Contents
Introduction Gnomes
Half-elves
Terminology Half-asuras (Half-orcs)
Pronunciation Guide Tieflings
A Mahavedia Primer Nagas
Vanaras
The Land of Mahavedia Yakshas
Chapter 1: Geography Chapter 6: Classes, Backgrounds, and Weapons
The Southern Peaks Path of the Howling God
Pavitr Jungle Earth Domain
Devipani River Circle of the Jungle
Sea of Iron Sands Rajput
Dakshina Jungle The Four Varnas
Valley of Raajas Backgrounds
Varuna Isles Languages
Weapons
Chapter 2: Kingdoms, Empires, and NPCs
Game Master Tools
Kingdoms and Empires
Important NPCs Chapter 7: The Rigvedic Gods
Political Map
Piety
Chapter 3: Culture The Rigvedic Gods
Other Deities
Family Values
Food Chapter 8: Monsters
Respecting Elders
Parts of the Body Reflavoring 5e Monsters
Architecture Monster Lore
Cities and Villages Monsters by CR
Monsters by Terrain
Chapter 4: Religion Monsters by Type
Index of Monster Stat Blocks
The Vedic Gods
Divine Domains Chapter 9: Astras
Concept of Dharma
Death and Reincarnation Summoning and Activating Astras
Core Rigvedic Ideas Astras
Character Creation Chapter 10: Adventure Design
Chapter 5: Races Creating Asuras, Rakshasas, and Nagas
Creating Ancient Cities
Humans The Layers of Patala
Dwarves Sources of Inspiration
Elves Stereotypes to Avoid
Halflings
Dragonborn
1
Introduction
Mahavedia is a world of adventure and
intrigue, from the Sea of Iron Sands in the
east to the Pavitr Jungle to the west.
Various human, dwarven, and elven
kingdoms, known as raajye (singular:
raajy), fight amongst each other, vying for
control of the subcontinent. All the while,
the Sher Saamraajy advances into the
valley with their massive, battle hardened
army.
As the raajye go to war, rakshasas and
asuras bring even more chaos to the world,
razing villages and looting temples in their
quest against dharma. Their actions have
acquired the attention of the gods, who are
beginning to intervene in the fate of
mortals to end the threat of the asuras.
With the growing tensions between the
various human kingdoms, and the threat of
the asuras and Sher Saamraajy, the valley is
in chaos. Monsters roam the wild, preying
on travelers and merchants, while
kingdoms are too busy fighting one another
to protect their people. Adventurers are
needed now, more than ever.
Welcome to the world of Mahavedia.
Legal Info and Art Credit:
All art is by Wizards of the Coast.
The Mahavedia Players’ Guide is unofficial
Fan Content permitted under the Fan Content
Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of
Wizards of the Coast LLC.
2
Terminology
Aloo – potato.
Asura – demon from the underworld. (plural: asuras)
Bhakti Yoga – one of the three paths to moksha, which focuses on devotion to a chosen god.
Bhoomi – the name of the mortal world (similar to saying “the Material Plane” or “Earth”).
Bhoot – refers to both ghosts as a type of undead as well as a specific type of ghost. (plural: bhoots)
Boon – a divine gift. (plural: boons)
Brahmin – the highest caste, consisting of teachers, sages, and priests. (plural: brahmins)
Channa – chickpeas.
Deva – deity. (plural: devas, feminine: devi)
Daal – lentil soup frequently eaten during meals.
Daitya – a giant.
Dharma – universal order, also describes each person’s role in the world.
Izzat – a kshatriya’s honor.
Jaati – subcaste or clan.
Jnaana Yoga – one of the three paths to moksha, which focuses on studying and knowledge.
Karma – a person’s good and evil deeds, which affect the person’s life.
Karma Yoga – one of the three paths to moksha, which focuses on selflessness.
Kshatriya – the second highest caste, consisting of warriors and governors. (plural: kshatriyas)
Maharaaj – a powerful king who rules over many raajas or peshwas. (plural: maharaajas)
Mandir – temple.
Mantra – a prayer.
Moksha – a state in which a person is freed from the cycle of rebirth.
Naan – thick wheat-flour bread.
Namaskar – a formal saying used for greeting others.
Namaste – a less formal saying used for greeting others.
Naraka – hell.
Paneer – fresh cheese used in cooking.
Patala – the underworld, home to a variety of demons and located below Bhoomi, the earth.
Peshwa – a local ruler or minister, similar to a baron or lord. (plural: peshwas)
Raaj – king. (plural: raajas, feminine: raani)
Raajy – kingdom. (plural: raajye)
Rajan – clan or tribal chief.
Rakshasa – demon that lives in the mortal world. (plural: rakshasas, feminine: rakshasi)
Saamraaj – emperor. (plural: saamraajas)
Saamraajy – empire. (plural: saamraajye)
Samsara – the circle of reincarnation and rebirth.
Sarkhel – captain or admiral.
Satrap – a province or state. (plural: satraps)
Shudra – the lowest caste, consisting of manual laborers and servants (plural: shudras)
Svarga – heaven.
Vaishya – the second lowest caste, consisting of merchants and skilled craftsmen (plural: vaishyas)
Yaksha – a type of nature spirit (plural: yakshas)
Yajna – a sacrificial fire ritual.
3
Pronunciation Guide
Abhi uh-bhee Gayatri gay-aat-ree
Abhijeet uh-bhee-jeet Guhyaka guh-yaa-kuh
Agneyastra ug-nay-aas-traa Hanuman huh-noo-man
Agni ug-nee Hara-Bhava huh-ruh buh-vuh
Ajay uh-jay Hartaj haar-taaj
Alaka uh-luk-uh Hataki haa-taa-kee
Aleya uh-lay-aah Himavanta hee-muh-vaan-tuh
Amaraavati uh-muh-raa-vuh-tee Himavati hee-muh-vaa-tee
Amrita um-ree-taa Hiranyapura hee-raan-yaa-poo-ruh
Angiri un-gee-ree Indra in-druh
Antardhana un-taar-dun-aa Indrastra in-druh-aas-truh
Apsara aap-saa-raa Izzat ee-zuh-t
Ashok uh-show-k Jaati jaa-tee
Astra aas-truh Jahaj juh-haaj
Asura uh-sur-aa Jambavan jum-buh-vun
Atala aah-taa-luh Jhadnagar jhaad-nug-ur
Ayush aa-you-sh Jnaana jin-naa-nuh
Baagh Nakh baah-gh naa-k Kadhir kaa-dheer
Bala baa-luh Kalakeya kaa-luh-kay-uh
Bali baa-lee Kalya kaa-lyuh
Bhakti baak-tee Kamadeva kaam-uh-dev-uh
Bhaumastra bh-ow-maa-struh Karma kaar-muh
Bhoomi bhu-mee Katar kuh-taar
Bhoot boo-t Khanda khaan-duh
Bijan bee-jun Khosrow kh-ow-s-row
Brahmarakshasa bruh-muh-raak-shaa-suh Kimpurusha kim-puh-roo-shuh
Brahmin bruh-min Kinnara kin-naar-uh
Brhaspati bruh-haas-puh-tee Kravyada kruv-yaa-duh
Chakram chuh-krum Kshatriya kshaa-tree-yuh
Chandra chun-druh Kubera koo-bay-ruh
Churel choo-rell Kukri koo-kree
Crocotta crow-cot-aa Laakuda laa-koo-duh
Daitya d-uh-ee-tyuh Laal laa-l
Dakshina daak-shee-nuh Lanka lun-kaa
Dana duh-nuh Maharaaj muh-haa-raaj
Deva day-vuh Maharaaja muh-haa-raa-jaa
Devipani day-vee-paa-nee Mahatala muh-haa-taa-luh
Dharma dhaar-muh Mahavedia muh-haa-vay-dee-aah
Dvarapala dvaar-uh-puh-laa Makara muh-kaar-aa
Dyaus d-y-ow-s Mandir mun-deer
Farasi Bahari fuh-raa-see buh-haa-ree Manimati mun-ee-muh-tee
Gajasimha gaa-juh-see-muh Mantra maan-truh
Gandharva gun-dhaar-vuh Manyu maan-you
4
Mayasura maa-yuh-soo-ruh Sarama saa-ruh-muh
Mitra mee-truh Sarameya saa-ruh-may-uh
Moksha moh-kshuh Sarkhel saar-kay-l
Nadi naa-dee Satrap saa-trup
Naga naa-guh Sher share
Nagaloka naa-guh-low-kuh Shudra shoo-druh
Nairrata nay-er-aah-tuh Som sow-m
Namaskar nuh-muh-skaar Surya soor-yuh
Namaste nuh-muh-stay Sutala soo-taa-luh
Naraka nuh-raa-kaa Svarga svaar-guh
Nivatakavacha nee-vaa-tuh-kuh-vuh- Takshaka taak-shaa-kuh
chuh Talatala taa-laa-taal-uh
Pani puh-nee Tekadi tay-kaa-dee
Parjanya paar-jun-yuh Thanda thun-duh
Parth paa-rth Timingila tim-ing-ee-luh
Pashupatastra paa-shoo-put-aas-truh Tvashtr tvaa-sh-ter
Patala paa-taa-luh Urumi oo-roo-mee
Pavitr paa-vee-ter Ushas oo-shaa-s
Peshwa pay-sh-wuh Vaac vaa-ch
Pishacha pee-shaa-chuh Vaaghnagar vaa-gh-nug-er
Pitrloka pee-ter-low-kuh Vaishya vaa-ee-shyuh
Preta prey-tuh Vaitarna vaa-ee-tur-nuh
Prithivi pree-thee-vee Valu vaa-loo
Pushan poo-shaa-n Vanara vaa-nuh-ruh
Raaj raa-j Varna vaar-nuh
Raaja raa-jaa Varuna vaa-roo-nuh
Raajy raa-jy Varunastra vaa-roo-nuh-struh
Raajye raaj-yay Vastospati vaa-stow-s-puh-tee
Raani raa-nee Vasuki vaa-soo-kee
Rajan raa-jun Vayu vaa-you
Rajput raaj-poot Vayuvyastra vaa-you-vyaa-struh
Rakshasa raak-shaa-suh Veda vay-duh
Rao r-ow Vetala vay-taa-luh
Rasatala ruh-saa-taa-luh Vhun vhoo-n
Ravan raa-vun Vidyadhara vid-yaa-dhaar-uh
Rigveda rig-vay-duh Vijay vij-ay
Riksha reek-shuh Vishvakarman vish-vuh-kaar-muhn
Rohini row-hee-nee Vitala vee-taa-luh
Rudra roo-druh Yajna yuj-nyaa
Rudrastra roo-druh-aas-truh Yaksha yuk-shuh
Ruru roo-roo Yama yuh-muh
Saamraaj saam-raaj Yamduta yuh-muh-doo-tuh
Saamraajy saam-raa-jy Yamaraaj yuh-muh-raaj
Samsara saam-saar-uh Yoga yow-guh
5
A Mahavedia Primer Weapons of War. The warfare of
Mahavedia differs greatly from the battles in
This primer is written to give you and your medieval European settings. Firstly, pikes,
players a brief overview of the Mahavedia longswords, and a number of other weapons
setting, not in the monsters and magic items are extremely rare, while crossbows are
featured later in this book, but in the themes nonexistent. Large armies are backed by
that are ever present in the setting. chariots and war elephants rather than knights,
and catapults are used rather than trebuchets.
When starting a Mahavedia campaign, War is not altogether uncommon, as the newly
you may want to choose one or more themes formed states fight over the fertile riverlands
to play up each session or adventure to give and open plains.
the party a feel for what the world is like.
Additionally, make sure to recap some of Clans and Tribes
these themes before character creation and
during Session 0, as they may impact how a Mahavedian society is organized into a strict
player wants to play their character. social structure, organized by occupation and
social standing.
Civilization is Young
Levels of Society. Every person
The Mahavedia setting is based on the belongs to a number of groups and subgroups
civilizations and cultures of Ancient India that make up parts of their identity. A group of
(1500 to 500 BCE). To get a sense for how individuals form a family, which are often
truly ancient this is, the Roman Empire won’t large and closely bound. Groups of families
fall for another 1000 years, and Cleopatra form clans, which are united by a shared
won’t be born for at least four centuries. The profession or social standing. Clans make up
world is still in the early stretch of the Iron tribes, led by a rajan. At a nomadic level, this
Age, and the concepts of large empires and is the largest subgroup, and the rajan leads the
centralized bureaucracy are relatively new. tribe in their travels, and often, raids. When
one tribe conquers others and settle down in
Bronze and Iron. The Iron Age marks cities and villages, they form a raajy, or
a shift from bronze and copper to iron, a metal kingdom.
that is softer and harder to forge than bronze,
but is relatively cheap. As the prices for tin Varna and Jaati. People are also
(one of bronze’s ingredients) rise, iron grouped by their varna and jaati. A person’s
becomes the metal of the people, and the jaati is simply their clan profession, and
durable, expensive bronze is reserved for corresponds to a character’s background.
society’s elite. Varnas are groups of jaatis, organized into a
hierarchy: first the priests, then the warriors,
Early Civilization. This time period thirdly the merchants, and finally, the workers.
also signifies a shift from nomadic to
agricultural society. Some nomads, who form Jaatis and varnas aren’t set in stone.
clans and tribes, reject the stone cities of While a person from a jaati of fishermen
others and continue their nomadic ways, might have learned at a young age how to fish,
travelling through Mahavedia with their herds that doesn’t stop them from being an admiral
of cattle and sheep. Farmers form agricultural if they wish. If they do eventually change their
villages, paying a tax of grain in exchange for jaati, their children and the rest of their lineage
protection from warlords, while the artisans will form a new clan and jaati of their own.
and priests congregate in large stone cities,
filled with temples and palaces.
6
The Land of Mahavedia
Chapter 1: Geography
The Southern Peaks Mount Kalya. Mount Kalya is the
highest mountain in the Southern Peaks, and
The Southern Peaks are a dense mountain the home of Lord Rudra, the god of winds,
range in the southwestern corner of the storms, and might. It is a sacred mountain, and
subcontinent, forming a natural barrier fiercely protected by the dwarves who inhabit
between the valley and the rest of the world. the mountain range.
The mountains are home to a variety of
creatures, most notably the yeti, fearsome City of Laakuda. Laakuda is the
giants who hunt for dwarves and humans to capital city of the dwarves, and one of the
eat. Other, less monstrous, inhabitants include largest cities in Mahavedia. The city was built
the dwarves and the humans, who’ve made into the sides of Laakuda mountain, and
their home in the frigid mountains and the extends deep underground.
nearby regions.
7
Pavitr Jungle Devipani River
The Pavitr Jungle is a large region, made up of The Devipani River is one of the few sources
the Pavitr River, the jungle, and the hills of the of fresh water and plant life in the Sea of Iron
Southern Peaks. In the spring, ice melts from Sands. Without the river, the desert would be
the tips of the Southern Peaks and flows down completely inhospitable. The river also serves
the river, flooding the area and providing as a holy place. Pilgrims from around the
nutrients to the soil. The seasonal flooding, in world travel to the river annually, paying
addition to the summer monsoons, make the respects to the river goddess and bathing in
land perfect for growing crops. Many varieties the river’s holy waters.
of animals live in the jungle, including tigers,
elephants, monkeys, and snakes. Halfling Villages. On the banks of the
Devipani River are numerous halfling
Halfling Villages. On the banks of the villages, which have formed a republic of their
Pavitr River lie many small farming villages. own. The halflings farm wheat, rice, and
These are the homes of the halflings, who sugarcane, export it to the rest of the
farm rice by the river and rely on its seasonal subcontinent.
flooding. The villages pay tribute to the raaj of
Nadi Raajy in exchange for protection. Sea of Iron Sands
Vhun Raajy. Vhun Raajy is one of the The Sea of Iron Sands is a brutal, arid desert,
three human kingdoms that live in the jungle inhabited by scorpions, snakes, and other
and spans all parts of the jungle north of the creatures, which stay hidden during the day
Pavitr River. The kingdom relies of fishing and creep out at night. On the western half of
and trade, and is protected from invaders due the desert are a few human kingdoms, most
to the thick jungle. notably the Laal Raajy, ruled by the bold and
prideful Red Queen. The eastern half of the
Nadi Raajy. Nadi Raajy is a large desert is occupied by the Sher Saamraajy, a
human kingdom, occupying the eastern half of desert empire which has fought the Laal Raajy
the Pavitr Jungle. They have sworn to defend and its neighboring kingdoms for many years.
the halflings who farm on their land, but in
recent years they have failed to uphold that Laal Raajy. The Laal Raajy is a large
promise. kingdom, spanning over most of the Sea of
Iron Sands. They have fought against the Sher
Tekadi Raajy. Tekadi Raajy rules over Saamraajy for many years, and are one of the
the foothills of the Southern Peaks. They have few kingdoms defending Mahavedia from the
been at war with the neighboring kingdoms, invaders. The warriors of the Laal Raajy are
and their king, Ajay Raaj, is eager to conquer known to be resourceful and brave.
more land for his kingdom.
Valu Raajy. Valu Raajy is a much
Adventure Hook: Spears of the Tekadi smaller kingdom compared to the Laal Raajy,
and it lies at the mouth of the Devipani River.
Tekadi warriors, led by the cruel general The merchants of the kingdom are rich in gold
Amir Kumhar, have crossed the Pavitr from trade with foreign empires to the east,
River and started raiding the halfling and the kingdom, although small, has
villages. The decadent king of the Nadi immense political power due to its wealth.
Raajy has broken his promise to defend the
halflings, letting the Tekadi burn and pillage Sher Saamraajy. The Sher Saamraajy
their way through the jungle. The halflings is an empire, spanning from the Devipani
are in dire need of adventurers to defeat River in the west to many lands far to the east.
general Amir, and bring peace to the jungle.
8
Its army is large and experienced, and their
emperor wishes to conquer the valiant Laal
Raajy and the wealthy Valu Raajy and add
them to his empire.
Adventure Hook: Missing Caravan
Caravans regularly travel from the coastal
towns of the Valu Raajy through the desert
and inland to the kingdoms of Mahavedia,
bringing gems, fruits, and all sorts of
foreign goods. A caravan left the small
coastal town of Gharapani weeks ago, and
didn’t arrive at its next stop along the route.
Adventurers have been hired to find the
missing caravan and recover the goods.
Dakshina Jungle
The Dakshina Jungle is a large, damp jungle
in the north of the subcontinent. The jungle is
home to all forms of creatures, including
snakes, tigers, and monkeys. Humans and
elves have settled in the area, building cities
and small kingdoms.
Thanda Raajy. Thanda Raajy is a
small kingdom of humans and elves located in
the northernmost part of the jungle. Through
trade with various foreign kingdoms, the raaj
has grown wealthy. In the center of the city,
the raaj has commissioned the creation of an
enormous stone temple dedicated to Lord
Varuna, god of the seas.
Elvish Cities. The elves have created
many cities in the jungle, and while the human
kingdoms fight amongst each other, the elven
cities are loosely allied. The most notable of
these cities is Jhadnagar, a sprawling coastal
city on the banks of the Dakshina River.
Valley of Raajas
The Valley of Raajas is a large open
grassland, dotted with forests and hills, and
bordered by jungles, mountains, and the Sea
of Iron Sands. It is home to elephants,
9
peacocks, and tigers, among other animals, kingdoms. Abhi Rao, a wealthy trader turned
and is the center of the Vijay Raajy. pirate king, leads the pirates in their attacks
against merchants and traders.
Vijay Raajy. The Vijay Raajy is one of
the largest kingdoms in Mahavedia, occupying Jahaj Fort. Jahaj Fort is the center of
the entirety of the Valley of Raajas as well as the pirates’ operations in the Varuna Isles. The
parts of other regions. The kingdom was small fort is situated on a large island, riddled with
only a few years ago, but under the rule of coves and cliffs, overlooking the sea. Beneath
Ashok Maharaaj, the kingdom has grown the fort is Rao’s treasure vault, filled with
rapidly. gold, gems, and spices.
Vaaghnagar. Vaaghnagar is the Adventure Hook: Merchant Escort
capital city of the Vijay Raajy. It is a massive
stone city that towers over the grassland, and A merchant by the name of Nikhil Shah has
at its center is the Golden Palace, from which hired a group of adventurers to protect his
Ashok Maharaaj rules his kingdom. cargo from pirates. He’s sailing to the elvish
city of Jhadnagar, which means his ship will
Varuna Isles be going straight through the pirate-infested
waters east of the mainland. Little does he
The Varuna Isles are a collection of small know that his cargo holds a magic relic, one
islands off the coast of the subcontinent. The the pirates will do anything to get their
islands are rife with pirates, who plunder the hands on.
merchant ships travelling between the
10
Chapter 2: Kingdoms, Empires, and NPCs
Mahavedia is a world full of political factions,
powerful kings, and scheming pirates. This
chapter aims to organize the information on
each of the kingdoms, empires, and NPCs of
Mahavedia.
Kingdoms and Empires
The eleven most prominent kingdoms of
Mahavedia are listed here, each with their own
languages, politics, and favored gods.
Sher Saamraajy
The Sher Saamraajy is a large, desert-based
empire to the east of Mahavedia. In recent
years, the Sher have been expanding their
empire, and are encroaching into Mahavedia,
crossing the Devipani River and entering the
Laal Raajy.
• Languages. Sher, Common, East Halfling
• Ruler. Khosrow Saamraaj
• Military. Strong, mostly heavy cavalry,
light infantry, and archers.
• Allies. None
• Enemies. Laal Raajy, Vijay Raajy
• Favored Gods. Agni
Laal Raajy
The Laal Raajy is a desert kingdom that
formed when a coalition of clans allied against
the Sher Saamraajy. Their culture values
strength, bravery, and honor above all.
• Languages. Common, East Halfling
• Ruler. Gayatri Raani
• Military. Strong, mostly light cavalry,
heavy infantry, and archers.
• Allies. Valu Raajy, Vijay Raajy
• Enemies. Sher Saamraajy
• Favored Gods. Agni, Varuna
11
Valu Raajy Tekadi Raajy
The Valu Raajy is a merchant kingdom on the The Tekadi Raajy is a small but powerful
eastern coast of Mahavedia around the mouth kingdom located deep within the Pavitr
of the Devipani River. They trade with Jungle. They are aggressively expanding into
kingdoms around the world, and as such, the the lands of the Vhun and Nadi raajye, and
Valu Raajy has become a cultural hearth in violently suppress dissent from the people.
Mahavedia. • Languages. Common, Dwarvish
• Languages. Common, East Halfling, Sher • Ruler. Ajay Raaj
• Ruler. Ayush Raaj • Military. Moderate, mostly light infantry
• Military. Moderate, mostly naval and light
and archers.
infantry. • Allies. None
• Allies. Laal Raajy, Jhadnagar • Enemies. Nadi Raajy, Tekadi Raajy,
• Enemies. Jahaj Pirates
• Favored Gods. Varuna, Agni Laakuda
• Favored Gods. Rudra, Indra
Vijay Raajy
Nadi Raajy
The Vijay Raajy is a rapidly growing kingdom
in the center of the Mahavedian subcontinent. The Nadi Raajy is a small and prosperous
Through a network of political alliances and kingdom in the Pavitr Jungle, rich in
trade deals, the Vijay Raajy has become one gemstones, sugarcane, and fruit. In recent
of the most important kingdoms in years, they have come under attack by the
Mahavedia, ruling over the Valley of Raajas. Tekadi while the Nadi Raajy’s king, Parth
• Languages. Common, High Elvish Raaj, does little to protect his people.
• Ruler. Ashok Maharaaj • Languages. Common, West Halfling
• Military. Strong, mostly heavy cavalry, • Ruler. Parth Raaj
• Military. Weak, mostly archers
heavy infantry, and archers. • Allies. None
• Allies. Vhun Raajy, Laal Raajy • Enemies. Tekadi Raajy
• Enemies. None • Favored Gods. Chandra, Kubera
• Favored Gods. Indra, Rudra
Thanda Raajy
Vhun Raajy
The Thanda Raajy is a large kingdom in the
The Vhun Raajy is a small coastal kingdom, far north of Mahavedia, and controls the tip of
located on the western coast of Mahavedia in the subcontinent. They are currently fighting a
the Pavitr Jungle. The Vhun Raajy relies on bitter war against the Jahaj Pirates, and are
the Vijay Raajy’s military support to protect looking to control maritime trade around the
itself from the aggressive Tekadi Raajy. subcontinent.
• Languages. Common • Languages. High Elvish, Common, Wood
• Ruler. Som Raaj
• Military. Weak, mostly light infantry. Elvish
• Allies. Vijay Raajy • Ruler. Abhijeet Raaj
• Enemies. Tekadi Raajy • Military. Moderate, mostly naval and
• Favored Gods. Chandra, Indra
archers.
• Allies. Jhadnagar
• Enemies. Jahaj Pirates
• Favored Gods. Varuna, Yama
12
Laakuda Important NPCs
The City of Laakuda is a dwarven city-state in There are many important NPCs in
the Southern Peaks. The dwarves value Mahavedia, with different personalities,
craftsmanship and artistic talent over martial bonds, and flaws. A number of those NPCs
prowess, but maintain a strong military to are listed here.
protect their wealth and people.
• Languages. Dwarvish Khosrow Saamraaj. Khosrow
• Ruler. Hartaj Raaj Saamraaj is the emperor of the Sher
• Military. Moderate, mostly heavy infantry. Saamraajy. Khosrow’s main goal is to
• Allies. None stabilize his empire, and to do so, he has sent a
• Enemies. Tekadi Raajy troublesome peshwa, Peshwa Dana Bijan to
• Favored Gods. Kubera conquer the Laal Raajy. If Dana succeeds, the
Saamraaj has earned a new territory for his
Jhadnagar empire, and whether or not he fails, Khosrow
has managed to get the scheming peshwa out
The City of Jhadnagar is a sprawling stone of his court.
city located in the Dakshina Jungle on the
west coast of Mahavedia. The elvish city-state Peshwa Dana Bijan. Peshwa Dana
is known for their wealthy merchants and Bijan is one of the most powerful ministers in
exquisite architecture. the Saamraaj’s court. After conquering the
• Languages. High Elvish, Wood Elvish Laal Raajy, Dana plans on marching into the
• Ruler. Kadhir Raaj Valu and Vijay raajye, and making an empire
• Military. Moderate, mostly naval and of his own in Mahavedia.
archers. Gayatri Raani. Gayatri Raani is the
• Allies. Valu Raajy, Thanda Raajy queen of the Laal Raajy, and a strong warrior
• Enemies. Jahaj Pirates and tactician. Her goal is to protect her land
• Favored Gods. Yama from foreign invasions, and establish roads
and trade routes through her desert kingdom,
Jahaj Pirates connecting her territories and uniting the
Rajput clans.
The Jahaj Pirates are a collection of pirate
crews who have been united under the Ayush Raaj. Ayush Raaj is the rich
rulership of Sarkhel Abhi Rao. They loot king of the Valu Raajy. He aims to increase
merchant ships, capture coastal forts, and have the kingdom’s status in the subcontinent by
built up a small kingdom of their own in the connecting trade routes between the east and
Varuna Isles. west, but his plans are being foiled by the
• Languages. Common, High Elvish, Wood Jahaj Pirates.
Elvish Ashok Maharaaj. Ashok Maharaaj is
• Ruler. Sarkhel Abhi Rao the king of the Vijay Raajy, Mahavedia’s
• Military. Moderate, mostly naval. largest and most powerful kingdom. His main
• Allies. None goal is to expand his kingdom and unify
• Enemies. All Mahavedia through political and economic
• Favored Gods. Varuna alliances.
Som Raaj. Som Raaj is the king of the
Vhun Raajy. He wants to protect his kingdom
from the Tekadi but is also concerned about
the kingdom’s growing reliance on the Vijay
Raajy’s military support.
13
Ajay Raaj. Ajay Raaj is the cruel king state into a powerful kingdom of his own.
of the Tekadi. His goals are to remain in Abhijeet Raaj. Abhijeet Raaj is the
power and expand his kingdom, and he has
begun sending his armies into the Nadi Raajy. high elvish king of the Thanda Raajy. He
plans on building an armada of ships, which
Parth Raaj. Parth Raaj is the decadent he will use to defeat the Jahaj Pirates, and
king of the Nadi Raajy. He cares only for begin exploring and conquering in far off
himself, and is doing nothing to protect the lands.
halfling villages from the Tekadi raids.
Political Map
Hartaj Raaj. Hartaj Raaj is the
dwarven king of Laakuda. His main goal is to A political map of Mahavedia is shown below,
protect the dwarven people, both the mountain with colored fields representing the many
dwarves of Laakuda and the hill dwarves of kingdoms and city-states. The greyed-out
the Tekadi Raajy. regions represent uninhabited lands and minor
kingdoms and city-states in Mahavedia.
Kadhir Raaj. Kadhir Raaj is the elvish
ruler of Jhadnagar. He wants to grow his city-
14
Chapter 3: Culture Respecting Elders
Cultural values in Mahavedia are very Elders are very important to a society, as they
different compared to typical European- are more often more knowledgeable or
fantasy settings. A few of those cultural experienced than their children. People listen
differences are described below. to the advice of their elders and honor their
parent’s word. Openly disrespecting elders is
Family considered very rude.
Family is very important in Mahavedia. Being Pride and Diversity
related to a wealthy merchant or renowned
military officer would grant a person The people of Mahavedia are very proud of
preferential treatment and more opportunities their cultures, each of which is wildly unique.
to advance in society. Each culture has different languages, worship
practices, and cultural norms. People take
Marriage. Families are bound by great pride in their culture, and disrespecting a
marriage, and breaking an engagement or person’s cultural practices (whether
divorcing a partner would be disgraceful for intentional or unintentional) could be taken as
the family. Wealthy merchants and royalty an insult.
have large, expensive marriage ceremonies,
many of which last multiple days. Language. One way people take pride
in their culture is through language. While
Food most creatures speak Common, it is rarely
used in everyday speech, and local languages
The people of Mahavedia eat different kinds are the norm. A person will be respected by
of food compared to those of typical settings. the locals if he or she speaks the language of
Common food includes rice, daal (lentils), and the region.
various types of bread like naan, chapati, and
roti. Commoners also eat many types of Parts of the Body
cooked vegetables, and coastal and river
settlements will often include fish in their The feet are considered the dirtiest part of the
diets. Merchants, wealthy landowners, and body, and the bottom of someone’s feet
royalty will likely eat more fresh fruits like should never be pointed towards a religious
mangoes, pineapple, and jackfruit. leader, a temple, or a deity. To show respect to
a religious leader or elder, a person will touch
Eating Etiquette. Eating etiquette is the elder’s feet. Shoes, should be taken off
observed closely. Food is to be eaten with the before entering someone’s home, a temple, or
right hand, and served with the left hand. any other building. While the feet are the
Forks and knives are very rarely used and dirtiest part of the body, the head is the
most food can be eaten with one hand. Meals cleanest. Touching someone on their head is
are eaten with the family, and snacking or considered rude (unless it’s done by the
skipping meals is discouraged. person’s parents or other authority figures).
15
Architecture Cities and Villages
Mahavedic architecture is very unique, and From the sprawling stone city of Jhadnagar to
makes use of a variety of designs. the small seaside village of Gharapani,
Mahavedia is full of urban centers. Some of
Standard Architecture. The most the characteristics of these urban centers are
common design for palaces, temples, and described below.
houses is rectangular, with pillared halls and
many arches. Important buildings, like palaces Cities. Mahavedic cities are large,
and forts, will have many floors and a central usually housing hundreds of thousands of
courtyard. Smaller, less important buildings, people. They are built on a rectangular grid
such as houses or stores, will have fewer pattern, with complex sewer systems and
arches and will be only one or two stories tall. aqueducts. A large palace or temple complex
can be found in the center of the city, with
Materials. Most buildings are built out interior gardens and occasionally a set of walls
of mud terracotta bricks, depending on the separating it from the rest of the city. Coastal
importance of the building. Simple buildings cities often have large markets near the coast
like houses will be built out of mud bricks while landlocked cities usually have smaller
while palaces and temples will be built out of markets closer to the center of the city.
painted terracotta.
Villages. Villages in Mahavedia are
Temples. While most buildings are typically agrarian, and focus on producing a
rectangular in shape, temples might be round, staple crop (such as wheat or rice) for eating
square, or octagonal. Most small temples are and a cash crop (like fruits, sugarcane, or
only one floor tall, while larger temples cotton) for exporting. Villages are often found
resemble square step pyramids with up to close to or on the banks of a river, where
twenty floors. seasonal flooding provides water and nutrients
for the crops.
In mountainous areas, temples are cut
into the mountainside and usually overlook a
river or lake.
16
Chapter 4: Religion Indra dwells in Amaraavati in Svarga
(heaven). He is often depicted with four arms
Religion is one of the most important aspects and riding a white elephant.
of Mahavedia. All races of creatures worship
the gods, and religion is the uniting force Agni. Agni is the messenger of the
among the people of the subcontinent. The gods, and god of fire, light, and faith. He
people of Mahavedia follow the Vedic wields a staff, and rides a ram. He is the
pantheon, which includes 23 universal gods brother of Indra.
and countless local deities.
Chandra. Chandra is god of the moon
The Vedic Gods and medicine. He is known as the Lord of
Stars and rides a chariot pulled by an antelope.
There are 23 core deities to the Vedic
pantheon, which are detailed below. However, Varuna. Varuna is god of the seas and
with the limitless number of local deities, a rain. He rides Makara, the crocodile, and is
player character in the setting could worship also known to be a ruler over moral law.
any god or goddess of their choice. Most local
deities are connected to specific natural Mitra. Mitra is the counterpart to
features, like rivers and mountains. The Varuna, and is god of peace, order, and
following deities make up the Vedic pantheon: friendship. He is known as the protector of
treaties and oaths.
Indra. Indra is king of the gods, and
god of heaven, lightning, storms, and war. Ushas. Ushas is the goddess of dawn
and life. She is known as the chaser of demons
and foe of chaos, ridding the world of evil
with her morning light.
Rudra. Rudra is god of the wind,
storms, and the hunt. He is the strongest and
wildest of the gods, and wields a trident.
Pushan. Pushan is god of journeys,
cattle, and marriage. He protects travelers, and
rides a chariot pulled by goats.
Brhaspati. Brhaspati is the advisor of
the gods, and a god of wisdom. He is the first
sage, and wields a divine bow.
Surya. Surya is god of the sun. Many
shrines, known as sun temples, have been built
to specifically worship Surya.
Dyaus. Dyaus is god of the sky and
heroism and husband of Prithivi. He is known
as a sky-father deity and is one of the oldest
gods.
Prithivi. Prithivi is goddess of the land
and earth and wife of Dyaus. She is known as
the earth mother and as Bhumi.
Yama. Yama, also known as
Yamaraaj, is god of death and justice. He is
the son of Surya and lord of Naraka, or hell.
17
Himavati. Himavati is the goddess of Divine Domains
creativity and divine magic. She is the wife of
Rudra and carries a trident into battle. Deity Divine Domains
Parjanya. Parjanya is the god of rain Indra Tempest, War, Order
and farming. He is known as a protector of Agni Light, Unity
farmers and poets. Chandra Life, Knowledge, Twilight
Varuna Nature, Order, Unity
Vaac. Vaac is the goddess of poets. Mitra Knowledge, Order, Unity
She is known to give poets ideas and energy. Ushas Life, Light
Rudra Nature, Tempest, War
Vastospati. Vastospati is the god the Pushan Life, Knowledge
home and hearth. Followers pray to Vastospati Brhaspati Knowledge
when building a temple or home. Surya Light
Dyaus Nature, Tempest, Order
Vishvakarman. Vishvakarman is the Prithivi Life, Nature, Earth
god of architects and engineers. He carries a Yama Life, Grave
measuring scale and is accompanied by a Himavati Light, Tempest, Arcana
goose. Parjanya Life, Nature, Tempest
Vaac Knowledge
Manyu. Manyu is the god of tempers, Vastospati Life, Light
passion, and anger. Followers pray to him for Vishvakarman Knowledge, Forge
health and wealth. Manyu Life, War
Kamadeva Life, Unity
Kamadeva. Kamadeva is the god of Vayu Life, Nature, Tempest
love and desire. He wields a bamboo bow and Hanuman Trickery, War, Knowledge
shoots arrows decorated with lotus and mango Kubera Life, Trickery, Earth
flowers. Rohini Light, Arcana, Twilight
Tvashtr Knowledge, Forge, Arcana
Vayu. Vayu is a god of winds and
storms. He shares control of the winds with Amrita
Lord Rudra, and while Rudra is mighty and
ferocious, Vayu is a bringer of life. Amrita is the drink of the gods, which grants
them immortality. Long ago, the gods were
Hanuman. Hanuman is the son of cursed with mortality by the sage Durvasa,
Vayu and god of monkeys and the vanaras. He and the gods began to lose their powers. To
is a god of knowledge, strength, and trickery, regain them, they tricked the asuras to help
and wields a mace in battle. them churn the ocean and produce amrita, a
sweet tasting drink that provides immortality
Kubera. Kubera is the god of wealth, to the gods. Amrita is said to give the drinker
thievery, and deception, and king of the immortality, knowledge, and strength.
yakshas. He is adorned with jewels and carries
a pot of gold.
Rohini. Rohini is the goddess of the
stars, astrology, and magic. She is the wife of
Chandra and the patron deity of wizards and
sorcerers.
Tvashtr. Tvashtr is the god of forge
craft and weapons (especially magic
weapons). He created Indra’s thunderbolt and
many other divine items.
18
Adventure Hook: Stolen Amrita different gods and traditions. For example, the
Trimurti of Vedism (three main gods) are
Many thousands of years ago, the gods Indra, Agni, and Chandra while the Trimurti
tricked the asuras into helping them create of Hinduism are Brahma, Vishnu (who is
amrita, a drink of immortality. Recently, an known as Dyaus in Vedism), and Shiva
asura has snuck into Svarga (heaven) and (Rudra in Vedism).
stolen the amrita for himself. The gods are
growing weaker and the asuras are Creating a Local Deity
becoming more powerful. Powerful
adventurers are needed to defeat the asuras While the Vedic pantheon includes 23 main
and recover the amrita for the gods. gods, there are countless local deities,
representing specific rivers, forests, and
Concept of Dharma mountains. The following tables can help you
create a local deity.
Dharma is the cosmic law and order of the
world. It refers to how people should act to 1d8 Deity Name
maintain that order, each person’s role in the 1 Abia
universe, and how society should function. 2 Baako
Dharma is the “moral compass” of the world, 3 Fadev / Fadevi
and all creatures follow dharma, even the 4 Junga
gods. Each creature’s dharma is different 5 Roka
however, and is reflected by their varna. 6 Devakar
7 Agdev / Agdevi
There are four varnas (castes) in 8 Panidev / Panidevi
Mahavedian society, the brahmin (priest),
kshatriya (warrior), vaishya (merchant), and 1d8 Domains
shudra (laborer). It is a brahmin’s dharma to 1 Life, Nature
be truthful, to be kind, and to teach religion 2 Nature
and science. A kshatriya’s dharma is to be 3 Nature, Tempest
brave, skillful and chivalrous in war. They are 4 Tempest
relied upon to protect the citizens of their land. 5 Trickery
A vaishya’s dharma focuses less on morality, 6 Tempest, War
but more on social role. Vaishyas are to be 7 Life, Knowledge
traders, money-lenders, and landowners. 8 Life, Grave
Finally, shudras are peasants and artisans, and
make up the majority of the working class. 1d6 Natural Symbol
1 River
Vedism vs Hinduism 2 Lake
3 Waterfall
The religious practices presented in this book 4 Tree
(known as Vedism) are very distinct compared 5 Forest / Jungle
to the religion of Hinduism. Vedism, while 6 Mountain
forming the basis of Hinduism, is more like a
proto-Hindu religion, with many of the same
ideas (like dharma and karma) but with
19
Death and Reincarnation
When any living creature dies, its soul
embarks on a journey to Naraka, the Vedic
hell, where it will be judged by Lord Yama for
its actions during its life. Depending on the
judgement, the soul will spend time in one or
more afterlives, before being sent back to
Bhoomi to be reincarnated. If the soul has
achieved moksha, or enlightenment, it goes
directly to Svarga, where it will live with the
gods till the end of the world.
Yamadutas. The yamadutas are the
divine servants of Lord Yama, and the
messengers and guides of the dead. When a
creature dies, the yamadutas retrieve the soul
from its body and send it to Pitrloka, the
capital city of Naraka.
Judgement. Once in Pitrloka, the
yamadutas escort the soul into Lord Yama’s
court, where his actions are read aloud by the
yamadutas and Yama determines the fate of
the soul. If the soul has committed evil actions
during its life, it will go to the hells of Naraka,
where it will be tortured by the yamadutas and
their servants. If the soul has done good
actions, it will travel to Svarga, and spend
time with the gods. It is possible for a creature
to spend time in each afterlife, as good and
evil actions do not cancel each other out.
The Vaitarna River. Souls that travel
to Naraka’s hells must cross the Vaitarna
River, a mystic underground river that
separates the underworld/hell from the earth.
Souls that have committed some good deeds
may cross the river in a boat. Souls that have
committed mostly or only evil deeds will be
dragged through by the yamadutas. A
kshatriya (warrior) who has betrayed his
people or intentionally failed to protect them
will be thrown into the river and forced to
cross on his own.
Reincarnation. After spending time in
one or more afterlives, the soul is reincarnated
as specified by its actions in its past life. If the
soul has done mostly good actions, it will be
20
reincarnated in a higher position, perhaps as a child, who will take care of you when you’re
brahmin or wealthy vaishya. If the soul has old (result of karma). These cause and effect
committed mostly evil actions, it will be ideas are the basis for how people are to live if
reincarnated at a lower position, perhaps as a they want to lead good lives.
soldier, farmer, or animal.
Gods are not all Good. The gods are
Core Rigvedic Ideas neither good nor evil, and are not bound by
morality but by universal law, or dharma. A
The Vedic religion is more than just a god might grant boons to a villain for praying
pantheon, and encompasses a number of and later smite an adventurer for being
spiritual beliefs about the nature of gods and disrespectful.
the universe. These core ideas lay the
foundation for how the world views life in the While a god may do evil actions, they
mortal world. are also aware of dharma, and must fulfill
their duties. Surya, while being the god of the
Karma. Karma refers to the actions sun, cannot stop the sun from rising out of
that a person does, and how those actions will spite, nor can Chandra stop the moon from
affect the person. By doing good actions, or shifting.
good karma, a person will become happy, and
by doing bad karma (or bad actions), a person Demons can be Redeemed. While
will feel sad or angry. demons may be born into evil societies, they
are not born evil. Demons (asuras) and angels
Karma also explains the cause and (devas) are of equal power and born with the
effect relationships of the world. By being a same capacity to be good. Through prayer and
good parent (good karma), you raise a good meditation, demons can be redeemed from
evil.
21
Character Creation Adventure Hook: Spies in the Desert
Chapter 5: Races Tensions between the Sher Saamraajy and
the Laal Raajy are rising. The queen of the
The world of Mahavedia is home to all Laal Raajy suspects that war is on the
manner of creatures, from the dwarves of horizon, and hires adventurers to spy on the
Laakuda to the vanaras of the Dakshina emperor’s court and return with their battle
Jungle. The races of Mahavedia are outlined plans. But all is not what it seems in the
below, each with their own homeland, culture, emperor’s court, as the emperor’s
and language. treacherous peshwas plan a rebellion.
Humans Dwarves
Humans are the most common race of the Dwarves are hardy and loyal, and live in and
world, found mainly in the Valley of Raajas around the Southern Peaks. Dwarves are short,
and the Sher Saamraajy. Humans range from reaching no taller than five feet, and have light
five to six feet tall, and have brown skin and brown skin and black hair.
thick black hair.
Mountain Dwarves. The mountain
The Seven Raajye. The humans of dwarves live in are around the city-state of
Mahavedia have formed seven great kingdoms Laakuda, and are protective of their southern
that span the length of the subcontinent. The kin in the Tekadi Raajy. The mountain
most powerful of these kingdoms is the Vijay dwarves have developed a strong warrior
Raajy in the Valley of Raajas. culture in the cold, yeti-infested mountains.
The Sher Saamraajy. Just east of the Hill Dwarves. The hill dwarves are
Devipani River lies the Sher Saamraajy, an shorter than the mountain dwarves, and live in
expansive desert empire. The humans of the the hills of the Tekadi Raajy. They are a
Sher Saamraajy have lighter skin than those of minority in the kingdom, and are oppressed by
the interior kingdoms, and speak the Sher the villainous Ajay Raaj.
language instead of the native languages of the
subcontinent. Languages. Dwarves know Common
and Dwarvish.
Languages. Humans know Common,
the lingua franca of Mahavedia, and one other Dwarven Names. (male): Amir, Bibek,
language. People of the Sher Saamraajy Kiran, Krishna, Manish, Milan, Ram, Sajit,
typically learn Sher as their extra language. Sang, Udgam. (female): Alina, Alisha, Heena,
Nishita, Shirisha, Shubhu, Soneeya, Baijanthi,
Seven Raajye Names. (male): Anant, Chantin, Devna.
Bhuv, Idhant, Kabir, Laksh, Nimit, Rachit,
Rishaan, Rushil, Yash. (female): Aradhya, Elves
Amoli, Anushka, Drishti, Ishita, Kimaya,
Mayra, Naitee, Parvati, Saanvi. Elves are tall and nimble, and live in the
Dakshina Jungle. Unlike humans, they live to
Sher Saamraajy Names. (male): Ali, be over 700 years old, giving them a broad
Alireza, Shayan, Mohammad, Reza, Nima, perspective on events.
Mahdi, Mostafa, Saber, Shahin. (female):
Zahra, Sara, Mahsa, Aida, Layla, Faezeh,
Fatemeh, Saqi, Saedeh, Aeen.
22
Wood Elves. Wood elves live in small,
nomadic tribes deep in the Dakshina Jungle,
often working as hunters or woodland guides.
Due to their nomadic lifestyle, wood elves
have a strong sense of family, and will defend
their family to the death.
High Elves. High elves live in large
stone cities, and trade with various kingdoms
and foreign empires. They consider
themselves more cultured than the wood elves,
who they view as trespassers and thieves.
Languages. Elves know Common and
Elvish. The Elvish language has two main
dialects, named after the two elvish subraces.
Speaking Wood Elvish is seen as the mark of
a barbarian in high elven society.
Elvish Names. (male): Adesh, Adnan,
Ajit, Bhagat, Govind, Laxman, Nidhi, Nikhil,
Saroj, Vijay. (female): Aabha, Alpana,
Amolika, Bhumika, Hina, Manju, Nutan,
Sadhna, Uma, Yasmin.
Halflings
Halflings are short, cheerful folk. They age at
roughly the same pace as humans, and look
quite similar, except they only grow to be
three or (rarely) four feet tall. They dwell in
small agrarian communities.
Lightfoot Halflings. Lightfoot
halflings live on the banks of the Pavitr River,
growing rice and wheat to trade to the Nadi
Raajy for protection. Lightfoot halflings are
typically shy and nimble, and tend to avoid
confrontation whenever possible.
Stout Halflings. Stout halflings live by
the Devipani River in the Sea of Iron Sands.
The harsh environment has led them to
become tough and protective, and they are
known to be great warriors. Stout halflings
value bravery and honor above all.
Languages. Halflings know Common
and either East Halfling or West Halfling. The
two languages are distinct, and a speaker of
one of the languages can only understand
simple phrases from the other.
23
Halfling Names. Halflings have tributaries and springs of the Pavitr River.
similar names to those of humans from the Rock gnomes value ingenuity and
Seven Raajye. craftsmanship, and they have put their skills to
use, building elaborate irrigation systems that
Dragonborn control the monsoon flood waters.
The dragonborn are foreigners to Mahavedia, Languages. Gnomes know Common
hailing from lands far to the west. Some and Sylvan. Sylvan is the language of the
dragonborn arrive in the continent as yakshas and other fey creatures, and the
merchants, others as sailors, but all gnomes speak a dialect of it.
dragonborn carry the mark of their homeland
with them. Gnomish Names. (male): Abhijeet,
Parth, Sourav, Tapas, Koushik, Daiwik,
Tales of the Dragonlands. The various Arnab, Arnav, Chandra, Devesh. (female):
peoples of Mahavedia love stories, and the Ankolika, Baruni, Bipasha, Kajori, Indrani,
dragonborn bring stories wherever they go. Pakhi, Piyali, Shorbari, Trisha, Vanhi.
The dragonborn tell tales of another land, far
to the west, where serpents can fly, and spirits Half Elves
roam the world. These stories earn dragonborn
positions as court minstrels and street-side Half-elves are half human and half elvish, and
bards, telling stories to earn a living in the can be found in great numbers in the Thanda
new world. Raajy. They reach roughly the same height
and build as humans, while retaining most of
Languages. Dragonborn know the facial features of an elf.
Common and Draconic. Dragonborn also tend
to know a few phrases from other languages Languages. Half-elves know
due to their time at sea. Common, one of the two Elvish dialects (see
the Elves section), and one other language.
Dragonborn Names. (male): Bayu,
Rizky, Fajar, Budi, Reza, Asmara, Harta, Half-elven Names. Half-elves have
Yuda, Timur, Selatan. (female): Indah, Nur, similar names to those of humans and elves.
Fitri, Annisa, Kartika, Dewi, Aninda, Mentari,
Bethari, Netra. Half Asuras (Half Orcs)
Gnomes Half-asuras are half human and half asura, and
can be found in both human and asura
Gnomes are short, inventive folk who live in societies. They tend to be stronger than most
the jungle in small villages. Gnomes are humans, and have grey, blue, or brown skin.
distant relatives of the yakshas, and can be
found in great numbers in the Pavitr Jungle. Languages. Half-asuras know
Common and one other language.
Forest Gnomes. Forest gnomes live in
tree hollows and in gnomish tree houses, Half-asura Names. Half-orcs have
practicing their arcane craft. Forest gnomish similar names to those of humans.
culture values stealth, illusion, and magical
skill, and forest gnomes are known to hide Reflavoring Half-orcs. In Mahavedia,
from travelers, creating elaborate illusions to half-orcs are reflavored as half-asuras, who
mask their homes in the jungle. are part human and part demon. Half-asuras
closely represent the half-orcs of 5e in
Rock Gnomes. Rock gnomes are much personality and appearance.
like the forest gnomes, except they live by the
24
Tieflings
Tieflings are half human and half rakshasa,
and inherit some of the innate magical abilities
of their demonic parent. They often grow
horns, hooves, tails, or other animal parts
along with their humanoid ones.
Languages. Tieflings know Common
and one other language.
Tiefling Names. Tieflings have similar
names to those of humans.
Nagas
Nagas divine creatures with the lower half of a
giant cobra and the upper half of a human.
Their homeland is Nagaloka, the seventh and
lowest region of Patala (the underworld).
Some nagas may venture into Mahavedia as
exiles or in an effort to complete a quest,
while others have lived in naga-clans in
Mahavedia their whole life.
Nagaloka. Nagaloka is the homeland
of the nagas and the seventh layer of Patala.
Nagaloka is ruled by Vasuki, the nagaraaj
(king of the nagas), and is a realm rich in gold
and jewels. Nagas at times venture from
Nagaloka to Mahavedia as adventurers or
traders.
Naga-clans. In addition to Nagaloka,
nagas dwell in a few naga-clans, families of
nagas that live deep in the jungle. The naga-
clans can be found near rivers and by the sea
in the Pavitr and Dakshina jungles. The naga-
clans are ruled by the nagaraaj Takshaka.
Divine Guardians. Nagas are fierce
guardians of holy places, protecting them from
the demonic rakshasas. They guard pilgrims,
divine items, temples, and holy rivers from
evil, and are often seen protecting priests and
monks on their travels. Many naga heroes
begin their adventuring career as simple
guardians, and end as fierce allies of their
companions.
Ability Score Improvement. Nagas get
+2 to Intelligence and +1 to Strength.
25
Age. Nagas grow to maturity at the Vanaras
same rate as humans, but can live to be over a
few hundred years old. Vanaras are a race of jungle dwelling monkey-
folk who are very wise and fiercely loyal.
Alignment. Most nagas lean towards a They live in the mountainous, southern
good alignment, although a few evil nagas regions of the Dakshina Jungle, and tend to
exist. stay hidden from travelers and explorers.
Size. Nagas stand about five feet tall Hidden Jungle Villages. Vanaras live
when upright, and the total length of their in small, remote villages in the Dakshina
body from head to tail ranges from 10 to 20 jungle. These villages are hidden in the
feet. Your size is Medium. treetops or in secret groves to protect the
vanaras from travelers and monsters alike.
Speed. You have a speed of 30 feet.
Constrict. You can use your serpentine Loyal Companions. Vanaras make
body to constrict their enemies. Your constrict loyal companions and would defend their
attack deals bludgeoning damage equal to 1d6 allies to the death if necessary. Most of the
+ STR modifier, and the target is grappled time, vanaras bond with their family, but some
(escape DC 8 + proficiency bonus + STR vanaras pledge their loyalty to friends and
modifier). Until the grapple ends, you can’t allies.
constrict another target.
Poison Immunity. You are immune to Ability Score Improvement. Vanaras
poison damage and can’t be poisoned. get +2 to Dexterity and +1 to Wisdom.
Darkvision. Accustomed to the
darkness of Patala, you have evolved to have Age. Vanaras mature at the same rate
superior vision. You can see in dim light as humans, and live to be eighty to one
within 60 feet of you as if it were bright light, hundred years old.
and in darkness as if it were dim light. You
can’t discern color in darkness, only shades of Alignment. Vanaras tend to be chaotic
gray. good in nature.
Languages. Nagas speak Common and
Naga. Naga is an ancient language, with few Size. Vanaras are a bit shorter than
speakers, and is only spoken between nagas. humans. Your size is Medium.
Naga Names. (all genders): Shwe,
Paravat, Adishesha, Kaliya, Ulupi, Mucalinda, Speed. Your base walking speed is 30
Apalala, Antaboga. feet.
Adventure Hook: Vasuki’s Crown Agile Climber. You have a climbing
speed of 30 feet while you aren’t wearing
A renowned thief has stolen Vasuki’s crown heavy armor.
jewel, and the nagaraaj will do anything to
reclaim the stone. He has hired adventurers, Monkey’s Tail. You have a tail that
mercenaries, and pirates to bring the jewel you can use to grasp and move things with. It
back, and has promised a handsome reward has a reach of 5 feet, and it can lift a number
to the hero who brings him the gem. of pounds equal to 5 times your Strength
score. You can use it to do most simple tasks,
grapple a creature, or make an unarmed strike.
Your tail can’t wield weapons or
shields, and can’t use tools, magic items, or
perform the somatic components of a spell.
Bite. Your fanged maw is a natural
weapon, which you can use to make unarmed
strikes. If you hit with it, you deal piercing
damage equal to 1d6 + your Strength
26
modifier, instead of the bludgeoning damage Alignment. Yakshas lean towards a
normal for an unarmed strike. chaotic alignment, and while most are good,
some can be exceedingly evil.
Languages. Vanaras know Common
and one other language. Size. Yakshas are a little shorter than
humans, but taller than dwarves. Your size is
Vanara Names. Vanaras have similar Medium.
names to those of humans.
Speed. Your base walking speed is 30
Adventure Hook: Vanara Village feet.
Pirates have attacked and looted a small Darkvision. Due to your spiritual
coastal village, and its inhabitants are now heritage, you have superior vision in dark and
lost in the woods. Legends tell of a secret dim conditions. You can see in dim light
vanara village hidden in the nearby jungle, within 60 feet of you as if it were bright light,
and the survivors of the pirate attack must and in darkness as if it were dim light. You
trek through the jungle and find the vanara can’t discern color in darkness, only shades of
village if they wish to survive. gray.
Yakshas Natural Resistance. You have
resistance to poison damage.
Yakshas are nature spirits and guardians of
forests and rivers. They resemble humans in Spirit Legacy. You know the
most ways, with brown skin and thick black druidcraft cantrip. When you reach 3rd level,
hair, but are shorter on average. you can cast the fog cloud spell as a 2nd level
spell once with this trait and regain the ability
Mischievous Nature Spirits. Yakshas to do so when you finish a long rest. When
are mischievous creatures, who trick and you reach 5th level, you can cast the barkskin
waylay travelers, but have little ill intent. Most spell once with this trait and regain the ability
yakshas are kind, albeit troublesome, while to do so when you finish a long rest. Wisdom
others are cruel and wicked with their tricks. is your spellcasting ability for these spells.
Hiding in Plain Sight. Yakshas are Languages. Yakshas know Common
often disguised as humans or elves, to protect and Sylvan, a language which closely
themselves from greedy travelers (who believe resembles Wood Elvish.
the rumors that yakshas carry pots of gold), or
to play tricks on common folk. Yaksha Names. Yakshas have similar
names to those of gnomes.
Stewards of the Earth. Like other
spiritual and divine creatures, yakshas are Adventure Hook: Yaksha Trickster
guardians of the world. Yakshas guard the
earth and soil, and are rumored to be rich in An evil yaksha lives in the woods by an old
gold and jewels. road, and has been playing cruel tricks on
the merchants who travel down the path.
Ability Score Improvement. Yakshas These merchants have hired adventurers to
get +2 to Wisdom and +1 to Constitution. find and capture the troublesome yaksha,
promising the yaksha’s rumored pot of gold
Age. Yakshas mature at roughly the in reward.
same rate as humans, but can live to be many
centuries old.
27
Chapter 6: Classes, Backgrounds, and Weapons
In this chapter, four new subclasses are of Lord Rudra. While raging, you gain
outlined, as well as new weapons and resistance to thunder damage, and each of
languages. This chapter also introduces three your weapon attacks deal an additional 1d8
new concepts: varna, jaati, and yoga. thunder damage.
Path of the Howling God Druidic Prowess.
While most holy warriors would take up Beginning at 6th level, you are gifted with
divine oaths and dedicate their lives to druidic powers. You learn the hunter’s mark
guardian deities like Varuna, the followers of and alarm spells, and can cast each spell twice
Lord Rudra charge into battle with the roar of per long rest, requiring no material
a typhoon. Barbarians who pledge their components.
loyalty to Rudra fight like the storm god they
revere, entering a rage-filled frenzy of slashes Additionally, whenever you take a
and stabs. short rest during a thunderstorm, you heal an
additional 1d10 hit points.
Barbarians might follow Rudra for a
variety of reasons. Some pray to Rudra for the Rudra’s Ferocity
power to protect their loved ones from the
demons and ghosts that haunt the world, while At 10th level, your howl grows more powerful
others serve Rudra in his quest to defeat the and you become more intimidating in battle.
enemies of dharma. While Rudric barbarians The damage from your howl attacks increase
might have different goals, they all share a to 1d10, and you gain advantage on Charisma
connection to the monsoon storms, and use (Intimidation) checks.
that connection to empower their strikes.
Howling Winds
Rudra’s Howl
At 14th level, your howl resembles that of a
Starting when you choose this path at 3rd tempest, and you gain limited control of the
level, your attacks are bolstered with the howl winds. The damage from your howl attacks
increase to 1d12, and you learn the fog cloud
28
and gust of wind spells. You can cast each of Natural Healer
these spells twice per long rest, requiring no
material components. Beginning at 6th level, the healing spells you
cast on others can heal you as well. When you
Earth Domain cast a spell with a spell slot and it restores hit
points to any creature other than you this turn,
Gods of the earth domain are protectors and you regain hit points equal to 3 + the spell’s
healers of the earth. Their clerics are sworn to level.
protect the earth from evil and to heal the
earth’s injuries. Gods who rule this domain Divine Strike
include Prithivi and Kubera.
At 8th level, you gain the ability to infuse
Earth Domain Spells your weapon strikes with divine energy. Once
on each of your turns when you hit a creature
Cleric Level Spells with a weapon attack, you can cause the attack
1st compelled duel, shield of to deal an extra 1d8 radiant damage to the
target. When you reach 14th level, the extra
faith damage increases to 2d8.
3rd aid, protection from poison
5th protection from energy, Earthen Resistance
slow At 17th level, you gain resistance to two
7th guardian of faith, Otiluke’s damage types of your choice, choosing from
bludgeoning, necrotic, piercing, radiant, and
resilient sphere slashing. Whenever you finish a short or long
9th antilife shell, wall of stone rest, you can change the damage types you
chose.
Bonus Proficiency
Circle of the Jungle
When you choose this domain at 1st level, you
gain proficiency with heavy armor. Druids of the Circle of the Jungle tend to the
natural wonders that are the rainforests,
Rumblings protecting plants and animals against the
encroachments of civilization. These druids
Starting at 1st level, when a creature that is have a special affinity for plants, and have
adjacent to you attacks a target, you can use learned to shapeshift into and summon plant-
your reaction to impose disadvantage on the like creatures.
attack roll. Stomping a foot on the ground,
you can make the earth rumble under their feet Plant Shape
and make them unsteady.
When you choose this circle at 2nd level, you
Channel Divinity: Holy Armor gain the special ability to transform into
plants. You can use your wildshape to
Starting at 2nd level, you can use your transform into the shape of a plant you’ve
Channel Divinity to defend your allies with seen before. The plants you wildshape into
divine armor. must follow the same CR limitations as any
other wildshape.
As an action, you channel blessed
energy into a creature that you can see. The
first time that ally is hit by an attack within the
next minute, the attacker takes radiant damage
equal to 2d12 + your cleric level.
29
Regenerate
Starting at 2nd level, you gain the ability to
restore hit points while in plant form. Once
per day, while wildshaped as a plant, you may
roll a number of d8s equal to your Wisdom
modifier and heal that many hit points.
At 7th level, you may use this ability twice
per day, and at 13th level, you may use this
ability three times per day.
Grasping Roots
At 6th level, your mastery of nature has
expanded to give you basic control of the
environment. As a bonus action, you may
choose a 10 ft. radius of plant growth that you
can see and turn it from normal terrain to
difficult terrain, or vice versa.
Jungle Familiar
At 10th level, you’ve learned to control plants
in new and unique ways. You learn the find
familiar spell. When you cast the spell, you
may substitute the material component cost
with a Small plant. The plant must be living,
nonmagical, and not already a creature. The
plant material is not consumed, but becomes
an awakened shrub or twig blight that serves
as your familiar. The GM has the statistics for
this familiar. When the shrub or blight is
reduced to 0 hit points or is permanently
dismissed, it returns to being a normal plant.
Armor of the Rainforest
By 14th level, you have learned to subtly
influence your humanoid form with plant-like
elements. You can cast the barkskin spell at
will.
Rajput
Rajputs are fierce warriors, most of whom
serve as soldiers and officers in the Laal
Raajy. Many Rajputs are born into Rajput
clans, and raised to be generals and
commanders, while others get Rajput training
30
in the army or under the mentorship of another have 0 hit points or if you have more than half
Rajput warrior. of your hit points left.
Forceful Strike Languages
Starting at 3rd level, you’re able to strike with The languages table below shows each
your weapons with especially brutal force.
Whenever you hit with a melee weapon that language in Mahavedia and its script:
you’re proficient with and deal damage, the
weapon’s damage increases by an amount Language Script
based on your level in this class, as shown on
the Rajput Bonus Damage table. Common Common
Sher Common
Dwarvish Dwarvish
Yeti Dwarvish
Fighter Level Damage Increase Kimpurusha Dwarvish
3rd 1d4
10th 1d6 Wood Elvish Sylvan
16th 1d8
20th 1d10 High Elvish Sylvan
Sylvan Sylvan
East Halfling Halfling
West Halfling Halfling
Rajput Toughness Riksha Halfling
Beginning at 7th level, your toughness allows Draconic Draconic
you to shrug off assaults that would devastate
others. Naga Naga
Whenever you make a saving throw, Infernal Naga
roll 1d6 and add the die to your saving throw
total. If applying this bonus to a death saving Celestial Naga
throw increases the total to 20 or higher, you
gain the benefits of rolling a 20 on the d20. The Four Varnas
Additional Fighting Style The caste system is an important part of
Mahavedian culture and religion. It is a
At 10th level, you can choose a second option system of hierarchies from which society is
from the Fighting Style feature. structured. There are four varnas (castes): the
brahmins (priests and scholars), kshatriyas
Devastating Critical (warriors, land-owners, and officials),
vaishyas (traders and merchants), and shudras
Starting at 15th level, when you score a (laborers, artisans). A character is born into
his or her varna, and the caste determines what
critical hit with a weapon attack, you gain a jobs the character can take, how the character
bonus to that weapon’s damage roll equal to should act when speaking with others, and
what kind of power the character has in
your level in this class. society.
Survivor Choosing a Varna. When you choose
a caste for your character, take into
At 18th level, you attain the pinnacle of consideration how you want your character to
resilience in battle. At the start of each of your interact in society, their goals, and what class
turns in combat, you regain hit points equal to and background you want to pick. A character
5 + your Constitution modifier (minimum of 1 whose main goal is to learn the secrets of
hit point). You don’t gain this benefit if you magic would likely be a brahmin, while a
31
character in a political intrigue campaign inflicting the same wound to his enemy. If an
would likely be a kshatriya. enemy kills the father of a kshatriya, he has
the justification to kill the father of his enemy.
Brahmins. Brahmins are priests, sages,
and teachers, whose main goal is to study Vaishyas. Vaishyas are merchants,
religion and science. They are in the highest traders, and often skilled artisans, who make a
caste, and while kings have complete secular living through commerce. While the higher
power, they must listen to the advice of a castes follow codes of morality and honor, a
brahmin on spiritual matters. Brahmins lead vaishya has no other rules than to respect the
rituals, study religious and scientific texts, and laws of the kshatriyas and the guidance of the
advise leaders on the will of the gods. A brahmins. A vaishya cannot start a ritual or
brahmin follows strict rules against lying, lead an army, but is allowed to trade and
anger, and killing. produce goods.
Kshatriyas. Kshatriyas are kings, Shudras. Shudras are farmers, miners,
soldiers, and nobles, who govern the land and and construction workers, who make up the
protect the people from outside threats. bulk of the population and do the manual
Kshatriyas don’t follow a strict moral code labor needed for society. Like vaishyas, they
like brahmins do, but instead follow a code of have no codes of morality or honor, and they
izzat, or honor. The core concept of a cannot do the actions of a higher caste. While
kshatriya’s izzat is the “equality in giving and most shudras are simple laborers, some are
equality in vengeance,” which means that a also skilled artisans, a jaati (subcaste) which
kshatriya will avenge his hurt honor by lies between shudras and vaishyas.
32
Mixing Caste Roles. In times of need, Backgrounds
the complexities of the caste system can break
down. If a kingdom is under siege and there While your class describes some of your
aren’t enough kshatriyas, shudras and character’s roles as an adventurer, your
vaishyas can be conscripted as foot soldiers background describes your character’s history.
and cavalry to fill the missing spots. Backgrounds are split into two parts, the
varna, or general caste (brahmin, kshatriya,
Caste roles can also be mixed to form etc.) and the jaati, or clan (agnikula, kayastha,
a dual-caste status. Warrior-priests could be etc.). Players choose both a varna and a jaati
brahmins and/or kshatriyas, and skilled for their character.
artisans could be shudras and/or vaishyas.
Varna. Varnas play an important role
Caste Mobility. While the hierarchy in the setting, and certain varnas are
between castes is set in stone, an individual or recommended for certain backgrounds. The
clan’s place in the varna system is not rigid. recommendations included don’t stop you
Non-kshatriyas can become kshatriyas by from playing characters like a kshatriya
conquering kingdoms or leading armies, acolyte or vaishya hermit, but instead offer
elevating their families in the system, while suggestions for choosing a varna and
non-brahmins can become brahmins by background.
studying with a guru and becoming a monk.
Jaati. Jaatis are very specific castes
A Note on Caste. The caste system as made up of a group of families known as a
presented in this book stands in contrast to the clan. An example of this would be the
caste system of ancient Indian society. As a agnikula (meaning family of Agni), a clan of
player or GM in a Mahavedia campaign, be Rajput kshatriyas. When a player picks a
aware that the Mahavedian caste system is not background for their character, that
meant to represent the historical caste system background reflects the character’s jaati. For
of India, but only to evoke some of the same example, a character with the guild artisan
ideas and portray a system of social background might come from a jaati (clan) of
stratification. spice merchants or gem cutters.
If you would like to remove the caste Suggested Backgrounds and Classes.
system from your Mahavedia campaign, it can The following table lists existing backgrounds
be completely removed without any and classes, as well as the recommended
mechanical effect on character creation or varna. These recommendations aren’t hard
gameplay. As it is in this book, it only exists rules, but more like suggestions.
as a piece of setting flavor.
Varna Suggested Classes Suggested Backgrounds
Brahmin Bard, Cleric, Druid, Monk Acolyte, Hermit, Sage
Kshatriya Fighter, Paladin, Ranger, Rogue Noble, Sailor, Soldier
Vaishya Bard, Rogue, Warlock, Wizard Charlatan, Criminal, Entertainer, Guild Artisan,
Sailor
Shudra Barbarian, Druid, Ranger, Sorcerer Criminal, Folk Hero, Outlander, Soldier, Urchin
33
Multi Caste Parties Temples might turn away non-brahmin
characters, and peshwas and other political
Few adventuring parties will consist of only a leaders might refuse to talk to vaishya and
single varna, and groups might not even have shudra characters. Local villagers would
two characters of the same varna. For these support a shudra character with shelter and
groups, it is best to decide on a common goal food, while subtly refusing service to
that all characters would like to work towards. kshatriyas, who they might view as uptight
For example, a party of two brahmins, a and vain.
kshatriya, and a shudra might all agree on
defeating an asura prince for different reasons, Roleplaying Caste Differences. A fun
whether it is to further a god’s agenda, to aspect of multi-caste parties is the roleplay
protect the people, or for recognition and potential. Characters of different castes might
fame. have different rituals, mannerisms, and
attitudes that differentiate them from their
Inter-Party Dynamics. Inter-party peers. For example, a kshatriya character
dynamics are also different. Brahmin might expect everyone else to understand
characters might act haughty and try to stay local politics, while a vaishya character might
away from lower caste characters (or the be appalled at their party member paying
opposite, as a wise brahmin would try to live twice the usual rate for simple items.
humbly), and upper caste kshatriyas might
distance themselves from their party members Weapons
in public. Overall, party members would bond
as a team and treat each other with respect. There are a number of weapons native to
Mahavedia, many of which have special
Societal Treatment. The main significance within the religion and culture of
difference in multi-caste parties would be how the subcontinent. These weapons are outlined
society treats the members of the party. below.
34
Baagh Nakh. The baagh nakh is a Historical Weapon Consideration
small weapon that resembles a tiger’s claws. It
can be hidden in the palm, or worn above the While there are plenty of new weapons for
knuckles. It is a favored weapon of assassins, characters to use, there are also some weapons
who often poison the blades of the baagh nakh that have yet to be invented or are difficult to
before attacking their target. The weapon costs forge. Crossbows, large swords, and pike
25 gp and has the same weapon statistics as a weapons are rare or nonexistent in Mahavedia.
sickle.
Crossbows. Crossbows don’t exist in
Chakram. The chakram is a disc Mahavedia, as bow makers have yet to
shaped weapon with a sharp edge, used as a experiment with locking mechanisms and
throwing weapon. The chakram is worn mechanical triggers. Because of this,
around the arm, and is spun around a finger characters will not be able to buy or use
(like balancing a spinning basketball) before crossbows in Mahavedia.
being hurled at the target. A chakram costs 5
gp and has the same weapon statistics as a Swords and Pikes. While longswords
handaxe. and pikes do exist in Mahavedia, they are rare
and expensive, forged by only the most
Katar. The katar is a push dagger, talented smiths. Glaives, greatswords,
consisting of one singular blade attached to a halberds, longswords, and pikes are only sold
crossbar that is held in the fist. It is also a in large cities or by foreign merchants, and
symbol of high status or power, and is often cost an additional 10 gp. Common
decorated with golden designs. Katars cost 25 replacements for such weapons include
gp (without designs) or 50 gp (with designs), greataxes, scimitars, and shortswords.
and have the weapon statistics of a
shortsword.
Khanda. The khanda is a long, straight
sword with a cutting edge on both sides of the
blade and a dagger point on the bottom of the
hilt. It is used mainly by soldiers and generals.
The khanda costs 20 gp, and has the weapon
statistics of a longsword with the following
property: Backhand Strike. If the character
scores a hit on the target with the weapon,
he/she can use the weapon again as a bonus
action to deal 1d4 piercing damage.
Kukri. The kukri is a short, curved
blade that is used for hunting, warfare, and as
a heraldic symbol. Kukris are mostly used by
the dwarves of the south, as well as native
kimpurusha tribes. The kukri costs 15 gp, and
has the weapon statistics of a shortsword.
Urumi. The urumi is a sword with a
flexible and whip-like blade. Skill with the
urumi is favored in many elven cultures, and it
is used as a weapon in martial arts. The urumi
costs 10 gp, and has the weapon statistics of a
whip.
35
The Three Yogas
The end goal of Vedic tradition is to achieve
moksha, or to be enlightened and escape the
cycle of rebirth. To reach moksha, there are
three yogas, or methods, that a practioner can
follow: karma yoga, bhakti yoga, and jnaana
yoga.
Karma Yoga. Karma Yoga is the
practice of doing good deeds to reach moksha.
Followers of karma yoga focus on feeding the
homeless, defending their communities, and
supporting those in need. Through these good
actions, followers of karma yoga hope to
avoid evil emotions (such as fear or craving)
by filling their lives with positive emotions,
which are the products of good action or
karma.
Bhakti Yoga. While followers of
karma yoga seek to avoid evil emotions by
doing good actions, followers of bhakti yoga
avoid evil by worshipping and forming a bond
with their chosen deity. Common Vedic
deities for practioners to follow include Indra,
Agni, Chandra, Varuna, and Rudra.
Jnaana Yoga. Jnaana Yoga focuses on
meditation and learning, and followers of
jnaana yoga believe that through studying
nature and detaching themselves from the
world, they will be enlightened, and achieve
moksha.
Choosing a Yoga. Characters,
especially brahmin characters, are encouraged
to choose one of the three yogas to follow.
Not all characters will end up choosing a
yoga, and most non-brahmin characters might
simply worship the gods and not choose to
dedicate their lives to a specific yoga you’re
your character does choose to follow a yoga,
think about what their goals are. A character
who is very community oriented might follow
karma yoga, and focus on improving the
community, while more individualist
characters might follow bhakti yoga and
create a connection with their chosen god.
36
Game Master Tools (Indra) and to his brothers (Varuna and
Chandra).
Chapter 7: The Rigvedic Gods
Agni’s Champions
While there are countless gods, goddesses,
and angels that make up the heavens of Agni’s champions are like Agni himself:
Mahavedia, nine core gods rule the primary proud and faithful, and guardians of the
aspects of society and nature. Each of these sacrificial fires.
gods have motives, allies and enemies,
servants, and boons. This chapter aims to Alignment. Usually lawful and good,
cover these gods in detail and provide tools to but sometimes neutral.
create adventures around such deities.
Suggested Classes. Cleric, Fighter,
Piety Paladin, Sorcerer, Wizard.
The gods are powerful creatures, and have the Suggested Backgrounds. Acolyte,
ability to bestow boons, or divine gifts upon Folk Hero, Hermit, Noble (Knight), Sage,
mortals for their devotion. Each character Soldier.
starts with zero piety points, and upon
choosing a god to worship, the character can An Agni Campaign. A campaign built
start gaining points. around Lord Agni would likely revolve
around fighting asuras and defending Svarga
Gaining and Losing Points. against outside threats. Characters might
Characters gain piety points when they further embark on a quest to defeat a scheming naga
the god’s goals or express their devotion in a or travel across Mahavedia, slaying monsters
profound way. Characters can also lose piety in the name of the gods.
points by disrespecting the god or working
against the god’s goals. Agni’s Quests. The following table
describes some quests that Lord Agni might
Boons. Piety points can be used to give the party:
gain boons from the gods. At three, 10, 25,
and 50 points, a character can gain a boon 1d4 Agni Quests
from their chosen god. These boons can be 1 Teach nomadic tribes the Vedic faith,
lost if the character loses piety points.
and build statues to Agni and Indra
Agni 2 Defend a city of the faithful from a
Agni is the god of fire, and rules over the horde of goblins
sacrificial flames that bring messages from the 3 Defeat the champions of other gods
earthly priests to the gods in Svarga. He works
as a divine messenger, bringing news of the (such as Yama or Kubera) in the
mortal world to his king, Indra, and as a name of Lord Agni
soldier, guarding the sacrificial fires and the 4 Bring the fires of Agni to Patala so
halls of the gods. the demons there will learn of true
devotion
Agni values devotion, and will help
those who have made a righteous sacrifice to Agni’s Villains
the gods. His fires represent passion and faith,
and like his fires, Agni is devoted to his king Not all of Agni’s champions are heroes, and
many resort to violence to uphold their ideals.
These villains believe that just as the fire can
37
keep people warm, it can burn as well, and 8 Angiri
both aspects of the fire are important to the 10 Deva
people’s survival. 10 Dvarapala
16 Iron Golem
Agni as Campaign Villain. If the party 16 Planetar
disrespects the gods or kills their priests, Agni
may get involved, becoming a villain to Piety Points
oppose the party. Agni is fiercely protective
of his brothers and his king, and any insult to You can earn piety points from Agni by:
these gods will be an insult to Agni. As a • Building a temple to Agni or Indra
campaign villain, Agni will send elemental • Defending a sacrificial fire
monsters after the party, and Agni’s priests, • Spreading the faith
who can be found in nearly every city, will • Making a major sacrifice as a
publicly condemn the party’s actions.
demonstration of your devotion
Agni’s Villains. The following table You can lose piety points by:
lists some possible villains who worship Lord • Extinguishing a sacrificial fire
Agni: • Disrespecting the idol of Agni or Indra
• Killing a fire priest or angiri
1d6 Agni Villains
1 A fire priest who exiles those who Agni’s Boons
do not bow to Lord Agni from the The following boons are provided by Agni:
village. Agni’s Devotee (3+ Piety). As a
2 An angiri who is hunting monsters,
but bringing wildfires in its wake. devotee of Agni, you have proven your faith
3 A cult fanatic who believes that to the gods. As a boon, you may cast bless a
spreading fire in the jungle will number of times per day equal to your
scare the primitive animals into Wisdom modifier, requiring no material
being faithful. components. Wisdom is your spellcasting
4 An assassin who hunts the followers ability for this spell.
of Rudra, Dyaus, and Yama, calling
them false gods. Agni’s Disciple (10+ Piety). As a
5 A dictatorial peshwa (knight) who disciple of Agni, you may cast beacon of hope
sacrifices humans to Agni to prove once per day, requiring no material
his devotion. components. Wisdom is your spellcasting
6 A hobgoblin warlord who tries to ability for this spell.
forcefully convert nearby tribes to
worshipping Agni. Agni’s Priest (25+ Piety). As a priest
of Agni, the flame of the fire god lies within
Agni’s Monsters. The following table you. You have advantage on saves against
lists some monsters that Agni would likely use being frightened, and you have resistance to
on the party: fire damage.
CR Agni Monsters Champion of Fire (50+ Piety). You
1 Animated Armor may increase your Strength or Wisdom score
4 Helmed Horror by 2, and also increase that score’s maximum
5 Fire Elemental by 2.
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Chandra A Chandra Campaign. A campaign
built around Lord Chandra would likely
Chandra is the god of the moon and medicine, include fighting evil nagas and rakshasas, and
and the gods’ most trusted healer. Chandra defending villages from goblinoid threats.
heals the sick, churns the amrita, and protects Characters might act as healers or wandering
the sacred temples of Svarga. soldiers, fighting to defend the weak and poor.
Chandra is a kind god, who sees the Chandra’s Quests. The following
inherent potential in every creature, regardless table describes some quests that Lord Chandra
of their monstrosity or divinity. Chandra’s might give the party:
kindness should not be confused with naivety,
and the god will be quick to punish those that 1d6 Chandra Quests
threaten the sick or elderly. 1 Defeat an evil naga who is poisoning
Chandra’s Champions the water supply
2 Travel across Mahavedia to find the
Chandra’s champions are defenders of those
who cannot defend themselves, and are often ingredients for a powerful potion
healers and sages in their own communities. 3 Defeat an asura who has figured out
Alignment. Almost always good, may the recipe for amrita
vary between lawful and chaotic. 4 Feed the homeless and poor
5 Defeat an evil peshwa who is
Suggested Classes. Bard, Cleric,
Druid, Monk, Ranger, Wizard. needlessly sending soldiers to their
deaths
Suggested Backgrounds. Acolyte, 6 Save a clan of goblins from
Entertainer, Folk Hero, Hermit, Sage. rampaging adventurers
39
Chandra’s Villains Piety Points
Few villains worship Lord Chandra, but those You can earn piety points from Chandra by:
that do are often poisoners, alchemists, or • Building an apothecary or hospital
misguided healers, who work to do good • Feeding the poor and hungry
without considering the consequences. These • Healing wounded creatures out of
villains aren’t totally evil and many of them
are just misunderstood or confused. selflessness
• Defeating the needlessly cruel
Chandra as Campaign Villain. If the You can lose piety points by:
party starts destroying and killing without • Killing when there was no need to
thought of consequence, they might attract the • Distributing or drinking the sacred amrita
attention of Lord Chandra. Killing priests and • Harming the innocent
healers, no matter their allegiance (including
asura and goblin healers) will anger the god, Adventure Hook: Naga Alchemist
who will send monsters after the party to stop
them from causing more harm. An evil naga named Hiravi has been
attempting to create an elixir of youth, and
Chandra’s Villains. The following has been testing her findings on kidnapped
table lists some possible villains who worship elves. The town needs heroes to defeat the
Lord Chandra: naga and save the remaining test subjects.
1d4 Chandra Villains Chandra’s Boons
1 A goblin boss who believes that the
The following boons are provided by
only way to save her people is to kill Chandra:
the humans who hunt them.
2 A druid who has discovered the Chandra’s Devotee (3+ Piety Points).
secret to making amrita, and is As a devotee of Chandra, you have proven
sharing his own amrita with the your selflessness. As a boon, you may cast
world. sleep a number of times per day equal to your
3 A naga who is studying possible Wisdom modifier, requiring no material
cures for a disease, but is testing his components. Wisdom is your spellcasting
findings on humans ability for this spell.
4 A ghost who believes she has found
the cure for death Chandra’s Disciple (10+ Piety
Points). As a disciple of Chandra, you have
Chandra’s Monsters. The following advantage on saving throws against being
table lists some monsters that Chandra would poisoned, and you are immune to disease.
likely use on the party:
Chandra’s Priest (25+ Piety Points).
CR Chandra Monsters As a priest of Chandra, heal your allies with a
1 Dryad simple touch. As an action, you may touch a
2 Sea Hag creature and heal it of one disease or poison,
3 Green Hag and the creature also regains hit points equal
5 Night Hag to 1d8 + your Wisdom modifier. You may use
10 Deva this ability a number of times equal to your
16 Naga Wisdom modifier per day.
16 Planetar
Champion of the Moon (50+ Piety
Points). You can increase your Dexterity or
Wisdom score by 2, and also increase that
score’s maximum by 2.
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Dyaus 1d4 Dyaus Quests
1 Defeat an asura king who is uniting
Dyaus is one of the oldest gods, and lord of
the sky. He stays apart from Indra’s pantheon the clans in a war against the gods
in Svarga, and instead lives in his own palace 2 Subdue Lord Rudra, who’s fury has
in the clouds with his wife, Prithivi. Dyaus is
also more than a sky god, and takes his place upset the natural balance
as the preserver of the world, protecting the 3 Kill Vritra, an ancient naga that is
earth and sky from falling into chaos and
maintaining stability while the gods, demons, being summoned back to life
and humans fight amongst each other. 4 Stop the Sher Saamraajy and Vijay
Dyaus is wise and intelligent, taking Raajy from destroying the mortal
his time to understand the troubles of the world through their wars
world and fixing them to preserve order. Most
problems are left to gods and heroes to fix, but Dyaus’s Villains
the truly world-ending conflicts are solved by
Dyaus himself. When these conflicts emerge, Villains that follow Dyaus are intelligent, but
Dyaus transforms into an avatar, and use that intelligence for nefarious goals. They
manifests in the mortal world to fix see threats to the cosmic order everywhere,
humanity’s problems. and are willing to fight to the death to stop
what they falsely believe to be world-ending
Dyaus’s Champions events.
Dyaus’s champions follow the ideals of their Dyaus as Campaign Villain.
god, and seek to preserve the natural order of Characters will rarely even interact with the
the world. They call the sky god Dyaus Pitr, sky god, but may attract his attention if they
meaning “Father Sky,” and carry out his will put world-ending events into motion. Freeing
on earth. ancient demons or killing gods will cause
Dyaus to intervene and incarnate as an avatar
Alignment. Heroes are usually neutral to fight the party. Characters in such
or neutral good, while villains are usually campaigns are usually evil-aligned and high
lawful evil. level.
Suggested Classes. Bard, Cleric, Dyaus’s Villains. The following table
Druid, Fighter, Monk, Sorcerer, Wizard. lists some possible villains who worship Lord
Dyaus:
Suggested Backgrounds. Acolyte,
Entertainer, Folk Hero, Hermit, Outlander, 1d4 Dyaus Villains
Sage. 1 A powerful priest who is setting up
A Dyaus Campaign. A campaign built a strict theocracy to force order in
around Lord Dyaus would likely include the world.
world-ending threats like wars between the 2 An old elven archmage who
realms, rakshasa uprisings, or the revival of believes that humanity will be the
some ancient monster. Characters in a Dyaus end of the world.
campaign would travel not just across 3 A druid who sees the natural order
Mahavedia, but across the realms, fighting as primal and wants to bring down
demons, angels, and nagas. civilization to return to this order.
4 A cult fanatic who believes that he
Dyaus’s Quests. The following table is the next avatar of Dyaus.
describes some quests that Dyaus Pitr might
give the party:
41
Dyaus’s Monsters. The following
table lists some monsters that Dyaus would
likely use on the party:
CR Dyaus Monsters
5 Air Elemental
6 Invisible Stalker
10 Deva
13 Storm Giant
16 Planetar
Piety Points
You can earn piety points from Dyaus by:
• Slaying a powerful monster (such as a
naga or rakshasa)
• Defeating a tyrannical ruler
• Saving a city or town from disaster
• Building a temple to Dyaus
You can lose piety points by:
• Threatening a large number of people
• Destroying and killing without reason
• Failing to save those who need saving
Dyaus’s Boons
The following boons are provided by Dyaus:
Dyaus’s Devotee (3+ Piety Points). As
a devotee of Dyaus, you have proven your
wisdom and courage. Once per turn, when you
hit a creature with a weapon attack, you may
deal an additional 1d6 lightning damage. You
may use this trait a number of times per day
equal to your intelligence modifier.
Dyaus’s Disciple (10+ Piety Points).
As a disciple of Dyaus, you are exceptionally
wise. Once per day, when you fail an
Intelligence or Wisdom saving throw, you
may reroll the die and must use the new roll.
Dyaus’s Priest (25+ Piety Points). As
a priest of Dyaus, you have the speed of the
wind in combat, and you gain advantage on
initiative rolls.
Champion of the Sky (50+ Piety
Points). You can increase your Intelligence or
Wisdom score by 2, and also increase that
score’s maximum by 2.
42
Indra 1d6 Indra Quests
1 Defeat an asura clan that has been
Indra is the god of lightning and heaven, and
is king of the gods. He rules over Svarga and spotted nearby
the angels and deities that live within it, and 2 Slay a powerful naga in the name
protects not only his own domain, but the
mortal world as well. of Lord Indra
3 Defend the gates of Svarga from an
While Indra is king of the gods, the
greatest title that any creature could hold, asura invasion
Indra fears that another god or demon will 4 Delve into Patala and steal a
grow powerful enough to replace him. For this
reason, he has his angels travel to the mortal powerful artifact
world and ensure that no mortal grows too 5 Root out a cult that worships
powerful. He has Lord Chandra guard the
amrita, Indra’s source of power, and has Lord demons and disgraces Indra
Varuna guarding the palace gates. Indra has as 6 Convert a clan of hobgoblins to
many enemies as he has allies, and while his
younger brothers (Agni, Chandra, Varuna) worship Lord Indra
will serve him faithfully, he mistrusts the
mortal sages and immortal angels. Indra’s Villains
Indra’s Champions Many villains worship Lord Indra, and those
that do are selfish and want the power and
Indra’s champions are soldiers, kings, and titles that Lord Indra has. These villains are
heroes who’ve grown to formidable strength. often tyrants or corrupt priests, who believe
These heroes uphold the ideals of their god, that Indra can grant them the power to rule.
leading faithfully against the hordes of
demons and rakshasas that threaten humanity. Indra as Campaign Villain. Indra can
easily become a foe for the party as they reach
Alignment. Usually lawful and good, higher levels. If the party seems to pose a
but varies. Rarely chaotic evil. significant threat to his control (whether or not
they actually do), Indra may get involved to
Suggested Classes. Bard, Cleric, disrupt this power. Indra doesn’t often
Fighter, Paladin, Sorcerer. intervene directly like Dyaus does, but instead
sends monsters and angels along the way.
Suggested Backgrounds. Acolyte, First his priests, then gandharvas and apsaras,
Entertainer (Gladiator), Folk Hero, Noble, and if they cannot stop the party, he’ll send
Noble (Knight), Soldier. angels.
An Indra Campaign. A campaign Indra’s Villains. The following table
revolving around Lord Indra would likely lists some possible villains who worship Lord
include fighting demons and rakshasas, and Indra:
some amount of saving the world. Characters
would likely act as stereotypical heroes, 1d6 Indra Villains
fighting demons, dungeon delving, and 1 A priest of Indra who asks for
collecting treasure.
donations every week and uses them
Indra’s Quests. The following table for himself.
describes some quests that Indra might give 2 A warrior-king (knight) who
the party: worships Indra, asking for the
strength to rule and conquer.
3 A ghost who worships the god to
avoid being hunted by angels for
escaping Naraka.
43
4 A goblin boss who is conquering Charisma is your spellcasting ability for this
land and dedicating his conquests to spell.
the god
Indra’s Disciple (10+ Piety Points).
5 A tyrant peshwa (noble) who is As a disciple of Indra, you are a warrior free
oppressing the people from doubt or fear. You may cast daylight as a
bonus action once per day. Charisma is your
6 A deva who wants to expand Indra’s spellcasting ability for this spell. In addition,
kingdom into the mortal world you have advantage on saving throws against
being frightened.
Indra’s Monsters. The following table
lists some monsters that Indra would likely Indra’s Priest (25+ Piety Points). You
use on the party: may call on Indra’s blessing once per day as a
bonus action: for the next 10 minutes (or until
CR Indra Monsters incapacitated), creatures within 30 feet of you
1/4 Kinnara can't gain advantage on attack rolls against
1/2 Apsara you.
1/2 Gandharva
1 Kinnara Chief Champion of Lightning (50+ Piety
5 Air Elemental Points). You can increase your Strength or
6 Invisible Stalker Charisma score by 2, and also increase that
8 Angiri score’s maximum by 2.
9 Vidyadhara
10 Deva Kubera
Piety Points Kubera is the fey god of thieves, merchants,
and wealth, who lives in his golden city of
You can earn piety points from Indra by: Alaka in the mortal world. As king of the fey,
• Building a temple to Lord Indra Kubera rules over the yakshas, nairratas, and
• Carrying out a just punishment on a deadly guhyakas (see: Chapter 8: Monsters), as well
as a host of wind and plant spirits. Kubera is
criminal also known to be a god of secrecy and stealth,
• Saving a city or town from disaster and is commonly known by his title as the
• Defeating a group of monsters in Indra’s Hidden God.
name Kubera is a mischievous god, playing
You can lose piety points by: pranks and tricks on the other deities, stealing
• Breaking a sacred oath or promise from the divine treasuries, and generally being
• Helping another god or angel grow more a nuisance. While Kubera has the divine
power of the gods, he is more closely related
powerful to the rakshasas, and is considered by some as
• Failing to save those who need saving a fey god, unfit for human worship.
Regardless, thieves, scoundrels, and
Indra’s Boons adventurers worship him still.
The following boons are provided by Indra: Kubera’s Champions
Indra’s Devotee (3+ Piety Points). As
Kubera’s champions are thieves and
a devotee of Indra, you have proven your skill adventurers, as well as yakshas and even some
and devotion. You may cast command with rakshasas. They may worship for a variety of
this trait a number of times per day equal to reasons: many yakshas worship him as a king,
your Charisma modifier (minimum of once).
44
thieves worship him as their god, and 3 Defend the yakshas from a group of
rakshasas worship him for promises of wealth. dwarven soldiers
Alignment. Almost always chaotic. 4 Sneak into a king’s palace and steal
Good/Evil morality is variable. a magic sword
Suggested Classes. Druid, Ranger, 5 Assassinate a local tyrant
Rogue, Sorcerer, Warlock. 6 Rob a wealthy landowner who’s
Suggested Backgrounds. Charlatan, been extorting the people
Criminal, Criminal (Spy), Entertainer, Folk
Hero, Guild Artisan, Sailor (Pirate), Urchin. Kubera’s Villains
A Kubera Campaign. A campaign While most of Kubera’s tricks are for the good
revolving around Kubera would likely include of the people, like robbing evil landowners, or
treasure-filled dungeons, political intrigue, or generally minor (from the point of view of a
a mix of the two. Characters might be thieves, god), some of his tricks may get out of hand,
pirates, assassins, or various types of yakshas, and have long reaching consequences. In
adventuring for treasure or renown. addition to this, a large percentage of
rakshasas worship Kubera as a god of wealth
Kubera’s Quests. The following table and deceit.
describes some quests that Kubera might give
the party: Kubera as Campaign Villain. Kubera
can easily become a campaign villain for the
1d6 Kubera Quests more lawful characters, who might be dealing
1 Steal a priceless jewel from a naga with thieves’ guilds, strange cults, or civilian
2 Rob or defend the thieves’ guild uprisings. While other gods might become
campaign villains after an insult or offence,
45
Kubera can more proactively be introduced Piety Points
into the campaign.
You can earn piety points from Kubera by:
Kubera’s Villains. The following table • Stealing from the rich and powerful
lists some possible villains who worship Lord • Helping a fugitive escape the law
Kubera: • Building temples to Lord Kubera
• Assassinating a tyrant
1d6 Kubera Villains You can lose piety points by:
1 An assassin who has killed a • Assisting the government in capturing a
peshwa and is being hunted by the simple thief
city guards. • Helping the wealthy oppress the poor
2 A rakshasa sorcerer who is • Trusting the law over your own morals
impersonating various public
figures to get closer to a magic Kubera’s Boons
item.
3 A devious cult fanatic who is The following boons are provided by Kubera:
running a cult to some false god Kubera’s Devotee (3+ Piety Points).
and stealing the gold.
4 A pirate captain (bandit captain) As a devotee of Kubera, you have proven your
who is looting elven ships in the skills in stealth and deception. You may cast
north. disguise self at will a number of times per day
5 A rakshasa warlord who prays to equal to your Charisma modifier. While
Kubera for wealth and glory in her disguised, your shadow still resembles your
conquests. old form. Charisma is your spellcasting ability
6 A mysterious naga who is hiding in for this spell.
the city’s sewers, enchanting the
local populace. Kubera’s Disciple (10+ Piety Points).
As a disciple of Kubera, you have grown
Kubera’s Monsters. The following especially good at lying. You have advantage
table lists some monsters that Kubera would on Charisma (Deception) checks.
likely use on the party:
Kubera’s Priest (25+ Piety Points). As
CR Kubera Monsters a priest of the Hidden God, your skills of
1/4 Guhyaka stealth are great. When you are hidden from a
1/2 Yaksha creature and miss it with an attack, missing the
2 Wererat attack doesn’t reveal your position.
2 Yaksha Shaman
3 Nairrata Champion of Thieves (50+ Piety
5 Nairrata General Points). You can increase your Dexterity or
7 Rakshasa Charisma score by 2, and also increase that
12 Rakshasa Sorcerer score’s maximum by 2.
14 Rakshasa Warlord
Prithivi
Prithivi is the goddess of agriculture, the land,
and the jungle, and she is the patron deity of
farmers, druids, and huntsmen. Prithivi lives
with Dyaus in the sky, but spends her time on
the ground, among the soil and trees that she
represents.
46
Prithivi is both a nurturing and Prithivi’s Villains
vengeful goddess. To the farmers, druids, and
rangers of Mahavedia, she is a goddess of Villains who follow Prithivi can rarely
plenty, giving gifts of fruit, animals, and grain understand the balance that must be
to the needy. To those that harm the maintained between the needs of civilization
environment, and those that would ruin it for and preservation of nature. They often
their own, selfish gains, Prithivi is a goddess advocate for the downfall of civilization, and a
of the wild and unpredictable side of nature. return to the primal ways of their ancestors.
She strikes down those that take advantage of
her generosity, while feeding those who need Prithivi as Campaign Villain. If the
it. party begins destroying nature during their
adventures, Prithivi might get involved,
Prithivi’s Champions sending dryads and beasts against the party,
hoping to dissuade them from harming the
Prithivi’s champions seek to protect nature natural world.
from the threats of war and encroaching
civilization. Her champions call her Prithivi Prithivi’s Villains. The following table
Mata, as a sign of their devotion to her cause. lists some possible villains who worship Lady
Prithivi:
Alignment. Usually good, varies from
lawful to chaotic. 1d6 Prithivi Villains
1 A druid who has started using his
Suggested Classes. Barbarian, Cleric,
Druid, Monk, Ranger. powers to destroy a small village
2 A bugbear chief who is leading his
Suggested Backgrounds. Acolyte,
Entertainer, Folk Hero, Hermit, Outlander. tribe against the “nature-hating”
humans
A Prithivi Campaign. A campaign 3 An old treant who is fed up with the
built around the Earth Mother would likely deaths of his friends to the loggers,
feature an expansionist kingdom or province and is fighting back
that is destroying nature for short term 4 A ranger (scout) who plans to
benefits and mining plans. Characters would assassinate the town’s peshwa
act as wardens of the earth, defending nature 5 A water elemental that lives in the
from such a threat. Devipani River and scares off any
travelers and pilgrims
Prithivi’s Quests. The following table 6 A weretiger who believes himself to
describes some quests that Prithivi might give be the king of the jungle
the party:
Prithivi’s Monsters. The following
1d6 Prithivi Quests table lists some monsters that Prithivi would
1 Stop a mining company from tearing likely use on the party:
down a section of the jungle CR Prithivi Monsters
2 Heal the wounds done to a region 1 Dryad
3 Stop the dwarves from mining too 1 Scarecrow
3 Green Hag
deep into the mountains 4 Weretiger
4 Defeat a hobgoblin army that is 5 Earth Elemental
5 Shambling Mound
tearing through nature in its warpath
47
6 Galeb Duhr
9 Clay Golem
9 Treant
Piety Points
You can earn piety points from Prithivi by:
• Feeding those that are hungry
• Defending a farm from monsters
• Healing a sick or wounded animal
• Slaying a fiend or undead that is
threatening the wilderness
You can lose piety points by:
• Destroying a town’s food source
• Making an animal sacrifice
• Killing an animal for any reason other than
necessity
Prithivi’s Boons
The following boons are provided by Prithivi:
Prithivi’s Devotee (3+ Piety Points).
As a devotee of Prithivi, you have proven your
worth as a protector of nature. You can cast
hunter’s mark a number of times per day
equal to your Wisdom modifier (minimum of
once). Wisdom is your spellcasting ability for
this spell.
Prithivi’s Disciple (10+ Piety Points).
As a disciple of Prithivi, you can cast create
food and water once per day. Wisdom is your
spellcasting ability for this spell. In addition,
you have advantage on saving throws against
being poisoned.
Prithivi’s Priest (25+ Piety Points). As
a priest of Prithivi, you have an innate
friendship with animals. When a beast is about
to attack you, it must make a DC 15 Wisdom
saving throw. On a failed save, the creature
must choose a different target, or the attack
automatically misses you. On a successful
save, the creature is immune to this trait for 24
hours.
Champion of Nature (50+ Piety
Points). You can increase your Constitution or
Wisdom score by 2, and also increase that
score’s maximum by 2.
48
Rudra 4 Travel to Patala and pay respects to
Rudra’s incarnation there (see:
Rudra is the god of storms, fury, and Vitala)
vengeance. While no one truly knows the
origins of the gods, many believe that Rudra is 5 Conquer more land for your people
the oldest, perhaps even more ancient than 6 Defeat those who would stop you
Lord Dyaus himself. Rudra embodies the
primal savagery of nature, and of the many from worshipping Rudra
gods, he is one of, if not the most powerful.
Rudra’s Villains
Lord Rudra is not just a storm god
however. He is the god of anger, fury, Rudra’s followers often fall into bursts of rage
conquest, and vengeance. This anger often or extreme emotion, causing their feelings to
brings him into conflict with other gods, and overcome their moral sensibilities. Such
Rudra has had grudges with nearly every god followers may become villains, as their hunger
of the pantheon. for battle and desire of vengeance drives them
over the edge into madness.
Rudra’s Champions
Rudra as Campaign Villain. Like
Rudra’s champions are like the god himself: Kubera, Rudra can easily become a villain for
strong, wild, and emotional. His champions the more lawful parties. Rudra’s followers
are most often nomadic barbarians, outlanders, pose a threat to the order and stability of the
and tribesmen, angered by the politics and kingdoms of Mahavedia. If the party gets on
laws of the raajye, and who make up a loose nerves of the god himself, Rudra will spare no
collection of independent clans on expense in attempting to defeat them, from
Mahavedia’s east coast. hurling typhoons on the coast to sending
monsters into the mainland, Rudra will stop at
Alignment. Almost always chaotic, nothing to get his vengeance.
and usually morally neutral.
Rudra’s Villains. The following table
Suggested Classes. Barbarian, Druid, lists some possible villains who worship Lord
Fighter, Paladin, Ranger, Sorcerer. Rudra:
Suggested Backgrounds. Folk Hero, 1d6 Rudra Villains
Outlander, Sage, Sailor, Sailor (Pirate). 1 A bugbear chief who sees human
A Rudra Campaign. A campaign built civilization as an evil institution that
around the tempest god would likely include must be broken down.
the nomadic clans that worship him, the 2 A powerful berserker who has
conquest of civilization, or a civilian uprising subjugated another tribe for a minor
against a local peshwa or king. Players might insult.
play as rebels, tribal clan warriors, storm 3 A vidyadhara that sends great
heralds, or other such characters. storms to the coast because he is not
being worshipped.
Rudra’s Quests. The following table 4 A lizard king who believes that
describes some quests that Rudra might give Lord Rudra can free him from his
the party: curse, and to please the god, he must
destroy the nearby town.
1d6 Rudra Quests 5 A crazed cult fanatic who claims
1 Rebel against a tyrant king that Rudra is the only god, and all
2 Build a shrine to Lord Rudra other gods are just false idols.
3 Defeat the goblins that have been
raiding your home
49