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Filled with everything you need to start playing in Mystara. New races, archetypes, spells, magic items, fluff, food, runes, and a much more, over 100 pages of Mystara just for you.

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Published by ravengames, 2015-08-27 23:31:15

Mystara Players Handbook

Filled with everything you need to start playing in Mystara. New races, archetypes, spells, magic items, fluff, food, runes, and a much more, over 100 pages of Mystara just for you.

Keywords: Dungeons and Dragons,Mystara,5E

Page

PlacesandTimes......................................................3
Nations......................................................................4
Cities........................................................................6
CrimeandPunishment........................................... 7
Calendar andHolidays...........................................9
Moneyof Mystara................................................. 18
RacesandHeroes.................................................. 20
Racesof Mystara....................................................21
Archetypesof Mystara............................................34
Backgrounds...........................................................54
ImmortalsandPriests.............................................56
Immortals................................................................57
Domainsof theSpheres..........................................58
SpellsandRunes.....................................................65
Secret Craftsof Glantri..........................................66
NordicRunes...........................................................74
NewSpells...............................................................77
GoodsandServices..................................................87
CaptainQuinn'sNautical Emporium.......................89
Tarla'sEpicureanDelights.......................................94

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

Ver sion .4

2

PlacesandTimes

3

NationsandPeoplesof Mystara

Ki n gdom of Al f h ei m Fi ve Sh i r es

Com pr ised entir ely of the gr eat for est of The hom eland of the hin, the Shir es ar e r ich in
Canolbar th, Alfheim is the r esettled hom eland agr icultur e and cultur e. The population enjoys
of the Sylvan elves. Steeped in myster y, the their pastor al life, but w ill defend to the death if
elves keep to them selves w ith the exception of a pr ovoked.
single tr ading city.
Language: Hin
Language: Elven
Pr i n ci pal i t i es of Gl an t r i
Em pi r e of Al ph at i a
A splinter ed m agocr acy, Glantr i is hom e to a
Located on the continent of the sam e nam e, var iety of cultur es and peoples, all devoted to
Alphatia is a pow er ful m agocr acy w her e im pr oving their position thr ough m agic.
w izar ds contr ol all aspects of gover nm ent and Extr em ely pow er ful, but highly fr actious.
those w ithout the ar t ar e second class citizens.
Languages: Thyatis, Alphatian, Belcadiz, Elven,
Language: Alphatian, Nithian Aver oigne, Flaem ish, Ethengar, Klantyr e

At r u agh i n Cl an s Ki n gdom of I er en di

Isolated fr om the r est of the Know n Wor ld, the A peaceful m ar itim e nation, this chain of islands
five tr ibes of Atr uaghin ar e content to be left has becom e one of the m ost popular tour ist
alone to their hunts. A deeply spir itual people, attr actions for the w ealthy. Their love of
the clans r ever e the Im m or tals m or e than any. adventur er s goes a gr eat w ay to keep their
nation safe.
Language: Atr uaghin
Languages: M akai
Repu bl i c of Dar ok i n
Gr an d Du chy of Kar am ei k os
One of the tw o m ajor tr ading pow er s of
M ystar a, Dar okin is a functional plutocr acy The new est nation, am icably split fr om Thyatis,
populated by an extr em ely har d w or king Kar am eikos is an untam ed land still being
people. W hile possessing a m ighty ar my, settled. Scar cely populated, it is filled w ith
Dar okin pr efer s diplom acy. thr eats both know n and unknow n.

Language: Dar okin Languages: Tr aladar an, Thyatian

Et h en gar Kh an at es M i n r ot h ad Gu i l ds

A w ar like people now r eunited under a Golden The second gr eat tr ading pow er, M inr othad is
Khan, the Ethengar people ar e skilled hor sem en, an elven island nation that w elcom es hum ans,
and consum m ate w ar r ior s. W hen united they dw ar ves and hin into their business. The
pr esent a ter r ifying foe. undisputed pow er house in over seas tr ade, w ith
a bit of pir acy for fun.
Language: Ethengar
Language: Patois

4

Ki n gdom of Ost l an d Em pi r e of Thyat i s

The m ost pow er ful of the Nor ther n Reaches, The m ost pow er ful em pir e on the m ainland,
Ostland is the m ost aggr essive as w ell. Though Thyatis' influence is felt thr oughout the
w eaker than they used to be, they like to r em ind continent. Though w eakened by stagnation, it is
the other Nor ther n nations of their pow er. still the m ost pow er ful m ilitar y for ce

Language: Heldannic Language: Thyatian

Ki n gdom of Rock h om e Ki n gdom of Vest l an d

Found deep under gr ound, the Dw ar ves r un The m ost m oder n of the Nor ther n Reaches,
Rockhom e as they alw ays have. Slow to change, Vestland has put behind its r aiding histor y and
slow to pr ogr ess Rockhom e has few fr iends and has settled on becom ing an econom ic pow er
few enem ies. Just the w ay the dw ar ves like it. once it has secur ed its ow n bor der s.

Language: Dw ar ven Language: Heldannic

Soder f j or d Jar l dom s Em i r at es of Yl ar u am

Less a nation than a gr oup of allied m inor A deeply r eligious deser t kingdom , Ylar uam has
nobles, Soder fjor d is a land tr apped in the past. thr ow n off the yoke of tw o em pir es and is in the
Politically w eak and hopeless divided, m iddle of a spir itual debate on its ow n futur e.
Soder fjor d is looking for a str ong leader to unite
them . Language: Ylar i

Language: Heldannic

5

Citiesof Mystara

Al f h ei m Ci t y set up in the in the m iddle of the Ser r ai n e is r ar ely seen but often talked about.
Canolbar th for est as a tr ading outpost, this A m agical flying city built by the Sky Gnom es, it
unofficial capitol of Alfheim is w hat m ost people tr avels the continent engaging in m ad
see w hen they visit the elven kingdom . W hile exper im ents and tr ading exotic m ater ials w ith
little gover ning is done her e, this is w her e other the nations below them .
nations set up their em bassies.
Sh i r et on is the hear t of hin cultur e. Her e you
Ci t y of St ar s is the lar gest city of the Shadow you find a city w ith little bustle, no gr eat
Elves. Unknow n to outsider s, the entir e city is intr igues and a people w ho ar e content w ith
built in a pocket of r ever se gr avity on the r oof of life. M ost find the spr ead out city bor ing, but
a caver n. Sur r ounded by hostile envir onm ents the hin w ould not have it any other w ay.
and cr eatur es, it is a testam ent to the Shadow
Elves w ill to sur vive. Soder f j or d is a poor tow n, r eflecting it's nations
for tunes. It is a spr aw ling m ess of poor ly
Dar ok i n Ci t y is the lar gest tr ade city on the constr ucted buildings w ith little or ganization.
m ainland. Hom e to the M er chant's Guild Hall, Its r eputation for being a danger ous place to be
ther e is nothing you cannot buy in Dar okin City. after dar k is ver y w ell deser ved.
The lar gest financier s also r eside her e, m aking
this city an unr ivaled econom ic pow er house. Specu l ar u m is the capitol of Kar am eikos. It is a
blending of tw o cities and peoples. The older
Den gar is tw o cities in one. On the sur face is Tr aladar an cultur e is slow ly being r eplaced by
w her e the dw ar ves m eet w ith other r aces. But the new er Thyatian settler s. It is a fascinating
below gr ound is w her e ever ything happens. place to w atch the cultur es clash and m er ge.
Built by dw ar ves for dw ar ves just the size of it
m akes it intim idating for other r aces. Thyat i s Ci t y is the lar gest city on the m ainland
and is the busiest as w ell. Ever ything in Thyatis
Gl an t r i Ci t y is the hear t of the fr actious Glantr i, is bigger, fr om the slum s to the m ansions.
com pr ised of canals for str eets and bicker ing Constantly in m otion, ther e is nothing and no
w izar ds for citizens. M agic is the nor m her e, one you cannot find her e.
w her e even the m ost m undane tasks ar e
accom plished thr ough sor cer y. Su n dsval l is the m agical capitol of Alphatia.
Her e the m ar velous is m undane, as skyships fill
I er en di is the scenic capitol of the island nation the air. Buildings float above the gr ound,
of the sam e nam e. Like the nation ar ound it, it r eachable only w ith m agic. It is a city built by
is a scenic m ar vel filled w ith r esor ts and w izar ds for w izar ds.
enter tainm ents. Ever ything happens at a
leisur ely pace, exactly as its people like it. Yl ar u am is a r elatively new city com par ed to
the w or ld. Built by Al-Kalim , Ylar uam is a
M i n r ot h ad is the nautical tr ading pow er house. oddity of a nom adic cultur e in one place.
Set in a calder a, its pr otected position allow ed it Fam ed for its m ar kets and tem ples, it is not
to flour ish as a tr ading por t. The city is filled often fr iendly to outsider s.
w ith shops of all types, and it is one of the
lar gest shipbuilder s in the Know n Wor ld. Zeabu r g, the capitol of Ostland is com pr ised of
ver y r ich nobles and ver y poor peasants. The
Nor v i k k is the pr ide of Vestland. It r epr esents city is m or e of a place for the ar my to cam p than
the nation's attem pt to becom e a m oder n state. for people to live. Only the pr esence of the King
Now m er chants have r eplaced w ar r ior s as the and his cour t keeps the city fr om being
m ost com m on sight, and new buildings ar e im pover ished.
being er ected on a r egular basis.

6

Centersof Learning

Col l ege of W i zar dr y is not as im pr essive as it M eal i dor Li br ar y Tr ee is an actual tr ee, filled

sounds. Shadow Elf sham an do not allow w ith scr olls and books dating back thousands of

w izar ds any for m al education, this sm all school year s. Exclusive to Clan M ealidor, few outside

in the City of Star s is in the back of a m agic elves and even few er hum ans ar e allow ed entr y.

supply shop. Sch ool of Ar t in Ier endi is the lar gest bar dic

Col l egi u m Ar can u m is the official school of school in the Know n Wor ld. W hile it teaches

m agic in Thyatis. W hile not as im pr essive as other ar ts, it is the m ain sour ce for classically

other s of its type, it is still one of the lar gest. tr ained bar ds. Painter s, w r iter s and sculptor s

Dar ok i n Di pl om at i c Cor ps r un a ser ies of also flock to the school as w ell.

colleges to teach its new officer s how to negotiate Thyat i s Gr eat Li br ar y is the lar gest collection of

w ith outsider s. It focuses heavily on languages, books and scr olls know n. W hile not a m agical

business and for eign cultur e. It also teaches school, all things m undane and histor ical can be

Aur um ancer s spells r elated to finance. lear ned her e. It is open to the nobles of Thyatis

Gr eat Sch ool of M agi c in Glantr i City is possibly and those w ith enough coin to gain entr y.

the m ost fam ous school in the Know n Wor ld. Tu t or i al Gu i l d is the lar gest school in M inr othad.

Filled w ith w izar ds of all sor ts, fr om appr entices W hile it teaches m any nautical tr ades, it is m ost

to ar chm ages, w ith r um or s of hidden lor e fam ous for being the sour ce of m any

ever yw her e. Aur um ancer spells r elated to nautical tr ade.

I er en di Pu bl i c Sch ool is the w her e the islander s Un i ver si t y of Su n dsval l at tw enty city blocks is

go for a basic education. It is the only public the unquestionably the lar gest univer sity know n.

school for the entir e nation, but m or e than Ever y w izar d in Alphatia r ecieves their tr aining

adequate for the entir e population. her e, w ith entir e w ings devoted to m agical

r esear ch.

7

Locationsof Ill Repute

Bl ack Eagl e Bar on y at the w ester n edge of I t h el dow n Cast l e in the m iddle of Lake
Kar am eikos is hom e of For t Doom . Ther e Bar on Am sor ak , is a cur sed place. None in Dar okin
von Hendr icks ter r or izes all that live in his know w hat caused the keep to tw ist and bend,
dom ain w ith the help of the evil w izar d Bar gle. but all ther e hear d the scr eam s fr om w ithin.

Bl ack h ear t in the m iddle of Alphatia is a place Th e Lan d of Bl ack San d in Ethengar is a cur sed
w her e w izar ds gather to per for m dar k place. Nothing gr ow s ther e, no anim als cr oss
exper im ents. Nothing is for bidden her e, and the blacked deser t. W hen the w ind blow s
m agics of the w or st sor t ar e com m onplace. str ong though, m adness follow s in its w ake.

Th e Br ok en Lan ds ar e an ar ea of Badlands M al ph eggi Sw am p betw een Dar okin and the
bor der ing Dar okin and Glantr i. Her e the or c Shir es is a fetid m ar sh hom e to countless
king Thar plots w hat to do w ith his vast legions m onster s and unspeakable hor r or s. Rum or ed to
of evil hum anoids. be the sour ce of a gr eat cur se fr om long ago.

Hat t i as in the Em pir e of Thyatis is know n for Th or n br u sh in Alfheim is Bad M agic Spot
their fanatical hatr ed of outsider s. Believing w her e the plants gr ow gnar led and blackened.
them selves to be super ior to all other s, Hattians M onster s spontaneously appear her e and a
plot to br ing the lesser r aces under their r ule. constant vigil m ust alw ays be kept.

Hon or I sl an d is one of the tw o for bidden W h i t e I sl an d is the other for bidden island of
islands in Ier endi. Hom e to enigm atic fir e Ier endi. Hom e to insane m onks and w hite apes,
w izar ds, they tur n aw ay all visitor s and enfor ce the island causes m adness to all that land ther e.
their isolation w ith their unsinkable fir e ships. No one know s the cause, or how to stop it.

8

CrimesandPunishment

Nat i on Assault Inciting Fr aud M ur der Slander Tax Th ef t Rape Tr eason
Al f h ei m Ri ot
Evasi on

Fine Fine Fine Exile Fine Exile Fine Exi l e Exi l e

Al p h at i a Fine Sl aver y Fine Fine or Fine Fine or Fine or Fine or Death or
Deat h Deat h Cursed
Sl aver y Sl aver y

Atr uaghin Censure Not a Crime Censure Exile or Censure Not a Crime Not a Exi l e Exile or
Deat h Crime Deat h

Dar okin Fine Fine Fine Death Fine Fine Fine Deat h Deat h

Et h en gar Caning Deat h Caning Murder Caning Deat h Caning Deat h Deat h

Five Shi r es Quest Quest Quest Quest or Quest Quest Quest Quest or Quest or
deat h
Deat h Deat h

Glantr i Maiming Maiming Maiming Death Publ i c Up to ten Maiming Sex Deat h
Fl oggi ng years Change

Ier endi Up to 3 Up to 3 Up to 4 Up to 30 Up to 4 Up to 4 Up to 4 Up to 30 Up to 30
years years years years years years years
years years

Kar am ei kos Up to 1 Up to 1 year Up to 6 1 year up to Up to 6 Up to 6 Up to 6 1 year up Death
year years years years to death
deat h months

M i nr othad Loss of Loss of Up to 20 Death Pilloried Flogging Loss of Deat h Deat h
hand t ongue years Hand

Ost l an d Slavery Slavery Slavery Slavery or Beat i ng Slavery or Slavery or Slavery Death
Deat h Beat i ng
Beat i ng or death

Rockhom e Exile Exi l e Exi l e Life, Exile or Inactivity Inact i vi t y Inact i vi t y Life, Exile Life, Exile
Deat h or Death or Death

Soder fjor d Beating Beating or Beating Beating or Beat i ng Beating or Beat i ng Beating Death
Conscript Deat h deat h or Death

Th yat i s Publ i c 1 month up Public 1 month up Publ i c 1 month up Public Publ i c Deat h
Fl oggi ng to death Flogging to death Fl oggi ng
to death Fl oggi ng Fl oggi ng

Vest l an d Fine or Fine or Fine Death or Publ i c Publ i c Fine or Death or Death
Conscript Fl oggi ng Fl oggi ng
Conscript Conscript Conscript Flogging

Ylar uam Publ i c Censure or Censure Death Censure Death Publ i c Deat h Deat h
Fl oggi ng deat h Fl oggi ng 9

MystaraCalendar

Nuwmont (Nyxmir)

Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain

1 See Below 2 Spring Equinox 3 4 5 6 7

8 9 10 Ylaruam 11 12 13 14 Glantri Spring

Ashura' Shi'a Break

15 16 17 18 19 20 21

22 23 24 25 26 27 28

1 Nuw m ont- Var ious New Year s, Glantr i Good Spr ite Day

Vatermont (Amphimir)

1 See Below 2 3 4 5 6 7 See Below

8 9 10 M inr othad 11 12 13 14

Feast of the

Silver Pur ge

15 Alphatia 16 17 18 Glantr i 19 20 21 Pear l Islands

Closing Day M onster s Fair The Dr ow ning

22 23 Dar okin 24 25 26 27 28 Alphatia
Extr a Day
Chancellor 's

Day

1 Vater m ont- Alphatia New Year, Ethengar W inter Festival

7 Vater m ont- Alphatia Land Fall Day, Ethengar Day of the Golden Khan

Thaumont (Alphamir)

1 See Below 2 3 4 5 6 7Al p h at i a

Landfall Day

8 9 10 Glantr i 11 12 13 14

Spr ing Br eak

15 See Below 16 17 Rockhom e 18 19 20 21

Car avan Day

22 23 24 25 Glantr i 26 27 28 Kar am eikos

Ar canum 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

10

Flaurmont (Sulamir)

Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain

1 Var ious Day of 2 3 Glantr i 4 5 6 7 Rockhom e
Ad u l t h ood
Par liam ent Day Ar r angem ent
89
Day

10 M inr othad 11 12 13 Alphatia 14

M er chant Pr ince Er iadna's

Day Bir thday

15 Ethengar Day 16 Shir es Fir st 17 18 19 20 Glantr i 21 Dar okin

of Blessings Flow er ing Par ade Day M asked Ball

22 Thyatis 23 24 25 26 27 28
6 7
Em per or 's

Bir thday

16 Flaur m ont- Shir es Fir st Flow er ing, Ethengar Day of Par tings

Yarthmont (Sudmir)

1 Alphatia Day 2 3 4 5
of M agic

8 9 10 11 12 Ylar uam 13 14 Glantr i

M aw lid an Nabi 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 28

M inr othad Day

15 Yar thm ont- Alphatia How ling Day, Ethengar Day of Bir th Blessings

Klarmont (Vertmir)

1 See Below 2 3 4 5 6 7 Rockhom e

Weddings Day

8 9 10 11 12 Shadow Elves 13 14
The Rejection

15 See below 16 17 18 19 20 21

22 Shir es 23 24 25 26 27 See Below 28 See below

Un sh eat h i n g

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

11

Felmont (Islamir)

Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain

1 Karameikos 2 3 4 5 6 Hattias Vanya's 7
Beast's Day 9 Dance

8 10 11 12 13 14 See Below

15 See Below 16 Rockhome 17 18 19 20 21

Battle of Sardal

Pass

22 23 24 25 Glantri 26 27 See Below 28 Minrothad

Beggar's Hope Day of Silence

1 Felm ont- Kar am eikos Beast Day, Ier endi The Rebir th

14 Felm ont- Glantr i Fer ia de Tor os, Shadow Elves Cor ner stone Day

15 Felm ont- Thyatis Days of Valer ias, Alphatia Dogger el Days, Shir es High Sum m er, Ethengar
Gather ing

27 Felm ont- Ylar uam Lailat al Qadr, M inr othad All's Reckless Day

Fyrmont (Andrumir)

1 See Below 2 3 4 5 6

8 9 10 11 12 13 Dar okin Day 14

15 Glantr i 16 17 18 19 20 21
28
Vy on n ese

Car nival

22 Ethengar 23 24 25 26 27

Gr eat Hor se Fair

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

Ambyrmont (Cyrpimir)

1 See Below 2 Ier endi 3 Rockhom e 4 5 6 7

Celebr ation of Show ing day

the Sea

8 9 10 11 12 13 14

15 16 17 Shadow 18 19 20 21
28
Elves M uster ing

Day

22 23 24 25 26 27 M inr othad
Bask Day

1 Am byr m ont- Fir st Day of Fall, Shir es Fast and Feast, Ethengar Fir st Day of Riding

12

Sviftmont (Hastmir)

Lunadain Gromdain Tserdain Moldain Nytdain Loshdain Soladain

1 2 345 6 See Below 7
8 See Below 9 10 11 12
13 Shadow Elves 14 Glantri
Tarasfir Birthday Raising of the
Wal l s

15 Darokin Great 16 17 18 19 20 21
Reckoning 26

22 23 Ethengar Day 24 Ethengar Day 25 27 28 Karameikos
Stefan's Birthday
of Counting of Naming

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

Eirmont (Eimir)

1 Ethengar 2 3 4 5 Glantr i 6 Dar okin
Cr etia's Day 9
Necr om antia Har vest Day
8
10 11 12 13 14

15 Ethengar 16 17 18 19 20 21
27 28
Night of Spir its
6 7
22 23 24 25 26 13 14 Glantr i Ice
20 Gam es
22 Eir m ont- Five Shir es The Reaping, Thyatis Pr otius' Day 21

Kaldmont (Burymir)

1 Fir st Day of 2 3 Ier endi, Days 4 5
W inter 9 of Right 12
19
8 10 Ylar uam 'Id al 11
Adha
15 See Below 16
17 18

22 23 M inr othad 24 25 26 27 See Below 28 Glantr i Bells

M idw inter of Fate

Fest i v al

15 Kaldm ont- Thyatis Footm an's Gam es, Glantr i Boldavian Pr ocession, Ethengar Blessing of Golden
Kh an

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
Fest i v al

13

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

Et h en gar Five Shir es Rockhom e Ylar uam
Am ai Cl ab b as* Whar lin Muhar r am
Hiskm ai Vu u l d i r Mor lin Saf ar
Yalm ai M aehin Hr alin* Rabi al Aw w al
Haim ai Od el i n Hw yr lin Rabi al Thani*
Kevam ai Gondulr im Styr lin Jum ada'l Aw w al
Seim ai Mithintle Bahr lin Jum ada'l Thani
Lingm ai Gol d au n Buhr lin Raj ab
Tr ingm ai Fyr tal Klintlin Sh ab an
Dem ai Au m byr Bir r lin Ram adan
Ch agai * Ssan t i i r Bi f l i n Shaw w al
Ri n p och Tem biir Jhyr lin Dh u 'l -Qad ah
Kom ai Dau n t i l Ku d l i n Dh u 'l -H i j j ah

* Indicates star t of year.

Days of t he Week

Th yat i s Al p h at i a Et h en gar Five Shir es Rockhom e Ylar uam
L u n ad ai n M aj h u r Syhar dan Yaum al-ahad
Gr om dain Ti j h u r Xingqir i L u n ad ai n Thr adan Yau m
Tser dain Wojur Evedan Yaum at-talit
M ol d ai n Th aj h u r Xi n gq i y i Gr om dain Dor fdan Yaum al-ar ba
Ny t d ai n Fl aj h u r Du l d an Yaum al-ham is
L osh d ai n Sej h u r Xi n gq i er Tser dain Sy t h d an Yau m
Sol ad ai n L ah j u r Fi l d an Yaum as-sabt
Xi n gq i si M ol d ai n
Xi n gq i si Ny t d ai n

Xingqiw u L osh d ai n

Xi n gq i l i u Sol ad ai n

14

M inr othad Calendar Shadow Elves Calendar
The M inr othad Guilds use the Thyatian calendar The shadow elves divide their year into 14
for tr ade pur poses, but that their ow n calendar m onths of 24 days each. Each m onth takes its
for national date r eckoning. They divide their nam e fr om a ver se of the Refuge of Stone, an
year into 11 m onths of 30 days, each w ith five im por tant histor ical text. Ther e ar e no w eeks,
six-day w eeks. To balance the year, they add a and days ar e not nam ed. The shadow elves'
special six day w eek to the end. The cur r ent cur r ent year is 2116.
year is 311 by M inr othad Dating. Gather ing (Nuw m ont 1-24)
Onm un (Nuw m ont 1-Vater m ont 2) Nam e (Nuw m ont 25-Vater m ont 20)
Tom un (Vater m ont 3-Thaum ont 4) Refuge (Vater m ont 21-Thaum ont 16)
Dr eim un (Thaum ont 5-Flaur m ont 6) Sham an (Thaum ont 17-Flaur m ont 12)
Fir m un (Flaur m ont 7-Yar thm ont 8) Cr ystal (Flaur m ont 13-Yar thm ont 8)
Bir m un (Yar thm ont 9-Klar m ont 10) Bir th (Yar thm ont 9-Klar m ont 4)
Sagm un (Klar m ont 11-Felm ont 12) Wander er s (Klar m ont 4-28)
Sebm un (Felm ont 13-Fyr m ont 14) Tem ple (Felm ont 1-24)
Oxm un (Fyr m ont 15-Am byr m ont 16) Food (Felm ont 25-Fyr m ont 20)
Nom un (Am byr m ont 17-Sviftm ont 18) Days (Fyr m ont 21-Am byr m ont 16)
Decm un (Sviftm ont 19-Eir m ont 20) Ar my (Am byr m ont 17-Sviftm ont 12)
Elfm un (Eir m ont 21-Kaldm ont 22) King (Sviftm ont 13-Eir m ont 8)
M itw ok (Kaldm ont 23-28) Other s (Eir m ont 9-Kaldm ont 4)
Bounty (Kaldm ont 5-28)

15

Holidaysof theKnownWorld

Al ex an der Day. Glantr ians hold an hour of Best W i sh es of Kr on dah ar . Native Ethengar in
silence then gather looking for a good om en. Glantr i celebr ate the new year.

Al l 's Reck l ess Day. M inr othad celebr ates the Bi r t h day of Tar asf i r . Shadow elves celebr ate
end of tax day w ith a no holds bar r ed par ty. thier fir st king w ith feasts and r evels.

An cest or 's Day. Alphatians set aside a table Bi r t h day of Th i n col I . Im per ial fam ily hosts
setting for dead ancestor s and visit gr aves. gam es and par ades and thr ow coins to the poor.

Ar can i u m . Four day fair in Glantr i to lear n new Bl essi n g of t h e Gol den Kh an . The Ethengar
spells, buy new m agic item s and m ingle. host gam es at the w inter cam p of their khan.

Ar r an gem en t s Day. Dw ar ves pr opose m ar r iage Bol dav i an Pr ocessi on . Peasants m ar ch the
tr aditionally on this day. str eets till daw n holding tor ches and gar lic.

Ash u r a' Sh i 'a. The Ylar i lose their r estr ained Car avan Day. Car avans leave Rockhom e, those
natur e and cut loose, alcohol is even toler ated. left behind feast and toast the m er chants.

Bask Day. A day of laziness, no one in Cel ebr at i on of t h e Sea. Ier endi tie their boats
M inr othad w or ks. together into a flotilla to host a m assive par ty.

Bat t l e of Sar dal Pass. Dw ar ves r elive their Ch an cel l or 's Day. Wor king holiday in
m ost fam ous battle w ith m ilitar y celebr ations. celebr ation of Dar okin's fir st Chancellor.

Beast s Day. Tr aladar ans dr ess up in costum e to Cl er i cs For u m . Pr iests of Kagyar m eet to
r em em ber defeating the beastm en of old. discuss pr oblem s and changes to their or der.

Beggar 's Hope. For one day beggar s in Glantr i Cl osi n g Day. Alphatians schools close, and the
ar e allow ed on the city str eets unhar r assed. childr en r etur n hom e.

Bel l s of Fat e. Glantr ians r ing bells all night to Cr et i a's Day. Ethengar play har m less pr anks on
w ar d aw ay even spir its. each other all day.

16

Dar ok i n Day. Dar okin closes all shops and Feast of t h e Si l ver Pu r ge. M inr othaddians tell
celebr ates the bir thday of its founder. scar y stor ies and ar e gr ateful for good luck .

Dar ok i n M ask ed Bal l . Annual ball is held in the Fer i a de Tor os. Belcadiz elves r elease bulls in

capitol, w ith pr oceeds going to char ity. their str eets and r un alongside them .

Day of Adu l t h ood. Childr en r eaching the age of Fi r st Day of Ri di n g. Ethengar childr en r eceive

m ajor ity ar e pr esented as adults. their fir st hor se.

Day of Bi r t h Bl essi n gs. The sham an pr ay to the Fi r st Fl ow er i n g. Hin gather up seeds to be
W hite Hor se to w atch over the bir th of the foals. planted in the fall.

Day of Bl essi n gs. Tr ibal khans divide up their Foot m an 's Gam es. Week long celebr ation of
w ealth am ong their follow er s. w eaponsm ithing and w ar gam es.

Day of Cou n t i n g. Ethengar count their her ds to Fr eedom Day/Cr ow n Tou r n ey. Ier endi elects a

gain favor w ith the khan. new King and Queen w ith m uch fanfar e.

Day of Her oes. Hin spend the entir e day Gon dol a Gam es. Gondolier s host m ock jousts
cleaning up w ar m em or ials and battlefields. all day, no business is done.

Day of Law. Ethengar r ecite their law s given by Good Spr i t e Day. Glantr ians play har m less

Tubok , all cr im e is punishable by death. pr anks on each other all day.

Day of M agi c. Alphatia celebr ates w ith m agical Gr eat Hor se Fai r . For a w eek Ethengar
displays for the cr ow ds, m ost businesses close. w ar r ior s tr ade hor ses and sham an convene.

Day of Nam i n g an d Wel com i n g. Ethengar Har vest Day. Dar okinians dr ess up like
pr esent pr esent childr en and get engaged. far m er s and celebr ate the har vest.

Day of Par t i n gs. Ethengar tr ibes split up and go Hi gh Su m m er . For tw o w eeks the Hin feast and

their ow n w ays. per for m dr am as, bur ning a dead or c for luck .

Day of Si l en ce. Silence is m andated in How l i n g Day. Alphatians r un w ild, having just
M inr othad for one full day under legal penalty. one huge par ty.

Day of t h e Dead. Tr aladar ans clean their I ce Gam es. Glantr i City shuts dow n for thr ee
houses, then feast m er r ily at night. days of w inter gam es and balls.

Day of t h e Hoof . Ker endas host a w eek of 'I d al Adh a. Som ber day of r em em br ance and
equestr ian events. sacr ifice to the Im m or tals.

Day of t h e St r ay M an . Tr aladar ans bur n little 'I d al Fi t r . A childr en's holiday of giftgiving and
str aw m en in effigy to absolve their sins. gener ally m er r y m aking.

Day of Val er i as. Follow er s of Valer ias get I l su n dal Day. Celebr ating Ilsundal's ascension,
engaged, m ar r y or other w ise engage in tr ysts. each elf tr ibe holds a differ ent celebr ation.

Days of Ri gh t . Tr adition Ier endi day of I n depen den ce Day. A day of r em em br ance of
engagem ents and m ar r iage. those m ar tyr ed dr iving out for eign invader s.

Dogger el Days. Alphatian schools celebr ate Ki n g St ef an 's Bi r t h day. A day of par ades and

dr am a, m usic and other ar ts in a sponsor ed fair. m ilitar y gam es, w ith petty cr im es par doned.

Em pr ess Er i adn a's Bi r t h day. Nobles give gifts Lai l at al M i r aj . Holy day at the tem ple
to the Em pr ess or a coin to beggar s in her nam e. celebr ating Al-Kalim 's im m or tality.

17

Lai l at al Qadr . Ylar i pr ay at their hom es hoping Sh ow i n g Day. Dw ar ves get together to show off

to be blessed w ith good for tune. new w ar es and discuss new techniques.

Lan df al l Day. Solem n celebr ation of Alphatian Spr i n g Br eak . Glantr i students cut loose and
ar r ival in new w or ld. use spells to blow up ice in the canals.

Layl at Al -Bar aa. Dinner s ar e held w her e past Th e Cor n er st on e. Shadow Elves celebr ate
slights ar e for given. cr eation of their tem ple by star ting new r epair s.

M aw l i d an Nabi . Cler ics spend the day telling Th e Di scover y. Shadow Elves celebr ate
cr ow ds about Al-Kalim 's teaching. discover y of their hom e w ith songs and food.

M er ch an t Pr i n ce Day. W izar ds cr eate m agical Th e Dr ow n i n g. Pear l Islander s launch toy
fir ew or ks w hile par ents thr ow out old clothes. canoes w ith candles to appease the sea.

M i dw i n t er Fest i val . M inr othaddians celebr ate Th e Fast an d t h e Feast . For tw elve days hin
w ith gift giving and m er r y m aking. fir st fast for six days then feast for six days.

M i n r ot h ad Day. Election day, celebr ated w ith Th e Gat h er i n g. Ethengar celebr ate sum m er by
r egattas and picnics. decor ating cam p w ith gar lands.

M on st er s' Fai r . M onster s ar e par aded thr ough Th e Reapi n g. Last hin holiday of the year w ith
Glantr i City on the w ay to the auction block . feasting, r om ance and r est.

M u st er i n g Day. Shadow Elves take a census and Th e Rebi r t h . Week long holiday in Ier endi

per for m m ilitar y dem onstr ations. alongside planting of new cr ops.

Necr om an t i a. Klantyr e celebr ates its fallen Th e Rej ect i on . Shadow Elves fast to r eflect on
her oes, cleaning up gr aves and battlefields. their betr ayal by Alfheim .

New Year s. Typically celebr ates ar ound the Th e Th i n g. Soder fjor d Jar ls m eet to enact new

continent w ith gift giving, par ades and festivals. law s and settle old scor es.

Ni gh t of Fi r e. Tr aladar ans ever yw her e go Th e Un sh eat h i n g. The Shir es r em em ber the
looking for lost tr easur e. Thyatian invasion by ar m ing them selves.

Ni gh t of Spi r i t s. Ethengar fast as the boundar y Van ya's Dan ce. Hattians and Heldannic Knights

betw een the spir it w or ld w eakens for a day. per for m r itual dances in full ar m or.

Ni gh t of t h e Red M oon . Glantr i w izar ds Van ya's Day. Thyatis celebr ates victor y by
celebr ate a r ed full m oon. Vanya w ith good natur ed duels and feasts.

Open i n g Day. Alphatian univer sities have their Vyon n ese Car n i val . New Aver oigne celebr ates

fir st day of class. w ith br ight costum es and loud noises.

Par ade Day. Glantr i ar my m ar ches in par ades Weddi n gs Day. The m ost popular day for
and hosts m ock gam es. dw ar ves to m ar r y.

Par l i am en t Day. Glantr i politicians take a day W h i t e Hor se Cer em on y. Sham ans sacr ifice a
off w or k. w hite hor se to pr otect her ds in the new year.

Pr ot i u s' Day. Celebr ated w ith cler ical r ituals W i n e Fest i val s. A w eek long w ine festival w ith
and quiet feasts. contests and tastings.

Rai si n g t h e Wal l s. Glantr ian w izar ds tr y to one W i n t er Fest i val . For a w eek the Ethengar
up each other cr eating defenses for their city. com pete and feast.

18

Coinsof theKnownWorld

Nat i on 1/100 CP 1/10 SP 1/2 EP 1 GP 5 PP

Al f h ei m Passi m Tentr id Half Dar o Dar o Leaf (r ar e)

Al p h at i a Ju d ge Mir r or N/A Cr ow n N/A

Atr uaghin L an d Cl ou d N/A N/A N/A

Dar okin Passem Tentr id Half Dar o Dar o N/A

Et h en gar Tan g Tan g Tan g Tan g Tan g

Five Shir es Su n set St ar N/A Yel l ow N/A

Glantr i Penny (5) Sover eign N/A Du cat Cr ow n (50)

Ier endi Cok i p San a N/A Gel ev a Pali (10)

Kar am eikos Kopec Cr ona N/A Royal N/A

Minr othad Pl en Quer t Byd Cr ona N/A

Ost l an d Or en Eyr ir N/A Kr ona N/A

Rockhom e St on e St ar N/A Tr ader /M oon Sun (10)

Soder fjor d Or en Gu n d ar Pen n e Mar kka N/A

Th yat i s Denar ius Aster ius N/A L u ci n Em per or

Vest l an d Or en Flor en H el l ar Gu l d an Sch i l d er

Ylar uam Fal Dir ham N/A Di n ar N/A

Special Cur r encies

Glantr i's Penny is w or th 5cp, the Cr ow n is enchanted platinum w or th 10pp. If the enchantm ent is
dispelled the coin is only w or th 1pp

Rockhom e's Sun is w or th 2pp, They have a silver tr ade coin they use w or th 1gp w ith other nations.

Ethengar 's Tang is m ultiple stam ped coins, each w or th 1, 5 or 10 of its r espective type.

Alfheim 's Leaf is a gold piece, but is consider ed collectible and w or th m or e than it's m etal content.

19

RacesandHeroes

20

Racesof Mystara

Dwar ves Syl van El ves

Dw ar ves in the Know n Wor ld ar e separ ated Located in Alfheim , Glantr i and Kar am eikos
betw een the dw ar ves that live deep m ainly, Sylvan elves ar e by far the m ost
under gr ound in Rockhom e and those that live num er ous. Sylvan elf m ales tend to gr ow long
above gr ound in var ious hum an cities. M ystar a w hite bear ds late in life. They use the default
dw ar ves ar e highly r esistant to m agic, an ability Wood Elf Subr ace.
given to them by the im m or tal Kagyar. This gift
how ever leaves them w ithout the ability to use Bel cadi z El ves
ar cane m agic.
Located exclusively in Glantr i, Belcadiz ar e
M yst ar a Dw ar f Su br ace know n for their fier y passions and extr avagant
clothing. Their m en ar e noted for spor ting
Abi l i t y Scor e I n cr ease. Your str ength scor e is shor t thin bear ds. Belcadiz Elves ar e shor ter
incr eased by 1. than nor m al elves, and possess dar ker skin and
alm ost alw ays black hair, though br ow n and
Dw ar ven Resi st an ce. You have advantage on r ar ely r ed hair can be found. Belcadiz Elves
all saving thr ow s ver sus m agic. use the High Elf Subr ace w ith one var iance.

Rest r i ct ed Cl asses. You cannot take the w izar d, Bel cadi z Weapon Tr ai n i n g. You have
sor cer er or w ar lock classes. pr oficiency w ith the r apier, shor t sw or d, shor t
bow and longbow.
El ves
Sh adow El ves
Elves in M ystar a ar e gr eatly var ied, being fr om
tw o differ ent or igins. The Souther n elves As a Shadow Elf you have lived your life
em igr ated fr om Ever gr un befor e the Gr eat Rain under gr ound w aiting for the r etur n of your
of Fir e. The shadow elves tr aveled people to the sur face. Your people w as split off
under gr ound to escape the disaster and settled fr om the r est of your r ace in the Gr eat Rain of
in lar ge caver ns under neath the continent. Fir e and have spent thousands of year s
Another gr oup of elves, the Belcadiz cam e fr om under gr ound not know ing w hat w as left of the
another land far over the ocean. They ar e sur face w or ld. You com e fr om a deeply
fur ther br oken dow n by w her e they settled. r eligious people w ho ar e just now discover ing
Ther e ar e no Dr ow in M ystar a. ther e ar e entir e civilizations above you.

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

21

Shadow elves ar e know n for their pale skin and Hin
light hair. Their ear s ar e lar ger than other
elves, it is a giveaw ay in the com pany of other s The hin of M ystar a ar e a stout and pr oud r ace.
of their type. They value fr eedom and fam ily m or e than
anything else. Located pr im ar ily in the Five
Abi l i t y Scor e I n cr ease: Your w isdom scor e is Shir es, w ith a lar ge pr esence in M inr othad, the
incr eased by +2 hin ar e on fr iendly ter m s m ost nations and
r aces save Glantr i. They do possess on occasion
El f Weapon Tr ai n i n g: You have pr oficiency the ability to counter m agic, based entir ely on
w ith the long sw or d, shor t sw or d, cr ossbow and their r elationship w ith the land of the Shir es.
sp ear . Shir es and M inr othad hin use the Stout subr ace.

Dar k Vi si on : You can see per fectly fine in the Lightfoot halfings ar e not found in M ystar a.
dar k to a r ange of 90ft.
Hin of the Five Shir es have special access to a
Sea El ves feat only they can take:

The Sea Elves ar e a tr ibe of elves native to the Deni al
M inr othad Guilds. They ar e know n for their
uncanny sense of dir ection, ingr ained fr om As a r eaction you m ay attem pt to stop a m agic
year s at sea. They ar e an adventur ous people, spell as it is being cast. This is tr eated exactly as
spending m or e of their tim e at sea than on land. the spell Counter spell, w ith W isdom being used
Ther e is som e m inor distr ust am ong Sylvan for deter m ining the your equivalent spellcasting
elves for a r esem blance to Shadow Elves, but the ability. W hether the Denial succeeds or fails, the
sim ilar ity is pur ely coincidental. you take 1d4 dam age fr om the feat. If you ar e
disabled fr om this dam age, it has no effect on
Abi l i t y Scor e I n cr ease: Your intelligence scor e w hether the Denial succeeds or fails. Denial
r aises by 1. only w or ks inside the boundar ies of the Five
Shir es. Once you have used the Denial, you
El f Weapon Tr ai n i n g: You have pr oficiency cannot m ake another until you have com pleted
w ith the long sw or d, r apier, long bow and a full r est.
tr ident.
Gn om es
Bon u s Tool Pr of i ci en cy: You ar e pr oficient w ith
sailing vessels. 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
Bon u s Feat : You gain the Keen M ind feat. do possess a giant flying city know n as Ser r aine,
but the m ajor ity of them live in settlem ents in
Vyal i a El ves the hum an and dw ar ven kingdom s. W hile not
know n for being the adventur ing type, som e
Located in Thyatis and Kar am eikos, the gnom es do set off to see the w or ld.
r eclusive Vyalia ar e exper t for ester s, know n for
their ability to disappear into the for est w ithout Hill Gnom es: Use For est Gnom e subr ace
a tr ace. W hile they keep to them selves m ostly,
the Em pir e of Thyatis has contr acted them on Sky Gnom es: Use Rock Gnom e subr ace
m ultiple occasions to teach the w ay of the
Eldr itch Knight to hum an soldier s. The Vyalia Hal f Races
other w ise stay by them selves, and ar e r em ote
enough that the countr ies they live in leave In M ystar a ther e ar e no half r aces. In the case
them alone. of a m ixed couple, the r ace of the child is the
r ace of the sam e sex par ent. Hum ans and
Abi l i t y Scor e I n cr ease: Your intelligence scor e dem ihum ans can inter br eed, as can hum ans
r aises by 1. and or cs. Som e r aces need m agical assistance to
have childr en though, like hum ans and hin.
Bon u s Pr of i ci en cy. You have pr oficiency w ith
the Natur e skill. M yst ar a does n ot h ave t i ef l i n gs, aasi m ar or
dr agon k i n . Hal f el ves an d h al f or cs t ak e on
Hi dden Tr ai l s: You can cast Pass W ithout Tr ace t h e r ace of a par en t , bu t can st i l l h ave
once using this tr ait. You r egain the ability to do chi l dr en of t he ot her r ace.
so after a shor t r est.

22

HumanEthnicities

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

23

and pale skin. Their native language is Heldan. sam e language as the r eclusive Nithians of
Ylar uam , their cultur e is vastly differ ence.
Hi n t er l an der s r elish life, w her e they ar e Native language is Nithian.
fighting or car ousing. Their lands ar e at w ar
w ith the Thyatian Em pir e, though som e of them Nor t h m en com pr ise the population of Ostland,
have changed sides. Hinter lander s value Vestland and Soder fjor d. They ar e a r ugged
individual achievem ent over all else. people, living in a har sh clim e and hostile
Hinter lander s tend to be lar ger than other s, hum anoids. They ar e of a lar ge build, w ith fair
w ith fair skin and hair that r anges fr om light to hair and heavy bear ds. Native language is
r ed. Native language is Thyatian. H el d an .

Jen n i t es fr om Ester hold ar e a conquer ed Nu ar i ar e dar k skinned peoples fr om the Pear l
people. Over r un by Alphatia and used for slave Islands. Conquer ed by Thyatis at the star t of the
labor the Jennites look to escape their w izar d Em pir e, they have acclim ated w ith the Em pir e
over lor ds. Jennite ar e of aver age height but w hile keeping their ow n cultur e. Nuar i str ive
lar ge build. They have dar k br ow n skin, w ith for per fection no m atter their task , they str ive to
dar k eyes. Native language is Alphatian. be gr eat w ar r ior s and scholar s. Nuar i have
alm ost coal black eyes and black hair. Native
Kl an t yr e ar e found in Glantr i. They w er e language is Thyatian.
br ought over by the people that br ought over
the Aver oigne, a land r esem bling Scotland. Och al ean s ar e a conquer ed people in the
They tend to be a haunted people w ith a lar ge Em pir e of Thyatis. They ar e exotic com par ed to
num ber of ghosts in their r egion. Klantyr e tend the r est of the Em pir e, w ith yellow skin and
to be lar ger that nor m al hum ans, w ith pale skin dar k hair. Ochaleans ar e know n for their
and br ow n to r ed hair. Native language is ar tistr y, food and their unar m ed fighting styles.
Klantyr e Native language is Thyatian.

M ak ai ar e the native islander s to Ier endi. Thyat i an s ar e the m ajor ity in the Thyatian
Playful in tim es of peace, fear som e in tim es of em pir e, and have spr ead thr oughout the know n
w ar, the M akai never do som ething halfw ay. w or ld. They ar e found in neighbor ing countr ies
They ar e a sim ple people, living off the vast and as far aw ay as Ostland and Glantr i. They
bounty the isles have to offer. Their skin tone is ar e know n for their tr eacher ous natur es, but
typically br onze, w ith str aight or extr em ely m ostly inside of Thyatis. Thyatians have a light
cur ly black hair. Native language is Thyatian. olive skin tone and light to dar k br ow n hair.
They ar e know n for their lar ge noses. Native
M ak i st an i ar e the lar gest ethnic gr oup in language is Thyatian, w hich is consider ed
Ylar uam . A deeply r eligious people, they ar e Com m on for M ystar a.
consider ed ster n and unfor giving by other
cultur es. They w er e lar gely nom adic until Tr al adar an s ar e native to w hat is now the
r ecently, w hen they began to for m cities. They Gr and Duchy of Kar am eikos. They ar e a
hold honor above all, and have str ict sex r oles. super stitious people, living in a land plagued by
M akistani have br ow n skin and black hair and undead, invasions, and m onster s. They tend to
tend to have a lot of hair. Their native language dr ess br ightly w hen they can affor d it. Their
is Ylar i. tastes r un sim ple, valuing function over for m .
Their hair tends to be dar k and their skin pale.
Th ot h i an s com e fr om the Isle of Daw n, unlike They ar e shor ter than other nationalities. Their
other people native to the island, Thothians native tongue is Tr aladar an.
have dar k skin and hair. Though they shar e the
24

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 Loyal t o a Fau l t
comes from the pack. Together we hunt, together
we prosper. All lupin know their roles, from the Lupin packs ar e w ell know n and w elcom ed in
our swiftest scouts to our strongest warriors to m ost nations of the Know n Wor ld. They live off
our wiliest trackers. You cannot fault another for of the land, tr ading for w hat they need w ith the
being bigger, nor can he fault you for being small fur s and food they gather in their tr avels. W hile
of frame. Remember you can rely on his strength they ar e not allied w ith any nation, lupin w ill
to aid you as much as he must rely on your speed not think tw ice about pr otecting innocents
under attack . The lupin packs ar e not
to aid him. Differences are only weaknesses if associated w ith each other, but w hen they m eet
you do not work towards the same goal. 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.
Together we are stronger than alone. That is the
way of the lupin.

-Horr the Scarred, lupin Elder

25

Lupin can be appr oached by var ious Bu l l Lu pi n
com m unities for tr ade, assistance or to hir e out
as m er cenar ies as needed. Often if a tow n is The har diest of the lupin, the Bull var ieties ar e
beset by w er ew olves lupin w ill descend to r oute know n for their str ength and cour age.
out their hated enemy. W hile they ar e w elcom e Consider ed the best w ar r ior s of the br eed, the
in m ost par ts, lupin ar e nom ads and seldom bull lupin ar e often found looking for tr ouble
stay for long. W hen they com e to any ar ea w ith w hen the pack ar r ives at a new hunter gr ound.
am ple gam e, they w ill set up a tem por ar y W hen the hound lupin find w er ew olves, the
village to allow them to hunt for longer per iods bull lupin ar e the fir st to go in.
of tim e.
Abi l i t y Scor e I n cr ease. Your str ength
Lone Wol ves incr eases by 1.

Lupin often becom e adventur er s w hen they Bu i l t f or Fi gh t i n g. Bull lupin gain pr oficiency
have left a pack for w hat ever r eason. Som e in the Intim idation skill.
cubs gr ow enam or ed of the w or ld and w ish to
see m or e than w hat follow ing their pack can Hound Lupin
offer. Other s ar e exiled for som e unspoken
cr im e, and other s ar e the only sur vivor s of som e The scouts of the lupin, hound lupin ar e
gr eat catastr ophe. Regar dless of the r eason, the r esponsible for hunting dow n gam e and finding
lupin bond w ith their fellow adventur er s like new places to hunt. Their sense of sm ell is
fam ily. legendar y, and they ar e fear ed for the their
tenacity w hen they detect a foe.
Lupin Trait s
Abi l i t y Scor e I n cr ease. Your w isdom incr eases
Abi l i t y Scor e I n cr ease. Your Constitution scor e by 1.
incr eases by 2.
Hei gh t en ed Sen se of Sm el l : You have
Age: Lupin r each m atur ity quickly, ar ound 10 advantage on all Per ception tests using sm ell.
year s old. They live on aver age about 90 year s.
Hunt er Lupi n
Al i gn m en t: M ost lupin ar e law ful in natur e, and
m ost ar e good as w ell. One of the m ost num er ous types of lupin, the
hunter lupin ar e sm aller than other lupin, but
Si ze: Lupin aver age 5'5. They aver age 180lbs m ake up for it by being m uch m or e agile.
fully gr ow n. Your size is m edium . Skilled w olf r ider s and know n for their ar cher y
skills, they for m m ost of the lupin outr ider s on
Speed: Your base speed is 30 feet. the hunt.

Lan gu ages: You can speak , r ead and w r ite Abi l i t y Scor e I n cr ease. Your Dexter ity
Com m on and Lupin incr eases by 1.

Dar k v i si on : You can see in the dar k 60' Wol f Ri der . You ar e alw ays tr eated as having a
saddle w hen r iding a w olf or other canine.

Keen Sen ses: You gain pr oficiency in the
Per ception skill.

Wer ew ol f An i m osi t y: You autom atically know
if som eone is a w er ew olf w hen looking at them ,
even if they ar e in hum an for m .

26

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

Despite what you think I'm not a normally a Rakasta tr avel in fam ily gr oups usually. They
burglar. But if you want me in on your little ar e not tied dow n to the fam ily gr oup, but ow e
heist, I want double. Plus I get first pick of the allegiance to their chief. M any of the r akasta
loot and top billing on the wanted poster if the seek glor y on the battlefield, w hen their chief
does not pr ovide them w ith enough glor y they
guard starts looking for us. w ill challenge the chief or seek it for
them selves.
Neulla M arta- Acquisitions Specialist
Rakasta ar e know n for their fine cr aftsm anship,
Rak ast a w hen they ar e not at w ar they tur n to m aking
high quality w or ks of ar t. M any m er chants seek
Rakasta ar e a r ace of nom adic feline hum anoids them out for tr ade, br inging w eapons in
that ar e found on the Isle of Dr ead and in par ts exchange for valuable fur s, jew elr y and
of Thyatis. They ar e a w ar like r ace, pr iding tapestr ies. Rakasta pr efer to tr ade r ather than
them selves on their m ar tial skills. They ar e also steal, ther e is no honor for them in r obber y.
know n for their ar tistic natur e, w ith their
potter y and ar t being quite collectible am ong Hi gh l y Adapt abl e
the nobles of var ious hum an kingdom s. Rakasta
tr avel in fam ily gr oups, alw ays looking for new Rakasta ar e found alm ost ever yw her e in the
pr ey. They ar e valued as tr ading par tner s Know n Wor ld. Though not the m ost num er ous
am ong the Dar okin and M inr othad m er chant of r aces, ther e ar e few places on the continent
pr inces. 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.

27

M any r akasta have adapted to the var ious Gr eat er Rak ast a
envir onm ents. The solitar y gr eater r akasta tend
to be loner s, and can be found in higher The lar gest of the r akasta, gr eater r akasta ar e
m ountains or deep for ests instead of w ith packs. solitar y hulking br utes. Unlike other r akasta
Som e r akasta fall in love w ith the bustle of the the gr eater r akasta live alone, hunting pr ey for
city and the fact m any find them exotic and them selves. They tend to be sur ly and
instead r eside in the gr eat m etr opolises in suspicious of outsider s. They can be found in
Glantr i or Thyatis. alm ost any type of w ilder ness, often as hunter s
or r anger s.
Hi gh l y Cu r i ou s
Abi l i t y Scor e I n cr ease. Your Str ength incr eases
Rakasta ar e w ell know n for their cur iosity, and by 1.
its ability to lead them into tr ouble. M any
r akasta gr ow tir ed of the pack life and seek out Roar . All enem ies w ithin 10' m ust m ake a
new fr iends to take them to m or e inter esting W isdom save DC 8 + pr oficiency bonus + your
places. W hile m any r akasta r etur n, som e Char ism a bonus or becom e fr ightened for 1d6+1
becom e devoted to the adventur ing life and r ounds. You cannot use this ability again until
never settle dow n at all. you take a shor t r est.

Rak ast a Abi l i t i es W i l d Rak ast a

Abi l i t y Scor e I n cr ease. Your Dexter ity scor e The m ost com m on r akasta, w ild r akasta ar e
incr eases by 2. found in packs in secluded ar eas or w ide open
spaces. Know n for their ability to leap gr eat
Age. Rakasta r each m atur ity ar ound 12 year s distances, they sur pr ise their foes by closer
old. They live on aver age 90 year s. faster than thought possible.

Al i gn m en t : M ost r akasta ar e neutr al in Abi l i t y Scor e I n cr ease. Your Constitution
alignm ent. incr eases by 1.

Si ze. Rakasta ar e fr om 6-7' tall, but only w eight Pou n ce. W hen jum ping you double the distance
ar ound 150lbs. You ar e a m edium cr eatur es. jum ped. You have advantage on all tests w hen
jum ping over obstacles or seeing if you land on
Speed. Your base speed is 35 feet. your feet.

Lan gu ages. You can speak , r ead and w r ite Dom est i c Rak ast a
Com m on and Rakasta
Giving up living in the w ilds for the com for ts of
Dar k v i si on . You can see in the dar k 90' ur ban living, dom estic r akasta ar e an
uncom m on sight in the lar ger cities. W hile they
Fear of Wat er . W hen on a boat or w hen have lost som e of the savager y of their kin, they
com pletely dr enched, you have disadvantage to ar e also know n for their alm ost super natur al
attacks until you get on land or dr y off. luck .

Cat f al l . You have r esistance to falling dam age. Abi l i t y Scor e I n cr ease. Your Char ism a
incr eases by 1.
Nat u r al Weapon s. Your claw s deal 1d4 points of
slashing dam age, and ar e consider ed light Ni n e Li ves. You have advantage on death saving
w eapons. thr ow s.

Weapon Pr of i ci en cy. You have pr oficiency in
the Kasas, a for m of shor t sw or d they w ear as
claw s. See w eapons on page 86.

28

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 .

Look at it! The light reflects off it so perfectly! Sidhe skin color tends to be the sam e shade of
Have you ever seen something so shiny? To think hum ans, though they can go to extr em es, w ith
this was made by nature, no craftsman shaped it, 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
no one designed it, it happened naturally. Just sexes tend to ador n them selves w ith jew elr y, the
left alone in this cave undisturbed until the m or e extr avagant the better. Their clothing
r anges fr om sim ple fur s to gow ns finer than
dragon made its layer right beside it. I call this w hat em per or s could even dr eam of.
for my first share of the treasure, this pebble.
Sidhe tr easur e things of beauty m or e than
-Aurora Stargrove, sidhe Bard physical value. A w ell m ade etched glass w ould
be w or th m or e to them than a chest of gold
bullion. They ar e cr eatur es of passion and
em otion, and love ar t of all types, fr om dw ar ven
histor y r ecitals to r ustic hin dances. They abhor
ugliness, str ive for per fection in anything they
m ake.

Si d h e St r an ger i n a St r an ge Lan d

The m ost hum an of the fey cr eatur es, the sidhe Despite their hum an appear ance, sidhe ar e
ar e highly m agical cr eatur es that ar e know n for for eign to the Know n Wor ld. For them
their cur iosity of m or tal r aces. Each one is an ever ything is extr em ely unusual. The lack of
innate spell caster, and possess all of the m agic, the static natur e ar ound them and the
str engths and w eaknesses of the other fey shor t lived cr eatur es they encounter intr igue
cr eatur es. They ar e know n for their w eakness them . Sidhe ar e dr iven to exper ience all they
to ir on, it hur ts them gr eatly and just possessing can in nor m al w or ld. They ar e not attr acted by
it r obs them of their m agical abilities. 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.

29

To outsider s the sidhe seem over ly gener ous but appear s fully gr ow n after 20 year s.
foolish. They don't under stand the inhum an
m otivations of the sidhe. They ar e im m or tal, Al i gn m en t . M ost sidhe ar e chaotic by natur e,
they have no need for r iches or pow er. W hen though their r uler s ar e law ful. Evil sidhe ar e
they r etur n to the Good Kingdom their stor ies consider ed unseelie and shunned.
ar e their cur r ency. To the fey m em or ies ar e
coin and excitem ent it's ow n r ew ar d. Si ze. Sidhe aver age 5'6 to over 6' tall and have a
lithe build. You ar e a m edium cr eatur e.
El dr i t ch Or i gi n s
Speed. Your base speed is 30 feet.
All sidhe com e fr om another r ealm called they
call the Good Kingdom . The m ost w ell know n Lan gu ages. You can speak , r ead and w r ite
por tal is in Alfheim , but other s exist. The Com m on, Elven and Fey
Dr eam land is a place w ithout tim e or death,
w her e ever ything seem s to change but nothing For sak en by t h e I m m or t al s. Due to a schism
tr uly does. Ober on has been king for longer w ith the Im m or tals over the cr eation of the
than m an has w alked the face of the planet. The w or ld, fey cannot beseech the Im m or tals for
sidhe have w atched m ountains r ise and fall, and favor s. You ar e pr ohibited fr om the cler ic,
it is no sur pr ise that m any of them get bor ed dr uid, r anger and paladin classes.
w ith their im m or tal existence.
Fey M agi c. Star ting at level 2 and ever y other
Sidhe r ar ely tr avel together, they exper ience level after that, you m ay select a spell fr om the
enough of each other in the Good Kingdom , they Enchantm ent or Illusion schools. The spell level
w ant to m eet new cr eatur es and see new sites. m ust be half the sidhe's level. you m ay cast that
Sidhe often blend in w ith hum an societies, their spell once w ithout needing com ponents. You
neighbor s none the w iser. Sidhe even get r egain the ability to cast the spell after a shor t
m ar r ied to tr y and lear n about love, but they r est.
ar e doom ed to w atch their spouse w ither and
die fr om age. I n v i si bl e t o M or t al s. You m ay becom e invisible
exactly like the invisibility spell to living,
Ex pl or i n g t h e n ew w or l d non-fey cr eatur es. You cannot use the ability
again until they have had a shor t r est.
Sidhe w hen enter ing the new w or ld tend to seek
out the lar ge population center they can find. Wat er Br eat h i n g. You can br eathe w ater as
M any becom e adventur es because of the w ell as it can br eathe air.
excitem ent it br ings. Their lack of desir e for
w ealth cause m any to think them naive, but few I r on Al l er gy. You cannot stand the touch of
under stand the myster ious cr eatur es w ell. Once ir on. You cannot cast spells w hile w ear ing or
the sidhe has cir cled the globe a few tim es, they touching m etal w eapons or ar m or. Item s w ith a
r etur n to the Good Kingdom to shar e their tales. +2 enchantm ent or better ar e not consider ed to
be m ade of ir on. You have dam age
Si dh e Tr ai t s vulner ability against ir on w eapons.

Abi l i t y Scor e I n cr ease. Your Char ism a scor e Tr u e Fey. You ar e im m une to nonm agical
incr eases by 2. diseases, can see other fey that ar e invisible and
take dam age fr om holy w ater as if they w er e
Age. Sidhe have no concept of age as they ar e undead. As you r eincar nate into a new for m ,
effectively im m or tal, r eincar nating back in their spells that r aise you fr om the dead do not w or k
native land after death. The aver age sidhe unless cast w ithin ten m inutes of the your
d eat h .

30

Tor t l e

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

Sl ow an d Pon der ou s

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

Tor tles ar e r eptilian in natur e, w ith r ough scales
over m uch of their body. They have a heavy
shell that in on par w ith heavy ar m or. Their
faces have beaks for m ouths, and also have
lar ge over sized hands and feet.

This is the life I tell you. No worries, no fretting. Bou n d by Tr adi t i on
Just fishing all day and lounging around in the
sun. This is how a tortle is meant to live, leave all Tor tles above all else value their peace and
the running around and worrying to the other quiet. M ost Tor tles live alone, fishing and
races. Here we live in peace and harmony with keeping their huts tidy. They ar e not know n for
all other things. Just fishing and sunning. That's being cr aftsm en or w ar r ior s. Tor tles far m
the life. Of course if you feel obliged to take up com m unally, com ing together as a gr oup in
arms and go live a short brutal life before some tim es of need. W hen w inter com es often they
orc pries open your shell and eats you, that's up load up on w agons and head to w ar m er clim es.
to you. I won't stop you, who know maybe the
change of scenery might do you some good. They W hile Tor tles ar e know n as kind and car ing
are looking up at that keep for somebody to clean cr eatur es, they ar e not the m ost fr iendly. Rar ely
out some caves of goblins. You grab a club and 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
go head over there and sign up. M aybe you inside a city. Tor tles ar e happy w atching the
should do that, because if I catch you with my w or ld go on by them .
niece again, I'm gonna throw you in the ocean.

-Flash Yellowbeard, concerned uncle

31

Coast al Cr eat u r es incr eases by 2 and your W isdom scor e incr eases
by 1.
Tor tles ar e found exclusively on the shor es of
the m ainland and the islands in the Sea of Age. Tor tles r each m atur ity ar ound 5 year s old.
Dr ead. They build sm all fishing villages w her e They ar e a shor t lived r ace, only r eaching 50
they can also m aintain their far m s. They don't year s old on aver age.
build up for tifications but r ely on their natur al
ar m or and neighbor s to aid them in case they Al i gn m en t . Alm ost all tor tles ar e law ful in
ar e attacked. W hile m er chants m ay com e to alignm ent.
tr ade, tor tles ar e gener ally know n for their
m eager existences. Si ze. Tor tles ar e usually 6' tall, and w eight on
aver age 700lbs. You ar e a m edium cr eatur e.
Tor tles do m aintain a for tified building for their
eggs. Her e the fem ale tor tles com e to lay their Speed. Your base speed is 20 feet.
eggs, guar ded by older tor tle m ales. Once the
eggs ar e laid the fem ales die shor tly ther e after, Lan gu ages. You can speak , r ead and w r ite
follow ed by the older m ale guar dians. The r est Com m on and Tor tle.
of the village then r aises the hatchlings w hen
they em er ge. Nat u r al Ar m or . You have a har dened shell that
gives them gr eat pr otection. Your ar m or class
Nat u r al Bor n Gu ar di an equals 10 + your Constitution m odifier + your
pr oficiency bonus. You can use a shield and still
For som e tor tles living solitar y bor ing lives until gain the benefit, but you cannot w ear any type
they die isn't enough. They have to go out and of ar m or.
m ake som ething of them selves, even if just
br iefly. Once in a long w hile a tor tle w ill put Per son al Sh el t er . As a bonus action the you can
dow n his hoe and fishing pole, pick up a w ithdr aw into his shell. This gives you +2 AC
w eapon and go and tr y to m ake the w or ld a and advantage on all saving thr ow s, but you ar e
better place. W hile not the m ost agile cr eatur es, consider ed blind until you spends another
they m ake excellent w ar r ior s because of their bonus action to com e out of your shell.
natur al str ength and heavy ar m or.
I n cr eased Lu n g Capaci t y. You can hold your
Tor t l e Tr ai t s br eath for 2 hour s.

Abi l i t y Scor e I n cr ease. Your Str ength scor e Cl u m sy. You have disadvantage on Acr obatics
t est s.

32

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

Bar bar ian/Ber ser ker Unknow n outside of Nor ther n No hin
Reach es

Bar bar ian/Totem War r ior Unknow n outside of No hin
Ethengar /Atr uaghin

Bar d/Any No Restr ictions No dw ar ves

Cler ic/Any Illegal in Glantr i, Regional No sidhe. Regional Ar chetypes
Ar chetypes available. have their ow n r estr ictions.

Dr uid/Any Illegal in Glantr i, Regional No sidhe
Ar chetypes available.

Fighter /Eldr itch Knight Glantr i or Alphatian hum an Elf or sidhe only other w ise
only if hum an

Fighter /Toa Ier endi only Hum ans of the Makai tr ibe
M onk/Open Hand or Shadow Ver y r ar e outside Ochalea Ver y r ar e outside hum ans.
M onk of the Open Fist Ver y r ar e outside of Glantr i Hum an, elf or sidhe only

Pal ad i n /An y Illegal in Glantr i, Regional No sidhe
Ran ger Ar chetypes available No sidhe

Illegal in Glantr i

Rogue/Ar cane Tr ickster Glantr i or Thyatian Hum an Elf or sidhe only other w ise
only if hum an

Sor cer er /Dr aconic or W ild Not available in M ystar a Not Available in M ystar a
M age Glantr i or Shadow Elves only Hum an or elf only

Sor cer er /Disciple of Radiance

Sor cer er /Wokani Rar e in civilized ar eas Hum an, lupin, r akasta, tor tle
War lock/Any Illegal in m ost nations No dw ar ves or sidhe

Wizar d/Any No Restr ictions, Regional No dw ar ves

Ar chetypes available

Any class or ar chetype not listed has no r estr ictions at all.

33

NewMystaraArchetypes

Go around? Do you have any idea how much Restr ictions. Char acter m ust be native of
time we would lose going around the storm? I Minr othad or Dar okin
will not be beaten to market by some random
Thyatian flea market reject because of a little Bu si n ess M i n ded. At 2nd level w hen r olling on
rain. Fetch me my spell books, we will see about the Running a Business char t for dow ntim e, you
r oll the per centiles tw ice and takes the higher
this so called storm. num ber.

-Emil Pavous, M inrothad Aurumancer Gr adu at e of t h e Bu si n ess Col l eges. At 2nd
level you gain pr oficiency in the Insight and
Aur um ancer Per suasion skills.

W izar d Ar chetype Bon u s Spel l . At 6th level you can cast the spell
Evaluate at w ill.
The m er chant houses of Dar okin and
M inr othad have long used m agic to incr ease Pr ef er r ed Cu st om er . At 10th level you get a
their advantage on long tr ade r outes. Not only 25% discount on all spell com ponents and
can the Aur um ancer s defend them selves, but copying spells.
they can also contr ol w eather or m end br oken
w agons and sails to keep the tr ade flow ing. Sel l er 's M ar k et . At 14th level you can alw ays
find a buyer for m agic item s, no r oll is needed.
W hile other w izar ds consider the Aur um ancer W hen on the char t to deter m ine pr ice, r oll
not tr ue w izar ds, the Aur um ancer com for t per centiles tw ice and use the higher num ber.
them selves w ith the finest luxur ies m oney can
buy. 34

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. You ar e at one w ith your
sur r oundings, able to conjur e the fur y of the
deser t as your w eapon.

The Der vish is found only in the deser t sands of
Ylar uam , though som e m aybe found to the West
in Sind. The Ylar i r ever e them as possessor s of
gr eat w isdom . The Der vish gives up m any of his
possessions for unpar alleled m ovem ent and
elem ental contr ol.

Restr iction: Native of Ylar uam only.

Yl ar u am Resi l i en ce. W hen you becom e a
Der vish at second level you only need half as
m uch w ater a day to sur vive, and gain
advantage on extr em e heat checks. Your
unar m ed dam age incr eases to d4.

You can go that way if you wish ajaniib, I will not Un ar m or ed Def en se. At 2nd level w hile you
be held responsible for your passing, but I will ar e w ear ing no ar m or and not w ielding a shield,
offer a prayer in your memory. If you wish to your AC equals 10+ your Dexter ity m odifier +
pass through the great sands and live, I your W isdom m odifier.

recommend you acquire the services of a Dervish. St ep Th r ou gh San d. At 6th level you m ay cast
Only the hardiest of Ylari can live in this blasted M isty Step a num ber of tim es up to your
W isdom bonus befor e needing a long or shor t
desert, only the Dervish thrive in it. r est. W hen using Step Thr ough Sand you m ust
be in deser t ter r ain, and leaves any m etal you
-Aljari Al-Kaz, Ylari porter w er e holding or w ear ing behind.

Bl ade of t h e Ef r eet . At 10th level you m ay cast
Flam e Blade as a 2nd level spell. The dam age of
the Blade of the Efr eet incr eases 1d6 ever y tw o
levels after 10th.

W h i r l i n g Der v i sh . At 14th level you m ay spend
a W ild Shape use to becom e an Air Elem ental.

35

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.

I understand your concern sir, and believe me it At 9th level you lear n tw o additional languages,
is quite and unusual request. However I might and lear ning new languages only takes 100 days
that there is a lot of money riding on this trade of dow ntim e instead of 250.
deal so I suggest you take it to avoid loosing face
Ei det i c M i n d.
or status in the guild. You will provide M r.
Oktarki here the grain and clothing requested, in At 13th level you gain the Keen M ind and
Obser vant Feats
exchange you will receive the agreed upon
amount, as well as a bonus of four horses and the M ast er Negot i at or .

betrothal of his middle daughter. I suggest you At 17th level you gain advantage on Deception
take his generous offer, sir. or Per suasion tests.

Corwin Beltiar, Darokin Diplomatic Corps

36

In the m agic steeped land of Glantr i and in the
subter r anean hall of the Shadow Elves lies a
str ange pow er called the Radiance. The elves
believe it a gift fr om the Im m or tals, w hile the
atheist w izar ds of Glantr i view it as just another
tool. W hat is know n is that exposur e to it over
the year s has caused a new br eed of m age to
appear, one that can cr eate spells w ithout
m em or izing them and can alter m agic at w ill.

Restr ictions. Radiance Adept is r estr icted to
natives of Glantr i and Shadow Elves.

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.

Power? You call that power? I am no mere At 6th level you lear n to fuel your m agic at the
mage! You learn your spells through rote expense of your ow n life for ce. You m ay take
memorization and study, they came naturally to 1hp of dam age to gener ate 1 sor cer y point. This
me! I command magic like no other! You dam age is slow healing and cannot be healed by
struggle with your words while with a wave of m agical m eans, and is only healed dur ing a long
my hand I command the air to burn or your lungs r est after all other dam age has been healed.
to become ash. Speak no more to me of gaining
power old man. I am power. Con t r ol Fl u x .

Seamus M cClantyre, Disciple of the Radiance 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 At 18th level you can channel your m agical
Rad i an ce ener gy into adjusting the ver y w inds of for tune.
W hen the sor cer er fails a skill check or saving
Sor cer er Ar chetype thr ow they m ay spend the differ ence in sor cer y
points to m ake up the differ ence, using Contr ol
Flow to conver t hp in sor cer y points if
necessar y. You can only spend points need to
br ing the total up to the m inim um needed to
pass.

37

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.

Orcs. A full raiding party at least four dozen You double your pr oficiency bonus w hen
judging by the tracks. Look to be heading to m aking Stealth tests inside a for est.
Karameikos from the way they are heading. Go
on ahead and warn the others, we will need El dr i t ch M agi cs.

reinforcements for this. Tell everyone the At 7th level you can use w izar d spells fr om the
ambush is a the Crooked Tree Crossroads in two school of illusion as Ranger spells.
hours. You know your place and you known your
Tr eewal k er .
position. Don't start firing until I do, and no
flashy magic to give away your location. We At 11th level w hile inside a for est you can m ove
can't risk them crossing the border and this acr oss the tr ee tops and br anches as if it w er e
nor m al ter r ain.
become an bigger problem.
Seven Leagu e St r i der s.
Septimus Altari, Thyatian Forester
At 15th level you can telepor t fr om fr om
location to any par t in the for est. This is tr eated
as a Tr ee Str ide spell, except the r ange is
incr eased to any location inside the for est. You
m ust take a long r est befor e using this featur e
agai n .

38

Save your bluster for someone who cares p l ace.
burgomaster. Either oppose me or surrender, I
am not here to entertain idle threats. You have Victor y. Do not stop until you ar e victor ious or
neither the will nor the strength to oppose me dead.
and deception will avail you not. Vanya requires
only victory, your survival is not her concern. Loyalty. Never betr ay those that fight alongside
you.
Gunter Wulfson, Heldannic Knight
Pr ow ess. War is life, be pr epar ed at all tim es.
Heldannic Knight
Stoicism . Do not let other s know of your
Paladin Ar chetype tr oubles.

The sw or n r eligious or der of the Im m or tal Ch an n el Di v i n i t y
Vanya, the Heldannic Knights ar e know n for
their pr ow ess at ar m s and their extr em e W hen you take this oath at 3r d level, you gain
m ilitancy. The Knights ar e at constant w ar, the follow ing to Channel Divinity options.
w hether w ith the hum anoids that plague the
nor th lands, the Ethengar nom ads or even their W i l l of Van ya. As an action you can invoke the
fellow nor th lander s, it is the w ill of Vanya her nam e of Vanya to r em ove Fr ightened conditions
knights seek out conflict. fr om all allies in 30'.

Restr ictions: M ust be hum an of Heldannic Aegi s of Vi ct or y. As a bonus action you can
descent and w or ship Vanya. challenge a foe w ithing 60', using your Channel
Divinity. For 1 m inute your foe's attacks against
Ten et s of Van ya. you have Disadvantage.

Heldannic Knights cr ave battle in the nam e of Aur a of Vi ctor y
their patr on Im m or tal. They never show fear or
accept less than total sur r ender. They ar e a W hen you r each 7th level if at any tim e you ar e
highly str uctur ed or der, each Knight know s his 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 Command, Compelled Duel

5th Branding Smite, M agic Weapon

9th Blinding Smite, Elemental Weapon

13th Death Ward, Staggering Smite

17th Destructive Smite, Banishing Smite

39

Br indor hin bequeathed cer tain hin w ith the
pow er to defend the Shir es fr om all enem ies.
M uch of the M aster 's pow er com es fr om the
land itself, only pow er ful M aster s can leave the
shir e and still m anifest their pow er s at full
str ength.

Restr iction. Cler ic m ust be a hin fr om the Five
Shir es. You only r ecover spells of a level equal
or less than half your W isdom bonus outside the
Shir es.

Level Hin M aster Dom ain Spell
1st Locate Animals or Plants, Cure Wounds
3r d Create Food and Water, Silence
5th Commune with Nature, Daylight
7th Divine Word, Freedom of M ovement
9th M ass Heal, Control Weather

M ast er Si gh t .

It's good to the raspberries are coming in good At 2nd level you gain dar kvision w ith a r ange
this year! Bodes well for the Brandypot's ales. So equal to your level x10'
how is the missus? Got another one on the way?
That's fantastic, what's that, number eight now? Ex t r a Sk i l l Pr of i ci en ci es.
M other was worried you that were going to have
a small family, just getting started late that's all. At 2nd level you gain pr oficiency in Natur e and
M edicine skills.
Wait you smell that? Let me cast a spell real
quick. As I suspected, gnolls over in the rolling En h an ced Den i al .
hills. Sigh, fetch me my hand axe, the one that
catches on fire by itself, yes that one. Keep the At 6th the you gain the denial feat (see page 21
food warm for me, I don't want to miss supper. of this handbook), and adds double your
pr oficiency w hen using it.
Rose Cobblecreek, Hin M aster
Hi gh M ast er .
Hin M aster
At 8th level you gain gain Evasion and can now
Cler ic Ar chetype 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.

The keeper s of the Five Shir es, the M aster s
follow the hin pantheon of Im m or tals. The
Im m or tals Nob Nar, Cober ham Shadow glint and

40

Hor se War r ior

Fighter Ar chetype

The fear ed w ar r ior s of the Ethengar steppes,
Hor se War r ior s ar e unpar alleled in their
m aster y of m ounted com bat. Alm ost as one
w ith their hor se, they can fight at r ange or up
close fr om the saddle. W hile astr ide their hor se,
ther e ar e few that can m atch in the field of
com bat.

Restr ictions. Char acter m ust be Ethengar and
have pr oficiency w ith the Anim al Handling skill.

Bor n i n t h e Saddl e.

At 3r d level you gain the M ounted Com batant
f eat .

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, St eady M ou n t .
Glantrian and orc will not hesitate to kill you.
At 10th level you gain advantage w ith all attacks
You mush strike quickly then fade. Do not w ith a shor t bow w hile m ounted.
present your self as a target, pepper them with Com bat Ri der .
arrows and only then, when they are exhausted At 15th level w hile you ar e m ounted he gains
beyond all measure, only then do you close in and +4AC.
Fl u r r y of Deat h .
kill. Fight as if you and your horse are one.

Damotai, Ethengar Horse Warrior

At 18th level you m ay attack at any point in
your m ovem ent, even attacking at differ ent
tim es dur ing your m ove..

41

unpr ecedented.
Restr iction: Only dw ar ves m ay take this
ar chetype.

Level Kagyar Dom ain Spell
1st Thunderous Smite, Bless
3r d Stone Skin, Aid
5th Stone Shape, Counterspell
7th M ove Earth, Flesh to Stone
9th Imprisonment, Earthquake

Gi f t of Kagyar

At 2nd level you can use a bonus action to spend
channel divinity use as a r eaction. You ar e
pr oficient w ith all saving thr ow s against m agic
for a r ound. This r eplaces the tur n undead
ab i l i t y.

Ar m s of Kagyar

At 2nd level you gain pr oficiency in Heavy
Ar mor.

You wish to threaten me mage? I am no mere Aegi s of Kagyar
peasant cowed by your feeble parlor trick. I am a
At 6th level you add double your pr oficiency to
servant of Kagyar the Stone Lord. The very saving thr ow s m ade against m agic.
creator of the dwarven race. He knew of your
trickery and your spells and prepared his sons Bl essi n g of Kagyar
well. Cast your magics wizard. Cast them and
At 8th level you m ay use a channel divinity to
die. give another char acter w ithin 10' of the dw ar f
the sam e bonuses the Gift and Aegis pr ovide the
Rolf Dargez, Cleric of Kagyar cler ic. This effect lasts for 1 tur n. This r eplaces
the Destr oy undead affect, each level that w ould
Kagyar Dom ain incr ease the ability instead allow s you to give
the Blessing to one m or e additional per son.
Cler ic Ar chetype
Ch am pi on of Kagyar
Dw ar ves ar e m onotheistic in M ystar a, they
follow the teachings of their fir st Im m or tal. In At 17th level you have r esistance to spell
r etur n Kagyar gives them pow er s unknow n by dam age.
the other r aces. W hile they do not have the
nor m al abilities against undead other cler ics
have, their r esistance to m agic is

42

M ar t i al Sk i l l

W hen you select this ar chetype at 3r d level
select one of the follow ing w eapon categor ies,
you can get the benefits of M ar tial Skill w hen
fighting w ith a w eapon of that type.

- 1 Han ded or Ver sat i l e/Si m pl e: Incr ease
dam age die to next level. (d4 becom es d6, d6
becom es d8)

- 2 Han ded/Si m pl e: Extr a die of dam age.
- Ran ged/Si m pl e: Can attack w ithin 5' w ithout

p en al t y
- 1 Han ded or Ver sat i l e/M ar t i al : Incr ease

dam age die to next level.
- 2 Han ded/M ar t i al : Extr a Die of Dam age.
- Ran ged/M ar t i al : Incr ease dam age die to

next step.
- Net : Counts as shield if w ielded in off hand.

Ex per t Abi l i t y

At 7th level your tr aining incr eases, allow ing
you to add the Exper t ability to your chosen
w eapon type.

A duel? You are challenging me to a duel? Over a - 1 Han ded or Ver sat i l e/Si m pl e: If enemy is
spilled drink? Sir, perhaps you do not know who I am sur pr ised or on a cr itical hit, ignor e all
but I seriously suggest you reconsider. I will buy you dam age r esistance.
another drink as an apology, I don't think you know
what you are getting into. No? You insist? Very well, - 2 Han ded/Si m pl e: Incr ease dam age die to
next step.
I just hope you didn't need that arm.
- Ran ged/Si m pl e: Incr ease both r anges 50%
Sanjuro Keii, Ochalean M aster at Arms - 1 Han ded or Ver sat i l e/M ar t i al : Extr a die of

M aster At Ar m s dam age.
- 2 Han ded/M ar t i al : On a cr itical hit enemy
Fighter Ar chetype
m ust m ake a Str ength save vs DC8 +
Pr oficiency Bonus + Str ength Bonus or be
knocked pr one, enem ies tw o sizes lar ger
than char acter ar e im m une.
- Ran ged/M ar t i al : Incr ease both r anges 50%
- Net : DC to escape net incr eases to 15.

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

43

M ast er Abi l i t y Gr an d M ast er Abi l i t y

At 10th level your tr aining incr eases, allow ing At 18th level your tr aining incr eases, allow ing
you to add the M aster ability to your chosen you to add the Gr and M aster ability to your
w eapon type. chosen w eapon type.

- 1 Han ded or Ver sat i l e/Si m pl e: Extr a die of - 1 Han ded or Ver sat i l e/Si m pl e: On a cr itical
dam age. hit enemy m ust m ake a Str ength save vs DC8
+ Pr oficiency Bonus + Str ength Bonus or be
- 2 Han ded/Si m pl e: On a cr itical hit enemy stunned. for one r ound.
m ust m ake a Str ength save vs DC8 +
Pr oficiency Bonus + Str ength Bonus or be - 2 Han ded/Si m pl e: Extr a die of dam age.
stunned for one r ound. - Ran ged/Si m pl e: Extr a die of dam age.
- 1 Han ded/M ar t i al or Ver sat i l e: Extr a die of
- Ran ged/Si m pl e: Incr ease dam age die to next
l ev el . dam age.
- 2 Han ded/M ar t i al : Cr itical hits deal
- 1 Han ded or Ver sat i l e/M ar t i al : On a cr itical
hit enemy m ust m ake a Str ength save vs DC8 m axim um dam age and ignor e dam age
+ Pr oficiency Bonus + Str ength Bonus or be r esistance.
stunned for one r ound. - Ran ged/M ar t i al : On a cr itical hit apply
w eapon dam age to another enemy w ithin 5'
- 2 Han ded/M ar t i al : Extr a die of dam age. of or iginal tar get.
- Ran ged/M ar t i al : Extr a die of dam age. - Net : DC to escape net incr eases to 20.
- Net : Anyone tr ying to escape has

d i sadvan t age.

44

You think you can take this village gnoll? I will Selflessness. Pr otect the w eak
warn you that I alone stand vigil and will I draw
Justice. All ar e equal in the eyes of the law.
breath not one of you will step foot inside. I
possess the strength of Halav, the wisdom of Char ity. Help the less for tunate w ith deeds
Petra and endurance of Zirchev. All you have a
paltry few dozen minions. Enough banter, lay on Succor. Heal the sick , and br eak foul m agics.

if you dare. Ch an n el Di v i n i t y

Aliana Illescu, Or der of the Gr iffon W hen you take this oath at 3r d level, you gain
the follow ing to Channel Divinity options.
Or der of the Gr iffon
Petr a's M er cy. At 3r d level the Paladin gains the
Paladin Ar chetype ability to r em oves foul enchantm ents. The
paladin m ay spend a Divine Channel use to cast
The knightly or der of the Chur ch of Kar am eikos, Rem ove Cur se like the spell.
the Or der of the Gr iffon is sw or n to pr otect the
people and land of Kar am eikos against all Fur y of Halav. At 3r d level as an action you can
enem ies. They ar e a self sacr ificing or der, using use your holy sym bol to call on your or der 's
their pow er s gr anted by the Im m or tals to put ancient enm ity evil hum anoids to send them
them selves betw een danger and their char ge. fleeing fr om your sight. The paladin spends a
Their selfless acts have done m uch to br ing the Divine Channel use to tur n evil hum anoids. All
divided people of Kar am eikos together as one. the nor m al r ules for tur ning applies.

Restr ictions. Char acter follow the Chur ch of Au r a of San ct i t y.
Kar am eikos.
Star ting at 7th level, you and fr iendly cr eatur es
Ten et s of t h e Gr i f f on . w ithin 10ft of you cannot be attacked by
non-m agical anim als in Kar am eikos, at 18th
The Or der of the Gr iffon ar e the sw or n level this aur a extends to 30ft.
pr otector s of the Gr and Duchy of Kar am eikos,
pledging their lives to defend their countr y. Zi r ch ev 's Bl essi n g.
They ar e beloved in their hom eland,
em phasizing equality of all the people befor e At 15th level you have advantage on all saving
the eyes of the Im m or tals. thr ow s.

Par agon of Tr al dar .

At 20th level you invoke the pow er of the thr ee
patr ons Im m or tals of Kar am eikos. For one
m inute all enem ies that can see you m ust attack
only you, ignor ing other s. W hile under this
effect you gain tw o extr a attacks, ar e r esistant to
all dam age and autom atically pass all saving
thr ow s. Once you use this featur e, you can't use
it again until you finish a long r est.

Level Or der of the Gr iffon Spells
3r d Compelled Duel, Goodberry
5th Lesser Restoration, Aid
9th Create Food and Water,
13th Locate Creature, Death Ward
17th Circle of Power, Greater

45

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
f eat s.

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.

Boar der s Away.

At 7th level if w ear ing light or no ar m or, w hile
on boar d a ship you gain +2AC.

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.

M ast er Nav i gat or .

There she is, 80 degrees of port. Lower the sails, At 15th level w hile you ar e in com m and of a
hoist the Roger and more speed! She'll not escape ship, all Navigation, and Vehicle (w ater ) tests on
your ship have advantage.
us today, I want marines on deck and prepare
boarders. A double share to the first sailor to set Dr ead Pi r at e.
boots upon her! M ages and archers aloft, make
At 18th level all your attacks against a r ival
sure the wind is ours. Tonight we shall adorn ship's captain have advantage.
ourselves with the trappings of the Empress of

Alphatia herself! M inroth, I love this job!

-Aleera Vass, M inrothad Privateer

46

Rak e

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
gol d .

Cou r t l y I n di scr et i on

Star ting at 3r d level, you halve the tim e needed
to don or doff light ar m or, w ith help you r educe
the tim e to a single r ound.

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 Ex t r a Pan ach e
picked it up on a trade mission there during my
stint in Darokin. Darokin? No I'm actually from At 13th level you can spend an action to inter act
Kerandas, the Emperor wanted me to negotiate w ith a cr eatur e you shar e a language w ith. The
trade pacts with those plutocrats. You would cr eatur e has to m ake Char ism a save against DC
have been ashamed, their clothes were so last 8 + your Char ism a m odifier + Pr oficiency bonus.
If the cr eatur e fails it becom es your choice of
season. I see you are enjoying your wine. Char m ed, Stunned or Fr ightened for a num ber
Darokin may have money but they have no taste of m inutes equal to your Char ism a m odifier or
for fashion. I see your robe is now on the floor. until they take dam age. The cr eatur e can
attem pt a new save ever y m inute. You can use
Well in the name of international relations I Extr a Panache once per day on per cr eatur e.
accept your offer. On second thought that is your
husband coming home early, instead I shall take Soci al Bu t t er f l y

my leave, through your window. At 17th level after spending one hour obser ving
the cr ow d ar ound you can speak in the
Agrippa Centauri, Thyatian Rake dom inant language pr esent and know enough
custom s to not be br anded a str anger.

47

Restr iction. Shadow elf only.

Level Sham an Dom ain Spells
1st Guiding Bolt, Healing Word
3r d Speak W ith Dead, Augury
5th Commune, Beacon of Hope
7th Resurrection, Hallow
9th Divine Word, Find the Path

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.

Sou l St on e Ch an n el l i n g.

We offer praise to the wise Rafiel, for without him At 2nd level you need a soulstone w or th 100gp
we would be lost. We wait for him to give us the x spell level to cast a spell of that level. This
sign to return to the surface, to take what is ours counts as your divine focus. If lost or destr oyed
you cannot cast spells of that level.
and so bask in the glow of the sun once again.
We offer ourselves as his vessel as he has chosen Deat h Sh am an .
us to be his faithful. Though the Soul Stones are
race grows strong, and soon we shall return to At 6th level you gain the duties to take the dead
and the dying aw ay fr om the city. You gain
take our place among the nations above. advantage on Sur vival tests in an under gr ound
ar ea.
Taljaria, Life Shaman
Li f e Sh am an .
Shadow Elf Sham an
At 8th level you gain the duties to car e for the
Cler ic Ar chetype sick and injur ed. W hen you cast a healing spell,
you m ay r er oll any dice once and take the
The chosen of Rafiel, Sham an ar e keeper s of the higher of the tw o r olls.
soul stones, the sacr ed ar tifacts of the Shadow
Elves. W ith them they can cast pow er ful m agic Col or l ess Sh am an .
though they have to keep questing for m or e
pow er ful soul stones to cast the m or e pow er ful At 17th level you gain the duties to r aise fr om
spells. A m ajor ity of sham an ar e fem ale but not the dead those Rafiel still sees a need for. You
enough to m ake m ale sham an r ar e. Each can cast Tr ue Resur r ection on som eone w ho has
sham an is m ar ked w ith a sym m etr ical pur ple been dead less than an hour. You r egain this
bir thm ar k on their head, a sign of favor of the ability after a long r est. Using this ability is
Im m or tal Rafiel taxing, you have disadvantage on all attacks
until you take a long r est.

48

Level Shamani Domain Spell
1st Animal Friendship, Speak W ith Animals
3r d Conjure Animals, Pass W ithout Trace
5th Commune W ith Nature, Dispel M agic
7th Regenerate, Freedom of M ovement
9th Wrath of Atruaghin, Find the Path

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

Sen se I l l n ess.

At 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.

Nat u r e's Tou ch .

Wear this marking with pride young brave. For At 2nd level the Sham ani can spend a Divine
you are the chosen of our people. You will show Channel use w hen casting a healing spell to
autom atically heal the m axim um am ount of
courage! You will show ferocity! You will be dam age possible. Natur e's touch r eplaces the
victorious! The spirits of our tribe ride to war Tur n Undead ability.
with you, let them guide you to your destiny.
Trust the spirits, trust mighty Atruaghin, for he Nat ur e's Al l y.

has never led us astray. At 6th level no non-m agical anim al w ill attack
the Sham ani unless attacked fir st. This includes
Tomas Fastclaw, Bear Shamani giant ver sions of anim als. This pr otection does
not extend to allies.
Sham ani
Spi r i t Ri t u al .

Cler ic Ar chetype At 8th level the Sham ani can spend a Channel
Divinity to cast any spell available as a r itual.
The holy m en of the Atr uaghin Clans, the The sham ani cannot per for m Spir it Ritual again
Sham ani lead their people into r ituals, pr ovide until after a long r est. The sham ani does not
for the sick and tend to the anim als. Though need to have the spell m em or ized. This ability
they shun ar m or and the ability to tur n undead, r eplaces Destr oy Undead, any incr eases to that
Sham ani m ake up for it w ith unr ivaled healing ability instead allow s one additional use of
pow er s and r ituals. Sham ani ar e used by all the Spir it Ritual befor e needing to r est.
tr ibes of the Atr uaghin Clans, w hen they have to
leave the plateau they br ing the pow er of their Spi r i t M ast er .
totem s w ith them .
At 17th All r ituals take half the tim e needed.

49

by 1. The spir it sham an can talk to the anim als
of his spir it guide's type at w ill.

(equivalents in par enthesis)
St r en gt h . Hor se (Dr aft), Eagle, Yak (Rhinocer os)

I n t el l i gen ce. (Haw k , Wolf, Snake (Constr ictor )

W i sdom . Ow l, Dog (M astiff ), Ger bil (Rat), Falcon
(Haw k)

Dex t er i t y. Tiger, Cat, M onkey (Baboon)

Con st i t u t i on . Cam el, Goat, Bear (Black)

Ch ar i sm a. Lion, Sw an (Vultur e), Cham eleon
(Lizar d)

I n vok e Spi r i t .

No now is not the time for war. Horse has told At 2nd level you tap into the teachings of your
me of a harsh winter coming. He strong and he is spir it anim al. You lose the ability to shape
change but can spend your w ild shape as a
fast, if he fears the coming snows then we must bonus action to gain advantage on any test
prepare for them and not waste energy on a war associated w ith your anim al's attr ibute .
we cannot finish. In the Spring when the snows
are melted, then Horse says we go to war. But Rebu k e t h e Spi r i t s.

first we must survive W inter. At 6th level the Spir it Sham an can for ce out
unnatur al cr eatur es. The sham an can tur n
Uktai the Swift, Spirit Shaman 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
Spir it Sham an w ild shape uses to activate this ability. The
Spir it Sham an can tell if cr eatur es ar e fey, fiend
Dr uid Ar chetype or celestial as w ell just by looking at them .

Consider ed ter r ifying exam ples of the for eign Becom e t h e Gu i de.
natur e of the Ethengar, their sham an ser ve as
their holy m en. W hile their shape changing At 8th level the Spir it Sham an can use a w ild
abilities ar e lim ited com par ed to other dr uids, shape to assum e the shape of his spir it anim al.
their m aster y over anim als and cr eatur es not of The sham an can r etain the shape for a full day
the pr im e m ater ial plane ar e unr ivaled. befor e r ever ting back .

Spi r i t Gu i de. Tr avel t h e Spi r i t Real m s.

At 2nd level the sham an picks a spir it guide, or At 14th the Spir it Sham an can cast Plane Shift,
the m or e pr ecisely the spir it guide picks him . but only to the Beastlands, Ar bor ia or the
The Spir it Sham an chooses a guide fr om the list Dr eam land. The Spir it Sham an can r etur n back
below, then r aises the cor r esponding attr ibute to the pr im e m ater ial plane using this ability
again. The Spir it Sham an cannot use this ability
after r etur ning to the pr im e m ater ial plane until
he has taken a long r est.

50


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