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