into tr ouble. M any
r akasta gr ow tir ed of the pack life and seek out
new fr iends to take them to m or e inter esting
places. W hile m any r akasta r etur n, som e
becom e devoted to the adventur ing life and
never settle dow n at all.
Rak ast a Abi l i t i es
Ability Scor e Incr ease. Your Dexter ity scor e
incr eases by 2.
Age. Rakasta r each m atur ity ar ound 12 year s
old. They live on aver age 90 year s.
Al i gn m en t : M ost r akasta ar e neutr al in
alignm ent.
Si ze. Rakasta ar e fr om 6-7' tall, but only w eight
ar ound 150lbs. They ar e m edium cr eatur es.
Speed. Your base speed is 35 feet.
Lan gu ages. You can speak , r ead and w r ite
Com m on and Rakasta
Dar k v i si on . Rakasta can see in the dar k 90'
Fear of Wat er . W hen on a boat or w hen
com pletely dr enched, r akasta have disadvantage
to attacks until they get on land or dr y off.
Cat f al l . Rakasta have r esistance to falling
dam age.
Nat u r al Weapon s. Rakasta claw s deal 1d4
points of dam age, and ar e consider ed light
w eapons.
Weapon Pr of i ci en cy. Rakasta have pr oficiency
in the Kasas, a for m of shor t sw or d they w ear as
Et h er eal an d Ti m el ess
The appear ance of the sidhe is as var ied as the
hum ans. Sidhe appear to be a hybr id of m an
and elf, though they ar e r elated to neither r ace.
They can usually pass as hum an easily. Sidhe
r ange fr om 5'8 to w ell over 6' on aver age,
though they tend to be of light build, w eighing
less than a hum an of sim ilar size. Hair color for
the sidhe can r ange fr om nor m al hum an color s
to unusual like dar k gr een or br ight pink . Their
eyes ar e the sam e w ay and can be any color and
need not even m atch. Sidhe ar e effectively
im m or tal, they do not age and if slain instead
r eincar nate back in the Good Kingdom .
Sidhe skin color tends to be the sam e shade of
hum ans, though they can go to extr em es, w ith
skin w hite as snow or black as onyx. Facial hair
is r ar e on sidhe m en, but not unhear d of. Both
sexes tend to ador n them selves w ith jew elr y, the
m or e extr avagant the better. Their clothing
r anges fr om sim ple fur s to gow ns finer than
w hat em per or s could even dr eam of.
Look at it! The light reflects off it so perfectly!
Have you ever seen something so shiny? To think
this was made by nature, no craftsman shaped it,
no one designed it, it happened naturally. Just
left alone in this cave undisturbed until the
dragon made its layer right beside it. I call this
for my first share of the treasure, this pebble.
-Aurora Stargrove, sidhe Bard
Sidhe
The m ost hum an of the fey cr eatur es, the sidhe
ar e highly m agical cr eatur es that ar e know n for
their cur iosity of m or tal r aces. Each one is an
innate spell caster, and possess all of the
str engths and w eaknesses of the other fey
cr eatur es. They ar e know n for their w eakness
to ir on, it hur ts them gr eatly and just possessing
it r obs them of their m agical abilities.
St r an ger i n a St r an ge Lan d
Despite their hum an appear ance, sidhe ar e
for eign to the Know n Wor ld. For them
ever ything is extr em ely unusual. The lack of
m agic, the static natur e ar ound them and the
shor t lived cr eatur es they encounter intr igue
them . Sidhe ar e dr iven to exper ience all they
can in nor m al w or ld. They ar e not attr acted by
gold or pow er, but by new exper iences. A sidhe
w ill agr ee to go on an adventur e that pays
nothing if it sounds exciting to her.
28
El dr i t ch Or i gi n s
Ex pl or i n g t h e n ew w or l d
Si dh e Tr ai t s
29
Tor t l e
Tor tles ar e a stoic and placid r ace, content to
live in their shor eline villages fishing. W ith
natur al heavy ar m or and nothing of r eal value,
m ost other r aces ar e content to leave them
alone. W hile they have few enem ies, Tor tles do
not go out of their w ay to m ake fr iends either.
Sl ow an d Pon der ou s
Tor tles have little in the w ay in var iety, they
have color ation r anging fr om br ow n to gr een
but ar e har d to tell apar t except for their shells.
Each tor tle shell is a unique patter n on the back ,
and occasionally the Tor tles w ill paint them for
decor ation. The aver age tor tle stands 6' tall,
w eighing in at alm ost 700lbs or m or e.
Bou n d by Tr adi t i on
Tor tles above all else value their peace and
quiet. M ost Tor tles live alone, fishing and
keeping their huts tidy. They ar e not know n for
being cr aftsm en or w ar r ior s. Tor tles far m
com m unally, com ing together as a gr oup in
tim es of need. W hen w inter com es often they
load up on w agons and head to w ar m er clim es.
W hile Tor tles ar e know n as kind and car ing
cr eatur es, they ar e not the m ost fr iendly. Rar ely
w ill you find a tor tle going to tr ade w ith other
r aces, and alm ost never w ill you find one living
inside a city. Tor tles ar e happy w atching the
w or ld go on by them .
Coast al Cr eat u r es
incr eases by 2.
31
Classesof Mystara
Unlike other settings for Dungeons and Dr agons, not all classes ar e available to all r aces or
geogr aphical ar eas. In som e cases the r ace just can't per for m m agic of a par ticular type, and
cer tain nations classes ar e for bidden or r estr icted. Som e classes ar e extr em ely r ar e, and som e do
not function the sam e in M ystar a. Additionally ther e ar e sever al ar chetypes found only in M ystar a.
Cl ass/Ar ch et ype
Regi on al Rest r i ct i on s
Raci al Rest r i ct i on s
No hin
Unknow n outside of
Ethengar /Atr uaghin
No hin
Bar d/Any
No Restr ictions
No Dw ar ves
Cler ic/Any
Dr uid/Any
No sidhe
Paladin/Any
No sidhe
Ranger
Illegal in Glantr i
No sidhe
War lock/Any
No dw ar ves or sidhe
W izar d/Any
No dw ar ves
NewMystara Archetypes
Aur um ancer
W izar d Ar chetype
The m er chant houses of Dar okin and
M inr othad have long used m agic to incr ease
their advantage on long tr ade r outes. Not only
can the Aur um ancer s defend them selves, but
they can also contr ol w eather or m end br oken
w agons and sails to keep the tr ade flow ing.
W hile other w izar ds consider the Aur um ancer
not tr ue w izar ds, the Aur um ancer com for t
them selves w ith the finest luxur ies m oney can
buy.
33
Der vish
Dr uid Ar chetype
Your m aster y of the sands of Ylar uam give you
pow er ful advantages in the deser ts of your
hom eland.
34
Diplom at
Rogue Ar chetype
Par t m er chant, par t spy and w illing to act both
par ts, the Dar okin Diplom atic Cor ps tr ains m en
and w om en in the fine ar t of negotiation. Sent
to all par ts of the w or ld to secur e the safety and
secur ity of Dar okin's inter ests, the Diplom ats
ar e not above a bit of espionage if it w ould
fur ther their m ission.
Restr iction: Native of Dar okin only.
Di pl om at i c Tr ai n i n g.
At 3r d level you can use Insight, Per ception or
Investigation as a bonus action to gain cur sor y
know ledge about a per son they ar e talking to.
This includes their m ood, any insignias they ar e
w ear ing, or a r esem blance to another per son
pr esent. The m or e obscur e the detail the m or e
difficult the test.
Li n gu a Fr an ca.
Ei det i c M i n d.
At 13th level you gain the Keen M ind and
Obser vant Feats
M ast er Negot i at or .
At 17th level you gain advantage on Deception
or Per suasion tests.
35
Ar can e Vi si on .
At 1st level you have begun to under stand the
w ays of m agic and can see its effect. You can
cast Detect M agic at w ill.
Con t r ol Fl ow.
Con t r ol Fl u x .
At 14th level you can subtly contr ol the flow of
m agic, optim ize the dam age yield as the spell is
r eleased. W hen you r oll for dam age on a spell
you can r er oll the dice one.
Con t r ol Fat e.
Disciple of the
Radiance
Sor cer er Ar chetype
36
For ester
Ranger Ar chetype
Pr otector s of the Vyalia For est, For ester s ar e a
secr etive gr oup of pr otector s inside of Thyatis.
Char ged w ith keeping the Em pir e's savage
enem ies at bay fr om acr oss the bor der s of
Kar am eikos, For ester s str ike fr om am bush fr om
the tr eetops. Nor m ally com pr ised of Vyalia
elves, Em per or Thincol paid the elves a pr incely
sum to tr ain hum ans in the w ay of the For ester.
Restr ictions. Vyalian elves or Thyatian hum ans
only, m ust have for est as their Natur al Explor er
ter r ain.
Ph an t om War r i or s.
You double your pr oficiency bonus w hen
m aking Stealth tests inside a for est.
Orcs. A full raiding party at least four dozen
judging by the tracks. Look to be heading to
Karameikos from the way they are heading. Go
on ahead and warn the others, we will need
reinforcements for this. Tell everyone the
ambush is a the Crooked Tree Crossroads in two
hours. You know your place and you known your
position. Don't start firing until I do, and no
flashy magic to give away your location. We
can't risk them crossing the border and this
become an bigger problem.
Septimus Altari, Thyatian Forester
El dr i t ch M agi cs.
At 7th level you can use w izar d spells fr om the
school of illusion as Ranger spells.
Tr eew al k er .
At 11th level w hile inside a for est you can m ove
acr oss the tr ee tops and br anches as if it w er e
nor m al ter r ain.
37
place.
Victor y. Do not stop until you ar e victor ious or
dead.
Loyalty. Never betr ay those that fight alongside
you.
Pr ow ess. War is life, be pr epar ed at all tim es.
Stoicism . Do not let other s know of your
tr oubles.
Ch an n el Di v i n i t y
W hen you take this oath at 3r d level, you gain
the follow ing to Channel Divinity options.
W i l l of Van ya. As an action you can invoke the
nam e of Vanya to r em ove Fr ightened conditions
fr om all allies in 30'.
Aegi s of Vi ct or y. As a bonus action you can
challenge a foe w ithing 60', using your Channel
Divinity. For 1 m inute your foe's attacks against
you have Disadvantage.
Save your bluster for someone who cares
burgomaster. Either oppose me or surrender, I
am not here to entertain idle threats. You have
neither the will nor the strength to oppose me
and deception will avail you not. Vanya requires
only victory, your survival is not her concern.
Gunter Wulfson, Heldannic Knight
Heldannic Knight
Paladin Ar chetype
The sw or n r eligious or der of the Im m or tal
Vanya, the Heldannic Knights ar e know n for
their pr ow ess at ar m s and their extr em e
m ilitancy. The Knights ar e at constant w ar,
w hether w ith the hum anoids that plague the
nor th lands, the Ethengar nom ads or even their
fellow nor th lander s, it is the w ill of Vanya her
knights seek out conflict.
Restr ictions: M ust be hum an of Heldannic
descent and w or ship Vanya.
Au r a of Vi ct or y
W hen you r each 7th level if at any tim e you ar e
at a quar ter of your hit points or below, you
have advantage on all your attacks.
Bl essed of Van ya
At 15th level Vanya char ges you w ith leading
her follow er s into battle and to gr eatness. You
ar e alw ays under the effect of a cr usader 's
m antle spell.
Et er n al Ch am pi on
At 20th level even death w ill not stop you fr om
fulfilling your vow s. W hen you r each 0 hit
points in com bat, you ar e im m ediately healed to
full hit points sim ilar to a tr ue r esur r ection
spell. You m ust w ait seven days befor e you can
use this ability again.
Heldannic Knight Spells
Level
Spells
3r d
5th
9th
13th
17th
38
1st
3r d
5th
7th
Divine Word
9th
M ass Heal
M ast er Si gh t .
At 2nd level you gain dar kvision w ith a r ange
equal to your level x10'
It's good to the raspberries are coming in good
this year! Bodes well for the Brandypot's ales. So
how is the missus? Got another one on the way?
That's fantastic, what's that, number eight now?
M other was worried you that were going to have
a small family, just getting started late that's all.
Wait you smell that? Let me cast a spell real
quick. As I suspected, gnolls over in the rolling
hills. Sigh, fetch me my hand axe, the one that
catches on fire by itself, yes that one. Keep the
food warm for me, I don't want to miss supper.
Rose Cobblecreek, Hin M aster
Hin M aster
Cler ic Ar chetype
Ex t r a Sk i l l Pr of i ci en ci es.
At 2nd level you gain pr oficiency in Natur e and
M edicine skills.
En h an ced Den i al .
At 6th the you gain the denial feat (see page 52
of this handbook), and adds double your
pr oficiency w hen using it.
Hi gh M ast er .
At 8th level you gain gain Evasion and can now
r egain spells nor m ally outside the Shir es.
Ti m el ess Body.
At 17th level you only ages one year for ever y
ten that pass.
Bor n i n t h e Saddl e.
At 3r d level you gain the M ounted Com batant
feat.
No Hor se, No M an .
At 7th level you gain advantage on all Anim al
Handling and Sur vival Tests.
Concentrate on your attack, for the Heldann,
Glantrian and orc will not hesitate to kill you.
You mush strike quickly then fade. Do not
present your self as a target, pepper them with
arrows and only then, when they are exhausted
beyond all measure, only then do you close in and
kill. Fight as if you and your horse are one.
St eady M ou n t .
Fl u r r y of Deat h .
40
unpr ecedented.
Restr iction: Only dw ar ves m ay take this
ar chetype.
Level
1st
Thunderous Smite
3r d
Stone Skin
5th
Stone Shape
7th
Earthquake
9th
Imprisonment
Gi f t of Kagyar
At 2nd level the cler ic can use a bonus action to
spend channel divinity use as a r eaction. The
cler ic doubles his pr oficiency bonus w hen
m aking a saving thr ow against that spell. This
r eplaces the tur n undead ability.
Ar m s of Kagyar
At 2nd level you gain pr oficiency in Heavy
Ar m or.
You wish to threaten me mage? I am no mere
peasant cowed by your feeble parlor trick. I am a
servant of Kagyar the Stone Lord. The very
creator of the dwarven race. He knew of your
trickery and your spells and prepared his sons
well. Cast your magics wizard. Cast them and
die.
Rolf Dargez, Cleric of Kagyar
Aegi s of Kagyar
At 6th level you gain advantage to saving thr ow s
m ade against m agic.
Bl essi n g of Kagyar
At 8th level you m ay use a channel divinity to
give another char acter w ithin 10' of the dw ar f
the sam e bonuses the Gift and Aegis pr ovide the
cler ic. This effect lasts for 1 tur n. This r eplaces
the Destr oy undead affect, each tim e that effect
w ould incr ease the dw ar f m ay give the Blessing
to one m or e additional per son.
Ch am pi on of Kagyar
At 17th level the cler ic has r esistance to spell
dam age.
41
Ch an n el Di v i n i t y
W hen you take this oath at 3r d level, you gain
the follow ing to Channel Divinity options.
Petr a's M er cy. At 3r d level the Paladin gains the
ability to r em oves foul enchantm ents. The
paladin m ay spend a Divine Channel use to cast
Rem ove Cur se like the spell.
Au r a of San ct i t y.
Star ting at 7th level, you and fr iendly cr eatur es
w ithin 10ft of you cannot be attacked by
non-m agical anim als in Kar am eikos, at 18th
level this aur a extends to 30ft.
Zi r ch ev 's Bl essi n g.
At 15th level you have advantage on all saving
thr ow s.
3r d
5th
9th
13th
17th
Pr ivateer
Fighter Ar chetype
W hile M inr othad is w ell know n for it's
m er chant ships, they do issue Letter s of M ar que
to br ing in extr a r evenues. Captaining these
r aider s ar e the fear ed Pr ivateer s. Excelling at
naval com bat far m or e than m er e sailor s, the
Pr ivateer s ar e r om anticized for their dar ing
feats.
Restr ictions. M ust be native of M inr othad Guilds
Sea Legs.
At 3r d level the Pr ivateer gains Pr oficiency in
vehicles (w ater ) and advantage on Acr obatics
tests w hen sw inging fr om a r ope.
St eady As Sh e Goes.
At 10th level if you ar e in com m and of a ship,
all attack r olls using your ship's ar tiller y have
advantage. You need not be the one fir ing the
ar tiller y to gain this bonus.
Dr ead Pi r at e.
At 18th level all your attacks against a r ival
ship's captain have advantage.
43
Rake
Rogue Ar chetype
A com m on sight in the cour ts of Alphatia
and Thyatis, r akes r ely on their cunning and
char m to succeed. Cour tesans, char latans and
r apscallions follow this ar chetype. You tend to
m ake your w ay thr ough your w its and char m ,
though you quickly lear n the finer ar ts of
cour tly com bat. You low er other s' defenses w ith
w or ds and char m , then steal their hear t or their
gold.
Cou r t l y I n di scr et i on
W hen you choose this ar chetype at 3r d level,
you halve the tim e needed to don or doff light
ar m or, w ith help you r educe the tim e to a single
r ound.
Bon u s Pr of i ci en cy
At 3r d level you gain pr oficiency in the Histor y
and Religion skills
Fi gh t i n g St yl e
At 9th level you gain either the dueling or tw o
w eapon fighting style.
You like it? It's a Belcadiz vintage, quite rare. I
picked it up on a trade mission there during my
stint in Darokin. Darokin? No I'm actually from
Kerandas, the Emperor wanted me to negotiate
trade pacts with those plutocrats. You would
have been ashamed, their clothes were so last
season. I see you are enjoying your wine.
Darokin may have money but they have no taste
for fashion. I see your robe is now on the floor.
Well in the name of international relations I
accept your offer. On second thought that is your
husband coming home early, instead I shall take
my leave, through your window.
Ex t r a Pan ach e
At 13th level you gain pr oficiency in Char ism a
saving thr ow s.
Soci al Bu t t er f l y
At 17th level you gain 2 additional skills fr om
the star ting Rogue's list of skills, and 3
additional languages.
44
Level
1st
Guiding Bolt
3r d
5th
Commune
7th
Resurrection
9th
True Resurrection
M ar k ed Sh am an .
At 2nd level you can sense m agic up to 90' aw ay.
You cannot tell w hat kind it is unless it is a
soulstone, only its pr esence. You ar e pr esented
w ith a soulstone w or th 100gp w hen r eaching
this level fr om the tem ple.
We offer praise to the wise Rafiel, for without him
we would be lost. We wait for him to give us the
sign to return to the surface, to take what is ours
and so bask in the glow of the sun once again.
We offer ourselves as his vessel as he has chosen
us to be his faithful. Though the Soul Stones are
race grows strong, and soon we shall return to
take our place among the nations above.
Taljaria, Life Shaman
Sou l St on e Ch an n el l i n g.
At 2nd level you need a soulstone w or th 100gp
x spell level to cast a spell of that level. This
counts as your divine focus. If lost or destr oyed
you cannot cast spells of that level.
Deat h Sh am an .
At 6th level you gain the duties to take the dead
and the dying aw ay fr om the city. You gain
advantage on Sur vival tests in an under gr ound
ar ea.
Li f e Sh am an .
At 8th level you gain the duties to car e for the
sick and injur ed. W hen you cast a healing spell,
you m ay r er oll any dice once and take the
higher of the tw o r olls.
Col or l ess Sh am an .
At 17th level you gain the duties to r aise fr om
the dead those Rafiel still sees a need for. W hen
casting a spell that r aises fr om the dead you
double the tim e that deceased can be r aised. A
r aise dead spell can affect a char acter that has
been dead for 20 days, instead of 10.
45
Level
1st
Animal Friendship
3r d
Conjure Animals
5th
7th
Regenerate
9th
Wrath of Atruaghin
Sen se I l l n ess.
At 2nd level the Sham ani can cast Detect Poison
and Disease at w ill. The Sham ani cannot detect
m agical poisons or disease this w ay.
Sham ani
Cler ic Ar chetype
The holy m en of the Atr uaghin Clans, the
Sham ani lead their people into r ituals, pr ovide
for the sick and tend to the anim als. Though
they shun ar m or and the ability to tur n undead,
Sham ani m ake up for it w ith unr ivaled healing
pow er s and r ituals. Sham ani ar e used by all the
tr ibes of the Atr uaghin Clans, w hen they have to
leave the plateau they br ing the pow er of their
totem s w ith them .
Nat u r e's Al l y.
At 6th level no non-m agical anim al w ill attack
the Sham ani unless attacked fir st. This includes
giant ver sions of anim als. This pr otection does
not extend to allies.
Spi r i t Ri t u al .
At 8th level the Sham ani can spend a Channel
Divinity to cast any spell available as a r itual.
The sham ani cannot per for m Spir it Ritual again
until after a long r est. The sham ani does not
need to have the spell m em or ized. This ability
r eplaces Destr oy Undead, any incr eases to that
ability instead allow s one additional use of
Spir it Ritual befor e needing to r est.
Spi r i t M ast er .
At 17th All r ituals take half the tim e needed.
46
I n vok e Spi r i t .
Spir it Sham an
Rebu k e t h e Spi r i t s.
At 6th level the Spir it Sham an can for ce out
unnatur al cr eatur es. The sham an can tur n
fiend, celestial and fey cr eatur es as if he w er e a
cler ic of the sam e level. The sham an uses his
w ild shape uses to activate this ability. The
Spir it Sham an can tell if cr eatur es ar e fey, fiend
or celestial as w ell just by looking at them .
Becom e t h e Gu i de.
Dr uid Ar chetype
Consider ed ter r ifying exam ples of the for eign
natur e of the Ethengar, their sham an ser ve as
their holy m en. W hile their shape changing
abilities ar e lim ited com par ed to other dr uids,
their m aster y over anim als and cr eatur es not of
the pr im e m ater ial plane ar e unr ivaled.
Spi r i t Gu i de.
At 2nd level the sham an picks a spir it guide, or
the m or e pr ecisely the spir it guide picks him .
The Spir it Sham an chooses a guide fr om the list
below, then r aises the cor r esponding attr ibute
Hak a.
At 3r d level the Toa lear ns the sacr ed w ar songs
of his people. To gain the benefit of the Haka
the Toa m ust not be w ear ing any ar m or heavier
than light ar m or and m ust be using sim ple
m elee w eapons. The toa spends a full action to
per for m a M akai w ar dance com plete w ith
chanting, for the r em ainder of the com bat he
gains advantage on all attacks.. The Toa cannot
be r estr ained or silenced to per for m this action.
The Toa m ust take a shor t r est to use this ability
again.
Tr i bal Savager y.
At 7th level under the effects of the Haka the
Toa now scor es a cr itical hit on a r oll of 18, 19 or
20.
Kara-kara this close to Ierendi? Those inbred
savages must be getting desperate to try and
attack our ship. Let's give those waterlogged
orcs a remember on why no one attacks us.
M aster of the M arines, tell the Toa to start the
Haka. Show those swine men the true meaning
of savagery.
-Thana Koori, Ierendi Captain
M akai Toa
Fighter Ar chetype
Ta M ok o.
At 10th level w hile w ear ing light or no ar m or,
the Toa doubles the AC bonus he gains fr om his
Dexter ity.
St or m of Bl ow s.
At 15th level w hen the Toa char ges, that r ound
he scor es a cr itical hit on a r oll of 16, 17, 18, 19
or 20.
Sk u l l cr u sh er .
At 18th level the Toa now does tr iple dam age on
cr itical hits.
Tr eekeeper
W izar d Ar chetype
Sacr ed w izar ds of the Canolbar th for est,
Tr eekeeper s ar e r esponsible for m aintaining the
m agic of the gr eat for est. Though their pow er s
ar e ar cane, not divine, the elves ar e often
m istaken for dr uids. Their har m ony w ith
natur e is so gr eat they can change the ver y
clim ate ar ound them .
Tr eew al k er .
At 2nd level the Tr eekeeper tr eats all for est
ter r ain as open ter r ain.
W i se i n t h e Ol d Ways:
At 6th level the Tr eekeeper gains advantage on
all Anim al Handling, Natur e and M edicine tests.
Friend squirrel please tell M aple Bark if she could
move so we may plant a new Sentinel Tree? I
know she is stubborn but that is the best place for
the tree. Treants can move where they like, we
can only build our fortresses where needed. Of
course she will be cross, but tell her you are just
my messenger. She can talk to me directly if she
would like. Now go, I have to memorize my spells
of the day.
Pr ot ect or of t h e Woods:
At 10th level the Tr eekeeper can see thr ough
tr ees as if they w er e not ther e, and can cast a
spell w ithout har m ing plants if they ar e caught
in an ar ea of affect spell.
On e w i t h Nat u r e:
At 14th level the Tr eekeeper can cast Speak w ith
Anim al or Plant at w ill.
49
M i x ed Bl ood
D8
Per son al i t y Tr ai t
d6
I deal s
Bitter : You never knew one par ent, leaving you alone in a
w or ld that you didn't belong. (Evil)
Su ggest ed Ch ar act er i st i cs
Half br eeds ar e caught betw een tw o w or lds.
Though they com pletely pass as one r ace, they
w ill fr equently car r y m em entos of their other
r ace. Their flaw s m ight be a pr efer ence of one
r ace over another, or a denial of their hidden
her itage all together.
d6
Bon d
I never knew one par ent, the one that r aised m e is my life.
d6
Fl aw
50
Sl ave
D8
Per son al i t y Tr ai t
d6
I deal s
For gi ven ess. You w ill not let those w ho w r onged you contr ol
d6
Bon d
d6
Fl aw
Su ggest ed Ch ar act er i st i cs
Slaves tend to be either w ithdr aw n or r esentful
of their past. Per haps your m aster still lives and
w ants you r etur ned. How you r espond is up to
you. Do you fight or do you flee? Does the sight
of other s in chains r aise your ir e?
51
Feat s
Den i al
Pr er equisites: Hin only, 4th level.
You have a lim ited for m of m agic r esistance tied
to your hom eland:
52
53
Immortalsand Priests
54
Im m or tals of M ystar a
M ystar a does not have actual gods like other
settings, cler ics vener ate the Im m or tals instead.
Im m or tals w er e once gr eat adventur er s that
have epic quests and petitioning to past
Im m or tals tr anscended their m or tal for m to
take their place for ever in the Outer Planes.
I m m or t al
I n f l u en ce
Sph er e
Dom ai n
M aj or Fol l ow i n gs
Al-Khalim
Ylar uam
Ener gy/
Thought
War /
Know ledge
Ahm anni
Tim e
Sham ani
Atr uaghin
Alphaks
Chaos
Entr opy
Death
Alphatia, Thyatis
Atr uaghin
Atr uaghin
M atter
Sham ani
Atr uaghin
Atzanteotl
Sacr ifice
Entr opy
Death
Aster ius
M er chants
Thought
Know ledge
Augr ism
Excellence
M atter
Know ledge
Cr etia
W ind
Thought
Tr icker y
Ethengar
Dainr ouw
Wood Elves
Tim e
Natur e
Danel
Tiger Clan
Tiger str ipes
Entr opy
Sham ani
Diam ond
Law ful
M atter
Life
Diulanna
Victor y
Ener gy
War
Thyatis
Eir yndul
Alphatia
Elves
Tim e
Natur e
Alphatia
Elendaen
Sea Elves
Tim e
Tem pest
Fr ey and
Fr eya
Fam ily
M atter
Life
Gar al
Gnom es
M atter
Tr icker y
Gnom es
Halav
War
M atter
War
Hattani
Bear Clan
M atter
Sham ani
Hel
Death
Entr opy
Death
Soder fjor d
High
Her oes
Hin M aster
Five Shir es
Ilsundal
Elves
Thought
Kagyar
Dw ar ves
M atter
Kagyar
Ar chetype
Rockhom e, Thyatis
Khor onus
Histor y
Tim e
Know ledge
Dar okin
56
Tr icker y
Thought
Tr icker y
Thyatis, Pear l
Kor yis
Peace
Tim e
Life
Thyatis, Alphatia
Loki
M ischief
Thought
Tr icker y
Vestland
M aeliden
Tr ee of Life
Tim e
Life
Alfheim
M ahm atti
Elf Clan
Ener gy
Sham ani
Atr uaghin
M inr oth
M inr othad
Tim e
Life
Odin
W isdom
Thought
Know ledge
Nor ther n
Opal
Neutr al Dr agons
Tim e
Know ledge
Neutr al Dr agons
Or dana
For ests
Thought
Natur e
Pear l
Chaotic Dr agons
Ener gy
Tem pest
Chaotic Dr agons
Philosophy
Thought
Life
Ier endi
Petr a
Healing
Tim e
Life
Kar am eikos,
Thyatis
Pr otius, Old M an
Ocean
Tim e
Tem pest
Thyatis
Rad
Radiance
Ener gy
Tem pest
Glantr i
Rafiel
Shadow Elves
Ener gy
Shadow Elf
City of Star s,
Rathanos
Fir e
Ener gy
Tem pest
Alphatia
Tahkati
Hor se Clan
Thought
Sham ani
Atr uaghin
Tar astia
Justice
M atter
War
Thyatis
Thanatos
Evil
Entr opy
Death
Now her e
Thor
Thunder
Ener gy
Tem pest
Nor ther n
Reaches, Thyatis
Tubak
Law
Thought
Light
Ethengar
Valer is
Love
Thought
Tr icker y
Thyatis
Vanya
War
M atter
War
Thyatis
Yam uga
Yur ts
M atter
Life
Ethengar
Zir chev
Thought
Know ledge
Kar am eikos,
57
Bon u s Can t r i p
W hen you take this dom ain at 1st level, you gain
the produce flame cantr ip if you don't alr eady
know it.
Al t er En er gy
Can you feel it? Chaos and change all around you.
That is energy: motion, progress and power. If you
want power, that is energy in all its forms. Through
energy lies immortality, for being immortal is the
greatest change of all.
Vandovar Allenas, Priest of Alphatia
Ener gy
Cler ic Dom ain
The Spher e of Ener gy is extr em ely dynam ic.
Ener gy seeks to cr eate m or e ener gy and activity,
and as such is closely tied to the elem ent of fir e
and the Chaotic alignm ent. Ener gy consum es
M atter, slow s Tim e and stim ulate Thought. It is
opposed to M atter 's attem pt to contr ol it,
Thought's attem pts to define it and Tim e's
attem pts to outlast it.
Level Ener gy Dom ain Spells
1st
Continual Flame
3r d
Fireball
5th
Flamestrike
7th
Reverse Gravity
9th
Storm of Vengeance
En er gy Bl eed
At 6th level the pow er you channel fr om the
Spher e of Ener gy begins to over pow er your
spells. W hen you cast a dam aging spell, you
add 1 point of dam age to each die you r oll. A
spell doing 5d6 dam age w ould do an addition 5
points of dam age.
Di v i n e St r i k e
At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack , you can cause the attack to
deal an extr a 1d8 dam age of the ener gy type of
your choice to the tar get. W hen you r each 14th
level, the extr a dam age incr eases to 2d8. The
ability is affected by Ener gy Bleed.
Over pow er ed
Star ting at 17th level w hen you cast a dam aging
spell, you cannot r oll less than a 3 on any of the
dice. Tr eat all r olls of the dice low er than that
as r oll of 3.
58
Bon u s Pr of i ci en cy
W hen you choose this dom ain at 1st level, you
gain pr oficiency in m ar tial w eapons.
Di sci pl e of Decay
Also star ting at 1st level, your inflict w ound
spells ar e m or e effective. W henever you use an
inflict w ound spell, the cr eatur e takes an
addition am ount of dam age equal to 2 + the
spells level.
M i n or Hex
Life is pain, this is not to be disputed, as you live
you will suffer. Every one suffers. People grow
old and die, nations fall, races go extinct. But
what if we could start anew? That is the promise
of Entropy. This world is flawed, the Immortals
that shaped it ruined it. We can be rid of them,
we can be rid of everything. Watch the world
burn, and build a perfect one from its ashes.
Sonya the One Eyed, Cleric of Hel
Entr opy
Cler ic Dom ain
Entr opy is the end of ever ything. Not associated
w ith any elem ent, Entr opy is m or e closely
aligned w ith death and evil. Its sole pur pose is
the destr uction of the other four spher es. It is
the spher e of r ot and decay. Entr opy seeks to
destr oy M atter, stagnate Tim e, dissipate Ener gy
and stop Thought. This dom ain is pr im ar ily for
NPCs, ask your DM befor e selecting it.
Level
1st
Inflict Wounds
3r d
Bestow Curse
5th
Contagion
7th
Finger of Death
9th
Di ssi pat e En er gy
Star ting at 6th level w hen you take dam age
fr om any sour ce, r educe the dam age by the
num ber of dice. A sour ce doing 3d8 points of
dam age is r educed by 3 points befor e any other
m odifier s.
Di v i n e St r i k e
At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack , you can cause the attack to
deal an extr a 1d8 necr otic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
incr eases to 2d8.
Redu ce Pr obabi l i t y
Star ting at 17th level all attacks against you
have disadvantage.
59
Level
1st
Enlarge/Reduce
3r d
Stone Shape
5th
Stone Wall
7th
Earthquake
9th
M eteor Swarm
Bon u s Pr of i ci en cy
At 1st level, you gain pr oficiency w ith heavy
ar m or.
En du r an ce
Also at level one ever y tim e you gain a level you
gain 1 addition hit point.
For anything to persevere it must stand on its
own. Change for its own sake is doomed to fail,
life must have purpose. That is the reason for
M atter. If everything has a place, everything
knows its role. There is no more suffering, there
is no more struggle, every one will do what is
expected of them and as a whole our people will
prosper.
Grund Rockroar, M inister of M inrithism
M atter
Cler ic Dom ain
The Spher e of M atter is stable and dur able.
M atter is the building block of all things. M atter
is constantly tr ying to cr eate new for m s. M atter
is tied to the elem ent of Ear th and the Law ful
alignm ent. M atter r esists Tim e's attem pt to
change it, to channel Ener gy into a useful for m
and pr ovides or der to Thought.
St eady as a Rock
Star ting at 6th level you have advantage on any
save or test to avoid being knocked pr one. In
addition you have advantage any attem pts to
escape being gr appled.
Di v i n e St r i k e
At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack , you can cause the attack to
deal an extr a 1d8 bludgeoning dam age to the
tar get. W hen you r each 14th level, the extr a
dam age incr eases to 2d8.
I m pl acabl e Def en se
At 17th level you have r esistance to
bludgeoning, pier cing and slashing dam age.
60
Detect M agic
3r d
Clair voyance
5th
Dr eam
7th
M ir age Ar cane
9th
For esight
Bon u s Pr of i ci en cy
At 1st level, you gain pr oficiency in tw o of the
follow ing skills: Ar cana, Histor y, Insight or
Per ception.
Bon u s Can t r i p
W hen you choose this dom ain at 1st level, you
gain the m essage cantr ip if you don't alr eady
know it.
Befor e it can be done it m ust be conceived.
W ithout Thought ther e is nothing, m atter
cannot be constr ucted, tim e cannot be
m easur ed, ener gy cannot be utilized. W hen you
w alk the path of Thought you show your self to
be the tr ue visionar y. Thought gr ow s on its
ow n, you just pr ovide the spar k . Your ideas w ill
cr aft this w or ld, your philosophies w ill spar k
debate and discussion and cr eate m or e thoughts
to be consider ed. Thought cannot be stopped as
long as som eone w onder s w hy?
Petr ov Rom anov, disciple of Zir chov
Thought
Cler ic Dom ain
Deep Th i n k er
At 6th level you gain pr oficiency in Intelligence
saving thr ow s.
Di v i n e St r i k e
At 8th level you gain the ability to infuse your
w eapon str ikes w ith divine ener gy. Once on
each of your tur ns w hen you hit a cr eatur e w ith
a w eapon attack , you can cause the attack to
deal an extr a 1d8 psychic dam age to the tar get.
W hen you r each 14th level, the extr a dam age
incr eases to 2d8.
Savan t
Star ting at 17th level you have advantage on all
Intelligence based skill tests.
Level
1st
Expeditious Retreat
3r d
Haste
5th
Legend Lore
7th
Teleport
9th
Time Stop
Bon u s Sk i l l
W hen you select this dom ain at 1st level you
gain pr oficiency w ith the Histor y skill.
Sense Tim e
At 1st level you can spend a full action to know
exactly w hat tim e of day it is.
Extr a Attack
Beginning at 5th level, you can attack tw ice,
instead of once, w henever you take the Attack
action on your tur n.
Everything has its place, a time for its creation
and a time for its end. If nothing is created and if
nothing ends, the world will stagnate. Time is the
judge of all things. Because of Time as things end
new things are created to replace them, the cycle
of life continues. There is no end to time, there is
only the next moment.
Galtar von Breck, High Priest of Vanya
Tim e
Cler ic Dom ain
Im pr oved Reaction
At 17th level you gain pr oficiency in Dexter ity
saving thr ow s.
Requir em ents:
Cr itical Failur e
If the m age is r equir ed to test Ar cana for an
effect and r olls a 1, r er oll the die. If the r esult is
another 1 then apply the Cr itical Failur e r esults
descr ibed by the Feat. Other w ise tr eat the
r esult as just a nor m al failur e.
64
Al ch em y
1st Ci r cl e of Al ch em y
Requir em ents: 4th level, W izar d or Sor cer er
- Find Com ponents: You m ay m ake a DC10
Ar cana check to know the r equir ed
ingr edients to r eplicate a potion. This
destr oys the potion in the pr ocess.
- Alchem ical Pr epar ation: You m ay cr eate any
com m on availability potion as a balm . This
r equir es a DC15 Ar cana test and 1 hour of
w or k . The balm is good for 1d4 days
after w ar ds it separ ates and is useless. If the
the Ar cana test is failed the ingr edients ar e
lost and the you w ill need to m or e
ingr edients to tr y again.
2n d Ci r cl e of Al ch em y
Requir em ents: 8th level, 1st Cir cle of Alchemy
- Find M agical Com ponents: You can identify
m agical potions on a DC15 Ar cana test. In
addition you can take a bonus action to
identify the dam age type of any m agic item
on a DC15 Per ception test.
- M agical Pr epar ation: You can now cr eate any
potion up to uncom m on availability. These
ar e cr eated at half the tim e and speed it
w ould take to m ake the potion nor m ally, but
only lasts 1d4 after it is cr eated.
3r d Ci r cl e of Al ch em y
Requir em ents: 2nd Cir cle of Alchemy, Level 12
- Tr ansm ute M atter : You m ay alter one
non-living object to another non-living
object. You m ay change 1lb of m ater ial per
exper ience level. Yout can change the item
into another item of the sam e w eight, excess
m ater ial is lost. The item 's value is w or th the
caster level x the w eight of the item . You
m ust spend a day inside a fully stocked
labor ator y and m ake a DC20 Ar cana check .
Cr itical Failur e: The tr ansfor m ation fails and
ever yone w ithin 20' takes 1d6 points of dam age
4t h Ci r cl e of Al ch em y
Requir em ents 3r d Cir cle of Alchemy, Level 16
- Tr anscend Ener gy: You can attem pt to focus
ener gy into m atter to cr eate one of the
follow ing effects:
- Rechar ge an expended m agic item . Item is
r etur ned to it's nor m al status w ith its star ting
num ber of char ges.
- Rever se the aging pr ocess. The r ecipient
r ever sed 1 w eek of aging per level of the
alchem ist. You can use this pr ocess on
your self.
- Anim ate a golem . The golem had 1HD per
level of the caster, cost to cr eate the golem is
the sam e as a r ar e m agic item .
- Raise the dead. A cor pse cannot be dead
m or e than a num ber of days equal to the
caster 's level, it is tr eated as if it has r eceived
a r aise dead spell. In or der to use the pr ocess
the alchem ist m ust m ake a DC25 Ar cana
check , and needs to take the test in an ar ea
w ith a lar ge ener gy outbur st like a lightning
stor m . Alter natively you m ay expend spells
that do a com bined 60d6 points of dam age.
Cr itical Failur e: The lab explodes as above.
5t h Ci r cl e of Al ch em y
Requir em ents: 4th Cir cle of Alchemy, Level 20
- M utate Lifefor m : You can take on pr oper ties
of another cr eatur e or m ater ial. You can
change into another cr eatur e, or just adapt
par t of its physiology. You m ake a DC20
Ar cana check as a bonus action and selects
one of the follow ing effects:
- Gaseous Form: As the spell, but cannot effect
gear.
- True Polymorph: As the spell, but only
cr eatur e to cr eatur e.
- Stoneskin: As the spell.
65
Dr acol ogy
1st Ci r cl e of Dr agon s
Requir em ents: 4th level, W izar d or Sor cer er
- Dr agon Totem : The w izar d picks a dr agon
type, w hen he m akes a test using a cir cle of
dr agons feat, he m anifests changes into the
featur es of a dr agon of that color.
- Pr otection fr om Dr agons: The char acter
m akes a DC15 Ar cana test to pr event a dr agon
fr om attacking him . The effect is autom atic if
he is a higher level than the dr agon's hit dice,
other w ise the dr agon m ake m ake a w ill save
against the w izar d's spell pow er to ignor e the
effect. W hile the effect is active the dr agon
cannot attack the w izar d or his par ty,
including casting spells or using a br eath
w eapon. The dr agon can com m unicate w ith
the w izar d and know s their exact location but
cannot har m him . The effect ends if the
w izar d gets m or e than 120' fr om the dr agon,
or if he or a m em ber of his par ty attacks the
dr agon or tr ies to steal fr om the dr agon.
2n d Ci r cl e of Dr agon s
Requir em ents: 8th level, 1st Cir cle of Dr agons
3r d Ci r cl e of Dr agon s
Requir em ents: 2nd Cir cle of Dr agons, Level 12
- Dr agon Br eat h : The caster gains a br eath
w eapon identical to his chosen dr agon. The
dam age is the sam e as a dr agon w ith equal or
lesser hit dice to the caster 's level. This ability
can be used thr ee tim es befor e needing a long
r est.
4t h Ci r cl e of Dr agon s
Requir em ents 3r d Cir cle of Dr agons, Level 16
- Dr agon M i gh t : The caster m ay attem pt to
dom inate a dr agon, the dr agon m akes a
saving thr ow against the Dr aconology's spell
pow er, if the dr agon fails to save tr eat the
effect as a Dom inate M onster spell. The effect
lasts 1 tur n per the caster s level.
66
El em en t al i sm
4t h Ci r cl e of El em en t s
1st Ci r cl e of El em en t s
I l l u si on
1st Ci r cl e of I l l u si on
Requir em ents: 4th level, w izar d or sor cer er.
- Hypnosis: You m ust m ake a DC10 Ar cana
test. If successful the tar get m akes a w isdom
save against the your spell casting ability. If
the tar get fails, they act as if they ar e under a
suggestion spell. The suggestion cannot
m ake the tar get violate their alignm ent or
har m them selves. The effect ends w hen
tar get has per for m ed a task for the
Illusionist, taken dam age or the Illusionist
ends it. If the suggestion isn't clear the effect
autom atically fails. You r egains the ability to
use this after a shor t r est.
Cr itical Failur e: You ar e affected by the
suggestion instead, w ith all the above
r estr ictions.
2n d Ci r cl e of I l l u si on
Requir em ents: 8th Level, 1st Cir cle of Illusion
- Dr eam Alter ation: You m ust m ake a DC12
Ar cana test against a sleeping tar get. The
tar get can be up to 1 m ile aw ay per caster
level. You can send a m essage or a
nightm ar e. If a m essage is sent the tar get
w akes up w ith the m essage fr esh in their
m ind. If a nightm ar e is sent, the tar get m ay
m ake a W isdom save vs. the your spell
casting ability. If successful nothing
happens. Other w ise the tar get does not
benefit fr om the r est. If the tar get can pass
tw o saving thr ow s in a r ow they ar e im m une
to your pow er Dr eam Alter ation m ay only be
used once per dr eam .
Cr itical Failur e: The sleeping tar get w akes up
w ith the know ledge of your identity.
3r d Ci r cl e of I l l u si on
Requir em ents: 12th Level, 2nd Cir cle of Illusion
- Delir ium Tr em ens: You m ust m akes a DC15
Ar cana test, if successful a tar get w ithin 120'
4t h Ci r cl e of I l l u si on
Requir em ents: 16th level, 3r d Cir cle of Illusion
- Shadow Reality: You m ust m ake a DC20
Ar cana test, if successful you m ay dimension
door fr om one shadow to another in sight, or
becom e a non-cor por eal shadow. W hile in
the shadow you can cr eate im m ovable solid
objects like stair s out of shadow s. You can
alter shadow s w ith in 1 yar d per level.
Cr itical Failur e: You ar e instead tr anspor ted to
the Dim ension of Nightm ar es, w her e you m ust
find your ow n w ay back to safety.
5t h Ci r cl e of I l l u si on
Requir em ents: 20th level, 4th Cir cle of Illusion
- Dr eam lands: You cr eate an inter dim ensional
str onghold in the Dim ension of Nightm ar es.
This is tr eated exactly like M ordenkainen's
M agnificent M ansion, except the m ansion
does not expir e. To entir e the str onghold you
m ust m ake a DC20 Ar cana check .
- You can cr eate shadow cr eatur es w ith a CR
up to your level and send them fr om
str onghold on a m ission. This r equir es a
DC25 Ar cana test. You can see thr ough their
eyes and hear w hat they hear. They w ill
r em ain until the task is done or they ar e
slain.
Cr itical Failur e: The cr eated cr eatur es go
ber ser k instead and attack you.
68
Necr om an cy
1st Ci r cl e of Necr om an cy
Requir em ents: 4th level, w izar d or sor cer er
- Pr otection fr om Undead: You m ust m ake a
DC10 Ar cana test. W hile this is active a
num ber of undead cr eatur es w ith CR up to
the your level cannot attack anyone w ithin
10? of the your r itual. Cr eatur es w ith low er
CRs ar e affected fir st. This pow er lasts until
the you m ove out of the cir cle, or som eone in
the cir cle attacks.
Cr itical Failur e: The you cannot attack undead
instead until you is attacked by one.
2n d Ci r cl e of Necr om an cy
Requir em ents: 8th level, 1st Cir cle of
Necr om ancy
- Contr ol Undead: You m ust m ake a DC15
Ar cana test. If successful he im m ediately
gains contr ol of undead w ithin 120' w ith a
com bined CR equal to your level. This
undead can be contr olled or destr oyed at
w ill. The effect ends at the r ise of the next
full m oon. Liches ar e im m une to this affect.
Cr itical Failur e: You fall under the contr ol of the
near est intelligent undead w ithin 120', or goes
catatonic for 1d8 hour s other w ise. You stay
under contr ol until the next full m oon or the
undead is destr oyed.
3r d Ci r cl e of Necr om an cy
Requir em ents: 12th level, 2nd Cir cle of
Necr om ancy
- Cr eate Undead: You can cr aft undead after a
r itual. The r itual r equir es tw o w eeks of
r esear ch per challenge r ating, and 1000gp
per CR. Cor por eal undead need a fr esh
cor pse, incor por eal just a par t of a cor pse.
The actual r itual r equir es 1 hour per CR and
r equir es a Ar cana DC15 test, at the end the
undead is com pletely loyal to you, unlike
Contr ol Undead. Liches cannot be cr eated.
4t h Ci r cl e of Necr om an cy
Requir em ents: 16th level, 3r d Cir cle of
Necr om ancy
- Raise Dead: You m ust m ake a DC20 Ar cana
test. If successful you can cast Tr ue
Resur r ection w ithout spell com ponents.
Cr itical Failur e: You loses 1 point of Constitution
for ever y level or Hit dice of the cr eatur e you
w as tr ying to r aise. If this r educes your
Constitution to 0 the caster tur ns to a pile of ash
and cannot be r esur r ected by any m eans.
Other w ise the Constitution r etur ns at the r ate of
1 per long r est.
5th Cir cle of Necr om ancy
Requir em ents: 20th level, 4th Cir cle of
Necr om ancy
At t ai n Li ch dom
- The Necr om ancer under takes a r itual that
r equir es 20 w eeks to com plete, and costs
25,000gp. At the end of the r itual the
Necr om ancer m akes a DC25 Ar cana test. If
successful the caster im m ediately gains the
follow ing abilities fr om the Lich entr y in the
m onster m anual:
- Dam age Resistance: per lich
- Dam age Im m unity: per lich
- Condition Im m unity: per lich
- Tr uesight 120ft
- Legendar y Resistance 3/day
- Rejuvenation
- Par alyzing Touch
- Tur n Resistance
- Undead
Cr itical Failur e: The Lich is tur ned into a dem on
of the DM 's choice and is r em oved fr om the
gam e.
69
Cr ypt om an cy
Runic m agic is extr em ely danger ous, the m or e
you use r unes the m or e likely ther e is a
catastr ophe. Each r une used past the fir st in a
given day incr eases the chance of a cr itical
failur e by 1. So the second tim e you check for a
Cr itical Failur e the failur e is confir m ed on a 2,
then 3, 4 etc. All r unes use the sam e Cr itical
Failur e char t.
Cr itical Failur e: Fir st attem pt that day: A stor m
occur s in a 24 m ile ar ea center ed on you. No
tr avel is possible. The stor m lasts 1d12 hour s.
Second attem pt that day: A earthquake occur s
like the spell. The ear thquake has a 36 m iles
r adius center ed on the you. The ear thquake
lasts for one m inute.
Thir d or m or e attem pt that day: The stor m and
the ear thquake both occur, and the r une is
r ipped fr om the m ind fr om your m ind and m ust
be r elear ned.
1st Ci r cl e of Ru n es
Requir em ent: 4th level, W izar d or Sor cer er
- Rune of M atter : You lear n the tr ue nam e for
a com m on m ater ial (gold, sand, glass, ir on).
M ake a DC10 Ar cana test. If successful the
you can m old the m ater ial 1sq ft per caster
level. The m ater ial r etur ns to its nor m al
shape in 1d4 r ounds. To acquir e a r une
r equir es 1 w eek of study, 100gp in cost and a
DC10 Investigation test.
2n d Ci r cl e of Ru n es
Requir em ent: 8th level, 1st Cir cle of Runes
- Rune of Life: Your lear n the tr ue nam e for a
non-m agical cr eatur e of anim al intelligence
or low er. M ake a DC12 Ar cana test, if
successful can take contr ol of the nam ed
cr eatur es, w ith a com bined CR equal to their
level. You can see thr ough their eyes and
hear w hat they hear. The ability lasts for
1d10 tur ns. The anim al's actions ar e lim ited
3r d Ci r cl e of Ru n es
Requir em ent: 12th level, 2nd Cir cle of Runes
- Rune of Pow er : Your lear n the tr ue nam e for
a sour ce of ener gy, (fir e, cold, electr icity, etc).
M ake a DC15 Ar cana test to incr ease or
decr ease the dam age of a spell using that
ener gy by a num ber of dice equal to your
level. This cannot r educe dam age below 0 or
incr ease it above 20d6. This m ay be done as
a r eaction. To acquir e a r une r equir es 4
w eeks of study, 1000gp in cost and a DC15
Investigation test.
4t h Ci r cl e of Ru n es
Requir em ent: 16th level, 3r d Cir cle of Runes
- Runes of M agic: You lear n to bind spells to
item s. M ake a DC20 Ar cana test, if successful
the spell is bound to an item . The spell
tr igger s w hen the item is used or picked up.
Each spell r equir es a differ ent r une. Only
one r une per item can inscr ibed, the r une is
per m anent until activated or dispelled. The
r une is invisible after casting. You can bind
cr eatur e nam es to ar eas to pr event the
cr eatur e fr om enter ing. You can inscr ibe
five r unes on a golem to activate it, at a
m ater ial cost of 1,000gp per hit die. To
acquir e a r une r equir es 8 w eeks of study,
2500gp in cost and a DC20 Investigation test.
5th Cir cle of Runes
Requir em ent: 20th level, 4th Cir cle of Runes.
- Tr uenam e: You lear n the tr ue nam e of an
intelligent cr eatur e. This acts exactly as a
Rune of Life. You can r eplace spells the
tar get has m em or ized w ith your ow n, and
can cast the tar get's spells or inscr ibe them
in your spell book . To acquir e a r une
r equir es 6 m onths of study, 5000gp in cost
and a DC25 Investigation test.
70
W i t ch cr af t
3r d Ci r cl e of W i t ch cr af t
1st Ci r cl e of W i t ch cr af t
Requir em ent: 4th level, W izar d or Sor cer er
- Br ew s and Potions: Identical to the Alchemy
feat Alchem ical Pr epar ation, except the
concoction is in the for m of a potion. You do
not get the incr eased pr epar ation tim e like
alchem ists how ever.
Cr itical Failur e: The potion has the opposite
affect intended.
- Silver Tongue: M aks a DC10 Ar cana check , if
successful the you gain advantage on all
per suasion r olls for one hour.
Cr itical Failur e: You ar e incapable of falsehoods,
including by om ission for one hour.
2n d Ci r cl e of W i t ch cr af t
Requir em ent: 8th level, 1st Cir cle of W itchcr aft
- Doll Cur se: You cr eate a pair of dolls that
look like your victim , the pr ocess taking tw o
days per level of the victim , r equir ing you to
place one doll in the victim 's hom e. If the
doll is destr oyed all effects end. Each night
you can per for m one of the follow ing actions
by m aking a DC12 Ar cana test.
- Pain: The victim takes 1d6 dam age, not
r educed by anything.
- Sickness: The victim becom e violently ill, no
m agic can cur e the disease.
- M adness: The victim m ust m ake a W isdom
Save vs. your Spellcasting Ability or lose a
point of Constitution. The only w ay to
r estor e this loss is to find and destr oy the
doll.
4t h Ci r cl e of W i t ch cr af t
Requir em ents:16th level, 3r d Cir cle of
W itchcr aft
- Shapechange: M akes a DC15 Ar cana test and
can assum e the shape of a cr eatur e or
cr eatur es w hose com bined CR is equal or
less than your s. The cr eatur es cannot have
m or e than 4HD each. In the case of m ultiple
cr eatur es you becom es a single cr eatur e and
contr ols the other s. Dam age dealt to a
contr olled cr eatur e is dealt the you w hen
you r etur ns to nor m al for m . This ability
lasts until you dispels it.
Cr itical Failur e: You cannot r etur n to nor m al
for m , the effect m ust be dispelled nor m ally
5t h Ci r cl e of W i t ch cr af t
Requir em ents: 20th level, 4th Cir cle of
W itchcr aft
71
Rune/Nam e
Effect
Effect
Effect
Effect
Fehu/Cattle
Per m anently
announces your
ow ner ship of an item
Ur ur /Aur och
None
Thur s/Giant
None
As/Im m or tals
Center s a Protection
from Good and Evil in a
None
Raidu/Jour ney
None
Kaunna/Fir e
None
None
Gefu/Giving
None
None
Wunju/Joy
None
Hagla/Cr uelty
None
None
Isar /Ice
Fr eezes a 10x10 ar ea of
w ater into ice thick
enough to hold your
w eight.
None
None
None
None
Ihw ar /Hunter
None
73
Rune/Nam e
Effect
Effect
Effect
Effect
Pethr u/Unseen
You ar e ignor ed by
those w ithin 60' until
effect ends or you
attack .
None
Algir /Elk
None
Sow elu/Sun
None
None
Tiw ar /War
None
Ber kana/Bir ch
None
Ehw ar /Hor se
None
M annar /M an
None
Lagur /Water
Ingw ar /Gr ow th
Causes vegetation to
gr ow r apidly in 15',
cr eating difficult
ter r ain.
None
None
None
Dagar /Day
None
74
NewSpells
Accou n t i n g
Cast i n g Ti m e: 1 m inute
Du r at i on : Instantaneous
Bl each
Cantrip (W izard)
Cast i n g Ti m e: 1 m inute
Ran ge: Touch
Com pon en t s: S
Du r at i on : Per m anent
W ith a touch you r em ove a stain fr om a cloth,
non-m agical w r iting fr om paper, or dye fr om
fabr ic. This spell is extr em ely popular w ith the
students at the Gr eat School of M agic.
Car een
2nd level Transmutation (W izard)
Cast i n g Ti m e: 1 action
Ran ge: 100 feet
Com pon en t s: V, S, M (sand paper )
Du r at i on : Per m anent
This spell r em oves all sea gr ow th fr om a 10x10
section of a ship. If used as a touch attack , the
victim takes 1d8+1 per caster level on a failed
saving thr ow. This spell is taught only by the
M inr othad Tutor ial Guild.
75
Ch eck Load
Cl ot h w al l
Cast i n g Ti m e: 1 m inute
Cast i n g Ti m e: 5 m inutes
Com pon en t s: V, S
Du r at i on : Instantaneous
Du r at i on : Per m anent
Cl ear Si gh t
1st level Divination (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: V, S
Du r at i on : Concentr ation
You can see to the hor izon as if it w er e ten feet
in fr ont of you. You ar e r estr icted by nor m al
conditions like fog or dar kness, and can only see
nor m ally or at m axim um r ange. Spells and
abilities that ar e in effect ar e not affected, so
spells like Tr ue Seeing ar e am plified by this
spell. This spell is nor m ally only available
thr ough the M inr othad Tutor ial School.
Col or
1st level Transmutation (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (sm all bit of ink)
Du r at i on : Per m anent
W hen you touch the desir ed item , you
per m anently change its color to the color of
your choice. The m ost it can affect is a 10x10
squar e. It cannot m ake patter ns, just a single
unifor m color.
Con t r ol Dest i n y
Cl i m at e
3rd level Transmutation (W izard)
Cast i n g Ti m e: 1 hour
Cast i n g Ti m e: 1 M inute
Com pon en t s: V, S
Cou n t Coi n s
Cantrip Divination (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S
Du r at i on : Instantaneous
W hen you touch a container and cast this spell
you instantly know n the num ber and quantify
of the coins w ithin. This has no effect on
anything other than m etal coins, and does not
tell you the nationality of the coins. This spell is
taught only by the Dar okin M er chant's Guild
and M inr othad Tutor ial Guild.
Cr eat e Ai r
Di sch ar ge
8th level Invocation (W izard/Sorcerer/Radiance)
Cast i n g Ti m e: 1 Action
Ran ge: 10' per char ge
Com pon en t s: V, S
Du r at i on : Instantaneous
You r elease all Radiance char ges you still have
fr om other spells. This spell does 10 points of
Radiant dam age per char ge expended to a single
tar get. Dischar ge ignor es all dam age r esistance
and im m unity.
Dou se Fl am e
1st Level Abjuration (W izard)
Cast i n g Ti m e: 1 Action
Ran ge: 10 feet
Com pon en t s: V, S, M (spr inkle of w ater )
Du r at i on : Per m anent
Cr ow d Su m m on i n g
2nd Level Enchantment (Bard, W izard)
Cast i n g Ti m e: 1 tur n
Ran ge: 120' feet
Com pon en t s: V, S, M (a piece of shiny cloth)
Du r at i on : Concentr ation, up to 1 hour
Du el -Sh i el d
Du r at i on : 1 Day
Cast i n g Ti m e: 1 hour
Ran ge: Self
Com pon en t s: V, S, M (r uby w or th 5,000 that is
cr ushed w hen spell is cast)
Du r at i on : 2 hour s or death of w izar d.
This spell r equir es tw o m ages to cast, each m ust
know the spell. This is a spell unknow n outside
Alphatia, w hen it is cast it can only end w ith the
death of one of the w izar ds. It cr eates a dom e
60' in diam eter encom passing both w izar ds.
Nothing shor t of a w ish spell can br ing this
shield dow n once cast. Nothing can penetr ate
the shield fr om either dir ection.
The shield is used for duels to the death,
as soon as one of the w izar ds is slain the shield
ends. If neither of the w izar ds is dead at the
end of tw o hour s, the shield dissolves,
disintegr ating all tr apped inside, no saves or
m agic r esistance allow ed. If w izar ds br ing
gr oups w ith them , all pr esent m ust declar e their
loyalty. The spell ends w hen the last com batant
of one side is dead.
Fabr i cat e
4th level Conjuration (W izard)
Eval u at e
1st Level Divination (W izard)
Ca sting Time: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (1 platinum piece)
Du r at i on : Instantaneous
By touching an item you im m ediately know its
value in gold pieces. This spell r eveals nothing
other than m onetar y w or th. This spell is taught
only by the Dar okin M er chant's Guild and
M inr othad Tutor ial Guild.
Em bezzl e
4th Level Illusion (W izard)
Cast i n g Ti m e: 1 m inute
Ran ge: Touch
Cast i n g Ti m e: 1 tur n
Ran ge: 10 feet
Com pon en t : V, S, M (sm all toy house)
Du r at i on : Per m anent
You cr eate com m on household item s w ith this
spell. W hen you cast the spell you m ay cr eate
either : M eals for 3 people, clothes for 3 people,
or fur nitur e for one r oom . None of the item s
cr eated ar e m agical, the item s ar e of aver age
cr aftsm anship, they pr ovide no bonuses other
than w hat nor m al item s of their type w ould
pr ovide.
Fi r ebow
3rd level Invocation (Cleric)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (hickor y ash)
Du r at i on : 1 day
Fi r e Gat e
5th level Conjuration (Cleric)
Cast i n g Ti m e: 1 r ound
Ran ge: 10 feet
Com pon en t s: V, S
Du r at i on : Instantaneous
W hen you cast this you enter any bonfir e lar ge
enough to cover you com pletely. You take no
dam age fr om the fir e w hen you do this. You
m ay then telepor t to any fir e that you know of,
stepping out of the second fir e unscathed.
tr aveled on)
W hile under this spell car avans ar e able to
avoid holes, bad w eather and other pitfalls
along badly m aintained r oads. You have
advantage on all Anim al Handling or Vehicle:
Land tests you have to m ake w hen testing to see
how far you've tr aveled over land. This spell is
taught only by the Dar okin M er chant's Guild.
I n f u si on
6th level Enchantment (Cleric)
Cast i n g Ti m e: 1 tur n
Ran ge: 10 feet
Com pon en t s: V, S, M (bit of buffalo dung)
Du r at i on : Per m anent
You m ay cast this spell on a num ber of tar gets
equal to your cler ical level. W hile this spell is
active, each per son under its effect
autom atically passes their next saving thr ow.
The spell for them then expir es. The spell can
expir e on one per son and stay active on
another.
Hu n t i n g Pai n t
2nd level Enchantment (Cleric, Druid) ritual
I n ven t or y
Cast i n g Ti m e: 30 m inutes
Cast i n g Ti m e: 1 tur n
Du r at i on : 1 day
Du r at i on : Instantaneous
I gn or e Road
Ni gh t w at ch
Pr eci pi t at i on
Cast i n g Ti m e: 1 action
Cast i n g Ti m e: 1 tur n
Du r at i on : 1 night
Du r at i on : 1 hour
Oi l sk i n
Pr edi ct Weat h er
Cast i n g Ti m e: 1 action
Cast i n g Ti m e: 1 tur n
Du r at i on : 2 tur ns
Du r at i on : Instantaneous
Qu i ck en Pace
2nd level Enchantment (W izard)
Cast i n g Ti m e: 1 tur n
Ran ge: Self
Com pon en t s: V, S, M (sm all w hip)
Or i en t at i on
Du r at i on : 1 day
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: S
Du r at i on : Instantaneous
You autom atically know w hich dir ection is
nor th w hen you cast this. It does not tell you
anything apar t fr om the or ientation.
80
Ret ai n Pow er
7th level Enchantment
(W izard/Sorcerer/Radiance)
Cast i n g Ti m e: 1 action
Ran ge: Self
Com pon en t s: V, S, M (soul cr ystal)
Du r at i on : Per m anent
You can r etain the char ges fr om Radiance spells
per m anently by casting this spell. You can then
spend the char ges w henever you w ish, stor ing
them indefinitely. The m or e Radiance you stor e
in your body the m or e difficult it becom es to
cast spells. Ever y five char ges of Radiance you
have stor ed counts gives a +2 to the DC of any
tests m ade to avoid fatigue fr om casting
Radiance spells.
This spell is consider ed extr em ely r ar e,
casting it in public, especially in Glantr i or
Alphatia w ill dr aw all sor ts of unw anted
attention.
Rot
2nd level Necromancy (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (bit of r ust)
Du r at i on : Per m anent
You cause a single non-m agic item to decay into
uselessness. The item m ust be able to be held in
your hand. Wood r ots, cloth becom es m oth
eaten, m etal r usts. Item s held by another m ust
be touched w ith an attack r oll, the ow ner of the
item can m ake a Dexter ity save to avoid the
item 's destr uction.
Sav i or Fai r e
2nd level Enchantment (Bard, W izard)
Cast i n g Ti m e: 1 action
Sea Legs
1st level Enchantment (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (bit of lim e)
Du r at i on : 1 hour
W hile under the effects of the spell the tar get
suffer s no penalties for m oving on a r ocking
ship, and is im m une to seasickness and other
ailm ents br ought on by being unaccustom ed to
ship life. This spell is taught only by the
M inr othad Tutor ial Guild.
Si l ver Ton gu e
2nd level Enchantment (Bard, W izard)
Casting Tim e: 1 action
Range: self
Com ponents: V, S, M (silver piece)
Dur ation: 1 tur n
As long as you do not lie, you have advantage on
all Per suasion tests. Om issions and
exagger ations ar e per m itted, but if you tell a
blatant falsehood the spell ends. Telling
som eone ?This is the finest dagger in Dar okin?
is acceptable, but not that it w as w ielded by
Halav him self. This spell is nor m ally taught
only by the Dar okin M er chant's Guild and
M inr othad Tutor ial Guild.
Sm u ggl i n g
Th or n spear
Cast i n g Ti m e: 1 tur n
Cast i n g Ti m e: 1 action
Du r at i on : 1 day
Du r at i on : 1 m inute
You cr eate a 5' long m agical spear that does
3d10 dam age and can be thr ow n. The spear is
nor m al in all aspects, but disappear s after you
attack w ith it.
Th u n der dr u m
3rd level Invocation (Cleric)
Cast i n g Ti m e: 1 action
Cast i n g Ti m e: 1 action
Du r at i on : Instantaneous
Com pon en t s: V, S
Du r at i on : 10 m inutes
You gain the ability to com pr ehend and ver bally
com m unicate w ith sea cr eatur es for the
dur ation. The know ledge and aw ar eness of
m any beasts is lim ited to their intelligence, but
at a m inim um beasts can give you infor m ation
about near by locations and m onster s, including
w hatever they can per ceive or have per ceived
w ithin the past day. You m ight be able to
per suade a sea cr eatur e to per for m a sm all
favor for you, at the DM 's discr etion.
Tar
1st level Conjuration (W izard)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Tr an scen d Li f e For ce
Du r at i on : Per m anent
You cover a 50' r ope or 10x10 ar ea w ith tar. The
tar is sticky and w ill bur n if an open flam e is
applied to it. Tur pentine w ill r em ove it. You
can cast this spell offensively, if the tar get fails a
Dexter ity save they ar e cover ed in tar, and m ay
Du r at i on : Per m anent
The ultim ate spell of the Radiance, this spell
gives you a chance at becom ing an Im m or tal.
Just lear ning this spell should be the goal of an
entir e cam paign. The only w ay to acquir e the
spell is to lear n it fr om a Pr ince or Ar chduke of
Glantr i, be a m em ber of the Br other hood of the
Radiance, and have the sponsor ship of an
Im m or tal of the Spher e of Ener gy.
Tr u st
Du r at i on : Per m anent
War p Wood
1st level Transmutation (W izard, Druid)
Cast i n g Ti m e: 1 action
Ran ge: Touch
Com pon en t s: V, S, M (bit of w yr m w ood)
You cause a single non-m agic w ooden item to
w ar p into uselessness. The item m ust be able to
be held in your hand. Item s held by another
m ust be touched w ith an attack r oll, the ow ner
of the item can m ake a Dexter ity save to avoid
the item 's destr uction.
Wat er y For m
2nd level Transmutation (W izard) ritual
Cast i n g Ti m e: 1 m inute
Ran ge: Self
Tr an sm u t e Wat er t o I ce
Du r at i on : Concentr ation
Cast i n g Ti m e: 1 m inute
83
Wr at h of At r u agh i n
9th level invocation (cler ic)
Wal l of Wood
Cast i n g Ti m e: 1 action
Ran ge: 120 feet
84
Goodsand Services
85
Toolsand Equipment
M any adventur er s in M ystar a ar e tr ained in a tr ade or pr ofession befor e becom ing adventur er s.
For som e, especially in M inr othad and Dar okin, adventur ing is a m eans to acquir e m or e capitol for
a side business. Other adventur er s pick up use tr ades that help them m end or cr eate w eapons,
ar m or or even legal know ledge in cases of legal difficulties.
Weapon s
Item
Cost
Weight
Nam e
Cost Dam age
Wt. Pr oper ties
Advocacy Books
75gp
10 lbs
Cestus
1gp 1d4
1 lb. Finesse, Light
Ar m or er 's Tools
35gp
70 lbs
bludgeoning
Bar ge M aking Tools
35gp
7 lbs
15gp
3 lbs
50gp
20 lbs
8gp
7 lbs
5gp
4 lbs
15gp
8 lbs
3gp
5 lbs
5gp
22 lbs
50gp
8 lbs
3gp
1 lb
100gp
15 lbs
25gp
30 lbs
M ining Tools
10gp
25 lbs
2gp
4 lbs
1gp
6 lbs
25gp
10 lbs
10gp
10 lbs
65gp
120 lbs
15gp
4 lbs
25gp
18 lbs
45gp
7 lbs
35gp
6 lbs
4 lbs
Kasas
W histling 3 sp None
Ar r ow
lb.
Signal noise
only
86
Desk of St u dyi n g. For you Aurumancers or other wizardly types, you need
this. The desk speeds up the time it takes to memorize spells from a few hours
to just a few minutes. W hile the desk to too large to take adventuring, it's
perfect in a captain's cabin.
W hen a w izar d sits at the desk to pr epar e spells, it only takes 1 tur n to
pr epar e all the spells instead of 1 m inute per spell level. (Ver y Rar e)
Ear r i n g of Seam an sh i p. So you've got a landlubber that don't know the jib
from the head and you can't just throw him overboard. W ith this little gem
you'll make a salt out of him yet. Just stick it in his lobe and he'll automatically
know the difference between a rope and a line. If he ain't got his ears pierced
yet, well, that's why they made knives.
W hile w ear ing the Ear r ing you gain pr oficiency in Vehicles (Water ).
(Uncom m on)
Fi gu r eh ead of Pr ot ect i on . If you don't have one of these on your ship yer a
damned fool. This beauty will keep your ship from harm, no matter what.
Rocks, sea monsters, or ballista fire fire just scratches the paint. The only way
your ship is going to the deep is through sorcery, nothing else will touch it.
W hile attached to the bow of an ocean going ship, the ship gains Im m unity
(non-m agic attacks). (Legendar y)
Gaf f of Dock i n g. The best way to make money on the seas is to leave nothing
to chance. This item's effect isn't impressive, but the peace of mind it gives a
ship's captain is worth the price. Just touch the gaff to the ship or mooring you
are docking with and your ship will effortlessly slide along side it. Can also be
used for boarding actions, but you didn't hear that from me.
W hen touched to a dock or another ship, your ship w ill gently m ove along
side it, no test needed. (Com m on)
Gavel of Au t h or i t y. W hile a Captain's M ast is rarely a pleasant thing, with the
gavel at least they will listen to you. Just slam it down once and everyone
present will be captivated by your every word. Great for stopping mutinies
before they start.
W hen activated your Char ism a based tests have advantage for 1 tur n. The
Gavel can be used thr ee tim es per day. (Uncom m on)
Han dk er ch i ef of Fl i r t i n g. This one you will get a lot of use out of at parties
and soirees. Just wave it in front of your face, say the magic word and for the
next hour you will be the life of the ball. Ladies will find you irresistible, no
matter how bad your jokes.
W hen activated you have advantage on all Per suasion tests of a r om antic
natur e against char acter s of the opposite sex for one hour. The Handker chief
of Flir ting w or ks once per day. (Uncom m on)
Han dk er ch i ef of Len gt h s. This is a discrete but effective lifesaver. Looks like
an ordinary kerchief, but you say the command word and you can lengthen it
out for a couple hundred feet. Great when you need to make a quick get away
off a balcony or have to tie up some guard while you do a little ransacking.
The Handker chief w ill go fr om sever al inches long to up to 200 feet long
w hen you pull on it as you use the com m and w or d. The w eight w ill not
change, and the handker chief has the sam e toughness of silk r ope. It w ill
r etur n to nor m al size if you use the com m and w or d again, untying itself on
88
The needle can be used to cast the mending cantr ip at w ill. (Com m on)
Oar of Row i n g. Another fantastic piece of nautical magic, the Oar will row by
itself with the strength of twenty men! Just put the business end in the water
and say the magic word and off you go. Now unless you want to go in circles,
you'll need twenty men on the other side of the boat as well. Or just just buy
two!
W hen the paddle is placed in the w ater the oar w ill r ow by itself as if pulled
by tw enty m en until the com m and w or d is spoken again. Unless an equal
am ount of r ow er s or another Oar of Row ing is on the opposite side of the
ship, the ship w ill go in cir cles. (Rar e)
Ar om at i c Pi pe. This is just a creature comfort, but a needed one. Place any
combustible material in the pipe, from tobacco to paper, say the command
word and the pipe will turn it into a lovely pipeweed with any flavor desired.
Turn torn up paper into the finest Belcadiz tobacco, or go for more exotic smells
like cherry wood or m int.
W hen the com m and w or d is spoken the pipe the pr oduces a flavor ed sm oke
of the sm oker 's choice. (Com m on)
Pol e of An gl i n g. If you need fresh fish for the crew, or you are fishing for
bigger game, this gem here is what you be needing. Bait the hook, cast the line,
and name your catch. As long as its near by you'll haul it without harm within
a minute. Best part it as long as it lives in the sea, you can catch it! Giant
crabs, sea serpents, merfolk, all can snatched from the sea with this beauty.
Yeah don't expect the mermaid to be happy to see you if you reel her in with
this.
The user nam es a sea cr eatur e and casts the line. If the cr eatur e is w ithin 1
m ile they w ill sw im to the line in 1d6 r ounds. Once the tar get has taken the
bait the pole w ill r eel them in w ithout har m . The pole w ill not w or k on
cr eatur es w ith 100hp or m or e, and any cr eatur e CR3 or higher can m ake a
Str ength save vs. DC10 to avoid the affects. The pole can be used thr ee tim es
a day, including failed attem pts.
Qu i l l of For ger y. W hile I'm not suggesting you partake of any illegal activities,
sometimes you need something authorized and the local authorities are asking
for a tad more than the going price for the service. W ith this dandy item, just
get a sample of their handwriting and you can make any form look perfectly
legal!
The Quill of For ger y r equir es a sam ple of the w r iting to be copied to be held
in the off hand. W hen activated you can per fectly copy the handw r iting of
the sam ple w ell enough to pass any scr utiny. The Quill can w r ite up to 100
w or ds per day befor e needing to r echar ge for 24 hour s. (Rar e)
Ru dder of Gu i dan ce. Any captain that doesn't have one of these on his ship is
a damned fool if you ask me. You put the rudder on your ship, say the
command word and your destination and the rudder will steer straight to the
destination, never once veering off course. If you have to take a detour, just say
the command word again and the ship is yours. Cuts down on the need for a
helmsman dramatically.
The Rudder of Guidance has to be installed on a ship to w or k . Once activated
the ship w ill not go off cour se, but w ill go the shor test w ay possible, even if
that r oute takes the ship thr ough inclem ent w eather or danger ous ar eas.
(Rar e)
90
Soap of Wash i n g. You will thank me for this purchase later. Just put this bar
of soap in a bucket of water and for the next hour and stain the water touches is
instantly cleaned. Works on crew as well! Just line them up in a row and get to
washing, your nose will appreciate it!
Put the soap in a container of w ater, for the next hour any non-m agical stain
touched by the w ater is instantly cleaned. The soap is used up in the pr ocess.
(Com m on)
Spoon of M edi cat i on . So you've got a man down with an illness, before it
spreads to the rest of the crew get him back to shipshape with this dandy
charm. Just fill it with honey and shove the remedy down his throat, disease
cured!
To activate fill the spoon w ith honey and im bibe. The spoon w ill cur e all
non-m agical diseases. The spoon can be used once per day. (Com m on)
Tabl e of Pl en t y/Ban qu et s. This wonder is perfect for saving your ship's stores,
especially if your steward isn't the greatest cook in the world. Simply say the
command word and four meals will magically appear, complete with settings!
The food is adequate fare, and can be summoned three times a day. Now if you
have the gold, upgrade to the Table of Banquets to keep the entire ship happy.
Now the table will expand to feed up to 40 people, just like above. You'll need
the space of course, my suggestion is to use it above decks when possible as the
table will be 60' long. Best part, say the command word again and all the
scraps instantly vanish!
The Table of Plenty w ill m agically cr eate up to four m eals thr ee tim es a day,
com plete w ith place settings, candles and tablecloth. Anything m oved m or e
than 5' fr om the table vanishes. The Table of Banquets w ill also expand up to
60', w ith settings for four additional people per 5' expanded. The Table of
Banquets w ill r etur n to nor m al size w ith the com m and w or d again. It is
identical in all other pur poses as the Table of Plenty. (Rar e/Ver y Rar e)
Tom e of Tr an sl at i on . So you're ashore on the Isle of Dread and the village
chief is telling something and you don't know if he's offering you his daughter
or inviting you to be the main course at dinner. Well, worry no longer! Hold
open the Tome of Translation and all conversation will be translated into the
language of the reader. Works great until you realize the village chief can't
read.
W hen the Tom e is open all dialogue is tr anscr ibed into the language of the
per son being spoken to. The Tom e w ill r ecor d up to 300 pages of dialogue
befor e it slam s shut and r equir es 24 hour s to r echar ge, then it w ill open w ith
all pages blank again. (Uncom m on)
Xylogr aph. One problem you have with a lot of sailors is they can't write for
anything. This is the answer to your prayers! This seemingly boring square
piece of wood will sketch out everything you say with perfect spelling as soon
as you say the command word. Say it again and the grooves magically fill with
ink! Then just put a piece of parchment to it and you've got yourself a letter
that would make any scribe jealous.
W hen you say the com m and w or d the Xylogr aph r ecor ds ever ything said in
its pr esence by inscr ibing the w or ds onto its self. Activating it again fills the
gr ooves w ith m agical ink and you can use paper to m ake the dialogue into a
letter. You can also dr aw on it w ith just your finger, the Xylogr aph w ill shape
to for m your dr aw ing. The Xylogr aph can be used once per day.
91
Tarla'sEpicurean Delights
After a successful career adventurering, I havesettled down and focused on my try loveof finefood and
drinks. NowI amableto offer you thewidest variety of beverages, cheesesand breadsfromacrossthe
known world. Perfect for dining with royalty or sea salts. With locationsin Darokin, Minrothad, Thyatis,
Alphatia and nowGlantri City, you arenever far away fromthebest foodsat thelowest prices.
Ask about dealson larger quantities.
W ines
Azu r e Lu n e de Vi n : A m agical br ew fr om the W izar ds of W ines, this fr uity br ight blue w ine m akes
its im biber aler t and ener getic, until the effect w ear s off and the full effect of the w ine kicks in.
(Rem ove one level of fatigue for 4 hour s at the end of four hour s gain tw o levels of fatigue.)
Bottle: 20pp, Glass: 7pp (You m ay only benefit fr om a glass once per day)
Cava: A light, bubbly w ine m ade by the Belcadiz elves of Glantr i. The w ine of choice by them ,
consider ed a delicacy by vintner s.
Bottle: 8pp, Glass: 8gp
Ch am pagn e de l e St om p: Fr om the W izar d of W ines w iner y in New Aver oigne, de le Stom p is
consider ed one of their finest. A heady w ine, w ith a str ong distinct taste.
Bottle: 15pp, Glass: 3pp
Deepw ood Spi ce W i n e: A special blend fr om Clan Chossum , this one is unique as its r ich alm ost
bitter flavor is loved by hum ans and dw ar ves, but elves consider it a poor house w ine.
Bottle: 12pp, Glass: 12gp
Gl ow t r ee Fr u i t W i n e: Another im por t fr om Clan Chossum , this one is pr efer r ed by elves and has a
sm all dem and by Hin. To other s the str ong citr us flavor can be over w helm ing.
Bottle: 5pp, Glass: 1pp.
Hi gh Sh i r e M u l ber r y W i n e: A com m on w ine im por ted fr om the Shir es, the ber r y taste on this
vintage is an acquir ed taste.
Bottle: 2pp, Glass: 2gp
I m per i al Spi ce W i n e: Fr om the Alphatian Em pir e, this m agically enhanced br ew can leave the
hear tiest dr inker in an alcoholic stupor after a single glass. (M ake a DC15 Constitution save or be
stunned for 1d6 r ounds)
Bottle: 120pp, Glass: 14pp
M osi t i u s Label Red: One of the finest w ines pr oduced in the Thyatis Em pir e, a thick str ong bodied
w ine favor ed by Em per or Thincol him self.
Bottle: 20pp, Glass: 4pp
92
M osi t i u s Label W h i t e: Not as in dem and as Red Label, this light fr uity w ine is still extr em ely
popular in the Thyatis Em pir e.
Bottle: 16pp, Glass: 13gp
Nor w or l d I ce W i n e: A r ar e im por t fr om Alphatia, this obviously m agically enhanced w ine is cold
no m atter how long it has set out. A unique taste, this w ine is bought m or e for the novelty value.
Bottle: 20pp, Glass: 4pp
Pat x ar an : An acquir ed taste even am ong the Belcadiz elves, this bitter spiced w ine is consider ed
best ser ved w ith the zesty food you find am ong the Glantr ian Elves
Bottle: 2pp, Glass: 2gp
Pu r pl e Gr apesm ash #3: A m ass pr oduced w ine fr om the W izar ds of W ines in Glantr i City, this
w ine can be found in m ost taver ns acr oss the know n w or ld.
Bottle: 1gp Glass: 2sp
Red Dr agon Cr u sh : A r ich hear ty w ine popular am ong adventur er s, this W izar ds of W ines
specialty is in gr eat dem and in M inr othad.
Bottle: 4pp, Glass: 1pp
San gr i a: The m ost com m on of the Belcadiz w ines, this fr uity blend is pr oduced in enough quantity
to m ake it to the tables of m ost taver ns in Glantr i and Dar okin.
Bottle: 2pp, Glass: 2gp
Si l ver Sel ect i on Sh er r y: A extr em ely com m on m ass pr oduced w ine fr om Dar okin, w hose pr im ar y
advantage is it w ill get you dr unk quickly and cheaply.
Bottle: 1gp, Glas:s 2sp
Su n l ess Sea Bl u e W i n e: A dw ar ven w ine of unknow n or igin, this dar k blue tinted liquor is filled
w ith unusual but delicious flavor m aking it gr eatly in dem and. Dw ar ves seem to hate it though.
Bottle: 60pp, Glass: 12pp
Br a ndies
Al l 's Reck l ess Br an dy: Br ew ed but once a year on the holiday that gives it the nam e, this liquor is
gr eatly in dem and outside M inr othad as m ost of it is dr unk in a single day.
Bottle: 12pp, Glass: 3gp
Bl ack bot t om Por t : A br andy despite its nam e, this cheap quality Shir e dr ink is fam ous for tasting
better the m or e you dr ink it.
Bottle: 2gp Glass: 1sp
Qu or t w i z: A gnom ish br andy m ade fr om r utabagas and cauliflow er. A unique taste, usually dr unk
by other r aces on a dar e, then follow ed up w ith a chaser, tr aditionally w ith six shots of Wodka.
Bottle: 8gp, Glass: 1ep
93
Ales, Beer s a nd M ea ds
Bl ack h ear t Dar k St ou t : One of the few things to com e out of that dar k land, this stout is a thick and
heady dr ink , w ith m or e than enough kick so you w on't need m or e than a few to for get the day.
Keg: 37gp, Pint: 3sp
Br ok en Lan ds St ou t : An extr em ely str ong beer com ing out of Dar okin, this one is thick enough to
m ake it a sipping beer. The str ong taste is not m eant to be taken all at once.
Keg: 6gp Pint: 5cp
Deep Dar k Pal e Al e: Sold in lim ited quantity by the dw ar ves of Rockhom e, this ale is sur pr isingly
sm ooth for a dw ar ven dr ink . W hile m uch m or e expensive, m ost think its w or th it.
Keg: 62gp Pint: 1ep
Gai t y Local Bl en d: The house br ew of Gaity Island in Alphatia, this beer is know n for its r ich taste,
m er ciful hangover s and over pr iced m ugs. You ar e paying for the nam e.
Keg: 124pp (124gp in Alphatia), Pint: 5gp (5sp in Gaity Island, 1gp in Alphatia)
Hat t i an Lager : W hile the people m aybe unpleasant, their beer is not. This lager is a r ich and
flavor ful blend that alw ays seem s to beg for another r ound.
Keg: 2pp, Pint 8cp
Jar l 's Al e: The com m on nam e of any num ber of ale pr oduced in the Soder fjor d Jar ldom s, this m ass
pr oduced bever age is typically found acr oss the r ealm s in taver ns ever yw her e.
Keg: 1pp, Pint: 4cp
Low Por t Al e: A com m on citr us tasting ale fr om M inr othad, this cheap str ong dr ink is ver y popular
w ith sailor s as they say it keeps scur vy aw ay.
Keg: 6gp, Pint: 4cp
M l ek o Bor su k Gol den Label : A sur pr isingly sm ooth and cr eamy m ead fr om the gnom es, this
r ecipe is kept secr et, though the dr inker s don't ask m any questions.
Keg :2pp, Pint 8cp
Och al ean Gi n ger Beer : Don't let the nam e fool you, this is a Thyatian br ew. M ade w ith a r ather
com plicated br ew ing pr ocess, this br ew has a shar p citr us taste that can sur pr ise you.
Keg: 2pp, Pint: 8cp
Ol d Tow n Lager : A new beer fr om Vestland, Old Tow n is alm ost clear br ew w ith a str ong kick but
flavor ful after taste.
Keg: 62gp, Pint: 1ep
Ross' Fi n est : The pr ide of Klantyr, this Glantr i br ew is the favor ite of Cr ow nguar d w ar r ior s, though
its thick body and extr em ely high alcohol content ar e too m uch for m any m en.
Keg: 7gp 1ep, Pint: 6cp
94
Ru by Dr agon St ou t : The str ongest beer m ade in the Shir es, this nutty stout w ill knock dw ar ves off
their stools, and leave them w ith a str ong w alnut sm ell on their br eath.
Keg: 1pp, Pint: 4cp
Tan gor : Low in flavor, but high in alcohol this cheap beer fr om the Isle of Daw n at least w ill let you
for get how bad it tastes w hen you w ake up.
Keg: 3gp, Pint 2cp
Tr al dar 's Ki ss: An extr em ely com m on, cheap and str ong beer fr om Kar am eikos, this is the beer for
som eone looking to get dr unk on a budget.
Keg: 4gp, Pint 3cp
Wyr w ar f Fu n gal M ead: A ver y unusual m ead fr om Rockhom e, m ade out of fer m ented
m ushr oom s. Dw ar ves m ay favor it, but it is a dr ink other s have to for ce them selves to like.
Keg: 6gp, Pint: 4cp
Zeabu r g Royal M ead: W ithout a doubt the best m ead pr oduced. This Ostland dr ink pr ovides the
r ight am ount of flavor com par ed to its kick . It's a dr ink to enjoy w ithout getting dr unk too quickly.
Keg: 6gp, Pint: 5cp
Spir its
Br am bl er ose Rose W h i sk ey: The best w hiskey fr om the Five Shir es, Br am bler ose is long
fer m ented in r ose w ood vats to give it a ver y distinctive taste. The flavor m akes it quite popular
Bottle: 7gp, Shot: 6sp
Cr ow n gu ar d Bl ack Label : W hile other lands pr efer w ine, the Klantyr e love their w hiskey. Ther e is
no w hiskey in the w or ld better know n than Black Label.
Bottle: 50gp, Shot: 4gp
Jen ev i r : A har sh liquor fr om Glantr i, only the Flaem ish dr ink this str aight. Alm ost ever yone else
m ixes it w ith a w eaker dr ink to lighten the kick .
Bottle: 12gp, Shot: 1gp
Ku m i s: An extr em ely unusual dr ink fr om Ethengar, m ar e's m ilk fer m ented w ith sugar. The taste is
highly exotic w ith a legendar y kick . W hile an acquir ed taste or other s the Ethengar love it.
Gour d: 4gp
Nal ew k i : A str ong fr uit liquor fr om Kar am eikos, this Tr aladar an staple has found a hom e in
Thyatis and elsew her e for it's pleasant flavor and m ild after taste.
Bottle: 16gp, Glass: 2gp
Sapaa: A fr uity liquor fr om the Pear l Islands, this is a m ajor expor t of Thyatis m ainly because of the
ease to br ew it. W hile not the best tasting liquor, it is one of the cheapest.
Bottle: 8sp, Glass: 2cp
95
Sea Sh i r e Bu m bo: The m ost popular r um am ong sailor s of Ier endi, M inr othad and the Shir es,
Bum bo is found on m ost ships. Sailor s pr efer its citr us base for keeping aw ay disease, and the
flavor helps.
Bottle: 4pp, Glass: 1pp
Wodk a: A com m on and cheap bever age fr om Kar am eikos, w odka is a staple in that nation as w ell
as gaining popular ity am ong the peasants in Thyatis and Glantr i.
Bottle: 1gp, Shot: 1cp
Non-Alcoholic
Al -Qah w a: A popular coffee fr om Ylar uam , this is m ixed w ith cinnam on for extr a flavor. Tr aded
heavily, w ith high dem and in Dar okin and the Shir es.
Pound: 10gp, Cup: 2sp
At ?y: A popular Ylar uam tea, this is gaining popular ity due to being br ew ed w ith m int leaves. Even
the stoic dw ar ves and Ethengar i have star ted buying it in bulk .
Pound: 15gp, Cup: 3sp
Her bat a: A Kar am eikos tea, her bata is an acquir ed taste. The local Tr aladar ans love it for its heavy
bitter taste, but it has not caught on it other lands.
Pound 3gp, Cup: 6cp
Kava: An Ier endi her b dr ink , the bitter dr ink is said to have m edicinal pr oper ties. Pr efer r ed by the
local M akai, visitor s to the islands tr y it m or e for its r eputation than its taste.
Glass: 5cp.
Qah w ah S?dah : The m ost com m on Ylar uam coffee by far, this str ong black blend is loved by
adventur er s for its low cost and ease of flavor ing.
Pound: 2gp, Cup 2: cp
Qu i ck h an d Br an d Cof f ee: The Shir e's attem pt to get in on the Ylar uam coffee m ar ket, Quickhand is
a m ild coffee, gr ow n in quantity in Highshir e. W hile not as str ong as Ylar i coffee, it is cheaper.
Pound: 1gp, Cup: 1cp
Veequ ay's Laf f y Fi zz: Despite w hat you think , it's not a gnom ish dr ink . M ade for a r ogue bor n in
ancient tim es, this str ange fizzing dr ink actually tickles as you dr ink it. Popular w ith childr en.
Bottle: 4sp
Zh ? Ch : A tea fr om Ochalea, Thyatis began expor ting it w hen Em per or Alexian I gr ew fond of it.
It can be br ew ed sever al w ays, fr om sw eet to bitter and in betw een.
Pound: 4gp, Cup: 3cp
96
Cheeses
Ack aw i : An extr em ely popular cheese fr om Ylar uam , this sem i-har d cheese as a m ild salty taste
and holds up w ell in deser t heat. Ylar i view it as a snack m or e than a m eal por tion.
5lb W heel: 4gp, Wedge: 1ep.
Bel l i ssar i an Cr eam Ch eese: Popular Alphatian cheese, this tasty spr ead has been expor ted acr oss
the continent. Cheap, healthy and tasty, it is com m on in m ost m ajor cities.
3lb Loaf: 2gp
Br u n ost : A com m on cheese in the Nor ther n Reaches, Br unost is sw eet chew able cheese, per fect for
a m eal or just a snack on the tr ail.
4lb W heel: 8sp, Wedge: 1sp
Cr ossr oads Br an dy-Ch eese: A unique cheese fr om the Alphatian Isle of Ne'er -do-w ell, this cheese
actually has a high alcohol content. It can be used for cooking, but is usually just eaten plain.
3lb W heel: 10gp, Wedge 1ep.
Dam m e: Found m ainly w ith the Flaem ish of Glantr i, this extr em ely spicy cheese isn't popular
outside its pr incipality except as an ingr edient in som e dishes.
5lb W heel: 8gp, Wedge 2gp
Gl i m m er Ch eese: A tr anslucent cheese fr om Alfheim , this cheese is know n for a m elt in your
m outh flavor, and a str ong taste that lasts for sever al m inutes.
1lb Br ick: 6gp, 1 Slice: 2sp
Hat t i an Br i ck Ch eese: This bitter cheese is extr em ely har d, alm ost im possible to bit off a piece and
difficult to cut w ith a knife. It is m eant to be soaked in lager and chew ed over tim e.
5lb W heel: 4sp, Wedge: 3cp
Labn eh : A Ylar i cheese know n for its sm ooth flavor, it is extr em ely easy to m ake but som ew hat
difficult to expor t. Double pr ice for countr ies not adjacent to Ylar uam .
1lb Loaf: 3cp
M i m ol et t e: This popular cheese com es fr om New Aver oigne in Glantr i. It has a sw eet, nutty flavor,
and tr anspor ts w ell. It is cur r ently enjoying incr eased popular ity in Dar okin.
2lb W heel: 6sp, Slice: 2cp
M oon h i l l Ni gh t Ch eese: This str ong, bitter cheese is bar ely know n outside the Shir es. It som ehow
gives hin w ho eat it 30 'dar kvision for 1d6 hour s once per day. It has no affect on other r aces.
1lb W heel: 5gp, Slice: 1gp
Oscypek : This cheese fr om Kar am eikos is instantly r ecognized by its spindle shaped for m . A ver y
com m on cheese in Kar am eikos, it also tr anspor ts w ell for adventur er s.
Spindle: 3cp.
97
Pr i m : The spr eadable for m of Br unost, Pr im is found m ainly in the Nor ther n Reaches, but
tr anspor ts w ell enough to r each other m ar kets.
1lb Loaf: 2sp
Ru sh an : A ver y tough cheese fr om Ochalea, Rushan is m eant to be cover ed w ith sw eets or nuts so
the eater can savor it over tim e. Eating it plain is not advised.
lb Stick: 2cp.
Sat eek a Fang Cheese: This dur able cheese is found all over the Shir es and is expor ted to other
nations. A m ild, cr um bly cheese, it is par t of field r ations for m any ar m ies in the Know n Wor ld.
5lb W heel: 6sp, 1 Wedge: 3cp
Sel en i ca Gol d: One of Dar okin's m ost popular expor ts, this cheese is sem i har d until eaten then
alm ost m elts in your m outh. It is also extr em ely popular as a cooking ingr edient.
3lb W heel: 1gp, 1 Wedge: 2sp
Tw ar og: Another com m on Tr aladar an cheese, Tw ar og is a soft cr eamy cheese that does not tr avel
w ell, but is extr em ely easy to m ake. It is a staple in m any diets.
1lb Loaf: 5cp
Wek r an St on e Ch eese: A com m on cheese fr om Rockhom e, it lives up to its nam e. The cheese is
extr em ely har d, the dw ar f sucks on it to soften it, usually w hile he w or ks, r eleasing the flavor
slow ly.
10lb W heel: 8gp, 1 Slice: 1ep
Wer esk al ot Fi ve Year Ch eese: A difficult cheese to m ake, Wer eskalot Five Year is a str ong
extr em ely bitter cheese that is a m ajor cooking ingr edient in sever al nations. It is pr iced
accor dingly.
5lb W heel: 12gp. Slice: 1ep.
W h i t e Noso Ro?ec: An extr em ely str ong and unusual gnom ish cheese, it is consider ed an
expensive delicacy am ong the sm all folk . For other r aces, it is best eaten quickly.
5lb W heel: 3pp, Slice 1gp.
Br eads:
Bagu et t e: A thin cr ispy br ead fr om New Aver oigne, baguettes ar e long loafs of br ead usually eaten
along side br eakfast or lunch.
1 Loaf: 2cp.
Desem : Another Glantr i br ead, Desem is found in Ber gdhoven. Desem is a tangy br ead, often
spiced to the desir es of the Flaem ish living ther e. It has found som e popular ity as a novelty food.
1 Loaf: 4cp.
98
Favar o Deep Gr ai n : A popular Shir e br ead, Favar o has a thick taste to it, and is extr em ely chew y.
The hin use som e spices to give it a tangy textur e, incr easing its dem and.
1 Loaf: 7cp.
Kh u bz: The staple br ead of the Ylar i, Khubz is a slightly leavened flat br ead that is used to ser ve
other food w ith. In par ts of Ylar uam it has r eplaced dishes entir ely.
5 Loafs 1cp.
Ku bl at z Spi ced Br ead: A gnom ish delicacy, Kublatz is spiced w ith cinnam on, saffr on, cayenne,
gar lic, pepper m int, ginger and tw elve other spices. Best eaten quickly.
1 Loaf: 2sp
Lef se: A flaky flat br ead com m on to the Nor ther n Reaches. Tr aditional uses is to w r ap other foods
in it and eat ever ything together. Catching on in Rockhom e and Ethengar.
5 Loafs: 1cp
Lon g Br ead: An expor ted staple fr om Alfheim , this bland tasting br ead w ould not be popular
except for the fact it never spoils, m aking it in dem and w ith sailor s and adventur er s.
1 Loaf: 8sp
Lu ci an Sal t Br ead: A com m on staple fr om Seashir e, Salt Br ead does not go bad easily, w hile the
taste leaves m uch to be desir ed, sailor s cannot pass up its longevity.
12 Biscuits: 1cp
M al l ow f er n Dar k W h eat : Another Shir e br ead, M allow fer n is know n for its full taste and
satisfying natur e. It does not take m uch to fill a stom ach, and the flavor is quite enjoyable as w ell.
1 Loaf: 8sp
M an ch eco: Baked by the elves of Belcadiz, this br ead is cooked w ith nuts and fr uits inside, giving it
a ver y pleasant taste. It is one of the few delicacies of Belcadiz the other pr inces enjoy.
1 Loaf: 1ep
M an t ou : A sw eat br ead fr om the Thyatis pr ovince of Ochalea, M antou is m eant to be filled w ith
other tr eats. It is com m only ser ved as a pastr y filled w ith sw eet m eats or candies.
1 Loaf: 3cp
M u l l : The people of Klantyr e love str ength, and their br ead is no exception. W ith a ver y distinctive
flavor and loaded w ith fr uit, M ull is ver y m uch a food of it's land.
1 Loaf: 7cp
Pan em : Possibly the m ost com m on br ead in the Know n Wor ld, this basic Thyatian br ead is given
out fr eely to its people. Know n for being extr em ely easy to m ake, it is a staple ever yw her e.
5 Loaves: 1cp
99
Pl ai n Br ei d: Another br ead of Klantyr e, Br eid is a sim ple br ead, though chew y and ar om atic. The
people of Klantyr e bake the loafs tall, so fam ilies can put m or e food w ith them .
1 Loaf: 4cp
Reedl e Br ead: A com m on br ead found in Dar okin, Reedle m akes it r ye br ead baked w ith com m on
nuts. It is found in taver ns acr oss the nation.
1 Loaf: 2cp
Sh adow gat e W h i t e Br ead: The m ost com m on br ead m ade in the Five Shir es. W hile the taste is
nothing special, the hin pr oduce it in enough quantities that it is found of peasant tables
ever yw her e.
1 Loaf: 1cp
Sk yf yr M i l l et Loaf : An extr em ely low quality br ead found in Alphatia, this is w hat passes for food
for the Jennite slaves. Flavor less and har d, it's only r edeem ing quality is it is extr em ely cheap to
m ake.
10 Loaves: 1cp
St on ebr ead: This flaky br ead is a popular expor t fr om Alphatia. Long lasting, w ith a distinctive
but not unpleasant taste, it is a com m on choice for adventur er r ations.
1 Loaf: 3cp
St r eel Ri ver Fl at Br ead: A failed attem pt at Dar okin to copy the br eads of Ylar uam , the Flat br ead
is used as a br eakfast food w ith any host of spr eads.
1 Loaf: 2cp
Th an t abbar Fest i val Br ead: A r ecipe that w on sever al cooking contests in a r ow, this is a sw eet
br ead cooked w ith a nutty glaze sw ir led inside. Consider ed a tr eat for childr en.
1 Loaf: 6cp
Th r esh ol d Sal t ed Ch el b: A com m on br ead in Kar am eikos, Chelb is a sour dough that is used for all
for m s of cooking, One pr actice is to scoop out the ends to m ake a bow l for soup.
1 Loaf: 2cp
Tor t i l l a: This Belcadiz specialty as a flatbr ead m ade fr om finely gr ound flour. Per fect for w r apping
up your m eal into just a few single bites, it is per fect for the adventur er on the go.
5 Tor tillas: 2sp
Vest l an d Zw ei back : This tw ice cooked br ead is com m on in the Nor ther n Reaches. It tr anspor ts
w ell, and can be dipped in jam s to ser ve as a snack . Popular w ith par ents of teething childr en.
2 Sticks: 1cp
Wyr w ar f Fu n gal Br ead: A br ead m ade by dw ar ves fr om fungus. It has a str ange taste, and a
linger ing after taste as w ell. Dw ar ves seem to the only r ace that can stom ach it.
1 Loaf: 4cp
100
Ex ot i c Speci al t i es
Al h am br a Gol d Sn u f f : A extr avagance am ong the nobles, this finely gr ound tobacco causes a
r elaxing feel w hen you w ant it, w ithout the need for lighting a pipe or a cigar.
1 Tin: 8gp
Ci gar : M ade w ith fine Belcadiz tobacco leaves, these exquisite sm oking tr easur es ar e tr easur ed by
gentr y ever yw her e. Per fect for celebr ations, they go w ell w ith any of our br andies.
1 Cigar : 4gp
Cocoa: This bean can be tur ned into any num ber of tr eats, and the taste is bor der line addictive.
Im por ted fr om an unknow n location by M inr othad, this delicacy is taking the continent by stor m .
1 lb Bag: 50gp
Locu m : A popular specialty fr om fr om the finer confectioner s of Thyatis, Locum is m ade w ith dates
w r apped in a sw eetened gel then cover ed in pow der ed sugar. Extr em ely popular w ith the nobles.
1 Tin (20 pieces): 4gp
M ok t aar : A str ange dw ar ven tr eat, this is the for m of a har d candy popular am ong its m iner s.
Instead of being sw eet, it tastes of a var iety of m eat pr oducts. A single M oktaar candy lasts for
about six hour s.
1 Pack (six pieces): 6sp
Pem m i can : Fr om the Atr uaghin plateau com es this sm oked bison delicacy. Pow der ed and
flavor ed w ith a var iety of ber r ies, this high ener gy r ation is per fect for adventur er s on long ter m
expeditions.
1 Str ip: 2gp
Pepper pot 's Pr i sm at i c Taf f y: A tr eat fr om the Shir es, this candy consists of a foot long str ing of
sticky taffy of var ious color s. The delight is that each of the seven color s is a differ ent flavor.
1 Str ip: 1cp
Pi pew eed: Gr ow n in m any var ieties acr oss the Five Shir es, w hile a staple am ong the hin, pipe
sm oking is not as com m on in other countr ies. For those that possess the habit, please specify br and
w hen or der ing.
Com m on Quality 1lb pouch: 8sp. Good Quality 1lb pouch: 2gp. Excellent Quality 1lb pouch: 1pp.
Pipe: 1 ep.
Qu azzi di n gs (Candied): A gnom ish confection, The Quazziding is a extr em ely bitter fr uit w hen
candied m akes for one of the m ost unique tastes of extr em e bitter ness and tar t sw eetness.
1 Jar (5 fr uits): 1ep
Tabl et : Fr om the Pr incipality of Cr ow nguar d com es this cr um bly tr eat. M ade w ith butter, eggs and
sugar and flavor ed w ith w hisky. Consider ed a delicacy by the Klantyr e w ar r ior s, and it tr avels
w ell.
1 Half-Pound Br ick: 3sp
101