Naga Seven-Headed Naga Spy
Needle Blight Timingila Stone Golem
Night Hag Water Elemental Thug
Seven-Headed Naga Water Weird Vetala
Shambling Mound Veteran
Treant Urban Vidyadhara
Tribal Warrior Wererat
Twig Blight Acolyte Yaksha
Vine Blight Angiri Yaksha Shaman
Water Elemental Animated Armor
Water Weird Apsara Monsters by Type
Will-o’-Wisp Archmage
Assassin Celestial
Underdark / Patala Asura Archer
Asura Battlerager Angiri
Asura Archer Asura Illusionist Apsara
Asura Battlerager Bandit Deva
Asura Illusionist Bandit Captain Gandharva
Bugbear Banshee Kinnara
Bugbear Chief Bhoot Kinnara Chief
Ettin Brahmarakshasa Planetar
Fire Giant Churel Sarameya
Frost Giant Clay Golem Solar
Hill Giant Commoner Vidyadhara
Hobgoblin Cult Fanatic Yamaduta
Hobgoblin Captain Cultist
Hobgoblin Warlord Dvarapala Construct
Kalakeya Flying Sword
Naga Gandharva Animated Armor
Nivatakavacha Ghost Clay Golem
Pani Gladiator Dvarapala
Pani Chieftain Guard Flesh Golem
Pishacha Helmed Horror Flying Sword
Seven-Headed Naga Iron Golem Helmed Horror
Stone Giant Kalakeya Iron Golem
Storm Giant Knight Rug of Smothering
Troll Mage Scarecrow
Night Hag Stone Golem
Underwater Noble
Preta Dragon
Farasi Bahari Priest
Kraken Rakshasa Naga
Merfolk Rakshasa Sorcerer Seven-Headed Naga
Merrow Rakshasa Warlord
Naga Revenant Elemental
Sahuagin Rug of Smothering
Sahuagin Baron Shadow Air Elemental
Sahuagin Priestess Earth Elemental
100 Fire Elemental
Galeb Duhr
Invisible Stalker Bandit Captain Chimera
Water Elemental Berserker Crocotta
Water Weird Bugbear Farasi Bahari
Bugbear Chief Gajasimha
Fey Commoner Griffon
Cult Fanatic Hippogriff
Dryad Cultist Hydra
Green Hag Druid Kraken
Guhyaka Gladiator Minotaur
Sea Hag Goblin Merrow
Yaksha Goblin Boss Purple Worm
Yaksha Shaman Guard Timingila
Hobgoblin Yeti
Fiend Hobgoblin Captain
Hobgoblin Warlord Plant
Asura Archer Kimpurusha
Asura Battlerager Kimpurusha Chief Needle Blight
Asura Illusionist Kimpurusha Elder Shambling Mound
Brahmarakshasa Knight Treant
Kalakeya Lizard King Twig Blight
Nairrata Lizardfolk Vine Blight
Nairrata General Lizardfolk Shaman
Night Hag Mage Undead
Nivatakavacha Merfolk
Pani Noble Aleya
Pani Chieftain Priest Banshee
Pishacha Riksha Bhoot
Rakshasa Riksha Raaj Churel
Rakshasa Sorcerer Sahuagin Death Knight
Rakshasa Warlord Sahuagin Baron Ghast
Sahuagin Priestess Ghost
Giant Scout Ghoul
Spy Kravyada
Cloud Giant Thug Lich
Ettin Tribal Warrior Preta
Fire Giant Veteran Revenant
Frost Giant Werebear Ruru
Hill Giant Wereboar Shadow
Stone Giant Wererat Skeleton
Storm Giant Weretiger Specter
Troll Werewolf Vetala
Warhorse Skeleton
Humanoid Monstrosity Wight
Will-o’-Wisp
Acolyte Abominable Yeti Wraith
Archmage Zombie
Assassin 101
Bandit
Index of Monster Stat Blocks 67
60
Aleya 61
Angiri 63
Apsara 63
Asura Archer 64
Asura Battlerager 68
Asura Illusionist 90
Bhoot 68
Brahmarakshasa 70
Churel 71
Crocotta 72
Dvarapala 72
Farasi Bahari 61
Gajasimha 94
Gandharva 65
Guhyaka 73
Kalakeya 73
Kimpurusha 74
Kimpurusha Chief 75
Kimpurusha Elder 75
Kinnara 82
Kinnara Chief 78
Kravyada 95
Naga 95
Nairrata 64
Nairrata General 84
Nivatakavacha 84
Pani 85
Pani Chieftain 69
Pishacha 87
Preta 88
Rakshasa 89
Rakshasa Sorcerer 91
Rakshasa Warlord 91
Riksha 81
Riksha Raaj 82
Ruru 79
Sarameya 92
Seven Headed Naga 69
Timingila 93
Vetala 96
Vidyadhara 96
Yaksha 83
Yaksha Shaman
Yamaduta
102
Chapter 9: Astras integrate it into a spear, sword, or other such
weapon. If the smith fails to remove the astra
Astras are magical weapons (typically carefully, or jostles the astra while removing it
arrows), created by the gods for war against from the arrow, it may unleash a blast of
the asuras and evil nagas. This chapter details radiant energy, destroying buildings,
8 astras and how to use them in creating a creatures, and items in the nearby vicinity.
campaign. This blast deals 6d6 radiant damage to all
creatures within a 40 ft. radius of the astra.
Summoning and Activating Astras
Astra Descriptions
Astras are divine weapons, and as such, can
only be used by divine creatures like gods and This section presents an assortment of astras
angels, or by the chosen heroes of the gods. in alphabetical order. See the DMG for the
Each astra belongs to a god or goddess, and rules on artifacts, and use those rules when
only the god’s chosen hero may wield it. working with astras.
Summoning Astras. Astras can be Agneyastra
summoned by an elaborate prayer and
sacrifice to the god whose astra is being Weapon, artifact (requires attunement)
summoned. The words to the prayer are kept The Agneyastra is the astra of Lord Agni, god
secret by a trusted sage (whose identity is of fire and devotion. It is used to summon and
unknown by others), and passed from that control the powers of elemental fire. The
sage to his student, and to his student, and so Agneyastra is only given to those who have
forth. A campaign arc might include a quest to proven their devotion to the gods, and the
find the sage or to convince him to share the highest-ranking fire priest of the Laal Raajy
secret prayer with the party. guards its secret prayer.
Once the prayer is complete, the astra Fiery Devotion. If you are a follower
will be summoned into the creature’s hand, of Lord Agni and have over 25 piety points,
quiver (in the case of arrows), or in a nearby you begin to take on the aspects of the fire
location if the creature’s hands are full. god. Your irises become bright and red, and
your skin becomes coppery in appearance.
Activating Astras. Astras have a You gain advantage on Charisma (Persuasion)
number of abilities which are activated in a checks with angels and elementals, and gain
number of ways. Some abilities are passive advantage on Charisma (Intimidation) checks
abilities, which don’t need to be activated and against fiends and giants.
constantly affect the owner and their
surroundings. Other abilities (such as spells Astra of Fire. While having the astra
and summoning) often require a bonus action in your possession, you have special mastery
or action to activate, while the astra’s main over fire-based spells. Whenever you cast a
ability will be activated when the arrowhead is spell, you may reflavor it (with the help of the
embedded in a non-air substance. More GM) to make it deal fire damage. All spells
information on activating astras is found in the that deal fire damage deal an additional 1d8
individual descriptions. fire damage on a hit.
Altering Astras. While astras almost Summon Elemental. Once per day,
always take the form of an arrow, they can be while having the astra in your possession, you
altered to form other weapons. A skilled may summon a fire elemental to your cause.
blacksmith can carefully remove the
arrowhead from the rest of the arrow and
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As an action, a fire elemental is created out of structure that the arrowhead is embedded in
a pre-existing fire. This creature follows acts as if it is affected by the greater
simple commands and is lawful neutral in invisibility spell. The spell’s duration lasts as
alignment. If given no commands, it will long as the astra is embedded in the object,
defend itself from attack but will not initiate and does not require concentration.
combat with a creature.
Destroying the Astra. This astra can
Holy Flames. When this astra is fully only be destroyed by being submerged in the
activated (its tip is embedded in a non-air Hataki River, in the second layer of Patala.
substance), it summons a field of magical
flames. The astra may summon these flames Bhaumastra
in a 40 ft. radius sphere or 60 ft. long cone.
All creatures in the area of the effect take 8d6 Weapon, artifact (requires attunement)
fire damage, and an additional 8d6 fire The Bhaumastra is the weapon of Lady
damage whenever they begin their turn in the Prithivi, the goddess of the earth. It has the
affected area. power to control or lead natural creatures and
dig through earth.
Destroying the Astra. This astra can
only be destroyed by Tvashtr, the god of Language of Beasts. If you are a
smiths, at his forge in Svarga. worshipper of Lady Prithivi, and have 25 or
more piety points towards her worship, you
Antardhana Astra may speak the languages of animals. You
understand the languages of various types of
Weapon, artifact (requires attunement) beasts, and can converse fluently with them.
The Antardhana Astra is the weapon of Lord
Kubera, the god of wealth and mischief. It has Nature’s Friend. As the chosen
the power to make creatures disappear and wielder of the Bhaumastra, you gain
reappear, and improves deceptive abilities. proficiencies in Nature and Survival checks if
The Antardhana Astra is guarded by Lord you don’t already have it, and unaligned
Kubera in his golden city of Alaka, and its beasts treat you like a friend.
secret is passed down a line of yaksha sages.
Lady of the Earth. Three times per
Hallucinations. If you are not a day, you may use your action to summon an
worshipper of Kubera, or do not have 25 piety earth elemental, galeb duhr, or shambling
points towards his worship, you suffer from mound in an unoccupied space within 5 ft. of
hallucinations due to the artifact. Around you, you. This creature follows simple commands
you see and hear hallucinations of nairratas and is true neutral in alignment. If given no
and yakshas stalking you, when they don’t commands, it will defend itself from attack
truly exist. but will not initiate combat with a creature.
Sharpened Mind. As the wielder of Great Delver. When this astra is fully
the Antardhana Astra, your mind is sharpened. activated and embedded in an earthen material
If you have 25 or more piety points with Lord (such as iron, stone, or dirt), it may dig
Kubera, you gain advantage on Dexterity through it with ease. The astra destroys a
(Stealth) and Charisma (Deception) checks. section of earth, 5 ft. in radius, and in the
direction of the arrowhead. The astra will stop
Invisibility. You gain the power to cast digging with the use of a holy word (a secret
the invisibility spell at will. Charisma is your held by the high priests of Prithivi).
spellcasting modifier for this spell.
Destroying the Astra. This astra can
Greater Invisibility. When this astra is only be destroyed by Lord Dyaus, the sky
fully activated, it has the power to make father.
objects disappear. Any object, creature, or
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Indrastra
Weapon, artifact (requires attunement)
The Indrastra is the weapon of Lord Indra,
king of the gods, and has the power to
summon a rain of arrows. The Indrastra is held
safe in Lord Indra’s treasury, and its secret
mantra is passed down a line of gandharva
sages.
Magical Archer. If you are a
worshipper of Lord Indra and have 25 or more
piety points, you become a more skilled
archer. You may deal an additional 2 damage
to all ranged attacks.
Heavenly Appearance. With the
possession of the Indrastra, you begin to seem
heavenly, almost angelic in appearance. Your
skin becomes clear, and almost metallic in
appearance and your eyes are bright. You
have advantage on Charisma (Persuasion)
checks with celestials, and advantage on
Charisma (Intimidation) checks against fiends.
Fog Cloud. You gain the power to cast
fog cloud at will. Wisdom is your spellcasting
modifier for this spell.
Rain of Arrows. When this astra is
fully activated, it has the power to summon a
rain of arrows. If aboveground, arrows rain
down from the sky in an 80 ft. radius circle,
centered on the astra’s arrowhead. Any
creature caught in the arrow rain takes 3d12
piercing damage and 12d12 radiant damage.
Destroying the Astra. This astra can
only be destroyed by Tvashtr at his forge in
Svarga.
Pashupatastra
Weapon, artifact (requires attunement)
The Pashupatastra is one of Lord Rudra’s
astras, and has the power to summon
monsters. It is in the possession of a neutral-
aligned seven-headed naga, but its secret is
only known by one of Rudra’s angels.
Quick to Anger. If you have less than
25 piety points towards Lord Rudra’s worship,
your personality begins to change. Things that
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would’ve annoyed you slightly are now the astra, these effects subside over a period of
viewed as insults. In addition, you gain the one week.
following personality trait: If you do me an
injury, I will crush you, ruin your name, and Flight. You may cast fly three times
salt your fields. per day. Charisma is your spellcasting ability
for this spell.
Conjure Elementals. As the wielder of
the Pashupatastra, you have the power to Call Lightning. When this astra is
summon creatures. Twice per day, you may fully activated, it strikes with the strength of a
cast the conjure elemental spell. Charisma is thunderstorm. The astra deals 20d6 lightning
your spellcasting modifier for this spell. and 20d6 thunder damage to its targets, and
can shoot straight through a creature or object
Herald of Rudra. When this astra is with an AC less than 25.
fully activated, it has the power to destroy its
target and summon monsters. If the target hit If the astra is shot above ground, it
by the astra has fewer than 100 hit points, it summons four bolts of lightning to smite
dies (or is destroyed in the case of an object). nearby creatures. These bolts target four
The astra also summons creatures within 15 ft. creatures of your choice within 50 feet of the
of the astra. If you are a good-aligned astra that you can see. Each lightning bolt
creature, the astra summons a solar, and 1d6 does 5d12 lightning damage.
planetars. If you are a neutral or evil-aligned
creature, the astra summons a seven-headed Destroying the Astra. This astra can
naga and 1d6 nagas. only be destroyed by Lord Rudra himself.
Destroying the Astra. This astra can Adventure Hook: Forgotten Mantra
only be destroyed by being submerged in the
Hataki River, in the second layer of Patala. The secret mantra of the Rudrastra was only
known by an old daitya named Rok Pitr,
Rudrastra who lived by the Hataki River. Rok Pitr is
getting old, and is beginning to forget parts
Weapon, artifact (requires attunement) of the mantra. To ensure that its power is
The Rudrastra is Lord Rudra’s second astra, not lost forever, the party must trigger some
which has the power to call lightning. It is of his childhood memories to get him to
locked away in Vitala, the second layer of recall the mantra.
Patala, and its secret is known by an old daitya
that lives by the Hataki River. Varunastra
Nightmares. If you have less than 25 Weapon, artifact (requires attunement)
piety points towards Lord Rudra’s worship, The Varunastra is the weapon of Lord Varuna
you begin getting terrible nightmares. Your and counters the Agneyastra by summoning
nightmares depict snarling demons, torrents of water. The astra is lost in an
destructive thunderstorms, and ferocious ancient, underwater city, and its secret mantra
angels, among other things. You also gain the is only known to a clan of merfolk sages.
following personality trait: I expect danger
around every corner. Aspect of the Sea. If you are a
follower of Lord Varuna and have over 25
Rudra’s Warrior. As the wielder of piety points, you begin to take on the aspects
the Rudrastra, your form takes after the god’s. of the sea god. Your irises become bright and
Over a period of three weeks, your skin turns blue, and your skin becomes coppery in
dark blue, and sparks begin to hop around appearance. You gain advantage on Charisma
your clothes. You have advantage on (Persuasion) checks with angels and
Charisma (Intimidation) checks. If you lose elementals, and gain advantage on Charisma
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(Intimidation) checks against fiends and Vayuvyastra
giants.
Weapon, artifact (requires attunement)
Astra of Water. While having the astra The Vayuvyastra is the astra of Lord Vayu,
in your possession, you have special mastery god of the wind, and has the power to
over water and ice-based spells. Whenever summon a strong gale to push back enemies.
you cast a spell, you may reflavor it (with the The astra is hidden in a mountain temple, and
help of the GM) to make it deal cold damage. its secret mantra is only known by a certain
All spells that deal cold damage deal an vanara sage who lives in the Dakshina Jungle.
additional 1d8 cold damage on a hit.
Arrow of the Wind. If you are a
Summon Elemental. Once per day, follower of Lord Vayu and have over 25 piety
while having the astra in your possession, you points, you have the power to channel the
may summon a water elemental to your cause. wind around you. You gain a flying speed
As an action, a water elemental is created out equal to your walking speed while wielding
of a pre-existing body of water or sheet of this astra.
snow. This creature follows simple commands
and is lawful neutral in alignment. If given no Gust of Wind. You may cast the gust
commands, it will defend itself from attack of wind spell at will, requiring no material
but will not initiate combat with a creature. components. Wisdom is your spellcasting
modifier for this spell.
Holy Flood. When this astra is fully
activated (its tip is embedded in a non-air Summon Elemental. Twice per day,
substance), it summons a flood of water. while having the astra in your possession, you
Freezing cold water pours out of the astra and may summon an air elemental to your cause.
floods the nearby area. All creatures within a As an action, an air elemental is created. This
40 ft. radius of the astra take 4d6 cold damage, creature follows simple commands and is
and an additional 4d6 cold damage whenever lawful neutral in alignment. If given no
they begin their turn in the affected area. If a commands, it will defend itself from attack
creature starts its turn in the affected area, it but will not initiate combat with a creature.
must succeed on a DC 25 Strength saving
throw or be pushed 10 ft. away from the astra Tempestuous Winds. When fully
by the floodwaters. Outside of the 40 ft. activated, the astra summons immensely
radius, the water is very cold, but not to the strong winds. All creatures within 80 ft. of the
point of dealing damage. astra must make a DC 30 Strength saving
throw or be pushed back 30 ft from the astra.
Destroying the Astra. This astra can If the creature hits an object, they take 1d10
only be destroyed by Tvashtr, the god of bludgeoning damage for every 5 ft. they
smiths, at his forge in Svarga. traveled before hitting the object. If the
creature already has its back to an object, they
Adventure Hook: The Sunken City take 3d10 bludgeoning damage. Creatures
repeat this save at the beginning of each of
Abhi Rao, the infamous pirate king of the their turns as long as they are within the
Varuna Isles, has sent a sahuagin baron and affected area.
his clan to search the ocean floor for the
Varunastra. A deva has asked the party to Destroying the Astra. This astra can
dive down into the city and find the astra only be destroyed by Tvashtr, the god of
before the pirates do, in order to save smiths, at his forge in Svarga.
Mahavedia from the destructive power of
the Varunastra.
107
Chapter 10: Adventure Design
This chapter reviews some tools for creating
monsters and adventures for your Mahavedia
campaign.
Creating Asuras, Rakshasas, and Nagas
Asuras, rakshasas, and nagas aren’t all the
same, and many times, you will need to create
a new clan of asuras or a new rakshasa to
combat the party. Systems for creating those
types of monsters are described below.
Asura Clans
When creating a clan of asuras, there are a few
major questions to consider. Does the clan
focus more on magic or martial combat? What
emotion or feelings does the clan represent?
What are the goals of this asura clan? These
guiding questions should help you design a
clan of asuras to fight the party.
Martial and Magic Clans. Asura clans
might specialize in a specific type of combat.
Some clans will be masters of illusion, like the
nivatakavachas, while others might be great
soldiers, like the kalakeyas. A good starting
point when designing a clan is to think about
their use of magic and weaponry. If they
mostly use magic, what school of magic do
they prefer? If they are master soldiers, what
kind of weapons do they use? Most clans will
have a preference to a certain type of combat,
or even specific strategies in combat.
The Six Enemies of the Mind. There
are six negative emotions that inspire bad
karma and prevent creatures from achieving
moksha. They are: lobha (greed), kama (lust),
krodha (anger), matsarya (jealousy), moha
(attachment), and ahankara (pride). An asura
clan might represent one of these enemies of
moksha. For example, the pani clan represents
greed while the pishachas represent anger. Not
all clans have to represent an emotion, but
they are good building blocks to base the clan
off of.
108
Clan Goals. Another important factor Rakshasas
to consider is the main goal of the clan. Are
they interested in spreading chaos or are they Rakshasas are more solitary and more
more focused on amassing gold? Perhaps they powerful than the average asura. They are
are trying to summon a more powerful asura more likely to be the leaders of hordes of
to help them defeat the gods? Clan goals can demons or spies sneaking through the king’s
be as simple as raiding a village or as complex court. When creating a rakshasa, it’s important
as killing a certain god. Regardless, every to look at the rakshasa’s goals, methods, and
asura clan should have a goal that they are allies, as well as the specifications of its death.
working to achieve. The table below lists
some possible clan goals: Goals. Most rakshasas spend their
lives trying to gain power and wealth, but
1d6 Clan Goal some rakshasas have more specific goals.
1 Raid villages for food and metal They might be seeking a magical artifact,
2 Spread chaos across the world searching for a map to an important city, or
3 Summon a powerful, three headed hunting a human who has wronged them in
the past. When creating a rakshasa to oppose
asura the party, make sure that rakshasa’s goal will
4 Collect large amounts of gold to interfere with the party’s goals, or is otherwise
important enough that the party will stop what
decorate the clan leader’s palace they are doing to interfere.
5 Kill Lord Indra
6 Travel to Naraka and retrieve the Methods. While asuras might siege a
city to recover an artifact inside, a rakshasa is
soul of their past leader more likely to sneak in and steal it themselves,
or hire someone else to do it for them. How
Physical Features. Not all asuras look the rakshasa achieves its goals is almost as
the same. Many have animal features like important as the goal itself, because it
horns or fur, while others have different skin influences how the party will interact with a
and eye colors (from dark green to bright red). rakshasa villain. The table below lists some
Asuras might have multiple heads or arms, or possible ways the rakshasa will try to achieve
might be missing body parts (they might be its goals:
one-eyed like a cyclops for example). The
table below lists some possible differences in 1d6 Rakshasa Methods
physical features: 1 The rakshasa hires mortals to do the
1d8 Physical Feature dirty work
1 Their skin is dark blue in color 2 The rakshasa manipulates the party
2 These asuras have horns
3 These asuras have two heads each into solving its problems
4 Their backs are covered in spikes 3 The rakshasa uses mind control and
5 Their skin is made of bark like a tree
6 These asuras have tiger paws enchantment spells
7 These asuras have one eye each 4 The rakshasa fights its battles itself
8 Their hands and feet are webbed 5 The rakshasa blackmails important
adversaries
6 The rakshasa spreads fear and
mistrust to defeat its enemies.
109
Allies. Powerful rakshasas rarely work Values. Most nagas value wealth and
alone, and will often hire or enslave monsters knowledge above all, and are loath to part
to work for it. The following table lists some with a single coin or scroll unless they can
example allies for a rakshasa to have: gain something in return. These nagas might
trade with adventurers, exchanging gold, spell
1d6 Rakshasa Allies books, or other resources for knowledge.
1 A local naga
2 A group of evil yakshas When creating a naga villain, try to
3 Constructs (dvarapalas, floating suits pinpoint a few values other than the ones
listed above. These values will help flesh out
of armor, etc.) your villain and make the naga feel like a
4 A clan of asuras more three-dimensional character.
5 Bandits or street gangs
6 More rakshasas Lairs. Nagas lair in a variety of
locations, but usually stick to areas that are
Boons. Rakshasas are not easy to kill, mostly inaccessible, dangerous, and close to
and each rakshasa has a special boon that water. Naga lairs usually require a password
specifies the conditions of its death. You may or puzzle to open, testing the adventurer’s
use the table on page 86 to create a boon for wisdom and intuition. The table below offers a
your rakshasa villain, or create your own. few suggestions for naga lairs:
Nagas 1d8 Naga Lair
1 The naga lairs in an active volcano.
Nagas are large, snake-like dragons that crave
wealth and knowledge. Nagas use similar Nearby hot springs are a source of
tricks and spells as rakshasas, preferring to water for the naga.
enchant and manipulate rather than charge 2 The naga makes its lair in a stone
into battle. When creating a naga villain, it’s temple hanging from the side of a
important to determine the naga’s goals and mountain.
values. 3 The naga lairs deep underwater, in a
coral reef.
Goals. Nagas might have a variety of 4 The naga makes its lair in an
goals, ranging from simple goals such as underground fortress guarded by
accumulating wealth, to complex ones, such elementals and asuras.
as obtaining a magic wish scroll or conquering 5 The naga lairs in the dunes of the
a region. The table below lists some possible Sea of Iron Sands, near a large oasis.
goals a naga villain might have: 6 The naga makes its lair in a valley
temple, and is worshipped by the
1d6 Naga Goals humans that live in the valley.
1 The naga wants a hoard of gold and 7 The naga lairs in a dungeon beneath
the beach, only accessible during
gems low tide.
2 The naga is searching for a warlock 8 The naga lairs beneath a city, and
uses magic to enchant the people of
to carry out its will the area.
3 The naga wants to summon a demon
4 The naga wants a wish scroll
5 The naga is searching for a sage to
teach it ancient knowledge
6 The naga wants to become a god
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Creating Ancient Cities
There are many ancient and ruined cities
scattered across Mahavedia, from the golden
kalakeya city of Hiranyapura to the sunken
city of Manimati. This section gives the GM
tools to design their own ancient city for the
players to explore.
City Design
The first step to creating an adventure in one
such lost city is to determine its history. Who
created it? Why did it fail? Where is it now,
and how can one enter? These questions
should help guide your thought process as you
design the city.
Creators. The ancient city might have
been designed by an asura, rakshasa, or naga,
or perhaps a humanoid civilization that has
long since disappeared. The following table
lists some possibilities for the original creators
of the city:
1d6 City Origin
1 Divine. The city was created by the
gods, and is filled with gardens and
palaces.
2 Rakshasa. The city was created by
rakshasas and is made of illusions.
3 Fey. The city was created by
yakshas, and is hidden from society.
4 Demonic. The city was created by
asuras, and is filled with arenas,
battlegrounds, and forts.
5 Human. The city was created by
ancient humanoids, and features
temples to old gods.
6 Naga. The city was created by
nagas, and features large caves and
tunnels.
Downfall. Why did the city fail? What
caused the inhabitants to leave? The answers
to these questions likely depend on who the
creators were. A city of the gods might have
been invaded by demons and a human city
111
might have been abandoned after a drought or 4 A naga slithers in the deepest
plague. catacombs of the city, collecting
treasure and scrolls.
Entrances. How do the characters
enter the city? Most ancient cities (or the ones 5 Many asura clans dwell in the city,
that haven’t been plundered at least) have fighting amongst one another.
hidden entrances or are otherwise
inaccessible. An underwater city might not be 6 The city is overgrown with animated
hidden, but near impossible for most plants and trees. In the center of it
adventurers to explore. Cities in the desert all is a clan of yakshas.
might be buried under the sand, with only a
minaret peeking out above the dunes. Rival Explorers. The party aren’t
likely going to be the only ones in the city,
Adventure Design and rival adventuring groups may arrive to
take the wealth and glory that the ancient city
Once you’ve designed your city, begin has to offer. Rival explorers may have
thinking about how you’d like to structure the character sheets and levels, or they may use
adventure. How does the party get to the city? NPC stat blocks. Regardless, focus on the
What factions live inside, and what are their goals and personalities of these rivals. If the
goals? party and their rivals have different goals, they
may be able to strike a deal. If not, they might
Adventuring to the City. Firstly, how be bitter enemies, sabotaging each other to
does the party reach the city? If it’s in the reach the treasure first.
desert or the mountains, travelling to the city
might require some previous planning. Treasure
Characters will have to find maps, travel
through inhospitable environments, and deal No ancient dungeon is complete without
with scarce resources. If the city is treasure that the players can earn. Treasure
underwater, or perhaps floating in the sky, can serve as a motivator, compelling players
characters might need spells and magic items to search deeper and investigate their
to safely reach their destination. surroundings, as a reward for defeating
enemies, or both.
Monsters. Ancient cities attract all
sorts of monsters, from everyday creatures Artifacts. Powerful artifacts like astras
like rats and snakes to terrifying foes like or other legendary magic items can serve as
nagas, asuras, or undead. The following table great motivators for the party, and can even be
can help you determine who still live in the the focus of the adventure. Players might be
city: searching for a divine weapon, a magic scroll,
or some other item, rumored to be buried deep
1d6 City Denizens within the city.
1 The city is filled with undead, who
Relics. While showering your players
weren’t given a proper cremation. with gold and silver coins will make them
2 A clan of rakshasas live in this city, rich, it won’t bring the same thrill of
exploration as finding a collection of golden
plotting their overthrow of idols, gem-encrusted jewelry, and shining
humanity. metal armor. The following table lists some
3 The angel of some ancient god lurks possible relics that the party might find in the
in the city, unaware of the changes city, and that you can use to diversify your
to the outside world. treasure hordes:
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1d12 Relic
1 A gold and silver crown that
changes its shape to fit the
2 wearer’s head.
3 Gold inlaid armor, designed for a
4 tall humanoid creature.
5 A clay idol of a short god holding
6 a sugarcane stick.
7 A golden cup with inlaid rubies.
A jeweled anklet.
8 A collection of old, withered
scrolls.
9 A silver idol of an ancient water
deity. It has the lower half of a fish
10 and the upper half of a man.
11 A bone necklace, carved with
12 demonic symbols and snarling
faces.
A box of large green gems that
change color when touched by a
creature.
A bronze scimitar with a broken
blade.
A collection of clay tablets with
primitive drawings.
A golden figurine of a naga, about
the size of a human head.
The Layers of Patala
Patala is a collection of seven underground
layers, each featuring a collection of
monstrous creatures and magical secrets.
Patala has been described to be even more
beautiful than Svarga, but while Svarga’s
beauty is a reward for good action, Patala’s
beauty is a temptation, pulling heroes off the
path of good karma.
Entrance to Patala. It is not easy to
enter Patala, as its few entrances are either
hidden behind puzzles and secrets or guarded
by asuras in their mountainous forts.
Gateways to Patala are no more than
large stone caverns that extend deep
underground, and with enough mining, a new
entrance can be made. Once the entrance is
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dug however, it will need to be kept a secret, adventures will deal with surviving temptation
lest monsters and adventurers arrive to claim and escaping the wrathful god.
the passage for themselves.
Treasures of Vitala. Vitala is a layer
The Layers of Patala. Patala is made filled with gold, from golden statues of Lord
of seven layers, called lokas, that exist deep Rudra in golden temples to the golden bridge
beneath the surface. Each layer is unique, with that crosses the Hataki river. While Vitala is
its own rulers, monsters, and treasures. The lacking in magical treasure, it has more than
seven layers are described below: enough gold for a party of adventurers.
Atala Sutala
Atala is the layer of desire and temptation, and Sutala is the layer of the demon King Bali,
is ruled by the demon Bala. Atala is filled with who was exiled to the underworld by Dyaus
demonic men and women who seduce or calm after a failed attempt at conquering the world.
travelers and make them forget their worries. King Bali prays to Dyaus in particular, in
Once the travelers are comfortable, the exchange for being able to return to the mortal
demons kill them and feast on the bodies. world during the harvest.
Adventures in Atala. Characters might Adventures in Sutala. Adventurers
need to pass through Atala on their way to the have many reasons to visit Sutala. They may
lower layers, or they might be searching for be passing through to lower layers, seeking
one of Atala’s treasures. While your gold or arcane power, or visiting King Bali.
adventurers are travelling through Atala,
tempt them with a variety of things like gold, Treasures of Sutala. Sutala is not
knowledge, or titles. Your players should feel nearly as wealthy as Vitala or as magical as
torn between continuing with their mission Atala, but it is still rich in gold, gems, and
and giving in to the temptations. magic, albeit to a lesser extent. While the
realm is lacking in some forms of treasure, it
Treasures of Atala. The demons of makes up for it with the great number of
Atala are masters of magic, especially magical weapons and armor that were retired
enchantments, and spell scrolls and magic after King Bali’s failed attempt to conquer the
items can be found throughout the layer. Gold, world.
gems, and other simple treasures are not very
common in this layer, but can still be found in Talatala
plenty.
Talatala is the layer of illusions and is ruled by
Vitala the demon lord Mayasura. Mayasura escaped
to Talatala after the asuras lost a war against
Vitala is the layer of gold, and is ruled by a the gods, and by praying and fasting in the
dark (not entirely evil) incarnation of Rudra name of Lord Rudra, Mayasura was given
named Hara-Bhava. Winding through the protection in this layer. The layer is filled with
layer is the endless golden river Hataki. Gold the illusions of this demon lord, who designs
from this river can be found all over the layer, palaces and temples with his magic.
decorating temples, palaces, and forts.
Adventures in Talatala. Adventurers
Adventures in Vitala. Adventurers often travel through Talatala seeking the
might be travelling through this layer on a illusory magic that Mayasura keeps hidden in
quest to collect gold from the Hataki river, or his fortress. Mayasura is a master of illusions,
on a journey to the lower layers. Hara-Bhava and adventurers might find themselves lost in
and his monstrous servants rarely let travelers a jungle that doesn’t exist or a bustling city
steal from the layer, and most Vitala that is actually uninhabited.
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Treasures of Talatala. Talatala is both
rich in gold and rich in magical power.
Adventurers might travel to this layer seeking
illusion spell scrolls or magic items.
Mahatala
Mahatala is one of the two naga layers, the
other being Nagaloka. It is a realm filled with
gold, silver, and snakes. The nagas of
Mahatala are afraid of birds and other flying
creatures.
Adventures in Mahatala. Adventurers
traveling through Mahatala must deal with
snakes, nagas, and other serpentine threats as
they travel across the layer. Mahatala is rarely
the destination of a group of adventurers, but
it is often travelled through as adventurers
head to Rasatala or Nagaloka.
Treasures of Mahatala. Mahatala is
full of metallic treasure, such as gold, silver,
and bronze. The nagas of this realm are also
very wise, and may teach some of their
wisdom for the correct price.
Rasatala
Rasatala is the layer of demons and fiendish
giants, and holds many cities of such evil
creatures. The vying asura clans fight amongst
themselves in the chaotic realm of Rasatala,
ruling kingdoms, waging wars, and
massacring each other.
Adventuring in Rasatala. Rasatala is
filled with asuras, and adventuring in Rasatala
is more like fighting through an endless
dungeon than exploring an underground layer.
Demons will attack the party at every possible
opportunity unless the party has something
worthwhile to exchange and the power to
defend it.
Treasures of Rasatala. Gold, gems,
and magic items can be found in this layer,
like most other layers of Patala, but the main
attractions of Rasatala are the magic weapons.
The asuras are not all savage barbarians, and
many are proficient blacksmiths and mages,
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who make powerful weapons to fight each Ancient Religious Texts
other with.
The Vedas. The Vedas are four pieces
Nagaloka of religious texts (the Rigveda, Yajurveda,
Samaveda, and Atharvaveda) written around
Nagaloka, also known as Patala-loka, is the 1500 BCE. Of these, the Rigveda is the most
capital layer of the nagas and is ruled by the important, and describes the roles of the Vedic
naga king Vasuki. The most powerful nagas gods. The Rigveda can best be used to
live in this layer, surviving deep beneath the understand the Vedic religion, and won’t
earth and waging war on the asuras of the provide much relevant info on the culture of
layer above. Nagaloka is one of the richest of the region.
Patala’s layers, and is filled with enormous
gems. The Puranas. The Puranas are a large
collection of religious texts that form the
Adventuring in Nagaloka. Adventures majority of modern Hindu tradition. They are
in Nagaloka frequently feature prominent focused more on modern Hinduism than
nagas such as their king, Vasuki, or an ancient Vedism, and were written between
important sage or general. While the nagas of 250 CE and 1000 CE.
Nagaloka are not evil, they are not good
either, and Nagaloka is home to as many naga Modern Films
villains as there are heroes.
Bajirao Mastani. Bajirao Mastani is a
Treasures of Nagaloka. Nagaloka is 2015 Hindi romance / historical fiction film
known for its vast array of large gems, which about Peshwa Bajirao of the Maratha empire
grow in the caves of this layer like plants in (modern day Maharashtra, India) and his
the overworld. The nagas are also very wise relationship with a warrior princess.
and have crafted unique spells of their own.
Jodha Akbar. Jodha Akbar is a 2008
Sources of Inspiration Hindi romance film about the Mughal
emperor Jalaluddin Mohammed Akbar and the
While this book may be helpful in Rajput princess Jodhaa.
understanding Vedic myths and cultural
traditions, it should not be your only source of Bāhubali. Bahubali is a 2015 Telegu
inspiration. The following sources (some of and Tamil film about the fictional prince
which are ancient, others are more modern) Bahubali of the kingdom of Mahishmati, and
depict a fantasized version of ancient or his struggle for the throne.
medieval India, which you may use for
inspiration. Stereotypes to Avoid
Ancient Literature While the Mahavedia setting is a fictious
setting, it is heavily steeped in the cultures of
The Rāmāyan. The Rāmāyan is an ancient South Asia, and as such, there are
ancient Sanskrit epic telling the story of the many stereotypes that should be avoided
prince Ram in his quest against Ravan, the during play. Inclusion of these stereotypes
demon king of Lanka. might make South Asian or Hindu players
uncomfortable and would be disrespectful to
The Mahābhārat. The Mahābhārat these long lasting cultural and religious
tells the story of a great war in Ancient India, traditions. With that in mind, some stereotypes
and is one of the two major Hindu epics (the are listed below that should be avoided, both
other being the Ramayan). during character creation and during play:
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The Awkward Nerd. One common a combination of many environments and
hundreds of cultures.
stereotype of South Asians in the West is that
Arranged Marriages. Another
of the awkward, physically weak nerd, who stereotype about South Asians is that all South
Asians have arranged marriages. This is far
solves his problems with science and from the truth, and while arranged marriages
are not extremely rare, they are found mostly
engineering. When running a Mahavedia in rural or uneducated regions. When creating
characters, feel free to include an arranged
game, understand that NPCs and characters marriage as part of a character’s backstory,
but understand that they are the minority and
come from all walks of life, and have a range that not all NPCs and characters would have
gone through an arranged marriage.
of personalities that are distinct from the nerdy
Cow Worship. While cows are
stereotype. respected in South Asia, they are not
worshipped. Killing cows and eating beef is
Poor but Happy. One of the major generally discouraged in many South Asian
stereotypes of South Asia is that it is ‘poor but cultures (but not all) in the same way that
happy,’ meaning that the region is filled with most Westerners would rather not kill and eat
a dog.
poverty, famine, flooding, and chaos, but the
The Indian Accent. The stereotypical
people find happiness in their spirituality. In Indian accent is seen by most South Asians in
the West as reductive and mocking of their
truth, poverty ranges across the region, and ethnicity and culture. If you and all of your
players feel comfortable with the accent being
while there are poor slums, there are also rich used in the game, feel free to use it, but
understand that using the accent without
palaces, temples, and monuments. talking to your players first may be
Polytheists as Barbaric. The ‘barbaric problematic.
polytheism’ stereotype is used to reduce
Hindu and Vedic traditions to ‘pagan rituals’
and ‘snake cults.’ These stereotypes are false,
and the religion is far more complex and
nuanced than snake cults and barbarism.
The Monolith. South Asia is not a
monolith, and while its often described as an
expansive jungle with a single Indian culture,
or as a dry, arid desert, South Asia is actually
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